本文整理汇总了C++中CAI_BaseNPC::SetCondition方法的典型用法代码示例。如果您正苦于以下问题:C++ CAI_BaseNPC::SetCondition方法的具体用法?C++ CAI_BaseNPC::SetCondition怎么用?C++ CAI_BaseNPC::SetCondition使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CAI_BaseNPC
的用法示例。
在下文中一共展示了CAI_BaseNPC::SetCondition方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: WeaponLOSCondition
//-----------------------------------------------------------------------------
// Purpose: Check the weapon LOS for an owner at an arbitrary position
// If bSetConditions is true, LOS related conditions will also be set
//-----------------------------------------------------------------------------
bool CASW_Weapon::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
{
bool bHasLOS = BaseClass::WeaponLOSCondition(ownerPos, targetPos, bSetConditions);
// if the weapon has LOS, then do another wider trace to check we don't hit any friendlies
// this is to stop the AI marines shooting way too close to other marines, which stops the player thinking about positioning so much
if (bHasLOS && GetOwner() && asw_weapon_safety_hull.GetFloat() > 0)
{
CAI_BaseNPC* npcOwner = GetOwner()->MyNPCPointer();
Vector vecRelativeShootPosition;
VectorSubtract( npcOwner->Weapon_ShootPosition(), npcOwner->GetAbsOrigin(), vecRelativeShootPosition ); // Find its relative shoot position
Vector barrelPos = ownerPos + vecRelativeShootPosition;
CASWWeaponLOSFilter traceFilter( GetOwner(), npcOwner->GetEnemy(), COLLISION_GROUP_BREAKABLE_GLASS ); // Use the custom LOS trace filter
trace_t tr;
UTIL_TraceHull( barrelPos, targetPos, Vector(-asw_weapon_safety_hull.GetFloat(), -asw_weapon_safety_hull.GetFloat(), -asw_weapon_safety_hull.GetFloat()),
Vector(asw_weapon_safety_hull.GetFloat(), asw_weapon_safety_hull.GetFloat(), asw_weapon_safety_hull.GetFloat()), MASK_SHOT, &traceFilter, &tr );
if ( tr.fraction == 1.0 || tr.m_pEnt == npcOwner->GetEnemy() )
return true;
// if a friendly is in the way, then we report failure
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( tr.m_pEnt );
if ( pBCC )
{
if ( npcOwner->IRelationType( pBCC ) == D_HT )
return true;
if ( bSetConditions )
{
npcOwner->SetCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
}
return false;
}
}
return bHasLOS;
}
示例2: WeaponLOSCondition
//-----------------------------------------------------------------------------
// Purpose: Check the weapon LOS for an owner at an arbitrary position
// If bSetConditions is true, LOS related conditions will also be set
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
{
// --------------------
// Check for occlusion
// --------------------
CAI_BaseNPC* npcOwner = m_hOwner.Get()->MyNPCPointer();
// Find its relative shoot position
Vector vecRelativeShootPosition;
VectorSubtract( npcOwner->Weapon_ShootPosition(), npcOwner->GetAbsOrigin(), vecRelativeShootPosition );
Vector barrelPos = ownerPos + vecRelativeShootPosition;
// Use the custom LOS trace filter
CWeaponLOSFilter traceFilter( m_hOwner.Get(), npcOwner->GetEnemy(), COLLISION_GROUP_BREAKABLE_GLASS );
trace_t tr;
UTIL_TraceLine( barrelPos, targetPos, MASK_SHOT, &traceFilter, &tr );
// See if we completed the trace without interruption
if ( tr.fraction == 1.0 )
{
if ( ai_debug_shoot_positions.GetBool() )
{
NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 );
}
return true;
}
CBaseEntity *pHitEnt = tr.m_pEnt;
CBasePlayer *pEnemyPlayer = ToBasePlayer( npcOwner->GetEnemy() );
// is player in a vehicle? if so, verify vehicle is target and return if so (so npc shoots at vehicle)
if ( pEnemyPlayer && pEnemyPlayer->IsInAVehicle() )
{
// Ok, player in vehicle, check if vehicle is target we're looking at, fire if it is
// Also, check to see if the owner of the entity is the vehicle, in which case it's valid too.
