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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The downtrodden citizens of City 17.
//
//=============================================================================//
#include "cbase.h"
#include "npc_citizen17.h"
#include "ammodef.h"
#include "globalstate.h"
#include "soundent.h"
#include "BasePropDoor.h"
#include "weapon_rpg.h"
#include "hl2_player.h"
#include "items.h"
#ifdef HL2MP
#include "hl2mp/weapon_crowbar.h"
#else
#include "weapon_crowbar.h"
#endif
#include "eventqueue.h"
#include "ai_squad.h"
#include "ai_pathfinder.h"
#include "ai_route.h"
#include "ai_hint.h"
#include "ai_interactions.h"
#include "ai_looktarget.h"
#include "sceneentity.h"
#include "tier0/icommandline.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define INSIGNIA_MODEL "models/chefhat.mdl"
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define CIT_INSPECTED_DELAY_TIME 120 //How often I'm allowed to be inspected
extern ConVar sk_healthkit; extern ConVar sk_healthvial;
const int MAX_PLAYER_SQUAD = 4;
ConVar sk_citizen_health ( "sk_citizen_health", "0"); ConVar sk_citizen_heal_player ( "sk_citizen_heal_player", "25"); ConVar sk_citizen_heal_player_delay ( "sk_citizen_heal_player_delay", "25"); ConVar sk_citizen_giveammo_player_delay( "sk_citizen_giveammo_player_delay", "10"); ConVar sk_citizen_heal_player_min_pct ( "sk_citizen_heal_player_min_pct", "0.60"); ConVar sk_citizen_heal_player_min_forced( "sk_citizen_heal_player_min_forced", "10.0"); ConVar sk_citizen_heal_ally ( "sk_citizen_heal_ally", "30"); ConVar sk_citizen_heal_ally_delay ( "sk_citizen_heal_ally_delay", "20"); ConVar sk_citizen_heal_ally_min_pct ( "sk_citizen_heal_ally_min_pct", "0.90"); ConVar sk_citizen_player_stare_time ( "sk_citizen_player_stare_time", "1.0" ); ConVar sk_citizen_player_stare_dist ( "sk_citizen_player_stare_dist", "72" ); ConVar sk_citizen_stare_heal_time ( "sk_citizen_stare_heal_time", "5" );
ConVar g_ai_citizen_show_enemy( "g_ai_citizen_show_enemy", "0" );
ConVar npc_citizen_insignia( "npc_citizen_insignia", "0" ); ConVar npc_citizen_squad_marker( "npc_citizen_squad_marker", "0" ); ConVar npc_citizen_explosive_resist( "npc_citizen_explosive_resist", "0" ); ConVar npc_citizen_auto_player_squad( "npc_citizen_auto_player_squad", "1" ); ConVar npc_citizen_auto_player_squad_allow_use( "npc_citizen_auto_player_squad_allow_use", "0" );
ConVar npc_citizen_dont_precache_all( "npc_citizen_dont_precache_all", "0" );
ConVar npc_citizen_medic_emit_sound("npc_citizen_medic_emit_sound", "1" ); #ifdef HL2_EPISODIC
// todo: bake these into pound constants (for now they're not just for tuning purposes)
ConVar npc_citizen_heal_chuck_medkit("npc_citizen_heal_chuck_medkit" , "1" , FCVAR_ARCHIVE, "Set to 1 to use new experimental healthkit-throwing medic."); ConVar npc_citizen_medic_throw_style( "npc_citizen_medic_throw_style", "1", FCVAR_ARCHIVE, "Set to 0 for a lobbier trajectory" ); ConVar npc_citizen_medic_throw_speed( "npc_citizen_medic_throw_speed", "650" ); ConVar sk_citizen_heal_toss_player_delay("sk_citizen_heal_toss_player_delay", "26", FCVAR_NONE, "how long between throwing healthkits" );
#define MEDIC_THROW_SPEED npc_citizen_medic_throw_speed.GetFloat()
#define USE_EXPERIMENTAL_MEDIC_CODE() (npc_citizen_heal_chuck_medkit.GetBool() && NameMatches("griggs"))
#endif
ConVar player_squad_autosummon_time( "player_squad_autosummon_time", "5" ); ConVar player_squad_autosummon_move_tolerance( "player_squad_autosummon_move_tolerance", "20" ); ConVar player_squad_autosummon_player_tolerance( "player_squad_autosummon_player_tolerance", "10" ); ConVar player_squad_autosummon_time_after_combat( "player_squad_autosummon_time_after_combat", "8" ); ConVar player_squad_autosummon_debug( "player_squad_autosummon_debug", "0" );
#define ShouldAutosquad() (npc_citizen_auto_player_squad.GetBool())
enum SquadSlot_T { SQUAD_SLOT_CITIZEN_RPG1 = LAST_SHARED_SQUADSLOT, SQUAD_SLOT_CITIZEN_RPG2, };
const float HEAL_MOVE_RANGE = 30*12; const float HEAL_TARGET_RANGE = 120; // 10 feet
#ifdef HL2_EPISODIC
const float HEAL_TOSS_TARGET_RANGE = 480; // 40 feet when we are throwing medkits
const float HEAL_TARGET_RANGE_Z = 72; // a second check that Gordon isn't too far above us -- 6 feet
#endif
// player must be at least this distance away from an enemy before we fire an RPG at him
const float RPG_SAFE_DISTANCE = CMissile::EXPLOSION_RADIUS + 64.0;
// Animation events
int AE_CITIZEN_GET_PACKAGE; int AE_CITIZEN_HEAL;
//-------------------------------------
//-------------------------------------
ConVar ai_follow_move_commands( "ai_follow_move_commands", "1" ); ConVar ai_citizen_debug_commander( "ai_citizen_debug_commander", "1" ); #define DebuggingCommanderMode() (ai_citizen_debug_commander.GetBool() && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
//-----------------------------------------------------------------------------
// Citizen expressions for the citizen expression types
//-----------------------------------------------------------------------------
#define STATES_WITH_EXPRESSIONS 3 // Idle, Alert, Combat
#define EXPRESSIONS_PER_STATE 1
char *szExpressionTypes[CIT_EXP_LAST_TYPE] = { "Unassigned", "Scared", "Normal", "Angry" };
struct citizen_expression_list_t { char *szExpressions[EXPRESSIONS_PER_STATE]; }; // Scared
citizen_expression_list_t ScaredExpressions[STATES_WITH_EXPRESSIONS] = { { { "scenes/Expressions/citizen_scared_idle_01.vcd" } }, { { "scenes/Expressions/citizen_scared_alert_01.vcd" } }, { { "scenes/Expressions/citizen_scared_combat_01.vcd" } }, }; // Normal
citizen_expression_list_t NormalExpressions[STATES_WITH_EXPRESSIONS] = { { { "scenes/Expressions/citizen_normal_idle_01.vcd" } }, { { "scenes/Expressions/citizen_normal_alert_01.vcd" } }, { { "scenes/Expressions/citizen_normal_combat_01.vcd" } }, }; // Angry
citizen_expression_list_t AngryExpressions[STATES_WITH_EXPRESSIONS] = { { { "scenes/Expressions/citizen_angry_idle_01.vcd" } }, { { "scenes/Expressions/citizen_angry_alert_01.vcd" } }, { { "scenes/Expressions/citizen_angry_combat_01.vcd" } }, };
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define COMMAND_POINT_CLASSNAME "info_target_command_point"
class CCommandPoint : public CPointEntity { DECLARE_CLASS( CCommandPoint, CPointEntity ); public: CCommandPoint() : m_bNotInTransition(false) { if ( ++gm_nCommandPoints > 1 ) DevMsg( "WARNING: More than one citizen command point present\n" ); }
~CCommandPoint() { --gm_nCommandPoints; }
int ObjectCaps() { int caps = ( BaseClass::ObjectCaps() | FCAP_NOTIFY_ON_TRANSITION );
if ( m_bNotInTransition ) caps |= FCAP_DONT_SAVE;
return caps; }
void InputOutsideTransition( inputdata_t &inputdata ) { if ( !AI_IsSinglePlayer() ) return;
m_bNotInTransition = true;
CAI_Squad *pPlayerAISquad = g_AI_SquadManager.FindSquad(AllocPooledString(PLAYER_SQUADNAME));
if ( pPlayerAISquad ) { AISquadIter_t iter; for ( CAI_BaseNPC *pAllyNpc = pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = pPlayerAISquad->GetNextMember(&iter) ) { if ( pAllyNpc->GetCommandGoal() != vec3_invalid ) { bool bHadGag = pAllyNpc->HasSpawnFlags(SF_NPC_GAG);
pAllyNpc->AddSpawnFlags(SF_NPC_GAG); pAllyNpc->TargetOrder( UTIL_GetLocalPlayer(), &pAllyNpc, 1 ); if ( !bHadGag ) pAllyNpc->RemoveSpawnFlags(SF_NPC_GAG); } } } } DECLARE_DATADESC();
private: bool m_bNotInTransition; // does not need to be saved. If this is ever not default, the object is not being saved.
static int gm_nCommandPoints; };
int CCommandPoint::gm_nCommandPoints;
LINK_ENTITY_TO_CLASS( info_target_command_point, CCommandPoint ); BEGIN_DATADESC( CCommandPoint ) // DEFINE_FIELD( m_bNotInTransition, FIELD_BOOLEAN ),
DEFINE_INPUTFUNC( FIELD_VOID, "OutsideTransition", InputOutsideTransition ),
END_DATADESC()
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
class CMattsPipe : public CWeaponCrowbar { DECLARE_CLASS( CMattsPipe, CWeaponCrowbar );
const char *GetWorldModel() const { return "models/props_canal/mattpipe.mdl"; } void SetPickupTouch( void ) { /* do nothing */ } };
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//---------------------------------------------------------
// Citizen models
//---------------------------------------------------------
static const char *g_ppszRandomHeads[] = { "male_01.mdl", "male_02.mdl", "female_01.mdl", "male_03.mdl", "female_02.mdl", "male_04.mdl", "female_03.mdl", "male_05.mdl", "female_04.mdl", "male_06.mdl", "female_06.mdl", "male_07.mdl", "female_07.mdl", "male_08.mdl", "male_09.mdl", };
static const char *g_ppszModelLocs[] = { "Group01", "Group01", "Group02", "Group03%s", };
#define IsExcludedHead( type, bMedic, iHead) false // see XBox codeline for an implementation
//---------------------------------------------------------
// Citizen activities
//---------------------------------------------------------
int ACT_CIT_HANDSUP; int ACT_CIT_BLINDED; // Blinded by scanner photo
int ACT_CIT_SHOWARMBAND; int ACT_CIT_HEAL; int ACT_CIT_STARTLED; // Startled by sneaky scanner
//---------------------------------------------------------
LINK_ENTITY_TO_CLASS( npc_citizen, CNPC_Citizen );
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_Citizen )
DEFINE_CUSTOM_FIELD( m_nInspectActivity, ActivityDataOps() ), DEFINE_FIELD( m_flNextFearSoundTime, FIELD_TIME ), DEFINE_FIELD( m_flStopManhackFlinch, FIELD_TIME ), DEFINE_FIELD( m_fNextInspectTime, FIELD_TIME ), DEFINE_FIELD( m_flPlayerHealTime, FIELD_TIME ), DEFINE_FIELD( m_flNextHealthSearchTime, FIELD_TIME ), DEFINE_FIELD( m_flAllyHealTime, FIELD_TIME ), // gm_PlayerSquadEvaluateTimer
// m_AssaultBehavior
// m_FollowBehavior
// m_StandoffBehavior
// m_LeadBehavior
// m_FuncTankBehavior
DEFINE_FIELD( m_flPlayerGiveAmmoTime, FIELD_TIME ), DEFINE_KEYFIELD( m_iszAmmoSupply, FIELD_STRING, "ammosupply" ), DEFINE_KEYFIELD( m_iAmmoAmount, FIELD_INTEGER, "ammoamount" ), DEFINE_FIELD( m_bRPGAvoidPlayer, FIELD_BOOLEAN ), DEFINE_FIELD( m_bShouldPatrol, FIELD_BOOLEAN ), DEFINE_FIELD( m_iszOriginalSquad, FIELD_STRING ), DEFINE_FIELD( m_flTimeJoinedPlayerSquad, FIELD_TIME ), DEFINE_FIELD( m_bWasInPlayerSquad, FIELD_BOOLEAN ), DEFINE_FIELD( m_flTimeLastCloseToPlayer, FIELD_TIME ), DEFINE_EMBEDDED( m_AutoSummonTimer ), DEFINE_FIELD( m_vAutoSummonAnchor, FIELD_POSITION_VECTOR ), DEFINE_KEYFIELD( m_Type, FIELD_INTEGER, "citizentype" ), DEFINE_KEYFIELD( m_ExpressionType, FIELD_INTEGER, "expressiontype" ), DEFINE_FIELD( m_iHead, FIELD_INTEGER ), DEFINE_FIELD( m_flTimePlayerStare, FIELD_TIME ), DEFINE_FIELD( m_flTimeNextHealStare, FIELD_TIME ), DEFINE_FIELD( m_hSavedFollowGoalEnt, FIELD_EHANDLE ), DEFINE_KEYFIELD( m_bNotifyNavFailBlocked, FIELD_BOOLEAN, "notifynavfailblocked" ), DEFINE_KEYFIELD( m_bNeverLeavePlayerSquad, FIELD_BOOLEAN, "neverleaveplayersquad" ), DEFINE_KEYFIELD( m_iszDenyCommandConcept, FIELD_STRING, "denycommandconcept" ),
DEFINE_OUTPUT( m_OnJoinedPlayerSquad, "OnJoinedPlayerSquad" ), DEFINE_OUTPUT( m_OnLeftPlayerSquad, "OnLeftPlayerSquad" ), DEFINE_OUTPUT( m_OnFollowOrder, "OnFollowOrder" ), DEFINE_OUTPUT( m_OnStationOrder, "OnStationOrder" ), DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ), DEFINE_OUTPUT( m_OnNavFailBlocked, "OnNavFailBlocked" ),
DEFINE_INPUTFUNC( FIELD_VOID, "RemoveFromPlayerSquad", InputRemoveFromPlayerSquad ), DEFINE_INPUTFUNC( FIELD_VOID, "StartPatrolling", InputStartPatrolling ), DEFINE_INPUTFUNC( FIELD_VOID, "StopPatrolling", InputStopPatrolling ), DEFINE_INPUTFUNC( FIELD_VOID, "SetCommandable", InputSetCommandable ), DEFINE_INPUTFUNC( FIELD_VOID, "SetMedicOn", InputSetMedicOn ), DEFINE_INPUTFUNC( FIELD_VOID, "SetMedicOff", InputSetMedicOff ), DEFINE_INPUTFUNC( FIELD_VOID, "SetAmmoResupplierOn", InputSetAmmoResupplierOn ), DEFINE_INPUTFUNC( FIELD_VOID, "SetAmmoResupplierOff", InputSetAmmoResupplierOff ), DEFINE_INPUTFUNC( FIELD_VOID, "SpeakIdleResponse", InputSpeakIdleResponse ),
#if HL2_EPISODIC
DEFINE_INPUTFUNC( FIELD_VOID, "ThrowHealthKit", InputForceHealthKitToss ), #endif
DEFINE_USEFUNC( CommanderUse ), DEFINE_USEFUNC( SimpleUse ),
END_DATADESC()
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSimpleSimTimer CNPC_Citizen::gm_PlayerSquadEvaluateTimer;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::CreateBehaviors() { BaseClass::CreateBehaviors(); AddBehavior( &m_FuncTankBehavior ); return true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::Precache() { SelectModel(); SelectExpressionType();
if ( !npc_citizen_dont_precache_all.GetBool() ) PrecacheAllOfType( m_Type ); else PrecacheModel( STRING( GetModelName() ) );
if ( NameMatches( "matt" ) ) PrecacheModel( "models/props_canal/mattpipe.mdl" );
PrecacheModel( INSIGNIA_MODEL );
PrecacheScriptSound( "NPC_Citizen.FootstepLeft" ); PrecacheScriptSound( "NPC_Citizen.FootstepRight" ); PrecacheScriptSound( "NPC_Citizen.Die" );
PrecacheInstancedScene( "scenes/Expressions/CitizenIdle.vcd" ); PrecacheInstancedScene( "scenes/Expressions/CitizenAlert_loop.vcd" ); PrecacheInstancedScene( "scenes/Expressions/CitizenCombat_loop.vcd" );
for ( int i = 0; i < STATES_WITH_EXPRESSIONS; i++ ) { for ( int j = 0; j < ARRAYSIZE(ScaredExpressions[i].szExpressions); j++ ) { PrecacheInstancedScene( ScaredExpressions[i].szExpressions[j] ); } for ( int j = 0; j < ARRAYSIZE(NormalExpressions[i].szExpressions); j++ ) { PrecacheInstancedScene( NormalExpressions[i].szExpressions[j] ); } for ( int j = 0; j < ARRAYSIZE(AngryExpressions[i].szExpressions); j++ ) { PrecacheInstancedScene( AngryExpressions[i].szExpressions[j] ); } }
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::PrecacheAllOfType( CitizenType_t type ) { if ( m_Type == CT_UNIQUE ) return;
int nHeads = ARRAYSIZE( g_ppszRandomHeads ); int i; for ( i = 0; i < nHeads; ++i ) { if ( !IsExcludedHead( type, false, i ) ) { PrecacheModel( CFmtStr( "models/Humans/%s/%s", (const char *)(CFmtStr(g_ppszModelLocs[m_Type], "")), g_ppszRandomHeads[i] ) ); } }
if ( m_Type == CT_REBEL ) { for ( i = 0; i < nHeads; ++i ) { if ( !IsExcludedHead( type, true, i ) ) { PrecacheModel( CFmtStr( "models/Humans/%s/%s", (const char *)(CFmtStr(g_ppszModelLocs[m_Type], "m")), g_ppszRandomHeads[i] ) ); } } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::Spawn() { BaseClass::Spawn();
#ifdef _XBOX
// Always fade the corpse
AddSpawnFlags( SF_NPC_FADE_CORPSE ); #endif // _XBOX
if ( ShouldAutosquad() ) { if ( m_SquadName == GetPlayerSquadName() ) { CAI_Squad *pPlayerSquad = g_AI_SquadManager.FindSquad( GetPlayerSquadName() ); if ( pPlayerSquad && pPlayerSquad->NumMembers() >= MAX_PLAYER_SQUAD ) m_SquadName = NULL_STRING; } gm_PlayerSquadEvaluateTimer.Force(); }
if ( IsAmmoResupplier() ) m_nSkin = 2; m_bRPGAvoidPlayer = false;
m_bShouldPatrol = false; m_iHealth = sk_citizen_health.GetFloat(); // Are we on a train? Used in trainstation to have NPCs on trains.
