mirror of
https://github.com/nillerusr/source-engine.git
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789 lines
21 KiB
C++
789 lines
21 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_network.h"
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#include "ai_default.h"
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#include "ai_schedule.h"
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#include "ai_hull.h"
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#include "ai_node.h"
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#include "ai_task.h"
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#include "ai_senses.h"
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#include "ai_navigator.h"
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#include "ai_route.h"
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#include "entitylist.h"
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#include "soundenvelope.h"
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#include "gamerules.h"
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#include "ndebugoverlay.h"
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#include "soundflags.h"
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#include "trains.h"
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#include "globalstate.h"
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#include "vehicle_base.h"
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#include "npc_vehicledriver.h"
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#include "vehicle_crane.h"
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#include "saverestore_utlvector.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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extern ConVar g_debug_vehicledriver;
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//=========================================================
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// Custom schedules
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//=========================================================
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enum
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{
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SCHED_CRANE_RANGE_ATTACK1 = LAST_VEHICLEDRIVER_SCHED,
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SCHED_CRANE_FIND_LARGE_OBJECT,
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SCHED_CRANE_PICKUP_OBJECT,
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SCHED_CRANE_FORCED_GO,
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SCHED_CRANE_CHASE_ENEMY,
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SCHED_CRANE_FORCED_DROP,
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};
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//=========================================================
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// Custom tasks
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//=========================================================
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enum
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{
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TASK_CRANE_GET_POSITION_OVER_ENEMY = LAST_VEHICLEDRIVER_TASK,
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TASK_CRANE_GET_POSITION_OVER_LASTPOSITION,
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TASK_CRANE_GET_POSITION_OVER_OBJECT,
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TASK_CRANE_TURN_MAGNET_OFF,
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TASK_CRANE_FIND_OBJECT_TO_PICKUP,
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TASK_CRANE_DROP_MAGNET,
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TASK_END_FORCED_DROP,
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CNPC_CraneDriver : public CNPC_VehicleDriver
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{
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DECLARE_CLASS( CNPC_CraneDriver, CNPC_VehicleDriver );
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public:
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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void Spawn( void );
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void Activate( void );
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// AI
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int RangeAttack1Conditions( float flDot, float flDist );
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int TranslateSchedule( int scheduleType );
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int SelectSchedule( void );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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void SetDesiredPosition( const Vector &vecPosition );
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// Driving
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void DriveVehicle( void );
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bool OverrideMove( float flInterval );
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// Inputs
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void InputForcePickup( inputdata_t &inputdata );
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void InputForceDrop( inputdata_t &inputdata );
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protected:
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CHandle<CPropCrane> m_hCrane;
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EHANDLE m_hPickupTarget;
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float m_flDistanceToTarget;
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CUtlVector< EHANDLE > m_PreviouslyPickedUpObjects;
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bool m_bForcedPickup;
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bool m_bForcedDropoff;
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float m_flDropWait;
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float m_flReleasePause;
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float m_flReleaseAt;
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// Outputs
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COutputEvent m_OnPickedUpObject;
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COutputEvent m_OnDroppedObject;
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COutputEvent m_OnPausingBeforeDrop;
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};
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BEGIN_DATADESC( CNPC_CraneDriver )
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// Inputs
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DEFINE_INPUTFUNC( FIELD_STRING, "ForcePickup", InputForcePickup ),
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DEFINE_INPUTFUNC( FIELD_STRING, "ForceDrop", InputForceDrop ),
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//DEFINE_FIELD( m_hCrane, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hPickupTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flDistanceToTarget, FIELD_FLOAT ),
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DEFINE_UTLVECTOR( m_PreviouslyPickedUpObjects, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bForcedPickup, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bForcedDropoff, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flDropWait, FIELD_FLOAT ),
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DEFINE_KEYFIELD( m_flReleasePause, FIELD_FLOAT, "releasepause" ),
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DEFINE_FIELD( m_flReleaseAt, FIELD_FLOAT ),
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// Outputs
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DEFINE_OUTPUT( m_OnPickedUpObject, "OnPickedUpObject" ),
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DEFINE_OUTPUT( m_OnDroppedObject, "OnDroppedObject" ),
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DEFINE_OUTPUT( m_OnPausingBeforeDrop, "OnPausingBeforeDrop" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( npc_cranedriver, CNPC_CraneDriver );
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//------------------------------------------------------------------------------
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// Purpose :
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//------------------------------------------------------------------------------
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void CNPC_CraneDriver::Spawn( void )
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{
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BaseClass::Spawn();
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CapabilitiesClear();
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CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 );
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m_flDistTooFar = 2048.0;
