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hl2sdk/game/server/ai_baseactor.cpp
2013-06-26 15:22:04 -07:00

1933 lines
59 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "sceneentity.h"
#include "choreoevent.h"
#include "choreoscene.h"
#include "choreoactor.h"
#include "ai_baseactor.h"
#include "ai_navigator.h"
#include "saverestore_utlvector.h"
#include "bone_setup.h"
#include "physics_npc_solver.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar flex_minplayertime( "flex_minplayertime", "5" );
ConVar flex_maxplayertime( "flex_maxplayertime", "7" );
ConVar flex_minawaytime( "flex_minawaytime", "0.5" );
ConVar flex_maxawaytime( "flex_maxawaytime", "1.0" );
ConVar ai_debug_looktargets( "ai_debug_looktargets", "0" );
ConVar ai_debug_expressions( "ai_debug_expressions", "0", FCVAR_NONE, "Show random expression decisions for NPCs." );
static ConVar scene_showfaceto( "scene_showfaceto", "0", FCVAR_ARCHIVE, "When playing back, show the directions of faceto events." );
BEGIN_DATADESC( CAI_BaseActor )
DEFINE_FIELD( m_fLatchedPositions, FIELD_INTEGER ),
DEFINE_FIELD( m_latchedEyeOrigin, FIELD_VECTOR ),
DEFINE_FIELD( m_latchedEyeDirection, FIELD_VECTOR ),
DEFINE_FIELD( m_latchedHeadDirection, FIELD_VECTOR ),
DEFINE_FIELD( m_goalHeadDirection, FIELD_VECTOR ),
DEFINE_FIELD( m_goalHeadInfluence, FIELD_FLOAT ),
DEFINE_FIELD( m_goalSpineYaw, FIELD_FLOAT ),
DEFINE_FIELD( m_goalBodyYaw, FIELD_FLOAT ),
DEFINE_FIELD( m_goalHeadCorrection, FIELD_VECTOR ),
DEFINE_FIELD( m_flBlinktime, FIELD_TIME ),
DEFINE_FIELD( m_hLookTarget, FIELD_EHANDLE ),
DEFINE_UTLVECTOR( m_lookQueue, FIELD_EMBEDDED ),
DEFINE_UTLVECTOR( m_randomLookQueue, FIELD_EMBEDDED ),
DEFINE_UTLVECTOR( m_syntheticLookQueue, FIELD_EMBEDDED ),
DEFINE_FIELD( m_flNextRandomLookTime, FIELD_TIME ),
DEFINE_FIELD( m_iszExpressionScene, FIELD_STRING ),
DEFINE_FIELD( m_hExpressionSceneEnt, FIELD_EHANDLE ),
DEFINE_FIELD( m_flNextRandomExpressionTime, FIELD_TIME ),
DEFINE_FIELD( m_iszIdleExpression, FIELD_STRING ),
DEFINE_FIELD( m_iszAlertExpression, FIELD_STRING ),
DEFINE_FIELD( m_iszCombatExpression, FIELD_STRING ),
DEFINE_FIELD( m_iszDeathExpression, FIELD_STRING ),
//DEFINE_FIELD( m_ParameterBodyTransY, FIELD_INTEGER ),
//DEFINE_FIELD( m_ParameterBodyTransX, FIELD_INTEGER ),
//DEFINE_FIELD( m_ParameterBodyLift, FIELD_INTEGER ),
DEFINE_FIELD( m_ParameterBodyYaw, FIELD_INTEGER ),
//DEFINE_FIELD( m_ParameterBodyPitch, FIELD_INTEGER ),
//DEFINE_FIELD( m_ParameterBodyRoll, FIELD_INTEGER ),
DEFINE_FIELD( m_ParameterSpineYaw, FIELD_INTEGER ),
//DEFINE_FIELD( m_ParameterSpinePitch, FIELD_INTEGER ),
//DEFINE_FIELD( m_ParameterSpineRoll, FIELD_INTEGER ),
DEFINE_FIELD( m_ParameterNeckTrans, FIELD_INTEGER ),
DEFINE_FIELD( m_ParameterHeadYaw, FIELD_INTEGER ),
DEFINE_FIELD( m_ParameterHeadPitch, FIELD_INTEGER ),
DEFINE_FIELD( m_ParameterHeadRoll, FIELD_INTEGER ),
//DEFINE_FIELD( m_FlexweightMoveRightLeft, FIELD_INTEGER ),
//DEFINE_FIELD( m_FlexweightMoveForwardBack, FIELD_INTEGER ),
//DEFINE_FIELD( m_FlexweightMoveUpDown, FIELD_INTEGER ),
DEFINE_FIELD( m_FlexweightBodyRightLeft, FIELD_INTEGER ),
//DEFINE_FIELD( m_FlexweightBodyUpDown, FIELD_INTEGER ),
//DEFINE_FIELD( m_FlexweightBodyTilt, FIELD_INTEGER ),
DEFINE_FIELD( m_FlexweightChestRightLeft, FIELD_INTEGER ),
//DEFINE_FIELD( m_FlexweightChestUpDown, FIELD_INTEGER ),
//DEFINE_FIELD( m_FlexweightChestTilt, FIELD_INTEGER ),
DEFINE_FIELD( m_FlexweightHeadForwardBack, FIELD_INTEGER ),
DEFINE_FIELD( m_FlexweightHeadRightLeft, FIELD_INTEGER ),
DEFINE_FIELD( m_FlexweightHeadUpDown, FIELD_INTEGER ),
DEFINE_FIELD( m_FlexweightHeadTilt, FIELD_INTEGER ),
DEFINE_FIELD( m_ParameterGestureHeight, FIELD_INTEGER ),
DEFINE_FIELD( m_ParameterGestureWidth, FIELD_INTEGER ),
DEFINE_FIELD( m_FlexweightGestureUpDown, FIELD_INTEGER ),
DEFINE_FIELD( m_FlexweightGestureRightLeft, FIELD_INTEGER ),
DEFINE_FIELD( m_flAccumYawDelta, FIELD_FLOAT ),
DEFINE_FIELD( m_flAccumYawScale, FIELD_FLOAT ),
DEFINE_ARRAY( m_flextarget, FIELD_FLOAT, 64 ),
DEFINE_KEYFIELD( m_bDontUseSemaphore, FIELD_BOOLEAN, "DontUseSpeechSemaphore" ),
DEFINE_KEYFIELD( m_iszExpressionOverride, FIELD_STRING, "ExpressionOverride" ),
DEFINE_EMBEDDEDBYREF( m_pExpresser ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetExpressionOverride", InputSetExpressionOverride ),
END_DATADESC()
BEGIN_SIMPLE_DATADESC( CAI_InterestTarget_t )
DEFINE_FIELD( m_eType, FIELD_INTEGER ),
DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_vecPosition, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_flStartTime, FIELD_TIME ),
DEFINE_FIELD( m_flEndTime, FIELD_TIME ),
DEFINE_FIELD( m_flRamp, FIELD_FLOAT ),
DEFINE_FIELD( m_flInterest, FIELD_FLOAT ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: clear out latched state
//-----------------------------------------------------------------------------
void CAI_BaseActor::StudioFrameAdvance ()
{
// clear out head and eye latched values
m_fLatchedPositions &= ~(HUMANOID_LATCHED_ALL);
BaseClass::StudioFrameAdvance();
}
void CAI_BaseActor::Precache()
{
BaseClass::Precache();
if ( NULL_STRING != m_iszExpressionOverride )
{
PrecacheInstancedScene( STRING( m_iszExpressionOverride ) );
}
if ( m_iszIdleExpression != NULL_STRING )
{
PrecacheInstancedScene( STRING(m_iszIdleExpression ) );
}
if ( m_iszCombatExpression != NULL_STRING )
{
PrecacheInstancedScene( STRING(m_iszCombatExpression ) );
}
if ( m_iszAlertExpression != NULL_STRING )
{
PrecacheInstancedScene( STRING(m_iszAlertExpression) );
}
if ( m_iszDeathExpression != NULL_STRING )
{
PrecacheInstancedScene( STRING(m_iszDeathExpression) );
}
}
