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14382 lines
410 KiB
14382 lines
410 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_basenpc.h"
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#include "fmtstr.h"
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#include "activitylist.h"
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#include "animation.h"
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#include "basecombatweapon.h"
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#include "soundent.h"
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#include "decals.h"
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#include "entitylist.h"
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#include "eventqueue.h"
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#include "entityapi.h"
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#include "bitstring.h"
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#include "gamerules.h" // For g_pGameRules
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#include "scripted.h"
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#include "worldsize.h"
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#include "game.h"
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#include "shot_manipulator.h"
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#ifdef HL2_DLL
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#include "ai_interactions.h"
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#include "hl2_gamerules.h"
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#endif // HL2_DLL
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#include "ai_network.h"
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#include "ai_networkmanager.h"
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#include "ai_pathfinder.h"
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#include "ai_node.h"
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#include "ai_default.h"
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#include "ai_schedule.h"
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#include "ai_task.h"
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#include "ai_hull.h"
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#include "ai_moveprobe.h"
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#include "ai_hint.h"
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#include "ai_navigator.h"
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#include "ai_senses.h"
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#include "ai_squadslot.h"
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#include "ai_memory.h"
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#include "ai_squad.h"
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#include "ai_localnavigator.h"
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#include "ai_tacticalservices.h"
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#include "ai_behavior.h"
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#include "ai_dynamiclink.h"
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#include "ai_criteria.h"
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#include "basegrenade_shared.h"
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#include "ammodef.h"
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#include "player.h"
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#include "sceneentity.h"
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#include "ndebugoverlay.h"
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#include "mathlib/mathlib.h"
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#include "bone_setup.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "tier1/strtools.h"
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#include "doors.h"
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#include "BasePropDoor.h"
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#include "saverestore_utlvector.h"
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#include "npcevent.h"
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#include "movevars_shared.h"
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#include "te_effect_dispatch.h"
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#include "globals.h"
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#include "saverestore_bitstring.h"
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#include "checksum_crc.h"
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#include "iservervehicle.h"
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#include "filters.h"
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#ifdef HL2_DLL
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#include "npc_bullseye.h"
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#include "hl2_player.h"
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#include "weapon_physcannon.h"
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#endif
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#include "waterbullet.h"
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#include "in_buttons.h"
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#include "eventlist.h"
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#include "globalstate.h"
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#include "physics_prop_ragdoll.h"
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#if defined( HL2_EP3 ) || defined( INFESTED_DLL )
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#include "physics_prop_statue.h"
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#endif
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#include "vphysics/friction.h"
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#include "physics_npc_solver.h"
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#include "death_pose.h"
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#include "datacache/imdlcache.h"
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#include "vstdlib/jobthread.h"
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#include "ai_addon.h"
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#ifdef HL2_EPISODIC
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#include "npc_alyx_episodic.h"
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#endif
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#ifdef PORTAL
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#include "portal_base2d_shared.h"
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#endif
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#include "env_debughistory.h"
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#include "collisionutils.h"
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extern ConVar sk_healthkit;
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// dvs: for opening doors -- these should probably not be here
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#include "ai_route.h"
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#include "ai_waypoint.h"
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#include "utlbuffer.h"
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#include "GameStats.h"
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#include "physics_prop_statue.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//#define DEBUG_LOOK
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bool RagdollManager_SaveImportant( CAI_BaseNPC *pNPC );
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#define MIN_PHYSICS_FLINCH_DAMAGE 5.0f
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#define NPC_GRENADE_FEAR_DIST 200
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#define MAX_GLASS_PENETRATION_DEPTH 16.0f
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#define FINDNAMEDENTITY_MAX_ENTITIES 32 // max number of entities to be considered for random entity selection in FindNamedEntity
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extern bool g_fDrawLines;
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extern short g_sModelIndexLaser; // holds the index for the laser beam
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extern short g_sModelIndexLaserDot; // holds the index for the laser beam dot
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// Debugging tools
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ConVar ai_no_select_box( "ai_no_select_box", "0" );
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ConVar ai_show_think_tolerance( "ai_show_think_tolerance", "0" );
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ConVar ai_debug_think_ticks( "ai_debug_think_ticks", "0" );
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ConVar ai_debug_doors( "ai_debug_doors", "0" );
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ConVar ai_debug_enemies( "ai_debug_enemies", "0" );
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ConVar ai_rebalance_thinks( "ai_rebalance_thinks", "1" );
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ConVar ai_use_efficiency( "ai_use_efficiency", "1" );
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ConVar ai_use_frame_think_limits( "ai_use_frame_think_limits", "1" );
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ConVar ai_default_efficient( "ai_default_efficient", ( IsGameConsole() ) ? "1" : "0" );
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ConVar ai_efficiency_override( "ai_efficiency_override", "0" );
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ConVar ai_debug_efficiency( "ai_debug_efficiency", "0" );
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ConVar ai_debug_dyninteractions( "ai_debug_dyninteractions", "0", FCVAR_NONE, "Debug the NPC dynamic interaction system." );
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ConVar ai_frametime_limit( "ai_frametime_limit", "50", FCVAR_NONE, "frametime limit for min efficiency AIE_NORMAL (in sec's)." );
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ConVar ai_use_think_optimizations( "ai_use_think_optimizations", "1" );
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ConVar ai_test_moveprobe_ignoresmall( "ai_test_moveprobe_ignoresmall", "0" );
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#ifdef HL2_EPISODIC
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extern ConVar ai_vehicle_avoidance;
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#endif // HL2_EPISODIC
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#ifndef _RETAIL
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#define ShouldUseEfficiency() ( ai_use_think_optimizations.GetBool() && ai_use_efficiency.GetBool() )
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#define ShouldUseFrameThinkLimits() ( ai_use_think_optimizations.GetBool() && ai_use_frame_think_limits.GetBool() )
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#define ShouldRebalanceThinks() ( ai_use_think_optimizations.GetBool() && ai_rebalance_thinks.GetBool() )
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#define ShouldDefaultEfficient() ( ai_use_think_optimizations.GetBool() && ai_default_efficient.GetBool() )
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#else
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#define ShouldUseEfficiency() ( true )
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#define ShouldUseFrameThinkLimits() ( true )
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#define ShouldRebalanceThinks() ( true )
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#define ShouldDefaultEfficient() ( true )
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#endif
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#ifndef _RETAIL
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#define DbgEnemyMsg if ( !ai_debug_enemies.GetBool() ) ; else DevMsg
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#else
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#define DbgEnemyMsg if ( 0 ) ; else DevMsg
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#endif
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#ifdef DEBUG_AI_FRAME_THINK_LIMITS
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#define DbgFrameLimitMsg DevMsg
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#else
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#define DbgFrameLimitMsg (void)
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#endif
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// NPC damage adjusters
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ConVar sk_npc_head( "sk_npc_head","2" );
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ConVar sk_npc_chest( "sk_npc_chest","1" );
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ConVar sk_npc_stomach( "sk_npc_stomach","1" );
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ConVar sk_npc_arm( "sk_npc_arm","1" );
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ConVar sk_npc_leg( "sk_npc_leg","1" );
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ConVar showhitlocation( "showhitlocation", "0" );
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// Squad debugging
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ConVar ai_debug_squads( "ai_debug_squads", "0" );
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ConVar ai_debug_loners( "ai_debug_loners", "0" );
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// Shoot trajectory
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ConVar ai_lead_time( "ai_lead_time","0.0" );
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ConVar ai_shot_stats( "ai_shot_stats", "0" );
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ConVar ai_shot_stats_term( "ai_shot_stats_term", "1000" );
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ConVar ai_shot_bias( "ai_shot_bias", "1.0" );
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ConVar ai_spread_defocused_cone_multiplier( "ai_spread_defocused_cone_multiplier","3.0" );
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ConVar ai_spread_cone_focus_time( "ai_spread_cone_focus_time","0.6" );
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ConVar ai_spread_pattern_focus_time( "ai_spread_pattern_focus_time","0.8" );
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ConVar ai_reaction_delay_idle( "ai_reaction_delay_idle","0.3" );
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ConVar ai_reaction_delay_alert( "ai_reaction_delay_alert", "0.1" );
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ConVar ai_strong_optimizations( "ai_strong_optimizations", ( IsGameConsole() ) ? "1" : "0" );
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bool AIStrongOpt( void )
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{
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return ai_strong_optimizations.GetBool();
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}
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//-----------------------------------------------------------------------------
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//
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// Crude frame timings
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//
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CFastTimer g_AIRunTimer;
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CFastTimer g_AIPostRunTimer;
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CFastTimer g_AIMoveTimer;
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CFastTimer g_AIConditionsTimer;
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CFastTimer g_AIPrescheduleThinkTimer;
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CFastTimer g_AIMaintainScheduleTimer;
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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CAI_Manager g_AI_Manager;
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//-------------------------------------
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CAI_Manager::CAI_Manager()
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{
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m_AIs.EnsureCapacity( MAX_AIS );
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}
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//-------------------------------------
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CAI_BaseNPC **CAI_Manager::AccessAIs()
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{
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if (m_AIs.Count())
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return &m_AIs[0];
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return NULL;
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}
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//-------------------------------------
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int CAI_Manager::NumAIs()
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{
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return m_AIs.Count();
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}
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//-------------------------------------
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void CAI_Manager::AddAI( CAI_BaseNPC *pAI )
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{
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m_AIs.AddToTail( pAI );
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}
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//-------------------------------------
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void CAI_Manager::RemoveAI( CAI_BaseNPC *pAI )
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{
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int i = m_AIs.Find( pAI );
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if ( i != -1 )
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m_AIs.FastRemove( i );
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}
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//-----------------------------------------------------------------------------
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// ================================================================
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// Init static data
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// ================================================================
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int CAI_BaseNPC::m_nDebugBits = 0;
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CAI_BaseNPC* CAI_BaseNPC::m_pDebugNPC = NULL;
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int CAI_BaseNPC::m_nDebugPauseIndex = -1;
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CAI_ClassScheduleIdSpace CAI_BaseNPC::gm_ClassScheduleIdSpace( true );
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CAI_GlobalScheduleNamespace CAI_BaseNPC::gm_SchedulingSymbols;
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CAI_LocalIdSpace CAI_BaseNPC::gm_SquadSlotIdSpace( true );
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string_t CAI_BaseNPC::gm_iszPlayerSquad;
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int CAI_BaseNPC::gm_iNextThinkRebalanceTick;
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float CAI_BaseNPC::gm_flTimeLastSpawn;
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int CAI_BaseNPC::gm_nSpawnedThisFrame;
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CSimpleSimTimer CAI_BaseNPC::m_AnyUpdateEnemyPosTimer;
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//
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// Deferred Navigation calls go here
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//
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CPostFrameNavigationHook g_PostFrameNavigationHook;
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CPostFrameNavigationHook *PostFrameNavigationSystem( void )
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{
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return &g_PostFrameNavigationHook;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CPostFrameNavigationHook::Init( void )
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{
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m_Functors.Purge();
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m_bGameFrameRunning = false;
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return true;
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}
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// Main query job
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CJob *g_pQueuedNavigationQueryJob = NULL;
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static void ProcessNavigationQueries( CFunctor **pData, unsigned int nCount )
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{
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// Run all queued navigation on a separate thread
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for ( int i = 0; i < nCount; i++ )
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{
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(*pData[i])();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPostFrameNavigationHook::FrameUpdatePreEntityThink( void )
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{
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// If the thread is executing, then wait for it to finish
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if ( g_pQueuedNavigationQueryJob )
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{
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g_pQueuedNavigationQueryJob->WaitForFinishAndRelease();
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g_pQueuedNavigationQueryJob = NULL;
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m_Functors.Purge();
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}
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if ( ai_post_frame_navigation.GetBool() == false )
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return;
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SetGrameFrameRunning( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Now that the game frame has collected all the navigation queries, service them
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//-----------------------------------------------------------------------------
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void CPostFrameNavigationHook::FrameUpdatePostEntityThink( void )
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{
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if ( ai_post_frame_navigation.GetBool() == false )
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return;
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// The guts of the NPC will check against this to decide whether or not to queue its navigation calls
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SetGrameFrameRunning( false );
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// Throw this off to a thread job
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g_pQueuedNavigationQueryJob = ThreadExecute( &ProcessNavigationQueries, m_Functors.Base(), m_Functors.Count() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Queue up our navigation call
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//-----------------------------------------------------------------------------
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void CPostFrameNavigationHook::EnqueueEntityNavigationQuery( CAI_BaseNPC *pNPC, CFunctor *pFunctor )
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{
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if ( ai_post_frame_navigation.GetBool() == false )
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return;
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m_Functors.AddToTail( pFunctor );
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pNPC->SetNavigationDeferred( true );
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}
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//
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// Deferred Navigation calls go here
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//
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// ================================================================
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// Class Methods
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// ================================================================
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//-------------------------------------
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void CAI_BaseNPC::AddBehavior( CAI_BehaviorBase *pBehavior )
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{
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#ifdef DEBUG
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Assert( m_Behaviors.Find( pBehavior ) == m_Behaviors.InvalidIndex() );
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for ( int i = 0; i < m_Behaviors.Count(); i++)
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{
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Assert( typeid(*m_Behaviors[i]) != typeid(*pBehavior) );
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}
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#endif
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m_Behaviors.AddToTail( pBehavior );
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pBehavior->SetOuter( this );
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pBehavior->SetBackBridge( this );
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}
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//-------------------------------------
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void CAI_BaseNPC::RemoveAndDestroyBehavior( CAI_BehaviorBase *pBehavior )
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{
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#ifdef DEBUG
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bool bFound = false;
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for ( int i = 0; i < m_Behaviors.Count(); i++)
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{
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if ( typeid(*m_Behaviors[i]) == typeid(*pBehavior) )
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{
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bFound = true;
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break;
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}
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}
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Assert( bFound && !pBehavior->IsRunning() );
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#endif
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m_Behaviors.FindAndRemove( pBehavior );
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delete pBehavior;
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}
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//-------------------------------------
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bool CAI_BaseNPC::BehaviorSelectSchedule()
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{
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for ( int i = 0; i < m_Behaviors.Count(); i++ )
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{
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if ( m_Behaviors[i]->CanSelectSchedule() && ShouldBehaviorSelectSchedule( m_Behaviors[i] ) )
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{
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DeferSchedulingToBehavior( m_Behaviors[i] );
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return true;
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}
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}
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DeferSchedulingToBehavior( NULL );
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return false;
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}
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//------------------------------------
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void CAI_BaseNPC::SetPrimaryBehavior( CAI_BehaviorBase *pNewBehavior )
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{
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bool change = ( m_pPrimaryBehavior != pNewBehavior );
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CAI_BehaviorBase *pOldBehavior = m_pPrimaryBehavior;
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m_pPrimaryBehavior = pNewBehavior;
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if ( change )
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{
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if ( m_pPrimaryBehavior )
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{
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m_pPrimaryBehavior->BeginScheduleSelection();
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g_bBehaviorHost_PreventBaseClassGatherConditions = true;
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m_pPrimaryBehavior->GatherConditions();
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g_bBehaviorHost_PreventBaseClassGatherConditions = false;
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}
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if ( pOldBehavior )
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{
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pOldBehavior->EndScheduleSelection();
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VacateStrategySlot();
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}
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OnChangeRunningBehavior( pOldBehavior, pNewBehavior );
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}
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}
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//-------------------------------------
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bool CAI_BaseNPC::OnBehaviorChangeStatus( CAI_BehaviorBase *pBehavior, bool fCanFinishSchedule )
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{
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if ( pBehavior == GetPrimaryBehavior() && !pBehavior->CanSelectSchedule() && !fCanFinishSchedule )
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{
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DeferSchedulingToBehavior( NULL );
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return true;
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}
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return false;
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}
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//-------------------------------------
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CAI_BehaviorBase *CAI_BaseNPC::DeferSchedulingToBehavior( CAI_BehaviorBase *pNewBehavior )
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{
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CAI_BehaviorBase *pOldBehavior = m_pPrimaryBehavior;
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SetPrimaryBehavior( pNewBehavior );
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return pOldBehavior;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Static debug function to clear schedules for all NPCS
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CAI_BaseNPC::ClearAllSchedules(void)
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{
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CAI_BaseNPC *npc = gEntList.NextEntByClass( (CAI_BaseNPC *)NULL );
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while (npc)
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{
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npc->ClearSchedule( "CAI_BaseNPC::ClearAllSchedules" );
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npc->GetNavigator()->ClearGoal();
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npc = gEntList.NextEntByClass(npc);
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}
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}
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// ==============================================================================
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CAI_BaseNPC::Event_Gibbed( const CTakeDamageInfo &info )
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{
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bool gibbed = CorpseGib( info );
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if ( gibbed )
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{
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// don't remove players!
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UTIL_Remove( this );
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SetThink( NULL ); //We're going away, so don't think anymore.
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}
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else
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{
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CorpseFade();
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}
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return gibbed;
|
|
}
|
|
|
|
//=========================================================
|
|
// GetFlinchActivity - determines the best type of flinch
|
|
// anim to play.
|
|
//=========================================================
|
|
Activity CAI_BaseNPC::GetFlinchActivity( bool bHeavyDamage, bool bGesture )
|
|
{
|
|
Activity flinchActivity;
|
|
|
|
switch ( LastHitGroup() )
|
|
{
|
|
// pick a region-specific flinch
|
|
case HITGROUP_HEAD:
|
|
flinchActivity = bGesture ? ACT_GESTURE_FLINCH_HEAD : ACT_FLINCH_HEAD;
|
|
break;
|
|
case HITGROUP_STOMACH:
|
|
flinchActivity = bGesture ? ACT_GESTURE_FLINCH_STOMACH : ACT_FLINCH_STOMACH;
|
|
break;
|
|
case HITGROUP_LEFTARM:
|
|
flinchActivity = bGesture ? ACT_GESTURE_FLINCH_LEFTARM : ACT_FLINCH_LEFTARM;
|
|
break;
|
|
case HITGROUP_RIGHTARM:
|
|
flinchActivity = bGesture ? ACT_GESTURE_FLINCH_RIGHTARM : ACT_FLINCH_RIGHTARM;
|
|
break;
|
|
case HITGROUP_LEFTLEG:
|
|
flinchActivity = bGesture ? ACT_GESTURE_FLINCH_LEFTLEG : ACT_FLINCH_LEFTLEG;
|
|
break;
|
|
case HITGROUP_RIGHTLEG:
|
|
flinchActivity = bGesture ? ACT_GESTURE_FLINCH_RIGHTLEG : ACT_FLINCH_RIGHTLEG;
|
|
break;
|
|
case HITGROUP_CHEST:
|
|
flinchActivity = bGesture ? ACT_GESTURE_FLINCH_CHEST : ACT_FLINCH_CHEST;
|
|
break;
|
|
case HITGROUP_GEAR:
|
|
case HITGROUP_GENERIC:
|
|
default:
|
|
// just get a generic flinch.
|
|
if ( bHeavyDamage )
|
|
{
|
|
flinchActivity = bGesture ? ACT_GESTURE_BIG_FLINCH : ACT_BIG_FLINCH;
|
|
}
|
|
else
|
|
{
|
|
flinchActivity = bGesture ? ACT_GESTURE_SMALL_FLINCH : ACT_SMALL_FLINCH;
|
|
}
|
|
break;
|
|
}
|
|
|
|
// do we have a sequence for the ideal activity?
|
|
if ( SelectWeightedSequence ( flinchActivity ) == ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
if ( bHeavyDamage )
|
|
{
|
|
flinchActivity = bGesture ? ACT_GESTURE_BIG_FLINCH : ACT_BIG_FLINCH;
|
|
|
|
// If we fail at finding a big flinch, resort to a small one
|
|
if ( SelectWeightedSequence ( flinchActivity ) == ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
flinchActivity = bGesture ? ACT_GESTURE_SMALL_FLINCH : ACT_SMALL_FLINCH;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
flinchActivity = bGesture ? ACT_GESTURE_SMALL_FLINCH : ACT_SMALL_FLINCH;
|
|
}
|
|
}
|
|
|
|
return flinchActivity;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput )
|
|
{
|
|
if ( !m_bDidDeathCleanup )
|
|
{
|
|
m_bDidDeathCleanup = true;
|
|
|
|
if ( m_NPCState == NPC_STATE_SCRIPT && m_hCine )
|
|
{
|
|
// bail out of this script here
|
|
m_hCine->CancelScript();
|
|
// now keep going with the death code
|
|
}
|
|
|
|
if ( GetHintNode() )
|
|
{
|
|
GetHintNode()->Unlock();
|
|
SetHintNode( NULL );
|
|
}
|
|
|
|
if( bFireDeathOutput )
|
|
{
|
|
m_OnDeath.FireOutput( pCulprit, this );
|
|
}
|
|
|
|
// Vacate any strategy slot I might have
|
|
VacateStrategySlot();
|
|
|
|
// Remove from squad if in one
|
|
if (m_pSquad)
|
|
{
|
|
// If I'm in idle it means that I didn't see who killed me
|
|
// and my squad is still in idle state. Tell squad we have
|
|
// an enemy to wake them up and put the enemy position at
|
|
// my death position
|
|
if ( m_NPCState == NPC_STATE_IDLE && pCulprit)
|
|
{
|
|
// If we already have some danger memory, don't do this cheat
|
|
if ( GetEnemies()->GetDangerMemory() == NULL )
|
|
{
|
|
UpdateEnemyMemory( pCulprit, GetAbsOrigin() );
|
|
}
|
|
}
|
|
|
|
// Remove from squad
|
|
m_pSquad->RemoveFromSquad(this, true);
|
|
m_pSquad = NULL;
|
|
}
|
|
|
|
RemoveActorFromScriptedScenes( this, false /*all scenes*/ );
|
|
}
|
|
else
|
|
DevMsg( "Unexpected double-death-cleanup\n" );
|
|
}
|
|
|
|
void CAI_BaseNPC::SelectDeathPose( const CTakeDamageInfo &info )
|
|
{
|
|
if ( !GetModelPtr() || (info.GetDamageType() & DMG_PREVENT_PHYSICS_FORCE) )
|
|
return;
|
|
|
|
if ( ShouldPickADeathPose() == false )
|
|
return;
|
|
|
|
Activity aActivity = ACT_INVALID;
|
|
int iDeathFrame = 0;
|
|
|
|
SelectDeathPoseActivityAndFrame( this, info, LastHitGroup(), aActivity, iDeathFrame );
|
|
if ( aActivity == ACT_INVALID )
|
|
{
|
|
SetDeathPose( ACT_INVALID );
|
|
SetDeathPoseFrame( 0 );
|
|
return;
|
|
}
|
|
|
|
SetDeathPose( SelectWeightedSequence( aActivity ) );
|
|
SetDeathPoseFrame( iDeathFrame );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::Event_Killed( const CTakeDamageInfo &info )
|
|
{
|
|
if (IsCurSchedule(SCHED_NPC_FREEZE))
|
|
{
|
|
// We're frozen; don't die.
|
|
return;
|
|
}
|
|
|
|
Wake( false );
|
|
|
|
//Adrian: Select a death pose to extrapolate the ragdoll's velocity.
|
|
SelectDeathPose( info );
|
|
|
|
m_lifeState = LIFE_DYING;
|
|
|
|
CleanupOnDeath( info.GetAttacker() );
|
|
|
|
StopLoopingSounds();
|
|
DeathSound( info );
|
|
|
|
if ( ( GetFlags() & FL_NPC ) && ( ShouldGib( info ) == false ) )
|
|
{
|
|
SetTouch( NULL );
|
|
}
|
|
|
|
BaseClass::Event_Killed( info );
|
|
|
|
if ( m_bFadeCorpse )
|
|
{
|
|
m_bImportanRagdoll = RagdollManager_SaveImportant( this );
|
|
}
|
|
|
|
// Make sure this condition is fired too (OnTakeDamage breaks out before this happens on death)
|
|
SetCondition( COND_LIGHT_DAMAGE );
|
|
SetIdealState( NPC_STATE_DEAD );
|
|
|
|
// Some characters rely on getting a state transition, even to death.
|
|
// zombies, for instance. When a character becomes a ragdoll, their
|
|
// server entity ceases to think, so we have to set the dead state here
|
|
// because the AI code isn't going to pick up the change on the next think
|
|
// for us.
|
|
|
|
// Adrian - Only set this if we are going to become a ragdoll. We still want to
|
|
// select SCHED_DIE or do something special when this NPC dies and we wont
|
|
// catch the change of state if we set this to whatever the ideal state is.
|
|
if ( CanBecomeRagdoll() || IsRagdoll() )
|
|
SetState( NPC_STATE_DEAD );
|
|
|
|
// If the remove-no-ragdoll flag is set in the damage type, we're being
|
|
// told to remove ourselves immediately on death. This is used when something
|
|
// else has some special reason for us to vanish instead of creating a ragdoll.
|
|
// i.e. The barnacle does this because it's already got a ragdoll for us.
|
|
if ( info.GetDamageType() & DMG_REMOVENORAGDOLL )
|
|
{
|
|
if ( !IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) )
|
|
{
|
|
// Go away
|
|
RemoveDeferred();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner )
|
|
{
|
|
BaseClass::Ignite( flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner );
|
|
|
|
#ifdef HL2_EPISODIC
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
if ( pPlayer && pPlayer->IRelationType( this ) != D_LI )
|
|
{
|
|
CNPC_Alyx *alyx = CNPC_Alyx::GetAlyx();
|
|
|
|
if ( alyx )
|
|
{
|
|
alyx->EnemyIgnited( this );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
ConVar ai_block_damage( "ai_block_damage","0" );
|
|
|
|
bool CAI_BaseNPC::PassesDamageFilter( const CTakeDamageInfo &info )
|
|
{
|
|
if ( ai_block_damage.GetBool() )
|
|
return false;
|
|
// FIXME: hook a friendly damage filter to the npc instead?
|
|
if ( (CapabilitiesGet() & bits_CAP_FRIENDLY_DMG_IMMUNE) && info.GetAttacker() && info.GetAttacker() != this )
|
|
{
|
|
// check attackers relationship with me
|
|
CBaseCombatCharacter *npcEnemy = info.GetAttacker()->MyCombatCharacterPointer();
|
|
bool bHitByVehicle = false;
|
|
if ( !npcEnemy )
|
|
{
|
|
if ( info.GetAttacker()->GetServerVehicle() )
|
|
{
|
|
bHitByVehicle = true;
|
|
}
|
|
}
|
|
|
|
if ( bHitByVehicle || (npcEnemy && npcEnemy->IRelationType( this ) == D_LI) )
|
|
{
|
|
m_fNoDamageDecal = true;
|
|
|
|
if ( npcEnemy && npcEnemy->IsPlayer() )
|
|
{
|
|
m_OnDamagedByPlayer.FireOutput( info.GetAttacker(), this );
|
|
// This also counts as being harmed by player's squad.
|
|
m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ( !BaseClass::PassesDamageFilter( info ) )
|
|
{
|
|
m_fNoDamageDecal = true;
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
|
{
|
|
Forget( bits_MEMORY_INCOVER );
|
|
|
|
bool bIsBelowHalfHealthBefore = ( m_iHealth <= ( m_iMaxHealth / 2 ) );
|
|
|
|
if ( !BaseClass::OnTakeDamage_Alive( info ) )
|
|
return 0;
|
|
|
|
if ( GetSleepState() == AISS_WAITING_FOR_THREAT )
|
|
Wake();
|
|
|
|
// NOTE: This must happen after the base class is called; we need to reduce
|
|
// health before the pain sound, since some NPCs use the final health
|
|
// level as a modifier to determine which pain sound to use.
|
|
|
|
// REVISIT: Combine soldiers shoot each other a lot and then talk about it
|
|
// this improves that case a bunch, but it seems kind of harsh.
|
|
if ( !m_pSquad || !m_pSquad->SquadIsMember( info.GetAttacker() ) )
|
|
{
|
|
PainSound( info );// "Ouch!"
|
|
}
|
|
|
|
// See if we're running a dynamic interaction that should break when I am damaged.
|
|
if ( IsActiveDynamicInteraction() )
|
|
{
|
|
ScriptedNPCInteraction_t *pInteraction = GetRunningDynamicInteraction();
|
|
if ( pInteraction->iLoopBreakTriggerMethod & SNPCINT_LOOPBREAK_ON_DAMAGE )
|
|
{
|
|
// Can only break when we're in the action anim
|
|
if ( m_hCine->IsPlayingAction() )
|
|
{
|
|
m_hCine->StopActionLoop( true );
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we're not allowed to die, refuse to die
|
|
// Allow my interaction partner to kill me though
|
|
if ( m_iHealth <= 0 && HasInteractionCantDie() && info.GetAttacker() != m_hInteractionPartner )
|
|
{
|
|
m_iHealth = 1;
|
|
}
|
|
|
|
#if 0
|
|
// HACKHACK Don't kill npcs in a script. Let them break their scripts first
|
|
// THIS is a Half-Life 1 hack that's not cutting the mustard in the scripts
|
|
// that have been authored for Half-Life 2 thus far. (sjb)
|
|
if ( m_NPCState == NPC_STATE_SCRIPT )
|
|
{
|
|
SetCondition( COND_LIGHT_DAMAGE );
|
|
}
|
|
#endif
|
|
|
|
// -----------------------------------
|
|
// Fire outputs
|
|
// -----------------------------------
|
|
if ( m_flLastDamageTime != gpGlobals->curtime )
|
|
{
|
|
// only fire once per frame
|
|
m_OnDamaged.FireOutput( info.GetAttacker(), this);
|
|
|
|
if( info.GetAttacker() && info.GetAttacker()->IsPlayer() )
|
|
{
|
|
m_OnDamagedByPlayer.FireOutput( info.GetAttacker(), this );
|
|
|
|
// This also counts as being harmed by player's squad.
|
|
m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this );
|
|
}
|
|
else
|
|
{
|
|
// See if the person that injured me is an NPC.
|
|
CAI_BaseNPC *pAttacker = dynamic_cast<CAI_BaseNPC *>( info.GetAttacker() );
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
|
|
if( pAttacker && pAttacker->IsAlive() && pPlayer )
|
|
{
|
|
if( pAttacker->GetSquad() != NULL && pAttacker->IsInPlayerSquad() )
|
|
{
|
|
m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if( (info.GetDamageType() & DMG_CRUSH) && !(info.GetDamageType() & DMG_PHYSGUN) && info.GetDamage() >= MIN_PHYSICS_FLINCH_DAMAGE )
|
|
{
|
|
SetCondition( COND_PHYSICS_DAMAGE );
|
|
}
|
|
|
|
if ( !bIsBelowHalfHealthBefore && ( m_iHealth <= ( m_iMaxHealth / 2 ) ) )
|
|
{
|
|
m_OnHalfHealth.FireOutput( info.GetAttacker(), this );
|
|
}
|
|
|
|
// react to the damage (get mad)
|
|
if ( ( (GetFlags() & FL_NPC) == 0 ) || !info.GetAttacker() )
|
|
return 1;
|
|
|
|
// If the attacker was an NPC or client update my position memory
|
|
if ( info.GetAttacker()->GetFlags() & (FL_NPC | FL_CLIENT) )
|
|
{
|
|
// ------------------------------------------------------------------
|
|
// DO NOT CHANGE THIS CODE W/O CONSULTING
|
|
// Only update information about my attacker I don't see my attacker
|
|
// ------------------------------------------------------------------
|
|
if ( !FInViewCone( info.GetAttacker() ) || !FVisible( info.GetAttacker() ) )
|
|
{
|
|
// -------------------------------------------------------------
|
|
// If I have an inflictor (enemy / grenade) update memory with
|
|
// position of inflictor, otherwise update with an position
|
|
// estimate for where the attack came from
|
|
// ------------------------------------------------------
|
|
Vector vAttackPos;
|
|
if (info.GetInflictor())
|
|
{
|
|
vAttackPos = info.GetInflictor()->GetAbsOrigin();
|
|
}
|
|
else
|
|
{
|
|
vAttackPos = (GetAbsOrigin() + ( g_vecAttackDir * 64 ));
|
|
}
|
|
|
|
|
|
// ----------------------------------------------------------------
|
|
// If I already have an enemy, assume that the attack
|
|
// came from the enemy and update my enemy's position
|
|
// unless I already know about the attacker or I can see my enemy
|
|
// ----------------------------------------------------------------
|
|
if ( GetEnemy() != NULL &&
|
|
!GetEnemies()->HasMemory( info.GetAttacker() ) &&
|
|
!HasCondition(COND_SEE_ENEMY) )
|
|
{
|
|
UpdateEnemyMemory(GetEnemy(), vAttackPos, GetEnemy());
|
|
}
|
|
// ----------------------------------------------------------------
|
|
// If I already know about this enemy, update his position
|
|
// ----------------------------------------------------------------
|
|
else if (GetEnemies()->HasMemory( info.GetAttacker() ))
|
|
{
|
|
UpdateEnemyMemory(info.GetAttacker(), vAttackPos);
|
|
}
|
|
// -----------------------------------------------------------------
|
|
// Otherwise just note the position, but don't add enemy to my list
|
|
// -----------------------------------------------------------------
|
|
else
|
|
{
|
|
UpdateEnemyMemory(NULL, vAttackPos);
|
|
}
|
|
}
|
|
|
|
// add pain to the conditions
|
|
if ( IsLightDamage( info ) )
|
|
{
|
|
SetCondition( COND_LIGHT_DAMAGE );
|
|
}
|
|
if ( IsHeavyDamage( info ) )
|
|
{
|
|
SetCondition( COND_HEAVY_DAMAGE );
|
|
}
|
|
|
|
ForceGatherConditions();
|
|
|
|
// Keep track of how much consecutive damage I have recieved
|
|
if ((gpGlobals->curtime - m_flLastDamageTime) < 1.0)
|
|
{
|
|
m_flSumDamage += info.GetDamage();
|
|
}
|
|
else
|
|
{
|
|
m_flSumDamage = info.GetDamage();
|
|
}
|
|
m_flLastDamageTime = gpGlobals->curtime;
|
|
if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() )
|
|
m_flLastPlayerDamageTime = gpGlobals->curtime;
|
|
GetEnemies()->OnTookDamageFrom( info.GetAttacker() );
|
|
|
|
if (m_flSumDamage > m_iMaxHealth*0.3)
|
|
{
|
|
SetCondition(COND_REPEATED_DAMAGE);
|
|
}
|
|
|
|
NotifyFriendsOfDamage( info.GetAttacker() );
|
|
}
|
|
|
|
// ---------------------------------------------------------------
|
|
// Insert a combat sound so that nearby NPCs know I've been hit
|
|
// ---------------------------------------------------------------
|
|
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 1024, 0.5, this, SOUNDENT_CHANNEL_INJURY );
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// OnTakeDamage_Dying - takedamage function called when a npc's
|
|
// corpse is damaged.
|
|
//=========================================================
|
|
int CAI_BaseNPC::OnTakeDamage_Dying( const CTakeDamageInfo &info )
|
|
{
|
|
if ( info.GetDamageType() & DMG_PLASMA )
|
|
{
|
|
if ( m_takedamage != DAMAGE_EVENTS_ONLY )
|
|
{
|
|
m_iHealth -= info.GetDamage();
|
|
|
|
if (m_iHealth < -500)
|
|
{
|
|
UTIL_Remove(this);
|
|
}
|
|
}
|
|
}
|
|
return BaseClass::OnTakeDamage_Dying( info );
|
|
}
|
|
|
|
//=========================================================
|
|
// OnTakeDamage_Dead - takedamage function called when a npc's
|
|
// corpse is damaged.
|
|
//=========================================================
|
|
int CAI_BaseNPC::OnTakeDamage_Dead( const CTakeDamageInfo &info )
|
|
{
|
|
Vector vecDir;
|
|
|
|
// grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit).
|
|
vecDir = vec3_origin;
|
|
if ( info.GetInflictor() )
|
|
{
|
|
vecDir = info.GetInflictor()->WorldSpaceCenter() - Vector ( 0, 0, 10 ) - WorldSpaceCenter();
|
|
VectorNormalize( vecDir );
|
|
g_vecAttackDir = vecDir;
|
|
}
|
|
|
|
#if 0// turn this back on when the bounding box issues are resolved.
|
|
|
|
SetGroundEntity( NULL );
|
|
GetLocalOrigin().z += 1;
|
|
|
|
// let the damage scoot the corpse around a bit.
|
|
if ( info.GetInflictor() && (info.GetAttacker()->GetSolid() != SOLID_TRIGGER) )
|
|
{
|
|
ApplyAbsVelocityImpulse( vecDir * -DamageForce( flDamage ) );
|
|
}
|
|
|
|
#endif
|
|
|
|
// kill the corpse if enough damage was done to destroy the corpse and the damage is of a type that is allowed to destroy the corpse.
|
|
if ( g_pGameRules->Damage_ShouldGibCorpse( info.GetDamageType() ) )
|
|
{
|
|
// Accumulate corpse gibbing damage, so you can gib with multiple hits
|
|
if ( m_takedamage != DAMAGE_EVENTS_ONLY )
|
|
{
|
|
m_iHealth -= info.GetDamage() * 0.1;
|
|
}
|
|
}
|
|
|
|
if ( info.GetDamageType() & DMG_PLASMA )
|
|
{
|
|
if ( m_takedamage != DAMAGE_EVENTS_ONLY )
|
|
{
|
|
m_iHealth -= info.GetDamage();
|
|
|
|
if (m_iHealth < -500)
|
|
{
|
|
UTIL_Remove(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::NotifyFriendsOfDamage( CBaseEntity *pAttackerEntity )
|
|
{
|
|
CAI_BaseNPC *pAttacker = pAttackerEntity->MyNPCPointer();
|
|
if ( pAttacker )
|
|
{
|
|
const Vector &origin = GetAbsOrigin();
|
|
for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
|
|
{
|
|
const float NEAR_Z = 10*12;
|
|
const float NEAR_XY_SQ = Square( 50*12 );
|
|
CAI_BaseNPC *pNpc = g_AI_Manager.AccessAIs()[i];
|
|
if ( pNpc && pNpc != this )
|
|
{
|
|
const Vector &originNpc = pNpc->GetAbsOrigin();
|
|
if ( fabsf( originNpc.z - origin.z ) < NEAR_Z )
|
|
{
|
|
if ( (originNpc.AsVector2D() - origin.AsVector2D()).LengthSqr() < NEAR_XY_SQ )
|
|
{
|
|
if ( pNpc->GetSquad() == GetSquad() || IRelationType( pNpc ) == D_LI )
|
|
pNpc->OnFriendDamaged( this, pAttacker );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker )
|
|
{
|
|
if ( GetSleepState() != AISS_WAITING_FOR_INPUT )
|
|
{
|
|
float distSqToThreat = ( GetAbsOrigin() - pAttacker->GetAbsOrigin() ).LengthSqr();
|
|
|
|
if ( GetSleepState() != AISS_AWAKE && distSqToThreat < Square( 20 * 12 ) )
|
|
Wake();
|
|
|
|
if ( distSqToThreat < Square( 50 * 12 ) )
|
|
ForceGatherConditions();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::IsLightDamage( const CTakeDamageInfo &info )
|
|
{
|
|
// ALL nonzero damage is light damage! Mask off COND_LIGHT_DAMAGE if you want to ignore light damage.
|
|
return ( info.GetDamage() > 0 );
|
|
}
|
|
|
|
bool CAI_BaseNPC::IsHeavyDamage( const CTakeDamageInfo &info )
|
|
{
|
|
return ( info.GetDamage() > 20 );
|
|
}
|
|
|
|
void CAI_BaseNPC::DoRadiusDamage( const CTakeDamageInfo &info, int iClassIgnore, CBaseEntity *pEntityIgnore )
|
|
{
|
|
RadiusDamage( info, GetAbsOrigin(), info.GetDamage() * 2.5, iClassIgnore, pEntityIgnore );
|
|
}
|
|
|
|
|
|
void CAI_BaseNPC::DoRadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, int iClassIgnore, CBaseEntity *pEntityIgnore )
|
|
{
|
|
RadiusDamage( info, vecSrc, info.GetDamage() * 2.5, iClassIgnore, pEntityIgnore );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set the contents types that are solid by default to all NPCs
|
|
//-----------------------------------------------------------------------------
|
|
unsigned int CAI_BaseNPC::PhysicsSolidMaskForEntity( void ) const
|
|
{
|
|
return MASK_NPCSOLID;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::DecalTrace( trace_t *pTrace, char const *decalName )
|
|
{
|
|
if ( m_fNoDamageDecal )
|
|
{
|
|
m_fNoDamageDecal = false;
|
|
// @Note (toml 04-23-03): e3, don't decal face on damage if still alive
|
|
return;
|
|
}
|
|
BaseClass::DecalTrace( pTrace, decalName );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::ImpactTrace( trace_t *pTrace, int iDamageType, char *pCustomImpactName )
|
|
{
|
|
if ( m_fNoDamageDecal )
|
|
{
|
|
m_fNoDamageDecal = false;
|
|
// @Note (toml 04-23-03): e3, don't decal face on damage if still alive
|
|
return;
|
|
}
|
|
BaseClass::ImpactTrace( pTrace, iDamageType, pCustomImpactName );
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
// Return the number by which to multiply incoming damage
|
|
// based on the hitgroup it hits. This exists mainly so
|
|
// that individual NPC's can have more or less resistance
|
|
// to damage done to certain hitgroups.
|
|
//---------------------------------------------------------
|
|
float CAI_BaseNPC::GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info )
|
|
{
|
|
switch( iHitGroup )
|
|
{
|
|
case HITGROUP_GENERIC:
|
|
return 1.0f;
|
|
|
|
case HITGROUP_HEAD:
|
|
return sk_npc_head.GetFloat();
|
|
|
|
case HITGROUP_CHEST:
|
|
return sk_npc_chest.GetFloat();
|
|
|
|
case HITGROUP_STOMACH:
|
|
return sk_npc_stomach.GetFloat();
|
|
|
|
case HITGROUP_LEFTARM:
|
|
case HITGROUP_RIGHTARM:
|
|
return sk_npc_arm.GetFloat();
|
|
|
|
case HITGROUP_LEFTLEG:
|
|
case HITGROUP_RIGHTLEG:
|
|
return sk_npc_leg.GetFloat();
|
|
|
|
default:
|
|
return 1.0f;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// TraceAttack
|
|
//=========================================================
|
|
void CAI_BaseNPC::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
|
|
{
|
|
m_fNoDamageDecal = false;
|
|
if ( m_takedamage == DAMAGE_NO )
|
|
return;
|
|
|
|
CTakeDamageInfo subInfo = info;
|
|
|
|
SetLastHitGroup( ptr->hitgroup );
|
|
m_nForceBone = ptr->physicsbone; // save this bone for physics forces
|
|
|
|
Assert( m_nForceBone > -255 && m_nForceBone < 256 );
|
|
|
|
bool bDebug = showhitlocation.GetBool();
|
|
|
|
switch ( ptr->hitgroup )
|
|
{
|
|
case HITGROUP_GENERIC:
|
|
if( bDebug ) DevMsg("Hit Location: Generic\n");
|
|
break;
|
|
|
|
// hit gear, react but don't bleed
|
|
case HITGROUP_GEAR:
|
|
subInfo.SetDamage( 0.01 );
|
|
ptr->hitgroup = HITGROUP_GENERIC;
|
|
if( bDebug ) DevMsg("Hit Location: Gear\n");
|
|
break;
|
|
|
|
case HITGROUP_HEAD:
|
|
subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
|
|
if( bDebug ) DevMsg("Hit Location: Head\n");
|
|
break;
|
|
|
|
case HITGROUP_CHEST:
|
|
subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
|
|
if( bDebug ) DevMsg("Hit Location: Chest\n");
|
|
break;
|
|
|
|
case HITGROUP_STOMACH:
|
|
subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
|
|
if( bDebug ) DevMsg("Hit Location: Stomach\n");
|
|
break;
|
|
|
|
case HITGROUP_LEFTARM:
|
|
case HITGROUP_RIGHTARM:
|
|
subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
|
|
if( bDebug ) DevMsg("Hit Location: Left/Right Arm\n");
|
|
break
|
|
;
|
|
case HITGROUP_LEFTLEG:
|
|
case HITGROUP_RIGHTLEG:
|
|
subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
|
|
if( bDebug ) DevMsg("Hit Location: Left/Right Leg\n");
|
|
break;
|
|
|
|
default:
|
|
if( bDebug ) DevMsg("Hit Location: UNKNOWN\n");
|
|
break;
|
|
}
|
|
|
|
if ( subInfo.GetDamage() >= 1.0 && !(subInfo.GetDamageType() & DMG_SHOCK ) )
|
|
{
|
|
if( !IsPlayer() || ( IsPlayer() && g_pGameRules->IsMultiplayer() ) )
|
|
{
|
|
// NPC's always bleed. Players only bleed in multiplayer.
|
|
SpawnBlood( ptr->endpos, vecDir, BloodColor(), subInfo.GetDamage() );// a little surface blood.
|
|
}
|
|
|
|
TraceBleed( subInfo.GetDamage(), vecDir, ptr, subInfo.GetDamageType() );
|
|
|
|
if ( ptr->hitgroup == HITGROUP_HEAD && m_iHealth - subInfo.GetDamage() > 0 )
|
|
{
|
|
m_fNoDamageDecal = true;
|
|
}
|
|
}
|
|
|
|
// Airboat gun will impart major force if it's about to kill him....
|
|
if ( info.GetDamageType() & DMG_AIRBOAT )
|
|
{
|
|
if ( subInfo.GetDamage() >= GetHealth() )
|
|
{
|
|
float flMagnitude = subInfo.GetDamageForce().Length();
|
|
if ( (flMagnitude != 0.0f) && (flMagnitude < 400.0f * 65.0f) )
|
|
{
|
|
subInfo.ScaleDamageForce( 400.0f * 65.0f / flMagnitude );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( info.GetInflictor() )
|
|
{
|
|
subInfo.SetInflictor( info.GetInflictor() );
|
|
}
|
|
else
|
|
{
|
|
subInfo.SetInflictor( info.GetAttacker() );
|
|
}
|
|
|
|
AddMultiDamage( subInfo, this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Checks if point is in spread angle between source and target Pos
|
|
// Used to prevent friendly fire
|
|
// Input : Source of attack, target position, spread angle
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::PointInSpread( CBaseCombatCharacter *pCheckEntity, const Vector &sourcePos, const Vector &targetPos, const Vector &testPoint, float flSpread, float maxDistOffCenter )
|
|
{
|
|
float distOffLine = CalcDistanceToLine2D( testPoint.AsVector2D(), sourcePos.AsVector2D(), targetPos.AsVector2D() );
|
|
if ( distOffLine < maxDistOffCenter )
|
|
{
|
|
Vector toTarget = targetPos - sourcePos;
|
|
float distTarget = VectorNormalize(toTarget);
|
|
|
|
Vector toTest = testPoint - sourcePos;
|
|
float distTest = VectorNormalize(toTest);
|
|
// Only reject if target is on other side
|
|
if (distTarget > distTest)
|
|
{
|
|
toTarget.z = 0.0;
|
|
toTest.z = 0.0;
|
|
|
|
float dotProduct = DotProduct(toTarget,toTest);
|
|
if (dotProduct > flSpread)
|
|
{
|
|
return true;
|
|
}
|
|
else if( dotProduct > 0.0f )
|
|
{
|
|
// If this guy is in front, do the hull/line test:
|
|
if( pCheckEntity )
|
|
{
|
|
float flBBoxDist = NAI_Hull::Width( pCheckEntity->GetHullType() );
|
|
flBBoxDist *= 1.414f; // sqrt(2)
|
|
|
|
// !!!BUGBUG - this 2d check will stop a citizen shooting at a gunship or strider
|
|
// if another citizen is between them, even though the strider or gunship may be
|
|
// high up in the air (sjb)
|
|
distOffLine = CalcDistanceToLine( testPoint, sourcePos, targetPos );
|
|
if( distOffLine < flBBoxDist )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Checks if player is in spread angle between source and target Pos
|
|
// Used to prevent friendly fire
|
|
// Input : Source of attack, target position, spread angle
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::PlayerInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter, bool ignoreHatedPlayers )
|
|
{
|
|
// loop through all players
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
|
|
|
|
if ( pPlayer && ( !ignoreHatedPlayers || IRelationType( pPlayer ) != D_HT ) )
|
|
{
|
|
if ( PointInSpread( pPlayer, sourcePos, targetPos, pPlayer->WorldSpaceCenter(), flSpread, maxDistOffCenter ) )
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Checks if player is in range of given location. Used by NPCs
|
|
// to prevent friendly fire
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CAI_BaseNPC::PlayerInRange( const Vector &vecLocation, float flDist )
|
|
{
|
|
// loop through all players
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
|
|
|
|
if (pPlayer && (vecLocation - pPlayer->WorldSpaceCenter() ).Length2D() <= flDist)
|
|
{
|
|
return pPlayer;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
#define BULLET_WIZZDIST 80.0
|
|
#define SLOPE ( -1.0 / BULLET_WIZZDIST )
|
|
|
|
void BulletWizz( Vector vecSrc, Vector vecEndPos, edict_t *pShooter, bool isTracer )
|
|
{
|
|
CBasePlayer *pPlayer;
|
|
Vector vecBulletPath;
|
|
Vector vecPlayerPath;
|
|
Vector vecBulletDir;
|
|
Vector vecNearestPoint;
|
|
float flDist;
|
|
float flBulletDist;
|
|
|
|
vecBulletPath = vecEndPos - vecSrc;
|
|
vecBulletDir = vecBulletPath;
|
|
VectorNormalize(vecBulletDir);
|
|
|
|
// see how near this bullet passed by player in a single player game
|
|
// for multiplayer, we need to go through the list of clients.
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
pPlayer = UTIL_PlayerByIndex( i );
|
|
|
|
if ( !pPlayer )
|
|
continue;
|
|
|
|
// Don't hear one's own bullets
|
|
if( pPlayer->edict() == pShooter )
|
|
continue;
|
|
|
|
vecPlayerPath = pPlayer->EarPosition() - vecSrc;
|
|
flDist = DotProduct( vecPlayerPath, vecBulletDir );
|
|
vecNearestPoint = vecSrc + vecBulletDir * flDist;
|
|
// FIXME: minus m_vecViewOffset?
|
|
flBulletDist = ( vecNearestPoint - pPlayer->EarPosition() ).Length();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Hits triggers with raycasts
|
|
//-----------------------------------------------------------------------------
|
|
class CTriggerTraceEnum : public IEntityEnumerator
|
|
{
|
|
public:
|
|
CTriggerTraceEnum( Ray_t *pRay, const CTakeDamageInfo &info, const Vector& dir, int contentsMask ) :
|
|
m_info( info ), m_VecDir(dir), m_ContentsMask(contentsMask), m_pRay(pRay)
|
|
{
|
|
}
|
|
|
|
virtual bool EnumEntity( IHandleEntity *pHandleEntity )
|
|
{
|
|
trace_t tr;
|
|
|
|
CBaseEntity *pEnt = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() );
|
|
|
|
// Done to avoid hitting an entity that's both solid & a trigger.
|
|
if ( pEnt->IsSolid() )
|
|
return true;
|
|
|
|
enginetrace->ClipRayToEntity( *m_pRay, m_ContentsMask, pHandleEntity, &tr );
|
|
if (tr.fraction < 1.0f)
|
|
{
|
|
pEnt->DispatchTraceAttack( m_info, m_VecDir, &tr );
|
|
ApplyMultiDamage();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private:
|
|
Vector m_VecDir;
|
|
int m_ContentsMask;
|
|
Ray_t *m_pRay;
|
|
CTakeDamageInfo m_info;
|
|
};
|
|
|
|
void CBaseEntity::TraceAttackToTriggers( const CTakeDamageInfo &info, const Vector& start, const Vector& end, const Vector& dir )
|
|
{
|
|
Ray_t ray;
|
|
ray.Init( start, end );
|
|
|
|
CTriggerTraceEnum triggerTraceEnum( &ray, info, dir, MASK_SHOT );
|
|
enginetrace->EnumerateEntities( ray, true, &triggerTraceEnum );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : const char
|
|
//-----------------------------------------------------------------------------
|
|
const char *CAI_BaseNPC::GetTracerType( void )
|
|
{
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
return GetActiveWeapon()->GetTracerType();
|
|
}
|
|
|
|
return BaseClass::GetTracerType();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &vecTracerSrc -
|
|
// &tr -
|
|
// iTracerType -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
|
|
{
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
GetActiveWeapon()->MakeTracer( vecTracerSrc, tr, iTracerType );
|
|
return;
|
|
}
|
|
|
|
BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::FireBullets( const FireBulletsInfo_t &info )
|
|
{
|
|
#ifdef HL2_DLL
|
|
// If we're shooting at a bullseye, become perfectly accurate if the bullseye demands it
|
|
if ( GetEnemy() && GetEnemy()->Classify() == CLASS_BULLSEYE )
|
|
{
|
|
CNPC_Bullseye *pBullseye = dynamic_cast<CNPC_Bullseye*>(GetEnemy());
|
|
if ( pBullseye && pBullseye->UsePerfectAccuracy() )
|
|
{
|
|
FireBulletsInfo_t accurateInfo = info;
|
|
accurateInfo.m_vecSpread = vec3_origin;
|
|
BaseClass::FireBullets( accurateInfo );
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
BaseClass::FireBullets( info );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Shot statistics
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::UpdateShotStatistics( const trace_t &tr )
|
|
{
|
|
if ( ai_shot_stats.GetBool() )
|
|
{
|
|
CAI_BaseNPC *pNpc = MyNPCPointer();
|
|
if ( pNpc )
|
|
{
|
|
pNpc->m_TotalShots++;
|
|
if ( tr.m_pEnt == pNpc->GetEnemy() )
|
|
{
|
|
pNpc->m_TotalHits++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Handle shot entering water
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::HandleShotImpactingGlass( const FireBulletsInfo_t &info,
|
|
const trace_t &tr, const Vector &vecDir, ITraceFilter *pTraceFilter )
|
|
{
|
|
// Move through the glass until we're at the other side
|
|
Vector testPos = tr.endpos + ( vecDir * MAX_GLASS_PENETRATION_DEPTH );
|
|
|
|
CEffectData data;
|
|
|
|
data.m_vNormal = tr.plane.normal;
|
|
data.m_vOrigin = tr.endpos;
|
|
|
|
DispatchEffect( "GlassImpact", data );
|
|
|
|
trace_t penetrationTrace;
|
|
|
|
// Re-trace as if the bullet had passed right through
|
|
UTIL_TraceLine( testPos, tr.endpos, MASK_SHOT, pTraceFilter, &penetrationTrace );
|
|
|
|
// See if we found the surface again
|
|
if ( penetrationTrace.startsolid || tr.fraction == 0.0f || penetrationTrace.fraction == 1.0f )
|
|
return;
|
|
|
|
//FIXME: This is technically frustrating MultiDamage, but multiple shots hitting multiple targets in one call
|
|
// would do exactly the same anyway...
|
|
|
|
// Impact the other side (will look like an exit effect)
|
|
DoImpactEffect( penetrationTrace, GetAmmoDef()->DamageType(info.m_iAmmoType) );
|
|
|
|
data.m_vNormal = penetrationTrace.plane.normal;
|
|
data.m_vOrigin = penetrationTrace.endpos;
|
|
|
|
DispatchEffect( "GlassImpact", data );
|
|
|
|
// Refire the round, as if starting from behind the glass
|
|
FireBulletsInfo_t behindGlassInfo;
|
|
behindGlassInfo.m_iShots = 1;
|
|
behindGlassInfo.m_vecSrc = penetrationTrace.endpos;
|
|
behindGlassInfo.m_vecDirShooting = vecDir;
|
|
behindGlassInfo.m_vecSpread = vec3_origin;
|
|
behindGlassInfo.m_flDistance = info.m_flDistance*( 1.0f - tr.fraction );
|
|
behindGlassInfo.m_iAmmoType = info.m_iAmmoType;
|
|
behindGlassInfo.m_iTracerFreq = info.m_iTracerFreq;
|
|
behindGlassInfo.m_flDamage = info.m_flDamage;
|
|
behindGlassInfo.m_pAttacker = info.m_pAttacker ? info.m_pAttacker : this;
|
|
behindGlassInfo.m_nFlags = info.m_nFlags;
|
|
|
|
FireBullets( behindGlassInfo );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the tracer start position
|
|
//-----------------------------------------------------------------------------
|
|
#define SHOT_UNDERWATER_BUBBLE_DIST 400
|
|
|
|
void CBaseEntity::CreateBubbleTrailTracer( const Vector &vecShotSrc, const Vector &vecShotEnd, const Vector &vecShotDir )
|
|
{
|
|
int nBubbles;
|
|
Vector vecBubbleEnd;
|
|
float flLengthSqr = vecShotSrc.DistToSqr( vecShotEnd );
|
|
if ( flLengthSqr > SHOT_UNDERWATER_BUBBLE_DIST * SHOT_UNDERWATER_BUBBLE_DIST )
|
|
{
|
|
VectorMA( vecShotSrc, SHOT_UNDERWATER_BUBBLE_DIST, vecShotDir, vecBubbleEnd );
|
|
nBubbles = WATER_BULLET_BUBBLES_PER_INCH * SHOT_UNDERWATER_BUBBLE_DIST;
|
|
}
|
|
else
|
|
{
|
|
float flLength = sqrt(flLengthSqr) - 0.1f;
|
|
nBubbles = WATER_BULLET_BUBBLES_PER_INCH * flLength;
|
|
VectorMA( vecShotSrc, flLength, vecShotDir, vecBubbleEnd );
|
|
}
|
|
|
|
Vector vecTracerSrc;
|
|
ComputeTracerStartPosition( vecShotSrc, &vecTracerSrc );
|
|
UTIL_BubbleTrail( vecTracerSrc, vecBubbleEnd, nBubbles );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
void CAI_BaseNPC::MakeDamageBloodDecal ( int cCount, float flNoise, trace_t *ptr, Vector vecDir )
|
|
{
|
|
// make blood decal on the wall!
|
|
trace_t Bloodtr;
|
|
Vector vecTraceDir;
|
|
int i;
|
|
|
|
if ( !IsAlive() )
|
|
{
|
|
// dealing with a dead npc.
|
|
if ( m_iMaxHealth <= 0 )
|
|
{
|
|
// no blood decal for a npc that has already decalled its limit.
