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https://github.com/nillerusr/source-engine.git
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419 lines
12 KiB
C++
419 lines
12 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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// $NoKeywords: $
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//=============================================================================//
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#ifndef NPC_ANTLION_H
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#define NPC_ANTLION_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_blended_movement.h"
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#include "soundent.h"
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#include "ai_behavior_follow.h"
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#include "ai_behavior_assault.h"
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class CAntlionTemplateMaker;
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#define ANTLION_FOLLOW_DISTANCE 350
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#define ANTLION_FOLLOW_DISTANCE_SQR (ANTLION_FOLLOW_DISTANCE*ANTLION_FOLLOW_DISTANCE)
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#define ANTLION_SKIN_COUNT 4
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class CNPC_Antlion;
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// Antlion follow behavior
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class CAI_AntlionFollowBehavior : public CAI_FollowBehavior
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{
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typedef CAI_FollowBehavior BaseClass;
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public:
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CAI_AntlionFollowBehavior()
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: BaseClass( AIF_ANTLION )
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{
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}
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bool FarFromFollowTarget( void )
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{
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return ( GetFollowTarget() && (GetAbsOrigin() - GetFollowTarget()->GetAbsOrigin()).LengthSqr() > ANTLION_FOLLOW_DISTANCE_SQR );
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}
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bool ShouldFollow( void )
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{
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if ( GetFollowTarget() == NULL )
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return false;
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if ( GetEnemy() != NULL )
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return false;
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return true;
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}
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};
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//
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// Antlion class
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//
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enum AntlionMoveState_e
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{
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ANTLION_MOVE_FREE,
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ANTLION_MOVE_FOLLOW,
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ANTLION_MOVE_FIGHT_TO_GOAL,
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};
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#define SF_ANTLION_BURROW_ON_ELUDED ( 1 << 16 )
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#define SF_ANTLION_USE_GROUNDCHECKS ( 1 << 17 )
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#define SF_ANTLION_WORKER ( 1 << 18 ) // Use the "worker" model
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typedef CAI_BlendingHost< CAI_BehaviorHost<CAI_BlendedNPC> > CAI_BaseAntlionBase;
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class CNPC_Antlion : public CAI_BaseAntlionBase
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{
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public:
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DECLARE_CLASS( CNPC_Antlion, CAI_BaseAntlionBase );
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CNPC_Antlion( void );
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virtual float InnateRange1MinRange( void ) { return 50*12; }
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virtual float InnateRange1MaxRange( void ) { return 250*12; }
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bool IsWorker( void ) const { return HasSpawnFlags( SF_ANTLION_WORKER ); } // NOTE: IsAntlionWorker function must agree!
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float GetIdealAccel( void ) const;
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float MaxYawSpeed( void );
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bool FInViewCone( CBaseEntity *pEntity );
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bool FInViewCone( const Vector &vecSpot );
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void Activate( void );
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void HandleAnimEvent( animevent_t *pEvent );
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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 IdleSound( void );
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void PainSound( const CTakeDamageInfo &info );
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void Precache( void );
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void Spawn( void );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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void BuildScheduleTestBits( void );
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void GatherConditions( void );
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void PrescheduleThink( void );
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void ZapThink( void );
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void BurrowUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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bool CreateVPhysics();
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bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const;
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bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sender = NULL );
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bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false );
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bool ShouldPlayIdleSound( void );
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bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
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bool IsValidEnemy(CBaseEntity *pEnemy);
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bool QueryHearSound( CSound *pSound );
