Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "beam_shared.h"
#include "ai_motor.h"
#include "asw_ai_behavior_mortar.h"
#include "ai_hint.h"
#include "ai_navigator.h"
#include "ai_memory.h"
#include "asw_alien.h"
#include "asw_player.h"
#include "particle_parse.h"
#include "particles/particles.h"
#include "asw_mortar_round.h"
#include "movevars_shared.h"
#include "te_effect_dispatch.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CAI_ASW_MortarBehavior )
END_DATADESC();
LINK_BEHAVIOR_TO_CLASSNAME( CAI_ASW_MortarBehavior );
extern ConVar asw_mortar_round_gravity;
//#define DRAW_DEBUG 1
//------------------------------------------------------------------------------
// Purpose: constructor
//------------------------------------------------------------------------------
CAI_ASW_MortarBehavior::CAI_ASW_MortarBehavior( )
{
m_flMinFiringDistance = 200.0f;
m_flMaxFiringDistance = 800.0f;
m_flMaxFiringDistanceSq = m_flMaxFiringDistance * m_flMaxFiringDistance;;
m_flDamageRadius = 100.0f;
m_flDamageRadiusSq = m_flDamageRadius * m_flDamageRadius;
m_flAccuracy = 150.0f;
m_flProjectileVelocity = 300.0f;
m_flDamageAmount = 10.0f;
m_flFireRate = 2.0;
m_flBlockedAmount = -1.0f;
m_flDeferUntil = gpGlobals->curtime;
}
//------------------------------------------------------------------------------
// Purpose: function to set up parameters
// Input : szKeyName - the name of the key
// szValue - the value to be set
// Output : returns true of we handled this key
//------------------------------------------------------------------------------
bool CAI_ASW_MortarBehavior::KeyValue( const char *szKeyName, const char *szValue )
{
if ( V_stricmp( szKeyName, "minRange" ) == 0 )
{
m_flMinFiringDistance = atof( szValue );
return true;
}
if ( V_stricmp( szKeyName, "maxRange" ) == 0 )
{
m_flMaxFiringDistance = atof( szValue );
m_flMaxFiringDistanceSq = m_flMaxFiringDistance * m_flMaxFiringDistance;
return true;
}
if ( V_stricmp( szKeyName, "radius" ) == 0 )
{
m_flDamageRadius = atof( szValue );
m_flDamageRadiusSq = m_flDamageRadius * m_flDamageRadius;
return true;
}
if ( V_stricmp( szKeyName, "velocity" ) == 0 )
{
m_flProjectileVelocity = atof( szValue );
return true;
}
if ( V_stricmp( szKeyName, "damage" ) == 0 )
{
m_flDamageAmount = atof( szValue );
return true;
}
if ( V_stricmp( szKeyName, "rate" ) == 0 )
{
m_flFireRate = atof( szValue );
return true;
}
if ( V_stricmp( szKeyName, "accuracy" ) == 0 )
{
m_flAccuracy = atof( szValue );
return true;
}
return BaseClass::KeyValue( szKeyName, szValue );
}
//------------------------------------------------------------------------------
// Purpose: precaches any additional assets this behavior needs
//------------------------------------------------------------------------------
void CAI_ASW_MortarBehavior::Precache( void )
{
BaseClass::Precache();
PrecacheParticleSystem( "impact_mortar_preattack" );
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CAI_ASW_MortarBehavior::Init()
{
CASW_Alien *pNPC = static_cast<CASW_Alien*>( GetOuter() );
if ( !pNPC )
return;
pNPC->rangeAttack1.Init( m_flMinFiringDistance, m_flMaxFiringDistance, COMBAT_COND_NO_FACING_CHECK, true );
}
//------------------------------------------------------------------------------
// Purpose: determines if we can use this behavior currently
// Output : returns true if this behavior is able to run
//------------------------------------------------------------------------------
bool CAI_ASW_MortarBehavior::CanSelectSchedule()
{
if ( !GetOuter()->IsInterruptable() )
{
return false;
}
if ( !HasCondition( COND_CAN_RANGE_ATTACK1 ) )
{
return false;
}
if ( m_flDeferUntil > gpGlobals->curtime )
{
return false;
}
return BaseClass::CanSelectSchedule();
}
void CAI_ASW_MortarBehavior::HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm )
{
switch( eEvent )
{
case BEHAVIOR_EVENT_MORTAR_FIRE:
LaunchMortar();
break;
}
}
//------------------------------------------------------------------------------
// Purpose: sets / clears conditions for when the behavior is active. this is
// generally a larger set of conditions to interrupt any tasks.