static char const *g_ServerSideFlexControllers[] =
{
"body_rightleft",
//"body_updown",
//"body_tilt",
"chest_rightleft",
//"chest_updown",
//"chest_tilt",
"head_forwardback",
"head_rightleft",
"head_updown",
"head_tilt",
"gesture_updown",
"gesture_rightleft"
};
//-----------------------------------------------------------------------------
// Purpose: Static method
// Input : *szName -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_BaseActor::IsServerSideFlexController( char const *szName )
{
int c = ARRAYSIZE( g_ServerSideFlexControllers );
for ( int i = 0; i < c; ++i )
{
if ( !Q_stricmp( szName, g_ServerSideFlexControllers[ i ] ) )
return true;
}
return false;
}
void CAI_BaseActor::SetModel( const char *szModelName )
{
BaseClass::SetModel( szModelName );
//Init( m_ParameterBodyTransY, "body_trans_Y" );
//Init( m_ParameterBodyTransX, "body_trans_X" );
//Init( m_ParameterBodyLift, "body_lift" );
Init( m_ParameterBodyYaw, "body_yaw" );
//Init( m_ParameterBodyPitch, "body_pitch" );
//Init( m_ParameterBodyRoll, "body_roll" );
Init( m_ParameterSpineYaw, "spine_yaw" );
//Init( m_ParameterSpinePitch, "spine_pitch" );
//Init( m_ParameterSpineRoll, "spine_roll" );
Init( m_ParameterNeckTrans, "neck_trans" );
Init( m_ParameterHeadYaw, "head_yaw" );
Init( m_ParameterHeadPitch, "head_pitch" );
Init( m_ParameterHeadRoll, "head_roll" );
//Init( m_FlexweightMoveRightLeft, "move_rightleft" );
//Init( m_FlexweightMoveForwardBack, "move_forwardback" );
//Init( m_FlexweightMoveUpDown, "move_updown" );
Init( m_FlexweightBodyRightLeft, "body_rightleft" );
//Init( m_FlexweightBodyUpDown, "body_updown" );
//Init( m_FlexweightBodyTilt, "body_tilt" );
Init( m_FlexweightChestRightLeft, "chest_rightleft" );
//Init( m_FlexweightChestUpDown, "chest_updown" );
//Init( m_FlexweightChestTilt, "chest_tilt" );
Init( m_FlexweightHeadForwardBack, "head_forwardback" );
Init( m_FlexweightHeadRightLeft, "head_rightleft" );
Init( m_FlexweightHeadUpDown, "head_updown" );
Init( m_FlexweightHeadTilt, "head_tilt" );
Init( m_ParameterGestureHeight, "gesture_height" );
Init( m_ParameterGestureWidth, "gesture_width" );
Init( m_FlexweightGestureUpDown, "gesture_updown" );
Init( m_FlexweightGestureRightLeft, "gesture_rightleft" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_BaseActor::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget )
{
Assert( info );
Assert( info->m_pScene );
Assert( info->m_pEvent );
// FIXME: this code looks duplicated
switch ( info->m_pEvent->GetType() )
{
case CChoreoEvent::FACE:
{
return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget );
}
break;
case CChoreoEvent::GENERIC:
{
if (stricmp( event->GetParameters(), "AI_BLINK") == 0)
{
info->m_nType = SCENE_AI_BLINK;
// blink eyes
Blink();
// don't blink for duration, or next random blink time
float flDuration = (event->GetEndTime() - scene->GetTime());
m_flBlinktime = gpGlobals->curtime + MAX( flDuration, random->RandomFloat( 1.5, 4.5 ) );
}
else if (stricmp( event->GetParameters(), "AI_HOLSTER") == 0)
{
// FIXME: temp code for test
info->m_nType = SCENE_AI_HOLSTER;
info->m_iLayer = HolsterWeapon();
return true;
}
else if (stricmp( event->GetParameters(), "AI_UNHOLSTER") == 0)
{
// FIXME: temp code for test
info->m_nType = SCENE_AI_UNHOLSTER;
info->m_iLayer = UnholsterWeapon();
return true;
}
else if (stricmp( event->GetParameters(), "AI_AIM") == 0)
{
info->m_nType = SCENE_AI_AIM;
info->m_hTarget = pTarget;
}
else if (stricmp( event->GetParameters(), "AI_RANDOMLOOK") == 0)
{
info->m_nType = SCENE_AI_RANDOMLOOK;
info->m_flNext = 0.0;
}
else if (stricmp( event->GetParameters(), "AI_RANDOMFACEFLEX") == 0)
{
info->m_nType = SCENE_AI_RANDOMFACEFLEX;
info->m_flNext = 0.0;
info->InitWeight( this );
}
else if (stricmp( event->GetParameters(), "AI_RANDOMHEADFLEX") == 0)
{
info->m_nType = SCENE_AI_RANDOMHEADFLEX;
info->m_flNext = 0.0;
}
else if (stricmp( event->GetParameters(), "AI_IGNORECOLLISION") == 0)
{
CBaseEntity *pTarget = FindNamedEntity( event->GetParameters2( ) );
if (pTarget)
{
info->m_nType = SCENE_AI_IGNORECOLLISION;
info->m_hTarget = pTarget;
float remaining = event->GetEndTime() - scene->GetTime();
NPCPhysics_CreateSolver( this, pTarget, true, remaining );
info->m_flNext = gpGlobals->curtime + remaining;
return true;
}
else
{
Warning( "CSceneEntity %s unable to find actor named \"%s\"\n", scene->GetFilename(), event->GetParameters2() );
return false;
}
}
else if (stricmp( event->GetParameters(), "AI_DISABLEAI") == 0)
{
info->m_nType = SCENE_AI_DISABLEAI;
}
else
{
return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget );
}
return true;
}
break;
default:
return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget );
}
}
bool CAI_BaseActor::ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event )
{
Assert( info );
Assert( info->m_pScene );
Assert( info->m_pEvent );
// FIXME: this code looks duplicated
switch ( info->m_pEvent->GetType() )
{
case CChoreoEvent::FACE:
{
// make sure target exists
if (info->m_hTarget == NULL)
return false;
bool bInScene = false;
// lockbodyfacing is designed to run on top of both normal AI and on top of
// scripted_sequences. By allowing torso turns during post-idles, pre-idles,
// act-busy's, scripted_sequences, normal AI movements, etc., it increases
// the functionality of those AI features without breaking their assuptions
// that the entity won't be made to "turn" by something outside of those
// AI's control.
// lockbody facing is also usefull when npcs are moving and you want them to turn
// towards something but still walk in the direction of travel.
