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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/ai_behavior_assault.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/ai_behavior_assault.h')
| -rw-r--r-- | mp/src/game/server/ai_behavior_assault.h | 598 |
1 files changed, 299 insertions, 299 deletions
diff --git a/mp/src/game/server/ai_behavior_assault.h b/mp/src/game/server/ai_behavior_assault.h index e7de88a1..e927def9 100644 --- a/mp/src/game/server/ai_behavior_assault.h +++ b/mp/src/game/server/ai_behavior_assault.h @@ -1,299 +1,299 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef AI_BEHAVIOR_ASSAULT_H
-#define AI_BEHAVIOR_ASSAULT_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "simtimer.h"
-#include "ai_behavior.h"
-#include "ai_goalentity.h"
-#include "ai_moveshoot.h"
-#include "ai_utils.h"
-
-#define CUE_POINT_TOLERANCE (3.0*12.0)
-
-enum RallySelectMethod_t
-{
- RALLY_POINT_SELECT_DEFAULT = 0,
- RALLY_POINT_SELECT_RANDOM,
-};
-
-enum AssaultCue_t
-{
- CUE_NO_ASSAULT = 0, // used to indicate that no assault is being conducted presently
-
- CUE_ENTITY_INPUT = 1,
- CUE_PLAYER_GUNFIRE,
- CUE_DONT_WAIT,
- CUE_COMMANDER,
- CUE_NONE,
-};
-
-enum
-{
- ASSAULT_SENTENCE_HIT_RALLY_POINT = SENTENCE_BASE_BEHAVIOR_INDEX,
- ASSAULT_SENTENCE_HIT_ASSAULT_POINT,
- ASSAULT_SENTENCE_SQUAD_ADVANCE_TO_RALLY,
- ASSAULT_SENTENCE_SQUAD_ADVANCE_TO_ASSAULT,
- ASSAULT_SENTENCE_COVER_NO_AMMO,
- ASSAULT_SENTENCE_UNDER_ATTACK,
-};
-
-// Allow diversion from the assault up to this amount of time after last having an enemy
-#define ASSAULT_DIVERSION_TIME 4
-
-#define SF_ASSAULTPOINT_CLEARONARRIVAL 0x00000001
-
-//=============================================================================
-//=============================================================================
-class CRallyPoint : public CPointEntity
-{
- DECLARE_CLASS( CRallyPoint, CPointEntity );
-
-public:
- CRallyPoint()
- {
- m_hLockedBy.Set(NULL);
- m_sExclusivity = RALLY_EXCLUSIVE_NOT_EVALUATED;
- }
-
- bool Lock( CBaseEntity *pLocker )
- {
- if( IsLocked() )
- {
- // Already locked.
- return false;
- }
-
- m_hLockedBy.Set( pLocker );
- return true;
- }
-
- bool Unlock( CBaseEntity *pUnlocker )
- {
- if( IsLocked() )
- {
- if( m_hLockedBy.Get() != pUnlocker )
- {
- // Refuse! Only the locker may unlock.
- return false;
- }
- }
-
- m_hLockedBy.Set( NULL );
- return true;
- }
-
- bool IsLocked( void ) { return (m_hLockedBy.Get() != NULL); }
-
- int DrawDebugTextOverlays();
- bool IsExclusive();
-
- enum
- {
- RALLY_EXCLUSIVE_NOT_EVALUATED = -1,
- RALLY_EXCLUSIVE_NO,
- RALLY_EXCLUSIVE_YES,
- };
-
- string_t m_AssaultPointName;
- string_t m_RallySequenceName;
- float m_flAssaultDelay;
- int m_iPriority;
- int m_iStrictness;
- bool m_bForceCrouch;
- bool m_bIsUrgent;
- short m_sExclusivity;
-
- COutputEvent m_OnArrival;
-
- DECLARE_DATADESC();
-
-private:
- EHANDLE m_hLockedBy;
-};
-
-//=============================================================================
-//=============================================================================
-class CAssaultPoint : public CPointEntity
-{
- DECLARE_CLASS( CAssaultPoint, CPointEntity );
-
-public:
- CAssaultPoint()
- {
- // This used to be a constant in code. Now it's a keyfield in hammer.
