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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/ai_basehumanoid.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/ai_basehumanoid.cpp')
| -rw-r--r-- | mp/src/game/server/ai_basehumanoid.cpp | 670 |
1 files changed, 335 insertions, 335 deletions
diff --git a/mp/src/game/server/ai_basehumanoid.cpp b/mp/src/game/server/ai_basehumanoid.cpp index aa08c86b..42084860 100644 --- a/mp/src/game/server/ai_basehumanoid.cpp +++ b/mp/src/game/server/ai_basehumanoid.cpp @@ -1,335 +1,335 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-
-#include "BasePropDoor.h"
-
-#include "ai_basehumanoid.h"
-#include "ai_blended_movement.h"
-#include "ai_navigator.h"
-#include "ai_memory.h"
-
-#ifdef HL2_DLL
-#include "ai_interactions.h"
-#endif
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-
-//-----------------------------------------------------------------------------
-// Purpose: This is a generic function (to be implemented by sub-classes) to
-// handle specific interactions between different types of characters
-// (For example the barnacle grabbing an NPC)
-// Input : Constant for the type of interaction
-// Output : true - if sub-class has a response for the interaction
-// false - if sub-class has no response
-//-----------------------------------------------------------------------------
-bool CAI_BaseHumanoid::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
-{
-#ifdef HL2_DLL
- // Annoying to ifdef this out. Copy it into all the HL2 specific humanoid NPC's instead?
- if ( interactionType == g_interactionBarnacleVictimDangle )
- {
- // Force choosing of a new schedule
- ClearSchedule( "Grabbed by a barnacle" );
- return true;
- }
- else if ( interactionType == g_interactionBarnacleVictimReleased )
- {
- // Destroy the entity, the barnacle is going to use the ragdoll that it is releasing
- // as the corpse.
- UTIL_Remove( this );
- return true;
- }
-#endif
- return BaseClass::HandleInteraction( interactionType, data, sourceEnt);
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: check ammo
-//-----------------------------------------------------------------------------
-void CAI_BaseHumanoid::CheckAmmo( void )
-{
- BaseClass::CheckAmmo();
-
- // FIXME: put into GatherConditions()?
- // FIXME: why isn't this a baseclass function?
- if (!GetActiveWeapon())
- return;
-
- // Don't do this while holstering / unholstering
- if ( IsWeaponStateChanging() )
- return;
-
- if (GetActiveWeapon()->UsesPrimaryAmmo())
- {
- if (!GetActiveWeapon()->HasPrimaryAmmo() )
- {
- SetCondition(COND_NO_PRIMARY_AMMO);
- }
- else if (GetActiveWeapon()->UsesClipsForAmmo1() && GetActiveWeapon()->Clip1() < (GetActiveWeapon()->GetMaxClip1() / 4 + 1))
- {
- // don't check for low ammo if you're near the max range of the weapon
- SetCondition(COND_LOW_PRIMARY_AMMO);
- }
- }
-
- if (!GetActiveWeapon()->HasSecondaryAmmo() )
- {
- if ( GetActiveWeapon()->UsesClipsForAmmo2() )
- {
- SetCondition(COND_NO_SECONDARY_AMMO);
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// TASK_RANGE_ATTACK1
-//-----------------------------------------------------------------------------
-void CAI_BaseHumanoid::BuildScheduleTestBits( )
-{
- BaseClass::BuildScheduleTestBits();
-
- if ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR )
- {
- if ( GetShotRegulator()->IsInRestInterval() )
- {
- ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK1 );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-static bool IsSmall( CBaseEntity *pBlocker )
-{
- CCollisionProperty *pCollisionProp = pBlocker->CollisionProp();
- int nSmaller = 0;
- Vector vecSize = pCollisionProp->OBBMaxs() - pCollisionProp->OBBMins();
- for ( int i = 0; i < 3; i++ )
- {
- if ( vecSize[i] >= 42 )
- return false;
-
- if ( vecSize[i] <= 30 )
- {
- nSmaller++;
- }
- }
-
- return ( nSmaller >= 2 );
-}
-
-bool CAI_BaseHumanoid::OnMoveBlocked( AIMoveResult_t *pResult )
-{
- if ( *pResult != AIMR_BLOCKED_NPC && GetNavigator()->GetBlockingEntity() && !GetNavigator()->GetBlockingEntity()->IsNPC() )
- {
- CBaseEntity *pBlocker = GetNavigator()->GetBlockingEntity();
-
- float massBonus = ( IsNavigationUrgent() ) ? 40.0 : 0;
-
- if ( pBlocker->GetMoveType() == MOVETYPE_VPHYSICS &&
- pBlocker != GetGroundEntity() &&
- !pBlocker->IsNavIgnored() &&
- !dynamic_cast<CBasePropDoor *>(pBlocker) &&
- pBlocker->VPhysicsGetObject() &&
- pBlocker->VPhysicsGetObject()->IsMoveable() &&
- ( pBlocker->VPhysicsGetObject()->GetMass() <= 35.0 + massBonus + 0.1 ||
- ( pBlocker->VPhysicsGetObject()->GetMass() <= 50.0 + massBonus + 0.1 && IsSmall( pBlocker ) ) ) )
- {
- DbgNavMsg1( this, "Setting ignore on object %s", pBlocker->GetDebugName() );
- pBlocker->SetNavIgnore( 2.5 );
- }
-#if 0
- else
- {
- CPhysicsProp *pProp = dynamic_cast<CPhysicsProp*>( pBlocker );
- if ( pProp && pProp->GetHealth() && pProp->GetExplosiveDamage() == 0.0 && GetActiveWeapon() && !GetActiveWeapon()->ClassMatches( "weapon_rpg" ) )
- {
- Msg( "!\n" );
- // Destroy!
