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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/ai_basenpc_schedule.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/ai_basenpc_schedule.cpp')
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diff --git a/mp/src/game/server/ai_basenpc_schedule.cpp b/mp/src/game/server/ai_basenpc_schedule.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Functions and data pertaining to the NPCs' AI scheduling system.
+// Implements default NPC tasks and schedules.
+//
+//=============================================================================//
+
+
+#include "cbase.h"
+#include "ai_default.h"
+#include "animation.h"
+#include "scripted.h"
+#include "soundent.h"
+#include "entitylist.h"
+#include "basecombatweapon.h"
+#include "bitstring.h"
+#include "ai_task.h"
+#include "ai_network.h"
+#include "ai_schedule.h"
+#include "ai_hull.h"
+#include "ai_node.h"
+#include "ai_motor.h"
+#include "ai_hint.h"
+#include "ai_memory.h"
+#include "ai_navigator.h"
+#include "ai_tacticalservices.h"
+#include "ai_moveprobe.h"
+#include "ai_squadslot.h"
+#include "ai_squad.h"
+#include "ai_speech.h"
+#include "game.h"
+#include "IEffects.h"
+#include "vstdlib/random.h"
+#include "ndebugoverlay.h"
+#include "tier0/vcrmode.h"
+#include "env_debughistory.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+extern ConVar ai_task_pre_script;
+extern ConVar ai_use_efficiency;
+extern ConVar ai_use_think_optimizations;
+#define ShouldUseEfficiency() ( ai_use_think_optimizations.GetBool() && ai_use_efficiency.GetBool() )
+
+ConVar ai_simulate_task_overtime( "ai_simulate_task_overtime", "0" );
+
+#define MAX_TASKS_RUN 10
+
+struct TaskTimings
+{
+ const char *pszTask;
+ CFastTimer selectSchedule;
+ CFastTimer startTimer;
+ CFastTimer runTimer;
+};
+
+TaskTimings g_AITaskTimings[MAX_TASKS_RUN];
+int g_nAITasksRun;
+
+void CAI_BaseNPC::DumpTaskTimings()
+{
+ DevMsg(" Tasks timings:\n" );
+ for ( int i = 0; i < g_nAITasksRun; ++i )
+ {
+ DevMsg( " %32s -- select %5.2f, start %5.2f, run %5.2f\n", g_AITaskTimings[i].pszTask,
+ g_AITaskTimings[i].selectSchedule.GetDuration().GetMillisecondsF(),
+ g_AITaskTimings[i].startTimer.GetDuration().GetMillisecondsF(),
+ g_AITaskTimings[i].runTimer.GetDuration().GetMillisecondsF() );
+
+ }
+}
+
+
+//=========================================================
+// FHaveSchedule - Returns true if NPC's GetCurSchedule()
+// is anything other than NULL.
+//=========================================================
+bool CAI_BaseNPC::FHaveSchedule( void )
+{
+ if ( GetCurSchedule() == NULL )
+ {
+ return false;
+ }
+
+ return true;
+}
+
+//=========================================================
+// ClearSchedule - blanks out the caller's schedule pointer
+// and index.
+//=========================================================
+void CAI_BaseNPC::ClearSchedule( const char *szReason )
+{
+ if (szReason && m_debugOverlays & OVERLAY_TASK_TEXT_BIT)
+ {
+ DevMsg( this, AIMF_IGNORE_SELECTED, " Schedule cleared: %s\n", szReason );
+ }
+
+ if ( szReason )
+ {
+ ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs( "%s(%d): Schedule cleared: %s\n", GetDebugName(), entindex(), szReason ) );
+ }
+
+ m_ScheduleState.timeCurTaskStarted = m_ScheduleState.timeStarted = 0;
+ m_ScheduleState.bScheduleWasInterrupted = true;
+ SetTaskStatus( TASKSTATUS_NEW );
+ m_IdealSchedule = SCHED_NONE;
+ m_pSchedule = NULL;
+ ResetScheduleCurTaskIndex();
+ m_InverseIgnoreConditions.SetAll();
+}
+
+//=========================================================
+// FScheduleDone - Returns true if the caller is on the
+// last task in the schedule
+//=========================================================
+bool CAI_BaseNPC::FScheduleDone ( void )
+{
+ Assert( GetCurSchedule() != NULL );
+
+ if ( GetScheduleCurTaskIndex() == GetCurSchedule()->NumTasks() )
+ {
+ return true;
+ }
+
+ return false;
+}
+
+//=========================================================
+
+bool CAI_BaseNPC::SetSchedule( int localScheduleID )
+{
+ CAI_Schedule *pNewSchedule = GetScheduleOfType( localScheduleID );
+ if ( pNewSchedule )
+ {
+ // ken: I'm don't know of any remaining cases, but if you find one, hunt it down as to why the schedule is getting slammed while they're in the middle of script
+ if (m_hCine != NULL)
+ {
+ if (!(localScheduleID == SCHED_SLEEP || localScheduleID == SCHED_WAIT_FOR_SCRIPT || localScheduleID == SCHED_SCRIPTED_WALK || localScheduleID == SCHED_SCRIPTED_RUN || localScheduleID == SCHED_SCRIPTED_CUSTOM_MOVE || localScheduleID == SCHED_SCRIPTED_WAIT || localScheduleID == SCHED_SCRIPTED_FACE) )
+ {
+ Assert( 0 );
+ // ExitScriptedSequence();
+ }
+ }
+
+
+ m_IdealSchedule = GetGlobalScheduleId( localScheduleID );
+ SetSchedule( pNewSchedule );
+ return true;
+ }
+ return false;
+}
+
+//=========================================================
+// SetSchedule - replaces the NPC's schedule pointer
+// with the passed pointer, and sets the ScheduleIndex back
+// to 0
+//=========================================================
+#define SCHEDULE_HISTORY_SIZE 10
+void CAI_BaseNPC::SetSchedule( CAI_Schedule *pNewSchedule )
+{
+ Assert( pNewSchedule != NULL );
+
+ m_ScheduleState.timeCurTaskStarted = m_ScheduleState.timeStarted = gpGlobals->curtime;
+ m_ScheduleState.bScheduleWasInterrupted = false;
+
+ m_pSchedule = pNewSchedule ;
+ ResetScheduleCurTaskIndex();
+ SetTaskStatus( TASKSTATUS_NEW );
+ m_failSchedule = SCHED_NONE;
+ bool bCondInPVS = HasCondition( COND_IN_PVS );
+ m_Conditions.ClearAll();
+ if ( bCondInPVS )
+ SetCondition( COND_IN_PVS );
+ m_bConditionsGathered = false;
+ GetNavigator()->ClearGoal();
+ m_InverseIgnoreConditions.SetAll();
+ Forget( bits_MEMORY_TURNING );
+
+/*
+#if _DEBUG
+ if ( !ScheduleFromName( pNewSchedule->GetName() ) )
+ {
+ DevMsg( "Schedule %s not in table!!!\n", pNewSchedule->GetName() );
+ }
+#endif
+*/
+// this is very useful code if you can isolate a test case in a level with a single NPC. It will notify
+// you of every schedule selection the NPC makes.
+
+ if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT)
+ {
+ DevMsg(this, AIMF_IGNORE_SELECTED, "Schedule: %s (time: %.2f)\n", pNewSchedule->GetName(), gpGlobals->curtime );
+ }
+
+ ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): Schedule: %s (time: %.2f)\n", GetDebugName(), entindex(), pNewSchedule->GetName(), gpGlobals->curtime ) );
+
+#ifdef AI_MONITOR_FOR_OSCILLATION
+ if( m_bSelected )
+ {
+ AIScheduleChoice_t choice;
+ choice.m_flTimeSelected = gpGlobals->curtime;
+ choice.m_pScheduleSelected = pNewSchedule;
+ m_ScheduleHistory.AddToHead(choice);
+
+ if( m_ScheduleHistory.Count() > SCHEDULE_HISTORY_SIZE )
+ {
+ m_ScheduleHistory.Remove( SCHEDULE_HISTORY_SIZE );
+ }
+
+ assert( m_ScheduleHistory.Count() <= SCHEDULE_HISTORY_SIZE );
+
+ // No analysis until the vector is full!
+ if( m_ScheduleHistory.Count() == SCHEDULE_HISTORY_SIZE )
+ {
+ int iNumSelections = m_ScheduleHistory.Count();
+ float flTimeSpan = m_ScheduleHistory.Head().m_flTimeSelected - m_ScheduleHistory.Tail().m_flTimeSelected;
+ float flSelectionsPerSecond = ((float)iNumSelections) / flTimeSpan;
+
+ Msg( "%d selections in %f seconds (avg. %f selections per second)\n", iNumSelections, flTimeSpan, flSelectionsPerSecond );
+
+ if( flSelectionsPerSecond >= 8.0f )
+ {
+ DevMsg("\n\n %s is thrashing schedule selection:\n", GetDebugName() );
+
+ for( int i = 0 ; i < m_ScheduleHistory.Count() ; i++ )
+ {
+ AIScheduleChoice_t choice = m_ScheduleHistory[i];
+ Msg("--%s %f\n", choice.m_pScheduleSelected->GetName(), choice.m_flTimeSelected );
+ }
+
+ Msg("\n");
+
+ CAI_BaseNPC::m_nDebugBits |= bits_debugDisableAI;
+ }
+ }
+ }
+#endif//AI_MONITOR_FOR_OSCILLATION
+}
+
+//=========================================================
+// NextScheduledTask - increments the ScheduleIndex
+//=========================================================
+void CAI_BaseNPC::NextScheduledTask ( void )
+{
+ Assert( GetCurSchedule() != NULL );
+
+ SetTaskStatus( TASKSTATUS_NEW );
+ IncScheduleCurTaskIndex();
+
+ if ( FScheduleDone() )
+ {
+ // Reset memory of failed schedule
+ m_failedSchedule = NULL;
+ m_interuptSchedule = NULL;
+
+ // just completed last task in schedule, so make it invalid by clearing it.
+ SetCondition( COND_SCHEDULE_DONE );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: This function allows NPCs to modify the interrupt mask for the
+// current schedule. This enables them to use base schedules but with
+// different interrupt conditions. Implement this function in your
+// derived class, and Set or Clear condition bits as you please.
+//
+// NOTE: Always call the base class in your implementation, but be
+// aware of the difference between changing the bits before vs.
+// changing the bits after calling the base implementation.
+//
+// Input : pBitString - Receives the updated interrupt mask.
+//-----------------------------------------------------------------------------
+void CAI_BaseNPC::BuildScheduleTestBits( void )
+{
+ //NOTENOTE: Always defined in the leaf classes
+}
+
+
+//=========================================================
+// IsScheduleValid - returns true as long as the current
+// schedule is still the proper schedule to be executing,
+// taking into account all conditions
+//=========================================================
+bool CAI_BaseNPC::IsScheduleValid()
+{
+ if ( GetCurSchedule() == NULL || GetCurSchedule()->NumTasks() == 0 )
+ {
+ return false;
+ }
+
+ //Start out with the base schedule's set interrupt conditions
+ GetCurSchedule()->GetInterruptMask( &m_CustomInterruptConditions );
+
+ // Let the leaf class modify our interrupt test bits, but:
+ // - Don't allow any modifications when scripted
+ // - Don't modify interrupts for Schedules that set the COND_NO_CUSTOM_INTERRUPTS bit.
+ if ( m_NPCState != NPC_STATE_SCRIPT && !IsInLockedScene() && !m_CustomInterruptConditions.IsBitSet( COND_NO_CUSTOM_INTERRUPTS ) )
+ {
+ BuildScheduleTestBits();
+ }
+
+ //Any conditions set here will always be forced on the interrupt conditions
+ SetCustomInterruptCondition( COND_NPC_FREEZE );
+
+ // This is like: m_CustomInterruptConditions &= m_Conditions;
+ CAI_ScheduleBits testBits;
+ m_CustomInterruptConditions.And( m_Conditions, &testBits );
+
+ if (!testBits.IsAllClear())
+ {
+ // If in developer mode save the interrupt text for debug output
+ if (g_pDeveloper->GetInt())
+ {
+ // Reset memory of failed schedule
+ m_failedSchedule = NULL;
+ m_interuptSchedule = GetCurSchedule();
+
+ // Find the first non-zero bit
+ for (int i=0;i<MAX_CONDITIONS;i++)
+ {
+ if (testBits.IsBitSet(i))
+ {
+ m_interruptText = ConditionName( AI_RemapToGlobal( i ) );
+ if (!m_interruptText)
+ {
+ m_interruptText = "(UNKNOWN CONDITION)";
+ /*
+ static const char *pError = "ERROR: Unknown condition!";
+ DevMsg("%s (%s)\n", pError, GetDebugName());
+ m_interruptText = pError;
+ */
+ }
+
+ if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT)
+ {
+ DevMsg( this, AIMF_IGNORE_SELECTED, " Break condition -> %s\n", m_interruptText );
+ }
+
+ ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): Break condition -> %s\n", GetDebugName(), entindex(), m_interruptText ) );
+
+ break;
+ }
+ }
+
+ if ( HasCondition( COND_NEW_ENEMY ) )
+ {
+ if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT)
+ {
+ DevMsg( this, AIMF_IGNORE_SELECTED, " New enemy: %s\n", GetEnemy() ? GetEnemy()->GetDebugName() : "<NULL>" );
+ }
+
+ ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): New enemy: %s\n", GetDebugName(), entindex(), GetEnemy() ? GetEnemy()->GetDebugName() : "<NULL>" ) );
+ }
+ }
+
+ return false;
+ }
+
+ if ( HasCondition(COND_SCHEDULE_DONE) ||
+ HasCondition(COND_TASK_FAILED) )
+ {
+#ifdef DEBUG
+ if ( HasCondition ( COND_TASK_FAILED ) && m_failSchedule == SCHED_NONE )
+ {
+ // fail! Send a visual indicator.
+ DevWarning( 2, "Schedule: %s Failed\n", GetCurSchedule()->GetName() );
+
+ Vector tmp;
+ CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 1.0f ), &tmp );
+ tmp.z += 16;
+
+ g_pEffects->Sparks( tmp );
+ }
+#endif // DEBUG
+
+ // some condition has interrupted the schedule, or the schedule is done
+ return false;
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Determines whether or not SelectIdealState() should be called before
+// a NPC selects a new schedule.
+//
+// NOTE: This logic was a source of pure, distilled trouble in Half-Life.
+// If you change this function, please supply good comments.
+//
+// Output : Returns true if yes, false if no
+//-----------------------------------------------------------------------------
+bool CAI_BaseNPC::ShouldSelectIdealState( void )
+{
+/*
+
+ HERE's the old Half-Life code that used to control this.
+
+ if ( m_IdealNPCState != NPC_STATE_DEAD &&
+ (m_IdealNPCState != NPC_STATE_SCRIPT || m_IdealNPCState == m_NPCState) )
+ {
+ if ( (m_afConditions && !HasConditions(bits_COND_SCHEDULE_DONE)) ||
+ (GetCurSchedule() && (GetCurSchedule()->iInterruptMask & bits_COND_SCHEDULE_DONE)) ||
+ ((m_NPCState == NPC_STATE_COMBAT) && (GetEnemy() == NULL)) )
+ {
+ GetIdealState();
+ }
+ }
+*/
+
+ // Don't get ideal state if you are supposed to be dead.
+ if ( m_IdealNPCState == NPC_STATE_DEAD )
+ return false;
+
+ // If I'm supposed to be in scripted state, but i'm not yet, do not allow
+ // SelectIdealState() to be called, because it doesn't know how to determine
+ // that a NPC should be in SCRIPT state and will stomp it with some other
+ // state. (Most likely ALERT)
+ if ( (m_IdealNPCState == NPC_STATE_SCRIPT) && (m_NPCState != NPC_STATE_SCRIPT) )
+ return false;
+
+ // If the NPC has any current conditions, and one of those conditions indicates
+ // that the previous schedule completed successfully, then don't run SelectIdealState().
+ // Paths between states only exist for interrupted schedules, or when a schedule
+ // contains a task that suggests that the NPC change state.
+ if ( !HasCondition(COND_SCHEDULE_DONE) )
+ return true;
+
+ // This seems like some sort of hack...
+ // Currently no schedule that I can see in the AI uses this feature, but if a schedule
+ // interrupt mask contains bits_COND_SCHEDULE_DONE, then force a call to SelectIdealState().
+ // If we want to keep this feature, I suggest we create a new condition with a name that
+ // indicates exactly what it does.
+ if ( GetCurSchedule() && GetCurSchedule()->HasInterrupt(COND_SCHEDULE_DONE) )
+ return true;
+
+ // Don't call SelectIdealState if a NPC in combat state has a valid enemy handle. Otherwise,
+ // we need to change state immediately because something unexpected happened to the enemy
+ // entity (it was blown apart by someone else, for example), and we need the NPC to change
+ // state. THE REST OF OUR CODE should be robust enough that this can go away!!
+ if ( (m_NPCState == NPC_STATE_COMBAT) && (GetEnemy() == NULL) )
+ return true;
+
+ if ( (m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT) && (GetEnemy() != NULL) )
+ return true;
+
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns a new schedule based on current condition bits.
+//-----------------------------------------------------------------------------
+CAI_Schedule *CAI_BaseNPC::GetNewSchedule( void )
+{
+ int scheduleType;
+
+ //
+ // Schedule selection code here overrides all leaf schedule selection.
+ //
+ if (HasCondition(COND_NPC_FREEZE))
+ {
+ scheduleType = SCHED_NPC_FREEZE;
+ }
+ else
+ {
+ // I dunno how this trend got started, but we need to find the problem.
+ // You may not be in combat state with no enemy!!! (sjb) 11/4/03
+ if( m_NPCState == NPC_STATE_COMBAT && !GetEnemy() )
+ {
+ DevMsg("**ERROR: Combat State with no enemy! slamming to ALERT\n");
+ SetState( NPC_STATE_ALERT );
+ }
+
+ AI_PROFILE_SCOPE_BEGIN( CAI_BaseNPC_SelectSchedule);
+
+ if ( m_NPCState == NPC_STATE_SCRIPT || m_NPCState == NPC_STATE_DEAD || m_iInteractionState == NPCINT_MOVING_TO_MARK )
+ {
+ scheduleType = CAI_BaseNPC::SelectSchedule();
+ }
+ else
+ {
+ scheduleType = SelectSchedule();
+ }
+
+ m_IdealSchedule = GetGlobalScheduleId( scheduleType );
+
+ AI_PROFILE_SCOPE_END();
+ }
+
+ return GetScheduleOfType( scheduleType );
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+CAI_Schedule *CAI_BaseNPC::GetFailSchedule( void )
+{
+ int prevSchedule;
+ int failedTask;
+
+ if ( GetCurSchedule() )
+ prevSchedule = GetLocalScheduleId( GetCurSchedule()->GetId() );
+ else
+ prevSchedule = SCHED_NONE;
+
+ const Task_t *pTask = GetTask();
+ if ( pTask )
+ failedTask = pTask->iTask;
+ else
+ failedTask = TASK_INVALID;
+
+ Assert( AI_IdIsLocal( prevSchedule ) );
+ Assert( AI_IdIsLocal( failedTask ) );
+
+ int scheduleType = SelectFailSchedule( prevSchedule, failedTask, m_ScheduleState.taskFailureCode );
+ return GetScheduleOfType( scheduleType );
+}
+
+
+//=========================================================
+// MaintainSchedule - does all the per-think schedule maintenance.
+// ensures that the NPC leaves this function with a valid
+// schedule!
