mirror of
https://github.com/nillerusr/source-engine.git
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1510 lines
39 KiB
C++
1510 lines
39 KiB
C++
//========= Copyright 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 "soundent.h"
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#include "game.h"
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#include "beam_shared.h"
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#include "Sprite.h"
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#include "npcevent.h"
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#include "npc_stalker.h"
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#include "ai_hull.h"
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#include "ai_default.h"
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#include "ai_node.h"
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#include "ai_network.h"
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#include "ai_hint.h"
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#include "ai_link.h"
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#include "ai_waypoint.h"
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#include "ai_navigator.h"
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#include "ai_senses.h"
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#include "ai_squadslot.h"
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#include "ai_squad.h"
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#include "ai_memory.h"
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#include "ai_tacticalservices.h"
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#include "ai_moveprobe.h"
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#include "npc_talker.h"
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#include "activitylist.h"
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#include "bitstring.h"
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#include "decals.h"
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#include "player.h"
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#include "entitylist.h"
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#include "ndebugoverlay.h"
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#include "ai_interactions.h"
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#include "animation.h"
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#include "scriptedtarget.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "world.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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//#define STALKER_DEBUG
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#define MIN_STALKER_FIRE_RANGE 64
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#define MAX_STALKER_FIRE_RANGE 3600 // 3600 feet.
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#define STALKER_LASER_ATTACHMENT 1
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#define STALKER_TRIGGER_DIST 200 // Enemy dist. that wakes up the stalker
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#define STALKER_SENTENCE_VOLUME (float)0.35
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#define STALKER_LASER_DURATION 99999
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#define STALKER_LASER_RECHARGE 1
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#define STALKER_PLAYER_AGGRESSION 1
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enum StalkerBeamPower_e
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{
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STALKER_BEAM_LOW,
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STALKER_BEAM_MED,
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STALKER_BEAM_HIGH,
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};
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//Animation events
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#define STALKER_AE_MELEE_HIT 1
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ConVar sk_stalker_health( "sk_stalker_health","0");
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ConVar sk_stalker_melee_dmg( "sk_stalker_melee_dmg","0");
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extern void SpawnBlood(Vector vecSpot, const Vector &vAttackDir, int bloodColor, float flDamage);
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LINK_ENTITY_TO_CLASS( npc_stalker, CNPC_Stalker );
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float g_StalkerBeamThinkTime = 0.0; //0.025;
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//=========================================================
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// Private activities.
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//=========================================================
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static int ACT_STALKER_WORK = 0;
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//=========================================================
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// Stalker schedules
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//=========================================================
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enum
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{
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SCHED_STALKER_CHASE_ENEMY = LAST_SHARED_SCHEDULE,
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SCHED_STALKER_RANGE_ATTACK,
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SCHED_STALKER_ACQUIRE_PLAYER,
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SCHED_STALKER_PATROL,
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};
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//=========================================================
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// Stalker Tasks
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//=========================================================
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enum
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{
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TASK_STALKER_ZIGZAG = LAST_SHARED_TASK,
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TASK_STALKER_SCREAM,
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};
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// -----------------------------------------------
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// > Squad slots
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// -----------------------------------------------
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enum SquadSlot_T
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{
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SQUAD_SLOT_CHASE_ENEMY_1 = LAST_SHARED_SQUADSLOT,
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SQUAD_SLOT_CHASE_ENEMY_2,
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};
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//-----------------------------------------------------------------------------
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BEGIN_DATADESC( CNPC_Stalker )
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DEFINE_KEYFIELD( m_eBeamPower, FIELD_INTEGER, "BeamPower" ),
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DEFINE_FIELD( m_vLaserDir, FIELD_VECTOR),
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DEFINE_FIELD( m_vLaserTargetPos, FIELD_POSITION_VECTOR),
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DEFINE_FIELD( m_fBeamEndTime, FIELD_FLOAT),
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DEFINE_FIELD( m_fBeamRechargeTime, FIELD_FLOAT),
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DEFINE_FIELD( m_fNextDamageTime, FIELD_FLOAT),
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DEFINE_FIELD( m_bPlayingHitWall, FIELD_FLOAT),
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DEFINE_FIELD( m_bPlayingHitFlesh, FIELD_FLOAT),
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DEFINE_FIELD( m_pBeam, FIELD_CLASSPTR),
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DEFINE_FIELD( m_pLightGlow, FIELD_CLASSPTR),
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DEFINE_FIELD( m_flNextNPCThink, FIELD_FLOAT),
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DEFINE_FIELD( m_vLaserCurPos, FIELD_POSITION_VECTOR),
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DEFINE_FIELD( m_flNextAttackSoundTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextBreatheSoundTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextScrambleSoundTime, FIELD_TIME ),
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DEFINE_FIELD( m_nextSmokeTime, FIELD_TIME ),
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DEFINE_FIELD( m_iPlayerAggression, FIELD_INTEGER ),
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DEFINE_FIELD( m_flNextScreamTime, FIELD_TIME ),
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// Function Pointers
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DEFINE_THINKFUNC( StalkerThink ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CNPC_Stalker::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
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{
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CTakeDamageInfo info = inputInfo;
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// --------------------------------------------
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// Don't take a lot of damage from Vortigaunt
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// --------------------------------------------
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if (info.GetAttacker()->Classify() == CLASS_VORTIGAUNT)
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{
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info.ScaleDamage( 0.25 );
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}
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int ret = BaseClass::OnTakeDamage_Alive( info );
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// If player shot me make sure I'm mad at him even if I wasn't earlier
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if ( (info.GetAttacker()->GetFlags() & FL_CLIENT) )
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{
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AddClassRelationship( CLASS_PLAYER, D_HT, 0 );
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}
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return ret;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CNPC_Stalker::MaxYawSpeed( void )
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{
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#ifdef HL2_EPISODIC
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return 10.0f;
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#else
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switch( GetActivity() )
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{
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case ACT_TURN_LEFT:
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case ACT_TURN_RIGHT:
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return 160;
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break;
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case ACT_RUN:
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case ACT_RUN_HURT:
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return 280;
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break;
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default:
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return 160;
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break;
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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// Output : int
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//-----------------------------------------------------------------------------
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Class_T CNPC_Stalker::Classify( void )
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{
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return CLASS_STALKER;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CNPC_Stalker::PrescheduleThink()
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{
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if (gpGlobals->curtime > m_flNextBreatheSoundTime)
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{
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EmitSound( "NPC_Stalker.Ambient01" );
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m_flNextBreatheSoundTime = gpGlobals->curtime + 3.0 + random->RandomFloat( 0.0, 5.0 );
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CNPC_Stalker::IsValidEnemy( CBaseEntity *pEnemy )
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{
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Class_T enemyClass = pEnemy->Classify();
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if( enemyClass == CLASS_PLAYER || enemyClass == CLASS_PLAYER_ALLY || enemyClass == CLASS_PLAYER_ALLY_VITAL )
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{
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// Don't get angry at these folks unless provoked.
