mirror of
https://github.com/nillerusr/source-engine.git
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784 lines
21 KiB
C++
784 lines
21 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_behavior_police.h"
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#include "ai_navigator.h"
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#include "ai_memory.h"
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#include "collisionutils.h"
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#include "npc_metropolice.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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BEGIN_DATADESC( CAI_PolicingBehavior )
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DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bStartPolicing, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hPoliceGoal, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flNextHarassTime, FIELD_TIME ),
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DEFINE_FIELD( m_flAggressiveTime, FIELD_TIME ),
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DEFINE_FIELD( m_nNumWarnings, FIELD_INTEGER ),
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DEFINE_FIELD( m_bTargetIsHostile, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flTargetHostileTime,FIELD_TIME ),
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END_DATADESC();
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CAI_PolicingBehavior::CAI_PolicingBehavior( void )
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{
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m_bEnabled = false;
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m_nNumWarnings = 0;
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m_bTargetIsHostile = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_PolicingBehavior::TargetIsHostile( void )
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{
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if ( ( m_flTargetHostileTime < gpGlobals->curtime ) && ( !m_bTargetIsHostile ) )
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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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// Input : *pGoal -
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//-----------------------------------------------------------------------------
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void CAI_PolicingBehavior::Enable( CAI_PoliceGoal *pGoal )
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{
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m_hPoliceGoal = pGoal;
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m_bEnabled = true;
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m_bStartPolicing = true;
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// Update ourselves immediately
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GetOuter()->ClearSchedule( "Enable police behavior" );
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//NotifyChangeBehaviorStatus( GetOuter()->IsInAScript() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_PolicingBehavior::Disable( void )
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{
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m_hPoliceGoal = NULL;
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m_bEnabled = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_PolicingBehavior::CanSelectSchedule( void )
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{
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// Must be activated and valid
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if ( IsEnabled() == false || !m_hPoliceGoal || !m_hPoliceGoal->GetTarget() )
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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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// Input : false -
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//-----------------------------------------------------------------------------
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void CAI_PolicingBehavior::HostSetBatonState( bool state )
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{
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// If we're a cop, turn the baton on
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CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(GetOuter());
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if ( pCop != NULL )
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{
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pCop->SetBatonState( state );
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pCop->SetTarget( m_hPoliceGoal->GetTarget() );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : false -
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//-----------------------------------------------------------------------------
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bool CAI_PolicingBehavior::HostBatonIsOn( void )
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{
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// If we're a cop, turn the baton on
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CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(GetOuter());
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if ( pCop )
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return pCop->BatonActive();
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_PolicingBehavior::HostSpeakSentence( const char *pSentence, SentencePriority_t nSoundPriority, SentenceCriteria_t nCriteria )
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{
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// If we're a cop, turn the baton on
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CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(GetOuter());
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if ( pCop != NULL )
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{
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CAI_Sentence< CNPC_MetroPolice > *pSentences = pCop->GetSentences();
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pSentences->Speak( pSentence, nSoundPriority, nCriteria );
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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_PolicingBehavior::BuildScheduleTestBits( void )
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{
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if ( IsCurSchedule( SCHED_IDLE_STAND ) || IsCurSchedule( SCHED_ALERT_STAND ) )
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{
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if ( m_flNextHarassTime < gpGlobals->curtime )
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{
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GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_POLICE_TARGET_TOO_CLOSE_HARASS ) );
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}
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GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS ) );
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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_PolicingBehavior::GatherConditions( void )
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{
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BaseClass::GatherConditions();
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// Mapmaker may have removed our goal while we're running our schedule
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if ( !m_hPoliceGoal )
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{
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Disable();
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return;
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}
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ClearCondition( COND_POLICE_TARGET_TOO_CLOSE_HARASS );
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ClearCondition( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS );
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CBaseEntity *pTarget = m_hPoliceGoal->GetTarget();
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if ( pTarget == NULL )
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{
