mirror of
https://github.com/nillerusr/source-engine.git
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1559 lines
42 KiB
C++
1559 lines
42 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Ichthyosaur - buh bum... buh bum...
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_basenpc.h"
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#include "ai_task.h"
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#include "ai_default.h"
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#include "ai_schedule.h"
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#include "ai_hull.h"
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#include "ai_interactions.h"
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#include "ai_navigator.h"
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#include "ai_motor.h"
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#include "activitylist.h"
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#include "game.h"
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#include "npcevent.h"
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#include "player.h"
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#include "entitylist.h"
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#include "soundenvelope.h"
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#include "shake.h"
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#include "ndebugoverlay.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "movevars_shared.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar sk_ichthyosaur_health( "sk_ichthyosaur_health", "0" );
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ConVar sk_ichthyosaur_melee_dmg( "sk_ichthyosaur_melee_dmg", "0" );
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#define ICHTHYOSAUR_MODEL "models/ichthyosaur.mdl"
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#define ICH_HEIGHT_PREFERENCE 16.0f
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#define ICH_DEPTH_PREFERENCE 8.0f
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#define ICH_WAYPOINT_DISTANCE 64.0f
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#define ICH_AE_BITE 11
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#define ICH_AE_BITE_START 12
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#define ICH_SWIM_SPEED_WALK 150
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#define ICH_SWIM_SPEED_RUN 500
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#define ICH_MIN_TURN_SPEED 4.0f
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#define ICH_MAX_TURN_SPEED 30.0f
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#define ENVELOPE_CONTROLLER (CSoundEnvelopeController::GetController())
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#define FEELER_COLLISION 0
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#define FEELER_COLLISION_VISUALIZE (FEELER_COLLISION&&0)
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enum IchthyosaurMoveType_t
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{
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ICH_MOVETYPE_SEEK = 0, // Fly through the target without stopping.
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ICH_MOVETYPE_ARRIVE // Slow down and stop at target.
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};
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//
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// CNPC_Ichthyosaur
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//
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class CNPC_Ichthyosaur : public CAI_BaseNPC
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{
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public:
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DECLARE_CLASS( CNPC_Ichthyosaur, CAI_BaseNPC );
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DECLARE_DATADESC();
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CNPC_Ichthyosaur( void ) {}
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int SelectSchedule( void );
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int MeleeAttack1Conditions( float flDot, float flDist );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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int TranslateSchedule( int type );
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void Precache( void );
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void Spawn( void );
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void MoveFlyExecute( CBaseEntity *pTargetEnt, const Vector & vecDir, float flDistance, float flInterval );
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void HandleAnimEvent( animevent_t *pEvent );
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void PrescheduleThink( void );
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bool OverrideMove( float flInterval );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition );
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float GetDefaultNavGoalTolerance();
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float MaxYawSpeed( void );
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Class_T Classify( void ) { return CLASS_ANTLION; } //FIXME: No classification for various wildlife?
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bool FVisible( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL );
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private:
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bool SteerAvoidObstacles( Vector &Steer, const Vector &Velocity, const Vector &Forward, const Vector &Right, const Vector &Up );
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bool Beached( void );
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void DoMovement( float flInterval, const Vector &MoveTarget, int eMoveType );
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void SteerArrive( Vector &Steer, const Vector &Target );
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void SteerSeek( Vector &Steer, const Vector &Target );
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void ClampSteer( Vector &SteerAbs, Vector &SteerRel, Vector &forward, Vector &right, Vector &up );
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void AddSwimNoise( Vector *velocity );
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void Bite( void );
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void EnsnareVictim( CBaseEntity *pVictim );
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void ReleaseVictim( void );
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void DragVictim( float moveDist );
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void SetPoses( Vector moveRel, float speed );
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//void IchTouch( CBaseEntity *pOther );
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float GetGroundSpeed( void );
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#if FEELER_COLLISION
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Vector DoProbe( const Vector &Probe );
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Vector m_LastSteer;
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#endif
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CBaseEntity *m_pVictim;
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static const Vector m_vecAccelerationMax;
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static const Vector m_vecAccelerationMin;
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Vector m_vecLastMoveTarget;
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float m_flNextBiteTime;
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float m_flHoldTime;
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float m_flSwimSpeed;
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float m_flTailYaw;
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float m_flTailPitch;
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float m_flNextPingTime;
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float m_flNextGrowlTime;
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bool m_bHasMoveTarget;
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bool m_bIgnoreSurface;
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//CSoundPatch *m_pSwimSound;
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//CSoundPatch *m_pVoiceSound;
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DEFINE_CUSTOM_AI;
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};
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//Acceleration definitions
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const Vector CNPC_Ichthyosaur::m_vecAccelerationMax = Vector( 256, 1024, 512 );
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const Vector CNPC_Ichthyosaur::m_vecAccelerationMin = Vector( -256, -1024, -512 );
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//Data description
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BEGIN_DATADESC( CNPC_Ichthyosaur )
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// Silence classcheck
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// DEFINE_FIELD( m_LastSteer, FIELD_VECTOR ),
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DEFINE_FIELD( m_pVictim, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_vecLastMoveTarget, FIELD_VECTOR ),
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DEFINE_FIELD( m_flNextBiteTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flHoldTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flSwimSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTailYaw, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTailPitch, FIELD_FLOAT ),
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DEFINE_FIELD( m_flNextPingTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flNextGrowlTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_bHasMoveTarget, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bIgnoreSurface, FIELD_BOOLEAN ),
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//DEFINE_FUNCTION( IchTouch ),
