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847 lines
21 KiB
C++
847 lines
21 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "IEffects.h"
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#include "collisionutils.h"
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#include "ai_basenpc.h"
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#include "ai_scriptconditions.h"
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#include "saverestore_utlvector.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define SF_ACTOR_AS_ACTIVATOR ( 1 << 0 )
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ConVar debugscriptconditions( "ai_debugscriptconditions", "0" );
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#define ScrCondDbgMsg( msg ) \
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do \
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{ \
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if ( debugscriptconditions.GetBool() ) \
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{ \
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DevMsg msg; \
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} \
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} \
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while (0)
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//=============================================================================
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//
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// CAI_ScriptConditions
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//
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//=============================================================================
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LINK_ENTITY_TO_CLASS(ai_script_conditions, CAI_ScriptConditions);
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BEGIN_DATADESC( CAI_ScriptConditions )
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DEFINE_THINKFUNC( EvaluationThink ),
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DEFINE_OUTPUT( m_OnConditionsSatisfied, "OnConditionsSatisfied" ),
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DEFINE_OUTPUT( m_OnConditionsTimeout, "OnConditionsTimeout" ),
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DEFINE_OUTPUT( m_NoValidActors, "NoValidActors" ),
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//---------------------------------
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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//---------------------------------
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// Inputs
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DEFINE_KEYFIELD(m_fDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
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DEFINE_KEYFIELD(m_Actor, FIELD_STRING, "Actor" ),
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DEFINE_KEYFIELD(m_flRequiredTime, FIELD_FLOAT, "RequiredTime" ),
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#ifndef HL2_EPISODIC
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DEFINE_FIELD( m_hActor, FIELD_EHANDLE ),
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DEFINE_EMBEDDED(m_Timer ),
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DEFINE_EMBEDDED(m_Timeout ),
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#endif
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DEFINE_KEYFIELD(m_fMinState, FIELD_INTEGER, "MinimumState" ),
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DEFINE_KEYFIELD(m_fMaxState, FIELD_INTEGER, "MaximumState" ),
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DEFINE_KEYFIELD(m_fScriptStatus, FIELD_INTEGER, "ScriptStatus" ),
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DEFINE_KEYFIELD(m_fActorSeePlayer, FIELD_INTEGER, "ActorSeePlayer" ),
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DEFINE_KEYFIELD(m_flPlayerActorProximity, FIELD_FLOAT, "PlayerActorProximity" ),
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DEFINE_EMBEDDED(m_PlayerActorProxTester),
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DEFINE_KEYFIELD(m_flPlayerActorFOV, FIELD_FLOAT, "PlayerActorFOV" ),
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DEFINE_KEYFIELD(m_bPlayerActorFOVTrueCone, FIELD_BOOLEAN, "PlayerActorFOVTrueCone" ),
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DEFINE_KEYFIELD(m_fPlayerActorLOS, FIELD_INTEGER, "PlayerActorLOS" ),
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DEFINE_KEYFIELD(m_fActorSeeTarget, FIELD_INTEGER, "ActorSeeTarget" ),
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DEFINE_KEYFIELD(m_flActorTargetProximity, FIELD_FLOAT, "ActorTargetProximity" ),
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DEFINE_EMBEDDED(m_ActorTargetProxTester),
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DEFINE_KEYFIELD(m_flPlayerTargetProximity, FIELD_FLOAT, "PlayerTargetProximity" ),
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DEFINE_EMBEDDED(m_PlayerTargetProxTester),
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DEFINE_KEYFIELD(m_flPlayerTargetFOV, FIELD_FLOAT, "PlayerTargetFOV" ),
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DEFINE_KEYFIELD(m_bPlayerTargetFOVTrueCone, FIELD_BOOLEAN, "PlayerTargetFOVTrueCone" ),
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DEFINE_KEYFIELD(m_fPlayerTargetLOS, FIELD_INTEGER, "PlayerTargetLOS" ),
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DEFINE_KEYFIELD(m_fPlayerBlockingActor, FIELD_INTEGER, "PlayerBlockingActor" ),
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DEFINE_KEYFIELD(m_flMinTimeout, FIELD_FLOAT, "MinTimeout" ),
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DEFINE_KEYFIELD(m_flMaxTimeout, FIELD_FLOAT, "MaxTimeout" ),
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DEFINE_KEYFIELD(m_fActorInPVS, FIELD_INTEGER, "ActorInPVS" ),
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DEFINE_KEYFIELD(m_fActorInVehicle, FIELD_INTEGER, "ActorInVehicle" ),
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DEFINE_KEYFIELD(m_fPlayerInVehicle, FIELD_INTEGER, "PlayerInVehicle" ),
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DEFINE_UTLVECTOR( m_ElementList, FIELD_EMBEDDED ),
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DEFINE_FIELD( m_bLeaveAsleep, FIELD_BOOLEAN ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( CAI_ProxTester )
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DEFINE_FIELD( m_distSq, FIELD_FLOAT ),
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DEFINE_FIELD( m_fInside, FIELD_BOOLEAN ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( CAI_ScriptConditionsElement )
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DEFINE_FIELD( m_hActor, FIELD_EHANDLE ),
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DEFINE_EMBEDDED(m_Timer ),
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DEFINE_EMBEDDED(m_Timeout ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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#define EVALUATOR( name ) { &CAI_ScriptConditions::Eval##name, #name }
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CAI_ScriptConditions::EvaluatorInfo_t CAI_ScriptConditions::gm_Evaluators[] =
