Merge pull request #270 from Blixibon/mapbase/feature/dynamic-interaction-improvements

NPC dynamic interaction improvements and fixes
This commit is contained in:
Blixibon 2024-02-04 15:23:40 -06:00 committed by GitHub
commit 4cea5d1123
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
9 changed files with 453 additions and 68 deletions

View File

@ -76,6 +76,23 @@ int CAI_BaseNPC::GetActivityID(const char* actName)
return m_pActivitySR->GetStringID(actName);
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: Gets an activity ID or registers a new private one if it doesn't exist
//-----------------------------------------------------------------------------
int CAI_BaseNPC::GetOrRegisterActivity( const char *actName )
{
int actID = GetActivityID( actName );
if (actID == ACT_INVALID)
{
actID = ActivityList_RegisterPrivateActivity( actName );
AddActivityToSR( actName, actID );
}
return actID;
}
#endif
#define ADD_ACTIVITY_TO_SR(activityname) AddActivityToSR(#activityname,activityname)
//-----------------------------------------------------------------------------

View File

@ -3026,6 +3026,10 @@ void CAI_BaseNPC::PopulatePoseParameters( void )
m_poseAim_Yaw = LookupPoseParameter( "aim_yaw" );
m_poseMove_Yaw = LookupPoseParameter( "move_yaw" );
#ifdef MAPBASE
m_poseInteractionRelativeYaw = LookupPoseParameter( "interaction_relative_yaw" );
#endif
BaseClass::PopulatePoseParameters();
}
@ -12450,7 +12454,11 @@ BEGIN_SIMPLE_DATADESC( ScriptedNPCInteraction_t )
DEFINE_FIELD( bValidOnCurrentEnemy, FIELD_BOOLEAN ),
DEFINE_FIELD( flNextAttemptTime, FIELD_TIME ),
#ifdef MAPBASE
DEFINE_FIELD( MiscCriteria, FIELD_STRING ),//DEFINE_UTLVECTOR( MiscCriteria, FIELD_EMBEDDED ),
DEFINE_EMBEDDED_ARRAY( sTheirPhases, SNPCINT_NUM_PHASES ),
DEFINE_FIELD( bHasSeparateSequenceNames, FIELD_BOOLEAN ),
DEFINE_FIELD( flMaxAngleDiff, FIELD_FLOAT ),
DEFINE_FIELD( iszRelatedInteractions, FIELD_STRING ),
DEFINE_FIELD( MiscCriteria, FIELD_STRING ),
#endif
END_DATADESC()
@ -13514,6 +13522,10 @@ bool CAI_BaseNPC::CineCleanup()
}
// Clear interaction partner, because we're not running a scripted sequence anymore
#ifdef MAPBASE
// We need the interaction partner for server ragdoll death cleanup, so don't clear if we're not alive
if (IsAlive())
#endif
m_hInteractionPartner = NULL;
CleanupForcedInteraction();
}
@ -14854,32 +14866,66 @@ void CAI_BaseNPC::ParseScriptedNPCInteractions(void)
else if (!Q_strncmp(szName, "entry_sequence", 14))
sInteraction.sPhases[SNPCINT_ENTRY].iszSequence = AllocPooledString(szValue);
else if (!Q_strncmp(szName, "entry_activity", 14))
sInteraction.sPhases[SNPCINT_ENTRY].iActivity = GetActivityID(szValue);
sInteraction.sPhases[SNPCINT_ENTRY].iActivity = GetOrRegisterActivity(szValue);
else if (!Q_strncmp(szName, "sequence", 8))
sInteraction.sPhases[SNPCINT_SEQUENCE].iszSequence = AllocPooledString(szValue);
else if (!Q_strncmp(szName, "activity", 8))
sInteraction.sPhases[SNPCINT_SEQUENCE].iActivity = GetActivityID(szValue);
sInteraction.sPhases[SNPCINT_SEQUENCE].iActivity = GetOrRegisterActivity(szValue);
else if (!Q_strncmp(szName, "exit_sequence", 13))
sInteraction.sPhases[SNPCINT_EXIT].iszSequence = AllocPooledString(szValue);
else if (!Q_strncmp(szName, "exit_activity", 13))
sInteraction.sPhases[SNPCINT_EXIT].iActivity = GetActivityID(szValue);
sInteraction.sPhases[SNPCINT_EXIT].iActivity = GetOrRegisterActivity(szValue);
else if (!Q_strncmp(szName, "their_", 6))
{
const char *szTheirName = szName + 6;
sInteraction.bHasSeparateSequenceNames = true;
if (!Q_strncmp(szTheirName, "entry_sequence", 14))
sInteraction.sTheirPhases[SNPCINT_ENTRY].iszSequence = AllocPooledString(szValue);
else if (!Q_strncmp(szTheirName, "entry_activity", 14))
sInteraction.sTheirPhases[SNPCINT_ENTRY].iActivity = GetOrRegisterActivity(szValue);
else if (!Q_strncmp(szTheirName, "sequence", 8))
sInteraction.sTheirPhases[SNPCINT_SEQUENCE].iszSequence = AllocPooledString(szValue);