- }
- }
-#endif
- }
-
- return BaseClass::OnMoveBlocked( pResult );
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-#define SNEAK_ATTACK_DIST 360.0f // 30 feet
-void CAI_BaseHumanoid::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
-{
- bool bSneakAttacked = false;
-
- if( ptr->hitgroup == HITGROUP_HEAD )
- {
- if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && info.GetAttacker() != GetEnemy() && !IsInAScript() )
- {
- // Shot in the head by a player I've never seen. In this case the player
- // has gotten the drop on this enemy and such an attack is always lethal (at close range)
- bSneakAttacked = true;
-
- AIEnemiesIter_t iter;
- for( AI_EnemyInfo_t *pMemory = GetEnemies()->GetFirst(&iter); pMemory != NULL; pMemory = GetEnemies()->GetNext(&iter) )
- {
- if ( pMemory->hEnemy == info.GetAttacker() )
- {
- bSneakAttacked = false;
- break;
- }
- }
-
- float flDist;
-
- flDist = (info.GetAttacker()->GetAbsOrigin() - GetAbsOrigin()).Length();
-
- if( flDist > SNEAK_ATTACK_DIST )
- {
- bSneakAttacked = false;
- }
- }
- }
-
- if( bSneakAttacked )
- {
- CTakeDamageInfo newInfo = info;
-
- newInfo.SetDamage( GetHealth() );
- BaseClass::TraceAttack( newInfo, vecDir, ptr, pAccumulator );
- return;
- }
-
- BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
-}
-
-//-----------------------------------------------------------------------------
-// TASK_RANGE_ATTACK1
-//-----------------------------------------------------------------------------
-void CAI_BaseHumanoid::StartTaskRangeAttack1( const Task_t *pTask )
-{
- if ( ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) == 0 )
- {
- BaseClass::StartTask( pTask );
- return;
- }
-
- // Can't shoot if we're in the rest interval; fail the schedule
- if ( GetShotRegulator()->IsInRestInterval() )
- {
- TaskFail( "Shot regulator in rest interval" );
- return;
- }
-
- if ( GetShotRegulator()->ShouldShoot() )
- {
- OnRangeAttack1();
- ResetIdealActivity( ACT_RANGE_ATTACK1 );
- }
- else
- {
- // This can happen if we start while in the middle of a burst
- // which shouldn't happen, but given the chaotic nature of our AI system,
- // does occasionally happen.
- ResetIdealActivity( ACT_IDLE_ANGRY );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Starting Tasks
-//-----------------------------------------------------------------------------
-void CAI_BaseHumanoid::StartTask( const Task_t *pTask )
-{
- switch( pTask->iTask )
- {
- case TASK_RANGE_ATTACK1:
- StartTaskRangeAttack1( pTask );
- break;
-
- default:
- BaseClass::StartTask( pTask );
- }
-}
-
-
-
-//-----------------------------------------------------------------------------
-// TASK_RANGE_ATTACK1 / TASK_RANGE_ATTACK2 / etc.
