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439 lines
14 KiB
439 lines
14 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Base class for humanoid NPCs intended to fight along side player in close |
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// environments |
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// |
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//=============================================================================// |
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#ifndef NPC_PLAYERCOMPANION_H |
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#define NPC_PLAYERCOMPANION_H |
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#include "ai_playerally.h" |
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#include "ai_behavior_follow.h" |
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#include "ai_behavior_standoff.h" |
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#include "ai_behavior_assault.h" |
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#include "ai_behavior_lead.h" |
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#include "ai_behavior_actbusy.h" |
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#include "ai_behavior_fear.h" |
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#ifdef HL2_EPISODIC |
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#include "ai_behavior_operator.h" |
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#include "ai_behavior_passenger_companion.h" |
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#endif |
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#if defined( _WIN32 ) |
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#pragma once |
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#endif |
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enum AIReadiness_t |
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{ |
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AIRL_PANIC = -2, |
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AIRL_STEALTH = -1, |
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AIRL_RELAXED = 0, |
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AIRL_STIMULATED, |
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AIRL_AGITATED, |
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}; |
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enum AIReadinessUse_t |
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{ |
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AIRU_NEVER, |
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AIRU_ALWAYS, |
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AIRU_ONLY_PLAYER_SQUADMATES, |
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}; |
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class CCompanionActivityRemap : public CActivityRemap |
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{ |
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public: |
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CCompanionActivityRemap( void ) : |
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m_fUsageBits( 0 ), |
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m_readiness( AIRL_RELAXED ), |
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m_bAiming( false ), |
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m_bWeaponRequired( false ), |
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m_bInVehicle( false ) {} |
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// This bitfield maps which bits of data are being utilized by this data structure, since not all criteria |
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// in the parsed file are essential. You must add corresponding bits to the definitions below and maintain |
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// their state in the parsing of the file, as well as check the bitfield before accessing the data. This |
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// could be encapsulated into this class, but we'll probably move away from this model and closer to something |
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// more akin to the response rules -- jdw |
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int m_fUsageBits; |
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AIReadiness_t m_readiness; |
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bool m_bAiming; |
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bool m_bWeaponRequired; |
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bool m_bInVehicle; // For future expansion, this needs to speak more to the exact seat, role, and vehicle |
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}; |
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// Usage bits for remap "extra" parsing - if these bits are set, the associated data has changed |
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#define bits_REMAP_READINESS (1<<0) |
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#define bits_REMAP_AIMING (1<<1) |
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#define bits_REMAP_WEAPON_REQUIRED (1<<2) |
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#define bits_REMAP_IN_VEHICLE (1<<3) |
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// Readiness modes that only change due to mapmaker scripts |
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#define READINESS_MIN_VALUE -2 |
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#define READINESS_MODE_PANIC -2 |
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#define READINESS_MODE_STEALTH -1 |
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// Readiness modes that change normally |
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#define READINESS_VALUE_RELAXED 0.1f |
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#define READINESS_VALUE_STIMULATED 0.95f |
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#define READINESS_VALUE_AGITATED 1.0f |
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class CPhysicsProp; |
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//----------------------------------------------------------------------------- |
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// |
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// CLASS: CNPC_PlayerCompanion |
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// |
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//----------------------------------------------------------------------------- |
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class CNPC_PlayerCompanion : public CAI_PlayerAlly |
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{ |
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DECLARE_CLASS( CNPC_PlayerCompanion, CAI_PlayerAlly ); |
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public: |
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//--------------------------------- |
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bool CreateBehaviors(); |
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void Precache(); |
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void Spawn(); |
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virtual void SelectModel() {}; |
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virtual int Restore( IRestore &restore ); |
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virtual void DoCustomSpeechAI( void ); |
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//--------------------------------- |
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int ObjectCaps(); |
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bool ShouldAlwaysThink(); |
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Disposition_t IRelationType( CBaseEntity *pTarget ); |
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bool IsSilentSquadMember() const; |
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//--------------------------------- |
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// Behavior |
