コード例 #1
0
ファイル: talkmonster.cpp プロジェクト: ET-NiK/amxxgroup
BOOL CMTalkMonster::CanFollow( void )
{
	if ( !IsAlive() )
		return FALSE;

	return !IsFollowing();
}
コード例 #2
0
float CSyncCoreObjectMediator::GetFollowingSpeed()const
{
	if(!IsFollowing())
		return 0.0f;

	return m_pFolState->GetSpeed();
}
コード例 #3
0
ファイル: CTalkMonster.cpp プロジェクト: oskarlh/HLEnhanced
bool CTalkMonster::CanFollow() const
{
	if ( m_MonsterState == MONSTERSTATE_SCRIPT )
	{
		if ( !m_pCine->CanInterrupt() )
			return false;
	}
	
	if ( !IsAlive() )
		return false;

	return !IsFollowing();
}
コード例 #4
0
ファイル: talkmonster.cpp プロジェクト: Solexid/halflife
BOOL CTalkMonster::CanFollow( void )
{
	if ( m_MonsterState == MONSTERSTATE_SCRIPT )
	{
		if ( !m_pCine->CanInterrupt() )
			return FALSE;
	}
	
	if ( !IsAlive() )
		return FALSE;

	return !IsFollowing();
}
コード例 #5
0
ファイル: CTalkMonster.cpp プロジェクト: oskarlh/HLEnhanced
void CTalkMonster::StopFollowing( const bool clearSchedule )
{
	if ( IsFollowing() )
	{
		if ( !(m_afMemory & bits_MEMORY_PROVOKED) )
		{
			PlaySentence( m_szGrp[TLK_UNUSE], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE );
			m_hTalkTarget = m_hTargetEnt;
		}

		if ( m_movementGoal == MOVEGOAL_TARGETENT )
			RouteClear(); // Stop him from walking toward the player
		m_hTargetEnt = NULL;
		if ( clearSchedule )
			ClearSchedule();
		if ( m_hEnemy != NULL )
			m_IdealMonsterState = MONSTERSTATE_COMBAT;
	}
}
コード例 #6
0
void UNavigationComponent::AsyncGeneratePath_OnCompleteCallback(uint32 QueryID, ENavigationQueryResult::Type Result, FNavPathSharedPtr ResultPath)
{
	if (QueryID != uint32(AsynPathQueryID))
	{
		UE_VLOG(GetOwner(), LogNavigation, Display, TEXT("Pathfinding query %u finished, but it's different from AsynPathQueryID (%d)"), QueryID, AsynPathQueryID);
		return;
	}

	check(GetOuter() != NULL);
	
	if (Result == ENavigationQueryResult::Success && ResultPath.IsValid() && ResultPath->IsValid())
	{
		const bool bIsSamePath = Path.IsValid() == true && ((const FNavMeshPath*)Path.Get())->ContainsWithSameEnd((const FNavMeshPath*)ResultPath.Get())
			&& FVector::DistSquared(Path->GetDestinationLocation(), ResultPath->GetDestinationLocation()) < KINDA_SMALL_NUMBER;

		if (bIsSamePath == false)
		{
			if (IsFollowing() == true)
			{
				// make sure ticking is enabled (and it shouldn't be enabled before _first_ async path finding)
				SetComponentTickEnabledAsync(true);
			}

			SetPath(ResultPath);
			CurrentGoal = ResultPath->PathPoints[ ResultPath->PathPoints.Num() - 1 ].Location;
			NotifyPathUpdate();
		}
		else
		{
			UE_VLOG(GetOwner(), LogNavigation, Display, TEXT("Skipping newly generated path due to it being the same as current one"));
		}
	}
	else
	{
		ResetTransientData();
		if (MyPathObserver != NULL)
		{
			MyPathObserver->OnPathFailed(this);  
		}
	}
}
コード例 #7
0
bool UNavigationComponent::ResumePath()
{
	const bool bWasPaused = bIsPaused;

	bIsPaused = false;
	
	if (bWasPaused && Path.IsValid() && Path->IsValid())
	{
		if (IsFollowing() == true)
		{
			// make sure ticking is enabled (and it shouldn't be enabled before _first_ async path finding)
			SetComponentTickEnabledAsync(true);
		}

		// don't notify about path update, it's the same path...
		CurrentGoal = Path->PathPoints[ Path->PathPoints.Num() - 1 ].Location;
		return true;
	}

	return false;
}
コード例 #8
0
ファイル: cs_bot_event.cpp プロジェクト: Chuvi-w/ReGameDLL_CS
void CCSBot::__MAKE_VHOOK(OnEvent)(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
{
	GetGameState()->OnEvent(event, entity, other);
	GetChatter()->OnEvent(event, entity, other);

	// Morale adjustments happen even for dead players
	switch (event)
	{
	case EVENT_TERRORISTS_WIN:
		if (m_iTeam == CT)
		{
			DecreaseMorale();
		}
		else
		{
			IncreaseMorale();
		}
		break;
	case EVENT_CTS_WIN:
		if (m_iTeam == CT)
		{
			IncreaseMorale();
		}
		else
		{
			DecreaseMorale();
		}
		break;
	}

	if (!IsAlive())
		return;

