source-sdk-2013-mapbase/sp/src/game/server/ai_concommands.cpp

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2013-12-03 07:31:46 +04:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Console commands for debugging and manipulating NPCs.
//
//===========================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "player.h"
#include "entitylist.h"
#include "ai_network.h"
#include "ai_node.h"
#include "ai_link.h"
#include "ai_networkmanager.h"
#include "ndebugoverlay.h"
#include "datacache/imdlcache.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern CAI_Node* FindPickerAINode( CBasePlayer* pPlayer, NodeType_e nNodeType );
extern void SetDebugBits( CBasePlayer* pPlayer, const char *name, int bit );
extern CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer );
extern bool g_bAIDisabledByUser;
//------------------------------------------------------------------------------
// Purpose: Disables all NPCs
//------------------------------------------------------------------------------
void CC_AI_Disable( void )
{
if (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI)
{
CAI_BaseNPC::m_nDebugBits &= ~bits_debugDisableAI;
DevMsg("AI Enabled.\n");
}
else
{
CAI_BaseNPC::m_nDebugBits |= bits_debugDisableAI;
DevMsg("AI Disabled.\n");
g_bAIDisabledByUser = true;
}
CBaseEntity::m_nDebugPlayer = UTIL_GetCommandClientIndex();
}
static ConCommand ai_disable("ai_disable", CC_AI_Disable, "Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show hint nodes
//------------------------------------------------------------------------------
void CC_AI_ShowHints( void )
{
// Eventually this will be done by name when mulitple
// networks are used, but for now have one big AINet
//static char entName[256];
//Q_strncpy( entName, args[1],sizeof(entName) );
if ( !g_pAINetworkManager )
return;
g_pAINetworkManager->GetEditOps()->SetDebugBits("BigNet",bits_debugOverlayHints);
CBaseEntity::m_nDebugPlayer = UTIL_GetCommandClientIndex();
}
static ConCommand ai_show_hints("ai_show_hints", CC_AI_ShowHints, "Displays all hints as small boxes\n\tBlue - hint is available for use\n\tRed - hint is currently being used by an NPC\n\tOrange - hint not being used by timed out\n\tGrey - hint has been disabled", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show node connections with hulls
//------------------------------------------------------------------------------
void CC_AI_ShowHull( const CCommand &args )
{
// Eventually this will be done by name when mulitple
// networks are used, but for now have one big AINet
//static char entName[256];
//Q_strncpy( entName, args[1),sizeof(entName) );
g_pAINetworkManager->GetEditOps()->SetDebugBits("BigNet",bits_debugOverlayHulls);
CBaseEntity::m_nDebugPlayer = UTIL_GetCommandClientIndex();
}
static ConCommand ai_show_hull("ai_show_hull", CC_AI_ShowHull, "Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows:\n\tGreen - ground movement \n\tBlue - jumping movement\n\tCyan - flying movement\n\tMagenta - climbing movement\n\tArguments: -none-", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show node connections with lines
//------------------------------------------------------------------------------
void CC_AI_ShowConnect( const CCommand &args )
{
// Eventually this will be done by name when mulitple
// networks are used, but for now have one big AINet
//static char entName[256];
//Q_strncpy( entName, args[1],sizeof(entName) );
if ( !g_pAINetworkManager )
return;
g_pAINetworkManager->GetEditOps()->SetDebugBits("BigNet",bits_debugOverlayConnections);
CBaseEntity::m_nDebugPlayer = UTIL_GetCommandClientIndex();
}
static ConCommand ai_show_connect("ai_show_connect", CC_AI_ShowConnect, "Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:\n\tGreen - ground movement \n\tBlue - jumping movement\n\tCyan - flying movement\n\tMagenta - climbing movement\n\tRed - connection disabled", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show node connections with lines
//------------------------------------------------------------------------------
void CC_AI_ShowJumpConnect( const CCommand &args )
{
// Eventually this will be done by name when mulitple
// networks are used, but for now have one big AINet
//static char entName[256];
//Q_strncpy( entName, args[1],sizeof(entName) );
if ( !g_pAINetworkManager )
return;
g_pAINetworkManager->GetEditOps()->SetDebugBits("BigNet",bits_debugOverlayConnections);
g_pAINetworkManager->GetEditOps()->SetDebugBits("BigNet",bits_debugOverlayJumpConnections);
CBaseEntity::m_nDebugPlayer = UTIL_GetCommandClientIndex();
}
static ConCommand ai_show_connect_jump("ai_show_connect_jump", CC_AI_ShowJumpConnect, "Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:\n\tGreen - ground movement \n\tBlue - jumping movement\n\tCyan - flying movement\n\tMagenta - climbing movement\n\tRed - connection disabled", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show node connections with lines
//------------------------------------------------------------------------------
void CC_AI_ShowFlyConnect( const CCommand &args )
{
// Eventually this will be done by name when mulitple
// networks are used, but for now have one big AINet
//static char entName[256];
//Q_strncpy( entName, args[1],sizeof(entName) );
if ( !g_pAINetworkManager )
return;
g_pAINetworkManager->GetEditOps()->SetDebugBits("BigNet",bits_debugOverlayConnections);
g_pAINetworkManager->GetEditOps()->SetDebugBits("BigNet",bits_debugOverlayFlyConnections);
CBaseEntity::m_nDebugPlayer = UTIL_GetCommandClientIndex();
}
static ConCommand ai_show_connect_fly("ai_show_connect_fly", CC_AI_ShowFlyConnect, "Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:\n\tGreen - ground movement \n\tBlue - jumping movement\n\tCyan - flying movement\n\tMagenta - climbing movement\n\tRed - connection disabled", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Draw a grid on the screen (good for laying down nodes)
//------------------------------------------------------------------------------
void CC_AI_ShowGrid( const CCommand &args )
{
// Eventually this will be done by name when mulitple
// networks are used, but for now have one big AINet
//static char entName[256];
//Q_strncpy( entName, args[1],sizeof(entName) );
if ( !g_pAINetworkManager )
return;
g_pAINetworkManager->GetEditOps()->SetDebugBits("BigNet",bits_debugOverlayGrid);
CBaseEntity::m_nDebugPlayer = UTIL_GetCommandClientIndex();
}
static ConCommand ai_show_grid("ai_show_grid", CC_AI_ShowGrid, "Draw a grid on the floor where looking.", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: NPC step trough AI
//------------------------------------------------------------------------------
void CC_AI_Step( void )
{
DevMsg("AI Stepping...\n");
// Start NPC's stepping through tasks
CAI_BaseNPC::m_nDebugBits |= bits_debugStepAI;
CAI_BaseNPC::m_nDebugPauseIndex++;
}
static ConCommand ai_step("ai_step", CC_AI_Step, "NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Resume normal AI processing after stepping
//------------------------------------------------------------------------------
void CC_AI_Resume( void )
{
DevMsg("AI Resume...\n");
// End NPC's stepping through tasks
CAI_BaseNPC::m_nDebugBits &= ~bits_debugStepAI;
}
static ConCommand ai_resume("ai_resume", CC_AI_Resume, "If NPC is stepping through tasks (see ai_step ) will resume normal processing.", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Switch to display of next hull type
//------------------------------------------------------------------------------
void CC_AI_NextHull( const CCommand &args )
{
// Eventually this will be done by name when mulitple
// networks are used, but for now have one big AINet
//static char entName[256];
//Q_strncpy( entName, args[1],sizeof(entName) );
if ( !g_pAINetworkManager )
return;
g_pAINetworkManager->GetEditOps()->DrawNextHull("BigNet");
CBaseEntity::m_nDebugPlayer = UTIL_GetCommandClientIndex();
}
static ConCommand ai_next_hull("ai_next_hull", CC_AI_NextHull, "Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used\n\tArguments: -none-", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Display the hull type of the specified NPC.
