mirror of
https://github.com/nillerusr/source-engine.git
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3998 lines
120 KiB
C++
3998 lines
120 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 "npc_playercompanion.h"
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#include "combine_mine.h"
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#include "fire.h"
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#include "func_tank.h"
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#include "globalstate.h"
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#include "npcevent.h"
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#include "props.h"
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#include "BasePropDoor.h"
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#include "ai_hint.h"
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#include "ai_localnavigator.h"
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#include "ai_memory.h"
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#include "ai_pathfinder.h"
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#include "ai_route.h"
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#include "ai_senses.h"
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#include "ai_squad.h"
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#include "ai_squadslot.h"
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#include "ai_tacticalservices.h"
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#include "ai_interactions.h"
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#include "filesystem.h"
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#include "collisionutils.h"
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#include "grenade_frag.h"
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#include <KeyValues.h>
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#include "physics_npc_solver.h"
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ConVar ai_debug_readiness("ai_debug_readiness", "0" );
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ConVar ai_use_readiness("ai_use_readiness", "1" ); // 0 = off, 1 = on, 2 = on for player squad only
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ConVar ai_readiness_decay( "ai_readiness_decay", "120" );// How many seconds it takes to relax completely
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ConVar ai_new_aiming( "ai_new_aiming", "1" );
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#define GetReadinessUse() ai_use_readiness.GetInt()
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extern ConVar g_debug_transitions;
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#define PLAYERCOMPANION_TRANSITION_SEARCH_DISTANCE (100*12)
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int AE_COMPANION_PRODUCE_FLARE;
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int AE_COMPANION_LIGHT_FLARE;
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int AE_COMPANION_RELEASE_FLARE;
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#define MAX_TIME_BETWEEN_BARRELS_EXPLODING 5.0f
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#define MAX_TIME_BETWEEN_CONSECUTIVE_PLAYER_KILLS 3.0f
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//-----------------------------------------------------------------------------
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// An aimtarget becomes invalid if it gets this close
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//-----------------------------------------------------------------------------
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#define COMPANION_AIMTARGET_NEAREST 24.0f
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#define COMPANION_AIMTARGET_NEAREST_SQR 576.0f
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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BEGIN_DATADESC( CNPC_PlayerCompanion )
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DEFINE_FIELD( m_bMovingAwayFromPlayer, FIELD_BOOLEAN ),
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DEFINE_EMBEDDED( m_SpeechWatch_PlayerLooking ),
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DEFINE_EMBEDDED( m_FakeOutMortarTimer ),
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// (recomputed)
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// m_bWeightPathsInCover
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// These are auto-saved by AI
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// DEFINE_FIELD( m_AssaultBehavior, CAI_AssaultBehavior ),
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// DEFINE_FIELD( m_FollowBehavior, CAI_FollowBehavior ),
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// DEFINE_FIELD( m_StandoffBehavior, CAI_StandoffBehavior ),
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// DEFINE_FIELD( m_LeadBehavior, CAI_LeadBehavior ),
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// DEFINE_FIELD( m_OperatorBehavior, FIELD_EMBEDDED ),
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// m_ActBusyBehavior
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// m_PassengerBehavior
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// m_FearBehavior
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DEFINE_INPUTFUNC( FIELD_VOID, "OutsideTransition", InputOutsideTransition ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetReadinessPanic", InputSetReadinessPanic ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetReadinessStealth", InputSetReadinessStealth ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetReadinessLow", InputSetReadinessLow ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetReadinessMedium", InputSetReadinessMedium ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetReadinessHigh", InputSetReadinessHigh ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "LockReadiness", InputLockReadiness ),
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//------------------------------------------------------------------------------
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#ifdef HL2_EPISODIC
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DEFINE_FIELD( m_hFlare, FIELD_EHANDLE ),
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DEFINE_INPUTFUNC( FIELD_STRING, "EnterVehicle", InputEnterVehicle ),
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DEFINE_INPUTFUNC( FIELD_STRING, "EnterVehicleImmediately", InputEnterVehicleImmediately ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ExitVehicle", InputExitVehicle ),
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DEFINE_INPUTFUNC( FIELD_VOID, "CancelEnterVehicle", InputCancelEnterVehicle ),
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#endif // HL2_EPISODIC
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//------------------------------------------------------------------------------
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DEFINE_INPUTFUNC( FIELD_STRING, "GiveWeapon", InputGiveWeapon ),
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DEFINE_FIELD( m_flReadiness, FIELD_FLOAT ),
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DEFINE_FIELD( m_flReadinessSensitivity, FIELD_FLOAT ),
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DEFINE_FIELD( m_bReadinessCapable, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flReadinessLockedUntil, FIELD_TIME ),
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DEFINE_FIELD( m_fLastBarrelExploded, FIELD_TIME ),
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DEFINE_FIELD( m_iNumConsecutiveBarrelsExploded, FIELD_INTEGER ),
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DEFINE_FIELD( m_fLastPlayerKill, FIELD_TIME ),
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DEFINE_FIELD( m_iNumConsecutivePlayerKills, FIELD_INTEGER ),
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// m_flBoostSpeed (recomputed)
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DEFINE_EMBEDDED( m_AnnounceAttackTimer ),
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DEFINE_FIELD( m_hAimTarget, FIELD_EHANDLE ),
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DEFINE_KEYFIELD( m_bAlwaysTransition, FIELD_BOOLEAN, "AlwaysTransition" ),
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DEFINE_KEYFIELD( m_bDontPickupWeapons, FIELD_BOOLEAN, "DontPickupWeapons" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableAlwaysTransition", InputEnableAlwaysTransition ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableAlwaysTransition", InputDisableAlwaysTransition ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableWeaponPickup", InputEnableWeaponPickup ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableWeaponPickup", InputDisableWeaponPickup ),
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#if HL2_EPISODIC
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DEFINE_INPUTFUNC( FIELD_VOID, "ClearAllOutputs", InputClearAllOuputs ),
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#endif
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DEFINE_OUTPUT( m_OnWeaponPickup, "OnWeaponPickup" ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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CNPC_PlayerCompanion::eCoverType CNPC_PlayerCompanion::gm_fCoverSearchType;
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bool CNPC_PlayerCompanion::gm_bFindingCoverFromAllEnemies;
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string_t CNPC_PlayerCompanion::gm_iszMortarClassname;
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string_t CNPC_PlayerCompanion::gm_iszFloorTurretClassname;
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string_t CNPC_PlayerCompanion::gm_iszGroundTurretClassname;
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string_t CNPC_PlayerCompanion::gm_iszShotgunClassname;
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string_t CNPC_PlayerCompanion::gm_iszRollerMineClassname;
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CNPC_PlayerCompanion::CreateBehaviors()
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{
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#ifdef HL2_EPISODIC
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AddBehavior( &m_FearBehavior );
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AddBehavior( &m_PassengerBehavior );
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#endif // HL2_EPISODIC
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AddBehavior( &m_ActBusyBehavior );
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#ifdef HL2_EPISODIC
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AddBehavior( &m_OperatorBehavior );
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AddBehavior( &m_StandoffBehavior );
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AddBehavior( &m_AssaultBehavior );
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AddBehavior( &m_FollowBehavior );
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AddBehavior( &m_LeadBehavior );
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#else
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AddBehavior( &m_AssaultBehavior );
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AddBehavior( &m_StandoffBehavior );
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AddBehavior( &m_FollowBehavior );
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AddBehavior( &m_LeadBehavior );
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#endif//HL2_EPISODIC
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return BaseClass::CreateBehaviors();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CNPC_PlayerCompanion::Precache()
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{
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gm_iszMortarClassname = AllocPooledString( "func_tankmortar" );
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gm_iszFloorTurretClassname = AllocPooledString( "npc_turret_floor" );
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gm_iszGroundTurretClassname = AllocPooledString( "npc_turret_ground" );
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gm_iszShotgunClassname = AllocPooledString( "weapon_shotgun" );
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gm_iszRollerMineClassname = AllocPooledString( "npc_rollermine" );
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PrecacheModel( STRING( GetModelName() ) );
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#ifdef HL2_EPISODIC
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// The flare we're able to pull out
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PrecacheModel( "models/props_junk/flare.mdl" );
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#endif // HL2_EPISODIC
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CNPC_PlayerCompanion::Spawn()
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{
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SelectModel();
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Precache();
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SetModel( STRING( GetModelName() ) );
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SetHullType(HULL_HUMAN);
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SetHullSizeNormal();
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetBloodColor( BLOOD_COLOR_RED );
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m_flFieldOfView = 0.02;
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m_NPCState = NPC_STATE_NONE;
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CapabilitiesClear();
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CapabilitiesAdd( bits_CAP_SQUAD );
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if ( !HasSpawnFlags( SF_NPC_START_EFFICIENT ) )
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{
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CapabilitiesAdd( bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
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CapabilitiesAdd( bits_CAP_USE_WEAPONS | bits_CAP_AIM_GUN | bits_CAP_MOVE_SHOOT );
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CapabilitiesAdd( bits_CAP_DUCK | bits_CAP_DOORS_GROUP );
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CapabilitiesAdd( bits_CAP_USE_SHOT_REGULATOR );
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}
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CapabilitiesAdd( bits_CAP_NO_HIT_PLAYER | bits_CAP_NO_HIT_SQUADMATES | bits_CAP_FRIENDLY_DMG_IMMUNE );
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CapabilitiesAdd( bits_CAP_MOVE_GROUND );
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SetMoveType( MOVETYPE_STEP );
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m_HackedGunPos = Vector( 0, 0, 55 );
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SetAimTarget(NULL);
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m_bReadinessCapable = IsReadinessCapable();
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SetReadinessValue( 0.0f );
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SetReadinessSensitivity( random->RandomFloat( 0.7, 1.3 ) );
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m_flReadinessLockedUntil = 0.0f;
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m_AnnounceAttackTimer.Set( 10, 30 );
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#ifdef HL2_EPISODIC
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// We strip this flag because it's been made obsolete by the StartScripting behavior
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if ( HasSpawnFlags( SF_NPC_ALTCOLLISION ) )
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{
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Warning( "NPC %s using alternate collision! -- DISABLED\n", STRING( GetEntityName() ) );
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RemoveSpawnFlags( SF_NPC_ALTCOLLISION );
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}
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m_hFlare = NULL;
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#endif // HL2_EPISODIC
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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int CNPC_PlayerCompanion::Restore( IRestore &restore )
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{
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int baseResult = BaseClass::Restore( restore );
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if ( gpGlobals->eLoadType == MapLoad_Transition )
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{
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m_StandoffBehavior.SetActive( false );
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}
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#ifdef HL2_EPISODIC
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// We strip this flag because it's been made obsolete by the StartScripting behavior
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if ( HasSpawnFlags( SF_NPC_ALTCOLLISION ) )
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{
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Warning( "NPC %s using alternate collision! -- DISABLED\n", STRING( GetEntityName() ) );
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RemoveSpawnFlags( SF_NPC_ALTCOLLISION );
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}
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#endif // HL2_EPISODIC
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return baseResult;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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int CNPC_PlayerCompanion::ObjectCaps()
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{
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int caps = UsableNPCObjectCaps( BaseClass::ObjectCaps() );
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return caps;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CNPC_PlayerCompanion::ShouldAlwaysThink()
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{
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return ( BaseClass::ShouldAlwaysThink() || ( GetFollowBehavior().GetFollowTarget() && GetFollowBehavior().GetFollowTarget()->IsPlayer() ) );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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Disposition_t CNPC_PlayerCompanion::IRelationType( CBaseEntity *pTarget )
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{
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if ( !pTarget )
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return D_NU;
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Disposition_t baseRelationship = BaseClass::IRelationType( pTarget );
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if ( baseRelationship != D_LI )
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{
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if ( IsTurret( pTarget ) )
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{
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// Citizens are afeared of turrets, so long as the turret
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// is active... that is, not classifying itself as CLASS_NONE
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if( pTarget->Classify() != CLASS_NONE )
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{
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if( !hl2_episodic.GetBool() && IsSafeFromFloorTurret(GetAbsOrigin(), pTarget) )
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{
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return D_NU;
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}
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return D_FR;
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}
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}
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else if ( baseRelationship == D_HT &&
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pTarget->IsNPC() &&
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((CAI_BaseNPC *)pTarget)->GetActiveWeapon() &&
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((CAI_BaseNPC *)pTarget)->GetActiveWeapon()->ClassMatches( gm_iszShotgunClassname ) &&
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( !GetActiveWeapon() || !GetActiveWeapon()->ClassMatches( gm_iszShotgunClassname ) ) )
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{
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if ( (pTarget->GetAbsOrigin() - GetAbsOrigin()).LengthSqr() < Square( 25 * 12 ) )
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{
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// Ignore enemies on the floor above us
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if ( fabs(pTarget->GetAbsOrigin().z - GetAbsOrigin().z) < 100 )
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return D_FR;
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}
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}
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}
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return baseRelationship;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CNPC_PlayerCompanion::IsSilentSquadMember() const
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{
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if ( (const_cast<CNPC_PlayerCompanion *>(this))->Classify() == CLASS_PLAYER_ALLY_VITAL && m_pSquad && MAKE_STRING(m_pSquad->GetName()) == GetPlayerSquadName() )
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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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//-----------------------------------------------------------------------------
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void CNPC_PlayerCompanion::GatherConditions()
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{
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BaseClass::GatherConditions();
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if ( AI_IsSinglePlayer() )
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{
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CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
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if ( Classify() == CLASS_PLAYER_ALLY_VITAL )
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{
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bool bInPlayerSquad = ( m_pSquad && MAKE_STRING(m_pSquad->GetName()) == GetPlayerSquadName() );
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if ( bInPlayerSquad )
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{
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if ( GetState() == NPC_STATE_SCRIPT || ( !HasCondition( COND_SEE_PLAYER ) && (GetAbsOrigin() - pPlayer->GetAbsOrigin()).LengthSqr() > Square(50 * 12) ) )
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{
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RemoveFromSquad();
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}
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}
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else if ( GetState() != NPC_STATE_SCRIPT )
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{
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if ( HasCondition( COND_SEE_PLAYER ) && (GetAbsOrigin() - pPlayer->GetAbsOrigin()).LengthSqr() < Square(25 * 12) )
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{
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if ( hl2_episodic.GetBool() )
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{
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// Don't stomp our squad if we're in one
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if ( GetSquad() == NULL )
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{
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AddToSquad( GetPlayerSquadName() );
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}
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}
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else
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{
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AddToSquad( GetPlayerSquadName() );
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}
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}
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}
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}
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m_flBoostSpeed = 0;
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if ( m_AnnounceAttackTimer.Expired() &&
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( GetLastEnemyTime() == 0.0 || gpGlobals->curtime - GetLastEnemyTime() > 20 ) )
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{
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// Always delay when an encounter begins
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m_AnnounceAttackTimer.Set( 4, 8 );
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}
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if ( GetFollowBehavior().GetFollowTarget() &&
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( GetFollowBehavior().GetFollowTarget()->IsPlayer() || GetCommandGoal() != vec3_invalid ) &&
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GetFollowBehavior().IsMovingToFollowTarget() &&
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GetFollowBehavior().GetGoalRange() > 0.1 &&
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BaseClass::GetIdealSpeed() > 0.1 )
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{
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Vector vPlayerToFollower = GetAbsOrigin() - pPlayer->GetAbsOrigin();
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float dist = vPlayerToFollower.NormalizeInPlace();
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bool bDoSpeedBoost = false;
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if ( !HasCondition( COND_IN_PVS ) )
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bDoSpeedBoost = true;
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else if ( GetFollowBehavior().GetFollowTarget()->IsPlayer() )
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{
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if ( dist > GetFollowBehavior().GetGoalRange() * 2 )
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{
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float dot = vPlayerToFollower.Dot( pPlayer->EyeDirection3D() );
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if ( dot < 0 )
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{
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bDoSpeedBoost = true;
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}
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}
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}
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if ( bDoSpeedBoost )
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{
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float lag = dist / GetFollowBehavior().GetGoalRange();
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float mult;
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if ( lag > 10.0 )
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mult = 2.0;
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else if ( lag > 5.0 )
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mult = 1.5;
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else if ( lag > 3.0 )
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mult = 1.25;
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else
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mult = 1.1;
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m_flBoostSpeed = pPlayer->GetSmoothedVelocity().Length();
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if ( m_flBoostSpeed < BaseClass::GetIdealSpeed() )
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m_flBoostSpeed = BaseClass::GetIdealSpeed();
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m_flBoostSpeed *= mult;
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}
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}
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}
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// Update our readiness if we're
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if ( IsReadinessCapable() )
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{
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UpdateReadiness();
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}
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PredictPlayerPush();
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// Grovel through memories, don't forget enemies parented to func_tankmortar entities.
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// !!!LATER - this should really call out and ask if I want to forget the enemy in question.
