mirror of
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643 lines
19 KiB
C++
643 lines
19 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: An NPC's memory of potential enemies
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//
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//=============================================================================//
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#include "cbase.h"
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#include "isaverestore.h"
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#include "ai_debug.h"
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#include "ai_memory.h"
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#include "ai_basenpc.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 EMEMORY_POOL_SIZE 64
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#define AI_FREE_KNOWLEDGE_DURATION 1.75
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//-----------------------------------------------------------------------------
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// AI_EnemyInfo_t
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//
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//-----------------------------------------------------------------------------
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DEFINE_FIXEDSIZE_ALLOCATOR( AI_EnemyInfo_t, EMEMORY_POOL_SIZE, CMemoryPool::GROW_FAST );
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//-----------------------------------------------------------------------------
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AI_EnemyInfo_t::AI_EnemyInfo_t(void)
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{
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hEnemy = NULL;
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vLastKnownLocation = vec3_origin;
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vLastSeenLocation = vec3_origin;
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timeLastSeen = 0;
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timeFirstSeen = 0;
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timeLastReacquired = 0;
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timeValidEnemy = 0;
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timeLastReceivedDamageFrom = 0;
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timeAtFirstHand = AI_INVALID_TIME;
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bDangerMemory = 0;
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bEludedMe = 0;
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bUnforgettable = 0;
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bMobbedMe = 0;
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}
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//-----------------------------------------------------------------------------
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// CAI_EnemiesListSaveRestoreOps
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//
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// Purpose: Handles save and load for enemy memories
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//
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//-----------------------------------------------------------------------------
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class CAI_EnemiesListSaveRestoreOps : public CDefSaveRestoreOps
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{
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public:
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CAI_EnemiesListSaveRestoreOps()
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{
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}
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virtual void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave )
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{
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CAI_Enemies::CMemMap *pMemMap = (CAI_Enemies::CMemMap *)fieldInfo.pField;
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int nMemories = pMemMap->Count();
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pSave->WriteInt( &nMemories );
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for ( CAI_Enemies::CMemMap::IndexType_t i = pMemMap->FirstInorder(); i != pMemMap->InvalidIndex(); i = pMemMap->NextInorder( i ) )
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{
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pSave->WriteAll( (*pMemMap)[i] );
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}
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}
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virtual void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore )
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{
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CAI_Enemies::CMemMap *pMemMap = (CAI_Enemies::CMemMap *)fieldInfo.pField;
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Assert( pMemMap->Count() == 0 );
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int nMemories = pRestore->ReadInt();
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while ( nMemories-- )
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{
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AI_EnemyInfo_t *pAddMemory = new AI_EnemyInfo_t;
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pRestore->ReadAll( pAddMemory );
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if ( pAddMemory->hEnemy != NULL )
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{
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pMemMap->Insert( pAddMemory->hEnemy, pAddMemory );
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}
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else
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delete pAddMemory;
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}
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}
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virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo )
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{
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CAI_Enemies::CMemMap *pMemMap = (CAI_Enemies::CMemMap *)fieldInfo.pField;
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for ( CAI_Enemies::CMemMap::IndexType_t i = pMemMap->FirstInorder(); i != pMemMap->InvalidIndex(); i = pMemMap->NextInorder( i ) )
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{
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delete (*pMemMap)[i];
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}
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pMemMap->RemoveAll();
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}
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virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo )
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{
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CAI_Enemies::CMemMap *pMemMap = (CAI_Enemies::CMemMap *)fieldInfo.pField;
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return ( pMemMap->Count() == 0 );
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}
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} g_AI_MemoryListSaveRestoreOps;
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//-----------------------------------------------------------------------------
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// CAI_Enemies
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//
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// Purpose: Stores a set of AI_EnemyInfo_t's
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//
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//-----------------------------------------------------------------------------
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BEGIN_SIMPLE_DATADESC( CAI_Enemies )
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DEFINE_CUSTOM_FIELD( m_Map, &g_AI_MemoryListSaveRestoreOps ),
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DEFINE_FIELD( m_flFreeKnowledgeDuration, FIELD_FLOAT ),
