//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "game.h" #include "ndebugoverlay.h" #include "ai_basenpc.h" #include "ai_hull.h" #include "ai_node.h" #include "ai_motor.h" #include "ai_navigator.h" #include "ai_hint.h" #include "scripted.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //============================================================================= // PATHING & HIGHER LEVEL MOVEMENT //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Purpose: Static debug function to force all selected npcs to go to the // given node // Input : // Output : //----------------------------------------------------------------------------- void CAI_BaseNPC::ForceSelectedGo(CBaseEntity *pPlayer, const Vector &targetPos, const Vector &traceDir, bool bRun) { CAI_BaseNPC *npc = gEntList.NextEntByClass( (CAI_BaseNPC *)NULL ); while (npc) { if (npc->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) { Vector chasePosition = targetPos; npc->TranslateNavGoal( pPlayer, chasePosition ); // It it legal to drop me here Vector vUpBit = chasePosition; vUpBit.z += 1; trace_t tr; AI_TraceHull( chasePosition, vUpBit, npc->GetHullMins(), npc->GetHullMaxs(), MASK_NPCSOLID, npc, COLLISION_GROUP_NONE, &tr ); if (tr.startsolid || tr.fraction != 1.0 ) { NDebugOverlay::BoxAngles(chasePosition, npc->GetHullMins(), npc->GetHullMaxs(), npc->GetAbsAngles(), 255,0,0,20,0.5); } npc->m_vecLastPosition = chasePosition; if (npc->m_hCine != NULL) { npc->ExitScriptedSequence(); } if ( bRun ) npc->SetSchedule( SCHED_FORCED_GO_RUN ); else npc->SetSchedule( SCHED_FORCED_GO ); npc->m_flMoveWaitFinished = gpGlobals->curtime; } npc = gEntList.NextEntByClass(npc); } } //----------------------------------------------------------------------------- // Purpose: Static debug function to make all selected npcs run around // Input : // Output : //----------------------------------------------------------------------------- void CAI_BaseNPC::ForceSelectedGoRandom(void) { CAI_BaseNPC *npc = gEntList.NextEntByClass( (CAI_BaseNPC *)NULL ); while (npc) { if (npc->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) { npc->SetSchedule( SCHED_RUN_RANDOM ); npc->GetNavigator()->SetMovementActivity(ACT_RUN); } npc = gEntList.NextEntByClass(npc); } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CAI_BaseNPC::ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity ) { if ( m_NPCState == NPC_STATE_NONE ) { // More than likely being grabbed before first think. Set ideal state to prevent schedule stomp m_NPCState = m_IdealNPCState; } SetSchedule( scheduleType ); SetGoalEnt( pGoalEntity ); // HACKHACK: Call through TranslateNavGoal to fixup this goal position // UNDONE: Remove this and have NPCs that need this functionality fix up paths in the // movement system instead of when they are specified. AI_NavGoal_t goal(pGoalEntity->GetAbsOrigin(), movementActivity, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST); TranslateNavGoal( pGoalEntity, goal.dest ); return GetNavigator()->SetGoal( goal ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CAI_BaseNPC::ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity ) { if ( m_NPCState == NPC_STATE_NONE ) { // More than likely being grabbed before first think. Set ideal state to prevent schedule stomp m_NPCState = m_IdealNPCState; } SetSchedule( scheduleType ); SetGoalEnt( pPathStart ); // HACKHACK: Call through TranslateNavGoal to fixup this goal position AI_NavGoal_t goal(GOALTYPE_PATHCORNER, pPathStart->GetLocalOrigin(), movementActivity, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST); TranslateNavGoal( pPathStart, goal.dest ); return GetNavigator()->SetGoal( goal ); } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- bool CAI_BaseNPC::IsMoving( void ) { return GetNavigator()->IsGoalSet(); } //----------------------------------------------------------------------------- bool CAI_BaseNPC::IsCurTaskContinuousMove() { const Task_t* pTask = GetTask(); // This bit of logic strikes me funny, but the case does exist. (sjb) if( !pTask ) return true; switch( pTask->iTask ) { case TASK_WAIT_FOR_MOVEMENT: case TASK_MOVE_TO_TARGET_RANGE: case TASK_MOVE_TO_GOAL_RANGE: case TASK_WEAPON_RUN_PATH: case TASK_PLAY_SCENE: case TASK_RUN_PATH_TIMED: case TASK_WALK_PATH_TIMED: case TASK_RUN_PATH_FOR_UNITS: case TASK_WALK_PATH_FOR_UNITS: case TASK_RUN_PATH_FLEE: case TASK_WALK_PATH_WITHIN_DIST: case TASK_RUN_PATH_WITHIN_DIST: return true; break; default: return false; break; } } //----------------------------------------------------------------------------- // Purpose: Used to specify that the NPC has a reason not to use the a navigation node // Input : // Output : //----------------------------------------------------------------------------- bool CAI_BaseNPC::IsUnusableNode(int iNodeID, CAI_Hint *pHint) { if ( m_bHintGroupNavLimiting && m_strHintGroup != NULL_STRING && STRING(m_strHintGroup)[0] != 0 ) { if (!pHint || pHint->GetGroup() != GetHintGroup()) { return true; } } return false; } //----------------------------------------------------------------------------- // Purpose: Checks the validity of the given route's goaltype // Input : // Output : //----------------------------------------------------------------------------- bool CAI_BaseNPC::ValidateNavGoal() { if (GetNavigator()->GetGoalType() == GOALTYPE_COVER) { // Check if this location will block my enemy's line of sight to me if (GetEnemy()) { Activity nCoverActivity = GetCoverActivity( GetHintNode() ); Vector vCoverLocation = GetNavigator()->GetGoalPos(); // For now we have to drop the node to the floor so we can // get an accurate postion of the NPC. Should change once Ken checks in float floorZ = GetFloorZ(vCoverLocation); vCoverLocation.z = floorZ; Vector vEyePos = vCoverLocation + EyeOffset(nCoverActivity); if (!IsCoverPosition( GetEnemy()->EyePosition(), vEyePos ) ) { TaskFail(FAIL_BAD_PATH_GOAL); return false; } } } return true; } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- float CAI_BaseNPC::OpenDoorAndWait( CBaseEntity *pDoor ) { float flTravelTime = 0; //DevMsg( 2, "A door. "); if (pDoor && !pDoor->IsLockedByMaster()) { pDoor->Use(this, this, USE_ON, 0.0); flTravelTime = pDoor->GetMoveDoneTime(); if ( pDoor->GetEntityName() != NULL_STRING ) { CBaseEntity *pTarget = NULL; for (;;) { pTarget = gEntList.FindEntityByName( pTarget, pDoor->GetEntityName() ); if ( pTarget != pDoor ) { if ( !pTarget ) break; if ( FClassnameIs( pTarget, pDoor->GetClassname() ) ) { pTarget->Use(this, this, USE_ON, 0.0); } } } } } return gpGlobals->curtime + flTravelTime; } //----------------------------------------------------------------------------- bool CAI_BaseNPC::CanStandOn( CBaseEntity *pSurface ) const { if ( !pSurface->IsAIWalkable() ) { return false; } CAI_Navigator *pNavigator = const_cast(GetNavigator()); if ( pNavigator->IsGoalActive() && pSurface == pNavigator->GetGoalTarget() ) return false; return BaseClass::CanStandOn( pSurface ); } //----------------------------------------------------------------------------- bool CAI_BaseNPC::IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const { if ((endPos.z - startPos.z) > maxUp + 0.1) return false; if ((startPos.z - endPos.z) > maxDown + 0.1) return false; if ((apex.z - startPos.z) > maxUp * 1.25 ) return false; float dist = (startPos - endPos).Length(); if ( dist > maxDist + 0.1) return false; return true; } //----------------------------------------------------------------------------- // Purpose: Returns true if a reasonable jumping distance // Input : // Output : //----------------------------------------------------------------------------- bool CAI_BaseNPC::IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const { const float MAX_JUMP_RISE = 80.0f; const float MAX_JUMP_DISTANCE = 250.0f; const float MAX_JUMP_DROP = 192.0f; return IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DROP, MAX_JUMP_DISTANCE ); } //----------------------------------------------------------------------------- // Purpose: Returns a throw velocity from start to end position // Input : // Output : //----------------------------------------------------------------------------- Vector CAI_BaseNPC::CalcThrowVelocity(const Vector &startPos, const Vector &endPos, float fGravity, float fArcSize) { // Get the height I have to throw to get to the target float stepHeight = endPos.z - startPos.z; float throwHeight = 0; // ----------------------------------------------------------------- // Now calcluate the distance to a point halfway