You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
336 lines
9.1 KiB
336 lines
9.1 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
|
||
|
#include "BasePropDoor.h"
|
||
|
|
||
|
#include "ai_basehumanoid.h"
|
||
|
#include "ai_blended_movement.h"
|
||
|
#include "ai_navigator.h"
|
||
|
#include "ai_memory.h"
|
||
|
|
||
|
#ifdef HL2_DLL
|
||
|
#include "ai_interactions.h"
|
||
|
#endif
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// 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 CAI_BaseHumanoid::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
|
||
|
{
|
||
|
#ifdef HL2_DLL
|
||
|
// Annoying to ifdef this out. Copy it into all the HL2 specific humanoid NPC's instead?
|
||
|
if ( interactionType == g_interactionBarnacleVictimDangle )
|
||
|
{
|
||
|
// Force choosing of a new schedule
|
||
|
ClearSchedule( "Grabbed by a barnacle" );
|
||
|
return true;
|
||
|
}
|
||
|
else if ( interactionType == g_interactionBarnacleVictimReleased )
|
||
|
{
|
||
|
// Destroy the entity, the barnacle is going to use the ragdoll that it is releasing
|
||
|
// as the corpse.
|
||
|
UTIL_Remove( this );
|
||
|
return true;
|
||
|
}
|
||
|
#endif
|
||
|
return BaseClass::HandleInteraction( interactionType, data, sourceEnt);
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: check ammo
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAI_BaseHumanoid::CheckAmmo( void )
|
||
|
{
|
||
|
BaseClass::CheckAmmo();
|
||
|
|
||
|
// FIXME: put into GatherConditions()?
|
||
|
// FIXME: why isn't this a baseclass function?
|
||
|
if (!GetActiveWeapon())
|
||
|
return;
|
||
|
|
||
|
// Don't do this while holstering / unholstering
|
||
|
if ( IsWeaponStateChanging() )
|
||
|
return;
|
||
|
|
||
|
if (GetActiveWeapon()->UsesPrimaryAmmo())
|
||
|
{
|
||
|
if (!GetActiveWeapon()->HasPrimaryAmmo() )
|
||
|
{
|
||
|
SetCondition(COND_NO_PRIMARY_AMMO);
|
||
|
}
|
||
|
else if (GetActiveWeapon()->UsesClipsForAmmo1() && GetActiveWeapon()->Clip1() < (GetActiveWeapon()->GetMaxClip1() / 4 + 1))
|
||
|
{
|
||
|
// don't check for low ammo if you're near the max range of the weapon
|
||
|
SetCondition(COND_LOW_PRIMARY_AMMO);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!GetActiveWeapon()->HasSecondaryAmmo() )
|
||
|
{
|
||
|
if ( GetActiveWeapon()->UsesClipsForAmmo2() )
|
||
|
{
|
||
|
SetCondition(COND_NO_SECONDARY_AMMO);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// TASK_RANGE_ATTACK1
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAI_BaseHumanoid::BuildScheduleTestBits( )
|
||
|
{
|
||
|
BaseClass::BuildScheduleTestBits();
|
||
|
|
||
|
if ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR )
|
||
|
{
|
||
|
if ( GetShotRegulator()->IsInRestInterval() )
|
||
|
{
|
||
|
ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK1 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
static bool IsSmall( CBaseEntity *pBlocker )
|
||
|
{
|
||
|
CCollisionProperty *pCollisionProp = pBlocker->CollisionProp();
|
||
|
int nSmaller = 0;
|
||
|
Vector vecSize = pCollisionProp->OBBMaxs() - pCollisionProp->OBBMins();
|
||
|
for ( int i = 0; i < 3; i++ )
|
||
|
{
|
||
|
if ( vecSize[i] >= 42 )
|
||
|
return false;
|
||
|
|
||
|
if ( vecSize[i] <= 30 )
|
||
|
{
|
||
|
nSmaller++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ( nSmaller >= 2 );
|
||
|
}
|
||
|
|
||
|
bool CAI_BaseHumanoid::OnMoveBlocked( AIMoveResult_t *pResult )
|
||
|
{
|
||
|
if ( *pResult != AIMR_BLOCKED_NPC && GetNavigator()->GetBlockingEntity() && !GetNavigator()->GetBlockingEntity()->IsNPC() )
|
||
|
{
|
||
|
CBaseEntity *pBlocker = GetNavigator()->GetBlockingEntity();
|
||
|
|
||
|
float massBonus = ( IsNavigationUrgent() ) ? 40.0 : 0;
|
||
|
|
||
|
if ( pBlocker->GetMoveType() == MOVETYPE_VPHYSICS &&
|
||
|
pBlocker != GetGroundEntity() &&
|
||
|
!pBlocker->IsNavIgnored() &&
|
||
|
!dynamic_cast<CBasePropDoor *>(pBlocker) &&
|
||
|
pBlocker->VPhysicsGetObject() &&
|
||
|
pBlocker->VPhysicsGetObject()->IsMoveable() &&
|
||
|
( pBlocker->VPhysicsGetObject()->GetMass() <= 35.0 + massBonus + 0.1 ||
|
||
|
( pBlocker->VPhysicsGetObject()->GetMass() <= 50.0 + massBonus + 0.1 && IsSmall( pBlocker ) ) ) )
|
||
|
{
|
||
|
DbgNavMsg1( this, "Setting ignore on object %s", pBlocker->GetDebugName() );
|
||
|
pBlocker->SetNavIgnore( 2.5 );
|
||
|
}
|
||
|
#if 0
|
||
|
else
|
||
|
{
|
||
|
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp*>( pBlocker );
|
||
|
if ( pProp && pProp->GetHealth() && pProp->GetExplosiveDamage() == 0.0 && GetActiveWeapon() && !GetActiveWeapon()->ClassMatches( "weapon_rpg" ) )
|
||
|
{
|
||
|
Msg( "!\n" );
|
||
|
// Destroy!
