Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Companion NPCs riding in cars
//
//=============================================================================
#include "cbase.h"
#include "ai_speech.h"
#include "ai_pathfinder.h"
#include "ai_waypoint.h"
#include "ai_navigator.h"
#include "ai_navgoaltype.h"
#include "ai_memory.h"
#include "ai_behavior_passenger_companion.h"
#include "ai_squadslot.h"
#include "npc_playercompanion.h"
#include "ai_route.h"
#include "saverestore_utlvector.h"
#include "cplane.h"
#include "util_shared.h"
#include "sceneentity.h"
bool SphereWithinPlayerFOV( CBasePlayer *pPlayer, const Vector &vecCenter, float flRadius );
#define PASSENGER_NEAR_VEHICLE_THRESHOLD 64.0f
#define MIN_OVERTURNED_DURATION 1.0f // seconds
#define MIN_FAILED_EXIT_ATTEMPTS 4
#define MIN_OVERTURNED_WARN_DURATION 4.0f // seconds
ConVar passenger_collision_response_threshold( "passenger_collision_response_threshold", "250.0" );
ConVar passenger_debug_entry( "passenger_debug_entry", "0" );
ConVar passenger_use_leaning("passenger_use_leaning", "1" );
extern ConVar passenger_debug_transition;
// Custom activities
Activity ACT_PASSENGER_IDLE_AIM;
Activity ACT_PASSENGER_RELOAD;
Activity ACT_PASSENGER_OVERTURNED;
Activity ACT_PASSENGER_IMPACT;
Activity ACT_PASSENGER_IMPACT_WEAPON;
Activity ACT_PASSENGER_POINT;
Activity ACT_PASSENGER_POINT_BEHIND;
Activity ACT_PASSENGER_IDLE_READY;
Activity ACT_PASSENGER_GESTURE_JOSTLE_LARGE;
Activity ACT_PASSENGER_GESTURE_JOSTLE_SMALL;
Activity ACT_PASSENGER_GESTURE_JOSTLE_LARGE_STIMULATED;
Activity ACT_PASSENGER_GESTURE_JOSTLE_SMALL_STIMULATED;
Activity ACT_PASSENGER_COWER_IN;
Activity ACT_PASSENGER_COWER_LOOP;
Activity ACT_PASSENGER_COWER_OUT;
Activity ACT_PASSENGER_IDLE_FIDGET;
BEGIN_DATADESC( CAI_PassengerBehaviorCompanion )
DEFINE_EMBEDDED( m_VehicleMonitor ),
DEFINE_UTLVECTOR( m_FailedEntryPositions, FIELD_EMBEDDED ),
DEFINE_FIELD( m_flOverturnedDuration, FIELD_FLOAT ),
DEFINE_FIELD( m_flUnseenDuration, FIELD_FLOAT ),
DEFINE_FIELD( m_nExitAttempts, FIELD_INTEGER ),
DEFINE_FIELD( m_flNextOverturnWarning, FIELD_TIME ),
DEFINE_FIELD( m_flEnterBeginTime, FIELD_TIME ),
DEFINE_FIELD( m_hCompanion, FIELD_EHANDLE ),
DEFINE_FIELD( m_flNextJostleTime, FIELD_TIME ),
DEFINE_FIELD( m_nVisibleEnemies, FIELD_INTEGER ),
DEFINE_FIELD( m_flLastLateralLean, FIELD_FLOAT ),
DEFINE_FIELD( m_flEntraceUpdateTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextEnterAttempt, FIELD_TIME ),
DEFINE_FIELD( m_flNextFidgetTime, FIELD_TIME ),
END_DATADESC();
BEGIN_SIMPLE_DATADESC( FailPosition_t )
DEFINE_FIELD( vecPosition, FIELD_VECTOR ),
DEFINE_FIELD( flTime, FIELD_TIME ),
END_DATADESC();
CAI_PassengerBehaviorCompanion::CAI_PassengerBehaviorCompanion( void ) :
m_flUnseenDuration( 0.0f ),
m_flNextOverturnWarning( 0.0f ),
m_flOverturnedDuration( 0.0f ),
m_nExitAttempts( 0 ),
m_flNextEnterAttempt( 0.0f ),
m_flLastLateralLean( 0.0f ),
m_flNextJostleTime( 0.0f )
{
memset( &m_vehicleState, 0, sizeof( m_vehicleState ) );
m_VehicleMonitor.ClearMark();
}
void CAI_PassengerBehaviorCompanion::Enable( CPropJeepEpisodic *pVehicle, bool bImmediateEnter /*= false*/ )
{
BaseClass::Enable( pVehicle );
// Store this up for quick reference later on
m_hCompanion = dynamic_cast<CNPC_PlayerCompanion *>(GetOuter());
// See if we want to sit in the vehicle immediately
if ( bImmediateEnter )
{
// Find the seat and sit in it
if ( ReserveEntryPoint( VEHICLE_SEAT_ANY ) )
{
// Attach
AttachToVehicle();
// This will slam us into the right position and clean up
FinishEnterVehicle();
GetOuter()->IncrementInterpolationFrame();
// Start our schedule immediately
ClearSchedule( "Immediate entry to vehicle" );
}
}
}
//-----------------------------------------------------------------------------
// Set up the shot regulator based on the equipped weapon
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::OnUpdateShotRegulator( void )
{
if ( GetVehicleSpeed() > 250 )
{
// Default values
GetOuter()->GetShotRegulator()->SetBurstInterval( 0.1f, 0.5f );
GetOuter()->GetShotRegulator()->SetBurstShotCountRange( 1, 4 );
GetOuter()->GetShotRegulator()->SetRestInterval( 0.25f, 1.0f );
}
else
{
BaseClass::OnUpdateShotRegulator();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::IsValidEnemy( CBaseEntity *pEntity )
{
// The target must be much closer in the vehicle
float flDistSqr = ( pEntity->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
if ( flDistSqr > Square( (40*12) ) && pEntity->Classify() != CLASS_BULLSEYE )
return false;
// Determine if the target is going to move past us?
return BaseClass::IsValidEnemy( pEntity );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the speed the vehicle is moving at
// Output : units per second
//-----------------------------------------------------------------------------
float CAI_PassengerBehaviorCompanion::GetVehicleSpeed( void )
{
if ( m_hVehicle == NULL )
{
Assert(0);
return -1.0f;
}
Vector vecVelocity;
m_hVehicle->GetVelocity( &vecVelocity, NULL );
// Get our speed
return vecVelocity.Length();
}
//-----------------------------------------------------------------------------
// Purpose: Detect oncoming collisions
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::GatherVehicleCollisionConditions( const Vector &localVelocity )
{
// Look for walls in front of us
if ( localVelocity.y > passenger_collision_response_threshold.GetFloat() )
{
// Detect an upcoming collision
Vector vForward;
m_hVehicle->GetVectors( &vForward, NULL, NULL );
// Use a smaller bounding box to make it detect mostly head-on impacts
Vector mins, maxs;
mins.Init( -24, -24, 32 );
maxs.Init( 24, 24, 64 );
float dt = 0.6f; // Seconds
float distance = localVelocity.y * dt;
// Find our angular velocity as a vector
Vector vecAngularVelocity;
vecAngularVelocity.z = 0.0f;
SinCos( DEG2RAD( m_vehicleState.m_vecLastAngles.z * dt ), &vecAngularVelocity.y, &vecAngularVelocity.x );
Vector vecOffset;
VectorRotate( vecAngularVelocity, m_hVehicle->GetAbsAngles() + QAngle( 0, 90, 0 ), vecOffset );
vForward += vecOffset;
VectorNormalize( vForward );
// Trace ahead of us to see what's there
CTraceFilterNoNPCsOrPlayer filter( m_hVehicle, COLLISION_GROUP_NONE ); // We don't care about NPCs or the player (certainly if they're in the vehicle!)