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DevMsg( "ai_goal_police with NULL target entity!\n" );
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return;
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}
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// See if we need to knock out our target immediately
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if ( ShouldKnockOutTarget( pTarget ) )
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{
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SetCondition( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS );
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}
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float flDistSqr = ( m_hPoliceGoal->WorldSpaceCenter() - pTarget->WorldSpaceCenter() ).Length2DSqr();
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float radius = ( m_hPoliceGoal->GetRadius() * PATROL_RADIUS_RATIO );
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float zDiff = fabs( m_hPoliceGoal->WorldSpaceCenter().z - pTarget->WorldSpaceCenter().z );
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// If we're too far away, don't bother
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if ( flDistSqr < (radius*radius) && zDiff < 32.0f )
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{
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SetCondition( COND_POLICE_TARGET_TOO_CLOSE_HARASS );
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if ( flDistSqr < (m_hPoliceGoal->GetRadius()*m_hPoliceGoal->GetRadius()) )
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{
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SetCondition( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS );
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}
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}
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// If we're supposed to stop chasing (aggression over), return
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if ( m_bTargetIsHostile && m_flAggressiveTime < gpGlobals->curtime && IsCurSchedule(SCHED_CHASE_ENEMY) )
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{
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// Force me to re-evaluate my schedule
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GetOuter()->ClearSchedule( "Stopped chasing, aggression over" );
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}
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}
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//-----------------------------------------------------------------------------
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// We're taking cover from danger
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//-----------------------------------------------------------------------------
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void CAI_PolicingBehavior::AnnouncePolicing( void )
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{
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// We're policing
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static const char *pWarnings[3] =
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{
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"METROPOLICE_MOVE_ALONG_A",
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"METROPOLICE_MOVE_ALONG_B",
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"METROPOLICE_MOVE_ALONG_C",
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};
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if ( m_nNumWarnings <= 3 )
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{
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HostSpeakSentence( pWarnings[ m_nNumWarnings - 1 ], SENTENCE_PRIORITY_MEDIUM, SENTENCE_CRITERIA_NORMAL );
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}
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else
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{
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// We loop at m_nNumWarnings == 4 for players who aren't moving
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// but still pissing us off, and we're not allowed to do anything about it. (i.e. can't leave post)
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// First two sentences sound pretty good, so randomly pick one of them.
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int iSentence = RandomInt( 0, 1 );
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HostSpeakSentence( pWarnings[ iSentence ], SENTENCE_PRIORITY_MEDIUM, SENTENCE_CRITERIA_NORMAL );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : scheduleType -
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// Output : int
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//-----------------------------------------------------------------------------
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int CAI_PolicingBehavior::TranslateSchedule( int scheduleType )
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{
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if ( scheduleType == SCHED_CHASE_ENEMY )
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{
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if ( m_hPoliceGoal->ShouldRemainAtPost() && !MaintainGoalPosition() )
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return BaseClass::TranslateSchedule( SCHED_COMBAT_FACE );
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}
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return BaseClass::TranslateSchedule( scheduleType );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : newActivity -
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// Output : Activity
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//-----------------------------------------------------------------------------
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Activity CAI_PolicingBehavior::NPC_TranslateActivity( Activity newActivity )
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{
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// See which harassment to play
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if ( newActivity == ACT_POLICE_HARASS1 )
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{
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switch( m_nNumWarnings )
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{
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case 1:
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return (Activity) ACT_POLICE_HARASS1;
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break;
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default:
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case 2:
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return (Activity) ACT_POLICE_HARASS2;
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break;
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}
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}
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return BaseClass::NPC_TranslateActivity( newActivity );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : CBaseEntity
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//-----------------------------------------------------------------------------
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CBaseEntity *CAI_PolicingBehavior::GetGoalTarget( void )
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{
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if ( m_hPoliceGoal == NULL )
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{
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//NOTENOTE: This has been called before the behavior is actually active, or the goal has gone invalid
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Assert(0);
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return NULL;
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}
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return m_hPoliceGoal->GetTarget();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : time -
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//-----------------------------------------------------------------------------
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void CAI_PolicingBehavior::SetTargetHostileDuration( float time )
