Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: AI system that makes NPCs verbally respond to game events
//
//=============================================================================
#include "cbase.h"
#include "ai_eventresponse.h"
#include "ai_basenpc.h"
ConVar ai_debug_eventresponses( "ai_debug_eventresponses", "0", FCVAR_NONE, "Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them." );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CNPCEventResponseSystem g_NPCEventResponseSystem( "CNPCEventResponseSystem" );
CNPCEventResponseSystem *NPCEventResponse()
{
return &g_NPCEventResponseSystem;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCEventResponseSystem::LevelInitPreEntity( void )
{
m_ActiveEvents.Purge();
m_flNextEventPoll = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCEventResponseSystem::TriggerEvent( const char *pResponse, bool bForce, bool bCancelScript )
{
m_flNextEventPoll = gpGlobals->curtime;
// Find the event by name
int iIndex = m_ActiveEvents.Find( pResponse );
if ( iIndex == m_ActiveEvents.InvalidIndex() )
{
storedevent_t newEvent;
newEvent.flEventTime = gpGlobals->curtime;
newEvent.flNextResponseTime = 0;
newEvent.bForce = bForce;
newEvent.bCancelScript = bCancelScript;
newEvent.bPreventExpiration = false;
m_ActiveEvents.Insert( pResponse, newEvent );
if ( ai_debug_eventresponses.GetBool() )
{
Msg( "NPCEVENTRESPONSE: (%.2f) Trigger fired for event named: %s\n", gpGlobals->curtime, pResponse );
}
}
else
{
// Update the trigger time
m_ActiveEvents[iIndex].flEventTime = gpGlobals->curtime;
m_ActiveEvents[iIndex].bForce = bForce;
m_ActiveEvents[iIndex].bCancelScript = bCancelScript;
if ( ai_debug_eventresponses.GetBool() )
{
Msg( "NPCEVENTRESPONSE: (%.2f) Trigger resetting already-active event firing named: %s\n", gpGlobals->curtime, pResponse );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCEventResponseSystem::FrameUpdatePreEntityThink()
{
if ( !m_ActiveEvents.Count() || !AI_IsSinglePlayer() || !UTIL_GetLocalPlayer() )
return;
if ( m_flNextEventPoll > gpGlobals->curtime )
return;
m_flNextEventPoll = gpGlobals->curtime + 0.2;
// Move through all events, removing expired ones and finding NPCs for active ones.
for ( int i = m_ActiveEvents.First(); i != m_ActiveEvents.InvalidIndex(); )
{
float flTime = m_ActiveEvents[i].flEventTime;
const char *pResponse = m_ActiveEvents.GetElementName(i);
// Save off the next index so we can safely remove this one
int iNext = m_ActiveEvents.Next(i);
// Should it have expired by now?
if ( !m_ActiveEvents[i].bPreventExpiration && (flTime + NPCEVENTRESPONSE_GIVEUP_TIME) < gpGlobals->curtime )
{
if ( ai_debug_eventresponses.GetBool() )
{
Msg( "NPCEVENTRESPONSE: (%.2f) Removing expired event named: %s\n", gpGlobals->curtime, pResponse );
}
m_ActiveEvents.RemoveAt(i);
}
else if ( m_ActiveEvents[i].flNextResponseTime < gpGlobals->curtime )
{
// If we've fired once, and our current event should expire now, then expire.
if ( m_ActiveEvents[i].bPreventExpiration && (flTime + NPCEVENTRESPONSE_GIVEUP_TIME) < gpGlobals->curtime )
{
if ( ai_debug_eventresponses.GetBool() )
{
Msg( "NPCEVENTRESPONSE: (%.2f) Removing expired fired event named: %s\n", gpGlobals->curtime, pResponse );
}
m_ActiveEvents.RemoveAt(i);
}
else
{
float flNearestDist = NPCEVENTRESPONSE_DISTANCE_SQR;
CAI_BaseNPC *pNearestNPC = NULL;
Vector vecPlayerCenter = UTIL_GetLocalPlayer()->WorldSpaceCenter();
// Try and find the nearest NPC to the player
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
for ( int j = 0; j < g_AI_Manager.NumAIs(); j++ )
{
if ( ppAIs[j]->CanRespondToEvent( pResponse ))
{
float flDistToPlayer = ( vecPlayerCenter - ppAIs[j]->WorldSpaceCenter()).LengthSqr();
if ( flDistToPlayer < flNearestDist )
{
flNearestDist = flDistToPlayer;
pNearestNPC = ppAIs[j];
}
}
}
// Found one?
if ( pNearestNPC )
{
if ( pNearestNPC->RespondedTo( pResponse, m_ActiveEvents[i].bForce, m_ActiveEvents[i].bCancelScript ) )
{
// Don't remove the response yet. Leave it around until the refire time has expired.
// This stops repeated firings of the same concept from spamming the NPCs.
m_ActiveEvents[i].bPreventExpiration = true;
m_ActiveEvents[i].flNextResponseTime = gpGlobals->curtime + NPCEVENTRESPONSE_REFIRE_TIME;
if ( ai_debug_eventresponses.GetBool() )
{
Msg( "NPCEVENTRESPONSE: (%.2f) Event '%s' responded to by NPC '%s'. Refire available at: %.2f\n", gpGlobals->curtime, pResponse, pNearestNPC->GetDebugName(), m_ActiveEvents[i].flNextResponseTime );
}
// Don't issue multiple responses at once
return;
}
}
}
}
i = iNext;
}
}
//---------------------------------------------------------------------------------------------
// Entity version for mapmaker to hook into the system
//---------------------------------------------------------------------------------------------
class CNPCEventResponseSystemEntity : public CBaseEntity
{
DECLARE_CLASS( CNPCEventResponseSystemEntity, CBaseEntity );
public:
DECLARE_DATADESC();
void Spawn();
void InputTriggerResponseEvent( inputdata_t &inputdata );
void InputForceTriggerResponseEvent( inputdata_t &inputdata );
void InputForceTriggerResponseEventNoCancel( inputdata_t &inputdata );
};
LINK_ENTITY_TO_CLASS( ai_npc_eventresponsesystem, CNPCEventResponseSystemEntity );
BEGIN_DATADESC( CNPCEventResponseSystemEntity )
DEFINE_INPUTFUNC( FIELD_STRING, "TriggerResponseEvent", InputTriggerResponseEvent ),
DEFINE_INPUTFUNC( FIELD_STRING, "ForceTriggerResponseEvent", InputForceTriggerResponseEvent ),
DEFINE_INPUTFUNC( FIELD_STRING, "ForceTriggerResponseEventNoCancel", InputForceTriggerResponseEventNoCancel ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCEventResponseSystemEntity::Spawn( void )
{
// Invisible, non solid.
AddSolidFlags( FSOLID_NOT_SOLID );
AddEffects( EF_NODRAW );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCEventResponseSystemEntity::InputTriggerResponseEvent( inputdata_t &inputdata )
{
NPCEventResponse()->TriggerEvent( inputdata.value.String(), false, false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCEventResponseSystemEntity::InputForceTriggerResponseEvent( inputdata_t &inputdata )
{
NPCEventResponse()->TriggerEvent( inputdata.value.String(), true, true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCEventResponseSystemEntity::InputForceTriggerResponseEventNoCancel( inputdata_t &inputdata )
{
NPCEventResponse()->TriggerEvent( inputdata.value.String(), true, false );
}