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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "sceneentity.h"
#include "choreoevent.h"
#include "choreoscene.h"
#include "choreoactor.h"
#include "ai_baseactor.h"
#include "ai_navigator.h"
#include "saverestore_utlvector.h"
#include "bone_setup.h"
#include "physics_npc_solver.h"
#include "inforemarkable.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar flex_minplayertime( "flex_minplayertime", "5" ); ConVar flex_maxplayertime( "flex_maxplayertime", "7" ); ConVar flex_minawaytime( "flex_minawaytime", "0.5" ); ConVar flex_maxawaytime( "flex_maxawaytime", "1.0" ); ConVar ai_debug_looktargets( "ai_debug_looktargets", "0" ); ConVar ai_debug_expressions( "ai_debug_expressions", "0", FCVAR_NONE, "Show random expression decisions for NPCs." ); static ConVar scene_showfaceto( "scene_showfaceto", "0", FCVAR_ARCHIVE, "When playing back, show the directions of faceto events." );
BEGIN_DATADESC( CAI_BaseActor )
DEFINE_FIELD( m_fLatchedPositions, FIELD_INTEGER ), DEFINE_FIELD( m_latchedEyeOrigin, FIELD_VECTOR ), DEFINE_FIELD( m_latchedEyeDirection, FIELD_VECTOR ), DEFINE_FIELD( m_latchedHeadDirection, FIELD_VECTOR ), DEFINE_FIELD( m_goalHeadDirection, FIELD_VECTOR ), DEFINE_FIELD( m_goalHeadInfluence, FIELD_FLOAT ), DEFINE_FIELD( m_goalSpineYaw, FIELD_FLOAT ), DEFINE_FIELD( m_goalBodyYaw, FIELD_FLOAT ), DEFINE_FIELD( m_goalHeadCorrection, FIELD_VECTOR ), DEFINE_FIELD( m_flBlinktime, FIELD_TIME ), DEFINE_FIELD( m_hLookTarget, FIELD_EHANDLE ), DEFINE_UTLVECTOR( m_lookQueue, FIELD_EMBEDDED ), DEFINE_UTLVECTOR( m_randomLookQueue, FIELD_EMBEDDED ), DEFINE_UTLVECTOR( m_syntheticLookQueue, FIELD_EMBEDDED ), DEFINE_FIELD( m_flNextRandomLookTime, FIELD_TIME ), DEFINE_FIELD( m_iszExpressionScene, FIELD_STRING ), DEFINE_FIELD( m_hExpressionSceneEnt, FIELD_EHANDLE ), DEFINE_FIELD( m_flNextRandomExpressionTime, FIELD_TIME ), DEFINE_FIELD( m_iszIdleExpression, FIELD_STRING ), DEFINE_FIELD( m_iszAlertExpression, FIELD_STRING ), DEFINE_FIELD( m_iszCombatExpression, FIELD_STRING ), DEFINE_FIELD( m_iszDeathExpression, FIELD_STRING ), //DEFINE_FIELD( m_ParameterBodyTransY, FIELD_INTEGER ),
//DEFINE_FIELD( m_ParameterBodyTransX, FIELD_INTEGER ),
//DEFINE_FIELD( m_ParameterBodyLift, FIELD_INTEGER ),
DEFINE_FIELD( m_ParameterBodyYaw, FIELD_INTEGER ), //DEFINE_FIELD( m_ParameterBodyPitch, FIELD_INTEGER ),
//DEFINE_FIELD( m_ParameterBodyRoll, FIELD_INTEGER ),
DEFINE_FIELD( m_ParameterSpineYaw, FIELD_INTEGER ), //DEFINE_FIELD( m_ParameterSpinePitch, FIELD_INTEGER ),
//DEFINE_FIELD( m_ParameterSpineRoll, FIELD_INTEGER ),
DEFINE_FIELD( m_ParameterNeckTrans, FIELD_INTEGER ), DEFINE_FIELD( m_ParameterHeadYaw, FIELD_INTEGER ), DEFINE_FIELD( m_ParameterHeadPitch, FIELD_INTEGER ), DEFINE_FIELD( m_ParameterHeadRoll, FIELD_INTEGER ), //DEFINE_FIELD( m_FlexweightMoveRightLeft, FIELD_INTEGER ),
//DEFINE_FIELD( m_FlexweightMoveForwardBack, FIELD_INTEGER ),
//DEFINE_FIELD( m_FlexweightMoveUpDown, FIELD_INTEGER ),
DEFINE_FIELD( m_FlexweightBodyRightLeft, FIELD_INTEGER ), //DEFINE_FIELD( m_FlexweightBodyUpDown, FIELD_INTEGER ),
//DEFINE_FIELD( m_FlexweightBodyTilt, FIELD_INTEGER ),
DEFINE_FIELD( m_FlexweightChestRightLeft, FIELD_INTEGER ), //DEFINE_FIELD( m_FlexweightChestUpDown, FIELD_INTEGER ),
//DEFINE_FIELD( m_FlexweightChestTilt, FIELD_INTEGER ),
DEFINE_FIELD( m_FlexweightHeadForwardBack, FIELD_INTEGER ), DEFINE_FIELD( m_FlexweightHeadRightLeft, FIELD_INTEGER ), DEFINE_FIELD( m_FlexweightHeadUpDown, FIELD_INTEGER ), DEFINE_FIELD( m_FlexweightHeadTilt, FIELD_INTEGER ),
DEFINE_FIELD( m_ParameterGestureHeight, FIELD_INTEGER ), DEFINE_FIELD( m_ParameterGestureWidth, FIELD_INTEGER ), DEFINE_FIELD( m_FlexweightGestureUpDown, FIELD_INTEGER ), DEFINE_FIELD( m_FlexweightGestureRightLeft, FIELD_INTEGER ), DEFINE_FIELD( m_flAccumYawDelta, FIELD_FLOAT ), DEFINE_FIELD( m_flAccumYawScale, FIELD_FLOAT ),
DEFINE_ARRAY( m_flextarget, FIELD_FLOAT, 64 ),
DEFINE_KEYFIELD( m_bDontUseSemaphore, FIELD_BOOLEAN, "DontUseSpeechSemaphore" ),
DEFINE_KEYFIELD( m_iszExpressionOverride, FIELD_STRING, "ExpressionOverride" ),
DEFINE_EMBEDDEDBYREF( m_pExpresser ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetExpressionOverride", InputSetExpressionOverride ),
END_DATADESC()
BEGIN_SIMPLE_DATADESC( CAI_InterestTarget_t ) DEFINE_FIELD( m_eType, FIELD_INTEGER ), DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_vecPosition, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_flStartTime, FIELD_TIME ), DEFINE_FIELD( m_flEndTime, FIELD_TIME ), DEFINE_FIELD( m_flRamp, FIELD_FLOAT ), DEFINE_FIELD( m_flInterest, FIELD_FLOAT ), END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: clear out latched state
//-----------------------------------------------------------------------------
void CAI_BaseActor::StudioFrameAdvance () { // clear out head and eye latched values
m_fLatchedPositions &= ~(HUMANOID_LATCHED_ALL);
BaseClass::StudioFrameAdvance(); }
void CAI_BaseActor::Precache() { BaseClass::Precache();
if ( NULL_STRING != m_iszExpressionOverride ) { PrecacheInstancedScene( STRING( m_iszExpressionOverride ) ); }
if ( m_iszIdleExpression != NULL_STRING ) { PrecacheInstancedScene( STRING(m_iszIdleExpression ) ); }
if ( m_iszCombatExpression != NULL_STRING ) { PrecacheInstancedScene( STRING(m_iszCombatExpression ) ); }
if ( m_iszAlertExpression != NULL_STRING ) { PrecacheInstancedScene( STRING(m_iszAlertExpression) ); }
if ( m_iszDeathExpression != NULL_STRING ) { PrecacheInstancedScene( STRING(m_iszDeathExpression) ); } }
static char const *g_ServerSideFlexControllers[] = { "body_rightleft", //"body_updown",
//"body_tilt",
"chest_rightleft", //"chest_updown",
//"chest_tilt",
"head_forwardback", "head_rightleft", "head_updown", "head_tilt",
"gesture_updown", "gesture_rightleft" };
//-----------------------------------------------------------------------------
// Purpose: Static method
// Input : *szName -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_BaseActor::IsServerSideFlexController( char const *szName ) { int c = ARRAYSIZE( g_ServerSideFlexControllers ); for ( int i = 0; i < c; ++i ) { if ( !Q_stricmp( szName, g_ServerSideFlexControllers[ i ] ) ) return true; } return false; }
void CAI_BaseActor::SetModel( const char *szModelName ) { BaseClass::SetModel( szModelName );
//Init( m_ParameterBodyTransY, "body_trans_Y" );
//Init( m_ParameterBodyTransX, "body_trans_X" );
//Init( m_ParameterBodyLift, "body_lift" );
Init( m_ParameterBodyYaw, "body_yaw" ); //Init( m_ParameterBodyPitch, "body_pitch" );
//Init( m_ParameterBodyRoll, "body_roll" );
Init( m_ParameterSpineYaw, "spine_yaw" ); //Init( m_ParameterSpinePitch, "spine_pitch" );
//Init( m_ParameterSpineRoll, "spine_roll" );
Init( m_ParameterNeckTrans, "neck_trans" ); Init( m_ParameterHeadYaw, "head_yaw" ); Init( m_ParameterHeadPitch, "head_pitch" ); Init( m_ParameterHeadRoll, "head_roll" );
//Init( m_FlexweightMoveRightLeft, "move_rightleft" );
//Init( m_FlexweightMoveForwardBack, "move_forwardback" );
//Init( m_FlexweightMoveUpDown, "move_updown" );
