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4764 lines
118 KiB
4764 lines
118 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Functions and data pertaining to the NPCs' AI scheduling system. |
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// Implements default NPC tasks and schedules. |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "ai_default.h" |
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#include "animation.h" |
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#include "scripted.h" |
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#include "soundent.h" |
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#include "entitylist.h" |
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#include "basecombatweapon.h" |
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#include "bitstring.h" |
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#include "ai_task.h" |
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#include "ai_network.h" |
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#include "ai_schedule.h" |
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#include "ai_hull.h" |
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#include "ai_node.h" |
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#include "ai_motor.h" |
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#include "ai_hint.h" |
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#include "ai_memory.h" |
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#include "ai_navigator.h" |
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#include "ai_tacticalservices.h" |
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#include "ai_moveprobe.h" |
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#include "ai_squadslot.h" |
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#include "ai_squad.h" |
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#include "ai_speech.h" |
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#include "game.h" |
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#include "IEffects.h" |
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#include "vstdlib/random.h" |
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#include "ndebugoverlay.h" |
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#include "tier0/vcrmode.h" |
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#include "env_debughistory.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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extern ConVar ai_task_pre_script; |
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extern ConVar ai_use_efficiency; |
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extern ConVar ai_use_think_optimizations; |
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#define ShouldUseEfficiency() ( ai_use_think_optimizations.GetBool() && ai_use_efficiency.GetBool() ) |
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ConVar ai_simulate_task_overtime( "ai_simulate_task_overtime", "0" ); |
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#define MAX_TASKS_RUN 10 |
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struct TaskTimings |
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{ |
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const char *pszTask; |
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CFastTimer selectSchedule; |
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CFastTimer startTimer; |
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CFastTimer runTimer; |
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}; |
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TaskTimings g_AITaskTimings[MAX_TASKS_RUN]; |
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int g_nAITasksRun; |
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void CAI_BaseNPC::DumpTaskTimings() |
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{ |
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DevMsg(" Tasks timings:\n" ); |
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for ( int i = 0; i < g_nAITasksRun; ++i ) |
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{ |
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DevMsg( " %32s -- select %5.2f, start %5.2f, run %5.2f\n", g_AITaskTimings[i].pszTask, |
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g_AITaskTimings[i].selectSchedule.GetDuration().GetMillisecondsF(), |
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g_AITaskTimings[i].startTimer.GetDuration().GetMillisecondsF(), |
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g_AITaskTimings[i].runTimer.GetDuration().GetMillisecondsF() ); |
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} |
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} |
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//========================================================= |
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// FHaveSchedule - Returns true if NPC's GetCurSchedule() |
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// is anything other than NULL. |
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//========================================================= |
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bool CAI_BaseNPC::FHaveSchedule( void ) |
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{ |
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if ( GetCurSchedule() == NULL ) |
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{ |
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return false; |
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} |
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return true; |
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} |
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//========================================================= |
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// ClearSchedule - blanks out the caller's schedule pointer |
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// and index. |
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//========================================================= |
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void CAI_BaseNPC::ClearSchedule( const char *szReason ) |
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{ |
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if (szReason && m_debugOverlays & OVERLAY_TASK_TEXT_BIT) |
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{ |
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DevMsg( this, AIMF_IGNORE_SELECTED, " Schedule cleared: %s\n", szReason ); |
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} |
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if ( szReason ) |
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{ |
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ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs( "%s(%d): Schedule cleared: %s\n", GetDebugName(), entindex(), szReason ) ); |
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} |
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m_ScheduleState.timeCurTaskStarted = m_ScheduleState.timeStarted = 0; |
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m_ScheduleState.bScheduleWasInterrupted = true; |
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SetTaskStatus( TASKSTATUS_NEW ); |
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m_IdealSchedule = SCHED_NONE; |
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m_pSchedule = NULL; |
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ResetScheduleCurTaskIndex(); |
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m_InverseIgnoreConditions.SetAll(); |
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} |
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//========================================================= |
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// FScheduleDone - Returns true if the caller is on the |
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// last task in the schedule |
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//========================================================= |
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bool CAI_BaseNPC::FScheduleDone ( void ) |
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{ |
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Assert( GetCurSchedule() != NULL ); |
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if ( GetScheduleCurTaskIndex() == GetCurSchedule()->NumTasks() ) |
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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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//========================================================= |
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bool CAI_BaseNPC::SetSchedule( int localScheduleID ) |
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{ |
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CAI_Schedule *pNewSchedule = GetScheduleOfType( localScheduleID ); |
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if ( pNewSchedule ) |
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{ |
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// ken: I'm don't know of any remaining cases, but if you find one, hunt it down as to why the schedule is getting slammed while they're in the middle of script |
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if (m_hCine != NULL) |
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{ |
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if (!(localScheduleID == SCHED_SLEEP || localScheduleID == SCHED_WAIT_FOR_SCRIPT || localScheduleID == SCHED_SCRIPTED_WALK || localScheduleID == SCHED_SCRIPTED_RUN || localScheduleID == SCHED_SCRIPTED_CUSTOM_MOVE || localScheduleID == SCHED_SCRIPTED_WAIT || localScheduleID == SCHED_SCRIPTED_FACE) ) |
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{ |
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Assert( 0 ); |
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// ExitScriptedSequence(); |
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} |
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} |
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m_IdealSchedule = GetGlobalScheduleId( localScheduleID ); |
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SetSchedule( pNewSchedule ); |
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return true; |
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} |
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return false; |
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} |
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//========================================================= |
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// SetSchedule - replaces the NPC's schedule pointer |
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// with the passed pointer, and sets the ScheduleIndex back |
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// to 0 |
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//========================================================= |
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#define SCHEDULE_HISTORY_SIZE 10 |
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void CAI_BaseNPC::SetSchedule( CAI_Schedule *pNewSchedule ) |
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{ |
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Assert( pNewSchedule != NULL ); |
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m_ScheduleState.timeCurTaskStarted = m_ScheduleState.timeStarted = gpGlobals->curtime; |
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m_ScheduleState.bScheduleWasInterrupted = false; |
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m_pSchedule = pNewSchedule ; |
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ResetScheduleCurTaskIndex(); |
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SetTaskStatus( TASKSTATUS_NEW ); |
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m_failSchedule = SCHED_NONE; |
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bool bCondInPVS = HasCondition( COND_IN_PVS ); |
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m_Conditions.ClearAll(); |
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if ( bCondInPVS ) |
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SetCondition( COND_IN_PVS ); |
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m_bConditionsGathered = false; |
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GetNavigator()->ClearGoal(); |
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m_InverseIgnoreConditions.SetAll(); |
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Forget( bits_MEMORY_TURNING ); |
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/* |
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#if _DEBUG |
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if ( !ScheduleFromName( pNewSchedule->GetName() ) ) |
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{ |
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DevMsg( "Schedule %s not in table!!!\n", pNewSchedule->GetName() ); |
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} |
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#endif |
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*/ |
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// this is very useful code if you can isolate a test case in a level with a single NPC. It will notify |
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// you of every schedule selection the NPC makes. |
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if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT) |
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{ |
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DevMsg(this, AIMF_IGNORE_SELECTED, "Schedule: %s (time: %.2f)\n", pNewSchedule->GetName(), gpGlobals->curtime ); |
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} |
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ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): Schedule: %s (time: %.2f)\n", GetDebugName(), entindex(), pNewSchedule->GetName(), gpGlobals->curtime ) ); |
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#ifdef AI_MONITOR_FOR_OSCILLATION |
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if( m_bSelected ) |
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{ |
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AIScheduleChoice_t choice; |
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choice.m_flTimeSelected = gpGlobals->curtime; |
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choice.m_pScheduleSelected = pNewSchedule; |
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m_ScheduleHistory.AddToHead(choice); |
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if( m_ScheduleHistory.Count() > SCHEDULE_HISTORY_SIZE ) |
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{ |
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m_ScheduleHistory.Remove( SCHEDULE_HISTORY_SIZE ); |
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} |
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assert( m_ScheduleHistory.Count() <= SCHEDULE_HISTORY_SIZE ); |
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// No analysis until the vector is full! |
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if( m_ScheduleHistory.Count() == SCHEDULE_HISTORY_SIZE ) |
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{ |
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int iNumSelections = m_ScheduleHistory.Count(); |
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float flTimeSpan = m_ScheduleHistory.Head().m_flTimeSelected - m_ScheduleHistory.Tail().m_flTimeSelected; |
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float flSelectionsPerSecond = ((float)iNumSelections) / flTimeSpan; |
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Msg( "%d selections in %f seconds (avg. %f selections per second)\n", iNumSelections, flTimeSpan, flSelectionsPerSecond ); |
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if( flSelectionsPerSecond >= 8.0f ) |
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{ |
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DevMsg("\n\n %s is thrashing schedule selection:\n", GetDebugName() ); |
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for( int i = 0 ; i < m_ScheduleHistory.Count() ; i++ ) |
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{ |
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AIScheduleChoice_t choice = m_ScheduleHistory[i]; |
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Msg("--%s %f\n", choice.m_pScheduleSelected->GetName(), choice.m_flTimeSelected ); |
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} |
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Msg("\n"); |
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CAI_BaseNPC::m_nDebugBits |= bits_debugDisableAI; |
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} |
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} |
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} |
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#endif//AI_MONITOR_FOR_OSCILLATION |
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} |
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//========================================================= |
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// NextScheduledTask - increments the ScheduleIndex |
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//========================================================= |
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void CAI_BaseNPC::NextScheduledTask ( void ) |
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{ |
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Assert( GetCurSchedule() != NULL ); |
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SetTaskStatus( TASKSTATUS_NEW ); |
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IncScheduleCurTaskIndex(); |
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if ( FScheduleDone() ) |
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{ |
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// Reset memory of failed schedule |
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m_failedSchedule = NULL; |
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m_interuptSchedule = NULL; |
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// just completed last task in schedule, so make it invalid by clearing it. |
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SetCondition( COND_SCHEDULE_DONE ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: This function allows NPCs to modify the interrupt mask for the |
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// current schedule. This enables them to use base schedules but with |
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// different interrupt conditions. Implement this function in your |
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// derived class, and Set or Clear condition bits as you please. |
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// |
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// NOTE: Always call the base class in your implementation, but be |
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// aware of the difference between changing the bits before vs. |
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// changing the bits after calling the base implementation. |
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// |
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// Input : pBitString - Receives the updated interrupt mask. |
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//----------------------------------------------------------------------------- |
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void CAI_BaseNPC::BuildScheduleTestBits( void ) |
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{ |
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//NOTENOTE: Always defined in the leaf classes |
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} |
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//========================================================= |
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// IsScheduleValid - returns true as long as the current |
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// schedule is still the proper schedule to be executing, |
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// taking into account all conditions |
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//========================================================= |
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bool CAI_BaseNPC::IsScheduleValid() |
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{ |
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if ( GetCurSchedule() == NULL || GetCurSchedule()->NumTasks() == 0 ) |
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{ |
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return false; |
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} |
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//Start out with the base schedule's set interrupt conditions |
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GetCurSchedule()->GetInterruptMask( &m_CustomInterruptConditions ); |
