hl2_src-leak-2017/src/game/server/ai_behavior_assault.cpp

1842 lines
53 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "ai_behavior_assault.h"
#include "ai_navigator.h"
#include "ai_memory.h"
#include "ai_squad.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar ai_debug_assault("ai_debug_assault", "0");
BEGIN_DATADESC( CRallyPoint )
DEFINE_KEYFIELD( m_AssaultPointName, FIELD_STRING, "assaultpoint" ),
DEFINE_KEYFIELD( m_RallySequenceName, FIELD_STRING, "rallysequence" ),
DEFINE_KEYFIELD( m_flAssaultDelay, FIELD_FLOAT, "assaultdelay" ),
DEFINE_KEYFIELD( m_iPriority, FIELD_INTEGER, "priority" ),
DEFINE_KEYFIELD( m_iStrictness, FIELD_INTEGER, "strict" ),
DEFINE_KEYFIELD( m_bForceCrouch, FIELD_BOOLEAN, "forcecrouch" ),
DEFINE_KEYFIELD( m_bIsUrgent, FIELD_BOOLEAN, "urgent" ),
DEFINE_FIELD( m_hLockedBy, FIELD_EHANDLE ),
DEFINE_FIELD( m_sExclusivity, FIELD_SHORT ),
DEFINE_OUTPUT( m_OnArrival, "OnArrival" ),
END_DATADESC();
//---------------------------------------------------------
// Purpose: Communicate exclusivity
//---------------------------------------------------------
int CRallyPoint::DrawDebugTextOverlays()
{
int offset;
offset = BaseClass::DrawDebugTextOverlays();
if ( (m_debugOverlays & OVERLAY_TEXT_BIT) )
{
switch( m_sExclusivity )
{
case RALLY_EXCLUSIVE_NOT_EVALUATED:
EntityText( offset, "Exclusive: Not Evaluated", 0 );
break;
case RALLY_EXCLUSIVE_YES:
EntityText( offset, "Exclusive: YES", 0 );
break;
case RALLY_EXCLUSIVE_NO:
EntityText( offset, "Exclusive: NO", 0 );
break;
default:
EntityText( offset, "Exclusive: !?INVALID?!", 0 );
break;
}
offset++;
if( IsLocked() )
EntityText( offset, "LOCKED.", 0 );
else
EntityText( offset, "Available", 0 );
offset++;
}
return offset;
}
//---------------------------------------------------------
// Purpose: If a rally point is 'exclusive' that means that
// anytime an NPC is anywhere on the assault chain that
// begins with this rally point, the assault is considered
// 'exclusive' and no other NPCs will be allowed to use it
// until the current NPC clears the entire assault chain
// or dies.
//
// If exclusivity has not been determined the first time
// this function is called, it will be computed and cached
//---------------------------------------------------------
bool CRallyPoint::IsExclusive()
{
#ifndef HL2_EPISODIC // IF NOT EPISODIC
// This 'exclusivity' concept is new to EP2. We're only willing to
// risk causing problems in EP1, so emulate the old behavior if
// we are not EPISODIC. We must do this by setting m_sExclusivity
// so that ent_text will properly report the state.
m_sExclusivity = RALLY_EXCLUSIVE_NO;
#else
if( m_sExclusivity == RALLY_EXCLUSIVE_NOT_EVALUATED )
{
// We need to evaluate! Walk the chain of assault points
// and if *ANY* assault points on this assault chain
// are set to Never Time Out then set this rally point to
// be exclusive to stop other NPC's walking down the chain
// and ending up clumped up at the infinite rally point.
CAssaultPoint *pAssaultEnt = (CAssaultPoint *)gEntList.FindEntityByName( NULL, m_AssaultPointName );
if( !pAssaultEnt )
{
// Well, this is awkward. Leave it up to other assault code to tattle on the missing assault point.
// We will just assume this assault is not exclusive.
m_sExclusivity = RALLY_EXCLUSIVE_NO;
return false;
}
// Otherwise, we start by assuming this assault chain is not exclusive.
m_sExclusivity = RALLY_EXCLUSIVE_NO;
if( pAssaultEnt )
{
CAssaultPoint *pFirstAssaultEnt = pAssaultEnt; //some assault chains are circularly linked
do
{
if( pAssaultEnt->m_bNeverTimeout )
{
// We found a never timeout assault point! That makes this whole chain exclusive.
m_sExclusivity = RALLY_EXCLUSIVE_YES;
break;
}
pAssaultEnt = (CAssaultPoint *)gEntList.FindEntityByName( NULL, pAssaultEnt->m_NextAssaultPointName );
} while( (pAssaultEnt != NULL) && (pAssaultEnt != pFirstAssaultEnt) );
}
}
#endif// HL2_EPISODIC
return (m_sExclusivity == RALLY_EXCLUSIVE_YES);
}
BEGIN_DATADESC( CAssaultPoint )
DEFINE_KEYFIELD( m_AssaultHintGroup, FIELD_STRING, "assaultgroup" ),
DEFINE_KEYFIELD( m_NextAssaultPointName, FIELD_STRING, "nextassaultpoint" ),
DEFINE_KEYFIELD( m_flAssaultTimeout, FIELD_FLOAT, "assaulttimeout" ),
DEFINE_KEYFIELD( m_bClearOnContact, FIELD_BOOLEAN, "clearoncontact" ),
DEFINE_KEYFIELD( m_bAllowDiversion, FIELD_BOOLEAN, "allowdiversion" ),
DEFINE_KEYFIELD( m_flAllowDiversionRadius, FIELD_FLOAT, "allowdiversionradius" ),
DEFINE_KEYFIELD( m_bNeverTimeout, FIELD_BOOLEAN, "nevertimeout" ),
DEFINE_KEYFIELD( m_iStrictness, FIELD_INTEGER, "strict" ),
DEFINE_KEYFIELD( m_bForceCrouch, FIELD_BOOLEAN, "forcecrouch" ),
DEFINE_KEYFIELD( m_bIsUrgent, FIELD_BOOLEAN, "urgent" ),
DEFINE_FIELD( m_bInputForcedClear, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_flAssaultPointTolerance, FIELD_FLOAT, "assaulttolerance" ),
DEFINE_FIELD( m_flTimeLastUsed, FIELD_TIME ),
// Inputs
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetClearOnContact", InputSetClearOnContact ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetAllowDiversion", InputSetAllowDiversion ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetForceClear", InputSetForceClear ),
// Outputs
DEFINE_OUTPUT( m_OnArrival, "OnArrival" ),
DEFINE_OUTPUT( m_OnAssaultClear, "OnAssaultClear" ),
END_DATADESC();
LINK_ENTITY_TO_CLASS( assault_rallypoint, CRallyPoint ); // just a copy of info_target for now
LINK_ENTITY_TO_CLASS( assault_assaultpoint, CAssaultPoint ); // has its own class because it needs the entity I/O
BEGIN_DATADESC( CAI_AssaultBehavior )
DEFINE_FIELD( m_hAssaultPoint, FIELD_EHANDLE ),
DEFINE_FIELD( m_hRallyPoint, FIELD_EHANDLE ),
DEFINE_FIELD( m_AssaultCue, FIELD_INTEGER ),
DEFINE_FIELD( m_ReceivedAssaultCue, FIELD_INTEGER ),
DEFINE_FIELD( m_bHitRallyPoint, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bHitAssaultPoint, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bDiverting, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flLastSawAnEnemyAt, FIELD_FLOAT ),
DEFINE_FIELD( m_flTimeDeferScheduleSelection, FIELD_TIME ),
DEFINE_FIELD( m_AssaultPointName, FIELD_STRING )
END_DATADESC();
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_AssaultBehavior::CanRunAScriptedNPCInteraction( bool bForced )
{
if ( m_AssaultCue == CUE_NO_ASSAULT )
{
// It's OK with the assault behavior, so leave it up to the base class.
