Exemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : flInterval - 
//			 - 
//			*pTraceResult - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::AutoMovement( float flInterval, CBaseEntity *pTarget, AIMoveTrace_t *pTraceResult )
{
	bool ignored;
	Vector newPos;
	QAngle newAngles;

	if (flInterval <= 0.0)
		return true;

	m_ScheduleState.bTaskRanAutomovement = true;

	if (GetIntervalMovement( flInterval, ignored, newPos, newAngles ))
	{
		// DevMsg( "%.2f : (%.1f) %.1f %.1f %.1f\n", gpGlobals->curtime, (newPos - GetLocalOrigin()).Length(), newPos.x, newPos.y, newAngles.y );
	
		if ( m_hCine )
		{
			m_hCine->ModifyScriptedAutoMovement( &newPos );
		}

		if (GetMoveType() == MOVETYPE_STEP)
		{
			if (!(GetFlags() & FL_FLY))
			{
				if ( !pTarget )
				{
					pTarget = GetNavTargetEntity();
				}

				// allow NPCs to adjust the automatic movement
				if ( ModifyAutoMovement( newPos ) )
				{
					// Set our motor's speed here
					Vector vecOriginalPosition = GetAbsOrigin();
					bool bResult = false;
					if (!TaskIsComplete())
					{
						bResult = ( GetMotor()->MoveGroundStep( newPos, pTarget, newAngles.y, false, true, pTraceResult ) == AIM_SUCCESS );
					}

					Vector change = GetAbsOrigin() - vecOriginalPosition;
					if (flInterval != 0)
					{
						change /= flInterval;
					}

					GetMotor()->SetMoveVel(change);

					return bResult;
				}

				return ( GetMotor()->MoveGroundStep( newPos, pTarget, newAngles.y, false, true, pTraceResult ) == AIM_SUCCESS );
			}
			else
			{
				// FIXME: here's no direct interface to a fly motor, plus this needs to support a state where going through the world is okay.
				// FIXME: add callbacks into the script system for validation
				// FIXME: add function on scripts to force only legal movements
				// FIXME: GetIntervalMovement deals in Local space, nor global.  Currently now way to communicate that through these interfaces.
				SetLocalOrigin( newPos );
				SetLocalAngles( newAngles );
				return true;
			}
		}
		else if (GetMoveType() == MOVETYPE_FLY)
		{
			Vector dist = newPos - GetLocalOrigin();

			VectorScale( dist, 1.0 / flInterval, dist );

			SetLocalVelocity( dist );
			return true;
		}
	}
	return false;
}
Exemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CASW_Alien_Jumper::ShouldJump( void )
{
	if ( GetEnemy() == NULL )
		return false;

	// don't jump if we're stunned
	if (m_bElectroStunned)
		return false;

	//Too soon to try to jump
	if ( m_flJumpTime > gpGlobals->curtime )
		return false;

	// only jump if you're on the ground
  	if (!(GetFlags() & FL_ONGROUND) || GetNavType() == NAV_JUMP )
		return false;

	// Don't jump if I'm not allowed
	if ( ( CapabilitiesGet() & bits_CAP_MOVE_JUMP ) == false )
		return false;

	Vector vEnemyForward, vForward;

	GetEnemy()->GetVectors( &vEnemyForward, NULL, NULL );
	GetVectors( &vForward, NULL, NULL );

	float flDot = DotProduct( vForward, vEnemyForward );

	if ( flDot < 0.5f )
		 flDot = 0.5f;

	Vector vecPredictedPos;

	//Get our likely position in two seconds
	UTIL_PredictedPosition( GetEnemy(), flDot * 2.5f, &vecPredictedPos );

	// Don't jump if we're already near the target
	if ( ( GetAbsOrigin() - vecPredictedPos ).LengthSqr() < (512*512) )
		return false;

	//Don't retest if the target hasn't moved enough
	//FIXME: Check your own distance from last attempt as well
	if ( ( ( m_vecLastJumpAttempt - vecPredictedPos ).LengthSqr() ) < (128*128) )
	{
		m_flJumpTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 2.0f );		
		return false;
	}

	Vector	targetDir = ( vecPredictedPos - GetAbsOrigin() );

	float flDist = VectorNormalize( targetDir );

	// don't jump at target it it's very close
	if (flDist < ANTLION_JUMP_MIN)
		return false;

	Vector	targetPos = vecPredictedPos + ( targetDir * (GetHullWidth()*4.0f) );

	// Try the jump
	AIMoveTrace_t moveTrace;
	GetMoveProbe()->MoveLimit( NAV_JUMP, GetAbsOrigin(), targetPos, MASK_NPCSOLID, GetNavTargetEntity(), &moveTrace );

