Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "beam_shared.h"
#include "ai_motor.h"
#include "asw_ai_behavior_wander.h"
#include "ai_hint.h"
#include "ai_navigator.h"
#include "ai_memory.h"
#include "asw_alien.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CAI_ASW_WanderBehavior )
END_DATADESC();
LINK_BEHAVIOR_TO_CLASSNAME( CAI_ASW_WanderBehavior );
#define STRAFE_ANGLE_RANGE 45.0f
//#define DRAW_DEBUG 1
//------------------------------------------------------------------------------
// Purpose: constructor
//------------------------------------------------------------------------------
CAI_ASW_WanderBehavior::CAI_ASW_WanderBehavior( )
{
m_WanderType = WANDER_TYPE_NORMAL;
m_flMinDistance = 100.0f;
m_flMaxDistance = 150.0f;
m_flStrafeFactor = 1.3f;
m_flDivisions = 5;
m_flDistanceTooCloseSq = 200.0f;
m_flDistanceTooCloseSq *= m_flDistanceTooCloseSq;
}
//------------------------------------------------------------------------------
// Purpose: function to set up parameters
// Input : szKeyName - the name of the key
// szValue - the value to be set
// Output : returns true of we handled this key
//------------------------------------------------------------------------------
bool CAI_ASW_WanderBehavior::KeyValue( const char *szKeyName, const char *szValue )
{
if ( V_stricmp( szKeyName, "type" ) == 0 )
{
if ( V_stricmp( szValue, "direction" ) == 0 )
{
m_WanderType = WANDER_TYPE_DIRECTION;
}
return true;
}
if ( V_stricmp( szKeyName, "min_distance" ) == 0 )
{
m_flMinDistance = atof( szValue );
return true;
}
if ( V_stricmp( szKeyName, "max_distance" ) == 0 )
{
m_flMaxDistance = atof( szValue );
return true;
}
if ( V_stricmp( szKeyName, "max_distance" ) == 0 )
{
m_flMaxDistance = atof( szValue );
return true;
}
if ( V_stricmp( szKeyName, "strafe_factor" ) == 0 )
{
m_flStrafeFactor = atof( szValue );
return true;
}
if ( V_stricmp( szKeyName, "tooclose" ) == 0 )
{
m_flDistanceTooCloseSq = atof( szValue );
m_flDistanceTooCloseSq *= m_flDistanceTooCloseSq;
return true;
}
return BaseClass::KeyValue( szKeyName, szValue );
}
//------------------------------------------------------------------------------
// Purpose: precaches any additional assets this behavior needs
//------------------------------------------------------------------------------
void CAI_ASW_WanderBehavior::Precache( void )
{
BaseClass::Precache();
}
//------------------------------------------------------------------------------
// Purpose: determines if we can use this behavior currently
// Output : returns true if this behavior is able to run
//------------------------------------------------------------------------------
bool CAI_ASW_WanderBehavior::CanSelectSchedule()
{
if ( !GetOuter()->IsInterruptable() )
{
return false;
}
#if 0
if ( GetOuter()->GetState() != NPC_STATE_COMBAT )
{
return false;
}
#endif
if ( m_WanderType == WANDER_TYPE_NORMAL && !HasCondition( COND_LOST_ENEMY ) && !HasCondition( COND_ENEMY_UNREACHABLE ) )
{
return false;
}
if ( m_WanderType == WANDER_TYPE_DIRECTION && HasCondition( COND_WANDER_ENEMY_TOO_CLOSE ) )
{
return false;
}
return BaseClass::CanSelectSchedule();
}
//------------------------------------------------------------------------------
// Purpose: sets / clears conditions for when the behavior is active. this is
// generally a larger set of conditions to interrupt any tasks.
//------------------------------------------------------------------------------
void CAI_ASW_WanderBehavior::GatherConditions( )
{
BaseClass::GatherConditions();
}
//------------------------------------------------------------------------------
// Purpose: sets / clears conditions for when the behavior is not active. this is
// mainly to have a smaller set of conditions to wake up the behavior.