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// Let the leaf class modify our interrupt test bits, but: |
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// - Don't allow any modifications when scripted |
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// - Don't modify interrupts for Schedules that set the COND_NO_CUSTOM_INTERRUPTS bit. |
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if ( m_NPCState != NPC_STATE_SCRIPT && !IsInLockedScene() && !m_CustomInterruptConditions.IsBitSet( COND_NO_CUSTOM_INTERRUPTS ) ) |
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{ |
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BuildScheduleTestBits(); |
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} |
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//Any conditions set here will always be forced on the interrupt conditions |
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SetCustomInterruptCondition( COND_NPC_FREEZE ); |
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// This is like: m_CustomInterruptConditions &= m_Conditions; |
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CAI_ScheduleBits testBits; |
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m_CustomInterruptConditions.And( m_Conditions, &testBits ); |
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if (!testBits.IsAllClear()) |
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{ |
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// If in developer mode save the interrupt text for debug output |
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if (g_pDeveloper->GetInt()) |
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{ |
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// Reset memory of failed schedule |
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m_failedSchedule = NULL; |
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m_interuptSchedule = GetCurSchedule(); |
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// Find the first non-zero bit |
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for (int i=0;i<MAX_CONDITIONS;i++) |
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{ |
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if (testBits.IsBitSet(i)) |
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{ |
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m_interruptText = ConditionName( AI_RemapToGlobal( i ) ); |
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if (!m_interruptText) |
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{ |
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m_interruptText = "(UNKNOWN CONDITION)"; |
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/* |
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static const char *pError = "ERROR: Unknown condition!"; |
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DevMsg("%s (%s)\n", pError, GetDebugName()); |
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m_interruptText = pError; |
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*/ |
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} |
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if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT) |
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{ |
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DevMsg( this, AIMF_IGNORE_SELECTED, " Break condition -> %s\n", m_interruptText ); |
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} |
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ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): Break condition -> %s\n", GetDebugName(), entindex(), m_interruptText ) ); |
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break; |
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} |
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} |
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if ( HasCondition( COND_NEW_ENEMY ) ) |
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{ |
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if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT) |
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{ |
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DevMsg( this, AIMF_IGNORE_SELECTED, " New enemy: %s\n", GetEnemy() ? GetEnemy()->GetDebugName() : "<NULL>" ); |
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} |
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ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): New enemy: %s\n", GetDebugName(), entindex(), GetEnemy() ? GetEnemy()->GetDebugName() : "<NULL>" ) ); |
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} |
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} |
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return false; |
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} |
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if ( HasCondition(COND_SCHEDULE_DONE) || |
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HasCondition(COND_TASK_FAILED) ) |
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{ |
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#ifdef DEBUG |
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if ( HasCondition ( COND_TASK_FAILED ) && m_failSchedule == SCHED_NONE ) |
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{ |
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// fail! Send a visual indicator. |
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DevWarning( 2, "Schedule: %s Failed\n", GetCurSchedule()->GetName() ); |
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Vector tmp; |
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CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 1.0f ), &tmp ); |
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tmp.z += 16; |
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g_pEffects->Sparks( tmp ); |
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} |
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#endif // DEBUG |
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// some condition has interrupted the schedule, or the schedule is done |
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return false; |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Determines whether or not SelectIdealState() should be called before |
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// a NPC selects a new schedule. |
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// |
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// NOTE: This logic was a source of pure, distilled trouble in Half-Life. |
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// If you change this function, please supply good comments. |
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// |
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// Output : Returns true if yes, false if no |
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//----------------------------------------------------------------------------- |
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bool CAI_BaseNPC::ShouldSelectIdealState( void ) |
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{ |
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/* |
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HERE's the old Half-Life code that used to control this. |
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if ( m_IdealNPCState != NPC_STATE_DEAD && |
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(m_IdealNPCState != NPC_STATE_SCRIPT || m_IdealNPCState == m_NPCState) ) |
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{ |
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if ( (m_afConditions && !HasConditions(bits_COND_SCHEDULE_DONE)) || |
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(GetCurSchedule() && (GetCurSchedule()->iInterruptMask & bits_COND_SCHEDULE_DONE)) || |
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((m_NPCState == NPC_STATE_COMBAT) && (GetEnemy() == NULL)) ) |
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{ |
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GetIdealState(); |
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} |
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} |
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*/ |
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// Don't get ideal state if you are supposed to be dead. |
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if ( m_IdealNPCState == NPC_STATE_DEAD ) |
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return false; |
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// If I'm supposed to be in scripted state, but i'm not yet, do not allow |
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// SelectIdealState() to be called, because it doesn't know how to determine |
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// that a NPC should be in SCRIPT state and will stomp it with some other |
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// state. (Most likely ALERT) |
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if ( (m_IdealNPCState == NPC_STATE_SCRIPT) && (m_NPCState != NPC_STATE_SCRIPT) ) |
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return false; |
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// If the NPC has any current conditions, and one of those conditions indicates |
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// that the previous schedule completed successfully, then don't run SelectIdealState(). |
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// Paths between states only exist for interrupted schedules, or when a schedule |
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// contains a task that suggests that the NPC change state. |
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if ( !HasCondition(COND_SCHEDULE_DONE) ) |
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return true; |
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// This seems like some sort of hack... |
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// Currently no schedule that I can see in the AI uses this feature, but if a schedule |
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// interrupt mask contains bits_COND_SCHEDULE_DONE, then force a call to SelectIdealState(). |
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// If we want to keep this feature, I suggest we create a new condition with a name that |
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// indicates exactly what it does. |
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if ( GetCurSchedule() && GetCurSchedule()->HasInterrupt(COND_SCHEDULE_DONE) ) |
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return true; |
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// Don't call SelectIdealState if a NPC in combat state has a valid enemy handle. Otherwise, |
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// we need to change state immediately because something unexpected happened to the enemy |
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// entity (it was blown apart by someone else, for example), and we need the NPC to change |
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// state. THE REST OF OUR CODE should be robust enough that this can go away!! |
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if ( (m_NPCState == NPC_STATE_COMBAT) && (GetEnemy() == NULL) ) |
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return true; |
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if ( (m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT) && (GetEnemy() != NULL) ) |
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return true; |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns a new schedule based on current condition bits. |
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//----------------------------------------------------------------------------- |
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CAI_Schedule *CAI_BaseNPC::GetNewSchedule( void ) |
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{ |
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int scheduleType; |
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// |
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// Schedule selection code here overrides all leaf schedule selection. |
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// |
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if (HasCondition(COND_NPC_FREEZE)) |
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{ |
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scheduleType = SCHED_NPC_FREEZE; |
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} |
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else |
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{ |
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// I dunno how this trend got started, but we need to find the problem. |
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// You may not be in combat state with no enemy!!! (sjb) 11/4/03 |
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if( m_NPCState == NPC_STATE_COMBAT && !GetEnemy() ) |
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{ |
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DevMsg("**ERROR: Combat State with no enemy! slamming to ALERT\n"); |
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SetState( NPC_STATE_ALERT ); |
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} |
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AI_PROFILE_SCOPE_BEGIN( CAI_BaseNPC_SelectSchedule); |
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if ( m_NPCState == NPC_STATE_SCRIPT || m_NPCState == NPC_STATE_DEAD || m_iInteractionState == NPCINT_MOVING_TO_MARK ) |
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{ |
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scheduleType = CAI_BaseNPC::SelectSchedule(); |
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} |
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else |
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{ |
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scheduleType = SelectSchedule(); |
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} |
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m_IdealSchedule = GetGlobalScheduleId( scheduleType ); |
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AI_PROFILE_SCOPE_END(); |
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} |
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return GetScheduleOfType( scheduleType ); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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CAI_Schedule *CAI_BaseNPC::GetFailSchedule( void ) |
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{ |
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int prevSchedule; |
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int failedTask; |
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if ( GetCurSchedule() ) |
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prevSchedule = GetLocalScheduleId( GetCurSchedule()->GetId() ); |
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else |
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prevSchedule = SCHED_NONE; |
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const Task_t *pTask = GetTask(); |
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if ( pTask ) |
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failedTask = pTask->iTask; |
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else |
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failedTask = TASK_INVALID; |
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Assert( AI_IdIsLocal( prevSchedule ) ); |
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Assert( AI_IdIsLocal( failedTask ) ); |
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int scheduleType = SelectFailSchedule( prevSchedule, failedTask, m_ScheduleState.taskFailureCode ); |
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return GetScheduleOfType( scheduleType ); |
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} |
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//========================================================= |
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// MaintainSchedule - does all the per-think schedule maintenance. |
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// ensures that the NPC leaves this function with a valid |
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// schedule! |
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//========================================================= |
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|
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static bool ShouldStopProcessingTasks( CAI_BaseNPC *pNPC, int taskTime, int timeLimit ) |
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{ |
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#ifdef DEBUG |
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if( ai_simulate_task_overtime.GetBool() ) |
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return true; |
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#endif |
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// Always stop processing if we've queued up a navigation query on the last task |
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if ( pNPC->IsNavigationDeferred() ) |
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return true; |
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|
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if ( AIStrongOpt() ) |
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{ |
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bool bInScript = ( pNPC->GetState() == NPC_STATE_SCRIPT || pNPC->IsCurSchedule( SCHED_SCENE_GENERIC, false ) ); |
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|
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// We ran a costly task, don't do it again! |
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if ( pNPC->HasMemory( bits_MEMORY_TASK_EXPENSIVE ) && bInScript == false ) |
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return true; |
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} |
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|
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if ( taskTime > timeLimit ) |
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{ |
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if ( ShouldUseEfficiency() || |
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pNPC->IsMoving() || |
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( pNPC->GetIdealActivity() != ACT_RUN && pNPC->GetIdealActivity() != ACT_WALK ) ) |
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{ |
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return true; |
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} |
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} |
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return false; |
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} |
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|
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//------------------------------------- |
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|
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void CAI_BaseNPC::MaintainSchedule ( void ) |
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{ |
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AI_PROFILE_SCOPE(CAI_BaseNPC_RunAI_MaintainSchedule); |
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extern CFastTimer g_AIMaintainScheduleTimer; |
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CTimeScope timeScope(&g_AIMaintainScheduleTimer); |
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//--------------------------------- |
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CAI_Schedule *pNewSchedule; |
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int i; |
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bool runTask = true; |
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#if defined( VPROF_ENABLED ) |
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#if defined(DISABLE_DEBUG_HISTORY) |
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bool bDebugTaskNames = ( developer.GetBool() || ( VProfAI() && g_VProfCurrentProfile.IsEnabled() ) ); |
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#else |
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bool bDebugTaskNames = true; |
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#endif |
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#else |
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bool bDebugTaskNames = false; |
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#endif |
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memset( g_AITaskTimings, 0, sizeof(g_AITaskTimings) ); |
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g_nAITasksRun = 0; |
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const int timeLimit = ( IsDebug() ) ? 16 : 8; |
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int taskTime = Plat_MSTime(); |
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// Reset this at the beginning of the frame |
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Forget( bits_MEMORY_TASK_EXPENSIVE ); |