-//-----------------------------------------------------------------------------
-void CAI_BaseHumanoid::RunTaskRangeAttack1( const Task_t *pTask )
-{
- if ( ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) == 0 )
- {
- BaseClass::RunTask( pTask );
- return;
- }
-
- 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 ( ( pTask->iTask == TASK_RANGE_ATTACK1 || pTask->iTask == 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 ( !GetEnemy() || !GetEnemy()->IsAlive() )
- {
- TaskComplete();
- return;
- }
-
- if ( !GetShotRegulator()->IsInRestInterval() )
- {
- if ( GetShotRegulator()->ShouldShoot() )
- {
- OnRangeAttack1();
- ResetIdealActivity( ACT_RANGE_ATTACK1 );
- }
- return;
- }
- TaskComplete();
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Running Tasks
-//-----------------------------------------------------------------------------
-void CAI_BaseHumanoid::RunTask( const Task_t *pTask )
-{
- switch( pTask->iTask )
- {
- case TASK_RANGE_ATTACK1:
- RunTaskRangeAttack1( pTask );
- break;
-
- default:
- BaseClass::RunTask( pTask );
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" + +#include "BasePropDoor.h" + +#include "ai_basehumanoid.h" +#include "ai_blended_movement.h" +#include "ai_navigator.h" +#include "ai_memory.h" + +#ifdef HL2_DLL +#include "ai_interactions.h" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + + +//----------------------------------------------------------------------------- +// Purpose: This is a generic function (to be implemented by sub-classes) to +// handle specific interactions between different types of characters +// (For example the barnacle grabbing an NPC) +// Input : Constant for the type of interaction +// Output : true - if sub-class has a response for the interaction +// false - if sub-class has no response +//----------------------------------------------------------------------------- +bool CAI_BaseHumanoid::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt) +{ +#ifdef HL2_DLL + // Annoying to ifdef this out. Copy it into all the HL2 specific humanoid NPC's instead? + if ( interactionType == g_interactionBarnacleVictimDangle ) + { + // Force choosing of a new schedule + ClearSchedule( "Grabbed by a barnacle" ); + return true; + } + else if ( interactionType == g_interactionBarnacleVictimReleased ) + { + // Destroy the entity, the barnacle is going to use the ragdoll that it is releasing + // as the corpse. + UTIL_Remove( this ); + return true; + } +#endif + return BaseClass::HandleInteraction( interactionType, data, sourceEnt); +} + + +//----------------------------------------------------------------------------- +// Purpose: check ammo +//----------------------------------------------------------------------------- +void CAI_BaseHumanoid::CheckAmmo( void ) +{ + BaseClass::CheckAmmo(); + + // FIXME: put into GatherConditions()? + // FIXME: why isn't this a baseclass function? + if (!GetActiveWeapon()) + return; + + // Don't do this while holstering / unholstering + if ( IsWeaponStateChanging() ) + return; + + if (GetActiveWeapon()->UsesPrimaryAmmo()) + { + if (!GetActiveWeapon()->HasPrimaryAmmo() ) + { + SetCondition(COND_NO_PRIMARY_AMMO); + } + else if (GetActiveWeapon()->UsesClipsForAmmo1() && GetActiveWeapon()->Clip1() < (GetActiveWeapon()->GetMaxClip1() / 4 + 1)) + { + // don't check for low ammo if you're near the max range of the weapon + SetCondition(COND_LOW_PRIMARY_AMMO); + } + } + + if (!GetActiveWeapon()->HasSecondaryAmmo() ) + { + if ( GetActiveWeapon()->UsesClipsForAmmo2() ) + { + SetCondition(COND_NO_SECONDARY_AMMO); + } + } +} + + +//----------------------------------------------------------------------------- +// TASK_RANGE_ATTACK1 +//----------------------------------------------------------------------------- +void CAI_BaseHumanoid::BuildScheduleTestBits( ) +{ + BaseClass::BuildScheduleTestBits(); + + if ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) + { + if ( GetShotRegulator()->IsInRestInterval() ) + { + ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK1 ); + } + } +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- + +static bool IsSmall( CBaseEntity *pBlocker ) +{ + CCollisionProperty *pCollisionProp = pBlocker->CollisionProp(); + int nSmaller = 0; + Vector vecSize = pCollisionProp->OBBMaxs() - pCollisionProp->OBBMins(); + for ( int i = 0; i < 3; i++ ) + { + if ( vecSize[i] >= 42 ) + return false; + + if ( vecSize[i] <= 30 ) + { + nSmaller++; + } + } + + return ( nSmaller >= 2 ); +} + +bool CAI_BaseHumanoid::OnMoveBlocked( AIMoveResult_t *pResult ) +{ + if ( *pResult != AIMR_BLOCKED_NPC && GetNavigator()->GetBlockingEntity() && !GetNavigator()->GetBlockingEntity()->IsNPC() ) + { + CBaseEntity *pBlocker = GetNavigator()->GetBlockingEntity(); + + float massBonus = ( IsNavigationUrgent() ) ? 