4876 lines
125 KiB
C++
4876 lines
125 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Functions and data pertaining to the NPCs' AI scheduling system.
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// Implements default NPC tasks and schedules.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_default.h"
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#include "animation.h"
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#include "scripted.h"
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#include "soundent.h"
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#include "entitylist.h"
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#include "basecombatweapon.h"
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#include "bitstring.h"
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#include "ai_task.h"
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#include "ai_network.h"
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#include "ai_schedule.h"
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#include "ai_hull.h"
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#include "ai_node.h"
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#include "ai_motor.h"
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#include "ai_hint.h"
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#include "ai_memory.h"
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#include "ai_navigator.h"
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#include "ai_tacticalservices.h"
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#include "ai_moveprobe.h"
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#include "ai_squadslot.h"
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#include "ai_squad.h"
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#include "ai_speech.h"
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#include "game.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "ndebugoverlay.h"
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#include "env_debughistory.h"
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#include "ai_behavior.h"
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#include "global_event_log.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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extern ConVar ai_task_pre_script;
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extern ConVar ai_use_efficiency;
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extern ConVar ai_use_think_optimizations;
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#define ShouldUseEfficiency() ( ai_use_think_optimizations.GetBool() && ai_use_efficiency.GetBool() )
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ConVar ai_simulate_task_overtime( "ai_simulate_task_overtime", "0" );
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#define MAX_TASKS_RUN 10
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struct TaskTimings
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{
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const char *pszTask;
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CFastTimer selectSchedule;
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CFastTimer startTimer;
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CFastTimer runTimer;
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};
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TaskTimings g_AITaskTimings[MAX_TASKS_RUN];
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int g_nAITasksRun;
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void CAI_BaseNPC::DumpTaskTimings()
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{
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DevMsg(" Tasks timings:\n" );
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for ( int i = 0; i < g_nAITasksRun; ++i )
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{
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DevMsg( " %32s -- select %5.2f, start %5.2f, run %5.2f\n", g_AITaskTimings[i].pszTask,
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g_AITaskTimings[i].selectSchedule.GetDuration().GetMillisecondsF(),
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g_AITaskTimings[i].startTimer.GetDuration().GetMillisecondsF(),
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g_AITaskTimings[i].runTimer.GetDuration().GetMillisecondsF() );
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}
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}
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//=========================================================
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// FHaveSchedule - Returns true if NPC's GetCurSchedule()
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// is anything other than NULL.
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//=========================================================
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bool CAI_BaseNPC::FHaveSchedule( void )
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{
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if ( GetCurSchedule() == NULL )
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{
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return false;
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}
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return true;
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}
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//=========================================================
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// ClearSchedule - blanks out the caller's schedule pointer
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// and index.
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//=========================================================
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void CAI_BaseNPC::ClearSchedule( const char *szReason )
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{
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if (szReason && m_debugOverlays & OVERLAY_TASK_TEXT_BIT)
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{
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DevMsg( this, AIMF_IGNORE_SELECTED, " Schedule cleared: %s\n", szReason );
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}
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if ( szReason )
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{
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ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs( "%s(%d): Schedule cleared: %s\n", GetDebugName(), entindex(), szReason ) );
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}
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m_ScheduleState.timeCurTaskStarted = m_ScheduleState.timeStarted = 0;
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m_ScheduleState.bScheduleWasInterrupted = true;
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SetTaskStatus( TASKSTATUS_NEW );
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m_IdealSchedule = SCHED_NONE;
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m_pSchedule = NULL;
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ResetScheduleCurTaskIndex();
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m_InverseIgnoreConditions.SetAll();
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}
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//=========================================================
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// FScheduleDone - Returns true if the caller is on the
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// last task in the schedule
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//=========================================================
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bool CAI_BaseNPC::FScheduleDone ( void )
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{
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Assert( GetCurSchedule() != NULL );
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if ( GetScheduleCurTaskIndex() == GetCurSchedule()->NumTasks() )
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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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bool CAI_BaseNPC::SetSchedule( int localScheduleID )
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{
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CAI_Schedule *pNewSchedule = GetScheduleOfType( localScheduleID );
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if ( pNewSchedule )
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{
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// ken: I'm don't know of any remaining cases, but if you find one, hunt it down as to why the schedule is getting slammed while they're in the middle of script
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if (m_hCine != NULL)
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{
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if (!(localScheduleID == SCHED_SLEEP || localScheduleID == SCHED_WAIT_FOR_SCRIPT || localScheduleID == SCHED_SCRIPTED_WALK || localScheduleID == SCHED_SCRIPTED_RUN || localScheduleID == SCHED_SCRIPTED_CUSTOM_MOVE || localScheduleID == SCHED_SCRIPTED_WAIT || localScheduleID == SCHED_SCRIPTED_FACE) )
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{
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Assert( 0 );
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// ExitScriptedSequence();
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}
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}
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m_IdealSchedule = GetGlobalScheduleId( localScheduleID );
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SetSchedule( pNewSchedule );
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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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// SetSchedule - replaces the NPC's schedule pointer
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// with the passed pointer, and sets the ScheduleIndex back
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// to 0
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//=========================================================
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#define SCHEDULE_HISTORY_SIZE 10
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void CAI_BaseNPC::SetSchedule( CAI_Schedule *pNewSchedule )
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{
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Assert( pNewSchedule != NULL );
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OnSetSchedule();
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m_ScheduleState.timeCurTaskStarted = m_ScheduleState.timeStarted = gpGlobals->curtime;
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m_ScheduleState.bScheduleWasInterrupted = false;
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m_pSchedule = pNewSchedule ;
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ResetScheduleCurTaskIndex();
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SetTaskStatus( TASKSTATUS_NEW );
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m_failSchedule = SCHED_NONE;
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bool bCondInPVS = HasCondition( COND_IN_PVS );
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m_Conditions.ClearAll();
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if ( bCondInPVS )
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SetCondition( COND_IN_PVS );
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m_bConditionsGathered = false;
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GetNavigator()->ClearGoal();
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m_InverseIgnoreConditions.SetAll();
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Forget( bits_MEMORY_TURNING );
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/*
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#if _DEBUG
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if ( !ScheduleFromName( pNewSchedule->GetName() ) )
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{
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DevMsg( "Schedule %s not in table!!!\n", pNewSchedule->GetName() );
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}
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#endif
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*/
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// this is very useful code if you can isolate a test case in a level with a single NPC. It will notify
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// you of every schedule selection the NPC makes.
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if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT)
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{
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DevMsg(this, AIMF_IGNORE_SELECTED, "Schedule: %s (time: %.2f)\n", pNewSchedule->GetName(), gpGlobals->curtime );
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}
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if ( m_pEvent != NULL )
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{
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if ( m_pScheduleEvent != NULL )
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{
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GlobalEventLog.RemoveEvent( m_pScheduleEvent );
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}
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m_pScheduleEvent = GlobalEventLog.CreateEvent( "Schedule", false, m_pEvent );
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GlobalEventLog.AddKeyValue( m_pScheduleEvent, false, "Schedule", pNewSchedule->GetName() );
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}
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ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): Schedule: %s (time: %.2f)\n", GetDebugName(), entindex(), pNewSchedule->GetName(), gpGlobals->curtime ) );
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#ifdef AI_MONITOR_FOR_OSCILLATION
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if( m_bSelected )
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{
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AIScheduleChoice_t choice;
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choice.m_flTimeSelected = gpGlobals->curtime;
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choice.m_pScheduleSelected = pNewSchedule;
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m_ScheduleHistory.AddToHead(choice);
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if( m_ScheduleHistory.Count() > SCHEDULE_HISTORY_SIZE )
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{
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m_ScheduleHistory.Remove( SCHEDULE_HISTORY_SIZE );
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}
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assert( m_ScheduleHistory.Count() <= SCHEDULE_HISTORY_SIZE );
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// No analysis until the vector is full!
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if( m_ScheduleHistory.Count() == SCHEDULE_HISTORY_SIZE )
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{
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int iNumSelections = m_ScheduleHistory.Count();
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float flTimeSpan = m_ScheduleHistory.Head().m_flTimeSelected - m_ScheduleHistory.Tail().m_flTimeSelected;
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float flSelectionsPerSecond = ((float)iNumSelections) / flTimeSpan;
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Msg( "%d selections in %f seconds (avg. %f selections per second)\n", iNumSelections, flTimeSpan, flSelectionsPerSecond );
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if( flSelectionsPerSecond >= 8.0f )
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{
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DevMsg("\n\n %s is thrashing schedule selection:\n", GetDebugName() );
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for( int i = 0 ; i < m_ScheduleHistory.Count() ; i++ )
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{
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AIScheduleChoice_t choice = m_ScheduleHistory[i];
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Msg("--%s %f\n", choice.m_pScheduleSelected->GetName(), choice.m_flTimeSelected );
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}
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Msg("\n");
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CAI_BaseNPC::m_nDebugBits |= bits_debugDisableAI;
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}
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}
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}
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#endif//AI_MONITOR_FOR_OSCILLATION
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}
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//=========================================================
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// NextScheduledTask - increments the ScheduleIndex
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//=========================================================
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void CAI_BaseNPC::NextScheduledTask ( void )
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{
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Assert( GetCurSchedule() != NULL );
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SetTaskStatus( TASKSTATUS_NEW );
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IncScheduleCurTaskIndex();
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if ( FScheduleDone() )
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{
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// Reset memory of failed schedule
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m_failedSchedule = NULL;
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m_interuptSchedule = NULL;
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// just completed last task in schedule, so make it invalid by clearing it.
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SetCondition( COND_SCHEDULE_DONE );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: This function allows NPCs to modify the interrupt mask for the
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// current schedule. This enables them to use base schedules but with
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// different interrupt conditions. Implement this function in your
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// derived class, and Set or Clear condition bits as you please.
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//
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// NOTE: Always call the base class in your implementation, but be
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// aware of the difference between changing the bits before vs.
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// changing the bits after calling the base implementation.
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//
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// Input : pBitString - Receives the updated interrupt mask.
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//-----------------------------------------------------------------------------
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void CAI_BaseNPC::BuildScheduleTestBits( void )
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{
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//NOTENOTE: Always defined in the leaf classes
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}
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//=========================================================
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// IsScheduleValid - returns true as long as the current
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// schedule is still the proper schedule to be executing,
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// taking into account all conditions
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//=========================================================
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bool CAI_BaseNPC::IsScheduleValid()
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{
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if ( GetCurSchedule() == NULL || GetCurSchedule()->NumTasks() == 0 )
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{
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return false;
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}
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//Start out with the base schedule's set interrupt conditions
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GetCurSchedule()->GetInterruptMask( &m_CustomInterruptConditions );
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// Let the leaf class modify our interrupt test bits, but:
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// - Don't allow any modifications when scripted
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// - Don't modify interrupts for Schedules that set the COND_NO_CUSTOM_INTERRUPTS bit.
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if ( m_NPCState != NPC_STATE_SCRIPT && !IsInLockedScene() && !m_CustomInterruptConditions.IsBitSet( COND_NO_CUSTOM_INTERRUPTS ) )
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{
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BuildScheduleTestBits();
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}
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//Any conditions set here will always be forced on the interrupt conditions
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SetCustomInterruptCondition( COND_NPC_FREEZE );
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// This is like: m_CustomInterruptConditions &= m_Conditions;
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CAI_ScheduleBits testBits;
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m_CustomInterruptConditions.And( m_Conditions, &testBits );
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if (!testBits.IsAllClear())
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{
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// If in developer mode save the interrupt text for debug output
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if (g_pDeveloper->GetInt())
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{
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// Reset memory of failed schedule
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m_failedSchedule = NULL;
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m_interuptSchedule = GetCurSchedule();
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// Find the first non-zero bit
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for (int i=0;i<MAX_CONDITIONS;i++)
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{
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if (testBits.IsBitSet(i))
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{
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m_interruptText = ConditionName( AI_RemapToGlobal( i ) );
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if (!m_interruptText)
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{
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m_interruptText = "(UNKNOWN CONDITION)";
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/*
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static const char *pError = "ERROR: Unknown condition!";
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DevMsg("%s (%s)\n", pError, GetDebugName());
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m_interruptText = pError;
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*/
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}
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if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT)
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{
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DevMsg( this, AIMF_IGNORE_SELECTED, " Break condition -> %s\n", m_interruptText );
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}
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ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): Break condition -> %s\n", GetDebugName(), entindex(), m_interruptText ) );
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break;
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}
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}
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if ( HasCondition( COND_NEW_ENEMY ) )
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{
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if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT)
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{
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DevMsg( this, AIMF_IGNORE_SELECTED, " New enemy: %s\n", GetEnemy() ? GetEnemy()->GetDebugName() : "<NULL>" );
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}
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ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): New enemy: %s\n", GetDebugName(), entindex(), GetEnemy() ? GetEnemy()->GetDebugName() : "<NULL>" ) );
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}
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}
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return false;
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}
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if ( HasCondition(COND_SCHEDULE_DONE) ||
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HasCondition(COND_TASK_FAILED) )
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{
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#ifdef DEBUG
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if ( HasCondition ( COND_TASK_FAILED ) && m_failSchedule == SCHED_NONE )
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{
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// fail! Send a visual indicator.
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DevWarning( 2, "Schedule: %s Failed\n", GetCurSchedule()->GetName() );
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Vector tmp;
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CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 1.0f ), &tmp );
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tmp.z += 16;
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g_pEffects->Sparks( tmp );
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}
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#endif // DEBUG
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// some condition has interrupted the schedule, or the schedule is done
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determines whether or not SelectIdealState() should be called before
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// a NPC selects a new schedule.
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//
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// NOTE: This logic was a source of pure, distilled trouble in Half-Life.
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// If you change this function, please supply good comments.
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//
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// Output : Returns true if yes, false if no
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//-----------------------------------------------------------------------------
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bool CAI_BaseNPC::ShouldSelectIdealState( void )
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{
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/*
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HERE's the old Half-Life code that used to control this.
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if ( m_IdealNPCState != NPC_STATE_DEAD &&
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(m_IdealNPCState != NPC_STATE_SCRIPT || m_IdealNPCState == m_NPCState) )
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{
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if ( (m_afConditions && !HasConditions(bits_COND_SCHEDULE_DONE)) ||
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(GetCurSchedule() && (GetCurSchedule()->iInterruptMask & bits_COND_SCHEDULE_DONE)) ||
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((m_NPCState == NPC_STATE_COMBAT) && (GetEnemy() == NULL)) )
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{
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GetIdealState();
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}
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}
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*/
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// Don't get ideal state if you are supposed to be dead.
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if ( m_IdealNPCState == NPC_STATE_DEAD )
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return false;
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// If I'm supposed to be in scripted state, but i'm not yet, do not allow
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// SelectIdealState() to be called, because it doesn't know how to determine
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// that a NPC should be in SCRIPT state and will stomp it with some other
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// state. (Most likely ALERT)
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if ( (m_IdealNPCState == NPC_STATE_SCRIPT) && (m_NPCState != NPC_STATE_SCRIPT) )
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return false;
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// If the NPC has any current conditions, and one of those conditions indicates
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// that the previous schedule completed successfully, then don't run SelectIdealState().
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// Paths between states only exist for interrupted schedules, or when a schedule
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// contains a task that suggests that the NPC change state.
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if ( !HasCondition(COND_SCHEDULE_DONE) )
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return true;
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// This seems like some sort of hack...
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// Currently no schedule that I can see in the AI uses this feature, but if a schedule
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// interrupt mask contains bits_COND_SCHEDULE_DONE, then force a call to SelectIdealState().
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// If we want to keep this feature, I suggest we create a new condition with a name that
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// indicates exactly what it does.
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if ( GetCurSchedule() && GetCurSchedule()->HasInterrupt(COND_SCHEDULE_DONE) )
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return true;
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// Don't call SelectIdealState if a NPC in combat state has a valid enemy handle. Otherwise,
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// we need to change state immediately because something unexpected happened to the enemy
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// entity (it was blown apart by someone else, for example), and we need the NPC to change
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// state. THE REST OF OUR CODE should be robust enough that this can go away!!
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if ( (m_NPCState == NPC_STATE_COMBAT) && (GetEnemy() == NULL) )
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return true;
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if ( (m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT) && (GetEnemy() != NULL) )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns a new schedule based on current condition bits.
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//-----------------------------------------------------------------------------
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CAI_Schedule *CAI_BaseNPC::GetNewSchedule( void )
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{
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int scheduleType;
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//
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// Schedule selection code here overrides all leaf schedule selection.
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//
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if (HasCondition(COND_NPC_FREEZE))
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{
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scheduleType = SCHED_NPC_FREEZE;
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}
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else
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{
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// I dunno how this trend got started, but we need to find the problem.
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// You may not be in combat state with no enemy!!! (sjb) 11/4/03
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if( m_NPCState == NPC_STATE_COMBAT && !GetEnemy() )
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{
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DevMsg("**ERROR: Combat State with no enemy! slamming to ALERT\n");
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SetState( NPC_STATE_ALERT );
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}
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AI_PROFILE_SCOPE_BEGIN( CAI_BaseNPC_SelectSchedule);
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if ( m_NPCState == NPC_STATE_SCRIPT || m_NPCState == NPC_STATE_DEAD || m_iInteractionState == NPCINT_MOVING_TO_MARK )
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{
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scheduleType = CAI_BaseNPC::SelectSchedule();
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}
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else
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{
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scheduleType = SelectSchedule();
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}
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|
|
m_IdealSchedule = GetGlobalScheduleId( scheduleType );
|
|
|
|
AI_PROFILE_SCOPE_END();
|
|
}
|
|
|
|
return GetScheduleOfType( scheduleType );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
CAI_Schedule *CAI_BaseNPC::GetFailSchedule( void )
|
|
{
|
|
int prevSchedule;
|
|
int failedTask;
|
|
|
|
if ( GetCurSchedule() )
|
|
prevSchedule = GetLocalScheduleId( GetCurSchedule()->GetId() );
|
|
else
|
|
prevSchedule = SCHED_NONE;
|
|
|
|
const Task_t *pTask = GetTask();
|
|
if ( pTask )
|
|
failedTask = pTask->iTask;
|
|
else
|
|
failedTask = TASK_INVALID;
|
|
|
|
Assert( AI_IdIsLocal( prevSchedule ) );
|
|
Assert( AI_IdIsLocal( failedTask ) );
|
|
|
|
int scheduleType = SelectFailSchedule( prevSchedule, failedTask, m_ScheduleState.taskFailureCode );
|
|
return GetScheduleOfType( scheduleType );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// MaintainSchedule - does all the per-think schedule maintenance.
|
|
// ensures that the NPC leaves this function with a valid
|
|
// schedule!
|
|
//=========================================================
|
|
|
|
static bool ShouldStopProcessingTasks( CAI_BaseNPC *pNPC, int taskTime, int timeLimit )
|
|
{
|
|
#ifdef DEBUG
|
|
if( ai_simulate_task_overtime.GetBool() )
|
|
return true;
|
|
#endif
|
|
|
|
// Always stop processing if we've queued up a navigation query on the last task
|
|
if ( pNPC->IsNavigationDeferred() )
|
|
return true;
|
|
|
|
if ( AIStrongOpt() )
|
|
{
|
|
bool bInScript = ( pNPC->GetState() == NPC_STATE_SCRIPT || pNPC->IsCurSchedule( SCHED_SCENE_GENERIC, false ) );
|
|
|
|
// We ran a costly task, don't do it again!