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
m_iMaxHealth -= 1;
|
|
}
|
|
}
|
|
|
|
for ( i = 0 ; i < cCount ; i++ )
|
|
{
|
|
vecTraceDir = vecDir;
|
|
|
|
vecTraceDir.x += random->RandomFloat( -flNoise, flNoise );
|
|
vecTraceDir.y += random->RandomFloat( -flNoise, flNoise );
|
|
vecTraceDir.z += random->RandomFloat( -flNoise, flNoise );
|
|
|
|
AI_TraceLine( ptr->endpos, ptr->endpos + vecTraceDir * 172, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &Bloodtr);
|
|
|
|
if ( Bloodtr.fraction != 1.0 )
|
|
{
|
|
UTIL_BloodDecalTrace( &Bloodtr, BloodColor() );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &tr -
|
|
// nDamageType -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::DoImpactEffect( trace_t &tr, int nDamageType )
|
|
{
|
|
if ( GetActiveWeapon() != NULL )
|
|
{
|
|
GetActiveWeapon()->DoImpactEffect( tr, nDamageType );
|
|
return;
|
|
}
|
|
|
|
BaseClass::DoImpactEffect( tr, nDamageType );
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
#define InterruptFromCondition( iCondition ) \
|
|
AI_RemapFromGlobal( ( AI_IdIsLocal( iCondition ) ? GetClassScheduleIdSpace()->ConditionLocalToGlobal( iCondition ) : iCondition ) )
|
|
|
|
void CAI_BaseNPC::SetCondition( int iCondition )
|
|
{
|
|
int interrupt = InterruptFromCondition( iCondition );
|
|
|
|
if ( interrupt == -1 )
|
|
{
|
|
Assert(0);
|
|
return;
|
|
}
|
|
|
|
if ( HasCondition( iCondition ) == false )
|
|
{
|
|
OnConditionSet( iCondition );
|
|
}
|
|
|
|
m_Conditions.Set( interrupt );
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
bool CAI_BaseNPC::HasCondition( int iCondition )
|
|
{
|
|
int interrupt = InterruptFromCondition( iCondition );
|
|
|
|
if ( interrupt == -1 )
|
|
{
|
|
Assert(0);
|
|
return false;
|
|
}
|
|
|
|
bool bReturn = m_Conditions.IsBitSet(interrupt);
|
|
return (bReturn);
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
bool CAI_BaseNPC::HasCondition( int iCondition, bool bUseIgnoreConditions )
|
|
{
|
|
if ( bUseIgnoreConditions )
|
|
return HasCondition( iCondition );
|
|
|
|
int interrupt = InterruptFromCondition( iCondition );
|
|
|
|
if ( interrupt == -1 )
|
|
{
|
|
Assert(0);
|
|
return false;
|
|
}
|
|
|
|
bool bReturn = m_ConditionsPreIgnore.IsBitSet(interrupt);
|
|
return (bReturn);
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CAI_BaseNPC::ClearCondition( int iCondition )
|
|
{
|
|
int interrupt = InterruptFromCondition( iCondition );
|
|
|
|
if ( interrupt == -1 )
|
|
{
|
|
Assert(0);
|
|
return;
|
|
}
|
|
|
|
if ( HasCondition( iCondition ) == true )
|
|
{
|
|
OnConditionCleared( iCondition );
|
|
}
|
|
|
|
m_Conditions.Clear(interrupt);
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CAI_BaseNPC::ClearConditions( int *pConditions, int nConditions )
|
|
{
|
|
for ( int i = 0; i < nConditions; ++i )
|
|
{
|
|
int iCondition = pConditions[i];
|
|
int interrupt = InterruptFromCondition( iCondition );
|
|
|
|
if ( interrupt == -1 )
|
|
{
|
|
Assert(0);
|
|
continue;
|
|
}
|
|
|
|
m_Conditions.Clear( interrupt );
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CAI_BaseNPC::SetIgnoreConditions( int *pConditions, int nConditions )
|
|
{
|
|
for ( int i = 0; i < nConditions; ++i )
|
|
{
|
|
int iCondition = pConditions[i];
|
|
int interrupt = InterruptFromCondition( iCondition );
|
|
|
|
if ( interrupt == -1 )
|
|
{
|
|
Assert(0);
|
|
continue;
|
|
}
|
|
|
|
m_InverseIgnoreConditions.Clear( interrupt ); // clear means ignore
|
|
}
|
|
}
|
|
|
|
void CAI_BaseNPC::ClearIgnoreConditions( int *pConditions, int nConditions )
|
|
{
|
|
for ( int i = 0; i < nConditions; ++i )
|
|
{
|
|
int iCondition = pConditions[i];
|
|
int interrupt = InterruptFromCondition( iCondition );
|
|
|
|
if ( interrupt == -1 )
|
|
{
|
|
Assert(0);
|
|
continue;
|
|
}
|
|
|
|
m_InverseIgnoreConditions.Set( interrupt ); // set means don't ignore
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
bool CAI_BaseNPC::HasInterruptCondition( int iCondition )
|
|
{
|
|
if( !GetCurSchedule() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int interrupt = InterruptFromCondition( iCondition );
|
|
|
|
if ( interrupt == -1 )
|
|
{
|
|
Assert(0);
|
|
return false;
|
|
}
|
|
return ( m_Conditions.IsBitSet( interrupt ) && GetCurSchedule()->HasInterrupt( interrupt ) );
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
bool CAI_BaseNPC::ConditionInterruptsCurSchedule( int iCondition )
|
|
{
|
|
if( !GetCurSchedule() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int interrupt = InterruptFromCondition( iCondition );
|
|
|
|
if ( interrupt == -1 )
|
|
{
|
|
Assert(0);
|
|
return false;
|
|
}
|
|
return ( GetCurSchedule()->HasInterrupt( interrupt ) );
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
bool CAI_BaseNPC::ConditionInterruptsSchedule( int localScheduleID, int iCondition )
|
|
{
|
|
CAI_Schedule *pSchedule = GetSchedule( localScheduleID );
|
|
if ( !pSchedule )
|
|
return false;
|
|
|
|
int interrupt = InterruptFromCondition( iCondition );
|
|
|
|
if ( interrupt == -1 )
|
|
{
|
|
Assert(0);
|
|
return false;
|
|
}
|
|
return ( pSchedule->HasInterrupt( interrupt ) );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the interrupt conditions for a scripted schedule
|
|
// Input : interrupt - the level of interrupt we allow
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::SetScriptedScheduleIgnoreConditions( Interruptability_t interrupt )
|
|
{
|
|
static int g_GeneralConditions[] =
|
|
{
|
|
COND_CAN_MELEE_ATTACK1,
|
|
COND_CAN_MELEE_ATTACK2,
|
|
COND_CAN_RANGE_ATTACK1,
|
|
COND_CAN_RANGE_ATTACK2,
|
|
COND_ENEMY_DEAD,
|
|
COND_HEAR_BULLET_IMPACT,
|
|
COND_HEAR_COMBAT,
|
|
COND_HEAR_DANGER,
|
|
COND_HEAR_PHYSICS_DANGER,
|
|
COND_NEW_ENEMY,
|
|
COND_PROVOKED,
|
|
COND_SEE_ENEMY,
|
|
COND_SEE_FEAR,
|
|
COND_SMELL,
|
|
};
|
|
|
|
static int g_DamageConditions[] =
|
|
{
|
|
COND_HEAVY_DAMAGE,
|
|
COND_LIGHT_DAMAGE,
|
|
COND_RECEIVED_ORDERS,
|
|
};
|
|
|
|
ClearIgnoreConditions( g_GeneralConditions, ARRAYSIZE(g_GeneralConditions) );
|
|
ClearIgnoreConditions( g_DamageConditions, ARRAYSIZE(g_DamageConditions) );
|
|
|
|
if ( interrupt > GENERAL_INTERRUPTABILITY )
|
|
SetIgnoreConditions( g_GeneralConditions, ARRAYSIZE(g_GeneralConditions) );
|
|
|
|
if ( interrupt > DAMAGEORDEATH_INTERRUPTABILITY )
|
|
SetIgnoreConditions( g_DamageConditions, ARRAYSIZE(g_DamageConditions) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns whether we currently have any interrupt conditions that would
|
|
// interrupt the given schedule.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::HasConditionsToInterruptSchedule( int nLocalScheduleID )
|
|
{
|
|
CAI_Schedule *pSchedule = GetSchedule( nLocalScheduleID );
|
|
if ( !pSchedule )
|
|
return false;
|
|
|
|
CAI_ScheduleBits bitsMask;
|
|
pSchedule->GetInterruptMask( &bitsMask );
|
|
|
|
CAI_ScheduleBits bitsOut;
|
|
AccessConditionBits().And( bitsMask, &bitsOut );
|
|
|
|
return !bitsOut.IsAllClear();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::IsCustomInterruptConditionSet( int nCondition )
|
|
{
|
|
int interrupt = InterruptFromCondition( nCondition );
|
|
|
|
if ( interrupt == -1 )
|
|
{
|
|
Assert(0);
|
|
return false;
|
|
}
|
|
|
|
return m_CustomInterruptConditions.IsBitSet( interrupt );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets a flag in the custom interrupt flags, translating the condition
|
|
// to the proper global space, if necessary
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::SetCustomInterruptCondition( int nCondition )
|
|
{
|
|
int interrupt = InterruptFromCondition( nCondition );
|
|
|
|
if ( interrupt == -1 )
|
|
{
|
|
Assert(0);
|
|
return;
|
|
}
|
|
|
|
m_CustomInterruptConditions.Set( interrupt );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Clears a flag in the custom interrupt flags, translating the condition
|
|
// to the proper global space, if necessary
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::ClearCustomInterruptCondition( int nCondition )
|
|
{
|
|
int interrupt = InterruptFromCondition( nCondition );
|
|
|
|
if ( interrupt == -1 )
|
|
{
|
|
Assert(0);
|
|
return;
|
|
}
|
|
|
|
m_CustomInterruptConditions.Clear( interrupt );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Clears all the custom interrupt flags.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::ClearCustomInterruptConditions()
|
|
{
|
|
m_CustomInterruptConditions.ClearAll();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::SetDistLook( float flDistLook )
|
|
{
|
|
m_pSenses->SetDistLook( flDistLook );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::QueryHearSound( CSound *pSound )
|
|
{
|
|
if ( pSound->SoundContext() & SOUND_CONTEXT_COMBINE_ONLY )
|
|
return false;
|
|
|
|
if ( pSound->SoundContext() & SOUND_CONTEXT_ALLIES_ONLY )
|
|
{
|
|
if ( !IsPlayerAlly() )
|
|
return false;
|
|
}
|
|
|
|
if ( pSound->IsSoundType( SOUND_PLAYER ) && GetState() == NPC_STATE_IDLE && !FVisible( pSound->GetSoundReactOrigin() ) )
|
|
{
|
|
// NPC's that are IDLE should disregard player movement sounds if they can't see them.
|
|
// This does not affect them hearing the player's weapon.
|
|
// !!!BUGBUG - this probably makes NPC's not hear doors opening, because doors opening put SOUND_PLAYER
|
|
// in the world, but the door's model will block the FVisible() trace and this code will then
|
|
// deduce that the sound can not be heard
|
|
return false;
|
|
}
|
|
|
|
// Disregard footsteps from our own class type
|
|
if ( pSound->IsSoundType( SOUND_COMBAT ) && pSound->SoundChannel() == SOUNDENT_CHANNEL_NPC_FOOTSTEP )
|
|
{
|
|
if ( pSound->m_hOwner && pSound->m_hOwner->ClassMatches( m_iClassname ) )
|
|
return false;
|
|
}
|
|
|
|
if( ShouldIgnoreSound( pSound ) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC )
|
|
{
|
|
if ( bOnlyHateOrFearIfNPC && pEntity->IsNPC() )
|
|
{
|
|
Disposition_t disposition = IRelationType( pEntity );
|
|
return ( disposition == D_HT || disposition == D_FR );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::OnLooked( int iDistance )
|
|
{
|
|
// DON'T let visibility information from last frame sit around!
|
|
static int conditionsToClear[] =
|
|
{
|
|
COND_SEE_HATE,
|
|
COND_SEE_DISLIKE,
|
|
COND_SEE_ENEMY,
|
|
COND_SEE_FEAR,
|
|
COND_SEE_NEMESIS,
|
|
COND_SEE_PLAYER,
|
|
COND_LOST_PLAYER,
|
|
COND_ENEMY_WENT_NULL,
|
|
};
|
|
|
|
bool bHadSeePlayer = HasCondition(COND_SEE_PLAYER);
|
|
|
|
ClearConditions( conditionsToClear, ARRAYSIZE( conditionsToClear ) );
|
|
|
|
AISightIter_t iter;
|
|
CBaseEntity *pSightEnt;
|
|
|
|
pSightEnt = GetSenses()->GetFirstSeenEntity( &iter );
|
|
|
|
while( pSightEnt )
|
|
{
|
|
if ( pSightEnt->IsPlayer() )
|
|
{
|
|
// if we see a client, remember that (mostly for scripted AI)
|
|
SetCondition(COND_SEE_PLAYER);
|
|
m_flLastSawPlayerTime = gpGlobals->curtime;
|
|
}
|
|
|
|
Disposition_t relation = IRelationType( pSightEnt );
|
|
|
|
// the looker will want to consider this entity
|
|
// don't check anything else about an entity that can't be seen, or an entity that you don't care about.
|
|
if ( relation != D_NU )
|
|
{
|
|
if ( pSightEnt == GetEnemy() )
|
|
{
|
|
// we know this ent is visible, so if it also happens to be our enemy, store that now.
|
|
SetCondition(COND_SEE_ENEMY);
|
|
}
|
|
|
|
// don't add the Enemy's relationship to the conditions. We only want to worry about conditions when
|
|
// we see npcs other than the Enemy.
|
|
switch ( relation )
|
|
{
|
|
case D_HT:
|
|
{
|
|
int priority = IRelationPriority( pSightEnt );
|
|
if (priority < 0)
|
|
{
|
|
SetCondition(COND_SEE_DISLIKE);
|
|
}
|
|
else if (priority > 10)
|
|
{
|
|
SetCondition(COND_SEE_NEMESIS);
|
|
}
|
|
else
|
|
{
|
|
SetCondition(COND_SEE_HATE);
|
|
}
|
|
UpdateEnemyMemory(pSightEnt,pSightEnt->GetAbsOrigin());
|
|
break;
|
|
|
|
}
|
|
case D_FR:
|
|
UpdateEnemyMemory(pSightEnt,pSightEnt->GetAbsOrigin());
|
|
SetCondition(COND_SEE_FEAR);
|
|
break;
|
|
case D_LI:
|
|
case D_NU:
|
|
break;
|
|
default:
|
|
DevWarning( 2, "%s can't assess %s\n", GetClassname(), pSightEnt->GetClassname() );
|
|
break;
|
|
}
|
|
}
|
|
|
|
pSightEnt = GetSenses()->GetNextSeenEntity( &iter );
|
|
}
|
|
|
|
// Did we lose the player?
|
|
if ( bHadSeePlayer && !HasCondition(COND_SEE_PLAYER) )
|
|
{
|
|
SetCondition(COND_LOST_PLAYER);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::OnListened()
|
|
{
|
|
AISoundIter_t iter;
|
|
|
|
CSound *pCurrentSound;
|
|
|
|
static int conditionsToClear[] =
|
|
{
|
|
COND_HEAR_DANGER,
|
|
COND_HEAR_COMBAT,
|
|
COND_HEAR_WORLD,
|
|
COND_HEAR_PLAYER,
|
|
COND_HEAR_THUMPER,
|
|
COND_HEAR_BUGBAIT,
|
|
COND_HEAR_PHYSICS_DANGER,
|
|
COND_HEAR_BULLET_IMPACT,
|
|
COND_HEAR_MOVE_AWAY,
|
|
|
|
COND_NO_HEAR_DANGER,
|
|
|
|
COND_SMELL,
|
|
};
|
|
|
|
ClearConditions( conditionsToClear, ARRAYSIZE( conditionsToClear ) );
|
|
|
|
pCurrentSound = GetSenses()->GetFirstHeardSound( &iter );
|
|
|
|
while ( pCurrentSound )
|
|
{
|
|
// the npc cares about this sound, and it's close enough to hear.
|
|
int condition = COND_NONE;
|
|
|
|
if ( pCurrentSound->FIsSound() )
|
|
{
|
|
// this is an audible sound.
|
|
switch( pCurrentSound->SoundTypeNoContext() )
|
|
{
|
|
case SOUND_DANGER:
|
|
if( gpGlobals->curtime > m_flIgnoreDangerSoundsUntil)
|
|
condition = COND_HEAR_DANGER;
|
|
break;
|
|
|
|
case SOUND_THUMPER: condition = COND_HEAR_THUMPER; break;
|
|
case SOUND_BUGBAIT: condition = COND_HEAR_BUGBAIT; break;
|
|
case SOUND_COMBAT:
|
|
if ( pCurrentSound->SoundChannel() == SOUNDENT_CHANNEL_SPOOKY_NOISE )
|
|
{
|
|
condition = COND_HEAR_SPOOKY;
|
|
}
|
|
else
|
|
{
|
|
condition = COND_HEAR_COMBAT;
|
|
}
|
|
break;
|
|
|
|
case SOUND_WORLD: condition = COND_HEAR_WORLD; break;
|
|
case SOUND_PLAYER: condition = COND_HEAR_PLAYER; break;
|
|
case SOUND_BULLET_IMPACT: condition = COND_HEAR_BULLET_IMPACT; break;
|
|
case SOUND_PHYSICS_DANGER: condition = COND_HEAR_PHYSICS_DANGER; break;
|
|
case SOUND_DANGER_SNIPERONLY:/* silence warning */ break;
|
|
case SOUND_MOVE_AWAY: condition = COND_HEAR_MOVE_AWAY; break;
|
|
case SOUND_PLAYER_VEHICLE: condition = COND_HEAR_PLAYER; break;
|
|
|
|
default:
|
|
DevMsg( "**ERROR: NPC %s hearing sound of unknown type %d!\n", GetClassname(), pCurrentSound->SoundType() );
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// if not a sound, must be a smell - determine if it's just a scent, or if it's a food scent
|
|
condition = COND_SMELL;
|
|
}
|
|
|
|
if ( condition != COND_NONE )
|
|
{
|
|
SetCondition( condition );
|
|
}
|
|
|
|
pCurrentSound = GetSenses()->GetNextHeardSound( &iter );
|
|
}
|
|
|
|
if( !HasCondition( COND_HEAR_DANGER ) )
|
|
{
|
|
SetCondition( COND_NO_HEAR_DANGER );
|
|
}
|
|
|
|
// Sound outputs
|
|
if ( HasCondition( COND_HEAR_WORLD ) )
|
|
{
|
|
m_OnHearWorld.FireOutput(this, this);
|
|
}
|
|
|
|
if ( HasCondition( COND_HEAR_PLAYER ) )
|
|
{
|
|
m_OnHearPlayer.FireOutput(this, this);
|
|
}
|
|
|
|
if ( HasCondition( COND_HEAR_COMBAT ) ||
|
|
HasCondition( COND_HEAR_BULLET_IMPACT ) ||
|
|
HasCondition( COND_HEAR_DANGER ) )
|
|
{
|
|
m_OnHearCombat.FireOutput(this, this);
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// FValidateHintType - tells use whether or not the npc cares
|
|
// about the type of Hint Node given
|
|
//=========================================================
|
|
bool CAI_BaseNPC::FValidateHintType ( CAI_Hint *pHint )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override in subclasses to associate specific hint types
|
|
// with activities
|
|
//-----------------------------------------------------------------------------
|
|
Activity CAI_BaseNPC::GetHintActivity( short sHintType, Activity HintsActivity )
|
|
{
|
|
if ( HintsActivity != ACT_INVALID )
|
|
return HintsActivity;
|
|
|
|
return ACT_IDLE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override in subclasses to give specific hint types delays
|
|
// before they can be used again
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
float CAI_BaseNPC::GetHintDelay( short sHintType )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return incoming grenade if spotted
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CBaseGrenade* CAI_BaseNPC::IncomingGrenade(void)
|
|
{
|
|
int iDist;
|
|
|
|
AIEnemiesIter_t iter;
|
|
for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) )
|
|
{
|
|
CBaseGrenade* pBG = dynamic_cast<CBaseGrenade*>((CBaseEntity*)pEMemory->hEnemy);
|
|
|
|
// Make sure this memory is for a grenade and grenade is not dead
|
|
if (!pBG || pBG->m_lifeState == LIFE_DEAD)
|
|
continue;
|
|
|
|
// Make sure it's visible
|
|
if (!FVisible(pBG))
|
|
continue;
|
|
|
|
// Check if it's near me
|
|
iDist = ( pBG->GetAbsOrigin() - GetAbsOrigin() ).Length();
|
|
if ( iDist <= NPC_GRENADE_FEAR_DIST )
|
|
return pBG;
|
|
|
|
// Check if it's headed towards me
|
|
Vector vGrenadeDir = GetAbsOrigin() - pBG->GetAbsOrigin();
|
|
Vector vGrenadeVel;
|
|
pBG->GetVelocity( &vGrenadeVel, NULL );
|
|
VectorNormalize(vGrenadeDir);
|
|
VectorNormalize(vGrenadeVel);
|
|
float flDotPr = DotProduct(vGrenadeDir, vGrenadeVel);
|
|
if (flDotPr > 0.85)
|
|
return pBG;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check my physical state with the environment
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::TryRestoreHull(void)
|
|
{
|
|
if ( IsUsingSmallHull() && GetCurSchedule() )
|
|
{
|
|
trace_t tr;
|
|
Vector vUpBit = GetAbsOrigin();
|
|
vUpBit.z += 1;
|
|
|
|
AI_TraceHull( GetAbsOrigin(), vUpBit, GetHullMins(),
|
|
GetHullMaxs(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
if ( !tr.startsolid && (tr.fraction == 1.0) )
|
|
{
|
|
SetHullSizeNormal();
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CAI_BaseNPC::GetSoundInterests( void )
|
|
{
|
|
return SOUND_WORLD | SOUND_COMBAT | SOUND_PLAYER | SOUND_PLAYER_VEHICLE |
|
|
SOUND_BULLET_IMPACT;
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
int CAI_BaseNPC::GetSoundPriority( CSound *pSound )
|
|
{
|
|
int iSoundTypeNoContext = pSound->SoundTypeNoContext();
|
|
int iSoundContext = pSound->SoundContext();
|
|
|
|
if( iSoundTypeNoContext & SOUND_DANGER )
|
|
{
|
|
return SOUND_PRIORITY_HIGHEST;
|
|
}
|
|
|
|
if( iSoundTypeNoContext & SOUND_COMBAT )
|
|
{
|
|
if( iSoundContext & SOUND_CONTEXT_EXPLOSION )
|
|
{
|
|
return SOUND_PRIORITY_VERY_HIGH;
|
|
}
|
|
|
|
return SOUND_PRIORITY_HIGH;
|
|
}
|
|
|
|
return SOUND_PRIORITY_NORMAL;
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
// Return the loudest sound of this type in the sound list
|
|
//---------------------------------------------------------
|
|
CSound *CAI_BaseNPC::GetLoudestSoundOfType( int iType )
|
|
{
|
|
return CSoundEnt::GetLoudestSoundOfType( iType, EarPosition() );
|
|
}
|
|
|
|
//=========================================================
|
|
// GetBestSound - returns a pointer to the sound the npc
|
|
// should react to. Right now responds only to nearest sound.
|
|
//=========================================================
|
|
CSound* CAI_BaseNPC::GetBestSound( int validTypes )
|
|
{
|
|
if ( m_pLockedBestSound->m_iType != SOUND_NONE )
|
|
return m_pLockedBestSound;
|
|
CSound *pResult = GetSenses()->GetClosestSound( false, validTypes );
|
|
if ( pResult == NULL)
|
|
DevMsg( "Warning: NULL Return from GetBestSound\n" ); // condition previously set now no longer true. Have seen this when play too many sounds...
|
|
return pResult;
|
|
}
|
|
|
|
//=========================================================
|
|
// PBestScent - returns a pointer to the scent the npc
|
|
// should react to. Right now responds only to nearest scent
|
|
//=========================================================
|
|
CSound* CAI_BaseNPC::GetBestScent( void )
|
|
{
|
|
CSound *pResult = GetSenses()->GetClosestSound( true );
|
|
if ( pResult == NULL)
|
|
DevMsg("Warning: NULL Return from GetBestScent\n" );
|
|
return pResult;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::LockBestSound()
|
|
{
|
|
UnlockBestSound();
|
|
CSound *pBestSound = GetBestSound();
|
|
if ( pBestSound )
|
|
*m_pLockedBestSound = *pBestSound;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::UnlockBestSound()
|
|
{
|
|
if ( m_pLockedBestSound->m_iType != SOUND_NONE )
|
|
{
|
|
m_pLockedBestSound->m_iType = SOUND_NONE;
|
|
OnListened(); // reset hearing conditions
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if the specified sound is visible. Handles sounds generated by entities correctly.
|
|
// Input : *pSound -
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::SoundIsVisible( CSound *pSound )
|
|
{
|
|
CBaseEntity *pBlocker = NULL;
|
|
if ( !FVisible( pSound->GetSoundReactOrigin(), MASK_BLOCKLOS, &pBlocker ) )
|
|
{
|
|
// Is the blocker the sound owner?
|
|
if ( pBlocker && pBlocker == pSound->m_hOwner )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true if target is in legal range of eye movements
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::ValidEyeTarget(const Vector &lookTargetPos)
|
|
{
|
|
Vector vHeadDir = HeadDirection3D( );
|
|
Vector lookTargetDir = lookTargetPos - EyePosition();
|
|
VectorNormalize(lookTargetDir);
|
|
|
|
// Only look if it doesn't crank my eyeballs too far
|
|
float dotPr = DotProduct(lookTargetDir, vHeadDir);
|
|
if (dotPr > 0.7)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Integrate head turn over time
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::SetHeadDirection( const Vector &vTargetPos, float flInterval)
|
|
{
|
|
if (!(CapabilitiesGet() & bits_CAP_TURN_HEAD))
|
|
return;
|
|
|
|
#ifdef DEBUG_LOOK
|
|
// Draw line in body, head, and eye directions
|
|
Vector vEyePos = EyePosition();
|
|
Vector vHeadDir;
|
|
HeadDirection3D(&vHeadDir);
|
|
Vector vBodyDir;
|
|
BodyDirection2D(&vBodyDir);
|
|
|
|
//UNDONE <<TODO>>
|
|
// currently eye dir just returns head dir, so use vTargetPos for now
|
|
//Vector vEyeDir; w
|
|
//EyeDirection3D(&vEyeDir);
|
|
NDebugOverlay::Line( vEyePos, vEyePos+(50*vHeadDir), 255, 0, 0, false, 0.1 );
|
|
NDebugOverlay::Line( vEyePos, vEyePos+(50*vBodyDir), 0, 255, 0, false, 0.1 );
|
|
NDebugOverlay::Line( vEyePos, vTargetPos, 0, 0, 255, false, 0.1 );
|
|
#endif
|
|
|
|
//--------------------------------------
|
|
// Set head yaw
|
|
//--------------------------------------
|
|
float flDesiredYaw = VecToYaw(vTargetPos - GetLocalOrigin()) - GetLocalAngles().y;
|
|
if (flDesiredYaw > 180)
|
|
flDesiredYaw -= 360;
|
|
if (flDesiredYaw < -180)
|
|
flDesiredYaw += 360;
|
|
|
|
float iRate = 0.8;
|
|
|
|
// Make frame rate independent
|
|
float timeToUse = flInterval;
|
|
while (timeToUse > 0)
|
|
{
|
|
m_flHeadYaw = (iRate * m_flHeadYaw) + (1-iRate)*flDesiredYaw;
|
|
timeToUse -= 0.1;
|
|
}
|
|
if (m_flHeadYaw > 360) m_flHeadYaw = 0;
|
|
|
|
m_flHeadYaw = SetBoneController( 0, m_flHeadYaw );
|
|
|
|
|
|
//--------------------------------------
|
|
// Set head pitch
|
|
//--------------------------------------
|
|
Vector vEyePosition = EyePosition();
|
|
float fTargetDist = (vTargetPos - vEyePosition).Length();
|
|
float fVertDist = vTargetPos.z - vEyePosition.z;
|
|
float flDesiredPitch = -RAD2DEG(atan(fVertDist/fTargetDist));
|
|
|
|
// Make frame rate independent
|
|
timeToUse = flInterval;
|
|
while (timeToUse > 0)
|
|
{
|
|
m_flHeadPitch = (iRate * m_flHeadPitch) + (1-iRate)*flDesiredPitch;
|
|
timeToUse -= 0.1;
|
|
}
|
|
if (m_flHeadPitch > 360) m_flHeadPitch = 0;
|
|
|
|
SetBoneController( 1, m_flHeadPitch );
|
|
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Calculate the NPC's eye direction in 2D world space
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
Vector CAI_BaseNPC::EyeDirection2D( void )
|
|
{
|
|
// UNDONE
|
|
// For now just return head direction....
|
|
return HeadDirection2D( );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Calculate the NPC's eye direction in 2D world space
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
Vector CAI_BaseNPC::EyeDirection3D( void )
|
|
{
|
|
// UNDONE //<<TODO>>
|
|
// For now just return head direction....
|
|
return HeadDirection3D( );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Calculate the NPC's head direction in 2D world space
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
Vector CAI_BaseNPC::HeadDirection2D( void )
|
|
{
|
|
// UNDONE <<TODO>>
|
|
// This does not account for head rotations in the animation,
|
|
// only those done via bone controllers
|
|
|
|
// Head yaw is in local cooridnate so it must be added to the body's yaw
|
|
QAngle bodyAngles = BodyAngles();
|
|
float flWorldHeadYaw = m_flHeadYaw + bodyAngles.y;
|
|
|
|
// Convert head yaw into facing direction
|
|
return UTIL_YawToVector( flWorldHeadYaw );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Calculate the NPC's head direction in 3D world space
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
Vector CAI_BaseNPC::HeadDirection3D( void )
|
|
{
|
|
Vector vHeadDirection;
|
|
|
|
// UNDONE <<TODO>>
|
|
// This does not account for head rotations in the animation,
|
|
// only those done via bone controllers
|
|
|
|
// Head yaw is in local cooridnate so it must be added to the body's yaw
|
|
QAngle bodyAngles = BodyAngles();
|
|
float flWorldHeadYaw = m_flHeadYaw + bodyAngles.y;
|
|
|
|
// Convert head yaw into facing direction
|
|
AngleVectors( QAngle( m_flHeadPitch, flWorldHeadYaw, 0), &vHeadDirection );
|
|
return vHeadDirection;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Look at other NPCs and clients from time to time
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CAI_BaseNPC::EyeLookTarget( void )
|
|
{
|
|
if (m_flNextEyeLookTime < gpGlobals->curtime)
|
|
{
|
|
CBaseEntity* pBestEntity = NULL;
|
|
float fBestDist = MAX_COORD_RANGE;
|
|
float fTestDist;
|
|
|
|
CBaseEntity *pEntity = NULL;
|
|
|
|
for ( CEntitySphereQuery sphere( GetAbsOrigin(), 1024, 0 ); (pEntity = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity() )
|
|
{
|
|
if (pEntity == this)
|
|
{
|
|
continue;
|
|
}
|
|
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
|
|
if (pNPC || (pEntity->GetFlags() & FL_CLIENT))
|
|
{
|
|
fTestDist = (GetAbsOrigin() - pEntity->EyePosition()).Length();
|
|
if (fTestDist < fBestDist)
|
|
{
|
|
if (ValidEyeTarget(pEntity->EyePosition()))
|
|
{
|
|
fBestDist = fTestDist;
|
|
pBestEntity = pEntity;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (pBestEntity)
|
|
{
|
|
m_flNextEyeLookTime = gpGlobals->curtime + random->RandomInt(1,5);
|
|
m_hEyeLookTarget = pBestEntity;
|
|
}
|
|
}
|
|
return m_hEyeLookTarget;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Set direction that the NPC aiming their gun
|
|
// returns true is the passed Vector is in
|
|
// the caller's forward aim cone. The dot product is performed
|
|
// in 2d, making the view cone infinitely tall. By default, the
|
|
// callers aim cone is assumed to be very narrow
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::FInAimCone( const Vector &vecSpot )
|
|
{
|
|
Vector los = ( vecSpot - GetAbsOrigin() );
|
|
|
|
// do this in 2D
|
|
los.z = 0;
|
|
VectorNormalize( los );
|
|
|
|
Vector facingDir = BodyDirection2D( );
|
|
|
|
float flDot = DotProduct( los, facingDir );
|
|
|
|
if (CapabilitiesGet() & bits_CAP_AIM_GUN)
|
|
{
|
|
// FIXME: query current animation for ranges
|
|
return ( flDot > DOT_30DEGREE );
|
|
}
|
|
|
|
if ( flDot > 0.994 )//!!!BUGBUG - magic number same as FacingIdeal(), what is this?
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Cache whatever pose parameters we intend to use
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::PopulatePoseParameters( void )
|
|
{
|
|
m_poseAim_Pitch = LookupPoseParameter( "aim_pitch" );
|
|
m_poseAim_Yaw = LookupPoseParameter( "aim_yaw" );
|
|
m_poseMove_Yaw = LookupPoseParameter( "move_yaw" );
|
|
|
|
BaseClass::PopulatePoseParameters();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Set direction that the NPC aiming their gun
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::SetAim( const Vector &aimDir )
|
|
{
|
|
QAngle angDir;
|
|
VectorAngles( aimDir, angDir );
|
|
float curPitch = GetPoseParameter( m_poseAim_Pitch );
|
|
float curYaw = GetPoseParameter( m_poseAim_Yaw );
|
|
|
|
float newPitch;
|
|
float newYaw;
|
|
|
|
if( GetEnemy() )
|
|
{
|
|
// clamp and dampen movement
|
|
newPitch = curPitch + 0.8 * UTIL_AngleDiff( UTIL_ApproachAngle( angDir.x, curPitch, 20 ), curPitch );
|
|
|
|
float flRelativeYaw = UTIL_AngleDiff( angDir.y, GetAbsAngles().y );
|
|
// float flNewTargetYaw = UTIL_ApproachAngle( flRelativeYaw, curYaw, 20 );
|
|
// float newYaw = curYaw + 0.8 * UTIL_AngleDiff( flNewTargetYaw, curYaw );
|
|
newYaw = curYaw + UTIL_AngleDiff( flRelativeYaw, curYaw );
|
|
}
|
|
else
|
|
{
|
|
// Sweep your weapon more slowly if you're not fighting someone
|
|
newPitch = curPitch + 0.6 * UTIL_AngleDiff( UTIL_ApproachAngle( angDir.x, curPitch, 20 ), curPitch );
|
|
|
|
float flRelativeYaw = UTIL_AngleDiff( angDir.y, GetAbsAngles().y );
|
|
newYaw = curYaw + 0.6 * UTIL_AngleDiff( flRelativeYaw, curYaw );
|
|
}
|
|
|
|
newPitch = AngleNormalize( newPitch );
|
|
newYaw = AngleNormalize( newYaw );
|
|
|
|
SetPoseParameter( m_poseAim_Pitch, newPitch );
|
|
SetPoseParameter( m_poseAim_Yaw, newYaw );
|
|
|
|
// Msg("yaw %.0f (%.0f %.0f)\n", newYaw, angDir.y, GetAbsAngles().y );
|
|
|
|
// Calculate our interaction yaw.
|
|
// If we've got a small adjustment off our abs yaw, use that.
|
|
// Otherwise, use our abs yaw.
|
|
if ( fabs(newYaw) < 20 )
|
|
{
|
|
m_flInteractionYaw = angDir.y;
|
|
}
|
|
else
|
|
{
|
|
m_flInteractionYaw = GetAbsAngles().y;
|
|
}
|
|
}
|
|
|
|
|
|
void CAI_BaseNPC::RelaxAim( )
|
|
{
|
|
float curPitch = GetPoseParameter( m_poseAim_Pitch );
|
|
float curYaw = GetPoseParameter( m_poseAim_Yaw );
|
|
|
|
// dampen existing aim
|
|
float newPitch = AngleNormalize( UTIL_ApproachAngle( 0, curPitch, 3 ) );
|
|
float newYaw = AngleNormalize( UTIL_ApproachAngle( 0, curYaw, 2 ) );
|
|
|
|
SetPoseParameter( m_poseAim_Pitch, newPitch );
|
|
SetPoseParameter( m_poseAim_Yaw, newYaw );
|
|
// DevMsg("relax aim %.0f %0.f\n", newPitch, newYaw );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::AimGun()
|
|
{
|
|
if (GetEnemy())
|
|
{
|
|
Vector vecShootOrigin;
|
|
|
|
vecShootOrigin = Weapon_ShootPosition();
|
|
Vector vecShootDir = GetShootEnemyDir( vecShootOrigin, false );
|
|
|
|
SetAim( vecShootDir );
|
|
}
|
|
else
|
|
{
|
|
RelaxAim( );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Set direction that the NPC is looking
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::MaintainLookTargets ( float flInterval )
|
|
{
|
|
// --------------------------------------------------------
|
|
// Try to look at enemy if I have one
|
|
// --------------------------------------------------------
|
|
if ((CBaseEntity*)GetEnemy())
|
|
{
|
|
if ( ValidEyeTarget(GetEnemy()->EyePosition()) )
|
|
{
|
|
SetHeadDirection(GetEnemy()->EyePosition(),flInterval);
|
|
SetViewtarget( GetEnemy()->EyePosition() );
|
|
return;
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
// --------------------------------------------------------
|
|
// First check if I've been assigned to look at an entity
|
|
// --------------------------------------------------------
|
|
CBaseEntity *lookTarget = EyeLookTarget();
|
|
if (lookTarget && ValidEyeTarget(lookTarget->EyePosition()))
|
|
{
|
|
SetHeadDirection(lookTarget->EyePosition(),flInterval);
|
|
SetViewtarget( lookTarget->EyePosition() );
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
// --------------------------------------------------------
|
|
// If I'm moving, look at my target position
|
|
// --------------------------------------------------------
|
|
if (GetNavigator()->IsGoalActive() && ValidEyeTarget(GetNavigator()->GetCurWaypointPos()))
|
|
{
|
|
SetHeadDirection(GetNavigator()->GetCurWaypointPos(),flInterval);
|
|
SetViewtarget( GetNavigator()->GetCurWaypointPos() );
|
|
return;
|
|
}
|
|
|
|
|
|
// -------------------------------------
|
|
// If I hear a combat sounds look there
|
|
// -------------------------------------
|
|
if ( HasCondition(COND_HEAR_COMBAT) || HasCondition(COND_HEAR_DANGER) )
|
|
{
|
|
CSound *pSound = GetBestSound();
|
|
|
|
if ( pSound && pSound->IsSoundType(SOUND_COMBAT | SOUND_DANGER) )
|
|
{
|
|
if (ValidEyeTarget( pSound->GetSoundOrigin() ))
|
|
{
|
|
SetHeadDirection(pSound->GetSoundOrigin(),flInterval);
|
|
SetViewtarget( pSound->GetSoundOrigin() );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Otherwise just look around randomly
|
|
// -------------------------------------
|
|
|
|
// Check that look target position is still valid
|
|
if (m_flNextEyeLookTime > gpGlobals->curtime)
|
|
{
|
|
if (!ValidEyeTarget(m_vEyeLookTarget))
|
|
{
|
|
// Force choosing of new look target
|
|
m_flNextEyeLookTime = 0;
|
|
}
|
|
}
|
|
|
|
if (m_flNextEyeLookTime < gpGlobals->curtime)
|
|
{
|
|
Vector vBodyDir = BodyDirection2D( );
|
|
|
|
/*
|
|
Vector lookSpread = Vector(0.82,0.82,0.22);
|
|
float x = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
|
|
float y = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
|
|
float z = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
|
|
|
|
QAngle angles;
|
|
VectorAngles( vBodyDir, angles );
|
|
Vector forward, right, up;
|
|
AngleVectors( angles, &forward, &right, &up );
|
|
|
|
Vector vecDir = vBodyDir + (x * lookSpread.x * forward) + (y * lookSpread.y * right) + (z * lookSpread.z * up);
|
|
float lookDist = random->RandomInt(50,2000);
|
|
m_vEyeLookTarget = EyePosition() + lookDist*vecDir;
|
|
*/
|
|
m_vEyeLookTarget = EyePosition() + 500*vBodyDir;
|
|
m_flNextEyeLookTime = gpGlobals->curtime + 0.5; // random->RandomInt(1,5);
|
|
}
|
|
SetHeadDirection(m_vEyeLookTarget,flInterval);
|
|
|
|
// ----------------------------------------------------
|
|
// Integrate eye turn in frame rate independent manner
|
|
// ----------------------------------------------------
|
|
float timeToUse = flInterval;
|
|
while (timeToUse > 0)
|
|
{
|
|
m_vCurEyeTarget = ((1 - m_flEyeIntegRate) * m_vCurEyeTarget + m_flEyeIntegRate * m_vEyeLookTarget);
|
|
timeToUse -= 0.1;
|
|
}
|
|
SetViewtarget( m_vCurEyeTarget );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Let the motor deal with turning presentation issues
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::MaintainTurnActivity( )
|
|
{
|
|
// Don't bother if we're in a vehicle
|
|
if ( IsInAVehicle() )
|
|
return;
|
|
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_MaintainTurnActivity );
|
|
GetMotor()->MaintainTurnActivity( );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Here's where all motion occurs
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::PerformMovement()
|
|
{
|
|
// don't bother to move if the npc isn't alive
|
|
if (!IsAlive())
|
|
return;
|
|
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_PerformMovement);
|
|
g_AIMoveTimer.Start();
|
|
|
|
float flInterval = ( m_flTimeLastMovement != FLT_MAX ) ? gpGlobals->curtime - m_flTimeLastMovement : 0.1;
|
|
|
|
m_pNavigator->Move( ROUND_TO_TICKS( flInterval ) );
|
|
m_flTimeLastMovement = gpGlobals->curtime;
|
|
|
|
g_AIMoveTimer.End();
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Updates to npc after movement is completed
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::PostMovement()
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_PostMovement );
|
|
|
|
InvalidateBoneCache();
|
|
|
|
if ( GetModelPtr() && GetModelPtr()->SequencesAvailable() )
|
|
{
|
|
float flInterval = GetAnimTimeInterval();
|
|
|
|
if ( CapabilitiesGet() & bits_CAP_AIM_GUN )
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_PM_AimGun );
|
|
AimGun();
|
|
}
|
|
else
|
|
{
|
|
// NPCs with bits_CAP_AIM_GUN update this in SetAim, called by AimGun.
|
|
m_flInteractionYaw = GetAbsAngles().y;
|
|
}
|
|
|
|
// set look targets for npcs with animated faces
|
|
if ( CapabilitiesGet() & bits_CAP_ANIMATEDFACE )
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_PM_MaintainLookTargets );
|
|
MaintainLookTargets(flInterval);
|
|
}
|
|
}
|
|
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_PM_MaintainTurnActivity );
|
|
// update turning as needed
|
|
MaintainTurnActivity( );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float g_AINextDisabledMessageTime;
|
|
extern bool IsInCommentaryMode( void );
|
|
|
|
bool CAI_BaseNPC::PreThink( void )
|
|
{
|
|
// ----------------------------------------------------------
|
|
// Skip AI if its been disabled or networks haven't been
|
|
// loaded, and put a warning message on the screen
|
|
//
|
|
// Don't do this if the convar wants it hidden
|
|
// ----------------------------------------------------------
|
|
#ifndef PORTAL2
|
|
if ( (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI || !g_pAINetworkManager->NetworksLoaded()) )
|
|
{
|
|
if ( gpGlobals->curtime >= g_AINextDisabledMessageTime && !IsInCommentaryMode() )
|
|
{
|
|
g_AINextDisabledMessageTime = gpGlobals->curtime + 0.5f;
|
|
|
|
hudtextparms_s tTextParam;
|
|
tTextParam.x = 0.7;
|
|
tTextParam.y = 0.65;
|
|
tTextParam.effect = 0;
|
|
tTextParam.r1 = 255;
|
|
tTextParam.g1 = 255;
|
|
tTextParam.b1 = 255;
|
|
tTextParam.a1 = 255;
|
|
tTextParam.r2 = 255;
|
|
tTextParam.g2 = 255;
|
|
tTextParam.b2 = 255;
|
|
tTextParam.a2 = 255;
|
|
tTextParam.fadeinTime = 0;
|
|
tTextParam.fadeoutTime = 0;
|
|
tTextParam.holdTime = 0.6;
|
|
tTextParam.fxTime = 0;
|
|
tTextParam.channel = 1;
|
|
UTIL_HudMessageAll( tTextParam, "A.I. Disabled...\n" );
|
|
}
|
|
SetActivity( ACT_IDLE );
|
|
return false;
|
|
}
|
|
#endif // !PORTAL2
|
|
|
|
// --------------------------------------------------------
|
|
// If debug stepping
|
|
// --------------------------------------------------------
|
|
if (CAI_BaseNPC::m_nDebugBits & bits_debugStepAI)
|
|
{
|
|
if (m_nDebugCurIndex >= CAI_BaseNPC::m_nDebugPauseIndex)
|
|
{
|
|
if (!GetNavigator()->IsGoalActive())
|
|
{
|
|
m_flPlaybackRate = 0;
|
|
}
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
m_flPlaybackRate = 1;
|
|
}
|
|
}
|
|
|
|
if ( m_hOpeningDoor.Get() && AIIsDebuggingDoors( this ) )
|
|
{
|
|
NDebugOverlay::Line( EyePosition(), m_hOpeningDoor->WorldSpaceCenter(), 255, 255, 255, false, .1 );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
extern ConVar ai_sequence_debug;
|
|
void CAI_BaseNPC::RunAnimation( void )
|
|
{
|
|
VPROF_BUDGET( "CAI_BaseNPC_RunAnimation", VPROF_BUDGETGROUP_SERVER_ANIM );
|
|
|
|
if ( !GetModelPtr() )
|
|
return;
|
|
|
|
float flInterval = GetAnimTimeInterval();
|
|
|
|
StudioFrameAdvance( ); // animate
|
|
|
|
if ((CAI_BaseNPC::m_nDebugBits & bits_debugStepAI) && !GetNavigator()->IsGoalActive())
|
|
{
|
|
flInterval = 0;
|
|
}
|
|
|
|
// start or end a fidget
|
|
// This needs a better home -- switching animations over time should be encapsulated on a per-activity basis
|
|
// perhaps MaintainActivity() or a ShiftAnimationOverTime() or something.
|
|
if ( m_NPCState != NPC_STATE_SCRIPT && m_NPCState != NPC_STATE_DEAD && m_Activity == ACT_IDLE && IsActivityFinished() )
|
|
{
|
|
int iSequence;
|
|
|
|
// FIXME: this doesn't reissue a translation, so if the idle activity translation changes over time, it'll never get reset
|
|
if ( SequenceLoops() )
|
|
{
|
|
// animation does loop, which means we're playing subtle idle. Might need to fidget.
|
|
iSequence = SelectWeightedSequence ( m_translatedActivity );
|
|
}
|
|
else
|
|
{
|
|
// animation that just ended doesn't loop! That means we just finished a fidget
|
|
// and should return to our heaviest weighted idle (the subtle one)
|
|
iSequence = SelectHeaviestSequence ( m_translatedActivity );
|
|
}
|
|
if ( iSequence != ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
if (ai_sequence_debug.GetBool() == true && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
|
|
{
|
|
DevMsg("RunAnimation calling ResetSequence %s\n", GetSequenceName(iSequence));
|
|
}
|
|
|
|
ResetSequence( iSequence ); // Set to new anim (if it's there)
|
|
|
|
//Adrian: Basically everywhere else in the AI code this variable gets set to whatever our sequence is.
|
|
//But here it doesn't and not setting it causes any animation set through here to be stomped by the
|
|
//ideal sequence before it has a chance of playing out (since there's code that reselects the ideal
|
|
//sequence if it doesn't match the current one).
|
|
if ( hl2_episodic.GetBool() )
|
|
{
|
|
m_nIdealSequence = iSequence;
|
|
}
|
|
}
|
|
}
|
|
|
|
DispatchAnimEvents( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::PostRun( void )
|
|
{
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_PostRun);
|
|
|
|
g_AIPostRunTimer.Start();
|
|
|
|
if ( !IsMoving() )
|
|
{
|
|
if ( GetIdealActivity() == ACT_WALK ||
|
|
GetIdealActivity() == ACT_RUN ||
|
|
GetIdealActivity() == ACT_WALK_AIM ||
|
|
GetIdealActivity() == ACT_RUN_AIM )
|
|
{
|
|
PostRunStopMoving();
|
|
}
|
|
}
|
|
|
|
RunAnimation();
|
|
|
|
// update slave items (weapons)
|
|
Weapon_FrameUpdate();
|
|
|
|
g_AIPostRunTimer.End();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::PostRunStopMoving()
|
|
{
|
|
DbgNavMsg1( this, "NPC %s failed to stop properly, slamming activity\n", GetDebugName() );
|
|
if ( !GetNavigator()->SetGoalFromStoppingPath() )
|
|
SetIdealActivity( GetStoppedActivity() ); // This is to prevent running in place
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::ShouldAlwaysThink()
|
|
{
|
|
// @TODO (toml 07-08-03): This needs to be beefed up.
|
|
// There are simple cases already seen where an AI can briefly leave
|
|
// the PVS while navigating to the player. Perhaps should incorporate a heuristic taking into
|
|
// account mode, enemy, last time saw player, player range etc. For example, if enemy is player,
|
|
// and player is within 100 feet, and saw the player within the past 15 seconds, keep running...
|
|
return HasSpawnFlags(SF_NPC_ALWAYSTHINK);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if the Player should be running the auto-move-out-of-way
|
|
// avoidance code, which also means that the NPC shouldn't care about running into the Player.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::ShouldPlayerAvoid( void )
|
|
{
|
|
if ( GetState() == NPC_STATE_SCRIPT )
|
|
return true;
|
|
|
|
if ( IsInAScript() )
|
|
return true;
|
|
|
|
if ( IsInLockedScene() == true )
|
|
return true;
|
|
|
|
if ( HasSpawnFlags( SF_NPC_ALTCOLLISION ) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::UpdateEfficiency( bool bInPVS )
|
|
{
|
|
// Sleeping NPCs always dormant
|
|
if ( GetSleepState() != AISS_AWAKE )
|
|
{
|
|
SetEfficiency( AIE_DORMANT );
|
|
return;
|
|
}
|
|
|
|
m_bInChoreo = ( GetState() == NPC_STATE_SCRIPT || IsCurSchedule( SCHED_SCENE_GENERIC, false ) );
|
|
|
|
if ( !ShouldUseEfficiency() )
|
|
{
|
|
SetEfficiency( AIE_NORMAL );
|
|
SetMoveEfficiency( AIME_NORMAL );
|
|
return;
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
static Vector vPlayerEyePosition;
|
|
static Vector vPlayerForward;
|
|
static int iPrevFrame = -1;
|
|
if ( gpGlobals->framecount != iPrevFrame )
|
|
{
|
|
iPrevFrame = gpGlobals->framecount;
|
|
if ( pPlayer )
|
|
{
|
|
pPlayer->EyePositionAndVectors( &vPlayerEyePosition, &vPlayerForward, NULL, NULL );
|
|
}
|
|
}
|
|
|
|
Vector vToNPC = GetAbsOrigin() - vPlayerEyePosition;
|
|
float playerDist = VectorNormalize( vToNPC );
|
|
bool bPlayerFacing;
|
|
|
|
bool bClientPVSExpanded = UTIL_ClientPVSIsExpanded();
|
|
|
|
if ( pPlayer )
|
|
{
|
|
bPlayerFacing = ( bClientPVSExpanded || ( bInPVS && vPlayerForward.Dot( vToNPC ) > 0 ) );
|
|
}
|
|
else
|
|
{
|
|
playerDist = 0;
|
|
bPlayerFacing = true;
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
bool bInVisibilityPVS = ( bClientPVSExpanded && UTIL_FindClientInVisibilityPVS( edict() ) != NULL );
|
|
|
|
//---------------------------------
|
|
|
|
if ( ( bInPVS && ( bPlayerFacing || playerDist < 25*12 ) ) || bClientPVSExpanded )
|
|
{
|
|
SetMoveEfficiency( AIME_NORMAL );
|
|
}
|
|
else
|
|
{
|
|
SetMoveEfficiency( AIME_EFFICIENT );
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
if ( !IsRetail() && ai_efficiency_override.GetInt() > AIE_NORMAL && ai_efficiency_override.GetInt() <= AIE_DORMANT )
|
|
{
|
|
SetEfficiency( (AI_Efficiency_t)ai_efficiency_override.GetInt() );
|
|
return;
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
// Some conditions will always force normal
|
|
if ( gpGlobals->curtime - GetLastAttackTime() < .15 )
|
|
{
|
|
SetEfficiency( AIE_NORMAL );
|
|
return;
|
|
}
|
|
|
|
bool bFramerateOk = ( gpGlobals->frametime < ai_frametime_limit.GetFloat() );
|
|
|
|
if ( m_bForceConditionsGather ||
|
|
gpGlobals->curtime - GetLastAttackTime() < .2 ||
|
|
gpGlobals->curtime - m_flLastDamageTime < .2 ||
|
|
( GetState() < NPC_STATE_IDLE || GetState() > NPC_STATE_SCRIPT ) ||
|
|
( ( bInPVS || bInVisibilityPVS ) &&
|
|
( ( GetTask() && !TaskIsRunning() ) ||
|
|
GetTaskInterrupt() > 0 ||
|
|
m_bInChoreo ) ) )
|
|
{
|
|
SetEfficiency( ( bFramerateOk ) ? AIE_NORMAL : AIE_EFFICIENT );
|
|
return;
|
|
}
|
|
|
|
AI_Efficiency_t minEfficiency;
|
|
|
|
if ( !ShouldDefaultEfficient() )
|
|
{
|
|
minEfficiency = ( bFramerateOk ) ? AIE_NORMAL : AIE_EFFICIENT;
|
|
}
|
|
else
|
|
{
|
|
minEfficiency = ( bFramerateOk ) ? AIE_EFFICIENT : AIE_VERY_EFFICIENT;
|
|
}
|
|
|
|
// Stay normal if there's any chance of a relevant danger sound
|
|
bool bPotentialDanger = false;
|
|
|
|
if ( GetSoundInterests() & SOUND_DANGER )
|
|
{
|
|
int iSound = CSoundEnt::ActiveList();
|
|
|
|
while ( iSound != SOUNDLIST_EMPTY )
|
|
{
|
|
CSound *pCurrentSound = CSoundEnt::SoundPointerForIndex( iSound );
|
|
|
|
float hearingSensitivity = HearingSensitivity();
|
|
Vector vEarPosition = EarPosition();
|
|
|
|
if ( pCurrentSound && (SOUND_DANGER & pCurrentSound->SoundType()) )
|
|
{
|
|
float flHearDistanceSq = pCurrentSound->Volume() * hearingSensitivity;
|
|
flHearDistanceSq *= flHearDistanceSq;
|
|
if ( pCurrentSound->GetSoundOrigin().DistToSqr( vEarPosition ) <= flHearDistanceSq )
|
|
{
|
|
bPotentialDanger = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
iSound = pCurrentSound->NextSound();
|
|
}
|
|
}
|
|
|
|
if ( bPotentialDanger )
|
|
{
|
|
SetEfficiency( minEfficiency );
|
|
return;
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
if ( !pPlayer )
|
|
{
|
|
// No heuristic currently for dedicated servers
|
|
SetEfficiency( minEfficiency );
|
|
return;
|
|
}
|
|
|
|
enum
|
|
{
|
|
DIST_NEAR,
|
|
DIST_MID,
|
|
DIST_FAR
|
|
};
|
|
|
|
int range;
|
|
if ( bInPVS )
|
|
{
|
|
if ( playerDist < 15*12 )
|
|
{
|
|
SetEfficiency( minEfficiency );
|
|
return;
|
|
}
|
|
|
|
range = ( playerDist < 50*12 ) ? DIST_NEAR :
|
|
( playerDist < 200*12 ) ? DIST_MID : DIST_FAR;
|
|
}
|
|
else
|
|
{
|
|
range = ( playerDist < 25*12 ) ? DIST_NEAR :
|
|
( playerDist < 100*12 ) ? DIST_MID : DIST_FAR;
|
|
}
|
|
|
|
// Efficiency mappings
|
|
int state = GetState();
|
|
if (state == NPC_STATE_SCRIPT ) // Treat script as alert. Already confirmed not in PVS
|
|
state = NPC_STATE_ALERT;
|
|
|
|
static AI_Efficiency_t mappings[] =
|
|
{
|
|
// Idle
|
|
// In PVS
|
|
// Facing
|
|
AIE_NORMAL,
|
|
AIE_EFFICIENT,
|
|
AIE_EFFICIENT,
|
|
// Not facing
|
|
AIE_EFFICIENT,
|
|
AIE_EFFICIENT,
|
|
AIE_VERY_EFFICIENT,
|
|
// Not in PVS
|
|
AIE_VERY_EFFICIENT,
|
|
AIE_SUPER_EFFICIENT,
|
|
AIE_SUPER_EFFICIENT,
|
|
// Alert
|
|
// In PVS
|
|
// Facing
|
|
AIE_NORMAL,
|
|
AIE_EFFICIENT,
|
|
AIE_EFFICIENT,
|
|
// Not facing
|
|
AIE_NORMAL,
|
|
AIE_EFFICIENT,
|
|
AIE_EFFICIENT,
|
|
// Not in PVS
|
|
AIE_EFFICIENT,
|
|
AIE_VERY_EFFICIENT,
|
|
AIE_SUPER_EFFICIENT,
|
|
// Combat
|
|
// In PVS
|
|
// Facing
|
|
AIE_NORMAL,
|
|
AIE_NORMAL,
|
|
AIE_EFFICIENT,
|
|
// Not facing
|
|
AIE_NORMAL,
|
|
AIE_EFFICIENT,
|
|
AIE_EFFICIENT,
|
|
// Not in PVS
|
|
AIE_NORMAL,
|
|
AIE_EFFICIENT,
|
|
AIE_VERY_EFFICIENT,
|
|
};
|
|
|
|
static const int stateBase[] = { 0, 9, 18 };
|
|
const int NOT_FACING_OFFSET = 3;
|
|
const int NO_PVS_OFFSET = 6;
|
|
|
|
int iStateOffset = stateBase[state - NPC_STATE_IDLE] ;
|
|
int iFacingOffset = (!bInPVS || bPlayerFacing) ? 0 : NOT_FACING_OFFSET;
|
|
int iPVSOffset = (bInPVS) ? 0 : NO_PVS_OFFSET;
|
|
int iMapping = iStateOffset + iPVSOffset + iFacingOffset + range;
|
|
|
|
Assert( iMapping < ARRAYSIZE( mappings ) );
|
|
|
|
AI_Efficiency_t efficiency = mappings[iMapping];
|
|
|
|
//---------------------------------
|
|
|
|
AI_Efficiency_t maxEfficiency = AIE_SUPER_EFFICIENT;
|
|
if ( bInVisibilityPVS && state >= NPC_STATE_ALERT )
|
|
{
|
|
maxEfficiency = AIE_EFFICIENT;
|
|
}
|
|
else if ( bInVisibilityPVS || HasCondition( COND_SEE_PLAYER ) )
|
|
{
|
|
maxEfficiency = AIE_VERY_EFFICIENT;
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
SetEfficiency( clamp( efficiency, minEfficiency, maxEfficiency ) );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::UpdateSleepState( bool bInPVS )
|
|
{
|
|
if ( GetSleepState() > AISS_AWAKE )
|
|
{
|
|
CBasePlayer *pLocalPlayer = AI_GetSinglePlayer();
|
|
if ( !pLocalPlayer )
|
|
{
|
|
if ( gpGlobals->maxClients > 1 )
|
|
{
|
|
Wake();
|
|
}
|
|
else
|
|
{
|
|
Warning( "CAI_BaseNPC::UpdateSleepState called with NULL pLocalPlayer\n" );
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( m_flWakeRadius > .1 && !(pLocalPlayer->GetFlags() & FL_NOTARGET) && ( pLocalPlayer->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr() <= Square(m_flWakeRadius) )
|
|
Wake();
|
|
else if ( GetSleepState() == AISS_WAITING_FOR_PVS )
|
|
{
|
|
if ( bInPVS )
|
|
Wake();
|
|
}
|
|
else if ( GetSleepState() == AISS_WAITING_FOR_THREAT )
|
|
{
|
|
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
|
|
Wake();
|
|
else
|
|
{
|
|
if ( bInPVS )
|
|
{
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
|
|
if ( pPlayer && !(pPlayer->GetFlags() & FL_NOTARGET) && pPlayer->FVisible( this ) )
|
|
Wake();
|
|
}
|
|
}
|
|
|
|
// Should check for visible danger sounds
|
|
if ( (GetSoundInterests() & SOUND_DANGER) && !(HasSpawnFlags(SF_NPC_WAIT_TILL_SEEN)) )
|
|
{
|
|
int iSound = CSoundEnt::ActiveList();
|
|
|
|
while ( iSound != SOUNDLIST_EMPTY )
|
|
{
|
|
CSound *pCurrentSound = CSoundEnt::SoundPointerForIndex( iSound );
|
|
Assert( pCurrentSound );
|
|
|
|
if ( (pCurrentSound->SoundType() & SOUND_DANGER) &&
|
|
GetSenses()->CanHearSound( pCurrentSound ) &&
|
|
SoundIsVisible( pCurrentSound ))
|
|
{
|
|
Wake();
|
|
break;
|
|
}
|
|
|
|
iSound = pCurrentSound->NextSound();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// NPC is awake
|
|
// Don't let an NPC sleep if they're running a script!
|
|
if( !IsInAScript() && m_NPCState != NPC_STATE_SCRIPT )
|
|
{
|
|
if( HasSleepFlags(AI_SLEEP_FLAG_AUTO_PVS) )
|
|
{
|
|
if( !HasCondition(COND_IN_PVS) )
|
|
{
|
|
SetSleepState( AISS_WAITING_FOR_PVS );
|
|
Sleep();
|
|
}
|
|
}
|
|
if( HasSleepFlags(AI_SLEEP_FLAG_AUTO_PVS_AFTER_PVS) )
|
|
{
|
|
if( HasCondition(COND_IN_PVS) )
|
|
{
|
|
// OK, we're in the player's PVS. Now switch to regular old AUTO_PVS sleep rules.
|
|
AddSleepFlags(AI_SLEEP_FLAG_AUTO_PVS);
|
|
RemoveSleepFlags(AI_SLEEP_FLAG_AUTO_PVS_AFTER_PVS);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
struct AIRebalanceInfo_t
|
|
{
|
|
CAI_BaseNPC * pNPC;
|
|
int iNextThinkTick;
|
|
bool bInPVS;
|
|
float dotPlayer;
|
|
float distPlayer;
|
|
};
|
|
|
|
int __cdecl ThinkRebalanceCompare( const AIRebalanceInfo_t *pLeft, const AIRebalanceInfo_t *pRight )
|
|
{
|
|
int base = pLeft->iNextThinkTick - pRight->iNextThinkTick;
|
|
if ( base != 0 )
|
|
return base;
|
|
|
|
if ( !pLeft->bInPVS && !pRight->bInPVS )
|
|
return 0;
|
|
|
|
if ( !pLeft->bInPVS )
|
|
return 1;
|
|
|
|
if ( !pRight->bInPVS )
|
|
return -1;
|
|
|
|
if ( pLeft->dotPlayer < 0 && pRight->dotPlayer < 0 )
|
|
return 0;
|
|
|
|
if ( pLeft->dotPlayer < 0 )
|
|
return 1;
|
|
|
|
if ( pRight->dotPlayer < 0 )
|
|
return -1;
|
|
|
|
const float NEAR_PLAYER = 50*12;
|
|
|
|
if ( pLeft->distPlayer < NEAR_PLAYER && pRight->distPlayer >= NEAR_PLAYER )
|
|
return -1;
|
|
|
|
if ( pRight->distPlayer < NEAR_PLAYER && pLeft->distPlayer >= NEAR_PLAYER )
|
|
return 1;
|
|
|
|
if ( pLeft->dotPlayer > pRight->dotPlayer )
|
|
return -1;
|
|
|
|
if ( pLeft->dotPlayer < pRight->dotPlayer )
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
inline bool CAI_BaseNPC::CanThinkRebalance()
|
|
{
|
|
if ( m_pfnThink != (BASEPTR)&CAI_BaseNPC::CallNPCThink )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( m_bInChoreo )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( m_NPCState == NPC_STATE_DEAD )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( GetSleepState() != AISS_AWAKE )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( !m_bUsingStandardThinkTime /*&& m_iFrameBlocked == -1 */ )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CAI_BaseNPC::RebalanceThinks()
|
|
{
|
|
bool bDebugThinkTicks = ai_debug_think_ticks.GetBool();
|
|
if ( bDebugThinkTicks )
|
|
{
|
|
static int iPrevTick;
|
|
static int nThinksInTick;
|
|
static int nRebalanceableThinksInTick;
|
|
|
|
if ( gpGlobals->tickcount != iPrevTick )
|
|
{
|
|
DevMsg( "NPC per tick is %d [%d] (tick %d, frame %d)\n", nRebalanceableThinksInTick, nThinksInTick, iPrevTick, gpGlobals->framecount );
|
|
iPrevTick = gpGlobals->tickcount;
|
|
nThinksInTick = 0;
|
|
nRebalanceableThinksInTick = 0;
|
|
}
|
|
nThinksInTick++;
|
|
if ( CanThinkRebalance() )
|
|
nRebalanceableThinksInTick++;
|
|
}
|
|
|
|
if ( ShouldRebalanceThinks() && gpGlobals->tickcount >= gm_iNextThinkRebalanceTick )
|
|
{
|
|
AI_PROFILE_SCOPE(AI_Think_Rebalance );
|
|
|
|
static CUtlVector<AIRebalanceInfo_t> rebalanceCandidates( 16, 64 );
|
|
gm_iNextThinkRebalanceTick = gpGlobals->tickcount + TIME_TO_TICKS( random->RandomFloat( 3, 5) );
|
|
|
|
int i;
|
|
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
Vector vPlayerForward;
|
|
Vector vPlayerEyePosition;
|
|
|
|
vPlayerForward.Init();
|
|
vPlayerEyePosition.Init();
|
|
|
|
if ( pPlayer )
|
|
{
|
|
pPlayer->EyePositionAndVectors( &vPlayerEyePosition, &vPlayerForward, NULL, NULL );
|
|
}
|
|
|
|
int iTicksPer10Hz = TIME_TO_TICKS( .1 );
|
|
int iMinTickRebalance = gpGlobals->tickcount - 1; // -1 needed for alternate ticks
|
|
int iMaxTickRebalance = gpGlobals->tickcount + iTicksPer10Hz;
|
|
|
|
for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
|
|
{
|
|
CAI_BaseNPC *pCandidate = g_AI_Manager.AccessAIs()[i];
|
|
if ( pCandidate->CanThinkRebalance() &&
|
|
( pCandidate->GetNextThinkTick() >= iMinTickRebalance &&
|
|
pCandidate->GetNextThinkTick() < iMaxTickRebalance ) )
|
|
{
|
|
int iInfo = rebalanceCandidates.AddToTail();
|
|
|
|
rebalanceCandidates[iInfo].pNPC = pCandidate;
|
|
rebalanceCandidates[iInfo].iNextThinkTick = pCandidate->GetNextThinkTick();
|
|
|
|
if ( pCandidate->IsFlaggedEfficient() )
|
|
{
|
|
rebalanceCandidates[iInfo].bInPVS = false;
|
|
}
|
|
else if ( pPlayer )
|
|
{
|
|
Vector vToCandidate = pCandidate->EyePosition() - vPlayerEyePosition;
|
|
rebalanceCandidates[iInfo].bInPVS = ( UTIL_FindClientInPVS( pCandidate->edict() ) != NULL );
|
|
rebalanceCandidates[iInfo].distPlayer = VectorNormalize( vToCandidate );
|
|
rebalanceCandidates[iInfo].dotPlayer = vPlayerForward.Dot( vToCandidate );
|
|
}
|
|
else
|
|
{
|
|
rebalanceCandidates[iInfo].bInPVS = true;
|
|
rebalanceCandidates[iInfo].dotPlayer = 1;
|
|
rebalanceCandidates[iInfo].distPlayer = 0;
|
|
}
|
|
}
|
|
else if ( bDebugThinkTicks )
|
|
DevMsg( " Ignoring %d\n", pCandidate->GetNextThinkTick() );
|
|
}
|
|
|
|
if ( rebalanceCandidates.Count() )
|
|
{
|
|
rebalanceCandidates.Sort( ThinkRebalanceCompare );
|
|
|
|
int iMaxThinkersPerTick = ceil( (float)( rebalanceCandidates.Count() + 1 ) / (float)iTicksPer10Hz ); // +1 to account for "this"
|
|
|
|
int iCurTickDistributing = MIN( gpGlobals->tickcount, rebalanceCandidates[0].iNextThinkTick );
|
|
int iRemainingThinksToDistribute = iMaxThinkersPerTick - 1; // Start with one fewer first time because "this" is
|
|
// always gets a slot in the current tick to avoid complications
|
|
// in the calculation of "last think"
|
|
|
|
if ( bDebugThinkTicks )
|
|
{
|
|
DevMsg( "Rebalance %d!\n", rebalanceCandidates.Count() + 1 );
|
|
DevMsg( " Distributing %d\n", iCurTickDistributing );
|
|
}
|
|
|
|
for ( i = 0; i < rebalanceCandidates.Count(); i++ )
|
|
{
|
|
if ( iRemainingThinksToDistribute == 0 || rebalanceCandidates[i].iNextThinkTick > iCurTickDistributing )
|
|
{
|
|
if ( rebalanceCandidates[i].iNextThinkTick <= iCurTickDistributing )
|
|
{
|
|
iCurTickDistributing = iCurTickDistributing + 1;
|
|
}
|
|
else
|
|
{
|
|
iCurTickDistributing = rebalanceCandidates[i].iNextThinkTick;
|
|
}
|
|
|
|
if ( bDebugThinkTicks )
|
|
DevMsg( " Distributing %d\n", iCurTickDistributing );
|
|
|
|
iRemainingThinksToDistribute = iMaxThinkersPerTick;
|
|
}
|
|
|
|
if ( rebalanceCandidates[i].pNPC->GetNextThinkTick() != iCurTickDistributing )
|
|
{
|
|
if ( bDebugThinkTicks )
|
|
DevMsg( " Bumping %d to %d\n", rebalanceCandidates[i].pNPC->GetNextThinkTick(), iCurTickDistributing );
|
|
|
|
rebalanceCandidates[i].pNPC->SetNextThink( TICKS_TO_TIME( iCurTickDistributing ) );
|
|
}
|
|
else if ( bDebugThinkTicks )
|
|
{
|
|
DevMsg( " Leaving %d\n", rebalanceCandidates[i].pNPC->GetNextThinkTick() );
|
|
}
|
|
|
|
iRemainingThinksToDistribute--;
|
|
}
|
|
}
|
|
|
|
rebalanceCandidates.RemoveAll();
|
|
|
|
if ( bDebugThinkTicks )
|
|
{
|
|
DevMsg( "New distribution is:\n");
|
|
for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
|
|
{
|
|
DevMsg( " %d\n", g_AI_Manager.AccessAIs()[i]->GetNextThinkTick() );
|
|
}
|
|
}
|
|
|
|
Assert( GetNextThinkTick() == TICK_NEVER_THINK ); // never change this objects tick
|
|
}
|
|
}
|
|
|
|
static float g_NpcTimeThisFrame;
|
|
static float g_StartTimeCurThink;
|
|
|
|
bool CAI_BaseNPC::PreNPCThink()
|
|
{
|
|
static int iPrevFrame = -1;
|
|
static float frameTimeLimit = FLT_MAX;
|
|
|
|
bool bUseThinkLimits = ( !m_bInChoreo && ShouldUseFrameThinkLimits() );
|
|
|
|
#ifdef _DEBUG
|
|
const float NPC_THINK_LIMIT = 30.0 / 1000.0;
|
|
#else
|
|
const float NPC_THINK_LIMIT = (10.0 / 1000.0);
|
|
#endif
|
|
|
|
g_StartTimeCurThink = 0;
|
|
|
|
if ( bUseThinkLimits )
|
|
{
|
|
if ( m_iFrameBlocked == gpGlobals->framecount )
|
|
{
|
|
DbgFrameLimitMsg( "Stalled %d (%d)\n", this, gpGlobals->framecount );
|
|
SetNextThink( gpGlobals->curtime );
|
|
return false;
|
|
}
|
|
else if ( gpGlobals->framecount != iPrevFrame )
|
|
{
|
|
DbgFrameLimitMsg( "--- FRAME: %d (%d)\n", this, gpGlobals->framecount );
|
|
float timescale = engine->GetTimescale();
|
|
if ( timescale < 1.0f )
|
|
{
|
|
timescale = 1.0f;
|
|
}
|
|
|
|
iPrevFrame = gpGlobals->framecount;
|
|
frameTimeLimit = NPC_THINK_LIMIT * timescale;
|
|
g_NpcTimeThisFrame = 0;
|
|
}
|
|
else
|
|
{
|
|
if ( g_NpcTimeThisFrame > NPC_THINK_LIMIT )
|
|
{
|
|
float timeSinceLastRealThink = gpGlobals->curtime - m_flLastRealThinkTime;
|
|
// Don't bump anyone more that a quarter second
|
|
if ( timeSinceLastRealThink <= .25 )
|
|
{
|
|
DbgFrameLimitMsg( "Bumped %d (%d)\n", this, gpGlobals->framecount );
|
|
m_iFrameBlocked = gpGlobals->framecount;
|
|
SetNextThink( gpGlobals->curtime );
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
DbgFrameLimitMsg( "(Over %d )\n", this );
|
|
}
|
|
}
|
|
}
|
|
|
|
DbgFrameLimitMsg( "Running %d (%d)\n", this, gpGlobals->framecount );
|
|
g_StartTimeCurThink = Plat_FloatTime();
|
|
|
|
m_iFrameBlocked = -1;
|
|
m_nLastThinkTick = TIME_TO_TICKS( m_flLastRealThinkTime );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CAI_BaseNPC::PostNPCThink( void )
|
|
{
|
|
if ( g_StartTimeCurThink != 0.0 )
|
|
{
|
|
g_NpcTimeThisFrame += Plat_FloatTime() - g_StartTimeCurThink;
|
|
}
|
|
}
|
|
|
|
void CAI_BaseNPC::CallNPCThink( void )
|
|
{
|
|
RebalanceThinks();
|
|
|
|
//---------------------------------
|
|
|
|
m_bUsingStandardThinkTime = false;
|
|
|
|
//---------------------------------
|
|
|
|
if ( !PreNPCThink() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// reduce cache queries by locking model in memory
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
this->NPCThink();
|
|
|
|
m_flLastRealThinkTime = gpGlobals->curtime;
|
|
|
|
PostNPCThink();
|
|
}
|
|
|
|
bool NPC_CheckBrushExclude( CBaseEntity *pEntity, CBaseEntity *pBrush )
|
|
{
|
|
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
|
|
|
|
if ( pNPC )
|
|
{
|
|
return pNPC->GetMoveProbe()->ShouldBrushBeIgnored( pBrush );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
class CTraceFilterPlayerAvoidance : public CTraceFilterEntitiesOnly
|
|
{
|
|
public:
|
|
CTraceFilterPlayerAvoidance( const CBaseEntity *pEntity ) { m_pIgnore = pEntity; }
|
|
|
|
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
|
|
{
|
|
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
|
|
|
|
if ( m_pIgnore == pEntity )
|
|
return false;
|
|
|
|
if ( pEntity->IsPlayer() )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
private:
|
|
|
|
const CBaseEntity *m_pIgnore;
|
|
};
|
|
|
|
void CAI_BaseNPC::GetPlayerAvoidBounds( Vector *pMins, Vector *pMaxs )
|
|
{
|
|
*pMins = WorldAlignMins();
|
|
*pMaxs = WorldAlignMaxs();
|
|
}
|
|
|
|
ConVar ai_debug_avoidancebounds( "ai_debug_avoidancebounds", "0" );
|
|
|
|
void CAI_BaseNPC::SetPlayerAvoidState( void )
|
|
{
|
|
bool bShouldPlayerAvoid = false;
|
|
Vector vNothing;
|
|
|
|
GetSequenceLinearMotion( GetSequence(), &vNothing );
|
|
bool bIsMoving = ( IsMoving() || ( vNothing != vec3_origin ) );
|
|
|
|
//If we are coming out of a script, check if we are stuck inside the player.