//------------------------------------------------------------------------------
void CC_AI_Hull( const CCommand &args )
{
if ( !g_pAINetworkManager )
return;
bool bSpawned = false;
CBaseEntity *pEnt = NULL;
if ( !args[1] || !args[1][0] )
{
// No arg means the entity under the crosshair.
pEnt = FindPickerEntity( UTIL_GetCommandClient() );
if ( !pEnt )
{
DevMsg( "No entity under the crosshair.\n" );
return;
}
}
else
{
// Find the entity specified on the command line.
pEnt = gEntList.FindEntityGeneric( NULL, args[1] );
if ( !pEnt )
{
// Not found, try to create one.
pEnt = (CAI_BaseNPC *)CreateEntityByName( args[1] );
if ( !pEnt )
{
DevMsg( "Entity %s not found, and couldn't create!\n", args[1] );
return;
}
bSpawned = true;
DispatchSpawn( pEnt );
}
}
CAI_BaseNPC *pNPC = dynamic_cast<CAI_BaseNPC *>( pEnt );
if ( !pNPC )
{
DevMsg( "Entity %s is not an NPC.\n", pEnt->GetDebugName() );
return;
}
Hull_t eHull = pNPC->GetHullType();
if ( bSpawned )
{
UTIL_Remove( pEnt );
}
g_pAINetworkManager->GetEditOps()->DrawHull( eHull );
CBaseEntity::m_nDebugPlayer = UTIL_GetCommandClientIndex();
}
static ConCommand ai_hull("ai_hull", CC_AI_Hull, "Controls which connections are shown when ai_show_hull or ai_show_connect commands are used\n\tArguments: NPC name or classname, <none>=NPC under crosshair", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show AI nodes
//------------------------------------------------------------------------------
void CC_AI_Nodes( const CCommand &args )
{
// Eventually this will be done by name when mulitple
// networks are used, but for now have one big AINet
// static char entName[256];
//Q_strncpy( entName, args[1],sizeof(entName) );
if ( !g_pAINetworkManager )
return;
g_pAINetworkManager->GetEditOps()->SetDebugBits("BigNet",bits_debugOverlayNodes);
CBaseEntity::m_nDebugPlayer = UTIL_GetCommandClientIndex();
}
static ConCommand ai_nodes("ai_nodes", CC_AI_Nodes, "Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows:\n\tGreen - ground node\n\tCyan - air node\n\tMagenta - climb node\n\tGrey - node not available for selected hull size\n\tOrange - node currently locked", FCVAR_CHEAT);
CON_COMMAND(ai_show_node, "Highlight the specified node")
{
if ( args.ArgC() > 1 )
{
int node = atoi(args[1]);
CAI_Node* pAINode = g_pBigAINet->GetNode( node, false );
if ( pAINode )
{
NDebugOverlay::Cross3D(pAINode->GetOrigin(), 1024, 255, 255, 255, true, 5.0 );
}
}
}
//------------------------------------------------------------------------------
// Purpose: Show visibility from selected node to all other nodes
//------------------------------------------------------------------------------
void CC_AI_ShowVisibility( const CCommand &args )
{
// Eventually this will be done by name when mulitple
// networks are used, but for now have one big AINet
// static char entName[256];
//Q_strncpy( entName, args[1],sizeof(entName) );
if ( !g_pAINetworkManager )
return;
g_pAINetworkManager->GetEditOps()->SetDebugBits("BigNet",bits_debugOverlayVisibility);
CAI_Node* pAINode = FindPickerAINode(UTIL_GetCommandClient(), NODE_ANY);
if (pAINode != NULL)
{
g_pAINetworkManager->GetEditOps()->m_iVisibilityNode = pAINode->GetId();
}
else
{
g_pAINetworkManager->GetEditOps()->m_iVisibilityNode = NO_NODE;
}
CBaseEntity::m_nDebugPlayer = UTIL_GetCommandClientIndex();
}
static ConCommand ai_show_visibility("ai_show_visibility", CC_AI_ShowVisibility, "Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue.", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show what nodes the selected node is connected to using the
// netowrk graph
//------------------------------------------------------------------------------
void CC_AI_GraphConnect( const CCommand &args )
{
if ( !g_pAINetworkManager )
return;
// Eventually this will be done by name when mulitple
// networks are used, but for now have one big AINet
//static char entName[256];
//Q_strncpy( entName, args[1],sizeof(entName) );
g_pAINetworkManager->GetEditOps()->SetDebugBits("BigNet",bits_debugOverlayGraphConnect);
CAI_Node* pAINode = FindPickerAINode(UTIL_GetCommandClient(), NODE_ANY);
if (pAINode != NULL)
{
g_pAINetworkManager->GetEditOps()->m_iGConnectivityNode = pAINode->GetId();
}
else
{
g_pAINetworkManager->GetEditOps()->m_iGConnectivityNode = NO_NODE;
}
CBaseEntity::m_nDebugPlayer = UTIL_GetCommandClientIndex();
}
static ConCommand ai_show_graph_connect("ai_show_graph_connect", CC_AI_GraphConnect, "Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue.", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show route triangulation attempts
//------------------------------------------------------------------------------
void CC_NPC_Bipass( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(),args[1],OVERLAY_NPC_TRIANGULATE_BIT);
}
static ConCommand npc_bipass("npc_bipass", CC_NPC_Bipass, "Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at.", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Destroy selected NPC
//------------------------------------------------------------------------------
void CC_NPC_Destroy( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(),args[1],OVERLAY_NPC_ZAP_BIT);
}
static ConCommand npc_destroy("npc_destroy", CC_NPC_Destroy, "Removes the given NPC(s) from the universe\nArguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at", FCVAR_CHEAT);
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CC_NPC_Kill( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(),args[1],OVERLAY_NPC_KILL_BIT);
}
static ConCommand npc_kill("npc_kill", CC_NPC_Kill, "Kills the given NPC(s)\nArguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show selected NPC's enemies
//------------------------------------------------------------------------------
void CC_NPC_Enemies( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(),args[1],OVERLAY_NPC_ENEMIES_BIT);
}
static ConCommand npc_enemies("npc_enemies", CC_NPC_Enemies, "Shows memory of NPC. Draws an X on top of each memory.\n\tEluded entities drawn in blue (don't know where it went)\n\tUnreachable entities drawn in green (can't get to it)\n\tCurrent enemy drawn in red\n\tCurrent target entity drawn in magenta\n\tAll other entities drawn in pink\n\tArguments: {npc_name} / {npc class_name} / no argument picks what player is looking at", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show seletected NPC's current enemy and target entity
//------------------------------------------------------------------------------
void CC_NPC_Focus( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(),args[1],OVERLAY_NPC_FOCUS_BIT);
}
static ConCommand npc_focus("npc_focus", CC_NPC_Focus, "Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)\n\tArguments: {npc_name} / {npc class_name} / no argument picks what player is looking at", FCVAR_CHEAT);
ConVar npc_create_equipment("npc_create_equipment", "");
