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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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//=============================================================================//
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#include "cbase.h"
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#include "ai_behavior_assault.h"
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#include "ai_navigator.h"
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#include "ai_memory.h"
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#include "ai_squad.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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ConVar ai_debug_assault("ai_debug_assault", "0");
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BEGIN_DATADESC( CRallyPoint )
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DEFINE_KEYFIELD( m_AssaultPointName, FIELD_STRING, "assaultpoint" ),
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DEFINE_KEYFIELD( m_RallySequenceName, FIELD_STRING, "rallysequence" ),
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DEFINE_KEYFIELD( m_flAssaultDelay, FIELD_FLOAT, "assaultdelay" ),
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DEFINE_KEYFIELD( m_iPriority, FIELD_INTEGER, "priority" ),
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DEFINE_KEYFIELD( m_iStrictness, FIELD_INTEGER, "strict" ),
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DEFINE_KEYFIELD( m_bForceCrouch, FIELD_BOOLEAN, "forcecrouch" ),
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DEFINE_KEYFIELD( m_bIsUrgent, FIELD_BOOLEAN, "urgent" ),
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DEFINE_FIELD( m_hLockedBy, FIELD_EHANDLE ),
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DEFINE_FIELD( m_sExclusivity, FIELD_SHORT ),
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DEFINE_OUTPUT( m_OnArrival, "OnArrival" ),
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END_DATADESC();
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//---------------------------------------------------------
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// Purpose: Communicate exclusivity
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//---------------------------------------------------------
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int CRallyPoint::DrawDebugTextOverlays()
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{
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int offset;
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offset = BaseClass::DrawDebugTextOverlays();
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if ( (m_debugOverlays & OVERLAY_TEXT_BIT) )
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{
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switch( m_sExclusivity )
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{
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case RALLY_EXCLUSIVE_NOT_EVALUATED:
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EntityText( offset, "Exclusive: Not Evaluated", 0 );
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break;
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case RALLY_EXCLUSIVE_YES:
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EntityText( offset, "Exclusive: YES", 0 );
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break;
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case RALLY_EXCLUSIVE_NO:
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EntityText( offset, "Exclusive: NO", 0 );
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break;
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default:
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EntityText( offset, "Exclusive: !?INVALID?!", 0 );
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break;
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}
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offset++;
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if( IsLocked() )
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EntityText( offset, "LOCKED.", 0 );
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else
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EntityText( offset, "Available", 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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// Purpose: If a rally point is 'exclusive' that means that
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// anytime an NPC is anywhere on the assault chain that
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// begins with this rally point, the assault is considered
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// 'exclusive' and no other NPCs will be allowed to use it
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// until the current NPC clears the entire assault chain
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// or dies.
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//
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// If exclusivity has not been determined the first time
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// this function is called, it will be computed and cached
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//---------------------------------------------------------
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bool CRallyPoint::IsExclusive()
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{
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#ifndef HL2_EPISODIC // IF NOT EPISODIC
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// This 'exclusivity' concept is new to EP2. We're only willing to
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// risk causing problems in EP1, so emulate the old behavior if
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// we are not EPISODIC. We must do this by setting m_sExclusivity
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// so that ent_text will properly report the state.
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m_sExclusivity = RALLY_EXCLUSIVE_NO;
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#else
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if( m_sExclusivity == RALLY_EXCLUSIVE_NOT_EVALUATED )
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{
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// We need to evaluate! Walk the chain of assault points
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// and if *ANY* assault points on this assault chain
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// are set to Never Time Out then set this rally point to
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// be exclusive to stop other NPC's walking down the chain
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// and ending up clumped up at the infinite rally point.
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CAssaultPoint *pAssaultEnt = (CAssaultPoint *)gEntList.FindEntityByName( NULL, m_AssaultPointName );
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if( !pAssaultEnt )
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{
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// Well, this is awkward. Leave it up to other assault code to tattle on the missing assault point.
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// We will just assume this assault is not exclusive.
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m_sExclusivity = RALLY_EXCLUSIVE_NO;
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return false;
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}
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// Otherwise, we start by assuming this assault chain is not exclusive.
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m_sExclusivity = RALLY_EXCLUSIVE_NO;
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if( pAssaultEnt )
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{
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CAssaultPoint *pFirstAssaultEnt = pAssaultEnt; //some assault chains are circularly linked
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do
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{
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if( pAssaultEnt->m_bNeverTimeout )
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{
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// We found a never timeout assault point! That makes this whole chain exclusive.
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m_sExclusivity = RALLY_EXCLUSIVE_YES;
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break;
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}
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pAssaultEnt = (CAssaultPoint *)gEntList.FindEntityByName( NULL, pAssaultEnt->m_NextAssaultPointName );
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} while( (pAssaultEnt != NULL) && (pAssaultEnt != pFirstAssaultEnt) );
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}
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}
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#endif// HL2_EPISODIC
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return (m_sExclusivity == RALLY_EXCLUSIVE_YES);
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}
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BEGIN_DATADESC( CAssaultPoint )
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DEFINE_KEYFIELD( m_AssaultHintGroup, FIELD_STRING, "assaultgroup" ),
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DEFINE_KEYFIELD( m_NextAssaultPointName, FIELD_STRING, "nextassaultpoint" ),
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DEFINE_KEYFIELD( m_flAssaultTimeout, FIELD_FLOAT, "assaulttimeout" ),
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DEFINE_KEYFIELD( m_bClearOnContact, FIELD_BOOLEAN, "clearoncontact" ),
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DEFINE_KEYFIELD( m_bAllowDiversion, FIELD_BOOLEAN, "allowdiversion" ),
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DEFINE_KEYFIELD( m_flAllowDiversionRadius, FIELD_FLOAT, "allowdiversionradius" ),
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DEFINE_KEYFIELD( m_bNeverTimeout, FIELD_BOOLEAN, "nevertimeout" ),
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DEFINE_KEYFIELD( m_iStrictness, FIELD_INTEGER, "strict" ),
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DEFINE_KEYFIELD( m_bForceCrouch, FIELD_BOOLEAN, "forcecrouch" ),
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DEFINE_KEYFIELD( m_bIsUrgent, FIELD_BOOLEAN, "urgent" ),
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DEFINE_FIELD( m_bInputForcedClear, FIELD_BOOLEAN ),
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DEFINE_KEYFIELD( m_flAssaultPointTolerance, FIELD_FLOAT, "assaulttolerance" ),
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DEFINE_FIELD( m_flTimeLastUsed, FIELD_TIME ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetClearOnContact", InputSetClearOnContact ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetAllowDiversion", InputSetAllowDiversion ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetForceClear", InputSetForceClear ),
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// Outputs
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DEFINE_OUTPUT( m_OnArrival, "OnArrival" ),
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DEFINE_OUTPUT( m_OnAssaultClear, "OnAssaultClear" ),
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END_DATADESC();
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LINK_ENTITY_TO_CLASS( assault_rallypoint, CRallyPoint ); // just a copy of info_target for now
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LINK_ENTITY_TO_CLASS( assault_assaultpoint, CAssaultPoint ); // has its own class because it needs the entity I/O
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BEGIN_DATADESC( CAI_AssaultBehavior )
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DEFINE_FIELD( m_hAssaultPoint, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hRallyPoint, FIELD_EHANDLE ),
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DEFINE_FIELD( m_AssaultCue, FIELD_INTEGER ),
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DEFINE_FIELD( m_ReceivedAssaultCue, FIELD_INTEGER ),
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DEFINE_FIELD( m_bHitRallyPoint, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bHitAssaultPoint, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bDiverting, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flLastSawAnEnemyAt, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTimeDeferScheduleSelection, FIELD_TIME ),
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DEFINE_FIELD( m_AssaultPointName, FIELD_STRING )
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END_DATADESC();
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CAI_AssaultBehavior::CanRunAScriptedNPCInteraction( bool bForced )
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{
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if ( m_AssaultCue == CUE_NO_ASSAULT )
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{
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// It's OK with the assault behavior, so leave it up to the base class.
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return BaseClass::CanRunAScriptedNPCInteraction( bForced );
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CAI_AssaultBehavior::CAI_AssaultBehavior()
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{
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m_AssaultCue = CUE_NO_ASSAULT;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw any text overlays
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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_AssaultBehavior::DrawDebugTextOverlays( int text_offset )
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{
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char tempstr[ 512 ];
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int offset;
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offset = BaseClass::DrawDebugTextOverlays( 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), "Assault Point: %s %s", STRING( m_AssaultPointName ), VecToString( m_hAssaultPoint->GetAbsOrigin() ) );
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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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// Purpose:
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// Input : cue -
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//-----------------------------------------------------------------------------
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void CAI_AssaultBehavior::ReceiveAssaultCue( AssaultCue_t cue )
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{
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if ( GetOuter() )
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GetOuter()->ForceDecisionThink();
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m_ReceivedAssaultCue = cue;
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SetCondition( COND_PROVOKED );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CAI_AssaultBehavior::AssaultHasBegun()
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{
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if( m_AssaultCue == CUE_DONT_WAIT && IsRunning() && m_bHitRallyPoint )
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{
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return true;
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}
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return m_ReceivedAssaultCue == m_AssaultCue;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find an assaultpoint matching the iszAssaultPointName.
