/src/game/server/ai_utils.cpp
C++ | 580 lines | 390 code | 106 blank | 84 comment | 83 complexity | 138f0b1a35e5fa58d829b0531b813e3b MD5 | raw file
- //========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
- //
- // Purpose:
- //
- //=============================================================================//
-
- #include "cbase.h"
- #include "ai_utils.h"
- #include "ai_memory.h"
- #include "ai_basenpc.h"
- #include "ai_senses.h"
- #include "ai_moveprobe.h"
- #include "vphysics/object_hash.h"
-
- // memdbgon must be the last include file in a .cpp file!!!
- #include "tier0/memdbgon.h"
-
- //-----------------------------------------------------------------------------
-
- BEGIN_SIMPLE_DATADESC( CAI_MoveMonitor )
- DEFINE_FIELD( m_vMark, FIELD_POSITION_VECTOR ),
- DEFINE_FIELD( m_flMarkTolerance, FIELD_FLOAT )
- END_DATADESC()
-
- //-----------------------------------------------------------------------------
-
- BEGIN_SIMPLE_DATADESC( CAI_ShotRegulator )
- DEFINE_FIELD( m_flNextShotTime, FIELD_TIME ),
- DEFINE_FIELD( m_bInRestInterval, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_nBurstShotsRemaining, FIELD_SHORT ),
- DEFINE_FIELD( m_nMinBurstShots, FIELD_SHORT ),
- DEFINE_FIELD( m_nMaxBurstShots, FIELD_SHORT ),
- DEFINE_FIELD( m_flMinRestInterval, FIELD_FLOAT ),
- DEFINE_FIELD( m_flMaxRestInterval, FIELD_FLOAT ),
- DEFINE_FIELD( m_flMinBurstInterval, FIELD_FLOAT ),
- DEFINE_FIELD( m_flMaxBurstInterval, FIELD_FLOAT ),
- DEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN ),
- END_DATADESC()
-
- //-----------------------------------------------------------------------------
-
-
- //-----------------------------------------------------------------------------
- // Constructor
- //-----------------------------------------------------------------------------
- CAI_ShotRegulator::CAI_ShotRegulator() : m_nMinBurstShots(1), m_nMaxBurstShots(1)
- {
- m_flMinRestInterval = 0.0f;
- m_flMinRestInterval = 0.0f;
- m_flMinBurstInterval = 0.0f;
- m_flMaxBurstInterval = 0.0f;
- m_flNextShotTime = -1;
- m_nBurstShotsRemaining = 1;
- m_bInRestInterval = false;
- m_bDisabled = false;
- }
-
-
- //-----------------------------------------------------------------------------
- // For backward compatibility
- //-----------------------------------------------------------------------------
- void CAI_ShotRegulator::SetParameters( int minShotsPerBurst, int maxShotsPerBurst, float minRestTime, float maxRestTime )
- {
- SetBurstShotCountRange( minShotsPerBurst, maxShotsPerBurst );
- SetRestInterval( minRestTime, maxRestTime );
- Reset( false );
- }
-
-
- //-----------------------------------------------------------------------------
- // Sets the number of shots to shoot in a single burst
- //-----------------------------------------------------------------------------
- void CAI_ShotRegulator::SetBurstShotCountRange( int minShotsPerBurst, int maxShotsPerBurst )
- {
- m_nMinBurstShots = minShotsPerBurst;
- m_nMaxBurstShots = maxShotsPerBurst;
- }
-
-
- //-----------------------------------------------------------------------------
- // How much time should I rest between bursts?
- //-----------------------------------------------------------------------------
- void CAI_ShotRegulator::SetRestInterval( float flMinRestInterval, float flMaxRestInterval )
- {
- m_flMinRestInterval = flMinRestInterval;
- m_flMaxRestInterval = flMaxRestInterval;
- }
-
-
- //-----------------------------------------------------------------------------
- // How much time should I wait in between shots in a single burst?
