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hl2sdk/game/server/hl2/npc_citizen17.cpp
2014-10-30 12:30:57 -04:00

4264 lines
128 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The downtrodden citizens of City 17.
//
//=============================================================================//
#include "cbase.h"
#include "npc_citizen17.h"
#include "ammodef.h"
#include "globalstate.h"
#include "soundent.h"
#include "BasePropDoor.h"
#include "weapon_rpg.h"
#include "hl2_player.h"
#include "items.h"
#ifdef HL2MP
#include "hl2mp/weapon_crowbar.h"
#else
#include "weapon_crowbar.h"
#endif
#include "eventqueue.h"
#include "ai_squad.h"
#include "ai_pathfinder.h"
#include "ai_route.h"
#include "ai_hint.h"
#include "ai_interactions.h"
#include "ai_looktarget.h"
#include "sceneentity.h"
#include "tier0/icommandline.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define INSIGNIA_MODEL "models/chefhat.mdl"
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define CIT_INSPECTED_DELAY_TIME 120 //How often I'm allowed to be inspected
extern ConVar sk_healthkit;
extern ConVar sk_healthvial;
const int MAX_PLAYER_SQUAD = 4;
ConVar sk_citizen_health ( "sk_citizen_health", "0");
ConVar sk_citizen_heal_player ( "sk_citizen_heal_player", "25");
ConVar sk_citizen_heal_player_delay ( "sk_citizen_heal_player_delay", "25");
ConVar sk_citizen_giveammo_player_delay( "sk_citizen_giveammo_player_delay", "10");
ConVar sk_citizen_heal_player_min_pct ( "sk_citizen_heal_player_min_pct", "0.60");
ConVar sk_citizen_heal_player_min_forced( "sk_citizen_heal_player_min_forced", "10.0");
ConVar sk_citizen_heal_ally ( "sk_citizen_heal_ally", "30");
ConVar sk_citizen_heal_ally_delay ( "sk_citizen_heal_ally_delay", "20");
ConVar sk_citizen_heal_ally_min_pct ( "sk_citizen_heal_ally_min_pct", "0.90");
ConVar sk_citizen_player_stare_time ( "sk_citizen_player_stare_time", "1.0" );
ConVar sk_citizen_player_stare_dist ( "sk_citizen_player_stare_dist", "72" );
ConVar sk_citizen_stare_heal_time ( "sk_citizen_stare_heal_time", "5" );
ConVar g_ai_citizen_show_enemy( "g_ai_citizen_show_enemy", "0" );
ConVar npc_citizen_insignia( "npc_citizen_insignia", "0" );
ConVar npc_citizen_squad_marker( "npc_citizen_squad_marker", "0" );
ConVar npc_citizen_explosive_resist( "npc_citizen_explosive_resist", "0" );
ConVar npc_citizen_auto_player_squad( "npc_citizen_auto_player_squad", "1" );
ConVar npc_citizen_auto_player_squad_allow_use( "npc_citizen_auto_player_squad_allow_use", "0" );
ConVar npc_citizen_dont_precache_all( "npc_citizen_dont_precache_all", "0" );
ConVar npc_citizen_medic_emit_sound("npc_citizen_medic_emit_sound", "1" );
#ifdef HL2_EPISODIC
// todo: bake these into pound constants (for now they're not just for tuning purposes)
ConVar npc_citizen_heal_chuck_medkit("npc_citizen_heal_chuck_medkit" , "1" , FCVAR_ARCHIVE, "Set to 1 to use new experimental healthkit-throwing medic.");
ConVar npc_citizen_medic_throw_style( "npc_citizen_medic_throw_style", "1", FCVAR_ARCHIVE, "Set to 0 for a lobbier trajectory" );
ConVar npc_citizen_medic_throw_speed( "npc_citizen_medic_throw_speed", "650" );
ConVar sk_citizen_heal_toss_player_delay("sk_citizen_heal_toss_player_delay", "26", FCVAR_NONE, "how long between throwing healthkits" );
#define MEDIC_THROW_SPEED npc_citizen_medic_throw_speed.GetFloat()
#define USE_EXPERIMENTAL_MEDIC_CODE() (npc_citizen_heal_chuck_medkit.GetBool() && NameMatches("griggs"))
#endif
ConVar player_squad_autosummon_time( "player_squad_autosummon_time", "5" );
ConVar player_squad_autosummon_move_tolerance( "player_squad_autosummon_move_tolerance", "20" );
ConVar player_squad_autosummon_player_tolerance( "player_squad_autosummon_player_tolerance", "10" );
ConVar player_squad_autosummon_time_after_combat( "player_squad_autosummon_time_after_combat", "8" );
ConVar player_squad_autosummon_debug( "player_squad_autosummon_debug", "0" );
#define ShouldAutosquad() (npc_citizen_auto_player_squad.GetBool())
enum SquadSlot_T
{
SQUAD_SLOT_CITIZEN_RPG1 = LAST_SHARED_SQUADSLOT,
SQUAD_SLOT_CITIZEN_RPG2,
};
const float HEAL_MOVE_RANGE = 30*12;
const float HEAL_TARGET_RANGE = 120; // 10 feet
#ifdef HL2_EPISODIC
const float HEAL_TOSS_TARGET_RANGE = 480; // 40 feet when we are throwing medkits
const float HEAL_TARGET_RANGE_Z = 72; // a second check that Gordon isn't too far above us -- 6 feet
#endif
// player must be at least this distance away from an enemy before we fire an RPG at him
const float RPG_SAFE_DISTANCE = CMissile::EXPLOSION_RADIUS + 64.0;
// Animation events
int AE_CITIZEN_GET_PACKAGE;
int AE_CITIZEN_HEAL;
//-------------------------------------
//-------------------------------------
ConVar ai_follow_move_commands( "ai_follow_move_commands", "1" );
ConVar ai_citizen_debug_commander( "ai_citizen_debug_commander", "1" );
#define DebuggingCommanderMode() (ai_citizen_debug_commander.GetBool() && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
//-----------------------------------------------------------------------------
// Citizen expressions for the citizen expression types
//-----------------------------------------------------------------------------
#define STATES_WITH_EXPRESSIONS 3 // Idle, Alert, Combat
#define EXPRESSIONS_PER_STATE 1
char *szExpressionTypes[CIT_EXP_LAST_TYPE] =
{
"Unassigned",
"Scared",
"Normal",
"Angry"
};
struct citizen_expression_list_t
{
char *szExpressions[EXPRESSIONS_PER_STATE];
};
// Scared
citizen_expression_list_t ScaredExpressions[STATES_WITH_EXPRESSIONS] =
{
{ { "scenes/Expressions/citizen_scared_idle_01.vcd" } },
{ { "scenes/Expressions/citizen_scared_alert_01.vcd" } },
{ { "scenes/Expressions/citizen_scared_combat_01.vcd" } },
};
// Normal
citizen_expression_list_t NormalExpressions[STATES_WITH_EXPRESSIONS] =
{
{ { "scenes/Expressions/citizen_normal_idle_01.vcd" } },
{ { "scenes/Expressions/citizen_normal_alert_01.vcd" } },
{ { "scenes/Expressions/citizen_normal_combat_01.vcd" } },
};
// Angry
citizen_expression_list_t AngryExpressions[STATES_WITH_EXPRESSIONS] =
{
{ { "scenes/Expressions/citizen_angry_idle_01.vcd" } },
{ { "scenes/Expressions/citizen_angry_alert_01.vcd" } },
{ { "scenes/Expressions/citizen_angry_combat_01.vcd" } },
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define COMMAND_POINT_CLASSNAME "info_target_command_point"
class CCommandPoint : public CPointEntity
{
DECLARE_CLASS( CCommandPoint, CPointEntity );
public:
CCommandPoint()
: m_bNotInTransition(false)
{
if ( ++gm_nCommandPoints > 1 )
DevMsg( "WARNING: More than one citizen command point present\n" );
}
~CCommandPoint()
{
--gm_nCommandPoints;
}
int ObjectCaps()
{
int caps = ( BaseClass::ObjectCaps() | FCAP_NOTIFY_ON_TRANSITION );
if ( m_bNotInTransition )
caps |= FCAP_DONT_SAVE;
return caps;
}
void InputOutsideTransition( inputdata_t &inputdata )
{
if ( !AI_IsSinglePlayer() )
return;
m_bNotInTransition = true;
CAI_Squad *pPlayerAISquad = g_AI_SquadManager.FindSquad(AllocPooledString(PLAYER_SQUADNAME));
if ( pPlayerAISquad )
{
AISquadIter_t iter;
for ( CAI_BaseNPC *pAllyNpc = pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = pPlayerAISquad->GetNextMember(&iter) )
{
if ( pAllyNpc->GetCommandGoal() != vec3_invalid )
{
bool bHadGag = pAllyNpc->HasSpawnFlags(SF_NPC_GAG);
pAllyNpc->AddSpawnFlags(SF_NPC_GAG);
pAllyNpc->TargetOrder( UTIL_GetLocalPlayer(), &pAllyNpc, 1 );
if ( !bHadGag )
pAllyNpc->RemoveSpawnFlags(SF_NPC_GAG);
}
}
}
}
DECLARE_DATADESC();
private:
bool m_bNotInTransition; // does not need to be saved. If this is ever not default, the object is not being saved.
static int gm_nCommandPoints;
};
int CCommandPoint::gm_nCommandPoints;
LINK_ENTITY_TO_CLASS( info_target_command_point, CCommandPoint );
BEGIN_DATADESC( CCommandPoint )
// DEFINE_FIELD( m_bNotInTransition, FIELD_BOOLEAN ),
DEFINE_INPUTFUNC( FIELD_VOID, "OutsideTransition", InputOutsideTransition ),
END_DATADESC()
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
class CMattsPipe : public CWeaponCrowbar
{
DECLARE_CLASS( CMattsPipe, CWeaponCrowbar );
const char *GetWorldModel() const { return "models/props_canal/mattpipe.mdl"; }
void SetPickupTouch( void ) { /* do nothing */ }
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//---------------------------------------------------------
// Citizen models
//---------------------------------------------------------
static const char *g_ppszRandomHeads[] =
{
"male_01.mdl",
"male_02.mdl",
"female_01.mdl",
"male_03.mdl",
"female_02.mdl",
"male_04.mdl",
"female_03.mdl",
"male_05.mdl",
"female_04.mdl",
"male_06.mdl",
"female_06.mdl",
"male_07.mdl",
"female_07.mdl",
"male_08.mdl",
"male_09.mdl",
};
static const char *g_ppszModelLocs[] =
{
"Group01",
"Group01",
"Group02",
"Group03%s",
};
#define IsExcludedHead( type, bMedic, iHead) false // see XBox codeline for an implementation
//---------------------------------------------------------
// Citizen activities
//---------------------------------------------------------
int ACT_CIT_HANDSUP;
int ACT_CIT_BLINDED; // Blinded by scanner photo
int ACT_CIT_SHOWARMBAND;
int ACT_CIT_HEAL;
int ACT_CIT_STARTLED; // Startled by sneaky scanner
//---------------------------------------------------------
LINK_ENTITY_TO_CLASS( npc_citizen, CNPC_Citizen );
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_Citizen )
DEFINE_CUSTOM_FIELD( m_nInspectActivity, ActivityDataOps() ),
DEFINE_FIELD( m_flNextFearSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_flStopManhackFlinch, FIELD_TIME ),
DEFINE_FIELD( m_fNextInspectTime, FIELD_TIME ),
DEFINE_FIELD( m_flPlayerHealTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextHealthSearchTime, FIELD_TIME ),
DEFINE_FIELD( m_flAllyHealTime, FIELD_TIME ),
// gm_PlayerSquadEvaluateTimer
// m_AssaultBehavior
// m_FollowBehavior
// m_StandoffBehavior
// m_LeadBehavior
// m_FuncTankBehavior
DEFINE_FIELD( m_flPlayerGiveAmmoTime, FIELD_TIME ),
DEFINE_KEYFIELD( m_iszAmmoSupply, FIELD_STRING, "ammosupply" ),
DEFINE_KEYFIELD( m_iAmmoAmount, FIELD_INTEGER, "ammoamount" ),
DEFINE_FIELD( m_bRPGAvoidPlayer, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bShouldPatrol, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iszOriginalSquad, FIELD_STRING ),
DEFINE_FIELD( m_flTimeJoinedPlayerSquad, FIELD_TIME ),
DEFINE_FIELD( m_bWasInPlayerSquad, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flTimeLastCloseToPlayer, FIELD_TIME ),
DEFINE_EMBEDDED( m_AutoSummonTimer ),
DEFINE_FIELD( m_vAutoSummonAnchor, FIELD_POSITION_VECTOR ),
DEFINE_KEYFIELD( m_Type, FIELD_INTEGER, "citizentype" ),
DEFINE_KEYFIELD( m_ExpressionType, FIELD_INTEGER, "expressiontype" ),
DEFINE_FIELD( m_iHead, FIELD_INTEGER ),
DEFINE_FIELD( m_flTimePlayerStare, FIELD_TIME ),
DEFINE_FIELD( m_flTimeNextHealStare, FIELD_TIME ),
DEFINE_FIELD( m_hSavedFollowGoalEnt, FIELD_EHANDLE ),
DEFINE_KEYFIELD( m_bNotifyNavFailBlocked, FIELD_BOOLEAN, "notifynavfailblocked" ),
DEFINE_KEYFIELD( m_bNeverLeavePlayerSquad, FIELD_BOOLEAN, "neverleaveplayersquad" ),
DEFINE_KEYFIELD( m_iszDenyCommandConcept, FIELD_STRING, "denycommandconcept" ),
DEFINE_OUTPUT( m_OnJoinedPlayerSquad, "OnJoinedPlayerSquad" ),
DEFINE_OUTPUT( m_OnLeftPlayerSquad, "OnLeftPlayerSquad" ),
DEFINE_OUTPUT( m_OnFollowOrder, "OnFollowOrder" ),
DEFINE_OUTPUT( m_OnStationOrder, "OnStationOrder" ),
DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ),
DEFINE_OUTPUT( m_OnNavFailBlocked, "OnNavFailBlocked" ),
DEFINE_INPUTFUNC( FIELD_VOID, "RemoveFromPlayerSquad", InputRemoveFromPlayerSquad ),
DEFINE_INPUTFUNC( FIELD_VOID, "StartPatrolling", InputStartPatrolling ),
DEFINE_INPUTFUNC( FIELD_VOID, "StopPatrolling", InputStopPatrolling ),
DEFINE_INPUTFUNC( FIELD_VOID, "SetCommandable", InputSetCommandable ),
DEFINE_INPUTFUNC( FIELD_VOID, "SetMedicOn", InputSetMedicOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "SetMedicOff", InputSetMedicOff ),
DEFINE_INPUTFUNC( FIELD_VOID, "SetAmmoResupplierOn", InputSetAmmoResupplierOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "SetAmmoResupplierOff", InputSetAmmoResupplierOff ),
DEFINE_INPUTFUNC( FIELD_VOID, "SpeakIdleResponse", InputSpeakIdleResponse ),
#if HL2_EPISODIC
DEFINE_INPUTFUNC( FIELD_VOID, "ThrowHealthKit", InputForceHealthKitToss ),
#endif
DEFINE_USEFUNC( CommanderUse ),
DEFINE_USEFUNC( SimpleUse ),
END_DATADESC()
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSimpleSimTimer CNPC_Citizen::gm_PlayerSquadEvaluateTimer;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::CreateBehaviors()
{
BaseClass::CreateBehaviors();
AddBehavior( &m_FuncTankBehavior );
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::Precache()
{
SelectModel();
SelectExpressionType();
if ( !npc_citizen_dont_precache_all.GetBool() )
PrecacheAllOfType( m_Type );
else
PrecacheModel( STRING( GetModelName() ) );
if ( NameMatches( "matt" ) )
PrecacheModel( "models/props_canal/mattpipe.mdl" );
PrecacheModel( INSIGNIA_MODEL );
PrecacheScriptSound( "NPC_Citizen.FootstepLeft" );
PrecacheScriptSound( "NPC_Citizen.FootstepRight" );
PrecacheScriptSound( "NPC_Citizen.Die" );
PrecacheInstancedScene( "scenes/Expressions/CitizenIdle.vcd" );
PrecacheInstancedScene( "scenes/Expressions/CitizenAlert_loop.vcd" );
PrecacheInstancedScene( "scenes/Expressions/CitizenCombat_loop.vcd" );
for ( int i = 0; i < STATES_WITH_EXPRESSIONS; i++ )
{
for ( int j = 0; j < ARRAYSIZE(ScaredExpressions[i].szExpressions); j++ )
{
PrecacheInstancedScene( ScaredExpressions[i].szExpressions[j] );
}
for ( int j = 0; j < ARRAYSIZE(NormalExpressions[i].szExpressions); j++ )
{
PrecacheInstancedScene( NormalExpressions[i].szExpressions[j] );
}
for ( int j = 0; j < ARRAYSIZE(AngryExpressions[i].szExpressions); j++ )
{
PrecacheInstancedScene( AngryExpressions[i].szExpressions[j] );
}
}
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::PrecacheAllOfType( CitizenType_t type )
{
if ( m_Type == CT_UNIQUE )
return;
int nHeads = ARRAYSIZE( g_ppszRandomHeads );
int i;
for ( i = 0; i < nHeads; ++i )
{
if ( !IsExcludedHead( type, false, i ) )
{
PrecacheModel( CFmtStr( "models/Humans/%s/%s", (const char *)(CFmtStr(g_ppszModelLocs[m_Type], "")), g_ppszRandomHeads[i] ) );
}
}
if ( m_Type == CT_REBEL )
{
for ( i = 0; i < nHeads; ++i )
{
if ( !IsExcludedHead( type, true, i ) )
{
PrecacheModel( CFmtStr( "models/Humans/%s/%s", (const char *)(CFmtStr(g_ppszModelLocs[m_Type], "m")), g_ppszRandomHeads[i] ) );
}
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::Spawn()
{
BaseClass::Spawn();
#ifdef _XBOX
// Always fade the corpse
AddSpawnFlags( SF_NPC_FADE_CORPSE );
#endif // _XBOX
if ( ShouldAutosquad() )
{
if ( m_SquadName == GetPlayerSquadName() )
{
CAI_Squad *pPlayerSquad = g_AI_SquadManager.FindSquad( GetPlayerSquadName() );
if ( pPlayerSquad && pPlayerSquad->NumMembers() >= MAX_PLAYER_SQUAD )
m_SquadName = NULL_STRING;
}
gm_PlayerSquadEvaluateTimer.Force();
}
if ( IsAmmoResupplier() )
m_nSkin = 2;
m_bRPGAvoidPlayer = false;
m_bShouldPatrol = false;
m_iHealth = sk_citizen_health.GetFloat();
// Are we on a train? Used in trainstation to have NPCs on trains.