Init( m_FlexweightBodyRightLeft, "body_rightleft" ); //Init( m_FlexweightBodyUpDown, "body_updown" );
//Init( m_FlexweightBodyTilt, "body_tilt" );
Init( m_FlexweightChestRightLeft, "chest_rightleft" ); //Init( m_FlexweightChestUpDown, "chest_updown" );
//Init( m_FlexweightChestTilt, "chest_tilt" );
Init( m_FlexweightHeadForwardBack, "head_forwardback" ); Init( m_FlexweightHeadRightLeft, "head_rightleft" ); Init( m_FlexweightHeadUpDown, "head_updown" ); Init( m_FlexweightHeadTilt, "head_tilt" );
Init( m_ParameterGestureHeight, "gesture_height" ); Init( m_ParameterGestureWidth, "gesture_width" ); Init( m_FlexweightGestureUpDown, "gesture_updown" ); Init( m_FlexweightGestureRightLeft, "gesture_rightleft" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_BaseActor::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget ) { Assert( info ); Assert( info->m_pScene ); Assert( info->m_pEvent );
// FIXME: this code looks duplicated
switch ( info->m_pEvent->GetType() ) { case CChoreoEvent::FACE: { return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget ); } break;
case CChoreoEvent::GENERIC: { if (stricmp( event->GetParameters(), "AI_BLINK") == 0) { info->m_nType = SCENE_AI_BLINK; // blink eyes
Blink(); // don't blink for duration, or next random blink time
float flDuration = (event->GetEndTime() - scene->GetTime()); m_flBlinktime = gpGlobals->curtime + MAX( flDuration, random->RandomFloat( 1.5, 4.5 ) ); } else if (stricmp( event->GetParameters(), "AI_HOLSTER") == 0) { // FIXME: temp code for test
info->m_nType = SCENE_AI_HOLSTER; info->m_iLayer = HolsterWeapon(); return true; } else if (stricmp( event->GetParameters(), "AI_UNHOLSTER") == 0) { // FIXME: temp code for test
info->m_nType = SCENE_AI_UNHOLSTER; info->m_iLayer = UnholsterWeapon(); return true; } else if (stricmp( event->GetParameters(), "AI_AIM") == 0) { info->m_nType = SCENE_AI_AIM; info->m_hTarget = pTarget; } else if (stricmp( event->GetParameters(), "AI_RANDOMLOOK") == 0) { info->m_nType = SCENE_AI_RANDOMLOOK; info->m_flNext = 0.0; } else if (stricmp( event->GetParameters(), "AI_RANDOMFACEFLEX") == 0) { info->m_nType = SCENE_AI_RANDOMFACEFLEX; info->m_flNext = 0.0; info->InitWeight( this ); } else if (stricmp( event->GetParameters(), "AI_RANDOMHEADFLEX") == 0) { info->m_nType = SCENE_AI_RANDOMHEADFLEX; info->m_flNext = 0.0; } else if (stricmp( event->GetParameters(), "AI_IGNORECOLLISION") == 0) { CBaseEntity *pTarget = FindNamedEntity( event->GetParameters2( ) );
if (pTarget) { info->m_nType = SCENE_AI_IGNORECOLLISION; info->m_hTarget = pTarget; float remaining = event->GetEndTime() - scene->GetTime(); NPCPhysics_CreateSolver( this, pTarget, true, remaining ); info->m_flNext = gpGlobals->curtime + remaining; return true; } else { Warning( "CSceneEntity %s unable to find actor named \"%s\"\n", scene->GetFilename(), event->GetParameters2() ); return false; } } else if (stricmp( event->GetParameters(), "AI_DISABLEAI") == 0) { info->m_nType = SCENE_AI_DISABLEAI; } else { return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget ); } return true; } break;
default: return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget ); } }
bool CAI_BaseActor::ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) { Assert( info ); Assert( info->m_pScene ); Assert( info->m_pEvent );
// FIXME: this code looks duplicated
switch ( info->m_pEvent->GetType() ) { case CChoreoEvent::FACE: { // make sure target exists
if (info->m_hTarget == NULL) return false;
bool bInScene = false; // lockbodyfacing is designed to run on top of both normal AI and on top of
// scripted_sequences. By allowing torso turns during post-idles, pre-idles,
// act-busy's, scripted_sequences, normal AI movements, etc., it increases
// the functionality of those AI features without breaking their assuptions
// that the entity won't be made to "turn" by something outside of those
// AI's control.
// lockbody facing is also usefull when npcs are moving and you want them to turn
// towards something but still walk in the direction of travel.
if (!event->IsLockBodyFacing()) bInScene = EnterSceneSequence( scene, event, true );
// make sure we're still able to play this command
if (!info->m_bStarted) { info->m_flInitialYaw = GetLocalAngles().y; info->m_flTargetYaw = info->m_flInitialYaw; info->m_flFacingYaw = info->m_flInitialYaw; if (IsMoving()) { info->m_flWeight = 1.0; } else { info->m_flWeight = 0.0; } }
// lock in place if aiming at self
if (info->m_hTarget == this) { return true; }
if (!bInScene || info->m_bIsMoving != IsMoving()) { info->m_flInitialYaw = GetLocalAngles().y; } info->m_bIsMoving = IsMoving();
// Msg("%f : %f - %f\n", scene->GetTime(), event->GetStartTime(), event->GetEndTime() );
float flTime = clamp( scene->GetTime(), event->GetStartTime(), event->GetEndTime() - 0.1 ); float intensity = event->GetIntensity( flTime );
// clamp in-ramp to 0.5 seconds
float flDuration = scene->GetTime() - event->GetStartTime(); float flMaxIntensity = flDuration < 0.5f ? SimpleSpline( flDuration / 0.5f ) : 1.0f; intensity = clamp( intensity, 0.0f, flMaxIntensity );
if (bInScene && info->m_bIsMoving) { info->m_flInitialYaw = GetLocalAngles().y; }
if (!event->IsLockBodyFacing()) { if (!info->m_bIsMoving && bInScene) { AccumulateIdealYaw( info->m_flFacingYaw, intensity ); } }
float diff; float dir; float flSpineYaw; float flBodyYaw; // move upper body to account for missing body yaw
diff = UTIL_AngleDiff( info->m_flTargetYaw, GetLocalAngles().y ); if (diff < 0) { diff = -diff; dir = -1; } else { dir = 1; } flSpineYaw = MIN( diff, 30 ); flBodyYaw = MIN( diff - flSpineYaw, 30 ); m_goalSpineYaw = m_goalSpineYaw * (1.0 - intensity) + intensity * flSpineYaw * dir; m_goalBodyYaw = m_goalBodyYaw * (1.0 - intensity) + intensity * flBodyYaw * dir;
/*
NDebugOverlay::YawArrow( GetAbsOrigin(), GetLocalAngles().y, 64, 16, 255, 255, 255, 0, true, 0.1 ); NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 8 ), GetLocalAngles().y + m_goalBodyYaw, 64, 16, 255, 128, 128, 0, true, 0.1 ); NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 16 ), GetLocalAngles().y + m_goalSpineYaw, 64, 16, 128, 255, 128, 0, true, 0.1 ); NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 24 ), info->m_flTargetYaw, 64, 16, 128, 128, 255, 0, true, 0.1 ); */
CAI_BaseNPC *pGoalNpc = info->m_hTarget->MyNPCPointer();
float goalYaw = GetLocalAngles().y; if ( pGoalNpc ) { goalYaw = CalcIdealYaw( pGoalNpc->FacingPosition() ); } else { goalYaw = CalcIdealYaw( info->m_hTarget->EyePosition() ); }
if (developer.GetInt() > 0 && scene_showfaceto.GetBool()) { NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 1 ), goalYaw, 8 + 32 * intensity, 8, 255, 255, 255, 0, true, 0.12 ); }
diff = UTIL_AngleDiff( goalYaw, info->m_flInitialYaw ) * intensity; dir = 1.0;
// debounce delta a bit
info->m_flTargetYaw = UTIL_AngleMod( info->m_flInitialYaw + diff );
if (diff < 0) { diff = -diff; dir = -1; }
// calc how much to use the spine for turning
float spineintensity = (1.0 - MAX( 0.0, (intensity - 0.5) / 0.5 )); // force spine to full if not in scene or locked
if (!bInScene || event->IsLockBodyFacing() ) { spineintensity = 1.0; }