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
return BaseClass::OnMoveBlocked( pResult );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#define SNEAK_ATTACK_DIST 360.0f // 30 feet
|
||
|
void CAI_BaseHumanoid::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
||
|
{
|
||
|
bool bSneakAttacked = false;
|
||
|
|
||
|
if( ptr->hitgroup == HITGROUP_HEAD )
|
||
|
{
|
||
|
if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && info.GetAttacker() != GetEnemy() && !IsInAScript() )
|
||
|
{
|
||
|
// Shot in the head by a player I've never seen. In this case the player
|
||
|
// has gotten the drop on this enemy and such an attack is always lethal (at close range)
|
||
|
bSneakAttacked = true;
|
||
|
|
||
|
AIEnemiesIter_t iter;
|
||
|
for( AI_EnemyInfo_t *pMemory = GetEnemies()->GetFirst(&iter); pMemory != NULL; pMemory = GetEnemies()->GetNext(&iter) )
|
||
|
{
|
||
|
if ( pMemory->hEnemy == info.GetAttacker() )
|
||
|
{
|
||
|
bSneakAttacked = false;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float flDist;
|
||
|
|
||
|
flDist = (info.GetAttacker()->GetAbsOrigin() - GetAbsOrigin()).Length();
|
||
|
|
||
|
if( flDist > SNEAK_ATTACK_DIST )
|
||
|
{
|
||
|
bSneakAttacked = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( bSneakAttacked )
|
||
|
{
|
||
|
CTakeDamageInfo newInfo = info;
|
||
|
|
||
|
newInfo.SetDamage( GetHealth() );
|
||
|
BaseClass::TraceAttack( newInfo, vecDir, ptr, pAccumulator );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// TASK_RANGE_ATTACK1
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAI_BaseHumanoid::StartTaskRangeAttack1( const Task_t *pTask )
|
||
|
{
|
||
|
if ( ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) == 0 )
|
||
|
{
|
||
|
BaseClass::StartTask( pTask );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Can't shoot if we're in the rest interval; fail the schedule
|
||
|
if ( GetShotRegulator()->IsInRestInterval() )
|
||
|
{
|
||
|
TaskFail( "Shot regulator in rest interval" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( GetShotRegulator()->ShouldShoot() )
|
||
|
{
|
||
|
OnRangeAttack1();
|
||
|
ResetIdealActivity( ACT_RANGE_ATTACK1 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// This can happen if we start while in the middle of a burst
|
||
|
// which shouldn't happen, but given the chaotic nature of our AI system,
|
||
|
// does occasionally happen.
|
||
|
ResetIdealActivity( ACT_IDLE_ANGRY );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Starting Tasks
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAI_BaseHumanoid::StartTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch( pTask->iTask )
|
||
|
{
|
||
|
case TASK_RANGE_ATTACK1:
|
||
|
StartTaskRangeAttack1( pTask );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
BaseClass::StartTask( pTask );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// TASK_RANGE_ATTACK1 / TASK_RANGE_ATTACK2 / etc.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAI_BaseHumanoid::RunTaskRangeAttack1( const Task_t *pTask )
|
||
|
{
|
||
|
if ( ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) == 0 )
|
||
|
{
|
||
|
BaseClass::RunTask( pTask );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
AutoMovement( );
|
||
|
|
||
|
Vector vecEnemyLKP = GetEnemyLKP();
|
||
|
|
||
|
// If our enemy was killed, but I'm not done animating, the last known position comes
|
||
|
// back as the origin and makes the me face the world origin if my attack schedule
|
||
|
// doesn't break when my enemy dies. (sjb)
|
||
|
if( vecEnemyLKP != vec3_origin )
|
||
|
{
|
||
|
if ( ( pTask->iTask == TASK_RANGE_ATTACK1 || pTask->iTask == TASK_RELOAD ) &&
|
||
|
( CapabilitiesGet() & bits_CAP_AIM_GUN ) &&
|
||
|
FInAimCone( vecEnemyLKP ) )
|
||
|
{
|
||
|
// Arms will aim, so leave body yaw as is
|
||
|
GetMotor()->SetIdealYawAndUpdate( GetMotor()->GetIdealYaw(), AI_KEEP_YAW_SPEED );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP, AI_KEEP_YAW_SPEED );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( IsActivityFinished() )
|
||
|
{
|
||
|
if ( !GetEnemy() || !GetEnemy()->IsAlive() )
|
||
|
{
|
||
|
TaskComplete();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !GetShotRegulator()->IsInRestInterval() )
|
||
|
{
|
||
|
if ( GetShotRegulator()->ShouldShoot() )
|
||
|
{
|
||
|
OnRangeAttack1();
|
||
|
ResetIdealActivity( ACT_RANGE_ATTACK1 );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
TaskComplete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Running Tasks
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAI_BaseHumanoid::RunTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch( pTask->iTask )
|
||
|
{
|
||
|
case TASK_RANGE_ATTACK1:
|
||
|
RunTaskRangeAttack1( pTask );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
BaseClass::RunTask( pTask );
|
||
|
}
|
||
|
}
|