if ( GetMoveParent() && FClassnameIs( GetMoveParent(), "func_tracktrain" ) )
{
CapabilitiesRemove( bits_CAP_MOVE_GROUND );
SetMoveType( MOVETYPE_NONE );
if ( NameMatches("citizen_train_2") )
{
SetSequenceByName( "d1_t01_TrainRide_Sit_Idle" );
SetIdealActivity( ACT_DO_NOT_DISTURB );
}
else
{
SetSequenceByName( "d1_t01_TrainRide_Stand" );
SetIdealActivity( ACT_DO_NOT_DISTURB );
}
}
m_flStopManhackFlinch = -1;
m_iszIdleExpression = MAKE_STRING("scenes/expressions/citizenidle.vcd");
m_iszAlertExpression = MAKE_STRING("scenes/expressions/citizenalert_loop.vcd");
m_iszCombatExpression = MAKE_STRING("scenes/expressions/citizencombat_loop.vcd");
m_iszOriginalSquad = m_SquadName;
m_flNextHealthSearchTime = gpGlobals->curtime;
CWeaponRPG *pRPG = dynamic_cast<CWeaponRPG*>(GetActiveWeapon());
if ( pRPG )
{
CapabilitiesRemove( bits_CAP_USE_SHOT_REGULATOR );
pRPG->StopGuiding();
}
m_flTimePlayerStare = FLT_MAX;
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
NPCInit();
SetUse( &CNPC_Citizen::CommanderUse );
Assert( !ShouldAutosquad() || !IsInPlayerSquad() );
m_bWasInPlayerSquad = IsInPlayerSquad();
// Use render bounds instead of human hull for guys sitting in chairs, etc.
m_ActBusyBehavior.SetUseRenderBounds( HasSpawnFlags( SF_CITIZEN_USE_RENDER_BOUNDS ) );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::PostNPCInit()
{
if ( !gEntList.FindEntityByClassname( NULL, COMMAND_POINT_CLASSNAME ) )
{
CreateEntityByName( COMMAND_POINT_CLASSNAME );
}
if ( IsInPlayerSquad() )
{
if ( m_pSquad->NumMembers() > MAX_PLAYER_SQUAD )
DevMsg( "Error: Spawning citizen in player squad but exceeds squad limit of %d members\n", MAX_PLAYER_SQUAD );
FixupPlayerSquad();
}
else
{
if ( ( m_spawnflags & SF_CITIZEN_FOLLOW ) && AI_IsSinglePlayer() )
{
m_FollowBehavior.SetFollowTarget( UTIL_GetLocalPlayer() );
m_FollowBehavior.SetParameters( AIF_SIMPLE );
}
}
BaseClass::PostNPCInit();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
struct HeadCandidate_t
{
int iHead;
int nHeads;
static int __cdecl Sort( const HeadCandidate_t *pLeft, const HeadCandidate_t *pRight )
{
return ( pLeft->nHeads - pRight->nHeads );
}
};
void CNPC_Citizen::SelectModel()
{
// If making reslists, precache everything!!!
static bool madereslists = false;
if ( CommandLine()->CheckParm("-makereslists") && !madereslists )
{
madereslists = true;
PrecacheAllOfType( CT_DOWNTRODDEN );
PrecacheAllOfType( CT_REFUGEE );
PrecacheAllOfType( CT_REBEL );
}
const char *pszModelName = NULL;
if ( m_Type == CT_DEFAULT )
{
struct CitizenTypeMapping
{
const char *pszMapTag;
CitizenType_t type;
};
static CitizenTypeMapping CitizenTypeMappings[] =
{
{ "trainstation", CT_DOWNTRODDEN },
{ "canals", CT_REFUGEE },
{ "town", CT_REFUGEE },
{ "coast", CT_REFUGEE },
{ "prison", CT_DOWNTRODDEN },
{ "c17", CT_REBEL },
{ "citadel", CT_DOWNTRODDEN },
};
char szMapName[256];
Q_strncpy(szMapName, STRING(gpGlobals->mapname), sizeof(szMapName) );
Q_strlower(szMapName);
for ( int i = 0; i < ARRAYSIZE(CitizenTypeMappings); i++ )
{
if ( Q_stristr( szMapName, CitizenTypeMappings[i].pszMapTag ) )
{
m_Type = CitizenTypeMappings[i].type;
break;
}
}
if ( m_Type == CT_DEFAULT )
m_Type = CT_DOWNTRODDEN;
}
if( HasSpawnFlags( SF_CITIZEN_RANDOM_HEAD | SF_CITIZEN_RANDOM_HEAD_MALE | SF_CITIZEN_RANDOM_HEAD_FEMALE ) || GetModelName() == NULL_STRING )
{
Assert( m_iHead == -1 );
char gender = ( HasSpawnFlags( SF_CITIZEN_RANDOM_HEAD_MALE ) ) ? 'm' :
( HasSpawnFlags( SF_CITIZEN_RANDOM_HEAD_FEMALE ) ) ? 'f' : 0;
RemoveSpawnFlags( SF_CITIZEN_RANDOM_HEAD | SF_CITIZEN_RANDOM_HEAD_MALE | SF_CITIZEN_RANDOM_HEAD_FEMALE );
if( HasSpawnFlags( SF_NPC_START_EFFICIENT ) )
{
SetModelName( AllocPooledString("models/humans/male_cheaple.mdl" ) );
return;
}
else
{
// Count the heads
int headCounts[ARRAYSIZE(g_ppszRandomHeads)] = { 0 };
int i;
for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
{
CNPC_Citizen *pCitizen = dynamic_cast<CNPC_Citizen *>(g_AI_Manager.AccessAIs()[i]);
if ( pCitizen && pCitizen != this && pCitizen->m_iHead >= 0 && pCitizen->m_iHead < ARRAYSIZE(g_ppszRandomHeads) )
{
headCounts[pCitizen->m_iHead]++;
}
}
// Find all candidates
CUtlVectorFixed<HeadCandidate_t, ARRAYSIZE(g_ppszRandomHeads)> candidates;
for ( i = 0; i < ARRAYSIZE(g_ppszRandomHeads); i++ )
{
if ( !gender || g_ppszRandomHeads[i][0] == gender )
{
if ( !IsExcludedHead( m_Type, IsMedic(), i ) )
{
HeadCandidate_t candidate = { i, headCounts[i] };
candidates.AddToTail( candidate );
}
}
}
Assert( candidates.Count() );
candidates.Sort( &HeadCandidate_t::Sort );
int iSmallestCount = candidates[0].nHeads;
int iLimit;
for ( iLimit = 0; iLimit < candidates.Count(); iLimit++ )
{
if ( candidates[iLimit].nHeads > iSmallestCount )
break;
}
m_iHead = candidates[random->RandomInt( 0, iLimit - 1 )].iHead;
pszModelName = g_ppszRandomHeads[m_iHead];
SetModelName(NULL_STRING);
}
}
Assert( pszModelName || GetModelName() != NULL_STRING );
if ( !pszModelName )
{
if ( GetModelName() == NULL_STRING )
return;
pszModelName = strrchr(STRING(GetModelName()), '/' );
if ( !pszModelName )
pszModelName = STRING(GetModelName());
else
{
pszModelName++;
if ( m_iHead == -1 )
{
for ( int i = 0; i < ARRAYSIZE(g_ppszRandomHeads); i++ )
{
if ( Q_stricmp( g_ppszRandomHeads[i], pszModelName ) == 0 )
{
m_iHead = i;
break;
}
}
}
}
if ( !*pszModelName )
return;
}
// Unique citizen models are left alone
if ( m_Type != CT_UNIQUE )
{
SetModelName( AllocPooledString( CFmtStr( "models/Humans/%s/%s", (const char *)(CFmtStr(g_ppszModelLocs[ m_Type ], ( IsMedic() ) ? "m" : "" )), pszModelName ) ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Citizen::SelectExpressionType()
{
// If we've got a mapmaker assigned type, leave it alone
if ( m_ExpressionType != CIT_EXP_UNASSIGNED )
return;
switch ( m_Type )
{
case CT_DOWNTRODDEN:
m_ExpressionType = (CitizenExpressionTypes_t)RandomInt( CIT_EXP_SCARED, CIT_EXP_NORMAL );
break;
case CT_REFUGEE:
m_ExpressionType = (CitizenExpressionTypes_t)RandomInt( CIT_EXP_SCARED, CIT_EXP_NORMAL );
break;
case CT_REBEL:
m_ExpressionType = (CitizenExpressionTypes_t)RandomInt( CIT_EXP_SCARED, CIT_EXP_ANGRY );
break;
case CT_DEFAULT:
case CT_UNIQUE:
default:
break;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::FixupMattWeapon()
{
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon && pWeapon->ClassMatches( "weapon_crowbar" ) && NameMatches( "matt" ) )
{
Weapon_Drop( pWeapon );
UTIL_Remove( pWeapon );
pWeapon = (CBaseCombatWeapon *)CREATE_UNSAVED_ENTITY( CMattsPipe, "weapon_crowbar" );
pWeapon->SetName( AllocPooledString( "matt_weapon" ) );
DispatchSpawn( pWeapon );
#ifdef DEBUG
extern bool g_bReceivedChainedActivate;
g_bReceivedChainedActivate = false;
#endif
pWeapon->Activate();
Weapon_Equip( pWeapon );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::Activate()
{
BaseClass::Activate();
FixupMattWeapon();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::OnRestore()
{
gm_PlayerSquadEvaluateTimer.Force();
BaseClass::OnRestore();
if ( !gEntList.FindEntityByClassname( NULL, COMMAND_POINT_CLASSNAME ) )
{
CreateEntityByName( COMMAND_POINT_CLASSNAME );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
string_t CNPC_Citizen::GetModelName() const
{
string_t iszModelName = BaseClass::GetModelName();
//
// If the model refers to an obsolete model, pretend it was blank
// so that we pick the new default model.
//
if (!Q_strnicmp(STRING(iszModelName), "models/c17_", 11) ||
!Q_strnicmp(STRING(iszModelName), "models/male", 11) ||
!Q_strnicmp(STRING(iszModelName), "models/female", 13) ||
!Q_strnicmp(STRING(iszModelName), "models/citizen", 14))
{
return NULL_STRING;
}
return iszModelName;
}
//-----------------------------------------------------------------------------
// Purpose: Overridden to switch our behavior between passive and rebel. We
// become combative after Gordon becomes a criminal.
//-----------------------------------------------------------------------------
Class_T CNPC_Citizen::Classify()
{
if (GlobalEntity_GetState("gordon_precriminal") == GLOBAL_ON)
return CLASS_CITIZEN_PASSIVE;
if (GlobalEntity_GetState("citizens_passive") == GLOBAL_ON)
return CLASS_CITIZEN_PASSIVE;
return CLASS_PLAYER_ALLY;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldAlwaysThink()
{
return ( BaseClass::ShouldAlwaysThink() || IsInPlayerSquad() );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define CITIZEN_FOLLOWER_DESERT_FUNCTANK_DIST 45.0f*12.0f
bool CNPC_Citizen::ShouldBehaviorSelectSchedule( CAI_BehaviorBase *pBehavior )
{
if( pBehavior == &m_FollowBehavior )
{
// Suppress follow behavior if I have a func_tank and the func tank is near
// what I'm supposed to be following.
if( m_FuncTankBehavior.CanSelectSchedule() )
{
// Is the tank close to the follow target?
Vector vecTank = m_FuncTankBehavior.GetFuncTank()->WorldSpaceCenter();
Vector vecFollowGoal = m_FollowBehavior.GetFollowGoalInfo().position;
float flTankDistSqr = (vecTank - vecFollowGoal).LengthSqr();
float flAllowDist = m_FollowBehavior.GetFollowGoalInfo().followPointTolerance * 2.0f;
float flAllowDistSqr = flAllowDist * flAllowDist;
if( flTankDistSqr < flAllowDistSqr )
{
// Deny follow behavior so the tank can go.
return false;
}
}
}
else if( IsInPlayerSquad() && pBehavior == &m_FuncTankBehavior && m_FuncTankBehavior.IsMounted() )
{
if( m_FollowBehavior.GetFollowTarget() )
{
Vector vecFollowGoal = m_FollowBehavior.GetFollowTarget()->GetAbsOrigin();
if( vecFollowGoal.DistToSqr( GetAbsOrigin() ) > Square(CITIZEN_FOLLOWER_DESERT_FUNCTANK_DIST) )
{
return false;
}
}
}
return BaseClass::ShouldBehaviorSelectSchedule( pBehavior );
}
void CNPC_Citizen::OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior )
{
if ( pNewBehavior == &m_FuncTankBehavior )
{
m_bReadinessCapable = false;
}
else if ( pOldBehavior == &m_FuncTankBehavior )
{
m_bReadinessCapable = IsReadinessCapable();
}
BaseClass::OnChangeRunningBehavior( pOldBehavior, pNewBehavior );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::GatherConditions()
{
BaseClass::GatherConditions();
if( IsInPlayerSquad() && hl2_episodic.GetBool() )
{
// Leave the player squad if someone has made me neutral to player.
if( IRelationType(UTIL_GetLocalPlayer()) == D_NU )
{
RemoveFromPlayerSquad();
}
}
if ( !SpokeConcept( TLK_JOINPLAYER ) && IsRunningScriptedSceneWithSpeech( this, true ) )
{
SetSpokeConcept( TLK_JOINPLAYER, NULL );
for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
{
CAI_BaseNPC *pNpc = g_AI_Manager.AccessAIs()[i];
if ( pNpc != this && pNpc->GetClassname() == GetClassname() && pNpc->GetAbsOrigin().DistToSqr( GetAbsOrigin() ) < Square( 15*12 ) && FVisible( pNpc ) )
{
(assert_cast<CNPC_Citizen *>(pNpc))->SetSpokeConcept( TLK_JOINPLAYER, NULL );
}
}
}
if( ShouldLookForHealthItem() )
{
if( FindHealthItem( GetAbsOrigin(), Vector( 240, 240, 240 ) ) )
SetCondition( COND_HEALTH_ITEM_AVAILABLE );
else
ClearCondition( COND_HEALTH_ITEM_AVAILABLE );
m_flNextHealthSearchTime = gpGlobals->curtime + 4.0;
}
// If the player is standing near a medic and can see the medic,
// assume the player is 'staring' and wants health.
