Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// npc_blob - experimental, cpu-intensive monster made of lots of smaller elements
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "ai_basenpc.h"
#include "engine/IEngineSound.h"
#include "vstdlib/jobthread.h"
#include "saverestore_utlvector.h"
#include "eventqueue.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern float MOVE_HEIGHT_EPSILON;
#define BLOB_MAX_AVOID_ORIGINS 3
ConVar blob_mindist( "blob_mindist", "120.0" );
ConVar blob_element_speed( "blob_element_speed", "187" );
ConVar npc_blob_idle_speed_factor( "npc_blob_idle_speed_factor", "0.5" );
ConVar blob_numelements( "blob_numelements", "20" );
ConVar blob_batchpercent( "blob_batchpercent", "100" );
ConVar blob_radius( "blob_radius", "160" );
//ConVar blob_min_element_speed( "blob_min_element_speed", "50" );
//ConVar blob_max_element_speed( "blob_max_element_speed", "250" );
ConVar npc_blob_use_threading( "npc_blob_use_threading", "1" );
ConVar npc_blob_sin_amplitude( "npc_blob_sin_amplitude", "60.0f" );
ConVar npc_blob_show_centroid( "npc_blob_show_centroid", "0" );
ConVar npc_blob_straggler_dist( "npc_blob_straggler_dist", "240" );
ConVar npc_blob_use_orientation( "npc_blob_use_orientation", "1" );
ConVar npc_blob_use_model( "npc_blob_use_model", "2" );
ConVar npc_blob_think_interval( "npc_blob_think_interval", "0.025" );
#define NPC_BLOB_MODEL "models/headcrab.mdl"
//=========================================================
// Blob movement rules
//=========================================================
enum
{
BLOB_MOVE_SWARM = 0, // Just swarm with the rest of the group
BLOB_MOVE_TO_TARGET_LOCATION, // Move to a designated location
BLOB_MOVE_TO_TARGET_ENTITY, // Chase the designated entity
BLOB_MOVE_DONT_MOVE, // Sit still!!!!
};
//=========================================================
//=========================================================
class CBlobElement : public CBaseAnimating
{
public:
void Precache();
void Spawn();
int DrawDebugTextOverlays(void);
void SetElementVelocity( Vector vecVelocity, bool bPlanarOnly );
void AddElementVelocity( Vector vecVelocityAdd, bool bPlanarOnly );
void ModifyVelocityForSurface( float flInterval, float flSpeed );
void SetSinePhase( float flPhase ) { m_flSinePhase = flPhase; }
float GetSinePhase() { return m_flSinePhase; }
float GetSineAmplitude() { return m_flSineAmplitude; }
float GetSineFrequency() { return m_flSineFrequency; }
void SetActiveMovementRule( int moveRule ) { m_iMovementRule = moveRule; }
int GetActiveMovementRule() { return m_iMovementRule; }
void MoveTowardsTargetEntity( float speed );
void SetTargetEntity( CBaseEntity *pEntity ) { m_hTargetEntity = pEntity; }
CBaseEntity *GetTargetEntity() { return m_hTargetEntity.Get(); }
void MoveTowardsTargetLocation( float speed );
void SetTargetLocation( const Vector &vecLocation ) { m_vecTargetLocation = vecLocation; }
void ReconfigureRandomParams();
void EnforceSpeedLimits( float flMinSpeed, float flMaxSpeed );
DECLARE_DATADESC();
public:
Vector m_vecPrevOrigin; // Only exists for debugging (isolating stuck elements)
int m_iStuckCount;
bool m_bOnWall;
float m_flDistFromCentroidSqr;
int m_iElementNumber;
Vector m_vecTargetLocation;
float m_flRandomEightyPercent;
private:
EHANDLE m_hTargetEntity;
float m_flSinePhase;
float m_flSineAmplitude;
float m_flSineFrequency;
int m_iMovementRule;
};
LINK_ENTITY_TO_CLASS( blob_element, CBlobElement );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CBlobElement )
DEFINE_FIELD( m_vecPrevOrigin, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_iStuckCount, FIELD_INTEGER ),
DEFINE_FIELD( m_bOnWall, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flDistFromCentroidSqr, FIELD_FLOAT ),
DEFINE_FIELD( m_iElementNumber, FIELD_INTEGER ),
DEFINE_FIELD( m_vecTargetLocation, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ),
DEFINE_FIELD( m_flSinePhase, FIELD_FLOAT ),
DEFINE_FIELD( m_flSineAmplitude, FIELD_FLOAT ),
DEFINE_FIELD( m_flSineFrequency, FIELD_FLOAT ),
DEFINE_FIELD( m_iMovementRule, FIELD_INTEGER ),
END_DATADESC()
const char *pszBlobModels[] =
{
"models/gibs/agibs.mdl",
"models/props_junk/watermelon01.mdl",
"models/w_squeak.mdl",
"models/baby_headcrab.mdl"
};
const char *GetBlobModelName()
{
int index = npc_blob_use_model.GetInt();
return pszBlobModels[ index ];
}
//---------------------------------------------------------
//---------------------------------------------------------
void CBlobElement::Precache()
{
PrecacheModel( GetBlobModelName() );
m_flRandomEightyPercent = random->RandomFloat( 0.8f, 1.0f );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CBlobElement::Spawn()
{
Precache();
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_FLY );
AddSolidFlags( FSOLID_NOT_STANDABLE | FSOLID_NOT_SOLID );
SetModel( GetBlobModelName() );
UTIL_SetSize( this, vec3_origin, vec3_origin );
QAngle angles(0,0,0);
angles.y = random->RandomFloat( 0, 180 );
SetAbsAngles( angles );
AddEffects( EF_NOSHADOW );
ReconfigureRandomParams();
}
//---------------------------------------------------------
//---------------------------------------------------------
int CBlobElement::DrawDebugTextOverlays(void)
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
char tempstr[512];
Q_snprintf(tempstr,sizeof(tempstr), "Element #:%d", m_iElementNumber );
EntityText(text_offset,tempstr,0);
text_offset++;
}
return text_offset;
}
//---------------------------------------------------------
// This is the official way to set velocity for an element
// Do not call SetAbsVelocity() directly, since we also
// need to record the last velocity we intended to give the
// element, so that we can detect changes after game physics
// runs.
