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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_behavior_rappel.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_behavior_rappel.cpp')
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1 files changed, 459 insertions, 0 deletions
diff --git a/mp/src/game/server/ai_behavior_rappel.cpp b/mp/src/game/server/ai_behavior_rappel.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "ai_motor.h"
+#include "ai_behavior_rappel.h"
+#include "beam_shared.h"
+#include "rope.h"
+#include "eventqueue.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+BEGIN_DATADESC( CAI_RappelBehavior )
+ DEFINE_FIELD( m_bWaitingToRappel, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bOnGround, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_hLine, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_vecRopeAnchor, FIELD_POSITION_VECTOR ),
+END_DATADESC();
+
+//=========================================================
+//=========================================================
+class CRopeAnchor : public CPointEntity
+{
+ DECLARE_CLASS( CRopeAnchor, CPointEntity );
+
+public:
+ void Spawn( void );
+ void FallThink( void );
+ void RemoveThink( void );
+ EHANDLE m_hRope;
+
+ DECLARE_DATADESC();
+};
+
+BEGIN_DATADESC( CRopeAnchor )
+ DEFINE_FIELD( m_hRope, FIELD_EHANDLE ),
+
+ DEFINE_THINKFUNC( FallThink ),
+ DEFINE_THINKFUNC( RemoveThink ),
+END_DATADESC();
+
+LINK_ENTITY_TO_CLASS( rope_anchor, CRopeAnchor );
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+#define RAPPEL_ROPE_WIDTH 1
+void CRopeAnchor::Spawn()
+{
+ BaseClass::Spawn();
+
+ // Decent enough default in case something happens to our owner!
+ float flDist = 384;
+
+ if( GetOwnerEntity() )
+ {
+ flDist = fabs( GetOwnerEntity()->GetAbsOrigin().z - GetAbsOrigin().z );
+ }
+
+ m_hRope = CRopeKeyframe::CreateWithSecondPointDetached( this, -1, flDist, RAPPEL_ROPE_WIDTH, "cable/cable.vmt", 5, true );
+
+ ASSERT( m_hRope != NULL );
+
+ SetThink( &CRopeAnchor::FallThink );
+ SetNextThink( gpGlobals->curtime + 0.2 );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CRopeAnchor::FallThink()
+{
+ SetMoveType( MOVETYPE_FLYGRAVITY );
+
+ Vector vecVelocity = GetAbsVelocity();
+
+ vecVelocity.x = random->RandomFloat( -30.0f, 30.0f );
+ vecVelocity.y = random->RandomFloat( -30.0f, 30.0f );
+
+ SetAbsVelocity( vecVelocity );
+
+ SetThink( &CRopeAnchor::RemoveThink );
+ SetNextThink( gpGlobals->curtime + 3.0 );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CRopeAnchor::RemoveThink()
+{
+ UTIL_Remove( m_hRope );
+ SetThink( &CRopeAnchor::SUB_Remove );
+ SetNextThink( gpGlobals->curtime );
+}
+
+//=========================================================
+//=========================================================
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CAI_RappelBehavior::CAI_RappelBehavior()
+{
+ m_hLine = NULL;
+ m_bWaitingToRappel = false;
+ m_bOnGround = true;
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CAI_RappelBehavior::KeyValue( const char *szKeyName, const char *szValue )
+{
+ if( FStrEq( szKeyName, "waitingtorappel" ) )
+ {
+ m_bWaitingToRappel = ( atoi(szValue) != 0);
+ m_bOnGround = !m_bWaitingToRappel;
+ return true;
+ }
+
+ return BaseClass::KeyValue( szKeyName, szValue );
+}
+
+void CAI_RappelBehavior::Precache()
+{
+ CBaseEntity::PrecacheModel( "cable/cable.vmt" );
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+#define RAPPEL_MAX_SPEED 600 // Go this fast if you're really high.
+#define RAPPEL_MIN_SPEED 60 // Go no slower than this.
+#define RAPPEL_DECEL_DIST (20.0f * 12.0f) // Start slowing down when you're this close to the ground.
+void CAI_RappelBehavior::SetDescentSpeed()
+{
+ // Trace to the floor and see how close we're getting. Slow down if we're close.
+ // STOP if there's an NPC under us.
