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3152 lines
96 KiB
C++
3152 lines
96 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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//=============================================================================//
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#include "cbase.h"
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#include "ai_behavior_actbusy.h"
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#include "ai_navigator.h"
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#include "ai_hint.h"
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#include "ai_behavior_follow.h"
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#include "KeyValues.h"
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#include "filesystem.h"
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#include "eventqueue.h"
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#include "ai_playerally.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "entityblocker.h"
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#include "npcevent.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 ACTBUSY_SEE_ENTITY_TIMEOUT 1.0f
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#define ACTBUSY_COMBAT_PLAYER_MAX_DIST 720.0f // NPCs in combat actbusy should try to stay within this distance of the player.
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ConVar ai_actbusy_search_time( "ai_actbusy_search_time","10.0" );
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ConVar ai_debug_actbusy( "ai_debug_actbusy", "0", FCVAR_CHEAT, "Used to debug actbusy behavior. Usage:\n\
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1: Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at.\n\
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2: Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen.\n\
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3: Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes.\n\
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4: Display debug output of actbusy logic.\n\
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5: Display safe zone volumes and info.\n\
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");
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// Anim events
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static int AE_ACTBUSY_WEAPON_FIRE_ON;
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static int AE_ACTBUSY_WEAPON_FIRE_OFF;
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BEGIN_DATADESC( CAI_ActBusyBehavior )
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DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bForceActBusy, FIELD_BOOLEAN ),
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DEFINE_CUSTOM_FIELD( m_ForcedActivity, ActivityDataOps() ),
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DEFINE_FIELD( m_bTeleportToBusy, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bUseNearestBusy, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bLeaving, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bVisibleOnly, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bUseRenderBoundsForCollision, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flForcedMaxTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_bBusy, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bMovingToBusy, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bNeedsToPlayExitAnim, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flNextBusySearchTime, FIELD_TIME ),
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DEFINE_FIELD( m_flEndBusyAt, FIELD_TIME ),
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DEFINE_FIELD( m_flBusySearchRange, FIELD_FLOAT ),
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DEFINE_FIELD( m_bInQueue, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_iCurrentBusyAnim, FIELD_INTEGER ),
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DEFINE_FIELD( m_hActBusyGoal, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bNeedToSetBounds, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hSeeEntity, FIELD_EHANDLE ),
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DEFINE_FIELD( m_fTimeLastSawSeeEntity, FIELD_TIME ),
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DEFINE_FIELD( m_bExitedBusyToDueLostSeeEntity, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bExitedBusyToDueSeeEnemy, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_iNumConsecutivePathFailures, FIELD_INTEGER ),
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DEFINE_FIELD( m_bAutoFireWeapon, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flDeferUntil, FIELD_TIME ),
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DEFINE_FIELD( m_iNumEnemiesInSafeZone, FIELD_INTEGER ),
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END_DATADESC();
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enum
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{
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ACTBUSY_SIGHT_METHOD_FULL = 0, // LOS and Viewcone
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ACTBUSY_SIGHT_METHOD_LOS_ONLY,
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};
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//=============================================================================
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//-----------------------------------------------------------------------------
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// Purpose: Gamesystem that parses the act busy anim file
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//-----------------------------------------------------------------------------
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class CActBusyAnimData : public CAutoGameSystem
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{
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public:
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CActBusyAnimData( void ) : CAutoGameSystem( "CActBusyAnimData" )
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{
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}
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// Inherited from IAutoServerSystem
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virtual void LevelInitPostEntity( void );
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virtual void LevelShutdownPostEntity( void );
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// Read in the data from the anim data file
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void ParseAnimDataFile( void );
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// Parse a keyvalues section into an act busy anim
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bool ParseActBusyFromKV( busyanim_t *pAnim, KeyValues *pSection );
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// Purpose: Returns the index of the busyanim data for the specified activity or sequence
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int FindBusyAnim( Activity iActivity, const char *pSequence );
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busyanim_t *GetBusyAnim( int iIndex ) { return &m_ActBusyAnims[iIndex]; }
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protected:
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CUtlVector<busyanim_t> m_ActBusyAnims;
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};
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CActBusyAnimData g_ActBusyAnimDataSystem;
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//-----------------------------------------------------------------------------
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// Inherited from IAutoServerSystem
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//-----------------------------------------------------------------------------
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void CActBusyAnimData::LevelInitPostEntity( void )
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{
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ParseAnimDataFile();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CActBusyAnimData::LevelShutdownPostEntity( void )
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{
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m_ActBusyAnims.Purge();
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}
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//-----------------------------------------------------------------------------
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// Clear out the stats + their history
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//-----------------------------------------------------------------------------
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void CActBusyAnimData::ParseAnimDataFile( void )
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{
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KeyValues *pKVAnimData = new KeyValues( "ActBusyAnimDatafile" );
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if ( pKVAnimData->LoadFromFile( filesystem, "scripts/actbusy.txt" ) )
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{
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// Now try and parse out each act busy anim
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KeyValues *pKVAnim = pKVAnimData->GetFirstSubKey();
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while ( pKVAnim )
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{
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// Create a new anim and add it to our list
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int index = m_ActBusyAnims.AddToTail();
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busyanim_t *pAnim = &m_ActBusyAnims[index];
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if ( !ParseActBusyFromKV( pAnim, pKVAnim ) )
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{
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m_ActBusyAnims.Remove( index );
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}
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pKVAnim = pKVAnim->GetNextKey();
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}
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}
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pKVAnimData->deleteThis();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Parse a keyvalues section into the prop
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//-----------------------------------------------------------------------------
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bool CActBusyAnimData::ParseActBusyFromKV( busyanim_t *pAnim, KeyValues *pSection )
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{
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pAnim->iszName = AllocPooledString( pSection->GetName() );
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// Activities
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pAnim->iActivities[BA_BUSY] = (Activity)CAI_BaseNPC::GetActivityID( pSection->GetString( "busy_anim", "ACT_INVALID" ) );
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pAnim->iActivities[BA_ENTRY] = (Activity)CAI_BaseNPC::GetActivityID( pSection->GetString( "entry_anim", "ACT_INVALID" ) );
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pAnim->iActivities[BA_EXIT] = (Activity)CAI_BaseNPC::GetActivityID( pSection->GetString( "exit_anim", "ACT_INVALID" ) );
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// Sequences
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pAnim->iszSequences[BA_BUSY] = AllocPooledString( pSection->GetString( "busy_sequence", NULL ) );
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pAnim->iszSequences[BA_ENTRY] = AllocPooledString( pSection->GetString( "entry_sequence", NULL ) );
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pAnim->iszSequences[BA_EXIT] = AllocPooledString( pSection->GetString( "exit_sequence", NULL ) );
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// Sounds
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pAnim->iszSounds[BA_BUSY] = AllocPooledString( pSection->GetString( "busy_sound", NULL ) );
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pAnim->iszSounds[BA_ENTRY] = AllocPooledString( pSection->GetString( "entry_sound", NULL ) );
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pAnim->iszSounds[BA_EXIT] = AllocPooledString( pSection->GetString( "exit_sound", NULL ) );
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// Times
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pAnim->flMinTime = pSection->GetFloat( "min_time", 10.0 );
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pAnim->flMaxTime = pSection->GetFloat( "max_time", 20.0 );
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pAnim->bUseAutomovement = pSection->GetInt( "use_automovement", 0 ) != 0;
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const char *sInterrupt = pSection->GetString( "interrupts", "BA_INT_DANGER" );
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if ( !strcmp( sInterrupt, "BA_INT_PLAYER" ) )
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{
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pAnim->iBusyInterruptType = BA_INT_PLAYER;
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}
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else if ( !strcmp( sInterrupt, "BA_INT_DANGER" ) )
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{
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pAnim->iBusyInterruptType = BA_INT_DANGER;
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}
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else if ( !strcmp( sInterrupt, "BA_INT_AMBUSH" ) )
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{
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pAnim->iBusyInterruptType = BA_INT_AMBUSH;
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}
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else if ( !strcmp( sInterrupt, "BA_INT_COMBAT" ) )
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{
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pAnim->iBusyInterruptType = BA_INT_COMBAT;
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}
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else if ( !strcmp( sInterrupt, "BA_INT_ZOMBIESLUMP" ))
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{
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pAnim->iBusyInterruptType = BA_INT_ZOMBIESLUMP;
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}
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else if ( !strcmp( sInterrupt, "BA_INT_SIEGE_DEFENSE" ))
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{
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pAnim->iBusyInterruptType = BA_INT_SIEGE_DEFENSE;
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}
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else
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{
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pAnim->iBusyInterruptType = BA_INT_NONE;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the busyanim data for the specified activity
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//-----------------------------------------------------------------------------
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int CActBusyAnimData::FindBusyAnim( Activity iActivity, const char *pSequence )
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{
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int iCount = m_ActBusyAnims.Count();
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for ( int i = 0; i < iCount; i++ )
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{
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busyanim_t *pBusyAnim = &m_ActBusyAnims[i];
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Assert( pBusyAnim );
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if ( pSequence && pBusyAnim->iszName != NULL_STRING && !Q_stricmp( STRING(pBusyAnim->iszName), pSequence ) )
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return i;
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if ( iActivity != ACT_INVALID && pBusyAnim->iActivities[BA_BUSY] == iActivity )
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return i;
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}
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if ( pSequence )
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{
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Warning("Specified '%s' as a busy anim name, and it's not in the act busy anim list.\n", pSequence );
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}
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else if ( iActivity != ACT_INVALID )
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{
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Warning("Tried to use Activity %d as a busy anim, and it's not in the act busy anim list.\n", iActivity );
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}
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return -1;
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}
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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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CAI_ActBusyBehavior::CAI_ActBusyBehavior()
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{
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// Disabled by default. Enabled by map entity.
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m_bEnabled = false;
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m_bUseRenderBoundsForCollision = false;
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m_flDeferUntil = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_ActBusyBehavior::Enable( CAI_ActBusyGoal *pGoal, float flRange, bool bVisibleOnly )
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{
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NotifyBusyEnding();
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if ( pGoal )
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{
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m_hActBusyGoal = pGoal;
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}
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m_bEnabled = true;
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m_bBusy = false;
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m_bMovingToBusy = false;
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m_bNeedsToPlayExitAnim = false;
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m_bLeaving = false;
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m_flNextBusySearchTime = gpGlobals->curtime + ai_actbusy_search_time.GetFloat();
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m_flEndBusyAt = 0;
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m_bVisibleOnly = bVisibleOnly;
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m_bInQueue = dynamic_cast<CAI_ActBusyQueueGoal*>(m_hActBusyGoal.Get()) != NULL;
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m_ForcedActivity = ACT_INVALID;
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m_hSeeEntity = NULL;
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m_bExitedBusyToDueLostSeeEntity = false;
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m_bExitedBusyToDueSeeEnemy = false;
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m_iNumConsecutivePathFailures = 0;
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SetBusySearchRange( flRange );
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if ( ai_debug_actbusy.GetInt() == 4 )
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{
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Msg("ACTBUSY: behavior enabled on NPC %s (%s)\n", GetOuter()->GetClassname(), GetOuter()->GetDebugName() );
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}
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if( IsCombatActBusy() )
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{
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CollectSafeZoneVolumes( pGoal );
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}
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// Robin: Due to ai goal entities delaying their EnableGoal call on each
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// of their target Actors, NPCs that are spawned with active actbusies
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// will have their SelectSchedule() called before their behavior has been
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// enabled. To fix this, if we're enabled while in a schedule that can be
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// overridden, immediately act busy.
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if ( IsCurScheduleOverridable() )
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{
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// Force search time to be now.
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m_flNextBusySearchTime = gpGlobals->curtime;
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GetOuter()->ClearSchedule( "Enabling act busy" );
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}
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ClearCondition( COND_ACTBUSY_AWARE_OF_ENEMY_IN_SAFE_ZONE );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CAI_ActBusyBehavior::OnRestore()
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{
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if ( m_bEnabled && m_hActBusyGoal != NULL && IsCombatActBusy() )
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{
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CollectSafeZoneVolumes( m_hActBusyGoal );
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}
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BaseClass::OnRestore();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_ActBusyBehavior::SetBusySearchRange( float flRange )
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{
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m_flBusySearchRange = flRange;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_ActBusyBehavior::Disable( void )
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{
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if ( ai_debug_actbusy.GetInt() == 4 )
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{
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Msg("ACTBUSY: behavior disabled on NPC %s (%s)\n", GetOuter()->GetClassname(), GetOuter()->GetDebugName() );
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}
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if ( m_bEnabled )
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{
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SetCondition( COND_PROVOKED );
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}
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StopBusying();
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m_bEnabled = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_ActBusyBehavior::ForceActBusy( CAI_ActBusyGoal *pGoal, CAI_Hint *pHintNode, float flMaxTime, bool bVisibleOnly, bool bTeleportToBusy, bool bUseNearestBusy, CBaseEntity *pSeeEntity, Activity activity )
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{
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Assert( !m_bLeaving );
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if ( m_bNeedsToPlayExitAnim )
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{
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// If we hit this, the mapmaker's told this NPC to actbusy somewhere while it's still in an actbusy.
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// Right now, we don't support this. We could support it with a bit of work.
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if ( HasAnimForActBusy( m_iCurrentBusyAnim, BA_EXIT ) )
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{
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Warning("ACTBUSY: %s(%s) was told to actbusy while inside an actbusy that needs to exit first. IGNORING.\n", GetOuter()->GetDebugName(), GetOuter()->GetClassname() );
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return;
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}
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}
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if ( ai_debug_actbusy.GetInt() == 4 )
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{
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Msg("ACTBUSY: ForceActBusy on NPC %s (%s): ", GetOuter()->GetClassname(), GetOuter()->GetDebugName() );
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if ( pHintNode )
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{
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Msg("Hintnode %s", pHintNode->GetDebugName());
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}
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else
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{
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Msg("No Hintnode specified");
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}
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Msg("\n");
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}
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Enable( pGoal, m_flBusySearchRange, bVisibleOnly );
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m_bForceActBusy = true;
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m_flForcedMaxTime = flMaxTime;
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m_bTeleportToBusy = bTeleportToBusy;
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m_bUseNearestBusy = bUseNearestBusy;
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m_ForcedActivity = activity;
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m_hSeeEntity = pSeeEntity;
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if ( pHintNode )
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{
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if ( GetHintNode() && GetHintNode() != pHintNode )
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{
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GetHintNode()->Unlock();
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}
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if ( pHintNode->Lock( GetOuter() ) )
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{
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SetHintNode( pHintNode );
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}
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}
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SetCondition( COND_PROVOKED );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Force the NPC to find an exit node and leave
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//-----------------------------------------------------------------------------
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void CAI_ActBusyBehavior::ForceActBusyLeave( bool bVisibleOnly )
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{
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if ( ai_debug_actbusy.GetInt() == 4 )
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{
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Msg("ACTBUSY: ForceActBusyLeave on NPC %s (%s)\n", GetOuter()->GetClassname(), GetOuter()->GetDebugName() );
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}
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Enable( NULL, m_flBusySearchRange, bVisibleOnly );
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m_bForceActBusy = true;
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m_bLeaving = true;
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m_ForcedActivity = ACT_INVALID;
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m_hSeeEntity = NULL;
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SetCondition( COND_PROVOKED );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Break the NPC out of the current busy state, but don't disable busying
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//-----------------------------------------------------------------------------
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void CAI_ActBusyBehavior::StopBusying( void )
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{
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if ( !GetOuter() )
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return;
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// Make sure we turn this off unconditionally!