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END_DATADESC()
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//Schedules
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enum IchSchedules
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{
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SCHED_ICH_CHASE_ENEMY = LAST_SHARED_SCHEDULE,
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SCHED_ICH_PATROL_RUN,
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SCHED_ICH_PATROL_WALK,
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SCHED_ICH_DROWN_VICTIM,
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SCHED_ICH_MELEE_ATTACK1,
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SCHED_ICH_THRASH,
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};
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//Tasks
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enum IchTasks
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{
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TASK_ICH_GET_PATH_TO_RANDOM_NODE = LAST_SHARED_TASK,
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TASK_ICH_GET_PATH_TO_DROWN_NODE,
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TASK_ICH_THRASH_PATH,
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};
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//Activities
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int ACT_ICH_THRASH;
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int ACT_ICH_BITE_HIT;
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int ACT_ICH_BITE_MISS;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Ichthyosaur::InitCustomSchedules( void )
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{
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INIT_CUSTOM_AI( CNPC_Ichthyosaur );
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//Interaction REGISTER_INTERACTION( g_interactionAntlionAttacked );
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//Schedules
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ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_CHASE_ENEMY );
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ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_PATROL_RUN );
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ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_PATROL_WALK );
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ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_DROWN_VICTIM );
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ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_MELEE_ATTACK1 );
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ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_THRASH );
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//Tasks
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ADD_CUSTOM_TASK( CNPC_Ichthyosaur, TASK_ICH_GET_PATH_TO_RANDOM_NODE );
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ADD_CUSTOM_TASK( CNPC_Ichthyosaur, TASK_ICH_GET_PATH_TO_DROWN_NODE );
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ADD_CUSTOM_TASK( CNPC_Ichthyosaur, TASK_ICH_THRASH_PATH );
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//Conditions ADD_CUSTOM_CONDITION( CNPC_CombineGuard, COND_ANTLIONGRUB_HEARD_SQUEAL );
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//Activities
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ADD_CUSTOM_ACTIVITY( CNPC_Ichthyosaur, ACT_ICH_THRASH );
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ADD_CUSTOM_ACTIVITY( CNPC_Ichthyosaur, ACT_ICH_BITE_HIT );
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ADD_CUSTOM_ACTIVITY( CNPC_Ichthyosaur, ACT_ICH_BITE_MISS );
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AI_LOAD_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_CHASE_ENEMY );
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AI_LOAD_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_PATROL_RUN );
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AI_LOAD_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_PATROL_WALK );
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AI_LOAD_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_DROWN_VICTIM );
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AI_LOAD_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_MELEE_ATTACK1 );
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AI_LOAD_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_THRASH );
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}
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LINK_ENTITY_TO_CLASS( npc_ichthyosaur, CNPC_Ichthyosaur );
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IMPLEMENT_CUSTOM_AI( npc_ichthyosaur, CNPC_Ichthyosaur );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Ichthyosaur::Precache( void )
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{
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PrecacheModel( ICHTHYOSAUR_MODEL );
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PrecacheScriptSound( "NPC_Ichthyosaur.Bite" );
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PrecacheScriptSound( "NPC_Ichthyosaur.BiteMiss" );
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PrecacheScriptSound( "NPC_Ichthyosaur.AttackGrowl" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Ichthyosaur::Spawn( void )
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{
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Precache();
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SetModel( ICHTHYOSAUR_MODEL );
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SetHullType(HULL_LARGE_CENTERED);
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SetHullSizeNormal();
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SetDefaultEyeOffset();
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SetNavType( NAV_FLY );
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m_NPCState = NPC_STATE_NONE;
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SetBloodColor( BLOOD_COLOR_RED );
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m_iHealth = sk_ichthyosaur_health.GetFloat();
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m_iMaxHealth = m_iHealth;
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m_flFieldOfView = -0.707; // 270 degrees
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SetDistLook( 1024 );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_STEP );
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AddFlag( FL_FLY | FL_STEPMOVEMENT );
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m_flGroundSpeed = ICH_SWIM_SPEED_RUN;
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m_bIgnoreSurface = false;
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m_flSwimSpeed = 0.0f;
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m_flTailYaw = 0.0f;
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m_flTailPitch = 0.0f;
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m_flNextBiteTime = gpGlobals->curtime;
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m_flHoldTime = gpGlobals->curtime;
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m_flNextPingTime = gpGlobals->curtime;
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m_flNextGrowlTime = gpGlobals->curtime;
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#if FEELER_COLLISION
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Vector forward;
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GetVectors( &forward, NULL, NULL );
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m_vecCurrentVelocity = forward * m_flGroundSpeed;
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#endif
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//SetTouch( IchTouch );
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CapabilitiesClear();
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CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_INNATE_MELEE_ATTACK1 );
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NPCInit();
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//m_pSwimSound = ENVELOPE_CONTROLLER.SoundCreate( edict(), CHAN_BODY, "xxxCONVERTTOGAMESOUNDS!!!npc/ichthyosaur/ich_amb1wav", ATTN_NORM );
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//m_pVoiceSound = ENVELOPE_CONTROLLER.SoundCreate( edict(), CHAN_VOICE, "xxxCONVERTTOGAMESOUNDS!!!npc/ichthyosaur/water_breathwav", ATTN_IDLE );
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//ENVELOPE_CONTROLLER.Play( m_pSwimSound, 1.0f, 100 );
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//ENVELOPE_CONTROLLER.Play( m_pVoiceSound,1.0f, 100 );
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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/*
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void CNPC_Ichthyosaur::IchTouch( CBaseEntity *pOther )
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{
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}
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*/
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CNPC_Ichthyosaur::SelectSchedule( void )
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{
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if ( m_NPCState == NPC_STATE_COMBAT )
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{
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if ( m_flHoldTime > gpGlobals->curtime )
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return SCHED_ICH_DROWN_VICTIM;
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if ( m_flNextBiteTime > gpGlobals->curtime )
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return SCHED_PATROL_RUN;
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if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
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return SCHED_MELEE_ATTACK1;
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return SCHED_CHASE_ENEMY;
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}
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return BaseClass::SelectSchedule();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handles movement towards the last move target.
