From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/server/ai_basehumanoid.cpp | 335 +++++++++++++++++++++++++++++++++ 1 file changed, 335 insertions(+) create mode 100644 mp/src/game/server/ai_basehumanoid.cpp (limited to 'mp/src/game/server/ai_basehumanoid.cpp') diff --git a/mp/src/game/server/ai_basehumanoid.cpp b/mp/src/game/server/ai_basehumanoid.cpp new file mode 100644 index 00000000..aa08c86b --- /dev/null +++ b/mp/src/game/server/ai_basehumanoid.cpp @@ -0,0 +1,335 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" + +#include "BasePropDoor.h" + +#include "ai_basehumanoid.h" +#include "ai_blended_movement.h" +#include "ai_navigator.h" +#include "ai_memory.h" + +#ifdef HL2_DLL +#include "ai_interactions.h" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + + +//----------------------------------------------------------------------------- +// Purpose: This is a generic function (to be implemented by sub-classes) to +// handle specific interactions between different types of characters +// (For example the barnacle grabbing an NPC) +// Input : Constant for the type of interaction +// Output : true - if sub-class has a response for the interaction +// false - if sub-class has no response +//----------------------------------------------------------------------------- +bool CAI_BaseHumanoid::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt) +{ +#ifdef HL2_DLL + // Annoying to ifdef this out. Copy it into all the HL2 specific humanoid NPC's instead? + if ( interactionType == g_interactionBarnacleVictimDangle ) + { + // Force choosing of a new schedule + ClearSchedule( "Grabbed by a barnacle" ); + return true; + } + else if ( interactionType == g_interactionBarnacleVictimReleased ) + { + // Destroy the entity, the barnacle is going to use the ragdoll that it is releasing + // as the corpse. + UTIL_Remove( this ); + return true; + } +#endif + return BaseClass::HandleInteraction( interactionType, data, sourceEnt); +} + + +//----------------------------------------------------------------------------- +// Purpose: check ammo +//----------------------------------------------------------------------------- +void CAI_BaseHumanoid::CheckAmmo( void ) +{ + BaseClass::CheckAmmo(); + + // FIXME: put into GatherConditions()? + // FIXME: why isn't this a baseclass function? + if (!GetActiveWeapon()) + return; + + // Don't do this while holstering / unholstering + if ( IsWeaponStateChanging() ) + return; + + if (GetActiveWeapon()->UsesPrimaryAmmo()) + { + if (!GetActiveWeapon()->HasPrimaryAmmo() ) + { + SetCondition(COND_NO_PRIMARY_AMMO); + } + else if (GetActiveWeapon()->UsesClipsForAmmo1() && GetActiveWeapon()->Clip1() < (GetActiveWeapon()->GetMaxClip1() / 4 + 1)) + { + // don't check for low ammo if you're near the max range of the weapon + SetCondition(COND_LOW_PRIMARY_AMMO); + } + } + + if (!GetActiveWeapon()->HasSecondaryAmmo() ) + { + if ( GetActiveWeapon()->UsesClipsForAmmo2() ) + { + SetCondition(COND_NO_SECONDARY_AMMO); + } + } +} + + +//----------------------------------------------------------------------------- +// TASK_RANGE_ATTACK1 +//----------------------------------------------------------------------------- +void CAI_BaseHumanoid::BuildScheduleTestBits( ) +{ + BaseClass::BuildScheduleTestBits(); + + if ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) + { + if ( GetShotRegulator()->IsInRestInterval() ) + { + ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK1 ); + } + } +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- + +static bool IsSmall( CBaseEntity *pBlocker ) +{ + CCollisionProperty *pCollisionProp = pBlocker->CollisionProp(); + int nSmaller = 0; + Vector vecSize = pCollisionProp->OBBMaxs() - pCollisionProp->OBBMins(); + for ( int i = 0; i < 3; i++ ) + { + if ( vecSize[i] >= 42 ) + return false; + + if ( vecSize[i] <= 30 ) + { + nSmaller++; + } + } + + return ( nSmaller >= 2 ); +} + +bool CAI_BaseHumanoid::OnMoveBlocked( AIMoveResult_t *pResult ) +{ + if ( *pResult != AIMR_BLOCKED_NPC && GetNavigator()->GetBlockingEntity() && !GetNavigator()->GetBlockingEntity()->IsNPC() ) + { + CBaseEntity *pBlocker = GetNavigator()->GetBlockingEntity(); + + float massBonus = ( IsNavigationUrgent() ) ? 40.0 : 0; + + if ( pBlocker->GetMoveType() == MOVETYPE_VPHYSICS && + pBlocker != GetGroundEntity() && + !pBlocker->IsNavIgnored() && + !dynamic_cast(pBlocker) && + pBlocker->VPhysicsGetObject() && + pBlocker->VPhysicsGetObject()->IsMoveable() && + ( pBlocker->VPhysicsGetObject()->GetMass() <= 35.0 + massBonus + 0.1 || + ( pBlocker->VPhysicsGetObject()->GetMass() <= 50.0 + massBonus + 0.1 && IsSmall( pBlocker ) ) ) ) + { + DbgNavMsg1( this, "Setting ignore on object %s", pBlocker->GetDebugName() ); + pBlocker->SetNavIgnore( 2.5 ); + } +#if 0 + else + { + CPhysicsProp *pProp = dynamic_cast( pBlocker ); + if ( pProp && pProp->GetHealth() && pProp->GetExplosiveDamage() == 0.0 && GetActiveWeapon() && !GetActiveWeapon()->ClassMatches( "weapon_rpg" ) ) + { + Msg( "!