trace_t tr;
UTIL_TraceHull( m_hVehicle->GetAbsOrigin(), m_hVehicle->GetAbsOrigin() + ( vForward * distance ), mins, maxs, MASK_SOLID, &filter, &tr );
bool bWarnCollision = true;
if ( tr.DidHit() )
{
// We need to see how "head-on" to the surface we are
float impactDot = DotProduct( tr.plane.normal, vForward );
// Don't warn over grazing blows or slopes
if ( impactDot < -0.9f && tr.plane.normal.z < 0.75f )
{
// Make sure this is a worthwhile thing to warn about
if ( tr.m_pEnt )
{
// If it's physical and moveable, then ignore it because we'll probably smash or move it
IPhysicsObject *pObject = tr.m_pEnt->VPhysicsGetObject();
if ( pObject && pObject->IsMoveable() )
{
bWarnCollision = false;
}
}
// Note that we should say something to the player about it
if ( bWarnCollision )
{
SetCondition( COND_PASSENGER_WARN_COLLISION );
}
}
}
}
if ( passenger_use_leaning.GetBool() )
{
// Calculate how our body is leaning
CalculateBodyLean();
}
}
//-----------------------------------------------------------------------------
// Purpose: Speak various lines about the state of the vehicle
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::SpeakVehicleConditions( void )
{
Assert( m_hVehicle != NULL );
if ( m_hVehicle == NULL )
return;
// Speak if we just hit something
if ( HasCondition( COND_PASSENGER_HARD_IMPACT ) )
{
SpeakIfAllowed( TLK_PASSENGER_IMPACT );
}
// Speak if we're overturned
if ( HasCondition( COND_PASSENGER_OVERTURNED ) )
{
SpeakIfAllowed( TLK_PASSENGER_OVERTURNED );
}
// Speak if we're about to hit something
if ( HasCondition( COND_PASSENGER_WARN_COLLISION ) )
{
// Make Alyx look at the impending impact
Vector vecForward;
m_hVehicle->GetVectors( &vecForward, NULL, NULL );
Vector vecLookPos = m_hVehicle->WorldSpaceCenter() + ( vecForward * 64.0f );
GetOuter()->AddLookTarget( vecLookPos, 1.0f, 1.0f );
SpeakIfAllowed( TLK_PASSENGER_WARN_COLLISION );
ClearCondition( COND_PASSENGER_WARN_COLLISION );
}
// Speak if the player is driving like a madman
if ( HasCondition( COND_PASSENGER_ERRATIC_DRIVING ) )
{
SpeakIfAllowed( TLK_PASSENGER_ERRATIC_DRIVING );
}
// The vehicle has come to a halt
if ( HasCondition( COND_PASSENGER_VEHICLE_STOPPED ) )
{
float flDist = ( WorldSpaceCenter() - m_hVehicle->WorldSpaceCenter() ).Length();
CFmtStrN<128> modifiers( "vehicle_distance:%f", flDist );
SpeakIfAllowed( TLK_PASSENGER_VEHICLE_STOPPED, modifiers );
}
// The vehicle has started to move
if ( HasCondition( COND_PASSENGER_VEHICLE_STARTED ) )
{
float flDist = ( WorldSpaceCenter() - m_hVehicle->WorldSpaceCenter() ).Length();
CFmtStrN<128> modifiers( "vehicle_distance:%f", flDist );
SpeakIfAllowed( TLK_PASSENGER_VEHICLE_STARTED, modifiers );
}
// Player got in
if ( HasCondition( COND_PASSENGER_PLAYER_EXITED_VEHICLE ) )
{
CPropJeepEpisodic *pJalopy = dynamic_cast<CPropJeepEpisodic*>(m_hVehicle.Get());
if( pJalopy != NULL && pJalopy->NumRadarContacts() > 0 )
{
SpeakIfAllowed( TLK_PASSENGER_PLAYER_EXITED, "radar_has_targets" );
}
else
{
SpeakIfAllowed( TLK_PASSENGER_PLAYER_EXITED );
}
}
// Player got out
if ( HasCondition( COND_PASSENGER_PLAYER_ENTERED_VEHICLE ) )
{
SpeakIfAllowed( TLK_PASSENGER_PLAYER_ENTERED );
}
}
//-----------------------------------------------------------------------------
// Purpose: Whether or not we should jostle at this moment
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::CanPlayJostle( bool bLargeJostle )
{
// We've been told to suppress the jostle
if ( m_flNextJostleTime > gpGlobals->curtime )
return false;
// Can't do this if we're at a high readiness level
if ( m_hCompanion && m_hCompanion->ShouldBeAiming() )
return false;
// Can't do this when we're upside-down
if ( HasCondition( COND_PASSENGER_OVERTURNED ) )
return false;
// Allow our normal impact code to handle this one instead
if ( HasCondition( COND_PASSENGER_HARD_IMPACT ) || IsCurSchedule( SCHED_PASSENGER_IMPACT ) )
return false;
if ( bLargeJostle )
{
// Don't bother under certain circumstances
if ( IsCurSchedule( SCHED_PASSENGER_COWER ) ||
IsCurSchedule( SCHED_PASSENGER_FIDGET ) )
return false;
}
else
{
// Don't interrupt a larger gesture
if ( GetOuter()->IsPlayingGesture( ACT_PASSENGER_GESTURE_JOSTLE_LARGE ) || GetOuter()->IsPlayingGesture( ACT_PASSENGER_GESTURE_JOSTLE_LARGE_STIMULATED ) )
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Gather conditions we can comment on or react to while riding in the vehicle
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::GatherVehicleStateConditions( void )
{
// Gather the base class
BaseClass::GatherVehicleStateConditions();
// See if we're going to collide with anything soon
GatherVehicleCollisionConditions( m_vehicleState.m_vecLastLocalVelocity );
// Say anything we're meant to through the response rules
SpeakVehicleConditions();
}
//-----------------------------------------------------------------------------
// Purpose: Handles exit failure notifications
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::OnExitVehicleFailed( void )
{
m_nExitAttempts++;
}
//-----------------------------------------------------------------------------
// Purpose: Track how long we've been overturned
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::UpdateStuckStatus( void )
{
if ( m_hVehicle == NULL )
return;
// Always clear this to start out with
ClearCondition( COND_PASSENGER_CAN_LEAVE_STUCK_VEHICLE );
// If we can't exit the vehicle, then don't bother with these checks
if ( m_hVehicle->NPC_CanExitVehicle( GetOuter(), true ) == false )
return;
bool bVisibleToPlayer = false;
bool bPlayerInVehicle = false;
CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
if ( pPlayer )
{
bVisibleToPlayer = pPlayer->FInViewCone( GetOuter()->GetAbsOrigin() );
bPlayerInVehicle = pPlayer->IsInAVehicle();
}
// If we're not overturned, just reset our counter
if ( m_vehicleState.m_bWasOverturned == false )
{
m_flOverturnedDuration = 0.0f;
m_flUnseenDuration = 0.0f;
}
else
{
// Add up the time since we last checked
m_flOverturnedDuration += ( gpGlobals->curtime - GetLastThink() );
}
// Warn about being stuck upside-down if it's been long enough
if ( m_flOverturnedDuration > MIN_OVERTURNED_WARN_DURATION && m_flNextOverturnWarning < gpGlobals->curtime )
{
SetCondition( COND_PASSENGER_WARN_OVERTURNED );
}
// If the player can see us or is still in the vehicle, we never exit
if ( bVisibleToPlayer || bPlayerInVehicle )
{
// Reset our timer
m_flUnseenDuration = 0.0f;
return;
}
// Add up the time since we last checked
m_flUnseenDuration += ( gpGlobals->curtime - GetLastThink() );
// If we've been overturned for long enough or tried to exit one too many times
if ( m_vehicleState.m_bWasOverturned )
{
if ( m_flUnseenDuration > MIN_OVERTURNED_DURATION )
{
SetCondition( COND_PASSENGER_CAN_LEAVE_STUCK_VEHICLE );
}
}
else if ( m_nExitAttempts >= MIN_FAILED_EXIT_ATTEMPTS )
{
// The player can't be looking at us
SetCondition( COND_PASSENGER_CAN_LEAVE_STUCK_VEHICLE );
}
}
//-----------------------------------------------------------------------------
// Purpose: Gather conditions for our use in making decisions
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::GatherConditions( void )
{
// Code below relies on these conditions being set first!