else if (!Q_strncmp(szTheirName, "activity", 8))
sInteraction.sTheirPhases[SNPCINT_SEQUENCE].iActivity = GetOrRegisterActivity(szValue);
else if (!Q_strncmp(szTheirName, "exit_sequence", 13))
sInteraction.sTheirPhases[SNPCINT_EXIT].iszSequence = AllocPooledString(szValue);
else if (!Q_strncmp(szTheirName, "exit_activity", 13))
sInteraction.sTheirPhases[SNPCINT_EXIT].iActivity = GetOrRegisterActivity(szValue);
// Add anything else to our miscellaneous criteria
else
{
szCriteria = UTIL_VarArgs("%s,%s:%s", szCriteria, szName, szValue);
}
}
else if (!Q_strncmp(szName, "delay", 5))
sInteraction.flDelay = atof(szValue);
else if (!Q_strncmp(szName, "origin_max_delta", 16))
sInteraction.flDistSqr = atof(szValue);
else if (!Q_strncmp(szName, "angles_max_diff", 15))
sInteraction.flMaxAngleDiff = atof(szValue);
else if (!Q_strncmp(szName, "loop_in_action", 14) && !FStrEq(szValue, "0"))
sInteraction.iFlags |= SCNPC_FLAG_LOOP_IN_ACTION;
else if (!Q_strncmp(szName, "dont_teleport_at_end", 20))
{
if (!Q_stricmp(szValue, "me") || !Q_stricmp(szValue, "both"))
if (!Q_stricmp(szValue, "me"))
sInteraction.iFlags |= SCNPC_FLAG_DONT_TELEPORT_AT_END_ME;
else if (!Q_stricmp(szValue, "them") || !Q_stricmp(szValue, "both"))
else if (!Q_stricmp(szValue, "them"))
sInteraction.iFlags |= SCNPC_FLAG_DONT_TELEPORT_AT_END_THEM;
else if (!Q_stricmp( szValue, "both" ))
{
sInteraction.iFlags |= SCNPC_FLAG_DONT_TELEPORT_AT_END_ME;
sInteraction.iFlags |= SCNPC_FLAG_DONT_TELEPORT_AT_END_THEM;
}
}
else if (!Q_strncmp(szName, "needs_weapon", 12))
@ -14906,6 +14952,11 @@ void CAI_BaseNPC::ParseScriptedNPCInteractions(void)
sInteraction.iszTheirWeapon = AllocPooledString(szValue);
}
else if (!Q_strncmp(szName, "related_interactions", 20))
{
sInteraction.iszRelatedInteractions = AllocPooledString(szValue);
}
// Add anything else to our miscellaneous criteria
else
{
@ -15137,8 +15188,23 @@ void CAI_BaseNPC::AddScriptedNPCInteraction( ScriptedNPCInteraction_t *pInteract
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CAI_BaseNPC::GetScriptedNPCInteractionSequence( ScriptedNPCInteraction_t *pInteraction, int iPhase )
const char *CAI_BaseNPC::GetScriptedNPCInteractionSequence( ScriptedNPCInteraction_t *pInteraction, int iPhase, bool bOtherNPC )
{
#ifdef MAPBASE
if (bOtherNPC && pInteraction->bHasSeparateSequenceNames)
{
// Check unique phases
if ( pInteraction->sTheirPhases[iPhase].iActivity != ACT_INVALID )
{
int iSequence = SelectWeightedSequence( (Activity)pInteraction->sTheirPhases[iPhase].iActivity );
return GetSequenceName( iSequence );
}
if ( pInteraction->sTheirPhases[iPhase].iszSequence != NULL_STRING )
return STRING(pInteraction->sTheirPhases[iPhase].iszSequence);
}
#endif
if ( pInteraction->sPhases[iPhase].iActivity != ACT_INVALID )
{
int iSequence = SelectWeightedSequence( (Activity)pInteraction->sPhases[iPhase].iActivity );
@ -15232,6 +15298,37 @@ void CAI_BaseNPC::StartScriptedNPCInteraction( CAI_BaseNPC *pOtherNPC, ScriptedN
// Setup next attempt
pInteraction->flNextAttemptTime = gpGlobals->curtime + pInteraction->flDelay + RandomFloat(-2,2);
#ifdef MAPBASE
if (pInteraction->iszRelatedInteractions != NULL_STRING)
{
// Delay related interactions as well
char szRelatedInteractions[256];
Q_strncpy( szRelatedInteractions, STRING( pInteraction->iszRelatedInteractions ), sizeof( szRelatedInteractions ) );
char *pszInteraction = strtok( szRelatedInteractions, "," );
while (pszInteraction)
{
bool bWildCard = Matcher_ContainsWildcard( pszInteraction );
for ( int i = 0; i < m_ScriptedInteractions.Count(); i++ )
{
ScriptedNPCInteraction_t *pOtherInteraction = &m_ScriptedInteractions[i];
if ( Matcher_NamesMatch( pszInteraction, STRING( pOtherInteraction->iszInteractionName ) ) && pOtherInteraction != pInteraction )
{
if (pOtherInteraction->flNextAttemptTime < pInteraction->flNextAttemptTime)
pOtherInteraction->flNextAttemptTime = pInteraction->flNextAttemptTime;
// Not looking for multiple
if (!bWildCard)
