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3239 lines
112 KiB
3239 lines
112 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base NPC character with AI
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//
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//=============================================================================//
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#ifndef AI_BASENPC_H
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#define AI_BASENPC_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "simtimer.h"
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#include "basecombatcharacter.h"
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#include "ai_debug.h"
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#include "ai_default.h"
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#include "ai_schedule.h"
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#include "ai_condition.h"
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#include "ai_component.h"
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#include "ai_task.h"
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#include "ai_movetypes.h"
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#include "ai_navtype.h"
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#include "ai_namespaces.h"
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#include "ai_npcstate.h"
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#include "ai_hull.h"
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#include "ai_utils.h"
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#include "ai_moveshoot.h"
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#include "entityoutput.h"
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#include "utlvector.h"
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#include "activitylist.h"
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#include "bitstring.h"
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#include "ai_navgoaltype.h" //GoalType_t enum
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#include "eventlist.h"
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#include "soundent.h"
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#include "ai_navigator.h"
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#include "tier1/functors.h"
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#define PLAYER_SQUADNAME "player_squad"
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class CAI_Schedule;
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class CAI_Network;
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class CAI_Route;
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class CAI_Hint;
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class CAI_Node;
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class CAI_Navigator;
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class CAI_Pathfinder;
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class CAI_Senses;
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class CAI_Enemies;
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class CAI_Squad;
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class CAI_Expresser;
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class CAI_BehaviorBase;
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class CAI_GoalEntity;
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class CAI_Motor;
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class CAI_MoveProbe;
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class CAI_LocalNavigator;
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class CAI_TacticalServices;
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class CVarBitVec;
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class CAI_ScriptedSequence;
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class CSceneEntity;
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class CBaseGrenade;
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class CBaseDoor;
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class CBasePropDoor;
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struct AI_Waypoint_t;
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//class AI_Response;
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class CBaseFilter;
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class CGlobalEvent;
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typedef CBitVec<MAX_CONDITIONS> CAI_ScheduleBits;
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// Used to control optimizations mostly dealing with pathfinding for NPCs
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extern ConVar ai_strong_optimizations;
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extern bool AIStrongOpt( void );
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// AI_MONITOR_FOR_OSCILLATION defaults to OFF. If you build with this ON, you can flag
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// NPC's and monitor them to detect oscillations in their schedule (circular logic and conditions bugs)
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// DO NOT SHIP WITH THIS ON!
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#undef AI_MONITOR_FOR_OSCILLATION
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//=============================================================================
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//
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// Constants & enumerations
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//
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//=============================================================================
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#define TURRET_CLOSE_RANGE 200
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#define TURRET_MEDIUM_RANGE 500
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#define COMMAND_GOAL_TOLERANCE 48 // 48 inches.
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#define TIME_CARE_ABOUT_DAMAGE 3.0
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#define ITEM_PICKUP_TOLERANCE 48.0f
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// Max's of the box used to search for a weapon to pick up. 45x45x~8 ft.
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#define WEAPON_SEARCH_DELTA Vector( 540, 540, 100 )
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enum Interruptability_t
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{
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GENERAL_INTERRUPTABILITY,
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DAMAGEORDEATH_INTERRUPTABILITY,
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DEATH_INTERRUPTABILITY
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};
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//-------------------------------------
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// Memory
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//-------------------------------------
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#define MEMORY_CLEAR 0
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#define bits_MEMORY_PROVOKED ( 1 << 0 )// right now only used for houndeyes.
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#define bits_MEMORY_INCOVER ( 1 << 1 )// npc knows it is in a covered position.
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#define bits_MEMORY_SUSPICIOUS ( 1 << 2 )// Ally is suspicious of the player, and will move to provoked more easily
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#define bits_MEMORY_TASK_EXPENSIVE ( 1 << 3 )// NPC has completed a task which is considered costly, so don't do another task this frame
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//#define bits_MEMORY_ ( 1 << 4 )
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#define bits_MEMORY_PATH_FAILED ( 1 << 5 )// Failed to find a path
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#define bits_MEMORY_FLINCHED ( 1 << 6 )// Has already flinched
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//#define bits_MEMORY_ ( 1 << 7 )
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#define bits_MEMORY_TOURGUIDE ( 1 << 8 )// I have been acting as a tourguide.
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//#define bits_MEMORY_ ( 1 << 9 )//
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#define bits_MEMORY_LOCKED_HINT ( 1 << 10 )//
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//#define bits_MEMORY_ ( 1 << 12 )
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#define bits_MEMORY_TURNING ( 1 << 13 )// Turning, don't interrupt me.
