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96 lines
2.4 KiB
C++
96 lines
2.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: FIXME: This will ultimately become a more generic implementation
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//
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//=============================================================================
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#ifndef AI_BEHAVIOR_ALYX_INJURED_H
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#define AI_BEHAVIOR_ALYX_INJURED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "utlmap.h"
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extern bool IsAlyxInInjuredMode( void );
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//
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//
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//
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class CAI_InjuredFollowGoal : public CAI_FollowGoal
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{
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DECLARE_CLASS( CAI_InjuredFollowGoal, CAI_FollowGoal );
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public:
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virtual void EnableGoal( CAI_BaseNPC *pAI );
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virtual void DisableGoal( CAI_BaseNPC *pAI );
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DECLARE_DATADESC();
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};
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//
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//
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//
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class CAI_BehaviorAlyxInjured : public CAI_FollowBehavior
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{
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DECLARE_CLASS( CAI_BehaviorAlyxInjured, CAI_FollowBehavior );
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DECLARE_DATADESC();
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public:
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CAI_BehaviorAlyxInjured( void );
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virtual const char *GetName( void ) { return "AlyxInjuredFollow"; }
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virtual Activity NPC_TranslateActivity( Activity nActivity );
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virtual int TranslateSchedule( int scheduleType );
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virtual void Spawn( void );
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virtual void OnRestore( void );
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virtual void StartTask( const Task_t *pTask );
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virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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virtual void GatherConditions( void );
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virtual Activity GetFlinchActivity( bool bHeavyDamage, bool bGesture );
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enum
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{
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// Schedules
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SCHED_INJURED_COWER = BaseClass::NEXT_SCHEDULE,
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SCHED_INJURED_FEAR_FACE,
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SCHED_INJURED_RUN_FROM_ENEMY,
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NEXT_SCHEDULE,
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// Tasks
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TASK_FIND_INJURED_COVER_FROM_ENEMY = BaseClass::NEXT_TASK,
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NEXT_TASK,
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// Conditions
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COND_INJURED_TOO_FAR_FROM_PLAYER = BaseClass::NEXT_CONDITION,
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COND_INJURED_OVERWHELMED,
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NEXT_CONDITION
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};
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bool IsReadinessCapable( void ) { return ( IsInjured() == false ); } // Never use the readiness system when injured
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bool IsInjured( void ) const;
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private:
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void SpeakIfAllowed( AIConcept_t concept );
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bool ShouldRunToCover( void );
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bool ShouldRunToFollowGoal( void );
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bool FindThreatDirection2D( const Vector &vecSource, Vector *vecOut );
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bool FindCoverFromEnemyBehindTarget( CBaseEntity *pTarget, float flRadius, Vector *vecOut );
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void PopulateActivityMap( void );
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int NumKnownEnemiesInRadius( const Vector &vecSource, float flRadius );
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CUtlMap<Activity,Activity> m_ActivityMap;
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float m_flNextWarnTime;
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protected:
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DEFINE_CUSTOM_SCHEDULE_PROVIDER;
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};
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#endif // AI_BEHAVIOR_ALYX_INJURED_H
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