|
|
if ( m_bPerformAvoidance || ( ShouldPlayerAvoid() && bIsMoving ) )
|
|
{
|
|
trace_t trace;
|
|
Vector vMins, vMaxs;
|
|
|
|
GetPlayerAvoidBounds( &vMins, &vMaxs );
|
|
|
|
CBasePlayer *pLocalPlayer = AI_GetSinglePlayer();
|
|
|
|
if ( pLocalPlayer )
|
|
{
|
|
bShouldPlayerAvoid = IsBoxIntersectingBox( GetAbsOrigin() + vMins, GetAbsOrigin() + vMaxs,
|
|
pLocalPlayer->GetAbsOrigin() + pLocalPlayer->WorldAlignMins(), pLocalPlayer->GetAbsOrigin() + pLocalPlayer->WorldAlignMaxs() );
|
|
}
|
|
|
|
if ( ai_debug_avoidancebounds.GetBool() )
|
|
{
|
|
int iRed = ( bShouldPlayerAvoid == true ) ? 255 : 0;
|
|
|
|
NDebugOverlay::Box( GetAbsOrigin(), vMins, vMaxs, iRed, 0, 255, 64, 0.1 );
|
|
}
|
|
}
|
|
|
|
m_bPlayerAvoidState = ShouldPlayerAvoid();
|
|
m_bPerformAvoidance = bShouldPlayerAvoid;
|
|
|
|
if ( GetCollisionGroup() == COLLISION_GROUP_NPC || GetCollisionGroup() == COLLISION_GROUP_NPC_ACTOR )
|
|
{
|
|
if ( m_bPerformAvoidance == true )
|
|
{
|
|
SetCollisionGroup( COLLISION_GROUP_NPC_ACTOR );
|
|
}
|
|
else
|
|
{
|
|
SetCollisionGroup( COLLISION_GROUP_NPC );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Enables player avoidance when the player's vphysics shadow penetrates our vphysics shadow. This can
|
|
// happen when the player is hit by a combine ball, which pushes them into an adjacent npc. Subclasses should
|
|
// override this if it causes problems, but in general this will solve cases of the player getting stuck in
|
|
// the NPC from being pushed.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::PlayerPenetratingVPhysics( void )
|
|
{
|
|
m_bPerformAvoidance = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::CheckPVSCondition()
|
|
{
|
|
bool bInPVS = ( UTIL_FindClientInPVS( edict() ) != NULL ) || (UTIL_ClientPVSIsExpanded() && UTIL_FindClientInVisibilityPVS( edict() ));
|
|
|
|
if ( bInPVS )
|
|
SetCondition( COND_IN_PVS );
|
|
else
|
|
ClearCondition( COND_IN_PVS );
|
|
|
|
return bInPVS;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// NPC Think - calls out to core AI functions and handles this
|
|
// npc's specific animation events
|
|
//
|
|
|
|
void CAI_BaseNPC::NPCThink( void )
|
|
{
|
|
if ( m_bCheckContacts )
|
|
{
|
|
CheckPhysicsContacts();
|
|
}
|
|
|
|
Assert( !(m_NPCState == NPC_STATE_DEAD && m_lifeState == LIFE_ALIVE) );
|
|
|
|
//---------------------------------
|
|
|
|
SetNextThink( TICK_NEVER_THINK );
|
|
|
|
//---------------------------------
|
|
|
|
bool bInPVS = CheckPVSCondition();
|
|
|
|
//---------------------------------
|
|
|
|
UpdateSleepState( bInPVS );
|
|
|
|
//---------------------------------
|
|
bool bRanDecision = false;
|
|
|
|
if ( GetEfficiency() < AIE_DORMANT && GetSleepState() == AISS_AWAKE )
|
|
{
|
|
static CFastTimer timer;
|
|
float thinkLimit = ai_show_think_tolerance.GetFloat();
|
|
|
|
if ( thinkLimit > 0 )
|
|
timer.Start();
|
|
|
|
if ( g_pAINetworkManager && g_pAINetworkManager->IsInitialized() )
|
|
{
|
|
VPROF_BUDGET( "NPCs", VPROF_BUDGETGROUP_NPCS );
|
|
|
|
AI_PROFILE_SCOPE_BEGIN_( GetClassScheduleIdSpace()->GetClassName() ); // need to use a string stable from map load to map load
|
|
|
|
SetPlayerAvoidState();
|
|
|
|
if ( PreThink() )
|
|
{
|
|
if ( m_flNextDecisionTime <= gpGlobals->curtime )
|
|
{
|
|
bRanDecision = true;
|
|
m_ScheduleState.bTaskRanAutomovement = false;
|
|
m_ScheduleState.bTaskUpdatedYaw = false;
|
|
RunAI();
|
|
}
|
|
else
|
|
{
|
|
if ( m_ScheduleState.bTaskRanAutomovement )
|
|
AutoMovement();
|
|
if ( m_ScheduleState.bTaskUpdatedYaw )
|
|
GetMotor()->UpdateYaw();
|
|
}
|
|
|
|
PostRun();
|
|
|
|
PerformMovement();
|
|
|
|
m_bIsMoving = IsMoving();
|
|
|
|
PostMovement();
|
|
|
|
SetSimulationTime( gpGlobals->curtime );
|
|
}
|
|
else
|
|
m_flTimeLastMovement = FLT_MAX;
|
|
|
|
AI_PROFILE_SCOPE_END();
|
|
}
|
|
|
|
if ( thinkLimit > 0 )
|
|
{
|
|
timer.End();
|
|
|
|
float thinkTime = g_AIRunTimer.GetDuration().GetMillisecondsF();
|
|
|
|
if ( thinkTime > thinkLimit )
|
|
{
|
|
int color = (int)RemapVal( thinkTime, thinkLimit, thinkLimit * 3, 96.0, 255.0 );
|
|
if ( color > 255 )
|
|
color = 255;
|
|
else if ( color < 96 )
|
|
color = 96;
|
|
|
|
Vector right;
|
|
Vector vecPoint;
|
|
|
|
vecPoint = EyePosition() + Vector( 0, 0, 12 );
|
|
GetVectors( NULL, &right, NULL );
|
|
NDebugOverlay::Line( vecPoint, vecPoint + Vector( 0, 0, 64 ), color, 0, 0, false , 1.0 );
|
|
NDebugOverlay::Line( vecPoint, vecPoint + Vector( 0, 0, 16 ) + right * 16, color, 0, 0, false , 1.0 );
|
|
NDebugOverlay::Line( vecPoint, vecPoint + Vector( 0, 0, 16 ) - right * 16, color, 0, 0, false , 1.0 );
|
|
}
|
|
}
|
|
}
|
|
|
|
m_bUsingStandardThinkTime = ( GetNextThinkTick() == TICK_NEVER_THINK );
|
|
|
|
UpdateEfficiency( bInPVS );
|
|
|
|
if ( m_bUsingStandardThinkTime )
|
|
{
|
|
static const char *ppszEfficiencies[] =
|
|
{
|
|
"AIE_NORMAL",
|
|
"AIE_EFFICIENT",
|
|
"AIE_VERY_EFFICIENT",
|
|
"AIE_SUPER_EFFICIENT",
|
|
"AIE_DORMANT",
|
|
};
|
|
|
|
static const char *ppszMoveEfficiencies[] =
|
|
{
|
|
"AIME_NORMAL",
|
|
"AIME_EFFICIENT",
|
|
};
|
|
|
|
if ( ai_debug_efficiency.GetBool() )
|
|
DevMsg( this, "Eff: %s, Move: %s\n", ppszEfficiencies[GetEfficiency()], ppszMoveEfficiencies[GetMoveEfficiency()] );
|
|
|
|
static float g_DecisionIntervals[] =
|
|
{
|
|
.1, // AIE_NORMAL
|
|
.2, // AIE_EFFICIENT
|
|
.4, // AIE_VERY_EFFICIENT
|
|
.6, // AIE_SUPER_EFFICIENT
|
|
};
|
|
|
|
if ( bRanDecision )
|
|
{
|
|
m_flNextDecisionTime = gpGlobals->curtime + g_DecisionIntervals[GetEfficiency()];
|
|
}
|
|
|
|
if ( GetMoveEfficiency() == AIME_NORMAL || GetEfficiency() == AIE_NORMAL )
|
|
{
|
|
SetNextThink( gpGlobals->curtime + .1 );
|
|
}
|
|
else
|
|
{
|
|
SetNextThink( gpGlobals->curtime + .2 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_flNextDecisionTime = 0;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// CAI_BaseNPC - USE - will make a npc angry at whomever
|
|
// activated it.
|
|
//=========================================================
|
|
void CAI_BaseNPC::NPCUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
return;
|
|
|
|
// Can't +USE NPCs running scripts
|
|
if ( GetState() == NPC_STATE_SCRIPT )
|
|
return;
|
|
|
|
if ( IsInAScript() )
|
|
return;
|
|
|
|
SetIdealState( NPC_STATE_ALERT );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Virtual function that allows us to have any npc ignore a set of
|
|
// shared conditions.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::RemoveIgnoredConditions( void )
|
|
{
|
|
m_ConditionsPreIgnore = m_Conditions;
|
|
m_Conditions.And( m_InverseIgnoreConditions, &m_Conditions );
|
|
|
|
if ( m_NPCState == NPC_STATE_SCRIPT && m_hCine )
|
|
m_hCine->RemoveIgnoredConditions();
|
|
}
|
|
|
|
//=========================================================
|
|
// RangeAttack1Conditions
|
|
//=========================================================
|
|
int CAI_BaseNPC::RangeAttack1Conditions ( float flDot, float flDist )
|
|
{
|
|
if ( flDist < 64)
|
|
{
|
|
return COND_TOO_CLOSE_TO_ATTACK;
|
|
}
|
|
else if (flDist > 784)
|
|
{
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
}
|
|
else if (flDot < 0.5)
|
|
{
|
|
return COND_NOT_FACING_ATTACK;
|
|
}
|
|
|
|
return COND_CAN_RANGE_ATTACK1;
|
|
}
|
|
|
|
//=========================================================
|
|
// RangeAttack2Conditions
|
|
//=========================================================
|
|
int CAI_BaseNPC::RangeAttack2Conditions ( float flDot, float flDist )
|
|
{
|
|
if ( flDist < 64)
|
|
{
|
|
return COND_TOO_CLOSE_TO_ATTACK;
|
|
}
|
|
else if (flDist > 512)
|
|
{
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
}
|
|
else if (flDot < 0.5)
|
|
{
|
|
return COND_NOT_FACING_ATTACK;
|
|
}
|
|
|
|
return COND_CAN_RANGE_ATTACK2;
|
|
}
|
|
|
|
//=========================================================
|
|
// MeleeAttack1Conditions
|
|
//=========================================================
|
|
int CAI_BaseNPC::MeleeAttack1Conditions ( float flDot, float flDist )
|
|
{
|
|
if ( flDist > 64)
|
|
{
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
}
|
|
else if (flDot < 0.7)
|
|
{
|
|
return 0;
|
|
}
|
|
else if (GetEnemy() == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Decent fix to keep folks from kicking/punching hornets and snarks is to check the onground flag(sjb)
|
|
if ( GetEnemy()->GetFlags() & FL_ONGROUND )
|
|
{
|
|
return COND_CAN_MELEE_ATTACK1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//=========================================================
|
|
// MeleeAttack2Conditions
|
|
//=========================================================
|
|
int CAI_BaseNPC::MeleeAttack2Conditions ( float flDot, float flDist )
|
|
{
|
|
if ( flDist > 64)
|
|
{
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
}
|
|
else if (flDot < 0.7)
|
|
{
|
|
return 0;
|
|
}
|
|
return COND_CAN_MELEE_ATTACK2;
|
|
}
|
|
|
|
// Get capability mask
|
|
int CAI_BaseNPC::CapabilitiesGet( void ) const
|
|
{
|
|
int capability = m_afCapability;
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
capability |= GetActiveWeapon()->CapabilitiesGet();
|
|
}
|
|
return capability;
|
|
}
|
|
|
|
// Set capability mask
|
|
int CAI_BaseNPC::CapabilitiesAdd( int capability )
|
|
{
|
|
m_afCapability |= capability;
|
|
|
|
return m_afCapability;
|
|
}
|
|
|
|
// Set capability mask
|
|
int CAI_BaseNPC::CapabilitiesRemove( int capability )
|
|
{
|
|
m_afCapability &= ~capability;
|
|
|
|
return m_afCapability;
|
|
}
|
|
|
|
// Clear capability mask
|
|
void CAI_BaseNPC::CapabilitiesClear( void )
|
|
{
|
|
m_afCapability = 0;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// ClearAttacks - clear out all attack conditions
|
|
//=========================================================
|
|
void CAI_BaseNPC::ClearAttackConditions( )
|
|
{
|
|
// Clear all attack conditions
|
|
ClearCondition( COND_CAN_RANGE_ATTACK1 );
|
|
ClearCondition( COND_CAN_RANGE_ATTACK2 );
|
|
ClearCondition( COND_CAN_MELEE_ATTACK1 );
|
|
ClearCondition( COND_CAN_MELEE_ATTACK2 );
|
|
ClearCondition( COND_WEAPON_HAS_LOS );
|
|
ClearCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
|
|
ClearCondition( COND_WEAPON_PLAYER_IN_SPREAD ); // Player in shooting direction
|
|
ClearCondition( COND_WEAPON_PLAYER_NEAR_TARGET ); // Player near shooting position
|
|
ClearCondition( COND_WEAPON_SIGHT_OCCLUDED );
|
|
}
|
|
|
|
//=========================================================
|
|
// GatherAttackConditions - sets all of the bits for attacks that the
|
|
// npc is capable of carrying out on the passed entity.
|
|
//=========================================================
|
|
|
|
void CAI_BaseNPC::GatherAttackConditions( CBaseEntity *pTarget, float flDist )
|
|
{
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_GatherAttackConditions);
|
|
|
|
Vector vecLOS = ( pTarget->GetAbsOrigin() - GetAbsOrigin() );
|
|
vecLOS.z = 0;
|
|
VectorNormalize( vecLOS );
|
|
|
|
Vector vBodyDir = BodyDirection2D( );
|
|
float flDot = DotProduct( vecLOS, vBodyDir );
|
|
|
|
// we know the enemy is in front now. We'll find which attacks the npc is capable of by
|
|
// checking for corresponding Activities in the model file, then do the simple checks to validate
|
|
// those attack types.
|
|
|
|
int capability;
|
|
Vector targetPos;
|
|
bool bWeaponHasLOS;
|
|
int condition;
|
|
|
|
capability = CapabilitiesGet();
|
|
|
|
// Clear all attack conditions
|
|
AI_PROFILE_SCOPE_BEGIN( CAI_BaseNPC_GatherAttackConditions_PrimaryWeaponLOS );
|
|
|
|
// @TODO (toml 06-15-03): There are simple cases where
|
|
// the upper torso of the enemy is visible, and the NPC is at an angle below
|
|
// them, but the above test fails because BodyTarget returns the center of
|
|
// the target. This needs some better handling/closer evaluation
|
|
|
|
// Try the eyes first, as likely to succeed (because can see or else wouldn't be here) thus reducing
|
|
// the odds of the need for a second trace
|
|
ClearAttackConditions();
|
|
targetPos = pTarget->EyePosition();
|
|
bWeaponHasLOS = CurrentWeaponLOSCondition( targetPos, true );
|
|
|
|
AI_PROFILE_SCOPE_END();
|
|
|
|
if ( !bWeaponHasLOS )
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_GatherAttackConditions_SecondaryWeaponLOS );
|
|
ClearAttackConditions( );
|
|
targetPos = pTarget->BodyTarget( GetAbsOrigin() );
|
|
bWeaponHasLOS = CurrentWeaponLOSCondition( targetPos, true );
|
|
}
|
|
else
|
|
{
|
|
SetCondition( COND_WEAPON_HAS_LOS );
|
|
}
|
|
|
|
if ( IsAttackFrozen() )
|
|
{
|
|
// If they are frozen, they can't attack
|
|
SetCondition( COND_TOO_CLOSE_TO_ATTACK ); // Run, Forest, Run
|
|
return;
|
|
}
|
|
|
|
bool bWeaponIsReady = (GetActiveWeapon() && !IsWeaponStateChanging());
|
|
|
|
// FIXME: move this out of here
|
|
if ( (capability & bits_CAP_WEAPON_RANGE_ATTACK1) && bWeaponIsReady )
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_GatherAttackConditions_WeaponRangeAttack1Condition );
|
|
|
|
condition = GetActiveWeapon()->WeaponRangeAttack1Condition(flDot, flDist);
|
|
|
|
if ( condition == COND_NOT_FACING_ATTACK && FInAimCone( targetPos ) )
|
|
DevMsg( "Warning: COND_NOT_FACING_ATTACK set but FInAimCone is true\n" );
|
|
|
|
if (condition != COND_CAN_RANGE_ATTACK1 || bWeaponHasLOS)
|
|
{
|
|
SetCondition(condition);
|
|
}
|
|
}
|
|
else if ( capability & bits_CAP_INNATE_RANGE_ATTACK1 )
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_GatherAttackConditions_RangeAttack1Condition );
|
|
|
|
condition = RangeAttack1Conditions( flDot, flDist );
|
|
if (condition != COND_CAN_RANGE_ATTACK1 || bWeaponHasLOS)
|
|
{
|
|
SetCondition(condition);
|
|
}
|
|
}
|
|
|
|
if ( (capability & bits_CAP_WEAPON_RANGE_ATTACK2) && bWeaponIsReady && ( GetActiveWeapon()->CapabilitiesGet() & bits_CAP_WEAPON_RANGE_ATTACK2 ) )
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_GatherAttackConditions_WeaponRangeAttack2Condition );
|
|
|
|
condition = GetActiveWeapon()->WeaponRangeAttack2Condition(flDot, flDist);
|
|
if (condition != COND_CAN_RANGE_ATTACK2 || bWeaponHasLOS)
|
|
{
|
|
SetCondition(condition);
|
|
}
|
|
}
|
|
else if ( capability & bits_CAP_INNATE_RANGE_ATTACK2 )
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_GatherAttackConditions_RangeAttack2Condition );
|
|
|
|
condition = RangeAttack2Conditions( flDot, flDist );
|
|
if (condition != COND_CAN_RANGE_ATTACK2 || bWeaponHasLOS)
|
|
{
|
|
SetCondition(condition);
|
|
}
|
|
}
|
|
|
|
if ( (capability & bits_CAP_WEAPON_MELEE_ATTACK1) && bWeaponIsReady)
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_GatherAttackConditions_WeaponMeleeAttack1Condition );
|
|
SetCondition(GetActiveWeapon()->WeaponMeleeAttack1Condition(flDot, flDist));
|
|
}
|
|
else if ( capability & bits_CAP_INNATE_MELEE_ATTACK1 )
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_GatherAttackConditions_MeleeAttack1Condition );
|
|
SetCondition(MeleeAttack1Conditions ( flDot, flDist ));
|
|
}
|
|
|
|
if ( (capability & bits_CAP_WEAPON_MELEE_ATTACK2) && bWeaponIsReady)
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_GatherAttackConditions_WeaponMeleeAttack2Condition );
|
|
SetCondition(GetActiveWeapon()->WeaponMeleeAttack2Condition(flDot, flDist));
|
|
}
|
|
else if ( capability & bits_CAP_INNATE_MELEE_ATTACK2 )
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_GatherAttackConditions_MeleeAttack2Condition );
|
|
SetCondition(MeleeAttack2Conditions ( flDot, flDist ));
|
|
}
|
|
|
|
// -----------------------------------------------------------------
|
|
// If any attacks are possible clear attack specific bits
|
|
// -----------------------------------------------------------------
|
|
if (HasCondition(COND_CAN_RANGE_ATTACK2) ||
|
|
HasCondition(COND_CAN_RANGE_ATTACK1) ||
|
|
HasCondition(COND_CAN_MELEE_ATTACK2) ||
|
|
HasCondition(COND_CAN_MELEE_ATTACK1) )
|
|
{
|
|
ClearCondition(COND_TOO_CLOSE_TO_ATTACK);
|
|
ClearCondition(COND_TOO_FAR_TO_ATTACK);
|
|
ClearCondition(COND_WEAPON_BLOCKED_BY_FRIEND);
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// SetState
|
|
//=========================================================
|
|
void CAI_BaseNPC::SetState( NPC_STATE State )
|
|
{
|
|
NPC_STATE OldState;
|
|
|
|
OldState = m_NPCState;
|
|
|
|
if ( State != m_NPCState )
|
|
{
|
|
m_flLastStateChangeTime = gpGlobals->curtime;
|
|
}
|
|
|
|
switch( State )
|
|
{
|
|
// Drop enemy pointers when going to idle
|
|
case NPC_STATE_IDLE:
|
|
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
SetEnemy( NULL ); // not allowed to have an enemy anymore.
|
|
DevMsg( 2, "Stripped\n" );
|
|
}
|
|
break;
|
|
}
|
|
|
|
bool fNotifyChange = false;
|
|
|
|
if( m_NPCState != State )
|
|
{
|
|
// Don't notify if we're changing to a state we're already in!
|
|
fNotifyChange = true;
|
|
}
|
|
|
|
m_NPCState = State;
|
|
SetIdealState( State );
|
|
|
|
// Notify the character that its state has changed.
|
|
if( fNotifyChange )
|
|
{
|
|
OnStateChange( OldState, m_NPCState );
|
|
}
|
|
}
|
|
|
|
bool CAI_BaseNPC::WokeThisTick() const
|
|
{
|
|
return m_nWakeTick == gpGlobals->tickcount ? true : false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::Wake( bool bFireOutput )
|
|
{
|
|
if ( GetSleepState() != AISS_AWAKE )
|
|
{
|
|
m_nWakeTick = gpGlobals->tickcount;
|
|
SetSleepState( AISS_AWAKE );
|
|
RemoveEffects( EF_NODRAW );
|
|
if ( bFireOutput )
|
|
m_OnWake.FireOutput( this, this );
|
|
|
|
if ( m_bWakeSquad && GetSquad() )
|
|
{
|
|
AISquadIter_t iter;
|
|
for ( CAI_BaseNPC *pSquadMember = GetSquad()->GetFirstMember( &iter ); pSquadMember; pSquadMember = GetSquad()->GetNextMember( &iter ) )
|
|
{
|
|
if ( pSquadMember->IsAlive() && pSquadMember != this )
|
|
{
|
|
pSquadMember->m_bWakeSquad = false;
|
|
pSquadMember->Wake();
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::Sleep()
|
|
{
|
|
// Don't render.
|
|
AddEffects( EF_NODRAW );
|
|
|
|
if( GetState() == NPC_STATE_SCRIPT )
|
|
{
|
|
Warning( "%s put to sleep while in Scripted state!\n", STRING( GetEntityName() ) );
|
|
}
|
|
|
|
VacateStrategySlot();
|
|
|
|
// Slam my schedule.
|
|
SetSchedule( SCHED_SLEEP );
|
|
|
|
m_OnSleep.FireOutput( this, this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets all sensing-related conditions
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::PerformSensing( void )
|
|
{
|
|
GetSenses()->PerformSensing();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::ClearSenseConditions( void )
|
|
{
|
|
static int conditionsToClear[] =
|
|
{
|
|
COND_SEE_HATE,
|
|
COND_SEE_DISLIKE,
|
|
COND_SEE_ENEMY,
|
|
COND_SEE_FEAR,
|
|
COND_SEE_NEMESIS,
|
|
COND_SEE_PLAYER,
|
|
COND_HEAR_DANGER,
|
|
COND_HEAR_COMBAT,
|
|
COND_HEAR_WORLD,
|
|
COND_HEAR_PLAYER,
|
|
COND_HEAR_THUMPER,
|
|
COND_HEAR_BUGBAIT,
|
|
COND_HEAR_PHYSICS_DANGER,
|
|
COND_HEAR_MOVE_AWAY,
|
|
COND_SMELL,
|
|
};
|
|
|
|
ClearConditions( conditionsToClear, ARRAYSIZE( conditionsToClear ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::CheckOnGround( void )
|
|
{
|
|
bool bScriptedWait = ( IsCurSchedule( SCHED_WAIT_FOR_SCRIPT ) || ( m_hCine && m_scriptState == CAI_BaseNPC::SCRIPT_WAIT ) );
|
|
if ( !bScriptedWait && !HasCondition( COND_FLOATING_OFF_GROUND ) )
|
|
{
|
|
// parented objects are never floating
|
|
if (GetMoveParent() != NULL)
|
|
return;
|
|
|
|
// NPCs in scripts with the fly flag shouldn't fall.
|
|
// FIXME: should NPCS with FL_FLY ever fall? Doesn't seem like they should.
|
|
if ( ( GetState() == NPC_STATE_SCRIPT ) && ( GetFlags() & FL_FLY ) )
|
|
return;
|
|
|
|
if ( ( GetNavType() == NAV_GROUND ) && ( GetMoveType() != MOVETYPE_VPHYSICS ) && ( GetMoveType() != MOVETYPE_NONE ) )
|
|
{
|
|
if ( m_CheckOnGroundTimer.Expired() )
|
|
{
|
|
m_CheckOnGroundTimer.Set(0.5);
|
|
|
|
// check a shrunk box centered around the foot
|
|
Vector maxs = WorldAlignMaxs();
|
|
Vector mins = WorldAlignMins();
|
|
|
|
if ( mins != maxs ) // some NPCs have no hull, so mins == maxs == vec3_origin
|
|
{
|
|
maxs -= Vector( 0.0f, 0.0f, 0.2f );
|
|
|
|
Vector vecStart = GetAbsOrigin() + Vector( 0, 0, .1f );
|
|
Vector vecDown = GetAbsOrigin();
|
|
vecDown.z -= 4.0;
|
|
|
|
trace_t trace;
|
|
m_pMoveProbe->TraceHull( vecStart, vecDown, mins, maxs, GetAITraceMask(), &trace );
|
|
|
|
if (trace.fraction == 1.0)
|
|
{
|
|
SetCondition( COND_FLOATING_OFF_GROUND );
|
|
SetGroundEntity( NULL );
|
|
}
|
|
else
|
|
{
|
|
if ( trace.startsolid && trace.m_pEnt->GetMoveType() == MOVETYPE_VPHYSICS &&
|
|
trace.m_pEnt->VPhysicsGetObject() && trace.m_pEnt->VPhysicsGetObject()->GetMass() < VPHYSICS_LARGE_OBJECT_MASS )
|
|
{
|
|
// stuck inside a small physics object?
|
|
m_CheckOnGroundTimer.Set(0.1f);
|
|
NPCPhysics_CreateSolver( this, trace.m_pEnt, true, 0.25f );
|
|
if ( VPhysicsGetObject() )
|
|
{
|
|
VPhysicsGetObject()->RecheckContactPoints();
|
|
}
|
|
}
|
|
// Check to see if someone changed the ground on us...
|
|
if ( trace.m_pEnt && trace.m_pEnt != GetGroundEntity() )
|
|
{
|
|
SetGroundEntity( trace.m_pEnt );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// parented objects are never floating
|
|
if ( bScriptedWait || GetMoveParent() != NULL || (GetFlags() & FL_ONGROUND ) || GetNavType() != NAV_GROUND )
|
|
{
|
|
ClearCondition( COND_FLOATING_OFF_GROUND );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void CAI_BaseNPC::NotifyPushMove()
|
|
{
|
|
// don't recheck ground when I'm being push-moved
|
|
m_CheckOnGroundTimer.Set( 0.5f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::CanFlinch( void )
|
|
{
|
|
if ( IsCurSchedule( SCHED_BIG_FLINCH ) )
|
|
return false;
|
|
|
|
if ( m_flNextFlinchTime >= gpGlobals->curtime )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::CheckFlinches( void )
|
|
{
|
|
// If we're currently flinching, don't allow gesture flinches to be overlaid
|
|
if ( IsCurSchedule( SCHED_BIG_FLINCH ) )
|
|
{
|
|
ClearCondition( COND_LIGHT_DAMAGE );
|
|
ClearCondition( COND_HEAVY_DAMAGE );
|
|
}
|
|
|
|
// If we've taken heavy damage, try to do a full schedule flinch
|
|
if ( HasCondition(COND_HEAVY_DAMAGE) )
|
|
{
|
|
// If we've already flinched recently, gesture flinch instead.
|
|
if ( HasMemory(bits_MEMORY_FLINCHED) )
|
|
{
|
|
// Clear the heavy damage condition so we don't interrupt schedules
|
|
// when we play a gesture flinch because we recently did a full flinch.
|
|
// Prevents the player from stun-locking enemies, even though they don't full flinch.
|
|
ClearCondition( COND_HEAVY_DAMAGE );
|
|
}
|
|
else if ( !HasInterruptCondition(COND_HEAVY_DAMAGE) )
|
|
{
|
|
// If we have taken heavy damage, but the current schedule doesn't
|
|
// break on that, resort to just playing a gesture flinch.
|
|
PlayFlinchGesture();
|
|
}
|
|
|
|
// Otherwise, do nothing. The heavy damage will interrupt our schedule and we'll flinch.
|
|
}
|
|
else if ( HasCondition( COND_LIGHT_DAMAGE ) )
|
|
{
|
|
// If we have taken light damage play gesture flinches
|
|
PlayFlinchGesture();
|
|
}
|
|
|
|
// If it's been a while since we did a full flinch, forget that we flinched so we'll flinch fully again
|
|
if ( HasMemory(bits_MEMORY_FLINCHED) && gpGlobals->curtime > m_flNextFlinchTime )
|
|
{
|
|
Forget(bits_MEMORY_FLINCHED);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::GatherConditions( void )
|
|
{
|
|
m_bConditionsGathered = true;
|
|
g_AIConditionsTimer.Start();
|
|
|
|
if( gpGlobals->curtime > m_flTimePingEffect && m_flTimePingEffect > 0.0f )
|
|
{
|
|
// Turn off the pinging.
|
|
DispatchUpdateTransmitState();
|
|
m_flTimePingEffect = 0.0f;
|
|
}
|
|
|
|
if ( m_NPCState != NPC_STATE_NONE && m_NPCState != NPC_STATE_DEAD )
|
|
{
|
|
if ( FacingIdeal() )
|
|
Forget( bits_MEMORY_TURNING );
|
|
|
|
bool bForcedGather = m_bForceConditionsGather;
|
|
m_bForceConditionsGather = false;
|
|
|
|
if ( m_pfnThink != (BASEPTR)&CAI_BaseNPC::CallNPCThink )
|
|
{
|
|
if ( UTIL_FindClientInPVS( edict() ) != NULL )
|
|
SetCondition( COND_IN_PVS );
|
|
else
|
|
ClearCondition( COND_IN_PVS );
|
|
}
|
|
|
|
// Sample the environment. Do this unconditionally if there is a player in this
|
|
// npc's PVS. NPCs in COMBAT state are allowed to simulate when there is no player in
|
|
// the same PVS. This is so that any fights in progress will continue even if the player leaves the PVS.
|
|
if ( !IsFlaggedEfficient() &&
|
|
( bForcedGather ||
|
|
HasCondition( COND_IN_PVS ) ||
|
|
ShouldAlwaysThink() ||
|
|
m_NPCState == NPC_STATE_COMBAT ) )
|
|
{
|
|
CheckOnGround();
|
|
|
|
if ( ShouldPlayIdleSound() )
|
|
{
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_IdleSound);
|
|
IdleSound();
|
|
}
|
|
|
|
PerformSensing();
|
|
|
|
GetEnemies()->RefreshMemories();
|
|
ChooseEnemy();
|
|
|
|
// Check to see if there is a better weapon available
|
|
if (Weapon_IsBetterAvailable())
|
|
{
|
|
SetCondition(COND_BETTER_WEAPON_AVAILABLE);
|
|
}
|
|
|
|
if ( GetCurSchedule() &&
|
|
( m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT) &&
|
|
GetEnemy() &&
|
|
!HasCondition( COND_NEW_ENEMY ) &&
|
|
GetCurSchedule()->HasInterrupt( COND_NEW_ENEMY ) )
|
|
{
|
|
// @Note (toml 05-05-04): There seems to be a case where an NPC can not respond
|
|
// to COND_NEW_ENEMY. Only evidence right now is save
|
|
// games after the fact, so for now, just patching it up
|
|
DevMsg( 2, "Had to force COND_NEW_ENEMY\n" );
|
|
SetCondition(COND_NEW_ENEMY);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// if not done, can have problems if leave PVS in same frame heard/saw things,
|
|
// since only PerformSensing clears conditions
|
|
ClearSenseConditions();
|
|
}
|
|
|
|
// do these calculations if npc has an enemy.
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
if ( !IsFlaggedEfficient() )
|
|
{
|
|
GatherEnemyConditions( GetEnemy() );
|
|
m_flLastEnemyTime = gpGlobals->curtime;
|
|
}
|
|
else
|
|
{
|
|
DevMsg(2, "Lost enemy because we're flagged efficient\n");
|
|
SetEnemy( NULL );
|
|
}
|
|
}
|
|
|
|
// do these calculations if npc has a target
|
|
if ( GetTarget() != NULL )
|
|
{
|
|
CheckTarget( GetTarget() );
|
|
}
|
|
|
|
CheckAmmo();
|
|
|
|
CheckFlinches();
|
|
|
|
CheckSquad();
|
|
}
|
|
else
|
|
ClearCondition( COND_IN_PVS );
|
|
|
|
g_AIConditionsTimer.End();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::PrescheduleThink( void )
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
CheckForScriptedNPCInteractions();
|
|
#endif
|
|
|
|
// If we use weapons, and our desired weapon state is not the current, fix it
|
|
if( (CapabilitiesGet() & bits_CAP_USE_WEAPONS) && (m_iDesiredWeaponState == DESIREDWEAPONSTATE_HOLSTERED || m_iDesiredWeaponState == DESIREDWEAPONSTATE_UNHOLSTERED || m_iDesiredWeaponState == DESIREDWEAPONSTATE_HOLSTERED_DESTROYED ) )
|
|
{
|
|
if ( IsAlive() && !IsInAScript() )
|
|
{
|
|
if ( !IsCurSchedule( SCHED_MELEE_ATTACK1, false ) && !IsCurSchedule( SCHED_MELEE_ATTACK2, false ) &&
|
|
!IsCurSchedule( SCHED_RANGE_ATTACK1, false ) && !IsCurSchedule( SCHED_RANGE_ATTACK2, false ) )
|
|
{
|
|
if ( m_iDesiredWeaponState == DESIREDWEAPONSTATE_HOLSTERED || m_iDesiredWeaponState == DESIREDWEAPONSTATE_HOLSTERED_DESTROYED )
|
|
{
|
|
HolsterWeapon();
|
|
}
|
|
else if ( m_iDesiredWeaponState == DESIREDWEAPONSTATE_UNHOLSTERED )
|
|
{
|
|
UnholsterWeapon();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Throw away the request
|
|
m_iDesiredWeaponState = DESIREDWEAPONSTATE_IGNORE;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Main entry point for processing AI
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::RunAI( void )
|
|
{
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_RunAI);
|
|
g_AIRunTimer.Start();
|
|
|
|
if( ai_debug_squads.GetBool() )
|
|
{
|
|
if( IsInSquad() && GetSquad() && !CAI_Squad::IsSilentMember(this ) && ( GetSquad()->IsLeader( this ) || GetSquad()->NumMembers() == 1 ) )
|
|
{
|
|
AISquadIter_t iter;
|
|
CAI_Squad *pSquad = GetSquad();
|
|
|
|
Vector right;
|
|
Vector vecPoint;
|
|
|
|
vecPoint = EyePosition() + Vector( 0, 0, 12 );
|
|
GetVectors( NULL, &right, NULL );
|
|
NDebugOverlay::Line( vecPoint, vecPoint + Vector( 0, 0, 64 ), 0, 255, 0, false , 0.1 );
|
|
NDebugOverlay::Line( vecPoint, vecPoint + Vector( 0, 0, 32 ) + right * 32, 0, 255, 0, false , 0.1 );
|
|
NDebugOverlay::Line( vecPoint, vecPoint + Vector( 0, 0, 32 ) - right * 32, 0, 255, 0, false , 0.1 );
|
|
|
|
NDebugOverlay::Cross3D( GetSquad()->ComputeSquadCentroid(false,NULL), 16, 255, 255, 255, false, 0.1 );
|
|
|
|
for ( CAI_BaseNPC *pSquadMember = pSquad->GetFirstMember( &iter, false ); pSquadMember; pSquadMember = pSquad->GetNextMember( &iter, false ) )
|
|
{
|
|
if ( pSquadMember != this )
|
|
NDebugOverlay::Line( EyePosition(), pSquadMember->EyePosition(), 0,
|
|
CAI_Squad::IsSilentMember(pSquadMember) ? 127 : 255, 0, false , 0.1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( ai_debug_loners.GetBool() && !IsInSquad() && AI_IsSinglePlayer() )
|
|
{
|
|
Vector right;
|
|
Vector vecPoint;
|
|
|
|
vecPoint = EyePosition() + Vector( 0, 0, 12 );
|
|
|
|
UTIL_GetLocalPlayer()->GetVectors( NULL, &right, NULL );
|
|
|
|
NDebugOverlay::Line( vecPoint, vecPoint + Vector( 0, 0, 64 ), 255, 0, 0, false , 0.1 );
|
|
NDebugOverlay::Line( vecPoint, vecPoint + Vector( 0, 0, 32 ) + right * 32, 255, 0, 0, false , 0.1 );
|
|
NDebugOverlay::Line( vecPoint, vecPoint + Vector( 0, 0, 32 ) - right * 32, 255, 0, 0, false , 0.1 );
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
m_bSelected = ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) != 0 );
|
|
#endif
|
|
|
|
m_bConditionsGathered = false;
|
|
m_bSkippedChooseEnemy = false;
|
|
|
|
if ( g_pDeveloper->GetInt() && !GetNavigator()->IsOnNetwork() )
|
|
{
|
|
AddTimedOverlay( "NPC w/no reachable nodes!", 5 );
|
|
}
|
|
|
|
AI_PROFILE_SCOPE_BEGIN(CAI_BaseNPC_RunAI_GatherConditions);
|
|
GatherConditions();
|
|
RemoveIgnoredConditions();
|
|
AI_PROFILE_SCOPE_END();
|
|
|
|
if ( !m_bConditionsGathered )
|
|
m_bConditionsGathered = true; // derived class didn't call to base
|
|
|
|
TryRestoreHull();
|
|
|
|
g_AIPrescheduleThinkTimer.Start();
|
|
|
|
AI_PROFILE_SCOPE_BEGIN(CAI_RunAI_PrescheduleThink);
|
|
PrescheduleThink();
|
|
AI_PROFILE_SCOPE_END();
|
|
|
|
g_AIPrescheduleThinkTimer.End();
|
|
|
|
MaintainSchedule();
|
|
|
|
PostscheduleThink();
|
|
|
|
ClearTransientConditions();
|
|
|
|
g_AIRunTimer.End();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::ClearTransientConditions()
|
|
{
|
|
// if the npc didn't use these conditions during the above call to MaintainSchedule()
|
|
// we throw them out cause we don't want them sitting around through the lifespan of a schedule
|
|
// that doesn't use them.
|
|
ClearCondition( COND_LIGHT_DAMAGE );
|
|
ClearCondition( COND_HEAVY_DAMAGE );
|
|
ClearCondition( COND_PHYSICS_DAMAGE );
|
|
ClearCondition( COND_PLAYER_PUSHING );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Selecting the idle ideal state
|
|
//-----------------------------------------------------------------------------
|
|
NPC_STATE CAI_BaseNPC::SelectIdleIdealState()
|
|
{
|
|
// IDLE goes to ALERT upon hearing a sound
|
|
// IDLE goes to ALERT upon being injured
|
|
// IDLE goes to ALERT upon seeing food
|
|
// IDLE goes to COMBAT upon sighting an enemy
|
|
if ( HasCondition(COND_NEW_ENEMY) ||
|
|
HasCondition(COND_SEE_ENEMY) )
|
|
{
|
|
// new enemy! This means an idle npc has seen someone it dislikes, or
|
|
// that a npc in combat has found a more suitable target to attack
|
|
return NPC_STATE_COMBAT;
|
|
}
|
|
|
|
// Set our ideal yaw if we've taken damage
|
|
if ( HasCondition(COND_LIGHT_DAMAGE) ||
|
|
HasCondition(COND_HEAVY_DAMAGE) ||
|
|
(!GetEnemy() && gpGlobals->curtime - GetEnemies()->LastTimeSeen( AI_UNKNOWN_ENEMY ) < TIME_CARE_ABOUT_DAMAGE ) )
|
|
{
|
|
Vector vecEnemyLKP;
|
|
|
|
// Fill in where we're trying to look
|
|
if ( GetEnemy() )
|
|
{
|
|
vecEnemyLKP = GetEnemyLKP();
|
|
}
|
|
else
|
|
{
|
|
if ( GetEnemies()->Find( AI_UNKNOWN_ENEMY ) )
|
|
{
|
|
vecEnemyLKP = GetEnemies()->LastKnownPosition( AI_UNKNOWN_ENEMY );
|
|
}
|
|
else
|
|
{
|
|
// Don't have an enemy, so face the direction the last attack came from (don't face north)
|
|
vecEnemyLKP = WorldSpaceCenter() + ( g_vecAttackDir * 128 );
|
|
}
|
|
}
|
|
|
|
// Set the ideal
|
|
GetMotor()->SetIdealYawToTarget( vecEnemyLKP );
|
|
|
|
return NPC_STATE_ALERT;
|
|
}
|
|
|
|
if ( HasCondition(COND_HEAR_DANGER) ||
|
|
HasCondition(COND_HEAR_COMBAT) ||
|
|
HasCondition(COND_HEAR_WORLD) ||
|
|
HasCondition(COND_HEAR_PLAYER) ||
|
|
HasCondition(COND_HEAR_THUMPER) ||
|
|
HasCondition(COND_HEAR_BULLET_IMPACT) )
|
|
{
|
|
// Interrupted by a sound. So make our ideal yaw the
|
|
// source of the sound!
|
|
CSound *pSound;
|
|
|
|
pSound = GetBestSound();
|
|
Assert( pSound != NULL );
|
|
if ( pSound )
|
|
{
|
|
// BRJ 1/7/04: This code used to set the ideal yaw.
|
|
// It's really side-effecty to set the yaw here.
|
|
// That is now done by the FACE_BESTSOUND schedule.
|
|
// Revert this change if it causes problems.
|
|
GetMotor()->SetIdealYawToTarget( pSound->GetSoundReactOrigin() );
|
|
if ( pSound->IsSoundType( SOUND_COMBAT | SOUND_DANGER | SOUND_BULLET_IMPACT ) )
|
|
{
|
|
return NPC_STATE_ALERT;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( HasInterruptCondition(COND_SMELL) )
|
|
{
|
|
return NPC_STATE_ALERT;
|
|
}
|
|
|
|
return NPC_STATE_INVALID;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Selecting the alert ideal state
|
|
//-----------------------------------------------------------------------------
|
|
NPC_STATE CAI_BaseNPC::SelectAlertIdealState()
|
|
{
|
|
// ALERT goes to IDLE upon becoming bored
|
|
// ALERT goes to COMBAT upon sighting an enemy
|
|
if ( HasCondition(COND_NEW_ENEMY) ||
|
|
HasCondition(COND_SEE_ENEMY) ||
|
|
GetEnemy() != NULL )
|
|
{
|
|
return NPC_STATE_COMBAT;
|
|
}
|
|
|
|
// Set our ideal yaw if we've taken damage
|
|
if ( HasCondition(COND_LIGHT_DAMAGE) ||
|
|
HasCondition(COND_HEAVY_DAMAGE) ||
|
|
(!GetEnemy() && gpGlobals->curtime - GetEnemies()->LastTimeSeen( AI_UNKNOWN_ENEMY ) < TIME_CARE_ABOUT_DAMAGE ) )
|
|
{
|
|
Vector vecEnemyLKP;
|
|
|
|
// Fill in where we're trying to look
|
|
if ( GetEnemy() )
|
|
{
|
|
vecEnemyLKP = GetEnemyLKP();
|
|
}
|
|
else
|
|
{
|
|
if ( GetEnemies()->Find( AI_UNKNOWN_ENEMY ) )
|
|
{
|
|
vecEnemyLKP = GetEnemies()->LastKnownPosition( AI_UNKNOWN_ENEMY );
|
|
}
|
|
else
|
|
{
|
|
// Don't have an enemy, so face the direction the last attack came from (don't face north)
|
|
vecEnemyLKP = WorldSpaceCenter() + ( g_vecAttackDir * 128 );
|
|
}
|
|
}
|
|
|
|
// Set the ideal
|
|
GetMotor()->SetIdealYawToTarget( vecEnemyLKP );
|
|
|
|
return NPC_STATE_ALERT;
|
|
}
|
|
|
|
if ( HasCondition(COND_HEAR_DANGER) ||
|
|
HasCondition(COND_HEAR_COMBAT) )
|
|
{
|
|
CSound *pSound = GetBestSound();
|
|
AssertOnce( pSound != NULL );
|
|
|
|
if ( pSound )
|
|
{
|
|
GetMotor()->SetIdealYawToTarget( pSound->GetSoundReactOrigin() );
|
|
}
|
|
|
|
return NPC_STATE_ALERT;
|
|
}
|
|
|
|
if ( ShouldGoToIdleState() )
|
|
{
|
|
return NPC_STATE_IDLE;
|
|
}
|
|
|
|
return NPC_STATE_INVALID;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Selecting the alert ideal state
|
|
//-----------------------------------------------------------------------------
|
|
NPC_STATE CAI_BaseNPC::SelectScriptIdealState()
|
|
{
|
|
if ( HasCondition(COND_TASK_FAILED) ||
|
|
HasCondition(COND_LIGHT_DAMAGE) ||
|
|
HasCondition(COND_HEAVY_DAMAGE) )
|
|
{
|
|
ExitScriptedSequence(); // This will set the ideal state
|
|
}
|
|
|
|
if ( m_IdealNPCState == NPC_STATE_IDLE )
|
|
{
|
|
// Exiting a script. Select the ideal state assuming we were idle now.
|
|
m_NPCState = NPC_STATE_IDLE;
|
|
NPC_STATE eIdealState = SelectIdealState();
|
|
m_NPCState = NPC_STATE_SCRIPT;
|
|
return eIdealState;
|
|
}
|
|
|
|
return NPC_STATE_INVALID;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Surveys the Conditions information available and finds the best
|
|
// new state for a npc.
|
|
//
|
|
// NOTICE the CAI_BaseNPC implementation of this function does not care about
|
|
// private conditions!
|
|
//
|
|
// Output : NPC_STATE - the suggested ideal state based on current conditions.
|
|
//-----------------------------------------------------------------------------
|
|
NPC_STATE CAI_BaseNPC::SelectIdealState( void )
|
|
{
|
|
// dvs: FIXME: lots of side effecty code in here!! this function should ONLY return an ideal state!
|
|
|
|
// ---------------------------
|
|
// Do some squad stuff first
|
|
// ---------------------------
|
|
if (m_pSquad)
|
|
{
|
|
switch( m_NPCState )
|
|
{
|
|
case NPC_STATE_IDLE:
|
|
case NPC_STATE_ALERT:
|
|
if ( HasCondition ( COND_NEW_ENEMY ) )
|
|
{
|
|
m_pSquad->SquadNewEnemy( GetEnemy() );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// ---------------------------
|
|
// Set ideal state
|
|
// ---------------------------
|
|
switch ( m_NPCState )
|
|
{
|
|
case NPC_STATE_IDLE:
|
|
{
|
|
NPC_STATE nState = SelectIdleIdealState();
|
|
if ( nState != NPC_STATE_INVALID )
|
|
return nState;
|
|
}
|
|
break;
|
|
|
|
case NPC_STATE_ALERT:
|
|
{
|
|
NPC_STATE nState = SelectAlertIdealState();
|
|
if ( nState != NPC_STATE_INVALID )
|
|
return nState;
|
|
}
|
|
break;
|
|
|
|
case NPC_STATE_COMBAT:
|
|
// COMBAT goes to ALERT upon death of enemy
|
|
{
|
|
if ( GetEnemy() == NULL )
|
|
{
|
|
DevWarning( 2, "***Combat state with no enemy!\n" );
|
|
return NPC_STATE_ALERT;
|
|
}
|
|
break;
|
|
}
|
|
case NPC_STATE_SCRIPT:
|
|
{
|
|
NPC_STATE nState = SelectScriptIdealState();
|
|
if ( nState != NPC_STATE_INVALID )
|
|
return nState;
|
|
}
|
|
break;
|
|
|
|
case NPC_STATE_DEAD:
|
|
return NPC_STATE_DEAD;
|
|
}
|
|
|
|
// The best ideal state is the current ideal state.
|
|
return m_IdealNPCState;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CAI_BaseNPC::GiveWeapon( string_t iszWeaponName )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = Weapon_Create( STRING(iszWeaponName) );
|
|
if ( !pWeapon )
|
|
{
|
|
Warning( "Couldn't create weapon %s to give NPC %s.\n", STRING(iszWeaponName), STRING(GetEntityName()) );
|
|
return;
|
|
}
|
|
|
|
// If I have a weapon already, drop it
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
Weapon_Drop( GetActiveWeapon() );
|
|
}
|
|
|
|
pWeapon->MakeWeaponNameFromEntity( this );
|
|
|
|
Weapon_Equip( pWeapon );
|
|
|
|
// Handle this case
|
|
OnGivenWeapon( pWeapon );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Rather specific function that tells us if an NPC is in the process of
|
|
// moving to a weapon with the intent to pick it up.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::IsMovingToPickupWeapon()
|
|
{
|
|
return IsCurSchedule( SCHED_NEW_WEAPON );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::ShouldLookForBetterWeapon()
|
|
{
|
|
if( m_flNextWeaponSearchTime > gpGlobals->curtime )
|
|
return false;
|
|
|
|
if( !(CapabilitiesGet() & bits_CAP_USE_WEAPONS) )
|
|
return false;
|
|
|
|
// Already armed and currently fighting. Don't try to upgrade.
|
|
if( GetActiveWeapon() && m_NPCState == NPC_STATE_COMBAT )
|
|
return false;
|
|
|
|
if( IsMovingToPickupWeapon() )
|
|
return false;
|
|
|
|
if( !IsPlayerAlly() && GetActiveWeapon() )
|
|
return false;
|
|
|
|
if( IsInAScript() )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check if a better weapon is available.
|
|
// For now check if there is a weapon and I don't have one. In
|
|
// the future
|
|
// UNDONE: actually rate the weapons based on there strength
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::Weapon_IsBetterAvailable()
|
|
{
|
|
if( m_iszPendingWeapon != NULL_STRING )
|
|
{
|
|
// Some weapon is reserved for us.
|
|
return true;
|
|
}
|
|
|
|
if( ShouldLookForBetterWeapon() )
|
|
{
|
|
if( GetActiveWeapon() )
|
|
{
|
|
m_flNextWeaponSearchTime = gpGlobals->curtime + 2;
|
|
}
|
|
else
|
|
{
|
|
if( IsInPlayerSquad() )
|
|
{
|
|
// Look for a weapon frequently.
|
|
m_flNextWeaponSearchTime = gpGlobals->curtime + 1;
|
|
}
|
|
else
|
|
{
|
|
m_flNextWeaponSearchTime = gpGlobals->curtime + 2;
|
|
}
|
|
}
|
|
|
|
if ( Weapon_FindUsable( WEAPON_SEARCH_DELTA ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true is weapon has a line of sight. If bSetConditions is
|
|
// true, also sets LOC conditions
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
|
|
{
|
|
#if 0
|
|
// @TODO (toml 03-07-04): this code might be better (not tested)
|
|
Vector vecLocalRelativePosition;
|
|
VectorITransform( npcOwner->Weapon_ShootPosition(), npcOwner->EntityToWorldTransform(), vecLocalRelativePosition );
|
|
|
|
// Compute desired test transform
|
|
|
|
// Compute desired x axis
|
|
Vector xaxis;
|
|
VectorSubtract( targetPos, ownerPos, xaxis );
|
|
|
|
// FIXME: Insert angle test here?
|
|
float flAngle = acos( xaxis.z / xaxis.Length() );
|
|
|
|
xaxis.z = 0.0f;
|
|
float flLength = VectorNormalize( xaxis );
|
|
if ( flLength < 1e-3 )
|
|
return false;
|
|
|
|
Vector yaxis( -xaxis.y, xaxis.x, 0.0f );
|
|
|
|
matrix3x4_t losTestToWorld;
|
|
MatrixInitialize( losTestToWorld, ownerPos, xaxis, yaxis, zaxis );
|
|
|
|
Vector barrelPos;
|
|
VectorTransform( vecLocalRelativePosition, losTestToWorld, barrelPos );
|
|
|
|
#endif
|
|
|
|
bool bHaveLOS;
|
|
|
|
if (GetActiveWeapon())
|
|
{
|
|
bHaveLOS = GetActiveWeapon()->WeaponLOSCondition(ownerPos, targetPos, bSetConditions);
|
|
}
|
|
else if (CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1)
|
|
{
|
|
bHaveLOS = InnateWeaponLOSCondition(ownerPos, targetPos, bSetConditions);
|
|
}
|
|
else
|
|
{
|
|
if (bSetConditions)
|
|
{
|
|
SetCondition( COND_NO_WEAPON );
|
|
}
|
|
bHaveLOS = false;
|
|
}
|
|
// -------------------------------------------
|
|
// Check for friendly fire with the player
|
|
// -------------------------------------------
|
|
if ( CapabilitiesGet() & ( bits_CAP_NO_HIT_PLAYER | bits_CAP_NO_HIT_SQUADMATES ) )
|
|
{
|
|
float spread = 0.92;
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
Vector vSpread = GetAttackSpread( GetActiveWeapon() );
|
|
if ( vSpread.x > VECTOR_CONE_15DEGREES.x )
|
|
spread = TableCos(asin(vSpread.x));
|
|
else // too much error because using point not box
|
|
spread = 0.99145; // "15 degrees"
|
|
}
|
|
if (CapabilitiesGet() & bits_CAP_NO_HIT_PLAYER)
|
|
{
|
|
// Check shoot direction relative to player
|
|
if (PlayerInSpread( ownerPos, targetPos, spread, 8*12 ))
|
|
{
|
|
if (bSetConditions)
|
|
{
|
|
SetCondition( COND_WEAPON_PLAYER_IN_SPREAD );
|
|
}
|
|
bHaveLOS = false;
|
|
}
|
|
/* For grenades etc. check that player is clear?
|
|
// Check player position also
|
|
if (PlayerInRange( targetPos, 100 ))
|
|
{
|
|
SetCondition( COND_WEAPON_PLAYER_NEAR_TARGET );
|
|
}
|
|
*/
|
|
}
|
|
|
|
if ( bHaveLOS )
|
|
{
|
|
if ( (CapabilitiesGet() & bits_CAP_NO_HIT_SQUADMATES) && m_pSquad && GetEnemy() )
|
|
{
|
|
if ( IsSquadmateInSpread( ownerPos, targetPos, spread, 8*12 ) )
|
|
{
|
|
SetCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
|
|
bHaveLOS = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return bHaveLOS;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check the innate weapon LOS for an owner at an arbitrary position
|
|
// If bSetConditions is true, LOS related conditions will also be set
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
|
|
{
|
|
// --------------------
|
|
// Check for occlusion
|
|
// --------------------
|
|
// Base class version assumes innate weapon position is at eye level
|
|
Vector barrelPos = ownerPos + GetViewOffset();
|
|
trace_t tr;
|
|
AI_TraceLine( barrelPos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
|
|
|
|
if ( tr.fraction == 1.0 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
CBaseEntity *pHitEntity = tr.m_pEnt;
|
|
|
|
// Translate a hit vehicle into its passenger if found
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer();
|
|
if ( pCCEnemy != NULL && pCCEnemy->IsInAVehicle() )
|
|
{
|
|
// Ok, player in vehicle, check if vehicle is target we're looking at, fire if it is
|
|
// Also, check to see if the owner of the entity is the vehicle, in which case it's valid too.
|
|
// This catches vehicles that use bone followers.
|
|
CBaseEntity *pVehicleEnt = pCCEnemy->GetVehicleEntity();
|
|
if ( pHitEntity == pVehicleEnt || pHitEntity->GetOwnerEntity() == pVehicleEnt )
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if ( pHitEntity == GetEnemy() )
|
|
{
|
|
return true;
|
|
}
|
|
else if ( pHitEntity && pHitEntity->MyCombatCharacterPointer() )
|
|
{
|
|
if (IRelationType( pHitEntity ) == D_HT)
|
|
{
|
|
return true;
|
|
}
|
|
else if (bSetConditions)
|
|
{
|
|
SetCondition(COND_WEAPON_BLOCKED_BY_FRIEND);
|
|
}
|
|
}
|
|
else if (bSetConditions)
|
|
{
|
|
SetCondition(COND_WEAPON_SIGHT_OCCLUDED);
|
|
SetEnemyOccluder(tr.m_pEnt);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//=========================================================
|
|
// CanCheckAttacks - prequalifies a npc to do more fine
|
|
// checking of potential attacks.
|
|
//=========================================================
|
|
bool CAI_BaseNPC::FCanCheckAttacks( void )
|
|
{
|
|
// Not allowed to check attacks while climbing or jumping
|
|
// Otherwise schedule is interrupted while on ladder/etc
|
|
// which is NOT a legal place to attack from
|
|
if ( GetNavType() == NAV_CLIMB || GetNavType() == NAV_JUMP )
|
|
return false;
|
|
|
|
if ( HasCondition(COND_SEE_ENEMY) && !HasCondition( COND_ENEMY_TOO_FAR))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return dist. to enemy (closest of origin/head/feet)
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
float CAI_BaseNPC::EnemyDistance( CBaseEntity *pEnemy )
|
|
{
|
|
Vector enemyDelta = pEnemy->WorldSpaceCenter() - WorldSpaceCenter();
|
|
|
|
// NOTE: We ignore rotation for computing height. Assume it isn't an effect
|
|
// we care about, so we simply use OBBSize().z for height.
|
|
// Otherwise you'd do this:
|
|
// pEnemy->CollisionProp()->WorldSpaceSurroundingBounds( &enemyMins, &enemyMaxs );
|
|
// float enemyHeight = enemyMaxs.z - enemyMins.z;
|
|
|
|
float enemyHeight = pEnemy->CollisionProp()->OBBSize().z;
|
|
float myHeight = CollisionProp()->OBBSize().z;
|
|
|
|
// max distance our centers can be apart with the boxes still overlapping
|
|
float flMaxZDist = ( enemyHeight + myHeight ) * 0.5f;
|
|
|
|
// see if the enemy is closer to my head, feet or in between
|
|
if ( enemyDelta.z > flMaxZDist )
|
|
{
|
|
// enemy feet above my head, compute distance from my head to his feet
|
|
enemyDelta.z -= flMaxZDist;
|
|
}
|
|
else if ( enemyDelta.z < -flMaxZDist )
|
|
{
|
|
// enemy head below my feet, return distance between my feet and his head
|
|
enemyDelta.z += flMaxZDist;
|
|
}
|
|
else
|
|
{
|
|
// boxes overlap in Z, no delta
|
|
enemyDelta.z = 0;
|
|
}
|
|
|
|
return enemyDelta.Length();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float CAI_BaseNPC::GetReactionDelay( CBaseEntity *pEnemy )
|
|
{
|
|
return ( m_NPCState == NPC_STATE_ALERT || m_NPCState == NPC_STATE_COMBAT ) ?
|
|
ai_reaction_delay_alert.GetFloat() :
|
|
ai_reaction_delay_idle.GetFloat();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update information on my enemy
|
|
// Input :
|
|
// Output : Returns true is new enemy, false is known enemy
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer )
|
|
{
|
|
bool firstHand = ( pInformer == NULL || pInformer == this );
|
|
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_UpdateEnemyMemory);
|
|
|
|
if ( GetEnemies() )
|
|
{
|
|
// If the was eluding me and allow the NPC to play a sound
|
|
if (GetEnemies()->HasEludedMe(pEnemy))
|
|
{
|
|
FoundEnemySound();
|
|
}
|
|
float reactionDelay = ( !pInformer || pInformer == this ) ? GetReactionDelay( pEnemy ) : 0.0;
|
|
bool result = GetEnemies()->UpdateMemory(GetNavigator()->GetNetwork(), pEnemy, position, reactionDelay, firstHand);
|
|
|
|
if ( !firstHand && pEnemy && result && GetState() == NPC_STATE_IDLE ) // if it's a new potential enemy
|
|
ForceDecisionThink();
|
|
|
|
if ( firstHand && pEnemy && m_pSquad )
|
|
{
|
|
m_pSquad->UpdateEnemyMemory( this, pEnemy, position );
|
|
}
|
|
return result;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Remembers the thing my enemy is hiding behind. Called when either
|
|
// COND_ENEMY_OCCLUDED or COND_WEAPON_SIGHT_OCCLUDED is set.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::SetEnemyOccluder(CBaseEntity *pBlocker)
|
|
{
|
|
m_hEnemyOccluder = pBlocker;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gets the thing my enemy is hiding behind (assuming they are hiding).
