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:
//
//=============================================================================//
#include "cbase.h"
#include "entitylist.h"
#include "ai_basenpc.h"
#include "npc_citizen17.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define MAX_ALLIES 10
class CAI_AllyManager : public CBaseEntity
{
DECLARE_CLASS( CAI_AllyManager, CBaseEntity );
public:
void Spawn();
void CountAllies( int *pTotal, int *pMedics );
private:
int m_iMaxAllies;
int m_iMaxMedics;
int m_iAlliesLast;
int m_iMedicsLast;
public:
void WatchCounts();
// Input functions
void InputSetMaxAllies( inputdata_t &inputdata );
void InputSetMaxMedics( inputdata_t &inputdata );
void InputReplenish( inputdata_t &inputdata );
// Outputs
COutputEvent m_SpawnAlly[ MAX_ALLIES ];
COutputEvent m_SpawnMedicAlly;
COutputEvent m_OnZeroAllies;
COutputEvent m_OnZeroMedicAllies;
DECLARE_DATADESC();
};
ConVar ai_ally_manager_debug("ai_ally_manager_debug", "0" );
LINK_ENTITY_TO_CLASS( ai_ally_manager, CAI_AllyManager );
BEGIN_DATADESC( CAI_AllyManager )
DEFINE_KEYFIELD( m_iMaxAllies, FIELD_INTEGER, "maxallies" ),
DEFINE_KEYFIELD( m_iMaxMedics, FIELD_INTEGER, "maxmedics" ),
DEFINE_FIELD( m_iAlliesLast, FIELD_INTEGER ),
DEFINE_FIELD( m_iMedicsLast, FIELD_INTEGER ),
DEFINE_THINKFUNC( WatchCounts ),
// Inputs
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxAllies", InputSetMaxAllies ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxMedics", InputSetMaxMedics ),
DEFINE_INPUTFUNC( FIELD_VOID, "Replenish", InputReplenish ),
// Outputs
DEFINE_OUTPUT( m_SpawnAlly[ 0 ], "SpawnAlly0" ),
DEFINE_OUTPUT( m_SpawnAlly[ 1 ], "SpawnAlly1" ),
DEFINE_OUTPUT( m_SpawnAlly[ 2 ], "SpawnAlly2" ),
DEFINE_OUTPUT( m_SpawnAlly[ 3 ], "SpawnAlly3" ),
DEFINE_OUTPUT( m_SpawnAlly[ 4 ], "SpawnAlly4" ),
DEFINE_OUTPUT( m_SpawnAlly[ 5 ], "SpawnAlly5" ),
DEFINE_OUTPUT( m_SpawnAlly[ 6 ], "SpawnAlly6" ),
DEFINE_OUTPUT( m_SpawnAlly[ 7 ], "SpawnAlly7" ),
DEFINE_OUTPUT( m_SpawnAlly[ 8 ], "SpawnAlly8" ),
DEFINE_OUTPUT( m_SpawnAlly[ 9 ], "SpawnAlly9" ),
DEFINE_OUTPUT( m_SpawnMedicAlly, "SpawnMedicAlly" ),
DEFINE_OUTPUT( m_OnZeroAllies, "OnZeroAllies" ),
DEFINE_OUTPUT( m_OnZeroMedicAllies, "OnZeroMedicAllies" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_AllyManager::Spawn()
{
SetThink( &CAI_AllyManager::WatchCounts );
SetNextThink( gpGlobals->curtime + 1.0 );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_AllyManager::WatchCounts()
{
// Count the number of allies with the player right now.
