mirror of
https://github.com/nillerusr/source-engine.git
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290 lines
9.5 KiB
C++
290 lines
9.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base combat character with no AI
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//
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//=====================================================================================//
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#include "ai_baseactor.h"
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#include "npc_playercompanion.h"
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#include "ai_behavior_holster.h"
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#include "ai_behavior_functank.h"
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#include "soundenvelope.h"
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extern ConVar npc_alyx_readiness;
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class CNPC_Alyx : public CNPC_PlayerCompanion
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{
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public:
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DECLARE_CLASS( CNPC_Alyx, CNPC_PlayerCompanion );
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// fast class list
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CNPC_Alyx *m_pNext;
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virtual void ModifyOrAppendCriteria( AI_CriteriaSet &set );
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bool ForceVehicleInteraction( const char *lpszInteractionName, CBaseCombatCharacter *pOther );
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CNPC_Alyx( );
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~CNPC_Alyx( );
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static CNPC_Alyx *GetAlyx( void );
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bool CreateBehaviors();
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void Spawn( void );
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void Activate( void );
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void StopLoopingSounds( void );
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void SelectModel();
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void Precache( void );
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void SetupAlyxWithoutParent( void );
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void CreateEmpTool( void );
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void PrescheduleThink( void );
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void GatherConditions();
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bool ShouldPlayerAvoid( void );
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void AnalyzeGunfireSound( CSound *pSound );
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bool IsValidEnemy( CBaseEntity *pEnemy );
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void Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info );
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void Event_Killed( const CTakeDamageInfo &info );
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void EnemyIgnited( CAI_BaseNPC *pVictim );
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void CombineBallSocketed( int iNumBounces );
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void AimGun( void );
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Vector GetActualShootPosition( const Vector &shootOrigin );
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float MaxYawSpeed( void );
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void OnUpdateShotRegulator();
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bool IsCrouchedActivity( Activity activity );
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bool OnBeginMoveAndShoot();
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void SpeakAttacking( void );
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virtual float GetJumpGravity() const { return 1.8f; }
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// Crouching
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Vector GetCrouchEyeOffset( void ) { return Vector(0,0,50); }
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Vector GetCrouchGunOffset( void ) { return Vector(0,0,40); }
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bool EnemyIsValidCrouchTarget( CBaseEntity *pEnemy );
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bool Stand( void );
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bool Crouch( void );
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void DesireCrouch( void );
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// Custom AI
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void DoCustomCombatAI( void );
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void DoMobbedCombatAI( void );
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void DoCustomSpeechAI( void );
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Disposition_t IRelationType( CBaseEntity *pTarget );
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int IRelationPriority( CBaseEntity *pTarget );
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CAI_FollowBehavior &GetFollowBehavior( void );
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Class_T Classify ( void );
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bool FValidateHintType( CAI_Hint *pHint );
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int ObjectCaps();
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void HandleAnimEvent( animevent_t *pEvent );
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bool FInViewCone( CBaseEntity *pEntity );
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bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false );
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bool CanSeeEntityInDarkness( CBaseEntity *pEntity );
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bool IsCoverPosition( const Vector &vecThreat, const Vector &vecPosition );
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Activity NPC_TranslateActivity ( Activity activity );
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bool ShouldDeferToFollowBehavior();
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void BuildScheduleTestBits();
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bool ShouldBehaviorSelectSchedule( CAI_BehaviorBase *pBehavior );
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int SelectSchedule( void );
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int SelectScheduleDanger( void );
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int TranslateSchedule( int scheduleType );
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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 OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
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float LengthOfLastCombat( void ) const;
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// bool IsNavigationUrgent();
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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bool CanBeHitByMeleeAttack( CBaseEntity *pAttacker );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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bool FCanCheckAttacks();
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float GetAttackDamageScale( CBaseEntity *pVictim );
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bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
