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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Base NPC character with AI
//
//=============================================================================//
#ifndef AI_BASENPC_H
#define AI_BASENPC_H
#ifdef _WIN32
#pragma once
#endif
#include "simtimer.h"
#include "basecombatcharacter.h"
#include "ai_debug.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_condition.h"
#include "ai_component.h"
#include "ai_task.h"
#include "ai_movetypes.h"
#include "ai_navtype.h"
#include "ai_namespaces.h"
#include "ai_npcstate.h"
#include "ai_hull.h"
#include "ai_utils.h"
#include "ai_moveshoot.h"
#include "entityoutput.h"
#include "utlvector.h"
#include "activitylist.h"
#include "bitstring.h"
#include "ai_navgoaltype.h" //GoalType_t enum
#include "eventlist.h"
#include "soundent.h"
#include "ai_navigator.h"
#include "tier1/functors.h"
#define PLAYER_SQUADNAME "player_squad"
class CAI_Schedule; class CAI_Network; class CAI_Route; class CAI_Hint; class CAI_Node; class CAI_Navigator; class CAI_Pathfinder; class CAI_Senses; class CAI_Enemies; class CAI_Squad; class CAI_Expresser; class CAI_BehaviorBase; class CAI_GoalEntity; class CAI_Motor; class CAI_MoveProbe; class CAI_LocalNavigator; class CAI_TacticalServices; class CVarBitVec; class CAI_ScriptedSequence; class CSceneEntity; class CBaseGrenade; class CBaseDoor; class CBasePropDoor; struct AI_Waypoint_t; //class AI_Response;
class CBaseFilter; class CGlobalEvent;
typedef CBitVec<MAX_CONDITIONS> CAI_ScheduleBits;
// Used to control optimizations mostly dealing with pathfinding for NPCs
extern ConVar ai_strong_optimizations;
extern bool AIStrongOpt( void );
// AI_MONITOR_FOR_OSCILLATION defaults to OFF. If you build with this ON, you can flag
// NPC's and monitor them to detect oscillations in their schedule (circular logic and conditions bugs)
// DO NOT SHIP WITH THIS ON!
#undef AI_MONITOR_FOR_OSCILLATION
//=============================================================================
//
// Constants & enumerations
//
//=============================================================================
#define TURRET_CLOSE_RANGE 200
#define TURRET_MEDIUM_RANGE 500
#define COMMAND_GOAL_TOLERANCE 48 // 48 inches.
#define TIME_CARE_ABOUT_DAMAGE 3.0
#define ITEM_PICKUP_TOLERANCE 48.0f
// Max's of the box used to search for a weapon to pick up. 45x45x~8 ft.
#define WEAPON_SEARCH_DELTA Vector( 540, 540, 100 )
enum Interruptability_t { GENERAL_INTERRUPTABILITY, DAMAGEORDEATH_INTERRUPTABILITY, DEATH_INTERRUPTABILITY };
//-------------------------------------
// Memory
//-------------------------------------
#define MEMORY_CLEAR 0
#define bits_MEMORY_PROVOKED ( 1 << 0 )// right now only used for houndeyes.
#define bits_MEMORY_INCOVER ( 1 << 1 )// npc knows it is in a covered position.
#define bits_MEMORY_SUSPICIOUS ( 1 << 2 )// Ally is suspicious of the player, and will move to provoked more easily
#define bits_MEMORY_TASK_EXPENSIVE ( 1 << 3 )// NPC has completed a task which is considered costly, so don't do another task this frame
//#define bits_MEMORY_ ( 1 << 4 )
#define bits_MEMORY_PATH_FAILED ( 1 << 5 )// Failed to find a path
#define bits_MEMORY_FLINCHED ( 1 << 6 )// Has already flinched
//#define bits_MEMORY_ ( 1 << 7 )
#define bits_MEMORY_TOURGUIDE ( 1 << 8 )// I have been acting as a tourguide.
//#define bits_MEMORY_ ( 1 << 9 )//
#define bits_MEMORY_LOCKED_HINT ( 1 << 10 )//
//#define bits_MEMORY_ ( 1 << 12 )
#define bits_MEMORY_TURNING ( 1 << 13 )// Turning, don't interrupt me.
#define bits_MEMORY_TURNHACK ( 1 << 14 )
#define bits_MEMORY_HAD_ENEMY ( 1 << 15 )// Had an enemy
#define bits_MEMORY_HAD_PLAYER ( 1 << 16 )// Had player
#define bits_MEMORY_HAD_LOS ( 1 << 17 )// Had LOS to enemy
#define bits_MEMORY_MOVED_FROM_SPAWN ( 1 << 18 )// Has moved since spawning.
#define bits_MEMORY_CUSTOM4 ( 1 << 28 ) // NPC-specific memory
#define bits_MEMORY_CUSTOM3 ( 1 << 29 ) // NPC-specific memory
#define bits_MEMORY_CUSTOM2 ( 1 << 30 ) // NPC-specific memory
#define bits_MEMORY_CUSTOM1 ( 1 << 31 ) // NPC-specific memory
//-------------------------------------
// Spawn flags
//-------------------------------------
#define SF_NPC_WAIT_TILL_SEEN ( 1 << 0 ) // spawnflag that makes npcs wait until player can see them before attacking.
#define SF_NPC_GAG ( 1 << 1 ) // no idle noises from this npc
#define SF_NPC_FALL_TO_GROUND ( 1 << 2 ) // used my NPC_Maker
#define SF_NPC_DROP_HEALTHKIT ( 1 << 3 ) // Drop a healthkit upon death
#define SF_NPC_START_EFFICIENT ( 1 << 4 ) // Set into efficiency mode from spawn
// ( 1 << 5 )
// ( 1 << 6 )
#define SF_NPC_WAIT_FOR_SCRIPT ( 1 << 7 ) // spawnflag that makes npcs wait to check for attacking until the script is done or they've been attacked
#define SF_NPC_LONG_RANGE ( 1 << 8 ) // makes npcs look far and relaxes weapon range limit
#define SF_NPC_FADE_CORPSE ( 1 << 9 ) // Fade out corpse after death
#define SF_NPC_ALWAYSTHINK ( 1 << 10 ) // Simulate even when player isn't in PVS.
#define SF_NPC_TEMPLATE ( 1 << 11 ) // This NPC will be used as a template by an npc_maker -- do not spawn.
#define SF_NPC_ALTCOLLISION ( 1 << 12 )
#define SF_NPC_NO_WEAPON_DROP ( 1 << 13 ) // This NPC will not actually drop a weapon that can be picked up
#define SF_NPC_NO_PLAYER_PUSHAWAY ( 1 << 14 )
// ( 1 << 15 )
// !! Flags above ( 1 << 15 ) are reserved for NPC sub-classes
//-------------------------------------
//
// Return codes from CanPlaySequence.
//
//-------------------------------------
enum CanPlaySequence_t { CANNOT_PLAY = 0, // Can't play for any number of reasons.
CAN_PLAY_NOW, // Can play the script immediately.
CAN_PLAY_ENQUEUED, // Can play the script after I finish playing my current script.
};
//-------------------------------------
// Weapon holstering
//-------------------------------------
enum DesiredWeaponState_t { DESIREDWEAPONSTATE_IGNORE = 0, DESIREDWEAPONSTATE_HOLSTERED, DESIREDWEAPONSTATE_HOLSTERED_DESTROYED, // Put the weapon away, then destroy it.
DESIREDWEAPONSTATE_UNHOLSTERED, DESIREDWEAPONSTATE_CHANGING, DESIREDWEAPONSTATE_CHANGING_DESTROY, // Destroy the weapon when this change is complete.
};
//-------------------------------------
//
// Efficiency modes
//
//-------------------------------------
enum AI_Efficiency_t { // Run at full tilt
AIE_NORMAL,
// Run decision process less often
AIE_EFFICIENT,
// Run decision process even less often, ignore other NPCs
AIE_VERY_EFFICIENT,
// Run decision process even less often, ignore other NPCs
AIE_SUPER_EFFICIENT,
// Don't run at all
AIE_DORMANT, };
enum AI_MoveEfficiency_t { AIME_NORMAL, AIME_EFFICIENT, };
//-------------------------------------
//
// Sleep state
//
//-------------------------------------
enum AI_SleepState_t { AISS_AWAKE, AISS_WAITING_FOR_THREAT, AISS_WAITING_FOR_PVS, AISS_WAITING_FOR_INPUT, AISS_AUTO_PVS, AISS_AUTO_PVS_AFTER_PVS, // Same as AUTO_PVS, except doesn't activate until/unless the NPC is IN the player's PVS.
};
#define AI_SLEEP_FLAGS_NONE 0x00000000
#define AI_SLEEP_FLAG_AUTO_PVS 0x00000001
#define AI_SLEEP_FLAG_AUTO_PVS_AFTER_PVS 0x00000002
//-------------------------------------
//
// Debug bits
//
//-------------------------------------
enum DebugBaseNPCBits_e { bits_debugDisableAI = 0x00000001, // disable AI
bits_debugStepAI = 0x00000002, // step AI
};
//-------------------------------------
//
// Base Sentence index for behaviors
//
//-------------------------------------
enum SentenceIndex_t { SENTENCE_BASE_BEHAVIOR_INDEX = 1000, };
#ifdef AI_MONITOR_FOR_OSCILLATION
struct AIScheduleChoice_t { float m_flTimeSelected; CAI_Schedule *m_pScheduleSelected; }; #endif//AI_MONITOR_FOR_OSCILLATION
#define MARK_TASK_EXPENSIVE() \
if ( GetOuter() ) \ { \ GetOuter()->Remember( bits_MEMORY_TASK_EXPENSIVE ); \ }
//=============================================================================
//
// Types used by CAI_BaseNPC
//
//=============================================================================
struct AIScheduleState_t { int iCurTask; TaskStatus_e fTaskStatus; float timeStarted; float timeCurTaskStarted; AI_TaskFailureCode_t taskFailureCode; int iTaskInterrupt; bool bTaskRanAutomovement; bool bTaskUpdatedYaw; bool bScheduleWasInterrupted;
DECLARE_SIMPLE_DATADESC(); };
// -----------------------------------------
// An entity that this NPC can't reach
// -----------------------------------------
struct UnreachableEnt_t { EHANDLE hUnreachableEnt; // Entity that's unreachable
float fExpireTime; // Time to forget this information
Vector vLocationWhenUnreachable; DECLARE_SIMPLE_DATADESC(); };
//=============================================================================
// SCRIPTED NPC INTERACTIONS
//=============================================================================
// -----------------------------------------
// Scripted NPC interaction flags
// -----------------------------------------
#define SCNPC_FLAG_TEST_OTHER_ANGLES ( 1 << 1 )
#define SCNPC_FLAG_TEST_OTHER_VELOCITY ( 1 << 2 )
#define SCNPC_FLAG_LOOP_IN_ACTION ( 1 << 3 )
#define SCNPC_FLAG_NEEDS_WEAPON_ME ( 1 << 4 )
#define SCNPC_FLAG_NEEDS_WEAPON_THEM ( 1 << 5 )
#define SCNPC_FLAG_DONT_TELEPORT_AT_END_ME ( 1 << 6 )
#define SCNPC_FLAG_DONT_TELEPORT_AT_END_THEM ( 1 << 7 )
// -----------------------------------------
// Scripted NPC interaction trigger methods
// -----------------------------------------
enum { SNPCINT_CODE = 0, SNPCINT_AUTOMATIC_IN_COMBAT = 1, };
// -----------------------------------------
// Scripted NPC interaction loop breaking trigger methods
// -----------------------------------------
#define SNPCINT_LOOPBREAK_ON_DAMAGE ( 1 << 1 )
#define SNPCINT_LOOPBREAK_ON_FLASHLIGHT_ILLUM ( 1 << 2 )
// -----------------------------------------
// Scripted NPC interaction anim phases
// -----------------------------------------
enum { SNPCINT_ENTRY = 0, SNPCINT_SEQUENCE, SNPCINT_EXIT,
SNPCINT_NUM_PHASES };
struct ScriptedNPCInteraction_Phases_t { string_t iszSequence; int iActivity;
DECLARE_SIMPLE_DATADESC(); };
// Allowable delta from the desired dynamic scripted sequence point
#define DSS_MAX_DIST 6
#define DSS_MAX_ANGLE_DIFF 4
// Interaction Logic States
enum { NPCINT_NOT_RUNNING = 0, NPCINT_RUNNING_ACTIVE, // I'm in an interaction that I initiated
NPCINT_RUNNING_PARTNER, // I'm in an interaction that was initiated by the other NPC
NPCINT_MOVING_TO_MARK, // I'm moving to a position to do an interaction
};
#define NPCINT_NONE -1
#define MAXTACLAT_IGNORE -1
// -----------------------------------------
// A scripted interaction between NPCs
// -----------------------------------------
struct ScriptedNPCInteraction_t { ScriptedNPCInteraction_t() { iszInteractionName = NULL_STRING; iFlags = 0; iTriggerMethod = SNPCINT_CODE; iLoopBreakTriggerMethod = 0; vecRelativeOrigin = vec3_origin; bValidOnCurrentEnemy = false; flDelay = 5.0; flDistSqr = (DSS_MAX_DIST * DSS_MAX_DIST); flNextAttemptTime = 0; iszMyWeapon = NULL_STRING; iszTheirWeapon = NULL_STRING;
for ( int i = 0; i < SNPCINT_NUM_PHASES; i++) { sPhases[i].iszSequence = NULL_STRING; sPhases[i].iActivity = ACT_INVALID; } }
// Fill out these when passing to AddScriptedNPCInteraction
string_t iszInteractionName; int iFlags; int iTriggerMethod; int iLoopBreakTriggerMethod; Vector vecRelativeOrigin; // (forward, right, up)
QAngle angRelativeAngles; Vector vecRelativeVelocity; // Desired relative velocity of the other NPC
float flCameraDistance; QAngle angCameraAngles; float flDelay; // Delay before interaction can be used again
float flDistSqr; // Max distance sqr from the relative origin the NPC is allowed to be to trigger
string_t iszMyWeapon; // Classname of the weapon I'm holding, if any
string_t iszTheirWeapon; // Classname of the weapon my interaction partner is holding, if any
ScriptedNPCInteraction_Phases_t sPhases[SNPCINT_NUM_PHASES];
// These will be filled out for you in AddScriptedNPCInteraction
VMatrix matDesiredLocalToWorld; // Desired relative position / angles of the other NPC
bool bValidOnCurrentEnemy;
float flNextAttemptTime;
DECLARE_SIMPLE_DATADESC(); };
//=============================================================================
//
// Utility functions
//
//=============================================================================
Vector VecCheckToss ( CBaseEntity *pEdict, Vector vecSpot1, Vector vecSpot2, float flHeightMaxRatio, float flGravityAdj, bool bRandomize, Vector *vecMins = NULL, Vector *vecMaxs = NULL ); Vector VecCheckToss ( CBaseEntity *pEntity, ITraceFilter *pFilter, Vector vecSpot1, Vector vecSpot2, float flHeightMaxRatio, float flGravityAdj, bool bRandomize, Vector *vecMins = NULL, Vector *vecMaxs = NULL ); Vector VecCheckThrow( CBaseEntity *pEdict, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0f, Vector *vecMins = NULL, Vector *vecMaxs = NULL );
extern Vector g_vecAttackDir;
bool FBoxVisible ( CBaseEntity *pLooker, CBaseEntity *pTarget ); bool FBoxVisible ( CBaseEntity *pLooker, CBaseEntity *pTarget, Vector &vecTargetOrigin, float flSize = 0.0 );
// FIXME: move to utils?
float DeltaV( float v0, float v1, float d ); float ChangeDistance( float flInterval, float flGoalDistance, float flGoalVelocity, float flCurVelocity, float flIdealVelocity, float flAccelRate, float &flNewDistance, float &flNewVelocity );
//=============================================================================
//
// class CAI_Manager
//
// Central location for components of the AI to operate across all AIs without
// iterating over the global list of entities.