|
|
if ( pNPC->HasMemory( bits_MEMORY_TASK_EXPENSIVE ) && bInScript == false )
|
|
return true;
|
|
}
|
|
|
|
if ( taskTime > timeLimit )
|
|
{
|
|
if ( ShouldUseEfficiency() ||
|
|
pNPC->IsMoving() ||
|
|
( pNPC->GetIdealActivity() != ACT_RUN && pNPC->GetIdealActivity() != ACT_WALK ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_BaseNPC::MaintainSchedule ( void )
|
|
{
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_RunAI_MaintainSchedule);
|
|
extern CFastTimer g_AIMaintainScheduleTimer;
|
|
CTimeScope timeScope(&g_AIMaintainScheduleTimer);
|
|
|
|
//---------------------------------
|
|
|
|
CAI_Schedule *pNewSchedule;
|
|
int i;
|
|
bool runTask = true;
|
|
|
|
#if defined( VPROF_ENABLED )
|
|
#if defined(DISABLE_DEBUG_HISTORY)
|
|
bool bDebugTaskNames = ( developer.GetBool() || ( VProfAI() && g_VProfCurrentProfile.IsEnabled() ) );
|
|
#else
|
|
bool bDebugTaskNames = true;
|
|
#endif
|
|
#else
|
|
bool bDebugTaskNames = false;
|
|
#endif
|
|
|
|
memset( g_AITaskTimings, 0, sizeof(g_AITaskTimings) );
|
|
|
|
g_nAITasksRun = 0;
|
|
|
|
const int timeLimit = ( IsDebug() ) ? 16 : 8;
|
|
int taskTime = Plat_MSTime();
|
|
|
|
// Reset this at the beginning of the frame
|
|
Forget( bits_MEMORY_TASK_EXPENSIVE );
|
|
|
|
// UNDONE: Tune/fix this MAX_TASKS_RUN... This is just here so infinite loops are impossible
|
|
bool bStopProcessing = false;
|
|
for ( i = 0; i < MAX_TASKS_RUN && !bStopProcessing; i++ )
|
|
{
|
|
if ( GetCurSchedule() != NULL && TaskIsComplete() )
|
|
{
|
|
// Schedule is valid, so advance to the next task if the current is complete.
|
|
NextScheduledTask();
|
|
|
|
// If we finished the current schedule, clear our ignored conditions so they
|
|
// aren't applied to the next schedule selection.
|
|
if ( HasCondition( COND_SCHEDULE_DONE ) )
|
|
{
|
|
// Put our conditions back the way they were after GatherConditions,
|
|
// but add in COND_SCHEDULE_DONE.
|
|
m_Conditions = m_ConditionsPreIgnore;
|
|
SetCondition( COND_SCHEDULE_DONE );
|
|
|
|
m_InverseIgnoreConditions.SetAll();
|
|
}
|
|
|
|
// --------------------------------------------------------
|
|
// If debug stepping advance when I complete a task
|
|
// --------------------------------------------------------
|
|
if (CAI_BaseNPC::m_nDebugBits & bits_debugStepAI)
|
|
{
|
|
m_nDebugCurIndex++;
|
|
return;
|
|
}
|
|
}
|
|
|
|
int curTiming = g_nAITasksRun;
|
|
g_nAITasksRun++;
|
|
|
|
// validate existing schedule
|
|
if ( !IsScheduleValid() || m_NPCState != m_IdealNPCState )
|
|
{
|
|
// Notify the NPC that his schedule is changing
|
|
m_ScheduleState.bScheduleWasInterrupted = true;
|
|
OnScheduleChange();
|
|
|
|
if ( !HasCondition(COND_NPC_FREEZE) && ( !m_bConditionsGathered || m_bSkippedChooseEnemy ) )
|
|
{
|
|
// occurs if a schedule is exhausted within one think
|
|
GatherConditions();
|
|
}
|
|
|
|
if ( ShouldSelectIdealState() )
|
|
{
|
|
NPC_STATE eIdealState = SelectIdealState();
|
|
SetIdealState( eIdealState );
|
|
}
|
|
|
|
if ( HasCondition( COND_TASK_FAILED ) && m_NPCState == m_IdealNPCState )
|
|
{
|
|
// Get a fail schedule if the previous schedule failed during execution and
|
|
// the NPC is still in its ideal state. Otherwise, the NPC would immediately
|
|
// select the same schedule again and fail again.
|
|
if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT)
|
|
{
|
|
DevMsg( this, AIMF_IGNORE_SELECTED, " (failed)\n" );
|
|
}
|
|
|
|
ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): (failed)\n", GetDebugName(), entindex() ) );
|
|
|
|
pNewSchedule = GetFailSchedule();
|
|
m_IdealSchedule = pNewSchedule->GetId();
|
|
DevWarning( 2, "(%s) Schedule (%s) Failed at %d!\n", STRING( GetEntityName() ), GetCurSchedule() ? GetCurSchedule()->GetName() : "GetCurSchedule() == NULL", GetScheduleCurTaskIndex() );
|
|
SetSchedule( pNewSchedule );
|
|
}
|
|
else
|
|
{
|
|
// If the NPC is supposed to change state, it doesn't matter if the previous
|
|
// schedule failed or completed. Changing state means selecting an entirely new schedule.
|
|
SetState( m_IdealNPCState );
|
|
|
|
g_AITaskTimings[curTiming].selectSchedule.Start();
|
|
|
|
pNewSchedule = GetNewSchedule();
|
|
|
|
g_AITaskTimings[curTiming].selectSchedule.End();
|
|
|
|
SetSchedule( pNewSchedule );
|
|
}
|
|
}
|
|
|
|
if (!GetCurSchedule())
|
|
{
|
|
g_AITaskTimings[curTiming].selectSchedule.Start();
|
|
|
|
pNewSchedule = GetNewSchedule();
|
|
|
|
g_AITaskTimings[curTiming].selectSchedule.End();
|
|
|
|
if (pNewSchedule)
|
|
{
|
|
SetSchedule( pNewSchedule );
|
|
}
|
|
}
|
|
|
|
if ( !GetCurSchedule() || GetCurSchedule()->NumTasks() == 0 )
|
|
{
|
|
DevMsg("ERROR: Missing or invalid schedule!\n");
|
|
SetActivity ( ACT_IDLE );
|
|
return;
|
|
}
|
|
|
|
AI_PROFILE_SCOPE_BEGIN_( GetCurSchedule() ? CAI_BaseNPC::GetSchedulingSymbols()->ScheduleIdToSymbol( GetCurSchedule()->GetId() ) : "NULL SCHEDULE" );
|
|
|
|
if ( GetTaskStatus() == TASKSTATUS_NEW )
|
|
{
|
|
if ( GetScheduleCurTaskIndex() == 0 )
|
|
{
|
|
int globalId = GetCurSchedule()->GetId();
|
|
int localId = GetLocalScheduleId( globalId ); // if localId == -1, then it came from a behavior
|
|
OnStartSchedule( (localId != -1)? localId : globalId );
|
|
}
|
|
|
|
g_AITaskTimings[curTiming].startTimer.Start();
|
|
const Task_t *pTask = GetTask();
|
|
const char *pszTaskName = ( bDebugTaskNames ) ? TaskName( pTask->iTask ) : "ai_task";
|
|
Assert( pTask != NULL );
|
|
g_AITaskTimings[i].pszTask = pszTaskName;
|
|
|
|
if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT)
|
|
{
|
|
DevMsg(this, AIMF_IGNORE_SELECTED, " Task: %s\n", pszTaskName );
|
|
}
|
|
if ( m_pScheduleEvent != NULL )
|
|
{
|
|
CGlobalEvent *pEvent = GlobalEventLog.CreateTempEvent( "New Task", m_pScheduleEvent );
|
|
|
|
GlobalEventLog.AddKeyValue( pEvent, false, "Task", pszTaskName );
|
|
}
|
|
|
|
ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): Task: %s\n", GetDebugName(), entindex(), pszTaskName ) );
|
|
|
|
OnStartTask();
|
|
|
|
m_ScheduleState.taskFailureCode = NO_TASK_FAILURE;
|
|
m_ScheduleState.timeCurTaskStarted = gpGlobals->curtime;
|
|
|
|
AI_PROFILE_SCOPE_BEGIN_( pszTaskName );
|
|
AI_PROFILE_SCOPE_BEGIN(CAI_BaseNPC_StartTask);
|
|
|
|
StartTask( pTask );
|
|
|
|
AI_PROFILE_SCOPE_END();
|
|
AI_PROFILE_SCOPE_END();
|
|
|
|
if ( TaskIsRunning() && !HasCondition(COND_TASK_FAILED) )
|
|
StartTaskOverlay();
|
|
|
|
g_AITaskTimings[curTiming].startTimer.End();
|
|
// DevMsg( "%.2f StartTask( %s )\n", gpGlobals->curtime, m_pTaskSR->GetStringText( pTask->iTask ) );
|
|
}
|
|
|
|
AI_PROFILE_SCOPE_END();
|
|
|
|
// UNDONE: Twice?!!!
|
|
MaintainActivity();
|
|
|
|
AI_PROFILE_SCOPE_BEGIN_( GetCurSchedule() ? CAI_BaseNPC::GetSchedulingSymbols()->ScheduleIdToSymbol( GetCurSchedule()->GetId() ) : "NULL SCHEDULE" );
|
|
|
|
if ( !TaskIsComplete() && GetTaskStatus() != TASKSTATUS_NEW )
|
|
{
|
|
if ( TaskIsRunning() && !HasCondition(COND_TASK_FAILED) && runTask )
|
|
{
|
|
const Task_t *pTask = GetTask();
|
|
const char *pszTaskName = ( bDebugTaskNames ) ? TaskName( pTask->iTask ) : "ai_task";
|
|
Assert( pTask != NULL );
|
|
g_AITaskTimings[i].pszTask = pszTaskName;
|
|
// DevMsg( "%.2f RunTask( %s )\n", gpGlobals->curtime, m_pTaskSR->GetStringText( pTask->iTask ) );
|
|
g_AITaskTimings[curTiming].runTimer.Start();
|
|
|
|
AI_PROFILE_SCOPE_BEGIN_( pszTaskName );
|
|
AI_PROFILE_SCOPE_BEGIN(CAI_BaseNPC_RunTask);
|
|
|
|
int j;
|
|
for (j = 0; j < 8; j++)
|
|
{
|
|
RunTask( pTask );
|
|
|
|
if ( GetTaskInterrupt() == 0 || TaskIsComplete() || HasCondition(COND_TASK_FAILED) )
|
|
break;
|
|
|
|
if ( ShouldUseEfficiency() && ShouldStopProcessingTasks( this, Plat_MSTime() - taskTime, timeLimit ) )
|
|
{
|
|
bStopProcessing = true;
|
|
break;
|
|
}
|
|
}
|
|
AssertMsg( j < 8, "Runaway task interrupt\n" );
|
|
|
|
AI_PROFILE_SCOPE_END();
|
|
AI_PROFILE_SCOPE_END();
|
|
|
|
if ( TaskIsRunning() && !HasCondition(COND_TASK_FAILED) )
|
|
{
|
|
if ( IsCurTaskContinuousMove() )
|
|
Remember( bits_MEMORY_MOVED_FROM_SPAWN );
|
|
RunTaskOverlay();
|
|
}
|
|
|
|
g_AITaskTimings[curTiming].runTimer.End();
|
|
|
|
// don't do this again this frame
|
|
// FIXME: RunTask() should eat some of the clock, depending on what it has done
|
|
// runTask = false;
|
|
|
|
if ( !TaskIsComplete() )
|
|
{
|
|
bStopProcessing = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bStopProcessing = true;
|
|
}
|
|
}
|
|
|
|
AI_PROFILE_SCOPE_END();
|
|
|
|
// Decide if we should continue on this frame
|
|
if ( !bStopProcessing && ShouldStopProcessingTasks( this, Plat_MSTime() - taskTime, timeLimit ) )
|
|
bStopProcessing = true;
|
|
}
|
|
|
|
for ( i = 0; i < m_Behaviors.Count(); i++ )
|
|
{
|
|
m_Behaviors[i]->MaintainChannelSchedules();
|
|
}
|
|
|
|
// UNDONE: We have to do this so that we have an animation set to blend to if RunTask changes the animation
|
|
// RunTask() will always change animations at the end of a script!
|
|
// Don't do this twice
|
|
MaintainActivity();
|
|
|
|
// --------------------------------------------------------
|
|
// If I'm stopping to debug step, don't animate unless
|
|
// I'm in motion
|
|
// --------------------------------------------------------
|
|
if (CAI_BaseNPC::m_nDebugBits & bits_debugStepAI)
|
|
{
|
|
if (!GetNavigator()->IsGoalActive() &&
|
|
m_nDebugCurIndex >= CAI_BaseNPC::m_nDebugPauseIndex)
|
|
{
|
|
m_flPlaybackRate = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
|
|
bool CAI_BaseNPC::FindCoverPos( CBaseEntity *pEntity, Vector *pResult )
|
|
{
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_FindCoverPos);
|
|
|
|
if ( !GetTacticalServices()->FindLateralCover( pEntity->EyePosition(), 0, pResult ) )
|
|
{
|
|
if ( !GetTacticalServices()->FindCoverPos( pEntity->GetAbsOrigin(), pEntity->EyePosition(), 0, CoverRadius(), pResult ) )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//=========================================================
|
|
|
|
bool CAI_BaseNPC::FindCoverPosInRadius( CBaseEntity *pEntity, const Vector &goalPos, float coverRadius, Vector *pResult )
|
|
{
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_FindCoverPosInRadius);
|
|
|
|
if ( pEntity == NULL )
|
|
{
|
|
// Find cover from self if no enemy available
|
|
pEntity = this;
|
|
}
|
|
|
|
Vector coverPos = vec3_invalid;
|
|
CAI_TacticalServices * pTacticalServices = GetTacticalServices();
|
|
const Vector & enemyPos = pEntity->GetAbsOrigin();
|
|
Vector enemyEyePos = pEntity->EyePosition();
|
|
|
|
if( ( !GetSquad() || GetSquad()->GetFirstMember() == this ) &&
|
|
IsCoverPosition( enemyEyePos, goalPos + GetViewOffset() ) &&
|
|
IsValidCover( goalPos, NULL ) )
|
|
{
|
|
coverPos = goalPos;
|
|
}
|
|
else if ( !pTacticalServices->FindCoverPos( goalPos, enemyPos, enemyEyePos, 0, coverRadius * 0.5, &coverPos ) )
|
|
{
|
|
if ( !pTacticalServices->FindLateralCover( goalPos, enemyEyePos, 0, coverRadius * 0.5, 3, &coverPos ) )
|
|
{
|
|
if ( !pTacticalServices->FindCoverPos( goalPos, enemyPos, enemyEyePos, coverRadius * 0.5 - 0.1, coverRadius, &coverPos ) )
|
|
{
|
|
pTacticalServices->FindLateralCover( goalPos, enemyEyePos, 0, coverRadius, 5, &coverPos );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( coverPos == vec3_invalid )
|
|
return false;
|
|
*pResult = coverPos;
|
|
return true;
|
|
}
|
|
|
|
//=========================================================
|
|
|
|
bool CAI_BaseNPC::FindCoverPos( CSound *pSound, Vector *pResult )
|
|
{
|
|
if ( !GetTacticalServices()->FindCoverPos( pSound->GetSoundReactOrigin(),
|
|
pSound->GetSoundReactOrigin(),
|
|
MIN( pSound->Volume(), 120.0 ),
|
|
CoverRadius(),
|
|
pResult ) )
|
|
{
|
|
return GetTacticalServices()->FindLateralCover( pSound->GetSoundReactOrigin(), MIN( pSound->Volume(), 60.0 ), pResult );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//=========================================================
|
|
// Start task - selects the correct activity and performs
|
|
// any necessary calculations to start the next task on the
|
|
// schedule.
|
|
//=========================================================
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// TASK_TURN_RIGHT / TASK_TURN_LEFT
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::StartTurn( float flDeltaYaw )
|
|
{
|
|
float flCurrentYaw;
|
|
|
|
flCurrentYaw = UTIL_AngleMod( GetLocalAngles().y );
|
|
GetMotor()->SetIdealYaw( UTIL_AngleMod( flCurrentYaw + flDeltaYaw ) );
|
|
SetTurnActivity();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// TASK_CLEAR_HINTNODE
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::ClearHintNode( float reuseDelay )
|
|
{
|
|
if ( m_pHintNode )
|
|
{
|
|
if ( m_pHintNode->IsLockedBy(this) )
|
|
m_pHintNode->Unlock(reuseDelay);
|
|
m_pHintNode = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
void CAI_BaseNPC::SetHintNode( CAI_Hint *pHintNode )
|
|
{
|
|
m_pHintNode = pHintNode;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_BaseNPC::FindCoverFromEnemy( bool bNodesOnly, float flMinDistance, float flMaxDistance )
|
|
{
|
|
CBaseEntity *pEntity = GetEnemy();
|
|
|
|
// Find cover from self if no enemy available
|
|
if ( pEntity == NULL )
|
|
pEntity = this;
|
|
|
|
Vector coverPos = vec3_invalid;
|
|
|
|
ClearHintNode();
|
|
|
|
if ( bNodesOnly )
|
|
{
|
|
if ( flMaxDistance == FLT_MAX )
|
|
flMaxDistance = CoverRadius();
|
|
|
|
if ( !GetTacticalServices()->FindCoverPos( pEntity->GetAbsOrigin(), pEntity->EyePosition(), flMinDistance, flMaxDistance, &coverPos ) )
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if ( !FindCoverPos( pEntity, &coverPos ) )
|
|
return false;
|
|
}
|
|
|
|
AI_NavGoal_t goal( GOALTYPE_COVER, coverPos, ACT_RUN, AIN_HULL_TOLERANCE );
|
|
|
|
if ( !GetNavigator()->SetGoal( goal ) )
|
|
return false;
|
|
|
|
// FIXME: add to goal
|
|
if (GetHintNode())
|
|
{
|
|
GetNavigator()->SetArrivalActivity( GetCoverActivity( GetHintNode() ) );
|
|
GetNavigator()->SetArrivalDirection( GetHintNode()->GetDirection() );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// TASK_FIND_COVER_FROM_BEST_SOUND
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::FindCoverFromBestSound( Vector *pCoverPos )
|
|
{
|
|
CSound *pBestSound;
|
|
|
|
pBestSound = GetBestSound();
|
|
|
|
if (pBestSound)
|
|
{
|
|
// UNDONE: Back away if cover fails? Grunts do this.
|
|
return FindCoverPos( pBestSound, pCoverPos );
|
|
}
|
|
else
|
|
{
|
|
DevMsg( 2, "Attempting to find cover from best sound, but best sound not founc.\n" );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// TASK_FACE_REASONABLE
|
|
//-----------------------------------------------------------------------------
|
|
float CAI_BaseNPC::CalcReasonableFacing( bool bIgnoreOriginalFacing )
|
|
{
|
|
float flReasonableYaw;
|
|
|
|
if( !bIgnoreOriginalFacing && !HasMemory( bits_MEMORY_MOVED_FROM_SPAWN ) && !HasCondition( COND_SEE_ENEMY) )
|
|
{
|
|
flReasonableYaw = m_flOriginalYaw;
|
|
}
|
|
else
|
|
{
|
|
// If I'm facing a wall, change my original yaw and try to find a good direction to face.
|
|
trace_t tr;
|
|
Vector forward;
|
|
QAngle angles( 0, 0, 0 );
|
|
|
|
float idealYaw = GetMotor()->GetIdealYaw();
|
|
|
|
flReasonableYaw = idealYaw;
|
|
|
|
// Try just using the facing we have
|
|
const float MIN_DIST = GetReasonableFacingDist();
|
|
float longestTrace = 0;
|
|
|
|
// Early out if we're overriding reasonable facing
|
|
if ( !MIN_DIST )
|
|
return flReasonableYaw;
|
|
|
|
// Otherwise, scan out back and forth until something better is found
|
|
const float SLICES = 8.0f;
|
|
const float SIZE_SLICE = 360.0 / SLICES;
|
|
const int SEARCH_MAX = (int)SLICES / 2;
|
|
|
|
float zEye = GetAbsOrigin().z + m_vDefaultEyeOffset.z; // always use standing eye so as to not screw with crouch cover
|
|
|
|
for( int i = 0 ; i <= SEARCH_MAX; i++ )
|
|
{
|
|
float offset = i * SIZE_SLICE;
|
|
for ( int j = -1; j <= 1; j += 2)
|
|
{
|
|
angles.y = idealYaw + ( offset * j );
|
|
AngleVectors( angles, &forward, NULL, NULL );
|
|
float curTrace;
|
|
if( ( curTrace = LineOfSightDist( forward, zEye ) ) > longestTrace && IsValidReasonableFacing(forward, curTrace) )
|
|
{
|
|
// Take this one.