//---------------------------------------------------------
void CBlobElement::SetElementVelocity( Vector vecVelocity, bool bPlanarOnly )
{
SetAbsVelocity( vecVelocity );
}
//---------------------------------------------------------
// This is the official way to add velocity to an element.
// See SetElementVelocity() for explanation.
//---------------------------------------------------------
void CBlobElement::AddElementVelocity( Vector vecVelocityAdd, bool bPlanarOnly )
{
Vector vecSum = GetAbsVelocity() + vecVelocityAdd;
SetAbsVelocity( vecSum );
}
//---------------------------------------------------------
// This function seeks to keep the blob element moving along
// multiple different types of surfaces (climbing walls, etc)
//---------------------------------------------------------
#define BLOB_TRACE_HEIGHT 8.0f
void CBlobElement::ModifyVelocityForSurface( float flInterval, float flSpeed )
{
trace_t tr;
Vector vecStart = GetAbsOrigin();
Vector up = Vector( 0, 0, BLOB_TRACE_HEIGHT );
Vector vecWishedGoal = vecStart + (GetAbsVelocity() * flInterval);
UTIL_TraceLine( vecStart + up, vecWishedGoal + up, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
//NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 0.1f );
m_bOnWall = false;
if( tr.fraction == 1.0f )
{
UTIL_TraceLine( vecWishedGoal + up, vecWishedGoal - (up * 2.0f), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
//NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 255, 0, false, 0.1f );
tr.endpos.z += MOVE_HEIGHT_EPSILON;
}
else
{
//NDebugOverlay::Cross3D( GetAbsOrigin(), 16, 255, 255, 0, false, 0.025f );
m_bOnWall = true;
if( tr.m_pEnt != NULL && !tr.m_pEnt->IsWorld() )
{
IPhysicsObject *pPhysics = tr.m_pEnt->VPhysicsGetObject();
if( pPhysics != NULL )
{
Vector vecMassCenter;
Vector vecMassCenterWorld;
vecMassCenter = pPhysics->GetMassCenterLocalSpace();
pPhysics->LocalToWorld( &vecMassCenterWorld, vecMassCenter );
if( tr.endpos.z > vecMassCenterWorld.z )
{
pPhysics->ApplyForceOffset( (-150.0f * m_flRandomEightyPercent) * tr.plane.normal, tr.endpos );
}
}
}
}
Vector vecDir = tr.endpos - vecStart;
VectorNormalize( vecDir );
SetElementVelocity( vecDir * flSpeed, false );
}
//---------------------------------------------------------
// Set velocity that will carry me towards a specified entity
// Most often used to move along with the npc_blob that
// is directing me.
//---------------------------------------------------------
void CBlobElement::MoveTowardsTargetEntity( float speed )
{
CBaseEntity *pTarget = m_hTargetEntity.Get();
if( pTarget != NULL )
{
// Try to attack my target's enemy directly if I can.
CBaseEntity *pTargetEnemy = pTarget->GetEnemy();
if( pTargetEnemy != NULL )
{
pTarget = pTargetEnemy;
}
Vector vecDir = pTarget->WorldSpaceCenter() - GetAbsOrigin();
vecDir.NormalizeInPlace();
SetElementVelocity( vecDir * speed, true );
}
else
{
SetElementVelocity( vec3_origin, true );
}
}
//---------------------------------------------------------
// Set velocity that will take me towards a specified location.
// This is often used to send all blob elements to specific
// locations, causing the blob to appear as though it has
// formed a specific shape.
//---------------------------------------------------------
void CBlobElement::MoveTowardsTargetLocation( float speed )
{
Vector vecDir = m_vecTargetLocation - GetAbsOrigin();
float dist = VectorNormalize( vecDir );
//!!!HACKHACK - how about a real way to tell if we've reached our goal?
if( dist <= 8.0f )
{
SetActiveMovementRule( BLOB_MOVE_DONT_MOVE );
}
speed = MIN( dist, speed );
SetElementVelocity( vecDir * speed, true );
}
//---------------------------------------------------------
// Pick new random numbers for the parameters that create
// variations in movement.