flSpineYaw = MIN( diff * spineintensity, 30 ); flBodyYaw = MIN( diff * spineintensity - flSpineYaw, 30 ); info->m_flFacingYaw = info->m_flInitialYaw + (diff - flBodyYaw - flSpineYaw) * dir;
if (!event->IsLockBodyFacing()) { AddFacingTarget( info->m_hTarget, intensity, 0.2 ); // facing targets are lagged by one frame
} return true; } case CChoreoEvent::GENERIC: { switch(info->m_nType) { case SCENE_AI_BLINK: { // keep eyes not blinking for duration
float flDuration = (event->GetEndTime() - scene->GetTime()); m_flBlinktime = MAX( m_flBlinktime, gpGlobals->curtime + flDuration ); } return true; case SCENE_AI_HOLSTER: { } return true; case SCENE_AI_UNHOLSTER: { } return true; case SCENE_AI_AIM: { if ( info->m_hTarget ) { Vector vecAimTargetLoc = info->m_hTarget->EyePosition(); Vector vecAimDir = vecAimTargetLoc - EyePosition();
VectorNormalize( vecAimDir ); SetAim( vecAimDir); } } return true; case SCENE_AI_RANDOMLOOK: { if (info->m_flNext < gpGlobals->curtime) { info->m_flNext = gpGlobals->curtime + PickLookTarget( m_syntheticLookQueue ) - 0.4; if (m_syntheticLookQueue.Count() > 0) { float flDuration = (event->GetEndTime() - scene->GetTime()); int i = m_syntheticLookQueue.Count() - 1; m_syntheticLookQueue[i].m_flEndTime = MIN( m_syntheticLookQueue[i].m_flEndTime, gpGlobals->curtime + flDuration ); m_syntheticLookQueue[i].m_flInterest = 0.1; } } } return true; case SCENE_AI_RANDOMFACEFLEX: return RandomFaceFlex( info, scene, event ); case SCENE_AI_RANDOMHEADFLEX: return true; case SCENE_AI_IGNORECOLLISION: if (info->m_hTarget && info->m_flNext < gpGlobals->curtime) { float remaining = event->GetEndTime() - scene->GetTime(); NPCPhysics_CreateSolver( this, info->m_hTarget, true, remaining ); info->m_flNext = gpGlobals->curtime + remaining; }
// FIXME: needs to handle scene pause
return true; case SCENE_AI_DISABLEAI: if (!(GetState() == NPC_STATE_SCRIPT || IsCurSchedule( SCHED_SCENE_GENERIC )) ) { EnterSceneSequence( scene, event ); } return true; default: return false; } } break; default: return BaseClass::ProcessSceneEvent( info, scene, event ); } }
bool CAI_BaseActor::RandomFaceFlex( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) { if (info->m_flNext < gpGlobals->curtime) { const flexsettinghdr_t *pSettinghdr = ( const flexsettinghdr_t * )FindSceneFile( event->GetParameters2() ); if (pSettinghdr == NULL) { pSettinghdr = ( const flexsettinghdr_t * )FindSceneFile( "random" ); } if ( pSettinghdr ) { info->m_flNext = gpGlobals->curtime + random->RandomFloat( 0.3, 0.5 ) * (30.0 / pSettinghdr->numflexsettings);
flexsetting_t const *pSetting = NULL; pSetting = pSettinghdr->pSetting( random->RandomInt( 0, pSettinghdr->numflexsettings - 1 ) );
flexweight_t *pWeights = NULL; int truecount = pSetting->psetting( (byte *)pSettinghdr, 0, &pWeights ); if ( !pWeights ) return false;
int i; for (i = 0; i < truecount; i++, pWeights++) { // Translate to local flex controller
// this is translating from the settings's local index to the models local index
int index = FlexControllerLocalToGlobal( pSettinghdr, pWeights->key );
// FIXME: this is supposed to blend based on pWeight->influence, but the order is wrong...
// float value = GetFlexWeight( index ) * (1 - scale * pWeights->influence) + scale * pWeights->weight;
// Add scaled weighting in to total
m_flextarget[ index ] = pWeights->weight; } } else { return false; } }
// adjust intensity if this is a background scene and there's other flex animations playing
float intensity = info->UpdateWeight( this ) * event->GetIntensity( scene->GetTime() );
// slide it up.
for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++) { float weight = GetFlexWeight( i );
if (weight != m_flextarget[i]) { float delta = (m_flextarget[i] - weight) / random->RandomFloat( 2.0, 4.0 ); weight = weight + delta * intensity; } weight = clamp( weight, 0.0f, 1.0f ); SetFlexWeight( i, weight ); }
return true; }
bool CAI_BaseActor::ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled ) { Assert( info ); Assert( info->m_pScene ); Assert( info->m_pEvent );
// FIXME: this code looks duplicated
switch ( info->m_pEvent->GetType() ) { case CChoreoEvent::FACE: { return BaseClass::ClearSceneEvent( info, fastKill, canceled ); } break; default: return BaseClass::ClearSceneEvent( info, fastKill, canceled ); } }
bool CAI_BaseActor::CheckSceneEventCompletion( CSceneEventInfo *info, float currenttime, CChoreoScene *scene, CChoreoEvent *event ) { Assert( info ); Assert( info->m_pScene ); Assert( info->m_pEvent );
switch ( event->GetType() ) { case CChoreoEvent::GENERIC: { switch( info->m_nType) { case SCENE_AI_HOLSTER: case SCENE_AI_UNHOLSTER: { if (info->m_iLayer == -1) { return true; } float preload = event->GetEndTime() - currenttime; if (preload < 0) { return true; } float t = (1.0 - GetLayerCycle( info->m_iLayer )) * SequenceDuration( GetLayerSequence( info->m_iLayer ) );
return (t <= preload); } } } }
return BaseClass::CheckSceneEventCompletion( info, currenttime, scene, event ); }
//-----------------------------------------------------------------------------
// Purpose: clear out latched state
//-----------------------------------------------------------------------------
void CAI_BaseActor::SetViewtarget( const Vector &viewtarget ) { // clear out eye latch
m_fLatchedPositions &= ~HUMANOID_LATCHED_EYE;
BaseClass::SetViewtarget( viewtarget ); }
//-----------------------------------------------------------------------------
// Purpose: Clear out head/look targets
//-----------------------------------------------------------------------------
void CAI_BaseActor::ClearHeadAdjustment() { //DevMsg( "Teleport %s : %.0f %.0f %.0f : %.0f %.0f %.0f\n", GetEntityNameAsCStr(), Get( m_ParameterHeadYaw ), Get( m_ParameterHeadPitch ), Get( m_ParameterHeadRoll ), m_goalHeadCorrection.x, m_goalHeadCorrection.y, m_goalHeadCorrection.z );
m_lookQueue.RemoveAll(); m_syntheticLookQueue.RemoveAll(); m_randomLookQueue.RemoveAll();
Set( m_ParameterHeadYaw, 0.0f ); Set( m_ParameterHeadPitch, 0.0f ); Set( m_ParameterHeadRoll, 0.0f );
m_goalHeadDirection.Init(); m_goalHeadInfluence = 0.0f;
m_goalSpineYaw = 0.0f; m_goalBodyYaw = 0.0f; m_goalHeadCorrection.Init(); }
void CAI_BaseActor::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity, bool bUseSlowHighAccuracyContacts ) { ClearHeadAdjustment();
BaseClass::Teleport( newPosition, newAngles, newVelocity, bUseSlowHighAccuracyContacts ); }
//-----------------------------------------------------------------------------
// Purpose: Clear out eye/head latched positions
//-----------------------------------------------------------------------------
void CAI_BaseActor::InvalidateBoneCache() { m_fLatchedPositions &= ~(HUMANOID_LATCHED_ALL);
BaseClass::InvalidateBoneCache(); }
//-----------------------------------------------------------------------------
// Purpose: Returns true position of the eyeballs
//-----------------------------------------------------------------------------
void CAI_BaseActor::UpdateLatchedValues( ) { if (!(m_fLatchedPositions & HUMANOID_LATCHED_HEAD)) { // set head latch
