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440 lines
14 KiB
C
440 lines
14 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base class for humanoid NPCs intended to fight along side player in close
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// environments
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//
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//=============================================================================//
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#ifndef NPC_PLAYERCOMPANION_H
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#define NPC_PLAYERCOMPANION_H
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#include "ai_playerally.h"
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#include "ai_behavior_follow.h"
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#include "ai_behavior_standoff.h"
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#include "ai_behavior_assault.h"
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#include "ai_behavior_lead.h"
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#include "ai_behavior_actbusy.h"
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#include "ai_behavior_fear.h"
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#ifdef HL2_EPISODIC
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#include "ai_behavior_operator.h"
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#include "ai_behavior_passenger_companion.h"
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#endif
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#if defined( _WIN32 )
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#pragma once
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#endif
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enum AIReadiness_t
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{
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AIRL_PANIC = -2,
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AIRL_STEALTH = -1,
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AIRL_RELAXED = 0,
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AIRL_STIMULATED,
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AIRL_AGITATED,
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};
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enum AIReadinessUse_t
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{
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AIRU_NEVER,
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AIRU_ALWAYS,
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AIRU_ONLY_PLAYER_SQUADMATES,
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};
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class CCompanionActivityRemap : public CActivityRemap
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{
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public:
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CCompanionActivityRemap( void ) :
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m_fUsageBits( 0 ),
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m_readiness( AIRL_RELAXED ),
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m_bAiming( false ),
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m_bWeaponRequired( false ),
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m_bInVehicle( false ) {}
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// This bitfield maps which bits of data are being utilized by this data structure, since not all criteria
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// in the parsed file are essential. You must add corresponding bits to the definitions below and maintain
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// their state in the parsing of the file, as well as check the bitfield before accessing the data. This
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// could be encapsulated into this class, but we'll probably move away from this model and closer to something
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// more akin to the response rules -- jdw
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int m_fUsageBits;
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AIReadiness_t m_readiness;
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bool m_bAiming;
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bool m_bWeaponRequired;
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bool m_bInVehicle; // For future expansion, this needs to speak more to the exact seat, role, and vehicle
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};
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// Usage bits for remap "extra" parsing - if these bits are set, the associated data has changed
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#define bits_REMAP_READINESS (1<<0)
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#define bits_REMAP_AIMING (1<<1)
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#define bits_REMAP_WEAPON_REQUIRED (1<<2)
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#define bits_REMAP_IN_VEHICLE (1<<3)
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// Readiness modes that only change due to mapmaker scripts
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#define READINESS_MIN_VALUE -2
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#define READINESS_MODE_PANIC -2
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#define READINESS_MODE_STEALTH -1
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// Readiness modes that change normally
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#define READINESS_VALUE_RELAXED 0.1f
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#define READINESS_VALUE_STIMULATED 0.95f
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#define READINESS_VALUE_AGITATED 1.0f
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class CPhysicsProp;
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//-----------------------------------------------------------------------------
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//
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// CLASS: CNPC_PlayerCompanion
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//
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//-----------------------------------------------------------------------------
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class CNPC_PlayerCompanion : public CAI_PlayerAlly
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{
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DECLARE_CLASS( CNPC_PlayerCompanion, CAI_PlayerAlly );
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public:
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//---------------------------------
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bool CreateBehaviors();
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void Precache();
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void Spawn();
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virtual void SelectModel() {};
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virtual int Restore( IRestore &restore );
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virtual void DoCustomSpeechAI( void );
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//---------------------------------
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int ObjectCaps();
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bool ShouldAlwaysThink();
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Disposition_t IRelationType( CBaseEntity *pTarget );
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bool IsSilentSquadMember() const;
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//---------------------------------