//------------------------------------------------------------------------------
void CAI_ASW_MortarBehavior::GatherConditions( )
{
BaseClass::GatherConditions();
}
//------------------------------------------------------------------------------
// Purpose: sets / clears conditions for when the behavior is not active. this is
// mainly to have a smaller set of conditions to wake up the behavior.
//------------------------------------------------------------------------------
void CAI_ASW_MortarBehavior::GatherConditionsNotActive( )
{
BaseClass::GatherConditionsNotActive();
}
//------------------------------------------------------------------------------
// Purpose: general purpose routine to collect conditions used both during active
// and non-active states of the behavior.
//------------------------------------------------------------------------------
void CAI_ASW_MortarBehavior::GatherCommonConditions( )
{
BaseClass::GatherCommonConditions();
}
void CAI_ASW_MortarBehavior::BadLocation( )
{
m_flDeferUntil = gpGlobals->curtime + 1.0f;
GetOuter()->ClearSchedule( "No target location" );
}
void CAI_ASW_MortarBehavior::FindMortarLocation( )
{
int nTotalPotential = GetEnemies()->NumEnemies();
CBaseEntity **pEligibleEnemies = ( CBaseEntity ** )stackalloc( sizeof( CBaseEntity * ) * nTotalPotential );
Vector *vNearPlayerCenter = ( Vector * )stackalloc( sizeof( Vector ) * nTotalPotential );
int *nNearPlayerThreat = ( int * )stackalloc( sizeof( int ) * nTotalPotential );
int *nNearPlayerCount = ( int * )stackalloc( sizeof( int ) * nTotalPotential );
int nEligibleCount = 0;
AIEnemiesIter_t iter;
for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst( &iter ); pEMemory != NULL; pEMemory = GetEnemies()->GetNext( &iter ) )
{
CBaseEntity *pEntity = pEMemory->hEnemy;
Vector vDelta = GetAbsOrigin() - pEntity->GetAbsOrigin();
float flLenSq = vDelta.LengthSqr();
if ( flLenSq <= m_flMaxFiringDistanceSq )
{
pEligibleEnemies[ nEligibleCount ] = pEntity;
vNearPlayerCenter[ nEligibleCount ] = pEntity->GetAbsOrigin();
nNearPlayerThreat[ nEligibleCount ] = GetOuter()->IRelationPriority( pEntity );
nNearPlayerCount[ nEligibleCount ] = 1;
nEligibleCount++;
}
}
if ( nEligibleCount == 0 )
{
m_flBlockedAmount = 0.0f;
BadLocation();
return;
}
for ( int i = 0; i < nEligibleCount; i++ )
{
for ( int j = 0; j < nEligibleCount; j++ )
{
if ( i == j )
{
continue;
}
Vector vDelta = pEligibleEnemies[ i ]->GetAbsOrigin() - pEligibleEnemies[ j ]->GetAbsOrigin();
float flLenSq = vDelta.LengthSqr();
if ( flLenSq <= m_flDamageRadiusSq * 2.0f )
{
vNearPlayerCenter[ i ] += pEligibleEnemies[ j ]->GetAbsOrigin();
nNearPlayerThreat[ i ] += GetOuter()->IRelationPriority( pEligibleEnemies[ j ] );
nNearPlayerCount[ i ]++;
}
}
}
int nBestLocation = 0;
int nBestThreat = -999;
for ( int i = 0; i < nEligibleCount; i++ )
{
if ( nNearPlayerThreat[ i ] > nBestThreat )
{
nBestLocation = i;
nBestThreat = nNearPlayerThreat[ i ];
}
}