return BaseClass::CanRunAScriptedNPCInteraction( bForced );
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAI_AssaultBehavior::CAI_AssaultBehavior()
{
m_AssaultCue = CUE_NO_ASSAULT;
}
//-----------------------------------------------------------------------------
// Purpose: Draw any text overlays
// Input : Previous text offset from the top
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CAI_AssaultBehavior::DrawDebugTextOverlays( int text_offset )
{
char tempstr[ 512 ];
int offset;
offset = BaseClass::DrawDebugTextOverlays( text_offset );
if ( GetOuter()->m_debugOverlays & OVERLAY_TEXT_BIT )
{
Q_snprintf( tempstr, sizeof(tempstr), "Assault Point: %s %s", STRING( m_AssaultPointName ), VecToString( m_hAssaultPoint->GetAbsOrigin() ) );
GetOuter()->EntityText( offset, tempstr, 0 );
offset++;
}
return offset;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : cue -
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::ReceiveAssaultCue( AssaultCue_t cue )
{
if ( GetOuter() )
GetOuter()->ForceDecisionThink();
m_ReceivedAssaultCue = cue;
SetCondition( COND_PROVOKED );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_AssaultBehavior::AssaultHasBegun()
{
if( m_AssaultCue == CUE_DONT_WAIT && IsRunning() && m_bHitRallyPoint )
{
return true;
}
return m_ReceivedAssaultCue == m_AssaultCue;
}
//-----------------------------------------------------------------------------
// Purpose: Find an assaultpoint matching the iszAssaultPointName.
// If more than one assault point of this type is found, randomly
// use any of them EXCEPT the one most recently used.
//-----------------------------------------------------------------------------
CAssaultPoint *CAI_AssaultBehavior::FindAssaultPoint( string_t iszAssaultPointName )
{
CUtlVector<CAssaultPoint*>pAssaultPoints;
CUtlVector<CAssaultPoint*>pClearAssaultPoints;
CAssaultPoint *pAssaultEnt = (CAssaultPoint *)gEntList.FindEntityByName( NULL, iszAssaultPointName );
while( pAssaultEnt != NULL )
{
pAssaultPoints.AddToTail( pAssaultEnt );
pAssaultEnt = (CAssaultPoint *)gEntList.FindEntityByName( pAssaultEnt, iszAssaultPointName );
}
// Didn't find any?!
if( pAssaultPoints.Count() < 1 )
return NULL;
// Only found one, just return it.
if( pAssaultPoints.Count() == 1 )
return pAssaultPoints[0];
// Throw out any nodes that I cannot fit my bounding box on.
for( int i = 0 ; i < pAssaultPoints.Count() ; i++ )
{
trace_t tr;
CAI_BaseNPC *pNPC = GetOuter();
CAssaultPoint *pAssaultPoint = pAssaultPoints[i];
AI_TraceHull ( pAssaultPoint->GetAbsOrigin(), pAssaultPoint->GetAbsOrigin(), pNPC->WorldAlignMins(), pNPC->WorldAlignMaxs(), MASK_SOLID, pNPC, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction == 1.0 )
{
// Copy this into the list of clear points.
pClearAssaultPoints.AddToTail(pAssaultPoint);
}
}
// Only one clear assault point left!
if( pClearAssaultPoints.Count() == 1 )
return pClearAssaultPoints[0];
// NONE left. Just return a random assault point, knowing that it's blocked. This is the old behavior, anyway.
if( pClearAssaultPoints.Count() < 1 )
return pAssaultPoints[ random->RandomInt(0, (pAssaultPoints.Count() - 1)) ];
// We found several! First throw out the one most recently used.
// This prevents picking the same point at this branch twice in a row.
float flMostRecentTime = -1.0f; // Impossibly old
int iMostRecentIndex = -1;
for( int i = 0 ; i < pClearAssaultPoints.Count() ; i++ )
{
if( pClearAssaultPoints[i]->m_flTimeLastUsed > flMostRecentTime )
{
flMostRecentTime = pClearAssaultPoints[i]->m_flTimeLastUsed;
iMostRecentIndex = i;
}
}
Assert( iMostRecentIndex > -1 );
// Remove the most recently used
pClearAssaultPoints.Remove( iMostRecentIndex );
return pClearAssaultPoints[ random->RandomInt(0, (pClearAssaultPoints.Count() - 1)) ];
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::SetAssaultPoint( CAssaultPoint *pAssaultPoint )
{
m_hAssaultPoint = pAssaultPoint;
pAssaultPoint->m_flTimeLastUsed = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::ClearAssaultPoint( void )
{
// To announce clear means that this NPC hasn't seen any live targets in
// the assault area for the length of time the level designer has
// specified that they should be vigilant. This effectively deactivates
// the assault behavior.
// This can also be happen if an assault point has ClearOnContact set, and
// an NPC assaulting to this point has seen an enemy.
// keep track of the name of the assault point
m_AssaultPointName = m_hAssaultPoint->m_NextAssaultPointName;
// Do we need to move to another assault point?
if( m_hAssaultPoint->m_NextAssaultPointName != NULL_STRING )
{
CAssaultPoint *pNextPoint = FindAssaultPoint( m_hAssaultPoint->m_NextAssaultPointName );
if( pNextPoint )
{
SetAssaultPoint( pNextPoint );
// Send our NPC to the next assault point!
m_bHitAssaultPoint = false;
return;
}
else
{
DevMsg("**ERROR: Can't find next assault point: %s\n", STRING(m_hAssaultPoint->m_NextAssaultPointName) );
// Bomb out of assault behavior.
m_AssaultCue = CUE_NO_ASSAULT;
ClearSchedule( "Can't find next assault point" );
return;
}
}
// Just set the cue back to NO_ASSAULT. This disables the behavior.
m_AssaultCue = CUE_NO_ASSAULT;
// Exclusive or not, we unlock here. The assault is done.
