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Diffstat (limited to 'game/server/ai_behavior_lead.cpp')
| -rw-r--r-- | game/server/ai_behavior_lead.cpp | 1693 |
1 files changed, 1693 insertions, 0 deletions
diff --git a/game/server/ai_behavior_lead.cpp b/game/server/ai_behavior_lead.cpp new file mode 100644 index 0000000..ca25ae8 --- /dev/null +++ b/game/server/ai_behavior_lead.cpp @@ -0,0 +1,1693 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// +#undef strncpy // we use std::string below that needs a good strncpy define +#undef sprintf // " +#include "cbase.h" + +#include "ai_behavior_lead.h" + +#include "ai_goalentity.h" +#include "ai_navigator.h" +#include "ai_speech.h" +#include "ai_senses.h" +#include "ai_playerally.h" +#include "ai_route.h" +#include "ai_pathfinder.h" +#include "sceneentity.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// Minimum time between leader nags +#define LEAD_NAG_TIME 3.0 + +#define LEAD_MIN_RETRIEVEDIST_OFFSET 24 + +//----------------------------------------------------------------------------- +// class CAI_LeadBehavior +// +// Purpose: +// +//----------------------------------------------------------------------------- + +BEGIN_SIMPLE_DATADESC( AI_LeadArgs_t ) + // Only the flags needs saving + DEFINE_FIELD( flags, FIELD_INTEGER ), + + //DEFINE_FIELD( pszGoal, FIELD_STRING ), + //DEFINE_FIELD( pszWaitPoint, FIELD_STRING ), + //DEFINE_FIELD( flWaitDistance, FIELD_FLOAT ), + //DEFINE_FIELD( flLeadDistance, FIELD_FLOAT ), + //DEFINE_FIELD( flRetrieveDistance, FIELD_FLOAT ), + //DEFINE_FIELD( flSuccessDistance, FIELD_FLOAT ), + //DEFINE_FIELD( bRun, FIELD_BOOLEAN ), + //DEFINE_FIELD( bDontSpeakStart, FIELD_BOOLEAN ), + //DEFINE_FIELD( bGagLeader, FIELD_BOOLEAN ), + + DEFINE_FIELD( iRetrievePlayer, FIELD_INTEGER ), + DEFINE_FIELD( iRetrieveWaitForSpeak, FIELD_INTEGER ), + DEFINE_FIELD( iComingBackWaitForSpeak, FIELD_INTEGER ), + DEFINE_FIELD( bStopScenesWhenPlayerLost, FIELD_BOOLEAN ), + DEFINE_FIELD( bLeadDuringCombat, FIELD_BOOLEAN ), + +END_DATADESC(); + + +BEGIN_DATADESC( CAI_LeadBehavior ) + DEFINE_EMBEDDED( m_args ), + // m_pSink (reconnected on load) + DEFINE_FIELD( m_hSinkImplementor, FIELD_EHANDLE ), + DEFINE_FIELD( m_goal, FIELD_POSITION_VECTOR ), + DEFINE_FIELD( m_goalyaw, FIELD_FLOAT ), + DEFINE_FIELD( m_waitpoint, FIELD_POSITION_VECTOR ), + DEFINE_FIELD( m_waitdistance, FIELD_FLOAT ), + DEFINE_FIELD( m_leaddistance, FIELD_FLOAT ), + DEFINE_FIELD( m_retrievedistance, FIELD_FLOAT ), + DEFINE_FIELD( m_successdistance, FIELD_FLOAT ), + DEFINE_FIELD( m_weaponname, FIELD_STRING ), + DEFINE_FIELD( m_run, FIELD_BOOLEAN ), + DEFINE_FIELD( m_gagleader, FIELD_BOOLEAN ), + DEFINE_FIELD( m_hasspokenstart, FIELD_BOOLEAN ), + DEFINE_FIELD( m_hasspokenarrival, FIELD_BOOLEAN ), + DEFINE_FIELD( m_hasPausedScenes, FIELD_BOOLEAN ), + DEFINE_FIELD( m_flSpeakNextNagTime, FIELD_TIME ), + DEFINE_FIELD( m_flWeaponSafetyTimeOut, FIELD_TIME ), + DEFINE_FIELD( m_flNextLeadIdle, FIELD_TIME ), + DEFINE_FIELD( m_bInitialAheadTest, FIELD_BOOLEAN ), + DEFINE_EMBEDDED( m_MoveMonitor ), + DEFINE_EMBEDDED( m_LostTimer ), + DEFINE_EMBEDDED( m_LostLOSTimer ), +END_DATADESC(); + +//----------------------------------------------------------------------------- + + +void CAI_LeadBehavior::OnRestore() +{ + CBaseEntity *pSinkImplementor = m_hSinkImplementor; + if ( pSinkImplementor ) + { + m_pSink = dynamic_cast<CAI_LeadBehaviorHandler *>(pSinkImplementor); + if ( !m_pSink ) + { + DevMsg( "Failed to reconnect to CAI_LeadBehaviorHandler\n" ); + m_hSinkImplementor = NULL; + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Draw any text overlays +// Input : Previous text offset from the top +// Output : Current text offset from the top +//----------------------------------------------------------------------------- +int CAI_LeadBehavior::DrawDebugTextOverlays( int text_offset ) +{ + char tempstr[ 512 ]; + int offset; + + offset = BaseClass::DrawDebugTextOverlays( text_offset ); + if ( GetOuter()->m_debugOverlays & OVERLAY_TEXT_BIT ) + { + if ( HasGoal() ) + { + Q_snprintf( tempstr, sizeof(tempstr), "Goal: %s %s", m_args.pszGoal, VecToString( m_goal ) ); + GetOuter()->EntityText( offset, tempstr, 0 ); + offset++; + } + else + { + Q_snprintf( tempstr, sizeof(tempstr), "Goal: None" ); + GetOuter()->EntityText( offset, tempstr, 0 ); + offset++; + } + } + + return offset; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CAI_LeadBehavior::IsNavigationUrgent( void ) +{ +#if defined( HL2_DLL ) + if( HasGoal() && !hl2_episodic.GetBool() ) + { + return (GetOuter()->Classify() == CLASS_PLAYER_ALLY_VITAL); + } +#endif + return BaseClass::IsNavigationUrgent(); +} + +//------------------------------------- + +void CAI_LeadBehavior::LeadPlayer( const AI_LeadArgs_t &leadArgs, CAI_LeadBehaviorHandler *pSink ) +{ +#ifndef CSTRIKE_DLL + CAI_PlayerAlly *pOuter = dynamic_cast<CAI_PlayerAlly*>(GetOuter()); + if ( pOuter && AI_IsSinglePlayer() ) + { + pOuter->SetSpeechTarget( UTIL_GetLocalPlayer() ); + } +#endif + + if( SetGoal( leadArgs ) ) + { + SetCondition( COND_PROVOKED ); + Connect( pSink ); + NotifyChangeBehaviorStatus(); + } + else + { + DevMsg( "*** Warning! LeadPlayer() has a NULL Goal Ent\n" ); + } +} + +//------------------------------------- + +void CAI_LeadBehavior::StopLeading( void ) +{ + ClearGoal(); + m_pSink = NULL; + NotifyChangeBehaviorStatus(); +} + +//------------------------------------- + +bool CAI_LeadBehavior::CanSelectSchedule() +{ + if ( !AI_GetSinglePlayer() || AI_GetSinglePlayer()->IsDead() ) + return false; + + bool fAttacked = ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) ); + bool fNonCombat = ( GetNpcState() == NPC_STATE_IDLE || GetNpcState() == NPC_STATE_ALERT ); + + return ( !fAttacked && (fNonCombat || m_args.bLeadDuringCombat) && HasGoal() ); +} + +//------------------------------------- + +void CAI_LeadBehavior::BeginScheduleSelection() +{ + SetTarget( AI_GetSinglePlayer() ); + CAI_Expresser *pExpresser = GetOuter()->GetExpresser(); + if ( pExpresser ) + pExpresser->ClearSpokeConcept( TLK_LEAD_ARRIVAL ); +} + +//------------------------------------- + +bool CAI_LeadBehavior::SetGoal( const AI_LeadArgs_t &args ) +{ + CBaseEntity *pGoalEnt; + pGoalEnt = gEntList.FindEntityByName( NULL, args.pszGoal ); + + if ( !pGoalEnt ) + return false; + + m_args = args; // @Q (toml 08-13-02): need to copy string? + m_goal = pGoalEnt->GetLocalOrigin(); + m_goalyaw = (args.flags & AILF_USE_GOAL_FACING) ? pGoalEnt->GetLocalAngles().y : -1; + m_waitpoint = vec3_origin; + m_waitdistance = args.flWaitDistance; + m_leaddistance = args.flLeadDistance ? args.flLeadDistance : 64; + m_retrievedistance = args.flRetrieveDistance ? args.flRetrieveDistance : (m_leaddistance + LEAD_MIN_RETRIEVEDIST_OFFSET); + m_successdistance = args.flSuccessDistance ? args.flSuccessDistance : 0; + m_run = args.bRun; + m_gagleader = args.bGagLeader; + m_hasspokenstart = args.bDontSpeakStart; + m_hasspokenarrival = false; + m_hasPausedScenes = false; + m_flSpeakNextNagTime = 0; + m_flWeaponSafetyTimeOut = 0; + m_flNextLeadIdle = gpGlobals->curtime + 10; + m_bInitialAheadTest = true; + + if ( args.pszWaitPoint && args.pszWaitPoint[0] ) + { + CBaseEntity *pWaitPoint = gEntList.FindEntityByName( NULL, args.pszWaitPoint ); + if ( pWaitPoint ) + { + m_waitpoint = pWaitPoint->GetLocalOrigin(); + } + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CAI_LeadBehavior::GetClosestPointOnRoute( const Vector &targetPos, Vector *pVecClosestPoint ) +{ + AI_Waypoint_t *waypoint = GetOuter()->GetNavigator()->GetPath()->GetCurWaypoint(); + AI_Waypoint_t *builtwaypoints = NULL; + if ( !waypoint ) + { + // We arrive here twice when lead behaviour starts: + // - When the lead behaviour is first enabled. We have no schedule. We want to know if the player is ahead of us. + // - A frame later when we've chosen to lead the player, but we still haven't built our route. We know that the + // the player isn't lagging, so it's safe to go ahead and simply say he's ahead of us. This avoids building + // the temp route twice. + if ( IsCurSchedule( SCHED_LEAD_PLAYER, false ) ) + return true; + + // Build a temp route to the gold and use that + builtwaypoints = GetOuter()->GetPathfinder()->BuildRoute( GetOuter()->GetAbsOrigin(), m_goal, NULL, GetOuter()->GetDefaultNavGoalTolerance(), GetOuter()->GetNavType(), true ); + if ( !builtwaypoints ) + return false; + + GetOuter()->GetPathfinder()->UnlockRouteNodes( builtwaypoints ); + waypoint = builtwaypoints; + } + + // Find the nearest node to the target (going forward) + float flNearestDist2D = 999999999; + float flNearestDist = 999999999; + float flPathDist, flPathDist2D; + + Vector vecNearestPoint(0, 0, 0); + Vector vecPrevPos = GetOuter()->GetAbsOrigin(); + for ( ; (waypoint != NULL) ; waypoint = waypoint->GetNext() ) + { + // Find the closest point on the line segment on the path + Vector vecClosest; + CalcClosestPointOnLineSegment( targetPos, vecPrevPos, waypoint->GetPos(), vecClosest ); + /* + if ( builtwaypoints ) + { + NDebugOverlay::Line( vecPrevPos, waypoint->GetPos(), 0,0,255,true, 10.0 ); + } + */ + vecPrevPos = waypoint->GetPos(); + + // Find the distance between this test point and our goal point + flPathDist2D = vecClosest.AsVector2D().DistToSqr( targetPos.AsVector2D() ); + if ( flPathDist2D > flNearestDist2D ) + continue; + + flPathDist = vecClosest.z - targetPos.z; + flPathDist *= flPathDist; + flPathDist += flPathDist2D; + if (( flPathDist2D == flNearestDist2D ) && ( flPathDist >= flNearestDist )) + continue; + + flNearestDist2D = flPathDist2D; + flNearestDist = flPathDist; + vecNearestPoint = vecClosest; + } + + if ( builtwaypoints ) + { + //NDebugOverlay::Line( vecNearestPoint, targetPos, 0,255,0,true, 10.0 ); + DeleteAll( builtwaypoints ); + } + + *pVecClosestPoint = vecNearestPoint; + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Return true if the player is further ahead on the lead route than I am +//----------------------------------------------------------------------------- +bool CAI_LeadBehavior::PlayerIsAheadOfMe( bool bForce ) +{ + // Find the nearest point on our route to the player, and see if that's further + // ahead of us than our nearest point. + + // If we're not leading, our route doesn't lead to the goal, so we can't use it. + // If we just started leading, go ahead and test, and we'll build a temp route. + if ( !m_bInitialAheadTest && !IsCurSchedule( SCHED_LEAD_PLAYER, false ) && !bForce ) + return false; + + m_bInitialAheadTest = false; + + Vector vecClosestPoint; + if ( GetClosestPointOnRoute( AI_GetSinglePlayer()->GetAbsOrigin(), &vecClosestPoint ) ) + { + // If the closest point is not right next to me, then + // the player is somewhere ahead of me on the route. + if ( (vecClosestPoint - GetOuter()->GetAbsOrigin()).LengthSqr() > (32*32) ) + return true; + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CAI_LeadBehavior::GatherConditions( void ) +{ + BaseClass::GatherConditions(); + + if ( HasGoal() ) + { + // Fix for bad transition case (to investigate) + if ( ( WorldSpaceCenter() - m_goal ).LengthSqr() > (64*64) && IsCurSchedule( SCHED_LEAD_AWAIT_SUCCESS, false) ) + { + GetOuter()->ClearSchedule( "Lead behavior - bad transition?" ); + } + + // We have to collect data about the person we're leading around. + CBaseEntity *pFollower = AI_GetSinglePlayer(); + + if( pFollower ) + { + ClearCondition( COND_LEAD_FOLLOWER_VERY_CLOSE ); + ClearCondition( COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME ); + + // Check distance to the follower + float flFollowerDist = ( WorldSpaceCenter() - pFollower->WorldSpaceCenter() ).Length(); + bool bLagging = flFollowerDist > (m_leaddistance*4); + if ( bLagging ) + { + if ( PlayerIsAheadOfMe() ) + { + bLagging = false; + } + } + + // Player heading towards me? + // Only factor this in if you're not too far from them + if ( flFollowerDist < (m_leaddistance*4) ) + { + Vector vecVelocity = pFollower->GetSmoothedVelocity(); + if ( VectorNormalize(vecVelocity) > 50 ) + { + Vector vecToPlayer = (GetAbsOrigin() - pFollower->GetAbsOrigin()); + VectorNormalize( vecToPlayer ); + if ( DotProduct( vecVelocity, vecToPlayer ) > 0.5 ) + { + SetCondition( COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME ); + bLagging = false; + } + } + } + + // If he's outside our lag range, consider him lagging + if ( bLagging ) + { + SetCondition( COND_LEAD_FOLLOWER_LAGGING ); + ClearCondition( COND_LEAD_FOLLOWER_NOT_LAGGING ); + } + else + { + ClearCondition( COND_LEAD_FOLLOWER_LAGGING ); + SetCondition( COND_LEAD_FOLLOWER_NOT_LAGGING ); + + // If he's really close, note that + if ( flFollowerDist < m_leaddistance ) + { + SetCondition( COND_LEAD_FOLLOWER_VERY_CLOSE ); + } + } + + // To be considered not lagging, the follower must be visible, and within the lead distance + if ( GetOuter()->FVisible( pFollower ) && GetOuter()->GetSenses()->ShouldSeeEntity( pFollower ) ) + { + SetCondition( COND_LEAD_HAVE_FOLLOWER_LOS ); + m_LostLOSTimer.Stop(); + } + else + { + ClearCondition( COND_LEAD_HAVE_FOLLOWER_LOS ); + + // We don't have a LOS. But if we did have LOS, don't clear it until the timer is up. + if ( m_LostLOSTimer.IsRunning() ) + { + if ( m_LostLOSTimer.Expired() ) + { + SetCondition( COND_LEAD_FOLLOWER_LAGGING ); + ClearCondition( COND_LEAD_FOLLOWER_NOT_LAGGING ); + } + } + else + { + m_LostLOSTimer.Start(); + } + } + + // Now we want to see if the follower is lost. Being lost means being (far away || out of LOS ) + // && some time has passed. Also, lagging players are considered lost if the NPC's never delivered + // the start speech, because it means the NPC should run to the player to start the lead. + if( HasCondition( COND_LEAD_FOLLOWER_LAGGING ) ) + { + if ( !m_hasspokenstart ) + { + SetCondition( COND_LEAD_FOLLOWER_LOST ); + } + else + { + if ( m_args.bStopScenesWhenPlayerLost ) + { + // Try and stop me speaking my monolog, if I am + if ( !m_hasPausedScenes && IsRunningScriptedScene( GetOuter() ) ) + { + //Msg("Stopping scenes.\n"); + PauseActorsScriptedScenes( GetOuter(), false ); + m_hasPausedScenes = true; + } + } + + if( m_LostTimer.IsRunning() ) + { + if( m_LostTimer.Expired() ) + { + SetCondition( COND_LEAD_FOLLOWER_LOST ); + } + } + else + { + m_LostTimer.Start(); + } + } + } + else + { + // If I was speaking a monolog, resume it + if ( m_args.bStopScenesWhenPlayerLost && m_hasPausedScenes ) + { + if ( IsRunningScriptedScene( GetOuter() ) ) + { + //Msg("Resuming scenes.\n"); + ResumeActorsScriptedScenes( GetOuter(), false ); + } + + m_hasPausedScenes = false; + } + + m_LostTimer.Stop(); + ClearCondition( COND_LEAD_FOLLOWER_LOST ); + } + + // Evaluate for success + // Success right now means being stationary, close to the goal, and having the player close by + if ( !( m_args.flags & AILF_NO_DEF_SUCCESS ) ) + { + ClearCondition( COND_LEAD_SUCCESS ); + + // Check Z first, and only check 2d if we're within that + bool bWithinZ = fabs(GetLocalOrigin().z - m_goal.z) < 64; + if ( bWithinZ && (GetLocalOrigin() - m_goal).Length2D() <= 64 ) + { + if ( HasCondition( COND_LEAD_FOLLOWER_VERY_CLOSE ) ) + { + SetCondition( COND_LEAD_SUCCESS ); + } + else if ( m_successdistance ) + { + float flDistSqr = (pFollower->GetAbsOrigin() - GetLocalOrigin()).Length2DSqr(); + if ( flDistSqr < (m_successdistance*m_successdistance) ) + { + SetCondition( COND_LEAD_SUCCESS ); + } + } + } + } + if ( m_MoveMonitor.IsMarkSet() && m_MoveMonitor.TargetMoved( pFollower ) ) + SetCondition( COND_LEAD_FOLLOWER_MOVED_FROM_MARK ); + else + ClearCondition( COND_LEAD_FOLLOWER_MOVED_FROM_MARK ); + } + } + + if( m_args.bLeadDuringCombat ) + { + ClearCondition( COND_LIGHT_DAMAGE ); + ClearCondition( COND_HEAVY_DAMAGE ); + } +} + +//------------------------------------- + +int CAI_LeadBehavior::SelectSchedule() +{ + if ( HasGoal() ) + { + if( HasCondition(COND_LEAD_SUCCESS) ) + { + return SCHED_LEAD_SUCCEED; + } + + // Player's here, but does he have the weapon we want him to have? + if ( m_weaponname != NULL_STRING ) + { + CBasePlayer *pFollower = AI_GetSinglePlayer(); + if ( pFollower && !pFollower->Weapon_OwnsThisType( STRING(m_weaponname) ) ) + { + // If the safety timeout has run out, just give the player the weapon + if ( !m_flWeaponSafetyTimeOut || (m_flWeaponSafetyTimeOut > gpGlobals->curtime) ) + return SCHED_LEAD_PLAYERNEEDSWEAPON; + + string_t iszItem = AllocPooledString( "weapon_bugbait" ); + pFollower->GiveNamedItem( STRING(iszItem) ); + } + } + + // If we have a waitpoint, we want to wait at it for the player. + if( HasWaitPoint() && !PlayerIsAheadOfMe( true ) ) + { + bool bKeepWaiting = true; + + // If we have no wait distance, trigger as soon as the player comes in view + if ( !m_waitdistance ) + { + if ( HasCondition( COND_SEE_PLAYER ) ) + { + // We've spotted the player, so stop waiting + bKeepWaiting = false; + } + } + else + { + // We have to collect data about the person we're leading around. + CBaseEntity *pFollower = AI_GetSinglePlayer(); + if( pFollower ) + { + float flFollowerDist = ( WorldSpaceCenter() - pFollower->WorldSpaceCenter() ).Length(); + if ( flFollowerDist < m_waitdistance ) + { + bKeepWaiting = false; + } + } + } + + // Player still not here? + if ( bKeepWaiting ) + return SCHED_LEAD_WAITFORPLAYER; + + // We're finished waiting + m_waitpoint = vec3_origin; + Speak( TLK_LEAD_WAITOVER ); + + // Don't speak the start line, because we've said + m_hasspokenstart = true; + return SCHED_WAIT_FOR_SPEAK_FINISH; + } + + // If we haven't spoken our start speech, do that first + if ( !m_hasspokenstart ) + { + if ( HasCondition(COND_LEAD_HAVE_FOLLOWER_LOS) && HasCondition(COND_LEAD_FOLLOWER_VERY_CLOSE) ) + return SCHED_LEAD_SPEAK_START; + + // We haven't spoken to him, and we still need to. Go get him. + return SCHED_LEAD_RETRIEVE; + } + + if( HasCondition( COND_LEAD_FOLLOWER_LOST ) ) + { + if( m_args.iRetrievePlayer ) + { + // If not, we want to go get the player. + DevMsg( GetOuter(), "Follower lost. Spoke COMING_BACK.