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1693 lines
46 KiB
1693 lines
46 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#undef strncpy // we use std::string below that needs a good strncpy define
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#undef sprintf // "
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#include "cbase.h"
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#include "ai_behavior_lead.h"
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#include "ai_goalentity.h"
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#include "ai_navigator.h"
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#include "ai_speech.h"
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#include "ai_senses.h"
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#include "ai_playerally.h"
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#include "ai_route.h"
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#include "ai_pathfinder.h"
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#include "sceneentity.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Minimum time between leader nags
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#define LEAD_NAG_TIME 3.0
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#define LEAD_MIN_RETRIEVEDIST_OFFSET 24
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//-----------------------------------------------------------------------------
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// class CAI_LeadBehavior
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//
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// Purpose:
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//
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//-----------------------------------------------------------------------------
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BEGIN_SIMPLE_DATADESC( AI_LeadArgs_t )
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// Only the flags needs saving
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DEFINE_FIELD( flags, FIELD_INTEGER ),
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//DEFINE_FIELD( pszGoal, FIELD_STRING ),
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//DEFINE_FIELD( pszWaitPoint, FIELD_STRING ),
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//DEFINE_FIELD( flWaitDistance, FIELD_FLOAT ),
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//DEFINE_FIELD( flLeadDistance, FIELD_FLOAT ),
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//DEFINE_FIELD( flRetrieveDistance, FIELD_FLOAT ),
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//DEFINE_FIELD( flSuccessDistance, FIELD_FLOAT ),
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//DEFINE_FIELD( bRun, FIELD_BOOLEAN ),
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//DEFINE_FIELD( bDontSpeakStart, FIELD_BOOLEAN ),
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//DEFINE_FIELD( bGagLeader, FIELD_BOOLEAN ),
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DEFINE_FIELD( iRetrievePlayer, FIELD_INTEGER ),
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DEFINE_FIELD( iRetrieveWaitForSpeak, FIELD_INTEGER ),
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DEFINE_FIELD( iComingBackWaitForSpeak, FIELD_INTEGER ),
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DEFINE_FIELD( bStopScenesWhenPlayerLost, FIELD_BOOLEAN ),
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DEFINE_FIELD( bLeadDuringCombat, FIELD_BOOLEAN ),
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END_DATADESC();
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BEGIN_DATADESC( CAI_LeadBehavior )
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DEFINE_EMBEDDED( m_args ),
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// m_pSink (reconnected on load)
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DEFINE_FIELD( m_hSinkImplementor, FIELD_EHANDLE ),
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DEFINE_FIELD( m_goal, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_goalyaw, FIELD_FLOAT ),
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DEFINE_FIELD( m_waitpoint, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_waitdistance, FIELD_FLOAT ),
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DEFINE_FIELD( m_leaddistance, FIELD_FLOAT ),
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DEFINE_FIELD( m_retrievedistance, FIELD_FLOAT ),
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DEFINE_FIELD( m_successdistance, FIELD_FLOAT ),
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DEFINE_FIELD( m_weaponname, FIELD_STRING ),
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DEFINE_FIELD( m_run, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_gagleader, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hasspokenstart, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hasspokenarrival, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hasPausedScenes, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flSpeakNextNagTime, FIELD_TIME ),
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DEFINE_FIELD( m_flWeaponSafetyTimeOut, FIELD_TIME ),
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DEFINE_FIELD( m_flNextLeadIdle, FIELD_TIME ),
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DEFINE_FIELD( m_bInitialAheadTest, FIELD_BOOLEAN ),
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DEFINE_EMBEDDED( m_MoveMonitor ),
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DEFINE_EMBEDDED( m_LostTimer ),
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DEFINE_EMBEDDED( m_LostLOSTimer ),
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END_DATADESC();
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//-----------------------------------------------------------------------------
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void CAI_LeadBehavior::OnRestore()
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{
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CBaseEntity *pSinkImplementor = m_hSinkImplementor;
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if ( pSinkImplementor )
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{
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m_pSink = dynamic_cast<CAI_LeadBehaviorHandler *>(pSinkImplementor);
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if ( !m_pSink )
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{
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DevMsg( "Failed to reconnect to CAI_LeadBehaviorHandler\n" );
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m_hSinkImplementor = NULL;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw any text overlays
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// Input : Previous text offset from the top
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// Output : Current text offset from the top
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//-----------------------------------------------------------------------------
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int CAI_LeadBehavior::DrawDebugTextOverlays( int text_offset )
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{
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char tempstr[ 512 ];
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int offset;
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offset = BaseClass::DrawDebugTextOverlays( text_offset );
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if ( GetOuter()->m_debugOverlays & OVERLAY_TEXT_BIT )
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{
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if ( HasGoal() )
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{
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Q_snprintf( tempstr, sizeof(tempstr), "Goal: %s %s", m_args.pszGoal, VecToString( m_goal ) );
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GetOuter()->EntityText( offset, tempstr, 0 );
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offset++;
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}
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else
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{
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Q_snprintf( tempstr, sizeof(tempstr), "Goal: None" );
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GetOuter()->EntityText( offset, tempstr, 0 );
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offset++;
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}
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}
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return offset;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CAI_LeadBehavior::IsNavigationUrgent( void )
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{
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#if defined( HL2_DLL )
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if( HasGoal() && !hl2_episodic.GetBool() )
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{
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return (GetOuter()->Classify() == CLASS_PLAYER_ALLY_VITAL);
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}
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#endif
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return BaseClass::IsNavigationUrgent();
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}
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//-------------------------------------
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void CAI_LeadBehavior::LeadPlayer( const AI_LeadArgs_t &leadArgs, CAI_LeadBehaviorHandler *pSink )
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{
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#ifndef CSTRIKE_DLL
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CAI_PlayerAlly *pOuter = dynamic_cast<CAI_PlayerAlly*>(GetOuter());
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if ( pOuter && AI_IsSinglePlayer() )
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{
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pOuter->SetSpeechTarget( UTIL_GetLocalPlayer() );
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}
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#endif
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if( SetGoal( leadArgs ) )
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{
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SetCondition( COND_PROVOKED );
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Connect( pSink );
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NotifyChangeBehaviorStatus();
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}
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else
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{
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DevMsg( "*** Warning! LeadPlayer() has a NULL Goal Ent\n" );
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}
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}
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//-------------------------------------
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void CAI_LeadBehavior::StopLeading( void )
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{
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ClearGoal();
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m_pSink = NULL;
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NotifyChangeBehaviorStatus();
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}
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//-------------------------------------
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bool CAI_LeadBehavior::CanSelectSchedule()
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{
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if ( !AI_GetSinglePlayer() || AI_GetSinglePlayer()->IsDead() )
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return false;
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bool fAttacked = ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) );
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bool fNonCombat = ( GetNpcState() == NPC_STATE_IDLE || GetNpcState() == NPC_STATE_ALERT );
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return ( !fAttacked && (fNonCombat || m_args.bLeadDuringCombat) && HasGoal() );
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}
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//-------------------------------------
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void CAI_LeadBehavior::BeginScheduleSelection()
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{
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SetTarget( AI_GetSinglePlayer() );
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CAI_Expresser *pExpresser = GetOuter()->GetExpresser();
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if ( pExpresser )
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pExpresser->ClearSpokeConcept( TLK_LEAD_ARRIVAL );
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}
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//-------------------------------------
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bool CAI_LeadBehavior::SetGoal( const AI_LeadArgs_t &args )
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{
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CBaseEntity *pGoalEnt;
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pGoalEnt = gEntList.FindEntityByName( NULL, args.pszGoal );
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if ( !pGoalEnt )
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return false;
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m_args = args; // @Q (toml 08-13-02): need to copy string?