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// Input : flInterval -
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//-----------------------------------------------------------------------------
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bool CNPC_Ichthyosaur::OverrideMove( float flInterval )
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{
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m_flGroundSpeed = GetGroundSpeed();
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if ( m_bHasMoveTarget )
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{
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DoMovement( flInterval, m_vecLastMoveTarget, ICH_MOVETYPE_ARRIVE );
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}
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else
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{
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DoMovement( flInterval, GetLocalOrigin(), ICH_MOVETYPE_ARRIVE );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &probe -
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// Output : Vector
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//-----------------------------------------------------------------------------
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#if FEELER_COLLISION
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Vector CNPC_Ichthyosaur::DoProbe( const Vector &probe )
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{
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trace_t tr;
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float fraction = 1.0f;
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bool collided = false;
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Vector normal = Vector( 0, 0, -1 );
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float waterLevel = UTIL_WaterLevel( GetAbsOrigin(), GetAbsOrigin().z, GetAbsOrigin().z+150 );
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waterLevel -= GetAbsOrigin().z;
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waterLevel /= 150;
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if ( waterLevel < 1.0f )
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{
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collided = true;
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fraction = waterLevel;
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}
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AI_TraceHull( GetAbsOrigin(), probe, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
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if ( ( collided == false ) || ( tr.fraction < fraction ) )
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{
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fraction = tr.fraction;
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normal = tr.plane.normal;
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}
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if ( ( fraction < 1.0f ) && ( GetEnemy() == NULL || tr.u.ent != GetEnemy()->pev ) )
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{
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#if FEELER_COLLISION_VISUALIZE
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NDebugOverlay::Line( GetLocalOrigin(), probe, 255, 0, 0, false, 0.1f );
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#endif
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Vector probeDir = probe - GetLocalOrigin();
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Vector normalToProbeAndWallNormal = probeDir.Cross( normal );
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Vector steeringVector = normalToProbeAndWallNormal.Cross( probeDir );
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Vector velDir = GetAbsVelocity();
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VectorNormalize( velDir );
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float steeringForce = m_flGroundSpeed * ( 1.0f - fraction ) * normal.Dot( velDir );
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||
|
|
||
|
if ( steeringForce < 0.0f )
|
||
|
{
|
||
|
steeringForce = -steeringForce;
|
||
|
}
|
||
|
|
||
|
velDir = steeringVector;
|
||
|
VectorNormalize( velDir );
|
||
|
|
||
|
steeringVector = steeringForce * velDir;
|
||
|
|
||
|
return steeringVector;
|
||
|
}
|
||
|
|
||
|
#if FEELER_COLLISION_VISUALIZE
|
||
|
NDebugOverlay::Line( GetLocalOrigin(), probe, 0, 255, 0, false, 0.1f );
|
||
|
#endif
|
||
|
|
||
|
return Vector( 0.0f, 0.0f, 0.0f );
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Move the victim of a drag along with us
|
||
|
// Input : moveDist - our amount of travel
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
#define DRAG_OFFSET 50.0f
|
||
|
|
||
|
void CNPC_Ichthyosaur::DragVictim( float moveDist )
|
||
|
{
|
||
|
Vector mins, maxs;
|
||
|
float width;
|
||
|
|
||
|
mins = WorldAlignMins();
|
||
|
maxs = WorldAlignMaxs();
|
||
|
width = ( maxs.y - mins.y ) * 0.5f;
|
||
|
|
||
|
Vector forward, up;
|
||
|
GetVectors( &forward, NULL, &up );
|
||
|
|
||
|
Vector newPos = GetAbsOrigin() + ( (forward+(up*0.25f)) * ( moveDist + width + DRAG_OFFSET ) );
|
||
|
|
||
|
trace_t tr;
|
||
|
AI_TraceEntity( this, m_pVictim->GetAbsOrigin(), newPos, MASK_NPCSOLID, &tr );
|
||
|
|
||
|
if ( ( tr.fraction == 1.0f ) && ( tr.m_pEnt != this ) )
|
||
|
{
|
||
|
UTIL_SetOrigin( m_pVictim, tr.endpos );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ReleaseVictim();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Determines the pose parameters for the bending of the body and tail speed
|
||
|
// Input : moveRel - the dot products for the deviation off of each direction (f,r,u)
|
||
|
// speed - speed of the fish
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::SetPoses( Vector moveRel, float speed )
|
||
|
{
|
||
|
float movePerc, moveBase;
|
||
|
|
||
|
//Find out how fast we're moving in our animations boundaries
|
||
|
if ( GetIdealActivity() == ACT_WALK )
|
||
|
{
|
||
|
moveBase = 0.5f;
|
||
|
movePerc = moveBase * ( speed / ICH_SWIM_SPEED_WALK );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
moveBase = 1.0f;
|
||
|
movePerc = moveBase * ( speed / ICH_SWIM_SPEED_RUN );
|
||
|
}
|
||
|
|
||
|
Vector tailPosition;
|
||
|
float flSwimSpeed = movePerc;
|
||
|
|
||
|
//Forward deviation
|
||
|
if ( moveRel.x > 0 )
|
||
|
{
|
||
|
flSwimSpeed *= moveBase + (( moveRel.x / m_vecAccelerationMax.x )*moveBase);
|
||
|
}
|
||
|
else if ( moveRel.x < 0 )
|
||
|
{
|
||
|
flSwimSpeed *= moveBase - (( moveRel.x / m_vecAccelerationMin.x )*moveBase);
|
||
|
}
|
||
|
|
||
|
//Vertical deviation
|
||
|
if ( moveRel.z > 0 )
|
||
|
{
|
||
|
tailPosition[PITCH] = -90.0f * ( moveRel.z / m_vecAccelerationMax.z );
|
||
|
}
|
||
|
else if ( moveRel.z < 0 )
|
||
|
{
|
||
|
tailPosition[PITCH] = 90.0f * ( moveRel.z / m_vecAccelerationMin.z );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tailPosition[PITCH] = 0.0f;
|
||
|
}
|
||
|
|
||
|
//Lateral deviation
|
||
|
if ( moveRel.y > 0 )
|
||
|
{
|
||
|
tailPosition[ROLL] = 25 * moveRel.y / m_vecAccelerationMax.y;
|
||
|
tailPosition[YAW] = -1.0f * moveRel.y / m_vecAccelerationMax.y;
|
||
|
}
|
||
|
else if ( moveRel.y < 0 )
|
||
|
{
|
||
|
tailPosition[ROLL] = -25 * moveRel.y / m_vecAccelerationMin.y;
|
||
|
tailPosition[YAW] = moveRel.y / m_vecAccelerationMin.y;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tailPosition[ROLL] = 0.0f;
|
||
|
tailPosition[YAW] = 0.0f;
|
||
|
}
|
||
|
|
||
|
//Clamp
|
||
|
flSwimSpeed = clamp( flSwimSpeed, 0.25f, 1.0f );
|
||
|
tailPosition[YAW] = clamp( tailPosition[YAW], -90.0f, 90.0f );
|
||
|
tailPosition[PITCH] = clamp( tailPosition[PITCH], -90.0f, 90.0f );
|
||
|
|
||
|
//Blend
|
||
|
m_flTailYaw = ( m_flTailYaw * 0.8f ) + ( tailPosition[YAW] * 0.2f );
|
||
|
m_flTailPitch = ( m_flTailPitch * 0.8f ) + ( tailPosition[PITCH] * 0.2f );
|
||
|
m_flSwimSpeed = ( m_flSwimSpeed * 0.8f ) + ( flSwimSpeed * 0.2f );
|
||
|
|
||
|
//Pose the body
|
||
|
SetPoseParameter( 0, m_flSwimSpeed );
|
||
|
SetPoseParameter( 1, m_flTailYaw );
|
||
|
SetPoseParameter( 2, m_flTailPitch );
|
||
|
|
||
|
//FIXME: Until the sequence info is reset properly after SetPoseParameter
|
||
|
if ( ( GetActivity() == ACT_RUN ) || ( GetActivity() == ACT_WALK ) )
|
||
|
{
|
||
|
ResetSequenceInfo();
|
||
|
}
|
||
|
|
||
|
//Face our current velocity
|
||
|
GetMotor()->SetIdealYawAndUpdate( UTIL_AngleMod( CalcIdealYaw( GetAbsOrigin() + GetAbsVelocity() ) ), AI_KEEP_YAW_SPEED );
|
||
|
|
||
|
float pitch = 0.0f;
|
||
|
|
||
|
if ( speed != 0.0f )
|
||
|
{
|
||
|
pitch = -RAD2DEG( asin( GetAbsVelocity().z / speed ) );
|
||
|
}
|
||
|
|
||
|
//FIXME: Framerate dependant
|
||
|
QAngle angles = GetLocalAngles();
|
||
|
|
||
|
angles.x = (angles.x * 0.8f) + (pitch * 0.2f);
|
||
|
angles.z = (angles.z * 0.9f) + (tailPosition[ROLL] * 0.1f);
|
||
|
|
||
|
SetLocalAngles( angles );
|
||
|
}
|
||
|
|
||
|
#define LATERAL_NOISE_MAX 2.0f
|
||
|
#define LATERAL_NOISE_FREQ 1.0f
|
||
|
|
||
|
#define VERTICAL_NOISE_MAX 2.0f
|
||
|
#define VERTICAL_NOISE_FREQ 1.0f
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : velocity -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::AddSwimNoise( Vector *velocity )
|
||
|
{
|
||
|
Vector right, up;
|
||
|
|
||
|
GetVectors( NULL, &right, &up );
|
||
|
|
||
|
float lNoise, vNoise;
|
||
|
|
||
|
lNoise = LATERAL_NOISE_MAX * sin( gpGlobals->curtime * LATERAL_NOISE_FREQ );
|
||
|
vNoise = VERTICAL_NOISE_MAX * sin( gpGlobals->curtime * VERTICAL_NOISE_FREQ );
|
||
|
|
||
|
(*velocity) += ( right * lNoise ) + ( up * vNoise );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : flInterval -
|
||
|
// &m_LastMoveTarget -
|
||
|
// eMoveType -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::DoMovement( float flInterval, const Vector &MoveTarget, int eMoveType )
|
||
|
{
|
||
|
// dvs: something is setting this bit, causing us to stop moving and get stuck that way
|
||
|
Forget( bits_MEMORY_TURNING );
|
||
|
|
||
|
Vector Steer, SteerAvoid, SteerRel;
|
||
|
Vector forward, right, up;
|
||
|
|
||
|
//Get our orientation vectors.
