837 lines
23 KiB
C++
837 lines
23 KiB
C++
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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#include "AI_Manager.h"
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#include "AI_Util.h"
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#include "AI_Medic.h"
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const idEventDef AI_DisableHeal ( "disableHeal" );
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const idEventDef AI_EnableHeal ( "enableHeal" );
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const idEventDef AI_TakePatient ( "takePatient", "e" );
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CLASS_DECLARATION( rvAITactical, rvAIMedic )
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EVENT( AI_DisableHeal, rvAIMedic::Event_DisableHeal )
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EVENT( AI_EnableHeal, rvAIMedic::Event_EnableHeal )
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EVENT( AI_TakePatient, rvAIMedic::TakePatient )
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EVENT( AI_EnableMovement, rvAIMedic::Event_EnableMovement )
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EVENT( AI_DisableMovement, rvAIMedic::Event_DisableMovement )
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END_CLASS
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/*
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================
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rvAIMedic::rvAIMedic
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================
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*/
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rvAIMedic::rvAIMedic ( void ) {
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patient = NULL;
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isTech = false;
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noAutoHeal = false;
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stationary = false;
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silent = false;
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healObeyTether = false;
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healing = false;
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lastPatientCheckTime = 0;
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emergencyOverride = false;
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//healedAmount = 0;
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healDisabled = false;
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wasAware = false;
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wasIgnoreEnemies = false;
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healDebounceTime = 0;
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}
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void rvAIMedic::InitSpawnArgsVariables( void )
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{
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//NOTE: these shouldn't change from spawn values - maybe they don't need to be variables and saved/loaded?
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isTech = spawnArgs.GetBool( "tech" );
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noAutoHeal = spawnArgs.GetBool( "noAutoHeal" );
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healAmt = 200;//spawnArgs.GetInt( "healAmt", "25" );
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healObeyTether = spawnArgs.GetBool( "healObeyTether" );
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patientRange = spawnArgs.GetFloat( "patientRange", "640" );
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buddyRange = spawnArgs.GetFloat( "buddyRange", "640" );
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enemyRange = spawnArgs.GetFloat( "enemyRange", "1024" );
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healDebounceInterval = 0;//SEC2MS( spawnArgs.GetFloat( "healWait", "0" ) );
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/*
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// JTD: check for player being strogg, since the limits will be different in that case..
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idStr str = gameLocal.world->spawnArgs.GetString ( "player", "player_marine" );
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str.Strip( "player_" );
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// ...we'll end up with something like minMarineHeal...or minStroggHeal
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*/
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minHealValue = 35;//spawnArgs.GetInt( va( "min%sHeal", str.c_str()), "50" );
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maxHealValue = 0;//75;//spawnArgs.GetInt( va( "max%sHeal", str.c_str()), "75" );
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}
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/*
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================
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rvAIMedic::Spawn
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================
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*/
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void rvAIMedic::Spawn ( void ) {
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InitSpawnArgsVariables();
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stationary = spawnArgs.GetBool( "stationary" );
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silent = spawnArgs.GetBool( "silent", "0");
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if ( spawnArgs.GetBool( "disableHeal" ) ) {
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Event_DisableHeal();
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}
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if ( spawnArgs.GetBool( "enableHeal" ) ) {
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Event_EnableHeal();
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}
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const char *func;
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if ( spawnArgs.GetString( "script_postHeal", "", &func ) )
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{
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mPostHealScript.Init( func );
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}
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}
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/*
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================
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rvAIMedic::Show
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================
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*/
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void rvAIMedic::Show( void ) {
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rvAITactical::Show();
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HideAttachment( spawnArgs.GetString("def_attach") );
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}
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/*
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================
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rvAIMedic::Save
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================
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*/
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void rvAIMedic::Save( idSaveGame *savefile ) const {
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patient.Save( savefile );
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savefile->WriteBool( healing );
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savefile->WriteInt( lastPatientCheckTime );
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savefile->WriteBool( emergencyOverride );
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savefile->WriteBool( healDisabled );
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savefile->WriteBool( wasAware );
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savefile->WriteBool( wasIgnoreEnemies );
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//savefile->WriteInt( healedAmount );
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savefile->WriteInt( healDebounceTime );
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savefile->WriteBool( stationary );
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savefile->WriteBool( silent );
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//NOTE: every time these are used, they are set first, no point in saving/loading them!