|
|
flReasonableYaw = angles.y;
|
|
longestTrace = curTrace;
|
|
}
|
|
|
|
if ( longestTrace > MIN_DIST) // found one
|
|
break;
|
|
|
|
if ( i == 0 || i == SEARCH_MAX) // if trying forwards or backwards, skip the check of the other side...
|
|
break;
|
|
}
|
|
|
|
if ( longestTrace > MIN_DIST ) // found one
|
|
break;
|
|
}
|
|
}
|
|
|
|
return flReasonableYaw;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
float CAI_BaseNPC::GetReasonableFacingDist( void )
|
|
{
|
|
if ( GetTask() && GetTask()->iTask == TASK_FACE_ENEMY )
|
|
{
|
|
const float dist = 3.5*12;
|
|
if ( GetEnemy() )
|
|
{
|
|
float distEnemy = ( GetEnemy()->GetAbsOrigin().AsVector2D() - GetAbsOrigin().AsVector2D() ).Length() - 1.0;
|
|
return MIN( distEnemy, dist );
|
|
}
|
|
|
|
return dist;
|
|
}
|
|
return 5*12;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// TASK_SCRIPT_RUN_TO_TARGET / TASK_SCRIPT_WALK_TO_TARGET / TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::StartScriptMoveToTargetTask( int task )
|
|
{
|
|
Activity newActivity;
|
|
|
|
if ( m_hTargetEnt == NULL)
|
|
{
|
|
TaskFail(FAIL_NO_TARGET);
|
|
}
|
|
else if ( (m_hTargetEnt->GetAbsOrigin() - GetLocalOrigin()).Length() < 1 )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// Select the appropriate activity.
|
|
//
|
|
if ( task == TASK_SCRIPT_WALK_TO_TARGET )
|
|
{
|
|
newActivity = ACT_WALK;
|
|
}
|
|
else if ( task == TASK_SCRIPT_RUN_TO_TARGET )
|
|
{
|
|
newActivity = ACT_RUN;
|
|
}
|
|
else
|
|
{
|
|
newActivity = GetScriptCustomMoveActivity();
|
|
}
|
|
|
|
if ( ( newActivity != ACT_SCRIPT_CUSTOM_MOVE ) && TranslateActivity( newActivity ) == ACT_INVALID )
|
|
{
|
|
// This NPC can't do this!
|
|
Assert( 0 );
|
|
}
|
|
else
|
|
{
|
|
if (m_hTargetEnt == NULL)
|
|
{
|
|
TaskFail(FAIL_NO_TARGET);
|
|
}
|
|
else
|
|
{
|
|
|
|
AI_NavGoal_t goal( GOALTYPE_TARGETENT, newActivity );
|
|
|
|
if ( GetState() == NPC_STATE_SCRIPT &&
|
|
( m_ScriptArrivalActivity != AIN_DEF_ACTIVITY ||
|
|
m_strScriptArrivalSequence != NULL_STRING ) )
|
|
{
|
|
if ( m_ScriptArrivalActivity != AIN_DEF_ACTIVITY )
|
|
{
|
|
goal.arrivalActivity = m_ScriptArrivalActivity;
|
|
}
|
|
else
|
|
{
|
|
goal.arrivalSequence = LookupSequence( m_strScriptArrivalSequence.ToCStr() );
|
|
}
|
|
}
|
|
|
|
if (!GetNavigator()->SetGoal( goal, AIN_DISCARD_IF_FAIL ))
|
|
{
|
|
if ( GetNavigator()->GetNavFailCounter() == 0 )
|
|
{
|
|
// no path was built, but OnNavFailed() did something so that next time it may work
|
|
DevWarning("%s %s failed Urgent Movement, retrying\n", GetDebugName(), TaskName( task ) );
|
|
return;
|
|
}
|
|
|
|
// FIXME: scripted sequences don't actually know how to handle failure, but we're failing. This is serious
|
|
DevWarning("%s %s failed Urgent Movement, abandoning schedule\n", GetDebugName(), TaskName( task ) );
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
}
|
|
else
|
|
{
|
|
GetNavigator()->SetArrivalDirection( m_hTargetEnt->GetAbsAngles() );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
m_ScriptArrivalActivity = AIN_DEF_ACTIVITY;
|
|
m_strScriptArrivalSequence = NULL_STRING;
|
|
|
|
TaskComplete();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Start task!
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::StartTask( const Task_t *pTask )
|
|
{
|
|
int task = pTask->iTask;
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_RESET_ACTIVITY:
|
|
m_Activity = ACT_RESET;
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_CREATE_PENDING_WEAPON:
|
|
Assert( m_iszPendingWeapon != NULL_STRING );
|
|
GiveWeapon( m_iszPendingWeapon );
|
|
m_iszPendingWeapon = NULL_STRING;
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_RANDOMIZE_FRAMERATE:
|
|
{
|
|
float newRate = GetPlaybackRate();
|
|
float percent = pTask->flTaskData / 100.0f;
|
|
|
|
newRate += ( newRate * random->RandomFloat(-percent, percent) );
|
|
|
|
SetPlaybackRate(newRate);
|
|
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_DEFER_DODGE:
|
|
m_flNextDodgeTime = gpGlobals->curtime + pTask->flTaskData;
|
|
TaskComplete();
|
|
break;
|
|
|
|
// Default case just completes. Override in sub-classes
|
|
// to play sound / animation / or pause
|
|
case TASK_ANNOUNCE_ATTACK:
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_TURN_RIGHT:
|
|
StartTurn( -pTask->flTaskData );
|
|
break;
|
|
|
|
case TASK_TURN_LEFT:
|
|
StartTurn( pTask->flTaskData );
|
|
break;
|
|
|
|
case TASK_REMEMBER:
|
|
Remember ( (int)pTask->flTaskData );
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_FORGET:
|
|
Forget ( (int)pTask->flTaskData );
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_FIND_HINTNODE:
|
|
case TASK_FIND_LOCK_HINTNODE:
|
|
{
|
|
if (!GetHintNode())
|
|
{
|
|
SetHintNode( CAI_HintManager::FindHint( this, HINT_NONE, pTask->flTaskData, 2000 ) );
|
|
}
|
|
if (GetHintNode())
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
TaskFail(FAIL_NO_HINT_NODE);
|
|
}
|
|
if ( task == TASK_FIND_HINTNODE )
|
|
break;
|
|
}
|
|
// Fall through on TASK_FIND_LOCK_HINTNODE...
|
|
|
|
case TASK_LOCK_HINTNODE:
|
|
{
|
|
if (!GetHintNode())
|
|
{
|
|
TaskFail(FAIL_NO_HINT_NODE);
|
|
}
|
|
else if( GetHintNode()->Lock(this) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
TaskFail(FAIL_ALREADY_LOCKED);
|
|
SetHintNode( NULL );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_STORE_LASTPOSITION:
|
|
m_vecLastPosition = GetLocalOrigin();
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_CLEAR_LASTPOSITION:
|
|
m_vecLastPosition = vec3_origin;
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_STORE_POSITION_IN_SAVEPOSITION:
|
|
m_vSavePosition = GetLocalOrigin();
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_STORE_BESTSOUND_IN_SAVEPOSITION:
|
|
{
|
|
CSound *pBestSound = GetBestSound();
|
|
if ( pBestSound )
|
|
{
|
|
m_vSavePosition = pBestSound->GetSoundOrigin();
|
|
CBaseEntity *pSoundEnt = pBestSound->m_hOwner;
|
|
if ( pSoundEnt )
|
|
{
|
|
Vector vel;
|
|
pSoundEnt->GetVelocity( &vel, NULL );
|
|
// HACKHACK: run away from cars in the right direction
|
|
m_vSavePosition += vel * 2; // add in 2 seconds of velocity
|
|
}
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
TaskFail("No Sound!");
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION:
|
|
{
|
|
CSound *pBestSound = GetBestSound();
|
|
if ( pBestSound )
|
|
{
|
|
m_vSavePosition = pBestSound->GetSoundReactOrigin();
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
TaskFail("No Sound!");
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION:
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
m_vSavePosition = GetEnemy()->GetAbsOrigin();
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
TaskFail(FAIL_NO_ENEMY);
|
|
}
|
|
break;
|
|
|
|
case TASK_CLEAR_HINTNODE:
|
|
ClearHintNode(pTask->flTaskData);
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_STOP_MOVING:
|
|
if ( ( GetNavigator()->IsGoalSet() && GetNavigator()->IsGoalActive() ) || GetNavType() == NAV_JUMP )
|
|
{
|
|
DbgNavMsg( this, "Start TASK_STOP_MOVING\n" );
|
|
if ( pTask->flTaskData == 1 )
|
|
{
|
|
DbgNavMsg( this, "Initiating stopping path\n" );
|
|
GetNavigator()->StopMoving( false );
|
|
}
|
|
else
|
|
{
|
|
GetNavigator()->ClearGoal();
|
|
}
|
|
|
|
// E3 Hack
|
|
if ( HasPoseMoveYaw() )
|
|
{
|
|
SetPoseParameter( m_poseMove_Yaw, 0 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pTask->flTaskData == 1 && GetNavigator()->SetGoalFromStoppingPath() )
|
|
{
|
|
DbgNavMsg( this, "Start TASK_STOP_MOVING\n" );
|
|
DbgNavMsg( this, "Initiating stopping path\n" );
|
|
}
|
|
else
|
|
{
|
|
GetNavigator()->ClearGoal();
|
|
SetIdealActivity( GetStoppedActivity() );
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_PLAY_PRIVATE_SEQUENCE:
|
|
case TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY:
|
|
case TASK_PLAY_SEQUENCE_FACE_ENEMY:
|
|
case TASK_PLAY_SEQUENCE_FACE_TARGET:
|
|
case TASK_PLAY_SEQUENCE:
|
|
SetIdealActivity( (Activity)(int)pTask->flTaskData );
|
|
break;
|
|
|
|
case TASK_ADD_GESTURE_WAIT:
|
|
{
|
|
int iLayer = AddGesture( (Activity)(int)pTask->flTaskData );
|
|
if (iLayer > 0)
|
|
{
|
|
float flDuration = GetLayerDuration( iLayer );
|
|
SetWait( flDuration );
|
|
}
|
|
else
|
|
{
|
|
TaskFail( "Unable to allocate gesture" );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_ADD_GESTURE:
|
|
{
|
|
AddGesture( (Activity)(int)pTask->flTaskData );
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
case TASK_PLAY_HINT_ACTIVITY:
|
|
if ( GetHintNode()->HintActivityName() != NULL_STRING )
|
|
{
|
|
Activity hintActivity = (Activity)CAI_BaseNPC::GetActivityID( STRING(GetHintNode()->HintActivityName()) );
|
|
if ( hintActivity != ACT_INVALID )
|
|
{
|
|
SetIdealActivity( GetHintActivity(GetHintNode()->HintType(), hintActivity) );
|
|
}
|
|
else
|
|
{
|
|
int iSequence = LookupSequence(STRING(GetHintNode()->HintActivityName()));
|
|
if ( iSequence > ACT_INVALID )
|
|
{
|
|
SetSequenceById( iSequence ); // ???
|
|
SetIdealActivity( ACT_DO_NOT_DISTURB );
|
|
}
|
|
else
|
|
SetIdealActivity( ACT_IDLE );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetIdealActivity( ACT_IDLE );
|
|
}
|
|
break;
|
|
|
|
case TASK_SET_SCHEDULE:
|
|
if ( !SetSchedule( pTask->flTaskData ) )
|
|
TaskFail(FAIL_SCHEDULE_NOT_FOUND);
|
|
break;
|
|
|
|
case TASK_FIND_BACKAWAY_FROM_SAVEPOSITION:
|
|
{
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
Vector backPos;
|
|
if ( !GetTacticalServices()->FindBackAwayPos( m_vSavePosition, &backPos ) )
|
|
{
|
|
// no place to backaway
|
|
TaskFail(FAIL_NO_BACKAWAY_NODE);
|
|
}
|
|
else
|
|
{
|
|
if (GetNavigator()->SetGoal( AI_NavGoal_t( backPos, ACT_RUN ) ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
// no place to backaway
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TaskFail(FAIL_NO_ENEMY);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY:
|
|
case TASK_FIND_FAR_NODE_COVER_FROM_ENEMY:
|
|
case TASK_FIND_NODE_COVER_FROM_ENEMY:
|
|
case TASK_FIND_COVER_FROM_ENEMY:
|
|
{
|
|
bool bNodeCover = ( task != TASK_FIND_COVER_FROM_ENEMY );
|
|
float flMinDistance = ( task == TASK_FIND_FAR_NODE_COVER_FROM_ENEMY ) ? pTask->flTaskData : 0.0;
|
|
float flMaxDistance = ( task == TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY ) ? pTask->flTaskData : FLT_MAX;
|
|
|
|
if ( FindCoverFromEnemy( bNodeCover, flMinDistance, flMaxDistance ) )
|
|
{
|
|
if ( task == TASK_FIND_COVER_FROM_ENEMY )
|
|
m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData;
|
|
TaskComplete();
|
|
}
|
|
else
|
|
TaskFail(FAIL_NO_COVER);
|
|
}
|
|
break;
|
|
|
|
|
|
case TASK_FIND_COVER_FROM_ORIGIN:
|
|
{
|
|
Vector coverPos;
|
|
|
|
if ( GetTacticalServices()->FindCoverPos( GetLocalOrigin(), EyePosition(), 0, CoverRadius(), &coverPos ) )
|
|
{
|
|
AI_NavGoal_t goal(coverPos, ACT_RUN, AIN_HULL_TOLERANCE);
|
|
GetNavigator()->SetGoal( goal );
|
|
|
|
m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData;
|
|
}
|
|
else
|
|
{
|
|
// no coverwhatsoever.
|
|
TaskFail(FAIL_NO_COVER);
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case TASK_FIND_COVER_FROM_BEST_SOUND:
|
|
{
|
|
}
|
|
break;
|
|
|
|
case TASK_FACE_HINTNODE:
|
|
|
|
// If the yaw is locked, this function will not act correctly
|
|
Assert( GetMotor()->IsYawLocked() == false );
|
|
|
|
GetMotor()->SetIdealYaw( GetHintNode()->Yaw() );
|
|
GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw
|
|
if ( FacingIdeal() )
|
|
TaskComplete();
|
|
else
|
|
SetTurnActivity();
|
|
break;
|
|
|
|
case TASK_FACE_LASTPOSITION:
|
|
GetMotor()->SetIdealYawToTarget( m_vecLastPosition );
|
|
GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw
|
|
SetTurnActivity();
|
|
break;
|
|
|
|
case TASK_FACE_SAVEPOSITION:
|
|
GetMotor()->SetIdealYawToTarget( m_vSavePosition );
|
|
GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw
|
|
SetTurnActivity();
|
|
break;
|
|
|
|
case TASK_FACE_AWAY_FROM_SAVEPOSITION:
|
|
GetMotor()->SetIdealYawToTarget( m_vSavePosition, 0, 180.0 );
|
|
GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw
|
|
SetTurnActivity();
|
|
break;
|
|
|
|
case TASK_SET_IDEAL_YAW_TO_CURRENT:
|
|
GetMotor()->SetIdealYaw( UTIL_AngleMod( GetLocalAngles().y ) );
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_FACE_TARGET:
|
|
if ( m_hTargetEnt != NULL )
|
|
{
|
|
GetMotor()->SetIdealYawToTarget( m_hTargetEnt->GetAbsOrigin() );
|
|
SetTurnActivity();
|
|
}
|
|
else
|
|
{
|
|
TaskFail(FAIL_NO_TARGET);
|
|
}
|
|
break;
|
|
|
|
case TASK_FACE_PLAYER:
|
|
// track head to the client for a while.
|
|
SetWait( pTask->flTaskData );
|
|
break;
|
|
|
|
case TASK_FACE_ENEMY:
|
|
{
|
|
Vector vecEnemyLKP = GetEnemyLKP();
|
|
if (!FInAimCone( vecEnemyLKP ))
|
|
{
|
|
GetMotor()->SetIdealYawToTarget( vecEnemyLKP );
|
|
GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw
|
|
SetTurnActivity();
|
|
}
|
|
else
|
|
{
|
|
float flReasonableFacing = CalcReasonableFacing( true );
|
|
if ( fabsf( flReasonableFacing - GetMotor()->GetIdealYaw() ) < 1 )
|
|
TaskComplete();
|
|
else
|
|
{
|
|
GetMotor()->SetIdealYaw( flReasonableFacing );
|
|
SetTurnActivity();
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_FACE_IDEAL:
|
|
SetTurnActivity();
|
|
break;
|
|
|
|
case TASK_FACE_REASONABLE:
|
|
GetMotor()->SetIdealYaw( CalcReasonableFacing() );
|
|
SetTurnActivity();
|
|
break;
|
|
|
|
case TASK_FACE_PATH:
|
|
{
|
|
if (!GetNavigator()->IsGoalActive())
|
|
{
|
|
DevWarning( 2, "No route to face!\n");
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
}
|
|
else
|
|
{
|
|
const float NPC_TRIVIAL_TURN = 15; // (Degrees). Turns this small or smaller, don't bother with a transition.
|
|
|
|
GetMotor()->SetIdealYawToTarget( GetNavigator()->GetCurWaypointPos());
|
|
|
|
if( fabs( GetMotor()->DeltaIdealYaw() ) <= NPC_TRIVIAL_TURN )
|
|
{
|
|
// This character is already facing the path well enough that
|
|
// moving will look fairly natural. Don't bother with a transitional
|
|
// turn animation.