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AIEnemiesIter_t iter;
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for( AI_EnemyInfo_t *pMemory = GetEnemies()->GetFirst(&iter); pMemory != NULL; pMemory = GetEnemies()->GetNext(&iter) )
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{
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if ( IsMortar( pMemory->hEnemy ) || IsSniper( pMemory->hEnemy ) )
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{
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pMemory->bUnforgettable = ( IRelationType( pMemory->hEnemy ) < D_LI );
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pMemory->bEludedMe = false;
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}
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}
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if ( GetMotor()->IsDeceleratingToGoal() && IsCurTaskContinuousMove() &&
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HasCondition( COND_PLAYER_PUSHING) && IsCurSchedule( SCHED_MOVE_AWAY ) )
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{
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ClearSchedule( "Being pushed by player" );
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}
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CBaseEntity *pEnemy = GetEnemy();
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m_bWeightPathsInCover = false;
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if ( pEnemy )
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{
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if ( IsMortar( pEnemy ) || IsSniper( pEnemy ) )
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{
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m_bWeightPathsInCover = true;
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}
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}
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ClearCondition( COND_PC_SAFE_FROM_MORTAR );
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if ( IsCurSchedule( SCHED_TAKE_COVER_FROM_BEST_SOUND ) )
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{
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CSound *pSound = GetBestSound( SOUND_DANGER );
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if ( pSound && (pSound->SoundType() & SOUND_CONTEXT_MORTAR) )
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{
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float flDistSq = (pSound->GetSoundOrigin() - GetAbsOrigin() ).LengthSqr();
|
|
if ( flDistSq > Square( MORTAR_BLAST_RADIUS + GetHullWidth() * 2 ) )
|
|
SetCondition( COND_PC_SAFE_FROM_MORTAR );
|
|
}
|
|
}
|
|
|
|
// Handle speech AI. Don't do AI speech if we're in scripts unless permitted by the EnableSpeakWhileScripting input.
|
|
if ( m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT || m_NPCState == NPC_STATE_COMBAT ||
|
|
( ( m_NPCState == NPC_STATE_SCRIPT ) && CanSpeakWhileScripting() ) )
|
|
{
|
|
DoCustomSpeechAI();
|
|
}
|
|
|
|
if ( AI_IsSinglePlayer() && hl2_episodic.GetBool() && !GetEnemy() && HasCondition( COND_HEAR_PLAYER ) )
|
|
{
|
|
Vector los = ( UTIL_GetLocalPlayer()->EyePosition() - EyePosition() );
|
|
los.z = 0;
|
|
VectorNormalize( los );
|
|
|
|
if ( DotProduct( los, EyeDirection2D() ) > DOT_45DEGREE )
|
|
{
|
|
ClearCondition( COND_HEAR_PLAYER );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::DoCustomSpeechAI( void )
|
|
{
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
|
|
// Don't allow this when we're getting in the car
|
|
#ifdef HL2_EPISODIC
|
|
bool bPassengerInTransition = ( IsInAVehicle() && ( m_PassengerBehavior.GetPassengerState() == PASSENGER_STATE_ENTERING || m_PassengerBehavior.GetPassengerState() == PASSENGER_STATE_EXITING ) );
|
|
#else
|
|
bool bPassengerInTransition = false;
|
|
#endif
|
|
|
|
Vector vecEyePosition = EyePosition();
|
|
if ( bPassengerInTransition == false && pPlayer && pPlayer->FInViewCone( vecEyePosition ) && pPlayer->FVisible( vecEyePosition ) )
|
|
{
|
|
if ( m_SpeechWatch_PlayerLooking.Expired() )
|
|
{
|
|
SpeakIfAllowed( TLK_LOOK );
|
|
m_SpeechWatch_PlayerLooking.Stop();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_SpeechWatch_PlayerLooking.Start( 1.0f );
|
|
}
|
|
|
|
// Mention the player is dead
|
|
if ( HasCondition( COND_TALKER_PLAYER_DEAD ) )
|
|
{
|
|
SpeakIfAllowed( TLK_PLDEAD );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::PredictPlayerPush()
|
|
{
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
if ( pPlayer && pPlayer->GetSmoothedVelocity().LengthSqr() >= Square(140))
|
|
{
|
|
Vector predictedPosition = pPlayer->WorldSpaceCenter() + pPlayer->GetSmoothedVelocity() * .4;
|
|
Vector delta = WorldSpaceCenter() - predictedPosition;
|
|
if ( delta.z < GetHullHeight() * .5 && delta.Length2DSqr() < Square(GetHullWidth() * 1.414) )
|
|
TestPlayerPushing( pPlayer );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows for modification of the interrupt mask for the current schedule.
|
|
// In the most cases the base implementation should be called first.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::BuildScheduleTestBits()
|
|
{
|
|
BaseClass::BuildScheduleTestBits();
|
|
|
|
// Always interrupt to get into the car
|
|
SetCustomInterruptCondition( COND_PC_BECOMING_PASSENGER );
|
|
|
|
if ( IsCurSchedule(SCHED_RANGE_ATTACK1) )
|
|
{
|
|
SetCustomInterruptCondition( COND_PLAYER_PUSHING );
|
|
}
|
|
|
|
if ( ( ConditionInterruptsCurSchedule( COND_GIVE_WAY ) ||
|
|
IsCurSchedule(SCHED_HIDE_AND_RELOAD ) ||
|
|
IsCurSchedule(SCHED_RELOAD ) ||
|
|
IsCurSchedule(SCHED_STANDOFF ) ||
|
|
IsCurSchedule(SCHED_TAKE_COVER_FROM_ENEMY ) ||
|
|
IsCurSchedule(SCHED_COMBAT_FACE ) ||
|
|
IsCurSchedule(SCHED_ALERT_FACE ) ||
|
|
IsCurSchedule(SCHED_COMBAT_STAND ) ||
|
|
IsCurSchedule(SCHED_ALERT_FACE_BESTSOUND) ||
|
|
IsCurSchedule(SCHED_ALERT_STAND) ) )
|
|
{
|
|
SetCustomInterruptCondition( COND_HEAR_MOVE_AWAY );
|
|
SetCustomInterruptCondition( COND_PLAYER_PUSHING );
|
|
SetCustomInterruptCondition( COND_PC_HURTBYFIRE );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
CSound *CNPC_PlayerCompanion::GetBestSound( int validTypes )
|
|
{
|
|
AISoundIter_t iter;
|
|
|
|
CSound *pCurrentSound = GetSenses()->GetFirstHeardSound( &iter );
|
|
while ( pCurrentSound )
|
|
{
|
|
// the npc cares about this sound, and it's close enough to hear.
|
|
if ( pCurrentSound->FIsSound() )
|
|
{
|
|
if( pCurrentSound->SoundContext() & SOUND_CONTEXT_MORTAR )
|
|
{
|
|
return pCurrentSound;
|
|
}
|
|
}
|
|
|
|
pCurrentSound = GetSenses()->GetNextHeardSound( &iter );
|
|
}
|
|
|
|
return BaseClass::GetBestSound( validTypes );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::QueryHearSound( CSound *pSound )
|
|
{
|
|
if( !BaseClass::QueryHearSound(pSound) )
|
|
return false;
|
|
|
|
switch( pSound->SoundTypeNoContext() )
|
|
{
|
|
case SOUND_READINESS_LOW:
|
|
SetReadinessLevel( AIRL_RELAXED, false, true );
|
|
return false;
|
|
|
|
case SOUND_READINESS_MEDIUM:
|
|
SetReadinessLevel( AIRL_STIMULATED, false, true );
|
|
return false;
|
|
|
|
case SOUND_READINESS_HIGH:
|
|
SetReadinessLevel( AIRL_AGITATED, false, true );
|
|
return false;
|
|
|
|
default:
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CNPC_PlayerCompanion::QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC )
|
|
{
|
|
CAI_BaseNPC *pOther = pEntity->MyNPCPointer();
|
|
if ( pOther &&
|
|
( pOther->GetState() == NPC_STATE_ALERT || GetState() == NPC_STATE_ALERT || pOther->GetState() == NPC_STATE_COMBAT || GetState() == NPC_STATE_COMBAT ) &&
|
|
pOther->IsPlayerAlly() )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return BaseClass::QuerySeeEntity( pEntity, bOnlyHateOrFearIfNPC );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::ShouldIgnoreSound( CSound *pSound )
|
|
{
|
|
if ( !BaseClass::ShouldIgnoreSound( pSound ) )
|
|
{
|
|
if ( pSound->IsSoundType( SOUND_DANGER ) && !SoundIsVisible(pSound) )
|
|
return true;
|
|
|
|
#ifdef HL2_EPISODIC
|
|
// Ignore vehicle sounds when we're driving in them
|
|
if ( pSound->m_hOwner && pSound->m_hOwner->GetServerVehicle() != NULL )
|
|
{
|
|
if ( m_PassengerBehavior.GetPassengerState() == PASSENGER_STATE_INSIDE &&
|
|
m_PassengerBehavior.GetTargetVehicle() == pSound->m_hOwner->GetServerVehicle()->GetVehicleEnt() )
|
|
return true;
|
|
}
|
|
#endif // HL2_EPISODIC
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_PlayerCompanion::SelectSchedule()
|
|
{
|
|
m_bMovingAwayFromPlayer = false;
|
|
|
|
#ifdef HL2_EPISODIC
|
|
// Always defer to passenger if it's running
|
|
if ( ShouldDeferToPassengerBehavior() )
|
|
{
|
|
DeferSchedulingToBehavior( &m_PassengerBehavior );
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
#endif // HL2_EPISODIC
|
|
|
|
if ( m_ActBusyBehavior.IsRunning() && m_ActBusyBehavior.NeedsToPlayExitAnim() )
|
|
{
|
|
trace_t tr;
|
|
Vector vUp = GetAbsOrigin();
|
|
vUp.z += .25;
|
|
|
|
AI_TraceHull( GetAbsOrigin(), vUp, GetHullMins(),
|
|
GetHullMaxs(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if ( tr.startsolid )
|
|
{
|
|
if ( HasCondition( COND_HEAR_DANGER ) )
|
|
{
|
|
m_ActBusyBehavior.StopBusying();
|
|
}
|
|
DeferSchedulingToBehavior( &m_ActBusyBehavior );
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
}
|
|
|
|
int nSched = SelectFlinchSchedule();
|
|
if ( nSched != SCHED_NONE )
|
|
return nSched;
|
|
|
|
int schedule = SelectScheduleDanger();
|
|
if ( schedule != SCHED_NONE )
|
|
return schedule;
|
|
|
|
schedule = SelectSchedulePriorityAction();
|
|
if ( schedule != SCHED_NONE )
|
|
return schedule;
|
|
|
|
if ( ShouldDeferToFollowBehavior() )
|
|
{
|
|
DeferSchedulingToBehavior( &(GetFollowBehavior()) );
|
|
}
|
|
else if ( !BehaviorSelectSchedule() )
|
|
{
|
|
if ( m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT )
|
|
{
|
|
schedule = SelectScheduleNonCombat();
|
|
if ( schedule != SCHED_NONE )
|
|
return schedule;
|
|
}
|
|
else if ( m_NPCState == NPC_STATE_COMBAT )
|
|
{
|
|
schedule = SelectScheduleCombat();
|
|
if ( schedule != SCHED_NONE )
|
|
return schedule;
|
|
}
|
|
}
|
|
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_PlayerCompanion::SelectScheduleDanger()
|
|
{
|
|
if( HasCondition( COND_HEAR_DANGER ) )
|
|
{
|
|
CSound *pSound;
|
|
pSound = GetBestSound( SOUND_DANGER );
|
|
|
|
ASSERT( pSound != NULL );
|
|
|
|
if ( pSound && (pSound->m_iType & SOUND_DANGER) )
|
|
{
|
|
if ( !(pSound->SoundContext() & (SOUND_CONTEXT_MORTAR|SOUND_CONTEXT_FROM_SNIPER)) || IsOkToCombatSpeak() )
|
|
SpeakIfAllowed( TLK_DANGER );
|
|
|
|
if ( HasCondition( COND_PC_SAFE_FROM_MORTAR ) )
|
|
{
|
|
// Just duck and cover if far away from the explosion, or in cover.
|
|
return SCHED_COWER;
|
|
}
|
|
#if 1
|
|
else if( pSound && (pSound->m_iType & SOUND_CONTEXT_FROM_SNIPER) )
|
|
{
|
|
return SCHED_COWER;
|
|
}
|
|
#endif
|
|
|
|
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
|
|
}
|
|
}
|
|
|
|
if ( GetEnemy() &&
|
|
m_FakeOutMortarTimer.Expired() &&
|
|
GetFollowBehavior().GetFollowTarget() &&
|
|
IsMortar( GetEnemy() ) &&
|
|
assert_cast<CAI_BaseNPC *>(GetEnemy())->GetEnemy() == this &&
|
|
assert_cast<CAI_BaseNPC *>(GetEnemy())->FInViewCone( this ) &&
|
|
assert_cast<CAI_BaseNPC *>(GetEnemy())->FVisible( this ) )
|
|
{
|
|
m_FakeOutMortarTimer.Set( 7 );
|
|
return SCHED_PC_FAKEOUT_MORTAR;
|
|
}
|
|
|
|
if ( HasCondition( COND_HEAR_MOVE_AWAY ) )
|
|
return SCHED_MOVE_AWAY;
|
|
|
|
if ( HasCondition( COND_PC_HURTBYFIRE ) )
|
|
{
|
|
ClearCondition( COND_PC_HURTBYFIRE );
|
|
return SCHED_MOVE_AWAY;
|
|
}
|
|
|
|
return SCHED_NONE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_PlayerCompanion::SelectSchedulePriorityAction()
|
|
{
|
|
if ( GetGroundEntity() && !IsInAScript() )
|
|
{
|
|
if ( GetGroundEntity()->IsPlayer() )
|
|
{
|
|
return SCHED_PC_GET_OFF_COMPANION;
|
|
}
|
|
|
|
if ( GetGroundEntity()->IsNPC() &&
|
|
IRelationType( GetGroundEntity() ) == D_LI &&
|
|
WorldSpaceCenter().z - GetGroundEntity()->WorldSpaceCenter().z > GetHullHeight() * .5 )
|
|
{
|
|
return SCHED_PC_GET_OFF_COMPANION;
|
|
}
|
|
}
|
|
|
|
int schedule = SelectSchedulePlayerPush();
|
|
if ( schedule != SCHED_NONE )
|
|
{
|
|
if ( GetFollowBehavior().IsRunning() )
|
|
KeepRunningBehavior();
|
|
return schedule;
|
|
}
|
|
|
|
return SCHED_NONE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_PlayerCompanion::SelectSchedulePlayerPush()
|
|
{
|
|
if ( HasCondition( COND_PLAYER_PUSHING ) && !IsInAScript() && !IgnorePlayerPushing() )
|
|
{
|
|
// Ignore move away before gordon becomes the man
|
|
if ( GlobalEntity_GetState("gordon_precriminal") != GLOBAL_ON )
|
|
{
|
|
m_bMovingAwayFromPlayer = true;
|
|
return SCHED_MOVE_AWAY;
|
|
}
|
|
}
|
|
|
|
return SCHED_NONE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::IgnorePlayerPushing( void )
|
|
{
|
|
if ( hl2_episodic.GetBool() )
|
|
{
|
|
// Ignore player pushes if we're leading him
|
|
if ( m_LeadBehavior.IsRunning() && m_LeadBehavior.HasGoal() )
|
|
return true;
|
|
if ( m_AssaultBehavior.IsRunning() && m_AssaultBehavior.OnStrictAssault() )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_PlayerCompanion::SelectScheduleCombat()
|
|
{
|
|
if ( CanReload() && (HasCondition ( COND_NO_PRIMARY_AMMO ) || HasCondition(COND_LOW_PRIMARY_AMMO)) )
|
|
{
|
|
return SCHED_HIDE_AND_RELOAD;
|
|
}
|
|
|
|
return SCHED_NONE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::CanReload( void )
|
|
{
|
|
if ( IsRunningDynamicInteraction() )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::ShouldDeferToFollowBehavior()
|
|
{
|
|
if ( !GetFollowBehavior().CanSelectSchedule() || !GetFollowBehavior().FarFromFollowTarget() )
|
|
return false;
|
|
|
|
if ( m_StandoffBehavior.CanSelectSchedule() && !m_StandoffBehavior.IsBehindBattleLines( GetFollowBehavior().GetFollowTarget()->GetAbsOrigin() ) )
|
|
return false;
|
|
|
|
if ( HasCondition(COND_BETTER_WEAPON_AVAILABLE) && !GetActiveWeapon() )
|
|
{
|
|
// Unarmed allies should arm themselves as soon as the opportunity presents itself.
|
|
return false;
|
|
}
|
|
|
|
// Even though assault and act busy are placed ahead of the follow behavior in precedence, the below
|
|
// code is necessary because we call ShouldDeferToFollowBehavior BEFORE we call the generic
|
|
// BehaviorSelectSchedule, which tries the behaviors in priority order.
|
|
if ( m_AssaultBehavior.CanSelectSchedule() && hl2_episodic.GetBool() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( hl2_episodic.GetBool() )
|
|
{
|
|
if ( m_ActBusyBehavior.CanSelectSchedule() && m_ActBusyBehavior.IsCombatActBusy() )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// CalcReasonableFacing() is asking us if there's any reason why we wouldn't
|
|
// want to look in this direction.
|
|
//
|
|
// Right now this is used to help prevent citizens aiming their guns at each other
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::IsValidReasonableFacing( const Vector &vecSightDir, float sightDist )
|
|
{
|
|
if( !GetActiveWeapon() )
|
|
{
|
|
// If I'm not armed, it doesn't matter if I'm looking at another citizen.
|
|
return true;
|
|
}
|
|
|
|
if( ai_new_aiming.GetBool() )
|
|
{
|
|
Vector vecEyePositionCentered = GetAbsOrigin();
|
|
vecEyePositionCentered.z = EyePosition().z;
|
|
|
|
if( IsSquadmateInSpread(vecEyePositionCentered, vecEyePositionCentered + vecSightDir * 240.0f, VECTOR_CONE_15DEGREES.x, 12.0f * 3.0f) )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_PlayerCompanion::TranslateSchedule( int scheduleType )
|
|
{
|
|
switch( scheduleType )
|
|
{
|
|
case SCHED_IDLE_STAND:
|
|
case SCHED_ALERT_STAND:
|
|
if( GetActiveWeapon() )
|
|
{
|
|
// Everyone with less than half a clip takes turns reloading when not fighting.