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//--------------------------------- |
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void GatherConditions(); |
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virtual void PredictPlayerPush(); |
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void BuildScheduleTestBits(); |
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CSound *GetBestSound( int validTypes = ALL_SOUNDS ); |
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bool QueryHearSound( CSound *pSound ); |
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bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false ); |
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bool ShouldIgnoreSound( CSound * ); |
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int SelectSchedule(); |
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virtual int SelectScheduleDanger(); |
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virtual int SelectSchedulePriorityAction(); |
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virtual int SelectScheduleNonCombat() { return SCHED_NONE; } |
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virtual int SelectScheduleCombat(); |
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int SelectSchedulePlayerPush(); |
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virtual bool CanReload( void ); |
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virtual bool ShouldDeferToFollowBehavior(); |
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bool ShouldDeferToPassengerBehavior( void ); |
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bool IsValidReasonableFacing( const Vector &vecSightDir, float sightDist ); |
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int TranslateSchedule( int scheduleType ); |
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void StartTask( const Task_t *pTask ); |
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void RunTask( const Task_t *pTask ); |
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Activity TranslateActivityReadiness( Activity activity ); |
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Activity NPC_TranslateActivity( Activity eNewActivity ); |
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void HandleAnimEvent( animevent_t *pEvent ); |
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bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt); |
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int GetSoundInterests(); |
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void Touch( CBaseEntity *pOther ); |
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virtual bool IgnorePlayerPushing( void ); |
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void ModifyOrAppendCriteria( AI_CriteriaSet& set ); |
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void Activate( void ); |
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void PrepareReadinessRemap( void ); |
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virtual bool IsNavigationUrgent( void ); |
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//--------------------------------- |
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// Readiness |
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//--------------------------------- |
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protected: |
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virtual bool IsReadinessCapable(); |
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bool IsReadinessLocked() { return gpGlobals->curtime < m_flReadinessLockedUntil; } |
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void AddReadiness( float flAdd, bool bOverrideLock = false ); |
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void SubtractReadiness( float flAdd, bool bOverrideLock = false ); |
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void SetReadinessValue( float flSet ); |
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void SetReadinessSensitivity( float flSensitivity ) { m_flReadinessSensitivity = flSensitivity; } |
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virtual void UpdateReadiness(); |
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virtual float GetReadinessDecay(); |
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bool IsInScriptedReadinessState( void ) { return (m_flReadiness < 0 ); } |
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CUtlVector< CCompanionActivityRemap > m_activityMappings; |
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public: |
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float GetReadinessValue() { return m_flReadiness; } |
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int GetReadinessLevel(); |
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void SetReadinessLevel( int iLevel, bool bOverrideLock, bool bSlam ); |
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void LockReadiness( float duration = -1.0f ); // Defaults to indefinitely locked |
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void UnlockReadiness( void ); |
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virtual void ReadinessLevelChanged( int iPriorLevel ) { } |
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void InputGiveWeapon( inputdata_t &inputdata ); |
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#ifdef HL2_EPISODIC |
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//--------------------------------- |
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// Vehicle passenger |
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//--------------------------------- |
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void InputEnterVehicle( inputdata_t &inputdata ); |
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void InputEnterVehicleImmediately( inputdata_t &inputdata ); |
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void InputCancelEnterVehicle( inputdata_t &inputdata ); |
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void InputExitVehicle( inputdata_t &inputdata ); |
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bool CanEnterVehicle( void ); |
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bool CanExitVehicle( void ); |
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void EnterVehicle( CBaseEntity *pEntityVehicle, bool bImmediately ); |
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virtual bool ExitVehicle( void ); |
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virtual void UpdateEfficiency( bool bInPVS ); |
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virtual bool IsInAVehicle( void ) const; |
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virtual IServerVehicle *GetVehicle( void ); |
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virtual CBaseEntity *GetVehicleEntity( void ); |
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virtual bool CanRunAScriptedNPCInteraction( bool bForced = false ); |
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virtual bool IsAllowedToDodge( void ); |
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#endif // HL2_EPISODIC |
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public: |
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virtual void OnPlayerKilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info ); |
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//--------------------------------- |
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//--------------------------------- |
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bool PickTacticalLookTarget( AILookTargetArgs_t *pArgs ); |
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//--------------------------------- |
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// Aiming |
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//--------------------------------- |
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CBaseEntity *GetAimTarget() { return m_hAimTarget; } |