vNearPlayerCenter[ nBestLocation ] /= nNearPlayerCount[ nBestLocation ];
m_vMortarLocation = vNearPlayerCenter[ nBestLocation ];
m_vMortarLocation.x += RandomFloat( -m_flAccuracy, m_flAccuracy );
m_vMortarLocation.y += RandomFloat( -m_flAccuracy, m_flAccuracy );
}
void CAI_ASW_MortarBehavior::CalcVelocity( Vector &vVelocity )
{
vVelocity = ( m_vMortarLocation - GetAbsOrigin() );
float flLength = vVelocity.NormalizeInPlace();
vVelocity *= m_flProjectileVelocity;
float flGravity = sv_gravity.GetFloat() * asw_mortar_round_gravity.GetFloat();
float flTime = flLength / m_flProjectileVelocity;
flTime /= 2.0f;
float flVelocity = flGravity * flTime;
vVelocity.z = flVelocity;
}
void CAI_ASW_MortarBehavior::ValidateMortarLocation( )
{
trace_t tr;
Vector vStart = GetAbsOrigin() + Vector( 0.0f, 0.0f, 15.0f );
m_flBlockedAmount = -1.0f;
#ifdef DRAW_DEBUG
UTIL_AddDebugLine( vStart, m_vMortarLocation + Vector( 0.0f, 0.0f, 15.0f ), true, true );
#endif // #ifdef DRAW_DEBUG
UTIL_TraceLine( vStart, m_vMortarLocation + Vector( 0.0f, 0.0f, 15.0f ), MASK_SOLID, GetOuter(), ASW_COLLISION_GROUP_IGNORE_NPCS, &tr );
if ( tr.fraction >= 0.90f )
{
return;
}
const int nSubdivisions = 5;
Vector vVelocity;
CalcVelocity( vVelocity );
float flGravity = sv_gravity.GetFloat() * asw_mortar_round_gravity.GetFloat();
Vector vAcceleration( 0.0f, 0.0f, -flGravity );
float flTotalTime = ( m_vMortarLocation - GetAbsOrigin() ).Length() / m_flProjectileVelocity;
float flTime = 0.0f;
float flTimeStep = ( flTotalTime / ( ( float ) ( nSubdivisions - 1 ) ) );
Vector vLast;
m_flBlockedAmount = 0.0f;
for( int i = 0; i < nSubdivisions; i++ )
{
Vector vFinal = vStart + ( vVelocity * flTime ) + ( 0.5f * flTime * flTime * vAcceleration );
flTime += flTimeStep;
if ( i > 0 )
{
m_flBlockedAmount += flTimeStep;
#ifdef DRAW_DEBUG
UTIL_AddDebugLine( vLast, vFinal, true, true );
#endif // #ifdef DRAW_DEBUG
UTIL_TraceLine( vLast, vFinal, MASK_SOLID, GetOuter(), ASW_COLLISION_GROUP_IGNORE_NPCS, &tr );
if ( ( i == ( nSubdivisions - 1 ) && tr.fraction < 0.90 ) || ( i < ( nSubdivisions - 1 ) && tr.fraction != 1.0f ) )
{
BadLocation();
return;
}
}
vLast = vFinal;
}
m_flBlockedAmount = -1.0f;
}
void CAI_ASW_MortarBehavior::LaunchMortar( )
{
#if 0
trace_t tr;
UTIL_TraceLine( m_vMortarLocation + Vector( 0.0f, 0.0f, 25.0f ), m_vMortarLocation - Vector( 0.0f, 0.0f, 100.0f ), MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
if ( tr.allsolid == false )
{
UTIL_DecalTrace( &tr, "PaintSplatPink" );
}
#endif
DispatchParticleEffect( "impact_mortar_preattack", m_vMortarLocation, QAngle( 0, 0, 0 ) );
CEffectData data;
data.m_vOrigin = GetAbsOrigin();
CPASFilter filter( data.m_vOrigin );
filter.SetIgnorePredictionCull(true);
DispatchParticleEffect( "mortar_launch", PATTACH_POINT_FOLLOW, GetOuter(), "mouth", false, -1, &filter );
Vector vVelocity;
CalcVelocity( vVelocity );
int iAttachment = GetOuter()->LookupAttachment( "mouth" );
Vector vecSpawn = GetAbsOrigin() + Vector( 0.0f, 0.0f, 15.0f );
