Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "ai_utils.h"
#include "ai_memory.h"
#include "ai_basenpc.h"
#include "ai_senses.h"
#include "ai_moveprobe.h"
#include "vphysics/object_hash.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
BEGIN_SIMPLE_DATADESC( CAI_MoveMonitor )
DEFINE_FIELD( m_vMark, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_flMarkTolerance, FIELD_FLOAT )
END_DATADESC()
//-----------------------------------------------------------------------------
BEGIN_SIMPLE_DATADESC( CAI_ShotRegulator )
DEFINE_FIELD( m_flNextShotTime, FIELD_TIME ),
DEFINE_FIELD( m_bInRestInterval, FIELD_BOOLEAN ),
DEFINE_FIELD( m_nBurstShotsRemaining, FIELD_SHORT ),
DEFINE_FIELD( m_nMinBurstShots, FIELD_SHORT ),
DEFINE_FIELD( m_nMaxBurstShots, FIELD_SHORT ),
DEFINE_FIELD( m_flMinRestInterval, FIELD_FLOAT ),
DEFINE_FIELD( m_flMaxRestInterval, FIELD_FLOAT ),
DEFINE_FIELD( m_flMinBurstInterval, FIELD_FLOAT ),
DEFINE_FIELD( m_flMaxBurstInterval, FIELD_FLOAT ),
DEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN ),
END_DATADESC()
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CAI_ShotRegulator::CAI_ShotRegulator() : m_nMinBurstShots(1), m_nMaxBurstShots(1)
{
m_flMinRestInterval = 0.0f;
m_flMinRestInterval = 0.0f;
m_flMinBurstInterval = 0.0f;
m_flMaxBurstInterval = 0.0f;
m_flNextShotTime = -1;
m_nBurstShotsRemaining = 1;
m_bInRestInterval = false;
m_bDisabled = false;
}
//-----------------------------------------------------------------------------
// For backward compatibility
//-----------------------------------------------------------------------------
void CAI_ShotRegulator::SetParameters( int minShotsPerBurst, int maxShotsPerBurst, float minRestTime, float maxRestTime )
{
SetBurstShotCountRange( minShotsPerBurst, maxShotsPerBurst );
SetRestInterval( minRestTime, maxRestTime );
Reset( false );
}
//-----------------------------------------------------------------------------
// Sets the number of shots to shoot in a single burst
//-----------------------------------------------------------------------------
void CAI_ShotRegulator::SetBurstShotCountRange( int minShotsPerBurst, int maxShotsPerBurst )
{
m_nMinBurstShots = minShotsPerBurst;
m_nMaxBurstShots = maxShotsPerBurst;
}
//-----------------------------------------------------------------------------
// How much time should I rest between bursts?
//-----------------------------------------------------------------------------
void CAI_ShotRegulator::SetRestInterval( float flMinRestInterval, float flMaxRestInterval )
{
m_flMinRestInterval = flMinRestInterval;
m_flMaxRestInterval = flMaxRestInterval;
}
//-----------------------------------------------------------------------------
// How much time should I wait in between shots in a single burst?
//-----------------------------------------------------------------------------
void CAI_ShotRegulator::SetBurstInterval( float flMinBurstInterval, float flMaxBurstInterval )
{
m_flMinBurstInterval = flMinBurstInterval;
m_flMaxBurstInterval = flMaxBurstInterval;
}
//-----------------------------------------------------------------------------
// Poll the current parameters
//-----------------------------------------------------------------------------
void CAI_ShotRegulator::GetBurstShotCountRange( int *pMinShotsPerBurst, int *pMaxShotsPerBurst ) const
{
*pMinShotsPerBurst = m_nMinBurstShots;
*pMaxShotsPerBurst = m_nMaxBurstShots;
}
void CAI_ShotRegulator::GetRestInterval( float *pMinRestInterval, float *pMaxRestInterval ) const
{
*pMinRestInterval = m_flMinRestInterval;
*pMaxRestInterval = m_flMaxRestInterval;
}
void CAI_ShotRegulator::GetBurstInterval( float *pMinBurstInterval, float *pMaxBurstInterval ) const
{
*pMinBurstInterval = m_flMinBurstInterval;
*pMaxBurstInterval = m_flMaxBurstInterval;
}
//-----------------------------------------------------------------------------
// Resets the shot regulator to start a new burst
//-----------------------------------------------------------------------------
void CAI_ShotRegulator::Reset( bool bStartShooting )
{
m_bDisabled = false;
m_nBurstShotsRemaining = random->RandomInt( m_nMinBurstShots, m_nMaxBurstShots );
if ( bStartShooting )
{
m_flNextShotTime = gpGlobals->curtime;
m_bInRestInterval = false;
}
else
{
m_flNextShotTime = gpGlobals->curtime + random->RandomFloat( m_flMinRestInterval, m_flMaxRestInterval );
m_bInRestInterval = true;
}
}
//-----------------------------------------------------------------------------
// Should we shoot?
