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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "fmtstr.h"
#include "activitylist.h"
#include "animation.h"
#include "basecombatweapon.h"
#include "soundent.h"
#include "decals.h"
#include "entitylist.h"
#include "eventqueue.h"
#include "entityapi.h"
#include "bitstring.h"
#include "gamerules.h" // For g_pGameRules
#include "scripted.h"
#include "worldsize.h"
#include "game.h"
#include "shot_manipulator.h"
#ifdef HL2_DLL
#include "ai_interactions.h"
#include "hl2_gamerules.h"
#endif // HL2_DLL
#include "ai_network.h"
#include "ai_networkmanager.h"
#include "ai_pathfinder.h"
#include "ai_node.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_task.h"
#include "ai_hull.h"
#include "ai_moveprobe.h"
#include "ai_hint.h"
#include "ai_navigator.h"
#include "ai_senses.h"
#include "ai_squadslot.h"
#include "ai_memory.h"
#include "ai_squad.h"
#include "ai_localnavigator.h"
#include "ai_tacticalservices.h"
#include "ai_behavior.h"
#include "ai_dynamiclink.h"
#include "AI_Criteria.h"
#include "basegrenade_shared.h"
#include "ammodef.h"
#include "player.h"
#include "sceneentity.h"
#include "ndebugoverlay.h"
#include "mathlib/mathlib.h"
#include "bone_setup.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "tier1/strtools.h"
#include "doors.h"
#include "BasePropDoor.h"
#include "saverestore_utlvector.h"
#include "npcevent.h"
#include "movevars_shared.h"
#include "te_effect_dispatch.h"
#include "globals.h"
#include "saverestore_bitstring.h"
#include "checksum_crc.h"
#include "iservervehicle.h"
#include "filters.h"
#ifdef HL2_DLL
#include "npc_bullseye.h"
#include "hl2_player.h"
#include "weapon_physcannon.h"
#endif
#include "waterbullet.h"
#include "in_buttons.h"
#include "eventlist.h"
#include "globalstate.h"
#include "physics_prop_ragdoll.h"
#include "vphysics/friction.h"
#include "physics_npc_solver.h"
#include "tier0/vcrmode.h"
#include "death_pose.h"
#include "datacache/imdlcache.h"
#include "vstdlib/jobthread.h"
#ifdef HL2_EPISODIC
#include "npc_alyx_episodic.h"
#endif
#ifdef PORTAL
#include "prop_portal_shared.h"
#endif
#include "env_debughistory.h"
#include "collisionutils.h"
extern ConVar sk_healthkit;
// dvs: for opening doors -- these should probably not be here
#include "ai_route.h"
#include "ai_waypoint.h"
#include "utlbuffer.h"
#include "gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef __clang__
// These clang 3.1 warnings don't seem very useful, and cannot easily be
// avoided in this file.
#pragma GCC diagnostic ignored "-Wdangling-else" // warning: add explicit braces to avoid dangling else [-Wdangling-else]
#endif
//#define DEBUG_LOOK
bool RagdollManager_SaveImportant( CAI_BaseNPC *pNPC );
#define MIN_PHYSICS_FLINCH_DAMAGE 5.0f
#define NPC_GRENADE_FEAR_DIST 200
#define MAX_GLASS_PENETRATION_DEPTH 16.0f
#define FINDNAMEDENTITY_MAX_ENTITIES 32 // max number of entities to be considered for random entity selection in FindNamedEntity
extern bool g_fDrawLines; extern short g_sModelIndexLaser; // holds the index for the laser beam
extern short g_sModelIndexLaserDot; // holds the index for the laser beam dot
// Debugging tools
ConVar ai_no_select_box( "ai_no_select_box", "0" );
ConVar ai_show_think_tolerance( "ai_show_think_tolerance", "0" ); ConVar ai_debug_think_ticks( "ai_debug_think_ticks", "0" ); ConVar ai_debug_doors( "ai_debug_doors", "0" ); ConVar ai_debug_enemies( "ai_debug_enemies", "0" );