break;
}
}
pszInteraction = strtok( NULL, "," );
}
}
#endif
// Spawn a scripted sequence for this NPC to play the interaction anim
CAI_ScriptedSequence *pMySequence = (CAI_ScriptedSequence*)CreateEntityByName( "scripted_sequence" );
@ -15263,6 +15360,15 @@ void CAI_BaseNPC::StartScriptedNPCInteraction( CAI_BaseNPC *pOtherNPC, ScriptedN
CAI_ScriptedSequence *pTheirSequence = NULL;
if ( pOtherNPC )
{
#ifdef MAPBASE
if (pInteraction->bHasSeparateSequenceNames)
{
pszEntrySequence = GetScriptedNPCInteractionSequence( pInteraction, SNPCINT_ENTRY, true );
pszSequence = GetScriptedNPCInteractionSequence( pInteraction, SNPCINT_SEQUENCE, true );
pszExitSequence = GetScriptedNPCInteractionSequence( pInteraction, SNPCINT_EXIT, true );
}
#endif
pTheirSequence = (CAI_ScriptedSequence*)CreateEntityByName( "scripted_sequence" );
pTheirSequence->KeyValue( "m_iszEntry", pszEntrySequence );
pTheirSequence->KeyValue( "m_iszPlay", pszSequence );
@ -15286,6 +15392,26 @@ void CAI_BaseNPC::StartScriptedNPCInteraction( CAI_BaseNPC *pOtherNPC, ScriptedN
// Tell their sequence to keep their position relative to me
pTheirSequence->SetupInteractionPosition( this, pInteraction->matDesiredLocalToWorld );
#ifdef MAPBASE
if ( !(pInteraction->iFlags & SCNPC_FLAG_TEST_OTHER_ANGLES) )
{
// Set up interaction yaw pose if it exists
float flYaw = AngleDistance( angDesired.y, angOtherAngles.y );
int nInteractionPose = LookupPoseInteractionRelativeYaw();
if (nInteractionPose > -1)
{
SetPoseParameter( nInteractionPose, flYaw );
}
nInteractionPose = pOtherNPC->LookupPoseInteractionRelativeYaw();
if (nInteractionPose > -1)
{
pOtherNPC->SetPoseParameter( nInteractionPose, flYaw );
}
}
#endif
}
// Spawn both sequences at once
@ -15374,7 +15500,7 @@ bool CAI_BaseNPC::CanRunAScriptedNPCInteraction( bool bForced )
return false;
// Default AI prevents interactions while melee attacking, but not ranged attacking
if ( IsCurSchedule( SCHED_MELEE_ATTACK1 ) || IsCurSchedule( SCHED_MELEE_ATTACK2 ) )
if ( ( IsCurSchedule( SCHED_MELEE_ATTACK1 ) || IsCurSchedule( SCHED_MELEE_ATTACK2 ) ) && !CanStartDynamicInteractionDuringMelee() )
return false;
}
@ -15563,8 +15689,14 @@ void CAI_BaseNPC::CalculateValidEnemyInteractions( void )
if (bSame)
continue;
#endif
// Resolve the activity or sequence, and make sure our enemy has it
const char *pszSequence = GetScriptedNPCInteractionSequence( pInteraction, SNPCINT_SEQUENCE, true );
if ( !pszSequence )
continue;
if ( pNPC->LookupSequence( pszSequence ) == -1 )
continue;
#else
// Use sequence? or activity?
if ( pInteraction->sPhases[SNPCINT_SEQUENCE].iActivity != ACT_INVALID )
{
@ -15580,53 +15712,6 @@ void CAI_BaseNPC::CalculateValidEnemyInteractions( void )
if ( pNPC->LookupSequence( STRING(pInteraction->sPhases[SNPCINT_SEQUENCE].iszSequence) ) == -1 )
continue;
}
#ifdef MAPBASE
if (pInteraction->MiscCriteria != NULL_STRING)
{
// Test against response system criteria
AI_CriteriaSet set;
ModifyOrAppendCriteria( set );
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if( pPlayer )
pPlayer->ModifyOrAppendPlayerCriteria( set );
ReAppendContextCriteria( set );
DevMsg("Testing %s misc criteria\n", STRING(pInteraction->MiscCriteria));
int index;
const char *criteriavalue;
char key[128];
char value[128];
const char *p = STRING(pInteraction->MiscCriteria);
while ( p )
{
#ifdef NEW_RESPONSE_SYSTEM
p = SplitContext( p, key, sizeof( key ), value, sizeof( value ), NULL, STRING(pInteraction->MiscCriteria) );
#else
p = SplitContext( p, key, sizeof( key ), value, sizeof( value ), NULL );
#endif
index = set.FindCriterionIndex(key);
if (index != -1)
{
criteriavalue = set.GetValue(index);
if (!Matcher_Match(value, criteriavalue))
{
continue;
}
}
else
{
// Test with empty string in case our criteria is != or something
criteriavalue = "";
if (!Matcher_Match(value, criteriavalue))
{
continue;
}
}
}
}
#endif
pInteraction->bValidOnCurrentEnemy = true;