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if( m_iPlayerAggression < STALKER_PLAYER_AGGRESSION )
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{
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return false;
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}
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}
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if( enemyClass == CLASS_BULLSEYE && pEnemy->GetParent() )
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{
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// This bullseye is in heirarchy with something. If that
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// something is held by the physcannon, this bullseye is
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// NOT a valid enemy.
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IPhysicsObject *pPhys = pEnemy->GetParent()->VPhysicsGetObject();
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if( pPhys && (pPhys->GetGameFlags() & FVPHYSICS_PLAYER_HELD) )
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{
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return false;
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}
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}
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if( GetEnemy() && HasCondition(COND_SEE_ENEMY) )
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{
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// Short attention span. If I have an enemy, stick with it.
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if( GetEnemy() != pEnemy )
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{
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return false;
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}
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}
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if( IsStrategySlotRangeOccupied( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) && !HasStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
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{
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return false;
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}
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if( !FVisible(pEnemy) )
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{
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// Don't take an enemy you can't see. Since stalkers move way too slowly to
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// establish line of fire, usually an enemy acquired by means other than
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// the Stalker's own eyesight will always get away while the stalker plods
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// slowly to their last known position. So don't take enemies you can't see.
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return false;
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}
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return BaseClass::IsValidEnemy(pEnemy);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CNPC_Stalker::Spawn( void )
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{
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Precache( );
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SetModel( "models/stalker.mdl" );
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SetHullType(HULL_HUMAN);
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SetHullSizeNormal();
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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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m_bloodColor = DONT_BLEED;
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m_iHealth = sk_stalker_health.GetFloat();
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m_flFieldOfView = 0.1;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
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m_NPCState = NPC_STATE_NONE;
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CapabilitiesAdd( bits_CAP_SQUAD | bits_CAP_MOVE_GROUND );
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CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1);
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m_flNextAttackSoundTime = 0;
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m_flNextBreatheSoundTime = gpGlobals->curtime + random->RandomFloat( 0.0, 10.0 );
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m_flNextScrambleSoundTime = 0;
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m_nextSmokeTime = 0;
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m_bPlayingHitWall = false;
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m_bPlayingHitFlesh = false;
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m_fBeamEndTime = 0;
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m_fBeamRechargeTime = 0;
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m_fNextDamageTime = 0;
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NPCInit();
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m_flDistTooFar = MAX_STALKER_FIRE_RANGE;
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m_iPlayerAggression = 0;
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GetSenses()->SetDistLook(MAX_STALKER_FIRE_RANGE - 1);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CNPC_Stalker::Precache( void )
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{
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PrecacheModel("models/stalker.mdl");
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PrecacheModel("sprites/laser.vmt");
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PrecacheModel("sprites/redglow1.vmt");
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PrecacheModel("sprites/orangeglow1.vmt");
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PrecacheModel("sprites/yellowglow1.vmt");
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PrecacheScriptSound( "NPC_Stalker.BurnFlesh" );
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PrecacheScriptSound( "NPC_Stalker.BurnWall" );
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PrecacheScriptSound( "NPC_Stalker.FootstepLeft" );
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PrecacheScriptSound( "NPC_Stalker.FootstepRight" );
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PrecacheScriptSound( "NPC_Stalker.Hit" );
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PrecacheScriptSound( "NPC_Stalker.Ambient01" );
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PrecacheScriptSound( "NPC_Stalker.Scream" );
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PrecacheScriptSound( "NPC_Stalker.Pain" );
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PrecacheScriptSound( "NPC_Stalker.Die" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CNPC_Stalker::CreateBehaviors()
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{
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AddBehavior( &m_ActBusyBehavior );
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return BaseClass::CreateBehaviors();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CNPC_Stalker::IdleSound ( void )
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{
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}
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void CNPC_Stalker::OnScheduleChange()
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{
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KillAttackBeam();
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BaseClass::OnScheduleChange();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pInflictor -
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// pAttacker -
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// flDamage -
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// bitsDamageType -
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//-----------------------------------------------------------------------------
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void CNPC_Stalker::Event_Killed( const CTakeDamageInfo &info )
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{
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if( IsInSquad() && info.GetAttacker()->IsPlayer() )
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{
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AISquadIter_t iter;
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for ( CAI_BaseNPC *pSquadMember = GetSquad()->GetFirstMember( &iter ); pSquadMember; pSquadMember = GetSquad()->GetNextMember( &iter ) )
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{
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if ( pSquadMember->IsAlive() && pSquadMember != this )
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{
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CNPC_Stalker *pStalker = dynamic_cast <CNPC_Stalker*>(pSquadMember);
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if( pStalker && pStalker->FVisible(info.GetAttacker()) )
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{
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pStalker->m_iPlayerAggression++;
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}
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}
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}
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}
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KillAttackBeam();
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BaseClass::Event_Killed( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CNPC_Stalker::DeathSound( const CTakeDamageInfo &info )
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{
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EmitSound( "NPC_Stalker.Die" );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CNPC_Stalker::PainSound( const CTakeDamageInfo &info )
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{
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EmitSound( "NPC_Stalker.Pain" );
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m_flNextScrambleSoundTime = gpGlobals->curtime + 1.5;
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m_flNextBreatheSoundTime = gpGlobals->curtime + 1.5;
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m_flNextAttackSoundTime = gpGlobals->curtime + 1.5;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Translates squad slot positions into schedules
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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#if 0
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// @TODO (toml 07-18-03): this function is never called. Presumably what it is trying to do still needs to be done...
