512 lines
14 KiB
C++
512 lines
14 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
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// events
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basecombatcharacter.h"
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#include "ai_basenpc.h"
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#include "decals.h"
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#include "IEffects.h"
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#include "ai_squad.h"
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#include "ai_utils.h"
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#include "ai_senses.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define SF_ENEMY_FINDER_CHECK_VIS (1 << 16)
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#define SF_ENEMY_FINDER_APC_VIS (1 << 17)
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#define SF_ENEMY_FINDER_SHORT_MEMORY (1 << 18)
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#define SF_ENEMY_FINDER_ENEMY_ALLOWED (1 << 19)
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ConVar ai_debug_enemyfinders( "ai_debug_enemyfinders", "0" );
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class CNPC_EnemyFinder : public CAI_BaseNPC
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{
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public:
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DECLARE_CLASS( CNPC_EnemyFinder, CAI_BaseNPC );
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CNPC_EnemyFinder()
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{
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m_PlayerFreePass.SetOuter( this );
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}
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void Precache( void );
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void Spawn( void );
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void StartNPC ( void );
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void PrescheduleThink();
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bool ShouldAlwaysThink();
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void UpdateEfficiency( bool bInPVS ) { SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); SetMoveEfficiency( AIME_NORMAL ); }
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void GatherConditions( void );
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bool ShouldChooseNewEnemy();
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bool IsValidEnemy( CBaseEntity *pTarget );
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bool CanBeAnEnemyOf( CBaseEntity *pEnemy ) { return HasSpawnFlags( SF_ENEMY_FINDER_ENEMY_ALLOWED ); }
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bool FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker );
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Class_T Classify( void );
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bool CanBeSeenBy( CAI_BaseNPC *pNPC ) { return CanBeAnEnemyOf( pNPC ); } // allows entities to be 'invisible' to NPC senses.
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virtual int SelectSchedule( void );
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virtual void DrawDebugGeometryOverlays( void );
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// Input handlers.
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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virtual void Wake( bool bFireOutput = true );
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private:
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int m_nStartOn;
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float m_flMinSearchDist;
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float m_flMaxSearchDist;
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CAI_FreePass m_PlayerFreePass;
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CSimpleSimTimer m_ChooseEnemyTimer;
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bool m_bEnemyStatus;
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COutputEvent m_OnLostEnemies;
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COutputEvent m_OnAcquireEnemies;
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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};
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LINK_ENTITY_TO_CLASS( npc_enemyfinder, CNPC_EnemyFinder );
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//-----------------------------------------------------------------------------
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// Custom schedules.
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//-----------------------------------------------------------------------------
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enum
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{
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SCHED_EFINDER_SEARCH = LAST_SHARED_SCHEDULE,
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};
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IMPLEMENT_CUSTOM_AI( npc_enemyfinder, CNPC_EnemyFinder );
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BEGIN_DATADESC( CNPC_EnemyFinder )
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DEFINE_EMBEDDED( m_PlayerFreePass ),
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DEFINE_EMBEDDED( m_ChooseEnemyTimer ),
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// Inputs
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DEFINE_INPUT( m_nStartOn, FIELD_INTEGER, "StartOn" ),
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DEFINE_INPUT( m_flFieldOfView, FIELD_FLOAT, "FieldOfView" ),
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DEFINE_INPUT( m_flMinSearchDist, FIELD_FLOAT, "MinSearchDist" ),
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DEFINE_INPUT( m_flMaxSearchDist, FIELD_FLOAT, "MaxSearchDist" ),
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DEFINE_FIELD( m_bEnemyStatus, FIELD_BOOLEAN ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
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DEFINE_OUTPUT( m_OnLostEnemies, "OnLostEnemies"),
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DEFINE_OUTPUT( m_OnAcquireEnemies, "OnAcquireEnemies"),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_EnemyFinder::InitCustomSchedules( void )
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{
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INIT_CUSTOM_AI( CNPC_EnemyFinder );
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ADD_CUSTOM_SCHEDULE( CNPC_EnemyFinder, SCHED_EFINDER_SEARCH );
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AI_LOAD_SCHEDULE( CNPC_EnemyFinder, SCHED_EFINDER_SEARCH );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for turning the enemy finder on.
