mirror of
https://github.com/nillerusr/source-engine.git
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775 lines
22 KiB
C++
775 lines
22 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
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// events
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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 "basecombatcharacter.h"
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#include "ai_basenpc.h"
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#include "decals.h"
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#include "IEffects.h"
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#include "ai_squad.h"
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#include "ai_utils.h"
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#include "ai_senses.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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#define SF_ENEMY_FINDER_CHECK_VIS (1 << 16)
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#define SF_ENEMY_FINDER_APC_VIS (1 << 17)
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#define SF_ENEMY_FINDER_SHORT_MEMORY (1 << 18)
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#define SF_ENEMY_FINDER_ENEMY_ALLOWED (1 << 19)
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ConVar ai_debug_enemyfinders( "ai_debug_enemyfinders", "0" );
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class CNPC_EnemyFinder : public CAI_BaseNPC
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{
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public:
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DECLARE_CLASS( CNPC_EnemyFinder, CAI_BaseNPC );
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CNPC_EnemyFinder()
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{
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m_PlayerFreePass.SetOuter( this );
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}
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void Precache( void );
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void Spawn( void );
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void StartNPC ( void );
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void PrescheduleThink();
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bool ShouldAlwaysThink();
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void UpdateEfficiency( bool bInPVS ) { SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); SetMoveEfficiency( AIME_NORMAL ); }
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void GatherConditions( void );
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bool ShouldChooseNewEnemy();
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bool IsValidEnemy( CBaseEntity *pTarget );
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bool CanBeAnEnemyOf( CBaseEntity *pEnemy ) { return HasSpawnFlags( SF_ENEMY_FINDER_ENEMY_ALLOWED ); }
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bool FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker );
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Class_T Classify( void );
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bool CanBeSeenBy( CAI_BaseNPC *pNPC ) { return CanBeAnEnemyOf( pNPC ); } // allows entities to be 'invisible' to NPC senses.
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virtual int SelectSchedule( void );
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virtual void DrawDebugGeometryOverlays( void );
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// Input handlers.
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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virtual void Wake( bool bFireOutput = true );
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private:
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int m_nStartOn;
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float m_flMinSearchDist;
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float m_flMaxSearchDist;
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CAI_FreePass m_PlayerFreePass;
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CSimpleSimTimer m_ChooseEnemyTimer;
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bool m_bEnemyStatus;
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COutputEvent m_OnLostEnemies;
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COutputEvent m_OnAcquireEnemies;
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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};
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LINK_ENTITY_TO_CLASS( npc_enemyfinder, CNPC_EnemyFinder );
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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_EFINDER_SEARCH = LAST_SHARED_SCHEDULE,
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};
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IMPLEMENT_CUSTOM_AI( npc_enemyfinder, CNPC_EnemyFinder );
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BEGIN_DATADESC( CNPC_EnemyFinder )
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DEFINE_EMBEDDED( m_PlayerFreePass ),
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DEFINE_EMBEDDED( m_ChooseEnemyTimer ),
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// Inputs
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DEFINE_INPUT( m_nStartOn, FIELD_INTEGER, "StartOn" ),
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DEFINE_INPUT( m_flFieldOfView, FIELD_FLOAT, "FieldOfView" ),
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DEFINE_INPUT( m_flMinSearchDist, FIELD_FLOAT, "MinSearchDist" ),
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DEFINE_INPUT( m_flMaxSearchDist, FIELD_FLOAT, "MaxSearchDist" ),
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DEFINE_FIELD( m_bEnemyStatus, FIELD_BOOLEAN ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
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DEFINE_OUTPUT( m_OnLostEnemies, "OnLostEnemies"),
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DEFINE_OUTPUT( m_OnAcquireEnemies, "OnAcquireEnemies"),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_EnemyFinder::InitCustomSchedules( void )
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{
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INIT_CUSTOM_AI( CNPC_EnemyFinder );
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ADD_CUSTOM_SCHEDULE( CNPC_EnemyFinder, SCHED_EFINDER_SEARCH );
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AI_LOAD_SCHEDULE( CNPC_EnemyFinder, SCHED_EFINDER_SEARCH );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for turning the enemy finder on.