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// UNDONE: Tune/fix this MAX_TASKS_RUN... This is just here so infinite loops are impossible |
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bool bStopProcessing = false; |
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for ( i = 0; i < MAX_TASKS_RUN && !bStopProcessing; i++ ) |
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{ |
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if ( GetCurSchedule() != NULL && TaskIsComplete() ) |
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{ |
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// Schedule is valid, so advance to the next task if the current is complete. |
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NextScheduledTask(); |
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// If we finished the current schedule, clear our ignored conditions so they |
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// aren't applied to the next schedule selection. |
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if ( HasCondition( COND_SCHEDULE_DONE ) ) |
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{ |
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// Put our conditions back the way they were after GatherConditions, |
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// but add in COND_SCHEDULE_DONE. |
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m_Conditions = m_ConditionsPreIgnore; |
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SetCondition( COND_SCHEDULE_DONE ); |
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m_InverseIgnoreConditions.SetAll(); |
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} |
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// -------------------------------------------------------- |
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// If debug stepping advance when I complete a task |
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// -------------------------------------------------------- |
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if (CAI_BaseNPC::m_nDebugBits & bits_debugStepAI) |
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{ |
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m_nDebugCurIndex++; |
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return; |
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} |
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} |
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int curTiming = g_nAITasksRun; |
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g_nAITasksRun++; |
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// validate existing schedule |
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if ( !IsScheduleValid() || m_NPCState != m_IdealNPCState ) |
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{ |
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// Notify the NPC that his schedule is changing |
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m_ScheduleState.bScheduleWasInterrupted = true; |
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OnScheduleChange(); |
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if ( !HasCondition(COND_NPC_FREEZE) && ( !m_bConditionsGathered || m_bSkippedChooseEnemy ) ) |
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{ |
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// occurs if a schedule is exhausted within one think |
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GatherConditions(); |
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} |
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if ( ShouldSelectIdealState() ) |
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{ |
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NPC_STATE eIdealState = SelectIdealState(); |
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SetIdealState( eIdealState ); |
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} |
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if ( HasCondition( COND_TASK_FAILED ) && m_NPCState == m_IdealNPCState ) |
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{ |
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// Get a fail schedule if the previous schedule failed during execution and |
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// the NPC is still in its ideal state. Otherwise, the NPC would immediately |
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// select the same schedule again and fail again. |
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if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT) |
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{ |
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DevMsg( this, AIMF_IGNORE_SELECTED, " (failed)\n" ); |
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} |
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ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): (failed)\n", GetDebugName(), entindex() ) ); |
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pNewSchedule = GetFailSchedule(); |
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m_IdealSchedule = pNewSchedule->GetId(); |
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DevWarning( 2, "(%s) Schedule (%s) Failed at %d!\n", STRING( GetEntityName() ), GetCurSchedule() ? GetCurSchedule()->GetName() : "GetCurSchedule() == NULL", GetScheduleCurTaskIndex() ); |
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SetSchedule( pNewSchedule ); |
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} |
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else |
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{ |
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// If the NPC is supposed to change state, it doesn't matter if the previous |
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// schedule failed or completed. Changing state means selecting an entirely new schedule. |
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SetState( m_IdealNPCState ); |
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g_AITaskTimings[curTiming].selectSchedule.Start(); |
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pNewSchedule = GetNewSchedule(); |
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g_AITaskTimings[curTiming].selectSchedule.End(); |
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SetSchedule( pNewSchedule ); |
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} |
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} |
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if (!GetCurSchedule()) |
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{ |
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g_AITaskTimings[curTiming].selectSchedule.Start(); |
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pNewSchedule = GetNewSchedule(); |
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g_AITaskTimings[curTiming].selectSchedule.End(); |
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if (pNewSchedule) |
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{ |
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SetSchedule( pNewSchedule ); |
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} |
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} |
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if ( !GetCurSchedule() || GetCurSchedule()->NumTasks() == 0 ) |
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{ |
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DevMsg("ERROR: Missing or invalid schedule!\n"); |
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SetActivity ( ACT_IDLE ); |
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return; |
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} |
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AI_PROFILE_SCOPE_BEGIN_( CAI_BaseNPC::GetSchedulingSymbols()->ScheduleIdToSymbol( GetCurSchedule()->GetId() ) ); |
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if ( GetTaskStatus() == TASKSTATUS_NEW ) |
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{ |
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if ( GetScheduleCurTaskIndex() == 0 ) |
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{ |
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int globalId = GetCurSchedule()->GetId(); |
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int localId = GetLocalScheduleId( globalId ); // if localId == -1, then it came from a behavior |
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OnStartSchedule( (localId != -1)? localId : globalId ); |
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} |
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g_AITaskTimings[curTiming].startTimer.Start(); |
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const Task_t *pTask = GetTask(); |
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const char *pszTaskName = ( bDebugTaskNames ) ? TaskName( pTask->iTask ) : "ai_task"; |
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Assert( pTask != NULL ); |
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g_AITaskTimings[i].pszTask = pszTaskName; |
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if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT) |
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{ |
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DevMsg(this, AIMF_IGNORE_SELECTED, " Task: %s\n", pszTaskName ); |
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} |
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ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): Task: %s\n", GetDebugName(), entindex(), pszTaskName ) ); |
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OnStartTask(); |
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m_ScheduleState.taskFailureCode = NO_TASK_FAILURE; |
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m_ScheduleState.timeCurTaskStarted = gpGlobals->curtime; |
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AI_PROFILE_SCOPE_BEGIN_( pszTaskName ); |
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AI_PROFILE_SCOPE_BEGIN(CAI_BaseNPC_StartTask); |
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StartTask( pTask ); |
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AI_PROFILE_SCOPE_END(); |
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AI_PROFILE_SCOPE_END(); |
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if ( TaskIsRunning() && !HasCondition(COND_TASK_FAILED) ) |
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StartTaskOverlay(); |
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g_AITaskTimings[curTiming].startTimer.End(); |
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// DevMsg( "%.2f StartTask( %s )\n", gpGlobals->curtime, m_pTaskSR->GetStringText( pTask->iTask ) ); |
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} |
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AI_PROFILE_SCOPE_END(); |
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// UNDONE: Twice?!!! |
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MaintainActivity(); |
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AI_PROFILE_SCOPE_BEGIN_( CAI_BaseNPC::GetSchedulingSymbols()->ScheduleIdToSymbol( GetCurSchedule()->GetId() ) ); |
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if ( !TaskIsComplete() && GetTaskStatus() != TASKSTATUS_NEW ) |
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{ |
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if ( TaskIsRunning() && !HasCondition(COND_TASK_FAILED) && runTask ) |
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{ |
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const Task_t *pTask = GetTask(); |
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const char *pszTaskName = ( bDebugTaskNames ) ? TaskName( pTask->iTask ) : "ai_task"; |
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Assert( pTask != NULL ); |
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g_AITaskTimings[i].pszTask = pszTaskName; |
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// DevMsg( "%.2f RunTask( %s )\n", gpGlobals->curtime, m_pTaskSR->GetStringText( pTask->iTask ) ); |
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g_AITaskTimings[curTiming].runTimer.Start(); |
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AI_PROFILE_SCOPE_BEGIN_( pszTaskName ); |
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AI_PROFILE_SCOPE_BEGIN(CAI_BaseNPC_RunTask); |
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int j; |
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for (j = 0; j < 8; j++) |
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{ |
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RunTask( pTask ); |
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if ( GetTaskInterrupt() == 0 || TaskIsComplete() || HasCondition(COND_TASK_FAILED) ) |
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break; |
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if ( ShouldUseEfficiency() && ShouldStopProcessingTasks( this, Plat_MSTime() - taskTime, timeLimit ) ) |
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{ |
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bStopProcessing = true; |
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break; |
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} |
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} |
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AssertMsg( j < 8, "Runaway task interrupt\n" ); |
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AI_PROFILE_SCOPE_END(); |
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AI_PROFILE_SCOPE_END(); |
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if ( TaskIsRunning() && !HasCondition(COND_TASK_FAILED) ) |
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{ |
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if ( IsCurTaskContinuousMove() ) |
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Remember( bits_MEMORY_MOVED_FROM_SPAWN ); |
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RunTaskOverlay(); |
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} |
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g_AITaskTimings[curTiming].runTimer.End(); |
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// don't do this again this frame |
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// FIXME: RunTask() should eat some of the clock, depending on what it has done |
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// runTask = false; |
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if ( !TaskIsComplete() ) |
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{ |
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bStopProcessing = true; |
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} |
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} |
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else |
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{ |
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bStopProcessing = true; |
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} |
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} |
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AI_PROFILE_SCOPE_END(); |
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// Decide if we should continue on this frame |
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if ( !bStopProcessing && ShouldStopProcessingTasks( this, Plat_MSTime() - taskTime, timeLimit ) ) |
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bStopProcessing = true; |
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} |
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// UNDONE: We have to do this so that we have an animation set to blend to if RunTask changes the animation |
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// RunTask() will always change animations at the end of a script! |
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// Don't do this twice |
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MaintainActivity(); |
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// -------------------------------------------------------- |
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// If I'm stopping to debug step, don't animate unless |
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// I'm in motion |
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// -------------------------------------------------------- |
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if (CAI_BaseNPC::m_nDebugBits & bits_debugStepAI) |
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{ |
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if (!GetNavigator()->IsGoalActive() && |
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m_nDebugCurIndex >= CAI_BaseNPC::m_nDebugPauseIndex) |
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{ |
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m_flPlaybackRate = 0; |
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} |
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} |
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} |
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//========================================================= |
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bool CAI_BaseNPC::FindCoverPos( CBaseEntity *pEntity, Vector *pResult ) |
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{ |
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AI_PROFILE_SCOPE(CAI_BaseNPC_FindCoverPos); |
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if ( !GetTacticalServices()->FindLateralCover( pEntity->EyePosition(), 0, pResult ) ) |
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{ |
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if ( !GetTacticalServices()->FindCoverPos( pEntity->GetAbsOrigin(), pEntity->EyePosition(), 0, CoverRadius(), pResult ) ) |
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{ |
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return false; |
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} |
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} |
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return true; |
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} |
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//========================================================= |
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bool CAI_BaseNPC::FindCoverPosInRadius( CBaseEntity *pEntity, const Vector &goalPos, float coverRadius, Vector *pResult ) |
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{ |
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AI_PROFILE_SCOPE(CAI_BaseNPC_FindCoverPosInRadius); |
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if ( pEntity == NULL ) |
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{ |
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// Find cover from self if no enemy available |
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pEntity = this; |
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} |
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Vector coverPos = vec3_invalid; |
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CAI_TacticalServices * pTacticalServices = GetTacticalServices(); |
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const Vector & enemyPos = pEntity->GetAbsOrigin(); |
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Vector enemyEyePos = pEntity->EyePosition(); |
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if( ( !GetSquad() || GetSquad()->GetFirstMember() == this ) && |
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IsCoverPosition( enemyEyePos, goalPos + GetViewOffset() ) && |
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IsValidCover( goalPos, NULL ) ) |
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{ |
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coverPos = goalPos; |
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} |
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else if ( !pTacticalServices->FindCoverPos( goalPos, enemyPos, enemyEyePos, 0, coverRadius * 0.5, &coverPos ) ) |
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{ |
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if ( !pTacticalServices->FindLateralCover( goalPos, enemyEyePos, 0, coverRadius * 0.5, 3, &coverPos ) ) |
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{ |
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if ( !pTacticalServices->FindCoverPos( goalPos, enemyPos, enemyEyePos, coverRadius * 0.5 - 0.1, coverRadius, &coverPos ) ) |
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{ |
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pTacticalServices->FindLateralCover( goalPos, enemyEyePos, 0, coverRadius, 5, &coverPos ); |
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} |
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} |
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} |
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if ( coverPos == vec3_invalid ) |
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return false; |
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*pResult = coverPos; |
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return true; |
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} |