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
SetTurnActivity();
|
|
}
|
|
}
|
|
break;
|
|
|
|
// don't do anything.
|
|
case TASK_WAIT_PVS:
|
|
case TASK_WAIT_INDEFINITE:
|
|
break;
|
|
|
|
// set a future time that tells us when the wait is over.
|
|
case TASK_WAIT:
|
|
case TASK_WAIT_FACE_ENEMY:
|
|
SetWait( pTask->flTaskData );
|
|
break;
|
|
|
|
// set a future time that tells us when the wait is over.
|
|
case TASK_WAIT_RANDOM:
|
|
case TASK_WAIT_FACE_ENEMY_RANDOM:
|
|
SetWait( 0, pTask->flTaskData );
|
|
break;
|
|
|
|
case TASK_MOVE_TO_TARGET_RANGE:
|
|
case TASK_MOVE_TO_GOAL_RANGE:
|
|
{
|
|
// Identical tasks, except that target_range uses m_hTargetEnt,
|
|
// and Goal range uses the nav goal
|
|
CBaseEntity *pTarget = NULL;
|
|
if ( task == TASK_MOVE_TO_GOAL_RANGE )
|
|
{
|
|
pTarget = GetNavigator()->GetGoalTarget();
|
|
}
|
|
if ( !pTarget )
|
|
{
|
|
pTarget = m_hTargetEnt.Get();
|
|
}
|
|
|
|
if ( pTarget == NULL)
|
|
{
|
|
TaskFail(FAIL_NO_TARGET);
|
|
}
|
|
else if ( (pTarget->GetAbsOrigin() - GetLocalOrigin()).Length() < 1 )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
|
|
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
|
|
{
|
|
TaskComplete();
|
|
GetNavigator()->ClearGoal(); // Clear residual state
|
|
}
|
|
else
|
|
{
|
|
// set that we're probably going to stop before the goal
|
|
GetNavigator()->SetArrivalDistance( pTask->flTaskData );
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case TASK_WAIT_UNTIL_NO_DANGER_SOUND:
|
|
if( !HasCondition( COND_HEAR_DANGER ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_TARGET_PLAYER:
|
|
{
|
|
CBaseEntity *pPlayer = gEntList.FindEntityByName( NULL, "!player" );
|
|
if ( pPlayer )
|
|
{
|
|
SetTarget( pPlayer );
|
|
TaskComplete();
|
|
}
|
|
else
|
|
TaskFail( FAIL_NO_PLAYER );
|
|
break;
|
|
}
|
|
|
|
case TASK_SCRIPT_RUN_TO_TARGET:
|
|
case TASK_SCRIPT_WALK_TO_TARGET:
|
|
case TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET:
|
|
StartScriptMoveToTargetTask( pTask->iTask );
|
|
break;
|
|
|
|
case TASK_CLEAR_MOVE_WAIT:
|
|
m_flMoveWaitFinished = gpGlobals->curtime;
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_MELEE_ATTACK1:
|
|
SetLastAttackTime( gpGlobals->curtime );
|
|
ResetIdealActivity( ACT_MELEE_ATTACK1 );
|
|
break;
|
|
|
|
case TASK_MELEE_ATTACK2:
|
|
SetLastAttackTime( gpGlobals->curtime );
|
|
ResetIdealActivity( ACT_MELEE_ATTACK2 );
|
|
break;
|
|
|
|
case TASK_RANGE_ATTACK1:
|
|
SetLastAttackTime( gpGlobals->curtime );
|
|
ResetIdealActivity( ACT_RANGE_ATTACK1 );
|
|
break;
|
|
|
|
case TASK_RANGE_ATTACK2:
|
|
SetLastAttackTime( gpGlobals->curtime );
|
|
ResetIdealActivity( ACT_RANGE_ATTACK2 );
|
|
break;
|
|
|
|
case TASK_RELOAD:
|
|
ResetIdealActivity( ACT_RELOAD );
|
|
break;
|
|
|
|
case TASK_SPECIAL_ATTACK1:
|
|
ResetIdealActivity( ACT_SPECIAL_ATTACK1 );
|
|
break;
|
|
|
|
case TASK_SPECIAL_ATTACK2:
|
|
ResetIdealActivity( ACT_SPECIAL_ATTACK2 );
|
|
break;
|
|
|
|
case TASK_SET_ACTIVITY:
|
|
{
|
|
Activity goalActivity = (Activity)((int)pTask->flTaskData);
|
|
if (goalActivity != ACT_RESET)
|
|
{
|
|
SetIdealActivity( goalActivity );
|
|
}
|
|
else
|
|
{
|
|
m_Activity = ACT_RESET;
|
|
}
|
|
break;
|
|
}
|
|
case TASK_GET_CHASE_PATH_TO_ENEMY:
|
|
{
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
if ( !pEnemy )
|
|
{
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
return;
|
|
}
|
|
|
|
if ( ( pEnemy->GetAbsOrigin() - GetEnemyLKP() ).LengthSqr() < Square(pTask->flTaskData) )
|
|
{
|
|
ChainStartTask( TASK_GET_PATH_TO_ENEMY );
|
|
}
|
|
else
|
|
{
|
|
ChainStartTask( TASK_GET_PATH_TO_ENEMY_LKP );
|
|
}
|
|
|
|
if ( !TaskIsComplete() && !HasCondition(COND_TASK_FAILED) )
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
break;
|
|
}
|
|
|
|
case TASK_GET_PATH_TO_ENEMY_LKP:
|
|
{
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
if (!pEnemy || IsUnreachable(pEnemy))
|
|
{
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
return;
|
|
}
|
|
AI_NavGoal_t goal( GetEnemyLKP() );
|
|
|
|
TranslateNavGoal( pEnemy, goal.dest );
|
|
|
|
if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
// no way to get there =(
|
|
DevWarning( 2, "GetPathToEnemyLKP failed!!\n" );
|
|
RememberUnreachable(GetEnemy());
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_GET_PATH_TO_INTERACTION_PARTNER:
|
|
{
|
|
if ( !m_hForcedInteractionPartner || IsUnreachable(m_hForcedInteractionPartner) )
|
|
{
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
return;
|
|
}
|
|
|
|
// Calculate the position we need to be at to start the interaction.
|
|
CalculateForcedInteractionPosition();
|
|
|
|
AI_NavGoal_t goal( m_vecForcedWorldPosition );
|
|
TranslateNavGoal( m_hForcedInteractionPartner, goal.dest );
|
|
|
|
if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
DevWarning( 2, "GetPathToInteractionPartner failed!!\n" );
|
|
RememberUnreachable(m_hForcedInteractionPartner);
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS:
|
|
{
|
|
if ( GetEnemy() )
|
|
{
|
|
// Find out which range to use (either innately or a held weapon)
|
|
float flRange = -1.0f;
|
|
if ( CapabilitiesGet() & (bits_CAP_INNATE_RANGE_ATTACK1|bits_CAP_INNATE_RANGE_ATTACK2) )
|
|
{
|
|
flRange = InnateRange1MaxRange();
|
|
}
|
|
else if ( GetActiveWeapon() )
|
|
{
|
|
flRange = MAX( GetActiveWeapon()->m_fMaxRange1, GetActiveWeapon()->m_fMaxRange2 );
|
|
}
|
|
else
|
|
{
|
|
// You can't call this task without either innate range attacks or a weapon!
|
|
Assert( 0 );
|
|
TaskFail( FAIL_NO_ROUTE );
|
|
}
|
|
|
|
// Clamp to the specified range, if supplied
|
|
if ( pTask->flTaskData != 0 && pTask->flTaskData < flRange )
|
|
flRange = pTask->flTaskData;
|
|
|
|
// For now, just try running straight at enemy
|
|
float dist = EnemyDistance( GetEnemy() );
|
|
if ( dist <= flRange || GetNavigator()->SetVectorGoalFromTarget( GetEnemy()->GetAbsOrigin(), dist - flRange ) )
|
|
{
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
}
|
|
|
|
TaskFail( FAIL_NO_ROUTE );
|
|
break;
|
|
}
|
|
|
|
case TASK_GET_PATH_TO_ENEMY_LOS:
|
|
case TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS:
|
|
case TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS:
|
|
case TASK_GET_PATH_TO_ENEMY_LKP_LOS:
|
|
{
|
|
if ( GetEnemy() == NULL )
|
|
{
|
|
TaskFail(FAIL_NO_ENEMY);
|
|
return;
|
|
}
|
|
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_FindLosToEnemy);
|
|
float flMaxRange = 2000;
|
|
float flMinRange = 0;
|
|
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
flMaxRange = MAX( GetActiveWeapon()->m_fMaxRange1, GetActiveWeapon()->m_fMaxRange2 );
|
|
flMinRange = MIN( GetActiveWeapon()->m_fMinRange1, GetActiveWeapon()->m_fMinRange2 );
|
|
}
|
|
else if ( CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 )
|
|
{
|
|
flMaxRange = InnateRange1MaxRange();
|
|
flMinRange = InnateRange1MinRange();
|
|
}
|
|
|
|
//Check against NPC's MAX range
|
|
if ( flMaxRange > m_flDistTooFar )
|
|
{
|
|
flMaxRange = m_flDistTooFar;
|
|
}
|
|
|
|
Vector vecEnemy = ( task != TASK_GET_PATH_TO_ENEMY_LKP ) ? GetEnemy()->GetAbsOrigin() : GetEnemyLKP();
|
|
Vector vecEnemyEye = vecEnemy + GetEnemy()->GetViewOffset();
|
|
|
|
Vector posLos;
|
|
bool found = false;
|
|
|
|
if ( ( task != TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS ) && ( task != TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS ) )
|
|
{
|
|
if ( GetTacticalServices()->FindLateralLos( vecEnemyEye, &posLos ) )
|
|
{
|
|
float dist = ( posLos - vecEnemyEye ).Length();
|
|
if ( dist < flMaxRange && dist > flMinRange )
|
|
found = true;
|
|
}
|
|
}
|
|
|
|
if ( !found )
|
|
{
|
|
FlankType_t eFlankType = FLANKTYPE_NONE;
|
|
Vector vecFlankRefPos = vec3_origin;
|
|
float flFlankParam = 0;
|
|
|
|
if ( task == TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS )
|
|
{
|
|
eFlankType = FLANKTYPE_RADIUS;
|
|
vecFlankRefPos = m_vSavePosition;
|
|
flFlankParam = pTask->flTaskData;
|
|
}
|
|
else if ( task == TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS )
|
|
{
|
|
eFlankType = FLANKTYPE_ARC;
|
|
vecFlankRefPos = m_vSavePosition;
|
|
flFlankParam = pTask->flTaskData;
|
|
}
|
|
|
|
if ( GetTacticalServices()->FindLos( vecEnemy, vecEnemyEye, flMinRange, flMaxRange, 1.0, eFlankType, vecFlankRefPos, flFlankParam, &posLos ) )
|
|
{
|
|
found = true;
|
|
}
|
|
}
|
|
|
|
if ( !found )
|
|
{
|
|
TaskFail( FAIL_NO_SHOOT );
|
|
}
|
|
else
|
|
{
|
|
// else drop into run task to offer an interrupt
|
|
m_vInterruptSavePosition = posLos;
|
|
}
|
|
}
|
|
break;
|
|
|
|
//==================================================
|
|
// TASK_SET_GOAL
|
|
//==================================================
|
|
|
|
case TASK_SET_GOAL:
|
|
|
|
switch ( (int) pTask->flTaskData )
|
|
{
|
|
case GOAL_ENEMY: //Enemy
|
|
|
|
if ( GetEnemy() == NULL )
|
|
{
|
|
TaskFail( FAIL_NO_ENEMY );
|
|
return;
|
|
}
|
|
|
|
//Setup our stored info
|
|
m_vecStoredPathGoal = GetEnemy()->GetAbsOrigin();
|
|
m_nStoredPathType = GOALTYPE_ENEMY;
|
|
m_fStoredPathFlags = 0;
|
|
m_hStoredPathTarget = GetEnemy();
|
|
GetNavigator()->SetMovementActivity(ACT_RUN);
|
|
break;
|
|
|
|
case GOAL_ENEMY_LKP: //Enemy's last known position
|
|
|
|
if ( GetEnemy() == NULL )
|
|
{
|
|
TaskFail( FAIL_NO_ENEMY );
|
|
return;
|
|
}
|
|
|
|
//Setup our stored info
|
|
m_vecStoredPathGoal = GetEnemyLKP();
|
|
m_nStoredPathType = GOALTYPE_LOCATION;
|
|
m_fStoredPathFlags = 0;
|
|
m_hStoredPathTarget = NULL;
|
|
GetNavigator()->SetMovementActivity(ACT_RUN);
|
|
break;
|
|
|
|
case GOAL_TARGET: //Target entity
|
|
|
|
if ( m_hTargetEnt == NULL )
|
|
{
|
|
TaskFail( FAIL_NO_TARGET );
|
|
return;
|
|
}
|
|
|
|
//Setup our stored info
|
|
m_vecStoredPathGoal = m_hTargetEnt->GetAbsOrigin();
|
|
m_nStoredPathType = GOALTYPE_TARGETENT;
|
|
m_fStoredPathFlags = 0;
|
|
m_hStoredPathTarget = m_hTargetEnt;
|
|
GetNavigator()->SetMovementActivity(ACT_RUN);
|
|
break;
|
|
|
|
case GOAL_SAVED_POSITION: //Saved position
|
|
|
|
//Setup our stored info
|
|
m_vecStoredPathGoal = m_vSavePosition;
|
|
m_nStoredPathType = GOALTYPE_LOCATION;
|
|
m_fStoredPathFlags = 0;
|
|
m_hStoredPathTarget = NULL;
|
|
GetNavigator()->SetMovementActivity(ACT_RUN);
|
|
break;
|
|
}
|
|
|
|
TaskComplete();
|
|
|
|
break;
|
|
|
|
//==================================================
|
|
// TASK_GET_PATH_TO_GOAL
|
|
//==================================================
|
|
|
|
case TASK_GET_PATH_TO_GOAL:
|
|
{
|
|
AI_NavGoal_t goal( m_nStoredPathType,
|
|
AIN_DEF_ACTIVITY,
|
|
AIN_HULL_TOLERANCE,
|
|
AIN_DEF_FLAGS,
|
|
m_hStoredPathTarget );
|
|
|
|
bool foundPath = false;
|
|
|
|
//Find our path
|
|
switch ( (int) pTask->flTaskData )
|
|
{
|
|
case PATH_TRAVEL: //A land path to our goal
|
|
goal.dest = m_vecStoredPathGoal;
|
|
foundPath = GetNavigator()->SetGoal( goal );
|
|
break;
|
|
|
|
case PATH_LOS: //A path to get LOS to our goal
|
|
{
|
|
float flMaxRange = 2000.0f;
|
|
float flMinRange = 0.0f;
|
|
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
flMaxRange = MAX( GetActiveWeapon()->m_fMaxRange1, GetActiveWeapon()->m_fMaxRange2 );
|
|
flMinRange = MIN( GetActiveWeapon()->m_fMinRange1, GetActiveWeapon()->m_fMinRange2 );
|
|
}
|
|
else if ( CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 )
|
|
{
|
|
flMaxRange = InnateRange1MaxRange();
|
|
flMinRange = InnateRange1MinRange();
|
|
}
|
|
|
|
// Check against NPC's MAX range
|
|
if ( flMaxRange > m_flDistTooFar )
|
|
{
|
|
flMaxRange = m_flDistTooFar;
|
|
}
|
|
|
|
Vector eyePosition = ( m_hStoredPathTarget != NULL ) ? m_hStoredPathTarget->EyePosition() : m_vecStoredPathGoal;
|
|
|
|
Vector posLos;
|
|
|
|
// See if we've found it
|
|
if ( GetTacticalServices()->FindLos( m_vecStoredPathGoal, eyePosition, flMinRange, flMaxRange, 1.0f, &posLos ) )
|
|
{
|
|
goal.dest = posLos;
|
|
foundPath = GetNavigator()->SetGoal( goal );
|
|
}
|
|
else
|
|
{
|
|
// No LOS to goal
|
|
TaskFail( FAIL_NO_SHOOT );
|
|
return;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case PATH_COVER: //Get a path to cover FROM our goal
|
|
{
|
|
CBaseEntity *pEntity = ( m_hStoredPathTarget == NULL ) ? this : m_hStoredPathTarget;
|
|
|
|
//Find later cover first
|
|
Vector coverPos;
|
|
|
|
if ( GetTacticalServices()->FindLateralCover( pEntity->EyePosition(), 0, &coverPos ) )
|
|
{
|
|
AI_NavGoal_t goal( coverPos, ACT_RUN );
|
|
GetNavigator()->SetGoal( goal, AIN_CLEAR_PREVIOUS_STATE );
|
|
|
|
//FIXME: What exactly is this doing internally?
|
|
m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData;
|
|
TaskComplete();
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
//Try any cover
|
|
if ( GetTacticalServices()->FindCoverPos( pEntity->GetAbsOrigin(), pEntity->EyePosition(), 0, CoverRadius(), &coverPos ) )
|
|
{
|
|
//If we've found it, find a safe route there
|
|
AI_NavGoal_t coverGoal( GOALTYPE_COVER,
|
|
coverPos,
|
|
ACT_RUN,
|
|
AIN_HULL_TOLERANCE,
|
|
AIN_DEF_FLAGS,
|
|
m_hStoredPathTarget );
|
|
|
|
foundPath = GetNavigator()->SetGoal( goal );
|
|
|
|
m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData;
|
|
}
|
|
else
|
|
{
|
|
TaskFail( FAIL_NO_COVER );
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
//Now validate our try
|
|
if ( foundPath )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
TaskFail( FAIL_NO_ROUTE );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_GET_PATH_TO_ENEMY:
|
|
{
|
|
if (IsUnreachable(GetEnemy()))
|
|
{
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
return;
|
|
}
|
|
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
|
|
if ( pEnemy == NULL )
|
|
{
|
|
TaskFail(FAIL_NO_ENEMY);
|
|
return;
|
|
}
|
|
|
|
if ( GetNavigator()->SetGoal( GOALTYPE_ENEMY ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
// no way to get there =(
|
|
DevWarning( 2, "GetPathToEnemy failed!!\n" );
|
|
RememberUnreachable(GetEnemy());
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
}
|
|
break;
|
|
}
|
|
case TASK_GET_PATH_TO_ENEMY_CORPSE:
|
|
{
|
|
Vector forward;
|
|
AngleVectors( GetLocalAngles(), &forward );
|
|
Vector vecEnemyLKP = GetEnemyLKP();
|
|
|
|
GetNavigator()->SetGoal( vecEnemyLKP - forward * 64, AIN_CLEAR_TARGET);
|
|
}
|
|
break;
|
|
|
|
case TASK_GET_PATH_TO_PLAYER:
|
|
{
|
|
CBaseEntity *pPlayer = gEntList.FindEntityByName( NULL, "!player" );
|
|
|
|
AI_NavGoal_t goal;
|
|
|
|
goal.type = GOALTYPE_LOCATION;
|
|
goal.dest = pPlayer->WorldSpaceCenter();
|
|
goal.pTarget = pPlayer;
|
|
|
|
GetNavigator()->SetGoal( goal );
|
|
break;
|
|
}
|
|
|
|
case TASK_GET_PATH_TO_SAVEPOSITION_LOS:
|
|
{
|
|
if ( GetEnemy() == NULL )
|
|
{
|
|
TaskFail(FAIL_NO_ENEMY);
|
|
return;
|
|
}
|
|
|
|
float flMaxRange = 2000;
|
|
float flMinRange = 0;
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
flMaxRange = MAX(GetActiveWeapon()->m_fMaxRange1,GetActiveWeapon()->m_fMaxRange2);
|
|
flMinRange = MIN(GetActiveWeapon()->m_fMinRange1,GetActiveWeapon()->m_fMinRange2);
|
|
}
|
|
else if ( CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 )
|
|
{
|
|
flMaxRange = InnateRange1MaxRange();
|
|
flMinRange = InnateRange1MinRange();
|
|
}
|
|
|
|
// Check against NPC's MAX range
|
|
if (flMaxRange > m_flDistTooFar)
|
|
{
|
|
flMaxRange = m_flDistTooFar;
|
|
}
|
|
|
|
Vector posLos;
|
|
|
|
if (GetTacticalServices()->FindLos(m_vSavePosition,m_vSavePosition, flMinRange, flMaxRange, 1.0, &posLos))
|
|
{
|
|
GetNavigator()->SetGoal( AI_NavGoal_t( posLos, ACT_RUN, AIN_HULL_TOLERANCE ) );
|
|
}
|
|
else
|
|
{
|
|
// no coverwhatsoever.
|
|
TaskFail(FAIL_NO_SHOOT);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_GET_PATH_TO_TARGET_WEAPON:
|
|
{
|
|
// Finds the nearest node within the leniency distances,
|
|
// whether the node can see the target or not.
|
|
const float XY_LENIENCY = 64.0;
|
|
const float Z_LENIENCY = 72.0;
|
|
|
|
if (m_hTargetEnt == NULL)
|
|
{
|
|
TaskFail(FAIL_NO_TARGET);
|
|
}
|
|
else
|
|
{
|
|
// Since this weapon MAY be on a table, we find the nearest node without verifying
|
|
// line-of-sight, since weapons on the table will not be able to see nodes very nearby.
|
|
int node = GetNavigator()->GetNetwork()->NearestNodeToPoint( this, m_hTargetEnt->GetAbsOrigin(), false );
|
|
CAI_Node *pNode = GetNavigator()->GetNetwork()->GetNode( node );
|
|
|
|
if( !pNode )
|
|
{
|
|
TaskFail( FAIL_NO_ROUTE );
|
|
break;
|
|
}
|
|
|
|
bool bHasPath = true;
|
|
Vector vecNodePos;
|
|
|
|
vecNodePos = pNode->GetPosition( GetHullType() );
|
|
|
|
float flDistZ;
|
|
flDistZ = fabs( vecNodePos.z - m_hTargetEnt->GetAbsOrigin().z );
|
|
if( flDistZ > Z_LENIENCY )
|
|
{
|
|
// The gun is too far away from its nearest node on the Z axis.
|
|
TaskFail( "Target not within Z_LENIENCY!\n");
|
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( m_hTargetEnt.Get() );
|
|
if( pWeapon )
|
|
{
|
|
// Lock this weapon for a long time so no one else tries to get it.
|
|
pWeapon->Lock( 30.0f, pWeapon );
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( flDistZ >= 16.0 )
|
|
{
|
|
// The gun is higher or lower, but it's within reach. (probably on a table).
|
|
float flDistXY = ( vecNodePos - m_hTargetEnt->GetAbsOrigin() ).Length2D();
|
|
|
|
// This means we have to stand on the nearest node and still be able to
|
|
// reach the gun.