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//-----------------------------------------------------------------------------
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void CNPC_EnemyFinder::InputTurnOn( inputdata_t &inputdata )
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{
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SetThink( &CNPC_EnemyFinder::CallNPCThink );
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SetNextThink( gpGlobals->curtime );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for turning the enemy finder off.
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//-----------------------------------------------------------------------------
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void CNPC_EnemyFinder::InputTurnOff( inputdata_t &inputdata )
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{
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SetThink(NULL);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_EnemyFinder::Precache( void )
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{
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PrecacheModel( "models/player.mdl" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CNPC_EnemyFinder::Spawn( void )
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{
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Precache();
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SetModel( "models/player.mdl" );
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// This is a dummy model that is never used!
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UTIL_SetSize(this, vec3_origin, vec3_origin);
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SetMoveType( MOVETYPE_NONE );
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SetBloodColor( DONT_BLEED );
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SetGravity( 0.0 );
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m_iHealth = 1;
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AddFlag( FL_NPC );
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SetSolid( SOLID_NONE );
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m_bEnemyStatus = false;
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if (m_flFieldOfView < -1.0)
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{
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DevMsg("ERROR: EnemyFinder field of view must be between -1.0 and 1.0\n");
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m_flFieldOfView = 0.5;
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}
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else if (m_flFieldOfView > 1.0)
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{
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DevMsg("ERROR: EnemyFinder field of view must be between -1.0 and 1.0\n");
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m_flFieldOfView = 1.0;
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}
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CapabilitiesAdd ( bits_CAP_SQUAD );
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NPCInit();
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// Set this after NPCInit()
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m_takedamage = DAMAGE_NO;
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AddEffects( EF_NODRAW );
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m_NPCState = NPC_STATE_ALERT; // always alert
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SetViewOffset( vec3_origin );
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if ( m_flMaxSearchDist )
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{
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SetDistLook( m_flMaxSearchDist );
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}
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if ( HasSpawnFlags( SF_ENEMY_FINDER_SHORT_MEMORY ) )
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{
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GetEnemies()->SetEnemyDiscardTime( 0.2 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output :
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//-----------------------------------------------------------------------------
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int CNPC_EnemyFinder::SelectSchedule( void )
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{
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return SCHED_EFINDER_SEARCH;
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}
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//------------------------------------------------------------------------------
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//
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//------------------------------------------------------------------------------
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void CNPC_EnemyFinder::Wake( bool bFireOutput )
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{
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BaseClass::Wake( bFireOutput );
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//Enemy finder is not allowed to become visible.
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AddEffects( EF_NODRAW );
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}
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//------------------------------------------------------------------------------
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//
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//------------------------------------------------------------------------------
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bool CNPC_EnemyFinder::FVisible( CBaseEntity *pTarget, int traceMask, CBaseEntity **ppBlocker )
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{
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float flTargetDist = GetAbsOrigin().DistTo( pTarget->GetAbsOrigin() );
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if ( flTargetDist < m_flMinSearchDist)
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return false;
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if ( m_flMaxSearchDist && flTargetDist > m_flMaxSearchDist)
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return false;
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if ( !FBitSet( m_spawnflags, SF_ENEMY_FINDER_CHECK_VIS) )
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return true;
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if ( !HasSpawnFlags(SF_ENEMY_FINDER_APC_VIS) )
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{
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bool bIsVisible = BaseClass::FVisible( pTarget, traceMask, ppBlocker );
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if ( bIsVisible && pTarget == m_PlayerFreePass.GetPassTarget() )
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bIsVisible = m_PlayerFreePass.ShouldAllowFVisible( bIsVisible );
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return bIsVisible;
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}
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// Make sure I can see the target from my position
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trace_t tr;
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// Trace from launch position to target position.