- // So in the constructor, we set this value to the former constant
- // default value, for legacy maps. (sjb)
- m_flAssaultPointTolerance = CUE_POINT_TOLERANCE;
- }
-
- void InputSetClearOnContact( inputdata_t &inputdata )
- {
- m_bClearOnContact = inputdata.value.Bool();
- }
-
- void InputSetAllowDiversion( inputdata_t &inputdata )
- {
- m_bAllowDiversion = inputdata.value.Bool();
- }
-
- void InputSetForceClear( inputdata_t &inputdata )
- {
- m_bInputForcedClear = inputdata.value.Bool();
- }
-
-public:
- string_t m_AssaultHintGroup;
- string_t m_NextAssaultPointName;
- COutputEvent m_OnAssaultClear;
- float m_flAssaultTimeout;
- bool m_bClearOnContact;
- bool m_bAllowDiversion;
- float m_flAllowDiversionRadius;
- bool m_bNeverTimeout;
- int m_iStrictness;
- bool m_bForceCrouch;
- bool m_bIsUrgent;
- bool m_bInputForcedClear;
- float m_flAssaultPointTolerance;
- float m_flTimeLastUsed;
-
- COutputEvent m_OnArrival;
-
- DECLARE_DATADESC();
-};
-
-//=============================================================================
-//=============================================================================
-class CAI_AssaultBehavior : public CAI_SimpleBehavior
-{
- DECLARE_CLASS( CAI_AssaultBehavior, CAI_SimpleBehavior );
-
-public:
- CAI_AssaultBehavior();
-
- virtual const char *GetName() { return "Assault"; }
- virtual int DrawDebugTextOverlays( int text_offset );
-
- virtual void OnRestore();
-
- bool CanRunAScriptedNPCInteraction( bool bForced );
-
- virtual bool CanSelectSchedule();
- virtual void BeginScheduleSelection();
- virtual void EndScheduleSelection();
-
- bool HasHitRallyPoint() { return m_bHitRallyPoint; }
- bool HasHitAssaultPoint() { return m_bHitAssaultPoint; }
-
- void ClearAssaultPoint( void );
- void OnHitAssaultPoint( void );
- bool PollAssaultCue( void );
- void ReceiveAssaultCue( AssaultCue_t cue );
- bool HasAssaultCue( void ) { return m_AssaultCue != CUE_NO_ASSAULT; }
- bool AssaultHasBegun();
-
- CAssaultPoint *FindAssaultPoint( string_t iszAssaultPointName );
- void SetAssaultPoint( CAssaultPoint *pAssaultPoint );
-
- void GatherConditions( void );
- void StartTask( const Task_t *pTask );
- void RunTask( const Task_t *pTask );
- void BuildScheduleTestBits();
- int TranslateSchedule( int scheduleType );
- void OnStartSchedule( int scheduleType );
- void ClearSchedule( const char *szReason );
-
- void InitializeBehavior();
- void SetParameters( string_t rallypointname, AssaultCue_t assaultcue, int rallySelectMethod );
- void SetParameters( CBaseEntity *pRallyEnt, AssaultCue_t assaultcue );
-
- bool IsAllowedToDivert( void );
- bool IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint );
- float GetMaxTacticalLateralMovement( void );
-
- void UpdateOnRemove();
-
- bool OnStrictAssault( void );
- bool UpdateForceCrouch( void );
- bool IsForcingCrouch( void );
- bool IsUrgent( void );
-
- CRallyPoint *FindBestRallyPointInRadius( const Vector &vecCenter, float flRadius );;
-