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m_bAutoFireWeapon = false;
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if ( ai_debug_actbusy.GetInt() == 4 )
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{
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Msg("ACTBUSY: StopBusying on NPC %s (%s)\n", GetOuter()->GetClassname(), GetOuter()->GetDebugName() );
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}
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if ( m_bBusy || m_bMovingToBusy )
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{
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SetCondition( COND_PROVOKED );
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}
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m_flEndBusyAt = gpGlobals->curtime;
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m_bForceActBusy = false;
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m_bTeleportToBusy = false;
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m_bUseNearestBusy = false;
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m_bLeaving = false;
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m_bMovingToBusy = false;
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m_ForcedActivity = ACT_INVALID;
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m_hSeeEntity = NULL;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CAI_ActBusyBehavior::IsStopBusying()
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{
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return IsCurSchedule(SCHED_ACTBUSY_STOP_BUSYING);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find a general purpose, suitable Hint Node for me to Act Busy.
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//-----------------------------------------------------------------------------
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CAI_Hint *CAI_ActBusyBehavior::FindActBusyHintNode()
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{
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Assert( !IsCombatActBusy() );
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int iBits = bits_HINT_NODE_USE_GROUP;
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if ( m_bVisibleOnly )
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{
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iBits |= bits_HINT_NODE_VISIBLE;
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}
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if ( ai_debug_actbusy.GetInt() == 3 && GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT )
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{
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|
iBits |= bits_HINT_NODE_REPORT_FAILURES;
|
|
}
|
|
|
|
if ( m_bUseNearestBusy )
|
|
{
|
|
iBits |= bits_HINT_NODE_NEAREST;
|
|
}
|
|
else
|
|
{
|
|
iBits |= bits_HINT_NODE_RANDOM;
|
|
}
|
|
|
|
CAI_Hint *pNode = CAI_HintManager::FindHint( GetOuter(), HINT_WORLD_WORK_POSITION, iBits, m_flBusySearchRange );
|
|
|
|
return pNode;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find a node for me to combat act busy.
|
|
//
|
|
// Right now, all of this work assumes the actbusier is a player ally and
|
|
// wants to fight near the player a'la Alyx in ep2_outland_10.
|
|
//-----------------------------------------------------------------------------
|
|
CAI_Hint *CAI_ActBusyBehavior::FindCombatActBusyHintNode()
|
|
{
|
|
Assert( IsCombatActBusy() );
|
|
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
|
|
if( !pPlayer )
|
|
return NULL;
|
|
|
|
CHintCriteria criteria;
|
|
|
|
// Ok, find a hint node THAT:
|
|
// -Is in my hint group
|
|
// -Is Visible (if specified by designer)
|
|
// -Is Closest to me (if specified by designer)
|
|
// -The player can see
|
|
// -Is within the accepted max dist from player
|
|
int iBits = bits_HINT_NODE_USE_GROUP;
|
|
|
|
if ( m_bVisibleOnly )
|
|
iBits |= bits_HINT_NODE_VISIBLE;
|
|
|
|
if ( ai_debug_actbusy.GetInt() == 3 && GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT )
|
|
iBits |= bits_HINT_NODE_REPORT_FAILURES;
|
|
|
|
if ( m_bUseNearestBusy )
|
|
iBits |= bits_HINT_NODE_NEAREST;
|
|
else
|
|
iBits |= bits_HINT_NODE_RANDOM;
|
|
|
|
iBits |= bits_HAS_EYEPOSITION_LOS_TO_PLAYER;
|
|
|
|
criteria.AddHintType( HINT_WORLD_WORK_POSITION );
|
|
criteria.SetFlag( iBits );
|
|
criteria.AddIncludePosition( pPlayer->GetAbsOrigin(), ACTBUSY_COMBAT_PLAYER_MAX_DIST );
|
|
|
|
CAI_Hint *pNode = CAI_HintManager::FindHint( GetOuter(), criteria );
|
|
|
|
return pNode;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find a suitable combat actbusy node to teleport to. That is, find
|
|
// one that the player is not going to see me appear at.
|
|
//-----------------------------------------------------------------------------
|
|
CAI_Hint *CAI_ActBusyBehavior::FindCombatActBusyTeleportHintNode()
|
|
{
|
|
Assert( IsCombatActBusy() );
|
|
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
|
|
if( !pPlayer )
|
|
return NULL;
|
|
|
|
CHintCriteria criteria;
|
|
|
|
// Ok, find a hint node THAT:
|
|
// -Is in my hint group
|
|
// -The player CAN NOT see so that they don't see me teleport
|
|
int iBits = bits_HINT_NODE_USE_GROUP;
|
|
|
|
if ( ai_debug_actbusy.GetInt() == 3 && GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT )
|
|
iBits |= bits_HINT_NODE_REPORT_FAILURES;
|
|
|
|
iBits |= bits_HINT_NODE_RANDOM;
|
|
iBits |= bits_HINT_NODE_NOT_VISIBLE_TO_PLAYER;
|
|
|
|
criteria.AddHintType( HINT_WORLD_WORK_POSITION );
|
|
criteria.SetFlag( iBits );
|
|
criteria.AddIncludePosition( pPlayer->GetAbsOrigin(), ACTBUSY_COMBAT_PLAYER_MAX_DIST * 1.1f );
|
|
|
|
CAI_Hint *pNode = CAI_HintManager::FindHint( GetOuter(), criteria );
|
|
|
|
return pNode;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::FValidateHintType( CAI_Hint *pHint )
|
|
{
|
|
if ( pHint->HintType() != HINT_WORLD_WORK_POSITION && pHint->HintType() != HINT_NPC_EXIT_POINT )
|
|
return false;
|
|
|
|
// If the node doesn't want to be teleported to, we need to check for clear
|
|
const char *pSequenceOrActivity = STRING(pHint->HintActivityName());
|
|
const char *cSpace = strchr( pSequenceOrActivity, ' ' );
|
|
if ( cSpace )
|
|
{
|
|
if ( !Q_strncmp( cSpace+1, "teleport", 8 ) )
|
|
{
|
|
// Node is a teleport node, so it's good
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Check for clearance
|
|
trace_t tr;
|
|
AI_TraceHull( pHint->GetAbsOrigin(), pHint->GetAbsOrigin(), GetOuter()->WorldAlignMins(), GetOuter()->WorldAlignMaxs(), MASK_SOLID, GetOuter(), COLLISION_GROUP_NONE, &tr );
|
|
if ( tr.fraction == 1.0 )
|
|
return true;
|
|
|
|
// Report failures
|
|
if ( ai_debug_actbusy.GetInt() == 3 && GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT )
|
|
{
|
|
NDebugOverlay::Text( pHint->GetAbsOrigin(), "Node isn't clear.", false, 60 );
|
|
NDebugOverlay::Box( pHint->GetAbsOrigin(), GetOuter()->WorldAlignMins(), GetOuter()->WorldAlignMaxs(), 255,0,0, 8, 2.0 );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::CanSelectSchedule( void )
|
|
{
|
|
// Always active when we're busy
|
|
if ( m_bBusy || m_bForceActBusy || m_bNeedsToPlayExitAnim )
|
|
return true;
|
|
|
|
if ( !m_bEnabled )
|
|
return false;
|
|
|
|
if ( m_flDeferUntil > gpGlobals->curtime )
|
|
return false;
|
|
|
|
if ( CountEnemiesInSafeZone() > 0 )
|
|
{
|
|
// I have enemies left in the safe zone. Actbusy isn't appropriate.
|
|
// I should be off fighting them.
|
|
return false;
|
|
}
|
|
|
|
if ( !IsCurScheduleOverridable() )
|
|
return false;
|
|
|
|
// Don't select actbusy if we're not going to search for a node anyway
|
|
return (m_flNextBusySearchTime < gpGlobals->curtime);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if the current schedule is one that ActBusy is allowed to override
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::IsCurScheduleOverridable( void )
|
|
{
|
|
if( IsCombatActBusy() )
|
|
{
|
|
// The whole point of a combat actbusy is that it can run in any state (including combat)
|
|
// the only exception is SCRIPT (sjb)
|
|
return (GetOuter()->GetState() != NPC_STATE_SCRIPT);
|
|
}
|
|
|
|
// Act busies are not valid inside of a vehicle
|
|
if ( GetOuter()->IsInAVehicle() )
|
|
return false;
|
|
|
|
// Only if we're about to idle (or SCHED_NONE to catch newly spawned guys)
|
|
return ( IsCurSchedule( SCHED_IDLE_STAND ) || IsCurSchedule( SCHED_NONE ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pSound -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::ShouldIgnoreSound( CSound *pSound )
|
|
{
|
|
// If we're busy in an actbusy anim that's an ambush, stay mum as long as we can
|
|
if ( m_bBusy )
|
|
{
|
|
busyanim_t *pBusyAnim = g_ActBusyAnimDataSystem.GetBusyAnim( m_iCurrentBusyAnim );
|
|
|
|
if( pBusyAnim && pBusyAnim->iBusyInterruptType == BA_INT_ZOMBIESLUMP )
|
|
{
|
|
// Slumped zombies are deaf.
|
|
return true;
|
|
}
|
|
|
|
if ( pBusyAnim && ( ( pBusyAnim->iBusyInterruptType == BA_INT_AMBUSH ) || ( pBusyAnim->iBusyInterruptType == BA_INT_COMBAT ) ) )
|
|
{
|
|
/*
|
|
// Robin: First version ignored sounds in front of the NPC.
|
|
Vector vecToSound = (pSound->GetSoundReactOrigin() - GetAbsOrigin());
|
|
vecToSound.z = 0;
|
|
VectorNormalize( vecToSound );
|
|
Vector facingDir = GetOuter()->EyeDirection2D();
|
|
if ( DotProduct( vecToSound, facingDir ) > 0 )
|
|
return true;
|
|
*/
|
|
|
|
// Ignore sounds that aren't visible
|
|
if ( !GetOuter()->FVisible( pSound->GetSoundReactOrigin() ) )
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return BaseClass::ShouldIgnoreSound( pSound );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyBehavior::OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker )
|
|
{
|
|
if( IsCombatActBusy() && pSquadmate->IsPlayer() && IsInSafeZone( pAttacker ) )
|
|
{
|
|
SetCondition( COND_ACTBUSY_AWARE_OF_ENEMY_IN_SAFE_ZONE ); // Break the actbusy, if we're running it.
|
|
m_flDeferUntil = gpGlobals->curtime + 4.0f; // Stop actbusying and go deal with that enemy!!
|
|
}
|
|
|
|
BaseClass::OnFriendDamaged( pSquadmate, pAttacker );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Count the number of enemies of mine that are inside my safe zone
|
|
// volume.
|
|
//
|
|
// NOTE: We keep this count to prevent the NPC re-entering combat
|
|
// actbusy whilst too many enemies are present in the safe zone.
|
|
// This count does not automatically alert the NPC that there are
|
|
// enemies in the safe zone.
|
|
// You must set COND_ACTBUSY_AWARE_OF_ENEMY_IN_SAFE_ZONE to let
|
|
// the NPC know.
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_ActBusyBehavior::CountEnemiesInSafeZone()
|
|
{
|
|
if( !IsCombatActBusy() )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Grovel the AI list and count the enemies in the zone. By enemies, I mean
|
|
// anyone that I would fight if I saw.
|
|
CAI_BaseNPC ** ppAIs = g_AI_Manager.AccessAIs();
|
|
int nAIs = g_AI_Manager.NumAIs();
|
|
int count = 0;
|
|
|
|
for ( int i = 0; i < nAIs; i++ )
|
|
{
|
|
if( GetOuter()->IRelationType(ppAIs[i]) < D_LI )
|
|
{
|
|
if( IsInSafeZone(ppAIs[i]) )
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_ActBusyBehavior::OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
|
{
|
|
if( IsCombatActBusy() && info.GetAttacker() && IsInSafeZone( info.GetAttacker() ) )
|
|
{
|
|
SetCondition( COND_ACTBUSY_AWARE_OF_ENEMY_IN_SAFE_ZONE ); // Break the actbusy, if we're running it.
|
|
m_flDeferUntil = gpGlobals->curtime + 4.0f; // Stop actbusying and go deal with that enemy!!
|
|
}
|
|
|
|
return BaseClass::OnTakeDamage_Alive( info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyBehavior::GatherConditions( void )
|
|
{
|
|
// Clear this condition before we call up, since the look sensing code will run and
|
|
// set this condition if it is relevant.
|
|
if( !IsCurSchedule(SCHED_ACTBUSY_BUSY, false) )
|
|
{
|
|
// Only clear this condition when we aren't busying. We want it to be sticky
|
|
// during that time so that schedule selection works properly (sjb)
|
|
ClearCondition( COND_ACTBUSY_ENEMY_TOO_CLOSE );
|
|
}
|
|
|
|
BaseClass::GatherConditions();
|
|
|
|
bool bCheckLOS = true;
|
|
bool bCheckFOV = true;
|
|
|
|
if( m_hActBusyGoal && m_hActBusyGoal->m_iSightMethod == ACTBUSY_SIGHT_METHOD_LOS_ONLY )
|
|
{
|
|
bCheckFOV = false;
|
|
}
|
|
|
|
// If we have a see entity, make sure we can still see it
|
|
if ( m_hSeeEntity && m_bBusy )
|
|
{
|
|
if ( (!bCheckFOV||GetOuter()->FInViewCone(m_hSeeEntity)) && GetOuter()->QuerySeeEntity(m_hSeeEntity) && (!bCheckLOS||GetOuter()->FVisible(m_hSeeEntity)) )
|
|
{
|
|
m_fTimeLastSawSeeEntity = gpGlobals->curtime;
|
|
ClearCondition( COND_ACTBUSY_LOST_SEE_ENTITY );
|
|
}
|
|
else if( m_hActBusyGoal )
|
|
{
|
|
float fDelta = gpGlobals->curtime - m_fTimeLastSawSeeEntity;
|
|
if( fDelta >= m_hActBusyGoal->m_flSeeEntityTimeout )
|
|
{
|
|
SetCondition( COND_ACTBUSY_LOST_SEE_ENTITY );
|
|
m_hActBusyGoal->NPCLostSeeEntity( GetOuter() );
|
|
|
|
if( IsCombatActBusy() && (GetOuter()->Classify() == CLASS_PLAYER_ALLY_VITAL && m_hSeeEntity->IsPlayer()) )
|
|
{
|
|
// Defer any actbusying for several seconds. This serves as a heuristic for waiting
|
|
// for the player to settle after moving out of the room. This helps Alyx pick a more
|
|
// pertinent Actbusy near the player's new location.
