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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "BasePropDoor.h"
#include "ai_basehumanoid.h"
#include "ai_blended_movement.h"
#include "ai_navigator.h"
#include "ai_memory.h"
#ifdef HL2_DLL
#include "ai_interactions.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : Constant for the type of interaction
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CAI_BaseHumanoid::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt) { #if defined( HL2_DLL )
// Annoying to ifdef this out. Copy it into all the HL2 specific humanoid NPC's instead?
if ( interactionType == g_interactionBarnacleVictimDangle ) { // Force choosing of a new schedule
ClearSchedule( "Grabbed by a barnacle" ); return true; } else if ( interactionType == g_interactionBarnacleVictimReleased ) { // Destroy the entity, the barnacle is going to use the ragdoll that it is releasing
// as the corpse.
UTIL_Remove( this ); return true; } #endif
return BaseClass::HandleInteraction( interactionType, data, sourceEnt); }
//-----------------------------------------------------------------------------
// Purpose: check ammo
//-----------------------------------------------------------------------------
void CAI_BaseHumanoid::CheckAmmo( void ) { BaseClass::CheckAmmo();
// FIXME: put into GatherConditions()?
// FIXME: why isn't this a baseclass function?
if (!GetActiveWeapon()) return;
// Don't do this while holstering / unholstering
if ( IsWeaponStateChanging() ) return;
if (GetActiveWeapon()->UsesPrimaryAmmo()) { if (!GetActiveWeapon()->HasPrimaryAmmo() ) { SetCondition(COND_NO_PRIMARY_AMMO); } else if (GetActiveWeapon()->UsesClipsForAmmo1() && GetActiveWeapon()->Clip1() < (GetActiveWeapon()->GetMaxClip1() / 4 + 1)) { // don't check for low ammo if you're near the max range of the weapon
SetCondition(COND_LOW_PRIMARY_AMMO); } }
if (!GetActiveWeapon()->HasSecondaryAmmo() ) { if ( GetActiveWeapon()->UsesClipsForAmmo2() ) { SetCondition(COND_NO_SECONDARY_AMMO); } } }
//-----------------------------------------------------------------------------
// TASK_RANGE_ATTACK1
//-----------------------------------------------------------------------------
void CAI_BaseHumanoid::BuildScheduleTestBits( ) { BaseClass::BuildScheduleTestBits();
if ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) { if ( GetShotRegulator()->IsInRestInterval() ) { ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK1 ); } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static bool IsSmall( CBaseEntity *pBlocker ) { CCollisionProperty *pCollisionProp = pBlocker->CollisionProp(); int nSmaller = 0; Vector vecSize = pCollisionProp->OBBMaxs() - pCollisionProp->OBBMins(); for ( int i = 0; i < 3; i++ ) { if ( vecSize[i] >= 42 ) return false;
if ( vecSize[i] <= 30 ) { nSmaller++; } }
return ( nSmaller >= 2 ); }
bool CAI_BaseHumanoid::OnMoveBlocked( AIMoveResult_t *pResult ) { if ( *pResult != AIMR_BLOCKED_NPC && GetNavigator()->GetBlockingEntity() && !GetNavigator()->GetBlockingEntity()->IsNPC() ) { CBaseEntity *pBlocker = GetNavigator()->GetBlockingEntity();
float massBonus = ( IsNavigationUrgent() ) ? 40.0 : 0;
if ( pBlocker->GetMoveType() == MOVETYPE_VPHYSICS && pBlocker != GetGroundEntity() && !pBlocker->IsNavIgnored() && !dynamic_cast<CBasePropDoor *>(pBlocker) && pBlocker->VPhysicsGetObject() && pBlocker->VPhysicsGetObject()->IsMoveable() && ( pBlocker->VPhysicsGetObject()->GetMass() <= 35.0 + massBonus + 0.1 || ( pBlocker->VPhysicsGetObject()->GetMass() <= 50.0 + massBonus + 0.1 && IsSmall( pBlocker ) ) ) ) { DbgNavMsg1( this, "Setting ignore on object %s", pBlocker->GetDebugName() ); pBlocker->SetNavIgnore( 2.5 ); } #if 0
else { CPhysicsProp *pProp = dynamic_cast<CPhysicsProp*>( pBlocker ); if ( pProp && pProp->GetHealth() && pProp->GetExplosiveDamage() == 0.0 && GetActiveWeapon() && !GetActiveWeapon()->ClassMatches( "weapon_rpg" ) ) { Msg( "!\n" ); // Destroy!