if (!event->IsLockBodyFacing())
bInScene = EnterSceneSequence( scene, event, true );
// make sure we're still able to play this command
if (!info->m_bStarted)
{
info->m_flInitialYaw = GetLocalAngles().y;
info->m_flTargetYaw = info->m_flInitialYaw;
info->m_flFacingYaw = info->m_flInitialYaw;
if (IsMoving())
{
info->m_flWeight = 1.0;
}
else
{
info->m_flWeight = 0.0;
}
}
// lock in place if aiming at self
if (info->m_hTarget == this)
{
return true;
}
if (!bInScene || info->m_bIsMoving != IsMoving())
{
info->m_flInitialYaw = GetLocalAngles().y;
}
info->m_bIsMoving = IsMoving();
// Msg("%f : %f - %f\n", scene->GetTime(), event->GetStartTime(), event->GetEndTime() );
float flTime = clamp( scene->GetTime(), event->GetStartTime(), event->GetEndTime() - 0.1f );
float intensity = event->GetIntensity( flTime );
// clamp in-ramp to 0.5 seconds
float flDuration = scene->GetTime() - event->GetStartTime();
float flMaxIntensity = flDuration < 0.5f ? SimpleSpline( flDuration / 0.5f ) : 1.0f;
intensity = clamp( intensity, 0.0f, flMaxIntensity );
if (bInScene && info->m_bIsMoving)
{
info->m_flInitialYaw = GetLocalAngles().y;
}
if (!event->IsLockBodyFacing())
{
if (!info->m_bIsMoving && bInScene)
{
AccumulateIdealYaw( info->m_flFacingYaw, intensity );
}
}
float diff;
float dir;
float flSpineYaw;
float flBodyYaw;
// move upper body to account for missing body yaw
diff = UTIL_AngleDiff( info->m_flTargetYaw, GetLocalAngles().y );
if (diff < 0)
{
diff = -diff;
dir = -1;
}
else
{
dir = 1;
}
flSpineYaw = MIN( diff, 30 );
flBodyYaw = MIN( diff - flSpineYaw, 30 );
m_goalSpineYaw = m_goalSpineYaw * (1.0 - intensity) + intensity * flSpineYaw * dir;
m_goalBodyYaw = m_goalBodyYaw * (1.0 - intensity) + intensity * flBodyYaw * dir;
/*
NDebugOverlay::YawArrow( GetAbsOrigin(), GetLocalAngles().y, 64, 16, 255, 255, 255, 0, true, 0.1 );
NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 8 ), GetLocalAngles().y + m_goalBodyYaw, 64, 16, 255, 128, 128, 0, true, 0.1 );
NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 16 ), GetLocalAngles().y + m_goalSpineYaw, 64, 16, 128, 255, 128, 0, true, 0.1 );
NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 24 ), info->m_flTargetYaw, 64, 16, 128, 128, 255, 0, true, 0.1 );
*/
CAI_BaseNPC *pGoalNpc = info->m_hTarget->MyNPCPointer();
float goalYaw = GetLocalAngles().y;
if ( pGoalNpc )
{
goalYaw = CalcIdealYaw( pGoalNpc->FacingPosition() );
}
else
{
goalYaw = CalcIdealYaw( info->m_hTarget->EyePosition() );
}
if (developer.GetInt() > 0 && scene_showfaceto.GetBool())
{
NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 1 ), goalYaw, 8 + 32 * intensity, 8, 255, 255, 255, 0, true, 0.12 );
}
diff = UTIL_AngleDiff( goalYaw, info->m_flInitialYaw ) * intensity;
dir = 1.0;
// debounce delta a bit
info->m_flTargetYaw = UTIL_AngleMod( info->m_flInitialYaw + diff );
if (diff < 0)
{
diff = -diff;
dir = -1;
}
// calc how much to use the spine for turning
float spineintensity = (1.0 - MAX( 0.0, (intensity - 0.5) / 0.5 ));
// force spine to full if not in scene or locked
if (!bInScene || event->IsLockBodyFacing() )
{
spineintensity = 1.0;
}
flSpineYaw = MIN( diff * spineintensity, 30 );
flBodyYaw = MIN( diff * spineintensity - flSpineYaw, 30 );
info->m_flFacingYaw = info->m_flInitialYaw + (diff - flBodyYaw - flSpineYaw) * dir;
if (!event->IsLockBodyFacing())
{
AddFacingTarget( info->m_hTarget, intensity, 0.2 ); // facing targets are lagged by one frame
}
return true;
}
case CChoreoEvent::GENERIC:
{
switch(info->m_nType)
{
case SCENE_AI_BLINK:
{
// keep eyes not blinking for duration
float flDuration = (event->GetEndTime() - scene->GetTime());
m_flBlinktime = MAX( m_flBlinktime, gpGlobals->curtime + flDuration );
}
return true;
case SCENE_AI_HOLSTER:
{
}
return true;
case SCENE_AI_UNHOLSTER:
{
}
return true;
case SCENE_AI_AIM:
{
if ( info->m_hTarget )
{
Vector vecAimTargetLoc = info->m_hTarget->EyePosition();
Vector vecAimDir = vecAimTargetLoc - EyePosition();
VectorNormalize( vecAimDir );
SetAim( vecAimDir);
}
}
return true;
case SCENE_AI_RANDOMLOOK:
{
if (info->m_flNext < gpGlobals->curtime)
{
info->m_flNext = gpGlobals->curtime + PickLookTarget( m_syntheticLookQueue ) - 0.4;
if (m_syntheticLookQueue.Count() > 0)
{
float flDuration = (event->GetEndTime() - scene->GetTime());
int i = m_syntheticLookQueue.Count() - 1;
m_syntheticLookQueue[i].m_flEndTime = MIN( m_syntheticLookQueue[i].m_flEndTime, gpGlobals->curtime + flDuration );
m_syntheticLookQueue[i].m_flInterest = 0.1;
}
}
}
return true;
case SCENE_AI_RANDOMFACEFLEX:
return RandomFaceFlex( info, scene, event );
case SCENE_AI_RANDOMHEADFLEX:
return true;
case SCENE_AI_IGNORECOLLISION:
if (info->m_hTarget && info->m_flNext < gpGlobals->curtime)
{
float remaining = event->GetEndTime() - scene->GetTime();
NPCPhysics_CreateSolver( this, info->m_hTarget, true, remaining );
info->m_flNext = gpGlobals->curtime + remaining;
}
// FIXME: needs to handle scene pause
return true;
case SCENE_AI_DISABLEAI:
if (!(GetState() == NPC_STATE_SCRIPT || IsCurSchedule( SCHED_SCENE_GENERIC )) )
{
EnterSceneSequence( scene, event );
}
return true;
default:
return false;
}
}
break;
default:
return BaseClass::ProcessSceneEvent( info, scene, event );
}
}
bool CAI_BaseActor::RandomFaceFlex( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event )
{
if (info->m_flNext < gpGlobals->curtime)
{
const flexsettinghdr_t *pSettinghdr = ( const flexsettinghdr_t * )FindSceneFile( event->GetParameters2() );
if (pSettinghdr == NULL)
{
pSettinghdr = ( const flexsettinghdr_t * )FindSceneFile( "random" );
}
if ( pSettinghdr )
{
info->m_flNext = gpGlobals->curtime + random->RandomFloat( 0.3, 0.5 ) * (30.0 / pSettinghdr->numflexsettings);
flexsetting_t const *pSetting = NULL;
pSetting = pSettinghdr->pSetting( random->RandomInt( 0, pSettinghdr->numflexsettings - 1 ) );
flexweight_t *pWeights = NULL;
int truecount = pSetting->psetting( (byte *)pSettinghdr, 0, &pWeights );
if ( !pWeights )
return false;
int i;
for (i = 0; i < truecount; i++, pWeights++)
{
// Translate to local flex controller
// this is translating from the settings's local index to the models local index
int index = FlexControllerLocalToGlobal( pSettinghdr, pWeights->key );
// FIXME: this is supposed to blend based on pWeight->influence, but the order is wrong...
// float value = GetFlexWeight( index ) * (1 - scale * pWeights->influence) + scale * pWeights->weight;
// Add scaled weighting in to total
m_flextarget[ index ] = pWeights->weight;
}
}
else
{
return false;
}
}
// adjust intensity if this is a background scene and there's other flex animations playing
float intensity = info->UpdateWeight( this ) * event->GetIntensity( scene->GetTime() );
// slide it up.