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// If more than one assault point of this type is found, randomly
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// use any of them EXCEPT the one most recently used.
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//-----------------------------------------------------------------------------
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CAssaultPoint *CAI_AssaultBehavior::FindAssaultPoint( string_t iszAssaultPointName )
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{
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CUtlVector<CAssaultPoint*>pAssaultPoints;
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CUtlVector<CAssaultPoint*>pClearAssaultPoints;
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CAssaultPoint *pAssaultEnt = (CAssaultPoint *)gEntList.FindEntityByName( NULL, iszAssaultPointName );
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while( pAssaultEnt != NULL )
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{
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pAssaultPoints.AddToTail( pAssaultEnt );
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pAssaultEnt = (CAssaultPoint *)gEntList.FindEntityByName( pAssaultEnt, iszAssaultPointName );
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}
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// Didn't find any?!
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if( pAssaultPoints.Count() < 1 )
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return NULL;
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// Only found one, just return it.
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if( pAssaultPoints.Count() == 1 )
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return pAssaultPoints[0];
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// Throw out any nodes that I cannot fit my bounding box on.
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for( int i = 0 ; i < pAssaultPoints.Count() ; i++ )
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{
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trace_t tr;
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CAI_BaseNPC *pNPC = GetOuter();
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CAssaultPoint *pAssaultPoint = pAssaultPoints[i];
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AI_TraceHull ( pAssaultPoint->GetAbsOrigin(), pAssaultPoint->GetAbsOrigin(), pNPC->WorldAlignMins(), pNPC->WorldAlignMaxs(), MASK_SOLID, pNPC, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction == 1.0 )
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{
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// Copy this into the list of clear points.
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pClearAssaultPoints.AddToTail(pAssaultPoint);
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}
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}
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// Only one clear assault point left!
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if( pClearAssaultPoints.Count() == 1 )
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return pClearAssaultPoints[0];
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// NONE left. Just return a random assault point, knowing that it's blocked. This is the old behavior, anyway.
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if( pClearAssaultPoints.Count() < 1 )
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return pAssaultPoints[ random->RandomInt(0, (pAssaultPoints.Count() - 1)) ];
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// We found several! First throw out the one most recently used.
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// This prevents picking the same point at this branch twice in a row.
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float flMostRecentTime = -1.0f; // Impossibly old
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int iMostRecentIndex = -1;
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for( int i = 0 ; i < pClearAssaultPoints.Count() ; i++ )
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{
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if( pClearAssaultPoints[i]->m_flTimeLastUsed > flMostRecentTime )
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{
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flMostRecentTime = pClearAssaultPoints[i]->m_flTimeLastUsed;
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iMostRecentIndex = i;
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}
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}
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Assert( iMostRecentIndex > -1 );
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// Remove the most recently used
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pClearAssaultPoints.Remove( iMostRecentIndex );
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return pClearAssaultPoints[ random->RandomInt(0, (pClearAssaultPoints.Count() - 1)) ];
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CAI_AssaultBehavior::SetAssaultPoint( CAssaultPoint *pAssaultPoint )
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{
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m_hAssaultPoint = pAssaultPoint;
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pAssaultPoint->m_flTimeLastUsed = gpGlobals->curtime;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_AssaultBehavior::ClearAssaultPoint( void )
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{
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// To announce clear means that this NPC hasn't seen any live targets in
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// the assault area for the length of time the level designer has
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// specified that they should be vigilant. This effectively deactivates
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// the assault behavior.
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// This can also be happen if an assault point has ClearOnContact set, and
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// an NPC assaulting to this point has seen an enemy.
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// keep track of the name of the assault point
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m_AssaultPointName = m_hAssaultPoint->m_NextAssaultPointName;
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// Do we need to move to another assault point?
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if( m_hAssaultPoint->m_NextAssaultPointName != NULL_STRING )
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{
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CAssaultPoint *pNextPoint = FindAssaultPoint( m_hAssaultPoint->m_NextAssaultPointName );
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if( pNextPoint )
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{
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SetAssaultPoint( pNextPoint );
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// Send our NPC to the next assault point!
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m_bHitAssaultPoint = false;
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return;
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}
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else
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{
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DevMsg("**ERROR: Can't find next assault point: %s\n", STRING(m_hAssaultPoint->m_NextAssaultPointName) );
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|
// Bomb out of assault behavior.
|
|
|
|
m_AssaultCue = CUE_NO_ASSAULT;
|
|
|
|
ClearSchedule( "Can't find next assault point" );
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Just set the cue back to NO_ASSAULT. This disables the behavior.
|
|
|
|
m_AssaultCue = CUE_NO_ASSAULT;
|
|
|
|
|
|
|
|
// Exclusive or not, we unlock here. The assault is done.
|
|
|
|
UnlockRallyPoint();
|
|
|
|
|
|
|
|
// If this assault behavior has changed the NPC's hint group,
|
|
|
|
// slam that NPC's hint group back to null.
|
|
|
|
// !!!TODO: if the NPC had a different hint group before the
|
|
|
|
// assault began, we're slamming that, too! We might want
|
|
|
|
// to cache it off if this becomes a problem (sjb)
|
|
|
|
if( m_hAssaultPoint->m_AssaultHintGroup != NULL_STRING )
|
|
|
|
{
|
|
|
|
GetOuter()->SetHintGroup( NULL_STRING );
|
|
|
|
}
|
|
|
|
|
|
|
|
m_hAssaultPoint->m_OnAssaultClear.FireOutput( GetOuter(), GetOuter(), 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::OnHitAssaultPoint( void )
|
|
|
|
{
|
|
|
|
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_HIT_ASSAULT_POINT );
|
|
|
|
m_bHitAssaultPoint = true;
|
|
|
|
m_hAssaultPoint->m_OnArrival.FireOutput( GetOuter(), m_hAssaultPoint, 0 );
|
|
|
|
|
|
|
|
// Set the assault hint group
|
|
|
|
if( m_hAssaultPoint->m_AssaultHintGroup != NULL_STRING )
|
|
|
|
{
|
|
|
|
SetHintGroup( m_hAssaultPoint->m_AssaultHintGroup );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::GatherConditions( void )
|
|
|
|
{
|
|
|
|
BaseClass::GatherConditions();
|
|
|
|
|
|
|
|
// If this NPC is moving towards an assault point which
|
|
|
|
// a) Has a Next Assault Point, and
|
|
|
|
// b) Is flagged to Clear On Arrival,
|
|
|
|
// then hit and clear the assault point (fire all entity I/O) and move on to the next one without
|
|
|
|
// interrupting the NPC's schedule. This provides a more fluid movement from point to point.
|
|
|
|
if( IsCurSchedule( SCHED_MOVE_TO_ASSAULT_POINT ) && hl2_episodic.GetBool() )
|
|
|
|
{
|
|
|
|
if( m_hAssaultPoint && m_hAssaultPoint->HasSpawnFlags(SF_ASSAULTPOINT_CLEARONARRIVAL) && m_hAssaultPoint->m_NextAssaultPointName != NULL_STRING )
|
|
|
|
{
|
|
|
|
float flDist = GetAbsOrigin().DistTo( m_hAssaultPoint->GetAbsOrigin() );
|
|
|
|
|
|
|
|
if( flDist <= GetOuter()->GetMotor()->MinStoppingDist() )
|
|
|
|
{
|
|
|
|
OnHitAssaultPoint();
|
|
|
|
ClearAssaultPoint();
|
|
|
|
|
|
|
|
AI_NavGoal_t goal( m_hAssaultPoint->GetAbsOrigin() );
|
|
|
|
goal.pTarget = m_hAssaultPoint;
|
|
|
|
|
|
|
|
if ( GetNavigator()->SetGoal( goal ) == false )
|
|
|
|
{
|
|
|
|
TaskFail( "Can't refresh assault path" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( IsForcingCrouch() && GetOuter()->IsCrouching() )
|
|
|
|
{
|
|
|
|
ClearCondition( COND_HEAR_BULLET_IMPACT );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( OnStrictAssault() )
|
|
|
|
{
|
|
|
|
// Don't get distracted. Die trying if you have to.
