//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CBaseEntity *CAI_FuncTankBehavior::BestEnemy( void ) { // Only use this BestEnemy call when we are on the manned gun. if ( !m_hFuncTank ||!IsMounted() ) return BaseClass::BestEnemy(); CBaseEntity *pBestEnemy = NULL; int iBestDistSq = MAX_COORD_RANGE * MAX_COORD_RANGE; // so first visible entity will become the closest. int iBestPriority = -1000; bool bBestUnreachable = false; // Forces initial check bool bBestSeen = false; bool bUnreachable = false; int iDistSq; AIEnemiesIter_t iter; // Get the current npc for checking from. CAI_BaseNPC *pNPC = GetOuter(); if ( !pNPC ) return NULL; for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst( &iter ); pEMemory != NULL; pEMemory = GetEnemies()->GetNext( &iter ) ) { CBaseEntity *pEnemy = pEMemory->hEnemy; if ( !pEnemy || !pEnemy->IsAlive() ) continue; // UNDONE: Move relationship checks into IsValidEnemy? if ( ( pEnemy->GetFlags() & FL_NOTARGET ) || ( pNPC->IRelationType( pEnemy ) != D_HT && pNPC->IRelationType( pEnemy ) != D_FR ) || !IsValidEnemy( pEnemy ) ) continue; if ( pEMemory->timeLastSeen < pNPC->GetAcceptableTimeSeenEnemy() ) continue; if ( pEMemory->timeValidEnemy > gpGlobals->curtime ) continue; // Skip enemies that have eluded me to prevent infinite loops if ( GetEnemies()->HasEludedMe( pEnemy ) ) continue; // Establish the reachability of this enemy bUnreachable = pNPC->IsUnreachable( pEnemy ); // Check view cone of the view tank here. bUnreachable = !m_hFuncTank->IsEntityInViewCone( pEnemy ); if ( !bUnreachable ) { // It's in the viewcone. Now make sure we have LOS to it. bUnreachable = !m_hFuncTank->HasLOSTo( pEnemy ); } // If best is reachable and current is unreachable, skip the unreachable enemy regardless of priority if ( !bBestUnreachable && bUnreachable ) continue; // If best is unreachable and current is reachable, always pick the current regardless of priority if ( bBestUnreachable && !bUnreachable ) { bBestSeen = ( pNPC->GetSenses()->DidSeeEntity( pEnemy ) || pNPC->FVisible( pEnemy ) ); // @TODO (toml 04-02-03): Need to optimize CanSeeEntity() so multiple calls in frame do not recalculate, rather cache iBestPriority = pNPC->IRelationPriority( pEnemy ); iBestDistSq = static_cast<int>((pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr()); pBestEnemy = pEnemy; bBestUnreachable = bUnreachable; } // If both are unreachable or both are reachable, chose enemy based on priority and distance else if ( pNPC->IRelationPriority( pEnemy ) > iBestPriority ) { // this entity is disliked MORE than the entity that we // currently think is the best visible enemy. No need to do // a distance check, just get mad at this one for now. iBestPriority = pNPC->IRelationPriority ( pEnemy ); iBestDistSq = static_cast<int>(( pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr()); pBestEnemy = pEnemy; bBestUnreachable = bUnreachable; } else if ( pNPC->IRelationPriority( pEnemy ) == iBestPriority ) { // this entity is disliked just as much as the entity that // we currently think is the best visible enemy, so we only // get mad at it if it is closer. iDistSq = static_cast<int>(( pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr()); bool bCloser = ( iDistSq < iBestDistSq ) ; if ( bCloser || !bBestSeen ) { // @TODO (toml 04-02-03): Need to optimize FVisible() so multiple calls in frame do not recalculate, rather cache bool fSeen = ( pNPC->GetSenses()->DidSeeEntity( pEnemy ) || pNPC->FVisible( pEnemy ) ); if ( ( bCloser && ( fSeen || !bBestSeen ) ) || ( !bCloser && !bBestSeen && fSeen ) ) { bBestSeen = fSeen; iBestDistSq = iDistSq; iBestPriority = pNPC->IRelationPriority( pEnemy ); pBestEnemy = pEnemy; bBestUnreachable = bUnreachable; } } } } return pBestEnemy; }
void CNPC_Zombine::HandleAnimEvent( animevent_t *pEvent ) { if ( pEvent->event == AE_ZOMBINE_PULLPIN ) { Vector vecStart; QAngle angles; GetAttachment( "grenade_attachment", vecStart, angles ); CBaseGrenade *pGrenade = Fraggrenade_Create( vecStart, vec3_angle, vec3_origin, AngularImpulse( 0, 0, 0 ), this, 3.5f, true ); if ( pGrenade ) { // Move physobject to shadow IPhysicsObject *pPhysicsObject = pGrenade->VPhysicsGetObject(); if ( pPhysicsObject ) { pGrenade->VPhysicsDestroyObject(); int iAttachment = LookupAttachment( "grenade_attachment"); pGrenade->SetMoveType( MOVETYPE_NONE ); pGrenade->SetSolid( SOLID_NONE ); pGrenade->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); pGrenade->SetAbsOrigin( vecStart ); pGrenade->SetAbsAngles( angles ); pGrenade->SetParent( this, iAttachment ); pGrenade->SetDamage( 200.0f ); m_hGrenade = pGrenade; EmitSound( "Zombine.ReadyGrenade" ); // Tell player allies nearby to regard me! CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); CAI_BaseNPC *pNPC; for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) { pNPC = ppAIs[i]; if( pNPC->Classify() == CLASS_PLAYER_ALLY || pNPC->Classify() == CLASS_PLAYER_ALLY_VITAL && pNPC->FVisible(this) ) { int priority; Disposition_t disposition; priority = pNPC->IRelationPriority(this); disposition = pNPC->IRelationType(this); pNPC->AddEntityRelationship( this, disposition, priority + 1 ); } } } m_iGrenadeCount--; } return; } if ( pEvent->event == AE_NPC_ATTACK_BROADCAST ) { if ( HasGrenade() ) return; } BaseClass::HandleAnimEvent( pEvent ); }