for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++)
{
float weight = GetFlexWeight( i );
if (weight != m_flextarget[i])
{
float delta = (m_flextarget[i] - weight) / random->RandomFloat( 2.0, 4.0 );
weight = weight + delta * intensity;
}
weight = clamp( weight, 0.0f, 1.0f );
SetFlexWeight( i, weight );
}
return true;
}
bool CAI_BaseActor::ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled )
{
Assert( info );
Assert( info->m_pScene );
Assert( info->m_pEvent );
// FIXME: this code looks duplicated
switch ( info->m_pEvent->GetType() )
{
case CChoreoEvent::FACE:
{
return BaseClass::ClearSceneEvent( info, fastKill, canceled );
}
break;
default:
return BaseClass::ClearSceneEvent( info, fastKill, canceled );
}
}
bool CAI_BaseActor::CheckSceneEventCompletion( CSceneEventInfo *info, float currenttime, CChoreoScene *scene, CChoreoEvent *event )
{
Assert( info );
Assert( info->m_pScene );
Assert( info->m_pEvent );
switch ( event->GetType() )
{
case CChoreoEvent::GENERIC:
{
switch( info->m_nType)
{
case SCENE_AI_HOLSTER:
case SCENE_AI_UNHOLSTER:
{
if (info->m_iLayer == -1)
{
return true;
}
float preload = event->GetEndTime() - currenttime;
if (preload < 0)
{
return true;
}
float t = (1.0 - GetLayerCycle( info->m_iLayer )) * SequenceDuration( GetLayerSequence( info->m_iLayer ) );
return (t <= preload);
}
}
}
}
return BaseClass::CheckSceneEventCompletion( info, currenttime, scene, event );
}
//-----------------------------------------------------------------------------
// Purpose: clear out latched state
//-----------------------------------------------------------------------------
void CAI_BaseActor::SetViewtarget( const Vector &viewtarget )
{
// clear out eye latch
m_fLatchedPositions &= ~HUMANOID_LATCHED_EYE;
BaseClass::SetViewtarget( viewtarget );
}
//-----------------------------------------------------------------------------
// Purpose: Returns true position of the eyeballs
//-----------------------------------------------------------------------------
void CAI_BaseActor::UpdateLatchedValues( )
{
if (!(m_fLatchedPositions & HUMANOID_LATCHED_HEAD))
{
// set head latch
m_fLatchedPositions |= HUMANOID_LATCHED_HEAD;
if (!HasCondition( COND_IN_PVS ) || !GetAttachment( "eyes", m_latchedEyeOrigin, &m_latchedHeadDirection ))
{
m_latchedEyeOrigin = BaseClass::EyePosition( );
AngleVectors( GetLocalAngles(), &m_latchedHeadDirection );
}
// clear out eye latch
m_fLatchedPositions &= ~(HUMANOID_LATCHED_EYE);
// DevMsg( "eyeball %4f %4f %4f : %3f %3f %3f\n", origin.x, origin.y, origin.z, angles.x, angles.y, angles.z );
}
if (!(m_fLatchedPositions & HUMANOID_LATCHED_EYE))
{
m_fLatchedPositions |= HUMANOID_LATCHED_EYE;
if ( CapabilitiesGet() & bits_CAP_ANIMATEDFACE )
{
m_latchedEyeDirection = GetViewtarget() - m_latchedEyeOrigin;
VectorNormalize( m_latchedEyeDirection );
}
else
{
m_latchedEyeDirection = m_latchedHeadDirection;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns true position of the eyeballs
//-----------------------------------------------------------------------------
Vector CAI_BaseActor::EyePosition( )
{
UpdateLatchedValues();
return m_latchedEyeOrigin;
}
#define MIN_LOOK_TARGET_DIST 1.0f
#define MAX_FULL_LOOK_TARGET_DIST 10.0f
//-----------------------------------------------------------------------------
// Purpose: Returns true if target is in legal range of eye movement for the current head position
//-----------------------------------------------------------------------------
bool CAI_BaseActor::ValidEyeTarget(const Vector &lookTargetPos)
{
Vector vHeadDir = HeadDirection3D( );
Vector lookTargetDir = lookTargetPos - EyePosition();
float flDist = VectorNormalize(lookTargetDir);
if (flDist < MIN_LOOK_TARGET_DIST)
{
return false;
}
// Only look if it doesn't crank my eyeballs too far
float dotPr = DotProduct(lookTargetDir, vHeadDir);
// DevMsg( "ValidEyeTarget( %4f %4f %4f ) %3f\n", lookTargetPos.x, lookTargetPos.y, lookTargetPos.z, dotPr );
if (dotPr > 0.259) // +- 75 degrees
// if (dotPr > 0.86) // +- 30 degrees
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if target is in legal range of possible head movements
//-----------------------------------------------------------------------------
bool CAI_BaseActor::ValidHeadTarget(const Vector &lookTargetPos)
{
Vector vFacing = BodyDirection3D();
Vector lookTargetDir = lookTargetPos - EyePosition();
float flDist = VectorNormalize(lookTargetDir);
if (flDist < MIN_LOOK_TARGET_DIST)
{
return false;
}
// Only look if it doesn't crank my head too far
float dotPr = DotProduct(lookTargetDir, vFacing);
if (dotPr > 0 && fabs( lookTargetDir.z ) < 0.7) // +- 90 degrees side to side, +- 45 up/down
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Returns how much to try to look at the target
//-----------------------------------------------------------------------------
float CAI_BaseActor::HeadTargetValidity(const Vector &lookTargetPos)
{
Vector vFacing = BodyDirection3D();
int iForward = LookupAttachment( "forward" );
if ( iForward > 0 )
{
Vector tmp1;
GetAttachment( iForward, tmp1, &vFacing, NULL, NULL );
}
Vector lookTargetDir = lookTargetPos - EyePosition();
float flDist = lookTargetDir.Length2D();
VectorNormalize(lookTargetDir);
if (flDist <= MIN_LOOK_TARGET_DIST)
{
return 0;
}
// Only look if it doesn't crank my head too far
float dotPr = DotProduct(lookTargetDir, vFacing);
// only look if target is within +-135 degrees
// scale 1..-0.707 == 1..1, -.707..-1 == 1..0
// X * b + b = 1 == 1 / (X + 1) = b, 3.4142
float flInterest = clamp( 3.4142f + 3.4142f * dotPr, 0.f, 1.f );
// stop looking when point too close
if (flDist < MAX_FULL_LOOK_TARGET_DIST)
{
flInterest = flInterest * (flDist - MIN_LOOK_TARGET_DIST ) / (MAX_FULL_LOOK_TARGET_DIST - MIN_LOOK_TARGET_DIST);
}
return flInterest;
}
//-----------------------------------------------------------------------------
// Purpose: Integrate head turn over time
//-----------------------------------------------------------------------------
void CAI_BaseActor::SetHeadDirection( const Vector &vTargetPos, float flInterval)
{
Assert(0); // Actors shouldn't be calling this, it doesn't do anything
}
float CAI_BaseActor::ClampWithBias( PoseParameter_t index, float value, float base )
{
return EdgeLimitPoseParameter( (int)index, value, base );
}
//-----------------------------------------------------------------------------
// Purpose: Accumulate all the wanted yaw changes
//-----------------------------------------------------------------------------
void CAI_BaseActor::AccumulateIdealYaw( float flYaw, float flIntensity )
{
float diff = AngleDiff( flYaw, GetLocalAngles().y );
m_flAccumYawDelta += diff * flIntensity;
m_flAccumYawScale += flIntensity;
}
//-----------------------------------------------------------------------------
// Purpose: do any pending yaw movements
//-----------------------------------------------------------------------------
bool CAI_BaseActor::SetAccumulatedYawAndUpdate( void )
{
if (m_flAccumYawScale > 0.0)
{
float diff = m_flAccumYawDelta / m_flAccumYawScale;
float facing = GetLocalAngles().y + diff;
m_flAccumYawDelta = 0.0;
m_flAccumYawScale = 0.0;
if (IsCurSchedule( SCHED_SCENE_GENERIC ))
{
if (!IsMoving())
{
GetMotor()->SetIdealYawAndUpdate( facing );
return true;
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: match actors "forward" attachment to point in direction of vHeadTarget
//-----------------------------------------------------------------------------
void CAI_BaseActor::UpdateBodyControl( )
{
// FIXME: only during idle, or in response to accel/decel
//Set( m_ParameterBodyTransY, Get( m_FlexweightMoveRightLeft ) );
//Set( m_ParameterBodyTransX, Get( m_FlexweightMoveForwardBack ) );
//Set( m_ParameterBodyLift, Get( m_FlexweightMoveUpDown ) );
Set( m_ParameterBodyYaw, Get( m_FlexweightBodyRightLeft ) + m_goalBodyYaw );
//Set( m_ParameterBodyPitch, Get( m_FlexweightBodyUpDown ) );
//Set( m_ParameterBodyRoll, Get( m_FlexweightBodyTilt ) );
Set( m_ParameterSpineYaw, Get( m_FlexweightChestRightLeft ) + m_goalSpineYaw );
//Set( m_ParameterSpinePitch, Get( m_FlexweightChestUpDown ) );
//Set( m_ParameterSpineRoll, Get( m_FlexweightChestTilt ) );
Set( m_ParameterNeckTrans, Get( m_FlexweightHeadForwardBack ) );
}
static ConVar scene_clamplookat( "scene_clamplookat", "1", FCVAR_NONE, "Clamp head turns to a max of 20 degrees per think." );
void CAI_BaseActor::UpdateHeadControl( const Vector &vHeadTarget, float flHeadInfluence )
{
float flTarget;
float flLimit;
if (!(CapabilitiesGet() & bits_CAP_TURN_HEAD))
{
return;
}
// calc current animation head bias, movement needs to clamp accumulated with this
QAngle angBias;
QAngle vTargetAngles;
int iEyes = LookupAttachment( "eyes" );
int iChest = LookupAttachment( "chest" );
int iForward = LookupAttachment( "forward" );
matrix3x4_t eyesToWorld;
matrix3x4_t forwardToWorld, worldToForward;
if (iEyes <= 0 || iForward <= 0)
{
// Head control on model without "eyes" or "forward" attachment
// Most likely this is a cheaple or a generic_actor set to a model that doesn't support head/eye turning.