+//=========================================================
+
+static bool ShouldStopProcessingTasks( CAI_BaseNPC *pNPC, int taskTime, int timeLimit )
+{
+#ifdef DEBUG
+ if( ai_simulate_task_overtime.GetBool() )
+ return true;
+#endif
+
+ // Always stop processing if we've queued up a navigation query on the last task
+ if ( pNPC->IsNavigationDeferred() )
+ return true;
+
+ if ( AIStrongOpt() )
+ {
+ bool bInScript = ( pNPC->GetState() == NPC_STATE_SCRIPT || pNPC->IsCurSchedule( SCHED_SCENE_GENERIC, false ) );
+
+ // We ran a costly task, don't do it again!
+ if ( pNPC->HasMemory( bits_MEMORY_TASK_EXPENSIVE ) && bInScript == false )
+ return true;
+ }
+
+ if ( taskTime > timeLimit )
+ {
+ if ( ShouldUseEfficiency() ||
+ pNPC->IsMoving() ||
+ ( pNPC->GetIdealActivity() != ACT_RUN && pNPC->GetIdealActivity() != ACT_WALK ) )
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+//-------------------------------------
+
+void CAI_BaseNPC::MaintainSchedule ( void )
+{
+ AI_PROFILE_SCOPE(CAI_BaseNPC_RunAI_MaintainSchedule);
+ extern CFastTimer g_AIMaintainScheduleTimer;
+ CTimeScope timeScope(&g_AIMaintainScheduleTimer);
+
+ //---------------------------------
+
+ CAI_Schedule *pNewSchedule;
+ int i;
+ bool runTask = true;
+
+#if defined( VPROF_ENABLED )
+#if defined(DISABLE_DEBUG_HISTORY)
+ bool bDebugTaskNames = ( developer.GetBool() || ( VProfAI() && g_VProfCurrentProfile.IsEnabled() ) );
+#else
+ bool bDebugTaskNames = true;
+#endif
+#else
+ bool bDebugTaskNames = false;
+#endif
+
+ memset( g_AITaskTimings, 0, sizeof(g_AITaskTimings) );
+
+ g_nAITasksRun = 0;
+
+ const int timeLimit = ( IsDebug() ) ? 16 : 8;
+ int taskTime = Plat_MSTime();
+
+ // Reset this at the beginning of the frame
+ Forget( bits_MEMORY_TASK_EXPENSIVE );
+
+ // UNDONE: Tune/fix this MAX_TASKS_RUN... This is just here so infinite loops are impossible
+ bool bStopProcessing = false;
+ for ( i = 0; i < MAX_TASKS_RUN && !bStopProcessing; i++ )
+ {
+ if ( GetCurSchedule() != NULL && TaskIsComplete() )
+ {
+ // Schedule is valid, so advance to the next task if the current is complete.
+ NextScheduledTask();
+
+ // If we finished the current schedule, clear our ignored conditions so they
+ // aren't applied to the next schedule selection.
+ if ( HasCondition( COND_SCHEDULE_DONE ) )
+ {
+ // Put our conditions back the way they were after GatherConditions,
+ // but add in COND_SCHEDULE_DONE.
+ m_Conditions = m_ConditionsPreIgnore;
+ SetCondition( COND_SCHEDULE_DONE );
+
+ m_InverseIgnoreConditions.SetAll();
+ }
+
+ // --------------------------------------------------------
+ // If debug stepping advance when I complete a task
+ // --------------------------------------------------------
+ if (CAI_BaseNPC::m_nDebugBits & bits_debugStepAI)
+ {
+ m_nDebugCurIndex++;
+ return;
+ }
+ }
+
+ int curTiming = g_nAITasksRun;
+ g_nAITasksRun++;
+
+ // validate existing schedule
+ if ( !IsScheduleValid() || m_NPCState != m_IdealNPCState )
+ {
+ // Notify the NPC that his schedule is changing
+ m_ScheduleState.bScheduleWasInterrupted = true;
+ OnScheduleChange();
+
+ if ( !HasCondition(COND_NPC_FREEZE) && ( !m_bConditionsGathered || m_bSkippedChooseEnemy ) )
+ {
+ // occurs if a schedule is exhausted within one think
+ GatherConditions();
+ }
+
+ if ( ShouldSelectIdealState() )
+ {
+ NPC_STATE eIdealState = SelectIdealState();
+ SetIdealState( eIdealState );
+ }
+
+ if ( HasCondition( COND_TASK_FAILED ) && m_NPCState == m_IdealNPCState )
+ {
+ // Get a fail schedule if the previous schedule failed during execution and
+ // the NPC is still in its ideal state. Otherwise, the NPC would immediately
+ // select the same schedule again and fail again.
+ if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT)
+ {
+ DevMsg( this, AIMF_IGNORE_SELECTED, " (failed)\n" );
+ }
+
+ ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): (failed)\n", GetDebugName(), entindex() ) );
+
+ pNewSchedule = GetFailSchedule();
+ m_IdealSchedule = pNewSchedule->GetId();
+ DevWarning( 2, "(%s) Schedule (%s) Failed at %d!\n", STRING( GetEntityName() ), GetCurSchedule() ? GetCurSchedule()->GetName() : "GetCurSchedule() == NULL", GetScheduleCurTaskIndex() );
+ SetSchedule( pNewSchedule );
+ }
+ else
+ {
+ // If the NPC is supposed to change state, it doesn't matter if the previous
+ // schedule failed or completed. Changing state means selecting an entirely new schedule.
+ SetState( m_IdealNPCState );
+
+ g_AITaskTimings[curTiming].selectSchedule.Start();
+
+ pNewSchedule = GetNewSchedule();
+
+ g_AITaskTimings[curTiming].selectSchedule.End();
+
+ SetSchedule( pNewSchedule );
+ }
+ }
+
+ if (!GetCurSchedule())
+ {
+ g_AITaskTimings[curTiming].selectSchedule.Start();
+
+ pNewSchedule = GetNewSchedule();
+
+ g_AITaskTimings[curTiming].selectSchedule.End();
+
+ if (pNewSchedule)
+ {
+ SetSchedule( pNewSchedule );
+ }
+ }
+
+ if ( !GetCurSchedule() || GetCurSchedule()->NumTasks() == 0 )
+ {
+ DevMsg("ERROR: Missing or invalid schedule!\n");
+ SetActivity ( ACT_IDLE );
+ return;
+ }
+
+ AI_PROFILE_SCOPE_BEGIN_( CAI_BaseNPC::GetSchedulingSymbols()->ScheduleIdToSymbol( GetCurSchedule()->GetId() ) );
+
+ if ( GetTaskStatus() == TASKSTATUS_NEW )
+ {
+ if ( GetScheduleCurTaskIndex() == 0 )
+ {
+ int globalId = GetCurSchedule()->GetId();
+ int localId = GetLocalScheduleId( globalId ); // if localId == -1, then it came from a behavior
+ OnStartSchedule( (localId != -1)? localId : globalId );
+ }
+
+ g_AITaskTimings[curTiming].startTimer.Start();
+ const Task_t *pTask = GetTask();
+ const char *pszTaskName = ( bDebugTaskNames ) ? TaskName( pTask->iTask ) : "ai_task";
+ Assert( pTask != NULL );
+ g_AITaskTimings[i].pszTask = pszTaskName;
+
+ if (m_debugOverlays & OVERLAY_TASK_TEXT_BIT)
+ {
+ DevMsg(this, AIMF_IGNORE_SELECTED, " Task: %s\n", pszTaskName );
+ }
+
+ ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs("%s(%d): Task: %s\n", GetDebugName(), entindex(), pszTaskName ) );
+
+ OnStartTask();
+
+ m_ScheduleState.taskFailureCode = NO_TASK_FAILURE;
+ m_ScheduleState.timeCurTaskStarted = gpGlobals->curtime;
+
+ AI_PROFILE_SCOPE_BEGIN_( pszTaskName );
+ AI_PROFILE_SCOPE_BEGIN(CAI_BaseNPC_StartTask);
+
+ StartTask( pTask );
+
+ AI_PROFILE_SCOPE_END();
+ AI_PROFILE_SCOPE_END();
+
+ if ( TaskIsRunning() && !HasCondition(COND_TASK_FAILED) )
+ StartTaskOverlay();
+
+ g_AITaskTimings[curTiming].startTimer.End();
+ // DevMsg( "%.2f StartTask( %s )\n", gpGlobals->curtime, m_pTaskSR->GetStringText( pTask->iTask ) );
+ }
+
+ AI_PROFILE_SCOPE_END();
+
+ // UNDONE: Twice?!!!
+ MaintainActivity();
+
+ AI_PROFILE_SCOPE_BEGIN_( CAI_BaseNPC::GetSchedulingSymbols()->ScheduleIdToSymbol( GetCurSchedule()->GetId() ) );
+
+ if ( !TaskIsComplete() && GetTaskStatus() != TASKSTATUS_NEW )
+ {
+ if ( TaskIsRunning() && !HasCondition(COND_TASK_FAILED) && runTask )
+ {
+ const Task_t *pTask = GetTask();
+ const char *pszTaskName = ( bDebugTaskNames ) ? TaskName( pTask->iTask ) : "ai_task";
+ Assert( pTask != NULL );
+ g_AITaskTimings[i].pszTask = pszTaskName;
+ // DevMsg( "%.2f RunTask( %s )\n", gpGlobals->curtime, m_pTaskSR->GetStringText( pTask->iTask ) );
+ g_AITaskTimings[curTiming].runTimer.Start();
+
+ AI_PROFILE_SCOPE_BEGIN_( pszTaskName );
+ AI_PROFILE_SCOPE_BEGIN(CAI_BaseNPC_RunTask);
+
+ int j;
+ for (j = 0; j < 8; j++)
+ {
+ RunTask( pTask );
+
+ if ( GetTaskInterrupt() == 0 || TaskIsComplete() || HasCondition(COND_TASK_FAILED) )
+ break;
+
+ if ( ShouldUseEfficiency() && ShouldStopProcessingTasks( this, Plat_MSTime() - taskTime, timeLimit ) )
+ {
+ bStopProcessing = true;
+ break;
+ }
+ }
+ AssertMsg( j < 8, "Runaway task interrupt\n" );
+
+ AI_PROFILE_SCOPE_END();
+ AI_PROFILE_SCOPE_END();
+
+ if ( TaskIsRunning() && !HasCondition(COND_TASK_FAILED) )
+ {
+ if ( IsCurTaskContinuousMove() )
+ Remember( bits_MEMORY_MOVED_FROM_SPAWN );
+ RunTaskOverlay();
+ }
+
+ g_AITaskTimings[curTiming].runTimer.End();
+
+ // don't do this again this frame
+ // FIXME: RunTask() should eat some of the clock, depending on what it has done
+ // runTask = false;
+
+ if ( !TaskIsComplete() )
+ {
+ bStopProcessing = true;
+ }
+ }
+ else
+ {
+ bStopProcessing = true;
+ }
+ }
+
+ AI_PROFILE_SCOPE_END();
+
+ // Decide if we should continue on this frame
+ if ( !bStopProcessing && ShouldStopProcessingTasks( this, Plat_MSTime() - taskTime, timeLimit ) )
+ bStopProcessing = true;
+ }
+
+ // UNDONE: We have to do this so that we have an animation set to blend to if RunTask changes the animation
+ // RunTask() will always change animations at the end of a script!
+ // Don't do this twice
+ MaintainActivity();
+
+ // --------------------------------------------------------
+ // If I'm stopping to debug step, don't animate unless
+ // I'm in motion
+ // --------------------------------------------------------
+ if (CAI_BaseNPC::m_nDebugBits & bits_debugStepAI)
+ {
+ if (!GetNavigator()->IsGoalActive() &&
+ m_nDebugCurIndex >= CAI_BaseNPC::m_nDebugPauseIndex)
+ {
+ m_flPlaybackRate = 0;
+ }
+ }
+}
+
+
+//=========================================================
+
+bool CAI_BaseNPC::FindCoverPos( CBaseEntity *pEntity, Vector *pResult )
+{
+ AI_PROFILE_SCOPE(CAI_BaseNPC_FindCoverPos);
+
+ if ( !GetTacticalServices()->FindLateralCover( pEntity->EyePosition(), 0, pResult ) )
+ {
+ if ( !GetTacticalServices()->FindCoverPos( pEntity->GetAbsOrigin(), pEntity->EyePosition(), 0, CoverRadius(), pResult ) )
+ {
+ return false;
+ }
+ }
+ return true;
+}
+
+//=========================================================
+
+bool CAI_BaseNPC::FindCoverPosInRadius( CBaseEntity *pEntity, const Vector &goalPos, float coverRadius, Vector *pResult )
+{
+ AI_PROFILE_SCOPE(CAI_BaseNPC_FindCoverPosInRadius);
+
+ if ( pEntity == NULL )
+ {
+ // Find cover from self if no enemy available
+ pEntity = this;
+ }
+
+ Vector coverPos = vec3_invalid;
+ CAI_TacticalServices * pTacticalServices = GetTacticalServices();
+ const Vector & enemyPos = pEntity->GetAbsOrigin();
+ Vector enemyEyePos = pEntity->EyePosition();
+
+ if( ( !GetSquad() || GetSquad()->GetFirstMember() == this ) &&
+ IsCoverPosition( enemyEyePos, goalPos + GetViewOffset() ) &&
+ IsValidCover( goalPos, NULL ) )
+ {
+ coverPos = goalPos;
+ }
+ else if ( !pTacticalServices->FindCoverPos( goalPos, enemyPos, enemyEyePos, 0, coverRadius * 0.5, &coverPos ) )
+ {
+ if ( !pTacticalServices->FindLateralCover( goalPos, enemyEyePos, 0, coverRadius * 0.5, 3, &coverPos ) )
+ {
+ if ( !pTacticalServices->FindCoverPos( goalPos, enemyPos, enemyEyePos, coverRadius * 0.5 - 0.1, coverRadius, &coverPos ) )
+ {
+ pTacticalServices->FindLateralCover( goalPos, enemyEyePos, 0, coverRadius, 5, &coverPos );
+ }
+ }
+ }
+
+ if ( coverPos == vec3_invalid )
+ return false;
+ *pResult = coverPos;
+ return true;
+}
+
+//=========================================================
+
+bool CAI_BaseNPC::FindCoverPos( CSound *pSound, Vector *pResult )
+{
+ if ( !GetTacticalServices()->FindCoverPos( pSound->GetSoundReactOrigin(),
+ pSound->GetSoundReactOrigin(),
+ MIN( pSound->Volume(), 120.0 ),
+ CoverRadius(),
+ pResult ) )
+ {
+ return GetTacticalServices()->FindLateralCover( pSound->GetSoundReactOrigin(), MIN( pSound->Volume(), 60.0 ), pResult );
+ }
+
+ return true;
+}
+
+//=========================================================
+// Start task - selects the correct activity and performs
+// any necessary calculations to start the next task on the
+// schedule.
+//=========================================================
+
+//-----------------------------------------------------------------------------
+// TASK_TURN_RIGHT / TASK_TURN_LEFT
+//-----------------------------------------------------------------------------
+void CAI_BaseNPC::StartTurn( float flDeltaYaw )
+{
+ float flCurrentYaw;
+
+ flCurrentYaw = UTIL_AngleMod( GetLocalAngles().y );
+ GetMotor()->SetIdealYaw( UTIL_AngleMod( flCurrentYaw + flDeltaYaw ) );
+ SetTurnActivity();
+}
+
+
+//-----------------------------------------------------------------------------
+// TASK_CLEAR_HINTNODE
+//-----------------------------------------------------------------------------
+void CAI_BaseNPC::ClearHintNode( float reuseDelay )
+{
+ if ( m_pHintNode )
+ {
+ if ( m_pHintNode->IsLockedBy(this) )
+ m_pHintNode->Unlock(reuseDelay);
+ m_pHintNode = NULL;
+ }
+}
+
+
+void CAI_BaseNPC::SetHintNode( CAI_Hint *pHintNode )
+{
+ m_pHintNode = pHintNode;
+}
+
+
+//-----------------------------------------------------------------------------
+
+bool CAI_BaseNPC::FindCoverFromEnemy( bool bNodesOnly, float flMinDistance, float flMaxDistance )
+{
+ CBaseEntity *pEntity = GetEnemy();
+
+ // Find cover from self if no enemy available
+ if ( pEntity == NULL )
+ pEntity = this;
+
+ Vector coverPos = vec3_invalid;
+
+ ClearHintNode();
+
+ if ( bNodesOnly )
+ {
+ if ( flMaxDistance == FLT_MAX )
+ flMaxDistance = CoverRadius();
+
+ if ( !GetTacticalServices()->FindCoverPos( pEntity->GetAbsOrigin(), pEntity->EyePosition(), flMinDistance, flMaxDistance, &coverPos ) )
+ return false;
+ }
+ else
+ {
+ if ( !FindCoverPos( pEntity, &coverPos ) )
+ return false;
+ }
+
+ AI_NavGoal_t goal( GOALTYPE_COVER, coverPos, ACT_RUN, AIN_HULL_TOLERANCE );
+
+ if ( !GetNavigator()->SetGoal( goal ) )
+ return false;
+
+ // FIXME: add to goal
+ if (GetHintNode())
+ {
+ GetNavigator()->SetArrivalActivity( GetCoverActivity( GetHintNode() ) );
+ GetNavigator()->SetArrivalDirection( GetHintNode()->GetDirection() );
+ }
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// TASK_FIND_COVER_FROM_BEST_SOUND
+//-----------------------------------------------------------------------------
+bool CAI_BaseNPC::FindCoverFromBestSound( Vector *pCoverPos )
+{
+ CSound *pBestSound;
+
+ pBestSound = GetBestSound();
+
+ if (pBestSound)
+ {
+ // UNDONE: Back away if cover fails? Grunts do this.
+ return FindCoverPos( pBestSound, pCoverPos );
+ }
+ else
+ {
+ DevMsg( 2, "Attempting to find cover from best sound, but best sound not founc.\n" );
+ }
+
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// TASK_FACE_REASONABLE
+//-----------------------------------------------------------------------------
+float CAI_BaseNPC::CalcReasonableFacing( bool bIgnoreOriginalFacing )
+{
+ float flReasonableYaw;
+
+ if( !bIgnoreOriginalFacing && !HasMemory( bits_MEMORY_MOVED_FROM_SPAWN ) && !HasCondition( COND_SEE_ENEMY) )
+ {
+ flReasonableYaw = m_flOriginalYaw;
+ }
+ else
+ {
+ // If I'm facing a wall, change my original yaw and try to find a good direction to face.
+ trace_t tr;
+ Vector forward;
+ QAngle angles( 0, 0, 0 );
+
+ float idealYaw = GetMotor()->GetIdealYaw();
+
+ flReasonableYaw = idealYaw;
+
+ // Try just using the facing we have
+ const float MIN_DIST = GetReasonableFacingDist();
+ float longestTrace = 0;
+
+ // Early out if we're overriding reasonable facing
+ if ( !MIN_DIST )
+ return flReasonableYaw;
+
+ // Otherwise, scan out back and forth until something better is found
+ const float SLICES = 8.0f;
+ const float SIZE_SLICE = 360.0 / SLICES;
+ const int SEARCH_MAX = (int)SLICES / 2;
+
+ float zEye = GetAbsOrigin().z + m_vDefaultEyeOffset.z; // always use standing eye so as to not screw with crouch cover
+
+ for( int i = 0 ; i <= SEARCH_MAX; i++ )
+ {
+ float offset = i * SIZE_SLICE;
+ for ( int j = -1; j <= 1; j += 2)
+ {
+ angles.y = idealYaw + ( offset * j );
+ AngleVectors( angles, &forward, NULL, NULL );
+ float curTrace;
+ if( ( curTrace = LineOfSightDist( forward, zEye ) ) > longestTrace && IsValidReasonableFacing(forward, curTrace) )
+ {
+ // Take this one.
