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846 lines
21 KiB
846 lines
21 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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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "IEffects.h" |
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#include "collisionutils.h" |
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#include "ai_basenpc.h" |
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#include "ai_scriptconditions.h" |
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#include "saverestore_utlvector.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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#define SF_ACTOR_AS_ACTIVATOR ( 1 << 0 ) |
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ConVar debugscriptconditions( "ai_debugscriptconditions", "0" ); |
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#define ScrCondDbgMsg( msg ) \ |
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do \ |
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{ \ |
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if ( debugscriptconditions.GetBool() ) \ |
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{ \ |
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DevMsg msg; \ |
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} \ |
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} \ |
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while (0) |
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//============================================================================= |
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// |
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// CAI_ScriptConditions |
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// |
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//============================================================================= |
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LINK_ENTITY_TO_CLASS(ai_script_conditions, CAI_ScriptConditions); |
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BEGIN_DATADESC( CAI_ScriptConditions ) |
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DEFINE_THINKFUNC( EvaluationThink ), |
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DEFINE_OUTPUT( m_OnConditionsSatisfied, "OnConditionsSatisfied" ), |
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DEFINE_OUTPUT( m_OnConditionsTimeout, "OnConditionsTimeout" ), |
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DEFINE_OUTPUT( m_NoValidActors, "NoValidActors" ), |
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//--------------------------------- |
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), |
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//--------------------------------- |
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// Inputs |
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DEFINE_KEYFIELD(m_fDisabled, FIELD_BOOLEAN, "StartDisabled" ), |
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DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ), |
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DEFINE_KEYFIELD(m_Actor, FIELD_STRING, "Actor" ), |
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DEFINE_KEYFIELD(m_flRequiredTime, FIELD_FLOAT, "RequiredTime" ), |
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#ifndef HL2_EPISODIC |
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DEFINE_FIELD( m_hActor, FIELD_EHANDLE ), |
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DEFINE_EMBEDDED(m_Timer ), |
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DEFINE_EMBEDDED(m_Timeout ), |
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#endif |
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DEFINE_KEYFIELD(m_fMinState, FIELD_INTEGER, "MinimumState" ), |
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DEFINE_KEYFIELD(m_fMaxState, FIELD_INTEGER, "MaximumState" ), |
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DEFINE_KEYFIELD(m_fScriptStatus, FIELD_INTEGER, "ScriptStatus" ), |
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DEFINE_KEYFIELD(m_fActorSeePlayer, FIELD_INTEGER, "ActorSeePlayer" ), |
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DEFINE_KEYFIELD(m_flPlayerActorProximity, FIELD_FLOAT, "PlayerActorProximity" ), |
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DEFINE_EMBEDDED(m_PlayerActorProxTester), |
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DEFINE_KEYFIELD(m_flPlayerActorFOV, FIELD_FLOAT, "PlayerActorFOV" ), |
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DEFINE_KEYFIELD(m_bPlayerActorFOVTrueCone, FIELD_BOOLEAN, "PlayerActorFOVTrueCone" ), |
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DEFINE_KEYFIELD(m_fPlayerActorLOS, FIELD_INTEGER, "PlayerActorLOS" ), |
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DEFINE_KEYFIELD(m_fActorSeeTarget, FIELD_INTEGER, "ActorSeeTarget" ), |
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DEFINE_KEYFIELD(m_flActorTargetProximity, FIELD_FLOAT, "ActorTargetProximity" ), |
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DEFINE_EMBEDDED(m_ActorTargetProxTester), |
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DEFINE_KEYFIELD(m_flPlayerTargetProximity, FIELD_FLOAT, "PlayerTargetProximity" ), |
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DEFINE_EMBEDDED(m_PlayerTargetProxTester), |
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DEFINE_KEYFIELD(m_flPlayerTargetFOV, FIELD_FLOAT, "PlayerTargetFOV" ), |
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DEFINE_KEYFIELD(m_bPlayerTargetFOVTrueCone, FIELD_BOOLEAN, "PlayerTargetFOVTrueCone" ), |
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DEFINE_KEYFIELD(m_fPlayerTargetLOS, FIELD_INTEGER, "PlayerTargetLOS" ), |