|
|
|
|
ClearCondition( COND_HEAR_DANGER );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Input : *pTask -
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::StartTask( const Task_t *pTask )
|
|
|
|
{
|
|
|
|
switch( pTask->iTask )
|
|
|
|
{
|
|
|
|
case TASK_RANGE_ATTACK1:
|
|
|
|
BaseClass::StartTask( pTask );
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_ASSAULT_DEFER_SCHEDULE_SELECTION:
|
|
|
|
m_flTimeDeferScheduleSelection = gpGlobals->curtime + pTask->flTaskData;
|
|
|
|
TaskComplete();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_ASSAULT_MOVE_AWAY_PATH:
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_ANNOUNCE_CLEAR:
|
|
|
|
{
|
|
|
|
// If we're at an assault point that can never be cleared, keep waiting forever (if it's the last point in the assault)
|
|
|
|
if ( m_hAssaultPoint &&
|
|
|
|
!m_hAssaultPoint->HasSpawnFlags( SF_ASSAULTPOINT_CLEARONARRIVAL ) &&
|
|
|
|
m_hAssaultPoint->m_bNeverTimeout &&
|
|
|
|
m_hAssaultPoint->m_NextAssaultPointName == NULL_STRING )
|
|
|
|
{
|
|
|
|
TaskComplete();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ClearAssaultPoint();
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_WAIT_ASSAULT_DELAY:
|
|
|
|
{
|
|
|
|
if( m_hRallyPoint )
|
|
|
|
{
|
|
|
|
GetOuter()->SetWait( m_hRallyPoint->m_flAssaultDelay );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_AWAIT_ASSAULT_TIMEOUT:
|
|
|
|
// Maintain vigil for as long as the level designer has asked. Wait
|
|
|
|
// and look for targets.
|
|
|
|
GetOuter()->SetWait( m_hAssaultPoint->m_flAssaultTimeout );
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_GET_PATH_TO_RALLY_POINT:
|
|
|
|
{
|
|
|
|
AI_NavGoal_t goal( m_hRallyPoint->GetAbsOrigin() );
|
|
|
|
goal.pTarget = m_hRallyPoint;
|
|
|
|
if ( GetNavigator()->SetGoal( goal ) == false )
|
|
|
|
{
|
|
|
|
// Try and get as close as possible otherwise
|
|
|
|
AI_NavGoal_t nearGoal( GOALTYPE_LOCATION_NEAREST_NODE, m_hRallyPoint->GetAbsOrigin(), AIN_DEF_ACTIVITY, 256 );
|
|
|
|
if ( GetNavigator()->SetGoal( nearGoal, AIN_CLEAR_PREVIOUS_STATE ) )
|
|
|
|
{
|
|
|
|
//FIXME: HACK! The internal pathfinding is setting this without our consent, so override it!
|
|
|
|
ClearCondition( COND_TASK_FAILED );
|
|
|
|
GetNavigator()->SetArrivalDirection( m_hRallyPoint->GetAbsAngles() );
|
|
|
|
TaskComplete();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
GetNavigator()->SetArrivalDirection( m_hRallyPoint->GetAbsAngles() );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_FACE_RALLY_POINT:
|
|
|
|
{
|
|
|
|
UpdateForceCrouch();
|
|
|
|
|
|
|
|
GetMotor()->SetIdealYaw( m_hRallyPoint->GetAbsAngles().y );
|
|
|
|
GetOuter()->SetTurnActivity();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_GET_PATH_TO_ASSAULT_POINT:
|
|
|
|
{
|
|
|
|
AI_NavGoal_t goal( m_hAssaultPoint->GetAbsOrigin() );
|
|
|
|
goal.pTarget = m_hAssaultPoint;
|
|
|
|
if ( GetNavigator()->SetGoal( goal ) == false )
|
|
|
|
{
|
|
|
|
// Try and get as close as possible otherwise
|
|
|
|
AI_NavGoal_t nearGoal( GOALTYPE_LOCATION_NEAREST_NODE, m_hAssaultPoint->GetAbsOrigin(), AIN_DEF_ACTIVITY, 256 );
|
|
|
|
if ( GetNavigator()->SetGoal( nearGoal, AIN_CLEAR_PREVIOUS_STATE ) )
|
|
|
|
{
|
|
|
|
//FIXME: HACK! The internal pathfinding is setting this without our consent, so override it!
|
|
|
|
ClearCondition( COND_TASK_FAILED );
|
|
|
|
GetNavigator()->SetArrivalDirection( m_hAssaultPoint->GetAbsAngles() );
|
|
|
|
TaskComplete();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
GetNavigator()->SetArrivalDirection( m_hAssaultPoint->GetAbsAngles() );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_FACE_ASSAULT_POINT:
|
|
|
|
{
|
|
|
|
UpdateForceCrouch();
|
|
|
|
|
|
|
|
if( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
|
|
|
|
{
|
|
|
|
// If I can already fight when I arrive, don't bother running any facing code. Let
|
|
|
|
// The combat AI do that. Turning here will only make the NPC look dumb in a combat
|
|
|
|
// situation because it will take time to turn before attacking.
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
GetMotor()->SetIdealYaw( m_hAssaultPoint->GetAbsAngles().y );
|
|
|
|
GetOuter()->SetTurnActivity();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_HIT_ASSAULT_POINT:
|
|
|
|
OnHitAssaultPoint();
|
|
|
|
TaskComplete();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_HIT_RALLY_POINT:
|
|
|
|
// Once we're stading on it and facing the correct direction,
|
|
|
|
// we have arrived at rally point.
|
|
|
|
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_HIT_RALLY_POINT );
|
|
|
|
|
|
|
|
m_bHitRallyPoint = true;
|
|
|
|
m_hRallyPoint->m_OnArrival.FireOutput( GetOuter(), m_hRallyPoint, 0 );
|
|
|
|
|
|
|
|
TaskComplete();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_AWAIT_CUE:
|
|
|
|
if( PollAssaultCue() )
|
|
|
|
{
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Don't do anything if we've been told to crouch
|
|
|
|
if ( IsForcingCrouch() )
|
|
|
|
break;
|
|
|
|
|
|
|
|
else if( m_hRallyPoint->m_RallySequenceName != NULL_STRING )
|
|
|
|
{
|
|
|
|
// The cue hasn't been given yet, so set to the rally sequence.
|
|
|
|
int sequence = GetOuter()->LookupSequence( STRING( m_hRallyPoint->m_RallySequenceName ) );
|
|
|
|
if( sequence != -1 )
|
|
|
|
{
|
|
|
|
GetOuter()->ResetSequence( sequence );
|
|
|
|
GetOuter()->SetIdealActivity( ACT_DO_NOT_DISTURB );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Only chain this task if I'm not playing a custom animation
|
|
|
|
if( GetOuter()->GetEnemy() )
|
|
|
|
{
|
|
|
|
ChainStartTask( TASK_FACE_ENEMY, 0 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
BaseClass::StartTask( pTask );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Input : *pTask -
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::RunTask( const Task_t *pTask )
|
|
|
|
{
|
|
|
|
switch( pTask->iTask )
|
|
|
|
{
|
|
|
|
case TASK_WAIT_ASSAULT_DELAY:
|
|
|
|
case TASK_AWAIT_ASSAULT_TIMEOUT:
|
|
|
|
if ( m_hAssaultPoint )
|
|
|
|
{
|
|
|
|
if ( m_hAssaultPoint->m_bInputForcedClear || (m_hAssaultPoint->m_bClearOnContact && HasCondition( COND_SEE_ENEMY )) )
|
|
|
|
{
|
|
|
|
// If we're on an assault that should clear on contact, clear when we see an enemy
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( GetOuter()->IsWaitFinished() && ( pTask->iTask == TASK_WAIT_ASSAULT_DELAY || !m_hAssaultPoint->m_bNeverTimeout ) )
|
|
|
|
{
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_FACE_RALLY_POINT:
|
|
|
|
case TASK_FACE_ASSAULT_POINT:
|
|
|
|
GetMotor()->UpdateYaw();
|
|
|
|
|
|
|
|
if( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
|
|
|
|
{
|
|
|
|
// Out early if the NPC can attack.
