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