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int CNPC_Stalker::GetSlotSchedule(int slotID)
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{
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switch (slotID)
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{
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case SQUAD_SLOT_CHASE_ENEMY_1:
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case SQUAD_SLOT_CHASE_ENEMY_2:
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return SCHED_STALKER_CHASE_ENEMY;
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break;
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}
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return SCHED_NONE;
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}
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#endif
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void CNPC_Stalker::UpdateAttackBeam( void )
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{
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CBaseEntity *pEnemy = GetEnemy();
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// If not burning at a target
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if (pEnemy)
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{
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if (gpGlobals->curtime > m_fBeamEndTime)
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{
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TaskComplete();
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}
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else
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{
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Vector enemyLKP = GetEnemyLKP();
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m_vLaserTargetPos = enemyLKP + pEnemy->GetViewOffset();
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// Face my enemy
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GetMotor()->SetIdealYawToTargetAndUpdate( enemyLKP );
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// ---------------------------------------------
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// Get beam end point
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// ---------------------------------------------
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Vector vecSrc = LaserStartPosition(GetAbsOrigin());
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Vector targetDir = m_vLaserTargetPos - vecSrc;
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VectorNormalize(targetDir);
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// --------------------------------------------------------
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// If beam position and laser dir are way off, end attack
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// --------------------------------------------------------
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if ( DotProduct(targetDir,m_vLaserDir) < 0.5 )
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{
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TaskComplete();
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return;
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}
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trace_t tr;
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AI_TraceLine( vecSrc, vecSrc + m_vLaserDir * MAX_STALKER_FIRE_RANGE, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
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// ---------------------------------------------
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// If beam not long enough, stop attacking
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// ---------------------------------------------
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if (tr.fraction == 1.0)
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{
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TaskComplete();
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return;
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}
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CSoundEnt::InsertSound(SOUND_DANGER, tr.endpos, 60, 0.025, this);
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}
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}
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else
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{
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TaskFail(FAIL_NO_ENEMY);
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}
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}
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//=========================================================
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// start task
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//=========================================================
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void CNPC_Stalker::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_STALKER_SCREAM:
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{
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if( gpGlobals->curtime > m_flNextScreamTime )
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{
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EmitSound( "NPC_Stalker.Scream" );
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m_flNextScreamTime = gpGlobals->curtime + random->RandomFloat( 10.0, 15.0 );
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}
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TaskComplete();
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}
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case TASK_ANNOUNCE_ATTACK:
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{
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// If enemy isn't facing me and I haven't attacked in a while