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//========================================================= |
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bool CAI_BaseNPC::FindCoverPos( CSound *pSound, Vector *pResult ) |
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{ |
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if ( !GetTacticalServices()->FindCoverPos( pSound->GetSoundReactOrigin(), |
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pSound->GetSoundReactOrigin(), |
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MIN( pSound->Volume(), 120.0 ), |
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CoverRadius(), |
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pResult ) ) |
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{ |
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return GetTacticalServices()->FindLateralCover( pSound->GetSoundReactOrigin(), MIN( pSound->Volume(), 60.0 ), pResult ); |
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} |
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return true; |
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} |
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//========================================================= |
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// Start task - selects the correct activity and performs |
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// any necessary calculations to start the next task on the |
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// schedule. |
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//========================================================= |
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//----------------------------------------------------------------------------- |
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// TASK_TURN_RIGHT / TASK_TURN_LEFT |
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//----------------------------------------------------------------------------- |
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void CAI_BaseNPC::StartTurn( float flDeltaYaw ) |
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{ |
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float flCurrentYaw; |
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flCurrentYaw = UTIL_AngleMod( GetLocalAngles().y ); |
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GetMotor()->SetIdealYaw( UTIL_AngleMod( flCurrentYaw + flDeltaYaw ) ); |
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SetTurnActivity(); |
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} |
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//----------------------------------------------------------------------------- |
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// TASK_CLEAR_HINTNODE |
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//----------------------------------------------------------------------------- |
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void CAI_BaseNPC::ClearHintNode( float reuseDelay ) |
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{ |
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if ( m_pHintNode ) |
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{ |
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if ( m_pHintNode->IsLockedBy(this) ) |
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m_pHintNode->Unlock(reuseDelay); |
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m_pHintNode = NULL; |
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} |
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} |
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void CAI_BaseNPC::SetHintNode( CAI_Hint *pHintNode ) |
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{ |
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m_pHintNode = pHintNode; |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_BaseNPC::FindCoverFromEnemy( bool bNodesOnly, float flMinDistance, float flMaxDistance ) |
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{ |
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CBaseEntity *pEntity = GetEnemy(); |
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// Find cover from self if no enemy available |
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if ( pEntity == NULL ) |
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pEntity = this; |
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Vector coverPos = vec3_invalid; |
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ClearHintNode(); |
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if ( bNodesOnly ) |
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{ |
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if ( flMaxDistance == FLT_MAX ) |
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flMaxDistance = CoverRadius(); |
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if ( !GetTacticalServices()->FindCoverPos( pEntity->GetAbsOrigin(), pEntity->EyePosition(), flMinDistance, flMaxDistance, &coverPos ) ) |
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return false; |
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} |
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else |
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{ |
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if ( !FindCoverPos( pEntity, &coverPos ) ) |
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return false; |
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} |
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AI_NavGoal_t goal( GOALTYPE_COVER, coverPos, ACT_RUN, AIN_HULL_TOLERANCE ); |
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if ( !GetNavigator()->SetGoal( goal ) ) |
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return false; |
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// FIXME: add to goal |
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if (GetHintNode()) |
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{ |
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GetNavigator()->SetArrivalActivity( GetCoverActivity( GetHintNode() ) ); |
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GetNavigator()->SetArrivalDirection( GetHintNode()->GetDirection() ); |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// TASK_FIND_COVER_FROM_BEST_SOUND |
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//----------------------------------------------------------------------------- |
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bool CAI_BaseNPC::FindCoverFromBestSound( Vector *pCoverPos ) |
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{ |
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CSound *pBestSound; |
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pBestSound = GetBestSound(); |
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if (pBestSound) |
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{ |
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// UNDONE: Back away if cover fails? Grunts do this. |
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return FindCoverPos( pBestSound, pCoverPos ); |
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} |
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else |
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{ |
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DevMsg( 2, "Attempting to find cover from best sound, but best sound not founc.\n" ); |
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} |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// TASK_FACE_REASONABLE |
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//----------------------------------------------------------------------------- |
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float CAI_BaseNPC::CalcReasonableFacing( bool bIgnoreOriginalFacing ) |
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{ |
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float flReasonableYaw; |
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if( !bIgnoreOriginalFacing && !HasMemory( bits_MEMORY_MOVED_FROM_SPAWN ) && !HasCondition( COND_SEE_ENEMY) ) |
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{ |
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flReasonableYaw = m_flOriginalYaw; |
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} |
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else |
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{ |
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// If I'm facing a wall, change my original yaw and try to find a good direction to face. |
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trace_t tr; |
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Vector forward; |
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QAngle angles( 0, 0, 0 ); |
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float idealYaw = GetMotor()->GetIdealYaw(); |
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flReasonableYaw = idealYaw; |
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// Try just using the facing we have |
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const float MIN_DIST = GetReasonableFacingDist(); |
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float longestTrace = 0; |
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// Early out if we're overriding reasonable facing |
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if ( !MIN_DIST ) |
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return flReasonableYaw; |
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// Otherwise, scan out back and forth until something better is found |
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const float SLICES = 8.0f; |
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const float SIZE_SLICE = 360.0 / SLICES; |
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const int SEARCH_MAX = (int)SLICES / 2; |
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float zEye = GetAbsOrigin().z + m_vDefaultEyeOffset.z; // always use standing eye so as to not screw with crouch cover |
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for( int i = 0 ; i <= SEARCH_MAX; i++ ) |
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{ |
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float offset = i * SIZE_SLICE; |
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for ( int j = -1; j <= 1; j += 2) |
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{ |
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angles.y = idealYaw + ( offset * j ); |
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AngleVectors( angles, &forward, NULL, NULL ); |
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float curTrace; |
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if( ( curTrace = LineOfSightDist( forward, zEye ) ) > longestTrace && IsValidReasonableFacing(forward, curTrace) ) |
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{ |
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// Take this one. |
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flReasonableYaw = angles.y; |
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longestTrace = curTrace; |
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} |
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if ( longestTrace > MIN_DIST) // found one |
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break; |
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if ( i == 0 || i == SEARCH_MAX) // if trying forwards or backwards, skip the check of the other side... |
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break; |
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} |
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if ( longestTrace > MIN_DIST ) // found one |
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break; |
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} |
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} |
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return flReasonableYaw; |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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float CAI_BaseNPC::GetReasonableFacingDist( void ) |
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{ |
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if ( GetTask() && GetTask()->iTask == TASK_FACE_ENEMY ) |
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{ |
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const float dist = 3.5*12; |
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if ( GetEnemy() ) |
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{ |
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float distEnemy = ( GetEnemy()->GetAbsOrigin().AsVector2D() - GetAbsOrigin().AsVector2D() ).Length() - 1.0; |
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return MIN( distEnemy, dist ); |
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} |
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return dist; |
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} |
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return 5*12; |
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} |
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//----------------------------------------------------------------------------- |
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// TASK_SCRIPT_RUN_TO_TARGET / TASK_SCRIPT_WALK_TO_TARGET / TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET |
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//----------------------------------------------------------------------------- |
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void CAI_BaseNPC::StartScriptMoveToTargetTask( int task ) |
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{ |
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Activity newActivity; |
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if ( m_hTargetEnt == NULL) |
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{ |
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TaskFail(FAIL_NO_TARGET); |
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} |
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else if ( (m_hTargetEnt->GetAbsOrigin() - GetLocalOrigin()).Length() < 1 ) |
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{ |
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TaskComplete(); |
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} |
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else |
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{ |
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// |
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// Select the appropriate activity. |
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// |
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if ( task == TASK_SCRIPT_WALK_TO_TARGET ) |
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{ |
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newActivity = ACT_WALK; |
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} |
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else if ( task == TASK_SCRIPT_RUN_TO_TARGET ) |
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{ |
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newActivity = ACT_RUN; |
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} |
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else |
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{ |
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newActivity = GetScriptCustomMoveActivity(); |
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} |
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if ( ( newActivity != ACT_SCRIPT_CUSTOM_MOVE ) && TranslateActivity( newActivity ) == ACT_INVALID ) |
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{ |
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// This NPC can't do this! |
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Assert( 0 ); |
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} |
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else |
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{ |
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if (m_hTargetEnt == NULL) |
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{ |
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TaskFail(FAIL_NO_TARGET); |
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} |
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else |
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{ |
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AI_NavGoal_t goal( GOALTYPE_TARGETENT, newActivity ); |
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if ( GetState() == NPC_STATE_SCRIPT && |
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( m_ScriptArrivalActivity != AIN_DEF_ACTIVITY || |
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m_strScriptArrivalSequence != NULL_STRING ) ) |
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{ |
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if ( m_ScriptArrivalActivity != AIN_DEF_ACTIVITY ) |
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{ |
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goal.arrivalActivity = m_ScriptArrivalActivity; |
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} |
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else |
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{ |
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goal.arrivalSequence = LookupSequence( m_strScriptArrivalSequence.ToCStr() ); |
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} |
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} |
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if (!GetNavigator()->SetGoal( goal, AIN_DISCARD_IF_FAIL )) |
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{ |
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if ( GetNavigator()->GetNavFailCounter() == 0 ) |
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{ |
|
// no path was built, but OnNavFailed() did something so that next time it may work |
|
DevWarning("%s %s failed Urgent Movement, retrying\n", GetDebugName(), TaskName( task ) ); |
|
return; |
|
} |
|
|
|
// FIXME: scripted sequences don't actually know how to handle failure, but we're failing. This is serious |
|
DevWarning("%s %s failed Urgent Movement, abandoning schedule\n", GetDebugName(), TaskName( task ) ); |
|
TaskFail(FAIL_NO_ROUTE); |
|
} |
|
else |
|
{ |
|
GetNavigator()->SetArrivalDirection( m_hTargetEnt->GetAbsAngles() ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
m_ScriptArrivalActivity = AIN_DEF_ACTIVITY; |
|
m_strScriptArrivalSequence = NULL_STRING; |
|
|
|
TaskComplete(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Start task! |
|
//----------------------------------------------------------------------------- |
|
void CAI_BaseNPC::StartTask( const Task_t *pTask ) |
|
{ |
|
int task = pTask->iTask; |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_RESET_ACTIVITY: |
|
m_Activity = ACT_RESET; |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_CREATE_PENDING_WEAPON: |
|
Assert( m_iszPendingWeapon != NULL_STRING ); |
|
GiveWeapon( m_iszPendingWeapon ); |
|
m_iszPendingWeapon = NULL_STRING; |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_RANDOMIZE_FRAMERATE: |
|
{ |
|
float newRate = GetPlaybackRate(); |
|
float percent = pTask->flTaskData / 100.0f; |
|
|
|
newRate += ( newRate * random->RandomFloat(-percent, percent) ); |
|
|
|
SetPlaybackRate(newRate); |
|
|
|
TaskComplete(); |
|
} |
|
break; |
|
|
|
case TASK_DEFER_DODGE: |
|
m_flNextDodgeTime = gpGlobals->curtime + pTask->flTaskData; |
|
TaskComplete(); |
|
break; |
|
|
|
// Default case just completes. Override in sub-classes |
|
// to play sound / animation / or pause |
|
case TASK_ANNOUNCE_ATTACK: |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_TURN_RIGHT: |
|
StartTurn( -pTask->flTaskData ); |
|
break; |
|
|
|
case TASK_TURN_LEFT: |
|
StartTurn( pTask->flTaskData ); |
|
break; |
|
|
|
case TASK_REMEMBER: |
|
Remember ( (int)pTask->flTaskData ); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_FORGET: |
|
Forget ( (int)pTask->flTaskData ); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_FIND_HINTNODE: |
|
case TASK_FIND_LOCK_HINTNODE: |
|
{ |
|
if (!GetHintNode()) |
|
{ |
|
SetHintNode( CAI_HintManager::FindHint( this, HINT_NONE, pTask->flTaskData, 2000 ) ); |
|
} |
|
if (GetHintNode()) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
TaskFail(FAIL_NO_HINT_NODE); |
|
} |
|
if ( task == TASK_FIND_HINTNODE ) |
|
break; |
|
} |
|
// Fall through on TASK_FIND_LOCK_HINTNODE... |
|
|
|
case TASK_LOCK_HINTNODE: |
|
{ |
|
if (!GetHintNode()) |
|
{ |
|
TaskFail(FAIL_NO_HINT_NODE); |
|
} |
|
else if( GetHintNode()->Lock(this) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
TaskFail(FAIL_ALREADY_LOCKED); |
|
SetHintNode( NULL ); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_STORE_LASTPOSITION: |
|
m_vecLastPosition = GetLocalOrigin(); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_CLEAR_LASTPOSITION: |
|
m_vecLastPosition = vec3_origin; |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_STORE_POSITION_IN_SAVEPOSITION: |
|
m_vSavePosition = GetLocalOrigin(); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_STORE_BESTSOUND_IN_SAVEPOSITION: |
|
{ |
|
CSound *pBestSound = GetBestSound(); |
|
if ( pBestSound ) |