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{
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EVALUATOR( ActorSeePlayer ),
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EVALUATOR( State ),
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EVALUATOR( PlayerActorProximity ),
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EVALUATOR( PlayerTargetProximity ),
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EVALUATOR( ActorTargetProximity ),
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EVALUATOR( PlayerBlockingActor ),
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EVALUATOR( PlayerActorLook ),
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EVALUATOR( PlayerTargetLook ),
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EVALUATOR( ActorSeeTarget),
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EVALUATOR( PlayerActorLOS ),
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EVALUATOR( PlayerTargetLOS ),
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#ifdef HL2_EPISODIC
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EVALUATOR( ActorInPVS ),
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EVALUATOR( PlayerInVehicle ),
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EVALUATOR( ActorInVehicle ),
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#endif
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};
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void CAI_ScriptConditions::OnRestore( void )
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{
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BaseClass::OnRestore();
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#ifndef HL2_EPISODIC
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//Old HL2 save game! Fix up to new system.
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if ( m_hActor )
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{
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CAI_ScriptConditionsElement conditionactor;
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conditionactor.SetActor( m_hActor );
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conditionactor.SetTimeOut( m_Timeout );
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conditionactor.SetTimer( m_Timer );
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m_ElementList.AddToTail( conditionactor );
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m_hActor = NULL;
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}
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if ( m_ElementList.Count() == 0 && m_Actor == NULL_STRING && m_fDisabled == false )
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{
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AddNewElement( NULL );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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bool CAI_ScriptConditions::EvalState( const EvalArgs_t &args )
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{
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if ( !args.pActor )
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return true;
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CAI_BaseNPC *pNpc = args.pActor->MyNPCPointer();
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// !!!LATER - fix this code, we shouldn't need the table anymore
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// now that we've placed the NPC state defs in a logical order (sjb)
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static int stateVals[] =
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{
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-1, // NPC_STATE_NONE
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0, // NPC_STATE_IDLE
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1, // NPC_STATE_ALERT
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2, // NPC_STATE_COMBAT
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-1, // NPC_STATE_SCRIPT
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-1, // NPC_STATE_PLAYDEAD
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-1, // NPC_STATE_PRONE
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-1, // NPC_STATE_DEAD
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};
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int valState = stateVals[pNpc->m_NPCState];
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if ( valState < 0 )
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{
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if ( pNpc->m_NPCState == NPC_STATE_SCRIPT && m_fScriptStatus >= TRS_TRUE )
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return true;
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return false;
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}
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const int valLow = stateVals[m_fMinState];
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const int valHigh = stateVals[m_fMaxState];
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if ( valLow > valHigh )
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{
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DevMsg( "Script condition warning: Invalid setting for Maximum/Minimum state\n" );
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Disable();
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return false;
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}
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return ( valState >= valLow && valState <= valHigh );
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}
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//-----------------------------------------------------------------------------
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bool CAI_ScriptConditions::EvalActorSeePlayer( const EvalArgs_t &args )
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{
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if( m_fActorSeePlayer == TRS_NONE )
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{
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// Don't care, so don't do any work.
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return true;
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}
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if ( !args.pActor )
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return true;
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bool fCanSeePlayer = args.pActor->MyNPCPointer()->HasCondition( COND_SEE_PLAYER );
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return ( (int)m_fActorSeePlayer == (int)fCanSeePlayer );
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}
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//-----------------------------------------------------------------------------
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bool CAI_ScriptConditions::EvalActorSeeTarget( const EvalArgs_t &args )
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{
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if( m_fActorSeeTarget == TRS_NONE )
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{
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// Don't care, so don't do any work.