BaseClass::GatherConditions();
// We're not enabled
if ( IsEnabled() == false )
return;
// In-car conditions
if ( GetPassengerState() == PASSENGER_STATE_INSIDE )
{
// If we're jostling, then note that
if ( HasCondition( COND_PASSENGER_ERRATIC_DRIVING ) )
{
if ( CanPlayJostle( true ) )
{
// Add the gesture to be played. If it's already playing, the underlying function will simply opt-out
int nSequence = GetOuter()->AddGesture( GetOuter()->NPC_TranslateActivity( ACT_PASSENGER_GESTURE_JOSTLE_LARGE ), true );
GetOuter()->SetNextAttack( gpGlobals->curtime + ( GetOuter()->SequenceDuration( nSequence ) * 2.0f ) );
GetOuter()->GetShotRegulator()->FireNoEarlierThan( GetOuter()->GetNextAttack() );
// Push out our fidget into the future so that we don't act unnaturally over bumpy terrain
ExtendFidgetDelay( random->RandomFloat( 1.5f, 3.0f ) );
}
}
else if ( HasCondition( COND_PASSENGER_JOSTLE_SMALL ) )
{
if ( CanPlayJostle( false ) )
{
// Add the gesture to be played. If it's already playing, the underlying function will simply opt-out
GetOuter()->AddGesture( GetOuter()->NPC_TranslateActivity( ACT_PASSENGER_GESTURE_JOSTLE_SMALL ), true );
// Push out our fidget into the future so that we don't act unnaturally over bumpy terrain
ExtendFidgetDelay( random->RandomFloat( 1.5f, 3.0f ) );
}
}
// See if we're upside-down
UpdateStuckStatus();
// See if we're able to fidget
if ( CanFidget() )
{
SetCondition( COND_PASSENGER_CAN_FIDGET );
}
}
// Clear this out
ClearCondition( COND_PASSENGER_CAN_ENTER_IMMEDIATELY );
// Make sure a vehicle doesn't stray from its mark
if ( IsCurSchedule( SCHED_PASSENGER_RUN_TO_ENTER_VEHICLE ) )
{
if ( m_VehicleMonitor.TargetMoved( m_hVehicle ) )
{
SetCondition( COND_PASSENGER_VEHICLE_MOVED_FROM_MARK );
}
// If we can get in the car right away, set us up to do so
int nNearestSequence;
if ( CanEnterVehicleImmediately( &nNearestSequence, &m_vecTargetPosition, &m_vecTargetAngles ) )
{
SetTransitionSequence( nNearestSequence );
SetCondition( COND_PASSENGER_ENTERING );
SetCondition( COND_PASSENGER_CAN_ENTER_IMMEDIATELY );
}
}
// Clear the number for now
m_nVisibleEnemies = 0;
AIEnemiesIter_t iter;
for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) )
{
if( GetOuter()->IRelationType( pEMemory->hEnemy ) == D_HT )
{
if( pEMemory->timeLastSeen == gpGlobals->curtime )
{
m_nVisibleEnemies++;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::AimGun( void )
{
// If there is no aiming target, return to center
if ( GetEnemy() == NULL )
{
GetOuter()->RelaxAim();
return;
}
// Otherwise try and shoot down the barrel
Vector vecForward, vecRight, vecUp;
GetOuter()->GetVectors( &vecForward, &vecRight, &vecUp );
Vector vecTorso = GetAbsOrigin() + ( vecUp * 48.0f );
Vector vecShootDir = GetOuter()->GetShootEnemyDir( vecTorso, false );
Vector vecDirToEnemy = GetEnemy()->GetAbsOrigin() - vecTorso;
VectorNormalize( vecDirToEnemy );
bool bRightSide = ( DotProduct( vecDirToEnemy, vecRight ) > 0.0f );
float flTargetDot = ( bRightSide ) ? -0.7f : 0.0f;
if ( DotProduct( vecForward, vecDirToEnemy ) <= flTargetDot )
{
// Don't aim at something that's outside our reach
GetOuter()->RelaxAim();
}
else
{
// Aim at it
GetOuter()->SetAim( vecShootDir );
}
}
//-----------------------------------------------------------------------------
// Purpose: Allow us to deny selecting a schedule if we're not in a state to do so
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::CanSelectSchedule( void )
{
if ( BaseClass::CanSelectSchedule() == false )
return false;
// We're in a period where we're allowing our base class to override us
if ( m_flNextEnterAttempt > gpGlobals->curtime )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Deal with enter/exit of the vehicle
//-----------------------------------------------------------------------------
int CAI_PassengerBehaviorCompanion::SelectTransitionSchedule( void )
{
// Attempt to instantly enter the vehicle
if ( HasCondition( COND_PASSENGER_CAN_ENTER_IMMEDIATELY ) )
{
// Snap to position and begin to animate into the seat
EnterVehicleImmediately();
return SCHED_PASSENGER_ENTER_VEHICLE_IMMEDIATELY;
}
// Entering schedule
if ( HasCondition( COND_PASSENGER_ENTERING ) || m_PassengerIntent == PASSENGER_INTENT_ENTER )
{
if ( GetPassengerState() == PASSENGER_STATE_INSIDE )
{
ClearCondition( COND_PASSENGER_ENTERING );
m_PassengerIntent = PASSENGER_INTENT_NONE;
return SCHED_NONE;
}
// Don't attempt to enter for a period of time
if ( m_flNextEnterAttempt > gpGlobals->curtime )
return SCHED_NONE;
ClearCondition( COND_PASSENGER_ENTERING );
// Failing that, run to the right place
return SCHED_PASSENGER_RUN_TO_ENTER_VEHICLE;
}
return BaseClass::SelectTransitionSchedule();
}
//-----------------------------------------------------------------------------
// Purpose: Select schedules when we're riding in the car
//-----------------------------------------------------------------------------
int CAI_PassengerBehaviorCompanion::SelectScheduleInsideVehicle( void )
{
// Overturned
if ( HasCondition( COND_PASSENGER_OVERTURNED ) )
return SCHED_PASSENGER_OVERTURNED;
if ( HasCondition( COND_PASSENGER_HARD_IMPACT ) )
{
// Push out our fidget into the future so that we don't act unnaturally over bumpy terrain
ExtendFidgetDelay( random->RandomFloat( 1.5f, 3.0f ) );
m_flNextJostleTime = gpGlobals->curtime + random->RandomFloat( 2.5f, 4.0f );
return SCHED_PASSENGER_IMPACT;
}
// Look for exiting the vehicle
if ( HasCondition( COND_PASSENGER_CAN_LEAVE_STUCK_VEHICLE ) )
return SCHED_PASSENGER_EXIT_STUCK_VEHICLE;
// Cower if we're about to get nailed
if ( HasCondition( COND_HEAR_DANGER ) && IsCurSchedule( SCHED_PASSENGER_COWER ) == false )
{
SpeakIfAllowed( TLK_DANGER );
return SCHED_PASSENGER_COWER;
}
// Fire on targets
if ( GetEnemy() )
{
// Limit how long we'll keep an enemy if there are many on screen
if ( HasCondition( COND_NEW_ENEMY ) && m_nVisibleEnemies > 1 )
{
GetEnemies()->SetTimeValidEnemy( GetEnemy(), random->RandomFloat( 0.5f, 1.0f ) );
}
// Always face
GetOuter()->AddLookTarget( GetEnemy(), 1.0f, 2.0f );
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) && ( GetOuter()->GetShotRegulator()->IsInRestInterval() == false ) )
return SCHED_PASSENGER_RANGE_ATTACK1;
}
// Reload when we have the chance
if ( HasCondition( COND_LOW_PRIMARY_AMMO ) && HasCondition( COND_SEE_ENEMY ) == false )
return SCHED_PASSENGER_RELOAD;
// Say an overturned line
if ( HasCondition( COND_PASSENGER_WARN_OVERTURNED ) )
{
SpeakIfAllowed( TLK_PASSENGER_REQUEST_UPRIGHT );
m_flNextOverturnWarning = gpGlobals->curtime + random->RandomFloat( 5.0f, 10.0f );
ClearCondition( COND_PASSENGER_WARN_OVERTURNED );
}
// Should we fidget?
if ( HasCondition( COND_PASSENGER_CAN_FIDGET ) )
{
ExtendFidgetDelay( random->RandomFloat( 6.0f, 12.0f ) );
return SCHED_PASSENGER_FIDGET;
}
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Purpose: Select schedules while we're outside the car
//-----------------------------------------------------------------------------
int CAI_PassengerBehaviorCompanion::SelectScheduleOutsideVehicle( void )
{
// FIXME: How can we get in here?