	CBasePlayer *player = static_cast<CBasePlayer *>(entity);

	// If we just saw a nearby friend die, and we haven't yet acquired an enemy
	// automatically acquire our dead friend's killer
	if (!IsAttacking() && (GetDisposition() == ENGAGE_AND_INVESTIGATE || GetDisposition() == OPPORTUNITY_FIRE))
	{
		if (event == EVENT_PLAYER_DIED)
		{
			if (BotRelationship(player) == BOT_TEAMMATE)
			{
				CBasePlayer *killer = static_cast<CBasePlayer *>(other);

				// check that attacker is an enemy (for friendly fire, etc)
				if (killer != NULL && killer->IsPlayer())
				{
					// check if we saw our friend die - dont check FOV - assume we're aware of our surroundings in combat
					// snipers stay put
					if (!IsSniper() && IsVisible(&player->pev->origin))
					{
						// people are dying - we should hurry
						Hurry(RANDOM_FLOAT(10.0f, 15.0f));

						// if we're hiding with only our knife, be a little more cautious
						const float knifeAmbushChance = 50.0f;
						if (!IsHiding() || !IsUsingKnife() || RANDOM_FLOAT(0, 100) < knifeAmbushChance)
						{
							PrintIfWatched("Attacking our friend's killer!\n");
							Attack(killer);
							return;
						}
					}
				}
			}
		}
	}

	switch (event)
	{
		case EVENT_PLAYER_DIED:
		{
			CBasePlayer *victim = player;
			CBasePlayer *killer = (other != NULL && other->IsPlayer()) ? static_cast<CBasePlayer *>(other) : NULL;

			// if the human player died in the single player game, tell the team
			if (CSGameRules()->IsCareer() && !victim->IsBot() && BotRelationship(victim) == BOT_TEAMMATE)
			{
				GetChatter()->Say("CommanderDown", 20.0f);
			}

			// keep track of the last player we killed
			if (killer == this)
			{
				m_lastVictimID = victim->entindex();
			}

			// react to teammate death
			if (BotRelationship(victim) == BOT_TEAMMATE)
			{
				// chastise friendly fire from humans
				if (killer != NULL && !killer->IsBot() && BotRelationship(killer) == BOT_TEAMMATE && killer != this)
				{
					GetChatter()->KilledFriend();
				}

				if (IsHunting())
				{
					PrintIfWatched("Rethinking hunt due to teammate death\n");
					Idle();
					return;
				}

				if (IsAttacking())
				{
					if (GetTimeSinceLastSawEnemy() > 0.4f)
					{
						PrintIfWatched("Rethinking my attack due to teammate death\n");

						// allow us to sneak past windows, doors, etc
						IgnoreEnemies(1.0f);

						// move to last known position of enemy - this could cause us to flank if 
						// the danger has changed due to our teammate's recent death
						SetTask(MOVE_TO_LAST_KNOWN_ENEMY_POSITION, GetEnemy());
						MoveTo(&GetLastKnownEnemyPosition());
						return;
					}
				}
			}
			// an enemy was killed
			else
			{
				if (killer != NULL && BotRelationship(killer) == BOT_TEAMMATE)
				{
					// only chatter about enemy kills if we see them occur, and they were the last one we see
					if (GetNearbyEnemyCount() <= 1)
					{
						// report if number of enemies left is few and we killed the last one we saw locally
						GetChatter()->EnemiesRemaining();

						if (IsVisible(&victim->pev->origin, CHECK_FOV))
						{						
							// congratulate teammates on their kills
							if (killer != this)
							{
								float delay = RANDOM_FLOAT(2.0f, 3.0f);
								if (killer->IsBot())
								{
									if (RANDOM_FLOAT(0.0f, 100.0f) < 40.0f)
										GetChatter()->Say("NiceShot", 3.0f, delay);
								}
								else
								{
									// humans get the honorific
									if (CSGameRules()->IsCareer())
										GetChatter()->Say("NiceShotCommander", 3.0f, delay);
									else
										GetChatter()->Say("NiceShotSir", 3.0f, delay);
								}
							}
						}
					}
				}
			}
			return;
		}
		case EVENT_TERRORISTS_WIN:
			if (m_iTeam == TERRORIST)
				GetChatter()->CelebrateWin();
			return;
		case EVENT_CTS_WIN:
			if (m_iTeam == CT)
				GetChatter()->CelebrateWin();
			return;
		case EVENT_BOMB_DEFUSED:
			if (m_iTeam == CT && TheCSBots()->GetBombTimeLeft() < 2.0)
				GetChatter()->Say("BarelyDefused");
			return;
		case EVENT_BOMB_PICKED_UP:
		{
			if (m_iTeam == CT && player != NULL)
			{
				// check if we're close enough to hear it
				const float bombPickupHearRangeSq = 1000.0f * 1000.0f;
				if ((pev->origin - player->pev->origin).LengthSquared() < bombPickupHearRangeSq)
				{
					GetChatter()->TheyPickedUpTheBomb();
				}
			}
			return;
		}
		case EVENT_BOMB_BEEP:
		{
			// if we don't know where the bomb is, but heard it beep, we've discovered it
			if (GetGameState()->IsPlantedBombLocationKnown() == false)
			{
				// check if we're close enough to hear it
				const float bombBeepHearRangeSq = 1000.0f * 1000.0f;
				if ((pev->origin - entity->pev->origin).LengthSquared() < bombBeepHearRangeSq)
				{
					// radio the news to our team
					if (m_iTeam == CT && GetGameState()->GetPlantedBombsite() == CSGameState::UNKNOWN)
					{
						const CCSBotManager::Zone *zone = TheCSBots()->GetZone(&entity->pev->origin);
						if (zone != NULL)
							GetChatter()->FoundPlantedBomb(zone->m_index);
					}

