//----------------------------------------------------------------------------- // Purpose: Check to see if we should teleport to the current path corner //----------------------------------------------------------------------------- void CNPC_VehicleDriver::CheckForTeleport( void ) { if ( !GetGoalEnt() ) return; CPathTrack *pTrack = dynamic_cast<CPathTrack *>( GetGoalEnt() ); if ( !pTrack ) return; // Does it have the teleport flag set? if ( pTrack->HasSpawnFlags( SF_PATH_TELEPORT ) ) { AddEffects( EF_NOINTERP ); // Teleport the vehicle to the pathcorner Vector vecMins, vecMaxs; vecMins = m_hVehicleEntity->CollisionProp()->OBBMins(); vecMaxs = m_hVehicleEntity->CollisionProp()->OBBMaxs(); Vector vecTarget = pTrack->GetAbsOrigin() - (vecMins + vecMaxs) * 0.5; vecTarget.z += ((vecMaxs.z - vecMins.z) * 0.5) + 8; // Safety buffer // Orient it to face the next point QAngle vecAngles = pTrack->GetAbsAngles(); Vector vecToTarget = vec3_origin; if ( pTrack->GetNext() ) { vecToTarget = (pTrack->GetNext()->GetAbsOrigin() - pTrack->GetAbsOrigin()); VectorNormalize( vecToTarget ); // Vehicles are rotated 90 degrees VectorAngles( vecToTarget, vecAngles ); vecAngles[YAW] -= 90; } m_hVehicleEntity->Teleport( &vecTarget, &vecAngles, &vec3_origin ); // Teleport the driver SetAbsOrigin( m_hVehicleEntity->WorldSpaceCenter() ); SetAbsAngles( m_hVehicleEntity->GetAbsAngles() ); m_vecPrevPoint = pTrack->GetAbsOrigin(); // Move to the next waypoint, we've reached this one if ( GetNavigator()->GetPath() ) { WaypointReached(); } // Clear our waypoints, because the next waypoint is certainly invalid now. ClearWaypoints(); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CNPC_VehicleDriver::SelectSchedule( void ) { // Vehicle driver hangs in the air inside the vehicle, so we never need to fall to ground ClearCondition( COND_FLOATING_OFF_GROUND ); if ( HasSpawnFlags(SF_VEHICLEDRIVER_INACTIVE) ) { SetState( NPC_STATE_IDLE ); return SCHED_VEHICLEDRIVER_INACTIVE; } if ( GetGoalEnt() ) return SCHED_VEHICLEDRIVER_DRIVE_PATH; switch ( m_NPCState ) { case NPC_STATE_IDLE: break; case NPC_STATE_ALERT: break; case NPC_STATE_COMBAT: { if ( HasCondition(COND_NEW_ENEMY) || HasCondition( COND_ENEMY_DEAD ) ) return BaseClass::SelectSchedule(); if ( HasCondition(COND_SEE_ENEMY) ) { // we can see the enemy if ( HasCondition(COND_CAN_RANGE_ATTACK2) ) return SCHED_RANGE_ATTACK2; if ( HasCondition(COND_CAN_RANGE_ATTACK1) ) return SCHED_RANGE_ATTACK1; // What to do here? Not necessarily easy to face enemy. //if ( HasCondition(COND_NOT_FACING_ATTACK) ) //return SCHED_COMBAT_FACE; } // We can see him, but can't shoot him. Just wait and hope he comes closer. return SCHED_VEHICLEDRIVER_COMBAT_WAIT; } break; } return BaseClass::SelectSchedule(); }
//----------------------------------------------------------------------------- // Purpose: // Input : pTask - //----------------------------------------------------------------------------- void CNPC_Crow::StartTask( const Task_t *pTask ) { switch ( pTask->iTask ) { // // This task enables us to build a path that requires flight. // // case TASK_CROW_PREPARE_TO_FLY: // { // SetFlyingState( FlyState_Flying ); // TaskComplete(); // break; // } case TASK_CROW_TAKEOFF: { if ( random->RandomInt( 1, 4 ) == 1 ) { AlertSound(); } FlapSound(); SetIdealActivity( ( Activity )ACT_CROW_TAKEOFF ); break; } case TASK_CROW_PICK_EVADE_GOAL: { if ( GetEnemy() != NULL ) { // // Get our enemy's position in x/y. // Vector vecEnemyOrigin = GetEnemy()->GetAbsOrigin(); vecEnemyOrigin.z = GetAbsOrigin().z; // // Pick a hop goal a random distance along a vector away