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DEFINE_FIELD( m_flEnemyDiscardTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_vecDefaultLKP, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecDefaultLSP, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_serial, FIELD_INTEGER ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( AI_EnemyInfo_t )
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DEFINE_FIELD( vLastKnownLocation, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( vLastSeenLocation, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( hEnemy, FIELD_EHANDLE ),
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DEFINE_FIELD( timeLastSeen, FIELD_TIME ),
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DEFINE_FIELD( timeFirstSeen, FIELD_TIME ),
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DEFINE_FIELD( timeLastReacquired, FIELD_TIME ),
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DEFINE_FIELD( timeValidEnemy, FIELD_TIME ),
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DEFINE_FIELD( timeLastReceivedDamageFrom, FIELD_TIME ),
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DEFINE_FIELD( timeAtFirstHand, FIELD_TIME ),
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DEFINE_FIELD( bDangerMemory, FIELD_BOOLEAN ),
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DEFINE_FIELD( bEludedMe, FIELD_BOOLEAN ),
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DEFINE_FIELD( bUnforgettable, FIELD_BOOLEAN ),
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DEFINE_FIELD( bMobbedMe, FIELD_BOOLEAN ),
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// NOT SAVED nextEMemory
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END_DATADESC()
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//-----------------------------------------------------------------------------
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CAI_Enemies::CAI_Enemies(void)
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{
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m_flFreeKnowledgeDuration = AI_FREE_KNOWLEDGE_DURATION;
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m_flEnemyDiscardTime = AI_DEF_ENEMY_DISCARD_TIME;
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m_vecDefaultLKP = vec3_invalid;
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m_vecDefaultLSP = vec3_invalid;
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m_serial = 0;
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SetDefLessFunc( m_Map );
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}
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//-----------------------------------------------------------------------------
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CAI_Enemies::~CAI_Enemies()
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{
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for ( CMemMap::IndexType_t i = m_Map.FirstInorder(); i != m_Map.InvalidIndex(); i = m_Map.NextInorder( i ) )
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{
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delete m_Map[i];
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Purges any dead enemies from memory
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//-----------------------------------------------------------------------------
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AI_EnemyInfo_t *CAI_Enemies::GetFirst( AIEnemiesIter_t *pIter )
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{
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CMemMap::IndexType_t i = m_Map.FirstInorder();
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*pIter = (AIEnemiesIter_t)(unsigned)i;
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if ( i == m_Map.InvalidIndex() )
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return NULL;
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if ( m_Map[i]->hEnemy == NULL )
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return GetNext( pIter );
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return m_Map[i];
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}
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//-----------------------------------------------------------------------------
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AI_EnemyInfo_t *CAI_Enemies::GetNext( AIEnemiesIter_t *pIter )
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{
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CMemMap::IndexType_t i = (CMemMap::IndexType_t)((unsigned)(*pIter));
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if ( i == m_Map.InvalidIndex() )
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return NULL;
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i = m_Map.NextInorder( i );
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*pIter = (AIEnemiesIter_t)(unsigned)i;
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if ( i == m_Map.InvalidIndex() )
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return NULL;
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if ( m_Map[i]->hEnemy == NULL )
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return GetNext( pIter );
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return m_Map[i];
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}
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//-----------------------------------------------------------------------------
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AI_EnemyInfo_t *CAI_Enemies::Find( CBaseEntity *pEntity, bool bTryDangerMemory )
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{
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if ( pEntity == AI_UNKNOWN_ENEMY )
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pEntity = NULL;
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CMemMap::IndexType_t i = m_Map.Find( pEntity );
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if ( i == m_Map.InvalidIndex() )
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{
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if ( !bTryDangerMemory || ( i = m_Map.Find( NULL ) ) == m_Map.InvalidIndex() )
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return NULL;
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Assert(m_Map[i]->bDangerMemory == true);
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}
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return m_Map[i];
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}
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//-----------------------------------------------------------------------------
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AI_EnemyInfo_t *CAI_Enemies::GetDangerMemory()
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{
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CMemMap::IndexType_t i = m_Map.Find( NULL );
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if ( i == m_Map.InvalidIndex() )
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return NULL;
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Assert(m_Map[i]->bDangerMemory == true);
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return m_Map[i];
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}
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//-----------------------------------------------------------------------------
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bool CAI_Enemies::ShouldDiscardMemory( AI_EnemyInfo_t *pMemory )
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{
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CBaseEntity *pEnemy = pMemory->hEnemy;
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if ( pEnemy )
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{
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CAI_BaseNPC *pEnemyNPC = pEnemy->MyNPCPointer();
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if ( pEnemyNPC && pEnemyNPC->GetState() == NPC_STATE_DEAD )
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return true;
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}
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else
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{
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if ( !pMemory->bDangerMemory )
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return true;
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}