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m_goal = pGoalEnt->GetLocalOrigin();
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m_goalyaw = (args.flags & AILF_USE_GOAL_FACING) ? pGoalEnt->GetLocalAngles().y : -1;
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m_waitpoint = vec3_origin;
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m_waitdistance = args.flWaitDistance;
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m_leaddistance = args.flLeadDistance ? args.flLeadDistance : 64;
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m_retrievedistance = args.flRetrieveDistance ? args.flRetrieveDistance : (m_leaddistance + LEAD_MIN_RETRIEVEDIST_OFFSET);
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m_successdistance = args.flSuccessDistance ? args.flSuccessDistance : 0;
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m_run = args.bRun;
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m_gagleader = args.bGagLeader;
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m_hasspokenstart = args.bDontSpeakStart;
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m_hasspokenarrival = false;
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m_hasPausedScenes = false;
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m_flSpeakNextNagTime = 0;
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m_flWeaponSafetyTimeOut = 0;
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m_flNextLeadIdle = gpGlobals->curtime + 10;
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m_bInitialAheadTest = true;
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if ( args.pszWaitPoint && args.pszWaitPoint[0] )
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{
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CBaseEntity *pWaitPoint = gEntList.FindEntityByName( NULL, args.pszWaitPoint );
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if ( pWaitPoint )
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{
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m_waitpoint = pWaitPoint->GetLocalOrigin();
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CAI_LeadBehavior::GetClosestPointOnRoute( const Vector &targetPos, Vector *pVecClosestPoint )
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{
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AI_Waypoint_t *waypoint = GetOuter()->GetNavigator()->GetPath()->GetCurWaypoint();
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AI_Waypoint_t *builtwaypoints = NULL;
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if ( !waypoint )
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{
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// We arrive here twice when lead behaviour starts:
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// - When the lead behaviour is first enabled. We have no schedule. We want to know if the player is ahead of us.
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// - A frame later when we've chosen to lead the player, but we still haven't built our route. We know that the
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// the player isn't lagging, so it's safe to go ahead and simply say he's ahead of us. This avoids building
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// the temp route twice.
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if ( IsCurSchedule( SCHED_LEAD_PLAYER, false ) )
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return true;
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// Build a temp route to the gold and use that
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builtwaypoints = GetOuter()->GetPathfinder()->BuildRoute( GetOuter()->GetAbsOrigin(), m_goal, NULL, GetOuter()->GetDefaultNavGoalTolerance(), GetOuter()->GetNavType(), true );
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if ( !builtwaypoints )
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return false;
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GetOuter()->GetPathfinder()->UnlockRouteNodes( builtwaypoints );
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waypoint = builtwaypoints;
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}
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// Find the nearest node to the target (going forward)
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float flNearestDist2D = 999999999;
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float flNearestDist = 999999999;
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float flPathDist, flPathDist2D;
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Vector vecNearestPoint(0, 0, 0);
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Vector vecPrevPos = GetOuter()->GetAbsOrigin();
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for ( ; (waypoint != NULL) ; waypoint = waypoint->GetNext() )
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{
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// Find the closest point on the line segment on the path
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Vector vecClosest;
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CalcClosestPointOnLineSegment( targetPos, vecPrevPos, waypoint->GetPos(), vecClosest );
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/*
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if ( builtwaypoints )
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{
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NDebugOverlay::Line( vecPrevPos, waypoint->GetPos(), 0,0,255,true, 10.0 );
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}
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*/
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vecPrevPos = waypoint->GetPos();
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// Find the distance between this test point and our goal point
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flPathDist2D = vecClosest.AsVector2D().DistToSqr( targetPos.AsVector2D() );
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if ( flPathDist2D > flNearestDist2D )
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continue;
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flPathDist = vecClosest.z - targetPos.z;
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flPathDist *= flPathDist;
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flPathDist += flPathDist2D;
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if (( flPathDist2D == flNearestDist2D ) && ( flPathDist >= flNearestDist ))
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continue;
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flNearestDist2D = flPathDist2D;
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flNearestDist = flPathDist;
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vecNearestPoint = vecClosest;
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}
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if ( builtwaypoints )
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{
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//NDebugOverlay::Line( vecNearestPoint, targetPos, 0,255,0,true, 10.0 );
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DeleteAll( builtwaypoints );
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}
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*pVecClosestPoint = vecNearestPoint;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the player is further ahead on the lead route than I am
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//-----------------------------------------------------------------------------
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bool CAI_LeadBehavior::PlayerIsAheadOfMe( bool bForce )
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{
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// Find the nearest point on our route to the player, and see if that's further
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// ahead of us than our nearest point.
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// If we're not leading, our route doesn't lead to the goal, so we can't use it.
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// If we just started leading, go ahead and test, and we'll build a temp route.
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if ( !m_bInitialAheadTest && !IsCurSchedule( SCHED_LEAD_PLAYER, false ) && !bForce )
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return false;
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m_bInitialAheadTest = false;
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Vector vecClosestPoint;
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if ( GetClosestPointOnRoute( AI_GetSinglePlayer()->GetAbsOrigin(), &vecClosestPoint ) )
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{
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// If the closest point is not right next to me, then
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// the player is somewhere ahead of me on the route.
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if ( (vecClosestPoint - GetOuter()->GetAbsOrigin()).LengthSqr() > (32*32) )
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_LeadBehavior::GatherConditions( void )
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{
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BaseClass::GatherConditions();
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if ( HasGoal() )
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{
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// Fix for bad transition case (to investigate)
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if ( ( WorldSpaceCenter() - m_goal ).LengthSqr() > (64*64) && IsCurSchedule( SCHED_LEAD_AWAIT_SUCCESS, false) )
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{
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GetOuter()->ClearSchedule( "Lead behavior - bad transition?" );
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}
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// We have to collect data about the person we're leading around.
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CBaseEntity *pFollower = AI_GetSinglePlayer();
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if( pFollower )
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{
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ClearCondition( COND_LEAD_FOLLOWER_VERY_CLOSE );
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ClearCondition( COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME );
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// Check distance to the follower
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float flFollowerDist = ( WorldSpaceCenter() - pFollower->WorldSpaceCenter() ).Length();
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bool bLagging = flFollowerDist > (m_leaddistance*4);
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if ( bLagging )
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{
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if ( PlayerIsAheadOfMe() )
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{
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bLagging = false;
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}
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}
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// Player heading towards me?
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// Only factor this in if you're not too far from them
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if ( flFollowerDist < (m_leaddistance*4) )
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{
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Vector vecVelocity = pFollower->GetSmoothedVelocity();
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if ( VectorNormalize(vecVelocity) > 50 )
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{
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Vector vecToPlayer = (GetAbsOrigin() - pFollower->GetAbsOrigin());
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VectorNormalize( vecToPlayer );
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if ( DotProduct( vecVelocity, vecToPlayer ) > 0.5 )
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{
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SetCondition( COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME );
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bLagging = false;
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}
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}
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}
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// If he's outside our lag range, consider him lagging
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if ( bLagging )
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{
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SetCondition( COND_LEAD_FOLLOWER_LAGGING );
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ClearCondition( COND_LEAD_FOLLOWER_NOT_LAGGING );
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}
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else
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{
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ClearCondition( COND_LEAD_FOLLOWER_LAGGING );
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SetCondition( COND_LEAD_FOLLOWER_NOT_LAGGING );
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// If he's really close, note that
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if ( flFollowerDist < m_leaddistance )
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{
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SetCondition( COND_LEAD_FOLLOWER_VERY_CLOSE );
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}
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}
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// To be considered not lagging, the follower must be visible, and within the lead distance
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if ( GetOuter()->FVisible( pFollower ) && GetOuter()->GetSenses()->ShouldSeeEntity( pFollower ) )
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{
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SetCondition( COND_LEAD_HAVE_FOLLOWER_LOS );
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m_LostLOSTimer.Stop();
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}
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else
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{
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ClearCondition( COND_LEAD_HAVE_FOLLOWER_LOS );
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// We don't have a LOS. But if we did have LOS, don't clear it until the timer is up.
