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777 lines
20 KiB
C++
777 lines
20 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Father Grigori, a benevolent monk who is the last remaining human
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// in Ravenholm. He keeps to the rooftops and uses a big ole elephant
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// gun to send his zombified former friends to a peaceful death.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_baseactor.h"
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#include "ai_hull.h"
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#include "ammodef.h"
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#include "gamerules.h"
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#include "IEffects.h"
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#include "engine/IEngineSound.h"
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#include "ai_behavior.h"
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#include "ai_behavior_assault.h"
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#include "ai_behavior_lead.h"
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#include "npcevent.h"
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#include "ai_playerally.h"
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#include "ai_senses.h"
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#include "soundent.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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ConVar monk_headshot_freq( "monk_headshot_freq", "2" );
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//-----------------------------------------------------------------------------
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// Activities.
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//-----------------------------------------------------------------------------
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int ACT_MONK_GUN_IDLE;
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class CNPC_Monk : public CAI_PlayerAlly
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{
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DECLARE_CLASS( CNPC_Monk, CAI_PlayerAlly );
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public:
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CNPC_Monk() {}
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void Spawn();
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void Precache();
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bool CreateBehaviors();
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int GetSoundInterests();
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void BuildScheduleTestBits( void );
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Class_T Classify( void );
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bool ShouldBackAway();
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bool IsValidEnemy( CBaseEntity *pEnemy );
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int TranslateSchedule( int scheduleType );
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int SelectSchedule ();
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void HandleAnimEvent( animevent_t *pEvent );
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Activity NPC_TranslateActivity( Activity eNewActivity );
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void PainSound( const CTakeDamageInfo &info );
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void DeathSound( const CTakeDamageInfo &info );
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WeaponProficiency_t CalcWeaponProficiency( CBaseCombatWeapon *pWeapon );
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Vector GetActualShootPosition( const Vector &shootOrigin );
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Vector GetActualShootTrajectory( const Vector &shootOrigin );
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void PrescheduleThink();
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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 GatherConditions();
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bool PassesDamageFilter( const CTakeDamageInfo &info );
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void OnKilledNPC( CBaseCombatCharacter *pKilled );
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bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const;
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int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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DECLARE_DATADESC();
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private:
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//-----------------------------------------------------
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// Conditions, Schedules, Tasks
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//-----------------------------------------------------
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enum
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{
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SCHED_MONK_RANGE_ATTACK1 = BaseClass::NEXT_SCHEDULE,
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SCHED_MONK_BACK_AWAY_FROM_ENEMY,
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SCHED_MONK_BACK_AWAY_AND_RELOAD,
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SCHED_MONK_NORMAL_RELOAD,
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};
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/*enum
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{
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//TASK_MONK_FIRST_TASK = BaseClass::NEXT_TASK,
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};*/
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DEFINE_CUSTOM_AI;
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// Inputs
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void InputPerfectAccuracyOn( inputdata_t &inputdata );
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void InputPerfectAccuracyOff( inputdata_t &inputdata );
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CAI_AssaultBehavior m_AssaultBehavior;
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CAI_LeadBehavior m_LeadBehavior;
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int m_iNumZombies;
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int m_iDangerousZombies;
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bool m_bPerfectAccuracy;
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bool m_bMournedPlayer;
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};
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BEGIN_DATADESC( CNPC_Monk )
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// m_AssaultBehavior
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// m_LeadBehavior
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DEFINE_FIELD( m_iNumZombies, FIELD_INTEGER ),
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DEFINE_FIELD( m_iDangerousZombies, FIELD_INTEGER ),
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DEFINE_FIELD( m_bPerfectAccuracy, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bMournedPlayer, FIELD_BOOLEAN ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "PerfectAccuracyOn", InputPerfectAccuracyOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "PerfectAccuracyOff", InputPerfectAccuracyOff ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( npc_monk, CNPC_Monk );
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CNPC_Monk::CreateBehaviors()
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{
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AddBehavior( &m_LeadBehavior );
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AddBehavior( &m_AssaultBehavior );
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return BaseClass::CreateBehaviors();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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int CNPC_Monk::GetSoundInterests()
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{
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return SOUND_WORLD |
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SOUND_COMBAT |
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SOUND_PLAYER |
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SOUND_DANGER;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Monk::BuildScheduleTestBits( void )
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{
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// FIXME: we need a way to make scenes non-interruptible
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#if 0
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if ( IsCurSchedule( SCHED_RANGE_ATTACK1 ) || IsCurSchedule( SCHED_SCENE_GENERIC ) )
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{
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ClearCustomInterruptCondition( COND_LIGHT_DAMAGE );
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ClearCustomInterruptCondition( COND_HEAVY_DAMAGE );
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ClearCustomInterruptCondition( COND_NEW_ENEMY );