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( GetOuter()->FacingIdeal() )
|
|
|
|
{
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_AWAIT_CUE:
|
|
|
|
// If we've lost our rally point, abort
|
|
|
|
if ( !m_hRallyPoint )
|
|
|
|
{
|
|
|
|
TaskFail("No rally point.");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( PollAssaultCue() )
|
|
|
|
{
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( IsForcingCrouch() )
|
|
|
|
break;
|
|
|
|
|
|
|
|
if( GetOuter()->GetEnemy() && m_hRallyPoint->m_RallySequenceName == NULL_STRING && !HasCondition(COND_ENEMY_OCCLUDED) )
|
|
|
|
{
|
|
|
|
// I have an enemy and I'm NOT playing a custom animation.
|
|
|
|
ChainRunTask( TASK_FACE_ENEMY, 0 );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TASK_WAIT_FOR_MOVEMENT:
|
|
|
|
if ( ai_debug_assault.GetBool() )
|
|
|
|
{
|
|
|
|
if ( IsCurSchedule( SCHED_MOVE_TO_ASSAULT_POINT ) )
|
|
|
|
{
|
|
|
|
NDebugOverlay::Line( WorldSpaceCenter(), GetNavigator()->GetGoalPos(), 255,0,0, true,0.1);
|
|
|
|
NDebugOverlay::Box( GetNavigator()->GetGoalPos(), -Vector(10,10,10), Vector(10,10,10), 255,0,0, 8, 0.1 );
|
|
|
|
}
|
|
|
|
else if ( IsCurSchedule( SCHED_MOVE_TO_RALLY_POINT ) )
|
|
|
|
{
|
|
|
|
NDebugOverlay::Line( WorldSpaceCenter(), GetNavigator()->GetGoalPos(), 0,255,0, true,0.1);
|
|
|
|
NDebugOverlay::Box( GetNavigator()->GetGoalPos(), -Vector(10,10,10), Vector(10,10,10), 0,255,0, 8, 0.1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( m_hAssaultPoint && (m_hAssaultPoint->m_bInputForcedClear || (m_hAssaultPoint->m_bClearOnContact && HasCondition( COND_SEE_ENEMY ))) )
|
|
|
|
{
|
|
|
|
DevMsg( "Assault Cleared due to Contact or Input!\n" );
|
|
|
|
ClearAssaultPoint();
|
|
|
|
TaskComplete();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( ( ( !GetOuter()->DidChooseEnemy() && gpGlobals->curtime - GetOuter()->GetTimeEnemyAcquired() > 1 ) || !GetOuter()->GetEnemy() ) )
|
|
|
|
{
|
|
|
|
CBaseEntity *pNewEnemy = GetOuter()->BestEnemy();
|
|
|
|
|
|
|
|
if( pNewEnemy != NULL && pNewEnemy != GetOuter()->GetEnemy() )
|
|
|
|
{
|
|
|
|
GetOuter()->SetEnemy( pNewEnemy );
|
|
|
|
GetOuter()->SetState( NPC_STATE_COMBAT );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BaseClass::RunTask( pTask );
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
BaseClass::RunTask( pTask );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CRallyPoint *CAI_AssaultBehavior::FindBestRallyPointInRadius( const Vector &vecCenter, float flRadius )
|
|
|
|
{
|
|
|
|
VPROF_BUDGET( "CAI_AssaultBehavior::FindBestRallyPointInRadius", VPROF_BUDGETGROUP_NPCS );
|
|
|
|
|
|
|
|
const int RALLY_SEARCH_ENTS = 30;
|
|
|
|
CBaseEntity *pEntities[RALLY_SEARCH_ENTS];
|
|
|
|
int iNumEntities = UTIL_EntitiesInSphere( pEntities, RALLY_SEARCH_ENTS, vecCenter, flRadius, 0 );
|
|
|
|
|
|
|
|
CRallyPoint *pBest = NULL;
|
|
|
|
int iBestPriority = -1;
|
|
|
|
|
|
|
|
for ( int i = 0; i < iNumEntities; i++ )
|
|
|
|
{
|
|
|
|
CRallyPoint *pRallyEnt = dynamic_cast<CRallyPoint *>(pEntities[i]);
|
|
|
|
|
|
|
|
if( pRallyEnt )
|
|
|
|
{
|
|
|
|
if( !pRallyEnt->IsLocked() )
|
|
|
|
{
|
|
|
|
// Consider this point.
|
|
|
|
if( pRallyEnt->m_iPriority > iBestPriority )
|
|
|
|
{
|
|
|
|
pBest = pRallyEnt;
|
|
|
|
iBestPriority = pRallyEnt->m_iPriority;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return pBest;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_AssaultBehavior::IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint )
|
|
|
|
{
|
|
|
|
CBaseEntity *pCuePoint = NULL;
|
|
|
|
float flTolerance = 0.0f;
|
|
|
|
|
|
|
|
if( m_bHitRallyPoint && !m_bHitAssaultPoint && !AssaultHasBegun() )
|
|
|
|
{
|
|
|
|
if( m_hRallyPoint != NULL )
|
|
|
|
{
|
|
|
|
pCuePoint = m_hRallyPoint;
|
|
|
|
flTolerance = CUE_POINT_TOLERANCE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( m_bHitAssaultPoint )
|
|
|
|
{
|
|
|
|
if( m_hAssaultPoint != NULL )
|
|
|
|
{
|
|
|
|
pCuePoint = m_hAssaultPoint;
|
|
|
|
flTolerance = m_hAssaultPoint->m_flAssaultPointTolerance;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( pCuePoint && (vLocation - pCuePoint->GetAbsOrigin()).Length2DSqr() > Square( flTolerance - 0.1 ) )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return BaseClass::IsValidShootPosition( vLocation, pNode, pHint );
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float CAI_AssaultBehavior::GetMaxTacticalLateralMovement( void )
|
|
|
|
{
|
|
|
|
return CUE_POINT_TOLERANCE - 0.1;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::UpdateOnRemove()
|
|
|
|
{
|
|
|
|
// Ignore exclusivity. Our NPC just died.
|
|
|
|
UnlockRallyPoint();
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Output : Returns true on success, false on failure.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_AssaultBehavior::OnStrictAssault( void )
|
|
|
|
{
|
|
|
|
return (m_hAssaultPoint && m_hAssaultPoint->m_iStrictness);
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Output : Returns true on success, false on failure.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_AssaultBehavior::UpdateForceCrouch( void )
|
|
|
|
{
|
|
|
|
if ( IsForcingCrouch() )
|
|
|
|
{
|
|
|
|
// Only force crouch when we're near the point we're supposed to crouch at
|
|
|
|
float flDistanceToTargetSqr = GetOuter()->GetAbsOrigin().DistToSqr( AssaultHasBegun() ? m_hAssaultPoint->GetAbsOrigin() : m_hRallyPoint->GetAbsOrigin() );
|
|
|
|
if ( flDistanceToTargetSqr < (64*64) )
|
|
|
|
{
|
|
|
|
GetOuter()->ForceCrouch();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
GetOuter()->ClearForceCrouch();
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Output : Returns true on success, false on failure.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_AssaultBehavior::IsForcingCrouch( void )
|
|
|
|
{
|
|
|
|
if ( AssaultHasBegun() )
|
|
|
|
return (m_hAssaultPoint && m_hAssaultPoint->m_bForceCrouch);
|
|
|
|
|
|
|
|
return (m_hRallyPoint && m_hRallyPoint->m_bForceCrouch);
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Output : Returns true on success, false on failure.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_AssaultBehavior::IsUrgent( void )
|
|
|
|
{
|
|
|
|
if ( AssaultHasBegun() )
|
|
|
|
return (m_hAssaultPoint && m_hAssaultPoint->m_bIsUrgent);
|
|
|
|
|
|
|
|
return (m_hRallyPoint && m_hRallyPoint->m_bIsUrgent);
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Unlock any rally points the behavior is currently locking
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::UnlockRallyPoint( void )
|
|
|
|
{
|
|
|
|
CAI_AssaultBehavior *pBehavior;
|
|
|
|
if ( GetOuter()->GetBehavior( &pBehavior ) )
|
|
|
|
{
|
|
|
|
if( pBehavior->m_hRallyPoint )
|
|
|
|
{
|
|
|
|
pBehavior->m_hRallyPoint->Unlock( GetOuter() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Input : *pRallyPoint -
|
|
|
|
// assaultcue -
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::SetParameters( CBaseEntity *pRallyEnt, AssaultCue_t assaultcue )
|
|
|
|
{
|
|
|
|
VPROF_BUDGET( "CAI_AssaultBehavior::SetParameters", VPROF_BUDGETGROUP_NPCS );
|
|
|
|
|
|
|
|
// Clean up any soon to be dangling rally points
|
|
|
|
UnlockRallyPoint();
|
|
|
|
|
|
|
|
// Firstly, find a rally point.
|
|
|
|
CRallyPoint *pRallyPoint = dynamic_cast<CRallyPoint *>(pRallyEnt);
|
|
|
|
|
|
|
|
if( pRallyPoint )
|
|
|
|
{
|
|
|
|
if( !pRallyPoint->IsLocked() )
|
|
|
|
{
|
|
|
|
// Claim it.
|
|
|
|
m_hRallyPoint = pRallyPoint;
|
|
|
|
m_hRallyPoint->Lock( GetOuter() );
|
|
|
|
|
|
|
|
m_AssaultCue = assaultcue;
|
|
|
|
InitializeBehavior();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DevMsg("**ERROR: Specified a rally point that is LOCKED!\n" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DevMsg("**ERROR: Bad RallyPoint in SetParameters\n" );
|
|
|
|
|
|
|
|
// Bomb out of assault behavior.