m_fLatchedPositions |= HUMANOID_LATCHED_HEAD;
if ( CanSkipAnimation() || !GetAttachment( "eyes", m_latchedEyeOrigin, &m_latchedHeadDirection )) { m_latchedEyeOrigin = BaseClass::EyePosition( ); AngleVectors( GetLocalAngles(), &m_latchedHeadDirection ); } // clear out eye latch
m_fLatchedPositions &= ~(HUMANOID_LATCHED_EYE); // DevMsg( "eyeball %4f %4f %4f : %3f %3f %3f\n", origin.x, origin.y, origin.z, angles.x, angles.y, angles.z );
}
if (!(m_fLatchedPositions & HUMANOID_LATCHED_EYE)) { m_fLatchedPositions |= HUMANOID_LATCHED_EYE;
if ( CapabilitiesGet() & bits_CAP_ANIMATEDFACE ) { m_latchedEyeDirection = GetViewtarget() - m_latchedEyeOrigin; VectorNormalize( m_latchedEyeDirection ); } else { m_latchedEyeDirection = m_latchedHeadDirection; } } }
//-----------------------------------------------------------------------------
// Purpose: Returns true position of the eyeballs
//-----------------------------------------------------------------------------
Vector CAI_BaseActor::EyePosition( ) { UpdateLatchedValues();
return m_latchedEyeOrigin; }
#define MIN_LOOK_TARGET_DIST 1.0f
#define MAX_FULL_LOOK_TARGET_DIST 10.0f
//-----------------------------------------------------------------------------
// Purpose: Returns true if target is in legal range of eye movement for the current head position
//-----------------------------------------------------------------------------
bool CAI_BaseActor::ValidEyeTarget(const Vector &lookTargetPos) { Vector vHeadDir = HeadDirection3D( ); Vector lookTargetDir = lookTargetPos - EyePosition(); float flDist = VectorNormalize(lookTargetDir);
if (flDist < MIN_LOOK_TARGET_DIST) { return false; }
// Only look if it doesn't crank my eyeballs too far
float dotPr = DotProduct(lookTargetDir, vHeadDir); // DevMsg( "ValidEyeTarget( %4f %4f %4f ) %3f\n", lookTargetPos.x, lookTargetPos.y, lookTargetPos.z, dotPr );
if (dotPr > 0.259) // +- 75 degrees
// if (dotPr > 0.86) // +- 30 degrees
{ return true; } return false; }
//-----------------------------------------------------------------------------
// Purpose: Returns true if target is in legal range of possible head movements
//-----------------------------------------------------------------------------
bool CAI_BaseActor::ValidHeadTarget( const Vector &vLookTargetDir, float flDistance ) { if (flDistance < MIN_LOOK_TARGET_DIST) return false;
Vector vFacing = BodyDirection3D(); // Only look if it doesn't crank my head too far
float dotPr = DotProduct(vLookTargetDir, vFacing); if (dotPr > 0 && fabs( vLookTargetDir.z ) < 0.7) // +- 90 degrees side to side, +- 45 up/down
{ return true; } return false; }
//-----------------------------------------------------------------------------
// Purpose: Returns how much to try to look at the target
//-----------------------------------------------------------------------------
float CAI_BaseActor::HeadTargetValidity(const Vector &lookTargetPos) { Vector vFacing = BodyDirection3D();
int iForward = LookupAttachment( "forward" ); if (iForward) { Vector tmp1; GetAttachment( iForward, tmp1, &vFacing, NULL, NULL ); }
Vector lookTargetDir = lookTargetPos - EyePosition(); float flDist = lookTargetDir.Length2D(); VectorNormalize(lookTargetDir);
if (flDist <= MIN_LOOK_TARGET_DIST) { return 0; }
// Only look if it doesn't crank my head too far
float dotPr = DotProduct(lookTargetDir, vFacing); // only look if target is within +-135 degrees
// scale 1..-0.707 == 1..1, -.707..-1 == 1..0
// X * b + b = 1 == 1 / (X + 1) = b, 3.4142
float flInterest = clamp( 3.4142 + 3.4142 * dotPr, 0, 1 );
// stop looking when point too close
if (flDist < MAX_FULL_LOOK_TARGET_DIST) { flInterest = flInterest * (flDist - MIN_LOOK_TARGET_DIST ) / (MAX_FULL_LOOK_TARGET_DIST - MIN_LOOK_TARGET_DIST); }
return flInterest; }
//-----------------------------------------------------------------------------
// Purpose: Integrate head turn over time
//-----------------------------------------------------------------------------
void CAI_BaseActor::SetHeadDirection( const Vector &vTargetPos, float flInterval) { Assert(0); // Actors shouldn't be calling this, it doesn't do anything
}
float CAI_BaseActor::ClampWithBias( PoseParameter_t index, float value, float base ) { return EdgeLimitPoseParameter( (int)index, value, base ); }
//-----------------------------------------------------------------------------
// Purpose: Accumulate all the wanted yaw changes
//-----------------------------------------------------------------------------
void CAI_BaseActor::AccumulateIdealYaw( float flYaw, float flIntensity ) { float diff = AngleDiff( flYaw, GetLocalAngles().y ); m_flAccumYawDelta += diff * flIntensity; m_flAccumYawScale += flIntensity; }
//-----------------------------------------------------------------------------
// Purpose: do any pending yaw movements
//-----------------------------------------------------------------------------
bool CAI_BaseActor::SetAccumulatedYawAndUpdate( void ) { if (m_flAccumYawScale > 0.0) { float diff = m_flAccumYawDelta / m_flAccumYawScale; float facing = GetLocalAngles().y + diff;
m_flAccumYawDelta = 0.0; m_flAccumYawScale = 0.0;
if (IsCurSchedule( SCHED_SCENE_GENERIC )) { if (!IsMoving()) { GetMotor()->SetIdealYawAndUpdate( facing ); return true; } } } return false; }
//-----------------------------------------------------------------------------
// Purpose: match actors "forward" attachment to point in direction of vHeadTarget
//-----------------------------------------------------------------------------
void CAI_BaseActor::UpdateBodyControl( ) { // FIXME: only during idle, or in response to accel/decel
//Set( m_ParameterBodyTransY, Get( m_FlexweightMoveRightLeft ) );
//Set( m_ParameterBodyTransX, Get( m_FlexweightMoveForwardBack ) );
//Set( m_ParameterBodyLift, Get( m_FlexweightMoveUpDown ) );
Set( m_ParameterBodyYaw, Get( m_FlexweightBodyRightLeft ) + m_goalBodyYaw ); //Set( m_ParameterBodyPitch, Get( m_FlexweightBodyUpDown ) );
//Set( m_ParameterBodyRoll, Get( m_FlexweightBodyTilt ) );
Set( m_ParameterSpineYaw, Get( m_FlexweightChestRightLeft ) + m_goalSpineYaw ); //Set( m_ParameterSpinePitch, Get( m_FlexweightChestUpDown ) );
//Set( m_ParameterSpineRoll, Get( m_FlexweightChestTilt ) );
Set( m_ParameterNeckTrans, Get( m_FlexweightHeadForwardBack ) ); }
static ConVar scene_clamplookat( "scene_clamplookat", "1", FCVAR_NONE, "Clamp head turns to a MAX of 20 degrees per think." );
void CAI_BaseActor::UpdateHeadControl( const Vector &vHeadTarget, float flHeadInfluence ) { float flTarget; float flLimit;
if (!(CapabilitiesGet() & bits_CAP_TURN_HEAD)) { return; }
// calc current animation head bias, movement needs to clamp accumulated with this
QAngle angBias; QAngle vTargetAngles;
int iEyes = LookupAttachment( "eyes" ); int iChest = LookupAttachment( "chest" ); int iForward = LookupAttachment( "forward" );
matrix3x4_t eyesToWorld; matrix3x4_t forwardToWorld, worldToForward;
if (iEyes <= 0 || iForward <= 0) { // Head control on model without "eyes" or "forward" attachment
// Most likely this is a cheaple or a generic_actor set to a model that doesn't support head/eye turning.
