Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base class for many flying NPCs
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc_flyer.h"
#include "ai_route.h"
#include "ai_navigator.h"
#include "ai_motor.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CAI_BaseFlyingBot )
DEFINE_FIELD( m_vCurrentVelocity, FIELD_VECTOR),
DEFINE_FIELD( m_vCurrentAngularVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_vCurrentBanking, FIELD_VECTOR),
DEFINE_FIELD( m_vNoiseMod, FIELD_VECTOR),
DEFINE_FIELD( m_fHeadYaw, FIELD_FLOAT),
DEFINE_FIELD( m_vLastPatrolDir, FIELD_VECTOR),
END_DATADESC()
//------------------------------------------------------------------------------
// Purpose : Override to return correct velocity
// Input :
// Output :
//------------------------------------------------------------------------------
void CAI_BaseFlyingBot::GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity)
{
if (vVelocity != NULL)
{
VectorCopy(m_vCurrentVelocity,*vVelocity);
}
if (vAngVelocity != NULL)
{
QAngle tmp = GetLocalAngularVelocity();
QAngleToAngularImpulse( tmp, *vAngVelocity );
}
}
//-----------------------------------------------------------------------------
// Purpose: Turn head yaw into facing direction
// Input :
// Output :
//-----------------------------------------------------------------------------
QAngle CAI_BaseFlyingBot::BodyAngles()
{
return QAngle(0,m_fHeadYaw,0);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CAI_BaseFlyingBot::TurnHeadToTarget(float flInterval, const Vector &MoveTarget )
{
float flDestYaw = VecToYaw( MoveTarget - GetLocalOrigin() );
float newYaw = AI_ClampYaw( GetHeadTurnRate() * 10.0f, m_fHeadYaw, flDestYaw, gpGlobals->curtime - GetLastThink() );
if ( newYaw != m_fHeadYaw )
{
m_fHeadYaw = newYaw;
}
// Set us to face that way
SetBoneController( 0, m_fHeadYaw );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
float CAI_BaseFlyingBot::MinGroundDist(void)
{
return 0;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
Vector CAI_BaseFlyingBot::VelocityToAvoidObstacles(float flInterval)
{
// --------------------------------
// Avoid banging into stuff
// --------------------------------
trace_t tr;
Vector vTravelDir = m_vCurrentVelocity*flInterval;
Vector endPos = GetAbsOrigin() + vTravelDir;
AI_TraceEntity( this, GetAbsOrigin(), endPos, MASK_NPCSOLID|CONTENTS_WATER, &tr );
if (tr.fraction != 1.0)
{
// Bounce off in normal
Vector vBounce = tr.plane.normal * 0.5 * m_vCurrentVelocity.Length();
return (vBounce);
}
// --------------------------------
// Try to remain above the ground.
// --------------------------------
float flMinGroundDist = MinGroundDist();
AI_TraceLine(GetAbsOrigin(), GetAbsOrigin() + Vector(0, 0, -flMinGroundDist),
MASK_NPCSOLID_BRUSHONLY|CONTENTS_WATER, this, COLLISION_GROUP_NONE, &tr);
if (tr.fraction < 1)
{
// Clamp veloctiy
if (tr.fraction < 0.1)
{
tr.fraction = 0.1;
}
return Vector(0, 0, 50/tr.fraction);
}
return vec3_origin;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CAI_BaseFlyingBot::StartTask( const Task_t *pTask )
{
switch (pTask->iTask)
{
// Skip as done via bone controller
case TASK_FACE_ENEMY:
{
TaskComplete();
break;
}
// Activity is just idle (have no run)
case TASK_RUN_PATH:
{
GetNavigator()->SetMovementActivity(ACT_IDLE);
TaskComplete();
break;
}
// Don't check for run/walk activity
case TASK_SCRIPT_RUN_TO_TARGET:
case TASK_SCRIPT_WALK_TO_TARGET:
{
if (GetTarget() == NULL)
{
TaskFail(FAIL_NO_TARGET);
}
else
{
if (!GetNavigator()->SetGoal( GOALTYPE_TARGETENT ) )
{
TaskFail(FAIL_NO_ROUTE);
GetNavigator()->ClearGoal();
}
}
TaskComplete();
break;
}
// Override to get more to get a directional path
case TASK_GET_PATH_TO_RANDOM_NODE:
{
if ( GetNavigator()->SetRandomGoal( pTask->flTaskData, m_vLastPatrolDir ) )
TaskComplete();
else
TaskFail(FAIL_NO_REACHABLE_NODE);
break;
}
default:
{
BaseClass::StartTask(pTask);
}
}
}
//------------------------------------------------------------------------------
void CAI_BaseFlyingBot::MoveToTarget(float flInterval, const Vector &MoveTarget)
{
Assert(0); // This must be overridden in the leaf classes
}
//------------------------------------------------------------------------------
AI_NavPathProgress_t CAI_BaseFlyingBot::ProgressFlyPath(
float flInterval,
const CBaseEntity *pNewTarget,
unsigned collisionMask,
bool bNewTrySimplify,
float strictPointTolerance)
{
AI_ProgressFlyPathParams_t params( collisionMask, strictPointTolerance );
params.SetCurrent( pNewTarget, bNewTrySimplify );
AI_NavPathProgress_t progress = GetNavigator()->ProgressFlyPath( params );
switch ( progress )
{
case AINPP_NO_CHANGE:
case AINPP_ADVANCED:
{
MoveToTarget(flInterval, GetNavigator()->GetCurWaypointPos());
break;
}
case AINPP_COMPLETE:
{
TaskMovementComplete();
break;
}
case AINPP_BLOCKED: // function is not supposed to test blocking, just simple path progression
default:
{
AssertMsg( 0, ( "Unexpected result" ) );
break;
}
}
return progress;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
// &chasePosition -
//-----------------------------------------------------------------------------
void CAI_BaseFlyingBot::TranslateNavGoal( CBaseEntity *pTarget, Vector &chasePosition )
{
Assert( pTarget != NULL );
if ( pTarget == NULL )
{
chasePosition = vec3_origin;
return;
}
// Chase their eyes
chasePosition = pTarget->GetAbsOrigin() + pTarget->GetViewOffset();
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
CAI_BaseFlyingBot::CAI_BaseFlyingBot()
{
#ifdef _DEBUG
m_vCurrentVelocity.Init();
m_vCurrentBanking.Init();
m_vLastPatrolDir.Init();
#endif
}