+ flReasonableYaw = angles.y;
+ longestTrace = curTrace;
+ }
+
+ if ( longestTrace > MIN_DIST) // found one
+ break;
+
+ if ( i == 0 || i == SEARCH_MAX) // if trying forwards or backwards, skip the check of the other side...
+ break;
+ }
+
+ if ( longestTrace > MIN_DIST ) // found one
+ break;
+ }
+ }
+
+ return flReasonableYaw;
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+float CAI_BaseNPC::GetReasonableFacingDist( void )
+{
+ if ( GetTask() && GetTask()->iTask == TASK_FACE_ENEMY )
+ {
+ const float dist = 3.5*12;
+ if ( GetEnemy() )
+ {
+ float distEnemy = ( GetEnemy()->GetAbsOrigin().AsVector2D() - GetAbsOrigin().AsVector2D() ).Length() - 1.0;
+ return MIN( distEnemy, dist );
+ }
+
+ return dist;
+ }
+ return 5*12;
+}
+
+//-----------------------------------------------------------------------------
+// TASK_SCRIPT_RUN_TO_TARGET / TASK_SCRIPT_WALK_TO_TARGET / TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET
+//-----------------------------------------------------------------------------
+void CAI_BaseNPC::StartScriptMoveToTargetTask( int task )
+{
+ Activity newActivity;
+
+ if ( m_hTargetEnt == NULL)
+ {
+ TaskFail(FAIL_NO_TARGET);
+ }
+ else if ( (m_hTargetEnt->GetAbsOrigin() - GetLocalOrigin()).Length() < 1 )
+ {
+ TaskComplete();
+ }
+ else
+ {
+ //
+ // Select the appropriate activity.
+ //
+ if ( task == TASK_SCRIPT_WALK_TO_TARGET )
+ {
+ newActivity = ACT_WALK;
+ }
+ else if ( task == TASK_SCRIPT_RUN_TO_TARGET )
+ {
+ newActivity = ACT_RUN;
+ }
+ else
+ {
+ newActivity = GetScriptCustomMoveActivity();
+ }
+
+ if ( ( newActivity != ACT_SCRIPT_CUSTOM_MOVE ) && TranslateActivity( newActivity ) == ACT_INVALID )
+ {
+ // This NPC can't do this!
+ Assert( 0 );
+ }
+ else
+ {
+ if (m_hTargetEnt == NULL)
+ {
+ TaskFail(FAIL_NO_TARGET);
+ }
+ else
+ {
+
+ AI_NavGoal_t goal( GOALTYPE_TARGETENT, newActivity );
+
+ if ( GetState() == NPC_STATE_SCRIPT &&
+ ( m_ScriptArrivalActivity != AIN_DEF_ACTIVITY ||
+ m_strScriptArrivalSequence != NULL_STRING ) )
+ {
+ if ( m_ScriptArrivalActivity != AIN_DEF_ACTIVITY )
+ {
+ goal.arrivalActivity = m_ScriptArrivalActivity;
+ }
+ else
+ {
+ goal.arrivalSequence = LookupSequence( m_strScriptArrivalSequence.ToCStr() );
+ }
+ }
+
+ if (!GetNavigator()->SetGoal( goal, AIN_DISCARD_IF_FAIL ))
+ {
+ if ( GetNavigator()->GetNavFailCounter() == 0 )
+ {
+ // no path was built, but OnNavFailed() did something so that next time it may work
+ DevWarning("%s %s failed Urgent Movement, retrying\n", GetDebugName(), TaskName( task ) );
+ return;
+ }
+
+ // FIXME: scripted sequences don't actually know how to handle failure, but we're failing. This is serious
+ DevWarning("%s %s failed Urgent Movement, abandoning schedule\n", GetDebugName(), TaskName( task ) );
+ TaskFail(FAIL_NO_ROUTE);
+ }
+ else
+ {
+ GetNavigator()->SetArrivalDirection( m_hTargetEnt->GetAbsAngles() );
+ }
+ }
+ }
+ }
+
+ m_ScriptArrivalActivity = AIN_DEF_ACTIVITY;
+ m_strScriptArrivalSequence = NULL_STRING;
+
+ TaskComplete();
+}
+
+
+//-----------------------------------------------------------------------------
+// Start task!
+//-----------------------------------------------------------------------------
+void CAI_BaseNPC::StartTask( const Task_t *pTask )
+{
+ int task = pTask->iTask;
+ switch ( pTask->iTask )
+ {
+ case TASK_RESET_ACTIVITY:
+ m_Activity = ACT_RESET;
+ TaskComplete();
+ break;
+
+ case TASK_CREATE_PENDING_WEAPON:
+ Assert( m_iszPendingWeapon != NULL_STRING );
+ GiveWeapon( m_iszPendingWeapon );
+ m_iszPendingWeapon = NULL_STRING;
+ TaskComplete();
+ break;
+
+ case TASK_RANDOMIZE_FRAMERATE:
+ {
+ float newRate = GetPlaybackRate();
+ float percent = pTask->flTaskData / 100.0f;
+
+ newRate += ( newRate * random->RandomFloat(-percent, percent) );
+
+ SetPlaybackRate(newRate);
+
+ TaskComplete();
+ }
+ break;
+
+ case TASK_DEFER_DODGE:
+ m_flNextDodgeTime = gpGlobals->curtime + pTask->flTaskData;
+ TaskComplete();
+ break;
+
+ // Default case just completes. Override in sub-classes
+ // to play sound / animation / or pause
+ case TASK_ANNOUNCE_ATTACK:
+ TaskComplete();
+ break;
+
+ case TASK_TURN_RIGHT:
+ StartTurn( -pTask->flTaskData );
+ break;
+
+ case TASK_TURN_LEFT:
+ StartTurn( pTask->flTaskData );
+ break;
+
+ case TASK_REMEMBER:
+ Remember ( (int)pTask->flTaskData );
+ TaskComplete();
+ break;
+
+ case TASK_FORGET:
+ Forget ( (int)pTask->flTaskData );
+ TaskComplete();
+ break;
+
+ case TASK_FIND_HINTNODE:
+ case TASK_FIND_LOCK_HINTNODE:
+ {
+ if (!GetHintNode())
+ {
+ SetHintNode( CAI_HintManager::FindHint( this, HINT_NONE, pTask->flTaskData, 2000 ) );
+ }
+ if (GetHintNode())
+ {
+ TaskComplete();
+ }
+ else
+ {
+ TaskFail(FAIL_NO_HINT_NODE);
+ }
+ if ( task == TASK_FIND_HINTNODE )
+ break;
+ }
+ // Fall through on TASK_FIND_LOCK_HINTNODE...
+
+ case TASK_LOCK_HINTNODE:
+ {
+ if (!GetHintNode())
+ {
+ TaskFail(FAIL_NO_HINT_NODE);
+ }
+ else if( GetHintNode()->Lock(this) )
+ {
+ TaskComplete();
+ }
+ else
+ {
+ TaskFail(FAIL_ALREADY_LOCKED);
+ SetHintNode( NULL );
+ }
+ break;
+ }
+
+ case TASK_STORE_LASTPOSITION:
+ m_vecLastPosition = GetLocalOrigin();
+ TaskComplete();
+ break;
+
+ case TASK_CLEAR_LASTPOSITION:
+ m_vecLastPosition = vec3_origin;
+ TaskComplete();
+ break;
+
+ case TASK_STORE_POSITION_IN_SAVEPOSITION:
+ m_vSavePosition = GetLocalOrigin();
+ TaskComplete();
+ break;
+
+ case TASK_STORE_BESTSOUND_IN_SAVEPOSITION:
+ {
+ CSound *pBestSound = GetBestSound();
+ if ( pBestSound )
+ {
+ m_vSavePosition = pBestSound->GetSoundOrigin();
+ CBaseEntity *pSoundEnt = pBestSound->m_hOwner;
+ if ( pSoundEnt )
+ {
+ Vector vel;
+ pSoundEnt->GetVelocity( &vel, NULL );
+ // HACKHACK: run away from cars in the right direction
+ m_vSavePosition += vel * 2; // add in 2 seconds of velocity
+ }
+ TaskComplete();
+ }
+ else
+ {
+ TaskFail("No Sound!");
+ return;
+ }
+ }
+ break;
+
+ case TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION:
+ {
+ CSound *pBestSound = GetBestSound();
+ if ( pBestSound )
+ {
+ m_vSavePosition = pBestSound->GetSoundReactOrigin();
+ TaskComplete();
+ }
+ else
+ {
+ TaskFail("No Sound!");
+ return;
+ }
+ }
+ break;
+
+ case TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION:
+ if ( GetEnemy() != NULL )
+ {
+ m_vSavePosition = GetEnemy()->GetAbsOrigin();
+ TaskComplete();
+ }
+ else
+ {
+ TaskFail(FAIL_NO_ENEMY);
+ }
+ break;
+
+ case TASK_CLEAR_HINTNODE:
+ ClearHintNode(pTask->flTaskData);
+ TaskComplete();
+ break;
+
+ case TASK_STOP_MOVING:
+ if ( ( GetNavigator()->IsGoalSet() && GetNavigator()->IsGoalActive() ) || GetNavType() == NAV_JUMP )
+ {
+ DbgNavMsg( this, "Start TASK_STOP_MOVING\n" );
+ if ( pTask->flTaskData == 1 )
+ {
+ DbgNavMsg( this, "Initiating stopping path\n" );
+ GetNavigator()->StopMoving( false );
+ }
+ else
+ {
+ GetNavigator()->ClearGoal();
+ }
+
+ // E3 Hack
+ if ( HasPoseMoveYaw() )
+ {
+ SetPoseParameter( m_poseMove_Yaw, 0 );
+ }
+ }
+ else
+ {
+ if ( pTask->flTaskData == 1 && GetNavigator()->SetGoalFromStoppingPath() )
+ {
+ DbgNavMsg( this, "Start TASK_STOP_MOVING\n" );
+ DbgNavMsg( this, "Initiating stopping path\n" );
+ }
+ else
+ {
+ GetNavigator()->ClearGoal();
+ SetIdealActivity( GetStoppedActivity() );
+ TaskComplete();
+ }
+ }
+ break;
+
+ case TASK_PLAY_PRIVATE_SEQUENCE:
+ case TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY:
+ case TASK_PLAY_SEQUENCE_FACE_ENEMY:
+ case TASK_PLAY_SEQUENCE_FACE_TARGET:
+ case TASK_PLAY_SEQUENCE:
+ SetIdealActivity( (Activity)(int)pTask->flTaskData );
+ break;
+
+ case TASK_ADD_GESTURE_WAIT:
+ {
+ int iLayer = AddGesture( (Activity)(int)pTask->flTaskData );
+ if (iLayer > 0)
+ {
+ float flDuration = GetLayerDuration( iLayer );
+ SetWait( flDuration );
+ }
+ else
+ {
+ TaskFail( "Unable to allocate gesture" );
+ }
+ break;
+ }
+
+ case TASK_ADD_GESTURE:
+ {
+ AddGesture( (Activity)(int)pTask->flTaskData );
+ TaskComplete();
+ break;
+ }
+
+ case TASK_PLAY_HINT_ACTIVITY:
+ if ( GetHintNode()->HintActivityName() != NULL_STRING )
+ {
+ Activity hintActivity = (Activity)CAI_BaseNPC::GetActivityID( STRING(GetHintNode()->HintActivityName()) );
+ if ( hintActivity != ACT_INVALID )
+ {
+ SetIdealActivity( GetHintActivity(GetHintNode()->HintType(), hintActivity) );
+ }
+ else
+ {
+ int iSequence = LookupSequence(STRING(GetHintNode()->HintActivityName()));
+ if ( iSequence > ACT_INVALID )
+ {
+ SetSequenceById( iSequence ); // ???
+ SetIdealActivity( ACT_DO_NOT_DISTURB );
+ }
+ else
+ SetIdealActivity( ACT_IDLE );
+ }
+ }
+ else
+ {
+ SetIdealActivity( ACT_IDLE );
+ }
+ break;
+
+ case TASK_SET_SCHEDULE:
+ if ( !SetSchedule( pTask->flTaskData ) )
+ TaskFail(FAIL_SCHEDULE_NOT_FOUND);
+ break;
+
+ case TASK_FIND_BACKAWAY_FROM_SAVEPOSITION:
+ {
+ if ( GetEnemy() != NULL )
+ {
+ Vector backPos;
+ if ( !GetTacticalServices()->FindBackAwayPos( m_vSavePosition, &backPos ) )
+ {
+ // no place to backaway
+ TaskFail(FAIL_NO_BACKAWAY_NODE);
+ }
+ else
+ {
+ if (GetNavigator()->SetGoal( AI_NavGoal_t( backPos, ACT_RUN ) ) )
+ {
+ TaskComplete();
+ }
+ else
+ {
+ // no place to backaway
+ TaskFail(FAIL_NO_ROUTE);
+ }
+ }
+ }
+ else
+ {
+ TaskFail(FAIL_NO_ENEMY);
+ }
+ }
+ break;
+
+ case TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY:
+ case TASK_FIND_FAR_NODE_COVER_FROM_ENEMY:
+ case TASK_FIND_NODE_COVER_FROM_ENEMY:
+ case TASK_FIND_COVER_FROM_ENEMY:
+ {
+ bool bNodeCover = ( task != TASK_FIND_COVER_FROM_ENEMY );
+ float flMinDistance = ( task == TASK_FIND_FAR_NODE_COVER_FROM_ENEMY ) ? pTask->flTaskData : 0.0;
+ float flMaxDistance = ( task == TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY ) ? pTask->flTaskData : FLT_MAX;
+
+ if ( FindCoverFromEnemy( bNodeCover, flMinDistance, flMaxDistance ) )
+ {
+ if ( task == TASK_FIND_COVER_FROM_ENEMY )
+ m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData;
+ TaskComplete();
+ }
+ else
+ TaskFail(FAIL_NO_COVER);
+ }
+ break;
+
+
+ case TASK_FIND_COVER_FROM_ORIGIN:
+ {
+ Vector coverPos;
+
+ if ( GetTacticalServices()->FindCoverPos( GetLocalOrigin(), EyePosition(), 0, CoverRadius(), &coverPos ) )
+ {
+ AI_NavGoal_t goal(coverPos, ACT_RUN, AIN_HULL_TOLERANCE);
+ GetNavigator()->SetGoal( goal );
+
+ m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData;
+ }
+ else
+ {
+ // no coverwhatsoever.
+ TaskFail(FAIL_NO_COVER);
+ }
+ }
+
+ break;
+
+ case TASK_FIND_COVER_FROM_BEST_SOUND:
+ {
+ }
+ break;
+
+ case TASK_FACE_HINTNODE:
+
+ // If the yaw is locked, this function will not act correctly
+ Assert( GetMotor()->IsYawLocked() == false );
+
+ GetMotor()->SetIdealYaw( GetHintNode()->Yaw() );
+ GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw
+ if ( FacingIdeal() )
+ TaskComplete();
+ else
+ SetTurnActivity();
+ break;
+
+ case TASK_FACE_LASTPOSITION:
+ GetMotor()->SetIdealYawToTarget( m_vecLastPosition );
+ GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw
+ SetTurnActivity();
+ break;
+
+ case TASK_FACE_SAVEPOSITION:
+ GetMotor()->SetIdealYawToTarget( m_vSavePosition );
+ GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw
+ SetTurnActivity();
+ break;
+
+ case TASK_FACE_AWAY_FROM_SAVEPOSITION:
+ GetMotor()->SetIdealYawToTarget( m_vSavePosition, 0, 180.0 );
+ GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw
+ SetTurnActivity();
+ break;
+
+ case TASK_SET_IDEAL_YAW_TO_CURRENT:
+ GetMotor()->SetIdealYaw( UTIL_AngleMod( GetLocalAngles().y ) );
+ TaskComplete();
+ break;
+
+ case TASK_FACE_TARGET:
+ if ( m_hTargetEnt != NULL )
+ {
+ GetMotor()->SetIdealYawToTarget( m_hTargetEnt->GetAbsOrigin() );
+ SetTurnActivity();
+ }
+ else
+ {
+ TaskFail(FAIL_NO_TARGET);
+ }
+ break;
+
+ case TASK_FACE_PLAYER:
+ // track head to the client for a while.
+ SetWait( pTask->flTaskData );
+ break;
+
+ case TASK_FACE_ENEMY:
+ {
+ Vector vecEnemyLKP = GetEnemyLKP();
+ if (!FInAimCone( vecEnemyLKP ))
+ {
+ GetMotor()->SetIdealYawToTarget( vecEnemyLKP );
+ GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw
+ SetTurnActivity();
+ }
+ else
+ {
+ float flReasonableFacing = CalcReasonableFacing( true );
+ if ( fabsf( flReasonableFacing - GetMotor()->GetIdealYaw() ) < 1 )
+ TaskComplete();
+ else
+ {
+ GetMotor()->SetIdealYaw( flReasonableFacing );
+ SetTurnActivity();
+ }
+ }
+ break;
+ }
+
+ case TASK_FACE_IDEAL:
+ SetTurnActivity();
+ break;
+
+ case TASK_FACE_REASONABLE:
+ GetMotor()->SetIdealYaw( CalcReasonableFacing() );
+ SetTurnActivity();
+ break;
+
+ case TASK_FACE_PATH:
+ {
+ if (!GetNavigator()->IsGoalActive())
+ {
+ DevWarning( 2, "No route to face!\n");
+ TaskFail(FAIL_NO_ROUTE);
+ }
+ else
+ {
+ const float NPC_TRIVIAL_TURN = 15; // (Degrees). Turns this small or smaller, don't bother with a transition.
+
+ GetMotor()->SetIdealYawToTarget( GetNavigator()->GetCurWaypointPos());
+
+ if( fabs( GetMotor()->DeltaIdealYaw() ) <= NPC_TRIVIAL_TURN )
+ {
+ // This character is already facing the path well enough that
+ // moving will look fairly natural. Don't bother with a transitional
+ // turn animation.
+ TaskComplete();
+ break;
+ }
+ SetTurnActivity();
+ }
+ }
+ break;
+
+ // don't do anything.
+ case TASK_WAIT_PVS:
+ case TASK_WAIT_INDEFINITE:
+ break;
+
+ // set a future time that tells us when the wait is over.
+ case TASK_WAIT:
+ case TASK_WAIT_FACE_ENEMY:
+ SetWait( pTask->flTaskData );
+ break;
+
+ // set a future time that tells us when the wait is over.
