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. ============//
#include "cbase.h"
#include "NextBot.h"
//#include "bot_npc.h"
#include "bot_npc_body.h"
//-------------------------------------------------------------------------------------------
CBotNPCBody::CBotNPCBody( INextBot *bot ) : IBody( bot )
{
m_moveXPoseParameter = -1;
m_moveYPoseParameter = -1;
m_currentActivity = -1;
m_desiredAimAngles = vec3_angle;
}
//-------------------------------------------------------------------------------------------
bool CBotNPCBody::StartActivity( Activity act, unsigned int flags )
{
NextBotCombatCharacter *me = (NextBotCombatCharacter *)GetBot()->GetEntity();
int animSequence = ::SelectWeightedSequence( me->GetModelPtr(), act, me->GetSequence() );
if ( animSequence )
{
m_currentActivity = act;
me->SetSequence( animSequence );
me->SetPlaybackRate( 1.0f );
me->SetCycle( 0 );
me->ResetSequenceInfo();
return true;
}
return false;
}
//-------------------------------------------------------------------------------------------
void CBotNPCBody::Update( void )
{
NextBotCombatCharacter *me = (NextBotCombatCharacter *)GetBot()->GetEntity();
if ( m_moveXPoseParameter < 0 )
{
m_moveXPoseParameter = me->LookupPoseParameter( "move_x" );
}
if ( m_moveYPoseParameter < 0 )
{
m_moveYPoseParameter = me->LookupPoseParameter( "move_y" );
}
// Update the pose parameters
float speed = me->GetLocomotionInterface()->GetGroundSpeed(); // me->GetAbsVelocity().Length();
if ( speed < 0.01f )
{
// stopped
if ( m_moveXPoseParameter >= 0 )
{
me->SetPoseParameter( m_moveXPoseParameter, 0.0f );
}
if ( m_moveYPoseParameter >= 0 )
{
me->SetPoseParameter( m_moveYPoseParameter, 0.0f );
}
}
else
{
Vector forward, right, up;
me->GetVectors( &forward, &right, &up );
const Vector &motionVector = me->GetLocomotionInterface()->GetGroundMotionVector();
// move_x == 1.0 at full forward motion and -1.0 in full reverse
if ( m_moveXPoseParameter >= 0 )
{
float forwardVel = DotProduct( motionVector, forward );
me->SetPoseParameter( m_moveXPoseParameter, forwardVel );
}
if ( m_moveYPoseParameter >= 0 )
{
float sideVel = DotProduct( motionVector, right );
me->SetPoseParameter( m_moveYPoseParameter, sideVel );
}
}
// adjust animation speed to actual movement speed
if ( me->m_flGroundSpeed > 0.0f )
{
// Clamp playback rate to avoid datatable warnings. Anything faster would look silly, anyway.
float playbackRate = clamp( speed / me->m_flGroundSpeed, -4.f, 12.f );
me->SetPlaybackRate( playbackRate );
}
// move the animation ahead in time
me->StudioFrameAdvance();
me->DispatchAnimEvents( me );
// update aim angles
QAngle currentAngles = me->GetAbsAngles();
QAngle angles;
const float approachRate = GetMaxHeadAngularVelocity(); // 3000.0f;
angles.y = ApproachAngle( m_desiredAimAngles.y, currentAngles.y, approachRate * TICK_INTERVAL );
angles.x = ApproachAngle( m_desiredAimAngles.x, currentAngles.x, 0.5f * approachRate * TICK_INTERVAL );
angles.z = 0.0f;
angles.x = AngleNormalize( angles.x );
angles.y = AngleNormalize( angles.y );
me->SetAbsAngles( angles );
}
//---------------------------------------------------------------------------------------------
// return the bot's collision mask (hack until we get a general hull trace abstraction here or in the locomotion interface)
unsigned int CBotNPCBody::GetSolidMask( void ) const
{
return MASK_NPCSOLID | CONTENTS_PLAYERCLIP;
}
//---------------------------------------------------------------------------------------------
void CBotNPCBody::AimHeadTowards( const Vector &lookAtPos, LookAtPriorityType priority, float duration, INextBotReply *replyWhenAimed, const char *reason )
{
CBaseCombatCharacter *me = GetBot()->GetEntity();
Vector toTarget = lookAtPos - me->WorldSpaceCenter();
VectorAngles( toTarget, m_desiredAimAngles );
}
//---------------------------------------------------------------------------------------------
void CBotNPCBody::AimHeadTowards( CBaseEntity *subject, LookAtPriorityType priority, float duration, INextBotReply *replyWhenAimed, const char *reason )
{
if ( !subject )
return;
CBaseCombatCharacter *me = GetBot()->GetEntity();
Vector toTarget = subject->WorldSpaceCenter() - me->WorldSpaceCenter();
QAngle angles;
VectorAngles( toTarget, m_desiredAimAngles );
}