//-----------------------------------------------------------------------------
bool CAI_ShotRegulator::ShouldShoot() const
{
return ( !m_bDisabled && (m_flNextShotTime <= gpGlobals->curtime) );
}
//-----------------------------------------------------------------------------
// Am I in the middle of a burst?
//-----------------------------------------------------------------------------
bool CAI_ShotRegulator::IsInRestInterval() const
{
return (m_bInRestInterval && !ShouldShoot());
}
//-----------------------------------------------------------------------------
// When will I shoot next?
//-----------------------------------------------------------------------------
float CAI_ShotRegulator::NextShotTime() const
{
return m_flNextShotTime;
}
//-----------------------------------------------------------------------------
// Causes us to potentially delay our shooting time
//-----------------------------------------------------------------------------
void CAI_ShotRegulator::FireNoEarlierThan( float flTime )
{
if ( flTime > m_flNextShotTime )
{
m_flNextShotTime = flTime;
}
}
//-----------------------------------------------------------------------------
// Burst shot count accessors
//-----------------------------------------------------------------------------
int CAI_ShotRegulator::GetBurstShotsRemaining() const
{
return m_nBurstShotsRemaining;
}
void CAI_ShotRegulator::SetBurstShotsRemaining( int shots )
{
m_nBurstShotsRemaining = shots;
}
//-----------------------------------------------------------------------------
// We fired the weapon! Update the next shot time
//-----------------------------------------------------------------------------
void CAI_ShotRegulator::OnFiredWeapon()
{
--m_nBurstShotsRemaining;
if ( m_nBurstShotsRemaining <= 0 )
{
Reset( false );
}
else
{
m_bInRestInterval = false;
m_flNextShotTime += random->RandomFloat( m_flMinBurstInterval, m_flMaxBurstInterval );
if ( m_flNextShotTime < gpGlobals->curtime )
{
m_flNextShotTime = gpGlobals->curtime;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_ShotRegulator::EnableShooting( void )
{
m_bDisabled = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_ShotRegulator::DisableShooting( void )
{
m_bDisabled = true;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
BEGIN_SIMPLE_DATADESC( CAI_AccelDecay )
DEFINE_FIELD( m_velocity, FIELD_FLOAT ),
DEFINE_FIELD( m_maxVelocity, FIELD_FLOAT ),
DEFINE_FIELD( m_minVelocity, FIELD_FLOAT ),
DEFINE_FIELD( m_invDecay, FIELD_FLOAT ),
DEFINE_FIELD( m_decayTime, FIELD_FLOAT ),
DEFINE_FIELD( m_accel, FIELD_FLOAT ),
END_DATADESC()
void CAI_AccelDecay::SetParameters( float minVelocity, float maxVelocity, float accelPercentPerTick, float decelPercentPerTick )
{
m_minVelocity = minVelocity;
m_maxVelocity = maxVelocity;
m_accel = accelPercentPerTick;
m_invDecay = 1.0 - decelPercentPerTick;
m_decayTime = 0.0;
float d = 1.0;
int i = 0;
while (d * m_maxVelocity > m_minVelocity && i < 10)
{
d = d * m_invDecay;
m_decayTime = m_decayTime + 0.1 * d; // appox interval call
i++;
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
float CAI_AccelDecay::Update( float flCurrent, float flTarget, float flInterval )
{
float delta = flTarget - flCurrent;
float deltaSign = ( delta < 0 ) ? -1 : 1;
delta = fabsf( delta );
float curVelocity = m_velocity;
if ( delta > 0.01 )
{
if (fabsf( m_velocity ) < m_minVelocity)
m_velocity = m_minVelocity * deltaSign;
if (delta < m_velocity * deltaSign * m_decayTime )
{
m_velocity = m_velocity * m_invDecay;
if (delta < m_velocity * deltaSign * flInterval)
{
m_velocity = delta * deltaSign / flInterval;
}
}
else
{
m_velocity = m_velocity * (1.0f - m_accel) + m_maxVelocity * m_accel * deltaSign;
if (delta < m_velocity * deltaSign * m_decayTime)
{
m_velocity = delta * deltaSign / m_decayTime;
}
}
float newValue = flCurrent + (curVelocity + m_velocity) * 0.5 * flInterval;