					// remember where the bomb is
					GetGameState()->UpdatePlantedBomb(&entity->pev->origin);
				}
			}
			return;
		}
		case EVENT_BOMB_PLANTED:
		{
			// if we're a CT, forget what we're doing and go after the bomb
			if (m_iTeam == CT)
			{
				Idle();
			}

			// if we are following someone, stop following
			if (IsFollowing())
			{
				StopFollowing();
				Idle();
			}

			OnEvent(EVENT_BOMB_BEEP, other);
			return;
		}
		case EVENT_BOMB_DEFUSE_ABORTED:
			PrintIfWatched("BOMB DEFUSE ABORTED\n");
			return;
		case EVENT_WEAPON_FIRED:
		case EVENT_WEAPON_FIRED_ON_EMPTY:
		case EVENT_WEAPON_RELOADED:
		{
			if (m_enemy == entity && IsUsingKnife())
				ForceRun(5.0f);
			break;
		}
		default:
			break;
	}

	// Process radio events from our team
	if (player != NULL && BotRelationship(player) == BOT_TEAMMATE && event > EVENT_START_RADIO_1 && event < EVENT_END_RADIO)
	{
		// TODO: Distinguish between radio commands and responses
		if (event != EVENT_RADIO_AFFIRMATIVE && event != EVENT_RADIO_NEGATIVE && event != EVENT_RADIO_REPORTING_IN)
		{
			m_lastRadioCommand = event;
			m_lastRadioRecievedTimestamp = gpGlobals->time;
			m_radioSubject = player;
			m_radioPosition = player->pev->origin;
		}
	}

	// player_follows needs a player
	if (player == NULL)
		return;

	if (!IsRogue() && event == EVENT_HOSTAGE_CALLED_FOR_HELP && m_iTeam == CT && IsHunting())
	{
		if ((entity->pev->origin - pev->origin).IsLengthGreaterThan(1000.0f))
			return;

		if (IsVisible(&entity->Center()))
		{
			m_task = COLLECT_HOSTAGES;
			m_taskEntity = NULL;

			Run();
			m_goalEntity = entity;

			MoveTo(&entity->pev->origin, m_hostageEscortCount == 0 ? SAFEST_ROUTE : FASTEST_ROUTE);
			PrintIfWatched("I'm fetching a hostage that called out to me\n");

			return;
		}
	}

	// don't pay attention to noise that friends make
	if (!IsEnemy(player))
		return;

	float range;
	PriorityType priority;
	bool isHostile;

	if (IsGameEventAudible(event, entity, other, &range, &priority, &isHostile) == false)
		return;

	if (event == EVENT_HOSTAGE_USED)
	{
		if (m_iTeam == CT)
			return;

		if ((entity->pev->origin - pev->origin).IsLengthGreaterThan(range))
			return;

		GetChatter()->HostagesBeingTaken();

		if (!GetGameState()->GetNearestVisibleFreeHostage() && m_task != GUARD_HOSTAGE_RESCUE_ZONE && GuardRandomZone())
		{
			m_task = GUARD_HOSTAGE_RESCUE_ZONE;
			m_taskEntity = NULL;

			SetDisposition(OPPORTUNITY_FIRE);
			PrintIfWatched("Trying to beat them to an escape zone!\n");
		}
	}

	// check if noise is close enough for us to hear
	const Vector *newNoisePosition = &player->pev->origin;
	float newNoiseDist = (pev->origin - *newNoisePosition).Length();
	if (newNoiseDist < range)
	{
		// we heard the sound
		if ((IsLocalPlayerWatchingMe() && cv_bot_debug.value == 3.0f) || cv_bot_debug.value == 4.0f)
		{
			PrintIfWatched("Heard noise (%s from %s, pri %s, time %3.1f)\n",
				(event == EVENT_WEAPON_FIRED) ? "Weapon fire " : "",
				STRING(player->pev->netname),
				(priority == PRIORITY_HIGH) ? "HIGH" : ((priority == PRIORITY_MEDIUM) ? "MEDIUM" : "LOW"),
				gpGlobals->time);
		}

		if (event == EVENT_PLAYER_FOOTSTEP && IsUsingSniperRifle() && newNoiseDist < 300.0)
			EquipPistol();