Assert( m_hVehicle );
if ( m_hVehicle == NULL )
return SCHED_NONE;
// Handle our mark moving
if ( HasCondition( COND_PASSENGER_VEHICLE_MOVED_FROM_MARK ) )
{
// Reset our mark
m_VehicleMonitor.SetMark( m_hVehicle, 36.0f );
ClearCondition( COND_PASSENGER_VEHICLE_MOVED_FROM_MARK );
}
// If we want to get in, the try to do so
if ( m_PassengerIntent == PASSENGER_INTENT_ENTER )
{
// If we're not attempting to enter the vehicle again, just fall to the base class
if ( m_flNextEnterAttempt > gpGlobals->curtime )
return BaseClass::SelectSchedule();
// Otherwise try and enter thec car
return SCHED_PASSENGER_RUN_TO_ENTER_VEHICLE;
}
// This means that we're outside the vehicle with no intent to enter, which should have disabled us!
Disable();
Assert( 0 );
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// &vecCenter -
// flRadius -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool SphereWithinPlayerFOV( CBasePlayer *pPlayer, const Vector &vecCenter, float flRadius )
{
// TODO: For safety sake, we might want to do a more fully qualified test against the frustum using the bbox
// If the player can see us, then we can't enter immediately anyway
if ( pPlayer == NULL )
return false;
// Find the length to the point
Vector los = ( vecCenter - pPlayer->EyePosition() );
float flLength = VectorNormalize( los );
// Get the player's forward direction
Vector vecPlayerForward;
pPlayer->EyeVectors( &vecPlayerForward, NULL, NULL );
// This is the additional number of degrees to add to account for our distance
float flArcAddition = atan2( flRadius, flLength );
// Find if the sphere is within our FOV
float flDot = DotProduct( los, vecPlayerForward );
float flPlayerFOV = cos( DEG2RAD( pPlayer->GetFOV() / 2.0f ) );
return ( flDot > (flPlayerFOV-flArcAddition) );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::CanEnterVehicleImmediately( int *pResultSequence, Vector *pResultPos, QAngle *pResultAngles )
{
// Must wait a short time before trying to do this (otherwise we stack up on the player!)
if ( ( gpGlobals->curtime - m_flEnterBeginTime ) < 0.5f )
return false;
// Vehicle can't be moving too quickly
if ( GetVehicleSpeed() > 150 )
return false;
// If the player can see us, then we can't enter immediately anyway
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer == NULL )
return false;
Vector vecPosition = GetOuter()->WorldSpaceCenter();
float flRadius = GetOuter()->CollisionProp()->BoundingRadius2D();
if ( SphereWithinPlayerFOV( pPlayer, vecPosition, flRadius ) )
return false;
// Reserve an entry point
if ( ReserveEntryPoint( VEHICLE_SEAT_ANY ) == false )
return false;
// Get a list of all our animations
const PassengerSeatAnims_t *pEntryAnims = m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatAnims( GetOuter(), PASSENGER_SEAT_ENTRY );
if ( pEntryAnims == NULL )
return -1;
// Get the ultimate position we'll end up at
Vector vecStartPos, vecEndPos;
QAngle vecStartAngles;
if ( m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPosition( GetOuter(), &vecEndPos, NULL ) == false )
return -1;
// Categorize the passenger in terms of being on the left or right side of the vehicle
Vector vecRight;
m_hVehicle->GetVectors( NULL, &vecRight, NULL );
CPlane lateralPlane;
lateralPlane.InitializePlane( vecRight, m_hVehicle->WorldSpaceCenter() );
bool bPlaneSide = lateralPlane.PointInFront( GetOuter()->GetAbsOrigin() );
Vector vecPassengerOffset = ( GetOuter()->WorldSpaceCenter() - GetOuter()->GetAbsOrigin() );
const CPassengerSeatTransition *pTransition;
float flNearestDistSqr = FLT_MAX;
float flSeatDistSqr;
int nNearestSequence = -1;
int nSequence;
Vector vecNearestPos;
QAngle vecNearestAngles;
// Test each animation (sorted by priority) for the best match
for ( int i = 0; i < pEntryAnims->Count(); i++ )
{
// Find the activity for this animation name
pTransition = &pEntryAnims->Element(i);
nSequence = GetOuter()->LookupSequence( STRING( pTransition->GetAnimationName() ) );
if ( nSequence == -1 )
continue;
// Test this entry for validity
if ( GetEntryPoint( nSequence, &vecStartPos, &vecStartAngles ) == false )
continue;
// See if the passenger would be visible if standing at this position
if ( SphereWithinPlayerFOV( pPlayer, (vecStartPos+vecPassengerOffset), flRadius ) )
continue;
// Otherwise distance is the deciding factor
flSeatDistSqr = ( vecStartPos - GetOuter()->GetAbsOrigin() ).LengthSqr();
// We must be within a certain distance to the vehicle
if ( flSeatDistSqr > Square( 25*12 ) )
continue;
// We cannot cross between the plane which splits the vehicle laterally in half down the middle
// This avoids cases where the character magically ends up on one side of the vehicle after they were
// clearly just on the other side.
if ( lateralPlane.PointInFront( vecStartPos ) != bPlaneSide )
continue;
// Closer, take it
if ( flSeatDistSqr < flNearestDistSqr )
{
flNearestDistSqr = flSeatDistSqr;
nNearestSequence = nSequence;
vecNearestPos = vecStartPos;
vecNearestAngles = vecStartAngles;
}
}
// Fail if we didn't find anything
if ( nNearestSequence == -1 )
return false;
// Return the results
if ( pResultSequence )
{
*pResultSequence = nNearestSequence;
}
if ( pResultPos )
{
*pResultPos = vecNearestPos;
}
if ( pResultAngles )
{
*pResultAngles = vecNearestAngles;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Put us into the vehicle immediately
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::EnterVehicleImmediately( void )
{
// Now play the animation
GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE );
GetOuter()->GetNavigator()->ClearGoal();
// Put us there and get going (no interpolation!)
GetOuter()->Teleport( &m_vecTargetPosition, &m_vecTargetAngles, &vec3_origin );
GetOuter()->IncrementInterpolationFrame();
}
//-----------------------------------------------------------------------------
// Purpose: Overrides the schedule selection
// Output : int - Schedule to play
//-----------------------------------------------------------------------------
int CAI_PassengerBehaviorCompanion::SelectSchedule( void )
{
// First, keep track of our transition state (enter/exit)
int nSched = SelectTransitionSchedule();
if ( nSched != SCHED_NONE )
return nSched;
// Handle schedules based on our passenger state
if ( GetPassengerState() == PASSENGER_STATE_OUTSIDE )
{
nSched = SelectScheduleOutsideVehicle();
if ( nSched != SCHED_NONE )
return nSched;
}
else if ( GetPassengerState() == PASSENGER_STATE_INSIDE )
{
nSched = SelectScheduleInsideVehicle();
if ( nSched != SCHED_NONE )
return nSched;
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CAI_PassengerBehaviorCompanion::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
{
switch( failedTask )
{
case TASK_GET_PATH_TO_VEHICLE_ENTRY_POINT:
{
// This is not allowed!
if ( GetPassengerState() != PASSENGER_STATE_OUTSIDE )
{
Assert( 0 );
return SCHED_FAIL;
}
// If we're not close enough, then get nearer the target
if ( UTIL_DistApprox( m_hVehicle->GetAbsOrigin(), GetOuter()->GetAbsOrigin() ) > PASSENGER_NEAR_VEHICLE_THRESHOLD )
return SCHED_PASSENGER_RUN_TO_ENTER_VEHICLE_FAILED;
}
// Fall through
case TASK_GET_PATH_TO_NEAR_VEHICLE:
m_flNextEnterAttempt = gpGlobals->curtime + 3.0f;
break;
}
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
}
//-----------------------------------------------------------------------------
// Purpose: Start to enter the vehicle
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::EnterVehicle( void )
{
BaseClass::EnterVehicle();
m_nExitAttempts = 0;
m_VehicleMonitor.SetMark( m_hVehicle, 8.0f );
m_flEnterBeginTime = gpGlobals->curtime;
// Remove this flag because we're sitting so close we always think we're going to hit the player
// FIXME: We need to store this state so we don't incorrectly restore it later
GetOuter()->CapabilitiesRemove( bits_CAP_NO_HIT_PLAYER );
// Discard enemies quickly
GetOuter()->GetEnemies()->SetEnemyDiscardTime( 2.0f );
SpeakIfAllowed( TLK_PASSENGER_BEGIN_ENTRANCE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::FinishEnterVehicle( void )
{
BaseClass::FinishEnterVehicle();
// We succeeded
ResetVehicleEntryFailedState();
// Push this out into the future so we don't always fidget immediately in the vehicle
ExtendFidgetDelay( random->RandomFloat( 4.0, 15.0f ) );
SpeakIfAllowed( TLK_PASSENGER_FINISH_ENTRANCE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::ExitVehicle( void )
{
BaseClass::ExitVehicle();
SpeakIfAllowed( TLK_PASSENGER_BEGIN_EXIT );
}
//-----------------------------------------------------------------------------
// Purpose: Vehicle has been completely exited
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::FinishExitVehicle( void )
{
BaseClass::FinishExitVehicle();
m_nExitAttempts = 0;
m_VehicleMonitor.ClearMark();
// FIXME: We need to store this state so we don't incorrectly restore it later
GetOuter()->CapabilitiesAdd( bits_CAP_NO_HIT_PLAYER );
// FIXME: Restore this properly
GetOuter()->GetEnemies()->SetEnemyDiscardTime( AI_DEF_ENEMY_DISCARD_TIME );
SpeakIfAllowed( TLK_PASSENGER_FINISH_EXIT );
}
//-----------------------------------------------------------------------------
// Purpose: Tries to build a route to the entry point of the target vehicle.