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DEFINE_KEYFIELD(m_fPlayerBlockingActor, FIELD_INTEGER, "PlayerBlockingActor" ), |
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DEFINE_KEYFIELD(m_flMinTimeout, FIELD_FLOAT, "MinTimeout" ), |
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DEFINE_KEYFIELD(m_flMaxTimeout, FIELD_FLOAT, "MaxTimeout" ), |
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DEFINE_KEYFIELD(m_fActorInPVS, FIELD_INTEGER, "ActorInPVS" ), |
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DEFINE_KEYFIELD(m_fActorInVehicle, FIELD_INTEGER, "ActorInVehicle" ), |
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DEFINE_KEYFIELD(m_fPlayerInVehicle, FIELD_INTEGER, "PlayerInVehicle" ), |
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DEFINE_UTLVECTOR( m_ElementList, FIELD_EMBEDDED ), |
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DEFINE_FIELD( m_bLeaveAsleep, FIELD_BOOLEAN ), |
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END_DATADESC() |
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BEGIN_SIMPLE_DATADESC( CAI_ProxTester ) |
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DEFINE_FIELD( m_distSq, FIELD_FLOAT ), |
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DEFINE_FIELD( m_fInside, FIELD_BOOLEAN ), |
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END_DATADESC() |
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BEGIN_SIMPLE_DATADESC( CAI_ScriptConditionsElement ) |
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DEFINE_FIELD( m_hActor, FIELD_EHANDLE ), |
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DEFINE_EMBEDDED(m_Timer ), |
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DEFINE_EMBEDDED(m_Timeout ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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#define EVALUATOR( name ) { &CAI_ScriptConditions::Eval##name, #name } |
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CAI_ScriptConditions::EvaluatorInfo_t CAI_ScriptConditions::gm_Evaluators[] = |
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{ |
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EVALUATOR( ActorSeePlayer ), |
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EVALUATOR( State ), |
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EVALUATOR( PlayerActorProximity ), |
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EVALUATOR( PlayerTargetProximity ), |
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EVALUATOR( ActorTargetProximity ), |
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EVALUATOR( PlayerBlockingActor ), |
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EVALUATOR( PlayerActorLook ), |
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EVALUATOR( PlayerTargetLook ), |
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EVALUATOR( ActorSeeTarget), |
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EVALUATOR( PlayerActorLOS ), |
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EVALUATOR( PlayerTargetLOS ), |
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#ifdef HL2_EPISODIC |
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EVALUATOR( ActorInPVS ), |
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EVALUATOR( PlayerInVehicle ), |
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EVALUATOR( ActorInVehicle ), |
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#endif |
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}; |
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void CAI_ScriptConditions::OnRestore( void ) |
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{ |
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BaseClass::OnRestore(); |
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#ifndef HL2_EPISODIC |
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//Old HL2 save game! Fix up to new system. |
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if ( m_hActor ) |
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{ |
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CAI_ScriptConditionsElement conditionactor; |
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conditionactor.SetActor( m_hActor ); |
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conditionactor.SetTimeOut( m_Timeout ); |
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conditionactor.SetTimer( m_Timer ); |
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m_ElementList.AddToTail( conditionactor ); |
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m_hActor = NULL; |
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} |
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if ( m_ElementList.Count() == 0 && m_Actor == NULL_STRING && m_fDisabled == false ) |
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{ |
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AddNewElement( NULL ); |
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} |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptConditions::EvalState( const EvalArgs_t &args ) |
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{ |
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if ( !args.pActor ) |
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return true; |
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CAI_BaseNPC *pNpc = args.pActor->MyNPCPointer(); |
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// !!!LATER - fix this code, we shouldn't need the table anymore |
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// now that we've placed the NPC state defs in a logical order (sjb) |
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static int stateVals[] = |
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{ |
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-1, // NPC_STATE_NONE |