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SetDistLook( 2048 );
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m_PreviouslyPickedUpObjects.Purge();
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m_hPickupTarget = NULL;
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m_bForcedPickup = false;
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m_bForcedDropoff = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_CraneDriver::Activate( void )
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{
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BaseClass::Activate();
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m_hCrane = dynamic_cast<CPropCrane*>((CBaseEntity*)m_hVehicleEntity);
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if ( !m_hCrane )
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{
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Warning( "npc_cranedriver %s couldn't find his crane named %s.\n", STRING(GetEntityName()), STRING(m_iszVehicleName) );
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UTIL_Remove( this );
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return;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CNPC_CraneDriver::RangeAttack1Conditions( float flDot, float flDist )
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{
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if ( !HasCondition( COND_SEE_ENEMY ) )
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return COND_NONE;
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// Do our distance check in 2D
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Vector2D vecOrigin2D( m_hCrane->GetAbsOrigin().x, m_hCrane->GetAbsOrigin().y );
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Vector2D vecEnemy2D( GetEnemy()->GetAbsOrigin().x, GetEnemy()->GetAbsOrigin().y );
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flDist = (vecOrigin2D - vecEnemy2D).Length();
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// Maximum & Minimum size of the crane's reach
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if ( flDist > MAX_CRANE_FLAT_REACH )
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return COND_TOO_FAR_TO_ATTACK;
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// Crane can't reach any closer than this
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if ( flDist < MIN_CRANE_FLAT_REACH )
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return COND_TOO_CLOSE_TO_ATTACK;
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return COND_CAN_RANGE_ATTACK1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CNPC_CraneDriver::SelectSchedule( void )
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{
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if ( HasSpawnFlags(SF_VEHICLEDRIVER_INACTIVE) )
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return BaseClass::SelectSchedule();
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// If we've got an object to pickup, so go get it
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if ( m_hPickupTarget )
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{
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// Only clear the pickup target if we managed to pick something up
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if ( m_hCrane->GetTotalMassOnCrane() > 0 )
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{
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if ( m_bForcedPickup )
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{
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m_OnPickedUpObject.FireOutput( m_hPickupTarget, this );
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}
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// Remember what we dropped so we go try something else if we can.
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m_PreviouslyPickedUpObjects.AddToTail( m_hPickupTarget );
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m_hPickupTarget = NULL;
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}
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else
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{
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if ( m_NPCState == NPC_STATE_IDLE )
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{
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SetIdealState( NPC_STATE_ALERT );
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}
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return SCHED_CRANE_PICKUP_OBJECT;
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}
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}
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// If we're currently being forced to pickup something, do only that
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if ( m_bForcedPickup )
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{
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if ( m_hPickupTarget )
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return SCHED_CRANE_PICKUP_OBJECT;
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// We've picked up our target, we're waiting to be told where to put it
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return SCHED_IDLE_STAND;
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}
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// If we've been told to drop something off, do that
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if ( m_bForcedDropoff )
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return SCHED_CRANE_FORCED_DROP;
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switch ( m_NPCState )
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{
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case NPC_STATE_IDLE:
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break;
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case NPC_STATE_ALERT:
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break;
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case NPC_STATE_COMBAT:
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if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
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{
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// Do we have anything on the crane? If not, look for something
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if ( m_hCrane->GetTotalMassOnCrane() == 0 )
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return SCHED_CRANE_FIND_LARGE_OBJECT;
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// We've got something on the crane, so try and drop it on the enemy
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return SCHED_CRANE_RANGE_ATTACK1;
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}
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// We can't attack him, so if we don't have anything on the crane, grab something
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if ( m_hCrane->GetTotalMassOnCrane() == 0 )
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return SCHED_CRANE_FIND_LARGE_OBJECT;
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}
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return BaseClass::SelectSchedule();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CNPC_CraneDriver::TranslateSchedule( int scheduleType )
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{
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switch ( scheduleType )
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{
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case SCHED_COMBAT_FACE:
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// Vehicles can't rotate, so don't try and face
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return TranslateSchedule( SCHED_CHASE_ENEMY );
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case SCHED_ALERT_FACE:
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// Vehicles can't rotate, so don't try and face
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return SCHED_ALERT_STAND;
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case SCHED_FORCED_GO:
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return SCHED_CRANE_FORCED_GO;
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case SCHED_CHASE_ENEMY:
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return SCHED_CRANE_CHASE_ENEMY;
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}
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return BaseClass::TranslateSchedule(scheduleType);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pTask -
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//-----------------------------------------------------------------------------
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void CNPC_CraneDriver::StartTask( const Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_WAIT_FOR_MOVEMENT:
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break;