|
|
m_flDeferUntil = gpGlobals->curtime + 4.0f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ClearCondition( COND_ACTBUSY_LOST_SEE_ENTITY );
|
|
}
|
|
|
|
// If we're busy, ignore sounds depending on our actbusy break rules
|
|
if ( m_bBusy )
|
|
{
|
|
busyanim_t *pBusyAnim = g_ActBusyAnimDataSystem.GetBusyAnim( m_iCurrentBusyAnim );
|
|
if ( pBusyAnim )
|
|
{
|
|
switch( pBusyAnim->iBusyInterruptType )
|
|
{
|
|
case BA_INT_DANGER:
|
|
break;
|
|
|
|
case BA_INT_AMBUSH:
|
|
break;
|
|
|
|
case BA_INT_ZOMBIESLUMP:
|
|
{
|
|
ClearCondition( COND_HEAR_PLAYER );
|
|
ClearCondition( COND_SEE_ENEMY );
|
|
ClearCondition( COND_NEW_ENEMY );
|
|
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
|
|
|
|
if( pPlayer )
|
|
{
|
|
float flDist = pPlayer->GetAbsOrigin().DistTo( GetAbsOrigin() );
|
|
|
|
if( flDist <= 60 )
|
|
{
|
|
StopBusying();
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case BA_INT_COMBAT:
|
|
// Ignore the player unless he shoots at us
|
|
ClearCondition( COND_HEAR_PLAYER );
|
|
ClearCondition( COND_SEE_ENEMY );
|
|
ClearCondition( COND_NEW_ENEMY );
|
|
break;
|
|
|
|
case BA_INT_PLAYER:
|
|
// Clear all but player.
|
|
ClearCondition( COND_HEAR_DANGER );
|
|
ClearCondition( COND_HEAR_COMBAT );
|
|
ClearCondition( COND_HEAR_WORLD );
|
|
ClearCondition( COND_HEAR_BULLET_IMPACT );
|
|
break;
|
|
|
|
case BA_INT_SIEGE_DEFENSE:
|
|
ClearCondition( COND_HEAR_PLAYER );
|
|
ClearCondition( COND_SEE_ENEMY );
|
|
ClearCondition( COND_NEW_ENEMY );
|
|
ClearCondition( COND_HEAR_COMBAT );
|
|
ClearCondition( COND_HEAR_WORLD );
|
|
ClearCondition( COND_HEAR_BULLET_IMPACT );
|
|
break;
|
|
|
|
case BA_INT_NONE:
|
|
// Clear all
|
|
ClearCondition( COND_HEAR_DANGER );
|
|
ClearCondition( COND_HEAR_COMBAT );
|
|
ClearCondition( COND_HEAR_WORLD );
|
|
ClearCondition( COND_HEAR_BULLET_IMPACT );
|
|
ClearCondition( COND_HEAR_PLAYER );
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( m_bAutoFireWeapon && random->RandomInt(0, 5) <= 3 )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = GetOuter()->GetActiveWeapon();
|
|
|
|
if( pWeapon )
|
|
{
|
|
pWeapon->Operator_ForceNPCFire( GetOuter(), false );
|
|
}
|
|
}
|
|
|
|
if( ai_debug_actbusy.GetInt() == 5 )
|
|
{
|
|
// Visualize them there Actbusy safe volumes
|
|
for( int i = 0 ; i < m_SafeZones.Count() ; i++ )
|
|
{
|
|
busysafezone_t *pSafeZone = &m_SafeZones[i];
|
|
|
|
Vector vecBoxOrigin = (pSafeZone->vecMins + pSafeZone->vecMaxs) * 0.5f;
|
|
Vector vecBoxMins = vecBoxOrigin - pSafeZone->vecMins;
|
|
Vector vecBoxMaxs = vecBoxOrigin - pSafeZone->vecMaxs;
|
|
NDebugOverlay::Box( vecBoxOrigin, vecBoxMins, vecBoxMaxs, 255, 0, 255, 64, 0.2f );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyBehavior::EndScheduleSelection( void )
|
|
{
|
|
NotifyBusyEnding();
|
|
|
|
CheckAndCleanupOnExit();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : nActivity -
|
|
//-----------------------------------------------------------------------------
|
|
Activity CAI_ActBusyBehavior::NPC_TranslateActivity( Activity nActivity )
|
|
{
|
|
// Find out what the base class wants to do with the activity
|
|
Activity nNewActivity = BaseClass::NPC_TranslateActivity( nActivity );
|
|
|
|
if( nActivity == ACT_RUN )
|
|
{
|
|
// FIXME: Forcing STIMULATED here is illegal if the entity doesn't support it as an activity
|
|
CAI_PlayerAlly *pAlly = dynamic_cast<CAI_PlayerAlly*>(GetOuter());
|
|
if ( pAlly )
|
|
return ACT_RUN_STIMULATED;
|
|
}
|
|
|
|
// Else stay with the base class' decision.
|
|
return nNewActivity;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyBehavior::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
if( pEvent->event == AE_ACTBUSY_WEAPON_FIRE_ON )
|
|
{
|
|
m_bAutoFireWeapon = true;
|
|
return;
|
|
}
|
|
else if( pEvent->event == AE_ACTBUSY_WEAPON_FIRE_OFF )
|
|
{
|
|
m_bAutoFireWeapon = false;
|
|
return;
|
|
}
|
|
|
|
|
|
return BaseClass::HandleAnimEvent( pEvent );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Actbusy's ending, ensure we haven't left NPC in broken state.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyBehavior::CheckAndCleanupOnExit( void )
|
|
{
|
|
if ( m_bNeedsToPlayExitAnim && !GetOuter()->IsMarkedForDeletion() && GetOuter()->IsAlive() )
|
|
{
|
|
Warning("NPC %s(%s) left actbusy without playing exit anim.\n", GetOuter()->GetDebugName(), GetOuter()->GetClassname() );
|
|
m_bNeedsToPlayExitAnim = false;
|
|
}
|
|
|
|
GetOuter()->RemoveFlag( FL_FLY );
|
|
|
|
// If we're supposed to use render bounds while inside the busy anim, restore normal now
|
|
if ( m_bUseRenderBoundsForCollision )
|
|
{
|
|
GetOuter()->SetHullSizeNormal( true );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyBehavior::BuildScheduleTestBits( void )
|
|
{
|
|
BaseClass::BuildScheduleTestBits();
|
|
|
|
// When going to an actbusy, we can't be interrupted during the entry anim
|
|
if ( IsCurSchedule(SCHED_ACTBUSY_START_BUSYING) )
|
|
{
|
|
if ( GetOuter()->GetTask()->iTask == TASK_ACTBUSY_PLAY_ENTRY )
|
|
return;
|
|
|
|
GetOuter()->SetCustomInterruptCondition( COND_PROVOKED );
|
|
|
|
if( IsCombatActBusy() )
|
|
{
|
|
GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal(COND_ACTBUSY_ENEMY_TOO_CLOSE) );
|
|
}
|
|
}
|
|
|
|
// If we're in a queue, or leaving, we have no extra conditions
|
|
if ( m_bInQueue || IsCurSchedule( SCHED_ACTBUSY_LEAVE ) )
|
|
return;
|
|
|
|
// If we're not busy, or we're exiting a busy, we have no extra conditions
|
|
if ( !m_bBusy || IsCurSchedule( SCHED_ACTBUSY_STOP_BUSYING ) )
|
|
return;
|
|
|
|
busyanim_t *pBusyAnim = g_ActBusyAnimDataSystem.GetBusyAnim( m_iCurrentBusyAnim );
|
|
if ( pBusyAnim )
|
|
{
|
|
switch( pBusyAnim->iBusyInterruptType )
|
|
{
|
|
case BA_INT_ZOMBIESLUMP:
|
|
{
|
|
GetOuter()->SetCustomInterruptCondition( COND_LIGHT_DAMAGE );
|
|
GetOuter()->SetCustomInterruptCondition( COND_HEAVY_DAMAGE );
|
|
}
|
|
break;
|
|
|
|
case BA_INT_SIEGE_DEFENSE:
|
|
{
|
|
GetOuter()->SetCustomInterruptCondition( COND_HEAR_DANGER );
|
|
GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal(COND_ACTBUSY_AWARE_OF_ENEMY_IN_SAFE_ZONE) );
|
|
GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal(COND_ACTBUSY_ENEMY_TOO_CLOSE) );
|
|
}
|
|
break;
|
|
|
|
case BA_INT_AMBUSH:
|
|
case BA_INT_DANGER:
|
|
{
|
|
GetOuter()->SetCustomInterruptCondition( COND_LIGHT_DAMAGE );
|
|
GetOuter()->SetCustomInterruptCondition( COND_HEAVY_DAMAGE );
|
|
GetOuter()->SetCustomInterruptCondition( COND_HEAR_DANGER );
|
|
GetOuter()->SetCustomInterruptCondition( COND_HEAR_COMBAT );
|
|
GetOuter()->SetCustomInterruptCondition( COND_HEAR_BULLET_IMPACT );
|
|
GetOuter()->SetCustomInterruptCondition( COND_NEW_ENEMY );
|
|
GetOuter()->SetCustomInterruptCondition( COND_SEE_ENEMY );
|
|
GetOuter()->SetCustomInterruptCondition( COND_PLAYER_ADDED_TO_SQUAD );
|
|
GetOuter()->SetCustomInterruptCondition( COND_RECEIVED_ORDERS );
|
|
break;
|
|
}
|
|
|
|
case BA_INT_PLAYER:
|
|
{
|
|
GetOuter()->SetCustomInterruptCondition( COND_LIGHT_DAMAGE );
|
|
GetOuter()->SetCustomInterruptCondition( COND_HEAVY_DAMAGE );
|
|
GetOuter()->SetCustomInterruptCondition( COND_HEAR_DANGER );
|
|
GetOuter()->SetCustomInterruptCondition( COND_HEAR_COMBAT );
|
|
GetOuter()->SetCustomInterruptCondition( COND_HEAR_BULLET_IMPACT );
|
|
GetOuter()->SetCustomInterruptCondition( COND_NEW_ENEMY );
|
|
GetOuter()->SetCustomInterruptCondition( COND_PLAYER_ADDED_TO_SQUAD );
|
|
GetOuter()->SetCustomInterruptCondition( COND_RECEIVED_ORDERS );
|
|
|
|
// The player can interrupt us
|
|
GetOuter()->SetCustomInterruptCondition( COND_SEE_PLAYER );
|
|
break;
|
|
}
|
|
|
|
case BA_INT_COMBAT:
|
|
{
|
|
GetOuter()->SetCustomInterruptCondition( COND_LIGHT_DAMAGE );
|
|
GetOuter()->SetCustomInterruptCondition( COND_HEAVY_DAMAGE );
|
|
GetOuter()->SetCustomInterruptCondition( COND_HEAR_DANGER );
|
|
break;
|
|
}
|
|
|
|
case BA_INT_NONE:
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_ActBusyBehavior::SelectScheduleForLeaving( void )
|
|
{
|
|
// Are we already near an exit node?
|
|
if ( GetHintNode() )
|
|
{
|
|
if ( GetHintNode()->HintType() == HINT_NPC_EXIT_POINT )
|
|
{
|
|
// Are we near it? If so, we're done. If not, move to it.
|
|
if ( UTIL_DistApprox( GetHintNode()->GetAbsOrigin(), GetAbsOrigin() ) < 64 )
|
|
{
|
|
if ( !GetOuter()->IsMarkedForDeletion() )
|
|
{
|
|
CBaseEntity *pOwner = GetOuter()->GetOwnerEntity();
|
|
if ( pOwner )
|
|
{
|
|
pOwner->DeathNotice( GetOuter() );
|
|
GetOuter()->SetOwnerEntity( NULL );
|
|
}
|
|
GetOuter()->SetThink( &CBaseEntity::SUB_Remove); //SUB_Remove) ; //GetOuter()->SUB_Remove );
|
|
GetOuter()->SetNextThink( gpGlobals->curtime + 0.1 );
|
|
|
|
if ( m_hActBusyGoal )
|
|
{
|
|
m_hActBusyGoal->NPCLeft( GetOuter() );
|
|
}
|
|
}
|
|
|
|
return SCHED_IDLE_STAND;
|
|
}
|
|
|
|
return SCHED_ACTBUSY_LEAVE;
|
|
}
|
|
else
|
|
{
|
|
// Clear the node, it's no use to us
|
|
GetHintNode()->NPCStoppedUsing( GetOuter() );
|
|
GetHintNode()->Unlock();
|
|
SetHintNode( NULL );
|
|
}
|
|
}
|
|
|
|
// Find an exit node
|
|
CHintCriteria hintCriteria;
|
|
hintCriteria.SetHintType( HINT_NPC_EXIT_POINT );
|
|
hintCriteria.SetFlag( bits_HINT_NODE_RANDOM | bits_HINT_NODE_CLEAR | bits_HINT_NODE_USE_GROUP );
|
|
CAI_Hint *pNode = CAI_HintManager::FindHintRandom( GetOuter(), GetOuter()->GetAbsOrigin(), hintCriteria );
|
|
if ( pNode )
|
|
{
|
|
SetHintNode( pNode );
|
|
return SCHED_ACTBUSY_LEAVE;
|
|
}
|
|
|
|
// We've been told to leave, but we can't find an exit node. What to do?