return newValue;
}
return flTarget;
}
void CAI_AccelDecay::ResetVelocity( float flVelocity )
{
m_velocity = flVelocity;
}
void CAI_AccelDecay::SetMaxVelocity( float maxVelocity )
{
if (maxVelocity != m_maxVelocity)
{
SetParameters( m_minVelocity, maxVelocity, m_accel, 1.0 - m_invDecay );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
ConVar free_pass_peek_debug( "free_pass_peek_debug", "0" );
BEGIN_SIMPLE_DATADESC( AI_FreePassParams_t )
DEFINE_KEYFIELD( timeToTrigger, FIELD_FLOAT, "freepass_timetotrigger"),
DEFINE_KEYFIELD( duration, FIELD_FLOAT, "freepass_duration"),
DEFINE_KEYFIELD( moveTolerance, FIELD_FLOAT, "freepass_movetolerance"),
DEFINE_KEYFIELD( refillRate, FIELD_FLOAT, "freepass_refillrate"),
DEFINE_FIELD( coverDist, FIELD_FLOAT),
DEFINE_KEYFIELD( peekTime, FIELD_FLOAT, "freepass_peektime"),
DEFINE_FIELD( peekTimeAfterDamage, FIELD_FLOAT),
DEFINE_FIELD( peekEyeDist, FIELD_FLOAT),
DEFINE_FIELD( peekEyeDistZ, FIELD_FLOAT),
END_DATADESC()
BEGIN_SIMPLE_DATADESC( CAI_FreePass )
DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_FreePassTimeRemaining, FIELD_FLOAT ),
DEFINE_EMBEDDED( m_FreePassMoveMonitor ),
DEFINE_EMBEDDED( m_Params ),
END_DATADESC()
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_FreePass::Reset( float passTime, float moveTolerance )
{
CBaseEntity *pTarget = GetPassTarget();
if ( !pTarget || m_Params.duration < 0.1 )
return;
if ( passTime == -1 )
{
m_FreePassTimeRemaining = m_Params.duration;
}
else
{
m_FreePassTimeRemaining = passTime;
}
if ( moveTolerance == -1 )
{
m_FreePassMoveMonitor.SetMark( pTarget, m_Params.moveTolerance );
}
else
{
m_FreePassMoveMonitor.SetMark( pTarget, moveTolerance );
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_FreePass::Update( )
{
CBaseEntity *pTarget = GetPassTarget();
if ( !pTarget || m_Params.duration < 0.1 )
return;
//---------------------------------
//
// Free pass logic
//
AI_EnemyInfo_t *pTargetInfo = GetOuter()->GetEnemies()->Find( pTarget );
// This works with old data because need to do before base class so as to not choose as enemy
if ( !HasPass() )
{
float timePlayerLastSeen = (pTargetInfo) ? pTargetInfo->timeLastSeen : AI_INVALID_TIME;
float lastTimeDamagedBy = (pTargetInfo) ? pTargetInfo->timeLastReceivedDamageFrom : AI_INVALID_TIME;
if ( timePlayerLastSeen == AI_INVALID_TIME || gpGlobals->curtime - timePlayerLastSeen > .15 ) // If didn't see the player last think
{
trace_t tr;
UTIL_TraceLine( pTarget->EyePosition(), GetOuter()->EyePosition(), MASK_BLOCKLOS, GetOuter(), COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 && tr.m_pEnt != pTarget )
{
float dist = (tr.endpos - tr.startpos).Length() * tr.fraction;
if ( dist < m_Params.coverDist )
{
if ( ( timePlayerLastSeen == AI_INVALID_TIME || gpGlobals->curtime - timePlayerLastSeen > m_Params.timeToTrigger ) &&
( lastTimeDamagedBy == AI_INVALID_TIME || gpGlobals->curtime - lastTimeDamagedBy > m_Params.timeToTrigger ) )
{
m_FreePassTimeRemaining = m_Params.duration;
m_FreePassMoveMonitor.SetMark( pTarget, m_Params.moveTolerance );
}
}
}
}
}
else
{
float temp = m_FreePassTimeRemaining;
m_FreePassTimeRemaining = 0;
CAI_Senses *pSenses = GetOuter()->GetSenses();
bool bCanSee = ( pSenses && pSenses->ShouldSeeEntity( pTarget ) && pSenses->CanSeeEntity( pTarget ) );
m_FreePassTimeRemaining = temp;
if ( bCanSee )
{
if ( !m_FreePassMoveMonitor.TargetMoved( pTarget ) )
m_FreePassTimeRemaining -= 0.1;
else
Revoke( true );
}
else
{
m_FreePassTimeRemaining += 0.1 * m_Params.refillRate;
if ( m_FreePassTimeRemaining > m_Params.duration )
m_FreePassTimeRemaining = m_Params.duration;
m_FreePassMoveMonitor.SetMark( pTarget, m_Params.moveTolerance );
}
}
}
//---------------------------------------------------------
//---------------------------------------------------------
bool CAI_FreePass::HasPass()
{