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#define bits_MEMORY_TURNHACK ( 1 << 14 )
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#define bits_MEMORY_HAD_ENEMY ( 1 << 15 )// Had an enemy
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#define bits_MEMORY_HAD_PLAYER ( 1 << 16 )// Had player
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#define bits_MEMORY_HAD_LOS ( 1 << 17 )// Had LOS to enemy
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#define bits_MEMORY_MOVED_FROM_SPAWN ( 1 << 18 )// Has moved since spawning.
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#define bits_MEMORY_CUSTOM4 ( 1 << 28 ) // NPC-specific memory
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#define bits_MEMORY_CUSTOM3 ( 1 << 29 ) // NPC-specific memory
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#define bits_MEMORY_CUSTOM2 ( 1 << 30 ) // NPC-specific memory
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#define bits_MEMORY_CUSTOM1 ( 1 << 31 ) // NPC-specific memory
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//-------------------------------------
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// Spawn flags
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//-------------------------------------
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#define SF_NPC_WAIT_TILL_SEEN ( 1 << 0 ) // spawnflag that makes npcs wait until player can see them before attacking.
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#define SF_NPC_GAG ( 1 << 1 ) // no idle noises from this npc
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#define SF_NPC_FALL_TO_GROUND ( 1 << 2 ) // used my NPC_Maker
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#define SF_NPC_DROP_HEALTHKIT ( 1 << 3 ) // Drop a healthkit upon death
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#define SF_NPC_START_EFFICIENT ( 1 << 4 ) // Set into efficiency mode from spawn
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// ( 1 << 5 )
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// ( 1 << 6 )
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#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
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#define SF_NPC_LONG_RANGE ( 1 << 8 ) // makes npcs look far and relaxes weapon range limit
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#define SF_NPC_FADE_CORPSE ( 1 << 9 ) // Fade out corpse after death
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#define SF_NPC_ALWAYSTHINK ( 1 << 10 ) // Simulate even when player isn't in PVS.
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#define SF_NPC_TEMPLATE ( 1 << 11 ) // This NPC will be used as a template by an npc_maker -- do not spawn.
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#define SF_NPC_ALTCOLLISION ( 1 << 12 )
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#define SF_NPC_NO_WEAPON_DROP ( 1 << 13 ) // This NPC will not actually drop a weapon that can be picked up
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#define SF_NPC_NO_PLAYER_PUSHAWAY ( 1 << 14 )
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// ( 1 << 15 )
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// !! Flags above ( 1 << 15 ) are reserved for NPC sub-classes
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//-------------------------------------
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//
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// Return codes from CanPlaySequence.
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//
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//-------------------------------------
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enum CanPlaySequence_t
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{
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CANNOT_PLAY = 0, // Can't play for any number of reasons.
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CAN_PLAY_NOW, // Can play the script immediately.
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CAN_PLAY_ENQUEUED, // Can play the script after I finish playing my current script.
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};
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//-------------------------------------
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// Weapon holstering
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//-------------------------------------
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enum DesiredWeaponState_t
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{
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DESIREDWEAPONSTATE_IGNORE = 0,
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DESIREDWEAPONSTATE_HOLSTERED,
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DESIREDWEAPONSTATE_HOLSTERED_DESTROYED, // Put the weapon away, then destroy it.
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DESIREDWEAPONSTATE_UNHOLSTERED,
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DESIREDWEAPONSTATE_CHANGING,
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DESIREDWEAPONSTATE_CHANGING_DESTROY, // Destroy the weapon when this change is complete.
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};
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//-------------------------------------
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//
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// Efficiency modes
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//
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//-------------------------------------
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enum AI_Efficiency_t
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{
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// Run at full tilt
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AIE_NORMAL,
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// Run decision process less often
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AIE_EFFICIENT,
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// Run decision process even less often, ignore other NPCs
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AIE_VERY_EFFICIENT,
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// Run decision process even less often, ignore other NPCs
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AIE_SUPER_EFFICIENT,
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// Don't run at all
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AIE_DORMANT,
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};
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enum AI_MoveEfficiency_t
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{
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AIME_NORMAL,
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AIME_EFFICIENT,
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};
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//-------------------------------------
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//
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// Sleep state
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//
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//-------------------------------------
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enum AI_SleepState_t
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{
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AISS_AWAKE,
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AISS_WAITING_FOR_THREAT,
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AISS_WAITING_FOR_PVS,
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AISS_WAITING_FOR_INPUT,
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AISS_AUTO_PVS,
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AISS_AUTO_PVS_AFTER_PVS, // Same as AUTO_PVS, except doesn't activate until/unless the NPC is IN the player's PVS.