|
|
return SCHED_IDLE_STAND;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_ActBusyBehavior::SelectScheduleWhileNotBusy( int iBase )
|
|
{
|
|
// Randomly act busy (unless we're being forced, in which case we should search immediately)
|
|
if ( m_bForceActBusy || m_flNextBusySearchTime < gpGlobals->curtime )
|
|
{
|
|
// If we're being forced, think again quickly
|
|
if ( m_bForceActBusy || IsCombatActBusy() )
|
|
{
|
|
m_flNextBusySearchTime = gpGlobals->curtime + 2.0;
|
|
}
|
|
else
|
|
{
|
|
m_flNextBusySearchTime = gpGlobals->curtime + RandomFloat(ai_actbusy_search_time.GetFloat(), ai_actbusy_search_time.GetFloat()*2);
|
|
}
|
|
|
|
// We may already have a node
|
|
bool bForceTeleport = false;
|
|
CAI_Hint *pNode = GetHintNode();
|
|
if ( !pNode )
|
|
{
|
|
if( IsCombatActBusy() )
|
|
{
|
|
if ( m_hActBusyGoal->IsCombatActBusyTeleportAllowed() && m_iNumConsecutivePathFailures >= 2 && !AI_GetSinglePlayer()->FInViewCone(GetOuter()) )
|
|
{
|
|
// Looks like I've tried several times to find a path to a valid hint node and
|
|
// haven't been able to. This means I'm on a patch of node graph that simply
|
|
// does not connect to any hint nodes that match my criteria. So try to find
|
|
// a node that's safe to teleport to. (sjb) ep2_outland_10 (Alyx)
|
|
// (Also, I must not be in the player's viewcone)
|
|
pNode = FindCombatActBusyTeleportHintNode();
|
|
bForceTeleport = true;
|
|
}
|
|
else
|
|
{
|
|
pNode = FindCombatActBusyHintNode();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pNode = FindActBusyHintNode();
|
|
}
|
|
}
|
|
if ( pNode )
|
|
{
|
|
// Ensure we've got a sequence for the node
|
|
const char *pSequenceOrActivity = STRING(pNode->HintActivityName());
|
|
Activity iNodeActivity;
|
|
int iBusyAnim;
|
|
|
|
// See if the node specifies that we should teleport to it
|
|
const char *cSpace = strchr( pSequenceOrActivity, ' ' );
|
|
if ( cSpace )
|
|
{
|
|
if ( !Q_strncmp( cSpace+1, "teleport", 8 ) )
|
|
{
|
|
m_bTeleportToBusy = true;
|
|
}
|
|
|
|
char sActOrSeqName[512];
|
|
Q_strncpy( sActOrSeqName, pSequenceOrActivity, (cSpace-pSequenceOrActivity)+1 );
|
|
iNodeActivity = (Activity)CAI_BaseNPC::GetActivityID( sActOrSeqName );
|
|
iBusyAnim = g_ActBusyAnimDataSystem.FindBusyAnim( iNodeActivity, sActOrSeqName );
|
|
}
|
|
else
|
|
{
|
|
iNodeActivity = (Activity)CAI_BaseNPC::GetActivityID( pSequenceOrActivity );
|
|
iBusyAnim = g_ActBusyAnimDataSystem.FindBusyAnim( iNodeActivity, pSequenceOrActivity );
|
|
}
|
|
|
|
// Does this NPC have the activity or sequence for this node?
|
|
if ( HasAnimForActBusy( iBusyAnim, BA_BUSY ) )
|
|
{
|
|
if ( HasCondition(COND_ACTBUSY_LOST_SEE_ENTITY) )
|
|
{
|
|
// We've lost our see entity, which means we can't continue.
|
|
if ( m_bForceActBusy )
|
|
{
|
|
// We were being told to act busy, which we can't do now that we've lost the see entity.
|
|
// Abort, and assume that the mapmaker will make us retry.
|
|
StopBusying();
|
|
}
|
|
return iBase;
|
|
}
|
|
|
|
m_iCurrentBusyAnim = iBusyAnim;
|
|
if ( m_iCurrentBusyAnim == -1 )
|
|
return iBase;
|
|
|
|
if ( ai_debug_actbusy.GetInt() == 4 )
|
|
{
|
|
Msg("ACTBUSY: NPC %s (%s) found Actbusy node %s \n", GetOuter()->GetClassname(), GetOuter()->GetDebugName(), pNode->GetDebugName() );
|
|
}
|
|
|
|
if ( GetHintNode() )
|
|
{
|
|
GetHintNode()->Unlock();
|
|
}
|
|
|
|
SetHintNode( pNode );
|
|
if ( GetHintNode() && GetHintNode()->Lock( GetOuter() ) )
|
|
{
|
|
if ( ai_debug_actbusy.GetInt() == 2 )
|
|
{
|
|
// Show which actbusy we're moving towards
|
|
NDebugOverlay::Line( GetOuter()->WorldSpaceCenter(), pNode->GetAbsOrigin(), 0, 255, 0, true, 5.0 );
|
|
NDebugOverlay::Box( pNode->GetAbsOrigin(), GetOuter()->WorldAlignMins(), GetOuter()->WorldAlignMaxs(), 0, 255, 0, 64, 5.0 );
|
|
}
|
|
|
|
// Let our act busy know we're moving to a node
|
|
if ( m_hActBusyGoal )
|
|
{
|
|
m_hActBusyGoal->NPCMovingToBusy( GetOuter() );
|
|
}
|
|
|
|
m_bMovingToBusy = true;
|
|
|
|
if( m_hActBusyGoal && m_hActBusyGoal->m_iszSeeEntityName != NULL_STRING )
|
|
{
|
|
// Set the see entity Handle if we have one.
|
|
m_hSeeEntity.Set( gEntList.FindEntityByName(NULL, m_hActBusyGoal->m_iszSeeEntityName) );
|
|
}
|
|
|
|
// At this point we know we're starting.
|
|
ClearCondition( COND_ACTBUSY_AWARE_OF_ENEMY_IN_SAFE_ZONE );
|
|
|
|
// If we're supposed to teleport, do that instead
|
|
if ( m_bTeleportToBusy )
|
|
{
|
|
return SCHED_ACTBUSY_TELEPORT_TO_BUSY;
|
|
}
|
|
else if( bForceTeleport )
|
|
{
|
|
// We found a place to go, so teleport there and forget that we ever had trouble.
|
|
m_iNumConsecutivePathFailures = 0;
|
|
return SCHED_ACTBUSY_TELEPORT_TO_BUSY;
|
|
}
|
|
|
|
return SCHED_ACTBUSY_START_BUSYING;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// WE DIDN'T FIND A NODE!
|
|
if( IsCombatActBusy() )
|
|
{
|
|
// Don't try again right away, not enough state will have changed.
|
|
// Just go do something useful for a few seconds.
|
|
m_flNextBusySearchTime = gpGlobals->curtime + 10.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return SCHED_NONE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_ActBusyBehavior::SelectScheduleWhileBusy( void )
|
|
{
|
|
// Are we supposed to stop on our current actbusy, but stay in the actbusy state?
|
|
if ( !ActBusyNodeStillActive() || (m_flEndBusyAt && gpGlobals->curtime >= m_flEndBusyAt) )
|
|
{
|
|
if ( ai_debug_actbusy.GetInt() == 4 )
|
|
{
|
|
Msg("ACTBUSY: NPC %s (%s) ending actbusy.\n", GetOuter()->GetClassname(), GetOuter()->GetDebugName() );
|
|
}
|
|
|
|
StopBusying();
|
|
return SCHED_ACTBUSY_STOP_BUSYING;
|
|
}
|
|
|
|
if( IsCombatActBusy() && (HasCondition(COND_ACTBUSY_AWARE_OF_ENEMY_IN_SAFE_ZONE) || HasCondition(COND_ACTBUSY_ENEMY_TOO_CLOSE)) )
|
|
{
|
|
return SCHED_ACTBUSY_STOP_BUSYING;
|
|
}
|
|
|
|
return SCHED_ACTBUSY_BUSY;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_ActBusyBehavior::SelectSchedule()
|
|
{
|
|
int iBase = BaseClass::SelectSchedule();
|
|
|
|
// Only do something if the base ai doesn't want to do anything
|
|
if ( !IsCombatActBusy() && !m_bForceActBusy && iBase != SCHED_IDLE_STAND )
|
|
{
|
|
// If we're busy, we need to get out of it first
|
|
if ( m_bBusy )
|
|
return SCHED_ACTBUSY_STOP_BUSYING;
|
|
|
|
CheckAndCleanupOnExit();
|
|
return iBase;
|
|
}
|
|
|
|
// If we're supposed to be leaving, find a leave node and exit
|
|
if ( m_bLeaving )
|
|
return SelectScheduleForLeaving();
|
|
|
|
// NPCs should not be busy if the actbusy behaviour has been disabled, or if they've received player squad commands
|
|
bool bShouldNotBeBusy = (!m_bEnabled || HasCondition( COND_PLAYER_ADDED_TO_SQUAD ) || HasCondition( COND_RECEIVED_ORDERS ) );
|
|
if ( bShouldNotBeBusy )
|
|
{
|
|
if ( !GetOuter()->IsMarkedForDeletion() && GetOuter()->IsAlive() )
|
|
return SCHED_ACTBUSY_STOP_BUSYING;
|
|
}
|
|
else
|
|
{
|
|
if ( m_bBusy )
|
|
return SelectScheduleWhileBusy();
|
|
|
|
// I'm not busy, and I'm supposed to be
|
|
int schedule = SelectScheduleWhileNotBusy( iBase );
|
|
if ( schedule != SCHED_NONE )
|
|
return schedule;
|
|
}
|
|
|
|
CheckAndCleanupOnExit();
|
|
return iBase;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::ActBusyNodeStillActive( void )
|
|
{
|
|
if ( !GetHintNode() )
|
|
return false;
|
|
|
|
return ( GetHintNode()->IsDisabled() == false );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::IsInterruptable( void )
|
|
{
|
|
if ( IsActive() )
|
|
return false;
|
|
|
|
return BaseClass::IsInterruptable();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::CanFlinch( void )
|
|
{
|
|
if ( m_bNeedsToPlayExitAnim )
|
|
return false;
|
|
|
|
return BaseClass::CanFlinch();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::CanRunAScriptedNPCInteraction( bool bForced )
|
|
{
|
|
// Prevent interactions during actbusy modes
|
|
if ( IsActive() )
|
|
return false;
|
|
|
|
return BaseClass::CanRunAScriptedNPCInteraction( bForced );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyBehavior::OnScheduleChange()
|
|
{
|
|
if( IsCurSchedule(SCHED_ACTBUSY_BUSY, false) )
|
|
{
|
|
if( HasCondition(COND_SEE_ENEMY) )
|
|
{
|
|
m_bExitedBusyToDueSeeEnemy = true;
|
|
}
|
|
|
|
if( HasCondition(COND_ACTBUSY_LOST_SEE_ENTITY) )
|
|
{
|
|
m_bExitedBusyToDueLostSeeEntity = true;
|
|
}
|
|
}
|
|
|
|
BaseClass::OnScheduleChange();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::QueryHearSound( CSound *pSound )
|
|
{
|
|
// Ignore friendly created combat sounds while in an actbusy.
|
|
// Fixes friendly NPCs going in & out of actbusies when the
|
|
// player fires shots at their feet.
|
|
if ( pSound->IsSoundType( SOUND_COMBAT ) || pSound->IsSoundType( SOUND_BULLET_IMPACT ) )
|
|
{
|
|
if ( GetOuter()->IRelationType( pSound->m_hOwner ) == D_LI )
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::QueryHearSound( pSound );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Because none of the startbusy schedules break on COND_NEW_ENEMY
|
|
// we have to do this distance check against all enemy NPCs we
|
|
// see as we're traveling to an ACTBUSY node
|
|
//-----------------------------------------------------------------------------
|
|
#define ACTBUSY_ENEMY_TOO_CLOSE_DIST_SQR Square(240) // 20 feet
|
|
void CAI_ActBusyBehavior::OnSeeEntity( CBaseEntity *pEntity )
|
|
{
|
|
BaseClass::OnSeeEntity( pEntity );
|
|
|
|
if( IsCombatActBusy() && GetOuter()->IRelationType(pEntity) < D_LI )
|
|
{
|
|
if( pEntity->GetAbsOrigin().DistToSqr( GetAbsOrigin() ) <= ACTBUSY_ENEMY_TOO_CLOSE_DIST_SQR )
|
|
{
|
|
SetCondition( COND_ACTBUSY_ENEMY_TOO_CLOSE );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::ShouldPlayerAvoid( void )
|
|
{
|
|
if( IsCombatActBusy() )
|
|
{
|
|
// Alyx is only allowed to push if she's getting into or out of an actbusy
|
|
// animation. She isn't allowed to shove you around while she's running around
|
|
if ( IsCurSchedule(SCHED_ACTBUSY_START_BUSYING) )
|
|
{
|
|
if ( GetCurTask() && GetCurTask()->iTask == TASK_ACTBUSY_PLAY_ENTRY )
|
|
return true;
|
|
}
|
|
else if ( IsCurSchedule(SCHED_ACTBUSY_STOP_BUSYING) )
|
|
{
|
|
if ( GetCurTask() && GetCurTask()->iTask == TASK_ACTBUSY_PLAY_EXIT )
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( IsCurSchedule ( SCHED_ACTBUSY_START_BUSYING ) )
|
|
{
|
|
if ( ( GetCurTask() && GetCurTask()->iTask == TASK_WAIT_FOR_MOVEMENT ) || GetOuter()->GetTask()->iTask == TASK_ACTBUSY_PLAY_ENTRY )
|
|
return true;
|
|
}
|
|
else if ( IsCurSchedule(SCHED_ACTBUSY_STOP_BUSYING) )
|
|
{
|
|
if ( GetCurTask() && GetCurTask()->iTask == TASK_ACTBUSY_PLAY_EXIT )
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return BaseClass::ShouldPlayerAvoid();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyBehavior::ComputeAndSetRenderBounds()
|
|
{
|
|
Vector mins, maxs;
|
|
if ( GetOuter()->ComputeHitboxSurroundingBox( &mins, &maxs ) )
|
|
{
|
|
UTIL_SetSize( GetOuter(), mins - GetAbsOrigin(), maxs - GetAbsOrigin());
|
|
if ( GetOuter()->VPhysicsGetObject() )
|
|
{
|
|
GetOuter()->SetupVPhysicsHull();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true if the current NPC is acting busy, or moving to an actbusy
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::IsActive( void )
|
|
{
|
|
return ( m_bBusy || m_bForceActBusy || m_bNeedsToPlayExitAnim || m_bLeaving );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::IsCombatActBusy()
|
|
{
|
|
if( m_hActBusyGoal != NULL )
|
|
return (m_hActBusyGoal->GetType() == ACTBUSY_TYPE_COMBAT);
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyBehavior::CollectSafeZoneVolumes( CAI_ActBusyGoal *pActBusyGoal )
|
|
{
|
|
// Reset these, so we don't use a volume from a previous actbusy goal.