UnlockRallyPoint();
// If this assault behavior has changed the NPC's hint group,
// slam that NPC's hint group back to null.
// !!!TODO: if the NPC had a different hint group before the
// assault began, we're slamming that, too! We might want
// to cache it off if this becomes a problem (sjb)
if( m_hAssaultPoint->m_AssaultHintGroup != NULL_STRING )
{
GetOuter()->SetHintGroup( NULL_STRING );
}
m_hAssaultPoint->m_OnAssaultClear.FireOutput( GetOuter(), GetOuter(), 0 );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::OnHitAssaultPoint( void )
{
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_HIT_ASSAULT_POINT );
m_bHitAssaultPoint = true;
m_hAssaultPoint->m_OnArrival.FireOutput( GetOuter(), m_hAssaultPoint, 0 );
// Set the assault hint group
if( m_hAssaultPoint->m_AssaultHintGroup != NULL_STRING )
{
SetHintGroup( m_hAssaultPoint->m_AssaultHintGroup );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::GatherConditions( void )
{
BaseClass::GatherConditions();
// If this NPC is moving towards an assault point which
// a) Has a Next Assault Point, and
// b) Is flagged to Clear On Arrival,
// then hit and clear the assault point (fire all entity I/O) and move on to the next one without
// interrupting the NPC's schedule. This provides a more fluid movement from point to point.
if( IsCurSchedule( SCHED_MOVE_TO_ASSAULT_POINT ) && hl2_episodic.GetBool() )
{
if( m_hAssaultPoint && m_hAssaultPoint->HasSpawnFlags(SF_ASSAULTPOINT_CLEARONARRIVAL) && m_hAssaultPoint->m_NextAssaultPointName != NULL_STRING )
{
float flDist = GetAbsOrigin().DistTo( m_hAssaultPoint->GetAbsOrigin() );
if( flDist <= GetOuter()->GetMotor()->MinStoppingDist() )
{
OnHitAssaultPoint();
ClearAssaultPoint();
AI_NavGoal_t goal( m_hAssaultPoint->GetAbsOrigin() );
goal.pTarget = m_hAssaultPoint;
if ( GetNavigator()->SetGoal( goal ) == false )
{
TaskFail( "Can't refresh assault path" );
}
}
}
}
if ( IsForcingCrouch() && GetOuter()->IsCrouching() )
{
ClearCondition( COND_HEAR_BULLET_IMPACT );
}
if( OnStrictAssault() )
{
// Don't get distracted. Die trying if you have to.
ClearCondition( COND_HEAR_DANGER );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
BaseClass::StartTask( pTask );
break;
case TASK_ASSAULT_DEFER_SCHEDULE_SELECTION:
m_flTimeDeferScheduleSelection = gpGlobals->curtime + pTask->flTaskData;
TaskComplete();
break;
case TASK_ASSAULT_MOVE_AWAY_PATH:
break;
case TASK_ANNOUNCE_CLEAR:
{
// If we're at an assault point that can never be cleared, keep waiting forever (if it's the last point in the assault)
if ( m_hAssaultPoint &&
!m_hAssaultPoint->HasSpawnFlags( SF_ASSAULTPOINT_CLEARONARRIVAL ) &&
m_hAssaultPoint->m_bNeverTimeout &&
m_hAssaultPoint->m_NextAssaultPointName == NULL_STRING )
{
TaskComplete();
return;
}
ClearAssaultPoint();
TaskComplete();
}
break;
case TASK_WAIT_ASSAULT_DELAY:
{
if( m_hRallyPoint )
{
GetOuter()->SetWait( m_hRallyPoint->m_flAssaultDelay );
}
else
{
TaskComplete();
}
}
break;
case TASK_AWAIT_ASSAULT_TIMEOUT:
// Maintain vigil for as long as the level designer has asked. Wait
// and look for targets.
GetOuter()->SetWait( m_hAssaultPoint->m_flAssaultTimeout );
break;
case TASK_GET_PATH_TO_RALLY_POINT:
{
AI_NavGoal_t goal( m_hRallyPoint->GetAbsOrigin() );
goal.pTarget = m_hRallyPoint;
if ( GetNavigator()->SetGoal( goal ) == false )
{
// Try and get as close as possible otherwise
AI_NavGoal_t nearGoal( GOALTYPE_LOCATION_NEAREST_NODE, m_hRallyPoint->GetAbsOrigin(), AIN_DEF_ACTIVITY, 256 );
if ( GetNavigator()->SetGoal( nearGoal, AIN_CLEAR_PREVIOUS_STATE ) )
{
//FIXME: HACK! The internal pathfinding is setting this without our consent, so override it!
ClearCondition( COND_TASK_FAILED );
GetNavigator()->SetArrivalDirection( m_hRallyPoint->GetAbsAngles() );
TaskComplete();
return;
}
}
GetNavigator()->SetArrivalDirection( m_hRallyPoint->GetAbsAngles() );
}
break;
case TASK_FACE_RALLY_POINT:
{
UpdateForceCrouch();
GetMotor()->SetIdealYaw( m_hRallyPoint->GetAbsAngles().y );
GetOuter()->SetTurnActivity();
}
break;
case TASK_GET_PATH_TO_ASSAULT_POINT:
{
AI_NavGoal_t goal( m_hAssaultPoint->GetAbsOrigin() );
goal.pTarget = m_hAssaultPoint;
if ( GetNavigator()->SetGoal( goal ) == false )
{
// Try and get as close as possible otherwise
AI_NavGoal_t nearGoal( GOALTYPE_LOCATION_NEAREST_NODE, m_hAssaultPoint->GetAbsOrigin(), AIN_DEF_ACTIVITY, 256 );
if ( GetNavigator()->SetGoal( nearGoal, AIN_CLEAR_PREVIOUS_STATE ) )
{
//FIXME: HACK! The internal pathfinding is setting this without our consent, so override it!
ClearCondition( COND_TASK_FAILED );
GetNavigator()->SetArrivalDirection( m_hAssaultPoint->GetAbsAngles() );
TaskComplete();
return;
}
}
GetNavigator()->SetArrivalDirection( m_hAssaultPoint->GetAbsAngles() );
}
break;
case TASK_FACE_ASSAULT_POINT:
{
UpdateForceCrouch();
if( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
{
// If I can already fight when I arrive, don't bother running any facing code. Let
// The combat AI do that. Turning here will only make the NPC look dumb in a combat
// situation because it will take time to turn before attacking.
TaskComplete();
}
else
{
GetMotor()->SetIdealYaw( m_hAssaultPoint->GetAbsAngles().y );
GetOuter()->SetTurnActivity();
}
}
break;
case TASK_HIT_ASSAULT_POINT:
OnHitAssaultPoint();
TaskComplete();
break;
case TASK_HIT_RALLY_POINT:
// Once we're stading on it and facing the correct direction,
// we have arrived at rally point.
