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1338 lines
37 KiB
1338 lines
37 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Combat behaviors for AIs in a relatively self-preservationist mode. |
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// Lots of cover taking and attempted shots out of cover. |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "ai_hint.h" |
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#include "ai_node.h" |
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#include "ai_navigator.h" |
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#include "ai_tacticalservices.h" |
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#include "ai_behavior_standoff.h" |
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#include "ai_senses.h" |
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#include "ai_squad.h" |
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#include "ai_goalentity.h" |
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#include "ndebugoverlay.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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#define GOAL_POSITION_INVALID Vector( FLT_MAX, FLT_MAX, FLT_MAX ) |
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ConVar DrawBattleLines( "ai_drawbattlelines", "0", FCVAR_CHEAT ); |
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static AI_StandoffParams_t AI_DEFAULT_STANDOFF_PARAMS = { AIHCR_MOVE_ON_COVER, true, 1.5, 2.5, 1, 3, 25, 0 }; |
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#define MAKE_ACTMAP_KEY( posture, activity ) ( (((unsigned)(posture)) << 16) | ((unsigned)(activity)) ) |
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// #define DEBUG_STANDOFF 1 |
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#ifdef DEBUG_STANDOFF |
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#define StandoffMsg( msg ) DevMsg( GetOuter(), msg ) |
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#define StandoffMsg1( msg, a ) DevMsg( GetOuter(), msg, a ) |
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#define StandoffMsg2( msg, a, b ) DevMsg( GetOuter(), msg, a, b ) |
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#define StandoffMsg3( msg, a, b, c ) DevMsg( GetOuter(), msg, a, b, c ) |
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#define StandoffMsg4( msg, a, b, c, d ) DevMsg( GetOuter(), msg, a, b, c, d ) |
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#define StandoffMsg5( msg, a, b, c, d, e ) DevMsg( GetOuter(), msg, a, b, c, d, e ) |
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#else |
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#define StandoffMsg( msg ) ((void)0) |
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#define StandoffMsg1( msg, a ) ((void)0) |
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#define StandoffMsg2( msg, a, b ) ((void)0) |
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#define StandoffMsg3( msg, a, b, c ) ((void)0) |
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#define StandoffMsg4( msg, a, b, c, d ) ((void)0) |
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#define StandoffMsg5( msg, a, b, c, d, e ) ((void)0) |
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#endif |
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//----------------------------------------------------------------------------- |
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// |
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// CAI_BattleLine |
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// |
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//----------------------------------------------------------------------------- |
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const float AIBL_THINK_INTERVAL = 0.3; |
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class CAI_BattleLine : public CBaseEntity |
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{ |
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DECLARE_CLASS( CAI_BattleLine, CBaseEntity ); |
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public: |
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string_t m_iszActor; |
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bool m_fActive; |
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bool m_fStrict; |
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void Spawn() |
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{ |
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if ( m_fActive ) |
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{ |
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SetThink(&CAI_BattleLine::MovementThink); |
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SetNextThink( gpGlobals->curtime + AIBL_THINK_INTERVAL ); |
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m_SelfMoveMonitor.SetMark( this, 60 ); |
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} |
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} |
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virtual void InputActivate( inputdata_t &inputdata ) |
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{ |
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if ( !m_fActive ) |
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{ |
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m_fActive = true; |
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NotifyChangeTacticalConstraints(); |
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SetThink(&CAI_BattleLine::MovementThink); |
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SetNextThink( gpGlobals->curtime + AIBL_THINK_INTERVAL ); |
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m_SelfMoveMonitor.SetMark( this, 60 ); |
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} |
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} |
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virtual void InputDeactivate( inputdata_t &inputdata ) |
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{ |
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if ( m_fActive ) |
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{ |
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m_fActive = false; |
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NotifyChangeTacticalConstraints(); |
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SetThink(NULL); |
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} |
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} |
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void UpdateOnRemove() |
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{ |
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if ( m_fActive ) |
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{ |
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m_fActive = false; |
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NotifyChangeTacticalConstraints(); |
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} |
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BaseClass::UpdateOnRemove(); |
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} |
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bool Affects( CAI_BaseNPC *pNpc ) |
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{ |
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const char *pszNamedActor = STRING( m_iszActor ); |
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if ( pNpc->NameMatches( pszNamedActor ) || |
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pNpc->ClassMatches( pszNamedActor ) || |
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( pNpc->GetSquad() && stricmp( pNpc->GetSquad()->GetName(), pszNamedActor ) == 0 ) ) |
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{ |
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return true; |
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} |
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return false; |
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} |
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void MovementThink() |
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{ |
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if ( m_SelfMoveMonitor.TargetMoved( this ) ) |
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{ |
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NotifyChangeTacticalConstraints(); |
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m_SelfMoveMonitor.SetMark( this, 60 ); |
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} |
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SetNextThink( gpGlobals->curtime + AIBL_THINK_INTERVAL ); |