return ( m_FreePassTimeRemaining > 0 );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_FreePass::Revoke( bool bUpdateMemory )
{
m_FreePassTimeRemaining = 0;
if ( bUpdateMemory && GetPassTarget() )
{
GetOuter()->UpdateEnemyMemory( GetPassTarget(), GetPassTarget()->GetAbsOrigin() );
}
}
//---------------------------------------------------------
//---------------------------------------------------------
bool CAI_FreePass::ShouldAllowFVisible(bool bBaseResult )
{
CBaseEntity * pTarget = GetPassTarget();
AI_EnemyInfo_t *pTargetInfo = GetOuter()->GetEnemies()->Find( pTarget );
if ( !bBaseResult || HasPass() )
return false;
bool bIsVisible = true;
// Peek logic
if ( m_Params.peekTime > 0.1 )
{
float lastTimeSeen = (pTargetInfo) ? pTargetInfo->timeLastSeen : AI_INVALID_TIME;
float lastTimeDamagedBy = (pTargetInfo) ? pTargetInfo->timeLastReceivedDamageFrom : AI_INVALID_TIME;
if ( ( lastTimeSeen == AI_INVALID_TIME || gpGlobals->curtime - lastTimeSeen > m_Params.peekTime ) &&
( lastTimeDamagedBy == AI_INVALID_TIME || gpGlobals->curtime - lastTimeDamagedBy > m_Params.peekTimeAfterDamage ) )
{
Vector vToTarget;
VectorSubtract( pTarget->EyePosition(), GetOuter()->EyePosition(), vToTarget );
vToTarget.z = 0.0f;
VectorNormalize( vToTarget );
Vector vecRight( -vToTarget.y, vToTarget.x, 0.0f );
trace_t tr;
UTIL_TraceLine( GetOuter()->EyePosition(), pTarget->EyePosition() + (vecRight * m_Params.peekEyeDist - Vector( 0, 0, m_Params.peekEyeDistZ )), MASK_BLOCKLOS, GetOuter(), COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 && tr.m_pEnt != pTarget )
{
if ( free_pass_peek_debug.GetBool() )
NDebugOverlay::Line( tr.startpos, tr.endpos - Vector( 0, 0, 2), 0, 255, 0, false, 0.1 );
bIsVisible = false;
}
if ( bIsVisible )
{
UTIL_TraceLine( GetOuter()->EyePosition(), pTarget->EyePosition() + (-vecRight * m_Params.peekEyeDist - Vector( 0, 0, m_Params.peekEyeDistZ )), MASK_BLOCKLOS, GetOuter(), COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 && tr.m_pEnt != pTarget )
{
if ( free_pass_peek_debug.GetBool() )
NDebugOverlay::Line( tr.startpos, tr.endpos - Vector( 0, 0, 2), 0, 255, 0, false, 0.1 );
bIsVisible = false;
}
}
}
if ( bIsVisible && free_pass_peek_debug.GetBool() )
NDebugOverlay::Line( GetOuter()->EyePosition(), pTarget->EyePosition() - Vector( 0, 0, 2), 255, 0, 0, false, 0.1 );
}
return bIsVisible;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CTraceFilterNav::CTraceFilterNav( CAI_BaseNPC *pProber, bool bIgnoreTransientEntities, const IServerEntity *passedict, int collisionGroup, bool bAllowPlayerAvoid ) :
CTraceFilterSimple( passedict, collisionGroup ),
m_pProber(pProber),
m_bIgnoreTransientEntities(bIgnoreTransientEntities),
m_bAllowPlayerAvoid(bAllowPlayerAvoid)
{
m_bCheckCollisionTable = g_EntityCollisionHash->IsObjectInHash( pProber );
}
//-----------------------------------------------------------------------------
bool CTraceFilterNav::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
IServerEntity *pServerEntity = (IServerEntity*)pHandleEntity;
CBaseEntity *pEntity = (CBaseEntity *)pServerEntity;
if ( m_pProber == pEntity )
return false;
if ( m_pProber->GetMoveProbe()->ShouldBrushBeIgnored( pEntity ) == true )
return false;
if ( m_bIgnoreTransientEntities && (pEntity->IsPlayer() || pEntity->IsNPC() ) )
return false;
//Adrian - If I'm flagged as using the new collision method, then ignore the player when trying
//to check if I can get somewhere.
if ( m_bAllowPlayerAvoid && m_pProber->ShouldPlayerAvoid() && pEntity->IsPlayer() )
return false;
if ( pEntity->IsNavIgnored() )
return false;
if ( m_bCheckCollisionTable )
{
if ( g_EntityCollisionHash->IsObjectPairInHash( m_pProber, pEntity ) )
return false;
}
if ( m_pProber->ShouldProbeCollideAgainstEntity( pEntity ) == false )
return false;
return CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask );
}