if( CanHeal() )
{
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( !pPlayer )
{
m_flTimePlayerStare = FLT_MAX;
return;
}
float flDistSqr = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).Length2DSqr();
float flStareDist = sk_citizen_player_stare_dist.GetFloat();
float flPlayerDamage = pPlayer->GetMaxHealth() - pPlayer->GetHealth();
if( pPlayer->IsAlive() && flPlayerDamage > 0 && (flDistSqr <= flStareDist * flStareDist) && pPlayer->FInViewCone( this ) && pPlayer->FVisible( this ) )
{
if( m_flTimePlayerStare == FLT_MAX )
{
// Player wasn't looking at me at last think. He started staring now.
m_flTimePlayerStare = gpGlobals->curtime;
}
// Heal if it's been long enough since last time I healed a staring player.
if( gpGlobals->curtime - m_flTimePlayerStare >= sk_citizen_player_stare_time.GetFloat() && gpGlobals->curtime > m_flTimeNextHealStare && !IsCurSchedule( SCHED_CITIZEN_HEAL ) )
{
if ( ShouldHealTarget( pPlayer, true ) )
{
SetCondition( COND_CIT_PLAYERHEALREQUEST );
}
else
{
m_flTimeNextHealStare = gpGlobals->curtime + sk_citizen_stare_heal_time.GetFloat() * .5f;
ClearCondition( COND_CIT_PLAYERHEALREQUEST );
}
}
#ifdef HL2_EPISODIC
// Heal if I'm on an assault. The player hasn't had time to stare at me.
if( m_AssaultBehavior.IsRunning() && IsMoving() )
{
SetCondition( COND_CIT_PLAYERHEALREQUEST );
}
#endif
}
else
{
m_flTimePlayerStare = FLT_MAX;
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::PredictPlayerPush()
{
if ( !AI_IsSinglePlayer() )
return;
if ( HasCondition( COND_CIT_PLAYERHEALREQUEST ) )
return;
bool bHadPlayerPush = HasCondition( COND_PLAYER_PUSHING );
BaseClass::PredictPlayerPush();
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( !bHadPlayerPush && HasCondition( COND_PLAYER_PUSHING ) &&
pPlayer->FInViewCone( this ) && CanHeal() )
{
if ( ShouldHealTarget( pPlayer, true ) )
{
ClearCondition( COND_PLAYER_PUSHING );
SetCondition( COND_CIT_PLAYERHEALREQUEST );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::PrescheduleThink()
{
BaseClass::PrescheduleThink();
UpdatePlayerSquad();
UpdateFollowCommandPoint();
if ( !npc_citizen_insignia.GetBool() && npc_citizen_squad_marker.GetBool() && IsInPlayerSquad() )
{
Vector mins = WorldAlignMins() * .5 + GetAbsOrigin();
Vector maxs = WorldAlignMaxs() * .5 + GetAbsOrigin();
float rMax = 255;
float gMax = 255;
float bMax = 255;
float rMin = 255;
float gMin = 128;
float bMin = 0;
const float TIME_FADE = 1.0;
float timeInSquad = gpGlobals->curtime - m_flTimeJoinedPlayerSquad;
timeInSquad = MIN( TIME_FADE, MAX( timeInSquad, 0 ) );
float fade = ( 1.0 - timeInSquad / TIME_FADE );
float r = rMin + ( rMax - rMin ) * fade;
float g = gMin + ( gMax - gMin ) * fade;
float b = bMin + ( bMax - bMin ) * fade;
// THIS IS A PLACEHOLDER UNTIL WE HAVE A REAL DESIGN & ART -- DO NOT REMOVE
NDebugOverlay::Line( Vector( mins.x, GetAbsOrigin().y, GetAbsOrigin().z+1 ), Vector( maxs.x, GetAbsOrigin().y, GetAbsOrigin().z+1 ), r, g, b, false, .11 );
NDebugOverlay::Line( Vector( GetAbsOrigin().x, mins.y, GetAbsOrigin().z+1 ), Vector( GetAbsOrigin().x, maxs.y, GetAbsOrigin().z+1 ), r, g, b, false, .11 );
}
if( GetEnemy() && g_ai_citizen_show_enemy.GetBool() )
{
NDebugOverlay::Line( EyePosition(), GetEnemy()->EyePosition(), 255, 0, 0, false, .1 );
}
if ( DebuggingCommanderMode() )
{
if ( HaveCommandGoal() )
{
CBaseEntity *pCommandPoint = gEntList.FindEntityByClassname( NULL, COMMAND_POINT_CLASSNAME );
if ( pCommandPoint )
{
NDebugOverlay::Cross3D(pCommandPoint->GetAbsOrigin(), 16, 0, 255, 255, false, 0.1 );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Allows for modification of the interrupt mask for the current schedule.
// In the most cases the base implementation should be called first.
//-----------------------------------------------------------------------------
void CNPC_Citizen::BuildScheduleTestBits()
{
BaseClass::BuildScheduleTestBits();
if ( IsCurSchedule( SCHED_IDLE_STAND ) || IsCurSchedule( SCHED_ALERT_STAND ) )
{
SetCustomInterruptCondition( COND_CIT_START_INSPECTION );
}
if ( IsMedic() && IsCustomInterruptConditionSet( COND_HEAR_MOVE_AWAY ) )
{
if( !IsCurSchedule(SCHED_RELOAD, false) )
{
// Since schedule selection code prioritizes reloading over requests to heal
// the player, we must prevent this condition from breaking the reload schedule.
SetCustomInterruptCondition( COND_CIT_PLAYERHEALREQUEST );
}
SetCustomInterruptCondition( COND_CIT_COMMANDHEAL );
}
if( !IsCurSchedule( SCHED_NEW_WEAPON ) )
{
SetCustomInterruptCondition( COND_RECEIVED_ORDERS );
}
if( GetCurSchedule()->HasInterrupt( COND_IDLE_INTERRUPT ) )
{
SetCustomInterruptCondition( COND_BETTER_WEAPON_AVAILABLE );
}
#ifdef HL2_EPISODIC
if( IsMedic() && m_AssaultBehavior.IsRunning() )
{
if( !IsCurSchedule(SCHED_RELOAD, false) )
{
SetCustomInterruptCondition( COND_CIT_PLAYERHEALREQUEST );
}
SetCustomInterruptCondition( COND_CIT_COMMANDHEAL );
}
#else
if( IsMedic() && m_AssaultBehavior.IsRunning() && !IsMoving() )
{
if( !IsCurSchedule(SCHED_RELOAD, false) )
{
SetCustomInterruptCondition( COND_CIT_PLAYERHEALREQUEST );
}
SetCustomInterruptCondition( COND_CIT_COMMANDHEAL );
}
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::FInViewCone( CBaseEntity *pEntity )
{
#if 0
if ( IsMortar( pEntity ) )
{
// @TODO (toml 11-20-03): do this only if have heard mortar shell recently and it's active
return true;
}
#endif
return BaseClass::FInViewCone( pEntity );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
{
switch( failedSchedule )
{
case SCHED_NEW_WEAPON:
// If failed trying to pick up a weapon, try again in one second. This is because other AI code
// has put this off for 10 seconds under the assumption that the citizen would be able to
// pick up the weapon that they found.
m_flNextWeaponSearchTime = gpGlobals->curtime + 1.0f;
break;
case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK:
case SCHED_MOVE_TO_WEAPON_RANGE:
if( !IsMortar( GetEnemy() ) )
{
if ( GetActiveWeapon() && ( GetActiveWeapon()->CapabilitiesGet() & bits_CAP_WEAPON_RANGE_ATTACK1 ) && random->RandomInt( 0, 1 ) && HasCondition(COND_SEE_ENEMY) && !HasCondition ( COND_NO_PRIMARY_AMMO ) )
return TranslateSchedule( SCHED_RANGE_ATTACK1 );
return SCHED_STANDOFF;
}
break;
}
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectSchedule()
{
// If we can't move, we're on a train, and should be sitting.
if ( GetMoveType() == MOVETYPE_NONE )
{
// For now, we're only ever parented to trains. If you hit this assert, you've parented a citizen
// to something else, and now we need to figure out a better system.
Assert( GetMoveParent() && FClassnameIs( GetMoveParent(), "func_tracktrain" ) );
return SCHED_CITIZEN_SIT_ON_TRAIN;
}
CWeaponRPG *pRPG = dynamic_cast<CWeaponRPG*>(GetActiveWeapon());
if ( pRPG && pRPG->IsGuiding() )
{
DevMsg( "Citizen in select schedule but RPG is guiding?\n");
pRPG->StopGuiding();
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectSchedulePriorityAction()
{
int schedule = SelectScheduleHeal();
if ( schedule != SCHED_NONE )
return schedule;
schedule = BaseClass::SelectSchedulePriorityAction();
if ( schedule != SCHED_NONE )
return schedule;
schedule = SelectScheduleRetrieveItem();
if ( schedule != SCHED_NONE )
return schedule;
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Determine if citizen should perform heal action.
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectScheduleHeal()
{
// episodic medics may toss the healthkits rather than poke you with them
#if HL2_EPISODIC
if ( CanHeal() )
{
CBaseEntity *pEntity = PlayerInRange( GetLocalOrigin(), HEAL_TOSS_TARGET_RANGE );
if ( pEntity )
{
if ( USE_EXPERIMENTAL_MEDIC_CODE() && IsMedic() )
{
// use the new heal toss algorithm
if ( ShouldHealTossTarget( pEntity, HasCondition( COND_CIT_PLAYERHEALREQUEST ) ) )
{
SetTarget( pEntity );
return SCHED_CITIZEN_HEAL_TOSS;
}
}
else if ( PlayerInRange( GetLocalOrigin(), HEAL_MOVE_RANGE ) )
{
// use old mechanism for ammo
if ( ShouldHealTarget( pEntity, HasCondition( COND_CIT_PLAYERHEALREQUEST ) ) )
{
SetTarget( pEntity );
return SCHED_CITIZEN_HEAL;
}
}
}
if ( m_pSquad )
{
pEntity = NULL;
float distClosestSq = HEAL_MOVE_RANGE*HEAL_MOVE_RANGE;
float distCurSq;
AISquadIter_t iter;
CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter );
while ( pSquadmate )
{
if ( pSquadmate != this )
{
distCurSq = ( GetAbsOrigin() - pSquadmate->GetAbsOrigin() ).LengthSqr();
if ( distCurSq < distClosestSq && ShouldHealTarget( pSquadmate ) )
{
distClosestSq = distCurSq;
pEntity = pSquadmate;
}
}
pSquadmate = m_pSquad->GetNextMember( &iter );
}
if ( pEntity )
{
SetTarget( pEntity );
return SCHED_CITIZEN_HEAL;
}
}
}
else
{
if ( HasCondition( COND_CIT_PLAYERHEALREQUEST ) )
DevMsg( "Would say: sorry, need to recharge\n" );
}
return SCHED_NONE;
#else
if ( CanHeal() )
{
CBaseEntity *pEntity = PlayerInRange( GetLocalOrigin(), HEAL_MOVE_RANGE );
if ( pEntity && ShouldHealTarget( pEntity, HasCondition( COND_CIT_PLAYERHEALREQUEST ) ) )
{
SetTarget( pEntity );
return SCHED_CITIZEN_HEAL;
}
if ( m_pSquad )
{
pEntity = NULL;
float distClosestSq = HEAL_MOVE_RANGE*HEAL_MOVE_RANGE;
float distCurSq;
AISquadIter_t iter;
CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter );
while ( pSquadmate )
{
if ( pSquadmate != this )
{
distCurSq = ( GetAbsOrigin() - pSquadmate->GetAbsOrigin() ).LengthSqr();
if ( distCurSq < distClosestSq && ShouldHealTarget( pSquadmate ) )
{
distClosestSq = distCurSq;
pEntity = pSquadmate;
}
}
pSquadmate = m_pSquad->GetNextMember( &iter );
}
if ( pEntity )
{
SetTarget( pEntity );
return SCHED_CITIZEN_HEAL;
}
}
}
else
{
if ( HasCondition( COND_CIT_PLAYERHEALREQUEST ) )
DevMsg( "Would say: sorry, need to recharge\n" );
}
return SCHED_NONE;
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectScheduleRetrieveItem()
{
if ( HasCondition(COND_BETTER_WEAPON_AVAILABLE) )
{
CBaseHLCombatWeapon *pWeapon = dynamic_cast<CBaseHLCombatWeapon *>(Weapon_FindUsable( WEAPON_SEARCH_DELTA ));
if ( pWeapon )
{
m_flNextWeaponSearchTime = gpGlobals->curtime + 10.0;
// Now lock the weapon for several seconds while we go to pick it up.
pWeapon->Lock( 10.0, this );
SetTarget( pWeapon );
return SCHED_NEW_WEAPON;
}
}
if( HasCondition(COND_HEALTH_ITEM_AVAILABLE) )
{
if( !IsInPlayerSquad() )
{
// Been kicked out of the player squad since the time I located the health.
ClearCondition( COND_HEALTH_ITEM_AVAILABLE );
}
else
{
CBaseEntity *pBase = FindHealthItem(m_FollowBehavior.GetFollowTarget()->GetAbsOrigin(), Vector( 120, 120, 120 ) );
CItem *pItem = dynamic_cast<CItem *>(pBase);
if( pItem )
{
SetTarget( pItem );
return SCHED_GET_HEALTHKIT;
}
}
}
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectScheduleNonCombat()
{
if ( m_NPCState == NPC_STATE_IDLE )
{
// Handle being inspected by the scanner
if ( HasCondition( COND_CIT_START_INSPECTION ) )
{
ClearCondition( COND_CIT_START_INSPECTION );
return SCHED_CITIZEN_PLAY_INSPECT_ACTIVITY;
}
}
ClearCondition( COND_CIT_START_INSPECTION );
if ( m_bShouldPatrol )
return SCHED_CITIZEN_PATROL;
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectScheduleManhackCombat()
{
if ( m_NPCState == NPC_STATE_COMBAT && IsManhackMeleeCombatant() )
{
if ( !HasCondition( COND_CAN_MELEE_ATTACK1 ) )
{
float distSqEnemy = ( GetEnemy()->GetAbsOrigin() - EyePosition() ).LengthSqr();
if ( distSqEnemy < 48.0*48.0 &&
( ( GetEnemy()->GetAbsOrigin() + GetEnemy()->GetSmoothedVelocity() * .1 ) - EyePosition() ).LengthSqr() < distSqEnemy )
return SCHED_COWER;
int iRoll = random->RandomInt( 1, 4 );
if ( iRoll == 1 )
return SCHED_BACK_AWAY_FROM_ENEMY;
else if ( iRoll == 2 )
return SCHED_CHASE_ENEMY;
}
}
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::SelectScheduleCombat()
{
int schedule = SelectScheduleManhackCombat();
if ( schedule != SCHED_NONE )
return schedule;
return BaseClass::SelectScheduleCombat();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldDeferToFollowBehavior()
{
#if 0
if ( HaveCommandGoal() )
return false;
#endif
return BaseClass::ShouldDeferToFollowBehavior();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::TranslateSchedule( int scheduleType )
{
CBasePlayer *pLocalPlayer = AI_GetSinglePlayer();
switch( scheduleType )
{
case SCHED_IDLE_STAND:
case SCHED_ALERT_STAND:
if( m_NPCState != NPC_STATE_COMBAT && pLocalPlayer && !pLocalPlayer->IsAlive() && CanJoinPlayerSquad() )
{
// Player is dead!