- void Disable( void ) { m_AssaultCue = CUE_NO_ASSAULT; m_bHitRallyPoint = false; m_bHitAssaultPoint = false; }
-
- enum
- {
- SCHED_MOVE_TO_RALLY_POINT = BaseClass::NEXT_SCHEDULE, // Try to get out of the player's way
- SCHED_ASSAULT_FAILED_TO_MOVE,
- SCHED_FAIL_MOVE_TO_RALLY_POINT,
- SCHED_MOVE_TO_ASSAULT_POINT,
- SCHED_AT_ASSAULT_POINT,
- SCHED_HOLD_RALLY_POINT,
- SCHED_HOLD_ASSAULT_POINT,
- SCHED_WAIT_AND_CLEAR,
- SCHED_ASSAULT_MOVE_AWAY,
- SCHED_CLEAR_ASSAULT_POINT,
- NEXT_SCHEDULE,
-
- TASK_GET_PATH_TO_RALLY_POINT = BaseClass::NEXT_TASK,
- TASK_FACE_RALLY_POINT,
- TASK_GET_PATH_TO_ASSAULT_POINT,
- TASK_FACE_ASSAULT_POINT,
- TASK_HIT_ASSAULT_POINT,
- TASK_HIT_RALLY_POINT,
- TASK_AWAIT_CUE,
- TASK_AWAIT_ASSAULT_TIMEOUT,
- TASK_ANNOUNCE_CLEAR,
- TASK_WAIT_ASSAULT_DELAY,
- TASK_ASSAULT_MOVE_AWAY_PATH,
- TASK_ASSAULT_DEFER_SCHEDULE_SELECTION,
- NEXT_TASK,
-
-/*
- COND_PUT_CONDITIONS_HERE = BaseClass::NEXT_CONDITION,
- NEXT_CONDITION,
-*/
- };
-
- DEFINE_CUSTOM_SCHEDULE_PROVIDER;
-
-public:
- CHandle<CAssaultPoint> m_hAssaultPoint;
- CHandle<CRallyPoint> m_hRallyPoint;
-
-public:
- void UnlockRallyPoint( void );
-
-private:
- void OnScheduleChange();
- virtual int SelectSchedule();
-
- AssaultCue_t m_AssaultCue; // the cue we're waiting for to begin the assault
- AssaultCue_t m_ReceivedAssaultCue; // the last assault cue we received from someone/thing external.
-
- bool m_bHitRallyPoint;
- bool m_bHitAssaultPoint;
-
- // Diversion
- bool m_bDiverting;
- float m_flLastSawAnEnemyAt;
-
- float m_flTimeDeferScheduleSelection;
-
- string_t m_AssaultPointName;
-
- //---------------------------------
-
- DECLARE_DATADESC();
-};
-
-#endif // AI_BEHAVIOR_ASSAULT_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef AI_BEHAVIOR_ASSAULT_H +#define AI_BEHAVIOR_ASSAULT_H +#ifdef _WIN32 +#pragma once +#endif + +#include "simtimer.h" +#include "ai_behavior.h" +#include "ai_goalentity.h" +#include "ai_moveshoot.h" +#include "ai_utils.h" + +#define CUE_POINT_TOLERANCE (3.0*12.0) + +enum RallySelectMethod_t +{ + RALLY_POINT_SELECT_DEFAULT = 0, + RALLY_POINT_SELECT_RANDOM, +}; + +enum AssaultCue_t +{ + CUE_NO_ASSAULT = 0, // used to indicate that no assault is being conducted presently + + CUE_ENTITY_INPUT = 1, + CUE_PLAYER_GUNFIRE, + CUE_DONT_WAIT, + CUE_COMMANDER, + CUE_NONE, +}; + +enum +{ + ASSAULT_SENTENCE_HIT_RALLY_POINT = SENTENCE_BASE_BEHAVIOR_INDEX, + ASSAULT_SENTENCE_HIT_ASSAULT_POINT, + ASSAULT_SENTENCE_SQUAD_ADVANCE_TO_RALLY, + ASSAULT_SENTENCE_SQUAD_ADVANCE_TO_ASSAULT, + ASSAULT_SENTENCE_COVER_NO_AMMO, + ASSAULT_SENTENCE_UNDER_ATTACK, +}; + +// Allow diversion from the assault up to this amount of time after last having an enemy +#define ASSAULT_DIVERSION_TIME 4 + +#define SF_ASSAULTPOINT_CLEARONARRIVAL 0x00000001 + +//============================================================================= +//============================================================================= +class CRallyPoint : public CPointEntity +{ + DECLARE_CLASS( CRallyPoint, CPointEntity ); + +public: + CRallyPoint() + { + m_hLockedBy.Set(NULL); + m_sExclusivity = RALLY_EXCLUSIVE_NOT_EVALUATED; + } + + bool Lock( CBaseEntity *pLocker ) + { + if( IsLocked() ) + { + // Already locked. + return false; + } + + m_hLockedBy.Set( pLocker ); + return true; + } + + bool Unlock( CBaseEntity *pUnlocker ) + { + if( IsLocked() ) + { + if( m_hLockedBy.Get() != pUnlocker ) + { + // Refuse! Only the locker may unlock. + return false; + } + } + + m_hLockedBy.Set( NULL ); + return true; + } + + bool IsLocked( void ) { return (m_hLockedBy.Get() != NULL); } + + int DrawDebugTextOverlays(); + bool IsExclusive(); + + enum + { + RALLY_EXCLUSIVE_NOT_EVALUATED = -1, + RALLY_EXCLUSIVE_NO, + RALLY_EXCLUSIVE_YES, + }; + + string_t m_AssaultPointName; + string_t m_RallySequenceName; + float m_flAssaultDelay; + int m_iPriority; + int m_iStrictness; + bool m_bForceCrouch; + bool m_bIsUrgent; + short m_sExclusivity; + + COutputEvent m_OnArrival; + + DECLARE_DATADESC(); + +private: + EHANDLE m_hLockedBy; +}; + +//============================================================================= +//============================================================================= +class CAssaultPoint : public CPointEntity +{ + DECLARE_CLASS( CAssaultPoint, CPointEntity ); + +public: + CAssaultPoint() + { + // This used to be a constant in code. Now it's a keyfield in hammer. + // So in the constructor, we set this value to the former constant + // default value, for legacy maps. (sjb) + m_flAssaultPointTolerance = CUE_POINT_TOLERANCE; + } + + void InputSetClearOnContact( inputdata_t &inputdata ) + { + m_bClearOnContact = inputdata.value.Bool(); + } + + void InputSetAllowDiversion( inputdata_t &inputdata ) + { + m_bAllowDiversion = inputdata.value.Bool(); + } + + void InputSetForceClear( inputdata_t &inputdata ) + { + m_bInputForcedClear = inputdata.value.Bool(); + } + +public: + string_t m_AssaultHintGroup; + string_t m_NextAssaultPointName; + COutputEvent m_OnAssaultClear; + float m_flAssaultTimeout; + bool m_bClearOnContact; + bool m_bAllowDiversion; + float m_flAllowDiversionRadius; + bool m_bNeverTimeout; + int m_iStrictness; + bool m_bForceCrouch; + bool m_bIsUrgent; + bool m_bInputForcedClear; + float m_flAssaultPointTolerance; + float m_flTimeLastUsed; + + COutputEvent m_OnArrival; + + DECLARE_DATADESC(); +}; + +//============================================================================= +//============================================================================= +class CAI_AssaultBehavior : public CAI_SimpleBehavior +{ + DECLARE_CLASS( CAI_AssaultBehavior, CAI_SimpleBehavior ); + +public: + CAI_AssaultBehavior(); + + virtual const char *GetName() { return "Assault"; } + virtual int DrawDebugTextOverlays( int text_offset ); + + virtual void OnRestore(); + + bool CanRunAScriptedNPCInteraction( bool bForced ); + + virtual bool CanSelectSchedule(); + virtual void BeginScheduleSelection(); + virtual void EndScheduleSelection(); + + bool HasHitRallyPoint() { return m_bHitRallyPoint; } + bool