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1928 lines
56 KiB
1928 lines
56 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "ai_behavior_assault.h" |
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#include "ai_navigator.h" |
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#include "ai_memory.h" |
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#include "ai_squad.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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ConVar ai_debug_assault("ai_debug_assault", "0"); |
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CGameString g_AssaultPointString( "assault_assaultpoint" ); |
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CGameString g_RallyPointString( "assault_rallypoint" ); |
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BEGIN_DATADESC( CRallyPoint ) |
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DEFINE_KEYFIELD( m_AssaultPointName, FIELD_STRING, "assaultpoint" ), |
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DEFINE_KEYFIELD( m_RallySequenceName, FIELD_STRING, "rallysequence" ), |
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DEFINE_KEYFIELD( m_flAssaultDelay, FIELD_FLOAT, "assaultdelay" ), |
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DEFINE_KEYFIELD( m_iPriority, FIELD_INTEGER, "priority" ), |
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DEFINE_KEYFIELD( m_iStrictness, FIELD_INTEGER, "strict" ), |
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DEFINE_KEYFIELD( m_bForceCrouch, FIELD_BOOLEAN, "forcecrouch" ), |
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DEFINE_KEYFIELD( m_bIsUrgent, FIELD_BOOLEAN, "urgent" ), |
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DEFINE_KEYFIELD( m_bShouldLock, FIELD_BOOLEAN, "lockpoint" ), |
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DEFINE_FIELD( m_hLockedBy, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_sExclusivity, FIELD_SHORT ), |
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DEFINE_OUTPUT( m_OnArrival, "OnArrival" ), |
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END_DATADESC(); |
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//--------------------------------------------------------- |
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// Purpose: Communicate exclusivity |
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//--------------------------------------------------------- |
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int CRallyPoint::DrawDebugTextOverlays() |
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{ |
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int offset; |
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offset = BaseClass::DrawDebugTextOverlays(); |
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if ( (m_debugOverlays & OVERLAY_TEXT_BIT) ) |
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{ |
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switch( m_sExclusivity ) |
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{ |
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case RALLY_EXCLUSIVE_NOT_EVALUATED: |
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EntityText( offset, "Exclusive: Not Evaluated", 0 ); |
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break; |
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case RALLY_EXCLUSIVE_YES: |
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EntityText( offset, "Exclusive: YES", 0 ); |
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break; |
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case RALLY_EXCLUSIVE_NO: |
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EntityText( offset, "Exclusive: NO", 0 ); |
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break; |
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default: |
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EntityText( offset, "Exclusive: !?INVALID?!", 0 ); |
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break; |
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} |
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offset++; |
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if( IsLocked() ) |
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EntityText( offset, "LOCKED.", 0 ); |
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else |
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EntityText( offset, "Available", 0 ); |
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offset++; |
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} |
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return offset; |
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} |
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//--------------------------------------------------------- |
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// Purpose: If a rally point is 'exclusive' that means that |
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// anytime an NPC is anywhere on the assault chain that |
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// begins with this rally point, the assault is considered |
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// 'exclusive' and no other NPCs will be allowed to use it |
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// until the current NPC clears the entire assault chain |
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// or dies. |
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// |
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// If exclusivity has not been determined the first time |
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// this function is called, it will be computed and cached |
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//--------------------------------------------------------- |
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bool CRallyPoint::IsExclusive() |
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{ |
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#ifndef HL2_EPISODIC // IF NOT EPISODIC |
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// This 'exclusivity' concept is new to EP2. We're only willing to |
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// risk causing problems in EP1, so emulate the old behavior if |
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// we are not EPISODIC. We must do this by setting m_sExclusivity |
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// so that ent_text will properly report the state. |
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m_sExclusivity = RALLY_EXCLUSIVE_NO; |
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#else |
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if( m_sExclusivity == RALLY_EXCLUSIVE_NOT_EVALUATED ) |
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{ |
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// We need to evaluate! Walk the chain of assault points |
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// and if *ANY* assault points on this assault chain |
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// are set to Never Time Out then set this rally point to |
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// be exclusive to stop other NPC's walking down the chain |
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// and ending up clumped up at the infinite rally point. |
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CAssaultPoint *pAssaultEnt = (CAssaultPoint *)gEntList.FindEntityByName( NULL, m_AssaultPointName ); |
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if( !pAssaultEnt ) |
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{ |
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// Well, this is awkward. Leave it up to other assault code to tattle on the missing assault point. |
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// We will just assume this assault is not exclusive. |
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m_sExclusivity = RALLY_EXCLUSIVE_NO; |
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return false; |
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} |
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// Otherwise, we start by assuming this assault chain is not exclusive. |
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m_sExclusivity = RALLY_EXCLUSIVE_NO; |
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if( pAssaultEnt ) |
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{ |
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CAssaultPoint *pFirstAssaultEnt = pAssaultEnt; //some assault chains are circularly linked |
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do |
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{ |
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if( pAssaultEnt->m_bNeverTimeout ) |
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{ |
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// We found a never timeout assault point! That makes this whole chain exclusive. |
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m_sExclusivity = RALLY_EXCLUSIVE_YES; |
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break; |
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} |
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pAssaultEnt = (CAssaultPoint *)gEntList.FindEntityByName( NULL, pAssaultEnt->m_NextAssaultPointName ); |