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savefile->WriteInt( curHealValue );
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savefile->WriteInt( maxPatientValue );
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mPostHealScript.Save( savefile );
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}
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/*
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================
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rvAIMedic::Restore
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================
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*/
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void rvAIMedic::Restore( idRestoreGame *savefile ) {
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patient.Restore( savefile );
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savefile->ReadBool( healing );
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savefile->ReadInt( lastPatientCheckTime );
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savefile->ReadBool( emergencyOverride );
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savefile->ReadBool( healDisabled );
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savefile->ReadBool( wasAware );
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savefile->ReadBool( wasIgnoreEnemies );
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//savefile->ReadInt( healedAmount );
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savefile->ReadInt( healDebounceTime );
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savefile->ReadBool( stationary );
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savefile->ReadBool( silent );
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//NOTE: every time these are used, they are set first, no point in saving/loading them!
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savefile->ReadInt( curHealValue );
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savefile->ReadInt( maxPatientValue );
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mPostHealScript.Restore( savefile );
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InitSpawnArgsVariables();
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}
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/*
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=====================
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rvAIMedic::Event_EnableHeal
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=====================
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*/
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void rvAIMedic::Event_EnableHeal( void ) {
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healDisabled = false;
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}
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/*
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=====================
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rvAIMedic::Event_DisableHeal
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=====================
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*/
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void rvAIMedic::Event_DisableHeal( void ) {
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healDisabled = true;
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/*
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if ( patient ) {
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//drop them right now - NOTE: should be done before any scripting?
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DropPatient();
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}
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*/
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}
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/*
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==================
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rvAIMedic::Event_EnableMovement
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==================
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*/
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void rvAIMedic::Event_EnableMovement( void ) {
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stationary = false;
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}
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/*
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==================
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rvAIMedic::Event_DisableMovement
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==================
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*/
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void rvAIMedic::Event_DisableMovement ( void ) {
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stationary = true;
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}
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/*
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=====================
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rvAIMedic::TalkTo
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=====================
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*/
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void rvAIMedic::TalkTo( idActor *actor ) {
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if ( actor->IsType( idPlayer::GetClassType() ) )
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{
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idPlayer* player = dynamic_cast<idPlayer*>(actor);
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if ( player )
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{
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emergencyOverride = true;
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if ( AvailableToTakePatient() && CheckTakePatient( player ) )
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{
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return;
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}
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emergencyOverride = false;
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}
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}
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rvAITactical::TalkTo( actor );
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if ( !aifl.action && !aifl.scripted && !IsSpeaking() && !IsHidden() && !silent) {
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if ( GetEnemy() || patient ) {
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Speak( "lipsync_heal_busy_", true );
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} else {
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//Never got proper VO for this, disabling it... :/
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//Speak( "lipsync_heal_noheal_", true );
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}
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}
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}
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/*
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================
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rvAIMedic::GetDebugInfo
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================
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*/
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void rvAIMedic::GetDebugInfo( debugInfoProc_t proc, void* userData ) {
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// Base class first
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rvAITactical::GetDebugInfo ( proc, userData );
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proc ( "rvAIMedic", "aifl.scripted", aifl.scripted?"true":"false", userData );
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proc ( "rvAIMedic", "move.fl.disabled", move.fl.disabled?"true":"false", userData );