\n" ); + // Destroy! + } + } +#endif + } + + return BaseClass::OnMoveBlocked( pResult ); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +#define SNEAK_ATTACK_DIST 360.0f // 30 feet +void CAI_BaseHumanoid::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) +{ + bool bSneakAttacked = false; + + if( ptr->hitgroup == HITGROUP_HEAD ) + { + if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && info.GetAttacker() != GetEnemy() && !IsInAScript() ) + { + // Shot in the head by a player I've never seen. In this case the player + // has gotten the drop on this enemy and such an attack is always lethal (at close range) + bSneakAttacked = true; + + AIEnemiesIter_t iter; + for( AI_EnemyInfo_t *pMemory = GetEnemies()->GetFirst(&iter); pMemory != NULL; pMemory = GetEnemies()->GetNext(&iter) ) + { + if ( pMemory->hEnemy == info.GetAttacker() ) + { + bSneakAttacked = false; + break; + } + } + + float flDist; + + flDist = (info.GetAttacker()->GetAbsOrigin() - GetAbsOrigin()).Length(); + + if( flDist > SNEAK_ATTACK_DIST ) + { + bSneakAttacked = false; + } + } + } + + if( bSneakAttacked ) + { + CTakeDamageInfo newInfo = info; + + newInfo.SetDamage( GetHealth() ); + BaseClass::TraceAttack( newInfo, vecDir, ptr, pAccumulator ); + return; + } + + BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); +} + +//----------------------------------------------------------------------------- +// TASK_RANGE_ATTACK1 +//----------------------------------------------------------------------------- +void CAI_BaseHumanoid::StartTaskRangeAttack1( const Task_t *pTask ) +{ + if ( ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) == 0 ) + { + BaseClass::StartTask( pTask ); + return; + } + + // Can't shoot if we're in the rest interval; fail the schedule + if ( GetShotRegulator()->IsInRestInterval() ) + { + TaskFail( "Shot regulator in rest interval" ); + return; + } + + if ( GetShotRegulator()->ShouldShoot() ) + { + OnRangeAttack1(); + ResetIdealActivity( ACT_RANGE_ATTACK1 ); + } + else + { + // This can happen if we start while in the middle of a burst + // which shouldn't happen, but given the chaotic nature of our AI system, + // does occasionally happen. + ResetIdealActivity( ACT_IDLE_ANGRY ); + } +} + + +//----------------------------------------------------------------------------- +// Starting Tasks +//----------------------------------------------------------------------------- +void CAI_BaseHumanoid::StartTask( const Task_t *pTask ) +{ + switch( pTask->iTask ) + { + case TASK_RANGE_ATTACK1: + StartTaskRangeAttack1( pTask ); + break; + + default: + BaseClass::StartTask( pTask ); + } +} + + + +//----------------------------------------------------------------------------- +// TASK_RANGE_ATTACK1 / TASK_RANGE_ATTACK2 / etc. +//----------------------------------------------------------------------------- +void CAI_BaseHumanoid::RunTaskRangeAttack1( const Task_t *pTask ) +{ + if ( ( CapabilitiesGet() & bits_CAP_USE_SHOT_REGULATOR ) == 0 ) + { + BaseClass::RunTask( pTask ); + return; + } + + AutoMovement( ); + + Vector vecEnemyLKP = GetEnemyLKP(); + + // If our enemy was killed, but I'm not done animating, the last known position comes + // back as the origin and makes the me face the world origin if my attack schedule + // doesn't break when my enemy dies. (sjb) + if( vecEnemyLKP != vec3_origin ) + { + if ( ( pTask->iTask == TASK_RANGE_ATTACK1 || pTask->iTask == TASK_RELOAD ) && + ( CapabilitiesGet() & bits_CAP_AIM_GUN ) && + FInAimCone( vecEnemyLKP ) ) + { + // Arms will aim, so leave body yaw as is + GetMotor()->SetIdealYawAndUpdate( GetMotor()->GetIdealYaw(), AI_KEEP_YAW_SPEED ); + } + else + { + GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP, AI_KEEP_YAW_SPEED ); + } + } + + if ( IsActivityFinished() ) + { + if ( !GetEnemy() || !GetEnemy()->IsAlive() ) + { + TaskComplete(); + return; + } + + if ( !GetShotRegulator()->IsInRestInterval() ) + { + if ( GetShotRegulator()->ShouldShoot() ) + { + OnRangeAttack1(); + ResetIdealActivity( ACT_RANGE_ATTACK1 ); + } + return; + } + TaskComplete(); + } +} + + +//----------------------------------------------------------------------------- +// Running Tasks +//----------------------------------------------------------------------------- +void CAI_BaseHumanoid::RunTask( const Task_t *pTask ) +{ + switch( pTask->iTask ) + { + case TASK_RANGE_ATTACK1: + RunTaskRangeAttack1( pTask ); + break; + + default: + BaseClass::RunTask( pTask ); + } +} -- cgit v1.2.3