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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "entitylist.h"
#include "ai_basenpc.h"
#include "npc_citizen17.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define MAX_ALLIES 10
class CAI_AllyManager : public CBaseEntity { DECLARE_CLASS( CAI_AllyManager, CBaseEntity );
public: void Spawn();
void CountAllies( int *pTotal, int *pMedics );
private: int m_iMaxAllies; int m_iMaxMedics;
int m_iAlliesLast; int m_iMedicsLast; public: void WatchCounts();
// Input functions
void InputSetMaxAllies( inputdata_t &inputdata ); void InputSetMaxMedics( inputdata_t &inputdata ); void InputReplenish( inputdata_t &inputdata );
// Outputs
COutputEvent m_SpawnAlly[ MAX_ALLIES ]; COutputEvent m_SpawnMedicAlly; COutputEvent m_OnZeroAllies; COutputEvent m_OnZeroMedicAllies;
DECLARE_DATADESC(); };
ConVar ai_ally_manager_debug("ai_ally_manager_debug", "0" );
LINK_ENTITY_TO_CLASS( ai_ally_manager, CAI_AllyManager );
BEGIN_DATADESC( CAI_AllyManager ) DEFINE_KEYFIELD( m_iMaxAllies, FIELD_INTEGER, "maxallies" ), DEFINE_KEYFIELD( m_iMaxMedics, FIELD_INTEGER, "maxmedics" ), DEFINE_FIELD( m_iAlliesLast, FIELD_INTEGER ), DEFINE_FIELD( m_iMedicsLast, FIELD_INTEGER ),
DEFINE_THINKFUNC( WatchCounts ),
// Inputs
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxAllies", InputSetMaxAllies ), DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxMedics", InputSetMaxMedics ), DEFINE_INPUTFUNC( FIELD_VOID, "Replenish", InputReplenish ),
// Outputs
DEFINE_OUTPUT( m_SpawnAlly[ 0 ], "SpawnAlly0" ), DEFINE_OUTPUT( m_SpawnAlly[ 1 ], "SpawnAlly1" ), DEFINE_OUTPUT( m_SpawnAlly[ 2 ], "SpawnAlly2" ), DEFINE_OUTPUT( m_SpawnAlly[ 3 ], "SpawnAlly3" ), DEFINE_OUTPUT( m_SpawnAlly[ 4 ], "SpawnAlly4" ), DEFINE_OUTPUT( m_SpawnAlly[ 5 ], "SpawnAlly5" ), DEFINE_OUTPUT( m_SpawnAlly[ 6 ], "SpawnAlly6" ), DEFINE_OUTPUT( m_SpawnAlly[ 7 ], "SpawnAlly7" ), DEFINE_OUTPUT( m_SpawnAlly[ 8 ], "SpawnAlly8" ), DEFINE_OUTPUT( m_SpawnAlly[ 9 ], "SpawnAlly9" ),
DEFINE_OUTPUT( m_SpawnMedicAlly, "SpawnMedicAlly" ),
DEFINE_OUTPUT( m_OnZeroAllies, "OnZeroAllies" ), DEFINE_OUTPUT( m_OnZeroMedicAllies, "OnZeroMedicAllies" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_AllyManager::Spawn() { SetThink( &CAI_AllyManager::WatchCounts ); SetNextThink( gpGlobals->curtime + 1.0 ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_AllyManager::WatchCounts() { // Count the number of allies with the player right now.
int iCurrentAllies; int iCurrentMedics; CountAllies( &iCurrentAllies, &iCurrentMedics );
if ( !iCurrentAllies && m_iAlliesLast ) m_OnZeroAllies.FireOutput( this, this, 0 ); if ( !iCurrentMedics && m_iMedicsLast ) m_OnZeroMedicAllies.FireOutput( this, this, 0 ); m_iAlliesLast = iCurrentAllies; m_iMedicsLast = iCurrentMedics;
SetNextThink( gpGlobals->curtime + 1.0 );
if ( ai_ally_manager_debug.GetBool() ) DevMsg( "Ally manager counts %d allies, %d of which are medics\n", iCurrentAllies, iCurrentMedics ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_AllyManager::CountAllies( int *pTotal, int *pMedics ) { (*pTotal) = (*pMedics) = 0;
if ( !AI_IsSinglePlayer() ) { // @TODO (toml 10-22-04): no MP support right now
return; }
const Vector & vPlayerPos = UTIL_GetLocalPlayer()->GetAbsOrigin(); CAI_BaseNPC ** ppAIs = g_AI_Manager.AccessAIs(); int nAIs = g_AI_Manager.NumAIs();
for ( int i = 0; i < nAIs; i++ ) { if ( ppAIs[i]->IsAlive() && ppAIs[i]->IsPlayerAlly() ) { // Vital allies do not count.
