Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef AI_PLAYERALLY_H
#define AI_PLAYERALLY_H
#include "utlmap.h"
#include "simtimer.h"
#include "AI_Criteria.h"
#include "ai_baseactor.h"
#include "ai_speechfilter.h"
#ifndef _WIN32
#undef min
#endif
#include "stdstring.h"
#ifndef _WIN32
#undef MINMAX_H
#include "minmax.h"
#endif
#if defined( _WIN32 )
#pragma once
#endif
//-----------------------------------------------------------------------------
#define TLK_ANSWER "TLK_ANSWER"
#define TLK_ANSWER_HELLO "TLK_ANSWER_HELLO"
#define TLK_QUESTION "TLK_QUESTION"
#define TLK_IDLE "TLK_IDLE"
#define TLK_STARE "TLK_STARE"
#define TLK_LOOK "TLK_LOOK" // player looking at player for a second
#define TLK_USE "TLK_USE"
#define TLK_STARTFOLLOW "TLK_STARTFOLLOW"
#define TLK_STOPFOLLOW "TLK_STOPFOLLOW"
#define TLK_JOINPLAYER "TLK_JOINPLAYER"
#define TLK_STOP "TLK_STOP"
#define TLK_NOSHOOT "TLK_NOSHOOT"
#define TLK_HELLO "TLK_HELLO"
#define TLK_PHELLO "TLK_PHELLO"
#define TLK_HELLO_NPC "TLK_HELLO_NPC"
#define TLK_PIDLE "TLK_PIDLE"
#define TLK_PQUESTION "TLK_PQUESTION"
#define TLK_PLHURT1 "TLK_PLHURT1"
#define TLK_PLHURT2 "TLK_PLHURT2"
#define TLK_PLHURT3 "TLK_PLHURT3"
#define TLK_PLHURT "TLK_PLHURT"
#define TLK_PLPUSH "TLK_PLPUSH"
#define TLK_PLRELOAD "TLK_PLRELOAD"
#define TLK_SMELL "TLK_SMELL"
#define TLK_SHOT "TLK_SHOT"
#define TLK_WOUND "TLK_WOUND"
#define TLK_MORTAL "TLK_MORTAL"
#define TLK_DANGER "TLK_DANGER"
#define TLK_SEE_COMBINE "TLK_SEE_COMBINE"
#define TLK_ENEMY_DEAD "TLK_ENEMY_DEAD"
#define TLK_ALYX_ENEMY_DEAD "TLK_ALYX_ENEMY_DEAD"
#define TLK_SELECTED "TLK_SELECTED" // selected by player in command mode.
#define TLK_COMMANDED "TLK_COMMANDED" // received orders from player in command mode
#define TLK_COMMAND_FAILED "TLK_COMMAND_FAILED"
#define TLK_DENY_COMMAND "TLK_DENY_COMMAND" // designer has asked this NPC to politely deny player commands to move the squad
#define TLK_BETRAYED "TLK_BETRAYED" // player killed an ally in front of me.
#define TLK_ALLY_KILLED "TLK_ALLY_KILLED" // witnessed an ally die some other way.