ConVar ai_rebalance_thinks( "ai_rebalance_thinks", "1" ); ConVar ai_use_efficiency( "ai_use_efficiency", "1" ); ConVar ai_use_frame_think_limits( "ai_use_frame_think_limits", "1" ); ConVar ai_default_efficient( "ai_default_efficient", ( IsX360() ) ? "1" : "0" ); ConVar ai_efficiency_override( "ai_efficiency_override", "0" ); ConVar ai_debug_efficiency( "ai_debug_efficiency", "0" ); ConVar ai_debug_dyninteractions( "ai_debug_dyninteractions", "0", FCVAR_NONE, "Debug the NPC dynamic interaction system." ); ConVar ai_frametime_limit( "ai_frametime_limit", "50", FCVAR_NONE, "frametime limit for min efficiency AIE_NORMAL (in sec's)." );
ConVar ai_use_think_optimizations( "ai_use_think_optimizations", "1" );
ConVar ai_test_moveprobe_ignoresmall( "ai_test_moveprobe_ignoresmall", "0" );
#ifdef HL2_EPISODIC
extern ConVar ai_vehicle_avoidance; #endif // HL2_EPISODIC
#ifndef _RETAIL
#define ShouldUseEfficiency() ( ai_use_think_optimizations.GetBool() && ai_use_efficiency.GetBool() )
#define ShouldUseFrameThinkLimits() ( ai_use_think_optimizations.GetBool() && ai_use_frame_think_limits.GetBool() )
#define ShouldRebalanceThinks() ( ai_use_think_optimizations.GetBool() && ai_rebalance_thinks.GetBool() )
#define ShouldDefaultEfficient() ( ai_use_think_optimizations.GetBool() && ai_default_efficient.GetBool() )
#else
#define ShouldUseEfficiency() ( true )
#define ShouldUseFrameThinkLimits() ( true )
#define ShouldRebalanceThinks() ( true )
#define ShouldDefaultEfficient() ( true )
#endif
#ifndef _RETAIL
#define DbgEnemyMsg if ( !ai_debug_enemies.GetBool() ) ; else DevMsg
#else
#define DbgEnemyMsg if ( 0 ) ; else DevMsg
#endif
#ifdef DEBUG_AI_FRAME_THINK_LIMITS
#define DbgFrameLimitMsg DevMsg
#else
#define DbgFrameLimitMsg (void)
#endif
// NPC damage adjusters
ConVar sk_npc_head( "sk_npc_head","2" ); ConVar sk_npc_chest( "sk_npc_chest","1" ); ConVar sk_npc_stomach( "sk_npc_stomach","1" ); ConVar sk_npc_arm( "sk_npc_arm","1" ); ConVar sk_npc_leg( "sk_npc_leg","1" ); ConVar showhitlocation( "showhitlocation", "0" );
// Squad debugging
ConVar ai_debug_squads( "ai_debug_squads", "0" ); ConVar ai_debug_loners( "ai_debug_loners", "0" );
// Shoot trajectory
ConVar ai_lead_time( "ai_lead_time","0.0" ); ConVar ai_shot_stats( "ai_shot_stats", "0" ); ConVar ai_shot_stats_term( "ai_shot_stats_term", "1000" ); ConVar ai_shot_bias( "ai_shot_bias", "1.0" );
ConVar ai_spread_defocused_cone_multiplier( "ai_spread_defocused_cone_multiplier","3.0" ); ConVar ai_spread_cone_focus_time( "ai_spread_cone_focus_time","0.6" ); ConVar ai_spread_pattern_focus_time( "ai_spread_pattern_focus_time","0.8" );
ConVar ai_reaction_delay_idle( "ai_reaction_delay_idle","0.3" ); ConVar ai_reaction_delay_alert( "ai_reaction_delay_alert", "0.1" );
ConVar ai_strong_optimizations( "ai_strong_optimizations", ( IsX360() ) ? "1" : "0" ); bool AIStrongOpt( void ) { return ai_strong_optimizations.GetBool(); }
//-----------------------------------------------------------------------------
//
// Crude frame timings
//
CFastTimer g_AIRunTimer; CFastTimer g_AIPostRunTimer; CFastTimer g_AIMoveTimer;
CFastTimer g_AIConditionsTimer; CFastTimer g_AIPrescheduleThinkTimer; CFastTimer g_AIMaintainScheduleTimer;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CAI_Manager g_AI_Manager;
//-------------------------------------
CAI_Manager::CAI_Manager() { m_AIs.EnsureCapacity( MAX_AIS ); }
//-------------------------------------
CAI_BaseNPC **CAI_Manager::AccessAIs() { if (m_AIs.Count()) return &m_AIs[0]; return NULL; }
//-------------------------------------
int CAI_Manager::NumAIs() { return m_AIs.Count(); }
//-------------------------------------
void CAI_Manager::AddAI( CAI_BaseNPC *pAI ) { m_AIs.AddToTail( pAI ); }
//-------------------------------------
void CAI_Manager::RemoveAI( CAI_BaseNPC *pAI ) { int i = m_AIs.Find( pAI );
if ( i != -1 ) m_AIs.FastRemove( i ); }
//-----------------------------------------------------------------------------
// ================================================================