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0, // NPC_STATE_IDLE |
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1, // NPC_STATE_ALERT |
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2, // NPC_STATE_COMBAT |
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-1, // NPC_STATE_SCRIPT |
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-1, // NPC_STATE_PLAYDEAD |
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-1, // NPC_STATE_PRONE |
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-1, // NPC_STATE_DEAD |
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}; |
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int valState = stateVals[pNpc->m_NPCState]; |
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if ( valState < 0 ) |
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{ |
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if ( pNpc->m_NPCState == NPC_STATE_SCRIPT && m_fScriptStatus >= TRS_TRUE ) |
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return true; |
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return false; |
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} |
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const int valLow = stateVals[m_fMinState]; |
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const int valHigh = stateVals[m_fMaxState]; |
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if ( valLow > valHigh ) |
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{ |
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DevMsg( "Script condition warning: Invalid setting for Maximum/Minimum state\n" ); |
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Disable(); |
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return false; |
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} |
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return ( valState >= valLow && valState <= valHigh ); |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptConditions::EvalActorSeePlayer( const EvalArgs_t &args ) |
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{ |
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if( m_fActorSeePlayer == TRS_NONE ) |
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{ |
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// Don't care, so don't do any work. |
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return true; |
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} |
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if ( !args.pActor ) |
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return true; |
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bool fCanSeePlayer = args.pActor->MyNPCPointer()->HasCondition( COND_SEE_PLAYER ); |
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return ( (int)m_fActorSeePlayer == (int)fCanSeePlayer ); |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptConditions::EvalActorSeeTarget( const EvalArgs_t &args ) |
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{ |
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if( m_fActorSeeTarget == TRS_NONE ) |
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{ |
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// Don't care, so don't do any work. |
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return true; |
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} |
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if ( args.pTarget ) |
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{ |
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if ( !args.pActor ) |
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return true; |
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CAI_BaseNPC *pNPCActor = args.pActor->MyNPCPointer(); |
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#ifdef HL2_EPISODIC |
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// This is the code we want to have written for HL2, but HL2 shipped without the QuerySeeEntity() call. This #ifdef really wants to be |
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// something like #ifndef HL2_RETAIL, since this change does want to be in any products that are built henceforth. (sjb) |
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bool fSee = pNPCActor->FInViewCone( args.pTarget ) && pNPCActor->FVisible( args.pTarget ) && pNPCActor->QuerySeeEntity( args.pTarget ); |
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#else |
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bool fSee = pNPCActor->FInViewCone( args.pTarget ) && pNPCActor->FVisible( args.pTarget ); |
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#endif//HL2_EPISODIC |
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if( fSee ) |
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{ |
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if( m_fActorSeeTarget == TRS_TRUE ) |
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{ |
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return true; |
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} |
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return false; |
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} |
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else |
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{ |
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if( m_fActorSeeTarget == TRS_FALSE ) |
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{ |
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return true; |
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} |
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return false; |
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} |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptConditions::EvalPlayerActorProximity( const EvalArgs_t &args ) |