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if ( m_LostLOSTimer.IsRunning() )
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{
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if ( m_LostLOSTimer.Expired() )
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{
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SetCondition( COND_LEAD_FOLLOWER_LAGGING );
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ClearCondition( COND_LEAD_FOLLOWER_NOT_LAGGING );
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}
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}
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else
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{
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m_LostLOSTimer.Start();
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}
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}
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// Now we want to see if the follower is lost. Being lost means being (far away || out of LOS )
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// && some time has passed. Also, lagging players are considered lost if the NPC's never delivered
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// the start speech, because it means the NPC should run to the player to start the lead.
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if( HasCondition( COND_LEAD_FOLLOWER_LAGGING ) )
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{
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if ( !m_hasspokenstart )
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{
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SetCondition( COND_LEAD_FOLLOWER_LOST );
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}
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else
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{
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if ( m_args.bStopScenesWhenPlayerLost )
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{
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// Try and stop me speaking my monolog, if I am
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if ( !m_hasPausedScenes && IsRunningScriptedScene( GetOuter() ) )
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{
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//Msg("Stopping scenes.\n");
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PauseActorsScriptedScenes( GetOuter(), false );
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m_hasPausedScenes = true;
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}
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}
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if( m_LostTimer.IsRunning() )
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{
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if( m_LostTimer.Expired() )
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{
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SetCondition( COND_LEAD_FOLLOWER_LOST );
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}
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}
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else
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{
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m_LostTimer.Start();
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}
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}
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}
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else
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{
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// If I was speaking a monolog, resume it
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if ( m_args.bStopScenesWhenPlayerLost && m_hasPausedScenes )
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{
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if ( IsRunningScriptedScene( GetOuter() ) )
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{
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//Msg("Resuming scenes.\n");
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ResumeActorsScriptedScenes( GetOuter(), false );
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}
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m_hasPausedScenes = false;
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}
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m_LostTimer.Stop();
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ClearCondition( COND_LEAD_FOLLOWER_LOST );
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}
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// Evaluate for success
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// Success right now means being stationary, close to the goal, and having the player close by
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if ( !( m_args.flags & AILF_NO_DEF_SUCCESS ) )
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{
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ClearCondition( COND_LEAD_SUCCESS );
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// Check Z first, and only check 2d if we're within that
|
|
bool bWithinZ = fabs(GetLocalOrigin().z - m_goal.z) < 64;
|
|
if ( bWithinZ && (GetLocalOrigin() - m_goal).Length2D() <= 64 )
|
|
{
|
|
if ( HasCondition( COND_LEAD_FOLLOWER_VERY_CLOSE ) )
|
|
{
|
|
SetCondition( COND_LEAD_SUCCESS );
|
|
}
|
|
else if ( m_successdistance )
|
|
{
|
|
float flDistSqr = (pFollower->GetAbsOrigin() - GetLocalOrigin()).Length2DSqr();
|
|
if ( flDistSqr < (m_successdistance*m_successdistance) )
|
|
{
|
|
SetCondition( COND_LEAD_SUCCESS );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( m_MoveMonitor.IsMarkSet() && m_MoveMonitor.TargetMoved( pFollower ) )
|
|
SetCondition( COND_LEAD_FOLLOWER_MOVED_FROM_MARK );
|
|
else
|
|
ClearCondition( COND_LEAD_FOLLOWER_MOVED_FROM_MARK );
|
|
}
|
|
}
|
|
|
|
if( m_args.bLeadDuringCombat )
|
|
{
|
|
ClearCondition( COND_LIGHT_DAMAGE );
|
|
ClearCondition( COND_HEAVY_DAMAGE );
|
|
}
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
int CAI_LeadBehavior::SelectSchedule()
|
|
{
|
|
if ( HasGoal() )
|
|
{
|
|
if( HasCondition(COND_LEAD_SUCCESS) )
|
|
{
|
|
return SCHED_LEAD_SUCCEED;
|
|
}
|
|
|
|
// Player's here, but does he have the weapon we want him to have?
|
|
if ( m_weaponname != NULL_STRING )
|
|
{
|
|
CBasePlayer *pFollower = AI_GetSinglePlayer();
|
|
if ( pFollower && !pFollower->Weapon_OwnsThisType( STRING(m_weaponname) ) )
|
|
{
|
|
// If the safety timeout has run out, just give the player the weapon
|
|
if ( !m_flWeaponSafetyTimeOut || (m_flWeaponSafetyTimeOut > gpGlobals->curtime) )
|
|
return SCHED_LEAD_PLAYERNEEDSWEAPON;
|
|
|
|
string_t iszItem = AllocPooledString( "weapon_bugbait" );
|
|
pFollower->GiveNamedItem( STRING(iszItem) );
|
|
}
|
|
}
|
|
|
|
// If we have a waitpoint, we want to wait at it for the player.
|
|
if( HasWaitPoint() && !PlayerIsAheadOfMe( true ) )
|
|
{
|
|
bool bKeepWaiting = true;
|
|
|
|
// If we have no wait distance, trigger as soon as the player comes in view
|
|
if ( !m_waitdistance )
|
|
{
|
|
if ( HasCondition( COND_SEE_PLAYER ) )
|
|
{
|
|
// We've spotted the player, so stop waiting
|
|
bKeepWaiting = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// We have to collect data about the person we're leading around.
|
|
CBaseEntity *pFollower = AI_GetSinglePlayer();
|
|
if( pFollower )
|
|
{
|
|
float flFollowerDist = ( WorldSpaceCenter() - pFollower->WorldSpaceCenter() ).Length();
|
|
if ( flFollowerDist < m_waitdistance )
|
|
{
|
|
bKeepWaiting = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Player still not here?
|
|
if ( bKeepWaiting )
|
|
return SCHED_LEAD_WAITFORPLAYER;
|
|
|
|
// We're finished waiting
|
|
m_waitpoint = vec3_origin;
|
|
Speak( TLK_LEAD_WAITOVER );
|
|
|
|
// Don't speak the start line, because we've said
|
|
m_hasspokenstart = true;
|
|
return SCHED_WAIT_FOR_SPEAK_FINISH;
|
|
}
|
|
|
|
// If we haven't spoken our start speech, do that first
|
|
if ( !m_hasspokenstart )
|
|
{
|
|
if ( HasCondition(COND_LEAD_HAVE_FOLLOWER_LOS) && HasCondition(COND_LEAD_FOLLOWER_VERY_CLOSE) )
|
|
return SCHED_LEAD_SPEAK_START;
|
|
|
|
// We haven't spoken to him, and we still need to. Go get him.
|
|
return SCHED_LEAD_RETRIEVE;
|
|
}
|
|
|
|
if( HasCondition( COND_LEAD_FOLLOWER_LOST ) )
|
|
{
|
|
if( m_args.iRetrievePlayer )
|
|
{
|
|
// If not, we want to go get the player.
|
|
DevMsg( GetOuter(), "Follower lost. Spoke COMING_BACK.\n");
|
|
|
|
Speak( TLK_LEAD_COMINGBACK );
|
|
m_MoveMonitor.ClearMark();
|
|
|
|
// If we spoke something, wait for it to finish
|
|
if ( m_args.iComingBackWaitForSpeak && IsSpeaking() )
|
|
return SCHED_LEAD_SPEAK_THEN_RETRIEVE_PLAYER;
|
|
|
|
return SCHED_LEAD_RETRIEVE;
|
|
}
|
|
else
|
|
{
|
|
// Just stay right here and wait.