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::FindPathToVehicleEntryPoint( void )
{
// Set our custom move name
// bool bFindNearest = ( GetOuter()->m_NPCState == NPC_STATE_COMBAT || GetOuter()->m_NPCState == NPC_STATE_ALERT );
bool bFindNearest = true; // For the sake of quick gameplay, just make Alyx move directly!
int nSequence = FindEntrySequence( bFindNearest );
if ( nSequence == -1 )
return false;
// We have to do this specially because the activities are not named
SetTransitionSequence( nSequence );
// Get the entry position
Vector vecEntryPoint;
QAngle vecEntryAngles;
if ( GetEntryPoint( m_nTransitionSequence, &vecEntryPoint, &vecEntryAngles ) == false )
{
MarkVehicleEntryFailed( vecEntryPoint );
return false;
}
// If we're already close enough, just succeed
float flDistToGoalSqr = ( GetOuter()->GetAbsOrigin() - vecEntryPoint ).LengthSqr();
if ( flDistToGoalSqr < Square(3*12) )
return true;
// Setup our goal
AI_NavGoal_t goal( GOALTYPE_LOCATION );
// goal.arrivalActivity = ACT_SCRIPT_CUSTOM_MOVE;
goal.dest = vecEntryPoint;
// See if we need a radial route around the car, to our goal
if ( UseRadialRouteToEntryPoint( vecEntryPoint ) )
{
// Find the bounding radius of the vehicle
Vector vecCenterPoint = m_hVehicle->WorldSpaceCenter();
vecCenterPoint.z = vecEntryPoint.z;
bool bClockwise;
float flArc = GetArcToEntryPoint( vecCenterPoint, vecEntryPoint, bClockwise );
float flRadius = m_hVehicle->CollisionProp()->BoundingRadius2D();
// Try and set a radial route
if ( GetOuter()->GetNavigator()->SetRadialGoal( vecEntryPoint, vecCenterPoint, flRadius, flArc, 64.0f, bClockwise ) == false )
{
// Try the opposite way
flArc = 360.0f - flArc;
// Try the opposite way around
if ( GetOuter()->GetNavigator()->SetRadialGoal( vecEntryPoint, vecCenterPoint, flRadius, flArc, 64.0f, !bClockwise ) == false )
{
// Try and set a direct route as a last resort
if ( GetOuter()->GetNavigator()->SetGoal( goal ) == false )
return false;
}
}
// We found a goal
GetOuter()->GetNavigator()->SetArrivalDirection( vecEntryAngles );
GetOuter()->GetNavigator()->SetArrivalSpeed( 64.0f );
return true;
}
else
{
// Try and set a direct route
if ( GetOuter()->GetNavigator()->SetGoal( goal ) )
{
GetOuter()->GetNavigator()->SetArrivalDirection( vecEntryAngles );
GetOuter()->GetNavigator()->SetArrivalSpeed( 64.0f );
return true;
}
}
// We failed, so remember it
MarkVehicleEntryFailed( vecEntryPoint );
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Tests the route and position to see if it's valid
// Input : &vecTestPos - position to test
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::CanExitAtPosition( const Vector &vecTestPos )
{
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer == NULL )
return false;
// Can't be in our potential view
if ( pPlayer->FInViewCone( vecTestPos ) )
return false;
// NOTE: There's no reason to do this since this is only called from a node's reported position
// Find the exact ground at this position
//Vector vecGroundPos;
//if ( FindGroundAtPosition( vecTestPos, 16.0f, 64.0f, &vecGroundPos ) == false )
// return false;
// Get the ultimate position we'll end up at
Vector vecStartPos;
if ( m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPosition( GetOuter(), &vecStartPos, NULL ) == false )
return false;
// See if we can move from where we are to that position in space
if ( IsValidTransitionPoint( vecStartPos, vecTestPos ) == false )
return false;
// Trace down to the ground
// FIXME: This piece of code is redundant and happening in IsValidTransitionPoint() as well
/*
Vector vecGroundPos;
if ( FindGroundAtPosition( vecTestPos, GetOuter()->StepHeight(), 64.0f, &vecGroundPos ) == false )
return false;
*/
// Try and sweep a box through space and make sure it's clear of obstructions
/*
trace_t tr;
CTraceFilterVehicleTransition skipFilter( GetOuter(), m_hVehicle, COLLISION_GROUP_NONE );
// These are very approximated (and magical) numbers to allow passengers greater head room and leg room when transitioning
Vector vecMins = GetOuter()->GetHullMins() + Vector( 0, 0, GetOuter()->StepHeight()*2.0f ); // FIXME:
Vector vecMaxs = GetOuter()->GetHullMaxs() - Vector( 0, 0, GetOuter()->StepHeight() );
UTIL_TraceHull( GetOuter()->GetAbsOrigin(), vecGroundPos, vecMins, vecMaxs, MASK_NPCSOLID, &skipFilter, &tr );
// If we're blocked, we can't get out there
if ( tr.fraction < 1.0f || tr.allsolid || tr.startsolid )
{
if ( passenger_debug_transition.GetBool() )
{
NDebugOverlay::SweptBox( GetOuter()->GetAbsOrigin(), vecGroundPos, vecMins, GetOuter()->GetHullMaxs(), vec3_angle, 255, 0, 0, 64, 2.0f );
}
return false;
}
*/
return true;
}
#define NUM_EXIT_ITERATIONS 8
//-----------------------------------------------------------------------------
// Purpose: Find a position we can use to exit the vehicle via teleportation
// Input : *vecResult - safe place to exit to
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::GetStuckExitPos( Vector *vecResult )
{
// Get our right direction
Vector vecVehicleRight;
m_hVehicle->GetVectors( NULL, &vecVehicleRight, NULL );
// Get the vehicle's rough horizontal bounds
float flVehicleRadius = m_hVehicle->CollisionProp()->BoundingRadius2D();
// Use the vehicle's center as our hub
Vector vecCenter = m_hVehicle->WorldSpaceCenter();
// Angle whose tan is: y/x
float flCurAngle = atan2f( vecVehicleRight.y, vecVehicleRight.x );
float flAngleIncr = (M_PI*2.0f)/(float)NUM_EXIT_ITERATIONS;
Vector vecTestPos;
// Test a number of discrete exit routes
for ( int i = 0; i <= NUM_EXIT_ITERATIONS-1; i++ )
{
// Get our position
SinCos( flCurAngle, &vecTestPos.y, &vecTestPos.x );
vecTestPos.z = 0.0f;
vecTestPos *= flVehicleRadius;
vecTestPos += vecCenter;
// Now find the nearest node and use that
int nNearNode = GetOuter()->GetPathfinder()->NearestNodeToPoint( vecTestPos );
if ( nNearNode != NO_NODE )
{
Vector vecNodePos = g_pBigAINet->GetNodePosition( GetOuter()->GetHullType(), nNearNode );
// Test the position
if ( CanExitAtPosition( vecNodePos ) )
{
// Take the result
*vecResult = vecNodePos;
return true;
}
// Move to the next iteration
flCurAngle += flAngleIncr;
}
}
// None found
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Attempt to get out of an overturned vehicle when the player isn't looking
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::ExitStuckVehicle( void )
{
// Try and find an exit position
Vector vecExitPos;
if ( GetStuckExitPos( &vecExitPos ) == false )
return false;
// Detach from the parent
GetOuter()->SetParent( NULL );
// Do all necessary clean-up
FinishExitVehicle();
// Teleport to the destination
// TODO: Make sure that the player can't see this!