//
//=============================================================================
class CAI_Manager { public: CAI_Manager(); CAI_BaseNPC ** AccessAIs(); int NumAIs(); void AddAI( CAI_BaseNPC *pAI ); void RemoveAI( CAI_BaseNPC *pAI );
bool FindAI( CAI_BaseNPC *pAI ) { return ( m_AIs.Find( pAI ) != m_AIs.InvalidIndex() ); } private: enum { MAX_AIS = 256 }; typedef CUtlVector<CAI_BaseNPC *> CAIArray; CAIArray m_AIs;
};
//-------------------------------------
extern CAI_Manager g_AI_Manager;
//=============================================================================
// Purpose: Some bridges a little more complicated to allow behavior to see
// what base class would do or control order in which it's done
//=============================================================================
abstract_class IAI_BehaviorBridge { public: #define AI_GENERATE_BRIDGE_INTERFACE
#include "ai_behavior_template.h"
// Non-standard bridge methods
virtual void BehaviorBridge_GatherConditions() {} virtual int BehaviorBridge_SelectSchedule() { return 0; } virtual int BehaviorBridge_TranslateSchedule( int scheduleType ) { return 0; } virtual float BehaviorBridge_GetJumpGravity() const { return 0; } virtual bool BehaviorBridge_IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const { return 0; } virtual bool BehaviorBridge_MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost ) { return 0; } };
//=============================================================================
//
// class CAI_BaseNPC
//
//=============================================================================
class CAI_BaseNPC : public CBaseCombatCharacter, public CAI_DefMovementSink, public IAI_BehaviorBridge { DECLARE_CLASS( CAI_BaseNPC, CBaseCombatCharacter );
public: //-----------------------------------------------------
//
// Initialization, cleanup, serialization, identity
//
CAI_BaseNPC(); ~CAI_BaseNPC();
//---------------------------------
DECLARE_DATADESC(); DECLARE_SERVERCLASS();
virtual int Save( ISave &save ); virtual int Restore( IRestore &restore ); virtual void OnRestore(); void SaveConditions( ISave &save, const CAI_ScheduleBits &conditions ); void RestoreConditions( IRestore &restore, CAI_ScheduleBits *pConditions );
bool ShouldSavePhysics() { return false; } virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
virtual bool KeyValue( const char *szKeyName, const char *szValue );
//---------------------------------
virtual void PostConstructor( const char *szClassname ); virtual void Activate( void ); virtual void Precache( void ); // derived calls at start of Spawn()
virtual bool CreateVPhysics(); virtual void NPCInit( void ); // derived calls after Spawn()
void NPCInitThink( void ); virtual void PostNPCInit() {};// called after NPC_InitThink
virtual void StartNPC( void ); virtual bool IsTemplate( void );
virtual void CleanupOnDeath( CBaseEntity *pCulprit = NULL, bool bFireDeathOutput = true ); virtual void UpdateOnRemove( void );
virtual int UpdateTransmitState();
//---------------------------------
// Component creation factories
//
// The master call, override if you introduce new component types. Call base first
virtual bool CreateComponents(); // Components defined by the base AI class
virtual CAI_Senses * CreateSenses(); virtual CAI_MoveProbe * CreateMoveProbe(); virtual CAI_Motor * CreateMotor(); virtual CAI_LocalNavigator *CreateLocalNavigator(); virtual CAI_Navigator * CreateNavigator(); virtual CAI_Pathfinder *CreatePathfinder(); virtual CAI_TacticalServices *CreateTacticalServices();
//---------------------------------
virtual bool IsNPC( void ) const { return true; }
//---------------------------------
void TestPlayerPushing( CBaseEntity *pPlayer ); void CascadePlayerPush( const Vector &push, const Vector &pushOrigin ); void NotifyPushMove();
public: //-----------------------------------------------------
//
// AI processing - thinking, schedule selection and task running
//
//-----------------------------------------------------
void CallNPCThink( void ); // Thinking, including core thinking, movement, animation
virtual void NPCThink( void );
// Core thinking (schedules & tasks)
virtual void RunAI( void );// core ai function!
// Called to gather up all relevant conditons
virtual void GatherConditions( void );
// Called immediately prior to schedule processing
virtual void PrescheduleThink( void );
// Called immediately after schedule processing
virtual void PostscheduleThink( void ) { return; };
// Notification that the current schedule, if any, is ending and a new one is being selected
virtual void OnScheduleChange( void ); virtual void OnSetSchedule( void ){};
// Notification that a new schedule is about to run its first task
virtual void OnStartSchedule( int scheduleType ) {};
// This function implements a decision tree for the NPC. It is responsible for choosing the next behavior (schedule)
// based on the current conditions and state.
virtual int SelectSchedule( void ); virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
// After the schedule has been selected, it will be processed by this function so child NPC classes can
// remap base schedules into child-specific behaviors
virtual int TranslateSchedule( int scheduleType );
virtual void StartTask( const Task_t *pTask ); virtual void RunTask( const Task_t *pTask );
void ClearTransientConditions();
virtual void HandleAnimEvent( animevent_t *pEvent );
virtual void TranslateAddOnAttachment( char *pchAttachmentName, int iCount );
virtual bool IsInterruptable(); virtual void OnStartScene( void ) {} // Called when an NPC begins a cine scene (useful for clean-up)
virtual bool ShouldPlayerAvoid( void ); virtual void SetPlayerAvoidState( void ); virtual void PlayerPenetratingVPhysics( void );
virtual bool ShouldAlwaysThink(); void ForceGatherConditions() { m_bForceConditionsGather = true; SetEfficiency( AIE_NORMAL ); } // Force an NPC out of PVS to call GatherConditions on next think
bool IsForceGatherConditionsSet() { return m_bForceConditionsGather; }
virtual float LineOfSightDist( const Vector &vecDir = vec3_invalid, float zEye = FLT_MAX );
virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ); virtual const char *GetTracerType( void ); virtual void DoImpactEffect( trace_t &tr, int nDamageType ); enum { NEXT_SCHEDULE = LAST_SHARED_SCHEDULE, NEXT_TASK = LAST_SHARED_TASK, NEXT_CONDITION = LAST_SHARED_CONDITION, };
protected: // Used by derived classes to chain a task to a task that might not be the
// one they are currently handling:
void ChainStartTask( int task, float taskData = 0 ) { Task_t tempTask = { task, taskData }; StartTask( (const Task_t *)&tempTask ); } void ChainRunTask( int task, float taskData = 0 ) { Task_t tempTask = { task, taskData }; RunTask( (const Task_t *) &tempTask ); }
void StartTaskOverlay(); virtual void RunTaskOverlay(); virtual bool ModifyAutoMovement( Vector &vecNewPos ) { return false; } // allow NPCs to adjust automovement
void EndTaskOverlay();
virtual void PostRunStopMoving();
virtual bool CheckPVSCondition();
private: bool CanThinkRebalance(); void RebalanceThinks();
bool PreNPCThink(); void PostNPCThink();
bool PreThink( void ); void PerformSensing(); void CheckOnGround( void ); void MaintainSchedule( void ); void RunAnimation( void ); void PostRun( void ); void PerformMovement(); void PostMovement(); virtual int StartTask ( Task_t *pTask ) { DevMsg( "Called wrong StartTask()\n" ); StartTask( (const Task_t *)pTask ); return 0; } // to ensure correct signature in derived classes
virtual int RunTask ( Task_t *pTask ) { DevMsg( "Called wrong RunTask()\n" ); RunTask( (const Task_t *)pTask ); return 0; } // to ensure correct signature in derived classes
public: //-----------------------------------------------------
//
// Schedules & tasks
//
//-----------------------------------------------------
void SetSchedule( CAI_Schedule *pNewSchedule ); bool SetSchedule( int localScheduleID ); void SetDefaultFailSchedule( int failSchedule ) { m_failSchedule = failSchedule; } void ClearSchedule( const char *szReason ); inline CAI_Schedule *GetCurSchedule() const { return m_pSchedule; } bool IsCurSchedule( int schedId, bool fIdeal = true ); virtual CAI_Schedule *GetSchedule(int localScheduleID); virtual int GetLocalScheduleId( int globalScheduleID ) { return AI_IdIsLocal( globalScheduleID ) ? globalScheduleID : GetClassScheduleIdSpace()->ScheduleGlobalToLocal( globalScheduleID ); } virtual int GetGlobalScheduleId( int localScheduleID ) { return AI_IdIsGlobal( localScheduleID ) ? localScheduleID : GetClassScheduleIdSpace()->ScheduleLocalToGlobal( localScheduleID ); }
float GetTimeScheduleStarted() const { return m_ScheduleState.timeStarted; } //---------------------------------
const Task_t* GetTask( void ); int TaskIsRunning( void ); virtual void TaskFail( AI_TaskFailureCode_t ); void TaskFail( const char *pszGeneralFailText ) { TaskFail( MakeFailCode( pszGeneralFailText ) ); } void TaskComplete( bool fIgnoreSetFailedCondition = false );
void TaskInterrupt() { m_ScheduleState.iTaskInterrupt++; } void ClearTaskInterrupt() { m_ScheduleState.iTaskInterrupt = 0; } int GetTaskInterrupt() const { return m_ScheduleState.iTaskInterrupt; } void TaskMovementComplete( void ); inline int TaskIsComplete( void ) { return (GetTaskStatus() == TASKSTATUS_COMPLETE); }
virtual const char *TaskName(int taskID);
float GetTimeTaskStarted() const { return m_ScheduleState.timeCurTaskStarted; } virtual int GetLocalTaskId( int globalTaskId) { return GetClassScheduleIdSpace()->TaskGlobalToLocal( globalTaskId ); }
virtual const char *GetSchedulingErrorName() { return "CAI_BaseNPC"; }
protected: static bool LoadSchedules(void); virtual bool LoadedSchedules(void); virtual void BuildScheduleTestBits( void );
//---------------------------------
// This is the main call to select/translate a schedule
virtual CAI_Schedule *GetNewSchedule( void ); virtual CAI_Schedule *GetFailSchedule( void );
//---------------------------------
virtual bool CanFlinch( void ); virtual void CheckFlinches( void ); virtual void PlayFlinchGesture( void ); int SelectFlinchSchedule( void );
virtual bool IsAllowedToDodge( void );
protected: bool IsInChoreo() const;
// Choreo state is reset each time UpdateEfficiency() is called. Setting it in leaf code
// outside UpdateEfficiency() will result in your changes being lost.
bool m_bInChoreo;
protected: // This function maps the type through TranslateSchedule() and then retrieves the pointer
// to the actual CAI_Schedule from the database of schedules available to this class.
CAI_Schedule * GetScheduleOfType( int scheduleType ); bool FHaveSchedule( void ); bool FScheduleDone ( void ); CAI_Schedule * ScheduleInList( const char *pName, CAI_Schedule **pList, int listCount );
int GetScheduleCurTaskIndex() const { return m_ScheduleState.iCurTask; } inline int IncScheduleCurTaskIndex(); inline void ResetScheduleCurTaskIndex(); void NextScheduledTask ( void ); bool IsScheduleValid ( void ); bool ShouldSelectIdealState( void ); // Selecting the ideal state
NPC_STATE SelectIdleIdealState(); NPC_STATE SelectAlertIdealState(); NPC_STATE SelectScriptIdealState();
// Various schedule selections based on NPC_STATE
int SelectIdleSchedule(); int SelectAlertSchedule(); int SelectCombatSchedule(); virtual int SelectDeadSchedule(); virtual int SelectScriptSchedule(); int SelectInteractionSchedule();
void OnStartTask( void ) { SetTaskStatus( TASKSTATUS_RUN_MOVE_AND_TASK ); } void SetTaskStatus( TaskStatus_e status ) { m_ScheduleState.fTaskStatus = status; } TaskStatus_e GetTaskStatus() const { return m_ScheduleState.fTaskStatus; }
void DiscardScheduleState();
//---------------------------------
CAI_Schedule * m_pSchedule; int m_IdealSchedule; AIScheduleState_t m_ScheduleState; int m_failSchedule; // Schedule type to choose if current schedule fails
bool m_bDoPostRestoreRefindPath;
bool m_bUsingStandardThinkTime; float m_flLastRealThinkTime; int m_iFrameBlocked;
static int gm_iNextThinkRebalanceTick; static float gm_flTimeLastSpawn; static int gm_nSpawnedThisFrame;
CGlobalEvent *m_pScheduleEvent;
protected: // pose parameters
int m_poseAim_Pitch; int m_poseAim_Yaw; int m_poseMove_Yaw; virtual void PopulatePoseParameters( void );
public: inline bool HasPoseMoveYaw() { return ( m_poseMove_Yaw >= 0 ); }
// Return the stored pose parameter for "move_yaw"
inline int LookupPoseMoveYaw() { return m_poseMove_Yaw; }
//-----------------------------------------------------
//
// Hooks for CAI_Behaviors
//
//-----------------------------------------------------
void AddBehavior( CAI_BehaviorBase *pBehavior ); void RemoveAndDestroyBehavior( CAI_BehaviorBase *pBehavior );
template <class BEHAVIOR_TYPE> bool GetBehavior( BEHAVIOR_TYPE **ppBehavior ) { CAI_BehaviorBase **ppBehaviors = AccessBehaviors(); *ppBehavior = NULL; for ( int i = 0; i < NumBehaviors(); i++ ) { *ppBehavior = dynamic_cast<BEHAVIOR_TYPE *>(ppBehaviors[i]); if ( *ppBehavior ) return true; } return false; }
virtual bool ShouldBehaviorSelectSchedule( CAI_BehaviorBase *pBehavior ) { return true; } bool BehaviorSelectSchedule(); bool IsRunningBehavior() const; CAI_BehaviorBase *GetPrimaryBehavior(); CAI_BehaviorBase *DeferSchedulingToBehavior( CAI_BehaviorBase *pNewBehavior ); void SetPrimaryBehavior( CAI_BehaviorBase *pNewBehavior );
virtual bool ShouldAcceptGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal ) { return true; } virtual void OnClearGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal ) {}
// Notification that the status behavior ability to select schedules has changed.