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bool IsLightDamage( const CTakeDamageInfo &info );
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bool CreateBehaviors( void );
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bool ShouldHearBugbait( void ) { return ( m_bIgnoreBugbait == false ); }
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int SelectSchedule( void );
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void Touch( CBaseEntity *pOther );
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virtual int RangeAttack1Conditions( float flDot, float flDist );
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virtual int MeleeAttack1Conditions( float flDot, float flDist );
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virtual int MeleeAttack2Conditions( float flDot, float flDist );
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virtual int GetSoundInterests( void ) { return (BaseClass::GetSoundInterests())|(SOUND_DANGER|SOUND_PHYSICS_DANGER|SOUND_THUMPER|SOUND_BUGBAIT); }
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virtual bool IsHeavyDamage( const CTakeDamageInfo &info );
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Class_T Classify( void ) { return CLASS_ANTLION; }
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void Event_Killed( const CTakeDamageInfo &info );
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bool FValidateHintType ( CAI_Hint *pHint );
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void GatherEnemyConditions( CBaseEntity *pEnemy );
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bool IsAllied( void );
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bool ShouldGib( const CTakeDamageInfo &info );
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bool CorpseGib( const CTakeDamageInfo &info );
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float GetMaxJumpSpeed() const { return 1024.0f; }
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void SetFightTarget( CBaseEntity *pTarget );
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void InputFightToPosition( inputdata_t &inputdata );
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void InputStopFightToPosition( inputdata_t &inputdata );
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void InputJumpAtTarget( inputdata_t &inputdata );
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void SetFollowTarget( CBaseEntity *pTarget );
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int TranslateSchedule( int scheduleType );
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virtual Activity NPC_TranslateActivity( Activity baseAct );
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bool ShouldResumeFollow( void );
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bool ShouldAbandonFollow( void );
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void SetMoveState( AntlionMoveState_e state );
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int ChooseMoveSchedule( void );
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DECLARE_DATADESC();
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bool m_bStartBurrowed;
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float m_flNextJumpPushTime;
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void SetParentSpawnerName( const char *szName ) { m_strParentSpawner = MAKE_STRING( szName ); }
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const char *GetParentSpawnerName( void ) { return STRING( m_strParentSpawner ); }
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virtual void StopLoopingSounds( void );
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bool AllowedToBePushed( void );
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virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
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virtual float GetAutoAimRadius() { return 36.0f; }
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void ClearBurrowPoint( const Vector &origin );
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void Flip( bool bZapped = false );
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bool CanBecomeRagdoll();
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virtual void NotifyDeadFriend( CBaseEntity *pFriend );
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private:
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inline CBaseEntity *EntityToWatch( void );
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void UpdateHead( void );
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bool FindChasePosition( const Vector &targetPos, Vector &result );
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bool GetGroundPosition( const Vector &testPos, Vector &result );
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bool GetPathToSoundFleePoint( int soundType );
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inline bool IsFlipped( void );
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void Burrow( void );
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void Unburrow( void );
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void InputUnburrow( inputdata_t &inputdata );
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void InputBurrow( inputdata_t &inputdata );
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void InputBurrowAway( inputdata_t &inputdata );
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void InputDisableJump( inputdata_t &inputdata );
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void InputEnableJump( inputdata_t &inputdata );
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void InputIgnoreBugbait( inputdata_t &inputdata );
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void InputHearBugbait( inputdata_t &inputdata );
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bool FindBurrow( const Vector &origin, float distance, int type, bool excludeNear = true );
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void CreateDust( bool placeDecal = true );
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bool ValidBurrowPoint( const Vector &point );
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bool CheckLanding( void );
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bool Alone( void );
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bool CheckAlertRadius( void );
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bool ShouldJump( void );
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void MeleeAttack( float distance, float damage, QAngle& viewPunch, Vector& shove );
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void SetWings( bool state );
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void StartJump( void );
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void LockJumpNode( void );
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bool IsUnusableNode(int iNodeID, CAI_Hint *pHint);
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bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
