Example #1
0
int CAI_SquadManager::NumSquads()
{
	int nSquads = 0;
	CAI_Squad* pSquad = m_pSquads;

	while (pSquad)
	{
		nSquads++;
		pSquad = pSquad->GetNext();
	}
	return nSquads;
}
Example #2
0
CAI_Squad *CAI_SquadManager::FindSquad( string_t squadName )
{
	CAI_Squad* pSquad = m_pSquads;

	while (pSquad)
	{
		if (FStrEq(STRING(squadName),pSquad->GetName()))
		{
			return pSquad;
		}
		pSquad = pSquad->m_pNextSquad;
	}
	return NULL;
}
	void Save( ISave *pSave )
	{
		pSave->StartBlock( "Squads" );
		short nSquads = (short)g_AI_SquadManager.NumSquads();
		pSave->WriteShort( &nSquads );
		
		AISquadsIter_t iter;
		string_t squadName;
		CAI_Squad* pSquad = g_AI_SquadManager.GetFirstSquad( &iter );
		while (pSquad)
		{
			squadName = MAKE_STRING( pSquad->GetName() );
			pSave->WriteString( "", &squadName ); // Strings require a header to be read properly
			pSave->WriteAll( pSquad );
			pSquad = g_AI_SquadManager.GetNextSquad( &iter );
		}
		
		pSave->EndBlock();

		//---------------------------------
		
		pSave->StartBlock( "Enemies" );
		short nMemories = 0;
		
		CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
		int i;

		for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
		{
			if ( ppAIs[i]->GetEnemies() )
				nMemories++;
		}

		pSave->WriteShort( &nMemories );
		
		for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
		{
			if ( ppAIs[i]->GetEnemies() )
			{
				CBaseEntity *p = ppAIs[i];
				pSave->WriteEntityPtr( &p );
				pSave->WriteAll( ppAIs[i]->GetEnemies() );
			}
		}
		pSave->EndBlock();
	}
void CAI_StandoffBehavior::GatherConditions()
{
	CBaseEntity *pLeader = GetPlayerLeader();
	if ( pLeader && m_TimeForceCoverHint.Expired() )
	{
		if ( m_PlayerMoveMonitor.IsMarkSet() )
		{
			if (m_PlayerMoveMonitor.TargetMoved( pLeader ) )
			{
				OnChangeTacticalConstraints();
				m_PlayerMoveMonitor.ClearMark();
			}
		}
		else
		{
			m_PlayerMoveMonitor.SetMark( pLeader, 60 );
		}
	}

	if ( m_fForceNewEnemy )
	{
		m_TimePreventForceNewEnemy.Reset();
		GetOuter()->SetEnemy( NULL );

		DevMsg(2, "Forcing lose enemy from standoff\n");
	}
	BaseClass::GatherConditions();
	m_fForceNewEnemy = false;

	ClearCondition( COND_ABANDON_TIME_EXPIRED );

	bool bAbandonStandoff = false;
	CAI_Squad *pSquad = GetOuter()->GetSquad();
	AISquadIter_t iter;
	if ( GetEnemy() )
	{
		AI_EnemyInfo_t *pEnemyInfo = GetOuter()->GetEnemies()->Find( GetEnemy() );
		if ( pEnemyInfo &&
			 m_params.flAbandonTimeLimit > 0 && 
			 ( ( pEnemyInfo->timeAtFirstHand != AI_INVALID_TIME && 
			     gpGlobals->curtime  - pEnemyInfo->timeLastSeen > m_params.flAbandonTimeLimit ) ||
			   ( pEnemyInfo->timeAtFirstHand == AI_INVALID_TIME && 
			     gpGlobals->curtime  - pEnemyInfo->timeFirstSeen > m_params.flAbandonTimeLimit * 2 ) ) )
		{
			SetCondition( COND_ABANDON_TIME_EXPIRED );

			bAbandonStandoff = true;

			if ( pSquad )
			{
				for ( CAI_BaseNPC *pSquadMate = pSquad->GetFirstMember( &iter ); pSquadMate; pSquadMate = pSquad->GetNextMember( &iter ) )
				{
					if ( pSquadMate->IsAlive() && pSquadMate != GetOuter() )
					{
						CAI_StandoffBehavior *pSquadmateStandoff;
						pSquadMate->GetBehavior( &pSquadmateStandoff );
						if ( pSquadmateStandoff && pSquadmateStandoff->IsActive() && 
							 pSquadmateStandoff->m_hStandoffGoal == m_hStandoffGoal &&
							 !pSquadmateStandoff->HasCondition( COND_ABANDON_TIME_EXPIRED ) )
						{
							bAbandonStandoff = false;
							break;
						}
					}
				}
			}
		}
	}

	if ( bAbandonStandoff )
	{
		if ( pSquad )
		{
			for ( CAI_BaseNPC *pSquadMate = pSquad->GetFirstMember( &iter ); pSquadMate; pSquadMate = pSquad->GetNextMember( &iter ) )
			{
				CAI_StandoffBehavior *pSquadmateStandoff;
				pSquadMate->GetBehavior( &pSquadmateStandoff );
				if ( pSquadmateStandoff && pSquadmateStandoff->IsActive() && pSquadmateStandoff->m_hStandoffGoal == m_hStandoffGoal )
					pSquadmateStandoff->SetActive( false );
			}
		}
		else
			SetActive( false );
	}
	else if ( GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT )
	{
		if( DrawBattleLines.GetInt() != 0 )
		{
			if ( IsBehindBattleLines( GetAbsOrigin() ) )
			{
				NDebugOverlay::Box( GetOuter()->GetAbsOrigin(), -Vector(48,48,4), Vector(48,48,4), 255,0,0,8, 0.1 );
			}
			else
			{
				NDebugOverlay::Box( GetOuter()->GetAbsOrigin(), -Vector(48,48,4), Vector(48,48,4), 0,255,0,8, 0.1 );
			}
		}
	}
}