mirror of
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805 lines
26 KiB
C++
805 lines
26 KiB
C++
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef AI_GRENADE_H
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#define AI_GRENADE_H
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#ifdef _WIN32
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#pragma once
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#endif
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// I wish I didn't have to #include all this, but I don't really have a choice.
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// I guess something similar to CAI_BehaviorHost's backbridges could be tried.
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#include "cbase.h"
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#include "ai_basenpc.h"
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#include "npcevent.h"
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#include "grenade_frag.h"
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#include "basegrenade_shared.h"
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#include "ai_squad.h"
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#include "GlobalStrings.h"
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#include "gameweaponmanager.h"
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#include "hl2_gamerules.h"
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#include "weapon_physcannon.h"
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#include "globalstate.h"
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#define COMBINE_AE_GREN_TOSS ( 7 )
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#define COMBINE_GRENADE_THROW_SPEED 650
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#define COMBINE_GRENADE_TIMER 3.5
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#define COMBINE_GRENADE_FLUSH_TIME 3.0 // Don't try to flush an enemy who has been out of sight for longer than this.
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#define COMBINE_GRENADE_FLUSH_DIST 256.0 // Don't try to flush an enemy who has moved farther than this distance from the last place I saw him.
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#define COMBINE_MIN_GRENADE_CLEAR_DIST 250
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#define DEFINE_AIGRENADE_DATADESC() \
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DEFINE_KEYFIELD( m_iNumGrenades, FIELD_INTEGER, "NumGrenades" ), \
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DEFINE_FIELD( m_flNextGrenadeCheck, FIELD_TIME ), \
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DEFINE_FIELD( m_hForcedGrenadeTarget, FIELD_EHANDLE ), \
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DEFINE_FIELD( m_flNextAltFireTime, FIELD_TIME ), \
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DEFINE_FIELD( m_vecAltFireTarget, FIELD_VECTOR ), \
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DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ), \
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DEFINE_FIELD( m_iLastAnimEventHandled, FIELD_INTEGER ), \
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DEFINE_INPUTFUNC( FIELD_STRING, "ThrowGrenadeAtTarget", InputThrowGrenadeAtTarget ), \
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetGrenades", InputSetGrenades ), \
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DEFINE_INPUTFUNC( FIELD_INTEGER, "AddGrenades", InputAddGrenades ), \
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DEFINE_OUTPUT(m_OnThrowGrenade, "OnThrowGrenade"), \
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DEFINE_OUTPUT(m_OnOutOfGrenades, "OnOutOfGrenades"), \
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// Use extern float GetCurrentGravity( void );
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#define SMGGrenadeArc(shootpos, targetpos) \
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Vector vecShootPos = shootpos; \
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Vector vecThrow = (targetpos - vecShootPos); \
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float time = vecThrow.Length() / 600.0; \
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vecThrow = vecThrow * (1.0 / time); \
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vecThrow.z += (GetCurrentGravity() * 0.5) * time * 0.5; \
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Vector vecFace = vecShootPos + (vecThrow * 0.5); \
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AddFacingTarget(vecFace, 1.0, 0.5); \
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// Mask used for Combine ball hull traces.
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// This used MASK_SHOT before, but this has been changed to MASK_SHOT_HULL.
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// This fixes the existing problem of soldiers trying to fire energy balls through grates,
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// but it's also important to prevent soldiers from blowing themselves up with their newfound SMG grenades.
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#define MASK_COMBINE_BALL_LOS MASK_SHOT_HULL
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extern int COMBINE_AE_BEGIN_ALTFIRE;
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extern int COMBINE_AE_ALTFIRE;
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extern ConVar ai_grenade_always_drop;
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enum eGrenadeCapabilities
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{
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GRENCAP_GRENADE = (1 << 0),
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GRENCAP_ALTFIRE = (1 << 1),
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};
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// What grenade/item types NPCs are capable of dropping
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enum eGrenadeDropCapabilities
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{
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GRENDROPCAP_GRENADE = (1 << 0),
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GRENDROPCAP_ALTFIRE = (1 << 1),
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GRENDROPCAP_INTERRUPTED = (1 << 2), // Drops grenades when interrupted mid-animation
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};
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//-----------------------------------------------------------------------------
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// Other classes can use this and access some CAI_GrenadeUser functions.