if ( GetMoveParent() && FClassnameIs( GetMoveParent(), "func_tracktrain" ) ) { CapabilitiesRemove( bits_CAP_MOVE_GROUND ); SetMoveType( MOVETYPE_NONE ); if ( NameMatches("citizen_train_2") ) { SetSequenceByName( "d1_t01_TrainRide_Sit_Idle" ); SetIdealActivity( ACT_DO_NOT_DISTURB ); } else { SetSequenceByName( "d1_t01_TrainRide_Stand" ); SetIdealActivity( ACT_DO_NOT_DISTURB ); } }
m_flStopManhackFlinch = -1;
m_iszIdleExpression = MAKE_STRING("scenes/expressions/citizenidle.vcd"); m_iszAlertExpression = MAKE_STRING("scenes/expressions/citizenalert_loop.vcd"); m_iszCombatExpression = MAKE_STRING("scenes/expressions/citizencombat_loop.vcd");
m_iszOriginalSquad = m_SquadName;
m_flNextHealthSearchTime = gpGlobals->curtime;
CWeaponRPG *pRPG = dynamic_cast<CWeaponRPG*>(GetActiveWeapon()); if ( pRPG ) { CapabilitiesRemove( bits_CAP_USE_SHOT_REGULATOR ); pRPG->StopGuiding(); }
m_flTimePlayerStare = FLT_MAX;
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
NPCInit();
SetUse( &CNPC_Citizen::CommanderUse ); Assert( !ShouldAutosquad() || !IsInPlayerSquad() );
m_bWasInPlayerSquad = IsInPlayerSquad();
// Use render bounds instead of human hull for guys sitting in chairs, etc.
m_ActBusyBehavior.SetUseRenderBounds( HasSpawnFlags( SF_CITIZEN_USE_RENDER_BOUNDS ) ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::PostNPCInit() { if ( !gEntList.FindEntityByClassname( NULL, COMMAND_POINT_CLASSNAME ) ) { CreateEntityByName( COMMAND_POINT_CLASSNAME ); } if ( IsInPlayerSquad() ) { if ( m_pSquad->NumMembers() > MAX_PLAYER_SQUAD ) DevMsg( "Error: Spawning citizen in player squad but exceeds squad limit of %d members\n", MAX_PLAYER_SQUAD );
FixupPlayerSquad(); } else { if ( ( m_spawnflags & SF_CITIZEN_FOLLOW ) && AI_IsSinglePlayer() ) { m_FollowBehavior.SetFollowTarget( UTIL_GetLocalPlayer() ); m_FollowBehavior.SetParameters( AIF_SIMPLE ); } }
BaseClass::PostNPCInit(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
struct HeadCandidate_t { int iHead; int nHeads;
static int __cdecl Sort( const HeadCandidate_t *pLeft, const HeadCandidate_t *pRight ) { return ( pLeft->nHeads - pRight->nHeads ); } };
void CNPC_Citizen::SelectModel() { // If making reslists, precache everything!!!
static bool madereslists = false;
if ( CommandLine()->CheckParm("-makereslists") && !madereslists ) { madereslists = true;
PrecacheAllOfType( CT_DOWNTRODDEN ); PrecacheAllOfType( CT_REFUGEE ); PrecacheAllOfType( CT_REBEL ); }
const char *pszModelName = NULL;
if ( m_Type == CT_DEFAULT ) { struct CitizenTypeMapping { const char *pszMapTag; CitizenType_t type; };
static CitizenTypeMapping CitizenTypeMappings[] = { { "trainstation", CT_DOWNTRODDEN }, { "canals", CT_REFUGEE }, { "town", CT_REFUGEE }, { "coast", CT_REFUGEE }, { "prison", CT_DOWNTRODDEN }, { "c17", CT_REBEL }, { "citadel", CT_DOWNTRODDEN }, };
char szMapName[256]; Q_strncpy(szMapName, STRING(gpGlobals->mapname), sizeof(szMapName) ); Q_strlower(szMapName);
for ( int i = 0; i < ARRAYSIZE(CitizenTypeMappings); i++ ) { if ( Q_stristr( szMapName, CitizenTypeMappings[i].pszMapTag ) ) { m_Type = CitizenTypeMappings[i].type; break; } }
if ( m_Type == CT_DEFAULT ) m_Type = CT_DOWNTRODDEN; }
if( HasSpawnFlags( SF_CITIZEN_RANDOM_HEAD | SF_CITIZEN_RANDOM_HEAD_MALE | SF_CITIZEN_RANDOM_HEAD_FEMALE ) || GetModelName() == NULL_STRING ) { Assert( m_iHead == -1 ); char gender = ( HasSpawnFlags( SF_CITIZEN_RANDOM_HEAD_MALE ) ) ? 'm' : ( HasSpawnFlags( SF_CITIZEN_RANDOM_HEAD_FEMALE ) ) ? 'f' : 0;
RemoveSpawnFlags( SF_CITIZEN_RANDOM_HEAD | SF_CITIZEN_RANDOM_HEAD_MALE | SF_CITIZEN_RANDOM_HEAD_FEMALE ); if( HasSpawnFlags( SF_NPC_START_EFFICIENT ) ) { SetModelName( AllocPooledString("models/humans/male_cheaple.mdl" ) ); return; } else { // Count the heads
int headCounts[ARRAYSIZE(g_ppszRandomHeads)] = { 0 }; int i;
for ( i = 0; i < g_AI_Manager.NumAIs(); i++ ) { CNPC_Citizen *pCitizen = dynamic_cast<CNPC_Citizen *>(g_AI_Manager.AccessAIs()[i]); if ( pCitizen && pCitizen != this && pCitizen->m_iHead >= 0 && pCitizen->m_iHead < ARRAYSIZE(g_ppszRandomHeads) ) { headCounts[pCitizen->m_iHead]++; } }
// Find all candidates
CUtlVectorFixed<HeadCandidate_t, ARRAYSIZE(g_ppszRandomHeads)> candidates;
for ( i = 0; i < ARRAYSIZE(g_ppszRandomHeads); i++ ) { if ( !gender || g_ppszRandomHeads[i][0] == gender ) { if ( !IsExcludedHead( m_Type, IsMedic(), i ) ) { HeadCandidate_t candidate = { i, headCounts[i] }; candidates.AddToTail( candidate ); } } }
Assert( candidates.Count() ); candidates.Sort( &HeadCandidate_t::Sort );
int iSmallestCount = candidates[0].nHeads; int iLimit;
for ( iLimit = 0; iLimit < candidates.Count(); iLimit++ ) { if ( candidates[iLimit].nHeads > iSmallestCount ) break; }
m_iHead = candidates[random->RandomInt( 0, iLimit - 1 )].iHead; pszModelName = g_ppszRandomHeads[m_iHead]; SetModelName(NULL_STRING); } }
Assert( pszModelName || GetModelName() != NULL_STRING );
if ( !pszModelName ) { if ( GetModelName() == NULL_STRING ) return; pszModelName = strrchr(STRING(GetModelName()), '/' ); if ( !pszModelName ) pszModelName = STRING(GetModelName()); else { pszModelName++; if ( m_iHead == -1 ) { for ( int i = 0; i < ARRAYSIZE(g_ppszRandomHeads); i++ ) { if ( Q_stricmp( g_ppszRandomHeads[i], pszModelName ) == 0 ) { m_iHead = i; break; } } } } if ( !*pszModelName ) return; }
// Unique citizen models are left alone
if ( m_Type != CT_UNIQUE ) { SetModelName( AllocPooledString( CFmtStr( "models/Humans/%s/%s", (const char *)(CFmtStr(g_ppszModelLocs[ m_Type ], ( IsMedic() ) ? "m" : "" )), pszModelName ) ) ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Citizen::SelectExpressionType() { // If we've got a mapmaker assigned type, leave it alone
if ( m_ExpressionType != CIT_EXP_UNASSIGNED ) return;
switch ( m_Type ) { case CT_DOWNTRODDEN: m_ExpressionType = (CitizenExpressionTypes_t)RandomInt( CIT_EXP_SCARED, CIT_EXP_NORMAL ); break; case CT_REFUGEE: m_ExpressionType = (CitizenExpressionTypes_t)RandomInt( CIT_EXP_SCARED, CIT_EXP_NORMAL ); break; case CT_REBEL: m_ExpressionType = (CitizenExpressionTypes_t)RandomInt( CIT_EXP_SCARED, CIT_EXP_ANGRY ); break;
case CT_DEFAULT: case CT_UNIQUE: default: break; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::FixupMattWeapon() { CBaseCombatWeapon *pWeapon = GetActiveWeapon(); if ( pWeapon && pWeapon->ClassMatches( "weapon_crowbar" ) && NameMatches( "matt" ) ) { Weapon_Drop( pWeapon ); UTIL_Remove( pWeapon ); pWeapon = (CBaseCombatWeapon *)CREATE_UNSAVED_ENTITY( CMattsPipe, "weapon_crowbar" ); pWeapon->SetName( AllocPooledString( "matt_weapon" ) ); DispatchSpawn( pWeapon );
#ifdef DEBUG
extern bool g_bReceivedChainedActivate; g_bReceivedChainedActivate = false; #endif
pWeapon->Activate(); Weapon_Equip( pWeapon ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::Activate() { BaseClass::Activate(); FixupMattWeapon(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::OnRestore() { gm_PlayerSquadEvaluateTimer.Force();
BaseClass::OnRestore();
if ( !gEntList.FindEntityByClassname( NULL, COMMAND_POINT_CLASSNAME ) ) { CreateEntityByName( COMMAND_POINT_CLASSNAME ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
string_t CNPC_Citizen::GetModelName() const { string_t iszModelName = BaseClass::GetModelName();
//
// If the model refers to an obsolete model, pretend it was blank
// so that we pick the new default model.
//
if (!Q_strnicmp(STRING(iszModelName), "models/c17_", 11) || !Q_strnicmp(STRING(iszModelName), "models/male", 11) || !Q_strnicmp(STRING(iszModelName), "models/female", 13) || !Q_strnicmp(STRING(iszModelName), "models/citizen", 14)) { return NULL_STRING; }
return iszModelName; }
//-----------------------------------------------------------------------------
// Purpose: Overridden to switch our behavior between passive and rebel. We
// become combative after Gordon becomes a criminal.
//-----------------------------------------------------------------------------
Class_T CNPC_Citizen::Classify() { if (GlobalEntity_GetState("gordon_precriminal") == GLOBAL_ON) return CLASS_CITIZEN_PASSIVE;
if (GlobalEntity_GetState("citizens_passive") == GLOBAL_ON) return CLASS_CITIZEN_PASSIVE;
return CLASS_PLAYER_ALLY; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldAlwaysThink() { return ( BaseClass::ShouldAlwaysThink() || IsInPlayerSquad() ); } //-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define CITIZEN_FOLLOWER_DESERT_FUNCTANK_DIST 45.0f*12.0f
bool CNPC_Citizen::ShouldBehaviorSelectSchedule( CAI_BehaviorBase *pBehavior ) { if( pBehavior == &m_FollowBehavior ) { // Suppress follow behavior if I have a func_tank and the func tank is near
// what I'm supposed to be following.
if( m_FuncTankBehavior.CanSelectSchedule() ) { // Is the tank close to the follow target?
Vector vecTank = m_FuncTankBehavior.GetFuncTank()->WorldSpaceCenter(); Vector vecFollowGoal = m_FollowBehavior.GetFollowGoalInfo().position;
float flTankDistSqr = (vecTank - vecFollowGoal).LengthSqr(); float flAllowDist = m_FollowBehavior.GetFollowGoalInfo().followPointTolerance * 2.0f; float flAllowDistSqr = flAllowDist * flAllowDist; if( flTankDistSqr < flAllowDistSqr ) { // Deny follow behavior so the tank can go.
return false; } } } else if( IsInPlayerSquad() && pBehavior == &m_FuncTankBehavior && m_FuncTankBehavior.IsMounted() ) { if( m_FollowBehavior.GetFollowTarget() ) { Vector vecFollowGoal = m_FollowBehavior.GetFollowTarget()->GetAbsOrigin(); if( vecFollowGoal.DistToSqr( GetAbsOrigin() ) > Square(CITIZEN_FOLLOWER_DESERT_FUNCTANK_DIST) ) { return false; } } }
return BaseClass::ShouldBehaviorSelectSchedule( pBehavior ); }
void CNPC_Citizen::OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior ) { if ( pNewBehavior == &m_FuncTankBehavior ) { m_bReadinessCapable = false; } else if ( pOldBehavior == &m_FuncTankBehavior ) { m_bReadinessCapable = IsReadinessCapable(); }
BaseClass::OnChangeRunningBehavior( pOldBehavior, pNewBehavior ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::GatherConditions() { BaseClass::GatherConditions();
if( IsInPlayerSquad() && hl2_episodic.GetBool() ) { // Leave the player squad if someone has made me neutral to player.
if( IRelationType(UTIL_GetLocalPlayer()) == D_NU ) { RemoveFromPlayerSquad(); } }
if ( !SpokeConcept( TLK_JOINPLAYER ) && IsRunningScriptedSceneWithSpeech( this, true ) ) { SetSpokeConcept( TLK_JOINPLAYER, NULL ); for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) { CAI_BaseNPC *pNpc = g_AI_Manager.AccessAIs()[i]; if ( pNpc != this && pNpc->GetClassname() == GetClassname() && pNpc->GetAbsOrigin().DistToSqr( GetAbsOrigin() ) < Square( 15*12 ) && FVisible( pNpc ) ) { (assert_cast<CNPC_Citizen *>(pNpc))->SetSpokeConcept( TLK_JOINPLAYER, NULL ); } } }
if( ShouldLookForHealthItem() ) { if( FindHealthItem( GetAbsOrigin(), Vector( 240, 240, 240 ) ) ) SetCondition( COND_HEALTH_ITEM_AVAILABLE ); else ClearCondition( COND_HEALTH_ITEM_AVAILABLE );
m_flNextHealthSearchTime = gpGlobals->curtime + 4.0; }
// If the player is standing near a medic and can see the medic,
// assume the player is 'staring' and wants health.