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};
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#define AI_SLEEP_FLAGS_NONE 0x00000000
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#define AI_SLEEP_FLAG_AUTO_PVS 0x00000001
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#define AI_SLEEP_FLAG_AUTO_PVS_AFTER_PVS 0x00000002
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//-------------------------------------
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//
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// Debug bits
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//
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//-------------------------------------
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enum DebugBaseNPCBits_e
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{
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bits_debugDisableAI = 0x00000001, // disable AI
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bits_debugStepAI = 0x00000002, // step AI
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};
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//-------------------------------------
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//
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// Base Sentence index for behaviors
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//
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//-------------------------------------
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enum SentenceIndex_t
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{
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SENTENCE_BASE_BEHAVIOR_INDEX = 1000,
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};
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#ifdef AI_MONITOR_FOR_OSCILLATION
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struct AIScheduleChoice_t
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{
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float m_flTimeSelected;
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CAI_Schedule *m_pScheduleSelected;
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};
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#endif//AI_MONITOR_FOR_OSCILLATION
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#define MARK_TASK_EXPENSIVE() \
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if ( GetOuter() ) \
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{ \
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GetOuter()->Remember( bits_MEMORY_TASK_EXPENSIVE ); \
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}
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//=============================================================================
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//
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// Types used by CAI_BaseNPC
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//
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//=============================================================================
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struct AIScheduleState_t
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{
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int iCurTask;
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TaskStatus_e fTaskStatus;
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float timeStarted;
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float timeCurTaskStarted;
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AI_TaskFailureCode_t taskFailureCode;
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int iTaskInterrupt;
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bool bTaskRanAutomovement;
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bool bTaskUpdatedYaw;
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bool bScheduleWasInterrupted;
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DECLARE_SIMPLE_DATADESC();
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};
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// -----------------------------------------
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// An entity that this NPC can't reach
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// -----------------------------------------
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struct UnreachableEnt_t
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{
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EHANDLE hUnreachableEnt; // Entity that's unreachable
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float fExpireTime; // Time to forget this information
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Vector vLocationWhenUnreachable;
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DECLARE_SIMPLE_DATADESC();
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};
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//=============================================================================
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// SCRIPTED NPC INTERACTIONS
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//=============================================================================
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// -----------------------------------------
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// Scripted NPC interaction flags
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// -----------------------------------------
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#define SCNPC_FLAG_TEST_OTHER_ANGLES ( 1 << 1 )
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#define SCNPC_FLAG_TEST_OTHER_VELOCITY ( 1 << 2 )
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#define SCNPC_FLAG_LOOP_IN_ACTION ( 1 << 3 )
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#define SCNPC_FLAG_NEEDS_WEAPON_ME ( 1 << 4 )
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#define SCNPC_FLAG_NEEDS_WEAPON_THEM ( 1 << 5 )
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#define SCNPC_FLAG_DONT_TELEPORT_AT_END_ME ( 1 << 6 )
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#define SCNPC_FLAG_DONT_TELEPORT_AT_END_THEM ( 1 << 7 )
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// -----------------------------------------
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// Scripted NPC interaction trigger methods
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// -----------------------------------------
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enum
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{
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SNPCINT_CODE = 0,
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SNPCINT_AUTOMATIC_IN_COMBAT = 1,
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};
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// -----------------------------------------
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// Scripted NPC interaction loop breaking trigger methods
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// -----------------------------------------
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#define SNPCINT_LOOPBREAK_ON_DAMAGE ( 1 << 1 )
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#define SNPCINT_LOOPBREAK_ON_FLASHLIGHT_ILLUM ( 1 << 2 )
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// -----------------------------------------
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// Scripted NPC interaction anim phases
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// -----------------------------------------
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enum
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{
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SNPCINT_ENTRY = 0,
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SNPCINT_SEQUENCE,
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SNPCINT_EXIT,
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SNPCINT_NUM_PHASES