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if ( !pMemory->bUnforgettable &&
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gpGlobals->curtime > pMemory->timeLastSeen + m_flEnemyDiscardTime )
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{
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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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void CAI_Enemies::RefreshMemories(void)
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{
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AI_PROFILE_SCOPE(CAI_Enemies_RefreshMemories);
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// -------------------
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// Check each record
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// -------------------
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CMemMap::IndexType_t i = m_Map.FirstInorder();
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while ( i != m_Map.InvalidIndex() )
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{
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AI_EnemyInfo_t *pMemory = m_Map[i];
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CMemMap::IndexType_t iNext = m_Map.NextInorder( i ); // save so can remove
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if ( ShouldDiscardMemory( pMemory ) )
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{
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delete pMemory;
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m_Map.RemoveAt(i);
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}
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else if ( pMemory->hEnemy )
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{
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if ( gpGlobals->curtime <= pMemory->timeLastSeen + m_flFreeKnowledgeDuration )
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{
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// Free knowledge is ignored if the target has notarget on
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if ( !(pMemory->hEnemy->GetFlags() & FL_NOTARGET) )
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{
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pMemory->vLastKnownLocation = pMemory->hEnemy->GetAbsOrigin();
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}
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}
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if ( gpGlobals->curtime <= pMemory->timeLastSeen )
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{
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pMemory->vLastSeenLocation = pMemory->hEnemy->GetAbsOrigin();
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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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// Purpose: Updates information about our enemies
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// Output : Returns true if new enemy, false if already know of enemy
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//-----------------------------------------------------------------------------
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bool CAI_Enemies::UpdateMemory(CAI_Network* pAINet, CBaseEntity *pEnemy, const Vector &vPosition, float reactionDelay, bool firstHand )
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{
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if ( pEnemy == AI_UNKNOWN_ENEMY )
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pEnemy = NULL;
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const float DIST_TRIGGER_REACQUIRE_SQ = Square(20.0 * 12.0);
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const float TIME_TRIGGER_REACQUIRE = 4.0;
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const float MIN_DIST_TIME_TRIGGER_REACQUIRE_SQ = Square(4.0 * 12.0);
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AI_EnemyInfo_t *pMemory = Find( pEnemy );
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// -------------------------------------------
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// Otherwise just update my own
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// -------------------------------------------
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// Update enemy information
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if ( pMemory )
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{
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Assert(pEnemy || pMemory->bDangerMemory == true);
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if ( firstHand )
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pMemory->timeLastSeen = gpGlobals->curtime;
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pMemory->bEludedMe = false;
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float deltaDist = (pMemory->vLastKnownLocation - vPosition).LengthSqr();
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if (deltaDist>DIST_TRIGGER_REACQUIRE_SQ || ( deltaDist>MIN_DIST_TIME_TRIGGER_REACQUIRE_SQ && ( gpGlobals->curtime - pMemory->timeLastSeen ) > TIME_TRIGGER_REACQUIRE ) )
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{
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pMemory->timeLastReacquired = gpGlobals->curtime;
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}
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// Only update if the enemy has moved
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if (deltaDist>Square(12.0))
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{
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pMemory->vLastKnownLocation = vPosition;
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}
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// Update the time at which we first saw him firsthand
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if ( firstHand && pMemory->timeAtFirstHand == AI_INVALID_TIME )
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{
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pMemory->timeAtFirstHand = gpGlobals->curtime;
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}
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return false;
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}
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// If not on my list of enemies add it
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AI_EnemyInfo_t *pAddMemory = new AI_EnemyInfo_t;
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pAddMemory->vLastKnownLocation = vPosition;
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if ( firstHand )
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{
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pAddMemory->timeLastReacquired = pAddMemory->timeFirstSeen = pAddMemory->timeLastSeen = pAddMemory->timeAtFirstHand = gpGlobals->curtime;
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}
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else
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{
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// Block free knowledge
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pAddMemory->timeLastReacquired = pAddMemory->timeFirstSeen = pAddMemory->timeLastSeen = ( gpGlobals->curtime - (m_flFreeKnowledgeDuration + 0.01) );
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pAddMemory->timeAtFirstHand = AI_INVALID_TIME;
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}
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if ( reactionDelay > 0.0 )
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pAddMemory->timeValidEnemy = gpGlobals->curtime + reactionDelay;
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pAddMemory->bEludedMe = false;
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// I'm either remembering a postion of an enmey of just a danger position
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pAddMemory->hEnemy = pEnemy;
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pAddMemory->bDangerMemory = ( pEnemy == NULL );
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// add to the list
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m_Map.Insert( pEnemy, pAddMemory );