|
|
if( flDistXY > XY_LENIENCY )
|
|
{
|
|
TaskFail( "Target not within XY_LENIENCY!\n" );
|
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( m_hTargetEnt.Get() );
|
|
if( pWeapon )
|
|
{
|
|
// Lock this weapon for a long time so no one else tries to get it.
|
|
pWeapon->Lock( 30.0f, pWeapon );
|
|
break;
|
|
}
|
|
}
|
|
|
|
AI_NavGoal_t goal( vecNodePos );
|
|
goal.pTarget = m_hTargetEnt;
|
|
bHasPath = GetNavigator()->SetGoal( goal );
|
|
}
|
|
else
|
|
{
|
|
// The gun is likely just lying on the floor. Just pick it up.
|
|
AI_NavGoal_t goal( m_hTargetEnt->GetAbsOrigin() );
|
|
goal.pTarget = m_hTargetEnt;
|
|
bHasPath = GetNavigator()->SetGoal( goal );
|
|
}
|
|
|
|
if( !bHasPath )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( m_hTargetEnt.Get() );
|
|
if( pWeapon )
|
|
{
|
|
// Lock this weapon for a long time so no one else tries to get it.
|
|
pWeapon->Lock( 15.0f, pWeapon );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_GET_PATH_OFF_OF_NPC:
|
|
{
|
|
Assert( ( GetGroundEntity() && ( GetGroundEntity()->IsPlayer() || ( GetGroundEntity()->IsNPC() && IRelationType( GetGroundEntity() ) == D_LI ) ) ) );
|
|
GetNavigator()->SetAllowBigStep( GetGroundEntity() );
|
|
ChainStartTask( TASK_MOVE_AWAY_PATH, 48 );
|
|
}
|
|
break;
|
|
|
|
case TASK_GET_PATH_TO_TARGET:
|
|
{
|
|
if (m_hTargetEnt == NULL)
|
|
{
|
|
TaskFail(FAIL_NO_TARGET);
|
|
}
|
|
else
|
|
{
|
|
AI_NavGoal_t goal( static_cast<const Vector&>(m_hTargetEnt->EyePosition()) );
|
|
goal.pTarget = m_hTargetEnt;
|
|
GetNavigator()->SetGoal( goal );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_GET_PATH_TO_HINTNODE:// for active idles!
|
|
{
|
|
if (!GetHintNode())
|
|
{
|
|
TaskFail(FAIL_NO_HINT_NODE);
|
|
}
|
|
else
|
|
{
|
|
Vector vHintPos;
|
|
GetHintNode()->GetPosition(this, &vHintPos);
|
|
|
|
GetNavigator()->SetGoal( AI_NavGoal_t( vHintPos, ACT_RUN ) );
|
|
if ( pTask->flTaskData == 0 )
|
|
GetNavigator()->SetArrivalDirection( GetHintNode()->GetDirection() );
|
|
if ( GetHintNode()->HintActivityName() != NULL_STRING )
|
|
{
|
|
Activity hintActivity = (Activity)CAI_BaseNPC::GetActivityID( STRING(GetHintNode()->HintActivityName()) );
|
|
if ( hintActivity != ACT_INVALID )
|
|
{
|
|
GetNavigator()->SetArrivalActivity( GetHintActivity(GetHintNode()->HintType(), hintActivity) );
|
|
}
|
|
else
|
|
{
|
|
int iSequence = LookupSequence(STRING(GetHintNode()->HintActivityName()));;
|
|
if ( iSequence != ACT_INVALID )
|
|
GetNavigator()->SetArrivalSequence( iSequence );
|
|
}
|
|
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_GET_PATH_TO_COMMAND_GOAL:
|
|
{
|
|
if (!GetNavigator()->SetGoal( m_vecCommandGoal ))
|
|
{
|
|
OnMoveToCommandGoalFailed();
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_MARK_COMMAND_GOAL_POS:
|
|
// Start watching my position to detect whether another AI process has moved me from my mark.
|
|
m_CommandMoveMonitor.SetMark( this, COMMAND_GOAL_TOLERANCE );
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_CLEAR_COMMAND_GOAL:
|
|
m_vecCommandGoal = vec3_invalid;
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_GET_PATH_TO_LASTPOSITION:
|
|
{
|
|
if (!GetNavigator()->SetGoal( m_vecLastPosition ))
|
|
{
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
}
|
|
else
|
|
{
|
|
GetNavigator()->SetGoalTolerance( 48 );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_GET_PATH_TO_SAVEPOSITION:
|
|
{
|
|
GetNavigator()->SetGoal( m_vSavePosition );
|
|
break;
|
|
}
|
|
|
|
|
|
case TASK_GET_PATH_TO_RANDOM_NODE: // Task argument is lenth of path to build
|
|
{
|
|
if ( GetNavigator()->SetRandomGoal( pTask->flTaskData ) )
|
|
TaskComplete();
|
|
else
|
|
TaskFail(FAIL_NO_REACHABLE_NODE);
|
|
|
|
break;
|
|
}
|
|
|
|
case TASK_GET_PATH_TO_BESTSOUND:
|
|
{
|
|
|
|
CSound *pSound = GetBestSound();
|
|
if (!pSound)
|
|
{
|
|
TaskFail(FAIL_NO_SOUND);
|
|
}
|
|
else
|
|
{
|
|
GetNavigator()->SetGoal( pSound->GetSoundReactOrigin() );
|
|
}
|
|
break;
|
|
}
|
|
case TASK_GET_PATH_TO_BESTSCENT:
|
|
{
|
|
|
|
CSound *pScent = GetBestScent();
|
|
if (!pScent)
|
|
{
|
|
TaskFail(FAIL_NO_SCENT);
|
|
}
|
|
else
|
|
{
|
|
GetNavigator()->SetGoal( pScent->GetSoundOrigin() );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_GET_PATH_AWAY_FROM_BEST_SOUND:
|
|
{
|
|
CSound *pBestSound = GetBestSound();
|
|
if ( !pBestSound )
|
|
{
|
|
TaskFail("No Sound!");
|
|
break;
|
|
}
|
|
|
|
GetMotor()->SetIdealYawToTarget( pBestSound->GetSoundOrigin() );
|
|
ChainStartTask( TASK_MOVE_AWAY_PATH, pTask->flTaskData );
|
|
LockBestSound();
|
|
break;
|
|
}
|
|
|
|
case TASK_MOVE_AWAY_PATH:
|
|
{
|
|
// Drop into run task to support interrupt
|
|
DesireStand();
|
|
}
|
|
break;
|
|
|
|
case TASK_WEAPON_RUN_PATH:
|
|
case TASK_ITEM_RUN_PATH:
|
|
GetNavigator()->SetMovementActivity(ACT_RUN);
|
|
break;
|
|
|
|
case TASK_RUN_PATH:
|
|
{
|
|
// UNDONE: This is in some default AI and some NPCs can't run? -- walk instead?
|
|
if ( TranslateActivity( ACT_RUN ) != ACT_INVALID )
|
|
{
|
|
GetNavigator()->SetMovementActivity( ACT_RUN );
|
|
}
|
|
else
|
|
{
|
|
GetNavigator()->SetMovementActivity(ACT_WALK);
|
|
}
|
|
// Cover is void once I move
|
|
Forget( bits_MEMORY_INCOVER );
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
case TASK_WALK_PATH_FOR_UNITS:
|
|
{
|
|
GetNavigator()->SetMovementActivity(ACT_WALK);
|
|
break;
|
|
}
|
|
|
|
case TASK_RUN_PATH_FOR_UNITS:
|
|
{
|
|
GetNavigator()->SetMovementActivity(ACT_RUN);
|
|
break;
|
|
}
|
|
|
|
case TASK_WALK_PATH:
|
|
{
|
|
bool bIsFlying = (GetMoveType() == MOVETYPE_FLY) || (GetMoveType() == MOVETYPE_FLYGRAVITY);
|
|
if ( bIsFlying && ( TranslateActivity( ACT_FLY ) != ACT_INVALID) )
|
|
{
|
|
GetNavigator()->SetMovementActivity(ACT_FLY);
|
|
}
|
|
else if ( TranslateActivity( ACT_WALK ) != ACT_INVALID )
|
|
{
|
|
GetNavigator()->SetMovementActivity(ACT_WALK);
|
|
}
|
|
else
|
|
{
|
|
GetNavigator()->SetMovementActivity(ACT_RUN);
|
|
}
|
|
// Cover is void once I move
|
|
Forget( bits_MEMORY_INCOVER );
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
case TASK_WALK_PATH_WITHIN_DIST:
|
|
{
|
|
GetNavigator()->SetMovementActivity(ACT_WALK);
|
|
// set that we're probably going to stop before the goal
|
|
GetNavigator()->SetArrivalDistance( pTask->flTaskData );
|
|
break;
|
|
}
|
|
case TASK_RUN_PATH_WITHIN_DIST:
|
|
{
|
|
GetNavigator()->SetMovementActivity(ACT_RUN);
|
|
// set that we're probably going to stop before the goal
|
|
GetNavigator()->SetArrivalDistance( pTask->flTaskData );
|
|
break;
|
|
}
|
|
case TASK_RUN_PATH_FLEE:
|
|
{
|
|
Vector vecDiff;
|
|
vecDiff = GetLocalOrigin() - GetNavigator()->GetGoalPos();
|
|
|
|
if( vecDiff.Length() <= pTask->flTaskData )
|
|
{
|
|
GetNavigator()->StopMoving();
|
|
TaskFail("Flee path shorter than task parameter");
|
|
}
|
|
else
|
|
{
|
|
GetNavigator()->SetMovementActivity(ACT_RUN);
|
|
}
|
|
|
|
break;
|
|
}
|
|
case TASK_WALK_PATH_TIMED:
|
|
{
|
|
GetNavigator()->SetMovementActivity(ACT_WALK);
|
|
SetWait( pTask->flTaskData );
|
|
break;
|
|
}
|
|
case TASK_RUN_PATH_TIMED:
|
|
{
|
|
GetNavigator()->SetMovementActivity(ACT_RUN);
|
|
SetWait( pTask->flTaskData );
|
|
break;
|
|
}
|
|
case TASK_STRAFE_PATH:
|
|
{
|
|
Vector2D vec2DirToPoint;
|
|
Vector2D vec2RightSide;
|
|
|
|
// to start strafing, we have to first figure out if the target is on the left side or right side
|
|
Vector right;
|
|
AngleVectors( GetLocalAngles(), NULL, &right, NULL );
|
|
|
|
vec2DirToPoint = ( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() ).AsVector2D();
|
|
Vector2DNormalize(vec2DirToPoint);
|
|
vec2RightSide = right.AsVector2D();
|
|
Vector2DNormalize(vec2RightSide);
|
|
|
|
if ( DotProduct2D ( vec2DirToPoint, vec2RightSide ) > 0 )
|
|
{
|
|
// strafe right
|
|
GetNavigator()->SetMovementActivity(ACT_STRAFE_RIGHT);
|
|
}
|
|
else
|
|
{
|
|
// strafe left
|
|
GetNavigator()->SetMovementActivity(ACT_STRAFE_LEFT);
|
|
}
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
case TASK_WAIT_FOR_MOVEMENT_STEP:
|
|
{
|
|
if ( IsMovementFrozen() )
|
|
{
|
|
TaskFail(FAIL_FROZEN);
|
|
break;
|
|
}
|
|
|
|
if(!GetNavigator()->IsGoalActive())
|
|
{
|
|
TaskComplete();
|
|
return;
|
|
}
|
|
|
|
if ( IsActivityFinished() )
|
|
{
|
|
TaskComplete();
|
|
return;
|
|
}
|
|
ValidateNavGoal();
|
|
break;
|
|
}
|
|
|
|
case TASK_WAIT_FOR_MOVEMENT:
|
|
{
|
|
if ( IsMovementFrozen() )
|
|
{
|
|
TaskFail(FAIL_FROZEN);
|
|
break;
|
|
}
|
|
|
|
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
|
|
{
|
|
TaskComplete();
|
|
GetNavigator()->ClearGoal(); // Clear residual state
|
|
}
|
|
else if (!GetNavigator()->IsGoalActive())
|
|
{
|
|
SetIdealActivity( GetStoppedActivity() );
|
|
}
|
|
else
|
|
{
|
|
// Check validity of goal type
|
|
ValidateNavGoal();
|
|
}
|
|
break;
|
|
}
|
|
case TASK_SMALL_FLINCH:
|
|
{
|
|
Remember(bits_MEMORY_FLINCHED);
|
|
SetIdealActivity( GetFlinchActivity( false, false ) );
|
|
m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 3, 5 );
|
|
break;
|
|
}
|
|
case TASK_BIG_FLINCH:
|
|
{
|
|
Remember(bits_MEMORY_FLINCHED);
|
|
SetIdealActivity( GetFlinchActivity( true, false ) );
|
|
m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 3, 5 );
|
|
break;
|
|
}
|
|
case TASK_DIE:
|
|
{
|
|
GetNavigator()->StopMoving();
|
|
SetIdealActivity( GetDeathActivity() );
|
|
m_lifeState = LIFE_DYING;
|
|
|
|
break;
|
|
}
|
|
case TASK_SOUND_WAKE:
|
|
{
|
|
AlertSound();
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
case TASK_SOUND_DIE:
|
|
{
|
|
CTakeDamageInfo info;
|
|
DeathSound( info );
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
case TASK_SOUND_IDLE:
|
|
{
|
|
IdleSound();
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
case TASK_SOUND_PAIN:
|
|
{
|
|
CTakeDamageInfo info;
|
|
PainSound( info );
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
case TASK_SOUND_ANGRY:
|
|
{
|
|
// sounds are complete as soon as we get here, cause we've already played them.
|
|
DevMsg( 2, "SOUND\n" );
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
case TASK_SPEAK_SENTENCE:
|
|
{
|
|
SpeakSentence(pTask->flTaskData);
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
case TASK_WAIT_FOR_SPEAK_FINISH:
|
|
{
|
|
if ( !GetExpresser() )
|
|
TaskComplete();
|
|
else
|
|
{
|
|
// Are we waiting for our speech to end? Or for the mutex to be free?
|
|
if ( pTask->flTaskData )
|
|
{
|
|
// Waiting for our speech to end
|
|
if ( GetExpresser()->CanSpeakAfterMyself() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Waiting for the speech & the delay afterwards
|
|
if ( !GetExpresser()->IsSpeaking() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
}
|
|
break;
|
|
}
|
|
case TASK_WAIT_FOR_SCRIPT:
|
|
{
|
|
if ( !m_hCine )
|
|
{
|
|
DevMsg( "Scripted sequence destroyed while in use\n" );
|
|
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
|
|
break;
|
|
}
|
|
|
|
break;
|
|
}
|
|
case TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY:
|
|
{
|
|
if ( !m_hCine )
|
|
{
|
|
DevMsg( "Scripted sequence destroyed while in use\n" );
|
|
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
|
|
break;
|
|
}
|
|
|
|
string_t iszArrivalText;
|
|
|
|
if ( m_hCine->m_iszEntry != NULL_STRING )
|
|
{
|
|
iszArrivalText = m_hCine->m_iszEntry;
|
|
}
|
|
else if ( m_hCine->m_iszPlay != NULL_STRING )
|
|
{
|
|
iszArrivalText = m_hCine->m_iszPlay;
|
|
}
|
|
else if ( m_hCine->m_iszPostIdle != NULL_STRING )
|
|
{
|
|
iszArrivalText = m_hCine->m_iszPostIdle;
|
|
}
|
|
else
|
|
iszArrivalText = NULL_STRING;
|
|
|
|
m_ScriptArrivalActivity = AIN_DEF_ACTIVITY;
|
|
m_strScriptArrivalSequence = NULL_STRING;
|
|
|
|
if ( iszArrivalText != NULL_STRING )
|
|
{
|
|
m_ScriptArrivalActivity = (Activity)GetActivityID( STRING( iszArrivalText ) );
|
|
if ( m_ScriptArrivalActivity == ACT_INVALID )
|
|
m_strScriptArrivalSequence = iszArrivalText;
|
|
}
|
|
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
case TASK_PLAY_SCRIPT:
|
|
{
|
|
// Throw away any stopping paths we have saved, because we
|
|
// won't be able to resume them after the sequence.
|
|
GetNavigator()->IgnoreStoppingPath();
|
|
|
|
if ( HasMovement( GetSequence() ) || m_hCine->m_bIgnoreGravity )
|
|
{
|
|
AddFlag( FL_FLY );
|
|
SetGroundEntity( NULL );
|
|
}
|
|
|
|
if (m_hCine)
|
|
{
|
|
m_hCine->SynchronizeSequence( this );
|
|
}
|
|
//
|
|
// Start playing a scripted sequence.
|
|
//
|
|
m_scriptState = SCRIPT_PLAYING;
|
|
break;
|
|
}
|
|
case TASK_PLAY_SCRIPT_POST_IDLE:
|
|
{
|
|
//
|
|
// Start playing a scripted post idle.
|
|
//
|
|
m_scriptState = SCRIPT_POST_IDLE;
|
|
break;
|
|
}
|
|
|
|
// This is the first task of every schedule driven by a scripted_sequence.
|
|
// Delay starting the sequence until all actors have hit their marks.
|
|
case TASK_PRE_SCRIPT:
|
|
{
|
|
if ( !ai_task_pre_script.GetBool() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else if ( !m_hCine )
|
|
{
|
|
TaskComplete();
|
|
//DevMsg( "Scripted sequence destroyed while in use\n" );
|
|
//TaskFail( FAIL_SCHEDULE_NOT_FOUND );
|
|
}
|
|
else
|
|
{
|
|
m_hCine->DelayStart( true );
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_ENABLE_SCRIPT:
|
|
{
|
|
//
|
|
// Start waiting to play a script. Play the script's pre idle animation if one
|
|
// is specified, otherwise just go to our default idle activity.
|
|
//
|
|
if ( m_hCine->m_iszPreIdle != NULL_STRING )
|
|
{
|
|
m_hCine->StartSequence( ( CAI_BaseNPC * )this, m_hCine->m_iszPreIdle, false );
|
|
if ( FStrEq( STRING( m_hCine->m_iszPreIdle ), STRING( m_hCine->m_iszPlay ) ) )
|
|
{
|
|
m_flPlaybackRate = 0;
|
|
}
|
|
}
|
|
else if ( m_scriptState != SCRIPT_CUSTOM_MOVE_TO_MARK )
|
|
{
|
|
// FIXME: too many ss assume its safe to leave the npc is whatever sequence they were in before, so only slam their activity
|
|
// if they're playing a recognizable movement animation
|
|
//
|
|
#ifdef HL2_EPISODIC
|
|
// dvs: Check current activity rather than ideal activity. Since scripted NPCs early out in MaintainActivity,
|
|
// they'll never reach their ideal activity if it's different from their current activity.
|
|
if ( GetActivity() == ACT_WALK ||
|
|
GetActivity() == ACT_RUN ||
|
|
GetActivity() == ACT_WALK_AIM ||
|
|
GetActivity() == ACT_RUN_AIM )
|
|
{
|
|
SetActivity( ACT_IDLE );
|
|
}
|
|
#else
|
|
if ( GetIdealActivity() == ACT_WALK ||
|
|
GetIdealActivity() == ACT_RUN ||
|
|
GetIdealActivity() == ACT_WALK_AIM ||
|
|
GetIdealActivity() == ACT_RUN_AIM )
|
|
{
|
|
SetActivity( ACT_IDLE );
|
|
}
|
|
#endif // HL2_EPISODIC
|
|
}
|
|
break;
|
|
}
|
|
case TASK_PLANT_ON_SCRIPT:
|
|
{
|
|
if ( m_hTargetEnt != NULL )
|
|
{
|
|
SetLocalOrigin( m_hTargetEnt->GetAbsOrigin() ); // Plant on target
|
|
}
|
|
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
case TASK_FACE_SCRIPT:
|
|
{
|
|
if ( m_hTargetEnt != NULL )
|
|
{
|
|
GetMotor()->SetIdealYaw( UTIL_AngleMod( m_hTargetEnt->GetLocalAngles().y ) );
|
|
}
|
|
|
|
if ( m_scriptState != SCRIPT_CUSTOM_MOVE_TO_MARK )
|
|
{
|
|
SetTurnActivity();
|
|
|
|
// dvs: HACK: MaintainActivity won't do anything while scripted, so go straight there.
