source-engine/game/server/hl2/ai_behavior_functank.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef AI_BEHAVIOR_FUNCTANK_H
#define AI_BEHAVIOR_FUNCTANK_H
#ifdef _WIN32
#pragma once
#endif
#include "simtimer.h"
#include "ai_behavior.h"
#include "func_tank.h"
#define AI_FUNCTANK_BEHAVIOR_BUSYTIME 10.0f
enum
{
FUNCTANK_SENTENCE_MOVE_TO_MOUNT = SENTENCE_BASE_BEHAVIOR_INDEX,
FUNCTANK_SENTENCE_JUST_MOUNTED,
FUNCTANK_SENTENCE_SCAN_FOR_ENEMIES,
FUNCTANK_SENTENCE_DISMOUNTING,
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CAI_FuncTankBehavior : public CAI_SimpleBehavior
{
DECLARE_CLASS( CAI_FuncTankBehavior, CAI_SimpleBehavior );
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
DECLARE_DATADESC();
public:
// Contructor/Deconstructor
CAI_FuncTankBehavior();
~CAI_FuncTankBehavior();
void UpdateOnRemove();
// Identifier
const char *GetName() { return "FuncTank"; }
// Schedule
bool CanSelectSchedule();
void BeginScheduleSelection();
void EndScheduleSelection();
void PrescheduleThink();
Activity NPC_TranslateActivity( Activity activity );
// Conditions:
virtual void GatherConditions();
enum
{
SCHED_MOVE_TO_FUNCTANK = BaseClass::NEXT_SCHEDULE,
SCHED_FIRE_FUNCTANK,
SCHED_SCAN_WITH_FUNCTANK,
SCHED_FAIL_MOVE_TO_FUNCTANK,
};
// Tasks
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
enum
{
TASK_GET_PATH_TO_FUNCTANK = BaseClass::NEXT_TASK,
TASK_FACE_FUNCTANK,
TASK_HOLSTER_WEAPON,
TASK_FIRE_FUNCTANK,
TASK_SCAN_LEFT_FUNCTANK,
TASK_SCAN_RIGHT_FUNCTANK,
TASK_FORGET_ABOUT_FUNCTANK,
TASK_FUNCTANK_ANNOUNCE_SCAN,
};
enum
{
COND_FUNCTANK_DISMOUNT = BaseClass::NEXT_CONDITION,
NEXT_CONDITION,
};
// Combat.
CBaseEntity *BestEnemy( void );
void Event_Killed( const CTakeDamageInfo &info );
bool HasFuncTank( void ) { return ( m_hFuncTank != NULL ); }
void SetFuncTank( CHandle<CFuncTank> hFuncTank );
CFuncTank *GetFuncTank() { return m_hFuncTank; }
void AimGun( void );
void Dismount( void );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
// Time.
void SetBusy( float flTime ) { m_flBusyTime = flTime; }
bool IsBusy( void ) { return ( gpGlobals->curtime < m_flBusyTime ); }
bool IsMounted( void ) { return m_bMounted; }
private:
// Schedule
int SelectSchedule();
private:
CHandle<CFuncTank> m_hFuncTank;
bool m_bMounted;
float m_flBusyTime;
bool m_bSpottedPlayerOutOfCover;
};
#endif // AI_BEHAVIOR_FUNCTANK_H