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if ( pAssaultEnt && !pAssaultEnt->ClassMatchesExact( g_AssaultPointString ) ) |
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{ |
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pAssaultEnt = NULL; |
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} |
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} while( (pAssaultEnt != NULL) && (pAssaultEnt != pFirstAssaultEnt) ); |
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} |
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} |
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#endif// HL2_EPISODIC |
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return (m_sExclusivity == RALLY_EXCLUSIVE_YES); |
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} |
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BEGIN_DATADESC( CAssaultPoint ) |
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DEFINE_KEYFIELD( m_AssaultHintGroup, FIELD_STRING, "assaultgroup" ), |
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DEFINE_KEYFIELD( m_NextAssaultPointName, FIELD_STRING, "nextassaultpoint" ), |
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DEFINE_KEYFIELD( m_flAssaultTimeout, FIELD_FLOAT, "assaulttimeout" ), |
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DEFINE_KEYFIELD( m_bClearOnContact, FIELD_BOOLEAN, "clearoncontact" ), |
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DEFINE_KEYFIELD( m_bAllowDiversion, FIELD_BOOLEAN, "allowdiversion" ), |
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DEFINE_KEYFIELD( m_flAllowDiversionRadius, FIELD_FLOAT, "allowdiversionradius" ), |
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DEFINE_KEYFIELD( m_bNeverTimeout, FIELD_BOOLEAN, "nevertimeout" ), |
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DEFINE_KEYFIELD( m_iStrictness, FIELD_INTEGER, "strict" ), |
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DEFINE_KEYFIELD( m_bForceCrouch, FIELD_BOOLEAN, "forcecrouch" ), |
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DEFINE_KEYFIELD( m_bIsUrgent, FIELD_BOOLEAN, "urgent" ), |
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DEFINE_FIELD( m_bInputForcedClear, FIELD_BOOLEAN ), |
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DEFINE_KEYFIELD( m_flAssaultPointTolerance, FIELD_FLOAT, "assaulttolerance" ), |
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DEFINE_FIELD( m_flTimeLastUsed, FIELD_TIME ), |
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// Inputs |
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetClearOnContact", InputSetClearOnContact ), |
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetAllowDiversion", InputSetAllowDiversion ), |
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetForceClear", InputSetForceClear ), |
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// Outputs |
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DEFINE_OUTPUT( m_OnArrival, "OnArrival" ), |
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DEFINE_OUTPUT( m_OnAssaultClear, "OnAssaultClear" ), |
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END_DATADESC(); |
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LINK_ENTITY_TO_CLASS( assault_rallypoint, CRallyPoint ); // just a copy of info_target for now |
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LINK_ENTITY_TO_CLASS( assault_assaultpoint, CAssaultPoint ); // has its own class because it needs the entity I/O |
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BEGIN_DATADESC( CAI_AssaultBehavior ) |
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DEFINE_FIELD( m_hAssaultPoint, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_hRallyPoint, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_AssaultCue, FIELD_INTEGER ), |
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DEFINE_FIELD( m_ReceivedAssaultCue, FIELD_INTEGER ), |
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DEFINE_FIELD( m_bHitRallyPoint, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bHitAssaultPoint, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bDiverting, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_flLastSawAnEnemyAt, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flTimeDeferScheduleSelection, FIELD_TIME ), |
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DEFINE_FIELD( m_AssaultPointName, FIELD_STRING ), |
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DEFINE_FIELD( m_hGoal, FIELD_EHANDLE ) |
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END_DATADESC(); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CAI_AssaultBehavior::CanRunAScriptedNPCInteraction( bool bForced ) |
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{ |
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if ( m_AssaultCue == CUE_NO_ASSAULT ) |
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{ |
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// It's OK with the assault behavior, so leave it up to the base class. |
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return BaseClass::CanRunAScriptedNPCInteraction( bForced ); |
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} |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CAI_AssaultBehavior::CAI_AssaultBehavior() |
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{ |
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m_AssaultCue = CUE_NO_ASSAULT; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Draw any text overlays |
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// Input : Previous text offset from the top |
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// Output : Current text offset from the top |
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//----------------------------------------------------------------------------- |
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int CAI_AssaultBehavior::DrawDebugTextOverlays( int text_offset ) |
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{ |
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char tempstr[ 512 ]; |
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int offset; |
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offset = BaseClass::DrawDebugTextOverlays( text_offset ); |
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if ( GetOuter()->m_debugOverlays & OVERLAY_TEXT_BIT ) |
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{ |
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Q_snprintf( tempstr, sizeof(tempstr), "Assault Point: %s %s", STRING( m_AssaultPointName ), VecToString( m_hAssaultPoint->GetAbsOrigin() ) ); |
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GetOuter()->EntityText( offset, tempstr, 0 ); |
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offset++; |
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} |
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return offset; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : cue - |
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//----------------------------------------------------------------------------- |
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void CAI_AssaultBehavior::ReceiveAssaultCue( AssaultCue_t cue ) |
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{ |
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if ( GetOuter() ) |
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GetOuter()->ForceDecisionThink(); |
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m_ReceivedAssaultCue = cue; |
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SetCondition( COND_PROVOKED ); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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bool CAI_AssaultBehavior::AssaultHasBegun() |
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{ |
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if( m_AssaultCue == CUE_DONT_WAIT && IsRunning() && m_bHitRallyPoint ) |
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{ |
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return true; |
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} |
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return m_ReceivedAssaultCue == m_AssaultCue; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Find an assaultpoint matching the iszAssaultPointName. |
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// If more than one assault point of this type is found, randomly |
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// use any of them EXCEPT the one most recently used. |
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//----------------------------------------------------------------------------- |
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CAssaultPoint *CAI_AssaultBehavior::FindAssaultPoint( string_t iszAssaultPointName ) |
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{ |
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CUtlVector<CAssaultPoint*>pAssaultPoints; |
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CUtlVector<CAssaultPoint*>pClearAssaultPoints; |
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CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, iszAssaultPointName ); |
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while( pEnt != NULL ) |
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{ |
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CAssaultPoint *pAssaultEnt; |