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_HIT_RALLY_POINT );
m_bHitRallyPoint = true;
m_hRallyPoint->m_OnArrival.FireOutput( GetOuter(), m_hRallyPoint, 0 );
TaskComplete();
break;
case TASK_AWAIT_CUE:
if( PollAssaultCue() )
{
TaskComplete();
}
else
{
// Don't do anything if we've been told to crouch
if ( IsForcingCrouch() )
break;
else if( m_hRallyPoint->m_RallySequenceName != NULL_STRING )
{
// The cue hasn't been given yet, so set to the rally sequence.
int sequence = GetOuter()->LookupSequence( STRING( m_hRallyPoint->m_RallySequenceName ) );
if( sequence != -1 )
{
GetOuter()->ResetSequence( sequence );
GetOuter()->SetIdealActivity( ACT_DO_NOT_DISTURB );
}
}
else
{
// Only chain this task if I'm not playing a custom animation
if( GetOuter()->GetEnemy() )
{
ChainStartTask( TASK_FACE_ENEMY, 0 );
}
}
}
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_WAIT_ASSAULT_DELAY:
case TASK_AWAIT_ASSAULT_TIMEOUT:
if ( m_hAssaultPoint )
{
if ( m_hAssaultPoint->m_bInputForcedClear || (m_hAssaultPoint->m_bClearOnContact && HasCondition( COND_SEE_ENEMY )) )
{
// If we're on an assault that should clear on contact, clear when we see an enemy
TaskComplete();
}
}
if( GetOuter()->IsWaitFinished() && ( pTask->iTask == TASK_WAIT_ASSAULT_DELAY || !m_hAssaultPoint->m_bNeverTimeout ) )
{
TaskComplete();
}
break;
case TASK_FACE_RALLY_POINT:
case TASK_FACE_ASSAULT_POINT:
GetMotor()->UpdateYaw();
if( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
{
// Out early if the NPC can attack.
TaskComplete();
}
if ( GetOuter()->FacingIdeal() )
{
TaskComplete();
}
break;
case TASK_AWAIT_CUE:
// If we've lost our rally point, abort
if ( !m_hRallyPoint )
{
TaskFail("No rally point.");
break;
}
if( PollAssaultCue() )
{
TaskComplete();
}
if ( IsForcingCrouch() )
break;
if( GetOuter()->GetEnemy() && m_hRallyPoint->m_RallySequenceName == NULL_STRING && !HasCondition(COND_ENEMY_OCCLUDED) )
{
// I have an enemy and I'm NOT playing a custom animation.
ChainRunTask( TASK_FACE_ENEMY, 0 );
}
break;
case TASK_WAIT_FOR_MOVEMENT:
if ( ai_debug_assault.GetBool() )
{
if ( IsCurSchedule( SCHED_MOVE_TO_ASSAULT_POINT ) )
{
NDebugOverlay::Line( WorldSpaceCenter(), GetNavigator()->GetGoalPos(), 255,0,0, true,0.1);
NDebugOverlay::Box( GetNavigator()->GetGoalPos(), -Vector(10,10,10), Vector(10,10,10), 255,0,0, 8, 0.1 );
}
else if ( IsCurSchedule( SCHED_MOVE_TO_RALLY_POINT ) )
{
NDebugOverlay::Line( WorldSpaceCenter(), GetNavigator()->GetGoalPos(), 0,255,0, true,0.1);
NDebugOverlay::Box( GetNavigator()->GetGoalPos(), -Vector(10,10,10), Vector(10,10,10), 0,255,0, 8, 0.1 );
}
}
if ( m_hAssaultPoint && (m_hAssaultPoint->m_bInputForcedClear || (m_hAssaultPoint->m_bClearOnContact && HasCondition( COND_SEE_ENEMY ))) )
{
DevMsg( "Assault Cleared due to Contact or Input!\n" );
ClearAssaultPoint();
TaskComplete();
return;
}
if ( ( ( !GetOuter()->DidChooseEnemy() && gpGlobals->curtime - GetOuter()->GetTimeEnemyAcquired() > 1 ) || !GetOuter()->GetEnemy() ) )
{
CBaseEntity *pNewEnemy = GetOuter()->BestEnemy();
if( pNewEnemy != NULL && pNewEnemy != GetOuter()->GetEnemy() )
{
GetOuter()->SetEnemy( pNewEnemy );
GetOuter()->SetState( NPC_STATE_COMBAT );
}
}
BaseClass::RunTask( pTask );
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CRallyPoint *CAI_AssaultBehavior::FindBestRallyPointInRadius( const Vector &vecCenter, float flRadius )
{
VPROF_BUDGET( "CAI_AssaultBehavior::FindBestRallyPointInRadius", VPROF_BUDGETGROUP_NPCS );
const int RALLY_SEARCH_ENTS = 30;
CBaseEntity *pEntities[RALLY_SEARCH_ENTS];
int iNumEntities = UTIL_EntitiesInSphere( pEntities, RALLY_SEARCH_ENTS, vecCenter, flRadius, 0 );
CRallyPoint *pBest = NULL;
int iBestPriority = -1;
for ( int i = 0; i < iNumEntities; i++ )
{
CRallyPoint *pRallyEnt = dynamic_cast<CRallyPoint *>(pEntities[i]);
if( pRallyEnt )
{
if( !pRallyEnt->IsLocked() )
{
// Consider this point.
if( pRallyEnt->m_iPriority > iBestPriority )
{
pBest = pRallyEnt;
iBestPriority = pRallyEnt->m_iPriority;
}
}
}
}
return pBest;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_AssaultBehavior::IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint )
{
CBaseEntity *pCuePoint = NULL;
float flTolerance = 0.0f;
if( m_bHitRallyPoint && !m_bHitAssaultPoint && !AssaultHasBegun() )
{
if( m_hRallyPoint != NULL )
{
pCuePoint = m_hRallyPoint;
flTolerance = CUE_POINT_TOLERANCE;
}
}
else if( m_bHitAssaultPoint )
{
if( m_hAssaultPoint != NULL )
{
pCuePoint = m_hAssaultPoint;
flTolerance = m_hAssaultPoint->m_flAssaultPointTolerance;
}
}
if ( pCuePoint && (vLocation - pCuePoint->GetAbsOrigin()).Length2DSqr() > Square( flTolerance - 0.1 ) )
return false;
return BaseClass::IsValidShootPosition( vLocation, pNode, pHint );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CAI_AssaultBehavior::GetMaxTacticalLateralMovement( void )
{
return CUE_POINT_TOLERANCE - 0.1;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::UpdateOnRemove()
{
// Ignore exclusivity. Our NPC just died.