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//-----------------------------------------------------------------------------
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class CAI_GrenadeUserSink
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{
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public:
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CAI_GrenadeUserSink() { }
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virtual bool UsingOnThrowGrenade() { return false; }
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};
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//-----------------------------------------------------------------------------
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//
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// Template class for NPCs using grenades or weapon alt-fire stuff.
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// You'll still have to use DEFINE_AIGRENADE_DATADESC() in your derived class's datadesc.
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//
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// I wanted to have these functions defined in a CPP file, but template class definitions must be in the header.
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// Please excuse the bloat below the class definition.
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//
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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class CAI_GrenadeUser : public BASE_NPC, public CAI_GrenadeUserSink
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{
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DECLARE_CLASS_NOFRIEND( CAI_GrenadeUser, BASE_NPC );
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public:
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CAI_GrenadeUser() : CAI_GrenadeUserSink() { }
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void AddGrenades( int inc, CBaseEntity *pLastGrenade = NULL )
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{
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m_iNumGrenades += inc;
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if (m_iNumGrenades <= 0)
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m_OnOutOfGrenades.Set( pLastGrenade, pLastGrenade, this );
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}
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// Use secondary ammo as a way of checking if this is a weapon which can be alt-fired (e.g. AR2 or SMG)
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virtual bool IsAltFireCapable() { return (this->GetActiveWeapon() && this->GetActiveWeapon()->UsesSecondaryAmmo()); }
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virtual bool IsGrenadeCapable() { return true; }
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inline bool HasGrenades() { return m_iNumGrenades > 0; }
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void InputSetGrenades( inputdata_t &inputdata ) { AddGrenades( inputdata.value.Int() - m_iNumGrenades ); }
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void InputAddGrenades( inputdata_t &inputdata ) { AddGrenades( inputdata.value.Int() ); }
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void InputThrowGrenadeAtTarget( inputdata_t &inputdata );
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virtual void DelayGrenadeCheck( float delay ) { m_flNextGrenadeCheck = gpGlobals->curtime + delay; }
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void HandleAnimEvent( animevent_t *pEvent );
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void SetActivity( Activity NewActivity );
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// Soldiers use "lefthand", cops use "LHand", and citizens use "anim_attachment_LH"
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virtual const char* GetGrenadeAttachment() { return "anim_attachment_LH"; }
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void ClearAttackConditions( void );
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Vector GetAltFireTarget() { return m_vecAltFireTarget; }
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virtual bool CanAltFireEnemy( bool bUseFreeKnowledge );
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void DelayAltFireAttack( float flDelay );
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void DelaySquadAltFireAttack( float flDelay );
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virtual bool CanGrenadeEnemy( bool bUseFreeKnowledge = true );
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bool CanThrowGrenade( const Vector &vecTarget );
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bool CheckCanThrowGrenade( const Vector &vecTarget );
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// For OnThrowGrenade + point_entity_replace, see grenade_frag.cpp
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bool UsingOnThrowGrenade() { return m_OnThrowGrenade.NumberOfElements() > 0; }
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// For dropping grenades and beyond
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void DropGrenadeItemsOnDeath( const CTakeDamageInfo &info, CBasePlayer *pPlayer );
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virtual bool ShouldDropGrenades() { return HasGrenades(); }
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virtual bool ShouldDropInterruptedGrenades() { return true; }
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virtual bool ShouldDropAltFire() { return HasGrenades(); }
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protected:
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void StartTask_FaceAltFireTarget( const Task_t *pTask );
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void StartTask_GetPathToForced( const Task_t *pTask );
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void StartTask_DeferSquad( const Task_t *pTask );
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void RunTask_FaceAltFireTarget( const Task_t *pTask );
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void RunTask_GetPathToForced( const Task_t *pTask );
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void RunTask_FaceTossDir( const Task_t *pTask );
