Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

631 lines
17 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "filters.h"
#include "entitylist.h"
#include "ai_squad.h"
#include "ai_basenpc.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// ###################################################################
// > BaseFilter
// ###################################################################
LINK_ENTITY_TO_CLASS(filter_base, CBaseFilter);
BEGIN_DATADESC( CBaseFilter )
DEFINE_KEYFIELD(m_bNegated, FIELD_BOOLEAN, "Negated"),
// Inputs
DEFINE_INPUTFUNC( FIELD_INPUT, "TestActivator", InputTestActivator ),
// Outputs
DEFINE_OUTPUT( m_OnPass, "OnPass"),
DEFINE_OUTPUT( m_OnFail, "OnFail"),
END_DATADESC()
//-----------------------------------------------------------------------------
bool CBaseFilter::PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity )
{
return true;
}
bool CBaseFilter::PassesFilter( CBaseEntity *pCaller, CBaseEntity *pEntity )
{
bool baseResult = PassesFilterImpl( pCaller, pEntity );
return (m_bNegated) ? !baseResult : baseResult;
}
bool CBaseFilter::PassesDamageFilter(const CTakeDamageInfo &info)
{
bool baseResult = PassesDamageFilterImpl(info);
return (m_bNegated) ? !baseResult : baseResult;
}
bool CBaseFilter::PassesDamageFilterImpl( const CTakeDamageInfo &info )
{
return PassesFilterImpl( NULL, info.GetAttacker() );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for testing the activator. If the activator passes the
// filter test, the OnPass output is fired. If not, the OnFail output is fired.
//-----------------------------------------------------------------------------
void CBaseFilter::InputTestActivator( inputdata_t &inputdata )
{
if ( PassesFilter( inputdata.pCaller, inputdata.pActivator ) )
{
m_OnPass.FireOutput( inputdata.pActivator, this );
}
else
{
m_OnFail.FireOutput( inputdata.pActivator, this );
}
}
// ###################################################################
// > FilterMultiple
//
// Allows one to filter through mutiple filters
// ###################################################################
#define MAX_FILTERS 5
enum filter_t
{
FILTER_AND,
FILTER_OR,
};
class CFilterMultiple : public CBaseFilter
{
DECLARE_CLASS( CFilterMultiple, CBaseFilter );
DECLARE_DATADESC();
filter_t m_nFilterType;
string_t m_iFilterName[MAX_FILTERS];
EHANDLE m_hFilter[MAX_FILTERS];
bool PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity );
bool PassesDamageFilterImpl(const CTakeDamageInfo &info);
void Activate(void);
};
LINK_ENTITY_TO_CLASS(filter_multi, CFilterMultiple);
BEGIN_DATADESC( CFilterMultiple )
// Keys
DEFINE_KEYFIELD(m_nFilterType, FIELD_INTEGER, "FilterType"),
// Silence, Classcheck!
// DEFINE_ARRAY( m_iFilterName, FIELD_STRING, MAX_FILTERS ),
DEFINE_KEYFIELD(m_iFilterName[0], FIELD_STRING, "Filter01"),
DEFINE_KEYFIELD(m_iFilterName[1], FIELD_STRING, "Filter02"),
DEFINE_KEYFIELD(m_iFilterName[2], FIELD_STRING, "Filter03"),
DEFINE_KEYFIELD(m_iFilterName[3], FIELD_STRING, "Filter04"),
DEFINE_KEYFIELD(m_iFilterName[4], FIELD_STRING, "Filter05"),
DEFINE_ARRAY( m_hFilter, FIELD_EHANDLE, MAX_FILTERS ),
END_DATADESC()
//------------------------------------------------------------------------------
// Purpose : Called after all entities have been loaded
//------------------------------------------------------------------------------
void CFilterMultiple::Activate( void )
{
BaseClass::Activate();
// We may reject an entity specified in the array of names, but we want the array of valid filters to be contiguous!
int nNextFilter = 0;
// Get handles to my filter entities
for ( int i = 0; i < MAX_FILTERS; i++ )
{
if ( m_iFilterName[i] != NULL_STRING )
{
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, m_iFilterName[i] );
CBaseFilter *pFilter = dynamic_cast<CBaseFilter *>(pEntity);
if ( pFilter == NULL )
{
Warning("filter_multi: Tried to add entity (%s) which is not a filter entity!\n", STRING( m_iFilterName[i] ) );
continue;
}
// Take this entity and increment out array pointer
m_hFilter[nNextFilter] = pFilter;
nNextFilter++;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the entity passes our filter, false if not.