|
|
SetActivity( GetIdealActivity() );
|
|
}
|
|
|
|
GetNavigator()->StopMoving();
|
|
break;
|
|
}
|
|
|
|
case TASK_PLAY_SCENE:
|
|
{
|
|
// inside a scene with movement and sequence commands
|
|
break;
|
|
}
|
|
|
|
|
|
case TASK_SUGGEST_STATE:
|
|
{
|
|
SetIdealState( (NPC_STATE)(int)pTask->flTaskData );
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
case TASK_SET_FAIL_SCHEDULE:
|
|
m_failSchedule = (int)pTask->flTaskData;
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_SET_TOLERANCE_DISTANCE:
|
|
GetNavigator()->SetGoalTolerance( (int)pTask->flTaskData );
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_SET_ROUTE_SEARCH_TIME:
|
|
GetNavigator()->SetMaxRouteRebuildTime( (int)pTask->flTaskData );
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_CLEAR_FAIL_SCHEDULE:
|
|
m_failSchedule = SCHED_NONE;
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_WEAPON_FIND:
|
|
{
|
|
m_hTargetEnt = Weapon_FindUsable( Vector(1000,1000,1000) );
|
|
if (m_hTargetEnt)
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
TaskFail(FAIL_ITEM_NO_FIND);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_ITEM_PICKUP:
|
|
{
|
|
SetIdealActivity( ACT_PICKUP_GROUND );
|
|
}
|
|
break;
|
|
|
|
case TASK_WEAPON_PICKUP:
|
|
{
|
|
if( GetActiveWeapon() )
|
|
{
|
|
Weapon_Drop( GetActiveWeapon() );
|
|
}
|
|
|
|
if( GetTarget() )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>(GetTarget());
|
|
if( pWeapon )
|
|
{
|
|
if( Weapon_IsOnGround( pWeapon ) )
|
|
{
|
|
// Squat down
|
|
SetIdealActivity( ACT_PICKUP_GROUND );
|
|
}
|
|
else
|
|
{
|
|
// Reach and take this weapon from rack or shelf.
|
|
SetIdealActivity( ACT_PICKUP_RACK );
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
TaskFail("Weapon went away!\n");
|
|
}
|
|
break;
|
|
|
|
case TASK_WEAPON_CREATE:
|
|
{
|
|
if( !GetActiveWeapon() && GetTarget() )
|
|
{
|
|
// Create a copy of the weapon this NPC is trying to pick up.
|
|
CBaseCombatWeapon *pTargetWeapon = dynamic_cast<CBaseCombatWeapon*>(GetTarget());
|
|
|
|
if( pTargetWeapon )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = Weapon_Create( pTargetWeapon->GetClassname() );
|
|
if ( pWeapon )
|
|
{
|
|
Weapon_Equip( pWeapon );
|
|
}
|
|
}
|
|
}
|
|
SetTarget( NULL );
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_USE_SMALL_HULL:
|
|
{
|
|
SetHullSizeSmall();
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_FALL_TO_GROUND:
|
|
// Set a wait time to try to force a ground ent.
|
|
SetWait(4);
|
|
break;
|
|
|
|
case TASK_WANDER:
|
|
{
|
|
// This task really uses 2 parameters, so we have to extract
|
|
// them from a single integer. To send both parameters, the
|
|
// formula is MIN_DIST * 10000 + MAX_DIST
|
|
{
|
|
int iMinDist, iMaxDist, iParameter;
|
|
|
|
iParameter = pTask->flTaskData;
|
|
|
|
iMinDist = iParameter / 10000;
|
|
iMaxDist = iParameter - (iMinDist * 10000);
|
|
|
|
if ( GetNavigator()->SetWanderGoal( iMinDist, iMaxDist ) )
|
|
TaskComplete();
|
|
else
|
|
TaskFail(FAIL_NO_REACHABLE_NODE);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_FREEZE:
|
|
m_flPlaybackRate = 0;
|
|
break;
|
|
|
|
case TASK_GATHER_CONDITIONS:
|
|
GatherConditions();
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_IGNORE_OLD_ENEMIES:
|
|
m_flAcceptableTimeSeenEnemy = gpGlobals->curtime;
|
|
if ( GetEnemy() && GetEnemyLastTimeSeen() < m_flAcceptableTimeSeenEnemy )
|
|
{
|
|
CBaseEntity *pNewEnemy = BestEnemy();
|
|
|
|
Assert( pNewEnemy != GetEnemy() );
|
|
|
|
if( pNewEnemy != NULL )
|
|
{
|
|
// New enemy! Clear the timers and set conditions.
|
|
SetEnemy( pNewEnemy );
|
|
SetState( NPC_STATE_COMBAT );
|
|
}
|
|
else
|
|
{
|
|
SetEnemy( NULL );
|
|
ClearAttackConditions();
|
|
}
|
|
}
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_ADD_HEALTH:
|
|
TakeHealth( (int)pTask->flTaskData, DMG_GENERIC );
|
|
TaskComplete();
|
|
break;
|
|
|
|
default:
|
|
{
|
|
DevMsg( "No StartTask entry for %s\n", TaskName( task ) );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CAI_BaseNPC::StartTaskOverlay()
|
|
{
|
|
if ( IsCurTaskContinuousMove() )
|
|
{
|
|
if ( ShouldMoveAndShoot() )
|
|
{
|
|
m_MoveAndShootOverlay.StartShootWhileMove();
|
|
}
|
|
else
|
|
{
|
|
m_MoveAndShootOverlay.NoShootWhileMove();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// TASK_DIE.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::RunDieTask()
|
|
{
|
|
AutoMovement();
|
|
|
|
if ( IsActivityFinished() && GetCycle() >= 1.0f )
|
|
{
|
|
m_lifeState = LIFE_DEAD;
|
|
|
|
SetThink ( NULL );
|
|
StopAnimation();
|
|
|
|
if ( !BBoxFlat() )
|
|
{
|
|
// a bit of a hack. If a corpses' bbox is positioned such that being left solid so that it can be attacked will
|
|
// block the player on a slope or stairs, the corpse is made nonsolid.
|
|
// SetSolid( SOLID_NOT );
|
|
UTIL_SetSize ( this, Vector ( -4, -4, 0 ), Vector ( 4, 4, 1 ) );
|
|
}
|
|
else // !!!HACKHACK - put NPC in a thin, wide bounding box until we fix the solid type/bounding volume problem
|
|
UTIL_SetSize ( this, WorldAlignMins(), Vector ( WorldAlignMaxs().x, WorldAlignMaxs().y, WorldAlignMins().z + 1 ) );
|
|
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// TASK_RANGE_ATTACK1 / TASK_RANGE_ATTACK2 / etc.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::RunAttackTask( int task )
|
|
{
|
|
AutoMovement( );
|
|
|
|
Vector vecEnemyLKP = GetEnemyLKP();
|
|
|
|
// If our enemy was killed, but I'm not done animating, the last known position comes
|
|
// back as the origin and makes the me face the world origin if my attack schedule
|
|
// doesn't break when my enemy dies. (sjb)
|
|
if( vecEnemyLKP != vec3_origin )
|
|
{
|
|
if ( ( task == TASK_RANGE_ATTACK1 || task == TASK_RELOAD ) &&
|
|
( CapabilitiesGet() & bits_CAP_AIM_GUN ) &&
|
|
FInAimCone( vecEnemyLKP ) )
|
|
{
|
|
// Arms will aim, so leave body yaw as is
|
|
GetMotor()->SetIdealYawAndUpdate( GetMotor()->GetIdealYaw(), AI_KEEP_YAW_SPEED );
|
|
}
|
|
else
|
|
{
|
|
GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP, AI_KEEP_YAW_SPEED );
|
|
}
|
|
}
|
|
|
|
if ( IsActivityFinished() )
|
|
{
|
|
if ( task == TASK_RELOAD && GetShotRegulator() )
|
|
{
|
|
GetShotRegulator()->Reset( false );
|
|
}
|
|
|
|
TaskComplete();
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// RunTask
|
|
//=========================================================
|
|
void CAI_BaseNPC::RunTask( const Task_t *pTask )
|
|
{
|
|
VPROF_BUDGET( "CAI_BaseNPC::RunTask", VPROF_BUDGETGROUP_NPCS );
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_GET_PATH_TO_RANDOM_NODE:
|
|
{
|
|
break;
|
|
}
|
|
case TASK_TURN_RIGHT:
|
|
case TASK_TURN_LEFT:
|
|
{
|
|
// If the yaw is locked, this function will not act correctly
|
|
Assert( GetMotor()->IsYawLocked() == false );
|
|
|
|
GetMotor()->UpdateYaw();
|
|
|
|
if ( FacingIdeal() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY:
|
|
case TASK_PLAY_SEQUENCE_FACE_ENEMY:
|
|
case TASK_PLAY_SEQUENCE_FACE_TARGET:
|
|
{
|
|
CBaseEntity *pTarget;
|
|
|
|
if ( pTask->iTask == TASK_PLAY_SEQUENCE_FACE_TARGET )
|
|
pTarget = m_hTargetEnt;
|
|
else
|
|
pTarget = GetEnemy();
|
|
if ( pTarget )
|
|
{
|
|
GetMotor()->SetIdealYawAndUpdate( pTarget->GetAbsOrigin() - GetLocalOrigin() , AI_KEEP_YAW_SPEED );
|
|
}
|
|
|
|
if ( IsActivityFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_PLAY_HINT_ACTIVITY:
|
|
{
|
|
if (!GetHintNode())
|
|
{
|
|
TaskFail(FAIL_NO_HINT_NODE);
|
|
}
|
|
|
|
// Put a debugging check in here
|
|
if (GetHintNode()->User() != this)
|
|
{
|
|
DevMsg("Hint node (%s) being used by non-owner!\n",GetHintNode()->GetDebugName());
|
|
}
|
|
|
|
if ( IsActivityFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case TASK_STOP_MOVING:
|
|
{
|
|
if ( pTask->flTaskData == 1 )
|
|
{
|
|
ChainRunTask( TASK_WAIT_FOR_MOVEMENT );
|
|
if ( GetTaskStatus() == TASKSTATUS_COMPLETE )
|
|
{
|
|
DbgNavMsg( this, "TASK_STOP_MOVING Complete\n" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// if they're jumping, wait until they land
|
|
if (GetNavType() == NAV_JUMP)
|
|
{
|
|
if (GetFlags() & FL_ONGROUND)
|
|
{
|
|
DbgNavMsg( this, "Jump landed\n" );
|
|
SetNavType( NAV_GROUND ); // this assumes that NAV_JUMP only happens with npcs that use NAV_GROUND as base movement
|
|
}
|
|
else if (GetSmoothedVelocity().Length() > 0.01) // use an EPSILON damnit!!
|
|
{
|
|
// wait until you land
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
DbgNavMsg( this, "Jump stuck\n" );
|
|
// stopped and stuck!
|
|
SetNavType( NAV_GROUND );
|
|
TaskFail( FAIL_STUCK_ONTOP );
|
|
}
|
|
}
|
|
|
|
// @TODO (toml 10-30-02): this is unacceptable, but needed until navigation can handle commencing
|
|
// a navigation while in the middle of a climb
|
|
if (GetNavType() == NAV_CLIMB)
|
|
{
|
|
// wait until you reach the end
|
|
break;
|
|
}
|
|
|
|
DbgNavMsg( this, "TASK_STOP_MOVING Complete\n" );
|
|
SetIdealActivity( GetStoppedActivity() );
|
|
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_PLAY_SEQUENCE:
|
|
case TASK_PLAY_PRIVATE_SEQUENCE:
|
|
{
|
|
AutoMovement( );
|
|
if ( IsActivityFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_ADD_GESTURE_WAIT:
|
|
{
|
|
if ( IsWaitFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_SET_ACTIVITY:
|
|
{
|
|
if ( IsActivityStarted() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_FACE_ENEMY:
|
|
{
|
|
// If the yaw is locked, this function will not act correctly
|
|
Assert( GetMotor()->IsYawLocked() == false );
|
|
|
|
Vector vecEnemyLKP = GetEnemyLKP();
|
|
if (!FInAimCone( vecEnemyLKP ))
|
|
{
|
|
GetMotor()->SetIdealYawToTarget( vecEnemyLKP );
|
|
GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw
|
|
}
|
|
else
|
|
{
|
|
float flReasonableFacing = CalcReasonableFacing( true );
|
|
if ( fabsf( flReasonableFacing - GetMotor()->GetIdealYaw() ) > 1 )
|
|
GetMotor()->SetIdealYaw( flReasonableFacing );
|
|
}
|
|
|
|
GetMotor()->UpdateYaw();
|
|
|
|
if ( FacingIdeal( m_flFaceEnemyTolerance ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
case TASK_FACE_PLAYER:
|
|
{
|
|
// Get edict for one player
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
if ( pPlayer )
|
|
{
|
|
GetMotor()->SetIdealYawToTargetAndUpdate( pPlayer->GetAbsOrigin(), AI_KEEP_YAW_SPEED );
|
|
SetTurnActivity();
|
|
if ( IsWaitFinished() && GetMotor()->DeltaIdealYaw() < 10 )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TaskFail(FAIL_NO_PLAYER);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_FIND_COVER_FROM_BEST_SOUND:
|
|
{
|
|
switch( GetTaskInterrupt() )
|
|
{
|
|
case 0:
|
|
{
|
|
if ( !FindCoverFromBestSound( &m_vInterruptSavePosition ) )
|
|
TaskFail(FAIL_NO_COVER);
|
|
else
|
|
{
|
|
GetNavigator()->IgnoreStoppingPath();
|
|
LockBestSound();
|
|
TaskInterrupt();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
{
|
|
AI_NavGoal_t goal(m_vInterruptSavePosition, ACT_RUN, AIN_HULL_TOLERANCE);
|
|
|
|
CSound *pBestSound = GetBestSound();
|
|
if ( pBestSound )
|
|
goal.maxInitialSimplificationDist = pBestSound->Volume() * 0.5;
|
|
|
|
if ( GetNavigator()->SetGoal( goal ) )
|
|
{
|
|
m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_FACE_HINTNODE:
|
|
case TASK_FACE_LASTPOSITION:
|
|
case TASK_FACE_SAVEPOSITION:
|
|
case TASK_FACE_AWAY_FROM_SAVEPOSITION:
|
|
case TASK_FACE_TARGET:
|
|
case TASK_FACE_IDEAL:
|
|
case TASK_FACE_SCRIPT:
|
|
case TASK_FACE_PATH:
|
|
{
|
|
// If the yaw is locked, this function will not act correctly
|
|
Assert( GetMotor()->IsYawLocked() == false );
|
|
|
|
GetMotor()->UpdateYaw();
|
|
|
|
if ( FacingIdeal() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_FACE_REASONABLE:
|
|
{
|
|
// If the yaw is locked, this function will not act correctly
|
|
Assert( GetMotor()->IsYawLocked() == false );
|
|
|
|
GetMotor()->UpdateYaw();
|
|
|
|
if ( FacingIdeal() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
case TASK_WAIT_PVS:
|
|
{
|
|
if ( ShouldAlwaysThink() ||
|
|
UTIL_FindClientInPVS(edict()) ||
|
|
( GetState() == NPC_STATE_COMBAT && GetEnemy() && gpGlobals->curtime - GetEnemies()->LastTimeSeen( GetEnemy() ) < 15 ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
case TASK_WAIT_INDEFINITE:
|
|
{
|
|
// don't do anything.
|
|
break;
|
|
}
|
|
case TASK_WAIT:
|
|
case TASK_WAIT_RANDOM:
|
|
{
|
|
if ( IsWaitFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
case TASK_WAIT_FACE_ENEMY:
|
|
case TASK_WAIT_FACE_ENEMY_RANDOM:
|
|
{
|
|
Vector vecEnemyLKP = GetEnemyLKP();
|
|
if (!FInAimCone( vecEnemyLKP ))
|
|
{
|
|
GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP , AI_KEEP_YAW_SPEED );
|
|
}
|
|
|
|
if ( IsWaitFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
case TASK_WAIT_UNTIL_NO_DANGER_SOUND:
|
|
if( !HasCondition( COND_HEAR_DANGER ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_MOVE_TO_TARGET_RANGE:
|
|
case TASK_MOVE_TO_GOAL_RANGE:
|
|
{
|
|
// Identical tasks, except that target_range uses m_hTargetEnt,
|
|
// and Goal range uses the nav goal
|
|
CBaseEntity *pTarget = NULL;
|
|
if ( pTask->iTask == TASK_MOVE_TO_GOAL_RANGE )
|
|
{
|
|
pTarget = GetNavigator()->GetGoalTarget();
|
|
}
|
|
if ( !pTarget )
|
|
{
|
|
pTarget = m_hTargetEnt.Get();
|
|
}
|
|
|
|
float distance;
|
|
|
|
if ( pTarget == NULL )
|
|
{
|
|
TaskFail(FAIL_NO_TARGET);
|
|
}
|
|
else if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
|
|
{
|
|
TaskComplete();
|
|
GetNavigator()->ClearGoal(); // Clear residual state
|
|
}
|
|
else
|
|
{
|
|
bool bForceRun = false;
|
|
|
|
// Check Z first, and only check 2d if we're within that
|
|
Vector vecGoalPos = GetNavigator()->GetGoalPos();
|
|
distance = fabs(vecGoalPos.z - GetLocalOrigin().z);
|
|
if ( distance < pTask->flTaskData )
|
|
{
|
|
distance = ( vecGoalPos - GetLocalOrigin() ).Length2D();
|
|
}
|
|
else
|
|
{
|
|
// If the target is significantly higher or lower than me, I must run.
|
|
bForceRun = true;
|
|
}
|
|
|
|
// If we're jumping, wait until we're finished to update our goal position.
|
|
if ( GetNavigator()->GetNavType() != NAV_JUMP )
|
|
{
|
|
// Re-evaluate when you think your finished, or the target has moved too far
|
|
if ( (distance < pTask->flTaskData) || (vecGoalPos - pTarget->GetAbsOrigin()).Length() > pTask->flTaskData * 0.5 )
|
|
{
|
|
distance = ( pTarget->GetAbsOrigin() - GetLocalOrigin() ).Length2D();
|
|
if ( !GetNavigator()->UpdateGoalPos( pTarget->GetAbsOrigin() ) )
|
|
{
|
|
TaskFail( FAIL_NO_ROUTE );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set the appropriate activity based on an overlapping range
|
|
// overlap the range to prevent oscillation
|
|
// BUGBUG: this is checking linear distance (ie. through walls) and not path distance or even visibility
|
|
if ( distance < pTask->flTaskData )
|
|
{
|
|
TaskComplete();
|
|
#ifndef HL2_DLL
|
|
// HL2 uses TASK_STOP_MOVING
|
|
GetNavigator()->StopMoving(); // Stop moving
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// Pick the right movement activity.
|
|
Activity followActivity;
|
|
|
|
if( bForceRun )
|
|
{
|
|
followActivity = ACT_RUN;
|
|
}
|
|
else
|
|
{
|
|
followActivity = ( distance < 190 && m_NPCState != NPC_STATE_COMBAT ) ? ACT_WALK : ACT_RUN;
|
|
}
|
|
|
|
// Don't confuse move and shoot by resetting the activity every think
|
|
Activity curActivity = GetNavigator()->GetMovementActivity();
|
|
switch( curActivity )
|
|
{
|
|
case ACT_WALK_AIM: curActivity = ACT_WALK; break;
|
|
case ACT_RUN_AIM: curActivity = ACT_RUN; break;
|
|
}
|
|
|
|
if ( curActivity != followActivity )
|
|
{
|
|
GetNavigator()->SetMovementActivity(followActivity);
|
|
}
|
|
GetNavigator()->SetArrivalDirection( pTarget );
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case TASK_GET_PATH_TO_ENEMY_LOS:
|
|
case TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS:
|
|
case TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS:
|
|
case TASK_GET_PATH_TO_ENEMY_LKP_LOS:
|
|
{
|
|
if ( GetEnemy() == NULL )
|
|
{
|
|
TaskFail(FAIL_NO_ENEMY);
|
|
return;
|
|
}
|
|
if ( GetTaskInterrupt() > 0 )
|
|
{
|
|
ClearTaskInterrupt();
|
|
|
|
Vector vecEnemy = ( pTask->iTask == TASK_GET_PATH_TO_ENEMY_LOS ) ? GetEnemy()->GetAbsOrigin() : GetEnemyLKP();
|
|
AI_NavGoal_t goal( m_vInterruptSavePosition, ACT_RUN, AIN_HULL_TOLERANCE );
|
|
|
|
GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET );
|
|
GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest );
|
|
}
|
|
else
|
|
TaskInterrupt();
|
|
}
|
|
break;
|
|
|
|
case TASK_GET_PATH_AWAY_FROM_BEST_SOUND:
|
|
{
|
|
ChainRunTask( TASK_MOVE_AWAY_PATH, pTask->flTaskData );
|
|
if ( GetNavigator()->IsGoalActive() )
|
|
{
|
|
Vector vecDest = GetNavigator()->GetGoalPos();
|
|
float flDist = ( GetAbsOrigin() - vecDest ).Length();
|
|
|
|
if( flDist < 10.0 * 12.0 )
|
|
{
|
|
TaskFail("Path away from best sound too short!\n");
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_GET_PATH_OFF_OF_NPC:
|
|
{
|
|
if ( AI_IsSinglePlayer() )
|
|
{
|
|
GetNavigator()->SetAllowBigStep( UTIL_GetLocalPlayer() );
|
|
}
|
|
ChainRunTask( TASK_MOVE_AWAY_PATH, 48 );
|
|
}
|
|
break;
|
|
|
|
case TASK_MOVE_AWAY_PATH:
|
|
{
|
|
QAngle ang = GetLocalAngles();
|
|
ang.y = GetMotor()->GetIdealYaw() + 180;
|
|
Vector move;
|
|
|
|
switch ( GetTaskInterrupt() )
|
|
{
|
|
case 0:
|
|
{
|
|
if( IsPlayerAlly() )
|
|
{
|
|
// Look for a move away hint node.
|
|
CAI_Hint *pHint;
|
|
CHintCriteria hintCriteria;
|
|
|
|
hintCriteria.AddHintType( HINT_PLAYER_ALLY_MOVE_AWAY_DEST );
|
|
hintCriteria.SetFlag( bits_HINT_NODE_NEAREST );
|
|
hintCriteria.AddIncludePosition( GetAbsOrigin(), (20.0f * 12.0f) ); // 20 feet MAX
|
|
hintCriteria.AddExcludePosition( GetAbsOrigin(), 28.0f ); // don't plant on an hint that you start on
|
|
|
|
pHint = CAI_HintManager::FindHint( this, hintCriteria );
|
|
|
|
if( pHint )
|
|
{
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
Vector vecGoal = pHint->GetAbsOrigin();
|
|
|
|
if( vecGoal.DistToSqr(GetAbsOrigin()) < vecGoal.DistToSqr(pPlayer->GetAbsOrigin()) )
|
|
{
|
|
if( GetNavigator()->SetGoal(vecGoal) )
|
|
{
|
|
pHint->DisableForSeconds( 0.1f ); // Force others to find their own.
