mirror of
https://github.com/nillerusr/source-engine.git
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777 lines
20 KiB
C++
777 lines
20 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_functank.h"
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#include "ai_navigator.h"
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#include "ai_memory.h"
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#include "ai_senses.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// How long to fire a func tank before running schedule selection again.
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#define FUNCTANK_FIRE_TIME 5.0f
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BEGIN_DATADESC( CAI_FuncTankBehavior )
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DEFINE_FIELD( m_hFuncTank, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bMounted, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flBusyTime, FIELD_TIME ),
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DEFINE_FIELD( m_bSpottedPlayerOutOfCover, FIELD_BOOLEAN ),
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END_DATADESC();
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//--k---------------------------------------------------------------------------
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CAI_FuncTankBehavior::CAI_FuncTankBehavior()
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{
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m_hFuncTank = NULL;
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m_bMounted = false;
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m_flBusyTime = 0.0f;
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m_bSpottedPlayerOutOfCover = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Deconstructor
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//-----------------------------------------------------------------------------
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CAI_FuncTankBehavior::~CAI_FuncTankBehavior()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CAI_FuncTankBehavior::CanSelectSchedule()
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{
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// If we don't have a func_tank do not bother with conditions, schedules, etc.
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if ( !m_hFuncTank )
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return false;
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// Are you alive, in a script?
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if ( !GetOuter()->IsInterruptable() )
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return false;
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// Commander is giving you orders?
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if ( GetOuter()->HasCondition( COND_RECEIVED_ORDERS ) )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_FuncTankBehavior::BeginScheduleSelection()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_FuncTankBehavior::EndScheduleSelection()
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{
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if ( m_bMounted )
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{
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Dismount();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_FuncTankBehavior::PrescheduleThink()
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{
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BaseClass::PrescheduleThink();
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if ( !HasCondition(COND_SEE_PLAYER) )
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{
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m_bSpottedPlayerOutOfCover = false;
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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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int CAI_FuncTankBehavior::SelectSchedule()
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{
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// This shouldn't get called with an m_hFuncTank, see CanSelectSchedule.
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Assert( m_hFuncTank );
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// If we've been told to dismount, or we are out of ammo - dismount.
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if ( HasCondition( COND_FUNCTANK_DISMOUNT ) || m_hFuncTank->GetAmmoCount() == 0 )
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{
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if ( m_bMounted )
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{
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Dismount();
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}
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return BaseClass::SelectSchedule();
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}
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// If we are not mounted to a func_tank look for one.
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if ( !IsMounted() )
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{
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return SCHED_MOVE_TO_FUNCTANK;
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}
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// If we have an enemy, it's in the viewcone & we have LOS to it
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if ( GetEnemy() )
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{
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// Tell the func tank whenever we see the player for the first time since not seeing him for a while
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if ( HasCondition( COND_NEW_ENEMY ) && GetEnemy()->IsPlayer() && !m_bSpottedPlayerOutOfCover )
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{
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m_bSpottedPlayerOutOfCover = true;
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m_hFuncTank->NPC_JustSawPlayer( GetEnemy() );
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}
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// Fire at the enemy.
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return SCHED_FIRE_FUNCTANK;
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}
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else
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{
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// Scan for enemies.
