Пример #1
0
void CAI_PlayerAlly::RunTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_TALKER_CLIENT_STARE:
	case TASK_TALKER_LOOK_AT_CLIENT:

		if ( pTask->iTask == TASK_TALKER_CLIENT_STARE )
		{
			// Get edict for one player
			CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( engine->PEntityOfEntIndex( 1 ) );
			Assert( pPlayer );

			// fail out if the player looks away or moves away.
			if ( ( pPlayer->GetLocalOrigin() - GetLocalOrigin() ).Length2D() > TLK_STARE_DIST )
			{
				// player moved away.
				TaskFail("Player moved away");
			}

			Vector forward;
			AngleVectors( pPlayer->GetLocalAngles(), &forward );
			if ( UTIL_DotPoints( pPlayer->GetLocalOrigin(), GetLocalOrigin(), forward ) < m_flFieldOfView )
			{
				// player looked away
				TaskFail("Player looked away");
			}
		}

		if ( gpGlobals->curtime > m_flWaitFinished )
		{
			TaskComplete();
		}
		break;

	case TASK_TALKER_EYECONTACT:
		if (IsMoving() || !GetExpresser()->IsSpeaking() || GetSpeechTarget() == NULL)
		{
			TaskComplete();
		}
		break;

	case TASK_WAIT_FOR_MOVEMENT:
		if (!GetExpresser()->IsSpeaking() || GetSpeechTarget() == NULL)
		{
			// override so that during walk, a scientist may talk and greet player
			FIdleHello();
			if (random->RandomInt(0,m_nSpeak * 20) == 0)
			{
				FIdleSpeak();
			}
		}

		BaseClass::RunTask( pTask );
		break;

	default:
		BaseClass::RunTask( pTask );
	}
}
Пример #2
0
//-----------------------------------------------------------------------------
// Purpose: Implemented to look at talk target
// Input  :
// Output :
//-----------------------------------------------------------------------------
CBaseEntity *CAI_PlayerAlly::EyeLookTarget( void )
{
	if (GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL)
	{
		return GetSpeechTarget();
	}
	return NULL;
}
Пример #3
0
void CNPCSimpleTalker::RunTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_TALKER_WAIT_FOR_SEMAPHORE:
		if ( GetExpresser()->SemaphoreIsAvailable( this ) )
			TaskComplete();
		break;

	case TASK_TALKER_CLIENT_STARE:
	case TASK_TALKER_LOOK_AT_CLIENT:

		if ( pTask->iTask == TASK_TALKER_CLIENT_STARE && AI_IsSinglePlayer() )
		{
			// Get edict for one player
			CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
			Assert( pPlayer );

			// fail out if the player looks away or moves away.
			if ( ( pPlayer->GetAbsOrigin() - GetAbsOrigin() ).Length2D() > TALKER_STARE_DIST )
			{
				// player moved away.
				TaskFail("Player moved away");
			}

			Vector forward;
			AngleVectors( pPlayer->GetLocalAngles(), &forward );
			if ( UTIL_DotPoints( pPlayer->GetAbsOrigin(), GetAbsOrigin(), forward ) < m_flFieldOfView )
			{
				// player looked away
				TaskFail("Player looked away");
			}
		}

		if ( IsWaitFinished() )
		{
			TaskComplete();
		}
		break;

	case TASK_TALKER_EYECONTACT:
		if (IsMoving() || !GetExpresser()->IsSpeaking() || GetSpeechTarget() == NULL)
		{
			TaskComplete();
		}
		break;

	case TASK_WAIT_FOR_MOVEMENT:
		FIdleSpeakWhileMoving();
		BaseClass::RunTask( pTask );
		break;

	default:
		BaseClass::RunTask( pTask );
	}
}
Пример #4
0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Respond to a previous question
//-----------------------------------------------------------------------------
void CNPCSimpleTalker::IdleRespond( void )
{
	if (!IsOkToSpeak())
		return;

	// play response
	SpeakAnswerFriend( GetSpeechTarget() );

	DeferAllIdleSpeech( random->RandomFloat( TALKER_DEFER_IDLE_SPEAK_MIN, TALKER_DEFER_IDLE_SPEAK_MAX ) );
}
Пример #5
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPCSimpleTalker::FIdleSpeakWhileMoving( void )
{
	if ( GetExpresser()->CanSpeak() )
	{
		if (!GetExpresser()->IsSpeaking() || GetSpeechTarget() == NULL)
		{
			// override so that during walk, a scientist may talk and greet player
			FIdleHello();

			if ( ShouldSpeakRandom( m_nSpeak * 20, GetSpeechFilter() ? GetSpeechFilter()->GetIdleModifier() : 1.0 ) )
			{
				FIdleSpeak();
			}
		}
	}
}
Пример #6
0
int CNPCSimpleTalker::SelectNonCombatSpeechSchedule()
{
	if ( !IsOkToSpeak() )
		return SCHED_NONE;
		