@ -15796,7 +15881,95 @@ bool CAI_BaseNPC::InteractionIsAllowed( CAI_BaseNPC *pOtherNPC, ScriptedNPCInter
return true;
// m_iDynamicInteractionsAllowed == TRS_FALSE case is already handled in CanRunAScriptedNPCInteraction().
return !(pInteraction->iFlags & SCNPC_FLAG_MAPBASE_ADDITION && m_iDynamicInteractionsAllowed == TRS_NONE);
if (pInteraction->iFlags & SCNPC_FLAG_MAPBASE_ADDITION && m_iDynamicInteractionsAllowed == TRS_NONE)
return false;
// Test misc. criteria here since some of it may not have been valid on initial calculation, but could be now
if (pInteraction->MiscCriteria != NULL_STRING)
{
// Test against response system criteria
AI_CriteriaSet set;
ModifyOrAppendCriteria( set );
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if (pPlayer)
pPlayer->ModifyOrAppendPlayerCriteria( set );
// Get criteria from target if we want it
if ( V_strstr( STRING( pInteraction->MiscCriteria ), "their_" ) )
{
// Currently, in order to get everything which might be desired, we call the other NPC's ModifyOrAppendCriteria.
// We put it in a separate criteria set, then assign a prefix and append it to the main set, similar to how contexts are appended.
// This includes a few global criterions which we might not need, so we throw them out before they're merged.
// This isn't a very efficient solution, but there are no better options available without rewriting parts of the response criteria system.
AI_CriteriaSet theirSet;
pOtherNPC->ModifyOrAppendCriteria( theirSet );
set.EnsureCapacity( (theirSet.GetCount()-2) + set.GetCount() ); // We know we'll be throwing out 2 global criterions
char sz[ 128 ];
for ( int i = 0; i < theirSet.GetCount(); i++ )
{
const char *name = theirSet.GetName( i );
const char *value = theirSet.GetValue( i );
if (FStrEq( name, "map" ) || FStrEq( name, "episodic" ) || FStrEq( name, "is_console" )
|| FStrEq( name, "month" ) || FStrEq( name, "day" )
|| FStrEq( name, "is_console" ) || FStrEq( name, "is_pc" )
|| V_strnicmp( name, "world", 5 ) == 0)
{
// Global criterion, ignore
continue;
}
Q_snprintf( sz, sizeof( sz ), "their_%s", name );
if (ai_debug_dyninteractions.GetInt() == 3)
Msg( "%i: %s -> %s:%s\n", i, name, sz, value );
set.AppendCriteria( sz, value );
}
// Append this afterwards because it has its own prefix system
pOtherNPC->AppendContextToCriteria( set, "their_" );
}
ReAppendContextCriteria( set );
int index;
const char *criteriavalue;
char key[128];
char value[128];
const char *p = STRING( pInteraction->MiscCriteria );
while ( p )
{
#ifdef NEW_RESPONSE_SYSTEM
p = SplitContext( p, key, sizeof( key ), value, sizeof( value ), NULL, STRING( pInteraction->MiscCriteria ) );
#else
p = SplitContext( p, key, sizeof( key ), value, sizeof( value ), NULL );
#endif
index = set.FindCriterionIndex( key );
if (index != -1)
{
criteriavalue = set.GetValue( index );
if (!Matcher_Match( value, criteriavalue ))
{
return false;
}
}
else
{
// Test with empty string in case our criteria is != or something
criteriavalue = "";
if (!Matcher_Match( value, criteriavalue ))
{
return false;
}
}
}
}
return true;
}
#endif
@ -15834,6 +16007,11 @@ bool CAI_BaseNPC::InteractionCouldStart( CAI_BaseNPC *pOtherNPC, ScriptedNPCInte
{
Msg(" %s distsqr: %0.2f (%0.2f %0.2f %0.2f), desired: <%0.2f (%0.2f %0.2f %0.2f)\n", GetDebugName(), flDistSqr,
pOtherNPC->GetAbsOrigin().x, pOtherNPC->GetAbsOrigin().y, pOtherNPC->GetAbsOrigin().z, pInteraction->flDistSqr, vecOrigin.x, vecOrigin.y, vecOrigin.z );
#ifdef MAPBASE
Vector vecForward, vecRight;
GetVectors( &vecForward, &vecRight, NULL );
NDebugOverlay::Circle( vecOrigin + Vector(0,0,2), vecForward, vecRight, FastSqrt(pInteraction->flDistSqr), 255, 0, 0, 255, true, 0.1f );
#endif
}
}
}
@ -15846,6 +16024,11 @@ bool CAI_BaseNPC::InteractionCouldStart( CAI_BaseNPC *pOtherNPC, ScriptedNPCInte
Msg(" %s is at: %0.2f %0.2f %0.2f\n", GetDebugName(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
Msg(" %s distsqr: %0.2f (%0.2f %0.2f %0.2f), desired: (%0.2f %0.2f %0.2f)\n", GetDebugName(), flDistSqr,