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return SCHED_SCAN_WITH_FUNCTANK;
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}
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return SCHED_IDLE_STAND;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : activity -
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// Output : Activity
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//-----------------------------------------------------------------------------
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Activity CAI_FuncTankBehavior::NPC_TranslateActivity( Activity activity )
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{
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// If I'm on the gun, I play the idle manned gun animation
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if ( m_bMounted )
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return ACT_IDLE_MANNEDGUN;
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return BaseClass::NPC_TranslateActivity( activity );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_FuncTankBehavior::Dismount( void )
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{
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SetBusy( gpGlobals->curtime + AI_FUNCTANK_BEHAVIOR_BUSYTIME );
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Assert( m_hFuncTank );
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if ( m_hFuncTank )
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{
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GetOuter()->SpeakSentence( FUNCTANK_SENTENCE_DISMOUNTING );
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Assert( m_hFuncTank->IsMarkedForDeletion() || m_hFuncTank->GetController() == GetOuter() );
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m_hFuncTank->NPC_SetInRoute( false );
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if ( m_hFuncTank->GetController() == GetOuter() )
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m_hFuncTank->StopControl();
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SetFuncTank( NULL );
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}
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GetOuter()->SetDesiredWeaponState( DESIREDWEAPONSTATE_UNHOLSTERED );
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m_bMounted = false;
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// Set this condition to force breakout of any func_tank behavior schedules
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SetCondition( COND_FUNCTANK_DISMOUNT );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CAI_FuncTankBehavior::OnTakeDamage_Alive( const CTakeDamageInfo &info )
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{
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int iResult = BaseClass::OnTakeDamage_Alive( info );
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if ( !iResult )
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return 0;
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// If we've been hit by the player, and the player's not targetable
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// by our func_tank, get off the tank.
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CBaseEntity *pAttacker = info.GetAttacker();
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bool bValidDismountAttacker = (pAttacker && pAttacker->IsPlayer());
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#ifdef HL2_EPISODIC
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bValidDismountAttacker = true;
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#endif
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if ( m_hFuncTank && bValidDismountAttacker == true )
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{
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if ( !m_hFuncTank->IsEntityInViewCone( pAttacker ) )
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{
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SetCondition( COND_FUNCTANK_DISMOUNT );
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}
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}
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return iResult;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_FuncTankBehavior::StartTask( const Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_FUNCTANK_ANNOUNCE_SCAN:
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{
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if ( random->RandomInt( 0, 3 ) == 0 )
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{
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GetOuter()->SpeakSentence( FUNCTANK_SENTENCE_SCAN_FOR_ENEMIES );
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}
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TaskComplete();
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}
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break;
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case TASK_GET_PATH_TO_FUNCTANK:
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{
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if ( !m_hFuncTank )
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{
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TaskFail( FAIL_NO_TARGET );
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return;
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}
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Vector vecManPos;
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m_hFuncTank->NPC_FindManPoint( vecManPos );
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AI_NavGoal_t goal( vecManPos );
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goal.pTarget = m_hFuncTank;
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if ( GetNavigator()->SetGoal( goal ) )
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{
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GetNavigator()->SetArrivalDirection( m_hFuncTank->GetAbsAngles() );
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TaskComplete();
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}
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else
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{
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TaskFail("NO PATH");
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// Don't try and use me again for a while
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SetBusy( gpGlobals->curtime + AI_FUNCTANK_BEHAVIOR_BUSYTIME );
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}
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break;
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}
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case TASK_FACE_FUNCTANK:
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{
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if ( !m_hFuncTank )
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{
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TaskFail( FAIL_NO_TARGET );
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return;
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}
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// Ensure we've reached the func_tank
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Vector vecManPos;
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m_hFuncTank->NPC_FindManPoint( vecManPos );
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// More leniency in Z.
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Vector vecDelta = (vecManPos - GetAbsOrigin());
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if ( fabs(vecDelta.x) > 16 || fabs(vecDelta.y) > 16 || fabs(vecDelta.z) > 48 )
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{
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TaskFail( "Not correctly on func_tank man point" );
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m_hFuncTank->NPC_InterruptRoute();
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return;
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}
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GetMotor()->SetIdealYawToTarget( m_hFuncTank->GetAbsOrigin() );
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GetOuter()->SetTurnActivity();
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break;
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}
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case TASK_HOLSTER_WEAPON:
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{
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if ( !m_hFuncTank )
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{
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TaskFail( FAIL_NO_TARGET );
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return;
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}
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if ( GetOuter()->IsWeaponHolstered() || !GetOuter()->CanHolsterWeapon() )
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{
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GetOuter()->SpeakSentence( FUNCTANK_SENTENCE_JUST_MOUNTED );
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// We are at the correct position and facing for the func_tank, mount it.