+ case TASK_WAIT_RANDOM:
+ case TASK_WAIT_FACE_ENEMY_RANDOM:
+ SetWait( 0, pTask->flTaskData );
+ break;
+
+ case TASK_MOVE_TO_TARGET_RANGE:
+ case TASK_MOVE_TO_GOAL_RANGE:
+ {
+ // Identical tasks, except that target_range uses m_hTargetEnt,
+ // and Goal range uses the nav goal
+ CBaseEntity *pTarget = NULL;
+ if ( task == TASK_MOVE_TO_GOAL_RANGE )
+ {
+ pTarget = GetNavigator()->GetGoalTarget();
+ }
+ if ( !pTarget )
+ {
+ pTarget = m_hTargetEnt.Get();
+ }
+
+ if ( pTarget == NULL)
+ {
+ TaskFail(FAIL_NO_TARGET);
+ }
+ else if ( (pTarget->GetAbsOrigin() - GetLocalOrigin()).Length() < 1 )
+ {
+ TaskComplete();
+ }
+
+ if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
+ {
+ TaskComplete();
+ GetNavigator()->ClearGoal(); // Clear residual state
+ }
+ else
+ {
+ // set that we're probably going to stop before the goal
+ GetNavigator()->SetArrivalDistance( pTask->flTaskData );
+ }
+
+ break;
+ }
+
+ case TASK_WAIT_UNTIL_NO_DANGER_SOUND:
+ if( !HasCondition( COND_HEAR_DANGER ) )
+ {
+ TaskComplete();
+ }
+ break;
+
+ case TASK_TARGET_PLAYER:
+ {
+ CBaseEntity *pPlayer = gEntList.FindEntityByName( NULL, "!player" );
+ if ( pPlayer )
+ {
+ SetTarget( pPlayer );
+ TaskComplete();
+ }
+ else
+ TaskFail( FAIL_NO_PLAYER );
+ break;
+ }
+
+ case TASK_SCRIPT_RUN_TO_TARGET:
+ case TASK_SCRIPT_WALK_TO_TARGET:
+ case TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET:
+ StartScriptMoveToTargetTask( pTask->iTask );
+ break;
+
+ case TASK_CLEAR_MOVE_WAIT:
+ m_flMoveWaitFinished = gpGlobals->curtime;
+ TaskComplete();
+ break;
+
+ case TASK_MELEE_ATTACK1:
+ SetLastAttackTime( gpGlobals->curtime );
+ ResetIdealActivity( ACT_MELEE_ATTACK1 );
+ break;
+
+ case TASK_MELEE_ATTACK2:
+ SetLastAttackTime( gpGlobals->curtime );
+ ResetIdealActivity( ACT_MELEE_ATTACK2 );
+ break;
+
+ case TASK_RANGE_ATTACK1:
+ SetLastAttackTime( gpGlobals->curtime );
+ ResetIdealActivity( ACT_RANGE_ATTACK1 );
+ break;
+
+ case TASK_RANGE_ATTACK2:
+ SetLastAttackTime( gpGlobals->curtime );
+ ResetIdealActivity( ACT_RANGE_ATTACK2 );
+ break;
+
+ case TASK_RELOAD:
+ ResetIdealActivity( ACT_RELOAD );
+ break;
+
+ case TASK_SPECIAL_ATTACK1:
+ ResetIdealActivity( ACT_SPECIAL_ATTACK1 );
+ break;
+
+ case TASK_SPECIAL_ATTACK2:
+ ResetIdealActivity( ACT_SPECIAL_ATTACK2 );
+ break;
+
+ case TASK_SET_ACTIVITY:
+ {
+ Activity goalActivity = (Activity)((int)pTask->flTaskData);
+ if (goalActivity != ACT_RESET)
+ {
+ SetIdealActivity( goalActivity );
+ }
+ else
+ {
+ m_Activity = ACT_RESET;
+ }
+ break;
+ }
+ case TASK_GET_CHASE_PATH_TO_ENEMY:
+ {
+ CBaseEntity *pEnemy = GetEnemy();
+ if ( !pEnemy )
+ {
+ TaskFail(FAIL_NO_ROUTE);
+ return;
+ }
+
+ if ( ( pEnemy->GetAbsOrigin() - GetEnemyLKP() ).LengthSqr() < Square(pTask->flTaskData) )
+ {
+ ChainStartTask( TASK_GET_PATH_TO_ENEMY );
+ }
+ else
+ {
+ ChainStartTask( TASK_GET_PATH_TO_ENEMY_LKP );
+ }
+
+ if ( !TaskIsComplete() && !HasCondition(COND_TASK_FAILED) )
+ TaskFail(FAIL_NO_ROUTE);
+ break;
+ }
+
+ case TASK_GET_PATH_TO_ENEMY_LKP:
+ {
+ CBaseEntity *pEnemy = GetEnemy();
+ if (!pEnemy || IsUnreachable(pEnemy))
+ {
+ TaskFail(FAIL_NO_ROUTE);
+ return;
+ }
+ AI_NavGoal_t goal( GetEnemyLKP() );
+
+ TranslateNavGoal( pEnemy, goal.dest );
+
+ if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) )
+ {
+ TaskComplete();
+ }
+ else
+ {
+ // no way to get there =(
+ DevWarning( 2, "GetPathToEnemyLKP failed!!\n" );
+ RememberUnreachable(GetEnemy());
+ TaskFail(FAIL_NO_ROUTE);
+ }
+ break;
+ }
+
+ case TASK_GET_PATH_TO_INTERACTION_PARTNER:
+ {
+ if ( !m_hForcedInteractionPartner || IsUnreachable(m_hForcedInteractionPartner) )
+ {
+ TaskFail(FAIL_NO_ROUTE);
+ return;
+ }
+
+ // Calculate the position we need to be at to start the interaction.
+ CalculateForcedInteractionPosition();
+
+ AI_NavGoal_t goal( m_vecForcedWorldPosition );
+ TranslateNavGoal( m_hForcedInteractionPartner, goal.dest );
+
+ if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) )
+ {
+ TaskComplete();
+ }
+ else
+ {
+ DevWarning( 2, "GetPathToInteractionPartner failed!!\n" );
+ RememberUnreachable(m_hForcedInteractionPartner);
+ TaskFail(FAIL_NO_ROUTE);
+ }
+ break;
+ }
+
+ case TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS:
+ {
+ if ( GetEnemy() )
+ {
+ // Find out which range to use (either innately or a held weapon)
+ float flRange = -1.0f;
+ if ( CapabilitiesGet() & (bits_CAP_INNATE_RANGE_ATTACK1|bits_CAP_INNATE_RANGE_ATTACK2) )
+ {
+ flRange = InnateRange1MaxRange();
+ }
+ else if ( GetActiveWeapon() )
+ {
+ flRange = MAX( GetActiveWeapon()->m_fMaxRange1, GetActiveWeapon()->m_fMaxRange2 );
+ }
+ else
+ {
+ // You can't call this task without either innate range attacks or a weapon!
+ Assert( 0 );
+ TaskFail( FAIL_NO_ROUTE );
+ }
+
+ // Clamp to the specified range, if supplied
+ if ( pTask->flTaskData != 0 && pTask->flTaskData < flRange )
+ flRange = pTask->flTaskData;
+
+ // For now, just try running straight at enemy
+ float dist = EnemyDistance( GetEnemy() );
+ if ( dist <= flRange || GetNavigator()->SetVectorGoalFromTarget( GetEnemy()->GetAbsOrigin(), dist - flRange ) )
+ {
+ TaskComplete();
+ break;
+ }
+ }
+
+ TaskFail( FAIL_NO_ROUTE );
+ break;
+ }
+
+ case TASK_GET_PATH_TO_ENEMY_LOS:
+ case TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS:
+ case TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS:
+ case TASK_GET_PATH_TO_ENEMY_LKP_LOS:
+ {
+ if ( GetEnemy() == NULL )
+ {
+ TaskFail(FAIL_NO_ENEMY);
+ return;
+ }
+
+ AI_PROFILE_SCOPE(CAI_BaseNPC_FindLosToEnemy);
+ float flMaxRange = 2000;
+ float flMinRange = 0;
+
+ if ( GetActiveWeapon() )
+ {
+ flMaxRange = MAX( GetActiveWeapon()->m_fMaxRange1, GetActiveWeapon()->m_fMaxRange2 );
+ flMinRange = MIN( GetActiveWeapon()->m_fMinRange1, GetActiveWeapon()->m_fMinRange2 );
+ }
+ else if ( CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 )
+ {
+ flMaxRange = InnateRange1MaxRange();
+ flMinRange = InnateRange1MinRange();
+ }
+
+ //Check against NPC's max range
+ if ( flMaxRange > m_flDistTooFar )
+ {
+ flMaxRange = m_flDistTooFar;
+ }
+
+ Vector vecEnemy = ( task != TASK_GET_PATH_TO_ENEMY_LKP ) ? GetEnemy()->GetAbsOrigin() : GetEnemyLKP();
+ Vector vecEnemyEye = vecEnemy + GetEnemy()->GetViewOffset();
+
+ Vector posLos;
+ bool found = false;
+
+ if ( ( task != TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS ) && ( task != TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS ) )
+ {
+ if ( GetTacticalServices()->FindLateralLos( vecEnemyEye, &posLos ) )
+ {
+ float dist = ( posLos - vecEnemyEye ).Length();
+ if ( dist < flMaxRange && dist > flMinRange )
+ found = true;
+ }
+ }
+
+ if ( !found )
+ {
+ FlankType_t eFlankType = FLANKTYPE_NONE;
+ Vector vecFlankRefPos = vec3_origin;
+ float flFlankParam = 0;
+
+ if ( task == TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS )
+ {
+ eFlankType = FLANKTYPE_RADIUS;
+ vecFlankRefPos = m_vSavePosition;
+ flFlankParam = pTask->flTaskData;
+ }
+ else if ( task == TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS )
+ {
+ eFlankType = FLANKTYPE_ARC;
+ vecFlankRefPos = m_vSavePosition;
+ flFlankParam = pTask->flTaskData;
+ }
+
+ if ( GetTacticalServices()->FindLos( vecEnemy, vecEnemyEye, flMinRange, flMaxRange, 1.0, eFlankType, vecFlankRefPos, flFlankParam, &posLos ) )
+ {
+ found = true;
+ }
+ }
+
+ if ( !found )
+ {
+ TaskFail( FAIL_NO_SHOOT );
+ }
+ else
+ {
+ // else drop into run task to offer an interrupt
+ m_vInterruptSavePosition = posLos;
+ }
+ }
+ break;
+
+//==================================================
+// TASK_SET_GOAL
+//==================================================
+
+ case TASK_SET_GOAL:
+
+ switch ( (int) pTask->flTaskData )
+ {
+ case GOAL_ENEMY: //Enemy
+
+ if ( GetEnemy() == NULL )
+ {
+ TaskFail( FAIL_NO_ENEMY );
+ return;
+ }
+
+ //Setup our stored info
+ m_vecStoredPathGoal = GetEnemy()->GetAbsOrigin();
+ m_nStoredPathType = GOALTYPE_ENEMY;
+ m_fStoredPathFlags = 0;
+ m_hStoredPathTarget = GetEnemy();
+ GetNavigator()->SetMovementActivity(ACT_RUN);
+ break;
+
+ case GOAL_ENEMY_LKP: //Enemy's last known position
+
+ if ( GetEnemy() == NULL )
+ {
+ TaskFail( FAIL_NO_ENEMY );
+ return;
+ }
+
+ //Setup our stored info
+ m_vecStoredPathGoal = GetEnemyLKP();
+ m_nStoredPathType = GOALTYPE_LOCATION;
+ m_fStoredPathFlags = 0;
+ m_hStoredPathTarget = NULL;
+ GetNavigator()->SetMovementActivity(ACT_RUN);
+ break;
+
+ case GOAL_TARGET: //Target entity
+
+ if ( m_hTargetEnt == NULL )
+ {
+ TaskFail( FAIL_NO_TARGET );
+ return;
+ }
+
+ //Setup our stored info
+ m_vecStoredPathGoal = m_hTargetEnt->GetAbsOrigin();
+ m_nStoredPathType = GOALTYPE_TARGETENT;
+ m_fStoredPathFlags = 0;
+ m_hStoredPathTarget = m_hTargetEnt;
+ GetNavigator()->SetMovementActivity(ACT_RUN);
+ break;
+
+ case GOAL_SAVED_POSITION: //Saved position
+
+ //Setup our stored info
+ m_vecStoredPathGoal = m_vSavePosition;
+ m_nStoredPathType = GOALTYPE_LOCATION;
+ m_fStoredPathFlags = 0;
+ m_hStoredPathTarget = NULL;
+ GetNavigator()->SetMovementActivity(ACT_RUN);
+ break;
+ }
+
+ TaskComplete();
+
+ break;
+
+//==================================================
+// TASK_GET_PATH_TO_GOAL
+//==================================================
+
+ case TASK_GET_PATH_TO_GOAL:
+ {
+ AI_NavGoal_t goal( m_nStoredPathType,
+ AIN_DEF_ACTIVITY,
+ AIN_HULL_TOLERANCE,
+ AIN_DEF_FLAGS,
+ m_hStoredPathTarget );
+
+ bool foundPath = false;
+
+ //Find our path
+ switch ( (int) pTask->flTaskData )
+ {
+ case PATH_TRAVEL: //A land path to our goal
+ goal.dest = m_vecStoredPathGoal;
+ foundPath = GetNavigator()->SetGoal( goal );
+ break;
+
+ case PATH_LOS: //A path to get LOS to our goal
+ {
+ float flMaxRange = 2000.0f;
+ float flMinRange = 0.0f;
+
+ if ( GetActiveWeapon() )
+ {
+ flMaxRange = MAX( GetActiveWeapon()->m_fMaxRange1, GetActiveWeapon()->m_fMaxRange2 );
+ flMinRange = MIN( GetActiveWeapon()->m_fMinRange1, GetActiveWeapon()->m_fMinRange2 );
+ }
+ else if ( CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 )
+ {
+ flMaxRange = InnateRange1MaxRange();
+ flMinRange = InnateRange1MinRange();
+ }
+
+ // Check against NPC's max range
+ if ( flMaxRange > m_flDistTooFar )
+ {
+ flMaxRange = m_flDistTooFar;
+ }
+
+ Vector eyePosition = ( m_hStoredPathTarget != NULL ) ? m_hStoredPathTarget->EyePosition() : m_vecStoredPathGoal;
+
+ Vector posLos;
+
+ // See if we've found it
+ if ( GetTacticalServices()->FindLos( m_vecStoredPathGoal, eyePosition, flMinRange, flMaxRange, 1.0f, &posLos ) )
+ {
+ goal.dest = posLos;
+ foundPath = GetNavigator()->SetGoal( goal );
+ }
+ else
+ {
+ // No LOS to goal
+ TaskFail( FAIL_NO_SHOOT );
+ return;
+ }
+ }
+
+ break;
+
+ case PATH_COVER: //Get a path to cover FROM our goal
+ {
+ CBaseEntity *pEntity = ( m_hStoredPathTarget == NULL ) ? this : m_hStoredPathTarget;
+
+ //Find later cover first
+ Vector coverPos;
+
+ if ( GetTacticalServices()->FindLateralCover( pEntity->EyePosition(), 0, &coverPos ) )
+ {
+ AI_NavGoal_t goal( coverPos, ACT_RUN );
+ GetNavigator()->SetGoal( goal, AIN_CLEAR_PREVIOUS_STATE );
+
+ //FIXME: What exactly is this doing internally?
+ m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData;
+ TaskComplete();
+ return;
+ }
+ else
+ {
+ //Try any cover
+ if ( GetTacticalServices()->FindCoverPos( pEntity->GetAbsOrigin(), pEntity->EyePosition(), 0, CoverRadius(), &coverPos ) )
+ {
+ //If we've found it, find a safe route there
+ AI_NavGoal_t coverGoal( GOALTYPE_COVER,
+ coverPos,
+ ACT_RUN,
+ AIN_HULL_TOLERANCE,
+ AIN_DEF_FLAGS,
+ m_hStoredPathTarget );
+
+ foundPath = GetNavigator()->SetGoal( goal );
+
+ m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData;
+ }
+ else
+ {
+ TaskFail( FAIL_NO_COVER );
+ }
+ }
+ }
+
+ break;
+ }
+
+ //Now validate our try
+ if ( foundPath )
+ {
+ TaskComplete();
+ }
+ else
+ {
+ TaskFail( FAIL_NO_ROUTE );
+ }
+ }
+ break;
+
+ case TASK_GET_PATH_TO_ENEMY:
+ {
+ if (IsUnreachable(GetEnemy()))
+ {
+ TaskFail(FAIL_NO_ROUTE);
+ return;
+ }
+
+ CBaseEntity *pEnemy = GetEnemy();
+
+ if ( pEnemy == NULL )
+ {
+ TaskFail(FAIL_NO_ENEMY);
+ return;
+ }
+
+ if ( GetNavigator()->SetGoal( GOALTYPE_ENEMY ) )
+ {
+ TaskComplete();
+ }
+ else
+ {
+ // no way to get there =(
+ DevWarning( 2, "GetPathToEnemy failed!!\n" );
+ RememberUnreachable(GetEnemy());
+ TaskFail(FAIL_NO_ROUTE);
+ }
+ break;
+ }
+ case TASK_GET_PATH_TO_ENEMY_CORPSE:
+ {
+ Vector forward;
+ AngleVectors( GetLocalAngles(), &forward );
+ Vector vecEnemyLKP = GetEnemyLKP();
+
+ GetNavigator()->SetGoal( vecEnemyLKP - forward * 64, AIN_CLEAR_TARGET);
+ }
+ break;
+
+ case TASK_GET_PATH_TO_PLAYER:
+ {
+ CBaseEntity *pPlayer = gEntList.FindEntityByName( NULL, "!player" );
+
+ AI_NavGoal_t goal;
+
+ goal.type = GOALTYPE_LOCATION;
+ goal.dest = pPlayer->WorldSpaceCenter();
+ goal.pTarget = pPlayer;
+
+ GetNavigator()->SetGoal( goal );
+ break;
+ }
+
+ case TASK_GET_PATH_TO_SAVEPOSITION_LOS:
+ {
+ if ( GetEnemy() == NULL )
+ {
+ TaskFail(FAIL_NO_ENEMY);
+ return;
+ }
+
+ float flMaxRange = 2000;
+ float flMinRange = 0;
+ if ( GetActiveWeapon() )
+ {
+ flMaxRange = MAX(GetActiveWeapon()->m_fMaxRange1,GetActiveWeapon()->m_fMaxRange2);
+ flMinRange = MIN(GetActiveWeapon()->m_fMinRange1,GetActiveWeapon()->m_fMinRange2);
+ }
+ else if ( CapabilitiesGet() & bits_CAP_INNATE_RANGE_ATTACK1 )
+ {
+ flMaxRange = InnateRange1MaxRange();
+ flMinRange = InnateRange1MinRange();
+ }
+
+ // Check against NPC's max range
+ if (flMaxRange > m_flDistTooFar)
+ {
+ flMaxRange = m_flDistTooFar;
+ }
+
+ Vector posLos;
+
+ if (GetTacticalServices()->FindLos(m_vSavePosition,m_vSavePosition, flMinRange, flMaxRange, 1.0, &posLos))
+ {
+ GetNavigator()->SetGoal( AI_NavGoal_t( posLos, ACT_RUN, AIN_HULL_TOLERANCE ) );
+ }
+ else
+ {
+ // no coverwhatsoever.
+ TaskFail(FAIL_NO_SHOOT);
+ }
+ break;
+ }
+
+ case TASK_GET_PATH_TO_TARGET_WEAPON:
+ {
+ // Finds the nearest node within the leniency distances,
+ // whether the node can see the target or not.
+ const float XY_LENIENCY = 64.0;
+ const float Z_LENIENCY = 72.0;
+
+ if (m_hTargetEnt == NULL)
+ {
+ TaskFail(FAIL_NO_TARGET);
+ }
+ else
+ {
+ // Since this weapon MAY be on a table, we find the nearest node without verifying
+ // line-of-sight, since weapons on the table will not be able to see nodes very nearby.