		// should we pay attention to it
		// if noise timestamp is zero, there is no prior noise
		if (m_noiseTimestamp > 0.0f)
		{
			// only overwrite recent sound if we are louder (closer), or more important - if old noise was long ago, its faded
			const float shortTermMemoryTime = 3.0f;
			if (gpGlobals->time - m_noiseTimestamp < shortTermMemoryTime)
			{
				// prior noise is more important - ignore new one
				if (priority < m_noisePriority)
					return;

				float oldNoiseDist = (pev->origin - m_noisePosition).Length();
				if (newNoiseDist >= oldNoiseDist)
					return;
			}
		}


		// find the area in which the noise occured
		// TODO: Better handle when noise occurs off the nav mesh
		// TODO: Make sure noise area is not through a wall or ceiling from source of noise
		// TODO: Change GetNavTravelTime to better deal with NULL destination areas
		CNavArea *noiseArea = TheNavAreaGrid.GetNavArea(newNoisePosition);
		if (noiseArea == NULL)
			noiseArea = TheNavAreaGrid.GetNearestNavArea(newNoisePosition);

		if (noiseArea == NULL)
		{
			PrintIfWatched("  *** Noise occurred off the nav mesh - ignoring!\n");
			return;
		}

		m_noiseArea = noiseArea;

		// remember noise priority
		m_noisePriority = priority;

		// randomize noise position in the area a bit - hearing isn't very accurate
		// the closer the noise is, the more accurate our placement
		// TODO: Make sure not to pick a position on the opposite side of ourselves.
		const float maxErrorRadius = 400.0f;
		const float maxHearingRange = 2000.0f;
		float errorRadius = maxErrorRadius * newNoiseDist / maxHearingRange;

		m_noisePosition.x = newNoisePosition->x + RANDOM_FLOAT(-errorRadius, errorRadius);
		m_noisePosition.y = newNoisePosition->y + RANDOM_FLOAT(-errorRadius, errorRadius);

		// make sure noise position remains in the same area
		m_noiseArea->GetClosestPointOnArea(&m_noisePosition, &m_noisePosition);

		m_isNoiseTravelRangeChecked = false;
		// note when we heard the noise
		m_noiseTimestamp = gpGlobals->time;
	}
}
コード例 #9
0
ファイル: scientist.cpp プロジェクト: fmoraw/SpiritOfHalfLife
Schedule_t *CScientist :: GetSchedule ( void )
{
	// so we don't keep calling through the EHANDLE stuff
	CBaseEntity *pEnemy = m_hEnemy;

	if ( HasConditions( bits_COND_HEAR_SOUND ) )
	{
		CSound *pSound;
		pSound = PBestSound();

		ASSERT( pSound != NULL );
		if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
			return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
	}

	switch( m_MonsterState )
	{
	case MONSTERSTATE_ALERT:	
	case MONSTERSTATE_IDLE:
		if ( pEnemy )
		{
			if ( HasConditions( bits_COND_SEE_ENEMY ) )
				m_fearTime = gpGlobals->time;
			else if ( DisregardEnemy( pEnemy ) )		// After 15 seconds of being hidden, return to alert
			{
				m_hEnemy = NULL;
				pEnemy = NULL;
			}
		}

		if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
		{
			// flinch if hurt
			return GetScheduleOfType( SCHED_SMALL_FLINCH );
		}

		// Cower when you hear something scary
		if ( HasConditions( bits_COND_HEAR_SOUND ) )
		{
			CSound *pSound;
			pSound = PBestSound();

			ASSERT( pSound != NULL );
			if ( pSound )
			{
				if ( pSound->m_iType & (bits_SOUND_DANGER | bits_SOUND_COMBAT) )
				{
					if ( gpGlobals->time - m_fearTime > 3 )	// Only cower every 3 seconds or so
					{
						m_fearTime = gpGlobals->time;		// Update last fear
						return GetScheduleOfType( SCHED_STARTLE );	// This will just duck for a second
					}
				}
			}
		}

		// Behavior for following the player
		if ( IsFollowing() )
		{
			if ( !m_hTargetEnt->IsAlive() )
			{
				// UNDONE: Comment about the recently dead player here?
				StopFollowing( FALSE );
				break;
			}

			int relationship = R_NO;

			// Nothing scary, just me and the player
			if ( pEnemy != NULL )
				relationship = IRelationship( pEnemy );

			// UNDONE: Model fear properly, fix R_FR and add multiple levels of fear
			if ( relationship != R_DL && relationship != R_HT )
			{
				// If I'm already close enough to my target
				if ( TargetDistance() <= 128 )
				{
					if ( CanHeal() )	// Heal opportunistically
						return slHeal;
					if ( HasConditions( bits_COND_CLIENT_PUSH ) )	// Player wants me to move
						return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
				}
				return GetScheduleOfType( SCHED_TARGET_FACE );	// Just face and follow.
			}
			else	// UNDONE: When afraid, scientist won't move out of your way.  Keep This?  If not, write move away scared
			{
				if ( HasConditions( bits_COND_NEW_ENEMY ) ) // I just saw something new and scary, react
					return GetScheduleOfType( SCHED_FEAR );					// React to something scary
				return GetScheduleOfType( SCHED_TARGET_FACE_SCARED );	// face and follow, but I'm scared!
			}
		}

		if ( HasConditions( bits_COND_CLIENT_PUSH ) )	// Player wants me to move
			return GetScheduleOfType( SCHED_MOVE_AWAY );