40.0 : 0; + + if ( pBlocker->GetMoveType() == MOVETYPE_VPHYSICS && + pBlocker != GetGroundEntity() && + !pBlocker->IsNavIgnored() && + !dynamic_cast<CBasePropDoor *>(pBlocker) && + pBlocker->VPhysicsGetObject() && + pBlocker->VPhysicsGetObject()->IsMoveable() && + ( pBlocker->VPhysicsGetObject()->GetMass() <= 35.0 + massBonus + 0.1 || + ( pBlocker->VPhysicsGetObject()->GetMass() <= 50.0 + massBonus + 0.1 && IsSmall( pBlocker ) ) ) ) + { + DbgNavMsg1( this, "Setting ignore on object %s", pBlocker->GetDebugName() ); + pBlocker->SetNavIgnore( 2.5 ); + } +#if 0 + else + { + CPhysicsProp *pProp = dynamic_cast<CPhysicsProp*>( pBlocker ); + if ( pProp && pProp->GetHealth() && pProp->GetExplosiveDamage() == 0.0 && GetActiveWeapon() && !GetActiveWeapon()->ClassMatches( "weapon_rpg" ) ) + { + Msg( "!\n" ); + // Destroy! + } + } +#endif + } + + return BaseClass::OnMoveBlocked( pResult ); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +#define SNEAK_ATTACK_DIST 360.0f // 30 feet +void CAI_BaseHumanoid::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) +{ + bool bSneakAttacked = false; + + if( ptr->hitgroup == HITGROUP_HEAD ) + { + if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && info.GetAttacker() != GetEnemy() && !IsInAScript() ) + { + // Shot in the head by a player I've never seen. In this case the player + // has gotten the drop on this enemy and such an attack is always lethal (at close range) + bSneakAttacked = true; + + AIEnemiesIter_t iter; + for( AI_EnemyInfo_t *pMemory = GetEnemies()->GetFirst(&iter); pMemory != NULL; pMemory = GetEnemies()->GetNext(&iter) ) + { + if ( pMemory->hEnemy == info.GetAttacker() ) + { + bSneakAttacked = false; + break; + } + } + + float flDist; + + flDist = (info.GetAttacker()->GetAbsOrigin() - GetAbsOrigin()).Length(); + + if( flDist > SNEAK_ATTACK_DIST ) + { + bSneakAttacked = false; + } + } + } + + if( bSneakAttacked ) + { + CTakeDamageInfo newInfo = info; + + newInfo.SetDamage( GetHealth() ); + BaseClass::TraceAttack( newInfo, vecDir, ptr, pAccumulator ); + return; + } + + BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); +} + +//----------------------------------------------------------------------------- +// TASK_RANGE_ATTACK1 +//----------------------------------------------------------------------------- +void CAI_BaseHumanoid::StartTaskRangeAttack1( const Task_t *pTask ) +{ + if ( ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) == 0 ) + { + BaseClass::StartTask( pTask ); + return; + } + + // Can't shoot if we're in the rest interval; fail the schedule + if ( GetShotRegulator()->IsInRestInterval() ) + { + TaskFail( "Shot regulator in rest interval" ); + return; + } + + if ( GetShotRegulator()->ShouldShoot() ) + { + OnRangeAttack1(); + ResetIdealActivity( ACT_RANGE_ATTACK1 ); + } + else + { + // This can happen if we start while in the middle of a burst + // which shouldn't happen, but given the chaotic nature of our AI system, + // does occasionally happen. + ResetIdealActivity( ACT_IDLE_ANGRY ); + } +} + + +//----------------------------------------------------------------------------- +// Starting Tasks +//----------------------------------------------------------------------------- +void CAI_BaseHumanoid::StartTask( const Task_t *pTask ) +{ + switch( pTask->iTask ) + { + case TASK_RANGE_ATTACK1: + StartTaskRangeAttack1( pTask ); + break; + + default: + BaseClass::StartTask( pTask ); + } +} + + + +//----------------------------------------------------------------------------- +// TASK_RANGE_ATTACK1 / TASK_RANGE_ATTACK2 / etc. +//----------------------------------------------------------------------------- +void CAI_BaseHumanoid::RunTaskRangeAttack1( const Task_t *pTask ) +{ + if ( ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) == 0 ) + { + BaseClass::RunTask( pTask ); + return; + } + + 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 ( ( pTask->iTask == TASK_RANGE_ATTACK1 || pTask->iTask == 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 ( !GetEnemy() || !GetEnemy()->IsAlive() ) + { + TaskComplete(); + return; + } + + if ( !GetShotRegulator()->IsInRestInterval() ) + { + if ( GetShotRegulator()->ShouldShoot() ) + { + OnRangeAttack1(); + ResetIdealActivity( ACT_RANGE_ATTACK1 ); + } + return; + } + TaskComplete(); + } +} + + +//----------------------------------------------------------------------------- +// Running Tasks +//----------------------------------------------------------------------------- +void CAI_BaseHumanoid::RunTask( const Task_t *pTask ) +{ + switch( pTask->iTask ) + { + case TASK_RANGE_ATTACK1: + RunTaskRangeAttack1( pTask ); + break; + + default: + BaseClass::RunTask( pTask ); + } +} |