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upload "kind" alien swarm
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "beam_shared.h"
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#include "ai_motor.h"
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#include "asw_ai_behavior_advance.h"
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#include "ai_hint.h"
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#include "ai_navigator.h"
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#include "ai_memory.h"
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#include "asw_alien.h"
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#include "asw_player.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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BEGIN_DATADESC( CAI_ASW_AdvanceBehavior )
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END_DATADESC();
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LINK_BEHAVIOR_TO_CLASSNAME( CAI_ASW_AdvanceBehavior );
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//------------------------------------------------------------------------------
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// Purpose: constructor
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//------------------------------------------------------------------------------
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CAI_ASW_AdvanceBehavior::CAI_ASW_AdvanceBehavior( )
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{
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m_bInitialPathSet = false;
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}
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//------------------------------------------------------------------------------
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// Purpose: function to set up parameters
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// Input : szKeyName - the name of the key
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// szValue - the value to be set
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// Output : returns true of we handled this key
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//------------------------------------------------------------------------------
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bool CAI_ASW_AdvanceBehavior::KeyValue( const char *szKeyName, const char *szValue )
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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//------------------------------------------------------------------------------
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// Purpose: precaches any additional assets this behavior needs
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//------------------------------------------------------------------------------
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void CAI_ASW_AdvanceBehavior::Precache( void )
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{
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BaseClass::Precache();
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}
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//------------------------------------------------------------------------------
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// Purpose: determines if we can use this behavior currently
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// Output : returns true if this behavior is able to run
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//------------------------------------------------------------------------------
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bool CAI_ASW_AdvanceBehavior::CanSelectSchedule()
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{
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if ( !GetOuter()->IsInterruptable() )
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{
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return false;
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}
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if ( HasCondition( COND_ADVANCE_COMPLETED ) )
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{
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return false;
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}
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if ( m_bInitialPathSet )
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{
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return false;
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}
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if ( GetEnemy() == NULL )
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{
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return false;
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}
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return BaseClass::CanSelectSchedule();
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}
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//------------------------------------------------------------------------------
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// Purpose: sets / clears conditions for when the behavior is active. this is
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// generally a larger set of conditions to interrupt any tasks.
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//------------------------------------------------------------------------------
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void CAI_ASW_AdvanceBehavior::GatherConditions( )
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{
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BaseClass::GatherConditions();
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}
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//------------------------------------------------------------------------------
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// Purpose: sets / clears conditions for when the behavior is not active. this is
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// mainly to have a smaller set of conditions to wake up the behavior.
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//------------------------------------------------------------------------------
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void CAI_ASW_AdvanceBehavior::GatherConditionsNotActive( )
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{
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BaseClass::GatherConditionsNotActive();
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}
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//------------------------------------------------------------------------------
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// Purpose: general purpose routine to collect conditions used both during active
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// and non-active states of the behavior.
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//------------------------------------------------------------------------------
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void CAI_ASW_AdvanceBehavior::GatherCommonConditions( )
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{
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BaseClass::GatherCommonConditions();
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}
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//------------------------------------------------------------------------------
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// Purpose: routine called to start when a task initially starts
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// Input : pTask - the task structure
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//------------------------------------------------------------------------------
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void CAI_ASW_AdvanceBehavior::StartTask( const Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_ADVANCE_TOWARDS_ENEMY:
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{
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CBaseEntity *pEnemy = GetEnemy();
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if ( pEnemy == NULL )
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{
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TaskFail( FAIL_NO_ENEMY );
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return;
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}
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AI_NavGoal_t goal( GOALTYPE_ENEMY, ACT_RUN, 100.0f, AIN_YAW_TO_DEST | AIN_LOCAL_SUCCEEED_ON_WITHIN_TOLERANCE | AIN_UNLIMITED_DISTANCE, AIN_DEF_TARGET );
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if ( GetNavigator()->SetGoal( goal ) )
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{
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m_bInitialPathSet = true;
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TaskComplete();
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}
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else
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{
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TaskFail( FAIL_NO_ROUTE );
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}
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return;
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}
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default:
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BaseClass::StartTask( pTask );
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break;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose: routine called every frame when a task is running
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// Input : pTask - the task structure
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//------------------------------------------------------------------------------
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void CAI_ASW_AdvanceBehavior::RunTask( const Task_t *pTask )
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{
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#if 0
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switch( pTask->iTask )
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{
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default:
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BaseClass::RunTask( pTask );
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break;
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}
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#endif
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BaseClass::RunTask( pTask );
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}
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//------------------------------------------------------------------------------
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// Purpose: routine called to select what schedule we want to run
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// Output : returns the schedule id of the schedule we want to run
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//------------------------------------------------------------------------------
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int CAI_ASW_AdvanceBehavior::SelectSchedule()
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{
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SetCondition( COND_ADVANCE_COMPLETED );
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return SCHED_ADVANCE_TOWARDS_ENEMY;
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}
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AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_ASW_AdvanceBehavior )
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DECLARE_TASK( TASK_ADVANCE_TOWARDS_ENEMY )
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DECLARE_CONDITION( COND_ADVANCE_COMPLETED )
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DEFINE_SCHEDULE
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(
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SCHED_ADVANCE_TOWARDS_ENEMY,
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" Tasks"
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" TASK_ADVANCE_TOWARDS_ENEMY 0"
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" TASK_RUN_PATH 0"
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" TASK_WAIT_FOR_MOVEMENT 0"
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""
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" Interrupts"
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);
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AI_END_CUSTOM_SCHEDULE_PROVIDER()
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#include "tier0/memdbgoff.h"
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