Mapbase v2.0; bulk commit - Added custom map compile tools (vbsp, vvis, vrad) - Changed blink fix (shouldn't change anything in-game) - Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands - Added ent_create_aimed, an ent_create equivalent of npc_create_aimed - Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack - Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks) - Made interaction code capable of being dispatched on any entity, not just combat characters - Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares - Fixed certain NPCs getting out of the way for the player when they hate them - Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs - Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods - Selectable color for ragdoll boogie/point_ragdollboogie - Fixed PickupWeaponInstant not firing weapon pickup outputs - Introduced inputs and keyvalues for "lerping" to math_counter_advanced - Fixed ClearConsole on logic_console - logic_convar should now detect client convars correctly - New NormalizeAngles input on math_vector - logic_modelinfo LookupActivity input - math_generate fixed and expanded to be more like math_counter - Added a WIP game logging system for playtesting maps - Introduced logic_playerinfo, an entity that can read a player's name or ID - Fixed some new filters not working with filter_multi - Added radius pickup spawnflag to func_physbox - Added "Preserve name" spawnflag to weapons - Added cc_achievement_debug message for when an achievement doesn't exist - Made npc_combine_s not speak while in logic_choreographed_scenes - Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll - Expanded and cleaned up npc_zombie_custom - Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game - Allowed player squad commands to go through +USE-held objects - Added a bunch of I/O/KV to trigger_waterydeath for better configuration - Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it - Adjusted game_convar_mod for MP planning - Removed the func_precipitation custom particle/splash code for now, as it was causing problems - Fixed env_global_light not accepting lightcolor - Added "Additional Buttons" to player_speedmod - Added save comment to RPC - Added env_projectedtexture attenuation - Added scripted_sequence OnPreIdleSequence - Added OnCrab to zombies - Added skill_changed game event (may need further testing) - Added a fix for viewmodels flipping under extreme FOV values - Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly - Fixed a very, very, very major shader performance issue - New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles - Code improvements for I/O involving angles - logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls - Alternate collision/player avoidance spawnflag obsoletion enforcement disabled - Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue - Miscellaneous shader formatting adjustments and fixes - Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 07:20:02 +03:00
#ifdef MAPBASE
extern int EntityFactory_AutoComplete( const char *cmdname, CUtlVector< CUtlString > &commands, CUtlRBTree< CUtlString > &symbols, char *substring, int checklen = 0 );
extern bool UtlStringLessFunc( const CUtlString &lhs, const CUtlString &rhs );
//------------------------------------------------------------------------------
// Purpose: Create an NPC of the given type
//------------------------------------------------------------------------------
class CNPCCreateAutoCompletionFunctor : public ICommandCallback, public ICommandCompletionCallback
{
public:
virtual bool CreateAimed() { return false; }
virtual void CommandCallback( const CCommand &args )
{
MDLCACHE_CRITICAL_SECTION();
bool allowPrecache = CBaseEntity::IsPrecacheAllowed();
CBaseEntity::SetAllowPrecache( true );
// Try to create entity
CAI_BaseNPC *baseNPC = dynamic_cast< CAI_BaseNPC * >( CreateEntityByName(args[1]) );
if (baseNPC)
{
baseNPC->KeyValue( "additionalequipment", npc_create_equipment.GetString() );
if ( args.ArgC() == 3 )
{
baseNPC->SetName( AllocPooledString( args[2] ) );
}
else if ( args.ArgC() > 3 )
{
baseNPC->SetName( AllocPooledString( args[2] ) );
// Pass in any additional parameters.
for ( int i = 3; i + 1 < args.ArgC(); i += 2 )
{
const char *pKeyName = args[i];
const char *pValue = args[i+1];
baseNPC->KeyValue( pKeyName, pValue );
}
}
DispatchSpawn(baseNPC);
// Now attempt to drop into the world
CBasePlayer* pPlayer = UTIL_GetCommandClient();
trace_t tr;
Vector forward;
QAngle angles;
pPlayer->EyeVectors( &forward );
bool bCreateAimed = CreateAimed();
if (bCreateAimed)
{
VectorAngles( forward, angles );
angles.x = 0;
angles.z = 0;
}
// Pass through the player's vehicle
CTraceFilterSkipTwoEntities filter( pPlayer, pPlayer->GetVehicleEntity(), COLLISION_GROUP_NONE );
Mapbase v2.0; bulk commit - Added custom map compile tools (vbsp, vvis, vrad) - Changed blink fix (shouldn't change anything in-game) - Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands - Added ent_create_aimed, an ent_create equivalent of npc_create_aimed - Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack - Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks) - Made interaction code capable of being dispatched on any entity, not just combat characters - Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares - Fixed certain NPCs getting out of the way for the player when they hate them - Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs - Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods - Selectable color for ragdoll boogie/point_ragdollboogie - Fixed PickupWeaponInstant not firing weapon pickup outputs - Introduced inputs and keyvalues for "lerping" to math_counter_advanced - Fixed ClearConsole on logic_console - logic_convar should now detect client convars correctly - New NormalizeAngles input on math_vector - logic_modelinfo LookupActivity input - math_generate fixed and expanded to be more like math_counter - Added a WIP game logging system for playtesting maps - Introduced logic_playerinfo, an entity that can read a player's name or ID - Fixed some new filters not working with filter_multi - Added radius pickup spawnflag to func_physbox - Added "Preserve name" spawnflag to weapons - Added cc_achievement_debug message for when an achievement doesn't exist - Made npc_combine_s not speak while in logic_choreographed_scenes - Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll - Expanded and cleaned up npc_zombie_custom - Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game - Allowed player squad commands to go through +USE-held objects - Added a bunch of I/O/KV to trigger_waterydeath for better configuration - Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it - Adjusted game_convar_mod for MP planning - Removed the func_precipitation custom particle/splash code for now, as it was causing problems - Fixed env_global_light not accepting lightcolor - Added "Additional Buttons" to player_speedmod - Added save comment to RPC - Added env_projectedtexture attenuation - Added scripted_sequence OnPreIdleSequence - Added OnCrab to zombies - Added skill_changed game event (may need further testing) - Added a fix for viewmodels flipping under extreme FOV values - Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly - Fixed a very, very, very major shader performance issue - New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles - Code improvements for I/O involving angles - logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls - Alternate collision/player avoidance spawnflag obsoletion enforcement disabled - Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue - Miscellaneous shader formatting adjustments and fixes - Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 07:20:02 +03:00