//------------------------------------------------------------------------------
void CAI_ASW_WanderBehavior::GatherConditionsNotActive( )
{
BaseClass::GatherConditionsNotActive();
}
//------------------------------------------------------------------------------
// Purpose: general purpose routine to collect conditions used both during active
// and non-active states of the behavior.
//------------------------------------------------------------------------------
void CAI_ASW_WanderBehavior::GatherCommonConditions( )
{
BaseClass::GatherCommonConditions();
ClearCondition( COND_WANDER_ENEMY_TOO_CLOSE );
if ( GetEnemy() )
{
float DistanceSq = ( GetEnemyLKP() - GetAbsOrigin() ).LengthSqr();
if ( DistanceSq <= m_flDistanceTooCloseSq )
{
SetCondition( COND_WANDER_ENEMY_TOO_CLOSE );
}
}
}
//------------------------------------------------------------------------------
// Purpose: routine called to start when a task initially starts
// Input : pTask - the task structure
//------------------------------------------------------------------------------
void CAI_ASW_WanderBehavior::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_WANDER_DIRECTION:
{
trace_t tr;
Vector *vGoodResults = ( Vector * )stackalloc( sizeof( Vector ) * ( int )m_flDivisions );
int nNumResults = 0;
const float flSpinAmount = 360.0f / m_flDivisions;
float flCurrentAngle = RandomFloat( 0.0f, flSpinAmount );
Vector vCurrent = GetAbsOrigin();
#ifdef DRAW_DEBUG
int r, g, b;
#endif // #ifdef DRAW_DEBUG
m_bCanStrafeLeft = HaveSequenceForActivity( ACT_STRAFE_LEFT );
m_bCanStrafeRight = HaveSequenceForActivity( ACT_STRAFE_RIGHT );
for( int i = 0; i < m_flDivisions; i++ )
{
Vector vDest = vCurrent;
float flDistance = RandomFloat( m_flMinDistance, m_flMaxDistance );
float flYawDelta = UTIL_AngleMod( GetLocalAngles().y - flCurrentAngle );
if ( m_bCanStrafeLeft && fabs( flYawDelta - 270.0f ) <= STRAFE_ANGLE_RANGE )
{
flDistance *= m_flStrafeFactor;
#ifdef DRAW_DEBUG
r = 255;
g = 255;
b = 0;
#endif // #ifdef DRAW_DEBUG
}
else if ( m_bCanStrafeRight && fabs( flYawDelta - 90.0f ) <= STRAFE_ANGLE_RANGE )
{
flDistance *= m_flStrafeFactor;
#ifdef DRAW_DEBUG
r = 0;
g = 255;
b = 255;
#endif // #ifdef DRAW_DEBUG
}
#ifdef DRAW_DEBUG
else
{
r = 255;
g = 255;
b = 255;
}
#endif // #ifdef DRAW_DEBUG
vDest.x += cos( DEG2RAD( flCurrentAngle ) ) * flDistance;
vDest.y += sin( DEG2RAD( flCurrentAngle ) ) * flDistance;
vDest.z += 15.0f;
#ifdef DRAW_DEBUG
NDebugOverlay::Line( vCurrent, vDest, r, g, b, true, 4.0f );
#endif // #ifdef DRAW_DEBUG
UTIL_TraceLine( vCurrent, vDest, MASK_SOLID, NULL, ASW_COLLISION_GROUP_IGNORE_NPCS, &tr );
if ( tr.fraction > 0.6f )
{
vGoodResults[ nNumResults ] = vDest;
nNumResults++;
}
flCurrentAngle = UTIL_AngleMod( flCurrentAngle + RandomFloat( flSpinAmount / 2.0f, flSpinAmount * 1.5f ) );
}
if ( nNumResults > 0 )
{
nNumResults = RandomInt( 0, nNumResults - 1 );
float flYaw = UTIL_VecToYaw ( vGoodResults[ nNumResults ] - GetAbsOrigin() );
float flYawDelta = UTIL_AngleMod( GetLocalAngles().y - flYaw );
if ( m_bCanStrafeLeft && fabs( flYawDelta - 270.0f ) <= STRAFE_ANGLE_RANGE )
{
AI_NavGoal_t goal( GOALTYPE_LOCATION, vGoodResults[ nNumResults ], ACT_STRAFE_LEFT, 10.0f, AIN_LOCAL_SUCCEEED_ON_WITHIN_TOLERANCE, AIN_DEF_TARGET );
GetNavigator()->SetGoal( goal );
}
else if ( m_bCanStrafeRight && fabs( flYawDelta - 90.0f ) <= STRAFE_ANGLE_RANGE )