GetOuter()->Teleport( &vecExitPos, &vec3_angle, &vec3_origin );
GetOuter()->IncrementInterpolationFrame();
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::StartTask( const Task_t *pTask )
{
// We need to override these so we never face
if ( GetPassengerState() == PASSENGER_STATE_INSIDE )
{
if ( pTask->iTask == TASK_FACE_TARGET ||
pTask->iTask == TASK_FACE_ENEMY ||
pTask->iTask == TASK_FACE_IDEAL ||
pTask->iTask == TASK_FACE_HINTNODE ||
pTask->iTask == TASK_FACE_LASTPOSITION ||
pTask->iTask == TASK_FACE_PATH ||
pTask->iTask == TASK_FACE_PLAYER ||
pTask->iTask == TASK_FACE_REASONABLE ||
pTask->iTask == TASK_FACE_SAVEPOSITION ||
pTask->iTask == TASK_FACE_SCRIPT )
{
return TaskComplete();
}
}
switch ( pTask->iTask )
{
case TASK_RUN_TO_VEHICLE_ENTRANCE:
{
// Get a move on!
GetOuter()->GetNavigator()->SetMovementActivity( ACT_RUN );
}
break;
case TASK_GET_PATH_TO_VEHICLE_ENTRY_POINT:
{
if ( GetPassengerState() != PASSENGER_STATE_OUTSIDE )
{
Assert( 0 );
TaskFail( "Trying to run while inside a vehicle!\n");
return;
}
// Reserve an entry point
if ( ReserveEntryPoint( VEHICLE_SEAT_ANY ) == false )
{
TaskFail( "No valid entry point!\n" );
return;
}
// Find where we're going
if ( FindPathToVehicleEntryPoint() )
{
TaskComplete();
return;
}
// We didn't find a path
TaskFail( "TASK_GET_PATH_TO_VEHICLE_ENTRY_POINT: Unable to run to entry point" );
}
break;
case TASK_GET_PATH_TO_TARGET:
{
GetOuter()->SetTarget( m_hVehicle );
BaseClass::StartTask( pTask );
}
break;
case TASK_GET_PATH_TO_NEAR_VEHICLE:
{
if ( m_hVehicle == NULL )
{
TaskFail("Lost vehicle pointer\n");
return;
}
// Find the passenger offset we're going for
Vector vecRight;
m_hVehicle->GetVectors( NULL, &vecRight, NULL );
Vector vecTargetOffset = vecRight * 64.0f;
// Try and find a path near there
AI_NavGoal_t goal( GOALTYPE_TARGETENT, vecTargetOffset, AIN_DEF_ACTIVITY, 64.0f, AIN_UPDATE_TARGET_POS, m_hVehicle );
GetOuter()->SetTarget( m_hVehicle );
if ( GetOuter()->GetNavigator()->SetGoal( goal ) )
{
TaskComplete();
return;
}
TaskFail( "Unable to find path to get closer to vehicle!\n" );
return;
}
break;
case TASK_PASSENGER_RELOAD:
{
GetOuter()->SetIdealActivity( ACT_PASSENGER_RELOAD );
return;
}
break;
case TASK_PASSENGER_EXIT_STUCK_VEHICLE:
{
if ( ExitStuckVehicle() )
{
TaskComplete();
return;
}
TaskFail("Unable to exit overturned vehicle!\n");
}
break;
case TASK_PASSENGER_OVERTURNED:
{
// Go into our overturned animation
if ( GetOuter()->GetActivity() != ACT_PASSENGER_OVERTURNED )
{
GetOuter()->SetActivity( ACT_RESET );
GetOuter()->SetActivity( ACT_PASSENGER_OVERTURNED );
}
TaskComplete();
}
break;
case TASK_PASSENGER_IMPACT:
{
// Stomp anything currently playing on top of us, this has to take priority
GetOuter()->RemoveAllGestures();
// Go into our impact animation
GetOuter()->ResetIdealActivity( ACT_PASSENGER_IMPACT );
// Delay for twice the duration of our impact animation
int nSequence = GetOuter()->SelectWeightedSequence( ACT_PASSENGER_IMPACT );
float flSeqDuration = GetOuter()->SequenceDuration( nSequence );
float flStunTime = flSeqDuration + random->RandomFloat( 1.0f, 2.0f );
GetOuter()->SetNextAttack( gpGlobals->curtime + flStunTime );
ExtendFidgetDelay( flStunTime );
}
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::IsCurTaskContinuousMove( void )
{
const Task_t *pCurTask = GetCurTask();
if ( pCurTask && pCurTask->iTask == TASK_RUN_TO_VEHICLE_ENTRANCE )
return true;
return BaseClass::IsCurTaskContinuousMove();
}
//-----------------------------------------------------------------------------
// Purpose: Update our path if we're running towards the vehicle (since it can move)
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::UpdateVehicleEntrancePath( void )
{
// If it's too soon to check again, don't bother
if ( m_flEntraceUpdateTime > gpGlobals->curtime )
return true;
// Find out if we need to update
if ( m_VehicleMonitor.TargetMoved2D( m_hVehicle ) == false )
{
m_flEntraceUpdateTime = gpGlobals->curtime + 0.5f;
return true;
}
// Don't attempt again for some amount of time
m_flEntraceUpdateTime = gpGlobals->curtime + 1.0f;
int nSequence = FindEntrySequence( true );
if ( nSequence == -1 )
return false;
SetTransitionSequence( nSequence );
// Get the entry position
Vector vecEntryPoint;
QAngle vecEntryAngles;
if ( GetEntryPoint( m_nTransitionSequence, &vecEntryPoint, &vecEntryAngles ) == false )
return false;
// Move the entry point forward in time a bit to predict where it'll be
Vector vecVehicleSpeed = m_hVehicle->GetSmoothedVelocity();
// Tack on the smoothed velocity
vecEntryPoint += vecVehicleSpeed; // one second
// Update our entry point
if ( GetOuter()->GetNavigator()->UpdateGoalPos( vecEntryPoint ) == false )
return false;
// Reset the goal angles
GetNavigator()->SetArrivalDirection( vecEntryAngles );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_PASSENGER_RELOAD:
{
if ( GetOuter()->IsSequenceFinished() )
{
TaskComplete();
}
}
break;
case TASK_PASSENGER_IMPACT:
{
if ( GetOuter()->IsSequenceFinished() )
{
TaskComplete();
return;
}
}
break;
case TASK_RUN_TO_VEHICLE_ENTRANCE:
{
// Update our entrance point if we can
if ( UpdateVehicleEntrancePath() == false )
{
TaskFail("Unable to find entrance to vehicle");
break;
}
// See if we're close enough to our goal
if ( GetOuter ()->GetNavigator()->IsGoalActive() == false )
{
// See if we're close enough now to enter the vehicle
Vector vecEntryPoint;
GetEntryPoint( m_nTransitionSequence, &vecEntryPoint );
if ( ( vecEntryPoint - GetAbsOrigin() ).Length2DSqr() < Square( 36.0f ) )
{
if ( GetNavigator()->GetArrivalActivity() != ACT_INVALID )
{
SetActivity( GetNavigator()->GetArrivalActivity() );
}
TaskComplete();
}
else
{
TaskFail( "Unable to navigate to vehicle" );
}
}
// Keep merrily going!