UnlockRallyPoint();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_AssaultBehavior::OnStrictAssault( void )
{
return (m_hAssaultPoint && m_hAssaultPoint->m_iStrictness);
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_AssaultBehavior::UpdateForceCrouch( void )
{
if ( IsForcingCrouch() )
{
// Only force crouch when we're near the point we're supposed to crouch at
float flDistanceToTargetSqr = GetOuter()->GetAbsOrigin().DistToSqr( AssaultHasBegun() ? m_hAssaultPoint->GetAbsOrigin() : m_hRallyPoint->GetAbsOrigin() );
if ( flDistanceToTargetSqr < (64*64) )
{
GetOuter()->ForceCrouch();
}
else
{
GetOuter()->ClearForceCrouch();
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_AssaultBehavior::IsForcingCrouch( void )
{
if ( AssaultHasBegun() )
return (m_hAssaultPoint && m_hAssaultPoint->m_bForceCrouch);
return (m_hRallyPoint && m_hRallyPoint->m_bForceCrouch);
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_AssaultBehavior::IsUrgent( void )
{
if ( AssaultHasBegun() )
return (m_hAssaultPoint && m_hAssaultPoint->m_bIsUrgent);
return (m_hRallyPoint && m_hRallyPoint->m_bIsUrgent);
}
//-----------------------------------------------------------------------------
// Purpose: Unlock any rally points the behavior is currently locking
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::UnlockRallyPoint( void )
{
CAI_AssaultBehavior *pBehavior;
if ( GetOuter()->GetBehavior( &pBehavior ) )
{
if( pBehavior->m_hRallyPoint )
{
pBehavior->m_hRallyPoint->Unlock( GetOuter() );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pRallyPoint -
// assaultcue -
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::SetParameters( CBaseEntity *pRallyEnt, AssaultCue_t assaultcue )
{
VPROF_BUDGET( "CAI_AssaultBehavior::SetParameters", VPROF_BUDGETGROUP_NPCS );
// Clean up any soon to be dangling rally points
UnlockRallyPoint();
// Firstly, find a rally point.
CRallyPoint *pRallyPoint = dynamic_cast<CRallyPoint *>(pRallyEnt);
if( pRallyPoint )
{
if( !pRallyPoint->IsLocked() )
{
// Claim it.
m_hRallyPoint = pRallyPoint;
m_hRallyPoint->Lock( GetOuter() );
m_AssaultCue = assaultcue;
InitializeBehavior();
return;
}
else
{
DevMsg("**ERROR: Specified a rally point that is LOCKED!\n" );
}
}
else
{
DevMsg("**ERROR: Bad RallyPoint in SetParameters\n" );
// Bomb out of assault behavior.
m_AssaultCue = CUE_NO_ASSAULT;
ClearSchedule( "Bad rally point" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : rallypointname -
// assaultcue -
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::SetParameters( string_t rallypointname, AssaultCue_t assaultcue, int rallySelectMethod )
{
VPROF_BUDGET( "CAI_AssaultBehavior::SetParameters", VPROF_BUDGETGROUP_NPCS );
// Clean up any soon to be dangling rally points
UnlockRallyPoint();
// Firstly, find a rally point.
CRallyPoint *pRallyEnt = dynamic_cast<CRallyPoint *>(gEntList.FindEntityByName( NULL, rallypointname ) );
CRallyPoint *pBest = NULL;
int iBestPriority = -1;
switch( rallySelectMethod )
{
case RALLY_POINT_SELECT_DEFAULT:
{
while( pRallyEnt )
{
if( !pRallyEnt->IsLocked() )
{
// Consider this point.
if( pRallyEnt->m_iPriority > iBestPriority )
{
// This point is higher priority. I must take it.
pBest = pRallyEnt;
iBestPriority = pRallyEnt->m_iPriority;
}
else if ( pRallyEnt->m_iPriority == iBestPriority )
{
// This point is the same priority as my current best.
// I must take it if it is closer.
Vector vecStart = GetOuter()->GetAbsOrigin();
float flNewDist, flBestDist;
flNewDist = ( pRallyEnt->GetAbsOrigin() - vecStart ).LengthSqr();
flBestDist = ( pBest->GetAbsOrigin() - vecStart ).LengthSqr();
if( flNewDist < flBestDist )
{
// Priority is already identical. Just take this point.
pBest = pRallyEnt;
}
}
}
pRallyEnt = dynamic_cast<CRallyPoint *>(gEntList.FindEntityByName( pRallyEnt, rallypointname, NULL ) );
}
}
break;
case RALLY_POINT_SELECT_RANDOM:
{
// Gather all available points into a utilvector, then pick one at random.
CUtlVector<CRallyPoint *> rallyPoints; // List of rally points that are available to choose from.
while( pRallyEnt )
{
if( !pRallyEnt->IsLocked() )
{
rallyPoints.AddToTail( pRallyEnt );
}
pRallyEnt = dynamic_cast<CRallyPoint *>(gEntList.FindEntityByName( pRallyEnt, rallypointname ) );
}
if( rallyPoints.Count() > 0 )
{
pBest = rallyPoints[ random->RandomInt(0, rallyPoints.Count()- 1) ];
}
}
break;
default:
DevMsg( "ERROR: INVALID RALLY POINT SELECTION METHOD. Assault will not function.\n");
break;
}
if( !pBest )
{
DevMsg("%s Didn't find a best rally point!\n", GetOuter()->GetEntityName().ToCStr() );
return;
}
pBest->Lock( GetOuter() );
m_hRallyPoint = pBest;
if( !m_hRallyPoint )
{
DevMsg("**ERROR: Can't find a rally point named '%s'\n", STRING( rallypointname ));
// Bomb out of assault behavior.
m_AssaultCue = CUE_NO_ASSAULT;
ClearSchedule( "Can't find rally point" );
return;
}
m_AssaultCue = assaultcue;
InitializeBehavior();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::InitializeBehavior()
{
// initialize the variables that track whether the NPC has reached (hit)
// his rally and assault points already. Be advised, having hit the point
// only means you have been to it at some point. Doesn't mean you're standing
// there still. Mainly used to understand which 'phase' of the assault an NPC
// is in.
m_bHitRallyPoint = false;
m_bHitAssaultPoint = false;
m_hAssaultPoint = 0;
m_bDiverting = false;
m_flLastSawAnEnemyAt = 0;
// Also reset the status of externally received assault cues
m_ReceivedAssaultCue = CUE_NO_ASSAULT;
CAssaultPoint *pAssaultEnt = FindAssaultPoint( m_hRallyPoint->m_AssaultPointName );
if( pAssaultEnt )
{
SetAssaultPoint(pAssaultEnt);
}
else
{
DevMsg("**ERROR: Can't find any assault points named: %s\n", STRING( m_hRallyPoint->m_AssaultPointName ));
// Bomb out of assault behavior.
m_AssaultCue = CUE_NO_ASSAULT;
ClearSchedule( "Can't find assault point" );
return;
}
// Slam the NPC's schedule so that he starts picking Assault schedules right now.
