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