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{ |
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return ( !args.pActor || m_PlayerActorProxTester.Check( args.pPlayer, args.pActor ) ); |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptConditions::EvalPlayerTargetProximity( const EvalArgs_t &args ) |
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{ |
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return ( !args.pTarget || |
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m_PlayerTargetProxTester.Check( args.pPlayer, args.pTarget ) ); |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptConditions::EvalActorTargetProximity( const EvalArgs_t &args ) |
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{ |
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return ( !args.pTarget || !args.pActor || |
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m_ActorTargetProxTester.Check( args.pActor, args.pTarget ) ); |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptConditions::EvalPlayerActorLook( const EvalArgs_t &args ) |
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{ |
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return ( !args.pActor || |
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IsInFOV( args.pPlayer, args.pActor, m_flPlayerActorFOV, m_bPlayerActorFOVTrueCone ) ); |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptConditions::EvalPlayerTargetLook( const EvalArgs_t &args ) |
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{ |
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return ( !args.pTarget || IsInFOV( args.pPlayer, args.pTarget, m_flPlayerTargetFOV, m_bPlayerTargetFOVTrueCone ) ); |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptConditions::EvalPlayerActorLOS( const EvalArgs_t &args ) |
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{ |
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if( m_fPlayerActorLOS == TRS_NONE ) |
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{ |
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// Don't execute expensive code if we don't care. |
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return true; |
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} |
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return ( !args.pActor || PlayerHasLineOfSight( args.pPlayer, args.pActor, m_fPlayerActorLOS == TRS_FALSE ) ); |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptConditions::EvalPlayerTargetLOS( const EvalArgs_t &args ) |
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{ |
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if( m_fPlayerTargetLOS == TRS_NONE ) |
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{ |
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// Don't execute expensive code if we don't care. |
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return true; |
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} |
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return ( !args.pTarget || PlayerHasLineOfSight( args.pPlayer, args.pTarget, m_fPlayerTargetLOS == TRS_FALSE ) ); |
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} |
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bool CAI_ScriptConditions::EvalActorInPVS( const EvalArgs_t &args ) |
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{ |
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if( m_fActorInPVS == TRS_NONE ) |
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{ |
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// Don't execute expensive code if we don't care. |
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return true; |
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} |
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return ( !args.pActor || ActorInPlayersPVS( args.pActor, m_fActorInPVS == TRS_FALSE ) ); |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptConditions::EvalPlayerBlockingActor( const EvalArgs_t &args ) |
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{ |
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if ( m_fPlayerBlockingActor == TRS_NONE ) |
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return true; |
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#if 0 |
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CAI_BaseNPC *pNpc = args.pActor->MyNPCPointer(); |
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const float testDist = 30.0; |
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Vector origin = args.pActor->WorldSpaceCenter(); |
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Vector delta = UTIL_YawToVector( args.pActor->GetAngles().y ) * testDist; |
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Vector vecAbsMins, vecAbsMaxs; |
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args.pActor->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs ); |
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bool intersect = IsBoxIntersectingRay( vecAbsMins, vecAbsMaxs, origin, delta ); |
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#endif |
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if ( m_fPlayerBlockingActor == TRS_FALSE ) |
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return true; |
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return false; // for now, never say player is blocking |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptConditions::EvalPlayerInVehicle( const EvalArgs_t &args ) |
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{ |
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// We don't care |
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if ( m_fPlayerInVehicle == TRS_NONE ) |
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return true; |