|
|
m_SafeZones.RemoveAll();
|
|
|
|
if( pActBusyGoal->m_iszSafeZoneVolume != NULL_STRING )
|
|
{
|
|
CBaseEntity *pVolume = gEntList.FindEntityByName( NULL, pActBusyGoal->m_iszSafeZoneVolume );
|
|
|
|
while( pVolume != NULL )
|
|
{
|
|
busysafezone_t newSafeZone;
|
|
pVolume->CollisionProp()->WorldSpaceAABB( &newSafeZone.vecMins, &newSafeZone.vecMaxs );
|
|
m_SafeZones.AddToTail( newSafeZone );
|
|
pVolume = gEntList.FindEntityByName( pVolume, pActBusyGoal->m_iszSafeZoneVolume );
|
|
}
|
|
}
|
|
|
|
if( ai_debug_actbusy.GetInt() == 5 )
|
|
{
|
|
Msg( "Actbusy collected %d safe zones\n", m_SafeZones.Count() );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::IsInSafeZone( CBaseEntity *pEntity )
|
|
{
|
|
Vector vecLocation = pEntity->WorldSpaceCenter();
|
|
|
|
for( int i = 0 ; i < m_SafeZones.Count() ; i++ )
|
|
{
|
|
busysafezone_t *pSafeZone = &m_SafeZones[i];
|
|
|
|
if( vecLocation.x > pSafeZone->vecMins.x &&
|
|
vecLocation.y > pSafeZone->vecMins.y &&
|
|
vecLocation.z > pSafeZone->vecMins.z &&
|
|
|
|
vecLocation.x < pSafeZone->vecMaxs.x &&
|
|
vecLocation.y < pSafeZone->vecMaxs.y &&
|
|
vecLocation.z < pSafeZone->vecMaxs.z )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if this NPC has the anims required to use the specified actbusy hint
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::HasAnimForActBusy( int iActBusy, busyanimparts_t AnimPart )
|
|
{
|
|
if ( iActBusy == -1 )
|
|
return false;
|
|
|
|
busyanim_t *pBusyAnim = g_ActBusyAnimDataSystem.GetBusyAnim( iActBusy );
|
|
if ( !pBusyAnim )
|
|
return false;
|
|
|
|
// Try and play the sequence first
|
|
if ( pBusyAnim->iszSequences[AnimPart] != NULL_STRING )
|
|
return (GetOuter()->LookupSequence( (char*)STRING(pBusyAnim->iszSequences[AnimPart]) ) != ACTIVITY_NOT_AVAILABLE);
|
|
|
|
// Try and play the activity second
|
|
if ( pBusyAnim->iActivities[AnimPart] != ACT_INVALID )
|
|
return GetOuter()->HaveSequenceForActivity( pBusyAnim->iActivities[AnimPart] );
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Play the sound associated with the specified part of the current actbusy, if any
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyBehavior::PlaySoundForActBusy( busyanimparts_t AnimPart )
|
|
{
|
|
busyanim_t *pBusyAnim = g_ActBusyAnimDataSystem.GetBusyAnim( m_iCurrentBusyAnim );
|
|
if ( !pBusyAnim )
|
|
return;
|
|
|
|
// Play the sound
|
|
if ( pBusyAnim->iszSounds[AnimPart] != NULL_STRING )
|
|
{
|
|
// See if we can treat it as a game sound name
|
|
CSoundParameters params;
|
|
if ( GetOuter()->GetParametersForSound( STRING(pBusyAnim->iszSounds[AnimPart]), params, STRING(GetOuter()->GetModelName()) ) )
|
|
{
|
|
CPASAttenuationFilter filter( GetOuter() );
|
|
GetOuter()->EmitSound( filter, GetOuter()->entindex(), params );
|
|
}
|
|
else
|
|
{
|
|
// Assume it's a response concept, and try to speak it
|
|
CAI_Expresser *pExpresser = GetOuter()->GetExpresser();
|
|
if ( pExpresser )
|
|
{
|
|
const char *concept = STRING(pBusyAnim->iszSounds[AnimPart]);
|
|
|
|
// Must be able to speak the concept
|
|
if ( !pExpresser->IsSpeaking() && pExpresser->CanSpeakConcept( concept ) )
|
|
{
|
|
pExpresser->Speak( concept );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Play a sequence or activity for the current actbusy
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ActBusyBehavior::PlayAnimForActBusy( busyanimparts_t AnimPart )
|
|
{
|
|
busyanim_t *pBusyAnim = g_ActBusyAnimDataSystem.GetBusyAnim( m_iCurrentBusyAnim );
|
|
if ( !pBusyAnim )
|
|
return false;
|
|
|
|
// Try and play the sequence first
|
|
if ( pBusyAnim->iszSequences[AnimPart] != NULL_STRING )
|
|
{
|
|
GetOuter()->SetSequenceByName( (char*)STRING(pBusyAnim->iszSequences[AnimPart]) );
|
|
GetOuter()->SetIdealActivity( ACT_DO_NOT_DISTURB );
|
|
return true;
|
|
}
|
|
|
|
// Try and play the activity second
|
|
if ( pBusyAnim->iActivities[AnimPart] != ACT_INVALID )
|
|
{
|
|
GetOuter()->SetIdealActivity( pBusyAnim->iActivities[AnimPart] );
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyBehavior::StartTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_ACTBUSY_PLAY_BUSY_ANIM:
|
|
{
|
|
// If we're not enabled here, it's due to the actbusy being deactivated during
|
|
// the NPC's entry animation. We can't abort in the middle of the entry, so we
|
|
// arrive here with a disabled actbusy behaviour. Exit gracefully.
|
|
if ( !m_bEnabled )
|
|
{
|
|
TaskComplete();
|
|
return;
|
|
}
|
|
|
|
// Set the flag to remind the code to recompute the NPC's box from render bounds.
|
|
// This is used to delay the process so that we don't get a box built from render bounds
|
|
// when a character is still interpolating to their busy pose.
|
|
m_bNeedToSetBounds = true;
|
|
|
|
// Get the busyanim for the specified activity
|
|
busyanim_t *pBusyAnim = g_ActBusyAnimDataSystem.GetBusyAnim( m_iCurrentBusyAnim );
|
|
|
|
// We start "flying" so we don't collide with the world, in case the level
|
|
// designer has us sitting on a chair, etc.
|
|
if( !pBusyAnim || !pBusyAnim->bUseAutomovement )
|
|
{
|
|
GetOuter()->AddFlag( FL_FLY );
|
|
}
|
|
|
|
GetOuter()->SetGroundEntity( NULL );
|
|
|
|
// Fail if we're not on the node & facing the correct way
|
|
// We only do this check if we're still moving to the busy. This will only
|
|
// be true if there was no entry animation for this busy. We do it this way
|
|
// because the entry code contains this same check, and so we assume we're
|
|
// valid even if we're off now, because some entry animations move the
|
|
// character off the node.
|
|
if ( m_bMovingToBusy )
|
|
{
|
|
if ( UTIL_DistApprox( GetHintNode()->GetAbsOrigin(), GetAbsOrigin() ) > 16 || !GetOuter()->FacingIdeal() )
|
|
{
|
|
TaskFail( "Not correctly on hintnode" );
|
|
m_flEndBusyAt = gpGlobals->curtime;
|
|
return;
|
|
}
|
|
}
|
|
|
|
m_bMovingToBusy = false;
|
|
|
|
if ( !ActBusyNodeStillActive() )
|
|
{
|
|
TaskFail( FAIL_NO_HINT_NODE );
|
|
return;
|
|
}
|
|
|
|
// Have we just started using this node?
|
|
if ( !m_bBusy )
|
|
{
|
|
m_bBusy = true;
|
|
|
|
GetHintNode()->NPCStartedUsing( GetOuter() );
|
|
if ( m_hActBusyGoal )
|
|
{
|
|
m_hActBusyGoal->NPCStartedBusy( GetOuter() );
|
|
}
|
|
|
|
if ( pBusyAnim )
|
|
{
|
|
float flMaxTime = pBusyAnim->flMaxTime;
|
|
float flMinTime = pBusyAnim->flMinTime;
|
|
|
|
// Mapmaker input may have specified it's own max time
|
|
if ( m_bForceActBusy && m_flForcedMaxTime != NO_MAX_TIME )
|
|
{
|
|
flMaxTime = m_flForcedMaxTime;
|
|
|
|
// Don't let non-unlimited time amounts be less than the mintime
|
|
if ( flMaxTime && flMaxTime < flMinTime )
|
|
{
|
|
flMinTime = flMaxTime;
|
|
}
|
|
}
|
|
|
|
// If we have no max time, or we're in a queue, we loop forever.
|
|
if ( !flMaxTime || m_bInQueue )
|
|
{
|
|
m_flEndBusyAt = 0;
|
|
GetOuter()->SetWait( 99999 );
|
|
}
|
|
else
|
|
{
|
|
float flTime = RandomFloat(flMinTime, flMaxTime);
|
|
m_flEndBusyAt = gpGlobals->curtime + flTime;
|
|
GetOuter()->SetWait( flTime );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Start playing the act busy
|
|
PlayAnimForActBusy( BA_BUSY );
|
|
PlaySoundForActBusy( BA_BUSY );
|
|
|
|
// Now that we're busy, we don't need to be forced anymore
|
|
m_bForceActBusy = false;
|
|
m_bTeleportToBusy = false;
|
|
m_bUseNearestBusy = false;
|
|
m_ForcedActivity = ACT_INVALID;
|
|
|
|
// If we're supposed to use render bounds while inside the busy anim, do so
|
|
if ( m_bUseRenderBoundsForCollision )
|
|
{
|
|
ComputeAndSetRenderBounds();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_ACTBUSY_PLAY_ENTRY:
|
|
{
|
|
// We start "flying" so we don't collide with the world, in case the level
|
|
// designer has us sitting on a chair, etc.
|
|
|
|
// Get the busyanim for the specified activity
|
|
busyanim_t *pBusyAnim = g_ActBusyAnimDataSystem.GetBusyAnim( m_iCurrentBusyAnim );
|
|
|
|
// We start "flying" so we don't collide with the world, in case the level
|
|
// designer has us sitting on a chair, etc.
|
|
if( !pBusyAnim || !pBusyAnim->bUseAutomovement )
|
|
{
|
|
GetOuter()->AddFlag( FL_FLY );
|
|
}
|
|
|
|
GetOuter()->SetGroundEntity( NULL );
|
|
|
|
m_bMovingToBusy = false;
|
|
m_bNeedsToPlayExitAnim = HasAnimForActBusy( m_iCurrentBusyAnim, BA_EXIT );
|
|
|
|
if ( !ActBusyNodeStillActive() )
|
|
{
|
|
TaskFail( FAIL_NO_HINT_NODE );
|
|
return;
|
|
}
|
|
|
|
// Fail if we're not on the node & facing the correct way
|
|
if ( UTIL_DistApprox( GetHintNode()->GetAbsOrigin(), GetAbsOrigin() ) > 16 || !GetOuter()->FacingIdeal() )
|
|
{
|
|
m_bBusy = false;
|
|
TaskFail( "Not correctly on hintnode" );
|
|
return;
|
|
}
|
|
|
|
PlaySoundForActBusy( BA_ENTRY );
|
|
|
|
// Play the entry animation. If it fails, we don't have an entry anim, so complete immediately.
|
|
if ( !PlayAnimForActBusy( BA_ENTRY ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_ACTBUSY_VERIFY_EXIT:
|
|
{
|
|
// NPC's that changed their bounding box must ensure that they can restore their regular box
|
|
// before they exit their actbusy. This task is designed to delay until that time if necessary.
|
|
if( !m_bUseRenderBoundsForCollision )
|
|
{
|
|
// Don't bother if we didn't alter our BBox.
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
// Set up a timer to check immediately.
|
|
GetOuter()->SetWait( 0 );
|
|
}
|
|
break;
|
|
|
|
case TASK_ACTBUSY_PLAY_EXIT:
|
|
{
|
|
// If we're supposed to use render bounds while inside the busy anim, restore normal now
|
|
if ( m_bUseRenderBoundsForCollision )
|
|
{
|
|
GetOuter()->SetHullSizeNormal( true );
|
|
}
|
|
|
|
if ( m_hActBusyGoal )
|
|
{
|
|
m_hActBusyGoal->NPCStartedLeavingBusy( GetOuter() );
|
|
}
|
|
|
|
PlaySoundForActBusy( BA_EXIT );
|
|
|
|
// Play the exit animation. If it fails, we don't have an entry anim, so complete immediately.
|
|
if ( !PlayAnimForActBusy( BA_EXIT ) )
|
|
{
|
|
m_bNeedsToPlayExitAnim = false;
|
|
GetOuter()->RemoveFlag( FL_FLY );
|
|
NotifyBusyEnding();
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_ACTBUSY_TELEPORT_TO_BUSY:
|
|
{
|
|
if ( !ActBusyNodeStillActive() )
|
|
{
|
|
TaskFail( FAIL_NO_HINT_NODE );
|
|
return;
|
|
}
|
|
|
|
Vector vecAbsOrigin = GetHintNode()->GetAbsOrigin();
|
|
QAngle vecAbsAngles = GetHintNode()->GetAbsAngles();
|
|
GetOuter()->Teleport( &vecAbsOrigin, &vecAbsAngles, NULL );
|
|
GetOuter()->GetMotor()->SetIdealYaw( vecAbsAngles.y );
|
|
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_ACTBUSY_WALK_PATH_TO_BUSY:
|
|
{
|
|
// If we have a forced activity, use that. Otherwise, walk.
|
|
if ( m_ForcedActivity != ACT_INVALID && m_ForcedActivity != ACT_RESET )
|
|
{
|
|
GetNavigator()->SetMovementActivity( m_ForcedActivity );
|
|
|
|
// Cover is void once I move
|
|
Forget( bits_MEMORY_INCOVER );
|
|
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
if( IsCombatActBusy() )
|
|
{
|
|
ChainStartTask( TASK_RUN_PATH );
|
|
}
|
|
else
|
|
{
|
|
ChainStartTask( TASK_WALK_PATH );
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_ACTBUSY_GET_PATH_TO_ACTBUSY:
|
|
{
|
|
ChainStartTask( TASK_GET_PATH_TO_HINTNODE );
|
|
|
|
if ( !HasCondition(COND_TASK_FAILED) )
|
|
{
|
|
// We successfully built a path, so stop counting consecutive failures.
