//========================================================= // RunTask //========================================================= void CBaseMonster :: RunTask ( Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_TURN_RIGHT: case TASK_TURN_LEFT: { ChangeYaw( pev->yaw_speed ); if ( FacingIdeal() ) { TaskComplete(); } break; } case TASK_PLAY_SEQUENCE_FACE_ENEMY: case TASK_PLAY_SEQUENCE_FACE_TARGET: { CBaseEntity *pTarget; if ( pTask->iTask == TASK_PLAY_SEQUENCE_FACE_TARGET ) pTarget = m_hTargetEnt; else pTarget = m_hEnemy; if ( pTarget ) { pev->ideal_yaw = UTIL_VecToYaw( pTarget->pev->origin - pev->origin ); ChangeYaw( pev->yaw_speed ); } if ( m_fSequenceFinished ) TaskComplete(); } break; case TASK_PLAY_SEQUENCE: case TASK_PLAY_ACTIVE_IDLE: { if ( m_fSequenceFinished ) { TaskComplete(); } break; } case TASK_FACE_ENEMY: { MakeIdealYaw( m_vecEnemyLKP ); ChangeYaw( pev->yaw_speed ); if ( FacingIdeal() ) { TaskComplete(); } break; } case TASK_FACE_HINTNODE: case TASK_FACE_LASTPOSITION: case TASK_FACE_TARGET: case TASK_FACE_IDEAL: case TASK_FACE_ROUTE: { ChangeYaw( pev->yaw_speed ); if ( FacingIdeal() ) { TaskComplete(); } break; } case TASK_WAIT_PVS: { if ( !FNullEnt(FIND_CLIENT_IN_PVS(edict())) ) { TaskComplete(); } break; } case TASK_WAIT_INDEFINITE: { // don't do anything. break; } case TASK_WAIT: case TASK_WAIT_RANDOM: { if ( gpGlobals->time >= m_flWaitFinished ) { TaskComplete(); } break; } case TASK_WAIT_FACE_ENEMY: { MakeIdealYaw ( m_vecEnemyLKP ); ChangeYaw( pev->yaw_speed ); if ( gpGlobals->time >= m_flWaitFinished ) { TaskComplete(); } break; } case TASK_MOVE_TO_TARGET_RANGE: { float distance; if ( m_hTargetEnt == NULL ) TaskFail(); else { distance = ( m_vecMoveGoal - pev->origin ).Length2D(); // Re-evaluate when you think your finished, or the target has moved too far if ( (distance < pTask->flData) || (m_vecMoveGoal - m_hTargetEnt->pev->origin).Length() > pTask->flData * 0.5 ) { m_vecMoveGoal = m_hTargetEnt->pev->origin; distance = ( m_vecMoveGoal - pev->origin ).Length2D(); FRefreshRoute(); } // Set the appropriate activity based on an overlapping range // overlap the range to prevent oscillation if ( distance < pTask->flData ) { TaskComplete(); RouteClear(); // Stop moving } else if ( distance < 190 && m_movementActivity != ACT_WALK ) m_movementActivity = ACT_WALK; else if ( distance >= 270 && m_movementActivity != ACT_RUN ) m_movementActivity = ACT_RUN; } break; } case TASK_WAIT_FOR_MOVEMENT: { if (MovementIsComplete()) { TaskComplete(); RouteClear(); // Stop moving } break; } case TASK_DIE: { if ( m_fSequenceFinished && pev->frame >= 255 ) { pev->deadflag = DEAD_DEAD; SetThink ( NULL ); StopAnimation(); if ( !BBoxFlat() ) { // a bit of a hack. If a corpses' bbox is positioned such that being left solid so that it can be attacked will // block the player on a slope or stairs, the corpse is made nonsolid. // pev->solid = SOLID_NOT; UTIL_SetSize ( pev, Vector ( -4, -4, 0 ), Vector ( 4, 4, 1 ) ); } else // !!!HACKHACK - put monster in a thin, wide bounding box until we fix the solid type/bounding volume problem UTIL_SetSize ( pev, Vector ( pev->mins.x, pev->mins.y, pev->mins.z ), Vector ( pev->maxs.x, pev->maxs.y, pev->mins.z + 1 ) ); if ( ShouldFadeOnDeath() ) { // this monster was created by a monstermaker... fade the corpse out. SUB_StartFadeOut(); } else { // body is gonna be around for a while, so have it stink for a bit. CSoundEnt::InsertSound ( bits_SOUND_CARCASS, pev->origin, 384, 30 ); } } break; } case TASK_RANGE_ATTACK1_NOTURN: case TASK_MELEE_ATTACK1_NOTURN: case TASK_MELEE_ATTACK2_NOTURN: case TASK_RANGE_ATTACK2_NOTURN: case TASK_RELOAD_NOTURN: { if ( m_fSequenceFinished ) { m_Activity = ACT_RESET; TaskComplete(); } break; } case TASK_RANGE_ATTACK1: case TASK_MELEE_ATTACK1: case TASK_MELEE_ATTACK2: case TASK_RANGE_ATTACK2: case TASK_SPECIAL_ATTACK1: case TASK_SPECIAL_ATTACK2: case TASK_RELOAD: { MakeIdealYaw ( m_vecEnemyLKP ); ChangeYaw ( pev->yaw_speed ); if ( m_fSequenceFinished ) { m_Activity = ACT_RESET; TaskComplete(); } break; } case TASK_SMALL_FLINCH: { if ( m_fSequenceFinished ) { TaskComplete(); } } break; case TASK_WAIT_FOR_SCRIPT: { if ( m_pCine->m_iDelay <= 0 && gpGlobals->time >= m_pCine->m_startTime ) { TaskComplete(); } break; } case TASK_PLAY_SCRIPT: { // ALERT(at_console, "Play Script\n"); if (m_fSequenceFinished) { // ALERT(at_console, "Anim Finished\n"); if (m_pCine->m_iRepeatsLeft > 0) { // ALERT(at_console, "Frame %f; Repeat %d from %f\n", pev->frame, m_pCine->m_iRepeatsLeft, m_pCine->m_fRepeatFrame); m_pCine->m_iRepeatsLeft--; pev->frame = m_pCine->m_fRepeatFrame; ResetSequenceInfo( ); } else { TaskComplete(); } } break; } } }
void CController :: Move ( float flInterval ) { float flWaypointDist; float flCheckDist; float flDist;// how far the lookahead check got before hitting an object. float flMoveDist; Vector vecDir; Vector vecApex; CBaseEntity *pTargetEnt; // Don't move if no valid route if ( FRouteClear() ) { ALERT( at_aiconsole, "Tried to move with no route!\n" ); TaskFail(); return; } if ( m_flMoveWaitFinished > gpGlobals->time ) return; // Debug, test movement code #if 0 // if ( CVAR_GET_FLOAT("stopmove" ) != 0 ) { if ( m_movementGoal == MOVEGOAL_ENEMY ) RouteSimplify( m_hEnemy ); else RouteSimplify( m_hTargetEnt ); FRefreshRoute(); return; } #else // Debug, draw the route // DrawRoute( pev, m_Route, m_iRouteIndex, 0, 0, 255 ); #endif // if the monster is moving directly towards an entity (enemy for instance), we'll set this pointer // to that entity for the CheckLocalMove and Triangulate functions. pTargetEnt = NULL; if (m_flGroundSpeed == 0) { m_flGroundSpeed = 100; // TaskFail( ); // return; } flMoveDist = m_flGroundSpeed * flInterval; do { // local move to waypoint. vecDir = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Normalize(); flWaypointDist = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Length(); // MakeIdealYaw ( m_Route[ m_iRouteIndex ].vecLocation ); // ChangeYaw ( pev->yaw_speed ); // if the waypoint is closer than CheckDist, CheckDist is the dist to waypoint if ( flWaypointDist < DIST_TO_CHECK ) { flCheckDist = flWaypointDist; } else { flCheckDist = DIST_TO_CHECK; } if ( (m_Route[ m_iRouteIndex ].iType & (~bits_MF_NOT_TO_MASK)) == bits_MF_TO_ENEMY ) { // only on a PURE move to enemy ( i.e., ONLY MF_TO_ENEMY set, not MF_TO_ENEMY and DETOUR ) pTargetEnt = m_hEnemy; } else if ( (m_Route[ m_iRouteIndex ].iType & ~bits_MF_NOT_TO_MASK) == bits_MF_TO_TARGETENT ) { pTargetEnt = m_hTargetEnt; } // !!!BUGBUG - CheckDist should be derived from ground speed. // If this fails, it should be because of some dynamic entity blocking this guy. // We've already checked this path, so we should wait and time out if the entity doesn't move flDist = 0; if ( CheckLocalMove ( pev->origin, pev->origin + vecDir * flCheckDist, pTargetEnt, &flDist ) != LOCALMOVE_VALID ) { CBaseEntity *pBlocker; // Can't move, stop Stop(); // Blocking entity is in global trace_ent pBlocker = CBaseEntity::Instance( gpGlobals->trace_ent ); if (pBlocker) { DispatchBlocked( edict(), pBlocker->edict() ); } if ( pBlocker && m_moveWaitTime > 0 && pBlocker->IsMoving() && !pBlocker->IsPlayer() && (gpGlobals->time-m_flMoveWaitFinished) > 3.0 ) { // Can we still move toward our target? if ( flDist < m_flGroundSpeed ) { // Wait for a second m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime; // ALERT( at_aiconsole, "Move %s!!!\n", STRING( pBlocker->pev->classname ) ); return; } } else { // try to triangulate around whatever is in the way. if ( FTriangulate( pev->origin, m_Route[ m_iRouteIndex ].vecLocation, flDist, pTargetEnt, &vecApex ) ) { InsertWaypoint( vecApex, bits_MF_TO_DETOUR ); RouteSimplify( pTargetEnt ); } else { ALERT ( at_aiconsole, "Couldn't Triangulate\n" ); Stop(); if ( m_moveWaitTime > 0 ) { FRefreshRoute(); m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime * 0.5; } else { TaskFail(); ALERT( at_aiconsole, "Failed to move!\n" ); //ALERT( at_aiconsole, "%f, %f, %f\n", pev->origin.z, (pev->origin + (vecDir * flCheckDist)).z, m_Route[m_iRouteIndex].vecLocation.z ); } return; } } } // UNDONE: this is a hack to quit moving farther than it has looked ahead. if (flCheckDist < flMoveDist) { MoveExecute( pTargetEnt, vecDir, flCheckDist / m_flGroundSpeed ); // ALERT( at_console, "%.02f\n", flInterval ); AdvanceRoute( flWaypointDist ); flMoveDist -= flCheckDist; } else { MoveExecute( pTargetEnt, vecDir, flMoveDist / m_flGroundSpeed ); if ( ShouldAdvanceRoute( flWaypointDist - flMoveDist ) ) { AdvanceRoute( flWaypointDist ); } flMoveDist = 0; } if ( MovementIsComplete() ) { Stop(); RouteClear(); } } while (flMoveDist > 0 && flCheckDist > 0); // cut corner? if (flWaypointDist < 128) { if ( m_movementGoal == MOVEGOAL_ENEMY ) RouteSimplify( m_hEnemy ); else RouteSimplify( m_hTargetEnt ); FRefreshRoute(); if (m_flGroundSpeed > 100) m_flGroundSpeed -= 40; } else { if (m_flGroundSpeed < 400) m_flGroundSpeed += 10; } }
void CScientist :: RunTask( Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_RUN_PATH_SCARED: if ( MovementIsComplete() ) TaskComplete(); if ( RANDOM_LONG(0,31) < 8 ) Scream(); break; case TASK_MOVE_TO_TARGET_RANGE_SCARED: { if ( RANDOM_LONG(0,63)< 8 ) Scream(); if ( m_hEnemy == NULL ) { TaskFail(); } else { float distance; distance = ( m_vecMoveGoal - pev->origin ).Length2D(); // Re-evaluate when you think your finished, or the target has moved too far if ( (distance < pTask->flData) || (m_vecMoveGoal - m_hTargetEnt->pev->origin).Length() > pTask->flData * 0.5 ) { m_vecMoveGoal = m_hTargetEnt->pev->origin; distance = ( m_vecMoveGoal - pev->origin ).Length2D(); FRefreshRoute(); } // Set the appropriate activity based on an overlapping range // overlap the range to prevent oscillation if ( distance < pTask->flData ) { TaskComplete(); RouteClear(); // Stop moving } else if ( distance < 190 && m_movementActivity != ACT_WALK_SCARED ) m_movementActivity = ACT_WALK_SCARED; else if ( distance >= 270 && m_movementActivity != ACT_RUN_SCARED ) m_movementActivity = ACT_RUN_SCARED; } } break; case TASK_HEAL: if ( m_fSequenceFinished ) { TaskComplete(); } else { if ( TargetDistance() > 90 ) TaskComplete(); pev->ideal_yaw = UTIL_VecToYaw( m_hTargetEnt->pev->origin - pev->origin ); ChangeYaw( pev->yaw_speed ); } break; default: CTalkMonster::RunTask( pTask ); break; } }