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{
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m_flTargetHostileTime = gpGlobals->curtime + time;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pTask -
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//-----------------------------------------------------------------------------
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void CAI_PolicingBehavior::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_POLICE_GET_PATH_TO_HARASS_GOAL:
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{
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Vector harassDir = ( m_hPoliceGoal->GetTarget()->WorldSpaceCenter() - WorldSpaceCenter() );
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float flDist = VectorNormalize( harassDir );
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// See if we're already close enough
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if ( flDist < pTask->flTaskData )
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{
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TaskComplete();
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break;
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}
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float flInter1, flInter2;
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Vector harassPos = GetAbsOrigin() + ( harassDir * ( flDist - pTask->flTaskData ) );
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// Find a point on our policing radius to stand on
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if ( IntersectInfiniteRayWithSphere( GetAbsOrigin(), harassDir, m_hPoliceGoal->GetAbsOrigin(), m_hPoliceGoal->GetRadius(), &flInter1, &flInter2 ) )
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{
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Vector vPos = m_hPoliceGoal->GetAbsOrigin() + harassDir * ( MAX( flInter1, flInter2 ) );
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// See how far away the default one is
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float testDist = UTIL_DistApprox2D( m_hPoliceGoal->GetAbsOrigin(), harassPos );
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// If our other goal is closer, choose it
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if ( testDist > UTIL_DistApprox2D( m_hPoliceGoal->GetAbsOrigin(), vPos ) )
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{
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harassPos = vPos;
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}
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}
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if ( GetNavigator()->SetGoal( harassPos, pTask->flTaskData ) )
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{
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GetNavigator()->SetMovementActivity( (Activity) ACT_WALK_ANGRY );
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GetNavigator()->SetArrivalDirection( m_hPoliceGoal->GetTarget() );
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TaskComplete();
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}
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else
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{
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TaskFail( FAIL_NO_ROUTE );
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}
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}
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break;
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case TASK_POLICE_GET_PATH_TO_POLICE_GOAL:
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{
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if ( GetNavigator()->SetGoal( m_hPoliceGoal->GetAbsOrigin(), pTask->flTaskData ) )
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{
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GetNavigator()->SetArrivalDirection( m_hPoliceGoal->GetAbsAngles() );
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TaskComplete();
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}
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else
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{
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TaskFail( FAIL_NO_ROUTE );
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}
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}
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break;
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case TASK_POLICE_ANNOUNCE_HARASS:
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{
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AnnouncePolicing();
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// Randomly say this again in the future
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m_flNextHarassTime = gpGlobals->curtime + random->RandomInt( 4, 6 );
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// Scatter rubber-neckers
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CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin(), 256.0f, 2.0f, GetOuter() );
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}
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TaskComplete();
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break;
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case TASK_POLICE_FACE_ALONG_GOAL:
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{
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// We may have lost our police goal in the 2 seconds we wait before this task
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if ( m_hPoliceGoal )
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{
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GetMotor()->SetIdealYaw( m_hPoliceGoal->GetAbsAngles().y );
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GetOuter()->SetTurnActivity();
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}
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}
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break;
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default:
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BaseClass::StartTask( pTask );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_PolicingBehavior::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_POLICE_FACE_ALONG_GOAL:
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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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default:
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BaseClass::RunTask( pTask);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_PolicingBehavior::MaintainGoalPosition( void )
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{
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Vector vecOrg = GetAbsOrigin();
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Vector vecTarget = m_hPoliceGoal->GetAbsOrigin();
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// Allow some slop on Z
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if ( fabs(vecOrg.z - vecTarget.z) > 64 )
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return true;
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// Need to be very close on X/Y
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if ( (vecOrg - vecTarget).Length2D() > 16 )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_PolicingBehavior::ShouldKnockOutTarget( CBaseEntity *pTarget )
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{
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if ( m_hPoliceGoal == NULL )
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{
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//NOTENOTE: This has been called before the behavior is actually active, or the goal has gone invalid
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Assert(0);
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return false;
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}
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bool bVisible = GetOuter()->FVisible( pTarget );
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return m_hPoliceGoal->ShouldKnockOutTarget( pTarget->WorldSpaceCenter(), bVisible );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pTarget -
