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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/ai_basenpc_flyer.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/ai_basenpc_flyer.cpp')
| -rw-r--r-- | game/server/ai_basenpc_flyer.cpp | 263 |
1 files changed, 263 insertions, 0 deletions
diff --git a/game/server/ai_basenpc_flyer.cpp b/game/server/ai_basenpc_flyer.cpp new file mode 100644 index 0000000..f09f327 --- /dev/null +++ b/game/server/ai_basenpc_flyer.cpp @@ -0,0 +1,263 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Base class for many flying NPCs +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "ai_basenpc_flyer.h" +#include "ai_route.h" +#include "ai_navigator.h" +#include "ai_motor.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_DATADESC( CAI_BaseFlyingBot ) + + DEFINE_FIELD( m_vCurrentVelocity, FIELD_VECTOR), + DEFINE_FIELD( m_vCurrentAngularVelocity, FIELD_VECTOR ), + DEFINE_FIELD( m_vCurrentBanking, FIELD_VECTOR), + DEFINE_FIELD( m_vNoiseMod, FIELD_VECTOR), + DEFINE_FIELD( m_fHeadYaw, FIELD_FLOAT), + DEFINE_FIELD( m_vLastPatrolDir, FIELD_VECTOR), + +END_DATADESC() + + +//------------------------------------------------------------------------------ +// Purpose : Override to return correct velocity +// Input : +// Output : +//------------------------------------------------------------------------------ +void CAI_BaseFlyingBot::GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity) +{ + if (vVelocity != NULL) + { + VectorCopy(m_vCurrentVelocity,*vVelocity); + } + if (vAngVelocity != NULL) + { + QAngle tmp = GetLocalAngularVelocity(); + QAngleToAngularImpulse( tmp, *vAngVelocity ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Turn head yaw into facing direction +// Input : +// Output : +//----------------------------------------------------------------------------- +QAngle CAI_BaseFlyingBot::BodyAngles() +{ + return QAngle(0,m_fHeadYaw,0); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CAI_BaseFlyingBot::TurnHeadToTarget(float flInterval, const Vector &MoveTarget ) +{ + float flDestYaw = VecToYaw( MoveTarget - GetLocalOrigin() ); + + float newYaw = AI_ClampYaw( GetHeadTurnRate() * 10.0f, m_fHeadYaw, flDestYaw, gpGlobals->curtime - GetLastThink() ); + + if ( newYaw != m_fHeadYaw ) + { + m_fHeadYaw = newYaw; + } + + // Set us to face that way + SetBoneController( 0, m_fHeadYaw ); +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +float CAI_BaseFlyingBot::MinGroundDist(void) +{ + return 0; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +Vector CAI_BaseFlyingBot::VelocityToAvoidObstacles(float flInterval) +{ + // -------------------------------- + // Avoid banging into stuff + // -------------------------------- + trace_t tr; + Vector vTravelDir = m_vCurrentVelocity*flInterval; + Vector endPos = GetAbsOrigin() + vTravelDir; + AI_TraceEntity( this, GetAbsOrigin(), endPos, MASK_NPCSOLID|CONTENTS_WATER, &tr ); + if (tr.fraction != 1.0) + { + // Bounce off in normal + Vector vBounce = tr.plane.normal * 0.5 * m_vCurrentVelocity.Length(); + return (vBounce); + } + + // -------------------------------- + // Try to remain above the ground. + // -------------------------------- + float flMinGroundDist = MinGroundDist(); + AI_TraceLine(GetAbsOrigin(), GetAbsOrigin() + Vector(0, 0, -flMinGroundDist), + MASK_NPCSOLID_BRUSHONLY|CONTENTS_WATER, this, COLLISION_GROUP_NONE, &tr); + if (tr.fraction < 1) + { + // Clamp veloctiy + if (tr.fraction < 0.1) + { + tr.fraction = 0.1; + } + + return Vector(0, 0, 50/tr.fraction); + } + return vec3_origin; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CAI_BaseFlyingBot::StartTask( const Task_t *pTask ) +{ + switch (pTask->iTask) + { + // Skip as done via bone controller + case TASK_FACE_ENEMY: + { + TaskComplete(); + break; + } + // Activity is just idle (have no run) + case TASK_RUN_PATH: + { + GetNavigator()->SetMovementActivity(ACT_IDLE); + TaskComplete(); + break; + } + // Don't check for run/walk activity + case TASK_SCRIPT_RUN_TO_TARGET: + case TASK_SCRIPT_WALK_TO_TARGET: + { + if (GetTarget() == NULL) + { + TaskFail(FAIL_NO_TARGET); + } + else + { + if (!GetNavigator()->SetGoal( GOALTYPE_TARGETENT ) ) + { + TaskFail(FAIL_NO_ROUTE); + GetNavigator()->ClearGoal(); + } + } + TaskComplete(); + break; + } + // Override to get more to get a directional path + case TASK_GET_PATH_TO_RANDOM_NODE: + { + if ( GetNavigator()->SetRandomGoal( pTask->flTaskData, m_vLastPatrolDir ) ) + TaskComplete(); + else + TaskFail(FAIL_NO_REACHABLE_NODE); + break; + } + default: + { + BaseClass::StartTask(pTask); + } + } +} + +//------------------------------------------------------------------------------ + +void CAI_BaseFlyingBot::MoveToTarget(float flInterval, const Vector &MoveTarget) +{ + Assert(0); // This must be overridden in the leaf classes +} + +//------------------------------------------------------------------------------ + +AI_NavPathProgress_t CAI_BaseFlyingBot::ProgressFlyPath( + float flInterval, + const CBaseEntity *pNewTarget, + unsigned collisionMask, + bool bNewTrySimplify, + float strictPointTolerance) +{ + AI_ProgressFlyPathParams_t params( collisionMask, strictPointTolerance ); + + params.SetCurrent( pNewTarget, bNewTrySimplify ); + + AI_NavPathProgress_t progress = GetNavigator()->ProgressFlyPath( params ); + + switch ( progress ) + { + case AINPP_NO_CHANGE: + case AINPP_ADVANCED: + { + MoveToTarget(flInterval, GetNavigator()->GetCurWaypointPos()); + break; + } + + case AINPP_COMPLETE: + { + TaskMovementComplete(); + break; + } + + case AINPP_BLOCKED: // function is not supposed to test blocking, just simple path progression + default: + { + AssertMsg( 0, ( "Unexpected result" ) ); + break; + } + } + + return progress; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pTarget - +// &chasePosition - +//----------------------------------------------------------------------------- +void CAI_BaseFlyingBot::TranslateNavGoal( CBaseEntity *pTarget, Vector &chasePosition ) +{ + Assert( pTarget != NULL ); + + if ( pTarget == NULL ) + { + chasePosition = vec3_origin; + return; + } + + // Chase their eyes + chasePosition = pTarget->GetAbsOrigin() + pTarget->GetViewOffset(); +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +CAI_BaseFlyingBot::CAI_BaseFlyingBot() +{ +#ifdef _DEBUG + m_vCurrentVelocity.Init(); + m_vCurrentBanking.Init(); + m_vLastPatrolDir.Init(); +#endif +} |