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// Use position above actual barral based on vertical launch speed
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Vector vStartPos = GetAbsOrigin();
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Vector vEndPos = pTarget->EyePosition();
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CBaseEntity *pVehicle = NULL;
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if ( pTarget->IsPlayer() )
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{
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CBasePlayer *pPlayer = assert_cast<CBasePlayer*>(pTarget);
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pVehicle = pPlayer->GetVehicleEntity();
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}
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CTraceFilterSkipTwoEntities traceFilter( pTarget, pVehicle, COLLISION_GROUP_NONE );
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AI_TraceLine( vStartPos, vEndPos, MASK_SHOT, &traceFilter, &tr );
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if ( ppBlocker )
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{
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*ppBlocker = tr.m_pEnt;
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}
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return (tr.fraction == 1.0);
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}
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//------------------------------------------------------------------------------
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bool CNPC_EnemyFinder::ShouldChooseNewEnemy()
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{
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if ( m_ChooseEnemyTimer.Expired() )
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{
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m_ChooseEnemyTimer.Set( 0.3 );
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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 : Override base class to check range and visibility
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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bool CNPC_EnemyFinder::IsValidEnemy( CBaseEntity *pTarget )
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{
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float flTargetDist = GetAbsOrigin().DistTo( pTarget->GetAbsOrigin() );
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if (flTargetDist < m_flMinSearchDist)
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return false;
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if ( m_flMaxSearchDist && flTargetDist > m_flMaxSearchDist)
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return false;
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if ( !FBitSet( m_spawnflags, SF_ENEMY_FINDER_CHECK_VIS) )
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return true;
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if ( GetSenses()->DidSeeEntity( pTarget ) )
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return true;
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// Trace from launch position to target position.
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// Use position above actual barral based on vertical launch speed
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Vector vStartPos = GetAbsOrigin();
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Vector vEndPos = pTarget->EyePosition();
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// Test our line of sight to the target
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trace_t tr;
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AI_TraceLOS( vStartPos, vEndPos, this, &tr );
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// If the player is in a vehicle, see if we can see that instead
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if ( pTarget->IsPlayer() )
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{
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CBasePlayer *pPlayer = assert_cast<CBasePlayer*>(pTarget);
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if ( tr.m_pEnt == pPlayer->GetVehicleEntity() )
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return true;
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}
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// Line must be clear
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if ( tr.fraction == 1.0f || tr.m_pEnt == pTarget )
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return true;
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// Otherwise we can't see anything
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return false;
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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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void CNPC_EnemyFinder::StartNPC ( void )
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{
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AddSpawnFlags(SF_NPC_FALL_TO_GROUND); // this prevents CAI_BaseNPC from slamming the finder to
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// the ground just because it's not MOVETYPE_FLY
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BaseClass::StartNPC();
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if ( AI_IsSinglePlayer() && m_PlayerFreePass.GetParams().duration > 0.1 )
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{
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m_PlayerFreePass.SetPassTarget( UTIL_PlayerByIndex(1) );
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AI_FreePassParams_t freePassParams = m_PlayerFreePass.GetParams();
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freePassParams.coverDist = 120;
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freePassParams.peekEyeDist = 1.75;
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freePassParams.peekEyeDistZ = 4;
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m_PlayerFreePass.SetParams( freePassParams );
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}
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if (!m_nStartOn)
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{
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SetThink(NULL);
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}
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}
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//------------------------------------------------------------------------------
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void CNPC_EnemyFinder::PrescheduleThink()
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{
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BaseClass::PrescheduleThink();
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bool bHasEnemies = GetEnemies()->NumEnemies() > 0;
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if ( GetEnemies()->NumEnemies() > 0 )
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{
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//If I haven't seen my enemy in half a second then we'll assume he's gone.
