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534 lines
12 KiB
534 lines
12 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "isaverestore.h"
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#include "ai_behavior.h"
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#include "scripted.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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bool g_bBehaviorHost_PreventBaseClassGatherConditions;
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//-----------------------------------------------------------------------------
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// CAI_BehaviorBase
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//-----------------------------------------------------------------------------
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BEGIN_DATADESC_NO_BASE( CAI_BehaviorBase )
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END_DATADESC()
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//-------------------------------------
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CAI_ClassScheduleIdSpace *CAI_BehaviorBase::GetClassScheduleIdSpace()
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{
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return GetOuter()->GetClassScheduleIdSpace();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw any text overlays (override in subclass to add additional text)
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// Input : Previous text offset from the top
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// Output : Current text offset from the top
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//-----------------------------------------------------------------------------
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int CAI_BehaviorBase::DrawDebugTextOverlays( int text_offset )
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{
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char tempstr[ 512 ];
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int offset = text_offset;
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if ( GetOuter()->m_debugOverlays & OVERLAY_TEXT_BIT )
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{
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Q_snprintf( tempstr, sizeof( tempstr ), "Behv: %s, ", GetName() );
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GetOuter()->EntityText( offset, tempstr, 0 );
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offset++;
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}
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return offset;
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}
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//-------------------------------------
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void CAI_BehaviorBase::GatherConditions()
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{
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Assert( m_pBackBridge != NULL );
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m_pBackBridge->BackBridge_GatherConditions();
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}
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//-------------------------------------
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void CAI_BehaviorBase::PrescheduleThink()
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{
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}
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//-------------------------------------
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void CAI_BehaviorBase::OnScheduleChange()
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{
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}
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//-------------------------------------
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void CAI_BehaviorBase::OnStartSchedule( int scheduleType )
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{
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}
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//-------------------------------------
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int CAI_BehaviorBase::SelectSchedule()
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_SelectSchedule();
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}
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//-------------------------------------
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int CAI_BehaviorBase::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
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{
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m_fOverrode = false;
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return SCHED_NONE;
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}
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//-------------------------------------
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void CAI_BehaviorBase::StartTask( const Task_t *pTask )
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{
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m_fOverrode = false;
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}
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//-------------------------------------
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void CAI_BehaviorBase::RunTask( const Task_t *pTask )
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{
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m_fOverrode = false;
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}
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//-------------------------------------
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void CAI_BehaviorBase::AimGun( void )
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{
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m_fOverrode = false;
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}
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//-------------------------------------
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int CAI_BehaviorBase::TranslateSchedule( int scheduleType )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_TranslateSchedule( scheduleType );
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}
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//-------------------------------------
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CAI_Schedule *CAI_BehaviorBase::GetSchedule(int schedule)
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{
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if (!GetClassScheduleIdSpace()->IsGlobalBaseSet())
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{
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Warning("ERROR: %s missing schedule!\n", GetSchedulingErrorName());
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return g_AI_SchedulesManager.GetScheduleFromID(SCHED_IDLE_STAND);
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}
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if ( AI_IdIsLocal( schedule ) )
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{
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schedule = GetClassScheduleIdSpace()->ScheduleLocalToGlobal(schedule);
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}
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if ( schedule == -1 )
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return NULL;
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return g_AI_SchedulesManager.GetScheduleFromID( schedule );
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}
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//-------------------------------------
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bool CAI_BehaviorBase::IsCurSchedule( int schedule, bool fIdeal )
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{
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if ( AI_IdIsLocal( schedule ) )
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schedule = GetClassScheduleIdSpace()->ScheduleLocalToGlobal(schedule);
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return GetOuter()->IsCurSchedule( schedule, fIdeal );
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}
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//-------------------------------------
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const char *CAI_BehaviorBase::GetSchedulingErrorName()
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{
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return "CAI_Behavior";
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}
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//-------------------------------------
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Activity CAI_BehaviorBase::NPC_TranslateActivity( Activity activity )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_NPC_TranslateActivity( activity );
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}
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//-------------------------------------
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bool CAI_BehaviorBase::IsCurTaskContinuousMove()
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{
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m_fOverrode = false;
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return false;
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}
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//-------------------------------------
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float CAI_BehaviorBase::GetDefaultNavGoalTolerance()
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_GetDefaultNavGoalTolerance();
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}
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//-------------------------------------
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bool CAI_BehaviorBase::FValidateHintType( CAI_Hint *pHint )
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{
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m_fOverrode = false;
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return false;
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}
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//-------------------------------------
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bool CAI_BehaviorBase::IsValidEnemy( CBaseEntity *pEnemy )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_IsValidEnemy( pEnemy );