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proc ( "rvAIMedic", "IsSpeaking", IsSpeaking()?"true":"false", userData );
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proc ( "rvAIMedic", "healDisabled", healDisabled?"true":"false", userData );
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proc ( "rvAIMedic", "noAutoHeal ", noAutoHeal ?"true":"false", userData );
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proc ( "rvAIMedic", "stationary", stationary?"true":"false", userData );
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proc ( "rvAIMedic", "silent", silent?"true":"false", userData );
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proc ( "rvAIMedic", "healObeyTether", healObeyTether?"true":"false", userData );
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proc ( "rvAIMedic", "patient", patient==NULL?"<none>":patient->GetName(), userData );
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proc ( "rvAIMedic", "wasAware", wasAware?"true":"false", userData );
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proc ( "rvAIMedic", "wasIgnoreEnemies", wasIgnoreEnemies?"true":"false", userData );
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proc ( "rvAIMedic", "lastPatientCheckTime",va("%d",lastPatientCheckTime), userData );
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proc ( "rvAIMedic", "healDebounceTime", va("%d",healDebounceTime), userData );
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proc ( "rvAIMedic", "healing", healing?"true":"false", userData );
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proc ( "rvAIMedic", "emergencyOverride",healing?"true":"false", userData );
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//proc ( "rvAIMedic", "healedAmount", va("%d",healedAmount), userData );
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proc ( "rvAIMedic", "minHealValue", va("%d",minHealValue), userData );
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proc ( "rvAIMedic", "maxHealValue", va("%d",maxHealValue), userData );
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proc ( "rvAIMedic", "healAmt", va("%d",healAmt), userData );
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proc ( "rvAIMedic", "patientRange", va("%f",patientRange), userData );
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proc ( "rvAIMedic", "buddyRange", va("%f",buddyRange), userData );
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proc ( "rvAIMedic", "enemyRange", va("%f",enemyRange), userData );
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proc ( "rvAIMedic", "tech", isTech?"true":"false", userData );
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}
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/*
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============
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rvAIMedic::IsTethered
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============
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*/
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bool rvAIMedic::IsTethered ( void ) const {
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if ( rvAITactical::IsTethered() ) {
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if ( !healObeyTether && patient ) {
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return false;
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}
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return true;
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}
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return false;
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}
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void rvAIMedic::TakePatient( idPlayer* pPatient )
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{
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patient = pPatient;
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if ( emergencyOverride )
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{
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ClearEnemy();
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}
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wasAware = combat.fl.aware;
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wasIgnoreEnemies = combat.fl.ignoreEnemies;
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ProcessEvent( &AI_BecomePassive, true );
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combat.fl.ignoreEnemies = true;
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ClearEnemy();
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lookTarget = patient;
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healing = false;
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//healedAmount = 0;
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if ( pPatient && DistanceTo( pPatient ) > 250.0f && !silent )
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{
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//have enough time to say this before we get there...?
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//jshepard: tech/medic dependent speech
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if( isTech ) {
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Speak( "lipsync_call_player_tech_", true );
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} else {
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Speak( "lipsync_call_player_", true );
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}
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}
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if ( !stationary && !move.fl.disabled ) {
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MoveToEntity( patient, 42 );
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}
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SetState( "State_Medic" );
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PostState( "State_Combat" );
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//just in case
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if ( healDebounceInterval ) {
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healDebounceTime = gameLocal.GetTime() + healDebounceInterval;
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}
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}
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void rvAIMedic::DropPatient( void )
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{
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/*
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if ( !spawnArgs.GetBool( "ignoreEnemies" ) )
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{
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combat.fl.ignoreEnemies = false;
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}
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*/
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/*
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if ( !aifl.scripted )
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{
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ProcessEvent( &AI_ForcePosture, AIPOSTURE_DEFAULT );
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}
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*/
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healing = false;
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if ( !aifl.scripted ) {
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ProcessEvent( &AI_BecomeAggressive );
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combat.fl.aware = wasAware;
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combat.fl.ignoreEnemies = wasIgnoreEnemies;
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lookTarget = NULL;
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} else if ( lookTarget == patient ) {
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//if scripted, clear the looktarget only if it's the patient? This could be wrong, though....