} } #endif
}
return BaseClass::OnMoveBlocked( pResult ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define SNEAK_ATTACK_DIST 360.0f // 30 feet
void CAI_BaseHumanoid::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ) { bool bSneakAttacked = false;
if( ptr->hitgroup == HITGROUP_HEAD ) { if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && info.GetAttacker() != GetEnemy() && !IsInAScript() ) { // Shot in the head by a player I've never seen. In this case the player
// has gotten the drop on this enemy and such an attack is always lethal (at close range)
bSneakAttacked = true;
AIEnemiesIter_t iter; for( AI_EnemyInfo_t *pMemory = GetEnemies()->GetFirst(&iter); pMemory != NULL; pMemory = GetEnemies()->GetNext(&iter) ) { if ( pMemory->hEnemy == info.GetAttacker() ) { bSneakAttacked = false; break; } }
float flDist;
flDist = (info.GetAttacker()->GetAbsOrigin() - GetAbsOrigin()).Length();
if( flDist > SNEAK_ATTACK_DIST ) { bSneakAttacked = false; } } }
if( bSneakAttacked ) { CTakeDamageInfo newInfo = info;
newInfo.SetDamage( GetHealth() ); BaseClass::TraceAttack( newInfo, vecDir, ptr ); return; }
BaseClass::TraceAttack( info, vecDir, ptr ); }
//-----------------------------------------------------------------------------
// TASK_RANGE_ATTACK1
//-----------------------------------------------------------------------------
void CAI_BaseHumanoid::StartTaskRangeAttack1( const Task_t *pTask ) { if ( ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) == 0 ) { BaseClass::StartTask( pTask ); return; }
// Can't shoot if we're in the rest interval; fail the schedule
if ( GetShotRegulator()->IsInRestInterval() ) { TaskFail( "Shot regulator in rest interval" ); return; }
if ( GetShotRegulator()->ShouldShoot() ) { OnRangeAttack1(); ResetIdealActivity( ACT_RANGE_ATTACK1 ); } else { // This can happen if we start while in the middle of a burst
// which shouldn't happen, but given the chaotic nature of our AI system,
// does occasionally happen.
ResetIdealActivity( ACT_IDLE_ANGRY ); } }
//-----------------------------------------------------------------------------
// Starting Tasks
//-----------------------------------------------------------------------------
void CAI_BaseHumanoid::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_RANGE_ATTACK1: StartTaskRangeAttack1( pTask ); break;
default: BaseClass::StartTask( pTask ); } }
//-----------------------------------------------------------------------------
// TASK_RANGE_ATTACK1 / TASK_RANGE_ATTACK2 / etc.
//-----------------------------------------------------------------------------
void CAI_BaseHumanoid::RunTaskRangeAttack1( const Task_t *pTask ) { if ( ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) == 0 ) { BaseClass::RunTask( pTask ); return; }
AutoMovement( );
Vector vecEnemyLKP = GetEnemyLKP();
// If our enemy was killed, but I'm not done animating, the last known position comes
// back as the origin and makes the me face the world origin if my attack schedule
// doesn't break when my enemy dies. (sjb)
if( vecEnemyLKP != vec3_origin ) { if ( ( pTask->iTask == TASK_RANGE_ATTACK1 || pTask->iTask == TASK_RELOAD ) && ( CapabilitiesGet() & bits_CAP_AIM_GUN ) && FInAimCone( vecEnemyLKP ) ) { // Arms will aim, so leave body yaw as is
GetMotor()->SetIdealYawAndUpdate( GetMotor()->GetIdealYaw(), AI_KEEP_YAW_SPEED ); } else { GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP, AI_KEEP_YAW_SPEED ); } }
if ( IsActivityFinished() ) { if ( !GetEnemy() || !GetEnemy()->IsAlive() ) { TaskComplete(); return; }
if ( !GetShotRegulator()->IsInRestInterval() ) { if ( GetShotRegulator()->ShouldShoot() ) { OnRangeAttack1(); ResetIdealActivity( ACT_RANGE_ATTACK1 ); } return; } TaskComplete(); } }
//-----------------------------------------------------------------------------
// Running Tasks
//-----------------------------------------------------------------------------
void CAI_BaseHumanoid::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_RANGE_ATTACK1: RunTaskRangeAttack1( pTask ); break;
default: BaseClass::RunTask( pTask ); } }
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