Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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AITeam.h
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1/*
2 Copyright (c) 2018 DIVIDE-Studio
3 Copyright (c) 2009 Ionut Cava
4
5 This file is part of DIVIDE Framework.
6
7 Permission is hereby granted, free of charge, to any person obtaining a copy
8 of this software
9 and associated documentation files (the "Software"), to deal in the Software
10 without restriction,
11 including without limitation the rights to use, copy, modify, merge, publish,
12 distribute, sublicense,
13 and/or sell copies of the Software, and to permit persons to whom the
14 Software is furnished to do so,
15 subject to the following conditions:
16
17 The above copyright notice and this permission notice shall be included in
18 all copies or substantial portions of the Software.
19
20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21 IMPLIED,
22 INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
23 PARTICULAR PURPOSE AND NONINFRINGEMENT.
24 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
25 DAMAGES OR OTHER LIABILITY,
26 WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
27 IN CONNECTION WITH THE SOFTWARE
28 OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
29
30 */
31
32#pragma once
33#ifndef DVD_AI_TEAM_H_
34#define DVD_AI_TEAM_H_
35
36#include "AI/Headers/AIEntity.h"
37
38namespace Divide {
39
40class TaskPool;
41
42namespace AI {
43
44class AIManager;
45
46namespace Navigation {
47 class DivideDtCrowd;
48 class NavigationMesh;
49}
50
51class Order {
52 public:
53 virtual ~Order() = default;
54 Order(const U32 id) : _id(id), _locked(false) {}
55 [[nodiscard]] U32 getID() const { return _id; }
56 [[nodiscard]] bool locked() const { return _locked; }
57 virtual void lock() { _locked = true; }
58 virtual void unlock() { _locked = false; }
59
60 protected:
62 bool _locked;
63};
64
65class AITeam final : public GUIDWrapper {
66 public:
67 using CrowdPtr = std::unique_ptr<Navigation::DivideDtCrowd>;
71 using OrderPtr = std::shared_ptr<Order>;
73
74 public:
75 AITeam(U32 id, AIManager& parentManager);
76 ~AITeam() override;
77
80 const AITeamCrowd::const_iterator it = _aiTeamCrowd.find(radius);
81 if (it != std::end(_aiTeamCrowd)) {
82 return it->second.get();
83 }
84 return nullptr;
85 }
86
87 bool addTeamMember(AIEntity* entity);
88 bool removeTeamMember(AIEntity* entity);
89 bool addEnemyTeam(U32 enemyTeamID);
90 bool removeEnemyTeam(U32 enemyTeamID);
91
92 inline U32 getEnemyTeamID(const U32 index) const
93 {
94 if (_enemyTeams.size() <= index)
95 {
96 return U32_MAX;
97 }
98
99 return _enemyTeams[index];
100 }
101
102 const TeamMap& getTeamMembers() const { return _team; }
104
105 void clearOrders() {
107 _orders.clear();
108 }
109
110 void addOrder(const OrderPtr& order) {
112 if (findOrder(order->getID()) == std::end(_orders)) {
113 _orders.push_back(order);
114 }
115 }
116
117 void removeOrder(const Order& order) {
119 const OrderList::iterator it = findOrder(order);
120 if (it != std::end(_orders)) {
121 _orders.erase(it);
122 }
123 }
124
125 const OrderList& requestOrders() const { return _orders; }
126
128
129 protected:
130 friend class AIManager;
132 void resetCrowd();
133 [[nodiscard]] bool processInput(TaskPool& parentPool, U64 deltaTimeUS);
134 [[nodiscard]] bool processData(TaskPool& parentPool, U64 deltaTimeUS);
135 [[nodiscard]] bool update(TaskPool& parentPool, U64 deltaTimeUS);
138
139 protected:
140 [[nodiscard]] vector<AIEntity*> getEntityList() const;
141
142 [[nodiscard]] OrderList::iterator findOrder(const Order& order) {
143 return findOrder(order.getID());
144 }
145
146 [[nodiscard]] OrderList::iterator findOrder(U32 orderID) {
147 return eastl::find_if(
148 eastl::begin(_orders),
149 eastl::end(_orders),
150 [&orderID](const OrderPtr& order) -> bool {
151 return orderID == order->getID();
152 });
153 }
154
155 [[nodiscard]] vector<U32>::iterator findEnemyTeamEntry(U32 enemyTeamID) {
156 return eastl::find_if(
157 begin(_enemyTeams), end(_enemyTeams),
158 [&enemyTeamID](const U32 id) -> bool { return id == enemyTeamID; });
159 }
160
161 protected:
163
164 private:
174};
175
176} // namespace AI
177} // namespace Divide
178
179#endif //DVD_AI_TEAM_H_
Based on OgreCrowd.