if( CanHeal() ) { CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( !pPlayer ) { m_flTimePlayerStare = FLT_MAX; return; }
float flDistSqr = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).Length2DSqr(); float flStareDist = sk_citizen_player_stare_dist.GetFloat(); float flPlayerDamage = pPlayer->GetMaxHealth() - pPlayer->GetHealth();
if( pPlayer->IsAlive() && flPlayerDamage > 0 && (flDistSqr <= flStareDist * flStareDist) && pPlayer->FInViewCone( this ) && pPlayer->FVisible( this ) ) { if( m_flTimePlayerStare == FLT_MAX ) { // Player wasn't looking at me at last think. He started staring now.
m_flTimePlayerStare = gpGlobals->curtime; }
// Heal if it's been long enough since last time I healed a staring player.
if( gpGlobals->curtime - m_flTimePlayerStare >= sk_citizen_player_stare_time.GetFloat() && gpGlobals->curtime > m_flTimeNextHealStare && !IsCurSchedule( SCHED_CITIZEN_HEAL ) ) { if ( ShouldHealTarget( pPlayer, true ) ) { SetCondition( COND_CIT_PLAYERHEALREQUEST ); } else { m_flTimeNextHealStare = gpGlobals->curtime + sk_citizen_stare_heal_time.GetFloat() * .5f; ClearCondition( COND_CIT_PLAYERHEALREQUEST ); } }
#ifdef HL2_EPISODIC
// Heal if I'm on an assault. The player hasn't had time to stare at me.
if( m_AssaultBehavior.IsRunning() && IsMoving() ) { SetCondition( COND_CIT_PLAYERHEALREQUEST ); } #endif
} else { m_flTimePlayerStare = FLT_MAX; } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::PredictPlayerPush() { if ( !AI_IsSinglePlayer() ) return;
if ( HasCondition( COND_CIT_PLAYERHEALREQUEST ) ) return;
bool bHadPlayerPush = HasCondition( COND_PLAYER_PUSHING );
BaseClass::PredictPlayerPush();
CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if ( !bHadPlayerPush && HasCondition( COND_PLAYER_PUSHING ) && pPlayer->FInViewCone( this ) && CanHeal() ) { if ( ShouldHealTarget( pPlayer, true ) ) { ClearCondition( COND_PLAYER_PUSHING ); SetCondition( COND_CIT_PLAYERHEALREQUEST ); } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::PrescheduleThink() { BaseClass::PrescheduleThink();
UpdatePlayerSquad(); UpdateFollowCommandPoint();
if ( !npc_citizen_insignia.GetBool() && npc_citizen_squad_marker.GetBool() && IsInPlayerSquad() ) { Vector mins = WorldAlignMins() * .5 + GetAbsOrigin(); Vector maxs = WorldAlignMaxs() * .5 + GetAbsOrigin(); float rMax = 255; float gMax = 255; float bMax = 255;
float rMin = 255; float gMin = 128; float bMin = 0;
const float TIME_FADE = 1.0; float timeInSquad = gpGlobals->curtime - m_flTimeJoinedPlayerSquad; timeInSquad = MIN( TIME_FADE, MAX( timeInSquad, 0 ) );
float fade = ( 1.0 - timeInSquad / TIME_FADE );
float r = rMin + ( rMax - rMin ) * fade; float g = gMin + ( gMax - gMin ) * fade; float b = bMin + ( bMax - bMin ) * fade;
// THIS IS A PLACEHOLDER UNTIL WE HAVE A REAL DESIGN & ART -- DO NOT REMOVE
NDebugOverlay::Line( Vector( mins.x, GetAbsOrigin().y, GetAbsOrigin().z+1 ), Vector( maxs.x, GetAbsOrigin().y, GetAbsOrigin().z+1 ), r, g, b, false, .11 ); NDebugOverlay::Line( Vector( GetAbsOrigin().x, mins.y, GetAbsOrigin().z+1 ), Vector( GetAbsOrigin().x, maxs.y, GetAbsOrigin().z+1 ), r, g, b, false, .11 ); } if( GetEnemy() && g_ai_citizen_show_enemy.GetBool() ) { NDebugOverlay::Line( EyePosition(), GetEnemy()->EyePosition(), 255, 0, 0, false, .1 ); } if ( DebuggingCommanderMode() ) { if ( HaveCommandGoal() ) { CBaseEntity *pCommandPoint = gEntList.FindEntityByClassname( NULL, COMMAND_POINT_CLASSNAME ); if ( pCommandPoint ) { NDebugOverlay::Cross3D(pCommandPoint->GetAbsOrigin(), 16, 0, 255, 255, false, 0.1 ); } } } }
//-----------------------------------------------------------------------------
// Purpose: Allows for modification of the interrupt mask for the current schedule.
// In the most cases the base implementation should be called first.
//-----------------------------------------------------------------------------
void CNPC_Citizen::BuildScheduleTestBits() { BaseClass::BuildScheduleTestBits();
if ( IsCurSchedule( SCHED_IDLE_STAND ) || IsCurSchedule( SCHED_ALERT_STAND ) ) { SetCustomInterruptCondition( COND_CIT_START_INSPECTION ); }
if ( IsMedic() && IsCustomInterruptConditionSet( COND_HEAR_MOVE_AWAY ) ) { if( !IsCurSchedule(SCHED_RELOAD, false) ) { // Since schedule selection code prioritizes reloading over requests to heal
// the player, we must prevent this condition from breaking the reload schedule.
SetCustomInterruptCondition( COND_CIT_PLAYERHEALREQUEST ); }
SetCustomInterruptCondition( COND_CIT_COMMANDHEAL ); }
if( !IsCurSchedule( SCHED_NEW_WEAPON ) ) { SetCustomInterruptCondition( COND_RECEIVED_ORDERS ); }
if( GetCurSchedule()->HasInterrupt( COND_IDLE_INTERRUPT ) ) { SetCustomInterruptCondition( COND_BETTER_WEAPON_AVAILABLE ); }
#ifdef HL2_EPISODIC
if( IsMedic() && m_AssaultBehavior.IsRunning() ) { if( !IsCurSchedule(SCHED_RELOAD, false) ) { SetCustomInterruptCondition( COND_CIT_PLAYERHEALREQUEST ); }
SetCustomInterruptCondition( COND_CIT_COMMANDHEAL ); } #else
if( IsMedic() && m_AssaultBehavior.IsRunning() && !IsMoving() ) { if( !IsCurSchedule(SCHED_RELOAD, false) ) { SetCustomInterruptCondition( COND_CIT_PLAYERHEALREQUEST ); }
SetCustomInterruptCondition( COND_CIT_COMMANDHEAL ); } #endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::FInViewCone( CBaseEntity *pEntity ) { #if 0
if ( IsMortar( pEntity ) ) { // @TODO (toml 11-20-03): do this only if have heard mortar shell recently and it's active
return true; } #endif
return BaseClass::FInViewCone( pEntity ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ) { switch( failedSchedule ) { case SCHED_NEW_WEAPON: // If failed trying to pick up a weapon, try again in one second. This is because other AI code
// has put this off for 10 seconds under the assumption that the citizen would be able to
// pick up the weapon that they found.
m_flNextWeaponSearchTime = gpGlobals->curtime + 1.0f; break;
case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK: case SCHED_MOVE_TO_WEAPON_RANGE: if( !IsMortar( GetEnemy() ) ) { if ( GetActiveWeapon() && ( GetActiveWeapon()->CapabilitiesGet() & bits_CAP_WEAPON_RANGE_ATTACK1 ) && random->RandomInt( 0, 1 ) && HasCondition(COND_SEE_ENEMY) && !HasCondition ( COND_NO_PRIMARY_AMMO ) ) return TranslateSchedule( SCHED_RANGE_ATTACK1 );
return SCHED_STANDOFF; } break; }
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectSchedule() { // If we can't move, we're on a train, and should be sitting.
if ( GetMoveType() == MOVETYPE_NONE ) { // For now, we're only ever parented to trains. If you hit this assert, you've parented a citizen
// to something else, and now we need to figure out a better system.
Assert( GetMoveParent() && FClassnameIs( GetMoveParent(), "func_tracktrain" ) ); return SCHED_CITIZEN_SIT_ON_TRAIN; }
CWeaponRPG *pRPG = dynamic_cast<CWeaponRPG*>(GetActiveWeapon()); if ( pRPG && pRPG->IsGuiding() ) { DevMsg( "Citizen in select schedule but RPG is guiding?\n"); pRPG->StopGuiding(); } return BaseClass::SelectSchedule(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectSchedulePriorityAction() { int schedule = SelectScheduleHeal(); if ( schedule != SCHED_NONE ) return schedule;
schedule = BaseClass::SelectSchedulePriorityAction(); if ( schedule != SCHED_NONE ) return schedule;
schedule = SelectScheduleRetrieveItem(); if ( schedule != SCHED_NONE ) return schedule;
return SCHED_NONE; }
//-----------------------------------------------------------------------------
// Determine if citizen should perform heal action.
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectScheduleHeal() { // episodic medics may toss the healthkits rather than poke you with them
#if HL2_EPISODIC
if ( CanHeal() ) { CBaseEntity *pEntity = PlayerInRange( GetLocalOrigin(), HEAL_TOSS_TARGET_RANGE ); if ( pEntity ) { if ( USE_EXPERIMENTAL_MEDIC_CODE() && IsMedic() ) { // use the new heal toss algorithm
if ( ShouldHealTossTarget( pEntity, HasCondition( COND_CIT_PLAYERHEALREQUEST ) ) ) { SetTarget( pEntity ); return SCHED_CITIZEN_HEAL_TOSS; } } else if ( PlayerInRange( GetLocalOrigin(), HEAL_MOVE_RANGE ) ) { // use old mechanism for ammo
if ( ShouldHealTarget( pEntity, HasCondition( COND_CIT_PLAYERHEALREQUEST ) ) ) { SetTarget( pEntity ); return SCHED_CITIZEN_HEAL; } }
} if ( m_pSquad ) { pEntity = NULL; float distClosestSq = HEAL_MOVE_RANGE*HEAL_MOVE_RANGE; float distCurSq; AISquadIter_t iter; CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter ); while ( pSquadmate ) { if ( pSquadmate != this ) { distCurSq = ( GetAbsOrigin() - pSquadmate->GetAbsOrigin() ).LengthSqr(); if ( distCurSq < distClosestSq && ShouldHealTarget( pSquadmate ) ) { distClosestSq = distCurSq; pEntity = pSquadmate; } }
pSquadmate = m_pSquad->GetNextMember( &iter ); } if ( pEntity ) { SetTarget( pEntity ); return SCHED_CITIZEN_HEAL; } } } else { if ( HasCondition( COND_CIT_PLAYERHEALREQUEST ) ) DevMsg( "Would say: sorry, need to recharge\n" ); } return SCHED_NONE;
#else
if ( CanHeal() ) { CBaseEntity *pEntity = PlayerInRange( GetLocalOrigin(), HEAL_MOVE_RANGE ); if ( pEntity && ShouldHealTarget( pEntity, HasCondition( COND_CIT_PLAYERHEALREQUEST ) ) ) { SetTarget( pEntity ); return SCHED_CITIZEN_HEAL; }
if ( m_pSquad ) { pEntity = NULL; float distClosestSq = HEAL_MOVE_RANGE*HEAL_MOVE_RANGE; float distCurSq;
AISquadIter_t iter; CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter ); while ( pSquadmate ) { if ( pSquadmate != this ) { distCurSq = ( GetAbsOrigin() - pSquadmate->GetAbsOrigin() ).LengthSqr(); if ( distCurSq < distClosestSq && ShouldHealTarget( pSquadmate ) ) { distClosestSq = distCurSq; pEntity = pSquadmate; } }
pSquadmate = m_pSquad->GetNextMember( &iter ); }
if ( pEntity ) { SetTarget( pEntity ); return SCHED_CITIZEN_HEAL; } } } else { if ( HasCondition( COND_CIT_PLAYERHEALREQUEST ) ) DevMsg( "Would say: sorry, need to recharge\n" ); }
return SCHED_NONE;
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectScheduleRetrieveItem() { if ( HasCondition(COND_BETTER_WEAPON_AVAILABLE) ) { CBaseHLCombatWeapon *pWeapon = dynamic_cast<CBaseHLCombatWeapon *>(Weapon_FindUsable( WEAPON_SEARCH_DELTA )); if ( pWeapon ) { m_flNextWeaponSearchTime = gpGlobals->curtime + 10.0; // Now lock the weapon for several seconds while we go to pick it up.
pWeapon->Lock( 10.0, this ); SetTarget( pWeapon ); return SCHED_NEW_WEAPON; } }
if( HasCondition(COND_HEALTH_ITEM_AVAILABLE) ) { if( !IsInPlayerSquad() ) { // Been kicked out of the player squad since the time I located the health.
ClearCondition( COND_HEALTH_ITEM_AVAILABLE ); } else { CBaseEntity *pBase = FindHealthItem(m_FollowBehavior.GetFollowTarget()->GetAbsOrigin(), Vector( 120, 120, 120 ) ); CItem *pItem = dynamic_cast<CItem *>(pBase);
if( pItem ) { SetTarget( pItem ); return SCHED_GET_HEALTHKIT; } } } return SCHED_NONE; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectScheduleNonCombat() { if ( m_NPCState == NPC_STATE_IDLE ) { // Handle being inspected by the scanner
if ( HasCondition( COND_CIT_START_INSPECTION ) ) { ClearCondition( COND_CIT_START_INSPECTION ); return SCHED_CITIZEN_PLAY_INSPECT_ACTIVITY; } } ClearCondition( COND_CIT_START_INSPECTION );
if ( m_bShouldPatrol ) return SCHED_CITIZEN_PATROL; return SCHED_NONE; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectScheduleManhackCombat() { if ( m_NPCState == NPC_STATE_COMBAT && IsManhackMeleeCombatant() ) { if ( !HasCondition( COND_CAN_MELEE_ATTACK1 ) ) { float distSqEnemy = ( GetEnemy()->GetAbsOrigin() - EyePosition() ).LengthSqr(); if ( distSqEnemy < 48.0*48.0 && ( ( GetEnemy()->GetAbsOrigin() + GetEnemy()->GetSmoothedVelocity() * .1 ) - EyePosition() ).LengthSqr() < distSqEnemy ) return SCHED_COWER;
int iRoll = random->RandomInt( 1, 4 ); if ( iRoll == 1 ) return SCHED_BACK_AWAY_FROM_ENEMY; else if ( iRoll == 2 ) return SCHED_CHASE_ENEMY; } } return SCHED_NONE; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectScheduleCombat() { int schedule = SelectScheduleManhackCombat(); if ( schedule != SCHED_NONE ) return schedule; return BaseClass::SelectScheduleCombat(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldDeferToFollowBehavior() { #if 0
if ( HaveCommandGoal() ) return false; #endif
return BaseClass::ShouldDeferToFollowBehavior(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::TranslateSchedule( int scheduleType ) { CBasePlayer *pLocalPlayer = AI_GetSinglePlayer();
switch( scheduleType ) { case SCHED_IDLE_STAND: case SCHED_ALERT_STAND: if( m_NPCState != NPC_STATE_COMBAT && pLocalPlayer && !pLocalPlayer->IsAlive() && CanJoinPlayerSquad() ) { // Player is dead!