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case TASK_CRANE_GET_POSITION_OVER_ENEMY:
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{
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if ( !GetEnemy() )
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{
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TaskFail(FAIL_NO_ROUTE);
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return;
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}
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SetDesiredPosition( GetEnemy()->GetAbsOrigin() );
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TaskComplete();
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}
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break;
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case TASK_CRANE_GET_POSITION_OVER_OBJECT:
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{
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if ( !m_hPickupTarget )
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{
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TaskFail("No object to pickup!");
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return;
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}
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SetDesiredPosition( m_hPickupTarget->GetAbsOrigin() );
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TaskComplete();
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}
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break;
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case TASK_CRANE_GET_POSITION_OVER_LASTPOSITION:
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{
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SetDesiredPosition( m_vecLastPosition );
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TaskComplete();
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}
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break;
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case TASK_CRANE_TURN_MAGNET_OFF:
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{
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// If we picked up something, and we were being forced to pick something up, fire our output
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if ( m_hCrane->GetTotalMassOnCrane() > 0 && m_bForcedDropoff )
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{
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// Are we supposed to pause first?
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if ( m_flReleasePause )
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{
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m_flReleaseAt = gpGlobals->curtime + m_flReleasePause;
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m_OnPausingBeforeDrop.FireOutput( this, this );
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return;
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}
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m_OnDroppedObject.FireOutput( this, this );
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}
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m_hCrane->TurnMagnetOff();
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TaskComplete();
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}
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break;
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case TASK_END_FORCED_DROP:
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{
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m_bForcedDropoff = false;
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TaskComplete();
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}
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break;
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case TASK_CRANE_FIND_OBJECT_TO_PICKUP:
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{
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Vector2D vecOrigin2D( m_hCrane->GetAbsOrigin().x, m_hCrane->GetAbsOrigin().y );
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// Find a large physics object within our reach to pickup
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float flLargestMass = 0;
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CBaseEntity *pLargestEntity = NULL;
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CBaseEntity *pList[1024];
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Vector delta( m_flDistTooFar, m_flDistTooFar, m_flDistTooFar*2 );
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int count = UTIL_EntitiesInBox( pList, 1024, m_hCrane->GetAbsOrigin() - delta, m_hCrane->GetAbsOrigin() + delta, 0 );
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for ( int i = 0; i < count; i++ )
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{
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if ( !pList[i] )
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continue;
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// Ignore the crane & the magnet
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if ( pList[i] == m_hCrane || pList[i] == m_hCrane->GetMagnet() )
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continue;
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if ( m_PreviouslyPickedUpObjects.Find( pList[i] ) != m_PreviouslyPickedUpObjects.InvalidIndex() )
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continue;
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// Get the VPhysics object
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IPhysicsObject *pPhysics = pList[i]->VPhysicsGetObject();
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if ( pPhysics && pList[i]->GetMoveType() == MOVETYPE_VPHYSICS )
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{
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float flMass = pPhysics->GetMass();
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if ( flMass > flLargestMass && (flMass < MAXIMUM_CRANE_PICKUP_MASS) && (flMass > MINIMUM_CRANE_PICKUP_MASS) )
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{
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// Biggest one we've found so far
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// Now make sure it's within our reach
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// Do our distance check in 2D
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Vector2D vecOrigin2D( m_hCrane->GetAbsOrigin().x, m_hCrane->GetAbsOrigin().y );
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Vector2D vecEnemy2D( pList[i]->GetAbsOrigin().x, pList[i]->GetAbsOrigin().y );
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float flDist = (vecOrigin2D - vecEnemy2D).Length();
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// Maximum & Minimum size of the crane's reach
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if ( flDist > MAX_CRANE_FLAT_REACH )
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continue;
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if ( flDist < MIN_CRANE_FLAT_REACH )
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continue;
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flLargestMass = flMass;
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pLargestEntity = pList[i];
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}
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}
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}
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// If we didn't find anything new, clear our list of targets
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if ( !pLargestEntity )
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{
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m_PreviouslyPickedUpObjects.Purge();
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}
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if ( !pLargestEntity )
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{
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TaskFail("Couldn't find anything to pick up!");
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return;
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}
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m_hPickupTarget = pLargestEntity;
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TaskComplete();
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}
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break;
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case TASK_CRANE_DROP_MAGNET:
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{
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// Drop the magnet, but only end the task once the magnet's back up
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m_pVehicleInterface->NPC_SecondaryFire();
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// Don't check to see if drop's finished until this time is up.
