2012-05-29 13:31:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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template <class T> class CAIVision;
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#ifndef RYAI_VISION_H
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#define RYAI_VISION_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/common.h"
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#include "nel/misc/debug.h"
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#include "nel/misc/entity_id.h"
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#include "nel/misc/sheet_id.h"
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#include "game_share/player_vision_delta.h"
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#include "game_share/ryzom_entity_id.h"
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#include "ai_entity_matrix.h"
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#include "time_interface.h"
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#include "ai_instance.h"
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#include <map>
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#include <vector>
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#include <string>
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//--------------------------------------------------------------------------
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// The class
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//--------------------------------------------------------------------------
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template <class T>
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class CAIVision
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{
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public:
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//----------------------------------------------------------------------
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// default ctor
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CAIVision() // : _lastUpdate(CTimeInterface::gameCycle()) {}
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{}
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virtual ~CAIVision() {}
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template <class VectorClass>
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void updateBotsAndPlayers(CAIInstance *aii, const VectorClass &xy,uint32 playerRadiusInMeters,uint32 botRadiusInMeters)
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{
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// _lastUpdate=CTimeInterface::gameCycle();
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updatePlayers(aii, xy, playerRadiusInMeters);
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updateBots(aii, xy, botRadiusInMeters);
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}
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void clear ()
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{
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_bots.clear();
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_players.clear();
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_botsVisionRadius = 0;
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_playersVisionRadius = 0;
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}
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//----------------------------------------------------------------------
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// player and bot buffer accessors
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const std::vector<NLMISC::CDbgPtr<T> > &bots() const { return _bots; }
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const std::vector<NLMISC::CDbgPtr<T> > &players() const { return _players; }
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const CAIVector& getBotsVisionCenter() const { return _botsVisionCenter; }
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uint32 getBotsVisionRadius() const { return _botsVisionRadius; }
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const CAIVector& getPlayersVisionCenter() const { return _playersVisionCenter; }
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uint32 getPlayersVisionRadius() const { return _playersVisionRadius; }
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//----------------------------------------------------------------------
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// an stl-like iterator for iterating through entities in vision
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class iterator
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{
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public:
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iterator(): _vect(NULL), _vision(NULL) {}
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iterator(const CAIVision *vision): _vision(vision)
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{
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if (!vision->players().empty())
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{
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_vect=&vision->players();
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_it=vision->players().begin();
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}
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else if (!vision->bots().empty())
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{
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_vect=&vision->bots();
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_it=vision->bots().begin();
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}
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else
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_vect=NULL;
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}
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T &operator*() const
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{
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#ifdef NL_DEBUG
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nlassert(_vect!=NULL);
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#endif
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const NLMISC::CDbgPtr<T> &dbgRef=*_it;
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T& objRef=*dbgRef;
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return objRef;
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}
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T *operator->() const
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{
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#ifdef NL_DEBUG
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nlassert(_vect!=NULL);
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#endif
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const NLMISC::CDbgPtr<T> &dbgRef=*_it;
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T* objPtr=(T*)dbgRef;
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return objPtr;
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}
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iterator operator++()
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{
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#ifdef NL_DEBUG
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nlassert(_vect!=NULL);
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#endif
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// try to just move the iterator forwards in the current vector
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// if not at end of vector then return (success)
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++_it;
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if (_it!=_vect->end())
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return *this;
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// we've reached the end of the current vector so check wehether we were
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// scanning the player vector - if so switch to the bot vector
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if (_vect==&(_vision->players()) && !_vision->bots().empty())
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{
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_vect=&_vision->bots();
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_it=_vision->bots().begin();
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return *this;
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}
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// we've at the end of both player and bot vectors so flag 'end' condition
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_vect=NULL;
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return *this;
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}
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bool operator!=( const iterator &cmp ) const
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{
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// assume that:
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// - if _vect and cmp._vect don't match then no match
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// - if _vect and cmp._vect are both NULL we have a match
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// - otherwise match depends on iterators
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return ( _vect!=cmp._vect || (_vect!=NULL && _it != cmp._it));
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}
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private:
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const CAIVision *_vision;
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const std::vector<NLMISC::CDbgPtr<T> > *_vect;
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typename std::vector<NLMISC::CDbgPtr<T> >::const_iterator _it;
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};
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//----------------------------------------------------------------------
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// stl-like begin() and end()
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iterator begin()
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{
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return iterator(this);
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}
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iterator end()
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{
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return iterator();
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}
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// const uint32 &getLastUpdate () const
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// {
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// return _lastUpdate;
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// }
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private:
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inline CAIVector getPosition(const class RYAI_MAP_CRUNCH::CWorldPosition & xy)
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{
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return xy.toAIVector();
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}
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inline CAIVector getPosition(const class CAIVector & xy)
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{
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return xy;
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}
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template <class VectorClass>
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void updateBots(CAIInstance *aii, const VectorClass &xy,uint32 botRadiusInMeters)
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{
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H_AUTO(VisionUpdateBots);
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_botsVisionCenter = xy;
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_botsVisionRadius = botRadiusInMeters;
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const CAIEntityMatrixIteratorTblLinear *tbl;
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typename CAIEntityMatrix<T>::CEntityIteratorLinear it;
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_bots.clear();
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if (botRadiusInMeters==0)
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return;
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tbl = CAIS::instance().bestLinearMatrixIteratorTbl(botRadiusInMeters);
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CAIVector aiVectorXy = getPosition(xy);
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for (it = aii->botMatrix().beginEntities(tbl,xy); !it.end(); ++it)
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{
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CAIEntityPhysical const* phys = const_cast<T*>(&*it)->getSpawnObj();
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if (phys && phys->aipos().quickDistTo(aiVectorXy) < botRadiusInMeters)
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{
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_bots.push_back(const_cast<T*>(&*it));
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}
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}
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}
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template <class VectorClass>
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void updatePlayers(CAIInstance *aii, const VectorClass &xy,uint32 playerRadiusInMeters)
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{
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H_AUTO(VisionUpdatePlayers);
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_playersVisionCenter = xy;
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_playersVisionRadius = playerRadiusInMeters;
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const CAIEntityMatrixIteratorTblLinear *tbl;
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typename CAIEntityMatrix<T>::CEntityIteratorLinear it;
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_players.clear();
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if (playerRadiusInMeters==0)
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return;
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tbl = CAIS::instance().bestLinearMatrixIteratorTbl(playerRadiusInMeters);
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CAIVector aiVectorXy = getPosition(xy);
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for (it = aii->playerMatrix().beginEntities(tbl,xy); !it.end(); ++it)
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{
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CAIEntityPhysical const* phys = const_cast<T*>(&*it)->getSpawnObj();
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if (phys && phys->aipos().quickDistTo(aiVectorXy) < playerRadiusInMeters)
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{
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_players.push_back(const_cast<T*>(&*it));
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}
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}
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}
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//----------------------------------------------------------------------
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// private data
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CAIVector _botsVisionCenter;
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uint32 _botsVisionRadius;
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std::vector<NLMISC::CDbgPtr<T> > _bots;
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CAIVector _playersVisionCenter;
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uint32 _playersVisionRadius;
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std::vector<NLMISC::CDbgPtr<T> > _players;
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// uint32 _lastUpdate;
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};
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#endif
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