|
|
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
|
|
|
|
if( CanReload() && pWeapon->UsesClipsForAmmo1() && pWeapon->Clip1() < ( pWeapon->GetMaxClip1() * .5 ) && OccupyStrategySlot( SQUAD_SLOT_EXCLUSIVE_RELOAD ) )
|
|
{
|
|
if ( AI_IsSinglePlayer() )
|
|
{
|
|
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
|
|
pWeapon = pPlayer->GetActiveWeapon();
|
|
if( pWeapon && pWeapon->UsesClipsForAmmo1() &&
|
|
pWeapon->Clip1() < ( pWeapon->GetMaxClip1() * .75 ) &&
|
|
pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() ) )
|
|
{
|
|
SpeakIfAllowed( TLK_PLRELOAD );
|
|
}
|
|
}
|
|
return SCHED_RELOAD;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SCHED_COWER:
|
|
return SCHED_PC_COWER;
|
|
|
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
|
{
|
|
CSound *pSound = GetBestSound(SOUND_DANGER);
|
|
|
|
if( pSound && pSound->m_hOwner )
|
|
{
|
|
if( pSound->m_hOwner->IsNPC() && FClassnameIs( pSound->m_hOwner, "npc_zombine" ) )
|
|
{
|
|
// Run fully away from a Zombine with a grenade.
|
|
return SCHED_PC_TAKE_COVER_FROM_BEST_SOUND;
|
|
}
|
|
}
|
|
|
|
return SCHED_PC_MOVE_TOWARDS_COVER_FROM_BEST_SOUND;
|
|
}
|
|
|
|
case SCHED_FLEE_FROM_BEST_SOUND:
|
|
return SCHED_PC_FLEE_FROM_BEST_SOUND;
|
|
|
|
case SCHED_ESTABLISH_LINE_OF_FIRE:
|
|
case SCHED_MOVE_TO_WEAPON_RANGE:
|
|
if ( IsMortar( GetEnemy() ) )
|
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
|
break;
|
|
|
|
case SCHED_CHASE_ENEMY:
|
|
if ( IsMortar( GetEnemy() ) )
|
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
|
if ( GetEnemy() && FClassnameIs( GetEnemy(), "npc_combinegunship" ) )
|
|
return SCHED_ESTABLISH_LINE_OF_FIRE;
|
|
break;
|
|
|
|
case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK:
|
|
// If we're fighting a gunship, try again
|
|
if ( GetEnemy() && FClassnameIs( GetEnemy(), "npc_combinegunship" ) )
|
|
return SCHED_ESTABLISH_LINE_OF_FIRE;
|
|
break;
|
|
|
|
case SCHED_RANGE_ATTACK1:
|
|
if ( IsMortar( GetEnemy() ) )
|
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
|
|
|
if ( GetShotRegulator()->IsInRestInterval() )
|
|
return SCHED_STANDOFF;
|
|
|
|
if( !OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
|
|
return SCHED_STANDOFF;
|
|
break;
|
|
|
|
case SCHED_FAIL_TAKE_COVER:
|
|
if ( IsEnemyTurret() )
|
|
{
|
|
return SCHED_PC_FAIL_TAKE_COVER_TURRET;
|
|
}
|
|
break;
|
|
case SCHED_RUN_FROM_ENEMY_FALLBACK:
|
|
{
|
|
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
return SCHED_RANGE_ATTACK1;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::StartTask( const Task_t *pTask )
|
|
{
|
|
switch( pTask->iTask )
|
|
{
|
|
case TASK_SOUND_WAKE:
|
|
LocateEnemySound();
|
|
SetWait( 0.5 );
|
|
break;
|
|
|
|
case TASK_ANNOUNCE_ATTACK:
|
|
{
|
|
if ( GetActiveWeapon() && m_AnnounceAttackTimer.Expired() )
|
|
{
|
|
if ( SpeakIfAllowed( TLK_ATTACKING, UTIL_VarArgs("attacking_with_weapon:%s", GetActiveWeapon()->GetClassname()) ) )
|
|
{
|
|
m_AnnounceAttackTimer.Set( 10, 30 );
|
|
}
|
|
}
|
|
|
|
BaseClass::StartTask( pTask );
|
|
break;
|
|
}
|
|
|
|
case TASK_PC_WAITOUT_MORTAR:
|
|
if ( HasCondition( COND_NO_HEAR_DANGER ) )
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_MOVE_AWAY_PATH:
|
|
{
|
|
if ( m_bMovingAwayFromPlayer )
|
|
SpeakIfAllowed( TLK_PLPUSH );
|
|
|
|
BaseClass::StartTask( pTask );
|
|
}
|
|
break;
|
|
|
|
case TASK_PC_GET_PATH_OFF_COMPANION:
|
|
{
|
|
Assert( ( GetGroundEntity() && ( GetGroundEntity()->IsPlayer() || ( GetGroundEntity()->IsNPC() && IRelationType( GetGroundEntity() ) == D_LI ) ) ) );
|
|
GetNavigator()->SetAllowBigStep( GetGroundEntity() );
|
|
ChainStartTask( TASK_MOVE_AWAY_PATH, 48 );
|
|
|
|
/*
|
|
trace_t tr;
|
|
UTIL_TraceHull( GetAbsOrigin(), GetAbsOrigin(), GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
if ( tr.startsolid && tr.m_pEnt == GetGroundEntity() )
|
|
{
|
|
// Allow us to move through the entity for a short time
|
|
NPCPhysics_CreateSolver( this, GetGroundEntity(), true, 2.0f );
|
|
}
|
|
*/
|
|
}
|
|
break;
|
|
|
|
default:
|
|
BaseClass::StartTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::RunTask( const Task_t *pTask )
|
|
{
|
|
switch( pTask->iTask )
|
|
{
|
|
case TASK_SOUND_WAKE:
|
|
if( IsWaitFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_PC_WAITOUT_MORTAR:
|
|
{
|
|
if ( HasCondition( COND_NO_HEAR_DANGER ) )
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_MOVE_AWAY_PATH:
|
|
{
|
|
BaseClass::RunTask( pTask );
|
|
|
|
if ( GetNavigator()->IsGoalActive() && !GetEnemy() )
|
|
{
|
|
AddFacingTarget( EyePosition() + BodyDirection2D() * 240, 1.0, 2.0 );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_PC_GET_PATH_OFF_COMPANION:
|
|
{
|
|
if ( AI_IsSinglePlayer() )
|
|
{
|
|
GetNavigator()->SetAllowBigStep( UTIL_GetLocalPlayer() );
|
|
}
|
|
ChainRunTask( TASK_MOVE_AWAY_PATH, 48 );
|
|
}
|
|
break;
|
|
|
|
default:
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Parses this NPC's activity remap from the actremap.txt file
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::PrepareReadinessRemap( void )
|
|
{
|
|
CUtlVector< CActivityRemap > entries;
|
|
UTIL_LoadActivityRemapFile( "scripts/actremap.txt", "npc_playercompanion", entries );
|
|
|
|
for ( int i = 0; i < entries.Count(); i++ )
|
|
{
|
|
CCompanionActivityRemap ActRemap;
|
|
Q_memcpy( &ActRemap, &entries[i], sizeof( CActivityRemap ) );
|
|
|
|
KeyValues *pExtraBlock = ActRemap.GetExtraKeyValueBlock();
|
|
|
|
if ( pExtraBlock )
|
|
{
|
|
KeyValues *pKey = pExtraBlock->GetFirstSubKey();
|
|
|
|
while ( pKey )
|
|
{
|
|
const char *pKeyName = pKey->GetName();
|
|
const char *pKeyValue = pKey->GetString();
|
|
|
|
if ( !stricmp( pKeyName, "readiness" ) )
|
|
{
|
|
ActRemap.m_fUsageBits |= bits_REMAP_READINESS;
|
|
|
|
if ( !stricmp( pKeyValue, "AIRL_PANIC" ) )
|
|
{
|
|
ActRemap.m_readiness = AIRL_PANIC;
|
|
}
|
|
else if ( !stricmp( pKeyValue, "AIRL_STEALTH" ) )
|
|
{
|
|
ActRemap.m_readiness = AIRL_STEALTH;
|
|
}
|
|
else if ( !stricmp( pKeyValue, "AIRL_RELAXED" ) )
|
|
{
|
|
ActRemap.m_readiness = AIRL_RELAXED;
|
|
}
|
|
else if ( !stricmp( pKeyValue, "AIRL_STIMULATED" ) )
|
|
{
|
|
ActRemap.m_readiness = AIRL_STIMULATED;
|
|
}
|
|
else if ( !stricmp( pKeyValue, "AIRL_AGITATED" ) )
|
|
{
|
|
ActRemap.m_readiness = AIRL_AGITATED;
|
|
}
|
|
}
|
|
else if ( !stricmp( pKeyName, "aiming" ) )
|
|
{
|
|
ActRemap.m_fUsageBits |= bits_REMAP_AIMING;
|
|
|
|
if ( !stricmp( pKeyValue, "TRS_NONE" ) )
|
|
{
|
|
// This is the new way to say that we don't care, the tri-state was abandoned (jdw)
|
|
ActRemap.m_fUsageBits &= ~bits_REMAP_AIMING;
|
|
}
|
|
else if ( !stricmp( pKeyValue, "TRS_FALSE" ) || !stricmp( pKeyValue, "FALSE" ) )
|
|
{
|
|
ActRemap.m_bAiming = false;
|
|
}
|
|
else if ( !stricmp( pKeyValue, "TRS_TRUE" ) || !stricmp( pKeyValue, "TRUE" ) )
|
|
{
|
|
ActRemap.m_bAiming = true;
|
|
}
|
|
}
|
|
else if ( !stricmp( pKeyName, "weaponrequired" ) )
|
|
{
|
|
ActRemap.m_fUsageBits |= bits_REMAP_WEAPON_REQUIRED;
|
|
|
|
if ( !stricmp( pKeyValue, "TRUE" ) )
|
|
{
|
|
ActRemap.m_bWeaponRequired = true;
|
|
}
|
|
else if ( !stricmp( pKeyValue, "FALSE" ) )
|
|
{
|
|
ActRemap.m_bWeaponRequired = false;
|
|
}
|
|
}
|
|
else if ( !stricmp( pKeyName, "invehicle" ) )
|
|
{
|
|
ActRemap.m_fUsageBits |= bits_REMAP_IN_VEHICLE;
|
|
|
|
if ( !stricmp( pKeyValue, "TRUE" ) )
|
|
{
|
|
ActRemap.m_bInVehicle = true;
|
|
}
|
|
else if ( !stricmp( pKeyValue, "FALSE" ) )
|
|
{
|
|
ActRemap.m_bInVehicle = false;
|
|
}
|
|
}
|
|
|
|
pKey = pKey->GetNextKey();
|
|
}
|
|
}
|
|
|
|
const char *pActName = ActivityList_NameForIndex( (int)ActRemap.mappedActivity );
|
|
|
|
if ( GetActivityID( pActName ) == ACT_INVALID )
|
|
{
|
|
AddActivityToSR( pActName, (int)ActRemap.mappedActivity );
|
|
}
|
|
|
|
m_activityMappings.AddToTail( ActRemap );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::Activate( void )
|
|
{
|
|
BaseClass::Activate();
|
|
|
|
PrepareReadinessRemap();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Translate an activity given a list of criteria
|
|
//-----------------------------------------------------------------------------
|
|
Activity CNPC_PlayerCompanion::TranslateActivityReadiness( Activity activity )
|
|
{
|
|
// If we're in an actbusy, we don't want to mess with this
|
|
if ( m_ActBusyBehavior.IsActive() )
|
|
return activity;
|
|
|
|
if ( m_bReadinessCapable &&
|
|
( GetReadinessUse() == AIRU_ALWAYS ||
|
|
( GetReadinessUse() == AIRU_ONLY_PLAYER_SQUADMATES && (IsInPlayerSquad()||Classify()==CLASS_PLAYER_ALLY_VITAL) ) ) )
|
|
{
|
|
bool bShouldAim = ShouldBeAiming();
|
|
|
|
for ( int i = 0; i < m_activityMappings.Count(); i++ )
|
|
{
|
|
// Get our activity remap
|
|
CCompanionActivityRemap actremap = m_activityMappings[i];
|
|
|
|
// Activity must match
|
|
if ( activity != actremap.activity )
|
|
continue;
|
|
|
|
// Readiness must match
|
|
if ( ( actremap.m_fUsageBits & bits_REMAP_READINESS ) && GetReadinessLevel() != actremap.m_readiness )
|
|
continue;
|
|
|
|
// Deal with weapon state
|
|
if ( ( actremap.m_fUsageBits & bits_REMAP_WEAPON_REQUIRED ) && actremap.m_bWeaponRequired )
|
|
{
|
|
// Must have a weapon
|
|
if ( GetActiveWeapon() == NULL )
|
|
continue;
|
|
|
|
// Must either not care about aiming, or agree on aiming
|
|
if ( actremap.m_fUsageBits & bits_REMAP_AIMING )
|
|
{
|
|
if ( bShouldAim && actremap.m_bAiming == false )
|
|
continue;
|
|
|
|
if ( bShouldAim == false && actremap.m_bAiming )
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Must care about vehicle status
|
|
if ( actremap.m_fUsageBits & bits_REMAP_IN_VEHICLE )
|
|
{
|
|
// Deal with the two vehicle states
|
|
if ( actremap.m_bInVehicle && IsInAVehicle() == false )
|
|
continue;
|
|
|
|
if ( actremap.m_bInVehicle == false && IsInAVehicle() )
|
|
continue;
|
|
}
|
|
|
|
// We've successfully passed all criteria for remapping this
|
|
return actremap.mappedActivity;
|
|
}
|
|
}
|
|
|
|
return activity;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override base class activiites
|
|
//-----------------------------------------------------------------------------
|
|
Activity CNPC_PlayerCompanion::NPC_TranslateActivity( Activity activity )
|
|
{
|
|
if ( activity == ACT_COWER )
|
|
return ACT_COVER_LOW;
|
|
|
|
if ( activity == ACT_RUN && ( IsCurSchedule( SCHED_TAKE_COVER_FROM_BEST_SOUND ) || IsCurSchedule( SCHED_FLEE_FROM_BEST_SOUND ) ) )
|
|
{
|
|
if ( random->RandomInt( 0, 1 ) && HaveSequenceForActivity( ACT_RUN_PROTECTED ) )
|
|
activity = ACT_RUN_PROTECTED;
|
|
}
|
|
|
|
activity = BaseClass::NPC_TranslateActivity( activity );
|
|
|
|
if ( activity == ACT_IDLE )
|
|
{
|
|
if ( (m_NPCState == NPC_STATE_COMBAT || m_NPCState == NPC_STATE_ALERT) && gpGlobals->curtime - m_flLastAttackTime < 3)
|
|
{
|
|
activity = ACT_IDLE_ANGRY;
|
|
}
|
|
}
|
|
|
|
return TranslateActivityReadiness( activity );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Handle animation events
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
// Create a flare and parent to our hand
|
|
if ( pEvent->event == AE_COMPANION_PRODUCE_FLARE )
|
|
{
|
|
m_hFlare = static_cast<CPhysicsProp *>(CreateEntityByName( "prop_physics" ));
|
|
if ( m_hFlare != NULL )
|
|
{
|
|
// Set the model
|
|
m_hFlare->SetModel( "models/props_junk/flare.mdl" );
|
|
|
|
// Set the parent attachment
|
|
m_hFlare->SetParent( this );
|
|
m_hFlare->SetParentAttachment( "SetParentAttachment", pEvent->options, false );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Start the flare up with proper fanfare
|
|
if ( pEvent->event == AE_COMPANION_LIGHT_FLARE )
|
|
{
|
|
if ( m_hFlare != NULL )
|
|
{
|
|
m_hFlare->CreateFlare( 5*60.0f );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Drop the flare to the ground
|
|
if ( pEvent->event == AE_COMPANION_RELEASE_FLARE )
|
|
{
|
|
// Detach
|
|
m_hFlare->SetParent( NULL );
|
|
m_hFlare->Spawn();
|
|
m_hFlare->RemoveInteraction( PROPINTER_PHYSGUN_CREATE_FLARE );
|
|
|
|
// Disable collisions between the NPC and the flare
|
|
PhysDisableEntityCollisions( this, m_hFlare );
|
|
|
|
// TODO: Find the velocity of the attachment point, at this time, in the animation cycle
|
|
|
|
// Construct a toss velocity
|
|
Vector vecToss;
|
|
AngleVectors( GetAbsAngles(), &vecToss );
|
|
VectorNormalize( vecToss );
|
|
vecToss *= random->RandomFloat( 64.0f, 72.0f );
|
|
vecToss[2] += 64.0f;
|
|
|
|
// Throw it
|
|
IPhysicsObject *pObj = m_hFlare->VPhysicsGetObject();
|
|
pObj->ApplyForceCenter( vecToss );
|
|
|
|
// Forget about the flare at this point
|
|
m_hFlare = NULL;
|
|
|
|
return;
|
|
}
|
|
#endif // HL2_EPISODIC
|
|
|
|
switch( pEvent->event )
|
|
{
|
|
case EVENT_WEAPON_RELOAD:
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
GetActiveWeapon()->WeaponSound( RELOAD_NPC );
|
|
GetActiveWeapon()->m_iClip1 = GetActiveWeapon()->GetMaxClip1();
|
|
ClearCondition(COND_LOW_PRIMARY_AMMO);
|
|
ClearCondition(COND_NO_PRIMARY_AMMO);
|
|
ClearCondition(COND_NO_SECONDARY_AMMO);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: This is a generic function (to be implemented by sub-classes) to
|
|
// handle specific interactions between different types of characters
|
|
// (For example the barnacle grabbing an NPC)
|
|
// Input : Constant for the type of interaction
|
|
// Output : true - if sub-class has a response for the interaction
|
|
// false - if sub-class has no response
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
|
|
{
|
|
if (interactionType == g_interactionHitByPlayerThrownPhysObj )
|
|
{
|
|
if ( IsOkToSpeakInResponseToPlayer() )
|
|
{
|
|
Speak( TLK_PLYR_PHYSATK );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
int CNPC_PlayerCompanion::GetSoundInterests()
|
|
{
|
|
return SOUND_WORLD |
|
|
SOUND_COMBAT |
|
|
SOUND_PLAYER |
|
|
SOUND_DANGER |
|
|
SOUND_BULLET_IMPACT |
|
|
SOUND_MOVE_AWAY |
|
|
SOUND_READINESS_LOW |
|
|
SOUND_READINESS_MEDIUM |
|
|
SOUND_READINESS_HIGH;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::Touch( CBaseEntity *pOther )
|
|
{
|
|
BaseClass::Touch( pOther );
|
|
|
|
// Did the player touch me?
