Blixibon dc7f20acc8 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 04:20:02 +00:00

244 lines
7.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A special system designed to record game information for map testing.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tier0/icommandline.h"
#include "igamesystem.h"
#include "filesystem.h"
#include "utlbuffer.h"
#ifdef CLIENT_DLL
#else
#include "ammodef.h"
#include "ai_basenpc.h"
#include "ai_squad.h"
#include "fmtstr.h"
#include "GameEventListener.h"
#include "saverestore_utlvector.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef GAME_DLL
// ------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------
class CMapbaseGameLogger : public CLogicalEntity, public CGameEventListener
{
public:
DECLARE_DATADESC();
DECLARE_CLASS( CMapbaseGameLogger, CLogicalEntity );
CMapbaseGameLogger()
{
pGameLoggerEnt = this;
}
void Activate()
{
BaseClass::Activate();
ListenForGameEvent("skill_changed");
}
void FireGameEvent( IGameEvent *event )
{
if (FStrEq(event->GetName(), "skill_changed"))
{
m_ListSkillChanged.AddToTail(event->GetInt("skill_level"));
m_ListSkillChangedTime.AddToTail(gpGlobals->curtime);
}
}
float m_flLastLogTime;
int m_iSaveID;
CUtlVector<int> m_ListSkillChanged;
CUtlVector<float> m_ListSkillChangedTime;
static CMapbaseGameLogger *GetGameLoggerEnt()
{
if (!pGameLoggerEnt)
pGameLoggerEnt = static_cast<CMapbaseGameLogger*>(CBaseEntity::Create("mapbase_game_logger", vec3_origin, vec3_angle));
return pGameLoggerEnt;
}
private:
static CHandle<CMapbaseGameLogger> pGameLoggerEnt;
};
LINK_ENTITY_TO_CLASS( mapbase_game_logger, CMapbaseGameLogger );
BEGIN_DATADESC( CMapbaseGameLogger )
DEFINE_FIELD( m_flLastLogTime, FIELD_TIME ),
DEFINE_FIELD( m_iSaveID, FIELD_INTEGER ),
DEFINE_UTLVECTOR( m_ListSkillChanged, FIELD_INTEGER ),
DEFINE_UTLVECTOR( m_ListSkillChangedTime, FIELD_TIME ),
END_DATADESC()
CHandle<CMapbaseGameLogger> CMapbaseGameLogger::pGameLoggerEnt;
void MapbaseGameLog_CVarToggle( IConVar *var, const char *pOldString, float flOldValue );
ConVar mapbase_game_log_on_autosave( "mapbase_game_log_on_autosave", "0", FCVAR_NONE, "Logs information to %mapname%_log_%number%.txt on each autosave", MapbaseGameLog_CVarToggle );
void MapbaseGameLog_Init()
{
if (mapbase_game_log_on_autosave.GetBool())
{
// Create the game logger ent
CMapbaseGameLogger::GetGameLoggerEnt();
}
}
void MapbaseGameLog_Record( const char *szContext )
{
CMapbaseGameLogger *pGameLoggerEnt = CMapbaseGameLogger::GetGameLoggerEnt();
if (!pGameLoggerEnt)
{
Warning("Failed to get game logger ent\n");
return;
}
KeyValues *pKV = new KeyValues( "Log" );
KeyValues *pKVLogInfo = pKV->FindKey( "logging_info", true );
if ( pKVLogInfo )
{
pKVLogInfo->SetString("context", szContext);
pKVLogInfo->SetFloat("last_log", pGameLoggerEnt->m_flLastLogTime > 0.0f ? gpGlobals->curtime - pGameLoggerEnt->m_flLastLogTime : -1.0f);
}
KeyValues *pKVGameInfo = pKV->FindKey( "game_info", true );
if ( pKVGameInfo )
{
pKVGameInfo->SetInt("skill", g_pGameRules->GetSkillLevel());
if (pGameLoggerEnt->m_ListSkillChanged.Count() > 0)
{
KeyValues *pKVSkill = pKVGameInfo->FindKey("skill_changes", true);
for (int i = 0; i < pGameLoggerEnt->m_ListSkillChanged.Count(); i++)
{
float flTime = pGameLoggerEnt->m_ListSkillChangedTime[i];
switch (pGameLoggerEnt->m_ListSkillChanged[i])