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if ( !pEnt->Downcast( g_AssaultPointString, &pAssaultEnt) ) |
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{ |
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if ( !pEnt->ClassMatchesExact( g_RallyPointString ) ) |
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{ |
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DevMsg( "**ERROR: Entity %s being used as an assault_assaultpoint, but is actually a %s!\n", pEnt->GetDebugName(), pEnt->GetClassname() ); |
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} |
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} |
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else |
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{ |
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pAssaultPoints.AddToTail( pAssaultEnt ); |
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} |
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pEnt = gEntList.FindEntityByName( pEnt, iszAssaultPointName ); |
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} |
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// Didn't find any?! |
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if( pAssaultPoints.Count() < 1 ) |
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return NULL; |
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// Only found one, just return it. |
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if( pAssaultPoints.Count() == 1 ) |
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return pAssaultPoints[0]; |
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// Throw out any nodes that I cannot fit my bounding box on. |
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for( int i = 0 ; i < pAssaultPoints.Count() ; i++ ) |
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{ |
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trace_t tr; |
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CAI_BaseNPC *pNPC = GetOuter(); |
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CAssaultPoint *pAssaultPoint = pAssaultPoints[i]; |
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AI_TraceHull ( pAssaultPoint->GetAbsOrigin(), pAssaultPoint->GetAbsOrigin(), pNPC->WorldAlignMins(), pNPC->WorldAlignMaxs(), MASK_SOLID, pNPC, COLLISION_GROUP_NONE, &tr ); |
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if ( tr.fraction == 1.0 ) |
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{ |
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// Copy this into the list of clear points. |
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pClearAssaultPoints.AddToTail(pAssaultPoint); |
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} |
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} |
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// Only one clear assault point left! |
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if( pClearAssaultPoints.Count() == 1 ) |
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return pClearAssaultPoints[0]; |
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// NONE left. Just return a random assault point, knowing that it's blocked. This is the old behavior, anyway. |
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if( pClearAssaultPoints.Count() < 1 ) |
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return pAssaultPoints[ random->RandomInt(0, (pAssaultPoints.Count() - 1)) ]; |
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// We found several! First throw out the one most recently used. |
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// This prevents picking the same point at this branch twice in a row. |
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float flMostRecentTime = -1.0f; // Impossibly old |
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int iMostRecentIndex = -1; |
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for( int i = 0 ; i < pClearAssaultPoints.Count() ; i++ ) |
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{ |
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if( pClearAssaultPoints[i]->m_flTimeLastUsed > flMostRecentTime ) |
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{ |
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flMostRecentTime = pClearAssaultPoints[i]->m_flTimeLastUsed; |
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iMostRecentIndex = i; |
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} |
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} |
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Assert( iMostRecentIndex > -1 ); |
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// Remove the most recently used |
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pClearAssaultPoints.Remove( iMostRecentIndex ); |
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if ( !m_hGoal || m_hGoal->m_BranchMethod == BRANCH_RANDOM ) |
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{ |
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return pClearAssaultPoints[ random->RandomInt(0, (pClearAssaultPoints.Count() - 1)) ]; |
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} |
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CAssaultPoint *pBest = NULL; |
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Vector vStart = GetOuter()->GetAbsOrigin(); |
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float distBest, distCur; |
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if ( m_hGoal->m_BranchMethod == BRANCH_CLOSEST ) |
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{ |
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distBest = FLT_MAX; |
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for( int i = 0 ; i < pClearAssaultPoints.Count() ; i++ ) |
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{ |
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distCur = ( pClearAssaultPoints[i]->GetAbsOrigin() - vStart ).LengthSqr(); |
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if ( distCur < distBest ) |
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{ |
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pBest = pClearAssaultPoints[i]; |
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distBest = distCur; |
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} |
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} |
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} |
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else |
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{ |
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distBest = 0; |
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for( int i = 0 ; i < pClearAssaultPoints.Count() ; i++ ) |
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{ |
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distCur = ( pClearAssaultPoints[i]->GetAbsOrigin() - vStart ).LengthSqr(); |
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if ( distCur > distBest ) |
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{ |
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pBest = pClearAssaultPoints[i]; |
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distBest = distCur; |
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} |
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} |
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} |
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return pBest; |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CAI_AssaultBehavior::SetAssaultPoint( CAssaultPoint *pAssaultPoint ) |
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{ |
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Assert( pAssaultPoint != NULL ); |
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m_hAssaultPoint = pAssaultPoint; |
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pAssaultPoint->m_flTimeLastUsed = gpGlobals->curtime; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CAI_AssaultBehavior::ClearAssaultPoint( void ) |
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{ |
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// To announce clear means that this NPC hasn't seen any live targets in |
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// the assault area for the length of time the level designer has |
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// specified that they should be vigilant. This effectively deactivates |
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// the assault behavior. |
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// This can also be happen if an assault point has ClearOnContact set, and |
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// an NPC assaulting to this point has seen an enemy. |
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Assert( m_hAssaultPoint != NULL ); |
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if ( m_hAssaultPoint == NULL ) |
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{ |
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DevMsg("**ERROR: ClearAssaultPoint called with no assault point\n" ); |
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// Bomb out of assault behavior. |
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m_AssaultCue = CUE_NO_ASSAULT; |
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ClearSchedule( "No assault point" ); |
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return; |