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protected: // We can't have any private saved variables because only derived classes use the datadescs
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int m_iNumGrenades;
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float m_flNextGrenadeCheck;
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EHANDLE m_hForcedGrenadeTarget;
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float m_flNextAltFireTime;
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Vector m_vecAltFireTarget;
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Vector m_vecTossVelocity;
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// CNPC_Combine port for determining if we tossed a grenade
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int m_iLastAnimEventHandled;
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COutputEHANDLE m_OnThrowGrenade;
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COutputEHANDLE m_OnOutOfGrenades;
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};
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//------------------------------------------------------------------------------
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// Purpose: Handle animation events
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//------------------------------------------------------------------------------
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template <class BASE_NPC>
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void CAI_GrenadeUser<BASE_NPC>::HandleAnimEvent( animevent_t *pEvent )
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{
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if ( pEvent->event == COMBINE_AE_BEGIN_ALTFIRE )
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{
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if (this->GetActiveWeapon())
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this->GetActiveWeapon()->WeaponSound( SPECIAL1 );
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m_iLastAnimEventHandled = pEvent->event;
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//SpeakIfAllowed( TLK_CMB_THROWGRENADE, "altfire:1" );
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return;
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}
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if ( pEvent->event == COMBINE_AE_ALTFIRE )
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{
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animevent_t fakeEvent;
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fakeEvent.pSource = this;
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fakeEvent.event = EVENT_WEAPON_AR2_ALTFIRE;
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// Weapon could've been dropped while playing animation
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if (this->GetActiveWeapon())
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this->GetActiveWeapon()->Operator_HandleAnimEvent( &fakeEvent, this );
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// Stop other squad members from combine balling for a while.
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DelaySquadAltFireAttack( 10.0f );
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AddGrenades(-1);
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m_iLastAnimEventHandled = pEvent->event;
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return;
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}
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if ( pEvent->event == COMBINE_AE_GREN_TOSS )
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{
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Vector vecSpin;
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vecSpin.x = random->RandomFloat( -1000.0, 1000.0 );
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vecSpin.y = random->RandomFloat( -1000.0, 1000.0 );
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vecSpin.z = random->RandomFloat( -1000.0, 1000.0 );
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Vector vecStart;
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this->GetAttachment( GetGrenadeAttachment(), vecStart );
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if( this->GetState() == NPC_STATE_SCRIPT )
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{
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// Use a fixed velocity for grenades thrown in scripted state.
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// Grenades thrown from a script do not count against grenades remaining for the AI to use.
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Vector forward, up, vecThrow;
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this->GetVectors( &forward, NULL, &up );
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vecThrow = forward * 750 + up * 175;
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// This code is used by player allies now, so it's only "combine spawned" if the thrower isn't allied with the player.
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CBaseEntity *pGrenade = Fraggrenade_Create( vecStart, vec3_angle, vecThrow, vecSpin, this, COMBINE_GRENADE_TIMER, !this->IsPlayerAlly() );
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m_OnThrowGrenade.Set(pGrenade, pGrenade, this);
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}
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else
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{
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// Use the Velocity that AI gave us.
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CBaseEntity *pGrenade = Fraggrenade_Create( vecStart, vec3_angle, m_vecTossVelocity, vecSpin, this, COMBINE_GRENADE_TIMER, !this->IsPlayerAlly() );
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m_OnThrowGrenade.Set(pGrenade, pGrenade, this);
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AddGrenades(-1, pGrenade);
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}
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// wait six seconds before even looking again to see if a grenade can be thrown.