float flDist; flDist = ( pLocalPlayer->GetAbsOrigin() - GetAbsOrigin() ).Length();
if( flDist < 50 * 12 ) { AddSpawnFlags( SF_CITIZEN_NOT_COMMANDABLE ); return SCHED_CITIZEN_MOURN_PLAYER; } } break;
case SCHED_ESTABLISH_LINE_OF_FIRE: case SCHED_MOVE_TO_WEAPON_RANGE: if( !IsMortar( GetEnemy() ) && HaveCommandGoal() ) { if ( GetActiveWeapon() && ( GetActiveWeapon()->CapabilitiesGet() & bits_CAP_WEAPON_RANGE_ATTACK1 ) && random->RandomInt( 0, 1 ) && HasCondition(COND_SEE_ENEMY) && !HasCondition ( COND_NO_PRIMARY_AMMO ) ) return TranslateSchedule( SCHED_RANGE_ATTACK1 );
return SCHED_STANDOFF; } break;
case SCHED_CHASE_ENEMY: if( !IsMortar( GetEnemy() ) && HaveCommandGoal() ) { return SCHED_STANDOFF; } break;
case SCHED_RANGE_ATTACK1: // If we have an RPG, we use a custom schedule for it
if ( !IsMortar( GetEnemy() ) && GetActiveWeapon() && FClassnameIs( GetActiveWeapon(), "weapon_rpg" ) ) { if ( GetEnemy() && GetEnemy()->ClassMatches( "npc_strider" ) ) { if (OccupyStrategySlotRange( SQUAD_SLOT_CITIZEN_RPG1, SQUAD_SLOT_CITIZEN_RPG2 ) ) { return SCHED_CITIZEN_STRIDER_RANGE_ATTACK1_RPG; } else { return SCHED_STANDOFF; } } else { CBasePlayer *pPlayer = AI_GetSinglePlayer(); if ( pPlayer && GetEnemy() && ( ( GetEnemy()->GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr() < RPG_SAFE_DISTANCE * RPG_SAFE_DISTANCE ) ) { // Don't fire our RPG at an enemy too close to the player
return SCHED_STANDOFF; } else { return SCHED_CITIZEN_RANGE_ATTACK1_RPG; } } } break; }
return BaseClass::TranslateSchedule( scheduleType ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldAcceptGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal ) { if ( BaseClass::ShouldAcceptGoal( pBehavior, pGoal ) ) { CAI_FollowBehavior *pFollowBehavior = dynamic_cast<CAI_FollowBehavior *>(pBehavior ); if ( pFollowBehavior ) { if ( IsInPlayerSquad() ) { m_hSavedFollowGoalEnt = (CAI_FollowGoal *)pGoal; return false; } } return true; } return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::OnClearGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal ) { if ( m_hSavedFollowGoalEnt == pGoal ) m_hSavedFollowGoalEnt = NULL; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_CIT_PLAY_INSPECT_SEQUENCE: SetIdealActivity( (Activity) m_nInspectActivity ); break;
case TASK_CIT_SIT_ON_TRAIN: if ( NameMatches("citizen_train_2") ) { SetSequenceByName( "d1_t01_TrainRide_Sit_Idle" ); SetIdealActivity( ACT_DO_NOT_DISTURB ); } else { SetSequenceByName( "d1_t01_TrainRide_Stand" ); SetIdealActivity( ACT_DO_NOT_DISTURB ); } break;
case TASK_CIT_LEAVE_TRAIN: if ( NameMatches("citizen_train_2") ) { SetSequenceByName( "d1_t01_TrainRide_Sit_Exit" ); SetIdealActivity( ACT_DO_NOT_DISTURB ); } else { SetSequenceByName( "d1_t01_TrainRide_Stand_Exit" ); SetIdealActivity( ACT_DO_NOT_DISTURB ); } break; case TASK_CIT_HEAL: #if HL2_EPISODIC
case TASK_CIT_HEAL_TOSS: #endif
if ( IsMedic() ) { if ( GetTarget() && GetTarget()->IsPlayer() && GetTarget()->m_iMaxHealth == GetTarget()->m_iHealth ) { // Doesn't need us anymore
TaskComplete(); break; }
Speak( TLK_HEAL ); } else if ( IsAmmoResupplier() ) { Speak( TLK_GIVEAMMO ); } SetIdealActivity( (Activity)ACT_CIT_HEAL ); break; case TASK_CIT_RPG_AUGER: m_bRPGAvoidPlayer = false; SetWait( 15.0 ); // maximum time auger before giving up
break;
case TASK_CIT_SPEAK_MOURNING: if ( !IsSpeaking() && CanSpeakAfterMyself() ) { //CAI_AllySpeechManager *pSpeechManager = GetAllySpeechManager();
//if ( pSpeechManager-> )
Speak(TLK_PLDEAD); } TaskComplete(); break;
default: BaseClass::StartTask( pTask ); break; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_WAIT_FOR_MOVEMENT: { if ( IsManhackMeleeCombatant() ) { AddFacingTarget( GetEnemy(), 1.0, 0.5 ); }
BaseClass::RunTask( pTask ); break; }
case TASK_MOVE_TO_TARGET_RANGE: { // If we're moving to heal a target, and the target dies, stop
if ( IsCurSchedule( SCHED_CITIZEN_HEAL ) && (!GetTarget() || !GetTarget()->IsAlive()) ) { TaskFail(FAIL_NO_TARGET); return; }
BaseClass::RunTask( pTask ); break; }
case TASK_CIT_PLAY_INSPECT_SEQUENCE: { AutoMovement(); if ( IsSequenceFinished() ) { TaskComplete(); } break; } case TASK_CIT_SIT_ON_TRAIN: { // If we were on a train, but we're not anymore, enable movement
if ( !GetMoveParent() ) { SetMoveType( MOVETYPE_STEP ); CapabilitiesAdd( bits_CAP_MOVE_GROUND ); TaskComplete(); } break; }
case TASK_CIT_LEAVE_TRAIN: { if ( IsSequenceFinished() ) { SetupVPhysicsHull(); TaskComplete(); } break; }
case TASK_CIT_HEAL: if ( IsSequenceFinished() ) { TaskComplete(); } else if (!GetTarget()) { // Our heal target was killed or deleted somehow.
TaskFail(FAIL_NO_TARGET); } else { if ( ( GetTarget()->GetAbsOrigin() - GetAbsOrigin() ).Length2D() > HEAL_MOVE_RANGE/2 ) TaskComplete();
GetMotor()->SetIdealYawToTargetAndUpdate( GetTarget()->GetAbsOrigin() ); } break;
#if HL2_EPISODIC
case TASK_CIT_HEAL_TOSS: if ( IsSequenceFinished() ) { TaskComplete(); } else if (!GetTarget()) { // Our heal target was killed or deleted somehow.
TaskFail(FAIL_NO_TARGET); } else { GetMotor()->SetIdealYawToTargetAndUpdate( GetTarget()->GetAbsOrigin() ); } break;
#endif
case TASK_CIT_RPG_AUGER: { // Keep augering until the RPG has been destroyed
CWeaponRPG *pRPG = dynamic_cast<CWeaponRPG*>(GetActiveWeapon()); if ( !pRPG ) { TaskFail( FAIL_ITEM_NO_FIND ); return; }
// Has the RPG detonated?
if ( !pRPG->GetMissile() ) { pRPG->StopGuiding(); TaskComplete(); return; }
Vector vecLaserPos = pRPG->GetNPCLaserPosition();
if ( !m_bRPGAvoidPlayer ) { // Abort if we've lost our enemy
if ( !GetEnemy() ) { pRPG->StopGuiding(); TaskFail( FAIL_NO_ENEMY ); return; }
// Is our enemy occluded?
if ( HasCondition( COND_ENEMY_OCCLUDED ) ) { // Turn off the laserdot, but don't stop augering
pRPG->StopGuiding(); return; } else if ( pRPG->IsGuiding() == false ) { pRPG->StartGuiding(); }
Vector vecEnemyPos = GetEnemy()->BodyTarget(GetAbsOrigin(), false); CBasePlayer *pPlayer = AI_GetSinglePlayer(); if ( pPlayer && ( ( vecEnemyPos - pPlayer->GetAbsOrigin() ).LengthSqr() < RPG_SAFE_DISTANCE * RPG_SAFE_DISTANCE ) ) { m_bRPGAvoidPlayer = true; Speak( TLK_WATCHOUT ); } else { // Pull the laserdot towards the target
Vector vecToTarget = (vecEnemyPos - vecLaserPos); float distToMove = VectorNormalize( vecToTarget ); if ( distToMove > 90 ) distToMove = 90; vecLaserPos += vecToTarget * distToMove; } }
if ( m_bRPGAvoidPlayer ) { // Pull the laserdot up
vecLaserPos.z += 90; }
if ( IsWaitFinished() ) { pRPG->StopGuiding(); TaskFail( FAIL_NO_SHOOT ); return; } // Add imprecision to avoid obvious robotic perfection stationary targets
float imprecision = 18*sin(gpGlobals->curtime); vecLaserPos.x += imprecision; vecLaserPos.y += imprecision; vecLaserPos.z += imprecision; pRPG->UpdateNPCLaserPosition( vecLaserPos ); } break;
default: BaseClass::RunTask( pTask ); break; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : code -
//-----------------------------------------------------------------------------
void CNPC_Citizen::TaskFail( AI_TaskFailureCode_t code ) { // If our heal task has failed, push out the heal time
if ( IsCurSchedule( SCHED_CITIZEN_HEAL ) ) { m_flPlayerHealTime = gpGlobals->curtime + sk_citizen_heal_ally_delay.GetFloat(); }
if( code == FAIL_NO_ROUTE_BLOCKED && m_bNotifyNavFailBlocked ) { m_OnNavFailBlocked.FireOutput( this, this ); }
BaseClass::TaskFail( code ); }
//-----------------------------------------------------------------------------
// Purpose: Override base class activiites
//-----------------------------------------------------------------------------
Activity CNPC_Citizen::NPC_TranslateActivity( Activity activity ) { if ( activity == ACT_MELEE_ATTACK1 ) { return ACT_MELEE_ATTACK_SWING; }
// !!!HACK - Citizens don't have the required animations for shotguns,
// so trick them into using the rifle counterparts for now (sjb)
if ( activity == ACT_RUN_AIM_SHOTGUN ) return ACT_RUN_AIM_RIFLE; if ( activity == ACT_WALK_AIM_SHOTGUN ) return ACT_WALK_AIM_RIFLE; if ( activity == ACT_IDLE_ANGRY_SHOTGUN ) return ACT_IDLE_ANGRY_SMG1; if ( activity == ACT_RANGE_ATTACK_SHOTGUN_LOW ) return ACT_RANGE_ATTACK_SMG1_LOW;
return BaseClass::NPC_TranslateActivity( activity ); }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Citizen::HandleAnimEvent( animevent_t *pEvent ) { if ( pEvent->event == AE_CITIZEN_GET_PACKAGE ) { // Give the citizen a package
CBaseCombatWeapon *pWeapon = Weapon_Create( "weapon_citizenpackage" ); 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()) )) ); } Weapon_Equip( pWeapon ); } return; } else if ( pEvent->event == AE_CITIZEN_HEAL ) { // Heal my target (if within range)
#if HL2_EPISODIC
if ( USE_EXPERIMENTAL_MEDIC_CODE() && IsMedic() ) { CBaseCombatCharacter *pTarget = dynamic_cast<CBaseCombatCharacter *>( GetTarget() ); Assert(pTarget); if ( pTarget ) { m_flPlayerHealTime = gpGlobals->curtime + sk_citizen_heal_toss_player_delay.GetFloat();; TossHealthKit( pTarget, Vector(48.0f, 0.0f, 0.0f) ); } } else { Heal(); } #else
Heal(); #endif
return; }
switch( pEvent->event ) { case NPC_EVENT_LEFTFOOT: { EmitSound( "NPC_Citizen.FootstepLeft", pEvent->eventtime ); } break;
case NPC_EVENT_RIGHTFOOT: { EmitSound( "NPC_Citizen.FootstepRight", pEvent->eventtime ); } break;
default: BaseClass::HandleAnimEvent( pEvent ); break; } }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Citizen::PickupItem( CBaseEntity *pItem ) { Assert( pItem != NULL ); if( FClassnameIs( pItem, "item_healthkit" ) ) { if ( TakeHealth( sk_healthkit.GetFloat(), DMG_GENERIC ) ) { RemoveAllDecals(); UTIL_Remove( pItem ); } } else if( FClassnameIs( pItem, "item_healthvial" ) ) { if ( TakeHealth( sk_healthvial.GetFloat(), DMG_GENERIC ) ) { RemoveAllDecals(); UTIL_Remove( pItem ); } } else { DevMsg("Citizen doesn't know how to pick up %s!\n", pItem->GetClassname() ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Citizen::IgnorePlayerPushing( void ) { // If the NPC's on a func_tank that the player cannot man, ignore player pushing
if ( m_FuncTankBehavior.IsMounted() ) { CFuncTank *pTank = m_FuncTankBehavior.GetFuncTank(); if ( pTank && !pTank->IsControllable() ) return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Return a random expression for the specified state to play over
// the state's expression loop.
//-----------------------------------------------------------------------------
const char *CNPC_Citizen::SelectRandomExpressionForState( NPC_STATE state ) { // Hacky remap of NPC states to expression states that we care about
int iExpressionState = 0; switch ( state ) { case NPC_STATE_IDLE: iExpressionState = 0; break;
case NPC_STATE_ALERT: iExpressionState = 1; break;
case NPC_STATE_COMBAT: iExpressionState = 2; break;
default: // An NPC state we don't have expressions for
return NULL; }
// Now pick the right one for our expression type
switch ( m_ExpressionType ) { case CIT_EXP_SCARED: { int iRandom = RandomInt( 0, ARRAYSIZE(ScaredExpressions[iExpressionState].szExpressions)-1 ); return ScaredExpressions[iExpressionState].szExpressions[iRandom]; }
case CIT_EXP_NORMAL: { int iRandom = RandomInt( 0, ARRAYSIZE(NormalExpressions[iExpressionState].szExpressions)-1 ); return NormalExpressions[iExpressionState].szExpressions[iRandom]; }
case CIT_EXP_ANGRY: { int iRandom = RandomInt( 0, ARRAYSIZE(AngryExpressions[iExpressionState].szExpressions)-1 ); return AngryExpressions[iExpressionState].szExpressions[iRandom]; }
default: break; }
return NULL; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::SimpleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // Under these conditions, citizens will refuse to go with the player.
// Robin: NPCs should always respond to +USE even if someone else has the semaphore.
m_bDontUseSemaphore = true;
// First, try to speak the +USE concept
if ( !SelectPlayerUseSpeech() ) { if ( HasSpawnFlags(SF_CITIZEN_NOT_COMMANDABLE) || IRelationType( pActivator ) == D_NU ) { // If I'm denying commander mode because a level designer has made that decision,
// then fire this output in case they've hooked it to an event.
m_OnDenyCommanderUse.FireOutput( this, this ); } }
m_bDontUseSemaphore = false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::OnBeginMoveAndShoot() { if ( BaseClass::OnBeginMoveAndShoot() ) { if( m_iMySquadSlot == SQUAD_SLOT_ATTACK1 || m_iMySquadSlot == SQUAD_SLOT_ATTACK2 ) return true; // already have the slot I need
if( m_iMySquadSlot == SQUAD_SLOT_NONE && OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) return true; }
return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::OnEndMoveAndShoot() { VacateStrategySlot(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::LocateEnemySound() { #if 0
if ( !GetEnemy() ) return;
float flZDiff = GetLocalOrigin().z - GetEnemy()->GetLocalOrigin().z;
if( flZDiff < -128 ) { EmitSound( "NPC_Citizen.UpThere" ); } else if( flZDiff > 128 ) { EmitSound( "NPC_Citizen.DownThere" ); } else { EmitSound( "NPC_Citizen.OverHere" ); } #endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::IsManhackMeleeCombatant() { CBaseCombatWeapon *pWeapon = GetActiveWeapon(); CBaseEntity *pEnemy = GetEnemy(); return ( pEnemy && pWeapon && pEnemy->Classify() == CLASS_MANHACK && pWeapon->ClassMatches( "weapon_crowbar" ) ); }
//-----------------------------------------------------------------------------
// Purpose: Return the actual position the NPC wants to fire at when it's trying
// to hit it's current enemy.