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} |
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// keep track of the name of the assault point |
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m_AssaultPointName = m_hAssaultPoint->m_NextAssaultPointName; |
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// Do we need to move to another assault point? |
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if( m_hAssaultPoint->m_NextAssaultPointName != NULL_STRING ) |
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{ |
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CAssaultPoint *pNextPoint = FindAssaultPoint( m_hAssaultPoint->m_NextAssaultPointName ); |
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if( pNextPoint ) |
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{ |
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SetAssaultPoint( pNextPoint ); |
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// Send our NPC to the next assault point! |
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m_bHitAssaultPoint = false; |
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return; |
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} |
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else |
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{ |
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CBaseEntity *pNextRally = gEntList.FindEntityByName( NULL, m_hAssaultPoint->m_NextAssaultPointName ); |
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if ( pNextRally->ClassMatchesExact( g_RallyPointString ) && m_hGoal && m_hGoal->IsActive() ) |
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{ |
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SetParameters( m_hAssaultPoint->m_NextAssaultPointName, (AssaultCue_t)m_hGoal->m_AssaultCue, m_hGoal->m_RallySelectMethod ); |
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return; |
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} |
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else |
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{ |
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DevMsg("**ERROR: Can't find next assault point: %s\n", STRING(m_hAssaultPoint->m_NextAssaultPointName) ); |
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// Bomb out of assault behavior. |
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m_AssaultCue = CUE_NO_ASSAULT; |
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ClearSchedule( "Can't find next assault point" ); |
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return; |
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} |
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} |
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} |
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// Just set the cue back to NO_ASSAULT. This disables the behavior. |
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m_AssaultCue = CUE_NO_ASSAULT; |
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// Exclusive or not, we unlock here. The assault is done. |
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UnlockRallyPoint(); |
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// If this assault behavior has changed the NPC's hint group, |
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// slam that NPC's hint group back to null. |
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// !!!TODO: if the NPC had a different hint group before the |
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// assault began, we're slamming that, too! We might want |
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// to cache it off if this becomes a problem (sjb) |
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if( m_hAssaultPoint->m_AssaultHintGroup != NULL_STRING ) |
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{ |
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GetOuter()->SetHintGroup( NULL_STRING ); |
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} |
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m_hAssaultPoint->m_OnAssaultClear.FireOutput( GetOuter(), GetOuter(), 0 ); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CAI_AssaultBehavior::OnHitAssaultPoint( void ) |
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{ |
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GetOuter()->SpeakSentence( ASSAULT_SENTENCE_HIT_ASSAULT_POINT ); |
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m_bHitAssaultPoint = true; |
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|
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// dvs: This was unprotected. Is a NULL assault point valid here? |
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Assert( m_hAssaultPoint != NULL ); |
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if ( m_hAssaultPoint ) |
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{ |
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m_hAssaultPoint->m_OnArrival.FireOutput( GetOuter(), m_hAssaultPoint, 0 ); |
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|
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// Set the assault hint group |
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if ( m_hAssaultPoint->m_AssaultHintGroup != NULL_STRING ) |
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{ |
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SetHintGroup( m_hAssaultPoint->m_AssaultHintGroup ); |
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} |
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} |
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} |
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|
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CAI_AssaultBehavior::GatherConditions( void ) |
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{ |
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BaseClass::GatherConditions(); |
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|
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// If this NPC is moving towards an assault point which |
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// a) Has a Next Assault Point, and |
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// b) Is flagged to Clear On Arrival, |
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// then hit and clear the assault point (fire all entity I/O) and move on to the next one without |
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// interrupting the NPC's schedule. This provides a more fluid movement from point to point. |
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if( IsCurSchedule( SCHED_MOVE_TO_ASSAULT_POINT ) && hl2_episodic.GetBool() ) |
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{ |
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if( m_hAssaultPoint && m_hAssaultPoint->HasSpawnFlags(SF_ASSAULTPOINT_CLEARONARRIVAL) && m_hAssaultPoint->m_NextAssaultPointName != NULL_STRING ) |
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{ |
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float flDist = GetAbsOrigin().DistTo( m_hAssaultPoint->GetAbsOrigin() ); |
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|
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if( flDist <= GetOuter()->GetMotor()->MinStoppingDist() ) |
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{ |
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OnHitAssaultPoint(); |
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ClearAssaultPoint(); |
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|
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if ( m_hAssaultPoint ) |
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{ |
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AI_NavGoal_t goal( m_hAssaultPoint->GetAbsOrigin() ); |
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goal.pTarget = m_hAssaultPoint; |
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|
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if ( GetNavigator()->SetGoal( goal ) == false ) |
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{ |
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TaskFail( "Can't refresh assault path" ); |
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} |
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} |
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else |
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{ |
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// Bomb out of assault behavior. |
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m_AssaultCue = CUE_NO_ASSAULT; |
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ClearSchedule( "Can't find next assault point" ); |
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} |
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} |
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} |
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} |
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|
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if ( IsForcingCrouch() && GetOuter()->IsCrouching() ) |
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{ |
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ClearCondition( COND_HEAR_BULLET_IMPACT ); |
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} |
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|