AI_TraceLine(pPlayer->EyePosition(),
pPlayer->EyePosition() + forward * MAX_TRACE_LENGTH,MASK_NPCSOLID,
&filter, &tr );
Mapbase v2.0; bulk commit - Added custom map compile tools (vbsp, vvis, vrad) - Changed blink fix (shouldn't change anything in-game) - Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands - Added ent_create_aimed, an ent_create equivalent of npc_create_aimed - Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack - Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks) - Made interaction code capable of being dispatched on any entity, not just combat characters - Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares - Fixed certain NPCs getting out of the way for the player when they hate them - Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs - Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods - Selectable color for ragdoll boogie/point_ragdollboogie - Fixed PickupWeaponInstant not firing weapon pickup outputs - Introduced inputs and keyvalues for "lerping" to math_counter_advanced - Fixed ClearConsole on logic_console - logic_convar should now detect client convars correctly - New NormalizeAngles input on math_vector - logic_modelinfo LookupActivity input - math_generate fixed and expanded to be more like math_counter - Added a WIP game logging system for playtesting maps - Introduced logic_playerinfo, an entity that can read a player's name or ID - Fixed some new filters not working with filter_multi - Added radius pickup spawnflag to func_physbox - Added "Preserve name" spawnflag to weapons - Added cc_achievement_debug message for when an achievement doesn't exist - Made npc_combine_s not speak while in logic_choreographed_scenes - Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll - Expanded and cleaned up npc_zombie_custom - Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game - Allowed player squad commands to go through +USE-held objects - Added a bunch of I/O/KV to trigger_waterydeath for better configuration - Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it - Adjusted game_convar_mod for MP planning - Removed the func_precipitation custom particle/splash code for now, as it was causing problems - Fixed env_global_light not accepting lightcolor - Added "Additional Buttons" to player_speedmod - Added save comment to RPC - Added env_projectedtexture attenuation - Added scripted_sequence OnPreIdleSequence - Added OnCrab to zombies - Added skill_changed game event (may need further testing) - Added a fix for viewmodels flipping under extreme FOV values - Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly - Fixed a very, very, very major shader performance issue - New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles - Code improvements for I/O involving angles - logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls - Alternate collision/player avoidance spawnflag obsoletion enforcement disabled - Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue - Miscellaneous shader formatting adjustments and fixes - Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 07:20:02 +03:00
if ( tr.fraction != 1.0)
{
if (baseNPC->CapabilitiesGet() & bits_CAP_MOVE_FLY)
{
Vector pos = tr.endpos - forward * 36;
baseNPC->Teleport( &pos, bCreateAimed ? &angles : NULL, NULL );
}
else
{
// Raise the end position a little up off the floor, place the npc and drop him down
tr.endpos.z += 12;
baseNPC->Teleport( &tr.endpos, bCreateAimed ? &angles : NULL, NULL );
UTIL_DropToFloor( baseNPC, MASK_NPCSOLID );
}
// Now check that this is a valid location for the new npc to be
Vector vUpBit = baseNPC->GetAbsOrigin();
vUpBit.z += 1;
AI_TraceHull( baseNPC->GetAbsOrigin(), vUpBit, baseNPC->GetHullMins(), baseNPC->GetHullMaxs(),
MASK_NPCSOLID, baseNPC, COLLISION_GROUP_NONE, &tr );
if ( tr.startsolid || (tr.fraction < 1.0) )
{
baseNPC->SUB_Remove();
DevMsg("Can't create %s. Bad Position!\n",args[1]);
NDebugOverlay::Box(baseNPC->GetAbsOrigin(), baseNPC->GetHullMins(), baseNPC->GetHullMaxs(), 255, 0, 0, 0, 0);
}
}
else if (bCreateAimed)
{
baseNPC->Teleport( NULL, &angles, NULL );
}
baseNPC->Activate();
}
CBaseEntity::SetAllowPrecache( allowPrecache );
}
virtual int CommandCompletionCallback( const char *partial, CUtlVector< CUtlString > &commands )
{
if ( !g_pGameRules )
{
return 0;
}
const char *cmdname = CreateAimed() ? "npc_create_aimed" : "npc_create";
char *substring = (char *)partial;
if ( Q_strstr( partial, cmdname ) )
{
substring = (char *)partial + strlen( cmdname ) + 1;
}
int checklen = Q_strlen( substring );
if (checklen <= 0)
{
// Only show classnames prefixed with "npc" unless the user starts typing other characters
substring = "npc";
checklen = 3;
}
CUtlRBTree< CUtlString > symbols( 0, 0, UtlStringLessFunc );
return EntityFactory_AutoComplete( cmdname, commands, symbols, substring, checklen );
}
};
static CNPCCreateAutoCompletionFunctor g_NPCCreateAutoComplete;
static ConCommand npc_create("npc_create", &g_NPCCreateAutoComplete, "Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).\n\tArguments: {npc_class_name}", FCVAR_CHEAT, &g_NPCCreateAutoComplete);
class CNPCCreateAimedAutoCompletionFunctor : public CNPCCreateAutoCompletionFunctor
{
public:
virtual bool CreateAimed() { return true; }
};
static CNPCCreateAimedAutoCompletionFunctor g_NPCCreateAimedAutoComplete;
static ConCommand npc_create_aimed("npc_create_aimed", &g_NPCCreateAimedAutoComplete, "Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location).\n\tArguments: {npc_class_name}", FCVAR_CHEAT, &g_NPCCreateAimedAutoComplete);
#else
2013-12-03 07:31:46 +04:00
//------------------------------------------------------------------------------
// Purpose: Create an NPC of the given type
//------------------------------------------------------------------------------
void CC_NPC_Create( const CCommand &args )
{
MDLCACHE_CRITICAL_SECTION();
bool allowPrecache = CBaseEntity::IsPrecacheAllowed();
CBaseEntity::SetAllowPrecache( true );
// Try to create entity
CAI_BaseNPC *baseNPC = dynamic_cast< CAI_BaseNPC * >( CreateEntityByName(args[1]) );
if (baseNPC)
{
baseNPC->KeyValue( "additionalequipment", npc_create_equipment.GetString() );
baseNPC->Precache();
if ( args.ArgC() == 3 )
{
baseNPC->SetName( AllocPooledString( args[2] ) );
}
#ifdef MAPBASE
else if ( args.ArgC() > 3 )
{
baseNPC->SetName( AllocPooledString( args[2] ) );
// Pass in any additional parameters.
