mirror of
https://github.com/alliedmodders/hl2sdk.git
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204 lines
7.2 KiB
C++
204 lines
7.2 KiB
C++
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose: AI system that makes NPCs verbally respond to game events
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//
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//=============================================================================
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#include "cbase.h"
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#include "ai_eventresponse.h"
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#include "ai_basenpc.h"
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ConVar ai_debug_eventresponses( "ai_debug_eventresponses", "0", FCVAR_NONE, "Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them." );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CNPCEventResponseSystem g_NPCEventResponseSystem( "CNPCEventResponseSystem" );
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CNPCEventResponseSystem *NPCEventResponse()
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{
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return &g_NPCEventResponseSystem;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPCEventResponseSystem::LevelInitPreEntity( void )
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{
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m_ActiveEvents.Purge();
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m_flNextEventPoll = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPCEventResponseSystem::TriggerEvent( const char *pResponse, bool bForce )
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{
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m_flNextEventPoll = gpGlobals->curtime;
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// Find the event by name
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int iIndex = m_ActiveEvents.Find( pResponse );
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if ( iIndex == m_ActiveEvents.InvalidIndex() )
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{
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storedevent_t newEvent;
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newEvent.flEventTime = gpGlobals->curtime;
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newEvent.flNextResponseTime = 0;
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newEvent.bForce = bForce;
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newEvent.bPreventExpiration = false;
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m_ActiveEvents.Insert( pResponse, newEvent );
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if ( ai_debug_eventresponses.GetBool() )
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{
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Msg( "NPCEVENTRESPONSE: (%.2f) Trigger fired for event named: %s\n", gpGlobals->curtime, pResponse );
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}
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}
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else
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{
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// Update the trigger time
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m_ActiveEvents[iIndex].flEventTime = gpGlobals->curtime;
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m_ActiveEvents[iIndex].bForce = bForce;
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if ( ai_debug_eventresponses.GetBool() )
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{
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Msg( "NPCEVENTRESPONSE: (%.2f) Trigger resetting already-active event firing named: %s\n", gpGlobals->curtime, pResponse );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPCEventResponseSystem::FrameUpdatePreEntityThink()
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{
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if ( !m_ActiveEvents.Count() || !AI_IsSinglePlayer() || !UTIL_GetLocalPlayer() )
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return;
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if ( m_flNextEventPoll > gpGlobals->curtime )
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return;
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m_flNextEventPoll = gpGlobals->curtime + 0.2;
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// Move through all events, removing expired ones and finding NPCs for active ones.
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for ( int i = m_ActiveEvents.First(); i != m_ActiveEvents.InvalidIndex(); )
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{
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float flTime = m_ActiveEvents[i].flEventTime;
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const char *pResponse = m_ActiveEvents.GetElementName(i);
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// Save off the next index so we can safely remove this one
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int iNext = m_ActiveEvents.Next(i);
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// Should it have expired by now?
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if ( !m_ActiveEvents[i].bPreventExpiration && (flTime + NPCEVENTRESPONSE_GIVEUP_TIME) < gpGlobals->curtime )
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{
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if ( ai_debug_eventresponses.GetBool() )
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{
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Msg( "NPCEVENTRESPONSE: (%.2f) Removing expired event named: %s\n", gpGlobals->curtime, pResponse );
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}
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m_ActiveEvents.RemoveAt(i);
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}
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else if ( m_ActiveEvents[i].flNextResponseTime < gpGlobals->curtime )
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{
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// If we've fired once, and our current event should expire now, then expire.
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if ( m_ActiveEvents[i].bPreventExpiration && (flTime + NPCEVENTRESPONSE_GIVEUP_TIME) < gpGlobals->curtime )
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{
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if ( ai_debug_eventresponses.GetBool() )
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{
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Msg( "NPCEVENTRESPONSE: (%.2f) Removing expired fired event named: %s\n", gpGlobals->curtime, pResponse );
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}
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m_ActiveEvents.RemoveAt(i);
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}
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else
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{
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float flNearestDist = NPCEVENTRESPONSE_DISTANCE_SQR;
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CAI_BaseNPC *pNearestNPC = NULL;
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Vector vecPlayerCenter = UTIL_GetLocalPlayer()->WorldSpaceCenter();
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// Try and find the nearest NPC to the player
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CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
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for ( int j = 0; j < g_AI_Manager.NumAIs(); j++ )
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{
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if ( ppAIs[j]->CanRespondToEvent( pResponse ))
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{
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float flDistToPlayer = ( vecPlayerCenter - ppAIs[j]->WorldSpaceCenter()).LengthSqr();
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if ( flDistToPlayer < flNearestDist )
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{
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flNearestDist = flDistToPlayer;
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pNearestNPC = ppAIs[j];
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}
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}
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}
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// Found one?
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if ( pNearestNPC )
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{
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if ( pNearestNPC->RespondedTo( pResponse, m_ActiveEvents[i].bForce ) )
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{
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// Don't remove the response yet. Leave it around until the refire time has expired.
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// This stops repeated firings of the same concept from spamming the NPCs.
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m_ActiveEvents[i].bPreventExpiration = true;
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m_ActiveEvents[i].flNextResponseTime = gpGlobals->curtime + NPCEVENTRESPONSE_REFIRE_TIME;
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if ( ai_debug_eventresponses.GetBool() )
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{
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Msg( "NPCEVENTRESPONSE: (%.2f) Event '%s' responded to by NPC '%s'. Refire available at: %.2f\n", gpGlobals->curtime, pResponse, pNearestNPC->GetDebugName(), m_ActiveEvents[i].flNextResponseTime );
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}
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// Don't issue multiple responses at once
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return;
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}
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}
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}
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}
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i = iNext;
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}
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}
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//---------------------------------------------------------------------------------------------
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// Entity version for mapmaker to hook into the system
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//---------------------------------------------------------------------------------------------
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class CNPCEventResponseSystemEntity : public CBaseEntity
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{
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DECLARE_CLASS( CNPCEventResponseSystemEntity, CBaseEntity );
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public:
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DECLARE_DATADESC();
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void Spawn();
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void InputTriggerResponseEvent( inputdata_t &inputdata );
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void InputForceTriggerResponseEvent( inputdata_t &inputdata );
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};
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LINK_ENTITY_TO_CLASS( ai_npc_eventresponsesystem, CNPCEventResponseSystemEntity );
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BEGIN_DATADESC( CNPCEventResponseSystemEntity )
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DEFINE_INPUTFUNC( FIELD_STRING, "TriggerResponseEvent", InputTriggerResponseEvent ),
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DEFINE_INPUTFUNC( FIELD_STRING, "ForceTriggerResponseEvent", InputForceTriggerResponseEvent ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPCEventResponseSystemEntity::Spawn( void )
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{
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// Invisible, non solid.
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AddSolidFlags( FSOLID_NOT_SOLID );
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AddEffects( EF_NODRAW );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPCEventResponseSystemEntity::InputTriggerResponseEvent( inputdata_t &inputdata )
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{
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NPCEventResponse()->TriggerEvent( inputdata.value.String() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPCEventResponseSystemEntity::InputForceTriggerResponseEvent( inputdata_t &inputdata )
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{
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NPCEventResponse()->TriggerEvent( inputdata.value.String(), true );
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}
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