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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/ai_behavior_assault.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef AI_BEHAVIOR_ASSAULT_H
+#define AI_BEHAVIOR_ASSAULT_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "simtimer.h"
+#include "ai_behavior.h"
+#include "ai_goalentity.h"
+#include "ai_moveshoot.h"
+#include "ai_utils.h"
+
+#define CUE_POINT_TOLERANCE (3.0*12.0)
+
+enum RallySelectMethod_t
+{
+ RALLY_POINT_SELECT_DEFAULT = 0,
+ RALLY_POINT_SELECT_RANDOM,
+};
+
+enum AssaultCue_t
+{
+ CUE_NO_ASSAULT = 0, // used to indicate that no assault is being conducted presently
+
+ CUE_ENTITY_INPUT = 1,
+ CUE_PLAYER_GUNFIRE,
+ CUE_DONT_WAIT,
+ CUE_COMMANDER,
+ CUE_NONE,
+};
+
+enum
+{
+ ASSAULT_SENTENCE_HIT_RALLY_POINT = SENTENCE_BASE_BEHAVIOR_INDEX,
+ ASSAULT_SENTENCE_HIT_ASSAULT_POINT,
+ ASSAULT_SENTENCE_SQUAD_ADVANCE_TO_RALLY,
+ ASSAULT_SENTENCE_SQUAD_ADVANCE_TO_ASSAULT,
+ ASSAULT_SENTENCE_COVER_NO_AMMO,
+ ASSAULT_SENTENCE_UNDER_ATTACK,
+};
+
+// Allow diversion from the assault up to this amount of time after last having an enemy
+#define ASSAULT_DIVERSION_TIME 4
+
+#define SF_ASSAULTPOINT_CLEARONARRIVAL 0x00000001
+
+//=============================================================================
+//=============================================================================
+class CRallyPoint : public CPointEntity
+{
+ DECLARE_CLASS( CRallyPoint, CPointEntity );
+
+public:
+ CRallyPoint()
+ {
+ m_hLockedBy.Set(NULL);
+ m_sExclusivity = RALLY_EXCLUSIVE_NOT_EVALUATED;
+ }
+
+ bool Lock( CBaseEntity *pLocker )
+ {
+ if( IsLocked() )
+ {
+ // Already locked.
+ return false;
+ }
+
+ m_hLockedBy.Set( pLocker );
+ return true;
+ }
+
+ bool Unlock( CBaseEntity *pUnlocker )
+ {
+ if( IsLocked() )
+ {
+ if( m_hLockedBy.Get() != pUnlocker )
+ {
+ // Refuse! Only the locker may unlock.
+ return false;
+ }
+ }
+
+ m_hLockedBy.Set( NULL );
+ return true;
+ }
+
+ bool IsLocked( void ) { return (m_hLockedBy.Get() != NULL); }
+
+ int DrawDebugTextOverlays();
+ bool IsExclusive();
+
+ enum
+ {
+ RALLY_EXCLUSIVE_NOT_EVALUATED = -1,
+ RALLY_EXCLUSIVE_NO,
+ RALLY_EXCLUSIVE_YES,
+ };
+
+ string_t m_AssaultPointName;
+ string_t m_RallySequenceName;
+ float m_flAssaultDelay;
+ int m_iPriority;
+ int m_iStrictness;
+ bool m_bForceCrouch;
+ bool m_bIsUrgent;
+ short m_sExclusivity;
+
+ COutputEvent m_OnArrival;
+
+ DECLARE_DATADESC();
+
+private:
+ EHANDLE m_hLockedBy;
+};
+
+//=============================================================================
+//=============================================================================
+class CAssaultPoint : public CPointEntity
+{
+ DECLARE_CLASS( CAssaultPoint, CPointEntity );
+
+public:
+ CAssaultPoint()
+ {
+ // This used to be a constant in code. Now it's a keyfield in hammer.