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virtual bool SpeakIfAllowed( AIConcept_t concept, const char *modifiers = NULL, bool bRespondingToPlayer = false, char *pszOutResponseChosen = NULL, size_t bufsize = 0 );
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void HolsterPistol();
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void DrawPistol();
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void Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget = NULL, const Vector *pVelocity = NULL );
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void SetEMPHolstered( bool bHolstered ) { m_bIsEMPHolstered = bHolstered; }
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bool IsEMPHolstered() { return (!m_hEmpTool || m_hEmpTool->GetParent() != this || m_bIsEMPHolstered); }
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float GetReadinessDecay() { return 60.0f; }
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virtual bool IsAllowedToAim();
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virtual void PainSound( const CTakeDamageInfo &info );
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virtual void DeathSound( const CTakeDamageInfo &info );
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// Hacking and object interaction
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void SearchForInteractTargets();
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bool IsValidInteractTarget( CBaseEntity *pTarget );
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bool CanInteractWithTarget( CBaseEntity *pTarget );
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void SetInteractTarget( CBaseEntity *pTarget );
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bool HasInteractTarget() { return m_hHackTarget != NULL; }
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CBaseEntity *GetInteractTarget() { return m_hHackTarget; }
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void EmpZapTarget( CBaseEntity *pTarget );
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virtual void OnSeeEntity( CBaseEntity *pEntity );
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void InputAllowInteraction( inputdata_t &inputdata )
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{
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m_bInteractionAllowed = true;
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}
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void InputDisallowInteraction( inputdata_t &inputdata )
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{
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m_bInteractionAllowed = false;
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}
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void InputAllowDarknessSpeech( inputdata_t &inputdata )
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{
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m_bDarknessSpeechAllowed = inputdata.value.Bool();
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}
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void InputGiveEMP( inputdata_t &inputdata );
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void InputVehiclePunted( inputdata_t &inputdata );
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void InputOutsideTransition( inputdata_t &inputdata );
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virtual void OnGivenWeapon( CBaseCombatWeapon *pNewWeapon );
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virtual void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon );
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virtual void Weapon_Equip( CBaseCombatWeapon *pWeapon );
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virtual bool Weapon_CanUse( CBaseCombatWeapon *pWeapon );
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// Blinding
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virtual void PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot );
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void CheckBlindedByFlare( void );
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bool CanBeBlindedByFlashlight( bool bCheckLightSources );
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bool PlayerFlashlightOnMyEyes( CBasePlayer *pPlayer );
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bool BlindedByFlare( void );
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bool CanReload( void );
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virtual bool PickTacticalLookTarget( AILookTargetArgs_t *pArgs );
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virtual void OnSelectedLookTarget( AILookTargetArgs_t *pArgs );
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virtual bool IsReadinessCapable( void );
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virtual void ReadinessLevelChanged( int iPriorLevel );
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bool IsAllowedToInteract();
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virtual void BarnacleDeathSound( void );
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virtual const char *GetDeathMessageText( void ) { return "GAMEOVER_ALYXDEAD"; }
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PassengerState_e GetPassengerState( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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bool PlayerInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter, bool ignoreHatedPlayers );
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private:
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EHANDLE m_hEmpTool;
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EHANDLE m_hHackTarget;
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CHandle<CAI_Hint> m_hStealthLookTarget;
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bool m_bInteractionAllowed;
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float m_fTimeNextSearchForInteractTargets;
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bool m_bDarknessSpeechAllowed;
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bool m_bIsEMPHolstered;
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bool m_bIsFlashlightBlind;
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float m_fStayBlindUntil;
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float m_flDontBlindUntil;
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bool m_bSpokeLostPlayerInDarkness;
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bool m_bPlayerFlashlightState;
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bool m_bHadCondSeeEnemy;
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string_t m_iszCurrentBlindScene;
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float m_fTimeUntilNextDarknessFoundPlayer;
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float m_fCombatStartTime;
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float m_fCombatEndTime;
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float m_flNextCrouchTime;
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CSoundPatch *m_sndDarknessBreathing;
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// Speech timers
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// Theoretically, these shouldn't be needed. Instead, each response
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// should prevent the concept being spoken for the desired time. But
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// until the responses exists, Alyx will spam the response rules forever,
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// so these timers stop that.