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if( OnStrictAssault() ) |
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{ |
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// Don't get distracted. Die trying if you have to. |
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ClearCondition( COND_HEAR_DANGER ); |
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} |
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} |
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|
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//----------------------------------------------------------------------------- |
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// Purpose: |
|
// Input : *pTask - |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultBehavior::StartTask( const Task_t *pTask ) |
|
{ |
|
switch( pTask->iTask ) |
|
{ |
|
case TASK_RANGE_ATTACK1: |
|
BaseClass::StartTask( pTask ); |
|
break; |
|
|
|
case TASK_ASSAULT_DEFER_SCHEDULE_SELECTION: |
|
m_flTimeDeferScheduleSelection = gpGlobals->curtime + pTask->flTaskData; |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_ASSAULT_MOVE_AWAY_PATH: |
|
break; |
|
|
|
case TASK_ANNOUNCE_CLEAR: |
|
{ |
|
// If we're at an assault point that can never be cleared, keep waiting forever (if it's the last point in the assault) |
|
if ( m_hAssaultPoint && |
|
!m_hAssaultPoint->HasSpawnFlags( SF_ASSAULTPOINT_CLEARONARRIVAL ) && |
|
m_hAssaultPoint->m_bNeverTimeout && |
|
m_hAssaultPoint->m_NextAssaultPointName == NULL_STRING ) |
|
{ |
|
TaskComplete(); |
|
return; |
|
} |
|
|
|
ClearAssaultPoint(); |
|
TaskComplete(); |
|
} |
|
break; |
|
|
|
case TASK_WAIT_ASSAULT_DELAY: |
|
{ |
|
if( m_hRallyPoint ) |
|
{ |
|
GetOuter()->SetWait( m_hRallyPoint->m_flAssaultDelay ); |
|
} |
|
else |
|
{ |
|
TaskComplete(); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_AWAIT_ASSAULT_TIMEOUT: |
|
// Maintain vigil for as long as the level designer has asked. Wait |
|
// and look for targets. |
|
GetOuter()->SetWait( m_hAssaultPoint->m_flAssaultTimeout ); |
|
break; |
|
|
|
case TASK_GET_PATH_TO_RALLY_POINT: |
|
{ |
|
AI_NavGoal_t goal( m_hRallyPoint->GetAbsOrigin() ); |
|
goal.pTarget = m_hRallyPoint; |
|
if ( GetNavigator()->SetGoal( goal ) == false ) |
|
{ |
|
// Try and get as close as possible otherwise |
|
AI_NavGoal_t nearGoal( GOALTYPE_LOCATION_NEAREST_NODE, m_hRallyPoint->GetAbsOrigin(), AIN_DEF_ACTIVITY, 256 ); |
|
if ( GetNavigator()->SetGoal( nearGoal, AIN_CLEAR_PREVIOUS_STATE ) ) |
|
{ |
|
//FIXME: HACK! The internal pathfinding is setting this without our consent, so override it! |
|
ClearCondition( COND_TASK_FAILED ); |
|
GetNavigator()->SetArrivalDirection( m_hRallyPoint->GetAbsAngles() ); |
|
TaskComplete(); |
|
return; |
|
} |
|
} |
|
GetNavigator()->SetArrivalDirection( m_hRallyPoint->GetAbsAngles() ); |
|
} |
|
break; |
|
|
|
case TASK_FACE_RALLY_POINT: |
|
{ |
|
UpdateForceCrouch(); |
|
|
|
GetMotor()->SetIdealYaw( m_hRallyPoint->GetAbsAngles().y ); |
|
GetOuter()->SetTurnActivity(); |
|
} |
|
break; |
|
|
|
case TASK_GET_PATH_TO_ASSAULT_POINT: |
|
{ |
|
AI_NavGoal_t goal( m_hAssaultPoint->GetAbsOrigin() ); |
|
goal.pTarget = m_hAssaultPoint; |
|
if ( GetNavigator()->SetGoal( goal ) == false ) |
|
{ |
|
// Try and get as close as possible otherwise |
|
AI_NavGoal_t nearGoal( GOALTYPE_LOCATION_NEAREST_NODE, m_hAssaultPoint->GetAbsOrigin(), AIN_DEF_ACTIVITY, 256 ); |
|
if ( GetNavigator()->SetGoal( nearGoal, AIN_CLEAR_PREVIOUS_STATE ) ) |
|
{ |
|
//FIXME: HACK! The internal pathfinding is setting this without our consent, so override it! |
|
ClearCondition( COND_TASK_FAILED ); |
|
GetNavigator()->SetArrivalDirection( m_hAssaultPoint->GetAbsAngles() ); |
|
TaskComplete(); |
|
return; |
|
} |
|
} |
|
GetNavigator()->SetArrivalDirection( m_hAssaultPoint->GetAbsAngles() ); |
|
} |
|
break; |
|
|
|
case TASK_FACE_ASSAULT_POINT: |
|
{ |
|
UpdateForceCrouch(); |
|
|
|
if( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
// If I can already fight when I arrive, don't bother running any facing code. Let |
|
// The combat AI do that. Turning here will only make the NPC look dumb in a combat |
|
// situation because it will take time to turn before attacking. |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
GetMotor()->SetIdealYaw( m_hAssaultPoint->GetAbsAngles().y ); |
|
GetOuter()->SetTurnActivity(); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_HIT_ASSAULT_POINT: |
|
OnHitAssaultPoint(); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_HIT_RALLY_POINT: |
|
// Once we're stading on it and facing the correct direction, |
|
// we have arrived at rally point. |
|
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_HIT_RALLY_POINT ); |
|
|
|
m_bHitRallyPoint = true; |
|
m_hRallyPoint->m_OnArrival.FireOutput( GetOuter(), m_hRallyPoint, 0 ); |
|
|
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_AWAIT_CUE: |
|
if( PollAssaultCue() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
// Don't do anything if we've been told to crouch |
|
if ( IsForcingCrouch() ) |
|
break; |
|
|
|
else if( m_hRallyPoint->m_RallySequenceName != NULL_STRING ) |
|
{ |
|
// The cue hasn't been given yet, so set to the rally sequence. |
|
int sequence = GetOuter()->LookupSequence( STRING( m_hRallyPoint->m_RallySequenceName ) ); |
|
if( sequence != -1 ) |
|
{ |
|
GetOuter()->ResetSequence( sequence ); |
|
GetOuter()->SetIdealActivity( ACT_DO_NOT_DISTURB ); |
|
} |
|
} |
|
else |
|
{ |
|
// Only chain this task if I'm not playing a custom animation |
|
if( GetOuter()->GetEnemy() ) |
|
{ |
|
ChainStartTask( TASK_FACE_ENEMY, 0 ); |
|
} |
|
} |
|
} |
|
break; |
|
|
|
default: |
|
BaseClass::StartTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pTask - |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultBehavior::RunTask( const Task_t *pTask ) |
|
{ |
|
switch( pTask->iTask ) |
|
{ |
|
case TASK_WAIT_ASSAULT_DELAY: |
|
case TASK_AWAIT_ASSAULT_TIMEOUT: |
|
if ( m_hAssaultPoint ) |
|
{ |
|
if ( m_hAssaultPoint->m_bInputForcedClear || (m_hAssaultPoint->m_bClearOnContact && HasCondition( COND_SEE_ENEMY )) ) |
|
{ |
|
// If we're on an assault that should clear on contact, clear when we see an enemy |
|
TaskComplete(); |
|
} |
|
} |
|
|
|
if( GetOuter()->IsWaitFinished() && ( pTask->iTask == TASK_WAIT_ASSAULT_DELAY || !m_hAssaultPoint->m_bNeverTimeout ) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
|
|
case TASK_FACE_RALLY_POINT: |
|
case TASK_FACE_ASSAULT_POINT: |
|
GetMotor()->UpdateYaw(); |
|
|
|
if( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
// Out early if the NPC can attack. |
|
TaskComplete(); |
|
} |
|
|
|
if ( GetOuter()->FacingIdeal() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
|
|
case TASK_AWAIT_CUE: |
|
// If we've lost our rally point, abort |
|
if ( !m_hRallyPoint ) |
|
{ |
|
TaskFail("No rally point."); |
|
break; |
|
} |
|
|
|
if( PollAssaultCue() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
|
|
if ( IsForcingCrouch() ) |
|
break; |
|
|
|
if( GetOuter()->GetEnemy() && m_hRallyPoint->m_RallySequenceName == NULL_STRING && !HasCondition(COND_ENEMY_OCCLUDED) ) |
|
{ |
|
// I have an enemy and I'm NOT playing a custom animation. |
|
ChainRunTask( TASK_FACE_ENEMY, 0 ); |
|
} |
|
break; |
|
|
|
case TASK_WAIT_FOR_MOVEMENT: |
|
if ( ai_debug_assault.GetBool() ) |
|
{ |
|
if ( IsCurSchedule( SCHED_MOVE_TO_ASSAULT_POINT ) ) |
|
{ |
|
NDebugOverlay::Line( WorldSpaceCenter(), GetNavigator()->GetGoalPos(), 255,0,0, true,0.1); |
|
NDebugOverlay::Box( GetNavigator()->GetGoalPos(), -Vector(10,10,10), Vector(10,10,10), 255,0,0, 8, 0.1 ); |
|
} |
|
else if ( IsCurSchedule( SCHED_MOVE_TO_RALLY_POINT ) ) |
|
{ |
|
NDebugOverlay::Line( WorldSpaceCenter(), GetNavigator()->GetGoalPos(), 0,255,0, true,0.1); |
|
NDebugOverlay::Box( GetNavigator()->GetGoalPos(), -Vector(10,10,10), Vector(10,10,10), 0,255,0, 8, 0.1 ); |
|
} |
|
} |
|
|
|
if ( m_hAssaultPoint && (m_hAssaultPoint->m_bInputForcedClear || (m_hAssaultPoint->m_bClearOnContact && HasCondition( COND_SEE_ENEMY ))) ) |
|
{ |
|
DevMsg( "Assault Cleared due to Contact or Input!\n" ); |
|
ClearAssaultPoint(); |
|
TaskComplete(); |
|
return; |
|
} |
|
|
|
if ( ( ( !GetOuter()->DidChooseEnemy() && gpGlobals->curtime - GetOuter()->GetTimeEnemyAcquired() > 1 ) || !GetOuter()->GetEnemy() ) ) |
|
{ |
|
CBaseEntity *pNewEnemy = GetOuter()->BestEnemy(); |
|
|
|
if( pNewEnemy != NULL && pNewEnemy != GetOuter()->GetEnemy() ) |
|
{ |
|
GetOuter()->SetEnemy( pNewEnemy ); |
|
GetOuter()->SetState( NPC_STATE_COMBAT ); |
|
} |
|
} |
|
|
|
BaseClass::RunTask( pTask ); |
|
break; |
|
|
|
default: |
|
BaseClass::RunTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
CRallyPoint *CAI_AssaultBehavior::FindBestRallyPointInRadius( const Vector &vecCenter, float flRadius ) |
|
{ |
|
VPROF_BUDGET( "CAI_AssaultBehavior::FindBestRallyPointInRadius", VPROF_BUDGETGROUP_NPCS ); |
|
|
|
const int RALLY_SEARCH_ENTS = 30; |
|
CBaseEntity *pEntities[RALLY_SEARCH_ENTS]; |
|
int iNumEntities = UTIL_EntitiesInSphere( pEntities, RALLY_SEARCH_ENTS, vecCenter, flRadius, 0 ); |
|
|
|
CRallyPoint *pBest = NULL; |
|
int iBestPriority = -1; |
|
|
|
for ( int i = 0; i < iNumEntities; i++ ) |
|
{ |
|
CRallyPoint *pRallyEnt = dynamic_cast<CRallyPoint *>(pEntities[i]); |
|
|
|
if( pRallyEnt ) |
|
{ |
|
if( !pRallyEnt->IsLocked() ) |
|
{ |
|
// Consider this point. |
|
if( pRallyEnt->m_iPriority > iBestPriority ) |
|
{ |
|
pBest = pRallyEnt; |
|
iBestPriority = pRallyEnt->m_iPriority; |
|
} |
|
} |
|
} |
|
} |
|
|
|