//---------------------------------------------------------
void CBlobElement::ReconfigureRandomParams()
{
m_flSinePhase = random->RandomFloat( 0.01f, 0.9f );
m_flSineFrequency = random->RandomFloat( 10.0f, 20.0f );
m_flSineAmplitude = random->RandomFloat( 0.5f, 1.5f );
}
//---------------------------------------------------------
// Adjust velocity if this element is moving faster than
// flMaxSpeed or slower than flMinSpeed
//---------------------------------------------------------
void CBlobElement::EnforceSpeedLimits( float flMinSpeed, float flMaxSpeed )
{
Vector vecVelocity = GetAbsVelocity();
float flSpeed = VectorNormalize( vecVelocity );
if( flSpeed > flMaxSpeed )
{
SetElementVelocity( vecVelocity * flMaxSpeed, true );
}
else if( flSpeed < flMinSpeed )
{
SetElementVelocity( vecVelocity * flMinSpeed, true );
}
}
//=========================================================
// Custom schedules
//=========================================================
enum
{
SCHED_MYCUSTOMSCHEDULE = LAST_SHARED_SCHEDULE,
};
//=========================================================
// Custom tasks
//=========================================================
enum
{
TASK_MYCUSTOMTASK = LAST_SHARED_TASK,
};
//=========================================================
// Custom Conditions
//=========================================================
enum
{
COND_MYCUSTOMCONDITION = LAST_SHARED_CONDITION,
};
//=========================================================
//=========================================================
class CNPC_Blob : public CAI_BaseNPC
{
DECLARE_CLASS( CNPC_Blob, CAI_BaseNPC );
public:
CNPC_Blob();
void Precache( void );
void Spawn( void );
Class_T Classify( void );
void RunAI();
void GatherConditions( void );
int SelectSchedule( void );
int GetSoundInterests( void ) { return (SOUND_BUGBAIT); }
void ComputeCentroid();
void DoBlobBatchedAI( int iStart, int iEnd );
int ComputeBatchSize();
void AdvanceBatch();
int GetBatchStart();
int GetBatchEnd();
CBlobElement *CreateNewElement();
void InitializeElements();
void RecomputeIdealElementDist();
void RemoveAllElementsExcept( int iExempt );
void RemoveExcessElements( int iNumElements );
void AddNewElements( int iNumElements );
void FormShapeFromPath( string_t iszPathName );
void SetRadius( float flRadius );
DECLARE_DATADESC();
int m_iNumElements;
bool m_bInitialized;
int m_iBatchStart;
Vector m_vecCentroid;
float m_flMinElementDist;
CUtlVector<CHandle< CBlobElement > >m_Elements;
DEFINE_CUSTOM_AI;
public:
void InputFormPathShape( inputdata_t &inputdata );
void InputSetRadius( inputdata_t &inputdata );
void InputChaseEntity( inputdata_t &inputdata );
void InputIsolateElement( inputdata_t &inputdata );
void InputFormHemisphere( inputdata_t &inputdata );
void InputFormTwoSpheres( inputdata_t &inputdata );
public:
Vector m_vecAvoidOrigin[ BLOB_MAX_AVOID_ORIGINS ];
float m_flAvoidRadiusSqr;
private:
int m_iReconfigureElement;
int m_iNumAvoidOrigins;
bool m_bEatCombineHack;
};
LINK_ENTITY_TO_CLASS( npc_blob, CNPC_Blob );
IMPLEMENT_CUSTOM_AI( npc_blob,CNPC_Blob );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_Blob )
DEFINE_FIELD( m_iNumElements, FIELD_INTEGER ),
DEFINE_FIELD( m_bInitialized, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iBatchStart, FIELD_INTEGER ),
DEFINE_FIELD( m_vecCentroid, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_flMinElementDist, FIELD_FLOAT ),
DEFINE_FIELD( m_iReconfigureElement, FIELD_INTEGER ),
DEFINE_UTLVECTOR( m_Elements, FIELD_EHANDLE ),
DEFINE_INPUTFUNC( FIELD_STRING, "FormPathShape", InputFormPathShape ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetRadius", InputSetRadius ),
DEFINE_INPUTFUNC( FIELD_STRING, "ChaseEntity", InputChaseEntity ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "IsolateElement", InputIsolateElement ),
DEFINE_INPUTFUNC( FIELD_VOID, "FormHemisphere", InputFormHemisphere ),