// Input : pEntity - Entity to test.
//-----------------------------------------------------------------------------
bool CFilterMultiple::PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity )
{
// Test against each filter
if (m_nFilterType == FILTER_AND)
{
for (int i=0;i<MAX_FILTERS;i++)
{
if (m_hFilter[i] != NULL)
{
CBaseFilter* pFilter = (CBaseFilter *)(m_hFilter[i].Get());
if (!pFilter->PassesFilter( pCaller, pEntity ) )
{
return false;
}
}
}
return true;
}
else // m_nFilterType == FILTER_OR
{
for (int i=0;i<MAX_FILTERS;i++)
{
if (m_hFilter[i] != NULL)
{
CBaseFilter* pFilter = (CBaseFilter *)(m_hFilter[i].Get());
if (pFilter->PassesFilter( pCaller, pEntity ) )
{
return true;
}
}
}
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the entity passes our filter, false if not.
// Input : pEntity - Entity to test.
//-----------------------------------------------------------------------------
bool CFilterMultiple::PassesDamageFilterImpl(const CTakeDamageInfo &info)
{
// Test against each filter
if (m_nFilterType == FILTER_AND)
{
for (int i=0;i<MAX_FILTERS;i++)
{
if (m_hFilter[i] != NULL)
{
CBaseFilter* pFilter = (CBaseFilter *)(m_hFilter[i].Get());
if (!pFilter->PassesDamageFilter(info))
{
return false;
}
}
}
return true;
}
else // m_nFilterType == FILTER_OR
{
for (int i=0;i<MAX_FILTERS;i++)
{
if (m_hFilter[i] != NULL)
{
CBaseFilter* pFilter = (CBaseFilter *)(m_hFilter[i].Get());
if (pFilter->PassesDamageFilter(info))
{
return true;
}
}
}
return false;
}
}
// ###################################################################
// > FilterName
// ###################################################################
class CFilterName : public CBaseFilter
{
DECLARE_CLASS( CFilterName, CBaseFilter );
DECLARE_DATADESC();
public:
string_t m_iFilterName;
bool PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity )
{
// special check for !player as GetEntityName for player won't return "!player" as a name
if (FStrEq(STRING(m_iFilterName), "!player"))
{
return pEntity->IsPlayer();
}
else
{
return pEntity->NameMatches( STRING(m_iFilterName) );
}
}
};
LINK_ENTITY_TO_CLASS( filter_activator_name, CFilterName );
BEGIN_DATADESC( CFilterName )
// Keyfields
DEFINE_KEYFIELD( m_iFilterName, FIELD_STRING, "filtername" ),
END_DATADESC()
// ###################################################################
// > FilterClass
// ###################################################################
class CFilterClass : public CBaseFilter
{
DECLARE_CLASS( CFilterClass, CBaseFilter );
DECLARE_DATADESC();
public:
string_t m_iFilterClass;
bool PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity )
{
return pEntity->ClassMatches( STRING(m_iFilterClass) );
}
};
LINK_ENTITY_TO_CLASS( filter_activator_class, CFilterClass );
BEGIN_DATADESC( CFilterClass )
// Keyfields
DEFINE_KEYFIELD( m_iFilterClass, FIELD_STRING, "filterclass" ),
END_DATADESC()
// ###################################################################
// > FilterTeam
// ###################################################################
class FilterTeam : public CBaseFilter
{
DECLARE_CLASS( FilterTeam, CBaseFilter );
DECLARE_DATADESC();
public:
int m_iFilterTeam;
bool PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity )
{
return ( pEntity->GetTeamNumber() == m_iFilterTeam );
}
};
LINK_ENTITY_TO_CLASS( filter_activator_team, FilterTeam );
BEGIN_DATADESC( FilterTeam )
// Keyfields
DEFINE_KEYFIELD( m_iFilterTeam, FIELD_INTEGER, "filterteam" ),
END_DATADESC()
// ###################################################################
// > FilterMassGreater