// DevWarning( "%s using model \"%s\" that doesn't support head turning\n", GetClassname(), STRING( GetModelName() ) );
CapabilitiesRemove( bits_CAP_TURN_HEAD ); return; }
GetAttachment( iEyes, eyesToWorld );
GetAttachment( iForward, forwardToWorld ); MatrixInvert( forwardToWorld, worldToForward );
// Lookup chest attachment to do compounded range limit checks
if (iChest > 0) { matrix3x4_t chestToWorld, worldToChest; GetAttachment( iChest, chestToWorld ); MatrixInvert( chestToWorld, worldToChest ); matrix3x4_t tmpM; ConcatTransforms( worldToChest, eyesToWorld, tmpM ); MatrixAngles( tmpM, angBias );
angBias.y -= Get( m_ParameterHeadYaw ); angBias.x -= Get( m_ParameterHeadPitch ); angBias.z -= Get( m_ParameterHeadRoll );
/*
if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { // Msg("bias %f %f %f\n", angBias.x, angBias.y, angBias.z );
Vector tmp1, tmp2; VectorTransform( Vector( 0, 0, 0), chestToWorld, tmp1 ); VectorTransform( Vector( 100, 0, 0), chestToWorld, tmp2 ); NDebugOverlay::Line( tmp1, tmp2, 0,0,255, false, 0.12 );
VectorTransform( Vector( 0, 0, 0), eyesToWorld, tmp1 ); VectorTransform( Vector( 100, 0, 0), eyesToWorld, tmp2 ); NDebugOverlay::Line( tmp1, tmp2, 0,0,255, false, 0.12 );
// NDebugOverlay::Line( EyePosition(), pEntity->EyePosition(), 0,0,255, false, 0.5);
} */ } else { angBias.Init( 0, 0, 0 ); }
matrix3x4a_t targetXform; targetXform = forwardToWorld; Vector vTargetDir = vHeadTarget - EyePosition();
if (scene_clamplookat.GetBool()) { // scale down pitch when the target is behind the head
Vector vTargetLocal; VectorNormalize( vTargetDir ); VectorIRotate( vTargetDir, forwardToWorld, vTargetLocal ); vTargetLocal.z *= clamp( vTargetLocal.x, 0.1, 1.0 ); VectorNormalize( vTargetLocal ); VectorRotate( vTargetLocal, forwardToWorld, vTargetDir );
// clamp local influence when target is behind the head
flHeadInfluence = flHeadInfluence * clamp( vTargetLocal.x * 2.0 + 2.0, 0.0, 1.0 ); }
Studio_AlignIKMatrix( targetXform, vTargetDir );
matrix3x4_t headXform; ConcatTransforms( worldToForward, targetXform, headXform ); MatrixAngles( headXform, vTargetAngles );
// partially debounce head goal
float s0 = 1.0 - flHeadInfluence + GetHeadDebounce() * flHeadInfluence; float s1 = (1.0 - s0); // limit velocity of head turns
m_goalHeadCorrection.x = UTIL_Approach( m_goalHeadCorrection.x * s0 + vTargetAngles.x * s1, m_goalHeadCorrection.x, 10.0 ); m_goalHeadCorrection.y = UTIL_Approach( m_goalHeadCorrection.y * s0 + vTargetAngles.y * s1, m_goalHeadCorrection.y, 30.0 ); m_goalHeadCorrection.z = UTIL_Approach( m_goalHeadCorrection.z * s0 + vTargetAngles.z * s1, m_goalHeadCorrection.z, 10.0 );
/*
if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { // Msg( "yaw %.1f (%f) pitch %.1f (%.1f)\n", m_goalHeadCorrection.y, vTargetAngles.y, vTargetAngles.x, m_goalHeadCorrection.x );
// Msg( "yaw %.2f (goal %.2f) (influence %.2f) (flex %.2f)\n", flLimit, m_goalHeadCorrection.y, flHeadInfluence, Get( m_FlexweightHeadRightLeft ) );
} */
flTarget = m_goalHeadCorrection.y + Get( m_FlexweightHeadRightLeft ); flLimit = ClampWithBias( m_ParameterHeadYaw, flTarget, angBias.y ); /*
if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { Msg( "yaw %5.1f : (%5.1f : %5.1f) %5.1f (%5.1f)\n", flLimit, m_goalHeadCorrection.y, Get( m_FlexweightHeadRightLeft ), angBias.y, Get( m_ParameterHeadYaw ) ); } */ Set( m_ParameterHeadYaw, flLimit );
flTarget = m_goalHeadCorrection.x + Get( m_FlexweightHeadUpDown ); flLimit = ClampWithBias( m_ParameterHeadPitch, flTarget, angBias.x ); /*
if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { Msg( "pitch %5.1f : (%5.1f : %5.1f) %5.1f (%5.1f)\n", flLimit, m_goalHeadCorrection.x, Get( m_FlexweightHeadUpDown ), angBias.x, Get( m_ParameterHeadPitch ) ); } */ Set( m_ParameterHeadPitch, flLimit );
flTarget = m_goalHeadCorrection.z + Get( m_FlexweightHeadTilt ); flLimit = ClampWithBias( m_ParameterHeadRoll, flTarget, angBias.z ); /*
if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { Msg( "roll %5.1f : (%5.1f : %5.1f) %5.1f (%5.1f)\n", flLimit, m_goalHeadCorrection.z, Get( m_FlexweightHeadTilt ), angBias.z, Get( m_ParameterHeadRoll ) ); } */ Set( m_ParameterHeadRoll, flLimit ); }
//------------------------------------------------------------------------------
// Purpose : Calculate the NPC's eye direction in 2D world space
// Input :
// Output :
//------------------------------------------------------------------------------
Vector CAI_BaseActor::EyeDirection2D( void ) { Vector vEyeDirection = EyeDirection3D( ); vEyeDirection.z = 0;
vEyeDirection.AsVector2D().NormalizeInPlace();
return vEyeDirection; }
//------------------------------------------------------------------------------
// Purpose : Calculate the NPC's eye direction in 2D world space
// Input :
// Output :
//------------------------------------------------------------------------------
Vector CAI_BaseActor::EyeDirection3D( void ) { UpdateLatchedValues( );
return m_latchedEyeDirection; }
//------------------------------------------------------------------------------
// Purpose : Calculate the NPC's head direction in 2D world space
// Input :
// Output :
//------------------------------------------------------------------------------
Vector CAI_BaseActor::HeadDirection2D( void ) { Vector vHeadDirection = HeadDirection3D(); vHeadDirection.z = 0; vHeadDirection.AsVector2D().NormalizeInPlace(); return vHeadDirection; }
//------------------------------------------------------------------------------
// Purpose : Calculate the NPC's head direction in 3D world space
// Input :
// Output :
//------------------------------------------------------------------------------
Vector CAI_BaseActor::HeadDirection3D( ) { UpdateLatchedValues( );
return m_latchedHeadDirection; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_BaseActor::HasActiveLookTargets( void ) { return m_lookQueue.Count() != 0; }
//-----------------------------------------------------------------------------
// Purpose: Clear any active look targets for the specified entity
//-----------------------------------------------------------------------------
void CAI_BaseActor::ClearLookTarget( CBaseEntity *pTarget ) { int iIndex = m_lookQueue.Find( pTarget ); if ( iIndex != m_lookQueue.InvalidIndex() ) { m_lookQueue.Remove(iIndex); }
iIndex = m_randomLookQueue.Find( pTarget ); if ( iIndex != m_randomLookQueue.InvalidIndex() ) { m_randomLookQueue.Remove(iIndex);
// Figure out the new random look time
m_flNextRandomLookTime = gpGlobals->curtime + 1.0; for (int i = 0; i < m_randomLookQueue.Count(); i++) { if ( m_randomLookQueue[i].m_flEndTime > m_flNextRandomLookTime ) { m_flNextRandomLookTime = m_randomLookQueue[i].m_flEndTime + 0.4; } } } }
//-----------------------------------------------------------------------------
// Purpose: Look at other NPCs and clients from time to time
//-----------------------------------------------------------------------------
float CAI_BaseActor::PickLookTarget( bool bExcludePlayers, float minTime, float maxTime ) { return PickLookTarget( m_randomLookQueue, bExcludePlayers, minTime, maxTime ); }
float CAI_BaseActor::PickLookTarget( CAI_InterestTarget &queue, bool bExcludePlayers, float minTime, float maxTime ) { AILookTargetArgs_t args; args.vTarget = vec3_invalid; args.flDuration = random->RandomFloat( minTime, maxTime ); args.flInfluence = random->RandomFloat( 0.3, 0.5 ); args.flRamp = random->RandomFloat( 0.2, 0.4 ); args.bExcludePlayers = bExcludePlayers; args.pQueue = &queue; bool foundLookTarget = true; if ( !PickTacticalLookTarget( &args ) ) { if ( !PickRandomLookTarget( &args ) ) { foundLookTarget = false; } } if ( !foundLookTarget ) { // DevMsg("nothing to see\n" );
MakeRandomLookTarget( &args, minTime, maxTime ); } // See if derived NPCs want to do anything with this look target before I use it
OnSelectedLookTarget( &args );
if ( args.hTarget != NULL ) { Assert( args.vTarget == vec3_invalid ); queue.Add( args.hTarget, args.flInfluence, args.flDuration, args.flRamp ); } else { Assert( args.vTarget != vec3_invalid ); queue.Add( args.vTarget, args.flInfluence, args.flDuration, args.flRamp ); }
return args.flDuration; }
bool CAI_BaseActor::PickTacticalLookTarget( AILookTargetArgs_t *pArgs ) { CBaseEntity *pEnemy = GetEnemy();
if (pEnemy != NULL) { Vector vLookTargetDir = pEnemy->EyePosition() - EyePosition(); float flDist = VectorNormalize( vLookTargetDir );
if ( ValidHeadTarget( vLookTargetDir, flDist ) && ( FVisible( pEnemy ) || random->RandomInt(0, 3) == 0 ) ) { // look at enemy closer
pArgs->hTarget = pEnemy; pArgs->flInfluence = random->RandomFloat( 0.7, 1.0 ); pArgs->flRamp = 0; return true; } else { // look at something else for a shorter time
pArgs->flDuration = random->RandomFloat( 0.5, 0.8 ); // move head faster
pArgs->flRamp = 0.2; } } return false; }
bool CAI_BaseActor::PickRandomLookTarget( AILookTargetArgs_t *pArgs ) { bool bIsNavigating = ( GetNavigator()->IsGoalActive() && GetNavigator()->IsGoalSet() ); if ( bIsNavigating && random->RandomInt(1, 10) <= 3 ) { Vector navLookPoint; Vector delta; if ( GetNavigator()->GetPointAlongPath( &navLookPoint, 12 * 12 ) && (delta = navLookPoint - GetAbsOrigin()).Length() > 8.0 * 12.0 ) { if ( random->RandomInt(1, 10) <= 5 ) { pArgs->vTarget = navLookPoint; pArgs->flDuration = random->RandomFloat( 0.2, 0.4 ); } else { pArgs->hTarget = this; pArgs->flDuration = random->RandomFloat( 1.0, 2.0 ); } pArgs->flRamp = 0.2; return true; } }
if ( GetState() == NPC_STATE_COMBAT && random->RandomInt(1, 10) <= 8 ) { // if in combat, look forward 80% of the time?