return pBest; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
bool CAI_AssaultBehavior::IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint ) |
|
{ |
|
CBaseEntity *pCuePoint = NULL; |
|
float flTolerance = 0.0f; |
|
|
|
if( m_bHitRallyPoint && !m_bHitAssaultPoint && !AssaultHasBegun() ) |
|
{ |
|
if( m_hRallyPoint != NULL ) |
|
{ |
|
pCuePoint = m_hRallyPoint; |
|
flTolerance = CUE_POINT_TOLERANCE; |
|
} |
|
} |
|
else if( m_bHitAssaultPoint ) |
|
{ |
|
if( m_hAssaultPoint != NULL ) |
|
{ |
|
pCuePoint = m_hAssaultPoint; |
|
flTolerance = m_hAssaultPoint->m_flAssaultPointTolerance; |
|
} |
|
} |
|
|
|
if ( pCuePoint && (vLocation - pCuePoint->GetAbsOrigin()).Length2DSqr() > Square( flTolerance - 0.1 ) ) |
|
return false; |
|
|
|
return BaseClass::IsValidShootPosition( vLocation, pNode, pHint ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
float CAI_AssaultBehavior::GetMaxTacticalLateralMovement( void ) |
|
{ |
|
return CUE_POINT_TOLERANCE - 0.1; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultBehavior::UpdateOnRemove() |
|
{ |
|
// Ignore exclusivity. Our NPC just died. |
|
UnlockRallyPoint(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CAI_AssaultBehavior::OnStrictAssault( void ) |
|
{ |
|
return (m_hAssaultPoint && m_hAssaultPoint->m_iStrictness); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CAI_AssaultBehavior::UpdateForceCrouch( void ) |
|
{ |
|
if ( IsForcingCrouch() ) |
|
{ |
|
// Only force crouch when we're near the point we're supposed to crouch at |
|
float flDistanceToTargetSqr = GetOuter()->GetAbsOrigin().DistToSqr( AssaultHasBegun() ? m_hAssaultPoint->GetAbsOrigin() : m_hRallyPoint->GetAbsOrigin() ); |
|
if ( flDistanceToTargetSqr < (64*64) ) |
|
{ |
|
GetOuter()->ForceCrouch(); |
|
} |
|
else |
|
{ |
|
GetOuter()->ClearForceCrouch(); |
|
} |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CAI_AssaultBehavior::IsForcingCrouch( void ) |
|
{ |
|
if ( AssaultHasBegun() ) |
|
return (m_hAssaultPoint && m_hAssaultPoint->m_bForceCrouch); |
|
|
|
return (m_hRallyPoint && m_hRallyPoint->m_bForceCrouch); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CAI_AssaultBehavior::IsUrgent( void ) |
|
{ |
|
if ( AssaultHasBegun() ) |
|
return (m_hAssaultPoint && m_hAssaultPoint->m_bIsUrgent); |
|
|
|
return (m_hRallyPoint && m_hRallyPoint->m_bIsUrgent); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Unlock any rally points the behavior is currently locking |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultBehavior::UnlockRallyPoint( void ) |
|
{ |
|
CAI_AssaultBehavior *pBehavior; |
|
if ( GetOuter()->GetBehavior( &pBehavior ) ) |
|
{ |
|
if( pBehavior->m_hRallyPoint ) |
|
{ |
|
pBehavior->m_hRallyPoint->Unlock( GetOuter() ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pRallyPoint - |
|
// assaultcue - |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultBehavior::SetParameters( CBaseEntity *pRallyEnt, AssaultCue_t assaultcue ) |
|
{ |
|
VPROF_BUDGET( "CAI_AssaultBehavior::SetParameters", VPROF_BUDGETGROUP_NPCS ); |
|
|
|
// Clean up any soon to be dangling rally points |
|
UnlockRallyPoint(); |
|
|
|
// Firstly, find a rally point. |
|
CRallyPoint *pRallyPoint = dynamic_cast<CRallyPoint *>(pRallyEnt); |
|
|
|
if( pRallyPoint ) |
|
{ |
|
if( !pRallyPoint->IsLocked() ) |
|
{ |
|
// Claim it. |
|
m_hRallyPoint = pRallyPoint; |
|
m_hRallyPoint->Lock( GetOuter() ); |
|
|
|
m_AssaultCue = assaultcue; |
|
InitializeBehavior(); |
|
return; |
|
} |
|
else |
|
{ |
|
DevMsg("**ERROR: Specified a rally point that is LOCKED!\n" ); |
|
} |
|
} |
|
else |
|
{ |
|
DevMsg("**ERROR: Bad RallyPoint in SetParameters\n" ); |
|
|
|
// Bomb out of assault behavior. |
|
m_AssaultCue = CUE_NO_ASSAULT; |
|
ClearSchedule( "Bad rally point" ); |
|
} |
|
|
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : rallypointname - |
|
// assaultcue - |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultBehavior::SetParameters( string_t rallypointname, AssaultCue_t assaultcue, int rallySelectMethod ) |
|
{ |
|
VPROF_BUDGET( "CAI_AssaultBehavior::SetParameters", VPROF_BUDGETGROUP_NPCS ); |
|
|
|
// Clean up any soon to be dangling rally points |
|
UnlockRallyPoint(); |
|
|
|
// Firstly, find a rally point. |
|
CRallyPoint *pRallyEnt = dynamic_cast<CRallyPoint *>(gEntList.FindEntityByName( NULL, rallypointname ) ); |
|
|
|
CRallyPoint *pBest = NULL; |
|
int iBestPriority = -1; |
|
|
|
switch( rallySelectMethod ) |
|
{ |
|
case RALLY_POINT_SELECT_CLOSEST: |
|
case RALLY_POINT_SELECT_FURTHEST: |
|
{ |
|
while( pRallyEnt ) |
|
{ |
|
if( !pRallyEnt->IsLocked() ) |
|
{ |
|
// Consider this point. |
|
if( pRallyEnt->m_iPriority > iBestPriority ) |
|
{ |
|
// This point is higher priority. I must take it. |
|
pBest = pRallyEnt; |
|
iBestPriority = pRallyEnt->m_iPriority; |
|
} |
|
else if ( pRallyEnt->m_iPriority == iBestPriority ) |
|
{ |
|
// This point is the same priority as my current best. |
|
// I must take it if it is closer. |
|
Vector vecStart = GetOuter()->GetAbsOrigin(); |
|
|
|
float flNewDist, flBestDist; |
|
|
|
flNewDist = ( pRallyEnt->GetAbsOrigin() - vecStart ).LengthSqr(); |
|
flBestDist = ( pBest->GetAbsOrigin() - vecStart ).LengthSqr(); |
|
|
|
if( ( rallySelectMethod == RALLY_POINT_SELECT_CLOSEST && flNewDist < flBestDist ) || |
|
( rallySelectMethod == RALLY_POINT_SELECT_FURTHEST && flNewDist > flBestDist ) ) |
|
{ |
|
// Priority is already identical. Just take this point. |
|
pBest = pRallyEnt; |
|
} |
|
} |
|
} |
|
|
|
pRallyEnt = dynamic_cast<CRallyPoint *>(gEntList.FindEntityByName( pRallyEnt, rallypointname, NULL ) ); |
|
} |
|
} |
|
break; |
|
|
|
case RALLY_POINT_SELECT_RANDOM: |
|
{ |
|
// Gather all available points into a utilvector, then pick one at random. |
|
|
|
CUtlVector<CRallyPoint *> rallyPoints; // List of rally points that are available to choose from. |
|
|
|
while( pRallyEnt ) |
|
{ |
|
if( !pRallyEnt->IsLocked() ) |
|
{ |
|
rallyPoints.AddToTail( pRallyEnt ); |
|
} |
|
|
|
pRallyEnt = dynamic_cast<CRallyPoint *>(gEntList.FindEntityByName( pRallyEnt, rallypointname ) ); |
|
} |
|
|
|
if( rallyPoints.Count() > 0 ) |
|
{ |
|
pBest = rallyPoints[ random->RandomInt(0, rallyPoints.Count()- 1) ]; |
|
} |
|
} |
|
break; |
|
|
|
default: |
|
DevMsg( "ERROR: INVALID RALLY POINT SELECTION METHOD. Assault will not function.\n"); |
|
break; |
|
} |
|
|
|
if( !pBest ) |
|
{ |
|
DevMsg("%s Didn't find a best rally point!\n", GetOuter()->GetEntityName().ToCStr() ); |
|
return; |
|
} |
|
|
|
if ( pBest->ShouldBeLocked() ) |
|
{ |
|
pBest->Lock( GetOuter() ); |
|
} |
|
|
|
m_hRallyPoint = pBest; |
|
|
|
if( !m_hRallyPoint ) |
|
{ |
|
DevMsg("**ERROR: Can't find a rally point named '%s'\n", STRING( rallypointname )); |
|
|
|
// Bomb out of assault behavior. |
|
m_AssaultCue = CUE_NO_ASSAULT; |
|
ClearSchedule( "Can't find rally point" ); |
|
return; |
|
} |
|
|
|
m_AssaultCue = assaultcue; |
|
InitializeBehavior(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultBehavior::InitializeBehavior() |
|
{ |
|
// initialize the variables that track whether the NPC has reached (hit) |
|
// his rally and assault points already. Be advised, having hit the point |
|
// only means you have been to it at some point. Doesn't mean you're standing |
|
// there still. Mainly used to understand which 'phase' of the assault an NPC |
|
// is in. |
|
m_bHitRallyPoint = false; |
|
m_bHitAssaultPoint = false; |
|
|
|
m_hAssaultPoint = false; |
|
|
|
m_bDiverting = false; |
|
m_flLastSawAnEnemyAt = 0; |
|
|
|
// Also reset the status of externally received assault cues |
|
m_ReceivedAssaultCue = CUE_NO_ASSAULT; |
|
|
|
CAssaultPoint *pAssaultEnt = FindAssaultPoint( m_hRallyPoint->m_AssaultPointName ); |
|
|
|
if( pAssaultEnt ) |
|
{ |
|
SetAssaultPoint(pAssaultEnt); |
|
} |
|
else |
|
{ |
|
DevMsg("**ERROR: Can't find any assault points named: %s\n", STRING( m_hRallyPoint->m_AssaultPointName )); |
|
|
|
// Bomb out of assault behavior. |
|
m_AssaultCue = CUE_NO_ASSAULT; |
|
ClearSchedule( "Can't find assault point" ); |
|
return; |
|
} |
|
|
|
// Slam the NPC's schedule so that he starts picking Assault schedules right now. |
|
ClearSchedule( "Initializing assault behavior" ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Check conditions and see if the cue to being an assault has come. |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CAI_AssaultBehavior::PollAssaultCue( void ) |
|
{ |
|
// right now, always go when the commander says. |
|
if( m_ReceivedAssaultCue == CUE_COMMANDER ) |
|
{ |
|
return true; |
|
} |
|
|
|
switch( m_AssaultCue ) |
|
{ |
|
case CUE_NO_ASSAULT: |
|
// NO_ASSAULT never ever triggers. |
|
return false; |
|
break; |
|
|
|
case CUE_ENTITY_INPUT: |
|
return m_ReceivedAssaultCue == CUE_ENTITY_INPUT; |
|
break; |
|
|
|
case CUE_PLAYER_GUNFIRE: |
|
// Any gunfire will trigger this right now (sjb) |
|
if( HasCondition( COND_HEAR_COMBAT ) ) |
|
{ |
|
return true; |
|
} |
|
break; |
|
|
|
case CUE_DONT_WAIT: |
|
// Just keep going! |
|
m_ReceivedAssaultCue = CUE_DONT_WAIT; |
|
return true; |
|
break; |
|
|
|
case CUE_COMMANDER: |
|
// Player told me to go, so go! |
|
return m_ReceivedAssaultCue == CUE_COMMANDER; |
|
break; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultBehavior::OnRestore() |
|
{ |
|
if ( !m_hAssaultPoint || !m_hRallyPoint ) |
|
{ |
|
Disable(); |
|
NotifyChangeBehaviorStatus(); |
|
} |
|
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CAI_AssaultBehavior::CanSelectSchedule() |
|
{ |
|
if ( !GetOuter()->IsInterruptable() ) |
|
return false; |