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//-----------------------------------------------------------------------------
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void CNPC_EnemyFinder::InputTurnOn( inputdata_t &inputdata )
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{
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SetThink( &CNPC_EnemyFinder::CallNPCThink );
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SetNextThink( gpGlobals->curtime );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for turning the enemy finder off.
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//-----------------------------------------------------------------------------
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void CNPC_EnemyFinder::InputTurnOff( inputdata_t &inputdata )
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{
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SetThink(NULL);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_EnemyFinder::Precache( void )
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{
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PrecacheModel( "models/roller.mdl" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CNPC_EnemyFinder::Spawn( void )
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{
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Precache();
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SetModel( "models/roller.mdl" );
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// This is a dummy model that is never used!
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UTIL_SetSize(this, vec3_origin, vec3_origin);
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SetMoveType( MOVETYPE_NONE );
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SetBloodColor( DONT_BLEED );
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SetGravity( 0.0 );
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m_iHealth = 1;
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AddFlag( FL_NPC );
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SetSolid( SOLID_NONE );
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m_bEnemyStatus = false;
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if (m_flFieldOfView < -1.0)
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{
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DevMsg("ERROR: EnemyFinder field of view must be between -1.0 and 1.0\n");
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m_flFieldOfView = 0.5;
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}
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else if (m_flFieldOfView > 1.0)
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{
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DevMsg("ERROR: EnemyFinder field of view must be between -1.0 and 1.0\n");
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m_flFieldOfView = 1.0;
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}
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CapabilitiesAdd ( bits_CAP_SQUAD );
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NPCInit();
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// Set this after NPCInit()
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m_takedamage = DAMAGE_NO;
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AddEffects( EF_NODRAW );
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m_NPCState = NPC_STATE_ALERT; // always alert
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SetViewOffset( vec3_origin );
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if ( m_flMaxSearchDist )
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{
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SetDistLook( m_flMaxSearchDist );
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}
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if ( HasSpawnFlags( SF_ENEMY_FINDER_SHORT_MEMORY ) )
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{
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GetEnemies()->SetEnemyDiscardTime( 0.2 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output :
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//-----------------------------------------------------------------------------
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int CNPC_EnemyFinder::SelectSchedule( void )
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{
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return SCHED_EFINDER_SEARCH;
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}
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//------------------------------------------------------------------------------
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//
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//------------------------------------------------------------------------------
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void CNPC_EnemyFinder::Wake( bool bFireOutput )
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{
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BaseClass::Wake( bFireOutput );
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//Enemy finder is not allowed to become visible.
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AddEffects( EF_NODRAW );
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}
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//------------------------------------------------------------------------------
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//
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//------------------------------------------------------------------------------
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bool CNPC_EnemyFinder::FVisible( CBaseEntity *pTarget, int traceMask, CBaseEntity **ppBlocker )
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{
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float flTargetDist = GetAbsOrigin().DistTo( pTarget->GetAbsOrigin() );
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if ( flTargetDist < m_flMinSearchDist)
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return false;
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if ( m_flMaxSearchDist && flTargetDist > m_flMaxSearchDist)
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return false;
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if ( !FBitSet( m_spawnflags, SF_ENEMY_FINDER_CHECK_VIS) )
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return true;
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if ( !HasSpawnFlags(SF_ENEMY_FINDER_APC_VIS) )
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{
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bool bIsVisible = BaseClass::FVisible( pTarget, traceMask, ppBlocker );
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if ( bIsVisible && pTarget == m_PlayerFreePass.GetPassTarget() )
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bIsVisible = m_PlayerFreePass.ShouldAllowFVisible( bIsVisible );
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return bIsVisible;
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}
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// Make sure I can see the target from my position
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trace_t tr;
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// Trace from launch position to target position.