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} |
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private: |
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void NotifyChangeTacticalConstraints() |
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{ |
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for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) |
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{ |
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CAI_BaseNPC *pNpc = (g_AI_Manager.AccessAIs())[i]; |
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if ( Affects( pNpc ) ) |
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{ |
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CAI_StandoffBehavior *pBehavior; |
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if ( pNpc->GetBehavior( &pBehavior ) ) |
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{ |
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pBehavior->OnChangeTacticalConstraints(); |
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} |
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} |
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} |
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} |
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CAI_MoveMonitor m_SelfMoveMonitor; |
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DECLARE_DATADESC(); |
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}; |
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//------------------------------------- |
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LINK_ENTITY_TO_CLASS( ai_battle_line, CAI_BattleLine ); |
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BEGIN_DATADESC( CAI_BattleLine ) |
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DEFINE_KEYFIELD( m_iszActor, FIELD_STRING, "Actor" ), |
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DEFINE_KEYFIELD( m_fActive, FIELD_BOOLEAN, "Active" ), |
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DEFINE_KEYFIELD( m_fStrict, FIELD_BOOLEAN, "Strict" ), |
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DEFINE_EMBEDDED( m_SelfMoveMonitor ), |
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// Inputs |
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DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ), |
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DEFINE_THINKFUNC( MovementThink ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// |
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// CAI_StandoffBehavior |
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// |
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//----------------------------------------------------------------------------- |
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BEGIN_SIMPLE_DATADESC( AI_StandoffParams_t ) |
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DEFINE_FIELD( hintChangeReaction, FIELD_INTEGER ), |
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DEFINE_FIELD( fPlayerIsBattleline, FIELD_BOOLEAN ), |
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DEFINE_FIELD( fCoverOnReload, FIELD_BOOLEAN ), |
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DEFINE_FIELD( minTimeShots, FIELD_FLOAT ), |
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DEFINE_FIELD( maxTimeShots, FIELD_FLOAT ), |
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DEFINE_FIELD( minShots, FIELD_INTEGER ), |
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DEFINE_FIELD( maxShots, FIELD_INTEGER ), |
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DEFINE_FIELD( oddsCover, FIELD_INTEGER ), |
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DEFINE_FIELD( fStayAtCover, FIELD_BOOLEAN ), |
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DEFINE_FIELD( flAbandonTimeLimit, FIELD_FLOAT ), |
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END_DATADESC(); |
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BEGIN_DATADESC( CAI_StandoffBehavior ) |
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DEFINE_FIELD( m_fActive, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_fTestNoDamage, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_vecStandoffGoalPosition, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_posture, FIELD_INTEGER ), |
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DEFINE_EMBEDDED( m_params ), |
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DEFINE_FIELD( m_hStandoffGoal, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_fTakeCover, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_SavedDistTooFar, FIELD_FLOAT ), |
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DEFINE_FIELD( m_fForceNewEnemy, FIELD_BOOLEAN ), |
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DEFINE_EMBEDDED( m_PlayerMoveMonitor ), |
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DEFINE_EMBEDDED( m_TimeForceCoverHint ), |
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DEFINE_EMBEDDED( m_TimePreventForceNewEnemy ), |
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DEFINE_EMBEDDED( m_RandomCoverChangeTimer ), |
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// m_UpdateBattleLinesSemaphore (not saved, only an in-think item) |
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// m_BattleLines (not saved, rebuilt) |
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DEFINE_FIELD( m_fIgnoreFronts, FIELD_BOOLEAN ), |
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// m_ActivityMap (not saved, rebuilt) |
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// m_bHasLowCoverActivity (not saved, rebuilt) |
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DEFINE_FIELD( m_nSavedMinShots, FIELD_INTEGER ), |
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DEFINE_FIELD( m_nSavedMaxShots, FIELD_INTEGER ), |
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DEFINE_FIELD( m_flSavedMinRest, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flSavedMaxRest, FIELD_FLOAT ), |
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END_DATADESC(); |
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//------------------------------------- |
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CAI_StandoffBehavior::CAI_StandoffBehavior( CAI_BaseNPC *pOuter ) |
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: CAI_MappedActivityBehavior_Temporary( pOuter ) |
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{ |
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m_fActive = false; |
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SetParameters( AI_DEFAULT_STANDOFF_PARAMS ); |
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SetPosture( AIP_STANDING ); |
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m_SavedDistTooFar = FLT_MAX; |
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m_fForceNewEnemy = false; |
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m_TimePreventForceNewEnemy.Set( 3.0, 6.0 ); |
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m_fIgnoreFronts = false; |
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m_bHasLowCoverActivity = false; |
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} |
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//------------------------------------- |
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void CAI_StandoffBehavior::SetActive( bool fActive ) |
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{ |
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if ( fActive != m_fActive ) |
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{ |
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if ( fActive ) |
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{ |
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GetOuter()->SpeakSentence( STANDOFF_SENTENCE_BEGIN_STANDOFF ); |
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} |
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else |
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{ |
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GetOuter()->SpeakSentence( STANDOFF_SENTENCE_END_STANDOFF ); |
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} |
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m_fActive = fActive; |
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NotifyChangeBehaviorStatus(); |
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} |
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} |
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//------------------------------------- |
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void CAI_StandoffBehavior::SetParameters( const AI_StandoffParams_t ¶ms, CAI_GoalEntity *pGoalEntity ) |