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// This is necessary because the crane won't start dropping this
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// frame, and our cranedriver will think it's finished immediately.
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m_flDropWait = gpGlobals->curtime + 0.5;
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}
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break;
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default:
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BaseClass::StartTask( pTask );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_CraneDriver::RunTask( const Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_WAIT_FOR_MOVEMENT:
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{
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// Is the magnet over the target, and are we not moving too fast?
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AngularImpulse angVel;
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Vector vecVelocity;
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CBaseEntity *pMagnet = m_hCrane->GetMagnet();
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IPhysicsObject *pVehiclePhysics = pMagnet->VPhysicsGetObject();
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pVehiclePhysics->GetVelocity( &vecVelocity, &angVel );
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float flVelocity = 100;
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float flDistance = 90;
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// More accurate on forced drops
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if ( m_bForcedPickup || m_bForcedDropoff )
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{
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flVelocity = 10;
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flDistance = 30;
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}
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if ( m_flDistanceToTarget < flDistance && m_hCrane->GetTurnRate() < 0.1 && vecVelocity.Length() < flVelocity )
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{
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TaskComplete();
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}
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}
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break;
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case TASK_CRANE_DROP_MAGNET:
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{
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// Wait for the magnet to get back up
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if ( m_flDropWait < gpGlobals->curtime && !m_hCrane->IsDropping() )
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{
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TaskComplete();
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}
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}
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break;
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case TASK_CRANE_TURN_MAGNET_OFF:
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{
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// We're waiting for the pause length before dropping whatever's on our magnet
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if ( gpGlobals->curtime > m_flReleaseAt )
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{
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if ( m_bForcedDropoff )
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{
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m_OnDroppedObject.FireOutput( this, this );
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}
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m_hCrane->TurnMagnetOff();
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TaskComplete();
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}
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}
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break;
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default:
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BaseClass::RunTask( pTask );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CNPC_CraneDriver::OverrideMove( float flInterval )
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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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void CNPC_CraneDriver::SetDesiredPosition( const Vector &vecPosition )
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{
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m_vecDesiredPosition = vecPosition;
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m_flDistanceToTarget = 999;
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}
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|
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//-----------------------------------------------------------------------------
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// Purpose: This takes the current place the NPC's trying to get to, figures out
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// what keys to press to get the vehicle to go there, and then sends
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// them to the vehicle.
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//-----------------------------------------------------------------------------
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void CNPC_CraneDriver::DriveVehicle( void )
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{
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// No targets?