//-----------------------------------------------------------------------------
Vector CNPC_Citizen::GetActualShootPosition( const Vector &shootOrigin ) { Vector vecTarget = BaseClass::GetActualShootPosition( shootOrigin );
CWeaponRPG *pRPG = dynamic_cast<CWeaponRPG*>(GetActiveWeapon()); // If we're firing an RPG at a gunship, aim off to it's side, because we'll auger towards it.
if ( pRPG && GetEnemy() ) { if ( FClassnameIs( GetEnemy(), "npc_combinegunship" ) ) { Vector vecRight; GetVectors( NULL, &vecRight, NULL ); // Random height
vecRight.z = 0;
// Find a clear shot by checking for clear shots around it
float flShotOffsets[] = { 512, -512, 128, -128 }; for ( int i = 0; i < ARRAYSIZE(flShotOffsets); i++ ) { Vector vecTest = vecTarget + (vecRight * flShotOffsets[i]); // Add some random height to it
vecTest.z += RandomFloat( -512, 512 ); trace_t tr; AI_TraceLine( shootOrigin, vecTest, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
// If we can see the point, it's a clear shot
if ( tr.fraction == 1.0 && tr.m_pEnt != GetEnemy() ) { pRPG->SetNPCLaserPosition( vecTest ); return vecTest; } } } else { pRPG->SetNPCLaserPosition( vecTarget ); }
}
return vecTarget; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon ) { if ( pNewWeapon ) { GetShotRegulator()->SetParameters( pNewWeapon->GetMinBurst(), pNewWeapon->GetMaxBurst(), pNewWeapon->GetMinRestTime(), pNewWeapon->GetMaxRestTime() ); } BaseClass::OnChangeActiveWeapon( pOldWeapon, pNewWeapon ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define SHOTGUN_DEFER_SEARCH_TIME 20.0f
#define OTHER_DEFER_SEARCH_TIME FLT_MAX
bool CNPC_Citizen::ShouldLookForBetterWeapon() { if ( BaseClass::ShouldLookForBetterWeapon() ) { if ( IsInPlayerSquad() && (GetActiveWeapon()&&IsMoving()) && ( m_FollowBehavior.GetFollowTarget() && m_FollowBehavior.GetFollowTarget()->IsPlayer() ) ) { // For citizens in the player squad, you must be unarmed, or standing still (if armed) in order to
// divert attention to looking for a new weapon.
return false; }
if ( GetActiveWeapon() && IsMoving() ) return false;
if ( GlobalEntity_GetState("gordon_precriminal") == GLOBAL_ON ) { // This stops the NPC looking altogether.
m_flNextWeaponSearchTime = FLT_MAX; return false; }
#ifdef DBGFLAG_ASSERT
// Cached off to make sure you change this if you ask the code to defer.
float flOldWeaponSearchTime = m_flNextWeaponSearchTime; #endif
CBaseCombatWeapon *pWeapon = GetActiveWeapon(); if( pWeapon ) { bool bDefer = false;
if( FClassnameIs( pWeapon, "weapon_ar2" ) ) { // Content to keep this weapon forever
m_flNextWeaponSearchTime = OTHER_DEFER_SEARCH_TIME; bDefer = true; } else if( FClassnameIs( pWeapon, "weapon_rpg" ) ) { // Content to keep this weapon forever
m_flNextWeaponSearchTime = OTHER_DEFER_SEARCH_TIME; bDefer = true; } else if( FClassnameIs( pWeapon, "weapon_shotgun" ) ) { // Shotgunners do not defer their weapon search indefinitely.
// If more than one citizen in the squad has a shotgun, we force
// some of them to trade for another weapon.
if( NumWeaponsInSquad("weapon_shotgun") > 1 ) { // Check for another weapon now. If I don't find one, this code will
// retry in 2 seconds or so.
bDefer = false; } else { // I'm the only shotgunner in the group right now, so I'll check
// again in 3 0seconds or so. This code attempts to distribute
// the desire to reduce shotguns amongst squadmates so that all
// shotgunners do not discard their weapons when they suddenly realize
// the squad has too many.
if( random->RandomInt( 0, 1 ) == 0 ) { m_flNextWeaponSearchTime = gpGlobals->curtime + SHOTGUN_DEFER_SEARCH_TIME; } else { m_flNextWeaponSearchTime = gpGlobals->curtime + SHOTGUN_DEFER_SEARCH_TIME + 10.0f; }
bDefer = true; } }
if( bDefer ) { // I'm happy with my current weapon. Don't search now.
// If you ask the code to defer, you must have set m_flNextWeaponSearchTime to when
// you next want to try to search.
Assert( m_flNextWeaponSearchTime != flOldWeaponSearchTime ); return false; } }
return true; }
return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { if( (info.GetDamageType() & DMG_BURN) && (info.GetDamageType() & DMG_DIRECT) ) { #define CITIZEN_SCORCH_RATE 6
#define CITIZEN_SCORCH_FLOOR 75
Scorch( CITIZEN_SCORCH_RATE, CITIZEN_SCORCH_FLOOR ); }
CTakeDamageInfo newInfo = info;
if( IsInSquad() && (info.GetDamageType() & DMG_BLAST) && info.GetInflictor() ) { if( npc_citizen_explosive_resist.GetBool() ) { // Blast damage. If this kills a squad member, give the
// remaining citizens a resistance bonus to this inflictor
// to try to avoid having the entire squad wiped out by a
// single explosion.
if( m_pSquad->IsSquadInflictor( info.GetInflictor() ) ) { newInfo.ScaleDamage( 0.5 ); } else { // If this blast is going to kill me, designate the inflictor
// so that the rest of the squad can enjoy a damage resist.
if( info.GetDamage() >= GetHealth() ) { m_pSquad->SetSquadInflictor( info.GetInflictor() ); } } } }
return BaseClass::OnTakeDamage_Alive( newInfo ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::IsCommandable() { return ( !HasSpawnFlags(SF_CITIZEN_NOT_COMMANDABLE) && IsInPlayerSquad() ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::IsPlayerAlly( CBasePlayer *pPlayer ) { if ( Classify() == CLASS_CITIZEN_PASSIVE && GlobalEntity_GetState("gordon_precriminal") == GLOBAL_ON ) { // Robin: Citizens use friendly speech semaphore in trainstation
return true; }
return BaseClass::IsPlayerAlly( pPlayer ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::CanJoinPlayerSquad() { if ( !AI_IsSinglePlayer() ) return false;
if ( m_NPCState == NPC_STATE_SCRIPT || m_NPCState == NPC_STATE_PRONE ) return false;
if ( HasSpawnFlags(SF_CITIZEN_NOT_COMMANDABLE) ) return false;
if ( IsInAScript() ) return false;
// Don't bother people who don't want to be bothered
if ( !CanBeUsedAsAFriend() ) return false;
if ( IRelationType( UTIL_GetLocalPlayer() ) != D_LI ) return false;
return true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::WasInPlayerSquad() { return m_bWasInPlayerSquad; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::HaveCommandGoal() const { if (GetCommandGoal() != vec3_invalid) return true; return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::IsCommandMoving() { if ( AI_IsSinglePlayer() && IsInPlayerSquad() ) { if ( m_FollowBehavior.GetFollowTarget() == UTIL_GetLocalPlayer() || IsFollowingCommandPoint() ) { return ( m_FollowBehavior.IsMovingToFollowTarget() ); } } return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldAutoSummon() { if ( !AI_IsSinglePlayer() || !IsFollowingCommandPoint() || !IsInPlayerSquad() ) return false;
CHL2_Player *pPlayer = (CHL2_Player *)UTIL_GetLocalPlayer(); float distMovedSq = ( pPlayer->GetAbsOrigin() - m_vAutoSummonAnchor ).LengthSqr(); float moveTolerance = player_squad_autosummon_move_tolerance.GetFloat() * 12; const Vector &vCommandGoal = GetCommandGoal();
if ( distMovedSq < Square(moveTolerance * 10) && (GetAbsOrigin() - vCommandGoal).LengthSqr() > Square(10*12) && IsCommandMoving() ) { m_AutoSummonTimer.Set( player_squad_autosummon_time.GetFloat() ); if ( player_squad_autosummon_debug.GetBool() ) DevMsg( "Waiting for arrival before initiating autosummon logic\n"); } else if ( m_AutoSummonTimer.Expired() ) { bool bSetFollow = false; bool bTestEnemies = true; // Auto summon unconditionally if a significant amount of time has passed
if ( gpGlobals->curtime - m_AutoSummonTimer.GetNext() > player_squad_autosummon_time.GetFloat() * 2 ) { bSetFollow = true; if ( player_squad_autosummon_debug.GetBool() ) DevMsg( "Auto summoning squad: long time (%f)\n", ( gpGlobals->curtime - m_AutoSummonTimer.GetNext() ) + player_squad_autosummon_time.GetFloat() ); } // Player must move for autosummon
if ( distMovedSq > Square(12) ) { bool bCommandPointIsVisible = pPlayer->FVisible( vCommandGoal + pPlayer->GetViewOffset() );
// Auto summon if the player is close by the command point
if ( !bSetFollow && bCommandPointIsVisible && distMovedSq > Square(24) ) { float closenessTolerance = player_squad_autosummon_player_tolerance.GetFloat() * 12; if ( (pPlayer->GetAbsOrigin() - vCommandGoal).LengthSqr() < Square( closenessTolerance ) && ((m_vAutoSummonAnchor - vCommandGoal).LengthSqr() > Square( closenessTolerance )) ) { bSetFollow = true; if ( player_squad_autosummon_debug.GetBool() ) DevMsg( "Auto summoning squad: player close to command point (%f)\n", (GetAbsOrigin() - vCommandGoal).Length() ); } } // Auto summon if moved a moderate distance and can't see command point, or moved a great distance
if ( !bSetFollow ) { if ( distMovedSq > Square( moveTolerance * 2 ) ) { bSetFollow = true; bTestEnemies = ( distMovedSq < Square( moveTolerance * 10 ) ); if ( player_squad_autosummon_debug.GetBool() ) DevMsg( "Auto summoning squad: player very far from anchor (%f)\n", sqrt(distMovedSq) ); } else if ( distMovedSq > Square( moveTolerance ) ) { if ( !bCommandPointIsVisible ) { bSetFollow = true; if ( player_squad_autosummon_debug.GetBool() ) DevMsg( "Auto summoning squad: player far from anchor (%f)\n", sqrt(distMovedSq) ); } } } } // Auto summon only if there are no readily apparent enemies
if ( bSetFollow && bTestEnemies ) { for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) { CAI_BaseNPC *pNpc = g_AI_Manager.AccessAIs()[i]; float timeSinceCombatTolerance = player_squad_autosummon_time_after_combat.GetFloat(); if ( pNpc->IsInPlayerSquad() ) { if ( gpGlobals->curtime - pNpc->GetLastAttackTime() > timeSinceCombatTolerance || gpGlobals->curtime - pNpc->GetLastDamageTime() > timeSinceCombatTolerance ) continue; } else if ( pNpc->GetEnemy() ) { CBaseEntity *pNpcEnemy = pNpc->GetEnemy(); if ( !IsSniper( pNpc ) && ( gpGlobals->curtime - pNpc->GetEnemyLastTimeSeen() ) > timeSinceCombatTolerance ) continue;
if ( pNpcEnemy == pPlayer ) { if ( pNpc->CanBeAnEnemyOf( pPlayer ) ) { bSetFollow = false; break; } } else if ( pNpcEnemy->IsNPC() && ( pNpcEnemy->MyNPCPointer()->GetSquad() == GetSquad() || pNpcEnemy->Classify() == CLASS_PLAYER_ALLY_VITAL ) ) { if ( pNpc->CanBeAnEnemyOf( this ) ) { bSetFollow = false; break; } } } } if ( !bSetFollow && player_squad_autosummon_debug.GetBool() ) DevMsg( "Auto summon REVOKED: Combat recent \n"); } return bSetFollow; } return false; }
//-----------------------------------------------------------------------------
// Is this entity something that the citizen should interact with (return true)
// or something that he should try to get close to (return false)
//-----------------------------------------------------------------------------
bool CNPC_Citizen::IsValidCommandTarget( CBaseEntity *pTarget ) { return false; }
//-----------------------------------------------------------------------------
bool CNPC_Citizen::SpeakCommandResponse( AIConcept_t concept, const char *modifiers ) { return SpeakIfAllowed( concept, CFmtStr( "numselected:%d," "useradio:%d%s", ( GetSquad() ) ? GetSquad()->NumMembers() : 1, ShouldSpeakRadio( AI_GetSinglePlayer() ), ( modifiers ) ? CFmtStr(",%s", modifiers).operator const char *() : "" ) ); }
//-----------------------------------------------------------------------------
// Purpose: return TRUE if the commander mode should try to give this order
// to more people. return FALSE otherwise. For instance, we don't
// try to send all 3 selectedcitizens to pick up the same gun.
//-----------------------------------------------------------------------------
bool CNPC_Citizen::TargetOrder( CBaseEntity *pTarget, CAI_BaseNPC **Allies, int numAllies ) { if ( pTarget->IsPlayer() ) { // I'm the target! Toggle follow!
if( m_FollowBehavior.GetFollowTarget() != pTarget ) { ClearFollowTarget(); SetCommandGoal( vec3_invalid );
// Turn follow on!
m_AssaultBehavior.Disable(); m_FollowBehavior.SetFollowTarget( pTarget ); m_FollowBehavior.SetParameters( AIF_SIMPLE ); SpeakCommandResponse( TLK_STARTFOLLOW );
m_OnFollowOrder.FireOutput( this, this ); } else if ( m_FollowBehavior.GetFollowTarget() == pTarget ) { // Stop following.
m_FollowBehavior.SetFollowTarget( NULL ); SpeakCommandResponse( TLK_STOPFOLLOW ); } }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Turn off following before processing a move order.
//-----------------------------------------------------------------------------
void CNPC_Citizen::MoveOrder( const Vector &vecDest, CAI_BaseNPC **Allies, int numAllies ) { if ( !AI_IsSinglePlayer() ) return;
if( hl2_episodic.GetBool() && m_iszDenyCommandConcept != NULL_STRING ) { SpeakCommandResponse( STRING(m_iszDenyCommandConcept) ); return; }
CHL2_Player *pPlayer = (CHL2_Player *)UTIL_GetLocalPlayer();
m_AutoSummonTimer.Set( player_squad_autosummon_time.GetFloat() ); m_vAutoSummonAnchor = pPlayer->GetAbsOrigin();
if( m_StandoffBehavior.IsRunning() ) { m_StandoffBehavior.SetStandoffGoalPosition( vecDest ); }
// If in assault, cancel and move.
if( m_AssaultBehavior.HasHitRallyPoint() && !m_AssaultBehavior.HasHitAssaultPoint() ) { m_AssaultBehavior.Disable(); ClearSchedule( "Moving from rally point to assault point" ); }
bool spoke = false;
CAI_BaseNPC *pClosest = NULL; float closestDistSq = FLT_MAX;
for( int i = 0 ; i < numAllies ; i++ ) { if( Allies[i]->IsInPlayerSquad() ) { Assert( Allies[i]->IsCommandable() ); float distSq = ( pPlayer->GetAbsOrigin() - Allies[i]->GetAbsOrigin() ).LengthSqr(); if( distSq < closestDistSq ) { pClosest = Allies[i]; closestDistSq = distSq; } } }
if( m_FollowBehavior.GetFollowTarget() && !IsFollowingCommandPoint() ) { ClearFollowTarget(); #if 0
if ( ( pPlayer->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr() < Square( 180 ) && ( ( vecDest - pPlayer->GetAbsOrigin() ).LengthSqr() < Square( 120 ) || ( vecDest - GetAbsOrigin() ).LengthSqr() < Square( 120 ) ) ) { if ( pClosest == this ) SpeakIfAllowed( TLK_STOPFOLLOW ); spoke = true; } #endif
}
if ( !spoke && pClosest == this ) { float destDistToPlayer = ( vecDest - pPlayer->GetAbsOrigin() ).Length(); float destDistToClosest = ( vecDest - GetAbsOrigin() ).Length(); CFmtStr modifiers( "commandpoint_dist_to_player:%.0f," "commandpoint_dist_to_npc:%.0f", destDistToPlayer, destDistToClosest );
SpeakCommandResponse( TLK_COMMANDED, modifiers ); }
m_OnStationOrder.FireOutput( this, this );
BaseClass::MoveOrder( vecDest, Allies, numAllies ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::OnMoveOrder() { SetReadinessLevel( AIRL_STIMULATED, false, false ); BaseClass::OnMoveOrder(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::CommanderUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { m_OnPlayerUse.FireOutput( pActivator, pCaller );
// Under these conditions, citizens will refuse to go with the player.