pOtherNPC->GetAbsOrigin().x, pOtherNPC->GetAbsOrigin().y, pOtherNPC->GetAbsOrigin().z, vecOrigin.x, vecOrigin.y, vecOrigin.z );
#ifdef MAPBASE
Vector vecForward, vecRight;
GetVectors( &vecForward, &vecRight, NULL );
NDebugOverlay::Circle( vecOrigin + Vector( 0, 0, 2 ), vecForward, vecRight, FastSqrt( pInteraction->flDistSqr ), 255, 0, 0, 255, true, 0.1f );
#endif
if ( pOtherNPC )
{
@ -15862,14 +16045,28 @@ bool CAI_BaseNPC::InteractionCouldStart( CAI_BaseNPC *pOtherNPC, ScriptedNPCInte
for ( int ang = 0; ang < 3; ang++ )
{
float flAngDiff = AngleDiff( angEnemyAngles[ang], angAngles[ang] );
#ifdef MAPBASE
if ( fabs(flAngDiff) > pInteraction->flMaxAngleDiff )
#else
if ( fabs(flAngDiff) > DSS_MAX_ANGLE_DIFF )
#endif
{
bMatches = false;
break;
}
}
if ( !bMatches )
{
#ifdef MAPBASE
if ( bDebug )
{
Msg(" %s angle not matched: (%0.2f %0.2f %0.2f), desired (%0.2f, %0.2f, %0.2f)\n", GetDebugName(),
anglemod(angEnemyAngles.x), anglemod(angEnemyAngles.y), anglemod(angEnemyAngles.z), anglemod(angAngles.x), anglemod(angAngles.y), anglemod(angAngles.z) );
Msg(" diff: (%0.2f, %0.2f, %0.2f)\n", AngleDiff( angEnemyAngles.x, angAngles.x ), AngleDiff( angEnemyAngles.y, angAngles.y ), AngleDiff( angEnemyAngles.z, angAngles.z ) );
}
#endif
return false;
}
if ( bDebug )
{
@ -15877,6 +16074,13 @@ bool CAI_BaseNPC::InteractionCouldStart( CAI_BaseNPC *pOtherNPC, ScriptedNPCInte
anglemod(angEnemyAngles.x), anglemod(angEnemyAngles.y), anglemod(angEnemyAngles.z), anglemod(angAngles.x), anglemod(angAngles.y), anglemod(angAngles.z) );
}
}
#ifdef MAPBASE
else
{
// If we're not using angles, then use the NPC's current angles
angAngles = pOtherNPC->GetAbsAngles();
}
#endif
// TODO: Velocity check, if we're supposed to
if ( pInteraction->iFlags & SCNPC_FLAG_TEST_OTHER_VELOCITY )
@ -15956,6 +16160,7 @@ bool CAI_BaseNPC::InteractionCouldStart( CAI_BaseNPC *pOtherNPC, ScriptedNPCInte
if ( bDebug )
{
NDebugOverlay::Box( vecPos, GetHullMins(), GetHullMaxs(), 255,0,0, 100, 1.0 );
NDebugOverlay::HorzArrow( GetAbsOrigin(), vecPos, 16.0f, 255, 0, 0, 255, true, 1.0f );
}
return false;
}
@ -15963,7 +16168,39 @@ bool CAI_BaseNPC::InteractionCouldStart( CAI_BaseNPC *pOtherNPC, ScriptedNPCInte
{
//NDebugOverlay::Box( vecPos, GetHullMins(), GetHullMaxs(), 0,255,0, 100, 1.0 );
NDebugOverlay::Axis( vecPos, angAngles, 20, true, 10.0 );
NDebugOverlay::Axis( vecPos, angAngles, 20, true, 1.0 );
}
}
else
{
// Instead, make sure we fit into where the sequence movement ends at
const char *pszSequence = GetScriptedNPCInteractionSequence( pInteraction, SNPCINT_SEQUENCE );
int nSeq = LookupSequence( pszSequence );
if ( pszSequence && nSeq != -1 )
{
Vector vecDeltaPos;
QAngle angDeltaAngles;
GetSequenceMovement( nSeq, 0.0f, 1.0f, vecDeltaPos, angDeltaAngles );
if (!vecDeltaPos.IsZero())
{
QAngle angInteraction = GetAbsAngles();
angInteraction[YAW] = m_flInteractionYaw;
Vector vecPos;
VectorRotate( vecDeltaPos, angInteraction, vecPos );
vecPos += GetAbsOrigin();
AI_TraceHull( vecPos, vecPos, GetHullMins(), GetHullMaxs(), MASK_SOLID, &traceFilter, &tr);
if ( tr.fraction != 1.0 )
{
if ( bDebug )
{
NDebugOverlay::Box( vecPos, GetHullMins(), GetHullMaxs(), 255,0,0, 100, 1.0 );
NDebugOverlay::HorzArrow( GetAbsOrigin(), vecPos, 16.0f, 255, 0, 0, 255, true, 1.0f );
}
return false;
}
}
}
}
#endif
@ -15987,6 +16224,25 @@ bool CAI_BaseNPC::HasInteractionCantDie( void )
return ( m_bCannotDieDuringInteraction && IsRunningDynamicInteraction() );
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this NPC has valid interactions on the current enemy.
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::HasValidInteractionsOnCurrentEnemy( void )
{
if ( !GetEnemy() || !GetEnemy()->IsNPC() )
return false;
for ( int i = 0; i < m_ScriptedInteractions.Count(); i++ )
{
ScriptedNPCInteraction_t *pInteraction = &m_ScriptedInteractions[i];
if ( pInteraction->bValidOnCurrentEnemy )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -

