Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "BasePropDoor.h"
#include "ai_basehumanoid.h"
#include "ai_blended_movement.h"
#include "ai_navigator.h"
#include "ai_memory.h"
#ifdef HL2_DLL
#include "ai_interactions.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// 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 CAI_BaseHumanoid::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
{
#ifdef HL2_DLL
// Annoying to ifdef this out. Copy it into all the HL2 specific humanoid NPC's instead?
if ( interactionType == g_interactionBarnacleVictimDangle )
{
// Force choosing of a new schedule
ClearSchedule( "Grabbed by a barnacle" );
return true;
}
else if ( interactionType == g_interactionBarnacleVictimReleased )
{
// Destroy the entity, the barnacle is going to use the ragdoll that it is releasing
// as the corpse.
UTIL_Remove( this );
return true;
}
#endif
return BaseClass::HandleInteraction( interactionType, data, sourceEnt);
}
//-----------------------------------------------------------------------------
// Purpose: check ammo
//-----------------------------------------------------------------------------
void CAI_BaseHumanoid::CheckAmmo( void )
{
BaseClass::CheckAmmo();
// FIXME: put into GatherConditions()?
// FIXME: why isn't this a baseclass function?
if (!GetActiveWeapon())
return;
// Don't do this while holstering / unholstering
if ( IsWeaponStateChanging() )
return;
if (GetActiveWeapon()->UsesPrimaryAmmo())
{
if (!GetActiveWeapon()->HasPrimaryAmmo() )
{
SetCondition(COND_NO_PRIMARY_AMMO);
}
else if (GetActiveWeapon()->UsesClipsForAmmo1() && GetActiveWeapon()->Clip1() < (GetActiveWeapon()->GetMaxClip1() / 4 + 1))
{
// don't check for low ammo if you're near the max range of the weapon
SetCondition(COND_LOW_PRIMARY_AMMO);
}
}
if (!GetActiveWeapon()->HasSecondaryAmmo() )
{
if ( GetActiveWeapon()->UsesClipsForAmmo2() )
{
SetCondition(COND_NO_SECONDARY_AMMO);
}
}
}
//-----------------------------------------------------------------------------
// TASK_RANGE_ATTACK1
//-----------------------------------------------------------------------------
void CAI_BaseHumanoid::BuildScheduleTestBits( )
{
BaseClass::BuildScheduleTestBits();
if ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR )
{
if ( GetShotRegulator()->IsInRestInterval() )
{
ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK1 );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static bool IsSmall( CBaseEntity *pBlocker )
{
CCollisionProperty *pCollisionProp = pBlocker->CollisionProp();
int nSmaller = 0;
Vector vecSize = pCollisionProp->OBBMaxs() - pCollisionProp->OBBMins();
for ( int i = 0; i < 3; i++ )
{
if ( vecSize[i] >= 42 )
return false;
if ( vecSize[i] <= 30 )
{
nSmaller++;
}
}
return ( nSmaller >= 2 );
}
bool CAI_BaseHumanoid::OnMoveBlocked( AIMoveResult_t *pResult )
{
if ( *pResult != AIMR_BLOCKED_NPC && GetNavigator()->GetBlockingEntity() && !GetNavigator()->GetBlockingEntity()->IsNPC() )
{
CBaseEntity *pBlocker = GetNavigator()->GetBlockingEntity();
float massBonus = ( IsNavigationUrgent() ) ? 40.0 : 0;
if ( pBlocker->GetMoveType() == MOVETYPE_VPHYSICS &&
pBlocker != GetGroundEntity() &&
!pBlocker->IsNavIgnored() &&
!dynamic_cast<CBasePropDoor *>(pBlocker) &&
pBlocker->VPhysicsGetObject() &&
pBlocker->VPhysicsGetObject()->IsMoveable() &&
( pBlocker->VPhysicsGetObject()->GetMass() <= 35.0 + massBonus + 0.1 ||
( pBlocker->VPhysicsGetObject()->GetMass() <= 50.0 + massBonus + 0.1 && IsSmall( pBlocker ) ) ) )
{
DbgNavMsg1( this, "Setting ignore on object %s", pBlocker->GetDebugName() );
pBlocker->SetNavIgnore( 2.5 );
}
#if 0
else
{
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp*>( pBlocker );
if ( pProp && pProp->GetHealth() && pProp->GetExplosiveDamage() == 0.0 && GetActiveWeapon() && !GetActiveWeapon()->ClassMatches( "weapon_rpg" ) )
{
Msg( "!\n" );
// Destroy!