DEFINE_INPUTFUNC( FIELD_VOID, "FormTwoSpheres", InputFormTwoSpheres ),
END_DATADESC()
//---------------------------------------------------------
//---------------------------------------------------------
CNPC_Blob::CNPC_Blob()
{
m_iNumElements = 0;
m_bInitialized = false;
m_iBatchStart = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Initialize the custom schedules
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Blob::InitCustomSchedules(void)
{
INIT_CUSTOM_AI(CNPC_Blob);
ADD_CUSTOM_TASK(CNPC_Blob, TASK_MYCUSTOMTASK);
ADD_CUSTOM_SCHEDULE(CNPC_Blob, SCHED_MYCUSTOMSCHEDULE);
ADD_CUSTOM_CONDITION(CNPC_Blob, COND_MYCUSTOMCONDITION);
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_Blob::Precache( void )
{
PrecacheModel( NPC_BLOB_MODEL );
UTIL_PrecacheOther( "blob_element" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_Blob::Spawn( void )
{
Precache();
SetModel( NPC_BLOB_MODEL );
SetHullType(HULL_TINY);
SetHullSizeNormal();
SetSolid( SOLID_NONE );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
SetBloodColor( BLOOD_COLOR_RED );
m_iHealth = INT_MAX;
m_flFieldOfView = -1.0f;
m_NPCState = NPC_STATE_NONE;
CapabilitiesClear();
CapabilitiesAdd( bits_CAP_MOVE_GROUND );
m_Elements.RemoveAll();
NPCInit();
AddEffects( EF_NODRAW );
m_flMinElementDist = blob_mindist.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
// Output :
//-----------------------------------------------------------------------------
Class_T CNPC_Blob::Classify( void )
{
return CLASS_PLAYER_ALLY;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Blob::RunAI()
{
BaseClass::RunAI();
if( !m_bInitialized )
{
// m_bInitialized is set to false in the constructor. So this bit of
// code runs one time, the first time I think.
Msg("I need to initialize\n");
InitializeElements();
m_bInitialized = true;
return;
}
int iIdealNumElements = blob_numelements.GetInt();
if( iIdealNumElements != m_iNumElements )
{
int delta = iIdealNumElements - m_iNumElements;
if( delta < 0 )
{
delta = -delta;
delta = MIN(delta, 5 );
RemoveExcessElements( delta );
if( m_iReconfigureElement > m_iNumElements )
{
// Start this index over at zero, if it is past the new end of the utlvector.
m_iReconfigureElement = 0;
}
}
else
{
delta = MIN(delta, 5 );
AddNewElements( delta );
}
RecomputeIdealElementDist();
}
ComputeCentroid();
if( npc_blob_show_centroid.GetBool() )
{
NDebugOverlay::Cross3D( m_vecCentroid + Vector( 0, 0, 12 ), 32, 0, 255, 0, false, 0.025f );
}
if( npc_blob_use_threading.GetBool() )
{
IterRangeParallel( this, &CNPC_Blob::DoBlobBatchedAI, 0, m_Elements.Count() );
}
else
{
DoBlobBatchedAI( 0, m_Elements.Count() );
}
if( GetEnemy() != NULL )
{
float flEnemyDistSqr = m_vecCentroid.DistToSqr( GetEnemy()->GetAbsOrigin() );
if( flEnemyDistSqr <= Square( 32.0f ) )
{
if( GetEnemy()->Classify() == CLASS_COMBINE )
{
if( !m_bEatCombineHack )
{
variant_t var;
var.SetFloat( 0 );
g_EventQueue.AddEvent( GetEnemy(), "HitByBugBait", 0.0f, this, this );
g_EventQueue.AddEvent( GetEnemy(), "SetHealth", var, 3.0f, this, this );
m_bEatCombineHack = true;
blob_radius.SetValue( 48.0f );
RecomputeIdealElementDist();
}
}
else
{
CTakeDamageInfo info;
info.SetAttacker( this );
info.SetInflictor( this );
info.SetDamage( 5 );
info.SetDamageType( DMG_SLASH );
info.SetDamageForce( Vector( 0, 0, 1 ) );
GetEnemy()->TakeDamage( info );
}
}
}
SetNextThink( gpGlobals->curtime + npc_blob_think_interval.GetFloat() );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Blob::GatherConditions( void )
{
if( m_bEatCombineHack )
{
// We just ate someone.
if( !GetEnemy() || !GetEnemy()->IsAlive() )
{
m_bEatCombineHack = false;
blob_radius.SetValue( 160.0f );
RecomputeIdealElementDist();
}
}
BaseClass::GatherConditions();
}
//-----------------------------------------------------------------------------
// Either stand still or chase the enemy, for now.