int iCurrentAllies;
int iCurrentMedics;
CountAllies( &iCurrentAllies, &iCurrentMedics );
if ( !iCurrentAllies && m_iAlliesLast )
m_OnZeroAllies.FireOutput( this, this, 0 );
if ( !iCurrentMedics && m_iMedicsLast )
m_OnZeroMedicAllies.FireOutput( this, this, 0 );
m_iAlliesLast = iCurrentAllies;
m_iMedicsLast = iCurrentMedics;
SetNextThink( gpGlobals->curtime + 1.0 );
if ( ai_ally_manager_debug.GetBool() )
DevMsg( "Ally manager counts %d allies, %d of which are medics\n", iCurrentAllies, iCurrentMedics );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_AllyManager::CountAllies( int *pTotal, int *pMedics )
{
(*pTotal) = (*pMedics) = 0;
if ( !AI_IsSinglePlayer() )
{
// @TODO (toml 10-22-04): no MP support right now
return;
}
const Vector & vPlayerPos = UTIL_GetLocalPlayer()->GetAbsOrigin();
CAI_BaseNPC ** ppAIs = g_AI_Manager.AccessAIs();
int nAIs = g_AI_Manager.NumAIs();
for ( int i = 0; i < nAIs; i++ )
{
if ( ppAIs[i]->IsAlive() && ppAIs[i]->IsPlayerAlly() )
{
// Vital allies do not count.
if( ppAIs[i]->Classify() == CLASS_PLAYER_ALLY_VITAL )
continue;
// They only count if I can use them.
if( ppAIs[i]->HasSpawnFlags(SF_CITIZEN_NOT_COMMANDABLE) )
continue;
// They only count if I can use them.
if( ppAIs[i]->IRelationType( UTIL_GetLocalPlayer() ) != D_LI )
continue;
// Skip distant NPCs
if ( !ppAIs[i]->IsInPlayerSquad() &&
!UTIL_FindClientInPVS( ppAIs[i]->edict() ) &&
( ( ppAIs[i]->GetAbsOrigin() - vPlayerPos ).LengthSqr() > 150*12 ||
fabsf( ppAIs[i]->GetAbsOrigin().z - vPlayerPos.z ) > 192 ) )
continue;
if( FClassnameIs( ppAIs[i], "npc_citizen" ) )
{
CNPC_Citizen *pCitizen = assert_cast<CNPC_Citizen *>(ppAIs[i]);
if ( !pCitizen->CanJoinPlayerSquad() )
continue;
if ( pCitizen->WasInPlayerSquad() && !pCitizen->IsInPlayerSquad() )
continue;
if ( ppAIs[i]->HasSpawnFlags( SF_CITIZEN_MEDIC ) )
(*pMedics)++;
}
(*pTotal)++;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CAI_AllyManager::InputSetMaxAllies( inputdata_t &inputdata )
{
m_iMaxAllies = inputdata.value.Int();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_AllyManager::InputSetMaxMedics( inputdata_t &inputdata )
{
m_iMaxMedics = inputdata.value.Int();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CAI_AllyManager::InputReplenish( inputdata_t &inputdata )
{
// Count the number of allies with the player right now.
int iCurrentAllies;
int iCurrentMedics;
CountAllies( &iCurrentAllies, &iCurrentMedics );
// TOTAL number of allies to be replaced.
int iReplaceAllies = m_iMaxAllies - iCurrentAllies;
// The number of total allies that should be medics.
int iReplaceMedics = m_iMaxMedics - iCurrentMedics;
if( iReplaceMedics > iReplaceAllies )
{
// Clamp medics.
iReplaceMedics = iReplaceAllies;
}
// Medics.
if( m_iMaxMedics > 0 )
{
if( iReplaceMedics > MAX_ALLIES )
{
// This error is fatal now. (sjb)
Msg("**ERROR! ai_allymanager - ReplaceMedics > MAX_ALLIES\n" );
return;
}
if ( ai_ally_manager_debug.GetBool() )
DevMsg( "Ally manager spawning %d medics\n", iReplaceMedics );
int i;
for( i = 0 ; i < iReplaceMedics ; i++ )
{
m_SpawnMedicAlly.FireOutput( this, this, 0 );
// Don't forget to count this guy against the number of
// allies to be replenished.
iReplaceAllies--;
}
}
// Allies
if( iReplaceAllies < 1 )
{
return;
}
if( iReplaceAllies > MAX_ALLIES )
{
Msg("**ERROR! ai_allymanager - ReplaceAllies > MAX_ALLIES\n" );
iReplaceAllies = MAX_ALLIES;
}
if ( ai_ally_manager_debug.GetBool() )
DevMsg( "Ally manager spawning %d regulars\n", iReplaceAllies );
int i;
for( i = 0 ; i < iReplaceAllies ; i++ )
{
m_SpawnAlly[ i ].FireOutput( this, this, 0 );
}
}