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303 lines
7.7 KiB
303 lines
7.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// To give an NPC the ability to shoot while moving: |
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// |
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// - In the NPC's Spawn function, add: |
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// CapabilitiesAdd( bits_CAP_MOVE_SHOOT ); |
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// |
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// - The NPC must either have a weapon (return non-NULL from GetActiveWeapon) |
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// or must have bits_CAP_INNATE_RANGE_ATTACK1 or bits_CAP_INNATE_RANGE_ATTACK2. |
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// |
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// - Support the activities ACT_WALK_AIM and/or ACT_RUN_AIM in the NPC. |
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// |
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// - Support the activity ACT_GESTURE_RANGE_ATTACK1 as a gesture that plays |
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// over ACT_WALK_AIM and ACT_RUN_AIM. |
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// |
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//============================================================================= |
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#include "cbase.h" |
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#include "ai_moveshoot.h" |
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#include "ai_basenpc.h" |
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#include "ai_navigator.h" |
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#include "ai_memory.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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//----------------------------------------------------------------------------- |
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BEGIN_SIMPLE_DATADESC( CAI_MoveAndShootOverlay ) |
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DEFINE_FIELD( m_bMovingAndShooting, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bNoShootWhileMove, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_initialDelay, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flSuspendUntilTime, FIELD_TIME ), |
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END_DATADESC() |
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#define MOVESHOOT_DO_NOT_SUSPEND -1.0f |
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//------------------------------------- |
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CAI_MoveAndShootOverlay::CAI_MoveAndShootOverlay() : m_bMovingAndShooting(false), m_initialDelay(0) |
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{ |
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m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND; |
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m_bNoShootWhileMove = false; |
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} |
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//------------------------------------- |
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void CAI_MoveAndShootOverlay::NoShootWhileMove() |
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{ |
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m_bNoShootWhileMove = true; |
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} |
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//------------------------------------- |
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bool CAI_MoveAndShootOverlay::HasAvailableRangeAttack() |
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{ |
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return ( ( GetOuter()->GetActiveWeapon() != NULL ) || |
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( GetOuter()->CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 ) || |
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( GetOuter()->CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK2 ) ); |
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} |
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//------------------------------------- |
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void CAI_MoveAndShootOverlay::StartShootWhileMove() |
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{ |
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if ( GetOuter()->GetState() == NPC_STATE_SCRIPT || |
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!HasAvailableRangeAttack() || |
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!GetOuter()->HaveSequenceForActivity( GetOuter()->TranslateActivity( ACT_WALK_AIM ) ) || |
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!GetOuter()->HaveSequenceForActivity( GetOuter()->TranslateActivity( ACT_RUN_AIM ) ) ) |
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{ |
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NoShootWhileMove(); |
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return; |
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} |
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GetOuter()->GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + m_initialDelay ); |
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m_bNoShootWhileMove = false; |
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} |
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//------------------------------------- |
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bool CAI_MoveAndShootOverlay::CanAimAtEnemy() |
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{ |
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CAI_BaseNPC *pOuter = GetOuter(); |
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bool result = false; |
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bool resetConditions = false; |
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CAI_ScheduleBits savedConditions; |
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if ( !GetOuter()->ConditionsGathered() ) |
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{ |
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savedConditions = GetOuter()->AccessConditionBits(); |
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GetOuter()->GatherEnemyConditions( GetOuter()->GetEnemy() ); |
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} |
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if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1 ) ) |
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{ |
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result = true; |
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} |
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else if ( !pOuter->HasCondition( COND_ENEMY_DEAD ) && |
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!pOuter->HasCondition( COND_TOO_FAR_TO_ATTACK ) && |
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!pOuter->HasCondition( COND_ENEMY_TOO_FAR ) && |
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!pOuter->HasCondition( COND_ENEMY_OCCLUDED ) ) |
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{ |
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result = true; |
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} |
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// If we don't have a weapon, stop |
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// This catches NPCs who holster their weapons while running |
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if ( !HasAvailableRangeAttack() ) |
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{ |
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result = false; |
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} |
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if ( resetConditions ) |
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{ |
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GetOuter()->AccessConditionBits() = savedConditions; |
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} |
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return result; |
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} |
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//------------------------------------- |
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void CAI_MoveAndShootOverlay::UpdateMoveShootActivity( bool bMoveAimAtEnemy ) |
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{ |
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// FIXME: should be able to query that transition/state is happening |
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// FIXME: needs to not try to shoot if the movement type isn't understood |
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Activity curActivity = GetOuter()->GetNavigator()->GetMovementActivity(); |
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Activity newActivity = curActivity; |
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if (bMoveAimAtEnemy) |
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{ |
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switch( curActivity ) |
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{ |
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case ACT_WALK: |
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newActivity = ACT_WALK_AIM; |
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break; |
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case ACT_RUN: |
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newActivity = ACT_RUN_AIM; |
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break; |
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} |
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} |
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else |
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{ |
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switch( curActivity ) |
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{ |
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case ACT_WALK_AIM: |
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newActivity = ACT_WALK; |
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break; |
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case ACT_RUN_AIM: |