\n"); + + Speak( TLK_LEAD_COMINGBACK ); + m_MoveMonitor.ClearMark(); + + // If we spoke something, wait for it to finish + if ( m_args.iComingBackWaitForSpeak && IsSpeaking() ) + return SCHED_LEAD_SPEAK_THEN_RETRIEVE_PLAYER; + + return SCHED_LEAD_RETRIEVE; + } + else + { + // Just stay right here and wait. + return SCHED_LEAD_WAITFORPLAYERIDLE; + } + } + + if( HasCondition( COND_LEAD_FOLLOWER_LAGGING ) ) + { + DevMsg( GetOuter(), "Follower lagging. Spoke CATCHUP.\n"); + + Speak( TLK_LEAD_CATCHUP ); + return SCHED_LEAD_PAUSE; + } + else + { + // If we're at the goal, wait for the player to get here + if ( ( WorldSpaceCenter() - m_goal ).LengthSqr() < (64*64) ) + return SCHED_LEAD_AWAIT_SUCCESS; + + // If we were retrieving the player, speak the resume + if ( IsCurSchedule( SCHED_LEAD_RETRIEVE, false ) || IsCurSchedule( SCHED_LEAD_WAITFORPLAYERIDLE, false ) ) + { + Speak( TLK_LEAD_RETRIEVE ); + + // If we spoke something, wait for it to finish, if the mapmakers wants us to + if ( m_args.iRetrieveWaitForSpeak && IsSpeaking() ) + return SCHED_LEAD_SPEAK_THEN_LEAD_PLAYER; + } + + DevMsg( GetOuter(), "Leading Follower.\n"); + return SCHED_LEAD_PLAYER; + } + } + return BaseClass::SelectSchedule(); +} + +//------------------------------------- + +int CAI_LeadBehavior::TranslateSchedule( int scheduleType ) +{ + bool bInCombat = (m_args.bLeadDuringCombat && GetOuter()->GetState() == NPC_STATE_COMBAT); + switch( scheduleType ) + { + case SCHED_LEAD_PAUSE: + if( bInCombat ) + return SCHED_LEAD_PAUSE_COMBAT; + break; + } + return BaseClass::TranslateSchedule( scheduleType ); +} + +//------------------------------------- + +bool CAI_LeadBehavior::IsCurTaskContinuousMove() +{ + const Task_t *pCurTask = GetCurTask(); + if ( pCurTask && pCurTask->iTask == TASK_LEAD_MOVE_TO_RANGE ) + return true; + return BaseClass::IsCurTaskContinuousMove(); +} + +//------------------------------------- + +void CAI_LeadBehavior::StartTask( const Task_t *pTask ) +{ + switch ( pTask->iTask ) + { + case TASK_LEAD_FACE_GOAL: + { + if ( m_goalyaw != -1 ) + { + GetMotor()->SetIdealYaw( m_goalyaw ); + } + + TaskComplete(); + break; + } + + case TASK_LEAD_SUCCEED: + { + Speak( TLK_LEAD_SUCCESS ); + NotifyEvent( LBE_SUCCESS ); + + break; + } + + case TASK_LEAD_ARRIVE: + { + // Only speak the first time we arrive + if ( !m_hasspokenarrival ) + { + Speak( TLK_LEAD_ARRIVAL ); + NotifyEvent( LBE_ARRIVAL ); + + m_hasspokenarrival = true; + } + else + { + TaskComplete(); + } + + break; + } + + case TASK_STOP_LEADING: + { + ClearGoal(); + TaskComplete(); + break; + } + + case TASK_GET_PATH_TO_LEAD_GOAL: + { + if ( GetNavigator()->SetGoal( m_goal ) ) + { + TaskComplete(); + } + else + { + TaskFail("NO PATH"); + } + break; + } + + case TASK_LEAD_GET_PATH_TO_WAITPOINT: + { + if ( GetNavigator()->SetGoal( m_waitpoint ) ) + { + TaskComplete(); + } + else + { + TaskFail("NO PATH"); + } + break; + } + + case TASK_LEAD_WALK_PATH: + { + // If we're leading, and we're supposed to run, run instead of walking + if ( m_run && + ( IsCurSchedule( SCHED_LEAD_WAITFORPLAYER, false ) || IsCurSchedule( SCHED_LEAD_PLAYER, false ) || IsCurSchedule( SCHED_LEAD_SPEAK_THEN_LEAD_PLAYER, false )|| IsCurSchedule( SCHED_LEAD_RETRIEVE, false ) ) ) + { + ChainStartTask( TASK_RUN_PATH ); + } + else + { + ChainStartTask( TASK_WALK_PATH ); + } + break; + } + + case TASK_LEAD_WAVE_TO_PLAYER: + { + // Wave to the player if we can see him. Otherwise, just idle. + if ( HasCondition( COND_SEE_PLAYER ) ) + { + Speak( TLK_LEAD_ATTRACTPLAYER ); + if ( HaveSequenceForActivity(ACT_SIGNAL1) ) + { + SetActivity(ACT_SIGNAL1); + } + } + else + { + SetActivity(ACT_IDLE); + } + + TaskComplete(); + break; + } + + case TASK_LEAD_PLAYER_NEEDS_WEAPON: + { + float flAvailableTime = GetOuter()->GetExpresser()->GetSemaphoreAvailableTime( GetOuter() ); + + // if someone else is talking, don't speak + if ( flAvailableTime <= gpGlobals->curtime ) + { + Speak( TLK_LEAD_MISSINGWEAPON ); + } + + SetActivity(ACT_IDLE); + TaskComplete(); + break; + } + + case TASK_LEAD_SPEAK_START: + { + m_hasspokenstart = true; + + Speak( TLK_LEAD_START ); + SetActivity(ACT_IDLE); + TaskComplete(); + break; + } + + case TASK_LEAD_MOVE_TO_RANGE: + { + // If we haven't spoken our start speech, move closer + if ( !m_hasspokenstart) + { + ChainStartTask( TASK_MOVE_TO_GOAL_RANGE, m_leaddistance - 24 ); + } + else + { + ChainStartTask( TASK_MOVE_TO_GOAL_RANGE, m_retrievedistance ); + } + break; + } + + case TASK_LEAD_RETRIEVE_WAIT: + { + m_MoveMonitor.SetMark( AI_GetSinglePlayer(), 24 ); + ChainStartTask( TASK_WAIT_INDEFINITE ); + break; + } + + case TASK_STOP_MOVING: + { + BaseClass::StartTask( pTask); + + if ( IsCurSchedule( SCHED_LEAD_PAUSE, false ) && pTask->flTaskData == 1 ) + { + GetNavigator()->SetArrivalDirection( GetTarget() ); + } + break; + } + + case TASK_WAIT_FOR_SPEAK_FINISH: + { + BaseClass::StartTask( pTask); + + if( GetOuter()->GetState() == NPC_STATE_COMBAT ) + { + // Don't