|
{ |
|
m_vSavePosition = pBestSound->GetSoundOrigin(); |
|
CBaseEntity *pSoundEnt = pBestSound->m_hOwner; |
|
if ( pSoundEnt ) |
|
{ |
|
Vector vel; |
|
pSoundEnt->GetVelocity( &vel, NULL ); |
|
// HACKHACK: run away from cars in the right direction |
|
m_vSavePosition += vel * 2; // add in 2 seconds of velocity |
|
} |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
TaskFail("No Sound!"); |
|
return; |
|
} |
|
} |
|
break; |
|
|
|
case TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION: |
|
{ |
|
CSound *pBestSound = GetBestSound(); |
|
if ( pBestSound ) |
|
{ |
|
m_vSavePosition = pBestSound->GetSoundReactOrigin(); |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
TaskFail("No Sound!"); |
|
return; |
|
} |
|
} |
|
break; |
|
|
|
case TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION: |
|
if ( GetEnemy() != NULL ) |
|
{ |
|
m_vSavePosition = GetEnemy()->GetAbsOrigin(); |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
TaskFail(FAIL_NO_ENEMY); |
|
} |
|
break; |
|
|
|
case TASK_CLEAR_HINTNODE: |
|
ClearHintNode(pTask->flTaskData); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_STOP_MOVING: |
|
if ( ( GetNavigator()->IsGoalSet() && GetNavigator()->IsGoalActive() ) || GetNavType() == NAV_JUMP ) |
|
{ |
|
DbgNavMsg( this, "Start TASK_STOP_MOVING\n" ); |
|
if ( pTask->flTaskData == 1 ) |
|
{ |
|
DbgNavMsg( this, "Initiating stopping path\n" ); |
|
GetNavigator()->StopMoving( false ); |
|
} |
|
else |
|
{ |
|
GetNavigator()->ClearGoal(); |
|
} |
|
|
|
// E3 Hack |
|
if ( HasPoseMoveYaw() ) |
|
{ |
|
SetPoseParameter( m_poseMove_Yaw, 0 ); |
|
} |
|
} |
|
else |
|
{ |
|
if ( pTask->flTaskData == 1 && GetNavigator()->SetGoalFromStoppingPath() ) |
|
{ |
|
DbgNavMsg( this, "Start TASK_STOP_MOVING\n" ); |
|
DbgNavMsg( this, "Initiating stopping path\n" ); |
|
} |
|
else |
|
{ |
|
GetNavigator()->ClearGoal(); |
|
SetIdealActivity( GetStoppedActivity() ); |
|
TaskComplete(); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_PLAY_PRIVATE_SEQUENCE: |
|
case TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY: |
|
case TASK_PLAY_SEQUENCE_FACE_ENEMY: |
|
case TASK_PLAY_SEQUENCE_FACE_TARGET: |
|
case TASK_PLAY_SEQUENCE: |
|
SetIdealActivity( (Activity)(int)pTask->flTaskData ); |
|
break; |
|
|
|
case TASK_ADD_GESTURE_WAIT: |
|
{ |
|
int iLayer = AddGesture( (Activity)(int)pTask->flTaskData ); |
|
if (iLayer > 0) |
|
{ |
|
float flDuration = GetLayerDuration( iLayer ); |
|
SetWait( flDuration ); |
|
} |
|
else |
|
{ |
|
TaskFail( "Unable to allocate gesture" ); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_ADD_GESTURE: |
|
{ |
|
AddGesture( (Activity)(int)pTask->flTaskData ); |
|
TaskComplete(); |
|
break; |
|
} |
|
|
|
case TASK_PLAY_HINT_ACTIVITY: |
|
if ( GetHintNode()->HintActivityName() != NULL_STRING ) |
|
{ |
|
Activity hintActivity = (Activity)CAI_BaseNPC::GetActivityID( STRING(GetHintNode()->HintActivityName()) ); |
|
if ( hintActivity != ACT_INVALID ) |
|
{ |
|
SetIdealActivity( GetHintActivity(GetHintNode()->HintType(), hintActivity) ); |
|
} |
|
else |
|
{ |
|
int iSequence = LookupSequence(STRING(GetHintNode()->HintActivityName())); |
|
if ( iSequence > ACT_INVALID ) |
|
{ |
|
SetSequenceById( iSequence ); // ??? |
|
SetIdealActivity( ACT_DO_NOT_DISTURB ); |
|
} |
|
else |
|
SetIdealActivity( ACT_IDLE ); |
|
} |
|
} |
|
else |
|
{ |
|
SetIdealActivity( ACT_IDLE ); |
|
} |
|
break; |
|
|
|
case TASK_SET_SCHEDULE: |
|
if ( !SetSchedule( pTask->flTaskData ) ) |
|
TaskFail(FAIL_SCHEDULE_NOT_FOUND); |
|
break; |
|
|
|
case TASK_FIND_BACKAWAY_FROM_SAVEPOSITION: |
|
{ |
|
if ( GetEnemy() != NULL ) |
|
{ |
|
Vector backPos; |
|
if ( !GetTacticalServices()->FindBackAwayPos( m_vSavePosition, &backPos ) ) |
|
{ |
|
// no place to backaway |
|
TaskFail(FAIL_NO_BACKAWAY_NODE); |
|
} |
|
else |
|
{ |
|
if (GetNavigator()->SetGoal( AI_NavGoal_t( backPos, ACT_RUN ) ) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
// no place to backaway |
|
TaskFail(FAIL_NO_ROUTE); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
TaskFail(FAIL_NO_ENEMY); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY: |
|
case TASK_FIND_FAR_NODE_COVER_FROM_ENEMY: |
|
case TASK_FIND_NODE_COVER_FROM_ENEMY: |
|
case TASK_FIND_COVER_FROM_ENEMY: |
|
{ |
|
bool bNodeCover = ( task != TASK_FIND_COVER_FROM_ENEMY ); |
|
float flMinDistance = ( task == TASK_FIND_FAR_NODE_COVER_FROM_ENEMY ) ? pTask->flTaskData : 0.0; |
|
float flMaxDistance = ( task == TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY ) ? pTask->flTaskData : FLT_MAX; |
|
|
|
if ( FindCoverFromEnemy( bNodeCover, flMinDistance, flMaxDistance ) ) |
|
{ |
|
if ( task == TASK_FIND_COVER_FROM_ENEMY ) |
|
m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData; |
|
TaskComplete(); |
|
} |
|
else |
|
TaskFail(FAIL_NO_COVER); |
|
} |
|
break; |
|
|
|
|
|
case TASK_FIND_COVER_FROM_ORIGIN: |
|
{ |
|
Vector coverPos; |
|
|
|
if ( GetTacticalServices()->FindCoverPos( GetLocalOrigin(), EyePosition(), 0, CoverRadius(), &coverPos ) ) |
|
{ |
|
AI_NavGoal_t goal(coverPos, ACT_RUN, AIN_HULL_TOLERANCE); |
|
GetNavigator()->SetGoal( goal ); |
|
|
|
m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData; |
|
} |
|
else |
|
{ |
|
// no coverwhatsoever. |
|
TaskFail(FAIL_NO_COVER); |
|
} |
|
} |
|
|
|
break; |
|
|
|
case TASK_FIND_COVER_FROM_BEST_SOUND: |
|
{ |
|
} |
|
break; |
|
|
|
case TASK_FACE_HINTNODE: |
|
|
|
// If the yaw is locked, this function will not act correctly |
|
Assert( GetMotor()->IsYawLocked() == false ); |
|
|
|
GetMotor()->SetIdealYaw( GetHintNode()->Yaw() ); |
|
GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw |
|
if ( FacingIdeal() ) |
|
TaskComplete(); |
|
else |
|
SetTurnActivity(); |
|
break; |
|
|
|
case TASK_FACE_LASTPOSITION: |
|
GetMotor()->SetIdealYawToTarget( m_vecLastPosition ); |
|
GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw |
|
SetTurnActivity(); |
|
break; |
|
|
|
case TASK_FACE_SAVEPOSITION: |
|
GetMotor()->SetIdealYawToTarget( m_vSavePosition ); |
|
GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw |
|
SetTurnActivity(); |
|
break; |
|
|
|
case TASK_FACE_AWAY_FROM_SAVEPOSITION: |
|
GetMotor()->SetIdealYawToTarget( m_vSavePosition, 0, 180.0 ); |
|
GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw |
|
SetTurnActivity(); |
|
break; |
|
|
|
case TASK_SET_IDEAL_YAW_TO_CURRENT: |
|
GetMotor()->SetIdealYaw( UTIL_AngleMod( GetLocalAngles().y ) ); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_FACE_TARGET: |
|
if ( m_hTargetEnt != NULL ) |
|
{ |
|
GetMotor()->SetIdealYawToTarget( m_hTargetEnt->GetAbsOrigin() ); |
|
SetTurnActivity(); |
|
} |
|
else |
|
{ |
|
TaskFail(FAIL_NO_TARGET); |
|
} |
|
break; |
|
|
|
case TASK_FACE_PLAYER: |
|
// track head to the client for a while. |
|
SetWait( pTask->flTaskData ); |
|
break; |
|
|
|
case TASK_FACE_ENEMY: |
|
{ |
|
Vector vecEnemyLKP = GetEnemyLKP(); |
|
if (!FInAimCone( vecEnemyLKP )) |
|
{ |
|
GetMotor()->SetIdealYawToTarget( vecEnemyLKP ); |
|
GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw |
|
SetTurnActivity(); |
|
} |
|
else |
|
{ |
|
float flReasonableFacing = CalcReasonableFacing( true ); |
|
if ( fabsf( flReasonableFacing - GetMotor()->GetIdealYaw() ) < 1 ) |
|
TaskComplete(); |
|
else |
|
{ |
|
GetMotor()->SetIdealYaw( flReasonableFacing ); |
|
SetTurnActivity(); |
|
} |
|
} |
|
break; |
|
} |
|
|
|
case TASK_FACE_IDEAL: |
|
SetTurnActivity(); |
|
break; |
|
|
|
case TASK_FACE_REASONABLE: |
|
GetMotor()->SetIdealYaw( CalcReasonableFacing() ); |
|
SetTurnActivity(); |
|
break; |
|
|
|
case TASK_FACE_PATH: |
|
{ |
|
if (!GetNavigator()->IsGoalActive()) |
|
{ |
|
DevWarning( 2, "No route to face!\n"); |
|
TaskFail(FAIL_NO_ROUTE); |
|
} |
|
else |
|
{ |
|
const float NPC_TRIVIAL_TURN = 15; // (Degrees). Turns this small or smaller, don't bother with a transition. |
|
|
|
GetMotor()->SetIdealYawToTarget( GetNavigator()->GetCurWaypointPos()); |
|
|
|
if( fabs( GetMotor()->DeltaIdealYaw() ) <= NPC_TRIVIAL_TURN ) |
|
{ |
|
// This character is already facing the path well enough that |
|
// moving will look fairly natural. Don't bother with a transitional |
|
// turn animation. |
|
TaskComplete(); |
|
break; |
|
} |
|
SetTurnActivity(); |
|
} |
|
} |
|
break; |
|
|
|
// don't do anything. |
|
case TASK_WAIT_PVS: |
|
case TASK_WAIT_INDEFINITE: |
|
break; |
|
|
|
// set a future time that tells us when the wait is over. |
|
case TASK_WAIT: |
|
case TASK_WAIT_FACE_ENEMY: |
|
SetWait( pTask->flTaskData ); |
|
break; |
|
|
|
// set a future time that tells us when the wait is over. |
|
case TASK_WAIT_RANDOM: |
|
case TASK_WAIT_FACE_ENEMY_RANDOM: |
|
SetWait( 0, pTask->flTaskData ); |
|
break; |
|
|
|
case TASK_MOVE_TO_TARGET_RANGE: |
|
case TASK_MOVE_TO_GOAL_RANGE: |
|
{ |
|
// Identical tasks, except that target_range uses m_hTargetEnt, |
|
// and Goal range uses the nav goal |
|
CBaseEntity *pTarget = NULL; |
|
if ( task == TASK_MOVE_TO_GOAL_RANGE ) |
|
{ |
|
pTarget = GetNavigator()->GetGoalTarget(); |
|
} |
|
if ( !pTarget ) |
|
{ |
|
pTarget = m_hTargetEnt.Get(); |
|
} |
|
|
|
if ( pTarget == NULL) |
|
{ |
|
TaskFail(FAIL_NO_TARGET); |
|
} |
|
else if ( (pTarget->GetAbsOrigin() - GetLocalOrigin()).Length() < 1 ) |
|
{ |
|
TaskComplete(); |
|
} |
|
|
|
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE) |
|
{ |
|
TaskComplete(); |
|
GetNavigator()->ClearGoal(); // Clear residual state |
|
} |
|
else |
|
{ |
|
// set that we're probably going to stop before the goal |
|
GetNavigator()->SetArrivalDistance( pTask->flTaskData ); |
|
} |
|
|
|
break; |
|
} |
|
|
|
case TASK_WAIT_UNTIL_NO_DANGER_SOUND: |
|
if( !HasCondition( COND_HEAR_DANGER ) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
|
|
case TASK_TARGET_PLAYER: |
|
{ |
|
CBaseEntity *pPlayer = gEntList.FindEntityByName( NULL, "!player" ); |
|
if ( pPlayer ) |
|
{ |
|
SetTarget( pPlayer ); |
|
TaskComplete(); |
|
} |
|
else |
|
TaskFail( FAIL_NO_PLAYER ); |
|
break; |
|
} |
|
|
|
case TASK_SCRIPT_RUN_TO_TARGET: |
|
case TASK_SCRIPT_WALK_TO_TARGET: |
|
case TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET: |
|
StartScriptMoveToTargetTask( pTask->iTask ); |
|
break; |
|
|
|
case TASK_CLEAR_MOVE_WAIT: |
|
m_flMoveWaitFinished = gpGlobals->curtime; |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_MELEE_ATTACK1: |
|
SetLastAttackTime( gpGlobals->curtime ); |
|
ResetIdealActivity( ACT_MELEE_ATTACK1 ); |
|
break; |
|
|
|
case TASK_MELEE_ATTACK2: |
|
SetLastAttackTime( gpGlobals->curtime ); |
|
ResetIdealActivity( ACT_MELEE_ATTACK2 ); |
|
break; |
|
|
|
case TASK_RANGE_ATTACK1: |
|
SetLastAttackTime( gpGlobals->curtime ); |
|
ResetIdealActivity( ACT_RANGE_ATTACK1 ); |
|
break; |
|
|
|
case TASK_RANGE_ATTACK2: |
|
SetLastAttackTime( gpGlobals->curtime ); |
|
ResetIdealActivity( ACT_RANGE_ATTACK2 ); |
|
break; |
|
|
|
case TASK_RELOAD: |
|
ResetIdealActivity( ACT_RELOAD ); |
|
break; |
|
|
|
case TASK_SPECIAL_ATTACK1: |
|
ResetIdealActivity( ACT_SPECIAL_ATTACK1 ); |
|
break; |
|
|
|
case TASK_SPECIAL_ATTACK2: |
|
ResetIdealActivity( ACT_SPECIAL_ATTACK2 ); |
|
break; |
|
|
|
case TASK_SET_ACTIVITY: |
|
{ |
|
Activity goalActivity = (Activity)((int)pTask->flTaskData); |
|
if (goalActivity != ACT_RESET) |
|
{ |
|
SetIdealActivity( goalActivity ); |
|
} |
|
else |
|
{ |
|
m_Activity = ACT_RESET; |
|
} |
|
break; |
|
} |
|
case TASK_GET_CHASE_PATH_TO_ENEMY: |
|
{ |
|
CBaseEntity *pEnemy = GetEnemy(); |
|
if ( !pEnemy ) |
|
{ |
|
TaskFail(FAIL_NO_ROUTE); |
|
return; |
|
} |
|
|
|
if ( ( pEnemy->GetAbsOrigin() - GetEnemyLKP() ).LengthSqr() < Square(pTask->flTaskData) ) |
|
{ |
|
ChainStartTask( TASK_GET_PATH_TO_ENEMY ); |
|
} |
|
else |
|
{ |
|
ChainStartTask( TASK_GET_PATH_TO_ENEMY_LKP ); |
|
} |
|
|
|
if ( !TaskIsComplete() && !HasCondition(COND_TASK_FAILED) ) |
|
TaskFail(FAIL_NO_ROUTE); |
|
break; |
|
} |
|
|
|
case TASK_GET_PATH_TO_ENEMY_LKP: |
|
{ |
|
CBaseEntity *pEnemy = GetEnemy(); |
|
if (!pEnemy || IsUnreachable(pEnemy)) |
|
{ |
|
TaskFail(FAIL_NO_ROUTE); |
|
return; |
|
} |
|
AI_NavGoal_t goal( GetEnemyLKP() ); |
|
|
|
TranslateNavGoal( pEnemy, goal.dest ); |
|
|
|
if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
// no way to get there =( |
|
DevWarning( 2, "GetPathToEnemyLKP failed!!\n" ); |
|
RememberUnreachable(GetEnemy()); |
|
TaskFail(FAIL_NO_ROUTE); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_GET_PATH_TO_INTERACTION_PARTNER: |
|
{ |
|
if ( !m_hForcedInteractionPartner || IsUnreachable(m_hForcedInteractionPartner) ) |
|
{ |
|
TaskFail(FAIL_NO_ROUTE); |
|
return; |
|
} |
|
|
|
// Calculate the position we need to be at to start the interaction. |
|
CalculateForcedInteractionPosition(); |
|
|
|
AI_NavGoal_t goal( m_vecForcedWorldPosition ); |
|
TranslateNavGoal( m_hForcedInteractionPartner, goal.dest ); |
|
|
|
if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
DevWarning( 2, "GetPathToInteractionPartner failed!!\n" ); |
|
RememberUnreachable(m_hForcedInteractionPartner); |
|
TaskFail(FAIL_NO_ROUTE); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS: |
|
{ |
|
if ( GetEnemy() ) |
|
{ |
|
// Find out which range to use (either innately or a held weapon) |
|
float flRange = -1.0f; |
|
if ( CapabilitiesGet() & (bits_CAP_INNATE_RANGE_ATTACK1|bits_CAP_INNATE_RANGE_ATTACK2) ) |
|
{ |
|
flRange = InnateRange1MaxRange(); |
|
} |
|
else if ( GetActiveWeapon() ) |
|
{ |
|
flRange = MAX( GetActiveWeapon()->m_fMaxRange1, GetActiveWeapon()->m_fMaxRange2 ); |
|
} |
|
else |
|
{ |
|
// You can't call this task without either innate range attacks or a weapon! |
|
Assert( 0 ); |
|
TaskFail( FAIL_NO_ROUTE ); |
|
} |
|
|
|
// Clamp to the specified range, if supplied |
|
if ( pTask->flTaskData != 0 && pTask->flTaskData < flRange ) |
|
flRange = pTask->flTaskData; |
|
|
|
// For now, just try running straight at enemy |
|
float dist = EnemyDistance( GetEnemy() ); |
|
if ( dist <= flRange || GetNavigator()->SetVectorGoalFromTarget( GetEnemy()->GetAbsOrigin(), dist - flRange ) ) |
|
{ |
|
TaskComplete(); |
|
break; |
|
} |
|
} |
|
|
|
TaskFail( FAIL_NO_ROUTE ); |
|
break; |
|
} |
|
|
|
case TASK_GET_PATH_TO_ENEMY_LOS: |
|
case TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS: |
|
case TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS: |
|
case TASK_GET_PATH_TO_ENEMY_LKP_LOS: |
|
{ |
|
if ( GetEnemy() == NULL ) |
|
{ |
|
TaskFail(FAIL_NO_ENEMY); |
|
return; |
|
} |
|
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_FindLosToEnemy); |
|
float flMaxRange = 2000; |
|
float flMinRange = 0; |
|
|
|
if ( GetActiveWeapon() ) |
|
{ |
|
flMaxRange = MAX( GetActiveWeapon()->m_fMaxRange1, GetActiveWeapon()->m_fMaxRange2 ); |
|
flMinRange = MIN( GetActiveWeapon()->m_fMinRange1, GetActiveWeapon()->m_fMinRange2 ); |
|
} |
|
else if ( CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 ) |
|
{ |
|
flMaxRange = InnateRange1MaxRange(); |
|
flMinRange = InnateRange1MinRange(); |
|
} |
|
|
|
//Check against NPC's max range |
|
if ( flMaxRange > m_flDistTooFar ) |
|
{ |
|
flMaxRange = m_flDistTooFar; |
|
} |
|
|
|
Vector vecEnemy = ( task != TASK_GET_PATH_TO_ENEMY_LKP ) ? GetEnemy()->GetAbsOrigin() : GetEnemyLKP(); |
|
Vector vecEnemyEye = vecEnemy + GetEnemy()->GetViewOffset(); |
|
|
|
Vector posLos; |
|
bool found = false; |
|
|
|
if ( ( task != TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS ) && ( task != TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS ) ) |
|
{ |
|
if ( GetTacticalServices()->FindLateralLos( vecEnemyEye, &posLos ) ) |
|
{ |
|
float dist = ( posLos - vecEnemyEye ).Length(); |
|
if ( dist < flMaxRange && dist > flMinRange ) |
|
found = true; |
|
} |
|
} |
|
|
|
if ( !found ) |
|
{ |
|
FlankType_t eFlankType = FLANKTYPE_NONE; |
|
Vector vecFlankRefPos = vec3_origin; |
|
float flFlankParam = 0; |
|
|
|
if ( task == TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS ) |
|
{ |
|
eFlankType = FLANKTYPE_RADIUS; |
|
vecFlankRefPos = m_vSavePosition; |
|
flFlankParam = pTask->flTaskData; |
|
} |
|
else if ( task == TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS ) |
|
{ |
|
eFlankType = FLANKTYPE_ARC; |
|
vecFlankRefPos = m_vSavePosition; |
|
flFlankParam = pTask->flTaskData; |
|
} |
|
|
|
if ( GetTacticalServices()->FindLos( vecEnemy, vecEnemyEye, flMinRange, flMaxRange, 1.0, eFlankType, vecFlankRefPos, flFlankParam, &posLos ) ) |
|
{ |
|
found = true; |
|
} |
|
} |
|
|
|
if ( !found ) |
|
{ |
|
TaskFail( FAIL_NO_SHOOT ); |
|
} |
|
else |
|
{ |
|
// else drop into run task to offer an interrupt |
|
m_vInterruptSavePosition = posLos; |
|
} |
|
} |
|
break; |
|
|
|
//================================================== |
|
// TASK_SET_GOAL |
|
//================================================== |
|
|
|
case TASK_SET_GOAL: |
|
|
|
switch ( (int) pTask->flTaskData ) |
|
{ |
|
case GOAL_ENEMY: //Enemy |
|
|
|
if ( GetEnemy() == NULL ) |
|
{ |
|
TaskFail( FAIL_NO_ENEMY ); |
|
return; |
|
} |
|
|
|
//Setup our stored info |
|
m_vecStoredPathGoal = GetEnemy()->GetAbsOrigin(); |
|
m_nStoredPathType = GOALTYPE_ENEMY; |
|
m_fStoredPathFlags = 0; |
|
m_hStoredPathTarget = GetEnemy(); |
|
GetNavigator()->SetMovementActivity(ACT_RUN); |
|
break; |
|
|
|
case GOAL_ENEMY_LKP: //Enemy's last known position |
|
|
|
if ( GetEnemy() == NULL ) |
|
{ |
|
TaskFail( FAIL_NO_ENEMY ); |
|
return; |
|
} |
|
|
|
//Setup our stored info |
|
m_vecStoredPathGoal = GetEnemyLKP(); |
|
m_nStoredPathType = GOALTYPE_LOCATION; |
|
m_fStoredPathFlags = 0; |
|
m_hStoredPathTarget = NULL; |
|
GetNavigator()->SetMovementActivity(ACT_RUN); |
|
break; |
|
|
|
case GOAL_TARGET: //Target entity |
|
|
|
if ( m_hTargetEnt == NULL ) |
|
{ |
|
TaskFail( FAIL_NO_TARGET ); |
|
return; |
|
} |
|
|
|
//Setup our stored info |
|
m_vecStoredPathGoal = m_hTargetEnt->GetAbsOrigin(); |
|
m_nStoredPathType = GOALTYPE_TARGETENT; |
|
m_fStoredPathFlags = 0; |
|
m_hStoredPathTarget = m_hTargetEnt; |
|
GetNavigator()->SetMovementActivity(ACT_RUN); |
|
break; |
|
|
|
case GOAL_SAVED_POSITION: //Saved position |
|
|
|
//Setup our stored info |
|
m_vecStoredPathGoal = m_vSavePosition; |
|
m_nStoredPathType = GOALTYPE_LOCATION; |
|
m_fStoredPathFlags = 0; |
|
m_hStoredPathTarget = NULL; |
|
GetNavigator()->SetMovementActivity(ACT_RUN); |
|
break; |
|
} |
|
|
|
TaskComplete(); |
|
|
|
break; |
|
|
|
//================================================== |
|
// TASK_GET_PATH_TO_GOAL |
|
//================================================== |
|
|
|
case TASK_GET_PATH_TO_GOAL: |
|
{ |
|
AI_NavGoal_t goal( m_nStoredPathType, |
|
AIN_DEF_ACTIVITY, |
|
AIN_HULL_TOLERANCE, |
|
AIN_DEF_FLAGS, |
|
m_hStoredPathTarget ); |
|
|
|
bool foundPath = false; |
|
|
|
//Find our path |
|
switch ( (int) pTask->flTaskData ) |
|
{ |
|
case PATH_TRAVEL: //A land path to our goal |
|
goal.dest = m_vecStoredPathGoal; |
|
foundPath = GetNavigator()->SetGoal( goal ); |
|
break; |
|
|
|
case PATH_LOS: //A path to get LOS to our goal |
|
{ |
|
float flMaxRange = 2000.0f; |
|
float flMinRange = 0.0f; |
|
|
|
if ( GetActiveWeapon() ) |
|
{ |
|
flMaxRange = MAX( GetActiveWeapon()->m_fMaxRange1, GetActiveWeapon()->m_fMaxRange2 ); |
|
flMinRange = MIN( GetActiveWeapon()->m_fMinRange1, GetActiveWeapon()->m_fMinRange2 ); |
|
} |
|
else if ( CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 ) |
|
{ |
|
flMaxRange = InnateRange1MaxRange(); |
|
flMinRange = InnateRange1MinRange(); |
|
} |
|
|
|
// Check against NPC's max range |
|
if ( flMaxRange > m_flDistTooFar ) |
|
{ |
|
flMaxRange = m_flDistTooFar; |
|
} |
|
|
|
Vector eyePosition = ( m_hStoredPathTarget != NULL ) ? m_hStoredPathTarget->EyePosition() : m_vecStoredPathGoal; |
|
|
|
Vector posLos; |
|
|
|
// See if we've found it |
|
if ( GetTacticalServices()->FindLos( m_vecStoredPathGoal, eyePosition, flMinRange, flMaxRange, 1.0f, &posLos ) ) |
|
{ |
|
goal.dest = posLos; |
|
foundPath = GetNavigator()->SetGoal( goal ); |
|
} |
|
else |
|
{ |
|
// No LOS to goal |
|
TaskFail( FAIL_NO_SHOOT ); |
|
return; |
|
} |
|
} |
|
|
|
break; |
|
|
|
case PATH_COVER: //Get a path to cover FROM our goal |
|
{ |
|
CBaseEntity *pEntity = ( m_hStoredPathTarget == NULL ) ? this : m_hStoredPathTarget; |
|
|
|
//Find later cover first |
|
Vector coverPos; |
|
|
|
if ( GetTacticalServices()->FindLateralCover( pEntity->EyePosition(), 0, &coverPos ) ) |
|
{ |
|
AI_NavGoal_t goal( coverPos, ACT_RUN ); |
|
GetNavigator()->SetGoal( goal, AIN_CLEAR_PREVIOUS_STATE ); |
|
|
|
//FIXME: What exactly is this doing internally? |
|
m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData; |
|
TaskComplete(); |
|
return; |
|
} |
|
else |
|
{ |
|
//Try any cover |
|
if ( GetTacticalServices()->FindCoverPos( pEntity->GetAbsOrigin(), pEntity->EyePosition(), 0, CoverRadius(), &coverPos ) ) |
|
{ |
|
//If we've found it, find a safe route there |
|
AI_NavGoal_t coverGoal( GOALTYPE_COVER, |
|
coverPos, |
|
ACT_RUN, |
|
AIN_HULL_TOLERANCE, |
|
AIN_DEF_FLAGS, |
|
m_hStoredPathTarget ); |
|
|
|
foundPath = GetNavigator()->SetGoal( goal ); |
|
|
|
m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData; |
|
} |
|
else |
|
{ |
|
TaskFail( FAIL_NO_COVER ); |
|
} |
|
} |
|
} |
|
|
|
break; |
|
} |
|
|
|
//Now validate our try |
|
if ( foundPath ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
TaskFail( FAIL_NO_ROUTE ); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_GET_PATH_TO_ENEMY: |
|
{ |
|
if (IsUnreachable(GetEnemy())) |
|
{ |
|
TaskFail(FAIL_NO_ROUTE); |
|
return; |
|
} |
|
|
|
CBaseEntity *pEnemy = GetEnemy(); |
|
|
|
if ( pEnemy == NULL ) |
|
{ |
|
TaskFail(FAIL_NO_ENEMY); |
|
return; |
|
} |
|
|
|
if ( GetNavigator()->SetGoal( GOALTYPE_ENEMY ) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