|
|
if ( pOther->IsPlayer() || ( pOther->VPhysicsGetObject() && (pOther->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) ) )
|
|
{
|
|
// Ignore if pissed at player
|
|
if ( m_afMemory & bits_MEMORY_PROVOKED )
|
|
return;
|
|
|
|
TestPlayerPushing( ( pOther->IsPlayer() ) ? pOther : AI_GetSinglePlayer() );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::ModifyOrAppendCriteria( AI_CriteriaSet& set )
|
|
{
|
|
BaseClass::ModifyOrAppendCriteria( set );
|
|
if ( GetEnemy() && IsMortar( GetEnemy() ) )
|
|
{
|
|
set.RemoveCriteria( "enemy" );
|
|
set.AppendCriteria( "enemy", STRING(gm_iszMortarClassname) );
|
|
}
|
|
|
|
if ( HasCondition( COND_PC_HURTBYFIRE ) )
|
|
{
|
|
set.AppendCriteria( "hurt_by_fire", "1" );
|
|
}
|
|
|
|
if ( m_bReadinessCapable )
|
|
{
|
|
switch( GetReadinessLevel() )
|
|
{
|
|
case AIRL_PANIC:
|
|
set.AppendCriteria( "readiness", "panic" );
|
|
break;
|
|
|
|
case AIRL_STEALTH:
|
|
set.AppendCriteria( "readiness", "stealth" );
|
|
break;
|
|
|
|
case AIRL_RELAXED:
|
|
set.AppendCriteria( "readiness", "relaxed" );
|
|
break;
|
|
|
|
case AIRL_STIMULATED:
|
|
set.AppendCriteria( "readiness", "stimulated" );
|
|
break;
|
|
|
|
case AIRL_AGITATED:
|
|
set.AppendCriteria( "readiness", "agitated" );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::IsReadinessCapable()
|
|
{
|
|
if ( GlobalEntity_GetState("gordon_precriminal") == GLOBAL_ON )
|
|
return false;
|
|
|
|
#ifndef HL2_EPISODIC
|
|
// Allow episodic companions to use readiness even if unarmed. This allows for the panicked
|
|
// citizens in ep1_c17_05 (sjb)
|
|
if( !GetActiveWeapon() )
|
|
return false;
|
|
#endif
|
|
|
|
if( GetActiveWeapon() && LookupActivity("ACT_IDLE_AIM_RIFLE_STIMULATED") == ACT_INVALID )
|
|
return false;
|
|
|
|
if( GetActiveWeapon() && FClassnameIs( GetActiveWeapon(), "weapon_rpg" ) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::AddReadiness( float flAdd, bool bOverrideLock )
|
|
{
|
|
if( IsReadinessLocked() && !bOverrideLock )
|
|
return;
|
|
|
|
SetReadinessValue( GetReadinessValue() + flAdd );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::SubtractReadiness( float flSub, bool bOverrideLock )
|
|
{
|
|
if( IsReadinessLocked() && !bOverrideLock )
|
|
return;
|
|
|
|
// Prevent readiness from going below 0 (below 0 is only for scripted states)
|
|
SetReadinessValue( MAX(GetReadinessValue() - flSub, 0) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This method returns false if the NPC is not allowed to change readiness at this point.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::AllowReadinessValueChange( void )
|
|
{
|
|
if ( GetIdealActivity() == ACT_IDLE || GetIdealActivity() == ACT_WALK || GetIdealActivity() == ACT_RUN )
|
|
return true;
|
|
|
|
if ( HasActiveLayer() == true )
|
|
return false;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// NOTE: This function ignores the lock. Use the interface functions.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::SetReadinessValue( float flSet )
|
|
{
|
|
if ( AllowReadinessValueChange() == false )
|
|
return;
|
|
|
|
int priorReadiness = GetReadinessLevel();
|
|
|
|
flSet = MIN( 1.0f, flSet );
|
|
flSet = MAX( READINESS_MIN_VALUE, flSet );
|
|
|
|
m_flReadiness = flSet;
|
|
|
|
if( GetReadinessLevel() != priorReadiness )
|
|
{
|
|
// We've been bumped up into a different readiness level.
|
|
// Interrupt IDLE schedules (if we're playing one) so that
|
|
// we can pick the proper animation.
|
|
SetCondition( COND_IDLE_INTERRUPT );
|
|
|
|
// Force us to recalculate our animation. If we don't do this,
|
|
// our translated activity may change, but not our root activity,
|
|
// and then we won't actually visually change anims.
|
|
ResetActivity();
|
|
|
|
//Force the NPC to recalculate it's arrival sequence since it'll most likely be wrong now that we changed readiness level.
|
|
GetNavigator()->SetArrivalSequence( ACT_INVALID );
|
|
|
|
ReadinessLevelChanged( priorReadiness );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// if bOverrideLock, you'll change the readiness level even if we're within
|
|
// a time period during which someone else has locked the level.
|
|
//
|
|
// if bSlam, you'll allow the readiness level to be set lower than current.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::SetReadinessLevel( int iLevel, bool bOverrideLock, bool bSlam )
|
|
{
|
|
if( IsReadinessLocked() && !bOverrideLock )
|
|
return;
|
|
|
|
switch( iLevel )
|
|
{
|
|
case AIRL_PANIC:
|
|
if( bSlam )
|
|
SetReadinessValue( READINESS_MODE_PANIC );
|
|
break;
|
|
case AIRL_STEALTH:
|
|
if( bSlam )
|
|
SetReadinessValue( READINESS_MODE_STEALTH );
|
|
break;
|
|
case AIRL_RELAXED:
|
|
if( bSlam || GetReadinessValue() < READINESS_VALUE_RELAXED )
|
|
SetReadinessValue( READINESS_VALUE_RELAXED );
|
|
break;
|
|
case AIRL_STIMULATED:
|
|
if( bSlam || GetReadinessValue() < READINESS_VALUE_STIMULATED )
|
|
SetReadinessValue( READINESS_VALUE_STIMULATED );
|
|
break;
|
|
case AIRL_AGITATED:
|
|
if( bSlam || GetReadinessValue() < READINESS_VALUE_AGITATED )
|
|
SetReadinessValue( READINESS_VALUE_AGITATED );
|
|
break;
|
|
default:
|
|
DevMsg("ERROR: Bad readiness level\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_PlayerCompanion::GetReadinessLevel()
|
|
{
|
|
if ( m_bReadinessCapable == false )
|
|
return AIRL_RELAXED;
|
|
|
|
if( m_flReadiness == READINESS_MODE_PANIC )
|
|
{
|
|
return AIRL_PANIC;
|
|
}
|
|
|
|
if( m_flReadiness == READINESS_MODE_STEALTH )
|
|
{
|
|
return AIRL_STEALTH;
|
|
}
|
|
|
|
if( m_flReadiness <= READINESS_VALUE_RELAXED )
|
|
{
|
|
return AIRL_RELAXED;
|
|
}
|
|
|
|
if( m_flReadiness <= READINESS_VALUE_STIMULATED )
|
|
{
|
|
return AIRL_STIMULATED;
|
|
}
|
|
|
|
return AIRL_AGITATED;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::UpdateReadiness()
|
|
{
|
|
// Only update readiness if it's not in a scripted state
|
|
if ( !IsInScriptedReadinessState() )
|
|
{
|
|
if( HasCondition(COND_HEAR_COMBAT) || HasCondition(COND_HEAR_BULLET_IMPACT) )
|
|
SetReadinessLevel( AIRL_STIMULATED, false, false );
|
|
|
|
if( HasCondition(COND_HEAR_DANGER) || HasCondition(COND_SEE_ENEMY) )
|
|
SetReadinessLevel( AIRL_AGITATED, false, false );
|
|
|
|
if( m_flReadiness > 0.0f && GetReadinessDecay() > 0 )
|
|
{
|
|
// Decay.
|
|
SubtractReadiness( ( 0.1 * (1.0f/GetReadinessDecay())) * m_flReadinessSensitivity );
|
|
}
|
|
}
|
|
|
|
if( ai_debug_readiness.GetBool() && AI_IsSinglePlayer() )
|
|
{
|
|
// Draw the readiness-o-meter
|
|
Vector vecSpot;
|
|
Vector vecOffset( 0, 0, 12 );
|
|
const float BARLENGTH = 12.0f;
|
|
const float GRADLENGTH = 4.0f;
|
|
|
|
Vector right;
|
|
UTIL_PlayerByIndex( 1 )->GetVectors( NULL, &right, NULL );
|
|
|
|
if ( IsInScriptedReadinessState() )
|
|
{
|
|
// Just print the name of the scripted state
|
|
vecSpot = EyePosition() + vecOffset;
|
|
|
|
if( GetReadinessLevel() == AIRL_STEALTH )
|
|
{
|
|
NDebugOverlay::Text( vecSpot, "Stealth", true, 0.1 );
|
|
}
|
|
else if( GetReadinessLevel() == AIRL_PANIC )
|
|
{
|
|
NDebugOverlay::Text( vecSpot, "Panic", true, 0.1 );
|
|
}
|
|
else
|
|
{
|
|
NDebugOverlay::Text( vecSpot, "Unspecified", true, 0.1 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
vecSpot = EyePosition() + vecOffset;
|
|
NDebugOverlay::Line( vecSpot, vecSpot + right * GRADLENGTH, 255, 255, 255, false, 0.1 );
|
|
|
|
vecSpot = EyePosition() + vecOffset + Vector( 0, 0, BARLENGTH * READINESS_VALUE_RELAXED );
|
|
NDebugOverlay::Line( vecSpot, vecSpot + right * GRADLENGTH, 0, 255, 0, false, 0.1 );
|
|
|
|
vecSpot = EyePosition() + vecOffset + Vector( 0, 0, BARLENGTH * READINESS_VALUE_STIMULATED );
|
|
NDebugOverlay::Line( vecSpot, vecSpot + right * GRADLENGTH, 255, 255, 0, false, 0.1 );
|
|
|
|
vecSpot = EyePosition() + vecOffset + Vector( 0, 0, BARLENGTH * READINESS_VALUE_AGITATED );
|
|
NDebugOverlay::Line( vecSpot, vecSpot + right * GRADLENGTH, 255, 0, 0, false, 0.1 );
|
|
|
|
vecSpot = EyePosition() + vecOffset;
|
|
NDebugOverlay::Line( vecSpot, vecSpot + Vector( 0, 0, BARLENGTH * GetReadinessValue() ), 255, 255, 0, false, 0.1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
float CNPC_PlayerCompanion::GetReadinessDecay()
|
|
{
|
|
return ai_readiness_decay.GetFloat();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Passing NULL to clear the aim target is acceptible.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::SetAimTarget( CBaseEntity *pTarget )
|
|
{
|
|
if( pTarget != NULL && IsAllowedToAim() )
|
|
{
|
|
m_hAimTarget = pTarget;
|
|
}
|
|
else
|
|
{
|
|
m_hAimTarget = NULL;
|
|
}
|
|
|
|
Activity NewActivity = NPC_TranslateActivity(GetActivity());
|
|
|
|
//Don't set the ideal activity to an activity that might not be there.
|
|
if ( SelectWeightedSequence( NewActivity ) == ACT_INVALID )
|
|
return;
|
|
|
|
if (NewActivity != GetActivity() )
|
|
{
|
|
SetIdealActivity( NewActivity );
|
|
}
|
|
|
|
#if 0
|
|
if( m_hAimTarget )
|
|
{
|
|
Msg("New Aim Target: %s\n", m_hAimTarget->GetClassname() );
|
|
NDebugOverlay::Line(EyePosition(), m_hAimTarget->WorldSpaceCenter(), 255, 255, 0, false, 0.1 );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::StopAiming( char *pszReason )
|
|
{
|
|
#if 0
|
|
if( pszReason )
|
|
{
|
|
Msg("Stopped aiming because %s\n", pszReason );
|
|
}
|
|
#endif
|
|
|
|
SetAimTarget(NULL);
|
|
|
|
Activity NewActivity = NPC_TranslateActivity(GetActivity());
|
|
if (NewActivity != GetActivity())
|
|
{
|
|
SetIdealActivity( NewActivity );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
#define COMPANION_MAX_LOOK_TIME 3.0f
|
|
#define COMPANION_MIN_LOOK_TIME 1.0f
|
|
#define COMPANION_MAX_TACTICAL_TARGET_DIST 1800.0f // 150 feet
|
|
|
|
bool CNPC_PlayerCompanion::PickTacticalLookTarget( AILookTargetArgs_t *pArgs )
|
|
{
|
|
if( HasCondition( COND_SEE_ENEMY ) )
|
|
{
|
|
// Don't bother. We're dealing with our enemy.
|
|
return false;
|
|
}
|
|
|
|
float flMinLookTime;
|
|
float flMaxLookTime;
|
|
|
|
// Excited companions will look at each target only briefly and then find something else to look at.
|
|
flMinLookTime = COMPANION_MIN_LOOK_TIME + ((COMPANION_MAX_LOOK_TIME-COMPANION_MIN_LOOK_TIME) * (1.0f - GetReadinessValue()) );
|
|
|
|
switch( GetReadinessLevel() )
|
|
{
|
|
case AIRL_RELAXED:
|
|
// Linger on targets, look at them for quite a while.
|
|
flMinLookTime = COMPANION_MAX_LOOK_TIME + random->RandomFloat( 0.0f, 2.0f );
|
|
break;
|
|
|
|
case AIRL_STIMULATED:
|
|
// Look around a little quicker.
|
|
flMinLookTime = COMPANION_MIN_LOOK_TIME + random->RandomFloat( 0.0f, COMPANION_MAX_LOOK_TIME - 1.0f );
|
|
break;
|
|
|
|
case AIRL_AGITATED:
|
|
// Look around very quickly
|
|
flMinLookTime = COMPANION_MIN_LOOK_TIME;
|
|
break;
|
|
}
|
|
|
|
flMaxLookTime = flMinLookTime + random->RandomFloat( 0.0f, 0.5f );
|
|
pArgs->flDuration = random->RandomFloat( flMinLookTime, flMaxLookTime );
|
|
|
|
if( HasCondition(COND_SEE_PLAYER) && hl2_episodic.GetBool() )
|
|
{
|
|
// 1/3rd chance to authoritatively look at player
|
|
if( random->RandomInt( 0, 2 ) == 0 )
|
|
{
|
|
pArgs->hTarget = AI_GetSinglePlayer();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Use hint nodes
|
|
CAI_Hint *pHint;
|
|
CHintCriteria hintCriteria;
|
|
|
|
hintCriteria.AddHintType( HINT_WORLD_VISUALLY_INTERESTING );
|
|
hintCriteria.AddHintType( HINT_WORLD_VISUALLY_INTERESTING_DONT_AIM );
|
|
hintCriteria.AddHintType( HINT_WORLD_VISUALLY_INTERESTING_STEALTH );
|
|
hintCriteria.SetFlag( bits_HINT_NODE_VISIBLE | bits_HINT_NODE_IN_VIEWCONE | bits_HINT_NPC_IN_NODE_FOV );
|
|
hintCriteria.AddIncludePosition( GetAbsOrigin(), COMPANION_MAX_TACTICAL_TARGET_DIST );
|
|
|
|
{
|
|
AI_PROFILE_SCOPE( CNPC_PlayerCompanion_FindHint_PickTacticalLookTarget );
|
|
pHint = CAI_HintManager::FindHint( this, hintCriteria );
|
|
}
|
|
|
|
if( pHint )
|
|
{
|
|
pArgs->hTarget = pHint;
|
|
|
|
// Turn this node off for a few seconds to stop others aiming at the same thing (except for stealth nodes)
|
|
if ( pHint->HintType() != HINT_WORLD_VISUALLY_INTERESTING_STEALTH )
|
|
{
|
|
pHint->DisableForSeconds( 5.0f );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// See what the base class thinks.
|
|
return BaseClass::PickTacticalLookTarget( pArgs );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns true if changing target.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::FindNewAimTarget()
|
|
{
|
|
if( GetEnemy() )
|
|
{
|
|
// Don't bother. Aim at enemy.
|
|
return false;
|
|
}
|
|
|
|
if( !m_bReadinessCapable || GetReadinessLevel() == AIRL_RELAXED )
|
|
{
|
|
// If I'm relaxed (don't want to aim), or physically incapable,
|
|
// don't run this hint node searching code.
|
|
return false;
|
|
}
|
|
|
|
CAI_Hint *pHint;
|
|
CHintCriteria hintCriteria;
|
|
CBaseEntity *pPriorAimTarget = GetAimTarget();
|
|
|
|
hintCriteria.SetHintType( HINT_WORLD_VISUALLY_INTERESTING );
|
|
hintCriteria.SetFlag( bits_HINT_NODE_VISIBLE | bits_HINT_NODE_IN_VIEWCONE | bits_HINT_NPC_IN_NODE_FOV );
|
|
hintCriteria.AddIncludePosition( GetAbsOrigin(), COMPANION_MAX_TACTICAL_TARGET_DIST );
|
|
pHint = CAI_HintManager::FindHint( this, hintCriteria );
|
|
|
|
if( pHint )
|
|
{
|
|
if( (pHint->GetAbsOrigin() - GetAbsOrigin()).Length2D() < COMPANION_AIMTARGET_NEAREST )
|
|
{
|
|
// Too close!
|
|
return false;
|
|
}
|
|
|
|
if( !HasAimLOS(pHint) )
|
|
{
|
|
// No LOS
|
|
return false;
|
|
}
|
|
|
|
if( pHint != pPriorAimTarget )
|
|
{
|
|
// Notify of the change.
|
|
SetAimTarget( pHint );
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Didn't find an aim target, or found the same one.