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{ |
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m_params = params; |
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m_hStandoffGoal = pGoalEntity; |
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m_vecStandoffGoalPosition = GOAL_POSITION_INVALID; |
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if ( GetOuter() && GetOuter()->GetShotRegulator() ) |
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{ |
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GetOuter()->GetShotRegulator()->SetBurstShotCountRange( m_params.minShots, m_params.maxShots ); |
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GetOuter()->GetShotRegulator()->SetRestInterval( m_params.minTimeShots, m_params.maxTimeShots ); |
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} |
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} |
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//------------------------------------- |
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bool CAI_StandoffBehavior::CanSelectSchedule() |
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{ |
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if ( !m_bHasLowCoverActivity ) |
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m_fActive = false; |
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if ( !m_fActive ) |
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return false; |
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return ( GetNpcState() == NPC_STATE_COMBAT && GetOuter()->GetActiveWeapon() != NULL ); |
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} |
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//------------------------------------- |
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void CAI_StandoffBehavior::Spawn() |
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{ |
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BaseClass::Spawn(); |
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UpdateTranslateActivityMap(); |
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} |
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//------------------------------------- |
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void CAI_StandoffBehavior::BeginScheduleSelection() |
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{ |
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m_fTakeCover = true; |
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// FIXME: Improve!!! |
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GetOuter()->GetShotRegulator()->GetBurstShotCountRange( &m_nSavedMinShots, &m_nSavedMaxShots ); |
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GetOuter()->GetShotRegulator()->GetRestInterval( &m_flSavedMinRest, &m_flSavedMaxRest ); |
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GetOuter()->GetShotRegulator()->SetBurstShotCountRange( m_params.minShots, m_params.maxShots ); |
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GetOuter()->GetShotRegulator()->SetRestInterval( m_params.minTimeShots, m_params.maxTimeShots ); |
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GetOuter()->GetShotRegulator()->Reset(); |
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m_SavedDistTooFar = GetOuter()->m_flDistTooFar; |
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GetOuter()->m_flDistTooFar = FLT_MAX; |
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m_TimeForceCoverHint.Set( 8, false ); |
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m_RandomCoverChangeTimer.Set( 8, 16, false ); |
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UpdateTranslateActivityMap(); |
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} |
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void CAI_StandoffBehavior::OnUpdateShotRegulator() |
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{ |
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GetOuter()->GetShotRegulator()->SetBurstShotCountRange( m_params.minShots, m_params.maxShots ); |
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GetOuter()->GetShotRegulator()->SetRestInterval( m_params.minTimeShots, m_params.maxTimeShots ); |
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} |
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//------------------------------------- |
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void CAI_StandoffBehavior::EndScheduleSelection() |
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{ |
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UnlockHintNode(); |
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m_vecStandoffGoalPosition = GOAL_POSITION_INVALID; |
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GetOuter()->m_flDistTooFar = m_SavedDistTooFar; |
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// FIXME: Improve!!! |
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GetOuter()->GetShotRegulator()->SetBurstShotCountRange( m_nSavedMinShots, m_nSavedMaxShots ); |
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GetOuter()->GetShotRegulator()->SetRestInterval( m_flSavedMinRest, m_flSavedMaxRest ); |
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} |
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//------------------------------------- |
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void CAI_StandoffBehavior::PrescheduleThink() |
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{ |
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VPROF_BUDGET( "CAI_StandoffBehavior::PrescheduleThink", VPROF_BUDGETGROUP_NPCS ); |
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BaseClass::PrescheduleThink(); |
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if( DrawBattleLines.GetInt() != 0 ) |
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{ |
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CBaseEntity *pEntity = NULL; |
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while ((pEntity = gEntList.FindEntityByClassname( pEntity, "ai_battle_line" )) != NULL) |
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{ |
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// Visualize the battle line and its normal. |
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CAI_BattleLine *pLine = dynamic_cast<CAI_BattleLine *>(pEntity); |
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if( pLine->m_fActive ) |
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{ |
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Vector normal; |
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pLine->GetVectors( &normal, NULL, NULL ); |
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NDebugOverlay::Line( pLine->GetAbsOrigin() - Vector( 0, 0, 64 ), pLine->GetAbsOrigin() + Vector(0,0,64), 0,255,0, false, 0.1 ); |
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} |
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} |
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} |
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} |
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//------------------------------------- |
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void CAI_StandoffBehavior::GatherConditions() |
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{ |
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CBaseEntity *pLeader = GetPlayerLeader(); |
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if ( pLeader && m_TimeForceCoverHint.Expired() ) |
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{ |
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if ( m_PlayerMoveMonitor.IsMarkSet() ) |
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{ |
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if (m_PlayerMoveMonitor.TargetMoved( pLeader ) ) |
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{ |
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OnChangeTacticalConstraints(); |
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m_PlayerMoveMonitor.ClearMark(); |
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} |
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} |
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else |
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{ |
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m_PlayerMoveMonitor.SetMark( pLeader, 60 ); |
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} |
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} |
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if ( m_fForceNewEnemy ) |
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{ |