+ // So in the constructor, we set this value to the former constant
+ // default value, for legacy maps. (sjb)
+ m_flAssaultPointTolerance = CUE_POINT_TOLERANCE;
+ }
+
+ void InputSetClearOnContact( inputdata_t &inputdata )
+ {
+ m_bClearOnContact = inputdata.value.Bool();
+ }
+
+ void InputSetAllowDiversion( inputdata_t &inputdata )
+ {
+ m_bAllowDiversion = inputdata.value.Bool();
+ }
+
+ void InputSetForceClear( inputdata_t &inputdata )
+ {
+ m_bInputForcedClear = inputdata.value.Bool();
+ }
+
+public:
+ string_t m_AssaultHintGroup;
+ string_t m_NextAssaultPointName;
+ COutputEvent m_OnAssaultClear;
+ float m_flAssaultTimeout;
+ bool m_bClearOnContact;
+ bool m_bAllowDiversion;
+ float m_flAllowDiversionRadius;
+ bool m_bNeverTimeout;
+ int m_iStrictness;
+ bool m_bForceCrouch;
+ bool m_bIsUrgent;
+ bool m_bInputForcedClear;
+ float m_flAssaultPointTolerance;
+ float m_flTimeLastUsed;
+
+ COutputEvent m_OnArrival;
+
+ DECLARE_DATADESC();
+};
+
+//=============================================================================
+//=============================================================================
+class CAI_AssaultBehavior : public CAI_SimpleBehavior
+{
+ DECLARE_CLASS( CAI_AssaultBehavior, CAI_SimpleBehavior );
+
+public:
+ CAI_AssaultBehavior();
+
+ virtual const char *GetName() { return "Assault"; }
+ virtual int DrawDebugTextOverlays( int text_offset );
+
+ virtual void OnRestore();
+
+ bool CanRunAScriptedNPCInteraction( bool bForced );
+
+ virtual bool CanSelectSchedule();
+ virtual void BeginScheduleSelection();
+ virtual void EndScheduleSelection();
+
+ bool HasHitRallyPoint() { return m_bHitRallyPoint; }
+ bool HasHitAssaultPoint() { return m_bHitAssaultPoint; }
+
+ void ClearAssaultPoint( void );
+ void OnHitAssaultPoint( void );
+ bool PollAssaultCue( void );
+ void ReceiveAssaultCue( AssaultCue_t cue );
+ bool HasAssaultCue( void ) { return m_AssaultCue != CUE_NO_ASSAULT; }
+ bool AssaultHasBegun();
+
+ CAssaultPoint *FindAssaultPoint( string_t iszAssaultPointName );
+ void SetAssaultPoint( CAssaultPoint *pAssaultPoint );
+
+ void GatherConditions( void );
+ void StartTask( const Task_t *pTask );
+ void RunTask( const Task_t *pTask );
+ void BuildScheduleTestBits();
+ int TranslateSchedule( int scheduleType );
+ void OnStartSchedule( int scheduleType );
+ void ClearSchedule( const char *szReason );
+
+ void InitializeBehavior();
+ void SetParameters( string_t rallypointname, AssaultCue_t assaultcue, int rallySelectMethod );
+ void SetParameters( CBaseEntity *pRallyEnt, AssaultCue_t assaultcue );
+
+ bool IsAllowedToDivert( void );
+ bool IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint );
+ float GetMaxTacticalLateralMovement( void );
+
+ void UpdateOnRemove();
+
+ bool OnStrictAssault( void );
+ bool UpdateForceCrouch( void );
+ bool IsForcingCrouch( void );
+ bool IsUrgent( void );
+
+ CRallyPoint *FindBestRallyPointInRadius( const Vector &vecCenter, float flRadius );;
+
+ void Disable( void ) { m_AssaultCue = CUE_NO_ASSAULT; m_bHitRallyPoint = false; m_bHitAssaultPoint = false; }
+
+ enum
+ {
+ SCHED_MOVE_TO_RALLY_POINT = BaseClass::NEXT_SCHEDULE, // Try to get out of the player's way
+ SCHED_ASSAULT_FAILED_TO_MOVE,
+ SCHED_FAIL_MOVE_TO_RALLY_POINT,
+ SCHED_MOVE_TO_ASSAULT_POINT,
+ SCHED_AT_ASSAULT_POINT,
+ SCHED_HOLD_RALLY_POINT,
+ SCHED_HOLD_ASSAULT_POINT,
+ SCHED_WAIT_AND_CLEAR,
+ SCHED_ASSAULT_MOVE_AWAY,
+ SCHED_CLEAR_ASSAULT_POINT,
+ NEXT_SCHEDULE,
+
+ TASK_GET_PATH_TO_RALLY_POINT = BaseClass::NEXT_TASK,
+ TASK_FACE_RALLY_POINT,
+ TASK_GET_PATH_TO_ASSAULT_POINT,
+ TASK_FACE_ASSAULT_POINT,
+ TASK_HIT_ASSAULT_POINT,
+ TASK_HIT_RALLY_POINT,
+ TASK_AWAIT_CUE,
+ TASK_AWAIT_ASSAULT_TIMEOUT,
+ TASK_ANNOUNCE_CLEAR,
+ TASK_WAIT_ASSAULT_DELAY,
+ TASK_ASSAULT_MOVE_AWAY_PATH,
+ TASK_ASSAULT_DEFER_SCHEDULE_SELECTION,
+ NEXT_TASK,
+
+/*
+ COND_PUT_CONDITIONS_HERE = BaseClass::NEXT_CONDITION,
+ NEXT_CONDITION,
+*/
+ };
+
+ DEFINE_CUSTOM_SCHEDULE_PROVIDER;
+
+public:
+ CHandle<CAssaultPoint> m_hAssaultPoint;
+ CHandle<CRallyPoint> m_hRallyPoint;
+
+public:
+ void UnlockRallyPoint( void );
+
+private:
+ void OnScheduleChange();
+ virtual int SelectSchedule();
+
+ AssaultCue_t m_AssaultCue; // the cue we're waiting for to begin the assault
+ AssaultCue_t m_ReceivedAssaultCue; // the last assault cue we received from someone/thing external.
+
+ bool m_bHitRallyPoint;
+ bool m_bHitAssaultPoint;
+
+ // Diversion
+ bool m_bDiverting;
+ float m_flLastSawAnEnemyAt;
+
+ float m_flTimeDeferScheduleSelection;
+
+ string_t m_AssaultPointName;
+
+ //---------------------------------
+
+ DECLARE_DATADESC();
+};
+
+#endif // AI_BEHAVIOR_ASSAULT_H