for ( int i = 3; i + 1 < args.ArgC(); i += 2 )
{
const char *pKeyName = args[i];
const char *pValue = args[i+1];
baseNPC->KeyValue( pKeyName, pValue );
}
}
#endif
2013-12-03 07:31:46 +04:00
DispatchSpawn(baseNPC);
// Now attempt to drop into the world
CBasePlayer* pPlayer = UTIL_GetCommandClient();
trace_t tr;
Vector forward;
pPlayer->EyeVectors( &forward );
AI_TraceLine(pPlayer->EyePosition(),
pPlayer->EyePosition() + forward * MAX_TRACE_LENGTH,MASK_NPCSOLID,
pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0)
{
if (baseNPC->CapabilitiesGet() & bits_CAP_MOVE_FLY)
{
Vector pos = tr.endpos - forward * 36;
baseNPC->Teleport( &pos, NULL, NULL );
}
else
{
// Raise the end position a little up off the floor, place the npc and drop him down
tr.endpos.z += 12;
baseNPC->Teleport( &tr.endpos, NULL, NULL );
UTIL_DropToFloor( baseNPC, MASK_NPCSOLID );
}
// Now check that this is a valid location for the new npc to be
Vector vUpBit = baseNPC->GetAbsOrigin();
vUpBit.z += 1;
AI_TraceHull( baseNPC->GetAbsOrigin(), vUpBit, baseNPC->GetHullMins(), baseNPC->GetHullMaxs(),
MASK_NPCSOLID, baseNPC, COLLISION_GROUP_NONE, &tr );
if ( tr.startsolid || (tr.fraction < 1.0) )
{
baseNPC->SUB_Remove();
DevMsg("Can't create %s. Bad Position!\n",args[1]);
NDebugOverlay::Box(baseNPC->GetAbsOrigin(), baseNPC->GetHullMins(), baseNPC->GetHullMaxs(), 255, 0, 0, 0, 0);
}
}
baseNPC->Activate();
}
CBaseEntity::SetAllowPrecache( allowPrecache );
}
static ConCommand npc_create("npc_create", CC_NPC_Create, "Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.\n\tArguments: {npc_class_name}", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Create an NPC of the given type
//------------------------------------------------------------------------------
void CC_NPC_Create_Aimed( const CCommand &args )
{
MDLCACHE_CRITICAL_SECTION();
bool allowPrecache = CBaseEntity::IsPrecacheAllowed();
CBaseEntity::SetAllowPrecache( true );
// Try to create entity
CAI_BaseNPC *baseNPC = dynamic_cast< CAI_BaseNPC * >( CreateEntityByName(args[1]) );
if (baseNPC)
{
baseNPC->KeyValue( "additionalequipment", npc_create_equipment.GetString() );
baseNPC->Precache();
DispatchSpawn( baseNPC );
// Now attempt to drop into the world
QAngle angles;
CBasePlayer* pPlayer = UTIL_GetCommandClient();
trace_t tr;
Vector forward;
pPlayer->EyeVectors( &forward );
VectorAngles( forward, angles );
angles.x = 0;
angles.z = 0;
AI_TraceLine( pPlayer->EyePosition(),
pPlayer->EyePosition() + forward * MAX_TRACE_LENGTH,MASK_NPCSOLID,
pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0)
{
if (baseNPC->CapabilitiesGet() & bits_CAP_MOVE_FLY)
{
Vector pos = tr.endpos - forward * 36;
baseNPC->Teleport( &pos, &angles, NULL );
}
else
{
// Raise the end position a little up off the floor, place the npc and drop him down
tr.endpos.z += 12;
baseNPC->Teleport( &tr.endpos, &angles, NULL );
UTIL_DropToFloor( baseNPC, MASK_NPCSOLID );
}
// Now check that this is a valid location for the new npc to be
Vector vUpBit = baseNPC->GetAbsOrigin();
vUpBit.z += 1;
AI_TraceHull( baseNPC->GetAbsOrigin(), vUpBit, baseNPC->GetHullMins(), baseNPC->GetHullMaxs(),
MASK_NPCSOLID, baseNPC, COLLISION_GROUP_NONE, &tr );
if ( tr.startsolid || (tr.fraction < 1.0) )
{
baseNPC->SUB_Remove();
DevMsg("Can't create %s. Bad Position!\n",args[1]);
NDebugOverlay::Box(baseNPC->GetAbsOrigin(), baseNPC->GetHullMins(), baseNPC->GetHullMaxs(), 255, 0, 0, 0, 0);
}
}
else
{
baseNPC->Teleport( NULL, &angles, NULL );
}
baseNPC->Activate();
}
CBaseEntity::SetAllowPrecache( allowPrecache );
}
static ConCommand npc_create_aimed("npc_create_aimed", CC_NPC_Create_Aimed, "Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.\n\tArguments: {npc_class_name}", FCVAR_CHEAT);
Mapbase v2.0; bulk commit - Added custom map compile tools (vbsp, vvis, vrad) - Changed blink fix (shouldn't change anything in-game) - Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands - Added ent_create_aimed, an ent_create equivalent of npc_create_aimed - Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack - Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks) - Made interaction code capable of being dispatched on any entity, not just combat characters - Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares - Fixed certain NPCs getting out of the way for the player when they hate them - Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs - Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods - Selectable color for ragdoll boogie/point_ragdollboogie - Fixed PickupWeaponInstant not firing weapon pickup outputs - Introduced inputs and keyvalues for "lerping" to math_counter_advanced - Fixed ClearConsole on logic_console - logic_convar should now detect client convars correctly - New NormalizeAngles input on math_vector - logic_modelinfo LookupActivity input - math_generate fixed and expanded to be more like math_counter - Added a WIP game logging system for playtesting maps - Introduced logic_playerinfo, an entity that can read a player's name or ID - Fixed some new filters not working with filter_multi - Added radius pickup spawnflag to func_physbox - Added "Preserve name" spawnflag to weapons - Added cc_achievement_debug message for when an achievement doesn't exist - Made npc_combine_s not speak while in logic_choreographed_scenes - Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll - Expanded and cleaned up npc_zombie_custom - Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game - Allowed player squad commands to go through +USE-held objects - Added a bunch of I/O/KV to trigger_waterydeath for better configuration - Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it - Adjusted game_convar_mod for MP planning - Removed the func_precipitation custom particle/splash code for now, as it was causing problems - Fixed env_global_light not accepting lightcolor - Added "Additional Buttons" to player_speedmod - Added save comment to RPC - Added env_projectedtexture attenuation - Added scripted_sequence OnPreIdleSequence - Added OnCrab to zombies - Added skill_changed game event (may need further testing) - Added a fix for viewmodels flipping under extreme FOV values - Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly - Fixed a very, very, very major shader performance issue - New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles - Code improvements for I/O involving angles - logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls - Alternate collision/player avoidance spawnflag obsoletion enforcement disabled - Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue - Miscellaneous shader formatting adjustments and fixes - Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 07:20:02 +03:00
#endif
2013-12-03 07:31:46 +04:00
//------------------------------------------------------------------------------
// Purpose: Destroy unselected NPCs
//------------------------------------------------------------------------------
void CC_NPC_DestroyUnselected( void )
{
CAI_BaseNPC *pNPC = gEntList.NextEntByClass( (CAI_BaseNPC *)NULL );
while (pNPC)
{
if (!(pNPC->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) && !pNPC->ClassMatches("npc_bullseye"))
{
pNPC->m_debugOverlays |= OVERLAY_NPC_ZAP_BIT;
}
pNPC = gEntList.NextEntByClass(pNPC);
}
}
static ConCommand npc_destroy_unselected("npc_destroy_unselected", CC_NPC_DestroyUnselected, "Removes all NPCs from the universe that aren't currently selected", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Freeze or unfreeze the selected NPCs. If no NPCs are selected, the
// NPC under the crosshair is frozen/unfrozen.
//------------------------------------------------------------------------------
void CC_NPC_Freeze( const CCommand &args )
{
if (FStrEq(args[1], ""))
{
//
// No NPC was specified, try to freeze selected NPCs.