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m_TimePreventForceNewEnemy.Reset(); |
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GetOuter()->SetEnemy( NULL ); |
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DevMsg(2, "Forcing lose enemy from standoff\n"); |
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} |
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BaseClass::GatherConditions(); |
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m_fForceNewEnemy = false; |
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ClearCondition( COND_ABANDON_TIME_EXPIRED ); |
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bool bAbandonStandoff = false; |
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CAI_Squad *pSquad = GetOuter()->GetSquad(); |
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AISquadIter_t iter; |
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if ( GetEnemy() ) |
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{ |
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AI_EnemyInfo_t *pEnemyInfo = GetOuter()->GetEnemies()->Find( GetEnemy() ); |
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if ( pEnemyInfo && |
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m_params.flAbandonTimeLimit > 0 && |
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( ( pEnemyInfo->timeAtFirstHand != AI_INVALID_TIME && |
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gpGlobals->curtime - pEnemyInfo->timeLastSeen > m_params.flAbandonTimeLimit ) || |
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( pEnemyInfo->timeAtFirstHand == AI_INVALID_TIME && |
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gpGlobals->curtime - pEnemyInfo->timeFirstSeen > m_params.flAbandonTimeLimit * 2 ) ) ) |
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{ |
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SetCondition( COND_ABANDON_TIME_EXPIRED ); |
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bAbandonStandoff = true; |
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if ( pSquad ) |
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{ |
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for ( CAI_BaseNPC *pSquadMate = pSquad->GetFirstMember( &iter ); pSquadMate; pSquadMate = pSquad->GetNextMember( &iter ) ) |
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{ |
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if ( pSquadMate->IsAlive() && pSquadMate != GetOuter() ) |
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{ |
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CAI_StandoffBehavior *pSquadmateStandoff; |
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pSquadMate->GetBehavior( &pSquadmateStandoff ); |
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if ( pSquadmateStandoff && pSquadmateStandoff->IsActive() && |
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pSquadmateStandoff->m_hStandoffGoal == m_hStandoffGoal && |
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!pSquadmateStandoff->HasCondition( COND_ABANDON_TIME_EXPIRED ) ) |
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{ |
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bAbandonStandoff = false; |
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break; |
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} |
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} |
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} |
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} |
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} |
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} |
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if ( bAbandonStandoff ) |
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{ |
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if ( pSquad ) |
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{ |
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for ( CAI_BaseNPC *pSquadMate = pSquad->GetFirstMember( &iter ); pSquadMate; pSquadMate = pSquad->GetNextMember( &iter ) ) |
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{ |
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CAI_StandoffBehavior *pSquadmateStandoff; |
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pSquadMate->GetBehavior( &pSquadmateStandoff ); |
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if ( pSquadmateStandoff && pSquadmateStandoff->IsActive() && pSquadmateStandoff->m_hStandoffGoal == m_hStandoffGoal ) |
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pSquadmateStandoff->SetActive( false ); |
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} |
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} |
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else |
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SetActive( false ); |
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} |
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else if ( GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT ) |
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{ |
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if( DrawBattleLines.GetInt() != 0 ) |
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{ |
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if ( IsBehindBattleLines( GetAbsOrigin() ) ) |
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{ |
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NDebugOverlay::Box( GetOuter()->GetAbsOrigin(), -Vector(48,48,4), Vector(48,48,4), 255,0,0,8, 0.1 ); |
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} |
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else |
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{ |
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NDebugOverlay::Box( GetOuter()->GetAbsOrigin(), -Vector(48,48,4), Vector(48,48,4), 0,255,0,8, 0.1 ); |
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} |
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} |
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} |
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} |
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//------------------------------------- |
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int CAI_StandoffBehavior::SelectScheduleUpdateWeapon( void ) |
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{ |
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// Check if need to reload |
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if ( HasCondition ( COND_NO_PRIMARY_AMMO ) || HasCondition ( COND_LOW_PRIMARY_AMMO )) |
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{ |
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StandoffMsg( "Out of ammo, reloading\n" ); |
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if ( m_params.fCoverOnReload ) |
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{ |
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GetOuter()->SpeakSentence( STANDOFF_SENTENCE_OUT_OF_AMMO ); |
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return SCHED_HIDE_AND_RELOAD; |
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} |
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return SCHED_RELOAD; |
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} |
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// Otherwise, update planned shots to fire before taking cover again |
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if ( HasCondition( COND_LIGHT_DAMAGE ) ) |
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{ |
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// if hurt: |
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int iPercent = random->RandomInt(0,99); |
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if ( iPercent <= m_params.oddsCover && GetEnemy() != NULL ) |
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{ |
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SetReuseCurrentCover(); |
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StandoffMsg( "Hurt, firing one more shot before cover\n" ); |
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if ( !GetOuter()->GetShotRegulator()->IsInRestInterval() ) |
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{ |
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GetOuter()->GetShotRegulator()->SetBurstShotsRemaining( 1 ); |
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} |
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} |
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} |
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return SCHED_NONE; |
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} |