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CAI_BaseNPC::GetEnemyOccluder(void)
|
|
{
|
|
return m_hEnemyOccluder.Get();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: part of the Condition collection process
|
|
// gets and stores data and conditions pertaining to a npc's
|
|
// enemy.
|
|
// @TODO (toml 07-27-03): this should become subservient to the senses. right
|
|
// now, it yields different result
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::GatherEnemyConditions( CBaseEntity *pEnemy )
|
|
{
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_GatherEnemyConditions);
|
|
|
|
ClearCondition( COND_ENEMY_FACING_ME );
|
|
ClearCondition( COND_BEHIND_ENEMY );
|
|
|
|
// ---------------------------
|
|
// Set visibility conditions
|
|
// ---------------------------
|
|
if ( HasCondition( COND_NEW_ENEMY ) || GetSenses()->GetTimeLastUpdate( GetEnemy() ) == gpGlobals->curtime )
|
|
{
|
|
AI_PROFILE_SCOPE_BEGIN(CAI_BaseNPC_GatherEnemyConditions_Visibility);
|
|
|
|
ClearCondition( COND_HAVE_ENEMY_LOS );
|
|
ClearCondition( COND_ENEMY_OCCLUDED );
|
|
|
|
CBaseEntity *pBlocker = NULL;
|
|
SetEnemyOccluder(NULL);
|
|
|
|
bool bSensesDidSee = GetSenses()->DidSeeEntity( pEnemy );
|
|
|
|
if ( !bSensesDidSee && ( ( EnemyDistance( pEnemy ) >= GetSenses()->GetDistLook() ) || !FVisible( pEnemy, MASK_BLOCKLOS, &pBlocker ) ) )
|
|
{
|
|
// No LOS to enemy
|
|
SetEnemyOccluder(pBlocker);
|
|
SetCondition( COND_ENEMY_OCCLUDED );
|
|
ClearCondition( COND_SEE_ENEMY );
|
|
|
|
if (HasMemory( bits_MEMORY_HAD_LOS ))
|
|
{
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_GatherEnemyConditions_Outputs);
|
|
// Send output event
|
|
if (GetEnemy()->IsPlayer())
|
|
{
|
|
m_OnLostPlayerLOS.FireOutput( GetEnemy(), this );
|
|
}
|
|
m_OnLostEnemyLOS.FireOutput( GetEnemy(), this );
|
|
}
|
|
Forget( bits_MEMORY_HAD_LOS );
|
|
}
|
|
else
|
|
{
|
|
// Have LOS but may not be in view cone
|
|
SetCondition( COND_HAVE_ENEMY_LOS );
|
|
|
|
if ( bSensesDidSee )
|
|
{
|
|
// Have LOS and in view cone
|
|
SetCondition( COND_SEE_ENEMY );
|
|
}
|
|
else
|
|
{
|
|
ClearCondition( COND_SEE_ENEMY );
|
|
}
|
|
|
|
if (!HasMemory( bits_MEMORY_HAD_LOS ))
|
|
{
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_GatherEnemyConditions_Outputs);
|
|
// Send output event
|
|
EHANDLE hEnemy;
|
|
hEnemy.Set( GetEnemy() );
|
|
|
|
if (GetEnemy()->IsPlayer())
|
|
{
|
|
m_OnFoundPlayer.Set(hEnemy, this, this);
|
|
m_OnFoundEnemy.Set(hEnemy, this, this);
|
|
}
|
|
else
|
|
{
|
|
m_OnFoundEnemy.Set(hEnemy, this, this);
|
|
}
|
|
}
|
|
Remember( bits_MEMORY_HAD_LOS );
|
|
}
|
|
|
|
AI_PROFILE_SCOPE_END();
|
|
}
|
|
|
|
// -------------------
|
|
// If enemy is dead
|
|
// -------------------
|
|
if ( !pEnemy->IsAlive() )
|
|
{
|
|
SetCondition( COND_ENEMY_DEAD );
|
|
ClearCondition( COND_SEE_ENEMY );
|
|
ClearCondition( COND_ENEMY_OCCLUDED );
|
|
return;
|
|
}
|
|
|
|
float flDistToEnemy = EnemyDistance(pEnemy);
|
|
|
|
AI_PROFILE_SCOPE_BEGIN(CAI_BaseNPC_GatherEnemyConditions_SeeEnemy);
|
|
|
|
if ( HasCondition( COND_SEE_ENEMY ) )
|
|
{
|
|
// Trail the enemy a bit if he's moving
|
|
if (pEnemy->GetSmoothedVelocity() != vec3_origin)
|
|
{
|
|
Vector vTrailPos = pEnemy->GetAbsOrigin() - pEnemy->GetSmoothedVelocity() * random->RandomFloat( -0.05, 0 );
|
|
UpdateEnemyMemory(pEnemy,vTrailPos);
|
|
}
|
|
else
|
|
{
|
|
UpdateEnemyMemory(pEnemy,pEnemy->GetAbsOrigin());
|
|
}
|
|
|
|
// If it's not an NPC, assume it can't see me
|
|
if ( pEnemy->MyCombatCharacterPointer() && pEnemy->MyCombatCharacterPointer()->FInViewCone ( this ) )
|
|
{
|
|
SetCondition ( COND_ENEMY_FACING_ME );
|
|
ClearCondition ( COND_BEHIND_ENEMY );
|
|
}
|
|
else
|
|
{
|
|
ClearCondition( COND_ENEMY_FACING_ME );
|
|
SetCondition ( COND_BEHIND_ENEMY );
|
|
}
|
|
}
|
|
else if ( (!HasCondition(COND_ENEMY_OCCLUDED) && !HasCondition(COND_SEE_ENEMY)) && ( flDistToEnemy <= 256 ) )
|
|
{
|
|
// if the enemy is not occluded, and unseen, that means it is behind or beside the npc.
|
|
// if the enemy is near enough the npc, we go ahead and let the npc know where the
|
|
// enemy is. Send the enemy in as the informer so this knowledge will be regarded as
|
|
// secondhand so that the NPC doesn't
|
|
UpdateEnemyMemory( pEnemy, pEnemy->GetAbsOrigin(), pEnemy );
|
|
}
|
|
|
|
AI_PROFILE_SCOPE_END();
|
|
|
|
float tooFar = m_flDistTooFar;
|
|
if ( GetActiveWeapon() && HasCondition(COND_SEE_ENEMY) )
|
|
{
|
|
tooFar = MAX( m_flDistTooFar, GetActiveWeapon()->m_fMaxRange1 );
|
|
}
|
|
|
|
if ( flDistToEnemy >= tooFar )
|
|
{
|
|
// enemy is very far away from npc
|
|
SetCondition( COND_ENEMY_TOO_FAR );
|
|
}
|
|
else
|
|
{
|
|
ClearCondition( COND_ENEMY_TOO_FAR );
|
|
}
|
|
|
|
if ( FCanCheckAttacks() )
|
|
{
|
|
// This may also call SetEnemyOccluder!
|
|
GatherAttackConditions( GetEnemy(), flDistToEnemy );
|
|
}
|
|
else
|
|
{
|
|
ClearAttackConditions();
|
|
}
|
|
|
|
// If my enemy has moved significantly, or if the enemy has changed update my path
|
|
UpdateEnemyPos();
|
|
|
|
// If my target entity has moved significantly, update my path
|
|
// This is an odd place to put this, but where else should it go?
|
|
UpdateTargetPos();
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// Check if enemy is reachable via the node graph unless I'm not on a network
|
|
// ----------------------------------------------------------------------------
|
|
if (GetNavigator()->IsOnNetwork())
|
|
{
|
|
// Note that unreachablity times out
|
|
if (IsUnreachable(GetEnemy()))
|
|
{
|
|
SetCondition(COND_ENEMY_UNREACHABLE);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// If I haven't seen the enemy in a while he may have eluded me
|
|
//-----------------------------------------------------------------------
|
|
if (gpGlobals->curtime - GetEnemyLastTimeSeen() > 8)
|
|
{
|
|
//-----------------------------------------------------------------------
|
|
// I'm at last known position at enemy isn't in sight then has eluded me
|
|
// ----------------------------------------------------------------------
|
|
Vector flEnemyLKP = GetEnemyLKP();
|
|
if (((flEnemyLKP - GetAbsOrigin()).Length2D() < 48) &&
|
|
!HasCondition(COND_SEE_ENEMY))
|
|
{
|
|
MarkEnemyAsEluded();
|
|
}
|
|
//-------------------------------------------------------------------
|
|
// If enemy isn't reachable, I can see last known position and enemy
|
|
// isn't there, then he has eluded me
|
|
// ------------------------------------------------------------------
|
|
if (!HasCondition(COND_SEE_ENEMY) && HasCondition(COND_ENEMY_UNREACHABLE))
|
|
{
|
|
if ( !FVisible( flEnemyLKP ) )
|
|
{
|
|
MarkEnemyAsEluded();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// In the case of goaltype enemy, update the goal position
|
|
//-----------------------------------------------------------------------------
|
|
float CAI_BaseNPC::GetGoalRepathTolerance( CBaseEntity *pGoalEnt, GoalType_t type, const Vector &curGoal, const Vector &curTargetPos )
|
|
{
|
|
float distToGoal = ( GetAbsOrigin() - curTargetPos ).Length() - GetNavigator()->GetArrivalDistance();
|
|
float distMoved1Sec = GetSmoothedVelocity().Length();
|
|
float result = 120; // FIXME: why 120?
|
|
|
|
if (distMoved1Sec > 0.0)
|
|
{
|
|
float t = distToGoal / distMoved1Sec;
|
|
|
|
result = clamp( 120 * t, 0, 120 );
|
|
// Msg("t %.2f : d %.0f (%.0f)\n", t, result, distMoved1Sec );
|
|
}
|
|
|
|
if ( !pGoalEnt->IsPlayer() )
|
|
result *= 1.20;
|
|
|
|
return result;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// In the case of goaltype enemy, update the goal position
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::UpdateEnemyPos()
|
|
{
|
|
// Don't perform path recomputations during a climb or a jump
|
|
if ( !GetNavigator()->IsInterruptable() )
|
|
return;
|
|
|
|
if ( m_AnyUpdateEnemyPosTimer.Expired() && m_UpdateEnemyPosTimer.Expired() )
|
|
{
|
|
// FIXME: does GetGoalRepathTolerance() limit re-routing enough to remove this?
|
|
// m_UpdateEnemyPosTimer.Set( 0.5, 1.0 );
|
|
|
|
// If my enemy has moved significantly, or if the enemy has changed update my path
|
|
if ( GetNavigator()->GetGoalType() == GOALTYPE_ENEMY )
|
|
{
|
|
if (m_hEnemy != GetNavigator()->GetGoalTarget())
|
|
{
|
|
GetNavigator()->SetGoalTarget( m_hEnemy, vec3_origin );
|
|
}
|
|
else
|
|
{
|
|
Vector vEnemyLKP = GetEnemyLKP();
|
|
TranslateNavGoal( GetEnemy(), vEnemyLKP );
|
|
float tolerance = GetGoalRepathTolerance( GetEnemy(), GOALTYPE_ENEMY, GetNavigator()->GetGoalPos(), vEnemyLKP);
|
|
if ( (GetNavigator()->GetGoalPos() - vEnemyLKP).Length() > tolerance )
|
|
{
|
|
// FIXME: when fleeing crowds, won't this severely limit the effectiveness of each individual? Shouldn't this be a mutex that's held for some period so that at least one attacker is effective?
|
|
m_AnyUpdateEnemyPosTimer.Set( 0.1 ); // FIXME: what's a reasonable interval?
|
|
if ( !GetNavigator()->RefindPathToGoal( false ) )
|
|
{
|
|
TaskFail( FAIL_NO_ROUTE );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// In the case of goaltype targetent, update the goal position
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::UpdateTargetPos()
|
|
{
|
|
// BRJ 10/7/02
|
|
// FIXME: make this check time based instead of distance based!
|
|
|
|
// Don't perform path recomputations during a climb or a jump
|
|
if ( !GetNavigator()->IsInterruptable() )
|
|
return;
|
|
|
|
// If my target entity has moved significantly, or has changed, update my path
|
|
// This is an odd place to put this, but where else should it go?
|
|
if ( GetNavigator()->GetGoalType() == GOALTYPE_TARGETENT )
|
|
{
|
|
if (m_hTargetEnt != GetNavigator()->GetGoalTarget())
|
|
{
|
|
GetNavigator()->SetGoalTarget( m_hTargetEnt, vec3_origin );
|
|
}
|
|
else if ( GetNavigator()->GetGoalFlags() & AIN_UPDATE_TARGET_POS )
|
|
{
|
|
if ( GetTarget() == NULL || (GetNavigator()->GetGoalPos() - GetTarget()->GetAbsOrigin()).Length() > GetGoalRepathTolerance( GetTarget(), GOALTYPE_TARGETENT, GetNavigator()->GetGoalPos(), GetTarget()->GetAbsOrigin()) )
|
|
{
|
|
if ( !GetNavigator()->RefindPathToGoal( false ) )
|
|
{
|
|
TaskFail( FAIL_NO_ROUTE );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: part of the Condition collection process
|
|
// gets and stores data and conditions pertaining to a npc's
|
|
// enemy.
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::CheckTarget( CBaseEntity *pTarget )
|
|
{
|
|
AI_PROFILE_SCOPE(CAI_Enemies_CheckTarget);
|
|
|
|
ClearCondition ( COND_HAVE_TARGET_LOS );
|
|
ClearCondition ( COND_TARGET_OCCLUDED );
|
|
|
|
// ---------------------------
|
|
// Set visibility conditions
|
|
// ---------------------------
|
|
if ( ( EnemyDistance( pTarget ) >= GetSenses()->GetDistLook() ) || !FVisible( pTarget ) )
|
|
{
|
|
// No LOS to target
|
|
SetCondition( COND_TARGET_OCCLUDED );
|
|
}
|
|
else
|
|
{
|
|
// Have LOS (may not be in view cone)
|
|
SetCondition( COND_HAVE_TARGET_LOS );
|
|
}
|
|
|
|
UpdateTargetPos();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Creates a bullseye of limited lifespan at the provided position
|
|
// Input : vecOrigin - Where to create the bullseye
|
|
// duration - The lifespan of the bullseye
|
|
// Output : A BaseNPC pointer to the bullseye
|
|
//
|
|
// NOTES : It is the caller's responsibility to set up relationships with
|
|
// this bullseye!
|
|
//-----------------------------------------------------------------------------
|
|
CAI_BaseNPC *CAI_BaseNPC::CreateCustomTarget( const Vector &vecOrigin, float duration )
|
|
{
|
|
#ifdef HL2_DLL
|
|
CNPC_Bullseye *pTarget = (CNPC_Bullseye*)CreateEntityByName( "npc_bullseye" );
|
|
|
|
ASSERT( pTarget != NULL );
|
|
|
|
// Build a nonsolid bullseye and place it in the desired location
|
|
// The bullseye must take damage or the SetHealth 0 call will not be able
|
|
pTarget->AddSpawnFlags( SF_BULLSEYE_NONSOLID );
|
|
pTarget->SetAbsOrigin( vecOrigin );
|
|
pTarget->Spawn();
|
|
|
|
// Set it up to remove itself, unless told to be infinite (-1)
|
|
if( duration > -1 )
|
|
{
|
|
variant_t value;
|
|
value.SetFloat(0);
|
|
g_EventQueue.AddEvent( pTarget, "SetHealth", value, duration, this, this );
|
|
}
|
|
|
|
return pTarget;
|
|
#else
|
|
return NULL;
|
|
#endif// HL2_DLL
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : eNewActivity -
|
|
// Output : Activity
|
|
//-----------------------------------------------------------------------------
|
|
Activity CAI_BaseNPC::NPC_TranslateActivity( Activity eNewActivity )
|
|
{
|
|
Assert( eNewActivity != ACT_INVALID );
|
|
|
|
if (eNewActivity == ACT_RANGE_ATTACK1)
|
|
{
|
|
if ( IsCrouching() )
|
|
{
|
|
eNewActivity = ACT_RANGE_ATTACK1_LOW;
|
|
}
|
|
}
|
|
else if (eNewActivity == ACT_RELOAD)
|
|
{
|
|
if (IsCrouching())
|
|
{
|
|
eNewActivity = ACT_RELOAD_LOW;
|
|
}
|
|
}
|
|
else if ( eNewActivity == ACT_IDLE )
|
|
{
|
|
if ( IsCrouching() )
|
|
{
|
|
eNewActivity = ACT_CROUCHIDLE;
|
|
}
|
|
}
|
|
// ====
|
|
// HACK : LEIPZIG 06 - The underlying problem is that the AR2 and SMG1 cannot map IDLE_ANGRY to a crouched equivalent automatically
|
|
// which causes the character to pop up and down in their idle state of firing while crouched. -- jdw
|
|
else if ( eNewActivity == ACT_IDLE_ANGRY_SMG1 )
|
|
{
|
|
if ( IsCrouching() )
|
|
{
|
|
eNewActivity = ACT_RANGE_AIM_LOW;
|
|
}
|
|
}
|
|
// ====
|
|
|
|
if (CapabilitiesGet() & bits_CAP_DUCK)
|
|
{
|
|
if (eNewActivity == ACT_RELOAD)
|
|
{
|
|
return GetReloadActivity(GetHintNode());
|
|
}
|
|
else if ((eNewActivity == ACT_COVER ) ||
|
|
(eNewActivity == ACT_IDLE && HasMemory(bits_MEMORY_INCOVER)))
|
|
{
|
|
Activity nCoverActivity = GetCoverActivity(GetHintNode());
|
|
// ---------------------------------------------------------------
|
|
// Some NPCs don't have a cover activity defined so just use idle
|
|
// ---------------------------------------------------------------
|
|
if (SelectWeightedSequence( nCoverActivity ) == ACTIVITY_NOT_AVAILABLE)
|
|
{
|
|
nCoverActivity = ACT_IDLE;
|
|
}
|
|
|
|
return nCoverActivity;
|
|
}
|
|
}
|
|
return eNewActivity;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
Activity CAI_BaseNPC::TranslateActivity( Activity idealActivity, Activity *pIdealWeaponActivity )
|
|
{
|
|
const int MAX_TRIES = 5;
|
|
int count = 0;
|
|
|
|
bool bIdealWeaponRequired = false;
|
|
Activity idealWeaponActivity;
|
|
Activity baseTranslation;
|
|
bool bWeaponRequired = false;
|
|
Activity weaponTranslation;
|
|
Activity last;
|
|
Activity current;
|
|
|
|
idealWeaponActivity = Weapon_TranslateActivity( idealActivity, &bIdealWeaponRequired );
|
|
if ( pIdealWeaponActivity )
|
|
*pIdealWeaponActivity = idealWeaponActivity;
|
|
|
|
baseTranslation = idealActivity;
|
|
weaponTranslation = idealActivity;
|
|
last = idealActivity;
|
|
while ( count++ < MAX_TRIES )
|
|
{
|
|
current = NPC_TranslateActivity( last );
|
|
if ( current != last )
|
|
baseTranslation = current;
|
|
|
|
weaponTranslation = Weapon_TranslateActivity( current, &bWeaponRequired );
|
|
|
|
if ( weaponTranslation == last )
|
|
break;
|
|
|
|
last = weaponTranslation;
|
|
}
|
|
AssertMsg( count < MAX_TRIES, "Circular activity translation!" );
|
|
|
|
if ( last == ACT_SCRIPT_CUSTOM_MOVE )
|
|
return ACT_SCRIPT_CUSTOM_MOVE;
|
|
|
|
if ( HaveSequenceForActivity( weaponTranslation ) )
|
|
return weaponTranslation;
|
|
|
|
if ( bWeaponRequired )
|
|
{
|
|
// only complain about an activity once
|
|
static CUtlVector< Activity > sUniqueActivities;
|
|
|
|
if (!sUniqueActivities.Find( weaponTranslation))
|
|
{
|
|
// FIXME: warning
|
|
DevWarning( "%s missing activity \"%s\" needed by weapon\"%s\"\n",
|
|
GetClassname(), GetActivityName( weaponTranslation ), GetActiveWeapon()->GetClassname() );
|
|
|
|
sUniqueActivities.AddToTail( weaponTranslation );
|
|
}
|
|
}
|
|
|
|
if ( baseTranslation != weaponTranslation && HaveSequenceForActivity( baseTranslation ) )
|
|
return baseTranslation;
|
|
|
|
if ( idealWeaponActivity != baseTranslation && HaveSequenceForActivity( idealWeaponActivity ) )
|
|
return idealActivity;
|
|
|
|
if ( idealActivity != idealWeaponActivity && HaveSequenceForActivity( idealActivity ) )
|
|
return idealActivity;
|
|
|
|
Assert( !HaveSequenceForActivity( idealActivity ) );
|
|
if ( idealActivity == ACT_RUN )
|
|
{
|
|
idealActivity = ACT_WALK;
|
|
}
|
|
else if ( idealActivity == ACT_WALK )
|
|
{
|
|
idealActivity = ACT_RUN;
|
|
}
|
|
|
|
return idealActivity;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : NewActivity -
|
|
// iSequence -
|
|
// translatedActivity -
|
|
// weaponActivity -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::ResolveActivityToSequence(Activity NewActivity, int &iSequence, Activity &translatedActivity, Activity &weaponActivity)
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_ResolveActivityToSequence );
|
|
|
|
if ( NewActivity == ACT_SPECIFIC_SEQUENCE )
|
|
{
|
|
translatedActivity = weaponActivity = ACT_SPECIFIC_SEQUENCE;
|
|
iSequence = m_nIdealSequence;
|
|
return;
|
|
}
|
|
|
|
iSequence = ACTIVITY_NOT_AVAILABLE;
|
|
|
|
translatedActivity = TranslateActivity( NewActivity, &weaponActivity );
|
|
|
|
if ( ( NewActivity == ACT_SCRIPT_CUSTOM_MOVE ) )
|
|
{
|
|
iSequence = GetScriptCustomMoveSequence();
|
|
}
|
|
else
|
|
{
|
|
iSequence = SelectWeightedSequence( translatedActivity );
|
|
|
|
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
static CAI_BaseNPC *pLastWarn;
|
|
static Activity lastWarnActivity;
|
|
static float timeLastWarn;
|
|
|
|
if ( ( pLastWarn != this && lastWarnActivity != translatedActivity ) || gpGlobals->curtime - timeLastWarn > 5.0 )
|
|
{
|
|
DevWarning( "%s:%s:%s has no sequence for act:%s\n", GetClassname(), GetDebugName(), STRING( GetModelName() ), ActivityList_NameForIndex(translatedActivity) );
|
|
pLastWarn = this;
|
|
lastWarnActivity = translatedActivity;
|
|
timeLastWarn = gpGlobals->curtime;
|
|
}
|
|
|
|
if ( translatedActivity == ACT_RUN )
|
|
{
|
|
translatedActivity = ACT_WALK;
|
|
iSequence = SelectWeightedSequence( translatedActivity );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( iSequence == ACT_INVALID )
|
|
{
|
|
// Abject failure. Use sequence zero.
|
|
iSequence = 0;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : NewActivity -
|
|
// iSequence -
|
|
// translatedActivity -
|
|
// weaponActivity -
|
|
//-----------------------------------------------------------------------------
|
|
extern ConVar ai_sequence_debug;
|
|
|
|
void CAI_BaseNPC::SetActivityAndSequence(Activity NewActivity, int iSequence, Activity translatedActivity, Activity weaponActivity)
|
|
{
|
|
m_translatedActivity = translatedActivity;
|
|
|
|
if (ai_sequence_debug.GetBool() == true && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
|
|
{
|
|
DevMsg("SetActivityAndSequence : %s: %s:%s -> %s:%s / %s:%s\n", GetClassname(),
|
|
GetActivityName(GetActivity()), GetSequenceName(GetSequence()),
|
|
GetActivityName(NewActivity), GetSequenceName(iSequence),
|
|
GetActivityName(translatedActivity), GetActivityName(weaponActivity) );
|
|
|
|
}
|
|
|
|
// Set to the desired anim, or default anim if the desired is not present
|
|
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
if ( GetSequence() != iSequence || !SequenceLoops() )
|
|
{
|
|
//
|
|
// Don't reset frame between movement phased animations
|
|
if (!IsActivityMovementPhased( m_Activity ) ||
|
|
!IsActivityMovementPhased( NewActivity ))
|
|
{
|
|
SetCycle( 0 );
|
|
}
|
|
}
|
|
|
|
ResetSequence( iSequence );
|
|
Weapon_SetActivity( weaponActivity, SequenceDuration( iSequence ) );
|
|
}
|
|
else
|
|
{
|
|
// Not available try to get default anim
|
|
ResetSequence( 0 );
|
|
}
|
|
|
|
// Set the view position based on the current activity
|
|
SetViewOffset( EyeOffset(m_translatedActivity) );
|
|
|
|
if (m_Activity != NewActivity)
|
|
{
|
|
OnChangeActivity(NewActivity);
|
|
}
|
|
|
|
// NOTE: We DO NOT write the translated activity here.
|
|
// This is to abstract the activity translation from the AI code.
|
|
// As far as the code is concerned, a translation is merely a new set of sequences
|
|
// that should be regarded as the activity in question.
|
|
|
|
// Go ahead and set this so it doesn't keep trying when the anim is not present
|
|
m_Activity = NewActivity;
|
|
|
|
// this cannot be called until m_Activity stores NewActivity!
|
|
GetMotor()->RecalculateYawSpeed();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the activity to the desired activity immediately, skipping any
|
|
// transition sequences.
|
|
// Input : NewActivity -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::SetActivity( Activity NewActivity )
|
|
{
|
|
// If I'm already doing the NewActivity I can bail.
|
|
// FIXME: Should this be based on the current translated activity and ideal translated activity (calculated below)?
|
|
// The old code only cared about the logical activity, not translated.
|
|
|
|
if (m_Activity == NewActivity)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Don't do this if I'm playing a transition, unless it's ACT_RESET.
|
|
if ( NewActivity != ACT_RESET && m_Activity == ACT_TRANSITION && m_IdealActivity != ACT_DO_NOT_DISTURB )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (ai_sequence_debug.GetBool() == true && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
|
|
{
|
|
DevMsg("SetActivity : %s: %s -> %s\n", GetClassname(), GetActivityName(GetActivity()), GetActivityName(NewActivity));
|
|
}
|
|
|
|
if ( !GetModelPtr() )
|
|
return;
|
|
|
|
// In case someone calls this with something other than the ideal activity.
|
|
m_IdealActivity = NewActivity;
|
|
|
|
// Resolve to ideals and apply directly, skipping transitions.
|
|
ResolveActivityToSequence(m_IdealActivity, m_nIdealSequence, m_IdealTranslatedActivity, m_IdealWeaponActivity);
|
|
|
|
//DevMsg("%s: SLAM %s -> %s\n", GetClassname(), GetSequenceName(GetSequence()), GetSequenceName(m_nIdealSequence));
|
|
|
|
SetActivityAndSequence(m_IdealActivity, m_nIdealSequence, m_IdealTranslatedActivity, m_IdealWeaponActivity);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the activity that we would like to transition toward.
|
|
// Input : NewActivity -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::SetIdealActivity( Activity NewActivity )
|
|
{
|
|
// ignore if it's an ACT_TRANSITION, it means somewhere we're setting IdealActivity with a bogus intermediate value
|
|
if (NewActivity == ACT_TRANSITION)
|
|
{
|
|
Assert( 0 );
|
|
return;
|
|
}
|
|
|
|
if (ai_sequence_debug.GetBool() == true && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
|
|
{
|
|
DevMsg("SetIdealActivity : %s: %s -> %s\n", GetClassname(), GetActivityName(GetActivity()), GetActivityName(NewActivity));
|
|
}
|
|
|
|
|
|
if (NewActivity == ACT_RESET)
|
|
{
|
|
// They probably meant to call SetActivity(ACT_RESET)... we'll fix it for them.
|
|
SetActivity(ACT_RESET);
|
|
return;
|
|
}
|
|
|
|
m_IdealActivity = NewActivity;
|
|
|
|
if( NewActivity == ACT_DO_NOT_DISTURB )
|
|
{
|
|
// Don't resolve anything! Leave it the way the user has it right now.
|
|
return;
|
|
}
|
|
|
|
if ( !GetModelPtr() )
|
|
return;
|
|
|
|
// Perform translation in case we need to change sequences within a single activity,
|
|
// such as between a standing idle and a crouching idle.
|
|
ResolveActivityToSequence(m_IdealActivity, m_nIdealSequence, m_IdealTranslatedActivity, m_IdealWeaponActivity);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Moves toward the ideal activity through any transition sequences.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::AdvanceToIdealActivity(void)
|
|
{
|
|
// If there is a transition sequence between the current sequence and the ideal sequence...
|
|
int nNextSequence = FindTransitionSequence(GetSequence(), m_nIdealSequence, NULL);
|
|
if (nNextSequence != -1)
|
|
{
|
|
// We found a transition sequence or possibly went straight to
|
|
// the ideal sequence.
|
|
if (nNextSequence != m_nIdealSequence)
|
|
{
|
|
// DevMsg("%s: TRANSITION %s -> %s -> %s\n", GetClassname(), GetSequenceName(GetSequence()), GetSequenceName(nNextSequence), GetSequenceName(m_nIdealSequence));
|
|
|
|
Activity eWeaponActivity = ACT_TRANSITION;
|
|
Activity eTranslatedActivity = ACT_TRANSITION;
|
|
|
|
// Figure out if the transition sequence has an associated activity that
|
|
// we can use for our weapon. Do activity translation also.
|
|
Activity eTransitionActivity = GetSequenceActivity(nNextSequence);
|
|
if (eTransitionActivity != ACT_INVALID)
|
|
{
|
|
int nDiscard;
|
|
ResolveActivityToSequence(eTransitionActivity, nDiscard, eTranslatedActivity, eWeaponActivity);
|
|
}
|
|
|
|
if (ai_sequence_debug.GetBool() == true && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
|
|
{
|
|
DevMsg("AdvanceToIdealActivity calling SetActivityAndSequence because of change %s\n", GetSequenceName(nNextSequence));
|
|
}
|
|
|
|
// Set activity and sequence to the transition stuff. Set the activity to ACT_TRANSITION
|
|
// so we know we're in a transition.
|
|
SetActivityAndSequence(ACT_TRANSITION, nNextSequence, eTranslatedActivity, eWeaponActivity);
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
if (ai_sequence_debug.GetBool() == true && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
|
|
{
|
|
DevMsg("%s: IDEAL %s -> %s\n", GetClassname(), GetSequenceName(GetSequence()), GetSequenceName(m_nIdealSequence));
|
|
}
|
|
*/
|
|
|
|
// Set activity and sequence to the ideal stuff that was set up in MaintainActivity.
|
|
SetActivityAndSequence(m_IdealActivity, m_nIdealSequence, m_IdealTranslatedActivity, m_IdealWeaponActivity);
|
|
}
|
|
}
|
|
// Else go straight there to the ideal activity.
|
|
else
|
|
{
|
|
/*
|
|
if (ai_sequence_debug.GetBool() == true && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
|
|
{
|
|
DevMsg("%s: Unable to get from sequence %s to %s!\n", GetClassname(), GetSequenceName(GetSequence()), GetSequenceName(m_nIdealSequence));
|
|
}
|
|
*/
|
|
|
|
SetActivity(m_IdealActivity);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tries to achieve our ideal animation state, playing any transition
|
|
// sequences that we need to play to get there.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::MaintainActivity(void)
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_MaintainActivity );
|
|
|
|
if ( m_lifeState == LIFE_DEAD )
|
|
{
|
|
// Don't maintain activities if we're daid.
|
|
// Blame Speyrer
|
|
return;
|
|
}
|
|
|
|
if ((GetState() == NPC_STATE_SCRIPT))
|
|
{
|
|
// HACK: finish any transitions we might be playing before we yield control to the script
|
|
if (GetActivity() != ACT_TRANSITION)
|
|
{
|
|
// Our animation state is being controlled by a script.
|
|
return;
|
|
}
|
|
}
|
|
|
|
if( m_IdealActivity == ACT_DO_NOT_DISTURB || !GetModelPtr() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// We may have work to do if we aren't playing our ideal activity OR if we
|
|
// aren't playing our ideal sequence.
|
|
if ((GetActivity() != m_IdealActivity) || (GetSequence() != m_nIdealSequence))
|
|
{
|
|
if (ai_sequence_debug.GetBool() == true && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
|
|
{
|
|
DevMsg("MaintainActivity %s : %s:%s -> %s:%s\n", GetClassname(),
|
|
GetActivityName(GetActivity()), GetSequenceName(GetSequence()),
|
|
GetActivityName(m_IdealActivity), GetSequenceName(m_nIdealSequence));
|
|
}
|
|
|
|
bool bAdvance = false;
|
|
|
|
// If we're in a transition activity, see if we are done with the transition.
|
|
if (GetActivity() == ACT_TRANSITION)
|
|
{
|
|
// If the current sequence is finished, try to go to the next one
|
|
// closer to our ideal sequence.
|
|
if (IsSequenceFinished())
|
|
{
|
|
bAdvance = true;
|
|
}
|
|
// Else a transition sequence is in progress, do nothing.
|
|
}
|
|
// Else get a specific sequence for the activity and try to transition to that.
|
|
else
|
|
{
|
|
// Save off a target sequence and translated activities to apply when we finish
|
|
// playing all the transitions and finally arrive at our ideal activity.
|
|
ResolveActivityToSequence(m_IdealActivity, m_nIdealSequence, m_IdealTranslatedActivity, m_IdealWeaponActivity);
|
|
bAdvance = true;
|
|
}
|
|
|
|
if (bAdvance)
|
|
{
|
|
// Try to go to the next sequence closer to our ideal sequence.
|
|
AdvanceToIdealActivity();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true if our ideal activity has finished playing.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::IsActivityFinished( void )
|
|
{
|
|
return (IsSequenceFinished() && (GetSequence() == m_nIdealSequence));
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Checks to see if the activity is one of the standard phase-matched movement activities
|
|
// Input : activity
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::IsActivityMovementPhased( Activity activity )
|
|
{
|
|
switch( activity )
|
|
{
|
|
case ACT_WALK:
|
|
case ACT_WALK_AIM:
|
|
case ACT_WALK_CROUCH:
|
|
case ACT_WALK_CROUCH_AIM:
|
|
case ACT_RUN:
|
|
case ACT_RUN_AIM:
|
|
case ACT_RUN_CROUCH:
|
|
case ACT_RUN_CROUCH_AIM:
|
|
case ACT_RUN_PROTECTED:
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::OnChangeActivity( Activity eNewActivity )
|
|
{
|
|
if ( eNewActivity == ACT_RUN ||
|
|
eNewActivity == ACT_RUN_AIM ||
|
|
eNewActivity == ACT_WALK )
|
|
{
|
|
Stand();
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// SetSequenceByName
|
|
//=========================================================
|
|
void CAI_BaseNPC::SetSequenceByName( char *szSequence )
|
|
{
|
|
int iSequence = LookupSequence( szSequence );
|
|
|
|
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
|
|
SetSequenceById( iSequence );
|
|
else
|
|
{
|
|
DevWarning( 2, "%s has no sequence to match %s request\n", GetClassname(), szSequence );
|
|
SetSequence( 0 ); // Set to the reset anim (if it's there)
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::SetSequenceById( int iSequence )
|
|
{
|
|
// Set to the desired anim, or default anim if the desired is not present
|
|
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
if ( GetSequence() != iSequence || !SequenceLoops() )
|
|
{
|
|
SetCycle( 0 );
|
|
}
|
|
|
|
ResetSequence( iSequence ); // Set to the reset anim (if it's there)
|
|
GetMotor()->RecalculateYawSpeed();
|
|
}
|
|
else
|
|
{
|
|
// Not available try to get default anim
|
|
DevWarning( 2, "%s invalid sequence requested\n", GetClassname() );
|
|
SetSequence( 0 ); // Set to the reset anim (if it's there)
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the target entity
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CAI_BaseNPC::GetNavTargetEntity(void)
|
|
{
|
|
if ( GetNavigator()->GetGoalType() == GOALTYPE_ENEMY )
|
|
return m_hEnemy;
|
|
else if ( GetNavigator()->GetGoalType() == GOALTYPE_TARGETENT )
|
|
return m_hTargetEnt;
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns zero if the caller can jump from
|
|
// vecStart to vecEnd ignoring collisions with pTarget
|
|
//
|
|
// if the throw fails, returns the distance
|
|
// that can be travelled before an obstacle is hit
|
|
//-----------------------------------------------------------------------------
|
|
#include "ai_initutils.h"
|
|
//#define _THROWDEBUG
|
|
float CAI_BaseNPC::ThrowLimit( const Vector &vecStart,
|
|
const Vector &vecEnd,
|
|
float fGravity,
|
|
float fArcSize,
|
|
const Vector &mins,
|
|
const Vector &maxs,
|
|
CBaseEntity *pTarget,
|
|
Vector *jumpVel,
|
|
CBaseEntity **pBlocker)
|
|
{
|
|
// Get my jump velocity
|
|
Vector rawJumpVel = CalcThrowVelocity(vecStart, vecEnd, fGravity, fArcSize);
|
|
*jumpVel = rawJumpVel;
|
|
Vector vecFrom = vecStart;
|
|
|
|
// Calculate the total time of the jump minus a tiny fraction
|
|
float jumpTime = (vecStart - vecEnd).Length2D()/rawJumpVel.Length2D();
|
|
float timeStep = jumpTime / 10.0;
|
|
|
|
Vector gravity = Vector(0,0,fGravity);
|
|
|
|
// this loop takes single steps to the goal.
|
|
for (float flTime = 0 ; flTime < jumpTime-0.1 ; flTime += timeStep )
|
|
{
|
|
// Calculate my position after the time step (average velocity over this time step)
|
|
Vector nextPos = vecFrom + (rawJumpVel - 0.5 * gravity * timeStep) * timeStep;
|
|
|
|
// If last time step make next position the target position
|
|
if ((flTime + timeStep) > jumpTime)
|
|
{
|
|
nextPos = vecEnd;
|
|
}
|
|
|
|
trace_t tr;
|
|
AI_TraceHull( vecFrom, nextPos, mins, maxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if (tr.startsolid || tr.fraction < 1.0)
|
|
{
|
|
CBaseEntity *pEntity = tr.m_pEnt;
|
|
|
|
// If we hit the target we are good to go!
|
|
if (pEntity == pTarget)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
#ifdef _THROWDEBUG
|
|
NDebugOverlay::Line( vecFrom, nextPos, 255, 0, 0, true, 1.0 );
|
|
#endif
|
|
// ----------------------------------------------------------
|
|
// If blocked by an npc remember
|
|
// ----------------------------------------------------------
|
|
*pBlocker = pEntity;
|
|
|
|
// Return distance sucessfully traveled before block encountered
|
|
return ((tr.endpos - vecStart).Length());
|
|
}
|
|
#ifdef _THROWDEBUG
|
|
else
|
|
{
|
|
NDebugOverlay::Line( vecFrom, nextPos, 255, 255, 255, true, 1.0 );
|
|
}
|
|
#endif
|
|
|
|
|
|
rawJumpVel = rawJumpVel - gravity * timeStep;
|
|
vecFrom = nextPos;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called to initialize or re-initialize the vphysics hull when the size
|
|
// of the NPC changes
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::SetupVPhysicsHull()
|
|
{
|
|
// Bail if we don't need a physics shadow.
|
|
if ( GetMoveType() == MOVETYPE_VPHYSICS )
|
|
return;
|
|
|
|
if ( VPhysicsGetObject() )
|
|
{
|
|
// Disable collisions to get
|
|
VPhysicsGetObject()->EnableCollisions(false);
|
|
VPhysicsDestroyObject();
|
|
}
|
|
VPhysicsInitShadow( true, false );
|
|
IPhysicsObject *pPhysObj = VPhysicsGetObject();
|
|
if ( pPhysObj )
|
|
{
|
|
float mass = Studio_GetMass(GetModelPtr());
|
|
if ( mass > 0 )
|
|
{
|
|
pPhysObj->SetMass( mass );
|
|
}
|
|
#if _DEBUG
|
|
else
|
|
{
|
|
DevMsg("Warning: %s has no physical mass\n", STRING(GetModelName()));
|
|
}
|
|
#endif
|
|
IPhysicsShadowController *pController = pPhysObj->GetShadowController();
|
|
float avgsize = (WorldAlignSize().x + WorldAlignSize().y) * 0.5;
|
|
pController->SetTeleportDistance( avgsize * 0.5 );
|
|
m_bCheckContacts = true;
|
|
}
|
|
}
|
|
|
|
|
|
// Check for problematic physics objects resting on this NPC.
|
|
// They can screw up his navigation, so attach a controller to
|
|
// help separate the NPC & physics when you encounter these.
|
|
ConVar ai_auto_contact_solver( "ai_auto_contact_solver", "1" );
|
|
void CAI_BaseNPC::CheckPhysicsContacts()
|
|
{
|
|
if ( gpGlobals->frametime <= 0.0f || !ai_auto_contact_solver.GetBool() )
|
|
return;
|
|
|
|
m_bCheckContacts = false;
|
|
if ( GetMoveType() == MOVETYPE_STEP && VPhysicsGetObject())
|
|
{
|
|
IPhysicsObject *pPhysics = VPhysicsGetObject();
|
|
IPhysicsFrictionSnapshot *pSnapshot = pPhysics->CreateFrictionSnapshot();
|
|
CBaseEntity *pGroundEntity = GetGroundEntity();
|
|
float heightCheck = GetAbsOrigin().z + GetHullMaxs().z;
|
|
Vector npcVel;
|
|
pPhysics->GetVelocity( &npcVel, NULL );
|
|
CBaseEntity *pOtherEntity = NULL;
|
|
bool createSolver = false;
|
|
float solverTime = 0.0f;
|
|
while ( pSnapshot->IsValid() )
|
|
{
|
|
IPhysicsObject *pOther = pSnapshot->GetObject(1);
|
|
pOtherEntity = static_cast<CBaseEntity *>(pOther->GetGameData());
|
|
|
|
if ( pOtherEntity && pGroundEntity != pOtherEntity )
|
|
{
|
|
float otherMass = PhysGetEntityMass(pOtherEntity);
|
|
|
|
if ( pOtherEntity->GetMoveType() == MOVETYPE_VPHYSICS && pOther->IsMoveable() &&
|
|
otherMass < VPHYSICS_LARGE_OBJECT_MASS && !pOtherEntity->GetServerVehicle() )
|
|
{
|
|
m_bCheckContacts = true;
|
|
Vector vel, point;
|
|
pOther->GetVelocity( &vel, NULL );
|
|
pSnapshot->GetContactPoint( point );
|
|
|
|
// compare the relative velocity
|
|
vel -= npcVel;
|
|
|
|
// slow moving object probably won't clear itself.
|
|
// Either set ignore, or disable collisions entirely
|
|
if ( vel.LengthSqr() < 5.0f*5.0f )
|
|
{
|
|
float topdist = fabs(point.z-heightCheck);
|
|
// 4 seconds to ignore this for nav
|
|
solverTime = 4.0f;
|
|
if ( topdist < 2.0f )
|
|
{
|
|
// Resting on my head so disable collisions for a bit
|
|
solverTime = 0.5f; // UNDONE: Tune
|
|
if ( pOther->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
|
|
{
|
|
// player is being a monkey
|
|
solverTime = 0.25f;
|
|
}
|
|
|
|
//Msg("Dropping %s from %s\n", pOtherEntity->GetClassname(), GetClassname() );
|
|
Assert( !NPCPhysics_SolverExists(this, pOtherEntity) );
|
|
createSolver = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
pSnapshot->NextFrictionData();
|
|
}
|
|
pPhysics->DestroyFrictionSnapshot( pSnapshot );
|
|
if ( createSolver )
|
|
{
|
|
// turn collisions back on once we've been separated for enough time
|
|
NPCPhysics_CreateSolver( this, pOtherEntity, true, solverTime );
|
|
pPhysics->RecheckContactPoints();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CAI_BaseNPC::StartTouch( CBaseEntity *pOther )
|
|
{
|
|
BaseClass::StartTouch(pOther);
|
|
|
|
if ( pOther->GetMoveType() == MOVETYPE_VPHYSICS )
|
|
{
|
|
m_bCheckContacts = true;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: To be called instead of UTIL_SetSize, so pathfinding hull
|
|
// and actual hull agree
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::SetHullSizeNormal( bool force )
|
|
{
|
|
if ( m_fIsUsingSmallHull || force )
|
|
{
|
|
// Find out what the height difference will be between the versions and adjust our bbox accordingly to keep us level
|
|
const float flScale = MIN( 1.0f, GetModelHierarchyScale() ); // NOTE: Cannot scale NPC bounding box up, as pathfinding will fail (hull needs to match the traces used for the node network)
|
|
Vector vecMins = ( GetHullMins() * flScale );
|
|
Vector vecMaxs = ( GetHullMaxs() * flScale );
|
|
|
|
UTIL_SetSize( this, vecMins, vecMaxs );
|
|
|
|
m_fIsUsingSmallHull = false;
|
|
if ( VPhysicsGetObject() )
|
|
{
|
|
SetupVPhysicsHull();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: To be called instead of UTIL_SetSize, so pathfinding hull
|
|
// and actual hull agree
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::SetHullSizeSmall( bool force )
|
|
{
|
|
if ( !m_fIsUsingSmallHull || force )
|
|
{
|
|
UTIL_SetSize(this, NAI_Hull::SmallMins(GetHullType()),NAI_Hull::SmallMaxs(GetHullType()));
|
|
m_fIsUsingSmallHull = true;
|
|
if ( VPhysicsGetObject() )
|
|
{
|
|
SetupVPhysicsHull();
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Checks to see that the nav hull is valid for the NPC
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::IsNavHullValid() const
|
|
{
|
|
Assert( GetSolid() != SOLID_BSP );
|
|
|
|
Vector hullMin = GetHullMins();
|
|
Vector hullMax = GetHullMaxs();
|
|
Vector vecMins, vecMaxs;
|
|
if ( GetSolid() == SOLID_BBOX )
|
|
{
|
|
vecMins = WorldAlignMins();
|
|
vecMaxs = WorldAlignMaxs();
|
|
}
|
|
else if ( GetSolid() == SOLID_VPHYSICS )
|
|
{
|
|
Assert( VPhysicsGetObject() );
|
|
const CPhysCollide *pPhysCollide = VPhysicsGetObject()->GetCollide();
|
|
physcollision->CollideGetAABB( &vecMins, &vecMaxs, pPhysCollide, GetAbsOrigin(), GetAbsAngles() );
|
|
vecMins -= GetAbsOrigin();
|
|
vecMaxs -= GetAbsOrigin();
|
|
}
|
|
else
|
|
{
|
|
vecMins = hullMin;
|
|
vecMaxs = hullMax;
|
|
}
|
|
|
|
if ( (hullMin.x > vecMins.x) || (hullMax.x < vecMaxs.x) ||
|
|
(hullMin.y > vecMins.y) || (hullMax.y < vecMaxs.y) ||
|
|
(hullMin.z > vecMins.z) || (hullMax.z < vecMaxs.z) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// NPCInit - after a npc is spawned, it needs to
|
|
// be dropped into the world, checked for mobility problems,
|
|
// and put on the proper path, if any. This function does
|
|
// all of those things after the npc spawns. Any
|
|
// initialization that should take place for all npcs
|
|
// goes here.
|
|
//=========================================================
|
|
void CAI_BaseNPC::NPCInit ( void )
|
|
{
|
|
if (!g_pGameRules->FAllowNPCs())
|
|
{
|
|
UTIL_Remove( this );
|
|
return;
|
|
}
|
|
|
|
if( IsWaitingToRappel() )
|
|
{
|
|
// If this guy's supposed to rappel, keep him from
|
|
// falling to the ground when he spawns.
|
|
AddFlag( FL_FLY );
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
// Make sure that the bounding box is appropriate for the hull size...
|
|
// FIXME: We can't test vphysics objects because NPCInit occurs before VPhysics is set up
|
|
if ( GetSolid() != SOLID_VPHYSICS && !IsSolidFlagSet(FSOLID_NOT_SOLID) )
|
|
{
|
|
if ( !IsNavHullValid() )
|
|
{
|
|
Warning("NPC Entity %s (%d) has a bounding box which extends outside its nav box!\n",
|
|
STRING(m_iClassname), entindex() );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Set fields common to all npcs
|
|
AddFlag( FL_AIMTARGET | FL_NPC );
|
|
AddSolidFlags( FSOLID_NOT_STANDABLE );
|
|
|
|
m_flOriginalYaw = GetAbsAngles().y;
|
|
|
|
m_bClientSideRagdoll = false;
|
|
|
|
SetBlocksLOS( false );
|
|
|
|
SetGravity(1.0); // Don't change
|
|
m_takedamage = DAMAGE_YES;
|
|
GetMotor()->SetIdealYaw( GetLocalAngles().y );
|
|
m_iMaxHealth = m_iHealth;
|
|
m_lifeState = LIFE_ALIVE;
|
|
SetIdealState( NPC_STATE_IDLE );// Assume npc will be idle, until proven otherwise
|
|
SetIdealActivity( ACT_IDLE );
|
|
SetActivity( ACT_IDLE );
|
|
|
|
ClearCommandGoal();
|
|
|
|
ClearSchedule( "Initializing NPC" );
|
|
GetNavigator()->ClearGoal();
|
|
InitBoneControllers( ); // FIX: should be done in Spawn
|
|
if ( GetModelPtr() )
|
|
{
|
|
ResetActivityIndexes();
|
|
ResetEventIndexes();
|
|
}
|
|
|
|
SetHintNode( NULL );
|
|
|
|
m_afMemory = MEMORY_CLEAR;
|
|
|
|
SetEnemy( NULL );
|
|
|
|
m_flDistTooFar = 1024.0;
|
|
SetDistLook( 2048.0 );
|
|
|
|
if ( HasSpawnFlags( SF_NPC_LONG_RANGE ) )
|
|
{
|
|
m_flDistTooFar = 1e9f;
|
|
SetDistLook( 6000.0 );
|
|
}
|
|
|
|
// Clear conditions
|
|
m_Conditions.ClearAll();
|
|
|
|
// set eye position
|
|
SetDefaultEyeOffset();
|
|
|
|
// Only give weapon of allowed to have one
|
|
if (CapabilitiesGet() & bits_CAP_USE_WEAPONS)
|
|
{ // Does this npc spawn with a weapon
|
|
if ( m_spawnEquipment != NULL_STRING && strcmp(STRING(m_spawnEquipment), "0"))
|
|
{
|
|
CBaseCombatWeapon *pWeapon = Weapon_Create( STRING(m_spawnEquipment) );
|
|
if ( pWeapon )
|
|
{
|
|
pWeapon->MakeWeaponNameFromEntity( this );
|
|
|
|
if ( GetEffects() & EF_NOSHADOW )
|
|
{
|
|
// BUGBUG: if this NPC drops this weapon it will forevermore have no shadow
|
|
pWeapon->AddEffects( EF_NOSHADOW );
|
|
}
|
|
|
|
Weapon_Equip( pWeapon );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Robin: Removed this, since it stomps the weapon's settings, and it's stomped
|
|
// by OnUpdateShotRegulator() as soon as they finish firing the first time.
|
|
//GetShotRegulator()->SetParameters( 2, 6, 0.3f, 0.8f );
|
|
|
|
SetUse ( &CAI_BaseNPC::NPCUse );
|
|
|
|
// NOTE: Can't call NPC Init Think directly... logic changed about
|
|
// what time it is when worldspawn happens..
|
|
|
|
// We must put off the rest of our initialization
|
|
// until we're sure everything else has had a chance to spawn. Otherwise
|
|
// we may try to reference entities that haven't spawned yet.(sjb)
|
|
SetThink( &CAI_BaseNPC::NPCInitThink );
|
|
SetNextThink( gpGlobals->curtime + 0.01f );
|
|
|
|
ForceGatherConditions();
|
|
|
|
// HACKHACK: set up a pre idle animation
|
|
// NOTE: Must do this before CreateVPhysics() so bone followers have the correct initial positions.
|
|
if ( HasSpawnFlags( SF_NPC_WAIT_FOR_SCRIPT ) )
|
|
{
|
|
const char *pStartSequence = CAI_ScriptedSequence::GetSpawnPreIdleSequenceForScript( this );
|
|
if ( pStartSequence )
|
|
{
|
|
SetSequence( LookupSequence( pStartSequence ) );
|
|
}
|
|
}
|
|
|
|
CreateVPhysics();
|
|
|
|
if ( HasSpawnFlags( SF_NPC_START_EFFICIENT ) )
|
|
{
|
|
SetEfficiency( AIE_EFFICIENT );
|
|
}
|
|
|
|
m_bFadeCorpse = ShouldFadeOnDeath();
|
|
|
|
m_GiveUpOnDeadEnemyTimer.Set( 0.75, 2.0 );
|
|
|
|
m_flTimeLastMovement = FLT_MAX;
|
|
|
|
m_flIgnoreDangerSoundsUntil = 0;
|
|
|
|
SetDeathPose( ACT_INVALID );
|
|
SetDeathPoseFrame( 0 );
|
|
|
|
m_EnemiesSerialNumber = -1;
|
|
|
|
for( int i = 0; i < m_Behaviors.Count(); i++ )
|
|
{
|
|
m_Behaviors[i]->Spawn();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::CreateVPhysics()
|
|
{
|
|
if ( IsAlive() && !VPhysicsGetObject() )
|
|
{
|
|
SetupVPhysicsHull();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set up the shot regulator based on the equipped weapon
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::OnUpdateShotRegulator( )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
|
|
if ( !pWeapon )
|
|
return;
|
|
|
|
// Default values
|
|
m_ShotRegulator.SetBurstInterval( pWeapon->GetFireRate(), pWeapon->GetFireRate() );
|
|
m_ShotRegulator.SetBurstShotCountRange( pWeapon->GetMinBurst(), pWeapon->GetMaxBurst() );
|
|
m_ShotRegulator.SetRestInterval( pWeapon->GetMinRestTime(), pWeapon->GetMaxRestTime() );
|
|
|
|
// Let the behavior have a whack at it.
|
|
if ( GetPrimaryBehavior() )
|
|
{
|
|
GetPrimaryBehavior()->OnUpdateShotRegulator();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set up the shot regulator based on the equipped weapon
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon )
|
|
{
|
|
BaseClass::OnChangeActiveWeapon( pOldWeapon, pNewWeapon );
|
|
|
|
// Shot regulator code
|
|
if ( pNewWeapon )
|
|
{
|
|
OnUpdateShotRegulator();
|
|
m_ShotRegulator.Reset( true );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tests to see if NPC can holster their weapon (if animation exists to holster weapon)
|
|
// Output : true if holster weapon animation exists
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::CanHolsterWeapon( void )
|
|
{
|
|
int seq = SelectWeightedSequence( ACT_DISARM );
|
|
return (seq >= 0);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::HolsterWeapon( void )
|
|
{
|
|
if ( IsWeaponHolstered() )
|
|
return -1;
|
|
|
|
int iHolsterGesture = FindGestureLayer( ACT_DISARM );
|
|
if ( iHolsterGesture != -1 )
|
|
return iHolsterGesture;
|
|
|
|
int iLayer = AddGesture( ACT_DISARM, true );
|
|
//iLayer = AddGesture( ACT_GESTURE_DISARM, true );
|
|
|
|
if (iLayer != -1)
|
|
{
|
|
// Prevent firing during the holster / unholster
|
|
float flDuration = GetLayerDuration( iLayer );
|
|
m_ShotRegulator.FireNoEarlierThan( gpGlobals->curtime + flDuration + 0.5 );
|
|
|
|
if( m_iDesiredWeaponState == DESIREDWEAPONSTATE_HOLSTERED_DESTROYED )
|
|
{
|
|
m_iDesiredWeaponState = DESIREDWEAPONSTATE_CHANGING_DESTROY;
|
|
}
|
|
else
|
|
{
|
|
m_iDesiredWeaponState = DESIREDWEAPONSTATE_CHANGING;
|
|
}
|
|
|
|
// Make sure we don't try to reload while we're holstering
|
|
ClearCondition(COND_LOW_PRIMARY_AMMO);
|
|
ClearCondition(COND_NO_PRIMARY_AMMO);
|
|
ClearCondition(COND_NO_SECONDARY_AMMO);
|
|
}
|
|
|
|
return iLayer;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::UnholsterWeapon( void )
|
|
{
|
|
if ( !IsWeaponHolstered() )
|
|
return -1;
|
|
|
|
int iHolsterGesture = FindGestureLayer( ACT_ARM );
|
|
if ( iHolsterGesture != -1 )
|
|
return iHolsterGesture;
|
|
|
|
// Deploy the first weapon you can find
|
|
for (int i = 0; i < WeaponCount(); i++)
|
|
{
|
|
if ( GetWeapon( i ))
|
|
{
|
|
SetActiveWeapon( GetWeapon(i) );
|
|
|
|
int iLayer = AddGesture( ACT_ARM, true );
|
|
//iLayer = AddGesture( ACT_GESTURE_ARM, true );
|
|
|
|
if (iLayer != -1)
|
|
{
|
|
// Prevent firing during the holster / unholster
|
|
float flDuration = GetLayerDuration( iLayer );
|
|
m_ShotRegulator.FireNoEarlierThan( gpGlobals->curtime + flDuration + 0.5 );
|
|
|
|
m_iDesiredWeaponState = DESIREDWEAPONSTATE_CHANGING;
|
|
}
|
|
|
|
// Refill the clip
|
|
if ( GetActiveWeapon()->UsesClipsForAmmo1() )
|
|
{
|
|
GetActiveWeapon()->m_iClip1 = GetActiveWeapon()->GetMaxClip1();
|
|
}
|
|
|
|
// Make sure we don't try to reload while we're unholstering
|
|
ClearCondition(COND_LOW_PRIMARY_AMMO);
|
|
ClearCondition(COND_NO_PRIMARY_AMMO);
|
|
ClearCondition(COND_NO_SECONDARY_AMMO);
|
|
|
|
return iLayer;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputHolsterWeapon( inputdata_t &inputdata )
|
|
{
|
|
m_iDesiredWeaponState = DESIREDWEAPONSTATE_HOLSTERED;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputHolsterAndDestroyWeapon( inputdata_t &inputdata )
|
|
{
|
|
m_iDesiredWeaponState = DESIREDWEAPONSTATE_HOLSTERED_DESTROYED;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputUnholsterWeapon( inputdata_t &inputdata )
|
|
{
|
|
m_iDesiredWeaponState = DESIREDWEAPONSTATE_UNHOLSTERED;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::IsWeaponHolstered( void )
|
|
{
|
|
if( !GetActiveWeapon() )
|
|
return true;
|
|
|
|
if( GetActiveWeapon()->IsEffectActive(EF_NODRAW) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::IsWeaponStateChanging( void )
|
|
{
|
|
return ( m_iDesiredWeaponState == DESIREDWEAPONSTATE_CHANGING || m_iDesiredWeaponState == DESIREDWEAPONSTATE_CHANGING_DESTROY );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set up the shot regulator based on the equipped weapon
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::OnRangeAttack1()
|
|
{
|
|
SetLastAttackTime( gpGlobals->curtime );
|
|
|
|
// Houston, there is a problem!
|
|
AssertOnce( GetShotRegulator()->ShouldShoot() );
|
|
|
|
m_ShotRegulator.OnFiredWeapon();
|
|
if ( m_ShotRegulator.IsInRestInterval() )
|
|
{
|
|
OnUpdateShotRegulator();
|
|
}
|
|
|
|
SetNextAttack( m_ShotRegulator.NextShotTime() );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Initialze the relationship table from the keyvalues
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InitRelationshipTable(void)
|
|
{
|
|
AddRelationship( STRING( m_RelationshipString ), NULL );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::AddRelationship( const char *pszRelationship, CBaseEntity *pActivator )
|
|
{
|
|
// Parse the keyvalue data
|
|
char parseString[1000];
|
|
Q_strncpy(parseString, pszRelationship, sizeof(parseString));
|
|
|
|
// Look for an entity string
|
|
char *entityString = strtok(parseString," ");
|
|
while (entityString)
|
|
{
|
|
// Get the disposition
|
|
char *dispositionString = strtok(NULL," ");
|
|
Disposition_t disposition = D_NU;
|
|
if ( dispositionString )
|
|
{
|
|
if (!stricmp(dispositionString,"D_HT"))
|
|
{
|
|
disposition = D_HT;
|
|
}
|
|
else if (!stricmp(dispositionString,"D_FR"))
|
|
{
|
|
disposition = D_FR;
|
|
}
|
|
else if (!stricmp(dispositionString,"D_LI"))
|
|
{
|
|
disposition = D_LI;
|
|
}
|
|
else if (!stricmp(dispositionString,"D_NU"))
|
|
{
|
|
disposition = D_NU;
|
|
}
|
|
else
|
|
{
|
|
disposition = D_NU;
|
|
Warning( "***ERROR***\nBad relationship type (%s) to unknown entity (%s)!\n", dispositionString,entityString );
|
|
Assert( 0 );
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Warning("Can't parse relationship info (%s) - Expecting 'name [D_HT, D_FR, D_LI, D_NU] [1-99]'\n", pszRelationship );
|
|
Assert(0);
|
|
return;
|
|
}
|
|
|
|
// Get the priority
|
|
char *priorityString = strtok(NULL," ");
|
|
int priority = ( priorityString ) ? atoi(priorityString) : DEF_RELATIONSHIP_PRIORITY;
|
|
|
|
bool bFoundEntity = false;
|
|
|
|
// Try to get pointer to an entity of this name
|
|
CBaseEntity *entity = gEntList.FindEntityByName( NULL, entityString );
|
|
while( entity )
|
|
{
|
|
// make sure you catch all entities of this name.
|
|
bFoundEntity = true;
|
|
AddEntityRelationship(entity, disposition, priority );
|
|
entity = gEntList.FindEntityByName( entity, entityString );
|
|
}
|
|
|
|
if( !bFoundEntity )
|
|
{
|
|
// Need special condition for player as we can only have one
|
|
if (!stricmp("player", entityString) || !stricmp("!player", entityString))
|
|
{
|
|
AddClassRelationship( CLASS_PLAYER, disposition, priority );
|
|
}
|
|
// Otherwise try to create one too see if a valid classname and get class type
|
|
else
|
|
{
|
|
// HACKHACK:
|
|
CBaseEntity *pEntity = CanCreateEntityClass( entityString ) ? CreateEntityByName( entityString ) : NULL;
|
|
if (pEntity)
|
|
{
|
|
AddClassRelationship( pEntity->Classify(), disposition, priority );
|
|
UTIL_RemoveImmediate(pEntity);
|
|
}
|
|
else
|
|
{
|
|
DevWarning( "Couldn't set relationship to unknown entity or class (%s)!\n", entityString );
|
|
}
|
|
}
|
|
}
|
|
// Check for another entity in the list
|
|
entityString = strtok(NULL," ");
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority )
|
|
{
|
|
#if 0
|
|
ForceGatherConditions();
|
|
#endif
|
|
BaseClass::AddEntityRelationship( pEntity, nDisposition, nPriority );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::AddClassRelationship( Class_T nClass, Disposition_t nDisposition, int nPriority )
|
|
{
|
|
#if 0
|
|
ForceGatherConditions();
|
|
#endif
|
|
BaseClass::AddClassRelationship( nClass, nDisposition, nPriority );
|
|
}
|
|
|
|
//=========================================================
|
|
// NPCInitThink - Calls StartNPC. Startnpc is
|
|
// virtual, but this function cannot be
|
|
//=========================================================
|
|
void CAI_BaseNPC::NPCInitThink ( void )
|
|
{
|
|
// Initialize the relationship table
|
|
InitRelationshipTable();
|
|
|
|
StartNPC();
|
|
|
|
PostNPCInit();
|
|
|
|
if( GetSleepState() == AISS_AUTO_PVS )
|
|
{
|
|
// This code is a bit wonky, but it makes it easier for level designers to
|
|
// select this option in Hammer. So we set a sleep flag to indicate the choice,
|
|
// and then set the sleep state to awake (normal)
|
|
AddSleepFlags( AI_SLEEP_FLAG_AUTO_PVS );
|
|
SetSleepState( AISS_AWAKE );
|
|
}
|
|
|
|
if( GetSleepState() == AISS_AUTO_PVS_AFTER_PVS )
|
|
{
|
|
AddSleepFlags( AI_SLEEP_FLAG_AUTO_PVS_AFTER_PVS );
|
|
SetSleepState( AISS_AWAKE );
|
|
}
|
|
|
|
if ( GetSleepState() > AISS_AWAKE )
|
|
{
|
|
Sleep();
|
|
}
|
|
|
|
m_flLastRealThinkTime = gpGlobals->curtime;
|
|
}
|
|
|
|
//=========================================================
|
|
// StartNPC - final bit of initization before a npc
|
|
// is turned over to the AI.