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newActivity = ACT_RUN; |
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break; |
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} |
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} |
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if ( curActivity != newActivity ) |
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{ |
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// Transitioning, wait a bit |
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GetOuter()->GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + 0.3f ); |
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GetOuter()->GetNavigator()->SetMovementActivity( newActivity ); |
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} |
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} |
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//------------------------------------- |
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void CAI_MoveAndShootOverlay::RunShootWhileMove() |
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{ |
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if ( m_bNoShootWhileMove ) |
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return; |
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if ( gpGlobals->curtime < m_flSuspendUntilTime ) |
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return; |
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m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND; |
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CAI_BaseNPC *pOuter = GetOuter(); |
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// keep enemy if dead but try to look for a new one |
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if (!pOuter->GetEnemy() || !pOuter->GetEnemy()->IsAlive()) |
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{ |
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CBaseEntity *pNewEnemy = pOuter->BestEnemy(); |
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if( pNewEnemy != NULL ) |
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{ |
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//New enemy! Clear the timers and set conditions. |
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pOuter->SetEnemy( pNewEnemy ); |
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pOuter->SetState( NPC_STATE_COMBAT ); |
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} |
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else |
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{ |
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pOuter->ClearAttackConditions(); |
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} |
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// SetEnemy( NULL ); |
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} |
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if( !pOuter->GetNavigator()->IsGoalActive() ) |
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return; |
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if ( GetEnemy() == NULL ) |
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{ |
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if ( pOuter->GetAlternateMoveShootTarget() ) |
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{ |
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// Aim at this other thing if I can't aim at my enemy. |
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pOuter->AddFacingTarget( pOuter->GetAlternateMoveShootTarget(), pOuter->GetAlternateMoveShootTarget()->GetAbsOrigin(), 1.0, 0.2 ); |
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} |
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return; |
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} |
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bool bMoveAimAtEnemy = CanAimAtEnemy(); |
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UpdateMoveShootActivity( bMoveAimAtEnemy ); |
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if ( !bMoveAimAtEnemy ) |
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{ |
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EndShootWhileMove(); |
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return; |
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} |
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Assert( HasAvailableRangeAttack() ); // This should have been caught at task start |
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Activity activity; |
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bool bIsReloading = false; |
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if ( ( activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD ) ) != ACT_INVALID ) |
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{ |
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bIsReloading = pOuter->IsPlayingGesture( activity ); |
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} |
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if ( !bIsReloading && HasAvailableRangeAttack() ) |
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{ |
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// time to fire? |
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if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1, false ) ) |
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{ |
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if ( pOuter->GetShotRegulator()->IsInRestInterval() ) |
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{ |
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EndShootWhileMove(); |
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} |
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else if ( pOuter->GetShotRegulator()->ShouldShoot() ) |
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{ |
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if ( m_bMovingAndShooting || pOuter->OnBeginMoveAndShoot() ) |
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{ |
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m_bMovingAndShooting = true; |
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pOuter->OnRangeAttack1(); |
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activity = pOuter->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 ); |
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Assert( activity != ACT_INVALID ); |
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pOuter->RestartGesture( activity ); |
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// FIXME: this seems a bit wacked |
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pOuter->Weapon_SetActivity( pOuter->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 ); |
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} |
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} |
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} |
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else if ( pOuter->HasCondition( COND_NO_PRIMARY_AMMO, false ) ) |
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{ |
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if ( pOuter->GetNavigator()->GetPathTimeToGoal() > 1.0 ) |
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{ |
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activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD ); |
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if ( activity != ACT_INVALID && GetOuter()->HaveSequenceForActivity( activity ) ) |
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pOuter->AddGesture( activity ); |
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} |
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} |
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} |
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// try to keep facing towards the last known position of the enemy |
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Vector vecEnemyLKP = pOuter->GetEnemyLKP(); |
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pOuter->AddFacingTarget( pOuter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 ); |
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} |
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//------------------------------------- |
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void CAI_MoveAndShootOverlay::EndShootWhileMove() |
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{ |
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if ( m_bMovingAndShooting ) |
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{ |
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// Reset the shot regulator so that we always start the next motion with a new burst |
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if ( !GetOuter()->GetShotRegulator()->IsInRestInterval() ) |
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{ |
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GetOuter()->GetShotRegulator()->Reset( false ); |
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} |
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m_bMovingAndShooting = false; |
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GetOuter()->OnEndMoveAndShoot(); |
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} |
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} |
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//------------------------------------- |
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void CAI_MoveAndShootOverlay::SuspendMoveAndShoot( float flDuration ) |
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{ |
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EndShootWhileMove(); |
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m_flSuspendUntilTime = gpGlobals->curtime + flDuration; |
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} |
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//------------------------------------- |
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void CAI_MoveAndShootOverlay::SetInitialDelay( float delay ) |
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{ |
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m_initialDelay = delay; |
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} |
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//-----------------------------------------------------------------------------
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