+ int node = GetNavigator()->GetNetwork()->NearestNodeToPoint( this, m_hTargetEnt->GetAbsOrigin(), false );
+ CAI_Node *pNode = GetNavigator()->GetNetwork()->GetNode( node );
+
+ if( !pNode )
+ {
+ TaskFail( FAIL_NO_ROUTE );
+ break;
+ }
+
+ bool bHasPath = true;
+ Vector vecNodePos;
+
+ vecNodePos = pNode->GetPosition( GetHullType() );
+
+ float flDistZ;
+ flDistZ = fabs( vecNodePos.z - m_hTargetEnt->GetAbsOrigin().z );
+ if( flDistZ > Z_LENIENCY )
+ {
+ // The gun is too far away from its nearest node on the Z axis.
+ TaskFail( "Target not within Z_LENIENCY!\n");
+ CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( m_hTargetEnt.Get() );
+ if( pWeapon )
+ {
+ // Lock this weapon for a long time so no one else tries to get it.
+ pWeapon->Lock( 30.0f, pWeapon );
+ break;
+ }
+ }
+
+ if( flDistZ >= 16.0 )
+ {
+ // The gun is higher or lower, but it's within reach. (probably on a table).
+ float flDistXY = ( vecNodePos - m_hTargetEnt->GetAbsOrigin() ).Length2D();
+
+ // This means we have to stand on the nearest node and still be able to
+ // reach the gun.
+ if( flDistXY > XY_LENIENCY )
+ {
+ TaskFail( "Target not within XY_LENIENCY!\n" );
+ CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( m_hTargetEnt.Get() );
+ if( pWeapon )
+ {
+ // Lock this weapon for a long time so no one else tries to get it.
+ pWeapon->Lock( 30.0f, pWeapon );
+ break;
+ }
+ }
+
+ AI_NavGoal_t goal( vecNodePos );
+ goal.pTarget = m_hTargetEnt;
+ bHasPath = GetNavigator()->SetGoal( goal );
+ }
+ else
+ {
+ // The gun is likely just lying on the floor. Just pick it up.
+ AI_NavGoal_t goal( m_hTargetEnt->GetAbsOrigin() );
+ goal.pTarget = m_hTargetEnt;
+ bHasPath = GetNavigator()->SetGoal( goal );
+ }
+
+ if( !bHasPath )
+ {
+ CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( m_hTargetEnt.Get() );
+ if( pWeapon )
+ {
+ // Lock this weapon for a long time so no one else tries to get it.
+ pWeapon->Lock( 15.0f, pWeapon );
+ }
+ }
+ }
+ }
+ break;
+
+ case TASK_GET_PATH_TO_TARGET:
+ {
+ if (m_hTargetEnt == NULL)
+ {
+ TaskFail(FAIL_NO_TARGET);
+ }
+ else
+ {
+ AI_NavGoal_t goal( static_cast<const Vector&>(m_hTargetEnt->EyePosition()) );
+ goal.pTarget = m_hTargetEnt;
+ GetNavigator()->SetGoal( goal );
+ }
+ break;
+ }
+
+ case TASK_GET_PATH_TO_HINTNODE:// for active idles!
+ {
+ if (!GetHintNode())
+ {
+ TaskFail(FAIL_NO_HINT_NODE);
+ }
+ else
+ {
+ Vector vHintPos;
+ GetHintNode()->GetPosition(this, &vHintPos);
+
+ GetNavigator()->SetGoal( AI_NavGoal_t( vHintPos, ACT_RUN ) );
+ if ( pTask->flTaskData == 0 )
+ GetNavigator()->SetArrivalDirection( GetHintNode()->GetDirection() );
+ if ( GetHintNode()->HintActivityName() != NULL_STRING )
+ {
+ Activity hintActivity = (Activity)CAI_BaseNPC::GetActivityID( STRING(GetHintNode()->HintActivityName()) );
+ if ( hintActivity != ACT_INVALID )
+ {
+ GetNavigator()->SetArrivalActivity( GetHintActivity(GetHintNode()->HintType(), hintActivity) );
+ }
+ else
+ {
+ int iSequence = LookupSequence(STRING(GetHintNode()->HintActivityName()));;
+ if ( iSequence != ACT_INVALID )
+ GetNavigator()->SetArrivalSequence( iSequence );
+ }
+
+ }
+ }
+ break;
+ }
+
+ case TASK_GET_PATH_TO_COMMAND_GOAL:
+ {
+ if (!GetNavigator()->SetGoal( m_vecCommandGoal ))
+ {
+ OnMoveToCommandGoalFailed();
+ TaskFail(FAIL_NO_ROUTE);
+ }
+ break;
+ }
+
+ case TASK_MARK_COMMAND_GOAL_POS:
+ // Start watching my position to detect whether another AI process has moved me from my mark.
+ m_CommandMoveMonitor.SetMark( this, COMMAND_GOAL_TOLERANCE );
+ TaskComplete();
+ break;
+
+ case TASK_CLEAR_COMMAND_GOAL:
+ m_vecCommandGoal = vec3_invalid;
+ TaskComplete();
+ break;
+
+ case TASK_GET_PATH_TO_LASTPOSITION:
+ {
+ if (!GetNavigator()->SetGoal( m_vecLastPosition ))
+ {
+ TaskFail(FAIL_NO_ROUTE);
+ }
+ else
+ {
+ GetNavigator()->SetGoalTolerance( 48 );
+ }
+ break;
+ }
+
+ case TASK_GET_PATH_TO_SAVEPOSITION:
+ {
+ GetNavigator()->SetGoal( m_vSavePosition );
+ break;
+ }
+
+
+ case TASK_GET_PATH_TO_RANDOM_NODE: // Task argument is lenth of path to build
+ {
+ if ( GetNavigator()->SetRandomGoal( pTask->flTaskData ) )
+ TaskComplete();
+ else
+ TaskFail(FAIL_NO_REACHABLE_NODE);
+
+ break;
+ }
+
+ case TASK_GET_PATH_TO_BESTSOUND:
+ {
+
+ CSound *pSound = GetBestSound();
+ if (!pSound)
+ {
+ TaskFail(FAIL_NO_SOUND);
+ }
+ else
+ {
+ GetNavigator()->SetGoal( pSound->GetSoundReactOrigin() );
+ }
+ break;
+ }
+ case TASK_GET_PATH_TO_BESTSCENT:
+ {
+
+ CSound *pScent = GetBestScent();
+ if (!pScent)
+ {
+ TaskFail(FAIL_NO_SCENT);
+ }
+ else
+ {
+ GetNavigator()->SetGoal( pScent->GetSoundOrigin() );
+ }
+ break;
+ }
+
+ case TASK_GET_PATH_AWAY_FROM_BEST_SOUND:
+ {
+ CSound *pBestSound = GetBestSound();
+ if ( !pBestSound )
+ {
+ TaskFail("No Sound!");
+ break;
+ }
+
+ GetMotor()->SetIdealYawToTarget( pBestSound->GetSoundOrigin() );
+ ChainStartTask( TASK_MOVE_AWAY_PATH, pTask->flTaskData );
+ LockBestSound();
+ break;
+ }
+
+ case TASK_MOVE_AWAY_PATH:
+ {
+ // Drop into run task to support interrupt
+ DesireStand();
+ }
+ break;
+
+ case TASK_WEAPON_RUN_PATH:
+ case TASK_ITEM_RUN_PATH:
+ GetNavigator()->SetMovementActivity(ACT_RUN);
+ break;
+
+ case TASK_RUN_PATH:
+ {
+ // UNDONE: This is in some default AI and some NPCs can't run? -- walk instead?
+ if ( TranslateActivity( ACT_RUN ) != ACT_INVALID )
+ {
+ GetNavigator()->SetMovementActivity( ACT_RUN );
+ }
+ else
+ {
+ GetNavigator()->SetMovementActivity(ACT_WALK);
+ }
+ // Cover is void once I move
+ Forget( bits_MEMORY_INCOVER );
+ TaskComplete();
+ break;
+ }
+
+ case TASK_WALK_PATH_FOR_UNITS:
+ {
+ GetNavigator()->SetMovementActivity(ACT_WALK);
+ break;
+ }
+
+ case TASK_RUN_PATH_FOR_UNITS:
+ {
+ GetNavigator()->SetMovementActivity(ACT_RUN);
+ break;
+ }
+
+ case TASK_WALK_PATH:
+ {
+ bool bIsFlying = (GetMoveType() == MOVETYPE_FLY) || (GetMoveType() == MOVETYPE_FLYGRAVITY);
+ if ( bIsFlying && ( TranslateActivity( ACT_FLY ) != ACT_INVALID) )
+ {
+ GetNavigator()->SetMovementActivity(ACT_FLY);
+ }
+ else if ( TranslateActivity( ACT_WALK ) != ACT_INVALID )
+ {
+ GetNavigator()->SetMovementActivity(ACT_WALK);
+ }
+ else
+ {
+ GetNavigator()->SetMovementActivity(ACT_RUN);
+ }
+ // Cover is void once I move
+ Forget( bits_MEMORY_INCOVER );
+ TaskComplete();
+ break;
+ }
+ case TASK_WALK_PATH_WITHIN_DIST:
+ {
+ GetNavigator()->SetMovementActivity(ACT_WALK);
+ // set that we're probably going to stop before the goal
+ GetNavigator()->SetArrivalDistance( pTask->flTaskData );
+ break;
+ }
+ case TASK_RUN_PATH_WITHIN_DIST:
+ {
+ GetNavigator()->SetMovementActivity(ACT_RUN);
+ // set that we're probably going to stop before the goal
+ GetNavigator()->SetArrivalDistance( pTask->flTaskData );
+ break;
+ }
+ case TASK_RUN_PATH_FLEE:
+ {
+ Vector vecDiff;
+ vecDiff = GetLocalOrigin() - GetNavigator()->GetGoalPos();
+
+ if( vecDiff.Length() <= pTask->flTaskData )
+ {
+ GetNavigator()->StopMoving();
+ TaskFail("Flee path shorter than task parameter");
+ }
+ else
+ {
+ GetNavigator()->SetMovementActivity(ACT_RUN);
+ }
+
+ break;
+ }
+ case TASK_WALK_PATH_TIMED:
+ {
+ GetNavigator()->SetMovementActivity(ACT_WALK);
+ SetWait( pTask->flTaskData );
+ break;
+ }
+ case TASK_RUN_PATH_TIMED:
+ {
+ GetNavigator()->SetMovementActivity(ACT_RUN);
+ SetWait( pTask->flTaskData );
+ break;
+ }
+ case TASK_STRAFE_PATH:
+ {
+ Vector2D vec2DirToPoint;
+ Vector2D vec2RightSide;
+
+ // to start strafing, we have to first figure out if the target is on the left side or right side
+ Vector right;
+ AngleVectors( GetLocalAngles(), NULL, &right, NULL );
+
+ vec2DirToPoint = ( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() ).AsVector2D();
+ Vector2DNormalize(vec2DirToPoint);
+ vec2RightSide = right.AsVector2D();
+ Vector2DNormalize(vec2RightSide);
+
+ if ( DotProduct2D ( vec2DirToPoint, vec2RightSide ) > 0 )
+ {
+ // strafe right
+ GetNavigator()->SetMovementActivity(ACT_STRAFE_RIGHT);
+ }
+ else
+ {
+ // strafe left
+ GetNavigator()->SetMovementActivity(ACT_STRAFE_LEFT);
+ }
+ TaskComplete();
+ break;
+ }
+
+ case TASK_WAIT_FOR_MOVEMENT_STEP:
+ {
+ if(!GetNavigator()->IsGoalActive())
+ {
+ TaskComplete();
+ return;
+ }
+
+ if ( IsActivityFinished() )
+ {
+ TaskComplete();
+ return;
+ }
+ ValidateNavGoal();
+ break;
+ }
+
+ case TASK_WAIT_FOR_MOVEMENT:
+ {
+ if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
+ {
+ TaskComplete();
+ GetNavigator()->ClearGoal(); // Clear residual state
+ }
+ else if (!GetNavigator()->IsGoalActive())
+ {
+ SetIdealActivity( GetStoppedActivity() );
+ }
+ else
+ {
+ // Check validity of goal type
+ ValidateNavGoal();
+ }
+ break;
+ }
+ case TASK_SMALL_FLINCH:
+ {
+ Remember(bits_MEMORY_FLINCHED);
+ SetIdealActivity( GetFlinchActivity( false, false ) );
+ m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 3, 5 );
+ break;
+ }
+ case TASK_BIG_FLINCH:
+ {
+ Remember(bits_MEMORY_FLINCHED);
+ SetIdealActivity( GetFlinchActivity( true, false ) );
+ m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 3, 5 );
+ break;
+ }
+ case TASK_DIE:
+ {
+ GetNavigator()->StopMoving();
+ SetIdealActivity( GetDeathActivity() );
+ m_lifeState = LIFE_DYING;
+
+ break;
+ }
+ case TASK_SOUND_WAKE:
+ {
+ AlertSound();
+ TaskComplete();
+ break;
+ }
+ case TASK_SOUND_DIE:
+ {
+ CTakeDamageInfo info;
+ DeathSound( info );
+ TaskComplete();
+ break;
+ }
+ case TASK_SOUND_IDLE:
+ {
+ IdleSound();
+ TaskComplete();
+ break;
+ }
+ case TASK_SOUND_PAIN:
+ {
+ CTakeDamageInfo info;
+ PainSound( info );
+ TaskComplete();
+ break;
+ }
+ case TASK_SOUND_ANGRY:
+ {
+ // sounds are complete as soon as we get here, cause we've already played them.
+ DevMsg( 2, "SOUND\n" );
+ TaskComplete();
+ break;
+ }
+ case TASK_SPEAK_SENTENCE:
+ {
+ SpeakSentence(pTask->flTaskData);
+ TaskComplete();
+ break;
+ }
+ case TASK_WAIT_FOR_SPEAK_FINISH:
+ {
+ if ( !GetExpresser() )
+ TaskComplete();
+ else
+ {
+ // Are we waiting for our speech to end? Or for the mutex to be free?
+ if ( pTask->flTaskData )
+ {
+ // Waiting for our speech to end
+ if ( GetExpresser()->CanSpeakAfterMyself() )
+ {
+ TaskComplete();
+ }
+ }
+ else
+ {
+ // Waiting for the speech & the delay afterwards
+ if ( !GetExpresser()->IsSpeaking() )
+ {
+ TaskComplete();
+ }
+ }
+ break;
+
+ }
+ break;
+ }
+ case TASK_WAIT_FOR_SCRIPT:
+ {
+ if ( !m_hCine )
+ {
+ DevMsg( "Scripted sequence destroyed while in use\n" );
+ TaskFail( FAIL_SCHEDULE_NOT_FOUND );
+ break;
+ }
+
+ break;
+ }
+ case TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY:
+ {
+ if ( !m_hCine )
+ {
+ DevMsg( "Scripted sequence destroyed while in use\n" );
+ TaskFail( FAIL_SCHEDULE_NOT_FOUND );
+ break;
+ }
+
+ string_t iszArrivalText;
+
+ if ( m_hCine->m_iszEntry != NULL_STRING )
+ {
+ iszArrivalText = m_hCine->m_iszEntry;
+ }
+ else if ( m_hCine->m_iszPlay != NULL_STRING )
+ {
+ iszArrivalText = m_hCine->m_iszPlay;
+ }
+ else if ( m_hCine->m_iszPostIdle != NULL_STRING )
+ {
+ iszArrivalText = m_hCine->m_iszPostIdle;
+ }
+ else
+ iszArrivalText = NULL_STRING;
+
+ m_ScriptArrivalActivity = AIN_DEF_ACTIVITY;
+ m_strScriptArrivalSequence = NULL_STRING;
+
+ if ( iszArrivalText != NULL_STRING )
+ {
+ m_ScriptArrivalActivity = (Activity)GetActivityID( STRING( iszArrivalText ) );
+ if ( m_ScriptArrivalActivity == ACT_INVALID )
+ m_strScriptArrivalSequence = iszArrivalText;
+ }
+
+ TaskComplete();
+ break;
+ }
+
+ case TASK_PLAY_SCRIPT:
+ {
+ // Throw away any stopping paths we have saved, because we
+ // won't be able to resume them after the sequence.
+ GetNavigator()->IgnoreStoppingPath();
+
+ if ( HasMovement( GetSequence() ) || m_hCine->m_bIgnoreGravity )
+ {
+ AddFlag( FL_FLY );
+ SetGroundEntity( NULL );
+ }
+
+ if (m_hCine)
+ {
+ m_hCine->SynchronizeSequence( this );
+ }
+ //
+ // Start playing a scripted sequence.
+ //
+ m_scriptState = SCRIPT_PLAYING;
+ break;
+ }
+ case TASK_PLAY_SCRIPT_POST_IDLE:
+ {
+ //
+ // Start playing a scripted post idle.
+ //
+ m_scriptState = SCRIPT_POST_IDLE;
+ break;
+ }
+
+ // This is the first task of every schedule driven by a scripted_sequence.
+ // Delay starting the sequence until all actors have hit their marks.
+ case TASK_PRE_SCRIPT:
+ {
+ if ( !ai_task_pre_script.GetBool() )
+ {
+ TaskComplete();
+ }
+ else if ( !m_hCine )
+ {
+ TaskComplete();
+ //DevMsg( "Scripted sequence destroyed while in use\n" );
+ //TaskFail( FAIL_SCHEDULE_NOT_FOUND );
+ }
+ else
+ {
+ m_hCine->DelayStart( true );
+ TaskComplete();
+ }
+ break;
+ }
+
+ case TASK_ENABLE_SCRIPT:
+ {
+ //
+ // Start waiting to play a script. Play the script's pre idle animation if one
+ // is specified, otherwise just go to our default idle activity.
+ //
+ if ( m_hCine->m_iszPreIdle != NULL_STRING )
+ {
+ m_hCine->StartSequence( ( CAI_BaseNPC * )this, m_hCine->m_iszPreIdle, false );
+ if ( FStrEq( STRING( m_hCine->m_iszPreIdle ), STRING( m_hCine->m_iszPlay ) ) )
+ {
+ m_flPlaybackRate = 0;
+ }
+ }
+ else if ( m_scriptState != SCRIPT_CUSTOM_MOVE_TO_MARK )
+ {
+ // FIXME: too many ss assume its safe to leave the npc is whatever sequence they were in before, so only slam their activity
+ // if they're playing a recognizable movement animation
+ //
+#ifdef HL2_EPISODIC
+ // dvs: Check current activity rather than ideal activity. Since scripted NPCs early out in MaintainActivity,
+ // they'll never reach their ideal activity if it's different from their current activity.
+ if ( GetActivity() == ACT_WALK ||
+ GetActivity() == ACT_RUN ||
+ GetActivity() == ACT_WALK_AIM ||
+ GetActivity() == ACT_RUN_AIM )
+ {
+ SetActivity( ACT_IDLE );
+ }
+#else
+ if ( GetIdealActivity() == ACT_WALK ||
+ GetIdealActivity() == ACT_RUN ||
+ GetIdealActivity() == ACT_WALK_AIM ||
+ GetIdealActivity() == ACT_RUN_AIM )
+ {
+ SetActivity( ACT_IDLE );
+ }
+#endif // HL2_EPISODIC
+ }
+ break;
+ }
+ case TASK_PLANT_ON_SCRIPT:
+ {
+ if ( m_hTargetEnt != NULL )
+ {
+ SetLocalOrigin( m_hTargetEnt->GetAbsOrigin() ); // Plant on target
+ }
+
+ TaskComplete();
+ break;
+ }
+ case TASK_FACE_SCRIPT:
+ {
+ if ( m_hTargetEnt != NULL )
+ {
+ GetMotor()->SetIdealYaw( UTIL_AngleMod( m_hTargetEnt->GetLocalAngles().y ) );
+ }
+
+ if ( m_scriptState != SCRIPT_CUSTOM_MOVE_TO_MARK )
+ {
+ SetTurnActivity();
+
+ // dvs: HACK: MaintainActivity won't do anything while scripted, so go straight there.