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m_hFuncTank->StartControl( GetOuter() );
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GetOuter()->ClearEnemyMemory();
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m_bMounted = true;
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TaskComplete();
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GetOuter()->SetIdealActivity( ACT_IDLE_MANNEDGUN );
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}
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else
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{
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GetOuter()->SetDesiredWeaponState( DESIREDWEAPONSTATE_HOLSTERED );
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}
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break;
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}
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case TASK_FIRE_FUNCTANK:
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{
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if ( !m_hFuncTank )
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{
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TaskFail( FAIL_NO_TARGET );
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return;
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}
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GetOuter()->m_flWaitFinished = gpGlobals->curtime + FUNCTANK_FIRE_TIME;
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break;
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}
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case TASK_SCAN_LEFT_FUNCTANK:
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{
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if ( !m_hFuncTank )
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{
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TaskFail( FAIL_NO_TARGET );
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return;
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}
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GetMotor()->SetIdealYawToTarget( m_hFuncTank->GetAbsOrigin() );
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float flCenterYaw = m_hFuncTank->YawCenterWorld();
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float flYawRange = m_hFuncTank->YawRange();
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float flScanAmount = random->RandomFloat( 0, flYawRange );
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QAngle vecTargetAngles( 0, UTIL_AngleMod( flCenterYaw + flScanAmount ), 0 );
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/*
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float flCenterPitch = m_hFuncTank->YawCenterWorld();
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float flPitchRange = m_hFuncTank->PitchRange();
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float flPitch = random->RandomFloat( -flPitchRange, flPitchRange );
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QAngle vecTargetAngles( flCenterPitch + flPitch, UTIL_AngleMod( flCenterYaw + flScanAmount ), 0 );
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*/
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Vector vecTargetForward;
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AngleVectors( vecTargetAngles, &vecTargetForward );
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Vector vecTarget = GetOuter()->EyePosition() + (vecTargetForward * 256);
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GetOuter()->AddLookTarget( vecTarget, 1.0, 2.0, 0.2 );
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m_hFuncTank->NPC_SetIdleAngle( vecTarget );
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break;
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}
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case TASK_SCAN_RIGHT_FUNCTANK:
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{
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if ( !m_hFuncTank )
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{
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TaskFail( FAIL_NO_TARGET );
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return;
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}
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GetMotor()->SetIdealYawToTarget( m_hFuncTank->GetAbsOrigin() );
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float flCenterYaw = m_hFuncTank->YawCenterWorld();
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float flYawRange = m_hFuncTank->YawRange();
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float flScanAmount = random->RandomFloat( 0, flYawRange );
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QAngle vecTargetAngles( 0, UTIL_AngleMod( flCenterYaw - flScanAmount ), 0 );
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/*
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float flCenterPitch = m_hFuncTank->YawCenterWorld();
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float flPitchRange = m_hFuncTank->PitchRange();
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float flPitch = random->RandomFloat( -flPitchRange, flPitchRange );
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QAngle vecTargetAngles( flCenterPitch + flPitch, UTIL_AngleMod( flCenterYaw - flScanAmount ), 0 );
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*/
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Vector vecTargetForward;
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AngleVectors( vecTargetAngles, &vecTargetForward );
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Vector vecTarget = GetOuter()->EyePosition() + (vecTargetForward * 256);
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GetOuter()->AddLookTarget( vecTarget, 1.0, 2.0, 0.2 );
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m_hFuncTank->NPC_SetIdleAngle( vecTarget );
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break;
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}
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case TASK_FORGET_ABOUT_FUNCTANK:
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{
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if ( !m_hFuncTank )
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{
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TaskFail( FAIL_NO_TARGET );
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return;
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}
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break;
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}
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default:
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{
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BaseClass::StartTask( pTask );
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_FuncTankBehavior::RunTask( const Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_FACE_FUNCTANK:
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{
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Assert( m_hFuncTank );
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GetMotor()->UpdateYaw();
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if ( GetOuter()->FacingIdeal() )
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{
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TaskComplete();
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}
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break;
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}
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case TASK_HOLSTER_WEAPON:
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{
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Assert( m_hFuncTank );
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if ( GetOuter()->IsWeaponHolstered() )
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{
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GetOuter()->SpeakSentence( FUNCTANK_SENTENCE_JUST_MOUNTED );
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// We are at the correct position and facing for the func_tank, mount it.