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//-----------------------------------------------------------------------------
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void CAI_PolicingBehavior::KnockOutTarget( CBaseEntity *pTarget )
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{
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if ( m_hPoliceGoal == NULL )
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{
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//NOTENOTE: This has been called before the behavior is actually active, or the goal has gone invalid
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Assert(0);
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return;
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}
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m_hPoliceGoal->KnockOutTarget( pTarget );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : int
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//-----------------------------------------------------------------------------
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int CAI_PolicingBehavior::SelectSuppressSchedule( void )
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{
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CBaseEntity *pTarget = m_hPoliceGoal->GetTarget();
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m_flAggressiveTime = gpGlobals->curtime + 4.0f;
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if ( m_bTargetIsHostile == false )
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{
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// Mark this as a valid target
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m_bTargetIsHostile = true;
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// Attack the target
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GetOuter()->SetEnemy( pTarget );
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GetOuter()->SetState( NPC_STATE_COMBAT );
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GetOuter()->UpdateEnemyMemory( pTarget, pTarget->GetAbsOrigin() );
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HostSetBatonState( true );
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// Remember that we're angry with the target
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m_nNumWarnings = POLICE_MAX_WARNINGS;
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// We need to let the system pickup the new enemy and deal with it on the next frame
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return SCHED_COMBAT_FACE;
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}
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// If we're supposed to stand still, then we need to show aggression
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if ( m_hPoliceGoal->ShouldRemainAtPost() )
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{
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// If we're off our mark, fight to it
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if ( MaintainGoalPosition() )
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{
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return SCHED_CHASE_ENEMY;
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}
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//FIXME: This needs to be a more aggressive warning to the player
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if ( m_flNextHarassTime < gpGlobals->curtime )
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{
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return SCHED_POLICE_WARN_TARGET;
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}
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else
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{
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return SCHED_COMBAT_FACE;
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}
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}
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return SCHED_CHASE_ENEMY;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : int
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//-----------------------------------------------------------------------------
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int CAI_PolicingBehavior::SelectHarassSchedule( void )
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{
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CBaseEntity *pTarget = m_hPoliceGoal->GetTarget();
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m_flAggressiveTime = gpGlobals->curtime + 4.0f;
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// If we just started to police, make sure we're on our mark
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if ( MaintainGoalPosition() )
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return SCHED_POLICE_RETURN_FROM_HARASS;
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// Look at the target if they're too close
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GetOuter()->AddLookTarget( pTarget, 0.5f, 5.0f );
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// Say something if it's been long enough
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if ( m_flNextHarassTime < gpGlobals->curtime )
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{
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// Gesture the player away
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GetOuter()->SetTarget( pTarget );
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// Send outputs for each level of warning
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if ( m_nNumWarnings == 0 )
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{
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m_hPoliceGoal->FireWarningLevelOutput( 1 );
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}
|
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else if ( m_nNumWarnings == 1 )
|
|
{
|
|
m_hPoliceGoal->FireWarningLevelOutput( 2 );
|
|
}
|
|
|
|
if ( m_nNumWarnings < POLICE_MAX_WARNINGS )
|
|
{
|
|
m_nNumWarnings++;
|
|
}
|
|
|
|
// If we're over our limit, just suppress the offender
|
|
if ( m_nNumWarnings >= POLICE_MAX_WARNINGS )
|
|
{
|
|
if ( m_bTargetIsHostile == false )
|
|
{
|
|
// Mark the target as a valid target
|
|
m_bTargetIsHostile = true;
|
|
|
|
GetOuter()->SetEnemy( pTarget );
|
|
GetOuter()->SetState( NPC_STATE_COMBAT );
|
|
GetOuter()->UpdateEnemyMemory( pTarget, pTarget->GetAbsOrigin() );
|
|
HostSetBatonState( true );
|
|
|
|
m_hPoliceGoal->FireWarningLevelOutput( 4 );
|
|
|
|
return SCHED_COMBAT_FACE;
|
|
}
|
|
|
|
if ( m_hPoliceGoal->ShouldRemainAtPost() == false )
|
|
return SCHED_CHASE_ENEMY;
|
|
}
|
|
|
|
// On our last warning, approach the target
|
|
if ( m_nNumWarnings == (POLICE_MAX_WARNINGS-1) )
|
|
{
|
|
m_hPoliceGoal->FireWarningLevelOutput( 3 );
|
|
|
|
GetOuter()->SetTarget( pTarget );
|
|
|
|
HostSetBatonState( true );
|
|
|
|
if ( m_hPoliceGoal->ShouldRemainAtPost() == false )
|
|
return SCHED_POLICE_HARASS_TARGET;
|
|
}
|
|
|
|
// Otherwise just verbally warn him
|
|
return SCHED_POLICE_WARN_TARGET;
|
|
}
|
|
|
|
return SCHED_NONE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_PolicingBehavior::SelectSchedule( void )
|
|
{
|
|
CBaseEntity *pTarget = m_hPoliceGoal->GetTarget();
|
|
|
|
// Validate our target
|
|
if ( pTarget == NULL )
|
|
{
|
|
DevMsg( "ai_goal_police with NULL target entity!\n" );
|
|
|
|
// Turn us off
|
|
Disable();
|
|
return SCHED_NONE;
|
|
}
|
|
|
|
// Attack if we're supposed to
|
|
if ( ( m_flAggressiveTime >= gpGlobals->curtime ) && HasCondition( COND_CAN_MELEE_ATTACK1 ) )
|
|
{
|
|
return SCHED_MELEE_ATTACK1;
|
|
}
|
|
|
|
// See if we should immediately begin to attack our target
|
|
if ( HasCondition( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS ) )
|
|
{
|
|
return SelectSuppressSchedule();
|
|
}
|
|
|
|
int newSchedule = SCHED_NONE;
|
|
|
|
// See if we're harassing
|
|
if ( HasCondition( COND_POLICE_TARGET_TOO_CLOSE_HARASS ) )
|
|
{
|
|
newSchedule = SelectHarassSchedule();
|
|
}
|
|
|
|
// Return that schedule if it was found
|
|
if ( newSchedule != SCHED_NONE )
|
|
return newSchedule;
|
|
|
|
// If our enemy is set, fogeda'bout it!