pArgs->hTarget = this; return true; }
CBaseEntity *pBestEntity = NULL; CBaseEntity *pEntity = NULL; int iHighestImportance = 0; int iConsidered = 0; for ( CEntitySphereQuery sphere( GetAbsOrigin(), 30 * 12, 0 ); (pEntity = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity() ) { if (pEntity == this) { continue; }
if ( pArgs->bExcludePlayers && pEntity->GetFlags() & FL_CLIENT ) { // Don't look at any players.
continue; }
if (!pEntity->IsViewable()) { // Don't look at things without a model, or aren't tagged as interesting
continue; }
if ( pEntity->GetOwnerEntity() && !pEntity->GetOwnerEntity()->IsViewable() ) { // Don't look at things that are associated with non-viewable owners.
// Specifically, this prevents NPC's looking at beams or sprites that
// are part of a viewmodel. (sjb)
continue; }
// Don't look at any object that is ultimately parented to the player.
// These objects will almost always be at the player's origin (feet), and it
// looks bad when an actor looks at the player's feet. (sjb)
CBaseEntity *pParent = pEntity->GetParent(); bool bObjectParentedToPlayer = false; while( pParent ) { if( pParent->IsPlayer() ) { bObjectParentedToPlayer = true; break; }
pParent = pParent->GetParent(); }
if( bObjectParentedToPlayer ) continue; // skip entities we're already looking at
if ( pArgs->pQueue->Find( pEntity ) != pArgs->pQueue->InvalidIndex() ) continue;
// keep track of number of interesting things
iConsidered++;
Vector vLookTargetDir = (pEntity->EyePosition() - EyePosition()); float flDist = VectorNormalize( vLookTargetDir );
if ((pEntity->GetFlags() & FL_CLIENT) && (pEntity->IsMoving() || random->RandomInt( 0, 2) == 0)) { if ( ValidHeadTarget(vLookTargetDir, flDist) && FVisible( pEntity ) ) { pArgs->flDuration = random->RandomFloat( 1.0, 4.0 ); pBestEntity = pEntity; break; } } int iImportance; #if 0
// consider things in front to be more important than things to the sides
iImportance = (DotProduct( vLookTargetDir, HeadDirection3D() ); #else
// No, for now, give all targets random priority (as long as they're in front)
iImportance = random->RandomInt( 1, 100 ); #endif
// make other npcs, and moving npc's far more important
if (pEntity->MyNPCPointer()) { iImportance *= 10; if (pEntity->IsMoving()) { iImportance *= 10; } }
if ( iImportance > iHighestImportance ) { if ( ValidHeadTarget(vLookTargetDir, flDist) && FVisible( pEntity ) ) { iHighestImportance = iImportance; pBestEntity = pEntity; // NDebugOverlay::Line( EyePosition(), pEntity->EyePosition(), 0,0,255, false, 0.5);
} } }
// if there were too few things to look at, don't trust the item
if (iConsidered < random->RandomInt( 0, 5)) { pBestEntity = NULL; }
if (pBestEntity) { //Msg("looking at %s\n", pBestEntity->GetClassname() );
//NDebugOverlay::Line( EyePosition(), pBestEntity->WorldSpaceCenter(), 255, 0, 0, false, 5 );
pArgs->hTarget = pBestEntity; return true; } return false; }
//-----------------------------------------------------------------------------
// All attempts to find a target have failed, so just make something up.
//-----------------------------------------------------------------------------
void CAI_BaseActor::MakeRandomLookTarget( AILookTargetArgs_t *pArgs, float minTime, float maxTime ) { Vector forward, right, up; GetVectors( &forward, &right, &up );
// DevMsg("random view\n");
// For now, just look farther afield while driving in the vehicle. Without this we look around wildly!
#ifdef HL2_EPISODIC
if ( MyCombatCharacterPointer() && MyCombatCharacterPointer()->IsInAVehicle() ) { pArgs->vTarget = EyePosition() + forward * 2048 + right * random->RandomFloat(-650,650) + up * random->RandomFloat(-32,32); } else #endif // HL2_EPISODIC
{ pArgs->vTarget = EyePosition() + forward * 128 + right * random->RandomFloat(-32,32) + up * random->RandomFloat(-16,16); }
pArgs->flDuration = random->RandomFloat( minTime, maxTime ); pArgs->flInfluence = 0.01; pArgs->flRamp = random->RandomFloat( 0.8, 2.8 ); }
//-----------------------------------------------------------------------------
// Purpose: Make sure we're looking at what we're shooting at
//-----------------------------------------------------------------------------
void CAI_BaseActor::StartTaskRangeAttack1( const Task_t *pTask ) { BaseClass::StartTaskRangeAttack1( pTask ); if (GetEnemy()) { AddLookTarget( GetEnemy(), 1.0, 0.5, 0.2 ); } }
//-----------------------------------------------------------------------------
#pragma region INFO_REMARKABLE polling
// hardcode the default rr_remarkables_enabled value for now because I don't know what
// the current state of unhackable config files is. Should be fixed.
// (TODO)
#if defined ( PORTAL2 ) || defined ( CSTRIKE15 )
#define AI_REMARKABLES_ENABLED_DEFAULT "1"
#else
#define AI_REMARKABLES_ENABLED_DEFAULT "0"
#endif
ConVar rr_remarkable_world_entities_replay_limit( "rr_remarkable_world_entities_replay_limit", "1", FCVAR_CHEAT, "TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable" ); ConVar rr_remarkables_enabled( "rr_remarkables_enabled", AI_REMARKABLES_ENABLED_DEFAULT, FCVAR_CHEAT, "If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled." ); ConVar rr_remarkable_max_distance( "rr_remarkable_max_distance", "1200", FCVAR_CHEAT, "AIs will not even consider remarkarbles that are more than this many units away." ); #define AI_REMARK_SPEECH_INTERVAL 1
/************************************************************************/ /* TODO: Make perfier
* Plumb through interrupt priority in speech */ /************************************************************************/ bool CAI_BaseActor::UpdateRemarkableSpeech() RESTRICT { // done in caller
/*
if ( !rr_remarkables_enabled.GetBool() ) return false; */ VPROF( "CAI_BaseActor::UpdateRemarkableSpeech" ); if ( CanPollRemarkables() ) { m_fNextRemarkPollTime = gpGlobals->curtime + AI_REMARK_SPEECH_INTERVAL;
// this is somewhat hokey 12am logic -- we're going to iterate over all
// the remarkables and ask each of them if they're in sight. It's better
// to do this the other way (ie the entities would know when they're being
// looked at) but we don't seem to have a function for that yet.