+ trace_t tr;
+ AI_TraceLine( GetOuter()->GetAbsOrigin(), GetOuter()->GetAbsOrigin() - Vector( 0, 0, 8192 ), MASK_SHOT, GetOuter(), COLLISION_GROUP_NONE, &tr );
+
+ float flDist = fabs( GetOuter()->GetAbsOrigin().z - tr.endpos.z );
+
+ float speed = RAPPEL_MAX_SPEED;
+
+ if( flDist <= RAPPEL_DECEL_DIST )
+ {
+ float factor;
+ factor = flDist / RAPPEL_DECEL_DIST;
+
+ speed = MAX( RAPPEL_MIN_SPEED, speed * factor );
+ }
+
+ Vector vecNewVelocity = vec3_origin;
+ vecNewVelocity.z = -speed;
+ GetOuter()->SetAbsVelocity( vecNewVelocity );
+}
+
+
+void CAI_RappelBehavior::CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput )
+{
+ BaseClass::CleanupOnDeath( pCulprit, bFireDeathOutput );
+
+ //This will remove the beam and create a rope if the NPC dies while rappeling down.
+ if ( m_hLine )
+ {
+ CAI_BaseNPC *pNPC = GetOuter();
+
+ if ( pNPC )
+ {
+ CutZipline();
+ }
+ }
+}
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pTask -
+//-----------------------------------------------------------------------------
+void CAI_RappelBehavior::StartTask( const Task_t *pTask )
+{
+ switch( pTask->iTask )
+ {
+ case TASK_MOVE_AWAY_PATH:
+ GetOuter()->GetMotor()->SetIdealYaw( UTIL_AngleMod( GetOuter()->GetLocalAngles().y - 180.0f ) );
+ BaseClass::StartTask( pTask );
+ break;
+
+ case TASK_RANGE_ATTACK1:
+ BaseClass::StartTask( pTask );
+ break;
+
+ case TASK_RAPPEL:
+ {
+ CreateZipline();
+ SetDescentSpeed();
+ }
+ break;
+
+ case TASK_HIT_GROUND:
+ m_bOnGround = true;
+
+ if( GetOuter()->GetGroundEntity() != NULL && GetOuter()->GetGroundEntity()->IsNPC() && GetOuter()->GetGroundEntity()->m_iClassname == GetOuter()->m_iClassname )
+ {
+ // Although I tried to get NPC's out from under me, I landed on one. Kill it, so long as it's the same type of character as me.
+ variant_t val;
+ val.SetFloat( 0 );
+ g_EventQueue.AddEvent( GetOuter()->GetGroundEntity(), "sethealth", val, 0, GetOuter(), GetOuter() );
+ }
+
+ TaskComplete();
+ break;
+
+ default:
+ BaseClass::StartTask( pTask );
+ break;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pTask -
+//-----------------------------------------------------------------------------
+void CAI_RappelBehavior::RunTask( const Task_t *pTask )
+{
+ switch( pTask->iTask )
+ {
+ case TASK_RAPPEL:
+ {
+ // If we don't do this, the beam won't show up sometimes. Ideally, all beams would update their
+ // bboxes correctly, but we're close to shipping and we can't change that now.
+ if ( m_hLine )
+ {
+ m_hLine->RelinkBeam();
+ }
+
+ if( GetEnemy() )
+ {
+ // Face the enemy if there's one.
+ Vector vecEnemyLKP = GetEnemyLKP();
+ GetOuter()->GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP );
+ }
+
+ SetDescentSpeed();
+ if( GetOuter()->GetFlags() & FL_ONGROUND )
+ {
+ CBaseEntity *pGroundEnt = GetOuter()->GetGroundEntity();
+
+ if( pGroundEnt && pGroundEnt->IsPlayer() )
+ {
+ // try to shove the player in the opposite direction as they are facing (so they'll see me)
+ Vector vecForward;
+ pGroundEnt->GetVectors( &vecForward, NULL, NULL );
+ pGroundEnt->SetAbsVelocity( vecForward * -500 );
+ break;
+ }
+
+ GetOuter()->m_OnRappelTouchdown.FireOutput( GetOuter(), GetOuter(), 0 );
+ GetOuter()->RemoveFlag( FL_FLY );
+
+ CutZipline();
+
+ TaskComplete();
+ }
+ }
+ break;
+
+ default:
+ BaseClass::RunTask( pTask );
+ break;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CAI_RappelBehavior::CanSelectSchedule()
+{
+ if ( !GetOuter()->IsInterruptable() )
+ return false;
+
+ if ( m_bWaitingToRappel )
+ return true;
+
+ if ( m_bOnGround )
+ return false;
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CAI_RappelBehavior::GatherConditions()
+{
+ BaseClass::GatherConditions();
+
+ if( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
+ {
+ // Shoot at the enemy so long as I'm six feet or more above them.