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m_hFuncTank->StartControl( GetOuter() );
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GetOuter()->ClearEnemyMemory();
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m_bMounted = true;
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TaskComplete();
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GetOuter()->SetIdealActivity( ACT_IDLE_MANNEDGUN );
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}
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break;
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}
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case TASK_FIRE_FUNCTANK:
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{
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Assert( m_hFuncTank );
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if( GetOuter()->m_flWaitFinished < gpGlobals->curtime )
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{
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TaskComplete();
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}
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if ( m_hFuncTank->NPC_HasEnemy() )
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{
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GetOuter()->SetLastAttackTime( gpGlobals->curtime );
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m_hFuncTank->NPC_Fire();
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// The NPC may have decided to stop using the func_tank, because it's out of ammo.
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if ( !m_hFuncTank )
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{
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TaskComplete();
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break;
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}
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}
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else
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{
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TaskComplete();
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}
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Assert( m_hFuncTank );
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if ( m_hFuncTank->GetAmmoCount() == 0 )
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{
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TaskComplete();
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}
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break;
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}
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case TASK_SCAN_LEFT_FUNCTANK:
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case TASK_SCAN_RIGHT_FUNCTANK:
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{
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GetMotor()->UpdateYaw();
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if ( GetOuter()->FacingIdeal() )
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{
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TaskComplete();
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}
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break;
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}
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case TASK_FORGET_ABOUT_FUNCTANK:
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{
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m_hFuncTank->NPC_InterruptRoute();
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SetBusy( gpGlobals->curtime + AI_FUNCTANK_BEHAVIOR_BUSYTIME );
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TaskComplete();
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break;
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}
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default:
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{
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BaseClass::RunTask( pTask );
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_FuncTankBehavior::Event_Killed( const CTakeDamageInfo &info )
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{
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if ( m_hFuncTank )
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{
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Dismount();
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}
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Assert( !m_hFuncTank );
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BaseClass::Event_Killed( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_FuncTankBehavior::UpdateOnRemove( void )
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{
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if ( m_hFuncTank )
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{
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Dismount();
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}
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_FuncTankBehavior::SetFuncTank( CHandle<CFuncTank> hFuncTank )
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{
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if ( m_hFuncTank && !hFuncTank )
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{
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SetBusy( gpGlobals->curtime + AI_FUNCTANK_BEHAVIOR_BUSYTIME );
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SetCondition( COND_FUNCTANK_DISMOUNT );
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}
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m_hFuncTank = hFuncTank;
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GetOuter()->ClearSchedule( "Setting a new func_tank" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_FuncTankBehavior::AimGun( void )
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{
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if ( m_bMounted && m_hFuncTank)
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{
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Vector vecForward;
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AngleVectors( m_hFuncTank->GetAbsAngles(), &vecForward );
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GetOuter()->SetAim( vecForward );
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return;
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}
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BaseClass::AimGun();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_FuncTankBehavior::GatherConditions()
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{
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BaseClass::GatherConditions();
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// Since we can't pathfind, if we can't see the enemy, he's eluded us
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// So we deliberately ignore unreachability
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if ( GetEnemy() && !HasCondition(COND_SEE_ENEMY) )
|
|
{
|
|
if ( gpGlobals->curtime - GetOuter()->GetEnemyLastTimeSeen() >= 3.0f )
|
|
{
|
|
GetOuter()->MarkEnemyAsEluded();
|
|
}
|
|
}
|
|
|
|
if ( !m_hFuncTank )
|
|
{
|
|
m_bMounted = false;
|
|
GetOuter()->SetDesiredWeaponState( DESIREDWEAPONSTATE_UNHOLSTERED );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CAI_FuncTankBehavior::BestEnemy( void )
|
|
{
|
|
// Only use this BestEnemy call when we are on the manned gun.