CInfoRemarkable::tRemarkableList *pList = CInfoRemarkable::GetListOfAllThatIsRemarkable(); const float maxDistSq = rr_remarkable_max_distance.GetFloat() * rr_remarkable_max_distance.GetFloat(); const int remarkLimit = rr_remarkable_world_entities_replay_limit.GetInt(); for ( int i = pList->Head(); pList->IsValidIndex(i); i = pList->Next(i) ) { CInfoRemarkable * RESTRICT remarkable = pList->Element(i); // do a quick distance test for a rough cull.
if ( GetAbsOrigin().DistToSqr(remarkable->GetAbsOrigin()) > maxDistSq ) continue;
if ( remarkable->m_iTimesRemarkedUpon < remarkLimit && TestRemarkingUpon( remarkable ) ) { // remark upon it
float distToRemarkable = (remarkable->GetAbsOrigin() - GetAbsOrigin()).Length(); const char *pModifiers = UTIL_VarArgs( "Subject:%s,Distance:%f", remarkable->GetRemarkContext(), distToRemarkable );
if ( CanSpeak() && Speak( "TLK_REMARK", pModifiers ) ) { remarkable->m_iTimesRemarkedUpon += 1; return true; } } }
}
return false; }
bool CAI_BaseActor::CanPollRemarkables() { return m_bRemarkablePolling && ( gpGlobals->curtime > m_fNextRemarkPollTime ) ; }
bool CAI_BaseActor::TestRemarkingUpon( CInfoRemarkable * RESTRICT pRemarkable ) { return IsInFieldOfView( pRemarkable ) && IsLineOfSightClear( pRemarkable, IGNORE_ACTORS ); }
//-----------------------------------------------------------------------------
#pragma endregion
//-----------------------------------------------------------------------------
// Purpose: Set direction that the NPC is looking
//-----------------------------------------------------------------------------
void CAI_BaseActor::AddLookTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp ) { m_lookQueue.Add( pTarget, flImportance, flDuration, flRamp ); }
void CAI_BaseActor::AddLookTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp ) { m_lookQueue.Add( vecPosition, flImportance, flDuration, flRamp ); }
//-----------------------------------------------------------------------------
// Purpose: Maintain eye, head, body postures, etc.
//-----------------------------------------------------------------------------
void CAI_BaseActor::MaintainLookTargets( float flInterval ) { int i;
if ( m_iszExpressionScene != NULL_STRING && m_hExpressionSceneEnt == NULL ) { InstancedScriptedScene( this, STRING(m_iszExpressionScene), &m_hExpressionSceneEnt, 0.0, true ); }
// decay body/spine yaw
m_goalSpineYaw = m_goalSpineYaw * 0.8; m_goalBodyYaw = m_goalBodyYaw * 0.8; m_goalHeadCorrection = m_goalHeadCorrection * 0.8;
// ARRGGHHH, this needs to be moved!!!!
SetAccumulatedYawAndUpdate( ); ProcessSceneEvents( ); MaintainTurnActivity( ); DoBodyLean( ); UpdateBodyControl( ); InvalidateBoneCache();
// cached versions of the current eye position
Vector vEyePosition = EyePosition( );
// FIXME: make this client side and automatic
// set gesture positions
Set( m_ParameterGestureHeight, Get( m_FlexweightGestureUpDown ) ); Set( m_ParameterGestureWidth, Get( m_FlexweightGestureRightLeft ) );
// initialize goal head direction to be current direction - this frames animation layering/pose parameters -
// but with the head controlls removed.
Vector vHead = HeadDirection3D( ); float flHeadInfluence = 0.0;
// NDebugOverlay::Line( vEyePosition, vEyePosition + vHead * 16, 0,0,255, false, 0.1);
// clean up look targets
m_lookQueue.Cleanup();
// clean up random look targets
m_randomLookQueue.Cleanup();
// clean up synthetic look targets
m_syntheticLookQueue.Cleanup();
// if there's real things to look at, turn off the random targets
if (m_lookQueue.Count() != 0 || m_syntheticLookQueue.Count() != 0) { for (i = 0; i < m_randomLookQueue.Count(); i++) { if (gpGlobals->curtime < m_randomLookQueue[i].m_flEndTime - m_randomLookQueue[i].m_flRamp - 0.2) { m_randomLookQueue[i].m_flEndTime = gpGlobals->curtime + m_randomLookQueue[i].m_flRamp + 0.2; } } m_flNextRandomLookTime = gpGlobals->curtime + 1.0; } else if (gpGlobals->curtime >= m_flNextRandomLookTime && GetState() != NPC_STATE_SCRIPT) { // Look at whatever!
m_flNextRandomLookTime = gpGlobals->curtime + PickLookTarget( m_randomLookQueue ) - 0.4; }
// don't bother with any of the rest if the player can't see you
if ( CanSkipAnimation() ) { return; }
// Time to finish the current random expression? Or time to pick a new one?
if ( m_flNextRandomExpressionTime && gpGlobals->curtime > m_flNextRandomExpressionTime ) { // Random expressions need to be cleared, because they don't loop. So if we
// pick the same one again, we want to restart it.
ClearExpression();
PlayExpressionForState( GetState() ); }
CUtlVector<CAI_InterestTarget_t *> active; // clean up random look targets
for (i = 0; i < m_randomLookQueue.Count(); i++) { active.AddToTail( &m_randomLookQueue[i] ); } for (i = 0; i < m_lookQueue.Count(); i++) { active.AddToTail( &m_lookQueue[i] ); } for (i = 0; i < m_syntheticLookQueue.Count(); i++) { active.AddToTail( &m_syntheticLookQueue[i] ); } // figure out ideal head yaw
bool bValidHeadTarget = false; bool bExpectedHeadTarget = false; for (i = 0; i < active.Count();i++) { Vector dir; float flDist = 100.0f; bExpectedHeadTarget = true; float flInterest = active[i]->Interest( );
if (active[i]->IsThis( this )) { int iForward = LookupAttachment( "forward" ); if (iForward) { Vector tmp1; GetAttachment( iForward, tmp1, &dir, NULL, NULL ); } else { dir = HeadDirection3D(); } } else { dir = active[i]->GetPosition() - vEyePosition; flDist = VectorNormalize( dir ); flInterest = flInterest * HeadTargetValidity( active[i]->GetPosition() ); } /*
if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { DevMsg( "head (%d) %.2f : %s : %.1f %.1f %.1f\n", i, flInterest, active[i]->m_hTarget->GetClassname(), active[i]->GetPosition().x, active[i]->GetPosition().y, active[i]->GetPosition().z ); } */ if (flInterest > 0.0) { if (flHeadInfluence == 0.0) { vHead = dir; flHeadInfluence = flInterest; } else { flHeadInfluence = flHeadInfluence * (1 - flInterest) + flInterest; float w = flInterest / flHeadInfluence; vHead = vHead * (1 - w) + dir * w; }
bValidHeadTarget = true;
// NDebugOverlay::Line( vEyePosition, vEyePosition + dir * 64, 0,255,0, false, 0.1);
} else { // NDebugOverlay::Line( vEyePosition, active[i]->GetPosition(), 255,0,0, false, 0.1);
} }
Assert( flHeadInfluence <= 1.0 );
// turn head toward target
if (bValidHeadTarget) { UpdateHeadControl( vEyePosition + vHead * 100, flHeadInfluence ); m_goalHeadDirection = vHead; m_goalHeadInfluence = flHeadInfluence; } else { // no target, decay all head control direction
m_goalHeadDirection = m_goalHeadDirection * 0.8 + vHead * 0.2;
m_goalHeadInfluence = MAX( m_goalHeadInfluence - 0.2, 0 );
VectorNormalize( m_goalHeadDirection ); UpdateHeadControl( vEyePosition + m_goalHeadDirection * 100, m_goalHeadInfluence ); // NDebugOverlay::Line( vEyePosition, vEyePosition + m_goalHeadDirection * 100, 255,0,0, false, 0.1);
}
// DevMsg( "%.1f %.1f ", GetPoseParameter( "head_pitch" ), GetPoseParameter( "head_roll" ) );
// figure out eye target
// eyes need to look directly at a target, even if the head doesn't quite aim there yet.