// DevWarning( "%s using model \"%s\" that doesn't support head turning\n", GetClassname(), STRING( GetModelName() ) );
CapabilitiesRemove( bits_CAP_TURN_HEAD );
return;
}
GetAttachment( iEyes, eyesToWorld );
GetAttachment( iForward, forwardToWorld );
MatrixInvert( forwardToWorld, worldToForward );
// Lookup chest attachment to do compounded range limit checks
if (iChest > 0)
{
matrix3x4_t chestToWorld, worldToChest;
GetAttachment( iChest, chestToWorld );
MatrixInvert( chestToWorld, worldToChest );
matrix3x4_t tmpM;
ConcatTransforms( worldToChest, eyesToWorld, tmpM );
MatrixAngles( tmpM, angBias );
angBias.y -= Get( m_ParameterHeadYaw );
angBias.x -= Get( m_ParameterHeadPitch );
angBias.z -= Get( m_ParameterHeadRoll );
/*
if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) )
{
// Msg("bias %f %f %f\n", angBias.x, angBias.y, angBias.z );
Vector tmp1, tmp2;
VectorTransform( Vector( 0, 0, 0), chestToWorld, tmp1 );
VectorTransform( Vector( 100, 0, 0), chestToWorld, tmp2 );
NDebugOverlay::Line( tmp1, tmp2, 0,0,255, false, 0.12 );
VectorTransform( Vector( 0, 0, 0), eyesToWorld, tmp1 );
VectorTransform( Vector( 100, 0, 0), eyesToWorld, tmp2 );
NDebugOverlay::Line( tmp1, tmp2, 0,0,255, false, 0.12 );
// NDebugOverlay::Line( EyePosition(), pEntity->EyePosition(), 0,0,255, false, 0.5);
}
*/
}
else
{
angBias.Init( 0, 0, 0 );
}
matrix3x4_t targetXform;
targetXform = forwardToWorld;
Vector vTargetDir = vHeadTarget - EyePosition();
if (scene_clamplookat.GetBool())
{
// scale down pitch when the target is behind the head
Vector vTargetLocal;
VectorNormalize( vTargetDir );
VectorIRotate( vTargetDir, forwardToWorld, vTargetLocal );
vTargetLocal.z *= clamp( vTargetLocal.x, 0.1f, 1.0f );
VectorNormalize( vTargetLocal );
VectorRotate( vTargetLocal, forwardToWorld, vTargetDir );
// clamp local influence when target is behind the head
flHeadInfluence = flHeadInfluence * clamp( vTargetLocal.x * 2.0f + 2.0f, 0.0f, 1.0f );
}
Studio_AlignIKMatrix( targetXform, vTargetDir );
matrix3x4_t headXform;
ConcatTransforms( worldToForward, targetXform, headXform );
MatrixAngles( headXform, vTargetAngles );
// partially debounce head goal
float s0 = 1.0 - flHeadInfluence + GetHeadDebounce() * flHeadInfluence;
float s1 = (1.0 - s0);
// limit velocity of head turns
m_goalHeadCorrection.x = UTIL_Approach( m_goalHeadCorrection.x * s0 + vTargetAngles.x * s1, m_goalHeadCorrection.x, 10.0 );
m_goalHeadCorrection.y = UTIL_Approach( m_goalHeadCorrection.y * s0 + vTargetAngles.y * s1, m_goalHeadCorrection.y, 30.0 );
m_goalHeadCorrection.z = UTIL_Approach( m_goalHeadCorrection.z * s0 + vTargetAngles.z * s1, m_goalHeadCorrection.z, 10.0 );
/*
if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) )
{
// Msg( "yaw %.1f (%f) pitch %.1f (%.1f)\n", m_goalHeadCorrection.y, vTargetAngles.y, vTargetAngles.x, m_goalHeadCorrection.x );
// Msg( "yaw %.2f (goal %.2f) (influence %.2f) (flex %.2f)\n", flLimit, m_goalHeadCorrection.y, flHeadInfluence, Get( m_FlexweightHeadRightLeft ) );
}
*/
flTarget = m_goalHeadCorrection.y + Get( m_FlexweightHeadRightLeft );
flLimit = ClampWithBias( m_ParameterHeadYaw, flTarget, angBias.y );
/*
if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) )
{
Msg( "yaw %5.1f : (%5.1f : %5.1f) %5.1f (%5.1f)\n", flLimit, m_goalHeadCorrection.y, Get( m_FlexweightHeadRightLeft ), angBias.y, Get( m_ParameterHeadYaw ) );
}
*/
Set( m_ParameterHeadYaw, flLimit );
flTarget = m_goalHeadCorrection.x + Get( m_FlexweightHeadUpDown );
flLimit = ClampWithBias( m_ParameterHeadPitch, flTarget, angBias.x );
/*
if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) )
{
Msg( "pitch %5.1f : (%5.1f : %5.1f) %5.1f (%5.1f)\n", flLimit, m_goalHeadCorrection.x, Get( m_FlexweightHeadUpDown ), angBias.x, Get( m_ParameterHeadPitch ) );
}
*/
Set( m_ParameterHeadPitch, flLimit );
flTarget = m_goalHeadCorrection.z + Get( m_FlexweightHeadTilt );
flLimit = ClampWithBias( m_ParameterHeadRoll, flTarget, angBias.z );
/*
if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) )
{
Msg( "roll %5.1f : (%5.1f : %5.1f) %5.1f (%5.1f)\n", flLimit, m_goalHeadCorrection.z, Get( m_FlexweightHeadTilt ), angBias.z, Get( m_ParameterHeadRoll ) );
}
*/
Set( m_ParameterHeadRoll, flLimit );
}
//------------------------------------------------------------------------------
// Purpose : Calculate the NPC's eye direction in 2D world space
// Input :
// Output :
//------------------------------------------------------------------------------
Vector CAI_BaseActor::EyeDirection2D( void )
{
Vector vEyeDirection = EyeDirection3D( );
vEyeDirection.z = 0;
vEyeDirection.AsVector2D().NormalizeInPlace();
return vEyeDirection;
}
//------------------------------------------------------------------------------
// Purpose : Calculate the NPC's eye direction in 2D world space
// Input :
// Output :
//------------------------------------------------------------------------------
Vector CAI_BaseActor::EyeDirection3D( void )
{
UpdateLatchedValues( );
return m_latchedEyeDirection;
}
//------------------------------------------------------------------------------
// Purpose : Calculate the NPC's head direction in 2D world space
// Input :
// Output :
//------------------------------------------------------------------------------
Vector CAI_BaseActor::HeadDirection2D( void )
{
Vector vHeadDirection = HeadDirection3D();
vHeadDirection.z = 0;
vHeadDirection.AsVector2D().NormalizeInPlace();
return vHeadDirection;
}
//------------------------------------------------------------------------------
// Purpose : Calculate the NPC's head direction in 3D world space
// Input :
// Output :
//------------------------------------------------------------------------------
Vector CAI_BaseActor::HeadDirection3D( )
{
UpdateLatchedValues( );
return m_latchedHeadDirection;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_BaseActor::HasActiveLookTargets( void )
{
return m_lookQueue.Count() != 0;
}
//-----------------------------------------------------------------------------
// Purpose: Clear any active look targets for the specified entity
//-----------------------------------------------------------------------------
void CAI_BaseActor::ClearLookTarget( CBaseEntity *pTarget )
{
int iIndex = m_lookQueue.Find( pTarget );
if ( iIndex != m_lookQueue.InvalidIndex() )
{
m_lookQueue.Remove(iIndex);
}
iIndex = m_randomLookQueue.Find( pTarget );