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void SetAimTarget( CBaseEntity *pTarget ); |
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void StopAiming( char *pszReason = NULL ); |
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bool FindNewAimTarget(); |
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void OnNewLookTarget(); |
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bool ShouldBeAiming(); |
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virtual bool IsAllowedToAim(); |
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bool HasAimLOS( CBaseEntity *pAimTarget ); |
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void AimGun(); |
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CBaseEntity *GetAlternateMoveShootTarget(); |
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//--------------------------------- |
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// Combat |
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//--------------------------------- |
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virtual void LocateEnemySound() {}; |
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bool IsValidEnemy( CBaseEntity *pEnemy ); |
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bool IsSafeFromFloorTurret( const Vector &vecLocation, CBaseEntity *pTurret ); |
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bool ShouldMoveAndShoot( void ); |
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void OnUpdateShotRegulator(); |
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void DecalTrace( trace_t *pTrace, char const *decalName ); |
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bool FCanCheckAttacks(); |
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Vector GetActualShootPosition( const Vector &shootOrigin ); |
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WeaponProficiency_t CalcWeaponProficiency( CBaseCombatWeapon *pWeapon ); |
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bool ShouldLookForBetterWeapon(); |
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bool Weapon_CanUse( CBaseCombatWeapon *pWeapon ); |
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void Weapon_Equip( CBaseCombatWeapon *pWeapon ); |
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void PickupWeapon( CBaseCombatWeapon *pWeapon ); |
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bool FindCoverPos( CBaseEntity *pEntity, Vector *pResult); |
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bool FindCoverPosInRadius( CBaseEntity *pEntity, const Vector &goalPos, float coverRadius, Vector *pResult ); |
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bool FindCoverPos( CSound *pSound, Vector *pResult ); |
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bool FindMortarCoverPos( CSound *pSound, Vector *pResult ); |
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bool IsCoverPosition( const Vector &vecThreat, const Vector &vecPosition ); |
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bool IsEnemyTurret() { return ( GetEnemy() && IsTurret(GetEnemy()) ); } |
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static bool IsMortar( CBaseEntity *pEntity ); |
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static bool IsSniper( CBaseEntity *pEntity ); |
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static bool IsTurret( CBaseEntity *pEntity ); |
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static bool IsGunship( CBaseEntity *pEntity ); |
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//--------------------------------- |
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// Damage handling |
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//--------------------------------- |
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int OnTakeDamage_Alive( const CTakeDamageInfo &info ); |
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void OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker ); |
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//--------------------------------- |
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// Hints |
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//--------------------------------- |
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bool FValidateHintType ( CAI_Hint *pHint ); |
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//--------------------------------- |
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// Navigation |
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//--------------------------------- |
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bool IsValidMoveAwayDest( const Vector &vecDest ); |
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bool ValidateNavGoal(); |
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bool OverrideMove( float flInterval ); // Override to take total control of movement (return true if done so) |
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bool MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost ); |
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float GetIdealSpeed() const; |
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float GetIdealAccel() const; |
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bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult ); |
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//--------------------------------- |
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// Inputs |
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//--------------------------------- |
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void InputOutsideTransition( inputdata_t &inputdata ); |
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void InputSetReadinessPanic( inputdata_t &inputdata ); |
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void InputSetReadinessStealth( inputdata_t &inputdata ); |
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void InputSetReadinessLow( inputdata_t &inputdata ); |
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void InputSetReadinessMedium( inputdata_t &inputdata ); |
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void InputSetReadinessHigh( inputdata_t &inputdata ); |
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void InputLockReadiness( inputdata_t &inputdata ); |
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#if HL2_EPISODIC |
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void InputClearAllOuputs( inputdata_t &inputdata ); ///< annihilate every output on this npc |
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#endif |
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bool AllowReadinessValueChange( void ); |
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protected: |
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//----------------------------------------------------- |
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// Conditions, Schedules, Tasks |
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//----------------------------------------------------- |
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enum |
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{ |
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COND_PC_HURTBYFIRE = BaseClass::NEXT_CONDITION, |
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COND_PC_SAFE_FROM_MORTAR, |
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COND_PC_BECOMING_PASSENGER, |
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NEXT_CONDITION, |
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SCHED_PC_COWER = BaseClass::NEXT_SCHEDULE, |
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SCHED_PC_MOVE_TOWARDS_COVER_FROM_BEST_SOUND, |
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SCHED_PC_TAKE_COVER_FROM_BEST_SOUND, |
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SCHED_PC_FLEE_FROM_BEST_SOUND, |