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}
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//-------------------------------------
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CBaseEntity *CAI_BehaviorBase::BestEnemy( void )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_BestEnemy();
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}
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//-------------------------------------
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bool CAI_BehaviorBase::IsValidCover( const Vector &vLocation, CAI_Hint const *pHint )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_IsValidCover( vLocation, pHint );
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}
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//-------------------------------------
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bool CAI_BehaviorBase::IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_IsValidShootPosition( vLocation, pNode, pHint );
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}
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//-------------------------------------
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float CAI_BehaviorBase::GetMaxTacticalLateralMovement( void )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_GetMaxTacticalLateralMovement();
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}
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//-------------------------------------
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bool CAI_BehaviorBase::ShouldIgnoreSound( CSound *pSound )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_ShouldIgnoreSound( pSound );
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}
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//-------------------------------------
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void CAI_BehaviorBase::OnSeeEntity( CBaseEntity *pEntity )
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{
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Assert( m_pBackBridge != NULL );
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m_pBackBridge->BackBridge_OnSeeEntity( pEntity );
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}
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//-------------------------------------
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void CAI_BehaviorBase::OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker )
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{
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Assert( m_pBackBridge != NULL );
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m_pBackBridge->BackBridge_OnFriendDamaged( pSquadmate, pAttacker );
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}
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//-------------------------------------
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bool CAI_BehaviorBase::IsInterruptable( void )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_IsInterruptable();
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}
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//-------------------------------------
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bool CAI_BehaviorBase::IsNavigationUrgent( void )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_IsNavigationUrgent();
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}
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//-------------------------------------
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bool CAI_BehaviorBase::CanFlinch( void )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_CanFlinch();
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}
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//-------------------------------------
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bool CAI_BehaviorBase::IsCrouching( void )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_IsCrouching();
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}
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//-------------------------------------
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bool CAI_BehaviorBase::IsCrouchedActivity( Activity activity )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_IsCrouchedActivity( activity );
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}
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//-------------------------------------
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bool CAI_BehaviorBase::QueryHearSound( CSound *pSound )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_QueryHearSound( pSound );
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}
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//-------------------------------------
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bool CAI_BehaviorBase::CanRunAScriptedNPCInteraction( bool bForced )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_CanRunAScriptedNPCInteraction( bForced );
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}
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//-------------------------------------
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bool CAI_BehaviorBase::ShouldPlayerAvoid( void )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_ShouldPlayerAvoid();
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}
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//-------------------------------------
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int CAI_BehaviorBase::OnTakeDamage_Alive( const CTakeDamageInfo &info )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_OnTakeDamage_Alive( info );
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}
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//-------------------------------------
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float CAI_BehaviorBase::GetReasonableFacingDist( void )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_GetReasonableFacingDist();
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}
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//-------------------------------------
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bool CAI_BehaviorBase::ShouldAlwaysThink()
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{
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m_fOverrode = false;
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return false;
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}
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//-------------------------------------
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Activity CAI_BehaviorBase::GetFlinchActivity( bool bHeavyDamage, bool bGesture )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_GetFlinchActivity( bHeavyDamage, bGesture );
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}
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//-------------------------------------
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bool CAI_BehaviorBase::OnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_OnCalcBaseMove( pMoveGoal, distClear, pResult );
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}
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//-------------------------------------
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void CAI_BehaviorBase::ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_ModifyOrAppendCriteria( criteriaSet );
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}
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//-------------------------------------
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void CAI_BehaviorBase::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
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{
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Assert( m_pBackBridge != NULL );
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return m_pBackBridge->BackBridge_Teleport( newPosition, newAngles, newVelocity );
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}
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//-------------------------------------
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void CAI_BehaviorBase::HandleAnimEvent( animevent_t *pEvent )
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{
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Assert( m_pBackBridge != NULL );
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m_pBackBridge->BackBridge_HandleAnimEvent( pEvent );
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}
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//-------------------------------------
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bool CAI_BehaviorBase::NotifyChangeBehaviorStatus( bool fCanFinishSchedule )
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{
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bool fInterrupt = GetOuter()->OnBehaviorChangeStatus( this, fCanFinishSchedule );
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if ( !GetOuter()->IsInterruptable())
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return false;
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if ( fInterrupt )
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{
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if ( GetOuter()->m_hCine )
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{
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if( GetOuter()->m_hCine->PlayedSequence() )
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{
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DevWarning( "NPC: %s canceled running script %s due to behavior change\n", GetOuter()->GetDebugName(), GetOuter()->m_hCine->GetDebugName() );
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}
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else
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{
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DevWarning( "NPC: %s canceled script %s without playing, due to behavior change\n", GetOuter()->GetDebugName(), GetOuter()->m_hCine->GetDebugName() );
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}
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GetOuter()->m_hCine->CancelScript();
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}
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//!!!HACKHACK
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// this is dirty, but it forces NPC to pick a new schedule next time through.
