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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "cbase.h"
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#include "NextBot.h"
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//#include "bot_npc.h"
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#include "bot_npc_body.h"
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//-------------------------------------------------------------------------------------------
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CBotNPCBody::CBotNPCBody( INextBot *bot ) : IBody( bot )
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{
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m_moveXPoseParameter = -1;
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m_moveYPoseParameter = -1;
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m_currentActivity = -1;
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m_desiredAimAngles = vec3_angle;
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}
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//-------------------------------------------------------------------------------------------
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bool CBotNPCBody::StartActivity( Activity act, unsigned int flags )
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{
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NextBotCombatCharacter *me = (NextBotCombatCharacter *)GetBot()->GetEntity();
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int animSequence = ::SelectWeightedSequence( me->GetModelPtr(), act, me->GetSequence() );
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if ( animSequence )
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{
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m_currentActivity = act;
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me->SetSequence( animSequence );
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me->SetPlaybackRate( 1.0f );
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me->SetCycle( 0 );
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me->ResetSequenceInfo();
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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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void CBotNPCBody::Update( void )
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{
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NextBotCombatCharacter *me = (NextBotCombatCharacter *)GetBot()->GetEntity();
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if ( m_moveXPoseParameter < 0 )
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{
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m_moveXPoseParameter = me->LookupPoseParameter( "move_x" );
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}
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if ( m_moveYPoseParameter < 0 )
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{
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m_moveYPoseParameter = me->LookupPoseParameter( "move_y" );
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}
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// Update the pose parameters
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float speed = me->GetLocomotionInterface()->GetGroundSpeed(); // me->GetAbsVelocity().Length();
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if ( speed < 0.01f )
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{
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// stopped
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if ( m_moveXPoseParameter >= 0 )
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{
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me->SetPoseParameter( m_moveXPoseParameter, 0.0f );
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}
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if ( m_moveYPoseParameter >= 0 )
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{
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me->SetPoseParameter( m_moveYPoseParameter, 0.0f );
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}
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}
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else
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{
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Vector forward, right, up;
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me->GetVectors( &forward, &right, &up );
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const Vector &motionVector = me->GetLocomotionInterface()->GetGroundMotionVector();
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// move_x == 1.0 at full forward motion and -1.0 in full reverse
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if ( m_moveXPoseParameter >= 0 )
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{
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float forwardVel = DotProduct( motionVector, forward );
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me->SetPoseParameter( m_moveXPoseParameter, forwardVel );
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}
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if ( m_moveYPoseParameter >= 0 )
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{
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float sideVel = DotProduct( motionVector, right );
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me->SetPoseParameter( m_moveYPoseParameter, sideVel );
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}
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}
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// adjust animation speed to actual movement speed
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if ( me->m_flGroundSpeed > 0.0f )
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{
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// Clamp playback rate to avoid datatable warnings. Anything faster would look silly, anyway.
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float playbackRate = clamp( speed / me->m_flGroundSpeed, -4.f, 12.f );
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me->SetPlaybackRate( playbackRate );
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}
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// move the animation ahead in time
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me->StudioFrameAdvance();
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me->DispatchAnimEvents( me );
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// update aim angles
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QAngle currentAngles = me->GetAbsAngles();
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QAngle angles;
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const float approachRate = GetMaxHeadAngularVelocity(); // 3000.0f;
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angles.y = ApproachAngle( m_desiredAimAngles.y, currentAngles.y, approachRate * TICK_INTERVAL );
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angles.x = ApproachAngle( m_desiredAimAngles.x, currentAngles.x, 0.5f * approachRate * TICK_INTERVAL );
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angles.z = 0.0f;
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angles.x = AngleNormalize( angles.x );
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angles.y = AngleNormalize( angles.y );
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me->SetAbsAngles( angles );
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}
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//---------------------------------------------------------------------------------------------
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// return the bot's collision mask (hack until we get a general hull trace abstraction here or in the locomotion interface)
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unsigned int CBotNPCBody::GetSolidMask( void ) const
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{
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return MASK_NPCSOLID | CONTENTS_PLAYERCLIP;
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}
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//---------------------------------------------------------------------------------------------
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void CBotNPCBody::AimHeadTowards( const Vector &lookAtPos, LookAtPriorityType priority, float duration, INextBotReply *replyWhenAimed, const char *reason )
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{
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CBaseCombatCharacter *me = GetBot()->GetEntity();
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Vector toTarget = lookAtPos - me->WorldSpaceCenter();
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VectorAngles( toTarget, m_desiredAimAngles );
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}
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//---------------------------------------------------------------------------------------------
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void CBotNPCBody::AimHeadTowards( CBaseEntity *subject, LookAtPriorityType priority, float duration, INextBotReply *replyWhenAimed, const char *reason )
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{
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if ( !subject )
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return;
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CBaseCombatCharacter *me = GetBot()->GetEntity();
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Vector toTarget = subject->WorldSpaceCenter() - me->WorldSpaceCenter();
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QAngle angles;
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VectorAngles( toTarget, m_desiredAimAngles );
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}
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