#define TLK_ATTACKING "TLK_ATTACKING" // about to fire my weapon at a target
#define TLK_HEAL "TLK_HEAL" // healing someone
#define TLK_GIVEAMMO "TLK_GIVEAMMO" // giving ammo to someone
#define TLK_DEATH "TLK_DEATH" // Death rattle
#define TLK_HELP_ME "TLK_HELP_ME" // call out to the player for help
#define TLK_PLYR_PHYSATK "TLK_PLYR_PHYSATK" // Player's attacked me with a thrown physics object
#define TLK_NEWWEAPON "TLK_NEWWEAPON"
#define TLK_PLDEAD "TLK_PLDEAD"
#define TLK_HIDEANDRELOAD "TLK_HIDEANDRELOAD"
#define TLK_STARTCOMBAT "TLK_STARTCOMBAT"
#define TLK_WATCHOUT "TLK_WATCHOUT"
#define TLK_MOBBED "TLK_MOBBED"
#define TLK_MANY_ENEMIES "TLK_MANY_ENEMIES"
#define TLK_FLASHLIGHT_ILLUM "TLK_FLASHLIGHT_ILLUM"
#define TLK_FLASHLIGHT_ON "TLK_FLASHLIGHT_ON" // player turned on flashlight
#define TLK_FLASHLIGHT_OFF "TLK_FLASHLIGHT_OFF" // player turned off flashlight
#define TLK_DARKNESS_LOSTPLAYER "TLK_DARKNESS_LOSTPLAYER"
#define TLK_DARKNESS_FOUNDPLAYER "TLK_DARKNESS_FOUNDPLAYER"
#define TLK_DARKNESS_UNKNOWN_WOUND "TLK_DARKNESS_UNKNOWN_WOUND"
#define TLK_DARKNESS_HEARDSOUND "TLK_DARKNESS_HEARDSOUND"
#define TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT "TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT"
#define TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED "TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED"
#define TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT "TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT"
#define TLK_DARKNESS_FLASHLIGHT_EXPIRED "TLK_DARKNESS_FLASHLIGHT_EXPIRED" // flashlight expired while not in combat
#define TLK_DARKNESS_ENEMY_IN_DARKNESS "TLK_DARKNESS_ENEMY_IN_DARKNESS" // have an enemy, but it's in the darkness
#define TLK_SPOTTED_INCOMING_HEADCRAB "TLK_SPOTTED_INCOMING_HEADCRAB"
#define TLK_CANT_INTERACT_NOW "TLK_CANT_INTERACT_NOW" // to busy to interact with an object the player is holding up to me
#define TLK_ALLY_IN_BARNACLE "TLK_ALLY_IN_BARNACLE" // Barnacle is lifting my buddy!
#define TLK_SELF_IN_BARNACLE "TLK_SELF_IN_BARNACLE" // I was grabbed by a barnacle!
#define TLK_FOUNDPLAYER "TLK_FOUNDPLAYER"
#define TLK_PLAYER_KILLED_NPC "TLK_PLAYER_KILLED_NPC"
#define TLK_ENEMY_BURNING "TLK_ENEMY_BURNING"
#define TLK_SPOTTED_ZOMBIE_WAKEUP "TLK_SPOTTED_ZOMBIE_WAKEUP"
#define TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE "TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE"
#define TLK_DANGER_ZOMBINE_GRENADE "TLK_DANGER_ZOMBINE_GRENADE"
#define TLK_BALLSOCKETED "TLK_BALLSOCKETED"
// Vehicle passenger
#define TLK_PASSENGER_WARN_COLLISION "TLK_PASSENGER_WARN_COLLISION" // About to collide with something
#define TLK_PASSENGER_IMPACT "TLK_PASSENGER_IMPACT" // Just hit something
#define TLK_PASSENGER_OVERTURNED "TLK_PASSENGER_OVERTURNED" // Vehicle has just overturned
#define TLK_PASSENGER_REQUEST_UPRIGHT "TLK_PASSENGER_REQUEST_UPRIGHT" // Vehicle needs to be put upright
#define TLK_PASSENGER_ERRATIC_DRIVING "TLK_PASSENGER_ERRATIC_DRIVING" // Vehicle is moving erratically
#define TLK_PASSENGER_VEHICLE_STARTED "TLK_PASSENGER_VEHICLE_STARTED" // Vehicle has started moving
#define TLK_PASSENGER_VEHICLE_STOPPED "TLK_PASSENGER_VEHICLE_STOPPED" // Vehicle has stopped moving
#define TLK_PASSENGER_BEGIN_ENTRANCE "TLK_PASSENGER_BEGIN_ENTRANCE" // Passenger started entering
#define TLK_PASSENGER_FINISH_ENTRANCE "TLK_PASSENGER_FINISH_ENTRANCE" // Passenger finished entering (is in seat)
#define TLK_PASSENGER_BEGIN_EXIT "TLK_PASSENGER_BEGIN_EXIT" // Passenger started exiting
#define TLK_PASSENGER_FINISH_EXIT "TLK_PASSENGER_FINISH_EXIT" // Passenger finished exiting (seat is vacated)
#define TLK_PASSENGER_PLAYER_ENTERED "TLK_PASSENGER_PLAYER_ENTERED" // Player entered the vehicle
#define TLK_PASSENGER_PLAYER_EXITED "TLK_PASSENGER_PLAYER_EXITED" // Player exited the vehicle
#define TLK_PASSENGER_NEW_RADAR_CONTACT "TLK_PASSENGER_NEW_RADAR_CONTACT" // Noticed a brand new contact on the radar
#define TLK_PASSENGER_PUNTED "TLK_PASSENGER_PUNTED" // The player has punted us while we're sitting in the vehicle
// Vortigaunt
#define TLK_VORTIGAUNT_DISPEL "TLK_VORTIGAUNT_DISPEL" // Dispel attack starting
// resume is "as I was saying..." or "anyhow..."