if ( iIndex != m_randomLookQueue.InvalidIndex() )
{
m_randomLookQueue.Remove(iIndex);
// Figure out the new random look time
m_flNextRandomLookTime = gpGlobals->curtime + 1.0;
for (int i = 0; i < m_randomLookQueue.Count(); i++)
{
if ( m_randomLookQueue[i].m_flEndTime > m_flNextRandomLookTime )
{
m_flNextRandomLookTime = m_randomLookQueue[i].m_flEndTime + 0.4;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Look at other NPCs and clients from time to time
//-----------------------------------------------------------------------------
float CAI_BaseActor::PickLookTarget( bool bExcludePlayers, float minTime, float maxTime )
{
return PickLookTarget( m_randomLookQueue, bExcludePlayers, minTime, maxTime );
}
float CAI_BaseActor::PickLookTarget( CAI_InterestTarget &queue, bool bExcludePlayers, float minTime, float maxTime )
{
AILookTargetArgs_t args;
args.vTarget = vec3_invalid;
args.flDuration = random->RandomFloat( minTime, maxTime );
args.flInfluence = random->RandomFloat( 0.3, 0.5 );
args.flRamp = random->RandomFloat( 0.2, 0.4 );
args.bExcludePlayers = bExcludePlayers;
args.pQueue = &queue;
bool foundLookTarget = true;
if ( !PickTacticalLookTarget( &args ) )
{
if ( !PickRandomLookTarget( &args ) )
{
foundLookTarget = false;
}
}
if ( !foundLookTarget )
{
// DevMsg("nothing to see\n" );
MakeRandomLookTarget( &args, minTime, maxTime );
}
// See if derived NPCs want to do anything with this look target before I use it
OnSelectedLookTarget( &args );
if ( args.hTarget != NULL )
{
Assert( args.vTarget == vec3_invalid );
queue.Add( args.hTarget, args.flInfluence, args.flDuration, args.flRamp );
}
else
{
Assert( args.vTarget != vec3_invalid );
queue.Add( args.vTarget, args.flInfluence, args.flDuration, args.flRamp );
}
return args.flDuration;
}
bool CAI_BaseActor::PickTacticalLookTarget( AILookTargetArgs_t *pArgs )
{
CBaseEntity *pEnemy = GetEnemy();
if (pEnemy != NULL)
{
if ( ( FVisible( pEnemy ) || random->RandomInt(0, 3) == 0 ) && ValidHeadTarget(pEnemy->EyePosition()))
{
// look at enemy closer
pArgs->hTarget = pEnemy;
pArgs->flInfluence = random->RandomFloat( 0.7, 1.0 );
pArgs->flRamp = 0;
return true;
}
else
{
// look at something else for a shorter time
pArgs->flDuration = random->RandomFloat( 0.5, 0.8 );
// move head faster
pArgs->flRamp = 0.2;
}
}
return false;
}
bool CAI_BaseActor::PickRandomLookTarget( AILookTargetArgs_t *pArgs )
{
bool bIsNavigating = ( GetNavigator()->IsGoalActive() && GetNavigator()->IsGoalSet() );
if ( bIsNavigating && random->RandomInt(1, 10) <= 3 )
{
Vector navLookPoint;
Vector delta;
if ( GetNavigator()->GetPointAlongPath( &navLookPoint, 12 * 12 ) && (delta = navLookPoint - GetAbsOrigin()).Length() > 8.0 * 12.0 )
{
if ( random->RandomInt(1, 10) <= 5 )
{
pArgs->vTarget = navLookPoint;
pArgs->flDuration = random->RandomFloat( 0.2, 0.4 );
}
else
{
pArgs->hTarget = this;
pArgs->flDuration = random->RandomFloat( 1.0, 2.0 );
}
pArgs->flRamp = 0.2;
return true;
}
}
if ( GetState() == NPC_STATE_COMBAT && random->RandomInt(1, 10) <= 8 )
{
// if in combat, look forward 80% of the time?
pArgs->hTarget = this;
return true;
}
CBaseEntity *pBestEntity = NULL;
CBaseEntity *pEntity = NULL;
int iHighestImportance = 0;
int iConsidered = 0;
for ( CEntitySphereQuery sphere( GetAbsOrigin(), 30 * 12, 0 ); (pEntity = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity() )
{
if (pEntity == this)
{
continue;
}
if ( pArgs->bExcludePlayers && pEntity->GetFlags() & FL_CLIENT )
{
// Don't look at any players.
continue;
}
if (!pEntity->IsViewable())
{
// Don't look at things without a model, or aren't tagged as interesting
continue;
}
if ( pEntity->GetOwnerEntity() && !pEntity->GetOwnerEntity()->IsViewable() )
{
// Don't look at things that are associated with non-viewable owners.
// Specifically, this prevents NPC's looking at beams or sprites that
// are part of a viewmodel. (sjb)
continue;
}
// Don't look at any object that is ultimately parented to the player.
// These objects will almost always be at the player's origin (feet), and it
// looks bad when an actor looks at the player's feet. (sjb)
CBaseEntity *pParent = pEntity->GetParent();
bool bObjectParentedToPlayer = false;
while( pParent )
{
if( pParent->IsPlayer() )
{
bObjectParentedToPlayer = true;
break;
}
pParent = pParent->GetParent();
}
if( bObjectParentedToPlayer )
continue;
// skip entities we're already looking at
if ( pArgs->pQueue->Find( pEntity ) != pArgs->pQueue->InvalidIndex() )
continue;
// keep track of number of interesting things
iConsidered++;
if ((pEntity->GetFlags() & FL_CLIENT) && (pEntity->IsMoving() || random->RandomInt( 0, 2) == 0))
{
if (FVisible( pEntity ) && ValidHeadTarget(pEntity->EyePosition()))
{
pArgs->flDuration = random->RandomFloat( 1.0, 4.0 );
pBestEntity = pEntity;
break;
}
}
Vector delta = (pEntity->EyePosition() - EyePosition());
VectorNormalize( delta );
int iImportance;
#if 0
// consider things in front to be more important than things to the sides
iImportance = (DotProduct( delta, HeadDirection3D() );
#else
// No, for now, give all targets random priority (as long as they're in front)
iImportance = random->RandomInt( 1, 100 );
#endif
// make other npcs, and moving npc's far more important
if (pEntity->MyNPCPointer())
{
iImportance *= 10;
if (pEntity->IsMoving())
{
iImportance *= 10;
}
}
if ( iImportance > iHighestImportance )
{
if (FVisible( pEntity ) && ValidHeadTarget(pEntity->EyePosition()))
{
iHighestImportance = iImportance;
pBestEntity = pEntity;
// NDebugOverlay::Line( EyePosition(), pEntity->EyePosition(), 0,0,255, false, 0.5);
}
}
}
// if there were too few things to look at, don't trust the item
if (iConsidered < random->RandomInt( 0, 5))
{
pBestEntity = NULL;
}
if (pBestEntity)
{
//Msg("looking at %s\n", pBestEntity->GetClassname() );
//NDebugOverlay::Line( EyePosition(), pBestEntity->WorldSpaceCenter(), 255, 0, 0, false, 5 );
pArgs->hTarget = pBestEntity;
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// All attempts to find a target have failed, so just make something up.
//-----------------------------------------------------------------------------
void CAI_BaseActor::MakeRandomLookTarget( AILookTargetArgs_t *pArgs, float minTime, float maxTime )
{
Vector forward, right, up;
GetVectors( &forward, &right, &up );
// DevMsg("random view\n");
// For now, just look farther afield while driving in the vehicle. Without this we look around wildly!