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::OnNewLookTarget()
|
|
{
|
|
if( ai_new_aiming.GetBool() )
|
|
{
|
|
if( GetLooktarget() )
|
|
{
|
|
// See if our looktarget is a reasonable aim target.
|
|
CAI_Hint *pHint = dynamic_cast<CAI_Hint*>( GetLooktarget() );
|
|
|
|
if( pHint )
|
|
{
|
|
if( pHint->HintType() == HINT_WORLD_VISUALLY_INTERESTING &&
|
|
(pHint->GetAbsOrigin() - GetAbsOrigin()).Length2D() > COMPANION_AIMTARGET_NEAREST &&
|
|
FInAimCone(pHint->GetAbsOrigin()) &&
|
|
HasAimLOS(pHint) )
|
|
{
|
|
SetAimTarget( pHint );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Search for something else.
|
|
FindNewAimTarget();
|
|
}
|
|
else
|
|
{
|
|
if( GetLooktarget() )
|
|
{
|
|
// Have picked a new entity to look at. Should we copy it to the aim target?
|
|
if( IRelationType( GetLooktarget() ) == D_LI )
|
|
{
|
|
// Don't aim at friends, just keep the old target (if any)
|
|
return;
|
|
}
|
|
|
|
if( (GetLooktarget()->GetAbsOrigin() - GetAbsOrigin()).Length2D() < COMPANION_AIMTARGET_NEAREST )
|
|
{
|
|
// Too close!
|
|
return;
|
|
}
|
|
|
|
if( !HasAimLOS( GetLooktarget() ) )
|
|
{
|
|
// No LOS
|
|
return;
|
|
}
|
|
|
|
SetAimTarget( GetLooktarget() );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::ShouldBeAiming()
|
|
{
|
|
if( !IsAllowedToAim() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if( !GetEnemy() && !GetAimTarget() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if( GetEnemy() && !HasCondition(COND_SEE_ENEMY) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
#define PC_MAX_ALLOWED_AIM 2
|
|
bool CNPC_PlayerCompanion::IsAllowedToAim()
|
|
{
|
|
if( !m_pSquad )
|
|
return true;
|
|
|
|
if( GetReadinessLevel() == AIRL_AGITATED )
|
|
{
|
|
// Agitated companions can always aim. This makes the squad look
|
|
// more alert as a whole when something very serious/dangerous has happened.
|
|
return true;
|
|
}
|
|
|
|
int count = 0;
|
|
|
|
// If I'm in a squad, only a certain number of us can aim.
|
|
AISquadIter_t iter;
|
|
for ( CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember(&iter); pSquadmate; pSquadmate = m_pSquad->GetNextMember(&iter) )
|
|
{
|
|
CNPC_PlayerCompanion *pCompanion = dynamic_cast<CNPC_PlayerCompanion*>(pSquadmate);
|
|
if( pCompanion && pCompanion != this && pCompanion->GetAimTarget() != NULL )
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
|
|
if( count < PC_MAX_ALLOWED_AIM )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::HasAimLOS( CBaseEntity *pAimTarget )
|
|
{
|
|
trace_t tr;
|
|
UTIL_TraceLine( Weapon_ShootPosition(), pAimTarget->WorldSpaceCenter(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if( tr.fraction < 0.5 || (tr.m_pEnt && (tr.m_pEnt->IsNPC()||tr.m_pEnt->IsPlayer())) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::AimGun()
|
|
{
|
|
Vector vecAimDir;
|
|
|
|
if( !GetEnemy() )
|
|
{
|
|
if( GetAimTarget() && FInViewCone(GetAimTarget()) )
|
|
{
|
|
float flDist;
|
|
Vector vecAimTargetLoc = GetAimTarget()->WorldSpaceCenter();
|
|
|
|
flDist = (vecAimTargetLoc - GetAbsOrigin()).Length2DSqr();
|
|
|
|
// Throw away a looktarget if it gets too close. We don't want guys turning around as
|
|
// they walk through doorways which contain a looktarget.
|
|
if( flDist < COMPANION_AIMTARGET_NEAREST_SQR )
|
|
{
|
|
StopAiming("Target too near");
|
|
return;
|
|
}
|
|
|
|
// Aim at my target if it's in my cone
|
|
vecAimDir = vecAimTargetLoc - Weapon_ShootPosition();;
|
|
VectorNormalize( vecAimDir );
|
|
SetAim( vecAimDir);
|
|
|
|
if( !HasAimLOS(GetAimTarget()) )
|
|
{
|
|
// LOS is broken.
|
|
if( !FindNewAimTarget() )
|
|
{
|
|
// No alternative available right now. Stop aiming.
|
|
StopAiming("No LOS");
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if( GetAimTarget() )
|
|
{
|
|
// We're aiming at something, but we're about to stop because it's out of viewcone.
|
|
// Try to find something else.
|
|
if( FindNewAimTarget() )
|
|
{
|
|
// Found something else to aim at.
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// ditch the aim target, it's gone out of view.
|
|
StopAiming("Went out of view cone");
|
|
}
|
|
}
|
|
|
|
if( GetReadinessLevel() == AIRL_AGITATED )
|
|
{
|
|
// Aim down! Agitated animations don't have non-aiming versions, so
|
|
// just point the weapon down.
|
|
Vector vecSpot = EyePosition();
|
|
Vector forward, up;
|
|
GetVectors( &forward, NULL, &up );
|
|
vecSpot += forward * 128 + up * -64;
|
|
|
|
vecAimDir = vecSpot - Weapon_ShootPosition();
|
|
VectorNormalize( vecAimDir );
|
|
SetAim( vecAimDir);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
BaseClass::AimGun();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CNPC_PlayerCompanion::GetAlternateMoveShootTarget()
|
|
{
|
|
if( GetAimTarget() && !GetAimTarget()->IsNPC() && GetReadinessLevel() != AIRL_RELAXED )
|
|
{
|
|
return GetAimTarget();
|
|
}
|
|
|
|
return BaseClass::GetAlternateMoveShootTarget();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::IsValidEnemy( CBaseEntity *pEnemy )
|
|
{
|
|
if ( GetFollowBehavior().GetFollowTarget() && GetFollowBehavior().GetFollowTarget()->IsPlayer() && IsSniper( pEnemy ) )
|
|
{
|
|
AI_EnemyInfo_t *pInfo = GetEnemies()->Find( pEnemy );
|
|
if ( pInfo )
|
|
{
|
|
if ( gpGlobals->curtime - pInfo->timeLastSeen > 10 )
|
|
{
|
|
if ( !((CAI_BaseNPC*)pEnemy)->HasCondition( COND_IN_PVS ) )
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return BaseClass::IsValidEnemy( pEnemy );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::IsSafeFromFloorTurret( const Vector &vecLocation, CBaseEntity *pTurret )
|
|
{
|
|
float dist = ( vecLocation - pTurret->EyePosition() ).LengthSqr();
|
|
|
|
if ( dist > Square( 4.0*12.0 ) )
|
|
{
|
|
if ( !pTurret->MyNPCPointer()->FInViewCone( vecLocation ) )
|
|
{
|
|
#if 0 // Draws a green line to turrets I'm safe from
|
|
NDebugOverlay::Line( vecLocation, pTurret->WorldSpaceCenter(), 0, 255, 0, false, 0.1 );
|
|
#endif
|
|
return true;
|
|
}
|
|
}
|
|
|
|
#if 0 // Draws a red lines to ones I'm not safe from.
|
|
NDebugOverlay::Line( vecLocation, pTurret->WorldSpaceCenter(), 255, 0, 0, false, 0.1 );
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::ShouldMoveAndShoot( void )
|
|
{
|
|
return BaseClass::ShouldMoveAndShoot();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
#define PC_LARGER_BURST_RANGE (12.0f * 10.0f) // If an enemy is this close, player companions fire larger continuous bursts.
|
|
void CNPC_PlayerCompanion::OnUpdateShotRegulator()
|
|
{
|
|
BaseClass::OnUpdateShotRegulator();
|
|
|
|
if( GetEnemy() && HasCondition(COND_CAN_RANGE_ATTACK1) )
|
|
{
|
|
if( GetAbsOrigin().DistTo( GetEnemy()->GetAbsOrigin() ) <= PC_LARGER_BURST_RANGE )
|
|
{
|
|
if( hl2_episodic.GetBool() )
|
|
{
|
|
// Longer burst
|
|
int longBurst = random->RandomInt( 10, 15 );
|
|
GetShotRegulator()->SetBurstShotsRemaining( longBurst );
|
|
GetShotRegulator()->SetRestInterval( 0.1, 0.2 );
|
|
}
|
|
else
|
|
{
|
|
// Longer burst
|
|
GetShotRegulator()->SetBurstShotsRemaining( GetShotRegulator()->GetBurstShotsRemaining() * 2 );
|
|
|
|
// Shorter Rest interval
|
|
float flMinInterval, flMaxInterval;
|
|
GetShotRegulator()->GetRestInterval( &flMinInterval, &flMaxInterval );
|
|
GetShotRegulator()->SetRestInterval( flMinInterval * 0.6f, flMaxInterval * 0.6f );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::DecalTrace( trace_t *pTrace, char const *decalName )
|
|
{
|
|
// Do not decal a player companion's head or face, no matter what.
|
|
if( pTrace->hitgroup == HITGROUP_HEAD )
|
|
return;
|
|
|
|
BaseClass::DecalTrace( pTrace, decalName );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::FCanCheckAttacks()
|
|
{
|
|
if( GetEnemy() && ( IsSniper(GetEnemy()) || IsMortar(GetEnemy()) || IsTurret(GetEnemy()) ) )
|
|
{
|
|
// Don't attack the sniper or the mortar.
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::FCanCheckAttacks();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return the actual position the NPC wants to fire at when it's trying
|
|
// to hit it's current enemy.
|
|
//-----------------------------------------------------------------------------
|
|
#define CITIZEN_HEADSHOT_FREQUENCY 3 // one in this many shots at a zombie will be aimed at the zombie's head
|
|
Vector CNPC_PlayerCompanion::GetActualShootPosition( const Vector &shootOrigin )
|
|
{
|
|
if( GetEnemy() && GetEnemy()->Classify() == CLASS_ZOMBIE && random->RandomInt( 1, CITIZEN_HEADSHOT_FREQUENCY ) == 1 )
|
|
{
|
|
return GetEnemy()->HeadTarget( shootOrigin );
|
|
}
|
|
|
|
return BaseClass::GetActualShootPosition( shootOrigin );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
WeaponProficiency_t CNPC_PlayerCompanion::CalcWeaponProficiency( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
if( FClassnameIs( pWeapon, "weapon_ar2" ) )
|
|
{
|
|
return WEAPON_PROFICIENCY_VERY_GOOD;
|
|
}
|
|
|
|
return WEAPON_PROFICIENCY_PERFECT;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::Weapon_CanUse( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
if( BaseClass::Weapon_CanUse( pWeapon ) )
|
|
{
|
|
// If this weapon is a shotgun, take measures to control how many
|
|
// are being used in this squad. Don't allow a companion to pick up
|
|
// a shotgun if a squadmate already has one.
|
|
if( pWeapon->ClassMatches( gm_iszShotgunClassname ) )
|
|
{
|
|
return (NumWeaponsInSquad("weapon_shotgun") < 1 );
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::ShouldLookForBetterWeapon()
|
|
{
|
|
if ( m_bDontPickupWeapons )
|
|
return false;
|
|
|
|
return BaseClass::ShouldLookForBetterWeapon();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::Weapon_Equip( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
BaseClass::Weapon_Equip( pWeapon );
|
|
m_bReadinessCapable = IsReadinessCapable();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::PickupWeapon( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
BaseClass::PickupWeapon( pWeapon );
|
|
SpeakIfAllowed( TLK_NEWWEAPON );
|
|
m_OnWeaponPickup.FireOutput( this, this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
|
|
const int MAX_NON_SPECIAL_MULTICOVER = 2;
|
|
|
|
CUtlVector<AI_EnemyInfo_t *> g_MultiCoverSearchEnemies;
|
|
CNPC_PlayerCompanion * g_pMultiCoverSearcher;
|
|
|
|
//-------------------------------------
|
|
|
|
int __cdecl MultiCoverCompare( AI_EnemyInfo_t * const *ppLeft, AI_EnemyInfo_t * const *ppRight )
|
|
{
|
|
const AI_EnemyInfo_t *pLeft = *ppLeft;
|
|
const AI_EnemyInfo_t *pRight = *ppRight;
|
|
|
|
if ( !pLeft->hEnemy && !pRight->hEnemy)
|
|
return 0;
|
|
|
|
if ( !pLeft->hEnemy )
|
|
return 1;
|
|
|
|
if ( !pRight->hEnemy )
|
|
return -1;
|
|
|
|
if ( pLeft->hEnemy == g_pMultiCoverSearcher->GetEnemy() )
|
|
return -1;
|
|
|
|
if ( pRight->hEnemy == g_pMultiCoverSearcher->GetEnemy() )
|
|
return 1;
|
|
|
|
bool bLeftIsSpecial = ( CNPC_PlayerCompanion::IsMortar( pLeft->hEnemy ) || CNPC_PlayerCompanion::IsSniper( pLeft->hEnemy ) );
|
|
bool bRightIsSpecial = ( CNPC_PlayerCompanion::IsMortar( pLeft->hEnemy ) || CNPC_PlayerCompanion::IsSniper( pLeft->hEnemy ) );
|
|
|
|
if ( !bLeftIsSpecial && bRightIsSpecial )
|
|
return 1;
|
|
|
|
if ( bLeftIsSpecial && !bRightIsSpecial )
|
|
return -1;
|
|
|
|
float leftRelevantTime = ( pLeft->timeLastSeen == AI_INVALID_TIME || pLeft->timeLastSeen == 0 ) ? -99999 : pLeft->timeLastSeen;
|
|
if ( pLeft->timeLastReceivedDamageFrom != AI_INVALID_TIME && pLeft->timeLastReceivedDamageFrom > leftRelevantTime )
|
|
leftRelevantTime = pLeft->timeLastReceivedDamageFrom;
|
|
|
|
float rightRelevantTime = ( pRight->timeLastSeen == AI_INVALID_TIME || pRight->timeLastSeen == 0 ) ? -99999 : pRight->timeLastSeen;
|
|
if ( pRight->timeLastReceivedDamageFrom != AI_INVALID_TIME && pRight->timeLastReceivedDamageFrom > rightRelevantTime )
|
|
rightRelevantTime = pRight->timeLastReceivedDamageFrom;
|
|
|
|
if ( leftRelevantTime < rightRelevantTime )
|
|
return -1;
|
|
|
|
if ( leftRelevantTime > rightRelevantTime )
|
|
return 1;
|
|
|
|
float leftDistSq = g_pMultiCoverSearcher->GetAbsOrigin().DistToSqr( pLeft->hEnemy->GetAbsOrigin() );
|
|
float rightDistSq = g_pMultiCoverSearcher->GetAbsOrigin().DistToSqr( pRight->hEnemy->GetAbsOrigin() );
|
|
|
|
if ( leftDistSq < rightDistSq )
|
|
return -1;
|
|
|
|
if ( leftDistSq > rightDistSq )
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CNPC_PlayerCompanion::SetupCoverSearch( CBaseEntity *pEntity )
|
|
{
|
|
if ( IsTurret( pEntity ) )
|
|
gm_fCoverSearchType = CT_TURRET;
|
|
|
|
gm_bFindingCoverFromAllEnemies = false;
|
|
g_pMultiCoverSearcher = this;
|
|
|
|
if ( Classify() == CLASS_PLAYER_ALLY_VITAL || IsInPlayerSquad() )
|
|
{
|
|
if ( GetEnemy() )
|
|
{
|
|
if ( !pEntity || GetEnemies()->NumEnemies() > 1 )
|
|
{
|
|
if ( !pEntity ) // if pEntity is NULL, test is against a point in space, so always to search against current enemy too
|
|
gm_bFindingCoverFromAllEnemies = true;
|
|
|
|
AIEnemiesIter_t iter;
|
|
for ( AI_EnemyInfo_t *pEnemyInfo = GetEnemies()->GetFirst(&iter); pEnemyInfo != NULL; pEnemyInfo = GetEnemies()->GetNext(&iter) )
|
|
{
|
|
CBaseEntity *pEnemy = pEnemyInfo->hEnemy;
|
|
if ( pEnemy )
|
|
{
|
|
if ( pEnemy != GetEnemy() )
|
|
{
|
|
if ( pEnemyInfo->timeAtFirstHand == AI_INVALID_TIME || gpGlobals->curtime - pEnemyInfo->timeLastSeen > 10.0 )
|
|
continue;
|
|
gm_bFindingCoverFromAllEnemies = true;
|
|
}
|
|
g_MultiCoverSearchEnemies.AddToTail( pEnemyInfo );
|
|
}