|
|
m_iNumConsecutivePathFailures = 0;
|
|
|
|
// Set the arrival sequence for the actbusy to be the busy sequence, if we don't have an entry animation
|
|
busyanim_t *pBusyAnim = g_ActBusyAnimDataSystem.GetBusyAnim( m_iCurrentBusyAnim );
|
|
if ( pBusyAnim && pBusyAnim->iszSequences[BA_ENTRY] == NULL_STRING && pBusyAnim->iActivities[BA_ENTRY] == ACT_INVALID )
|
|
{
|
|
// Try and play the sequence first
|
|
if ( pBusyAnim->iszSequences[BA_BUSY] != NULL_STRING )
|
|
{
|
|
GetNavigator()->SetArrivalSequence( GetOuter()->LookupSequence( STRING(pBusyAnim->iszSequences[BA_BUSY]) ) );
|
|
}
|
|
else if ( pBusyAnim->iActivities[BA_BUSY] != ACT_INVALID )
|
|
{
|
|
// Try and play the activity second
|
|
GetNavigator()->SetArrivalActivity( pBusyAnim->iActivities[BA_BUSY] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Robin: Set the arrival sequence / activity to be the entry animation.
|
|
if ( pBusyAnim->iszSequences[BA_ENTRY] != NULL_STRING )
|
|
{
|
|
GetNavigator()->SetArrivalSequence( GetOuter()->LookupSequence( STRING(pBusyAnim->iszSequences[BA_ENTRY]) ) );
|
|
}
|
|
else if ( pBusyAnim->iActivities[BA_ENTRY] != ACT_INVALID )
|
|
{
|
|
// Try and play the activity second
|
|
GetNavigator()->SetArrivalActivity( pBusyAnim->iActivities[BA_ENTRY] );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_iNumConsecutivePathFailures++;
|
|
|
|
if ( ai_debug_actbusy.GetInt() == 1 )
|
|
{
|
|
if ( GetHintNode() )
|
|
{
|
|
// Show which actbusy we're moving towards
|
|
NDebugOverlay::Line( GetOuter()->WorldSpaceCenter(), GetHintNode()->GetAbsOrigin(), 255, 0, 0, true, 1.0 );
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
BaseClass::StartTask( pTask);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyBehavior::RunTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_WAIT_FOR_MOVEMENT:
|
|
{
|
|
// Ensure the hint node hasn't been disabled
|
|
if ( IsCurSchedule( SCHED_ACTBUSY_START_BUSYING ) )
|
|
{
|
|
if ( !ActBusyNodeStillActive() )
|
|
{
|
|
TaskFail(FAIL_NO_HINT_NODE);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( ai_debug_actbusy.GetInt() == 1 )
|
|
{
|
|
if ( GetHintNode() )
|
|
{
|
|
// Show which actbusy we're moving towards
|
|
NDebugOverlay::Line( GetOuter()->WorldSpaceCenter(), GetHintNode()->GetAbsOrigin(), 0, 255, 0, true, 0.2 );
|
|
}
|
|
}
|
|
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
}
|
|
|
|
case TASK_ACTBUSY_PLAY_BUSY_ANIM:
|
|
{
|
|
if( m_bUseRenderBoundsForCollision )
|
|
{
|
|
if( GetOuter()->IsSequenceFinished() && m_bNeedToSetBounds )
|
|
{
|
|
ComputeAndSetRenderBounds();
|
|
m_bNeedToSetBounds = false;
|
|
}
|
|
}
|
|
|
|
if( IsCombatActBusy() )
|
|
{
|
|
if( GetEnemy() != NULL && !HasCondition(COND_ENEMY_OCCLUDED) )
|
|
{
|
|
// Break a combat actbusy if an enemy gets very close.
|
|
// I'll probably go to hell for not doing this with conditions like I should. (sjb)
|
|
float flDistSqr = GetAbsOrigin().DistToSqr( GetEnemy()->GetAbsOrigin() );
|
|
|
|
if( flDistSqr < Square(12.0f * 15.0f) )
|
|
{
|
|
// End now.
|
|
m_flEndBusyAt = gpGlobals->curtime;
|
|
TaskComplete();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
GetOuter()->AutoMovement();
|
|
// Stop if the node's been disabled
|
|
if ( !ActBusyNodeStillActive() || GetOuter()->IsWaitFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
CAI_PlayerAlly *pAlly = dynamic_cast<CAI_PlayerAlly*>(GetOuter());
|
|
if ( pAlly )
|
|
{
|
|
pAlly->SelectInterjection();
|
|
}
|
|
|
|
if( HasCondition(COND_ACTBUSY_LOST_SEE_ENTITY) )
|
|
{
|
|
StopBusying();
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_ACTBUSY_PLAY_ENTRY:
|
|
{
|
|
GetOuter()->AutoMovement();
|
|
if ( !ActBusyNodeStillActive() || GetOuter()->IsSequenceFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_ACTBUSY_VERIFY_EXIT:
|
|
{
|
|
if( GetOuter()->IsWaitFinished() )
|
|
{
|
|
// Trace my normal hull over this spot to see if I'm able to stand up right now.
|
|
trace_t tr;
|
|
CTraceFilterOnlyNPCsAndPlayer filter( GetOuter(), COLLISION_GROUP_NONE );
|
|
UTIL_TraceHull( GetOuter()->GetAbsOrigin(), GetOuter()->GetAbsOrigin(), NAI_Hull::Mins( HULL_HUMAN ), NAI_Hull::Maxs( HULL_HUMAN ), MASK_NPCSOLID, &filter, &tr );
|
|
|
|
if( tr.startsolid )
|
|
{
|
|
// Blocked. Try again later.
|
|
GetOuter()->SetWait( 1.0f );
|
|
}
|
|
else
|
|
{
|
|
// Put an entity blocker here for a moment until I get into my bounding box.
|
|
CBaseEntity *pBlocker = CEntityBlocker::Create( GetOuter()->GetAbsOrigin(), NAI_Hull::Mins( HULL_HUMAN ), NAI_Hull::Maxs( HULL_HUMAN ), GetOuter(), true );
|
|
g_EventQueue.AddEvent( pBlocker, "Kill", 1.0, GetOuter(), GetOuter() );
|
|
TaskComplete();
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_ACTBUSY_PLAY_EXIT:
|
|
{
|
|
GetOuter()->AutoMovement();
|
|
if ( GetOuter()->IsSequenceFinished() )
|
|
{
|
|
m_bNeedsToPlayExitAnim = false;
|
|
GetOuter()->RemoveFlag( FL_FLY );
|
|
NotifyBusyEnding();
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
BaseClass::RunTask( pTask);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyBehavior::NotifyBusyEnding( void )
|
|
{
|
|
// Be sure to disable autofire
|
|
m_bAutoFireWeapon = false;
|
|
|
|
// Clear the hintnode if we're done with it
|
|
if ( GetHintNode() )
|
|
{
|
|
if ( m_bBusy || m_bMovingToBusy )
|
|
{
|
|
GetHintNode()->NPCStoppedUsing( GetOuter() );
|
|
}
|
|
|
|
GetHintNode()->Unlock();
|
|
|
|
if( IsCombatActBusy() )
|
|
{
|
|
// Don't allow anyone to use this node for a bit. This is so the tactical position
|
|
// doesn't get re-occupied the moment I leave it.
|
|
GetHintNode()->DisableForSeconds( random->RandomFloat( 10, 15) );
|
|
}
|
|
|
|
SetHintNode( NULL );
|
|
}
|
|
|
|
// Then, if we were busy, stop being busy
|
|
if ( m_bBusy )
|
|
{
|
|
m_bBusy = false;
|
|
|
|
if ( m_hActBusyGoal )
|
|
{
|
|
m_hActBusyGoal->NPCFinishedBusy( GetOuter() );
|
|
|
|
if ( m_bExitedBusyToDueLostSeeEntity )
|
|
{
|
|
m_hActBusyGoal->NPCLostSeeEntity( GetOuter() );
|
|
m_bExitedBusyToDueLostSeeEntity = false;
|
|
}
|
|
|
|
if ( m_bExitedBusyToDueSeeEnemy )
|
|
{
|
|
m_hActBusyGoal->NPCSeeEnemy( GetOuter() );
|
|
m_bExitedBusyToDueSeeEnemy = false;
|
|
}
|
|
}
|
|
}
|
|
else if ( m_bMovingToBusy && m_hActBusyGoal )
|
|
{
|
|
// Or if we were just on our way to be busy, let the goal know
|
|
m_hActBusyGoal->NPCAbortedMoveTo( GetOuter() );
|
|
}
|
|
|
|
// Don't busy again for a while
|
|
m_flEndBusyAt = 0;
|
|
|
|
if( IsCombatActBusy() )
|
|
{
|
|
// Actbusy again soon. Real soon.
|
|
m_flNextBusySearchTime = gpGlobals->curtime;
|
|
}
|
|
else
|
|
{
|
|
m_flNextBusySearchTime = gpGlobals->curtime + (RandomFloat(ai_actbusy_search_time.GetFloat(), ai_actbusy_search_time.GetFloat()*2));
|
|
}
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_ActBusyBehavior )
|
|
|
|
DECLARE_CONDITION( COND_ACTBUSY_LOST_SEE_ENTITY )
|
|
DECLARE_CONDITION( COND_ACTBUSY_AWARE_OF_ENEMY_IN_SAFE_ZONE )
|
|
DECLARE_CONDITION( COND_ACTBUSY_ENEMY_TOO_CLOSE )
|
|
|
|
DECLARE_TASK( TASK_ACTBUSY_PLAY_BUSY_ANIM )
|
|
DECLARE_TASK( TASK_ACTBUSY_PLAY_ENTRY )
|
|
DECLARE_TASK( TASK_ACTBUSY_PLAY_EXIT )
|
|
DECLARE_TASK( TASK_ACTBUSY_TELEPORT_TO_BUSY )
|
|
DECLARE_TASK( TASK_ACTBUSY_WALK_PATH_TO_BUSY )
|
|
DECLARE_TASK( TASK_ACTBUSY_GET_PATH_TO_ACTBUSY )
|
|
DECLARE_TASK( TASK_ACTBUSY_VERIFY_EXIT )
|
|
|
|
DECLARE_ANIMEVENT( AE_ACTBUSY_WEAPON_FIRE_ON )
|
|
DECLARE_ANIMEVENT( AE_ACTBUSY_WEAPON_FIRE_OFF )
|
|
|
|
//---------------------------------
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ACTBUSY_START_BUSYING,
|
|
|
|
" Tasks"
|
|
" TASK_SET_TOLERANCE_DISTANCE 4"
|
|
" TASK_ACTBUSY_GET_PATH_TO_ACTBUSY 0"
|
|
" TASK_ACTBUSY_WALK_PATH_TO_BUSY 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_HINTNODE 0"
|
|
" TASK_ACTBUSY_PLAY_ENTRY 0"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ACTBUSY_BUSY"
|
|
""
|
|
" Interrupts"
|
|
" COND_ACTBUSY_LOST_SEE_ENTITY"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ACTBUSY_BUSY,
|
|
|
|
" Tasks"
|
|
" TASK_ACTBUSY_PLAY_BUSY_ANIM 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_PROVOKED"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ACTBUSY_STOP_BUSYING,
|
|
|
|
" Tasks"
|
|
" TASK_ACTBUSY_VERIFY_EXIT 0"
|
|
" TASK_ACTBUSY_PLAY_EXIT 0"
|
|
" TASK_WAIT 0.1"
|
|
""
|
|
" Interrupts"
|
|
" COND_NO_CUSTOM_INTERRUPTS"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ACTBUSY_LEAVE,
|
|
|
|
" Tasks"
|
|
" TASK_SET_TOLERANCE_DISTANCE 4"
|
|
" TASK_ACTBUSY_GET_PATH_TO_ACTBUSY 0"
|
|
" TASK_ACTBUSY_WALK_PATH_TO_BUSY 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_PROVOKED"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ACTBUSY_TELEPORT_TO_BUSY,
|
|
|
|
" Tasks"
|
|
" TASK_ACTBUSY_TELEPORT_TO_BUSY 0"
|
|
" TASK_ACTBUSY_PLAY_ENTRY 0"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ACTBUSY_BUSY"
|
|
""
|
|
" Interrupts"
|
|
" COND_PROVOKED"
|
|
)
|
|
|
|
AI_END_CUSTOM_SCHEDULE_PROVIDER()
|
|
|
|
|
|
//==========================================================================================================
|
|
// ACT BUSY GOALS
|
|
//==========================================================================================================
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A level tool to control the actbusy behavior.
|
|
//-----------------------------------------------------------------------------
|
|
LINK_ENTITY_TO_CLASS( ai_goal_actbusy, CAI_ActBusyGoal );
|
|
|
|
BEGIN_DATADESC( CAI_ActBusyGoal )
|
|
DEFINE_KEYFIELD( m_flBusySearchRange, FIELD_FLOAT, "busysearchrange" ),
|
|
DEFINE_KEYFIELD( m_bVisibleOnly, FIELD_BOOLEAN, "visibleonly" ),
|
|
DEFINE_KEYFIELD( m_iType, FIELD_INTEGER, "type" ),
|
|
DEFINE_KEYFIELD( m_bAllowCombatActBusyTeleport, FIELD_BOOLEAN, "allowteleport" ),
|
|
DEFINE_KEYFIELD( m_iszSeeEntityName, FIELD_STRING, "SeeEntity" ),
|
|
DEFINE_KEYFIELD( m_flSeeEntityTimeout, FIELD_FLOAT, "SeeEntityTimeout" ),
|
|
DEFINE_KEYFIELD( m_iszSafeZoneVolume, FIELD_STRING, "SafeZone" ),
|
|
DEFINE_KEYFIELD( m_iSightMethod, FIELD_INTEGER, "sightmethod" ),
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetBusySearchRange", InputSetBusySearchRange ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "ForceNPCToActBusy", InputForceNPCToActBusy ),
|
|
DEFINE_INPUTFUNC( FIELD_EHANDLE, "ForceThisNPCToActBusy", InputForceThisNPCToActBusy ),
|
|
DEFINE_INPUTFUNC( FIELD_EHANDLE, "ForceThisNPCToLeave", InputForceThisNPCToLeave ),
|
|
|
|
// Outputs
|
|
DEFINE_OUTPUT( m_OnNPCStartedBusy, "OnNPCStartedBusy" ),
|
|
DEFINE_OUTPUT( m_OnNPCFinishedBusy, "OnNPCFinishedBusy" ),
|
|
DEFINE_OUTPUT( m_OnNPCLeft, "OnNPCLeft" ),
|
|
DEFINE_OUTPUT( m_OnNPCLostSeeEntity, "OnNPCLostSeeEntity" ),
|
|
DEFINE_OUTPUT( m_OnNPCSeeEnemy, "OnNPCSeeEnemy" ),
|
|
END_DATADESC()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CAI_ActBusyBehavior *CAI_ActBusyGoal::GetBusyBehaviorForNPC( CBaseEntity *pEntity, const char *sInputName )
|
|
{
|
|
CAI_BaseNPC *pActor = dynamic_cast<CAI_BaseNPC*>(pEntity);
|
|
if ( !pActor )
|
|
{
|
|
Msg("ai_goal_actbusy input %s fired targeting an entity that isn't an NPC.\n", sInputName);
|
|
return NULL;
|
|
}
|
|
|
|
// Get the NPC's behavior
|
|
CAI_ActBusyBehavior *pBehavior;
|
|
if ( !pActor->GetBehavior( &pBehavior ) )
|
|
{
|
|
Msg("ai_goal_actbusy input %s fired on an NPC that doesn't support ActBusy behavior.\n", sInputName );
|
|
return NULL;
|
|
}
|
|
|
|
return pBehavior;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CAI_ActBusyBehavior *CAI_ActBusyGoal::GetBusyBehaviorForNPC( const char *pszActorName, CBaseEntity *pActivator, CBaseEntity *pCaller, const char *sInputName )
|
|
{
|
|
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, MAKE_STRING(pszActorName), NULL, pActivator, pCaller );
|
|
if ( !pEntity )
|
|
{
|
|
Msg("ai_goal_actbusy input %s fired targeting a non-existant entity (%s).\n", sInputName, pszActorName );
|
|
return NULL;
|
|
}
|
|
|
|
return GetBusyBehaviorForNPC( pEntity, sInputName );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::EnableGoal( CAI_BaseNPC *pAI )
|
|
{
|
|
BaseClass::EnableGoal( pAI );
|
|
|
|
// Now use this actor to lookup the Behavior
|
|
CAI_ActBusyBehavior *pBehavior;
|
|
if ( pAI->GetBehavior( &pBehavior ) )
|
|
{
|
|
// Some NPCs may already be active due to a ForceActBusy input.
