Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "game.h"
#include "ndebugoverlay.h"
#include "ai_basenpc.h"
#include "ai_hull.h"
#include "ai_node.h"
#include "ai_motor.h"
#include "ai_navigator.h"
#include "ai_hint.h"
#include "scripted.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=============================================================================
// PATHING & HIGHER LEVEL MOVEMENT
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Static debug function to force all selected npcs to go to the
// given node
// Input :
// Output :
//-----------------------------------------------------------------------------
void CAI_BaseNPC::ForceSelectedGo(CBaseEntity *pPlayer, const Vector &targetPos, const Vector &traceDir, bool bRun)
{
CAI_BaseNPC *npc = gEntList.NextEntByClass( (CAI_BaseNPC *)NULL );
for ( ; npc; npc = gEntList.NextEntByClass(npc) )
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{
if ( ( npc->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT ) == 0 )
continue;
// If a behavior is active, we need to stop running it
npc->SetPrimaryBehavior( NULL );
Vector chasePosition = targetPos;
npc->TranslateNavGoal( pPlayer, chasePosition );
// It it legal to drop me here
Vector vUpBit = chasePosition;
vUpBit.z += 1;
trace_t tr;
AI_TraceHull( chasePosition, vUpBit, npc->GetHullMins(),
npc->GetHullMaxs(), npc->GetAITraceMask(), npc, COLLISION_GROUP_NONE, &tr );
if (tr.startsolid || tr.fraction != 1.0 )
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{
NDebugOverlay::BoxAngles(chasePosition, npc->GetHullMins(),
npc->GetHullMaxs(), npc->GetAbsAngles(), 255,0,0,20,0.5);
}
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npc->m_vecLastPosition = chasePosition;
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if (npc->m_hCine != NULL)
{
npc->ExitScriptedSequence();
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}
npc->SetSchedule( bRun ? SCHED_FORCED_GO_RUN : SCHED_FORCED_GO );
npc->m_flMoveWaitFinished = gpGlobals->curtime;
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}
}
//-----------------------------------------------------------------------------
// Purpose: Static debug function to make all selected npcs run around
// Input :
// Output :
//-----------------------------------------------------------------------------
void CAI_BaseNPC::ForceSelectedGoRandom(void)
{
CAI_BaseNPC *npc = gEntList.NextEntByClass( (CAI_BaseNPC *)NULL );
while (npc)
{
if (npc->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
{
// If a behavior is active, we need to stop running it
npc->SetPrimaryBehavior( NULL );
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npc->SetSchedule( SCHED_RUN_RANDOM );
npc->GetNavigator()->SetMovementActivity(ACT_RUN);
}
npc = gEntList.NextEntByClass(npc);
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity )
{
// If a behavior is active, we need to stop running it
SetPrimaryBehavior( NULL );
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if ( m_NPCState == NPC_STATE_NONE )
{
// More than likely being grabbed before first think. Set ideal state to prevent schedule stomp
m_NPCState = m_IdealNPCState;
}
SetSchedule( scheduleType );
SetGoalEnt( pGoalEntity );
// HACKHACK: Call through TranslateNavGoal to fixup this goal position
// UNDONE: Remove this and have NPCs that need this functionality fix up paths in the
// movement system instead of when they are specified.