// Return "true" to signal a schedule interrupt is desired
virtual bool OnBehaviorChangeStatus( CAI_BehaviorBase *pBehavior, bool fCanFinishSchedule ); virtual void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior ) {}
virtual CAI_BehaviorBase ** AccessBehaviors() { if (m_Behaviors.Count()) return m_Behaviors.Base(); return NULL; }
virtual int NumBehaviors() { return m_Behaviors.Count();
}
// Automatically called during entity construction, derived class calls AddBehavior()
virtual bool CreateBehaviors() { return true; }
protected: CAI_BehaviorBase * m_pPrimaryBehavior; CUtlVector<CAI_BehaviorBase *> m_Behaviors;
public: //-----------------------------------------------------
//
// Conditions
//
//-----------------------------------------------------
virtual const char* ConditionName(int conditionID); virtual void RemoveIgnoredConditions ( void ); void SetCondition( int iCondition /*, bool state = true*/ ); bool HasCondition( int iCondition ); bool HasCondition( int iCondition, bool bUseIgnoreConditions ); bool HasInterruptCondition( int iCondition ); bool HasConditionsToInterruptSchedule( int nLocalScheduleID );
void ClearCondition( int iCondition ); void ClearConditions( int *pConditions, int nConditions ); void SetIgnoreConditions( int *pConditions, int nConditions ); void ClearIgnoreConditions( int *pConditions, int nConditions ); bool ConditionInterruptsCurSchedule( int iCondition ); bool ConditionInterruptsSchedule( int schedule, int iCondition );
void SetCustomInterruptCondition( int nCondition ); bool IsCustomInterruptConditionSet( int nCondition ); void ClearCustomInterruptCondition( int nCondition ); void ClearCustomInterruptConditions( void );
virtual void OnConditionSet( int nCondition ) { }; virtual void OnConditionCleared( int nCondition ) { };
bool ConditionsGathered() const { return m_bConditionsGathered; } const CAI_ScheduleBits &AccessConditionBits() const { return m_Conditions; } CAI_ScheduleBits & AccessConditionBits() { return m_Conditions; }
bool DidChooseEnemy() const { return !m_bSkippedChooseEnemy; }
private: CAI_ScheduleBits m_Conditions; CAI_ScheduleBits m_CustomInterruptConditions; //Bit string assembled by the schedule running, then
//modified by leaf classes to suit their needs
CAI_ScheduleBits m_ConditionsPreIgnore; CAI_ScheduleBits m_InverseIgnoreConditions;
bool m_bForceConditionsGather; bool m_bConditionsGathered; bool m_bSkippedChooseEnemy;
public: //-----------------------------------------------------
//
// NPC State
//
//-----------------------------------------------------
inline void SetIdealState( NPC_STATE eIdealState ); inline NPC_STATE GetIdealState(); virtual NPC_STATE SelectIdealState( void );
void SetState( NPC_STATE State ); virtual bool ShouldGoToIdleState( void ) { return ( false ); } virtual void OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) {/*Base class doesn't care*/}; NPC_STATE GetState( void ) { return m_NPCState; }
AI_Efficiency_t GetEfficiency() const { return m_Efficiency; } void SetEfficiency( AI_Efficiency_t efficiency ) { m_Efficiency = efficiency; } AI_MoveEfficiency_t GetMoveEfficiency() const { return m_MoveEfficiency; } void SetMoveEfficiency( AI_MoveEfficiency_t efficiency ) { m_MoveEfficiency = efficiency; } virtual void UpdateEfficiency( bool bInPVS ); void ForceDecisionThink() { m_flNextDecisionTime = 0; SetEfficiency( AIE_NORMAL ); }
bool IsFlaggedEfficient() const { return HasSpawnFlags( SF_NPC_START_EFFICIENT ); }
AI_SleepState_t GetSleepState() const { return m_SleepState; } void SetSleepState( AI_SleepState_t sleepState ) { m_SleepState = sleepState; } void AddSleepFlags( int flags ) { m_SleepFlags |= flags; } void RemoveSleepFlags( int flags ) { m_SleepFlags &= ~flags; } bool HasSleepFlags( int flags ) { return (m_SleepFlags & flags) == flags; }
virtual void UpdateSleepState( bool bInPVS ); virtual void Wake( bool bFireOutput = true ); void Sleep(); bool WokeThisTick() const;
//---------------------------------
NPC_STATE m_NPCState; // npc's current state
float m_flLastStateChangeTime;
private: NPC_STATE m_IdealNPCState; // npc should change to this state
AI_Efficiency_t m_Efficiency; AI_MoveEfficiency_t m_MoveEfficiency; float m_flNextDecisionTime;
AI_SleepState_t m_SleepState; int m_SleepFlags; float m_flWakeRadius; bool m_bWakeSquad; int m_nWakeTick;
public: //-----------------------------------------------------
//
// Activities
//
//-----------------------------------------------------
Activity TranslateActivity( Activity idealActivity, Activity *pIdealWeaponActivity = NULL ); Activity NPC_TranslateActivity( Activity eNewActivity ); Activity GetActivity( void ) { return m_Activity; } virtual void SetActivity( Activity NewActivity ); Activity GetIdealActivity( void ) { return m_IdealActivity; } void SetIdealActivity( Activity NewActivity ); void SetIdealSequence( int iSequence, bool bReset = false ) { if ( bReset ) ResetIdealActivity( ACT_SPECIFIC_SEQUENCE ); else SetIdealActivity( ACT_SPECIFIC_SEQUENCE ); m_nIdealSequence = iSequence; } void ResetIdealActivity( Activity newIdealActivity ); void SetSequenceByName( char *szSequence ); void SetSequenceById( int iSequence ); Activity GetScriptCustomMoveActivity( void ); int GetScriptCustomMoveSequence( void ); Activity GetStoppedActivity( void ); inline bool HaveSequenceForActivity( Activity activity ); inline bool IsActivityStarted(void); virtual bool IsActivityFinished( void ); virtual bool IsActivityMovementPhased( Activity activity ); virtual void OnChangeActivity( Activity eNewActivity ); void MaintainActivity(void); void ResetActivity(void) { m_Activity = ACT_RESET; }
void SetActivityAndSequence(Activity NewActivity, int iSequence, Activity translatedActivity, Activity weaponActivity);
private:
void AdvanceToIdealActivity(void); void ResolveActivityToSequence(Activity NewActivity, int &iSequence, Activity &translatedActivity, Activity &weaponActivity);
Activity m_Activity; // Current animation state
Activity m_translatedActivity; // Current actual translated animation
Activity m_IdealActivity; // Desired animation state
int m_nIdealSequence; // Desired animation sequence
Activity m_IdealTranslatedActivity; // Desired actual translated animation state
Activity m_IdealWeaponActivity; // Desired weapon animation state
CNetworkVar(int, m_iDeathPose ); CNetworkVar(int, m_iDeathFrame );
public: //-----------------------------------------------------
//
// Senses
//
//-----------------------------------------------------
CAI_Senses * GetSenses() { return m_pSenses; } const CAI_Senses * GetSenses() const { return m_pSenses; } void SetDistLook( float flDistLook );
virtual bool QueryHearSound( CSound *pSound ); virtual bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false );
virtual void OnLooked( int iDistance ); virtual void OnListened();
virtual void OnSeeEntity( CBaseEntity *pEntity ) {}
// If true, AI will try to see this entity regardless of distance.
virtual bool ShouldNotDistanceCull() { return false; } virtual int GetSoundInterests( void ); virtual int GetSoundPriority( CSound *pSound );
CSound * GetLoudestSoundOfType( int iType ); virtual CSound * GetBestSound( int validTypes = ALL_SOUNDS ); virtual CSound * GetBestScent( void ); virtual float HearingSensitivity( void ) { return 1.0; } virtual bool ShouldIgnoreSound( CSound * ) { return false; } bool SoundIsVisible( CSound *pSound );
protected: virtual void ClearSenseConditions( void ); private: void LockBestSound(); void UnlockBestSound();
CAI_Senses * m_pSenses; CSound * m_pLockedBestSound;
public: //-----------------------------------------------------
//
// Enemy and target
//
//-----------------------------------------------------
Vector GetSmoothedVelocity( void );
CBaseEntity* GetEnemy() { return m_hEnemy.Get(); } CBaseEntity* GetEnemy() const { return m_hEnemy.Get(); } float GetTimeEnemyAcquired() { return m_flTimeEnemyAcquired; } void SetEnemy( CBaseEntity *pEnemy, bool bSetCondNewEnemy = true ); virtual void OnEnemyChanged( CBaseEntity *pOldEnemy, CBaseEntity *pNewEnemy ) { }
virtual const Vector & GetEnemyLKP() const; float GetEnemyLastTimeSeen() const; void MarkEnemyAsEluded(); void ClearEnemyMemory(); bool EnemyHasEludedMe() const; virtual CBaseEntity *BestEnemy(); // returns best enemy in memory list
virtual bool IsValidEnemy( CBaseEntity *pEnemy ); virtual bool CanBeAnEnemyOf( CBaseEntity *pEnemy );
void ForceChooseNewEnemy() { m_EnemiesSerialNumber = -1; }
bool ChooseEnemy(); virtual bool ShouldChooseNewEnemy(); virtual void GatherEnemyConditions( CBaseEntity *pEnemy ); virtual float EnemyDistTolerance() { return 0; } // Enemy distances within this tolerance of each other are considered equivalent.
float EnemyDistance( CBaseEntity *pEnemy ); CBaseCombatCharacter *GetEnemyCombatCharacterPointer(); void SetEnemyOccluder(CBaseEntity *pBlocker); CBaseEntity *GetEnemyOccluder(void);
virtual void StartTargetHandling( CBaseEntity *pTargetEnt );
//---------------------------------
CBaseEntity* GetTarget() { return m_hTargetEnt.Get(); } void SetTarget( CBaseEntity *pTarget ); void CheckTarget( CBaseEntity *pTarget ); float GetAcceptableTimeSeenEnemy( void ) { return m_flAcceptableTimeSeenEnemy; } virtual CAI_BaseNPC *CreateCustomTarget( const Vector &vecOrigin, float duration = -1 );
void SetDeathPose( const int &iDeathPose ) { m_iDeathPose = iDeathPose; } void SetDeathPoseFrame( const int &iDeathPoseFrame ) { m_iDeathFrame = iDeathPoseFrame; } void SelectDeathPose( const CTakeDamageInfo &info ); virtual bool ShouldPickADeathPose( void ) { return true; }
virtual bool AllowedToIgnite( void ) { return false; }
protected: virtual float GetGoalRepathTolerance( CBaseEntity *pGoalEnt, GoalType_t type, const Vector &curGoal, const Vector &curTargetPos );
private: void * CheckEnemy( CBaseEntity *pEnemy ) { return NULL; } // OBSOLETE, replaced by GatherEnemyConditions(), left here to make derived code not compile
// Updates the goal position in case of GOALTYPE_ENEMY
void UpdateEnemyPos();
// Updates the goal position in case of GOALTYPE_TARGETENT
void UpdateTargetPos();
//---------------------------------
EHANDLE m_hEnemy; // the entity that the npc is fighting.
float m_flTimeEnemyAcquired; // The time at which the entity the NPC is fighting became the NPC's enemy.
EHANDLE m_hTargetEnt; // the entity that the npc is trying to reach
CRandStopwatch m_GiveUpOnDeadEnemyTimer; CSimpleSimTimer m_FailChooseEnemyTimer; int m_EnemiesSerialNumber;
float m_flAcceptableTimeSeenEnemy;
CSimpleSimTimer m_UpdateEnemyPosTimer; static CSimpleSimTimer m_AnyUpdateEnemyPosTimer;
public: //-----------------------------------------------------
//
// Commander mode stuff.