// no way to get there =( |
|
DevWarning( 2, "GetPathToEnemy failed!!\n" ); |
|
RememberUnreachable(GetEnemy()); |
|
TaskFail(FAIL_NO_ROUTE); |
|
} |
|
break; |
|
} |
|
case TASK_GET_PATH_TO_ENEMY_CORPSE: |
|
{ |
|
Vector forward; |
|
AngleVectors( GetLocalAngles(), &forward ); |
|
Vector vecEnemyLKP = GetEnemyLKP(); |
|
|
|
GetNavigator()->SetGoal( vecEnemyLKP - forward * 64, AIN_CLEAR_TARGET); |
|
} |
|
break; |
|
|
|
case TASK_GET_PATH_TO_PLAYER: |
|
{ |
|
CBaseEntity *pPlayer = gEntList.FindEntityByName( NULL, "!player" ); |
|
|
|
AI_NavGoal_t goal; |
|
|
|
goal.type = GOALTYPE_LOCATION; |
|
goal.dest = pPlayer->WorldSpaceCenter(); |
|
goal.pTarget = pPlayer; |
|
|
|
GetNavigator()->SetGoal( goal ); |
|
break; |
|
} |
|
|
|
case TASK_GET_PATH_TO_SAVEPOSITION_LOS: |
|
{ |
|
if ( GetEnemy() == NULL ) |
|
{ |
|
TaskFail(FAIL_NO_ENEMY); |
|
return; |
|
} |
|
|
|
float flMaxRange = 2000; |
|
float flMinRange = 0; |
|
if ( GetActiveWeapon() ) |
|
{ |
|
flMaxRange = MAX(GetActiveWeapon()->m_fMaxRange1,GetActiveWeapon()->m_fMaxRange2); |
|
flMinRange = MIN(GetActiveWeapon()->m_fMinRange1,GetActiveWeapon()->m_fMinRange2); |
|
} |
|
else if ( CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 ) |
|
{ |
|
flMaxRange = InnateRange1MaxRange(); |
|
flMinRange = InnateRange1MinRange(); |
|
} |
|
|
|
// Check against NPC's max range |
|
if (flMaxRange > m_flDistTooFar) |
|
{ |
|
flMaxRange = m_flDistTooFar; |
|
} |
|
|
|
Vector posLos; |
|
|
|
if (GetTacticalServices()->FindLos(m_vSavePosition,m_vSavePosition, flMinRange, flMaxRange, 1.0, &posLos)) |
|
{ |
|
GetNavigator()->SetGoal( AI_NavGoal_t( posLos, ACT_RUN, AIN_HULL_TOLERANCE ) ); |
|
} |
|
else |
|
{ |
|
// no coverwhatsoever. |
|
TaskFail(FAIL_NO_SHOOT); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_GET_PATH_TO_TARGET_WEAPON: |
|
{ |
|
// Finds the nearest node within the leniency distances, |
|
// whether the node can see the target or not. |
|
const float XY_LENIENCY = 64.0; |
|
const float Z_LENIENCY = 72.0; |
|
|
|
if (m_hTargetEnt == NULL) |
|
{ |
|
TaskFail(FAIL_NO_TARGET); |
|
} |
|
else |
|
{ |
|
// Since this weapon MAY be on a table, we find the nearest node without verifying |
|
// line-of-sight, since weapons on the table will not be able to see nodes very nearby. |
|
int node = GetNavigator()->GetNetwork()->NearestNodeToPoint( this, m_hTargetEnt->GetAbsOrigin(), false ); |
|
CAI_Node *pNode = GetNavigator()->GetNetwork()->GetNode( node ); |
|
|
|
if( !pNode ) |
|
{ |
|
TaskFail( FAIL_NO_ROUTE ); |
|
break; |
|
} |
|
|
|
bool bHasPath = true; |
|
Vector vecNodePos; |
|
|
|
vecNodePos = pNode->GetPosition( GetHullType() ); |
|
|
|
float flDistZ; |
|
flDistZ = fabs( vecNodePos.z - m_hTargetEnt->GetAbsOrigin().z ); |
|
if( flDistZ > Z_LENIENCY ) |
|
{ |
|
// The gun is too far away from its nearest node on the Z axis. |
|
TaskFail( "Target not within Z_LENIENCY!\n"); |
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( m_hTargetEnt.Get() ); |
|
if( pWeapon ) |
|
{ |
|
// Lock this weapon for a long time so no one else tries to get it. |
|
pWeapon->Lock( 30.0f, pWeapon ); |
|
break; |
|
} |
|
} |
|
|
|
if( flDistZ >= 16.0 ) |
|
{ |
|
// The gun is higher or lower, but it's within reach. (probably on a table). |
|
float flDistXY = ( vecNodePos - m_hTargetEnt->GetAbsOrigin() ).Length2D(); |
|
|
|
// This means we have to stand on the nearest node and still be able to |
|
// reach the gun. |
|
if( flDistXY > XY_LENIENCY ) |
|
{ |
|
TaskFail( "Target not within XY_LENIENCY!\n" ); |
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( m_hTargetEnt.Get() ); |
|
if( pWeapon ) |
|
{ |
|
// Lock this weapon for a long time so no one else tries to get it. |
|
pWeapon->Lock( 30.0f, pWeapon ); |
|
break; |
|
} |
|
} |
|
|
|
AI_NavGoal_t goal( vecNodePos ); |
|
goal.pTarget = m_hTargetEnt; |
|
bHasPath = GetNavigator()->SetGoal( goal ); |
|
} |
|
else |
|
{ |
|
// The gun is likely just lying on the floor. Just pick it up. |
|
AI_NavGoal_t goal( m_hTargetEnt->GetAbsOrigin() ); |
|
goal.pTarget = m_hTargetEnt; |
|
bHasPath = GetNavigator()->SetGoal( goal ); |
|
} |
|
|
|
if( !bHasPath ) |
|
{ |
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( m_hTargetEnt.Get() ); |
|
if( pWeapon ) |
|
{ |
|
// Lock this weapon for a long time so no one else tries to get it. |
|
pWeapon->Lock( 15.0f, pWeapon ); |
|
} |
|
} |
|
} |
|
} |
|
break; |
|
|
|
case TASK_GET_PATH_TO_TARGET: |
|
{ |
|
if (m_hTargetEnt == NULL) |
|
{ |
|
TaskFail(FAIL_NO_TARGET); |
|
} |
|
else |
|
{ |
|
AI_NavGoal_t goal( static_cast<const Vector&>(m_hTargetEnt->EyePosition()) ); |
|
goal.pTarget = m_hTargetEnt; |
|
GetNavigator()->SetGoal( goal ); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_GET_PATH_TO_HINTNODE:// for active idles! |
|
{ |
|
if (!GetHintNode()) |
|
{ |
|
TaskFail(FAIL_NO_HINT_NODE); |
|
} |
|
else |
|
{ |
|
Vector vHintPos; |
|
GetHintNode()->GetPosition(this, &vHintPos); |
|
|
|
GetNavigator()->SetGoal( AI_NavGoal_t( vHintPos, ACT_RUN ) ); |
|
if ( pTask->flTaskData == 0 ) |
|
GetNavigator()->SetArrivalDirection( GetHintNode()->GetDirection() ); |
|
if ( GetHintNode()->HintActivityName() != NULL_STRING ) |
|
{ |
|
Activity hintActivity = (Activity)CAI_BaseNPC::GetActivityID( STRING(GetHintNode()->HintActivityName()) ); |
|
if ( hintActivity != ACT_INVALID ) |
|
{ |
|
GetNavigator()->SetArrivalActivity( GetHintActivity(GetHintNode()->HintType(), hintActivity) ); |
|
} |
|
else |
|
{ |
|
int iSequence = LookupSequence(STRING(GetHintNode()->HintActivityName()));; |
|
if ( iSequence != ACT_INVALID ) |
|
GetNavigator()->SetArrivalSequence( iSequence ); |
|
} |
|
|
|
} |
|
} |
|
break; |
|
} |
|
|
|
case TASK_GET_PATH_TO_COMMAND_GOAL: |
|
{ |
|
if (!GetNavigator()->SetGoal( m_vecCommandGoal )) |
|
{ |
|
OnMoveToCommandGoalFailed(); |
|
TaskFail(FAIL_NO_ROUTE); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_MARK_COMMAND_GOAL_POS: |
|
// Start watching my position to detect whether another AI process has moved me from my mark. |
|
m_CommandMoveMonitor.SetMark( this, COMMAND_GOAL_TOLERANCE ); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_CLEAR_COMMAND_GOAL: |
|
m_vecCommandGoal = vec3_invalid; |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_GET_PATH_TO_LASTPOSITION: |
|
{ |
|
if (!GetNavigator()->SetGoal( m_vecLastPosition )) |
|
{ |
|
TaskFail(FAIL_NO_ROUTE); |
|
} |
|
else |
|
{ |
|
GetNavigator()->SetGoalTolerance( 48 ); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_GET_PATH_TO_SAVEPOSITION: |
|
{ |
|
GetNavigator()->SetGoal( m_vSavePosition ); |
|
break; |
|
} |
|
|
|
|
|
case TASK_GET_PATH_TO_RANDOM_NODE: // Task argument is lenth of path to build |
|
{ |
|
if ( GetNavigator()->SetRandomGoal( pTask->flTaskData ) ) |
|
TaskComplete(); |
|
else |
|
TaskFail(FAIL_NO_REACHABLE_NODE); |
|
|
|
break; |
|
} |
|
|
|
case TASK_GET_PATH_TO_BESTSOUND: |
|
{ |
|
|
|
CSound *pSound = GetBestSound(); |
|
if (!pSound) |
|
{ |
|
TaskFail(FAIL_NO_SOUND); |
|
} |
|
else |
|
{ |
|
GetNavigator()->SetGoal( pSound->GetSoundReactOrigin() ); |
|
} |
|
break; |
|
} |
|
case TASK_GET_PATH_TO_BESTSCENT: |
|
{ |
|
|
|
CSound *pScent = GetBestScent(); |
|
if (!pScent) |
|
{ |
|
TaskFail(FAIL_NO_SCENT); |
|
} |
|
else |
|
{ |
|
GetNavigator()->SetGoal( pScent->GetSoundOrigin() ); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_GET_PATH_AWAY_FROM_BEST_SOUND: |
|
{ |
|
CSound *pBestSound = GetBestSound(); |
|
if ( !pBestSound ) |
|
{ |
|
TaskFail("No Sound!"); |
|
break; |
|
} |
|
|
|
GetMotor()->SetIdealYawToTarget( pBestSound->GetSoundOrigin() ); |
|
ChainStartTask( TASK_MOVE_AWAY_PATH, pTask->flTaskData ); |
|
LockBestSound(); |
|
break; |
|
} |
|
|
|
case TASK_MOVE_AWAY_PATH: |
|
{ |
|
// Drop into run task to support interrupt |
|
DesireStand(); |
|
} |
|
break; |
|
|
|
case TASK_WEAPON_RUN_PATH: |
|
case TASK_ITEM_RUN_PATH: |
|
GetNavigator()->SetMovementActivity(ACT_RUN); |
|
break; |
|
|
|
case TASK_RUN_PATH: |
|
{ |
|
// UNDONE: This is in some default AI and some NPCs can't run? -- walk instead? |
|
if ( TranslateActivity( ACT_RUN ) != ACT_INVALID ) |
|
{ |
|
GetNavigator()->SetMovementActivity( ACT_RUN ); |
|
} |
|
else |
|
{ |
|
GetNavigator()->SetMovementActivity(ACT_WALK); |
|
} |
|
// Cover is void once I move |
|
Forget( bits_MEMORY_INCOVER ); |
|
TaskComplete(); |
|
break; |
|
} |
|
|
|
case TASK_WALK_PATH_FOR_UNITS: |
|
{ |
|
GetNavigator()->SetMovementActivity(ACT_WALK); |
|
break; |
|
} |
|
|
|
case TASK_RUN_PATH_FOR_UNITS: |
|
{ |
|
GetNavigator()->SetMovementActivity(ACT_RUN); |
|
break; |
|
} |
|
|
|
case TASK_WALK_PATH: |
|
{ |
|
bool bIsFlying = (GetMoveType() == MOVETYPE_FLY) || (GetMoveType() == MOVETYPE_FLYGRAVITY); |
|
if ( bIsFlying && ( TranslateActivity( ACT_FLY ) != ACT_INVALID) ) |
|
{ |
|
GetNavigator()->SetMovementActivity(ACT_FLY); |
|
} |
|
else if ( TranslateActivity( ACT_WALK ) != ACT_INVALID ) |
|
{ |
|
GetNavigator()->SetMovementActivity(ACT_WALK); |
|
} |
|
else |
|
{ |
|
GetNavigator()->SetMovementActivity(ACT_RUN); |
|
} |
|
// Cover is void once I move |
|
Forget( bits_MEMORY_INCOVER ); |
|
TaskComplete(); |
|
break; |
|
} |
|
case TASK_WALK_PATH_WITHIN_DIST: |
|
{ |
|
GetNavigator()->SetMovementActivity(ACT_WALK); |
|
// set that we're probably going to stop before the goal |
|
GetNavigator()->SetArrivalDistance( pTask->flTaskData ); |
|
break; |
|
} |
|
case TASK_RUN_PATH_WITHIN_DIST: |
|
{ |
|
GetNavigator()->SetMovementActivity(ACT_RUN); |
|
// set that we're probably going to stop before the goal |
|
GetNavigator()->SetArrivalDistance( pTask->flTaskData ); |
|
break; |
|
} |
|
case TASK_RUN_PATH_FLEE: |
|
{ |
|
Vector vecDiff; |
|
vecDiff = GetLocalOrigin() - GetNavigator()->GetGoalPos(); |
|
|
|
if( vecDiff.Length() <= pTask->flTaskData ) |
|
{ |
|
GetNavigator()->StopMoving(); |
|
TaskFail("Flee path shorter than task parameter"); |
|
} |
|
else |
|
{ |
|
GetNavigator()->SetMovementActivity(ACT_RUN); |
|
} |
|
|
|
break; |
|
} |
|
case TASK_WALK_PATH_TIMED: |
|
{ |
|
GetNavigator()->SetMovementActivity(ACT_WALK); |
|
SetWait( pTask->flTaskData ); |
|
break; |
|
} |
|
case TASK_RUN_PATH_TIMED: |
|
{ |
|
GetNavigator()->SetMovementActivity(ACT_RUN); |
|
SetWait( pTask->flTaskData ); |
|
break; |
|
} |
|
case TASK_STRAFE_PATH: |
|
{ |
|
Vector2D vec2DirToPoint; |
|
Vector2D vec2RightSide; |
|
|
|
// to start strafing, we have to first figure out if the target is on the left side or right side |
|
Vector right; |
|
AngleVectors( GetLocalAngles(), NULL, &right, NULL ); |
|
|
|
vec2DirToPoint = ( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() ).AsVector2D(); |
|
Vector2DNormalize(vec2DirToPoint); |
|
vec2RightSide = right.AsVector2D(); |
|
Vector2DNormalize(vec2RightSide); |
|
|
|
if ( DotProduct2D ( vec2DirToPoint, vec2RightSide ) > 0 ) |
|
{ |
|
// strafe right |
|
GetNavigator()->SetMovementActivity(ACT_STRAFE_RIGHT); |
|
} |
|
else |
|
{ |
|
// strafe left |
|
GetNavigator()->SetMovementActivity(ACT_STRAFE_LEFT); |
|
} |
|
TaskComplete(); |
|
break; |
|
} |
|
|
|
case TASK_WAIT_FOR_MOVEMENT_STEP: |
|
{ |
|
if(!GetNavigator()->IsGoalActive()) |
|
{ |
|
TaskComplete(); |
|
return; |
|
} |
|
|
|
if ( IsActivityFinished() ) |
|
{ |
|
TaskComplete(); |
|
return; |
|
} |
|
ValidateNavGoal(); |
|
break; |
|
} |
|
|
|
case TASK_WAIT_FOR_MOVEMENT: |
|
{ |
|
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE) |
|
{ |
|
TaskComplete(); |
|
GetNavigator()->ClearGoal(); // Clear residual state |
|
} |
|
else if (!GetNavigator()->IsGoalActive()) |
|
{ |
|
SetIdealActivity( GetStoppedActivity() ); |
|
} |
|
else |
|
{ |
|
// Check validity of goal type |
|
ValidateNavGoal(); |
|
} |
|
break; |
|
} |
|
case TASK_SMALL_FLINCH: |
|
{ |
|
Remember(bits_MEMORY_FLINCHED); |
|
SetIdealActivity( GetFlinchActivity( false, false ) ); |
|
m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 3, 5 ); |
|
break; |
|
} |
|
case TASK_BIG_FLINCH: |
|
{ |
|
Remember(bits_MEMORY_FLINCHED); |
|
SetIdealActivity( GetFlinchActivity( true, false ) ); |
|
m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 3, 5 ); |
|
break; |
|
} |
|
case TASK_DIE: |
|
{ |
|
GetNavigator()->StopMoving(); |
|
SetIdealActivity( GetDeathActivity() ); |
|
m_lifeState = LIFE_DYING; |
|
|
|
break; |
|
} |
|
case TASK_SOUND_WAKE: |
|
{ |
|
AlertSound(); |
|
TaskComplete(); |
|
break; |
|
} |
|
case TASK_SOUND_DIE: |
|
{ |
|
CTakeDamageInfo info; |
|
DeathSound( info ); |
|
TaskComplete(); |
|
break; |
|
} |
|
case TASK_SOUND_IDLE: |
|
{ |
|
IdleSound(); |
|
TaskComplete(); |
|
break; |
|
} |
|
case TASK_SOUND_PAIN: |
|
{ |
|
CTakeDamageInfo info; |
|
PainSound( info ); |
|
TaskComplete(); |
|
break; |
|
} |
|
case TASK_SOUND_ANGRY: |
|
{ |
|
// sounds are complete as soon as we get here, cause we've already played them. |
|
DevMsg( 2, "SOUND\n" ); |
|
TaskComplete(); |
|
break; |
|
} |
|
case TASK_SPEAK_SENTENCE: |
|
{ |
|
SpeakSentence(pTask->flTaskData); |
|
TaskComplete(); |
|
break; |
|
} |
|
case TASK_WAIT_FOR_SPEAK_FINISH: |
|
{ |
|
if ( !GetExpresser() ) |
|
TaskComplete(); |
|
else |
|
{ |
|
// Are we waiting for our speech to end? Or for the mutex to be free? |
|
if ( pTask->flTaskData ) |
|
{ |
|
// Waiting for our speech to end |
|
if ( GetExpresser()->CanSpeakAfterMyself() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
} |
|
else |
|
{ |
|
// Waiting for the speech & the delay afterwards |
|
if ( !GetExpresser()->IsSpeaking() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
} |
|
break; |
|
|
|
} |
|
break; |
|
} |
|
case TASK_WAIT_FOR_SCRIPT: |
|
{ |
|
if ( !m_hCine ) |
|
{ |
|
DevMsg( "Scripted sequence destroyed while in use\n" ); |
|
TaskFail( FAIL_SCHEDULE_NOT_FOUND ); |
|
break; |
|
} |
|
|
|
break; |
|
} |
|
case TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY: |
|
{ |
|
if ( !m_hCine ) |
|
{ |
|
DevMsg( "Scripted sequence destroyed while in use\n" ); |
|
TaskFail( FAIL_SCHEDULE_NOT_FOUND ); |
|
break; |
|
} |
|
|
|
string_t iszArrivalText; |
|
|
|
if ( m_hCine->m_iszEntry != NULL_STRING ) |
|
{ |
|
iszArrivalText = m_hCine->m_iszEntry; |
|
} |
|
else if ( m_hCine->m_iszPlay != NULL_STRING ) |
|
{ |
|
iszArrivalText = m_hCine->m_iszPlay; |
|
} |
|
else if ( m_hCine->m_iszPostIdle != NULL_STRING ) |
|
{ |
|
iszArrivalText = m_hCine->m_iszPostIdle; |
|
} |
|
else |
|
iszArrivalText = NULL_STRING; |
|
|
|
m_ScriptArrivalActivity = AIN_DEF_ACTIVITY; |
|
m_strScriptArrivalSequence = NULL_STRING; |
|
|
|
if ( iszArrivalText != NULL_STRING ) |
|
{ |
|
m_ScriptArrivalActivity = (Activity)GetActivityID( STRING( iszArrivalText ) ); |
|
if ( m_ScriptArrivalActivity == ACT_INVALID ) |
|
m_strScriptArrivalSequence = iszArrivalText; |
|
} |
|
|
|
TaskComplete(); |
|
break; |
|
} |
|
|
|
case TASK_PLAY_SCRIPT: |
|
{ |
|
// Throw away any stopping paths we have saved, because we |
|
// won't be able to resume them after the sequence. |
|
GetNavigator()->IgnoreStoppingPath(); |
|
|
|
if ( HasMovement( GetSequence() ) || m_hCine->m_bIgnoreGravity ) |
|
{ |
|
AddFlag( FL_FLY ); |
|
SetGroundEntity( NULL ); |
|
} |
|
|
|
if (m_hCine) |
|
{ |
|
m_hCine->SynchronizeSequence( this ); |
|
} |
|
// |
|
// Start playing a scripted sequence. |
|
// |
|
m_scriptState = SCRIPT_PLAYING; |
|
break; |
|
} |
|
case TASK_PLAY_SCRIPT_POST_IDLE: |
|
{ |
|
// |
|
// Start playing a scripted post idle. |
|
// |
|
m_scriptState = SCRIPT_POST_IDLE; |
|
break; |
|
} |
|
|
|
// This is the first task of every schedule driven by a scripted_sequence. |
|
// Delay starting the sequence until all actors have hit their marks. |
|
case TASK_PRE_SCRIPT: |
|
{ |
|
if ( !ai_task_pre_script.GetBool() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else if ( !m_hCine ) |
|
{ |
|
TaskComplete(); |
|
//DevMsg( "Scripted sequence destroyed while in use\n" ); |
|
//TaskFail( FAIL_SCHEDULE_NOT_FOUND ); |
|
} |
|
else |
|
{ |
|
m_hCine->DelayStart( true ); |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_ENABLE_SCRIPT: |
|
{ |
|
// |
|
// Start waiting to play a script. Play the script's pre idle animation if one |
|
// is specified, otherwise just go to our default idle activity. |
|
// |
|
if ( m_hCine->m_iszPreIdle != NULL_STRING ) |
|
{ |
|
m_hCine->StartSequence( ( CAI_BaseNPC * )this, m_hCine->m_iszPreIdle, false ); |
|
if ( FStrEq( STRING( m_hCine->m_iszPreIdle ), STRING( m_hCine->m_iszPlay ) ) ) |
|
{ |
|
m_flPlaybackRate = 0; |
|
} |
|
} |
|
else if ( m_scriptState != SCRIPT_CUSTOM_MOVE_TO_MARK ) |
|
{ |
|
// FIXME: too many ss assume its safe to leave the npc is whatever sequence they were in before, so only slam their activity |
|
// if they're playing a recognizable movement animation |
|
// |
|
#ifdef HL2_EPISODIC |
|
// dvs: Check current activity rather than ideal activity. Since scripted NPCs early out in MaintainActivity, |
|
// they'll never reach their ideal activity if it's different from their current activity. |
|
if ( GetActivity() == ACT_WALK || |
|
GetActivity() == ACT_RUN || |
|
GetActivity() == ACT_WALK_AIM || |
|
GetActivity() == ACT_RUN_AIM ) |
|
{ |
|
SetActivity( ACT_IDLE ); |
|
} |
|
#else |
|
if ( GetIdealActivity() == ACT_WALK || |
|
GetIdealActivity() == ACT_RUN || |
|
GetIdealActivity() == ACT_WALK_AIM || |
|
GetIdealActivity() == ACT_RUN_AIM ) |
|
{ |
|
SetActivity( ACT_IDLE ); |
|
} |
|
#endif // HL2_EPISODIC |
|
} |
|
break; |
|
} |
|
case TASK_PLANT_ON_SCRIPT: |
|
{ |
|
if ( m_hTargetEnt != NULL ) |
|
{ |
|
SetLocalOrigin( m_hTargetEnt->GetAbsOrigin() ); // Plant on target |
|
} |
|
|
|
TaskComplete(); |
|
break; |
|
} |
|
case TASK_FACE_SCRIPT: |
|
{ |
|
if ( m_hTargetEnt != NULL ) |
|
{ |
|
GetMotor()->SetIdealYaw( UTIL_AngleMod( m_hTargetEnt->GetLocalAngles().y ) ); |
|
} |
|
|
|
if ( m_scriptState != SCRIPT_CUSTOM_MOVE_TO_MARK ) |
|
{ |
|
SetTurnActivity(); |
|
|
|
// dvs: HACK: MaintainActivity won't do anything while scripted, so go straight there. |
|
SetActivity( GetIdealActivity() ); |
|
} |
|
|
|
GetNavigator()->StopMoving(); |
|
break; |
|
} |
|
|
|
case TASK_PLAY_SCENE: |
|
{ |
|
// inside a scene with movement and sequence commands |
|
break; |
|
} |
|
|
|
|
|
case TASK_SUGGEST_STATE: |
|
{ |
|
SetIdealState( (NPC_STATE)(int)pTask->flTaskData ); |
|
TaskComplete(); |
|
break; |
|
} |
|
|
|
case TASK_SET_FAIL_SCHEDULE: |
|
m_failSchedule = (int)pTask->flTaskData; |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_SET_TOLERANCE_DISTANCE: |
|
GetNavigator()->SetGoalTolerance( (int)pTask->flTaskData ); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_SET_ROUTE_SEARCH_TIME: |
|
GetNavigator()->SetMaxRouteRebuildTime( (int)pTask->flTaskData ); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_CLEAR_FAIL_SCHEDULE: |
|
m_failSchedule = SCHED_NONE; |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_WEAPON_FIND: |
|
{ |
|
m_hTargetEnt = Weapon_FindUsable( Vector(1000,1000,1000) ); |
|
if (m_hTargetEnt) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
TaskFail(FAIL_ITEM_NO_FIND); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_ITEM_PICKUP: |
|
{ |
|
SetIdealActivity( ACT_PICKUP_GROUND ); |
|
} |
|
break; |
|
|
|
case TASK_WEAPON_PICKUP: |
|
{ |
|
if( GetActiveWeapon() ) |
|
{ |
|
Weapon_Drop( GetActiveWeapon() ); |
|
} |
|
|
|
if( GetTarget() ) |
|
{ |
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>(GetTarget()); |
|
if( pWeapon ) |
|
{ |
|
if( Weapon_IsOnGround( pWeapon ) ) |
|
{ |
|
// Squat down |
|
SetIdealActivity( ACT_PICKUP_GROUND ); |
|
} |
|
else |
|
{ |
|
// Reach and take this weapon from rack or shelf. |
|
SetIdealActivity( ACT_PICKUP_RACK ); |
|
} |
|
|
|
return; |
|
} |
|
} |
|
|
|
TaskFail("Weapon went away!\n"); |
|
} |
|
break; |
|
|
|
case TASK_WEAPON_CREATE: |
|
{ |
|
if( !GetActiveWeapon() && GetTarget() ) |
|
{ |
|
// Create a copy of the weapon this NPC is trying to pick up. |
|
CBaseCombatWeapon *pTargetWeapon = dynamic_cast<CBaseCombatWeapon*>(GetTarget()); |
|
|
|
if( pTargetWeapon ) |
|
{ |
|
CBaseCombatWeapon *pWeapon = Weapon_Create( pTargetWeapon->GetClassname() ); |
|
if ( pWeapon ) |
|
{ |
|
Weapon_Equip( pWeapon ); |
|
} |
|
} |
|
} |
|
SetTarget( NULL ); |
|
TaskComplete(); |
|
} |
|
break; |
|
|
|
case TASK_USE_SMALL_HULL: |
|
{ |
|
SetHullSizeSmall(); |
|
TaskComplete(); |
|
} |
|
break; |
|
|
|
case TASK_FALL_TO_GROUND: |
|
// Set a wait time to try to force a ground ent. |
|
SetWait(4); |
|
break; |
|
|
|
case TASK_WANDER: |
|
{ |
|
// This task really uses 2 parameters, so we have to extract |
|
// them from a single integer. To send both parameters, the |
|
// formula is MIN_DIST * 10000 + MAX_DIST |
|
{ |
|
int iMinDist, iMaxDist, iParameter; |
|
|
|
iParameter = pTask->flTaskData; |
|
|
|
iMinDist = iParameter / 10000; |
|
iMaxDist = iParameter - (iMinDist * 10000); |
|
|
|
if ( GetNavigator()->SetWanderGoal( iMinDist, iMaxDist ) ) |
|
TaskComplete(); |
|
else |
|
TaskFail(FAIL_NO_REACHABLE_NODE); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_FREEZE: |
|
m_flPlaybackRate = 0; |
|
break; |
|
|
|
case TASK_GATHER_CONDITIONS: |
|
GatherConditions(); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_IGNORE_OLD_ENEMIES: |
|
m_flAcceptableTimeSeenEnemy = gpGlobals->curtime; |
|
if ( GetEnemy() && GetEnemyLastTimeSeen() < m_flAcceptableTimeSeenEnemy ) |
|
{ |
|
CBaseEntity *pNewEnemy = BestEnemy(); |
|
|
|
Assert( pNewEnemy != GetEnemy() ); |
|
|
|
if( pNewEnemy != NULL ) |
|
{ |
|
// New enemy! Clear the timers and set conditions. |
|
SetEnemy( pNewEnemy ); |
|
SetState( NPC_STATE_COMBAT ); |
|
} |
|
else |
|
{ |
|
SetEnemy( NULL ); |
|
ClearAttackConditions(); |
|
} |
|
} |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_ADD_HEALTH: |
|