		// try to say something about smells
		TrySmellTalk();
		break;
	case MONSTERSTATE_COMBAT:
		if ( HasConditions( bits_COND_NEW_ENEMY ) )
			return slFear;					// Point and scream!
		if ( HasConditions( bits_COND_SEE_ENEMY ) )
			return slScientistCover;		// Take Cover
		
		if ( HasConditions( bits_COND_HEAR_SOUND ) )
			return slTakeCoverFromBestSound;	// Cower and panic from the scary sound!

		return slScientistCover;			// Run & Cower
		break;
	}
	
	return CTalkMonster::GetSchedule();
}
コード例 #10
0
ファイル: scientist.cpp プロジェクト: fmoraw/SpiritOfHalfLife
MONSTERSTATE CScientist :: GetIdealState ( void )
{
	switch ( m_MonsterState )
	{
	case MONSTERSTATE_ALERT:
	case MONSTERSTATE_IDLE:
		if ( HasConditions( bits_COND_NEW_ENEMY ) )
		{
			if ( IsFollowing() )
			{
				int relationship = IRelationship( m_hEnemy );
				if ( relationship != R_FR || relationship != R_HT && !HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
				{
					// Don't go to combat if you're following the player
					m_IdealMonsterState = MONSTERSTATE_ALERT;
					return m_IdealMonsterState;
				}
				StopFollowing( TRUE );
			}
		}
		else if ( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
		{
			// Stop following if you take damage
			if ( IsFollowing() )
				StopFollowing( TRUE );
		}
		break;

	case MONSTERSTATE_COMBAT:
		{
			CBaseEntity *pEnemy = m_hEnemy;
			if ( pEnemy != NULL )
			{
				if ( DisregardEnemy( pEnemy ) )		// After 15 seconds of being hidden, return to alert
				{
					// Strip enemy when going to alert
					m_IdealMonsterState = MONSTERSTATE_ALERT;
					m_hEnemy = NULL;
					return m_IdealMonsterState;
				}
				// Follow if only scared a little
				if ( m_hTargetEnt != NULL )
				{
					m_IdealMonsterState = MONSTERSTATE_ALERT;
					return m_IdealMonsterState;
				}

				if ( HasConditions ( bits_COND_SEE_ENEMY ) )
				{
					m_fearTime = gpGlobals->time;
					m_IdealMonsterState = MONSTERSTATE_COMBAT;
					return m_IdealMonsterState;
				}

			}
		}
		break;
	}

	return CTalkMonster::GetIdealState();
}
コード例 #11
0
void CSyncCoreObjectMediator::SetDirectorMaxSpeed(float fDirectorMaxSpeed)
{
	if(fDirectorMaxSpeed < 0)
		fDirectorMaxSpeed = 0;

	if(fDirectorMaxSpeed == m_fDirectorMaxSpeed)
		return;
	
	bool bNeedToNotify = m_pConn?true:false;

	if( fDirectorMaxSpeed == 0)
	{
		++m_uDirBlockCount;
		//对象要切换到主动工作模式
		Ast( !GetMovState() );

#ifdef LOG_COREOBJ_MOVE
		LogMsg("SetDirectorMaxSpeed 0");
#endif
		m_queDirMaxSpeed.clear();

		StopFollowing();

		if( m_pConn )
		{
			//告诉主动对象,我的工作模式改变了
			CGas2GacOC_Set_Dir_Max_Speed_Zero Cmd;
			Cmd.uqbGlobalID=GetGlobalID();
			Cmd.PixelPos=GetPixelPos();

			m_pConn->SendCoreCmd(&Cmd);
			bNeedToNotify = false;
		}
	}
	else
	{
#ifdef LOG_COREOBJ_MOVE
		LogMsg("fDirectorMaxSpeed !0");
#endif
		if(m_fDirectorMaxSpeed == 0)
		{
			//对象要切换到被动工作模式
			Ast( !IsFollowing() );
			//如果对象此时正在进行主动移动,那么就应该终止移动
			StopMoving();	//会间接触发StopTracing()

			if( m_pConn )
			{
				CGas2GacGC_Tell_Server_Time cmd;
				cmd.uobGlobalTime = CSyncTimeSystemServer::Inst()->GetFrameTime();
				m_pConn->SendCoreCmd(&cmd);

				//告诉主动对象,我的工作模式改变了
				CGas2GacOC_Set_Dir_Max_Speed Cmd;
				Cmd.uqbGlobalID = GetGlobalID();
				Cmd.fDirectorMaxSpeed = fDirectorMaxSpeed;
				Cmd.uqbSessionID = m_uCurDirMaxSpeedChangeSessionID++;
				CreateDirMaxSpeedChangeSession(Cmd.uqbSessionID, Cmd.fDirectorMaxSpeed);
				m_pConn->SendCoreCmd(&Cmd);
				bNeedToNotify = false;
			}
		}
		AdjustMaxStepNumInOneCheck(fDirectorMaxSpeed);
	}