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m_flNextGrenadeCheck = gpGlobals->curtime + 6;
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m_iLastAnimEventHandled = pEvent->event;
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return;
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}
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BaseClass::HandleAnimEvent( pEvent );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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void CAI_GrenadeUser<BASE_NPC>::SetActivity( Activity NewActivity )
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{
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BaseClass::SetActivity( NewActivity );
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m_iLastAnimEventHandled = -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Force the combine soldier to throw a grenade at the target
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// If I'm a combine elite, fire my combine ball at the target instead.
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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void CAI_GrenadeUser<BASE_NPC>::InputThrowGrenadeAtTarget( inputdata_t &inputdata )
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{
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// Ignore if we're inside a scripted sequence
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if ( this->GetState() == NPC_STATE_SCRIPT && this->m_hCine )
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return;
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CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), this, inputdata.pActivator, inputdata.pCaller );
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if ( !pEntity )
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{
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DevMsg("%s (%s) received ThrowGrenadeAtTarget input, but couldn't find target entity '%s'\n", this->GetClassname(), this->GetDebugName(), inputdata.value.String() );
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return;
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}
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m_hForcedGrenadeTarget = pEntity;
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m_flNextGrenadeCheck = 0;
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this->ClearSchedule( "Told to throw grenade via input" );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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bool CAI_GrenadeUser<BASE_NPC>::CanAltFireEnemy( bool bUseFreeKnowledge )
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{
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if (!HasGrenades())
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return false;
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if (!IsAltFireCapable())
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return false;
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if (!this->GetActiveWeapon())
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return false;
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if (this->IsCrouching())
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return false;
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if ( gpGlobals->curtime < m_flNextAltFireTime || gpGlobals->curtime < m_flNextGrenadeCheck )
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return false;
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if( !this->GetEnemy() )
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return false;
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if (!EntIsClass(this->GetActiveWeapon(), gm_isz_class_AR2) && !EntIsClass(this->GetActiveWeapon(), gm_isz_class_SMG1))
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return false;
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CBaseEntity *pEnemy = this->GetEnemy();
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Vector vecTarget;
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// Determine what point we're shooting at
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if( bUseFreeKnowledge )
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{
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vecTarget = this->GetEnemies()->LastKnownPosition( pEnemy ) + (pEnemy->GetViewOffset()*0.75);// approximates the chest
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}
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else
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{
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vecTarget = this->GetEnemies()->LastSeenPosition( pEnemy ) + (pEnemy->GetViewOffset()*0.75);// approximates the chest
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}
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// Trace a hull about the size of the combine ball (don't shoot through grates!)
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trace_t tr;
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Vector mins( -12, -12, -12 );
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Vector maxs( 12, 12, 12 );
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Vector vShootPosition = this->EyePosition();
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if ( this->GetActiveWeapon() )
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{
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this->GetActiveWeapon()->GetAttachment( "muzzle", vShootPosition );
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}
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// Trace a hull about the size of the combine ball.
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UTIL_TraceHull( vShootPosition, vecTarget, mins, maxs, MASK_COMBINE_BALL_LOS, this, COLLISION_GROUP_NONE, &tr );
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float flLength = (vShootPosition - vecTarget).Length();
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flLength *= tr.fraction;
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// If the ball can travel at least 65% of the distance to the player then let the NPC shoot it.
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// (unless it hit the world)
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if( tr.fraction >= 0.65 && (!tr.m_pEnt || !tr.m_pEnt->IsWorld()) && flLength > 128.0f )
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{
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// Target is valid
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m_vecAltFireTarget = vecTarget;
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return true;
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}
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// Check again later
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m_vecAltFireTarget = vec3_origin;
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m_flNextGrenadeCheck = gpGlobals->curtime + 1.0f;
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return false;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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void CAI_GrenadeUser<BASE_NPC>::DelayAltFireAttack( float flDelay )
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{
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float flNextAltFire = gpGlobals->curtime + flDelay;
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if( flNextAltFire > m_flNextAltFireTime )
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{
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// Don't let this delay order preempt a previous request to wait longer.