TakeHealth( (int)pTask->flTaskData, DMG_GENERIC ); |
|
TaskComplete(); |
|
break; |
|
|
|
default: |
|
{ |
|
DevMsg( "No StartTask entry for %s\n", TaskName( task ) ); |
|
} |
|
break; |
|
} |
|
} |
|
|
|
void CAI_BaseNPC::StartTaskOverlay() |
|
{ |
|
if ( IsCurTaskContinuousMove() ) |
|
{ |
|
if ( ShouldMoveAndShoot() ) |
|
{ |
|
m_MoveAndShootOverlay.StartShootWhileMove(); |
|
} |
|
else |
|
{ |
|
m_MoveAndShootOverlay.NoShootWhileMove(); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// TASK_DIE. |
|
//----------------------------------------------------------------------------- |
|
void CAI_BaseNPC::RunDieTask() |
|
{ |
|
AutoMovement(); |
|
|
|
if ( IsActivityFinished() && GetCycle() >= 1.0f ) |
|
{ |
|
m_lifeState = LIFE_DEAD; |
|
|
|
SetThink ( NULL ); |
|
StopAnimation(); |
|
|
|
if ( !BBoxFlat() ) |
|
{ |
|
// a bit of a hack. If a corpses' bbox is positioned such that being left solid so that it can be attacked will |
|
// block the player on a slope or stairs, the corpse is made nonsolid. |
|
// SetSolid( SOLID_NOT ); |
|
UTIL_SetSize ( this, Vector ( -4, -4, 0 ), Vector ( 4, 4, 1 ) ); |
|
} |
|
else // !!!HACKHACK - put NPC in a thin, wide bounding box until we fix the solid type/bounding volume problem |
|
UTIL_SetSize ( this, WorldAlignMins(), Vector ( WorldAlignMaxs().x, WorldAlignMaxs().y, WorldAlignMins().z + 1 ) ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// TASK_RANGE_ATTACK1 / TASK_RANGE_ATTACK2 / etc. |
|
//----------------------------------------------------------------------------- |
|
void CAI_BaseNPC::RunAttackTask( int task ) |
|
{ |
|
AutoMovement( ); |
|
|
|
Vector vecEnemyLKP = GetEnemyLKP(); |
|
|
|
// If our enemy was killed, but I'm not done animating, the last known position comes |
|
// back as the origin and makes the me face the world origin if my attack schedule |
|
// doesn't break when my enemy dies. (sjb) |
|
if( vecEnemyLKP != vec3_origin ) |
|
{ |
|
if ( ( task == TASK_RANGE_ATTACK1 || task == TASK_RELOAD ) && |
|
( CapabilitiesGet() & bits_CAP_AIM_GUN ) && |
|
FInAimCone( vecEnemyLKP ) ) |
|
{ |
|
// Arms will aim, so leave body yaw as is |
|
GetMotor()->SetIdealYawAndUpdate( GetMotor()->GetIdealYaw(), AI_KEEP_YAW_SPEED ); |
|
} |
|
else |
|
{ |
|
GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP, AI_KEEP_YAW_SPEED ); |
|
} |
|
} |
|
|
|
if ( IsActivityFinished() ) |
|
{ |
|
if ( task == TASK_RELOAD && GetShotRegulator() ) |
|
{ |
|
GetShotRegulator()->Reset( false ); |
|
} |
|
|
|
TaskComplete(); |
|
} |
|
} |
|
|
|
|
|
//========================================================= |
|
// RunTask |
|
//========================================================= |
|
void CAI_BaseNPC::RunTask( const Task_t *pTask ) |
|
{ |
|
VPROF_BUDGET( "CAI_BaseNPC::RunTask", VPROF_BUDGETGROUP_NPCS ); |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_GET_PATH_TO_RANDOM_NODE: |
|
{ |
|
break; |
|
} |
|
case TASK_TURN_RIGHT: |
|
case TASK_TURN_LEFT: |
|
{ |
|
// If the yaw is locked, this function will not act correctly |
|
Assert( GetMotor()->IsYawLocked() == false ); |
|
|
|
GetMotor()->UpdateYaw(); |
|
|
|
if ( FacingIdeal() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY: |
|
case TASK_PLAY_SEQUENCE_FACE_ENEMY: |
|
case TASK_PLAY_SEQUENCE_FACE_TARGET: |
|
{ |
|
CBaseEntity *pTarget; |
|
|
|
if ( pTask->iTask == TASK_PLAY_SEQUENCE_FACE_TARGET ) |
|
pTarget = m_hTargetEnt; |
|
else |
|
pTarget = GetEnemy(); |
|
if ( pTarget ) |
|
{ |
|
GetMotor()->SetIdealYawAndUpdate( pTarget->GetAbsOrigin() - GetLocalOrigin() , AI_KEEP_YAW_SPEED ); |
|
} |
|
|
|
if ( IsActivityFinished() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_PLAY_HINT_ACTIVITY: |
|
{ |
|
if (!GetHintNode()) |
|
{ |
|
TaskFail(FAIL_NO_HINT_NODE); |
|
} |
|
|
|
// Put a debugging check in here |
|
if (GetHintNode()->User() != this) |
|
{ |
|
DevMsg("Hint node (%s) being used by non-owner!\n",GetHintNode()->GetDebugName()); |
|
} |
|
|
|
if ( IsActivityFinished() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
|
|
break; |
|
} |
|
|
|
case TASK_STOP_MOVING: |
|
{ |
|
if ( pTask->flTaskData == 1 ) |
|
{ |
|
ChainRunTask( TASK_WAIT_FOR_MOVEMENT ); |
|
if ( GetTaskStatus() == TASKSTATUS_COMPLETE ) |
|
{ |
|
DbgNavMsg( this, "TASK_STOP_MOVING Complete\n" ); |
|
} |
|
} |
|
else |
|
{ |
|
// if they're jumping, wait until they land |
|
if (GetNavType() == NAV_JUMP) |
|
{ |
|
if (GetFlags() & FL_ONGROUND) |
|
{ |
|
DbgNavMsg( this, "Jump landed\n" ); |
|
SetNavType( NAV_GROUND ); // this assumes that NAV_JUMP only happens with npcs that use NAV_GROUND as base movement |
|
} |
|
else if (GetSmoothedVelocity().Length() > 0.01) // use an EPSILON damnit!! |
|
{ |
|
// wait until you land |
|
break; |
|
} |
|
else |
|
{ |
|
DbgNavMsg( this, "Jump stuck\n" ); |
|
// stopped and stuck! |
|
SetNavType( NAV_GROUND ); |
|
TaskFail( FAIL_STUCK_ONTOP ); |
|
} |
|
} |
|
|
|
// @TODO (toml 10-30-02): this is unacceptable, but needed until navigation can handle commencing |
|
// a navigation while in the middle of a climb |
|
if (GetNavType() == NAV_CLIMB) |
|
{ |
|
// wait until you reach the end |
|
break; |
|
} |
|
|
|
DbgNavMsg( this, "TASK_STOP_MOVING Complete\n" ); |
|
SetIdealActivity( GetStoppedActivity() ); |
|
|
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_PLAY_SEQUENCE: |
|
case TASK_PLAY_PRIVATE_SEQUENCE: |
|
{ |
|
AutoMovement( ); |
|
if ( IsActivityFinished() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_ADD_GESTURE_WAIT: |
|
{ |
|
if ( IsWaitFinished() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_SET_ACTIVITY: |
|
{ |
|
if ( IsActivityStarted() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_FACE_ENEMY: |
|
{ |
|
// If the yaw is locked, this function will not act correctly |
|
Assert( GetMotor()->IsYawLocked() == false ); |
|
|
|
Vector vecEnemyLKP = GetEnemyLKP(); |
|
if (!FInAimCone( vecEnemyLKP )) |
|
{ |
|
GetMotor()->SetIdealYawToTarget( vecEnemyLKP ); |
|
GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw |
|
} |
|
else |
|
{ |
|
float flReasonableFacing = CalcReasonableFacing( true ); |
|
if ( fabsf( flReasonableFacing - GetMotor()->GetIdealYaw() ) > 1 ) |
|
GetMotor()->SetIdealYaw( flReasonableFacing ); |
|
} |
|
|
|
GetMotor()->UpdateYaw(); |
|
|
|
if ( FacingIdeal() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
case TASK_FACE_PLAYER: |
|
{ |
|
// Get edict for one player |
|
CBasePlayer *pPlayer = AI_GetSinglePlayer(); |
|
if ( pPlayer ) |
|
{ |
|
GetMotor()->SetIdealYawToTargetAndUpdate( pPlayer->GetAbsOrigin(), AI_KEEP_YAW_SPEED ); |
|
SetTurnActivity(); |
|
if ( IsWaitFinished() && GetMotor()->DeltaIdealYaw() < 10 ) |
|
{ |
|
TaskComplete(); |
|
} |
|
} |
|
else |
|
{ |
|
TaskFail(FAIL_NO_PLAYER); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_FIND_COVER_FROM_BEST_SOUND: |
|
{ |
|
switch( GetTaskInterrupt() ) |
|
{ |
|
case 0: |
|
{ |
|
if ( !FindCoverFromBestSound( &m_vInterruptSavePosition ) ) |
|
TaskFail(FAIL_NO_COVER); |
|
else |
|
{ |
|
GetNavigator()->IgnoreStoppingPath(); |
|
LockBestSound(); |
|
TaskInterrupt(); |
|
} |
|
} |
|
break; |
|
|
|
case 1: |
|
{ |
|
AI_NavGoal_t goal(m_vInterruptSavePosition, ACT_RUN, AIN_HULL_TOLERANCE); |
|
|
|
CSound *pBestSound = GetBestSound(); |
|
if ( pBestSound ) |
|
goal.maxInitialSimplificationDist = pBestSound->Volume() * 0.5; |
|
|
|
if ( GetNavigator()->SetGoal( goal ) ) |
|
{ |
|
m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData; |
|
} |
|
} |
|
break; |
|
} |
|
} |
|
break; |
|
|
|
case TASK_FACE_HINTNODE: |
|
case TASK_FACE_LASTPOSITION: |
|
case TASK_FACE_SAVEPOSITION: |
|
case TASK_FACE_AWAY_FROM_SAVEPOSITION: |
|
case TASK_FACE_TARGET: |
|
case TASK_FACE_IDEAL: |
|
case TASK_FACE_SCRIPT: |
|
case TASK_FACE_PATH: |
|
{ |
|
// If the yaw is locked, this function will not act correctly |
|
Assert( GetMotor()->IsYawLocked() == false ); |
|
|
|
GetMotor()->UpdateYaw(); |
|
|
|
if ( FacingIdeal() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_FACE_REASONABLE: |
|
{ |
|
// If the yaw is locked, this function will not act correctly |
|
Assert( GetMotor()->IsYawLocked() == false ); |
|
|
|
GetMotor()->UpdateYaw(); |
|
|
|
if ( FacingIdeal() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
case TASK_WAIT_PVS: |
|
{ |
|
if ( ShouldAlwaysThink() || |
|
UTIL_FindClientInPVS(edict()) || |
|
( GetState() == NPC_STATE_COMBAT && GetEnemy() && gpGlobals->curtime - GetEnemies()->LastTimeSeen( GetEnemy() ) < 15 ) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
case TASK_WAIT_INDEFINITE: |
|
{ |
|
// don't do anything. |
|
break; |
|
} |
|
case TASK_WAIT: |
|
case TASK_WAIT_RANDOM: |
|
{ |
|
if ( IsWaitFinished() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
case TASK_WAIT_FACE_ENEMY: |
|
case TASK_WAIT_FACE_ENEMY_RANDOM: |
|
{ |
|
Vector vecEnemyLKP = GetEnemyLKP(); |
|
if (!FInAimCone( vecEnemyLKP )) |
|
{ |
|
GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP , AI_KEEP_YAW_SPEED ); |
|
} |
|
|
|
if ( IsWaitFinished() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
case TASK_WAIT_UNTIL_NO_DANGER_SOUND: |
|
if( !HasCondition( COND_HEAR_DANGER ) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
|
|
case TASK_MOVE_TO_TARGET_RANGE: |
|
case TASK_MOVE_TO_GOAL_RANGE: |
|
{ |
|
// Identical tasks, except that target_range uses m_hTargetEnt, |
|
// and Goal range uses the nav goal |
|
CBaseEntity *pTarget = NULL; |
|
if ( pTask->iTask == TASK_MOVE_TO_GOAL_RANGE ) |
|
{ |
|
pTarget = GetNavigator()->GetGoalTarget(); |
|
} |
|
if ( !pTarget ) |
|
{ |
|
pTarget = m_hTargetEnt.Get(); |
|
} |
|
|
|
float distance; |
|
|
|
if ( pTarget == NULL ) |
|
{ |
|
TaskFail(FAIL_NO_TARGET); |
|
} |
|
else if (GetNavigator()->GetGoalType() == GOALTYPE_NONE) |
|
{ |
|
TaskComplete(); |
|
GetNavigator()->ClearGoal(); // Clear residual state |
|
} |
|
else |
|
{ |
|
bool bForceRun = false; |
|
|
|
// Check Z first, and only check 2d if we're within that |
|
Vector vecGoalPos = GetNavigator()->GetGoalPos(); |
|
distance = fabs(vecGoalPos.z - GetLocalOrigin().z); |
|
if ( distance < pTask->flTaskData ) |
|
{ |
|
distance = ( vecGoalPos - GetLocalOrigin() ).Length2D(); |
|
} |
|
else |
|
{ |
|
// If the target is significantly higher or lower than me, I must run. |
|
bForceRun = true; |
|
} |
|
|
|
// If we're jumping, wait until we're finished to update our goal position. |
|
if ( GetNavigator()->GetNavType() != NAV_JUMP ) |
|
{ |
|
// Re-evaluate when you think your finished, or the target has moved too far |
|
if ( (distance < pTask->flTaskData) || (vecGoalPos - pTarget->GetAbsOrigin()).Length() > pTask->flTaskData * 0.5 ) |
|
{ |
|
distance = ( pTarget->GetAbsOrigin() - GetLocalOrigin() ).Length2D(); |
|
if ( !GetNavigator()->UpdateGoalPos( pTarget->GetAbsOrigin() ) ) |
|
{ |
|
TaskFail( FAIL_NO_ROUTE ); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
// Set the appropriate activity based on an overlapping range |
|
// overlap the range to prevent oscillation |
|
// BUGBUG: this is checking linear distance (ie. through walls) and not path distance or even visibility |
|
if ( distance < pTask->flTaskData ) |
|
{ |
|
TaskComplete(); |
|
#ifndef HL2_DLL |
|
// HL2 uses TASK_STOP_MOVING |
|
GetNavigator()->StopMoving(); // Stop moving |
|
#endif |
|
} |
|
else |
|
{ |
|
// Pick the right movement activity. |
|
Activity followActivity; |
|
|
|
if( bForceRun ) |
|
{ |
|
followActivity = ACT_RUN; |
|
} |
|
else |
|
{ |
|
followActivity = ( distance < 190 && m_NPCState != NPC_STATE_COMBAT ) ? ACT_WALK : ACT_RUN; |
|
} |
|
|
|
// Don't confuse move and shoot by resetting the activity every think |
|
Activity curActivity = GetNavigator()->GetMovementActivity(); |
|
switch( curActivity ) |
|
{ |
|
case ACT_WALK_AIM: curActivity = ACT_WALK; break; |
|
case ACT_RUN_AIM: curActivity = ACT_RUN; break; |
|
} |
|
|
|
if ( curActivity != followActivity ) |
|
{ |
|
GetNavigator()->SetMovementActivity(followActivity); |
|
} |
|
GetNavigator()->SetArrivalDirection( pTarget ); |
|
} |
|
} |
|
break; |
|
} |
|
case TASK_GET_PATH_TO_ENEMY_LOS: |
|
case TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS: |
|
case TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS: |
|
case TASK_GET_PATH_TO_ENEMY_LKP_LOS: |
|
{ |
|
if ( GetEnemy() == NULL ) |
|
{ |
|
TaskFail(FAIL_NO_ENEMY); |
|
return; |
|
} |
|
if ( GetTaskInterrupt() > 0 ) |
|
{ |
|
ClearTaskInterrupt(); |
|
|
|
Vector vecEnemy = ( pTask->iTask == TASK_GET_PATH_TO_ENEMY_LOS ) ? GetEnemy()->GetAbsOrigin() : GetEnemyLKP(); |
|
AI_NavGoal_t goal( m_vInterruptSavePosition, ACT_RUN, AIN_HULL_TOLERANCE ); |
|
|
|
GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ); |
|
GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest ); |
|
} |
|
else |
|
TaskInterrupt(); |
|
} |
|
break; |
|
|
|
case TASK_GET_PATH_AWAY_FROM_BEST_SOUND: |
|
{ |
|
ChainRunTask( TASK_MOVE_AWAY_PATH, pTask->flTaskData ); |
|
if ( GetNavigator()->IsGoalActive() ) |
|
{ |
|
Vector vecDest = GetNavigator()->GetGoalPos(); |
|
float flDist = ( GetAbsOrigin() - vecDest ).Length(); |
|
|
|
if( flDist < 10.0 * 12.0 ) |
|
{ |
|
TaskFail("Path away from best sound too short!\n"); |
|
} |
|
} |
|
break; |
|
} |
|
|
|
case TASK_MOVE_AWAY_PATH: |
|
{ |
|
QAngle ang = GetLocalAngles(); |
|
ang.y = GetMotor()->GetIdealYaw() + 180; |
|
Vector move; |
|
|
|
switch ( GetTaskInterrupt() ) |
|
{ |
|
case 0: |
|
{ |
|
if( IsPlayerAlly() ) |
|
{ |
|
// Look for a move away hint node. |
|
CAI_Hint *pHint; |
|
CHintCriteria hintCriteria; |
|
|
|
hintCriteria.AddHintType( HINT_PLAYER_ALLY_MOVE_AWAY_DEST ); |
|
hintCriteria.SetFlag( bits_HINT_NODE_NEAREST ); |
|
hintCriteria.AddIncludePosition( GetAbsOrigin(), (20.0f * 12.0f) ); // 20 feet max |
|
hintCriteria.AddExcludePosition( GetAbsOrigin(), 28.0f ); // don't plant on an hint that you start on |
|
|
|
pHint = CAI_HintManager::FindHint( this, hintCriteria ); |
|
|
|
if( pHint ) |
|
{ |
|
CBasePlayer *pPlayer = AI_GetSinglePlayer(); |
|
Vector vecGoal = pHint->GetAbsOrigin(); |
|
|
|
if( vecGoal.DistToSqr(GetAbsOrigin()) < vecGoal.DistToSqr(pPlayer->GetAbsOrigin()) ) |
|
{ |
|
if( GetNavigator()->SetGoal(vecGoal) ) |
|
{ |
|
pHint->DisableForSeconds( 0.1f ); // Force others to find their own. |
|
TaskComplete(); |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
|
|
#ifdef HL2_EPISODIC |
|
// See if we're moving away from a vehicle |
|
CSound *pBestSound = GetBestSound( SOUND_MOVE_AWAY ); |
|
if ( pBestSound && pBestSound->m_hOwner && pBestSound->m_hOwner->GetServerVehicle() ) |
|
{ |
|
// Move away from the vehicle's center, regardless of our facing |
|
move = ( GetAbsOrigin() - pBestSound->m_hOwner->WorldSpaceCenter() ); |
|
VectorNormalize( move ); |
|
} |
|
else |
|
{ |
|
// Use the first angles |
|
AngleVectors( ang, &move ); |
|
} |
|
#else |
|
AngleVectors( ang, &move ); |
|
#endif //HL2_EPISODIC |
|
if ( GetNavigator()->SetVectorGoal( move, (float)pTask->flTaskData, MIN(36,pTask->flTaskData), true ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() )) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
ang.y = GetMotor()->GetIdealYaw() + 91; |
|
AngleVectors( ang, &move ); |
|
|
|
if ( GetNavigator()->SetVectorGoal( move, (float)pTask->flTaskData, MIN(24,pTask->flTaskData), true ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() ) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
TaskInterrupt(); |
|
} |
|
} |
|
} |
|
break; |
|
|
|
case 1: |
|
{ |
|
ang.y = GetMotor()->GetIdealYaw() + 271; |
|
AngleVectors( ang, &move ); |
|
|
|
if ( GetNavigator()->SetVectorGoal( move, (float)pTask->flTaskData, MIN(24,pTask->flTaskData), true ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() ) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
ang.y = GetMotor()->GetIdealYaw() + 180; |
|
while (ang.y < 0) |
|
ang.y += 360; |
|
while (ang.y >= 360) |
|
ang.y -= 360; |
|
if ( ang.y < 45 || ang.y >= 315 ) |
|
ang.y = 0; |
|
else if ( ang.y < 135 ) |
|
ang.y = 90; |
|
else if ( ang.y < 225 ) |
|
ang.y = 180; |
|
else |
|
ang.y = 270; |
|
|
|
AngleVectors( ang, &move ); |
|
|
|
if ( GetNavigator()->SetVectorGoal( move, (float)pTask->flTaskData, MIN(6,pTask->flTaskData), false ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() ) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
TaskInterrupt(); |
|
} |
|
} |
|
} |
|
break; |
|
|
|
case 2: |
|
{ |
|
ClearTaskInterrupt(); |
|
Vector coverPos; |
|
|
|
if ( GetTacticalServices()->FindCoverPos( GetLocalOrigin(), EyePosition(), 0, CoverRadius(), &coverPos ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() ) ) |
|
{ |
|
GetNavigator()->SetGoal( AI_NavGoal_t( coverPos, ACT_RUN ) ); |
|
m_flMoveWaitFinished = gpGlobals->curtime + 2; |
|
} |
|
else |
|
{ |
|
// no coverwhatsoever. |
|
TaskFail(FAIL_NO_ROUTE); |
|
} |
|
} |
|
break; |
|
|
|
} |
|
} |
|
break; |
|
|
|
case TASK_WEAPON_RUN_PATH: |
|
case TASK_ITEM_RUN_PATH: |
|
{ |
|
CBaseEntity *pTarget = m_hTargetEnt; |
|
if ( pTarget ) |
|
{ |
|
if ( pTarget->GetOwnerEntity() ) |
|
{ |
|
TaskFail(FAIL_WEAPON_OWNED); |
|
} |
|
else if (GetNavigator()->GetGoalType() == GOALTYPE_NONE) |
|
{ |
|
TaskComplete(); |
|
} |
|
} |
|
else |
|
{ |
|
TaskFail(FAIL_ITEM_NO_FIND); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_WAIT_FOR_MOVEMENT_STEP: |
|
case TASK_WAIT_FOR_MOVEMENT: |
|
{ |
|
bool fTimeExpired = ( pTask->flTaskData != 0 && pTask->flTaskData < gpGlobals->curtime - GetTimeTaskStarted() ); |
|
|
|
if (fTimeExpired || GetNavigator()->GetGoalType() == GOALTYPE_NONE) |
|
{ |
|
TaskComplete(); |
|
GetNavigator()->StopMoving(); // Stop moving |
|
} |
|
else if (!GetNavigator()->IsGoalActive()) |
|
{ |
|
SetIdealActivity( GetStoppedActivity() ); |
|
} |
|
else |
|
{ |
|
// Check validity of goal type |
|
ValidateNavGoal(); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_DIE: |
|
RunDieTask(); |
|
break; |
|
|
|
case TASK_WAIT_FOR_SPEAK_FINISH: |
|
Assert( GetExpresser() ); |
|
if ( GetExpresser() ) |
|
{ |
|
// Are we waiting for our speech to end? Or for the mutex to be free? |
|
if ( pTask->flTaskData ) |
|
{ |
|
// Waiting for our speech to end |
|
if ( GetExpresser()->CanSpeakAfterMyself() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
} |
|
else |
|
{ |
|
// Waiting for the speech & the delay afterwards |
|
if ( !GetExpresser()->IsSpeaking() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
} |
|
} |
|
break; |
|
|
|
case TASK_SCRIPT_RUN_TO_TARGET: |
|
case TASK_SCRIPT_WALK_TO_TARGET: |
|
case TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET: |
|
StartScriptMoveToTargetTask( pTask->iTask ); |
|
break; |
|
|
|
case TASK_RANGE_ATTACK1: |
|
case TASK_RANGE_ATTACK2: |
|
case TASK_MELEE_ATTACK1: |
|
case TASK_MELEE_ATTACK2: |
|
case TASK_SPECIAL_ATTACK1: |
|
case TASK_SPECIAL_ATTACK2: |
|
case TASK_RELOAD: |
|
RunAttackTask( pTask->iTask ); |
|
break; |
|
|
|
case TASK_SMALL_FLINCH: |
|
case TASK_BIG_FLINCH: |
|
{ |
|
if ( IsActivityFinished() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_WAIT_FOR_SCRIPT: |
|
{ |
|
// |
|
// Waiting to play a script. If the script is ready, start playing the sequence. |
|
// |
|
if ( m_hCine && m_hCine->IsTimeToStart() ) |
|
{ |
|
TaskComplete(); |
|
m_hCine->OnBeginSequence(); |
|
|
|
// If we have an entry, we have to play it first |
|
if ( m_hCine->m_iszEntry != NULL_STRING ) |
|
{ |
|
m_hCine->StartSequence( (CAI_BaseNPC *)this, m_hCine->m_iszEntry, true ); |
|
} |
|
else |
|
{ |
|
m_hCine->StartSequence( (CAI_BaseNPC *)this, m_hCine->m_iszPlay, true ); |
|
} |
|
|
|
// StartSequence() can call CineCleanup(). If that happened, just exit schedule |
|
if ( !m_hCine ) |
|
{ |
|
ClearSchedule( "Waiting for script, but lost script!" ); |
|
} |
|
|
|
m_flPlaybackRate = 1.0; |
|
//DevMsg( 2, "Script %s has begun for %s\n", STRING( m_hCine->m_iszPlay ), GetClassname() ); |
|
} |
|
else if (!m_hCine) |
|
{ |
|
DevMsg( "Cine died!\n"); |
|
TaskComplete(); |
|
} |
|
else if ( IsRunningDynamicInteraction() ) |
|
{ |
|
// If we've lost our partner, abort |
|
if ( !m_hInteractionPartner ) |
|
{ |
|
CineCleanup(); |
|
} |
|
} |
|
break; |
|
} |
|
case TASK_PLAY_SCRIPT: |
|
{ |
|
// |
|
// Playing a scripted sequence. |
|
// |
|
AutoMovement( ); |
|
|
|
if ( IsSequenceFinished() ) |
|
{ |
|
// Check to see if we are done with the action sequence. |
|
if ( m_hCine->FinishedActionSequence( this ) ) |
|
{ |
|
// dvs: This is done in FixScriptNPCSchedule -- doing it here is too early because we still |
|
// need to play our post-action idle sequence, which might also require FL_FLY. |
|
// |
|
// drop to ground if this guy is only marked "fly" because of the auto movement |
|
/*if ( !(m_hCine->m_savedFlags & FL_FLY) ) |
|
{ |
|
if ( ( GetFlags() & FL_FLY ) && !m_hCine->m_bIgnoreGravity ) |
|
{ |
|
RemoveFlag( FL_FLY ); |
|
} |
|
}*/ |
|
|
|
if (m_hCine) |
|
{ |
|
m_hCine->SequenceDone( this ); |
|
} |
|
|
|
TaskComplete(); |
|
} |
|
else if ( m_hCine && m_hCine->m_bForceSynch ) |
|
{ |
|
m_hCine->SynchronizeSequence( this ); |
|
} |
|
} |
|
break; |
|
} |
|
|
|
case TASK_PLAY_SCRIPT_POST_IDLE: |
|
{ |
|
if ( !m_hCine ) |
|
{ |
|
DevMsg( "Scripted sequence destroyed while in use\n" ); |
|
TaskFail( FAIL_SCHEDULE_NOT_FOUND ); |
|
break; |
|
} |
|
|
|
// |
|
// Playing a scripted post idle sequence. Quit early if another sequence has grabbed the NPC. |
|
// |
|
if ( IsSequenceFinished() || ( m_hCine->m_hNextCine != NULL ) ) |
|
{ |
|
m_hCine->PostIdleDone( this ); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_ENABLE_SCRIPT: |
|
{ |
|
if ( !m_hCine ) |
|
{ |
|
DevMsg( "Scripted sequence destroyed while in use\n" ); |
|
TaskFail( FAIL_SCHEDULE_NOT_FOUND ); |
|
break; |
|
} |
|
|
|