|
|
}
|
|
|
|
if ( g_MultiCoverSearchEnemies.Count() == 0 )
|
|
{
|
|
gm_bFindingCoverFromAllEnemies = false;
|
|
}
|
|
else if ( gm_bFindingCoverFromAllEnemies )
|
|
{
|
|
g_MultiCoverSearchEnemies.Sort( MultiCoverCompare );
|
|
Assert( g_MultiCoverSearchEnemies[0]->hEnemy == GetEnemy() );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::CleanupCoverSearch()
|
|
{
|
|
gm_fCoverSearchType = CT_NORMAL;
|
|
g_MultiCoverSearchEnemies.RemoveAll();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::FindCoverPos( CBaseEntity *pEntity, Vector *pResult)
|
|
{
|
|
AI_PROFILE_SCOPE(CNPC_PlayerCompanion_FindCoverPos);
|
|
|
|
ASSERT_NO_REENTRY();
|
|
|
|
bool result = false;
|
|
|
|
SetupCoverSearch( pEntity );
|
|
|
|
if ( gm_bFindingCoverFromAllEnemies )
|
|
{
|
|
result = BaseClass::FindCoverPos( pEntity, pResult );
|
|
gm_bFindingCoverFromAllEnemies = false;
|
|
}
|
|
|
|
if ( !result )
|
|
result = BaseClass::FindCoverPos( pEntity, pResult );
|
|
|
|
CleanupCoverSearch();
|
|
|
|
return result;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CNPC_PlayerCompanion::FindCoverPosInRadius( CBaseEntity *pEntity, const Vector &goalPos, float coverRadius, Vector *pResult )
|
|
{
|
|
AI_PROFILE_SCOPE(CNPC_PlayerCompanion_FindCoverPosInRadius);
|
|
|
|
ASSERT_NO_REENTRY();
|
|
|
|
bool result = false;
|
|
|
|
SetupCoverSearch( pEntity );
|
|
|
|
if ( gm_bFindingCoverFromAllEnemies )
|
|
{
|
|
result = BaseClass::FindCoverPosInRadius( pEntity, goalPos, coverRadius, pResult );
|
|
gm_bFindingCoverFromAllEnemies = false;
|
|
}
|
|
|
|
if ( !result )
|
|
{
|
|
result = BaseClass::FindCoverPosInRadius( pEntity, goalPos, coverRadius, pResult );
|
|
}
|
|
|
|
CleanupCoverSearch();
|
|
|
|
return result;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CNPC_PlayerCompanion::FindCoverPos( CSound *pSound, Vector *pResult )
|
|
{
|
|
AI_PROFILE_SCOPE(CNPC_PlayerCompanion_FindCoverPos);
|
|
|
|
bool result = false;
|
|
bool bIsMortar = ( pSound->SoundContext() == SOUND_CONTEXT_MORTAR );
|
|
|
|
SetupCoverSearch( NULL );
|
|
|
|
if ( gm_bFindingCoverFromAllEnemies )
|
|
{
|
|
result = ( bIsMortar ) ? FindMortarCoverPos( pSound, pResult ) :
|
|
BaseClass::FindCoverPos( pSound, pResult );
|
|
gm_bFindingCoverFromAllEnemies = false;
|
|
}
|
|
|
|
if ( !result )
|
|
{
|
|
result = ( bIsMortar ) ? FindMortarCoverPos( pSound, pResult ) :
|
|
BaseClass::FindCoverPos( pSound, pResult );
|
|
}
|
|
|
|
CleanupCoverSearch();
|
|
|
|
return result;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CNPC_PlayerCompanion::FindMortarCoverPos( CSound *pSound, Vector *pResult )
|
|
{
|
|
bool result = false;
|
|
|
|
Assert( pSound->SoundContext() == SOUND_CONTEXT_MORTAR );
|
|
gm_fCoverSearchType = CT_MORTAR;
|
|
result = GetTacticalServices()->FindLateralCover( pSound->GetSoundOrigin(), 0, pResult );
|
|
if ( !result )
|
|
{
|
|
result = GetTacticalServices()->FindCoverPos( pSound->GetSoundOrigin(),
|
|
pSound->GetSoundOrigin(),
|
|
0,
|
|
CoverRadius(),
|
|
pResult );
|
|
}
|
|
gm_fCoverSearchType = CT_NORMAL;
|
|
|
|
return result;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::IsCoverPosition( const Vector &vecThreat, const Vector &vecPosition )
|
|
{
|
|
if ( gm_bFindingCoverFromAllEnemies )
|
|
{
|
|
for ( int i = 0; i < g_MultiCoverSearchEnemies.Count(); i++ )
|
|
{
|
|
// @TODO (toml 07-27-04): Should skip checking points near already checked points
|
|
AI_EnemyInfo_t *pEnemyInfo = g_MultiCoverSearchEnemies[i];
|
|
Vector testPos;
|
|
CBaseEntity *pEnemy = pEnemyInfo->hEnemy;
|
|
if ( !pEnemy )
|
|
continue;
|
|
|
|
if ( pEnemy == GetEnemy() || IsMortar( pEnemy ) || IsSniper( pEnemy ) || i < MAX_NON_SPECIAL_MULTICOVER )
|
|
{
|
|
testPos = pEnemyInfo->vLastKnownLocation + pEnemy->GetViewOffset();
|
|
}
|
|
else
|
|
break;
|
|
|
|
gm_bFindingCoverFromAllEnemies = false;
|
|
bool result = IsCoverPosition( testPos, vecPosition );
|
|
gm_bFindingCoverFromAllEnemies = true;
|
|
|
|
if ( !result )
|
|
return false;
|
|
}
|
|
|
|
if ( gm_fCoverSearchType != CT_MORTAR && GetEnemy() && vecThreat.DistToSqr( GetEnemy()->EyePosition() ) < 1 )
|
|
return true;
|
|
|
|
// else fall through
|
|
}
|
|
|
|
if ( gm_fCoverSearchType == CT_TURRET && GetEnemy() && IsSafeFromFloorTurret( vecPosition, GetEnemy() ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if ( gm_fCoverSearchType == CT_MORTAR )
|
|
{
|
|
CSound *pSound = GetBestSound( SOUND_DANGER );
|
|
Assert ( pSound && pSound->SoundContext() == SOUND_CONTEXT_MORTAR );
|
|
if( pSound )
|
|
{
|
|
// Don't get closer to the shell
|
|
Vector vecToSound = vecThreat - GetAbsOrigin();
|
|
Vector vecToPosition = vecPosition - GetAbsOrigin();
|
|
VectorNormalize( vecToPosition );
|
|
VectorNormalize( vecToSound );
|
|
|
|
if ( vecToPosition.AsVector2D().Dot( vecToSound.AsVector2D() ) > 0 )
|
|
return false;
|
|
|
|
// Anything outside the radius is okay
|
|
float flDistSqr = (vecPosition - vecThreat).Length2DSqr();
|
|
float radiusSq = Square( pSound->Volume() );
|
|
if( flDistSqr > radiusSq )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return BaseClass::IsCoverPosition( vecThreat, vecPosition );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::IsMortar( CBaseEntity *pEntity )
|
|
{
|
|
if ( !pEntity )
|
|
return false;
|
|
CBaseEntity *pEntityParent = pEntity->GetParent();
|
|
return ( pEntityParent && pEntityParent->GetClassname() == STRING(gm_iszMortarClassname) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::IsSniper( CBaseEntity *pEntity )
|
|
{
|
|
if ( !pEntity )
|
|
return false;
|
|
return ( pEntity->Classify() == CLASS_PROTOSNIPER );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::IsTurret( CBaseEntity *pEntity )
|
|
{
|
|
if ( !pEntity )
|
|
return false;
|
|
const char *pszClassname = pEntity->GetClassname();
|
|
return ( pszClassname == STRING(gm_iszFloorTurretClassname) || pszClassname == STRING(gm_iszGroundTurretClassname) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::IsGunship( CBaseEntity *pEntity )
|
|
{
|
|
if( !pEntity )
|
|
return false;
|
|
return (pEntity->Classify() == CLASS_COMBINE_GUNSHIP );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_PlayerCompanion::OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
|
{
|
|
if( info.GetAttacker() )
|
|
{
|
|
bool bIsEnvFire;
|
|
if( ( bIsEnvFire = FClassnameIs( info.GetAttacker(), "env_fire" ) ) != false || FClassnameIs( info.GetAttacker(), "entityflame" ) || FClassnameIs( info.GetAttacker(), "env_entity_igniter" ) )
|
|
{
|
|
GetMotor()->SetIdealYawToTarget( info.GetAttacker()->GetAbsOrigin() );
|
|
SetCondition( COND_PC_HURTBYFIRE );
|
|
}
|
|
|
|
// @Note (toml 07-25-04): there isn't a good solution to player companions getting injured by
|
|
// fires that have huge damage radii that extend outside the rendered
|
|
// fire. Recovery from being injured by fire will also not be done
|
|
// before we ship/ Here we trade one bug (guys standing around dying
|
|
// from flames they appear to not be near), for a lesser one
|
|
// this guy was standing in a fire and didn't react. Since
|
|
// the levels are supposed to have the centers of all the fires
|
|
// npc clipped, this latter case should be rare.
|
|
if ( bIsEnvFire )
|
|
{
|
|
if ( ( GetAbsOrigin() - info.GetAttacker()->GetAbsOrigin() ).Length2DSqr() > Square(12 + GetHullWidth() * .5 ) )
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return BaseClass::OnTakeDamage_Alive( info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttackerEnt )
|
|
{
|
|
AI_PROFILE_SCOPE( CNPC_PlayerCompanion_OnFriendDamaged );
|
|
BaseClass::OnFriendDamaged( pSquadmate, pAttackerEnt );
|
|
|
|
CAI_BaseNPC *pAttacker = pAttackerEnt->MyNPCPointer();
|
|
if ( pAttacker )
|
|
{
|
|
bool bDirect = ( pSquadmate->FInViewCone(pAttacker) &&
|
|
( ( pSquadmate->IsPlayer() && HasCondition(COND_SEE_PLAYER) ) ||
|
|
( pSquadmate->MyNPCPointer() && pSquadmate->MyNPCPointer()->IsPlayerAlly() &&
|
|
GetSenses()->DidSeeEntity( pSquadmate ) ) ) );
|
|
if ( bDirect )
|
|
{
|
|
UpdateEnemyMemory( pAttacker, pAttacker->GetAbsOrigin(), pSquadmate );
|
|
}
|
|
else
|
|
{
|
|
if ( FVisible( pSquadmate ) )
|
|
{
|
|
AI_EnemyInfo_t *pInfo = GetEnemies()->Find( pAttacker );
|
|
if ( !pInfo || ( gpGlobals->curtime - pInfo->timeLastSeen ) > 15.0 )
|
|
UpdateEnemyMemory( pAttacker, pSquadmate->GetAbsOrigin(), pSquadmate );
|
|
}
|
|
}
|
|
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
if ( pPlayer && IsInPlayerSquad() && ( pPlayer->GetAbsOrigin().AsVector2D() - GetAbsOrigin().AsVector2D() ).LengthSqr() < Square( 25*12 ) && IsAllowedToSpeak( TLK_WATCHOUT ) )
|
|
{
|
|
if ( !pPlayer->FInViewCone( pAttacker ) )
|
|
{
|
|
Vector2D vPlayerDir = pPlayer->EyeDirection2D().AsVector2D();
|
|
Vector2D vEnemyDir = pAttacker->EyePosition().AsVector2D() - pPlayer->EyePosition().AsVector2D();
|
|
vEnemyDir.NormalizeInPlace();
|
|
float dot = vPlayerDir.Dot( vEnemyDir );
|
|
if ( dot < 0 )
|
|
Speak( TLK_WATCHOUT, "dangerloc:behind" );
|
|
else if ( ( pPlayer->GetAbsOrigin().AsVector2D() - pAttacker->GetAbsOrigin().AsVector2D() ).LengthSqr() > Square( 40*12 ) )
|
|
Speak( TLK_WATCHOUT, "dangerloc:far" );
|
|
}
|
|
else if ( pAttacker->GetAbsOrigin().z - pPlayer->GetAbsOrigin().z > 128 )
|
|
{
|
|
Speak( TLK_WATCHOUT, "dangerloc:above" );
|
|
}
|
|
else if ( pAttacker->GetHullType() <= HULL_TINY && ( pPlayer->GetAbsOrigin().AsVector2D() - pAttacker->GetAbsOrigin().AsVector2D() ).LengthSqr() > Square( 100*12 ) )
|
|
{
|
|
Speak( TLK_WATCHOUT, "dangerloc:far" );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::IsValidMoveAwayDest( const Vector &vecDest )
|
|
{
|
|
// Don't care what the destination is unless I have an enemy and
|
|
// that enemy is a sniper (for now).
|
|
if( !GetEnemy() )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if( GetEnemy()->Classify() != CLASS_PROTOSNIPER )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if( IsCoverPosition( GetEnemy()->EyePosition(), vecDest + GetViewOffset() ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::FValidateHintType( CAI_Hint *pHint )
|
|
{
|
|
switch( pHint->HintType() )
|
|
{
|
|
case HINT_PLAYER_SQUAD_TRANSITON_POINT:
|
|
case HINT_WORLD_VISUALLY_INTERESTING_DONT_AIM:
|
|
case HINT_PLAYER_ALLY_MOVE_AWAY_DEST:
|
|
case HINT_PLAYER_ALLY_FEAR_DEST:
|
|
return true;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return BaseClass::FValidateHintType( pHint );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::ValidateNavGoal()
|
|
{
|
|
bool result;
|
|
if ( GetNavigator()->GetGoalType() == GOALTYPE_COVER )
|
|
{
|
|
if ( IsEnemyTurret() )
|
|
gm_fCoverSearchType = CT_TURRET;
|
|
}
|
|
result = BaseClass::ValidateNavGoal();
|
|
gm_fCoverSearchType = CT_NORMAL;
|
|
return result;
|
|
}
|
|
|
|
const float AVOID_TEST_DIST = 18.0f*12.0f;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
#define COMPANION_EPISODIC_AVOID_ENTITY_FLAME_RADIUS 18.0f
|
|
bool CNPC_PlayerCompanion::OverrideMove( float flInterval )
|
|
{
|
|
bool overrode = BaseClass::OverrideMove( flInterval );
|
|
|
|
if ( !overrode && GetNavigator()->GetGoalType() != GOALTYPE_NONE )
|
|
{
|
|
string_t iszEnvFire = AllocPooledString( "env_fire" );
|
|
string_t iszBounceBomb = AllocPooledString( "combine_mine" );
|
|
|
|
#ifdef HL2_EPISODIC
|
|
string_t iszNPCTurretFloor = AllocPooledString( "npc_turret_floor" );
|
|
string_t iszEntityFlame = AllocPooledString( "entityflame" );
|
|
#endif // HL2_EPISODIC
|
|
|
|
if ( IsCurSchedule( SCHED_TAKE_COVER_FROM_BEST_SOUND ) )
|
|
{
|
|
CSound *pSound = GetBestSound( SOUND_DANGER );
|
|
if( pSound && pSound->SoundContext() == SOUND_CONTEXT_MORTAR )
|
|
{
|
|
// Try not to get any closer to the center
|
|
GetLocalNavigator()->AddObstacle( pSound->GetSoundOrigin(), (pSound->GetSoundOrigin() - GetAbsOrigin()).Length2D() * 0.5, AIMST_AVOID_DANGER );
|
|
}
|
|
}
|
|
|
|
CBaseEntity *pEntity = NULL;
|
|
trace_t tr;
|
|
|
|
// For each possible entity, compare our known interesting classnames to its classname, via ID
|
|
while( ( pEntity = OverrideMoveCache_FindTargetsInRadius( pEntity, GetAbsOrigin(), AVOID_TEST_DIST ) ) != NULL )
|
|
{
|
|
// Handle each type
|
|
if ( pEntity->m_iClassname == iszEnvFire )
|
|
{
|
|
Vector vMins, vMaxs;
|
|
if ( FireSystem_GetFireDamageDimensions( pEntity, &vMins, &vMaxs ) )
|
|
{
|
|
UTIL_TraceLine( WorldSpaceCenter(), pEntity->WorldSpaceCenter(), MASK_FIRE_SOLID, pEntity, COLLISION_GROUP_NONE, &tr );
|
|
if (tr.fraction == 1.0 && !tr.startsolid)
|
|
{
|
|
GetLocalNavigator()->AddObstacle( pEntity->GetAbsOrigin(), ( ( vMaxs.x - vMins.x ) * 1.414 * 0.5 ) + 6.0, AIMST_AVOID_DANGER );
|
|
}
|
|
}
|
|
}
|
|
#ifdef HL2_EPISODIC
|
|
else if ( pEntity->m_iClassname == iszNPCTurretFloor )
|
|
{
|
|
UTIL_TraceLine( WorldSpaceCenter(), pEntity->WorldSpaceCenter(), MASK_BLOCKLOS, pEntity, COLLISION_GROUP_NONE, &tr );
|
|
if (tr.fraction == 1.0 && !tr.startsolid)
|
|
{
|
|
float radius = 1.4 * pEntity->CollisionProp()->BoundingRadius2D();
|
|
GetLocalNavigator()->AddObstacle( pEntity->WorldSpaceCenter(), radius, AIMST_AVOID_OBJECT );
|
|
}
|
|
}
|
|
else if( pEntity->m_iClassname == iszEntityFlame && pEntity->GetParent() && !pEntity->GetParent()->IsNPC() )
|
|
{
|
|
float flDist = pEntity->WorldSpaceCenter().DistTo( WorldSpaceCenter() );
|
|
|
|
if( flDist > COMPANION_EPISODIC_AVOID_ENTITY_FLAME_RADIUS )
|
|
{
|
|
// If I'm not in the flame, prevent me from getting close to it.