QAngle vecAngles = QAngle( 0.0f, 0.0f, 0.0f );
if ( iAttachment > 0 )
GetOuter()->GetAttachment( iAttachment, vecSpawn, vecAngles );
// CASW_Mortar_Round *pGrenade =
CASW_Mortar_Round::Mortar_Round_Create( m_flDamageAmount, m_flDamageRadius, 0, vecSpawn, vecAngles,
vVelocity, AngularImpulse( 0.0f, 0.0f, 0.0f ), GetOuter() );
}
//------------------------------------------------------------------------------
// Purpose: routine called to start when a task initially starts
// Input : pTask - the task structure
//------------------------------------------------------------------------------
void CAI_ASW_MortarBehavior::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_MORTAR_FIND_MORTAR_LOCATION:
{
FindMortarLocation();
ValidateMortarLocation();
break;
}
case TASK_MORTAR_PREPARE_TO_FIRE:
{
GetOuter()->SetIdealActivity( ACT_PREP_TO_FIRE );
break;
}
case TASK_MORTAR_FIRE:
{
GetOuter()->SetIdealActivity( ACT_FIRE );
// LaunchMortar();
break;
}
case TASK_MORTAR_FIRE_RECOVER:
{
GetOuter()->SetIdealActivity( ACT_FIRE_RECOVER );
break;
}
default:
BaseClass::StartTask( pTask );
break;
}
}
//------------------------------------------------------------------------------
// Purpose: routine called every frame when a task is running
// Input : pTask - the task structure
//------------------------------------------------------------------------------
void CAI_ASW_MortarBehavior::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_MORTAR_FIND_MORTAR_LOCATION:
{
TaskComplete();
m_flDeferUntil = gpGlobals->curtime + m_flFireRate;
break;
}
case TASK_MORTAR_PREPARE_TO_FIRE:
{
if ( !GetOuter()->FInAimCone( m_vMortarLocation ) )
{
GetMotor()->SetIdealYawToTargetAndUpdate( m_vMortarLocation, AI_KEEP_YAW_SPEED );
}
if ( GetOuter()->IsActivityFinished() )
{
TaskComplete();
}
break;
}
case TASK_MORTAR_FIRE:
{
if ( GetOuter()->IsActivityFinished() )
{
TaskComplete();
}
break;
}
case TASK_MORTAR_FIRE_RECOVER:
{
if ( GetOuter()->IsActivityFinished() )
{
TaskComplete();
}
break;
}
default:
BaseClass::RunTask( pTask );
break;
}
}
//------------------------------------------------------------------------------
// Purpose: routine called to select what schedule we want to run
// Output : returns the schedule id of the schedule we want to run
//------------------------------------------------------------------------------
int CAI_ASW_MortarBehavior::SelectSchedule()
{
return SCHED_MORTAR_MOVE_TO_FIRE_SPOT;
}
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_ASW_MortarBehavior )
DECLARE_TASK( TASK_MORTAR_FIND_MORTAR_LOCATION )
DECLARE_TASK( TASK_MORTAR_PREPARE_TO_FIRE )
DECLARE_TASK( TASK_MORTAR_FIRE )
DECLARE_TASK( TASK_MORTAR_FIRE_RECOVER )
DEFINE_SCHEDULE
(
SCHED_MORTAR_MOVE_TO_FIRE_SPOT,
" Tasks"
" TASK_MORTAR_FIND_MORTAR_LOCATION 0"
" TASK_MORTAR_PREPARE_TO_FIRE 0"
" TASK_MORTAR_FIRE 0"
" TASK_MORTAR_FIRE_RECOVER 0"
// " TASK_WAIT 0.5"
""
" Interrupts"
" COND_TASK_FAILED"
);
AI_END_CUSTOM_SCHEDULE_PROVIDER()
#include "tier0/memdbgoff.h"