- //-----------------------------------------------------------------------------
- void CAI_ShotRegulator::SetBurstInterval( float flMinBurstInterval, float flMaxBurstInterval )
- {
- m_flMinBurstInterval = flMinBurstInterval;
- m_flMaxBurstInterval = flMaxBurstInterval;
- }
-
-
- //-----------------------------------------------------------------------------
- // Poll the current parameters
- //-----------------------------------------------------------------------------
- void CAI_ShotRegulator::GetBurstShotCountRange( int *pMinShotsPerBurst, int *pMaxShotsPerBurst ) const
- {
- *pMinShotsPerBurst = m_nMinBurstShots;
- *pMaxShotsPerBurst = m_nMaxBurstShots;
- }
-
- void CAI_ShotRegulator::GetRestInterval( float *pMinRestInterval, float *pMaxRestInterval ) const
- {
- *pMinRestInterval = m_flMinRestInterval;
- *pMaxRestInterval = m_flMaxRestInterval;
- }
-
- void CAI_ShotRegulator::GetBurstInterval( float *pMinBurstInterval, float *pMaxBurstInterval ) const
- {
- *pMinBurstInterval = m_flMinBurstInterval;
- *pMaxBurstInterval = m_flMaxBurstInterval;
- }
-
-
- //-----------------------------------------------------------------------------
- // Resets the shot regulator to start a new burst
- //-----------------------------------------------------------------------------
- void CAI_ShotRegulator::Reset( bool bStartShooting )
- {
- m_bDisabled = false;
- m_nBurstShotsRemaining = random->RandomInt( m_nMinBurstShots, m_nMaxBurstShots );
- if ( bStartShooting )
- {
- m_flNextShotTime = gpGlobals->curtime;
- m_bInRestInterval = false;
- }
- else
- {
- m_flNextShotTime = gpGlobals->curtime + random->RandomFloat( m_flMinRestInterval, m_flMaxRestInterval );
- m_bInRestInterval = true;
- }
- }
-
-
- //-----------------------------------------------------------------------------
- // Should we shoot?
- //-----------------------------------------------------------------------------
- bool CAI_ShotRegulator::ShouldShoot() const
- {
- return ( !m_bDisabled && (m_flNextShotTime <= gpGlobals->curtime) );
- }
-
-
- //-----------------------------------------------------------------------------
- // Am I in the middle of a burst?
- //-----------------------------------------------------------------------------
- bool CAI_ShotRegulator::IsInRestInterval() const
- {
- return (m_bInRestInterval && !ShouldShoot());
- }
-
-
- //-----------------------------------------------------------------------------
- // When will I shoot next?
- //-----------------------------------------------------------------------------
- float CAI_ShotRegulator::NextShotTime() const
- {
- return m_flNextShotTime;
- }
-
-
- //-----------------------------------------------------------------------------
- // Causes us to potentially delay our shooting time
- //-----------------------------------------------------------------------------
- void CAI_ShotRegulator::FireNoEarlierThan( float flTime )
- {
- if ( flTime > m_flNextShotTime )
- {
- m_flNextShotTime = flTime;
- }
- }
-
-
- //-----------------------------------------------------------------------------
- // Burst shot count accessors
- //-----------------------------------------------------------------------------
- int CAI_ShotRegulator::GetBurstShotsRemaining() const
- {
- return m_nBurstShotsRemaining;
- }
-
- void CAI_ShotRegulator::SetBurstShotsRemaining( int shots )
- {
- m_nBurstShotsRemaining = shots;
- }
-
-
- //-----------------------------------------------------------------------------
- // We fired the weapon! Update the next shot time
- //-----------------------------------------------------------------------------
- void CAI_ShotRegulator::OnFiredWeapon()
- {
- --m_nBurstShotsRemaining;
- if ( m_nBurstShotsRemaining <= 0 )
- {
- Reset( false );
- }
- else
- {
- m_bInRestInterval = false;