|
|
return SCHED_LEAD_WAITFORPLAYERIDLE;
|
|
}
|
|
}
|
|
|
|
if( HasCondition( COND_LEAD_FOLLOWER_LAGGING ) )
|
|
{
|
|
DevMsg( GetOuter(), "Follower lagging. Spoke CATCHUP.\n");
|
|
|
|
Speak( TLK_LEAD_CATCHUP );
|
|
return SCHED_LEAD_PAUSE;
|
|
}
|
|
else
|
|
{
|
|
// If we're at the goal, wait for the player to get here
|
|
if ( ( WorldSpaceCenter() - m_goal ).LengthSqr() < (64*64) )
|
|
return SCHED_LEAD_AWAIT_SUCCESS;
|
|
|
|
// If we were retrieving the player, speak the resume
|
|
if ( IsCurSchedule( SCHED_LEAD_RETRIEVE, false ) || IsCurSchedule( SCHED_LEAD_WAITFORPLAYERIDLE, false ) )
|
|
{
|
|
Speak( TLK_LEAD_RETRIEVE );
|
|
|
|
// If we spoke something, wait for it to finish, if the mapmakers wants us to
|
|
if ( m_args.iRetrieveWaitForSpeak && IsSpeaking() )
|
|
return SCHED_LEAD_SPEAK_THEN_LEAD_PLAYER;
|
|
}
|
|
|
|
DevMsg( GetOuter(), "Leading Follower.\n");
|
|
return SCHED_LEAD_PLAYER;
|
|
}
|
|
}
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
int CAI_LeadBehavior::TranslateSchedule( int scheduleType )
|
|
{
|
|
bool bInCombat = (m_args.bLeadDuringCombat && GetOuter()->GetState() == NPC_STATE_COMBAT);
|
|
switch( scheduleType )
|
|
{
|
|
case SCHED_LEAD_PAUSE:
|
|
if( bInCombat )
|
|
return SCHED_LEAD_PAUSE_COMBAT;
|
|
break;
|
|
}
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
bool CAI_LeadBehavior::IsCurTaskContinuousMove()
|
|
{
|
|
const Task_t *pCurTask = GetCurTask();
|
|
if ( pCurTask && pCurTask->iTask == TASK_LEAD_MOVE_TO_RANGE )
|
|
return true;
|
|
return BaseClass::IsCurTaskContinuousMove();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_LeadBehavior::StartTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_LEAD_FACE_GOAL:
|
|
{
|
|
if ( m_goalyaw != -1 )
|
|
{
|
|
GetMotor()->SetIdealYaw( m_goalyaw );
|
|
}
|
|
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
case TASK_LEAD_SUCCEED:
|
|
{
|
|
Speak( TLK_LEAD_SUCCESS );
|
|
NotifyEvent( LBE_SUCCESS );
|
|
|
|
break;
|
|
}
|
|
|
|
case TASK_LEAD_ARRIVE:
|
|
{
|
|
// Only speak the first time we arrive
|
|
if ( !m_hasspokenarrival )
|
|
{
|
|
Speak( TLK_LEAD_ARRIVAL );
|
|
NotifyEvent( LBE_ARRIVAL );
|
|
|
|
m_hasspokenarrival = true;
|
|
}
|
|
else
|
|
{
|
|
TaskComplete();
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case TASK_STOP_LEADING:
|
|
{
|
|
ClearGoal();
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
case TASK_GET_PATH_TO_LEAD_GOAL:
|
|
{
|
|
if ( GetNavigator()->SetGoal( m_goal ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
TaskFail("NO PATH");
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_LEAD_GET_PATH_TO_WAITPOINT:
|
|
{
|
|
if ( GetNavigator()->SetGoal( m_waitpoint ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
TaskFail("NO PATH");
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_LEAD_WALK_PATH:
|
|
{
|
|
// If we're leading, and we're supposed to run, run instead of walking
|
|
if ( m_run &&
|
|
( IsCurSchedule( SCHED_LEAD_WAITFORPLAYER, false ) || IsCurSchedule( SCHED_LEAD_PLAYER, false ) || IsCurSchedule( SCHED_LEAD_SPEAK_THEN_LEAD_PLAYER, false )|| IsCurSchedule( SCHED_LEAD_RETRIEVE, false ) ) )
|
|
{
|
|
ChainStartTask( TASK_RUN_PATH );
|
|
}
|
|
else
|
|
{
|
|
ChainStartTask( TASK_WALK_PATH );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_LEAD_WAVE_TO_PLAYER:
|
|
{
|
|
// Wave to the player if we can see him. Otherwise, just idle.
|
|
if ( HasCondition( COND_SEE_PLAYER ) )
|
|
{
|
|
Speak( TLK_LEAD_ATTRACTPLAYER );
|
|
if ( HaveSequenceForActivity(ACT_SIGNAL1) )
|
|
{
|
|
SetActivity(ACT_SIGNAL1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetActivity(ACT_IDLE);
|
|
}
|
|
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
case TASK_LEAD_PLAYER_NEEDS_WEAPON:
|
|
{
|
|
float flAvailableTime = GetOuter()->GetExpresser()->GetSemaphoreAvailableTime( GetOuter() );
|
|
|
|
// if someone else is talking, don't speak
|
|
if ( flAvailableTime <= gpGlobals->curtime )
|
|
{
|
|
Speak( TLK_LEAD_MISSINGWEAPON );
|
|
}
|
|
|
|
SetActivity(ACT_IDLE);
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
case TASK_LEAD_SPEAK_START:
|
|
{
|
|
m_hasspokenstart = true;
|
|
|
|
Speak( TLK_LEAD_START );
|
|
SetActivity(ACT_IDLE);
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
case TASK_LEAD_MOVE_TO_RANGE:
|
|
{
|
|
// If we haven't spoken our start speech, move closer
|
|
if ( !m_hasspokenstart)
|
|
{
|
|
ChainStartTask( TASK_MOVE_TO_GOAL_RANGE, m_leaddistance - 24 );
|
|
}
|
|
else
|
|
{
|
|
ChainStartTask( TASK_MOVE_TO_GOAL_RANGE, m_retrievedistance );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_LEAD_RETRIEVE_WAIT:
|
|
{
|
|
m_MoveMonitor.SetMark( AI_GetSinglePlayer(), 24 );
|
|
ChainStartTask( TASK_WAIT_INDEFINITE );
|
|
break;
|
|
}
|
|
|
|
case TASK_STOP_MOVING:
|
|
{
|
|
BaseClass::StartTask( pTask);
|
|
|
|
if ( IsCurSchedule( SCHED_LEAD_PAUSE, false ) && pTask->flTaskData == 1 )
|
|
{
|
|
GetNavigator()->SetArrivalDirection( GetTarget() );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_WAIT_FOR_SPEAK_FINISH:
|
|
{
|
|
BaseClass::StartTask( pTask);
|
|
|
|
if( GetOuter()->GetState() == NPC_STATE_COMBAT )
|
|
{
|
|
// Don't stand around jabbering in combat.
|
|
TaskComplete();
|
|
}
|
|
|
|
// If we're not supposed to wait for the player, don't wait for speech to finish.
|
|
// Instead, just wait a wee tad, and then start moving. NPC will speak on the go.