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lookTarget = NULL;
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}
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patient = NULL;
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if ( healDebounceInterval ) {
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healDebounceTime = gameLocal.GetTime() + healDebounceInterval;
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}
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ForceTacticalUpdate();
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if ( !aifl.scripted ) {
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UpdateTactical ( 0 );
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}
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//FIXME: what if they stay in this state?
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HideAttachment( spawnArgs.GetString("def_attach") );
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}
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void rvAIMedic::SetHealValues( idPlayer* player )
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{
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if ( !player )
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{
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return;
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}
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if ( isTech )
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{
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curHealValue = player->inventory.armor;
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maxPatientValue = player->inventory.maxarmor;
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}
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else
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{
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curHealValue = player->health;
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maxPatientValue = player->inventory.maxHealth;
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}
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}
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bool rvAIMedic::CheckTakePatient( idPlayer* player )
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{
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if ( !player )
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{
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return false;
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}
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if ( player->IsHidden() )
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{
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return false;
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}
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if ( player->health <= 0 )
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{
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return false;
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}
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SetHealValues( player );
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if ( curHealValue < maxPatientValue )
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{//they are hurt
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if ( curHealValue <= minHealValue || (gameLocal.GetTime() >= healDebounceTime && emergencyOverride && (!maxHealValue || curHealValue < maxHealValue)) )
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{//patient needs healing or he requested a heal and it's been long enough and he's below the max heal level (if there is one)
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if ( DistanceTo( player ) < patientRange )
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{//close enough
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if ( (!move.fl.disabled && !stationary) || DistanceTo( player ) <= combat.meleeRange )
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{//either I am allowed to move or player is close enough that I don't have to
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//if ( !tether || tether->ValidateDestination( this, player->GetPhysics()->GetOrigin() ) )
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{//not tethered or patient is in our tether
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if ( emergencyOverride || CanSee( player, false ) )
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{//can see the patient - OR: just check PVS?
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TakePatient( player );
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return true;
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}
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}
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}
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}
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}
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}
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return false;
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}
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bool rvAIMedic::SituationAllowsPatient( void )
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{
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if ( !aifl.scripted && !IsHidden() && !aifl.dead )
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{//not scripted right now
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if ( combat.fl.ignoreEnemies ) {
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return true;
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}
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bool enemyInPVS = false;
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bool enemyInRange = false;
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if ( GetEnemy() )
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{//sorry, we have to bail on you!
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enemyInRange = (DistanceTo( GetEnemy() ) < enemyRange);
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if ( enemyInRange ) {
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pvsHandle_t pvs;
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// Setup our local variables used in the search
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pvs = gameLocal.pvs.SetupCurrentPVS( GetPVSAreas(), GetNumPVSAreas() );
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// If this enemy isnt in the same pvps then use them as a backup
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if ( gameLocal.pvs.InCurrentPVS( pvs, GetEnemy()->GetPVSAreas(), GetEnemy()->GetNumPVSAreas() ) ) {
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enemyInPVS = true;
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emergencyOverride = false;
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}
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gameLocal.pvs.FreeCurrentPVS( pvs );
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}
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||
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}
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||
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if ( emergencyOverride )
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||
|
{//don't care how crazy it is, go for it!
|
||
|
return true;
|
||
|
}
|
||
|
if ( (!GetEnemy() || !enemyInPVS || !enemyInRange ) && gameLocal.GetTime() - enemy.changeTime > 5000 )
|
||
|
{//haven't had an enemy for 5 seconds
|
||
|
if ( !aiManager.LocalTeamHasEnemies( this, buddyRange, enemyRange, true ) )
|
||
|
{//local buddies don't have enemies
|
||
|
//NOTE: which buddies and enemies are local can change as we head to our patient!