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CRandStopwatch m_SpeechWatch_LostPlayer;
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CSimpleSimTimer m_SpeechTimer_HeardSound;
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CRandStopwatch m_SpeechWatch_SoundDelay;
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CRandStopwatch m_SpeechWatch_BreathingRamp;
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CRandStopwatch m_SpeechWatch_FoundPlayer;
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CAI_MoveMonitor m_MoveMonitor;
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enum WeaponType_t
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{
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WT_NONE,
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WT_ALYXGUN,
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WT_SMG1,
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WT_SHOTGUN,
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WT_AR2,
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WT_OTHER,
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};
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int m_WeaponType;
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bool m_bShouldHaveEMP;
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CAI_FuncTankBehavior m_FuncTankBehavior;
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COutputEvent m_OnFinishInteractWithObject;
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COutputEvent m_OnPlayerUse;
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bool RunningPassengerBehavior( void );
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WeaponType_t ComputeWeaponType( CBaseEntity *pWeapon = NULL );
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WeaponType_t GetWeaponType() { return (WeaponType_t)m_WeaponType; }
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bool HasShotgun() { Assert( m_WeaponType == ComputeWeaponType() ); return ( m_WeaponType == WT_SHOTGUN ); }
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bool HasAlyxgun() { Assert( m_WeaponType == ComputeWeaponType() ); return ( m_WeaponType == WT_ALYXGUN ); }
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bool HasAR2() { Assert( m_WeaponType == ComputeWeaponType() ); return ( m_WeaponType == WT_AR2 ); }
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private:
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enum
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{
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COND_ALYX_HAS_INTERACT_TARGET = BaseClass::NEXT_CONDITION,
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COND_ALYX_NO_INTERACT_TARGET,
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COND_ALYX_CAN_INTERACT_WITH_TARGET, // Hack target is in a suitable state and location to hack
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COND_ALYX_CAN_NOT_INTERACT_WITH_TARGET,
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COND_ALYX_PLAYER_TURNED_ON_FLASHLIGHT,
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COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT,
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COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED,
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COND_ALYX_IN_DARK, // lights are out and she can't see
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};
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enum
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{
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SCHED_ALYX_PREPARE_TO_INTERACT_WITH_TARGET = BaseClass::NEXT_SCHEDULE,
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SCHED_ALYX_WAIT_TO_INTERACT_WITH_TARGET,
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SCHED_ALYX_INTERACT_WITH_TARGET,
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SCHED_ALYX_INTERACTION_INTERRUPTED,
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SCHED_ALYX_FINISH_INTERACTING_WITH_TARGET,
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SCHED_ALYX_HOLSTER_EMP,
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SCHED_ALYX_ALERT_FACE_AWAYFROM_BESTSOUND,
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SCHED_ALYX_RANGE_ATTACK1,
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SCHED_ALYX_ALERT_REACT_TO_COMBAT_SOUND,
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SCHED_ALYX_COMBAT_FACE,
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SCHED_ALYX_WAKE_ANGRY,
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SCHED_ALYX_NEW_WEAPON,
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SCHED_ALYX_IDLE_STAND,
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SCHED_ALYX_ALERT_FACE_BESTSOUND,
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SCHED_ALYX_FALL_TO_GROUND,
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};
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enum
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{
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TASK_ALYX_BEGIN_INTERACTION = BaseClass::NEXT_TASK,
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TASK_ALYX_COMPLETE_INTERACTION,
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TASK_ALYX_ANNOUNCE_HACK,
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TASK_ALYX_GET_PATH_TO_INTERACT_TARGET,
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TASK_ALYX_WAIT_HACKING,
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TASK_ALYX_HOLSTER_PISTOL,
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TASK_ALYX_DRAW_PISTOL,
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TASK_ALYX_HOLSTER_AND_DESTROY_PISTOL,
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TASK_ALYX_BUILD_COMBAT_FACE_PATH,
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TASK_ALYX_SET_IDLE_ACTIVITY,
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TASK_ALYX_FALL_TO_GROUND,
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};
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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};
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