//
bool bFound = false;
CAI_BaseNPC *npc = gEntList.NextEntByClass( (CAI_BaseNPC *)NULL );
while (npc)
{
if (npc->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
{
bFound = true;
npc->ToggleFreeze();
}
npc = gEntList.NextEntByClass(npc);
}
if (!bFound)
{
//
// No selected NPCs, look for the NPC under the crosshair.
//
CBaseEntity *pEntity = FindPickerEntity( UTIL_GetCommandClient() );
if ( pEntity )
{
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
if (pNPC)
{
pNPC->ToggleFreeze();
}
}
}
}
else
{
// TODO: look for NPCs by name, classname.
}
}
static ConCommand npc_freeze("npc_freeze", CC_NPC_Freeze, "Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.\n\tArguments: -none-", FCVAR_CHEAT);
CON_COMMAND( npc_freeze_unselected, "Freeze all NPCs not selected" )
{
CAI_BaseNPC *pNPC = gEntList.NextEntByClass( (CAI_BaseNPC *)NULL );
while (pNPC)
{
if (!(pNPC->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
{
pNPC->ToggleFreeze();
}
pNPC = gEntList.NextEntByClass(pNPC);
}
}
//------------------------------------------------------------------------------
CON_COMMAND(npc_thinknow, "Trigger NPC to think")
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CBaseEntity *pEntity = FindPickerEntity( UTIL_GetCommandClient() );
if ( pEntity )
{
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
if (pNPC)
{
pNPC->SetThink( &CAI_BaseNPC::CallNPCThink );
pNPC->SetNextThink( gpGlobals->curtime );
}
}
}
//------------------------------------------------------------------------------
// Purpose: Tell selected NPC to go to a where player is looking
//------------------------------------------------------------------------------
void CC_NPC_Teleport( void )
{
CBasePlayer* pPlayer = UTIL_GetCommandClient();
trace_t tr;
Vector forward;
pPlayer->EyeVectors( &forward );
AI_TraceLine(pPlayer->EyePosition(),
pPlayer->EyePosition() + forward * MAX_TRACE_LENGTH,MASK_NPCSOLID,
pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0)
{
CAI_BaseNPC *npc = gEntList.NextEntByClass( (CAI_BaseNPC *)NULL );
while (npc)
{
//Only Teleport one NPC if more than one is selected.
if (npc->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
{
npc->Teleport( &tr.endpos, NULL, NULL );
break;
}
npc = gEntList.NextEntByClass(npc);
}
}
}
static ConCommand npc_teleport("npc_teleport", CC_NPC_Teleport, "Selected NPC will teleport to the location that the player is looking (shown with a purple box)\n\tArguments: -none-", FCVAR_CHEAT);
static ConVar npc_go_do_run( "npc_go_do_run", "1", 0, "Set whether should run on NPC go" );
void CC_NPC_Go( void )
{
CBasePlayer* pPlayer = UTIL_GetCommandClient();
trace_t tr;
Vector forward;
pPlayer->EyeVectors( &forward );
AI_TraceLine(pPlayer->EyePosition(),
pPlayer->EyePosition() + forward * MAX_TRACE_LENGTH,MASK_NPCSOLID,
pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0)
{
CAI_BaseNPC::ForceSelectedGo(pPlayer, tr.endpos, forward, npc_go_do_run.GetBool());
}
}
static ConCommand npc_go("npc_go", CC_NPC_Go, "Selected NPC(s) will go to the location that the player is looking (shown with a purple box)\n\tArguments: -none-", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Tell seclected NPC to go to a random node location
//------------------------------------------------------------------------------
void CC_NPC_GoRandom( void )
{
CAI_BaseNPC::ForceSelectedGoRandom();
}
static ConCommand npc_go_random("npc_go_random", CC_NPC_GoRandom, "Sends all selected NPC(s) to a random node.\n\tArguments: -none-", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: ?Does this work?
//------------------------------------------------------------------------------
void CC_NPC_Reset( void )
{
CAI_BaseNPC::ClearAllSchedules();
g_AI_SchedulesManager.LoadAllSchedules();
}
static ConCommand npc_reset("npc_reset", CC_NPC_Reset, "Reloads schedules for all NPC's from their script files\n\tArguments: -none-", FCVAR_CHEAT);
Mapbase v2.0; bulk commit - Added custom map compile tools (vbsp, vvis, vrad) - Changed blink fix (shouldn't change anything in-game) - Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands - Added ent_create_aimed, an ent_create equivalent of npc_create_aimed - Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack - Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks) - Made interaction code capable of being dispatched on any entity, not just combat characters - Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares - Fixed certain NPCs getting out of the way for the player when they hate them - Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs - Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods - Selectable color for ragdoll boogie/point_ragdollboogie - Fixed PickupWeaponInstant not firing weapon pickup outputs - Introduced inputs and keyvalues for "lerping" to math_counter_advanced - Fixed ClearConsole on logic_console - logic_convar should now detect client convars correctly - New NormalizeAngles input on math_vector - logic_modelinfo LookupActivity input - math_generate fixed and expanded to be more like math_counter - Added a WIP game logging system for playtesting maps - Introduced logic_playerinfo, an entity that can read a player's name or ID - Fixed some new filters not working with filter_multi - Added radius pickup spawnflag to func_physbox - Added "Preserve name" spawnflag to weapons - Added cc_achievement_debug message for when an achievement doesn't exist - Made npc_combine_s not speak while in logic_choreographed_scenes - Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll - Expanded and cleaned up npc_zombie_custom - Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game - Allowed player squad commands to go through +USE-held objects - Added a bunch of I/O/KV to trigger_waterydeath for better configuration - Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it - Adjusted game_convar_mod for MP planning - Removed the func_precipitation custom particle/splash code for now, as it was causing problems - Fixed env_global_light not accepting lightcolor - Added "Additional Buttons" to player_speedmod - Added save comment to RPC - Added env_projectedtexture attenuation - Added scripted_sequence OnPreIdleSequence - Added OnCrab to zombies - Added skill_changed game event (may need further testing) - Added a fix for viewmodels flipping under extreme FOV values - Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly - Fixed a very, very, very major shader performance issue - New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles - Code improvements for I/O involving angles - logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls - Alternate collision/player avoidance spawnflag obsoletion enforcement disabled - Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue - Miscellaneous shader formatting adjustments and fixes - Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 07:20:02 +03:00
#ifdef MAPBASE
extern bool UtlStringLessFunc( const CUtlString &lhs, const CUtlString &rhs );
//------------------------------------------------------------------------------
// Purpose : Auto-completes with entities in the entity list, but only uses NPC-derived entities.
// Input : cmdname - The name of the command.
// &commands - Where the complete autocompletes should be sent to.
// substring - The current search query. (only pool entities that start with this)
// checklen - The number of characters to check.
// Output : A pointer to a cUtlRBTRee containing all of the entities.