View File

@ -425,6 +425,9 @@ struct ScriptedNPCInteraction_t
iszTheirWeapon = NULL_STRING;
#ifdef MAPBASE
vecRelativeEndPos = vec3_origin;
bHasSeparateSequenceNames = false;
flMaxAngleDiff = DSS_MAX_ANGLE_DIFF;
iszRelatedInteractions = NULL_STRING;
MiscCriteria = NULL_STRING;
#endif
@ -432,6 +435,10 @@ struct ScriptedNPCInteraction_t
{
sPhases[i].iszSequence = NULL_STRING;
sPhases[i].iActivity = ACT_INVALID;
#ifdef MAPBASE
sTheirPhases[i].iszSequence = NULL_STRING;
sTheirPhases[i].iActivity = ACT_INVALID;
#endif
}
}
@ -459,10 +466,14 @@ struct ScriptedNPCInteraction_t
float flNextAttemptTime;
#ifdef MAPBASE
// Unrecognized keyvalues are tested against response criteria later.
// This was originally a CUtlVector that carries response contexts, but I couldn't get it working due to some CUtlVector-struct shenanigans.
// It works when we use a single string_t that's split and read each time the code runs, but feel free to improve on this.
string_t MiscCriteria; // CUtlVector<ResponseContext_t>
ScriptedNPCInteraction_Phases_t sTheirPhases[SNPCINT_NUM_PHASES]; // The animations played by the target NPC, if they are different
bool bHasSeparateSequenceNames;
float flMaxAngleDiff;
string_t iszRelatedInteractions; // These interactions will be delayed as well when this interaction is used.
// Unrecognized keyvalues which are tested against response criteria later.
string_t MiscCriteria;
#endif
DECLARE_SIMPLE_DATADESC();
@ -838,6 +849,9 @@ protected: // pose parameters
int m_poseAim_Pitch;
int m_poseAim_Yaw;
int m_poseMove_Yaw;
#ifdef MAPBASE
int m_poseInteractionRelativeYaw;
#endif
virtual void PopulatePoseParameters( void );
public:
@ -845,6 +859,10 @@ public:
// Return the stored pose parameter for "move_yaw"
inline int LookupPoseMoveYaw() { return m_poseMove_Yaw; }
#ifdef MAPBASE
inline int LookupPoseInteractionRelativeYaw() { return m_poseInteractionRelativeYaw; }
#endif
//-----------------------------------------------------
@ -1304,10 +1322,14 @@ private:
public:
float GetInteractionYaw( void ) const { return m_flInteractionYaw; }
bool IsRunningDynamicInteraction( void ) { return (m_iInteractionState != NPCINT_NOT_RUNNING && (m_hCine != NULL)); }
bool IsActiveDynamicInteraction( void ) { return (m_iInteractionState == NPCINT_RUNNING_ACTIVE && (m_hCine != NULL)); }
CAI_BaseNPC *GetInteractionPartner( void );
protected:
void ParseScriptedNPCInteractions( void );
void AddScriptedNPCInteraction( ScriptedNPCInteraction_t *pInteraction );
const char *GetScriptedNPCInteractionSequence( ScriptedNPCInteraction_t *pInteraction, int iPhase );
const char *GetScriptedNPCInteractionSequence( ScriptedNPCInteraction_t *pInteraction, int iPhase, bool bOtherNPC = false );
void StartRunningInteraction( CAI_BaseNPC *pOtherNPC, bool bActive );
void StartScriptedNPCInteraction( CAI_BaseNPC *pOtherNPC, ScriptedNPCInteraction_t *pInteraction, Vector vecOtherOrigin, QAngle angOtherAngles );
void CheckForScriptedNPCInteractions( void );
@ -1320,17 +1342,16 @@ protected:
#endif
bool InteractionCouldStart( CAI_BaseNPC *pOtherNPC, ScriptedNPCInteraction_t *pInteraction, Vector &vecOrigin, QAngle &angAngles );
virtual bool CanRunAScriptedNPCInteraction( bool bForced = false );
bool IsRunningDynamicInteraction( void ) { return (m_iInteractionState != NPCINT_NOT_RUNNING && (m_hCine != NULL)); }
bool IsActiveDynamicInteraction( void ) { return (m_iInteractionState == NPCINT_RUNNING_ACTIVE && (m_hCine != NULL)); }
ScriptedNPCInteraction_t *GetRunningDynamicInteraction( void ) { return &(m_ScriptedInteractions[m_iInteractionPlaying]); }
void SetInteractionCantDie( bool bCantDie ) { m_bCannotDieDuringInteraction = bCantDie; }
bool HasInteractionCantDie( void );
bool HasValidInteractionsOnCurrentEnemy( void );
virtual bool CanStartDynamicInteractionDuringMelee() { return false; }
void InputForceInteractionWithNPC( inputdata_t &inputdata );
void StartForcedInteraction( CAI_BaseNPC *pNPC, int iInteraction );
void CleanupForcedInteraction( void );
void CalculateForcedInteractionPosition( void );
CAI_BaseNPC *GetInteractionPartner( void );
private:
// Forced interactions
@ -2228,6 +2249,9 @@ public:
static const char* GetActivityName (int actID);
static void AddActivityToSR(const char *actName, int conID);
#ifdef MAPBASE
static int GetOrRegisterActivity( const char *actName );
#endif
static void AddEventToSR(const char *eventName, int conID);
static const char* GetEventName (int actID);