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//------------------------------------- |
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int CAI_StandoffBehavior::SelectScheduleCheckCover( void ) |
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{ |
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if ( m_fTakeCover ) |
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{ |
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m_fTakeCover = false; |
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if ( GetEnemy() ) |
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{ |
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GetOuter()->SpeakSentence( STANDOFF_SENTENCE_FORCED_TAKE_COVER ); |
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StandoffMsg( "Taking forced cover\n" ); |
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return SCHED_TAKE_COVER_FROM_ENEMY; |
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} |
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} |
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if ( GetOuter()->GetShotRegulator()->IsInRestInterval() ) |
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{ |
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StandoffMsg( "Regulated to not shoot\n" ); |
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if ( GetHintType() == HINT_TACTICAL_COVER_LOW ) |
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SetPosture( AIP_CROUCHING ); |
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else |
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SetPosture( AIP_STANDING ); |
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if ( random->RandomInt(0,99) < 80 ) |
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SetReuseCurrentCover(); |
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return SCHED_TAKE_COVER_FROM_ENEMY; |
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} |
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return SCHED_NONE; |
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} |
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//------------------------------------- |
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int CAI_StandoffBehavior::SelectScheduleEstablishAim( void ) |
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{ |
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if ( HasCondition( COND_ENEMY_OCCLUDED ) ) |
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{ |
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if ( GetPosture() == AIP_CROUCHING ) |
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{ |
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// force a stand up, just in case |
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GetOuter()->SpeakSentence( STANDOFF_SENTENCE_STAND_CHECK_TARGET ); |
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StandoffMsg( "Crouching, standing up to gain LOS\n" ); |
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SetPosture( AIP_PEEKING ); |
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return SCHED_STANDOFF; |
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} |
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else if ( GetPosture() == AIP_PEEKING ) |
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{ |
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if ( m_TimePreventForceNewEnemy.Expired() ) |
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{ |
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// Look for a new enemy |
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m_fForceNewEnemy = true; |
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StandoffMsg( "Looking for enemy\n" ); |
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} |
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} |
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#if 0 |
|
else |
|
{ |
|
return SCHED_ESTABLISH_LINE_OF_FIRE; |
|
} |
|
#endif |
|
} |
|
|
|
return SCHED_NONE; |
|
} |
|
|
|
//------------------------------------- |
|
|
|
int CAI_StandoffBehavior::SelectScheduleAttack( void ) |
|
{ |
|
if ( GetPosture() == AIP_PEEKING || GetPosture() == AIP_STANDING ) |
|
{ |
|
if ( !HasCondition( COND_CAN_RANGE_ATTACK1 ) && |
|
!HasCondition( COND_CAN_MELEE_ATTACK1 ) && |
|
HasCondition( COND_TOO_FAR_TO_ATTACK ) ) |
|
{ |
|
if ( GetOuter()->GetActiveWeapon() && ( GetOuter()->GetActiveWeapon()->CapabilitiesGet() & bits_CAP_WEAPON_RANGE_ATTACK1 ) ) |
|
{ |
|
if ( !HasCondition( COND_ENEMY_OCCLUDED ) || random->RandomInt(0,99) < 50 ) |
|
// Don't advance, just fire anyway |
|
return SCHED_RANGE_ATTACK1; |
|
} |
|
} |
|
} |
|
|
|
return SCHED_NONE; |
|
} |
|
|
|
//------------------------------------- |
|
|
|
int CAI_StandoffBehavior::SelectSchedule( void ) |
|
{ |
|
switch ( GetNpcState() ) |
|
{ |
|
case NPC_STATE_COMBAT: |
|
{ |
|
int schedule = SCHED_NONE; |
|
|
|
schedule = SelectScheduleUpdateWeapon(); |
|
if ( schedule != SCHED_NONE ) |
|
return schedule; |
|
|
|
schedule = SelectScheduleCheckCover(); |
|
if ( schedule != SCHED_NONE ) |
|
return schedule; |
|
|
|
schedule = SelectScheduleEstablishAim(); |
|
if ( schedule != SCHED_NONE ) |
|
return schedule; |
|
|
|
schedule = SelectScheduleAttack(); |
|
if ( schedule != SCHED_NONE ) |
|
return schedule; |
|
|
|
break; |
|
} |
|
} |
|
|
|
return BaseClass::SelectSchedule(); |
|
} |
|
|
|
//------------------------------------- |
|
|
|
int CAI_StandoffBehavior::TranslateSchedule( int schedule ) |
|
{ |
|
if ( schedule == SCHED_CHASE_ENEMY ) |
|
{ |
|
StandoffMsg( "trying SCHED_ESTABLISH_LINE_OF_FIRE\n" ); |
|
return SCHED_ESTABLISH_LINE_OF_FIRE; |
|
} |
|
return BaseClass::TranslateSchedule( schedule ); |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_StandoffBehavior::BuildScheduleTestBits() |
|
{ |
|
BaseClass::BuildScheduleTestBits(); |
|
|
|
if ( IsCurSchedule( SCHED_TAKE_COVER_FROM_ENEMY ) ) |
|
GetOuter()->ClearCustomInterruptCondition( COND_NEW_ENEMY ); |
|
} |
|
|
|
//------------------------------------- |
|
|
|
Activity CAI_MappedActivityBehavior_Temporary::GetMappedActivity( AI_Posture_t posture, Activity activity ) |
|
{ |
|
if ( posture != AIP_STANDING ) |
|
{ |
|
unsigned short iActivityTranslation = m_ActivityMap.Find( MAKE_ACTMAP_KEY( posture, activity ) ); |
|
if ( iActivityTranslation != m_ActivityMap.InvalidIndex() ) |
|
{ |
|
Activity result = m_ActivityMap[iActivityTranslation]; |
|
return result; |
|
} |
|
} |
|
return ACT_INVALID; |
|
} |
|
|
|
//------------------------------------- |
|
|
|
Activity CAI_StandoffBehavior::NPC_TranslateActivity( Activity activity ) |
|
{ |
|
Activity coverActivity = GetCoverActivity(); |
|
if ( coverActivity != ACT_INVALID ) |
|
{ |
|
if ( activity == ACT_IDLE ) |
|
activity = coverActivity; |
|
if ( GetPosture() == AIP_STANDING && coverActivity == ACT_COVER_LOW ) |
|
SetPosture( AIP_CROUCHING ); |
|
} |
|
|
|
Activity result = GetMappedActivity( GetPosture(), activity ); |
|
if ( result != ACT_INVALID) |
|
return result; |
|
|
|
return BaseClass::NPC_TranslateActivity( activity ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &vecPos - |
|
//----------------------------------------------------------------------------- |
|
void CAI_StandoffBehavior::SetStandoffGoalPosition( const Vector &vecPos ) |
|
{ |
|
m_vecStandoffGoalPosition = vecPos; |
|
UpdateBattleLines(); |
|
OnChangeTacticalConstraints(); |
|
GetOuter()->ClearSchedule( "Standoff goal position changed" ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &vecPos - |
|
//----------------------------------------------------------------------------- |
|
void CAI_StandoffBehavior::ClearStandoffGoalPosition() |
|
{ |
|
if ( m_vecStandoffGoalPosition != GOAL_POSITION_INVALID ) |
|
{ |
|
m_vecStandoffGoalPosition = GOAL_POSITION_INVALID; |
|
UpdateBattleLines(); |
|
OnChangeTacticalConstraints(); |
|
GetOuter()->ClearSchedule( "Standoff goal position cleared" ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Vector |
|
//----------------------------------------------------------------------------- |
|
Vector CAI_StandoffBehavior::GetStandoffGoalPosition() |
|
{ |
|
if( m_vecStandoffGoalPosition != GOAL_POSITION_INVALID ) |
|
{ |
|
return m_vecStandoffGoalPosition; |
|
} |
|
else if( PlayerIsLeading() ) |
|
{ |
|
return UTIL_GetLocalPlayer()->GetAbsOrigin(); |
|
} |
|
else |
|
{ |
|
CAI_BattleLine *pBattleLine = NULL; |
|
for (;;) |
|
{ |
|
pBattleLine = (CAI_BattleLine *)gEntList.FindEntityByClassname( pBattleLine, "ai_battle_line" ); |
|
|
|
if ( !pBattleLine ) |
|
break; |
|
|
|
if ( pBattleLine->m_fActive && pBattleLine->Affects( GetOuter() ) ) |
|
{ |
|
StandoffMsg1( "Using battleline %s as goal\n", STRING( pBattleLine->GetEntityName() ) ); |