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};
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struct ScriptedNPCInteraction_Phases_t
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{
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string_t iszSequence;
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int iActivity;
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DECLARE_SIMPLE_DATADESC();
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};
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// Allowable delta from the desired dynamic scripted sequence point
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#define DSS_MAX_DIST 6
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#define DSS_MAX_ANGLE_DIFF 4
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// Interaction Logic States
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enum
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{
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NPCINT_NOT_RUNNING = 0,
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NPCINT_RUNNING_ACTIVE, // I'm in an interaction that I initiated
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NPCINT_RUNNING_PARTNER, // I'm in an interaction that was initiated by the other NPC
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NPCINT_MOVING_TO_MARK, // I'm moving to a position to do an interaction
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};
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#define NPCINT_NONE -1
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#define MAXTACLAT_IGNORE -1
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// -----------------------------------------
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// A scripted interaction between NPCs
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// -----------------------------------------
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struct ScriptedNPCInteraction_t
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{
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ScriptedNPCInteraction_t()
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{
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iszInteractionName = NULL_STRING;
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iFlags = 0;
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iTriggerMethod = SNPCINT_CODE;
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iLoopBreakTriggerMethod = 0;
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vecRelativeOrigin = vec3_origin;
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bValidOnCurrentEnemy = false;
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flDelay = 5.0;
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flDistSqr = (DSS_MAX_DIST * DSS_MAX_DIST);
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flNextAttemptTime = 0;
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iszMyWeapon = NULL_STRING;
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iszTheirWeapon = NULL_STRING;
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for ( int i = 0; i < SNPCINT_NUM_PHASES; i++)
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{
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sPhases[i].iszSequence = NULL_STRING;
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sPhases[i].iActivity = ACT_INVALID;
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}
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}
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// Fill out these when passing to AddScriptedNPCInteraction
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string_t iszInteractionName;
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int iFlags;
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int iTriggerMethod;
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int iLoopBreakTriggerMethod;
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Vector vecRelativeOrigin; // (forward, right, up)
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QAngle angRelativeAngles;
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Vector vecRelativeVelocity; // Desired relative velocity of the other NPC
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float flCameraDistance;
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QAngle angCameraAngles;
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float flDelay; // Delay before interaction can be used again
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float flDistSqr; // Max distance sqr from the relative origin the NPC is allowed to be to trigger
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string_t iszMyWeapon; // Classname of the weapon I'm holding, if any
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string_t iszTheirWeapon; // Classname of the weapon my interaction partner is holding, if any
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ScriptedNPCInteraction_Phases_t sPhases[SNPCINT_NUM_PHASES];
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// These will be filled out for you in AddScriptedNPCInteraction
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VMatrix matDesiredLocalToWorld; // Desired relative position / angles of the other NPC
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bool bValidOnCurrentEnemy;
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float flNextAttemptTime;
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DECLARE_SIMPLE_DATADESC();
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};
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//=============================================================================
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//
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// Utility functions
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//
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//=============================================================================
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Vector VecCheckToss ( CBaseEntity *pEdict, Vector vecSpot1, Vector vecSpot2, float flHeightMaxRatio, float flGravityAdj, bool bRandomize, Vector *vecMins = NULL, Vector *vecMaxs = NULL );
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Vector VecCheckToss ( CBaseEntity *pEntity, ITraceFilter *pFilter, Vector vecSpot1, Vector vecSpot2, float flHeightMaxRatio, float flGravityAdj, bool bRandomize, Vector *vecMins = NULL, Vector *vecMaxs = NULL );
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Vector VecCheckThrow( CBaseEntity *pEdict, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0f, Vector *vecMins = NULL, Vector *vecMaxs = NULL );
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extern Vector g_vecAttackDir;
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bool FBoxVisible ( CBaseEntity *pLooker, CBaseEntity *pTarget );
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bool FBoxVisible ( CBaseEntity *pLooker, CBaseEntity *pTarget, Vector &vecTargetOrigin, float flSize = 0.0 );
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// FIXME: move to utils?
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float DeltaV( float v0, float v1, float d );
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float ChangeDistance( float flInterval, float flGoalDistance, float flGoalVelocity, float flCurVelocity, float flIdealVelocity, float flAccelRate, float &flNewDistance, float &flNewVelocity );
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//=============================================================================
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//
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// class CAI_Manager
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//
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// Central location for components of the AI to operate across all AIs without
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// iterating over the global list of entities.