//-----------------------------------------------------------------------------
int CNPC_Blob::SelectSchedule( void )
{
if( GetEnemy() == NULL )
return SCHED_IDLE_STAND;
return SCHED_CHASE_ENEMY;
}
//-----------------------------------------------------------------------------
// Average the origin of all elements to get the centroid for the group
//-----------------------------------------------------------------------------
void CNPC_Blob::ComputeCentroid()
{
m_vecCentroid = vec3_origin;
for( int i = 0 ; i < m_Elements.Count() ; i++ )
{
m_vecCentroid += m_Elements[ i ]->GetAbsOrigin();
}
m_vecCentroid /= m_Elements.Count();
}
//-----------------------------------------------------------------------------
// Run all of the AI for elements within the range iStart to iEnd
//-----------------------------------------------------------------------------
void CNPC_Blob::DoBlobBatchedAI( int iStart, int iEnd )
{
float flInterval = gpGlobals->curtime - GetLastThink();
// Local fields for sin-wave movement variance
float flMySine;
float flAmplitude = npc_blob_sin_amplitude.GetFloat();
float flMyAmplitude;
Vector vecRight;
Vector vecForward;
// Local fields for attract/repel
float minDistSqr = Square( m_flMinElementDist );
float flBlobSpeed = blob_element_speed.GetFloat();
float flSpeed;
// Local fields for speed limiting
float flMinSpeed = blob_element_speed.GetFloat() * 0.5f;
float flMaxSpeed = blob_element_speed.GetFloat() * 1.5f;
bool bEnforceSpeedLimit;
bool bEnforceRelativePositions;
bool bDoMovementVariation;
bool bDoOrientation = npc_blob_use_orientation.GetBool();
float flIdleSpeedFactor = npc_blob_idle_speed_factor.GetFloat();
// Group cohesion
float flBlobRadiusSqr = Square( blob_radius.GetFloat() + 48.0f ); // Four feet of fudge
// Build a right-hand vector along which we'll add some sine wave data to give each
// element a unique insect-like undulation along an axis perpendicular to their path,
// which makes the entire group look far less orderly
if( GetEnemy() != NULL )
{
// If I have an enemy, the right-hand vector is perpendicular to a straight line
// from the group's centroid to the enemy's origin.
vecForward = GetEnemy()->GetAbsOrigin() - m_vecCentroid;
VectorNormalize( vecForward );
vecRight.x = vecForward.y;
vecRight.y = -vecForward.x;
}
else
{
// If there is no enemy, wobble along the axis from the centroid to me.
vecForward = GetAbsOrigin() - m_vecCentroid;
VectorNormalize( vecForward );
vecRight.x = vecForward.y;
vecRight.y = -vecForward.x;
}
//--
// MAIN LOOP - Run all of the elements in the set iStart to iEnd
//--
for( int i = iStart ; i < iEnd ; i++ )
{
CBlobElement *pThisElement = m_Elements[ i ];
//--
// Initial movement
//--
// Start out with bEnforceSpeedLimit set to false. This is because an element
// can't overspeed if it's moving undisturbed towards its target entity or
// target location. An element can only under or overspeed when it is repelled
// by multiple other elements in the group. See "Relative Positions" below.
//
// Initialize some 'defaults' that may be changed for each iteration of this loop
bEnforceSpeedLimit = false;
bEnforceRelativePositions = true;
bDoMovementVariation = true;
flSpeed = flBlobSpeed;
switch( pThisElement->GetActiveMovementRule() )
{
case BLOB_MOVE_DONT_MOVE:
{
pThisElement->SetElementVelocity( vec3_origin, true );
trace_t tr;
Vector vecOrigin = pThisElement->GetAbsOrigin();
UTIL_TraceLine( vecOrigin, vecOrigin - Vector( 0, 0, 16), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if( tr.fraction < 1.0f )
{
QAngle angles;
VectorAngles( tr.plane.normal, angles );
float flSwap = angles.x;
angles.x = -angles.y;
angles.y = flSwap;
pThisElement->SetAbsAngles( angles );
}
}
continue;
break;
case BLOB_MOVE_TO_TARGET_LOCATION:
{
Vector vecDiff = pThisElement->GetAbsOrigin() - pThisElement->m_vecTargetLocation;
if( vecDiff.Length2DSqr() <= Square(80.0f) )
{
// Don't shove this guy around any more, let him get to his goal position.
flSpeed *= 0.5f;
bEnforceRelativePositions = false;
bDoMovementVariation = false;
}
pThisElement->MoveTowardsTargetLocation( flSpeed );
}
break;
case BLOB_MOVE_TO_TARGET_ENTITY:
{
if( !IsMoving() && GetEnemy() == NULL )
{
if( pThisElement->GetAbsOrigin().DistToSqr( GetAbsOrigin() ) <= flBlobRadiusSqr )
{
flSpeed = (flSpeed * flIdleSpeedFactor) * pThisElement->m_flRandomEightyPercent;
}
}
pThisElement->MoveTowardsTargetEntity( flSpeed );
}
break;
default:
Msg("ERROR: Blob Element with unspecified Movement Rule\n");
break;
}
//---
// Relative positions
//--
// Check this element against ALL other elements. If the two elements are closer
// than the allowed minimum distance, repel this element away. (The other element
// will repel when its AI runs). A single element can be repelled by many other
// elements. This is why bEnforceSpeedLimit is set to true if any of the repelling
// code runs for this element. Multiple attempts to repel an element in the same
// direction will cause overspeed. Conflicting attempts to repel an element in opposite
// directions will cause underspeed.
Vector vecDir = Vector( 0, 0, 0 );
Vector vecThisElementOrigin = pThisElement->GetAbsOrigin();
if( bEnforceRelativePositions )
{
for( int j = 0 ; j < m_Elements.Count() ; j++ )
{
// This is the innermost loop! We should optimize here, if anywhere.