	// talk about world
	if ( ShouldSpeakRandom( m_nSpeak * 2, GetSpeechFilter() ? GetSpeechFilter()->GetIdleModifier() : 1.0 ) )
	{
		//Msg("standing idle speak\n" );
		return SCHED_TALKER_IDLE_SPEAK;
	}
	
	// failed to speak, so look at the player if he's around
	if ( AI_IsSinglePlayer() && GetExpresser()->CanSpeak() && HasCondition ( COND_SEE_PLAYER ) && random->RandomInt( 0, 6 ) == 0 )
	{
		CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
		Assert( pPlayer );

		if ( pPlayer )
		{
			// watch the client.
			Vector forward;
			AngleVectors( pPlayer->GetLocalAngles(), &forward );
			if ( ( pPlayer->GetAbsOrigin() - GetAbsOrigin() ).Length2D() < TALKER_STARE_DIST	&& 
				 UTIL_DotPoints( pPlayer->GetAbsOrigin(), GetAbsOrigin(), forward ) >= m_flFieldOfView )
			{
				// go into the special STARE schedule if the player is close, and looking at me too.
				return SCHED_TALKER_IDLE_WATCH_CLIENT_STARE;
			}

			return SCHED_TALKER_IDLE_WATCH_CLIENT;
		}
	}
	else
	{
		// look at who we're talking to
		if ( GetSpeechTarget() && GetExpresser()->IsSpeaking() )
			return SCHED_TALKER_IDLE_EYE_CONTACT;
	}
	return SCHED_NONE;
}
void CHL1NPCTalker::RunTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
		case TASK_HL1TALKER_FOLLOW_WALK_PATH_FOR_UNITS:
			{
				float distance;

				distance = (m_vecLastPosition - GetLocalOrigin()).Length2D();

				// Walk path until far enough away
				if ( distance > pTask->flTaskData || 
					 GetNavigator()->GetGoalType() == GOALTYPE_NONE )
				{
					TaskComplete();
					GetNavigator()->ClearGoal();		// Stop moving
				}
				break;
			}



		case TASK_TALKER_CLIENT_STARE:
		case TASK_TALKER_LOOK_AT_CLIENT:
		{
			CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
			
			// track head to the client for a while.
			if ( m_NPCState == NPC_STATE_IDLE		&& 
				 !IsMoving()								&&
				 !GetExpresser()->IsSpeaking() )
			{
			
				if ( pPlayer )
				{
					IdleHeadTurn( pPlayer );
				}
			}
			else
			{
				// started moving or talking
				TaskFail( "moved away" );
				return;
			}

			if ( pTask->iTask == TASK_TALKER_CLIENT_STARE )
			{
				// fail out if the player looks away or moves away.
				if ( ( pPlayer->GetAbsOrigin() - GetAbsOrigin() ).Length2D() > TALKER_STARE_DIST )
				{
					// player moved away.
					TaskFail( NO_TASK_FAILURE );
				}

				Vector vForward;
				AngleVectors( GetAbsAngles(), &vForward );
				if ( UTIL_DotPoints( pPlayer->GetAbsOrigin(), GetAbsOrigin(), vForward ) < m_flFieldOfView )
				{
					// player looked away
					TaskFail( "looked away" );
				}
			}

			if ( gpGlobals->curtime > m_flWaitFinished )
			{
				TaskComplete( NO_TASK_FAILURE );
			}

			break;
		}

		case TASK_WAIT_FOR_MOVEMENT:
		{
			if ( GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL)
			{
				// ALERT(at_console, "walking, talking\n");
				IdleHeadTurn( GetSpeechTarget(), GetExpresser()->GetTimeSpeechComplete() - gpGlobals->curtime );
			}
			else if ( GetEnemy() )
			{
				IdleHeadTurn( GetEnemy() );
			}

			BaseClass::RunTask( pTask );

			break;
		}

		case TASK_FACE_PLAYER:
		{
			CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
			
			if ( pPlayer )
			{
				//GetMotor()->SetIdealYaw( pPlayer->GetAbsOrigin() );
				IdleHeadTurn( pPlayer );
				if ( gpGlobals->curtime > m_flWaitFinished && GetMotor()->DeltaIdealYaw() < 10 )
				{
					TaskComplete();
				}
			}
			else
			{
				TaskFail( FAIL_NO_PLAYER );
			}

			break;
		}

		case TASK_TALKER_EYECONTACT:
		{
			if (!IsMoving() && GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL)
			{
				// ALERT( at_console, "waiting %f\n", m_flStopTalkTime - gpGlobals->time );
				IdleHeadTurn( GetSpeechTarget(), GetExpresser()->GetTimeSpeechComplete() - gpGlobals->curtime );
			}
			
			BaseClass::RunTask( pTask );
			
			break;