float flDist;
flDist = ( pLocalPlayer->GetAbsOrigin() - GetAbsOrigin() ).Length();
if( flDist < 50 * 12 )
{
AddSpawnFlags( SF_CITIZEN_NOT_COMMANDABLE );
return SCHED_CITIZEN_MOURN_PLAYER;
}
}
break;
case SCHED_ESTABLISH_LINE_OF_FIRE:
case SCHED_MOVE_TO_WEAPON_RANGE:
if( !IsMortar( GetEnemy() ) && HaveCommandGoal() )
{
if ( GetActiveWeapon() && ( GetActiveWeapon()->CapabilitiesGet() & bits_CAP_WEAPON_RANGE_ATTACK1 ) && random->RandomInt( 0, 1 ) && HasCondition(COND_SEE_ENEMY) && !HasCondition ( COND_NO_PRIMARY_AMMO ) )
return TranslateSchedule( SCHED_RANGE_ATTACK1 );
return SCHED_STANDOFF;
}
break;
case SCHED_CHASE_ENEMY:
if( !IsMortar( GetEnemy() ) && HaveCommandGoal() )
{
return SCHED_STANDOFF;
}
break;
case SCHED_RANGE_ATTACK1:
// If we have an RPG, we use a custom schedule for it
if ( !IsMortar( GetEnemy() ) && GetActiveWeapon() && FClassnameIs( GetActiveWeapon(), "weapon_rpg" ) )
{
if ( GetEnemy() && GetEnemy()->ClassMatches( "npc_strider" ) )
{
if (OccupyStrategySlotRange( SQUAD_SLOT_CITIZEN_RPG1, SQUAD_SLOT_CITIZEN_RPG2 ) )
{
return SCHED_CITIZEN_STRIDER_RANGE_ATTACK1_RPG;
}
else
{
return SCHED_STANDOFF;
}
}
else
{
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer && GetEnemy() && ( ( GetEnemy()->GetAbsOrigin() -
pPlayer->GetAbsOrigin() ).LengthSqr() < RPG_SAFE_DISTANCE * RPG_SAFE_DISTANCE ) )
{
// Don't fire our RPG at an enemy too close to the player
return SCHED_STANDOFF;
}
else
{
return SCHED_CITIZEN_RANGE_ATTACK1_RPG;
}
}
}
break;
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldAcceptGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal )
{
if ( BaseClass::ShouldAcceptGoal( pBehavior, pGoal ) )
{
CAI_FollowBehavior *pFollowBehavior = dynamic_cast<CAI_FollowBehavior *>(pBehavior );
if ( pFollowBehavior )
{
if ( IsInPlayerSquad() )
{
m_hSavedFollowGoalEnt = (CAI_FollowGoal *)pGoal;
return false;
}
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::OnClearGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal )
{
if ( m_hSavedFollowGoalEnt == pGoal )
m_hSavedFollowGoalEnt = NULL;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_CIT_PLAY_INSPECT_SEQUENCE:
SetIdealActivity( (Activity) m_nInspectActivity );
break;
case TASK_CIT_SIT_ON_TRAIN:
if ( NameMatches("citizen_train_2") )
{
SetSequenceByName( "d1_t01_TrainRide_Sit_Idle" );
SetIdealActivity( ACT_DO_NOT_DISTURB );
}
else
{
SetSequenceByName( "d1_t01_TrainRide_Stand" );
SetIdealActivity( ACT_DO_NOT_DISTURB );
}
break;
case TASK_CIT_LEAVE_TRAIN:
if ( NameMatches("citizen_train_2") )
{
SetSequenceByName( "d1_t01_TrainRide_Sit_Exit" );
SetIdealActivity( ACT_DO_NOT_DISTURB );
}
else
{
SetSequenceByName( "d1_t01_TrainRide_Stand_Exit" );
SetIdealActivity( ACT_DO_NOT_DISTURB );
}
break;
case TASK_CIT_HEAL:
#if HL2_EPISODIC
case TASK_CIT_HEAL_TOSS:
#endif
if ( IsMedic() )
{
if ( GetTarget() && GetTarget()->IsPlayer() && GetTarget()->m_iMaxHealth == GetTarget()->m_iHealth )
{
// Doesn't need us anymore
TaskComplete();
break;
}
Speak( TLK_HEAL );
}
else if ( IsAmmoResupplier() )
{
Speak( TLK_GIVEAMMO );
}
SetIdealActivity( (Activity)ACT_CIT_HEAL );
break;
case TASK_CIT_RPG_AUGER:
m_bRPGAvoidPlayer = false;
SetWait( 15.0 ); // maximum time auger before giving up
break;
case TASK_CIT_SPEAK_MOURNING:
if ( !IsSpeaking() && CanSpeakAfterMyself() )
{
//CAI_AllySpeechManager *pSpeechManager = GetAllySpeechManager();
//if ( pSpeechManager-> )
Speak(TLK_PLDEAD);
}
TaskComplete();
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_WAIT_FOR_MOVEMENT:
{
if ( IsManhackMeleeCombatant() )
{
AddFacingTarget( GetEnemy(), 1.0, 0.5 );
}
BaseClass::RunTask( pTask );
break;
}
case TASK_MOVE_TO_TARGET_RANGE:
{
// If we're moving to heal a target, and the target dies, stop
if ( IsCurSchedule( SCHED_CITIZEN_HEAL ) && (!GetTarget() || !GetTarget()->IsAlive()) )
{
TaskFail(FAIL_NO_TARGET);
return;
}
BaseClass::RunTask( pTask );
break;
}
case TASK_CIT_PLAY_INSPECT_SEQUENCE:
{
AutoMovement();
if ( IsSequenceFinished() )
{
TaskComplete();
}
break;
}
case TASK_CIT_SIT_ON_TRAIN:
{
// If we were on a train, but we're not anymore, enable movement
if ( !GetMoveParent() )
{
SetMoveType( MOVETYPE_STEP );
CapabilitiesAdd( bits_CAP_MOVE_GROUND );
TaskComplete();
}
break;
}
case TASK_CIT_LEAVE_TRAIN:
{
if ( IsSequenceFinished() )
{
SetupVPhysicsHull();
TaskComplete();
}
break;
}
case TASK_CIT_HEAL:
if ( IsSequenceFinished() )
{
TaskComplete();
}
else if (!GetTarget())
{
// Our heal target was killed or deleted somehow.
TaskFail(FAIL_NO_TARGET);
}
else
{
if ( ( GetTarget()->GetAbsOrigin() - GetAbsOrigin() ).Length2D() > HEAL_MOVE_RANGE/2 )
TaskComplete();
GetMotor()->SetIdealYawToTargetAndUpdate( GetTarget()->GetAbsOrigin() );
}
break;
#if HL2_EPISODIC
case TASK_CIT_HEAL_TOSS:
if ( IsSequenceFinished() )
{
TaskComplete();
}
else if (!GetTarget())
{
// Our heal target was killed or deleted somehow.
TaskFail(FAIL_NO_TARGET);
}
else
{
GetMotor()->SetIdealYawToTargetAndUpdate( GetTarget()->GetAbsOrigin() );
}
break;
#endif
case TASK_CIT_RPG_AUGER:
{
// Keep augering until the RPG has been destroyed
CWeaponRPG *pRPG = dynamic_cast<CWeaponRPG*>(GetActiveWeapon());
if ( !pRPG )
{
TaskFail( FAIL_ITEM_NO_FIND );
return;
}
// Has the RPG detonated?
if ( !pRPG->GetMissile() )
{
pRPG->StopGuiding();
TaskComplete();
return;
}
Vector vecLaserPos = pRPG->GetNPCLaserPosition();
if ( !m_bRPGAvoidPlayer )
{
// Abort if we've lost our enemy
if ( !GetEnemy() )
{
pRPG->StopGuiding();
TaskFail( FAIL_NO_ENEMY );
return;
}
// Is our enemy occluded?
if ( HasCondition( COND_ENEMY_OCCLUDED ) )
{
// Turn off the laserdot, but don't stop augering
pRPG->StopGuiding();
return;
}
else if ( pRPG->IsGuiding() == false )
{
pRPG->StartGuiding();
}
Vector vecEnemyPos = GetEnemy()->BodyTarget(GetAbsOrigin(), false);
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer && ( ( vecEnemyPos - pPlayer->GetAbsOrigin() ).LengthSqr() < RPG_SAFE_DISTANCE * RPG_SAFE_DISTANCE ) )
{
m_bRPGAvoidPlayer = true;
Speak( TLK_WATCHOUT );
}
else
{
// Pull the laserdot towards the target
Vector vecToTarget = (vecEnemyPos - vecLaserPos);
float distToMove = VectorNormalize( vecToTarget );
if ( distToMove > 90 )
distToMove = 90;
vecLaserPos += vecToTarget * distToMove;
}
}
if ( m_bRPGAvoidPlayer )
{
// Pull the laserdot up
vecLaserPos.z += 90;
}
if ( IsWaitFinished() )
{
pRPG->StopGuiding();
TaskFail( FAIL_NO_SHOOT );
return;
}
// Add imprecision to avoid obvious robotic perfection stationary targets
float imprecision = 18*sin(gpGlobals->curtime);
vecLaserPos.x += imprecision;
vecLaserPos.y += imprecision;
vecLaserPos.z += imprecision;
pRPG->UpdateNPCLaserPosition( vecLaserPos );
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : code -
//-----------------------------------------------------------------------------
void CNPC_Citizen::TaskFail( AI_TaskFailureCode_t code )
{
// If our heal task has failed, push out the heal time
if ( IsCurSchedule( SCHED_CITIZEN_HEAL ) )
{
m_flPlayerHealTime = gpGlobals->curtime + sk_citizen_heal_ally_delay.GetFloat();
}
if( code == FAIL_NO_ROUTE_BLOCKED && m_bNotifyNavFailBlocked )
{
m_OnNavFailBlocked.FireOutput( this, this );
}
BaseClass::TaskFail( code );
}
//-----------------------------------------------------------------------------
// Purpose: Override base class activiites
//-----------------------------------------------------------------------------
Activity CNPC_Citizen::NPC_TranslateActivity( Activity activity )
{
if ( activity == ACT_MELEE_ATTACK1 )
{
return ACT_MELEE_ATTACK_SWING;
}
// !!!HACK - Citizens don't have the required animations for shotguns,
// so trick them into using the rifle counterparts for now (sjb)
if ( activity == ACT_RUN_AIM_SHOTGUN )
return ACT_RUN_AIM_RIFLE;
if ( activity == ACT_WALK_AIM_SHOTGUN )
return ACT_WALK_AIM_RIFLE;
if ( activity == ACT_IDLE_ANGRY_SHOTGUN )
return ACT_IDLE_ANGRY_SMG1;
if ( activity == ACT_RANGE_ATTACK_SHOTGUN_LOW )
return ACT_RANGE_ATTACK_SMG1_LOW;
return BaseClass::NPC_TranslateActivity( activity );
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Citizen::HandleAnimEvent( animevent_t *pEvent )
{
if ( pEvent->event == AE_CITIZEN_GET_PACKAGE )
{
// Give the citizen a package
CBaseCombatWeapon *pWeapon = Weapon_Create( "weapon_citizenpackage" );
if ( pWeapon )
{
// If I have a name, make my weapon match it with "_weapon" appended
if ( GetEntityName() != NULL_STRING )
{
pWeapon->SetName( AllocPooledString(UTIL_VarArgs("%s_weapon", STRING(GetEntityName()) )) );
}
Weapon_Equip( pWeapon );
}
return;
}
else if ( pEvent->event == AE_CITIZEN_HEAL )
{
// Heal my target (if within range)
#if HL2_EPISODIC
if ( USE_EXPERIMENTAL_MEDIC_CODE() && IsMedic() )
{
CBaseCombatCharacter *pTarget = dynamic_cast<CBaseCombatCharacter *>( GetTarget() );
Assert(pTarget);
if ( pTarget )
{
m_flPlayerHealTime = gpGlobals->curtime + sk_citizen_heal_toss_player_delay.GetFloat();;
TossHealthKit( pTarget, Vector(48.0f, 0.0f, 0.0f) );
}
}
else
{
Heal();
}
#else
Heal();
#endif
return;
}
switch( pEvent->event )
{
case NPC_EVENT_LEFTFOOT:
{
EmitSound( "NPC_Citizen.FootstepLeft", pEvent->eventtime );
}
break;
case NPC_EVENT_RIGHTFOOT:
{
EmitSound( "NPC_Citizen.FootstepRight", pEvent->eventtime );
}
break;
default:
BaseClass::HandleAnimEvent( pEvent );
break;
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Citizen::PickupItem( CBaseEntity *pItem )
{
Assert( pItem != NULL );
if( FClassnameIs( pItem, "item_healthkit" ) )
{
if ( TakeHealth( sk_healthkit.GetFloat(), DMG_GENERIC ) )
{
RemoveAllDecals();
UTIL_Remove( pItem );
}
}
else if( FClassnameIs( pItem, "item_healthvial" ) )
{
if ( TakeHealth( sk_healthvial.GetFloat(), DMG_GENERIC ) )
{
RemoveAllDecals();
UTIL_Remove( pItem );
}
}
else
{
DevMsg("Citizen doesn't know how to pick up %s!\n", pItem->GetClassname() );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Citizen::IgnorePlayerPushing( void )
{
// If the NPC's on a func_tank that the player cannot man, ignore player pushing
if ( m_FuncTankBehavior.IsMounted() )
{
CFuncTank *pTank = m_FuncTankBehavior.GetFuncTank();
if ( pTank && !pTank->IsControllable() )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Return a random expression for the specified state to play over
// the state's expression loop.
//-----------------------------------------------------------------------------
const char *CNPC_Citizen::SelectRandomExpressionForState( NPC_STATE state )
{
// Hacky remap of NPC states to expression states that we care about
int iExpressionState = 0;
switch ( state )
{
case NPC_STATE_IDLE:
iExpressionState = 0;
break;
case NPC_STATE_ALERT:
iExpressionState = 1;
break;
case NPC_STATE_COMBAT:
iExpressionState = 2;
break;
default:
// An NPC state we don't have expressions for
return NULL;
}
// Now pick the right one for our expression type
switch ( m_ExpressionType )
{
case CIT_EXP_SCARED:
{
int iRandom = RandomInt( 0, ARRAYSIZE(ScaredExpressions[iExpressionState].szExpressions)-1 );
return ScaredExpressions[iExpressionState].szExpressions[iRandom];
}
case CIT_EXP_NORMAL:
{
int iRandom = RandomInt( 0, ARRAYSIZE(NormalExpressions[iExpressionState].szExpressions)-1 );
return NormalExpressions[iExpressionState].szExpressions[iRandom];
}
case CIT_EXP_ANGRY:
{
int iRandom = RandomInt( 0, ARRAYSIZE(AngryExpressions[iExpressionState].szExpressions)-1 );
return AngryExpressions[iExpressionState].szExpressions[iRandom];
}
default:
break;
}
return NULL;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::SimpleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// Under these conditions, citizens will refuse to go with the player.
// Robin: NPCs should always respond to +USE even if someone else has the semaphore.
m_bDontUseSemaphore = true;
// First, try to speak the +USE concept
if ( !SelectPlayerUseSpeech() )
{
if ( HasSpawnFlags(SF_CITIZEN_NOT_COMMANDABLE) || IRelationType( pActivator ) == D_NU )
{
// If I'm denying commander mode because a level designer has made that decision,
// then fire this output in case they've hooked it to an event.
m_OnDenyCommanderUse.FireOutput( this, this );
}
}
m_bDontUseSemaphore = false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::OnBeginMoveAndShoot()
{
if ( BaseClass::OnBeginMoveAndShoot() )
{
if( m_iMySquadSlot == SQUAD_SLOT_ATTACK1 || m_iMySquadSlot == SQUAD_SLOT_ATTACK2 )
return true; // already have the slot I need
if( m_iMySquadSlot == SQUAD_SLOT_NONE && OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::OnEndMoveAndShoot()
{
VacateStrategySlot();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::LocateEnemySound()
{
#if 0
if ( !GetEnemy() )
return;
float flZDiff = GetLocalOrigin().z - GetEnemy()->GetLocalOrigin().z;
if( flZDiff < -128 )
{
EmitSound( "NPC_Citizen.UpThere" );
}
else if( flZDiff > 128 )
{
EmitSound( "NPC_Citizen.DownThere" );
}
else
{
EmitSound( "NPC_Citizen.OverHere" );
}
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::IsManhackMeleeCombatant()
{
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
CBaseEntity *pEnemy = GetEnemy();
return ( pEnemy && pWeapon && pEnemy->Classify() == CLASS_MANHACK && pWeapon->ClassMatches( "weapon_crowbar" ) );
}
//-----------------------------------------------------------------------------
// Purpose: Return the actual position the NPC wants to fire at when it's trying
// to hit it's current enemy.