from our enemy. // m_vSavePosition = GetAbsOrigin() - vecEnemyOrigin; VectorNormalize( m_vSavePosition ); m_vSavePosition = GetAbsOrigin() + m_vSavePosition * ( 32 + random->RandomInt( 0, 32 ) ); GetMotor()->SetIdealYawToTarget( m_vSavePosition ); TaskComplete(); } else { TaskFail( "No enemy" ); } break; } case TASK_CROW_FALL_TO_GROUND: { SetFlyingState( FlyState_Falling ); break; } case TASK_FIND_HINTNODE: { if ( GetGoalEnt() ) { TaskComplete(); return; } // Overloaded because we search over a greater distance. if ( !GetHintNode() ) { SetHintNode(CAI_HintManager::FindHint( this, HINT_CROW_FLYTO_POINT, bits_HINT_NODE_NEAREST | bits_HINT_NODE_USE_GROUP, 10000 )); } if ( GetHintNode() ) { TaskComplete(); } else { TaskFail( FAIL_NO_HINT_NODE ); } break; } case TASK_GET_PATH_TO_HINTNODE: { //How did this happen?! if ( GetGoalEnt() == this ) { SetGoalEnt( NULL ); } if ( GetGoalEnt() ) { SetFlyingState( FlyState_Flying ); StartTargetHandling( GetGoalEnt() ); m_bReachedMoveGoal = false; TaskComplete(); SetHintNode( NULL ); return; } if ( GetHintNode() ) { Vector vHintPos; GetHintNode()->GetPosition(this, &vHintPos); SetNavType( NAV_FLY ); CapabilitiesAdd( bits_CAP_MOVE_FLY ); if ( !GetNavigator()->SetGoal( vHintPos ) ) SetHintNode(NULL); CapabilitiesRemove( bits_CAP_MOVE_FLY ); } if ( GetHintNode() ) { m_bReachedMoveGoal = false; TaskComplete(); } else { TaskFail( FAIL_NO_ROUTE ); } break; } // // We have failed to fly normally. Pick a random "up" direction and fly that way. // case TASK_CROW_FLY: { float flYaw = UTIL_AngleMod( random->RandomInt( -180, 180 ) ); Vector vecNewVelocity( cos( DEG2RAD( flYaw ) ), sin( DEG2RAD( flYaw ) ), random->RandomFloat( 0.1f, 0.5f ) ); vecNewVelocity *= CROW_AIRSPEED; SetAbsVelocity( vecNewVelocity ); SetIdealActivity( ACT_FLY ); m_bSoar = false; m_flSoarTime = gpGlobals->curtime + random->RandomFloat( 2, 5 ); break; } case TASK_CROW_PICK_RANDOM_GOAL: { m_vSavePosition = GetLocalOrigin() + Vector( random->RandomFloat( -48.0f, 48.0f ), random->RandomFloat( -48.0f, 48.0f ), 0 ); TaskComplete(); break; } case TASK_CROW_HOP: { SetIdealActivity( ACT_HOP ); m_flHopStartZ = GetLocalOrigin().z; break; } case TASK_CROW_WAIT_FOR_BARNACLE_KILL: { break; } default: { BaseClass::StartTask( pTask ); } } }
//----------------------------------------------------------------------------- // Purpose: // Input : *pTask - //----------------------------------------------------------------------------- void CNPC_VehicleDriver::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_RUN_PATH: case TASK_WALK_PATH: TaskComplete(); break; case TASK_FACE_IDEAL: case TASK_FACE_ENEMY: { // Vehicle ignores face commands, since it can't rotate on the spot. TaskComplete(); } break; case TASK_VEHICLEDRIVER_GET_PATH: { if ( !GetGoalEnt() ) { TaskFail( FAIL_NO_TARGET ); return; } CheckForTeleport(); if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH ) { NDebugOverlay::Box( GetGoalEnt()->GetAbsOrigin(), -Vector(50,50,50), Vector(50,50,50), 255,255,255, true, 5); } AI_NavGoal_t goal( GOALTYPE_PATHCORNER, GetGoalEnt()->GetLocalOrigin(), ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST); if ( !GetNavigator()->SetGoal( goal ) ) { TaskFail( FAIL_NO_ROUTE ); return; } TaskComplete(); } break; case TASK_WAIT_FOR_MOVEMENT: { if (GetNavigator()->GetGoalType() == GOALTYPE_NONE) { TaskComplete(); GetNavigator()->StopMoving(); // Stop moving } else if (!GetNavigator()->IsGoalActive()) { SetIdealActivity( GetStoppedActivity() ); } else { // Check validity of goal type ValidateNavGoal(); } } break; default: BaseClass::StartTask( pTask ); break; } }