// Robin: NPCs should always respond to +USE even if someone else has the semaphore.
if ( !AI_IsSinglePlayer() || !CanJoinPlayerSquad() ) { SimpleUse( pActivator, pCaller, useType, value ); return; } if ( pActivator == UTIL_GetLocalPlayer() ) { // Don't say hi after you've been addressed by the player
SetSpokeConcept( TLK_HELLO, NULL );
if ( npc_citizen_auto_player_squad_allow_use.GetBool() ) { if ( !ShouldAutosquad() ) TogglePlayerSquadState(); else if ( !IsInPlayerSquad() && npc_citizen_auto_player_squad_allow_use.GetBool() ) AddToPlayerSquad(); } else if ( GetCurSchedule() && ConditionInterruptsCurSchedule( COND_IDLE_INTERRUPT ) ) { if ( SpeakIfAllowed( TLK_QUESTION, NULL, true ) ) { if ( random->RandomInt( 1, 4 ) < 4 ) { CBaseEntity *pRespondant = FindSpeechTarget( AIST_NPCS ); if ( pRespondant ) { g_EventQueue.AddEvent( pRespondant, "SpeakIdleResponse", ( GetTimeSpeechComplete() - gpGlobals->curtime ) + .2, this, this ); } } } } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldSpeakRadio( CBaseEntity *pListener ) { if ( !pListener ) return false;
const float radioRange = 384 * 384; Vector vecDiff;
vecDiff = WorldSpaceCenter() - pListener->WorldSpaceCenter();
if( vecDiff.LengthSqr() > radioRange ) { return true; }
return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::OnMoveToCommandGoalFailed() { // Clear the goal.
SetCommandGoal( vec3_invalid );
// Announce failure.
SpeakCommandResponse( TLK_COMMAND_FAILED ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::AddToPlayerSquad() { Assert( !IsInPlayerSquad() );
AddToSquad( AllocPooledString(PLAYER_SQUADNAME) ); m_hSavedFollowGoalEnt = m_FollowBehavior.GetFollowGoal(); m_FollowBehavior.SetFollowGoalDirect( NULL );
FixupPlayerSquad();
SetCondition( COND_PLAYER_ADDED_TO_SQUAD ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::RemoveFromPlayerSquad() { Assert( IsInPlayerSquad() );
ClearFollowTarget(); ClearCommandGoal(); if ( m_iszOriginalSquad != NULL_STRING && strcmp( STRING( m_iszOriginalSquad ), PLAYER_SQUADNAME ) != 0 ) AddToSquad( m_iszOriginalSquad ); else RemoveFromSquad(); if ( m_hSavedFollowGoalEnt ) m_FollowBehavior.SetFollowGoal( m_hSavedFollowGoalEnt );
SetCondition( COND_PLAYER_REMOVED_FROM_SQUAD );
// Don't evaluate the player squad for 2 seconds.
gm_PlayerSquadEvaluateTimer.Set( 2.0 ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::TogglePlayerSquadState() { if ( !AI_IsSinglePlayer() ) return;
if ( !IsInPlayerSquad() ) { AddToPlayerSquad();
if ( HaveCommandGoal() ) { SpeakCommandResponse( TLK_COMMANDED ); } else if ( m_FollowBehavior.GetFollowTarget() == UTIL_GetLocalPlayer() ) { SpeakCommandResponse( TLK_STARTFOLLOW ); } } else { SpeakCommandResponse( TLK_STOPFOLLOW ); RemoveFromPlayerSquad(); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
struct SquadCandidate_t { CNPC_Citizen *pCitizen; bool bIsInSquad; float distSq; int iSquadIndex; };
void CNPC_Citizen::UpdatePlayerSquad() { if ( !AI_IsSinglePlayer() ) return;
CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if ( ( pPlayer->GetAbsOrigin().AsVector2D() - GetAbsOrigin().AsVector2D() ).LengthSqr() < Square(20*12) ) m_flTimeLastCloseToPlayer = gpGlobals->curtime;
if ( !gm_PlayerSquadEvaluateTimer.Expired() ) return;
gm_PlayerSquadEvaluateTimer.Set( 2.0 );
// Remove stragglers
CAI_Squad *pPlayerSquad = g_AI_SquadManager.FindSquad( MAKE_STRING( PLAYER_SQUADNAME ) ); if ( pPlayerSquad ) { CUtlVectorFixed<CNPC_Citizen *, MAX_PLAYER_SQUAD> squadMembersToRemove; AISquadIter_t iter;
for ( CAI_BaseNPC *pPlayerSquadMember = pPlayerSquad->GetFirstMember(&iter); pPlayerSquadMember; pPlayerSquadMember = pPlayerSquad->GetNextMember(&iter) ) { if ( pPlayerSquadMember->GetClassname() != GetClassname() ) continue;
CNPC_Citizen *pCitizen = assert_cast<CNPC_Citizen *>(pPlayerSquadMember);
if ( !pCitizen->m_bNeverLeavePlayerSquad && pCitizen->m_FollowBehavior.GetFollowTarget() && !pCitizen->m_FollowBehavior.FollowTargetVisible() && pCitizen->m_FollowBehavior.GetNumFailedFollowAttempts() > 0 && gpGlobals->curtime - pCitizen->m_FollowBehavior.GetTimeFailFollowStarted() > 20 && ( fabsf(( pCitizen->m_FollowBehavior.GetFollowTarget()->GetAbsOrigin().z - pCitizen->GetAbsOrigin().z )) > 196 || ( pCitizen->m_FollowBehavior.GetFollowTarget()->GetAbsOrigin().AsVector2D() - pCitizen->GetAbsOrigin().AsVector2D() ).LengthSqr() > Square(50*12) ) ) { if ( DebuggingCommanderMode() ) { DevMsg( "Player follower is lost (%d, %f, %d)\n", pCitizen->m_FollowBehavior.GetNumFailedFollowAttempts(), gpGlobals->curtime - pCitizen->m_FollowBehavior.GetTimeFailFollowStarted(), (int)((pCitizen->m_FollowBehavior.GetFollowTarget()->GetAbsOrigin().AsVector2D() - pCitizen->GetAbsOrigin().AsVector2D() ).Length()) ); }
squadMembersToRemove.AddToTail( pCitizen ); } }
for ( int i = 0; i < squadMembersToRemove.Count(); i++ ) { squadMembersToRemove[i]->RemoveFromPlayerSquad(); } }
// Autosquadding
const float JOIN_PLAYER_XY_TOLERANCE_SQ = Square(36*12); const float UNCONDITIONAL_JOIN_PLAYER_XY_TOLERANCE_SQ = Square(12*12); const float UNCONDITIONAL_JOIN_PLAYER_Z_TOLERANCE = 5*12; const float SECOND_TIER_JOIN_DIST_SQ = Square(48*12); if ( pPlayer && ShouldAutosquad() && !(pPlayer->GetFlags() & FL_NOTARGET ) && pPlayer->IsAlive() ) { CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); CUtlVector<SquadCandidate_t> candidates; const Vector &vPlayerPos = pPlayer->GetAbsOrigin(); bool bFoundNewGuy = false; int i;
for ( i = 0; i < g_AI_Manager.NumAIs(); i++ ) { if ( ppAIs[i]->GetState() == NPC_STATE_DEAD ) continue;
if ( ppAIs[i]->GetClassname() != GetClassname() ) continue;
CNPC_Citizen *pCitizen = assert_cast<CNPC_Citizen *>(ppAIs[i]); int iNew;
if ( pCitizen->IsInPlayerSquad() ) { iNew = candidates.AddToTail(); candidates[iNew].pCitizen = pCitizen; candidates[iNew].bIsInSquad = true; candidates[iNew].distSq = 0; candidates[iNew].iSquadIndex = pCitizen->GetSquad()->GetSquadIndex( pCitizen ); } else { float distSq = (vPlayerPos.AsVector2D() - pCitizen->GetAbsOrigin().AsVector2D()).LengthSqr(); if ( distSq > JOIN_PLAYER_XY_TOLERANCE_SQ && ( pCitizen->m_flTimeJoinedPlayerSquad == 0 || gpGlobals->curtime - pCitizen->m_flTimeJoinedPlayerSquad > 60.0 ) && ( pCitizen->m_flTimeLastCloseToPlayer == 0 || gpGlobals->curtime - pCitizen->m_flTimeLastCloseToPlayer > 15.0 ) ) continue;
if ( !pCitizen->CanJoinPlayerSquad() ) continue;
bool bShouldAdd = false;
if ( pCitizen->HasCondition( COND_SEE_PLAYER ) ) bShouldAdd = true; else { bool bPlayerVisible = pCitizen->FVisible( pPlayer ); if ( bPlayerVisible ) { if ( pCitizen->HasCondition( COND_HEAR_PLAYER ) ) bShouldAdd = true; else if ( distSq < UNCONDITIONAL_JOIN_PLAYER_XY_TOLERANCE_SQ && fabsf(vPlayerPos.z - pCitizen->GetAbsOrigin().z) < UNCONDITIONAL_JOIN_PLAYER_Z_TOLERANCE ) bShouldAdd = true; } }
if ( bShouldAdd ) { // @TODO (toml 05-25-04): probably everyone in a squad should be a candidate if one of them sees the player
AI_Waypoint_t *pPathToPlayer = pCitizen->GetPathfinder()->BuildRoute( pCitizen->GetAbsOrigin(), vPlayerPos, pPlayer, 5*12, NAV_NONE, true ); GetPathfinder()->UnlockRouteNodes( pPathToPlayer );
if ( !pPathToPlayer ) continue;
CAI_Path tempPath; tempPath.SetWaypoints( pPathToPlayer ); // path object will delete waypoints
iNew = candidates.AddToTail(); candidates[iNew].pCitizen = pCitizen; candidates[iNew].bIsInSquad = false; candidates[iNew].distSq = distSq; candidates[iNew].iSquadIndex = -1; bFoundNewGuy = true; } } } if ( bFoundNewGuy ) { // Look for second order guys
int initialCount = candidates.Count(); for ( i = 0; i < initialCount; i++ ) candidates[i].pCitizen->AddSpawnFlags( SF_CITIZEN_NOT_COMMANDABLE ); // Prevents double-add
for ( i = 0; i < initialCount; i++ ) { if ( candidates[i].iSquadIndex == -1 ) { for ( int j = 0; j < g_AI_Manager.NumAIs(); j++ ) { if ( ppAIs[j]->GetState() == NPC_STATE_DEAD ) continue;
if ( ppAIs[j]->GetClassname() != GetClassname() ) continue;
if ( ppAIs[j]->HasSpawnFlags( SF_CITIZEN_NOT_COMMANDABLE ) ) continue;
CNPC_Citizen *pCitizen = assert_cast<CNPC_Citizen *>(ppAIs[j]);
float distSq = (vPlayerPos - pCitizen->GetAbsOrigin()).Length2DSqr(); if ( distSq > JOIN_PLAYER_XY_TOLERANCE_SQ ) continue;
distSq = (candidates[i].pCitizen->GetAbsOrigin() - pCitizen->GetAbsOrigin()).Length2DSqr(); if ( distSq > SECOND_TIER_JOIN_DIST_SQ ) continue;
if ( !pCitizen->CanJoinPlayerSquad() ) continue;
if ( !pCitizen->FVisible( pPlayer ) ) continue;
int iNew = candidates.AddToTail(); candidates[iNew].pCitizen = pCitizen; candidates[iNew].bIsInSquad = false; candidates[iNew].distSq = distSq; candidates[iNew].iSquadIndex = -1; pCitizen->AddSpawnFlags( SF_CITIZEN_NOT_COMMANDABLE ); // Prevents double-add
} } } for ( i = 0; i < candidates.Count(); i++ ) candidates[i].pCitizen->RemoveSpawnFlags( SF_CITIZEN_NOT_COMMANDABLE );
if ( candidates.Count() > MAX_PLAYER_SQUAD ) { candidates.Sort( PlayerSquadCandidateSortFunc );
for ( i = MAX_PLAYER_SQUAD; i < candidates.Count(); i++ ) { if ( candidates[i].pCitizen->IsInPlayerSquad() ) { candidates[i].pCitizen->RemoveFromPlayerSquad(); } } }
if ( candidates.Count() ) { CNPC_Citizen *pClosest = NULL; float closestDistSq = FLT_MAX; int nJoined = 0;
for ( i = 0; i < candidates.Count() && i < MAX_PLAYER_SQUAD; i++ ) { if ( !candidates[i].pCitizen->IsInPlayerSquad() ) { candidates[i].pCitizen->AddToPlayerSquad(); nJoined++;
if ( candidates[i].distSq < closestDistSq ) { pClosest = candidates[i].pCitizen; closestDistSq = candidates[i].distSq; } } }
if ( pClosest ) { if ( !pClosest->SpokeConcept( TLK_JOINPLAYER ) ) { pClosest->SpeakCommandResponse( TLK_JOINPLAYER, CFmtStr( "numjoining:%d", nJoined ) ); } else { pClosest->SpeakCommandResponse( TLK_STARTFOLLOW ); }
for ( i = 0; i < candidates.Count() && i < MAX_PLAYER_SQUAD; i++ ) { candidates[i].pCitizen->SetSpokeConcept( TLK_JOINPLAYER, NULL ); } } } } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::PlayerSquadCandidateSortFunc( const SquadCandidate_t *pLeft, const SquadCandidate_t *pRight ) { // "Bigger" means less approprate
CNPC_Citizen *pLeftCitizen = pLeft->pCitizen; CNPC_Citizen *pRightCitizen = pRight->pCitizen;
// Medics are better than anyone
if ( pLeftCitizen->IsMedic() && !pRightCitizen->IsMedic() ) return -1;
if ( !pLeftCitizen->IsMedic() && pRightCitizen->IsMedic() ) return 1;
CBaseCombatWeapon *pLeftWeapon = pLeftCitizen->GetActiveWeapon(); CBaseCombatWeapon *pRightWeapon = pRightCitizen->GetActiveWeapon(); // People with weapons are better than those without
if ( pLeftWeapon && !pRightWeapon ) return -1; if ( !pLeftWeapon && pRightWeapon ) return 1; // Existing squad members are better than non-members
if ( pLeft->bIsInSquad && !pRight->bIsInSquad ) return -1;
if ( !pLeft->bIsInSquad && pRight->bIsInSquad ) return 1;
// New squad members are better than older ones
if ( pLeft->bIsInSquad && pRight->bIsInSquad ) return pRight->iSquadIndex - pLeft->iSquadIndex;
// Finally, just take the closer
return (int)(pRight->distSq - pLeft->distSq); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::FixupPlayerSquad() { if ( !AI_IsSinglePlayer() ) return;
m_flTimeJoinedPlayerSquad = gpGlobals->curtime; m_bWasInPlayerSquad = true; if ( m_pSquad->NumMembers() > MAX_PLAYER_SQUAD ) { CAI_BaseNPC *pFirstMember = m_pSquad->GetFirstMember(NULL); m_pSquad->RemoveFromSquad( pFirstMember ); pFirstMember->ClearCommandGoal();
CNPC_Citizen *pFirstMemberCitizen = dynamic_cast< CNPC_Citizen * >( pFirstMember ); if ( pFirstMemberCitizen ) { pFirstMemberCitizen->ClearFollowTarget(); } else { CAI_FollowBehavior *pOldMemberFollowBehavior; if ( pFirstMember->GetBehavior( &pOldMemberFollowBehavior ) ) { pOldMemberFollowBehavior->SetFollowTarget( NULL ); } } }
ClearFollowTarget();
CAI_BaseNPC *pLeader = NULL; AISquadIter_t iter; for ( CAI_BaseNPC *pAllyNpc = m_pSquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pSquad->GetNextMember(&iter) ) { if ( pAllyNpc->IsCommandable() ) { pLeader = pAllyNpc; break; } }
if ( pLeader && pLeader != this ) { const Vector &commandGoal = pLeader->GetCommandGoal(); if ( commandGoal != vec3_invalid ) { SetCommandGoal( commandGoal ); SetCondition( COND_RECEIVED_ORDERS ); OnMoveOrder(); } else { CAI_FollowBehavior *pLeaderFollowBehavior; if ( pLeader->GetBehavior( &pLeaderFollowBehavior ) ) { m_FollowBehavior.SetFollowTarget( pLeaderFollowBehavior->GetFollowTarget() ); m_FollowBehavior.SetParameters( m_FollowBehavior.GetFormation() ); }
} } else { m_FollowBehavior.SetFollowTarget( UTIL_GetLocalPlayer() ); m_FollowBehavior.SetParameters( AIF_SIMPLE ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::ClearFollowTarget() { m_FollowBehavior.SetFollowTarget( NULL ); m_FollowBehavior.SetParameters( AIF_SIMPLE ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::UpdateFollowCommandPoint() { if ( !AI_IsSinglePlayer() ) return;