between our current // and target position. (the apex of our throwing arc) // ----------------------------------------------------------------- Vector targetDir2D = endPos - startPos; targetDir2D.z = 0; float distance = VectorNormalize(targetDir2D); // If jumping up we want to throw a bit higher than the height diff if (stepHeight > 0) { throwHeight = stepHeight + fArcSize; } else { throwHeight = fArcSize; } // Make sure that I at least catch some air if (throwHeight < fArcSize) { throwHeight = fArcSize; } // ------------------------------------------------------------- // calculate the vertical and horizontal launch velocities // ------------------------------------------------------------- float velVert = (float)sqrt(2.0f*fGravity*throwHeight); float divisor = velVert; divisor += (float)sqrt((2.0f*(-fGravity)*(stepHeight-throwHeight))); float velHorz = (distance * fGravity)/divisor; // ----------------------------------------------------------- // Make the horizontal throw vector and add vertical component // ----------------------------------------------------------- Vector throwVel = targetDir2D * velHorz; throwVel.z = velVert; return throwVel; } bool CAI_BaseNPC::ShouldMoveWait() { return (m_flMoveWaitFinished > gpGlobals->curtime); } float CAI_BaseNPC::GetStepDownMultiplier() const { return m_pNavigator->GetStepDownMultiplier(); } //----------------------------------------------------------------------------- // Purpose: execute any movement this sequence may have // Output : //----------------------------------------------------------------------------- bool CAI_BaseNPC::AutoMovement( CBaseEntity *pTarget, AIMoveTrace_t *pTraceResult ) { return AutoMovement( GetAnimTimeInterval(), pTarget, pTraceResult ); } //----------------------------------------------------------------------------- // Purpose: // Input : flInterval - // - // *pTraceResult - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_BaseNPC::AutoMovement( float flInterval, CBaseEntity *pTarget, AIMoveTrace_t *pTraceResult ) { bool ignored; Vector newPos; QAngle newAngles; if (flInterval <= 0.0) return true; m_ScheduleState.bTaskRanAutomovement = true; if (GetIntervalMovement( flInterval, ignored, newPos, newAngles )) { // DevMsg( "%.2f : (%.1f) %.1f %.1f %.1f\n", gpGlobals->curtime, (newPos - GetLocalOrigin()).Length(), newPos.x, newPos.y, newAngles.y ); if ( m_hCine ) { m_hCine->ModifyScriptedAutoMovement( &newPos ); } if (GetMoveType() == MOVETYPE_STEP) { if (!(GetFlags() & FL_FLY)) { if ( !pTarget ) { pTarget = GetNavTargetEntity(); } return ( GetMotor()->MoveGroundStep( newPos, pTarget, newAngles.y, false, true, pTraceResult ) == AIM_SUCCESS ); } else { // FIXME: here's no direct interface to a fly motor, plus this needs to support a state where going through the world is okay. // FIXME: add callbacks into the script system for validation // FIXME: add function on scripts to force only legal movements // FIXME: GetIntervalMovement deals in Local space, nor global. Currently now way to communicate that through these interfaces. SetLocalOrigin( newPos ); SetLocalAngles( newAngles ); return true; } } else if (GetMoveType() == MOVETYPE_FLY) { Vector dist = newPos - GetLocalOrigin(); VectorScale( dist, 1.0 / flInterval, dist ); SetLocalVelocity( dist ); return true; } } return false; } //----------------------------------------------------------------------------- // Purpose: return max 1/10 second rate of turning // Input : // Output : //----------------------------------------------------------------------------- float CAI_BaseNPC::MaxYawSpeed( void ) { return 45; } //----------------------------------------------------------------------------- // Returns the estimate in seconds before we reach our nav goal. // -1 means we don't know / haven't calculated it yet. //----------------------------------------------------------------------------- float CAI_BaseNPC::GetTimeToNavGoal() { float flDist = GetNavigator()->BuildAndGetPathDistToGoal(); if ( flDist < 0 ) { return -1.0f; } float flSpeed = GetIdealSpeed(); // FIXME: needs to consider stopping time! if (flSpeed > 0 && flDist > 0) { return flDist / flSpeed; } return 0.0; } //=============================================================================