//
//-----------------------------------------------------
virtual bool IsCommandable() { return false; } virtual bool IsPlayerAlly( CBasePlayer *pPlayer = NULL ); virtual bool IsMedic() { return false; } virtual bool IsCommandMoving() { return false; } virtual bool ShouldAutoSummon() { return false; } virtual void SetCommandGoal( const Vector &vecGoal ); virtual void ClearCommandGoal(); virtual void OnTargetOrder() {} virtual void OnMoveOrder() {} virtual bool IsValidCommandTarget( CBaseEntity *pTarget ) { return false; } const Vector &GetCommandGoal() const { return m_vecCommandGoal; } virtual void OnMoveToCommandGoalFailed() {} string_t GetPlayerSquadName() const { Assert( gm_iszPlayerSquad != NULL_STRING ); return gm_iszPlayerSquad; } bool IsInPlayerSquad() const; virtual CAI_BaseNPC *GetSquadCommandRepresentative() { return NULL; }
virtual bool TargetOrder( CBaseEntity *pTarget, CAI_BaseNPC **Allies, int numAllies ) { OnTargetOrder(); return true; } virtual void MoveOrder( const Vector &vecDest, CAI_BaseNPC **Allies, int numAllies ) { SetCommandGoal( vecDest ); SetCondition( COND_RECEIVED_ORDERS ); OnMoveOrder(); }
// Return true if you're willing to be idly talked to by other friends.
virtual bool CanBeUsedAsAFriend( void );
private: Vector m_vecCommandGoal; static string_t gm_iszPlayerSquad;
public: CAI_MoveMonitor m_CommandMoveMonitor;
//-----------------------------------------------------
// Dynamic scripted NPC interactions
//-----------------------------------------------------
public: float GetInteractionYaw( void ) const { return m_flInteractionYaw; }
protected: void ParseScriptedNPCInteractions( void ); void AddScriptedNPCInteraction( ScriptedNPCInteraction_t *pInteraction ); const char *GetScriptedNPCInteractionSequence( ScriptedNPCInteraction_t *pInteraction, int iPhase ); void StartRunningInteraction( CAI_BaseNPC *pOtherNPC, bool bActive ); void StartScriptedNPCInteraction( CAI_BaseNPC *pOtherNPC, ScriptedNPCInteraction_t *pInteraction, Vector vecOtherOrigin, QAngle angOtherAngles ); void CheckForScriptedNPCInteractions( void ); void CalculateValidEnemyInteractions( void ); void CheckForcedNPCInteractions( void ); bool InteractionCouldStart( CAI_BaseNPC *pOtherNPC, ScriptedNPCInteraction_t *pInteraction, Vector &vecOrigin, QAngle &angAngles ); virtual bool CanRunAScriptedNPCInteraction( bool bForced = false ); bool IsRunningDynamicInteraction( void ) { return (m_iInteractionState != NPCINT_NOT_RUNNING && (m_hCine != NULL)); } bool IsActiveDynamicInteraction( void ) { return (m_iInteractionState == NPCINT_RUNNING_ACTIVE && (m_hCine != NULL)); } ScriptedNPCInteraction_t *GetRunningDynamicInteraction( void ) { return &(m_ScriptedInteractions[m_iInteractionPlaying]); } void SetInteractionCantDie( bool bCantDie ) { m_bCannotDieDuringInteraction = bCantDie; } bool HasInteractionCantDie( void );
void InputForceInteractionWithNPC( inputdata_t &inputdata ); void StartForcedInteraction( CAI_BaseNPC *pNPC, int iInteraction ); void CleanupForcedInteraction( void ); void CalculateForcedInteractionPosition( void ); CAI_BaseNPC *GetInteractionPartner( void );
private: // Forced interactions
CHandle<CAI_BaseNPC> m_hForcedInteractionPartner; Vector m_vecForcedWorldPosition; float m_flForcedInteractionTimeout; // Abort the interaction if it hasn't started by this time.
CHandle<CAI_BaseNPC> m_hInteractionPartner; EHANDLE m_hLastInteractionTestTarget; bool m_bCannotDieDuringInteraction; int m_iInteractionState; int m_iInteractionPlaying; CUtlVector<ScriptedNPCInteraction_t> m_ScriptedInteractions;
float m_flInteractionYaw;
public: //-----------------------------------------------------
//
// Sounds
//
//-----------------------------------------------------
virtual CanPlaySequence_t CanPlaySequence( bool fDisregardState, int interruptLevel );
virtual bool CanPlaySentence( bool fDisregardState ) { return IsAlive(); } virtual int PlaySentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, CBaseEntity *pListener = NULL ); virtual int PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener );
virtual bool FOkToMakeSound( int soundPriority = 0 ); virtual void JustMadeSound( int soundPriority = 0, float flSoundLength = 0.0f );
virtual void DeathSound( const CTakeDamageInfo &info ) { return; }; virtual void AlertSound( void ) { return; }; virtual void IdleSound( void ) { return; }; virtual void PainSound( const CTakeDamageInfo &info ) { return; }; virtual void FearSound( void ) { return; }; virtual void LostEnemySound( void ) { return; }; virtual void FoundEnemySound( void ) { return; }; virtual void BarnacleDeathSound( void ) { CTakeDamageInfo info; PainSound( info ); }
virtual void SpeakSentence( int sentenceType ) { return; }; virtual bool ShouldPlayIdleSound( void );
virtual void MakeAIFootstepSound( float volume, float duration = 0.5f );
//---------------------------------
virtual CAI_Expresser *GetExpresser() { AssertMsg(false, "Called GetExpresser() on something that has no expresser!\n"); return NULL; } const CAI_Expresser *GetExpresser() const { return const_cast<CAI_BaseNPC *>(this)->GetExpresser(); }
//---------------------------------
// NPC Event Response System
virtual bool CanRespondToEvent( const char *ResponseConcept ) { return false; } virtual bool RespondedTo( const char *ResponseConcept, bool bForce, bool bCancelScene ) { return false; }
virtual void PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot );
virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set );
protected: float SoundWaitTime() const { return m_flSoundWaitTime; }
public: //-----------------------------------------------------
//
// Capabilities report (from CBaseCombatCharacter)
//
//-----------------------------------------------------
virtual int CapabilitiesGet( void ) const;
// local capabilities access
int CapabilitiesAdd( int capabilities ); int CapabilitiesRemove( int capabilities ); void CapabilitiesClear( void );
private: int m_afCapability; // tells us what a npc can/can't do.
public: //-----------------------------------------------------
//
// Pathfinding, navigation & movement
//
//-----------------------------------------------------
CAI_Navigator * GetNavigator() { return m_pNavigator; } const CAI_Navigator *GetNavigator() const { return m_pNavigator; }
CAI_LocalNavigator *GetLocalNavigator() { return m_pLocalNavigator; } const CAI_LocalNavigator *GetLocalNavigator() const { return m_pLocalNavigator; }
CAI_Pathfinder * GetPathfinder() { return m_pPathfinder; } const CAI_Pathfinder *GetPathfinder() const { return m_pPathfinder; }
CAI_MoveProbe * GetMoveProbe() { return m_pMoveProbe; } const CAI_MoveProbe *GetMoveProbe() const { return m_pMoveProbe; }
CAI_Motor * GetMotor() { return m_pMotor; } const CAI_Motor * GetMotor() const { return m_pMotor; } //---------------------------------
static bool FindSpotForNPCInRadius( Vector *pResult, const Vector &vStartPos, CAI_BaseNPC *pNPC, float radius, bool bOutOfPlayerViewcone = false );
//---------------------------------
virtual bool IsNavigationUrgent(); virtual bool ShouldFailNav( bool bMovementFailed ); virtual bool ShouldBruteForceFailedNav() { return false; } // The current navigation (movement) mode (e.g. fly, swim, locomote, etc)
Navigation_t GetNavType() const; void SetNavType( Navigation_t navType ); CBaseEntity * GetNavTargetEntity(void);
bool IsMoving( void ); virtual float GetTimeToNavGoal(); // NPCs can override this to tweak with how costly particular movements are
virtual bool MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost );
// Turns a directional vector into a yaw value that points down that vector.
float VecToYaw( const Vector &vecDir );
// Turning
virtual float CalcIdealYaw( const Vector &vecTarget ); virtual float MaxYawSpeed( void ); // Get max yaw speed
bool FacingIdeal( float flTolerance = 0.0f ); void SetUpdatedYaw() { m_ScheduleState.bTaskUpdatedYaw = true; }
// Add multiple facing goals while moving/standing still.
virtual void AddFacingTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp = 0.0 ); virtual void AddFacingTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 ); virtual void AddFacingTarget( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 ); virtual float GetFacingDirection( Vector &vecDir );
// ------------
// Methods used by motor to query properties/preferences/move-related state
// ------------
virtual bool CanStandOn( CBaseEntity *pSurface ) const;
virtual bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const; // Override for specific creature types
virtual bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const; bool ShouldMoveWait(); #ifdef INFESTED_DLL
virtual float StepHeight() const { return 24.0f; } // NOTE: Have to set this here rather than in the Infested derived AI classes, as this value is used by the AI node network generation
#else
virtual float StepHeight() const { return 18.0f; } #endif
float GetStepDownMultiplier() const; virtual float GetMaxJumpSpeed() const { return 350.0f; } virtual float GetJumpGravity() const { return GetDefaultJumpGravity(); } virtual float GetDefaultJumpGravity() const { return 1.0f; } virtual float GetMinJumpHeight() const { return 0; } //---------------------------------
virtual bool OverrideMove( float flInterval ); // Override to take total control of movement (return true if done so)
virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
//---------------------------------
virtual bool IsUnusableNode(int iNodeID, CAI_Hint *pHint); // Override for special NPC behavior
virtual bool ValidateNavGoal(); virtual bool IsCurTaskContinuousMove(); virtual bool IsValidMoveAwayDest( const Vector &vecDest ) { return true; }
//---------------------------------
//
// Notifications from navigator
//
virtual void OnMovementFailed() {}; virtual void OnMovementComplete() {};
//---------------------------------
virtual bool FindNearestValidGoalPos( const Vector &vTestPoint, Vector *pResult );
void RememberUnreachable( CBaseEntity* pEntity, float duration = -1 ); // Remember that entity is unreachable
virtual bool IsUnreachable( CBaseEntity* pEntity ); // Is entity is unreachable?
//---------------------------------
// Inherited from IAI_MotorMovementServices
virtual float CalcYawSpeed( void );
virtual bool OnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
virtual bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
// Translations of the above into some useful game terms
virtual bool OnObstructingDoor( AILocalMoveGoal_t *pMoveGoal, CBaseDoor *pDoor, float distClear, AIMoveResult_t *pResult );
virtual bool OnUpcomingPropDoor( AILocalMoveGoal_t *pMoveGoal, CBasePropDoor *pDoor, float distClear, AIMoveResult_t *pResult );
void OpenPropDoorBegin( CBasePropDoor *pDoor ); void OpenPropDoorNow( CBasePropDoor *pDoor );
//---------------------------------
void DelayMoveStart( float delay ) { m_flMoveWaitFinished = gpGlobals->curtime + delay; } float m_flMoveWaitFinished;
//
// Stuff for opening doors.
//
void OnDoorFullyOpen(CBasePropDoor *pDoor); void OnDoorBlocked(CBasePropDoor *pDoor); CHandle<CBasePropDoor> m_hOpeningDoor; // The CBasePropDoor that we are in the midst of opening for navigation.
protected: // BRJ 4/11
// Semi-obsolete-looking Lars code I moved out of the engine and into here
int FlyMove( const Vector& vecPosition, unsigned int mask ); int WalkMove( const Vector& vecPosition, unsigned int mask );
// Unreachable Entities
CUtlVector<UnreachableEnt_t> m_UnreachableEnts; // Array of unreachable entities
private: CAI_Navigator * m_pNavigator; CAI_LocalNavigator *m_pLocalNavigator; CAI_Pathfinder * m_pPathfinder; CAI_MoveProbe * m_pMoveProbe; CAI_Motor * m_pMotor;
EHANDLE m_hGoalEnt; // path corner we are heading towards
float m_flTimeLastMovement;
CSimpleSimTimer m_CheckOnGroundTimer;
public: //-----------------------------------------------------
//
// Eye position, view offset, head direction, eye direction
//
//-----------------------------------------------------
void SetDefaultEyeOffset ( void ); const Vector & GetDefaultEyeOffset( void ) { return m_vDefaultEyeOffset; } virtual Vector GetNodeViewOffset() { return GetViewOffset(); }
virtual Vector EyeOffset( Activity nActivity ); virtual Vector EyePosition( void );
//---------------------------------
virtual Vector HeadDirection2D( void ); virtual Vector HeadDirection3D( void ); virtual Vector EyeDirection2D( void ); virtual Vector EyeDirection3D( void );
virtual CBaseEntity *EyeLookTarget( void ); // Overridden by subclass to force look at an entity
virtual void AddLookTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp = 0.0 ) { }; virtual void AddLookTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 ) { }; virtual void SetHeadDirection( const Vector &vTargetPos, float flInterval ); virtual void MaintainLookTargets( float flInterval ); virtual bool ValidEyeTarget(const Vector &lookTargetPos);
virtual Vector FacingPosition( void ) { return EyePosition(); }; // position that other npc's use when facing you
virtual void MaintainTurnActivity( void );
virtual bool FInAimCone( const Vector &vecSpot ); virtual void AimGun(); virtual void SetAim( const Vector &aimDir ); virtual void RelaxAim( void ); virtual CBaseEntity *GetAlternateMoveShootTarget() { return NULL; }
protected: Vector m_vDefaultEyeOffset; float m_flNextEyeLookTime; // Next time a pick a new place to look
float m_flEyeIntegRate; // How fast does eye move to target
private: Vector m_vEyeLookTarget; // Where I want to be looking
Vector m_vCurEyeTarget; // Direction I'm looking at
EHANDLE m_hEyeLookTarget; // What I want to be looking at
float m_flHeadYaw; // Current head yaw
float m_flHeadPitch; // Current head pitch
protected: float m_flOriginalYaw; // This is the direction facing when the level designer placed the NPC in the level.
float m_flFaceEnemyTolerance; // min. angle difference required when running TASK_FACE_ENEMY
public: //-----------------------------------------------------
// Mapmaker Scripting
//
// Set when the NPC is being scripted by a mapmaker, and
// shouldn't be responding to external stimuli that would
// break him out of his "script". NOT a scripted sequence.
//-----------------------------------------------------
inline bool IsInAScript( void ) { return m_bInAScript; } inline void SetInAScript( bool bScript ) { m_bInAScript = bScript; } void InputStartScripting( inputdata_t &inputdata ) { m_bInAScript = true; } void InputStopScripting( inputdata_t &inputdata ) { m_bInAScript = false; }
void InputGagEnable( inputdata_t &inputdata ) { AddSpawnFlags(SF_NPC_GAG); } void InputGagDisable( inputdata_t &inputdata ) { RemoveSpawnFlags(SF_NPC_GAG); }
bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
virtual void InputOutsideTransition( inputdata_t &inputdata ); virtual void InputInsideTransition( inputdata_t &inputdata );
void CleanupScriptsOnTeleport( bool bEnrouteAsWell );
virtual void SetScriptedScheduleIgnoreConditions( Interruptability_t interrupt );
private: bool m_bInAScript;
public: //-----------------------------------------------------
//
// Scripting
//
//-----------------------------------------------------
// Scripted sequence Info
enum SCRIPTSTATE { SCRIPT_PLAYING = 0, // Playing the action animation.
SCRIPT_WAIT, // Waiting on everyone in the script to be ready. Plays the pre idle animation if there is one.
SCRIPT_POST_IDLE, // Playing the post idle animation after playing the action animation.
SCRIPT_CLEANUP, // Cancelling the script / cleaning up.
SCRIPT_WALK_TO_MARK, // Walking to the scripted sequence position.
SCRIPT_RUN_TO_MARK, // Running to the scripted sequence position.
SCRIPT_CUSTOM_MOVE_TO_MARK, // Moving to the scripted sequence position while playing a custom movement animation.