|
|
|
|
m_AssaultCue = CUE_NO_ASSAULT;
|
|
|
|
ClearSchedule( "Bad rally point" );
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Input : rallypointname -
|
|
|
|
// assaultcue -
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::SetParameters( string_t rallypointname, AssaultCue_t assaultcue, int rallySelectMethod )
|
|
|
|
{
|
|
|
|
VPROF_BUDGET( "CAI_AssaultBehavior::SetParameters", VPROF_BUDGETGROUP_NPCS );
|
|
|
|
|
|
|
|
// Clean up any soon to be dangling rally points
|
|
|
|
UnlockRallyPoint();
|
|
|
|
|
|
|
|
// Firstly, find a rally point.
|
|
|
|
CRallyPoint *pRallyEnt = dynamic_cast<CRallyPoint *>(gEntList.FindEntityByName( NULL, rallypointname ) );
|
|
|
|
|
|
|
|
CRallyPoint *pBest = NULL;
|
|
|
|
int iBestPriority = -1;
|
|
|
|
|
|
|
|
switch( rallySelectMethod )
|
|
|
|
{
|
|
|
|
case RALLY_POINT_SELECT_DEFAULT:
|
|
|
|
{
|
|
|
|
while( pRallyEnt )
|
|
|
|
{
|
|
|
|
if( !pRallyEnt->IsLocked() )
|
|
|
|
{
|
|
|
|
// Consider this point.
|
|
|
|
if( pRallyEnt->m_iPriority > iBestPriority )
|
|
|
|
{
|
|
|
|
// This point is higher priority. I must take it.
|
|
|
|
pBest = pRallyEnt;
|
|
|
|
iBestPriority = pRallyEnt->m_iPriority;
|
|
|
|
}
|
|
|
|
else if ( pRallyEnt->m_iPriority == iBestPriority )
|
|
|
|
{
|
|
|
|
// This point is the same priority as my current best.
|
|
|
|
// I must take it if it is closer.
|
|
|
|
Vector vecStart = GetOuter()->GetAbsOrigin();
|
|
|
|
|
|
|
|
float flNewDist, flBestDist;
|
|
|
|
|
|
|
|
flNewDist = ( pRallyEnt->GetAbsOrigin() - vecStart ).LengthSqr();
|
|
|
|
flBestDist = ( pBest->GetAbsOrigin() - vecStart ).LengthSqr();
|
|
|
|
|
|
|
|
if( flNewDist < flBestDist )
|
|
|
|
{
|
|
|
|
// Priority is already identical. Just take this point.
|
|
|
|
pBest = pRallyEnt;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pRallyEnt = dynamic_cast<CRallyPoint *>(gEntList.FindEntityByName( pRallyEnt, rallypointname, NULL ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case RALLY_POINT_SELECT_RANDOM:
|
|
|
|
{
|
|
|
|
// Gather all available points into a utilvector, then pick one at random.
|
|
|
|
|
|
|
|
CUtlVector<CRallyPoint *> rallyPoints; // List of rally points that are available to choose from.
|
|
|
|
|
|
|
|
while( pRallyEnt )
|
|
|
|
{
|
|
|
|
if( !pRallyEnt->IsLocked() )
|
|
|
|
{
|
|
|
|
rallyPoints.AddToTail( pRallyEnt );
|
|
|
|
}
|
|
|
|
|
|
|
|
pRallyEnt = dynamic_cast<CRallyPoint *>(gEntList.FindEntityByName( pRallyEnt, rallypointname ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( rallyPoints.Count() > 0 )
|
|
|
|
{
|
|
|
|
pBest = rallyPoints[ random->RandomInt(0, rallyPoints.Count()- 1) ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
DevMsg( "ERROR: INVALID RALLY POINT SELECTION METHOD. Assault will not function.\n");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !pBest )
|
|
|
|
{
|
|
|
|
DevMsg("%s Didn't find a best rally point!\n", GetOuter()->GetEntityName().ToCStr() );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
pBest->Lock( GetOuter() );
|
|
|
|
m_hRallyPoint = pBest;
|
|
|
|
|
|
|
|
if( !m_hRallyPoint )
|
|
|
|
{
|
|
|
|
DevMsg("**ERROR: Can't find a rally point named '%s'\n", STRING( rallypointname ));
|
|
|
|
|
|
|
|
// Bomb out of assault behavior.
|
|
|
|
m_AssaultCue = CUE_NO_ASSAULT;
|
|
|
|
ClearSchedule( "Can't find rally point" );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_AssaultCue = assaultcue;
|
|
|
|
InitializeBehavior();
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::InitializeBehavior()
|
|
|
|
{
|
|
|
|
// initialize the variables that track whether the NPC has reached (hit)
|
|
|
|
// his rally and assault points already. Be advised, having hit the point
|
|
|
|
// only means you have been to it at some point. Doesn't mean you're standing
|
|
|
|
// there still. Mainly used to understand which 'phase' of the assault an NPC
|
|
|
|
// is in.
|
|
|
|
m_bHitRallyPoint = false;
|
|
|
|
m_bHitAssaultPoint = false;
|
|
|
|
|
|
|
|
m_hAssaultPoint = 0;
|
|
|
|
|
|
|
|
m_bDiverting = false;
|
|
|
|
m_flLastSawAnEnemyAt = 0;
|
|
|
|
|
|
|
|
// Also reset the status of externally received assault cues
|
|
|
|
m_ReceivedAssaultCue = CUE_NO_ASSAULT;
|
|
|
|
|
|
|
|
CAssaultPoint *pAssaultEnt = FindAssaultPoint( m_hRallyPoint->m_AssaultPointName );
|
|
|
|
|
|
|
|
if( pAssaultEnt )
|
|
|
|
{
|
|
|
|
SetAssaultPoint(pAssaultEnt);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DevMsg("**ERROR: Can't find any assault points named: %s\n", STRING( m_hRallyPoint->m_AssaultPointName ));
|
|
|
|
|
|
|
|
// Bomb out of assault behavior.
|
|
|
|
m_AssaultCue = CUE_NO_ASSAULT;
|
|
|
|
ClearSchedule( "Can't find assault point" );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Slam the NPC's schedule so that he starts picking Assault schedules right now.
|
|
|
|
ClearSchedule( "Initializing assault behavior" );
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Check conditions and see if the cue to being an assault has come.
|
|
|
|
// Output : Returns true on success, false on failure.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_AssaultBehavior::PollAssaultCue( void )
|
|
|
|
{
|
|
|
|
// right now, always go when the commander says.
|
|
|
|
if( m_ReceivedAssaultCue == CUE_COMMANDER )
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch( m_AssaultCue )
|
|
|
|
{
|
|
|
|
case CUE_NO_ASSAULT:
|
|
|
|
// NO_ASSAULT never ever triggers.
|
|
|
|
return false;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CUE_ENTITY_INPUT:
|
|
|
|
return m_ReceivedAssaultCue == CUE_ENTITY_INPUT;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CUE_PLAYER_GUNFIRE:
|
|
|
|
// Any gunfire will trigger this right now (sjb)
|
|
|
|
if( HasCondition( COND_HEAR_COMBAT ) )
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CUE_DONT_WAIT:
|
|
|
|
// Just keep going!
|
|
|
|
m_ReceivedAssaultCue = CUE_DONT_WAIT;
|
|
|
|
return true;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CUE_COMMANDER:
|
|
|
|
// Player told me to go, so go!
|
|
|
|
return m_ReceivedAssaultCue == CUE_COMMANDER;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::OnRestore()
|
|
|
|
{
|
|
|
|
if ( !m_hAssaultPoint || !m_hRallyPoint )
|
|
|
|
{
|
|
|
|
Disable();
|
|
|
|
NotifyChangeBehaviorStatus();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Output : Returns true on success, false on failure.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_AssaultBehavior::CanSelectSchedule()
|
|
|
|
{
|
|
|
|
if ( !GetOuter()->IsInterruptable() )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if ( GetOuter()->HasCondition( COND_RECEIVED_ORDERS ) )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// We're letting other AI run for a little while because the assault AI failed recently.
|
|
|
|
if ( m_flTimeDeferScheduleSelection > gpGlobals->curtime )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// No schedule selection if no assault is being conducted.
|
|
|
|
if( m_AssaultCue == CUE_NO_ASSAULT )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if ( !m_hAssaultPoint || !m_hRallyPoint )
|
|
|
|
{
|
|
|
|
Disable();
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Remember when we last saw an enemy
|
|
|
|
if ( GetEnemy() )
|
|
|
|
{
|
|
|
|
m_flLastSawAnEnemyAt = gpGlobals->curtime;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we've seen an enemy in the last few seconds, and we're allowed to divert,
|
|
|
|
// let the base AI decide what I should do.
|
|
|
|
if ( IsAllowedToDivert() )
|
|
|
|
{
|
|
|
|
// Return true, but remember that we're actually allowing them to divert
|
|
|
|
// This is done because we don't want the assault behaviour to think it's finished with the assault.
