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