// This catches vehicles that use bone followers.
CBaseEntity *pVehicle = pEnemyPlayer->GetVehicle()->GetVehicleEnt();
if ( pHitEnt == pVehicle || pHitEnt->GetOwnerEntity() == pVehicle )
return true;
}
// Hitting our enemy is a success case
if ( pHitEnt == npcOwner->GetEnemy() )
{
if ( ai_debug_shoot_positions.GetBool() )
{
NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 );
}
return true;
}
// If a vehicle is blocking the view, grab its driver and use that as the combat character
CBaseCombatCharacter *pBCC;
IServerVehicle *pVehicle = pHitEnt->GetServerVehicle();
if ( pVehicle )
{
pBCC = pVehicle->GetPassenger( );
}
else
{
pBCC = ToBaseCombatCharacter( pHitEnt );
}
if ( pBCC )
{
if ( npcOwner->IRelationType( pBCC ) == D_HT )
return true;
if ( bSetConditions )
{
npcOwner->SetCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
}
}
else if ( bSetConditions )
{
npcOwner->SetCondition( COND_WEAPON_SIGHT_OCCLUDED );
npcOwner->SetEnemyOccluder( pHitEnt );
if( ai_debug_shoot_positions.GetBool() )
{
NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 1.0 );
}
}
return false;
}
示例3: RunShootWhileMove
void CAI_MoveAndShootOverlay::RunShootWhileMove()
{
if ( m_flNextMoveShootTime == FLT_MAX )
return;
CAI_BaseNPC *pOuter = GetOuter();
// keep enemy if dead but try to look for a new one
if (!pOuter->GetEnemy() || !pOuter->GetEnemy()->IsAlive())
{
CBaseEntity *pNewEnemy = pOuter->BestEnemy();
if( pNewEnemy != NULL )
{
//New enemy! Clear the timers and set conditions.
pOuter->SetCondition( COND_NEW_ENEMY );
pOuter->SetEnemy( pNewEnemy );
pOuter->SetState( NPC_STATE_COMBAT );
}
else
{
pOuter->ClearAttackConditions();
}
// SetEnemy( NULL );
}
if ( GetEnemy() == NULL || !pOuter->GetNavigator()->IsGoalActive() )
return;
bool bMoveAimAtEnemy = CanAimAtEnemy();
UpdateMoveShootActivity( bMoveAimAtEnemy );
if (bMoveAimAtEnemy)
{
Assert( pOuter->GetActiveWeapon() ); // This should have been caught at task start
// time to fire?
if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1 ) && gpGlobals->curtime >= m_flNextMoveShootTime )
{
if ( m_bMovingAndShooting || GetOuter()->OnBeginMoveAndShoot() )
{
m_bMovingAndShooting = true;
Activity activity = pOuter->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 );
Assert( activity != ACT_INVALID );
if (--m_nMoveShots > 0)
{
pOuter->SetLastAttackTime( gpGlobals->curtime );
pOuter->AddGesture( activity );
// FIXME: this seems a bit wacked
pOuter->Weapon_SetActivity( pOuter->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
m_flNextMoveShootTime = gpGlobals->curtime + pOuter->GetActiveWeapon()->GetFireRate() - 0.1;
}
else
{
m_nMoveShots = random->RandomInt( m_minBurst, m_maxBurst );
m_flNextMoveShootTime = gpGlobals->curtime + random->RandomFloat( m_minPause, m_maxPause );
m_bMovingAndShooting = false;
GetOuter()->OnEndMoveAndShoot();
}
}
}
// try to keep facing towards the last known position of the enemy
Vector vecEnemyLKP = pOuter->GetEnemyLKP();
pOuter->AddFacingTarget( pOuter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 );
}
else
{
if ( m_bMovingAndShooting )
{
m_bMovingAndShooting = false;
GetOuter()->OnEndMoveAndShoot();
}
}
}