- m_flNextShotTime += random->RandomFloat( m_flMinBurstInterval, m_flMaxBurstInterval );
- if ( m_flNextShotTime < gpGlobals->curtime )
- {
- m_flNextShotTime = gpGlobals->curtime;
- }
- }
- }
-
- //-----------------------------------------------------------------------------
- // Purpose:
- //-----------------------------------------------------------------------------
- void CAI_ShotRegulator::EnableShooting( void )
- {
- m_bDisabled = false;
- }
-
- //-----------------------------------------------------------------------------
- // Purpose:
- //-----------------------------------------------------------------------------
- void CAI_ShotRegulator::DisableShooting( void )
- {
- m_bDisabled = true;
- }
-
-
- //-----------------------------------------------------------------------------
- //
- //-----------------------------------------------------------------------------
-
- BEGIN_SIMPLE_DATADESC( CAI_AccelDecay )
- DEFINE_FIELD( m_velocity, FIELD_FLOAT ),
- DEFINE_FIELD( m_maxVelocity, FIELD_FLOAT ),
- DEFINE_FIELD( m_minVelocity, FIELD_FLOAT ),
- DEFINE_FIELD( m_invDecay, FIELD_FLOAT ),
- DEFINE_FIELD( m_decayTime, FIELD_FLOAT ),
- DEFINE_FIELD( m_accel, FIELD_FLOAT ),
- END_DATADESC()
-
-
- void CAI_AccelDecay::SetParameters( float minVelocity, float maxVelocity, float accelPercentPerTick, float decelPercentPerTick )
- {
- m_minVelocity = minVelocity;
- m_maxVelocity = maxVelocity;
-
- m_accel = accelPercentPerTick;
- m_invDecay = 1.0 - decelPercentPerTick;
-
- m_decayTime = 0.0;
- float d = 1.0;
-
- int i = 0;
- while (d * m_maxVelocity > m_minVelocity && i < 10)
- {
- d = d * m_invDecay;
- m_decayTime = m_decayTime + 0.1 * d; // appox interval call
- i++;
- }
- }
-
- //-----------------------------------------------------------------------------
- //
- //-----------------------------------------------------------------------------
-
- float CAI_AccelDecay::Update( float flCurrent, float flTarget, float flInterval )
- {
- float delta = flTarget - flCurrent;
- float deltaSign = ( delta < 0 ) ? -1 : 1;
- delta = fabsf( delta );
-
- float curVelocity = m_velocity;
-
- if ( delta > 0.01 )
- {
- if (fabsf( m_velocity ) < m_minVelocity)
- m_velocity = m_minVelocity * deltaSign;
-
- if (delta < m_velocity * deltaSign * m_decayTime )
- {
- m_velocity = m_velocity * m_invDecay;
-
- if (delta < m_velocity * deltaSign * flInterval)
- {
- m_velocity = delta * deltaSign / flInterval;
- }
- }
- else
- {
- m_velocity = m_velocity * (1.0f - m_accel) + m_maxVelocity * m_accel * deltaSign;
- if (delta < m_velocity * deltaSign * m_decayTime)
- {
- m_velocity = delta * deltaSign / m_decayTime;
- }
- }
-
- float newValue = flCurrent + (curVelocity + m_velocity) * 0.5 * flInterval;
- return newValue;
- }
-
- return flTarget;
- }
-
-
-
- void CAI_AccelDecay::ResetVelocity( float flVelocity )
- {
- m_velocity = flVelocity;
- }
-
-
- void CAI_AccelDecay::SetMaxVelocity( float maxVelocity )
- {
- if (maxVelocity != m_maxVelocity)
- {
- SetParameters( m_minVelocity, maxVelocity, m_accel, 1.0 - m_invDecay );
- }
- }
-
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
-
- ConVar free_pass_peek_debug( "free_pass_peek_debug", "0" );
-
- BEGIN_SIMPLE_DATADESC( AI_FreePassParams_t )
-
- DEFINE_KEYFIELD( timeToTrigger, FIELD_FLOAT, "freepass_timetotrigger"),
- DEFINE_KEYFIELD( duration, FIELD_FLOAT, "freepass_duration"),
- DEFINE_KEYFIELD( moveTolerance, FIELD_FLOAT, "freepass_movetolerance"),
- DEFINE_KEYFIELD( refillRate, FIELD_FLOAT, "freepass_refillrate"),
- DEFINE_FIELD( coverDist, FIELD_FLOAT),
- DEFINE_KEYFIELD( peekTime, FIELD_FLOAT, "freepass_peektime"),
- DEFINE_FIELD( peekTimeAfterDamage, FIELD_FLOAT),
- DEFINE_FIELD( peekEyeDist, FIELD_FLOAT),
- DEFINE_FIELD( peekEyeDistZ, FIELD_FLOAT),
-
- END_DATADESC()
-
- BEGIN_SIMPLE_DATADESC( CAI_FreePass )
-
- DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
- DEFINE_FIELD( m_FreePassTimeRemaining, FIELD_FLOAT ),
- DEFINE_EMBEDDED( m_FreePassMoveMonitor ),
- DEFINE_EMBEDDED( m_Params ),
-
- END_DATADESC()
-
- //---------------------------------------------------------
- //---------------------------------------------------------
-
- void CAI_FreePass::Reset( float passTime, float moveTolerance )
- {
- CBaseEntity *pTarget = GetPassTarget();
-
- if ( !pTarget || m_Params.duration < 0.1 )
- return;
-
- if ( passTime == -1 )
- {
- m_FreePassTimeRemaining = m_Params.duration;
- }
- else
- {
- m_FreePassTimeRemaining = passTime;
- }
-
- if ( moveTolerance == -1 )
- {
- m_FreePassMoveMonitor.SetMark( pTarget, m_Params.moveTolerance );
- }
- else
- {
- m_FreePassMoveMonitor.SetMark( pTarget, moveTolerance );
- }
- }
-
- //---------------------------------------------------------
- //---------------------------------------------------------
-
- void CAI_FreePass::Update( )
- {
- CBaseEntity *pTarget = GetPassTarget();
- if ( !pTarget || m_Params.duration < 0.1 )
- return;
-
- //---------------------------------
- //
- // Free pass logic
- //
- AI_EnemyInfo_t *pTargetInfo = GetOuter()->GetEnemies()->Find( pTarget );
-
- // This works with old data because need to do before base class so as to not choose as enemy
- if ( !HasPass() )
- {
- float timePlayerLastSeen = (pTargetInfo) ? pTargetInfo->timeLastSeen : AI_INVALID_TIME;
- float lastTimeDamagedBy = (pTargetInfo) ? pTargetInfo->timeLastReceivedDamageFrom : AI_INVALID_TIME;
-
- if ( timePlayerLastSeen == AI_INVALID_TIME || gpGlobals->curtime - timePlayerLastSeen > .15 ) // If didn't see the player last think
- {
- trace_t tr;
- UTIL_TraceLine( pTarget->EyePosition(), GetOuter()->EyePosition(), MASK_BLOCKLOS, GetOuter(), COLLISION_GROUP_NONE, &tr );
- if ( tr.fraction != 1.0 && tr.m_pEnt != pTarget )
- {
- float dist = (tr.endpos - tr.startpos).Length() * tr.fraction;
-
- if ( dist < m_Params.coverDist )
- {
- if ( ( timePlayerLastSeen == AI_INVALID_TIME || gpGlobals->curtime - timePlayerLastSeen > m_Params.timeToTrigger ) &&
- ( lastTimeDamagedBy == AI_INVALID_TIME || gpGlobals->curtime - lastTimeDamagedBy > m_Params.timeToTrigger ) )
- {
- m_FreePassTimeRemaining = m_Params.duration;
- m_FreePassMoveMonitor.SetMark( pTarget, m_Params.moveTolerance );
- }
- }
- }
- }
- }
- else
- {
- float temp = m_FreePassTimeRemaining;
- m_FreePassTimeRemaining = 0;
- CAI_Senses *pSenses = GetOuter()->GetSenses();
- bool bCanSee = ( pSenses && pSenses->ShouldSeeEntity( pTarget ) && pSenses->CanSeeEntity( pTarget ) );
- m_FreePassTimeRemaining = temp;
-
- if ( bCanSee )
- {
- if ( !m_FreePassMoveMonitor.TargetMoved( pTarget ) )
- m_FreePassTimeRemaining -= 0.1;
- else
- Revoke( true );
- }
- else
- {
- m_FreePassTimeRemaining += 0.1 * m_Params.refillRate;
- if ( m_FreePassTimeRemaining > m_Params.duration )
- m_FreePassTimeRemaining = m_Params.duration;
- m_FreePassMoveMonitor.SetMark( pTarget, m_Params.moveTolerance );
- }
- }
- }
-
- //---------------------------------------------------------
- //---------------------------------------------------------
- bool CAI_FreePass::HasPass()
- {
- return ( m_FreePassTimeRemaining > 0 );
- }
-
- //---------------------------------------------------------
- //---------------------------------------------------------
- void CAI_FreePass::Revoke( bool bUpdateMemory )
- {
- m_FreePassTimeRemaining = 0;
- if ( bUpdateMemory && GetPassTarget() )
- {
- GetOuter()->UpdateEnemyMemory( GetPassTarget(), GetPassTarget()->GetAbsOrigin() );
- }
- }
-
- //---------------------------------------------------------
- //---------------------------------------------------------
- bool CAI_FreePass::ShouldAllowFVisible(bool bBaseResult )
- {
- CBaseEntity * pTarget = GetPassTarget();