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// Need a player to test |
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if ( args.pPlayer == NULL ) |
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return false; |
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// Desired states must match |
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return ( !!args.pPlayer->IsInAVehicle() == m_fPlayerInVehicle ); |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptConditions::EvalActorInVehicle( const EvalArgs_t &args ) |
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{ |
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// We don't care |
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if ( m_fActorInVehicle == TRS_NONE ) |
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return true; |
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if ( !args.pActor ) |
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return true; |
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// Must be able to be in a vehicle at all |
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CBaseCombatCharacter *pBCC = args.pActor->MyCombatCharacterPointer(); |
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if ( pBCC == NULL ) |
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return false; |
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// Desired states must match |
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return ( !!pBCC->IsInAVehicle() == m_fActorInVehicle ); |
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} |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptConditions::Spawn() |
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{ |
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Assert( ( m_fMinState == NPC_STATE_IDLE || m_fMinState == NPC_STATE_COMBAT || m_fMinState == NPC_STATE_ALERT ) && |
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( m_fMaxState == NPC_STATE_IDLE || m_fMaxState == NPC_STATE_COMBAT || m_fMaxState == NPC_STATE_ALERT ) ); |
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m_PlayerActorProxTester.Init( m_flPlayerActorProximity ); |
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m_PlayerTargetProxTester.Init( m_flPlayerTargetProximity ); |
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m_ActorTargetProxTester.Init( m_flActorTargetProximity ); |
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m_bLeaveAsleep = m_fDisabled; |
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} |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptConditions::Activate() |
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{ |
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BaseClass::Activate(); |
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// When we spawn, m_fDisabled is initial state as given by worldcraft. |
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// following that, we keep it updated and it reflects current state. |
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if( !m_fDisabled ) |
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Enable(); |
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#ifdef HL2_EPISODIC |
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gEntList.AddListenerEntity( this ); |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptConditions::UpdateOnRemove( void ) |
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{ |
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gEntList.RemoveListenerEntity( this ); |
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BaseClass::UpdateOnRemove(); |
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m_ElementList.Purge(); |
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} |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptConditions::EvaluationThink() |
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{ |
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if ( m_fDisabled == true ) |
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return; |
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int iActorsDone = 0; |
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#ifdef HL2_DLL |
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if( AI_GetSinglePlayer()->GetFlags() & FL_NOTARGET ) |
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{ |
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ScrCondDbgMsg( ("%s WARNING: Player is NOTARGET. This will affect all LOS conditiosn involving the player!\n", GetDebugName()) ); |
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} |
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#endif |
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for ( int i = 0; i < m_ElementList.Count(); ) |
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{ |
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CAI_ScriptConditionsElement *pConditionElement = &m_ElementList[i]; |
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if ( pConditionElement == NULL ) |
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{ |
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i++; |
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continue; |
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} |
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CBaseEntity *pActor = pConditionElement->GetActor(); |
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CBaseEntity *pActivator = this; |
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#ifdef HL2_EPISODIC |
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if ( pActor && HasSpawnFlags( SF_ACTOR_AS_ACTIVATOR ) ) |
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{ |
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pActivator = pActor; |
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} |