// ###################################################################
class CFilterMassGreater : public CBaseFilter
{
DECLARE_CLASS( CFilterMassGreater, CBaseFilter );
DECLARE_DATADESC();
public:
float m_fFilterMass;
bool PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity )
{
if ( pEntity->VPhysicsGetObject() == NULL )
return false;
return ( pEntity->VPhysicsGetObject()->GetMass() > m_fFilterMass );
}
};
LINK_ENTITY_TO_CLASS( filter_activator_mass_greater, CFilterMassGreater );
BEGIN_DATADESC( CFilterMassGreater )
// Keyfields
DEFINE_KEYFIELD( m_fFilterMass, FIELD_FLOAT, "filtermass" ),
END_DATADESC()
// ###################################################################
// > FilterDamageType
// ###################################################################
class FilterDamageType : public CBaseFilter
{
DECLARE_CLASS( FilterDamageType, CBaseFilter );
DECLARE_DATADESC();
protected:
bool PassesFilterImpl(CBaseEntity *pCaller, CBaseEntity *pEntity )
{
ASSERT( false );
return true;
}
bool PassesDamageFilterImpl(const CTakeDamageInfo &info)
{
return info.GetDamageType() == m_iDamageType;
}
int m_iDamageType;
};
LINK_ENTITY_TO_CLASS( filter_damage_type, FilterDamageType );
BEGIN_DATADESC( FilterDamageType )
// Keyfields
DEFINE_KEYFIELD( m_iDamageType, FIELD_INTEGER, "damagetype" ),
END_DATADESC()
// ###################################################################
// > CFilterEnemy
// ###################################################################
#define SF_FILTER_ENEMY_NO_LOSE_AQUIRED (1<<0)
class CFilterEnemy : public CBaseFilter
{
DECLARE_CLASS( CFilterEnemy, CBaseFilter );
// NOT SAVED
// m_iszPlayerName
DECLARE_DATADESC();
public:
virtual bool PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity );
virtual bool PassesDamageFilterImpl( const CTakeDamageInfo &info );
private:
bool PassesNameFilter( CBaseEntity *pCaller );
bool PassesProximityFilter( CBaseEntity *pCaller, CBaseEntity *pEnemy );
bool PassesMobbedFilter( CBaseEntity *pCaller, CBaseEntity *pEnemy );
string_t m_iszEnemyName; // Name or classname
float m_flRadius; // Radius (enemies are acquired at this range)
float m_flOuterRadius; // Outer radius (enemies are LOST at this range)
int m_nMaxSquadmatesPerEnemy; // Maximum number of squadmates who may share the same enemy
string_t m_iszPlayerName; // "!player"
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFilterEnemy::PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity )
{
if ( pCaller == NULL || pEntity == NULL )
return false;
// If asked to, we'll never fail to pass an already acquired enemy
// This allows us to use test criteria to initially pick an enemy, then disregard the test until a new enemy comes along
if ( HasSpawnFlags( SF_FILTER_ENEMY_NO_LOSE_AQUIRED ) && ( pEntity == pCaller->GetEnemy() ) )
return true;
// This is a little weird, but it's saying that if we're not the entity we're excluding the filter to, then just pass it throughZ
if ( PassesNameFilter( pEntity ) == false )
return true;
if ( PassesProximityFilter( pCaller, pEntity ) == false )
return false;
// NOTE: This can result in some weird NPC behavior if used improperly
if ( PassesMobbedFilter( pCaller, pEntity ) == false )
return false;
// The filter has been passed, meaning:
// - If we wanted all criteria to fail, they have
// - If we wanted all criteria to succeed, they have
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFilterEnemy::PassesDamageFilterImpl( const CTakeDamageInfo &info )
{
// NOTE: This function has no meaning to this implementation of the filter class!