|
|
if ( TaskIsRunning() && !m_args.iRetrievePlayer )
|
|
{
|
|
if ( gpGlobals->curtime - GetOuter()->GetTimeTaskStarted() > 0.3 )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
default:
|
|
BaseClass::StartTask( pTask);
|
|
}
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_LeadBehavior::RunTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_LEAD_SUCCEED:
|
|
{
|
|
if ( !IsSpeaking() )
|
|
{
|
|
TaskComplete();
|
|
NotifyEvent( LBE_DONE );
|
|
}
|
|
break;
|
|
}
|
|
case TASK_LEAD_ARRIVE:
|
|
{
|
|
if ( !IsSpeaking() )
|
|
{
|
|
TaskComplete();
|
|
NotifyEvent( LBE_ARRIVAL_DONE );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_LEAD_MOVE_TO_RANGE:
|
|
{
|
|
// If we haven't spoken our start speech, move closer
|
|
if ( !m_hasspokenstart)
|
|
{
|
|
ChainRunTask( TASK_MOVE_TO_GOAL_RANGE, m_leaddistance - 24 );
|
|
}
|
|
else
|
|
{
|
|
ChainRunTask( TASK_MOVE_TO_GOAL_RANGE, m_retrievedistance );
|
|
|
|
if ( !TaskIsComplete() )
|
|
{
|
|
// Transition to a walk when we get near the player
|
|
// Check Z first, and only check 2d if we're within that
|
|
Vector vecGoalPos = GetNavigator()->GetGoalPos();
|
|
float distance = fabs(vecGoalPos.z - GetLocalOrigin().z);
|
|
bool bWithinZ = false;
|
|
if ( distance < m_retrievedistance )
|
|
{
|
|
distance = ( vecGoalPos - GetLocalOrigin() ).Length2D();
|
|
bWithinZ = true;
|
|
}
|
|
|
|
if ( distance > m_retrievedistance )
|
|
{
|
|
Activity followActivity = ACT_WALK;
|
|
if ( GetOuter()->GetState() == NPC_STATE_COMBAT || ( (!bWithinZ || distance < (m_retrievedistance*4)) && GetOuter()->GetState() != NPC_STATE_COMBAT ) )
|
|
{
|
|
followActivity = ACT_RUN;
|
|
}
|
|
|
|
// Don't confuse move and shoot by resetting the activity every think
|
|
Activity curActivity = GetNavigator()->GetMovementActivity();
|
|
switch( curActivity )
|
|
{
|
|
case ACT_WALK_AIM: curActivity = ACT_WALK; break;
|
|
case ACT_RUN_AIM: curActivity = ACT_RUN; break;
|
|
}
|
|
|
|
if ( curActivity != followActivity )
|
|
{
|
|
GetNavigator()->SetMovementActivity(followActivity);
|
|
}
|
|
GetNavigator()->SetArrivalDirection( GetOuter()->GetTarget() );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_LEAD_RETRIEVE_WAIT:
|
|
{
|
|
ChainRunTask( TASK_WAIT_INDEFINITE );
|
|
break;
|
|
}
|
|
|
|
case TASK_LEAD_WALK_PATH:
|
|
{
|
|
// If we're leading, and we're supposed to run, run instead of walking
|
|
if ( m_run &&
|
|
( IsCurSchedule( SCHED_LEAD_WAITFORPLAYER, false ) || IsCurSchedule( SCHED_LEAD_PLAYER, false ) || IsCurSchedule( SCHED_LEAD_SPEAK_THEN_LEAD_PLAYER, false )|| IsCurSchedule( SCHED_LEAD_RETRIEVE, false ) ) )
|
|
{
|
|
ChainRunTask( TASK_RUN_PATH );
|
|
}
|
|
else
|
|
{
|
|
ChainRunTask( TASK_WALK_PATH );
|
|
}
|
|
|
|
// While we're walking
|
|
if ( TaskIsRunning() && IsCurSchedule( SCHED_LEAD_PLAYER, false ) )
|
|
{
|
|
// If we're not speaking, and we haven't tried for a while, try to speak lead idle
|
|
if ( m_flNextLeadIdle < gpGlobals->curtime && !IsSpeaking() )
|
|
{
|
|
m_flNextLeadIdle = gpGlobals->curtime + RandomFloat( 10,15 );
|
|
|
|
if ( !m_args.iRetrievePlayer && HasCondition( COND_LEAD_FOLLOWER_LOST ) && HasCondition(COND_SEE_PLAYER) )
|
|
{
|
|
Speak( TLK_LEAD_COMINGBACK );
|
|
}
|
|
else
|
|
{
|
|
Speak( TLK_LEAD_IDLE );
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
BaseClass::RunTask( pTask);
|
|
}
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
bool CAI_LeadBehavior::Speak( AIConcept_t concept )
|
|
{
|
|
CAI_Expresser *pExpresser = GetOuter()->GetExpresser();
|
|
if ( !pExpresser )
|
|
return false;
|
|
|
|
// If the leader is gagged, don't speak any lead speech
|
|
if ( m_gagleader )
|
|
return false;
|
|
|
|
// If we haven't said the start speech, don't nag
|
|
bool bNag = ( FStrEq(concept,TLK_LEAD_COMINGBACK) || FStrEq(concept, TLK_LEAD_CATCHUP) || FStrEq(concept, TLK_LEAD_RETRIEVE) );
|
|
if ( !m_hasspokenstart && bNag )
|
|
return false;
|
|
|
|
if ( hl2_episodic.GetBool() )
|
|
{
|
|
// If we're a player ally, only speak the concept if we're allowed to.
|
|
// This allows the response rules to control it better (i.e. handles respeakdelay)
|
|
// We ignore nag timers for this, because the response rules will control refire rates.
|
|
CAI_PlayerAlly *pAlly = dynamic_cast<CAI_PlayerAlly*>(GetOuter());
|
|
if ( pAlly )
|
|
return pAlly->SpeakIfAllowed( concept, GetConceptModifiers( concept ) );
|
|
}
|
|
|
|
// Don't spam Nags
|
|
if ( bNag )
|
|
{
|
|
if ( m_flSpeakNextNagTime > gpGlobals->curtime )
|
|
{
|
|
DevMsg( GetOuter(), "Leader didn't speak due to Nag timer.\n");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ( pExpresser->Speak( concept, GetConceptModifiers( concept ) ) )
|
|
{
|
|
m_flSpeakNextNagTime = gpGlobals->curtime + LEAD_NAG_TIME;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
bool CAI_LeadBehavior::IsSpeaking()
|
|
{
|
|
CAI_Expresser *pExpresser = GetOuter()->GetExpresser();
|
|
if ( !pExpresser )
|
|
return false;
|
|
|
|
return pExpresser->IsSpeaking();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
bool CAI_LeadBehavior::Connect( CAI_LeadBehaviorHandler *pSink )
|
|
{
|
|
m_pSink = pSink;
|
|
m_hSinkImplementor = dynamic_cast<CBaseEntity *>(pSink);
|
|
|
|
if ( m_hSinkImplementor == NULL )
|
|
DevMsg( 2, "Note: CAI_LeadBehaviorHandler connected to a sink that isn't an entity. Manual fixup on load will be necessary\n" );
|
|
|
|
return true;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
bool CAI_LeadBehavior::Disconnect( CAI_LeadBehaviorHandler *pSink )
|
|
{
|
|
Assert( pSink == m_pSink );
|
|
m_pSink = NULL;
|
|
m_hSinkImplementor = NULL;
|
|
return true;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_LeadBehavior )
|
|
|
|
DECLARE_CONDITION( COND_LEAD_FOLLOWER_LOST )
|
|
DECLARE_CONDITION( COND_LEAD_FOLLOWER_LAGGING )
|
|
DECLARE_CONDITION( COND_LEAD_FOLLOWER_NOT_LAGGING )
|
|
DECLARE_CONDITION( COND_LEAD_FOLLOWER_VERY_CLOSE )
|
|
DECLARE_CONDITION( COND_LEAD_SUCCESS )
|
|
DECLARE_CONDITION( COND_LEAD_HAVE_FOLLOWER_LOS )
|
|
DECLARE_CONDITION( COND_LEAD_FOLLOWER_MOVED_FROM_MARK )
|
|
DECLARE_CONDITION( COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME )
|
|
|
|
//---------------------------------
|
|
//
|
|
// Lead
|
|
//
|
|
DECLARE_TASK( TASK_GET_PATH_TO_LEAD_GOAL )
|
|
DECLARE_TASK( TASK_STOP_LEADING )
|