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// annouce my attack before I start wailing away
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CBaseCombatCharacter *pBCC = GetEnemyCombatCharacterPointer();
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if (pBCC && (!pBCC->FInViewCone ( this )) &&
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(gpGlobals->curtime - m_flLastAttackTime > 1.0) )
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{
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m_flLastAttackTime = gpGlobals->curtime;
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// Always play this sound
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EmitSound( "NPC_Stalker.Scream" );
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m_flNextScrambleSoundTime = gpGlobals->curtime + 2;
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m_flNextBreatheSoundTime = gpGlobals->curtime + 2;
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// Wait two seconds
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SetWait( 2.0 );
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SetActivity(ACT_IDLE);
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}
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break;
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}
|
|
case TASK_STALKER_ZIGZAG:
|
|
break;
|
|
case TASK_RANGE_ATTACK1:
|
|
{
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
if (pEnemy)
|
|
{
|
|
m_vLaserTargetPos = GetEnemyLKP() + pEnemy->GetViewOffset();
|
|
|
|
// Never hit target on first try
|
|
Vector missPos = m_vLaserTargetPos;
|
|
|
|
if( pEnemy->Classify() == CLASS_BULLSEYE && hl2_episodic.GetBool() )
|
|
{
|
|
missPos.x += 60 + 120*random->RandomInt(-1,1);
|
|
missPos.y += 60 + 120*random->RandomInt(-1,1);
|
|
}
|
|
else
|
|
{
|
|
missPos.x += 80*random->RandomInt(-1,1);
|
|
missPos.y += 80*random->RandomInt(-1,1);
|
|
}
|
|
|
|
// ----------------------------------------------------------------------
|
|
// If target is facing me and not running towards me shoot below his feet
|
|
// so he can see the laser coming
|
|
// ----------------------------------------------------------------------
|
|
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter(pEnemy);
|
|
if (pBCC)
|
|
{
|
|
Vector targetToMe = (pBCC->GetAbsOrigin() - GetAbsOrigin());
|
|
Vector vBCCFacing = pBCC->BodyDirection2D( );
|
|
if ((DotProduct(vBCCFacing,targetToMe) < 0) &&
|
|
(pBCC->GetSmoothedVelocity().Length() < 50))
|
|
{
|
|
missPos.z -= 150;
|
|
}
|
|
// --------------------------------------------------------
|
|
// If facing away or running towards laser,
|
|
// shoot above target's head
|
|
// --------------------------------------------------------
|
|
else
|
|
{
|
|
missPos.z += 60;
|
|
}
|
|
}
|
|
m_vLaserDir = missPos - LaserStartPosition(GetAbsOrigin());
|
|
VectorNormalize(m_vLaserDir);
|
|
}
|
|
else
|
|
{
|
|
TaskFail(FAIL_NO_ENEMY);
|
|
return;
|
|
}
|
|
|
|
StartAttackBeam();
|
|
SetActivity(ACT_RANGE_ATTACK1);
|
|
break;
|
|
}
|
|
case TASK_GET_PATH_TO_ENEMY_LOS:
|
|
{
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
BaseClass:: StartTask( pTask );
|
|
return;
|
|
}
|
|
|
|
Vector posLos;
|
|
|
|
if (GetTacticalServices()->FindLos(m_vLaserCurPos, m_vLaserCurPos, MIN_STALKER_FIRE_RANGE, MAX_STALKER_FIRE_RANGE, 1.0, &posLos))
|
|
{
|
|
AI_NavGoal_t goal( posLos, ACT_RUN, AIN_HULL_TOLERANCE );
|
|
GetNavigator()->SetGoal( goal );
|
|
}
|
|
else
|
|
{
|
|
TaskFail(FAIL_NO_SHOOT);
|
|
}
|
|
break;
|
|
}
|
|
case TASK_FACE_ENEMY:
|
|
{
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
BaseClass:: StartTask( pTask );
|
|
return;
|
|
}
|
|
GetMotor()->SetIdealYawToTarget( m_vLaserCurPos );
|
|
break;
|
|
}
|
|
default:
|
|
BaseClass:: StartTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// RunTask
|
|
//=========================================================
|
|
void CNPC_Stalker::RunTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_ANNOUNCE_ATTACK:
|
|
{
|
|
// Stop waiting if enemy facing me or lost enemy
|
|
CBaseCombatCharacter* pBCC = GetEnemyCombatCharacterPointer();
|
|
if (!pBCC || pBCC->FInViewCone( this ))
|
|
{
|
|
TaskComplete();
|
|
}
|
|
|
|
if ( IsWaitFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_STALKER_ZIGZAG :
|
|
{
|
|
|
|
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
|
|
{
|
|
TaskComplete();
|
|
GetNavigator()->StopMoving(); // Stop moving
|
|
}
|
|
else if (!GetNavigator()->IsGoalActive())
|
|
{
|
|
SetIdealActivity( GetStoppedActivity() );
|
|
}
|
|
else if (ValidateNavGoal())
|
|
{
|
|
SetIdealActivity( GetNavigator()->GetMovementActivity() );
|
|
AddZigZagToPath();
|
|
}
|
|
break;
|
|
}
|
|
case TASK_RANGE_ATTACK1:
|
|
UpdateAttackBeam();
|
|
if ( !TaskIsRunning() || HasCondition( COND_TASK_FAILED ))
|
|
{
|
|
KillAttackBeam();
|
|
}
|
|
break;
|
|
|
|
case TASK_FACE_ENEMY:
|
|
{
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
BaseClass:: RunTask( pTask );
|
|
return;
|
|
}
|
|
GetMotor()->SetIdealYawToTargetAndUpdate( m_vLaserCurPos );
|
|
|
|
if ( FacingIdeal() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Stalker::SelectSchedule( void )
|
|
{
|
|
if ( BehaviorSelectSchedule() )
|
|
{
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
switch ( m_NPCState )
|
|
{
|
|
case NPC_STATE_IDLE:
|
|
case NPC_STATE_ALERT:
|
|
{
|
|
if( HasCondition(COND_IN_PVS) )
|
|
{
|
|
return SCHED_STALKER_PATROL;
|
|
}
|
|
|
|
return SCHED_IDLE_STAND;
|
|
|
|
break;
|
|
}
|
|
|
|
case NPC_STATE_COMBAT:
|
|
{
|
|
// -----------
|
|
// new enemy
|
|
// -----------
|
|
if( HasCondition( COND_NEW_ENEMY ) )
|
|
{
|
|
if( GetEnemy()->IsPlayer() )
|
|
{
|
|
return SCHED_STALKER_ACQUIRE_PLAYER;
|
|
}
|
|
}
|
|
|
|
if( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
if( OccupyStrategySlotRange(SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2) )
|
|
{
|
|