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool rvAIMedic::AvailableToTakePatient( void )
|
||
|
{
|
||
|
if ( !healDisabled )
|
||
|
{//not forced to disabled
|
||
|
if ( !aifl.action )
|
||
|
{//not in the middle of an action
|
||
|
if ( !patient )
|
||
|
{//don't already have a patient
|
||
|
if ( !IsSpeaking() )
|
||
|
{//not talking
|
||
|
return SituationAllowsPatient();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvAIMedic::Think
|
||
|
================
|
||
|
*/
|
||
|
void rvAIMedic::Think ( void ) {
|
||
|
rvAITactical::Think ( );
|
||
|
|
||
|
// while( entMedic.getKey("alive") == "true" && entMedic.getKey("healer") == "1")
|
||
|
//???
|
||
|
if ( !noAutoHeal )
|
||
|
{
|
||
|
if ( gameLocal.GetTime() - lastPatientCheckTime > 1000 )
|
||
|
{
|
||
|
lastPatientCheckTime = gameLocal.GetTime();
|
||
|
if ( !patient )
|
||
|
{
|
||
|
emergencyOverride = false;
|
||
|
}
|
||
|
if ( AvailableToTakePatient() )
|
||
|
{
|
||
|
idPlayer* player = gameLocal.GetLocalPlayer();
|
||
|
|
||
|
if ( CheckTakePatient( player ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
//otherwise, check team?
|
||
|
/*
|
||
|
idActor* actor;
|
||
|
for( actor = aiManager.GetAllyTeam ( (aiTeam_t)team ); actor; actor = actor->teamNode.Next() )
|
||
|
{
|
||
|
if ( CheckTakePatient( actor ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
rvAIMedic::OnStateThreadClear
|
||
|
=====================
|
||
|
*/
|
||
|
void rvAIMedic::OnStateThreadClear( const char *statename, int flags ) {
|
||
|
if ( idStr::Icmp( statename, "State_Medic" ) ) {
|
||
|
if ( patient ) {
|
||
|
//BAH! Someone changed our state on us!
|
||
|
if ( lookTarget == patient ) {
|
||
|
lookTarget = NULL;
|
||
|
}
|
||
|
patient = NULL;
|
||
|
healing = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
rvAIMedic::OnStartMoving
|
||
|
============
|
||
|
*/
|
||
|
void rvAIMedic::OnStartMoving ( void ) {
|
||
|
idAI::OnStartMoving();
|
||
|
if ( patient )
|
||
|
{//we were trying to heal!
|
||
|
if ( move.moveCommand != MOVE_TO_ENTITY
|
||
|
|| move.goalEntity != patient )
|
||
|
{//being told to leave the patient
|
||
|
//abort the heal, for now
|
||
|
DropPatient();
|
||
|
if ( !aifl.scripted ) {
|
||
|
//only do this if you're not already scripted?
|
||
|
ExecScriptFunction( mPostHealScript );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
rvAIMedic::Pain
|
||
|
=====================
|
||
|
*/
|
||
|
bool rvAIMedic::Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
||
|
bool retVal = idAI::Pain( inflictor, attacker, damage, dir, location );
|
||
|
if ( retVal && patient ) {
|
||
|
//if get hit while trying to heal, protect ourselves
|
||
|
if ( !aifl.scripted ) {
|
||
|
//only do this if you're not already scripted?
|
||
|
StopMove ( MOVE_STATUS_DONE );
|
||
|
}
|
||
|
DropPatient();
|
||
|
if ( !aifl.scripted ) {
|
||
|
//only do this if you're not already scripted?