|
|
if ( !GetEnemy() && m_vecDesiredPosition == vec3_origin )
|
|
return;
|
|
|
|
Vector vecTarget = m_vecDesiredPosition;
|
|
// Track our targets
|
|
if ( m_hPickupTarget )
|
|
{
|
|
vecTarget = m_hPickupTarget->GetAbsOrigin();
|
|
}
|
|
else if ( !m_bForcedPickup && !m_bForcedDropoff && GetEnemy() )
|
|
{
|
|
vecTarget = GetEnemy()->GetAbsOrigin();
|
|
}
|
|
|
|
// Move the crane over the target
|
|
// Use the crane type as a targeting point
|
|
Vector vecCraneTip = m_hCrane->GetCraneTipPosition();
|
|
Vector2D vecCraneTip2D( vecCraneTip.x, vecCraneTip.y );
|
|
Vector2D vecTarget2D( vecTarget.x, vecTarget.y );
|
|
Vector2D vecOrigin2D( m_hCrane->GetAbsOrigin().x, m_hCrane->GetAbsOrigin().y );
|
|
|
|
if ( g_debug_vehicledriver.GetInt() )
|
|
{
|
|
NDebugOverlay::Box( vecTarget, -Vector(50,50,50), Vector(50,50,50), 0,255,0, true, 0.1 );
|
|
NDebugOverlay::Box( vecCraneTip, -Vector(2,2,5000), Vector(2,2,5), 0,255,0, true, 0.1 );
|
|
NDebugOverlay::Box( vecTarget, -Vector(2,2,5), Vector(2,2,5000), 0,255,0, true, 0.1 );
|
|
}
|
|
// Store off the distance to our target
|
|
m_flDistanceToTarget = (vecTarget2D - vecCraneTip2D).Length();
|
|
|
|
// First determine whether we need to extend / retract the arm
|
|
float flDistToTarget = (vecOrigin2D - vecTarget2D).LengthSqr();
|
|
float flDistToCurrent = (vecOrigin2D - vecCraneTip2D).LengthSqr();
|
|
float flDelta = fabs(flDistToTarget - flDistToCurrent);
|
|
// Slow down as we get closer, but do it based upon our current extension rate
|
|
float flMinDelta = 50 + (50 * fabs(m_hCrane->GetExtensionRate() / CRANE_EXTENSION_RATE_MAX));
|
|
flMinDelta *= flMinDelta;
|
|
if ( flDelta > flMinDelta )
|
|
{
|
|
if ( flDistToCurrent > flDistToTarget )
|
|
{
|
|
// Retract
|
|
m_pVehicleInterface->NPC_ThrottleReverse();
|
|
}
|
|
else if ( flDistToCurrent < flDistToTarget )
|
|
{
|
|
// Extend
|
|
m_pVehicleInterface->NPC_ThrottleForward();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_pVehicleInterface->NPC_ThrottleCenter();
|
|
}
|
|
|
|
// Then figure out if we need to rotate. Do it all in 2D space.
|
|
Vector vecRight, vecForward;
|
|
m_hCrane->GetVectors( &vecForward, &vecRight, NULL );
|
|
vecRight.z = 0;
|
|
vecForward.z = 0;
|
|
VectorNormalize( vecRight );
|
|
VectorNormalize( vecForward );
|
|
Vector vecToTarget = ( vecTarget - m_hCrane->GetAbsOrigin() );
|
|
vecToTarget.z = 0;
|
|
VectorNormalize( vecToTarget );
|
|
float flDotRight = DotProduct( vecRight, vecToTarget );
|
|
float flDotForward = DotProduct( vecForward, vecToTarget );
|
|
|
|
// Start slowing if we're going to hit the point soon
|
|
float flTurnInDeg = RAD2DEG( acos(flDotForward) );
|
|
float flSpeed = m_hCrane->GetMaxTurnRate() * (flTurnInDeg / 15.0);
|
|
flSpeed = MIN( m_hCrane->GetMaxTurnRate(), flSpeed );
|
|
if ( fabs(flSpeed) < 0.05 )
|
|
{
|
|
// We're approaching the target, so stop turning
|
|
m_pVehicleInterface->NPC_TurnCenter();
|
|
}
|
|
else
|
|
{
|
|
if ( flDotRight < 0 )
|
|
{
|
|
// Turn right
|
|
m_pVehicleInterface->NPC_TurnRight( flSpeed );
|
|
}
|
|
else if ( flDotRight > 0 )
|
|
{
|
|
// Turn left
|
|
m_pVehicleInterface->NPC_TurnLeft( flSpeed );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Force the driver to pickup a specific entity
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CraneDriver::InputForcePickup( inputdata_t &inputdata )
|
|
{
|
|
string_t iszPickupName = inputdata.value.StringID();
|
|
if ( iszPickupName != NULL_STRING )
|
|
{
|
|
// Turn the magnet off now to drop anything we might have already on the magnet
|
|
m_hCrane->TurnMagnetOff();
|
|