|
|
|
|
m_bDiverting = true;
|
|
|
|
}
|
|
|
|
else if ( m_bDiverting )
|
|
|
|
{
|
|
|
|
// If we were diverting, provoke us to make a new schedule selection
|
|
|
|
SetCondition( COND_PROVOKED );
|
|
|
|
|
|
|
|
m_bDiverting = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we're diverting, let the base AI decide everything
|
|
|
|
if ( m_bDiverting )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::BeginScheduleSelection()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::EndScheduleSelection()
|
|
|
|
{
|
|
|
|
m_bHitAssaultPoint = false;
|
|
|
|
|
|
|
|
if( m_hRallyPoint != NULL )
|
|
|
|
{
|
|
|
|
if( !m_hRallyPoint->IsExclusive() )
|
|
|
|
m_bHitRallyPoint = false;
|
|
|
|
|
|
|
|
if( !hl2_episodic.GetBool() || !m_hRallyPoint->IsExclusive() || !GetOuter()->IsAlive() )
|
|
|
|
{
|
|
|
|
// Here we unlock the rally point if it is NOT EXCLUSIVE
|
|
|
|
// -OR- the Outer is DEAD. (This gives us a head-start on
|
|
|
|
// preparing the point to take new NPCs right away. Otherwise
|
|
|
|
// we have to wait two seconds until the behavior is destroyed.)
|
|
|
|
// NOTICE that the legacy (non-episodic) support calls UnlockRallyPoint
|
|
|
|
// unconditionally on EndScheduleSelection()
|
|
|
|
UnlockRallyPoint();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
GetOuter()->ClearForceCrouch();
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Input : scheduleType -
|
|
|
|
// Output : int
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int CAI_AssaultBehavior::TranslateSchedule( int scheduleType )
|
|
|
|
{
|
|
|
|
switch( scheduleType )
|
|
|
|
{
|
|
|
|
case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK:
|
|
|
|
// This nasty schedule can allow the NPC to violate their position near
|
|
|
|
// the assault point. Translate it away to something stationary. (sjb)
|
|
|
|
return SCHED_COMBAT_FACE;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SCHED_RANGE_ATTACK1:
|
|
|
|
if ( GetOuter()->GetShotRegulator()->IsInRestInterval() )
|
|
|
|
{
|
|
|
|
if ( GetOuter()->HasStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
|
|
|
|
GetOuter()->VacateStrategySlot();
|
|
|
|
return SCHED_COMBAT_FACE; // @TODO (toml 07-02-03): Should do something more tactically sensible
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SCHED_MOVE_TO_WEAPON_RANGE:
|
|
|
|
case SCHED_CHASE_ENEMY:
|
|
|
|
if( m_bHitAssaultPoint )
|
|
|
|
{
|
|
|
|
return SCHED_WAIT_AND_CLEAR;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return SCHED_MOVE_TO_ASSAULT_POINT;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SCHED_HOLD_RALLY_POINT:
|
|
|
|
if( HasCondition(COND_NO_PRIMARY_AMMO) || HasCondition(COND_LOW_PRIMARY_AMMO) )
|
|
|
|
{
|
|
|
|
return SCHED_RELOAD;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SCHED_MOVE_TO_ASSAULT_POINT:
|
|
|
|
{
|
|
|
|
float flDist = ( m_hAssaultPoint->GetAbsOrigin() - GetAbsOrigin() ).Length();
|
|
|
|
if ( flDist <= 12.0f )
|
|
|
|
return SCHED_AT_ASSAULT_POINT;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::OnStartSchedule( int scheduleType )
|
|
|
|
{
|
|
|
|
if ( scheduleType == SCHED_HIDE_AND_RELOAD ) //!!!HACKHACK
|
|
|
|
{
|
|
|
|
// Dirty the assault point flag so that we return to assault point
|
|
|
|
m_bHitAssaultPoint = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::ClearSchedule( const char *szReason )
|
|
|
|
{
|
|
|
|
// HACKHACK: In reality, we shouldn't be clearing the schedule ever if the assault
|
|
|
|
// behavior isn't actually in charge of the NPC. Fix after ship. For now, hacking
|
|
|
|
// a fix to Grigori failing to make it over the fence of the graveyard in d1_town_02a
|
|
|
|
if ( GetOuter()->ClassMatches( "npc_monk" ) && GetOuter()->GetState() == NPC_STATE_SCRIPT )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Don't allow it if we're in a vehicle
|
|
|
|
if ( GetOuter()->IsInAVehicle() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
GetOuter()->ClearSchedule( szReason );
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_AssaultBehavior::IsAllowedToDivert( void )
|
|
|
|
{
|
|
|
|
if ( m_hAssaultPoint && m_hAssaultPoint->m_bAllowDiversion )
|
|
|
|
{
|
|
|
|
if ( m_hAssaultPoint->m_flAllowDiversionRadius == 0.0f || (m_bHitAssaultPoint && GetEnemy() != NULL && GetEnemy()->GetAbsOrigin().DistToSqr(m_hAssaultPoint->GetAbsOrigin()) <= Square(m_hAssaultPoint->m_flAllowDiversionRadius)) )
|
|
|
|
{
|
|
|
|
if ( m_flLastSawAnEnemyAt && ((gpGlobals->curtime - m_flLastSawAnEnemyAt) < ASSAULT_DIVERSION_TIME) )
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::BuildScheduleTestBits()
|
|
|
|
{
|
|
|
|
BaseClass::BuildScheduleTestBits();
|
|
|
|
|
|
|
|
// If we're allowed to divert, add the appropriate interrupts to our movement schedules
|
|
|
|
if ( IsAllowedToDivert() )
|
|
|
|
{
|
|
|
|
if ( IsCurSchedule( SCHED_MOVE_TO_ASSAULT_POINT ) ||
|
|
|
|
IsCurSchedule( SCHED_MOVE_TO_RALLY_POINT ) ||
|
|
|
|
IsCurSchedule( SCHED_HOLD_RALLY_POINT ) )
|
|
|
|
{
|
|
|
|
GetOuter()->SetCustomInterruptCondition( COND_NEW_ENEMY );
|
|
|
|
GetOuter()->SetCustomInterruptCondition( COND_SEE_ENEMY );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultBehavior::OnScheduleChange()
|
|
|
|
{
|
|
|
|
if( IsCurSchedule(SCHED_WAIT_AND_CLEAR, false) )
|
|
|
|
{
|
|
|
|
if( m_hAssaultPoint && m_hAssaultPoint->m_bClearOnContact )
|
|
|
|
{
|
|
|
|
if( HasCondition(COND_SEE_ENEMY) )
|
|
|
|
{
|
|
|
|
ClearAssaultPoint();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BaseClass::OnScheduleChange();
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Output : int
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int CAI_AssaultBehavior::SelectSchedule()
|
|
|
|
{
|
|
|
|
if ( !OnStrictAssault() )
|
|
|
|
{
|
|
|
|
if( HasCondition( COND_PLAYER_PUSHING ) )
|
|
|
|
return SCHED_ASSAULT_MOVE_AWAY;
|
|
|
|
|
|
|
|
if( HasCondition( COND_HEAR_DANGER ) )
|
|
|
|
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
|
|
|
|
return SCHED_MELEE_ATTACK1;
|
|
|
|
|
|
|
|
// If you're empty, reload before trying to carry out any assault functions.
|
|
|
|
if( HasCondition( COND_NO_PRIMARY_AMMO ) )
|
|
|
|
return SCHED_RELOAD;
|
|
|
|
|
|
|
|
if( m_bHitRallyPoint && !m_bHitAssaultPoint && !AssaultHasBegun() )
|
|
|
|
{
|
|
|
|
// If I have hit my rally point, but I haven't hit my assault point yet,
|
|
|
|
// Make sure I'm still on my rally point, cause another behavior may have moved me.
|
|
|
|
// 2D check to be within 32 units of my rallypoint.
|
|
|
|
Vector vecDiff = GetAbsOrigin() - m_hRallyPoint->GetAbsOrigin();
|
|
|
|
vecDiff.z = 0.0;
|
|
|
|
|
|
|
|
if( vecDiff.LengthSqr() > Square(CUE_POINT_TOLERANCE) )
|
|
|
|
{
|
|
|
|
// Someone moved me away. Get back to rally point.
|
|
|
|
m_bHitRallyPoint = false;
|
|
|
|
return SCHED_MOVE_TO_RALLY_POINT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( m_bHitAssaultPoint )
|
|
|
|
{
|
|
|
|
// Likewise. If I have hit my assault point, make sure I'm still there. Another
|
|
|
|
// behavior (hide and reload) may have moved me away.
|
|
|
|
Vector vecDiff = GetAbsOrigin() - m_hAssaultPoint->GetAbsOrigin();
|
|
|
|
vecDiff.z = 0.0;
|
|
|
|
|
|
|
|
if( vecDiff.LengthSqr() > Square(CUE_POINT_TOLERANCE) )
|
|
|
|
{
|
|
|
|
// Someone moved me away.