if (!m_hCine->IsWaitingForBegin()) |
|
{ |
|
m_hCine->DelayStart( false ); |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
|
|
|
|
case TASK_PLAY_SCENE: |
|
{ |
|
if (!IsInLockedScene()) |
|
{ |
|
ClearSchedule( "Playing a scene, but not in a scene!" ); |
|
} |
|
if (GetNavigator()->GetGoalType() != GOALTYPE_NONE) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_RUN_PATH_FOR_UNITS: |
|
case TASK_WALK_PATH_FOR_UNITS: |
|
{ |
|
float distance; |
|
|
|
distance = (m_vecLastPosition - GetLocalOrigin()).Length2D(); |
|
|
|
// Walk path until far enough away |
|
if ( distance > pTask->flTaskData || |
|
GetNavigator()->GetGoalType() == GOALTYPE_NONE ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_RUN_PATH_FLEE: |
|
{ |
|
Vector vecDiff; |
|
vecDiff = GetLocalOrigin() - GetNavigator()->GetGoalPos(); |
|
|
|
if( vecDiff.Length() <= pTask->flTaskData ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_WALK_PATH_WITHIN_DIST: |
|
case TASK_RUN_PATH_WITHIN_DIST: |
|
{ |
|
Vector vecDiff; |
|
|
|
vecDiff = GetLocalOrigin() - GetNavigator()->GetGoalPos(); |
|
|
|
if( vecDiff.Length() <= pTask->flTaskData ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
|
|
case TASK_WALK_PATH_TIMED: |
|
case TASK_RUN_PATH_TIMED: |
|
{ |
|
if ( IsWaitFinished() || |
|
GetNavigator()->GetGoalType() == GOALTYPE_NONE ) |
|
{ |
|
TaskComplete(); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_WEAPON_PICKUP: |
|
{ |
|
if ( IsActivityFinished() ) |
|
{ |
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>( (CBaseEntity *)m_hTargetEnt); |
|
CBaseCombatCharacter *pOwner = pWeapon->GetOwner(); |
|
if ( !pOwner ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
TaskFail(FAIL_WEAPON_OWNED); |
|
} |
|
} |
|
break; |
|
} |
|
break; |
|
|
|
case TASK_ITEM_PICKUP: |
|
{ |
|
if ( IsActivityFinished() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
break; |
|
|
|
case TASK_FALL_TO_GROUND: |
|
if ( GetFlags() & FL_ONGROUND ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else if( GetFlags() & FL_FLY ) |
|
{ |
|
// We're never going to fall if we're FL_FLY. |
|
RemoveFlag( FL_FLY ); |
|
} |
|
else |
|
{ |
|
if( IsWaitFinished() ) |
|
{ |
|
// After 4 seconds of trying to fall to ground, Assume that we're in a bad case where the NPC |
|
// isn't actually falling, and make an attempt to slam the ground entity to whatever's under the NPC. |
|
Vector maxs = WorldAlignMaxs() - Vector( .1, .1, .2 ); |
|
Vector mins = WorldAlignMins() + Vector( .1, .1, 0 ); |
|
Vector vecStart = GetAbsOrigin() + Vector( 0, 0, .1 ); |
|
Vector vecDown = GetAbsOrigin(); |
|
vecDown.z -= 0.2; |
|
|
|
trace_t trace; |
|
m_pMoveProbe->TraceHull( vecStart, vecDown, mins, maxs, MASK_NPCSOLID, &trace ); |
|
|
|
if( trace.m_pEnt ) |
|
{ |
|
// Found something! |
|
SetGroundEntity( trace.m_pEnt ); |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
// Try again in a few seconds. |
|
SetWait(4); |
|
} |
|
} |
|
} |
|
break; |
|
|
|
case TASK_WANDER: |
|
break; |
|
|
|
case TASK_FREEZE: |
|
break; |
|
|
|
default: |
|
{ |
|
DevMsg( "No RunTask entry for %s\n", TaskName( pTask->iTask ) ); |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
} |
|
|
|
void CAI_BaseNPC::RunTaskOverlay() |
|
{ |
|
if ( IsCurTaskContinuousMove() ) |
|
{ |
|
m_MoveAndShootOverlay.RunShootWhileMove(); |
|
} |
|
} |
|
|
|
void CAI_BaseNPC::EndTaskOverlay() |
|
{ |
|
m_MoveAndShootOverlay.EndShootWhileMove(); |
|
} |
|
|
|
//========================================================= |
|
// SetTurnActivity - measures the difference between the way |
|
// the NPC is facing and determines whether or not to |
|
// select one of the 180 turn animations. |
|
//========================================================= |
|
void CAI_BaseNPC::SetTurnActivity ( void ) |
|
{ |
|
if ( IsCrouching() ) |
|
{ |
|
SetIdealActivity( ACT_IDLE ); // failure case |
|
return; |
|
} |
|
|
|
float flYD; |
|
flYD = GetMotor()->DeltaIdealYaw(); |
|
|
|
// FIXME: unknown case, update yaw should catch these |
|
/* |
|
if (GetMotor()->AddTurnGesture( flYD )) |
|
{ |
|
SetIdealActivity( ACT_IDLE ); |
|
Remember( bits_MEMORY_TURNING ); |
|
return; |
|
} |
|
*/ |
|
|
|
if( flYD <= -80 && flYD >= -100 && SelectWeightedSequence( ACT_90_RIGHT ) != ACTIVITY_NOT_AVAILABLE ) |
|
{ |
|
// 90 degree right. |
|
Remember( bits_MEMORY_TURNING ); |
|
SetIdealActivity( ACT_90_RIGHT ); |
|
return; |
|
} |
|
if( flYD >= 80 && flYD <= 100 && SelectWeightedSequence( ACT_90_LEFT ) != ACTIVITY_NOT_AVAILABLE ) |
|
{ |
|
// 90 degree left. |
|
Remember( bits_MEMORY_TURNING ); |
|
SetIdealActivity( ACT_90_LEFT ); |
|
return; |
|
} |
|
if( fabs( flYD ) >= 160 && SelectWeightedSequence ( ACT_180_LEFT ) != ACTIVITY_NOT_AVAILABLE ) |
|
{ |
|
Remember( bits_MEMORY_TURNING ); |
|
SetIdealActivity( ACT_180_LEFT ); |
|
return; |
|
} |
|
|
|
if ( flYD <= -45 && SelectWeightedSequence ( ACT_TURN_RIGHT ) != ACTIVITY_NOT_AVAILABLE ) |
|
{// big right turn |
|
SetIdealActivity( ACT_TURN_RIGHT ); |
|
return; |
|
} |
|
if ( flYD >= 45 && SelectWeightedSequence ( ACT_TURN_LEFT ) != ACTIVITY_NOT_AVAILABLE ) |
|
{// big left turn |
|
SetIdealActivity( ACT_TURN_LEFT ); |
|
return; |
|
} |
|
|
|
SetIdealActivity( ACT_IDLE ); // failure case |
|
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: For a specific delta, add a turn gesture and set the yaw speed |
|
// Input : yaw delta |
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
bool CAI_BaseNPC::UpdateTurnGesture( void ) |
|
{ |
|
float flYD = GetMotor()->DeltaIdealYaw(); |
|
return GetMotor()->AddTurnGesture( flYD ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: For non-looping animations that may be replayed sequentially (like attacks) |
|
// Set the activity to ACT_RESET if this is a replay, otherwise just set ideal activity |
|
// Input : newIdealActivity - desired ideal activity |
|
//----------------------------------------------------------------------------- |
|
void CAI_BaseNPC::ResetIdealActivity( Activity newIdealActivity ) |
|
{ |
|
if ( m_Activity == newIdealActivity ) |
|
{ |
|
m_Activity = ACT_RESET; |
|
} |
|
|
|
SetIdealActivity( newIdealActivity ); |
|
} |
|
|
|
|
|
void CAI_BaseNPC::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition ) |
|
{ |
|
if ( GetNavType() == NAV_FLY ) |
|
{ |
|
// UNDONE: Cache these per enemy instead? |
|
Vector offset = pEnemy->EyePosition() - pEnemy->GetAbsOrigin(); |
|
chasePosition += offset; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns the custom movement activity for the script that this NPC |
|
// is running. |
|
// Output : Returns the activity, or ACT_INVALID is the sequence is unknown. |
|
//----------------------------------------------------------------------------- |
|
Activity CAI_BaseNPC::GetScriptCustomMoveActivity( void ) |
|
{ |
|
Activity eActivity = ACT_WALK; |
|
|
|
if ( ( m_hCine != NULL ) && ( m_hCine->m_iszCustomMove != NULL_STRING ) ) |
|
{ |
|
// We have a valid script. Look up the custom movement activity. |
|
eActivity = ( Activity )LookupActivity( STRING( m_hCine->m_iszCustomMove ) ); |
|
if ( eActivity == ACT_INVALID ) |
|
{ |
|
// Not an activity, at least make sure it's a valid sequence. |
|
if ( LookupSequence( STRING( m_hCine->m_iszCustomMove ) ) != ACT_INVALID ) |
|
{ |
|
eActivity = ACT_SCRIPT_CUSTOM_MOVE; |
|
} |
|
else |
|
{ |
|
eActivity = ACT_WALK; |
|
} |
|
} |
|
} |
|
else if ( m_iszSceneCustomMoveSeq != NULL_STRING ) |
|
{ |
|
eActivity = ACT_SCRIPT_CUSTOM_MOVE; |
|
} |
|
|
|
return eActivity; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : int |
|
//----------------------------------------------------------------------------- |
|
int CAI_BaseNPC::GetScriptCustomMoveSequence( void ) |
|
{ |
|
int iSequence = ACTIVITY_NOT_AVAILABLE; |
|
|
|
// If we have a scripted sequence entity, use it's custom move |
|
if ( m_hCine != NULL ) |
|
{ |
|
iSequence = LookupSequence( STRING( m_hCine->m_iszCustomMove ) ); |
|
if ( iSequence == ACTIVITY_NOT_AVAILABLE ) |
|
{ |
|
DevMsg( "SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n", GetClassname(), STRING(m_hCine->m_iszCustomMove) ); |
|
} |
|
} |
|
else if ( m_iszSceneCustomMoveSeq != NULL_STRING ) |
|
{ |
|
// Otherwise, use the .vcd custom move |
|
iSequence = LookupSequence( STRING( m_iszSceneCustomMoveSeq ) ); |
|
if ( iSequence == ACTIVITY_NOT_AVAILABLE ) |
|
{ |
|
Warning( "SCRIPT_CUSTOM_MOVE: %s failed scripted custom move. Has no sequence called: %s\n", GetClassname(), STRING(m_iszSceneCustomMoveSeq) ); |
|
} |
|
} |
|
|
|
// Failed? Use walk. |
|
if ( iSequence == ACTIVITY_NOT_AVAILABLE ) |
|
{ |
|
iSequence = SelectWeightedSequence( ACT_WALK ); |
|
} |
|
|
|
return iSequence; |
|
} |
|
|
|
//========================================================= |
|
// GetTask - returns a pointer to the current |
|
// scheduled task. NULL if there's a problem. |
|
//========================================================= |
|
const Task_t *CAI_BaseNPC::GetTask( void ) |
|
{ |
|
int iScheduleIndex = GetScheduleCurTaskIndex(); |
|
if ( !GetCurSchedule() || iScheduleIndex < 0 || iScheduleIndex >= GetCurSchedule()->NumTasks() ) |
|
// iScheduleIndex is not within valid range for the NPC's current schedule. |
|
return NULL; |
|
|
|
return &GetCurSchedule()->GetTaskList()[ iScheduleIndex ]; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
bool CAI_BaseNPC::IsInterruptable() |
|
{ |
|
if ( GetState() == NPC_STATE_SCRIPT ) |
|
{ |
|
if ( m_hCine ) |
|
{ |
|
if (!m_hCine->CanInterrupt() ) |
|
return false; |
|
|
|
// are the in an script FL_FLY state? |
|
if ((GetFlags() & FL_FLY ) && !(m_hCine->m_savedFlags & FL_FLY)) |
|
{ |
|
return false; |
|
} |
|
} |
|
} |
|
|
|
return IsAlive(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
int CAI_BaseNPC::SelectInteractionSchedule( void ) |
|
{ |
|
SetTarget( m_hForcedInteractionPartner ); |
|
|
|
// If we have an interaction, we're the initiator. Move to our interaction point. |
|
if ( m_iInteractionPlaying != NPCINT_NONE ) |
|
return SCHED_INTERACTION_MOVE_TO_PARTNER; |
|
|
|
// Otherwise, turn towards our partner and wait for him to reach us. |
|
//m_iInteractionState = NPCINT_MOVING_TO_MARK; |
|
return SCHED_INTERACTION_WAIT_FOR_PARTNER; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Idle schedule selection |
|
//----------------------------------------------------------------------------- |
|
int CAI_BaseNPC::SelectIdleSchedule() |
|
{ |
|
if ( m_hForcedInteractionPartner ) |
|
return SelectInteractionSchedule(); |
|
|
|
int nSched = SelectFlinchSchedule(); |
|
if ( nSched != SCHED_NONE ) |
|
return nSched; |
|
|
|
if ( HasCondition ( COND_HEAR_DANGER ) || |
|
HasCondition ( COND_HEAR_COMBAT ) || |
|
HasCondition ( COND_HEAR_WORLD ) || |
|
HasCondition ( COND_HEAR_BULLET_IMPACT ) || |
|
HasCondition ( COND_HEAR_PLAYER ) ) |
|
{ |
|
return SCHED_ALERT_FACE_BESTSOUND; |
|
} |
|
|
|
// no valid route! |
|
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE) |
|
return SCHED_IDLE_STAND; |
|
|
|
// valid route. Get moving |
|
return SCHED_IDLE_WALK; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Alert schedule selection |
|
//----------------------------------------------------------------------------- |
|
int CAI_BaseNPC::SelectAlertSchedule() |
|
{ |
|
if ( m_hForcedInteractionPartner ) |
|
return SelectInteractionSchedule(); |
|
|
|
int nSched = SelectFlinchSchedule(); |
|
if ( nSched != SCHED_NONE ) |
|
return nSched; |
|
|
|
// Scan around for new enemies |
|
if ( HasCondition( COND_ENEMY_DEAD ) && SelectWeightedSequence( ACT_VICTORY_DANCE ) != ACTIVITY_NOT_AVAILABLE ) |
|
return SCHED_ALERT_SCAN; |
|
|
|
if( IsPlayerAlly() && HasCondition(COND_HEAR_COMBAT) ) |
|
{ |
|
return SCHED_ALERT_REACT_TO_COMBAT_SOUND; |
|
} |
|
|
|
if ( HasCondition ( COND_HEAR_DANGER ) || |
|
HasCondition ( COND_HEAR_PLAYER ) || |
|
HasCondition ( COND_HEAR_WORLD ) || |
|
HasCondition ( COND_HEAR_BULLET_IMPACT ) || |
|
HasCondition ( COND_HEAR_COMBAT ) ) |
|
{ |
|
return SCHED_ALERT_FACE_BESTSOUND; |
|
} |
|
|
|
if ( gpGlobals->curtime - GetEnemies()->LastTimeSeen( AI_UNKNOWN_ENEMY ) < TIME_CARE_ABOUT_DAMAGE ) |
|
return SCHED_ALERT_FACE; |
|
|
|
return SCHED_ALERT_STAND; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Combat schedule selection |
|
//----------------------------------------------------------------------------- |
|
int CAI_BaseNPC::SelectCombatSchedule() |
|
{ |
|
if ( m_hForcedInteractionPartner ) |
|
return SelectInteractionSchedule(); |
|
|
|
int nSched = SelectFlinchSchedule(); |
|
if ( nSched != SCHED_NONE ) |
|
return nSched; |
|
|
|
if ( HasCondition(COND_NEW_ENEMY) && gpGlobals->curtime - GetEnemies()->FirstTimeSeen(GetEnemy()) < 2.0 ) |
|
{ |
|
return SCHED_WAKE_ANGRY; |
|
} |
|
|
|
if ( HasCondition( COND_ENEMY_DEAD ) ) |
|
{ |
|
// clear the current (dead) enemy and try to find another. |
|
SetEnemy( NULL ); |
|
|
|
if ( ChooseEnemy() ) |
|
{ |
|
ClearCondition( COND_ENEMY_DEAD ); |
|
return SelectSchedule(); |
|
} |
|
|
|
SetState( NPC_STATE_ALERT ); |
|
return SelectSchedule(); |
|
} |
|
|
|
// If I'm scared of this enemy run away |
|
if ( IRelationType( GetEnemy() ) == D_FR ) |
|
{ |
|
if (HasCondition( COND_SEE_ENEMY ) || |
|
HasCondition( COND_LIGHT_DAMAGE )|| |
|
HasCondition( COND_HEAVY_DAMAGE )) |
|
{ |
|
FearSound(); |
|
//ClearCommandGoal(); |
|
return SCHED_RUN_FROM_ENEMY; |
|
} |
|
|
|
// If I've seen the enemy recently, cower. Ignore the time for unforgettable enemies. |
|
AI_EnemyInfo_t *pMemory = GetEnemies()->Find( GetEnemy() ); |
|
if ( (pMemory && pMemory->bUnforgettable) || (GetEnemyLastTimeSeen() > (gpGlobals->curtime - 5.0)) ) |
|
{ |
|
// If we're facing him, just look ready. Otherwise, face him. |
|
if ( FInAimCone( GetEnemy()->EyePosition() ) ) |
|
return SCHED_COMBAT_STAND; |
|
|
|
return SCHED_FEAR_FACE; |
|
} |
|
} |
|
|
|
// Check if need to reload |
|
if ( HasCondition( COND_LOW_PRIMARY_AMMO ) || HasCondition( COND_NO_PRIMARY_AMMO ) ) |
|
{ |
|
return SCHED_HIDE_AND_RELOAD; |
|
} |
|
|
|
// Can we see the enemy? |
|
if ( !HasCondition(COND_SEE_ENEMY) ) |
|
{ |
|
// enemy is unseen, but not occluded! |
|
// turn to face enemy |
|
if ( !HasCondition(COND_ENEMY_OCCLUDED) ) |
|
return SCHED_COMBAT_FACE; |
|
|
|
// chase! |
|
if ( GetActiveWeapon() || (CapabilitiesGet() & (bits_CAP_INNATE_RANGE_ATTACK1|bits_CAP_INNATE_RANGE_ATTACK2))) |
|
return SCHED_ESTABLISH_LINE_OF_FIRE; |
|
else if ( (CapabilitiesGet() & (bits_CAP_INNATE_MELEE_ATTACK1|bits_CAP_INNATE_MELEE_ATTACK2))) |
|
return SCHED_CHASE_ENEMY; |
|
else |
|
return SCHED_TAKE_COVER_FROM_ENEMY; |
|
} |
|
|
|
if ( HasCondition(COND_TOO_CLOSE_TO_ATTACK) ) |
|
return SCHED_BACK_AWAY_FROM_ENEMY; |
|
|
|
if ( HasCondition( COND_WEAPON_PLAYER_IN_SPREAD ) || |
|
HasCondition( COND_WEAPON_BLOCKED_BY_FRIEND ) || |
|
HasCondition( COND_WEAPON_SIGHT_OCCLUDED ) ) |
|
{ |
|
return SCHED_ESTABLISH_LINE_OF_FIRE; |
|
} |
|
|
|
if ( GetShotRegulator()->IsInRestInterval() ) |
|
{ |
|
if ( HasCondition(COND_CAN_RANGE_ATTACK1) ) |
|
return SCHED_COMBAT_FACE; |
|
} |
|
|
|
// we can see the enemy |
|
if ( HasCondition(COND_CAN_RANGE_ATTACK1) ) |
|
{ |
|
if ( !UseAttackSquadSlots() || OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) |
|
return SCHED_RANGE_ATTACK1; |
|
return SCHED_COMBAT_FACE; |
|
} |
|
|
|
if ( HasCondition(COND_CAN_RANGE_ATTACK2) ) |
|
return SCHED_RANGE_ATTACK2; |
|
|
|
if ( HasCondition(COND_CAN_MELEE_ATTACK1) ) |
|
return SCHED_MELEE_ATTACK1; |
|
|
|
if ( HasCondition(COND_CAN_MELEE_ATTACK2) ) |
|
return SCHED_MELEE_ATTACK2; |
|
|
|
if ( HasCondition(COND_NOT_FACING_ATTACK) ) |
|
return SCHED_COMBAT_FACE; |
|
|
|
if ( !HasCondition(COND_CAN_RANGE_ATTACK1) && !HasCondition(COND_CAN_MELEE_ATTACK1) ) |
|
{ |
|
// if we can see enemy but can't use either attack type, we must need to get closer to enemy |
|
if ( GetActiveWeapon() ) |
|
return SCHED_MOVE_TO_WEAPON_RANGE; |
|
|
|
// If we have an innate attack and we're too far (or occluded) then get line of sight |
|
if ( HasCondition( COND_TOO_FAR_TO_ATTACK ) && ( CapabilitiesGet() & (bits_CAP_INNATE_RANGE_ATTACK1|bits_CAP_INNATE_RANGE_ATTACK2)) ) |
|
return SCHED_MOVE_TO_WEAPON_RANGE; |
|
|
|
// if we can see enemy but can't use either attack type, we must need to get closer to enemy |
|
if ( CapabilitiesGet() & (bits_CAP_INNATE_MELEE_ATTACK1|bits_CAP_INNATE_MELEE_ATTACK2) ) |
|
return SCHED_CHASE_ENEMY; |
|
else |
|
return SCHED_TAKE_COVER_FROM_ENEMY; |
|
} |
|
|
|
DevWarning( 2, "No suitable combat schedule!\n" ); |
|
return SCHED_FAIL; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Dead schedule selection |
|
//----------------------------------------------------------------------------- |
|
int CAI_BaseNPC::SelectDeadSchedule() |
|
{ |
|
if ( BecomeRagdollOnClient( vec3_origin ) ) |
|
{ |
|
CleanupOnDeath(); |
|
return SCHED_DIE_RAGDOLL; |
|
} |
|
|
|
// Adrian - Alread dead (by animation event maybe?) |
|
// Is it safe to set it to SCHED_NONE? |
|
if ( m_lifeState == LIFE_DEAD ) |
|
return SCHED_NONE; |
|
|
|
CleanupOnDeath(); |
|
return SCHED_DIE; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Script schedule selection |
|
//----------------------------------------------------------------------------- |
|
int CAI_BaseNPC::SelectScriptSchedule() |
|
{ |
|
Assert( m_hCine != NULL ); |
|
if ( m_hCine ) |
|
return SCHED_AISCRIPT; |
|
|
|
DevWarning( 2, "Script failed for %s\n", GetClassname() ); |
|
CineCleanup(); |
|
return SCHED_IDLE_STAND; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Select a gesture to play in response to damage we've taken |
|
// Output : int |
|
//----------------------------------------------------------------------------- |
|
void CAI_BaseNPC::PlayFlinchGesture() |
|
{ |
|
if ( !CanFlinch() ) |
|
return; |
|
|
|
Activity iFlinchActivity = ACT_INVALID; |
|
|
|
float flNextFlinch = random->RandomFloat( 0.5f, 1.0f ); |
|
|
|
// If I haven't flinched for a while, play the big flinch gesture |
|
if ( !HasMemory(bits_MEMORY_FLINCHED) ) |
|
{ |
|
iFlinchActivity = GetFlinchActivity( true, true ); |
|
|
|
if ( HaveSequenceForActivity( iFlinchActivity ) ) |
|
{ |
|
RestartGesture( iFlinchActivity ); |
|
} |
|
|
|
Remember(bits_MEMORY_FLINCHED); |
|
|
|
} |
|
else |
|
{ |
|
iFlinchActivity = GetFlinchActivity( false, true ); |
|
if ( HaveSequenceForActivity( iFlinchActivity ) ) |
|
{ |
|
RestartGesture( iFlinchActivity ); |
|
} |
|
} |
|
|
|
if ( iFlinchActivity != ACT_INVALID ) |
|
{ |
|
//Get the duration of the flinch and delay the next one by that (plus a bit more) |
|
int iSequence = GetLayerSequence( FindGestureLayer( iFlinchActivity ) ); |
|
|
|
if ( iSequence != ACT_INVALID ) |
|
{ |
|
flNextFlinch += SequenceDuration( iSequence ); |
|
} |
|
|
|
m_flNextFlinchTime = gpGlobals->curtime + flNextFlinch; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: See if we should flinch in response to damage we've taken |
|
// Output : int |
|
//----------------------------------------------------------------------------- |
|
int CAI_BaseNPC::SelectFlinchSchedule() |
|
{ |
|
if ( !HasCondition(COND_HEAVY_DAMAGE) ) |
|
return SCHED_NONE; |
|
|
|
// If we've flinched recently, don't do it again. A gesture flinch will be played instead. |
|
if ( HasMemory(bits_MEMORY_FLINCHED) ) |
|
return SCHED_NONE; |
|
|
|
if ( !CanFlinch() ) |
|
return SCHED_NONE; |
|
|
|
// Robin: This was in the original HL1 flinch code. Do we still want it? |
|
//if ( fabs( GetMotor()->DeltaIdealYaw() ) < (1.0 - m_flFieldOfView) * 60 ) // roughly in the correct direction |
|
// return SCHED_TAKE_COVER_FROM_ORIGIN; |
|
|
|
// Heavy damage. Break out of my current schedule and flinch. |
|
Activity iFlinchActivity = GetFlinchActivity( true, false ); |
|
if ( HaveSequenceForActivity( iFlinchActivity ) ) |
|
return SCHED_BIG_FLINCH; |
|
|
|
/* |
|
// Not used anymore, because gesture flinches are played instead for heavy damage |
|
// taken shortly after we've already flinched full. |
|
// |
|
iFlinchActivity = GetFlinchActivity( false, false ); |
|
if ( HaveSequenceForActivity( iFlinchActivity ) ) |
|
return SCHED_SMALL_FLINCH; |
|
*/ |
|
|
|
return SCHED_NONE; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Decides which type of schedule best suits the NPC's current |
|
// state and conditions. Then calls NPC's member function to get a pointer |
|
// to a schedule of the proper type. |
|
//----------------------------------------------------------------------------- |
|
int CAI_BaseNPC::SelectSchedule( void ) |
|
{ |
|
if ( HasCondition( COND_FLOATING_OFF_GROUND ) ) |
|
{ |
|
SetGravity( 1.0 ); |
|
SetGroundEntity( NULL ); |
|
return SCHED_FALL_TO_GROUND; |
|
} |
|
|
|
switch( m_NPCState ) |
|
{ |
|
case NPC_STATE_NONE: |
|
DevWarning( 2, "NPC_STATE IS NONE!\n" ); |
|
break; |
|
|
|
case NPC_STATE_PRONE: |
|
return SCHED_IDLE_STAND; |
|
|
|
case NPC_STATE_IDLE: |
|
AssertMsgOnce( GetEnemy() == NULL, "NPC has enemy but is not in combat state?" ); |
|
return SelectIdleSchedule(); |
|
|
|
case NPC_STATE_ALERT: |
|
AssertMsgOnce( GetEnemy() == NULL, "NPC has enemy but is not in combat state?" ); |
|
return SelectAlertSchedule(); |
|
|
|
case NPC_STATE_COMBAT: |
|
return SelectCombatSchedule(); |
|
|
|
case NPC_STATE_DEAD: |
|
return SelectDeadSchedule(); |
|
|
|
case NPC_STATE_SCRIPT: |
|
return SelectScriptSchedule(); |
|
|
|
default: |
|
DevWarning( 2, "Invalid State for SelectSchedule!\n" ); |
|
break; |
|
} |
|
|
|
return SCHED_FAIL; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
int CAI_BaseNPC::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ) |
|
{ |
|
return ( m_failSchedule != SCHED_NONE ) ? m_failSchedule : SCHED_FAIL; |
|
}
|
|
|