		}

				
		default:
		{
			if ( GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL)
			{
				IdleHeadTurn( GetSpeechTarget(), GetExpresser()->GetTimeSpeechComplete() - gpGlobals->curtime );
			}
			else if ( GetEnemy() && m_NPCState == NPC_STATE_COMBAT )
			{
				IdleHeadTurn( GetEnemy() );
			}
			else if ( GetFollowTarget() )
			{
				IdleHeadTurn( GetFollowTarget() );
			}

			BaseClass::RunTask( pTask );
			break;
		}
	}
}
Пример #8
0
void CNPCSimpleTalker::StartTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_TALKER_WAIT_FOR_SEMAPHORE:
		if ( GetExpresser()->SemaphoreIsAvailable( this ) )
			TaskComplete();
		break;

	case TASK_TALKER_SPEAK:
		// ask question or make statement
		FIdleSpeak();
		TaskComplete();
		break;

	case TASK_TALKER_RESPOND:
		// respond to question
		IdleRespond();
		TaskComplete();
		break;

	case TASK_TALKER_HELLO:
		// greet player
		FIdleHello();
		TaskComplete();
		break;
	
	case TASK_TALKER_STARE:
		// let the player know I know he's staring at me.
		FIdleStare();
		TaskComplete();
		break;

	case TASK_TALKER_LOOK_AT_CLIENT:
	case TASK_TALKER_CLIENT_STARE:
		// track head to the client for a while.
		SetWait( pTask->flTaskData );
		break;

	case TASK_TALKER_EYECONTACT:
		break;

	case TASK_TALKER_IDEALYAW:
		if (GetSpeechTarget() != NULL)
		{
			GetMotor()->SetIdealYawToTarget( GetSpeechTarget()->GetAbsOrigin() );
		}
		TaskComplete();
		break;

	case TASK_TALKER_HEADRESET:
		// reset head position after looking at something
		SetSpeechTarget( NULL );
		TaskComplete();
		break;

	case TASK_TALKER_BETRAYED:
		Speak( TLK_BETRAYED );
		TaskComplete();
		break;

	case TASK_TALKER_STOPSHOOTING:
		// tell player to stop shooting
		Speak( TLK_NOSHOOT );
		TaskComplete();
		break;
	default:
		BaseClass::StartTask( pTask );
	}
}
Пример #9
0
void CAI_PlayerAlly::StartTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_TALKER_SPEAK:
		// ask question or make statement
		FIdleSpeak();
		TaskComplete();
		break;

	case TASK_TALKER_RESPOND:
		// respond to question
		IdleRespond();
		TaskComplete();
		break;

	case TASK_TALKER_HELLO:
		// greet player
		FIdleHello();
		TaskComplete();
		break;
	

	case TASK_TALKER_STARE:
		// let the player know I know he's staring at me.
		FIdleStare();
		TaskComplete();
		break;

	case TASK_TALKER_LOOK_AT_CLIENT:
	case TASK_TALKER_CLIENT_STARE:
		// track head to the client for a while.
		m_flWaitFinished = gpGlobals->curtime + pTask->flTaskData;
		break;

	case TASK_TALKER_EYECONTACT:
		break;

	case TASK_TALKER_IDEALYAW:
		if (GetSpeechTarget() != NULL)
		{
			GetMotor()->SetYawSpeed( 60 );

			GetMotor()->SetIdealYawToTarget( GetSpeechTarget()->GetLocalOrigin() );
/*
			float yaw = VecToYaw(GetSpeechTarget()->GetLocalOrigin() - GetLocalOrigin()) - GetLocalAngles().y;

			if (yaw > 180) yaw -= 360;
			if (yaw < -180) yaw += 360;

			if (yaw < 0)
			{
				m_IdealYaw = min( yaw + 45, 0 ) + GetLocalAngles().y;
			}
			else
			{
				m_IdealYaw = max( yaw - 45, 0 ) + GetLocalAngles().y;
			}
*/
		}
		TaskComplete();
		break;

	case TASK_TALKER_HEADRESET:
		// reset head position after looking at something
		SetSpeechTarget( NULL );
		TaskComplete();
		break;

	case TASK_TALKER_BETRAYED:
		Speak( TLK_BETRAYED );
		TaskComplete();
		break;

	case TASK_TALKER_STOPSHOOTING:
		// tell player to stop shooting
		Speak( TLK_NOSHOOT );
		TaskComplete();
		break;

	case TASK_PLAY_SCRIPT:
		SetSpeechTarget( NULL );
		BaseClass::StartTask( pTask );
		break;

	case TASK_FIND_LOCK_HINTNODE_HEALTH:
		{
			m_flLastHealthKitSearch = gpGlobals->curtime + 5.0;
			if (!m_pHintNode)
			{
				m_pHintNode = CAI_Hint::FindHint( this, HINT_HEALTH_KIT, pTask->flTaskData, 1024 );
			}
			if (m_pHintNode && m_pHintNode->Lock( this ) )
			{
				TaskComplete();
			}
			else
			{
				TaskFail(FAIL_NO_HINT_NODE);
			}
		}
		break;

	default:
		BaseClass::StartTask( pTask );
	}
}