View File

@ -1610,6 +1610,12 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
// as this should only run with the NPC "receiving" the interaction
ScriptedNPCInteraction_t *pInteraction = m_hForcedInteractionPartner->GetRunningDynamicInteraction();
if ( !(pInteraction->iFlags & SCNPC_FLAG_TEST_OTHER_ANGLES) )
{
TaskComplete();
return;
}
// Get our target's origin
Vector vecTarget = m_hForcedInteractionPartner->GetAbsOrigin();
@ -1617,7 +1623,7 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
float angInteractionAngle = pInteraction->angRelativeAngles.y;
angInteractionAngle += 180.0f;
GetMotor()->SetIdealYaw( CalcIdealYaw( vecTarget ) + angInteractionAngle );
GetMotor()->SetIdealYaw( AngleNormalize( CalcIdealYaw( vecTarget ) + angInteractionAngle ) );
if (FacingIdeal())
TaskComplete();
@ -4113,6 +4119,15 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
m_hCine->SynchronizeSequence( this );
}
}
#ifdef MAPBASE
if ( IsRunningDynamicInteraction() && m_poseInteractionRelativeYaw > -1 )
{
// Animations in progress require pose parameters to be set every frame, so keep setting the interaction relative yaw pose.
// The random value is added to help it pass server transmit checks.
SetPoseParameter( m_poseInteractionRelativeYaw, GetPoseParameter( m_poseInteractionRelativeYaw ) + RandomFloat( -0.1f, 0.1f ) );
}
#endif
break;
}

View File

@ -1745,7 +1745,11 @@ void CNPC_BaseZombie::HandleAnimEvent( animevent_t *pEvent )
dmgInfo.SetDamagePosition( vecHeadCrabPosition );
#ifdef MAPBASE
ReleaseHeadcrab( vecHeadCrabPosition, vVelocity *iSpeed, true, false, true );
#else
ReleaseHeadcrab( EyePosition(), vVelocity * iSpeed, true, false, true );
#endif
GuessDamageForce( &dmgInfo, vVelocity, vecHeadCrabPosition, 0.5f );
TakeDamage( dmgInfo );
@ -2435,6 +2439,20 @@ void CNPC_BaseZombie::RemoveHead( void )
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_BaseZombie::SetModel( const char *szModelName )
{
#ifdef MAPBASE
// Zombies setting the same model again is a problem when they should maintain their current sequence (e.g. during dynamic interactions)
if ( IsRunningDynamicInteraction() && GetModelIndex() != 0 && FStrEq( szModelName, STRING(GetModelName()) ) )
return;
#endif
BaseClass::SetModel( szModelName );
}
bool CNPC_BaseZombie::ShouldPlayFootstepMoan( void )
{
if( random->RandomInt( 1, zombie_stepfreq.GetInt() * s_iAngryZombies ) == 1 )

View File

@ -186,6 +186,7 @@ public:
// Headcrab releasing/breaking apart
void RemoveHead( void );
virtual void SetZombieModel( void ) { };
virtual void SetModel( const char *szModelName );
virtual void BecomeTorso( const Vector &vecTorsoForce, const Vector &vecLegsForce );
virtual bool CanBecomeLiveTorso() { return false; }
virtual bool HeadcrabFits( CBaseAnimating *pCrab );