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ClearCustomInterruptCondition( COND_HEAR_DANGER );
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}
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#endif
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// Don't interrupt while shooting the gun
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const Task_t* pTask = GetTask();
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if ( pTask && (pTask->iTask == TASK_RANGE_ATTACK1) )
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{
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ClearCustomInterruptCondition( COND_HEAVY_DAMAGE );
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ClearCustomInterruptCondition( COND_ENEMY_OCCLUDED );
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ClearCustomInterruptCondition( COND_HEAR_DANGER );
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ClearCustomInterruptCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
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ClearCustomInterruptCondition( COND_WEAPON_SIGHT_OCCLUDED );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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Class_T CNPC_Monk::Classify( void )
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{
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return CLASS_PLAYER_ALLY_VITAL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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Activity CNPC_Monk::NPC_TranslateActivity( Activity eNewActivity )
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{
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eNewActivity = BaseClass::NPC_TranslateActivity( eNewActivity );
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if ( (m_NPCState == NPC_STATE_COMBAT || m_NPCState == NPC_STATE_ALERT) )
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{
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bool bGunUp = false;
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bGunUp = (gpGlobals->curtime - m_flLastAttackTime < 4);
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bGunUp = bGunUp || (GetEnemy() && !HasCondition( COND_TOO_FAR_TO_ATTACK ));
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if (bGunUp)
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{
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if ( eNewActivity == ACT_IDLE )
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{
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eNewActivity = ACT_IDLE_ANGRY;
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}
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// keep aiming a little longer than normal since the shot takes so long and there's no good way to do a transitions between movement types :/
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else if ( eNewActivity == ACT_WALK )
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{
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eNewActivity = ACT_WALK_AIM;
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}
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else if ( eNewActivity == ACT_RUN )
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{
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eNewActivity = ACT_RUN_AIM;
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}
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}
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}
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// We need these so that we can pick up the shotgun to throw it in the balcony scene
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if ( eNewActivity == ACT_IDLE_ANGRY_SHOTGUN )
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{
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eNewActivity = ACT_IDLE_ANGRY_SMG1;
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}
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else if ( eNewActivity == ACT_WALK_AIM_SHOTGUN )
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{
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eNewActivity = ACT_WALK_AIM_RIFLE;
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}
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else if ( eNewActivity == ACT_RUN_AIM_SHOTGUN )
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{
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eNewActivity = ACT_RUN_AIM_RIFLE;
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}
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else if ( eNewActivity == ACT_RANGE_ATTACK_SHOTGUN_LOW )
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{
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return ACT_RANGE_ATTACK_SMG1_LOW;
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}
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return eNewActivity;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Monk::Precache()
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{
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PrecacheModel( "models/Monk.mdl" );
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PrecacheScriptSound( "NPC_Citizen.FootstepLeft" );
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PrecacheScriptSound( "NPC_Citizen.FootstepRight" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Monk::Spawn()
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{
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Precache();
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BaseClass::Spawn();
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SetModel( "models/Monk.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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SetBloodColor( BLOOD_COLOR_RED );
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m_iHealth = 100;
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m_flFieldOfView = m_flFieldOfView = -0.707; // 270`
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m_NPCState = NPC_STATE_NONE;
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m_HackedGunPos = Vector ( 0, 0, 55 );
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CapabilitiesAdd( bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP | bits_CAP_MOVE_GROUND );
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CapabilitiesAdd( bits_CAP_USE_WEAPONS );
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CapabilitiesAdd( bits_CAP_ANIMATEDFACE );
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CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
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CapabilitiesAdd( bits_CAP_AIM_GUN );
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CapabilitiesAdd( bits_CAP_MOVE_SHOOT );
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NPCInit();
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void CNPC_Monk::PainSound( const CTakeDamageInfo &info )
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{
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SpeakIfAllowed( TLK_WOUND );
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void CNPC_Monk::DeathSound( const CTakeDamageInfo &info )
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{
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// Sentences don't play on dead NPCs
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SentenceStop();
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Speak( TLK_DEATH );
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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WeaponProficiency_t CNPC_Monk::CalcWeaponProficiency( CBaseCombatWeapon *pWeapon )
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{
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return WEAPON_PROFICIENCY_PERFECT;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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Vector CNPC_Monk::GetActualShootPosition( const Vector &shootOrigin )
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{
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return BaseClass::GetActualShootPosition( shootOrigin );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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Vector CNPC_Monk::GetActualShootTrajectory( const Vector &shootOrigin )
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{
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if( GetEnemy() && GetEnemy()->Classify() == CLASS_ZOMBIE )
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{
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Vector vecShootDir;
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if( m_bPerfectAccuracy || random->RandomInt( 1, monk_headshot_freq.GetInt() ) == 1 )
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{
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vecShootDir = GetEnemy()->HeadTarget( shootOrigin ) - shootOrigin;
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}
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else
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{
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vecShootDir = GetEnemy()->BodyTarget( shootOrigin ) - shootOrigin;
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}