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return true;
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}
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if ( args.pTarget )
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{
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if ( !args.pActor )
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return true;
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CAI_BaseNPC *pNPCActor = args.pActor->MyNPCPointer();
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#ifdef HL2_EPISODIC
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// This is the code we want to have written for HL2, but HL2 shipped without the QuerySeeEntity() call. This #ifdef really wants to be
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// something like #ifndef HL2_RETAIL, since this change does want to be in any products that are built henceforth. (sjb)
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bool fSee = pNPCActor->FInViewCone( args.pTarget ) && pNPCActor->FVisible( args.pTarget ) && pNPCActor->QuerySeeEntity( args.pTarget );
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#else
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bool fSee = pNPCActor->FInViewCone( args.pTarget ) && pNPCActor->FVisible( args.pTarget );
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#endif//HL2_EPISODIC
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if( fSee )
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{
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if( m_fActorSeeTarget == TRS_TRUE )
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{
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return true;
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}
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return false;
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}
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else
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{
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if( m_fActorSeeTarget == TRS_FALSE )
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{
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return true;
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}
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return false;
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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bool CAI_ScriptConditions::EvalPlayerActorProximity( const EvalArgs_t &args )
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{
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return ( !args.pActor || m_PlayerActorProxTester.Check( args.pPlayer, args.pActor ) );
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}
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//-----------------------------------------------------------------------------
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bool CAI_ScriptConditions::EvalPlayerTargetProximity( const EvalArgs_t &args )
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{
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return ( !args.pTarget ||
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m_PlayerTargetProxTester.Check( args.pPlayer, args.pTarget ) );
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}
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//-----------------------------------------------------------------------------
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bool CAI_ScriptConditions::EvalActorTargetProximity( const EvalArgs_t &args )
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{
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return ( !args.pTarget || !args.pActor ||
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m_ActorTargetProxTester.Check( args.pActor, args.pTarget ) );
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}
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//-----------------------------------------------------------------------------
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bool CAI_ScriptConditions::EvalPlayerActorLook( const EvalArgs_t &args )
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{
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return ( !args.pActor ||
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IsInFOV( args.pPlayer, args.pActor, m_flPlayerActorFOV, m_bPlayerActorFOVTrueCone ) );
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}
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//-----------------------------------------------------------------------------
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bool CAI_ScriptConditions::EvalPlayerTargetLook( const EvalArgs_t &args )
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{
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return ( !args.pTarget || IsInFOV( args.pPlayer, args.pTarget, m_flPlayerTargetFOV, m_bPlayerTargetFOVTrueCone ) );
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}
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//-----------------------------------------------------------------------------
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bool CAI_ScriptConditions::EvalPlayerActorLOS( const EvalArgs_t &args )
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{
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if( m_fPlayerActorLOS == TRS_NONE )
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{
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// Don't execute expensive code if we don't care.
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return true;
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}
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return ( !args.pActor || PlayerHasLineOfSight( args.pPlayer, args.pActor, m_fPlayerActorLOS == TRS_FALSE ) );
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}
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//-----------------------------------------------------------------------------
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bool CAI_ScriptConditions::EvalPlayerTargetLOS( const EvalArgs_t &args )
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{
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if( m_fPlayerTargetLOS == TRS_NONE )
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{
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// Don't execute expensive code if we don't care.
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return true;
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}
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return ( !args.pTarget || PlayerHasLineOfSight( args.pPlayer, args.pTarget, m_fPlayerTargetLOS == TRS_FALSE ) );
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}
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bool CAI_ScriptConditions::EvalActorInPVS( const EvalArgs_t &args )
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{
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if( m_fActorInPVS == TRS_NONE )
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{
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// Don't execute expensive code if we don't care.