|
|
if ( !m_hFuncTank ||!IsMounted() )
|
|
return BaseClass::BestEnemy();
|
|
|
|
CBaseEntity *pBestEnemy = NULL;
|
|
int iBestDistSq = MAX_COORD_RANGE * MAX_COORD_RANGE; // so first visible entity will become the closest.
|
|
int iBestPriority = -1000;
|
|
bool bBestUnreachable = false; // Forces initial check
|
|
bool bBestSeen = false;
|
|
bool bUnreachable = false;
|
|
int iDistSq;
|
|
|
|
AIEnemiesIter_t iter;
|
|
|
|
// Get the current npc for checking from.
|
|
CAI_BaseNPC *pNPC = GetOuter();
|
|
if ( !pNPC )
|
|
return NULL;
|
|
|
|
for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst( &iter ); pEMemory != NULL; pEMemory = GetEnemies()->GetNext( &iter ) )
|
|
{
|
|
CBaseEntity *pEnemy = pEMemory->hEnemy;
|
|
if ( !pEnemy || !pEnemy->IsAlive() )
|
|
continue;
|
|
|
|
// UNDONE: Move relationship checks into IsValidEnemy?
|
|
if ( ( pEnemy->GetFlags() & FL_NOTARGET ) ||
|
|
( pNPC->IRelationType( pEnemy ) != D_HT && pNPC->IRelationType( pEnemy ) != D_FR ) ||
|
|
!IsValidEnemy( pEnemy ) )
|
|
continue;
|
|
|
|
if ( pEMemory->timeLastSeen < pNPC->GetAcceptableTimeSeenEnemy() )
|
|
continue;
|
|
|
|
if ( pEMemory->timeValidEnemy > gpGlobals->curtime )
|
|
continue;
|
|
|
|
// Skip enemies that have eluded me to prevent infinite loops
|
|
if ( GetEnemies()->HasEludedMe( pEnemy ) )
|
|
continue;
|
|
|
|
// Establish the reachability of this enemy
|
|
bUnreachable = pNPC->IsUnreachable( pEnemy );
|
|
|
|
// Check view cone of the view tank here.
|
|
bUnreachable = !m_hFuncTank->IsEntityInViewCone( pEnemy );
|
|
if ( !bUnreachable )
|
|
{
|
|
// It's in the viewcone. Now make sure we have LOS to it.
|
|
bUnreachable = !m_hFuncTank->HasLOSTo( pEnemy );
|
|
}
|
|
|
|
// If best is reachable and current is unreachable, skip the unreachable enemy regardless of priority
|
|
if ( !bBestUnreachable && bUnreachable )
|
|
continue;
|
|
|
|
// If best is unreachable and current is reachable, always pick the current regardless of priority
|
|
if ( bBestUnreachable && !bUnreachable )
|
|
{
|
|
bBestSeen = ( pNPC->GetSenses()->DidSeeEntity( pEnemy ) || pNPC->FVisible( pEnemy ) ); // @TODO (toml 04-02-03): Need to optimize CanSeeEntity() so multiple calls in frame do not recalculate, rather cache
|
|
iBestPriority = pNPC->IRelationPriority( pEnemy );
|
|
iBestDistSq = (pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
|
|
pBestEnemy = pEnemy;
|
|
bBestUnreachable = bUnreachable;
|
|
}
|
|
// If both are unreachable or both are reachable, chose enemy based on priority and distance
|
|
else if ( pNPC->IRelationPriority( pEnemy ) > iBestPriority )
|
|
{
|
|
// this entity is disliked MORE than the entity that we
|
|
// currently think is the best visible enemy. No need to do
|
|
// a distance check, just get mad at this one for now.