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// Behavior
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//---------------------------------
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void GatherConditions();
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virtual void PredictPlayerPush();
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void BuildScheduleTestBits();
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CSound *GetBestSound( int validTypes = ALL_SOUNDS );
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bool QueryHearSound( CSound *pSound );
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bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false );
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bool ShouldIgnoreSound( CSound * );
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int SelectSchedule();
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virtual int SelectScheduleDanger();
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virtual int SelectSchedulePriorityAction();
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virtual int SelectScheduleNonCombat() { return SCHED_NONE; }
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virtual int SelectScheduleCombat();
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int SelectSchedulePlayerPush();
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virtual bool CanReload( void );
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virtual bool ShouldDeferToFollowBehavior();
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bool ShouldDeferToPassengerBehavior( void );
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bool IsValidReasonableFacing( const Vector &vecSightDir, float sightDist );
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int TranslateSchedule( int scheduleType );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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Activity TranslateActivityReadiness( Activity activity );
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Activity NPC_TranslateActivity( Activity eNewActivity );
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void HandleAnimEvent( animevent_t *pEvent );
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bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
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int GetSoundInterests();
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void Touch( CBaseEntity *pOther );
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virtual bool IgnorePlayerPushing( void );
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void ModifyOrAppendCriteria( AI_CriteriaSet& set );
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void Activate( void );
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void PrepareReadinessRemap( void );
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virtual bool IsNavigationUrgent( void );
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//---------------------------------
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// Readiness
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//---------------------------------
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protected:
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virtual bool IsReadinessCapable();
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bool IsReadinessLocked() { return gpGlobals->curtime < m_flReadinessLockedUntil; }
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void AddReadiness( float flAdd, bool bOverrideLock = false );
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void SubtractReadiness( float flAdd, bool bOverrideLock = false );
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void SetReadinessValue( float flSet );
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void SetReadinessSensitivity( float flSensitivity ) { m_flReadinessSensitivity = flSensitivity; }
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virtual void UpdateReadiness();
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virtual float GetReadinessDecay();
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bool IsInScriptedReadinessState( void ) { return (m_flReadiness < 0 ); }
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CUtlVector< CCompanionActivityRemap > m_activityMappings;
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public:
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float GetReadinessValue() { return m_flReadiness; }
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int GetReadinessLevel();
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void SetReadinessLevel( int iLevel, bool bOverrideLock, bool bSlam );
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void LockReadiness( float duration = -1.0f ); // Defaults to indefinitely locked
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void UnlockReadiness( void );
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virtual void ReadinessLevelChanged( int iPriorLevel ) { }
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void InputGiveWeapon( inputdata_t &inputdata );
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#ifdef HL2_EPISODIC
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//---------------------------------
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// Vehicle passenger
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//---------------------------------
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void InputEnterVehicle( inputdata_t &inputdata );
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void InputEnterVehicleImmediately( inputdata_t &inputdata );
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void InputCancelEnterVehicle( inputdata_t &inputdata );
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void InputExitVehicle( inputdata_t &inputdata );
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bool CanEnterVehicle( void );
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bool CanExitVehicle( void );
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void EnterVehicle( CBaseEntity *pEntityVehicle, bool bImmediately );
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virtual bool ExitVehicle( void );
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virtual void UpdateEfficiency( bool bInPVS );
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virtual bool IsInAVehicle( void ) const;
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virtual IServerVehicle *GetVehicle( void );
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virtual CBaseEntity *GetVehicleEntity( void );
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virtual bool CanRunAScriptedNPCInteraction( bool bForced = false );
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virtual bool IsAllowedToDodge( void );
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#endif // HL2_EPISODIC
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public:
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virtual void OnPlayerKilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info );
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//---------------------------------
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//---------------------------------
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bool PickTacticalLookTarget( AILookTargetArgs_t *pArgs );
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//---------------------------------
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// Aiming
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//---------------------------------
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CBaseEntity *GetAimTarget() { return m_hAimTarget; }