|
|
// If I AM in the flame, avoid placing an obstacle until the flame frightens me away from itself.
|
|
UTIL_TraceLine( WorldSpaceCenter(), pEntity->WorldSpaceCenter(), MASK_BLOCKLOS, pEntity, COLLISION_GROUP_NONE, &tr );
|
|
if (tr.fraction == 1.0 && !tr.startsolid)
|
|
{
|
|
GetLocalNavigator()->AddObstacle( pEntity->WorldSpaceCenter(), COMPANION_EPISODIC_AVOID_ENTITY_FLAME_RADIUS, AIMST_AVOID_OBJECT );
|
|
}
|
|
}
|
|
}
|
|
#endif // HL2_EPISODIC
|
|
else if ( pEntity->m_iClassname == iszBounceBomb )
|
|
{
|
|
CBounceBomb *pBomb = static_cast<CBounceBomb *>(pEntity);
|
|
if ( pBomb && !pBomb->IsPlayerPlaced() && pBomb->IsAwake() )
|
|
{
|
|
UTIL_TraceLine( WorldSpaceCenter(), pEntity->WorldSpaceCenter(), MASK_BLOCKLOS, pEntity, COLLISION_GROUP_NONE, &tr );
|
|
if (tr.fraction == 1.0 && !tr.startsolid)
|
|
{
|
|
GetLocalNavigator()->AddObstacle( pEntity->GetAbsOrigin(), BOUNCEBOMB_DETONATE_RADIUS * .8, AIMST_AVOID_DANGER );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return overrode;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost )
|
|
{
|
|
bool bResult = BaseClass::MovementCost( moveType, vecStart, vecEnd, pCost );
|
|
if ( moveType == bits_CAP_MOVE_GROUND )
|
|
{
|
|
if ( IsCurSchedule( SCHED_TAKE_COVER_FROM_BEST_SOUND ) )
|
|
{
|
|
CSound *pSound = GetBestSound( SOUND_DANGER );
|
|
if( pSound && (pSound->SoundContext() & (SOUND_CONTEXT_MORTAR|SOUND_CONTEXT_FROM_SNIPER)) )
|
|
{
|
|
Vector vecToSound = pSound->GetSoundReactOrigin() - GetAbsOrigin();
|
|
Vector vecToPosition = vecEnd - GetAbsOrigin();
|
|
VectorNormalize( vecToPosition );
|
|
VectorNormalize( vecToSound );
|
|
|
|
if ( vecToPosition.AsVector2D().Dot( vecToSound.AsVector2D() ) > 0 )
|
|
{
|
|
*pCost *= 1.5;
|
|
bResult = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( m_bWeightPathsInCover && GetEnemy() )
|
|
{
|
|
if ( BaseClass::IsCoverPosition( GetEnemy()->EyePosition(), vecEnd ) )
|
|
{
|
|
*pCost *= 0.1;
|
|
bResult = true;
|
|
}
|
|
}
|
|
}
|
|
return bResult;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
float CNPC_PlayerCompanion::GetIdealSpeed() const
|
|
{
|
|
float baseSpeed = BaseClass::GetIdealSpeed();
|
|
|
|
if ( baseSpeed < m_flBoostSpeed )
|
|
return m_flBoostSpeed;
|
|
|
|
return baseSpeed;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
float CNPC_PlayerCompanion::GetIdealAccel() const
|
|
{
|
|
float multiplier = 1.0;
|
|
if ( AI_IsSinglePlayer() )
|
|
{
|
|
if ( m_bMovingAwayFromPlayer && (UTIL_PlayerByIndex(1)->GetAbsOrigin() - GetAbsOrigin()).Length2DSqr() < Square(3.0*12.0) )
|
|
multiplier = 2.0;
|
|
}
|
|
return BaseClass::GetIdealAccel() * multiplier;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult )
|
|
{
|
|
if ( pMoveGoal->directTrace.flTotalDist - pMoveGoal->directTrace.flDistObstructed < GetHullWidth() * 1.5 )
|
|
{
|
|
CAI_BaseNPC *pBlocker = pMoveGoal->directTrace.pObstruction->MyNPCPointer();
|
|
if ( pBlocker && pBlocker->IsPlayerAlly() && !pBlocker->IsMoving() && !pBlocker->IsInAScript() &&
|
|
( IsCurSchedule( SCHED_NEW_WEAPON ) ||
|
|
IsCurSchedule( SCHED_GET_HEALTHKIT ) ||
|
|
pBlocker->IsCurSchedule( SCHED_FAIL ) ||
|
|
( IsInPlayerSquad() && !pBlocker->IsInPlayerSquad() ) ||
|
|
Classify() == CLASS_PLAYER_ALLY_VITAL ||
|
|
IsInAScript() ) )
|
|
|
|
{
|
|
if ( pBlocker->ConditionInterruptsCurSchedule( COND_GIVE_WAY ) ||
|
|
pBlocker->ConditionInterruptsCurSchedule( COND_PLAYER_PUSHING ) )
|
|
{
|
|
// HACKHACK
|
|
pBlocker->GetMotor()->SetIdealYawToTarget( WorldSpaceCenter() );
|
|
pBlocker->SetSchedule( SCHED_MOVE_AWAY );
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
if ( pMoveGoal->directTrace.pObstruction )
|
|
{
|
|
}
|
|
|
|
return BaseClass::OnObstructionPreSteer( pMoveGoal, distClear, pResult );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Whether or not we should always transition with the player
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::ShouldAlwaysTransition( void )
|
|
{
|
|
// No matter what, come through
|
|
if ( m_bAlwaysTransition )
|
|
return true;
|
|
|
|
// Squadmates always come with
|
|
if ( IsInPlayerSquad() )
|
|
return true;
|
|
|
|
// If we're following the player, then come along
|
|
if ( GetFollowBehavior().GetFollowTarget() && GetFollowBehavior().GetFollowTarget()->IsPlayer() )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputOutsideTransition( inputdata_t &inputdata )
|
|
{
|
|
if ( !AI_IsSinglePlayer() )
|
|
return;
|
|
|
|
// Must want to do this
|
|
if ( ShouldAlwaysTransition() == false )
|
|
return;
|
|
|
|
// If we're in a vehicle, that vehicle will transition with us still inside (which is preferable)
|
|
if ( IsInAVehicle() )
|
|
return;
|
|
|
|
CBaseEntity *pPlayer = UTIL_GetLocalPlayer();
|
|
const Vector &playerPos = pPlayer->GetAbsOrigin();
|
|
|
|
// Mark us as already having succeeded if we're vital or always meant to come with the player
|
|
bool bAlwaysTransition = ( ( Classify() == CLASS_PLAYER_ALLY_VITAL ) || m_bAlwaysTransition );
|
|
bool bPathToPlayer = bAlwaysTransition;
|
|
|
|
if ( bAlwaysTransition == false )
|
|
{
|
|
AI_Waypoint_t *pPathToPlayer = GetPathfinder()->BuildRoute( GetAbsOrigin(), playerPos, pPlayer, 0 );
|
|
|
|
if ( pPathToPlayer )
|
|
{
|
|
bPathToPlayer = true;
|
|
CAI_Path tempPath;
|
|
tempPath.SetWaypoints( pPathToPlayer ); // path object will delete waypoints
|
|
GetPathfinder()->UnlockRouteNodes( pPathToPlayer );
|
|
}
|
|
}
|
|
|
|
|
|
#ifdef USE_PATHING_LENGTH_REQUIREMENT_FOR_TELEPORT
|
|
float pathLength = tempPath.GetPathDistanceToGoal( GetAbsOrigin() );
|
|
|
|
if ( pathLength > 150 * 12 )
|
|
return;
|
|
#endif
|
|
|
|
bool bMadeIt = false;
|
|
Vector teleportLocation;
|
|
|
|
CAI_Hint *pHint = CAI_HintManager::FindHint( this, HINT_PLAYER_SQUAD_TRANSITON_POINT, bits_HINT_NODE_NEAREST, PLAYERCOMPANION_TRANSITION_SEARCH_DISTANCE, &playerPos );
|
|
while ( pHint )
|
|
{
|
|
pHint->Lock(this);
|
|
pHint->Unlock(0.5); // prevent other squadmates and self from using during transition.
|
|
|
|
pHint->GetPosition( GetHullType(), &teleportLocation );
|
|
if ( GetNavigator()->CanFitAtPosition( teleportLocation, MASK_NPCSOLID ) )
|
|
{
|
|
bMadeIt = true;
|
|
if ( !bPathToPlayer && ( playerPos - GetAbsOrigin() ).LengthSqr() > Square(40*12) )
|
|
{
|
|
AI_Waypoint_t *pPathToTeleport = GetPathfinder()->BuildRoute( GetAbsOrigin(), teleportLocation, pPlayer, 0 );
|
|
|
|
if ( !pPathToTeleport )
|
|
{
|
|
DevMsg( 2, "NPC \"%s\" failed to teleport to transition a point because there is no path\n", STRING(GetEntityName()) );
|
|
bMadeIt = false;
|
|
}
|
|
else
|
|
{
|
|
CAI_Path tempPath;
|
|
GetPathfinder()->UnlockRouteNodes( pPathToTeleport );
|
|
tempPath.SetWaypoints( pPathToTeleport ); // path object will delete waypoints
|
|
}
|
|
}
|
|
|
|
if ( bMadeIt )
|
|
{
|
|
DevMsg( 2, "NPC \"%s\" teleported to transition point %d\n", STRING(GetEntityName()), pHint->GetNodeId() );
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( g_debug_transitions.GetBool() )
|
|
{
|
|
NDebugOverlay::Box( teleportLocation, GetHullMins(), GetHullMaxs(), 255,0,0, 8, 999 );
|
|
}
|
|
}
|
|
pHint = CAI_HintManager::FindHint( this, HINT_PLAYER_SQUAD_TRANSITON_POINT, bits_HINT_NODE_NEAREST, PLAYERCOMPANION_TRANSITION_SEARCH_DISTANCE, &playerPos );
|
|
}
|
|
if ( !bMadeIt )
|
|
{
|
|
// Force us if we didn't find a normal route
|
|
if ( bAlwaysTransition )
|
|
{
|
|
bMadeIt = FindSpotForNPCInRadius( &teleportLocation, pPlayer->GetAbsOrigin(), this, 32.0*1.414, true );
|
|
if ( !bMadeIt )
|
|
bMadeIt = FindSpotForNPCInRadius( &teleportLocation, pPlayer->GetAbsOrigin(), this, 32.0*1.414, false );
|
|
}
|
|
}
|
|
|
|
if ( bMadeIt )
|
|
{
|
|
Teleport( &teleportLocation, NULL, NULL );
|
|
}
|
|
else
|
|
{
|
|
DevMsg( 2, "NPC \"%s\" failed to find a suitable transition a point\n", STRING(GetEntityName()) );
|
|
}
|
|
|
|
BaseClass::InputOutsideTransition( inputdata );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputSetReadinessPanic( inputdata_t &inputdata )
|
|
{
|
|
SetReadinessLevel( AIRL_PANIC, true, true );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputSetReadinessStealth( inputdata_t &inputdata )
|
|
{
|
|
SetReadinessLevel( AIRL_STEALTH, true, true );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputSetReadinessLow( inputdata_t &inputdata )
|
|
{
|
|
SetReadinessLevel( AIRL_RELAXED, true, true );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputSetReadinessMedium( inputdata_t &inputdata )
|
|
{
|
|
SetReadinessLevel( AIRL_STIMULATED, true, true );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputSetReadinessHigh( inputdata_t &inputdata )
|
|
{
|
|
SetReadinessLevel( AIRL_AGITATED, true, true );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputLockReadiness( inputdata_t &inputdata )
|
|
{
|
|
float value = inputdata.value.Float();
|
|
LockReadiness( value );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Locks the readiness state of the NCP
|
|
// Input : time - if -1, the lock is effectively infinite
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::LockReadiness( float duration )
|
|
{
|
|
if ( duration == -1.0f )
|
|
{
|
|
m_flReadinessLockedUntil = FLT_MAX;
|
|
}
|
|
else
|
|
{
|
|
m_flReadinessLockedUntil = gpGlobals->curtime + duration;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Unlocks the readiness state
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::UnlockReadiness( void )
|
|
{
|
|
// Set to the past
|
|
m_flReadinessLockedUntil = gpGlobals->curtime - 0.1f;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
#ifdef HL2_EPISODIC
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::ShouldDeferToPassengerBehavior( void )
|
|
{
|
|
if ( m_PassengerBehavior.CanSelectSchedule() )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determines if this player companion is capable of entering a vehicle
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::CanEnterVehicle( void )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::CanExitVehicle( void )
|
|
{
|
|
// See if we can exit our vehicle
|
|
CPropJeepEpisodic *pVehicle = dynamic_cast<CPropJeepEpisodic *>(m_PassengerBehavior.GetTargetVehicle());
|
|
if ( pVehicle != NULL && pVehicle->NPC_CanExitVehicle( this, true ) == false )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *lpszVehicleName -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::EnterVehicle( CBaseEntity *pEntityVehicle, bool bImmediately )
|
|
{
|
|
// Must be allowed to do this
|
|
if ( CanEnterVehicle() == false )
|
|
return;
|
|
|
|
// Find the target vehicle
|
|
CPropJeepEpisodic *pVehicle = dynamic_cast<CPropJeepEpisodic *>(pEntityVehicle);
|
|
|
|
// Get in the car if it's valid
|
|
if ( pVehicle != NULL && pVehicle->NPC_CanEnterVehicle( this, true ) )
|
|
{
|
|
// Set her into a "passenger" behavior
|
|
m_PassengerBehavior.Enable( pVehicle, bImmediately );
|
|
m_PassengerBehavior.EnterVehicle();
|
|
|
|
// Only do this if we're outside the vehicle
|
|
if ( m_PassengerBehavior.GetPassengerState() == PASSENGER_STATE_OUTSIDE )
|
|
{
|
|
SetCondition( COND_PC_BECOMING_PASSENGER );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get into the requested vehicle
|
|
// Input : &inputdata - contains the entity name of the vehicle to enter
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputEnterVehicle( inputdata_t &inputdata )
|
|
{
|
|
CBaseEntity *pEntity = FindNamedEntity( inputdata.value.String() );
|
|
EnterVehicle( pEntity, false );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get into the requested vehicle immediately (no animation, pop)
|
|
// Input : &inputdata - contains the entity name of the vehicle to enter
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputEnterVehicleImmediately( inputdata_t &inputdata )
|
|
{
|
|
CBaseEntity *pEntity = FindNamedEntity( inputdata.value.String() );
|
|
EnterVehicle( pEntity, true );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputExitVehicle( inputdata_t &inputdata )
|
|
{
|
|
// See if we're allowed to exit the vehicle
|
|
if ( CanExitVehicle() == false )
|
|
return;
|
|
|
|
m_PassengerBehavior.ExitVehicle();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputCancelEnterVehicle( inputdata_t &inputdata )
|
|
{
|
|
m_PassengerBehavior.CancelEnterVehicle();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Forces the NPC out of the vehicle they're riding in
|
|
// Input : bImmediate - If we need to exit immediately, teleport to any exit location
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::ExitVehicle( void )
|
|
{
|
|
// For now just get out
|
|
m_PassengerBehavior.ExitVehicle();
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::IsInAVehicle( void ) const
|
|
{
|
|
// Must be active and getting in/out of vehicle
|
|
if ( m_PassengerBehavior.IsEnabled() && m_PassengerBehavior.GetPassengerState() != PASSENGER_STATE_OUTSIDE )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : IServerVehicle -
|
|
//-----------------------------------------------------------------------------
|
|
IServerVehicle *CNPC_PlayerCompanion::GetVehicle( void )
|
|
{
|
|
if ( IsInAVehicle() )
|
|
{
|
|
CPropVehicleDriveable *pDriveableVehicle = m_PassengerBehavior.GetTargetVehicle();
|
|
if ( pDriveableVehicle != NULL )
|
|
return pDriveableVehicle->GetServerVehicle();
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : CBaseEntity
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CNPC_PlayerCompanion::GetVehicleEntity( void )
|
|
{
|
|
if ( IsInAVehicle() )
|
|
{
|
|
CPropVehicleDriveable *pDriveableVehicle = m_PassengerBehavior.GetTargetVehicle();
|
|
return pDriveableVehicle;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override our efficiency so that we don't jitter when we're in the middle
|
|
// of our enter/exit animations.
|
|
// Input : bInPVS - Whether we're in the PVS or not
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::UpdateEfficiency( bool bInPVS )
|
|
{
|
|
// If we're transitioning and in the PVS, we override our efficiency
|
|
if ( IsInAVehicle() && bInPVS )
|
|
{
|
|
PassengerState_e nState = m_PassengerBehavior.GetPassengerState();
|
|
if ( nState == PASSENGER_STATE_ENTERING || nState == PASSENGER_STATE_EXITING )
|
|
{
|
|
SetEfficiency( AIE_NORMAL );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Do the default behavior
|
|
BaseClass::UpdateEfficiency( bInPVS );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Whether or not we can dynamically interact with another NPC
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::CanRunAScriptedNPCInteraction( bool bForced /*= false*/ )
|
|
{
|
|
// TODO: Allow this but only for interactions who stem from being in a vehicle?
|
|
if ( IsInAVehicle() )
|
|
return false;
|
|
|
|
return BaseClass::CanRunAScriptedNPCInteraction( bForced );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::IsAllowedToDodge( void )
|
|
{
|
|
// TODO: Allow this but only for interactions who stem from being in a vehicle?
|
|
if ( IsInAVehicle() )
|
|
return false;
|
|
|
|
return BaseClass::IsAllowedToDodge();
|
|
}
|
|
|
|
#endif //HL2_EPISODIC
|
|
//------------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Always transition along with the player
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputEnableAlwaysTransition( inputdata_t &inputdata )
|
|
{
|
|
m_bAlwaysTransition = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Stop always transitioning along with the player
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputDisableAlwaysTransition( inputdata_t &inputdata )
|
|
{
|
|
m_bAlwaysTransition = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Stop picking up weapons from the ground
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputEnableWeaponPickup( inputdata_t &inputdata )
|
|
{
|
|
m_bDontPickupWeapons = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return to default behavior of picking up better weapons on the ground
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputDisableWeaponPickup( inputdata_t &inputdata )
|
|
{
|
|
m_bDontPickupWeapons = true;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Give the NPC in question the weapon specified
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputGiveWeapon( inputdata_t &inputdata )
|
|
{
|
|
// Give the NPC the specified weapon
|
|
string_t iszWeaponName = inputdata.value.StringID();
|
|
if ( iszWeaponName != NULL_STRING )
|
|
{
|
|
if( Classify() == CLASS_PLAYER_ALLY_VITAL )
|
|
{
|
|
m_iszPendingWeapon = iszWeaponName;
|
|
}
|
|
else
|
|
{
|
|
GiveWeapon( iszWeaponName );
|
|
}
|
|
}
|
|
}
|
|
|
|
#if HL2_EPISODIC
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Delete all outputs from this NPC.