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// Use position above actual barral based on vertical launch speed
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Vector vStartPos = GetAbsOrigin();
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Vector vEndPos = pTarget->EyePosition();
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CBaseEntity *pVehicle = NULL;
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if ( pTarget->IsPlayer() )
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{
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CBasePlayer *pPlayer = assert_cast<CBasePlayer*>(pTarget);
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pVehicle = pPlayer->GetVehicleEntity();
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}
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CTraceFilterSkipTwoEntities traceFilter( pTarget, pVehicle, COLLISION_GROUP_NONE );
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AI_TraceLine( vStartPos, vEndPos, MASK_SHOT, &traceFilter, &tr );
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if ( ppBlocker )
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{
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*ppBlocker = tr.m_pEnt;
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}
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return (tr.fraction == 1.0);
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}
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//------------------------------------------------------------------------------
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bool CNPC_EnemyFinder::ShouldChooseNewEnemy()
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{
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if ( m_ChooseEnemyTimer.Expired() )
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{
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m_ChooseEnemyTimer.Set( 0.3 );
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return true;
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}
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return false;
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}
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//------------------------------------------------------------------------------
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// Purpose : Override base class to check range and visibility
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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bool CNPC_EnemyFinder::IsValidEnemy( CBaseEntity *pTarget )
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{
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float flTargetDist = GetAbsOrigin().DistTo( pTarget->GetAbsOrigin() );
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if (flTargetDist < m_flMinSearchDist)
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return false;
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if ( m_flMaxSearchDist && flTargetDist > m_flMaxSearchDist)
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return false;
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if ( !FBitSet( m_spawnflags, SF_ENEMY_FINDER_CHECK_VIS) )
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return true;
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if ( GetSenses()->DidSeeEntity( pTarget ) )
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return true;
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// Trace from launch position to target position.
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// Use position above actual barral based on vertical launch speed
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Vector vStartPos = GetAbsOrigin();
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Vector vEndPos = pTarget->EyePosition();
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// Test our line of sight to the target
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trace_t tr;
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AI_TraceLOS( vStartPos, vEndPos, this, &tr );
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// If the player is in a vehicle, see if we can see that instead
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if ( pTarget->IsPlayer() )
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{
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CBasePlayer *pPlayer = assert_cast<CBasePlayer*>(pTarget);
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if ( tr.m_pEnt == pPlayer->GetVehicleEntity() )
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return true;
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}
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// Line must be clear
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if ( tr.fraction == 1.0f || tr.m_pEnt == pTarget )
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return true;
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// Otherwise we can't see anything
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return false;
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CNPC_EnemyFinder::StartNPC ( void )
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{
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AddSpawnFlags(SF_NPC_FALL_TO_GROUND); // this prevents CAI_BaseNPC from slamming the finder to
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// the ground just because it's not MOVETYPE_FLY
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BaseClass::StartNPC();
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if ( AI_IsSinglePlayer() && m_PlayerFreePass.GetParams().duration > 0.1 )
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{
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m_PlayerFreePass.SetPassTarget( UTIL_PlayerByIndex(1) );
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AI_FreePassParams_t freePassParams = m_PlayerFreePass.GetParams();
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freePassParams.coverDist = 120;
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freePassParams.peekEyeDist = 1.75;
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freePassParams.peekEyeDistZ = 4;
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m_PlayerFreePass.SetParams( freePassParams );
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}
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if (!m_nStartOn)
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{
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SetThink(NULL);
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}
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}
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//------------------------------------------------------------------------------
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void CNPC_EnemyFinder::PrescheduleThink()
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{
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BaseClass::PrescheduleThink();
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bool bHasEnemies = GetEnemies()->NumEnemies() > 0;
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if ( GetEnemies()->NumEnemies() > 0 )
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{
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//If I haven't seen my enemy in half a second then we'll assume he's gone.