|
return pBattleLine->GetAbsOrigin(); |
|
} |
|
} |
|
} |
|
|
|
return GetAbsOrigin(); |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_StandoffBehavior::UpdateBattleLines() |
|
{ |
|
if ( m_UpdateBattleLinesSemaphore.EnterThink() ) |
|
{ |
|
// @TODO (toml 06-19-03): This is the quick to code thing. Could use some optimization/caching to not recalc everything (up to) each think |
|
m_BattleLines.RemoveAll(); |
|
|
|
bool bHaveGoalPosition = ( m_vecStandoffGoalPosition != GOAL_POSITION_INVALID ); |
|
|
|
if ( bHaveGoalPosition ) |
|
{ |
|
// If we have a valid standoff goal position, it takes precendence. |
|
const float DIST_GOAL_PLANE = 180; |
|
|
|
BattleLine_t goalLine; |
|
|
|
if ( GetDirectionOfStandoff( &goalLine.normal ) ) |
|
{ |
|
goalLine.point = GetStandoffGoalPosition() + goalLine.normal * DIST_GOAL_PLANE; |
|
m_BattleLines.AddToTail( goalLine ); |
|
} |
|
} |
|
else if ( PlayerIsLeading() && GetEnemy() ) |
|
{ |
|
if ( m_params.fPlayerIsBattleline ) |
|
{ |
|
const float DIST_PLAYER_PLANE = 180; |
|
CBaseEntity *pPlayer = UTIL_GetLocalPlayer(); |
|
|
|
BattleLine_t playerLine; |
|
|
|
if ( GetDirectionOfStandoff( &playerLine.normal ) ) |
|
{ |
|
playerLine.point = pPlayer->GetAbsOrigin() + playerLine.normal * DIST_PLAYER_PLANE; |
|
m_BattleLines.AddToTail( playerLine ); |
|
} |
|
} |
|
} |
|
|
|
CAI_BattleLine *pBattleLine = NULL; |
|
for (;;) |
|
{ |
|
pBattleLine = (CAI_BattleLine *)gEntList.FindEntityByClassname( pBattleLine, "ai_battle_line" ); |
|
|
|
if ( !pBattleLine ) |
|
break; |
|
|
|
if ( pBattleLine->m_fActive && (pBattleLine->m_fStrict || !bHaveGoalPosition ) && pBattleLine->Affects( GetOuter() ) ) |
|
{ |
|
BattleLine_t battleLine; |
|
|
|
battleLine.point = pBattleLine->GetAbsOrigin(); |
|
battleLine.normal = UTIL_YawToVector( pBattleLine->GetAbsAngles().y ); |
|
|
|
m_BattleLines.AddToTail( battleLine ); |
|
} |
|
|
|
} |
|
} |
|
} |
|
|
|
//------------------------------------- |
|
|
|
bool CAI_StandoffBehavior::IsBehindBattleLines( const Vector &point ) |
|
{ |
|
UpdateBattleLines(); |
|
|
|
Vector vecToPoint; |
|
|
|
for ( int i = 0; i < m_BattleLines.Count(); i++ ) |
|
{ |
|
vecToPoint = point - m_BattleLines[i].point; |
|
VectorNormalize( vecToPoint ); |
|
vecToPoint.z = 0; |
|
|
|
if ( DotProduct( m_BattleLines[i].normal, vecToPoint ) > 0 ) |
|
{ |
|
if( DrawBattleLines.GetInt() != 0 ) |
|
{ |
|
NDebugOverlay::Box( point, -Vector(48,48,4), Vector(48,48,4), 0,255,0,8, 1 ); |
|
NDebugOverlay::Line( point, GetOuter()->GetAbsOrigin(), 0,255,0,true, 1 ); |
|
} |
|
return false; |
|
} |
|
} |
|
|
|
if( DrawBattleLines.GetInt() != 0 ) |
|
{ |
|
NDebugOverlay::Box( point, -Vector(48,48,4), Vector(48,48,4), 255,0,0,8, 1 ); |
|
NDebugOverlay::Line( point, GetOuter()->GetAbsOrigin(), 255,0,0,true, 1 ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
//------------------------------------- |
|
|
|
bool CAI_StandoffBehavior::IsValidCover( const Vector &vecCoverLocation, const CAI_Hint *pHint ) |
|
{ |
|
if ( !BaseClass::IsValidCover( vecCoverLocation, pHint ) ) |
|
return false; |
|
|
|
if ( IsCurSchedule( SCHED_TAKE_COVER_FROM_BEST_SOUND ) ) |
|
return true; |
|
|
|
return ( m_fIgnoreFronts || IsBehindBattleLines( vecCoverLocation ) ); |
|
} |
|
|
|
//------------------------------------- |
|
|
|
bool CAI_StandoffBehavior::IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, const CAI_Hint *pHint ) |
|
{ |
|
if ( !BaseClass::IsValidShootPosition( vLocation, pNode, pHint ) ) |
|
return false; |
|
|
|
return ( m_fIgnoreFronts || IsBehindBattleLines( vLocation ) ); |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_StandoffBehavior::StartTask( const Task_t *pTask ) |
|
{ |
|
bool fCallBase = false; |
|
|
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_RANGE_ATTACK1: |
|
{ |
|
fCallBase = true; |
|
break; |
|
} |
|
|
|
case TASK_FIND_COVER_FROM_ENEMY: |
|
{ |
|
StandoffMsg( "TASK_FIND_COVER_FROM_ENEMY\n" ); |
|
|
|
// If within time window to force change |
|
if ( !m_params.fStayAtCover && (!m_TimeForceCoverHint.Expired() || m_RandomCoverChangeTimer.Expired()) ) |
|
{ |
|
m_TimeForceCoverHint.Force(); |
|
m_RandomCoverChangeTimer.Set( 8, 16, false ); |
|
|
|
// @TODO (toml 03-24-03): clean this up be tool-izing base tasks. Right now, this is here to force to not use lateral cover search |
|
CBaseEntity *pEntity = GetEnemy(); |
|
|
|
if ( pEntity == NULL ) |
|
{ |
|
// Find cover from self if no enemy available |
|
pEntity = GetOuter(); |
|
} |
|
|
|
CBaseEntity *pLeader = GetPlayerLeader(); |
|
if ( pLeader ) |
|
{ |
|
m_PlayerMoveMonitor.SetMark( pLeader, 60 ); |
|
} |
|
|
|
Vector coverPos = vec3_origin; |
|
CAI_TacticalServices * pTacticalServices = GetTacticalServices(); |
|
const Vector & enemyPos = pEntity->GetAbsOrigin(); |
|
Vector enemyEyePos = pEntity->EyePosition(); |
|
float coverRadius = GetOuter()->CoverRadius(); |
|
const Vector & goalPos = GetStandoffGoalPosition(); |
|
bool bTryGoalPosFirst = true; |
|
|
|
if( pLeader && m_vecStandoffGoalPosition == GOAL_POSITION_INVALID ) |
|
{ |
|
if( random->RandomInt(1, 100) <= 50 ) |
|
{ |
|
// Half the time, if the player is leading, try to find a spot near them |
|
bTryGoalPosFirst = false; |
|
StandoffMsg( "Not trying goal pos\n" ); |
|
} |
|
} |
|
|
|
if( bTryGoalPosFirst ) |
|
{ |
|
// Firstly, try to find cover near the goal position. |
|
pTacticalServices->FindCoverPos( goalPos, enemyPos, enemyEyePos, 0, 15*12, &coverPos ); |
|
|
|
if ( coverPos == vec3_origin ) |
|
pTacticalServices->FindCoverPos( goalPos, enemyPos, enemyEyePos, 15*12-0.1, 40*12, &coverPos ); |
|
|
|
StandoffMsg1( "Trying goal pos, %s\n", ( coverPos == vec3_origin ) ? "failed" : "succeeded" ); |
|
} |
|
|
|
if ( coverPos == vec3_origin ) |
|
{ |
|
// Otherwise, find a node near to self |
|
StandoffMsg( "Looking for near cover\n" ); |
|
if ( !GetTacticalServices()->FindCoverPos( enemyPos, enemyEyePos, 0, coverRadius, &coverPos ) ) |
|
{ |
|
// Try local lateral cover |
|
if ( !GetTacticalServices()->FindLateralCover( enemyEyePos, 0, &coverPos ) ) |
|
{ |
|
// At this point, try again ignoring front lines. Any cover probably better than hanging out in the open |
|
m_fIgnoreFronts = true; |
|
if ( !GetTacticalServices()->FindCoverPos( enemyPos, enemyEyePos, 0, coverRadius, &coverPos ) ) |
|
{ |
|
if ( !GetTacticalServices()->FindLateralCover( enemyEyePos, 0, &coverPos ) ) |
|
{ |
|
Assert( coverPos == vec3_origin ); |
|
} |
|
} |
|
m_fIgnoreFronts = false; |
|
} |
|
} |
|
} |
|
|
|
if ( coverPos != vec3_origin ) |
|
{ |
|
AI_NavGoal_t goal(GOALTYPE_COVER, coverPos, ACT_RUN, AIN_HULL_TOLERANCE, AIN_DEF_FLAGS); |
|
GetNavigator()->SetGoal( goal ); |
|
|
|
GetOuter()->m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData; |
|
TaskComplete(); |
|
} |
|
else |
|
TaskFail(FAIL_NO_COVER); |
|
} |
|
else |
|
{ |
|
fCallBase = true; |
|
} |
|
break; |
|
} |
|
|
|
default: |
|
{ |
|
fCallBase = true; |
|
} |
|
} |
|
|
|
if ( fCallBase ) |
|
BaseClass::StartTask( pTask ); |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_StandoffBehavior::OnChangeHintGroup( string_t oldGroup, string_t newGroup ) |
|
{ |
|
OnChangeTacticalConstraints(); |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_StandoffBehavior::OnChangeTacticalConstraints() |
|
{ |
|
if ( m_params.hintChangeReaction > AIHCR_DEFAULT_AI ) |
|
m_TimeForceCoverHint.Set( 8.0, false ); |
|
if ( m_params.hintChangeReaction == AIHCR_MOVE_IMMEDIATE ) |
|
m_fTakeCover = true; |
|
} |
|
|
|
//------------------------------------- |
|
|
|
bool CAI_StandoffBehavior::PlayerIsLeading() |
|
{ |
|
CBaseEntity *pPlayer = AI_GetSinglePlayer(); |
|
return ( pPlayer && GetOuter()->IRelationType( pPlayer ) == D_LI ); |
|
} |
|
|
|
//------------------------------------- |
|
|
|
CBaseEntity *CAI_StandoffBehavior::GetPlayerLeader() |
|
{ |
|
CBaseEntity *pPlayer = AI_GetSinglePlayer(); |
|
if ( pPlayer && GetOuter()->IRelationType( pPlayer ) == D_LI ) |
|
return pPlayer; |
|
return NULL; |
|
} |
|
|
|
//------------------------------------- |
|
|
|
bool CAI_StandoffBehavior::GetDirectionOfStandoff( Vector *pDir ) |
|
{ |
|
if ( GetEnemy() ) |
|
{ |
|
*pDir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin(); |
|
VectorNormalize( *pDir ); |
|
pDir->z = 0; |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
//------------------------------------- |
|
|
|
Hint_e CAI_StandoffBehavior::GetHintType() |
|
{ |
|
CAI_Hint *pHintNode = GetHintNode(); |
|
if ( pHintNode ) |
|
return pHintNode->HintType(); |
|
return HINT_NONE; |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_StandoffBehavior::SetReuseCurrentCover() |
|
{ |
|
CAI_Hint *pHintNode = GetHintNode(); |
|
if ( pHintNode && pHintNode->GetNode() && pHintNode->GetNode()->IsLocked() ) |