};
bool ExitScriptedSequence(); bool CineCleanup();
virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity, bool bUseSlowHighAccuracyContacts = true );
// forces movement and sets a new schedule
virtual bool ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity ); virtual bool ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity );
static void ForceSelectedGo(CBaseEntity *pPlayer, const Vector &targetPos, const Vector &traceDir, bool bRun); static void ForceSelectedGoRandom(void);
bool AutoMovement( CBaseEntity *pTarget = NULL, AIMoveTrace_t *pTraceResult = NULL ); bool AutoMovement( float flInterval, CBaseEntity *pTarget = NULL, AIMoveTrace_t *pTraceResult = NULL ); bool TaskRanAutomovement( void ) { return m_ScheduleState.bTaskRanAutomovement; }
SCRIPTSTATE m_scriptState; // internal cinematic state
CHandle<CAI_ScriptedSequence> m_hCine; Activity m_ScriptArrivalActivity; string_t m_strScriptArrivalSequence;
//-----------------------------------------------------
//
// Scenes
//
//-----------------------------------------------------
void AddSceneLock( float flDuration = 0.2f ) { m_flSceneTime = MAX( gpGlobals->curtime + flDuration, m_flSceneTime ); }; void ClearSceneLock( float flDuration = 0.2f ) { m_flSceneTime = gpGlobals->curtime + flDuration; }; bool IsInLockedScene( void ) { return m_flSceneTime > gpGlobals->curtime; }; float m_flSceneTime; string_t m_iszSceneCustomMoveSeq;
public: //-----------------------------------------------------
//
// Memory
//
//-----------------------------------------------------
inline void Remember( int iMemory ) { m_afMemory |= iMemory; } inline void Forget( int iMemory ) { m_afMemory &= ~iMemory; } inline bool HasMemory( int iMemory ) { if ( m_afMemory & iMemory ) return TRUE; return FALSE; } inline bool HasAllMemories( int iMemory ) { if ( (m_afMemory & iMemory) == iMemory ) return TRUE; return FALSE; }
virtual CAI_Enemies *GetEnemies( void ); virtual void RemoveMemory( void );
virtual void ChangeFaction( int nNewFaction );
virtual bool UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer = NULL ); virtual float GetReactionDelay( CBaseEntity *pEnemy ); void SetLastAttackTime( float time) { m_flLastAttackTime = time; }
float GetLastAttackTime() const { return m_flLastAttackTime; } float GetLastDamageTime() const { return m_flLastDamageTime; } float GetLastPlayerDamageTime() const { return m_flLastPlayerDamageTime; } float GetLastEnemyTime() const { return m_flLastEnemyTime; }
// Set up the shot regulator based on the equipped weapon
virtual void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon );
// Weapon holstering
virtual bool CanHolsterWeapon( void ); virtual int HolsterWeapon( void ); virtual int UnholsterWeapon( void ); void InputHolsterWeapon( inputdata_t &inputdata ); void InputHolsterAndDestroyWeapon( inputdata_t &inputdata ); void InputUnholsterWeapon( inputdata_t &inputdata ); bool IsWeaponHolstered( void ); bool IsWeaponStateChanging( void ); void SetDesiredWeaponState( DesiredWeaponState_t iState ) { m_iDesiredWeaponState = iState; }
// NOTE: The Shot Regulator is used to manage the RangeAttack1 weapon.
inline CAI_ShotRegulator* GetShotRegulator() { return &m_ShotRegulator; } virtual void OnRangeAttack1(); protected: // Shot regulator code
virtual void OnUpdateShotRegulator( );
protected: CAI_Enemies * m_pEnemies; // Holds information about enemies / danger positions / shared between sqaud members
int m_afMemory; EHANDLE m_hEnemyOccluder; // The entity my enemy is hiding behind.
float m_flSumDamage; // How much consecutive damage I've received
float m_flLastDamageTime; // Last time I received damage
float m_flLastPlayerDamageTime; // Last time I received damage from the player
float m_flLastSawPlayerTime; // Last time I saw the player
float m_flLastAttackTime; // Last time that I attacked my current enemy
float m_flLastEnemyTime; float m_flNextWeaponSearchTime; // next time to search for a better weapon
string_t m_iszPendingWeapon; // THe NPC should create and equip this weapon.
bool m_bIgnoreUnseenEnemies;
private: CAI_ShotRegulator m_ShotRegulator; // When should I shoot next?
DesiredWeaponState_t m_iDesiredWeaponState;
public: //-----------------------------------------------------
//
// Squads & tactics
//
//-----------------------------------------------------
virtual bool InitSquad( void );
virtual const char* SquadSlotName(int slotID) { return gm_SquadSlotNamespace.IdToSymbol(slotID); } bool OccupyStrategySlot( int squadSlotID ); bool OccupyStrategySlotRange( int slotIDStart, int slotIDEnd ); bool HasStrategySlot( int squadSlotID ); bool HasStrategySlotRange( int slotIDStart, int slotIDEnd ); int GetMyStrategySlot() { return m_iMySquadSlot; } void VacateStrategySlot( void ); bool IsStrategySlotRangeOccupied( int slotIDStart, int slotIDEnd ); // Returns true if all in the range are occupied
CAI_Squad * GetSquad() { return m_pSquad; } virtual void SetSquad( CAI_Squad *pSquad ); void AddToSquad( string_t name ); void RemoveFromSquad(); void CheckSquad(); void SetSquadName( string_t name ) { m_SquadName = name; } bool IsInSquad() const { return m_pSquad != NULL; } virtual bool IsSilentSquadMember() const { return false; }
int NumWeaponsInSquad( const char *pszWeaponClassname );
string_t GetHintGroup( void ) { return m_strHintGroup; } void ClearHintGroup( void ) { SetHintGroup( NULL_STRING ); } void SetHintGroup( string_t name, bool bHintGroupNavLimiting = false ); bool IsLimitingHintGroups( void ) { return m_bHintGroupNavLimiting; }
//---------------------------------
CAI_TacticalServices *GetTacticalServices() { return m_pTacticalServices; } const CAI_TacticalServices *GetTacticalServices() const { return m_pTacticalServices; }
//---------------------------------
// Cover
virtual bool FindCoverPos( CBaseEntity *pEntity, Vector *pResult ); virtual bool FindCoverPosInRadius( CBaseEntity *pEntity, const Vector &goalPos, float coverRadius, Vector *pResult ); virtual bool FindCoverPos( CSound *pSound, Vector *pResult ); virtual bool IsValidCover ( const Vector &vecCoverLocation, CAI_Hint const *pHint ); virtual bool IsValidShootPosition ( const Vector &vecCoverLocation, CAI_Node *pNode, CAI_Hint const *pHint ); virtual bool TestShootPosition(const Vector &vecShootPos, const Vector &targetPos ) { return WeaponLOSCondition( vecShootPos, targetPos, false ); } virtual bool IsCoverPosition( const Vector &vecThreat, const Vector &vecPosition ); virtual float CoverRadius( void ) { return 1024; } // Default cover radius
virtual float GetMaxTacticalLateralMovement( void ) { return MAXTACLAT_IGNORE; } bool FindCoverFromEnemy( bool bNodesOnly = false, float flMinDistance = 0, float flMaxDistance = FLT_MAX );
protected: virtual void OnChangeHintGroup( string_t oldGroup, string_t newGroup ) {}
CAI_Squad * m_pSquad; // The squad that I'm on
string_t m_SquadName;
int m_iMySquadSlot; // this is the behaviour slot that the npc currently holds in the squad.
private: string_t m_strHintGroup; bool m_bHintGroupNavLimiting; CAI_TacticalServices *m_pTacticalServices;
public: //-----------------------------------------------------
//
// Base schedule & task support; Miscellaneous
//
//-----------------------------------------------------
void InitRelationshipTable( void ); void AddRelationship( const char *pszRelationship, CBaseEntity *pActivator );
virtual void AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority ); virtual void AddClassRelationship( Class_T nClass, Disposition_t nDisposition, int nPriority );
void NPCUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
CBaseGrenade* IncomingGrenade(void);
virtual bool ShouldFadeOnDeath( void );
void NPCInitDead( void ); // Call after animation/pose is set up
void CorpseFallThink( void );
float ThrowLimit( const Vector &vecStart, const Vector &vecEnd, float fGravity, float fArcSize, const Vector &mins, const Vector &maxs, CBaseEntity *pTarget, Vector *jumpVel, CBaseEntity **pBlocker);
// these functions will survey conditions and set appropriate conditions bits for attack types.
virtual int RangeAttack1Conditions( float flDot, float flDist ); virtual int RangeAttack2Conditions( float flDot, float flDist ); virtual int MeleeAttack1Conditions( float flDot, float flDist ); virtual int MeleeAttack2Conditions( float flDot, float flDist );
virtual float InnateRange1MinRange( void ) { return 0.0f; } virtual float InnateRange1MaxRange( void ) { return FLT_MAX; }
virtual bool OnBeginMoveAndShoot( void ) { return true; } virtual void OnEndMoveAndShoot( void ) {}
virtual bool UseAttackSquadSlots() { return false; }
//---------------------------------
virtual CBaseEntity *FindNamedEntity( const char *pszName, IEntityFindFilter *pFilter = NULL );
//---------------------------------
// States
//---------------------------------
virtual void ClearAttackConditions( void ); void GatherAttackConditions( CBaseEntity *pTarget, float flDist ); virtual bool ShouldLookForBetterWeapon(); bool Weapon_IsBetterAvailable ( void ) ; virtual Vector Weapon_ShootPosition( void ); virtual void GiveWeapon( string_t iszWeaponName ); virtual void OnGivenWeapon( CBaseCombatWeapon *pNewWeapon ) { } bool IsMovingToPickupWeapon(); virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions); virtual bool CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions) { return WeaponLOSCondition( GetAbsOrigin(), targetPos, bSetConditions ); } virtual bool IsWaitingToRappel( void ) { return false; } virtual void BeginRappel() {}
// override to change the chase location of an enemy
// This is where your origin should go when you are chasing pEnemy when his origin is at chasePosition
// by default, leave this alone to make your origin coincide with his.
virtual void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition); virtual float GetDefaultNavGoalTolerance() { return (GetHullWidth() * 2.0); }
virtual bool FCanCheckAttacks ( void ); virtual void CheckAmmo( void ) {}
virtual bool FValidateHintType( CAI_Hint *pHint ); virtual Activity GetHintActivity( short sHintType, Activity HintsActivity ); virtual float GetHintDelay( short sHintType ); virtual Activity GetCoverActivity( CAI_Hint* pHint ); virtual Activity GetReloadActivity( CAI_Hint* pHint );
virtual void SetTurnActivity( void ); bool UpdateTurnGesture( void );
// Returns the time when the door will be open
float OpenDoorAndWait( CBaseEntity *pDoor );
bool BBoxFlat( void );
//---------------------------------
virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false ); virtual bool PassesDamageFilter( const CTakeDamageInfo &info );
//---------------------------------
void MakeDamageBloodDecal( int cCount, float flNoise, trace_t *ptr, Vector vecDir ); virtual float GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info ); void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); void DecalTrace( trace_t *pTrace, char const *decalName ); void ImpactTrace( trace_t *pTrace, int iDamageType, char *pCustomImpactName ); virtual bool PlayerInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter, bool ignoreHatedPlayers = true ); CBaseEntity * PlayerInRange( const Vector &vecLocation, float flDist ); bool PointInSpread( CBaseCombatCharacter *pCheckEntity, const Vector &sourcePos, const Vector &targetPos, const Vector &testPoint, float flSpread, float maxDistOffCenter ); bool IsSquadmateInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter );
//---------------------------------
// combat functions
//---------------------------------
virtual bool InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
virtual Activity GetFlinchActivity( bool bHeavyDamage, bool bGesture ); virtual bool ShouldGib( const CTakeDamageInfo &info ) { return false; } // Always ragdoll, unless specified by the leaf class
virtual bool Event_Gibbed( const CTakeDamageInfo &info ); virtual void Event_Killed( const CTakeDamageInfo &info );
virtual Vector GetShootEnemyDir( const Vector &shootOrigin, bool bNoisy = true ); virtual Vector GetActualShootPosition( const Vector &shootOrigin ); virtual Vector GetActualShootTrajectory( const Vector &shootOrigin ); virtual Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget = NULL ); virtual float GetSpreadBias( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget ); virtual void CollectShotStats( const Vector &vecShootOrigin, const Vector &vecShootDir ); virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ); virtual Vector GetAutoAimCenter() { return BodyTarget(vec3_origin, false); } virtual void FireBullets( const FireBulletsInfo_t &info );
// OLD VERSION! Use the struct version
void FireBullets( int cShots, const Vector &vecSrc, const Vector &vecDirShooting, const Vector &vecSpread, float flDistance, int iAmmoType, int iTracerFreq = 4, int firingEntID = -1, int attachmentID = -1, float flDamage = 0, CBaseEntity *pAttacker = NULL, bool bFirstShotAccurate = false );
virtual bool ShouldMoveAndShoot( void );
//---------------------------------
// Damage
//---------------------------------
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info ); virtual int OnTakeDamage_Dying( const CTakeDamageInfo &info ); virtual int OnTakeDamage_Dead( const CTakeDamageInfo &info );
virtual void NotifyFriendsOfDamage( CBaseEntity *pAttackerEntity ); virtual void OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker );
virtual bool IsLightDamage( const CTakeDamageInfo &info ); virtual bool IsHeavyDamage( const CTakeDamageInfo &info );
void DoRadiusDamage( const CTakeDamageInfo &info, int iClassIgnore, CBaseEntity *pEntityIgnore ); void DoRadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, int iClassIgnore, CBaseEntity *pEntityIgnore );
//---------------------------------
virtual void PickupWeapon( CBaseCombatWeapon *pWeapon ); virtual void PickupItem( CBaseEntity *pItem ) { }; CBaseEntity* DropItem( char *pszItemName, Vector vecPos, QAngle vecAng );// drop an item.