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#endif |
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AssertMsg( !m_fDisabled, ("Violated invariant between CAI_ScriptConditions disabled state and think func setting") ); |
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if ( m_Actor != NULL_STRING && !pActor ) |
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{ |
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if ( m_ElementList.Count() == 1 ) |
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{ |
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DevMsg( "Warning: Active AI script conditions associated with an non-existant or destroyed NPC\n" ); |
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m_NoValidActors.FireOutput( this, this, 0 ); |
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} |
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iActorsDone++; |
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m_ElementList.Remove( i ); |
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continue; |
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} |
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i++; |
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if( m_flMinTimeout > 0 && pConditionElement->GetTimeOut()->Expired() ) |
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{ |
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ScrCondDbgMsg( ( "%s firing output OnConditionsTimeout (%f seconds)\n", STRING( GetEntityName() ), pConditionElement->GetTimeOut()->GetInterval() ) ); |
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iActorsDone++; |
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m_OnConditionsTimeout.FireOutput( pActivator, this ); |
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continue; |
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} |
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bool result = true; |
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const int nEvaluators = sizeof( gm_Evaluators ) / sizeof( gm_Evaluators[0] ); |
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EvalArgs_t args = |
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{ |
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pActor, |
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GetPlayer(), |
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m_hTarget.Get() |
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}; |
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for ( int i = 0; i < nEvaluators; ++i ) |
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{ |
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if ( !(this->*gm_Evaluators[i].pfnEvaluator)( args ) ) |
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{ |
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pConditionElement->GetTimer()->Reset(); |
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result = false; |
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ScrCondDbgMsg( ( "%s failed on: %s\n", GetDebugName(), gm_Evaluators[ i ].pszName ) ); |
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break; |
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} |
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} |
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if ( result ) |
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{ |
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ScrCondDbgMsg( ( "%s waiting... %f\n", GetDebugName(), pConditionElement->GetTimer()->GetRemaining() ) ); |
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} |
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if ( result && pConditionElement->GetTimer()->Expired() ) |
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{ |
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ScrCondDbgMsg( ( "%s firing output OnConditionsSatisfied\n", GetDebugName() ) ); |
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// Default behavior for now, provide worldcraft option later. |
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iActorsDone++; |
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m_OnConditionsSatisfied.FireOutput( pActivator, this ); |
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} |
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} |
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//All done! |
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if ( iActorsDone == m_ElementList.Count() ) |
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{ |
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Disable(); |
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m_ElementList.Purge(); |
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} |
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SetThinkTime(); |
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} |
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//----------------------------------------------------------------------------- |
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int CAI_ScriptConditions::AddNewElement( CBaseEntity *pActor ) |
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{ |
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CAI_ScriptConditionsElement conditionelement; |
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conditionelement.SetActor( pActor ); |
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if( m_flMaxTimeout > 0 ) |
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{ |
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conditionelement.GetTimeOut()->Set( random->RandomFloat( m_flMinTimeout, m_flMaxTimeout ), false ); |
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} |
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else |
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{ |