//------------------------------------------------------------------------------
static int AutoCompleteNPCs(const char *cmdname, CUtlVector< CUtlString > &commands, CUtlRBTree< CUtlString > &symbols, char *substring, int checklen = 0)
{
CBaseEntity *pos = NULL;
while ((pos = gEntList.NextEnt(pos)) != NULL)
{
if (!pos->IsNPC())
continue;
const char *name = pos->GetClassname();
if (pos->GetEntityName() == NULL_STRING || Q_strnicmp(STRING(pos->GetEntityName()), substring, checklen))
{
if (Q_strnicmp(pos->GetClassname(), substring, checklen))
continue;
}
else
name = STRING(pos->GetEntityName());
CUtlString sym = name;
int idx = symbols.Find(sym);
if (idx == symbols.InvalidIndex())
{
symbols.Insert(sym);
}
// Too many
if (symbols.Count() >= COMMAND_COMPLETION_MAXITEMS)
break;
}
// Now fill in the results
for (int i = symbols.FirstInorder(); i != symbols.InvalidIndex(); i = symbols.NextInorder(i))
{
const char *name = symbols[i].String();
char buf[512];
Q_strncpy(buf, name, sizeof(buf));
Q_strlower(buf);
CUtlString command;
command = CFmtStr("%s %s", cmdname, buf);
commands.AddToTail(command);
}
return symbols.Count();
}
//------------------------------------------------------------------------------
// There's a big set of NPC debug commands that do similar operations and
// can fall under this base class for auto-completion, etc.
//------------------------------------------------------------------------------
class CNPCDebugAutoCompletionFunctor : public ICommandCallback, public ICommandCompletionCallback
{
public:
virtual const char *CommandName() { return NULL; }
virtual void CommandCallback( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(), args[1], OVERLAY_NPC_NEAREST_BIT );
}
virtual int CommandCompletionCallback( const char *partial, CUtlVector< CUtlString > &commands )
{
if ( !g_pGameRules )
{
return 0;
}
const char *cmdname = CommandName();
char *substring = (char *)partial;
if ( Q_strstr( partial, cmdname ) )
{
substring = (char *)partial + strlen( cmdname ) + 1;
}
int checklen = Q_strlen( substring );
if (checklen == 0 || atoi(substring) != 0)
{
// Must be the picker or an entity index
return 0;
}
CUtlRBTree< CUtlString > symbols( 0, 0, UtlStringLessFunc );
return AutoCompleteNPCs(cmdname, commands, symbols, substring, checklen);
}
};
#define NPCDebugCommand(name, functor, bit, help) class CNPC##functor##AutoCompletionFunctor : public CNPCDebugAutoCompletionFunctor \
{ \
public: \
virtual const char *CommandName() { return #name; } \
virtual void CommandCallback( const CCommand &args ) \
{ \
SetDebugBits( UTIL_GetCommandClient(), args[1], bit ); \
} \
}; \
static CNPC##functor##AutoCompletionFunctor g_NPC##functor##AutoCompletionFunctor; \
static ConCommand name(#name, &g_NPC##functor##AutoCompletionFunctor, help, FCVAR_CHEAT, &g_NPC##functor##AutoCompletionFunctor);
NPCDebugCommand( npc_nearest, Nearest, OVERLAY_NPC_NEAREST_BIT, "Draw's a while box around the NPC(s) nearest node\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at " );
NPCDebugCommand( npc_route, Route, OVERLAY_NPC_ROUTE_BIT, "Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner:\n\tBlue - path to a node\n\tCyan - detour around an object (triangulation)\n\tRed - jump\n\tMaroon - path to final target position\n\tArguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at " );
NPCDebugCommand( npc_select, Select, OVERLAY_NPC_SELECTED_BIT, "Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at " );
NPCDebugCommand( npc_combat, Combat, OVERLAY_NPC_SQUAD_BIT, "Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)\n\tArguments: {npc_name} / {npc class_name} / no argument picks what player is looking at" );
NPCDebugCommand( npc_tasks, Tasks, OVERLAY_NPC_TASK_BIT, "Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)\n\tArguments: {npc_name} / {npc class_name} / no argument picks what player is looking at " );
NPCDebugCommand( npc_task_text, TaskText, OVERLAY_TASK_TEXT_BIT, "Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule\n\tArguments: {npc_name} / {npc class_name} / no argument picks what player is looking at " );
NPCDebugCommand( npc_conditions, Conditions, OVERLAY_NPC_CONDITIONS_BIT, "Displays all the current AI conditions that an NPC has in the overlay text.\n\tArguments: {npc_name} / {npc class_name} / no argument picks what player is looking at" );
NPCDebugCommand( npc_viewcone, Viewcone, OVERLAY_NPC_VIEWCONE_BIT, "Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at" );
NPCDebugCommand( npc_relationships, Relationships, OVERLAY_NPC_RELATION_BIT, "Displays the relationships between this NPC and all others.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at" );
NPCDebugCommand( npc_steering, Steering, OVERLAY_NPC_STEERING_REGULATIONS, "Displays the steering obstructions of the NPC( used to perform local avoidance )\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at" );
// For backwards compatibility
void CC_NPC_Squads( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(),args[1],OVERLAY_NPC_SQUAD_BIT);
}
static ConCommand npc_squads("npc_squads", CC_NPC_Squads, "Obsolete. Replaced by npc_combat", FCVAR_CHEAT);
#else
2013-12-03 07:31:46 +04:00
//------------------------------------------------------------------------------
// Purpose: Show the selected NPC's nearest node
//------------------------------------------------------------------------------
void CC_NPC_Nearest( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(),args[1],OVERLAY_NPC_NEAREST_BIT);
}
static ConCommand npc_nearest("npc_nearest", CC_NPC_Nearest, "Draw's a while box around the NPC(s) nearest node\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show the selected NPC's route
//------------------------------------------------------------------------------
void CC_NPC_Route( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(),args[1],OVERLAY_NPC_ROUTE_BIT);
}
static ConCommand npc_route("npc_route", CC_NPC_Route, "Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner:\n\tBlue - path to a node\n\tCyan - detour around an object (triangulation)\n\tRed - jump\n\tMaroon - path to final target position\n\tArguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Select an NPC
//------------------------------------------------------------------------------
void CC_NPC_Select( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(),args[1],OVERLAY_NPC_SELECTED_BIT);
}
static ConCommand npc_select("npc_select", CC_NPC_Select, "Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show combat related data for an NPC
//------------------------------------------------------------------------------
void CC_NPC_Combat( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(),args[1],OVERLAY_NPC_SQUAD_BIT);
}
static ConCommand npc_combat("npc_combat", CC_NPC_Combat, "Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)\n\tArguments: {npc_name} / {npc class_name} / no argument picks what player is looking at", FCVAR_CHEAT);
// For backwards compatibility
static ConCommand npc_squads("npc_squads", CC_NPC_Combat, "Obsolete. Replaced by npc_combat", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show tasks for an NPC
//------------------------------------------------------------------------------
void CC_NPC_Tasks( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(),args[1],OVERLAY_NPC_TASK_BIT);
}
static ConCommand npc_tasks("npc_tasks", CC_NPC_Tasks, "Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)\n\tArguments: {npc_name} / {npc class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show tasks (on the console) for an NPC
//------------------------------------------------------------------------------
void CC_NPC_Task_Text( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(), args[1], OVERLAY_TASK_TEXT_BIT);
}
static ConCommand npc_task_text("npc_task_text", CC_NPC_Task_Text, "Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule\n\tArguments: {npc_name} / {npc class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Shows all current conditions for an NPC.