//---------------------------------
// Inputs
//---------------------------------
void InputSetRelationship( inputdata_t &inputdata ); void InputSetEnemyFilter( inputdata_t &inputdata ); void InputSetHealth( inputdata_t &inputdata ); void InputBeginRappel( inputdata_t &inputdata ); void InputSetSquad( inputdata_t &inputdata ); void InputWake( inputdata_t &inputdata ); void InputForgetEntity( inputdata_t &inputdata ); void InputIgnoreDangerSounds( inputdata_t &inputdata ); void InputUpdateEnemyMemory( inputdata_t &inputdata ); void InputCreateAddon( inputdata_t &inputdata );
//---------------------------------
virtual void NotifyDeadFriend( CBaseEntity *pFriend ) { return; }
//---------------------------------
// Utility methods
static Vector CalcThrowVelocity(const Vector &startPos, const Vector &endPos, float fGravity, float fArcSize);
//---------------------------------
float SetWait( float minWait, float maxWait = 0.0 ); void ClearWait(); float GetWaitFinishTime() { return m_flWaitFinished; } bool IsWaitFinished(); bool IsWaitSet(); CBaseEntity* GetGoalEnt() { return m_hGoalEnt; } void SetGoalEnt( CBaseEntity *pGoalEnt ) { m_hGoalEnt.Set( pGoalEnt ); }
CAI_Hint *GetHintNode() { return m_pHintNode; } const CAI_Hint *GetHintNode() const { return m_pHintNode; } void SetHintNode( CAI_Hint *pHintNode ); void ClearHintNode( float reuseDelay = 0.0 );
float m_flWaitFinished; // if we're told to wait, this is the time that the wait will be over.
float m_flNextFlinchTime; // Time at which we'll flinch fully again (as opposed to just doing gesture flinches)
float m_flNextDodgeTime; // Time at which I can dodge again. Used so that the behavior doesn't happen over and over.
CAI_MoveAndShootOverlay m_MoveAndShootOverlay;
Vector m_vecLastPosition; // npc sometimes wants to return to where it started after an operation.
Vector m_vSavePosition; // position stored by code that called this schedules
Vector m_vInterruptSavePosition; // position stored by a task that was interrupted
private: CHandle<CAI_Hint> m_pHintNode; // this is the hint that the npc is moving towards or performing active idle on.
public: int m_cAmmoLoaded; // how much ammo is in the weapon (used to trigger reload anim sequences)
float m_flDistTooFar; // if enemy farther away than this, bits_COND_ENEMY_TOOFAR set in GatherEnemyConditions
string_t m_spawnEquipment;
bool m_fNoDamageDecal;
EHANDLE m_hStoredPathTarget; // For TASK_SET_GOAL
Vector m_vecStoredPathGoal; //
GoalType_t m_nStoredPathType; //
int m_fStoredPathFlags; //
CHandle<CBaseFilter> m_hEnemyFilter; string_t m_iszEnemyFilterName;
bool m_bDidDeathCleanup;
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_lifeState );
//---------------------------------
// Outputs
//---------------------------------
COutputEvent m_OnDamaged; COutputEvent m_OnDeath; COutputEvent m_OnHalfHealth; COutputEHANDLE m_OnFoundEnemy; COutputEvent m_OnLostEnemyLOS; COutputEvent m_OnLostEnemy; COutputEHANDLE m_OnFoundPlayer; COutputEvent m_OnLostPlayerLOS; COutputEvent m_OnLostPlayer; COutputEvent m_OnHearWorld; COutputEvent m_OnHearPlayer; COutputEvent m_OnHearCombat; COutputEvent m_OnDamagedByPlayer; COutputEvent m_OnDamagedByPlayerSquad; COutputEvent m_OnDenyCommanderUse; COutputEvent m_OnRappelTouchdown; COutputEvent m_OnSleep; COutputEvent m_OnWake; COutputEvent m_OnForcedInteractionStarted; COutputEvent m_OnForcedInteractionAborted; COutputEvent m_OnForcedInteractionFinished;
public: // use this to shrink the bbox temporarily
void SetHullSizeNormal( bool force = false ); bool SetHullSizeSmall( bool force = false );
bool IsUsingSmallHull() const { return m_fIsUsingSmallHull; }
const Vector & GetHullMins() const { return NAI_Hull::Mins(GetHullType()); } const Vector & GetHullMaxs() const { return NAI_Hull::Maxs(GetHullType()); } float GetHullWidth() const { return NAI_Hull::Width(GetHullType()); } float GetHullHeight() const { return NAI_Hull::Height(GetHullType()); } unsigned int GetHullTraceMask() const { return NAI_Hull::TraceMask(GetHullType()); }
void SetupVPhysicsHull(); virtual void StartTouch( CBaseEntity *pOther ); void CheckPhysicsContacts(); virtual bool ShouldCheckPhysicsContacts( void ) { return ( GetMoveType() == MOVETYPE_STEP && VPhysicsGetObject() ); }
private: void TryRestoreHull( void ); bool m_fIsUsingSmallHull;
protected: bool m_bCheckContacts;
private: // Task implementation helpers
void StartTurn( float flDeltaYaw ); bool FindCoverFromBestSound( Vector *pCoverPos ); void StartScriptMoveToTargetTask( int task ); void RunAttackTask( int task );
protected: virtual float CalcReasonableFacing( bool bIgnoreOriginalFacing = false ); virtual bool IsValidReasonableFacing( const Vector &vecSightDir, float sightDist ) { return true; } virtual float GetReasonableFacingDist( void ); virtual void RunDieTask();
public: inline int UsableNPCObjectCaps( int baseCaps ) { if ( IsAlive() ) baseCaps |= FCAP_IMPULSE_USE; return baseCaps; }
virtual int ObjectCaps() { return (BaseClass::ObjectCaps() | FCAP_NOTIFY_ON_TRANSITION); }
//-----------------------------------------------------
//
// Core mapped data structures
//
// String Registries for default AI Shared by all CBaseNPCs
// These are used only during initialization and in debug
//-----------------------------------------------------
static void InitSchedulingTables();
static CAI_GlobalScheduleNamespace *GetSchedulingSymbols() { return &gm_SchedulingSymbols; } static CAI_ClassScheduleIdSpace &AccessClassScheduleIdSpaceDirect() { return gm_ClassScheduleIdSpace; } virtual CAI_ClassScheduleIdSpace * GetClassScheduleIdSpace() { return &gm_ClassScheduleIdSpace; }
static int GetScheduleID (const char* schedName); static int GetActivityID (const char* actName); static int GetConditionID (const char* condName); static int GetTaskID (const char* taskName); static int GetSquadSlotID (const char* slotName); virtual const char* GetSquadSlotDebugName( int iSquadSlot ); static const char* GetActivityName (int actID);
static void AddActivityToSR(const char *actName, int conID); static void AddEventToSR(const char *eventName, int conID); static const char* GetEventName (int actID); static int GetEventID (const char* actName);
public: //-----------------------------------------------------
// Crouch handling
//-----------------------------------------------------
bool CrouchIsDesired( void ) const; virtual bool IsCrouching( void ); inline void ForceCrouch( void ); inline void ClearForceCrouch( void );
protected: virtual bool Crouch( void ); virtual bool Stand( void ); virtual void DesireCrouch( void ); inline void DesireStand( void ); bool CouldShootIfCrouching( CBaseEntity *pTarget ); virtual bool IsCrouchedActivity( Activity activity );
protected: // Override these in your derived NPC class
virtual Vector GetCrouchEyeOffset( void ) { return Vector(0,0,40); } virtual Vector GetCrouchGunOffset( void ) { return Vector(0,0,36); }
private: bool m_bCrouchDesired; bool m_bForceCrouch; bool m_bIsCrouching; //-----------------------------------------------------
//-----------------------------------------------------
// ai_post_frame_navigation
//-----------------------------------------------------
private: bool m_bDeferredNavigation; // This NPCs has a navigation query that's being deferred until later in the frame
public: void SetNavigationDeferred( bool bState ) { m_bDeferredNavigation = bState; } bool IsNavigationDeferred( void ) { return m_bDeferredNavigation; }
//-----------------------------------------------------
protected: static CAI_GlobalNamespace gm_SquadSlotNamespace; static CAI_LocalIdSpace gm_SquadSlotIdSpace;
private: // Checks to see that the nav hull is valid for the NPC
bool IsNavHullValid() const;
friend class CAI_SystemHook; friend class CAI_SchedulesManager; static bool LoadDefaultSchedules(void);
static void InitDefaultScheduleSR(void); static void InitDefaultTaskSR(void); static void InitDefaultConditionSR(void); static void InitDefaultActivitySR(void); static void InitDefaultSquadSlotSR(void); static CStringRegistry* m_pActivitySR; static int m_iNumActivities;
static CStringRegistry* m_pEventSR; static int m_iNumEvents; static CAI_GlobalScheduleNamespace gm_SchedulingSymbols; static CAI_ClassScheduleIdSpace gm_ClassScheduleIdSpace;
public: //----------------------------------------------------
// Debugging tools
//
// -----------------------------
// Debuging Fields and Methods
// -----------------------------
const char* m_failText; // Text of why it failed
const char* m_interruptText; // Text of why schedule interrupted
CAI_Schedule* m_failedSchedule; // The schedule that failed last
CAI_Schedule* m_interuptSchedule; // The schedule that was interrupted last
int m_nDebugCurIndex; // Index used for stepping through AI
virtual void ReportAIState( void ); virtual void ReportOverThinkLimit( float time ); void DumpTaskTimings(); void DrawDebugGeometryOverlays(void); virtual int DrawDebugTextOverlays(void);
void ToggleFreeze(void); virtual void Freeze( float flFreezeAmount = -1.0f, CBaseEntity *pFreezer = NULL, Ray_t *pFreezeRay = NULL ); virtual bool ShouldBecomeStatue(); virtual bool IsMovementFrozen( void ) { return m_flMovementFrozen > m_flFrozenMoveBlock; } virtual bool IsAttackFrozen( void ) { return m_flAttackFrozen > 0.0f; } virtual void Unfreeze();
static void ClearAllSchedules(void);
static int m_nDebugBits;
static CAI_BaseNPC* m_pDebugNPC; static int m_nDebugPauseIndex; // Current step
static inline void SetDebugNPC( CAI_BaseNPC *pNPC ) { m_pDebugNPC = pNPC; } static inline bool IsDebugNPC( CAI_BaseNPC *pNPC ) { return( pNPC == m_pDebugNPC ); }
float m_LastShootAccuracy; int m_TotalShots; int m_TotalHits; #ifdef _DEBUG
bool m_bSelected; #endif
float m_flSoundWaitTime; // Time when I'm allowed to make another sound
int m_nSoundPriority; float m_flIgnoreDangerSoundsUntil;
#ifdef AI_MONITOR_FOR_OSCILLATION
CUtlVector<AIScheduleChoice_t> m_ScheduleHistory; #endif//AI_MONITOR_FOR_OSCILLATION
private:
// Break into pieces!
void Break( CBaseEntity *pBreaker ); void InputBreak( inputdata_t &inputdata );
friend void CC_NPC_Go(); friend void CC_NPC_GoRandom(); friend void CC_NPC_Freeze( const CCommand &args );
public:
CNetworkVar( bool, m_bPerformAvoidance ); CNetworkVar( bool, m_bIsMoving ); CNetworkVar( bool, m_bFadeCorpse ); CNetworkVar( bool, m_bImportanRagdoll );
CNetworkVar( bool, m_bSpeedModActive ); CNetworkVar( int, m_iSpeedModRadius ); CNetworkVar( int, m_iSpeedModSpeed ); CNetworkVar( float, m_flTimePingEffect ); // Display the pinged effect until this time
float m_flFrozenMoveBlock; // entity can't move after it's frozen past this amount
void InputActivateSpeedModifier( inputdata_t &inputdata ) { m_bSpeedModActive = true; } void InputDisableSpeedModifier( inputdata_t &inputdata ) { m_bSpeedModActive = false; } void InputSetSpeedModifierRadius( inputdata_t &inputdata ); void InputSetSpeedModifierSpeed( inputdata_t &inputdata );
virtual bool ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity );
bool m_bPlayerAvoidState; void GetPlayerAvoidBounds( Vector *pMins, Vector *pMaxs );
void StartPingEffect( void ) { m_flTimePingEffect = gpGlobals->curtime + 2.0f; DispatchUpdateTransmitState(); }
protected: unsigned int m_nAITraceMask;
public: inline unsigned int GetAITraceMask( void ) const { return m_nAITraceMask; } inline unsigned int GetAITraceMask_BrushOnly( void ) const { return (m_nAITraceMask & ~CONTENTS_MONSTER); }
virtual bool OnlySeeAliveEntities( void ) { return true; } };
//-------------------------------------
inline bool CAI_BaseNPC::IsRunningBehavior() const { return ( m_pPrimaryBehavior != NULL ); }
//-------------------------------------
inline CAI_BehaviorBase *CAI_BaseNPC::GetPrimaryBehavior() { return m_pPrimaryBehavior; }
//-----------------------------------------------------------------------------
// Purpose: Returns whether our ideal activity has started. If not, we are in
// a transition sequence.
//-----------------------------------------------------------------------------
inline bool CAI_BaseNPC::IsActivityStarted(void) { return (GetSequence() == m_nIdealSequence); }
//-----------------------------------------------------------------------------
// Bullet firing (legacy)...
//-----------------------------------------------------------------------------
inline void CAI_BaseNPC::FireBullets( int cShots, const Vector &vecSrc, const Vector &vecDirShooting, const Vector &vecSpread, float flDistance, int iAmmoType, int iTracerFreq, int firingEntID, int attachmentID, float flDamage, CBaseEntity *pAttacker, bool bFirstShotAccurate ) { FireBulletsInfo_t info; info.m_iShots = cShots; info.m_vecSrc = vecSrc; info.m_vecDirShooting = vecDirShooting; info.m_vecSpread = vecSpread; info.m_flDistance = flDistance; info.m_iAmmoType = iAmmoType; info.m_iTracerFreq = iTracerFreq; info.m_flDamage = flDamage; info.m_pAttacker = pAttacker; info.m_nFlags = bFirstShotAccurate ? FIRE_BULLETS_FIRST_SHOT_ACCURATE : 0;
FireBullets( info ); }
//-----------------------------------------------------------------------------
// Purpose: Sets the ideal state of this NPC.
//-----------------------------------------------------------------------------
inline void CAI_BaseNPC::SetIdealState( NPC_STATE eIdealState ) { if (eIdealState != m_IdealNPCState) { /*switch (eIdealState)
{ case NPC_STATE_NONE: Msg("%s.SetIdealState: NPC_STATE_NONE\n", GetDebugName()); break;
case NPC_STATE_IDLE: Msg("%s.SetIdealState: NPC_STATE_IDLE\n", GetDebugName()); break;
case NPC_STATE_ALERT: Msg("%s.SetIdealState: NPC_STATE_ALERT\n", GetDebugName()); break;
case NPC_STATE_COMBAT: Msg("%s.SetIdealState: NPC_STATE_COMBAT\n", GetDebugName()); break;
case NPC_STATE_SCRIPT: Msg("%s.SetIdealState: NPC_STATE_SCRIPT\n", GetDebugName()); break;
case NPC_STATE_PLAYDEAD: Msg("%s.SetIdealState: NPC_STATE_PLAYDEAD\n", GetDebugName()); break; case NPC_STATE_PRONE: Msg("%s.SetIdealState: NPC_STATE_PRONE\n", GetDebugName()); break;
case NPC_STATE_DEAD: Msg("%s.SetIdealState: NPC_STATE_DEAD\n", GetDebugName()); break;
default: Msg("%s.SetIdealState: <Unknown>\n", GetDebugName()); break; }*/
m_IdealNPCState = eIdealState; } }
//-----------------------------------------------------------------------------
// Purpose: Returns the current ideal state the NPC will try to achieve.