+ SetActivity( GetIdealActivity() );
+ }
+
+ GetNavigator()->StopMoving();
+ break;
+ }
+
+ case TASK_PLAY_SCENE:
+ {
+ // inside a scene with movement and sequence commands
+ break;
+ }
+
+
+ case TASK_SUGGEST_STATE:
+ {
+ SetIdealState( (NPC_STATE)(int)pTask->flTaskData );
+ TaskComplete();
+ break;
+ }
+
+ case TASK_SET_FAIL_SCHEDULE:
+ m_failSchedule = (int)pTask->flTaskData;
+ TaskComplete();
+ break;
+
+ case TASK_SET_TOLERANCE_DISTANCE:
+ GetNavigator()->SetGoalTolerance( (int)pTask->flTaskData );
+ TaskComplete();
+ break;
+
+ case TASK_SET_ROUTE_SEARCH_TIME:
+ GetNavigator()->SetMaxRouteRebuildTime( (int)pTask->flTaskData );
+ TaskComplete();
+ break;
+
+ case TASK_CLEAR_FAIL_SCHEDULE:
+ m_failSchedule = SCHED_NONE;
+ TaskComplete();
+ break;
+
+ case TASK_WEAPON_FIND:
+ {
+ m_hTargetEnt = Weapon_FindUsable( Vector(1000,1000,1000) );
+ if (m_hTargetEnt)
+ {
+ TaskComplete();
+ }
+ else
+ {
+ TaskFail(FAIL_ITEM_NO_FIND);
+ }
+ }
+ break;
+
+ case TASK_ITEM_PICKUP:
+ {
+ SetIdealActivity( ACT_PICKUP_GROUND );
+ }
+ break;
+
+ case TASK_WEAPON_PICKUP:
+ {
+ if( GetActiveWeapon() )
+ {
+ Weapon_Drop( GetActiveWeapon() );
+ }
+
+ if( GetTarget() )
+ {
+ CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>(GetTarget());
+ if( pWeapon )
+ {
+ if( Weapon_IsOnGround( pWeapon ) )
+ {
+ // Squat down
+ SetIdealActivity( ACT_PICKUP_GROUND );
+ }
+ else
+ {
+ // Reach and take this weapon from rack or shelf.
+ SetIdealActivity( ACT_PICKUP_RACK );
+ }
+
+ return;
+ }
+ }
+
+ TaskFail("Weapon went away!\n");
+ }
+ break;
+
+ case TASK_WEAPON_CREATE:
+ {
+ if( !GetActiveWeapon() && GetTarget() )
+ {
+ // Create a copy of the weapon this NPC is trying to pick up.
+ CBaseCombatWeapon *pTargetWeapon = dynamic_cast<CBaseCombatWeapon*>(GetTarget());
+
+ if( pTargetWeapon )
+ {
+ CBaseCombatWeapon *pWeapon = Weapon_Create( pTargetWeapon->GetClassname() );
+ if ( pWeapon )
+ {
+ Weapon_Equip( pWeapon );
+ }
+ }
+ }
+ SetTarget( NULL );
+ TaskComplete();
+ }
+ break;
+
+ case TASK_USE_SMALL_HULL:
+ {
+ SetHullSizeSmall();
+ TaskComplete();
+ }
+ break;
+
+ case TASK_FALL_TO_GROUND:
+ // Set a wait time to try to force a ground ent.
+ SetWait(4);
+ break;
+
+ case TASK_WANDER:
+ {
+ // This task really uses 2 parameters, so we have to extract
+ // them from a single integer. To send both parameters, the
+ // formula is MIN_DIST * 10000 + MAX_DIST
+ {
+ int iMinDist, iMaxDist, iParameter;
+
+ iParameter = pTask->flTaskData;
+
+ iMinDist = iParameter / 10000;
+ iMaxDist = iParameter - (iMinDist * 10000);
+
+ if ( GetNavigator()->SetWanderGoal( iMinDist, iMaxDist ) )
+ TaskComplete();
+ else
+ TaskFail(FAIL_NO_REACHABLE_NODE);
+ }
+ }
+ break;
+
+ case TASK_FREEZE:
+ m_flPlaybackRate = 0;
+ break;
+
+ case TASK_GATHER_CONDITIONS:
+ GatherConditions();
+ TaskComplete();
+ break;
+
+ case TASK_IGNORE_OLD_ENEMIES:
+ m_flAcceptableTimeSeenEnemy = gpGlobals->curtime;
+ if ( GetEnemy() && GetEnemyLastTimeSeen() < m_flAcceptableTimeSeenEnemy )
+ {
+ CBaseEntity *pNewEnemy = BestEnemy();
+
+ Assert( pNewEnemy != GetEnemy() );
+
+ if( pNewEnemy != NULL )
+ {
+ // New enemy! Clear the timers and set conditions.
+ SetEnemy( pNewEnemy );
+ SetState( NPC_STATE_COMBAT );
+ }
+ else
+ {
+ SetEnemy( NULL );
+ ClearAttackConditions();
+ }
+ }
+ TaskComplete();
+ break;
+
+ case TASK_ADD_HEALTH:
+ TakeHealth( (int)pTask->flTaskData, DMG_GENERIC );
+ TaskComplete();
+ break;
+
+ default:
+ {
+ DevMsg( "No StartTask entry for %s\n", TaskName( task ) );
+ }
+ break;
+ }
+}
+
+void CAI_BaseNPC::StartTaskOverlay()
+{
+ if ( IsCurTaskContinuousMove() )
+ {
+ if ( ShouldMoveAndShoot() )
+ {
+ m_MoveAndShootOverlay.StartShootWhileMove();
+ }
+ else
+ {
+ m_MoveAndShootOverlay.NoShootWhileMove();
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// TASK_DIE.
+//-----------------------------------------------------------------------------
+void CAI_BaseNPC::RunDieTask()
+{
+ AutoMovement();
+
+ if ( IsActivityFinished() && GetCycle() >= 1.0f )
+ {
+ m_lifeState = LIFE_DEAD;
+
+ SetThink ( NULL );
+ StopAnimation();
+
+ if ( !BBoxFlat() )
+ {
+ // a bit of a hack. If a corpses' bbox is positioned such that being left solid so that it can be attacked will
+ // block the player on a slope or stairs, the corpse is made nonsolid.
+// SetSolid( SOLID_NOT );
+ UTIL_SetSize ( this, Vector ( -4, -4, 0 ), Vector ( 4, 4, 1 ) );
+ }
+ else // !!!HACKHACK - put NPC in a thin, wide bounding box until we fix the solid type/bounding volume problem
+ UTIL_SetSize ( this, WorldAlignMins(), Vector ( WorldAlignMaxs().x, WorldAlignMaxs().y, WorldAlignMins().z + 1 ) );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// TASK_RANGE_ATTACK1 / TASK_RANGE_ATTACK2 / etc.
+//-----------------------------------------------------------------------------
+void CAI_BaseNPC::RunAttackTask( int task )
+{
+ 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 ( ( task == TASK_RANGE_ATTACK1 || task == 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 ( task == TASK_RELOAD && GetShotRegulator() )
+ {
+ GetShotRegulator()->Reset( false );
+ }
+
+ TaskComplete();
+ }
+}
+
+
+//=========================================================
+// RunTask
+//=========================================================
+void CAI_BaseNPC::RunTask( const Task_t *pTask )
+{
+ VPROF_BUDGET( "CAI_BaseNPC::RunTask", VPROF_BUDGETGROUP_NPCS );
+ switch ( pTask->iTask )
+ {
+ case TASK_GET_PATH_TO_RANDOM_NODE:
+ {
+ break;
+ }
+ case TASK_TURN_RIGHT:
+ case TASK_TURN_LEFT:
+ {
+ // If the yaw is locked, this function will not act correctly
+ Assert( GetMotor()->IsYawLocked() == false );
+
+ GetMotor()->UpdateYaw();
+
+ if ( FacingIdeal() )
+ {
+ TaskComplete();
+ }
+ break;
+ }
+
+ case TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY:
+ case TASK_PLAY_SEQUENCE_FACE_ENEMY:
+ case TASK_PLAY_SEQUENCE_FACE_TARGET:
+ {
+ CBaseEntity *pTarget;
+
+ if ( pTask->iTask == TASK_PLAY_SEQUENCE_FACE_TARGET )
+ pTarget = m_hTargetEnt;
+ else
+ pTarget = GetEnemy();
+ if ( pTarget )
+ {
+ GetMotor()->SetIdealYawAndUpdate( pTarget->GetAbsOrigin() - GetLocalOrigin() , AI_KEEP_YAW_SPEED );
+ }
+
+ if ( IsActivityFinished() )
+ {
+ TaskComplete();
+ }
+ }
+ break;
+
+ case TASK_PLAY_HINT_ACTIVITY:
+ {
+ if (!GetHintNode())
+ {
+ TaskFail(FAIL_NO_HINT_NODE);
+ }
+
+ // Put a debugging check in here
+ if (GetHintNode()->User() != this)
+ {
+ DevMsg("Hint node (%s) being used by non-owner!\n",GetHintNode()->GetDebugName());
+ }
+
+ if ( IsActivityFinished() )
+ {
+ TaskComplete();
+ }
+
+ break;
+ }
+
+ case TASK_STOP_MOVING:
+ {
+ if ( pTask->flTaskData == 1 )
+ {
+ ChainRunTask( TASK_WAIT_FOR_MOVEMENT );
+ if ( GetTaskStatus() == TASKSTATUS_COMPLETE )
+ {
+ DbgNavMsg( this, "TASK_STOP_MOVING Complete\n" );
+ }
+ }
+ else
+ {
+ // if they're jumping, wait until they land
+ if (GetNavType() == NAV_JUMP)
+ {
+ if (GetFlags() & FL_ONGROUND)
+ {
+ DbgNavMsg( this, "Jump landed\n" );
+ SetNavType( NAV_GROUND ); // this assumes that NAV_JUMP only happens with npcs that use NAV_GROUND as base movement
+ }
+ else if (GetSmoothedVelocity().Length() > 0.01) // use an EPSILON damnit!!
+ {
+ // wait until you land
+ break;
+ }
+ else
+ {
+ DbgNavMsg( this, "Jump stuck\n" );
+ // stopped and stuck!
+ SetNavType( NAV_GROUND );
+ TaskFail( FAIL_STUCK_ONTOP );
+ }
+ }
+
+ // @TODO (toml 10-30-02): this is unacceptable, but needed until navigation can handle commencing
+ // a navigation while in the middle of a climb
+ if (GetNavType() == NAV_CLIMB)
+ {
+ // wait until you reach the end
+ break;
+ }
+
+ DbgNavMsg( this, "TASK_STOP_MOVING Complete\n" );
+ SetIdealActivity( GetStoppedActivity() );
+
+ TaskComplete();
+ }
+ break;
+ }
+
+ case TASK_PLAY_SEQUENCE:
+ case TASK_PLAY_PRIVATE_SEQUENCE:
+ {
+ AutoMovement( );
+ if ( IsActivityFinished() )
+ {
+ TaskComplete();
+ }
+ break;
+ }
+
+ case TASK_ADD_GESTURE_WAIT:
+ {
+ if ( IsWaitFinished() )
+ {
+ TaskComplete();
+ }
+ break;
+ }
+
+ case TASK_SET_ACTIVITY:
+ {
+ if ( IsActivityStarted() )
+ {
+ TaskComplete();
+ }
+ }
+ break;
+
+ case TASK_FACE_ENEMY:
+ {
+ // If the yaw is locked, this function will not act correctly
+ Assert( GetMotor()->IsYawLocked() == false );
+
+ Vector vecEnemyLKP = GetEnemyLKP();
+ if (!FInAimCone( vecEnemyLKP ))
+ {
+ GetMotor()->SetIdealYawToTarget( vecEnemyLKP );
+ GetMotor()->SetIdealYaw( CalcReasonableFacing( true ) ); // CalcReasonableFacing() is based on previously set ideal yaw
+ }
+ else
+ {
+ float flReasonableFacing = CalcReasonableFacing( true );
+ if ( fabsf( flReasonableFacing - GetMotor()->GetIdealYaw() ) > 1 )
+ GetMotor()->SetIdealYaw( flReasonableFacing );
+ }
+
+ GetMotor()->UpdateYaw();
+
+ if ( FacingIdeal() )
+ {
+ TaskComplete();
+ }
+ break;
+ }
+ case TASK_FACE_PLAYER:
+ {
+ // Get edict for one player
+ CBasePlayer *pPlayer = AI_GetSinglePlayer();
+ if ( pPlayer )
+ {
+ GetMotor()->SetIdealYawToTargetAndUpdate( pPlayer->GetAbsOrigin(), AI_KEEP_YAW_SPEED );
+ SetTurnActivity();
+ if ( IsWaitFinished() && GetMotor()->DeltaIdealYaw() < 10 )
+ {
+ TaskComplete();
+ }
+ }
+ else
+ {
+ TaskFail(FAIL_NO_PLAYER);
+ }
+ }
+ break;
+
+ case TASK_FIND_COVER_FROM_BEST_SOUND:
+ {
+ switch( GetTaskInterrupt() )
+ {
+ case 0:
+ {
+ if ( !FindCoverFromBestSound( &m_vInterruptSavePosition ) )
+ TaskFail(FAIL_NO_COVER);
+ else
+ {
+ GetNavigator()->IgnoreStoppingPath();
+ LockBestSound();
+ TaskInterrupt();
+ }
+ }
+ break;
+
+ case 1:
+ {
+ AI_NavGoal_t goal(m_vInterruptSavePosition, ACT_RUN, AIN_HULL_TOLERANCE);
+
+ CSound *pBestSound = GetBestSound();
+ if ( pBestSound )
+ goal.maxInitialSimplificationDist = pBestSound->Volume() * 0.5;
+
+ if ( GetNavigator()->SetGoal( goal ) )
+ {
+ m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData;
+ }
+ }
+ break;
+ }
+ }
+ break;
+
+ case TASK_FACE_HINTNODE:
+ case TASK_FACE_LASTPOSITION:
+ case TASK_FACE_SAVEPOSITION:
+ case TASK_FACE_AWAY_FROM_SAVEPOSITION:
+ case TASK_FACE_TARGET:
+ case TASK_FACE_IDEAL:
+ case TASK_FACE_SCRIPT:
+ case TASK_FACE_PATH:
+ {
+ // If the yaw is locked, this function will not act correctly
+ Assert( GetMotor()->IsYawLocked() == false );
+
+ GetMotor()->UpdateYaw();
+
+ if ( FacingIdeal() )
+ {
+ TaskComplete();
+ }
+ break;
+ }
+
+ case TASK_FACE_REASONABLE:
+ {
+ // If the yaw is locked, this function will not act correctly
+ Assert( GetMotor()->IsYawLocked() == false );
+
+ GetMotor()->UpdateYaw();
+
+ if ( FacingIdeal() )
+ {
+ TaskComplete();
+ }
+ break;
+ }
+ case TASK_WAIT_PVS:
+ {
+ if ( ShouldAlwaysThink() ||
+ UTIL_FindClientInPVS(edict()) ||
+ ( GetState() == NPC_STATE_COMBAT && GetEnemy() && gpGlobals->curtime - GetEnemies()->LastTimeSeen( GetEnemy() ) < 15 ) )
+ {
+ TaskComplete();
+ }
+ break;
+ }
+ case TASK_WAIT_INDEFINITE:
+ {
+ // don't do anything.
+ break;
+ }
+ case TASK_WAIT:
+ case TASK_WAIT_RANDOM:
+ {
+ if ( IsWaitFinished() )
+ {
+ TaskComplete();
+ }
+ break;
+ }
+ case TASK_WAIT_FACE_ENEMY:
+ case TASK_WAIT_FACE_ENEMY_RANDOM:
+ {
+ Vector vecEnemyLKP = GetEnemyLKP();
+ if (!FInAimCone( vecEnemyLKP ))
+ {
+ GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP , AI_KEEP_YAW_SPEED );
+ }
+
+ if ( IsWaitFinished() )
+ {
+ TaskComplete();
+ }
+ break;
+ }
+ case TASK_WAIT_UNTIL_NO_DANGER_SOUND:
+ if( !HasCondition( COND_HEAR_DANGER ) )
+ {
+ TaskComplete();
+ }
+ break;
+
+ case TASK_MOVE_TO_TARGET_RANGE:
+ case TASK_MOVE_TO_GOAL_RANGE:
+ {
+ // Identical tasks, except that target_range uses m_hTargetEnt,
+ // and Goal range uses the nav goal
+ CBaseEntity *pTarget = NULL;
+ if ( pTask->iTask == TASK_MOVE_TO_GOAL_RANGE )
+ {
+ pTarget = GetNavigator()->GetGoalTarget();
+ }
+ if ( !pTarget )
+ {
+ pTarget = m_hTargetEnt.Get();
+ }
+
+ float distance;
+
+ if ( pTarget == NULL )
+ {
+ TaskFail(FAIL_NO_TARGET);
+ }
+ else if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
+ {
+ TaskComplete();
+ GetNavigator()->ClearGoal(); // Clear residual state
+ }
+ else
+ {
+ bool bForceRun = false;
+
+ // Check Z first, and only check 2d if we're within that
+ Vector vecGoalPos = GetNavigator()->GetGoalPos();
+ distance = fabs(vecGoalPos.z - GetLocalOrigin().z);
+ if ( distance < pTask->flTaskData )
+ {
+ distance = ( vecGoalPos - GetLocalOrigin() ).Length2D();
+ }
+ else
+ {
+ // If the target is significantly higher or lower than me, I must run.
+ bForceRun = true;
+ }
+
+ // If we're jumping, wait until we're finished to update our goal position.
+ if ( GetNavigator()->GetNavType() != NAV_JUMP )
+ {
+ // Re-evaluate when you think your finished, or the target has moved too far
+ if ( (distance < pTask->flTaskData) || (vecGoalPos - pTarget->GetAbsOrigin()).Length() > pTask->flTaskData * 0.5 )
+ {
+ distance = ( pTarget->GetAbsOrigin() - GetLocalOrigin() ).Length2D();
+ if ( !GetNavigator()->UpdateGoalPos( pTarget->GetAbsOrigin() ) )
+ {
+ TaskFail( FAIL_NO_ROUTE );
+ break;
+ }
+ }
+ }
+
+ // Set the appropriate activity based on an overlapping range
+ // overlap the range to prevent oscillation
+ // BUGBUG: this is checking linear distance (ie. through walls) and not path distance or even visibility
+ if ( distance < pTask->flTaskData )
+ {
+ TaskComplete();
+#ifndef HL2_DLL
+ // HL2 uses TASK_STOP_MOVING
+ GetNavigator()->StopMoving(); // Stop moving
+#endif
+ }
+ else
+ {
+ // Pick the right movement activity.