// Init static data
// ================================================================
int CAI_BaseNPC::m_nDebugBits = 0; CAI_BaseNPC* CAI_BaseNPC::m_pDebugNPC = NULL; int CAI_BaseNPC::m_nDebugPauseIndex = -1;
CAI_ClassScheduleIdSpace CAI_BaseNPC::gm_ClassScheduleIdSpace( true ); CAI_GlobalScheduleNamespace CAI_BaseNPC::gm_SchedulingSymbols; CAI_LocalIdSpace CAI_BaseNPC::gm_SquadSlotIdSpace( true );
string_t CAI_BaseNPC::gm_iszPlayerSquad;
int CAI_BaseNPC::gm_iNextThinkRebalanceTick; float CAI_BaseNPC::gm_flTimeLastSpawn; int CAI_BaseNPC::gm_nSpawnedThisFrame;
CSimpleSimTimer CAI_BaseNPC::m_AnyUpdateEnemyPosTimer;
//
// Deferred Navigation calls go here
//
CPostFrameNavigationHook g_PostFrameNavigationHook; CPostFrameNavigationHook *PostFrameNavigationSystem( void ) { return &g_PostFrameNavigationHook; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPostFrameNavigationHook::Init( void ) { m_Functors.Purge(); m_bGameFrameRunning = false; return true; }
// Main query job
CJob *g_pQueuedNavigationQueryJob = NULL;
static void ProcessNavigationQueries( CFunctor **pData, unsigned int nCount ) { // Run all queued navigation on a separate thread
for ( int i = 0; i < nCount; i++ ) { (*pData[i])(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPostFrameNavigationHook::FrameUpdatePreEntityThink( void ) { // If the thread is executing, then wait for it to finish
if ( g_pQueuedNavigationQueryJob ) { g_pQueuedNavigationQueryJob->WaitForFinishAndRelease(); g_pQueuedNavigationQueryJob = NULL; m_Functors.Purge(); } if ( ai_post_frame_navigation.GetBool() == false ) return;
SetGrameFrameRunning( true ); }
//-----------------------------------------------------------------------------
// Purpose: Now that the game frame has collected all the navigation queries, service them
//-----------------------------------------------------------------------------
void CPostFrameNavigationHook::FrameUpdatePostEntityThink( void ) { if ( ai_post_frame_navigation.GetBool() == false ) return;
// The guts of the NPC will check against this to decide whether or not to queue its navigation calls
SetGrameFrameRunning( false );
// Throw this off to a thread job
g_pQueuedNavigationQueryJob = ThreadExecute( &ProcessNavigationQueries, m_Functors.Base(), m_Functors.Count() ); }
//-----------------------------------------------------------------------------
// Purpose: Queue up our navigation call
//-----------------------------------------------------------------------------
void CPostFrameNavigationHook::EnqueueEntityNavigationQuery( CAI_BaseNPC *pNPC, CFunctor *pFunctor ) { if ( ai_post_frame_navigation.GetBool() == false ) return;
m_Functors.AddToTail( pFunctor ); pNPC->SetNavigationDeferred( true ); }
//
// Deferred Navigation calls go here
//
// ================================================================
// Class Methods
// ================================================================
//-----------------------------------------------------------------------------
// Purpose: Static debug function to clear schedules for all NPCS
// Input :
// Output :
//-----------------------------------------------------------------------------
void CAI_BaseNPC::ClearAllSchedules(void) { CAI_BaseNPC *npc = gEntList.NextEntByClass( (CAI_BaseNPC *)NULL );
while (npc) { npc->ClearSchedule( "CAI_BaseNPC::ClearAllSchedules" ); npc->GetNavigator()->ClearGoal(); npc = gEntList.NextEntByClass(npc); } }
// ==============================================================================
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::Event_Gibbed( const CTakeDamageInfo &info ) { bool gibbed = CorpseGib( info );
if ( gibbed ) { // don't remove players!