#ifdef HL2_EPISODIC
if ( MyCombatCharacterPointer() && MyCombatCharacterPointer()->IsInAVehicle() )
{
pArgs->vTarget = EyePosition() + forward * 2048 + right * random->RandomFloat(-650,650) + up * random->RandomFloat(-32,32);
}
else
#endif // HL2_EPISODIC
{
pArgs->vTarget = EyePosition() + forward * 128 + right * random->RandomFloat(-32,32) + up * random->RandomFloat(-16,16);
}
pArgs->flDuration = random->RandomFloat( minTime, maxTime );
pArgs->flInfluence = 0.01;
pArgs->flRamp = random->RandomFloat( 0.8, 2.8 );
}
//-----------------------------------------------------------------------------
// Purpose: Make sure we're looking at what we're shooting at
//-----------------------------------------------------------------------------
void CAI_BaseActor::StartTaskRangeAttack1( const Task_t *pTask )
{
BaseClass::StartTaskRangeAttack1( pTask );
if (GetEnemy())
{
AddLookTarget( GetEnemy(), 1.0, 0.5, 0.2 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Set direction that the NPC is looking
//-----------------------------------------------------------------------------
void CAI_BaseActor::AddLookTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp )
{
m_lookQueue.Add( pTarget, flImportance, flDuration, flRamp );
}
void CAI_BaseActor::AddLookTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp )
{
m_lookQueue.Add( vecPosition, flImportance, flDuration, flRamp );
}
//-----------------------------------------------------------------------------
// Purpose: Maintain eye, head, body postures, etc.
//-----------------------------------------------------------------------------
void CAI_BaseActor::MaintainLookTargets( float flInterval )
{
int i;
if ( m_iszExpressionScene != NULL_STRING && m_hExpressionSceneEnt == NULL )
{
InstancedScriptedScene( this, STRING(m_iszExpressionScene), &m_hExpressionSceneEnt, 0.0, true );
}
// decay body/spine yaw
m_goalSpineYaw = m_goalSpineYaw * 0.8;
m_goalBodyYaw = m_goalBodyYaw * 0.8;
m_goalHeadCorrection = m_goalHeadCorrection * 0.8;
// ARRGGHHH, this needs to be moved!!!!
SetAccumulatedYawAndUpdate( );
ProcessSceneEvents( );
MaintainTurnActivity( );
DoBodyLean( );
UpdateBodyControl( );
InvalidateBoneCache();
// cached versions of the current eye position
Vector vEyePosition = EyePosition( );
// FIXME: make this client side and automatic
// set gesture positions
Set( m_ParameterGestureHeight, Get( m_FlexweightGestureUpDown ) );
Set( m_ParameterGestureWidth, Get( m_FlexweightGestureRightLeft ) );
// initialize goal head direction to be current direction - this frames animation layering/pose parameters -
// but with the head controlls removed.
Vector vHead = HeadDirection3D( );
float flHeadInfluence = 0.0;
// NDebugOverlay::Line( vEyePosition, vEyePosition + vHead * 16, 0,0,255, false, 0.1);
// clean up look targets
m_lookQueue.Cleanup();
// clean up random look targets
m_randomLookQueue.Cleanup();
// clean up synthetic look targets
m_syntheticLookQueue.Cleanup();
// if there's real things to look at, turn off the random targets
if (m_lookQueue.Count() != 0 || m_syntheticLookQueue.Count() != 0)
{
for (i = 0; i < m_randomLookQueue.Count(); i++)
{
if (gpGlobals->curtime < m_randomLookQueue[i].m_flEndTime - m_randomLookQueue[i].m_flRamp - 0.2)
{
m_randomLookQueue[i].m_flEndTime = gpGlobals->curtime + m_randomLookQueue[i].m_flRamp + 0.2;
}
}
m_flNextRandomLookTime = gpGlobals->curtime + 1.0;
}
else if (gpGlobals->curtime >= m_flNextRandomLookTime && GetState() != NPC_STATE_SCRIPT)
{
// Look at whatever!
m_flNextRandomLookTime = gpGlobals->curtime + PickLookTarget( m_randomLookQueue ) - 0.4;
}
// don't bother with any of the rest if the player can't see you
if (!HasCondition( COND_IN_PVS ))
{
return;
}
// Time to finish the current random expression? Or time to pick a new one?
if ( m_flNextRandomExpressionTime && gpGlobals->curtime > m_flNextRandomExpressionTime )
{
// Random expressions need to be cleared, because they don't loop. So if we
// pick the same one again, we want to restart it.
ClearExpression();
PlayExpressionForState( GetState() );
}
CUtlVector<CAI_InterestTarget_t *> active;
// clean up random look targets
for (i = 0; i < m_randomLookQueue.Count(); i++)
{
active.AddToTail( &m_randomLookQueue[i] );
}
for (i = 0; i < m_lookQueue.Count(); i++)
{
active.AddToTail( &m_lookQueue[i] );
}
for (i = 0; i < m_syntheticLookQueue.Count(); i++)
{
active.AddToTail( &m_syntheticLookQueue[i] );
}
// figure out ideal head yaw
bool bValidHeadTarget = false;
bool bExpectedHeadTarget = false;
for (i = 0; i < active.Count();i++)
{
Vector dir;
float flDist = 100.0f;
bExpectedHeadTarget = true;
float flInterest = active[i]->Interest( );
if (active[i]->IsThis( this ))
{
int iForward = LookupAttachment( "forward" );
if ( iForward > 0)
{
Vector tmp1;
GetAttachment( iForward, tmp1, &dir, NULL, NULL );
}
else
{
dir = HeadDirection3D();
}
}
else
{
dir = active[i]->GetPosition() - vEyePosition;
flDist = VectorNormalize( dir );
flInterest = flInterest * HeadTargetValidity( active[i]->GetPosition() );
}
/*
if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) )
{
DevMsg( "head (%d) %.2f : %s : %.1f %.1f %.1f\n", i, flInterest, active[i]->m_hTarget->GetClassname(), active[i]->GetPosition().x, active[i]->GetPosition().y, active[i]->GetPosition().z );
}
*/
if (flInterest > 0.0)
{
if (flHeadInfluence == 0.0)
{
vHead = dir;
flHeadInfluence = flInterest;
}
else
{
flHeadInfluence = flHeadInfluence * (1 - flInterest) + flInterest;
float w = flInterest / flHeadInfluence;
vHead = vHead * (1 - w) + dir * w;
}
bValidHeadTarget = true;
// NDebugOverlay::Line( vEyePosition, vEyePosition + dir * 64, 0,255,0, false, 0.1);
}
else
{
// NDebugOverlay::Line( vEyePosition, active[i]->GetPosition(), 255,0,0, false, 0.1);
}
}
Assert( flHeadInfluence <= 1.0 );
// turn head toward target
if (bValidHeadTarget)
{
UpdateHeadControl( vEyePosition + vHead * 100, flHeadInfluence );
m_goalHeadDirection = vHead;
m_goalHeadInfluence = flHeadInfluence;
}
else
{
// no target, decay all head control direction
m_goalHeadDirection = m_goalHeadDirection * 0.8 + vHead * 0.2;
m_goalHeadInfluence = MAX( m_goalHeadInfluence - 0.2, 0 );
VectorNormalize( m_goalHeadDirection );
UpdateHeadControl( vEyePosition + m_goalHeadDirection * 100, m_goalHeadInfluence );
// NDebugOverlay::Line( vEyePosition, vEyePosition + m_goalHeadDirection * 100, 255,0,0, false, 0.1);
}
// DevMsg( "%.1f %.1f ", GetPoseParameter( "head_pitch" ), GetPoseParameter( "head_roll" ) );
// figure out eye target
// eyes need to look directly at a target, even if the head doesn't quite aim there yet.
bool bFoundTarget = false;
EHANDLE hTarget = NULL;
for (i = active.Count() - 1; i >= 0; i--)
{
if (active[i]->IsThis( this ))
{
// DevMsg( "eyes (%d) %s\n", i, STRING( active[i]->m_hTarget->GetEntityName().ToCStr() ) );
bFoundTarget = true;
hTarget = this;
SetViewtarget( vEyePosition + HeadDirection3D() * 100 );
// NDebugOverlay::Line( vEyePosition, vEyePosition + HeadDirection3D() * 100, 255,0,0, false, 0.1);
break;
}
else
{
// E3 Hack
if (ValidEyeTarget(active[i]->GetPosition()))
{
// DevMsg( "eyes (%d) %s\n", i, STRING( pTarget->GetEntityName().ToCStr() ) );
bFoundTarget = true;
hTarget = active[i]->m_hTarget;
SetViewtarget( active[i]->GetPosition() );
break;
}
}
}
// FIXME: add blink when changing targets
if (m_hLookTarget != hTarget)
{
m_flBlinktime -= 0.5;
m_hLookTarget = hTarget;
if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) && ai_debug_looktargets.GetInt() == 2 && m_hLookTarget.Get() )
{
if ( m_hLookTarget != this )
{
Vector vecEyePos = m_hLookTarget->EyePosition();
NDebugOverlay::Box( vecEyePos, -Vector(5,5,5), Vector(5,5,5), 0, 255, 0, 255, 20 );
NDebugOverlay::Line( EyePosition(), vecEyePos, 0,255,0, true, 20 );
NDebugOverlay::Text( vecEyePos, UTIL_VarArgs( "%s (%s)", m_hLookTarget->GetClassname(), m_hLookTarget->GetDebugName() ), false, 20 );
}
}
OnNewLookTarget();
}
// this should take into acount where it will try to be....
