Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// To give an NPC the ability to shoot while moving:
//
// - In the NPC's Spawn function, add:
// CapabilitiesAdd( bits_CAP_MOVE_SHOOT );
//
// - The NPC must either have a weapon (return non-NULL from GetActiveWeapon)
// or must have bits_CAP_INNATE_RANGE_ATTACK1 or bits_CAP_INNATE_RANGE_ATTACK2.
//
// - Support the activities ACT_WALK_AIM and/or ACT_RUN_AIM in the NPC.
//
// - Support the activity ACT_GESTURE_RANGE_ATTACK1 as a gesture that plays
// over ACT_WALK_AIM and ACT_RUN_AIM.
//
//=============================================================================
#include "cbase.h"
#include "ai_moveshoot.h"
#include "ai_basenpc.h"
#include "ai_navigator.h"
#include "ai_memory.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
BEGIN_SIMPLE_DATADESC( CAI_MoveAndShootOverlay )
DEFINE_FIELD( m_bMovingAndShooting, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bNoShootWhileMove, FIELD_BOOLEAN ),
DEFINE_FIELD( m_initialDelay, FIELD_FLOAT ),
DEFINE_FIELD( m_flSuspendUntilTime, FIELD_TIME ),
END_DATADESC()
#define MOVESHOOT_DO_NOT_SUSPEND -1.0f
//-------------------------------------
CAI_MoveAndShootOverlay::CAI_MoveAndShootOverlay() : m_bMovingAndShooting(false), m_initialDelay(0)
{
m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND;
m_bNoShootWhileMove = false;
}
//-------------------------------------
void CAI_MoveAndShootOverlay::NoShootWhileMove()
{
m_bNoShootWhileMove = true;
}
//-------------------------------------
bool CAI_MoveAndShootOverlay::HasAvailableRangeAttack()
{
return ( ( GetOuter()->GetActiveWeapon() != NULL ) ||
( GetOuter()->CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 ) ||
( GetOuter()->CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK2 ) );
}
//-------------------------------------
void CAI_MoveAndShootOverlay::StartShootWhileMove()
{
if ( GetOuter()->GetState() == NPC_STATE_SCRIPT ||
!HasAvailableRangeAttack() ||
!GetOuter()->HaveSequenceForActivity( GetOuter()->TranslateActivity( ACT_WALK_AIM ) ) ||
!GetOuter()->HaveSequenceForActivity( GetOuter()->TranslateActivity( ACT_RUN_AIM ) ) )
{
NoShootWhileMove();
return;
}
GetOuter()->GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + m_initialDelay );
m_bNoShootWhileMove = false;
}
//-------------------------------------
bool CAI_MoveAndShootOverlay::CanAimAtEnemy()
{
CAI_BaseNPC *pOuter = GetOuter();
bool result = false;
bool resetConditions = false;
CAI_ScheduleBits savedConditions;
if ( !GetOuter()->ConditionsGathered() )
{
savedConditions = GetOuter()->AccessConditionBits();
GetOuter()->GatherEnemyConditions( GetOuter()->GetEnemy() );
}
if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1 ) )
{
result = true;
}
else if ( !pOuter->HasCondition( COND_ENEMY_DEAD ) &&
!pOuter->HasCondition( COND_TOO_FAR_TO_ATTACK ) &&
!pOuter->HasCondition( COND_ENEMY_TOO_FAR ) &&
!pOuter->HasCondition( COND_ENEMY_OCCLUDED ) )
{
result = true;
}
// If we don't have a weapon, stop
// This catches NPCs who holster their weapons while running
if ( !HasAvailableRangeAttack() )
{
result = false;
}
if ( resetConditions )
{
GetOuter()->AccessConditionBits() = savedConditions;
}
return result;
}
//-------------------------------------
void CAI_MoveAndShootOverlay::UpdateMoveShootActivity( bool bMoveAimAtEnemy )
{
// FIXME: should be able to query that transition/state is happening
// FIXME: needs to not try to shoot if the movement type isn't understood
Activity curActivity = GetOuter()->GetNavigator()->GetMovementActivity();
Activity newActivity = curActivity;
if (bMoveAimAtEnemy)
{
switch( curActivity )
{
case ACT_WALK:
newActivity = ACT_WALK_AIM;
break;
case ACT_RUN:
newActivity = ACT_RUN_AIM;
break;
}
}
else
{
switch( curActivity )
{
case ACT_WALK_AIM:
newActivity = ACT_WALK;
break;
case ACT_RUN_AIM:
newActivity = ACT_RUN;
break;
}
}
if ( curActivity != newActivity )
{
// Transitioning, wait a bit
GetOuter()->GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + 0.3f );
GetOuter()->GetNavigator()->SetMovementActivity( newActivity );
}
}
//-------------------------------------
void CAI_MoveAndShootOverlay::RunShootWhileMove()
{
if ( m_bNoShootWhileMove )
return;
if ( gpGlobals->curtime < m_flSuspendUntilTime )
return;
m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND;
CAI_BaseNPC *pOuter = GetOuter();
// keep enemy if dead but try to look for a new one
if (!pOuter->GetEnemy() || !pOuter->GetEnemy()->IsAlive())
{
CBaseEntity *pNewEnemy = pOuter->BestEnemy();
if( pNewEnemy != NULL )
{
//New enemy! Clear the timers and set conditions.