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Add custom interrupt conditions
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::BuildScheduleTestBits( void )
{
// Always break on being able to exit
if ( GetPassengerState() == PASSENGER_STATE_INSIDE )
{
GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_PASSENGER_CAN_LEAVE_STUCK_VEHICLE ) );
GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_PASSENGER_HARD_IMPACT) );
if ( IsCurSchedule( SCHED_PASSENGER_OVERTURNED ) == false )
{
GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_PASSENGER_OVERTURNED ) );
}
// Append the ability to break on fidgeting
if ( IsCurSchedule( SCHED_PASSENGER_IDLE ) )
{
GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_PASSENGER_CAN_FIDGET ) );
}
// Add this so we're prompt about exiting the vehicle when able to
if ( m_PassengerIntent == PASSENGER_INTENT_EXIT )
{
GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_PASSENGER_VEHICLE_STOPPED ) );
}
}
BaseClass::BuildScheduleTestBits();
}
//-----------------------------------------------------------------------------
// Purpose: Determines if the passenger should take a radial route to the goal
// Input : &vecEntryPoint - Point of entry
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::UseRadialRouteToEntryPoint( const Vector &vecEntryPoint )
{
// Get the center position of the vehicle we'll radiate around
Vector vecCenterPos = m_hVehicle->WorldSpaceCenter();
vecCenterPos.z = vecEntryPoint.z;
// Find out if we need to go around the vehicle
float flDistToVehicleCenter = ( vecCenterPos - GetOuter()->GetAbsOrigin() ).Length();
float flDistToGoal = ( vecEntryPoint - GetOuter()->GetAbsOrigin() ).Length();
if ( flDistToGoal > flDistToVehicleCenter )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Find the arc in degrees to reach our goal position
// Input : &vecCenterPoint - Point around which the arc rotates
// &vecEntryPoint - Point we're trying to reach
// &bClockwise - If we should move clockwise or not to get there
// Output : float - degrees around arc to follow
//-----------------------------------------------------------------------------
float CAI_PassengerBehaviorCompanion::GetArcToEntryPoint( const Vector &vecCenterPoint, const Vector &vecEntryPoint, bool &bClockwise )
{
// We want the entry point to be at the same level as the center to make this a two dimensional problem
Vector vecEntryPointAdjusted = vecEntryPoint;
vecEntryPointAdjusted.z = vecCenterPoint.z;
// Direction from vehicle center to passenger
Vector vecVehicleToPassenger = ( GetOuter()->GetAbsOrigin() - vecCenterPoint );
VectorNormalize( vecVehicleToPassenger );
// Direction from vehicle center to entry point
Vector vecVehicleToEntry = ( vecEntryPointAdjusted - vecCenterPoint );
VectorNormalize( vecVehicleToEntry );
float flVehicleToPassengerYaw = UTIL_VecToYaw( vecVehicleToPassenger );
float flVehicleToEntryYaw = UTIL_VecToYaw( vecVehicleToEntry );
float flArcDist = UTIL_AngleDistance( flVehicleToEntryYaw, flVehicleToPassengerYaw );
bClockwise = ( flArcDist < 0.0f );
return fabs( flArcDist );
}
//-----------------------------------------------------------------------------
// Purpose: Removes all failed points
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::ResetVehicleEntryFailedState( void )
{
m_FailedEntryPositions.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: Adds a failed position to the list and marks when it occurred
// Input : &vecPosition - Position that failed
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::MarkVehicleEntryFailed( const Vector &vecPosition )
{
FailPosition_t failPos;
failPos.flTime = gpGlobals->curtime;
failPos.vecPosition = vecPosition;
m_FailedEntryPositions.AddToTail( failPos );
// Show this as failed
if ( passenger_debug_entry.GetBool() )
{
NDebugOverlay::Box( vecPosition, -Vector(8,8,8), Vector(8,8,8), 255, 0, 0, 0, 2.0f );
}
}
//-----------------------------------------------------------------------------
// Purpose: See if a vector is near enough to a previously failed position
// Input : &vecPosition - position to test
// Output : Returns true if the point is near enough another to be considered equivalent
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::PointIsWithinEntryFailureRadius( const Vector &vecPosition )
{
// Test this point against our known failed points and reject it if it's too near
for ( int i = 0; i < m_FailedEntryPositions.Count(); i++ )
{
// If our time has expired, kill the position
if ( ( gpGlobals->curtime - m_FailedEntryPositions[i].flTime ) > 3.0f )
{
// Show that we've cleared it
if ( passenger_debug_entry.GetBool() )
{
NDebugOverlay::Box( m_FailedEntryPositions[i].vecPosition, -Vector(12,12,12), Vector(12,12,12), 255, 255, 0, 0, 2.0f );
}
m_FailedEntryPositions.Remove( i );
continue;
}
// See if this position is too near our last failed attempt
if ( ( vecPosition - m_FailedEntryPositions[i].vecPosition ).LengthSqr() < Square(3*12) )
{
// Show that this was denied
if ( passenger_debug_entry.GetBool() )
{
NDebugOverlay::Box( m_FailedEntryPositions[i].vecPosition, -Vector(12,12,12), Vector(12,12,12), 255, 0, 0, 128, 2.0f );
}
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Find the proper sequence to use (weighted by priority or distance from current position)
// to enter the vehicle.
// Input : bNearest - Use distance as the criteria for a "best" sequence. Otherwise the order of the
// seats is their priority.
// Output : int - sequence index
//-----------------------------------------------------------------------------
int CAI_PassengerBehaviorCompanion::FindEntrySequence( bool bNearest /*= false*/ )
{
// Get a list of all our animations
const PassengerSeatAnims_t *pEntryAnims = m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatAnims( GetOuter(), PASSENGER_SEAT_ENTRY );
if ( pEntryAnims == NULL )
return -1;
// Get the ultimate position we'll end up at
Vector vecStartPos, vecEndPos;
if ( m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPosition( GetOuter(), &vecEndPos, NULL ) == false )
return -1;
const CPassengerSeatTransition *pTransition;
float flNearestDistSqr = FLT_MAX;
float flSeatDistSqr;
int nNearestSequence = -1;
int nSequence;
// Test each animation (sorted by priority) for the best match
for ( int i = 0; i < pEntryAnims->Count(); i++ )
{
// Find the activity for this animation name
pTransition = &pEntryAnims->Element(i);
nSequence = GetOuter()->LookupSequence( STRING( pTransition->GetAnimationName() ) );
if ( nSequence == -1 )
continue;
// Test this entry for validity
if ( GetEntryPoint( nSequence, &vecStartPos ) == false )
continue;
// See if this entry position is in our list of known unreachable places
if ( PointIsWithinEntryFailureRadius( vecStartPos ) )
continue;
// Check to see if we can use this
if ( IsValidTransitionPoint( vecStartPos, vecEndPos ) )
{
// If we're just looking for the first, we're done
if ( bNearest == false )
return nSequence;
// Otherwise distance is the deciding factor
flSeatDistSqr = ( vecStartPos - GetOuter()->GetAbsOrigin() ).LengthSqr();
// Closer, take it
if ( flSeatDistSqr < flNearestDistSqr )
{
flNearestDistSqr = flSeatDistSqr;
nNearestSequence = nSequence;
}
}
}
return nNearestSequence;
}
//-----------------------------------------------------------------------------
// Purpose: Override certain animations
//-----------------------------------------------------------------------------
Activity CAI_PassengerBehaviorCompanion::NPC_TranslateActivity( Activity activity )
{
Activity newActivity = BaseClass::NPC_TranslateActivity( activity );
// Handle animations from inside the vehicle
if ( GetPassengerState() == PASSENGER_STATE_INSIDE )
{
// Alter idle depending on the vehicle's state
if ( newActivity == ACT_IDLE )
{
// Always play the overturned animation
if ( m_vehicleState.m_bWasOverturned )
return ACT_PASSENGER_OVERTURNED;
}
}
return newActivity;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::CanExitVehicle( void )
{
if ( BaseClass::CanExitVehicle() == false )
return false;
// If we're tipped too much, we can't exit
Vector vecUp;
GetOuter()->GetVectors( NULL, NULL, &vecUp );
if ( DotProduct( vecUp, Vector(0,0,1) ) < DOT_45DEGREE )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: NPC needs to get to their marks, so do so with urgent navigation
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::IsNavigationUrgent( void )
{
// If we're running to the vehicle, do so urgently
if ( GetPassengerState() == PASSENGER_STATE_OUTSIDE && m_PassengerIntent == PASSENGER_INTENT_ENTER )
return true;
return BaseClass::IsNavigationUrgent();
}
//-----------------------------------------------------------------------------
// Purpose: Calculate our body lean based on our delta velocity
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::CalculateBodyLean( void )
{
// Calculate our lateral displacement from a perfectly centered start
float flLateralDisp = SimpleSplineRemapVal( m_vehicleState.m_vecLastAngles.z, 100.0f, -100.0f, -1.0f, 1.0f );
flLateralDisp = clamp( flLateralDisp, -1.0f, 1.0f );
// FIXME: Framerate dependent!
m_flLastLateralLean = ( m_flLastLateralLean * 0.2f ) + ( flLateralDisp * 0.8f );
// Here we can make Alyx do something different on an "extreme" lean condition
if ( fabs( m_flLastLateralLean ) > 0.75f )
{
// Large lean, make us react?