+ if( (GetAbsOrigin().z - GetEnemy()->GetAbsOrigin().z >= 36.0f) && GetOuter()->GetShotRegulator()->ShouldShoot() )
+ {
+ Activity activity = GetOuter()->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 );
+ Assert( activity != ACT_INVALID );
+ GetOuter()->AddGesture( activity );
+ // FIXME: this seems a bit wacked
+ GetOuter()->Weapon_SetActivity( GetOuter()->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
+
+ GetOuter()->OnRangeAttack1();
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : int
+//-----------------------------------------------------------------------------
+int CAI_RappelBehavior::SelectSchedule()
+{
+ if ( HasCondition( COND_BEGIN_RAPPEL ) )
+ {
+ m_bWaitingToRappel = false;
+ return SCHED_RAPPEL;
+ }
+
+ if ( m_bWaitingToRappel )
+ {
+ return SCHED_RAPPEL_WAIT;
+ }
+ else
+ {
+ return SCHED_RAPPEL;
+ }
+
+ return BaseClass::SelectSchedule();
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CAI_RappelBehavior::BeginRappel()
+{
+ // Send the message to begin rappeling!
+ SetCondition( COND_BEGIN_RAPPEL );
+
+ m_vecRopeAnchor = GetOuter()->GetAbsOrigin();
+
+ trace_t tr;
+
+ UTIL_TraceEntity( GetOuter(), GetAbsOrigin(), GetAbsOrigin()-Vector(0,0,4096), MASK_SHOT, GetOuter(), COLLISION_GROUP_NONE, &tr );
+
+ if( tr.m_pEnt != NULL && tr.m_pEnt->IsNPC() )
+ {
+ Vector forward;
+ GetOuter()->GetVectors( &forward, NULL, NULL );
+
+ CSoundEnt::InsertSound( SOUND_DANGER, tr.m_pEnt->EarPosition() - forward * 12.0f, 32.0f, 0.2f, GetOuter() );
+ }
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CAI_RappelBehavior::CutZipline()
+{
+ if( m_hLine )
+ {
+ UTIL_Remove( m_hLine );
+ }
+
+ CBaseEntity *pAnchor = CreateEntityByName( "rope_anchor" );
+ pAnchor->SetOwnerEntity( GetOuter() ); // Boy, this is a hack!!
+ pAnchor->SetAbsOrigin( m_vecRopeAnchor );
+ pAnchor->Spawn();
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CAI_RappelBehavior::CreateZipline()
+{
+#if 1
+ if( !m_hLine )
+ {
+ int attachment = GetOuter()->LookupAttachment( "zipline" );
+
+ if( attachment > 0 )
+ {
+ CBeam *pBeam;
+ pBeam = CBeam::BeamCreate( "cable/cable.vmt", 1 );
+ pBeam->SetColor( 150, 150, 150 );
+ pBeam->SetWidth( 0.3 );
+ pBeam->SetEndWidth( 0.3 );
+
+ CAI_BaseNPC *pNPC = GetOuter();
+ pBeam->PointEntInit( pNPC->GetAbsOrigin() + Vector( 0, 0, 80 ), pNPC );
+
+ pBeam->SetEndAttachment( attachment );
+
+ m_hLine.Set( pBeam );
+ }
+ }
+#endif
+}
+
+
+AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_RappelBehavior )
+
+ DECLARE_TASK( TASK_RAPPEL )
+ DECLARE_TASK( TASK_HIT_GROUND )
+
+ DECLARE_CONDITION( COND_BEGIN_RAPPEL )
+
+ //===============================================
+ //===============================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_RAPPEL_WAIT,
+
+ " Tasks"
+ " TASK_SET_ACTIVITY ACTIVITY:ACT_RAPPEL_LOOP"
+ " TASK_WAIT_INDEFINITE 0"
+ ""
+ " Interrupts"
+ " COND_BEGIN_RAPPEL"
+ );
+
+ //===============================================
+ //===============================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_RAPPEL,
+
+ " Tasks"
+ " TASK_SET_ACTIVITY ACTIVITY:ACT_RAPPEL_LOOP"
+ " TASK_RAPPEL 0"
+ " TASK_SET_SCHEDULE SCHEDULE:SCHED_CLEAR_RAPPEL_POINT"
+ ""
+ " Interrupts"
+ ""
+ " COND_NEW_ENEMY" // Only so the enemy selection code will pick an enemy!
+ );
+
+ //===============================================
+ //===============================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_CLEAR_RAPPEL_POINT,
+
+ " Tasks"
+ " TASK_HIT_GROUND 0"
+ " TASK_MOVE_AWAY_PATH 128" // Clear this spot for other rappellers
+ " TASK_RUN_PATH 0"
+ " TASK_WAIT_FOR_MOVEMENT 0"
+ ""
+ " Interrupts"
+ ""
+ );
+
+AI_END_CUSTOM_SCHEDULE_PROVIDER()