//-----------------------------------------------------------------------------
inline NPC_STATE CAI_BaseNPC::GetIdealState() { return m_IdealNPCState; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline int CAI_BaseNPC::IncScheduleCurTaskIndex() { m_ScheduleState.iTaskInterrupt = 0; m_ScheduleState.bTaskRanAutomovement = false; m_ScheduleState.bTaskUpdatedYaw = false; return ++m_ScheduleState.iCurTask; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline void CAI_BaseNPC::ResetScheduleCurTaskIndex() { m_ScheduleState.iCurTask = 0; m_ScheduleState.iTaskInterrupt = 0; m_ScheduleState.bTaskRanAutomovement = false; m_ScheduleState.bTaskUpdatedYaw = false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline bool CAI_BaseNPC::CrouchIsDesired( void ) const { return ( (CapabilitiesGet() & bits_CAP_DUCK) && (m_bCrouchDesired | m_bForceCrouch) ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
inline void CAI_BaseNPC::DesireStand( void ) { m_bCrouchDesired = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
inline void CAI_BaseNPC::ForceCrouch( void ) { m_bForceCrouch = true; Crouch(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
inline void CAI_BaseNPC::ClearForceCrouch( void ) { m_bForceCrouch = false;
if ( IsCrouching() ) { Stand(); } }
inline bool CAI_BaseNPC::HaveSequenceForActivity( Activity activity ) { #if STUDIO_SEQUENCE_ACTIVITY_LOOKUPS_ARE_SLOW
return ( (GetModelPtr()) ? (SelectWeightedSequence( activity ) != ACTIVITY_NOT_AVAILABLE) : false ); #else
return ( (GetModelPtr()) ? GetModelPtr()->HaveSequenceForActivity(activity) : false ); #endif
}
typedef CHandle<CAI_BaseNPC> AIHANDLE;
// ============================================================================
// Macros for introducing new schedules in sub-classes
//
// Strings registries and schedules use unique ID's for each item, but
// sub-class enumerations are non-unique, so we translate between the
// enumerations and unique ID's
// ============================================================================
#define AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( derivedClass ) \
IMPLEMENT_CUSTOM_SCHEDULE_PROVIDER(derivedClass ) \ void derivedClass::InitCustomSchedules( void ) \ { \ typedef derivedClass CNpc; \ const char *pszClassName = #derivedClass; \ \ CUtlVector<char *> schedulesToLoad; \ CUtlVector<AIScheduleLoadFunc_t> reqiredOthers; \ CAI_NamespaceInfos scheduleIds; \ CAI_NamespaceInfos taskIds; \ CAI_NamespaceInfos conditionIds;
//-----------------
#define AI_BEGIN_CUSTOM_NPC( className, derivedClass ) \
IMPLEMENT_CUSTOM_AI(className, derivedClass ) \ void derivedClass::InitCustomSchedules( void ) \ { \ typedef derivedClass CNpc; \ const char *pszClassName = #derivedClass; \ \ CUtlVector<char *> schedulesToLoad; \ CUtlVector<AIScheduleLoadFunc_t> reqiredOthers; \ CAI_NamespaceInfos scheduleIds; \ CAI_NamespaceInfos taskIds; \ CAI_NamespaceInfos conditionIds; \ CAI_NamespaceInfos squadSlotIds; //-----------------
#define EXTERN_SCHEDULE( id ) \
scheduleIds.PushBack( #id, id ); \ extern const char * g_psz##id; \ schedulesToLoad.AddToTail( (char *)g_psz##id );
//-----------------
#define DEFINE_SCHEDULE( id, text ) \
scheduleIds.PushBack( #id, id ); \ char * g_psz##id = \ "\n Schedule" \ "\n " #id \ text \ "\n"; \ schedulesToLoad.AddToTail( (char *)g_psz##id ); //-----------------
#define DECLARE_CONDITION( id ) \
conditionIds.PushBack( #id, id );
//-----------------
#define DECLARE_TASK( id ) \
taskIds.PushBack( #id, id );
//-----------------
#define DECLARE_ACTIVITY( id ) \
ADD_CUSTOM_ACTIVITY( CNpc, id );
//-----------------
#define DECLARE_SQUADSLOT( id ) \
squadSlotIds.PushBack( #id, id );
//-----------------
#define DECLARE_INTERACTION( interaction ) \
ADD_CUSTOM_INTERACTION( interaction );
//-----------------
#define DECLARE_ANIMEVENT( id ) \
ADD_CUSTOM_ANIMEVENT( CNpc, id );
//-----------------
#define DECLARE_USES_SCHEDULE_PROVIDER( classname ) reqiredOthers.AddToTail( ScheduleLoadHelper(classname) );
//-----------------
// IDs are stored and then added in order due to constraints in the namespace implementation
#define AI_END_CUSTOM_SCHEDULE_PROVIDER() \
\ int i; \ \ CNpc::AccessClassScheduleIdSpaceDirect().Init( pszClassName, BaseClass::GetSchedulingSymbols(), &BaseClass::AccessClassScheduleIdSpaceDirect() ); \ \ scheduleIds.Sort(); \ taskIds.Sort(); \ conditionIds.Sort(); \ \ for ( i = 0; i < scheduleIds.Count(); i++ ) \ { \ ADD_CUSTOM_SCHEDULE_NAMED( CNpc, scheduleIds[i].pszName, scheduleIds[i].localId ); \ } \ \ for ( i = 0; i < taskIds.Count(); i++ ) \ { \ ADD_CUSTOM_TASK_NAMED( CNpc, taskIds[i].pszName, taskIds[i].localId ); \ } \ \ for ( i = 0; i < conditionIds.Count(); i++ ) \ { \ if ( ValidateConditionLimits( conditionIds[i].pszName ) ) \ { \ ADD_CUSTOM_CONDITION_NAMED( CNpc, conditionIds[i].pszName, conditionIds[i].localId ); \ } \ } \ \ for ( i = 0; i < reqiredOthers.Count(); i++ ) \ { \ (*reqiredOthers[i])(); \ } \ \ for ( i = 0; i < schedulesToLoad.Count(); i++ ) \ { \ if ( CNpc::gm_SchedLoadStatus.fValid ) \ { \ CNpc::gm_SchedLoadStatus.fValid = g_AI_SchedulesManager.LoadSchedulesFromBuffer( pszClassName, schedulesToLoad[i], &AccessClassScheduleIdSpaceDirect(), GetSchedulingSymbols() ); \ } \ else \ break; \ } \ }
inline bool ValidateConditionLimits( const char *pszNewCondition ) { int nGlobalConditions = CAI_BaseNPC::GetSchedulingSymbols()->NumConditions(); if ( nGlobalConditions >= MAX_CONDITIONS ) { AssertMsg2( 0, "Exceeded max number of conditions (%d), ignoring condition %s\n", MAX_CONDITIONS, pszNewCondition ); DevWarning( "Exceeded max number of conditions (%d), ignoring condition %s\n", MAX_CONDITIONS, pszNewCondition ); return false; } return true; }
//-------------------------------------
// IDs are stored and then added in order due to constraints in the namespace implementation
#define AI_END_CUSTOM_NPC() \
\ int i; \ \ CNpc::AccessClassScheduleIdSpaceDirect().Init( pszClassName, BaseClass::GetSchedulingSymbols(), &BaseClass::AccessClassScheduleIdSpaceDirect() ); \ CNpc::gm_SquadSlotIdSpace.Init( &BaseClass::gm_SquadSlotNamespace, &BaseClass::gm_SquadSlotIdSpace); \ \ scheduleIds.Sort(); \ taskIds.Sort(); \ conditionIds.Sort(); \ squadSlotIds.Sort(); \ \ for ( i = 0; i < scheduleIds.Count(); i++ ) \ { \ ADD_CUSTOM_SCHEDULE_NAMED( CNpc, scheduleIds[i].pszName, scheduleIds[i].localId ); \ } \ \ for ( i = 0; i < taskIds.Count(); i++ ) \ { \ ADD_CUSTOM_TASK_NAMED( CNpc, taskIds[i].pszName, taskIds[i].localId ); \ } \ \ for ( i = 0; i < conditionIds.Count(); i++ ) \ { \ if ( ValidateConditionLimits( conditionIds[i].pszName ) ) \ { \ ADD_CUSTOM_CONDITION_NAMED( CNpc, conditionIds[i].pszName, conditionIds[i].localId ); \ } \ } \ \ for ( i = 0; i < squadSlotIds.Count(); i++ ) \ { \ ADD_CUSTOM_SQUADSLOT_NAMED( CNpc, squadSlotIds[i].pszName, squadSlotIds[i].localId ); \ } \ \ for ( i = 0; i < reqiredOthers.Count(); i++ ) \ { \ (*reqiredOthers[i])(); \ } \ \ for ( i = 0; i < schedulesToLoad.Count(); i++ ) \ { \ if ( CNpc::gm_SchedLoadStatus.fValid ) \ { \ CNpc::gm_SchedLoadStatus.fValid = g_AI_SchedulesManager.LoadSchedulesFromBuffer( pszClassName, schedulesToLoad[i], &AccessClassScheduleIdSpaceDirect(), GetSchedulingSymbols() ); \ } \ else \ break; \ } \ }
//-------------------------------------
struct AI_NamespaceAddInfo_t { AI_NamespaceAddInfo_t( const char *pszName, int localId ) : pszName( pszName ), localId( localId ) { } const char *pszName; int localId; };
class CAI_NamespaceInfos : public CUtlVector<AI_NamespaceAddInfo_t> { public: void PushBack( const char *pszName, int localId ) { AddToTail( AI_NamespaceAddInfo_t( pszName, localId ) ); }
void Sort() { CUtlVector<AI_NamespaceAddInfo_t>::Sort( Compare ); } private: static int __cdecl Compare(const AI_NamespaceAddInfo_t *pLeft, const AI_NamespaceAddInfo_t *pRight ) { return pLeft->localId - pRight->localId; } };
//-------------------------------------
// Declares the static variables that hold the string registry offset for the new subclass
// as well as the initialization in schedule load functions
struct AI_SchedLoadStatus_t { bool fValid; int signature; };
// Load schedules pulled out to support stepping through with debugger
inline bool AI_DoLoadSchedules( bool (*pfnBaseLoad)(), void (*pfnInitCustomSchedules)(), AI_SchedLoadStatus_t *pLoadStatus ) { (*pfnBaseLoad)(); if (pLoadStatus->signature != g_AI_SchedulesManager.GetScheduleLoadSignature()) { (*pfnInitCustomSchedules)(); pLoadStatus->fValid = true; pLoadStatus->signature = g_AI_SchedulesManager.GetScheduleLoadSignature(); } return pLoadStatus->fValid; }
//-------------------------------------
typedef bool (*AIScheduleLoadFunc_t)();
// @Note (toml 02-16-03): The following class exists to allow us to establish an anonymous friendship
// in DEFINE_CUSTOM_SCHEDULE_PROVIDER. The particulars of this implementation is almost entirely
// defined by bugs in MSVC 6.0
class ScheduleLoadHelperImpl { public: template <typename T> static AIScheduleLoadFunc_t AccessScheduleLoadFunc(T *) { return (&T::LoadSchedules); } };
#define ScheduleLoadHelper( type ) (ScheduleLoadHelperImpl::AccessScheduleLoadFunc((type *)0))
//-------------------------------------
#define DEFINE_CUSTOM_SCHEDULE_PROVIDER\
static AI_SchedLoadStatus_t gm_SchedLoadStatus; \ static CAI_ClassScheduleIdSpace gm_ClassScheduleIdSpace; \ static const char * gm_pszErrorClassName;\ \ static CAI_ClassScheduleIdSpace & AccessClassScheduleIdSpaceDirect() { return gm_ClassScheduleIdSpace; } \ virtual CAI_ClassScheduleIdSpace * GetClassScheduleIdSpace() { return &gm_ClassScheduleIdSpace; } \ virtual const char * GetSchedulingErrorName() { return gm_pszErrorClassName; } \ \ static void InitCustomSchedules(void);\ \ static bool LoadSchedules(void);\ virtual bool LoadedSchedules(void); \ \ friend class ScheduleLoadHelperImpl; \ \ class CScheduleLoader \ { \ public: \ CScheduleLoader(); \ } m_ScheduleLoader; \ \ friend class CScheduleLoader;
//-------------------------------------
#define DEFINE_CUSTOM_AI\
DEFINE_CUSTOM_SCHEDULE_PROVIDER \ \ static CAI_LocalIdSpace gm_SquadSlotIdSpace; \ \ const char* SquadSlotName (int squadSlotID);
//-------------------------------------
#define IMPLEMENT_CUSTOM_SCHEDULE_PROVIDER(derivedClass)\
AI_SchedLoadStatus_t derivedClass::gm_SchedLoadStatus = { true, -1 }; \ CAI_ClassScheduleIdSpace derivedClass::gm_ClassScheduleIdSpace; \ const char * derivedClass::gm_pszErrorClassName = #derivedClass; \ \ derivedClass::CScheduleLoader::CScheduleLoader()\ { \ derivedClass::LoadSchedules(); \ } \ \ /* --------------------------------------------- */ \ /* Load schedules for this type of NPC */ \ /* --------------------------------------------- */ \ bool derivedClass::LoadSchedules(void)\ {\ return AI_DoLoadSchedules( derivedClass::BaseClass::LoadSchedules, \ derivedClass::InitCustomSchedules, \ &derivedClass::gm_SchedLoadStatus ); \ }\ \ bool derivedClass::LoadedSchedules(void) \ { \ return derivedClass::gm_SchedLoadStatus.fValid;\ }
//-------------------------------------
// Initialize offsets and implement methods for loading and getting squad info for the subclass
#define IMPLEMENT_CUSTOM_AI(className, derivedClass)\
IMPLEMENT_CUSTOM_SCHEDULE_PROVIDER(derivedClass)\ \ CAI_LocalIdSpace derivedClass::gm_SquadSlotIdSpace; \ \ /* -------------------------------------------------- */ \ /* Given squadSlot enumeration return squadSlot name */ \ /* -------------------------------------------------- */ \ const char* derivedClass::SquadSlotName(int slotEN)\ {\ return gm_SquadSlotNamespace.IdToSymbol( derivedClass::gm_SquadSlotIdSpace.LocalToGlobal(slotEN) );\ }
//-------------------------------------
#define ADD_CUSTOM_SCHEDULE_NAMED(derivedClass,schedName,schedEN)\
if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddSchedule( schedName, schedEN, derivedClass::gm_pszErrorClassName ) ) return;
#define ADD_CUSTOM_SCHEDULE(derivedClass,schedEN) ADD_CUSTOM_SCHEDULE_NAMED(derivedClass,#schedEN,schedEN)
#define ADD_CUSTOM_TASK_NAMED(derivedClass,taskName,taskEN)\
if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddTask( taskName, taskEN, derivedClass::gm_pszErrorClassName ) ) return;
#define ADD_CUSTOM_TASK(derivedClass,taskEN) ADD_CUSTOM_TASK_NAMED(derivedClass,#taskEN,taskEN)
#define ADD_CUSTOM_CONDITION_NAMED(derivedClass,condName,condEN)\
if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddCondition( condName, condEN, derivedClass::gm_pszErrorClassName ) ) return;
#define ADD_CUSTOM_CONDITION(derivedClass,condEN) ADD_CUSTOM_CONDITION_NAMED(derivedClass,#condEN,condEN)
//-------------------------------------
#define INIT_CUSTOM_AI(derivedClass)\
derivedClass::AccessClassScheduleIdSpaceDirect().Init( #derivedClass, BaseClass::GetSchedulingSymbols(), &BaseClass::AccessClassScheduleIdSpaceDirect() ); \ derivedClass::gm_SquadSlotIdSpace.Init( &CAI_BaseNPC::gm_SquadSlotNamespace, &BaseClass::gm_SquadSlotIdSpace);