|
|
if ( !pBehavior->IsEnabled() )
|
|
{
|
|
pBehavior->Enable( this, m_flBusySearchRange, m_bVisibleOnly );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DevMsg( "ActBusy goal entity activated for an NPC (%s) that doesn't have the ActBusy behavior\n", pAI->GetDebugName() );
|
|
return;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::InputActivate( inputdata_t &inputdata )
|
|
{
|
|
if ( ai_debug_actbusy.GetInt() == 4 )
|
|
{
|
|
Msg("ACTBUSY: Actbusy goal %s (%s) activated.\n", GetClassname(), GetDebugName() );
|
|
}
|
|
|
|
BaseClass::InputActivate( inputdata );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::InputDeactivate( inputdata_t &inputdata )
|
|
{
|
|
if ( ai_debug_actbusy.GetInt() == 4 )
|
|
{
|
|
Msg("ACTBUSY: Actbusy goal %s (%s) disabled.\n", GetClassname(), GetDebugName() );
|
|
}
|
|
|
|
BaseClass::InputDeactivate( inputdata );
|
|
|
|
for( int i = 0 ; i < NumActors() ; i++ )
|
|
{
|
|
CAI_BaseNPC *pActor = GetActor( i );
|
|
|
|
if ( pActor )
|
|
{
|
|
// Now use this actor to lookup the Behavior
|
|
CAI_ActBusyBehavior *pBehavior;
|
|
if ( pActor->GetBehavior( &pBehavior ) )
|
|
{
|
|
pBehavior->Disable();
|
|
}
|
|
else
|
|
{
|
|
DevMsg( "ActBusy goal entity deactivated for an NPC that doesn't have the ActBusy behavior\n" );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::InputSetBusySearchRange( inputdata_t &inputdata )
|
|
{
|
|
m_flBusySearchRange = inputdata.value.Float();
|
|
|
|
for( int i = 0 ; i < NumActors() ; i++ )
|
|
{
|
|
CAI_BaseNPC *pActor = GetActor( i );
|
|
|
|
if ( pActor )
|
|
{
|
|
// Now use this actor to lookup the Behavior
|
|
CAI_ActBusyBehavior *pBehavior;
|
|
if ( pActor->GetBehavior( &pBehavior ) )
|
|
{
|
|
pBehavior->SetBusySearchRange( m_flBusySearchRange );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::InputForceNPCToActBusy( inputdata_t &inputdata )
|
|
{
|
|
char parseString[255];
|
|
Q_strncpy(parseString, inputdata.value.String(), sizeof(parseString));
|
|
|
|
CAI_Hint *pHintNode = NULL;
|
|
float flMaxTime = NO_MAX_TIME;
|
|
bool bTeleport = false;
|
|
bool bUseNearestBusy = false;
|
|
CBaseEntity *pSeeEntity = NULL;
|
|
|
|
// Get NPC name
|
|
char *pszParam = strtok(parseString," ");
|
|
CAI_ActBusyBehavior *pBehavior = GetBusyBehaviorForNPC( pszParam, inputdata.pActivator, inputdata.pCaller, "InputForceNPCToActBusy" );
|
|
if ( !pBehavior )
|
|
return;
|
|
|
|
// Wrapped this bugfix so that it doesn't break HL2.
|
|
bool bEpisodicBugFix = hl2_episodic.GetBool();
|
|
|
|
// Do we have a specified node too?
|
|
pszParam = strtok(NULL," ");
|
|
if ( pszParam )
|
|
{
|
|
// Find the specified hintnode
|
|
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, pszParam, NULL, inputdata.pActivator, inputdata.pCaller );
|
|
if ( pEntity )
|
|
{
|
|
pHintNode = dynamic_cast<CAI_Hint*>(pEntity);
|
|
if ( !pHintNode )
|
|
{
|
|
Msg("ai_goal_actbusy input ForceNPCToActBusy fired targeting an entity that isn't a hintnode.\n");
|
|
return;
|
|
}
|
|
|
|
if ( bEpisodicBugFix )
|
|
{
|
|
pszParam = strtok(NULL," ");
|
|
}
|
|
}
|
|
}
|
|
|
|
Activity activity = ACT_INVALID;
|
|
|
|
if ( !bEpisodicBugFix )
|
|
{
|
|
pszParam = strtok(NULL," ");
|
|
}
|
|
|
|
while ( pszParam )
|
|
{
|
|
// Teleport?
|
|
if ( !Q_strncmp( pszParam, "teleport", 8 ) )
|
|
{
|
|
bTeleport = true;
|
|
}
|
|
else if ( !Q_strncmp( pszParam, "nearest", 8 ) )
|
|
{
|
|
bUseNearestBusy = true;
|
|
}
|
|
else if ( !Q_strncmp( pszParam, "see:", 4 ) )
|
|
{
|
|
pSeeEntity = gEntList.FindEntityByName( NULL, pszParam+4 );
|
|
}
|
|
else if ( pszParam[0] == '$' )
|
|
{
|
|
// $ signs prepend custom movement sequences / activities
|
|
const char *pAnimName = pszParam+1;
|
|
// Try and resolve it as an activity name
|
|
activity = (Activity)ActivityList_IndexForName( pAnimName );
|
|
if ( activity == ACT_INVALID )
|
|
{
|
|
// Try it as sequence name
|
|
pBehavior->GetOuter()->m_iszSceneCustomMoveSeq = AllocPooledString( pAnimName );
|
|
activity = ACT_SCRIPT_CUSTOM_MOVE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Do we have a specified time?
|
|
flMaxTime = atof( pszParam );
|
|
}
|
|
|
|
pszParam = strtok(NULL," ");
|
|
}
|
|
|
|
if ( ai_debug_actbusy.GetInt() == 4 )
|
|
{
|
|
Msg("ACTBUSY: Actbusy goal %s (%s) ForceNPCToActBusy input with data: %s.\n", GetClassname(), GetDebugName(), parseString );
|
|
}
|
|
|
|
// Tell the NPC to immediately act busy
|
|
pBehavior->SetBusySearchRange( m_flBusySearchRange );
|
|
pBehavior->ForceActBusy( this, pHintNode, flMaxTime, m_bVisibleOnly, bTeleport, bUseNearestBusy, pSeeEntity, activity );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Force the passed in NPC to actbusy
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::InputForceThisNPCToActBusy( inputdata_t &inputdata )
|
|
{
|
|
CAI_ActBusyBehavior *pBehavior = GetBusyBehaviorForNPC( inputdata.value.Entity(), "InputForceThisNPCToActBusy" );
|
|
if ( !pBehavior )
|
|
return;
|
|
|
|
// Tell the NPC to immediately act busy
|
|
pBehavior->SetBusySearchRange( m_flBusySearchRange );
|
|
pBehavior->ForceActBusy( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Force the passed in NPC to walk to a point and vanish
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::InputForceThisNPCToLeave( inputdata_t &inputdata )
|
|
{
|
|
CAI_ActBusyBehavior *pBehavior = GetBusyBehaviorForNPC( inputdata.value.Entity(), "InputForceThisNPCToLeave" );
|
|
if ( !pBehavior )
|
|
return;
|
|
|
|
// Tell the NPC to find a leave point and move to it
|
|
pBehavior->SetBusySearchRange( m_flBusySearchRange );
|
|
pBehavior->ForceActBusyLeave();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pNPC -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::NPCMovingToBusy( CAI_BaseNPC *pNPC )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pNPC -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::NPCStartedBusy( CAI_BaseNPC *pNPC )
|
|
{
|
|
m_OnNPCStartedBusy.Set( pNPC, pNPC, this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::NPCStartedLeavingBusy( CAI_BaseNPC *pNPC )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pNPC -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::NPCAbortedMoveTo( CAI_BaseNPC *pNPC )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pNPC -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::NPCFinishedBusy( CAI_BaseNPC *pNPC )
|
|
{
|
|
m_OnNPCFinishedBusy.Set( pNPC, pNPC, this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pNPC -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::NPCLeft( CAI_BaseNPC *pNPC )
|
|
{
|
|
m_OnNPCLeft.Set( pNPC, pNPC, this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::NPCLostSeeEntity( CAI_BaseNPC *pNPC )
|
|
{
|
|
m_OnNPCLostSeeEntity.Set( pNPC, pNPC, this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyGoal::NPCSeeEnemy( CAI_BaseNPC *pNPC )
|
|
{
|
|
m_OnNPCSeeEnemy.Set( pNPC, pNPC, this );
|
|
}
|
|
|
|
//==========================================================================================================
|
|
// ACT BUSY QUEUE
|
|
//==========================================================================================================
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A level tool to control the actbusy behavior to create NPC queues
|
|
//-----------------------------------------------------------------------------
|
|
LINK_ENTITY_TO_CLASS( ai_goal_actbusy_queue, CAI_ActBusyQueueGoal );
|
|
|
|
BEGIN_DATADESC( CAI_ActBusyQueueGoal )
|
|
// Keys
|
|
DEFINE_FIELD( m_iCurrentQueueCount, FIELD_INTEGER ),
|
|
DEFINE_ARRAY( m_hNodes, FIELD_EHANDLE, MAX_QUEUE_NODES ),
|
|
DEFINE_ARRAY( m_bPlayerBlockedNodes, FIELD_BOOLEAN, MAX_QUEUE_NODES ),
|
|
DEFINE_FIELD( m_hExitNode, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hExitingNPC, FIELD_EHANDLE ),
|
|
DEFINE_KEYFIELD( m_bForceReachFront, FIELD_BOOLEAN, "mustreachfront" ),
|
|
// DEFINE_ARRAY( m_iszNodes, FIELD_STRING, MAX_QUEUE_NODES ), // Silence Classcheck!