|
DECLARE_TASK( TASK_LEAD_ARRIVE )
|
|
DECLARE_TASK( TASK_LEAD_SUCCEED )
|
|
DECLARE_TASK( TASK_LEAD_FACE_GOAL )
|
|
DECLARE_TASK( TASK_LEAD_GET_PATH_TO_WAITPOINT )
|
|
DECLARE_TASK( TASK_LEAD_WAVE_TO_PLAYER )
|
|
DECLARE_TASK( TASK_LEAD_PLAYER_NEEDS_WEAPON )
|
|
DECLARE_TASK( TASK_LEAD_MOVE_TO_RANGE )
|
|
DECLARE_TASK( TASK_LEAD_SPEAK_START )
|
|
DECLARE_TASK( TASK_LEAD_RETRIEVE_WAIT )
|
|
DECLARE_TASK( TASK_LEAD_WALK_PATH )
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_LEAD_RETRIEVE,
|
|
|
|
" Tasks"
|
|
" TASK_GET_PATH_TO_PLAYER 0"
|
|
" TASK_LEAD_MOVE_TO_RANGE 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT_FOR_SPEAK_FINISH 1"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_RETRIEVE_WAIT"
|
|
" "
|
|
" Interrupts"
|
|
" COND_LEAD_FOLLOWER_VERY_CLOSE"
|
|
" COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
//-------------------------------------
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_LEAD_SPEAK_THEN_RETRIEVE_PLAYER,
|
|
|
|
" Tasks"
|
|
" TASK_WAIT_FOR_SPEAK_FINISH 1"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_RETRIEVE"
|
|
" "
|
|
" Interrupts"
|
|
" COND_LEAD_FOLLOWER_VERY_CLOSE"
|
|
" COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
//-------------------------------------
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_LEAD_RETRIEVE_WAIT,
|
|
|
|
" Tasks"
|
|
" TASK_LEAD_RETRIEVE_WAIT 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_LEAD_FOLLOWER_LOST"
|
|
" COND_LEAD_FOLLOWER_LAGGING"
|
|
" COND_LEAD_FOLLOWER_VERY_CLOSE"
|
|
" COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME"
|
|
" COND_LEAD_FOLLOWER_MOVED_FROM_MARK"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
//---------------------------------
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_LEAD_PLAYER,
|
|
|
|
" Tasks"
|
|
" TASK_WAIT_FOR_SPEAK_FINISH 1"
|
|
" TASK_GET_PATH_TO_LEAD_GOAL 0"
|
|
" TASK_LEAD_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_LEAD_FOLLOWER_LOST"
|
|
" COND_LEAD_FOLLOWER_LAGGING"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
//---------------------------------
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_LEAD_AWAIT_SUCCESS,
|
|
|
|
" Tasks"
|
|
" TASK_LEAD_FACE_GOAL 0"
|
|
" TASK_FACE_IDEAL 0"
|
|
" TASK_LEAD_ARRIVE 0"
|
|
" TASK_WAIT_INDEFINITE 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_LEAD_FOLLOWER_LOST"
|
|
" COND_LEAD_FOLLOWER_LAGGING"
|
|
" COND_LEAD_SUCCESS"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
//---------------------------------
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_LEAD_SUCCEED,
|
|
|
|
" Tasks"
|
|
" TASK_LEAD_SUCCEED 0"
|
|
" TASK_STOP_LEADING 0"
|
|
""
|
|
)
|
|
|
|
//---------------------------------
|
|
// This is the schedule Odell uses to pause the tour momentarily
|
|
// if the player lags behind. If the player shows up in a
|
|
// couple of seconds, the tour will resume. Otherwise, Odell
|
|
// moves to retrieve.
|
|
//---------------------------------
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_LEAD_PAUSE,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 1"
|
|
" TASK_FACE_TARGET 0"
|
|
" TASK_WAIT 5"
|
|
" TASK_WAIT_RANDOM 5"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_RETRIEVE"
|
|
""
|
|
" Interrupts"
|
|
" COND_LEAD_FOLLOWER_VERY_CLOSE"
|
|
" COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME"
|
|
" COND_LEAD_FOLLOWER_NOT_LAGGING"
|
|
" COND_LEAD_FOLLOWER_LOST"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_LEAD_PAUSE_COMBAT,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 1"
|
|
" TASK_FACE_TARGET 0"
|
|
" TASK_WAIT 1"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_RETRIEVE"
|
|
""
|
|
" Interrupts"
|
|
" COND_LEAD_FOLLOWER_VERY_CLOSE"
|
|
" COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME"
|
|
" COND_LEAD_FOLLOWER_NOT_LAGGING"
|
|
" COND_LEAD_FOLLOWER_LOST"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
//---------------------------------
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_LEAD_WAITFORPLAYER,
|
|
|
|
" Tasks"
|
|
" TASK_LEAD_GET_PATH_TO_WAITPOINT 0"
|
|
" TASK_LEAD_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT 0.5"
|
|
" TASK_FACE_TARGET 0"
|
|
" TASK_LEAD_WAVE_TO_PLAYER 0"
|
|
" TASK_WAIT 5.0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_LEAD_FOLLOWER_VERY_CLOSE"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
//---------------------------------
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_LEAD_WAITFORPLAYERIDLE,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT 0.5"
|
|
" TASK_FACE_TARGET 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_IDLE"
|
|
" TASK_WAIT 2"
|
|
" "
|
|
" Interrupts"
|
|
" COND_LEAD_FOLLOWER_VERY_CLOSE"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
//---------------------------------
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_LEAD_PLAYERNEEDSWEAPON,
|
|
|
|
" Tasks"
|
|
" TASK_FACE_PLAYER 0"
|
|
" TASK_LEAD_PLAYER_NEEDS_WEAPON 0"
|
|
" TASK_WAIT_FOR_SPEAK_FINISH 1"
|
|
" TASK_WAIT 8"
|
|
" "
|
|
" Interrupts"
|
|
)
|
|
|
|
//---------------------------------
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_LEAD_SPEAK_START,
|
|
|
|
" Tasks"
|
|
" TASK_LEAD_SPEAK_START 0"
|
|
" TASK_WAIT_FOR_SPEAK_FINISH 1"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
//---------------------------------
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_LEAD_SPEAK_THEN_LEAD_PLAYER,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT_FOR_SPEAK_FINISH 1"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_PLAYER"
|
|
""
|
|
" Interrupts"
|
|
" COND_LEAD_FOLLOWER_LOST"
|
|
" COND_LEAD_FOLLOWER_LAGGING"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_NEW_ENEMY"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
AI_END_CUSTOM_SCHEDULE_PROVIDER()
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Purpose: A level tool to control the lead behavior. Use is not required
|
|
// in order to use behavior.
|
|
//
|
|
|
|
class CAI_LeadGoal : public CAI_GoalEntity,
|
|
public CAI_LeadBehaviorHandler
|
|
{
|
|
DECLARE_CLASS( CAI_LeadGoal, CAI_GoalEntity );
|
|
public:
|
|
CAI_LeadGoal()
|
|
: m_fArrived( false )
|
|
{
|
|
// These fields got added after existing levels shipped, so we set
|
|
// the default values here in the constructor.