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//
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//=============================================================================
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class CAI_Manager
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{
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public:
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CAI_Manager();
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CAI_BaseNPC ** AccessAIs();
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int NumAIs();
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void AddAI( CAI_BaseNPC *pAI );
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void RemoveAI( CAI_BaseNPC *pAI );
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bool FindAI( CAI_BaseNPC *pAI ) { return ( m_AIs.Find( pAI ) != m_AIs.InvalidIndex() ); }
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private:
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enum
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{
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MAX_AIS = 256
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};
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typedef CUtlVector<CAI_BaseNPC *> CAIArray;
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CAIArray m_AIs;
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};
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//-------------------------------------
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extern CAI_Manager g_AI_Manager;
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//=============================================================================
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// Purpose: Some bridges a little more complicated to allow behavior to see
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// what base class would do or control order in which it's done
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//=============================================================================
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abstract_class IAI_BehaviorBridge
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{
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public:
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#define AI_GENERATE_BRIDGE_INTERFACE
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#include "ai_behavior_template.h"
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// Non-standard bridge methods
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virtual void BehaviorBridge_GatherConditions() {}
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virtual int BehaviorBridge_SelectSchedule() { return 0; }
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virtual int BehaviorBridge_TranslateSchedule( int scheduleType ) { return 0; }
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virtual float BehaviorBridge_GetJumpGravity() const { return 0; }
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virtual bool BehaviorBridge_IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const { return 0; }
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virtual bool BehaviorBridge_MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost ) { return 0; }
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};
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//=============================================================================
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//
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// class CAI_BaseNPC
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//
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//=============================================================================
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class CAI_BaseNPC : public CBaseCombatCharacter,
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public CAI_DefMovementSink,
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public IAI_BehaviorBridge
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{
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DECLARE_CLASS( CAI_BaseNPC, CBaseCombatCharacter );
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public:
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//-----------------------------------------------------
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//
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// Initialization, cleanup, serialization, identity
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//
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CAI_BaseNPC();
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~CAI_BaseNPC();
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//---------------------------------
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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virtual int Save( ISave &save );
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virtual int Restore( IRestore &restore );
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virtual void OnRestore();
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void SaveConditions( ISave &save, const CAI_ScheduleBits &conditions );
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void RestoreConditions( IRestore &restore, CAI_ScheduleBits *pConditions );
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bool ShouldSavePhysics() { return false; }
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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//---------------------------------
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virtual void PostConstructor( const char *szClassname );
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virtual void Activate( void );
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virtual void Precache( void ); // derived calls at start of Spawn()
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virtual bool CreateVPhysics();
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virtual void NPCInit( void ); // derived calls after Spawn()
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void NPCInitThink( void );
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virtual void PostNPCInit() {};// called after NPC_InitThink
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virtual void StartNPC( void );
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virtual bool IsTemplate( void );
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virtual void CleanupOnDeath( CBaseEntity *pCulprit = NULL, bool bFireDeathOutput = true );
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virtual void UpdateOnRemove( void );
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virtual int UpdateTransmitState();
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//---------------------------------
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// Component creation factories
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//
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// The master call, override if you introduce new component types. Call base first
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virtual bool CreateComponents();
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// Components defined by the base AI class
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virtual CAI_Senses * CreateSenses();
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virtual CAI_MoveProbe * CreateMoveProbe();
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virtual CAI_Motor * CreateMotor();
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virtual CAI_LocalNavigator *CreateLocalNavigator();
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virtual CAI_Navigator * CreateNavigator();
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virtual CAI_Pathfinder *CreatePathfinder();
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virtual CAI_TacticalServices *CreateTacticalServices();
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//---------------------------------
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virtual bool IsNPC( void ) const { return true; }
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//---------------------------------
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void TestPlayerPushing( CBaseEntity *pPlayer );
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void CascadePlayerPush( const Vector &push, const Vector &pushOrigin );
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void NotifyPushMove();
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public:
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//-----------------------------------------------------
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//
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// AI processing - thinking, schedule selection and task running
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//
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//-----------------------------------------------------
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void CallNPCThink( void );
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// Thinking, including core thinking, movement, animation
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virtual void NPCThink( void );
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// Core thinking (schedules & tasks)
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virtual void RunAI( void );// core ai function!
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// Called to gather up all relevant conditons
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virtual void GatherConditions( void );
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// Called immediately prior to schedule processing
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virtual void PrescheduleThink( void );
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// Called immediately after schedule processing
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virtual void PostscheduleThink( void ) { return; };
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// Notification that the current schedule, if any, is ending and a new one is being selected
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virtual void OnScheduleChange( void );
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virtual void OnSetSchedule( void ){};
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// Notification that a new schedule is about to run its first task
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virtual void OnStartSchedule( int scheduleType ) {};
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// This function implements a decision tree for the NPC. It is responsible for choosing the next behavior (schedule)
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// based on the current conditions and state.