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VectorNormalize( vecShootDir );
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return vecShootDir;
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}
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return BaseClass::GetActualShootTrajectory( shootOrigin );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pEvent -
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//-----------------------------------------------------------------------------
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void CNPC_Monk::HandleAnimEvent( animevent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case NPC_EVENT_LEFTFOOT:
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{
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EmitSound( "NPC_Citizen.FootstepLeft", pEvent->eventtime );
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}
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break;
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case NPC_EVENT_RIGHTFOOT:
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{
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EmitSound( "NPC_Citizen.FootstepRight", pEvent->eventtime );
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}
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break;
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default:
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BaseClass::HandleAnimEvent( pEvent );
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break;
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}
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}
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//-------------------------------------
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// Grigori tries to stand his ground until
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// enemies are very close.
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//-------------------------------------
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#define MONK_STAND_GROUND_HEIGHT 24.0
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bool CNPC_Monk::ShouldBackAway()
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{
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if( !GetEnemy() )
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return false;
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if( GetAbsOrigin().z - GetEnemy()->GetAbsOrigin().z >= MONK_STAND_GROUND_HEIGHT )
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{
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// This is a fairly special case. Grigori looks better fighting from his assault points in the
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// elevated places of the Graveyard, so we prevent his back away behavior anytime he has a height
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// advantage on his enemy.
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return false;
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}
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float flDist;
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flDist = ( GetAbsOrigin() - GetEnemy()->GetAbsOrigin() ).Length();
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if( flDist <= 180 )
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return true;
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return false;
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}
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//-------------------------------------
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bool CNPC_Monk::IsValidEnemy( CBaseEntity *pEnemy )
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{
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if ( BaseClass::IsValidEnemy( pEnemy ) && GetActiveWeapon() )
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{
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float flDist;
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flDist = ( GetAbsOrigin() - pEnemy->GetAbsOrigin() ).Length();
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if( flDist <= GetActiveWeapon()->m_fMaxRange1 )
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return true;
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}
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return false;
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}
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//-------------------------------------
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int CNPC_Monk::TranslateSchedule( int scheduleType )
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{
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switch( scheduleType )
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{
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case SCHED_MOVE_AWAY_FAIL:
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// Our first method of backing away failed. Try another.
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return SCHED_MONK_BACK_AWAY_FROM_ENEMY;
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break;
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case SCHED_RANGE_ATTACK1:
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{
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if( ShouldBackAway() )
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{
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// Get some room, rely on move and shoot.
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return SCHED_MOVE_AWAY;
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}
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return SCHED_MONK_RANGE_ATTACK1;
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}
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break;
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case SCHED_HIDE_AND_RELOAD:
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case SCHED_RELOAD:
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if( ShouldBackAway() )
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{
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return SCHED_MONK_BACK_AWAY_AND_RELOAD;
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}
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return SCHED_RELOAD;
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break;
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}
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return BaseClass::TranslateSchedule( scheduleType );
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}
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//-------------------------------------
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void CNPC_Monk::PrescheduleThink()
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{
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BaseClass::PrescheduleThink();
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}
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//-------------------------------------
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int CNPC_Monk::SelectSchedule()
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{
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if( HasCondition( COND_HEAR_DANGER ) )
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{
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SpeakIfAllowed( TLK_DANGER );
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return SCHED_TAKE_COVER_FROM_BEST_SOUND;
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}
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if ( HasCondition( COND_TALKER_PLAYER_DEAD ) && !m_bMournedPlayer && IsOkToSpeak() )
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{
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m_bMournedPlayer = true;
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Speak( TLK_IDLE );
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}
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if( !BehaviorSelectSchedule() )
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{
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if ( HasCondition ( COND_NO_PRIMARY_AMMO ) )
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{
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return SCHED_HIDE_AND_RELOAD;
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}
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}
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return BaseClass::SelectSchedule();
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}
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//-------------------------------------
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void CNPC_Monk::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_RELOAD:
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{
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if ( GetActiveWeapon() && GetActiveWeapon()->HasPrimaryAmmo() )
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{
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// Don't reload if you have done so while moving (See BACK_AWAY_AND_RELOAD schedule).