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if ( gpGlobals->curtime - GetEnemyLastTimeSeen() >= 0.5f )
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{
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bHasEnemies = false;
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}
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}
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if ( m_bEnemyStatus != bHasEnemies )
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{
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if ( bHasEnemies )
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{
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m_OnAcquireEnemies.FireOutput( this, this );
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}
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else
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{
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m_OnLostEnemies.FireOutput( this, this );
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}
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m_bEnemyStatus = bHasEnemies;
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}
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if( ai_debug_enemyfinders.GetBool() )
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{
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m_debugOverlays |= OVERLAY_BBOX_BIT;
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if( IsInSquad() && GetSquad()->NumMembers() > 1 )
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{
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AISquadIter_t iter;
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CAI_BaseNPC *pSquadmate = m_pSquad ? m_pSquad->GetFirstMember( &iter ) : NULL;
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while ( pSquadmate )
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{
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NDebugOverlay::Line( WorldSpaceCenter(), pSquadmate->EyePosition(), 255, 255, 0, false, 0.1f );
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pSquadmate = m_pSquad->GetNextMember( &iter );
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}
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}
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}
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}
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//------------------------------------------------------------------------------
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bool CNPC_EnemyFinder::ShouldAlwaysThink()
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{
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if ( BaseClass::ShouldAlwaysThink() )
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return true;
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CBasePlayer *pPlayer = AI_GetSinglePlayer();
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if ( pPlayer && IRelationType( pPlayer ) == D_HT )
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{
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float playerDistSqr = GetAbsOrigin().DistToSqr( pPlayer->GetAbsOrigin() );
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if ( !m_flMaxSearchDist || playerDistSqr <= Square(m_flMaxSearchDist) )
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{
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if ( !FBitSet( m_spawnflags, SF_ENEMY_FINDER_CHECK_VIS) )
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return true;
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if ( playerDistSqr <= Square( 50 * 12 ) )
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return true;
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}
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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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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CNPC_EnemyFinder::GatherConditions()
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{
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// This works with old data because need to do before base class so as to not choose as enemy
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m_PlayerFreePass.Update();
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BaseClass::GatherConditions();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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// Output :
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//-----------------------------------------------------------------------------
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Class_T CNPC_EnemyFinder::Classify( void )
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{
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if ( GetSquad() )
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{
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AISquadIter_t iter;
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CAI_BaseNPC *pSquadmate = GetSquad()->GetFirstMember( &iter );
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while ( pSquadmate )
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{
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if ( pSquadmate != this && !pSquadmate->ClassMatches( GetClassname() ) )
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{
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return pSquadmate->Classify();
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}
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pSquadmate = GetSquad()->GetNextMember( &iter );
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}
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}
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return CLASS_NONE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a visualizer to the text, if turned on
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//-----------------------------------------------------------------------------
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void CNPC_EnemyFinder::DrawDebugGeometryOverlays( void )
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{
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// Turn on npc_relationships if we're displaying text
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int oldDebugOverlays = m_debugOverlays;
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if ( m_debugOverlays & OVERLAY_TEXT_BIT )
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{
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m_debugOverlays |= OVERLAY_NPC_RELATION_BIT;
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}
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// Draw our base overlays
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BaseClass::DrawDebugGeometryOverlays();
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// Restore the old values
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m_debugOverlays = oldDebugOverlays;
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}
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ConVar ai_ef_hate_npc_frequency( "ai_ef_hate_npc_frequency", "5" );
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ConVar ai_ef_hate_npc_duration( "ai_ef_hate_npc_duration", "1.5" );
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//-----------------------------------------------------------------------------
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// Derived class with a few changes that make the Combine Cannon behave the
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// way we want.
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//-----------------------------------------------------------------------------
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#define EF_COMBINE_CANNON_HATE_TIME_INVALID -1
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static CUtlVector<CBaseEntity*> s_ListEnemyfinders;
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class CNPC_EnemyFinderCombineCannon : public CNPC_EnemyFinder
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{
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public:
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DECLARE_CLASS( CNPC_EnemyFinderCombineCannon, CNPC_EnemyFinder );
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DECLARE_DATADESC();
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CNPC_EnemyFinderCombineCannon()
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{
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m_flTimeNextHateNPC = gpGlobals->curtime;
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m_flTimeStopHateNPC = EF_COMBINE_CANNON_HATE_TIME_INVALID;
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};
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public:
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void Spawn();
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void Activate();
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void UpdateOnRemove();
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bool FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker );
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bool IsValidEnemy( CBaseEntity *pTarget );
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void GatherConditions();
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void InputSetWideFOVForSeconds( inputdata_t &inputdata );
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public:
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float m_flTimeNextHateNPC;
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float m_flTimeStopHateNPC;
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float m_flOriginalFOV;
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float m_flTimeWideFOV; // If this is > gpGlobals->curtime, we have 180 degree viewcone.
