Exemple #1
0
// ---------------------------------------------------------------------------
//
//	ROUTINE:	CAINodeMgr::FindNearestNodeInFrontWithFromThreat
//
//	PURPOSE:	Finds the nearest node that has an OK status from the hThreat,
//				and which is between the checker and the threat
//
// ---------------------------------------------------------------------------
AINode* CAINodeMgr::FindNearestNodeInSameDirectionAsThreat(CAI* pAI, EnumAINodeType eNodeType, const LTVector& vPos, HOBJECT hThreat)
{
    LTFLOAT fMinDistance = (float)INT_MAX;
    AINode*	pClosestNode = LTNULL;

	// Get AIs Path Knowledge.

	CAIPathKnowledgeMgr* pPathKnowledgeMgr = LTNULL;
	if( pAI && pAI->GetPathKnowledgeMgr() )
	{
		pPathKnowledgeMgr = pAI->GetPathKnowledgeMgr();
	}

	AINode* pNode;
	AINODE_MAP::iterator it;
	for(it = m_mapAINodes.lower_bound(eNodeType); it != m_mapAINodes.upper_bound(eNodeType); ++it)
	{
		pNode = it->second;

		// Skip nodes in unreachable volumes.

		if( pPathKnowledgeMgr && 
			( pPathKnowledgeMgr->GetPathKnowledge( pNode->GetNodeContainingVolume() ) == CAIPathMgr::kPath_NoPathFound ) )
		{
			continue;
		}

		// Skip nodes that are not in volumes.

		if( !pNode->GetNodeContainingVolume() )
		{
			continue;
		}

		// Skip node if required alignment does not match.

		if( ( pNode->GetRequiredRelationTemplateID() != -1 ) &&
			( pNode->GetRequiredRelationTemplateID() != pAI->GetRelationMgr()->GetTemplateID() ) )
		{
			continue;
		}

		if ( pNode->IsLockedDisabledOrTimedOut() )
			continue;

		if ( AreNodeAndObjectInSameDirection(hThreat, pNode, vPos) )
			continue;

        LTFLOAT  fDistanceSqr = VEC_DISTSQR(vPos, pNode->GetPos());
		if ( (fDistanceSqr > fMinDistance) || (fDistanceSqr > pNode->GetRadiusSqr()) )
			continue;

		if ( kStatus_Ok == pNode->GetStatus(vPos, hThreat) )
		{
			fMinDistance = fDistanceSqr;
			pClosestNode = pNode;
		}
	}

	// Ensure that AI can pathfind to the destination node.
	// Ideally, we would like to do this check for each node as we iterate,
	// but that could result in multiple runs of BuildVolumePath() which
	// is expensive.  So instead we just check the final returned node.
	// The calling code can call this function again later, and will not get
	// this node again.

	if( pAI && pClosestNode )
	{
		AIVolume* pVolumeDest = pClosestNode->GetNodeContainingVolume();
		if( !g_pAIPathMgr->HasPath( pAI, pVolumeDest ) )
		{
			return LTNULL;
		}
	}

	return pClosestNode;
}
Exemple #2
0
AINode* CAINodeMgr::FindRandomNodeFromThreat(CAI* pAI, EnumAINodeType eNodeType, const LTVector& vPos, HOBJECT hThreat)
{
	s_lstTempNodes.clear();

	// Get AIs Path Knowledge.

	CAIPathKnowledgeMgr* pPathKnowledgeMgr = LTNULL;
	if( pAI && pAI->GetPathKnowledgeMgr() )
	{
		pPathKnowledgeMgr = pAI->GetPathKnowledgeMgr();
	}

	// Generate list of valid nodes.

	AINode* pNode;
	AINODE_MAP::iterator it;
	for(it = m_mapAINodes.lower_bound(eNodeType); it != m_mapAINodes.upper_bound(eNodeType); ++it)
	{
		pNode = it->second;

		// Skip nodes in unreachable volumes.

		if( pPathKnowledgeMgr && 
			( pPathKnowledgeMgr->GetPathKnowledge( pNode->GetNodeContainingVolume() ) == CAIPathMgr::kPath_NoPathFound ) )
		{
			continue;
		}

		// Skip nodes that are not in volumes.

		if( !pNode->GetNodeContainingVolume() )
		{
			continue;
		}

		// Skip node if required alignment does not match.

		if( ( pNode->GetRequiredRelationTemplateID() != -1 ) &&
			( pNode->GetRequiredRelationTemplateID() != pAI->GetRelationMgr()->GetTemplateID() ) )
		{
			continue;
		}

		if( !pNode->NodeTypeIsActive( eNodeType ) )
		{
			continue;
		}

		if ( !pNode->IsLockedDisabledOrTimedOut() )
		{
			if ( kStatus_Ok == pNode->GetStatus(vPos, hThreat) )
			{
				s_lstTempNodes.push_back( pNode );
			}
		}
	}

	// Randomly select one of the valid nodes.

	if( !s_lstTempNodes.empty() )
	{
		pNode = s_lstTempNodes[ GetRandom( 0, s_lstTempNodes.size() - 1 ) ];
		s_lstTempNodes.clear();
	}
	else {
		pNode = LTNULL;
	}

	// Ensure that AI can pathfind to the destination node.
	// Ideally, we would like to do this check for each node as we iterate,
	// but that could result in multiple runs of BuildVolumePath() which
	// is expensive.  So instead we just check the final returned node.
	// The calling code can call this function again later, and will not get
	// this node again.

	if( pAI && pNode )
	{
		AIVolume* pVolumeDest = pNode->GetNodeContainingVolume();
		if( !g_pAIPathMgr->HasPath( pAI, pVolumeDest ) )
		{
			return LTNULL;
		}
	}

	return pNode;
}