|
|
if ( m_flAggressiveTime < gpGlobals->curtime )
|
|
{
|
|
// Return to your initial spot
|
|
if ( GetEnemy() )
|
|
{
|
|
GetOuter()->SetEnemy( NULL );
|
|
GetOuter()->SetState( NPC_STATE_ALERT );
|
|
GetOuter()->GetEnemies()->RefreshMemories();
|
|
}
|
|
|
|
HostSetBatonState( false );
|
|
m_bTargetIsHostile = false;
|
|
}
|
|
|
|
// If we just started to police, make sure we're on our mark
|
|
if ( MaintainGoalPosition() )
|
|
return SCHED_POLICE_RETURN_FROM_HARASS;
|
|
|
|
// If I've got my baton on, keep looking at the target
|
|
if ( HostBatonIsOn() )
|
|
return SCHED_POLICE_TRACK_TARGET;
|
|
|
|
// Re-align myself to the goal angles if I've strayed
|
|
if ( fabs(UTIL_AngleDiff( GetAbsAngles().y, m_hPoliceGoal->GetAbsAngles().y )) > 15 )
|
|
return SCHED_POLICE_FACE_ALONG_GOAL;
|
|
|
|
return SCHED_IDLE_STAND;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_PolicingBehavior::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
|
|
{
|
|
if ( failedSchedule == SCHED_CHASE_ENEMY )
|
|
{
|
|
// We've failed to chase our enemy, return to where we were came from
|
|
if ( MaintainGoalPosition() )
|
|
return SCHED_POLICE_RETURN_FROM_HARASS;
|
|
|
|
return SCHED_POLICE_WARN_TARGET;
|
|
}
|
|
|
|
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_PolicingBehavior )
|
|
|
|
DECLARE_CONDITION( COND_POLICE_TARGET_TOO_CLOSE_HARASS );
|
|
DECLARE_CONDITION( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS );
|
|
|
|
DECLARE_TASK( TASK_POLICE_GET_PATH_TO_HARASS_GOAL );
|
|
DECLARE_TASK( TASK_POLICE_GET_PATH_TO_POLICE_GOAL );
|
|
DECLARE_TASK( TASK_POLICE_ANNOUNCE_HARASS );
|
|
DECLARE_TASK( TASK_POLICE_FACE_ALONG_GOAL );
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_POLICE_WARN_TARGET,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_TARGET 0"
|
|
" TASK_POLICE_ANNOUNCE_HARASS 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_POLICE_HARASS1"
|
|
""
|
|
" Interrupts"
|
|
" COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS"
|
|
);
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_POLICE_HARASS_TARGET,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_TARGET 0"
|
|
" TASK_POLICE_GET_PATH_TO_HARASS_GOAL 64"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_POLICE_ANNOUNCE_HARASS 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_POLICE_HARASS1"
|
|
""
|
|
" Interrupts"
|
|
" COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS"
|
|
);
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_POLICE_SUPPRESS_TARGET,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_TARGET 0"
|
|
" TASK_POLICE_ANNOUNCE_HARASS 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_POLICE_HARASS1"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_POLICE_RETURN_FROM_HARASS,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_POLICE_GET_PATH_TO_POLICE_GOAL 16"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS"
|
|
);
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_POLICE_TRACK_TARGET,
|
|
|
|
" Tasks"
|
|
" TASK_FACE_TARGET 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS"
|
|
);
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_POLICE_FACE_ALONG_GOAL,
|
|
|
|
" Tasks"
|
|
" TASK_WAIT_RANDOM 2"
|
|
" TASK_POLICE_FACE_ALONG_GOAL 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS"
|
|
);
|
|
|
|
AI_END_CUSTOM_SCHEDULE_PROVIDER()
|