|
pHintNode->GetNode()->Unlock(); |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_StandoffBehavior::UnlockHintNode() |
|
{ |
|
CAI_Hint *pHintNode = GetHintNode(); |
|
if ( pHintNode ) |
|
{ |
|
if ( pHintNode->IsLocked() && pHintNode->IsLockedBy( GetOuter() ) ) |
|
pHintNode->Unlock(); |
|
CAI_Node *pNode = pHintNode->GetNode(); |
|
if ( pNode && pNode->IsLocked() ) |
|
pNode->Unlock(); |
|
ClearHintNode(); |
|
} |
|
} |
|
|
|
|
|
//------------------------------------- |
|
|
|
Activity CAI_StandoffBehavior::GetCoverActivity() |
|
{ |
|
CAI_Hint *pHintNode = GetHintNode(); |
|
if ( pHintNode && pHintNode->HintType() == HINT_TACTICAL_COVER_LOW ) |
|
return GetOuter()->GetCoverActivity( pHintNode ); |
|
return ACT_INVALID; |
|
} |
|
|
|
|
|
//------------------------------------- |
|
|
|
struct AI_ActivityMapping_t |
|
{ |
|
AI_Posture_t posture; |
|
Activity activity; |
|
const char * pszWeapon; |
|
Activity translation; |
|
}; |
|
|
|
void CAI_MappedActivityBehavior_Temporary::UpdateTranslateActivityMap() |
|
{ |
|
AI_ActivityMapping_t mappings[] = // This array cannot be static, as some activity values are set on a per-map-load basis |
|
{ |
|
{ AIP_CROUCHING, ACT_IDLE, NULL, ACT_COVER_LOW, }, |
|
{ AIP_CROUCHING, ACT_IDLE_ANGRY, NULL, ACT_COVER_LOW, }, |
|
{ AIP_CROUCHING, ACT_WALK, NULL, ACT_WALK_CROUCH, }, |
|
{ AIP_CROUCHING, ACT_RUN, NULL, ACT_RUN_CROUCH, }, |
|
{ AIP_CROUCHING, ACT_WALK_AIM, NULL, ACT_WALK_CROUCH_AIM, }, |
|
{ AIP_CROUCHING, ACT_RUN_AIM, NULL, ACT_RUN_CROUCH_AIM, }, |
|
{ AIP_CROUCHING, ACT_RELOAD, NULL, ACT_RELOAD_LOW, }, |
|
{ AIP_CROUCHING, ACT_RANGE_ATTACK_SMG1, NULL, ACT_RANGE_ATTACK_SMG1_LOW, }, |
|
{ AIP_CROUCHING, ACT_RANGE_ATTACK_AR2, NULL, ACT_RANGE_ATTACK_AR2_LOW, }, |
|
|
|
//---- |
|
{ AIP_PEEKING, ACT_IDLE, NULL, ACT_RANGE_AIM_LOW, }, |
|
{ AIP_PEEKING, ACT_IDLE_ANGRY, NULL, ACT_RANGE_AIM_LOW, }, |
|
{ AIP_PEEKING, ACT_COVER_LOW, NULL, ACT_RANGE_AIM_LOW, }, |
|
{ AIP_PEEKING, ACT_RANGE_ATTACK1, NULL, ACT_RANGE_ATTACK1_LOW, }, |
|
{ AIP_PEEKING, ACT_RELOAD, NULL, ACT_RELOAD_LOW, }, |
|
}; |
|
|
|
m_ActivityMap.RemoveAll(); |
|
|
|
CBaseCombatWeapon *pWeapon = GetOuter()->GetActiveWeapon(); |
|
const char *pszWeaponClass = ( pWeapon ) ? pWeapon->GetClassname() : ""; |
|
for ( int i = 0; i < ARRAYSIZE(mappings); i++ ) |
|
{ |
|
if ( !mappings[i].pszWeapon || stricmp( mappings[i].pszWeapon, pszWeaponClass ) == 0 ) |
|
{ |
|
if ( HaveSequenceForActivity( mappings[i].translation ) || HaveSequenceForActivity( GetOuter()->Weapon_TranslateActivity( mappings[i].translation ) ) ) |
|
{ |
|
Assert( m_ActivityMap.Find( MAKE_ACTMAP_KEY( mappings[i].posture, mappings[i].activity ) ) == m_ActivityMap.InvalidIndex() ); |
|
m_ActivityMap.Insert( MAKE_ACTMAP_KEY( mappings[i].posture, mappings[i].activity ), mappings[i].translation ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
void CAI_StandoffBehavior::UpdateTranslateActivityMap() |
|
{ |
|
BaseClass::UpdateTranslateActivityMap(); |
|
|
|
Activity lowCoverActivity = GetMappedActivity( AIP_CROUCHING, ACT_COVER_LOW ); |
|
if ( lowCoverActivity == ACT_INVALID ) |
|
lowCoverActivity = ACT_COVER_LOW; |
|
|
|
m_bHasLowCoverActivity = ( ( CapabilitiesGet() & bits_CAP_DUCK ) && (GetOuter()->TranslateActivity( lowCoverActivity ) != ACT_INVALID)); |
|
|
|
CBaseCombatWeapon *pWeapon = GetOuter()->GetActiveWeapon(); |
|
if ( pWeapon && (GetOuter()->TranslateActivity( lowCoverActivity ) == ACT_INVALID )) |
|
DevMsg( "Note: NPC class %s lacks ACT_COVER_LOW, therefore cannot participate in standoff\n", GetOuter()->GetClassname() ); |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_MappedActivityBehavior_Temporary::OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon ) |
|
{ |
|
UpdateTranslateActivityMap(); |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CAI_StandoffBehavior::OnRestore() |
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{ |
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UpdateTranslateActivityMap(); |
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} |
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//------------------------------------- |
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AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER(CAI_StandoffBehavior) |
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DECLARE_CONDITION( COND_ABANDON_TIME_EXPIRED ) |
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AI_END_CUSTOM_SCHEDULE_PROVIDER() |
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//----------------------------------------------------------------------------- |
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// |
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// CAI_StandoffGoal |
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// |
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// Purpose: A level tool to control the standoff behavior. Use is not required |
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// in order to use behavior. |
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// |
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//----------------------------------------------------------------------------- |
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AI_StandoffParams_t g_StandoffParamsByAgression[] = |
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{ |
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// hintChangeReaction, fCoverOnReload, PlayerBtlLn, minTimeShots, maxTimeShots, minShots, maxShots, oddsCover flAbandonTimeLimit |
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{ AIHCR_MOVE_ON_COVER, true, true, 4.0, 8.0, 2, 4, 50, false, 30 }, // AGGR_VERY_LOW |
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{ AIHCR_MOVE_ON_COVER, true, true, 2.0, 5.0, 3, 5, 25, false, 20 }, // AGGR_LOW |
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{ AIHCR_MOVE_ON_COVER, true, true, 0.6, 2.5, 3, 6, 25, false, 10 }, // AGGR_MEDIUM |
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{ AIHCR_MOVE_ON_COVER, true, true, 0.2, 1.5, 5, 8, 10, false, 10 }, // AGGR_HIGH |
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{ AIHCR_MOVE_ON_COVER, false, true, 0, 0, 100, 100, 0, false, 5 }, // AGGR_VERY_HIGH |
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}; |
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//------------------------------------- |
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class CAI_StandoffGoal : public CAI_GoalEntity |
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{ |
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DECLARE_CLASS( CAI_StandoffGoal, CAI_GoalEntity ); |
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public: |
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CAI_StandoffGoal() |
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{ |
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m_aggressiveness = AGGR_MEDIUM; |
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m_fPlayerIsBattleline = true; |
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m_HintChangeReaction = AIHCR_DEFAULT_AI; |
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m_fStayAtCover = false; |
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m_bAbandonIfEnemyHides = false; |
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m_customParams = AI_DEFAULT_STANDOFF_PARAMS; |
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} |
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//--------------------------------- |
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void EnableGoal( CAI_BaseNPC *pAI ) |
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{ |
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CAI_StandoffBehavior *pBehavior; |
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if ( !pAI->GetBehavior( &pBehavior ) ) |
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return; |
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pBehavior->SetActive( true ); |
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SetBehaviorParams( pBehavior); |
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} |
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void DisableGoal( CAI_BaseNPC *pAI ) |
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{ |
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// @TODO (toml 04-07-03): remove the no damage spawn flag once stable. The implementation isn't very good. |
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CAI_StandoffBehavior *pBehavior; |
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if ( !pAI->GetBehavior( &pBehavior ) ) |