//-----------------------------------------------------------------------------
Vector CNPC_Citizen::GetActualShootPosition( const Vector &shootOrigin )
{
Vector vecTarget = BaseClass::GetActualShootPosition( shootOrigin );
CWeaponRPG *pRPG = dynamic_cast<CWeaponRPG*>(GetActiveWeapon());
// If we're firing an RPG at a gunship, aim off to it's side, because we'll auger towards it.
if ( pRPG && GetEnemy() )
{
if ( FClassnameIs( GetEnemy(), "npc_combinegunship" ) )
{
Vector vecRight;
GetVectors( NULL, &vecRight, NULL );
// Random height
vecRight.z = 0;
// Find a clear shot by checking for clear shots around it
float flShotOffsets[] =
{
512,
-512,
128,
-128
};
for ( int i = 0; i < ARRAYSIZE(flShotOffsets); i++ )
{
Vector vecTest = vecTarget + (vecRight * flShotOffsets[i]);
// Add some random height to it
vecTest.z += RandomFloat( -512, 512 );
trace_t tr;
AI_TraceLine( shootOrigin, vecTest, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
// If we can see the point, it's a clear shot
if ( tr.fraction == 1.0 && tr.m_pEnt != GetEnemy() )
{
pRPG->SetNPCLaserPosition( vecTest );
return vecTest;
}
}
}
else
{
pRPG->SetNPCLaserPosition( vecTarget );
}
}
return vecTarget;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon )
{
if ( pNewWeapon )
{
GetShotRegulator()->SetParameters( pNewWeapon->GetMinBurst(), pNewWeapon->GetMaxBurst(), pNewWeapon->GetMinRestTime(), pNewWeapon->GetMaxRestTime() );
}
BaseClass::OnChangeActiveWeapon( pOldWeapon, pNewWeapon );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define SHOTGUN_DEFER_SEARCH_TIME 20.0f
#define OTHER_DEFER_SEARCH_TIME FLT_MAX
bool CNPC_Citizen::ShouldLookForBetterWeapon()
{
if ( BaseClass::ShouldLookForBetterWeapon() )
{
if ( IsInPlayerSquad() && (GetActiveWeapon()&&IsMoving()) && ( m_FollowBehavior.GetFollowTarget() && m_FollowBehavior.GetFollowTarget()->IsPlayer() ) )
{
// For citizens in the player squad, you must be unarmed, or standing still (if armed) in order to
// divert attention to looking for a new weapon.
return false;
}
if ( GetActiveWeapon() && IsMoving() )
return false;
if ( GlobalEntity_GetState("gordon_precriminal") == GLOBAL_ON )
{
// This stops the NPC looking altogether.
m_flNextWeaponSearchTime = FLT_MAX;
return false;
}
#ifdef DBGFLAG_ASSERT
// Cached off to make sure you change this if you ask the code to defer.
float flOldWeaponSearchTime = m_flNextWeaponSearchTime;
#endif
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if( pWeapon )
{
bool bDefer = false;
if( FClassnameIs( pWeapon, "weapon_ar2" ) )
{
// Content to keep this weapon forever
m_flNextWeaponSearchTime = OTHER_DEFER_SEARCH_TIME;
bDefer = true;
}
else if( FClassnameIs( pWeapon, "weapon_rpg" ) )
{
// Content to keep this weapon forever
m_flNextWeaponSearchTime = OTHER_DEFER_SEARCH_TIME;
bDefer = true;
}
else if( FClassnameIs( pWeapon, "weapon_shotgun" ) )
{
// Shotgunners do not defer their weapon search indefinitely.
// If more than one citizen in the squad has a shotgun, we force
// some of them to trade for another weapon.
if( NumWeaponsInSquad("weapon_shotgun") > 1 )
{
// Check for another weapon now. If I don't find one, this code will
// retry in 2 seconds or so.
bDefer = false;
}
else
{
// I'm the only shotgunner in the group right now, so I'll check
// again in 3 0seconds or so. This code attempts to distribute
// the desire to reduce shotguns amongst squadmates so that all
// shotgunners do not discard their weapons when they suddenly realize
// the squad has too many.
if( random->RandomInt( 0, 1 ) == 0 )
{
m_flNextWeaponSearchTime = gpGlobals->curtime + SHOTGUN_DEFER_SEARCH_TIME;
}
else
{
m_flNextWeaponSearchTime = gpGlobals->curtime + SHOTGUN_DEFER_SEARCH_TIME + 10.0f;
}
bDefer = true;
}
}
if( bDefer )
{
// I'm happy with my current weapon. Don't search now.
// If you ask the code to defer, you must have set m_flNextWeaponSearchTime to when
// you next want to try to search.
Assert( m_flNextWeaponSearchTime != flOldWeaponSearchTime );
return false;
}
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
if( (info.GetDamageType() & DMG_BURN) && (info.GetDamageType() & DMG_DIRECT) )
{
#define CITIZEN_SCORCH_RATE 6
#define CITIZEN_SCORCH_FLOOR 75
Scorch( CITIZEN_SCORCH_RATE, CITIZEN_SCORCH_FLOOR );
}
CTakeDamageInfo newInfo = info;
if( IsInSquad() && (info.GetDamageType() & DMG_BLAST) && info.GetInflictor() )
{
if( npc_citizen_explosive_resist.GetBool() )
{
// Blast damage. If this kills a squad member, give the
// remaining citizens a resistance bonus to this inflictor
// to try to avoid having the entire squad wiped out by a
// single explosion.
if( m_pSquad->IsSquadInflictor( info.GetInflictor() ) )
{
newInfo.ScaleDamage( 0.5 );
}
else
{
// If this blast is going to kill me, designate the inflictor
// so that the rest of the squad can enjoy a damage resist.
if( info.GetDamage() >= GetHealth() )
{
m_pSquad->SetSquadInflictor( info.GetInflictor() );
}
}
}
}
return BaseClass::OnTakeDamage_Alive( newInfo );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::IsCommandable()
{
return ( !HasSpawnFlags(SF_CITIZEN_NOT_COMMANDABLE) && IsInPlayerSquad() );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::IsPlayerAlly( CBasePlayer *pPlayer )
{
if ( Classify() == CLASS_CITIZEN_PASSIVE && GlobalEntity_GetState("gordon_precriminal") == GLOBAL_ON )
{
// Robin: Citizens use friendly speech semaphore in trainstation
return true;
}
return BaseClass::IsPlayerAlly( pPlayer );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::CanJoinPlayerSquad()
{
if ( !AI_IsSinglePlayer() )
return false;
if ( m_NPCState == NPC_STATE_SCRIPT || m_NPCState == NPC_STATE_PRONE )
return false;
if ( HasSpawnFlags(SF_CITIZEN_NOT_COMMANDABLE) )
return false;
if ( IsInAScript() )
return false;
// Don't bother people who don't want to be bothered
if ( !CanBeUsedAsAFriend() )
return false;
if ( IRelationType( UTIL_GetLocalPlayer() ) != D_LI )
return false;
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::WasInPlayerSquad()
{
return m_bWasInPlayerSquad;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::HaveCommandGoal() const
{
if (GetCommandGoal() != vec3_invalid)
return true;
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::IsCommandMoving()
{
if ( AI_IsSinglePlayer() && IsInPlayerSquad() )
{
if ( m_FollowBehavior.GetFollowTarget() == UTIL_GetLocalPlayer() ||
IsFollowingCommandPoint() )
{
return ( m_FollowBehavior.IsMovingToFollowTarget() );
}
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldAutoSummon()
{
if ( !AI_IsSinglePlayer() || !IsFollowingCommandPoint() || !IsInPlayerSquad() )
return false;
CHL2_Player *pPlayer = (CHL2_Player *)UTIL_GetLocalPlayer();
float distMovedSq = ( pPlayer->GetAbsOrigin() - m_vAutoSummonAnchor ).LengthSqr();
float moveTolerance = player_squad_autosummon_move_tolerance.GetFloat() * 12;
const Vector &vCommandGoal = GetCommandGoal();
if ( distMovedSq < Square(moveTolerance * 10) && (GetAbsOrigin() - vCommandGoal).LengthSqr() > Square(10*12) && IsCommandMoving() )
{
m_AutoSummonTimer.Set( player_squad_autosummon_time.GetFloat() );
if ( player_squad_autosummon_debug.GetBool() )
DevMsg( "Waiting for arrival before initiating autosummon logic\n");
}
else if ( m_AutoSummonTimer.Expired() )
{
bool bSetFollow = false;
bool bTestEnemies = true;
// Auto summon unconditionally if a significant amount of time has passed
if ( gpGlobals->curtime - m_AutoSummonTimer.GetNext() > player_squad_autosummon_time.GetFloat() * 2 )
{
bSetFollow = true;
if ( player_squad_autosummon_debug.GetBool() )
DevMsg( "Auto summoning squad: long time (%f)\n", ( gpGlobals->curtime - m_AutoSummonTimer.GetNext() ) + player_squad_autosummon_time.GetFloat() );
}
// Player must move for autosummon
if ( distMovedSq > Square(12) )
{
bool bCommandPointIsVisible = pPlayer->FVisible( vCommandGoal + pPlayer->GetViewOffset() );
// Auto summon if the player is close by the command point
if ( !bSetFollow && bCommandPointIsVisible && distMovedSq > Square(24) )
{
float closenessTolerance = player_squad_autosummon_player_tolerance.GetFloat() * 12;
if ( (pPlayer->GetAbsOrigin() - vCommandGoal).LengthSqr() < Square( closenessTolerance ) &&
((m_vAutoSummonAnchor - vCommandGoal).LengthSqr() > Square( closenessTolerance )) )
{
bSetFollow = true;
if ( player_squad_autosummon_debug.GetBool() )
DevMsg( "Auto summoning squad: player close to command point (%f)\n", (GetAbsOrigin() - vCommandGoal).Length() );
}
}
// Auto summon if moved a moderate distance and can't see command point, or moved a great distance
if ( !bSetFollow )
{
if ( distMovedSq > Square( moveTolerance * 2 ) )
{
bSetFollow = true;
bTestEnemies = ( distMovedSq < Square( moveTolerance * 10 ) );
if ( player_squad_autosummon_debug.GetBool() )
DevMsg( "Auto summoning squad: player very far from anchor (%f)\n", sqrt(distMovedSq) );
}
else if ( distMovedSq > Square( moveTolerance ) )
{
if ( !bCommandPointIsVisible )
{
bSetFollow = true;
if ( player_squad_autosummon_debug.GetBool() )
DevMsg( "Auto summoning squad: player far from anchor (%f)\n", sqrt(distMovedSq) );
}
}
}
}
// Auto summon only if there are no readily apparent enemies
if ( bSetFollow && bTestEnemies )
{
for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
{
CAI_BaseNPC *pNpc = g_AI_Manager.AccessAIs()[i];
float timeSinceCombatTolerance = player_squad_autosummon_time_after_combat.GetFloat();
if ( pNpc->IsInPlayerSquad() )
{
if ( gpGlobals->curtime - pNpc->GetLastAttackTime() > timeSinceCombatTolerance ||
gpGlobals->curtime - pNpc->GetLastDamageTime() > timeSinceCombatTolerance )
continue;
}
else if ( pNpc->GetEnemy() )
{
CBaseEntity *pNpcEnemy = pNpc->GetEnemy();
if ( !IsSniper( pNpc ) && ( gpGlobals->curtime - pNpc->GetEnemyLastTimeSeen() ) > timeSinceCombatTolerance )
continue;
if ( pNpcEnemy == pPlayer )
{
if ( pNpc->CanBeAnEnemyOf( pPlayer ) )
{
bSetFollow = false;
break;
}
}
else if ( pNpcEnemy->IsNPC() && ( pNpcEnemy->MyNPCPointer()->GetSquad() == GetSquad() || pNpcEnemy->Classify() == CLASS_PLAYER_ALLY_VITAL ) )
{
if ( pNpc->CanBeAnEnemyOf( this ) )
{
bSetFollow = false;
break;
}
}
}
}
if ( !bSetFollow && player_squad_autosummon_debug.GetBool() )
DevMsg( "Auto summon REVOKED: Combat recent \n");
}
return bSetFollow;
}
return false;
}
//-----------------------------------------------------------------------------
// Is this entity something that the citizen should interact with (return true)
// or something that he should try to get close to (return false)
//-----------------------------------------------------------------------------
bool CNPC_Citizen::IsValidCommandTarget( CBaseEntity *pTarget )
{
return false;
}
//-----------------------------------------------------------------------------
bool CNPC_Citizen::SpeakCommandResponse( AIConcept_t concept, const char *modifiers )
{
return SpeakIfAllowed( concept,
CFmtStr( "numselected:%d,"
"useradio:%d%s",
( GetSquad() ) ? GetSquad()->NumMembers() : 1,
ShouldSpeakRadio( AI_GetSinglePlayer() ),
( modifiers ) ? CFmtStr(",%s", modifiers).operator const char *() : "" ) );
}
//-----------------------------------------------------------------------------
// Purpose: return TRUE if the commander mode should try to give this order
// to more people. return FALSE otherwise. For instance, we don't
// try to send all 3 selectedcitizens to pick up the same gun.
//-----------------------------------------------------------------------------
bool CNPC_Citizen::TargetOrder( CBaseEntity *pTarget, CAI_BaseNPC **Allies, int numAllies )
{
if ( pTarget->IsPlayer() )
{
// I'm the target! Toggle follow!
if( m_FollowBehavior.GetFollowTarget() != pTarget )
{
ClearFollowTarget();
SetCommandGoal( vec3_invalid );
// Turn follow on!
m_AssaultBehavior.Disable();
m_FollowBehavior.SetFollowTarget( pTarget );
m_FollowBehavior.SetParameters( AIF_SIMPLE );
SpeakCommandResponse( TLK_STARTFOLLOW );
m_OnFollowOrder.FireOutput( this, this );
}
else if ( m_FollowBehavior.GetFollowTarget() == pTarget )
{
// Stop following.
m_FollowBehavior.SetFollowTarget( NULL );
SpeakCommandResponse( TLK_STOPFOLLOW );
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Turn off following before processing a move order.
//-----------------------------------------------------------------------------
void CNPC_Citizen::MoveOrder( const Vector &vecDest, CAI_BaseNPC **Allies, int numAllies )
{
if ( !AI_IsSinglePlayer() )
return;
if( hl2_episodic.GetBool() && m_iszDenyCommandConcept != NULL_STRING )
{
SpeakCommandResponse( STRING(m_iszDenyCommandConcept) );
return;
}
CHL2_Player *pPlayer = (CHL2_Player *)UTIL_GetLocalPlayer();
m_AutoSummonTimer.Set( player_squad_autosummon_time.GetFloat() );
m_vAutoSummonAnchor = pPlayer->GetAbsOrigin();
if( m_StandoffBehavior.IsRunning() )
{
m_StandoffBehavior.SetStandoffGoalPosition( vecDest );
}
// If in assault, cancel and move.
if( m_AssaultBehavior.HasHitRallyPoint() && !m_AssaultBehavior.HasHitAssaultPoint() )
{
m_AssaultBehavior.Disable();
ClearSchedule( "Moving from rally point to assault point" );
}
bool spoke = false;
CAI_BaseNPC *pClosest = NULL;
float closestDistSq = FLT_MAX;
for( int i = 0 ; i < numAllies ; i++ )
{
if( Allies[i]->IsInPlayerSquad() )
{
Assert( Allies[i]->IsCommandable() );
float distSq = ( pPlayer->GetAbsOrigin() - Allies[i]->GetAbsOrigin() ).LengthSqr();
if( distSq < closestDistSq )
{
pClosest = Allies[i];
closestDistSq = distSq;
}
}
}
if( m_FollowBehavior.GetFollowTarget() && !IsFollowingCommandPoint() )
{
ClearFollowTarget();
#if 0
if ( ( pPlayer->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr() < Square( 180 ) &&
( ( vecDest - pPlayer->GetAbsOrigin() ).LengthSqr() < Square( 120 ) ||
( vecDest - GetAbsOrigin() ).LengthSqr() < Square( 120 ) ) )
{
if ( pClosest == this )
SpeakIfAllowed( TLK_STOPFOLLOW );
spoke = true;
}
#endif
}
if ( !spoke && pClosest == this )
{
float destDistToPlayer = ( vecDest - pPlayer->GetAbsOrigin() ).Length();
float destDistToClosest = ( vecDest - GetAbsOrigin() ).Length();
CFmtStr modifiers( "commandpoint_dist_to_player:%.0f,"
"commandpoint_dist_to_npc:%.0f",
destDistToPlayer,
destDistToClosest );
SpeakCommandResponse( TLK_COMMANDED, modifiers );
}
m_OnStationOrder.FireOutput( this, this );
BaseClass::MoveOrder( vecDest, Allies, numAllies );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::OnMoveOrder()
{
SetReadinessLevel( AIRL_STIMULATED, false, false );
BaseClass::OnMoveOrder();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::CommanderUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
m_OnPlayerUse.FireOutput( pActivator, pCaller );
// Under these conditions, citizens will refuse to go with the player.