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void SetAimTarget( CBaseEntity *pTarget );
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void StopAiming( char *pszReason = NULL );
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bool FindNewAimTarget();
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void OnNewLookTarget();
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bool ShouldBeAiming();
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virtual bool IsAllowedToAim();
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bool HasAimLOS( CBaseEntity *pAimTarget );
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void AimGun();
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CBaseEntity *GetAlternateMoveShootTarget();
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//---------------------------------
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// Combat
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//---------------------------------
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virtual void LocateEnemySound() {};
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bool IsValidEnemy( CBaseEntity *pEnemy );
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bool IsSafeFromFloorTurret( const Vector &vecLocation, CBaseEntity *pTurret );
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bool ShouldMoveAndShoot( void );
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void OnUpdateShotRegulator();
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void DecalTrace( trace_t *pTrace, char const *decalName );
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bool FCanCheckAttacks();
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Vector GetActualShootPosition( const Vector &shootOrigin );
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WeaponProficiency_t CalcWeaponProficiency( CBaseCombatWeapon *pWeapon );
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bool ShouldLookForBetterWeapon();
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bool Weapon_CanUse( CBaseCombatWeapon *pWeapon );
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void Weapon_Equip( CBaseCombatWeapon *pWeapon );
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void PickupWeapon( CBaseCombatWeapon *pWeapon );
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bool FindCoverPos( CBaseEntity *pEntity, Vector *pResult);
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bool FindCoverPosInRadius( CBaseEntity *pEntity, const Vector &goalPos, float coverRadius, Vector *pResult );
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bool FindCoverPos( CSound *pSound, Vector *pResult );
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bool FindMortarCoverPos( CSound *pSound, Vector *pResult );
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bool IsCoverPosition( const Vector &vecThreat, const Vector &vecPosition );
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bool IsEnemyTurret() { return ( GetEnemy() && IsTurret(GetEnemy()) ); }
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static bool IsMortar( CBaseEntity *pEntity );
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static bool IsSniper( CBaseEntity *pEntity );
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static bool IsTurret( CBaseEntity *pEntity );
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static bool IsGunship( CBaseEntity *pEntity );
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//---------------------------------
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// Damage handling
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//---------------------------------
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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void OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker );
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//---------------------------------
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// Hints
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//---------------------------------
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bool FValidateHintType ( CAI_Hint *pHint );
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//---------------------------------
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// Navigation
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//---------------------------------
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bool IsValidMoveAwayDest( const Vector &vecDest );
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bool ValidateNavGoal();
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bool OverrideMove( float flInterval ); // Override to take total control of movement (return true if done so)
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bool MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost );
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float GetIdealSpeed() const;
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float GetIdealAccel() const;
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bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
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//---------------------------------
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// Inputs
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//---------------------------------
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void InputOutsideTransition( inputdata_t &inputdata );
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void InputSetReadinessPanic( inputdata_t &inputdata );
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void InputSetReadinessStealth( inputdata_t &inputdata );
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void InputSetReadinessLow( inputdata_t &inputdata );
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void InputSetReadinessMedium( inputdata_t &inputdata );
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void InputSetReadinessHigh( inputdata_t &inputdata );
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void InputLockReadiness( inputdata_t &inputdata );
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#if HL2_EPISODIC
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void InputClearAllOuputs( inputdata_t &inputdata ); ///< annihilate every output on this npc
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#endif
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bool AllowReadinessValueChange( void );
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protected:
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//-----------------------------------------------------
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// Conditions, Schedules, Tasks
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//-----------------------------------------------------
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enum
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{
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COND_PC_HURTBYFIRE = BaseClass::NEXT_CONDITION,
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COND_PC_SAFE_FROM_MORTAR,
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COND_PC_BECOMING_PASSENGER,
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NEXT_CONDITION,
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SCHED_PC_COWER = BaseClass::NEXT_SCHEDULE,
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SCHED_PC_MOVE_TOWARDS_COVER_FROM_BEST_SOUND,
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SCHED_PC_TAKE_COVER_FROM_BEST_SOUND,
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SCHED_PC_FLEE_FROM_BEST_SOUND,