|
|
m_iRetrievePlayer = 1;
|
|
m_iRetrieveWaitForSpeak = 0;
|
|
m_iComingBackWaitForSpeak = 0;
|
|
m_bStopScenesWhenPlayerLost = false;
|
|
m_bDontSpeakStart = false;
|
|
m_bLeadDuringCombat = false;
|
|
m_bGagLeader = false;
|
|
}
|
|
|
|
CAI_LeadBehavior *GetLeadBehavior();
|
|
|
|
virtual const char *GetConceptModifiers( const char *pszConcept );
|
|
|
|
virtual void InputActivate( inputdata_t &inputdata );
|
|
virtual void InputDeactivate( inputdata_t &inputdata );
|
|
|
|
DECLARE_DATADESC();
|
|
private:
|
|
|
|
virtual void OnEvent( int event );
|
|
void InputSetSuccess( inputdata_t &inputdata );
|
|
void InputSetFailure( inputdata_t &inputdata );
|
|
|
|
bool m_fArrived; // @TODO (toml 08-16-02): move arrived tracking onto behavior
|
|
float m_flWaitDistance;
|
|
float m_flLeadDistance;
|
|
float m_flRetrieveDistance;
|
|
float m_flSuccessDistance;
|
|
bool m_bRun;
|
|
int m_iRetrievePlayer;
|
|
int m_iRetrieveWaitForSpeak;
|
|
int m_iComingBackWaitForSpeak;
|
|
bool m_bStopScenesWhenPlayerLost;
|
|
bool m_bDontSpeakStart;
|
|
bool m_bLeadDuringCombat;
|
|
bool m_bGagLeader;
|
|
|
|
string_t m_iszWaitPointName;
|
|
|
|
string_t m_iszStartConceptModifier;
|
|
string_t m_iszAttractPlayerConceptModifier;
|
|
string_t m_iszWaitOverConceptModifier;
|
|
string_t m_iszArrivalConceptModifier;
|
|
string_t m_iszPostArrivalConceptModifier;
|
|
string_t m_iszSuccessConceptModifier;
|
|
string_t m_iszFailureConceptModifier;
|
|
string_t m_iszRetrieveConceptModifier;
|
|
string_t m_iszComingBackConceptModifier;
|
|
|
|
// Output handlers
|
|
COutputEvent m_OnArrival;
|
|
COutputEvent m_OnArrivalDone;
|
|
COutputEvent m_OnSuccess;
|
|
COutputEvent m_OnFailure;
|
|
COutputEvent m_OnDone;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// CAI_LeadGoal implementation
|
|
//
|
|
|
|
LINK_ENTITY_TO_CLASS( ai_goal_lead, CAI_LeadGoal );
|
|
|
|
BEGIN_DATADESC( CAI_LeadGoal )
|
|
|
|
DEFINE_FIELD( m_fArrived, FIELD_BOOLEAN ),
|
|
|
|
DEFINE_KEYFIELD(m_flWaitDistance, FIELD_FLOAT, "WaitDistance"),
|
|
DEFINE_KEYFIELD(m_iszWaitPointName, FIELD_STRING, "WaitPointName"),
|
|
DEFINE_KEYFIELD(m_flLeadDistance, FIELD_FLOAT, "LeadDistance"),
|
|
DEFINE_KEYFIELD(m_flRetrieveDistance, FIELD_FLOAT, "RetrieveDistance"),
|
|
DEFINE_KEYFIELD(m_flSuccessDistance, FIELD_FLOAT, "SuccessDistance"),
|
|
DEFINE_KEYFIELD(m_bRun, FIELD_BOOLEAN, "Run"),
|
|
DEFINE_KEYFIELD(m_iRetrievePlayer, FIELD_INTEGER, "Retrieve"),
|
|
DEFINE_KEYFIELD(m_iRetrieveWaitForSpeak, FIELD_INTEGER, "RetrieveWaitForSpeak"),
|
|
DEFINE_KEYFIELD(m_iComingBackWaitForSpeak, FIELD_INTEGER, "ComingBackWaitForSpeak"),
|
|
DEFINE_KEYFIELD(m_bStopScenesWhenPlayerLost, FIELD_BOOLEAN, "StopScenes"),
|
|
DEFINE_KEYFIELD(m_bDontSpeakStart, FIELD_BOOLEAN, "DontSpeakStart"),
|
|
DEFINE_KEYFIELD(m_bLeadDuringCombat, FIELD_BOOLEAN, "LeadDuringCombat"),
|
|
DEFINE_KEYFIELD(m_bGagLeader, FIELD_BOOLEAN, "GagLeader"),
|
|
|
|
DEFINE_KEYFIELD(m_iszStartConceptModifier, FIELD_STRING, "StartConceptModifier"),
|
|
DEFINE_KEYFIELD(m_iszAttractPlayerConceptModifier, FIELD_STRING, "AttractPlayerConceptModifier"),
|
|
DEFINE_KEYFIELD(m_iszWaitOverConceptModifier, FIELD_STRING, "WaitOverConceptModifier"),
|
|
DEFINE_KEYFIELD(m_iszArrivalConceptModifier, FIELD_STRING, "ArrivalConceptModifier"),
|
|
DEFINE_KEYFIELD(m_iszPostArrivalConceptModifier, FIELD_STRING, "PostArrivalConceptModifier"),
|
|
DEFINE_KEYFIELD(m_iszSuccessConceptModifier, FIELD_STRING, "SuccessConceptModifier"),
|
|
DEFINE_KEYFIELD(m_iszFailureConceptModifier, FIELD_STRING, "FailureConceptModifier"),
|
|
DEFINE_KEYFIELD(m_iszRetrieveConceptModifier, FIELD_STRING, "RetrieveConceptModifier"),
|
|
DEFINE_KEYFIELD(m_iszComingBackConceptModifier, FIELD_STRING, "ComingBackConceptModifier"),
|
|
|
|
DEFINE_OUTPUT( m_OnSuccess, "OnSuccess" ),
|
|
DEFINE_OUTPUT( m_OnArrival, "OnArrival" ),
|
|
DEFINE_OUTPUT( m_OnArrivalDone, "OnArrivalDone" ),
|
|
DEFINE_OUTPUT( m_OnFailure, "OnFailure" ),
|
|
DEFINE_OUTPUT( m_OnDone, "OnDone" ),
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "SetSuccess", InputSetSuccess ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "SetFailure", InputSetFailure ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CAI_LeadBehavior *CAI_LeadGoal::GetLeadBehavior()
|
|
{
|
|
CAI_BaseNPC *pActor = GetActor();
|
|
if ( !pActor )
|
|
return NULL;
|
|
|
|
CAI_LeadBehavior *pBehavior;
|
|
if ( !pActor->GetBehavior( &pBehavior ) )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
return pBehavior;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_LeadGoal::InputSetSuccess( inputdata_t &inputdata )
|
|
{
|
|
CAI_LeadBehavior *pBehavior = GetLeadBehavior();
|
|
if ( !pBehavior )
|
|
return;
|
|
|
|
// @TODO (toml 02-14-03): Hackly!