|
|
//=========================================================
|
|
void CAI_BaseNPC::StartNPC( void )
|
|
{
|
|
// Raise npc off the floor one unit, then drop to floor
|
|
if ( (GetMoveType() != MOVETYPE_FLY) && (GetMoveType() != MOVETYPE_FLYGRAVITY) &&
|
|
!(CapabilitiesGet() & bits_CAP_MOVE_FLY) &&
|
|
!HasSpawnFlags( SF_NPC_FALL_TO_GROUND ) && !IsWaitingToRappel() && !GetMoveParent() )
|
|
{
|
|
Vector origin = GetLocalOrigin();
|
|
|
|
if (!GetMoveProbe()->FloorPoint( origin + Vector(0, 0, 0.1), GetAITraceMask(), 0, -2048, &origin ))
|
|
{
|
|
Warning( "NPC %s stuck in wall--level design error at (%.2f %.2f %.2f)\n", GetClassname(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
|
|
if ( g_pDeveloper->GetInt() > 1 )
|
|
{
|
|
m_debugOverlays |= OVERLAY_BBOX_BIT;
|
|
}
|
|
}
|
|
|
|
SetLocalOrigin( origin );
|
|
}
|
|
else
|
|
{
|
|
SetGroundEntity( NULL );
|
|
}
|
|
|
|
if ( m_target != NULL_STRING )// this npc has a target
|
|
{
|
|
// Find the npc's initial target entity, stash it
|
|
SetGoalEnt( gEntList.FindEntityByName( NULL, m_target ) );
|
|
|
|
if ( !GetGoalEnt() )
|
|
{
|
|
Warning( "ReadyNPC()--%s couldn't find target %s\n", GetClassname(), STRING(m_target));
|
|
}
|
|
else
|
|
{
|
|
StartTargetHandling( GetGoalEnt() );
|
|
}
|
|
}
|
|
|
|
//SetState ( m_IdealNPCState );
|
|
//SetActivity ( m_IdealActivity );
|
|
|
|
InitSquad();
|
|
|
|
//---------------------------------
|
|
//
|
|
// Spread think times of simultaneously spawned NPCs so that they don't all happen at the same time
|
|
//
|
|
// Think distribution based on spawn order is:
|
|
//
|
|
// Tick offset Think time Spawn order
|
|
// 0 0 1
|
|
// 1 0.015 13
|
|
// 2 0.03 5
|
|
// 3 0.045 9
|
|
// 4 0.06 18
|
|
// 5 0.075 3
|
|
// 6 0.09 15
|
|
// 7 0.105 11
|
|
// 8 0.12 7
|
|
// 9 0.135 17
|
|
// 10 0.15 2
|
|
// 11 0.165 14
|
|
// 12 0.18 6
|
|
// 13 0.195 19
|
|
// 14 0.21 10
|
|
// 15 0.225 4
|
|
// 16 0.24 16
|
|
// 17 0.255 12
|
|
// 18 0.27 8
|
|
// 19 0.285 20
|
|
|
|
|
|
// If this NPC is spawning late in the game, just push through the rest of the initialization
|
|
// start thinking right now. Some spread is added to handle triggered spawns that bring
|
|
// a bunch of NPCs into the level
|
|
SetThink ( &CAI_BaseNPC::CallNPCThink );
|
|
|
|
if ( gm_flTimeLastSpawn != gpGlobals->curtime )
|
|
{
|
|
gm_nSpawnedThisFrame = 0;
|
|
gm_flTimeLastSpawn = gpGlobals->curtime;
|
|
}
|
|
|
|
static const float nextThinkTimes[20] =
|
|
{
|
|
.0, .150, .075, .225, .030, .180, .120, .270, .045, .210, .105, .255, .015, .165, .090, .240, .135, .060, .195, .285
|
|
};
|
|
|
|
SetNextThink( gpGlobals->curtime + nextThinkTimes[gm_nSpawnedThisFrame % 20] );
|
|
|
|
gm_nSpawnedThisFrame++;
|
|
|
|
//---------------------------------
|
|
|
|
m_ScriptArrivalActivity = AIN_DEF_ACTIVITY;
|
|
m_strScriptArrivalSequence = NULL_STRING;
|
|
|
|
if ( HasSpawnFlags(SF_NPC_WAIT_FOR_SCRIPT) )
|
|
{
|
|
SetState( NPC_STATE_IDLE );
|
|
m_Activity = m_IdealActivity;
|
|
m_nIdealSequence = GetSequence();
|
|
SetSchedule( SCHED_WAIT_FOR_SCRIPT );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::StartTargetHandling( CBaseEntity *pTargetEnt )
|
|
{
|
|
// set the npc up to walk a path corner path.
|
|
// !!!BUGBUG - this is a minor bit of a hack.
|
|
// JAYJAY
|
|
|
|
// NPC will start turning towards his destination
|
|
bool bIsFlying = (GetMoveType() == MOVETYPE_FLY) || (GetMoveType() == MOVETYPE_FLYGRAVITY);
|
|
AI_NavGoal_t goal( GOALTYPE_PATHCORNER, pTargetEnt->GetAbsOrigin(),
|
|
bIsFlying ? ACT_FLY : ACT_WALK,
|
|
AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
|
|
|
|
SetState( NPC_STATE_IDLE );
|
|
SetSchedule( SCHED_IDLE_WALK );
|
|
|
|
if ( !GetNavigator()->SetGoal( goal ) )
|
|
{
|
|
DevWarning( 2, "Can't Create Route!\n" );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Connect my memory to the squad's
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::InitSquad( void )
|
|
{
|
|
// -------------------------------------------------------
|
|
// If I form squads add me to a squad
|
|
// -------------------------------------------------------
|
|
if (!m_pSquad && ( CapabilitiesGet() & bits_CAP_SQUAD ))
|
|
{
|
|
if ( !m_SquadName )
|
|
{
|
|
DevMsg(2, "Found %s that isn't in a squad\n",GetClassname());
|
|
}
|
|
else
|
|
{
|
|
m_pSquad = g_AI_SquadManager.FindCreateSquad(this, m_SquadName);
|
|
}
|
|
}
|
|
|
|
return ( m_pSquad != NULL );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get the memory for this NPC
|
|
//-----------------------------------------------------------------------------
|
|
CAI_Enemies *CAI_BaseNPC::GetEnemies( void )
|
|
{
|
|
return m_pEnemies;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Remove this NPC's memory
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::RemoveMemory( void )
|
|
{
|
|
delete m_pEnemies;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Change faction NPC belongs to
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::ChangeFaction( int nNewFaction )
|
|
{
|
|
BaseClass::ChangeFaction( nNewFaction );
|
|
|
|
// Remove anyone who is no longer an enemy
|
|
AIEnemiesIter_t iter;
|
|
AI_EnemyInfo_t *pNextEMemory;
|
|
for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = pNextEMemory )
|
|
{
|
|
CBaseEntity *pEnemy = pEMemory->hEnemy;
|
|
pNextEMemory = GetEnemies()->GetNext(&iter);
|
|
if ( pEnemy && ( IRelationType( pEnemy ) == D_LI ) )
|
|
GetEnemies()->ClearMemory( pEnemy );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::TaskComplete( bool fIgnoreSetFailedCondition )
|
|
{
|
|
EndTaskOverlay();
|
|
|
|
// Handy thing to use for debugging
|
|
//if (IsCurSchedule(SCHED_PUT_HERE) &&
|
|
// GetTask()->iTask == TASK_PUT_HERE)
|
|
//{
|
|
// int put_breakpoint_here = 5;
|
|
//}
|
|
|
|
if ( fIgnoreSetFailedCondition || !HasCondition(COND_TASK_FAILED) )
|
|
{
|
|
SetTaskStatus( TASKSTATUS_COMPLETE );
|
|
}
|
|
}
|
|
|
|
void CAI_BaseNPC::TaskMovementComplete( void )
|
|
{
|
|
switch( GetTaskStatus() )
|
|
{
|
|
case TASKSTATUS_NEW:
|
|
case TASKSTATUS_RUN_MOVE_AND_TASK:
|
|
SetTaskStatus( TASKSTATUS_RUN_TASK );
|
|
break;
|
|
|
|
case TASKSTATUS_RUN_MOVE:
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASKSTATUS_RUN_TASK:
|
|
// FIXME: find out how to safely restart movement
|
|
//Warning( "Movement completed twice!\n" );
|
|
//Assert( 0 );
|
|
break;
|
|
|
|
case TASKSTATUS_COMPLETE:
|
|
break;
|
|
}
|
|
|
|
// JAY: Put this back in.
|
|
// UNDONE: Figure out how much of the timestep was consumed by movement
|
|
// this frame and restart the movement/schedule engine if necessary
|
|
if ( m_scriptState != SCRIPT_CUSTOM_MOVE_TO_MARK )
|
|
{
|
|
SetIdealActivity( GetStoppedActivity() );
|
|
}
|
|
|
|
// Advance past the last node (in case there is some event at this node)
|
|
if ( GetNavigator()->IsGoalActive() )
|
|
{
|
|
GetNavigator()->AdvancePath();
|
|
}
|
|
|
|
// Now clear the path, it's done.
|
|
GetNavigator()->ClearGoal();
|
|
|
|
OnMovementComplete();
|
|
}
|
|
|
|
|
|
int CAI_BaseNPC::TaskIsRunning( void )
|
|
{
|
|
if ( GetTaskStatus() != TASKSTATUS_COMPLETE &&
|
|
GetTaskStatus() != TASKSTATUS_RUN_MOVE )
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::TaskFail( AI_TaskFailureCode_t code )
|
|
{
|
|
EndTaskOverlay();
|
|
|
|
// Handy tool for debugging
|
|
//if (IsCurSchedule(SCHED_PUT_NAME_HERE))
|
|
//{
|
|
// int put_breakpoint_here = 5;
|
|
//}
|
|
|
|
// If in developer mode save the fail text for debug output
|
|
if (g_pDeveloper->GetInt())
|
|
{
|
|
m_failText = TaskFailureToString( code );
|
|
|
|
m_interuptSchedule = NULL;
|
|
m_failedSchedule = GetCurSchedule();
|
|
|
|
if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT)
|
|
{
|
|
DevMsg(this, AIMF_IGNORE_SELECTED, " TaskFail -> %s\n", m_failText );
|
|
}
|
|
|
|
ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): TaskFail -> %s\n", GetDebugName(), entindex(), m_failText ) );
|
|
|
|
//AddTimedOverlay( fail_text, 5);
|
|
}
|
|
|
|
m_ScheduleState.taskFailureCode = code;
|
|
SetCondition(COND_TASK_FAILED);
|
|
Forget( bits_MEMORY_TURNING );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Remember that this entity wasn't reachable
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CAI_BaseNPC::RememberUnreachable(CBaseEntity *pEntity, float duration )
|
|
{
|
|
if ( pEntity == GetEnemy() )
|
|
{
|
|
ForceChooseNewEnemy();
|
|
}
|
|
|
|
const float NPC_UNREACHABLE_TIMEOUT = ( duration > 0.0 ) ? duration : 3;
|
|
// Only add to list if not already on it
|
|
for (int i=m_UnreachableEnts.Count()-1;i>=0;i--)
|
|
{
|
|
// If record already exists just update mark time
|
|
if (pEntity == m_UnreachableEnts[i].hUnreachableEnt)
|
|
{
|
|
m_UnreachableEnts[i].fExpireTime = gpGlobals->curtime + NPC_UNREACHABLE_TIMEOUT;
|
|
m_UnreachableEnts[i].vLocationWhenUnreachable = pEntity->GetAbsOrigin();
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Add new unreachabe entity to list
|
|
int nNewIndex = m_UnreachableEnts.AddToTail();
|
|
m_UnreachableEnts[nNewIndex].hUnreachableEnt = pEntity;
|
|
m_UnreachableEnts[nNewIndex].fExpireTime = gpGlobals->curtime + NPC_UNREACHABLE_TIMEOUT;
|
|
m_UnreachableEnts[nNewIndex].vLocationWhenUnreachable = pEntity->GetAbsOrigin();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Returns true is entity was remembered as unreachable.
|
|
// After a time delay reachability is checked
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::IsUnreachable(CBaseEntity *pEntity)
|
|
{
|
|
float UNREACHABLE_DIST_TOLERANCE_SQ = (120*120);
|
|
|
|
// Note that it's ok to remove elements while I'm iterating
|
|
// as long as I iterate backwards and remove them using FastRemove
|
|
for (int i=m_UnreachableEnts.Count()-1;i>=0;i--)
|
|
{
|
|
// Remove any dead elements
|
|
if (m_UnreachableEnts[i].hUnreachableEnt == NULL)
|
|
{
|
|
m_UnreachableEnts.FastRemove(i);
|
|
}
|
|
else if (pEntity == m_UnreachableEnts[i].hUnreachableEnt)
|
|
{
|
|
// Test for reachablility on any elements that have timed out
|
|
if ( gpGlobals->curtime > m_UnreachableEnts[i].fExpireTime ||
|
|
pEntity->GetAbsOrigin().DistToSqr(m_UnreachableEnts[i].vLocationWhenUnreachable) > UNREACHABLE_DIST_TOLERANCE_SQ)
|
|
{
|
|
m_UnreachableEnts.FastRemove(i);
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CAI_BaseNPC::IsValidEnemy( CBaseEntity *pEnemy )
|
|
{
|
|
CAI_BaseNPC *pEnemyNPC = pEnemy->MyNPCPointer();
|
|
if ( pEnemyNPC && pEnemyNPC->CanBeAnEnemyOf( this ) == false )
|
|
return false;
|
|
|
|
// Test our enemy filter
|
|
if ( m_hEnemyFilter.Get()!= NULL && m_hEnemyFilter->PassesFilter( this, pEnemy ) == false )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool CAI_BaseNPC::CanBeAnEnemyOf( CBaseEntity *pEnemy )
|
|
{
|
|
if ( GetSleepState() > AISS_WAITING_FOR_THREAT )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Picks best enemy from my list of enemies
|
|
// Prefers reachable enemies over enemies that are unreachable,
|
|
// regardless of priority. For enemies that are both reachable or
|
|
// unreachable picks by priority. If priority is the same, picks
|
|
// by distance.
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CBaseEntity *CAI_BaseNPC::BestEnemy( void )
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_BaseNPC_BestEnemy );
|
|
// TODO - may want to consider distance, attack types, back turned, etc.
|
|
|
|
CBaseEntity* pBestEnemy = NULL;
|
|
int iBestDistSq = MAX_COORD_RANGE * MAX_COORD_RANGE;// so first visible entity will become the closest.
|
|
int iBestPriority = -1000;
|
|
bool bBestUnreachable = true; // Forces initial check
|
|
ThreeState_t fBestSeen = TRS_NONE;
|
|
ThreeState_t fBestVisible = TRS_NONE;
|
|
int iDistSq;
|
|
bool bUnreachable = false;
|
|
|
|
AIEnemiesIter_t iter;
|
|
|
|
DbgEnemyMsg( this, "BestEnemy() {\n" );
|
|
|
|
for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) )
|
|
{
|
|
CBaseEntity *pEnemy = pEMemory->hEnemy;
|
|
|
|
if (!pEnemy || !pEnemy->IsAlive())
|
|
{
|
|
if ( pEnemy )
|
|
DbgEnemyMsg( this, " %s rejected: dead\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
|
|
if ( (pEnemy->GetFlags() & FL_NOTARGET) )
|
|
{
|
|
DbgEnemyMsg( this, " %s rejected: no target\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
|
|
if ( m_bIgnoreUnseenEnemies )
|
|
{
|
|
const float TIME_CONSIDER_ENEMY_UNSEEN = .4;
|
|
if ( pEMemory->timeLastSeen < gpGlobals->curtime - TIME_CONSIDER_ENEMY_UNSEEN )
|
|
{
|
|
DbgEnemyMsg( this, " %s rejected: not seen and set to ignore unseen enemies\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// UNDONE: Move relationship checks into IsValidEnemy?
|
|
Disposition_t relation = IRelationType( pEnemy );
|
|
if ( (relation != D_HT && relation != D_FR) )
|
|
{
|
|
DbgEnemyMsg( this, " %s rejected: no hate/fear\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
|
|
if ( m_flAcceptableTimeSeenEnemy > 0.0 && pEMemory->timeLastSeen < m_flAcceptableTimeSeenEnemy )
|
|
{
|
|
DbgEnemyMsg( this, " %s rejected: old\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
|
|
if ( pEMemory->timeValidEnemy > gpGlobals->curtime )
|
|
{
|
|
DbgEnemyMsg( this, " %s rejected: not yet valid\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
|
|
// Skip enemies that have eluded me to prevent infinite loops
|
|
if ( pEMemory->bEludedMe )
|
|
{
|
|
DbgEnemyMsg( this, " %s rejected: eluded\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
|
|
// Skip enemies I fear that I've never seen. (usually seen through an enemy finder)
|
|
if ( relation == D_FR && !pEMemory->bUnforgettable && pEMemory->timeFirstSeen == AI_INVALID_TIME )
|
|
{
|
|
DbgEnemyMsg( this, " %s rejected: feared, but never seen\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
|
|
if ( !IsValidEnemy( pEnemy ) )
|
|
{
|
|
DbgEnemyMsg( this, " %s rejected: not valid\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
|
|
// establish the reachability of this enemy
|
|
bUnreachable = IsUnreachable(pEnemy);
|
|
|
|
// If best is reachable and current is unreachable, skip the unreachable enemy regardless of priority
|
|
if (!bBestUnreachable && bUnreachable)
|
|
{
|
|
DbgEnemyMsg( this, " %s rejected: unreachable\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
|
|
// If best is unreachable and current is reachable, always pick the current regardless of priority
|
|
if (bBestUnreachable && !bUnreachable)
|
|
{
|
|
DbgEnemyMsg( this, " %s accepted (1)\n", pEnemy->GetDebugName() );
|
|
if ( pBestEnemy )
|
|
DbgEnemyMsg( this, " (%s displaced)\n", pBestEnemy->GetDebugName() );
|
|
|
|
iBestPriority = IRelationPriority ( pEnemy );
|
|
iBestDistSq = (pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
|
|
pBestEnemy = pEnemy;
|
|
bBestUnreachable = bUnreachable;
|
|
fBestSeen = TRS_NONE;
|
|
fBestVisible = TRS_NONE;
|
|
}
|
|
// If both are unreachable or both are reachable, choose enemy based on priority and distance
|
|
else if ( IRelationPriority( pEnemy ) > iBestPriority )
|
|
{
|
|
DbgEnemyMsg( this, " %s accepted\n", pEnemy->GetDebugName() );
|
|
if ( pBestEnemy )
|
|
DbgEnemyMsg( this, " (%s displaced due to priority, %d > %d )\n", pBestEnemy->GetDebugName(), IRelationPriority( pEnemy ), iBestPriority );
|
|
// this entity is disliked MORE than the entity that we
|
|
// currently think is the best visible enemy. No need to do
|
|
// a distance check, just get mad at this one for now.
|
|
iBestPriority = IRelationPriority ( pEnemy );
|
|
iBestDistSq = ( pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
|
|
pBestEnemy = pEnemy;
|
|
bBestUnreachable = bUnreachable;
|
|
fBestSeen = TRS_NONE;
|
|
fBestVisible = TRS_NONE;
|
|
}
|
|
else if ( IRelationPriority( pEnemy ) == iBestPriority )
|
|
{
|
|
// this entity is disliked just as much as the entity that
|
|
// we currently think is the best visible enemy, so we only
|
|
// get mad at it if it is closer.
|
|
iDistSq = ( pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
|
|
|
|
bool bAcceptCurrent = false;
|
|
bool bCloser = ( ( iBestDistSq - iDistSq ) > EnemyDistTolerance() );
|
|
ThreeState_t fCurSeen = TRS_NONE;
|
|
ThreeState_t fCurVisible = TRS_NONE;
|
|
|
|
// The following code is constructed in such a verbose manner to
|
|
// ensure the expensive calls only occur if absolutely needed
|
|
|
|
// If current is farther, and best has previously been confirmed as seen or visible, move on
|
|
if ( !bCloser)
|
|
{
|
|
if ( fBestSeen == TRS_TRUE || fBestVisible == TRS_TRUE )
|
|
{
|
|
DbgEnemyMsg( this, " %s rejected: current is closer and seen\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// If current is closer, and best has previously been confirmed as not seen and not visible, take it
|
|
if ( bCloser)
|
|
{
|
|
if ( fBestSeen == TRS_FALSE && fBestVisible == TRS_FALSE )
|
|
{
|
|
bAcceptCurrent = true;
|
|
}
|
|
}
|
|
|
|
if ( !bAcceptCurrent )
|
|
{
|
|
// If current is closer, and seen, take it
|
|
if ( bCloser )
|
|
{
|
|
fCurSeen = ( GetSenses()->DidSeeEntity( pEnemy ) ) ? TRS_TRUE : TRS_FALSE;
|
|
|
|
bAcceptCurrent = ( fCurSeen == TRS_TRUE );
|
|
}
|
|
}
|
|
|
|
if ( !bAcceptCurrent )
|
|
{
|
|
// If current is farther, and best is seen, move on
|
|
if ( !bCloser )
|
|
{
|
|
if ( fBestSeen == TRS_NONE )
|
|
{
|
|
fBestSeen = ( GetSenses()->DidSeeEntity( pBestEnemy ) ) ? TRS_TRUE : TRS_FALSE;
|
|
}
|
|
|
|
if ( fBestSeen == TRS_TRUE )
|
|
{
|
|
DbgEnemyMsg( this, " %s rejected: current is closer and seen\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// At this point, need to start performing expensive tests
|
|
if ( bCloser && fBestVisible == TRS_NONE )
|
|
{
|
|
// Perform shortest FVisible
|
|
fCurVisible = ( ( EnemyDistance( pEnemy ) < GetSenses()->GetDistLook() ) && FVisible( pEnemy ) ) ? TRS_TRUE : TRS_FALSE;
|
|
|
|
bAcceptCurrent = ( fCurVisible == TRS_TRUE );
|
|
}
|
|
|
|
// Alas, must do the most expensive comparison
|
|
if ( !bAcceptCurrent )
|
|
{
|
|
if ( fBestSeen == TRS_NONE )
|
|
{
|
|
fBestSeen = ( GetSenses()->DidSeeEntity( pBestEnemy ) ) ? TRS_TRUE : TRS_FALSE;
|
|
}
|
|
|
|
if ( fBestVisible == TRS_NONE )
|
|
{
|
|
fBestVisible = ( ( EnemyDistance( pBestEnemy ) < GetSenses()->GetDistLook() ) && FVisible( pBestEnemy ) ) ? TRS_TRUE : TRS_FALSE;
|
|
}
|
|
|
|
if ( fCurSeen == TRS_NONE )
|
|
{
|
|
fCurSeen = ( GetSenses()->DidSeeEntity( pEnemy ) ) ? TRS_TRUE : TRS_FALSE;
|
|
}
|
|
|
|
if ( fCurVisible == TRS_NONE )
|
|
{
|
|
fCurVisible = ( ( EnemyDistance( pEnemy ) < GetSenses()->GetDistLook() ) && FVisible( pEnemy ) ) ? TRS_TRUE : TRS_FALSE;
|
|
}
|
|
|
|
bool bBestSeenOrVisible = ( fBestSeen == TRS_TRUE || fBestVisible == TRS_TRUE );
|
|
bool bCurSeenOrVisible = ( fCurSeen == TRS_TRUE || fCurVisible == TRS_TRUE );
|
|
|
|
if ( !bCloser)
|
|
{
|
|
if ( bBestSeenOrVisible )
|
|
{
|
|
DbgEnemyMsg( this, " %s rejected: current is closer and seen\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
else if ( !bCurSeenOrVisible )
|
|
{
|
|
DbgEnemyMsg( this, " %s rejected: current is closer and neither is seen\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
}
|
|
else // Closer
|
|
{
|
|
if ( !bCurSeenOrVisible && bBestSeenOrVisible )
|
|
{
|
|
DbgEnemyMsg( this, " %s rejected: current is father but seen\n", pEnemy->GetDebugName() );
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DbgEnemyMsg( this, " %s accepted\n", pEnemy->GetDebugName() );
|
|
if ( pBestEnemy )
|
|
DbgEnemyMsg( this, " (%s displaced due to distance/visibility)\n", pBestEnemy->GetDebugName() );
|
|
fBestSeen = fCurSeen;
|
|
fBestVisible = fCurVisible;
|
|
iBestDistSq = iDistSq;
|
|
iBestPriority = IRelationPriority ( pEnemy );
|
|
pBestEnemy = pEnemy;
|
|
bBestUnreachable = bUnreachable;
|
|
}
|
|
else
|
|
DbgEnemyMsg( this, " %s rejected: lower priority\n", pEnemy->GetDebugName() );
|
|
}
|
|
|
|
DbgEnemyMsg( this, "} == %s\n", pBestEnemy->GetDebugName() );
|
|
|
|
return pBestEnemy;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Given a node returns the appropriate reload activity
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
Activity CAI_BaseNPC::GetReloadActivity( CAI_Hint* pHint )
|
|
{
|
|
Activity nReloadActivity = ACT_RELOAD;
|
|
|
|
if (pHint && GetEnemy()!=NULL)
|
|
{
|
|
switch (pHint->HintType())
|
|
{
|
|
case HINT_TACTICAL_COVER_LOW:
|
|
case HINT_TACTICAL_COVER_MED:
|
|
{
|
|
if (SelectWeightedSequence( ACT_RELOAD_LOW ) != ACTIVITY_NOT_AVAILABLE)
|
|
{
|
|
Vector vEyePos = GetAbsOrigin() + EyeOffset(ACT_RELOAD_LOW);
|
|
// Check if this location will block the threat's line of sight to me
|
|
trace_t tr;
|
|
AI_TraceLOS( vEyePos, GetEnemy()->EyePosition(), this, &tr );
|
|
if (tr.fraction != 1.0)
|
|
{
|
|
nReloadActivity = ACT_RELOAD_LOW;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return nReloadActivity;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Given a node returns the appropriate cover activity
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
Activity CAI_BaseNPC::GetCoverActivity( CAI_Hint *pHint )
|
|
{
|
|
Activity nCoverActivity = ACT_INVALID;
|
|
|
|
// ---------------------------------------------------------------
|
|
// Check if hint node specifies different cover type
|
|
// ---------------------------------------------------------------
|
|
if (pHint)
|
|
{
|
|
switch (pHint->HintType())
|
|
{
|
|
case HINT_TACTICAL_COVER_MED:
|
|
{
|
|
nCoverActivity = ACT_COVER_MED;
|
|
break;
|
|
}
|
|
case HINT_TACTICAL_COVER_LOW:
|
|
{
|
|
nCoverActivity = ACT_COVER_LOW;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( nCoverActivity == ACT_INVALID )
|
|
nCoverActivity = ACT_COVER;
|
|
|
|
return nCoverActivity;
|
|
}
|
|
|
|
//=========================================================
|
|
// CalcIdealYaw - gets a yaw value for the caller that would
|
|
// face the supplied vector. Value is stuffed into the npc's
|
|
// ideal_yaw
|
|
//=========================================================
|
|
float CAI_BaseNPC::CalcIdealYaw( const Vector &vecTarget )
|
|
{
|
|
Vector vecProjection;
|
|
|
|
// strafing npc needs to face 90 degrees away from its goal
|
|
if ( GetNavigator()->GetMovementActivity() == ACT_STRAFE_LEFT )
|
|
{
|
|
vecProjection.x = -vecTarget.y;
|
|
vecProjection.y = vecTarget.x;
|
|
|
|
return UTIL_VecToYaw( vecProjection - GetLocalOrigin() );
|
|
}
|
|
else if ( GetNavigator()->GetMovementActivity() == ACT_STRAFE_RIGHT )
|
|
{
|
|
vecProjection.x = vecTarget.y;
|
|
vecProjection.y = vecTarget.x;
|
|
|
|
return UTIL_VecToYaw( vecProjection - GetLocalOrigin() );
|
|
}
|
|
else
|
|
{
|
|
return UTIL_VecToYaw ( vecTarget - GetLocalOrigin() );
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// SetEyePosition
|
|
//
|
|
// queries the npc's model for $eyeposition and copies
|
|
// that vector to the npc's m_vDefaultEyeOffset and m_vecViewOffset
|
|
//
|
|
//=========================================================
|
|
void CAI_BaseNPC::SetDefaultEyeOffset ( void )
|
|
{
|
|
if ( GetModelPtr() )
|
|
{
|
|
GetEyePosition( GetModelPtr(), m_vDefaultEyeOffset );
|
|
|
|
if ( m_vDefaultEyeOffset == vec3_origin )
|
|
{
|
|
if ( Classify() != CLASS_NONE )
|
|
{
|
|
DevMsg( "WARNING: %s(%s) has no eye offset in .qc!\n", GetClassname(), STRING(GetModelName()) );
|
|
}
|
|
VectorAdd( WorldAlignMins(), WorldAlignMaxs(), m_vDefaultEyeOffset );
|
|
m_vDefaultEyeOffset *= 0.75;
|
|
}
|
|
}
|
|
else
|
|
m_vDefaultEyeOffset = vec3_origin;
|
|
|
|
SetViewOffset( m_vDefaultEyeOffset );
|
|
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Returns eye offset for an NPC for the given activity
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
Vector CAI_BaseNPC::EyeOffset( Activity nActivity )
|
|
{
|
|
if ( CapabilitiesGet() & bits_CAP_DUCK )
|
|
{
|
|
if ( IsCrouchedActivity( nActivity ) )
|
|
return GetCrouchEyeOffset();
|
|
}
|
|
|
|
// if the hint doesn't tell anything, assume current state
|
|
if ( IsCrouching() )
|
|
return GetCrouchEyeOffset();
|
|
|
|
return m_vDefaultEyeOffset * GetModelHierarchyScale();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Vector
|
|
//-----------------------------------------------------------------------------
|
|
Vector CAI_BaseNPC::EyePosition( void )
|
|
{
|
|
if ( IsCrouching() )
|
|
return GetAbsOrigin() + GetCrouchEyeOffset();
|
|
|
|
return BaseClass::EyePosition();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CAI_BaseNPC::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
// UNDONE: Share this code into CBaseAnimating as appropriate?
|
|
int nEvent = pEvent->Event();
|
|
|
|
switch( nEvent )
|
|
{
|
|
case SCRIPT_EVENT_DEAD:
|
|
if ( m_NPCState == NPC_STATE_SCRIPT )
|
|
{
|
|
m_lifeState = LIFE_DYING;
|
|
// Kill me now! (and fade out when CineCleanup() is called)
|
|
#if _DEBUG
|
|
DevMsg( 2, "Death event: %s\n", GetClassname() );
|
|
#endif
|
|
m_iHealth = 0;
|
|
}
|
|
#if _DEBUG
|
|
else
|
|
DevWarning( 2, "INVALID death event:%s\n", GetClassname() );
|
|
#endif
|
|
break;
|
|
case SCRIPT_EVENT_NOT_DEAD:
|
|
if ( m_NPCState == NPC_STATE_SCRIPT )
|
|
{
|
|
m_lifeState = LIFE_ALIVE;
|
|
// This is for life/death sequences where the player can determine whether a character is dead or alive after the script
|
|
m_iHealth = m_iMaxHealth;
|
|
}
|
|
break;
|
|
|
|
case SCRIPT_EVENT_SOUND: // Play a named wave file
|
|
{
|
|
EmitSound( pEvent->options );
|
|
}
|
|
break;
|
|
|
|
case SCRIPT_EVENT_SOUND_VOICE:
|
|
{
|
|
EmitSound( pEvent->options );
|
|
}
|
|
break;
|
|
|
|
case SCRIPT_EVENT_SENTENCE_RND1: // Play a named sentence group 33% of the time
|
|
if (random->RandomInt(0,2) == 0)
|
|
break;
|
|
// fall through...
|
|
case SCRIPT_EVENT_SENTENCE: // Play a named sentence group
|
|
SENTENCEG_PlayRndSz( edict(), pEvent->options, 1.0, SNDLVL_TALKING, 0, 100 );
|
|
break;
|
|
|
|
case SCRIPT_EVENT_FIREEVENT:
|
|
{
|
|
//
|
|
// Fire a script event. The number of the script event to fire is in the options string.
|
|
//
|
|
if ( m_hCine != NULL )
|
|
{
|
|
m_hCine->FireScriptEvent( atoi( pEvent->options ) );
|
|
}
|
|
else
|
|
{
|
|
// FIXME: look so see if it's playing a vcd and fire those instead
|
|
// AssertOnce( 0 );
|
|
}
|
|
break;
|
|
}
|
|
case SCRIPT_EVENT_FIRE_INPUT:
|
|
{
|
|
variant_t emptyVariant;
|
|
this->AcceptInput( pEvent->options, this, this, emptyVariant, 0 );
|
|
break;
|
|
}
|
|
|
|
case SCRIPT_EVENT_NOINTERRUPT: // Can't be interrupted from now on
|
|
if ( m_hCine )
|
|
m_hCine->AllowInterrupt( false );
|
|
break;
|
|
|
|
case SCRIPT_EVENT_CANINTERRUPT: // OK to interrupt now
|
|
if ( m_hCine )
|
|
m_hCine->AllowInterrupt( true );
|
|
break;
|
|
|
|
#if 0
|
|
case SCRIPT_EVENT_INAIR: // Don't engine->DropToFloor()
|
|
case SCRIPT_EVENT_ENDANIMATION: // Set ending animation sequence to
|
|
break;
|
|
#endif
|
|
case SCRIPT_EVENT_BODYGROUPON:
|
|
case SCRIPT_EVENT_BODYGROUPOFF:
|
|
case SCRIPT_EVENT_BODYGROUPTEMP:
|
|
DevMsg( "Bodygroup!\n" );
|
|
break;
|
|
|
|
case AE_NPC_ATTACK_BROADCAST:
|
|
break;
|
|
|
|
case NPC_EVENT_BODYDROP_HEAVY:
|
|
if ( GetFlags() & FL_ONGROUND )
|
|
{
|
|
EmitSound( "AI_BaseNPC.BodyDrop_Heavy" );
|
|
}
|
|
break;
|
|
|
|
case NPC_EVENT_BODYDROP_LIGHT:
|
|
if ( GetFlags() & FL_ONGROUND )
|
|
{
|
|
EmitSound( "AI_BaseNPC.BodyDrop_Light" );
|
|
}
|
|
break;
|
|
|
|
case NPC_EVENT_SWISHSOUND:
|
|
{
|
|
// NO NPC may use this anim event unless that npc's precache precaches this sound!!!
|
|
EmitSound( "AI_BaseNPC.SwishSound" );
|
|
break;
|
|
}
|
|
|
|
|
|
case NPC_EVENT_180TURN:
|
|
{
|
|
//DevMsg( "Turned!\n" );
|
|
SetIdealActivity( ACT_IDLE );
|
|
Forget( bits_MEMORY_TURNING );
|
|
SetBoneController( 0, GetLocalAngles().y );
|
|
AddEffects( EF_NOINTERP );
|
|
break;
|
|
}
|
|
|
|
case NPC_EVENT_ITEM_PICKUP:
|
|
{
|
|
CBaseEntity *pPickup = NULL;
|
|
|
|
//
|
|
// Figure out what we're supposed to pick up.
|
|
//
|
|
if ( pEvent->options && strlen( pEvent->options ) > 0 )
|
|
{
|
|
// Pick up the weapon or item that was specified in the anim event.
|
|
pPickup = gEntList.FindEntityGenericNearest( pEvent->options, GetAbsOrigin(), 256, this );
|
|
}
|
|
else
|
|
{
|
|
// Pick up the weapon or item that was found earlier and cached in our target pointer.
|
|
pPickup = GetTarget();
|
|
}
|
|
|
|
// Make sure we found something to pick up.
|
|
if ( !pPickup )
|
|
{
|
|
TaskFail("Item no longer available!\n");
|
|
break;
|
|
}
|
|
|
|
// Make sure the item hasn't moved.
|
|
float flDist = ( pPickup->WorldSpaceCenter() - GetAbsOrigin() ).Length2D();
|
|
if ( flDist > ITEM_PICKUP_TOLERANCE )
|
|
{
|
|
TaskFail("Item has moved!\n");
|
|
break;
|
|
}
|
|
|
|
CBaseCombatWeapon *pWeapon = ToBaseCombatWeapon( pPickup );
|
|
if ( pWeapon )
|
|
{
|
|
// Picking up a weapon.
|
|
CBaseCombatCharacter *pOwner = pWeapon->GetOwner();
|
|
if ( pOwner )
|
|
{
|
|
TaskFail( "Weapon in use by someone else" );
|
|
}
|
|
else if ( !pWeapon )
|
|
{
|
|
TaskFail( "Weapon doesn't exist" );
|
|
}
|
|
else if (!Weapon_CanUse( pWeapon ))
|
|
{
|
|
TaskFail( "Can't use this weapon type" );
|
|
}
|
|
else
|
|
{
|
|
PickupWeapon( pWeapon );
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Picking up an item.
|
|
PickupItem( pPickup );
|
|
TaskComplete();
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case NPC_EVENT_WEAPON_SET_SEQUENCE_NUMBER:
|
|
{
|
|
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
|
|
if ((pWeapon) && (pEvent->options))
|
|
{
|
|
int nSequence = atoi(pEvent->options);
|
|
if (nSequence != -1)
|
|
{
|
|
pWeapon->ResetSequence(nSequence);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case NPC_EVENT_WEAPON_SET_SEQUENCE_NAME:
|
|
{
|
|
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
|
|
if ((pWeapon) && (pEvent->options))
|
|
{
|
|
int nSequence = pWeapon->LookupSequence(pEvent->options);
|
|
if (nSequence != -1)
|
|
{
|
|
pWeapon->ResetSequence(nSequence);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case NPC_EVENT_WEAPON_SET_ACTIVITY:
|
|
{
|
|
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
|
|
if ((pWeapon) && (pEvent->options))
|
|
{
|
|
Activity act = (Activity)pWeapon->LookupActivity(pEvent->options);
|
|
if (act != ACT_INVALID)
|
|
{
|
|
// FIXME: where should the duration come from? normally it would come from the current sequence
|
|
Weapon_SetActivity(act, 0);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case NPC_EVENT_WEAPON_DROP:
|
|
{
|
|
//
|
|
// Drop our active weapon (or throw it at the specified target entity).
|
|
//
|
|
CBaseEntity *pTarget = NULL;
|
|
if (pEvent->options)
|
|
{
|
|
pTarget = gEntList.FindEntityGeneric(NULL, pEvent->options, this);
|
|
}
|
|
|
|
if (pTarget)
|
|
{
|
|
Vector vecTargetPos = pTarget->WorldSpaceCenter();
|
|
Weapon_Drop(GetActiveWeapon(), &vecTargetPos);
|
|
}
|
|
else
|
|
{
|
|
Weapon_Drop(GetActiveWeapon());
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case EVENT_WEAPON_RELOAD:
|
|
{
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
GetActiveWeapon()->WeaponSound( RELOAD_NPC );
|
|
GetActiveWeapon()->m_iClip1 = GetActiveWeapon()->GetMaxClip1();
|
|
ClearCondition(COND_LOW_PRIMARY_AMMO);
|
|
ClearCondition(COND_NO_PRIMARY_AMMO);
|
|
ClearCondition(COND_NO_SECONDARY_AMMO);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case EVENT_WEAPON_RELOAD_SOUND:
|
|
{
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
GetActiveWeapon()->WeaponSound( RELOAD_NPC );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case EVENT_WEAPON_RELOAD_FILL_CLIP:
|
|
{
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
GetActiveWeapon()->m_iClip1 = GetActiveWeapon()->GetMaxClip1();
|
|
ClearCondition(COND_LOW_PRIMARY_AMMO);
|
|
ClearCondition(COND_NO_PRIMARY_AMMO);
|
|
ClearCondition(COND_NO_SECONDARY_AMMO);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case NPC_EVENT_LEFTFOOT:
|
|
case NPC_EVENT_RIGHTFOOT:
|
|
// For right now, do nothing. All functionality for this lives in individual npcs.
|
|
break;
|
|
|
|
case NPC_EVENT_OPEN_DOOR:
|
|
{
|
|
CBasePropDoor *pDoor = (CBasePropDoor *)(CBaseEntity *)GetNavigator()->GetPath()->GetCurWaypoint()->GetEHandleData();
|
|
if (pDoor != NULL)
|
|
{
|
|
OpenPropDoorNow( pDoor );
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
if ((pEvent->type & AE_TYPE_NEWEVENTSYSTEM) && (pEvent->type & AE_TYPE_SERVER))
|
|
{
|
|
if (nEvent == AE_NPC_HOLSTER)
|
|
{
|
|
// Cache off the weapon.
|
|
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
|
|
|
|
Assert( pWeapon != NULL );
|
|
|
|
GetActiveWeapon()->Holster();
|
|
SetActiveWeapon( NULL );
|
|
|
|
//Force the NPC to recalculate it's arrival activity since it'll most likely be wrong now that we don't have a weapon out.
|
|
GetNavigator()->SetArrivalSequence( ACT_INVALID );
|
|
|
|
if ( m_iDesiredWeaponState == DESIREDWEAPONSTATE_CHANGING_DESTROY )
|
|
{
|
|
// Get rid of it!
|
|
UTIL_Remove( pWeapon );
|
|
}
|
|
|
|
if ( m_iDesiredWeaponState != DESIREDWEAPONSTATE_IGNORE )
|
|
{
|
|
m_iDesiredWeaponState = DESIREDWEAPONSTATE_IGNORE;
|
|
m_Activity = ACT_RESET;
|
|
}
|
|
|
|
return;
|
|
}
|
|
else if (nEvent == AE_NPC_DRAW)
|
|
{
|
|
if (GetActiveWeapon())
|
|
{
|
|
GetActiveWeapon()->Deploy();
|
|
|
|
//Force the NPC to recalculate it's arrival activity since it'll most likely be wrong now.
|
|
GetNavigator()->SetArrivalSequence( ACT_INVALID );
|
|
|
|
if ( m_iDesiredWeaponState != DESIREDWEAPONSTATE_IGNORE )
|
|
{
|
|
m_iDesiredWeaponState = DESIREDWEAPONSTATE_IGNORE;
|
|
m_Activity = ACT_RESET;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else if ( nEvent == AE_NPC_BODYDROP_HEAVY )
|
|
{
|
|
if ( GetFlags() & FL_ONGROUND )
|
|
{
|
|
EmitSound( "AI_BaseNPC.BodyDrop_Heavy" );
|
|
}
|
|
return;
|
|
}
|
|
else if ( nEvent == AE_NPC_LEFTFOOT || nEvent == AE_NPC_RIGHTFOOT )
|
|
{
|
|
return;
|
|
}
|
|
else if ( nEvent == AE_NPC_RAGDOLL )
|
|
{
|
|
// Convert to ragdoll immediately
|
|
BecomeRagdollOnClient( vec3_origin );
|
|
return;
|
|
}
|
|
else if ( nEvent == AE_NPC_ADDGESTURE )
|
|
{
|
|
Activity act = ( Activity )LookupActivity( pEvent->options );
|
|
if (act != ACT_INVALID)
|
|
{
|
|
act = TranslateActivity( act );
|
|
if (act != ACT_INVALID)
|
|
{
|
|
AddGesture( act );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else if ( nEvent == AE_NPC_RESTARTGESTURE )
|
|
{
|
|
Activity act = ( Activity )LookupActivity( pEvent->options );
|
|
if (act != ACT_INVALID)
|
|
{
|
|
act = TranslateActivity( act );
|
|
if (act != ACT_INVALID)
|
|
{
|
|
RestartGesture( act );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else if ( nEvent == AE_NPC_WEAPON_DROP )
|
|
{
|
|
// Drop our active weapon (or throw it at the specified target entity).
|
|
CBaseEntity *pTarget = NULL;
|
|
if (pEvent->options)
|
|
{
|
|
pTarget = gEntList.FindEntityGeneric(NULL, pEvent->options, this);
|
|
}
|
|
|
|
if (pTarget)
|
|
{
|
|
Vector vecTargetPos = pTarget->WorldSpaceCenter();
|
|
Weapon_Drop(GetActiveWeapon(), &vecTargetPos);
|
|
}
|
|
else
|
|
{
|
|
Weapon_Drop(GetActiveWeapon());
|
|
}
|
|
return;
|
|
}
|
|
else if ( nEvent == AE_NPC_WEAPON_SET_ACTIVITY )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
|
|
if ((pWeapon) && (pEvent->options))
|
|
{
|
|
Activity act = (Activity)pWeapon->LookupActivity(pEvent->options);
|
|
if (act == ACT_INVALID)
|
|
{
|
|
// Try and translate it
|
|
act = Weapon_TranslateActivity( (Activity)CAI_BaseNPC::GetActivityID(pEvent->options), NULL );
|
|
}
|
|
|
|
if (act != ACT_INVALID)
|
|
{
|
|
// FIXME: where should the duration come from? normally it would come from the current sequence
|
|
Weapon_SetActivity(act, 0);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else if ( nEvent == AE_NPC_SET_INTERACTION_CANTDIE )
|
|
{
|
|
SetInteractionCantDie( (atoi(pEvent->options) != 0) );
|
|
return;
|
|
}
|
|
else if ( nEvent == AE_NPC_HURT_INTERACTION_PARTNER )
|
|
{
|
|
// If we're currently interacting with an enemy, hurt them/me
|
|
if ( m_hInteractionPartner )
|
|
{
|
|
CAI_BaseNPC *pTarget = NULL;
|
|
CAI_BaseNPC *pAttacker = NULL;
|
|
if ( pEvent->options )
|
|
{
|
|
char szEventOptions[128];
|
|
Q_strncpy( szEventOptions, pEvent->options, sizeof(szEventOptions) );
|
|
char *pszParam = strtok( szEventOptions, " " );
|
|
if ( pszParam )
|
|
{
|
|
if ( StringHasPrefixCaseSensitive( pszParam, "ME" ) )
|
|
{
|
|
pTarget = this;
|
|
pAttacker = m_hInteractionPartner;
|
|
}
|
|
else if ( StringHasPrefixCaseSensitive( pszParam, "THEM" ) )
|
|
{
|
|
pAttacker = this;
|
|
pTarget = m_hInteractionPartner;
|
|
}
|
|
|
|
pszParam = strtok(NULL," ");
|
|
if ( pAttacker && pTarget && pszParam )
|
|
{
|
|
int iDamage = atoi( pszParam );
|
|
if ( iDamage )
|
|
{
|
|
// We've got a target, and damage. Now hurt them.
|
|
CTakeDamageInfo info;
|
|
info.SetDamage( iDamage );
|
|
info.SetAttacker( pAttacker );
|
|
info.SetInflictor( pAttacker );
|
|
info.SetDamageType( DMG_GENERIC | DMG_PREVENT_PHYSICS_FORCE );
|
|
pTarget->TakeDamage( info );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Bad data. Explain how to use this anim event.
|
|
const char *pName = EventList_NameForIndex( nEvent );
|
|
DevWarning( 1, "Bad %s format. Should be: { AE_NPC_HURT_INTERACTION_PARTNER <frame number> \"<ME/THEM> <Amount of damage done>\" }\n", pName );
|
|
return;
|
|
}
|
|
|
|
DevWarning( "%s received AE_NPC_HURT_INTERACTION_PARTNER anim event, but it's not interacting with anything.\n", GetDebugName() );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// FIXME: why doesn't this code pass unhandled events down to its parent?
|
|
// Came from my weapon?
|
|
//Adrian I'll clean this up once the old event system is phased out.
|
|
if ( pEvent->pSource != this || ( pEvent->type & AE_TYPE_NEWEVENTSYSTEM && pEvent->type & AE_TYPE_WEAPON ) || ( nEvent >= EVENT_WEAPON && nEvent <= EVENT_WEAPON_LAST ) )
|
|
{
|
|
Weapon_HandleAnimEvent( pEvent );
|
|
}
|
|
else
|
|
{
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override base class to add display of routes
|
|
// Input :
|
|
// Output : Current text offset from the top
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::DrawDebugGeometryOverlays(void)
|
|
{
|
|
// Handy for debug
|
|
//NDebugOverlay::Cross3D(EyePosition(),Vector(-2,-2,-2),Vector(2,2,2),0,255,0,true);
|
|
|
|
// ------------------------------
|
|
// Remove me if requested
|
|
// ------------------------------
|
|
if (m_debugOverlays & OVERLAY_NPC_ZAP_BIT)
|
|
{
|
|
VacateStrategySlot();
|
|
Weapon_Drop( GetActiveWeapon() );
|
|
m_iHealth = 0;
|
|
SetThink( &CAI_BaseNPC::SUB_Remove );
|
|
}
|
|
|
|
// ------------------------------
|
|
// properly kill an NPC.
|
|
// ------------------------------
|
|
if (m_debugOverlays & OVERLAY_NPC_KILL_BIT)
|
|
{
|
|
CTakeDamageInfo info;
|
|
|
|
info.SetDamage( m_iHealth );
|
|
info.SetAttacker( this );
|
|
info.SetInflictor( ( AI_IsSinglePlayer() ) ? (CBaseEntity *)AI_GetSinglePlayer() : (CBaseEntity *)this );
|
|
info.SetDamageType( DMG_GENERIC );
|
|
|
|
m_debugOverlays &= ~OVERLAY_NPC_KILL_BIT;
|
|
TakeDamage( info );
|
|
return;
|
|
}
|
|
|
|
|
|
// ------------------------------
|
|
// Draw route if requested
|
|
// ------------------------------
|
|
if ((m_debugOverlays & OVERLAY_NPC_ROUTE_BIT))
|
|
{
|
|
GetNavigator()->DrawDebugRouteOverlay();
|
|
if ( IsMoving() )
|
|
{
|
|
float yaw = GetMotor()->GetIdealYaw();
|
|
Vector vecYaw = UTIL_YawToVector(yaw);
|
|
NDebugOverlay::Line(WorldSpaceCenter(),WorldSpaceCenter() + vecYaw * GetHullWidth() * .5,255,255,255,true,0.0);
|
|
}
|
|
}
|
|
|
|
if (!(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) && (IsCurSchedule(SCHED_FORCED_GO) || IsCurSchedule(SCHED_FORCED_GO_RUN)))
|
|
{
|
|
NDebugOverlay::Box(m_vecLastPosition, Vector(-5,-5,-5),Vector(5,5,5), 255, 0, 255, 0, 0);
|
|
NDebugOverlay::HorzArrow( GetAbsOrigin(), m_vecLastPosition, 16, 255, 0, 255, 64, true, 0 );
|
|
}
|
|
|
|
// ------------------------------
|
|
// Draw red box around if selected
|
|
// ------------------------------
|
|
if ((m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) && !ai_no_select_box.GetBool())
|
|
{
|
|
NDebugOverlay::EntityBounds(this, 255, 0, 0, 20, 0);
|
|
}
|
|
|
|
// ------------------------------
|
|
// Draw nearest node if selected
|
|
// ------------------------------
|
|
if ((m_debugOverlays & OVERLAY_NPC_NEAREST_BIT))
|
|
{
|
|
int iNodeID = GetPathfinder()->NearestNodeToNPC();
|
|
if (iNodeID != NO_NODE)
|
|
{
|
|
NDebugOverlay::Box(GetNavigator()->GetNetwork()->AccessNodes()[iNodeID]->GetPosition(GetHullType()), Vector(-10,-10,-10),Vector(10,10,10), 255, 255, 255, 0, 0);
|
|
}
|
|
}
|
|
|
|
// ------------------------------
|
|
// Draw viewcone if selected
|
|
// ------------------------------
|
|
if ((m_debugOverlays & OVERLAY_NPC_VIEWCONE_BIT))
|
|
{
|
|
float flViewRange = acos(m_flFieldOfView);
|
|
Vector vEyeDir = EyeDirection2D( );
|
|
Vector vLeftDir, vRightDir;
|
|
float fSin, fCos;
|
|
SinCos( flViewRange, &fSin, &fCos );
|
|
|
|
vLeftDir.x = vEyeDir.x * fCos - vEyeDir.y * fSin;
|
|
vLeftDir.y = vEyeDir.x * fSin + vEyeDir.y * fCos;
|
|
vLeftDir.z = vEyeDir.z;
|
|
fSin = sin(-flViewRange);
|
|
fCos = cos(-flViewRange);
|
|
vRightDir.x = vEyeDir.x * fCos - vEyeDir.y * fSin;
|
|
vRightDir.y = vEyeDir.x * fSin + vEyeDir.y * fCos;
|
|
vRightDir.z = vEyeDir.z;
|
|
|
|
// Visualize it
|
|
NDebugOverlay::VertArrow( EyePosition(), EyePosition() + ( vLeftDir * 200 ), 64, 255, 0, 0, 50, false, 0 );
|
|
NDebugOverlay::VertArrow( EyePosition(), EyePosition() + ( vRightDir * 200 ), 64, 255, 0, 0, 50, false, 0 );
|
|
NDebugOverlay::VertArrow( EyePosition(), EyePosition() + ( vEyeDir * 100 ), 8, 0, 255, 0, 50, false, 0 );
|
|
NDebugOverlay::Box(EyePosition(), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 128, 0 );
|
|
}
|
|
|
|
// ----------------------------------------------
|
|
// Draw the relationships for this NPC to others
|
|
// ----------------------------------------------
|
|
if ( m_debugOverlays & OVERLAY_NPC_RELATION_BIT )
|
|
{
|
|
// Show the relationships to entities around us
|
|
int r = 0;
|
|
int g = 0;
|
|
int b = 0;
|
|
|
|
int nRelationship;
|
|
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
|
|
|
|
// Rate all NPCs
|
|
for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
|
|
{
|
|
if ( ppAIs[i] == NULL || ppAIs[i] == this )
|
|
continue;
|
|
|
|
// Get our relation to the target
|
|
nRelationship = IRelationType( ppAIs[i] );
|
|
|
|
// Get the color for the arrow
|
|
UTIL_GetDebugColorForRelationship( nRelationship, r, g, b );
|
|
|
|
// Draw an arrow
|
|
NDebugOverlay::HorzArrow( GetAbsOrigin(), ppAIs[i]->GetAbsOrigin(), 16, r, g, b, 64, true, 0.0f );
|
|
}
|
|
|
|
// Also include all players
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
|
|
if ( pPlayer == NULL )
|
|
continue;
|
|
|
|
// Get our relation to the target
|
|
nRelationship = IRelationType( pPlayer );
|
|
|
|
// Get the color for the arrow
|
|
UTIL_GetDebugColorForRelationship( nRelationship, r, g, b );
|
|
|
|
// Draw an arrow
|
|
NDebugOverlay::HorzArrow( GetAbsOrigin(), pPlayer->GetAbsOrigin(), 16, r, g, b, 64, true, 0.0f );
|
|
}
|
|
}
|
|
|
|
// ------------------------------
|
|
// Draw enemies if selected
|
|
// ------------------------------
|
|
if ((m_debugOverlays & OVERLAY_NPC_ENEMIES_BIT))
|
|
{
|
|
AIEnemiesIter_t iter;
|
|
for( AI_EnemyInfo_t *eMemory = GetEnemies()->GetFirst(&iter); eMemory != NULL; eMemory = GetEnemies()->GetNext(&iter) )
|
|
{
|
|
if (eMemory->hEnemy)
|
|
{
|
|
CBaseCombatCharacter *npcEnemy = (eMemory->hEnemy)->MyCombatCharacterPointer();
|
|
if (npcEnemy)
|
|
{
|
|
float r,g,b;
|
|
char debugText[255];
|
|
debugText[0] = NULL;
|
|
|
|
if (npcEnemy == GetEnemy())
|
|
{
|
|
Q_strncat(debugText,"Current Enemy", sizeof( debugText ), COPY_ALL_CHARACTERS );
|
|
}
|
|
else if (npcEnemy == GetTarget())
|
|
{
|
|
Q_strncat(debugText,"Current Target", sizeof( debugText ), COPY_ALL_CHARACTERS );
|
|
}
|
|
else
|
|
{
|
|
Q_strncat(debugText,"Other Memory", sizeof( debugText ), COPY_ALL_CHARACTERS );
|
|
}
|
|
if (IsUnreachable(npcEnemy))
|
|
{
|
|
Q_strncat(debugText," (Unreachable)", sizeof( debugText ), COPY_ALL_CHARACTERS );
|
|
}
|
|
if (eMemory->bEludedMe)
|
|
{
|
|
Q_strncat(debugText," (Eluded)", sizeof( debugText ), COPY_ALL_CHARACTERS );
|
|
}
|
|
// Unreachable enemy drawn in green
|
|
if (IsUnreachable(npcEnemy))
|
|
{
|
|
r = 0;
|
|
g = 255;
|
|
b = 0;
|
|
}
|
|
// Eluded enemy drawn in blue
|
|
else if (eMemory->bEludedMe)
|
|
{
|
|
r = 0;
|
|
g = 0;
|
|
b = 255;
|
|
}
|
|
// Current enemy drawn in red
|
|
else if (npcEnemy == GetEnemy())
|
|
{
|
|
r = 255;
|
|
g = 0;
|
|
b = 0;
|
|
}
|
|
// Current traget drawn in magenta
|
|
else if (npcEnemy == GetTarget())
|
|
{
|
|
r = 255;
|
|
g = 0;
|
|
b = 255;
|
|
}
|
|
// All other enemies drawn in pink
|
|
else
|
|
{
|
|
r = 255;
|
|
g = 100;
|
|
b = 100;
|
|
}
|
|
|
|
|
|
Vector drawPos = eMemory->vLastKnownLocation;
|
|
NDebugOverlay::Text( drawPos, debugText, false, 0.0 );
|
|
|
|
// If has a line on the player draw cross slightly in front so player can see
|
|
if (npcEnemy->IsPlayer() &&
|
|
(eMemory->vLastKnownLocation - npcEnemy->GetAbsOrigin()).Length()<10 )
|
|
{
|
|
Vector vEnemyFacing = npcEnemy->BodyDirection2D( );
|
|
Vector eyePos = npcEnemy->EyePosition() + vEnemyFacing*10.0;
|
|
Vector upVec = Vector(0,0,2);
|
|
Vector sideVec;
|
|
CrossProduct( vEnemyFacing, upVec, sideVec);
|
|
NDebugOverlay::Line(eyePos+sideVec+upVec, eyePos-sideVec-upVec, r,g,b, false,0);
|
|
NDebugOverlay::Line(eyePos+sideVec-upVec, eyePos-sideVec+upVec, r,g,b, false,0);
|
|
|
|
NDebugOverlay::Text( eyePos, debugText, false, 0.0 );
|
|
}
|
|
else
|
|
{
|
|
NDebugOverlay::Cross3D(drawPos,NAI_Hull::Mins(npcEnemy->GetHullType()),NAI_Hull::Maxs(npcEnemy->GetHullType()),r,g,b,false,0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ----------------------------------------------
|
|
// Draw line to target and enemy entity if exist
|
|
// ----------------------------------------------
|
|
if ((m_debugOverlays & OVERLAY_NPC_FOCUS_BIT))
|
|
{
|
|
if (GetEnemy() != NULL)
|
|
{
|
|
NDebugOverlay::Line(EyePosition(),GetEnemy()->EyePosition(),255,0,0,true,0.0);
|
|
}
|
|
if (GetTarget() != NULL)
|
|
{
|
|
NDebugOverlay::Line(EyePosition(),GetTarget()->EyePosition(),0,0,255,true,0.0);
|
|
}
|
|
}
|
|
|
|
|
|
GetPathfinder()->DrawDebugGeometryOverlays(m_debugOverlays);
|
|
|
|
CBaseEntity::DrawDebugGeometryOverlays();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw any debug text overlays
|
|
// Input :
|
|
// Output : Current text offset from the top
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::DrawDebugTextOverlays(void)
|
|
{
|
|
int text_offset = 0;
|
|
|
|
// ---------------------
|
|
// Print Baseclass text
|
|
// ---------------------
|
|
text_offset = BaseClass::DrawDebugTextOverlays();
|
|
|
|
if (m_debugOverlays & OVERLAY_NPC_SQUAD_BIT)
|
|
{
|
|
// Print health
|
|
char tempstr[512];
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Health: %i",m_iHealth.Get());
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
// Print squad name
|
|
Q_strncpy(tempstr,"Squad: ",sizeof(tempstr));
|
|
if (m_pSquad)
|
|
{
|
|
Q_strncat(tempstr,m_pSquad->GetName(),sizeof(tempstr), COPY_ALL_CHARACTERS);
|
|
|
|
if( m_pSquad->GetLeader() == this )
|
|
{
|
|
Q_strncat(tempstr," (LEADER)",sizeof(tempstr), COPY_ALL_CHARACTERS);
|
|
}
|
|
|
|
Q_strncat(tempstr,"\n",sizeof(tempstr), COPY_ALL_CHARACTERS);
|
|
}
|
|
else
|
|
{
|
|
Q_strncat(tempstr," - \n",sizeof(tempstr), COPY_ALL_CHARACTERS);
|
|
}
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
// Print enemy name
|
|
Q_strncpy(tempstr,"Enemy: ",sizeof(tempstr));
|
|
if (GetEnemy())
|
|
{
|
|
if (GetEnemy()->GetEntityName() != NULL_STRING)
|
|
{
|
|
Q_strncat(tempstr,STRING(GetEnemy()->GetEntityName()),sizeof(tempstr), COPY_ALL_CHARACTERS);
|
|
Q_strncat(tempstr,"\n",sizeof(tempstr), COPY_ALL_CHARACTERS);
|
|
}
|
|
else
|
|
{
|
|
Q_strncat(tempstr,STRING(GetEnemy()->m_iClassname),sizeof(tempstr), COPY_ALL_CHARACTERS);
|
|
Q_strncat(tempstr,"\n",sizeof(tempstr), COPY_ALL_CHARACTERS);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Q_strncat(tempstr," - \n",sizeof(tempstr), COPY_ALL_CHARACTERS);
|
|
}
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
// Print slot
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Slot: %s (%d)\n",
|
|
SquadSlotName(m_iMySquadSlot), m_iMySquadSlot);
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
}
|
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT)
|
|
{
|
|
int r = 0;
|
|
int g = 255;
|
|
int b = 255;
|
|
|
|
char tempstr[512];
|
|
// --------------
|
|
// Print Health
|
|
// --------------
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Health: %i (DACC:%1.2f)",m_iHealth.Get(), GetDamageAccumulator() );
|
|
EntityText(text_offset,tempstr,0,r,g,b);
|
|
text_offset++;
|
|
|
|
// --------------
|
|
// Print State
|
|
// --------------
|
|
static const char *pStateNames[] = { "None", "Idle", "Alert", "Combat", "Scripted", "PlayDead", "Dead" };
|
|
if ( (int)m_NPCState < ARRAYSIZE(pStateNames) )
|
|
{
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Stat: %s, ", pStateNames[m_NPCState] );
|
|
EntityText(text_offset,tempstr,0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
|
|
// -----------------
|
|
// Start Scripting?
|
|
// -----------------
|
|
if( IsInAScript() )
|
|
{
|
|
Q_snprintf(tempstr,sizeof(tempstr),"STARTSCRIPTING" );
|
|
EntityText(text_offset,tempstr,0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
|
|
// -----------------
|
|
// Hint Group?
|
|
// -----------------
|
|
if( GetHintGroup() != NULL_STRING )
|
|
{
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Hint Group: %s", STRING(GetHintGroup()) );
|
|
EntityText(text_offset,tempstr,0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
|
|
// -----------------
|
|
// Print MotionType
|
|
// -----------------
|
|
int navTypeIndex = (int)GetNavType() + 1;
|
|
static const char *pMoveNames[] = { "None", "Ground", "Jump", "Fly", "Climb", "Crawl" };
|
|
Assert( navTypeIndex >= 0 && navTypeIndex < ARRAYSIZE(pMoveNames) );
|
|
if ( navTypeIndex < ARRAYSIZE(pMoveNames) )
|
|
{
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Move: %s, ", pMoveNames[navTypeIndex] );
|
|
EntityText(text_offset,tempstr,0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
|
|
// --------------
|
|
// Print Schedule
|
|
// --------------
|
|
if ( GetCurSchedule() )
|
|
{
|
|
CAI_BehaviorBase *pBehavior = GetPrimaryBehavior();
|
|
if ( pBehavior )
|
|
{
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Behv: %s, ", pBehavior->GetName() );
|
|
EntityText(text_offset,tempstr,0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
|
|
const char *pName = NULL;
|
|
pName = GetCurSchedule()->GetName();
|
|
if ( !pName )
|
|
{
|
|
pName = "Unknown";
|
|
}
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Schd: %s, ", pName );
|
|
EntityText(text_offset,tempstr,0,r,g,b);
|
|
text_offset++;
|
|
|
|
if (m_debugOverlays & OVERLAY_NPC_TASK_BIT)
|
|
{
|
|
for (int i = 0 ; i < GetCurSchedule()->NumTasks(); i++)
|
|
{
|
|
Q_snprintf(tempstr,sizeof(tempstr),"%s%s%s%s",
|
|
((i==0) ? "Task:":" "),
|
|
((i==GetScheduleCurTaskIndex()) ? "->" :" "),
|
|
TaskName(GetCurSchedule()->GetTaskList()[i].iTask),
|
|
((i==GetScheduleCurTaskIndex()) ? "<-" :""));
|
|
|
|
EntityText(text_offset,tempstr,0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const Task_t *pTask = GetTask();
|
|
if ( pTask )
|
|
{
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Task: %s (#%d), ", TaskName(pTask->iTask), GetScheduleCurTaskIndex() );
|
|
}
|
|
else
|
|
{
|
|
Q_strncpy(tempstr,"Task: None",sizeof(tempstr));
|
|
}
|
|
EntityText(text_offset,tempstr,0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
}
|
|
|
|
// --------------
|
|
// Print Acitivity
|
|
// --------------
|
|
if( m_Activity != ACT_INVALID && m_IdealActivity != ACT_INVALID && m_Activity != ACT_RESET)
|
|
{
|
|
Activity iActivity = TranslateActivity( m_Activity );
|
|
|
|
Activity iIdealActivity = Weapon_TranslateActivity( m_IdealActivity );
|
|
iIdealActivity = NPC_TranslateActivity( iIdealActivity );
|
|
|
|
const char *pszActivity = GetActivityName( iActivity );
|
|
const char *pszIdealActivity = GetActivityName( iIdealActivity );
|
|
const char *pszRootActivity = GetActivityName( m_Activity );
|
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Actv: %s (%s) [%s]\n", pszActivity, pszIdealActivity, pszRootActivity );
|
|
}
|
|
else if (m_Activity == ACT_RESET)
|
|
{
|
|
Q_strncpy(tempstr,"Actv: RESET",sizeof(tempstr) );
|
|
}
|
|
else
|
|
{
|
|
Q_strncpy(tempstr,"Actv: INVALID", sizeof(tempstr) );
|
|
}
|
|
EntityText(text_offset,tempstr,0,r,g,b);
|
|
text_offset++;
|
|
|
|
//
|
|
// Print all the current conditions.