	//See if it succeeded
	if ( IsMoveBlocked( moveTrace.fStatus ) )
	{
		if ( asw_debug_aliens.GetInt() == 2 )
		{
			NDebugOverlay::Box( targetPos, GetHullMins(), GetHullMaxs(), 255, 0, 0, 0, 5 );
			NDebugOverlay::Line( GetAbsOrigin(), targetPos, 255, 0, 0, 0, 5 );
		}

		m_flJumpTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 2.0f );
		return false;
	}

	if ( asw_debug_aliens.GetInt() == 2 )
	{
		NDebugOverlay::Box( targetPos, GetHullMins(), GetHullMaxs(), 0, 255, 0, 0, 5 );
		NDebugOverlay::Line( GetAbsOrigin(), targetPos, 0, 255, 0, 0, 5 );
	}

	//Save this jump in case the next time fails
	m_vecSavedJump = moveTrace.vJumpVelocity;
	m_vecLastJumpAttempt = targetPos;

	return true;
}
Exemplo n.º 3
0
//-----------------------------------------------------------------------------
// Purpose: Handles all flight movement.
// Input  : flInterval - Seconds to simulate.
//-----------------------------------------------------------------------------
void CNPC_Crow::MoveCrowFly( float flInterval )
{
	//
	// Bound interval so we don't get ludicrous motion when debugging
	// or when framerate drops catastrophically.  
	//
	if (flInterval > 1.0)
	{
		flInterval = 1.0;
	}

	m_flDangerSoundTime = gpGlobals->curtime + 5.0f;

	//
	// Determine the goal of our movement.
	//
	Vector vecMoveGoal = GetAbsOrigin();

	if ( GetNavigator()->IsGoalActive() )
	{
		vecMoveGoal = GetNavigator()->GetCurWaypointPos();

		if ( GetNavigator()->CurWaypointIsGoal() == false  )
		{
  			AI_ProgressFlyPathParams_t params( MASK_NPCSOLID );
			params.bTrySimplify = false;

			GetNavigator()->ProgressFlyPath( params ); // ignore result, crow handles completion directly

			// Fly towards the hint.
			if ( GetNavigator()->GetPath()->GetCurWaypoint() )
			{
				vecMoveGoal = GetNavigator()->GetCurWaypointPos();
			}
		}
	}
	else
	{
		// No movement goal.
		vecMoveGoal = GetAbsOrigin();
		SetAbsVelocity( vec3_origin );
		return;
	}

	Vector vecMoveDir = ( vecMoveGoal - GetAbsOrigin() );
	Vector vForward;
	AngleVectors( GetAbsAngles(), &vForward );
	
	//
	// Fly towards the movement goal.
	//
	float flDistance = ( vecMoveGoal - GetAbsOrigin() ).Length();

	if ( vecMoveGoal != m_vDesiredTarget )
	{
		m_vDesiredTarget = vecMoveGoal;
	}
	else
	{
		m_vCurrentTarget = ( m_vDesiredTarget - GetAbsOrigin() );
		VectorNormalize( m_vCurrentTarget );
	}

	float flLerpMod = 0.25f;

	if ( flDistance <= 256.0f )
	{
		flLerpMod = 1.0f - ( flDistance / 256.0f );
	}


	VectorLerp( vForward, m_vCurrentTarget, flLerpMod, vForward );


	if ( flDistance < CROW_AIRSPEED * flInterval )
	{
		if ( GetNavigator()->IsGoalActive() )
		{
			if ( GetNavigator()->CurWaypointIsGoal() )
			{
				m_bReachedMoveGoal = true;
			}
			else
			{
				GetNavigator()->AdvancePath();
			}
		}
		else
			m_bReachedMoveGoal = true;
	}

	if ( GetHintNode() )
	{
		AIMoveTrace_t moveTrace;
		GetMoveProbe()->MoveLimit( NAV_FLY, GetAbsOrigin(), GetNavigator()->GetCurWaypointPos(), MASK_NPCSOLID, GetNavTargetEntity(), &moveTrace );

		//See if it succeeded
		if ( IsMoveBlocked( moveTrace.fStatus ) )
		{
			Vector vNodePos = vecMoveGoal;
			GetHintNode()->GetPosition(this, &vNodePos);
			
			GetNavigator()->SetGoal( vNodePos );
		}
	}

	//
	// Look to see if we are going to hit anything.
	//
	VectorNormalize( vForward );
	Vector vecDeflect;
	if ( Probe( vForward, CROW_AIRSPEED * flInterval, vecDeflect ) )
	{
		vForward = vecDeflect;
		VectorNormalize( vForward );
	}

	SetAbsVelocity( vForward * CROW_AIRSPEED );

	if ( GetAbsVelocity().Length() > 0 && GetNavigator()->CurWaypointIsGoal() && flDistance < CROW_AIRSPEED )
	{
		SetIdealActivity( (Activity)ACT_CROW_LAND );
	}


	//Bank and set angles.
	Vector vRight;
	QAngle vRollAngle;
	
	VectorAngles( vForward, vRollAngle );
	vRollAngle.z = 0;

	AngleVectors( vRollAngle, NULL, &vRight, NULL );

	float flRoll = DotProduct( vRight, vecMoveDir ) * 45;
	flRoll = clamp( flRoll, -45, 45 );

	vRollAngle[ROLL] = flRoll;
	SetAbsAngles( vRollAngle );
}