|
||
|
ExecScriptFunction( mPostHealScript );
|
||
|
}
|
||
|
}
|
||
|
return retVal;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
States
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_STATES_DECLARATION ( rvAIMedic )
|
||
|
STATE ( "State_Medic", rvAIMedic::State_Medic )
|
||
|
END_CLASS_STATES
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::State_Medic
|
||
|
|
||
|
Rush towards the patient to melee range and heal until they're okay
|
||
|
================
|
||
|
*/
|
||
|
stateResult_t rvAIMedic::State_Medic ( const stateParms_t& parms ) {
|
||
|
enum {
|
||
|
STAGE_MOVE, // Move towards the patient, speak & start anim
|
||
|
STAGE_PRE_HEAL_ANIM_WAIT,// Wait for pre heal anim to finish, then start the normal heal anim
|
||
|
STAGE_HEAL_START_WAIT,// Wait for start anim to finish
|
||
|
STAGE_HEAL, // Keep healing until no longer in melee range or they're fully healed
|
||
|
STAGE_WAIT_FINISH // Finish anim
|
||
|
};
|
||
|
if ( !patient || patient->health <= 0 || !SituationAllowsPatient() )
|
||
|
{//patient dead or situation is bad
|
||
|
//NOTE: if patient still alive and situation is just bad, maybe we shouldn't break out altogether, maybe pause and resume?
|
||
|
StopMove ( MOVE_STATUS_DONE );
|
||
|
DropPatient();
|
||
|
ExecScriptFunction( mPostHealScript );
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
|
||
|
if ( !move.fl.done )
|
||
|
{
|
||
|
if ( move.moveCommand != MOVE_TO_ENTITY
|
||
|
|| move.goalEntity != patient )
|
||
|
{//something stomped our move, give it up, for now... :/
|
||
|
DropPatient();
|
||
|
ExecScriptFunction( mPostHealScript );
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
switch ( parms.stage ) {
|
||
|
case STAGE_MOVE:
|
||
|
// Attack when we have either stopped moving or are within melee range
|
||
|
if ( move.fl.done )
|
||
|
{
|
||
|
if ( DistanceTo( patient ) > combat.meleeRange || !CanSee(patient,false) )
|
||
|
{//wtf, we're not there yet, try again!
|
||
|
if ( !stationary && !move.fl.disabled ) {
|
||
|
MoveToEntity( patient, 42 );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{//we're there!
|
||
|
if ( !healing )
|
||
|
{
|
||
|
SetHealValues( patient );
|
||
|
if ( !IsSpeaking() && speakTime < (gameLocal.GetTime() - 2000) && !silent )
|
||
|
{//didn't speak in last couple seconds
|
||
|
//jshepard: tech/medic dependent speech
|
||
|
if( isTech ) {
|
||
|
Speak( "lipsync_heal_start_tech_", true );
|
||
|
} else {
|
||
|
Speak( "lipsync_heal_start_", true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
StopMove ( MOVE_STATUS_DONE );
|
||
|
healing = true;
|
||
|
// check for preHeal anim key and if it's present, play it first.
|
||
|
const char *preHealAnim;
|
||
|
if ( spawnArgs.GetString( "anim_preHeal", "", &preHealAnim ))
|
||
|
{
|
||
|
PlayAnim( ANIMCHANNEL_TORSO, preHealAnim, 4 );
|
||
|
return SRESULT_STAGE ( STAGE_PRE_HEAL_ANIM_WAIT );
|
||
|
}
|
||
|
else // otherwise just use the regular anim to start healing
|
||
|
{
|
||
|
PlayAnim( ANIMCHANNEL_TORSO, "medic_treating_player_start", 4 );
|
||
|
return SRESULT_STAGE ( STAGE_HEAL_START_WAIT );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( !stationary && move.range != 42.0f )
|
||
|
{
|
||
|
//MCG: if you ever get this assert, please call me over so I can debug it!