|
|
|
if ( GetOuter()->HasCondition( COND_RECEIVED_ORDERS ) ) |
|
return false; |
|
|
|
// We're letting other AI run for a little while because the assault AI failed recently. |
|
if ( m_flTimeDeferScheduleSelection > gpGlobals->curtime ) |
|
return false; |
|
|
|
// No schedule selection if no assault is being conducted. |
|
if( m_AssaultCue == CUE_NO_ASSAULT ) |
|
return false; |
|
|
|
if ( !m_hAssaultPoint || !m_hRallyPoint ) |
|
{ |
|
Disable(); |
|
return false; |
|
} |
|
|
|
// Remember when we last saw an enemy |
|
if ( GetEnemy() ) |
|
{ |
|
m_flLastSawAnEnemyAt = gpGlobals->curtime; |
|
} |
|
|
|
// If we've seen an enemy in the last few seconds, and we're allowed to divert, |
|
// let the base AI decide what I should do. |
|
if ( IsAllowedToDivert() ) |
|
{ |
|
// Return true, but remember that we're actually allowing them to divert |
|
// This is done because we don't want the assault behaviour to think it's finished with the assault. |
|
m_bDiverting = true; |
|
} |
|
else if ( m_bDiverting ) |
|
{ |
|
// If we were diverting, provoke us to make a new schedule selection |
|
SetCondition( COND_PROVOKED ); |
|
|
|
m_bDiverting = false; |
|
} |
|
|
|
// If we're diverting, let the base AI decide everything |
|
if ( m_bDiverting ) |
|
return false; |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultBehavior::BeginScheduleSelection() |
|
{ |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultBehavior::EndScheduleSelection() |
|
{ |
|
m_bHitAssaultPoint = false; |
|
|
|
if( m_hRallyPoint != NULL ) |
|
{ |
|
if( !m_hRallyPoint->IsExclusive() ) |
|
m_bHitRallyPoint = false; |
|
|
|
if( !hl2_episodic.GetBool() || !m_hRallyPoint->IsExclusive() || !GetOuter()->IsAlive() ) |
|
{ |
|
// Here we unlock the rally point if it is NOT EXCLUSIVE |
|
// -OR- the Outer is DEAD. (This gives us a head-start on |
|
// preparing the point to take new NPCs right away. Otherwise |
|
// we have to wait two seconds until the behavior is destroyed.) |
|
// NOTICE that the legacy (non-episodic) support calls UnlockRallyPoint |
|
// unconditionally on EndScheduleSelection() |
|
UnlockRallyPoint(); |
|
} |
|
} |
|
|
|
GetOuter()->ClearForceCrouch(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : scheduleType - |
|
// Output : int |
|
//----------------------------------------------------------------------------- |
|
int CAI_AssaultBehavior::TranslateSchedule( int scheduleType ) |
|
{ |
|
switch( scheduleType ) |
|
{ |
|
case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK: |
|
// This nasty schedule can allow the NPC to violate their position near |
|
// the assault point. Translate it away to something stationary. (sjb) |
|
return SCHED_COMBAT_FACE; |
|
break; |
|
|
|
case SCHED_RANGE_ATTACK1: |
|
if ( GetOuter()->GetShotRegulator()->IsInRestInterval() ) |
|
{ |
|
if ( GetOuter()->HasStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) |
|
GetOuter()->VacateStrategySlot(); |
|
return SCHED_COMBAT_FACE; // @TODO (toml 07-02-03): Should do something more tactically sensible |
|
} |
|
break; |
|
|
|
case SCHED_MOVE_TO_WEAPON_RANGE: |
|
case SCHED_CHASE_ENEMY: |
|
if( m_bHitAssaultPoint ) |
|
{ |
|
return SCHED_WAIT_AND_CLEAR; |
|
} |
|
else |
|
{ |
|
return SCHED_MOVE_TO_ASSAULT_POINT; |
|
} |
|
break; |
|
|
|
case SCHED_HOLD_RALLY_POINT: |
|
if( HasCondition(COND_NO_PRIMARY_AMMO) | HasCondition(COND_LOW_PRIMARY_AMMO) ) |
|
{ |
|
return SCHED_RELOAD; |
|
} |
|
break; |
|
|
|
case SCHED_MOVE_TO_ASSAULT_POINT: |
|
{ |
|
float flDist = ( m_hAssaultPoint->GetAbsOrigin() - GetAbsOrigin() ).Length(); |
|
if ( flDist <= 12.0f ) |
|
return SCHED_AT_ASSAULT_POINT; |
|
} |
|
break; |
|
} |
|
|
|
return BaseClass::TranslateSchedule( scheduleType ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultBehavior::OnStartSchedule( int scheduleType ) |
|
{ |
|
if ( scheduleType == SCHED_HIDE_AND_RELOAD ) //!!!HACKHACK |
|
{ |
|
// Dirty the assault point flag so that we return to assault point |
|
m_bHitAssaultPoint = false; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultBehavior::ClearSchedule( const char *szReason ) |
|
{ |
|
// HACKHACK: In reality, we shouldn't be clearing the schedule ever if the assault |
|
// behavior isn't actually in charge of the NPC. Fix after ship. For now, hacking |
|
// a fix to Grigori failing to make it over the fence of the graveyard in d1_town_02a |
|
if ( GetOuter()->ClassMatches( "npc_monk" ) && GetOuter()->GetState() == NPC_STATE_SCRIPT ) |
|
return; |
|
|
|
// Don't allow it if we're in a vehicle |
|
if ( GetOuter()->IsInAVehicle() ) |
|
return; |
|
|
|
GetOuter()->ClearSchedule( szReason ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CAI_AssaultBehavior::IsAllowedToDivert( void ) |
|
{ |
|
if ( m_hAssaultPoint && m_hAssaultPoint->m_bAllowDiversion ) |
|
{ |
|
if ( m_hAssaultPoint->m_flAllowDiversionRadius == 0.0f || (m_bHitAssaultPoint && GetEnemy() != NULL && GetEnemy()->GetAbsOrigin().DistToSqr(m_hAssaultPoint->GetAbsOrigin()) <= Square(m_hAssaultPoint->m_flAllowDiversionRadius)) ) |
|
{ |
|
if ( m_flLastSawAnEnemyAt && ((gpGlobals->curtime - m_flLastSawAnEnemyAt) < ASSAULT_DIVERSION_TIME) ) |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultBehavior::BuildScheduleTestBits() |
|
{ |
|
BaseClass::BuildScheduleTestBits(); |
|
|
|
// If we're allowed to divert, add the appropriate interrupts to our movement schedules |
|
if ( IsAllowedToDivert() ) |
|
{ |
|
if ( IsCurSchedule( SCHED_MOVE_TO_ASSAULT_POINT ) || |
|
IsCurSchedule( SCHED_MOVE_TO_RALLY_POINT ) || |
|
IsCurSchedule( SCHED_HOLD_RALLY_POINT ) ) |
|
{ |
|
GetOuter()->SetCustomInterruptCondition( COND_NEW_ENEMY ); |
|
GetOuter()->SetCustomInterruptCondition( COND_SEE_ENEMY ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultBehavior::OnScheduleChange() |
|
{ |
|
if( IsCurSchedule(SCHED_WAIT_AND_CLEAR, false) ) |
|
{ |
|
if( m_hAssaultPoint && m_hAssaultPoint->m_bClearOnContact ) |
|
{ |
|
if( HasCondition(COND_SEE_ENEMY) ) |
|
{ |
|
ClearAssaultPoint(); |
|
} |
|
} |
|
} |
|
|
|
BaseClass::OnScheduleChange(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : int |
|
//----------------------------------------------------------------------------- |
|
int CAI_AssaultBehavior::SelectSchedule() |
|
{ |
|
if ( !OnStrictAssault() ) |
|
{ |
|
if( HasCondition( COND_PLAYER_PUSHING ) ) |
|
return SCHED_ASSAULT_MOVE_AWAY; |
|
|
|
if( HasCondition( COND_HEAR_DANGER ) ) |
|
return SCHED_TAKE_COVER_FROM_BEST_SOUND; |
|
} |
|
|
|
if( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) |
|
return SCHED_MELEE_ATTACK1; |
|
|
|
// If you're empty, reload before trying to carry out any assault functions. |
|
if( HasCondition( COND_NO_PRIMARY_AMMO ) ) |
|
return SCHED_RELOAD; |
|
|
|
if( m_bHitRallyPoint && !m_bHitAssaultPoint && !AssaultHasBegun() ) |
|
{ |
|
// If I have hit my rally point, but I haven't hit my assault point yet, |
|
// Make sure I'm still on my rally point, cause another behavior may have moved me. |
|
// 2D check to be within 32 units of my rallypoint. |
|
Vector vecDiff = GetAbsOrigin() - m_hRallyPoint->GetAbsOrigin(); |
|
vecDiff.z = 0.0; |
|
|
|
if( vecDiff.LengthSqr() > Square(CUE_POINT_TOLERANCE) ) |
|
{ |
|
// Someone moved me away. Get back to rally point. |
|
m_bHitRallyPoint = false; |
|
return SCHED_MOVE_TO_RALLY_POINT; |
|
} |
|
} |
|
else if( m_bHitAssaultPoint ) |
|
{ |
|
// Likewise. If I have hit my assault point, make sure I'm still there. Another |
|
// behavior (hide and reload) may have moved me away. |
|
Vector vecDiff = GetAbsOrigin() - m_hAssaultPoint->GetAbsOrigin(); |
|
vecDiff.z = 0.0; |
|
|
|
if( vecDiff.LengthSqr() > Square(CUE_POINT_TOLERANCE) ) |
|
{ |
|
// Someone moved me away. |
|
m_bHitAssaultPoint = false; |
|
} |
|
} |
|
|
|
// Go to my rally point, unless the assault's begun. |
|
if( !m_bHitRallyPoint && !AssaultHasBegun() ) |
|
{ |
|
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_SQUAD_ADVANCE_TO_RALLY ); |
|
return SCHED_MOVE_TO_RALLY_POINT; |
|
} |
|
|
|
if( !m_bHitAssaultPoint ) |
|
{ |
|
if( m_ReceivedAssaultCue == m_AssaultCue || m_ReceivedAssaultCue == CUE_COMMANDER || m_AssaultCue == CUE_DONT_WAIT ) |
|
{ |
|
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_SQUAD_ADVANCE_TO_ASSAULT ); |
|
|
|
if ( m_hRallyPoint && !m_hRallyPoint->IsExclusive() ) |
|
{ |
|
// If this assault chain is not exclusive, then free up the rallypoint so that others can follow me |
|
// Otherwise, we do not unlock this rally point until we are FINISHED or DEAD. It's exclusively our chain of assault |
|
UnlockRallyPoint();// Here we go! Free up the rally point since I'm moving to assault. |
|
} |
|
|
|
if ( !UpdateForceCrouch() ) |
|
{ |
|
GetOuter()->ClearForceCrouch(); |
|
} |
|
|
|
return SCHED_MOVE_TO_ASSAULT_POINT; |
|
} |
|
else if( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return SCHED_RANGE_ATTACK1; |
|
} |
|
else if( HasCondition( COND_NO_PRIMARY_AMMO ) ) |
|
{ |
|
// Don't run off to reload. |
|
return SCHED_RELOAD; |
|
} |
|
else if( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) ) |
|
{ |
|
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_UNDER_ATTACK ); |
|
return SCHED_ALERT_FACE; |
|
} |
|
else if( GetOuter()->GetEnemy() && !HasCondition( COND_CAN_RANGE_ATTACK1 ) && !HasCondition( COND_CAN_RANGE_ATTACK2) && !HasCondition(COND_ENEMY_OCCLUDED) ) |
|
{ |
|
return SCHED_COMBAT_FACE; |
|
} |
|
else |
|
{ |
|
UpdateForceCrouch(); |
|
return SCHED_HOLD_RALLY_POINT; |
|
} |
|
} |
|
|
|
if( HasCondition( COND_NO_PRIMARY_AMMO ) ) |
|