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void ManageFleeCapabilities( bool bEnable );
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int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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bool IsFirmlyOnGround( void );
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void CascadePush( const Vector &vecForce );
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virtual bool CanRunAScriptedNPCInteraction( bool bForced = false );
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virtual void Ignite ( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner );
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virtual bool GetSpitVector( const Vector &vecStartPos, const Vector &vecTarget, Vector *vecOut );
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virtual bool InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
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virtual bool FCanCheckAttacks( void );
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bool SeenEnemyWithinTime( float flTime );
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void DelaySquadAttack( float flDuration );
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#if HL2_EPISODIC
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void DoPoisonBurst();
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#endif
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float m_flIdleDelay;
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float m_flBurrowTime;
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float m_flJumpTime;
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float m_flAlertRadius;
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float m_flPounceTime;
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int m_iUnBurrowAttempts;
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int m_iContext; //for FValidateHintType context
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Vector m_vecSaveSpitVelocity; // Saved when we start to attack and used if we failed to get a clear shot once we release
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CAI_AntlionFollowBehavior m_FollowBehavior;
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CAI_AssaultBehavior m_AssaultBehavior;
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AntlionMoveState_e m_MoveState;
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COutputEvent m_OnReachFightGoal; //Reached our scripted destination to fight to
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COutputEvent m_OnUnBurrowed; //Unburrowed
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Vector m_vecSavedJump;
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Vector m_vecLastJumpAttempt;
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float m_flIgnoreSoundTime; // Sound time to ignore if earlier than
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float m_flNextAcknowledgeTime; // Next time an antlion can make an acknowledgement noise
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float m_flSuppressFollowTime; // Amount of time to suppress our follow time
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float m_flObeyFollowTime; // A range of time the antlions must be obedient
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Vector m_vecHeardSound;
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bool m_bHasHeardSound;
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bool m_bAgitatedSound; //Playing agitated sound?
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bool m_bWingsOpen; //Are the wings open?
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bool m_bIgnoreBugbait; //If the antlion should ignore bugbait sounds
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string_t m_strParentSpawner; //Name of our spawner
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EHANDLE m_hFollowTarget;
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EHANDLE m_hFightGoalTarget;
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float m_flEludeDistance; //Distance until the antlion will consider himself "eluded" if so flagged
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bool m_bLeapAttack;
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bool m_bDisableJump;
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float m_flTimeDrown;
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float m_flTimeDrownSplash;
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bool m_bDontExplode; // Suppresses worker poison burst when drowning, failing to unburrow, etc.
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bool m_bLoopingStarted;
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bool m_bSuppressUnburrowEffects; // Don't kick up dust when spawning
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#if HL2_EPISODIC
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bool m_bHasDoneAirAttack; ///< only allowed to apply this damage once per glide
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#endif
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bool m_bForcedStuckJump;
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int m_nBodyBone;
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// Used to trigger a heavy damage interrupt if sustained damage is taken
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int m_nSustainedDamage;
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float m_flLastDamageTime;
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float m_flZapDuration;
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protected:
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int m_poseHead_Yaw, m_poseHead_Pitch;
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virtual void PopulatePoseParameters( void );
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private:
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HSOUNDSCRIPTHANDLE m_hFootstep;
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DEFINE_CUSTOM_AI;
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//==================================================
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// AntlionConditions
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//==================================================
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enum
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{
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COND_ANTLION_FLIPPED = LAST_SHARED_CONDITION,
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COND_ANTLION_ON_NPC,
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COND_ANTLION_CAN_JUMP,
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COND_ANTLION_FOLLOW_TARGET_TOO_FAR,
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COND_ANTLION_RECEIVED_ORDERS,
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COND_ANTLION_IN_WATER,
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COND_ANTLION_CAN_JUMP_AT_TARGET,