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virtual int SelectSchedule( void );
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virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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// After the schedule has been selected, it will be processed by this function so child NPC classes can
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// remap base schedules into child-specific behaviors
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virtual int TranslateSchedule( int scheduleType );
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virtual void StartTask( const Task_t *pTask );
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virtual void RunTask( const Task_t *pTask );
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void ClearTransientConditions();
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virtual void HandleAnimEvent( animevent_t *pEvent );
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virtual void TranslateAddOnAttachment( char *pchAttachmentName, int iCount );
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virtual bool IsInterruptable();
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virtual void OnStartScene( void ) {} // Called when an NPC begins a cine scene (useful for clean-up)
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virtual bool ShouldPlayerAvoid( void );
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virtual void SetPlayerAvoidState( void );
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virtual void PlayerPenetratingVPhysics( void );
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virtual bool ShouldAlwaysThink();
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void ForceGatherConditions() { m_bForceConditionsGather = true; SetEfficiency( AIE_NORMAL ); } // Force an NPC out of PVS to call GatherConditions on next think
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bool IsForceGatherConditionsSet() { return m_bForceConditionsGather; }
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virtual float LineOfSightDist( const Vector &vecDir = vec3_invalid, float zEye = FLT_MAX );
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virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
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virtual const char *GetTracerType( void );
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virtual void DoImpactEffect( trace_t &tr, int nDamageType );
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enum
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{
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NEXT_SCHEDULE = LAST_SHARED_SCHEDULE,
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NEXT_TASK = LAST_SHARED_TASK,
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NEXT_CONDITION = LAST_SHARED_CONDITION,
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};
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protected:
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// Used by derived classes to chain a task to a task that might not be the
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// one they are currently handling:
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void ChainStartTask( int task, float taskData = 0 ) { Task_t tempTask = { task, taskData }; StartTask( (const Task_t *)&tempTask ); }
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void ChainRunTask( int task, float taskData = 0 ) { Task_t tempTask = { task, taskData }; RunTask( (const Task_t *) &tempTask ); }
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void StartTaskOverlay();
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virtual void RunTaskOverlay();
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virtual bool ModifyAutoMovement( Vector &vecNewPos ) { return false; } // allow NPCs to adjust automovement
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void EndTaskOverlay();
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virtual void PostRunStopMoving();
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virtual bool CheckPVSCondition();
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private:
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bool CanThinkRebalance();
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void RebalanceThinks();
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bool PreNPCThink();
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void PostNPCThink();
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bool PreThink( void );
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void PerformSensing();
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void CheckOnGround( void );
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void MaintainSchedule( void );
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void RunAnimation( void );
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void PostRun( void );
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void PerformMovement();
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void PostMovement();
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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
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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
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public:
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//-----------------------------------------------------
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//
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// Schedules & tasks
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//
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//-----------------------------------------------------
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void SetSchedule( CAI_Schedule *pNewSchedule );
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bool SetSchedule( int localScheduleID );
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void SetDefaultFailSchedule( int failSchedule ) { m_failSchedule = failSchedule; }
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void ClearSchedule( const char *szReason );
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inline CAI_Schedule *GetCurSchedule() const { return m_pSchedule; }
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bool IsCurSchedule( int schedId, bool fIdeal = true );
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virtual CAI_Schedule *GetSchedule(int localScheduleID);
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virtual int GetLocalScheduleId( int globalScheduleID ) { return AI_IdIsLocal( globalScheduleID ) ? globalScheduleID : GetClassScheduleIdSpace()->ScheduleGlobalToLocal( globalScheduleID ); }
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virtual int GetGlobalScheduleId( int localScheduleID ) { return AI_IdIsGlobal( localScheduleID ) ? localScheduleID : GetClassScheduleIdSpace()->ScheduleLocalToGlobal( localScheduleID ); }
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float GetTimeScheduleStarted() const { return m_ScheduleState.timeStarted; }
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//---------------------------------
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const Task_t* GetTask( void );
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int TaskIsRunning( void );
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virtual void TaskFail( AI_TaskFailureCode_t );
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void TaskFail( const char *pszGeneralFailText ) { TaskFail( MakeFailCode( pszGeneralFailText ) ); }
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void TaskComplete( bool fIgnoreSetFailedCondition = false );
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void TaskInterrupt() { m_ScheduleState.iTaskInterrupt++; }
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void ClearTaskInterrupt() { m_ScheduleState.iTaskInterrupt = 0; }
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int GetTaskInterrupt() const { return m_ScheduleState.iTaskInterrupt; }
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void TaskMovementComplete( void );
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inline int TaskIsComplete( void ) { return (GetTaskStatus() == TASKSTATUS_COMPLETE); }
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virtual const char *TaskName(int taskID);
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float GetTimeTaskStarted() const { return m_ScheduleState.timeCurTaskStarted; }
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virtual int GetLocalTaskId( int globalTaskId) { return GetClassScheduleIdSpace()->TaskGlobalToLocal( globalTaskId ); }
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virtual const char *GetSchedulingErrorName() { return "CAI_BaseNPC"; }
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protected:
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static bool LoadSchedules(void);
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virtual bool LoadedSchedules(void);
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virtual void BuildScheduleTestBits( void );
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//---------------------------------
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// This is the main call to select/translate a schedule
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virtual CAI_Schedule *GetNewSchedule( void );
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virtual CAI_Schedule *GetFailSchedule( void );
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//---------------------------------
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virtual bool CanFlinch( void );
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virtual void CheckFlinches( void );
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virtual void PlayFlinchGesture( void );
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int SelectFlinchSchedule( void );
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virtual bool IsAllowedToDodge( void );
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protected:
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bool IsInChoreo() const;
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// Choreo state is reset each time UpdateEfficiency() is called. Setting it in leaf code
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// outside UpdateEfficiency() will result in your changes being lost.