stand around jabbering in combat. + TaskComplete(); + } + + // If we're not supposed to wait for the player, don't wait for speech to finish. + // Instead, just wait a wee tad, and then start moving. NPC will speak on the go. + if ( TaskIsRunning() && !m_args.iRetrievePlayer ) + { + if ( gpGlobals->curtime - GetOuter()->GetTimeTaskStarted() > 0.3 ) + { + TaskComplete(); + } + } + break; + } + + default: + BaseClass::StartTask( pTask); + } +} + +//------------------------------------- + +void CAI_LeadBehavior::RunTask( const Task_t *pTask ) +{ + switch ( pTask->iTask ) + { + case TASK_LEAD_SUCCEED: + { + if ( !IsSpeaking() ) + { + TaskComplete(); + NotifyEvent( LBE_DONE ); + } + break; + } + case TASK_LEAD_ARRIVE: + { + if ( !IsSpeaking() ) + { + TaskComplete(); + NotifyEvent( LBE_ARRIVAL_DONE ); + } + break; + } + + case TASK_LEAD_MOVE_TO_RANGE: + { + // If we haven't spoken our start speech, move closer + if ( !m_hasspokenstart) + { + ChainRunTask( TASK_MOVE_TO_GOAL_RANGE, m_leaddistance - 24 ); + } + else + { + ChainRunTask( TASK_MOVE_TO_GOAL_RANGE, m_retrievedistance ); + + if ( !TaskIsComplete() ) + { + // Transition to a walk when we get near the player + // Check Z first, and only check 2d if we're within that + Vector vecGoalPos = GetNavigator()->GetGoalPos(); + float distance = fabs(vecGoalPos.z - GetLocalOrigin().z); + bool bWithinZ = false; + if ( distance < m_retrievedistance ) + { + distance = ( vecGoalPos - GetLocalOrigin() ).Length2D(); + bWithinZ = true; + } + + if ( distance > m_retrievedistance ) + { + Activity followActivity = ACT_WALK; + if ( GetOuter()->GetState() == NPC_STATE_COMBAT || ( (!bWithinZ || distance < (m_retrievedistance*4)) && GetOuter()->GetState() != NPC_STATE_COMBAT ) ) + { + followActivity = 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( GetOuter()->GetTarget() ); + } + } + } + break; + } + + case TASK_LEAD_RETRIEVE_WAIT: + { + ChainRunTask( TASK_WAIT_INDEFINITE ); + break; + } + + case TASK_LEAD_WALK_PATH: + { + // If we're leading, and we're supposed to run, run instead of walking + if ( m_run && + ( IsCurSchedule( SCHED_LEAD_WAITFORPLAYER, false ) || IsCurSchedule( SCHED_LEAD_PLAYER, false ) || IsCurSchedule( SCHED_LEAD_SPEAK_THEN_LEAD_PLAYER, false )|| IsCurSchedule( SCHED_LEAD_RETRIEVE, false ) ) ) + { + ChainRunTask( TASK_RUN_PATH ); + } + else + { + ChainRunTask( TASK_WALK_PATH ); + } + + // While we're walking + if ( TaskIsRunning() && IsCurSchedule( SCHED_LEAD_PLAYER, false ) ) + { + // If we're not speaking, and we haven't tried for a while, try to speak lead idle + if ( m_flNextLeadIdle < gpGlobals->curtime && !IsSpeaking() ) + { + m_flNextLeadIdle = gpGlobals->curtime + RandomFloat( 10,15 ); + + if ( !m_args.iRetrievePlayer && HasCondition( COND_LEAD_FOLLOWER_LOST ) && HasCondition(COND_SEE_PLAYER) ) + { + Speak( TLK_LEAD_COMINGBACK ); + } + else + { + Speak( TLK_LEAD_IDLE ); + } + } + } + + break; + } + + default: + BaseClass::RunTask( pTask); + } +} + +//------------------------------------- + +bool CAI_LeadBehavior::Speak( AIConcept_t concept ) +{ + CAI_Expresser *pExpresser = GetOuter()->GetExpresser(); + if ( !pExpresser ) + return false; + + // If the leader is gagged, don't speak any lead speech + if ( m_gagleader ) + return false; + + // If we haven't said the start speech, don't nag + bool bNag = ( FStrEq(concept,TLK_LEAD_COMINGBACK) || FStrEq(concept, TLK_LEAD_CATCHUP) || FStrEq(concept, TLK_LEAD_RETRIEVE) ); + if ( !m_hasspokenstart && bNag ) + return false; + + if ( hl2_episodic.GetBool() ) + { + // If we're a player ally, only speak the concept if we're allowed to. + // This allows the response rules to control it better (i.e. handles respeakdelay) + // We ignore nag timers for this, because the response rules will control refire rates. + CAI_PlayerAlly *pAlly = dynamic_cast<CAI_PlayerAlly*>(GetOuter()); + if ( pAlly ) + return pAlly->SpeakIfAllowed( concept, GetConceptModifiers( concept ) ); + } + + // Don't spam Nags + if ( bNag ) + { + if ( m_flSpeakNextNagTime > gpGlobals->curtime ) + { + DevMsg( GetOuter(), "Leader didn't speak due to Nag timer.\n"); + return false; + } + } + + if ( pExpresser->Speak( concept, GetConceptModifiers( concept ) ) ) + { + m_flSpeakNextNagTime = gpGlobals->curtime + LEAD_NAG_TIME; + return true; + } + + return false; +} + +//------------------------------------- + +bool CAI_LeadBehavior::IsSpeaking() +{ + CAI_Expresser *pExpresser = GetOuter()->GetExpresser(); + if ( !pExpresser ) + return false; + + return pExpresser->IsSpeaking(); +} + +//------------------------------------- + +bool CAI_LeadBehavior::Connect( CAI_LeadBehaviorHandler *pSink ) +{ + m_pSink = pSink; + m_hSinkImplementor = dynamic_cast<CBaseEntity *>(pSink); + + if ( m_hSinkImplementor == NULL ) + DevMsg( 2, "Note: CAI_LeadBehaviorHandler connected to a sink that isn't an entity. Manual fixup on load will be necessary\n" ); + + return true; +} + +//------------------------------------- + +bool CAI_LeadBehavior::Disconnect( CAI_LeadBehaviorHandler *pSink ) +{ + Assert( pSink == m_pSink ); + m_pSink = NULL; + m_hSinkImplementor = NULL; + return true; +} + +//------------------------------------- + +AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_LeadBehavior ) + + DECLARE_CONDITION( COND_LEAD_FOLLOWER_LOST ) + DECLARE_CONDITION( COND_LEAD_FOLLOWER_LAGGING ) + DECLARE_CONDITION( COND_LEAD_FOLLOWER_NOT_LAGGING ) + DECLARE_CONDITION( COND_LEAD_FOLLOWER_VERY_CLOSE ) + DECLARE_CONDITION( COND_LEAD_SUCCESS ) + DECLARE_CONDITION( COND_LEAD_HAVE_FOLLOWER_LOS ) + DECLARE_CONDITION( COND_LEAD_FOLLOWER_MOVED_FROM_MARK ) + DECLARE_CONDITION( COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME ) + + //--------------------------------- + // + // Lead + // + DECLARE_TASK( TASK_GET_PATH_TO_LEAD_GOAL ) + DECLARE_TASK( TASK_STOP_LEADING ) + DECLARE_TASK( TASK_LEAD_ARRIVE ) + DECLARE_TASK( TASK_LEAD_SUCCEED ) + DECLARE_TASK( TASK_LEAD_FACE_GOAL ) + DECLARE_TASK( TASK_LEAD_GET_PATH_TO_WAITPOINT ) + DECLARE_TASK( TASK_LEAD_WAVE_TO_PLAYER ) + DECLARE_TASK( TASK_LEAD_PLAYER_NEEDS_WEAPON ) + DECLARE_TASK( TASK_LEAD_MOVE_TO_RANGE ) + DECLARE_TASK( TASK_LEAD_SPEAK_START ) + DECLARE_TASK( TASK_LEAD_RETRIEVE_WAIT ) + DECLARE_TASK( TASK_LEAD_WALK_PATH ) + + DEFINE_SCHEDULE + ( + SCHED_LEAD_RETRIEVE, + + " Tasks" + " TASK_GET_PATH_TO_PLAYER 0" + " TASK_LEAD_MOVE_TO_RANGE 0" + " TASK_STOP_MOVING 0" + " TASK_WAIT_FOR_SPEAK_FINISH 1" + " TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_RETRIEVE_WAIT" + " " + " Interrupts" + " COND_LEAD_FOLLOWER_VERY_CLOSE" + " COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME" + " COND_LIGHT_DAMAGE" + " COND_NEW_ENEMY" + " COND_HEAR_DANGER" + ) + + //------------------------------------- + + DEFINE_SCHEDULE + ( + SCHED_LEAD_SPEAK_THEN_RETRIEVE_PLAYER, + + " Tasks" + " TASK_WAIT_FOR_SPEAK_FINISH 1" + " TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_RETRIEVE" + " " + " Interrupts" + " COND_LEAD_FOLLOWER_VERY_CLOSE" + " COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME" + " COND_LIGHT_DAMAGE" + " COND_NEW_ENEMY" + " COND_HEAR_DANGER" + ) + + //------------------------------------- + + DEFINE_SCHEDULE + ( + SCHED_LEAD_RETRIEVE_WAIT, + + " Tasks" + " TASK_LEAD_RETRIEVE_WAIT 0" + " " + " Interrupts" + " COND_LEAD_FOLLOWER_LOST" + " COND_LEAD_FOLLOWER_LAGGING" + " COND_LEAD_FOLLOWER_VERY_CLOSE" + " COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME" + " COND_LEAD_FOLLOWER_MOVED_FROM_MARK" + " COND_LIGHT_DAMAGE" + " COND_NEW_ENEMY" + " COND_HEAR_DANGER" + ) + + //--------------------------------- + + DEFINE_SCHEDULE + ( + SCHED_LEAD_PLAYER, + + " Tasks" + " TASK_WAIT_FOR_SPEAK_FINISH 1" + " TASK_GET_PATH_TO_LEAD_GOAL 0" + " TASK_LEAD_WALK_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_STOP_MOVING 0" + "" + " Interrupts" + " COND_LEAD_FOLLOWER_LOST" + " COND_LEAD_FOLLOWER_LAGGING" + " COND_LIGHT_DAMAGE" + " COND_NEW_ENEMY" + " COND_HEAR_DANGER" + ) + + //--------------------------------- + + DEFINE_SCHEDULE + ( + SCHED_LEAD_AWAIT_SUCCESS, + + " Tasks" + " TASK_LEAD_FACE_GOAL 0" + " TASK_FACE_IDEAL 0" + " TASK_LEAD_ARRIVE 0" + " TASK_WAIT_INDEFINITE 0" + "" + " Interrupts" + " COND_LEAD_FOLLOWER_LOST" + " COND_LEAD_FOLLOWER_LAGGING" + " COND_LEAD_SUCCESS" + " COND_LIGHT_DAMAGE" + " COND_NEW_ENEMY" + " COND_HEAR_DANGER" + ) + + //--------------------------------- + + DEFINE_SCHEDULE + ( + SCHED_LEAD_SUCCEED, + + " Tasks" + " TASK_LEAD_SUCCEED 0" + " TASK_STOP_LEADING 0" + "" + ) + + //--------------------------------- + // This is the schedule Odell uses to pause the tour momentarily + // if the player lags behind. If the player shows up in a + // couple of seconds, the tour will resume. Otherwise, Odell + // moves to retrieve. + //--------------------------------- + + DEFINE_SCHEDULE + ( + SCHED_LEAD_PAUSE, + + " Tasks" + " TASK_STOP_MOVING 1" + " TASK_FACE_TARGET 0" + " TASK_WAIT 5" + " TASK_WAIT_RANDOM 5" + " TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_RETRIEVE" + "" + " Interrupts" + " COND_LEAD_FOLLOWER_VERY_CLOSE" + " COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME" + " COND_LEAD_FOLLOWER_NOT_LAGGING" + " COND_LEAD_FOLLOWER_LOST" + " COND_LIGHT_DAMAGE" + " COND_NEW_ENEMY" + " COND_HEAR_DANGER" + ) + + DEFINE_SCHEDULE + ( + SCHED_LEAD_PAUSE_COMBAT, + + " Tasks" + " TASK_STOP_MOVING 1" + " TASK_FACE_TARGET 0" + " TASK_WAIT 1" + " TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_RETRIEVE" + "" + " Interrupts" + " COND_LEAD_FOLLOWER_VERY_CLOSE" + " COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME" + " COND_LEAD_FOLLOWER_NOT_LAGGING" + " COND_LEAD_FOLLOWER_LOST" + " COND_HEAR_DANGER" + ) + + //--------------------------------- + + DEFINE_SCHEDULE + ( + SCHED_LEAD_WAITFORPLAYER, + + " Tasks" + " TASK_LEAD_GET_PATH_TO_WAITPOINT 0" + " TASK_LEAD_WALK_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_STOP_MOVING 0" + " TASK_WAIT 0.5" + " TASK_FACE_TARGET 0" + " TASK_LEAD_WAVE_TO_PLAYER 0" + " TASK_WAIT 5.0" + " " + " Interrupts" + " COND_LEAD_FOLLOWER_VERY_CLOSE" + " COND_LIGHT_DAMAGE" + " COND_NEW_ENEMY" + " COND_HEAR_DANGER" + ) + + //--------------------------------- + + DEFINE_SCHEDULE + ( + SCHED_LEAD_WAITFORPLAYERIDLE, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_WAIT 0.5" + " TASK_FACE_TARGET 0" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_IDLE" + " TASK_WAIT 2" + " " + " Interrupts" + " COND_LEAD_FOLLOWER_VERY_CLOSE" + " COND_LIGHT_DAMAGE" + " COND_NEW_ENEMY" + " COND_HEAR_DANGER" + ) + + //--------------------------------- + + DEFINE_SCHEDULE + ( + SCHED_LEAD_PLAYERNEEDSWEAPON, + + " Tasks" + " TASK_FACE_PLAYER 0" + " TASK_LEAD_PLAYER_NEEDS_WEAPON 0" + " TASK_WAIT_FOR_SPEAK_FINISH 1" + " TASK_WAIT 8" + " " + " Interrupts" + ) + + //--------------------------------- + + DEFINE_SCHEDULE + ( + SCHED_LEAD_SPEAK_START, + + " Tasks" + " TASK_LEAD_SPEAK_START 0" + " TASK_WAIT_FOR_SPEAK_FINISH 1" + "" + " Interrupts" + ) + + //--------------------------------- + + DEFINE_SCHEDULE + ( + SCHED_LEAD_SPEAK_THEN_LEAD_PLAYER, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_WAIT_FOR_SPEAK_FINISH 1" + " TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_PLAYER" + "" + " Interrupts" + " COND_LEAD_FOLLOWER_LOST" + " COND_LEAD_FOLLOWER_LAGGING" + " COND_LIGHT_DAMAGE" + " COND_NEW_ENEMY" + " COND_HEAR_DANGER" + ) + +AI_END_CUSTOM_SCHEDULE_PROVIDER() + + +//----------------------------------------------------------------------------- +// +// Purpose: A level tool to