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if ( gpGlobals->curtime - GetEnemyLastTimeSeen() >= 0.5f )
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{
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bHasEnemies = false;
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}
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}
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if ( m_bEnemyStatus != bHasEnemies )
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{
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if ( bHasEnemies )
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{
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m_OnAcquireEnemies.FireOutput( this, this );
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}
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else
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{
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m_OnLostEnemies.FireOutput( this, this );
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}
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m_bEnemyStatus = bHasEnemies;
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}
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if( ai_debug_enemyfinders.GetBool() )
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{
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m_debugOverlays |= OVERLAY_BBOX_BIT;
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if( IsInSquad() && GetSquad()->NumMembers() > 1 )
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{
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AISquadIter_t iter;
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CAI_BaseNPC *pSquadmate = m_pSquad ? m_pSquad->GetFirstMember( &iter ) : NULL;
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while ( pSquadmate )
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{
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NDebugOverlay::Line( WorldSpaceCenter(), pSquadmate->EyePosition(), 255, 255, 0, false, 0.1f );
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pSquadmate = m_pSquad->GetNextMember( &iter );
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}
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}
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}
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}
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//------------------------------------------------------------------------------
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bool CNPC_EnemyFinder::ShouldAlwaysThink()
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{
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if ( BaseClass::ShouldAlwaysThink() )
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return true;
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CBasePlayer *pPlayer = AI_GetSinglePlayer();
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if ( pPlayer && IRelationType( pPlayer ) == D_HT )
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{
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float playerDistSqr = GetAbsOrigin().DistToSqr( pPlayer->GetAbsOrigin() );
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if ( !m_flMaxSearchDist || playerDistSqr <= Square(m_flMaxSearchDist) )
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{
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if ( !FBitSet( m_spawnflags, SF_ENEMY_FINDER_CHECK_VIS) )
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return true;
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if ( playerDistSqr <= Square( 50 * 12 ) )
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return true;
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}
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}
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return false;
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CNPC_EnemyFinder::GatherConditions()
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{
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// This works with old data because need to do before base class so as to not choose as enemy
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m_PlayerFreePass.Update();
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BaseClass::GatherConditions();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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// Output :
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//-----------------------------------------------------------------------------
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Class_T CNPC_EnemyFinder::Classify( void )
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{
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if ( GetSquad() )
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{
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AISquadIter_t iter;
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CAI_BaseNPC *pSquadmate = GetSquad()->GetFirstMember( &iter );
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while ( pSquadmate )
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{
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if ( pSquadmate != this && !pSquadmate->ClassMatches( GetClassname() ) )
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{
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return pSquadmate->Classify();
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}
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pSquadmate = GetSquad()->GetNextMember( &iter );
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}
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}
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return CLASS_NONE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a visualizer to the text, if turned on
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//-----------------------------------------------------------------------------
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void CNPC_EnemyFinder::DrawDebugGeometryOverlays( void )
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{
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// Turn on npc_relationships if we're displaying text
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int oldDebugOverlays = m_debugOverlays;
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if ( m_debugOverlays & OVERLAY_TEXT_BIT )
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{
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m_debugOverlays |= OVERLAY_NPC_RELATION_BIT;
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}
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// Draw our base overlays
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BaseClass::DrawDebugGeometryOverlays();
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// Restore the old values
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m_debugOverlays = oldDebugOverlays;
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}
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//-----------------------------------------------------------------------------
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//
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// Schedules
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//
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//-----------------------------------------------------------------------------
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//=========================================================
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// > SCHED_EFINDER_SEARCH
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//=========================================================
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AI_DEFINE_SCHEDULE
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(
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SCHED_EFINDER_SEARCH,
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" Tasks"
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" TASK_WAIT_RANDOM 0.5 "
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" "
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" Interrupts"
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" COND_NEW_ENEMY"
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);
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