|
||
|
GetVectors( &forward, &right, &up);
|
||
|
|
||
|
if ( ( GetActivity() == ACT_MELEE_ATTACK1 ) && ( GetEnemy() != NULL ) )
|
||
|
{
|
||
|
SteerSeek( Steer, GetEnemy()->GetAbsOrigin() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//If we are approaching our goal, use an arrival steering mechanism.
|
||
|
if ( eMoveType == ICH_MOVETYPE_ARRIVE )
|
||
|
{
|
||
|
SteerArrive( Steer, MoveTarget );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//Otherwise use a seek steering mechanism.
|
||
|
SteerSeek( Steer, MoveTarget );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if FEELER_COLLISION
|
||
|
|
||
|
Vector f, u, l, r, d;
|
||
|
|
||
|
float probeLength = GetAbsVelocity().Length();
|
||
|
|
||
|
if ( probeLength < 150 )
|
||
|
probeLength = 150;
|
||
|
|
||
|
if ( probeLength > 500 )
|
||
|
probeLength = 500;
|
||
|
|
||
|
f = DoProbe( GetLocalOrigin() + (probeLength * forward) );
|
||
|
r = DoProbe( GetLocalOrigin() + (probeLength/3 * (forward+right)) );
|
||
|
l = DoProbe( GetLocalOrigin() + (probeLength/3 * (forward-right)) );
|
||
|
u = DoProbe( GetLocalOrigin() + (probeLength/3 * (forward+up)) );
|
||
|
d = DoProbe( GetLocalOrigin() + (probeLength/3 * (forward-up)) );
|
||
|
|
||
|
SteerAvoid = f+r+l+u+d;
|
||
|
|
||
|
//NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin()+SteerAvoid, 255, 255, 0, false, 0.1f );
|
||
|
|
||
|
if ( SteerAvoid.LengthSqr() )
|
||
|
{
|
||
|
Steer = (SteerAvoid*0.5f);
|
||
|
}
|
||
|
|
||
|
m_vecVelocity = m_vecVelocity + (Steer*0.5f);
|
||
|
|
||
|
VectorNormalize( m_vecVelocity );
|
||
|
|
||
|
SteerRel.x = forward.Dot( m_vecVelocity );
|
||
|
SteerRel.y = right.Dot( m_vecVelocity );
|
||
|
SteerRel.z = up.Dot( m_vecVelocity );
|
||
|
|
||
|
m_vecVelocity *= m_flGroundSpeed;
|
||
|
|
||
|
#else
|
||
|
|
||
|
//See if we need to avoid any obstacles.
|
||
|
if ( SteerAvoidObstacles( SteerAvoid, GetAbsVelocity(), forward, right, up ) )
|
||
|
{
|
||
|
//Take the avoidance vector
|
||
|
Steer = SteerAvoid;
|
||
|
}
|
||
|
|
||
|
//Clamp our ideal steering vector to within our physical limitations.
|
||
|
ClampSteer( Steer, SteerRel, forward, right, up );
|
||
|
|
||
|
ApplyAbsVelocityImpulse( Steer * flInterval );
|
||
|
|
||
|
#endif
|
||
|
|
||
|
Vector vecNewVelocity = GetAbsVelocity();
|
||
|
float flLength = vecNewVelocity.Length();
|
||
|
|
||
|
//Clamp our final speed
|
||
|
if ( flLength > m_flGroundSpeed )
|
||
|
{
|
||
|
vecNewVelocity *= ( m_flGroundSpeed / flLength );
|
||
|
flLength = m_flGroundSpeed;
|
||
|
}
|
||
|
|
||
|
Vector workVelocity = vecNewVelocity;
|
||
|
|
||
|
AddSwimNoise( &workVelocity );
|
||
|
|
||
|
// Pose the fish properly
|
||
|
SetPoses( SteerRel, flLength );
|
||
|
|
||
|
//Drag our victim before moving
|
||
|
if ( m_pVictim != NULL )
|
||
|
{
|
||
|
DragVictim( (workVelocity*flInterval).Length() );
|
||
|
}
|
||
|
|
||
|
//Move along the current velocity vector
|
||
|
if ( WalkMove( workVelocity * flInterval, MASK_NPCSOLID ) == false )
|
||
|
{
|
||
|
//Attempt a half-step
|
||
|
if ( WalkMove( (workVelocity*0.5f) * flInterval, MASK_NPCSOLID) == false )
|
||
|
{
|
||
|
//Restart the velocity
|
||
|
//VectorNormalize( m_vecVelocity );
|
||
|
vecNewVelocity *= 0.5f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//Cut our velocity in half
|
||
|
vecNewVelocity *= 0.5f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SetAbsVelocity( vecNewVelocity );
|
||
|
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Gets a steering vector to arrive at a target location with a
|
||
|
// relatively small velocity.
|
||
|
// Input : Steer - Receives the ideal steering vector.