+ Activity followActivity;
+
+ if( bForceRun )
+ {
+ followActivity = ACT_RUN;
+ }
+ else
+ {
+ followActivity = ( distance < 190 && m_NPCState != NPC_STATE_COMBAT ) ? ACT_WALK : 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( pTarget );
+ }
+ }
+ break;
+ }
+ case TASK_GET_PATH_TO_ENEMY_LOS:
+ case TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS:
+ case TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS:
+ case TASK_GET_PATH_TO_ENEMY_LKP_LOS:
+ {
+ if ( GetEnemy() == NULL )
+ {
+ TaskFail(FAIL_NO_ENEMY);
+ return;
+ }
+ if ( GetTaskInterrupt() > 0 )
+ {
+ ClearTaskInterrupt();
+
+ Vector vecEnemy = ( pTask->iTask == TASK_GET_PATH_TO_ENEMY_LOS ) ? GetEnemy()->GetAbsOrigin() : GetEnemyLKP();
+ AI_NavGoal_t goal( m_vInterruptSavePosition, ACT_RUN, AIN_HULL_TOLERANCE );
+
+ GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET );
+ GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest );
+ }
+ else
+ TaskInterrupt();
+ }
+ break;
+
+ case TASK_GET_PATH_AWAY_FROM_BEST_SOUND:
+ {
+ ChainRunTask( TASK_MOVE_AWAY_PATH, pTask->flTaskData );
+ if ( GetNavigator()->IsGoalActive() )
+ {
+ Vector vecDest = GetNavigator()->GetGoalPos();
+ float flDist = ( GetAbsOrigin() - vecDest ).Length();
+
+ if( flDist < 10.0 * 12.0 )
+ {
+ TaskFail("Path away from best sound too short!\n");
+ }
+ }
+ break;
+ }
+
+ case TASK_MOVE_AWAY_PATH:
+ {
+ QAngle ang = GetLocalAngles();
+ ang.y = GetMotor()->GetIdealYaw() + 180;
+ Vector move;
+
+ switch ( GetTaskInterrupt() )
+ {
+ case 0:
+ {
+ if( IsPlayerAlly() )
+ {
+ // Look for a move away hint node.
+ CAI_Hint *pHint;
+ CHintCriteria hintCriteria;
+
+ hintCriteria.AddHintType( HINT_PLAYER_ALLY_MOVE_AWAY_DEST );
+ hintCriteria.SetFlag( bits_HINT_NODE_NEAREST );
+ hintCriteria.AddIncludePosition( GetAbsOrigin(), (20.0f * 12.0f) ); // 20 feet max
+ hintCriteria.AddExcludePosition( GetAbsOrigin(), 28.0f ); // don't plant on an hint that you start on
+
+ pHint = CAI_HintManager::FindHint( this, hintCriteria );
+
+ if( pHint )
+ {
+ CBasePlayer *pPlayer = AI_GetSinglePlayer();
+ Vector vecGoal = pHint->GetAbsOrigin();
+
+ if( vecGoal.DistToSqr(GetAbsOrigin()) < vecGoal.DistToSqr(pPlayer->GetAbsOrigin()) )
+ {
+ if( GetNavigator()->SetGoal(vecGoal) )
+ {
+ pHint->DisableForSeconds( 0.1f ); // Force others to find their own.
+ TaskComplete();
+ break;
+ }
+ }
+ }
+ }
+
+#ifdef HL2_EPISODIC
+ // See if we're moving away from a vehicle
+ CSound *pBestSound = GetBestSound( SOUND_MOVE_AWAY );
+ if ( pBestSound && pBestSound->m_hOwner && pBestSound->m_hOwner->GetServerVehicle() )
+ {
+ // Move away from the vehicle's center, regardless of our facing
+ move = ( GetAbsOrigin() - pBestSound->m_hOwner->WorldSpaceCenter() );
+ VectorNormalize( move );
+ }
+ else
+ {
+ // Use the first angles
+ AngleVectors( ang, &move );
+ }
+#else
+ AngleVectors( ang, &move );
+#endif //HL2_EPISODIC
+ if ( GetNavigator()->SetVectorGoal( move, (float)pTask->flTaskData, MIN(36,pTask->flTaskData), true ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() ))
+ {
+ TaskComplete();
+ }
+ else
+ {
+ ang.y = GetMotor()->GetIdealYaw() + 91;
+ AngleVectors( ang, &move );
+
+ if ( GetNavigator()->SetVectorGoal( move, (float)pTask->flTaskData, MIN(24,pTask->flTaskData), true ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() ) )
+ {
+ TaskComplete();
+ }
+ else
+ {
+ TaskInterrupt();
+ }
+ }
+ }
+ break;
+
+ case 1:
+ {
+ ang.y = GetMotor()->GetIdealYaw() + 271;
+ AngleVectors( ang, &move );
+
+ if ( GetNavigator()->SetVectorGoal( move, (float)pTask->flTaskData, MIN(24,pTask->flTaskData), true ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() ) )
+ {
+ TaskComplete();
+ }
+ else
+ {
+ ang.y = GetMotor()->GetIdealYaw() + 180;
+ while (ang.y < 0)
+ ang.y += 360;
+ while (ang.y >= 360)
+ ang.y -= 360;
+ if ( ang.y < 45 || ang.y >= 315 )
+ ang.y = 0;
+ else if ( ang.y < 135 )
+ ang.y = 90;
+ else if ( ang.y < 225 )
+ ang.y = 180;
+ else
+ ang.y = 270;
+
+ AngleVectors( ang, &move );
+
+ if ( GetNavigator()->SetVectorGoal( move, (float)pTask->flTaskData, MIN(6,pTask->flTaskData), false ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() ) )
+ {
+ TaskComplete();
+ }
+ else
+ {
+ TaskInterrupt();
+ }
+ }
+ }
+ break;
+
+ case 2:
+ {
+ ClearTaskInterrupt();
+ Vector coverPos;
+
+ if ( GetTacticalServices()->FindCoverPos( GetLocalOrigin(), EyePosition(), 0, CoverRadius(), &coverPos ) && IsValidMoveAwayDest( GetNavigator()->GetGoalPos() ) )
+ {
+ GetNavigator()->SetGoal( AI_NavGoal_t( coverPos, ACT_RUN ) );
+ m_flMoveWaitFinished = gpGlobals->curtime + 2;
+ }
+ else
+ {
+ // no coverwhatsoever.
+ TaskFail(FAIL_NO_ROUTE);
+ }
+ }
+ break;
+
+ }
+ }
+ break;
+
+ case TASK_WEAPON_RUN_PATH:
+ case TASK_ITEM_RUN_PATH:
+ {
+ CBaseEntity *pTarget = m_hTargetEnt;
+ if ( pTarget )
+ {
+ if ( pTarget->GetOwnerEntity() )
+ {
+ TaskFail(FAIL_WEAPON_OWNED);
+ }
+ else if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
+ {
+ TaskComplete();
+ }
+ }
+ else
+ {
+ TaskFail(FAIL_ITEM_NO_FIND);
+ }
+ }
+ break;
+
+ case TASK_WAIT_FOR_MOVEMENT_STEP:
+ case TASK_WAIT_FOR_MOVEMENT:
+ {
+ bool fTimeExpired = ( pTask->flTaskData != 0 && pTask->flTaskData < gpGlobals->curtime - GetTimeTaskStarted() );
+
+ if (fTimeExpired || GetNavigator()->GetGoalType() == GOALTYPE_NONE)
+ {
+ TaskComplete();
+ GetNavigator()->StopMoving(); // Stop moving
+ }
+ else if (!GetNavigator()->IsGoalActive())
+ {
+ SetIdealActivity( GetStoppedActivity() );
+ }
+ else
+ {
+ // Check validity of goal type
+ ValidateNavGoal();
+ }
+ break;
+ }
+
+ case TASK_DIE:
+ RunDieTask();
+ break;
+
+ case TASK_WAIT_FOR_SPEAK_FINISH:
+ Assert( GetExpresser() );
+ if ( GetExpresser() )
+ {
+ // Are we waiting for our speech to end? Or for the mutex to be free?
+ if ( pTask->flTaskData )
+ {
+ // Waiting for our speech to end
+ if ( GetExpresser()->CanSpeakAfterMyself() )
+ {
+ TaskComplete();
+ }
+ }
+ else
+ {
+ // Waiting for the speech & the delay afterwards
+ if ( !GetExpresser()->IsSpeaking() )
+ {
+ TaskComplete();
+ }
+ }
+ }
+ break;
+
+ case TASK_SCRIPT_RUN_TO_TARGET:
+ case TASK_SCRIPT_WALK_TO_TARGET:
+ case TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET:
+ StartScriptMoveToTargetTask( pTask->iTask );
+ break;
+
+ case TASK_RANGE_ATTACK1:
+ case TASK_RANGE_ATTACK2:
+ case TASK_MELEE_ATTACK1:
+ case TASK_MELEE_ATTACK2:
+ case TASK_SPECIAL_ATTACK1:
+ case TASK_SPECIAL_ATTACK2:
+ case TASK_RELOAD:
+ RunAttackTask( pTask->iTask );
+ break;
+
+ case TASK_SMALL_FLINCH:
+ case TASK_BIG_FLINCH:
+ {
+ if ( IsActivityFinished() )
+ {
+ TaskComplete();
+ }
+ }
+ break;
+
+ case TASK_WAIT_FOR_SCRIPT:
+ {
+ //
+ // Waiting to play a script. If the script is ready, start playing the sequence.
+ //
+ if ( m_hCine && m_hCine->IsTimeToStart() )
+ {
+ TaskComplete();
+ m_hCine->OnBeginSequence();
+
+ // If we have an entry, we have to play it first
+ if ( m_hCine->m_iszEntry != NULL_STRING )
+ {
+ m_hCine->StartSequence( (CAI_BaseNPC *)this, m_hCine->m_iszEntry, true );
+ }
+ else
+ {
+ m_hCine->StartSequence( (CAI_BaseNPC *)this, m_hCine->m_iszPlay, true );
+ }
+
+ // StartSequence() can call CineCleanup(). If that happened, just exit schedule
+ if ( !m_hCine )
+ {
+ ClearSchedule( "Waiting for script, but lost script!" );
+ }
+
+ m_flPlaybackRate = 1.0;
+ //DevMsg( 2, "Script %s has begun for %s\n", STRING( m_hCine->m_iszPlay ), GetClassname() );
+ }
+ else if (!m_hCine)
+ {
+ DevMsg( "Cine died!\n");
+ TaskComplete();
+ }
+ else if ( IsRunningDynamicInteraction() )
+ {
+ // If we've lost our partner, abort
+ if ( !m_hInteractionPartner )
+ {
+ CineCleanup();
+ }
+ }
+ break;
+ }
+ case TASK_PLAY_SCRIPT:
+ {
+ //
+ // Playing a scripted sequence.
+ //
+ AutoMovement( );
+
+ if ( IsSequenceFinished() )
+ {
+ // Check to see if we are done with the action sequence.
+ if ( m_hCine->FinishedActionSequence( this ) )
+ {
+ // dvs: This is done in FixScriptNPCSchedule -- doing it here is too early because we still
+ // need to play our post-action idle sequence, which might also require FL_FLY.
+ //
+ // drop to ground if this guy is only marked "fly" because of the auto movement
+ /*if ( !(m_hCine->m_savedFlags & FL_FLY) )
+ {
+ if ( ( GetFlags() & FL_FLY ) && !m_hCine->m_bIgnoreGravity )
+ {
+ RemoveFlag( FL_FLY );
+ }
+ }*/
+
+ if (m_hCine)
+ {
+ m_hCine->SequenceDone( this );
+ }
+
+ TaskComplete();
+ }
+ else if ( m_hCine && m_hCine->m_bForceSynch )
+ {
+ m_hCine->SynchronizeSequence( this );
+ }
+ }
+ break;
+ }
+
+ case TASK_PLAY_SCRIPT_POST_IDLE:
+ {
+ if ( !m_hCine )
+ {
+ DevMsg( "Scripted sequence destroyed while in use\n" );
+ TaskFail( FAIL_SCHEDULE_NOT_FOUND );
+ break;
+ }
+
+ //
+ // Playing a scripted post idle sequence. Quit early if another sequence has grabbed the NPC.
+ //
+ if ( IsSequenceFinished() || ( m_hCine->m_hNextCine != NULL ) )
+ {
+ m_hCine->PostIdleDone( this );
+ }
+ break;
+ }
+
+ case TASK_ENABLE_SCRIPT:
+ {
+ if ( !m_hCine )
+ {
+ DevMsg( "Scripted sequence destroyed while in use\n" );
+ TaskFail( FAIL_SCHEDULE_NOT_FOUND );
+ break;
+ }
+
+ if (!m_hCine->IsWaitingForBegin())
+ {
+ m_hCine->DelayStart( false );
+ TaskComplete();
+ }
+ break;
+ }
+
+
+ case TASK_PLAY_SCENE:
+ {
+ if (!IsInLockedScene())
+ {
+ ClearSchedule( "Playing a scene, but not in a scene!" );
+ }
+ if (GetNavigator()->GetGoalType() != GOALTYPE_NONE)
+ {
+ TaskComplete();
+ }
+ break;
+ }
+
+ case TASK_RUN_PATH_FOR_UNITS:
+ case TASK_WALK_PATH_FOR_UNITS:
+ {
+ float distance;
+
+ distance = (m_vecLastPosition - GetLocalOrigin()).Length2D();
+
+ // Walk path until far enough away
+ if ( distance > pTask->flTaskData ||
+ GetNavigator()->GetGoalType() == GOALTYPE_NONE )
+ {
+ TaskComplete();
+ }
+ break;
+ }
+
+ case TASK_RUN_PATH_FLEE:
+ {
+ Vector vecDiff;
+ vecDiff = GetLocalOrigin() - GetNavigator()->GetGoalPos();
+
+ if( vecDiff.Length() <= pTask->flTaskData )
+ {
+ TaskComplete();
+ }
+ break;
+ }
+
+ case TASK_WALK_PATH_WITHIN_DIST:
+ case TASK_RUN_PATH_WITHIN_DIST:
+ {
+ Vector vecDiff;
+
+ vecDiff = GetLocalOrigin() - GetNavigator()->GetGoalPos();
+
+ if( vecDiff.Length() <= pTask->flTaskData )
+ {
+ TaskComplete();
+ }
+ break;
+ }
+
+ case TASK_WALK_PATH_TIMED:
+ case TASK_RUN_PATH_TIMED:
+ {
+ if ( IsWaitFinished() ||
+ GetNavigator()->GetGoalType() == GOALTYPE_NONE )
+ {
+ TaskComplete();
+ }
+ }
+ break;
+
+ case TASK_WEAPON_PICKUP:
+ {
+ if ( IsActivityFinished() )
+ {
+ CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>( (CBaseEntity *)m_hTargetEnt);
+ CBaseCombatCharacter *pOwner = pWeapon->GetOwner();
+ if ( !pOwner )
+ {
+ TaskComplete();
+ }
+ else
+ {
+ TaskFail(FAIL_WEAPON_OWNED);
+ }
+ }
+ break;
+ }
+ break;
+
+ case TASK_ITEM_PICKUP:
+ {
+ if ( IsActivityFinished() )
+ {
+ TaskComplete();
+ }
+ break;
+ }
+ break;
+
+ case TASK_FALL_TO_GROUND:
+ if ( GetFlags() & FL_ONGROUND )
+ {
+ TaskComplete();
+ }
+ else if( GetFlags() & FL_FLY )
+ {
+ // We're never going to fall if we're FL_FLY.
+ RemoveFlag( FL_FLY );
+ }
+ else
+ {
+ if( IsWaitFinished() )
+ {
+ // After 4 seconds of trying to fall to ground, Assume that we're in a bad case where the NPC
+ // isn't actually falling, and make an attempt to slam the ground entity to whatever's under the NPC.
+ Vector maxs = WorldAlignMaxs() - Vector( .1, .1, .2 );
+ Vector mins = WorldAlignMins() + Vector( .1, .1, 0 );
+ Vector vecStart = GetAbsOrigin() + Vector( 0, 0, .1 );
+ Vector vecDown = GetAbsOrigin();
+ vecDown.z -= 0.2;
+
+ trace_t trace;
+ m_pMoveProbe->TraceHull( vecStart, vecDown, mins, maxs, MASK_NPCSOLID, &trace );
+
+ if( trace.m_pEnt )
+ {
+ // Found something!
+ SetGroundEntity( trace.m_pEnt );
+ TaskComplete();
+ }
+ else
+ {
+ // Try again in a few seconds.
+ SetWait(4);
+ }
+ }
+ }
+ break;
+
+ case TASK_WANDER:
+ break;
+
+ case TASK_FREEZE:
+ break;
+
+ default:
+ {
+ DevMsg( "No RunTask entry for %s\n", TaskName( pTask->iTask ) );
+ TaskComplete();
+ }
+ break;
+ }
+}
+
+void CAI_BaseNPC::RunTaskOverlay()
+{
+ if ( IsCurTaskContinuousMove() )
+ {
+ m_MoveAndShootOverlay.RunShootWhileMove();
+ }
+}
+
+void CAI_BaseNPC::EndTaskOverlay()
+{
+ m_MoveAndShootOverlay.EndShootWhileMove();
+}
+
+//=========================================================
+// SetTurnActivity - measures the difference between the way
+// the NPC is facing and determines whether or not to
+// select one of the 180 turn animations.
+//=========================================================
+void CAI_BaseNPC::SetTurnActivity ( void )
+{
+ if ( IsCrouching() )
+ {
+ SetIdealActivity( ACT_IDLE ); // failure case
+ return;
+ }
+
+ float flYD;
+ flYD = GetMotor()->DeltaIdealYaw();
+
+ // FIXME: unknown case, update yaw should catch these
+ /*
+ if (GetMotor()->AddTurnGesture( flYD ))
+ {
+ SetIdealActivity( ACT_IDLE );
+ Remember( bits_MEMORY_TURNING );
+ return;
+ }
+ */
+
+ if( flYD <= -80 && flYD >= -100 && SelectWeightedSequence( ACT_90_RIGHT ) != ACTIVITY_NOT_AVAILABLE )
+ {
+ // 90 degree right.
+ Remember( bits_MEMORY_TURNING );
+ SetIdealActivity( ACT_90_RIGHT );
+ return;
+ }
+ if( flYD >= 80 && flYD <= 100 && SelectWeightedSequence( ACT_90_LEFT ) != ACTIVITY_NOT_AVAILABLE )
+ {
+ // 90 degree left.
+ Remember( bits_MEMORY_TURNING );
+ SetIdealActivity( ACT_90_LEFT );
+ return;
+ }
+ if( fabs( flYD ) >= 160 && SelectWeightedSequence ( ACT_180_LEFT ) != ACTIVITY_NOT_AVAILABLE )
+ {
+ Remember( bits_MEMORY_TURNING );
+ SetIdealActivity( ACT_180_LEFT );
+ return;
+ }
+
+ if ( flYD <= -45 && SelectWeightedSequence ( ACT_TURN_RIGHT ) != ACTIVITY_NOT_AVAILABLE )
+ {// big right turn
+ SetIdealActivity( ACT_TURN_RIGHT );
+ return;
+ }
+ if ( flYD >= 45 && SelectWeightedSequence ( ACT_TURN_LEFT ) != ACTIVITY_NOT_AVAILABLE )
+ {// big left turn
+ SetIdealActivity( ACT_TURN_LEFT );
+ return;
+ }
+
+ SetIdealActivity( ACT_IDLE ); // failure case
+
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: For a specific delta, add a turn gesture and set the yaw speed
+// Input : yaw delta
+//-----------------------------------------------------------------------------
+
+
+bool CAI_BaseNPC::UpdateTurnGesture( void )
+{
+ float flYD = GetMotor()->DeltaIdealYaw();
+ return GetMotor()->AddTurnGesture( flYD );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: For non-looping animations that may be replayed sequentially (like attacks)
+// Set the activity to ACT_RESET if this is a replay, otherwise just set ideal activity
+// Input : newIdealActivity - desired ideal activity
+//-----------------------------------------------------------------------------
+void CAI_BaseNPC::ResetIdealActivity( Activity newIdealActivity )
+{
+ if ( m_Activity == newIdealActivity )
+ {
+ m_Activity = ACT_RESET;
+ }
+
+ SetIdealActivity( newIdealActivity );
+}
+
+
+void CAI_BaseNPC::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition )
+{
+ if ( GetNavType() == NAV_FLY )
+ {
+ // UNDONE: Cache these per enemy instead?