|
|
//
|
|
if (m_debugOverlays & OVERLAY_NPC_CONDITIONS_BIT)
|
|
{
|
|
bool bHasConditions = false;
|
|
for (int i = 0; i < MAX_CONDITIONS; i++)
|
|
{
|
|
if (m_Conditions.IsBitSet(i))
|
|
{
|
|
Q_snprintf(tempstr, sizeof(tempstr), "Cond: %s\n", ConditionName(AI_RemapToGlobal(i)));
|
|
EntityText(text_offset, tempstr, 0,r,g,b);
|
|
text_offset++;
|
|
bHasConditions = true;
|
|
}
|
|
}
|
|
if (!bHasConditions)
|
|
{
|
|
Q_snprintf(tempstr,sizeof(tempstr),"(no conditions)");
|
|
EntityText(text_offset,tempstr,0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
}
|
|
|
|
if ( GetFlags() & FL_FLY )
|
|
{
|
|
EntityText(text_offset,"HAS FL_FLY",0);
|
|
text_offset++;
|
|
}
|
|
|
|
// --------------
|
|
// Print Interrupte
|
|
// --------------
|
|
if (m_interuptSchedule)
|
|
{
|
|
const char *pName = NULL;
|
|
pName = m_interuptSchedule->GetName();
|
|
if ( !pName )
|
|
{
|
|
pName = "Unknown";
|
|
}
|
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Intr: %s (%s)\n", pName, m_interruptText );
|
|
EntityText(text_offset,tempstr,0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
|
|
// --------------
|
|
// Print Failure
|
|
// --------------
|
|
if (m_failedSchedule)
|
|
{
|
|
const char *pName = NULL;
|
|
pName = m_failedSchedule->GetName();
|
|
if ( !pName )
|
|
{
|
|
pName = "Unknown";
|
|
}
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Fail: %s (%s)\n", pName,m_failText );
|
|
EntityText(text_offset,tempstr,0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
|
|
|
|
// -------------------------------
|
|
// Print any important condtions
|
|
// -------------------------------
|
|
if (HasCondition(COND_ENEMY_TOO_FAR))
|
|
{
|
|
EntityText(text_offset,"Enemy too far to attack",0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
if ( GetAbsVelocity() != vec3_origin || GetLocalAngularVelocity() != vec3_angle )
|
|
{
|
|
char tmp[512];
|
|
Q_snprintf( tmp, sizeof(tmp), "Vel %.1f %.1f %.1f Ang: %.1f %.1f %.1f\n",
|
|
GetAbsVelocity().x, GetAbsVelocity().y, GetAbsVelocity().z,
|
|
GetLocalAngularVelocity().x, GetLocalAngularVelocity().y, GetLocalAngularVelocity().z );
|
|
EntityText(text_offset,tmp,0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
|
|
// -------------------------------
|
|
// Print shot accuracy
|
|
// -------------------------------
|
|
if ( m_LastShootAccuracy != -1 && ai_shot_stats.GetBool() )
|
|
{
|
|
CFmtStr msg;
|
|
EntityText(text_offset,msg.sprintf("Cur Accuracy: %.1f", m_LastShootAccuracy),0);
|
|
text_offset++;
|
|
if ( m_TotalShots )
|
|
{
|
|
EntityText(text_offset,msg.sprintf("Act Accuracy: %.1f", ((float)m_TotalHits/(float)m_TotalShots)*100.0),0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
|
|
if ( GetActiveWeapon() && GetEnemy() )
|
|
{
|
|
Vector curSpread = GetAttackSpread(GetActiveWeapon(), GetEnemy());
|
|
float curCone = RAD2DEG(asin(curSpread.x)) * 2;
|
|
float bias = GetSpreadBias( GetActiveWeapon(), GetEnemy());
|
|
EntityText(text_offset,msg.sprintf("Cone %.1f, Bias %.2f", curCone, bias),0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
}
|
|
|
|
if ( GetGoalEnt() && GetNavigator()->GetGoalType() == GOALTYPE_PATHCORNER )
|
|
{
|
|
Q_strncpy(tempstr,"Pathcorner/goal ent: ",sizeof(tempstr));
|
|
if (GetGoalEnt()->GetEntityName() != NULL_STRING)
|
|
{
|
|
Q_strncat(tempstr,STRING(GetGoalEnt()->GetEntityName()),sizeof(tempstr), COPY_ALL_CHARACTERS);
|
|
}
|
|
else
|
|
{
|
|
Q_strncat(tempstr,STRING(GetGoalEnt()->m_iClassname),sizeof(tempstr), COPY_ALL_CHARACTERS);
|
|
}
|
|
EntityText(text_offset, tempstr, 0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
|
|
if ( VPhysicsGetObject() )
|
|
{
|
|
vphysics_objectstress_t stressOut;
|
|
CalculateObjectStress( VPhysicsGetObject(), this, &stressOut );
|
|
Q_snprintf(tempstr, sizeof(tempstr),"Stress: %.2f", stressOut.receivedStress );
|
|
EntityText(text_offset, tempstr, 0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
if ( m_pSquad )
|
|
{
|
|
if( m_pSquad->IsLeader(this) )
|
|
{
|
|
Q_snprintf(tempstr, sizeof(tempstr),"**Squad Leader**" );
|
|
EntityText(text_offset, tempstr, 0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
|
|
Q_snprintf(tempstr, sizeof(tempstr), "SquadSlot:%s", GetSquadSlotDebugName( GetMyStrategySlot() ) );
|
|
EntityText(text_offset, tempstr, 0,r,g,b);
|
|
text_offset++;
|
|
}
|
|
|
|
if ( m_pPrimaryBehavior )
|
|
{
|
|
text_offset = m_pPrimaryBehavior->DrawDebugTextOverlays( text_offset );
|
|
}
|
|
}
|
|
return text_offset;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Displays information in the console about the state of this npc.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::ReportAIState( void )
|
|
{
|
|
static const char *pStateNames[] = { "None", "Idle", "Alert", "Combat", "Scripted", "PlayDead", "Dead" };
|
|
|
|
DevMsg( "%s: ", GetClassname() );
|
|
if ( (int)m_NPCState < ARRAYSIZE(pStateNames) )
|
|
DevMsg( "State: %s, ", pStateNames[m_NPCState] );
|
|
|
|
if( m_Activity != ACT_INVALID && m_IdealActivity != ACT_INVALID )
|
|
{
|
|
const char *pszActivity = GetActivityName(m_Activity);
|
|
const char *pszIdealActivity = GetActivityName(m_IdealActivity);
|
|
|
|
DevMsg( "Activity: %s - Ideal Activity: %s\n", pszActivity, pszIdealActivity );
|
|
}
|
|
|
|
if ( GetCurSchedule() )
|
|
{
|
|
const char *pName = NULL;
|
|
pName = GetCurSchedule()->GetName();
|
|
if ( !pName )
|
|
pName = "Unknown";
|
|
DevMsg( "Schedule %s, ", pName );
|
|
const Task_t *pTask = GetTask();
|
|
if ( pTask )
|
|
DevMsg( "Task %d (#%d), ", pTask->iTask, GetScheduleCurTaskIndex() );
|
|
}
|
|
else
|
|
DevMsg( "No Schedule, " );
|
|
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
g_pEffects->Sparks( GetEnemy()->GetAbsOrigin() + Vector( 0, 0, 64 ) );
|
|
DevMsg( "\nEnemy is %s", GetEnemy()->GetClassname() );
|
|
}
|
|
else
|
|
DevMsg( "No enemy " );
|
|
|
|
if ( IsMoving() )
|
|
{
|
|
DevMsg( " Moving " );
|
|
if ( m_flMoveWaitFinished > gpGlobals->curtime )
|
|
DevMsg( ": Stopped for %.2f. ", m_flMoveWaitFinished - gpGlobals->curtime );
|
|
else if ( m_IdealActivity == GetStoppedActivity() )
|
|
DevMsg( ": In stopped anim. " );
|
|
}
|
|
|
|
DevMsg( "Leader." );
|
|
|
|
DevMsg( "\n" );
|
|
DevMsg( "Yaw speed:%3.1f,Health: %3d\n", GetMotor()->GetYawSpeed(), m_iHealth.Get() );
|
|
|
|
if ( GetGroundEntity() )
|
|
{
|
|
DevMsg( "Groundent:%s\n\n", GetGroundEntity()->GetClassname() );
|
|
}
|
|
else
|
|
{
|
|
DevMsg( "Groundent: NULL\n\n" );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
ConVar ai_report_task_timings_on_limit( "ai_report_task_timings_on_limit", "0", FCVAR_ARCHIVE );
|
|
ConVar ai_think_limit_label( "ai_think_limit_label", "0", FCVAR_ARCHIVE );
|
|
|
|
void CAI_BaseNPC::ReportOverThinkLimit( float time )
|
|
{
|
|
DevMsg( "%s thinking for %.02fms!!! (%s); r%.2f (c%.2f, pst%.2f, ms%.2f), p-r%.2f, m%.2f\n",
|
|
GetDebugName(), time, GetCurSchedule()->GetName(),
|
|
g_AIRunTimer.GetDuration().GetMillisecondsF(),
|
|
g_AIConditionsTimer.GetDuration().GetMillisecondsF(),
|
|
g_AIPrescheduleThinkTimer.GetDuration().GetMillisecondsF(),
|
|
g_AIMaintainScheduleTimer.GetDuration().GetMillisecondsF(),
|
|
g_AIPostRunTimer.GetDuration().GetMillisecondsF(),
|
|
g_AIMoveTimer.GetDuration().GetMillisecondsF() );
|
|
|
|
if (ai_think_limit_label.GetBool())
|
|
{
|
|
Vector tmp;
|
|
CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 1.0f ), &tmp );
|
|
tmp.z += 16;
|
|
|
|
float max = -1;
|
|
const char *pszMax = "unknown";
|
|
|
|
if ( g_AIConditionsTimer.GetDuration().GetMillisecondsF() > max )
|
|
{
|
|
max = g_AIConditionsTimer.GetDuration().GetMillisecondsF();
|
|
pszMax = "Conditions";
|
|
}
|
|
if ( g_AIPrescheduleThinkTimer.GetDuration().GetMillisecondsF() > max )
|
|
{
|
|
max = g_AIPrescheduleThinkTimer.GetDuration().GetMillisecondsF();
|
|
pszMax = "Pre-think";
|
|
}
|
|
if ( g_AIMaintainScheduleTimer.GetDuration().GetMillisecondsF() > max )
|
|
{
|
|
max = g_AIMaintainScheduleTimer.GetDuration().GetMillisecondsF();
|
|
pszMax = "Schedule";
|
|
}
|
|
if ( g_AIPostRunTimer.GetDuration().GetMillisecondsF() > max )
|
|
{
|
|
max = g_AIPostRunTimer.GetDuration().GetMillisecondsF();
|
|
pszMax = "Post-run";
|
|
}
|
|
if ( g_AIMoveTimer.GetDuration().GetMillisecondsF() > max )
|
|
{
|
|
max = g_AIMoveTimer.GetDuration().GetMillisecondsF();
|
|
pszMax = "Move";
|
|
}
|
|
NDebugOverlay::Text( tmp, (char*)(const char *)CFmtStr( "Slow %.1f, %s %.1f ", time, pszMax, max ), false, 1 );
|
|
}
|
|
|
|
if ( ai_report_task_timings_on_limit.GetBool() )
|
|
DumpTaskTimings();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns whether or not this npc can play the scripted sequence or AI
|
|
// sequence that is trying to possess it. If DisregardState is set, the npc
|
|
// will be sucked into the script no matter what state it is in. ONLY
|
|
// Scripted AI ents should allow this.
|
|
// Input : fDisregardNPCState -
|
|
// interruptLevel -
|
|
// eMode - If the function returns true, eMode will be one of the following values:
|
|
// CAN_PLAY_NOW
|
|
// CAN_PLAY_ENQUEUED
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CanPlaySequence_t CAI_BaseNPC::CanPlaySequence( bool fDisregardNPCState, int interruptLevel )
|
|
{
|
|
CanPlaySequence_t eReturn = CAN_PLAY_NOW;
|
|
|
|
if ( m_hCine )
|
|
{
|
|
if ( !m_hCine->CanEnqueueAfter() )
|
|
{
|
|
// npc is already running one scripted sequence and has an important script to play next
|
|
return CANNOT_PLAY;
|
|
}
|
|
|
|
eReturn = CAN_PLAY_ENQUEUED;
|
|
}
|
|
|
|
if ( !IsAlive() )
|
|
{
|
|
// npc is dead!
|
|
return CANNOT_PLAY;
|
|
}
|
|
|
|
// An NPC in a vehicle cannot play a scripted sequence
|
|
if ( IsInAVehicle() )
|
|
return CANNOT_PLAY;
|
|
|
|
if ( fDisregardNPCState )
|
|
{
|
|
// ok to go, no matter what the npc state. (scripted AI)
|
|
|
|
// No clue as to how to proced if they're climbing or jumping
|
|
// Assert( GetNavType() != NAV_JUMP && GetNavType() != NAV_CLIMB );
|
|
|
|
return eReturn;
|
|
}
|
|
|
|
if ( m_NPCState == NPC_STATE_NONE || m_NPCState == NPC_STATE_IDLE || m_IdealNPCState == NPC_STATE_IDLE )
|
|
{
|
|
// ok to go, but only in these states
|
|
return eReturn;
|
|
}
|
|
|
|
if ( m_NPCState == NPC_STATE_ALERT && interruptLevel >= SS_INTERRUPT_BY_NAME )
|
|
{
|
|
return eReturn;
|
|
}
|
|
|
|
// unknown situation
|
|
return CANNOT_PLAY;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::SetHintGroup( string_t newGroup, bool bHintGroupNavLimiting )
|
|
{
|
|
string_t oldGroup = m_strHintGroup;
|
|
m_strHintGroup = newGroup;
|
|
m_bHintGroupNavLimiting = bHintGroupNavLimiting;
|
|
|
|
if ( oldGroup != newGroup )
|
|
OnChangeHintGroup( oldGroup, newGroup );
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
Vector CAI_BaseNPC::GetShootEnemyDir( const Vector &shootOrigin, bool bNoisy )
|
|
{
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
|
|
if ( pEnemy )
|
|
{
|
|
Vector vecEnemyLKP = GetEnemyLKP();
|
|
|
|
Vector vecEnemyOffset = pEnemy->BodyTarget( shootOrigin, bNoisy ) - pEnemy->GetAbsOrigin();
|
|
|
|
#ifdef PORTAL
|
|
// Translate the enemy's position across the portals if it's only seen in the portal view cone
|
|
if ( !FInViewCone( vecEnemyLKP ) || !FVisible( vecEnemyLKP ) )
|
|
{
|
|
CPortal_Base2D *pPortal = FInViewConeThroughPortal( vecEnemyLKP );
|
|
if ( pPortal )
|
|
{
|
|
UTIL_Portal_VectorTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecEnemyOffset, vecEnemyOffset );
|
|
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecEnemyLKP, vecEnemyLKP );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
Vector retval = vecEnemyOffset + vecEnemyLKP - shootOrigin;
|
|
VectorNormalize( retval );
|
|
return retval;
|
|
}
|
|
else
|
|
{
|
|
Vector forward;
|
|
AngleVectors( GetLocalAngles(), &forward );
|
|
return forward;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Simulates many times and reports statistical accuracy.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::CollectShotStats( const Vector &vecShootOrigin, const Vector &vecShootDir )
|
|
{
|
|
#ifdef HL2_DLL
|
|
if( ai_shot_stats.GetBool() != 0 && GetEnemy()->IsPlayer() )
|
|
{
|
|
int iterations = ai_shot_stats_term.GetInt();
|
|
int iHits = 0;
|
|
Vector testDir = vecShootDir;
|
|
|
|
CShotManipulator manipulator( testDir );
|
|
|
|
for( int i = 0 ; i < iterations ; i++ )
|
|
{
|
|
// Apply appropriate accuracy.
|
|
manipulator.ApplySpread( GetAttackSpread( GetActiveWeapon(), GetEnemy() ), GetSpreadBias( GetActiveWeapon(), GetEnemy() ) );
|
|
Vector shotDir = manipulator.GetResult();
|
|
|
|
Vector vecEnd = vecShootOrigin + shotDir * 8192;
|
|
|
|
trace_t tr;
|
|
AI_TraceLine( vecShootOrigin, vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
|
|
|
|
if( tr.m_pEnt && tr.m_pEnt == GetEnemy() )
|
|
{
|
|
iHits++;
|
|
}
|
|
Vector vecProjectedPosition = GetActualShootPosition( vecShootOrigin );
|
|
Vector testDir = vecProjectedPosition - vecShootOrigin;
|
|
VectorNormalize( testDir );
|
|
manipulator.SetShootDir( testDir );
|
|
}
|
|
|
|
float flHitPercent = ((float)iHits / (float)iterations) * 100.0;
|
|
m_LastShootAccuracy = flHitPercent;
|
|
//DevMsg("Shots:%d Hits:%d Percentage:%.1f\n", iterations, iHits, flHitPercent);
|
|
}
|
|
else
|
|
{
|
|
m_LastShootAccuracy = -1;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return the actual position the NPC wants to fire at when it's trying
|
|
// to hit it's current enemy.
|
|
//-----------------------------------------------------------------------------
|
|
Vector CAI_BaseNPC::GetActualShootPosition( const Vector &shootOrigin )
|
|
{
|
|
// Project the target's location into the future.
|
|
Vector vecEnemyLKP = GetEnemyLKP();
|
|
Vector vecEnemyOffset = GetEnemy()->BodyTarget( shootOrigin ) - GetEnemy()->GetAbsOrigin();
|
|
Vector vecTargetPosition = vecEnemyOffset + vecEnemyLKP;
|
|
|
|
#ifdef PORTAL
|
|
// Check if it's also visible through portals
|
|
CPortal_Base2D *pPortal = FInViewConeThroughPortal( vecEnemyLKP );
|
|
// BUG 69142: Only run this if the target is on the other side of a portal
|
|
if ( pPortal && FVisibleThroughPortal( pPortal, GetEnemy() ) )
|
|
{
|
|
// Get the target's position through portals
|
|
Vector vecEnemyOffsetTransformed;
|
|
Vector vecEnemyLKPTransformed;
|
|
UTIL_Portal_VectorTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecEnemyOffset, vecEnemyOffsetTransformed );
|
|
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecEnemyLKP, vecEnemyLKPTransformed );
|
|
Vector vecTargetPositionTransformed = vecEnemyOffsetTransformed + vecEnemyLKPTransformed;
|
|
|
|
// Get the distance to the target with and without portals
|
|
float fDistanceToEnemyThroughPortalSqr = GetAbsOrigin().DistToSqr( vecTargetPositionTransformed );
|
|
float fDistanceToEnemySqr = GetAbsOrigin().DistToSqr( vecTargetPosition );
|
|
|
|
if ( fDistanceToEnemyThroughPortalSqr < fDistanceToEnemySqr || !FInViewCone( vecEnemyLKP ) || !FVisible( vecEnemyLKP ) )
|
|
{
|
|
// We're better off shooting through the portals
|
|
vecTargetPosition = vecTargetPositionTransformed;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// lead for some fraction of a second.
|
|
return (vecTargetPosition + ( GetEnemy()->GetSmoothedVelocity() * ai_lead_time.GetFloat() ));
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
float CAI_BaseNPC::GetSpreadBias( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget )
|
|
{
|
|
float bias = BaseClass::GetSpreadBias( pWeapon, pTarget );
|
|
AI_EnemyInfo_t *pEnemyInfo = m_pEnemies->Find( pTarget );
|
|
if ( ai_shot_bias.GetFloat() != 1.0 )
|
|
bias = ai_shot_bias.GetFloat();
|
|
if ( pEnemyInfo )
|
|
{
|
|
float timeToFocus = ai_spread_pattern_focus_time.GetFloat();
|
|
if ( timeToFocus > 0.0 )
|
|
{
|
|
float timeSinceValidEnemy = gpGlobals->curtime - pEnemyInfo->timeValidEnemy;
|
|
if ( timeSinceValidEnemy < 0.0f )
|
|
{
|
|
timeSinceValidEnemy = 0.0f;
|
|
}
|
|
float timeSinceReacquire = gpGlobals->curtime - pEnemyInfo->timeLastReacquired;
|
|
if ( timeSinceValidEnemy < timeToFocus )
|
|
{
|
|
float scale = timeSinceValidEnemy / timeToFocus;
|
|
Assert( scale >= 0.0 && scale <= 1.0 );
|
|
bias *= scale;
|
|
}
|
|
else if ( timeSinceReacquire < timeToFocus ) // handled seperately as might be tuning seperately
|
|
{
|
|
float scale = timeSinceReacquire / timeToFocus;
|
|
Assert( scale >= 0.0 && scale <= 1.0 );
|
|
bias *= scale;
|
|
}
|
|
|
|
}
|
|
}
|
|
return bias;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
Vector CAI_BaseNPC::GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget )
|
|
{
|
|
Vector baseResult = BaseClass::GetAttackSpread( pWeapon, pTarget );
|
|
|
|
AI_EnemyInfo_t *pEnemyInfo = m_pEnemies->Find( pTarget );
|
|
if ( pEnemyInfo )
|
|
{
|
|
float timeToFocus = ai_spread_cone_focus_time.GetFloat();
|
|
if ( timeToFocus > 0.0 )
|
|
{
|
|
float timeSinceValidEnemy = gpGlobals->curtime - pEnemyInfo->timeValidEnemy;
|
|
if ( timeSinceValidEnemy < 0 )
|
|
timeSinceValidEnemy = 0;
|
|
if ( timeSinceValidEnemy < timeToFocus )
|
|
{
|
|
float coneMultiplier = ai_spread_defocused_cone_multiplier.GetFloat();
|
|
if ( coneMultiplier > 1.0 )
|
|
{
|
|
float scale = 1.0 - timeSinceValidEnemy / timeToFocus;
|
|
Assert( scale >= 0.0 && scale <= 1.0 );
|
|
float multiplier = ( (coneMultiplier - 1.0) * scale ) + 1.0;
|
|
baseResult *= multiplier;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return baseResult;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Similar to calling GetShootEnemyDir, but returns the exact trajectory to
|
|
// fire the bullet along, after calculating for target speed, location,
|
|
// concealment, etc.
|
|
//
|
|
// Ultimately, this code results in the shooter aiming his weapon somewhere ahead of
|
|
// a moving target. Since bullet traces are instant, aiming ahead of a target
|
|
// will result in more misses than hits. This is designed to provide targets with
|
|
// a bonus when moving perpendicular to the shooter's line of sight.
|
|
//
|
|
// Do not confuse this with leading a target in an effort to more easily hit it.
|
|
//
|
|
// This code PENALIZES a target for moving directly along the shooter's line of sight.
|
|
//
|
|
// This code REWARDS a target for moving perpendicular to the shooter's line of sight.
|
|
//-----------------------------------------------------------------------------
|
|
Vector CAI_BaseNPC::GetActualShootTrajectory( const Vector &shootOrigin )
|
|
{
|
|
if( !GetEnemy() )
|
|
return GetShootEnemyDir( shootOrigin );
|
|
|
|
// If we're above water shooting at a player underwater, bias some of the shots forward of
|
|
// the player so that they see the cool bubble trails in the water ahead of them.
|
|
if (GetEnemy()->IsPlayer() && (GetWaterLevel() != WL_Eyes) && (GetEnemy()->GetWaterLevel() == WL_Eyes))
|
|
{
|
|
#if 1
|
|
if (random->RandomInt(0, 4) < 3)
|
|
{
|
|
Vector vecEnemyForward;
|
|
GetEnemy()->GetVectors( &vecEnemyForward, NULL, NULL );
|
|
vecEnemyForward.z = 0;
|
|
|
|
// Lead up to a second ahead of them unless they are moving backwards.
|
|
Vector vecEnemyVelocity = GetEnemy()->GetSmoothedVelocity();
|
|
VectorNormalize( vecEnemyVelocity );
|
|
float flVelocityScale = vecEnemyForward.Dot( vecEnemyVelocity );
|
|
if ( flVelocityScale < 0.0f )
|
|
{
|
|
flVelocityScale = 0.0f;
|
|
}
|
|
|
|
Vector vecAimPos = GetEnemy()->EyePosition() + ( 48.0f * vecEnemyForward ) + (flVelocityScale * GetEnemy()->GetSmoothedVelocity() );
|
|
//NDebugOverlay::Cross3D(vecAimPos, Vector(-16,-16,-16), Vector(16,16,16), 255, 255, 0, true, 1.0f );
|
|
|
|
//vecAimPos.z = UTIL_WaterLevel( vecAimPos, vecAimPos.z, vecAimPos.z + 400.0f );
|
|
//NDebugOverlay::Cross3D(vecAimPos, Vector(-32,-32,-32), Vector(32,32,32), 255, 0, 0, true, 1.0f );
|
|
|
|
Vector vecShotDir = vecAimPos - shootOrigin;
|
|
VectorNormalize( vecShotDir );
|
|
return vecShotDir;
|
|
}
|
|
#else
|
|
if (random->RandomInt(0, 4) < 3)
|
|
{
|
|
// Aim at a point a few feet in front of the player's eyes
|
|
Vector vecEnemyForward;
|
|
GetEnemy()->GetVectors( &vecEnemyForward, NULL, NULL );
|
|
|
|
Vector vecAimPos = GetEnemy()->EyePosition() + (120.0f * vecEnemyForward );
|
|
|
|
Vector vecShotDir = vecAimPos - shootOrigin;
|
|
VectorNormalize( vecShotDir );
|
|
|
|
CShotManipulator manipulator( vecShotDir );
|
|
manipulator.ApplySpread( VECTOR_CONE_10DEGREES, 1 );
|
|
vecShotDir = manipulator.GetResult();
|
|
|
|
return vecShotDir;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
Vector vecProjectedPosition = GetActualShootPosition( shootOrigin );
|
|
|
|
Vector shotDir = vecProjectedPosition - shootOrigin;
|
|
VectorNormalize( shotDir );
|
|
|
|
CollectShotStats( shootOrigin, shotDir );
|
|
|
|
// NOW we have a shoot direction. Where a 100% accurate bullet should go.
|
|
// Modify it by weapon proficiency.
|
|
// construct a manipulator
|
|
CShotManipulator manipulator( shotDir );
|
|
|
|
bool bUsePerfectAccuracy = false;
|
|
#ifdef HL2_DLL
|
|
// Apply appropriate accuracy.
|
|
if ( GetEnemy() && GetEnemy()->Classify() == CLASS_BULLSEYE )
|
|
{
|
|
CNPC_Bullseye *pBullseye = dynamic_cast<CNPC_Bullseye*>(GetEnemy());
|
|
if ( pBullseye && pBullseye->UsePerfectAccuracy() )
|
|
{
|
|
bUsePerfectAccuracy = true;
|
|
}
|
|
}
|
|
#endif // HL2_DLL
|
|
|
|
if ( !bUsePerfectAccuracy )
|
|
{
|
|
manipulator.ApplySpread( GetAttackSpread( GetActiveWeapon(), GetEnemy() ), GetSpreadBias( GetActiveWeapon(), GetEnemy() ) );
|
|
shotDir = manipulator.GetResult();
|
|
}
|
|
|
|
// Look for an opportunity to make misses hit interesting things.
|
|
CBaseCombatCharacter *pEnemy;
|
|
|
|
pEnemy = GetEnemy()->MyCombatCharacterPointer();
|
|
|
|
if( pEnemy && pEnemy->ShouldShootMissTarget( this ) )
|
|
{
|
|
Vector vecEnd = shootOrigin + shotDir * 8192;
|
|
trace_t tr;
|
|
|
|
AI_TraceLine(shootOrigin, vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
|
|
|
|
if( tr.fraction != 1.0 && tr.m_pEnt && tr.m_pEnt->m_takedamage != DAMAGE_NO )
|
|
{
|
|
// Hit something we can harm. Just shoot it.
|
|
return manipulator.GetResult();
|
|
}
|
|
|
|
// Find something interesting around the enemy to shoot instead of just missing.
|
|
CBaseEntity *pMissTarget = pEnemy->FindMissTarget();
|
|
|
|
if( pMissTarget )
|
|
{
|
|
shotDir = pMissTarget->WorldSpaceCenter() - shootOrigin;
|
|
VectorNormalize( shotDir );
|
|
}
|
|
}
|
|
|
|
return shotDir;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
Vector CAI_BaseNPC::BodyTarget( const Vector &posSrc, bool bNoisy )
|
|
{
|
|
Vector low = WorldSpaceCenter() - ( WorldSpaceCenter() - GetAbsOrigin() ) * .25;
|
|
Vector high = EyePosition();
|
|
Vector delta = high - low;
|
|
Vector result;
|
|
if ( bNoisy )
|
|
{
|
|
// bell curve
|
|
float rand1 = random->RandomFloat( 0.0, 0.5 );
|
|
float rand2 = random->RandomFloat( 0.0, 0.5 );
|
|
result = low + delta * rand1 + delta * rand2;
|
|
}
|
|
else
|
|
result = low + delta * 0.5;
|
|
|
|
return result;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::ShouldMoveAndShoot()
|
|
{
|
|
return ( ( CapabilitiesGet() & bits_CAP_MOVE_SHOOT ) != 0 );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// FacingIdeal - tells us if a npc is facing its ideal
|
|
// yaw. Created this function because many spots in the
|
|
// code were checking the yawdiff against this magic
|
|
// number. Nicer to have it in one place if we're gonna
|
|
// be stuck with it.
|
|
//=========================================================
|
|
bool CAI_BaseNPC::FacingIdeal( float flTolerance )
|
|
{
|
|
flTolerance = MAX( flTolerance, 0.006f ); //!!!BUGBUG - no magic numbers!!!
|
|
if ( fabs( GetMotor()->DeltaIdealYaw() ) <= flTolerance )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
void CAI_BaseNPC::AddFacingTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp )
|
|
{
|
|
GetMotor()->AddFacingTarget( pTarget, flImportance, flDuration, flRamp );
|
|
}
|
|
|
|
void CAI_BaseNPC::AddFacingTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp )
|
|
{
|
|
GetMotor()->AddFacingTarget( vecPosition, flImportance, flDuration, flRamp );
|
|
}
|
|
|
|
void CAI_BaseNPC::AddFacingTarget( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp )
|
|
{
|
|
GetMotor()->AddFacingTarget( pTarget, vecPosition, flImportance, flDuration, flRamp );
|
|
}
|
|
|
|
float CAI_BaseNPC::GetFacingDirection( Vector &vecDir )
|
|
{
|
|
return (GetMotor()->GetFacingDirection( vecDir ));
|
|
}
|
|
|
|
|
|
//---------------------------------
|
|
|
|
|
|
int CAI_BaseNPC::PlaySentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, CBaseEntity *pListener )
|
|
{
|
|
int sentenceIndex = -1;
|
|
|
|
if ( pszSentence && IsAlive() )
|
|
{
|
|
|
|
if ( pszSentence[0] == '!' )
|
|
{
|
|
sentenceIndex = SENTENCEG_Lookup( pszSentence );
|
|
CPASAttenuationFilter filter( this, soundlevel );
|
|
CBaseEntity::EmitSentenceByIndex( filter, entindex(), CHAN_VOICE, sentenceIndex, volume, soundlevel, 0, PITCH_NORM );
|
|
}
|
|
else
|
|
{
|
|
sentenceIndex = SENTENCEG_PlayRndSz( edict(), pszSentence, volume, soundlevel, 0, PITCH_NORM );
|
|
}
|
|
}
|
|
|
|
return sentenceIndex;
|
|
}
|
|
|
|
|
|
int CAI_BaseNPC::PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener )
|
|
{
|
|
return PlaySentence( pszSentence, delay, volume, soundlevel, pListener );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CAI_BaseNPC::FindNamedEntity( const char *name, IEntityFindFilter *pFilter )
|
|
{
|
|
if ( !stricmp( name, "!player" ))
|
|
{
|
|
return ( CBaseEntity * )AI_GetSinglePlayer();
|
|
}
|
|
else if ( !stricmp( name, "!enemy" ) )
|
|
{
|
|
if (GetEnemy() != NULL)
|
|
return GetEnemy();
|
|
}
|
|
else if ( !stricmp( name, "!self" ) || !stricmp( name, "!target1" ) )
|
|
{
|
|
return this;
|
|
}
|
|
else if ( !stricmp( name, "!nearestfriend" ) || !stricmp( name, "!friend" ) )
|
|
{
|
|
// FIXME: look at CBaseEntity *CNPCSimpleTalker::FindNearestFriend(bool fPlayer)
|
|
// punt for now
|
|
return ( CBaseEntity * )AI_GetSinglePlayer();
|
|
}
|
|
else if (!stricmp( name, "self" ))
|
|
{
|
|
static int selfwarningcount = 0;
|
|
|
|
// fix the vcd, the reserved names have changed
|
|
if ( ++selfwarningcount < 5 )
|
|
{
|
|
DevMsg( "ERROR: \"self\" is no longer used, use \"!self\" in vcd instead!\n" );
|
|
}
|
|
return this;
|
|
}
|
|
else if ( !stricmp( name, "Player" ))
|
|
{
|
|
static int playerwarningcount = 0;
|
|
if ( ++playerwarningcount < 5 )
|
|
{
|
|
DevMsg( "ERROR: \"player\" is no longer used, use \"!player\" in vcd instead!\n" );
|
|
}
|
|
return ( CBaseEntity * )AI_GetSinglePlayer();
|
|
}
|
|
else
|
|
{
|
|
// search for up to 32 entities with the same name and choose one randomly
|
|
CBaseEntity *entityList[ FINDNAMEDENTITY_MAX_ENTITIES ];
|
|
CBaseEntity *entity;
|
|
int iCount;
|
|
|
|
entity = NULL;
|
|
for( iCount = 0; iCount < FINDNAMEDENTITY_MAX_ENTITIES; iCount++ )
|
|
{
|
|
entity = gEntList.FindEntityByName( entity, name, NULL, NULL, NULL, pFilter );
|
|
if ( !entity )
|
|
{
|
|
break;
|
|
}
|
|
entityList[ iCount ] = entity;
|
|
}
|
|
|
|
if ( iCount > 0 )
|
|
{
|
|
int index = RandomInt( 0, iCount - 1 );
|
|
entity = entityList[ index ];
|
|
return entity;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
void CAI_BaseNPC::CorpseFallThink( void )
|
|
{
|
|
if ( GetFlags() & FL_ONGROUND )
|
|
{
|
|
SetThink ( NULL );
|
|
|
|
SetSequenceBox( );
|
|
}
|
|
else
|
|
{
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
}
|
|
}
|
|
|
|
// Call after animation/pose is set up
|
|
void CAI_BaseNPC::NPCInitDead( void )
|
|
{
|
|
InitBoneControllers();
|
|
|
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
|
|
|
// so he'll fall to ground
|
|
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
|
|
|
|
SetCycle( 0 );
|
|
ResetSequenceInfo( );
|
|
m_flPlaybackRate = 0;
|
|
|
|
// Copy health
|
|
m_iMaxHealth = m_iHealth;
|
|
m_lifeState = LIFE_DEAD;
|
|
|
|
UTIL_SetSize(this, vec3_origin, vec3_origin );
|
|
|
|
// Setup health counters, etc.
|
|
SetThink( &CAI_BaseNPC::CorpseFallThink );
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.5f );
|
|
}
|
|
|
|
//=========================================================
|
|
// BBoxIsFlat - check to see if the npc's bounding box
|
|
// is lying flat on a surface (traces from all four corners
|
|
// are same length.)
|
|
//=========================================================
|
|
bool CAI_BaseNPC::BBoxFlat ( void )
|
|
{
|
|
trace_t tr;
|
|
Vector vecPoint;
|
|
float flXSize, flYSize;
|
|
float flLength;
|
|
float flLength2;
|
|
|
|
flXSize = WorldAlignSize().x / 2;
|
|
flYSize = WorldAlignSize().y / 2;
|
|
|
|
vecPoint.x = GetAbsOrigin().x + flXSize;
|
|
vecPoint.y = GetAbsOrigin().y + flYSize;
|
|
vecPoint.z = GetAbsOrigin().z;
|
|
|
|
AI_TraceLine ( vecPoint, vecPoint - Vector ( 0, 0, 100 ), GetAITraceMask_BrushOnly(), this, COLLISION_GROUP_NONE, &tr );
|
|
flLength = (vecPoint - tr.endpos).Length();
|
|
|
|
vecPoint.x = GetAbsOrigin().x - flXSize;
|
|
vecPoint.y = GetAbsOrigin().y - flYSize;
|
|
|
|
AI_TraceLine ( vecPoint, vecPoint - Vector ( 0, 0, 100 ), GetAITraceMask_BrushOnly(), this, COLLISION_GROUP_NONE, &tr );
|
|
flLength2 = (vecPoint - tr.endpos).Length();
|
|
if ( flLength2 > flLength )
|
|
{
|
|
return false;
|
|
}
|
|
flLength = flLength2;
|
|
|
|
vecPoint.x = GetAbsOrigin().x - flXSize;
|
|
vecPoint.y = GetAbsOrigin().y + flYSize;
|
|
AI_TraceLine ( vecPoint, vecPoint - Vector ( 0, 0, 100 ), GetAITraceMask_BrushOnly(), this, COLLISION_GROUP_NONE, &tr );
|
|
flLength2 = (vecPoint - tr.endpos).Length();
|
|
if ( flLength2 > flLength )
|
|
{
|
|
return false;
|
|
}
|
|
flLength = flLength2;
|
|
|
|
vecPoint.x = GetAbsOrigin().x + flXSize;
|
|
vecPoint.y = GetAbsOrigin().y - flYSize;
|
|
AI_TraceLine ( vecPoint, vecPoint - Vector ( 0, 0, 100 ), GetAITraceMask_BrushOnly(), this, COLLISION_GROUP_NONE, &tr );
|
|
flLength2 = (vecPoint - tr.endpos).Length();
|
|
if ( flLength2 > flLength )
|
|
{
|
|
return false;
|
|
}
|
|
flLength = flLength2;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pEnemy -
|
|
// bSetCondNewEnemy -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::SetEnemy( CBaseEntity *pEnemy, bool bSetCondNewEnemy )
|
|
{
|
|
if (m_hEnemy != pEnemy)
|
|
{
|
|
ClearAttackConditions( );
|
|
VacateStrategySlot();
|
|
m_GiveUpOnDeadEnemyTimer.Stop();
|
|
|
|
// If we've just found a new enemy, set the condition
|
|
if ( pEnemy && bSetCondNewEnemy )
|
|
{
|
|
SetCondition( COND_NEW_ENEMY );
|
|
}
|
|
|
|
OnEnemyChanged( m_hEnemy.Get(), pEnemy );
|
|
}
|
|
|
|
// Assert( (pEnemy == NULL) || (m_NPCState == NPC_STATE_COMBAT) );
|
|
|
|
m_hEnemy = pEnemy;
|
|
m_flTimeEnemyAcquired = gpGlobals->curtime;
|
|
|
|
m_LastShootAccuracy = -1;
|
|
m_TotalShots = 0;
|
|
m_TotalHits = 0;
|
|
|
|
if ( !pEnemy )
|
|
ClearCondition( COND_NEW_ENEMY );
|
|
}
|
|
|
|
const Vector &CAI_BaseNPC::GetEnemyLKP() const
|
|
{
|
|
return (const_cast<CAI_BaseNPC *>(this))->GetEnemies()->LastKnownPosition( GetEnemy() );
|
|
}
|
|
|
|
float CAI_BaseNPC::GetEnemyLastTimeSeen() const
|
|
{
|
|
return (const_cast<CAI_BaseNPC *>(this))->GetEnemies()->LastTimeSeen( GetEnemy() );
|
|
}
|
|
|
|
void CAI_BaseNPC::MarkEnemyAsEluded()
|
|
{
|
|
GetEnemies()->MarkAsEluded( GetEnemy() );
|
|
}
|
|
|
|
void CAI_BaseNPC::ClearEnemyMemory()
|
|
{
|
|
GetEnemies()->ClearMemory( GetEnemy() );
|
|
}
|
|
|
|
bool CAI_BaseNPC::EnemyHasEludedMe() const
|
|
{
|
|
return (const_cast<CAI_BaseNPC *>(this))->GetEnemies()->HasEludedMe( GetEnemy() );
|
|
}
|
|
|
|
void CAI_BaseNPC::SetTarget( CBaseEntity *pTarget )
|
|
{
|
|
m_hTargetEnt = pTarget;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Choose Enemy - tries to find the best suitable enemy for the npc.
|
|
//=========================================================
|
|
|
|
bool CAI_BaseNPC::ShouldChooseNewEnemy()
|
|
{
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
if ( pEnemy )
|
|
{
|
|
if ( GetEnemies()->GetSerialNumber() != m_EnemiesSerialNumber )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
m_EnemiesSerialNumber = GetEnemies()->GetSerialNumber();
|
|
|
|
if ( EnemyHasEludedMe() || (IRelationType( pEnemy ) != D_HT && IRelationType( pEnemy ) != D_FR) || !IsValidEnemy( pEnemy ) )
|
|
{
|
|
DbgEnemyMsg( this, "ShouldChooseNewEnemy() --> true (1)\n" );
|
|
return true;
|
|
}
|
|
if ( HasCondition(COND_SEE_HATE) || HasCondition(COND_SEE_DISLIKE) || HasCondition(COND_SEE_NEMESIS) || HasCondition(COND_SEE_FEAR) )
|
|
{
|
|
DbgEnemyMsg( this, "ShouldChooseNewEnemy() --> true (2)\n" );
|
|
return true;
|
|
}
|
|
if ( !pEnemy->IsAlive() )
|
|
{
|
|
if ( m_GiveUpOnDeadEnemyTimer.IsRunning() )
|
|
{
|
|
if ( m_GiveUpOnDeadEnemyTimer.Expired() )
|
|
{
|
|
DbgEnemyMsg( this, "ShouldChooseNewEnemy() --> true (3)\n" );
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
m_GiveUpOnDeadEnemyTimer.Start();
|
|
}
|
|
|
|
AI_EnemyInfo_t *pInfo = GetEnemies()->Find( pEnemy );
|
|
|
|
if ( m_FailChooseEnemyTimer.Expired() )
|
|
{
|
|
m_FailChooseEnemyTimer.Set( 1.5 );
|
|
if ( HasCondition( COND_TASK_FAILED ) ||
|
|
( pInfo && ( pInfo->timeAtFirstHand == AI_INVALID_TIME || gpGlobals->curtime - pInfo->timeLastSeen > 10 ) ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if ( pInfo && pInfo->timeValidEnemy < gpGlobals->curtime )
|
|
{
|
|
DbgEnemyMsg( this, "ShouldChooseNewEnemy() --> false\n" );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
DbgEnemyMsg( this, "ShouldChooseNewEnemy() --> true (4)\n" );
|
|
m_EnemiesSerialNumber = GetEnemies()->GetSerialNumber();
|
|
|
|
return true;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
bool CAI_BaseNPC::ChooseEnemy( void )
|
|
{
|
|
AI_PROFILE_SCOPE(CAI_Enemies_ChooseEnemy);
|
|
|
|
DbgEnemyMsg( this, "ChooseEnemy() {\n" );
|
|
|
|
//---------------------------------
|
|
//
|
|
// Gather initial conditions
|
|
//
|
|
|
|
CBaseEntity *pInitialEnemy = GetEnemy();
|
|
CBaseEntity *pChosenEnemy = pInitialEnemy;
|
|
|
|
// Use memory bits in case enemy pointer altered outside this function, (e.g., ehandle goes NULL)
|
|
bool fHadEnemy = ( HasMemory( bits_MEMORY_HAD_ENEMY | bits_MEMORY_HAD_PLAYER ) );
|
|
bool fEnemyWasPlayer = HasMemory( bits_MEMORY_HAD_PLAYER );
|
|
bool fEnemyWentNull = ( fHadEnemy && !pInitialEnemy );
|
|
bool fEnemyEluded = ( fEnemyWentNull || ( pInitialEnemy && GetEnemies()->HasEludedMe( pInitialEnemy ) ) );
|
|
|
|
//---------------------------------
|
|
//
|
|
// Establish suitability of choosing a new enemy
|
|
//
|
|
|
|
bool fHaveCondNewEnemy;
|
|
bool fHaveCondLostEnemy;
|
|
|
|
if ( !m_ScheduleState.bScheduleWasInterrupted && GetCurSchedule() && !FScheduleDone() )
|
|
{
|
|
Assert( InterruptFromCondition( COND_NEW_ENEMY ) == COND_NEW_ENEMY && InterruptFromCondition( COND_LOST_ENEMY ) == COND_LOST_ENEMY );
|
|
fHaveCondNewEnemy = GetCurSchedule()->HasInterrupt( COND_NEW_ENEMY );
|
|
fHaveCondLostEnemy = GetCurSchedule()->HasInterrupt( COND_LOST_ENEMY );
|
|
|
|
// See if they've been added as a custom interrupt
|
|
if ( !fHaveCondNewEnemy )
|
|
{
|
|
fHaveCondNewEnemy = IsCustomInterruptConditionSet( COND_NEW_ENEMY );
|
|
}
|
|
if ( !fHaveCondLostEnemy )
|
|
{
|
|
fHaveCondLostEnemy = IsCustomInterruptConditionSet( COND_LOST_ENEMY );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fHaveCondNewEnemy = true; // not having a schedule is the same as being interruptable by any condition
|
|
fHaveCondLostEnemy = true;
|
|
}
|
|
|
|
if ( !fEnemyWentNull )
|
|
{
|
|
if ( !fHaveCondNewEnemy && !( fHaveCondLostEnemy && fEnemyEluded ) )
|
|
{
|
|
// DO NOT mess with the npc's enemy pointer unless the schedule the npc is currently
|
|
// running will be interrupted by COND_NEW_ENEMY or COND_LOST_ENEMY. This will
|
|
// eliminate the problem of npcs getting a new enemy while they are in a schedule
|
|
// that doesn't care, and then not realizing it by the time they get to a schedule
|
|
// that does. I don't feel this is a good permanent fix.
|
|
m_bSkippedChooseEnemy = true;
|
|
|
|
DbgEnemyMsg( this, "Skipped enemy selection due to schedule restriction\n" );
|
|
DbgEnemyMsg( this, "}\n" );
|
|
return ( pChosenEnemy != NULL );
|
|
}
|
|
}
|
|
else if ( !fHaveCondNewEnemy && !fHaveCondLostEnemy && GetCurSchedule() )
|
|
{
|
|
DevMsg( 2, "WARNING: AI enemy went NULL but schedule (%s) is not interested\n", GetCurSchedule()->GetName() );
|
|
}
|
|
|
|
m_bSkippedChooseEnemy = false;
|
|
|
|
//---------------------------------
|
|
//
|
|
// Select a target
|
|
//
|
|
|
|
if ( ShouldChooseNewEnemy() )
|
|
{
|
|
pChosenEnemy = BestEnemy();
|
|
}
|
|
|
|
//---------------------------------
|
|
//
|
|
// React to result of selection
|
|
//
|
|
|
|
bool fChangingEnemy = ( pChosenEnemy != pInitialEnemy );
|
|
|
|
if ( fChangingEnemy || fEnemyWentNull )
|
|
{
|
|
DbgEnemyMsg( this, "Enemy changed from %s to %s\n", pInitialEnemy->GetDebugName(), pChosenEnemy->GetDebugName() );
|
|
Forget( bits_MEMORY_HAD_ENEMY | bits_MEMORY_HAD_PLAYER );
|
|
|
|
// Did our old enemy snuff it?
|
|
if ( pInitialEnemy && !pInitialEnemy->IsAlive() )
|
|
{
|
|
SetCondition( COND_ENEMY_DEAD );
|
|
}
|
|
|
|
SetEnemy( pChosenEnemy );
|
|
|
|
if ( fHadEnemy )
|
|
{
|
|
// Vacate any strategy slot on old enemy
|
|
VacateStrategySlot();
|
|
|
|
// Force output event for establishing LOS
|
|
Forget( bits_MEMORY_HAD_LOS );
|
|
// m_flLastAttackTime = 0;
|
|
}
|
|
|
|
if ( !pChosenEnemy )
|
|
{
|
|
// Don't break on enemies going null if they've been killed
|
|
if ( !HasCondition(COND_ENEMY_DEAD) )
|
|
{
|
|
SetCondition( COND_ENEMY_WENT_NULL );
|
|
}
|
|
|
|
if ( fEnemyEluded )
|
|
{
|
|
SetCondition( COND_LOST_ENEMY );
|
|
LostEnemySound();
|
|
}
|
|
|
|
if ( fEnemyWasPlayer )
|
|
{
|
|
m_OnLostPlayer.FireOutput( pInitialEnemy, this );
|
|
}
|
|
m_OnLostEnemy.FireOutput( pInitialEnemy, this);
|
|
}
|
|
else
|
|
{
|
|
Remember( ( pChosenEnemy->IsPlayer() ) ? bits_MEMORY_HAD_PLAYER : bits_MEMORY_HAD_ENEMY );
|
|
}
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
return ( pChosenEnemy != NULL );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
void CAI_BaseNPC::PickupWeapon( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
pWeapon->OnPickedUp( this );
|
|
Weapon_Equip( pWeapon );
|
|
m_iszPendingWeapon = NULL_STRING;
|
|
}
|
|
|
|
//=========================================================
|
|
// DropItem - dead npc drops named item
|
|
//=========================================================
|
|
CBaseEntity *CAI_BaseNPC::DropItem ( char *pszItemName, Vector vecPos, QAngle vecAng )
|
|
{
|
|
if ( !pszItemName )
|
|
{
|
|
DevMsg( "DropItem() - No item name!\n" );
|
|
return NULL;
|
|
}
|
|
|
|
CBaseEntity *pItem = CBaseEntity::Create( pszItemName, vecPos, vecAng, this );
|
|
|
|
if ( pItem )
|
|
{
|
|
if ( g_pGameRules->IsAllowedToSpawn( pItem ) == false )
|
|
{
|
|
UTIL_Remove( pItem );
|
|
return NULL;
|
|
}
|
|
|
|
IPhysicsObject *pPhys = pItem->VPhysicsGetObject();
|
|
|
|
if ( pPhys )
|
|
{
|
|
// Add an extra push in a random direction
|
|
Vector vel = RandomVector( -64.0f, 64.0f );
|
|
AngularImpulse angImp = RandomAngularImpulse( -300.0f, 300.0f );
|
|
|
|
vel[2] = 0.0f;
|
|
pPhys->AddVelocity( &vel, &angImp );
|
|
}
|
|
else
|
|
{
|
|
// do we want this behavior to be default?! (sjb)
|
|
pItem->ApplyAbsVelocityImpulse( GetAbsVelocity() );
|
|
pItem->ApplyLocalAngularVelocityImpulse( AngularImpulse( 0, random->RandomFloat( 0, 100 ), 0 ) );
|
|
}
|
|
|
|
return pItem;
|
|
}
|
|
else
|
|
{
|
|
DevMsg( "DropItem() - Didn't create!\n" );
|
|
return NULL;
|
|
}
|
|
|
|
}
|
|
|
|
bool CAI_BaseNPC::ShouldFadeOnDeath( void )
|
|
{
|
|
if ( g_RagdollLVManager.IsLowViolence() )
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// if flagged to fade out
|
|
return HasSpawnFlags(SF_NPC_FADE_CORPSE);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Indicates whether or not this npc should play an idle sound now.
|
|
//
|
|
//
|
|
// Output : Returns true if yes, false if no.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::ShouldPlayIdleSound( void )
|
|
{
|
|
if ( ( m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT ) &&
|
|
random->RandomInt(0,99) == 0 && !HasSpawnFlags(SF_NPC_GAG) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Make a sound that other AI's can hear, to broadcast our presence
|
|
// Input : volume (radius) of the sound.
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::MakeAIFootstepSound( float volume, float duration )
|
|
{
|
|
CSoundEnt::InsertSound( SOUND_COMBAT, EyePosition(), volume, duration, this, SOUNDENT_CHANNEL_NPC_FOOTSTEP );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::FOkToMakeSound( int soundPriority )
|
|
{
|
|
// ask the squad to filter sounds if I'm in one
|
|
if ( m_pSquad )
|
|
{
|
|
if ( !m_pSquad->FOkToMakeSound( soundPriority ) )
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// otherwise, check my own sound timer
|
|
// Am I making uninterruptable sound?
|
|
if (gpGlobals->curtime <= m_flSoundWaitTime)
|
|
{
|
|
if ( soundPriority <= m_nSoundPriority )
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// no talking outside of combat if gagged.
|
|
if ( HasSpawnFlags(SF_NPC_GAG) && ( m_NPCState != NPC_STATE_COMBAT ) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::JustMadeSound( int soundPriority, float flSoundLength )
|
|
{
|
|
m_flSoundWaitTime = gpGlobals->curtime + flSoundLength + random->RandomFloat(1.5, 2.0);
|
|
m_nSoundPriority = soundPriority;
|
|
|
|
if (m_pSquad)
|
|
{
|
|
m_pSquad->JustMadeSound( soundPriority, gpGlobals->curtime + flSoundLength + random->RandomFloat(1.5, 2.0) );
|
|
}
|
|
}
|
|
|
|
Activity CAI_BaseNPC::GetStoppedActivity( void )
|
|
{
|
|
if (GetNavigator()->IsGoalActive())
|
|
{
|
|
Activity activity = GetNavigator()->GetArrivalActivity();
|
|
|
|
if (activity > ACT_RESET)
|
|
{
|
|
return activity;
|
|
}
|
|
}
|
|
|
|
return ACT_IDLE;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
void CAI_BaseNPC::OnScheduleChange ( void )
|
|
{
|
|
EndTaskOverlay();
|
|
|
|
m_pNavigator->OnScheduleChange();
|
|
|
|
m_flMoveWaitFinished = 0;
|
|
|
|
VacateStrategySlot();
|
|
|
|
// If I still have have a route, clear it
|
|
// FIXME: Routes should only be cleared inside of tasks (kenb)
|
|
GetNavigator()->ClearGoal();
|
|
|
|
UnlockBestSound();
|
|
|
|
// If I locked a hint node clear it
|
|
if ( HasMemory(bits_MEMORY_LOCKED_HINT) && GetHintNode() != NULL)
|
|
{
|
|
float hintDelay = GetHintDelay(GetHintNode()->HintType());
|
|
GetHintNode()->Unlock(hintDelay);
|
|
SetHintNode( NULL );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
CBaseCombatCharacter* CAI_BaseNPC::GetEnemyCombatCharacterPointer()
|
|
{
|
|
if ( GetEnemy() == NULL )
|
|
return NULL;
|
|
|
|
return GetEnemy()->MyCombatCharacterPointer();
|
|
}
|
|
|
|
|
|
// Global Savedata for npc
|
|
//
|
|
// This should be an exact copy of the var's in the header. Fields
|
|
// that aren't save/restored are commented out
|
|
|
|
BEGIN_DATADESC( CAI_BaseNPC )
|
|
|
|
// m_pSchedule (reacquired on restore)
|
|
DEFINE_EMBEDDED( m_ScheduleState ),
|
|
DEFINE_FIELD( m_IdealSchedule, FIELD_INTEGER ), // handled specially but left in for "virtual" schedules
|
|
DEFINE_FIELD( m_failSchedule, FIELD_INTEGER ), // handled specially but left in for "virtual" schedules
|
|
DEFINE_FIELD( m_bUsingStandardThinkTime, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_flLastRealThinkTime, FIELD_TIME ),
|
|
// m_iFrameBlocked (not saved)
|
|
// m_bInChoreo (not saved)
|
|
// m_bDoPostRestoreRefindPath (not saved)
|
|
// gm_flTimeLastSpawn (static)
|
|
// gm_nSpawnedThisFrame (static)
|
|
// m_Conditions (custom save)
|
|
// m_CustomInterruptConditions (custom save)
|
|
// m_ConditionsPreIgnore (custom save)
|
|
// m_InverseIgnoreConditions (custom save)
|
|
// m_poseAim_Pitch (not saved; recomputed on restore)
|
|
// m_poseAim_Yaw (not saved; recomputed on restore)
|
|
// m_poseMove_Yaw (not saved; recomputed on restore)
|
|
DEFINE_FIELD( m_flTimePingEffect, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flFrozenMoveBlock, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_bForceConditionsGather, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bConditionsGathered, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bSkippedChooseEnemy, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_NPCState, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_IdealNPCState, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_flLastStateChangeTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_Efficiency, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_MoveEfficiency, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_flNextDecisionTime, FIELD_TIME ),
|
|
DEFINE_KEYFIELD( m_SleepState, FIELD_INTEGER, "sleepstate" ),
|
|
DEFINE_FIELD( m_SleepFlags, FIELD_INTEGER ),
|
|
DEFINE_KEYFIELD( m_flWakeRadius, FIELD_FLOAT, "wakeradius" ),
|
|
DEFINE_KEYFIELD( m_bWakeSquad, FIELD_BOOLEAN, "wakesquad" ),
|
|
DEFINE_FIELD( m_nWakeTick, FIELD_TICK ),
|
|
|
|
DEFINE_CUSTOM_FIELD( m_Activity, ActivityDataOps() ),
|
|
DEFINE_CUSTOM_FIELD( m_translatedActivity, ActivityDataOps() ),
|
|
DEFINE_CUSTOM_FIELD( m_IdealActivity, ActivityDataOps() ),
|
|
DEFINE_CUSTOM_FIELD( m_IdealTranslatedActivity, ActivityDataOps() ),
|
|
DEFINE_CUSTOM_FIELD( m_IdealWeaponActivity, ActivityDataOps() ),
|
|
|
|
DEFINE_FIELD( m_nIdealSequence, FIELD_INTEGER ),
|
|
DEFINE_EMBEDDEDBYREF( m_pSenses ),
|
|
DEFINE_EMBEDDEDBYREF( m_pLockedBestSound ),
|
|
DEFINE_FIELD( m_hEnemy, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_flTimeEnemyAcquired, FIELD_TIME ),
|
|
DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ),
|
|
DEFINE_EMBEDDED( m_GiveUpOnDeadEnemyTimer ),
|
|
DEFINE_EMBEDDED( m_FailChooseEnemyTimer ),
|
|
DEFINE_FIELD( m_EnemiesSerialNumber, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_flAcceptableTimeSeenEnemy, FIELD_TIME ),
|
|
DEFINE_EMBEDDED( m_UpdateEnemyPosTimer ),
|
|
// m_flTimeAnyUpdateEnemyPos (static)
|
|
DEFINE_FIELD( m_vecCommandGoal, FIELD_VECTOR ),
|
|
DEFINE_EMBEDDED( m_CommandMoveMonitor ),
|
|
DEFINE_FIELD( m_flSoundWaitTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_nSoundPriority, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_flIgnoreDangerSoundsUntil, FIELD_TIME ),
|
|
DEFINE_FIELD( m_afCapability, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_flMoveWaitFinished, FIELD_TIME ),
|
|
DEFINE_FIELD( m_hOpeningDoor, FIELD_EHANDLE ),
|
|
DEFINE_EMBEDDEDBYREF( m_pNavigator ),
|
|
DEFINE_EMBEDDEDBYREF( m_pLocalNavigator ),
|
|
DEFINE_EMBEDDEDBYREF( m_pPathfinder ),
|
|
DEFINE_EMBEDDEDBYREF( m_pMoveProbe ),
|
|
DEFINE_EMBEDDEDBYREF( m_pMotor ),
|
|
DEFINE_UTLVECTOR(m_UnreachableEnts, FIELD_EMBEDDED),
|
|
DEFINE_FIELD( m_hInteractionPartner, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hLastInteractionTestTarget, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hForcedInteractionPartner, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_flForcedInteractionTimeout, FIELD_TIME ),
|
|
DEFINE_FIELD( m_vecForcedWorldPosition, FIELD_POSITION_VECTOR ),
|
|
DEFINE_FIELD( m_bCannotDieDuringInteraction, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_iInteractionState, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_iInteractionPlaying, FIELD_INTEGER ),
|
|
DEFINE_UTLVECTOR(m_ScriptedInteractions,FIELD_EMBEDDED),
|
|
DEFINE_FIELD( m_flInteractionYaw, FIELD_FLOAT ),
|
|
DEFINE_EMBEDDED( m_CheckOnGroundTimer ),
|
|
DEFINE_FIELD( m_vDefaultEyeOffset, FIELD_VECTOR ),
|
|
DEFINE_FIELD( m_flNextEyeLookTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flEyeIntegRate, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_vEyeLookTarget, FIELD_POSITION_VECTOR ),
|
|
DEFINE_FIELD( m_vCurEyeTarget, FIELD_POSITION_VECTOR ),
|
|
DEFINE_FIELD( m_hEyeLookTarget, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_flHeadYaw, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_flHeadPitch, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_flOriginalYaw, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_bInAScript, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_scriptState, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_hCine, FIELD_EHANDLE ),
|
|
DEFINE_CUSTOM_FIELD( m_ScriptArrivalActivity, ActivityDataOps() ),
|
|
DEFINE_FIELD( m_strScriptArrivalSequence, FIELD_STRING ),
|
|
DEFINE_FIELD( m_flSceneTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_iszSceneCustomMoveSeq, FIELD_STRING ),
|
|
// m_pEnemies Saved specially in ai_saverestore.cpp
|
|
DEFINE_FIELD( m_afMemory, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_hEnemyOccluder, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_flSumDamage, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_flLastDamageTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flLastPlayerDamageTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flLastSawPlayerTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flLastAttackTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flLastEnemyTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flNextWeaponSearchTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_iszPendingWeapon, FIELD_STRING ),
|
|
DEFINE_KEYFIELD( m_bIgnoreUnseenEnemies, FIELD_BOOLEAN , "ignoreunseenenemies"),
|
|
DEFINE_EMBEDDED( m_ShotRegulator ),
|
|
DEFINE_FIELD( m_iDesiredWeaponState, FIELD_INTEGER ),
|
|
// m_pSquad Saved specially in ai_saverestore.cpp
|
|
DEFINE_KEYFIELD(m_SquadName, FIELD_STRING, "squadname" ),
|
|
DEFINE_FIELD( m_iMySquadSlot, FIELD_INTEGER ),
|
|
DEFINE_KEYFIELD( m_strHintGroup, FIELD_STRING, "hintgroup" ),
|
|
DEFINE_KEYFIELD( m_bHintGroupNavLimiting, FIELD_BOOLEAN, "hintlimiting" ),
|
|
DEFINE_EMBEDDEDBYREF( m_pTacticalServices ),
|
|
DEFINE_FIELD( m_flWaitFinished, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flNextFlinchTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flNextDodgeTime, FIELD_TIME ),
|
|
DEFINE_EMBEDDED( m_MoveAndShootOverlay ),
|
|
DEFINE_FIELD( m_vecLastPosition, FIELD_POSITION_VECTOR ),
|
|
DEFINE_FIELD( m_vSavePosition, FIELD_POSITION_VECTOR ),
|
|
DEFINE_FIELD( m_vInterruptSavePosition, FIELD_POSITION_VECTOR ),
|
|
DEFINE_FIELD( m_pHintNode, FIELD_EHANDLE),
|
|
DEFINE_FIELD( m_cAmmoLoaded, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_flDistTooFar, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_hGoalEnt, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_flTimeLastMovement, FIELD_TIME ),
|
|
DEFINE_KEYFIELD(m_spawnEquipment, FIELD_STRING, "additionalequipment" ),
|
|
DEFINE_FIELD( m_fNoDamageDecal, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_hStoredPathTarget, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_vecStoredPathGoal, FIELD_POSITION_VECTOR ),
|
|
DEFINE_FIELD( m_nStoredPathType, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_fStoredPathFlags, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_bDidDeathCleanup, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bCrouchDesired, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bForceCrouch, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bIsCrouching, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bPerformAvoidance, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bIsMoving, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bFadeCorpse, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_iDeathPose, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_iDeathFrame, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_bCheckContacts, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bSpeedModActive, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_iSpeedModRadius, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_iSpeedModSpeed, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_hEnemyFilter, FIELD_EHANDLE ),
|
|
DEFINE_KEYFIELD( m_iszEnemyFilterName, FIELD_STRING, "enemyfilter" ),
|
|
DEFINE_FIELD( m_bImportanRagdoll, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bPlayerAvoidState, FIELD_BOOLEAN ),
|
|
|
|
// Satisfy classcheck
|
|
// DEFINE_FIELD( m_ScheduleHistory, CUtlVector < AIScheduleChoice_t > ),
|
|
|
|
// m_fIsUsingSmallHull TODO -- This needs more consideration than simple save/load
|
|
// m_failText DEBUG
|
|
// m_interruptText DEBUG
|
|
// m_failedSchedule DEBUG
|
|
// m_interuptSchedule DEBUG
|
|
// m_nDebugCurIndex DEBUG
|
|
|
|
// m_LastShootAccuracy DEBUG
|
|
// m_RecentShotAccuracy DEBUG
|
|
// m_TotalShots DEBUG
|
|
// m_TotalHits DEBUG
|
|
// m_bSelected DEBUG
|
|
// m_TimeLastShotMark DEBUG
|
|
// m_bDeferredNavigation
|
|
|
|
|
|
// Outputs
|
|
DEFINE_OUTPUT( m_OnDamaged, "OnDamaged" ),
|
|
DEFINE_OUTPUT( m_OnDeath, "OnDeath" ),
|
|
DEFINE_OUTPUT( m_OnHalfHealth, "OnHalfHealth" ),
|
|
DEFINE_OUTPUT( m_OnFoundEnemy, "OnFoundEnemy" ),
|
|
DEFINE_OUTPUT( m_OnLostEnemyLOS, "OnLostEnemyLOS" ),
|
|
DEFINE_OUTPUT( m_OnLostEnemy, "OnLostEnemy" ),
|
|
DEFINE_OUTPUT( m_OnFoundPlayer, "OnFoundPlayer" ),
|
|
DEFINE_OUTPUT( m_OnLostPlayerLOS, "OnLostPlayerLOS" ),
|
|
DEFINE_OUTPUT( m_OnLostPlayer, "OnLostPlayer" ),
|
|
DEFINE_OUTPUT( m_OnHearWorld, "OnHearWorld" ),
|
|
DEFINE_OUTPUT( m_OnHearPlayer, "OnHearPlayer" ),
|
|
DEFINE_OUTPUT( m_OnHearCombat, "OnHearCombat" ),
|
|
DEFINE_OUTPUT( m_OnDamagedByPlayer, "OnDamagedByPlayer" ),
|
|
DEFINE_OUTPUT( m_OnDamagedByPlayerSquad, "OnDamagedByPlayerSquad" ),
|
|
DEFINE_OUTPUT( m_OnDenyCommanderUse, "OnDenyCommanderUse" ),
|
|
DEFINE_OUTPUT( m_OnRappelTouchdown, "OnRappelTouchdown" ),
|
|
DEFINE_OUTPUT( m_OnWake, "OnWake" ),
|
|
DEFINE_OUTPUT( m_OnSleep, "OnSleep" ),
|
|
DEFINE_OUTPUT( m_OnForcedInteractionStarted, "OnForcedInteractionStarted" ),
|
|
DEFINE_OUTPUT( m_OnForcedInteractionAborted, "OnForcedInteractionAborted" ),
|
|
DEFINE_OUTPUT( m_OnForcedInteractionFinished, "OnForcedInteractionFinished" ),
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "SetRelationship", InputSetRelationship ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "SetEnemyFilter", InputSetEnemyFilter ),
|
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetHealth", InputSetHealth ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "BeginRappel", InputBeginRappel ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "SetSquad", InputSetSquad ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Wake", InputWake ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "ForgetEntity", InputForgetEntity ),
|
|
DEFINE_INPUTFUNC( FIELD_FLOAT, "IgnoreDangerSounds", InputIgnoreDangerSounds ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Break", InputBreak ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "StartScripting", InputStartScripting ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "StopScripting", InputStopScripting ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "GagEnable", InputGagEnable ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "GagDisable", InputGagDisable ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "InsideTransition", InputInsideTransition ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "OutsideTransition", InputOutsideTransition ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "ActivateSpeedModifier", InputActivateSpeedModifier ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "DisableSpeedModifier", InputDisableSpeedModifier ),
|
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetSpeedModRadius", InputSetSpeedModifierRadius ),
|
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetSpeedModSpeed", InputSetSpeedModifierSpeed ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "HolsterWeapon", InputHolsterWeapon ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "HolsterAndDestroyWeapon", InputHolsterAndDestroyWeapon ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "UnholsterWeapon", InputUnholsterWeapon ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "ForceInteractionWithNPC", InputForceInteractionWithNPC ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "UpdateEnemyMemory", InputUpdateEnemyMemory ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "CreateAddon", InputCreateAddon ),
|
|
|
|
// Function pointers
|
|
DEFINE_USEFUNC( NPCUse ),
|
|
DEFINE_THINKFUNC( CallNPCThink ),
|
|
DEFINE_THINKFUNC( CorpseFallThink ),
|
|
DEFINE_THINKFUNC( NPCInitThink ),
|
|
|
|
END_DATADESC()
|
|
|
|
BEGIN_SIMPLE_DATADESC( AIScheduleState_t )
|
|
DEFINE_FIELD( iCurTask, FIELD_INTEGER ),
|
|
DEFINE_FIELD( fTaskStatus, FIELD_INTEGER ),
|
|
DEFINE_FIELD( timeStarted, FIELD_TIME ),
|
|
DEFINE_FIELD( timeCurTaskStarted, FIELD_TIME ),
|
|
DEFINE_FIELD( taskFailureCode, FIELD_INTEGER ),
|
|
DEFINE_FIELD( iTaskInterrupt, FIELD_INTEGER ),
|
|
DEFINE_FIELD( bTaskRanAutomovement, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( bTaskUpdatedYaw, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( bScheduleWasInterrupted, FIELD_BOOLEAN ),
|
|
END_DATADESC()
|
|
|
|
|
|
IMPLEMENT_SERVERCLASS_ST( CAI_BaseNPC, DT_AI_BaseNPC )
|
|
SendPropInt( SENDINFO( m_lifeState ), 3, SPROP_UNSIGNED ),
|
|
SendPropBool( SENDINFO( m_bPerformAvoidance ) ),
|
|
SendPropBool( SENDINFO( m_bIsMoving ) ),
|
|
SendPropBool( SENDINFO( m_bFadeCorpse ) ),
|
|
SendPropInt( SENDINFO( m_iDeathPose ), ANIMATION_SEQUENCE_BITS ),
|
|
SendPropInt( SENDINFO( m_iDeathFrame ), 5 ),
|
|
SendPropBool( SENDINFO( m_bSpeedModActive ) ),
|
|
SendPropInt( SENDINFO( m_iSpeedModRadius ) ),
|
|
SendPropInt( SENDINFO( m_iSpeedModSpeed ) ),
|
|
SendPropBool( SENDINFO( m_bImportanRagdoll ) ),
|
|
SendPropFloat( SENDINFO( m_flTimePingEffect ) ),
|
|
END_SEND_TABLE()
|
|
|
|
//-------------------------------------
|
|
|
|
BEGIN_SIMPLE_DATADESC( UnreachableEnt_t )
|
|
|
|
DEFINE_FIELD( hUnreachableEnt, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( fExpireTime, FIELD_TIME ),
|
|
DEFINE_FIELD( vLocationWhenUnreachable, FIELD_POSITION_VECTOR ),
|
|
|
|
END_DATADESC()
|
|
|
|
//-------------------------------------
|
|
|
|
BEGIN_SIMPLE_DATADESC( ScriptedNPCInteraction_Phases_t )
|
|
DEFINE_FIELD( iszSequence, FIELD_STRING ),
|
|
DEFINE_FIELD( iActivity, FIELD_INTEGER ),
|
|
END_DATADESC()
|
|
|
|
//-------------------------------------
|
|
|
|
BEGIN_SIMPLE_DATADESC( ScriptedNPCInteraction_t )
|
|
DEFINE_FIELD( iszInteractionName, FIELD_STRING ),
|
|
DEFINE_FIELD( iFlags, FIELD_INTEGER ),
|
|
DEFINE_FIELD( iTriggerMethod, FIELD_INTEGER ),
|
|
DEFINE_FIELD( iLoopBreakTriggerMethod, FIELD_INTEGER ),
|
|
DEFINE_FIELD( vecRelativeOrigin, FIELD_VECTOR ),
|
|
DEFINE_FIELD( angRelativeAngles, FIELD_VECTOR ),
|
|
DEFINE_FIELD( vecRelativeVelocity, FIELD_VECTOR ),
|
|
DEFINE_FIELD( flCameraDistance, FIELD_FLOAT ),
|
|
DEFINE_FIELD( angCameraAngles, FIELD_VECTOR ),
|
|
DEFINE_FIELD( flDelay, FIELD_FLOAT ),
|
|
DEFINE_FIELD( flDistSqr, FIELD_FLOAT ),
|
|
DEFINE_FIELD( iszMyWeapon, FIELD_STRING ),
|
|
DEFINE_FIELD( iszTheirWeapon, FIELD_STRING ),
|
|
DEFINE_EMBEDDED_ARRAY( sPhases, SNPCINT_NUM_PHASES ),
|
|
DEFINE_FIELD( matDesiredLocalToWorld, FIELD_VMATRIX ),
|
|
DEFINE_FIELD( bValidOnCurrentEnemy, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( flNextAttemptTime, FIELD_TIME ),
|
|
END_DATADESC()
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_BaseNPC::PostConstructor( const char *szClassname )
|
|
{
|
|
BaseClass::PostConstructor( szClassname );
|
|
CreateComponents();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::Activate( void )
|
|
{
|
|
BaseClass::Activate();
|
|
|
|
if ( GetModelPtr() )
|
|
{
|
|
ParseScriptedNPCInteractions();
|
|
}
|
|
|
|
// Get a handle to my enemy filter entity if there is one.