m_hPickupTarget = gEntList.FindEntityByName( NULL, iszPickupName, NULL, inputdata.pActivator, inputdata.pCaller );
|
|
m_bForcedPickup = true;
|
|
m_bForcedDropoff = false;
|
|
SetCondition( COND_PROVOKED );
|
|
CLEARBITS( m_spawnflags, SF_VEHICLEDRIVER_INACTIVE );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Force the driver to drop his held entity at a specific point
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_CraneDriver::InputForceDrop( inputdata_t &inputdata )
|
|
{
|
|
string_t iszDropName = inputdata.value.StringID();
|
|
if ( iszDropName != NULL_STRING )
|
|
{
|
|
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, iszDropName, NULL, inputdata.pActivator, inputdata.pCaller );
|
|
if ( !pEntity )
|
|
{
|
|
Warning("Crane couldn't find entity named %s\n", STRING(iszDropName) );
|
|
return;
|
|
}
|
|
m_bForcedPickup = false;
|
|
m_bForcedDropoff = true;
|
|
SetDesiredPosition( pEntity->GetAbsOrigin() );
|
|
SetCondition( COND_PROVOKED );
|
|
CLEARBITS( m_spawnflags, SF_VEHICLEDRIVER_INACTIVE );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Schedules
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_NPC( npc_cranedriver, CNPC_CraneDriver )
|
|
|
|
//Tasks
|
|
DECLARE_TASK( TASK_CRANE_GET_POSITION_OVER_ENEMY )
|
|
DECLARE_TASK( TASK_CRANE_GET_POSITION_OVER_LASTPOSITION )
|
|
DECLARE_TASK( TASK_CRANE_GET_POSITION_OVER_OBJECT )
|
|
DECLARE_TASK( TASK_CRANE_TURN_MAGNET_OFF )
|
|
DECLARE_TASK( TASK_END_FORCED_DROP )
|
|
DECLARE_TASK( TASK_CRANE_FIND_OBJECT_TO_PICKUP )
|
|
DECLARE_TASK( TASK_CRANE_DROP_MAGNET )
|
|
|
|
//Schedules
|
|
//==================================================
|
|
// SCHED_ANTLION_CHASE_ENEMY_BURROW
|
|
//==================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_CRANE_RANGE_ATTACK1,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
|
|
" TASK_CRANE_GET_POSITION_OVER_ENEMY 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_CRANE_TURN_MAGNET_OFF 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_OCCLUDED"
|
|
" COND_ENEMY_TOO_FAR"
|
|
" COND_PROVOKED"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_CRANE_FIND_LARGE_OBJECT,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
|
|
" TASK_CRANE_FIND_OBJECT_TO_PICKUP 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_OCCLUDED"
|
|
" COND_ENEMY_TOO_FAR"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_CRANE_PICKUP_OBJECT,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
|
|
" TASK_CRANE_GET_POSITION_OVER_OBJECT 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_CRANE_DROP_MAGNET 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_OCCLUDED"
|
|
" COND_ENEMY_TOO_FAR"
|
|
" COND_PROVOKED"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_CRANE_FORCED_GO,
|
|
|
|
" Tasks"
|
|
" TASK_CRANE_GET_POSITION_OVER_LASTPOSITION 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_CRANE_TURN_MAGNET_OFF 0"
|
|
" TASK_WAIT 2"
|
|
" "
|
|
" Interrupts"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_CRANE_CHASE_ENEMY,
|
|
|
|
" Tasks"
|
|
" TASK_CRANE_GET_POSITION_OVER_ENEMY 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_WAIT 5"
|
|
" "
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_ENEMY_UNREACHABLE"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_TOO_CLOSE_TO_ATTACK"
|
|
" COND_TASK_FAILED"
|
|
" COND_LOST_ENEMY"
|
|
" COND_PROVOKED"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_CRANE_FORCED_DROP,
|
|
|
|
" Tasks"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_CRANE_TURN_MAGNET_OFF 0"
|
|
" TASK_END_FORCED_DROP 0"
|
|
" TASK_WAIT 2"
|
|
" "
|
|
" Interrupts"
|
|
)
|
|
|
|
AI_END_CUSTOM_NPC()
|