if( ppAIs[i]->Classify() == CLASS_PLAYER_ALLY_VITAL ) continue;
// They only count if I can use them.
if( ppAIs[i]->HasSpawnFlags(SF_CITIZEN_NOT_COMMANDABLE) ) continue; // They only count if I can use them.
if( ppAIs[i]->IRelationType( UTIL_GetLocalPlayer() ) != D_LI ) continue;
// Skip distant NPCs
if ( !ppAIs[i]->IsInPlayerSquad() && !UTIL_FindClientInPVS( ppAIs[i]->edict() ) && ( ( ppAIs[i]->GetAbsOrigin() - vPlayerPos ).LengthSqr() > 150*12 || fabsf( ppAIs[i]->GetAbsOrigin().z - vPlayerPos.z ) > 192 ) ) continue;
if( FClassnameIs( ppAIs[i], "npc_citizen" ) ) { CNPC_Citizen *pCitizen = assert_cast<CNPC_Citizen *>(ppAIs[i]); if ( !pCitizen->CanJoinPlayerSquad() ) continue;
if ( pCitizen->WasInPlayerSquad() && !pCitizen->IsInPlayerSquad() ) continue;
if ( ppAIs[i]->HasSpawnFlags( SF_CITIZEN_MEDIC ) ) (*pMedics)++; }
(*pTotal)++; } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CAI_AllyManager::InputSetMaxAllies( inputdata_t &inputdata ) { m_iMaxAllies = inputdata.value.Int(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_AllyManager::InputSetMaxMedics( inputdata_t &inputdata ) { m_iMaxMedics = inputdata.value.Int(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CAI_AllyManager::InputReplenish( inputdata_t &inputdata ) { // Count the number of allies with the player right now.
int iCurrentAllies; int iCurrentMedics; CountAllies( &iCurrentAllies, &iCurrentMedics );
// TOTAL number of allies to be replaced.
int iReplaceAllies = m_iMaxAllies - iCurrentAllies;
// The number of total allies that should be medics.
int iReplaceMedics = m_iMaxMedics - iCurrentMedics;
if( iReplaceMedics > iReplaceAllies ) { // Clamp medics.
iReplaceMedics = iReplaceAllies; }
// Medics.
if( m_iMaxMedics > 0 ) {
if( iReplaceMedics > MAX_ALLIES ) { // This error is fatal now. (sjb)
Msg("**ERROR! ai_allymanager - ReplaceMedics > MAX_ALLIES\n" ); return; }
if ( ai_ally_manager_debug.GetBool() ) DevMsg( "Ally manager spawning %d medics\n", iReplaceMedics );
int i; for( i = 0 ; i < iReplaceMedics ; i++ ) { m_SpawnMedicAlly.FireOutput( this, this, 0 );
// Don't forget to count this guy against the number of
// allies to be replenished.
iReplaceAllies--; } }
// Allies
if( iReplaceAllies < 1 ) { return; }
if( iReplaceAllies > MAX_ALLIES ) { Msg("**ERROR! ai_allymanager - ReplaceAllies > MAX_ALLIES\n" ); iReplaceAllies = MAX_ALLIES; }
if ( ai_ally_manager_debug.GetBool() ) DevMsg( "Ally manager spawning %d regulars\n", iReplaceAllies );
int i; for( i = 0 ; i < iReplaceAllies ; i++ ) { m_SpawnAlly[ i ].FireOutput( this, this, 0 ); } }
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