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conditionelement.GetTimeOut()->Set( m_flMinTimeout, false ); |
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} |
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conditionelement.GetTimer()->Set( m_flRequiredTime ); |
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if ( m_flRequiredTime > 0 ) |
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{ |
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conditionelement.GetTimer()->Reset(); |
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} |
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return m_ElementList.AddToTail( conditionelement ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
void CAI_ScriptConditions::Enable( void ) |
|
{ |
|
m_hTarget = gEntList.FindEntityByName( NULL, m_target ); |
|
|
|
CBaseEntity *pActor = gEntList.FindEntityByName( NULL, m_Actor ); |
|
if ( m_ElementList.Count() == 0 ) |
|
{ |
|
if ( m_Actor != NULL_STRING && pActor == NULL ) |
|
{ |
|
DevMsg( "Warning: Spawning AI script conditions (%s) associated with an non-existant NPC\n", GetDebugName() ); |
|
m_NoValidActors.FireOutput( this, this, 0 ); |
|
Disable(); |
|
return; |
|
} |
|
|
|
if ( pActor && pActor->MyNPCPointer() == NULL ) |
|
{ |
|
Warning( "Script condition warning: warning actor is not an NPC\n" ); |
|
Disable(); |
|
return; |
|
} |
|
} |
|
|
|
while( pActor != NULL ) |
|
{ |
|
if( !ActorInList(pActor) ) |
|
{ |
|
AddNewElement( pActor ); |
|
} |
|
|
|
pActor = gEntList.FindEntityByName( pActor, m_Actor ); |
|
} |
|
|
|
//If we are hitting this it means we are using a Target->Player condition |
|
if ( m_Actor == NULL_STRING ) |
|
{ |
|
if( !ActorInList(pActor) ) |
|
{ |
|
AddNewElement( NULL ); |
|
} |
|
} |
|
|
|
m_fDisabled = false; |
|
|
|
SetThink( &CAI_ScriptConditions::EvaluationThink ); |
|
SetThinkTime(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
void CAI_ScriptConditions::Disable( void ) |
|
{ |
|
SetThink( NULL ); |
|
|
|
m_fDisabled = true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
void CAI_ScriptConditions::InputEnable( inputdata_t &inputdata ) |
|
{ |
|
m_bLeaveAsleep = false; |
|
Enable(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
void CAI_ScriptConditions::InputDisable( inputdata_t &inputdata ) |
|
{ |
|
m_bLeaveAsleep = true; |
|
Disable(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
bool CAI_ScriptConditions::IsInFOV( CBaseEntity *pViewer, CBaseEntity *pViewed, float fov, bool bTrueCone ) |
|
{ |
|
CBaseCombatCharacter *pCombatantViewer = (pViewer) ? pViewer->MyCombatCharacterPointer() : NULL; |
|
|
|
if ( fov < 360 && pCombatantViewer /*&& pViewed*/ ) |
|
{ |
|
Vector vLookDir; |
|
Vector vActorDir; |
|
|
|
// Halve the fov. As expressed here, fov is the full size of the viewcone. |
|
float flFovDotResult; |
|
flFovDotResult = cos( DEG2RAD( fov / 2 ) ); |
|
float fDotPr = 1; |
|
|
|
if( bTrueCone ) |
|
{ |
|
// 3D Check |
|
vLookDir = pCombatantViewer->EyeDirection3D( ); |
|
vActorDir = pViewed->EyePosition() - pViewer->EyePosition(); |
|
vActorDir.NormalizeInPlace(); |
|
fDotPr = vLookDir.Dot(vActorDir); |
|
} |
|
else |
|
{ |
|
// 2D Check |
|
vLookDir = pCombatantViewer->EyeDirection2D( ); |
|
vActorDir = pViewed->EyePosition() - pViewer->EyePosition(); |
|
vActorDir.z = 0.0; |
|
vActorDir.AsVector2D().NormalizeInPlace(); |
|
fDotPr = vLookDir.AsVector2D().Dot(vActorDir.AsVector2D()); |
|
} |
|
|
|
if ( fDotPr < flFovDotResult ) |
|
{ |
|
if( fov < 0 ) |
|
{ |
|
// Designer has requested that the player |
|
// NOT be looking at this place. |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
} |
|
|
|
if( fov < 0 ) |
|
{ |
|
return false; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
bool CAI_ScriptConditions::PlayerHasLineOfSight( CBaseEntity *pViewer, CBaseEntity *pViewed, bool fNot ) |
|
{ |
|
CBaseCombatCharacter *pCombatantViewer = pViewer->MyCombatCharacterPointer(); |
|
|
|
if( pCombatantViewer ) |
|
{ |
|
// We always trace towards the player, so we handle players-in-vehicles |
|
if ( pViewed->FVisible( pCombatantViewer ) ) |
|
{ |
|
// Line of sight exists. |
|
if( fNot ) |
|
{ |
|
return false; |
|
} |
|
else |
|
{ |
|
return true; |
|
} |
|
} |
|
else |
|
{ |
|
// No line of sight. |
|
if( fNot ) |
|
{ |
|
return true; |
|
} |
|
else |
|
{ |
|
return false; |
|
} |
|
} |
|
} |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
bool CAI_ScriptConditions::ActorInPlayersPVS( CBaseEntity *pActor, bool bNot ) |
|
{ |
|
if ( pActor == NULL ) |
|
return true; |
|
|
|
bool bInPVS = !!UTIL_FindClientInPVS( pActor->edict()); |
|
|
|
if ( bInPVS ) |
|
{ |
|
if( bNot ) |
|
{ |
|
return false; |
|
} |
|
else |
|
{ |
|
return true; |
|
} |
|
} |
|
else |
|
{ |
|
if( bNot ) |
|
{ |
|
return true; |
|
} |
|
else |
|
{ |
|
return false; |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
bool CAI_ScriptConditions::ActorInList( CBaseEntity *pActor ) |
|
{ |
|
for ( int i = 0; i < m_ElementList.Count(); i++ ) |
|
{ |
|
if ( m_ElementList[i].GetActor() == pActor ) |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
void CAI_ScriptConditions::OnEntitySpawned( CBaseEntity *pEntity ) |
|
{ |
|
if( m_fDisabled && m_bLeaveAsleep ) |
|
{ |
|
// Don't add elements if we're not currently running and don't want to automatically wake up. |
|
// Any spawning NPC's we miss during this time will be found and added when manually Enabled(). |
|
return; |
|
} |
|
|
|
if ( pEntity->MyNPCPointer() == NULL ) |
|
return; |
|
|
|
if ( pEntity->NameMatches( m_Actor ) ) |
|
{ |
|
if ( ActorInList( pEntity ) == false ) |
|
{ |
|
AddNewElement( pEntity ); |
|
|
|
if ( m_fDisabled == true && m_bLeaveAsleep == false ) |
|
{ |
|
Enable(); |
|
} |
|
} |
|
} |
|
} |
|
|
|
//=============================================================================
|
|
|