#define TLK_RESUME "TLK_RESUME"
// tourguide stuff below
#define TLK_TGSTAYPUT "TLK_TGSTAYPUT"
#define TLK_TGFIND "TLK_TGFIND"
#define TLK_TGSEEK "TLK_TGSEEK"
#define TLK_TGLOSTYOU "TLK_TGLOSTYOU"
#define TLK_TGCATCHUP "TLK_TGCATCHUP"
#define TLK_TGENDTOUR "TLK_TGENDTOUR"
//-----------------------------------------------------------------------------
#define TALKRANGE_MIN 500.0 // don't talk to anyone farther away than this
//-----------------------------------------------------------------------------
#define TALKER_STARE_DIST 128 // anyone closer than this and looking at me is probably staring at me.
#define TALKER_DEFER_IDLE_SPEAK_MIN 10
#define TALKER_DEFER_IDLE_SPEAK_MAX 20
//-----------------------------------------------------------------------------
class CAI_PlayerAlly;
//-----------------------------------------------------------------------------
//
// CLASS: CAI_AllySpeechManager
//
//-----------------------------------------------------------------------------
enum ConceptCategory_t
{
SPEECH_IDLE,
SPEECH_IMPORTANT,
SPEECH_PRIORITY,
SPEECH_NUM_CATEGORIES
};
struct ConceptCategoryInfo_t
{
float minGlobalDelay;
float maxGlobalDelay;
float minPersonalDelay;
float maxPersonalDelay;
};
enum AIConceptFlags_t
{
AICF_DEFAULT = 0,
AICF_SPEAK_ONCE = 0x01,
AICF_PROPAGATE_SPOKEN = 0x02,
AICF_TARGET_PLAYER = 0x04,
AICF_QUESTION = 0x08,
AICF_ANSWER = 0x10,
};
struct ConceptInfo_t
{
AIConcept_t concept;
ConceptCategory_t category;
float minGlobalCategoryDelay;
float maxGlobalCategoryDelay;
float minPersonalCategoryDelay;
float maxPersonalCategoryDelay;
float minConceptDelay;
float maxConceptDelay;
int flags;
};
//-------------------------------------
class CAI_AllySpeechManager : public CLogicalEntity
{
DECLARE_CLASS( CAI_AllySpeechManager, CLogicalEntity );
public:
CAI_AllySpeechManager();
~CAI_AllySpeechManager();
void Spawn();
void AddCustomConcept( const ConceptInfo_t &conceptInfo );
ConceptCategoryInfo_t *GetConceptCategoryInfo( ConceptCategory_t category );
ConceptInfo_t *GetConceptInfo( AIConcept_t concept );
void OnSpokeConcept( CAI_PlayerAlly *pPlayerAlly, AIConcept_t concept, AI_Response *response );
void SetCategoryDelay( ConceptCategory_t category, float minDelay, float maxDelay = 0.0 );
bool CategoryDelayExpired( ConceptCategory_t category );
bool ConceptDelayExpired( AIConcept_t concept );
private:
CSimpleSimTimer m_ConceptCategoryTimers[SPEECH_NUM_CATEGORIES];
CUtlMap<string_t, CSimpleSimTimer, char> m_ConceptTimers;
friend CAI_AllySpeechManager *GetAllySpeechManager();
static CAI_AllySpeechManager *gm_pSpeechManager;
DECLARE_DATADESC();
};
//-------------------------------------
CAI_AllySpeechManager *GetAllySpeechManager();
//-----------------------------------------------------------------------------
//
// CLASS: CAI_PlayerAlly
//
//-----------------------------------------------------------------------------
class CAI_AllySpeechManager;
enum AISpeechTargetSearchFlags_t
{
AIST_PLAYERS = (1<<0),
AIST_NPCS = (1<<1),
AIST_IGNORE_RELATIONSHIP = (1<<2),
AIST_ANY_QUALIFIED = (1<<3),
AIST_FACING_TARGET = (1<<4),
};
struct AISpeechSelection_t
{
std::string concept;
AI_Response Response;
EHANDLE hSpeechTarget;
};
//-------------------------------------
class CAI_PlayerAlly : public CAI_BaseActor
{
DECLARE_CLASS( CAI_PlayerAlly, CAI_BaseActor );
public:
//---------------------------------
int ObjectCaps( void ) { return UsableNPCObjectCaps(BaseClass::ObjectCaps()); }
void TalkInit( void );
//---------------------------------
// Behavior
//---------------------------------
void GatherConditions( void );
void GatherEnemyConditions( CBaseEntity *pEnemy );
void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