return SCHED_RANGE_ATTACK1;
|
|
}
|
|
else
|
|
{
|
|
return SCHED_STALKER_PATROL;
|
|
}
|
|
}
|
|
|
|
if( !HasCondition(COND_SEE_ENEMY) )
|
|
{
|
|
return SCHED_STALKER_PATROL;
|
|
}
|
|
|
|
return SCHED_COMBAT_FACE;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
// no special cases here, call the base class
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Stalker::TranslateSchedule( int scheduleType )
|
|
{
|
|
switch( scheduleType )
|
|
{
|
|
case SCHED_RANGE_ATTACK1:
|
|
{
|
|
return SCHED_STALKER_RANGE_ATTACK;
|
|
}
|
|
case SCHED_FAIL_ESTABLISH_LINE_OF_FIRE:
|
|
{
|
|
return SCHED_COMBAT_STAND;
|
|
break;
|
|
}
|
|
case SCHED_FAIL_TAKE_COVER:
|
|
{
|
|
return SCHED_RUN_RANDOM;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Returns position of laser for any given position of the staler
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
Vector CNPC_Stalker::LaserStartPosition(Vector vStalkerPos)
|
|
{
|
|
// Get attachment position
|
|
Vector vAttachPos;
|
|
GetAttachment(STALKER_LASER_ATTACHMENT,vAttachPos);
|
|
|
|
// Now convert to vStalkerPos
|
|
vAttachPos = vAttachPos - GetAbsOrigin() + vStalkerPos;
|
|
return vAttachPos;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Calculate position of beam
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Stalker::CalcBeamPosition(void)
|
|
{
|
|
Vector targetDir = m_vLaserTargetPos - LaserStartPosition(GetAbsOrigin());
|
|
VectorNormalize(targetDir);
|
|
|
|
// ---------------------------------------
|
|
// Otherwise if burning towards an enemy
|
|
// ---------------------------------------
|
|
if ( GetEnemy() )
|
|
{
|
|
// ---------------------------------------
|
|
// Integrate towards target position
|
|
// ---------------------------------------
|
|
float iRate = 0.95;
|
|
|
|
if( GetEnemy()->Classify() == CLASS_BULLSEYE )
|
|
{
|
|
// Seek bullseyes faster
|
|
iRate = 0.8;
|
|
}
|
|
|
|
m_vLaserDir.x = (iRate * m_vLaserDir.x + (1-iRate) * targetDir.x);
|
|
m_vLaserDir.y = (iRate * m_vLaserDir.y + (1-iRate) * targetDir.y);
|
|
m_vLaserDir.z = (iRate * m_vLaserDir.z + (1-iRate) * targetDir.z);
|
|
VectorNormalize( m_vLaserDir );
|
|
|
|
// -----------------------------------------
|
|
// Add time-coherent noise to the position
|
|
// Must be scaled with distance
|
|
// -----------------------------------------
|
|
float fTargetDist = (GetAbsOrigin() - m_vLaserTargetPos).Length();
|
|
float noiseScale = atan(0.2/fTargetDist);
|
|
float m_fNoiseModX = 5;
|
|
float m_fNoiseModY = 5;
|
|
float m_fNoiseModZ = 5;
|
|
|
|
m_vLaserDir.x += 5*noiseScale*sin(m_fNoiseModX * gpGlobals->curtime + m_fNoiseModX);
|
|
m_vLaserDir.y += 5*noiseScale*sin(m_fNoiseModY * gpGlobals->curtime + m_fNoiseModY);
|
|
m_vLaserDir.z += 5*noiseScale*sin(m_fNoiseModZ * gpGlobals->curtime + m_fNoiseModZ);
|
|
}
|
|
}
|
|
|
|
|
|
void CNPC_Stalker::StartAttackBeam( void )
|
|
{
|
|
if ( m_fBeamEndTime > gpGlobals->curtime || m_fBeamRechargeTime > gpGlobals->curtime )
|
|
{
|
|
// UNDONE: Debug this and fix!?!?!
|
|
m_fBeamRechargeTime = gpGlobals->curtime;
|
|
}
|
|
// ---------------------------------------------
|
|
// If I don't have a beam yet, create one
|
|
// ---------------------------------------------
|
|
// UNDONE: Why would I ever have a beam already?!?!?!
|
|
if (!m_pBeam)
|
|
{
|
|
Vector vecSrc = LaserStartPosition(GetAbsOrigin());
|
|
trace_t tr;
|
|
AI_TraceLine ( vecSrc, vecSrc + m_vLaserDir * MAX_STALKER_FIRE_RANGE, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
|
|
if ( tr.fraction >= 1.0 )
|
|
{
|
|
// too far
|
|
TaskComplete();
|
|
return;
|
|
}
|
|
|
|
m_pBeam = CBeam::BeamCreate( "sprites/laser.vmt", 2.0 );
|
|
m_pBeam->PointEntInit( tr.endpos, this );
|
|
m_pBeam->SetEndAttachment( STALKER_LASER_ATTACHMENT );
|
|
m_pBeam->SetBrightness( 255 );
|
|
m_pBeam->SetNoise( 0 );
|
|
|
|
switch (m_eBeamPower)
|
|
{
|
|
case STALKER_BEAM_LOW:
|
|
m_pBeam->SetColor( 255, 0, 0 );
|
|
m_pLightGlow = CSprite::SpriteCreate( "sprites/redglow1.vmt", GetAbsOrigin(), FALSE );
|
|
break;
|
|
case STALKER_BEAM_MED:
|
|
m_pBeam->SetColor( 255, 50, 0 );
|
|
m_pLightGlow = CSprite::SpriteCreate( "sprites/orangeglow1.vmt", GetAbsOrigin(), FALSE );
|
|
break;
|
|
case STALKER_BEAM_HIGH:
|
|
m_pBeam->SetColor( 255, 150, 0 );
|
|
m_pLightGlow = CSprite::SpriteCreate( "sprites/yellowglow1.vmt", GetAbsOrigin(), FALSE );
|
|
break;
|
|
}
|
|
|
|
// ----------------------------
|
|
// Light myself in a red glow
|
|
// ----------------------------
|
|
m_pLightGlow->SetTransparency( kRenderGlow, 255, 200, 200, 0, kRenderFxNoDissipation );
|
|
m_pLightGlow->SetAttachment( this, 1 );
|
|
m_pLightGlow->SetBrightness( 255 );
|
|
m_pLightGlow->SetScale( 0.65 );
|
|
|
|
#if 0
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
// --------------------------------------------------------
|
|
// Play start up sound - client should always hear this!
|
|
// --------------------------------------------------------
|
|
if (pEnemy != NULL && (pEnemy->IsPlayer()) )
|
|
{
|
|
EmitAmbientSound( 0, pEnemy->GetAbsOrigin(), "NPC_Stalker.AmbientLaserStart" );
|
|
}
|
|
else
|
|
{
|
|
EmitAmbientSound( 0, GetAbsOrigin(), "NPC_Stalker.AmbientLaserStart" );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
SetThink( &CNPC_Stalker::StalkerThink );
|
|
|
|
m_flNextNPCThink = GetNextThink();
|
|
SetNextThink( gpGlobals->curtime + g_StalkerBeamThinkTime );
|
|
m_fBeamEndTime = gpGlobals->curtime + STALKER_LASER_DURATION;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Update beam more often then regular NPC think so it doesn't
|
|
// move so jumpily over the ground
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Stalker::StalkerThink(void)
|
|
{
|
|
DrawAttackBeam();
|
|
if (gpGlobals->curtime >= m_flNextNPCThink)
|
|
{
|
|
NPCThink();
|
|
m_flNextNPCThink = GetNextThink();
|
|
}
|
|
|
|
if ( m_pBeam )
|
|
{
|
|
SetNextThink( gpGlobals->curtime + g_StalkerBeamThinkTime );
|
|
|
|
// sanity check?!