//------------------------------------------------------------------------------
void CC_NPC_Conditions( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(), args[1], OVERLAY_NPC_CONDITIONS_BIT);
}
static ConCommand npc_conditions("npc_conditions", CC_NPC_Conditions, "Displays all the current AI conditions that an NPC has in the overlay text.\n\tArguments: {npc_name} / {npc class_name} / no argument picks what player is looking at", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show an NPC's viewcone
//------------------------------------------------------------------------------
void CC_NPC_Viewcone( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(),args[1],OVERLAY_NPC_VIEWCONE_BIT);
}
static ConCommand npc_viewcone("npc_viewcone", CC_NPC_Viewcone, "Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show an NPC's relationships to other NPCs
//------------------------------------------------------------------------------
void CC_NPC_Relationships( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(),args[1], OVERLAY_NPC_RELATION_BIT );
}
static ConCommand npc_relationships("npc_relationships", CC_NPC_Relationships, "Displays the relationships between this NPC and all others.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at", FCVAR_CHEAT );
//------------------------------------------------------------------------------
// Purpose: Show an NPC's steering regulations
//------------------------------------------------------------------------------
void CC_NPC_ViewSteeringRegulations( const CCommand &args )
{
SetDebugBits( UTIL_GetCommandClient(), args[1], OVERLAY_NPC_STEERING_REGULATIONS);
}
static ConCommand npc_steering("npc_steering", CC_NPC_ViewSteeringRegulations, "Displays the steering obstructions of the NPC (used to perform local avoidance)\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at", FCVAR_CHEAT);
Mapbase v2.0; bulk commit - Added custom map compile tools (vbsp, vvis, vrad) - Changed blink fix (shouldn't change anything in-game) - Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands - Added ent_create_aimed, an ent_create equivalent of npc_create_aimed - Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack - Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks) - Made interaction code capable of being dispatched on any entity, not just combat characters - Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares - Fixed certain NPCs getting out of the way for the player when they hate them - Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs - Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods - Selectable color for ragdoll boogie/point_ragdollboogie - Fixed PickupWeaponInstant not firing weapon pickup outputs - Introduced inputs and keyvalues for "lerping" to math_counter_advanced - Fixed ClearConsole on logic_console - logic_convar should now detect client convars correctly - New NormalizeAngles input on math_vector - logic_modelinfo LookupActivity input - math_generate fixed and expanded to be more like math_counter - Added a WIP game logging system for playtesting maps - Introduced logic_playerinfo, an entity that can read a player's name or ID - Fixed some new filters not working with filter_multi - Added radius pickup spawnflag to func_physbox - Added "Preserve name" spawnflag to weapons - Added cc_achievement_debug message for when an achievement doesn't exist - Made npc_combine_s not speak while in logic_choreographed_scenes - Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll - Expanded and cleaned up npc_zombie_custom - Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game - Allowed player squad commands to go through +USE-held objects - Added a bunch of I/O/KV to trigger_waterydeath for better configuration - Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it - Adjusted game_convar_mod for MP planning - Removed the func_precipitation custom particle/splash code for now, as it was causing problems - Fixed env_global_light not accepting lightcolor - Added "Additional Buttons" to player_speedmod - Added save comment to RPC - Added env_projectedtexture attenuation - Added scripted_sequence OnPreIdleSequence - Added OnCrab to zombies - Added skill_changed game event (may need further testing) - Added a fix for viewmodels flipping under extreme FOV values - Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly - Fixed a very, very, very major shader performance issue - New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles - Code improvements for I/O involving angles - logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls - Alternate collision/player avoidance spawnflag obsoletion enforcement disabled - Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue - Miscellaneous shader formatting adjustments and fixes - Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 07:20:02 +03:00
#endif
2013-12-03 07:31:46 +04:00
void CC_NPC_ViewSteeringRegulationsAll( void )
{
CAI_BaseNPC *pNPC = gEntList.NextEntByClass( (CAI_BaseNPC *)NULL );
while (pNPC)
{
if (!(pNPC->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
{
pNPC->m_debugOverlays |= OVERLAY_NPC_STEERING_REGULATIONS;
}
else
{
pNPC->m_debugOverlays &= ~OVERLAY_NPC_STEERING_REGULATIONS;
}
pNPC = gEntList.NextEntByClass(pNPC);
}
}
static ConCommand npc_steering_all("npc_steering_all", CC_NPC_ViewSteeringRegulationsAll, "Displays the steering obstructions of all NPCs (used to perform local avoidance)\n", FCVAR_CHEAT);
//------------------------------------------------------------------------------
CON_COMMAND( npc_heal, "Heals the target back to full health" )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CBaseEntity *pEntity = FindPickerEntity( UTIL_GetCommandClient() );
if ( pEntity )
{
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
if (pNPC)
{
pNPC->SetHealth( pNPC->GetMaxHealth() );
}
}
}
CON_COMMAND( npc_ammo_deplete, "Subtracts half of the target's ammo" )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CBaseEntity *pEntity = FindPickerEntity( UTIL_GetCommandClient() );
if ( pEntity )
{
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
if (pNPC && pNPC->GetActiveWeapon())
{
pNPC->GetActiveWeapon()->m_iClip1 *= 0.5;
}
}
}
CON_COMMAND( ai_clear_bad_links, "Clears bits set on nav links indicating link is unusable " )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CAI_Node *pNode;
for ( int i = 0; i < g_pBigAINet->NumNodes(); i++ )
{
pNode = g_pBigAINet->GetNode( i );
for ( int j = 0; j < pNode->NumLinks(); j++ )
{
pNode->GetLinkByIndex( j )->m_LinkInfo &= ~bits_LINK_STALE_SUGGESTED;
}
}
}
CON_COMMAND( ai_test_los, "Test AI LOS from the player's POV" )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
trace_t tr;
// Use the custom LOS trace filter
CTraceFilterLOS traceFilter( UTIL_GetLocalPlayer(), COLLISION_GROUP_NONE );
UTIL_TraceLine( UTIL_GetLocalPlayer()->EyePosition(), UTIL_GetLocalPlayer()->EyePosition() + UTIL_GetLocalPlayer()->EyeDirection3D() * MAX_COORD_RANGE, MASK_BLOCKLOS_AND_NPCS, &traceFilter, &tr );
NDebugOverlay::Line( UTIL_GetLocalPlayer()->EyePosition(), tr.endpos, 127, 127, 127, true, 5 );
NDebugOverlay::Cross3D( tr.endpos, 24, 255, 255, 255, true, 5 );
}
#ifdef VPROF_ENABLED
CON_COMMAND(ainet_generate_report, "Generate a report to the console.")
{
g_VProfCurrentProfile.OutputReport( VPRT_FULL, "AINet" );
}
CON_COMMAND(ainet_generate_report_only, "Generate a report to the console.")
{
g_VProfCurrentProfile.OutputReport( VPRT_FULL, "AINet", g_VProfCurrentProfile.BudgetGroupNameToBudgetGroupID( "AINet" ) );
}
#endif