ClearSchedule( "Initializing assault behavior" );
}
//-----------------------------------------------------------------------------
// Purpose: Check conditions and see if the cue to being an assault has come.
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_AssaultBehavior::PollAssaultCue( void )
{
// right now, always go when the commander says.
if( m_ReceivedAssaultCue == CUE_COMMANDER )
{
return true;
}
switch( m_AssaultCue )
{
case CUE_NO_ASSAULT:
// NO_ASSAULT never ever triggers.
return false;
break;
case CUE_ENTITY_INPUT:
return m_ReceivedAssaultCue == CUE_ENTITY_INPUT;
break;
case CUE_PLAYER_GUNFIRE:
// Any gunfire will trigger this right now (sjb)
if( HasCondition( COND_HEAR_COMBAT ) )
{
return true;
}
break;
case CUE_DONT_WAIT:
// Just keep going!
m_ReceivedAssaultCue = CUE_DONT_WAIT;
return true;
break;
case CUE_COMMANDER:
// Player told me to go, so go!
return m_ReceivedAssaultCue == CUE_COMMANDER;
break;
}
return false;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::OnRestore()
{
if ( !m_hAssaultPoint || !m_hRallyPoint )
{
Disable();
NotifyChangeBehaviorStatus();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_AssaultBehavior::CanSelectSchedule()
{
if ( !GetOuter()->IsInterruptable() )
return false;
if ( GetOuter()->HasCondition( COND_RECEIVED_ORDERS ) )
return false;
// We're letting other AI run for a little while because the assault AI failed recently.
if ( m_flTimeDeferScheduleSelection > gpGlobals->curtime )
return false;
// No schedule selection if no assault is being conducted.
if( m_AssaultCue == CUE_NO_ASSAULT )
return false;
if ( !m_hAssaultPoint || !m_hRallyPoint )
{
Disable();
return false;
}
// Remember when we last saw an enemy
if ( GetEnemy() )
{
m_flLastSawAnEnemyAt = gpGlobals->curtime;
}
// If we've seen an enemy in the last few seconds, and we're allowed to divert,
// let the base AI decide what I should do.
if ( IsAllowedToDivert() )
{
// Return true, but remember that we're actually allowing them to divert
// This is done because we don't want the assault behaviour to think it's finished with the assault.
m_bDiverting = true;
}
else if ( m_bDiverting )
{
// If we were diverting, provoke us to make a new schedule selection
SetCondition( COND_PROVOKED );
m_bDiverting = false;
}
// If we're diverting, let the base AI decide everything
if ( m_bDiverting )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::BeginScheduleSelection()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::EndScheduleSelection()
{
m_bHitAssaultPoint = false;
if( m_hRallyPoint != NULL )
{
if( !m_hRallyPoint->IsExclusive() )
m_bHitRallyPoint = false;
if( !hl2_episodic.GetBool() || !m_hRallyPoint->IsExclusive() || !GetOuter()->IsAlive() )
{
// Here we unlock the rally point if it is NOT EXCLUSIVE
// -OR- the Outer is DEAD. (This gives us a head-start on
// preparing the point to take new NPCs right away. Otherwise
// we have to wait two seconds until the behavior is destroyed.)
// NOTICE that the legacy (non-episodic) support calls UnlockRallyPoint
// unconditionally on EndScheduleSelection()
UnlockRallyPoint();
}
}
GetOuter()->ClearForceCrouch();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : scheduleType -
// Output : int
//-----------------------------------------------------------------------------
int CAI_AssaultBehavior::TranslateSchedule( int scheduleType )
{
switch( scheduleType )
{
case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK:
// This nasty schedule can allow the NPC to violate their position near
// the assault point. Translate it away to something stationary. (sjb)
return SCHED_COMBAT_FACE;
break;
case SCHED_RANGE_ATTACK1:
if ( GetOuter()->GetShotRegulator()->IsInRestInterval() )
{
if ( GetOuter()->HasStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
GetOuter()->VacateStrategySlot();
return SCHED_COMBAT_FACE; // @TODO (toml 07-02-03): Should do something more tactically sensible
}
break;
case SCHED_MOVE_TO_WEAPON_RANGE:
case SCHED_CHASE_ENEMY:
if( m_bHitAssaultPoint )
{
return SCHED_WAIT_AND_CLEAR;
}
else
{
return SCHED_MOVE_TO_ASSAULT_POINT;
}
break;
case SCHED_HOLD_RALLY_POINT:
if( HasCondition(COND_NO_PRIMARY_AMMO) | HasCondition(COND_LOW_PRIMARY_AMMO) )
{
return SCHED_RELOAD;
}
break;
case SCHED_MOVE_TO_ASSAULT_POINT:
{
float flDist = ( m_hAssaultPoint->GetAbsOrigin() - GetAbsOrigin() ).Length();
if ( flDist <= 12.0f )
return SCHED_AT_ASSAULT_POINT;
}
break;
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::OnStartSchedule( int scheduleType )
{
if ( scheduleType == SCHED_HIDE_AND_RELOAD ) //!!!HACKHACK
{
// Dirty the assault point flag so that we return to assault point
m_bHitAssaultPoint = false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::ClearSchedule( const char *szReason )
{
// HACKHACK: In reality, we shouldn't be clearing the schedule ever if the assault
// behavior isn't actually in charge of the NPC. Fix after ship. For now, hacking
// a fix to Grigori failing to make it over the fence of the graveyard in d1_town_02a
if ( GetOuter()->ClassMatches( "npc_monk" ) && GetOuter()->GetState() == NPC_STATE_SCRIPT )
return;
// Don't allow it if we're in a vehicle
if ( GetOuter()->IsInAVehicle() )
return;
GetOuter()->ClearSchedule( szReason );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_AssaultBehavior::IsAllowedToDivert( void )
{
if ( m_hAssaultPoint && m_hAssaultPoint->m_bAllowDiversion )
{
if ( m_hAssaultPoint->m_flAllowDiversionRadius == 0.0f || (m_bHitAssaultPoint && GetEnemy() != NULL && GetEnemy()->GetAbsOrigin().DistToSqr(m_hAssaultPoint->GetAbsOrigin()) <= Square(m_hAssaultPoint->m_flAllowDiversionRadius)) )
{
if ( m_flLastSawAnEnemyAt && ((gpGlobals->curtime - m_flLastSawAnEnemyAt) < ASSAULT_DIVERSION_TIME) )
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::BuildScheduleTestBits()
{
BaseClass::BuildScheduleTestBits();
// If we're allowed to divert, add the appropriate interrupts to our movement schedules
if ( IsAllowedToDivert() )
{
if ( IsCurSchedule( SCHED_MOVE_TO_ASSAULT_POINT ) ||
IsCurSchedule( SCHED_MOVE_TO_RALLY_POINT ) ||
IsCurSchedule( SCHED_HOLD_RALLY_POINT ) )
{
GetOuter()->SetCustomInterruptCondition( COND_NEW_ENEMY );
GetOuter()->SetCustomInterruptCondition( COND_SEE_ENEMY );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::OnScheduleChange()
{
if( IsCurSchedule(SCHED_WAIT_AND_CLEAR, false) )
{
if( m_hAssaultPoint && m_hAssaultPoint->m_bClearOnContact )
{
if( HasCondition(COND_SEE_ENEMY) )
{
ClearAssaultPoint();
}
}
}
BaseClass::OnScheduleChange();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CAI_AssaultBehavior::SelectSchedule()
{
if ( !OnStrictAssault() )
{
if( HasCondition( COND_PLAYER_PUSHING ) )
return SCHED_ASSAULT_MOVE_AWAY;
if( HasCondition( COND_HEAR_DANGER ) )
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
}
if( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
return SCHED_MELEE_ATTACK1;
// If you're empty, reload before trying to carry out any assault functions.