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef HL2_EPISODIC
|
|
// See if we're moving away from a vehicle
|
|
CSound *pBestSound = GetBestSound( SOUND_MOVE_AWAY );
|
|
if ( pBestSound && pBestSound->m_hOwner && pBestSound->m_hOwner->GetServerVehicle() )
|
|
{
|
|
// Move away from the vehicle's center, regardless of our facing
|
|
move = ( GetAbsOrigin() - pBestSound->m_hOwner->WorldSpaceCenter() );
|
|
VectorNormalize( move );
|
|
}
|
|
else
|
|
{
|
|
// Use the first angles
|
|
AngleVectors( ang, &move );
|
|
}
|
|
#else
|
|
AngleVectors( ang, &move );
|
|
#endif //HL2_EPISODIC
|
|
if ( GetNavigator()->SetVectorGoal( move, (float)pTask->flTaskData, MIN(36,pTask->flTaskData), true ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() ))
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
ang.y = GetMotor()->GetIdealYaw() + 91;
|
|
AngleVectors( ang, &move );
|
|
|
|
if ( GetNavigator()->SetVectorGoal( move, (float)pTask->flTaskData, MIN(24,pTask->flTaskData), true ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
TaskInterrupt();
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
{
|
|
ang.y = GetMotor()->GetIdealYaw() + 271;
|
|
AngleVectors( ang, &move );
|
|
|
|
if ( GetNavigator()->SetVectorGoal( move, (float)pTask->flTaskData, MIN(24,pTask->flTaskData), true ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
ang.y = GetMotor()->GetIdealYaw() + 180;
|
|
while (ang.y < 0)
|
|
ang.y += 360;
|
|
while (ang.y >= 360)
|
|
ang.y -= 360;
|
|
if ( ang.y < 45 || ang.y >= 315 )
|
|
ang.y = 0;
|
|
else if ( ang.y < 135 )
|
|
ang.y = 90;
|
|
else if ( ang.y < 225 )
|
|
ang.y = 180;
|
|
else
|
|
ang.y = 270;
|
|
|
|
AngleVectors( ang, &move );
|
|
|
|
if ( GetNavigator()->SetVectorGoal( move, (float)pTask->flTaskData, MIN(6,pTask->flTaskData), false ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
TaskInterrupt();
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
{
|
|
ClearTaskInterrupt();
|
|
Vector coverPos;
|
|
|
|
if ( GetTacticalServices()->FindCoverPos( GetLocalOrigin(), EyePosition(), 0, CoverRadius(), &coverPos ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() ) )
|
|
{
|
|
GetNavigator()->SetGoal( AI_NavGoal_t( coverPos, ACT_RUN ) );
|
|
m_flMoveWaitFinished = gpGlobals->curtime + 2;
|
|
}
|
|
else
|
|
{
|
|
// no coverwhatsoever.
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
}
|
|
}
|
|
break;
|
|
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_WEAPON_RUN_PATH:
|
|
case TASK_ITEM_RUN_PATH:
|
|
{
|
|
CBaseEntity *pTarget = m_hTargetEnt;
|
|
if ( pTarget )
|
|
{
|
|
if ( pTarget->GetOwnerEntity() )
|
|
{
|
|
TaskFail(FAIL_WEAPON_OWNED);
|
|
}
|
|
else if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TaskFail(FAIL_ITEM_NO_FIND);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_WAIT_FOR_MOVEMENT_STEP:
|
|
case TASK_WAIT_FOR_MOVEMENT:
|
|
{
|
|
if ( IsMovementFrozen() )
|
|
{
|
|
TaskFail(FAIL_FROZEN);
|
|
break;
|
|
}
|
|
|
|
bool fTimeExpired = ( pTask->flTaskData != 0 && pTask->flTaskData < gpGlobals->curtime - GetTimeTaskStarted() );
|
|
|
|
if (fTimeExpired || GetNavigator()->GetGoalType() == GOALTYPE_NONE)
|
|
{
|
|
TaskComplete();
|
|
GetNavigator()->StopMoving(); // Stop moving
|
|
}
|
|
else if (!GetNavigator()->IsGoalActive())
|
|
{
|
|
SetIdealActivity( GetStoppedActivity() );
|
|
}
|
|
else
|
|
{
|
|
// Check validity of goal type
|
|
ValidateNavGoal();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_DIE:
|
|
RunDieTask();
|
|
break;
|
|
|
|
case TASK_WAIT_FOR_SPEAK_FINISH:
|
|
Assert( GetExpresser() );
|
|
if ( GetExpresser() )
|
|
{
|
|
// Are we waiting for our speech to end? Or for the mutex to be free?
|
|
if ( pTask->flTaskData )
|
|
{
|
|
// Waiting for our speech to end
|
|
if ( GetExpresser()->CanSpeakAfterMyself() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Waiting for the speech & the delay afterwards
|
|
if ( !GetExpresser()->IsSpeaking() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_SCRIPT_RUN_TO_TARGET:
|
|
case TASK_SCRIPT_WALK_TO_TARGET:
|
|
case TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET:
|
|
StartScriptMoveToTargetTask( pTask->iTask );
|
|
break;
|
|
|
|
case TASK_RANGE_ATTACK1:
|
|
case TASK_RANGE_ATTACK2:
|
|
case TASK_MELEE_ATTACK1:
|
|
case TASK_MELEE_ATTACK2:
|
|
case TASK_SPECIAL_ATTACK1:
|
|
case TASK_SPECIAL_ATTACK2:
|
|
case TASK_RELOAD:
|
|
RunAttackTask( pTask->iTask );
|
|
break;
|
|
|
|
case TASK_SMALL_FLINCH:
|
|
case TASK_BIG_FLINCH:
|
|
{
|
|
if ( IsActivityFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_WAIT_FOR_SCRIPT:
|
|
{
|
|
//
|
|
// Waiting to play a script. If the script is ready, start playing the sequence.
|
|
//
|
|
if ( m_hCine && m_hCine->IsTimeToStart() )
|
|
{
|
|
TaskComplete();
|
|
m_hCine->OnBeginSequence();
|
|
|
|
// If we have an entry, we have to play it first
|
|
if ( m_hCine->m_iszEntry != NULL_STRING )
|
|
{
|
|
m_hCine->StartSequence( (CAI_BaseNPC *)this, m_hCine->m_iszEntry, true );
|
|
}
|
|
else
|
|
{
|
|
m_hCine->StartSequence( (CAI_BaseNPC *)this, m_hCine->m_iszPlay, true );
|
|
}
|
|
|
|
// StartSequence() can call CineCleanup(). If that happened, just exit schedule
|
|
if ( !m_hCine )
|
|
{
|
|
ClearSchedule( "Waiting for script, but lost script!" );
|
|
}
|
|
|
|
m_flPlaybackRate = 1.0;
|
|
//DevMsg( 2, "Script %s has begun for %s\n", STRING( m_hCine->m_iszPlay ), GetClassname() );
|
|
}
|
|
else if (!m_hCine)
|
|
{
|
|
DevMsg( "Cine died!\n");
|
|
TaskComplete();
|
|
}
|
|
else if ( IsRunningDynamicInteraction() )
|
|
{
|
|
// If we've lost our partner, abort
|
|
if ( !m_hInteractionPartner )
|
|
{
|
|
CineCleanup();
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case TASK_PLAY_SCRIPT:
|
|
{
|
|
//
|
|
// Playing a scripted sequence.
|
|
//
|
|
AutoMovement( );
|
|
|
|
if ( IsSequenceFinished() )
|
|
{
|
|
// Check to see if we are done with the action sequence.
|
|
if ( m_hCine->FinishedActionSequence( this ) )
|
|
{
|
|
// dvs: This is done in FixScriptNPCSchedule -- doing it here is too early because we still
|
|
// need to play our post-action idle sequence, which might also require FL_FLY.
|
|
//
|
|
// drop to ground if this guy is only marked "fly" because of the auto movement
|
|
/*if ( !(m_hCine->m_savedFlags & FL_FLY) )
|
|
{
|
|
if ( ( GetFlags() & FL_FLY ) && !m_hCine->m_bIgnoreGravity )
|
|
{
|
|
RemoveFlag( FL_FLY );
|
|
}
|
|
}*/
|
|
|
|
if (m_hCine)
|
|
{
|
|
m_hCine->SequenceDone( this );
|
|
}
|
|
|
|
TaskComplete();
|
|
}
|
|
else if ( m_hCine && m_hCine->m_bForceSynch )
|
|
{
|
|
m_hCine->SynchronizeSequence( this );
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_PLAY_SCRIPT_POST_IDLE:
|
|
{
|
|
if ( !m_hCine )
|
|
{
|
|
DevMsg( "Scripted sequence destroyed while in use\n" );
|
|
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
|
|
break;
|
|
}
|
|
|
|
//
|
|
// Playing a scripted post idle sequence. Quit early if another sequence has grabbed the NPC.
|
|
//
|
|
if ( IsSequenceFinished() || ( m_hCine->m_hNextCine != NULL ) )
|
|
{
|
|
m_hCine->PostIdleDone( this );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_ENABLE_SCRIPT:
|
|
{
|
|
if ( !m_hCine )
|
|
{
|
|
DevMsg( "Scripted sequence destroyed while in use\n" );
|
|
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
|
|
break;
|
|
}
|
|
|
|
if (!m_hCine->IsWaitingForBegin())
|
|
{
|
|
m_hCine->DelayStart( false );
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
|
|
|
|
case TASK_PLAY_SCENE:
|
|
{
|
|
if (!IsInLockedScene())
|
|
{
|
|
ClearSchedule( "Playing a scene, but not in a scene!" );
|
|
}
|
|
if (GetNavigator()->GetGoalType() != GOALTYPE_NONE)
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_RUN_PATH_FOR_UNITS:
|
|
case TASK_WALK_PATH_FOR_UNITS:
|
|
{
|
|
float distance;
|
|
|
|
distance = (m_vecLastPosition - GetLocalOrigin()).Length2D();
|
|
|
|
// Walk path until far enough away
|
|
if ( distance > pTask->flTaskData ||
|
|
GetNavigator()->GetGoalType() == GOALTYPE_NONE )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_RUN_PATH_FLEE:
|
|
{
|
|
Vector vecDiff;
|
|
vecDiff = GetLocalOrigin() - GetNavigator()->GetGoalPos();
|
|
|
|
if( vecDiff.Length() <= pTask->flTaskData )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_WALK_PATH_WITHIN_DIST:
|
|
case TASK_RUN_PATH_WITHIN_DIST:
|
|
{
|
|
Vector vecDiff;
|
|
|
|
vecDiff = GetLocalOrigin() - GetNavigator()->GetGoalPos();
|
|
|
|
if( vecDiff.Length() <= pTask->flTaskData )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_WALK_PATH_TIMED:
|
|
case TASK_RUN_PATH_TIMED:
|
|
{
|
|
if ( IsWaitFinished() ||
|
|
GetNavigator()->GetGoalType() == GOALTYPE_NONE )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_WEAPON_PICKUP:
|
|
{
|
|
if ( IsActivityFinished() )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>( (CBaseEntity *)m_hTargetEnt);
|
|
CBaseCombatCharacter *pOwner = pWeapon->GetOwner();
|
|
if ( !pOwner )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
TaskFail(FAIL_WEAPON_OWNED);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case TASK_ITEM_PICKUP:
|
|
{
|
|
if ( IsActivityFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case TASK_FALL_TO_GROUND:
|
|
if ( GetFlags() & FL_ONGROUND )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else if( GetFlags() & FL_FLY )
|
|
{
|
|
// We're never going to fall if we're FL_FLY.
|
|
RemoveFlag( FL_FLY );
|
|
}
|
|
else
|
|
{
|
|
if( IsWaitFinished() )
|
|
{
|
|
// After 4 seconds of trying to fall to ground, Assume that we're in a bad case where the NPC
|
|
// isn't actually falling, and make an attempt to slam the ground entity to whatever's under the NPC.
|
|
Vector maxs = WorldAlignMaxs() - Vector( .1, .1, .2 );
|
|
Vector mins = WorldAlignMins() + Vector( .1, .1, 0 );
|
|
Vector vecStart = GetAbsOrigin() + Vector( 0, 0, .1 );
|
|
Vector vecDown = GetAbsOrigin();
|
|
vecDown.z -= 0.2;
|
|
|
|
trace_t trace;
|
|
m_pMoveProbe->TraceHull( vecStart, vecDown, mins, maxs, GetAITraceMask(), &trace );
|
|
|
|
if( trace.m_pEnt )
|
|
{
|
|
// Found something!
|
|
SetGroundEntity( trace.m_pEnt );
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
// Try again in a few seconds.
|
|
SetWait(4);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_WANDER:
|
|
break;
|
|
|
|
case TASK_FREEZE:
|
|
if ( m_flFrozen < 1.0f )
|
|
{
|
|
Unfreeze();
|
|
}
|
|
break;
|
|
|
|
default:
|
|
{
|
|
DevMsg( "No RunTask entry for %s\n", TaskName( pTask->iTask ) );
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CAI_BaseNPC::RunTaskOverlay()
|
|
{
|
|
if ( IsCurTaskContinuousMove() )
|
|
{
|
|
m_MoveAndShootOverlay.RunShootWhileMove();
|
|
}
|
|
}
|
|
|
|
void CAI_BaseNPC::EndTaskOverlay()
|
|
{
|
|
m_MoveAndShootOverlay.EndShootWhileMove();
|
|
}
|
|
|
|
//=========================================================
|
|
// SetTurnActivity - measures the difference between the way
|
|
// the NPC is facing and determines whether or not to
|
|
// select one of the 180 turn animations.
|
|
//=========================================================
|
|
void CAI_BaseNPC::SetTurnActivity ( void )
|
|
{
|
|
if ( IsCrouching() )
|
|
{
|
|
SetIdealActivity( ACT_IDLE ); // failure case
|
|
return;
|
|
}
|
|
|
|
float flYD;
|
|
flYD = GetMotor()->DeltaIdealYaw();
|
|
|
|
// FIXME: unknown case, update yaw should catch these
|
|
/*
|
|
if (GetMotor()->AddTurnGesture( flYD ))
|
|
{
|
|
SetIdealActivity( ACT_IDLE );
|
|
Remember( bits_MEMORY_TURNING );
|
|
return;
|
|
}
|
|
*/
|
|
|
|
if( flYD <= -80 && flYD >= -100 && SelectWeightedSequence( ACT_90_RIGHT ) != ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
// 90 degree right.
|
|
Remember( bits_MEMORY_TURNING );
|
|
SetIdealActivity( ACT_90_RIGHT );
|
|
return;
|
|
}
|
|
if( flYD >= 80 && flYD <= 100 && SelectWeightedSequence( ACT_90_LEFT ) != ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
// 90 degree left.
|
|
Remember( bits_MEMORY_TURNING );
|
|
SetIdealActivity( ACT_90_LEFT );
|
|
return;
|
|
}
|
|
if( fabs( flYD ) >= 160 && SelectWeightedSequence ( ACT_180_LEFT ) != ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
Remember( bits_MEMORY_TURNING );
|
|
SetIdealActivity( ACT_180_LEFT );
|
|
return;
|
|
}
|
|
|
|
if ( flYD <= -45 && SelectWeightedSequence ( ACT_TURN_RIGHT ) != ACTIVITY_NOT_AVAILABLE )
|
|
{// big right turn
|
|
SetIdealActivity( ACT_TURN_RIGHT );
|
|
return;
|
|
}
|
|
if ( flYD >= 45 && SelectWeightedSequence ( ACT_TURN_LEFT ) != ACTIVITY_NOT_AVAILABLE )
|
|
{// big left turn
|
|
SetIdealActivity( ACT_TURN_LEFT );
|
|
return;
|
|
}
|
|
|
|
SetIdealActivity( ACT_IDLE ); // failure case
|
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: For a specific delta, add a turn gesture and set the yaw speed
|
|
// Input : yaw delta
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
bool CAI_BaseNPC::UpdateTurnGesture( void )
|
|
{
|
|
float flYD = GetMotor()->DeltaIdealYaw();
|
|
return GetMotor()->AddTurnGesture( flYD );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: For non-looping animations that may be replayed sequentially (like attacks)
|
|
// Set the activity to ACT_RESET if this is a replay, otherwise just set ideal activity
|
|
// Input : newIdealActivity - desired ideal activity
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::ResetIdealActivity( Activity newIdealActivity )
|
|
{
|
|
if ( m_Activity == newIdealActivity )
|
|
{
|
|
m_Activity = ACT_RESET;
|
|
}
|
|
|
|
SetIdealActivity( newIdealActivity );
|
|
}
|
|
|
|
|
|
void CAI_BaseNPC::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition )
|
|
{
|
|
if ( GetNavType() == NAV_FLY )
|
|
{
|
|
// UNDONE: Cache these per enemy instead?
|
|
Vector offset = pEnemy->EyePosition() - pEnemy->GetAbsOrigin();
|
|
chasePosition += offset;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the custom movement activity for the script that this NPC
|
|
// is running.
|
|
// Output : Returns the activity, or ACT_INVALID is the sequence is unknown.