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m_flNextAltFireTime = flNextAltFire;
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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void CAI_GrenadeUser<BASE_NPC>::DelaySquadAltFireAttack( float flDelay )
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{
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// Make sure to delay my own alt-fire attack.
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DelayAltFireAttack( flDelay );
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AISquadIter_t iter;
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CAI_Squad *pSquad = this->GetSquad();
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CAI_BaseNPC *pSquadmate = pSquad ? pSquad->GetFirstMember( &iter ) : NULL;
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while ( pSquadmate )
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{
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CAI_GrenadeUser *pUser = dynamic_cast<CAI_GrenadeUser*>(pSquadmate);
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if( pUser && pUser->IsAltFireCapable() )
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{
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pUser->DelayAltFireAttack( flDelay );
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}
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pSquadmate = pSquad->GetNextMember( &iter );
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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bool CAI_GrenadeUser<BASE_NPC>::CanGrenadeEnemy( bool bUseFreeKnowledge )
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{
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CBaseEntity *pEnemy = this->GetEnemy();
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Assert( pEnemy != NULL );
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if( pEnemy )
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{
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// I'm not allowed to throw grenades during dustoff
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if ( this->IsCurSchedule(SCHED_DROPSHIP_DUSTOFF) )
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return false;
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if( bUseFreeKnowledge )
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{
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// throw to where we think they are.
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return CanThrowGrenade( this->GetEnemies()->LastKnownPosition( pEnemy ) );
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}
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else
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{
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// hafta throw to where we last saw them.
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return CanThrowGrenade( this->GetEnemies()->LastSeenPosition( pEnemy ) );
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the combine has grenades, hasn't checked lately, and
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// can throw a grenade at the target point.
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// Input : &vecTarget -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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bool CAI_GrenadeUser<BASE_NPC>::CanThrowGrenade( const Vector &vecTarget )
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{
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if( m_iNumGrenades < 1 )
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{
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// Out of grenades!
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return false;
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}
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if (!IsGrenadeCapable())
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{
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// Must be capable of throwing grenades
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return false;
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}
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if ( gpGlobals->curtime < m_flNextGrenadeCheck )
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{
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// Not allowed to throw another grenade right now.
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return false;
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}
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float flDist;
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flDist = ( vecTarget - this->GetAbsOrigin() ).Length();
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if( flDist > 1024 || flDist < 128 )
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{
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// Too close or too far!
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m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
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return false;
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}
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// -----------------------
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// If moving, don't check.
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// -----------------------
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if ( this->m_flGroundSpeed != 0 )
|
|
return false;
|
|
|
|
// ---------------------------------------------------------------------
|
|
// Are any of my squad members near the intended grenade impact area?
|
|
// ---------------------------------------------------------------------
|
|
CAI_Squad *pSquad = this->GetSquad();
|
|
if ( pSquad )
|
|
{
|
|
if (pSquad->SquadMemberInRange( vecTarget, COMBINE_MIN_GRENADE_CLEAR_DIST ))
|
|
{
|
|
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
|
|
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
|
|
|
|
// Tell my squad members to clear out so I can get a grenade in
|
|
// Mapbase uses a new context here that gets all nondescript allies away since this code is shared between Combine and non-Combine now.