}
}
#endif
}
return BaseClass::OnMoveBlocked( pResult );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define SNEAK_ATTACK_DIST 360.0f // 30 feet
void CAI_BaseHumanoid::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
bool bSneakAttacked = false;
if( ptr->hitgroup == HITGROUP_HEAD )
{
if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && info.GetAttacker() != GetEnemy() && !IsInAScript() )
{
// Shot in the head by a player I've never seen. In this case the player
// has gotten the drop on this enemy and such an attack is always lethal (at close range)
bSneakAttacked = true;
AIEnemiesIter_t iter;
for( AI_EnemyInfo_t *pMemory = GetEnemies()->GetFirst(&iter); pMemory != NULL; pMemory = GetEnemies()->GetNext(&iter) )
{
if ( pMemory->hEnemy == info.GetAttacker() )
{
bSneakAttacked = false;
break;
}
}
float flDist;
flDist = (info.GetAttacker()->GetAbsOrigin() - GetAbsOrigin()).Length();
if( flDist > SNEAK_ATTACK_DIST )
{
bSneakAttacked = false;
}
}
}
if( bSneakAttacked )
{
CTakeDamageInfo newInfo = info;
newInfo.SetDamage( GetHealth() );
BaseClass::TraceAttack( newInfo, vecDir, ptr, pAccumulator );
return;
}
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
}
//-----------------------------------------------------------------------------
// TASK_RANGE_ATTACK1
//-----------------------------------------------------------------------------
void CAI_BaseHumanoid::StartTaskRangeAttack1( const Task_t *pTask )
{
if ( ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) == 0 )
{
BaseClass::StartTask( pTask );
return;
}
// Can't shoot if we're in the rest interval; fail the schedule
if ( GetShotRegulator()->IsInRestInterval() )
{
TaskFail( "Shot regulator in rest interval" );
return;
}
if ( GetShotRegulator()->ShouldShoot() )
{
OnRangeAttack1();
ResetIdealActivity( ACT_RANGE_ATTACK1 );
}
else
{
// This can happen if we start while in the middle of a burst
// which shouldn't happen, but given the chaotic nature of our AI system,
// does occasionally happen.
ResetIdealActivity( ACT_IDLE_ANGRY );
}
}
//-----------------------------------------------------------------------------
// Starting Tasks
//-----------------------------------------------------------------------------
void CAI_BaseHumanoid::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
StartTaskRangeAttack1( pTask );
break;
default:
BaseClass::StartTask( pTask );
}
}
//-----------------------------------------------------------------------------
// TASK_RANGE_ATTACK1 / TASK_RANGE_ATTACK2 / etc.
//-----------------------------------------------------------------------------
void CAI_BaseHumanoid::RunTaskRangeAttack1( const Task_t *pTask )
{
if ( ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) == 0 )
{
BaseClass::RunTask( pTask );
return;
}
AutoMovement( );
Vector vecEnemyLKP = GetEnemyLKP();
// If our enemy was killed, but I'm not done animating, the last known position comes
// back as the origin and makes the me face the world origin if my attack schedule
// doesn't break when my enemy dies. (sjb)
if( vecEnemyLKP != vec3_origin )
{
if ( ( pTask->iTask == TASK_RANGE_ATTACK1 || pTask->iTask == TASK_RELOAD ) &&
( CapabilitiesGet() & bits_CAP_AIM_GUN ) &&
FInAimCone( vecEnemyLKP ) )
{
// Arms will aim, so leave body yaw as is
GetMotor()->SetIdealYawAndUpdate( GetMotor()->GetIdealYaw(), AI_KEEP_YAW_SPEED );
}
else
{
GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP, AI_KEEP_YAW_SPEED );
}
}
if ( IsActivityFinished() )
{
if ( !GetEnemy() || !GetEnemy()->IsAlive() )
{
TaskComplete();
return;
}
if ( !GetShotRegulator()->IsInRestInterval() )
{
if ( GetShotRegulator()->ShouldShoot() )
{
OnRangeAttack1();
ResetIdealActivity( ACT_RANGE_ATTACK1 );
}
return;
}
TaskComplete();
}
}
//-----------------------------------------------------------------------------
// Running Tasks
//-----------------------------------------------------------------------------
void CAI_BaseHumanoid::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
RunTaskRangeAttack1( pTask );
break;
default:
BaseClass::RunTask( pTask );
}
}