UTIL_Remove( this ); SetThink( NULL ); //We're going away, so don't think anymore.
} else { CorpseFade(); }
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->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 );
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()->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 ( 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, const 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, CDmgAccumulator *pAccumulator ) { 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; } 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; } 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
// ----------------------------------------------------------
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; }
// --------------------------------------------------------
// 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; }
//-----------------------------------------------------------------------------
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 ) { 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; static const ConVar *pHostTimescale;
if ( frameTimeLimit == FLT_MAX ) { pHostTimescale = cvar->FindVar( "host_timescale" ); }
bool bUseThinkLimits = ( !m_bInChoreo && ShouldUseFrameThinkLimits() );
#ifdef _DEBUG
const float NPC_THINK_LIMIT = 30.0 / 1000.0; #else
const float NPC_THINK_LIMIT = ( !IsXbox() ) ? (10.0 / 1000.0) : (12.5 / 1000.0); #endif
g_StartTimeCurThink = 0;
if ( bUseThinkLimits && VCRGetMode() == VCR_Disabled ) { 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 = pHostTimescale->GetFloat(); if ( timescale < 1 ) timescale = 1;
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 = engine->Time();
m_iFrameBlocked = -1; m_nLastThinkTick = TIME_TO_TICKS( m_flLastRealThinkTime ); }
return true; }
void CAI_BaseNPC::PostNPCThink( void ) { if ( g_StartTimeCurThink != 0.0 && VCRGetMode() == VCR_Disabled ) { g_NpcTimeThisFrame += engine->Time() - 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 ); }
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", GetClassname() ); }
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, MASK_NPCSOLID, &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 { 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 );
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() ); }
// If I have a name, make my weapon match it with "_weapon" appended
if ( GetEntityName() != NULL_STRING ) { pWeapon->SetName( AllocPooledString(UTIL_VarArgs("%s_weapon", STRING(GetEntityName()) )) ); }
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 = true;
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 = 0.92f; if ( GetActiveWeapon() ) { Vector vSpread = GetAttackSpread( GetActiveWeapon() ); if ( vSpread.x > VECTOR_CONE_15DEGREES.x ) spread = FastCos( asin(vSpread.x) ); else // too much error because using point not box
spread = 0.99145f; // "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.f * t, 0.f, 120.f ); // 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 );
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); }
// 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 { //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 { //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( const char *szSequence ) { int iSequence = LookupSequence( szSequence );
if ( iSequence > ACTIVITY_NOT_AVAILABLE ) SetSequenceById( iSequence ); else { DevWarning( 2, "%s has no sequence %s to match 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() { if ( GetMoveType() == MOVETYPE_VPHYSICS || GetMoveType() == MOVETYPE_NONE ) 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 = GetModelScale(); 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;
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 );
#ifdef HL1_DLL
SetDeathPose( ACT_INVALID ); #endif
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 ) { // If I have a name, make my weapon match it with "_weapon" appended
if ( GetEntityName() != NULL_STRING ) { pWeapon->SetName( AllocPooledString(UTIL_VarArgs("%s_weapon", STRING(GetEntityName()))) ); }
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; }
//-----------------------------------------------------------------------------
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 ( GetRunningBehavior() ) { GetRunningBehavior()->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), MASK_NPCSOLID, 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:
//-----------------------------------------------------------------------------
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.Size()-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.Size()-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; vecProjection.z = 0;
return UTIL_VecToYaw( vecProjection - GetLocalOrigin() ); } else if ( GetNavigator()->GetMovementActivity() == ACT_STRAFE_RIGHT ) { vecProjection.x = vecTarget.y; vecProjection.y = vecTarget.x; vecProjection.z = 0;
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 * GetModelScale(); }
//-----------------------------------------------------------------------------
// 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?