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return true;
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}
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return ( !args.pActor || ActorInPlayersPVS( args.pActor, m_fActorInPVS == TRS_FALSE ) );
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}
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//-----------------------------------------------------------------------------
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bool CAI_ScriptConditions::EvalPlayerBlockingActor( const EvalArgs_t &args )
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{
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if ( m_fPlayerBlockingActor == TRS_NONE )
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return true;
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#if 0
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CAI_BaseNPC *pNpc = args.pActor->MyNPCPointer();
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const float testDist = 30.0;
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Vector origin = args.pActor->WorldSpaceCenter();
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Vector delta = UTIL_YawToVector( args.pActor->GetAngles().y ) * testDist;
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Vector vecAbsMins, vecAbsMaxs;
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args.pActor->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
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bool intersect = IsBoxIntersectingRay( vecAbsMins, vecAbsMaxs, origin, delta );
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#endif
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if ( m_fPlayerBlockingActor == TRS_FALSE )
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return true;
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return false; // for now, never say player is blocking
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}
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//-----------------------------------------------------------------------------
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bool CAI_ScriptConditions::EvalPlayerInVehicle( const EvalArgs_t &args )
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{
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// We don't care
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if ( m_fPlayerInVehicle == TRS_NONE )
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return true;
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// Need a player to test
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if ( args.pPlayer == NULL )
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return false;
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// Desired states must match
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return ( !!args.pPlayer->IsInAVehicle() == m_fPlayerInVehicle );
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}
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//-----------------------------------------------------------------------------
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bool CAI_ScriptConditions::EvalActorInVehicle( const EvalArgs_t &args )
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{
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// We don't care
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if ( m_fActorInVehicle == TRS_NONE )
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return true;
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if ( !args.pActor )
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return true;
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// Must be able to be in a vehicle at all
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CBaseCombatCharacter *pBCC = args.pActor->MyCombatCharacterPointer();
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if ( pBCC == NULL )
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return false;
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// Desired states must match
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return ( !!pBCC->IsInAVehicle() == m_fActorInVehicle );
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}
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//-----------------------------------------------------------------------------
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void CAI_ScriptConditions::Spawn()
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{
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Assert( ( m_fMinState == NPC_STATE_IDLE || m_fMinState == NPC_STATE_COMBAT || m_fMinState == NPC_STATE_ALERT ) &&
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( m_fMaxState == NPC_STATE_IDLE || m_fMaxState == NPC_STATE_COMBAT || m_fMaxState == NPC_STATE_ALERT ) );
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m_PlayerActorProxTester.Init( m_flPlayerActorProximity );
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m_PlayerTargetProxTester.Init( m_flPlayerTargetProximity );
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m_ActorTargetProxTester.Init( m_flActorTargetProximity );
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m_bLeaveAsleep = m_fDisabled;
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}
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//-----------------------------------------------------------------------------
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void CAI_ScriptConditions::Activate()
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{
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BaseClass::Activate();
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// When we spawn, m_fDisabled is initial state as given by worldcraft.
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// following that, we keep it updated and it reflects current state.
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if( !m_fDisabled )
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Enable();
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#ifdef HL2_EPISODIC
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gEntList.AddListenerEntity( this );
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#endif
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}
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//-----------------------------------------------------------------------------
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void CAI_ScriptConditions::UpdateOnRemove( void )
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{
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gEntList.RemoveListenerEntity( this );
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BaseClass::UpdateOnRemove();
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m_ElementList.Purge();
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}
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//-----------------------------------------------------------------------------
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void CAI_ScriptConditions::EvaluationThink()
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{
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if ( m_fDisabled == true )
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return;
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int iActorsDone = 0;
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#ifdef HL2_DLL