// Robin: NPCs should always respond to +USE even if someone else has the semaphore.
if ( !AI_IsSinglePlayer() || !CanJoinPlayerSquad() )
{
SimpleUse( pActivator, pCaller, useType, value );
return;
}
if ( pActivator == UTIL_GetLocalPlayer() )
{
// Don't say hi after you've been addressed by the player
SetSpokeConcept( TLK_HELLO, NULL );
if ( npc_citizen_auto_player_squad_allow_use.GetBool() )
{
if ( !ShouldAutosquad() )
TogglePlayerSquadState();
else if ( !IsInPlayerSquad() && npc_citizen_auto_player_squad_allow_use.GetBool() )
AddToPlayerSquad();
}
else if ( GetCurSchedule() && ConditionInterruptsCurSchedule( COND_IDLE_INTERRUPT ) )
{
if ( SpeakIfAllowed( TLK_QUESTION, NULL, true ) )
{
if ( random->RandomInt( 1, 4 ) < 4 )
{
CBaseEntity *pRespondant = FindSpeechTarget( AIST_NPCS );
if ( pRespondant )
{
g_EventQueue.AddEvent( pRespondant, "SpeakIdleResponse", ( GetTimeSpeechComplete() - gpGlobals->curtime ) + .2, this, this );
}
}
}
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldSpeakRadio( CBaseEntity *pListener )
{
if ( !pListener )
return false;
const float radioRange = 384 * 384;
Vector vecDiff;
vecDiff = WorldSpaceCenter() - pListener->WorldSpaceCenter();
if( vecDiff.LengthSqr() > radioRange )
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::OnMoveToCommandGoalFailed()
{
// Clear the goal.
SetCommandGoal( vec3_invalid );
// Announce failure.
SpeakCommandResponse( TLK_COMMAND_FAILED );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::AddToPlayerSquad()
{
Assert( !IsInPlayerSquad() );
AddToSquad( AllocPooledString(PLAYER_SQUADNAME) );
m_hSavedFollowGoalEnt = m_FollowBehavior.GetFollowGoal();
m_FollowBehavior.SetFollowGoalDirect( NULL );
FixupPlayerSquad();
SetCondition( COND_PLAYER_ADDED_TO_SQUAD );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::RemoveFromPlayerSquad()
{
Assert( IsInPlayerSquad() );
ClearFollowTarget();
ClearCommandGoal();
if ( m_iszOriginalSquad != NULL_STRING && strcmp( STRING( m_iszOriginalSquad ), PLAYER_SQUADNAME ) != 0 )
AddToSquad( m_iszOriginalSquad );
else
RemoveFromSquad();
if ( m_hSavedFollowGoalEnt )
m_FollowBehavior.SetFollowGoal( m_hSavedFollowGoalEnt );
SetCondition( COND_PLAYER_REMOVED_FROM_SQUAD );
// Don't evaluate the player squad for 2 seconds.
gm_PlayerSquadEvaluateTimer.Set( 2.0 );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::TogglePlayerSquadState()
{
if ( !AI_IsSinglePlayer() )
return;
if ( !IsInPlayerSquad() )
{
AddToPlayerSquad();
if ( HaveCommandGoal() )
{
SpeakCommandResponse( TLK_COMMANDED );
}
else if ( m_FollowBehavior.GetFollowTarget() == UTIL_GetLocalPlayer() )
{
SpeakCommandResponse( TLK_STARTFOLLOW );
}
}
else
{
SpeakCommandResponse( TLK_STOPFOLLOW );
RemoveFromPlayerSquad();
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
struct SquadCandidate_t
{
CNPC_Citizen *pCitizen;
bool bIsInSquad;
float distSq;
int iSquadIndex;
};
void CNPC_Citizen::UpdatePlayerSquad()
{
if ( !AI_IsSinglePlayer() )
return;
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( ( pPlayer->GetAbsOrigin().AsVector2D() - GetAbsOrigin().AsVector2D() ).LengthSqr() < Square(20*12) )
m_flTimeLastCloseToPlayer = gpGlobals->curtime;
if ( !gm_PlayerSquadEvaluateTimer.Expired() )
return;
gm_PlayerSquadEvaluateTimer.Set( 2.0 );
// Remove stragglers
CAI_Squad *pPlayerSquad = g_AI_SquadManager.FindSquad( MAKE_STRING( PLAYER_SQUADNAME ) );
if ( pPlayerSquad )
{
CUtlVectorFixed<CNPC_Citizen *, MAX_PLAYER_SQUAD> squadMembersToRemove;
AISquadIter_t iter;
for ( CAI_BaseNPC *pPlayerSquadMember = pPlayerSquad->GetFirstMember(&iter); pPlayerSquadMember; pPlayerSquadMember = pPlayerSquad->GetNextMember(&iter) )
{
if ( pPlayerSquadMember->GetClassname() != GetClassname() )
continue;
CNPC_Citizen *pCitizen = assert_cast<CNPC_Citizen *>(pPlayerSquadMember);
if ( !pCitizen->m_bNeverLeavePlayerSquad &&
pCitizen->m_FollowBehavior.GetFollowTarget() &&
!pCitizen->m_FollowBehavior.FollowTargetVisible() &&
pCitizen->m_FollowBehavior.GetNumFailedFollowAttempts() > 0 &&
gpGlobals->curtime - pCitizen->m_FollowBehavior.GetTimeFailFollowStarted() > 20 &&
( fabsf(( pCitizen->m_FollowBehavior.GetFollowTarget()->GetAbsOrigin().z - pCitizen->GetAbsOrigin().z )) > 196 ||
( pCitizen->m_FollowBehavior.GetFollowTarget()->GetAbsOrigin().AsVector2D() - pCitizen->GetAbsOrigin().AsVector2D() ).LengthSqr() > Square(50*12) ) )
{
if ( DebuggingCommanderMode() )
{
DevMsg( "Player follower is lost (%d, %f, %d)\n",
pCitizen->m_FollowBehavior.GetNumFailedFollowAttempts(),
gpGlobals->curtime - pCitizen->m_FollowBehavior.GetTimeFailFollowStarted(),
(int)((pCitizen->m_FollowBehavior.GetFollowTarget()->GetAbsOrigin().AsVector2D() - pCitizen->GetAbsOrigin().AsVector2D() ).Length()) );
}
squadMembersToRemove.AddToTail( pCitizen );
}
}
for ( int i = 0; i < squadMembersToRemove.Count(); i++ )
{
squadMembersToRemove[i]->RemoveFromPlayerSquad();
}
}
// Autosquadding
const float JOIN_PLAYER_XY_TOLERANCE_SQ = Square(36*12);
const float UNCONDITIONAL_JOIN_PLAYER_XY_TOLERANCE_SQ = Square(12*12);
const float UNCONDITIONAL_JOIN_PLAYER_Z_TOLERANCE = 5*12;
const float SECOND_TIER_JOIN_DIST_SQ = Square(48*12);
if ( pPlayer && ShouldAutosquad() && !(pPlayer->GetFlags() & FL_NOTARGET ) && pPlayer->IsAlive() )
{
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
CUtlVector<SquadCandidate_t> candidates;
const Vector &vPlayerPos = pPlayer->GetAbsOrigin();
bool bFoundNewGuy = false;
int i;
for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
{
if ( ppAIs[i]->GetState() == NPC_STATE_DEAD )
continue;
if ( ppAIs[i]->GetClassname() != GetClassname() )
continue;
CNPC_Citizen *pCitizen = assert_cast<CNPC_Citizen *>(ppAIs[i]);
int iNew;
if ( pCitizen->IsInPlayerSquad() )
{
iNew = candidates.AddToTail();
candidates[iNew].pCitizen = pCitizen;
candidates[iNew].bIsInSquad = true;
candidates[iNew].distSq = 0;
candidates[iNew].iSquadIndex = pCitizen->GetSquad()->GetSquadIndex( pCitizen );
}
else
{
float distSq = (vPlayerPos.AsVector2D() - pCitizen->GetAbsOrigin().AsVector2D()).LengthSqr();
if ( distSq > JOIN_PLAYER_XY_TOLERANCE_SQ &&
( pCitizen->m_flTimeJoinedPlayerSquad == 0 || gpGlobals->curtime - pCitizen->m_flTimeJoinedPlayerSquad > 60.0 ) &&
( pCitizen->m_flTimeLastCloseToPlayer == 0 || gpGlobals->curtime - pCitizen->m_flTimeLastCloseToPlayer > 15.0 ) )
continue;
if ( !pCitizen->CanJoinPlayerSquad() )
continue;
bool bShouldAdd = false;
if ( pCitizen->HasCondition( COND_SEE_PLAYER ) )
bShouldAdd = true;
else
{
bool bPlayerVisible = pCitizen->FVisible( pPlayer );
if ( bPlayerVisible )
{
if ( pCitizen->HasCondition( COND_HEAR_PLAYER ) )
bShouldAdd = true;
else if ( distSq < UNCONDITIONAL_JOIN_PLAYER_XY_TOLERANCE_SQ && fabsf(vPlayerPos.z - pCitizen->GetAbsOrigin().z) < UNCONDITIONAL_JOIN_PLAYER_Z_TOLERANCE )
bShouldAdd = true;
}
}
if ( bShouldAdd )
{
// @TODO (toml 05-25-04): probably everyone in a squad should be a candidate if one of them sees the player
AI_Waypoint_t *pPathToPlayer = pCitizen->GetPathfinder()->BuildRoute( pCitizen->GetAbsOrigin(), vPlayerPos, pPlayer, 5*12, NAV_NONE, true );
GetPathfinder()->UnlockRouteNodes( pPathToPlayer );
if ( !pPathToPlayer )
continue;
CAI_Path tempPath;
tempPath.SetWaypoints( pPathToPlayer ); // path object will delete waypoints
iNew = candidates.AddToTail();
candidates[iNew].pCitizen = pCitizen;
candidates[iNew].bIsInSquad = false;
candidates[iNew].distSq = distSq;
candidates[iNew].iSquadIndex = -1;
bFoundNewGuy = true;
}
}
}
if ( bFoundNewGuy )
{
// Look for second order guys
int initialCount = candidates.Count();
for ( i = 0; i < initialCount; i++ )
candidates[i].pCitizen->AddSpawnFlags( SF_CITIZEN_NOT_COMMANDABLE ); // Prevents double-add
for ( i = 0; i < initialCount; i++ )
{
if ( candidates[i].iSquadIndex == -1 )
{
for ( int j = 0; j < g_AI_Manager.NumAIs(); j++ )
{
if ( ppAIs[j]->GetState() == NPC_STATE_DEAD )
continue;
if ( ppAIs[j]->GetClassname() != GetClassname() )
continue;
if ( ppAIs[j]->HasSpawnFlags( SF_CITIZEN_NOT_COMMANDABLE ) )
continue;
CNPC_Citizen *pCitizen = assert_cast<CNPC_Citizen *>(ppAIs[j]);
float distSq = (vPlayerPos - pCitizen->GetAbsOrigin()).Length2DSqr();
if ( distSq > JOIN_PLAYER_XY_TOLERANCE_SQ )
continue;
distSq = (candidates[i].pCitizen->GetAbsOrigin() - pCitizen->GetAbsOrigin()).Length2DSqr();
if ( distSq > SECOND_TIER_JOIN_DIST_SQ )
continue;
if ( !pCitizen->CanJoinPlayerSquad() )
continue;
if ( !pCitizen->FVisible( pPlayer ) )
continue;
int iNew = candidates.AddToTail();
candidates[iNew].pCitizen = pCitizen;
candidates[iNew].bIsInSquad = false;
candidates[iNew].distSq = distSq;
candidates[iNew].iSquadIndex = -1;
pCitizen->AddSpawnFlags( SF_CITIZEN_NOT_COMMANDABLE ); // Prevents double-add
}
}
}
for ( i = 0; i < candidates.Count(); i++ )
candidates[i].pCitizen->RemoveSpawnFlags( SF_CITIZEN_NOT_COMMANDABLE );
if ( candidates.Count() > MAX_PLAYER_SQUAD )
{
candidates.Sort( PlayerSquadCandidateSortFunc );
for ( i = MAX_PLAYER_SQUAD; i < candidates.Count(); i++ )
{
if ( candidates[i].pCitizen->IsInPlayerSquad() )
{
candidates[i].pCitizen->RemoveFromPlayerSquad();
}
}
}
if ( candidates.Count() )
{
CNPC_Citizen *pClosest = NULL;
float closestDistSq = FLT_MAX;
int nJoined = 0;
for ( i = 0; i < candidates.Count() && i < MAX_PLAYER_SQUAD; i++ )
{
if ( !candidates[i].pCitizen->IsInPlayerSquad() )
{
candidates[i].pCitizen->AddToPlayerSquad();
nJoined++;
if ( candidates[i].distSq < closestDistSq )
{
pClosest = candidates[i].pCitizen;
closestDistSq = candidates[i].distSq;
}
}
}
if ( pClosest )
{
if ( !pClosest->SpokeConcept( TLK_JOINPLAYER ) )
{
pClosest->SpeakCommandResponse( TLK_JOINPLAYER, CFmtStr( "numjoining:%d", nJoined ) );
}
else
{
pClosest->SpeakCommandResponse( TLK_STARTFOLLOW );
}
for ( i = 0; i < candidates.Count() && i < MAX_PLAYER_SQUAD; i++ )
{
candidates[i].pCitizen->SetSpokeConcept( TLK_JOINPLAYER, NULL );
}
}
}
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Citizen::PlayerSquadCandidateSortFunc( const SquadCandidate_t *pLeft, const SquadCandidate_t *pRight )
{
// "Bigger" means less approprate
CNPC_Citizen *pLeftCitizen = pLeft->pCitizen;
CNPC_Citizen *pRightCitizen = pRight->pCitizen;
// Medics are better than anyone
if ( pLeftCitizen->IsMedic() && !pRightCitizen->IsMedic() )
return -1;
if ( !pLeftCitizen->IsMedic() && pRightCitizen->IsMedic() )
return 1;
CBaseCombatWeapon *pLeftWeapon = pLeftCitizen->GetActiveWeapon();
CBaseCombatWeapon *pRightWeapon = pRightCitizen->GetActiveWeapon();
// People with weapons are better than those without
if ( pLeftWeapon && !pRightWeapon )
return -1;
if ( !pLeftWeapon && pRightWeapon )
return 1;
// Existing squad members are better than non-members
if ( pLeft->bIsInSquad && !pRight->bIsInSquad )
return -1;
if ( !pLeft->bIsInSquad && pRight->bIsInSquad )
return 1;
// New squad members are better than older ones
if ( pLeft->bIsInSquad && pRight->bIsInSquad )
return pRight->iSquadIndex - pLeft->iSquadIndex;
// Finally, just take the closer
return (int)(pRight->distSq - pLeft->distSq);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::FixupPlayerSquad()
{
if ( !AI_IsSinglePlayer() )
return;
m_flTimeJoinedPlayerSquad = gpGlobals->curtime;
m_bWasInPlayerSquad = true;
if ( m_pSquad->NumMembers() > MAX_PLAYER_SQUAD )
{
CAI_BaseNPC *pFirstMember = m_pSquad->GetFirstMember(NULL);
m_pSquad->RemoveFromSquad( pFirstMember );
pFirstMember->ClearCommandGoal();
CNPC_Citizen *pFirstMemberCitizen = dynamic_cast< CNPC_Citizen * >( pFirstMember );
if ( pFirstMemberCitizen )
{
pFirstMemberCitizen->ClearFollowTarget();
}
else
{
CAI_FollowBehavior *pOldMemberFollowBehavior;
if ( pFirstMember->GetBehavior( &pOldMemberFollowBehavior ) )
{
pOldMemberFollowBehavior->SetFollowTarget( NULL );
}
}
}
ClearFollowTarget();
CAI_BaseNPC *pLeader = NULL;
AISquadIter_t iter;
for ( CAI_BaseNPC *pAllyNpc = m_pSquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pSquad->GetNextMember(&iter) )
{
if ( pAllyNpc->IsCommandable() )
{
pLeader = pAllyNpc;
break;
}
}
if ( pLeader && pLeader != this )
{
const Vector &commandGoal = pLeader->GetCommandGoal();
if ( commandGoal != vec3_invalid )
{
SetCommandGoal( commandGoal );
SetCondition( COND_RECEIVED_ORDERS );
OnMoveOrder();
}
else
{
CAI_FollowBehavior *pLeaderFollowBehavior;
if ( pLeader->GetBehavior( &pLeaderFollowBehavior ) )
{
m_FollowBehavior.SetFollowTarget( pLeaderFollowBehavior->GetFollowTarget() );
m_FollowBehavior.SetParameters( m_FollowBehavior.GetFormation() );
}
}
}
else
{
m_FollowBehavior.SetFollowTarget( UTIL_GetLocalPlayer() );
m_FollowBehavior.SetParameters( AIF_SIMPLE );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::ClearFollowTarget()
{
m_FollowBehavior.SetFollowTarget( NULL );
m_FollowBehavior.SetParameters( AIF_SIMPLE );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::UpdateFollowCommandPoint()