|
||
|
assert(move.range==42.0f);
|
||
|
move.range = 42.0f;//shouldn't have to do this, but sometimes something is overriding the range to 8! VERY VERY BAD... :_(
|
||
|
}
|
||
|
/*
|
||
|
else if ( !CheckTacticalMove ( AITACTICAL_MEDIC ) && CanSee(patient,false) )
|
||
|
{//we're here, just stop
|
||
|
Speak( "lipsync_medic_arrive", true );
|
||
|
StopMove ( MOVE_STATUS_DONE );
|
||
|
return SRESULT_STAGE ( STAGE_HEAL );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
// Perform actions on the way to the patient
|
||
|
if ( UpdateAction ( ) ) {
|
||
|
return SRESULT_WAIT;
|
||
|
}
|
||
|
|
||
|
// Update enemy, not tactical state
|
||
|
if ( !emergencyOverride )
|
||
|
{
|
||
|
// Keep the enemy status up to date
|
||
|
if ( !combat.fl.ignoreEnemies ) {
|
||
|
// If we dont have an enemy or havent seen our enemy for a while just find a new one entirely
|
||
|
if ( gameLocal.time - enemy.checkTime > 250 ) {
|
||
|
CheckForEnemy ( true, true );
|
||
|
} else if ( !IsEnemyRecentlyVisible ( ) ) {
|
||
|
CheckForEnemy ( true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return SRESULT_WAIT;
|
||
|
|
||
|
// intermediate state which may or may not exist...depends on the presence of pre heal anim key on this entity
|
||
|
case STAGE_PRE_HEAL_ANIM_WAIT:
|
||
|
const char *preHealAnim;
|
||
|
spawnArgs.GetString( "anim_preHeal", "", &preHealAnim );
|
||
|
|
||
|
if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) || idStr::Icmp( animator.CurrentAnim( ANIMCHANNEL_TORSO )->AnimName(), preHealAnim ))
|
||
|
{//finished or interrupted
|
||
|
PlayAnim( ANIMCHANNEL_TORSO, "medic_treating_player_start", 4 );
|
||
|
return SRESULT_STAGE ( STAGE_HEAL_START_WAIT );
|
||
|
}
|
||
|
return SRESULT_WAIT;
|
||
|
|
||
|
|
||
|
case STAGE_HEAL_START_WAIT:
|
||
|
/*
|
||
|
if ( patient->pfl.crouch && postureIdeal != AIPOSTURE_CROUCH )
|
||
|
{
|
||
|
ProcessEvent( &AI_ForcePosture, AIPOSTURE_CROUCH );
|
||
|
}
|
||
|
else if ( !patient->pfl.crouch && postureIdeal == AIPOSTURE_CROUCH )
|
||
|
{
|
||
|
ProcessEvent( &AI_ForcePosture, AIPOSTURE_STAND );
|
||
|
}
|
||
|
*/
|
||
|
TurnToward ( patient->GetPhysics()->GetOrigin ( ) );
|
||
|
|
||
|
if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) || idStr::Icmp( animator.CurrentAnim( ANIMCHANNEL_TORSO )->AnimName(), "medic_treating_player_start" ) )
|
||
|
{//finished or interrupted
|
||
|
// PlayCycle( ANIMCHANNEL_TORSO, "medic_treating_player", 4 );
|
||
|
PlayAnim( ANIMCHANNEL_TORSO, "medic_treating_player", 4 );
|
||
|
//show the tool, just in case the anim was interrupted
|
||
|
ShowAttachment( spawnArgs.GetString("def_attach") );
|
||
|
return SRESULT_STAGE ( STAGE_HEAL );
|
||
|
}
|
||
|
return SRESULT_WAIT;
|
||
|
|
||
|
case STAGE_HEAL:
|
||
|
{
|
||
|
SetHealValues( patient );
|
||
|
/*
|
||
|
if ( curHealValue >= maxPatientValue
|
||
|
|| (curHealValue > minHealValue && healedAmount >= healAmt) )
|
||
|
{//patient fully healed (or we've used up our allotment), we're done here
|
||
|
Speak( "lipsync_heal_end_", true );
|
||
|
PlayAnim( ANIMCHANNEL_TORSO, "medic_treating_player_end", 4 );
|
||
|