|
||
|
// Target - Target position at which to arrive.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::SteerArrive(Vector &Steer, const Vector &Target)
|
||
|
{
|
||
|
Vector Offset = Target - GetLocalOrigin();
|
||
|
float fTargetDistance = Offset.Length();
|
||
|
|
||
|
float fIdealSpeed = m_flGroundSpeed * (fTargetDistance / ICH_WAYPOINT_DISTANCE);
|
||
|
float fClippedSpeed = MIN( fIdealSpeed, m_flGroundSpeed );
|
||
|
|
||
|
Vector DesiredVelocity( 0, 0, 0 );
|
||
|
|
||
|
if ( fTargetDistance > ICH_WAYPOINT_DISTANCE )
|
||
|
{
|
||
|
DesiredVelocity = (fClippedSpeed / fTargetDistance) * Offset;
|
||
|
}
|
||
|
|
||
|
Steer = DesiredVelocity - GetAbsVelocity();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Gets a steering vector to move towards a target position as quickly
|
||
|
// as possible.
|
||
|
// Input : Steer - Receives the ideal steering vector.
|
||
|
// Target - Target position to seek.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::SteerSeek( Vector &Steer, const Vector &Target )
|
||
|
{
|
||
|
Vector offset = Target - GetLocalOrigin();
|
||
|
|
||
|
VectorNormalize( offset );
|
||
|
|
||
|
Vector DesiredVelocity = m_flGroundSpeed * offset;
|
||
|
|
||
|
Steer = DesiredVelocity - GetAbsVelocity();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &Steer -
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_Ichthyosaur::SteerAvoidObstacles(Vector &Steer, const Vector &Velocity, const Vector &Forward, const Vector &Right, const Vector &Up)
|
||
|
{
|
||
|
trace_t tr;
|
||
|
|
||
|
bool collided = false;
|
||
|
Vector dir = Velocity;
|
||
|
float speed = VectorNormalize( dir );
|
||
|
|
||
|
//Look ahead one second and avoid whatever is in our way.
|
||
|
AI_TraceHull( GetAbsOrigin(), GetAbsOrigin() + (dir*speed), GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
Vector forward;
|
||
|
|
||
|
GetVectors( &forward, NULL, NULL );
|
||
|
|
||
|
//If we're hitting our enemy, just continue on
|
||
|
if ( ( GetEnemy() != NULL ) && ( tr.m_pEnt == GetEnemy() ) )
|
||
|
return false;
|
||
|
|
||
|
if ( tr.fraction < 1.0f )
|
||
|
{
|
||
|
CBaseEntity *pBlocker = tr.m_pEnt;
|
||
|
|
||
|
if ( ( pBlocker != NULL ) && ( pBlocker->MyNPCPointer() != NULL ) )
|
||
|
{
|
||
|
DevMsg( 2, "Avoiding an NPC\n" );
|
||
|
|
||
|
Vector HitOffset = tr.endpos - GetAbsOrigin();
|
||
|
|
||
|
Vector SteerUp = CrossProduct( HitOffset, Velocity );
|
||
|
Steer = CrossProduct( SteerUp, Velocity );
|
||
|
VectorNormalize( Steer );
|
||
|
|
||
|
/*Vector probeDir = tr.endpos - GetAbsOrigin();
|
||
|
Vector normalToProbeAndWallNormal = probeDir.Cross( tr.plane.normal );
|
||
|
|
||
|
Steer = normalToProbeAndWallNormal.Cross( probeDir );
|
||
|
VectorNormalize( Steer );*/
|
||
|
|
||
|
if ( tr.fraction > 0 )
|
||
|
{
|
||
|
Steer = (Steer * Velocity.Length()) / tr.fraction;
|
||
|
//NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin()+Steer, 255, 0, 0, false, 0.1f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Steer = (Steer * 1000 * Velocity.Length());
|
||
|
//NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin()+Steer, 255, 0, 0, false, 0.1f );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( ( pBlocker != NULL ) && ( pBlocker == GetEnemy() ) )
|
||
|
{
|
||
|
DevMsg( "Avoided collision\n" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
DevMsg( 2, "Avoiding the world\n" );
|
||
|
|
||
|
Vector steeringVector = tr.plane.normal;
|
||
|
|
||
|
if ( tr.fraction == 0.0f )
|
||
|
return false;
|
||
|
|
||
|
Steer = steeringVector * ( Velocity.Length() / tr.fraction );
|
||
|
|
||
|
//NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin()+Steer, 255, 0, 0, false, 0.1f );
|
||
|
}
|
||
|
|
||
|
//return true;
|
||
|
collided = true;
|
||
|
}
|
||
|
|
||
|
//Try to remain 8 feet above the ground.
|
||
|
AI_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector(0, 0, -ICH_HEIGHT_PREFERENCE), MASK_NPCSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
if ( tr.fraction < 1.0f )
|
||
|
{
|
||
|
Steer += Vector( 0, 0, m_vecAccelerationMax.z / tr.fraction );
|
||
|
collided = true;
|
||
|
}
|
||
|
|
||
|
//Stay under the surface
|
||
|
if ( m_bIgnoreSurface == false )
|
||
|
{
|
||
|
float waterLevel = ( UTIL_WaterLevel( GetAbsOrigin(), GetAbsOrigin().z, GetAbsOrigin().z+ICH_DEPTH_PREFERENCE ) - GetAbsOrigin().z ) / ICH_DEPTH_PREFERENCE;
|
||
|
|
||
|
if ( waterLevel < 1.0f )
|
||
|
{
|
||
|
Steer += -Vector( 0, 0, m_vecAccelerationMax.z / waterLevel );
|
||
|
collided = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return collided;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Clamps the desired steering vector based on the limitations of this
|
||
|
// vehicle.
|
||
|
// Input : SteerAbs - The vector indicating our ideal steering vector. Receives
|
||
|
// the clamped steering vector in absolute (x,y,z) coordinates.
|
||
|
// SteerRel - Receives the clamped steering vector in relative (forward, right, up)
|
||
|
// coordinates.
|
||
|
// forward - Our current forward vector.
|
||
|
// right - Our current right vector.