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m_serial++;
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return true;
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}
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//------------------------------------------------------------------------------
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// Purpose : Returns true if this enemy is part of my memory
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//------------------------------------------------------------------------------
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void CAI_Enemies::OnTookDamageFrom( CBaseEntity *pEnemy )
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{
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AI_EnemyInfo_t *pMemory = Find( pEnemy, true );
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if ( pMemory )
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pMemory->timeLastReceivedDamageFrom = gpGlobals->curtime;
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}
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//------------------------------------------------------------------------------
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// Purpose : Returns true if this enemy is part of my memory
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//------------------------------------------------------------------------------
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bool CAI_Enemies::HasMemory( CBaseEntity *pEnemy )
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{
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return ( Find( pEnemy ) != NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Clear information about our enemy
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//-----------------------------------------------------------------------------
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void CAI_Enemies::ClearMemory(CBaseEntity *pEnemy)
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{
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CMemMap::IndexType_t i = m_Map.Find( pEnemy );
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if ( i != m_Map.InvalidIndex() )
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{
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delete m_Map[i];
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m_Map.RemoveAt( i );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Notes that the given enemy has eluded me
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//-----------------------------------------------------------------------------
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void CAI_Enemies::MarkAsEluded( CBaseEntity *pEnemy )
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{
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AI_EnemyInfo_t *pMemory = Find( pEnemy );
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if ( pMemory )
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{
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pMemory->bEludedMe = true;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns last known posiiton of given enemy
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//-----------------------------------------------------------------------------
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const Vector &CAI_Enemies::LastKnownPosition( CBaseEntity *pEnemy )
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{
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AI_EnemyInfo_t *pMemory = Find( pEnemy, true );
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if ( pMemory )
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{
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m_vecDefaultLKP = pMemory->vLastKnownLocation;
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}
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else
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{
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DevWarning( 2,"Asking LastKnownPosition for enemy that's not in my memory!!\n");
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}
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return m_vecDefaultLKP;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the last position the enemy was SEEN at. This will always be
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// different than LastKnownPosition() when the enemy is out of sight, because
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// the last KNOWN position will be updated for a number of seconds after the
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// player disappears.
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//-----------------------------------------------------------------------------
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const Vector &CAI_Enemies::LastSeenPosition( CBaseEntity *pEnemy )
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{
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AI_EnemyInfo_t *pMemory = Find( pEnemy, true );
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if ( pMemory )
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{
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m_vecDefaultLSP = pMemory->vLastSeenLocation;
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}
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else
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{
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DevWarning( 2,"Asking LastSeenPosition for enemy that's not in my memory!!\n");
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}
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return m_vecDefaultLSP;
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}
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float CAI_Enemies::TimeLastReacquired( CBaseEntity *pEnemy )
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{
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// I've never seen something that doesn't exist
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if (!pEnemy)
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return 0;
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AI_EnemyInfo_t *pMemory = Find( pEnemy, true );
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if ( pMemory )
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return pMemory->timeLastReacquired;
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if ( pEnemy != AI_UNKNOWN_ENEMY )
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DevWarning( 2,"Asking TimeLastReacquired for enemy that's not in my memory!!\n");
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return AI_INVALID_TIME;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets position to the last known position of an enemy. If enemy
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// was not found returns last memory of danger position if it exists
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// Output : Returns false is no position is known
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//-----------------------------------------------------------------------------
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float CAI_Enemies::LastTimeSeen( CBaseEntity *pEnemy, bool bCheckDangerMemory /*= true*/ )
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{
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// I've never seen something that doesn't exist
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if (!pEnemy)
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return 0;
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AI_EnemyInfo_t *pMemory = Find( pEnemy, bCheckDangerMemory );
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if ( pMemory )
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return pMemory->timeLastSeen;
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if ( pEnemy != AI_UNKNOWN_ENEMY )
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DevWarning( 2,"Asking LastTimeSeen for enemy that's not in my memory!!\n");
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return AI_INVALID_TIME;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the time at which the enemy was first seen.