|
|
pBehavior->SetCondition( CAI_LeadBehavior::COND_LEAD_SUCCESS);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_LeadGoal::InputSetFailure( inputdata_t &inputdata )
|
|
{
|
|
DevMsg( "SetFailure unimplemented\n" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_LeadGoal::InputActivate( inputdata_t &inputdata )
|
|
{
|
|
BaseClass::InputActivate( inputdata );
|
|
|
|
CAI_LeadBehavior *pBehavior = GetLeadBehavior();
|
|
if ( !pBehavior )
|
|
{
|
|
DevMsg( "Lead goal entity activated for an NPC that doesn't have the lead behavior\n" );
|
|
return;
|
|
}
|
|
#ifdef HL2_EPISODIC
|
|
if ( (m_flLeadDistance*4) < m_flRetrieveDistance )
|
|
{
|
|
Warning("ai_goal_lead '%s': lead distance (%.2f) * 4 is < retrieve distance (%.2f). This will make the NPC act stupid. Either reduce the retrieve distance, or increase the lead distance.\n", GetDebugName(), m_flLeadDistance, m_flRetrieveDistance );
|
|
}
|
|
#endif
|
|
|
|
if ( m_flRetrieveDistance < (m_flLeadDistance + LEAD_MIN_RETRIEVEDIST_OFFSET) )
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
Warning("ai_goal_lead '%s': retrieve distance (%.2f) < lead distance (%.2f) + %d. Retrieve distance should be at least %d greater than the lead distance, or NPC will ping-pong while retrieving.\n", GetDebugName(), m_flRetrieveDistance, m_flLeadDistance, LEAD_MIN_RETRIEVEDIST_OFFSET, LEAD_MIN_RETRIEVEDIST_OFFSET );
|
|
#endif
|
|
m_flRetrieveDistance = m_flLeadDistance + LEAD_MIN_RETRIEVEDIST_OFFSET;
|
|
}
|
|
|
|
AI_LeadArgs_t leadArgs = {
|
|
GetGoalEntityName(),
|
|
STRING(m_iszWaitPointName),
|
|
(unsigned)m_spawnflags,
|
|
m_flWaitDistance,
|
|
m_flLeadDistance,
|
|
m_flRetrieveDistance,
|
|
m_flSuccessDistance,
|
|
m_bRun,
|
|
m_iRetrievePlayer,
|
|
m_iRetrieveWaitForSpeak,
|
|
m_iComingBackWaitForSpeak,
|
|
m_bStopScenesWhenPlayerLost,
|
|
m_bDontSpeakStart,
|
|
m_bLeadDuringCombat,
|
|
m_bGagLeader,
|
|
};
|
|
|
|
pBehavior->LeadPlayer( leadArgs, this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_LeadGoal::InputDeactivate( inputdata_t &inputdata )
|
|
{
|
|
BaseClass::InputDeactivate( inputdata );
|
|
|
|
CAI_LeadBehavior *pBehavior = GetLeadBehavior();
|
|
if ( !pBehavior )
|
|
return;
|
|
|
|
pBehavior->StopLeading();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_LeadGoal::OnEvent( int event )
|
|
{
|
|
COutputEvent *pOutputEvent = NULL;
|
|
|
|
switch ( event )
|
|
{
|
|
case LBE_ARRIVAL: pOutputEvent = &m_OnArrival; break;
|
|
case LBE_ARRIVAL_DONE: pOutputEvent = &m_OnArrivalDone; break;
|
|
case LBE_SUCCESS: pOutputEvent = &m_OnSuccess; break;
|
|
case LBE_FAILURE: pOutputEvent = &m_OnFailure; break;
|
|
case LBE_DONE: pOutputEvent = &m_OnDone; break;
|
|
}
|
|
|
|
// @TODO (toml 08-16-02): move arrived tracking onto behavior
|
|
if ( event == LBE_ARRIVAL )
|
|
m_fArrived = true;
|
|
|
|
if ( pOutputEvent )
|
|
pOutputEvent->FireOutput( this, this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
const char *CAI_LeadGoal::GetConceptModifiers( const char *pszConcept )
|
|
{
|
|
if ( m_iszStartConceptModifier != NULL_STRING && *STRING(m_iszStartConceptModifier) && strcmp( pszConcept, TLK_LEAD_START) == 0 )
|
|
return STRING( m_iszStartConceptModifier );
|
|
|
|
if ( m_iszAttractPlayerConceptModifier != NULL_STRING && *STRING(m_iszAttractPlayerConceptModifier) && strcmp( pszConcept, TLK_LEAD_ATTRACTPLAYER) == 0 )
|
|
return STRING( m_iszAttractPlayerConceptModifier );
|
|
|
|
if ( m_iszWaitOverConceptModifier != NULL_STRING && *STRING(m_iszWaitOverConceptModifier) && strcmp( pszConcept, TLK_LEAD_WAITOVER) == 0 )
|
|
return STRING( m_iszWaitOverConceptModifier );
|
|
|
|
if ( m_iszArrivalConceptModifier != NULL_STRING && *STRING(m_iszArrivalConceptModifier) && strcmp( pszConcept, TLK_LEAD_ARRIVAL) == 0 )
|
|
return STRING( m_iszArrivalConceptModifier );
|
|
|
|
if ( m_iszSuccessConceptModifier != NULL_STRING && *STRING(m_iszSuccessConceptModifier) && strcmp( pszConcept, TLK_LEAD_SUCCESS) == 0 )
|
|
return STRING( m_iszSuccessConceptModifier );
|
|
|
|
if (m_iszFailureConceptModifier != NULL_STRING && *STRING(m_iszFailureConceptModifier) && strcmp( pszConcept, TLK_LEAD_FAILURE) == 0 )
|
|
return STRING( m_iszFailureConceptModifier );
|
|
|
|
if (m_iszRetrieveConceptModifier != NULL_STRING && *STRING(m_iszRetrieveConceptModifier) && strcmp( pszConcept, TLK_LEAD_RETRIEVE) == 0 )
|
|
return STRING( m_iszRetrieveConceptModifier );
|
|
|
|
if (m_iszComingBackConceptModifier != NULL_STRING && *STRING(m_iszComingBackConceptModifier) && strcmp( pszConcept, TLK_LEAD_COMINGBACK) == 0 )
|
|
return STRING( m_iszComingBackConceptModifier );
|
|
|
|
if ( m_fArrived && m_iszPostArrivalConceptModifier != NULL_STRING && *STRING(m_iszPostArrivalConceptModifier) )
|
|
return STRING( m_iszPostArrivalConceptModifier );
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Purpose: A custom lead goal that waits until the player has a weapon.
|
|
//
|
|
|
|
class CAI_LeadGoal_Weapon : public CAI_LeadGoal
|
|
{
|
|
DECLARE_CLASS( CAI_LeadGoal_Weapon, CAI_LeadGoal );
|
|
public:
|
|
|
|
virtual const char *GetConceptModifiers( const char *pszConcept );
|
|
virtual void InputActivate( inputdata_t &inputdata );
|
|
|
|
private:
|
|
string_t m_iszWeaponName;
|
|
string_t m_iszMissingWeaponConceptModifier;
|
|
|
|
DECLARE_DATADESC();
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// CAI_LeadGoal_Weapon implementation
|
|
//
|
|
|
|
LINK_ENTITY_TO_CLASS( ai_goal_lead_weapon, CAI_LeadGoal_Weapon );
|
|
|
|
BEGIN_DATADESC( CAI_LeadGoal_Weapon )
|
|
|
|
DEFINE_KEYFIELD( m_iszWeaponName, FIELD_STRING, "WeaponName"),
|
|
DEFINE_KEYFIELD( m_iszMissingWeaponConceptModifier, FIELD_STRING, "MissingWeaponConceptModifier"),
|
|
|
|
END_DATADESC()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
const char *CAI_LeadGoal_Weapon::GetConceptModifiers( const char *pszConcept )
|
|
{
|
|
if ( m_iszMissingWeaponConceptModifier != NULL_STRING && *STRING(m_iszMissingWeaponConceptModifier) && strcmp( pszConcept, TLK_LEAD_MISSINGWEAPON) == 0 )
|
|
return STRING( m_iszMissingWeaponConceptModifier );
|
|
|
|
return BaseClass::GetConceptModifiers( pszConcept );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_LeadGoal_Weapon::InputActivate( inputdata_t &inputdata )
|
|
{
|
|
BaseClass::InputActivate( inputdata );
|
|
|
|
CAI_LeadBehavior *pBehavior = GetLeadBehavior();
|
|
if ( pBehavior )
|
|
{
|
|
pBehavior->SetWaitForWeapon( m_iszWeaponName );
|
|
}
|
|
}
|