switch( pEvent->event ) { 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 ); IncrementInterpolationFrame(); 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 = dynamic_cast<CBaseCombatWeapon *>( 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 (pEvent->event == 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 (pEvent->event == 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 ( pEvent->event == AE_NPC_BODYDROP_HEAVY ) { if ( GetFlags() & FL_ONGROUND ) { EmitSound( "AI_BaseNPC.BodyDrop_Heavy" ); } return; } else if ( pEvent->event == AE_NPC_LEFTFOOT || pEvent->event == AE_NPC_RIGHTFOOT ) { return; } else if ( pEvent->event == AE_NPC_RAGDOLL ) { // Convert to ragdoll immediately
BecomeRagdollOnClient( vec3_origin ); return; } else if ( pEvent->event == 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 ( pEvent->event == 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 ( pEvent->event == 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 ( pEvent->event == 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 ( pEvent->event == AE_NPC_SET_INTERACTION_CANTDIE ) { SetInteractionCantDie( (atoi(pEvent->options) != 0) ); return; } else if ( pEvent->event == 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 ( !Q_strncmp( pszParam, "ME", 2 ) ) { pTarget = this; pAttacker = m_hInteractionPartner; } else if ( !Q_strncmp( pszParam, "THEM", 4 ) ) { 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( pEvent->event ); 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 ) || (pEvent->event >= EVENT_WEAPON && pEvent->event <= 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) { char tempstr[512]; // --------------
// Print Health
// --------------
Q_snprintf(tempstr,sizeof(tempstr),"Health: %i (DACC:%1.2f)",m_iHealth.Get(), GetDamageAccumulator() ); EntityText(text_offset,tempstr,0); 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); text_offset++; }
// -----------------
// Start Scripting?
// -----------------
if( IsInAScript() ) { Q_snprintf(tempstr,sizeof(tempstr),"STARTSCRIPTING" ); EntityText(text_offset,tempstr,0); text_offset++; }
// -----------------
// Hint Group?
// -----------------
if( GetHintGroup() != NULL_STRING ) { Q_snprintf(tempstr,sizeof(tempstr),"Hint Group: %s", STRING(GetHintGroup()) ); EntityText(text_offset,tempstr,0); text_offset++; }
// -----------------
// Print MotionType
// -----------------
int navTypeIndex = (int)GetNavType() + 1; static const char *pMoveNames[] = { "None", "Ground", "Jump", "Fly", "Climb" }; Assert( navTypeIndex >= 0 && navTypeIndex < ARRAYSIZE(pMoveNames) ); if ( navTypeIndex < ARRAYSIZE(pMoveNames) ) { Q_snprintf(tempstr,sizeof(tempstr),"Move: %s, ", pMoveNames[navTypeIndex] ); EntityText(text_offset,tempstr,0); text_offset++; }
// --------------
// Print Schedule
// --------------
if ( GetCurSchedule() ) { CAI_BehaviorBase *pBehavior = GetRunningBehavior(); if ( pBehavior ) { Q_snprintf(tempstr,sizeof(tempstr),"Behv: %s, ", pBehavior->GetName() ); EntityText(text_offset,tempstr,0); 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); 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); 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); 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); 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); text_offset++; bHasConditions = true; } } if (!bHasConditions) { Q_snprintf(tempstr,sizeof(tempstr),"(no conditions)"); EntityText(text_offset,tempstr,0); 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); 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); text_offset++; }
// -------------------------------
// Print any important condtions
// -------------------------------
if (HasCondition(COND_ENEMY_TOO_FAR)) { EntityText(text_offset,"Enemy too far to attack",0); 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); 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); 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); 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); 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); text_offset++; } if ( m_pSquad ) { if( m_pSquad->IsLeader(this) ) { Q_snprintf(tempstr, sizeof(tempstr),"**Squad Leader**" ); EntityText(text_offset, tempstr, 0); text_offset++; }
Q_snprintf(tempstr, sizeof(tempstr), "SquadSlot:%s", GetSquadSlotDebugName( GetMyStrategySlot() ) ); EntityText(text_offset, tempstr, 0); 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 ) ) { CProp_Portal *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
}
#ifdef HL2_DLL
//-----------------------------------------------------------------------------
// 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
CProp_Portal *pPortal = FInViewConeThroughPortal( vecEnemyLKP ); if ( pPortal ) { // 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() != 3) && (GetEnemy()->GetWaterLevel() == 3)) { #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 );
// Apply appropriate accuracy.
bool bUsePerfectAccuracy = false; if ( GetEnemy() && GetEnemy()->Classify() == CLASS_BULLSEYE ) { CNPC_Bullseye *pBullseye = dynamic_cast<CNPC_Bullseye*>(GetEnemy()); if ( pBullseye && pBullseye->UsePerfectAccuracy() ) { bUsePerfectAccuracy = true; } }
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; } #endif // HL2_DLL
//-----------------------------------------------------------------------------
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( void ) { if ( fabs( GetMotor()->DeltaIdealYaw() ) <= 0.006 )//!!!BUGBUG - no magic numbers!!!