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SCHED_PC_FAIL_TAKE_COVER_TURRET, |
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SCHED_PC_FAKEOUT_MORTAR, |
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SCHED_PC_GET_OFF_COMPANION, |
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NEXT_SCHEDULE, |
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TASK_PC_WAITOUT_MORTAR = BaseClass::NEXT_TASK, |
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TASK_PC_GET_PATH_OFF_COMPANION, |
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NEXT_TASK, |
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}; |
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private: |
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void SetupCoverSearch( CBaseEntity *pEntity ); |
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void CleanupCoverSearch(); |
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//----------------------------------------------------- |
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bool m_bMovingAwayFromPlayer; |
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bool m_bWeightPathsInCover; |
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enum eCoverType |
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{ |
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CT_NORMAL, |
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CT_TURRET, |
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CT_MORTAR |
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}; |
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static eCoverType gm_fCoverSearchType; |
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static bool gm_bFindingCoverFromAllEnemies; |
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CSimpleSimTimer m_FakeOutMortarTimer; |
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// Derived classes should not use the expresser directly |
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virtual CAI_Expresser *GetExpresser() { return BaseClass::GetExpresser(); } |
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protected: |
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//----------------------------------------------------- |
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virtual CAI_FollowBehavior &GetFollowBehavior( void ) { return m_FollowBehavior; } |
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CAI_AssaultBehavior m_AssaultBehavior; |
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CAI_FollowBehavior m_FollowBehavior; |
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CAI_StandoffBehavior m_StandoffBehavior; |
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CAI_LeadBehavior m_LeadBehavior; |
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CAI_ActBusyBehavior m_ActBusyBehavior; |
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#ifdef HL2_EPISODIC |
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CAI_OperatorBehavior m_OperatorBehavior; |
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CAI_PassengerBehaviorCompanion m_PassengerBehavior; |
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CAI_FearBehavior m_FearBehavior; |
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#endif |
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//----------------------------------------------------- |
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bool ShouldAlwaysTransition( void ); |
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// Readiness is a value that's fed by various events in the NPC's AI. It is used |
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// to make decisions about what type of posture the NPC should be in (relaxed, agitated). |
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// It is not used to make decisions about what to do in the AI. |
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float m_flReadiness; |
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float m_flReadinessSensitivity; |
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bool m_bReadinessCapable; |
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float m_flReadinessLockedUntil; |
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float m_fLastBarrelExploded; |
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float m_fLastPlayerKill; |
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int m_iNumConsecutiveBarrelsExploded; // Companions keep track of the # of consecutive barrels exploded by the player and speaks a response as it increases |
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int m_iNumConsecutivePlayerKills; // Alyx keeps track of the # of consecutive kills by the player and speaks a response as it increases |
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//----------------------------------------------------- |
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float m_flBoostSpeed; |
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//----------------------------------------------------- |
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CSimpleSimTimer m_AnnounceAttackTimer; |
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//----------------------------------------------------- |
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EHANDLE m_hAimTarget; |
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#ifdef HL2_EPISODIC |
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CHandle<CPhysicsProp> m_hFlare; |
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#endif // HL2_EPISODIC |
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//----------------------------------------------------- |
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static string_t gm_iszMortarClassname; |
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static string_t gm_iszFloorTurretClassname; |
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static string_t gm_iszGroundTurretClassname; |
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static string_t gm_iszShotgunClassname; |
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static string_t gm_iszRollerMineClassname; |
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//----------------------------------------------------- |
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void InputEnableAlwaysTransition( inputdata_t &inputdata ); |
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void InputDisableAlwaysTransition( inputdata_t &inputdata ); |
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bool m_bAlwaysTransition; |
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bool m_bDontPickupWeapons; |
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void InputEnableWeaponPickup( inputdata_t &inputdata ); |
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void InputDisableWeaponPickup( inputdata_t &inputdata ); |
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COutputEvent m_OnWeaponPickup; |
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CStopwatch m_SpeechWatch_PlayerLooking; |
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DECLARE_DATADESC(); |
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DEFINE_CUSTOM_AI; |
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}; |
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// Used for quick override move searches against certain types of entities |
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void OverrideMoveCache_ForceRepopulateList( void ); |
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CBaseEntity *OverrideMoveCache_FindTargetsInRadius( CBaseEntity *pFirstEntity, const Vector &vecOrigin, float flRadius ); |
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void OverrideMoveCache_LevelInitPreEntity( void ); |
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void OverrideMoveCache_LevelShutdownPostEntity( void ); |
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#endif // NPC_PLAYERCOMPANION_H
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