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return; |
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pBehavior->SetActive( false ); |
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SetBehaviorParams( pBehavior); |
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} |
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void InputActivate( inputdata_t &inputdata ) |
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{ |
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ValidateAggression(); |
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BaseClass::InputActivate( inputdata ); |
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} |
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void InputDeactivate( inputdata_t &inputdata ) |
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{ |
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ValidateAggression(); |
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BaseClass::InputDeactivate( inputdata ); |
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} |
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void InputSetAggressiveness( inputdata_t &inputdata ) |
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{ |
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int newVal = inputdata.value.Int(); |
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m_aggressiveness = (Aggressiveness_t)newVal; |
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ValidateAggression(); |
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UpdateActors(); |
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const CUtlVector<AIHANDLE> &actors = AccessActors(); |
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for ( int i = 0; i < actors.Count(); i++ ) |
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{ |
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CAI_BaseNPC *pAI = actors[i]; |
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CAI_StandoffBehavior *pBehavior; |
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if ( !pAI->GetBehavior( &pBehavior ) ) |
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continue; |
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SetBehaviorParams( pBehavior); |
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} |
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} |
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void SetBehaviorParams( CAI_StandoffBehavior *pBehavior ) |
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{ |
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AI_StandoffParams_t params; |
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if ( m_aggressiveness != AGGR_CUSTOM ) |
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params = g_StandoffParamsByAgression[m_aggressiveness]; |
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else |
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params = m_customParams; |
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params.hintChangeReaction = m_HintChangeReaction; |
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params.fPlayerIsBattleline = m_fPlayerIsBattleline; |
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params.fStayAtCover = m_fStayAtCover; |
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if ( !m_bAbandonIfEnemyHides ) |
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params.flAbandonTimeLimit = 0; |
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pBehavior->SetParameters( params, this ); |
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pBehavior->OnChangeTacticalConstraints(); |
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if ( pBehavior->IsRunning() ) |
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pBehavior->GetOuter()->ClearSchedule( "Standoff behavior parms changed" ); |
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} |
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void ValidateAggression() |
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{ |
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if ( m_aggressiveness < AGGR_VERY_LOW || m_aggressiveness > AGGR_VERY_HIGH ) |
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{ |
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if ( m_aggressiveness != AGGR_CUSTOM ) |
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{ |
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DevMsg( "Invalid aggressiveness value %d\n", m_aggressiveness ); |
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if ( m_aggressiveness < AGGR_VERY_LOW ) |
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m_aggressiveness = AGGR_VERY_LOW; |
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else if ( m_aggressiveness > AGGR_VERY_HIGH ) |
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m_aggressiveness = AGGR_VERY_HIGH; |
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} |
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} |
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} |
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private: |
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//--------------------------------- |
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DECLARE_DATADESC(); |
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enum Aggressiveness_t |
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{ |
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AGGR_VERY_LOW, |
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AGGR_LOW, |
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AGGR_MEDIUM, |
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AGGR_HIGH, |
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AGGR_VERY_HIGH, |
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AGGR_CUSTOM, |
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}; |
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Aggressiveness_t m_aggressiveness; |
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AI_HintChangeReaction_t m_HintChangeReaction; |
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bool m_fPlayerIsBattleline; |
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bool m_fStayAtCover; |
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bool m_bAbandonIfEnemyHides; |
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AI_StandoffParams_t m_customParams; |
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}; |
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//------------------------------------- |
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LINK_ENTITY_TO_CLASS( ai_goal_standoff, CAI_StandoffGoal ); |
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BEGIN_DATADESC( CAI_StandoffGoal ) |
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DEFINE_KEYFIELD( m_aggressiveness, FIELD_INTEGER, "Aggressiveness" ), |
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// m_customParams (individually) |
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DEFINE_KEYFIELD( m_HintChangeReaction, FIELD_INTEGER, "HintGroupChangeReaction" ), |
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DEFINE_KEYFIELD( m_fPlayerIsBattleline, FIELD_BOOLEAN, "PlayerBattleline" ), |
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DEFINE_KEYFIELD( m_fStayAtCover, FIELD_BOOLEAN, "StayAtCover" ), |
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DEFINE_KEYFIELD( m_bAbandonIfEnemyHides, FIELD_BOOLEAN, "AbandonIfEnemyHides" ), |
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DEFINE_KEYFIELD( m_customParams.fCoverOnReload, FIELD_BOOLEAN, "CustomCoverOnReload" ), |
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DEFINE_KEYFIELD( m_customParams.minTimeShots, FIELD_FLOAT, "CustomMinTimeShots" ), |
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DEFINE_KEYFIELD( m_customParams.maxTimeShots, FIELD_FLOAT, "CustomMaxTimeShots" ), |
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DEFINE_KEYFIELD( m_customParams.minShots, FIELD_INTEGER, "CustomMinShots" ), |
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DEFINE_KEYFIELD( m_customParams.maxShots, FIELD_INTEGER, "CustomMaxShots" ), |
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DEFINE_KEYFIELD( m_customParams.oddsCover, FIELD_INTEGER, "CustomOddsCover" ), |
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// Inputs |
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetAggressiveness", InputSetAggressiveness ), |
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END_DATADESC() |
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///-----------------------------------------------------------------------------
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