Definition: AIEntity.h:60
std::shared_ptr< Order > OrderPtr
Definition: AITeam.h:71
void removeOrder(const Order &order)
Definition: AITeam.h:117
void addOrder(const OrderPtr &order)
Definition: AITeam.h:110
bool removeEnemyTeam(U32 enemyTeamID)
Definition: AITeam.cpp:201
hashMap< AIEntity *, F32 > MemberVariable
Definition: AITeam.h:69
MemberVariable _memberVariable
Container with data per team member. For example a map of distances.
Definition: AITeam.h:168
OrderList::iterator findOrder(U32 orderID)
Definition: AITeam.h:146
hashMap< AIEntity::PresetAgentRadius, CrowdPtr > AITeamCrowd
Definition: AITeam.h:68
SharedMutex _updateMutex
Definition: AITeam.h:170
SharedMutex _crowdMutex
Definition: AITeam.h:171
void removeCrowd(AIEntity::PresetAgentRadius radius)
Definition: AITeam.cpp:44
void resetCrowd()
Update the crowding system.
Definition: AITeam.cpp:157
bool removeTeamMember(AIEntity *entity)
Definition: AITeam.cpp:180
vector< AIEntity * > getEntityList() const
Definition: AITeam.cpp:52
AIManager & _parentManager
Definition: AITeam.h:166
OrderList::iterator findOrder(const Order &order)
Definition: AITeam.h:142
bool addTeamMember(AIEntity *entity)
Definition: AITeam.cpp:164
void clearOrders()
Definition: AITeam.h:105
OrderList _orders
Definition: AITeam.h:173
void addCrowd(AIEntity::PresetAgentRadius radius, Navigation::NavigationMesh *navMesh)
Definition: AITeam.cpp:38
bool processInput(TaskPool &parentPool, U64 deltaTimeUS)
Definition: AITeam.cpp:103
const TeamMap & getTeamMembers() const
Definition: AITeam.h:102
vector< OrderPtr > OrderList
Definition: AITeam.h:72
vector< U32 >::iterator findEnemyTeamEntry(U32 enemyTeamID)
Definition: AITeam.h:155
bool addEnemyTeam(U32 enemyTeamID)
Definition: AITeam.cpp:192
bool update(TaskPool &parentPool, U64 deltaTimeUS)
Definition: AITeam.cpp:65
Navigation::DivideDtCrowd * getCrowd(const AIEntity::PresetAgentRadius radius) const
Definition: AITeam.h:78
const OrderList & requestOrders() const
Definition: AITeam.h:125
hashMap< I64, AIEntity * > TeamMap
Definition: AITeam.h:70
PROPERTY_RW(U32, teamID, U32_MAX)
~AITeam() override
Definition: AITeam.cpp:23
U32 getEnemyTeamID(const U32 index) const
Definition: AITeam.h:92
std::unique_ptr< Navigation::DivideDtCrowd > CrowdPtr
Definition: AITeam.h:67
TeamMap _team
Definition: AITeam.h:165
AITeamCrowd _aiTeamCrowd
Definition: AITeam.h:169
SharedMutex _orderMutex
Definition: AITeam.h:162
vector< U32 > _enemyTeams
Definition: AITeam.h:172
MemberVariable & getMemberVariable()
Definition: AITeam.h:103
bool processData(TaskPool &parentPool, U64 deltaTimeUS)
Definition: AITeam.cpp:130
Order(const U32 id)
Definition: AITeam.h:54
bool locked() const
Definition: AITeam.h:56
U32 getID() const
Definition: AITeam.h:55
virtual void unlock()
Definition: AITeam.h:58
virtual ~Order()=default
virtual void lock()
Definition: AITeam.h:57
Utility class that adds basic GUID management to objects.
Definition: GUIDWrapper.h:44
Handle console commands that start with a forward slash.
Definition: AIProcessor.cpp:7
std::lock_guard< mutex > LockGuard
Definition: SharedMutex.h:55
std::shared_mutex SharedMutex
Definition: SharedMutex.h:43
eastl::vector< Type > vector
Definition: Vector.h:42
hashAlg::unordered_map< K, V, HashFun, Predicate > hashMap
Definition: HashMap.h:55
std::shared_lock< mutex > SharedLock
Definition: SharedMutex.h:49
constexpr U32 U32_MAX
uint32_t U32
uint64_t U64