{
if ( !AI_IsSinglePlayer() )
return;
if ( IsInPlayerSquad() )
{
if ( HaveCommandGoal() )
{
CBaseEntity *pFollowTarget = m_FollowBehavior.GetFollowTarget();
CBaseEntity *pCommandPoint = gEntList.FindEntityByClassname( NULL, COMMAND_POINT_CLASSNAME );
if( !pCommandPoint )
{
DevMsg("**\nVERY BAD THING\nCommand point vanished! Creating a new one\n**\n");
pCommandPoint = CreateEntityByName( COMMAND_POINT_CLASSNAME );
}
if ( pFollowTarget != pCommandPoint )
{
pFollowTarget = pCommandPoint;
m_FollowBehavior.SetFollowTarget( pFollowTarget );
m_FollowBehavior.SetParameters( AIF_COMMANDER );
}
if ( ( pCommandPoint->GetAbsOrigin() - GetCommandGoal() ).LengthSqr() > 0.01 )
{
UTIL_SetOrigin( pCommandPoint, GetCommandGoal(), false );
}
}
else
{
if ( IsFollowingCommandPoint() )
ClearFollowTarget();
if ( m_FollowBehavior.GetFollowTarget() != UTIL_GetLocalPlayer() )
{
DevMsg( "Expected to be following player, but not\n" );
m_FollowBehavior.SetFollowTarget( UTIL_GetLocalPlayer() );
m_FollowBehavior.SetParameters( AIF_SIMPLE );
}
}
}
else if ( IsFollowingCommandPoint() )
ClearFollowTarget();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::IsFollowingCommandPoint()
{
CBaseEntity *pFollowTarget = m_FollowBehavior.GetFollowTarget();
if ( pFollowTarget )
return FClassnameIs( pFollowTarget, COMMAND_POINT_CLASSNAME );
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
struct SquadMemberInfo_t
{
CNPC_Citizen * pMember;
bool bSeesPlayer;
float distSq;
};
int __cdecl SquadSortFunc( const SquadMemberInfo_t *pLeft, const SquadMemberInfo_t *pRight )
{
if ( pLeft->bSeesPlayer && !pRight->bSeesPlayer )
{
return -1;
}
if ( !pLeft->bSeesPlayer && pRight->bSeesPlayer )
{
return 1;
}
return ( pLeft->distSq - pRight->distSq );
}
CAI_BaseNPC *CNPC_Citizen::GetSquadCommandRepresentative()
{
if ( !AI_IsSinglePlayer() )
return NULL;
if ( IsInPlayerSquad() )
{
static float lastTime;
static AIHANDLE hCurrent;
if ( gpGlobals->curtime - lastTime > 2.0 || !hCurrent || !hCurrent->IsInPlayerSquad() ) // hCurrent will be NULL after level change
{
lastTime = gpGlobals->curtime;
hCurrent = NULL;
CUtlVectorFixed<SquadMemberInfo_t, MAX_SQUAD_MEMBERS> candidates;
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( pPlayer )
{
AISquadIter_t iter;
for ( CAI_BaseNPC *pAllyNpc = m_pSquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pSquad->GetNextMember(&iter) )
{
if ( pAllyNpc->IsCommandable() && dynamic_cast<CNPC_Citizen *>(pAllyNpc) )
{
int i = candidates.AddToTail();
candidates[i].pMember = (CNPC_Citizen *)(pAllyNpc);
candidates[i].bSeesPlayer = pAllyNpc->HasCondition( COND_SEE_PLAYER );
candidates[i].distSq = ( pAllyNpc->GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr();
}
}
if ( candidates.Count() > 0 )
{
candidates.Sort( SquadSortFunc );
hCurrent = candidates[0].pMember;
}
}
}
if ( hCurrent != NULL )
{
Assert( dynamic_cast<CNPC_Citizen *>(hCurrent.Get()) && hCurrent->IsInPlayerSquad() );
return hCurrent;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::SetSquad( CAI_Squad *pSquad )
{
bool bWasInPlayerSquad = IsInPlayerSquad();
BaseClass::SetSquad( pSquad );
if( IsInPlayerSquad() && !bWasInPlayerSquad )
{
m_OnJoinedPlayerSquad.FireOutput(this, this);
if ( npc_citizen_insignia.GetBool() )
AddInsignia();
}
else if ( !IsInPlayerSquad() && bWasInPlayerSquad )
{
if ( npc_citizen_insignia.GetBool() )
RemoveInsignia();
m_OnLeftPlayerSquad.FireOutput(this, this);
}
}
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : Constant for the type of interaction
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CNPC_Citizen::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
{
// TODO: As citizen gets more complex, we will have to only allow
// these interruptions to happen from certain schedules
if (interactionType == g_interactionScannerInspect)
{
if ( gpGlobals->curtime > m_fNextInspectTime )
{
//SetLookTarget(sourceEnt);
// Don't let anyone else pick me for a couple seconds
SetNextScannerInspectTime( gpGlobals->curtime + 5.0 );
return true;
}
return false;
}
else if (interactionType == g_interactionScannerInspectBegin)
{
// Don't inspect me again for a while
SetNextScannerInspectTime( gpGlobals->curtime + CIT_INSPECTED_DELAY_TIME );
Vector targetDir = ( sourceEnt->WorldSpaceCenter() - WorldSpaceCenter() );
VectorNormalize( targetDir );
// If we're hit from behind, startle
if ( DotProduct( targetDir, BodyDirection3D() ) < 0 )
{
m_nInspectActivity = ACT_CIT_STARTLED;
}
else
{
// Otherwise we're blinded by the flash
m_nInspectActivity = ACT_CIT_BLINDED;
}
SetCondition( COND_CIT_START_INSPECTION );
return true;
}
else if (interactionType == g_interactionScannerInspectHandsUp)
{
m_nInspectActivity = ACT_CIT_HANDSUP;
SetSchedule(SCHED_CITIZEN_PLAY_INSPECT_ACTIVITY);
return true;
}
else if (interactionType == g_interactionScannerInspectShowArmband)
{
m_nInspectActivity = ACT_CIT_SHOWARMBAND;
SetSchedule(SCHED_CITIZEN_PLAY_INSPECT_ACTIVITY);
return true;
}
else if (interactionType == g_interactionScannerInspectDone)
{
SetSchedule(SCHED_IDLE_WANDER);
return true;
}
else if (interactionType == g_interactionHitByPlayerThrownPhysObj )
{
if ( IsOkToSpeakInResponseToPlayer() )
{
Speak( TLK_PLYR_PHYSATK );
}
return true;
}
return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::FValidateHintType( CAI_Hint *pHint )
{
switch( pHint->HintType() )
{
case HINT_WORLD_VISUALLY_INTERESTING:
return true;
break;
default:
break;
}
return BaseClass::FValidateHintType( pHint );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::CanHeal()
{
if ( !IsMedic() && !IsAmmoResupplier() )
return false;
if( !hl2_episodic.GetBool() )
{
// If I'm not armed, my priority should be to arm myself.
if ( IsMedic() && !GetActiveWeapon() )
return false;
}
if ( IsInAScript() || (m_NPCState == NPC_STATE_SCRIPT) )
return false;
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldHealTarget( CBaseEntity *pTarget, bool bActiveUse )
{
Disposition_t disposition;
if ( !pTarget && ( ( disposition = IRelationType( pTarget ) ) != D_LI && disposition != D_NU ) )
return false;
// Don't heal if I'm in the middle of talking
if ( IsSpeaking() )
return false;
bool bTargetIsPlayer = pTarget->IsPlayer();
// Don't heal or give ammo to targets in vehicles
CBaseCombatCharacter *pCCTarget = pTarget->MyCombatCharacterPointer();
if ( pCCTarget != NULL && pCCTarget->IsInAVehicle() )
return false;
if ( IsMedic() )
{
Vector toPlayer = ( pTarget->GetAbsOrigin() - GetAbsOrigin() );
if (( bActiveUse || !HaveCommandGoal() || toPlayer.Length() < HEAL_TARGET_RANGE)
#ifdef HL2_EPISODIC
&& fabs(toPlayer.z) < HEAL_TARGET_RANGE_Z
#endif
)
{
if ( pTarget->m_iHealth > 0 )
{
if ( bActiveUse )
{
// Ignore heal requests if we're going to heal a tiny amount
float timeFullHeal = m_flPlayerHealTime;
float timeRecharge = sk_citizen_heal_player_delay.GetFloat();
float maximumHealAmount = sk_citizen_heal_player.GetFloat();
float healAmt = ( maximumHealAmount * ( 1.0 - ( timeFullHeal - gpGlobals->curtime ) / timeRecharge ) );
if ( healAmt > pTarget->m_iMaxHealth - pTarget->m_iHealth )
healAmt = pTarget->m_iMaxHealth - pTarget->m_iHealth;
if ( healAmt < sk_citizen_heal_player_min_forced.GetFloat() )
return false;
return ( pTarget->m_iMaxHealth > pTarget->m_iHealth );
}
// Are we ready to heal again?
bool bReadyToHeal = ( ( bTargetIsPlayer && m_flPlayerHealTime <= gpGlobals->curtime ) ||
( !bTargetIsPlayer && m_flAllyHealTime <= gpGlobals->curtime ) );
// Only heal if we're ready
if ( bReadyToHeal )
{
int requiredHealth;
if ( bTargetIsPlayer )
requiredHealth = pTarget->GetMaxHealth() - sk_citizen_heal_player.GetFloat();
else
requiredHealth = pTarget->GetMaxHealth() * sk_citizen_heal_player_min_pct.GetFloat();
if ( ( pTarget->m_iHealth <= requiredHealth ) && IRelationType( pTarget ) == D_LI )
return true;
}
}
}
}
// Only players need ammo
if ( IsAmmoResupplier() && bTargetIsPlayer )
{
if ( m_flPlayerGiveAmmoTime <= gpGlobals->curtime )
{
int iAmmoType = GetAmmoDef()->Index( STRING(m_iszAmmoSupply) );
if ( iAmmoType == -1 )
{
DevMsg("ERROR: Citizen attempting to give unknown ammo type (%s)\n", STRING(m_iszAmmoSupply) );
}
else
{
// Does the player need the ammo we can give him?
int iMax = GetAmmoDef()->MaxCarry(iAmmoType);
int iCount = ((CBasePlayer*)pTarget)->GetAmmoCount(iAmmoType);
if ( !iCount || ((iMax - iCount) >= m_iAmmoAmount) )
{
// Only give the player ammo if he has a weapon that uses it
if ( ((CBasePlayer*)pTarget)->Weapon_GetWpnForAmmo( iAmmoType ) )
return true;
}
}
}
}
return false;
}
#ifdef HL2_EPISODIC
//-----------------------------------------------------------------------------
// Determine if the citizen is in a position to be throwing medkits
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldHealTossTarget( CBaseEntity *pTarget, bool bActiveUse )
{
Disposition_t disposition;
Assert( IsMedic() );
if ( !IsMedic() )
return false;
if ( !pTarget && ( ( disposition = IRelationType( pTarget ) ) != D_LI && disposition != D_NU ) )
return false;
// Don't heal if I'm in the middle of talking
if ( IsSpeaking() )
return false;
bool bTargetIsPlayer = pTarget->IsPlayer();
// Don't heal or give ammo to targets in vehicles
CBaseCombatCharacter *pCCTarget = pTarget->MyCombatCharacterPointer();
if ( pCCTarget != NULL && pCCTarget->IsInAVehicle() )
return false;
Vector toPlayer = ( pTarget->GetAbsOrigin() - GetAbsOrigin() );
if ( bActiveUse || !HaveCommandGoal() || toPlayer.Length() < HEAL_TOSS_TARGET_RANGE )
{
if ( pTarget->m_iHealth > 0 )
{
if ( bActiveUse )
{
// Ignore heal requests if we're going to heal a tiny amount
float timeFullHeal = m_flPlayerHealTime;
float timeRecharge = sk_citizen_heal_player_delay.GetFloat();
float maximumHealAmount = sk_citizen_heal_player.GetFloat();
float healAmt = ( maximumHealAmount * ( 1.0 - ( timeFullHeal - gpGlobals->curtime ) / timeRecharge ) );
if ( healAmt > pTarget->m_iMaxHealth - pTarget->m_iHealth )
healAmt = pTarget->m_iMaxHealth - pTarget->m_iHealth;
if ( healAmt < sk_citizen_heal_player_min_forced.GetFloat() )
return false;
return ( pTarget->m_iMaxHealth > pTarget->m_iHealth );
}
// Are we ready to heal again?
bool bReadyToHeal = ( ( bTargetIsPlayer && m_flPlayerHealTime <= gpGlobals->curtime ) ||
( !bTargetIsPlayer && m_flAllyHealTime <= gpGlobals->curtime ) );
// Only heal if we're ready
if ( bReadyToHeal )
{
int requiredHealth;
if ( bTargetIsPlayer )
requiredHealth = pTarget->GetMaxHealth() - sk_citizen_heal_player.GetFloat();
else
requiredHealth = pTarget->GetMaxHealth() * sk_citizen_heal_player_min_pct.GetFloat();
if ( ( pTarget->m_iHealth <= requiredHealth ) && IRelationType( pTarget ) == D_LI )
return true;
}
}
}
return false;
}
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::Heal()
{
if ( !CanHeal() )
return;
CBaseEntity *pTarget = GetTarget();
Vector target = pTarget->GetAbsOrigin() - GetAbsOrigin();
if ( target.Length() > HEAL_TARGET_RANGE * 2 )
return;
// Don't heal a player that's staring at you until a few seconds have passed.
m_flTimeNextHealStare = gpGlobals->curtime + sk_citizen_stare_heal_time.GetFloat();
if ( IsMedic() )
{
float timeFullHeal;
float timeRecharge;
float maximumHealAmount;
if ( pTarget->IsPlayer() )
{
timeFullHeal = m_flPlayerHealTime;
timeRecharge = sk_citizen_heal_player_delay.GetFloat();
maximumHealAmount = sk_citizen_heal_player.GetFloat();
m_flPlayerHealTime = gpGlobals->curtime + timeRecharge;
}
else
{
timeFullHeal = m_flAllyHealTime;
timeRecharge = sk_citizen_heal_ally_delay.GetFloat();
maximumHealAmount = sk_citizen_heal_ally.GetFloat();
m_flAllyHealTime = gpGlobals->curtime + timeRecharge;
}
float healAmt = ( maximumHealAmount * ( 1.0 - ( timeFullHeal - gpGlobals->curtime ) / timeRecharge ) );
if ( healAmt > maximumHealAmount )
healAmt = maximumHealAmount;
else
healAmt = RoundFloatToInt( healAmt );
if ( healAmt > 0 )
{
if ( pTarget->IsPlayer() && npc_citizen_medic_emit_sound.GetBool() )
{
CPASAttenuationFilter filter( pTarget, "HealthKit.Touch" );
EmitSound( filter, pTarget->entindex(), "HealthKit.Touch" );
}
pTarget->TakeHealth( healAmt, DMG_GENERIC );
pTarget->RemoveAllDecals();
}
}
if ( IsAmmoResupplier() )
{
// Non-players don't use ammo
if ( pTarget->IsPlayer() )
{
int iAmmoType = GetAmmoDef()->Index( STRING(m_iszAmmoSupply) );
if ( iAmmoType == -1 )
{
DevMsg("ERROR: Citizen attempting to give unknown ammo type (%s)\n", STRING(m_iszAmmoSupply) );
}
else
{
((CBasePlayer*)pTarget)->GiveAmmo( m_iAmmoAmount, iAmmoType, false );
}
m_flPlayerGiveAmmoTime = gpGlobals->curtime + sk_citizen_giveammo_player_delay.GetFloat();
}
}
}
#if HL2_EPISODIC
//-----------------------------------------------------------------------------
// Like Heal(), but tosses a healthkit in front of the player rather than just juicing him up.