|
|
CSoundEnt::InsertSound( SOUND_MOVE_AWAY | SOUND_CONTEXT_OWNER_ALLIES, vecTarget, COMBINE_MIN_GRENADE_CLEAR_DIST, 0.1, this );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return CheckCanThrowGrenade( vecTarget );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true if the combine can throw a grenade at the specified target point
|
|
// Input : &vecTarget -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
template <class BASE_NPC>
|
|
bool CAI_GrenadeUser<BASE_NPC>::CheckCanThrowGrenade( const Vector &vecTarget )
|
|
{
|
|
//NDebugOverlay::Line( this->EyePosition(), vecTarget, 0, 255, 0, false, 5 );
|
|
|
|
// ---------------------------------------------------------------------
|
|
// Check that throw is legal and clear
|
|
// ---------------------------------------------------------------------
|
|
// FIXME: this is only valid for hand grenades, not RPG's
|
|
Vector vecToss;
|
|
Vector vecMins = -Vector(4,4,4);
|
|
Vector vecMaxs = Vector(4,4,4);
|
|
if( this->FInViewCone( vecTarget ) && CBaseEntity::FVisible( vecTarget ) )
|
|
{
|
|
vecToss = VecCheckThrow( this, this->EyePosition(), vecTarget, COMBINE_GRENADE_THROW_SPEED, 1.0, &vecMins, &vecMaxs );
|
|
}
|
|
else
|
|
{
|
|
// Have to try a high toss. Do I have enough room?
|
|
trace_t tr;
|
|
AI_TraceLine( this->EyePosition(), this->EyePosition() + Vector( 0, 0, 64 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
|
|
if( tr.fraction != 1.0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
vecToss = VecCheckToss( this, this->EyePosition(), vecTarget, -1, 1.0, true, &vecMins, &vecMaxs );
|
|
}
|
|
|
|
if ( vecToss != vec3_origin )
|
|
{
|
|
m_vecTossVelocity = vecToss;
|
|
|
|
// don't check again for a while.
|
|
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // 1/3 second.
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// don't check again for a while.
|
|
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: This was copied from soldier code for general AI grenades.
|
|
//
|
|
// "Soldiers use CAN_RANGE_ATTACK2 to indicate whether they can throw
|
|
// a grenade. Because they check only every half-second or so, this
|
|
// condition must persist until it is updated again by the code
|
|
// that determines whether a grenade can be thrown, so prevent the
|
|
// base class from clearing it out. (sjb)"
|
|
//-----------------------------------------------------------------------------
|
|
template <class BASE_NPC>
|
|
void CAI_GrenadeUser<BASE_NPC>::ClearAttackConditions()
|
|
{
|
|
bool fCanRangeAttack2 = IsGrenadeCapable() && this->HasCondition( COND_CAN_RANGE_ATTACK2 );
|
|
|
|
// Call the base class.
|
|
BaseClass::ClearAttackConditions();
|
|
|
|
if( fCanRangeAttack2 )
|
|
{
|
|
// We don't allow the base class to clear this condition because we
|
|
// don't sense for it every frame.
|
|
this->SetCondition( COND_CAN_RANGE_ATTACK2 );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Drops grenades and alt-fire items on death. Based on code from npc_combines.cpp and npc_combine.cpp
|
|
//-----------------------------------------------------------------------------
|
|
template <class BASE_NPC>
|
|
void CAI_GrenadeUser<BASE_NPC>::DropGrenadeItemsOnDeath( const CTakeDamageInfo &info, CBasePlayer *pPlayer )
|
|
{
|
|
// Elites drop alt-fire ammo, so long as they weren't killed by dissolving.