AI_NavGoal_t goal(pGoalEntity->GetAbsOrigin(), movementActivity, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
TranslateNavGoal( pGoalEntity, goal.dest );
return GetNavigator()->SetGoal( goal );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity )
{
// If a behavior is active, we need to stop running it
SetPrimaryBehavior( NULL );
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if ( m_NPCState == NPC_STATE_NONE )
{
// More than likely being grabbed before first think. Set ideal state to prevent schedule stomp
m_NPCState = m_IdealNPCState;
}
SetSchedule( scheduleType );
SetGoalEnt( pPathStart );
// HACKHACK: Call through TranslateNavGoal to fixup this goal position
AI_NavGoal_t goal(GOALTYPE_PATHCORNER, pPathStart->GetLocalOrigin(), movementActivity, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
TranslateNavGoal( pPathStart, goal.dest );
return GetNavigator()->SetGoal( goal );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::IsMoving( void )
{
return GetNavigator()->IsGoalSet();
}
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::IsCurTaskContinuousMove()
{
const Task_t* pTask = GetTask();
// This bit of logic strikes me funny, but the case does exist. (sjb)
if( !pTask )
return true;
switch( pTask->iTask )
{
case TASK_WAIT_FOR_MOVEMENT:
case TASK_MOVE_TO_TARGET_RANGE:
case TASK_MOVE_TO_GOAL_RANGE:
case TASK_WEAPON_RUN_PATH:
case TASK_PLAY_SCENE:
case TASK_RUN_PATH_TIMED:
case TASK_WALK_PATH_TIMED:
case TASK_RUN_PATH_FOR_UNITS:
case TASK_WALK_PATH_FOR_UNITS:
case TASK_RUN_PATH_FLEE:
case TASK_WALK_PATH_WITHIN_DIST:
case TASK_RUN_PATH_WITHIN_DIST:
return true;
break;
default:
return false;
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Used to specify that the NPC has a reason not to use the a navigation node
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::IsUnusableNode(int iNodeID, CAI_Hint *pHint)
{
if ( m_bHintGroupNavLimiting && m_strHintGroup != NULL_STRING && STRING(m_strHintGroup)[0] != 0 )
{
if (!pHint || pHint->GetGroup() != GetHintGroup())
{
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Checks the validity of the given route's goaltype
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::ValidateNavGoal()
{
if (GetNavigator()->GetGoalType() == GOALTYPE_COVER)
{
// Check if this location will block my enemy's line of sight to me
if (GetEnemy())
{
Activity nCoverActivity = GetCoverActivity( GetHintNode() );
Vector vCoverLocation = GetNavigator()->GetGoalPos();
// For now we have to drop the node to the floor so we can
// get an accurate postion of the NPC. Should change once Ken checks in
float floorZ = GetFloorZ(vCoverLocation);
vCoverLocation.z = floorZ;
Vector vEyePos = vCoverLocation + EyeOffset(nCoverActivity);
if (!IsCoverPosition( GetEnemy()->EyePosition(), vEyePos ) )
{
TaskFail(FAIL_BAD_PATH_GOAL);
return false;
}
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
float CAI_BaseNPC::OpenDoorAndWait( CBaseEntity *pDoor )
{
float flTravelTime = 0;
//DevMsg( 2, "A door. ");
if (pDoor && !pDoor->IsLockedByMaster())
{
pDoor->Use(this, this, USE_ON, 0.0);
flTravelTime = pDoor->GetMoveDoneTime();
if ( pDoor->GetEntityName() != NULL_STRING )
{
CBaseEntity *pTarget = NULL;
for (;;)
{
pTarget = gEntList.FindEntityByName( pTarget, pDoor->GetEntityName() );
if ( pTarget != pDoor )
{
if ( !pTarget )
break;
if ( FClassnameIs( pTarget, pDoor->GetClassname() ) )
{
pTarget->Use(this, this, USE_ON, 0.0);
}
}
}
}
}
return gpGlobals->curtime + flTravelTime;
}
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::CanStandOn( CBaseEntity *pSurface ) const
{
if ( !pSurface->IsAIWalkable() )
{
return false;
}
CAI_Navigator *pNavigator = const_cast<CAI_Navigator *>(GetNavigator());
if ( pNavigator->IsGoalActive() &&
pSurface == pNavigator->GetGoalTarget() )
return false;
return BaseClass::CanStandOn( pSurface );
}
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos,
float maxUp, float maxDown, float maxDist ) const
{
if ((endPos.z - startPos.z) > maxUp + 0.1)
return false;
if ((startPos.z - endPos.z) > maxDown + 0.1)
return false;
if ((apex.z - startPos.z) > maxUp * 1.25 )
return false;
float dist = (startPos - endPos).Length();
if ( dist > maxDist + 0.1)
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if a reasonable jumping distance
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const
{
const float MAX_JUMP_RISE = 80.0f;
const float MAX_JUMP_DISTANCE = 250.0f;
const float MAX_JUMP_DROP = 192.0f;
return IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DROP, MAX_JUMP_DISTANCE );
}
//-----------------------------------------------------------------------------
// Purpose: Returns a throw velocity from start to end position
// Input :
// Output :
//-----------------------------------------------------------------------------
Vector CAI_BaseNPC::CalcThrowVelocity(const Vector &startPos, const Vector &endPos, float fGravity, float fArcSize)