View File

@ -47,6 +47,8 @@ ConVar npc_combine_protected_run( "npc_combine_protected_run", "0", FCVAR_NONE,
ConVar npc_combine_altfire_not_allies_only( "npc_combine_altfire_not_allies_only", "1", FCVAR_NONE, "Mapbase: Elites are normally only allowed to fire their alt-fire attack at the player and the player's allies; This allows elites to alt-fire at other enemies too." );
ConVar npc_combine_new_cover_behavior( "npc_combine_new_cover_behavior", "1", FCVAR_NONE, "Mapbase: Toggles small patches for parts of npc_combine AI related to soldiers failing to take cover. These patches are minimal and only change cases where npc_combine would otherwise look at an enemy without shooting or run up to the player to melee attack when they don't have to. Consult the Mapbase wiki for more information." );
ConVar npc_combine_fixed_shootpos( "npc_combine_fixed_shootpos", "0", FCVAR_NONE, "Mapbase: Toggles fixed Combine soldier shoot position." );
#endif
#define COMBINE_SKIN_DEFAULT 0
@ -2959,6 +2961,28 @@ Vector CNPC_Combine::Weapon_ShootPosition( )
// FIXME: rename this "estimated" since it's not based on animation
// FIXME: the orientation won't be correct when testing from arbitary positions for arbitary angles
#ifdef MAPBASE
// HACKHACK: This weapon shoot position code does not work properly when in close range, causing the aim
// to drift to the left as the enemy gets closer to it.
// This problem is usually bearable for regular combat, but it causes dynamic interaction yaw to be offset
// as well, preventing most from ever being triggered.
// Ideally, this should be fixed from the root cause, but due to the sensitivity of such a change, this is
// currently being tied to a cvar which is off by default.
//
// If the cvar is disabled but the soldier has valid interactions on its current enemy, then a separate hack
// will still attempt to correct the drift as the enemy gets closer.
if ( npc_combine_fixed_shootpos.GetBool() )
{
right *= 0.0f;
}
else if ( HasValidInteractionsOnCurrentEnemy() )
{
float flDistSqr = GetEnemy()->WorldSpaceCenter().DistToSqr( WorldSpaceCenter() );
if (flDistSqr < Square( 128.0f ))
right *= (flDistSqr / Square( 128.0f ));
}
#endif
if ( bStanding )
{
if( HasShotgun() )

View File

@ -1557,6 +1557,16 @@ CBaseEntity *CreateServerRagdoll( CBaseAnimating *pAnimating, int forceBone, con
pRagdoll->CollisionProp()->SetCollisionBounds( mins, maxs );
#ifdef MAPBASE
// If this was a NPC running a dynamic interaction, disable collisions with the interaction partner
if (pAnimating->IsNPC() /*&& pAnimating->MyNPCPointer()->IsRunningDynamicInteraction()*/)
{
CAI_BaseNPC *pNPC = pAnimating->MyNPCPointer();
if (pNPC->GetInteractionPartner() && pNPC->GetInteractionPartner()->VPhysicsGetObject())
{
PhysDisableEntityCollisions( pRagdoll, pNPC->GetInteractionPartner() );
}
}
variant_t variant;
variant.SetEntity(pRagdoll);
pAnimating->FireNamedOutput("OnServerRagdoll", variant, pRagdoll, pAnimating);

View File

@ -1396,11 +1396,31 @@ void CAI_ScriptedSequence::ModifyScriptedAutoMovement( Vector *vecNewPos )
}
}
VMatrix matInteractionPosition = m_matInteractionPosition;
#ifdef MAPBASE
// Account for our own sequence movement
pAnimating = m_hTargetEnt->GetBaseAnimating();
if (pAnimating)
{
Vector vecDeltaPos;
QAngle angDeltaAngles;
pAnimating->GetSequenceMovement( pAnimating->GetSequence(), 0.0f, pAnimating->GetCycle(), vecDeltaPos, angDeltaAngles );
if (!vecDeltaPos.IsZero())
{
VMatrix matLocalMovement;
matLocalMovement.SetupMatrixOrgAngles( vecDeltaPos, angDeltaAngles );
MatrixMultiply( m_matInteractionPosition, matLocalMovement, matInteractionPosition );
}
}
#endif
// We've been asked to maintain a specific position relative to the other NPC
// we're interacting with. Lerp towards the relative position.
VMatrix matMeToWorld, matLocalToWorld;
matMeToWorld.SetupMatrixOrgAngles( vecRelativeOrigin, angRelativeAngles );
MatrixMultiply( matMeToWorld, m_matInteractionPosition, matLocalToWorld );
MatrixMultiply( matMeToWorld, matInteractionPosition, matLocalToWorld );
// Get the desired NPC position in worldspace
Vector vecOrigin;