// If this element is on the wall, then don't be repelled by anyone. Repelling
// elements that are trying to climb a wall usually make them look like they
// fall off the wall a few times while climbing.
if( pThisElement->m_bOnWall )
continue;
CBlobElement *pThatElement = m_Elements[ j ];
if( i != j )
{
Vector vecThatElementOrigin = pThatElement->GetAbsOrigin();
float distSqr = vecThisElementOrigin.DistToSqr( vecThatElementOrigin );
if( distSqr < minDistSqr )
{
// Too close to the other element. Move away.
float flRepelSpeed;
Vector vecRepelDir = ( vecThisElementOrigin - vecThatElementOrigin );
vecRepelDir.NormalizeInPlace();
flRepelSpeed = (flSpeed * ( 1.0f - ( distSqr / minDistSqr ) ) ) * pThatElement->GetSinePhase();
pThisElement->AddElementVelocity( vecRepelDir * flRepelSpeed, true );
// Since we altered this element's velocity after it was initially set, there's a chance
// that the sums of multiple vectors will cause the element to over or underspeed, so
// mark it for speed limit enforcement
bEnforceSpeedLimit = true;
}
}
}
}
//--
// Movement variation
//--
if( bDoMovementVariation )
{
flMySine = sin( gpGlobals->curtime * pThisElement->GetSineFrequency() );
flMyAmplitude = flAmplitude * pThisElement->GetSineAmplitude();
pThisElement->AddElementVelocity( vecRight * (flMySine * flMyAmplitude), true );
}
// Avoidance
for( int a = 0 ; a < m_iNumAvoidOrigins ; a++ )
{
Vector vecAvoidDir = pThisElement->GetAbsOrigin() - m_vecAvoidOrigin[ a ];
if( vecAvoidDir.LengthSqr() <= (m_flAvoidRadiusSqr * pThisElement->m_flRandomEightyPercent) )
{
VectorNormalize( vecAvoidDir );
pThisElement->AddElementVelocity( vecAvoidDir * (flSpeed * 2.0f), true );
break;
}
}
//--
// Speed limits
//---
if( bEnforceSpeedLimit == true )
{
pThisElement->EnforceSpeedLimits( flMinSpeed, flMaxSpeed );
}
//--
// Wall crawling
//--
pThisElement->ModifyVelocityForSurface( flInterval, flSpeed );
// For identifying stuck elements.
pThisElement->m_vecPrevOrigin = pThisElement->GetAbsOrigin();
pThisElement->m_flDistFromCentroidSqr = pThisElement->m_vecPrevOrigin.DistToSqr( m_vecCentroid );
// Orientation
if( bDoOrientation )
{
QAngle angles;
VectorAngles( pThisElement->GetAbsVelocity(), angles );
pThisElement->SetAbsAngles( angles );
}
/*
//--
// Stragglers/Group integrity
//
if( pThisElement->m_flDistFromCentroidSqr > flStragglerDistSqr )
{
NDebugOverlay::Line( pThisElement->GetAbsOrigin(), m_vecCentroid, 255, 0, 0, false, 0.025f );
}
*/
}
}
//-----------------------------------------------------------------------------
// Throw out all elements and their entities except for the the specified
// index into the UTILVector. This is useful for isolating elements that
// get into a bad state.
//-----------------------------------------------------------------------------
void CNPC_Blob::RemoveAllElementsExcept( int iExempt )
{
if( m_Elements.Count() == 1 )
return;
m_Elements[ 0 ].Set( m_Elements[ iExempt ].Get() );
for( int i = 1 ; i < m_Elements.Count() ; i++ )
{
if( i != iExempt )
{
m_Elements[ i ]->SUB_Remove();
}
}
m_Elements.RemoveMultiple( 1, m_Elements.Count() - 1 );
m_iNumElements = 1;
}
//-----------------------------------------------------------------------------
// Purpose: The blob has too many elements. Locate good candidates and remove
// this many elements.
//-----------------------------------------------------------------------------
void CNPC_Blob::RemoveExcessElements( int iNumElements )
{
// For now we're not assessing candidates, just blindly removing.
int i;
for( i = 0 ; i < iNumElements ; i++ )
{
int iLastElement = m_iNumElements - 1;
// Nuke the associated entity
m_Elements[ iLastElement ]->SUB_Remove();
m_Elements.Remove( iLastElement );
m_iNumElements--;
}
}
//-----------------------------------------------------------------------------
// Purpose: This blob has too few elements. Add this many elements by stacking
// them on top of existing elements and allowing them to disperse themselves
// into the blob.
//-----------------------------------------------------------------------------
void CNPC_Blob::AddNewElements( int iNumElements )
{
int i;
// Keep track of how many elements we had when we came into this function.
// Since the new elements copy their origins from existing elements, we only want
// to copy origins from elements that existed before we came into this function.