|
|
if( IsAltFireCapable() && ShouldDropAltFire() )
|
|
{
|
|
CBaseEntity *pItem;
|
|
if (this->GetActiveWeapon() && FClassnameIs( this->GetActiveWeapon(), "weapon_smg1" ))
|
|
pItem = this->DropItem( "item_ammo_smg1_grenade", this->WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
|
|
else
|
|
pItem = this->DropItem( "item_ammo_ar2_altfire", this->WorldSpaceCenter() + RandomVector( -4, 4 ), RandomAngle( 0, 360 ) );
|
|
|
|
if ( pItem )
|
|
{
|
|
IPhysicsObject *pObj = pItem->VPhysicsGetObject();
|
|
|
|
if ( pObj )
|
|
{
|
|
Vector vel = RandomVector( -64.0f, 64.0f );
|
|
AngularImpulse angImp = RandomAngularImpulse( -300.0f, 300.0f );
|
|
|
|
vel[2] = 0.0f;
|
|
pObj->AddVelocity( &vel, &angImp );
|
|
}
|
|
|
|
if( info.GetDamageType() & DMG_DISSOLVE )
|
|
{
|
|
CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem);
|
|
|
|
if( pAnimating )
|
|
{
|
|
pAnimating->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
WeaponManager_AddManaged( pItem );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( IsGrenadeCapable() )
|
|
{
|
|
if ( ShouldDropGrenades() )
|
|
{
|
|
CHalfLife2 *pHL2GameRules = static_cast<CHalfLife2 *>(g_pGameRules);
|
|
|
|
// Attempt to drop a grenade
|
|
if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) )
|
|
{
|
|
this->DropItem( "weapon_frag", this->WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
|
|
pHL2GameRules->NPC_DroppedGrenade();
|
|
}
|
|
}
|
|
|
|
// if I was killed before I could finish throwing my grenade, drop
|
|
// a grenade item that the player can retrieve.
|
|
if (this->GetActivity() == ACT_RANGE_ATTACK2 && ShouldDropInterruptedGrenades())
|
|
{
|
|
if( m_iLastAnimEventHandled != COMBINE_AE_GREN_TOSS )
|
|
{
|
|
// Drop the grenade as an item.
|
|
Vector vecStart;
|
|
this->GetAttachment( GetGrenadeAttachment(), vecStart );
|
|
|
|
CBaseEntity *pItem = this->DropItem( "weapon_frag", vecStart, RandomAngle(0,360) );
|
|
|
|
if ( pItem )
|
|
{
|
|
IPhysicsObject *pObj = pItem->VPhysicsGetObject();
|
|
|
|
if ( pObj )
|
|
{
|
|
Vector vel;
|
|
vel.x = random->RandomFloat( -100.0f, 100.0f );
|
|
vel.y = random->RandomFloat( -100.0f, 100.0f );
|
|
vel.z = random->RandomFloat( 800.0f, 1200.0f );
|
|
AngularImpulse angImp = RandomAngularImpulse( -300.0f, 300.0f );
|
|
|
|
vel[2] = 0.0f;
|
|
pObj->AddVelocity( &vel, &angImp );
|
|
}
|
|
|
|
// In the Citadel we need to dissolve this
|
|
if ( PlayerHasMegaPhysCannon() && GlobalEntity_GetCounter("super_phys_gun") != 1 )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = static_cast<CBaseCombatWeapon *>(pItem);
|
|
|
|
pWeapon->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Task helpers
|
|
//-----------------------------------------------------------------------------
|
|
template <class BASE_NPC>
|
|
void CAI_GrenadeUser<BASE_NPC>::StartTask_FaceAltFireTarget( const Task_t *pTask )
|
|
{
|
|
this->SetIdealActivity( (Activity)(int)pTask->flTaskData );
|
|
this->GetMotor()->SetIdealYawToTargetAndUpdate( m_vecAltFireTarget, AI_KEEP_YAW_SPEED );
|
|
}
|
|
|
|
template <class BASE_NPC>
|
|