}
// Set these parameters
GetOuter()->SetPoseParameter( "vehicle_lean", m_flLastLateralLean );
}
//-----------------------------------------------------------------------------
// Purpose: Whether or not we're allowed to fidget
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::CanFidget( void )
{
// Can't fidget again too quickly
if ( m_flNextFidgetTime > gpGlobals->curtime )
return false;
// FIXME: Really we want to check our readiness level at this point
if ( GetOuter()->GetEnemy() != NULL )
return false;
// Don't fidget unless we're at low readiness
if ( m_hCompanion && ( m_hCompanion->GetReadinessLevel() > AIRL_RELAXED ) )
return false;
// Don't fidget while we're in a script
if ( GetOuter()->IsInAScript() || GetOuter()->GetIdealState() == NPC_STATE_SCRIPT || IsRunningScriptedScene( GetOuter() ) )
return false;
// If we're upside down, don't bother
if ( HasCondition( COND_PASSENGER_OVERTURNED ) )
return false;
// Must be visible to the player
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer && pPlayer->FInViewCone( GetOuter()->EyePosition() ) == false )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Extends the fidget delay by the time specified
// Input : flDuration - in seconds
//-----------------------------------------------------------------------------
void CAI_PassengerBehaviorCompanion::ExtendFidgetDelay( float flDuration )
{
// If we're already expired, just set this as the next time
if ( m_flNextFidgetTime < gpGlobals->curtime )
{
m_flNextFidgetTime = gpGlobals->curtime + flDuration;
}
else
{
// Otherwise bump the delay farther into the future
m_flNextFidgetTime += flDuration;
}
}
//-----------------------------------------------------------------------------
// Purpose: We never want to be marked as crouching when inside a vehicle
//-----------------------------------------------------------------------------
bool CAI_PassengerBehaviorCompanion::IsCrouching( void )
{
return false;
}
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_PassengerBehaviorCompanion )
{
DECLARE_ACTIVITY( ACT_PASSENGER_IDLE_AIM )
DECLARE_ACTIVITY( ACT_PASSENGER_RELOAD )
DECLARE_ACTIVITY( ACT_PASSENGER_OVERTURNED )
DECLARE_ACTIVITY( ACT_PASSENGER_IMPACT )
DECLARE_ACTIVITY( ACT_PASSENGER_IMPACT_WEAPON )
DECLARE_ACTIVITY( ACT_PASSENGER_POINT )
DECLARE_ACTIVITY( ACT_PASSENGER_POINT_BEHIND )
DECLARE_ACTIVITY( ACT_PASSENGER_IDLE_READY )
DECLARE_ACTIVITY( ACT_PASSENGER_GESTURE_JOSTLE_LARGE )
DECLARE_ACTIVITY( ACT_PASSENGER_GESTURE_JOSTLE_SMALL )
DECLARE_ACTIVITY( ACT_PASSENGER_GESTURE_JOSTLE_LARGE_STIMULATED )
DECLARE_ACTIVITY( ACT_PASSENGER_GESTURE_JOSTLE_SMALL_STIMULATED )
DECLARE_ACTIVITY( ACT_PASSENGER_COWER_IN )
DECLARE_ACTIVITY( ACT_PASSENGER_COWER_LOOP )
DECLARE_ACTIVITY( ACT_PASSENGER_COWER_OUT )
DECLARE_ACTIVITY( ACT_PASSENGER_IDLE_FIDGET )
DECLARE_TASK( TASK_GET_PATH_TO_VEHICLE_ENTRY_POINT )
DECLARE_TASK( TASK_GET_PATH_TO_NEAR_VEHICLE )
DECLARE_TASK( TASK_PASSENGER_RELOAD )
DECLARE_TASK( TASK_PASSENGER_EXIT_STUCK_VEHICLE )
DECLARE_TASK( TASK_PASSENGER_OVERTURNED )
DECLARE_TASK( TASK_PASSENGER_IMPACT )
DECLARE_TASK( TASK_RUN_TO_VEHICLE_ENTRANCE )
DECLARE_CONDITION( COND_PASSENGER_VEHICLE_MOVED_FROM_MARK )
DECLARE_CONDITION( COND_PASSENGER_CAN_LEAVE_STUCK_VEHICLE )
DECLARE_CONDITION( COND_PASSENGER_WARN_OVERTURNED )
DECLARE_CONDITION( COND_PASSENGER_WARN_COLLISION )
DECLARE_CONDITION( COND_PASSENGER_CAN_FIDGET )
DECLARE_CONDITION( COND_PASSENGER_CAN_ENTER_IMMEDIATELY )
DEFINE_SCHEDULE
(
SCHED_PASSENGER_RUN_TO_ENTER_VEHICLE,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_PASSENGER_RUN_TO_ENTER_VEHICLE_FAILED"
" TASK_STOP_MOVING 0"
" TASK_SET_TOLERANCE_DISTANCE 36" // 3 ft
" TASK_SET_ROUTE_SEARCH_TIME 5"
" TASK_GET_PATH_TO_VEHICLE_ENTRY_POINT 0"
" TASK_RUN_TO_VEHICLE_ENTRANCE 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_PASSENGER_ENTER_VEHICLE"
""
" Interrupts"
" COND_PASSENGER_CAN_ENTER_IMMEDIATELY"
" COND_PASSENGER_CANCEL_ENTER"
)
DEFINE_SCHEDULE
(
SCHED_PASSENGER_RUN_TO_ENTER_VEHICLE_FAILED,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_PASSENGER_ENTER_VEHICLE_PAUSE"
" TASK_STOP_MOVING 0"
" TASK_SET_TOLERANCE_DISTANCE 36"
" TASK_SET_ROUTE_SEARCH_TIME 3"
" TASK_GET_PATH_TO_NEAR_VEHICLE 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
""
" Interrupts"
" COND_PASSENGER_CANCEL_ENTER"
)
DEFINE_SCHEDULE
(
SCHED_PASSENGER_ENTER_VEHICLE_PAUSE,
" Tasks"
" TASK_STOP_MOVING 1"
" TASK_FACE_TARGET 0"
" TASK_WAIT 2"
""
" Interrupts"
" COND_LIGHT_DAMAGE"
" COND_NEW_ENEMY"
" COND_PASSENGER_CANCEL_ENTER"
)
DEFINE_SCHEDULE
(
SCHED_PASSENGER_RANGE_ATTACK1,
" Tasks"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_RANGE_ATTACK1 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_ENEMY_OCCLUDED"
" COND_NO_PRIMARY_AMMO"
" COND_HEAR_DANGER"
" COND_WEAPON_BLOCKED_BY_FRIEND"
" COND_WEAPON_SIGHT_OCCLUDED"
)
DEFINE_SCHEDULE
(
SCHED_PASSENGER_EXIT_STUCK_VEHICLE,
" Tasks"
" TASK_PASSENGER_EXIT_STUCK_VEHICLE 0"
""
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_PASSENGER_RELOAD,
" Tasks"
" TASK_PASSENGER_RELOAD 0"
""
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_PASSENGER_OVERTURNED,
" Tasks"
" TASK_PASSENGER_OVERTURNED 0"
""
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_PASSENGER_IMPACT,
" Tasks"
" TASK_PASSENGER_IMPACT 0"
""
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_PASSENGER_ENTER_VEHICLE_IMMEDIATELY,
" Tasks"
" TASK_PASSENGER_ATTACH_TO_VEHICLE 0"
" TASK_PASSENGER_ENTER_VEHICLE 0"
""
" Interrupts"
" COND_NO_CUSTOM_INTERRUPTS"
)
DEFINE_SCHEDULE
(
SCHED_PASSENGER_COWER,
" Tasks"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_PASSENGER_COWER_IN"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_PASSENGER_COWER_LOOP"
" TASK_WAIT_UNTIL_NO_DANGER_SOUND 0"
" TASK_WAIT 2"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_PASSENGER_COWER_OUT"
""
" Interrupts"
" COND_NO_CUSTOM_INTERRUPTS"
)
DEFINE_SCHEDULE
(
SCHED_PASSENGER_FIDGET,
" Tasks"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_PASSENGER_IDLE_FIDGET"
""
" Interrupts"
" COND_NO_CUSTOM_INTERRUPTS"
)
AI_END_CUSTOM_SCHEDULE_PROVIDER()
}