|
|
if ( m_iszEnemyFilterName != NULL_STRING )
|
|
{
|
|
CBaseEntity *pFilter = gEntList.FindEntityByName( NULL, m_iszEnemyFilterName );
|
|
if ( pFilter != NULL )
|
|
{
|
|
m_hEnemyFilter = dynamic_cast<CBaseFilter*>(pFilter);
|
|
}
|
|
}
|
|
|
|
#ifdef AI_MONITOR_FOR_OSCILLATION
|
|
m_ScheduleHistory.RemoveAll();
|
|
#endif//AI_MONITOR_FOR_OSCILLATION
|
|
|
|
}
|
|
|
|
void CAI_BaseNPC::Precache( void )
|
|
{
|
|
gm_iszPlayerSquad = AllocPooledString( PLAYER_SQUADNAME ); // cache for fast IsPlayerSquad calls
|
|
|
|
if ( m_spawnEquipment != NULL_STRING && strcmp(STRING(m_spawnEquipment), "0") )
|
|
{
|
|
UTIL_PrecacheOther( STRING(m_spawnEquipment) );
|
|
}
|
|
|
|
// Make sure schedules are loaded for this NPC type
|
|
if (!LoadedSchedules())
|
|
{
|
|
DevMsg("ERROR: Rejecting spawn of %s as error in NPC's schedules.\n",GetDebugName());
|
|
UTIL_Remove(this);
|
|
return;
|
|
}
|
|
|
|
PrecacheScriptSound( "AI_BaseNPC.SwishSound" );
|
|
PrecacheScriptSound( "AI_BaseNPC.BodyDrop_Heavy" );
|
|
PrecacheScriptSound( "AI_BaseNPC.BodyDrop_Light" );
|
|
PrecacheScriptSound( "AI_BaseNPC.SentenceStop" );
|
|
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
const short AI_EXTENDED_SAVE_HEADER_VERSION = 5;
|
|
const short AI_EXTENDED_SAVE_HEADER_RESET_VERSION = 3;
|
|
|
|
const short AI_EXTENDED_SAVE_HEADER_FIRST_VERSION_WITH_CONDITIONS = 2;
|
|
const short AI_EXTENDED_SAVE_HEADER_FIRST_VERSION_WITH_SCHEDULE_ID_FIXUP = 3;
|
|
const short AI_EXTENDED_SAVE_HEADER_FIRST_VERSION_WITH_SEQUENCE = 4;
|
|
const short AI_EXTENDED_SAVE_HEADER_FIRST_VERSION_WITH_NAVIGATOR_SAVE = 5;
|
|
|
|
struct AIExtendedSaveHeader_t
|
|
{
|
|
AIExtendedSaveHeader_t()
|
|
: version(AI_EXTENDED_SAVE_HEADER_VERSION),
|
|
flags(0),
|
|
scheduleCrc(0)
|
|
{
|
|
szSchedule[0] = 0;
|
|
szIdealSchedule[0] = 0;
|
|
szFailSchedule[0] = 0;
|
|
szSequence[0] = 0;
|
|
}
|
|
|
|
short version;
|
|
unsigned flags;
|
|
char szSchedule[128];
|
|
CRC32_t scheduleCrc;
|
|
char szIdealSchedule[128];
|
|
char szFailSchedule[128];
|
|
char szSequence[128];
|
|
|
|
DECLARE_SIMPLE_DATADESC();
|
|
};
|
|
|
|
enum AIExtendedSaveHeaderFlags_t
|
|
{
|
|
AIESH_HAD_ENEMY = 0x01,
|
|
AIESH_HAD_TARGET = 0x02,
|
|
AIESH_HAD_NAVGOAL = 0x04,
|
|
};
|
|
|
|
//-------------------------------------
|
|
|
|
BEGIN_SIMPLE_DATADESC( AIExtendedSaveHeader_t )
|
|
DEFINE_FIELD( version, FIELD_SHORT ),
|
|
DEFINE_FIELD( flags, FIELD_INTEGER ),
|
|
DEFINE_AUTO_ARRAY( szSchedule, FIELD_CHARACTER ),
|
|
DEFINE_FIELD( scheduleCrc, FIELD_INTEGER ),
|
|
DEFINE_AUTO_ARRAY( szIdealSchedule, FIELD_CHARACTER ),
|
|
DEFINE_AUTO_ARRAY( szFailSchedule, FIELD_CHARACTER ),
|
|
DEFINE_AUTO_ARRAY( szSequence, FIELD_CHARACTER ),
|
|
END_DATADESC()
|
|
|
|
//-------------------------------------
|
|
|
|
int CAI_BaseNPC::Save( ISave &save )
|
|
{
|
|
AIExtendedSaveHeader_t saveHeader;
|
|
|
|
if ( GetEnemy() )
|
|
saveHeader.flags |= AIESH_HAD_ENEMY;
|
|
if ( GetTarget() )
|
|
saveHeader.flags |= AIESH_HAD_TARGET;
|
|
if ( GetNavigator()->IsGoalActive() )
|
|
saveHeader.flags |= AIESH_HAD_NAVGOAL;
|
|
|
|
if ( m_pSchedule )
|
|
{
|
|
const char *pszSchedule = m_pSchedule->GetName();
|
|
|
|
Assert( Q_strlen( pszSchedule ) < sizeof( saveHeader.szSchedule ) - 1 );
|
|
Q_strncpy( saveHeader.szSchedule, pszSchedule, sizeof( saveHeader.szSchedule ) );
|
|
|
|
CRC32_Init( &saveHeader.scheduleCrc );
|
|
CRC32_ProcessBuffer( &saveHeader.scheduleCrc, (void *)m_pSchedule->GetTaskList(), m_pSchedule->NumTasks() * sizeof(Task_t) );
|
|
CRC32_Final( &saveHeader.scheduleCrc );
|
|
}
|
|
else
|
|
{
|
|
saveHeader.szSchedule[0] = 0;
|
|
saveHeader.scheduleCrc = 0;
|
|
}
|
|
|
|
int idealSchedule = GetGlobalScheduleId( m_IdealSchedule );
|
|
|
|
if ( idealSchedule != -1 && idealSchedule != AI_RemapToGlobal( SCHED_NONE ) && idealSchedule != AI_RemapToGlobal( SCHED_AISCRIPT ) )
|
|
{
|
|
CAI_Schedule *pIdealSchedule = GetSchedule( m_IdealSchedule );
|
|
if ( pIdealSchedule )
|
|
{
|
|
const char *pszIdealSchedule = pIdealSchedule->GetName();
|
|
Assert( Q_strlen( pszIdealSchedule ) < sizeof( saveHeader.szIdealSchedule ) - 1 );
|
|
Q_strncpy( saveHeader.szIdealSchedule, pszIdealSchedule, sizeof( saveHeader.szIdealSchedule ) );
|
|
}
|
|
}
|
|
|
|
int failSchedule = GetGlobalScheduleId( m_failSchedule );
|
|
if ( failSchedule != -1 && failSchedule != AI_RemapToGlobal( SCHED_NONE ) && failSchedule != AI_RemapToGlobal( SCHED_AISCRIPT ) )
|
|
{
|
|
CAI_Schedule *pFailSchedule = GetSchedule( m_failSchedule );
|
|
if ( pFailSchedule )
|
|
{
|
|
const char *pszFailSchedule = pFailSchedule->GetName();
|
|
Assert( Q_strlen( pszFailSchedule ) < sizeof( saveHeader.szFailSchedule ) - 1 );
|
|
Q_strncpy( saveHeader.szFailSchedule, pszFailSchedule, sizeof( saveHeader.szFailSchedule ) );
|
|
}
|
|
}
|
|
|
|
if ( GetSequence() != ACT_INVALID && GetModelPtr() )
|
|
{
|
|
const char *pszSequenceName = GetSequenceName( GetSequence() );
|
|
if ( pszSequenceName && *pszSequenceName )
|
|
{
|
|
Assert( Q_strlen( pszSequenceName ) < sizeof( saveHeader.szSequence ) - 1 );
|
|
Q_strncpy( saveHeader.szSequence, pszSequenceName, sizeof(saveHeader.szSequence) );
|
|
}
|
|
}
|
|
|
|
save.WriteAll( &saveHeader );
|
|
|
|
save.StartBlock();
|
|
SaveConditions( save, m_Conditions );
|
|
SaveConditions( save, m_CustomInterruptConditions );
|
|
SaveConditions( save, m_ConditionsPreIgnore );
|
|
CAI_ScheduleBits ignoreConditions;
|
|
m_InverseIgnoreConditions.Not( &ignoreConditions );
|
|
SaveConditions( save, ignoreConditions );
|
|
save.EndBlock();
|
|
|
|
save.StartBlock();
|
|
GetNavigator()->Save( save );
|
|
save.EndBlock();
|
|
|
|
return BaseClass::Save(save);
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_BaseNPC::DiscardScheduleState()
|
|
{
|
|
// We don't save/restore routes yet
|
|
GetNavigator()->ClearGoal();
|
|
|
|
// We don't save/restore schedules yet
|
|
ClearSchedule( "Restoring NPC" );
|
|
|
|
// Reset animation
|
|
m_Activity = ACT_RESET;
|
|
|
|
// If we don't have an enemy, clear conditions like see enemy, etc.
|
|
if ( GetEnemy() == NULL )
|
|
{
|
|
m_Conditions.ClearAll();
|
|
}
|
|
|
|
// went across a transition and lost my m_hCine
|
|
bool bLostScript = ( m_NPCState == NPC_STATE_SCRIPT && m_hCine == NULL );
|
|
if ( bLostScript )
|
|
{
|
|
// UNDONE: Do something better here?
|
|
// for now, just go back to idle and let the AI figure out what to do.
|
|
SetState( NPC_STATE_IDLE );
|
|
SetIdealState( NPC_STATE_IDLE );
|
|
DevMsg(1, "Scripted Sequence stripped on level transition for %s\n", GetDebugName() );
|
|
}
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_BaseNPC::OnRestore()
|
|
{
|
|
gm_iszPlayerSquad = AllocPooledString( PLAYER_SQUADNAME ); // cache for fast IsPlayerSquad calls
|
|
|
|
if ( m_bDoPostRestoreRefindPath && CAI_NetworkManager::NetworksLoaded() )
|
|
{
|
|
CAI_DynamicLink::InitDynamicLinks();
|
|
if ( !GetNavigator()->RefindPathToGoal( false ) )
|
|
DiscardScheduleState();
|
|
}
|
|
else
|
|
{
|
|
GetNavigator()->ClearGoal();
|
|
}
|
|
BaseClass::OnRestore();
|
|
m_bCheckContacts = true;
|
|
}
|
|
|
|
|
|
//-------------------------------------
|
|
|
|
int CAI_BaseNPC::Restore( IRestore &restore )
|
|
{
|
|
AIExtendedSaveHeader_t saveHeader;
|
|
restore.ReadAll( &saveHeader );
|
|
|
|
if ( saveHeader.version >= AI_EXTENDED_SAVE_HEADER_FIRST_VERSION_WITH_CONDITIONS )
|
|
{
|
|
restore.StartBlock();
|
|
RestoreConditions( restore, &m_Conditions );
|
|
RestoreConditions( restore, &m_CustomInterruptConditions );
|
|
RestoreConditions( restore, &m_ConditionsPreIgnore );
|
|
CAI_ScheduleBits ignoreConditions;
|
|
RestoreConditions( restore, &ignoreConditions );
|
|
ignoreConditions.Not( &m_InverseIgnoreConditions );
|
|
restore.EndBlock();
|
|
}
|
|
|
|
if ( saveHeader.version >= AI_EXTENDED_SAVE_HEADER_FIRST_VERSION_WITH_NAVIGATOR_SAVE )
|
|
{
|
|
restore.StartBlock();
|
|
GetNavigator()->Restore( restore );
|
|
restore.EndBlock();
|
|
}
|
|
|
|
// do a normal restore
|
|
int status = BaseClass::Restore(restore);
|
|
if ( !status )
|
|
return 0;
|
|
|
|
// Do schedule fix-up
|
|
if ( saveHeader.version >= AI_EXTENDED_SAVE_HEADER_FIRST_VERSION_WITH_SCHEDULE_ID_FIXUP )
|
|
{
|
|
if ( saveHeader.szIdealSchedule[0] )
|
|
{
|
|
CAI_Schedule *pIdealSchedule = g_AI_SchedulesManager.GetScheduleByName( saveHeader.szIdealSchedule );
|
|
m_IdealSchedule = ( pIdealSchedule ) ? pIdealSchedule->GetId() : SCHED_NONE;
|
|
}
|
|
|
|
if ( saveHeader.szFailSchedule[0] )
|
|
{
|
|
CAI_Schedule *pFailSchedule = g_AI_SchedulesManager.GetScheduleByName( saveHeader.szFailSchedule );
|
|
m_failSchedule = ( pFailSchedule ) ? pFailSchedule->GetId() : SCHED_NONE;
|
|
}
|
|
}
|
|
|
|
bool bLostSequence = false;
|
|
if ( saveHeader.version >= AI_EXTENDED_SAVE_HEADER_FIRST_VERSION_WITH_SEQUENCE && saveHeader.szSequence[0] && GetModelPtr() )
|
|
{
|
|
SetSequence( LookupSequence( saveHeader.szSequence ) );
|
|
if ( GetSequence() == ACT_INVALID )
|
|
{
|
|
DevMsg( this, AIMF_IGNORE_SELECTED, "Discarding missing sequence %s on load.\n", saveHeader.szSequence );
|
|
SetSequence( 0 );
|
|
bLostSequence = true;
|
|
}
|
|
|
|
Assert( IsValidSequence( GetSequence() ) );
|
|
}
|
|
|
|
bool bLostScript = ( m_NPCState == NPC_STATE_SCRIPT && m_hCine == NULL );
|
|
bool bDiscardScheduleState = ( bLostScript ||
|
|
bLostSequence ||
|
|
saveHeader.szSchedule[0] == 0 ||
|
|
saveHeader.version < AI_EXTENDED_SAVE_HEADER_RESET_VERSION ||
|
|
( (saveHeader.flags & AIESH_HAD_ENEMY) && !GetEnemy() ) ||
|
|
( (saveHeader.flags & AIESH_HAD_TARGET) && !GetTarget() ) );
|
|
|
|
if ( m_ScheduleState.taskFailureCode >= NUM_FAIL_CODES )
|
|
m_ScheduleState.taskFailureCode = FAIL_NO_TARGET; // must have been a string, gotta punt
|
|
|
|
if ( !bDiscardScheduleState )
|
|
{
|
|
m_pSchedule = g_AI_SchedulesManager.GetScheduleByName( saveHeader.szSchedule );
|
|
if ( m_pSchedule )
|
|
{
|
|
CRC32_t scheduleCrc;
|
|
CRC32_Init( &scheduleCrc );
|
|
CRC32_ProcessBuffer( &scheduleCrc, (void *)m_pSchedule->GetTaskList(), m_pSchedule->NumTasks() * sizeof(Task_t) );
|
|
CRC32_Final( &scheduleCrc );
|
|
|
|
if ( scheduleCrc != saveHeader.scheduleCrc )
|
|
{
|
|
m_pSchedule = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !m_pSchedule )
|
|
bDiscardScheduleState = true;
|
|
|
|
if ( !bDiscardScheduleState )
|
|
m_bDoPostRestoreRefindPath = ( ( saveHeader.flags & AIESH_HAD_NAVGOAL) != 0 );
|
|
else
|
|
{
|
|
m_bDoPostRestoreRefindPath = false;
|
|
DiscardScheduleState();
|
|
}
|
|
|
|
return status;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_BaseNPC::SaveConditions( ISave &save, const CAI_ScheduleBits &conditions )
|
|
{
|
|
for (int i = 0; i < MAX_CONDITIONS; i++)
|
|
{
|
|
if (conditions.IsBitSet(i))
|
|
{
|
|
const char *pszConditionName = ConditionName(AI_RemapToGlobal(i));
|
|
if ( !pszConditionName )
|
|
break;
|
|
save.WriteString( pszConditionName );
|
|
}
|
|
}
|
|
save.WriteString( "" );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_BaseNPC::RestoreConditions( IRestore &restore, CAI_ScheduleBits *pConditions )
|
|
{
|
|
pConditions->ClearAll();
|
|
char szCondition[256];
|
|
for (;;)
|
|
{
|
|
restore.ReadString( szCondition, sizeof(szCondition), 0 );
|
|
if ( !szCondition[0] )
|
|
break;
|
|
int iCondition = GetSchedulingSymbols()->ConditionSymbolToId( szCondition );
|
|
if ( iCondition != -1 )
|
|
pConditions->Set( AI_RemapFromGlobal( iCondition ) );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::KeyValue( const char *szKeyName, const char *szValue )
|
|
{
|
|
bool bResult = BaseClass::KeyValue( szKeyName, szValue );
|
|
|
|
if( !bResult )
|
|
{
|
|
// Defer unhandled Keys to behaviors
|
|
CAI_BehaviorBase **ppBehaviors = AccessBehaviors();
|
|
|
|
for ( int i = 0; i < NumBehaviors(); i++ )
|
|
{
|
|
if( ppBehaviors[ i ]->KeyValue( szKeyName, szValue ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return bResult;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Debug function to make this NPC freeze in place (or unfreeze).
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::ToggleFreeze()
|
|
{
|
|
if ( GetMoveType() != MOVETYPE_NONE )
|
|
{
|
|
Freeze();
|
|
}
|
|
else
|
|
{
|
|
Unfreeze();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Freezes this NPC in place for a period of time.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::Freeze( float flFreezeAmount, CBaseEntity *pFreezer, Ray_t *pFreezeRay )
|
|
{
|
|
BaseClass::Freeze( flFreezeAmount, pFreezer, pFreezeRay );
|
|
|
|
if ( flFreezeAmount < 0.0f )
|
|
{
|
|
SetCondition(COND_NPC_FREEZE);
|
|
SetMoveType(MOVETYPE_NONE);
|
|
SetGravity(0);
|
|
SetLocalAngularVelocity(vec3_angle);
|
|
SetAbsVelocity( vec3_origin );
|
|
}
|
|
else
|
|
{
|
|
m_flFrozenThawRate = 0.1f;
|
|
|
|
if ( ShouldBecomeStatue() )
|
|
{
|
|
// Dude is frozen, so lets use a stiff server side statue
|
|
if ( IsAlive() )
|
|
{
|
|
CreateServerStatue( this, COLLISION_GROUP_NONE );
|
|
Event_Killed( CTakeDamageInfo( pFreezer, pFreezer, 1000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE ) );
|
|
RemoveDeferred();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CAI_BaseNPC::ShouldBecomeStatue()
|
|
{
|
|
return ( m_flFrozen >= 1.0f );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::Unfreeze()
|
|
{
|
|
BaseClass::Unfreeze();
|
|
|
|
// Unfreeze them.
|
|
SetCondition(COND_NPC_UNFREEZE);
|
|
m_Activity = ACT_RESET;
|
|
SetMoveType( MOVETYPE_STEP ); // BUGBUG: this might not be the correct movetype!
|
|
SetGravity(1); // Doesn't restore gravity to the original value, but who cares?
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Written by subclasses macro to load schedules
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::LoadSchedules(void)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::LoadedSchedules(void)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CAI_BaseNPC::CAI_BaseNPC(void)
|
|
: m_UnreachableEnts( 0, 4 ),
|
|
m_bDeferredNavigation( false ),
|
|
m_pPrimaryBehavior(NULL)
|
|
{
|
|
m_pMotor = NULL;
|
|
m_pMoveProbe = NULL;
|
|
m_pNavigator = NULL;
|
|
m_pSenses = NULL;
|
|
m_pPathfinder = NULL;
|
|
m_pLocalNavigator = NULL;
|
|
|
|
m_pSchedule = NULL;
|
|
m_IdealSchedule = SCHED_NONE;
|
|
|
|
#ifdef _DEBUG
|
|
// necessary since in debug, we initialize vectors to NAN for debugging
|
|
m_vecLastPosition.Init();
|
|
m_vSavePosition.Init();
|
|
m_vEyeLookTarget.Init();
|
|
m_vCurEyeTarget.Init();
|
|
m_vDefaultEyeOffset.Init();
|
|
|
|
#endif
|
|
m_bDidDeathCleanup = false;
|
|
|
|
m_afCapability = 0; // Make sure this is cleared in the base class
|
|
|
|
SetHullType(HULL_HUMAN); // Give human hull by default, subclasses should override
|
|
m_nAITraceMask = MASK_NPCSOLID;
|
|
|
|
m_iMySquadSlot = SQUAD_SLOT_NONE;
|
|
m_flSumDamage = 0;
|
|
m_flLastDamageTime = 0;
|
|
m_flLastAttackTime = 0;
|
|
m_flSoundWaitTime = 0;
|
|
m_flNextEyeLookTime = 0;
|
|
m_flHeadYaw = 0;
|
|
m_flHeadPitch = 0;
|
|
m_spawnEquipment = NULL_STRING;
|
|
m_pEnemies = new CAI_Enemies;
|
|
m_bIgnoreUnseenEnemies = false;
|
|
m_flEyeIntegRate = 0.95;
|
|
m_flFaceEnemyTolerance = 0.006f;
|
|
SetTarget( NULL );
|
|
|
|
m_pSquad = NULL;
|
|
|
|
m_flMoveWaitFinished = 0;
|
|
|
|
m_fIsUsingSmallHull = true;
|
|
|
|
m_bHintGroupNavLimiting = false;
|
|
|
|
m_fNoDamageDecal = false;
|
|
|
|
SetInAScript( false );
|
|
|
|
m_pLockedBestSound = new CSound;
|
|
m_pLockedBestSound->m_iType = SOUND_NONE;
|
|
|
|
// ----------------------------
|
|
// Debugging fields
|
|
// ----------------------------
|
|
m_interruptText = NULL;
|
|
m_failText = NULL;
|
|
m_failedSchedule = NULL;
|
|
m_interuptSchedule = NULL;
|
|
m_nDebugPauseIndex = 0;
|
|
|
|
g_AI_Manager.AddAI( this );
|
|
|
|
if ( g_AI_Manager.NumAIs() == 1 )
|
|
{
|
|
m_AnyUpdateEnemyPosTimer.Force();
|
|
gm_flTimeLastSpawn = -1;
|
|
gm_nSpawnedThisFrame = 0;
|
|
gm_iNextThinkRebalanceTick = 0;
|
|
}
|
|
|
|
m_iFrameBlocked = -1;
|
|
m_bInChoreo = true; // assume so until call to UpdateEfficiency()
|
|
|
|
m_pScheduleEvent = NULL;
|
|
|
|
SetCollisionGroup( COLLISION_GROUP_NPC );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Destructor
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CAI_BaseNPC::~CAI_BaseNPC(void)
|
|
{
|
|
g_AI_Manager.RemoveAI( this );
|
|
|
|
delete m_pLockedBestSound;
|
|
|
|
RemoveMemory();
|
|
|
|
delete m_pPathfinder;
|
|
delete m_pNavigator;
|
|
delete m_pMotor;
|
|
delete m_pLocalNavigator;
|
|
delete m_pMoveProbe;
|
|
delete m_pSenses;
|
|
delete m_pTacticalServices;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::UpdateOnRemove(void)
|
|
{
|
|
if ( !m_bDidDeathCleanup )
|
|
{
|
|
if ( m_NPCState == NPC_STATE_DEAD )
|
|
DevMsg( "May not have cleaned up on NPC death\n");
|
|
|
|
CleanupOnDeath( NULL, false );
|
|
}
|
|
|
|
// Chain at end to mimic destructor unwind order
|
|
BaseClass::UpdateOnRemove();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::UpdateTransmitState()
|
|
{
|
|
if( gpGlobals->curtime < m_flTimePingEffect )
|
|
{
|
|
return SetTransmitState( FL_EDICT_ALWAYS );
|
|
}
|
|
|
|
return BaseClass::UpdateTransmitState();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::CreateComponents()
|
|
{
|
|
m_pSenses = CreateSenses();
|
|
if ( !m_pSenses )
|
|
return false;
|
|
|
|
m_pMotor = CreateMotor();
|
|
if ( !m_pMotor )
|
|
return false;
|
|
|
|
m_pLocalNavigator = CreateLocalNavigator();
|
|
if ( !m_pLocalNavigator )
|
|
return false;
|
|
|
|
m_pMoveProbe = CreateMoveProbe();
|
|
if ( !m_pMoveProbe )
|
|
return false;
|
|
|
|
m_pNavigator = CreateNavigator();
|
|
if ( !m_pNavigator )
|
|
return false;
|
|
|
|
m_pPathfinder = CreatePathfinder();
|
|
if ( !m_pPathfinder )
|
|
return false;
|
|
|
|
m_pTacticalServices = CreateTacticalServices();
|
|
if ( !m_pTacticalServices )
|
|
return false;
|
|
|
|
m_MoveAndShootOverlay.SetOuter( this );
|
|
|
|
m_pMotor->Init( m_pLocalNavigator );
|
|
m_pLocalNavigator->Init( m_pNavigator );
|
|
m_pNavigator->Init( g_pBigAINet );
|
|
m_pPathfinder->Init( g_pBigAINet );
|
|
m_pTacticalServices->Init( g_pBigAINet );
|
|
|
|
return CreateBehaviors();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CAI_Senses *CAI_BaseNPC::CreateSenses()
|
|
{
|
|
CAI_Senses *pSenses = new CAI_Senses;
|
|
pSenses->SetOuter( this );
|
|
return pSenses;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CAI_Motor *CAI_BaseNPC::CreateMotor()
|
|
{
|
|
return new CAI_Motor( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CAI_MoveProbe *CAI_BaseNPC::CreateMoveProbe()
|
|
{
|
|
return new CAI_MoveProbe( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CAI_LocalNavigator *CAI_BaseNPC::CreateLocalNavigator()
|
|
{
|
|
return new CAI_LocalNavigator( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CAI_TacticalServices *CAI_BaseNPC::CreateTacticalServices()
|
|
{
|
|
return new CAI_TacticalServices( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CAI_Navigator *CAI_BaseNPC::CreateNavigator()
|
|
{
|
|
return new CAI_Navigator( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CAI_Pathfinder *CAI_BaseNPC::CreatePathfinder()
|
|
{
|
|
return new CAI_Pathfinder( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputSetRelationship( inputdata_t &inputdata )
|
|
{
|
|
AddRelationship( inputdata.value.String(), inputdata.pActivator );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Won't affect the current enemy, only future enemy acquisitions.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputSetEnemyFilter( inputdata_t &inputdata )
|
|
{
|
|
// Get a handle to my enemy filter entity if there is one.
|
|
CBaseEntity *pFilter = gEntList.FindEntityByName( NULL, inputdata.value.StringID() );
|
|
m_hEnemyFilter = dynamic_cast<CBaseFilter*>(pFilter);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputSetHealth( inputdata_t &inputdata )
|
|
{
|
|
int iNewHealth = inputdata.value.Int();
|
|
int iDelta = abs(GetHealth() - iNewHealth);
|
|
if ( iNewHealth > GetHealth() )
|
|
{
|
|
TakeHealth( iDelta, DMG_GENERIC );
|
|
}
|
|
else if ( iNewHealth < GetHealth() )
|
|
{
|
|
TakeDamage( CTakeDamageInfo( this, this, iDelta, DMG_GENERIC ) );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputBeginRappel( inputdata_t &inputdata )
|
|
{
|
|
BeginRappel();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputSetSquad( inputdata_t &inputdata )
|
|
{
|
|
if ( !( CapabilitiesGet() & bits_CAP_SQUAD ) )
|
|
{
|
|
Warning("SetSquad Input received for NPC %s, but that NPC can't use squads.\n", GetDebugName() );
|
|
return;
|
|
}
|
|
|
|
m_SquadName = inputdata.value.StringID();
|
|
|
|
// Removing from squad?
|
|
if ( m_SquadName == NULL_STRING )
|
|
{
|
|
if ( m_pSquad )
|
|
{
|
|
m_pSquad->RemoveFromSquad(this, true);
|
|
m_pSquad = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_pSquad = g_AI_SquadManager.FindCreateSquad(this, m_SquadName);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputWake( inputdata_t &inputdata )
|
|
{
|
|
Wake();
|
|
|
|
// Check if we have a path to follow. This is normally done in StartNPC,
|
|
// but putting the NPC to sleep will cancel it, so we have to do it again.
|
|
if ( m_target != NULL_STRING )// this npc has a target
|
|
{
|
|
// Find the npc's initial target entity, stash it
|
|
SetGoalEnt( gEntList.FindEntityByName( NULL, m_target ) );
|
|
|
|
if ( !GetGoalEnt() )
|
|
{
|
|
Warning( "ReadyNPC()--%s couldn't find target %s\n", GetClassname(), STRING(m_target));
|
|
}
|
|
else
|
|
{
|
|
StartTargetHandling( GetGoalEnt() );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputForgetEntity( inputdata_t &inputdata )
|
|
{
|
|
const char *pszEntityToForget = inputdata.value.String();
|
|
|
|
if ( g_pDeveloper->GetInt() && pszEntityToForget[strlen( pszEntityToForget ) - 1] == '*' )
|
|
DevMsg( "InputForgetEntity does not support wildcards\n" );
|
|
|
|
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, pszEntityToForget );
|
|
if ( pEntity )
|
|
{
|
|
if ( GetEnemy() == pEntity )
|
|
{
|
|
SetEnemy( NULL );
|
|
SetIdealState( NPC_STATE_ALERT );
|
|
}
|
|
GetEnemies()->ClearMemory( pEntity );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputIgnoreDangerSounds( inputdata_t &inputdata )
|
|
{
|
|
// Default is 10 seconds.
|
|
float flDelay = 10.0f;
|
|
|
|
if( inputdata.value.Float() > 0.0f )
|
|
{
|
|
flDelay = inputdata.value.Float();
|
|
}
|
|
|
|
m_flIgnoreDangerSoundsUntil = gpGlobals->curtime + flDelay;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputUpdateEnemyMemory( inputdata_t &inputdata )
|
|
{
|
|
const char *pszEnemy = inputdata.value.String();
|
|
CBaseEntity *pEnemy = gEntList.FindEntityByName( NULL, pszEnemy );
|
|
|
|
if( pEnemy )
|
|
{
|
|
UpdateEnemyMemory( pEnemy, pEnemy->GetAbsOrigin(), this );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// create an addon and attach to npc
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputCreateAddon( inputdata_t &inputdata )
|
|
{
|
|
Vector vecSpawnOrigin = GetLocalOrigin();
|
|
|
|
const char *pszAddonName = inputdata.value.String();
|
|
|
|
// Spawn the addon
|
|
CBaseEntity *pItem = (CBaseEntity *)CreateEntityByName( pszAddonName );
|
|
|
|
if ( pItem )
|
|
{
|
|
pItem->SetAbsOrigin( vecSpawnOrigin );
|
|
|
|
DispatchSpawn( pItem );
|
|
|
|
// install the addon
|
|
assert_cast< CAI_AddOn *>( pItem )->Install( this );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputOutsideTransition( inputdata_t &inputdata )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when this NPC transitions to another level with the player
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputInsideTransition( inputdata_t &inputdata )
|
|
{
|
|
CleanupScriptsOnTeleport( true );
|
|
|
|
// If we're inside a vcd, tell it to stop
|
|
if ( IsCurSchedule( SCHED_SCENE_GENERIC, false ) )
|
|
{
|
|
RemoveActorFromScriptedScenes( this, false );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::CleanupScriptsOnTeleport( bool bEnrouteAsWell )
|
|
{
|
|
// If I'm running a scripted sequence, I need to clean up
|
|
if ( m_NPCState == NPC_STATE_SCRIPT && m_hCine )
|
|
{
|
|
if ( !bEnrouteAsWell )
|
|
{
|
|
//
|
|
// Don't cancel scripts when they're teleporting an NPC
|
|
// to the script for the purposes of movement.
|
|
//
|
|
if ( ( m_scriptState == CAI_BaseNPC::SCRIPT_WALK_TO_MARK ) ||
|
|
( m_scriptState == CAI_BaseNPC::SCRIPT_RUN_TO_MARK ) ||
|
|
( m_scriptState == CAI_BaseNPC::SCRIPT_CUSTOM_MOVE_TO_MARK ) ||
|
|
m_hCine->IsTeleportingDueToMoveTo() )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
m_hCine->ScriptEntityCancel( m_hCine, true );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
|
|
{
|
|
#if defined( HL2_DLL )
|
|
if ( interactionType == g_interactionBarnacleVictimGrab )
|
|
{
|
|
// Make the victim stop thinking so they're as good as dead without
|
|
// shocking the system by destroying the entity.
|
|
StopLoopingSounds();
|
|
BarnacleDeathSound();
|
|
SetThink( NULL );
|
|
|
|
// Gag the NPC so they won't talk anymore
|
|
AddSpawnFlags( SF_NPC_GAG );
|
|
|
|
// Drop any weapon they're holding
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
Weapon_Drop( GetActiveWeapon() );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
#endif // HL2_DLL
|
|
|
|
return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
|
|
}
|
|
|
|
CAI_BaseNPC *CAI_BaseNPC::GetInteractionPartner( void )
|
|
{
|
|
if ( m_hInteractionPartner == NULL )
|
|
return NULL;
|
|
|
|
return m_hInteractionPartner->MyNPCPointer();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when exiting a scripted sequence.
|
|
// Output : Returns true if alive, false if dead.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::ExitScriptedSequence( )
|
|
{
|
|
if ( m_lifeState == LIFE_DYING )
|
|
{
|
|
// is this legal?
|
|
// BUGBUG -- This doesn't call Killed()
|
|
SetIdealState( NPC_STATE_DEAD );
|
|
return false;
|
|
}
|
|
|
|
if (m_hCine)
|
|
{
|
|
m_hCine->CancelScript( );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
ConVar sv_test_scripted_sequences( "sv_test_scripted_sequences", "0", FCVAR_NONE, "Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling through the world." );
|
|
|
|
bool CAI_BaseNPC::CineCleanup()
|
|
{
|
|
CAI_ScriptedSequence *pOldCine = m_hCine;
|
|
int nSavedFlags = ( m_hCine ? m_hCine->m_savedFlags : GetFlags() );
|
|
|
|
bool bDestroyCine = false;
|
|
if ( IsRunningDynamicInteraction() )
|
|
{
|
|
bDestroyCine = true;
|
|
|
|
// Re-enable physics collisions between me & the other NPC
|
|
if ( m_hInteractionPartner )
|
|
{
|
|
PhysEnableEntityCollisions( this, m_hInteractionPartner );
|
|
//Msg("%s(%s) enabled collisions with %s(%s) at %0.2f\n", GetClassname(), GetDebugName(), m_hInteractionPartner->GetClassName(), m_hInteractionPartner->GetDebugName(), gpGlobals->curtime );
|
|
}
|
|
|
|
if ( m_hForcedInteractionPartner )
|
|
{
|
|
// We've finished a forced interaction. Let the mapmaker know.
|
|
m_OnForcedInteractionFinished.FireOutput( this, this );
|
|
}
|
|
|
|
// Clear interaction partner, because we're not running a scripted sequence anymore
|
|
m_hInteractionPartner = NULL;
|
|
CleanupForcedInteraction();
|
|
}
|
|
|
|
// am I linked to a cinematic?
|
|
if (m_hCine)
|
|
{
|
|
// okay, reset me to what it thought I was before
|
|
m_hCine->SetTarget( NULL );
|
|
// NOTE that this will have had EF_NODRAW removed in script.dll when it's cached off
|
|
SetEffects( m_hCine->m_saved_effects );
|
|
|
|
SetCollisionGroup( m_hCine->m_savedCollisionGroup );
|
|
}
|
|
else
|
|
{
|
|
// arg, punt
|
|
AddSolidFlags( FSOLID_NOT_STANDABLE );
|
|
}
|
|
|
|
m_hCine = NULL;
|
|
SetTarget( NULL );
|
|
SetGoalEnt( NULL );
|
|
if (m_lifeState == LIFE_DYING)
|
|
{
|
|
// last frame of death animation?
|
|
if ( m_iHealth > 0 )
|
|
{
|
|
m_iHealth = 0;
|
|
}
|
|
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
SetState( NPC_STATE_DEAD );
|
|
m_lifeState = LIFE_DEAD;
|
|
UTIL_SetSize( this, WorldAlignMins(), Vector(WorldAlignMaxs().x, WorldAlignMaxs().y, WorldAlignMins().z + 2) );
|
|
|
|
if ( pOldCine && pOldCine->HasSpawnFlags( SF_SCRIPT_LEAVECORPSE ) )
|
|
{
|
|
SetUse( NULL ); // BUGBUG -- This doesn't call Killed()
|
|
SetThink( NULL ); // This will probably break some stuff
|
|
SetTouch( NULL );
|
|
}
|
|
else
|
|
SUB_StartFadeOut(); // SetThink( SUB_DoNothing );
|
|
|
|
|
|
//Not becoming a ragdoll, so set the NOINTERP flag on.
|
|
if ( CanBecomeRagdoll() == false )
|
|
{
|
|
StopAnimation();
|
|
AddEffects( EF_NOINTERP ); // Don't interpolate either, assume the corpse is positioned in its final resting place
|
|
}
|
|
|
|
SetMoveType( MOVETYPE_NONE );
|
|
return false;
|
|
}
|
|
|
|
// If we actually played a sequence
|
|
if ( pOldCine && pOldCine->m_iszPlay != NULL_STRING && pOldCine->PlayedSequence() )
|
|
{
|
|
if ( !pOldCine->HasSpawnFlags(SF_SCRIPT_DONT_TELEPORT_AT_END) )
|
|
{
|
|
// reset position
|
|
Vector new_origin;
|
|
QAngle new_angle;
|
|
GetBonePosition( 0, new_origin, new_angle );
|
|
|
|
// Figure out how far they have moved
|
|
// We can't really solve this problem because we can't query the movement of the origin relative
|
|
// to the sequence. We can get the root bone's position as we do here, but there are
|
|
// cases where the root bone is in a different relative position to the entity's origin
|
|
// before/after the sequence plays. So we are stuck doing this:
|
|
|
|
// !!!HACKHACK: Float the origin up and drop to floor because some sequences have
|
|
// irregular motion that can't be properly accounted for.
|
|
|
|
// UNDONE: THIS SHOULD ONLY HAPPEN IF WE ACTUALLY PLAYED THE SEQUENCE.
|
|
Vector oldOrigin = GetLocalOrigin();
|
|
|
|
// UNDONE: ugly hack. Don't move NPC if they don't "seem" to move
|
|
// this really needs to be done with the AX,AY,etc. flags, but that aren't consistantly
|
|
// being set, so animations that really do move won't be caught.
|
|
if ((oldOrigin - new_origin).Length2D() < 8.0)
|
|
new_origin = oldOrigin;
|
|
|
|
Vector origin = GetLocalOrigin();
|
|
|
|
origin.x = new_origin.x;
|
|
origin.y = new_origin.y;
|
|
origin.z += 1;
|
|
|
|
if ( nSavedFlags & FL_FLY )
|
|
{
|
|
origin.z = new_origin.z;
|
|
SetLocalOrigin( origin );
|
|
}
|
|
else
|
|
{
|
|
SetLocalOrigin( origin );
|
|
|
|
int drop = UTIL_DropToFloor( this, GetAITraceMask(), UTIL_GetLocalPlayer() );
|
|
|
|
// Origin in solid? Set to org at the end of the sequence
|
|
if ( ( drop < 0 ) || sv_test_scripted_sequences.GetBool() )
|
|
{
|
|
SetLocalOrigin( oldOrigin );
|
|
}
|
|
else if ( drop == 0 ) // Hanging in air?
|
|
{
|
|
Vector origin = GetLocalOrigin();
|
|
origin.z = new_origin.z;
|
|
SetLocalOrigin( origin );
|
|
SetGroundEntity( NULL );
|
|
}
|
|
}
|
|
|
|
origin = GetLocalOrigin();
|
|
|
|
// teleport if it's a non-trivial distance
|
|
if ((oldOrigin - origin).Length() > 8.0)
|
|
{
|
|
// Call teleport to notify
|
|
Teleport( &origin, NULL, NULL );
|
|
SetLocalOrigin( origin );
|
|
AddEffects( EF_NOINTERP );
|
|
}
|
|
|
|
if ( m_iHealth <= 0 )
|
|
{
|
|
// Dropping out because he got killed
|
|
SetIdealState( NPC_STATE_DEAD );
|
|
SetCondition( COND_LIGHT_DAMAGE );
|
|
m_lifeState = LIFE_DYING;
|
|
}
|
|
}
|
|
|
|
// We should have some animation to put these guys in, but for now it's idle.
|
|
// Due to NOINTERP above, there won't be any blending between this anim & the sequence
|
|
m_Activity = ACT_RESET;
|
|
}
|
|
|
|
// set them back into a normal state
|
|
if ( m_iHealth > 0 )
|
|
{
|
|
SetIdealState( NPC_STATE_IDLE );
|
|
}
|
|
else
|
|
{
|
|
// Dropping out because he got killed
|
|
SetIdealState( NPC_STATE_DEAD );
|
|
SetCondition( COND_LIGHT_DAMAGE );
|
|
}
|
|
|
|
// SetAnimation( m_NPCState );
|
|
CLEARBITS(m_spawnflags, SF_NPC_WAIT_FOR_SCRIPT );
|
|
|
|
if ( bDestroyCine )
|
|
{
|
|
UTIL_Remove( pOldCine );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity, bool bUseSlowHighAccuracyContacts )
|
|
{
|
|
CleanupScriptsOnTeleport( false );
|
|
|
|
BaseClass::Teleport( newPosition, newAngles, newVelocity, bUseSlowHighAccuracyContacts );
|
|
|
|
CheckPVSCondition();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::FindSpotForNPCInRadius( Vector *pResult, const Vector &vStartPos, CAI_BaseNPC *pNPC, float radius, bool bOutOfPlayerViewcone )
|
|
{
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
QAngle fan;
|
|
|
|
fan.x = 0;
|
|
fan.z = 0;
|
|
|
|
for( fan.y = 0 ; fan.y < 360 ; fan.y += 18.0 )
|
|
{
|
|
Vector vecTest;
|
|
Vector vecDir;
|
|
|
|
AngleVectors( fan, &vecDir );
|
|
|
|
vecTest = vStartPos + vecDir * radius;
|
|
|
|
if ( bOutOfPlayerViewcone && pPlayer && !pPlayer->FInViewCone( vecTest ) )
|
|
continue;
|
|
|
|
trace_t tr;
|
|
|
|
UTIL_TraceLine( vecTest, vecTest - Vector( 0, 0, 8192 ), MASK_SHOT, pNPC, COLLISION_GROUP_NONE, &tr );
|
|
if( tr.fraction == 1.0 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
UTIL_TraceHull( tr.endpos,
|
|
tr.endpos + Vector( 0, 0, 10 ),
|
|
pNPC->GetHullMins(),
|
|
pNPC->GetHullMaxs(),
|
|
pNPC->GetAITraceMask(),
|
|
pNPC,
|
|
COLLISION_GROUP_NONE,
|
|
&tr );
|
|
|
|
if( tr.fraction == 1.0 && pNPC->GetMoveProbe()->CheckStandPosition( tr.endpos, pNPC->GetAITraceMask() ) )
|
|
{
|
|
*pResult = tr.endpos;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::IsNavigationUrgent()
|
|
{
|
|
// return true if the navigation is for something that can't react well to failure
|
|
if ( IsCurSchedule( SCHED_SCRIPTED_WALK, false ) ||
|
|
IsCurSchedule( SCHED_SCRIPTED_RUN, false ) ||
|
|
IsCurSchedule( SCHED_SCRIPTED_CUSTOM_MOVE, false ) ||
|
|
( IsCurSchedule( SCHED_SCENE_GENERIC, false ) && IsInLockedScene() ) )
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::ShouldFailNav( bool bMovementFailed )
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
|
|
if ( ai_vehicle_avoidance.GetBool() )
|
|
{
|
|
// Never be blocked this way by a vehicle (creates too many headaches around the levels)
|
|
CBaseEntity *pEntity = GetNavigator()->GetBlockingEntity();
|
|
if ( pEntity && pEntity->GetServerVehicle() )
|
|
{
|
|
// Vital allies never get stuck, and urgent moves cannot be blocked by a vehicle
|
|
if ( Classify() == CLASS_PLAYER_ALLY_VITAL || IsNavigationUrgent() )
|
|
return false;
|
|
}
|
|
}
|
|
|
|
#endif // HL2_EPISODIC
|
|
|
|
// It's up to the schedule that requested movement to deal with failed movement. Currently, only a handfull of
|
|
// schedules are considered Urgent, and they need to deal with what to do when there's no route, which by inspection
|
|
// they'd don't.
|
|
|
|
if ( IsNavigationUrgent())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
Navigation_t CAI_BaseNPC::GetNavType() const
|
|
{
|
|
return m_pNavigator->GetNavType();
|
|
}
|
|
|
|
void CAI_BaseNPC::SetNavType( Navigation_t navType )
|
|
{
|
|
m_pNavigator->SetNavType( navType );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// NPCs can override this to tweak with how costly particular movements are
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost )
|
|
{
|
|
// We have nothing to say on the matter, but derived classes might
|
|
return false;
|
|
}
|
|
|
|
bool CAI_BaseNPC::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool CAI_BaseNPC::OverrideMove( float flInterval )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// VecToYaw - turns a directional vector into a yaw value
|
|
// that points down that vector.
|
|
//=========================================================
|
|
float CAI_BaseNPC::VecToYaw( const Vector &vecDir )
|
|
{
|
|
if (vecDir.x == 0 && vecDir.y == 0 && vecDir.z == 0)
|
|
return GetLocalAngles().y;
|
|
|
|
return UTIL_VecToYaw( vecDir );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Inherited from IAI_MotorMovementServices
|
|
//-----------------------------------------------------------------------------
|
|
float CAI_BaseNPC::CalcYawSpeed( void )
|
|
{
|
|
// Negative values are invalud
|
|
return -1.0f;
|
|
}
|
|
|
|
bool CAI_BaseNPC::OnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal,
|
|
float distClear,
|
|
AIMoveResult_t *pResult )
|
|
{
|
|
if ( pMoveGoal->directTrace.pObstruction )
|
|
{
|
|
CBasePropDoor *pPropDoor = dynamic_cast<CBasePropDoor *>( pMoveGoal->directTrace.pObstruction );
|
|
if ( pPropDoor && OnUpcomingPropDoor( pMoveGoal, pPropDoor, distClear, pResult ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
bool CAI_BaseNPC::OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal,
|
|
float distClear,
|
|
AIMoveResult_t *pResult )
|
|
{
|
|
if ( pMoveGoal->directTrace.pObstruction )
|
|
{
|
|
CBaseDoor *pDoor = dynamic_cast<CBaseDoor *>( pMoveGoal->directTrace.pObstruction );
|
|
if ( pDoor && OnObstructingDoor( pMoveGoal, pDoor, distClear, pResult ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
bool CAI_BaseNPC::OnObstructingDoor( AILocalMoveGoal_t *pMoveGoal,
|
|
CBaseDoor *pDoor,
|
|
float distClear,
|
|
AIMoveResult_t *pResult )
|
|
{
|
|
if ( pMoveGoal->maxDist < distClear )
|
|
return false;
|
|
|
|
// By default, NPCs don't know how to open doors
|
|
if ( pDoor->m_toggle_state == TS_AT_BOTTOM || pDoor->m_toggle_state == TS_GOING_DOWN )
|
|
{
|
|
if ( distClear < 0.1 )
|
|
{
|
|
*pResult = AIMR_BLOCKED_ENTITY;
|
|
}
|
|
else
|
|
{
|
|
pMoveGoal->maxDist = distClear;
|
|
*pResult = AIMR_OK;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pMoveGoal -
|
|
// pDoor -
|
|
// distClear -
|
|
// default -
|
|
// spawn -
|
|
// oldorg -
|
|
// pfPosition -
|
|
// neworg -
|
|
// Output : Returns true if movement is solved, false otherwise.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::OnUpcomingPropDoor( AILocalMoveGoal_t *pMoveGoal,
|
|
CBasePropDoor *pDoor,
|
|
float distClear,
|
|
AIMoveResult_t *pResult )
|
|
{
|
|
int bits;
|
|
|
|
bits = CapabilitiesGet() & bits_CAP_DOORS_GROUP;
|
|
|
|
|
|
if ( (pMoveGoal->flags & AILMG_TARGET_IS_GOAL) && pMoveGoal->maxDist < distClear )
|
|
return false;
|
|
|
|
if ( pMoveGoal->maxDist + GetHullWidth() * .25 < distClear )
|
|
return false;
|
|
|
|
if (pDoor == m_hOpeningDoor)
|
|
{
|
|
if ( pDoor->IsNPCOpening( this ) )
|
|
{
|
|
// We're in the process of opening the door, don't be blocked by it.
|
|
pMoveGoal->maxDist = distClear;
|
|
*pResult = AIMR_OK;
|
|
return true;
|
|
}
|
|
m_hOpeningDoor = NULL;
|
|
}
|
|
|
|
if ((CapabilitiesGet() & bits_CAP_DOORS_GROUP) && !pDoor->IsDoorLocked() && (pDoor->IsDoorClosed() || pDoor->IsDoorClosing()))
|
|
{
|
|
AI_Waypoint_t *pOpenDoorRoute = NULL;
|
|
|
|
opendata_t opendata;
|
|
pDoor->GetNPCOpenData(this, opendata);
|
|
|
|
// dvs: FIXME: local route might not be sufficient
|
|
pOpenDoorRoute = GetPathfinder()->BuildLocalRoute(
|
|
GetLocalOrigin(),
|
|
opendata.vecStandPos,
|
|
NULL,
|
|
bits_WP_TO_DOOR | bits_WP_DONT_SIMPLIFY,
|
|
NO_NODE,
|
|
bits_BUILD_GROUND | bits_BUILD_IGNORE_NPCS,
|
|
0.0);
|
|
|
|
if ( pOpenDoorRoute )
|
|
{
|
|
if ( AIIsDebuggingDoors(this) )
|
|
{
|
|
NDebugOverlay::Cross3D(opendata.vecStandPos + Vector(0,0,1), 32, 255, 255, 255, false, 1.0 );
|
|
Msg( "Opening door!\n" );
|
|
}
|
|
|
|
// Attach the door to the waypoint so we open it when we get there.
|
|
// dvs: FIXME: this is kind of bullshit, I need to find the exact waypoint to open the door
|
|
// should I just walk the path until I find it?
|
|
pOpenDoorRoute->m_hData = pDoor;
|
|
|
|
GetNavigator()->GetPath()->PrependWaypoints( pOpenDoorRoute );
|
|
|
|
m_hOpeningDoor = pDoor;
|
|
pMoveGoal->maxDist = distClear;
|
|
*pResult = AIMR_CHANGE_TYPE;
|
|
|
|
return true;
|
|
}
|
|
else
|
|
AIDoorDebugMsg( this, "Failed create door route!\n" );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called by the navigator to initiate the opening of a prop_door
|
|
// that is in our way.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::OpenPropDoorBegin( CBasePropDoor *pDoor )
|
|
{
|
|
// dvs: not quite working, disabled for now.
|
|
//opendata_t opendata;
|
|
//pDoor->GetNPCOpenData(this, opendata);
|
|
//
|
|
//if (HaveSequenceForActivity(opendata.eActivity))
|
|
//{
|
|
// SetIdealActivity(opendata.eActivity);
|
|
//}
|
|
//else
|
|
{
|
|
// We don't have an appropriate sequence, just open the door magically.
|
|
OpenPropDoorNow( pDoor );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when we are trying to open a prop_door and it's time to start
|
|
// the door moving. This is called either in response to an anim event
|
|
// or as a fallback when we don't have an appropriate open activity.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::OpenPropDoorNow( CBasePropDoor *pDoor )
|
|
{
|
|
// Start the door moving.
|
|
pDoor->NPCOpenDoor(this);
|
|
|
|
// Wait for the door to finish opening before trying to move through the doorway.
|
|
m_flMoveWaitFinished = gpGlobals->curtime + pDoor->GetOpenInterval();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when the door we were trying to open becomes fully open.
|
|
// Input : pDoor -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::OnDoorFullyOpen(CBasePropDoor *pDoor)
|
|
{
|
|
// We're done with the door.
|
|
m_hOpeningDoor = NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when the door we were trying to open becomes blocked before opening.
|
|
// Input : pDoor -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::OnDoorBlocked(CBasePropDoor *pDoor)
|
|
{
|
|
// dvs: FIXME: do something so that we don't loop forever trying to open this door
|
|
// not clearing out the door handle will cause the NPC to invalidate the connection
|
|
// We're done with the door.
|
|
//m_hOpeningDoor = NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Template NPCs are marked as templates by the level designer. They
|
|
// do not spawn, but their keyvalues are saved for use by a template
|
|
// spawner.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::IsTemplate( void )
|
|
{
|
|
return HasSpawnFlags( SF_NPC_TEMPLATE );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Movement code for walking + flying
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::FlyMove( const Vector& pfPosition, unsigned int mask )
|
|
{
|
|
Vector oldorg, neworg;
|
|
trace_t trace;
|
|
|
|
// try the move
|
|
VectorCopy( GetAbsOrigin(), oldorg );
|
|
VectorAdd( oldorg, pfPosition, neworg );
|
|
UTIL_TraceEntity( this, oldorg, neworg, mask, &trace );
|
|
if (trace.fraction == 1)
|
|
{
|
|
if ( (GetFlags() & FL_SWIM) && enginetrace->GetPointContents(trace.endpos) == CONTENTS_EMPTY )
|
|
return false; // swim monster left water
|
|
|
|
SetAbsOrigin( trace.endpos );
|
|
PhysicsTouchTriggers();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : ent -
|
|
// Dir - Normalized direction vector for movement.
|
|
// dist - Distance along 'Dir' to move.
|
|
// iMode -
|
|
// Output : Returns nonzero on success, zero on failure.
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::WalkMove( const Vector& vecPosition, unsigned int mask )
|
|
{
|
|
if ( GetFlags() & (FL_FLY | FL_SWIM) )
|
|
{
|
|
return FlyMove( vecPosition, mask );
|
|
}
|
|
|
|
if ( (GetFlags() & FL_ONGROUND) == 0 )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
trace_t trace;
|
|
Vector oldorg, neworg, end;
|
|
Vector move( vecPosition[0], vecPosition[1], 0.0f );
|
|
VectorCopy( GetAbsOrigin(), oldorg );
|
|
VectorAdd( oldorg, move, neworg );
|
|
|
|
// push down from a step height above the wished position
|
|
float flStepSize = sv_stepsize.GetFloat();
|
|
neworg[2] += flStepSize;
|
|
VectorCopy(neworg, end);
|
|
end[2] -= flStepSize*2;
|
|
|
|
UTIL_TraceEntity( this, neworg, end, mask, &trace );
|
|
if ( trace.allsolid )
|
|
return false;
|
|
|
|
if (trace.startsolid)
|
|
{
|
|
neworg[2] -= flStepSize;
|
|
UTIL_TraceEntity( this, neworg, end, mask, &trace );
|
|
if ( trace.allsolid || trace.startsolid )
|
|
return false;
|
|
}
|
|
|
|
if (trace.fraction == 1)
|
|
{
|
|
// if monster had the ground pulled out, go ahead and fall
|
|
if ( GetFlags() & FL_PARTIALGROUND )
|
|
{
|
|
SetAbsOrigin( oldorg + move );
|
|
PhysicsTouchTriggers();
|
|
SetGroundEntity( NULL );
|
|
return true;
|
|
}
|
|
|
|
return false; // walked off an edge
|
|
}
|
|
|
|
// check point traces down for dangling corners
|
|
SetAbsOrigin( trace.endpos );
|
|
|
|
if (UTIL_CheckBottom( this, NULL, flStepSize ) == 0)
|
|
{
|
|
if ( GetFlags() & FL_PARTIALGROUND )
|
|
{
|
|
// entity had floor mostly pulled out from underneath it
|
|
// and is trying to correct
|
|
PhysicsTouchTriggers();
|
|
return true;
|
|
}
|
|
|
|
// Reset to original position
|
|
SetAbsOrigin( oldorg );
|
|
return false;
|
|
}
|
|
|
|
if ( GetFlags() & FL_PARTIALGROUND )
|
|
{
|
|
// Con_Printf ("back on ground\n");
|
|
RemoveFlag( FL_PARTIALGROUND );
|
|
}
|
|
|
|
// the move is ok
|
|
SetGroundEntity( trace.m_pEnt );
|
|
PhysicsTouchTriggers();
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
#ifndef DBGFLAG_STRINGS_STRIP
|
|
static void AIMsgGuts( CAI_BaseNPC *pAI, unsigned flags, const char *pszMsg )
|
|
{
|
|
int len = strlen( pszMsg );
|
|
const char *pszFmt2 = NULL;
|
|
|
|
if ( len && pszMsg[len-1] == '\n' )
|
|
{
|
|
(const_cast<char *>(pszMsg))[len-1] = 0;
|
|
pszFmt2 = "%s (%s: %d/%s) [%d]\n";
|
|
}
|
|
else
|
|
pszFmt2 = "%s (%s: %d/%s) [%d]";
|
|
|
|
DevMsg( pszFmt2,
|
|
pszMsg,
|
|
pAI->GetClassname(),
|
|
pAI->entindex(),
|
|
( pAI->GetEntityName() == NULL_STRING ) ? "<unnamed>" : STRING(pAI->GetEntityName()),
|
|
gpGlobals->tickcount );
|
|
}
|
|
|
|
void DevMsg( CAI_BaseNPC *pAI, unsigned flags, const char *pszFormat, ... )
|
|
{
|
|
if ( (flags & AIMF_IGNORE_SELECTED) || (pAI->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) )
|
|
{
|
|
AIMsgGuts( pAI, flags, CFmtStr( &pszFormat ) );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void DevMsg( CAI_BaseNPC *pAI, const char *pszFormat, ... )
|
|
{
|
|
if ( (pAI->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) )
|
|
{
|
|
AIMsgGuts( pAI, 0, CFmtStr( &pszFormat ) );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::IsPlayerAlly( CBasePlayer *pPlayer )
|
|
{
|
|
if ( pPlayer == NULL )
|
|
{
|
|
// in multiplayer mode we need a valid pPlayer
|
|
// or override this virtual function
|
|
if ( !AI_IsSinglePlayer() )
|
|
return false;
|
|
|
|
// NULL means single player mode
|
|
pPlayer = UTIL_GetLocalPlayer();
|
|
}
|
|
|
|
return ( !pPlayer || IRelationType( pPlayer ) == D_LI );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::SetCommandGoal( const Vector &vecGoal )
|
|
{
|
|
m_vecCommandGoal = vecGoal;
|
|
m_CommandMoveMonitor.ClearMark();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::ClearCommandGoal()
|
|
{
|
|
m_vecCommandGoal = vec3_invalid;
|
|
m_CommandMoveMonitor.ClearMark();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::IsInPlayerSquad() const
|
|
{
|
|
return ( m_pSquad && MAKE_STRING(m_pSquad->GetName()) == GetPlayerSquadName() && !CAI_Squad::IsSilentMember(this) );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::CanBeUsedAsAFriend( void )
|
|
{
|
|
if ( IsCurSchedule(SCHED_FORCED_GO) || IsCurSchedule(SCHED_FORCED_GO_RUN) )
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
Vector CAI_BaseNPC::GetSmoothedVelocity( void )
|
|
{
|
|
if( GetNavType() == NAV_GROUND || GetNavType() == NAV_FLY )
|
|
{
|
|
return m_pMotor->GetCurVel();
|
|
}
|
|
|
|
return BaseClass::GetSmoothedVelocity();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::IsCoverPosition( const Vector &vecThreat, const Vector &vecPosition )
|
|
{
|
|
trace_t tr;
|
|
|
|
// By default, we ignore the viewer (me) when determining cover positions
|
|
CTraceFilterLOS filter( NULL, COLLISION_GROUP_NONE, this );
|
|
|
|
// If I'm trying to find cover from the player, and the player is in a vehicle,
|
|
// ignore the vehicle for the purpose of determining line of sight.