|
|
const Task_t *pTask = GetTask();
|
|
if ( !pTask || pTask->iTask != TASK_RANGE_ATTACK1 || !TaskIsRunning() )
|
|
{
|
|
KillAttackBeam();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DevMsg( 2, "In StalkerThink() but no stalker beam found?\n" );
|
|
SetNextThink( m_flNextNPCThink );
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Stalker::NotifyDeadFriend( CBaseEntity *pFriend )
|
|
{
|
|
BaseClass::NotifyDeadFriend(pFriend);
|
|
}
|
|
|
|
void CNPC_Stalker::DoSmokeEffect( const Vector &position )
|
|
{
|
|
if ( gpGlobals->curtime > m_nextSmokeTime )
|
|
{
|
|
m_nextSmokeTime = gpGlobals->curtime + 0.5;
|
|
UTIL_Smoke(position, random->RandomInt(5, 10), 10);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Draw attack beam and do damage / decals
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Stalker::DrawAttackBeam(void)
|
|
{
|
|
if (!m_pBeam)
|
|
return;
|
|
|
|
// ---------------------------------------------
|
|
// Get beam end point
|
|
// ---------------------------------------------
|
|
Vector vecSrc = LaserStartPosition(GetAbsOrigin());
|
|
trace_t tr;
|
|
AI_TraceLine( vecSrc, vecSrc + m_vLaserDir * MAX_STALKER_FIRE_RANGE, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
|
|
|
|
CalcBeamPosition();
|
|
|
|
bool bInWater = (UTIL_PointContents ( tr.endpos ) & MASK_WATER)?true:false;
|
|
// ---------------------------------------------
|
|
// Update the beam position
|
|
// ---------------------------------------------
|
|
m_pBeam->SetStartPos( tr.endpos );
|
|
m_pBeam->RelinkBeam();
|
|
|
|
Vector vAttachPos;
|
|
GetAttachment(STALKER_LASER_ATTACHMENT,vAttachPos);
|
|
|
|
Vector vecAimDir = tr.endpos - vAttachPos;
|
|
VectorNormalize( vecAimDir );
|
|
|
|
SetAim( vecAimDir );
|
|
|
|
// --------------------------------------------
|
|
// Play burn sounds
|
|
// --------------------------------------------
|
|
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( tr.m_pEnt );
|
|
if (pBCC)
|
|
{
|
|
if (gpGlobals->curtime > m_fNextDamageTime)
|
|
{
|
|
ClearMultiDamage();
|
|
|
|
float damage = 0.0;
|
|
switch (m_eBeamPower)
|
|
{
|
|
case STALKER_BEAM_LOW:
|
|
damage = 1;
|
|
break;
|
|
case STALKER_BEAM_MED:
|
|
damage = 3;
|
|
break;
|
|
case STALKER_BEAM_HIGH:
|
|
damage = 10;
|
|
break;
|
|
}
|
|
|
|
CTakeDamageInfo info( this, this, damage, DMG_SHOCK );
|
|
CalculateMeleeDamageForce( &info, m_vLaserDir, tr.endpos );
|
|
pBCC->DispatchTraceAttack( info, m_vLaserDir, &tr );
|
|
ApplyMultiDamage();
|
|
m_fNextDamageTime = gpGlobals->curtime + 0.1;
|
|
}
|
|
if (pBCC->Classify()!=CLASS_BULLSEYE)
|
|
{
|
|
if (!m_bPlayingHitFlesh)
|
|
{
|
|
CPASAttenuationFilter filter( m_pBeam,"NPC_Stalker.BurnFlesh" );
|
|
filter.MakeReliable();
|
|
|
|
EmitSound( filter, m_pBeam->entindex(),"NPC_Stalker.BurnFlesh" );
|
|
m_bPlayingHitFlesh = true;
|
|
}
|
|
if (m_bPlayingHitWall)
|
|
{
|
|
StopSound( m_pBeam->entindex(), "NPC_Stalker.BurnWall" );
|
|
m_bPlayingHitWall = false;
|
|
}
|
|
|
|
tr.endpos.z -= 24.0f;
|
|
if (!bInWater)
|
|
{
|
|
DoSmokeEffect(tr.endpos + tr.plane.normal * 8);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!pBCC || pBCC->Classify()==CLASS_BULLSEYE)
|
|
{
|
|
if (!m_bPlayingHitWall)
|
|
{
|
|
CPASAttenuationFilter filter( m_pBeam, "NPC_Stalker.BurnWall" );
|
|
filter.MakeReliable();
|
|
|
|
EmitSound( filter, m_pBeam->entindex(), "NPC_Stalker.BurnWall" );
|
|
m_bPlayingHitWall = true;
|
|
}
|
|
if (m_bPlayingHitFlesh)
|
|
{
|
|
StopSound(m_pBeam->entindex(), "NPC_Stalker.BurnFlesh" );
|
|
m_bPlayingHitFlesh = false;
|
|
}
|
|
|
|
UTIL_DecalTrace( &tr, "RedGlowFade");
|
|
UTIL_DecalTrace( &tr, "FadingScorch" );
|
|
|
|
tr.endpos.z -= 24.0f;
|
|
if (!bInWater)
|
|
{
|
|
DoSmokeEffect(tr.endpos + tr.plane.normal * 8);
|
|
}
|
|
}
|
|
|
|
if (bInWater)
|
|
{
|
|
UTIL_Bubbles(tr.endpos-Vector(3,3,3),tr.endpos+Vector(3,3,3),10);
|
|
}
|
|
|
|
/*
|
|
CBroadcastRecipientFilter filter;
|
|
TE_DynamicLight( filter, 0.0, EyePosition(), 255, 0, 0, 5, 0.2, 0 );
|
|
*/
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Draw attack beam and do damage / decals
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Stalker::KillAttackBeam(void)