- AI_EnemyInfo_t *pTargetInfo = GetOuter()->GetEnemies()->Find( pTarget );
-
- if ( !bBaseResult || HasPass() )
- return false;
-
- bool bIsVisible = true;
-
- // Peek logic
- if ( m_Params.peekTime > 0.1 )
- {
- float lastTimeSeen = (pTargetInfo) ? pTargetInfo->timeLastSeen : AI_INVALID_TIME;
- float lastTimeDamagedBy = (pTargetInfo) ? pTargetInfo->timeLastReceivedDamageFrom : AI_INVALID_TIME;
-
- if ( ( lastTimeSeen == AI_INVALID_TIME || gpGlobals->curtime - lastTimeSeen > m_Params.peekTime ) &&
- ( lastTimeDamagedBy == AI_INVALID_TIME || gpGlobals->curtime - lastTimeDamagedBy > m_Params.peekTimeAfterDamage ) )
- {
- Vector vToTarget;
-
- VectorSubtract( pTarget->EyePosition(), GetOuter()->EyePosition(), vToTarget );
- vToTarget.z = 0.0f;
- VectorNormalize( vToTarget );
-
- Vector vecRight( -vToTarget.y, vToTarget.x, 0.0f );
- trace_t tr;
-
- UTIL_TraceLine( GetOuter()->EyePosition(), pTarget->EyePosition() + (vecRight * m_Params.peekEyeDist - Vector( 0, 0, m_Params.peekEyeDistZ )), MASK_BLOCKLOS, GetOuter(), COLLISION_GROUP_NONE, &tr );
- if ( tr.fraction != 1.0 && tr.m_pEnt != pTarget )
- {
- if ( free_pass_peek_debug.GetBool() )
- NDebugOverlay::Line( tr.startpos, tr.endpos - Vector( 0, 0, 2), 0, 255, 0, false, 0.1 );
- bIsVisible = false;
- }
-
- if ( bIsVisible )
- {
- UTIL_TraceLine( GetOuter()->EyePosition(), pTarget->EyePosition() + (-vecRight * m_Params.peekEyeDist - Vector( 0, 0, m_Params.peekEyeDistZ )), MASK_BLOCKLOS, GetOuter(), COLLISION_GROUP_NONE, &tr );
- if ( tr.fraction != 1.0 && tr.m_pEnt != pTarget )
- {
- if ( free_pass_peek_debug.GetBool() )
- NDebugOverlay::Line( tr.startpos, tr.endpos - Vector( 0, 0, 2), 0, 255, 0, false, 0.1 );
- bIsVisible = false;
- }
- }
- }
-
- if ( bIsVisible && free_pass_peek_debug.GetBool() )
- NDebugOverlay::Line( GetOuter()->EyePosition(), pTarget->EyePosition() - Vector( 0, 0, 2), 255, 0, 0, false, 0.1 );
- }
-
- return bIsVisible;
- }
-
-
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
-
- string_t g_iszFuncBrushClassname = NULL_STRING;
-
- //-----------------------------------------------------------------------------
- CTraceFilterNav::CTraceFilterNav( CAI_BaseNPC *pProber, bool bIgnoreTransientEntities, const IServerEntity *passedict, int collisionGroup, bool bAllowPlayerAvoid ) :
- CTraceFilterSimple( passedict, collisionGroup ),
- m_pProber(pProber),
- m_bIgnoreTransientEntities(bIgnoreTransientEntities),
- m_bAllowPlayerAvoid(bAllowPlayerAvoid)
- {
- m_bCheckCollisionTable = g_EntityCollisionHash->IsObjectInHash( pProber );
- }
-
- //-----------------------------------------------------------------------------
- bool CTraceFilterNav::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
- {
- IServerEntity *pServerEntity = (IServerEntity*)pHandleEntity;
- CBaseEntity *pEntity = (CBaseEntity *)pServerEntity;
-
- if ( m_pProber == pEntity )
- return false;
-
- if ( m_pProber->GetMoveProbe()->ShouldBrushBeIgnored( pEntity ) == true )
- return false;
-
- #ifdef HL1_DLL
- if ( ( contentsMask & CONTENTS_MOVEABLE ) == 0 )
- {
- if ( pEntity->ClassMatches( "func_pushable" ) )
- return false;
- }
- #endif
-
- if ( m_bIgnoreTransientEntities && (pEntity->IsPlayer() || pEntity->IsNPC() ) )
- return false;
-
- //Adrian - If I'm flagged as using the new collision method, then ignore the player when trying
- //to check if I can get somewhere.
- if ( m_bAllowPlayerAvoid && m_pProber->ShouldPlayerAvoid() && pEntity->IsPlayer() )
- return false;
-
- if ( pEntity->IsNavIgnored() )
- return false;
-
- if ( m_bCheckCollisionTable )
- {
- if ( g_EntityCollisionHash->IsObjectPairInHash( m_pProber, pEntity ) )
- return false;
- }
-
- if ( m_pProber->ShouldProbeCollideAgainstEntity( pEntity ) == false )
- return false;
-
- return CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask );
- }