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// Output : Returns false is no position is known
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//-----------------------------------------------------------------------------
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float CAI_Enemies::FirstTimeSeen( CBaseEntity *pEnemy)
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{
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// I've never seen something that doesn't exist
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if (!pEnemy)
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return 0;
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AI_EnemyInfo_t *pMemory = Find( pEnemy, true );
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if ( pMemory )
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return pMemory->timeFirstSeen;
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if ( pEnemy != AI_UNKNOWN_ENEMY )
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DevWarning( 2,"Asking FirstTimeSeen for enemy that's not in my memory!!\n");
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return AI_INVALID_TIME;
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}
|
|
|
|
//-----------------------------------------------------------------------------
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|
// Purpose:
|
|
// Input : *pEnemy -
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|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_Enemies::HasFreeKnowledgeOf( CBaseEntity *pEnemy )
|
|
{
|
|
// I've never seen something that doesn't exist
|
|
if (!pEnemy)
|
|
return 0;
|
|
|
|
AI_EnemyInfo_t *pMemory = Find( pEnemy, true );
|
|
if ( pMemory )
|
|
{
|
|
float flFreeKnowledgeTime = pMemory->timeLastSeen + m_flFreeKnowledgeDuration;
|
|
return ( gpGlobals->curtime < flFreeKnowledgeTime );
|
|
}
|
|
|
|
if ( pEnemy != AI_UNKNOWN_ENEMY )
|
|
DevWarning( 2,"Asking HasFreeKnowledgeOf for enemy that's not in my memory!!\n");
|
|
return AI_INVALID_TIME;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
float CAI_Enemies::LastTimeTookDamageFrom( CBaseEntity *pEnemy)
|
|
{
|
|
// I've never seen something that doesn't exist
|
|
if (!pEnemy)
|
|
return 0;
|
|
|
|
AI_EnemyInfo_t *pMemory = Find( pEnemy, true );
|
|
if ( pMemory )
|
|
return pMemory->timeLastReceivedDamageFrom;
|
|
|
|
if ( pEnemy != AI_UNKNOWN_ENEMY )
|
|
DevWarning( 2,"Asking LastTimeTookDamageFrom for enemy that's not in my memory!!\n");
|
|
return AI_INVALID_TIME;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the time at which the enemy was first seen firsthand
|
|
// Input : *pEnemy -
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
float CAI_Enemies::TimeAtFirstHand( CBaseEntity *pEnemy )
|
|
{
|
|
// I've never seen something that doesn't exist
|
|
if (!pEnemy)
|
|
return 0;
|
|
|
|
AI_EnemyInfo_t *pMemory = Find( pEnemy, true );
|
|
if ( pMemory )
|
|
return pMemory->timeAtFirstHand;
|
|
|
|
if ( pEnemy != AI_UNKNOWN_ENEMY )
|
|
DevWarning( 2,"Asking TimeAtFirstHand for enemy that's not in my memory!!\n");
|
|
return AI_INVALID_TIME;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets position to the last known position of an enemy. If enemy
|
|
// was not found returns last memory of danger position if it exists
|
|
// Output : Returns false is no position is known
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_Enemies::HasEludedMe( CBaseEntity *pEnemy )
|
|
{
|
|
AI_EnemyInfo_t *pMemory = Find( pEnemy );
|
|
if ( pMemory )
|
|
return pMemory->bEludedMe;
|
|
return false;
|
|
}
|
|
|
|
void CAI_Enemies::SetTimeValidEnemy( CBaseEntity *pEnemy, float flTime )
|
|
{
|
|
AI_EnemyInfo_t *pMemory = Find( pEnemy );
|
|
if ( pMemory )
|
|
pMemory->timeValidEnemy = flTime;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_Enemies::SetUnforgettable( CBaseEntity *pEnemy, bool bUnforgettable )
|
|
{
|
|
AI_EnemyInfo_t *pMemory = Find( pEnemy );
|
|
if ( pMemory )
|
|
pMemory->bUnforgettable = bUnforgettable;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_Enemies::SetMobbedMe( CBaseEntity *pEnemy, bool bMobbedMe )
|
|
{
|
|
AI_EnemyInfo_t *pMemory = Find( pEnemy );
|
|
if ( pMemory )
|
|
pMemory->bMobbedMe = bMobbedMe;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_Enemies::SetFreeKnowledgeDuration( float flDuration )
|
|
{
|
|
m_flFreeKnowledgeDuration = flDuration;
|
|
|
|
// If your free knowledge time is greater than your discard time,
|
|
// you'll forget about secondhand enemies passed to you by squadmates
|
|
// as soon as you're given them.
|
|
Assert( m_flFreeKnowledgeDuration < m_flEnemyDiscardTime );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_Enemies::SetEnemyDiscardTime( float flTime )
|
|
{
|
|
m_flEnemyDiscardTime = flTime;
|
|
|
|
// If your free knowledge time is greater than your discard time,
|
|
// you'll forget about secondhand enemies passed to you by squadmates
|
|
// as soon as you're given them.
|
|
Assert( m_flFreeKnowledgeDuration < m_flEnemyDiscardTime );
|
|
}
|