if ( IsInPlayerSquad() ) { if ( HaveCommandGoal() ) { CBaseEntity *pFollowTarget = m_FollowBehavior.GetFollowTarget(); CBaseEntity *pCommandPoint = gEntList.FindEntityByClassname( NULL, COMMAND_POINT_CLASSNAME ); if( !pCommandPoint ) { DevMsg("**\nVERY BAD THING\nCommand point vanished! Creating a new one\n**\n"); pCommandPoint = CreateEntityByName( COMMAND_POINT_CLASSNAME ); }
if ( pFollowTarget != pCommandPoint ) { pFollowTarget = pCommandPoint; m_FollowBehavior.SetFollowTarget( pFollowTarget ); m_FollowBehavior.SetParameters( AIF_COMMANDER ); } if ( ( pCommandPoint->GetAbsOrigin() - GetCommandGoal() ).LengthSqr() > 0.01 ) { UTIL_SetOrigin( pCommandPoint, GetCommandGoal(), false ); } } else { if ( IsFollowingCommandPoint() ) ClearFollowTarget(); if ( m_FollowBehavior.GetFollowTarget() != UTIL_GetLocalPlayer() ) { DevMsg( "Expected to be following player, but not\n" ); m_FollowBehavior.SetFollowTarget( UTIL_GetLocalPlayer() ); m_FollowBehavior.SetParameters( AIF_SIMPLE ); } } } else if ( IsFollowingCommandPoint() ) ClearFollowTarget(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::IsFollowingCommandPoint() { CBaseEntity *pFollowTarget = m_FollowBehavior.GetFollowTarget(); if ( pFollowTarget ) return FClassnameIs( pFollowTarget, COMMAND_POINT_CLASSNAME ); return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
struct SquadMemberInfo_t { CNPC_Citizen * pMember; bool bSeesPlayer; float distSq; };
int __cdecl SquadSortFunc( const SquadMemberInfo_t *pLeft, const SquadMemberInfo_t *pRight ) { if ( pLeft->bSeesPlayer && !pRight->bSeesPlayer ) { return -1; }
if ( !pLeft->bSeesPlayer && pRight->bSeesPlayer ) { return 1; }
return ( pLeft->distSq - pRight->distSq ); }
CAI_BaseNPC *CNPC_Citizen::GetSquadCommandRepresentative() { if ( !AI_IsSinglePlayer() ) return NULL;
if ( IsInPlayerSquad() ) { static float lastTime; static AIHANDLE hCurrent;
if ( gpGlobals->curtime - lastTime > 2.0 || !hCurrent || !hCurrent->IsInPlayerSquad() ) // hCurrent will be NULL after level change
{ lastTime = gpGlobals->curtime; hCurrent = NULL;
CUtlVectorFixed<SquadMemberInfo_t, MAX_SQUAD_MEMBERS> candidates; CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( pPlayer ) { AISquadIter_t iter; for ( CAI_BaseNPC *pAllyNpc = m_pSquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pSquad->GetNextMember(&iter) ) { if ( pAllyNpc->IsCommandable() && dynamic_cast<CNPC_Citizen *>(pAllyNpc) ) { int i = candidates.AddToTail(); candidates[i].pMember = (CNPC_Citizen *)(pAllyNpc); candidates[i].bSeesPlayer = pAllyNpc->HasCondition( COND_SEE_PLAYER ); candidates[i].distSq = ( pAllyNpc->GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr(); } }
if ( candidates.Count() > 0 ) { candidates.Sort( SquadSortFunc ); hCurrent = candidates[0].pMember; } } }
if ( hCurrent != NULL ) { Assert( dynamic_cast<CNPC_Citizen *>(hCurrent.Get()) && hCurrent->IsInPlayerSquad() ); return hCurrent; } } return NULL; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::SetSquad( CAI_Squad *pSquad ) { bool bWasInPlayerSquad = IsInPlayerSquad();
BaseClass::SetSquad( pSquad );
if( IsInPlayerSquad() && !bWasInPlayerSquad ) { m_OnJoinedPlayerSquad.FireOutput(this, this); if ( npc_citizen_insignia.GetBool() ) AddInsignia(); } else if ( !IsInPlayerSquad() && bWasInPlayerSquad ) { if ( npc_citizen_insignia.GetBool() ) RemoveInsignia(); m_OnLeftPlayerSquad.FireOutput(this, this); } }
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : Constant for the type of interaction
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CNPC_Citizen::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt) { // TODO: As citizen gets more complex, we will have to only allow
// these interruptions to happen from certain schedules
if (interactionType == g_interactionScannerInspect) { if ( gpGlobals->curtime > m_fNextInspectTime ) { //SetLookTarget(sourceEnt);
// Don't let anyone else pick me for a couple seconds
SetNextScannerInspectTime( gpGlobals->curtime + 5.0 ); return true; } return false; } else if (interactionType == g_interactionScannerInspectBegin) { // Don't inspect me again for a while
SetNextScannerInspectTime( gpGlobals->curtime + CIT_INSPECTED_DELAY_TIME ); Vector targetDir = ( sourceEnt->WorldSpaceCenter() - WorldSpaceCenter() ); VectorNormalize( targetDir );
// If we're hit from behind, startle
if ( DotProduct( targetDir, BodyDirection3D() ) < 0 ) { m_nInspectActivity = ACT_CIT_STARTLED; } else { // Otherwise we're blinded by the flash
m_nInspectActivity = ACT_CIT_BLINDED; } SetCondition( COND_CIT_START_INSPECTION ); return true; } else if (interactionType == g_interactionScannerInspectHandsUp) { m_nInspectActivity = ACT_CIT_HANDSUP; SetSchedule(SCHED_CITIZEN_PLAY_INSPECT_ACTIVITY); return true; } else if (interactionType == g_interactionScannerInspectShowArmband) { m_nInspectActivity = ACT_CIT_SHOWARMBAND; SetSchedule(SCHED_CITIZEN_PLAY_INSPECT_ACTIVITY); return true; } else if (interactionType == g_interactionScannerInspectDone) { SetSchedule(SCHED_IDLE_WANDER); return true; } else if (interactionType == g_interactionHitByPlayerThrownPhysObj ) { if ( IsOkToSpeakInResponseToPlayer() ) { Speak( TLK_PLYR_PHYSATK ); } return true; }
return BaseClass::HandleInteraction( interactionType, data, sourceEnt ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::FValidateHintType( CAI_Hint *pHint ) { switch( pHint->HintType() ) { case HINT_WORLD_VISUALLY_INTERESTING: return true; break;
default: break; }
return BaseClass::FValidateHintType( pHint ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::CanHeal() { if ( !IsMedic() && !IsAmmoResupplier() ) return false;
if( !hl2_episodic.GetBool() ) { // If I'm not armed, my priority should be to arm myself.
if ( IsMedic() && !GetActiveWeapon() ) return false; }
if ( IsInAScript() || (m_NPCState == NPC_STATE_SCRIPT) ) return false;
return true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldHealTarget( CBaseEntity *pTarget, bool bActiveUse ) { Disposition_t disposition; if ( !pTarget && ( ( disposition = IRelationType( pTarget ) ) != D_LI && disposition != D_NU ) ) return false;
// Don't heal if I'm in the middle of talking
if ( IsSpeaking() ) return false;
bool bTargetIsPlayer = pTarget->IsPlayer();
// Don't heal or give ammo to targets in vehicles
CBaseCombatCharacter *pCCTarget = pTarget->MyCombatCharacterPointer(); if ( pCCTarget != NULL && pCCTarget->IsInAVehicle() ) return false;
if ( IsMedic() ) { Vector toPlayer = ( pTarget->GetAbsOrigin() - GetAbsOrigin() ); if (( bActiveUse || !HaveCommandGoal() || toPlayer.Length() < HEAL_TARGET_RANGE) #ifdef HL2_EPISODIC
&& fabs(toPlayer.z) < HEAL_TARGET_RANGE_Z #endif
) { if ( pTarget->m_iHealth > 0 ) { if ( bActiveUse ) { // Ignore heal requests if we're going to heal a tiny amount
float timeFullHeal = m_flPlayerHealTime; float timeRecharge = sk_citizen_heal_player_delay.GetFloat(); float maximumHealAmount = sk_citizen_heal_player.GetFloat(); float healAmt = ( maximumHealAmount * ( 1.0 - ( timeFullHeal - gpGlobals->curtime ) / timeRecharge ) ); if ( healAmt > pTarget->m_iMaxHealth - pTarget->m_iHealth ) healAmt = pTarget->m_iMaxHealth - pTarget->m_iHealth; if ( healAmt < sk_citizen_heal_player_min_forced.GetFloat() ) return false;
return ( pTarget->m_iMaxHealth > pTarget->m_iHealth ); } // Are we ready to heal again?
bool bReadyToHeal = ( ( bTargetIsPlayer && m_flPlayerHealTime <= gpGlobals->curtime ) || ( !bTargetIsPlayer && m_flAllyHealTime <= gpGlobals->curtime ) );
// Only heal if we're ready
if ( bReadyToHeal ) { int requiredHealth;
if ( bTargetIsPlayer ) requiredHealth = pTarget->GetMaxHealth() - sk_citizen_heal_player.GetFloat(); else requiredHealth = pTarget->GetMaxHealth() * sk_citizen_heal_player_min_pct.GetFloat();
if ( ( pTarget->m_iHealth <= requiredHealth ) && IRelationType( pTarget ) == D_LI ) return true; } } } }
// Only players need ammo
if ( IsAmmoResupplier() && bTargetIsPlayer ) { if ( m_flPlayerGiveAmmoTime <= gpGlobals->curtime ) { int iAmmoType = GetAmmoDef()->Index( STRING(m_iszAmmoSupply) ); if ( iAmmoType == -1 ) { DevMsg("ERROR: Citizen attempting to give unknown ammo type (%s)\n", STRING(m_iszAmmoSupply) ); } else { // Does the player need the ammo we can give him?
int iMax = GetAmmoDef()->MaxCarry(iAmmoType); int iCount = ((CBasePlayer*)pTarget)->GetAmmoCount(iAmmoType); if ( !iCount || ((iMax - iCount) >= m_iAmmoAmount) ) { // Only give the player ammo if he has a weapon that uses it
if ( ((CBasePlayer*)pTarget)->Weapon_GetWpnForAmmo( iAmmoType ) ) return true; } } } } return false; }
#ifdef HL2_EPISODIC
//-----------------------------------------------------------------------------
// Determine if the citizen is in a position to be throwing medkits
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldHealTossTarget( CBaseEntity *pTarget, bool bActiveUse ) { Disposition_t disposition;
Assert( IsMedic() ); if ( !IsMedic() ) return false; if ( !pTarget && ( ( disposition = IRelationType( pTarget ) ) != D_LI && disposition != D_NU ) ) return false;
// Don't heal if I'm in the middle of talking
if ( IsSpeaking() ) return false;
bool bTargetIsPlayer = pTarget->IsPlayer();
// Don't heal or give ammo to targets in vehicles
CBaseCombatCharacter *pCCTarget = pTarget->MyCombatCharacterPointer(); if ( pCCTarget != NULL && pCCTarget->IsInAVehicle() ) return false;
Vector toPlayer = ( pTarget->GetAbsOrigin() - GetAbsOrigin() ); if ( bActiveUse || !HaveCommandGoal() || toPlayer.Length() < HEAL_TOSS_TARGET_RANGE ) { if ( pTarget->m_iHealth > 0 ) { if ( bActiveUse ) { // Ignore heal requests if we're going to heal a tiny amount
float timeFullHeal = m_flPlayerHealTime; float timeRecharge = sk_citizen_heal_player_delay.GetFloat(); float maximumHealAmount = sk_citizen_heal_player.GetFloat(); float healAmt = ( maximumHealAmount * ( 1.0 - ( timeFullHeal - gpGlobals->curtime ) / timeRecharge ) ); if ( healAmt > pTarget->m_iMaxHealth - pTarget->m_iHealth ) healAmt = pTarget->m_iMaxHealth - pTarget->m_iHealth; if ( healAmt < sk_citizen_heal_player_min_forced.GetFloat() ) return false;
return ( pTarget->m_iMaxHealth > pTarget->m_iHealth ); }
// Are we ready to heal again?
bool bReadyToHeal = ( ( bTargetIsPlayer && m_flPlayerHealTime <= gpGlobals->curtime ) || ( !bTargetIsPlayer && m_flAllyHealTime <= gpGlobals->curtime ) );
// Only heal if we're ready
if ( bReadyToHeal ) { int requiredHealth;
if ( bTargetIsPlayer ) requiredHealth = pTarget->GetMaxHealth() - sk_citizen_heal_player.GetFloat(); else requiredHealth = pTarget->GetMaxHealth() * sk_citizen_heal_player_min_pct.GetFloat();
if ( ( pTarget->m_iHealth <= requiredHealth ) && IRelationType( pTarget ) == D_LI ) return true; } } } return false; } #endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::Heal() { if ( !CanHeal() ) return;
CBaseEntity *pTarget = GetTarget();
Vector target = pTarget->GetAbsOrigin() - GetAbsOrigin(); if ( target.Length() > HEAL_TARGET_RANGE * 2 ) return;
// Don't heal a player that's staring at you until a few seconds have passed.
m_flTimeNextHealStare = gpGlobals->curtime + sk_citizen_stare_heal_time.GetFloat();
if ( IsMedic() ) { float timeFullHeal; float timeRecharge; float maximumHealAmount; if ( pTarget->IsPlayer() ) { timeFullHeal = m_flPlayerHealTime; timeRecharge = sk_citizen_heal_player_delay.GetFloat(); maximumHealAmount = sk_citizen_heal_player.GetFloat(); m_flPlayerHealTime = gpGlobals->curtime + timeRecharge; } else { timeFullHeal = m_flAllyHealTime; timeRecharge = sk_citizen_heal_ally_delay.GetFloat(); maximumHealAmount = sk_citizen_heal_ally.GetFloat(); m_flAllyHealTime = gpGlobals->curtime + timeRecharge; } float healAmt = ( maximumHealAmount * ( 1.0 - ( timeFullHeal - gpGlobals->curtime ) / timeRecharge ) ); if ( healAmt > maximumHealAmount ) healAmt = maximumHealAmount; else healAmt = RoundFloatToInt( healAmt ); if ( healAmt > 0 ) { if ( pTarget->IsPlayer() && npc_citizen_medic_emit_sound.GetBool() ) { CPASAttenuationFilter filter( pTarget, "HealthKit.Touch" ); EmitSound( filter, pTarget->entindex(), "HealthKit.Touch" ); }
pTarget->TakeHealth( healAmt, DMG_GENERIC ); pTarget->RemoveAllDecals(); } }
if ( IsAmmoResupplier() ) { // Non-players don't use ammo
if ( pTarget->IsPlayer() ) { int iAmmoType = GetAmmoDef()->Index( STRING(m_iszAmmoSupply) ); if ( iAmmoType == -1 ) { DevMsg("ERROR: Citizen attempting to give unknown ammo type (%s)\n", STRING(m_iszAmmoSupply) ); } else { ((CBasePlayer*)pTarget)->GiveAmmo( m_iAmmoAmount, iAmmoType, false ); }
m_flPlayerGiveAmmoTime = gpGlobals->curtime + sk_citizen_giveammo_player_delay.GetFloat(); } } }
#if HL2_EPISODIC
//-----------------------------------------------------------------------------
// Like Heal(), but tosses a healthkit in front of the player rather than just juicing him up.