{ |
|
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_COVER_NO_AMMO ); |
|
return SCHED_HIDE_AND_RELOAD; |
|
} |
|
|
|
if( m_hAssaultPoint->HasSpawnFlags( SF_ASSAULTPOINT_CLEARONARRIVAL ) ) |
|
{ |
|
return SCHED_CLEAR_ASSAULT_POINT; |
|
} |
|
|
|
if ( (!GetEnemy() || HasCondition(COND_ENEMY_OCCLUDED)) && !GetOuter()->HasConditionsToInterruptSchedule( SCHED_WAIT_AND_CLEAR ) ) |
|
{ |
|
// Don't have an enemy. Just keep an eye on things. |
|
return SCHED_WAIT_AND_CLEAR; |
|
} |
|
|
|
if ( OnStrictAssault() ) |
|
{ |
|
// Don't allow the base class to select a schedule cause it will probably move the NPC. |
|
if( !HasCondition(COND_CAN_RANGE_ATTACK1) && |
|
!HasCondition(COND_CAN_RANGE_ATTACK2) && |
|
!HasCondition(COND_CAN_MELEE_ATTACK1) && |
|
!HasCondition(COND_CAN_MELEE_ATTACK2) && |
|
!HasCondition(COND_TOO_CLOSE_TO_ATTACK) && |
|
!HasCondition(COND_NOT_FACING_ATTACK) ) |
|
{ |
|
return SCHED_WAIT_AND_CLEAR; |
|
} |
|
} |
|
|
|
#ifdef HL2_EPISODIC |
|
// This ugly patch fixes a bug where Combine Soldiers on an assault would not shoot through glass, because of the way |
|
// that shooting through glass is implemented in their AI. (sjb) |
|
if( HasCondition(COND_SEE_ENEMY) && HasCondition(COND_WEAPON_SIGHT_OCCLUDED) && !HasCondition(COND_LOW_PRIMARY_AMMO) ) |
|
{ |
|
// If they are hiding behind something that we can destroy, start shooting at it. |
|
CBaseEntity *pBlocker = GetOuter()->GetEnemyOccluder(); |
|
if ( pBlocker && pBlocker->GetHealth() > 0 ) |
|
{ |
|
if( GetOuter()->Classify() == CLASS_COMBINE && FClassnameIs(GetOuter(), "npc_combine_s") ) |
|
{ |
|
return SCHED_SHOOT_ENEMY_COVER; |
|
} |
|
} |
|
} |
|
#endif//HL2_EPISODIC |
|
|
|
return BaseClass::SelectSchedule(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
// CAI_AssaultGoal |
|
// |
|
// Purpose: |
|
// |
|
// |
|
//----------------------------------------------------------------------------- |
|
|
|
BEGIN_DATADESC( CAI_AssaultGoal ) |
|
DEFINE_KEYFIELD( m_RallyPoint, FIELD_STRING, "rallypoint" ), |
|
DEFINE_KEYFIELD( m_AssaultCue, FIELD_INTEGER, "AssaultCue" ), |
|
DEFINE_KEYFIELD( m_RallySelectMethod, FIELD_INTEGER, "RallySelectMethod" ), |
|
DEFINE_KEYFIELD( m_BranchMethod, FIELD_INTEGER, "BranchMethod" ), |
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "BeginAssault", InputBeginAssault ), |
|
END_DATADESC(); |
|
|
|
|
|
//------------------------------------- |
|
LINK_ENTITY_TO_CLASS( ai_goal_assault, CAI_AssaultGoal ); |
|
//------------------------------------- |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultGoal::EnableGoal( CAI_BaseNPC *pAI ) |
|
{ |
|
CAI_AssaultBehavior *pBehavior; |
|
|
|
if ( !pAI->GetBehavior( &pBehavior ) ) |
|
return; |
|
|
|
pBehavior->SetGoal( this ); |
|
pBehavior->SetParameters( m_RallyPoint, (AssaultCue_t)m_AssaultCue, m_RallySelectMethod ); |
|
|
|
// Duplicate the output |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultGoal::DisableGoal( CAI_BaseNPC *pAI ) |
|
{ |
|
CAI_AssaultBehavior *pBehavior; |
|
|
|
if ( pAI->GetBehavior( &pBehavior ) ) |
|
{ |
|
pBehavior->Disable(); |
|
|
|
// Don't leave any hanging rally points locked. |
|
pBehavior->UnlockRallyPoint(); |
|
|
|
pBehavior->ClearSchedule( "Assault goal disabled" ); |
|
pBehavior->SetGoal( NULL ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: ENTITY I/O method for telling the assault behavior to cue assault |
|
// Input : &inputdata - |
|
//----------------------------------------------------------------------------- |
|
void CAI_AssaultGoal::InputBeginAssault( inputdata_t &inputdata ) |
|
{ |
|
int i; |
|
|
|
for( i = 0 ; i < NumActors() ; i++ ) |
|
{ |
|
CAI_BaseNPC *pActor = GetActor( i ); |
|
|
|
if( pActor ) |
|
{ |
|
// Now use this actor to lookup the Behavior |
|
CAI_AssaultBehavior *pBehavior; |
|
|
|
if( pActor->GetBehavior( &pBehavior ) ) |
|
{ |
|
// GOT IT! Now tell the behavior that entity i/o wants to cue the assault. |
|
pBehavior->ReceiveAssaultCue( CUE_ENTITY_INPUT ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER(CAI_AssaultBehavior) |
|
|
|
DECLARE_TASK(TASK_GET_PATH_TO_RALLY_POINT) |
|
DECLARE_TASK(TASK_FACE_RALLY_POINT) |
|
DECLARE_TASK(TASK_GET_PATH_TO_ASSAULT_POINT) |
|
DECLARE_TASK(TASK_FACE_ASSAULT_POINT) |
|
DECLARE_TASK(TASK_AWAIT_CUE) |
|
DECLARE_TASK(TASK_AWAIT_ASSAULT_TIMEOUT) |
|
DECLARE_TASK(TASK_ANNOUNCE_CLEAR) |
|
DECLARE_TASK(TASK_WAIT_ASSAULT_DELAY) |
|
DECLARE_TASK(TASK_HIT_ASSAULT_POINT) |
|
DECLARE_TASK(TASK_HIT_RALLY_POINT) |
|
DECLARE_TASK(TASK_ASSAULT_DEFER_SCHEDULE_SELECTION) |
|
|
|
//========================================================= |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_MOVE_TO_RALLY_POINT, |
|
|
|
" Tasks" |
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSAULT_FAILED_TO_MOVE" |
|
" TASK_GET_PATH_TO_RALLY_POINT 0" |
|
" TASK_RUN_PATH 0" |
|
" TASK_WAIT_FOR_MOVEMENT 0" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_FACE_RALLY_POINT 0" |
|
" TASK_HIT_RALLY_POINT 0" |
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HOLD_RALLY_POINT" |
|
" " |
|
" Interrupts" |
|
" COND_HEAR_DANGER" |
|
" COND_PROVOKED" |
|
" COND_NO_PRIMARY_AMMO" |
|
" COND_PLAYER_PUSHING" |
|
) |
|
|
|
//========================================================= |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_ASSAULT_FAILED_TO_MOVE, |
|
|
|
" Tasks" |
|
" TASK_ASSAULT_DEFER_SCHEDULE_SELECTION 1" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
//========================================================= |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_FAIL_MOVE_TO_RALLY_POINT, |
|
|
|
" Tasks" |
|
" TASK_WAIT 1" |
|
" " |
|
" Interrupts" |
|
" COND_HEAR_DANGER" |
|
" COND_CAN_RANGE_ATTACK1" |
|
" COND_CAN_MELEE_ATTACK1" |
|
) |
|
|
|
|
|
#ifdef HL2_EPISODIC |
|
//========================================================= |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_HOLD_RALLY_POINT, |
|
|
|
" Tasks" |
|
" TASK_FACE_RALLY_POINT 0" |
|
" TASK_AWAIT_CUE 0" |
|
" TASK_WAIT_ASSAULT_DELAY 0" |
|
" " |
|
" Interrupts" |
|
//" COND_NEW_ENEMY" |
|
" COND_CAN_RANGE_ATTACK1" |
|
" COND_CAN_MELEE_ATTACK1" |
|
" COND_LIGHT_DAMAGE" |
|
" COND_HEAVY_DAMAGE" |
|
" COND_PLAYER_PUSHING" |
|
" COND_HEAR_DANGER" |
|
" COND_HEAR_BULLET_IMPACT" |
|
" COND_NO_PRIMARY_AMMO" |
|
) |
|
#else |
|
//========================================================= |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_HOLD_RALLY_POINT, |
|
|
|
" Tasks" |
|
" TASK_FACE_RALLY_POINT 0" |
|
" TASK_AWAIT_CUE 0" |
|
" TASK_WAIT_ASSAULT_DELAY 0" |
|
" " |
|
" Interrupts" |
|
" COND_NEW_ENEMY" |
|
" COND_CAN_RANGE_ATTACK1" |
|
" COND_CAN_MELEE_ATTACK1" |
|
" COND_LIGHT_DAMAGE" |
|
" COND_HEAVY_DAMAGE" |
|
" COND_PLAYER_PUSHING" |
|
" COND_HEAR_DANGER" |
|
" COND_HEAR_BULLET_IMPACT" |
|
" COND_NO_PRIMARY_AMMO" |
|
" COND_TOO_CLOSE_TO_ATTACK" |
|
) |
|
#endif//HL2_EPISODIC |
|
|
|
//========================================================= |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_HOLD_ASSAULT_POINT, |
|
|
|
" Tasks" |
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" |
|
" TASK_WAIT 3" |
|
"" |
|
" Interrupts" |
|
" COND_NEW_ENEMY" |
|
" COND_ENEMY_DEAD" |
|
" COND_CAN_RANGE_ATTACK1" |
|
" COND_CAN_MELEE_ATTACK1" |
|
" COND_CAN_RANGE_ATTACK2" |
|
" COND_CAN_MELEE_ATTACK2" |
|
" COND_TOO_CLOSE_TO_ATTACK" |
|
" COND_LOST_ENEMY" |
|
" COND_HEAR_DANGER" |
|
" COND_HEAR_BULLET_IMPACT" |
|
" COND_NO_PRIMARY_AMMO" |
|
) |
|
|
|
//========================================================= |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_MOVE_TO_ASSAULT_POINT, |
|
|
|
" Tasks" |
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSAULT_FAILED_TO_MOVE" |
|
" TASK_GATHER_CONDITIONS 0" |
|
" TASK_GET_PATH_TO_ASSAULT_POINT 0" |
|
" TASK_RUN_PATH 0" |
|
" TASK_WAIT_FOR_MOVEMENT 0" |
|
" TASK_FACE_ASSAULT_POINT 0" |
|
" TASK_HIT_ASSAULT_POINT 0" |
|
" " |
|
" Interrupts" |
|
" COND_NO_PRIMARY_AMMO" |
|
" COND_HEAR_DANGER" |
|
) |
|
|
|
//========================================================= |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_AT_ASSAULT_POINT, |
|
|
|
" Tasks" |
|
" TASK_FACE_ASSAULT_POINT 0" |
|
" TASK_HIT_ASSAULT_POINT 0" |
|
" " |
|
" Interrupts" |
|
" COND_NO_PRIMARY_AMMO" |
|
" COND_HEAR_DANGER" |
|
) |
|
|
|
//========================================================= |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_WAIT_AND_CLEAR, |
|
|
|
" Tasks" |
|
" TASK_FACE_ASSAULT_POINT 0" |
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" |
|
" TASK_AWAIT_ASSAULT_TIMEOUT 0" |
|
" TASK_ANNOUNCE_CLEAR 0" |
|
" " |
|
" Interrupts" |
|
" COND_NEW_ENEMY" |
|
" COND_LIGHT_DAMAGE" |
|
" COND_HEAVY_DAMAGE" |
|
" COND_CAN_RANGE_ATTACK1" |
|
" COND_CAN_MELEE_ATTACK1" |
|
" COND_CAN_RANGE_ATTACK2" |
|
" COND_CAN_MELEE_ATTACK2" |
|
" COND_HEAR_DANGER" |
|
" COND_HEAR_BULLET_IMPACT" |
|
" COND_TOO_CLOSE_TO_ATTACK" |
|
" COND_NOT_FACING_ATTACK" |
|
" COND_PLAYER_PUSHING" |
|
) |
|
|
|
//========================================================= |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_CLEAR_ASSAULT_POINT, |
|
|
|
" Tasks" |
|
" TASK_ANNOUNCE_CLEAR 0" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
//========================================================= |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_ASSAULT_MOVE_AWAY, |
|
|
|
" Tasks" |
|
" TASK_MOVE_AWAY_PATH 120" |
|
" TASK_RUN_PATH 0" |
|
" TASK_WAIT_FOR_MOVEMENT 0" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
AI_END_CUSTOM_SCHEDULE_PROVIDER()
|
|
|