	//cout << fDirectorMaxSpeed << endl;
	m_fDirectorMaxSpeed = fDirectorMaxSpeed;

	if(m_pConn)
	{
		if(bNeedToNotify)
			NotifyDirToSetMaxSpeed();
	}
	else
	{
		Ast(m_fDirKnownMaxSpeed == 0);
	}
}
コード例 #12
0
bool UNavigationComponent::GeneratePathTo(const FVector& GoalLocation, TSharedPtr<const FNavigationQueryFilter> QueryFilter)
{
	if (GetWorld() == NULL || GetWorld()->GetNavigationSystem() == NULL || GetOuter() == NULL)
	{
		return false;
	}

	// Make sure we're trying to path to the closest valid location TO that location rather than the absolute location.
	// After talking with Steve P., if we need to ever allow pathing WITHOUT projecting to nav-mesh, it will probably be
	// best to do so using a flag while keeping this as the default behavior.  NOTE:` If any changes to this behavior
	// are made, you should search for other places in UNavigationComponent using NavMeshGoalLocation and make sure the
	// behavior remains consistent.
	
	// make sure that nav data is updated
	GetNavData();

	const FNavAgentProperties* NavAgentProps = MyNavAgent ? MyNavAgent->GetNavAgentProperties() : NULL;
	if (NavAgentProps != NULL)
	{
		FVector NavMeshGoalLocation;

#if ENABLE_VISUAL_LOG
		UE_VLOG_LOCATION(GetOwner(), GoalLocation, 34, FColor(0,127,14), TEXT("GoalLocation"));
		const FVector ProjectionExtent = MyNavData ? MyNavData->GetDefaultQueryExtent() : FVector(DEFAULT_NAV_QUERY_EXTENT_HORIZONTAL, DEFAULT_NAV_QUERY_EXTENT_HORIZONTAL, DEFAULT_NAV_QUERY_EXTENT_VERTICAL);
		UE_VLOG_BOX(GetOwner(), FBox(GoalLocation - ProjectionExtent, GoalLocation + ProjectionExtent), FColor::Green, TEXT_EMPTY);
#endif

		if (ProjectPointToNavigation(GoalLocation, NavMeshGoalLocation) == QuerySuccess)
		{
			UE_VLOG_SEGMENT(GetOwner(), GoalLocation, NavMeshGoalLocation, FColor::Blue, TEXT_EMPTY);
			UE_VLOG_LOCATION(GetOwner(), NavMeshGoalLocation, 34, FColor::Blue, TEXT_EMPTY);
			
			UNavigationSystem* NavSys = GetWorld()->GetNavigationSystem();
			FPathFindingQuery Query(MyNavData, MyNavAgent->GetNavAgentLocation(), NavMeshGoalLocation, QueryFilter);

			const EPathFindingMode::Type Mode = bDoHierarchicalPathfinding ? EPathFindingMode::Hierarchical : EPathFindingMode::Regular;
			FPathFindingResult Result = NavSys->FindPathSync(*MyNavAgent->GetNavAgentProperties(), Query, Mode);

			// try reversing direction
			if (bSearchFromGoalWhenOutOfNodes && !bDoHierarchicalPathfinding &&
				Result.Path.IsValid() && Result.Path->DidSearchReachedLimit())
			{
				// quick check if path exists
				bool bPathExists = false;
				{
					DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Pathfinding: HPA* test time"), STAT_Navigation_PathVerifyTime, STATGROUP_Navigation);
					bPathExists = NavSys->TestPathSync(Query, EPathFindingMode::Hierarchical);
				}

				UE_VLOG(GetOwner(), LogNavigation, Log, TEXT("GeneratePathTo: out of nodes, HPA* path: %s"),
					bPathExists ? TEXT("exists, trying reversed search") : TEXT("doesn't exist"));

				// reverse search
				if (bPathExists)
				{
					DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Pathfinding: reversed test time"), STAT_Navigation_PathReverseTime, STATGROUP_Navigation);

					TSharedPtr<FNavigationQueryFilter> Filter = QueryFilter.IsValid() ? QueryFilter->GetCopy() : MyNavData->GetDefaultQueryFilter()->GetCopy();					
					Filter->SetBacktrackingEnabled(true);

					FPathFindingQuery ReversedQuery(MyNavData, Query.EndLocation, Query.StartLocation, Filter);
					Result = NavSys->FindPathSync(*MyNavAgent->GetNavAgentProperties(), Query, Mode);
				}
			}

			if (Result.IsSuccessful() || Result.IsPartial())
			{
				CurrentGoal = NavMeshGoalLocation;
				SetPath(Result.Path);

				if (IsFollowing() == true)
				{
					// make sure ticking is enabled (and it shouldn't be enabled before _first_ async path finding)
					SetComponentTickEnabledAsync(true);
				}

				NotifyPathUpdate();
				return true;
			}
			else
			{
				UE_VLOG(GetOwner(), LogNavigation, Display, TEXT("Failed to generate path to destination"));
			}
		}
		else
		{
			UE_VLOG(GetOwner(), LogNavigation, Display, TEXT("Destination not on navmesh (and nowhere near!)"));
		}
	}
	else
	{
		UE_VLOG(GetOwner(), LogNavigation, Display, TEXT("UNavigationComponent::GeneratePathTo: NavAgentProps == NULL (Probably Pawn died)"));
	}

	return false;
}
コード例 #13
0
ファイル: barney.cpp プロジェクト: FWGS/XashXT
//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
Schedule_t *CBarney :: GetSchedule ( void )
{
	if ( HasConditions( bits_COND_HEAR_SOUND ) )
	{
		CSound *pSound;
		pSound = PBestSound();