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string_t m_iszSnapToEnt;
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};
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LINK_ENTITY_TO_CLASS( npc_enemyfinder_combinecannon, CNPC_EnemyFinderCombineCannon );
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BEGIN_DATADESC( CNPC_EnemyFinderCombineCannon )
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DEFINE_FIELD( m_flTimeNextHateNPC, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flTimeStopHateNPC, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flOriginalFOV, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_flTimeWideFOV, FIELD_TIME ),
|
|
DEFINE_KEYFIELD( m_iszSnapToEnt, FIELD_STRING, "snaptoent" ),
|
|
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetWideFOVForSeconds", InputSetWideFOVForSeconds ),
|
|
END_DATADESC()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_EnemyFinderCombineCannon::Spawn()
|
|
{
|
|
BaseClass::Spawn();
|
|
m_flOriginalFOV = m_flFieldOfView;
|
|
m_flTimeWideFOV = -1.0f;
|
|
|
|
if( m_iszSnapToEnt != NULL_STRING )
|
|
{
|
|
CBaseEntity *pSnapToEnt = gEntList.FindEntityByName( NULL, m_iszSnapToEnt );
|
|
|
|
if( pSnapToEnt != NULL )
|
|
{
|
|
//!!!HACKHACK - this eight-inch offset puts this enemyfinder perfectly on-bore
|
|
// with the prefab for a func_tank_combinecannon
|
|
UTIL_SetOrigin( this, pSnapToEnt->WorldSpaceCenter() + Vector( 0, 0, 8) );
|
|
}
|
|
else
|
|
{
|
|
DevMsg( this, "Enemyfinder %s can't snap to %s because it doesn't exist\n", GetDebugName(), STRING(m_iszSnapToEnt) );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_EnemyFinderCombineCannon::Activate()
|
|
{
|
|
BaseClass::Activate();
|
|
|
|
// See if I'm in the list of Combine enemyfinders
|
|
// If not, add me.
|
|
if( s_ListEnemyfinders.Find(this) == -1 )
|
|
{
|
|
s_ListEnemyfinders.AddToTail(this);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_EnemyFinderCombineCannon::UpdateOnRemove()
|
|
{
|
|
BaseClass::UpdateOnRemove();
|
|
|
|
// See if I'm in the list of Combine enemyfinders
|
|
int index = s_ListEnemyfinders.Find(this);
|
|
if( index != -1 )
|
|
{
|
|
s_ListEnemyfinders.Remove(index);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_EnemyFinderCombineCannon::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
|
|
{
|
|
#if 1
|
|
CBaseEntity *pBlocker = NULL;
|
|
bool result;
|
|
|
|
if(ppBlocker == NULL)
|
|
{
|
|
// Whoever called this didn't care about the blocker, but we do.
|
|
// So substitute our local pBlocker pointer and don't disturb ppBlocker
|
|
result = BaseClass::FVisible( pEntity, traceMask, &pBlocker );
|
|
}
|
|
else
|
|
{
|
|
// Copy the ppBlocker to our local pBlocker pointer, but do not
|
|
// disturb the ppBlocker that was passed to us.
|
|
result = BaseClass::FVisible( pEntity, traceMask, ppBlocker );
|
|
pBlocker = (*ppBlocker);
|
|
}
|
|
|
|
if(pEntity->IsPlayer() && result == false)
|
|
{
|
|
// IF we are trying to see the player, but we don't, examine the blocker
|
|
// and see the player anyway if we can hurt the blocker.
|
|
if(pBlocker != NULL)
|
|
{
|
|
if( pBlocker->m_takedamage >= DAMAGE_YES ) // also DAMAGE_AIM
|
|
{
|
|
// Anytime the line of sight is blocked by something I can hurt, I have line of sight.
|
|
// This will make the func_tank_combinecannon shoot the blocking object. This will
|
|
// continue until the gun bores through to the player or clears all interposing breakables
|
|
// and finds its progress impeded by something truly solid. So lie, and say we CAN see the player.
|
|
result = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Ignore NPC's most of the time when the player is a potential target.
|
|
// Go through short periods of time where NPCs may distract me
|
|
//
|
|
// ALSO- ignore NPC's (focus only on the player) when I'm in
|
|
// wide viewcone mode.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_EnemyFinderCombineCannon::IsValidEnemy( CBaseEntity *pTarget )
|
|
{
|
|
if( m_flTimeWideFOV > gpGlobals->curtime && !pTarget->IsPlayer() )
|
|
{
|
|
// ONLY allowed to hate the player when I'm in hyper-vigilant wide FOV mode.