{
// Get the height I have to throw to get to the target
float stepHeight = endPos.z - startPos.z;
float throwHeight = 0;
// -----------------------------------------------------------------
// Now calcluate the distance to a point halfway between our current
// and target position. (the apex of our throwing arc)
// -----------------------------------------------------------------
Vector targetDir2D = endPos - startPos;
targetDir2D.z = 0;
float distance = VectorNormalize(targetDir2D);
// If jumping up we want to throw a bit higher than the height diff
if (stepHeight > 0)
{
throwHeight = stepHeight + fArcSize;
}
else
{
throwHeight = fArcSize;
}
// Make sure that I at least catch some air
if (throwHeight < fArcSize)
{
throwHeight = fArcSize;
}
// -------------------------------------------------------------
// calculate the vertical and horizontal launch velocities
// -------------------------------------------------------------
float velVert = (float)sqrt(2.0f*fGravity*throwHeight);
float divisor = velVert;
divisor += (float)sqrt((2.0f*(-fGravity)*(stepHeight-throwHeight)));
float velHorz = (distance * fGravity)/divisor;
// -----------------------------------------------------------
// Make the horizontal throw vector and add vertical component
// -----------------------------------------------------------
Vector throwVel = targetDir2D * velHorz;
throwVel.z = velVert;
return throwVel;
}
bool CAI_BaseNPC::ShouldMoveWait()
{
return (m_flMoveWaitFinished > gpGlobals->curtime);
}
float CAI_BaseNPC::GetStepDownMultiplier() const
{
return m_pNavigator->GetStepDownMultiplier();
}
//-----------------------------------------------------------------------------
// Purpose: execute any movement this sequence may have
// Output :
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::AutoMovement( CBaseEntity *pTarget, AIMoveTrace_t *pTraceResult )
{
return AutoMovement( GetAnimTimeInterval(), pTarget, pTraceResult );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flInterval -
// -
// *pTraceResult -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::AutoMovement( float flInterval, CBaseEntity *pTarget, AIMoveTrace_t *pTraceResult )
{
bool ignored;
Vector newPos;
QAngle newAngles;
if (flInterval <= 0.0)
return true;
m_ScheduleState.bTaskRanAutomovement = true;
if (GetIntervalMovement( flInterval, ignored, newPos, newAngles ))
{
// DevMsg( "%.2f : (%.1f) %.1f %.1f %.1f\n", gpGlobals->curtime, (newPos - GetLocalOrigin()).Length(), newPos.x, newPos.y, newAngles.y );
if ( m_hCine )
{
m_hCine->ModifyScriptedAutoMovement( &newPos );
}
if (GetMoveType() == MOVETYPE_STEP)
{
if (!(GetFlags() & FL_FLY))
{
if ( !pTarget )
{
pTarget = GetNavTargetEntity();
}
// allow NPCs to adjust the automatic movement
if ( ModifyAutoMovement( newPos ) )
{
// Set our motor's speed here
Vector vecOriginalPosition = GetAbsOrigin();
bool bResult = false;
if (!TaskIsComplete())
{
bResult = ( GetMotor()->MoveGroundStep( newPos, pTarget, newAngles.y, false, true, pTraceResult ) == AIM_SUCCESS );
}
Vector change = GetAbsOrigin() - vecOriginalPosition;
if (flInterval != 0)
{
change /= flInterval;
}
GetMotor()->SetMoveVel(change);
return bResult;
}
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return ( GetMotor()->MoveGroundStep( newPos, pTarget, newAngles.y, false, true, pTraceResult ) == AIM_SUCCESS );
}
else
{
// FIXME: here's no direct interface to a fly motor, plus this needs to support a state where going through the world is okay.
// FIXME: add callbacks into the script system for validation
// FIXME: add function on scripts to force only legal movements
// FIXME: GetIntervalMovement deals in Local space, nor global. Currently now way to communicate that through these interfaces.
SetLocalOrigin( newPos );
SetLocalAngles( newAngles );
return true;
}
}
else if (GetMoveType() == MOVETYPE_FLY)
{
Vector dist = newPos - GetLocalOrigin();
VectorScale( dist, 1.0 / flInterval, dist );
SetLocalVelocity( dist );
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: return max 1/10 second rate of turning
// Input :
// Output :
//-----------------------------------------------------------------------------
float CAI_BaseNPC::MaxYawSpeed( void )
{
return 45;
}
//-----------------------------------------------------------------------------
// Returns the estimate in seconds before we reach our nav goal.
// -1 means we don't know / haven't calculated it yet.
//-----------------------------------------------------------------------------
float CAI_BaseNPC::GetTimeToNavGoal()
{
float flDist = GetNavigator()->BuildAndGetPathDistToGoal();
if ( flDist < 0 )
{
return -1.0f;
}
float flSpeed = GetIdealSpeed();
// FIXME: needs to consider stopping time!
if (flSpeed > 0 && flDist > 0)
{
return flDist / flSpeed;
}
return 0.0;
}
//=============================================================================