if( HasCondition( COND_NO_PRIMARY_AMMO ) )
return SCHED_RELOAD;
if( m_bHitRallyPoint && !m_bHitAssaultPoint && !AssaultHasBegun() )
{
// If I have hit my rally point, but I haven't hit my assault point yet,
// Make sure I'm still on my rally point, cause another behavior may have moved me.
// 2D check to be within 32 units of my rallypoint.
Vector vecDiff = GetAbsOrigin() - m_hRallyPoint->GetAbsOrigin();
vecDiff.z = 0.0;
if( vecDiff.LengthSqr() > Square(CUE_POINT_TOLERANCE) )
{
// Someone moved me away. Get back to rally point.
m_bHitRallyPoint = false;
return SCHED_MOVE_TO_RALLY_POINT;
}
}
else if( m_bHitAssaultPoint )
{
// Likewise. If I have hit my assault point, make sure I'm still there. Another
// behavior (hide and reload) may have moved me away.
Vector vecDiff = GetAbsOrigin() - m_hAssaultPoint->GetAbsOrigin();
vecDiff.z = 0.0;
if( vecDiff.LengthSqr() > Square(CUE_POINT_TOLERANCE) )
{
// Someone moved me away.
m_bHitAssaultPoint = false;
}
}
// Go to my rally point, unless the assault's begun.
if( !m_bHitRallyPoint && !AssaultHasBegun() )
{
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_SQUAD_ADVANCE_TO_RALLY );
return SCHED_MOVE_TO_RALLY_POINT;
}
if( !m_bHitAssaultPoint )
{
if( m_ReceivedAssaultCue == m_AssaultCue || m_ReceivedAssaultCue == CUE_COMMANDER || m_AssaultCue == CUE_DONT_WAIT )
{
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_SQUAD_ADVANCE_TO_ASSAULT );
if ( m_hRallyPoint && !m_hRallyPoint->IsExclusive() )
{
// If this assault chain is not exclusive, then free up the rallypoint so that others can follow me
// Otherwise, we do not unlock this rally point until we are FINISHED or DEAD. It's exclusively our chain of assault
UnlockRallyPoint();// Here we go! Free up the rally point since I'm moving to assault.
}
if ( !UpdateForceCrouch() )
{
GetOuter()->ClearForceCrouch();
}
return SCHED_MOVE_TO_ASSAULT_POINT;
}
else if( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
{
return SCHED_RANGE_ATTACK1;
}
else if( HasCondition( COND_NO_PRIMARY_AMMO ) )
{
// Don't run off to reload.
return SCHED_RELOAD;
}
else if( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
{
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_UNDER_ATTACK );
return SCHED_ALERT_FACE;
}
else if( GetOuter()->GetEnemy() && !HasCondition( COND_CAN_RANGE_ATTACK1 ) && !HasCondition( COND_CAN_RANGE_ATTACK2) && !HasCondition(COND_ENEMY_OCCLUDED) )
{
return SCHED_COMBAT_FACE;
}
else
{
UpdateForceCrouch();
return SCHED_HOLD_RALLY_POINT;
}
}
if( HasCondition( COND_NO_PRIMARY_AMMO ) )
{
GetOuter()->SpeakSentence( ASSAULT_SENTENCE_COVER_NO_AMMO );
return SCHED_HIDE_AND_RELOAD;
}
if( m_hAssaultPoint->HasSpawnFlags( SF_ASSAULTPOINT_CLEARONARRIVAL ) )
{
return SCHED_CLEAR_ASSAULT_POINT;
}
if ( (!GetEnemy() || HasCondition(COND_ENEMY_OCCLUDED)) && !GetOuter()->HasConditionsToInterruptSchedule( SCHED_WAIT_AND_CLEAR ) )
{
// Don't have an enemy. Just keep an eye on things.
return SCHED_WAIT_AND_CLEAR;
}
if ( OnStrictAssault() )
{
// Don't allow the base class to select a schedule cause it will probably move the NPC.
if( !HasCondition(COND_CAN_RANGE_ATTACK1) &&
!HasCondition(COND_CAN_RANGE_ATTACK2) &&
!HasCondition(COND_CAN_MELEE_ATTACK1) &&
!HasCondition(COND_CAN_MELEE_ATTACK2) &&
!HasCondition(COND_TOO_CLOSE_TO_ATTACK) &&
!HasCondition(COND_NOT_FACING_ATTACK) )
{
return SCHED_WAIT_AND_CLEAR;
}
}
#ifdef HL2_EPISODIC
// This ugly patch fixes a bug where Combine Soldiers on an assault would not shoot through glass, because of the way
// that shooting through glass is implemented in their AI. (sjb)
if( HasCondition(COND_SEE_ENEMY) && HasCondition(COND_WEAPON_SIGHT_OCCLUDED) && !HasCondition(COND_LOW_PRIMARY_AMMO) )
{
// If they are hiding behind something that we can destroy, start shooting at it.