void PrescheduleThink( void );
int SelectSchedule( void );
int SelectNonCombatSpeech( AISpeechSelection_t *pSelection );
virtual int SelectNonCombatSpeechSchedule();
int TranslateSchedule( int scheduleType );
void OnStartSchedule( int scheduleType );
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
void TaskFail( AI_TaskFailureCode_t );
void TaskFail( const char *pszGeneralFailText ) { BaseClass::TaskFail( pszGeneralFailText ); }
void ClearTransientConditions();
void Touch( CBaseEntity *pOther );
//---------------------------------
// Combat
//---------------------------------
void OnKilledNPC( CBaseCombatCharacter *pKilled );
//---------------------------------
// Damage handling
//---------------------------------
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
int TakeHealth( float flHealth, int bitsDamageType );
void Event_Killed( const CTakeDamageInfo &info );
bool CreateVPhysics();
//---------------------------------
virtual void PainSound( const CTakeDamageInfo &info );
//---------------------------------
// Speech & Acting
//---------------------------------
CBaseEntity *EyeLookTarget( void ); // Override to look at talk target
CBaseEntity *FindNamedEntity( const char *pszName, IEntityFindFilter *pFilter = NULL );
CBaseEntity *FindSpeechTarget( int flags );
virtual bool IsValidSpeechTarget( int flags, CBaseEntity *pEntity );
CBaseEntity *GetSpeechTarget() { return m_hTalkTarget.Get(); }
void SetSpeechTarget( CBaseEntity *pSpeechTarget ) { m_hTalkTarget = pSpeechTarget; }
void SetSpeechFilter( CAI_SpeechFilter *pFilter ) { m_hSpeechFilter = pFilter; }
CAI_SpeechFilter *GetSpeechFilter( void ) { return m_hSpeechFilter; }
//---------------------------------
virtual bool SelectIdleSpeech( AISpeechSelection_t *pSelection );
virtual bool SelectAlertSpeech( AISpeechSelection_t *pSelection );
virtual bool SelectInterjection();
virtual bool SelectPlayerUseSpeech();
//---------------------------------
virtual bool SelectQuestionAndAnswerSpeech( AISpeechSelection_t *pSelection );
virtual void PostSpeakDispatchResponse( AIConcept_t concept, AI_Response *response );
bool SelectQuestionFriend( CBaseEntity *pFriend, AISpeechSelection_t *pSelection );
bool SelectAnswerFriend( CBaseEntity *pFriend, AISpeechSelection_t *pSelection, bool bRespondingToHello );
//---------------------------------
bool SelectSpeechResponse( AIConcept_t concept, const char *pszModifiers, CBaseEntity *pTarget, AISpeechSelection_t *pSelection );
void SetPendingSpeech( AIConcept_t concept, AI_Response &Response );
void ClearPendingSpeech();
bool HasPendingSpeech() { return !m_PendingConcept.empty(); }
//---------------------------------
bool CanPlaySentence( bool fDisregardState );
int PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener );
//---------------------------------
void DeferAllIdleSpeech( float flDelay = -1, CAI_BaseNPC *pIgnore = NULL );
//---------------------------------
bool IsOkToSpeak( ConceptCategory_t category, bool fRespondingToPlayer = false );
//---------------------------------
bool IsOkToSpeak( void );
bool IsOkToCombatSpeak( void );
bool IsOkToSpeakInResponseToPlayer( void );
bool ShouldSpeakRandom( AIConcept_t concept, int iChance );
bool IsAllowedToSpeak( AIConcept_t concept, bool bRespondingToPlayer = false );
virtual bool SpeakIfAllowed( AIConcept_t concept, const char *modifiers = NULL, bool bRespondingToPlayer = false, char *pszOutResponseChosen = NULL, size_t bufsize = 0 );
void ModifyOrAppendCriteria( AI_CriteriaSet& set );
//---------------------------------
float GetTimePlayerStaring() { return ( m_flTimePlayerStartStare != 0 ) ? gpGlobals->curtime - m_flTimePlayerStartStare : 0; }
//---------------------------------