|
|
DEFINE_KEYFIELD( m_iszNodes[0], FIELD_STRING, "node01"),
|
|
DEFINE_KEYFIELD( m_iszNodes[1], FIELD_STRING, "node02"),
|
|
DEFINE_KEYFIELD( m_iszNodes[2], FIELD_STRING, "node03"),
|
|
DEFINE_KEYFIELD( m_iszNodes[3], FIELD_STRING, "node04"),
|
|
DEFINE_KEYFIELD( m_iszNodes[4], FIELD_STRING, "node05"),
|
|
DEFINE_KEYFIELD( m_iszNodes[5], FIELD_STRING, "node06"),
|
|
DEFINE_KEYFIELD( m_iszNodes[6], FIELD_STRING, "node07"),
|
|
DEFINE_KEYFIELD( m_iszNodes[7], FIELD_STRING, "node08"),
|
|
DEFINE_KEYFIELD( m_iszNodes[8], FIELD_STRING, "node09"),
|
|
DEFINE_KEYFIELD( m_iszNodes[9], FIELD_STRING, "node10"),
|
|
DEFINE_KEYFIELD( m_iszNodes[10], FIELD_STRING, "node11"),
|
|
DEFINE_KEYFIELD( m_iszNodes[11], FIELD_STRING, "node12"),
|
|
DEFINE_KEYFIELD( m_iszNodes[12], FIELD_STRING, "node13"),
|
|
DEFINE_KEYFIELD( m_iszNodes[13], FIELD_STRING, "node14"),
|
|
DEFINE_KEYFIELD( m_iszNodes[14], FIELD_STRING, "node15"),
|
|
DEFINE_KEYFIELD( m_iszNodes[15], FIELD_STRING, "node16"),
|
|
DEFINE_KEYFIELD( m_iszNodes[16], FIELD_STRING, "node17"),
|
|
DEFINE_KEYFIELD( m_iszNodes[17], FIELD_STRING, "node18"),
|
|
DEFINE_KEYFIELD( m_iszNodes[18], FIELD_STRING, "node19"),
|
|
DEFINE_KEYFIELD( m_iszNodes[19], FIELD_STRING, "node20"),
|
|
DEFINE_KEYFIELD( m_iszExitNode, FIELD_STRING, "node_exit"),
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "PlayerStartedBlocking", InputPlayerStartedBlocking ),
|
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "PlayerStoppedBlocking", InputPlayerStoppedBlocking ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "MoveQueueUp", InputMoveQueueUp ),
|
|
|
|
// Outputs
|
|
DEFINE_OUTPUT( m_OnQueueMoved, "OnQueueMoved" ),
|
|
DEFINE_OUTPUT( m_OnNPCLeftQueue, "OnNPCLeftQueue" ),
|
|
DEFINE_OUTPUT( m_OnNPCStartedLeavingQueue, "OnNPCStartedLeavingQueue" ),
|
|
|
|
DEFINE_THINKFUNC( QueueThink ),
|
|
DEFINE_THINKFUNC( MoveQueueUpThink ),
|
|
|
|
END_DATADESC()
|
|
|
|
#define QUEUE_THINK_CONTEXT "ActBusyQueueThinkContext"
|
|
#define QUEUE_MOVEUP_THINK_CONTEXT "ActBusyQueueMoveUpThinkContext"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::Spawn( void )
|
|
{
|
|
BaseClass::Spawn();
|
|
|
|
RegisterThinkContext( QUEUE_MOVEUP_THINK_CONTEXT );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::DrawDebugGeometryOverlays( void )
|
|
{
|
|
BaseClass::DrawDebugGeometryOverlays();
|
|
|
|
// Debug for reservers
|
|
for ( int i = 0; i < MAX_QUEUE_NODES; i++ )
|
|
{
|
|
if ( !m_hNodes[i] )
|
|
continue;
|
|
if ( m_bPlayerBlockedNodes[i] )
|
|
{
|
|
NDebugOverlay::Box( m_hNodes[i]->GetAbsOrigin(), -Vector(5,5,5), Vector(5,5,5), 255, 0, 0, 0, 0.1 );
|
|
}
|
|
else
|
|
{
|
|
NDebugOverlay::Box( m_hNodes[i]->GetAbsOrigin(), -Vector(5,5,5), Vector(5,5,5), 255, 255, 255, 0, 0.1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::InputActivate( inputdata_t &inputdata )
|
|
{
|
|
if ( !IsActive() )
|
|
{
|
|
// Find all our nodes
|
|
for ( int i = 0; i < MAX_QUEUE_NODES; i++ )
|
|
{
|
|
if ( m_iszNodes[i] == NULL_STRING )
|
|
{
|
|
m_hNodes[i] = NULL;
|
|
continue;
|
|
}
|
|
|
|
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, m_iszNodes[i] );
|
|
if ( !pEntity )
|
|
{
|
|
Warning( "Unable to find ai_goal_actbusy_queue %s's node %d: %s\n", STRING(GetEntityName()), i, STRING(m_iszNodes[i]) );
|
|
UTIL_Remove( this );
|
|
return;
|
|
}
|
|
m_hNodes[i] = dynamic_cast<CAI_Hint*>(pEntity);
|
|
if ( !m_hNodes[i] )
|
|
{
|
|
Warning( "ai_goal_actbusy_queue %s's node %d: '%s' is not an ai_hint.\n", STRING(GetEntityName()), i, STRING(m_iszNodes[i]) );
|
|
UTIL_Remove( this );
|
|
return;
|
|
}
|
|
|
|
// Disable all but the first node
|
|
if ( i == 0 )
|
|
{
|
|
m_hNodes[i]->SetDisabled( false );
|
|
}
|
|
else
|
|
{
|
|
m_hNodes[i]->SetDisabled( true );
|
|
}
|
|
}
|
|
|
|
// Find the exit node
|
|
m_hExitNode = gEntList.FindEntityByName( NULL, m_iszExitNode );
|
|
if ( !m_hExitNode )
|
|
{
|
|
Warning( "Unable to find ai_goal_actbusy_queue %s's exit node: %s\n", STRING(GetEntityName()), STRING(m_iszExitNode) );
|
|
UTIL_Remove( this );
|
|
return;
|
|
}
|
|
|
|
RecalculateQueueCount();
|
|
|
|
SetContextThink( &CAI_ActBusyQueueGoal::QueueThink, gpGlobals->curtime + 5, QUEUE_THINK_CONTEXT );
|
|
}
|
|
|
|
BaseClass::InputActivate( inputdata );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : iCount -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::RecalculateQueueCount( void )
|
|
{
|
|
// First, find the highest unused node in the queue
|
|
int iCount = 0;
|
|
for ( int i = 0; i < MAX_QUEUE_NODES; i++ )
|
|
{
|
|
if ( NodeIsOccupied(i) || m_bPlayerBlockedNodes[i] )
|
|
{
|
|
iCount = i+1;
|
|
}
|
|
}
|
|
|
|
//Msg("Count: %d (OLD %d)\n", iCount, m_iCurrentQueueCount );
|
|
|
|
// Queue hasn't changed?
|
|
if ( iCount == m_iCurrentQueueCount )
|
|
return;
|
|
|
|
for ( int i = 0; i < MAX_QUEUE_NODES; i++ )
|
|
{
|
|
if ( m_hNodes[i] )
|
|
{
|
|
// Disable nodes beyond 1 past the end of the queue
|
|
if ( i > iCount )
|
|
{
|
|
m_hNodes[i]->SetDisabled( true );
|
|
}
|
|
else
|
|
{
|
|
m_hNodes[i]->SetDisabled( false );
|
|
|
|
// To prevent NPCs outside the queue moving directly to nodes within the queue, only
|
|
// have the entry node be a valid actbusy node.
|
|
if ( i == iCount )
|
|
{
|
|
m_hNodes[i]->SetHintType( HINT_WORLD_WORK_POSITION );
|
|
}
|
|
else
|
|
{
|
|
m_hNodes[i]->SetHintType( HINT_NONE );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
m_iCurrentQueueCount = iCount;
|
|
m_OnQueueMoved.Set( m_iCurrentQueueCount, this, this);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::InputPlayerStartedBlocking( inputdata_t &inputdata )
|
|
{
|
|
int iNode = inputdata.value.Int() - 1;
|
|
Assert( iNode >= 0 && iNode < MAX_QUEUE_NODES );
|
|
|
|
m_bPlayerBlockedNodes[iNode] = true;
|
|
|
|
/*
|
|
// First, find all NPCs heading to points in front of the player's blocked spot
|
|
for ( int i = 0; i < iNode; i++ )
|
|
{
|
|
CAI_BaseNPC *pNPC = GetNPCOnNode(i);
|
|
if ( !pNPC )
|
|
continue;
|
|
|
|
CAI_ActBusyBehavior *pBehavior = GetQueueBehaviorForNPC( pNPC );
|
|
if ( pBehavior->IsMovingToBusy() )
|
|
{
|
|
// We may be ahead of the player in the queue, which means we can safely
|
|
// be left alone to reach the node. Make sure we're not closer to it than the player is
|
|
float flPlayerDistToNode = (inputdata.pActivator->GetAbsOrigin() - m_hNodes[i]->GetAbsOrigin()).LengthSqr();
|
|
if ( (pNPC->GetAbsOrigin() - m_hNodes[i]->GetAbsOrigin()).LengthSqr() < flPlayerDistToNode )
|
|
continue;
|
|
|
|
// We're an NPC heading to a node past the player, and yet the player's in our way.
|
|
pBehavior->StopBusying();
|
|
}
|
|
}
|
|
*/
|
|
|
|
// If an NPC was heading towards this node, tell him to go elsewhere
|
|
CAI_BaseNPC *pNPC = GetNPCOnNode(iNode);
|
|
PushNPCBackInQueue( pNPC, iNode );
|
|
|
|
RecalculateQueueCount();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find a node back in the queue to move to, and push all NPCs beyond that backwards
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::PushNPCBackInQueue( CAI_BaseNPC *pNPC, int iStartingNode )
|
|
{
|
|
// Push this guy back, and tell everyone behind him to move back too, until we find a gap
|
|
while ( pNPC )
|
|
{
|
|
CAI_ActBusyBehavior *pBehavior = GetQueueBehaviorForNPC( pNPC );
|
|
pBehavior->StopBusying();
|
|
|
|
// Find any node farther back in the queue that isn't player blocked
|
|
for ( int iNext = iStartingNode+1; iNext < MAX_QUEUE_NODES; iNext++ )
|
|
{
|
|
if ( !m_bPlayerBlockedNodes[iNext] )
|
|
{
|
|
// Kick off any NPCs on the node we're about to steal
|
|
CAI_BaseNPC *pTargetNPC = GetNPCOnNode(iNext);
|
|
if ( pTargetNPC )
|
|
{
|
|
CAI_ActBusyBehavior *pTargetBehavior = GetQueueBehaviorForNPC( pTargetNPC );
|
|
pTargetBehavior->StopBusying();
|
|
}
|
|
|
|
// Force the NPC to move up to the empty slot
|
|
pBehavior->ForceActBusy( this, m_hNodes[iNext] );
|
|
|
|
// Now look for a spot for the npc who's spot we've just stolen
|
|
pNPC = pTargetNPC;
|
|
iStartingNode = iNext;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::InputPlayerStoppedBlocking( inputdata_t &inputdata )
|
|
{
|
|
int iNode = inputdata.value.Int() - 1;
|
|
Assert( iNode >= 0 && iNode < MAX_QUEUE_NODES );
|
|
|
|
m_bPlayerBlockedNodes[iNode] = false;
|
|
|
|
RecalculateQueueCount();
|
|
MoveQueueUp();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::InputMoveQueueUp( inputdata_t &inputdata )
|
|
{
|
|
// Find the first NPC in the queue
|
|
CAI_BaseNPC *pNPC = NULL;
|
|
for ( int i = 0; i < MAX_QUEUE_NODES; i++ )
|
|
{
|
|
pNPC = GetNPCOnNode(i);
|
|
if ( pNPC )
|
|
{
|
|
CAI_ActBusyBehavior *pBehavior = GetQueueBehaviorForNPC( pNPC );
|
|
// If we're still en-route, we're only allowed to leave if the queue
|
|
// is allowed to send NPCs away that haven't reached the front.
|
|
if ( !pBehavior->IsMovingToBusy() || !m_bForceReachFront )
|
|
break;
|
|
|
|
pNPC = NULL;
|
|
}
|
|
|
|
// If queue members have to reach the front of the queue,
|
|
// break after trying the first node.
|
|
if ( m_bForceReachFront )
|
|
break;
|
|
}
|
|
|
|
// Did we find an NPC?
|
|
if ( pNPC )
|
|
{
|
|
// Make them leave the actbusy
|
|
CAI_ActBusyBehavior *pBehavior = GetQueueBehaviorForNPC( pNPC );
|
|
pBehavior->Disable();
|
|
m_hExitingNPC = pNPC;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pNPC -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::NPCMovingToBusy( CAI_BaseNPC *pNPC )
|
|
{
|
|
BaseClass::NPCMovingToBusy( pNPC );
|
|
RecalculateQueueCount();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pNPC -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::NPCStartedBusy( CAI_BaseNPC *pNPC )
|
|
{
|
|
BaseClass::NPCStartedBusy( pNPC );
|
|
MoveQueueUp();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Start a short timer that'll clean up holes in the queue
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::MoveQueueUp( void )
|
|
{
|
|
// Find the node the NPC has arrived at, and tell the guy behind him to move forward
|
|
if ( GetNextThink( QUEUE_MOVEUP_THINK_CONTEXT ) < gpGlobals->curtime )
|
|
{
|
|
float flTime = gpGlobals->curtime + RandomFloat( 0.3, 0.5 );
|
|
SetContextThink( &CAI_ActBusyQueueGoal::MoveQueueUpThink, flTime, QUEUE_MOVEUP_THINK_CONTEXT );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::MoveQueueUpThink( void )
|
|
{
|
|
// Find empty holes in the queue, and move NPCs past them forward
|
|
for ( int iEmptyNode = 0; iEmptyNode < (MAX_QUEUE_NODES-1); iEmptyNode++ )
|
|
{
|
|
if ( !NodeIsOccupied(iEmptyNode) && !m_bPlayerBlockedNodes[iEmptyNode] )
|
|
{
|
|
// Look for NPCs farther down the queue, but not on the other side of a player
|
|
for ( int iNext = iEmptyNode+1; iNext < MAX_QUEUE_NODES; iNext++ )
|
|
{
|
|
// Is the player blocking this node? If so, we're done
|
|
if ( m_bPlayerBlockedNodes[iNext] )
|
|
break;
|
|
|
|
CAI_BaseNPC *pNPC = GetNPCOnNode(iNext);
|
|
if ( pNPC )
|
|
{
|
|
CAI_ActBusyBehavior *pBehavior = GetQueueBehaviorForNPC( pNPC );
|
|
|
|
// Force the NPC to move up to the empty slot
|
|
pBehavior->ForceActBusy( this, m_hNodes[iEmptyNode] );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pNPC -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::NPCAbortedMoveTo( CAI_BaseNPC *pNPC )
|
|
{
|
|
BaseClass::NPCAbortedMoveTo( pNPC );
|
|
|
|
RemoveNPCFromQueue( pNPC );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pNPC -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::NPCFinishedBusy( CAI_BaseNPC *pNPC )
|
|
{
|
|
BaseClass::NPCFinishedBusy( pNPC );
|
|
|
|
// If this NPC was at the head of the line, move him to the exit node
|
|
if ( m_hExitingNPC == pNPC )
|
|
{
|
|
pNPC->ScheduledMoveToGoalEntity( SCHED_IDLE_WALK, m_hExitNode, ACT_WALK );
|
|
m_OnNPCLeftQueue.Set( pNPC, pNPC, this );
|
|
m_hExitingNPC = NULL;
|
|
}
|
|
|
|
RemoveNPCFromQueue( pNPC );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pNPC -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::NPCStartedLeavingBusy( CAI_BaseNPC *pNPC )
|
|
{
|
|
BaseClass::NPCStartedLeavingBusy( pNPC );
|
|
|
|
// If this NPC it at the head of the line, fire the output
|
|
if ( m_hExitingNPC == pNPC )
|
|
{
|
|
m_OnNPCStartedLeavingQueue.Set( pNPC, pNPC, this );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::RemoveNPCFromQueue( CAI_BaseNPC *pNPC )
|
|
{
|
|
RecalculateQueueCount();
|
|
|
|
// Find the node the NPC was heading to, and tell the guy behind him to move forward
|
|
MoveQueueUp();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Move the first NPC out of the queue
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ActBusyQueueGoal::QueueThink( void )
|
|
{
|
|
if ( !GetNPCOnNode(0) )
|
|
{
|
|
MoveQueueUp();
|
|
}
|
|
|
|
SetContextThink( &CAI_ActBusyQueueGoal::QueueThink, gpGlobals->curtime + 5, QUEUE_THINK_CONTEXT );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CAI_ActBusyQueueGoal::NodeIsOccupied( int i )
|
|
{
|
|
return ( m_hNodes[i] && !m_hNodes[i]->IsDisabled() && m_hNodes[i]->IsLocked() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : iNode -
|
|
// Output : CAI_BaseNPC
|
|
//-----------------------------------------------------------------------------
|
|
CAI_BaseNPC *CAI_ActBusyQueueGoal::GetNPCOnNode( int iNode )
|
|
{
|
|
if ( !m_hNodes[iNode] )
|
|
return NULL;
|
|
|
|
return dynamic_cast<CAI_BaseNPC *>(m_hNodes[iNode]->User());
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : iNode -
|
|
// Output : CAI_ActBusyBehavior
|
|
//-----------------------------------------------------------------------------
|
|
CAI_ActBusyBehavior *CAI_ActBusyQueueGoal::GetQueueBehaviorForNPC( CAI_BaseNPC *pNPC )
|
|
{
|
|
CAI_ActBusyBehavior *pBehavior;
|
|
pNPC->GetBehavior( &pBehavior );
|
|
Assert( pBehavior );
|
|
return pBehavior;
|
|
}
|
|
|