CBaseEntity *pBlocker = GetOuter()->GetEnemyOccluder();
if ( pBlocker && pBlocker->GetHealth() > 0 )
{
if( GetOuter()->Classify() == CLASS_COMBINE && FClassnameIs(GetOuter(), "npc_combine_s") )
{
return SCHED_SHOOT_ENEMY_COVER;
}
}
}
#endif//HL2_EPISODIC
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
//
// CAI_AssaultGoal
//
// Purpose:
//
//
//-----------------------------------------------------------------------------
class CAI_AssaultGoal : public CAI_GoalEntity
{
typedef CAI_GoalEntity BaseClass;
virtual void EnableGoal( CAI_BaseNPC *pAI );
virtual void DisableGoal( CAI_BaseNPC *pAI );
string_t m_RallyPoint;
int m_AssaultCue;
int m_RallySelectMethod;
void InputBeginAssault( inputdata_t &inputdata );
DECLARE_DATADESC();
};
BEGIN_DATADESC( CAI_AssaultGoal )
DEFINE_KEYFIELD( m_RallyPoint, FIELD_STRING, "rallypoint" ),
DEFINE_KEYFIELD( m_AssaultCue, FIELD_INTEGER, "AssaultCue" ),
DEFINE_KEYFIELD( m_RallySelectMethod, FIELD_INTEGER, "RallySelectMethod" ),
DEFINE_INPUTFUNC( FIELD_VOID, "BeginAssault", InputBeginAssault ),
END_DATADESC();
//-------------------------------------
LINK_ENTITY_TO_CLASS( ai_goal_assault, CAI_AssaultGoal );
//-------------------------------------
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_AssaultGoal::EnableGoal( CAI_BaseNPC *pAI )
{
CAI_AssaultBehavior *pBehavior;
if ( !pAI->GetBehavior( &pBehavior ) )
return;
pBehavior->SetParameters( m_RallyPoint, (AssaultCue_t)m_AssaultCue, m_RallySelectMethod );
// Duplicate the output
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_AssaultGoal::DisableGoal( CAI_BaseNPC *pAI )
{
CAI_AssaultBehavior *pBehavior;
if ( pAI->GetBehavior( &pBehavior ) )
{
pBehavior->Disable();
// Don't leave any hanging rally points locked.
pBehavior->UnlockRallyPoint();
pBehavior->ClearSchedule( "Assault goal disabled" );
}
}
//-----------------------------------------------------------------------------
// Purpose: ENTITY I/O method for telling the assault behavior to cue assault
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CAI_AssaultGoal::InputBeginAssault( inputdata_t &inputdata )
{
int i;
for( i = 0 ; i < NumActors() ; i++ )
{
CAI_BaseNPC *pActor = GetActor( i );
if( pActor )
{
// Now use this actor to lookup the Behavior
CAI_AssaultBehavior *pBehavior;
if( pActor->GetBehavior( &pBehavior ) )
{
// GOT IT! Now tell the behavior that entity i/o wants to cue the assault.
pBehavior->ReceiveAssaultCue( CUE_ENTITY_INPUT );
}
}
}
}
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER(CAI_AssaultBehavior)
DECLARE_TASK(TASK_GET_PATH_TO_RALLY_POINT)
DECLARE_TASK(TASK_FACE_RALLY_POINT)
DECLARE_TASK(TASK_GET_PATH_TO_ASSAULT_POINT)
DECLARE_TASK(TASK_FACE_ASSAULT_POINT)
DECLARE_TASK(TASK_AWAIT_CUE)
DECLARE_TASK(TASK_AWAIT_ASSAULT_TIMEOUT)
DECLARE_TASK(TASK_ANNOUNCE_CLEAR)
DECLARE_TASK(TASK_WAIT_ASSAULT_DELAY)
DECLARE_TASK(TASK_HIT_ASSAULT_POINT)
DECLARE_TASK(TASK_HIT_RALLY_POINT)
DECLARE_TASK(TASK_ASSAULT_DEFER_SCHEDULE_SELECTION)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_MOVE_TO_RALLY_POINT,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSAULT_FAILED_TO_MOVE"
" TASK_GET_PATH_TO_RALLY_POINT 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_FACE_RALLY_POINT 0"
" TASK_HIT_RALLY_POINT 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HOLD_RALLY_POINT"
" "
" Interrupts"
" COND_HEAR_DANGER"
" COND_PROVOKED"
" COND_NO_PRIMARY_AMMO"
" COND_PLAYER_PUSHING"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSAULT_FAILED_TO_MOVE,
" Tasks"
" TASK_ASSAULT_DEFER_SCHEDULE_SELECTION 1"
" "
" Interrupts"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_FAIL_MOVE_TO_RALLY_POINT,
" Tasks"
" TASK_WAIT 1"
" "
" Interrupts"
" COND_HEAR_DANGER"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
)
#ifdef HL2_EPISODIC
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HOLD_RALLY_POINT,
" Tasks"
" TASK_FACE_RALLY_POINT 0"
" TASK_AWAIT_CUE 0"
" TASK_WAIT_ASSAULT_DELAY 0"
" "
" Interrupts"
//" COND_NEW_ENEMY"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_PLAYER_PUSHING"
" COND_HEAR_DANGER"
" COND_HEAR_BULLET_IMPACT"
" COND_NO_PRIMARY_AMMO"
)
#else
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HOLD_RALLY_POINT,
" Tasks"
" TASK_FACE_RALLY_POINT 0"
" TASK_AWAIT_CUE 0"
" TASK_WAIT_ASSAULT_DELAY 0"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_PLAYER_PUSHING"
" COND_HEAR_DANGER"
" COND_HEAR_BULLET_IMPACT"
" COND_NO_PRIMARY_AMMO"
" COND_TOO_CLOSE_TO_ATTACK"
)
#endif//HL2_EPISODIC
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HOLD_ASSAULT_POINT,
" Tasks"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 3"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK2"
" COND_TOO_CLOSE_TO_ATTACK"
" COND_LOST_ENEMY"
" COND_HEAR_DANGER"
" COND_HEAR_BULLET_IMPACT"
" COND_NO_PRIMARY_AMMO"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_MOVE_TO_ASSAULT_POINT,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSAULT_FAILED_TO_MOVE"
" TASK_GATHER_CONDITIONS 0"
" TASK_GET_PATH_TO_ASSAULT_POINT 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_FACE_ASSAULT_POINT 0"
" TASK_HIT_ASSAULT_POINT 0"
" "
" Interrupts"
" COND_NO_PRIMARY_AMMO"
" COND_HEAR_DANGER"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_AT_ASSAULT_POINT,
" Tasks"
" TASK_FACE_ASSAULT_POINT 0"
" TASK_HIT_ASSAULT_POINT 0"
" "
" Interrupts"
" COND_NO_PRIMARY_AMMO"
" COND_HEAR_DANGER"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_WAIT_AND_CLEAR,
" Tasks"
" TASK_FACE_ASSAULT_POINT 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_AWAIT_ASSAULT_TIMEOUT 0"
" TASK_ANNOUNCE_CLEAR 0"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK2"
" COND_HEAR_DANGER"
" COND_HEAR_BULLET_IMPACT"
" COND_TOO_CLOSE_TO_ATTACK"
" COND_NOT_FACING_ATTACK"
" COND_PLAYER_PUSHING"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CLEAR_ASSAULT_POINT,
" Tasks"
" TASK_ANNOUNCE_CLEAR 0"
" "
" Interrupts"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSAULT_MOVE_AWAY,
" Tasks"
" TASK_MOVE_AWAY_PATH 120"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" "
" Interrupts"
)
AI_END_CUSTOM_SCHEDULE_PROVIDER()