|
|
// This forces all guns in outland_09 to shoot at the player once any
|
|
// gun has fired at the player. This allows the other guns to specifically
|
|
// kill zombies most of the time, but immediately turn their attention to the
|
|
// player when necessary (by ignoring everything else)
|
|
return pTarget->IsPlayer();
|
|
}
|
|
|
|
bool bResult = BaseClass::IsValidEnemy( pTarget );
|
|
|
|
if( bResult && !pTarget->IsPlayer() )
|
|
{
|
|
// This is a valid enemy, but we have to make sure no other enemyfinders for
|
|
// combine cannons are currently attacking it.
|
|
int i;
|
|
for( i = 0 ; i < s_ListEnemyfinders.Count() ; i++ )
|
|
{
|
|
if( s_ListEnemyfinders[i] == this )
|
|
continue;
|
|
|
|
if( s_ListEnemyfinders[i]->GetEnemy() == pTarget )
|
|
return false;// someone else is already busy with this target.
|
|
}
|
|
}
|
|
|
|
/*
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
int iPlayerRelationPriority = -1;
|
|
|
|
if( pPlayer != NULL )
|
|
{
|
|
iPlayerRelationPriority = IRelationPriority(pPlayer);
|
|
}
|
|
|
|
if( bResult == true && pTarget->IsNPC() && pPlayer != NULL && FInViewCone( pPlayer ) )
|
|
{
|
|
if( HasCondition(COND_SEE_PLAYER) )
|
|
{
|
|
// The player is visible! Immediately ignore all NPCs as enemies.
|
|
return false;
|
|
}
|
|
|
|
// The base class wants to call this a valid enemy. We may choose to interfere
|
|
// If the player is in my viewcone. That means that my func_tank could potentially
|
|
// harass the player. This means I should meter the time I spend shooting at npcs
|
|
// NPCs so that I can focus on the player.
|
|
if( m_flTimeStopHateNPC != EF_COMBINE_CANNON_HATE_TIME_INVALID )
|
|
{
|
|
// We currently hate NPC's. But is it time to stop?
|
|
if( gpGlobals->curtime > m_flTimeStopHateNPC )
|
|
{
|
|
// Don't interfere with the result
|
|
m_flTimeStopHateNPC = EF_COMBINE_CANNON_HATE_TIME_INVALID;
|
|
m_flTimeNextHateNPC = gpGlobals->curtime + ai_ef_hate_npc_frequency.GetFloat();
|
|
return bResult;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// We do not hate NPCs at the moment. Is it time to turn it on?
|
|
if( gpGlobals->curtime > m_flTimeNextHateNPC )
|
|
{
|
|
m_flTimeStopHateNPC = gpGlobals->curtime + ai_ef_hate_npc_duration.GetFloat();
|
|
}
|
|
else
|
|
{
|
|
// Stop harassing player to attack something else higher priority.
|
|
if( IRelationPriority(pTarget) > iPlayerRelationPriority )
|
|
return bResult;
|
|
}
|
|
|
|
// Make this enemy invalid.
|
|
return false;
|
|
}
|
|
}
|
|
*/
|
|
|
|
return bResult;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Control the width of my viewcone
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_EnemyFinderCombineCannon::GatherConditions()
|
|
{
|
|
if( m_flTimeWideFOV > gpGlobals->curtime )
|
|
{
|
|
// I'm in a hyper-vigilant period of time where I get a 270 degree viewcone
|
|
m_flFieldOfView = -0.5f;
|
|
}
|
|
else
|
|
{
|
|
m_flFieldOfView = m_flOriginalFOV;
|
|
}
|
|
|
|
BaseClass::GatherConditions();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_EnemyFinderCombineCannon::InputSetWideFOVForSeconds( inputdata_t &inputdata )
|
|
{
|
|
m_flTimeWideFOV = gpGlobals->curtime + inputdata.value.Float();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Schedules
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//=========================================================
|
|
// > SCHED_EFINDER_SEARCH
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_EFINDER_SEARCH,
|
|
|
|
" Tasks"
|
|
" TASK_WAIT_RANDOM 0.5 "
|
|
" "
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
);
|