264 lines
7.0 KiB
C++
264 lines
7.0 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base class for many flying NPCs
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_basenpc_flyer.h"
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#include "ai_route.h"
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#include "ai_navigator.h"
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#include "ai_motor.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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BEGIN_DATADESC( CAI_BaseFlyingBot )
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DEFINE_FIELD( m_vCurrentVelocity, FIELD_VECTOR),
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DEFINE_FIELD( m_vCurrentAngularVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( m_vCurrentBanking, FIELD_VECTOR),
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DEFINE_FIELD( m_vNoiseMod, FIELD_VECTOR),
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DEFINE_FIELD( m_fHeadYaw, FIELD_FLOAT),
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DEFINE_FIELD( m_vLastPatrolDir, FIELD_VECTOR),
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END_DATADESC()
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//------------------------------------------------------------------------------
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// Purpose : Override to return correct velocity
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CAI_BaseFlyingBot::GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity)
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{
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if (vVelocity != NULL)
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{
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VectorCopy(m_vCurrentVelocity,*vVelocity);
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}
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if (vAngVelocity != NULL)
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{
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QAngle tmp = GetLocalAngularVelocity();
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QAngleToAngularImpulse( tmp, *vAngVelocity );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Turn head yaw into facing direction
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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QAngle CAI_BaseFlyingBot::BodyAngles()
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{
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return QAngle(0,m_fHeadYaw,0);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CAI_BaseFlyingBot::TurnHeadToTarget(float flInterval, const Vector &MoveTarget )
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{
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float flDestYaw = VecToYaw( MoveTarget - GetLocalOrigin() );
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float newYaw = AI_ClampYaw( GetHeadTurnRate() * 10.0f, m_fHeadYaw, flDestYaw, gpGlobals->curtime - GetLastThink() );
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if ( newYaw != m_fHeadYaw )
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{
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m_fHeadYaw = newYaw;
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}
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// Set us to face that way
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SetBoneController( 0, m_fHeadYaw );
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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float CAI_BaseFlyingBot::MinGroundDist(void)
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{
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return 0;
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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Vector CAI_BaseFlyingBot::VelocityToAvoidObstacles(float flInterval)
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{
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// --------------------------------
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// Avoid banging into stuff
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// --------------------------------
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trace_t tr;
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Vector vTravelDir = m_vCurrentVelocity*flInterval;
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Vector endPos = GetAbsOrigin() + vTravelDir;
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AI_TraceEntity( this, GetAbsOrigin(), endPos, GetAITraceMask()|CONTENTS_WATER, &tr );
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if (tr.fraction != 1.0)
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{
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// Bounce off in normal
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Vector vBounce = tr.plane.normal * 0.5 * m_vCurrentVelocity.Length();
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return (vBounce);
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}
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// --------------------------------
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// Try to remain above the ground.
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// --------------------------------
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float flMinGroundDist = MinGroundDist();
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AI_TraceLine(GetAbsOrigin(), GetAbsOrigin() + Vector(0, 0, -flMinGroundDist),
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GetAITraceMask_BrushOnly()|CONTENTS_WATER, this, COLLISION_GROUP_NONE, &tr);
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if (tr.fraction < 1)
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{
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// Clamp veloctiy
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if (tr.fraction < 0.1)
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{
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tr.fraction = 0.1;
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}
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return Vector(0, 0, 50/tr.fraction);
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}
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return vec3_origin;
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CAI_BaseFlyingBot::StartTask( const Task_t *pTask )
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{
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switch (pTask->iTask)
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{
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// Skip as done via bone controller
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case TASK_FACE_ENEMY:
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{
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TaskComplete();
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break;
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}
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// Activity is just idle (have no run)
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case TASK_RUN_PATH:
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{
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GetNavigator()->SetMovementActivity(ACT_IDLE);
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TaskComplete();
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break;
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}
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// Don't check for run/walk activity
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case TASK_SCRIPT_RUN_TO_TARGET:
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case TASK_SCRIPT_WALK_TO_TARGET:
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{
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if (GetTarget() == NULL)
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{
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TaskFail(FAIL_NO_TARGET);
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}
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else
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{
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if (!GetNavigator()->SetGoal( GOALTYPE_TARGETENT ) )
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{
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TaskFail(FAIL_NO_ROUTE);
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GetNavigator()->ClearGoal();
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}
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}
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TaskComplete();
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break;
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}
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// Override to get more to get a directional path
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case TASK_GET_PATH_TO_RANDOM_NODE:
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{
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if ( GetNavigator()->SetRandomGoal( pTask->flTaskData, m_vLastPatrolDir ) )
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TaskComplete();
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else
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TaskFail(FAIL_NO_REACHABLE_NODE);
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break;
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}
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default:
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{
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BaseClass::StartTask(pTask);
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}
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}
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}
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//------------------------------------------------------------------------------
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void CAI_BaseFlyingBot::MoveToTarget(float flInterval, const Vector &MoveTarget)
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{
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Assert(0); // This must be overridden in the leaf classes
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}
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//------------------------------------------------------------------------------
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AI_NavPathProgress_t CAI_BaseFlyingBot::ProgressFlyPath(
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float flInterval,
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const CBaseEntity *pNewTarget,
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unsigned collisionMask,
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bool bNewTrySimplify,
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float strictPointTolerance)
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{
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AI_ProgressFlyPathParams_t params( collisionMask, strictPointTolerance );
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params.SetCurrent( pNewTarget, bNewTrySimplify );
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AI_NavPathProgress_t progress = GetNavigator()->ProgressFlyPath( params );
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switch ( progress )
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{
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case AINPP_NO_CHANGE:
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case AINPP_ADVANCED:
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{
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MoveToTarget(flInterval, GetNavigator()->GetCurWaypointPos());
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break;
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}
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case AINPP_COMPLETE:
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{
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TaskMovementComplete();
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break;
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}
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case AINPP_BLOCKED: // function is not supposed to test blocking, just simple path progression
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default:
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{
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AssertMsg( 0, ( "Unexpected result" ) );
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break;
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}
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}
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return progress;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pTarget -
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// &chasePosition -
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//-----------------------------------------------------------------------------
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void CAI_BaseFlyingBot::TranslateNavGoal( CBaseEntity *pTarget, Vector &chasePosition )
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{
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Assert( pTarget != NULL );
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if ( pTarget == NULL )
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{
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chasePosition = vec3_origin;
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return;
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}
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// Chase their eyes
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chasePosition = pTarget->GetAbsOrigin() + pTarget->GetViewOffset();
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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CAI_BaseFlyingBot::CAI_BaseFlyingBot()
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{
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#ifdef _DEBUG
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m_vCurrentVelocity.Init();
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m_vCurrentBanking.Init();
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m_vLastPatrolDir.Init();
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#endif
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}
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