Assert( 0 );
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Tests the enemy's name or classname
// Input : *pEnemy - Entity being assessed
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFilterEnemy::PassesNameFilter( CBaseEntity *pEnemy )
{
// If there is no name specified, we're not using it
if ( m_iszEnemyName == NULL_STRING )
return true;
// Cache off the special case player name
if ( m_iszPlayerName == NULL_STRING )
{
m_iszPlayerName = FindPooledString( "!player" );
}
if ( m_iszEnemyName == m_iszPlayerName )
{
if ( pEnemy->IsPlayer() )
{
if ( m_bNegated )
return false;
return true;
}
}
// May be either a targetname or classname
bool bNameOrClassnameMatches = ( m_iszEnemyName == pEnemy->GetEntityName() || m_iszEnemyName == pEnemy->m_iClassname );
// We only leave this code block in a state meaning we've "succeeded" in any context
if ( m_bNegated )
{
// We wanted the names to not match, but they did
if ( bNameOrClassnameMatches )
return false;
}
else
{
// We wanted them to be the same, but they weren't
if ( bNameOrClassnameMatches == false )
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Tests the enemy's proximity to the caller's position
// Input : *pCaller - Entity assessing the target
// *pEnemy - Entity being assessed
// Output : Returns true if potential enemy passes this filter stage
//-----------------------------------------------------------------------------
bool CFilterEnemy::PassesProximityFilter( CBaseEntity *pCaller, CBaseEntity *pEnemy )
{
// If there is no radius specified, we're not testing it
if ( m_flRadius <= 0.0f )
return true;
// We test the proximity differently when we've already picked up this enemy before
bool bAlreadyEnemy = ( pCaller->GetEnemy() == pEnemy );
// Get our squared length to the enemy from the caller
float flDistToEnemySqr = ( pCaller->GetAbsOrigin() - pEnemy->GetAbsOrigin() ).LengthSqr();
// Two radii are used to control oscillation between true/false cases
// The larger radius is either specified or defaulted to be double or half the size of the inner radius
float flLargerRadius = m_flOuterRadius;
if ( flLargerRadius == 0 )
{
flLargerRadius = ( m_bNegated ) ? (m_flRadius*0.5f) : (m_flRadius*2.0f);
}
float flSmallerRadius = m_flRadius;
if ( flSmallerRadius > flLargerRadius )
{
::V_swap( flLargerRadius, flSmallerRadius );
}
float flDist;
if ( bAlreadyEnemy )
{
flDist = ( m_bNegated ) ? flSmallerRadius : flLargerRadius;
}
else
{
flDist = ( m_bNegated ) ? flLargerRadius : flSmallerRadius;
}
// Test for success
if ( flDistToEnemySqr <= (flDist*flDist) )
{
// We wanted to fail but didn't
if ( m_bNegated )
return false;
return true;
}
// We wanted to succeed but didn't
if ( m_bNegated == false )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Attempt to govern how many squad members can target any given entity
// Input : *pCaller - Entity assessing the target
// *pEnemy - Entity being assessed
// Output : Returns true if potential enemy passes this filter stage
//-----------------------------------------------------------------------------
bool CFilterEnemy::PassesMobbedFilter( CBaseEntity *pCaller, CBaseEntity *pEnemy )
{
// Must be a valid candidate
CAI_BaseNPC *pNPC = pCaller->MyNPCPointer();
if ( pNPC == NULL || pNPC->GetSquad() == NULL )
return true;
// Make sure we're checking for this
if ( m_nMaxSquadmatesPerEnemy <= 0 )
return true;
AISquadIter_t iter;
int nNumMatchingSquadmates = 0;
// Look through our squad members to see how many of them are already mobbing this entity
for ( CAI_BaseNPC *pSquadMember = pNPC->GetSquad()->GetFirstMember( &iter ); pSquadMember != NULL; pSquadMember = pNPC->GetSquad()->GetNextMember( &iter ) )
{
// Disregard ourself
if ( pSquadMember == pNPC )
continue;
// If the enemies match, count it
if ( pSquadMember->GetEnemy() == pEnemy )
{
nNumMatchingSquadmates++;
// If we're at or passed the max we stop
if ( nNumMatchingSquadmates >= m_nMaxSquadmatesPerEnemy )
{
// We wanted to find more than allowed and we did
if ( m_bNegated )
return true;
// We wanted to be less but we're not
return false;
}
}
}
// We wanted to find more than the allowed amount but we didn't
if ( m_bNegated )
return false;
return true;
}
LINK_ENTITY_TO_CLASS( filter_enemy, CFilterEnemy );
BEGIN_DATADESC( CFilterEnemy )
DEFINE_KEYFIELD( m_iszEnemyName, FIELD_STRING, "filtername" ),
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "filter_radius" ),
DEFINE_KEYFIELD( m_flOuterRadius, FIELD_FLOAT, "filter_outer_radius" ),
DEFINE_KEYFIELD( m_nMaxSquadmatesPerEnemy, FIELD_INTEGER, "filter_max_per_enemy" ),
DEFINE_FIELD( m_iszPlayerName, FIELD_STRING ),
END_DATADESC()