HasHitAssaultPoint() { return m_bHitAssaultPoint; } + + void ClearAssaultPoint( void ); + void OnHitAssaultPoint( void ); + bool PollAssaultCue( void ); + void ReceiveAssaultCue( AssaultCue_t cue ); + bool HasAssaultCue( void ) { return m_AssaultCue != CUE_NO_ASSAULT; } + bool AssaultHasBegun(); + + CAssaultPoint *FindAssaultPoint( string_t iszAssaultPointName ); + void SetAssaultPoint( CAssaultPoint *pAssaultPoint ); + + void GatherConditions( void ); + void StartTask( const Task_t *pTask ); + void RunTask( const Task_t *pTask ); + void BuildScheduleTestBits(); + int TranslateSchedule( int scheduleType ); + void OnStartSchedule( int scheduleType ); + void ClearSchedule( const char *szReason ); + + void InitializeBehavior(); + void SetParameters( string_t rallypointname, AssaultCue_t assaultcue, int rallySelectMethod ); + void SetParameters( CBaseEntity *pRallyEnt, AssaultCue_t assaultcue ); + + bool IsAllowedToDivert( void ); + bool IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint ); + float GetMaxTacticalLateralMovement( void ); + + void UpdateOnRemove(); + + bool OnStrictAssault( void ); + bool UpdateForceCrouch( void ); + bool IsForcingCrouch( void ); + bool IsUrgent( void ); + + CRallyPoint *FindBestRallyPointInRadius( const Vector &vecCenter, float flRadius );; + + void Disable( void ) { m_AssaultCue = CUE_NO_ASSAULT; m_bHitRallyPoint = false; m_bHitAssaultPoint = false; } + + enum + { + SCHED_MOVE_TO_RALLY_POINT = BaseClass::NEXT_SCHEDULE, // Try to get out of the player's way + SCHED_ASSAULT_FAILED_TO_MOVE, + SCHED_FAIL_MOVE_TO_RALLY_POINT, + SCHED_MOVE_TO_ASSAULT_POINT, + SCHED_AT_ASSAULT_POINT, + SCHED_HOLD_RALLY_POINT, + SCHED_HOLD_ASSAULT_POINT, + SCHED_WAIT_AND_CLEAR, + SCHED_ASSAULT_MOVE_AWAY, + SCHED_CLEAR_ASSAULT_POINT, + NEXT_SCHEDULE, + + TASK_GET_PATH_TO_RALLY_POINT = BaseClass::NEXT_TASK, + TASK_FACE_RALLY_POINT, + TASK_GET_PATH_TO_ASSAULT_POINT, + TASK_FACE_ASSAULT_POINT, + TASK_HIT_ASSAULT_POINT, + TASK_HIT_RALLY_POINT, + TASK_AWAIT_CUE, + TASK_AWAIT_ASSAULT_TIMEOUT, + TASK_ANNOUNCE_CLEAR, + TASK_WAIT_ASSAULT_DELAY, + TASK_ASSAULT_MOVE_AWAY_PATH, + TASK_ASSAULT_DEFER_SCHEDULE_SELECTION, + NEXT_TASK, + +/* + COND_PUT_CONDITIONS_HERE = BaseClass::NEXT_CONDITION, + NEXT_CONDITION, +*/ + }; + + DEFINE_CUSTOM_SCHEDULE_PROVIDER; + +public: + CHandle<CAssaultPoint> m_hAssaultPoint; + CHandle<CRallyPoint> m_hRallyPoint; + +public: + void UnlockRallyPoint( void ); + +private: + void OnScheduleChange(); + virtual int SelectSchedule(); + + AssaultCue_t m_AssaultCue; // the cue we're waiting for to begin the assault + AssaultCue_t m_ReceivedAssaultCue; // the last assault cue we received from someone/thing external. + + bool m_bHitRallyPoint; + bool m_bHitAssaultPoint; + + // Diversion + bool m_bDiverting; + float m_flLastSawAnEnemyAt; + + float m_flTimeDeferScheduleSelection; + + string_t m_AssaultPointName; + + //--------------------------------- + + DECLARE_DATADESC(); +}; + +#endif // AI_BEHAVIOR_ASSAULT_H |