return SRESULT_STAGE ( STAGE_WAIT_FINISH );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
// If we are out of melee range or lost sight of our patient then start moving again
|
||
|
/*
|
||
|
if ( !stationary && !move.fl.disabled ) {
|
||
|
if ( DistanceTo( patient ) > combat.meleeRange || !CanSee( patient, false ) ) {
|
||
|
MoveToEntity( patient, 42 );
|
||
|
Speak( "lipsync_heal_move_", true );
|
||
|
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
|
||
|
return SRESULT_STAGE ( STAGE_MOVE );
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
combat.fl.ignoreEnemies = true;
|
||
|
*/
|
||
|
/*
|
||
|
if ( patient->pfl.crouch && postureIdeal != AIPOSTURE_CROUCH )
|
||
|
{
|
||
|
ProcessEvent( &AI_ForcePosture, AIPOSTURE_CROUCH );
|
||
|
}
|
||
|
else if ( !patient->pfl.crouch && postureIdeal == AIPOSTURE_CROUCH )
|
||
|
{
|
||
|
ProcessEvent( &AI_ForcePosture, AIPOSTURE_STAND );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
// Always face patient when in melee range
|
||
|
TurnToward ( patient->GetPhysics()->GetOrigin ( ) );
|
||
|
|
||
|
// Perform actions while standing still
|
||
|
/*
|
||
|
if ( UpdateAction ( ) ) {
|
||
|
return SRESULT_WAIT;
|
||
|
}
|
||
|
|
||
|
// Update enemy, not tactical state
|
||
|
if ( !emergencyOverride )
|
||
|
{
|
||
|
combat.tacticalUpdateTime = gameLocal.GetTime();
|
||
|
if ( UpdateTactical( 100000 ) ) {
|
||
|
DropPatient();
|
||
|
return SRESULT_DONE_WAIT;
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
//jshepard: tech/medic dependent speech
|
||
|
if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) || idStr::Icmp( animator.CurrentAnim( ANIMCHANNEL_TORSO )->AnimName(), "medic_treating_player" ) ) {
|
||
|
if ( !isTech ) {
|
||
|
patient->health = patient->health+healAmt>maxPatientValue?maxPatientValue:patient->health+healAmt;
|
||
|
if( !silent) {
|
||
|
Speak( "lipsync_heal_end_", true );
|
||
|
}
|
||
|
} else {
|
||
|
patient->inventory.armor = patient->inventory.armor+healAmt>maxPatientValue?maxPatientValue:patient->inventory.armor+healAmt;;
|
||
|
if( !silent) {
|
||
|
Speak( "lipsync_heal_end_tech_", true );
|
||
|
}
|
||
|
}
|
||
|
PlayAnim( ANIMCHANNEL_TORSO, "medic_treating_player_end", 4 );
|
||
|
return SRESULT_STAGE ( STAGE_WAIT_FINISH );
|
||
|
}
|
||
|
if ( gameLocal.random.RandomFloat() > 0.5f )
|
||
|
{
|
||
|
if ( !isTech )
|
||
|
{
|
||
|
if ( patient->health < maxPatientValue ) {
|
||
|
patient->health++;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( patient->inventory.armor < maxPatientValue ) {
|
||
|
patient->inventory.armor++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return SRESULT_WAIT;
|
||
|
|
||
|
case STAGE_WAIT_FINISH:
|
||
|
if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) || idStr::Icmp( animator.CurrentAnim( ANIMCHANNEL_TORSO )->AnimName(), "medic_treating_player_end" ) )
|
||
|
{//finished or interrupted
|
||
|
//turn off the tool, just in case we were interrupted
|
||
|
DropPatient();
|
||
|
ExecScriptFunction( mPostHealScript );
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
return SRESULT_WAIT;
|
||
|
|
||
|
}
|
||
|
return SRESULT_ERROR;
|
||
|
}
|