|
||
|
// up - Our current up vector.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::ClampSteer(Vector &SteerAbs, Vector &SteerRel, Vector &forward, Vector &right, Vector &up)
|
||
|
{
|
||
|
float fForwardSteer = DotProduct(SteerAbs, forward);
|
||
|
float fRightSteer = DotProduct(SteerAbs, right);
|
||
|
float fUpSteer = DotProduct(SteerAbs, up);
|
||
|
|
||
|
if (fForwardSteer > 0)
|
||
|
{
|
||
|
fForwardSteer = MIN(fForwardSteer, m_vecAccelerationMax.x);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fForwardSteer = MAX(fForwardSteer, m_vecAccelerationMin.x);
|
||
|
}
|
||
|
|
||
|
if (fRightSteer > 0)
|
||
|
{
|
||
|
fRightSteer = MIN(fRightSteer, m_vecAccelerationMax.y);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fRightSteer = MAX(fRightSteer, m_vecAccelerationMin.y);
|
||
|
}
|
||
|
|
||
|
if (fUpSteer > 0)
|
||
|
{
|
||
|
fUpSteer = MIN(fUpSteer, m_vecAccelerationMax.z);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fUpSteer = MAX(fUpSteer, m_vecAccelerationMin.z);
|
||
|
}
|
||
|
|
||
|
SteerAbs = (fForwardSteer*forward) + (fRightSteer*right) + (fUpSteer*up);
|
||
|
|
||
|
SteerRel.x = fForwardSteer;
|
||
|
SteerRel.y = fRightSteer;
|
||
|
SteerRel.z = fUpSteer;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pTargetEnt -
|
||
|
// vecDir -
|
||
|
// flDistance -
|
||
|
// flInterval -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::MoveFlyExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flDistance, float flInterval )
|
||
|
{
|
||
|
IchthyosaurMoveType_t eMoveType = ( GetNavigator()->CurWaypointIsGoal() ) ? ICH_MOVETYPE_ARRIVE : ICH_MOVETYPE_SEEK;
|
||
|
|
||
|
m_flGroundSpeed = GetGroundSpeed();
|
||
|
|
||
|
Vector moveGoal = GetNavigator()->GetCurWaypointPos();
|
||
|
|
||
|
//See if we can move directly to our goal
|
||
|
if ( ( GetEnemy() != NULL ) && ( GetNavigator()->GetGoalTarget() == (CBaseEntity *) GetEnemy() ) )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
Vector goalPos = GetEnemy()->GetAbsOrigin() + ( GetEnemy()->GetSmoothedVelocity() * 0.5f );
|
||
|
|
||
|
AI_TraceHull( GetAbsOrigin(), goalPos, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, GetEnemy(), COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
if ( tr.fraction == 1.0f )
|
||
|
{
|
||
|
moveGoal = tr.endpos;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Move
|
||
|
DoMovement( flInterval, moveGoal, eMoveType );
|
||
|
|
||
|
//Save the info from that run
|
||
|
m_vecLastMoveTarget = moveGoal;
|
||
|
m_bHasMoveTarget = true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pEntity -
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_Ichthyosaur::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
|
||
|
{
|
||
|
// don't look through water
|
||
|
if ( GetWaterLevel() != pEntity->GetWaterLevel() )
|
||
|
return false;
|
||
|
|
||
|
return BaseClass::FVisible( pEntity, traceMask, ppBlocker );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Get our conditions for a melee attack
|
||
|
// Input : flDot -
|
||
|
// flDist -
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_Ichthyosaur::MeleeAttack1Conditions( float flDot, float flDist )
|
||
|
{
|
||
|
Vector predictedDir = ( (GetEnemy()->GetAbsOrigin()+(GetEnemy()->GetSmoothedVelocity())) - GetAbsOrigin() );
|
||
|
float flPredictedDist = VectorNormalize( predictedDir );
|
||
|
|
||
|
Vector vBodyDir;
|
||
|
GetVectors( &vBodyDir, NULL, NULL );
|
||
|
|
||
|
float flPredictedDot = DotProduct( predictedDir, vBodyDir );
|
||
|
|
||
|
if ( flPredictedDot < 0.8f )
|
||
|
return COND_NOT_FACING_ATTACK;
|
||
|
|
||
|
if ( ( flPredictedDist > ( GetAbsVelocity().Length() * 0.5f) ) && ( flDist > 128.0f ) )
|
||
|
return COND_TOO_FAR_TO_ATTACK;
|
||
|
|
||
|
return COND_CAN_MELEE_ATTACK1;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pEvent -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::HandleAnimEvent( animevent_t *pEvent )
|
||
|
{
|
||
|
switch ( pEvent->event )
|
||
|
{
|
||
|
case ICH_AE_BITE:
|
||
|
Bite();
|
||
|
break;
|
||
|
|
||
|
case ICH_AE_BITE_START:
|
||
|
{
|
||
|
EmitSound( "NPC_Ichthyosaur.AttackGrowl" );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::Bite( void )
|
||
|
{
|
||
|
//Don't allow another bite too soon
|
||
|
if ( m_flNextBiteTime > gpGlobals->curtime )
|
||
|
return;
|
||
|
|
||
|
CBaseEntity *pHurt;
|
||
|
|
||
|
//FIXME: E3 HACK - Always damage bullseyes if we're scripted to hit them
|
||
|
if ( ( GetEnemy() != NULL ) && ( GetEnemy()->Classify() == CLASS_BULLSEYE ) )
|
||
|
{
|
||
|
pHurt = GetEnemy();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pHurt = CheckTraceHullAttack( 108, Vector(-32,-32,-32), Vector(32,32,32), 0, DMG_CLUB );
|
||
|
}
|
||
|
|
||
|
//Hit something
|
||
|
if ( pHurt != NULL )
|
||
|
{
|
||
|
CTakeDamageInfo info( this, this, sk_ichthyosaur_melee_dmg.GetInt(), DMG_CLUB );
|
||
|
|
||
|
if ( pHurt->IsPlayer() )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = ToBasePlayer( pHurt );
|
||
|
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
if ( ( ( m_flHoldTime < gpGlobals->curtime ) && ( pPlayer->m_iHealth < (pPlayer->m_iMaxHealth*0.5f)) ) || ( pPlayer->GetWaterLevel() < 1 ) )
|
||
|
{
|
||
|
//EnsnareVictim( pHurt );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
info.SetDamage( sk_ichthyosaur_melee_dmg.GetInt() * 3 );
|
||
|
}
|
||
|
CalculateMeleeDamageForce( &info, GetAbsVelocity(), pHurt->GetAbsOrigin() );
|
||
|
pHurt->TakeDamage( info );
|
||
|
|
||
|
color32 red = {64, 0, 0, 255};
|
||
|
UTIL_ScreenFade( pPlayer, red, 0.5, 0, FFADE_IN );
|
||
|
|
||
|
//Disorient the player
|
||
|
QAngle angles = pPlayer->GetLocalAngles();
|
||
|
|
||
|
angles.x += random->RandomInt( 60, 25 );
|
||
|
angles.y += random->RandomInt( 60, 25 );
|
||
|
angles.z = 0.0f;
|
||
|
|
||
|
pPlayer->SetLocalAngles( angles );
|
||
|
|
||
|
pPlayer->SnapEyeAngles( angles );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CalculateMeleeDamageForce( &info, GetAbsVelocity(), pHurt->GetAbsOrigin() );
|
||
|
pHurt->TakeDamage( info );
|
||
|
}
|
||
|
|
||
|
m_flNextBiteTime = gpGlobals->curtime + random->RandomFloat( 2.0f, 4.0f );
|
||
|
|
||
|
//Bubbles!