#define ADD_CUSTOM_INTERACTION( interaction ) { interaction = CBaseCombatCharacter::GetInteractionID(); }
#define ADD_CUSTOM_SQUADSLOT_NAMED(derivedClass,squadSlotName,squadSlotEN)\
if ( !derivedClass::gm_SquadSlotIdSpace.AddSymbol( squadSlotName, squadSlotEN, "squadslot", derivedClass::gm_pszErrorClassName ) ) return;
#define ADD_CUSTOM_SQUADSLOT(derivedClass,squadSlotEN) ADD_CUSTOM_SQUADSLOT_NAMED(derivedClass,#squadSlotEN,squadSlotEN)
#define ADD_CUSTOM_ACTIVITY_NAMED(derivedClass,activityName,activityEnum)\
REGISTER_PRIVATE_ACTIVITY(activityEnum);\ CAI_BaseNPC::AddActivityToSR(activityName,activityEnum);
#define ADD_CUSTOM_ACTIVITY(derivedClass,activityEnum) ADD_CUSTOM_ACTIVITY_NAMED(derivedClass,#activityEnum,activityEnum)
#define ADD_CUSTOM_ANIMEVENT_NAMED(derivedClass,eventName,eventEnum)\
REGISTER_PRIVATE_ANIMEVENT(eventEnum);\ CAI_BaseNPC::AddEventToSR(eventName,eventEnum);
#define ADD_CUSTOM_ANIMEVENT(derivedClass,eventEnum) ADD_CUSTOM_ANIMEVENT_NAMED(derivedClass,#eventEnum,eventEnum)
//=============================================================================
// class CAI_Component
//=============================================================================
inline const Vector &CAI_Component::GetLocalOrigin() const { return GetOuter()->GetLocalOrigin(); }
//-----------------------------------------------------------------------------
inline void CAI_Component::SetLocalOrigin(const Vector &origin) { GetOuter()->SetLocalOrigin(origin); }
//-----------------------------------------------------------------------------
inline const Vector &CAI_Component::GetAbsOrigin() const { return GetOuter()->GetAbsOrigin(); }
//-----------------------------------------------------------------------------
inline const QAngle &CAI_Component::GetAbsAngles() const { return GetOuter()->GetAbsAngles(); }
//-----------------------------------------------------------------------------
inline void CAI_Component::SetSolid( SolidType_t val ) { GetOuter()->SetSolid(val); }
//-----------------------------------------------------------------------------
inline SolidType_t CAI_Component::GetSolid() const { return GetOuter()->GetSolid(); }
//-----------------------------------------------------------------------------
inline const Vector &CAI_Component::WorldAlignMins() const { return GetOuter()->WorldAlignMins(); }
//-----------------------------------------------------------------------------
inline const Vector &CAI_Component::WorldAlignMaxs() const { return GetOuter()->WorldAlignMaxs(); } //-----------------------------------------------------------------------------
inline Hull_t CAI_Component::GetHullType() const { return GetOuter()->GetHullType(); }
//-----------------------------------------------------------------------------
inline Vector CAI_Component::WorldSpaceCenter() const { return GetOuter()->WorldSpaceCenter(); }
//-----------------------------------------------------------------------------
inline float CAI_Component::GetGravity() const { return GetOuter()->GetGravity(); }
//-----------------------------------------------------------------------------
inline void CAI_Component::SetGravity( float flGravity ) { GetOuter()->SetGravity( flGravity ); }
//-----------------------------------------------------------------------------
inline float CAI_Component::GetHullWidth() const { return NAI_Hull::Width(GetOuter()->GetHullType()); }
//-----------------------------------------------------------------------------
inline float CAI_Component::GetHullHeight() const { return NAI_Hull::Height(GetOuter()->GetHullType()); }
//-----------------------------------------------------------------------------
inline const Vector &CAI_Component::GetHullMins() const { return NAI_Hull::Mins(GetOuter()->GetHullType()); }
//-----------------------------------------------------------------------------
inline const Vector &CAI_Component::GetHullMaxs() const { return NAI_Hull::Maxs(GetOuter()->GetHullType()); }
inline int CAI_Component::GetHullTraceMask() const { return NAI_Hull::TraceMask(GetOuter()->GetHullType()); }
//-----------------------------------------------------------------------------
inline int CAI_Component::GetCollisionGroup() const { return GetOuter()->GetCollisionGroup(); }
//-----------------------------------------------------------------------------
inline CBaseEntity *CAI_Component::GetEnemy() { return GetOuter()->GetEnemy(); }
//-----------------------------------------------------------------------------
inline const Vector &CAI_Component::GetEnemyLKP() const { return GetOuter()->GetEnemyLKP(); }
//-----------------------------------------------------------------------------
inline void CAI_Component::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition ) { GetOuter()->TranslateNavGoal( pEnemy, chasePosition ); }
//-----------------------------------------------------------------------------
inline CBaseEntity *CAI_Component::GetTarget() { return GetOuter()->GetTarget(); } //-----------------------------------------------------------------------------
inline void CAI_Component::SetTarget( CBaseEntity *pTarget ) { GetOuter()->SetTarget( pTarget ); }
//-----------------------------------------------------------------------------
inline const Task_t *CAI_Component::GetCurTask() { return GetOuter()->GetTask(); }
//-----------------------------------------------------------------------------
inline void CAI_Component::TaskFail( AI_TaskFailureCode_t code ) { GetOuter()->TaskFail( code ); } //-----------------------------------------------------------------------------
inline void CAI_Component::TaskFail( const char *pszGeneralFailText ) { GetOuter()->TaskFail( pszGeneralFailText ); } //-----------------------------------------------------------------------------
inline void CAI_Component::TaskComplete( bool fIgnoreSetFailedCondition ) { GetOuter()->TaskComplete( fIgnoreSetFailedCondition ); } //-----------------------------------------------------------------------------
inline int CAI_Component::TaskIsRunning() { return GetOuter()->TaskIsRunning(); } //-----------------------------------------------------------------------------
inline int CAI_Component::TaskIsComplete() { return GetOuter()->TaskIsComplete(); }
//-----------------------------------------------------------------------------
inline Activity CAI_Component::GetActivity() { return GetOuter()->GetActivity(); } //-----------------------------------------------------------------------------
inline void CAI_Component::SetActivity( Activity NewActivity ) { GetOuter()->SetActivity( NewActivity ); } //-----------------------------------------------------------------------------
inline float CAI_Component::GetIdealSpeed() const { return GetOuter()->GetIdealSpeed(); }
//-----------------------------------------------------------------------------
inline float CAI_Component::GetIdealAccel() const { return GetOuter()->GetIdealAccel(); }
//-----------------------------------------------------------------------------
inline int CAI_Component::GetSequence() { return GetOuter()->GetSequence(); }
//-----------------------------------------------------------------------------
inline int CAI_Component::GetEntFlags() const { return GetOuter()->GetFlags(); }
//-----------------------------------------------------------------------------
inline void CAI_Component::AddEntFlag( int flags ) { GetOuter()->AddFlag( flags ); }
//-----------------------------------------------------------------------------
inline void CAI_Component::RemoveEntFlag( int flagsToRemove ) { GetOuter()->RemoveFlag( flagsToRemove ); }
//-----------------------------------------------------------------------------
// Purpose: Change the ground entity for the outer
// Input : *ground -
// Output : inline void
//-----------------------------------------------------------------------------
inline void CAI_Component::SetGroundEntity( CBaseEntity *ground ) { GetOuter()->SetGroundEntity( ground ); }
//-----------------------------------------------------------------------------
inline void CAI_Component::ToggleEntFlag( int flagToToggle ) { GetOuter()->ToggleFlag( flagToToggle ); }
//-----------------------------------------------------------------------------
inline CBaseEntity* CAI_Component::GetGoalEnt() { return GetOuter()->GetGoalEnt(); } //-----------------------------------------------------------------------------
inline void CAI_Component::SetGoalEnt( CBaseEntity *pGoalEnt ) { GetOuter()->SetGoalEnt( pGoalEnt ); }
//-----------------------------------------------------------------------------
inline void CAI_Component::Remember( int iMemory ) { GetOuter()->Remember( iMemory ); } //-----------------------------------------------------------------------------
inline void CAI_Component::Forget( int iMemory ) { GetOuter()->Forget( iMemory ); } //-----------------------------------------------------------------------------
inline bool CAI_Component::HasMemory( int iMemory ) { return GetOuter()->HasMemory( iMemory ); }
//-----------------------------------------------------------------------------
inline CAI_Enemies *CAI_Component::GetEnemies() { return GetOuter()->GetEnemies(); }
//-----------------------------------------------------------------------------
inline const char *CAI_Component::GetEntClassname() { return GetOuter()->GetClassname(); }
//-----------------------------------------------------------------------------
inline int CAI_Component::CapabilitiesGet() { return GetOuter()->CapabilitiesGet(); }
//-----------------------------------------------------------------------------
inline void CAI_Component::SetLocalAngles( const QAngle& angles ) { GetOuter()->SetLocalAngles( angles ); }
//-----------------------------------------------------------------------------
inline const QAngle &CAI_Component::GetLocalAngles( void ) const { return GetOuter()->GetLocalAngles(); }
//-----------------------------------------------------------------------------
inline edict_t *CAI_Component::GetEdict() { return GetOuter()->NetworkProp()->edict(); }
//-----------------------------------------------------------------------------
inline float CAI_Component::GetLastThink( const char *szContext ) { return GetOuter()->GetLastThink( szContext ); }
// ============================================================================
abstract_class INPCInteractive { public: virtual bool CanInteractWith( CAI_BaseNPC *pUser ) = 0; virtual bool HasBeenInteractedWith() = 0; virtual void NotifyInteraction( CAI_BaseNPC *pUser ) = 0;
// Alyx specific interactions
virtual void AlyxStartedInteraction( void ) = 0; virtual void AlyxFinishedInteraction( void ) = 0; };
// Base Class for any NPC that wants to be interactable by other NPCS (i.e. Alyx Hackable)
// NOTE: YOU MUST DEFINE THE OUTPUTS IN YOUR CLASS'S DATADESC!
// THE DO SO, INSERT THE FOLLOWING MACRO INTO YOUR CLASS'S DATADESC.
//
#define DEFINE_BASENPCINTERACTABLE_DATADESC() \
DEFINE_OUTPUT( m_OnAlyxStartedInteraction, "OnAlyxStartedInteraction" ), \ DEFINE_OUTPUT( m_OnAlyxFinishedInteraction, "OnAlyxFinishedInteraction" ), \ DEFINE_INPUTFUNC( FIELD_VOID, "InteractivePowerDown", InputPowerdown )
template <class NPC_CLASS> class CNPCBaseInteractive : public NPC_CLASS, public INPCInteractive { DECLARE_CLASS( CNPCBaseInteractive, NPC_CLASS ); public: virtual bool CanInteractWith( CAI_BaseNPC *pUser ) { return false; }; virtual bool HasBeenInteractedWith() { return false; }; virtual void NotifyInteraction( CAI_BaseNPC *pUser ) { return; };
virtual void InputPowerdown( inputdata_t &inputdata ) {
}
// Alyx specific interactions
virtual void AlyxStartedInteraction( void ) { m_OnAlyxStartedInteraction.FireOutput( this, this ); } virtual void AlyxFinishedInteraction( void ) { m_OnAlyxFinishedInteraction.FireOutput( this, this ); }
public: // Outputs
// Alyx specific interactions
COutputEvent m_OnAlyxStartedInteraction; COutputEvent m_OnAlyxFinishedInteraction; };
//
// Deferred Navigation calls go here
//
extern ConVar ai_post_frame_navigation;
class CPostFrameNavigationHook : public CBaseGameSystemPerFrame { public: virtual const char *Name( void ) { return "CPostFrameNavigationHook"; }
virtual bool Init( void ); virtual void FrameUpdatePostEntityThink( void ); virtual void FrameUpdatePreEntityThink( void );
bool IsGameFrameRunning( void ) { return m_bGameFrameRunning; } void SetGrameFrameRunning( bool bState ) { m_bGameFrameRunning = bState; } void EnqueueEntityNavigationQuery( CAI_BaseNPC *pNPC, CFunctor *functor );
private: CUtlVector<CFunctor *> m_Functors; bool m_bGameFrameRunning; };
extern CPostFrameNavigationHook *PostFrameNavigationSystem( void );
#endif // AI_BASENPC_H
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