{ 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 ), MASK_NPCSOLID_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 ), MASK_NPCSOLID_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 ), MASK_NPCSOLID_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 ), MASK_NPCSOLID_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 ); } }
// 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 ( const 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_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 ),
// 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( 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; }
//-----------------------------------------------------------------------------
// Purpose: Debug function to make this NPC freeze in place (or unfreeze).
//-----------------------------------------------------------------------------
void CAI_BaseNPC::ToggleFreeze(void) { if (!IsCurSchedule(SCHED_NPC_FREEZE)) { // Freeze them.
SetCondition(COND_NPC_FREEZE); SetMoveType(MOVETYPE_NONE); SetGravity(0); SetLocalAngularVelocity(vec3_angle); SetAbsVelocity( vec3_origin ); } else { // Unfreeze them.
SetCondition(COND_NPC_UNFREEZE); m_Activity = ACT_RESET;
// BUGBUG: this might not be the correct movetype!
SetMoveType( MOVETYPE_STEP );
// Doesn't restore gravity to the original value, but who cares?
SetGravity(1); } }
//-----------------------------------------------------------------------------
// 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_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_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; 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()
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 true; }
//-----------------------------------------------------------------------------
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 ); } }
//-----------------------------------------------------------------------------
// 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) { #ifdef 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(); IncrementInterpolationFrame(); // 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, MASK_NPCSOLID, 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 ); IncrementInterpolationFrame(); }
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 ) { CleanupScriptsOnTeleport( false );
BaseClass::Teleport( newPosition, newAngles, newVelocity ); }
//-----------------------------------------------------------------------------
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(), MASK_NPCSOLID, pNPC, COLLISION_GROUP_NONE, &tr );
if( tr.fraction == 1.0 && pNPC->GetMoveProbe()->CheckStandPosition( tr.endpos, MASK_NPCSOLID ) ) { *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 ) { 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; }
//-----------------------------------------------------------------------------
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) ) { va_list ap; va_start(ap, pszFormat); char szTempMsgBuf[512]; V_vsprintf_safe( szTempMsgBuf, pszFormat, ap );
AIMsgGuts( pAI, flags, szTempMsgBuf ); va_end(ap); } }
//-----------------------------------------------------------------------------
void DevMsg( CAI_BaseNPC *pAI, const char *pszFormat, ... ) { if ( (pAI->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { va_list ap; va_start(ap, pszFormat); char szTempMsgBuf[512]; V_vsprintf_safe( szTempMsgBuf, pszFormat, ap );
AIMsgGuts( pAI, 0, szTempMsgBuf ); va_end(ap); } }
//-----------------------------------------------------------------------------
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 = GetPathfinder()->NearestNodeToPoint( vTestPoint ); 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, true ); 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 );
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 ( !Q_strncmp( pszTrigger, "auto_in_combat", 14) ) { 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 ( !Q_strncmp( pszParam, "on_damage", 9) ) { sInteraction.iLoopBreakTriggerMethod |= SNPCINT_LOOPBREAK_ON_DAMAGE; } if ( !Q_strncmp( pszParam, "on_flashlight_illum", 19) ) { 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 ( !Q_strncmp( pszNeedsWeapon, "ME", 2 ) ) { sInteraction.iFlags |= SCNPC_FLAG_NEEDS_WEAPON_ME; } else if ( !Q_strncmp( pszNeedsWeapon, "THEM", 4 ) ) { sInteraction.iFlags |= SCNPC_FLAG_NEEDS_WEAPON_THEM; } else if ( !Q_strncmp( pszNeedsWeapon, "BOTH", 4 ) ) { 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(); } } }
modelKeyValues->deleteThis(); }
//-----------------------------------------------------------------------------
// 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(), MASK_NPCSOLID, 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, MASK_NPCSOLID, 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 ( Q_strncmp( pszParam, STRING(m_ScriptedInteractions[i].iszInteractionName), strlen(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 );
// 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; }
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