pOuter->SetEnemy( pNewEnemy );
pOuter->SetState( NPC_STATE_COMBAT );
}
else
{
pOuter->ClearAttackConditions();
}
// SetEnemy( NULL );
}
if( !pOuter->GetNavigator()->IsGoalActive() )
return;
if ( GetEnemy() == NULL )
{
if ( pOuter->GetAlternateMoveShootTarget() )
{
// Aim at this other thing if I can't aim at my enemy.
pOuter->AddFacingTarget( pOuter->GetAlternateMoveShootTarget(), pOuter->GetAlternateMoveShootTarget()->GetAbsOrigin(), 1.0, 0.2 );
}
return;
}
bool bMoveAimAtEnemy = CanAimAtEnemy();
UpdateMoveShootActivity( bMoveAimAtEnemy );
if ( !bMoveAimAtEnemy )
{
EndShootWhileMove();
return;
}
Assert( HasAvailableRangeAttack() ); // This should have been caught at task start
Activity activity;
bool bIsReloading = false;
if ( ( activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD ) ) != ACT_INVALID )
{
bIsReloading = pOuter->IsPlayingGesture( activity );
}
if ( !bIsReloading && HasAvailableRangeAttack() )
{
// time to fire?
if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1, false ) )
{
if ( pOuter->GetShotRegulator()->IsInRestInterval() )
{
EndShootWhileMove();
}
else if ( pOuter->GetShotRegulator()->ShouldShoot() )
{
if ( m_bMovingAndShooting || pOuter->OnBeginMoveAndShoot() )
{
m_bMovingAndShooting = true;
pOuter->OnRangeAttack1();
activity = pOuter->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 );
Assert( activity != ACT_INVALID );
pOuter->RestartGesture( activity );
// FIXME: this seems a bit wacked
pOuter->Weapon_SetActivity( pOuter->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
}
}
}
else if ( pOuter->HasCondition( COND_NO_PRIMARY_AMMO, false ) )
{
if ( pOuter->GetNavigator()->GetPathTimeToGoal() > 1.0 )
{
activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD );
if ( activity != ACT_INVALID && GetOuter()->HaveSequenceForActivity( activity ) )
pOuter->AddGesture( activity );
}
}
}
// try to keep facing towards the last known position of the enemy
Vector vecEnemyLKP = pOuter->GetEnemyLKP();
pOuter->AddFacingTarget( pOuter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 );
}
//-------------------------------------
void CAI_MoveAndShootOverlay::EndShootWhileMove()
{
if ( m_bMovingAndShooting )
{
// Reset the shot regulator so that we always start the next motion with a new burst
if ( !GetOuter()->GetShotRegulator()->IsInRestInterval() )
{
GetOuter()->GetShotRegulator()->Reset( false );
}
m_bMovingAndShooting = false;
GetOuter()->OnEndMoveAndShoot();
}
}
//-------------------------------------
void CAI_MoveAndShootOverlay::SuspendMoveAndShoot( float flDuration )
{
EndShootWhileMove();
m_flSuspendUntilTime = gpGlobals->curtime + flDuration;
}
//-------------------------------------
void CAI_MoveAndShootOverlay::SetInitialDelay( float delay )
{
m_initialDelay = delay;
}
//-----------------------------------------------------------------------------