+ Vector offset = pEnemy->EyePosition() - pEnemy->GetAbsOrigin();
+ chasePosition += offset;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns the custom movement activity for the script that this NPC
+// is running.
+// Output : Returns the activity, or ACT_INVALID is the sequence is unknown.
+//-----------------------------------------------------------------------------
+Activity CAI_BaseNPC::GetScriptCustomMoveActivity( void )
+{
+ Activity eActivity = ACT_WALK;
+
+ if ( ( m_hCine != NULL ) && ( m_hCine->m_iszCustomMove != NULL_STRING ) )
+ {
+ // We have a valid script. Look up the custom movement activity.
+ eActivity = ( Activity )LookupActivity( STRING( m_hCine->m_iszCustomMove ) );
+ if ( eActivity == ACT_INVALID )
+ {
+ // Not an activity, at least make sure it's a valid sequence.
+ if ( LookupSequence( STRING( m_hCine->m_iszCustomMove ) ) != ACT_INVALID )
+ {
+ eActivity = ACT_SCRIPT_CUSTOM_MOVE;
+ }
+ else
+ {
+ eActivity = ACT_WALK;
+ }
+ }
+ }
+ else if ( m_iszSceneCustomMoveSeq != NULL_STRING )
+ {
+ eActivity = ACT_SCRIPT_CUSTOM_MOVE;
+ }
+
+ return eActivity;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : int
+//-----------------------------------------------------------------------------
+int CAI_BaseNPC::GetScriptCustomMoveSequence( void )
+{
+ int iSequence = ACTIVITY_NOT_AVAILABLE;
+
+ // If we have a scripted sequence entity, use it's custom move
+ if ( m_hCine != NULL )
+ {
+ iSequence = LookupSequence( STRING( m_hCine->m_iszCustomMove ) );
+ if ( iSequence == ACTIVITY_NOT_AVAILABLE )
+ {
+ DevMsg( "SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n", GetClassname(), STRING(m_hCine->m_iszCustomMove) );
+ }
+ }
+ else if ( m_iszSceneCustomMoveSeq != NULL_STRING )
+ {
+ // Otherwise, use the .vcd custom move
+ iSequence = LookupSequence( STRING( m_iszSceneCustomMoveSeq ) );
+ if ( iSequence == ACTIVITY_NOT_AVAILABLE )
+ {
+ Warning( "SCRIPT_CUSTOM_MOVE: %s failed scripted custom move. Has no sequence called: %s\n", GetClassname(), STRING(m_iszSceneCustomMoveSeq) );
+ }
+ }
+
+ // Failed? Use walk.
+ if ( iSequence == ACTIVITY_NOT_AVAILABLE )
+ {
+ iSequence = SelectWeightedSequence( ACT_WALK );
+ }
+
+ return iSequence;
+}
+
+//=========================================================
+// GetTask - returns a pointer to the current
+// scheduled task. NULL if there's a problem.
+//=========================================================
+const Task_t *CAI_BaseNPC::GetTask( void )
+{
+ int iScheduleIndex = GetScheduleCurTaskIndex();
+ if ( !GetCurSchedule() || iScheduleIndex < 0 || iScheduleIndex >= GetCurSchedule()->NumTasks() )
+ // iScheduleIndex is not within valid range for the NPC's current schedule.
+ return NULL;
+
+ return &GetCurSchedule()->GetTaskList()[ iScheduleIndex ];
+}
+
+
+//-----------------------------------------------------------------------------
+bool CAI_BaseNPC::IsInterruptable()
+{
+ if ( GetState() == NPC_STATE_SCRIPT )
+ {
+ if ( m_hCine )
+ {
+ if (!m_hCine->CanInterrupt() )
+ return false;
+
+ // are the in an script FL_FLY state?
+ if ((GetFlags() & FL_FLY ) && !(m_hCine->m_savedFlags & FL_FLY))
+ {
+ return false;
+ }
+ }
+ }
+
+ return IsAlive();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CAI_BaseNPC::SelectInteractionSchedule( void )
+{
+ SetTarget( m_hForcedInteractionPartner );
+
+ // If we have an interaction, we're the initiator. Move to our interaction point.
+ if ( m_iInteractionPlaying != NPCINT_NONE )
+ return SCHED_INTERACTION_MOVE_TO_PARTNER;
+
+ // Otherwise, turn towards our partner and wait for him to reach us.
+ //m_iInteractionState = NPCINT_MOVING_TO_MARK;
+ return SCHED_INTERACTION_WAIT_FOR_PARTNER;
+}
+
+//-----------------------------------------------------------------------------
+// Idle schedule selection
+//-----------------------------------------------------------------------------
+int CAI_BaseNPC::SelectIdleSchedule()
+{
+ if ( m_hForcedInteractionPartner )
+ return SelectInteractionSchedule();
+
+ int nSched = SelectFlinchSchedule();
+ if ( nSched != SCHED_NONE )
+ return nSched;
+
+ if ( HasCondition ( COND_HEAR_DANGER ) ||
+ HasCondition ( COND_HEAR_COMBAT ) ||
+ HasCondition ( COND_HEAR_WORLD ) ||
+ HasCondition ( COND_HEAR_BULLET_IMPACT ) ||
+ HasCondition ( COND_HEAR_PLAYER ) )
+ {
+ return SCHED_ALERT_FACE_BESTSOUND;
+ }
+
+ // no valid route!
+ if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
+ return SCHED_IDLE_STAND;
+
+ // valid route. Get moving
+ return SCHED_IDLE_WALK;
+}
+
+
+//-----------------------------------------------------------------------------
+// Alert schedule selection
+//-----------------------------------------------------------------------------
+int CAI_BaseNPC::SelectAlertSchedule()
+{
+ if ( m_hForcedInteractionPartner )
+ return SelectInteractionSchedule();
+
+ int nSched = SelectFlinchSchedule();
+ if ( nSched != SCHED_NONE )
+ return nSched;
+
+ // Scan around for new enemies
+ if ( HasCondition( COND_ENEMY_DEAD ) && SelectWeightedSequence( ACT_VICTORY_DANCE ) != ACTIVITY_NOT_AVAILABLE )
+ return SCHED_ALERT_SCAN;
+
+ if( IsPlayerAlly() && HasCondition(COND_HEAR_COMBAT) )
+ {
+ return SCHED_ALERT_REACT_TO_COMBAT_SOUND;
+ }
+
+ if ( HasCondition ( COND_HEAR_DANGER ) ||
+ HasCondition ( COND_HEAR_PLAYER ) ||
+ HasCondition ( COND_HEAR_WORLD ) ||
+ HasCondition ( COND_HEAR_BULLET_IMPACT ) ||
+ HasCondition ( COND_HEAR_COMBAT ) )
+ {
+ return SCHED_ALERT_FACE_BESTSOUND;
+ }
+
+ if ( gpGlobals->curtime - GetEnemies()->LastTimeSeen( AI_UNKNOWN_ENEMY ) < TIME_CARE_ABOUT_DAMAGE )
+ return SCHED_ALERT_FACE;
+
+ return SCHED_ALERT_STAND;
+}
+
+
+//-----------------------------------------------------------------------------
+// Combat schedule selection
+//-----------------------------------------------------------------------------
+int CAI_BaseNPC::SelectCombatSchedule()
+{
+ if ( m_hForcedInteractionPartner )
+ return SelectInteractionSchedule();
+
+ int nSched = SelectFlinchSchedule();
+ if ( nSched != SCHED_NONE )
+ return nSched;
+
+ if ( HasCondition(COND_NEW_ENEMY) && gpGlobals->curtime - GetEnemies()->FirstTimeSeen(GetEnemy()) < 2.0 )
+ {
+ return SCHED_WAKE_ANGRY;
+ }
+
+ if ( HasCondition( COND_ENEMY_DEAD ) )
+ {
+ // clear the current (dead) enemy and try to find another.
+ SetEnemy( NULL );
+
+ if ( ChooseEnemy() )
+ {
+ ClearCondition( COND_ENEMY_DEAD );
+ return SelectSchedule();
+ }
+
+ SetState( NPC_STATE_ALERT );
+ return SelectSchedule();
+ }
+
+ // If I'm scared of this enemy run away
+ if ( IRelationType( GetEnemy() ) == D_FR )
+ {
+ if (HasCondition( COND_SEE_ENEMY ) ||
+ HasCondition( COND_LIGHT_DAMAGE )||
+ HasCondition( COND_HEAVY_DAMAGE ))
+ {
+ FearSound();
+ //ClearCommandGoal();
+ return SCHED_RUN_FROM_ENEMY;
+ }
+
+ // If I've seen the enemy recently, cower. Ignore the time for unforgettable enemies.
+ AI_EnemyInfo_t *pMemory = GetEnemies()->Find( GetEnemy() );
+ if ( (pMemory && pMemory->bUnforgettable) || (GetEnemyLastTimeSeen() > (gpGlobals->curtime - 5.0)) )
+ {
+ // If we're facing him, just look ready. Otherwise, face him.
+ if ( FInAimCone( GetEnemy()->EyePosition() ) )
+ return SCHED_COMBAT_STAND;
+
+ return SCHED_FEAR_FACE;
+ }
+ }
+
+ // Check if need to reload
+ if ( HasCondition( COND_LOW_PRIMARY_AMMO ) || HasCondition( COND_NO_PRIMARY_AMMO ) )
+ {
+ return SCHED_HIDE_AND_RELOAD;
+ }
+
+ // Can we see the enemy?
+ if ( !HasCondition(COND_SEE_ENEMY) )
+ {
+ // enemy is unseen, but not occluded!
+ // turn to face enemy
+ if ( !HasCondition(COND_ENEMY_OCCLUDED) )
+ return SCHED_COMBAT_FACE;
+
+ // chase!
+ if ( GetActiveWeapon() || (CapabilitiesGet() & (bits_CAP_INNATE_RANGE_ATTACK1|bits_CAP_INNATE_RANGE_ATTACK2)))
+ return SCHED_ESTABLISH_LINE_OF_FIRE;
+ else if ( (CapabilitiesGet() & (bits_CAP_INNATE_MELEE_ATTACK1|bits_CAP_INNATE_MELEE_ATTACK2)))
+ return SCHED_CHASE_ENEMY;
+ else
+ return SCHED_TAKE_COVER_FROM_ENEMY;
+ }
+
+ if ( HasCondition(COND_TOO_CLOSE_TO_ATTACK) )
+ return SCHED_BACK_AWAY_FROM_ENEMY;
+
+ if ( HasCondition( COND_WEAPON_PLAYER_IN_SPREAD ) ||
+ HasCondition( COND_WEAPON_BLOCKED_BY_FRIEND ) ||
+ HasCondition( COND_WEAPON_SIGHT_OCCLUDED ) )
+ {
+ return SCHED_ESTABLISH_LINE_OF_FIRE;
+ }
+
+ if ( GetShotRegulator()->IsInRestInterval() )
+ {
+ if ( HasCondition(COND_CAN_RANGE_ATTACK1) )
+ return SCHED_COMBAT_FACE;
+ }
+
+ // we can see the enemy
+ if ( HasCondition(COND_CAN_RANGE_ATTACK1) )
+ {
+ if ( !UseAttackSquadSlots() || OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
+ return SCHED_RANGE_ATTACK1;
+ return SCHED_COMBAT_FACE;
+ }
+
+ if ( HasCondition(COND_CAN_RANGE_ATTACK2) )
+ return SCHED_RANGE_ATTACK2;
+
+ if ( HasCondition(COND_CAN_MELEE_ATTACK1) )
+ return SCHED_MELEE_ATTACK1;
+
+ if ( HasCondition(COND_CAN_MELEE_ATTACK2) )
+ return SCHED_MELEE_ATTACK2;
+
+ if ( HasCondition(COND_NOT_FACING_ATTACK) )
+ return SCHED_COMBAT_FACE;
+
+ if ( !HasCondition(COND_CAN_RANGE_ATTACK1) && !HasCondition(COND_CAN_MELEE_ATTACK1) )
+ {
+ // if we can see enemy but can't use either attack type, we must need to get closer to enemy
+ if ( GetActiveWeapon() )
+ return SCHED_MOVE_TO_WEAPON_RANGE;
+
+ // If we have an innate attack and we're too far (or occluded) then get line of sight
+ if ( HasCondition( COND_TOO_FAR_TO_ATTACK ) && ( CapabilitiesGet() & (bits_CAP_INNATE_RANGE_ATTACK1|bits_CAP_INNATE_RANGE_ATTACK2)) )
+ return SCHED_MOVE_TO_WEAPON_RANGE;
+
+ // if we can see enemy but can't use either attack type, we must need to get closer to enemy
+ if ( CapabilitiesGet() & (bits_CAP_INNATE_MELEE_ATTACK1|bits_CAP_INNATE_MELEE_ATTACK2) )
+ return SCHED_CHASE_ENEMY;
+ else
+ return SCHED_TAKE_COVER_FROM_ENEMY;
+ }
+
+ DevWarning( 2, "No suitable combat schedule!\n" );
+ return SCHED_FAIL;
+}
+
+
+//-----------------------------------------------------------------------------
+// Dead schedule selection
+//-----------------------------------------------------------------------------
+int CAI_BaseNPC::SelectDeadSchedule()
+{
+ if ( BecomeRagdollOnClient( vec3_origin ) )
+ {
+ CleanupOnDeath();
+ return SCHED_DIE_RAGDOLL;
+ }
+
+ // Adrian - Alread dead (by animation event maybe?)
+ // Is it safe to set it to SCHED_NONE?
+ if ( m_lifeState == LIFE_DEAD )
+ return SCHED_NONE;
+
+ CleanupOnDeath();
+ return SCHED_DIE;
+}
+
+
+//-----------------------------------------------------------------------------
+// Script schedule selection
+//-----------------------------------------------------------------------------
+int CAI_BaseNPC::SelectScriptSchedule()
+{
+ Assert( m_hCine != NULL );
+ if ( m_hCine )
+ return SCHED_AISCRIPT;
+
+ DevWarning( 2, "Script failed for %s\n", GetClassname() );
+ CineCleanup();
+ return SCHED_IDLE_STAND;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Select a gesture to play in response to damage we've taken
+// Output : int
+//-----------------------------------------------------------------------------
+void CAI_BaseNPC::PlayFlinchGesture()
+{
+ if ( !CanFlinch() )
+ return;
+
+ Activity iFlinchActivity = ACT_INVALID;
+
+ float flNextFlinch = random->RandomFloat( 0.5f, 1.0f );
+
+ // If I haven't flinched for a while, play the big flinch gesture
+ if ( !HasMemory(bits_MEMORY_FLINCHED) )
+ {
+ iFlinchActivity = GetFlinchActivity( true, true );
+
+ if ( HaveSequenceForActivity( iFlinchActivity ) )
+ {
+ RestartGesture( iFlinchActivity );
+ }
+
+ Remember(bits_MEMORY_FLINCHED);
+
+ }
+ else
+ {
+ iFlinchActivity = GetFlinchActivity( false, true );
+ if ( HaveSequenceForActivity( iFlinchActivity ) )
+ {
+ RestartGesture( iFlinchActivity );
+ }
+ }
+
+ if ( iFlinchActivity != ACT_INVALID )
+ {
+ //Get the duration of the flinch and delay the next one by that (plus a bit more)
+ int iSequence = GetLayerSequence( FindGestureLayer( iFlinchActivity ) );
+
+ if ( iSequence != ACT_INVALID )
+ {
+ flNextFlinch += SequenceDuration( iSequence );
+ }
+
+ m_flNextFlinchTime = gpGlobals->curtime + flNextFlinch;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: See if we should flinch in response to damage we've taken
+// Output : int
+//-----------------------------------------------------------------------------
+int CAI_BaseNPC::SelectFlinchSchedule()
+{
+ if ( !HasCondition(COND_HEAVY_DAMAGE) )
+ return SCHED_NONE;
+
+ // If we've flinched recently, don't do it again. A gesture flinch will be played instead.
+ if ( HasMemory(bits_MEMORY_FLINCHED) )
+ return SCHED_NONE;
+
+ if ( !CanFlinch() )
+ return SCHED_NONE;
+
+ // Robin: This was in the original HL1 flinch code. Do we still want it?
+ //if ( fabs( GetMotor()->DeltaIdealYaw() ) < (1.0 - m_flFieldOfView) * 60 ) // roughly in the correct direction
+ // return SCHED_TAKE_COVER_FROM_ORIGIN;
+
+ // Heavy damage. Break out of my current schedule and flinch.
+ Activity iFlinchActivity = GetFlinchActivity( true, false );
+ if ( HaveSequenceForActivity( iFlinchActivity ) )
+ return SCHED_BIG_FLINCH;
+
+ /*
+ // Not used anymore, because gesture flinches are played instead for heavy damage
+ // taken shortly after we've already flinched full.
+ //
+ iFlinchActivity = GetFlinchActivity( false, false );
+ if ( HaveSequenceForActivity( iFlinchActivity ) )
+ return SCHED_SMALL_FLINCH;
+ */
+
+ return SCHED_NONE;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Decides which type of schedule best suits the NPC's current
+// state and conditions. Then calls NPC's member function to get a pointer
+// to a schedule of the proper type.
+//-----------------------------------------------------------------------------
+int CAI_BaseNPC::SelectSchedule( void )
+{
+ if ( HasCondition( COND_FLOATING_OFF_GROUND ) )
+ {
+ SetGravity( 1.0 );
+ SetGroundEntity( NULL );
+ return SCHED_FALL_TO_GROUND;
+ }
+
+ switch( m_NPCState )
+ {
+ case NPC_STATE_NONE:
+ DevWarning( 2, "NPC_STATE IS NONE!\n" );
+ break;
+
+ case NPC_STATE_PRONE:
+ return SCHED_IDLE_STAND;
+
+ case NPC_STATE_IDLE:
+ AssertMsgOnce( GetEnemy() == NULL, "NPC has enemy but is not in combat state?" );
+ return SelectIdleSchedule();
+
+ case NPC_STATE_ALERT:
+ AssertMsgOnce( GetEnemy() == NULL, "NPC has enemy but is not in combat state?" );
+ return SelectAlertSchedule();
+
+ case NPC_STATE_COMBAT:
+ return SelectCombatSchedule();
+
+ case NPC_STATE_DEAD:
+ return SelectDeadSchedule();
+
+ case NPC_STATE_SCRIPT:
+ return SelectScriptSchedule();
+
+ default:
+ DevWarning( 2, "Invalid State for SelectSchedule!\n" );
+ break;
+ }
+
+ return SCHED_FAIL;
+}
+
+
+//-----------------------------------------------------------------------------
+
+int CAI_BaseNPC::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
+{
+ return ( m_failSchedule != SCHED_NONE ) ? m_failSchedule : SCHED_FAIL;
+}