		ASSERT( pSound != NULL );
		if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
			return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
	}
	if ( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() )
	{
		// Hey, be careful with that
		if (m_iszSpeakAs)
		{
			char szBuf[32];
			strcpy(szBuf,STRING(m_iszSpeakAs));
			strcat(szBuf,"_KILL");
			PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
		}
		else
		{
			PlaySentence( "BA_KILL", 4, VOL_NORM, ATTN_NORM );
		}
	}

	switch( m_MonsterState )
	{
	case MONSTERSTATE_COMBAT:
		{
// dead enemy
			if ( HasConditions( bits_COND_ENEMY_DEAD ) )
			{
				// call base class, all code to handle dead enemies is centralized there.
				return CBaseMonster :: GetSchedule();
			}

			// always act surprized with a new enemy
			if ( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE) )
				return GetScheduleOfType( SCHED_SMALL_FLINCH );
				
			// wait for one schedule to draw gun
			if (!m_fGunDrawn )
				return GetScheduleOfType( SCHED_ARM_WEAPON );

			if ( HasConditions( bits_COND_HEAVY_DAMAGE ) )
				return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
		}
		break;

	case MONSTERSTATE_ALERT:	
	case MONSTERSTATE_IDLE:
		if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
		{
			// flinch if hurt
			return GetScheduleOfType( SCHED_SMALL_FLINCH );
		}

		if ( m_hEnemy == NULL && IsFollowing() )
		{
			if ( !m_hTargetEnt->IsAlive() )
			{
				// UNDONE: Comment about the recently dead player here?
				StopFollowing( FALSE );
				break;
			}
			else
			{
				if ( HasConditions( bits_COND_CLIENT_PUSH ) )
				{
					return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
				}
				return GetScheduleOfType( SCHED_TARGET_FACE );
			}
		}

		if ( HasConditions( bits_COND_CLIENT_PUSH ) )
		{
			return GetScheduleOfType( SCHED_MOVE_AWAY );
		}

		// try to say something about smells
		TrySmellTalk();
		break;
	}
	
	return CTalkMonster::GetSchedule();
}
コード例 #14
0
ファイル: cs_bot_radio.cpp プロジェクト: s1lentq/ReGameDLL_CS
// Respond to radio commands from HUMAN players
void CCSBot::RespondToRadioCommands()
{
	// bots use the chatter system to respond to each other
	if (m_radioSubject.IsValid() && m_radioSubject->IsPlayer())
	{
		if (m_radioSubject->IsBot())
		{
			m_lastRadioCommand = EVENT_INVALID;
			return;
		}
	}

	if (m_lastRadioCommand == EVENT_INVALID)
		return;

	// a human player has issued a radio command
	GetChatter()->ResetRadioSilenceDuration();

	// if we are doing something important, ignore the radio
	// unless it is a "report in" request - we can do that while we continue to do other things
	// TODO: Create "uninterruptable" flag
	if (m_lastRadioCommand != EVENT_RADIO_REPORT_IN_TEAM)
	{
		if (IsBusy())
		{
			// consume command
			m_lastRadioCommand = EVENT_INVALID;
			return;
		}
	}

	// wait for reaction time before responding
	// delay needs to be long enough for the radio message we're responding to to finish
	float respondTime = 1.0f + 2.0f * GetProfile()->GetReactionTime();
	if (IsRogue())
		respondTime += 2.0f;

	if (gpGlobals->time - m_lastRadioRecievedTimestamp < respondTime)
		return;

	// rogues won't follow commands, unless already following the player
	if (!IsFollowing() && IsRogue())
	{
		if (IsRadioCommand(m_lastRadioCommand))
		{
			GetChatter()->Negative();
		}

		// consume command
		m_lastRadioCommand = EVENT_INVALID;
		return;
	}

	if (!m_radioSubject)
		return;