// Otherwise, the more elements we create while in this function, the more likely it
// becomes that several of them will stack on the same origin.
int iInitialElements = m_iNumElements;
for( i = 0 ; i < iNumElements ; i++ )
{
CBlobElement *pElement = CreateNewElement();
if( pElement != NULL )
{
// Copy the origin of some element that is not me. This will make the expansion
// of the group easier on the eye, since this element will spawn inside of some
// other element, and then be pushed out by the blob's repel rules.
int iCopyElement = random->RandomInt( 0, iInitialElements - 1 );
pElement->SetAbsOrigin( m_Elements[iCopyElement]->GetAbsOrigin() );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define BLOB_MAX_VERTS 128
void CNPC_Blob::FormShapeFromPath( string_t iszPathName )
{
Vector vertex[ BLOB_MAX_VERTS ];
int i;
int iNumVerts = 0;
for ( i = 0 ; i < BLOB_MAX_VERTS ; i++ )
{
if( iszPathName == NULL_STRING )
{
//Msg("Terminal path\n");
break;
}
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, iszPathName );
if( pEntity != NULL )
{
bool bClosedPath = false;
for( int j = 0 ; j < i ; j++ )
{
// Stop if we reach a vertex that's already in the array (closed path)
if( vertex[ j ] == pEntity->GetAbsOrigin() )
{
//Msg("Closed path!\n");
bClosedPath = true;
break;
}
}
vertex[ i ] = pEntity->GetAbsOrigin();
iszPathName = pEntity->m_target;
iNumVerts++;
if( bClosedPath )
break;
}
}
//Msg("%d verts found in path!\n", iNumVerts);
float flPathLength = 0.0f;
float flDistribution;
for( i = 0 ; i < iNumVerts - 1 ; i++ )
{
Vector vecDiff = vertex[ i ] - vertex[ i + 1 ];
flPathLength += vecDiff.Length();
}
flDistribution = flPathLength / m_iNumElements;
Msg("Path length is %f, distribution is %f\n", flPathLength, flDistribution );
int element = 0;
for( i = 0 ; i < iNumVerts - 1 ; i++ )
{
//NDebugOverlay::Line( vertex[ i ], vertex[ i + 1 ], 0, 255, 0, false, 10.0f );
Vector vecDiff = vertex[ i + 1 ] - vertex[ i ];
Vector vecStart = vertex[ i ];
float flSegmentLength = VectorNormalize( vecDiff );
float flStep;
for( flStep = 0.0f ; flStep < flSegmentLength ; flStep += flDistribution )
{
//NDebugOverlay::Cross3D( vecStart + vecDiff * flStep, 16, 255, 255, 255, false, 10.0f );
m_Elements[ element ]->SetTargetLocation( vecStart + vecDiff * flStep );
m_Elements[ element ]->SetActiveMovementRule( BLOB_MOVE_TO_TARGET_LOCATION );
element++;
if( element == m_iNumElements )
return;
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Blob::SetRadius( float flRadius )
{
blob_radius.SetValue( flRadius );
RecomputeIdealElementDist();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Blob::InputFormPathShape( inputdata_t &inputdata )
{
string_t shape = inputdata.value.StringID();
if( shape == NULL_STRING )
return;
//Msg("I'm supposed to form some shape called:%s\n", shape );
FormShapeFromPath( shape );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Blob::InputSetRadius( inputdata_t &inputdata )
{
float flNewRadius = inputdata.value.Float();
SetRadius( flNewRadius );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Blob::InputChaseEntity( inputdata_t &inputdata )
{
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, inputdata.value.StringID(), NULL, inputdata.pActivator, inputdata.pCaller );
if ( pEntity )
{
for( int i = 0 ; i < m_Elements.Count() ; i++ )
{
CBlobElement *pElement = m_Elements[ i ];
pElement->SetTargetEntity( pEntity );
pElement->SetActiveMovementRule( BLOB_MOVE_TO_TARGET_ENTITY );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Blob::InputIsolateElement( inputdata_t &inputdata )
{
int iElement = inputdata.value.Int();
RemoveAllElementsExcept( iElement );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Blob::InputFormHemisphere( inputdata_t &inputdata )
{
Vector center = GetAbsOrigin();
const float flRadius = 240.0f;
Vector vecDir;
for( int i = 0 ; i < m_Elements.Count() ; i++ )
{
CBlobElement *pElement = m_Elements[ i ];
// Compute a point around my center
vecDir.x = random->RandomFloat( -1, 1 );
vecDir.y = random->RandomFloat( -1, 1 );
vecDir.z = random->RandomFloat( 0, 1 );
VectorNormalize( vecDir );
pElement->SetTargetLocation( center + vecDir * flRadius );
pElement->SetActiveMovementRule( BLOB_MOVE_TO_TARGET_LOCATION );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Blob::InputFormTwoSpheres( inputdata_t &inputdata )
{
Vector center = GetAbsOrigin();
Vector sphere1 = GetAbsOrigin() + Vector( 120.0f, 0, 120.0f );
Vector sphere2 = GetAbsOrigin() + Vector( -120.0f, 0, 120.0f );
const float flRadius = 100.0f;
Vector vecDir;
int batchSize = m_Elements.Count() / 2;
for( int i = 0 ; i < batchSize ; i++ )
{
CBlobElement *pElement = m_Elements[ i ];
// Compute a point around my center
vecDir.x = random->RandomFloat( -1, 1 );
vecDir.y = random->RandomFloat( -1, 1 );
vecDir.z = random->RandomFloat( -1, 1 );
VectorNormalize( vecDir );
pElement->SetTargetLocation( sphere1 + vecDir * flRadius );
pElement->SetActiveMovementRule( BLOB_MOVE_TO_TARGET_LOCATION );
}
for( int i = batchSize ; i < m_Elements.Count() ; i++ )
{
CBlobElement *pElement = m_Elements[ i ];
// Compute a point around my center
vecDir.x = random->RandomFloat( -1, 1 );
vecDir.y = random->RandomFloat( -1, 1 );
vecDir.z = random->RandomFloat( -1, 1 );
VectorNormalize( vecDir );
pElement->SetTargetLocation( sphere2 + vecDir * flRadius );
pElement->SetActiveMovementRule( BLOB_MOVE_TO_TARGET_LOCATION );
}
}
//-----------------------------------------------------------------------------
// Get the index of the element to start processing with for this batch.