|
||
|
UTIL_Bubbles( pHurt->GetAbsOrigin()+Vector(-32.0f,-32.0f,-32.0f), pHurt->GetAbsOrigin()+Vector(32.0f,32.0f,0.0f), random->RandomInt( 16, 32 ) );
|
||
|
|
||
|
// Play a random attack hit sound
|
||
|
EmitSound( "NPC_Ichthyosaur.Bite" );
|
||
|
|
||
|
if ( GetActivity() == ACT_MELEE_ATTACK1 )
|
||
|
{
|
||
|
SetActivity( (Activity) ACT_ICH_BITE_HIT );
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//Play the miss animation and sound
|
||
|
if ( GetActivity() == ACT_MELEE_ATTACK1 )
|
||
|
{
|
||
|
SetActivity( (Activity) ACT_ICH_BITE_MISS );
|
||
|
}
|
||
|
|
||
|
//Miss sound
|
||
|
EmitSound( "NPC_Ichthyosaur.BiteMiss" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_Ichthyosaur::Beached( void )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
Vector testPos;
|
||
|
|
||
|
testPos = GetAbsOrigin() - Vector( 0, 0, ICH_DEPTH_PREFERENCE );
|
||
|
|
||
|
AI_TraceHull( GetAbsOrigin(), testPos, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
return ( tr.fraction < 1.0f );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::PrescheduleThink( void )
|
||
|
{
|
||
|
BaseClass::PrescheduleThink();
|
||
|
|
||
|
//Ambient sounds
|
||
|
/*
|
||
|
if ( random->RandomInt( 0, 20 ) == 10 )
|
||
|
{
|
||
|
if ( random->RandomInt( 0, 1 ) )
|
||
|
{
|
||
|
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pSwimSound, random->RandomFloat( 0.0f, 0.5f ), 1.0f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pVoiceSound, random->RandomFloat( 0.0f, 0.5f ), 1.0f );
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
//Pings
|
||
|
if ( m_flNextPingTime < gpGlobals->curtime )
|
||
|
{
|
||
|
m_flNextPingTime = gpGlobals->curtime + random->RandomFloat( 3.0f, 8.0f );
|
||
|
}
|
||
|
|
||
|
//Growls
|
||
|
if ( ( m_NPCState == NPC_STATE_COMBAT || m_NPCState == NPC_STATE_ALERT ) && ( m_flNextGrowlTime < gpGlobals->curtime ) )
|
||
|
{
|
||
|
m_flNextGrowlTime = gpGlobals->curtime + random->RandomFloat( 2.0f, 6.0f );
|
||
|
}
|
||
|
|
||
|
//Randomly emit bubbles
|
||
|
if ( random->RandomInt( 0, 10 ) == 0 )
|
||
|
{
|
||
|
UTIL_Bubbles( GetAbsOrigin()+(GetHullMins()*0.5f), GetAbsOrigin()+(GetHullMaxs()*0.5f), 1 );
|
||
|
}
|
||
|
|
||
|
//Check our water level
|
||
|
if ( GetWaterLevel() != 3 )
|
||
|
{
|
||
|
if ( GetWaterLevel() < 2 )
|
||
|
{
|
||
|
DevMsg( 2, "Came out of water\n" );
|
||
|
|
||
|
if ( Beached() )
|
||
|
{
|
||
|
SetSchedule( SCHED_ICH_THRASH );
|
||
|
|
||
|
Vector vecNewVelocity = GetAbsVelocity();
|
||
|
vecNewVelocity[2] = 8.0f;
|
||
|
SetAbsVelocity( vecNewVelocity );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//TODO: Wake effects
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//If we have a victim, update them
|
||
|
if ( m_pVictim != NULL )
|
||
|
{
|
||
|
//See if it's time to release the victim
|
||
|
if ( m_flHoldTime < gpGlobals->curtime )
|
||
|
{
|
||
|
ReleaseVictim();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Bite();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pevInflictor -
|
||
|
// *pAttacker -
|
||
|
// flDamage -
|
||
|
// bitsDamageType -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_Ichthyosaur::OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
//Release the player if he's struck us while being held
|
||
|
if ( m_flHoldTime > gpGlobals->curtime )
|
||
|
{
|
||
|
ReleaseVictim();
|
||
|
|
||
|
//Don't give them as much time to flee
|
||
|
m_flNextBiteTime = gpGlobals->curtime + 2.0f;
|
||
|
|
||
|
SetSchedule( SCHED_ICH_THRASH );
|
||
|
}
|
||
|
|
||
|
return BaseClass::OnTakeDamage_Alive( info );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::EnsnareVictim( CBaseEntity *pVictim )
|
||
|
{
|
||
|
CBaseCombatCharacter* pBCC = (CBaseCombatCharacter *) pVictim;
|
||
|
|
||
|
if ( pBCC && pBCC->DispatchInteraction( g_interactionBarnacleVictimGrab, NULL, this ) )
|
||
|
{
|
||
|
if ( pVictim->IsPlayer() )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = dynamic_cast< CBasePlayer * >((CBaseEntity *) pVictim);
|
||
|
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
m_flHoldTime = MAX( gpGlobals->curtime+3.0f, pPlayer->PlayerDrownTime() - 2.0f );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flHoldTime = gpGlobals->curtime + 4.0f;
|
||
|
}
|
||
|
|
||
|
m_pVictim = pVictim;
|
||
|
m_pVictim->AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
|
||
|
SetSchedule( SCHED_ICH_DROWN_VICTIM );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::ReleaseVictim( void )
|
||
|
{
|
||
|
CBaseCombatCharacter *pBCC = (CBaseCombatCharacter *) m_pVictim;
|
||
|
|
||
|
pBCC->DispatchInteraction( g_interactionBarnacleVictimReleased, NULL, this );
|
||
|
|
||
|
m_pVictim->RemoveSolidFlags( FSOLID_NOT_SOLID );
|
||
|
|
||
|
m_pVictim = NULL;
|
||
|
m_flNextBiteTime = gpGlobals->curtime + 8.0f;
|
||
|
m_flHoldTime = gpGlobals->curtime - 0.1f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : speed to move at
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CNPC_Ichthyosaur::GetGroundSpeed( void )
|
||
|
{
|
||
|
if ( m_flHoldTime > gpGlobals->curtime )
|
||
|
return ICH_SWIM_SPEED_WALK/2.0f;
|
||
|
|
||
|
if ( GetIdealActivity() == ACT_WALK )
|
||
|
return ICH_SWIM_SPEED_WALK;
|
||
|
|
||
|
if ( GetIdealActivity() == ACT_ICH_THRASH )
|
||
|
return ICH_SWIM_SPEED_WALK;
|
||
|
|
||
|
return ICH_SWIM_SPEED_RUN;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : type -
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_Ichthyosaur::TranslateSchedule( int type )
|
||
|
{
|
||
|
if ( type == SCHED_CHASE_ENEMY ) return SCHED_ICH_CHASE_ENEMY;
|
||
|
//if ( type == SCHED_IDLE_STAND ) return SCHED_PATROL_WALK;
|
||
|
if ( type == SCHED_PATROL_RUN ) return SCHED_ICH_PATROL_RUN;
|
||
|
if ( type == SCHED_PATROL_WALK ) return SCHED_ICH_PATROL_WALK;
|
||
|
if ( type == SCHED_MELEE_ATTACK1 ) return SCHED_ICH_MELEE_ATTACK1;
|
||
|
|
||
|
return BaseClass::TranslateSchedule( type );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pTask -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::StartTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch ( pTask->iTask )
|
||
|
{
|
||
|