	// respond to command
	bool canDo = false;
	const float inhibitAutoFollowDuration = 60.0f;
	switch (m_lastRadioCommand)
	{
	case EVENT_RADIO_REPORT_IN_TEAM:
	{
		GetChatter()->ReportingIn();
		break;
	}
	case EVENT_RADIO_FOLLOW_ME:
	case EVENT_RADIO_COVER_ME:
	case EVENT_RADIO_STICK_TOGETHER_TEAM:
	case EVENT_RADIO_REGROUP_TEAM:
	{
		if (!IsFollowing())
		{
			Follow(m_radioSubject);
			m_radioSubject->AllowAutoFollow();
			canDo = true;
		}
		break;
	}
	case EVENT_RADIO_ENEMY_SPOTTED:
	case EVENT_RADIO_NEED_BACKUP:
	case EVENT_RADIO_TAKING_FIRE:
	{
		if (!IsFollowing())
		{
			Follow(m_radioSubject);
			GetChatter()->Say("OnMyWay");
			m_radioSubject->AllowAutoFollow();
			canDo = false;
		}
		break;
	}
	case EVENT_RADIO_TEAM_FALL_BACK:
	{
		if (TryToRetreat())
			canDo = true;
		break;
	}
	case EVENT_RADIO_HOLD_THIS_POSITION:
	{
		// find the leader's area
		SetTask(HOLD_POSITION);
		StopFollowing();
		m_radioSubject->InhibitAutoFollow(inhibitAutoFollowDuration);
		Hide(TheNavAreaGrid.GetNearestNavArea(&m_radioPosition));
		canDo = true;
		break;
	}
	case EVENT_RADIO_GO_GO_GO:
	case EVENT_RADIO_STORM_THE_FRONT:
	{
		StopFollowing();
		Hunt();
		canDo = true;
		m_radioSubject->InhibitAutoFollow(inhibitAutoFollowDuration);
		break;
	}
	case EVENT_RADIO_GET_OUT_OF_THERE:
	{
		if (TheCSBots()->IsBombPlanted())
		{
			EscapeFromBomb();
			m_radioSubject->InhibitAutoFollow(inhibitAutoFollowDuration);
			canDo = true;
		}
		break;
	}
	case EVENT_RADIO_SECTOR_CLEAR:
	{
		// if this is a defusal scenario, and the bomb is planted,
		// and a human player cleared a bombsite, check it off our list too
		if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_DEFUSE_BOMB)
		{
			if (m_iTeam == CT && TheCSBots()->IsBombPlanted())
			{
				const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone(m_radioSubject);
				if (zone)
				{
					GetGameState()->ClearBombsite(zone->m_index);

					// if we are huting for the planted bomb, re-select bombsite
					if (GetTask() == FIND_TICKING_BOMB)
						Idle();

					canDo = true;
				}
			}
		}
		break;
	}
	default:
		// ignore all other radio commands for now
		return;
	}

	if (canDo)
	{
		// affirmative
		GetChatter()->Affirmative();

		// if we agreed to follow a new command, put away our grenade
		if (IsRadioCommand(m_lastRadioCommand) && IsUsingGrenade())
		{
			EquipBestWeapon();
		}
	}

	// consume command
	m_lastRadioCommand = EVENT_INVALID;
}
コード例 #15
0
ファイル: hgrunt_f.cpp プロジェクト: JoelTroch/am_src_rebirth
//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
Schedule_t *CFriend :: GetSchedule ( void )
{
	if ( HasConditions( bits_COND_HEAR_SOUND ) )
	{
		CSound *pSound;
		pSound = PBestSound();

		ASSERT( pSound != NULL );
		if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
			return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
	}
	if ( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() )
	{
		// Hey, be careful with that
		if (m_iszSpeakAs)
		{
			char szBuf[32];
			strcpy(szBuf,STRING(m_iszSpeakAs));
			strcat(szBuf,"_KILL");
			PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
		}
		else
		{
			PlaySentence( "FG_KILL", 4, VOL_NORM, ATTN_NORM );
		}
	}

	switch( m_MonsterState )
	{
	case MONSTERSTATE_COMBAT:
		{
// dead enemy
			if ( HasConditions( bits_COND_ENEMY_DEAD ) )
			{
				// call base class, all code to handle dead enemies is centralized there.
				return CBaseMonster :: GetSchedule();
			}

			// always act surprized with a new enemy
			if ( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE) )
				return GetScheduleOfType( SCHED_SMALL_FLINCH );
				
			// wait for one schedule to draw gun
			if (!m_fGunDrawn )
				return GetScheduleOfType( SCHED_ARM_WEAPON );

			if ( HasConditions( bits_COND_HEAVY_DAMAGE ) )
				return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );

			// no ammo
			else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
			{
				//!!!KELLY - this individual just realized he's out of bullet ammo. 
				// He's going to try to find cover to run to and reload, but rarely, if 
				// none is available, he'll drop and reload in the open here. 
				return GetScheduleOfType ( SCHED_GRUNT_COVER_AND_RELOAD );
			}
					
			//new add
			//enemy is occluded
			else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
			{
				if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) )
				{
					//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole"  "frag out" etc
					if (FOkToSpeak())
					{

					}
					return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
				}
			}
		}
		break;

	case MONSTERSTATE_ALERT:	
	case MONSTERSTATE_IDLE:
		if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
		{
			// flinch if hurt
			return GetScheduleOfType( SCHED_SMALL_FLINCH );
		}

		if ( m_hEnemy == NULL && IsFollowing() )
		{
			if ( !m_hTargetEnt->IsAlive() )
			{
				// UNDONE: Comment about the recently dead player here?
				StopFollowing( FALSE );
				break;
			}
			else
			{
				if ( HasConditions( bits_COND_CLIENT_PUSH ) )
				{
					return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
				}
				return GetScheduleOfType( SCHED_TARGET_FACE );
			}
		}

		if ( HasConditions( bits_COND_CLIENT_PUSH ) )
		{
			return GetScheduleOfType( SCHED_MOVE_AWAY );
		}

		// try to say something about smells
		TrySmellTalk();
		break;
	}
	
	return CTalkMonster::GetSchedule();
}