|
|
{
|
|
if ( !m_pBeam )
|
|
return;
|
|
|
|
// Kill sound
|
|
StopSound(m_pBeam->entindex(), "NPC_Stalker.BurnWall" );
|
|
StopSound(m_pBeam->entindex(), "NPC_Stalker.BurnFlesh" );
|
|
|
|
UTIL_Remove( m_pLightGlow );
|
|
UTIL_Remove( m_pBeam);
|
|
m_pBeam = NULL;
|
|
m_bPlayingHitWall = false;
|
|
m_bPlayingHitFlesh = false;
|
|
|
|
SetThink(&CNPC_Stalker::CallNPCThink);
|
|
if ( m_flNextNPCThink > gpGlobals->curtime )
|
|
{
|
|
SetNextThink( m_flNextNPCThink );
|
|
}
|
|
|
|
// Beam has to recharge
|
|
m_fBeamRechargeTime = gpGlobals->curtime + STALKER_LASER_RECHARGE;
|
|
|
|
ClearCondition( COND_CAN_RANGE_ATTACK1 );
|
|
|
|
RelaxAim();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override so can handle LOS to m_pScriptedTarget
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Stalker::InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
|
|
{
|
|
// --------------------
|
|
// Check for occlusion
|
|
// --------------------
|
|
// Base class version assumes innate weapon position is at eye level
|
|
Vector barrelPos = LaserStartPosition(ownerPos);
|
|
trace_t tr;
|
|
AI_TraceLine( barrelPos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
|
|
|
|
if ( tr.fraction == 1.0 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
CBaseEntity *pBE = tr.m_pEnt;
|
|
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pBE );
|
|
if ( pBE == GetEnemy() )
|
|
{
|
|
return true;
|
|
}
|
|
else if (pBCC)
|
|
{
|
|
if (IRelationType( pBCC ) == D_HT)
|
|
{
|
|
return true;
|
|
}
|
|
else if (bSetConditions)
|
|
{
|
|
SetCondition(COND_WEAPON_BLOCKED_BY_FRIEND);
|
|
}
|
|
}
|
|
else if (bSetConditions)
|
|
{
|
|
SetCondition(COND_WEAPON_SIGHT_OCCLUDED);
|
|
SetEnemyOccluder(pBE);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: For innate melee attack
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Stalker::MeleeAttack1Conditions ( float flDot, float flDist )
|
|
{
|
|
if (flDist > MIN_STALKER_FIRE_RANGE)
|
|
{
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
}
|
|
else if (flDot < 0.7)
|
|
{
|
|
return COND_NOT_FACING_ATTACK;
|
|
}
|
|
return COND_CAN_MELEE_ATTACK1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: For innate range attack
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Stalker::RangeAttack1Conditions( float flDot, float flDist )
|
|
{
|
|
if (gpGlobals->curtime < m_fBeamRechargeTime )
|
|
{
|
|
return COND_NONE;
|
|
}
|
|
|
|
if( IsStrategySlotRangeOccupied( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
|
|
{
|
|
// Couldn't attack if I wanted to.
|
|
return COND_NONE;
|
|
}
|
|
|
|
if (flDist <= MIN_STALKER_FIRE_RANGE)
|
|
{
|
|
return COND_TOO_CLOSE_TO_ATTACK;
|
|
}
|
|
else if (flDist > (MAX_STALKER_FIRE_RANGE * 0.66f) )
|
|
{
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
}
|
|
else if (flDot < 0.7)
|
|
{
|
|
return COND_NOT_FACING_ATTACK;
|
|
}
|
|
return COND_CAN_RANGE_ATTACK1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Catch stalker specific messages
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Stalker::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
switch( pEvent->event )
|
|
{
|
|
case NPC_EVENT_LEFTFOOT:
|
|
{
|
|
EmitSound( "NPC_Stalker.FootstepLeft", pEvent->eventtime );
|
|
}
|
|
break;
|
|
case NPC_EVENT_RIGHTFOOT:
|
|
{
|
|
EmitSound( "NPC_Stalker.FootstepRight", pEvent->eventtime );
|
|
}
|
|
break;
|
|
|
|
case STALKER_AE_MELEE_HIT:
|
|
{
|
|
CBaseEntity *pHurt;
|
|
|
|
pHurt = CheckTraceHullAttack( 32, Vector(-16,-16,-16), Vector(16,16,16), sk_stalker_melee_dmg.GetFloat(), DMG_SLASH );
|
|
|
|
if ( pHurt )
|
|
{
|
|
if ( pHurt->GetFlags() & (FL_NPC|FL_CLIENT) )
|
|
{
|
|
pHurt->ViewPunch( QAngle( 5, 0, random->RandomInt(-10,10)) );
|
|
}
|
|
|
|
// Spawn some extra blood if we hit a BCC
|
|
CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pHurt );
|
|
if (pBCC)
|
|
{
|
|
SpawnBlood(pBCC->EyePosition(), g_vecAttackDir, pBCC->BloodColor(), sk_stalker_melee_dmg.GetFloat());
|
|
}
|
|
|
|
// Play a attack hit sound
|
|
EmitSound( "NPC_Stalker.Hit" );
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tells use whether or not the NPC cares about a given type of hint node.