case TASK_ICH_THRASH_PATH:
|
||
|
GetNavigator()->SetMovementActivity( (Activity) ACT_ICH_THRASH );
|
||
|
TaskComplete();
|
||
|
break;
|
||
|
|
||
|
case TASK_ICH_GET_PATH_TO_RANDOM_NODE:
|
||
|
{
|
||
|
if ( GetEnemy() == NULL || !GetNavigator()->SetRandomGoal( GetEnemy()->GetLocalOrigin(), pTask->flTaskData ) )
|
||
|
{
|
||
|
if (!GetNavigator()->SetRandomGoal( pTask->flTaskData ) )
|
||
|
{
|
||
|
TaskFail(FAIL_NO_REACHABLE_NODE);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
TaskComplete();
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TASK_ICH_GET_PATH_TO_DROWN_NODE:
|
||
|
{
|
||
|
Vector drownPos = GetLocalOrigin() - Vector( 0, 0, pTask->flTaskData );
|
||
|
|
||
|
if ( GetNavigator()->SetGoal( drownPos, AIN_CLEAR_TARGET ) == false )
|
||
|
{
|
||
|
TaskFail( FAIL_NO_ROUTE );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
TaskComplete();
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TASK_MELEE_ATTACK1:
|
||
|
m_flPlaybackRate = 1.0f;
|
||
|
BaseClass::StartTask(pTask);
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
BaseClass::StartTask(pTask);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pTask -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::RunTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch ( pTask->iTask )
|
||
|
{
|
||
|
case TASK_ICH_GET_PATH_TO_RANDOM_NODE:
|
||
|
return;
|
||
|
break;
|
||
|
|
||
|
case TASK_ICH_GET_PATH_TO_DROWN_NODE:
|
||
|
return;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
BaseClass::RunTask(pTask);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : desired yaw speed
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CNPC_Ichthyosaur::MaxYawSpeed( void )
|
||
|
{
|
||
|
if ( GetIdealActivity() == ACT_MELEE_ATTACK1 )
|
||
|
return 16.0f;
|
||
|
|
||
|
if ( GetIdealActivity() == ACT_ICH_THRASH )
|
||
|
return 16.0f;
|
||
|
|
||
|
//Ramp up the yaw speed as we increase our speed
|
||
|
return ICH_MIN_TURN_SPEED + ( (ICH_MAX_TURN_SPEED-ICH_MIN_TURN_SPEED) * ( fabs(GetAbsVelocity().Length()) / ICH_SWIM_SPEED_RUN ) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pEnemy -
|
||
|
// &chasePosition -
|
||
|
// &tolerance -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Ichthyosaur::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition )
|
||
|
{
|
||
|
Vector offset = pEnemy->EyePosition() - pEnemy->GetAbsOrigin();
|
||
|
chasePosition += offset;
|
||
|
}
|
||
|
|
||
|
float CNPC_Ichthyosaur::GetDefaultNavGoalTolerance()
|
||
|
{
|
||
|
return GetHullWidth()*2.0f;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// Schedules
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
//==================================================
|
||
|
// SCHED_ICH_CHASE_ENEMY
|
||
|
//==================================================
|
||
|
|
||
|
AI_DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ICH_CHASE_ENEMY,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ICH_PATROL_WALK"
|
||
|
" TASK_SET_TOLERANCE_DISTANCE 64"
|
||
|
" TASK_SET_GOAL GOAL:ENEMY"
|
||
|
" TASK_GET_PATH_TO_GOAL PATH:TRAVEL"
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_ENEMY_DEAD"
|
||
|
" COND_ENEMY_UNREACHABLE"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
" COND_TOO_CLOSE_TO_ATTACK"
|
||
|
" COND_LOST_ENEMY"
|
||
|
" COND_TASK_FAILED"
|
||
|
);
|
||
|
|
||
|
//==================================================
|
||
|
// SCHED_ICH_PATROL_RUN
|
||
|
//==================================================
|
||
|
|
||
|
AI_DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ICH_PATROL_RUN,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
|
||
|
" TASK_SET_TOLERANCE_DISTANCE 64"
|
||
|
" TASK_SET_ROUTE_SEARCH_TIME 4"
|
||
|
" TASK_ICH_GET_PATH_TO_RANDOM_NODE 200"
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
" COND_GIVE_WAY"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_LIGHT_DAMAGE"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
);
|
||
|
|
||
|
//==================================================
|
||
|
// SCHED_ICH_PATROL_WALK
|
||
|
//==================================================
|
||
|
|
||
|
AI_DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ICH_PATROL_WALK,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
|
||
|
" TASK_SET_TOLERANCE_DISTANCE 64"
|
||
|
" TASK_SET_ROUTE_SEARCH_TIME 4"
|
||
|
" TASK_ICH_GET_PATH_TO_RANDOM_NODE 200"
|
||
|
" TASK_WALK_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
" COND_GIVE_WAY"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_LIGHT_DAMAGE"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
);
|
||
|
|
||
|
//==================================================
|
||
|
// SCHED_ICH_DROWN_VICTIM
|
||
|
//==================================================
|
||
|
|
||
|
AI_DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ICH_DROWN_VICTIM,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
|
||
|
" TASK_SET_TOLERANCE_DISTANCE 64"
|
||
|
" TASK_SET_ROUTE_SEARCH_TIME 4"
|
||
|
" TASK_ICH_GET_PATH_TO_DROWN_NODE 256"
|
||
|
" TASK_WALK_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_LIGHT_DAMAGE"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
);
|
||
|
|
||
|
//=========================================================
|
||
|
// SCHED_ICH_MELEE_ATTACK1
|
||
|
//=========================================================
|
||
|
|
||
|
AI_DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ICH_MELEE_ATTACK1,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_ANNOUNCE_ATTACK 1"
|
||
|
" TASK_MELEE_ATTACK1 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_ENEMY_DEAD"
|
||
|
" COND_ENEMY_OCCLUDED"
|
||
|
);
|
||
|
|
||
|
//==================================================
|
||
|
// SCHED_ICH_THRASH
|
||
|
//==================================================
|
||
|
|
||
|
AI_DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ICH_THRASH,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
|
||
|
" TASK_SET_TOLERANCE_DISTANCE 64"
|
||
|
" TASK_SET_ROUTE_SEARCH_TIME 4"
|
||
|
" TASK_ICH_GET_PATH_TO_RANDOM_NODE 64"
|
||
|
" TASK_ICH_THRASH_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
);
|