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SCHED_PC_FAIL_TAKE_COVER_TURRET,
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SCHED_PC_FAKEOUT_MORTAR,
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SCHED_PC_GET_OFF_COMPANION,
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NEXT_SCHEDULE,
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TASK_PC_WAITOUT_MORTAR = BaseClass::NEXT_TASK,
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TASK_PC_GET_PATH_OFF_COMPANION,
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NEXT_TASK,
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};
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private:
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void SetupCoverSearch( CBaseEntity *pEntity );
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void CleanupCoverSearch();
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//-----------------------------------------------------
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bool m_bMovingAwayFromPlayer;
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bool m_bWeightPathsInCover;
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enum eCoverType
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{
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CT_NORMAL,
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CT_TURRET,
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CT_MORTAR
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};
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static eCoverType gm_fCoverSearchType;
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static bool gm_bFindingCoverFromAllEnemies;
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CSimpleSimTimer m_FakeOutMortarTimer;
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// Derived classes should not use the expresser directly
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virtual CAI_Expresser *GetExpresser() { return BaseClass::GetExpresser(); }
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protected:
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//-----------------------------------------------------
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virtual CAI_FollowBehavior &GetFollowBehavior( void ) { return m_FollowBehavior; }
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CAI_AssaultBehavior m_AssaultBehavior;
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CAI_FollowBehavior m_FollowBehavior;
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CAI_StandoffBehavior m_StandoffBehavior;
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CAI_LeadBehavior m_LeadBehavior;
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CAI_ActBusyBehavior m_ActBusyBehavior;
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#ifdef HL2_EPISODIC
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CAI_OperatorBehavior m_OperatorBehavior;
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CAI_PassengerBehaviorCompanion m_PassengerBehavior;
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CAI_FearBehavior m_FearBehavior;
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#endif
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//-----------------------------------------------------
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bool ShouldAlwaysTransition( void );
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// Readiness is a value that's fed by various events in the NPC's AI. It is used
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// to make decisions about what type of posture the NPC should be in (relaxed, agitated).
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// It is not used to make decisions about what to do in the AI.
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float m_flReadiness;
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float m_flReadinessSensitivity;
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bool m_bReadinessCapable;
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float m_flReadinessLockedUntil;
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float m_fLastBarrelExploded;
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float m_fLastPlayerKill;
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int m_iNumConsecutiveBarrelsExploded; // Companions keep track of the # of consecutive barrels exploded by the player and speaks a response as it increases
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int m_iNumConsecutivePlayerKills; // Alyx keeps track of the # of consecutive kills by the player and speaks a response as it increases
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//-----------------------------------------------------
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float m_flBoostSpeed;
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//-----------------------------------------------------
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CSimpleSimTimer m_AnnounceAttackTimer;
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//-----------------------------------------------------
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EHANDLE m_hAimTarget;
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#ifdef HL2_EPISODIC
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CHandle<CPhysicsProp> m_hFlare;
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#endif // HL2_EPISODIC
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//-----------------------------------------------------
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static string_t gm_iszMortarClassname;
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static string_t gm_iszFloorTurretClassname;
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static string_t gm_iszGroundTurretClassname;
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static string_t gm_iszShotgunClassname;
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static string_t gm_iszRollerMineClassname;
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//-----------------------------------------------------
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void InputEnableAlwaysTransition( inputdata_t &inputdata );
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void InputDisableAlwaysTransition( inputdata_t &inputdata );
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bool m_bAlwaysTransition;
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bool m_bDontPickupWeapons;
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void InputEnableWeaponPickup( inputdata_t &inputdata );
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void InputDisableWeaponPickup( inputdata_t &inputdata );
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COutputEvent m_OnWeaponPickup;
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CStopwatch m_SpeechWatch_PlayerLooking;
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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};
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// Used for quick override move searches against certain types of entities
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void OverrideMoveCache_ForceRepopulateList( void );
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CBaseEntity *OverrideMoveCache_FindTargetsInRadius( CBaseEntity *pFirstEntity, const Vector &vecOrigin, float flRadius );
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void OverrideMoveCache_LevelInitPreEntity( void );
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void OverrideMoveCache_LevelShutdownPostEntity( void );
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#endif // NPC_PLAYERCOMPANION_H
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