//-----------------------------------------------------------------------------
void CNPC_Citizen::TossHealthKit(CBaseCombatCharacter *pThrowAt, const Vector &offset)
{
Assert( pThrowAt );
Vector forward, right, up;
GetVectors( &forward, &right, &up );
Vector medKitOriginPoint = WorldSpaceCenter() + ( forward * 20.0f );
Vector destinationPoint;
// this doesn't work without a moveparent: pThrowAt->ComputeAbsPosition( offset, &destinationPoint );
VectorTransform( offset, pThrowAt->EntityToWorldTransform(), destinationPoint );
// flatten out any z change due to player looking up/down
destinationPoint.z = pThrowAt->EyePosition().z;
Vector tossVelocity;
if (npc_citizen_medic_throw_style.GetInt() == 0)
{
CTraceFilterSkipTwoEntities tracefilter( this, pThrowAt, COLLISION_GROUP_NONE );
tossVelocity = VecCheckToss( this, &tracefilter, medKitOriginPoint, destinationPoint, 0.233f, 1.0f, false );
}
else
{
tossVelocity = VecCheckThrow( this, medKitOriginPoint, destinationPoint, MEDIC_THROW_SPEED, 1.0f );
if (vec3_origin == tossVelocity)
{
// if out of range, just throw it as close as I can
tossVelocity = destinationPoint - medKitOriginPoint;
// rotate upwards against gravity
float len = VectorLength(tossVelocity);
tossVelocity *= (MEDIC_THROW_SPEED / len);
tossVelocity.z += 0.57735026918962576450914878050196 * MEDIC_THROW_SPEED;
}
}
// create a healthkit and toss it into the world
CBaseEntity *pHealthKit = CreateEntityByName( "item_healthkit" );
Assert(pHealthKit);
if (pHealthKit)
{
pHealthKit->SetAbsOrigin( medKitOriginPoint );
pHealthKit->SetOwnerEntity( this );
// pHealthKit->SetAbsVelocity( tossVelocity );
DispatchSpawn( pHealthKit );
{
IPhysicsObject *pPhysicsObject = pHealthKit->VPhysicsGetObject();
Assert( pPhysicsObject );
if ( pPhysicsObject )
{
unsigned int cointoss = random->RandomInt(0,0xFF); // int bits used for bools
// some random precession
Vector angDummy(random->RandomFloat(-200,200), random->RandomFloat(-200,200),
cointoss & 0x01 ? random->RandomFloat(200,600) : -1.0f * random->RandomFloat(200,600));
pPhysicsObject->SetVelocity( &tossVelocity, &angDummy );
}
}
}
else
{
Warning("Citizen tried to heal but could not spawn item_healthkit!\n");
}
}
//-----------------------------------------------------------------------------
// cause an immediate call to TossHealthKit with some default numbers
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputForceHealthKitToss( inputdata_t &inputdata )
{
TossHealthKit( UTIL_GetLocalPlayer(), Vector(48.0f, 0.0f, 0.0f) );
}
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Citizen::ShouldLookForHealthItem()
{
// Definitely do not take health if not in the player's squad.
if( !IsInPlayerSquad() )
return false;
if( gpGlobals->curtime < m_flNextHealthSearchTime )
return false;
// I'm fully healthy.
if( GetHealth() >= GetMaxHealth() )
return false;
// Player is hurt, don't steal his health.
if( AI_IsSinglePlayer() && UTIL_GetLocalPlayer()->GetHealth() <= UTIL_GetLocalPlayer()->GetHealth() * 0.75f )
return false;
// Wait till you're standing still.
if( IsMoving() )
return false;
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputStartPatrolling( inputdata_t &inputdata )
{
m_bShouldPatrol = true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputStopPatrolling( inputdata_t &inputdata )
{
m_bShouldPatrol = false;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Citizen::OnGivenWeapon( CBaseCombatWeapon *pNewWeapon )
{
FixupMattWeapon();
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Citizen::InputSetCommandable( inputdata_t &inputdata )
{
RemoveSpawnFlags( SF_CITIZEN_NOT_COMMANDABLE );
gm_PlayerSquadEvaluateTimer.Force();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputSetMedicOn( inputdata_t &inputdata )
{
AddSpawnFlags( SF_CITIZEN_MEDIC );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputSetMedicOff( inputdata_t &inputdata )
{
RemoveSpawnFlags( SF_CITIZEN_MEDIC );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputSetAmmoResupplierOn( inputdata_t &inputdata )
{
AddSpawnFlags( SF_CITIZEN_AMMORESUPPLIER );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputSetAmmoResupplierOff( inputdata_t &inputdata )
{
RemoveSpawnFlags( SF_CITIZEN_AMMORESUPPLIER );
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Citizen::InputSpeakIdleResponse( inputdata_t &inputdata )
{
SpeakIfAllowed( TLK_ANSWER, NULL, true );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::DeathSound( const CTakeDamageInfo &info )
{
// Sentences don't play on dead NPCs
SentenceStop();
EmitSound( "NPC_Citizen.Die" );
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Citizen::FearSound( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Citizen::UseSemaphore( void )
{
// Ignore semaphore if we're told to work outside it
if ( HasSpawnFlags(SF_CITIZEN_IGNORE_SEMAPHORE) )
return false;
return BaseClass::UseSemaphore();
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_citizen, CNPC_Citizen )
DECLARE_TASK( TASK_CIT_HEAL )
DECLARE_TASK( TASK_CIT_RPG_AUGER )
DECLARE_TASK( TASK_CIT_PLAY_INSPECT_SEQUENCE )
DECLARE_TASK( TASK_CIT_SIT_ON_TRAIN )
DECLARE_TASK( TASK_CIT_LEAVE_TRAIN )
DECLARE_TASK( TASK_CIT_SPEAK_MOURNING )
#if HL2_EPISODIC
DECLARE_TASK( TASK_CIT_HEAL_TOSS )
#endif
DECLARE_ACTIVITY( ACT_CIT_HANDSUP )
DECLARE_ACTIVITY( ACT_CIT_BLINDED )
DECLARE_ACTIVITY( ACT_CIT_SHOWARMBAND )
DECLARE_ACTIVITY( ACT_CIT_HEAL )
DECLARE_ACTIVITY( ACT_CIT_STARTLED )
DECLARE_CONDITION( COND_CIT_PLAYERHEALREQUEST )
DECLARE_CONDITION( COND_CIT_COMMANDHEAL )
DECLARE_CONDITION( COND_CIT_START_INSPECTION )
//Events
DECLARE_ANIMEVENT( AE_CITIZEN_GET_PACKAGE )
DECLARE_ANIMEVENT( AE_CITIZEN_HEAL )
//=========================================================
// > SCHED_SCI_HEAL
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CITIZEN_HEAL,
" Tasks"
" TASK_GET_PATH_TO_TARGET 0"
" TASK_MOVE_TO_TARGET_RANGE 50"
" TASK_STOP_MOVING 0"
" TASK_FACE_IDEAL 0"
// " TASK_SAY_HEAL 0"
// " TASK_PLAY_SEQUENCE_FACE_TARGET ACTIVITY:ACT_ARM"
" TASK_CIT_HEAL 0"
// " TASK_PLAY_SEQUENCE_FACE_TARGET ACTIVITY:ACT_DISARM"
" "
" Interrupts"
)
#if HL2_EPISODIC
//=========================================================
// > SCHED_CITIZEN_HEAL_TOSS
// this is for the episodic behavior where the citizen hurls the medkit
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CITIZEN_HEAL_TOSS,
" Tasks"
// " TASK_GET_PATH_TO_TARGET 0"
// " TASK_MOVE_TO_TARGET_RANGE 50"
" TASK_STOP_MOVING 0"
" TASK_FACE_IDEAL 0"
// " TASK_SAY_HEAL 0"
// " TASK_PLAY_SEQUENCE_FACE_TARGET ACTIVITY:ACT_ARM"
" TASK_CIT_HEAL_TOSS 0"
// " TASK_PLAY_SEQUENCE_FACE_TARGET ACTIVITY:ACT_DISARM"
" "
" Interrupts"
)
#endif
//=========================================================
// > SCHED_CITIZEN_RANGE_ATTACK1_RPG
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CITIZEN_RANGE_ATTACK1_RPG,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_RANGE_ATTACK1 0"
" TASK_CIT_RPG_AUGER 1"
""
" Interrupts"
)
//=========================================================
// > SCHED_CITIZEN_RANGE_ATTACK1_RPG
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CITIZEN_STRIDER_RANGE_ATTACK1_RPG,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_WAIT 1"
" TASK_RANGE_ATTACK1 0"
" TASK_CIT_RPG_AUGER 1"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_TAKE_COVER_FROM_ENEMY"
""
" Interrupts"
)
//=========================================================
// > SCHED_CITIZEN_PATROL
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CITIZEN_PATROL,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WANDER 901024" // 90 to 1024 units
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_WAIT 3"
" TASK_WAIT_RANDOM 3"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_CITIZEN_PATROL" // keep doing it
""
" Interrupts"
" COND_ENEMY_DEAD"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_NEW_ENEMY"
)
DEFINE_SCHEDULE
(
SCHED_CITIZEN_MOURN_PLAYER,
" Tasks"
" TASK_GET_PATH_TO_PLAYER 0"
" TASK_RUN_PATH_WITHIN_DIST 180"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_TARGET_PLAYER 0"
" TASK_FACE_TARGET 0"
" TASK_CIT_SPEAK_MOURNING 0"
" TASK_SUGGEST_STATE STATE:IDLE"
""
" Interrupts"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_NEW_ENEMY"
)
DEFINE_SCHEDULE
(
SCHED_CITIZEN_PLAY_INSPECT_ACTIVITY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_CIT_PLAY_INSPECT_SEQUENCE 0" // Play the sequence the scanner requires
" TASK_WAIT 2"
""
" Interrupts"
" "
)
DEFINE_SCHEDULE
(
SCHED_CITIZEN_SIT_ON_TRAIN,
" Tasks"
" TASK_CIT_SIT_ON_TRAIN 0"
" TASK_WAIT_RANDOM 1"
" TASK_CIT_LEAVE_TRAIN 0"
""
" Interrupts"
)
AI_END_CUSTOM_NPC()
//==================================================================================================================
// CITIZEN PLAYER-RESPONSE SYSTEM
//
// NOTE: This system is obsolete, and left here for legacy support.
// It has been superseded by the ai_eventresponse system.
//
//==================================================================================================================
CHandle<CCitizenResponseSystem> g_pCitizenResponseSystem = NULL;
CCitizenResponseSystem *GetCitizenResponse()
{
return g_pCitizenResponseSystem;
}
char *CitizenResponseConcepts[MAX_CITIZEN_RESPONSES] =
{
"TLK_CITIZEN_RESPONSE_SHOT_GUNSHIP",
"TLK_CITIZEN_RESPONSE_KILLED_GUNSHIP",
"TLK_VITALNPC_DIED",
};
LINK_ENTITY_TO_CLASS( ai_citizen_response_system, CCitizenResponseSystem );
BEGIN_DATADESC( CCitizenResponseSystem )
DEFINE_ARRAY( m_flResponseAddedTime, FIELD_FLOAT, MAX_CITIZEN_RESPONSES ),
DEFINE_FIELD( m_flNextResponseTime, FIELD_FLOAT ),
DEFINE_INPUTFUNC( FIELD_VOID, "ResponseVitalNPC", InputResponseVitalNPC ),
DEFINE_THINKFUNC( ResponseThink ),
END_DATADESC()
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCitizenResponseSystem::Spawn()
{
if ( g_pCitizenResponseSystem )
{
Warning("Multiple citizen response systems in level.\n");
UTIL_Remove( this );
return;
}
g_pCitizenResponseSystem = this;
// Invisible, non solid.
AddSolidFlags( FSOLID_NOT_SOLID );
AddEffects( EF_NODRAW );
SetThink( &CCitizenResponseSystem::ResponseThink );
m_flNextResponseTime = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCitizenResponseSystem::OnRestore()
{
BaseClass::OnRestore();
g_pCitizenResponseSystem = this;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCitizenResponseSystem::AddResponseTrigger( citizenresponses_t iTrigger )
{
m_flResponseAddedTime[ iTrigger ] = gpGlobals->curtime;
SetNextThink( gpGlobals->curtime + 0.1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCitizenResponseSystem::InputResponseVitalNPC( inputdata_t &inputdata )
{
AddResponseTrigger( CR_VITALNPC_DIED );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCitizenResponseSystem::ResponseThink()
{
bool bStayActive = false;
if ( AI_IsSinglePlayer() )
{
for ( int i = 0; i < MAX_CITIZEN_RESPONSES; i++ )
{
if ( m_flResponseAddedTime[i] )
{
// Should it have expired by now?
if ( (m_flResponseAddedTime[i] + CITIZEN_RESPONSE_GIVEUP_TIME) < gpGlobals->curtime )
{
m_flResponseAddedTime[i] = 0;
}
else if ( m_flNextResponseTime < gpGlobals->curtime )
{
// Try and find the nearest citizen to the player
float flNearestDist = (CITIZEN_RESPONSE_DISTANCE * CITIZEN_RESPONSE_DISTANCE);
CBaseEntity *pNearestCitizen = NULL;
CBaseEntity *pCitizen = NULL;
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
while ( (pCitizen = gEntList.FindEntityByClassname( pCitizen, "npc_citizen" ) ) != NULL)
{
float flDistToPlayer = (pPlayer->WorldSpaceCenter() - pCitizen->WorldSpaceCenter()).LengthSqr();
if ( flDistToPlayer < flNearestDist )
{
flNearestDist = flDistToPlayer;
pNearestCitizen = pCitizen;
}
}
// Found one?
if ( pNearestCitizen && ((CNPC_Citizen*)pNearestCitizen)->RespondedTo( CitizenResponseConcepts[i], false, false ) )
{
m_flResponseAddedTime[i] = 0;
m_flNextResponseTime = gpGlobals->curtime + CITIZEN_RESPONSE_REFIRE_TIME;
// Don't issue multiple responses
break;
}
}
else
{
bStayActive = true;
}
}
}
}
// Do we need to keep thinking?
if ( bStayActive )
{
SetNextThink( gpGlobals->curtime + 0.1 );
}
}
void CNPC_Citizen::AddInsignia()
{
CBaseEntity *pMark = CreateEntityByName( "squadinsignia" );
pMark->SetOwnerEntity( this );
pMark->Spawn();
}
void CNPC_Citizen::RemoveInsignia()
{
CBaseEntity *pEntity = gEntList.FirstEnt();
while( pEntity )
{
if( pEntity->GetOwnerEntity() == this )
{
// Is this my insignia?
CSquadInsignia *pInsignia = dynamic_cast<CSquadInsignia *>(pEntity);
if( pInsignia )
{
UTIL_Remove( pInsignia );
return;
}
}
pEntity = gEntList.NextEnt( pEntity );
}
}
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( squadinsignia, CSquadInsignia );
void CSquadInsignia::Spawn()
{
CAI_BaseNPC *pOwner = ( GetOwnerEntity() ) ? GetOwnerEntity()->MyNPCPointer() : NULL;
if ( pOwner )
{
int attachment = pOwner->LookupAttachment( "eyes" );
if ( attachment )
{
SetAbsAngles( GetOwnerEntity()->GetAbsAngles() );
SetParent( GetOwnerEntity(), attachment );
Vector vecPosition;
vecPosition.Init( -2.5, 0, 3.9 );
SetLocalOrigin( vecPosition );
}
}
SetModel( INSIGNIA_MODEL );
SetSolid( SOLID_NONE );
}
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Input :
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CNPC_Citizen::DrawDebugTextOverlays( void )
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
char tempstr[512];
Q_snprintf(tempstr,sizeof(tempstr),"Expression type: %s", szExpressionTypes[m_ExpressionType]);
EntityText(text_offset,tempstr,0);
text_offset++;
}
return text_offset;
}