|
|
|
|
m_bHitAssaultPoint = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Go to my rally point, unless the assault's begun.
|
|
|
|
if( !m_bHitRallyPoint && !AssaultHasBegun() )
|
|
|
|
{
|
|
|
|
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_SQUAD_ADVANCE_TO_RALLY );
|
|
|
|
return SCHED_MOVE_TO_RALLY_POINT;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !m_bHitAssaultPoint )
|
|
|
|
{
|
|
|
|
if( m_ReceivedAssaultCue == m_AssaultCue || m_ReceivedAssaultCue == CUE_COMMANDER || m_AssaultCue == CUE_DONT_WAIT )
|
|
|
|
{
|
|
|
|
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_SQUAD_ADVANCE_TO_ASSAULT );
|
|
|
|
|
|
|
|
if ( m_hRallyPoint && !m_hRallyPoint->IsExclusive() )
|
|
|
|
{
|
|
|
|
// If this assault chain is not exclusive, then free up the rallypoint so that others can follow me
|
|
|
|
// Otherwise, we do not unlock this rally point until we are FINISHED or DEAD. It's exclusively our chain of assault
|
|
|
|
UnlockRallyPoint();// Here we go! Free up the rally point since I'm moving to assault.
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !UpdateForceCrouch() )
|
|
|
|
{
|
|
|
|
GetOuter()->ClearForceCrouch();
|
|
|
|
}
|
|
|
|
|
|
|
|
return SCHED_MOVE_TO_ASSAULT_POINT;
|
|
|
|
}
|
|
|
|
else if( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
|
|
|
|
{
|
|
|
|
return SCHED_RANGE_ATTACK1;
|
|
|
|
}
|
|
|
|
else if( HasCondition( COND_NO_PRIMARY_AMMO ) )
|
|
|
|
{
|
|
|
|
// Don't run off to reload.
|
|
|
|
return SCHED_RELOAD;
|
|
|
|
}
|
|
|
|
else if( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
|
|
|
|
{
|
|
|
|
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_UNDER_ATTACK );
|
|
|
|
return SCHED_ALERT_FACE;
|
|
|
|
}
|
|
|
|
else if( GetOuter()->GetEnemy() && !HasCondition( COND_CAN_RANGE_ATTACK1 ) && !HasCondition( COND_CAN_RANGE_ATTACK2) && !HasCondition(COND_ENEMY_OCCLUDED) )
|
|
|
|
{
|
|
|
|
return SCHED_COMBAT_FACE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
UpdateForceCrouch();
|
|
|
|
return SCHED_HOLD_RALLY_POINT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( HasCondition( COND_NO_PRIMARY_AMMO ) )
|
|
|
|
{
|
|
|
|
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_COVER_NO_AMMO );
|
|
|
|
return SCHED_HIDE_AND_RELOAD;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_hAssaultPoint->HasSpawnFlags( SF_ASSAULTPOINT_CLEARONARRIVAL ) )
|
|
|
|
{
|
|
|
|
return SCHED_CLEAR_ASSAULT_POINT;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( (!GetEnemy() || HasCondition(COND_ENEMY_OCCLUDED)) && !GetOuter()->HasConditionsToInterruptSchedule( SCHED_WAIT_AND_CLEAR ) )
|
|
|
|
{
|
|
|
|
// Don't have an enemy. Just keep an eye on things.
|
|
|
|
return SCHED_WAIT_AND_CLEAR;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( OnStrictAssault() )
|
|
|
|
{
|
|
|
|
// Don't allow the base class to select a schedule cause it will probably move the NPC.
|
|
|
|
if( !HasCondition(COND_CAN_RANGE_ATTACK1) &&
|
|
|
|
!HasCondition(COND_CAN_RANGE_ATTACK2) &&
|
|
|
|
!HasCondition(COND_CAN_MELEE_ATTACK1) &&
|
|
|
|
!HasCondition(COND_CAN_MELEE_ATTACK2) &&
|
|
|
|
!HasCondition(COND_TOO_CLOSE_TO_ATTACK) &&
|
|
|
|
!HasCondition(COND_NOT_FACING_ATTACK) )
|
|
|
|
{
|
|
|
|
return SCHED_WAIT_AND_CLEAR;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef HL2_EPISODIC
|
|
|
|
// This ugly patch fixes a bug where Combine Soldiers on an assault would not shoot through glass, because of the way
|
|
|
|
// that shooting through glass is implemented in their AI. (sjb)
|
|
|
|
if( HasCondition(COND_SEE_ENEMY) && HasCondition(COND_WEAPON_SIGHT_OCCLUDED) && !HasCondition(COND_LOW_PRIMARY_AMMO) )
|
|
|
|
{
|
|
|
|
// If they are hiding behind something that we can destroy, start shooting at it.
|
|
|
|
CBaseEntity *pBlocker = GetOuter()->GetEnemyOccluder();
|
|
|
|
if ( pBlocker && pBlocker->GetHealth() > 0 )
|
|
|
|
{
|
|
|
|
if( GetOuter()->Classify() == CLASS_COMBINE && FClassnameIs(GetOuter(), "npc_combine_s") )
|
|
|
|
{
|
|
|
|
return SCHED_SHOOT_ENEMY_COVER;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif//HL2_EPISODIC
|
|
|
|
|
|
|
|
return BaseClass::SelectSchedule();
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// CAI_AssaultGoal
|
|
|
|
//
|
|
|
|
// Purpose:
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CAI_AssaultGoal : public CAI_GoalEntity
|
|
|
|
{
|
|
|
|
typedef CAI_GoalEntity BaseClass;
|
|
|
|
|
|
|
|
virtual void EnableGoal( CAI_BaseNPC *pAI );
|
|
|
|
virtual void DisableGoal( CAI_BaseNPC *pAI );
|
|
|
|
|
|
|
|
string_t m_RallyPoint;
|
|
|
|
int m_AssaultCue;
|
|
|
|
int m_RallySelectMethod;
|
|
|
|
|
|
|
|
void InputBeginAssault( inputdata_t &inputdata );
|
|
|
|
|
|
|
|
DECLARE_DATADESC();
|
|
|
|
};
|
|
|
|
|
|
|
|
BEGIN_DATADESC( CAI_AssaultGoal )
|
|
|
|
DEFINE_KEYFIELD( m_RallyPoint, FIELD_STRING, "rallypoint" ),
|
|
|
|
DEFINE_KEYFIELD( m_AssaultCue, FIELD_INTEGER, "AssaultCue" ),
|
|
|
|
DEFINE_KEYFIELD( m_RallySelectMethod, FIELD_INTEGER, "RallySelectMethod" ),
|
|
|
|
|
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "BeginAssault", InputBeginAssault ),
|
|
|
|
END_DATADESC();
|
|
|
|
|
|
|
|
|
|
|
|
//-------------------------------------
|
|
|
|
LINK_ENTITY_TO_CLASS( ai_goal_assault, CAI_AssaultGoal );
|
|
|
|
//-------------------------------------
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultGoal::EnableGoal( CAI_BaseNPC *pAI )
|
|
|
|
{
|
|
|
|
CAI_AssaultBehavior *pBehavior;
|
|
|
|
|
|
|
|
if ( !pAI->GetBehavior( &pBehavior ) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
pBehavior->SetParameters( m_RallyPoint, (AssaultCue_t)m_AssaultCue, m_RallySelectMethod );
|
|
|
|
|
|
|
|
// Duplicate the output
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultGoal::DisableGoal( CAI_BaseNPC *pAI )
|
|
|
|
{
|
|
|
|
CAI_AssaultBehavior *pBehavior;
|
|
|
|
|
|
|
|
if ( pAI->GetBehavior( &pBehavior ) )
|
|
|
|
{
|
|
|
|
pBehavior->Disable();
|
|
|
|
|
|
|
|
// Don't leave any hanging rally points locked.
|
|
|
|
pBehavior->UnlockRallyPoint();
|
|
|
|
|
|
|
|
pBehavior->ClearSchedule( "Assault goal disabled" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: ENTITY I/O method for telling the assault behavior to cue assault
|
|
|
|
// Input : &inputdata -
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_AssaultGoal::InputBeginAssault( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for( i = 0 ; i < NumActors() ; i++ )
|
|
|
|
{
|
|
|
|
CAI_BaseNPC *pActor = GetActor( i );
|
|
|
|
|
|
|
|
if( pActor )
|
|
|
|
{
|
|
|
|
// Now use this actor to lookup the Behavior
|
|
|
|
CAI_AssaultBehavior *pBehavior;
|
|
|
|
|
|
|
|
if( pActor->GetBehavior( &pBehavior ) )
|
|
|
|
{
|
|
|
|
// GOT IT! Now tell the behavior that entity i/o wants to cue the assault.