|
|
// Input : sHint -
|
|
// Output : TRUE if the NPC is interested in this hint type, FALSE if not.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Stalker::FValidateHintType(CAI_Hint *pHint)
|
|
{
|
|
return(pHint->HintType() == HINT_WORLD_WORK_POSITION);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override in subclasses to associate specific hint types
|
|
// with activities
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
Activity CNPC_Stalker::GetHintActivity( short sHintType, Activity HintsActivity )
|
|
{
|
|
if (sHintType == HINT_WORLD_WORK_POSITION)
|
|
{
|
|
return ( Activity )ACT_STALKER_WORK;
|
|
}
|
|
|
|
return BaseClass::GetHintActivity( sHintType, HintsActivity );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override in subclasses to give specific hint types delays
|
|
// before they can be used again
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
float CNPC_Stalker::GetHintDelay( short sHintType )
|
|
{
|
|
if (sHintType == HINT_WORLD_WORK_POSITION)
|
|
{
|
|
return 2.0;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
#define ZIG_ZAG_SIZE 3600
|
|
|
|
void CNPC_Stalker::AddZigZagToPath(void)
|
|
{
|
|
// If already on a detour don't add a zigzag
|
|
if (GetNavigator()->GetCurWaypointFlags() & bits_WP_TO_DETOUR)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If enemy isn't facing me or occluded, don't add a zigzag
|
|
if (HasCondition(COND_ENEMY_OCCLUDED) || !HasCondition ( COND_ENEMY_FACING_ME ))
|
|
{
|
|
return;
|
|
}
|
|
|
|
Vector waypointPos = GetNavigator()->GetCurWaypointPos();
|
|
Vector waypointDir = (waypointPos - GetAbsOrigin());
|
|
|
|
// If the distance to the next node is greater than ZIG_ZAG_SIZE
|
|
// then add a random zig/zag to the path
|
|
if (waypointDir.LengthSqr() > ZIG_ZAG_SIZE)
|
|
{
|
|
// Pick a random distance for the zigzag (less that sqrt(ZIG_ZAG_SIZE)
|
|
float distance = random->RandomFloat( 30, 60 );
|
|
|
|
// Get me a vector orthogonal to the direction of motion
|
|
VectorNormalize( waypointDir );
|
|
Vector vDirUp(0,0,1);
|
|
Vector vDir;
|
|
CrossProduct( waypointDir, vDirUp, vDir);
|
|
|
|
// Pick a random direction (left/right) for the zigzag
|
|
if (random->RandomInt(0,1))
|
|
{
|
|
vDir = -1 * vDir;
|
|
}
|
|
|
|
// Get zigzag position in direction of target waypoint
|
|
Vector zigZagPos = GetAbsOrigin() + waypointDir * 60;
|
|
|
|
// Now offset
|
|
zigZagPos = zigZagPos + (vDir * distance);
|
|
|
|
// Now make sure that we can still get to the zigzag position and the waypoint
|
|
AIMoveTrace_t moveTrace1, moveTrace2;
|
|
GetMoveProbe()->MoveLimit( NAV_GROUND, GetAbsOrigin(), zigZagPos, MASK_NPCSOLID, NULL, &moveTrace1);
|
|
GetMoveProbe()->MoveLimit( NAV_GROUND, zigZagPos, waypointPos, MASK_NPCSOLID, NULL, &moveTrace2);
|
|
if ( !IsMoveBlocked( moveTrace1 ) && !IsMoveBlocked( moveTrace2 ) )
|
|
{
|
|
GetNavigator()->PrependWaypoint( zigZagPos, NAV_GROUND, bits_WP_TO_DETOUR );
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
CNPC_Stalker::CNPC_Stalker(void)
|
|
{
|
|
#ifdef _DEBUG
|
|
m_vLaserDir.Init();
|
|
m_vLaserTargetPos.Init();
|
|
m_vLaserCurPos.Init();
|
|
#endif
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
//
|
|
// Schedules
|
|
//
|
|
//------------------------------------------------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_NPC( npc_stalker, CNPC_Stalker )
|
|
|
|
DECLARE_TASK(TASK_STALKER_ZIGZAG)
|
|
DECLARE_TASK(TASK_STALKER_SCREAM)
|
|
|
|
DECLARE_ACTIVITY(ACT_STALKER_WORK)
|
|
|
|
DECLARE_SQUADSLOT(SQUAD_SLOT_CHASE_ENEMY_1)
|
|
DECLARE_SQUADSLOT(SQUAD_SLOT_CHASE_ENEMY_2)
|
|
|
|
|
|
//=========================================================
|
|
// > SCHED_STALKER_RANGE_ATTACK
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_STALKER_RANGE_ATTACK,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_RANGE_ATTACK1 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_REPEATED_DAMAGE"
|
|
" COND_HEAR_DANGER"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_ENEMY_OCCLUDED" // Don't break on this. Keep shooting at last location
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_STALKER_CHASE_ENEMY
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_STALKER_CHASE_ENEMY,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED"
|
|
" TASK_SET_TOLERANCE_DISTANCE 24"
|
|
" TASK_GET_PATH_TO_ENEMY 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_STALKER_ZIGZAG 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_TOO_CLOSE_TO_ATTACK"
|
|
" COND_TASK_FAILED"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_STALKER_ACQUIRE_PLAYER,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_WAIT_RANDOM 0.5"
|
|
" TASK_STALKER_SCREAM 0"
|
|
" TASK_WAIT 0.5"
|
|
" TASK_WAIT_RANDOM 0.5"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_STALKER_PATROL,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT 0.5"// This makes them look a bit more vigilant, instead of INSTANTLY patrolling after some other action.
|
|
" TASK_WAIT_RANDOM 0.5"
|
|
" TASK_WANDER 18000600"
|
|
" TASK_FACE_PATH 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_REASONABLE 0"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_STALKER_PATROL"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_SEE_ENEMY"
|
|
)
|
|
|
|
AI_END_CUSTOM_NPC()
|