// NPC Event Response System
virtual bool CanRespondToEvent( const char *ResponseConcept );
virtual bool RespondedTo( const char *ResponseConcept, bool bForce, bool bCancelScene );
//---------------------------------
void OnSpokeConcept( AIConcept_t concept, AI_Response *response );
void OnStartSpeaking();
// Inputs
virtual void InputIdleRespond( inputdata_t &inputdata ) {};
void InputSpeakResponseConcept( inputdata_t &inputdata );
virtual bool SpeakMapmakerInterruptConcept( string_t iszConcept );
void DisplayDeathMessage( void );
virtual const char *GetDeathMessageText( void ) { return "GAMEOVER_ALLY"; }
void InputMakeGameEndAlly( inputdata_t &inputdata );
void InputMakeRegularAlly( inputdata_t &inputdata );
void InputAnswerQuestion( inputdata_t &inputdata );
void InputAnswerQuestionHello( inputdata_t &inputdata );
void InputEnableSpeakWhileScripting( inputdata_t &inputdata );
void InputDisableSpeakWhileScripting( inputdata_t &inputdata );
void AnswerQuestion( CAI_PlayerAlly *pQuestioner, int iQARandomNum, bool bAnsweringHello );
protected:
#ifdef HL2_DLL
// Health regeneration for friendly allies
virtual bool ShouldRegenerateHealth( void ) { return ( Classify() == CLASS_PLAYER_ALLY_VITAL ); }
#endif
inline bool CanSpeakWhileScripting();
// Whether we are a vital ally (useful for wrting Classify() for classes that are only sometimes vital,
// such as the Lone Vort in Ep2.) The usual means by which any other function should determine if a character
// is vital is to determine Classify() == CLASS_PLAYER_ALLY_VITAL. Do not use this function outside that
// context.
inline bool IsGameEndAlly( void ) { return m_bGameEndAlly; }
//-----------------------------------------------------
// Conditions, Schedules, Tasks
//-----------------------------------------------------
enum
{
SCHED_TALKER_SPEAK_PENDING_IDLE = BaseClass::NEXT_SCHEDULE,
SCHED_TALKER_SPEAK_PENDING_ALERT,
SCHED_TALKER_SPEAK_PENDING_COMBAT,
NEXT_SCHEDULE,
TASK_TALKER_SPEAK_PENDING = BaseClass::NEXT_TASK,
NEXT_TASK,
COND_TALKER_CLIENTUNSEEN = BaseClass::NEXT_CONDITION,
COND_TALKER_PLAYER_DEAD,
COND_TALKER_PLAYER_STARING,
NEXT_CONDITION
};
private:
void SetCategoryDelay( ConceptCategory_t category, float minDelay, float maxDelay = 0.0 ) { m_ConceptCategoryTimers[category].Set( minDelay, maxDelay ); }
bool CategoryDelayExpired( ConceptCategory_t category ) { return m_ConceptCategoryTimers[category].Expired(); }
friend class CAI_AllySpeechManager;
//---------------------------------
AI_Response m_PendingResponse;
std::string m_PendingConcept;
float m_TimePendingSet;
//---------------------------------
EHANDLE m_hTalkTarget; // who to look at while talking
float m_flNextRegenTime;
float m_flTimePlayerStartStare;
EHANDLE m_hPotentialSpeechTarget; // NPC to tell the response rules about when trying to find a response to talk to them with
float m_flNextIdleSpeechTime;
int m_iQARandomNumber;
//---------------------------------
CSimpleSimTimer m_ConceptCategoryTimers[3];
//---------------------------------
CHandle<CAI_SpeechFilter> m_hSpeechFilter;
bool m_bGameEndAlly;
bool m_bCanSpeakWhileScripting; // Allows mapmakers to override NPC_STATE_SCRIPT or IsScripting() for responses.
float m_flTimeLastRegen; // Last time I regenerated a bit of health.
float m_flHealthAccumulator; // Counterpart to the damage accumulator in CBaseCombatCharacter. So ally health regeneration is accurate over time.
#ifdef _XBOX
protected:
#endif
DECLARE_DATADESC();
protected:
DEFINE_CUSTOM_AI;
};
bool CAI_PlayerAlly::CanSpeakWhileScripting()
{
return m_bCanSpeakWhileScripting;
}
//-----------------------------------------------------------------------------
#endif // AI_PLAYERALLY_H