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if( AI_GetSinglePlayer()->GetFlags() & FL_NOTARGET )
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{
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ScrCondDbgMsg( ("%s WARNING: Player is NOTARGET. This will affect all LOS conditiosn involving the player!\n", GetDebugName()) );
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}
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#endif
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for ( int i = 0; i < m_ElementList.Count(); )
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{
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CAI_ScriptConditionsElement *pConditionElement = &m_ElementList[i];
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if ( pConditionElement == NULL )
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{
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i++;
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continue;
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}
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CBaseEntity *pActor = pConditionElement->GetActor();
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CBaseEntity *pActivator = this;
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#ifdef HL2_EPISODIC
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if ( pActor && HasSpawnFlags( SF_ACTOR_AS_ACTIVATOR ) )
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{
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pActivator = pActor;
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}
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#endif
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AssertMsg( !m_fDisabled, ("Violated invariant between CAI_ScriptConditions disabled state and think func setting") );
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if ( m_Actor != NULL_STRING && !pActor )
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{
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if ( m_ElementList.Count() == 1 )
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{
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DevMsg( "Warning: Active AI script conditions associated with an non-existant or destroyed NPC\n" );
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m_NoValidActors.FireOutput( this, this, 0 );
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}
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iActorsDone++;
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m_ElementList.Remove( i );
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continue;
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}
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i++;
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if( m_flMinTimeout > 0 && pConditionElement->GetTimeOut()->Expired() )
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{
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ScrCondDbgMsg( ( "%s firing output OnConditionsTimeout (%f seconds)\n", STRING( GetEntityName() ), pConditionElement->GetTimeOut()->GetInterval() ) );
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iActorsDone++;
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m_OnConditionsTimeout.FireOutput( pActivator, this );
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continue;
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}
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bool result = true;
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const int nEvaluators = sizeof( gm_Evaluators ) / sizeof( gm_Evaluators[0] );
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EvalArgs_t args =
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{
|
|
pActor,
|
|
GetPlayer(),
|
|
m_hTarget.Get()
|
|
};
|
|
|
|
for ( int i = 0; i < nEvaluators; ++i )
|
|
{
|
|
if ( !(this->*gm_Evaluators[i].pfnEvaluator)( args ) )
|
|
{
|
|
pConditionElement->GetTimer()->Reset();
|
|
result = false;
|
|
|
|
ScrCondDbgMsg( ( "%s failed on: %s\n", GetDebugName(), gm_Evaluators[ i ].pszName ) );
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( result )
|
|
{
|
|
ScrCondDbgMsg( ( "%s waiting... %f\n", GetDebugName(), pConditionElement->GetTimer()->GetRemaining() ) );
|
|
}
|
|
|
|
if ( result && pConditionElement->GetTimer()->Expired() )
|
|
{
|
|
ScrCondDbgMsg( ( "%s firing output OnConditionsSatisfied\n", GetDebugName() ) );
|
|
|
|
// Default behavior for now, provide worldcraft option later.
|
|
iActorsDone++;
|
|
m_OnConditionsSatisfied.FireOutput( pActivator, this );
|
|
}
|
|
}
|
|
|
|
//All done!
|
|
if ( iActorsDone == m_ElementList.Count() )
|
|
{
|
|
Disable();
|
|
m_ElementList.Purge();
|
|
}
|
|
|
|
SetThinkTime();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int CAI_ScriptConditions::AddNewElement( CBaseEntity *pActor )
|
|
{
|
|
CAI_ScriptConditionsElement conditionelement;
|
|
conditionelement.SetActor( pActor );
|
|
|
|
if( m_flMaxTimeout > 0 )
|
|
{
|
|
conditionelement.GetTimeOut()->Set( random->RandomFloat( m_flMinTimeout, m_flMaxTimeout ), false );
|
|
}
|
|
else
|
|
{
|
|
conditionelement.GetTimeOut()->Set( m_flMinTimeout, false );
|
|
}
|
|
|
|
conditionelement.GetTimer()->Set( m_flRequiredTime );
|
|
|
|
if ( m_flRequiredTime > 0 )
|
|
{
|
|
conditionelement.GetTimer()->Reset();
|
|
}
|
|
|
|
return m_ElementList.AddToTail( conditionelement );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_ScriptConditions::Enable( void )
|
|
{
|
|
m_hTarget = gEntList.FindEntityByName( NULL, m_target );
|
|
|
|
CBaseEntity *pActor = gEntList.FindEntityByName( NULL, m_Actor );
|
|
if ( m_ElementList.Count() == 0 )
|
|
{
|
|
if ( m_Actor != NULL_STRING && pActor == NULL )
|
|
{
|
|
DevMsg( "Warning: Spawning AI script conditions (%s) associated with an non-existant NPC\n", GetDebugName() );
|
|
m_NoValidActors.FireOutput( this, this, 0 );
|
|
Disable();
|
|
return;
|
|
}
|
|
|
|
if ( pActor && pActor->MyNPCPointer() == NULL )
|
|
{
|
|
Warning( "Script condition warning: warning actor is not an NPC\n" );
|
|
Disable();
|
|
return;
|
|
}
|
|
}
|
|
|
|
while( pActor != NULL )
|
|
{
|
|
if( !ActorInList(pActor) )
|
|
{
|
|
AddNewElement( pActor );
|
|
}
|
|
|
|
pActor = gEntList.FindEntityByName( pActor, m_Actor );
|
|
}
|
|
|
|
//If we are hitting this it means we are using a Target->Player condition
|
|
if ( m_Actor == NULL_STRING )
|
|
{
|
|
if( !ActorInList(pActor) )
|
|
{
|
|
AddNewElement( NULL );
|
|
}
|
|
}
|
|
|
|
m_fDisabled = false;
|
|
|
|
SetThink( &CAI_ScriptConditions::EvaluationThink );
|
|
SetThinkTime();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_ScriptConditions::Disable( void )
|
|
{
|
|
SetThink( NULL );
|
|
|
|
m_fDisabled = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_ScriptConditions::InputEnable( inputdata_t &inputdata )
|
|
{
|
|
m_bLeaveAsleep = false;
|
|
Enable();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_ScriptConditions::InputDisable( inputdata_t &inputdata )
|
|
{
|
|
m_bLeaveAsleep = true;
|
|
Disable();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_ScriptConditions::IsInFOV( CBaseEntity *pViewer, CBaseEntity *pViewed, float fov, bool bTrueCone )
|
|
{
|
|
CBaseCombatCharacter *pCombatantViewer = (pViewer) ? pViewer->MyCombatCharacterPointer() : NULL;
|
|
|
|
if ( fov < 360 && pCombatantViewer /*&& pViewed*/ )
|
|
{
|
|
Vector vLookDir;
|
|
Vector vActorDir;
|
|
|
|
// Halve the fov. As expressed here, fov is the full size of the viewcone.