void CAI_GrenadeUser<BASE_NPC>::StartTask_GetPathToForced( const Task_t *pTask )
|
|
{
|
|
if ( !m_hForcedGrenadeTarget )
|
|
{
|
|
this->TaskFail(FAIL_NO_ENEMY);
|
|
return;
|
|
}
|
|
|
|
float flMaxRange = 2000;
|
|
float flMinRange = 0;
|
|
|
|
Vector vecEnemy = m_hForcedGrenadeTarget->GetAbsOrigin();
|
|
Vector vecEnemyEye = vecEnemy + m_hForcedGrenadeTarget->GetViewOffset();
|
|
|
|
Vector posLos;
|
|
bool found = false;
|
|
|
|
if ( this->GetTacticalServices()->FindLateralLos( vecEnemyEye, &posLos ) )
|
|
{
|
|
float dist = ( posLos - vecEnemyEye ).Length();
|
|
if ( dist < flMaxRange && dist > flMinRange )
|
|
found = true;
|
|
}
|
|
|
|
if ( !found && this->GetTacticalServices()->FindLos( vecEnemy, vecEnemyEye, flMinRange, flMaxRange, 1.0, &posLos ) )
|
|
{
|
|
found = true;
|
|
}
|
|
|
|
if ( !found )
|
|
{
|
|
this->TaskFail( FAIL_NO_SHOOT );
|
|
}
|
|
else
|
|
{
|
|
// else drop into run task to offer an interrupt
|
|
this->m_vInterruptSavePosition = posLos;
|
|
}
|
|
}
|
|
|
|
template <class BASE_NPC>
|
|
void CAI_GrenadeUser<BASE_NPC>::StartTask_DeferSquad( const Task_t *pTask )
|
|
{
|
|
CAI_Squad *pSquad = this->GetSquad();
|
|
if ( pSquad )
|
|
{
|
|
// iterate my squad and stop everyone from throwing grenades for a little while.
|
|
AISquadIter_t iter;
|
|
|
|
CAI_BaseNPC *pSquadmate = pSquad ? pSquad->GetFirstMember( &iter ) : NULL;
|
|
while ( pSquadmate )
|
|
{
|
|
pSquadmate->DelayGrenadeCheck(5);
|
|
|
|
pSquadmate = pSquad->GetNextMember( &iter );
|
|
}
|
|
}
|
|
|
|
this->TaskComplete();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
template <class BASE_NPC>
|
|
void CAI_GrenadeUser<BASE_NPC>::RunTask_FaceAltFireTarget( const Task_t *pTask )
|
|
{
|
|
this->GetMotor()->SetIdealYawToTargetAndUpdate( m_vecAltFireTarget, AI_KEEP_YAW_SPEED );
|
|
|
|
// New Mapbase thing that fixes forced alt-fires not changing weapon yaw/pitch
|
|
this->SetAim( m_vecAltFireTarget - this->Weapon_ShootPosition() );
|
|
|
|
if (this->IsActivityFinished())
|
|
{
|
|
this->TaskComplete();
|
|
}
|
|
}
|
|
|
|
template <class BASE_NPC>
|
|
void CAI_GrenadeUser<BASE_NPC>::RunTask_GetPathToForced( const Task_t *pTask )
|
|
{
|
|
if ( !m_hForcedGrenadeTarget )
|
|
{
|
|
this->TaskFail(FAIL_NO_ENEMY);
|
|
return;
|
|
}
|
|
|
|
if ( this->GetTaskInterrupt() > 0 )
|
|
{
|
|
this->ClearTaskInterrupt();
|
|
|
|
Vector vecEnemy = m_hForcedGrenadeTarget->GetAbsOrigin();
|
|
AI_NavGoal_t goal( this->m_vInterruptSavePosition, ACT_RUN, AIN_HULL_TOLERANCE );
|
|
|
|
this->GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET );
|
|
this->GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest );
|
|
}
|
|
else
|
|
{
|
|
this->TaskInterrupt();
|
|
}
|
|
}
|
|
|
|
template <class BASE_NPC>
|
|
void CAI_GrenadeUser<BASE_NPC>::RunTask_FaceTossDir( const Task_t *pTask )
|
|
{
|
|
// project a point along the toss vector and turn to face that point.
|
|
this->GetMotor()->SetIdealYawToTargetAndUpdate( this->GetLocalOrigin() + m_vecTossVelocity * 64, AI_KEEP_YAW_SPEED );
|
|
|
|
if ( this->FacingIdeal() )
|
|
{
|
|
this->TaskComplete( true );
|
|
}
|
|
}
|
|
|
|
#endif
|