//-----------------------------------------------------------------------------
int CNPC_Blob::GetBatchStart()
{
return m_iBatchStart;
}
//-----------------------------------------------------------------------------
// Get the index of the element to stop processing with for this batch.
//-----------------------------------------------------------------------------
int CNPC_Blob::GetBatchEnd()
{
int batchDone = m_iBatchStart + ComputeBatchSize();
batchDone = MIN( batchDone, m_Elements.Count() );
return batchDone;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Blob::ComputeBatchSize()
{
int batchSize = m_Elements.Count() / ( 100 / blob_batchpercent.GetInt() );
return batchSize;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Blob::AdvanceBatch()
{
m_iBatchStart += ComputeBatchSize();
if( m_iBatchStart >= m_Elements.Count() )
m_iBatchStart = 0;
}
//-----------------------------------------------------------------------------
// Creates a new blob element from scratch and adds it to the blob
//-----------------------------------------------------------------------------
CBlobElement *CNPC_Blob::CreateNewElement()
{
CBlobElement *pElement = static_cast<CBlobElement*>(CreateEntityByName( "blob_element" ));
if( pElement != NULL )
{
pElement->SetOwnerEntity( this );
pElement->SetSinePhase( fabs( sin(((float)m_iNumElements)/10.0f) ) );
pElement->SetActiveMovementRule( BLOB_MOVE_TO_TARGET_ENTITY );
pElement->SetTargetEntity( this );
pElement->m_iElementNumber = m_iNumElements;
m_iNumElements++;
pElement->Spawn();
m_Elements.AddToTail( pElement );
return pElement;
}
Warning("Blob could not spawn new element!\n");
return NULL;
}
//-----------------------------------------------------------------------------
// Create, initialize, and distribute all blob elements
//-----------------------------------------------------------------------------
void CNPC_Blob::InitializeElements()
{
// Squirt all of the elements out into a circle
int i;
QAngle angDistributor( 0, 0, 0 );
int iNumElements = blob_numelements.GetInt();
float step = 360.0f / ((float)iNumElements);
for( i = 0 ; i < iNumElements ; i++ )
{
Vector vecDir;
Vector vecDest;
AngleVectors( angDistributor, &vecDir, NULL, NULL );
vecDest = WorldSpaceCenter() + vecDir * 64.0f;
CBlobElement *pElement = CreateNewElement();
if( !pElement )
{
Msg("Blob could not create all elements!!\n");
return;
}
trace_t tr;
UTIL_TraceLine( vecDest, vecDest + Vector (0, 0, MIN_COORD_FLOAT), MASK_SHOT, pElement, COLLISION_GROUP_NONE, &tr );
pElement->SetAbsOrigin( tr.endpos + Vector( 0, 0, 1 ) );
angDistributor.y += step;
}
CBaseEntity *pEntity = gEntList.FindEntityByClassname( NULL, "info_target" );
for( i = 0 ; i < BLOB_MAX_AVOID_ORIGINS ; i++ )
{
if( pEntity )
{
if( pEntity->NameMatches("avoid") )
{
m_vecAvoidOrigin[ i ] = pEntity->GetAbsOrigin();
m_flAvoidRadiusSqr = Square( 120.0f );
m_iNumAvoidOrigins++;
}
pEntity = gEntList.FindEntityByClassname( pEntity, "info_target" );
}
else
{
break;
}
}
Msg("%d avoid origins\n", m_iNumAvoidOrigins );
RecomputeIdealElementDist();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Blob::RecomputeIdealElementDist()
{
float radius = blob_radius.GetFloat();
float area = M_PI * Square(radius);
//Msg("Area of blob is: %f\n", area );
//m_flMinElementDist = 2.75f * sqrt( area / m_iNumElements );
m_flMinElementDist = M_PI * sqrt( area / m_iNumElements );
//Msg("New element dist: %f\n", m_flMinElementDist );
}