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bool m_bInChoreo;
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protected:
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// This function maps the type through TranslateSchedule() and then retrieves the pointer
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// to the actual CAI_Schedule from the database of schedules available to this class.
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CAI_Schedule * GetScheduleOfType( int scheduleType );
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bool FHaveSchedule( void );
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bool FScheduleDone ( void );
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CAI_Schedule * ScheduleInList( const char *pName, CAI_Schedule **pList, int listCount );
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int GetScheduleCurTaskIndex() const { return m_ScheduleState.iCurTask; }
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inline int IncScheduleCurTaskIndex();
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inline void ResetScheduleCurTaskIndex();
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void NextScheduledTask ( void );
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bool IsScheduleValid ( void );
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bool ShouldSelectIdealState( void );
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// Selecting the ideal state
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NPC_STATE SelectIdleIdealState();
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NPC_STATE SelectAlertIdealState();
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NPC_STATE SelectScriptIdealState();
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// Various schedule selections based on NPC_STATE
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int SelectIdleSchedule();
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int SelectAlertSchedule();
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int SelectCombatSchedule();
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virtual int SelectDeadSchedule();
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virtual int SelectScriptSchedule();
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int SelectInteractionSchedule();
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void OnStartTask( void ) { SetTaskStatus( TASKSTATUS_RUN_MOVE_AND_TASK ); }
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void SetTaskStatus( TaskStatus_e status ) { m_ScheduleState.fTaskStatus = status; }
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TaskStatus_e GetTaskStatus() const { return m_ScheduleState.fTaskStatus; }
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void DiscardScheduleState();
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//---------------------------------
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CAI_Schedule * m_pSchedule;
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int m_IdealSchedule;
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AIScheduleState_t m_ScheduleState;
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int m_failSchedule; // Schedule type to choose if current schedule fails
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bool m_bDoPostRestoreRefindPath;
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bool m_bUsingStandardThinkTime;
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float m_flLastRealThinkTime;
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int m_iFrameBlocked;
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static int gm_iNextThinkRebalanceTick;
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static float gm_flTimeLastSpawn;
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static int gm_nSpawnedThisFrame;
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CGlobalEvent *m_pScheduleEvent;
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protected: // pose parameters
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int m_poseAim_Pitch;
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int m_poseAim_Yaw;
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int m_poseMove_Yaw;
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virtual void PopulatePoseParameters( void );
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public:
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inline bool HasPoseMoveYaw() { return ( m_poseMove_Yaw >= 0 ); }
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// Return the stored pose parameter for "move_yaw"
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inline int LookupPoseMoveYaw() { return m_poseMove_Yaw; }
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//-----------------------------------------------------
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//
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// Hooks for CAI_Behaviors
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//
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//-----------------------------------------------------
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void AddBehavior( CAI_BehaviorBase *pBehavior );
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void RemoveAndDestroyBehavior( CAI_BehaviorBase *pBehavior );
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template <class BEHAVIOR_TYPE>
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bool GetBehavior( BEHAVIOR_TYPE **ppBehavior )
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{
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CAI_BehaviorBase **ppBehaviors = AccessBehaviors();
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*ppBehavior = NULL;
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for ( int i = 0; i < NumBehaviors(); i++ )
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{
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*ppBehavior = dynamic_cast<BEHAVIOR_TYPE *>(ppBehaviors[i]);
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if ( *ppBehavior )
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return true;
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}
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return false;
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}
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virtual bool ShouldBehaviorSelectSchedule( CAI_BehaviorBase *pBehavior ) { return true; }
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bool BehaviorSelectSchedule();
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bool IsRunningBehavior() const;
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CAI_BehaviorBase *GetPrimaryBehavior();
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CAI_BehaviorBase *DeferSchedulingToBehavior( CAI_BehaviorBase *pNewBehavior );
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void SetPrimaryBehavior( CAI_BehaviorBase *pNewBehavior );
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virtual bool ShouldAcceptGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal ) { return true; }
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virtual void OnClearGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal ) {}
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// Notification that the status behavior ability to select schedules has changed.