bool bFoundTarget = false; EHANDLE hTarget = INVALID_EHANDLE;
for (i = active.Count() - 1; i >= 0; i--) { if (active[i]->IsThis( this )) { // DevMsg( "eyes (%d) %s\n", i, STRING( active[i]->m_hTarget->GetEntityName().ToCStr() ) );
bFoundTarget = true; hTarget = this; SetViewtarget( vEyePosition + HeadDirection3D() * 100 ); // NDebugOverlay::Line( vEyePosition, vEyePosition + HeadDirection3D() * 100, 255,0,0, false, 0.1);
break; } else { // E3 Hack
if (ValidEyeTarget(active[i]->GetPosition())) { // DevMsg( "eyes (%d) %s\n", i, STRING( pTarget->GetEntityName().ToCStr() ) );
bFoundTarget = true; hTarget = active[i]->m_hTarget; SetViewtarget( active[i]->GetPosition() ); break; } } }
// FIXME: add blink when changing targets
if (m_hLookTarget != hTarget) { m_flBlinktime -= 0.5; m_hLookTarget = hTarget;
if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) && ai_debug_looktargets.GetInt() == 2 && m_hLookTarget.Get() ) { if ( m_hLookTarget != this ) { Vector vecEyePos = m_hLookTarget->EyePosition(); NDebugOverlay::Box( vecEyePos, -Vector(5,5,5), Vector(5,5,5), 0, 255, 0, 255, 20 ); NDebugOverlay::Line( EyePosition(), vecEyePos, 0,255,0, true, 20 ); NDebugOverlay::Text( vecEyePos, UTIL_VarArgs( "%s (%s)", m_hLookTarget->GetClassname(), m_hLookTarget->GetDebugName() ), false, 20 ); } }
OnNewLookTarget(); }
// this should take into acount where it will try to be....
if (!bFoundTarget && !ValidEyeTarget( GetViewtarget() )) { Vector right, up; VectorVectors( HeadDirection3D(), right, up ); // DevMsg("random view\n");
SetViewtarget( EyePosition() + HeadDirection3D() * 128 + right * random->RandomFloat(-32,32) + up * random->RandomFloat(-16,16) ); }
if ( m_hLookTarget != NULL ) { Vector absVel = m_hLookTarget->GetAbsVelocity(); CBaseEntity *ground = m_hLookTarget->GetGroundEntity(); if ( ground && ground->GetMoveType() == MOVETYPE_PUSH) { absVel = absVel + ground->GetAbsVelocity(); }
#ifdef HL2_EPISODIC
// Translate our position if riding in a vehicle
if ( m_hLookTarget->MyCombatCharacterPointer() ) { CBaseCombatCharacter *pBCC = m_hLookTarget->MyCombatCharacterPointer(); CBaseEntity *pVehicle = pBCC->GetVehicleEntity(); if ( pVehicle ) { IPhysicsObject *pObj = pVehicle->VPhysicsGetObject(); if ( pObj ) { Vector vecVelocity; pObj->GetVelocity( &vecVelocity, NULL );
absVel += vecVelocity; } } } #endif //HL2_EPISODIC
if ( !VectorCompare( absVel, vec3_origin ) ) { Vector viewTarget = GetViewtarget();
// Forward one think cycle
viewTarget += absVel * flInterval;
SetViewtarget( viewTarget ); } }
// NDebugOverlay::Triangle( vEyePosition, GetViewtarget(), GetAbsOrigin(), 255, 255, 255, 10, false, 0.1 );
// DevMsg("pitch %.1f yaw %.1f\n", GetFlexWeight( "eyes_updown" ), GetFlexWeight( "eyes_rightleft" ) );
// blink
if (m_flBlinktime < gpGlobals->curtime) { Blink(); m_flBlinktime = gpGlobals->curtime + random->RandomFloat( 1.5, 4.5 ); }
if ( ai_debug_looktargets.GetInt() == 1 && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { NDebugOverlay::Box( GetViewtarget(), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 0, 20 ); NDebugOverlay::Line( EyePosition(),GetViewtarget(), 0,255,0, false, .1 ); } }
//-----------------------------------------------------------------------------
void CAI_BaseActor::PlayExpressionForState( NPC_STATE state ) { // If we have an override expression, use it above everything else
if ( m_iszExpressionOverride != NULL_STRING && state != NPC_STATE_DEAD ) { SetExpression( STRING(m_iszExpressionOverride) ); return; }
// If we have a random expression, use that
const char *pszExpression = SelectRandomExpressionForState( state ); if ( pszExpression && *pszExpression ) { float flDuration = SetExpression( pszExpression ); m_flNextRandomExpressionTime = gpGlobals->curtime + flDuration; return; } else { // Stop looking for random expressions for this state
m_flNextRandomExpressionTime = 0; }
// Lastly, use the base expression loops
switch ( state ) { case NPC_STATE_IDLE: if ( m_iszIdleExpression != NULL_STRING ) { SetExpression( STRING(m_iszIdleExpression) ); } break;
case NPC_STATE_COMBAT: if ( m_iszCombatExpression != NULL_STRING ) { SetExpression( STRING(m_iszCombatExpression) ); } break;
case NPC_STATE_ALERT: if ( m_iszAlertExpression != NULL_STRING ) { SetExpression( STRING(m_iszAlertExpression) ); } break;
case NPC_STATE_PLAYDEAD: case NPC_STATE_DEAD: if ( m_iszDeathExpression != NULL_STRING ) { SetExpression( STRING(m_iszDeathExpression) ); } break; } }
//-----------------------------------------------------------------------------
// Purpose: Return a random expression for the specified state to play over
// the state's expression loop.
//-----------------------------------------------------------------------------
const char *CAI_BaseActor::SelectRandomExpressionForState( NPC_STATE state ) { return NULL; }
//-----------------------------------------------------------------------------
void CAI_BaseActor::OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) { PlayExpressionForState( NewState );
#ifdef HL2_EPISODIC
// If we've just switched states, ensure we stop any scenes that asked to be stopped
if ( OldState == NPC_STATE_IDLE ) { RemoveActorFromScriptedScenes( this, true, true ); } #endif
BaseClass::OnStateChange( OldState, NewState ); }
//-----------------------------------------------------------------------------
float CAI_BaseActor::SetExpression( const char *pszExpressionScene ) { if ( !pszExpressionScene || !*pszExpressionScene ) { ClearExpression(); return 0; }
if ( m_iszExpressionScene != NULL_STRING && stricmp( STRING(m_iszExpressionScene), pszExpressionScene ) == 0 ) { return 0; }
if ( m_hExpressionSceneEnt != NULL ) { StopScriptedScene( this, m_hExpressionSceneEnt ); }
if ( ai_debug_expressions.GetInt() ) { Msg("%s (%s) set expression to: %s\n", GetClassname(), GetDebugName(), pszExpressionScene ); }
m_iszExpressionScene = NULL_STRING; if ( pszExpressionScene ) { float flDuration = InstancedScriptedScene( this, pszExpressionScene, &m_hExpressionSceneEnt, 0.0, true );
if ( m_hExpressionSceneEnt != NULL ) { m_iszExpressionScene = AllocPooledString( pszExpressionScene ); }
return flDuration; }
return 0; }
//-----------------------------------------------------------------------------
void CAI_BaseActor::ClearExpression() { if ( m_hExpressionSceneEnt != NULL ) { StopScriptedScene( this, m_hExpressionSceneEnt ); } m_iszExpressionScene = NULL_STRING; }
//-----------------------------------------------------------------------------
const char *CAI_BaseActor::GetExpression() { return STRING(m_iszExpressionScene); }
//-----------------------------------------------------------------------------
void CAI_BaseActor::InputSetExpressionOverride( inputdata_t &inputdata ) { bool fHadOverride = ( m_iszExpressionOverride != NULL_STRING ); m_iszExpressionOverride = inputdata.value.StringID(); if ( m_iszExpressionOverride != NULL_STRING ) { SetExpression( STRING(m_iszExpressionOverride) ); } else if ( fHadOverride ) { PlayExpressionForState( GetState() ); } }
//-----------------------------------------------------------------------------
bool CAI_BaseActor::UseSemaphore( void ) { if ( m_bDontUseSemaphore ) return false;
return true; }
//-----------------------------------------------------------------------------
CAI_Expresser *CAI_BaseActor::CreateExpresser() { m_pExpresser = new CAI_Expresser(this); return m_pExpresser; }
//-----------------------------------------------------------------------------
CAI_Expresser *CAI_BaseActor::GetExpresser() { return m_pExpresser; } //-----------------------------------------------------------------------------
bool CAI_BaseActor::CreateComponents() { if ( !BaseClass::CreateComponents() ) return false;
m_pExpresser = CreateExpresser(); if ( !m_pExpresser) return false;
m_pExpresser->Connect(this);
return true; }
void CAI_BaseActor::GatherConditions( void ) { BaseClass::GatherConditions(); if ( rr_remarkables_enabled.GetBool() ) { UpdateRemarkableSpeech(); } } //-----------------------------------------------------------------------------
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