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
if ( pEnemy )
|
|
{
|
|
// Hack to see if our threat position is our enemy
|
|
bool bThreatPosIsEnemy = ( (vecThreat - GetEnemy()->EyePosition()).LengthSqr() < 0.1f );
|
|
if ( bThreatPosIsEnemy )
|
|
{
|
|
CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer();
|
|
if ( pCCEnemy != NULL && pCCEnemy->IsInAVehicle() )
|
|
{
|
|
// Ignore the vehicle
|
|
filter.SetPassEntity( pCCEnemy->GetVehicleEntity() );
|
|
}
|
|
|
|
if ( !filter.GetPassEntity() )
|
|
{
|
|
filter.SetPassEntity( pEnemy );
|
|
}
|
|
}
|
|
}
|
|
|
|
AI_TraceLOS( vecThreat, vecPosition, this, &tr, &filter );
|
|
|
|
if( tr.fraction != 1.0 && hl2_episodic.GetBool() )
|
|
{
|
|
if( tr.m_pEnt->m_iClassname == m_iClassname )
|
|
{
|
|
// Don't hide behind buddies!
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return (tr.fraction != 1.0);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float CAI_BaseNPC::SetWait( float minWait, float maxWait )
|
|
{
|
|
int minThinks = Ceil2Int( minWait * 10 );
|
|
|
|
if ( maxWait == 0.0 )
|
|
{
|
|
m_flWaitFinished = gpGlobals->curtime + ( 0.1 * minThinks );
|
|
}
|
|
else
|
|
{
|
|
if ( minThinks == 0 ) // random 0..n is almost certain to not return 0
|
|
minThinks = 1;
|
|
int maxThinks = Ceil2Int( maxWait * 10 );
|
|
|
|
m_flWaitFinished = gpGlobals->curtime + ( 0.1 * random->RandomInt( minThinks, maxThinks ) );
|
|
}
|
|
return m_flWaitFinished;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_BaseNPC::ClearWait()
|
|
{
|
|
m_flWaitFinished = FLT_MAX;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::IsWaitFinished()
|
|
{
|
|
return ( gpGlobals->curtime >= m_flWaitFinished );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::IsWaitSet()
|
|
{
|
|
return ( m_flWaitFinished != FLT_MAX );
|
|
}
|
|
|
|
void CAI_BaseNPC::TestPlayerPushing( CBaseEntity *pEntity )
|
|
{
|
|
if ( HasSpawnFlags( SF_NPC_NO_PLAYER_PUSHAWAY ) )
|
|
return;
|
|
|
|
// Heuristic for determining if the player is pushing me away
|
|
CBasePlayer *pPlayer = ToBasePlayer( pEntity );
|
|
if ( pPlayer && !( pPlayer->GetFlags() & FL_NOTARGET ) )
|
|
{
|
|
if ( (pPlayer->m_nButtons & (IN_FORWARD|IN_BACK|IN_MOVELEFT|IN_MOVERIGHT)) ||
|
|
pPlayer->GetAbsVelocity().AsVector2D().LengthSqr() > 50*50 )
|
|
{
|
|
SetCondition( COND_PLAYER_PUSHING );
|
|
Vector vecPush = GetAbsOrigin() - pPlayer->GetAbsOrigin();
|
|
VectorNormalize( vecPush );
|
|
CascadePlayerPush( vecPush, pPlayer->WorldSpaceCenter() );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CAI_BaseNPC::CascadePlayerPush( const Vector &push, const Vector &pushOrigin )
|
|
{
|
|
//
|
|
// Try to push any friends that are in the way.
|
|
//
|
|
float hullWidth = GetHullWidth();
|
|
const Vector & origin = GetAbsOrigin();
|
|
const Vector2D &origin2D = origin.AsVector2D();
|
|
|
|
const float MIN_Z_TO_TRANSMIT = GetHullHeight() * 0.5 + 0.1;
|
|
const float DIST_REQD_TO_TRANSMIT_PUSH_SQ = Square( hullWidth * 5 + 0.1 );
|
|
const float DIST_FROM_PUSH_VECTOR_REQD_SQ = Square( hullWidth + 0.1 );
|
|
|
|
Vector2D pushTestPoint = vec2_invalid;
|
|
|
|
for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
|
|
{
|
|
CAI_BaseNPC *pOther = g_AI_Manager.AccessAIs()[i];
|
|
if ( pOther != this && pOther->IRelationType(this) == D_LI && !pOther->HasCondition( COND_PLAYER_PUSHING ) )
|
|
{
|
|
const Vector &friendOrigin = pOther->GetAbsOrigin();
|
|
if ( fabsf( friendOrigin.z - origin.z ) < MIN_Z_TO_TRANSMIT &&
|
|
( friendOrigin.AsVector2D() - origin.AsVector2D() ).LengthSqr() < DIST_REQD_TO_TRANSMIT_PUSH_SQ )
|
|
{
|
|
if ( pushTestPoint == vec2_invalid )
|
|
{
|
|
pushTestPoint = origin2D - pushOrigin.AsVector2D();
|
|
// No normalize, since it wants to just be a big number and we can't be less that a hull away
|
|
pushTestPoint *= 2000;
|
|
pushTestPoint += origin2D;
|
|
|
|
}
|
|
float t;
|
|
float distSq = CalcDistanceSqrToLine2D( friendOrigin.AsVector2D(), origin2D, pushTestPoint, &t );
|
|
if ( t > 0 && distSq < DIST_FROM_PUSH_VECTOR_REQD_SQ )
|
|
{
|
|
pOther->SetCondition( COND_PLAYER_PUSHING );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Break into pieces!
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::Break( CBaseEntity *pBreaker )
|
|
{
|
|
m_takedamage = DAMAGE_NO;
|
|
|
|
Vector velocity;
|
|
AngularImpulse angVelocity;
|
|
IPhysicsObject *pPhysics = VPhysicsGetObject();
|
|
Vector origin;
|
|
QAngle angles;
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
if ( pPhysics )
|
|
{
|
|
pPhysics->GetVelocity( &velocity, &angVelocity );
|
|
pPhysics->GetPosition( &origin, &angles );
|
|
pPhysics->RecheckCollisionFilter();
|
|
}
|
|
else
|
|
{
|
|
velocity = GetAbsVelocity();
|
|
QAngleToAngularImpulse( GetLocalAngularVelocity(), angVelocity );
|
|
origin = GetAbsOrigin();
|
|
angles = GetAbsAngles();
|
|
}
|
|
|
|
breakablepropparams_t params( GetAbsOrigin(), GetAbsAngles(), velocity, angVelocity );
|
|
params.impactEnergyScale = m_impactEnergyScale;
|
|
params.defCollisionGroup = GetCollisionGroup();
|
|
if ( params.defCollisionGroup == COLLISION_GROUP_NONE )
|
|
{
|
|
// don't automatically make anything COLLISION_GROUP_NONE or it will
|
|
// collide with debris being ejected by breaking
|
|
params.defCollisionGroup = COLLISION_GROUP_INTERACTIVE;
|
|
}
|
|
|
|
// no damage/damage force? set a burst of 100 for some movement
|
|
params.defBurstScale = 100;//pDamageInfo ? 0 : 100;
|
|
PropBreakableCreateAll( GetModelIndex(), pPhysics, params, this, -1, false );
|
|
|
|
UTIL_Remove(this);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handler for breaking the breakable immediately.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputBreak( inputdata_t &inputdata )
|
|
{
|
|
Break( inputdata.pActivator );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::FindNearestValidGoalPos( const Vector &vTestPoint, Vector *pResult )
|
|
{
|
|
AIMoveTrace_t moveTrace;
|
|
Vector vCandidate = vec3_invalid;
|
|
if ( GetNavigator()->CanFitAtPosition( vTestPoint, MASK_SOLID_BRUSHONLY ) )
|
|
{
|
|
if ( GetMoveProbe()->CheckStandPosition( vTestPoint, MASK_SOLID_BRUSHONLY ) )
|
|
{
|
|
vCandidate = vTestPoint;
|
|
}
|
|
}
|
|
|
|
if ( vCandidate == vec3_invalid )
|
|
{
|
|
int iNearestNode = GetNavigator()->GetNetwork()->NearestNodeToPoint( vTestPoint, false );
|
|
if ( iNearestNode != NO_NODE )
|
|
{
|
|
GetMoveProbe()->MoveLimit( NAV_GROUND,
|
|
g_pBigAINet->GetNodePosition(GetHullType(), iNearestNode ),
|
|
vTestPoint,
|
|
MASK_SOLID_BRUSHONLY,
|
|
NULL,
|
|
0,
|
|
&moveTrace );
|
|
if ( ( moveTrace.vEndPosition - vTestPoint ).Length2DSqr() < Square( GetHullWidth() * 3.0 ) &&
|
|
GetMoveProbe()->CheckStandPosition( moveTrace.vEndPosition, MASK_SOLID_BRUSHONLY ) )
|
|
{
|
|
vCandidate = moveTrace.vEndPosition;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( vCandidate != vec3_invalid )
|
|
{
|
|
AI_Waypoint_t *pPathToPoint = GetPathfinder()->BuildRoute( GetAbsOrigin(), vCandidate, AI_GetSinglePlayer(), 5*12, NAV_NONE, bits_BUILD_GET_CLOSE );
|
|
if ( pPathToPoint )
|
|
{
|
|
GetPathfinder()->UnlockRouteNodes( pPathToPoint );
|
|
CAI_Path tempPath;
|
|
tempPath.SetWaypoints( pPathToPoint ); // path object will delete waypoints
|
|
}
|
|
else
|
|
vCandidate = vec3_invalid;
|
|
}
|
|
|
|
if ( vCandidate == vec3_invalid )
|
|
{
|
|
GetMoveProbe()->MoveLimit( NAV_GROUND,
|
|
GetAbsOrigin(),
|
|
vTestPoint,
|
|
MASK_SOLID_BRUSHONLY,
|
|
NULL,
|
|
0,
|
|
&moveTrace );
|
|
vCandidate = moveTrace.vEndPosition;
|
|
}
|
|
|
|
if ( vCandidate == vec3_invalid )
|
|
return false;
|
|
|
|
if ( pResult != NULL )
|
|
{
|
|
*pResult = vCandidate;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
// Pass a direction to get how far an NPC would see if facing
|
|
// that direction. Pass nothing to get the length of the NPC's
|
|
// current line of sight.
|
|
//---------------------------------------------------------
|
|
float CAI_BaseNPC::LineOfSightDist( const Vector &vecDir, float zEye )
|
|
{
|
|
Vector testDir;
|
|
if( vecDir == vec3_invalid )
|
|
{
|
|
testDir = EyeDirection3D();
|
|
}
|
|
else
|
|
{
|
|
testDir = vecDir;
|
|
}
|
|
|
|
if ( zEye == FLT_MAX )
|
|
zEye = EyePosition().z;
|
|
|
|
trace_t tr;
|
|
// Need to center trace so don't get erratic results based on orientation
|
|
Vector testPos( GetAbsOrigin().x, GetAbsOrigin().y, zEye );
|
|
AI_TraceLOS( testPos, testPos + testDir * MAX_COORD_RANGE, this, &tr );
|
|
return (tr.startpos - tr.endpos ).Length();
|
|
}
|
|
|
|
ConVar ai_LOS_mode( "ai_LOS_mode", "0", FCVAR_REPLICATED );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Use this to perform AI tracelines that are trying to determine LOS between points.
|
|
// LOS checks between entities should use FVisible.
|
|
//-----------------------------------------------------------------------------
|
|
void AI_TraceLOS( const Vector& vecAbsStart, const Vector& vecAbsEnd, CBaseEntity *pLooker, trace_t *ptr, ITraceFilter *pFilter )
|
|
{
|
|
AI_PROFILE_SCOPE( AI_TraceLOS );
|
|
|
|
if ( ai_LOS_mode.GetBool() )
|
|
{
|
|
// Don't use LOS tracefilter
|
|
UTIL_TraceLine( vecAbsStart, vecAbsEnd, MASK_BLOCKLOS, pLooker, COLLISION_GROUP_NONE, ptr );
|
|
return;
|
|
}
|
|
|
|
// Use the custom LOS trace filter
|
|
CTraceFilterLOS traceFilter( pLooker, COLLISION_GROUP_NONE );
|
|
if ( !pFilter )
|
|
pFilter = &traceFilter;
|
|
AI_TraceLine( vecAbsStart, vecAbsEnd, MASK_BLOCKLOS_AND_NPCS, pFilter, ptr );
|
|
}
|
|
|
|
void CAI_BaseNPC::InputSetSpeedModifierRadius( inputdata_t &inputdata )
|
|
{
|
|
m_iSpeedModRadius = inputdata.value.Int();
|
|
m_iSpeedModRadius *= m_iSpeedModRadius;
|
|
}
|
|
void CAI_BaseNPC::InputSetSpeedModifierSpeed( inputdata_t &inputdata )
|
|
{
|
|
m_iSpeedModSpeed = inputdata.value.Int();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::IsAllowedToDodge( void )
|
|
{
|
|
// Can't do it if I'm not available
|
|
if ( m_NPCState != NPC_STATE_IDLE && m_NPCState != NPC_STATE_ALERT && m_NPCState != NPC_STATE_COMBAT )
|
|
return false;
|
|
|
|
return ( m_flNextDodgeTime <= gpGlobals->curtime );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::ParseScriptedNPCInteractions( void )
|
|
{
|
|
// Already parsed them?
|
|
if ( m_ScriptedInteractions.Count() )
|
|
return;
|
|
|
|
// Parse the model's key values and find any dynamic interactions
|
|
KeyValues *modelKeyValues = new KeyValues("");
|
|
CUtlBuffer buf( 1024, 0, CUtlBuffer::TEXT_BUFFER );
|
|
KeyValues::AutoDelete autodelete_key( modelKeyValues );
|
|
|
|
if (! modelinfo->GetModelKeyValue( GetModel(), buf ))
|
|
return;
|
|
|
|
if ( modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), buf ) )
|
|
{
|
|
// Do we have a dynamic interactions section?
|
|
KeyValues *pkvInteractions = modelKeyValues->FindKey("dynamic_interactions");
|
|
if ( pkvInteractions )
|
|
{
|
|
KeyValues *pkvNode = pkvInteractions->GetFirstSubKey();
|
|
while ( pkvNode )
|
|
{
|
|
ScriptedNPCInteraction_t sInteraction;
|
|
sInteraction.iszInteractionName = AllocPooledString( pkvNode->GetName() );
|
|
|
|
// Trigger method
|
|
const char *pszTrigger = pkvNode->GetString( "trigger", NULL );
|
|
if ( pszTrigger )
|
|
{
|
|
if ( StringHasPrefixCaseSensitive( pszTrigger, "auto_in_combat" ) )
|
|
{
|
|
sInteraction.iTriggerMethod = SNPCINT_AUTOMATIC_IN_COMBAT;
|
|
}
|
|
}
|
|
|
|
// Loop Break trigger method
|
|
pszTrigger = pkvNode->GetString( "loop_break_trigger", NULL );
|
|
if ( pszTrigger )
|
|
{
|
|
char szTrigger[256];
|
|
Q_strncpy( szTrigger, pszTrigger, sizeof(szTrigger) );
|
|
char *pszParam = strtok( szTrigger, " " );
|
|
while (pszParam)
|
|
{
|
|
if ( StringHasPrefixCaseSensitive( pszParam, "on_damage" ) )
|
|
{
|
|
sInteraction.iLoopBreakTriggerMethod |= SNPCINT_LOOPBREAK_ON_DAMAGE;
|
|
}
|
|
if ( StringHasPrefixCaseSensitive( pszParam, "on_flashlight_illum" ) )
|
|
{
|
|
sInteraction.iLoopBreakTriggerMethod |= SNPCINT_LOOPBREAK_ON_FLASHLIGHT_ILLUM;
|
|
}
|
|
|
|
pszParam = strtok(NULL," ");
|
|
}
|
|
}
|
|
|
|
// Origin
|
|
const char *pszOrigin = pkvNode->GetString( "origin_relative", "0 0 0" );
|
|
UTIL_StringToVector( sInteraction.vecRelativeOrigin.Base(), pszOrigin );
|
|
|
|
// Angles
|
|
const char *pszAngles = pkvNode->GetString( "angles_relative", NULL );
|
|
if ( pszAngles )
|
|
{
|
|
sInteraction.iFlags |= SCNPC_FLAG_TEST_OTHER_ANGLES;
|
|
UTIL_StringToVector( sInteraction.angRelativeAngles.Base(), pszAngles );
|
|
}
|
|
|
|
// Velocity
|
|
const char *pszVelocity = pkvNode->GetString( "velocity_relative", NULL );
|
|
if ( pszVelocity )
|
|
{
|
|
sInteraction.iFlags |= SCNPC_FLAG_TEST_OTHER_VELOCITY;
|
|
UTIL_StringToVector( sInteraction.vecRelativeVelocity.Base(), pszVelocity );
|
|
}
|
|
|
|
// Entry Sequence
|
|
const char *pszSequence = pkvNode->GetString( "entry_sequence", NULL );
|
|
if ( pszSequence )
|
|
{
|
|
sInteraction.sPhases[SNPCINT_ENTRY].iszSequence = AllocPooledString( pszSequence );
|
|
}
|
|
// Entry Activity
|
|
const char *pszActivity = pkvNode->GetString( "entry_activity", NULL );
|
|
if ( pszActivity )
|
|
{
|
|
sInteraction.sPhases[SNPCINT_ENTRY].iActivity = GetActivityID( pszActivity );
|
|
}
|
|
|
|
// Sequence
|
|
pszSequence = pkvNode->GetString( "sequence", NULL );
|
|
if ( pszSequence )
|
|
{
|
|
sInteraction.sPhases[SNPCINT_SEQUENCE].iszSequence = AllocPooledString( pszSequence );
|
|
}
|
|
// Activity
|
|
pszActivity = pkvNode->GetString( "activity", NULL );
|
|
if ( pszActivity )
|
|
{
|
|
sInteraction.sPhases[SNPCINT_SEQUENCE].iActivity = GetActivityID( pszActivity );
|
|
}
|
|
|
|
// Exit Sequence
|
|
pszSequence = pkvNode->GetString( "exit_sequence", NULL );
|
|
if ( pszSequence )
|
|
{
|
|
sInteraction.sPhases[SNPCINT_EXIT].iszSequence = AllocPooledString( pszSequence );
|
|
}
|
|
// Exit Activity
|
|
pszActivity = pkvNode->GetString( "exit_activity", NULL );
|
|
if ( pszActivity )
|
|
{
|
|
sInteraction.sPhases[SNPCINT_EXIT].iActivity = GetActivityID( pszActivity );
|
|
}
|
|
|
|
// Delay
|
|
sInteraction.flDelay = pkvNode->GetFloat( "delay", 10.0 );
|
|
|
|
// Delta
|
|
sInteraction.flDistSqr = pkvNode->GetFloat( "origin_max_delta", (DSS_MAX_DIST * DSS_MAX_DIST) );
|
|
|
|
// Loop?
|
|
if ( pkvNode->GetFloat( "loop_in_action", 0 ) )
|
|
{
|
|
sInteraction.iFlags |= SCNPC_FLAG_LOOP_IN_ACTION;
|
|
}
|
|
|
|
// Fixup position?
|
|
const char *pszDontFixup = pkvNode->GetString( "dont_teleport_at_end", NULL );
|
|
if ( pszDontFixup )
|
|
{
|
|
if ( !Q_stricmp( pszDontFixup, "me" ) || !Q_stricmp( pszDontFixup, "both" ) )
|
|
{
|
|
sInteraction.iFlags |= SCNPC_FLAG_DONT_TELEPORT_AT_END_ME;
|
|
}
|
|
else if ( !Q_stricmp( pszDontFixup, "them" ) || !Q_stricmp( pszDontFixup, "both" ) )
|
|
{
|
|
sInteraction.iFlags |= SCNPC_FLAG_DONT_TELEPORT_AT_END_THEM;
|
|
}
|
|
}
|
|
|
|
// Needs a weapon?
|
|
const char *pszNeedsWeapon = pkvNode->GetString( "needs_weapon", NULL );
|
|
if ( pszNeedsWeapon )
|
|
{
|
|
if ( StringHasPrefixCaseSensitive( pszNeedsWeapon, "ME" ) )
|
|
{
|
|
sInteraction.iFlags |= SCNPC_FLAG_NEEDS_WEAPON_ME;
|
|
}
|
|
else if ( StringHasPrefixCaseSensitive( pszNeedsWeapon, "THEM" ) )
|
|
{
|
|
sInteraction.iFlags |= SCNPC_FLAG_NEEDS_WEAPON_THEM;
|
|
}
|
|
else if ( StringHasPrefixCaseSensitive( pszNeedsWeapon, "BOTH" ) )
|
|
{
|
|
sInteraction.iFlags |= SCNPC_FLAG_NEEDS_WEAPON_ME;
|
|
sInteraction.iFlags |= SCNPC_FLAG_NEEDS_WEAPON_THEM;
|
|
}
|
|
}
|
|
|
|
// Specific weapon types
|
|
const char *pszWeaponName = pkvNode->GetString( "weapon_mine", NULL );
|
|
if ( pszWeaponName )
|
|
{
|
|
sInteraction.iFlags |= SCNPC_FLAG_NEEDS_WEAPON_ME;
|
|
sInteraction.iszMyWeapon = AllocPooledString( pszWeaponName );
|
|
}
|
|
pszWeaponName = pkvNode->GetString( "weapon_theirs", NULL );
|
|
if ( pszWeaponName )
|
|
{
|
|
sInteraction.iFlags |= SCNPC_FLAG_NEEDS_WEAPON_THEM;
|
|
sInteraction.iszTheirWeapon = AllocPooledString( pszWeaponName );
|
|
}
|
|
|
|
// Add it to the list
|
|
AddScriptedNPCInteraction( &sInteraction );
|
|
|
|
// Move to next interaction
|
|
pkvNode = pkvNode->GetNextKey();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::AddScriptedNPCInteraction( ScriptedNPCInteraction_t *pInteraction )
|
|
{
|
|
int nNewIndex = m_ScriptedInteractions.AddToTail();
|
|
|
|
if ( ai_debug_dyninteractions.GetBool() )
|
|
{
|
|
Msg("%s(%s): Added dynamic interaction: %s\n", GetClassname(), GetDebugName(), STRING(pInteraction->iszInteractionName) );
|
|
}
|
|
|
|
// Copy the interaction over
|
|
ScriptedNPCInteraction_t *pNewInt = &(m_ScriptedInteractions[nNewIndex]);
|
|
memcpy( pNewInt, pInteraction, sizeof(ScriptedNPCInteraction_t) );
|
|
|
|
// Calculate the local to world matrix
|
|
m_ScriptedInteractions[nNewIndex].matDesiredLocalToWorld.SetupMatrixOrgAngles( pInteraction->vecRelativeOrigin, pInteraction->angRelativeAngles );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
const char *CAI_BaseNPC::GetScriptedNPCInteractionSequence( ScriptedNPCInteraction_t *pInteraction, int iPhase )
|
|
{
|
|
if ( pInteraction->sPhases[iPhase].iActivity != ACT_INVALID )
|
|
{
|
|
int iSequence = SelectWeightedSequence( (Activity)pInteraction->sPhases[iPhase].iActivity );
|
|
return GetSequenceName( iSequence );
|
|
}
|
|
|
|
if ( pInteraction->sPhases[iPhase].iszSequence != NULL_STRING )
|
|
return STRING(pInteraction->sPhases[iPhase].iszSequence);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::StartRunningInteraction( CAI_BaseNPC *pOtherNPC, bool bActive )
|
|
{
|
|
m_hInteractionPartner = pOtherNPC;
|
|
if ( bActive )
|
|
{
|
|
m_iInteractionState = NPCINT_RUNNING_ACTIVE;
|
|
}
|
|
else
|
|
{
|
|
m_iInteractionState = NPCINT_RUNNING_PARTNER;
|
|
}
|
|
m_bCannotDieDuringInteraction = true;
|
|
|
|
// Force the NPC into an idle schedule so they don't move.
|
|
// NOTE: We must set SCHED_IDLE_STAND directly, to prevent derived NPC
|
|
// classes from translating the idle stand schedule away to do something bad.
|
|
SetSchedule( GetSchedule(SCHED_IDLE_STAND) );
|
|
|
|
// Prepare the NPC for the script. Setting this allows the scripted sequences
|
|
// that we're about to create to immediately grab & use this NPC right away.
|
|
// This prevents the NPC from being able to make any schedule decisions
|
|
// before the DSS gets underway.
|
|
m_scriptState = SCRIPT_PLAYING;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::StartScriptedNPCInteraction( CAI_BaseNPC *pOtherNPC, ScriptedNPCInteraction_t *pInteraction, Vector vecOtherOrigin, QAngle angOtherAngles )
|
|
{
|
|
variant_t emptyVariant;
|
|
|
|
StartRunningInteraction( pOtherNPC, true );
|
|
if ( pOtherNPC )
|
|
{
|
|
pOtherNPC->StartRunningInteraction( this, false );
|
|
|
|
//Msg("%s(%s) disabled collisions with %s(%s) at %0.2f\n", GetClassname(), GetDebugName(), pOtherNPC->GetClassName(), pOtherNPC->GetDebugName(), gpGlobals->curtime );
|
|
PhysDisableEntityCollisions( this, pOtherNPC );
|
|
}
|
|
|
|
// Determine which sequences we're going to use
|
|
const char *pszEntrySequence = GetScriptedNPCInteractionSequence( pInteraction, SNPCINT_ENTRY );
|
|
const char *pszSequence = GetScriptedNPCInteractionSequence( pInteraction, SNPCINT_SEQUENCE );
|
|
const char *pszExitSequence = GetScriptedNPCInteractionSequence( pInteraction, SNPCINT_EXIT );
|
|
|
|
// Debug
|
|
if ( ai_debug_dyninteractions.GetBool() )
|
|
{
|
|
if ( pOtherNPC )
|
|
{
|
|
Msg("%s(%s) starting dynamic interaction \"%s\" with %s(%s).\n", GetClassname(), GetDebugName(), STRING(pInteraction->iszInteractionName), pOtherNPC->GetClassname(), pOtherNPC->GetDebugName() );
|
|
if ( pszEntrySequence )
|
|
{
|
|
Msg( " - Entry sequence: %s\n", pszEntrySequence );
|
|
}
|
|
Msg( " - Core sequence: %s\n", pszSequence );
|
|
if ( pszExitSequence )
|
|
{
|
|
Msg( " - Exit sequence: %s\n", pszExitSequence );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create a scripted sequence name that's guaranteed to be unique
|
|
char szSSName[256];
|
|
if ( pOtherNPC )
|
|
{
|
|
Q_snprintf( szSSName, sizeof(szSSName), "dss_%s%d%s%d", GetDebugName(), entindex(), pOtherNPC->GetDebugName(), pOtherNPC->entindex() );
|
|
}
|
|
else
|
|
{
|
|
Q_snprintf( szSSName, sizeof(szSSName), "dss_%s%d", GetDebugName(), entindex() );
|
|
}
|
|
string_t iszSSName = AllocPooledString(szSSName);
|
|
|
|
// Setup next attempt
|
|
pInteraction->flNextAttemptTime = gpGlobals->curtime + pInteraction->flDelay + RandomFloat(-2,2);
|
|
|
|
// Spawn a scripted sequence for this NPC to play the interaction anim
|
|
CAI_ScriptedSequence *pMySequence = (CAI_ScriptedSequence*)CreateEntityByName( "scripted_sequence" );
|
|
pMySequence->KeyValue( "m_iszEntry", pszEntrySequence );
|
|
pMySequence->KeyValue( "m_iszPlay", pszSequence );
|
|
pMySequence->KeyValue( "m_iszPostIdle", pszExitSequence );
|
|
pMySequence->KeyValue( "m_fMoveTo", "5" );
|
|
pMySequence->SetAbsOrigin( GetAbsOrigin() );
|
|
|
|
QAngle angDesired = GetAbsAngles();
|
|
angDesired[YAW] = m_flInteractionYaw;
|
|
|
|
pMySequence->SetAbsAngles( angDesired );
|
|
pMySequence->ForceSetTargetEntity( this, true );
|
|
pMySequence->SetName( iszSSName );
|
|
pMySequence->AddSpawnFlags( SF_SCRIPT_NOINTERRUPT | SF_SCRIPT_HIGH_PRIORITY | SF_SCRIPT_OVERRIDESTATE );
|
|
if ((pInteraction->iFlags & SCNPC_FLAG_DONT_TELEPORT_AT_END_ME) != 0)
|
|
{
|
|
pMySequence->AddSpawnFlags( SF_SCRIPT_DONT_TELEPORT_AT_END );
|
|
}
|
|
pMySequence->SetLoopActionSequence( (pInteraction->iFlags & SCNPC_FLAG_LOOP_IN_ACTION) != 0 );
|
|
pMySequence->SetSynchPostIdles( true );
|
|
if ( ai_debug_dyninteractions.GetBool() )
|
|
{
|
|
pMySequence->m_debugOverlays |= OVERLAY_TEXT_BIT | OVERLAY_PIVOT_BIT;
|
|
}
|
|
|
|
// Spawn the matching scripted sequence for the other NPC
|
|
CAI_ScriptedSequence *pTheirSequence = NULL;
|
|
if ( pOtherNPC )
|
|
{
|
|
pTheirSequence = (CAI_ScriptedSequence*)CreateEntityByName( "scripted_sequence" );
|
|
pTheirSequence->KeyValue( "m_iszEntry", pszEntrySequence );
|
|
pTheirSequence->KeyValue( "m_iszPlay", pszSequence );
|
|
pTheirSequence->KeyValue( "m_iszPostIdle", pszExitSequence );
|
|
pTheirSequence->KeyValue( "m_fMoveTo", "5" );
|
|
pTheirSequence->SetAbsOrigin( vecOtherOrigin );
|
|
pTheirSequence->SetAbsAngles( angOtherAngles );
|
|
pTheirSequence->ForceSetTargetEntity( pOtherNPC, true );
|
|
pTheirSequence->SetName( iszSSName );
|
|
pTheirSequence->AddSpawnFlags( SF_SCRIPT_NOINTERRUPT | SF_SCRIPT_HIGH_PRIORITY | SF_SCRIPT_OVERRIDESTATE );
|
|
if ((pInteraction->iFlags & SCNPC_FLAG_DONT_TELEPORT_AT_END_THEM) != 0)
|
|
{
|
|
pTheirSequence->AddSpawnFlags( SF_SCRIPT_DONT_TELEPORT_AT_END );
|
|
}
|
|
pTheirSequence->SetLoopActionSequence( (pInteraction->iFlags & SCNPC_FLAG_LOOP_IN_ACTION) != 0 );
|
|
pTheirSequence->SetSynchPostIdles( true );
|
|
if ( ai_debug_dyninteractions.GetBool() )
|
|
{
|
|
pTheirSequence->m_debugOverlays |= OVERLAY_TEXT_BIT | OVERLAY_PIVOT_BIT;
|
|
}
|
|
|
|
// Tell their sequence to keep their position relative to me
|
|
pTheirSequence->SetupInteractionPosition( this, pInteraction->matDesiredLocalToWorld );
|
|
}
|
|
|
|
// Spawn both sequences at once
|
|
pMySequence->Spawn();
|
|
if ( pTheirSequence )
|
|
{
|
|
pTheirSequence->Spawn();
|
|
}
|
|
|
|
// Call activate on both sequences at once
|
|
pMySequence->Activate();
|
|
if ( pTheirSequence )
|
|
{
|
|
pTheirSequence->Activate();
|
|
}
|
|
|
|
// Setup the outputs for both sequences. The first kills them both when it finishes
|
|
pMySequence->KeyValue( "OnCancelFailedSequence", UTIL_VarArgs("%s,Kill,,0,-1", szSSName ) );
|
|
if ( pszExitSequence )
|
|
{
|
|
pMySequence->KeyValue( "OnPostIdleEndSequence", UTIL_VarArgs("%s,Kill,,0,-1", szSSName ) );
|
|
if ( pTheirSequence )
|
|
{
|
|
pTheirSequence->KeyValue( "OnPostIdleEndSequence", UTIL_VarArgs("%s,Kill,,0,-1", szSSName ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pMySequence->KeyValue( "OnEndSequence", UTIL_VarArgs("%s,Kill,,0,-1", szSSName ) );
|
|
if ( pTheirSequence )
|
|
{
|
|
pTheirSequence->KeyValue( "OnEndSequence", UTIL_VarArgs("%s,Kill,,0,-1", szSSName ) );
|
|
}
|
|
}
|
|
if ( pTheirSequence )
|
|
{
|
|
pTheirSequence->KeyValue( "OnCancelFailedSequence", UTIL_VarArgs("%s,Kill,,0,-1", szSSName ) );
|
|
}
|
|
|
|
// Tell both sequences to start
|
|
pMySequence->AcceptInput( "BeginSequence", this, this, emptyVariant, 0 );
|
|
if ( pTheirSequence )
|
|
{
|
|
pTheirSequence->AcceptInput( "BeginSequence", this, this, emptyVariant, 0 );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::CanRunAScriptedNPCInteraction( bool bForced )
|
|
{
|
|
if ( m_NPCState != NPC_STATE_IDLE && m_NPCState != NPC_STATE_ALERT && m_NPCState != NPC_STATE_COMBAT )
|
|
return false;
|
|
|
|
if ( !IsAlive() )
|
|
return false;
|
|
|
|
if ( IsOnFire() )
|
|
return false;
|
|
|
|
if ( IsCrouching() )
|
|
return false;
|
|
|
|
// Not while running scripted sequences
|
|
if ( m_hCine )
|
|
return false;
|
|
|
|
if ( bForced )
|
|
{
|
|
if ( !m_hForcedInteractionPartner )
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if ( m_hForcedInteractionPartner || m_hInteractionPartner )
|
|
return false;
|
|
if ( IsInAScript() || !HasCondition(COND_IN_PVS) )
|
|
return false;
|
|
if ( HasCondition(COND_HEAR_DANGER) || HasCondition(COND_HEAR_MOVE_AWAY) )
|
|
return false;
|
|
|
|
// Default AI prevents interactions while melee attacking, but not ranged attacking
|
|
if ( IsCurSchedule( SCHED_MELEE_ATTACK1 ) || IsCurSchedule( SCHED_MELEE_ATTACK2 ) )
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::CheckForScriptedNPCInteractions( void )
|
|
{
|
|
// Are we being forced to interact with another NPC? If so, do that
|
|
if ( m_hForcedInteractionPartner )
|
|
{
|
|
CheckForcedNPCInteractions();
|
|
return;
|
|
}
|
|
|
|
// Otherwise, see if we can interaction with our enemy
|
|
if ( !m_ScriptedInteractions.Count() || !GetEnemy() )
|
|
return;
|
|
|
|
CAI_BaseNPC *pNPC = GetEnemy()->MyNPCPointer();
|
|
|
|
if( !pNPC )
|
|
return;
|
|
|
|
// Recalculate interaction capability whenever we switch enemies
|
|
if ( m_hLastInteractionTestTarget != GetEnemy() )
|
|
{
|
|
m_hLastInteractionTestTarget = GetEnemy();
|
|
|
|
CalculateValidEnemyInteractions();
|
|
}
|
|
|
|
// First, make sure I'm in a state where I can do this
|
|
if ( !CanRunAScriptedNPCInteraction() )
|
|
return;
|
|
if ( pNPC && !pNPC->CanRunAScriptedNPCInteraction() )
|
|
return;
|
|
|
|
for ( int i = 0; i < m_ScriptedInteractions.Count(); i++ )
|
|
{
|
|
ScriptedNPCInteraction_t *pInteraction = &m_ScriptedInteractions[i];
|
|
|
|
if ( !pInteraction->bValidOnCurrentEnemy )
|
|
continue;
|
|
|
|
if ( pInteraction->flNextAttemptTime > gpGlobals->curtime )
|
|
continue;
|
|
|
|
Vector vecOrigin;
|
|
QAngle angAngles;
|
|
if ( InteractionCouldStart( pNPC, pInteraction, vecOrigin, angAngles ) )
|
|
{
|
|
m_iInteractionPlaying = i;
|
|
StartScriptedNPCInteraction( pNPC, pInteraction, vecOrigin, angAngles );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Calculate all the valid dynamic interactions we can perform with our current enemy
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::CalculateValidEnemyInteractions( void )
|
|
{
|
|
CAI_BaseNPC *pNPC = GetEnemy()->MyNPCPointer();
|
|
if ( !pNPC )
|
|
return;
|
|
|
|
bool bDebug = (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT && ai_debug_dyninteractions.GetBool());
|
|
if ( bDebug )
|
|
{
|
|
Msg("%s(%s): Computing valid interactions with %s(%s)\n", GetClassname(), GetDebugName(), pNPC->GetClassname(), pNPC->GetDebugName() );
|
|
}
|
|
|
|
bool bFound = false;
|
|
for ( int i = 0; i < m_ScriptedInteractions.Count(); i++ )
|
|
{
|
|
ScriptedNPCInteraction_t *pInteraction = &m_ScriptedInteractions[i];
|
|
pInteraction->bValidOnCurrentEnemy = false;
|
|
|
|
// If the trigger method of the interaction isn't the one we're after, we're done
|
|
if ( pInteraction->iTriggerMethod != SNPCINT_AUTOMATIC_IN_COMBAT )
|
|
continue;
|
|
|
|
if ( !pNPC->GetModelPtr() )
|
|
continue;
|
|
|
|
// If we have a damage filter that prevents us hurting the enemy,
|
|
// don't interact with him, since most interactions kill the enemy.
|
|
// Create a fake damage info to test it with.
|
|
CTakeDamageInfo tempinfo( this, this, vec3_origin, vec3_origin, 1.0, DMG_BULLET );
|
|
if ( !pNPC->PassesDamageFilter( tempinfo ) )
|
|
continue;
|
|
|
|
// Check the weapon requirements for the interaction
|
|
if ( pInteraction->iFlags & SCNPC_FLAG_NEEDS_WEAPON_ME )
|
|
{
|
|
if ( !GetActiveWeapon())
|
|
continue;
|
|
|
|
// Check the specific weapon type
|
|
if ( pInteraction->iszMyWeapon != NULL_STRING && GetActiveWeapon()->m_iClassname != pInteraction->iszMyWeapon )
|
|
continue;
|
|
}
|
|
if ( pInteraction->iFlags & SCNPC_FLAG_NEEDS_WEAPON_THEM )
|
|
{
|
|
if ( !pNPC->GetActiveWeapon() )
|
|
continue;
|
|
|
|
// Check the specific weapon type
|
|
if ( pInteraction->iszTheirWeapon != NULL_STRING && pNPC->GetActiveWeapon()->m_iClassname != pInteraction->iszTheirWeapon )
|
|
continue;
|
|
}
|
|
|
|
// Script needs the other NPC, so make sure they're not dead
|
|
if ( !pNPC->IsAlive() )
|
|
continue;
|
|
|
|
// Use sequence? or activity?
|
|
if ( pInteraction->sPhases[SNPCINT_SEQUENCE].iActivity != ACT_INVALID )
|
|
{
|
|
// Resolve the activity to a sequence, and make sure our enemy has it
|
|
const char *pszSequence = GetScriptedNPCInteractionSequence( pInteraction, SNPCINT_SEQUENCE );
|
|
if ( !pszSequence )
|
|
continue;
|
|
if ( pNPC->LookupSequence( pszSequence ) == -1 )
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if ( pNPC->LookupSequence( STRING(pInteraction->sPhases[SNPCINT_SEQUENCE].iszSequence) ) == -1 )
|
|
continue;
|
|
}
|
|
|
|
pInteraction->bValidOnCurrentEnemy = true;
|
|
bFound = true;
|
|
|
|
if ( bDebug )
|
|
{
|
|
Msg(" Found: %s\n", STRING(pInteraction->iszInteractionName) );
|
|
}
|
|
}
|
|
|
|
if ( bDebug && !bFound )
|
|
{
|
|
Msg(" No valid interactions found.\n");
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::CheckForcedNPCInteractions( void )
|
|
{
|
|
// If we don't have an interaction, we're waiting for our partner to start it. Do nothing.
|
|
if ( m_iInteractionPlaying == NPCINT_NONE )
|
|
return;
|
|
|
|
CAI_BaseNPC *pNPC = m_hForcedInteractionPartner->MyNPCPointer();
|
|
bool bAbort = false;
|
|
|
|
// First, make sure both NPCs are able to do this
|
|
if ( !CanRunAScriptedNPCInteraction( true ) || !pNPC->CanRunAScriptedNPCInteraction( true ) )
|
|
{
|
|
// If we were still moving to our target, abort.
|
|
if ( m_iInteractionState == NPCINT_MOVING_TO_MARK )
|
|
{
|
|
bAbort = true;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Check to see if we can start our interaction. If we can, dance.
|
|
Vector vecOrigin;
|
|
QAngle angAngles;
|
|
|
|
ScriptedNPCInteraction_t *pInteraction = &m_ScriptedInteractions[m_iInteractionPlaying];
|
|
|
|
if ( !bAbort )
|
|
{
|
|
if ( !InteractionCouldStart( pNPC, pInteraction, vecOrigin, angAngles ) )
|
|
{
|
|
if ( ( gpGlobals->curtime > m_flForcedInteractionTimeout ) && ( m_iInteractionState == NPCINT_MOVING_TO_MARK ) )
|
|
{
|
|
bAbort = true;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( bAbort )
|
|
{
|
|
if ( m_hForcedInteractionPartner )
|
|
{
|
|
// We've aborted a forced interaction. Let the mapmaker know.
|
|
m_OnForcedInteractionAborted.FireOutput( this, this );
|
|
}
|
|
|
|
CleanupForcedInteraction();
|
|
pNPC->CleanupForcedInteraction();
|
|
|
|
return;
|
|
}
|
|
|
|
StartScriptedNPCInteraction( pNPC, pInteraction, vecOrigin, angAngles );
|
|
m_OnForcedInteractionStarted.FireOutput( this, this );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns whether two NPCs can fit at each other's origin.
|
|
// Kinda like that movie with Eddie Murphy and Dan Akroyd.
|
|
//-----------------------------------------------------------------------------
|
|
bool CanNPCsTradePlaces( CAI_BaseNPC *pNPC1, CAI_BaseNPC *pNPC2, bool bDebug )
|
|
{
|
|
bool bTest1At2 = true;
|
|
bool bTest2At1 = true;
|
|
|
|
if ( ( pNPC1->GetHullMins().x <= pNPC2->GetHullMins().x ) &&
|
|
( pNPC1->GetHullMins().y <= pNPC2->GetHullMins().y ) &&
|
|
( pNPC1->GetHullMins().z <= pNPC2->GetHullMins().z ) &&
|
|
( pNPC1->GetHullMaxs().x >= pNPC2->GetHullMaxs().x ) &&
|
|
( pNPC1->GetHullMaxs().y >= pNPC2->GetHullMaxs().y ) &&
|
|
( pNPC1->GetHullMaxs().z >= pNPC2->GetHullMaxs().z ) )
|
|
{
|
|
// 1 bigger than 2 in all axes, skip 2 in 1 test
|
|
bTest2At1 = false;
|
|
}
|
|
else if ( ( pNPC2->GetHullMins().x <= pNPC1->GetHullMins().x ) &&
|
|
( pNPC2->GetHullMins().y <= pNPC1->GetHullMins().y ) &&
|
|
( pNPC2->GetHullMins().z <= pNPC1->GetHullMins().z ) &&
|
|
( pNPC2->GetHullMaxs().x >= pNPC1->GetHullMaxs().x ) &&
|
|
( pNPC2->GetHullMaxs().y >= pNPC1->GetHullMaxs().y ) &&
|
|
( pNPC2->GetHullMaxs().z >= pNPC1->GetHullMaxs().z ) )
|
|
{
|
|
// 2 bigger than 1 in all axes, skip 1 in 2 test
|
|
bTest1At2 = false;
|
|
}
|
|
|
|
trace_t tr;
|
|
CTraceFilterSkipTwoEntities traceFilter( pNPC1, pNPC2, COLLISION_GROUP_NONE );
|
|
|
|
if ( bTest1At2 )
|
|
{
|
|
AI_TraceHull( pNPC2->GetAbsOrigin(), pNPC2->GetAbsOrigin(), pNPC1->GetHullMins(), pNPC1->GetHullMaxs(), MASK_SOLID, &traceFilter, &tr );
|
|
if ( tr.startsolid )
|
|
{
|
|
if ( bDebug )
|
|
{
|
|
NDebugOverlay::Box( pNPC2->GetAbsOrigin(), pNPC1->GetHullMins(), pNPC1->GetHullMaxs(), 255,0,0, true, 1.0 );
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ( bTest2At1 )
|
|
{
|
|
AI_TraceHull( pNPC1->GetAbsOrigin(), pNPC1->GetAbsOrigin(), pNPC2->GetHullMins(), pNPC2->GetHullMaxs(), MASK_SOLID, &traceFilter, &tr );
|
|
if ( tr.startsolid )
|
|
{
|
|
if ( bDebug )
|
|
{
|
|
NDebugOverlay::Box( pNPC1->GetAbsOrigin(), pNPC2->GetHullMins(), pNPC2->GetHullMaxs(), 255,0,0, true, 1.0 );
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::InteractionCouldStart( CAI_BaseNPC *pOtherNPC, ScriptedNPCInteraction_t *pInteraction, Vector &vecOrigin, QAngle &angAngles )
|
|
{
|
|
// Get a matrix that'll convert from my local interaction space to world space
|
|
VMatrix matMeToWorld, matLocalToWorld;
|
|
QAngle angMyCurrent = GetAbsAngles();
|
|
angMyCurrent[YAW] = m_flInteractionYaw;
|
|
matMeToWorld.SetupMatrixOrgAngles( GetAbsOrigin(), angMyCurrent );
|
|
MatrixMultiply( matMeToWorld, pInteraction->matDesiredLocalToWorld, matLocalToWorld );
|
|
|
|
// Get the desired NPC position in worldspace
|
|
vecOrigin = matLocalToWorld.GetTranslation();
|
|
MatrixToAngles( matLocalToWorld, angAngles );
|
|
|
|
bool bDebug = ai_debug_dyninteractions.GetBool();
|
|
if ( bDebug )
|
|
{
|
|
NDebugOverlay::Axis( vecOrigin, angAngles, 20, true, 0.1 );
|
|
}
|
|
|
|
// Determine whether or not the enemy is on the target
|
|
float flDistSqr = (vecOrigin - pOtherNPC->GetAbsOrigin()).LengthSqr();
|
|
if ( flDistSqr > pInteraction->flDistSqr )
|
|
{
|
|
if ( bDebug )
|
|
{
|
|
if ( m_debugOverlays & OVERLAY_NPC_SELECTED_BIT || pOtherNPC->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT )
|
|
{
|
|
if ( ai_debug_dyninteractions.GetFloat() == 2 )
|
|
{
|
|
Msg(" %s distsqr: %0.2f (%0.2f %0.2f %0.2f), desired: <%0.2f (%0.2f %0.2f %0.2f)\n", GetDebugName(), flDistSqr,
|
|
pOtherNPC->GetAbsOrigin().x, pOtherNPC->GetAbsOrigin().y, pOtherNPC->GetAbsOrigin().z, pInteraction->flDistSqr, vecOrigin.x, vecOrigin.y, vecOrigin.z );
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
if ( bDebug )
|
|
{
|
|
Msg("DYNINT: (%s) testing interaction \"%s\"\n", GetDebugName(), STRING(pInteraction->iszInteractionName) );
|
|
Msg(" %s is at: %0.2f %0.2f %0.2f\n", GetDebugName(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
|
|
Msg(" %s distsqr: %0.2f (%0.2f %0.2f %0.2f), desired: (%0.2f %0.2f %0.2f)\n", GetDebugName(), flDistSqr,
|
|
pOtherNPC->GetAbsOrigin().x, pOtherNPC->GetAbsOrigin().y, pOtherNPC->GetAbsOrigin().z, vecOrigin.x, vecOrigin.y, vecOrigin.z );
|
|
|
|
if ( pOtherNPC )
|
|
{
|
|
float flOtherSpeed = pOtherNPC->GetSequenceGroundSpeed( pOtherNPC->GetSequence() );
|
|
Msg(" %s Speed: %.2f\n", pOtherNPC->GetSequenceName( pOtherNPC->GetSequence() ), flOtherSpeed);
|
|
}
|
|
}
|
|
|
|
// Angle check, if we're supposed to
|
|
if ( pInteraction->iFlags & SCNPC_FLAG_TEST_OTHER_ANGLES )
|
|
{
|
|
QAngle angEnemyAngles = pOtherNPC->GetAbsAngles();
|
|
bool bMatches = true;
|
|
for ( int ang = 0; ang < 3; ang++ )
|
|
{
|
|
float flAngDiff = AngleDiff( angEnemyAngles[ang], angAngles[ang] );
|
|
if ( fabs(flAngDiff) > DSS_MAX_ANGLE_DIFF )
|
|
{
|
|
bMatches = false;
|
|
break;
|
|
}
|
|
}
|
|
if ( !bMatches )
|
|
return false;
|
|
|
|
if ( bDebug )
|
|
{
|
|
Msg(" %s angle matched: (%0.2f %0.2f %0.2f), desired (%0.2f, %0.2f, %0.2f)\n", GetDebugName(),
|
|
anglemod(angEnemyAngles.x), anglemod(angEnemyAngles.y), anglemod(angEnemyAngles.z), anglemod(angAngles.x), anglemod(angAngles.y), anglemod(angAngles.z) );
|
|
}
|
|
}
|
|
|
|
// TODO: Velocity check, if we're supposed to
|
|
if ( pInteraction->iFlags & SCNPC_FLAG_TEST_OTHER_VELOCITY )
|
|
{
|
|
|
|
}
|
|
|
|
// Valid so far. Now check to make sure there's nothing in the way.
|
|
// This isn't a very good method of checking, but it's cheap and rules out the problems we're seeing so far.
|
|
// If we start getting interactions that start a fair distance apart, we're going to need to do more work here.
|
|
trace_t tr;
|
|
AI_TraceLine( EyePosition(), pOtherNPC->EyePosition(), GetAITraceMask(), this, COLLISION_GROUP_NONE, &tr);
|
|
if ( tr.fraction != 1.0 && tr.m_pEnt != pOtherNPC )
|
|
{
|
|
if ( bDebug )
|
|
{
|
|
Msg( " %s Interaction was blocked.\n", GetDebugName() );
|
|
NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0, true, 1.0 );
|
|
NDebugOverlay::Line( pOtherNPC->EyePosition(), tr.endpos, 255,0,0, true, 1.0 );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
if ( bDebug )
|
|
{
|
|
NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0, true, 1.0 );
|
|
}
|
|
|
|
// Do a knee-level trace to find low physics objects
|
|
Vector vecMyKnee, vecOtherKnee;
|
|
CollisionProp()->NormalizedToWorldSpace( Vector(0,0,0.25f), &vecMyKnee );
|
|
pOtherNPC->CollisionProp()->NormalizedToWorldSpace( Vector(0,0,0.25f), &vecOtherKnee );
|
|
AI_TraceLine( vecMyKnee, vecOtherKnee, GetAITraceMask(), this, COLLISION_GROUP_NONE, &tr);
|
|
if ( tr.fraction != 1.0 && tr.m_pEnt != pOtherNPC )
|
|
{
|
|
if ( bDebug )
|
|
{
|
|
Msg( " %s Interaction was blocked.\n", GetDebugName() );
|
|
NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0, true, 1.0 );
|
|
NDebugOverlay::Line( vecOtherKnee, tr.endpos, 255,0,0, true, 1.0 );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
if ( bDebug )
|
|
{
|
|
NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0, true, 1.0 );
|
|
}
|
|
|
|
// Finally, make sure the NPC can actually fit at the interaction position
|
|
// This solves problems with NPCs who are a few units or so above the
|
|
// interaction point, and would sink into the ground when playing the anim.
|
|
CTraceFilterSkipTwoEntities traceFilter( pOtherNPC, this, COLLISION_GROUP_NONE );
|
|
AI_TraceHull( vecOrigin, vecOrigin, pOtherNPC->GetHullMins(), pOtherNPC->GetHullMaxs(), MASK_SOLID, &traceFilter, &tr );
|
|
if ( tr.startsolid )
|
|
{
|
|
if ( bDebug )
|
|
{
|
|
NDebugOverlay::Box( vecOrigin, pOtherNPC->GetHullMins(), pOtherNPC->GetHullMaxs(), 255,0,0, true, 1.0 );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// If the NPCs are swapping places during this interaction, make sure they can fit at each
|
|
// others' origins before allowing the interaction.
|
|
if ( !CanNPCsTradePlaces( this, pOtherNPC, bDebug ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if this NPC cannot die because it's in an interaction
|
|
// and the flag has been set by the animation.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::HasInteractionCantDie( void )
|
|
{
|
|
return ( m_bCannotDieDuringInteraction && IsRunningDynamicInteraction() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::InputForceInteractionWithNPC( inputdata_t &inputdata )
|
|
{
|
|
// Get the interaction name & target
|
|
char parseString[255];
|
|
Q_strncpy(parseString, inputdata.value.String(), sizeof(parseString));
|
|
|
|
// First, the target's name
|
|
char *pszParam = strtok(parseString," ");
|
|
if ( !pszParam || !pszParam[0] )
|
|
{
|
|
Warning("%s(%s) received ForceInteractionWithNPC input with bad parameters: %s\nFormat should be: ForceInteractionWithNPC <target NPC> <interaction name>\n", GetClassname(), GetDebugName(), inputdata.value.String() );
|
|
return;
|
|
}
|
|
// Find the target
|
|
CBaseEntity *pTarget = FindNamedEntity( pszParam );
|
|
if ( !pTarget )
|
|
{
|
|
Warning("%s(%s) received ForceInteractionWithNPC input, but couldn't find entity named: %s\n", GetClassname(), GetDebugName(), pszParam );
|
|
return;
|
|
}
|
|
CAI_BaseNPC *pNPC = pTarget->MyNPCPointer();
|
|
if ( !pNPC || !pNPC->GetModelPtr() )
|
|
{
|
|
Warning("%s(%s) received ForceInteractionWithNPC input, but entity named %s cannot run dynamic interactions.\n", GetClassname(), GetDebugName(), pszParam );
|
|
return;
|
|
}
|
|
|
|
// Second, the interaction name
|
|
pszParam = strtok(NULL," ");
|
|
if ( !pszParam || !pszParam[0] )
|
|
{
|
|
Warning("%s(%s) received ForceInteractionWithNPC input with bad parameters: %s\nFormat should be: ForceInteractionWithNPC <target NPC> <interaction name>\n", GetClassname(), GetDebugName(), inputdata.value.String() );
|
|
return;
|
|
}
|
|
|
|
// Find the interaction from the name, and ensure it's one that the target NPC can play
|
|
int iInteraction = -1;
|
|
for ( int i = 0; i < m_ScriptedInteractions.Count(); i++ )
|
|
{
|
|
if ( !StringHasPrefixCaseSensitive( STRING(m_ScriptedInteractions[i].iszInteractionName), pszParam ) )
|
|
continue;
|
|
|
|
// Use sequence? or activity?
|
|
if ( m_ScriptedInteractions[i].sPhases[SNPCINT_SEQUENCE].iActivity != ACT_INVALID )
|
|
{
|
|
if ( !pNPC->HaveSequenceForActivity( (Activity)m_ScriptedInteractions[i].sPhases[SNPCINT_SEQUENCE].iActivity ) )
|
|
{
|
|
// Other NPC may have all the matching sequences, but just without the activity specified.
|
|
// Lets find a single sequence for us, and ensure they have a matching one.
|
|
int iMySeq = SelectWeightedSequence( (Activity)m_ScriptedInteractions[i].sPhases[SNPCINT_SEQUENCE].iActivity );
|
|
if ( pNPC->LookupSequence( GetSequenceName(iMySeq) ) == -1 )
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pNPC->LookupSequence( STRING(m_ScriptedInteractions[i].sPhases[SNPCINT_SEQUENCE].iszSequence) ) == -1 )
|
|
continue;
|
|
}
|
|
|
|
iInteraction = i;
|
|
break;
|
|
}
|
|
|
|
if ( iInteraction == -1 )
|
|
{
|
|
Warning("%s(%s) received ForceInteractionWithNPC input, but couldn't find an interaction named %s that entity named %s could run.\n", GetClassname(), GetDebugName(), pszParam, pNPC->GetDebugName() );
|
|
return;
|
|
}
|
|
|
|
// Found both pieces of data, lets dance.
|
|
StartForcedInteraction( pNPC, iInteraction );
|
|
pNPC->StartForcedInteraction( this, NPCINT_NONE );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::StartForcedInteraction( CAI_BaseNPC *pNPC, int iInteraction )
|
|
{
|
|
m_hForcedInteractionPartner = pNPC;
|
|
ClearSchedule( "Starting a forced interaction" );
|
|
|
|
m_flForcedInteractionTimeout = gpGlobals->curtime + 8.0f;
|
|
m_iInteractionPlaying = iInteraction;
|
|
m_iInteractionState = NPCINT_MOVING_TO_MARK;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::CleanupForcedInteraction( void )
|
|
{
|
|
m_hForcedInteractionPartner = NULL;
|
|
m_iInteractionPlaying = NPCINT_NONE;
|
|
m_iInteractionState = NPCINT_NOT_RUNNING;
|
|
m_flForcedInteractionTimeout = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Calculate a position to move to so that I can interact with my
|
|
// target NPC.
|
|
//
|
|
// FIXME: THIS ONLY WORKS FOR INTERACTIONS THAT REQUIRE THE TARGET
|
|
// NPC TO BE SOME DISTANCE DIRECTLY IN FRONT OF ME.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::CalculateForcedInteractionPosition( void )
|
|
{
|
|
if ( m_iInteractionPlaying == NPCINT_NONE )
|
|
return;
|
|
|
|
ScriptedNPCInteraction_t *pInteraction = GetRunningDynamicInteraction();
|
|
|
|
// Pretend I was facing the target, and extrapolate from that the position I should be at
|
|
Vector vecToTarget = m_hForcedInteractionPartner->GetAbsOrigin() - GetAbsOrigin();
|
|
VectorNormalize( vecToTarget );
|
|
QAngle angToTarget;
|
|
VectorAngles( vecToTarget, angToTarget );
|
|
|
|
// Get the desired position in worldspace, relative to the target
|
|
VMatrix matMeToWorld, matLocalToWorld;
|
|
matMeToWorld.SetupMatrixOrgAngles( GetAbsOrigin(), angToTarget );
|
|
MatrixMultiply( matMeToWorld, pInteraction->matDesiredLocalToWorld, matLocalToWorld );
|
|
|
|
Vector vecOrigin = GetAbsOrigin() - matLocalToWorld.GetTranslation();
|
|
m_vecForcedWorldPosition = m_hForcedInteractionPartner->GetAbsOrigin() + vecOrigin;
|
|
|
|
//NDebugOverlay::Axis( m_vecForcedWorldPosition, angToTarget, 20, true, 3.0 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pPlayer -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot )
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
if ( IsActiveDynamicInteraction() )
|
|
{
|
|
ScriptedNPCInteraction_t *pInteraction = GetRunningDynamicInteraction();
|
|
if ( pInteraction->iLoopBreakTriggerMethod & SNPCINT_LOOPBREAK_ON_FLASHLIGHT_ILLUM )
|
|
{
|
|
// Only do this in alyx darkness mode
|
|
if ( HL2GameRules()->IsAlyxInDarknessMode() )
|
|
{
|
|
// Can only break when we're in the action anim
|
|
if ( m_hCine->IsPlayingAction() )
|
|
{
|
|
m_hCine->StopActionLoop( true );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::ModifyOrAppendCriteria( AI_CriteriaSet& set )
|
|
{
|
|
BaseClass::ModifyOrAppendCriteria( set );
|
|
|
|
if ( m_pPrimaryBehavior )
|
|
{
|
|
// Append active behavior name
|
|
set.AppendCriteria( "active_behavior", GetPrimaryBehavior()->GetName() );
|
|
}
|
|
|
|
// Append time since seen player
|
|
if ( m_flLastSawPlayerTime )
|
|
{
|
|
set.AppendCriteria( "timesinceseenplayer", UTIL_VarArgs( "%f", gpGlobals->curtime - m_flLastSawPlayerTime ) );
|
|
}
|
|
else
|
|
{
|
|
set.AppendCriteria( "timesinceseenplayer", "-1" );
|
|
}
|
|
|
|
// Append distance to my enemy
|
|
if ( GetEnemy() )
|
|
{
|
|
set.AppendCriteria( "distancetoenemy", UTIL_VarArgs( "%f", EnemyDistance(GetEnemy()) ) );
|
|
}
|
|
else
|
|
{
|
|
set.AppendCriteria( "distancetoenemy", "-1" );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// If I were crouching at my current location, could I shoot this target?
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::CouldShootIfCrouching( CBaseEntity *pTarget )
|
|
{
|
|
bool bWasStanding = !IsCrouching();
|
|
Crouch();
|
|
|
|
Vector vecTarget;
|
|
if (GetActiveWeapon())
|
|
{
|
|
vecTarget = pTarget->BodyTarget( GetActiveWeapon()->GetLocalOrigin() );
|
|
}
|
|
else
|
|
{
|
|
vecTarget = pTarget->BodyTarget( GetLocalOrigin() );
|
|
}
|
|
|
|
bool bResult = WeaponLOSCondition( GetLocalOrigin(), vecTarget, false );
|
|
|
|
if ( bWasStanding )
|
|
{
|
|
Stand();
|
|
}
|
|
|
|
return bResult;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::IsCrouchedActivity( Activity activity )
|
|
{
|
|
Activity realActivity = TranslateActivity(activity);
|
|
|
|
switch ( realActivity )
|
|
{
|
|
case ACT_RELOAD_LOW:
|
|
case ACT_COVER_LOW:
|
|
case ACT_COVER_PISTOL_LOW:
|
|
case ACT_COVER_SMG1_LOW:
|
|
case ACT_RELOAD_SMG1_LOW:
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get shoot position of BCC at an arbitrary position
|
|
//-----------------------------------------------------------------------------
|
|
Vector CAI_BaseNPC::Weapon_ShootPosition( void )
|
|
{
|
|
Vector right;
|
|
GetVectors( NULL, &right, NULL );
|
|
|
|
bool bStanding = !IsCrouching();
|
|
if ( bStanding && (CapabilitiesGet() & bits_CAP_DUCK) )
|
|
{
|
|
if ( IsCrouchedActivity( GetActivity() ) )
|
|
{
|
|
bStanding = false;
|
|
}
|
|
}
|
|
|
|
if ( !bStanding )
|
|
return (GetAbsOrigin() + GetCrouchGunOffset() + right * 8);
|
|
|
|
return BaseClass::Weapon_ShootPosition();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity )
|
|
{
|
|
if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS )
|
|
{
|
|
if ( ai_test_moveprobe_ignoresmall.GetBool() && IsNavigationUrgent() )
|
|
{
|
|
IPhysicsObject *pPhysics = pEntity->VPhysicsGetObject();
|
|
|
|
if ( pPhysics->IsMoveable() && pPhysics->GetMass() < 40.0 )
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::Crouch( void )
|
|
{
|
|
m_bIsCrouching = true;
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::IsCrouching( void )
|
|
{
|
|
return ( (CapabilitiesGet() & bits_CAP_DUCK) && m_bIsCrouching );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::Stand( void )
|
|
{
|
|
if ( m_bForceCrouch )
|
|
return false;
|
|
|
|
m_bIsCrouching = false;
|
|
DesireStand();
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::DesireCrouch( void )
|
|
{
|
|
m_bCrouchDesired = true;
|
|
}
|
|
|
|
bool CAI_BaseNPC::IsInChoreo() const
|
|
{
|
|
return m_bInChoreo;
|
|
}
|