if (!bFoundTarget && !ValidEyeTarget( GetViewtarget() ))
{
Vector right, up;
VectorVectors( HeadDirection3D(), right, up );
// DevMsg("random view\n");
SetViewtarget( EyePosition() + HeadDirection3D() * 128 + right * random->RandomFloat(-32,32) + up * random->RandomFloat(-16,16) );
}
if ( m_hLookTarget != NULL )
{
Vector absVel = m_hLookTarget->GetAbsVelocity();
CBaseEntity *ground = m_hLookTarget->GetGroundEntity();
if ( ground && ground->GetMoveType() == MOVETYPE_PUSH)
{
absVel = absVel + ground->GetAbsVelocity();
}
#ifdef HL2_EPISODIC
// Translate our position if riding in a vehicle
if ( m_hLookTarget->MyCombatCharacterPointer() )
{
CBaseCombatCharacter *pBCC = m_hLookTarget->MyCombatCharacterPointer();
CBaseEntity *pVehicle = pBCC->GetVehicleEntity();
if ( pVehicle )
{
IPhysicsObject *pObj = pVehicle->VPhysicsGetObject();
if ( pObj )
{
Vector vecVelocity;
pObj->GetVelocity( &vecVelocity, NULL );
absVel += vecVelocity;
}
}
}
#endif //HL2_EPISODIC
if ( !VectorCompare( absVel, vec3_origin ) )
{
Vector viewTarget = GetViewtarget();
// Forward one think cycle
viewTarget += absVel * flInterval;
SetViewtarget( viewTarget );
}
}
// NDebugOverlay::Triangle( vEyePosition, GetViewtarget(), GetAbsOrigin(), 255, 255, 255, 10, false, 0.1 );
// DevMsg("pitch %.1f yaw %.1f\n", GetFlexWeight( "eyes_updown" ), GetFlexWeight( "eyes_rightleft" ) );
// blink
if (m_flBlinktime < gpGlobals->curtime)
{
Blink();
m_flBlinktime = gpGlobals->curtime + random->RandomFloat( 1.5, 4.5 );
}
if ( ai_debug_looktargets.GetInt() == 1 && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) )
{
NDebugOverlay::Box( GetViewtarget(), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 0, 20 );
NDebugOverlay::Line( EyePosition(),GetViewtarget(), 0,255,0, false, .1 );
}
}
//-----------------------------------------------------------------------------
void CAI_BaseActor::PlayExpressionForState( NPC_STATE state )
{
// If we have an override expression, use it above everything else
if ( m_iszExpressionOverride != NULL_STRING && state != NPC_STATE_DEAD )
{
SetExpression( STRING(m_iszExpressionOverride) );
return;
}
// If we have a random expression, use that
const char *pszExpression = SelectRandomExpressionForState( state );
if ( pszExpression && *pszExpression )
{
float flDuration = SetExpression( pszExpression );
m_flNextRandomExpressionTime = gpGlobals->curtime + flDuration;
return;
}
else
{
// Stop looking for random expressions for this state
m_flNextRandomExpressionTime = 0;
}
// Lastly, use the base expression loops
switch ( state )
{
case NPC_STATE_IDLE:
if ( m_iszIdleExpression != NULL_STRING )
{
SetExpression( STRING(m_iszIdleExpression) );
}
break;
case NPC_STATE_COMBAT:
if ( m_iszCombatExpression != NULL_STRING )
{
SetExpression( STRING(m_iszCombatExpression) );
}
break;
case NPC_STATE_ALERT:
if ( m_iszAlertExpression != NULL_STRING )
{
SetExpression( STRING(m_iszAlertExpression) );
}
break;
case NPC_STATE_PLAYDEAD:
case NPC_STATE_DEAD:
if ( m_iszDeathExpression != NULL_STRING )
{
SetExpression( STRING(m_iszDeathExpression) );
}
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Return a random expression for the specified state to play over
// the state's expression loop.
//-----------------------------------------------------------------------------
const char *CAI_BaseActor::SelectRandomExpressionForState( NPC_STATE state )
{
return NULL;
}
//-----------------------------------------------------------------------------
void CAI_BaseActor::OnStateChange( NPC_STATE OldState, NPC_STATE NewState )
{
PlayExpressionForState( NewState );
#ifdef HL2_EPISODIC
// If we've just switched states, ensure we stop any scenes that asked to be stopped
if ( OldState == NPC_STATE_IDLE )
{
RemoveActorFromScriptedScenes( this, true, true );
}
#endif
BaseClass::OnStateChange( OldState, NewState );
}
//-----------------------------------------------------------------------------
float CAI_BaseActor::SetExpression( const char *pszExpressionScene )
{
if ( !pszExpressionScene || !*pszExpressionScene )
{
ClearExpression();
return 0;
}
if ( m_iszExpressionScene != NULL_STRING && stricmp( STRING(m_iszExpressionScene), pszExpressionScene ) == 0 )
{
return 0;
}
if ( m_hExpressionSceneEnt != NULL )
{
StopScriptedScene( this, m_hExpressionSceneEnt );
}
if ( ai_debug_expressions.GetInt() )
{
Msg("%s (%s) set expression to: %s\n", GetClassname(), GetDebugName(), pszExpressionScene );
}
m_iszExpressionScene = NULL_STRING;
if ( pszExpressionScene )
{
float flDuration = InstancedScriptedScene( this, pszExpressionScene, &m_hExpressionSceneEnt, 0.0, true );
if ( m_hExpressionSceneEnt != NULL )
{
m_iszExpressionScene = AllocPooledString( pszExpressionScene );
}
return flDuration;
}
return 0;
}
//-----------------------------------------------------------------------------
void CAI_BaseActor::ClearExpression()
{
if ( m_hExpressionSceneEnt != NULL )
{
StopScriptedScene( this, m_hExpressionSceneEnt );
}
m_iszExpressionScene = NULL_STRING;
}
//-----------------------------------------------------------------------------
const char *CAI_BaseActor::GetExpression()
{
return STRING(m_iszExpressionScene);
}
//-----------------------------------------------------------------------------
void CAI_BaseActor::InputSetExpressionOverride( inputdata_t &inputdata )
{
bool fHadOverride = ( m_iszExpressionOverride != NULL_STRING );
m_iszExpressionOverride = inputdata.value.StringID();
if ( m_iszExpressionOverride != NULL_STRING )
{
SetExpression( STRING(m_iszExpressionOverride) );
}
else if ( fHadOverride )
{
PlayExpressionForState( GetState() );
}
}
//-----------------------------------------------------------------------------
bool CAI_BaseActor::UseSemaphore( void )
{
if ( m_bDontUseSemaphore )
return false;
return true;
}
//-----------------------------------------------------------------------------
CAI_Expresser *CAI_BaseActor::CreateExpresser()
{
m_pExpresser = new CAI_Expresser(this);
return m_pExpresser;
}
//-----------------------------------------------------------------------------
CAI_Expresser *CAI_BaseActor::GetExpresser()
{
return m_pExpresser;
}
//-----------------------------------------------------------------------------
bool CAI_BaseActor::CreateComponents()
{
if ( !BaseClass::CreateComponents() )
return false;
m_pExpresser = CreateExpresser();
if ( !m_pExpresser)
return false;
m_pExpresser->Connect(this);
return true;
}
//-----------------------------------------------------------------------------