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::InputClearAllOuputs( inputdata_t &inputdata )
|
|
{
|
|
datamap_t *dmap = GetDataDescMap();
|
|
while ( dmap )
|
|
{
|
|
int fields = dmap->dataNumFields;
|
|
for ( int i = 0; i < fields; i++ )
|
|
{
|
|
typedescription_t *dataDesc = &dmap->dataDesc[i];
|
|
if ( ( dataDesc->fieldType == FIELD_CUSTOM ) && ( dataDesc->flags & FTYPEDESC_OUTPUT ) )
|
|
{
|
|
CBaseEntityOutput *pOutput = (CBaseEntityOutput *)((int)this + (int)dataDesc->fieldOffset[0]);
|
|
pOutput->DeleteAllElements();
|
|
/*
|
|
int nConnections = pOutput->NumberOfElements();
|
|
for ( int j = 0; j < nConnections; j++ )
|
|
{
|
|
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
dmap = dmap->baseMap;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Player in our squad killed something
|
|
// Input : *pVictim - Who he killed
|
|
// &info - How they died
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_PlayerCompanion::OnPlayerKilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info )
|
|
{
|
|
// filter everything that comes in here that isn't an NPC
|
|
CAI_BaseNPC *pCombatVictim = dynamic_cast<CAI_BaseNPC *>( pVictim );
|
|
if ( !pCombatVictim )
|
|
{
|
|
return;
|
|
}
|
|
|
|
CBaseEntity *pInflictor = info.GetInflictor();
|
|
int iNumBarrels = 0;
|
|
int iConsecutivePlayerKills = 0;
|
|
bool bPuntedGrenade = false;
|
|
bool bVictimWasEnemy = false;
|
|
bool bVictimWasMob = false;
|
|
bool bVictimWasAttacker = false;
|
|
bool bHeadshot = false;
|
|
bool bOneShot = false;
|
|
|
|
if ( dynamic_cast<CBreakableProp *>( pInflictor ) && ( info.GetDamageType() & DMG_BLAST ) )
|
|
{
|
|
// if a barrel explodes that was initiated by the player within a few seconds of the previous one,
|
|
// increment a counter to keep track of how many have exploded in a row.
|
|
if ( gpGlobals->curtime - m_fLastBarrelExploded >= MAX_TIME_BETWEEN_BARRELS_EXPLODING )
|
|
{
|
|
m_iNumConsecutiveBarrelsExploded = 0;
|
|
}
|
|
m_iNumConsecutiveBarrelsExploded++;
|
|
m_fLastBarrelExploded = gpGlobals->curtime;
|
|
|
|
iNumBarrels = m_iNumConsecutiveBarrelsExploded;
|
|
}
|
|
else
|
|
{
|
|
// if player kills an NPC within a few seconds of the previous kill,
|
|
// increment a counter to keep track of how many he's killed in a row.
|
|
if ( gpGlobals->curtime - m_fLastPlayerKill >= MAX_TIME_BETWEEN_CONSECUTIVE_PLAYER_KILLS )
|
|
{
|
|
m_iNumConsecutivePlayerKills = 0;
|
|
}
|
|
m_iNumConsecutivePlayerKills++;
|
|
m_fLastPlayerKill = gpGlobals->curtime;
|
|
iConsecutivePlayerKills = m_iNumConsecutivePlayerKills;
|
|
}
|
|
|
|
// don't comment on kills when she can't see the victim
|
|
if ( !FVisible( pVictim ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// check if the player killed an enemy by punting a grenade
|
|
if ( pInflictor && Fraggrenade_WasPunted( pInflictor ) && Fraggrenade_WasCreatedByCombine( pInflictor ) )
|
|
{
|
|
bPuntedGrenade = true;
|
|
}
|
|
|
|
// check if the victim was Alyx's enemy
|
|
if ( GetEnemy() == pVictim )
|
|
{
|
|
bVictimWasEnemy = true;
|
|
}
|
|
|
|
AI_EnemyInfo_t *pEMemory = GetEnemies()->Find( pVictim );
|
|
if ( pEMemory != NULL )
|
|
{
|
|
// was Alyx being mobbed by this enemy?
|
|
bVictimWasMob = pEMemory->bMobbedMe;
|
|
|
|
// has Alyx recieved damage from this enemy?
|
|
if ( pEMemory->timeLastReceivedDamageFrom > 0 ) {
|
|
bVictimWasAttacker = true;
|
|
}
|
|
}
|
|
|
|
// Was it a headshot?
|
|
if ( ( pCombatVictim->LastHitGroup() == HITGROUP_HEAD ) && ( info.GetDamageType() & DMG_BULLET ) )
|
|
{
|
|
bHeadshot = true;
|
|
}
|
|
|
|
// Did the player kill the enemy with 1 shot?
|
|
if ( ( pCombatVictim->GetDamageCount() == 1 ) && ( info.GetDamageType() & DMG_BULLET ) )
|
|
{
|
|
bOneShot = true;
|
|
}
|
|
|
|
// set up the speech modifiers
|
|
CFmtStrN<512> modifiers( "num_barrels:%d,distancetoplayerenemy:%f,playerAmmo:%s,consecutive_player_kills:%d,"
|
|
"punted_grenade:%d,victim_was_enemy:%d,victim_was_mob:%d,victim_was_attacker:%d,headshot:%d,oneshot:%d",
|
|
iNumBarrels, EnemyDistance( pVictim ), info.GetAmmoName(), iConsecutivePlayerKills,
|
|
bPuntedGrenade, bVictimWasEnemy, bVictimWasMob, bVictimWasAttacker, bHeadshot, bOneShot );
|
|
|
|
SpeakIfAllowed( TLK_PLAYER_KILLED_NPC, modifiers );
|
|
|
|
BaseClass::OnPlayerKilledOther( pVictim, info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_PlayerCompanion::IsNavigationUrgent( void )
|
|
{
|
|
bool bBase = BaseClass::IsNavigationUrgent();
|
|
|
|
// Consider follow & assault behaviour urgent
|
|
if ( !bBase && (m_FollowBehavior.IsActive() || ( m_AssaultBehavior.IsRunning() && m_AssaultBehavior.IsUrgent() )) && Classify() == CLASS_PLAYER_ALLY_VITAL )
|
|
{
|
|
// But only if the blocker isn't the player, and isn't a physics object that's still moving
|
|
CBaseEntity *pBlocker = GetNavigator()->GetBlockingEntity();
|
|
if ( pBlocker && !pBlocker->IsPlayer() )
|
|
{
|
|
IPhysicsObject *pPhysObject = pBlocker->VPhysicsGetObject();
|
|
if ( pPhysObject && !pPhysObject->IsAsleep() )
|
|
return false;
|
|
if ( pBlocker->IsNPC() )
|
|
return false;
|
|
}
|
|
|
|
// If we're within the player's viewcone, then don't teleport.
|
|
|
|
// This test was made more general because previous iterations had cases where characters
|
|
// could not see the player but the player could in fact see them. Now the NPC's facing is
|
|
// irrelevant and the player's viewcone is more authorative. -- jdw
|
|
|
|
CBasePlayer *pLocalPlayer = AI_GetSinglePlayer();
|
|
if ( pLocalPlayer->FInViewCone( EyePosition() ) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
return bBase;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Schedules
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_NPC( player_companion_base, CNPC_PlayerCompanion )
|
|
|
|
// AI Interaction for being hit by a physics object
|
|
DECLARE_INTERACTION(g_interactionHitByPlayerThrownPhysObj)
|
|
DECLARE_INTERACTION(g_interactionPlayerPuntedHeavyObject)
|
|
|
|
DECLARE_CONDITION( COND_PC_HURTBYFIRE )
|
|
DECLARE_CONDITION( COND_PC_SAFE_FROM_MORTAR )
|
|
DECLARE_CONDITION( COND_PC_BECOMING_PASSENGER )
|
|
|
|
DECLARE_TASK( TASK_PC_WAITOUT_MORTAR )
|
|
DECLARE_TASK( TASK_PC_GET_PATH_OFF_COMPANION )
|
|
|
|
DECLARE_ANIMEVENT( AE_COMPANION_PRODUCE_FLARE )
|
|
DECLARE_ANIMEVENT( AE_COMPANION_LIGHT_FLARE )
|
|
DECLARE_ANIMEVENT( AE_COMPANION_RELEASE_FLARE )
|
|
|
|
//=========================================================
|
|
// > TakeCoverFromBestSound
|
|
//
|
|
// Find cover and move towards it, but only do so for a short
|
|
// time. This is appropriate when the dangerous item is going
|
|
// to detonate very soon. This way our NPC doesn't run a great
|
|
// distance from an object that explodes shortly after the NPC
|
|
// gets underway.
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_PC_MOVE_TOWARDS_COVER_FROM_BEST_SOUND,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FLEE_FROM_BEST_SOUND"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_TOLERANCE_DISTANCE 24"
|
|
" TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0"
|
|
" TASK_FIND_COVER_FROM_BEST_SOUND 0"
|
|
" TASK_RUN_PATH_TIMED 1.0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_SAVEPOSITION 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover
|
|
""
|
|
" Interrupts"
|
|
" COND_PC_SAFE_FROM_MORTAR"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_PC_TAKE_COVER_FROM_BEST_SOUND,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FLEE_FROM_BEST_SOUND"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_TOLERANCE_DISTANCE 24"
|
|
" TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0"
|
|
" TASK_FIND_COVER_FROM_BEST_SOUND 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_SAVEPOSITION 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_PC_SAFE_FROM_MORTAR"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_PC_COWER,
|
|
|
|
" Tasks"
|
|
" TASK_WAIT_RANDOM 0.1"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_COWER"
|
|
" TASK_PC_WAITOUT_MORTAR 0"
|
|
" TASK_WAIT 0.1"
|
|
" TASK_WAIT_RANDOM 0.5"
|
|
""
|
|
" Interrupts"
|
|
" "
|
|
)
|
|
|
|
//=========================================================
|
|
//
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_PC_FLEE_FROM_BEST_SOUND,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COWER"
|
|
" TASK_GET_PATH_AWAY_FROM_BEST_SOUND 600"
|
|
" TASK_RUN_PATH_TIMED 1.5"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_TURN_LEFT 179"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_PC_SAFE_FROM_MORTAR"
|
|
)
|
|
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_PC_FAIL_TAKE_COVER_TURRET,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COWER"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_MOVE_AWAY_PATH 600"
|
|
" TASK_RUN_PATH_FLEE 100"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_TURN_LEFT 179"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
)
|
|
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_PC_FAKEOUT_MORTAR,
|
|
|
|
" Tasks"
|
|
" TASK_MOVE_AWAY_PATH 300"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_PC_GET_OFF_COMPANION,
|
|
|
|
" Tasks"
|
|
" TASK_PC_GET_PATH_OFF_COMPANION 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
""
|
|
)
|
|
|
|
AI_END_CUSTOM_NPC()
|
|
|
|
|
|
//
|
|
// Special movement overrides for player companions
|
|
//
|
|
|
|
#define NUM_OVERRIDE_MOVE_CLASSNAMES 4
|
|
|
|
class COverrideMoveCache : public IEntityListener
|
|
{
|
|
public:
|
|
|
|
void LevelInitPreEntity( void )
|
|
{
|
|
CacheClassnames();
|
|
gEntList.AddListenerEntity( this );
|
|
Clear();
|
|
}
|
|
void LevelShutdownPostEntity( void )
|
|
{
|
|
gEntList.RemoveListenerEntity( this );
|
|
Clear();
|
|
}
|
|
|
|
inline void Clear( void )
|
|
{
|
|
m_Cache.Purge();
|
|
}
|
|
|
|
inline bool MatchesCriteria( CBaseEntity *pEntity )
|
|
{
|
|
for ( int i = 0; i < NUM_OVERRIDE_MOVE_CLASSNAMES; i++ )
|
|
{
|
|
if ( pEntity->m_iClassname == m_Classname[i] )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
virtual void OnEntitySpawned( CBaseEntity *pEntity )
|
|
{
|
|
if ( MatchesCriteria( pEntity ) )
|
|
{
|
|
m_Cache.AddToTail( pEntity );
|
|
}
|
|
};
|
|
|
|
virtual void OnEntityDeleted( CBaseEntity *pEntity )
|
|
{
|
|
if ( !m_Cache.Count() )
|
|
return;
|
|
|
|
if ( MatchesCriteria( pEntity ) )
|
|
{
|
|
m_Cache.FindAndRemove( pEntity );
|
|
}
|
|
};
|
|
|
|
CBaseEntity *FindTargetsInRadius( CBaseEntity *pFirstEntity, const Vector &vecOrigin, float flRadius )
|
|
{
|
|
if ( !m_Cache.Count() )
|
|
return NULL;
|
|
|
|
int nIndex = m_Cache.InvalidIndex();
|
|
|
|
// If we're starting with an entity, start there and move past it
|
|
if ( pFirstEntity != NULL )
|
|
{
|
|
nIndex = m_Cache.Find( pFirstEntity );
|
|
nIndex = m_Cache.Next( nIndex );
|
|
if ( nIndex == m_Cache.InvalidIndex() )
|
|
return NULL;
|
|
}
|
|
else
|
|
{
|
|
nIndex = m_Cache.Head();
|
|
}
|
|
|
|
CBaseEntity *pTarget = NULL;
|
|
const float flRadiusSqr = Square( flRadius );
|
|
|
|
// Look through each cached target, looking for one in our range
|
|
while ( nIndex != m_Cache.InvalidIndex() )
|
|
{
|
|
pTarget = m_Cache[nIndex];
|
|
if ( pTarget && ( pTarget->GetAbsOrigin() - vecOrigin ).LengthSqr() < flRadiusSqr )
|
|
return pTarget;
|
|
|
|
nIndex = m_Cache.Next( nIndex );
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void ForceRepopulateList( void )
|
|
{
|
|
Clear();
|
|
CacheClassnames();
|
|
|
|
CBaseEntity *pEnt = gEntList.FirstEnt();
|
|
while( pEnt )
|
|
{
|
|
if( MatchesCriteria( pEnt ) )
|
|
{
|
|
m_Cache.AddToTail( pEnt );
|
|
}
|
|
|
|
pEnt = gEntList.NextEnt( pEnt );
|
|
}
|
|
}
|
|
|
|
private:
|
|
inline void CacheClassnames( void )
|
|
{
|
|
m_Classname[0] = AllocPooledString( "env_fire" );
|
|
m_Classname[1] = AllocPooledString( "combine_mine" );
|
|
m_Classname[2] = AllocPooledString( "npc_turret_floor" );
|
|
m_Classname[3] = AllocPooledString( "entityflame" );
|
|
}
|
|
|
|
CUtlLinkedList<EHANDLE> m_Cache;
|
|
string_t m_Classname[NUM_OVERRIDE_MOVE_CLASSNAMES];
|
|
};
|
|
|
|
// Singleton for access
|
|
COverrideMoveCache g_OverrideMoveCache;
|
|
COverrideMoveCache *OverrideMoveCache( void ) { return &g_OverrideMoveCache; }
|
|
|
|
CBaseEntity *OverrideMoveCache_FindTargetsInRadius( CBaseEntity *pFirstEntity, const Vector &vecOrigin, float flRadius )
|
|
{
|
|
return g_OverrideMoveCache.FindTargetsInRadius( pFirstEntity, vecOrigin, flRadius );
|
|
}
|
|
|
|
void OverrideMoveCache_ForceRepopulateList( void )
|
|
{
|
|
g_OverrideMoveCache.ForceRepopulateList();
|
|
}
|
|
|
|
void OverrideMoveCache_LevelInitPreEntity( void )
|
|
{
|
|
g_OverrideMoveCache.LevelInitPreEntity();
|
|
}
|
|
|
|
void OverrideMoveCache_LevelShutdownPostEntity( void )
|
|
{
|
|
g_OverrideMoveCache.LevelShutdownPostEntity();
|
|
}
|
|
|