control the lead behavior. Use is not required +// in order to use behavior. +// + +class CAI_LeadGoal : public CAI_GoalEntity, + public CAI_LeadBehaviorHandler +{ + DECLARE_CLASS( CAI_LeadGoal, CAI_GoalEntity ); +public: + CAI_LeadGoal() + : m_fArrived( false ) + { + // These fields got added after existing levels shipped, so we set + // the default values here in the constructor. + m_iRetrievePlayer = 1; + m_iRetrieveWaitForSpeak = 0; + m_iComingBackWaitForSpeak = 0; + m_bStopScenesWhenPlayerLost = false; + m_bDontSpeakStart = false; + m_bLeadDuringCombat = false; + m_bGagLeader = false; + } + + CAI_LeadBehavior *GetLeadBehavior(); + + virtual const char *GetConceptModifiers( const char *pszConcept ); + + virtual void InputActivate( inputdata_t &inputdata ); + virtual void InputDeactivate( inputdata_t &inputdata ); + + DECLARE_DATADESC(); +private: + + virtual void OnEvent( int event ); + void InputSetSuccess( inputdata_t &inputdata ); + void InputSetFailure( inputdata_t &inputdata ); + + bool m_fArrived; // @TODO (toml 08-16-02): move arrived tracking onto behavior + float m_flWaitDistance; + float m_flLeadDistance; + float m_flRetrieveDistance; + float m_flSuccessDistance; + bool m_bRun; + int m_iRetrievePlayer; + int m_iRetrieveWaitForSpeak; + int m_iComingBackWaitForSpeak; + bool m_bStopScenesWhenPlayerLost; + bool m_bDontSpeakStart; + bool m_bLeadDuringCombat; + bool m_bGagLeader; + + string_t m_iszWaitPointName; + + string_t m_iszStartConceptModifier; + string_t m_iszAttractPlayerConceptModifier; + string_t m_iszWaitOverConceptModifier; + string_t m_iszArrivalConceptModifier; + string_t m_iszPostArrivalConceptModifier; + string_t m_iszSuccessConceptModifier; + string_t m_iszFailureConceptModifier; + string_t m_iszRetrieveConceptModifier; + string_t m_iszComingBackConceptModifier; + + // Output handlers + COutputEvent m_OnArrival; + COutputEvent m_OnArrivalDone; + COutputEvent m_OnSuccess; + COutputEvent m_OnFailure; + COutputEvent m_OnDone; +}; + +//----------------------------------------------------------------------------- +// +// CAI_LeadGoal implementation +// + +LINK_ENTITY_TO_CLASS( ai_goal_lead, CAI_LeadGoal ); + +BEGIN_DATADESC( CAI_LeadGoal ) + + DEFINE_FIELD( m_fArrived, FIELD_BOOLEAN ), + + DEFINE_KEYFIELD(m_flWaitDistance, FIELD_FLOAT, "WaitDistance"), + DEFINE_KEYFIELD(m_iszWaitPointName, FIELD_STRING, "WaitPointName"), + DEFINE_KEYFIELD(m_flLeadDistance, FIELD_FLOAT, "LeadDistance"), + DEFINE_KEYFIELD(m_flRetrieveDistance, FIELD_FLOAT, "RetrieveDistance"), + DEFINE_KEYFIELD(m_flSuccessDistance, FIELD_FLOAT, "SuccessDistance"), + DEFINE_KEYFIELD(m_bRun, FIELD_BOOLEAN, "Run"), + DEFINE_KEYFIELD(m_iRetrievePlayer, FIELD_INTEGER, "Retrieve"), + DEFINE_KEYFIELD(m_iRetrieveWaitForSpeak, FIELD_INTEGER, "RetrieveWaitForSpeak"), + DEFINE_KEYFIELD(m_iComingBackWaitForSpeak, FIELD_INTEGER, "ComingBackWaitForSpeak"), + DEFINE_KEYFIELD(m_bStopScenesWhenPlayerLost, FIELD_BOOLEAN, "StopScenes"), + DEFINE_KEYFIELD(m_bDontSpeakStart, FIELD_BOOLEAN, "DontSpeakStart"), + DEFINE_KEYFIELD(m_bLeadDuringCombat, FIELD_BOOLEAN, "LeadDuringCombat"), + DEFINE_KEYFIELD(m_bGagLeader, FIELD_BOOLEAN, "GagLeader"), + + DEFINE_KEYFIELD(m_iszStartConceptModifier, FIELD_STRING, "StartConceptModifier"), + DEFINE_KEYFIELD(m_iszAttractPlayerConceptModifier, FIELD_STRING, "AttractPlayerConceptModifier"), + DEFINE_KEYFIELD(m_iszWaitOverConceptModifier, FIELD_STRING, "WaitOverConceptModifier"), + DEFINE_KEYFIELD(m_iszArrivalConceptModifier, FIELD_STRING, "ArrivalConceptModifier"), + DEFINE_KEYFIELD(m_iszPostArrivalConceptModifier, FIELD_STRING, "PostArrivalConceptModifier"), + DEFINE_KEYFIELD(m_iszSuccessConceptModifier, FIELD_STRING, "SuccessConceptModifier"), + DEFINE_KEYFIELD(m_iszFailureConceptModifier, FIELD_STRING, "FailureConceptModifier"), + DEFINE_KEYFIELD(m_iszRetrieveConceptModifier, FIELD_STRING, "RetrieveConceptModifier"), + DEFINE_KEYFIELD(m_iszComingBackConceptModifier, FIELD_STRING, "ComingBackConceptModifier"), + + DEFINE_OUTPUT( m_OnSuccess, "OnSuccess" ), + DEFINE_OUTPUT( m_OnArrival, "OnArrival" ), + DEFINE_OUTPUT( m_OnArrivalDone, "OnArrivalDone" ), + DEFINE_OUTPUT( m_OnFailure, "OnFailure" ), + DEFINE_OUTPUT( m_OnDone, "OnDone" ), + + // Inputs + DEFINE_INPUTFUNC( FIELD_VOID, "SetSuccess", InputSetSuccess ), + DEFINE_INPUTFUNC( FIELD_VOID, "SetFailure", InputSetFailure ), + +END_DATADESC() + + +//----------------------------------------------------------------------------- + +CAI_LeadBehavior *CAI_LeadGoal::GetLeadBehavior() +{ + CAI_BaseNPC *pActor = GetActor(); + if ( !pActor ) + return NULL; + + CAI_LeadBehavior *pBehavior; + if ( !pActor->GetBehavior( &pBehavior ) ) + { + return NULL; + } + + return pBehavior; +} + +//----------------------------------------------------------------------------- + +void CAI_LeadGoal::InputSetSuccess( inputdata_t &inputdata ) +{ + CAI_LeadBehavior *pBehavior = GetLeadBehavior(); + if ( !pBehavior ) + return; + + // @TODO (toml 02-14-03): Hackly! + pBehavior->SetCondition( CAI_LeadBehavior::COND_LEAD_SUCCESS); +} + + +//----------------------------------------------------------------------------- + +void CAI_LeadGoal::InputSetFailure( inputdata_t &inputdata ) +{ + DevMsg( "SetFailure unimplemented\n" ); +} + + +//----------------------------------------------------------------------------- + +void CAI_LeadGoal::InputActivate( inputdata_t &inputdata ) +{ + BaseClass::InputActivate( inputdata ); + + CAI_LeadBehavior *pBehavior = GetLeadBehavior(); + if ( !pBehavior ) + { + DevMsg( "Lead goal entity activated for an NPC that doesn't have the lead behavior\n" ); + return; + } +#ifdef HL2_EPISODIC + if ( (m_flLeadDistance*4) < m_flRetrieveDistance ) + { + Warning("ai_goal_lead '%s': lead distance (%.2f) * 4 is < retrieve distance (%.2f). This will make the NPC act stupid. Either reduce the retrieve distance, or increase the lead distance.