{
case SKILL_EASY: pKVSkill->SetString(CNumStr(flTime), "easy"); break;
case SKILL_MEDIUM: pKVSkill->SetString(CNumStr(flTime), "normal"); break;
case SKILL_HARD: pKVSkill->SetString(CNumStr(flTime), "hard"); break;
}
}
}
}
KeyValues *pKVPlayer = pKV->FindKey( "player", true );
if ( pKVPlayer )
{
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( pPlayer )
{
pKVPlayer->SetInt("health", pPlayer->GetHealth());
pKVPlayer->SetInt("armor", pPlayer->ArmorValue());
pKVPlayer->SetString("position", CFmtStrN<128>("[%f %f %f]", pPlayer->GetAbsOrigin().x, pPlayer->GetAbsOrigin().y, pPlayer->GetAbsOrigin().z));
pKVPlayer->SetString("angles", CFmtStrN<128>("[%f %f %f]", pPlayer->EyeAngles().x, pPlayer->EyeAngles().y, pPlayer->EyeAngles().z));
KeyValues *pKVWeapons = pKVPlayer->FindKey( "weapons", true );
if ( pKVWeapons )
{
// Cycle through all of the player's weapons
for ( int i = 0; i < pPlayer->WeaponCount(); i++ )
{
CBaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
if ( !pWeapon )
continue;
if ( pPlayer->GetActiveWeapon() == pWeapon )
pKVWeapons->SetString(pWeapon->GetClassname(), CFmtStrN<32>("%i; %i (active)", pWeapon->m_iClip1, pWeapon->m_iClip2));
else
pKVWeapons->SetString(pWeapon->GetClassname(), CFmtStrN<32>("%i; %i", pWeapon->m_iClip1, pWeapon->m_iClip2));
}
}
KeyValues *pKVAmmo = pKVPlayer->FindKey( "ammo", true );
if ( pKVAmmo )
{
// Cycle through all of the player's ammo
for ( int i = 0; i < GetAmmoDef()->m_nAmmoIndex; i++ )
{
int iAmmo = pPlayer->GetAmmoCount( i );
if ( iAmmo > 0 )
pKVAmmo->SetInt( GetAmmoDef()->m_AmmoType[i].pName, iAmmo );
}
}
}
}
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
int nAIs = g_AI_Manager.NumAIs();
for (int i = 0; i < nAIs; i++)
{
CAI_BaseNPC *pNPC = ppAIs[i];
if (!pNPC->IsAlive() || pNPC->GetSleepState() != AISS_AWAKE)
continue;
KeyValues *pKVNPC = pKV->FindKey( CNumStr( pNPC->entindex() ), true );
if (pKVNPC)
{
pKVNPC->SetString("classname", pNPC->GetClassname());
pKVNPC->SetString("name", STRING(pNPC->GetEntityName()));
pKVNPC->SetString("position", CFmtStrN<128>("[%f %f %f]", pNPC->GetAbsOrigin().x, pNPC->GetAbsOrigin().y, pNPC->GetAbsOrigin().z));
pKVNPC->SetInt("health", pNPC->GetHealth());
if (pNPC->GetActiveWeapon())
pKVNPC->SetString("weapon", pNPC->GetActiveWeapon()->GetClassname());
if (pNPC->GetSquad())
pKVNPC->SetString("squad", pNPC->GetSquad()->GetName());
}
}
CFmtStrN<MAX_PATH> pathfmt("map_logs/%s_log_%i.txt", gpGlobals->mapname, pGameLoggerEnt->m_iSaveID);
pGameLoggerEnt->m_flLastLogTime = gpGlobals->curtime;
pGameLoggerEnt->m_iSaveID++;
// Create the folder first, since "map_logs" is not standard and is unlikely to exist
g_pFullFileSystem->CreateDirHierarchy( "map_logs", "MOD" );
if (pKV->SaveToFile( g_pFullFileSystem, pathfmt, "MOD" ))
{
Msg("Saved game log file to \"%s\"\n", pathfmt);
}
pKV->deleteThis();
}
static void CC_Mapbase_GameLogRecord( const CCommand& args )
{
MapbaseGameLog_Record( "command" );
}
static ConCommand mapbase_game_log_record("mapbase_game_log_record", CC_Mapbase_GameLogRecord, "Records game data to %mapname%_log_%number%." );
void MapbaseGameLog_CVarToggle( IConVar *var, const char *pOldString, float flOldValue )
{
if (mapbase_game_log_on_autosave.GetBool())
{
// Create the game logger ent
CMapbaseGameLogger::GetGameLoggerEnt();
}
}
#endif