Esempio n. 1
0
AINode* CAINodeMgr::FindNearestObjectNode(CAI* pAI, EnumAINodeType eNodeType, const LTVector& vPos, const char* szClass)
{
    LTFLOAT fMinDistanceSqr = (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->NodeTypeIsActive( eNodeType ) )
		{
			continue;
		}

		if ( !pNode->IsLockedDisabledOrTimedOut() && pNode->HasObject() )
		{
            LTFLOAT fDistanceSqr = VEC_DISTSQR(vPos, pNode->GetPos());

			if ( (fDistanceSqr < fMinDistanceSqr) && (fDistanceSqr < pNode->GetRadiusSqr()) )
			{
				HOBJECT hObject;
				if ( LT_OK == FindNamedObject(pNode->GetObject(), hObject) )
				{
                    HCLASS hClass = g_pLTServer->GetClass((char*)szClass);

                    if ( g_pLTServer->IsKindOf(g_pLTServer->GetObjectClass(hObject), hClass) )
					{
						fMinDistanceSqr = 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;
}
Esempio n. 2
0
AINode* CAINodeMgr::FindNearestNodeFromThreat(CAI* pAI, EnumAINodeType eNodeType, const LTVector& vPos, HOBJECT hThreat, LTFLOAT fSearchFactor)
{
    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->NodeTypeIsActive( eNodeType ) )
		{
			continue;
		}

		if ( !pNode->IsLockedDisabledOrTimedOut() )
		{
			// Check of there is a SearchFactor, scaling the radius of the node.

			LTFLOAT fNodeRadiusSqr;
			if( fSearchFactor != 1.f )
			{
				fNodeRadiusSqr = pNode->GetRadius() * fSearchFactor;
				fNodeRadiusSqr *= fNodeRadiusSqr;
			}
			else {
				fNodeRadiusSqr = pNode->GetRadiusSqr();
			}

			LTFLOAT fDistanceSqr = VEC_DISTSQR(vPos, pNode->GetPos());

			if ( ( fDistanceSqr < fMinDistance ) && ( fDistanceSqr < fNodeRadiusSqr ) )
			{
				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;
}