//-----------------------------------------------------------------------------
void CNPC_Citizen::TossHealthKit(CBaseCombatCharacter *pThrowAt, const Vector &offset) { Assert( pThrowAt );
Vector forward, right, up; GetVectors( &forward, &right, &up ); Vector medKitOriginPoint = WorldSpaceCenter() + ( forward * 20.0f ); Vector destinationPoint; // this doesn't work without a moveparent: pThrowAt->ComputeAbsPosition( offset, &destinationPoint );
VectorTransform( offset, pThrowAt->EntityToWorldTransform(), destinationPoint ); // flatten out any z change due to player looking up/down
destinationPoint.z = pThrowAt->EyePosition().z;
Vector tossVelocity;
if (npc_citizen_medic_throw_style.GetInt() == 0) { CTraceFilterSkipTwoEntities tracefilter( this, pThrowAt, COLLISION_GROUP_NONE ); tossVelocity = VecCheckToss( this, &tracefilter, medKitOriginPoint, destinationPoint, 0.233f, 1.0f, false ); } else { tossVelocity = VecCheckThrow( this, medKitOriginPoint, destinationPoint, MEDIC_THROW_SPEED, 1.0f );
if (vec3_origin == tossVelocity) { // if out of range, just throw it as close as I can
tossVelocity = destinationPoint - medKitOriginPoint;
// rotate upwards against gravity
float len = VectorLength(tossVelocity); tossVelocity *= (MEDIC_THROW_SPEED / len); tossVelocity.z += 0.57735026918962576450914878050196 * MEDIC_THROW_SPEED; } }
// create a healthkit and toss it into the world
CBaseEntity *pHealthKit = CreateEntityByName( "item_healthkit" ); Assert(pHealthKit); if (pHealthKit) { pHealthKit->SetAbsOrigin( medKitOriginPoint ); pHealthKit->SetOwnerEntity( this ); // pHealthKit->SetAbsVelocity( tossVelocity );
DispatchSpawn( pHealthKit );
{ IPhysicsObject *pPhysicsObject = pHealthKit->VPhysicsGetObject(); Assert( pPhysicsObject ); if ( pPhysicsObject ) { unsigned int cointoss = random->RandomInt(0,0xFF); // int bits used for bools
// some random precession
Vector angDummy(random->RandomFloat(-200,200), random->RandomFloat(-200,200), cointoss & 0x01 ? random->RandomFloat(200,600) : -1.0f * random->RandomFloat(200,600)); pPhysicsObject->SetVelocity( &tossVelocity, &angDummy ); } } } else { Warning("Citizen tried to heal but could not spawn item_healthkit!\n"); }
}
//-----------------------------------------------------------------------------
// cause an immediate call to TossHealthKit with some default numbers
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputForceHealthKitToss( inputdata_t &inputdata ) { TossHealthKit( UTIL_GetLocalPlayer(), Vector(48.0f, 0.0f, 0.0f) ); }
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldLookForHealthItem() { // Definitely do not take health if not in the player's squad.
if( !IsInPlayerSquad() ) return false;
if( gpGlobals->curtime < m_flNextHealthSearchTime ) return false;
// I'm fully healthy.
if( GetHealth() >= GetMaxHealth() ) return false;
// Player is hurt, don't steal his health.
if( AI_IsSinglePlayer() && UTIL_GetLocalPlayer()->GetHealth() <= UTIL_GetLocalPlayer()->GetHealth() * 0.75f ) return false;
// Wait till you're standing still.
if( IsMoving() ) return false;
return true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputStartPatrolling( inputdata_t &inputdata ) { m_bShouldPatrol = true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputStopPatrolling( inputdata_t &inputdata ) { m_bShouldPatrol = false; }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Citizen::OnGivenWeapon( CBaseCombatWeapon *pNewWeapon ) { FixupMattWeapon(); }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Citizen::InputSetCommandable( inputdata_t &inputdata ) { RemoveSpawnFlags( SF_CITIZEN_NOT_COMMANDABLE ); gm_PlayerSquadEvaluateTimer.Force(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputSetMedicOn( inputdata_t &inputdata ) { AddSpawnFlags( SF_CITIZEN_MEDIC ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputSetMedicOff( inputdata_t &inputdata ) { RemoveSpawnFlags( SF_CITIZEN_MEDIC ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputSetAmmoResupplierOn( inputdata_t &inputdata ) { AddSpawnFlags( SF_CITIZEN_AMMORESUPPLIER ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputSetAmmoResupplierOff( inputdata_t &inputdata ) { RemoveSpawnFlags( SF_CITIZEN_AMMORESUPPLIER ); }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Citizen::InputSpeakIdleResponse( inputdata_t &inputdata ) { SpeakIfAllowed( TLK_ANSWER, NULL, true ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::DeathSound( const CTakeDamageInfo &info ) { // Sentences don't play on dead NPCs
SentenceStop();
EmitSound( "NPC_Citizen.Die" ); }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Citizen::FearSound( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Citizen::UseSemaphore( void ) { // Ignore semaphore if we're told to work outside it
if ( HasSpawnFlags(SF_CITIZEN_IGNORE_SEMAPHORE) ) return false;
return BaseClass::UseSemaphore(); }
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_citizen, CNPC_Citizen )
DECLARE_TASK( TASK_CIT_HEAL ) DECLARE_TASK( TASK_CIT_RPG_AUGER ) DECLARE_TASK( TASK_CIT_PLAY_INSPECT_SEQUENCE ) DECLARE_TASK( TASK_CIT_SIT_ON_TRAIN ) DECLARE_TASK( TASK_CIT_LEAVE_TRAIN ) DECLARE_TASK( TASK_CIT_SPEAK_MOURNING ) #if HL2_EPISODIC
DECLARE_TASK( TASK_CIT_HEAL_TOSS ) #endif
DECLARE_ACTIVITY( ACT_CIT_HANDSUP ) DECLARE_ACTIVITY( ACT_CIT_BLINDED ) DECLARE_ACTIVITY( ACT_CIT_SHOWARMBAND ) DECLARE_ACTIVITY( ACT_CIT_HEAL ) DECLARE_ACTIVITY( ACT_CIT_STARTLED )
DECLARE_CONDITION( COND_CIT_PLAYERHEALREQUEST ) DECLARE_CONDITION( COND_CIT_COMMANDHEAL ) DECLARE_CONDITION( COND_CIT_START_INSPECTION )
//Events
DECLARE_ANIMEVENT( AE_CITIZEN_GET_PACKAGE ) DECLARE_ANIMEVENT( AE_CITIZEN_HEAL )
//=========================================================
// > SCHED_SCI_HEAL
//=========================================================
DEFINE_SCHEDULE ( SCHED_CITIZEN_HEAL,
" Tasks" " TASK_GET_PATH_TO_TARGET 0" " TASK_MOVE_TO_TARGET_RANGE 50" " TASK_STOP_MOVING 0" " TASK_FACE_IDEAL 0" // " TASK_SAY_HEAL 0"
// " TASK_PLAY_SEQUENCE_FACE_TARGET ACTIVITY:ACT_ARM"
" TASK_CIT_HEAL 0" // " TASK_PLAY_SEQUENCE_FACE_TARGET ACTIVITY:ACT_DISARM"
" " " Interrupts" )
#if HL2_EPISODIC
//=========================================================
// > SCHED_CITIZEN_HEAL_TOSS
// this is for the episodic behavior where the citizen hurls the medkit
//=========================================================
DEFINE_SCHEDULE ( SCHED_CITIZEN_HEAL_TOSS,
" Tasks" // " TASK_GET_PATH_TO_TARGET 0"
// " TASK_MOVE_TO_TARGET_RANGE 50"
" TASK_STOP_MOVING 0" " TASK_FACE_IDEAL 0" // " TASK_SAY_HEAL 0"
// " TASK_PLAY_SEQUENCE_FACE_TARGET ACTIVITY:ACT_ARM"
" TASK_CIT_HEAL_TOSS 0" // " TASK_PLAY_SEQUENCE_FACE_TARGET ACTIVITY:ACT_DISARM"
" " " Interrupts" ) #endif
//=========================================================
// > SCHED_CITIZEN_RANGE_ATTACK1_RPG
//=========================================================
DEFINE_SCHEDULE ( SCHED_CITIZEN_RANGE_ATTACK1_RPG,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_RANGE_ATTACK1 0" " TASK_CIT_RPG_AUGER 1" "" " Interrupts" )
//=========================================================
// > SCHED_CITIZEN_RANGE_ATTACK1_RPG
//=========================================================
DEFINE_SCHEDULE ( SCHED_CITIZEN_STRIDER_RANGE_ATTACK1_RPG,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_WAIT 1" " TASK_RANGE_ATTACK1 0" " TASK_CIT_RPG_AUGER 1" " TASK_SET_SCHEDULE SCHEDULE:SCHED_TAKE_COVER_FROM_ENEMY" "" " Interrupts" )
//=========================================================
// > SCHED_CITIZEN_PATROL
//=========================================================
DEFINE_SCHEDULE ( SCHED_CITIZEN_PATROL, " Tasks" " TASK_STOP_MOVING 0" " TASK_WANDER 901024" // 90 to 1024 units
" TASK_WALK_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_STOP_MOVING 0" " TASK_WAIT 3" " TASK_WAIT_RANDOM 3" " TASK_SET_SCHEDULE SCHEDULE:SCHED_CITIZEN_PATROL" // keep doing it
"" " Interrupts" " COND_ENEMY_DEAD" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_HEAR_DANGER" " COND_NEW_ENEMY" )
DEFINE_SCHEDULE ( SCHED_CITIZEN_MOURN_PLAYER, " Tasks" " TASK_GET_PATH_TO_PLAYER 0" " TASK_RUN_PATH_WITHIN_DIST 180" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_STOP_MOVING 0" " TASK_TARGET_PLAYER 0" " TASK_FACE_TARGET 0" " TASK_CIT_SPEAK_MOURNING 0" " TASK_SUGGEST_STATE STATE:IDLE" "" " Interrupts" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_HEAR_DANGER" " COND_NEW_ENEMY" )
DEFINE_SCHEDULE ( SCHED_CITIZEN_PLAY_INSPECT_ACTIVITY, " Tasks" " TASK_STOP_MOVING 0" " TASK_CIT_PLAY_INSPECT_SEQUENCE 0" // Play the sequence the scanner requires
" TASK_WAIT 2" "" " Interrupts" " " )
DEFINE_SCHEDULE ( SCHED_CITIZEN_SIT_ON_TRAIN,
" Tasks" " TASK_CIT_SIT_ON_TRAIN 0" " TASK_WAIT_RANDOM 1" " TASK_CIT_LEAVE_TRAIN 0" "" " Interrupts" )
AI_END_CUSTOM_NPC()
//==================================================================================================================
// CITIZEN PLAYER-RESPONSE SYSTEM
//
// NOTE: This system is obsolete, and left here for legacy support.
// It has been superseded by the ai_eventresponse system.
//
//==================================================================================================================
CHandle<CCitizenResponseSystem> g_pCitizenResponseSystem = NULL;
CCitizenResponseSystem *GetCitizenResponse() { return g_pCitizenResponseSystem; }
char *CitizenResponseConcepts[MAX_CITIZEN_RESPONSES] = { "TLK_CITIZEN_RESPONSE_SHOT_GUNSHIP", "TLK_CITIZEN_RESPONSE_KILLED_GUNSHIP", "TLK_VITALNPC_DIED", };
LINK_ENTITY_TO_CLASS( ai_citizen_response_system, CCitizenResponseSystem );
BEGIN_DATADESC( CCitizenResponseSystem ) DEFINE_ARRAY( m_flResponseAddedTime, FIELD_FLOAT, MAX_CITIZEN_RESPONSES ), DEFINE_FIELD( m_flNextResponseTime, FIELD_FLOAT ),
DEFINE_INPUTFUNC( FIELD_VOID, "ResponseVitalNPC", InputResponseVitalNPC ),
DEFINE_THINKFUNC( ResponseThink ), END_DATADESC()
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCitizenResponseSystem::Spawn() { if ( g_pCitizenResponseSystem ) { Warning("Multiple citizen response systems in level.\n"); UTIL_Remove( this ); return; } g_pCitizenResponseSystem = this;
// Invisible, non solid.
AddSolidFlags( FSOLID_NOT_SOLID ); AddEffects( EF_NODRAW ); SetThink( &CCitizenResponseSystem::ResponseThink );
m_flNextResponseTime = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCitizenResponseSystem::OnRestore() { BaseClass::OnRestore();
g_pCitizenResponseSystem = this; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCitizenResponseSystem::AddResponseTrigger( citizenresponses_t iTrigger ) { m_flResponseAddedTime[ iTrigger ] = gpGlobals->curtime;
SetNextThink( gpGlobals->curtime + 0.1 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCitizenResponseSystem::InputResponseVitalNPC( inputdata_t &inputdata ) { AddResponseTrigger( CR_VITALNPC_DIED ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCitizenResponseSystem::ResponseThink() { bool bStayActive = false; if ( AI_IsSinglePlayer() ) { for ( int i = 0; i < MAX_CITIZEN_RESPONSES; i++ ) { if ( m_flResponseAddedTime[i] ) { // Should it have expired by now?
if ( (m_flResponseAddedTime[i] + CITIZEN_RESPONSE_GIVEUP_TIME) < gpGlobals->curtime ) { m_flResponseAddedTime[i] = 0; } else if ( m_flNextResponseTime < gpGlobals->curtime ) { // Try and find the nearest citizen to the player
float flNearestDist = (CITIZEN_RESPONSE_DISTANCE * CITIZEN_RESPONSE_DISTANCE); CBaseEntity *pNearestCitizen = NULL; CBaseEntity *pCitizen = NULL; CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); while ( (pCitizen = gEntList.FindEntityByClassname( pCitizen, "npc_citizen" ) ) != NULL) { float flDistToPlayer = (pPlayer->WorldSpaceCenter() - pCitizen->WorldSpaceCenter()).LengthSqr(); if ( flDistToPlayer < flNearestDist ) { flNearestDist = flDistToPlayer; pNearestCitizen = pCitizen; } }
// Found one?
if ( pNearestCitizen && ((CNPC_Citizen*)pNearestCitizen)->RespondedTo( CitizenResponseConcepts[i], false, false ) ) { m_flResponseAddedTime[i] = 0; m_flNextResponseTime = gpGlobals->curtime + CITIZEN_RESPONSE_REFIRE_TIME;
// Don't issue multiple responses
break; } } else { bStayActive = true; } } } }
// Do we need to keep thinking?
if ( bStayActive ) { SetNextThink( gpGlobals->curtime + 0.1 ); } }
void CNPC_Citizen::AddInsignia() { CBaseEntity *pMark = CreateEntityByName( "squadinsignia" ); pMark->SetOwnerEntity( this ); pMark->Spawn(); }
void CNPC_Citizen::RemoveInsignia() { CBaseEntity *pEntity = gEntList.FirstEnt();
while( pEntity ) { if( pEntity->GetOwnerEntity() == this ) { // Is this my insignia?
CSquadInsignia *pInsignia = dynamic_cast<CSquadInsignia *>(pEntity);
if( pInsignia ) { UTIL_Remove( pInsignia ); return; } }
pEntity = gEntList.NextEnt( pEntity ); } }
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( squadinsignia, CSquadInsignia );
void CSquadInsignia::Spawn() { CAI_BaseNPC *pOwner = ( GetOwnerEntity() ) ? GetOwnerEntity()->MyNPCPointer() : NULL;
if ( pOwner ) { int attachment = pOwner->LookupAttachment( "eyes" ); if ( attachment ) { SetAbsAngles( GetOwnerEntity()->GetAbsAngles() ); SetParent( GetOwnerEntity(), attachment );
Vector vecPosition; vecPosition.Init( -2.5, 0, 3.9 ); SetLocalOrigin( vecPosition ); } }
SetModel( INSIGNIA_MODEL ); SetSolid( SOLID_NONE ); }
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Input :
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CNPC_Citizen::DrawDebugTextOverlays( void ) { int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512];
Q_snprintf(tempstr,sizeof(tempstr),"Expression type: %s", szExpressionTypes[m_ExpressionType]); EntityText(text_offset,tempstr,0); text_offset++; } return text_offset; }
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