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// Return "true" to signal a schedule interrupt is desired
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virtual bool OnBehaviorChangeStatus( CAI_BehaviorBase *pBehavior, bool fCanFinishSchedule );
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virtual void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior ) {}
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virtual CAI_BehaviorBase ** AccessBehaviors()
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{
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if (m_Behaviors.Count())
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return m_Behaviors.Base();
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return NULL;
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}
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virtual int NumBehaviors()
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{
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return m_Behaviors.Count();
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}
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// Automatically called during entity construction, derived class calls AddBehavior()
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virtual bool CreateBehaviors() { return true; }
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protected:
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CAI_BehaviorBase * m_pPrimaryBehavior;
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CUtlVector<CAI_BehaviorBase *> m_Behaviors;
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public:
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//-----------------------------------------------------
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//
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// Conditions
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//
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//-----------------------------------------------------
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virtual const char* ConditionName(int conditionID);
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virtual void RemoveIgnoredConditions ( void );
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void SetCondition( int iCondition /*, bool state = true*/ );
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bool HasCondition( int iCondition );
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bool HasCondition( int iCondition, bool bUseIgnoreConditions );
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bool HasInterruptCondition( int iCondition );
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bool HasConditionsToInterruptSchedule( int nLocalScheduleID );
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void ClearCondition( int iCondition );
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void ClearConditions( int *pConditions, int nConditions );
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void SetIgnoreConditions( int *pConditions, int nConditions );
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void ClearIgnoreConditions( int *pConditions, int nConditions );
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bool ConditionInterruptsCurSchedule( int iCondition );
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bool ConditionInterruptsSchedule( int schedule, int iCondition );
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void SetCustomInterruptCondition( int nCondition );
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bool IsCustomInterruptConditionSet( int nCondition );
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void ClearCustomInterruptCondition( int nCondition );
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void ClearCustomInterruptConditions( void );
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virtual void OnConditionSet( int nCondition ) { };
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virtual void OnConditionCleared( int nCondition ) { };
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bool ConditionsGathered() const { return m_bConditionsGathered; }
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const CAI_ScheduleBits &AccessConditionBits() const { return m_Conditions; }
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CAI_ScheduleBits & AccessConditionBits() { return m_Conditions; }
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bool DidChooseEnemy() const { return !m_bSkippedChooseEnemy; }
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private:
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CAI_ScheduleBits m_Conditions;
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CAI_ScheduleBits m_CustomInterruptConditions; //Bit string assembled by the schedule running, then
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//modified by leaf classes to suit their needs
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CAI_ScheduleBits m_ConditionsPreIgnore;
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CAI_ScheduleBits m_InverseIgnoreConditions;
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|
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bool m_bForceConditionsGather;
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bool m_bConditionsGathered;
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bool m_bSkippedChooseEnemy;
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public:
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//-----------------------------------------------------
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|
//
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|
// NPC State
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|
//
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//-----------------------------------------------------
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inline void SetIdealState( NPC_STATE eIdealState );
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inline NPC_STATE GetIdealState();
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virtual NPC_STATE SelectIdealState( void );
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void SetState( NPC_STATE State );
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virtual bool ShouldGoToIdleState( void ) { return ( false ); }
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virtual void OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) {/*Base class doesn't care*/};
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NPC_STATE GetState( void ) { return m_NPCState; }
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AI_Efficiency_t GetEfficiency() const { return m_Efficiency; }
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void SetEfficiency( AI_Efficiency_t efficiency ) { m_Efficiency = efficiency; }
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AI_MoveEfficiency_t GetMoveEfficiency() const { return m_MoveEfficiency; }
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void SetMoveEfficiency( AI_MoveEfficiency_t efficiency ) { m_MoveEfficiency = efficiency; }
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virtual void UpdateEfficiency( bool bInPVS );
|
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void ForceDecisionThink() { m_flNextDecisionTime = 0; SetEfficiency( AIE_NORMAL ); }
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|
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bool IsFlaggedEfficient() const { return HasSpawnFlags( SF_NPC_START_EFFICIENT ); }
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|
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AI_SleepState_t GetSleepState() const { return m_SleepState; }
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void SetSleepState( AI_SleepState_t sleepState ) { m_SleepState = sleepState; }
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void AddSleepFlags( int flags ) { m_SleepFlags |= flags; }
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void RemoveSleepFlags( int flags ) { m_SleepFlags &= ~flags; }
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bool HasSleepFlags( int flags ) { return (m_SleepFlags & flags) == flags; }
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|
|
|
virtual void UpdateSleepState( bool bInPVS );
|
|
virtual void Wake( bool bFireOutput = true );
|
|
void Sleep();
|
|
bool WokeThisTick() const;
|
|
|
|
//---------------------------------
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|
|
|
NPC_STATE m_NPCState; // npc's current state
|
|
float m_flLastStateChangeTime;
|
|
|
|
private:
|
|
NPC_STATE m_IdealNPCState; // npc should change to this state
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|
AI_Efficiency_t m_Efficiency;
|
|
AI_MoveEfficiency_t m_MoveEfficiency;
|
|
float m_flNextDecisionTime;
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|
|
|
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
|