\n", GetDebugName(), m_flLeadDistance, m_flRetrieveDistance ); + } +#endif + + if ( m_flRetrieveDistance < (m_flLeadDistance + LEAD_MIN_RETRIEVEDIST_OFFSET) ) + { +#ifdef HL2_EPISODIC + Warning("ai_goal_lead '%s': retrieve distance (%.2f) < lead distance (%.2f) + %d. Retrieve distance should be at least %d greater than the lead distance, or NPC will ping-pong while retrieving.\n", GetDebugName(), m_flRetrieveDistance, m_flLeadDistance, LEAD_MIN_RETRIEVEDIST_OFFSET, LEAD_MIN_RETRIEVEDIST_OFFSET ); +#endif + m_flRetrieveDistance = m_flLeadDistance + LEAD_MIN_RETRIEVEDIST_OFFSET; + } + + AI_LeadArgs_t leadArgs = { + GetGoalEntityName(), + STRING(m_iszWaitPointName), + (unsigned)m_spawnflags, + m_flWaitDistance, + m_flLeadDistance, + m_flRetrieveDistance, + m_flSuccessDistance, + m_bRun, + m_iRetrievePlayer, + m_iRetrieveWaitForSpeak, + m_iComingBackWaitForSpeak, + m_bStopScenesWhenPlayerLost, + m_bDontSpeakStart, + m_bLeadDuringCombat, + m_bGagLeader, + }; + + pBehavior->LeadPlayer( leadArgs, this ); +} + +//----------------------------------------------------------------------------- + +void CAI_LeadGoal::InputDeactivate( inputdata_t &inputdata ) +{ + BaseClass::InputDeactivate( inputdata ); + + CAI_LeadBehavior *pBehavior = GetLeadBehavior(); + if ( !pBehavior ) + return; + + pBehavior->StopLeading(); +} + +//----------------------------------------------------------------------------- + +void CAI_LeadGoal::OnEvent( int event ) +{ + COutputEvent *pOutputEvent = NULL; + + switch ( event ) + { + case LBE_ARRIVAL: pOutputEvent = &m_OnArrival; break; + case LBE_ARRIVAL_DONE: pOutputEvent = &m_OnArrivalDone; break; + case LBE_SUCCESS: pOutputEvent = &m_OnSuccess; break; + case LBE_FAILURE: pOutputEvent = &m_OnFailure; break; + case LBE_DONE: pOutputEvent = &m_OnDone; break; + } + + // @TODO (toml 08-16-02): move arrived tracking onto behavior + if ( event == LBE_ARRIVAL ) + m_fArrived = true; + + if ( pOutputEvent ) + pOutputEvent->FireOutput( this, this ); +} + +//----------------------------------------------------------------------------- + +const char *CAI_LeadGoal::GetConceptModifiers( const char *pszConcept ) +{ + if ( m_iszStartConceptModifier != NULL_STRING && *STRING(m_iszStartConceptModifier) && strcmp( pszConcept, TLK_LEAD_START) == 0 ) + return STRING( m_iszStartConceptModifier ); + + if ( m_iszAttractPlayerConceptModifier != NULL_STRING && *STRING(m_iszAttractPlayerConceptModifier) && strcmp( pszConcept, TLK_LEAD_ATTRACTPLAYER) == 0 ) + return STRING( m_iszAttractPlayerConceptModifier ); + + if ( m_iszWaitOverConceptModifier != NULL_STRING && *STRING(m_iszWaitOverConceptModifier) && strcmp( pszConcept, TLK_LEAD_WAITOVER) == 0 ) + return STRING( m_iszWaitOverConceptModifier ); + + if ( m_iszArrivalConceptModifier != NULL_STRING && *STRING(m_iszArrivalConceptModifier) && strcmp( pszConcept, TLK_LEAD_ARRIVAL) == 0 ) + return STRING( m_iszArrivalConceptModifier ); + + if ( m_iszSuccessConceptModifier != NULL_STRING && *STRING(m_iszSuccessConceptModifier) && strcmp( pszConcept, TLK_LEAD_SUCCESS) == 0 ) + return STRING( m_iszSuccessConceptModifier ); + + if (m_iszFailureConceptModifier != NULL_STRING && *STRING(m_iszFailureConceptModifier) && strcmp( pszConcept, TLK_LEAD_FAILURE) == 0 ) + return STRING( m_iszFailureConceptModifier ); + + if (m_iszRetrieveConceptModifier != NULL_STRING && *STRING(m_iszRetrieveConceptModifier) && strcmp( pszConcept, TLK_LEAD_RETRIEVE) == 0 ) + return STRING( m_iszRetrieveConceptModifier ); + + if (m_iszComingBackConceptModifier != NULL_STRING && *STRING(m_iszComingBackConceptModifier) && strcmp( pszConcept, TLK_LEAD_COMINGBACK) == 0 ) + return STRING( m_iszComingBackConceptModifier ); + + if ( m_fArrived && m_iszPostArrivalConceptModifier != NULL_STRING && *STRING(m_iszPostArrivalConceptModifier) ) + return STRING( m_iszPostArrivalConceptModifier ); + + return NULL; +} + + +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// +// Purpose: A custom lead goal that waits until the player has a weapon. +// + +class CAI_LeadGoal_Weapon : public CAI_LeadGoal +{ + DECLARE_CLASS( CAI_LeadGoal_Weapon, CAI_LeadGoal ); +public: + + virtual const char *GetConceptModifiers( const char *pszConcept ); + virtual void InputActivate( inputdata_t &inputdata ); + +private: + string_t m_iszWeaponName; + string_t m_iszMissingWeaponConceptModifier; + + DECLARE_DATADESC(); +}; + +//----------------------------------------------------------------------------- +// +// CAI_LeadGoal_Weapon implementation +// + +LINK_ENTITY_TO_CLASS( ai_goal_lead_weapon, CAI_LeadGoal_Weapon ); + +BEGIN_DATADESC( CAI_LeadGoal_Weapon ) + + DEFINE_KEYFIELD( m_iszWeaponName, FIELD_STRING, "WeaponName"), + DEFINE_KEYFIELD( m_iszMissingWeaponConceptModifier, FIELD_STRING, "MissingWeaponConceptModifier"), + +END_DATADESC() + +//----------------------------------------------------------------------------- + +const char *CAI_LeadGoal_Weapon::GetConceptModifiers( const char *pszConcept ) +{ + if ( m_iszMissingWeaponConceptModifier != NULL_STRING && *STRING(m_iszMissingWeaponConceptModifier) && strcmp( pszConcept, TLK_LEAD_MISSINGWEAPON) == 0 ) + return STRING( m_iszMissingWeaponConceptModifier ); + + return BaseClass::GetConceptModifiers( pszConcept ); +} + + +//----------------------------------------------------------------------------- + +void CAI_LeadGoal_Weapon::InputActivate( inputdata_t &inputdata ) +{ + BaseClass::InputActivate( inputdata ); + + CAI_LeadBehavior *pBehavior = GetLeadBehavior(); + if ( pBehavior ) + { + pBehavior->SetWaitForWeapon( m_iszWeaponName ); + } +} |