{
AI_NavGoal_t goal( GOALTYPE_LOCATION, vGoodResults[ nNumResults ], ACT_STRAFE_RIGHT, 10.0f, AIN_LOCAL_SUCCEEED_ON_WITHIN_TOLERANCE, AIN_DEF_TARGET );
GetNavigator()->SetGoal( goal );
}
else
{
AI_NavGoal_t goal( GOALTYPE_LOCATION, vGoodResults[ nNumResults ], ACT_WALK, 10.0f, AIN_YAW_TO_DEST | AIN_LOCAL_SUCCEEED_ON_WITHIN_TOLERANCE, AIN_DEF_TARGET );
GetNavigator()->SetGoal( goal );
}
}
TaskComplete();
break;
}
default:
BaseClass::StartTask( pTask );
break;
}
}
//------------------------------------------------------------------------------
// Purpose: routine called every frame when a task is running
// Input : pTask - the task structure
//------------------------------------------------------------------------------
void CAI_ASW_WanderBehavior::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_WANDER_DIRECTION:
{
break;
}
default:
BaseClass::RunTask( pTask );
break;
}
}
//------------------------------------------------------------------------------
// Purpose: routine called to select what schedule we want to run
// Output : returns the schedule id of the schedule we want to run
//------------------------------------------------------------------------------
int CAI_ASW_WanderBehavior::SelectSchedule()
{
switch( m_WanderType )
{
case WANDER_TYPE_NORMAL:
{
if ( HasCondition( COND_ENEMY_OCCLUDED ) )
{
return SCHED_WANDER_STANDOFF;
}
return SCHED_WANDER_MEDIUM;
}
case WANDER_TYPE_DIRECTION:
{
return SCHED_WANDER_DIRECTIONAL;
}
}
return SCHED_NONE;
}
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_ASW_WanderBehavior )
DECLARE_TASK( TASK_WANDER_DIRECTION )
DECLARE_CONDITION( COND_WANDER_ENEMY_TOO_CLOSE )
//=========================================================
// Wander around for a while so we don't look stupid.
// this is done if we ever lose track of our enemy.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_WANDER_MEDIUM,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WANDER 480384" // 4 feet to 32 feet
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_WAIT_PVS 0" // if the player left my PVS, just wait.
" TASK_SET_SCHEDULE SCHEDULE:SCHED_WANDER_MEDIUM" // keep doing it
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
)
DEFINE_SCHEDULE
(
SCHED_WANDER_STANDOFF,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WANDER 480384" // 4 feet to 32 feet
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_WAIT_PVS 0" // if the player left my PVS, just wait.
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_ENEMY_DEAD"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK2"
)
DEFINE_SCHEDULE
(
SCHED_WANDER_DIRECTIONAL,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WANDER_DIRECTION 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_WAIT_PVS 0" // if the player left my PVS, just wait.
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_WANDER_ENEMY_TOO_CLOSE"
)
//=========================================================
// If you fail to wander, wait just a bit and try again.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_WANDER_FAIL,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WAIT 1"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_WANDER_MEDIUM"
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_ENEMY_DEAD"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK2"
)
AI_END_CUSTOM_SCHEDULE_PROVIDER()
#include "tier0/memdbgoff.h"