|
|
//-----------------------------------------------------------------------------
|
|
Activity CAI_BaseNPC::GetScriptCustomMoveActivity( void )
|
|
{
|
|
Activity eActivity = ACT_WALK;
|
|
|
|
if ( ( m_hCine != NULL ) && ( m_hCine->m_iszCustomMove != NULL_STRING ) )
|
|
{
|
|
// We have a valid script. Look up the custom movement activity.
|
|
eActivity = ( Activity )LookupActivity( STRING( m_hCine->m_iszCustomMove ) );
|
|
if ( eActivity == ACT_INVALID )
|
|
{
|
|
// Not an activity, at least make sure it's a valid sequence.
|
|
if ( LookupSequence( STRING( m_hCine->m_iszCustomMove ) ) != ACT_INVALID )
|
|
{
|
|
eActivity = ACT_SCRIPT_CUSTOM_MOVE;
|
|
}
|
|
else
|
|
{
|
|
eActivity = ACT_WALK;
|
|
}
|
|
}
|
|
}
|
|
else if ( m_iszSceneCustomMoveSeq != NULL_STRING )
|
|
{
|
|
eActivity = ACT_SCRIPT_CUSTOM_MOVE;
|
|
}
|
|
|
|
return eActivity;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::GetScriptCustomMoveSequence( void )
|
|
{
|
|
int iSequence = ACTIVITY_NOT_AVAILABLE;
|
|
|
|
// If we have a scripted sequence entity, use it's custom move
|
|
if ( m_hCine != NULL )
|
|
{
|
|
iSequence = LookupSequence( STRING( m_hCine->m_iszCustomMove ) );
|
|
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
DevMsg( "SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n", GetClassname(), STRING(m_hCine->m_iszCustomMove) );
|
|
}
|
|
}
|
|
else if ( m_iszSceneCustomMoveSeq != NULL_STRING )
|
|
{
|
|
// Otherwise, use the .vcd custom move
|
|
iSequence = LookupSequence( STRING( m_iszSceneCustomMoveSeq ) );
|
|
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
Warning( "SCRIPT_CUSTOM_MOVE: %s failed scripted custom move. Has no sequence called: %s\n", GetClassname(), STRING(m_iszSceneCustomMoveSeq) );
|
|
}
|
|
}
|
|
|
|
// Failed? Use walk.
|
|
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
iSequence = SelectWeightedSequence( ACT_WALK );
|
|
}
|
|
|
|
return iSequence;
|
|
}
|
|
|
|
//=========================================================
|
|
// GetTask - returns a pointer to the current
|
|
// scheduled task. NULL if there's a problem.
|
|
//=========================================================
|
|
const Task_t *CAI_BaseNPC::GetTask( void )
|
|
{
|
|
int iScheduleIndex = GetScheduleCurTaskIndex();
|
|
if ( !GetCurSchedule() || iScheduleIndex < 0 || iScheduleIndex >= GetCurSchedule()->NumTasks() )
|
|
// iScheduleIndex is not within valid range for the NPC's current schedule.
|
|
return NULL;
|
|
|
|
return &GetCurSchedule()->GetTaskList()[ iScheduleIndex ];
|
|
}
|
|
|
|
|
|
void CAI_BaseNPC::TranslateAddOnAttachment( char *pchAttachmentName, int iCount )
|
|
{
|
|
#ifdef HL2_DLL
|
|
if( Classify() == CLASS_ZOMBIE || ClassMatches( "npc_combine*" ) )
|
|
{
|
|
if ( Q_strcmp( pchAttachmentName, "addon_rear" ) == 0 ||
|
|
Q_strcmp( pchAttachmentName, "addon_front" ) == 0 ||
|
|
Q_strcmp( pchAttachmentName, "addon_rear_or_front" ) == 0 )
|
|
{
|
|
if ( iCount == 0 )
|
|
{
|
|
Q_strcpy( pchAttachmentName, "eyes" );
|
|
}
|
|
else
|
|
{
|
|
Q_strcpy( pchAttachmentName, "" );
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if( Q_strcmp( pchAttachmentName, "addon_baseshooter" ) == 0 )
|
|
{
|
|
switch ( iCount )
|
|
{
|
|
case 0:
|
|
Q_strcpy( pchAttachmentName, "anim_attachment_lh" );
|
|
break;
|
|
|
|
case 1:
|
|
Q_strcpy( pchAttachmentName, "anim_attachment_rh" );
|
|
break;
|
|
|
|
default:
|
|
Q_strcpy( pchAttachmentName, "" );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
Q_strcpy( pchAttachmentName, "" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_BaseNPC::IsInterruptable()
|
|
{
|
|
if ( GetState() == NPC_STATE_SCRIPT )
|
|
{
|
|
if ( m_hCine )
|
|
{
|
|
if (!m_hCine->CanInterrupt() )
|
|
return false;
|
|
|
|
// are the in an script FL_FLY state?
|
|
if ((GetFlags() & FL_FLY ) && !(m_hCine->m_savedFlags & FL_FLY))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return IsAlive();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::SelectInteractionSchedule( void )
|
|
{
|
|
SetTarget( m_hForcedInteractionPartner );
|
|
|
|
// If we have an interaction, we're the initiator. Move to our interaction point.
|
|
if ( m_iInteractionPlaying != NPCINT_NONE )
|
|
return SCHED_INTERACTION_MOVE_TO_PARTNER;
|
|
|
|
// Otherwise, turn towards our partner and wait for him to reach us.
|
|
//m_iInteractionState = NPCINT_MOVING_TO_MARK;
|
|
return SCHED_INTERACTION_WAIT_FOR_PARTNER;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Idle schedule selection
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::SelectIdleSchedule()
|
|
{
|
|
if ( m_hForcedInteractionPartner )
|
|
return SelectInteractionSchedule();
|
|
|
|
int nSched = SelectFlinchSchedule();
|
|
if ( nSched != SCHED_NONE )
|
|
return nSched;
|
|
|
|
if ( HasCondition ( COND_HEAR_DANGER ) ||
|
|
HasCondition ( COND_HEAR_COMBAT ) ||
|
|
HasCondition ( COND_HEAR_WORLD ) ||
|
|
HasCondition ( COND_HEAR_BULLET_IMPACT ) ||
|
|
HasCondition ( COND_HEAR_PLAYER ) )
|
|
{
|
|
return SCHED_ALERT_FACE_BESTSOUND;
|
|
}
|
|
|
|
// no valid route!
|
|
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
|
|
return SCHED_IDLE_STAND;
|
|
|
|
// valid route. Get moving
|
|
return SCHED_IDLE_WALK;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Alert schedule selection
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::SelectAlertSchedule()
|
|
{
|
|
if ( m_hForcedInteractionPartner )
|
|
return SelectInteractionSchedule();
|
|
|
|
int nSched = SelectFlinchSchedule();
|
|
if ( nSched != SCHED_NONE )
|
|
return nSched;
|
|
|
|
// Scan around for new enemies
|
|
if ( HasCondition( COND_ENEMY_DEAD ) && SelectWeightedSequence( ACT_VICTORY_DANCE ) != ACTIVITY_NOT_AVAILABLE )
|
|
return SCHED_ALERT_SCAN;
|
|
|
|
if( IsPlayerAlly() && HasCondition(COND_HEAR_COMBAT) )
|
|
{
|
|
return SCHED_ALERT_REACT_TO_COMBAT_SOUND;
|
|
}
|
|
|
|
if ( HasCondition ( COND_HEAR_DANGER ) ||
|
|
HasCondition ( COND_HEAR_PLAYER ) ||
|
|
HasCondition ( COND_HEAR_WORLD ) ||
|
|
HasCondition ( COND_HEAR_BULLET_IMPACT ) ||
|
|
HasCondition ( COND_HEAR_COMBAT ) )
|
|
{
|
|
return SCHED_ALERT_FACE_BESTSOUND;
|
|
}
|
|
|
|
if ( gpGlobals->curtime - GetEnemies()->LastTimeSeen( AI_UNKNOWN_ENEMY ) < TIME_CARE_ABOUT_DAMAGE )
|
|
return SCHED_ALERT_FACE;
|
|
|
|
return SCHED_ALERT_STAND;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Combat schedule selection
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::SelectCombatSchedule()
|
|
{
|
|
if ( m_hForcedInteractionPartner )
|
|
return SelectInteractionSchedule();
|
|
|
|
int nSched = SelectFlinchSchedule();
|
|
if ( nSched != SCHED_NONE )
|
|
return nSched;
|
|
|
|
if ( HasCondition(COND_NEW_ENEMY) && gpGlobals->curtime - GetEnemies()->FirstTimeSeen(GetEnemy()) < 2.0 )
|
|
{
|
|
return SCHED_WAKE_ANGRY;
|
|
}
|
|
|
|
if ( HasCondition( COND_ENEMY_DEAD ) )
|
|
{
|
|
// clear the current (dead) enemy and try to find another.
|
|
SetEnemy( NULL );
|
|
|
|
if ( ChooseEnemy() )
|
|
{
|
|
ClearCondition( COND_ENEMY_DEAD );
|
|
return SelectSchedule();
|
|
}
|
|
|
|
SetState( NPC_STATE_ALERT );
|
|
return SelectSchedule();
|
|
}
|
|
|
|
// If I'm scared of this enemy run away
|
|
if ( IRelationType( GetEnemy() ) == D_FR )
|
|
{
|
|
if (HasCondition( COND_SEE_ENEMY ) ||
|
|
HasCondition( COND_LIGHT_DAMAGE )||
|
|
HasCondition( COND_HEAVY_DAMAGE ))
|
|
{
|
|
FearSound();
|
|
//ClearCommandGoal();
|
|
return SCHED_RUN_FROM_ENEMY;
|
|
}
|
|
|
|
// If I've seen the enemy recently, cower. Ignore the time for unforgettable enemies.
|
|
AI_EnemyInfo_t *pMemory = GetEnemies()->Find( GetEnemy() );
|
|
if ( (pMemory && pMemory->bUnforgettable) || (GetEnemyLastTimeSeen() > (gpGlobals->curtime - 5.0)) )
|
|
{
|
|
// If we're facing him, just look ready. Otherwise, face him.
|
|
if ( FInAimCone( GetEnemy()->EyePosition() ) )
|
|
return SCHED_COMBAT_STAND;
|
|
|
|
return SCHED_FEAR_FACE;
|
|
}
|
|
}
|
|
|
|
// Check if need to reload
|
|
if ( HasCondition( COND_LOW_PRIMARY_AMMO ) || HasCondition( COND_NO_PRIMARY_AMMO ) )
|
|
{
|
|
return SCHED_HIDE_AND_RELOAD;
|
|
}
|
|
|
|
// Can we see the enemy?
|
|
if ( !HasCondition(COND_SEE_ENEMY) )
|
|
{
|
|
// enemy is unseen, but not occluded!
|
|
// turn to face enemy
|
|
if ( !HasCondition(COND_ENEMY_OCCLUDED) )
|
|
return SCHED_COMBAT_FACE;
|
|
|
|
// chase!
|
|
if ( GetActiveWeapon() || (CapabilitiesGet() & (bits_CAP_INNATE_RANGE_ATTACK1|bits_CAP_INNATE_RANGE_ATTACK2)))
|
|
return SCHED_ESTABLISH_LINE_OF_FIRE;
|
|
else if ( (CapabilitiesGet() & (bits_CAP_INNATE_MELEE_ATTACK1|bits_CAP_INNATE_MELEE_ATTACK2)))
|
|
return SCHED_CHASE_ENEMY;
|
|
else
|
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
|
}
|
|
|
|
if ( HasCondition(COND_TOO_CLOSE_TO_ATTACK) )
|
|
return SCHED_BACK_AWAY_FROM_ENEMY;
|
|
|
|
if ( HasCondition( COND_WEAPON_PLAYER_IN_SPREAD ) ||
|
|
HasCondition( COND_WEAPON_BLOCKED_BY_FRIEND ) ||
|
|
HasCondition( COND_WEAPON_SIGHT_OCCLUDED ) )
|
|
{
|
|
return SCHED_ESTABLISH_LINE_OF_FIRE;
|
|
}
|
|
|
|
if ( GetShotRegulator()->IsInRestInterval() )
|
|
{
|
|
if ( HasCondition(COND_CAN_RANGE_ATTACK1) )
|
|
return SCHED_COMBAT_FACE;
|
|
}
|
|
|
|
// we can see the enemy
|
|
if ( HasCondition(COND_CAN_RANGE_ATTACK1) )
|
|
{
|
|
if ( !UseAttackSquadSlots() || OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
|
|
return SCHED_RANGE_ATTACK1;
|
|
return SCHED_COMBAT_FACE;
|
|
}
|
|
|
|
if ( HasCondition(COND_CAN_RANGE_ATTACK2) )
|
|
return SCHED_RANGE_ATTACK2;
|
|
|
|
if ( HasCondition(COND_CAN_MELEE_ATTACK1) )
|
|
return SCHED_MELEE_ATTACK1;
|
|
|
|
if ( HasCondition(COND_CAN_MELEE_ATTACK2) )
|
|
return SCHED_MELEE_ATTACK2;
|
|
|
|
if ( HasCondition(COND_NOT_FACING_ATTACK) )
|
|
return SCHED_COMBAT_FACE;
|
|
|
|
if ( !HasCondition(COND_CAN_RANGE_ATTACK1) && !HasCondition(COND_CAN_MELEE_ATTACK1) )
|
|
{
|
|
// if we can see enemy but can't use either attack type, we must need to get closer to enemy
|
|
if ( GetActiveWeapon() )
|
|
return SCHED_MOVE_TO_WEAPON_RANGE;
|
|
|
|
// If we have an innate attack and we're too far (or occluded) then get line of sight
|
|
if ( HasCondition( COND_TOO_FAR_TO_ATTACK ) && ( CapabilitiesGet() & (bits_CAP_INNATE_RANGE_ATTACK1|bits_CAP_INNATE_RANGE_ATTACK2)) )
|
|
return SCHED_MOVE_TO_WEAPON_RANGE;
|
|
|
|
// if we can see enemy but can't use either attack type, we must need to get closer to enemy
|
|
if ( CapabilitiesGet() & (bits_CAP_INNATE_MELEE_ATTACK1|bits_CAP_INNATE_MELEE_ATTACK2) )
|
|
return SCHED_CHASE_ENEMY;
|
|
else
|
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
|
}
|
|
|
|
DevWarning( 2, "No suitable combat schedule!\n" );
|
|
return SCHED_FAIL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Dead schedule selection
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::SelectDeadSchedule()
|
|
{
|
|
if ( BecomeRagdollOnClient( vec3_origin ) )
|
|
{
|
|
CleanupOnDeath();
|
|
return SCHED_DIE_RAGDOLL;
|
|
}
|
|
|
|
// Adrian - Alread dead (by animation event maybe?)
|
|
// Is it safe to set it to SCHED_NONE?
|
|
if ( m_lifeState == LIFE_DEAD )
|
|
return SCHED_NONE;
|
|
|
|
CleanupOnDeath();
|
|
return SCHED_DIE;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Script schedule selection
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::SelectScriptSchedule()
|
|
{
|
|
Assert( m_hCine != NULL );
|
|
if ( m_hCine )
|
|
return SCHED_AISCRIPT;
|
|
|
|
DevWarning( 2, "Script failed for %s\n", GetClassname() );
|
|
CineCleanup();
|
|
return SCHED_IDLE_STAND;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Select a gesture to play in response to damage we've taken
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_BaseNPC::PlayFlinchGesture()
|
|
{
|
|
if ( !CanFlinch() )
|
|
return;
|
|
|
|
Activity iFlinchActivity = ACT_INVALID;
|
|
|
|
float flNextFlinch = random->RandomFloat( 0.5f, 1.0f );
|
|
|
|
// If I haven't flinched for a while, play the big flinch gesture
|
|
if ( !HasMemory(bits_MEMORY_FLINCHED) )
|
|
{
|
|
iFlinchActivity = GetFlinchActivity( true, true );
|
|
|
|
if ( HaveSequenceForActivity( iFlinchActivity ) )
|
|
{
|
|
RestartGesture( iFlinchActivity );
|
|
}
|
|
|
|
Remember(bits_MEMORY_FLINCHED);
|
|
|
|
}
|
|
else
|
|
{
|
|
iFlinchActivity = GetFlinchActivity( false, true );
|
|
if ( HaveSequenceForActivity( iFlinchActivity ) )
|
|
{
|
|
RestartGesture( iFlinchActivity );
|
|
}
|
|
}
|
|
|
|
if ( iFlinchActivity != ACT_INVALID )
|
|
{
|
|
//Get the duration of the flinch and delay the next one by that (plus a bit more)
|
|
int iSequence = GetLayerSequence( FindGestureLayer( iFlinchActivity ) );
|
|
|
|
if ( iSequence != ACT_INVALID )
|
|
{
|
|
flNextFlinch += SequenceDuration( iSequence );
|
|
}
|
|
|
|
m_flNextFlinchTime = gpGlobals->curtime + flNextFlinch;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: See if we should flinch in response to damage we've taken
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::SelectFlinchSchedule()
|
|
{
|
|
if ( !HasCondition(COND_HEAVY_DAMAGE) )
|
|
return SCHED_NONE;
|
|
|
|
// If we've flinched recently, don't do it again. A gesture flinch will be played instead.
|
|
if ( HasMemory(bits_MEMORY_FLINCHED) )
|
|
return SCHED_NONE;
|
|
|
|
if ( !CanFlinch() )
|
|
return SCHED_NONE;
|
|
|
|
// Robin: This was in the original HL1 flinch code. Do we still want it?
|
|
//if ( fabs( GetMotor()->DeltaIdealYaw() ) < (1.0 - m_flFieldOfView) * 60 ) // roughly in the correct direction
|
|
// return SCHED_TAKE_COVER_FROM_ORIGIN;
|
|
|
|
// Heavy damage. Break out of my current schedule and flinch.
|
|
Activity iFlinchActivity = GetFlinchActivity( true, false );
|
|
if ( HaveSequenceForActivity( iFlinchActivity ) )
|
|
return SCHED_BIG_FLINCH;
|
|
|
|
/*
|
|
// Not used anymore, because gesture flinches are played instead for heavy damage
|
|
// taken shortly after we've already flinched full.
|
|
//
|
|
iFlinchActivity = GetFlinchActivity( false, false );
|
|
if ( HaveSequenceForActivity( iFlinchActivity ) )
|
|
return SCHED_SMALL_FLINCH;
|
|
*/
|
|
|
|
return SCHED_NONE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Decides which type of schedule best suits the NPC's current
|
|
// state and conditions. Then calls NPC's member function to get a pointer
|
|
// to a schedule of the proper type.
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::SelectSchedule( void )
|
|
{
|
|
if ( HasCondition( COND_FLOATING_OFF_GROUND ) )
|
|
{
|
|
SetGravity( 1.0 );
|
|
SetGroundEntity( NULL );
|
|
return SCHED_FALL_TO_GROUND;
|
|
}
|
|
|
|
switch( m_NPCState )
|
|
{
|
|
case NPC_STATE_NONE:
|
|
DevWarning( 2, "NPC_STATE IS NONE!\n" );
|
|
break;
|
|
|
|
case NPC_STATE_PRONE:
|
|
return SCHED_IDLE_STAND;
|
|
|
|
case NPC_STATE_IDLE:
|
|
AssertMsgOnce( GetEnemy() == NULL, "NPC has enemy but is not in combat state?" );
|
|
return SelectIdleSchedule();
|
|
|
|
case NPC_STATE_ALERT:
|
|
AssertMsgOnce( GetEnemy() == NULL, "NPC has enemy but is not in combat state?" );
|
|
return SelectAlertSchedule();
|
|
|
|
case NPC_STATE_COMBAT:
|
|
return SelectCombatSchedule();
|
|
|
|
case NPC_STATE_DEAD:
|
|
return SelectDeadSchedule();
|
|
|
|
case NPC_STATE_SCRIPT:
|
|
return SelectScriptSchedule();
|
|
|
|
default:
|
|
DevWarning( 2, "Invalid State for SelectSchedule!\n" );
|
|
break;
|
|
}
|
|
|
|
return SCHED_FAIL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int CAI_BaseNPC::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
|
|
{
|
|
return ( m_failSchedule != SCHED_NONE ) ? m_failSchedule : SCHED_FAIL;
|
|
}
|