170 lines
4.7 KiB
C++
170 lines
4.7 KiB
C++
/**
|
|
* PANDA 3D SOFTWARE
|
|
* Copyright (c) Carnegie Mellon University. All rights reserved.
|
|
*
|
|
* All use of this software is subject to the terms of the revised BSD
|
|
* license. You should have received a copy of this license along
|
|
* with this source code in a file named "LICENSE."
|
|
*
|
|
* @file aiBehaviors.h
|
|
* @author Deepak, John, Navin
|
|
* @date 2009-09-08
|
|
*/
|
|
|
|
#ifndef _AIBEHAVIORS_H
|
|
#define _AIBEHAVIORS_H
|
|
|
|
#include "aiGlobals.h"
|
|
|
|
class AICharacter;
|
|
class Seek;
|
|
class Flee;
|
|
class Pursue;
|
|
class Evade;
|
|
class Arrival;
|
|
class Flock;
|
|
class Wander;
|
|
class PathFollow;
|
|
class PathFind;
|
|
class ObstacleAvoidance;
|
|
|
|
typedef std::list<Flee, std::allocator<Flee> > ListFlee;
|
|
typedef std::list<Evade, std::allocator<Evade> > ListEvade;
|
|
|
|
/**
|
|
* This class implements all the steering behaviors of the AI framework, such
|
|
* as seek, flee, pursue, evade, wander and flock. Each steering behavior has
|
|
* a weight which is used when more than one type of steering behavior is
|
|
* acting on the same ai character. The weight decides the contribution of
|
|
* each type of steering behavior. The AICharacter class has a handle to an
|
|
* object of this class and this allows to invoke the steering behaviors via
|
|
* the AICharacter. This class also provides functionality such as pausing,
|
|
* resuming and removing the AI behaviors of an AI character at anytime.
|
|
*/
|
|
class EXPCL_PANDAAI AIBehaviors {
|
|
public:
|
|
enum _behavior_type {
|
|
_none = 0x00000,
|
|
_seek = 0x00002,
|
|
_flee = 0x00004,
|
|
_flee_activate = 0x00100,
|
|
_arrival = 0x00008,
|
|
_arrival_activate = 0x01000,
|
|
_wander = 0x00010,
|
|
_pursue = 0x00040,
|
|
_evade = 0x00080,
|
|
_evade_activate = 0x00800,
|
|
_flock = 0x00200,
|
|
_flock_activate = 0x00400,
|
|
_obstacle_avoidance = 0x02000,
|
|
_obstacle_avoidance_activate = 0x04000
|
|
};
|
|
|
|
AICharacter *_ai_char;
|
|
Flock *_flock_group;
|
|
|
|
int _behaviors_flags;
|
|
LVecBase3 _steering_force;
|
|
|
|
Seek *_seek_obj;
|
|
LVecBase3 _seek_force;
|
|
|
|
Flee *_flee_obj;
|
|
LVecBase3 _flee_force;
|
|
|
|
// ! This list is used if the ai character needs to flee from multiple
|
|
// onjects.
|
|
ListFlee _flee_list;
|
|
ListFlee::iterator _flee_itr;
|
|
|
|
Pursue *_pursue_obj;
|
|
LVecBase3 _pursue_force;
|
|
|
|
Evade *_evade_obj;
|
|
LVecBase3 _evade_force;
|
|
|
|
// ! This list is used if the ai character needs to evade from multiple
|
|
// onjects.
|
|
ListEvade _evade_list;
|
|
ListEvade::iterator _evade_itr;
|
|
|
|
Arrival *_arrival_obj;
|
|
LVecBase3 _arrival_force;
|
|
|
|
// ! Since Flock is a collective behavior the variables are declared within
|
|
// the AIBehaviors class.
|
|
float _flock_weight;
|
|
LVecBase3 _flock_force;
|
|
bool _flock_done;
|
|
|
|
Wander * _wander_obj;
|
|
LVecBase3 _wander_force;
|
|
|
|
ObstacleAvoidance *_obstacle_avoidance_obj;
|
|
LVecBase3 _obstacle_avoidance_force;
|
|
|
|
PathFollow *_path_follow_obj;
|
|
|
|
PathFind *_path_find_obj;
|
|
|
|
bool _conflict, _previous_conflict;
|
|
|
|
AIBehaviors();
|
|
~AIBehaviors();
|
|
|
|
bool is_on(_behavior_type bt);
|
|
bool is_on(std::string ai_type); // special cases for pathfollow and pathfinding
|
|
bool is_off(_behavior_type bt);
|
|
bool is_off(std::string ai_type); // special cases for pathfollow and pathfinding
|
|
void turn_on(std::string ai_type);
|
|
void turn_off(std::string ai_type);
|
|
|
|
bool is_conflict();
|
|
|
|
void accumulate_force(std::string force_type, LVecBase3 force);
|
|
LVecBase3 calculate_prioritized();
|
|
|
|
void flock_activate();
|
|
LVecBase3 do_flock();
|
|
|
|
int char_to_int(std::string ai_type);
|
|
|
|
PUBLISHED:
|
|
void seek(NodePath target_object, float seek_wt = 1.0);
|
|
void seek(LVecBase3 pos, float seek_wt = 1.0);
|
|
|
|
void flee(NodePath target_object, double panic_distance = 10.0, double relax_distance = 10.0, float flee_wt = 1.0);
|
|
void flee(LVecBase3 pos, double panic_distance = 10.0, double relax_distance = 10.0, float flee_wt = 1.0);
|
|
|
|
void pursue(NodePath target_object, float pursue_wt = 1.0);
|
|
|
|
void evade(NodePath target_object, double panic_distance = 10.0, double relax_distance = 10.0, float evade_wt = 1.0);
|
|
|
|
void arrival(double distance = 10.0);
|
|
|
|
void flock(float flock_wt);
|
|
|
|
void wander(double wander_radius = 5.0, int flag =0, double aoe = 0.0, float wander_weight = 1.0);
|
|
|
|
void obstacle_avoidance(float feeler_length = 1.0);
|
|
|
|
void path_follow(float follow_wt);
|
|
void add_to_path(LVecBase3 pos);
|
|
void start_follow(std::string type = "normal");
|
|
|
|
// should have different function names.
|
|
void init_path_find(const char* navmesh_filename);
|
|
void path_find_to(LVecBase3 pos, std::string type = "normal");
|
|
void path_find_to(NodePath target, std::string type = "normal");
|
|
void add_static_obstacle(NodePath obstacle);
|
|
void add_dynamic_obstacle(NodePath obstacle);
|
|
|
|
|
|
void remove_ai(std::string ai_type);
|
|
void pause_ai(std::string ai_type);
|
|
void resume_ai(std::string ai_type);
|
|
|
|
std::string behavior_status(std::string ai_type);
|
|
};
|
|
|
|
#endif
|