|
|
|
|
pBehavior->ReceiveAssaultCue( CUE_ENTITY_INPUT );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER(CAI_AssaultBehavior)
|
|
|
|
|
|
|
|
DECLARE_TASK(TASK_GET_PATH_TO_RALLY_POINT)
|
|
|
|
DECLARE_TASK(TASK_FACE_RALLY_POINT)
|
|
|
|
DECLARE_TASK(TASK_GET_PATH_TO_ASSAULT_POINT)
|
|
|
|
DECLARE_TASK(TASK_FACE_ASSAULT_POINT)
|
|
|
|
DECLARE_TASK(TASK_AWAIT_CUE)
|
|
|
|
DECLARE_TASK(TASK_AWAIT_ASSAULT_TIMEOUT)
|
|
|
|
DECLARE_TASK(TASK_ANNOUNCE_CLEAR)
|
|
|
|
DECLARE_TASK(TASK_WAIT_ASSAULT_DELAY)
|
|
|
|
DECLARE_TASK(TASK_HIT_ASSAULT_POINT)
|
|
|
|
DECLARE_TASK(TASK_HIT_RALLY_POINT)
|
|
|
|
DECLARE_TASK(TASK_ASSAULT_DEFER_SCHEDULE_SELECTION)
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
|
|
(
|
|
|
|
SCHED_MOVE_TO_RALLY_POINT,
|
|
|
|
|
|
|
|
" Tasks"
|
|
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSAULT_FAILED_TO_MOVE"
|
|
|
|
" TASK_GET_PATH_TO_RALLY_POINT 0"
|
|
|
|
" TASK_RUN_PATH 0"
|
|
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
|
|
" TASK_STOP_MOVING 0"
|
|
|
|
" TASK_FACE_RALLY_POINT 0"
|
|
|
|
" TASK_HIT_RALLY_POINT 0"
|
|
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HOLD_RALLY_POINT"
|
|
|
|
" "
|
|
|
|
" Interrupts"
|
|
|
|
" COND_HEAR_DANGER"
|
|
|
|
" COND_PROVOKED"
|
|
|
|
" COND_NO_PRIMARY_AMMO"
|
|
|
|
" COND_PLAYER_PUSHING"
|
|
|
|
)
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
|
|
(
|
|
|
|
SCHED_ASSAULT_FAILED_TO_MOVE,
|
|
|
|
|
|
|
|
" Tasks"
|
|
|
|
" TASK_ASSAULT_DEFER_SCHEDULE_SELECTION 1"
|
|
|
|
" "
|
|
|
|
" Interrupts"
|
|
|
|
)
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
|
|
(
|
|
|
|
SCHED_FAIL_MOVE_TO_RALLY_POINT,
|
|
|
|
|
|
|
|
" Tasks"
|
|
|
|
" TASK_WAIT 1"
|
|
|
|
" "
|
|
|
|
" Interrupts"
|
|
|
|
" COND_HEAR_DANGER"
|
|
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef HL2_EPISODIC
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
|
|
(
|
|
|
|
SCHED_HOLD_RALLY_POINT,
|
|
|
|
|
|
|
|
" Tasks"
|
|
|
|
" TASK_FACE_RALLY_POINT 0"
|
|
|
|
" TASK_AWAIT_CUE 0"
|
|
|
|
" TASK_WAIT_ASSAULT_DELAY 0"
|
|
|
|
" "
|
|
|
|
" Interrupts"
|
|
|
|
//" COND_NEW_ENEMY"
|
|
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
|
|
" COND_LIGHT_DAMAGE"
|
|
|
|
" COND_HEAVY_DAMAGE"
|
|
|
|
" COND_PLAYER_PUSHING"
|
|
|
|
" COND_HEAR_DANGER"
|
|
|
|
" COND_HEAR_BULLET_IMPACT"
|
|
|
|
" COND_NO_PRIMARY_AMMO"
|
|
|
|
)
|
|
|
|
#else
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
|
|
(
|
|
|
|
SCHED_HOLD_RALLY_POINT,
|
|
|
|
|
|
|
|
" Tasks"
|
|
|
|
" TASK_FACE_RALLY_POINT 0"
|
|
|
|
" TASK_AWAIT_CUE 0"
|
|
|
|
" TASK_WAIT_ASSAULT_DELAY 0"
|
|
|
|
" "
|
|
|
|
" Interrupts"
|
|
|
|
" COND_NEW_ENEMY"
|
|
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
|
|
" COND_LIGHT_DAMAGE"
|
|
|
|
" COND_HEAVY_DAMAGE"
|
|
|
|
" COND_PLAYER_PUSHING"
|
|
|
|
" COND_HEAR_DANGER"
|
|
|
|
" COND_HEAR_BULLET_IMPACT"
|
|
|
|
" COND_NO_PRIMARY_AMMO"
|
|
|
|
" COND_TOO_CLOSE_TO_ATTACK"
|
|
|
|
)
|
|
|
|
#endif//HL2_EPISODIC
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
|
|
(
|
|
|
|
SCHED_HOLD_ASSAULT_POINT,
|
|
|
|
|
|
|
|
" Tasks"
|
|
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
|
|
" TASK_WAIT 3"
|
|
|
|
""
|
|
|
|
" Interrupts"
|
|
|
|
" COND_NEW_ENEMY"
|
|
|
|
" COND_ENEMY_DEAD"
|
|
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
|
|
" COND_TOO_CLOSE_TO_ATTACK"
|
|
|
|
" COND_LOST_ENEMY"
|
|
|
|
" COND_HEAR_DANGER"
|
|
|
|
" COND_HEAR_BULLET_IMPACT"
|
|
|
|
" COND_NO_PRIMARY_AMMO"
|
|
|
|
)
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
|
|
(
|
|
|
|
SCHED_MOVE_TO_ASSAULT_POINT,
|
|
|
|
|
|
|
|
" Tasks"
|
|
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSAULT_FAILED_TO_MOVE"
|
|
|
|
" TASK_GATHER_CONDITIONS 0"
|
|
|
|
" TASK_GET_PATH_TO_ASSAULT_POINT 0"
|
|
|
|
" TASK_RUN_PATH 0"
|
|
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
|
|
" TASK_FACE_ASSAULT_POINT 0"
|
|
|
|
" TASK_HIT_ASSAULT_POINT 0"
|
|
|
|
" "
|
|
|
|
" Interrupts"
|
|
|
|
" COND_NO_PRIMARY_AMMO"
|
|
|
|
" COND_HEAR_DANGER"
|
|
|
|
)
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
|
|
(
|
|
|
|
SCHED_AT_ASSAULT_POINT,
|
|
|
|
|
|
|
|
" Tasks"
|
|
|
|
" TASK_FACE_ASSAULT_POINT 0"
|
|
|
|
" TASK_HIT_ASSAULT_POINT 0"
|
|
|
|
" "
|
|
|
|
" Interrupts"
|
|
|
|
" COND_NO_PRIMARY_AMMO"
|
|
|
|
" COND_HEAR_DANGER"
|
|
|
|
)
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
|
|
(
|
|
|
|
SCHED_WAIT_AND_CLEAR,
|
|
|
|
|
|
|
|
" Tasks"
|
|
|
|
" TASK_FACE_ASSAULT_POINT 0"
|
|
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
|
|
" TASK_AWAIT_ASSAULT_TIMEOUT 0"
|
|
|
|
" TASK_ANNOUNCE_CLEAR 0"
|
|
|
|
" "
|
|
|
|
" Interrupts"
|
|
|
|
" COND_NEW_ENEMY"
|
|
|
|
" COND_LIGHT_DAMAGE"
|
|
|
|
" COND_HEAVY_DAMAGE"
|
|
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
|
|
" COND_HEAR_DANGER"
|
|
|
|
" COND_HEAR_BULLET_IMPACT"
|
|
|
|
" COND_TOO_CLOSE_TO_ATTACK"
|
|
|
|
" COND_NOT_FACING_ATTACK"
|
|
|
|
" COND_PLAYER_PUSHING"
|
|
|
|
)
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
|
|
(
|
|
|
|
SCHED_CLEAR_ASSAULT_POINT,
|
|
|
|
|
|
|
|
" Tasks"
|
|
|
|
" TASK_ANNOUNCE_CLEAR 0"
|
|
|
|
" "
|
|
|
|
" Interrupts"
|
|
|
|
)
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
|
|
(
|
|
|
|
SCHED_ASSAULT_MOVE_AWAY,
|
|
|
|
|
|
|
|
" Tasks"
|
|
|
|
" TASK_MOVE_AWAY_PATH 120"
|
|
|
|
" TASK_RUN_PATH 0"
|
|
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
|
|
" "
|
|
|
|
" Interrupts"
|
|
|
|
)
|
|
|
|
|
|
|
|
AI_END_CUSTOM_SCHEDULE_PROVIDER()
|