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COND_ANTLION_SQUADMATE_KILLED
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};
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//==================================================
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// AntlionSchedules
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//==================================================
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enum
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{
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SCHED_ANTLION_CHASE_ENEMY_BURROW = LAST_SHARED_SCHEDULE,
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SCHED_ANTLION_JUMP,
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SCHED_ANTLION_RUN_TO_BURROW_IN,
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SCHED_ANTLION_BURROW_IN,
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SCHED_ANTLION_BURROW_WAIT,
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SCHED_ANTLION_BURROW_OUT,
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SCHED_ANTLION_WAIT_FOR_UNBORROW_TRIGGER,
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SCHED_ANTLION_WAIT_FOR_CLEAR_UNBORROW,
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SCHED_ANTLION_WAIT_UNBORROW,
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SCHED_ANTLION_FLEE_THUMPER,
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SCHED_ANTLION_CHASE_BUGBAIT,
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SCHED_ANTLION_FLIP,
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SCHED_ANTLION_DISMOUNT_NPC,
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SCHED_ANTLION_RUN_TO_FIGHT_GOAL,
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SCHED_ANTLION_RUN_TO_FOLLOW_GOAL,
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SCHED_ANTLION_BUGBAIT_IDLE_STAND,
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SCHED_ANTLION_BURROW_AWAY,
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SCHED_ANTLION_FLEE_PHYSICS_DANGER,
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SCHED_ANTLION_POUNCE,
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SCHED_ANTLION_POUNCE_MOVING,
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SCHED_ANTLION_DROWN,
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SCHED_ANTLION_WORKER_RANGE_ATTACK1,
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SCHED_ANTLION_WORKER_RUN_RANDOM,
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SCHED_ANTLION_TAKE_COVER_FROM_ENEMY,
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SCHED_ANTLION_ZAP_FLIP,
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SCHED_ANTLION_WORKER_FLANK_RANDOM,
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SCHED_ANTLION_TAKE_COVER_FROM_SAVEPOSITION
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};
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//==================================================
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// AntlionTasks
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//==================================================
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enum
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{
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TASK_ANTLION_SET_CHARGE_GOAL = LAST_SHARED_TASK,
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TASK_ANTLION_FIND_BURROW_IN_POINT,
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TASK_ANTLION_FIND_BURROW_OUT_POINT,
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TASK_ANTLION_BURROW,
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TASK_ANTLION_UNBURROW,
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TASK_ANTLION_VANISH,
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TASK_ANTLION_BURROW_WAIT,
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TASK_ANTLION_CHECK_FOR_UNBORROW,
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TASK_ANTLION_JUMP,
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TASK_ANTLION_WAIT_FOR_TRIGGER,
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TASK_ANTLION_GET_THUMPER_ESCAPE_PATH,
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TASK_ANTLION_GET_PATH_TO_BUGBAIT,
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TASK_ANTLION_FACE_BUGBAIT,
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TASK_ANTLION_DISMOUNT_NPC,
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TASK_ANTLION_REACH_FIGHT_GOAL,
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TASK_ANTLION_GET_PHYSICS_DANGER_ESCAPE_PATH,
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TASK_ANTLION_FACE_JUMP,
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TASK_ANTLION_DROWN,
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TASK_ANTLION_GET_PATH_TO_RANDOM_NODE,
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TASK_ANTLION_FIND_COVER_FROM_SAVEPOSITION,
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};
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};
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//-----------------------------------------------------------------------------
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// Purpose: Shield
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//-----------------------------------------------------------------------------
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class CAntlionRepellant : public CPointEntity
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CAntlionRepellant, CPointEntity );
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~CAntlionRepellant();
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public:
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void Spawn( void );
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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float GetRadius( void );
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void SetRadius( float flRadius ) { m_flRepelRadius = flRadius; }
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static bool IsPositionRepellantFree( Vector vDesiredPos );
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void OnRestore( void );
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private:
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float m_flRepelRadius;
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bool m_bEnabled;
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};
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extern bool IsAntlion( CBaseEntity *pEntity );
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extern bool IsAntlionWorker( CBaseEntity *pEntity );
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#ifdef HL2_EPISODIC
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extern float AntlionWorkerBurstRadius( void );
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#endif // HL2_EPISODIC
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#endif // NPC_ANTLION_H
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