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GetOuter()->ClearSchedule( "Changed behavior status" );
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}
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return fInterrupt;
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}
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//-------------------------------------
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int CAI_BehaviorBase::Save( ISave &save )
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{
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return save.WriteAll( this, GetDataDescMap() );
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}
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//-------------------------------------
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int CAI_BehaviorBase::Restore( IRestore &restore )
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{
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return restore.ReadAll( this, GetDataDescMap() );
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}
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//-------------------------------------
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#define BEHAVIOR_SAVE_BLOCKNAME "AI_Behaviors"
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#define BEHAVIOR_SAVE_VERSION 2
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void CAI_BehaviorBase::SaveBehaviors(ISave &save, CAI_BehaviorBase *pCurrentBehavior, CAI_BehaviorBase **ppBehavior, int nBehaviors )
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{
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save.StartBlock( BEHAVIOR_SAVE_BLOCKNAME );
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short temp = BEHAVIOR_SAVE_VERSION;
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save.WriteShort( &temp );
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temp = (short)nBehaviors;
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save.WriteShort( &temp );
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for ( int i = 0; i < nBehaviors; i++ )
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{
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if ( strcmp( ppBehavior[i]->GetDataDescMap()->dataClassName, CAI_BehaviorBase::m_DataMap.dataClassName ) != 0 )
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{
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save.StartBlock();
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save.WriteString( ppBehavior[i]->GetDataDescMap()->dataClassName );
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bool bIsCurrent = ( pCurrentBehavior == ppBehavior[i] );
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save.WriteBool( &bIsCurrent );
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ppBehavior[i]->Save( save );
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save.EndBlock();
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}
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}
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save.EndBlock();
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}
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//-------------------------------------
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int CAI_BehaviorBase::RestoreBehaviors(IRestore &restore, CAI_BehaviorBase **ppBehavior, int nBehaviors )
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{
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int iCurrent = -1;
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char szBlockName[SIZE_BLOCK_NAME_BUF];
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restore.StartBlock( szBlockName );
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if ( strcmp( szBlockName, BEHAVIOR_SAVE_BLOCKNAME ) == 0 )
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||
|
{
|
||
|
short version;
|
||
|
restore.ReadShort( &version );
|
||
|
if ( version == BEHAVIOR_SAVE_VERSION )
|
||
|
{
|
||
|
short nToRestore;
|
||
|
char szClassNameCurrent[256];
|
||
|
restore.ReadShort( &nToRestore );
|
||
|
for ( int i = 0; i < nToRestore; i++ )
|
||
|
{
|
||
|
restore.StartBlock();
|
||
|
restore.ReadString( szClassNameCurrent, sizeof( szClassNameCurrent ), 0 );
|
||
|
bool bIsCurrent;
|
||
|
restore.ReadBool( &bIsCurrent );
|
||
|
|
||
|
for ( int j = 0; j < nBehaviors; j++ )
|
||
|
{
|
||
|
if ( strcmp( ppBehavior[j]->GetDataDescMap()->dataClassName, szClassNameCurrent ) == 0 )
|
||
|
{
|
||
|
if ( bIsCurrent )
|
||
|
iCurrent = j;
|
||
|
ppBehavior[j]->Restore( restore );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
restore.EndBlock();
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
restore.EndBlock();
|
||
|
return iCurrent;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|