|
|
iBestPriority = pNPC->IRelationPriority ( pEnemy );
|
|
iBestDistSq = ( pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
|
|
pBestEnemy = pEnemy;
|
|
bBestUnreachable = bUnreachable;
|
|
}
|
|
else if ( pNPC->IRelationPriority( pEnemy ) == iBestPriority )
|
|
{
|
|
// this entity is disliked just as much as the entity that
|
|
// we currently think is the best visible enemy, so we only
|
|
// get mad at it if it is closer.
|
|
iDistSq = ( pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
|
|
|
|
bool bCloser = ( iDistSq < iBestDistSq ) ;
|
|
|
|
if ( bCloser || !bBestSeen )
|
|
{
|
|
// @TODO (toml 04-02-03): Need to optimize FVisible() so multiple calls in frame do not recalculate, rather cache
|
|
bool fSeen = ( pNPC->GetSenses()->DidSeeEntity( pEnemy ) || pNPC->FVisible( pEnemy ) );
|
|
if ( ( bCloser && ( fSeen || !bBestSeen ) ) || ( !bCloser && !bBestSeen && fSeen ) )
|
|
{
|
|
bBestSeen = fSeen;
|
|
iBestDistSq = iDistSq;
|
|
iBestPriority = pNPC->IRelationPriority( pEnemy );
|
|
pBestEnemy = pEnemy;
|
|
bBestUnreachable = bUnreachable;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return pBestEnemy;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// Custom AI schedule data
|
|
//
|
|
|
|
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_FuncTankBehavior )
|
|
|
|
DECLARE_TASK( TASK_GET_PATH_TO_FUNCTANK )
|
|
DECLARE_TASK( TASK_FACE_FUNCTANK )
|
|
DECLARE_TASK( TASK_HOLSTER_WEAPON )
|
|
DECLARE_TASK( TASK_FIRE_FUNCTANK )
|
|
DECLARE_TASK( TASK_SCAN_LEFT_FUNCTANK )
|
|
DECLARE_TASK( TASK_SCAN_RIGHT_FUNCTANK )
|
|
DECLARE_TASK( TASK_FORGET_ABOUT_FUNCTANK )
|
|
DECLARE_TASK( TASK_FUNCTANK_ANNOUNCE_SCAN )
|
|
|
|
DECLARE_CONDITION( COND_FUNCTANK_DISMOUNT )
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_MOVE_TO_FUNCTANK,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE: SCHED_FAIL_MOVE_TO_FUNCTANK"
|
|
" TASK_GET_PATH_TO_FUNCTANK 0"
|
|
" TASK_SPEAK_SENTENCE 1000" // FUNCTANK_SENTENCE_MOVE_TO_MOUNT
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_FUNCTANK 0"
|
|
" TASK_HOLSTER_WEAPON 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_FUNCTANK_DISMOUNT"
|
|
)
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_FIRE_FUNCTANK,
|
|
|
|
" Tasks"
|
|
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
|
|
" TASK_FIRE_FUNCTANK 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LOST_ENEMY"
|
|
" COND_ENEMY_OCCLUDED"
|
|
" COND_WEAPON_BLOCKED_BY_FRIEND"
|
|
" COND_WEAPON_SIGHT_OCCLUDED"
|
|
" COND_FUNCTANK_DISMOUNT"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SCAN_WITH_FUNCTANK,
|
|
|
|
" Tasks"
|
|
" TASK_FUNCTANK_ANNOUNCE_SCAN 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT 4"
|
|
" TASK_SCAN_LEFT_FUNCTANK 0"
|
|
" TASK_WAIT 4"
|
|
" TASK_SCAN_RIGHT_FUNCTANK 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_PROVOKED"
|
|
" COND_FUNCTANK_DISMOUNT"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_FAIL_MOVE_TO_FUNCTANK,
|
|
|
|
" Tasks"
|
|
" TASK_FORGET_ABOUT_FUNCTANK 0"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
AI_END_CUSTOM_SCHEDULE_PROVIDER()
|