|
|
float flFovDotResult;
|
|
flFovDotResult = cos( DEG2RAD( fov / 2 ) );
|
|
float fDotPr = 1;
|
|
|
|
if( bTrueCone )
|
|
{
|
|
// 3D Check
|
|
vLookDir = pCombatantViewer->EyeDirection3D( );
|
|
vActorDir = pViewed->EyePosition() - pViewer->EyePosition();
|
|
vActorDir.NormalizeInPlace();
|
|
fDotPr = vLookDir.Dot(vActorDir);
|
|
}
|
|
else
|
|
{
|
|
// 2D Check
|
|
vLookDir = pCombatantViewer->EyeDirection2D( );
|
|
vActorDir = pViewed->EyePosition() - pViewer->EyePosition();
|
|
vActorDir.z = 0.0;
|
|
vActorDir.AsVector2D().NormalizeInPlace();
|
|
fDotPr = vLookDir.AsVector2D().Dot(vActorDir.AsVector2D());
|
|
}
|
|
|
|
if ( fDotPr < flFovDotResult )
|
|
{
|
|
if( fov < 0 )
|
|
{
|
|
// Designer has requested that the player
|
|
// NOT be looking at this place.
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if( fov < 0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_ScriptConditions::PlayerHasLineOfSight( CBaseEntity *pViewer, CBaseEntity *pViewed, bool fNot )
|
|
{
|
|
CBaseCombatCharacter *pCombatantViewer = pViewer->MyCombatCharacterPointer();
|
|
|
|
if( pCombatantViewer )
|
|
{
|
|
// We always trace towards the player, so we handle players-in-vehicles
|
|
if ( pViewed->FVisible( pCombatantViewer ) )
|
|
{
|
|
// Line of sight exists.
|
|
if( fNot )
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No line of sight.
|
|
if( fNot )
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_ScriptConditions::ActorInPlayersPVS( CBaseEntity *pActor, bool bNot )
|
|
{
|
|
if ( pActor == NULL )
|
|
return true;
|
|
|
|
bool bInPVS = !!UTIL_FindClientInPVS( pActor->edict());
|
|
|
|
if ( bInPVS )
|
|
{
|
|
if( bNot )
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( bNot )
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_ScriptConditions::ActorInList( CBaseEntity *pActor )
|
|
{
|
|
for ( int i = 0; i < m_ElementList.Count(); i++ )
|
|
{
|
|
if ( m_ElementList[i].GetActor() == pActor )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_ScriptConditions::OnEntitySpawned( CBaseEntity *pEntity )
|
|
{
|
|
if( m_fDisabled && m_bLeaveAsleep )
|
|
{
|
|
// Don't add elements if we're not currently running and don't want to automatically wake up.
|
|
// Any spawning NPC's we miss during this time will be found and added when manually Enabled().
|
|
return;
|
|
}
|
|
|
|
if ( pEntity->MyNPCPointer() == NULL )
|
|
return;
|
|
|
|
if ( pEntity->NameMatches( m_Actor ) )
|
|
{
|
|
if ( ActorInList( pEntity ) == false )
|
|
{
|
|
AddNewElement( pEntity );
|
|
|
|
if ( m_fDisabled == true && m_bLeaveAsleep == false )
|
|
{
|
|
Enable();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|