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TaskComplete();
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return;
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}
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if( m_iNumZombies >= 2 && random->RandomInt( 1, 3 ) == 1 )
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{
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SpeakIfAllowed( TLK_ATTACKING );
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}
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Activity reloadGesture = TranslateActivity( ACT_GESTURE_RELOAD );
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if ( reloadGesture != ACT_INVALID && IsPlayingGesture( reloadGesture ) )
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{
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ResetIdealActivity( ACT_IDLE );
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return;
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}
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BaseClass::StartTask( pTask );
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}
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break;
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default:
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BaseClass::StartTask( pTask );
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break;
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}
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}
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void CNPC_Monk::RunTask( 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_RELOAD:
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{
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Activity reloadGesture = TranslateActivity( ACT_GESTURE_RELOAD );
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if ( GetIdealActivity() != ACT_RELOAD && reloadGesture != ACT_INVALID )
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{
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if ( !IsPlayingGesture( reloadGesture ) )
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{
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if ( GetShotRegulator() )
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{
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GetShotRegulator()->Reset( false );
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}
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TaskComplete();
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}
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return;
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}
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BaseClass::RunTask( pTask );
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}
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break;
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default:
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BaseClass::RunTask( pTask );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CNPC_Monk::GatherConditions()
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{
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BaseClass::GatherConditions();
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// Build my zombie danger index!
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m_iNumZombies = 0;
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m_iDangerousZombies = 0;
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AISightIter_t iter;
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CBaseEntity *pSightEnt;
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pSightEnt = GetSenses()->GetFirstSeenEntity( &iter );
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while( pSightEnt )
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{
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if( pSightEnt->Classify() == CLASS_ZOMBIE && pSightEnt->IsAlive() )
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{
|
|
// Is this zombie coming for me?
|
|
CAI_BaseNPC *pZombie = dynamic_cast<CAI_BaseNPC*>(pSightEnt);
|
|
|
|
if( pZombie && pZombie->GetEnemy() == this )
|
|
{
|
|
m_iNumZombies++;
|
|
|
|
// if this zombie is close enough to attack, add him to the zombie danger!
|
|
float flDist;
|
|
|
|
flDist = (pZombie->GetAbsOrigin() - GetAbsOrigin()).Length2DSqr();
|
|
|
|
if( flDist <= 128.0f * 128.0f )
|
|
{
|
|
m_iDangerousZombies++;
|
|
}
|
|
}
|
|
}
|
|
|
|
pSightEnt = GetSenses()->GetNextSeenEntity( &iter );
|
|
}
|
|
|
|
if( m_iDangerousZombies >= 3 || (GetEnemy() && GetHealth() < 25) )
|
|
{
|
|
// I see many zombies, or I'm quite injured.
|
|
SpeakIfAllowed( TLK_HELP_ME );
|
|
}
|
|
|
|
// NOTE!!!!!! This code assumes grigori is using annabelle!
|
|
ClearCondition(COND_LOW_PRIMARY_AMMO);
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
if ( GetActiveWeapon()->UsesPrimaryAmmo() )
|
|
{
|
|
if (!GetActiveWeapon()->HasPrimaryAmmo() )
|
|
{
|
|
SetCondition(COND_NO_PRIMARY_AMMO);
|
|
}
|
|
else if ( m_NPCState != NPC_STATE_COMBAT && GetActiveWeapon()->UsesClipsForAmmo1() && GetActiveWeapon()->Clip1() < 2 )
|
|
{
|
|
// Don't send a low ammo message unless we're not in combat.
|
|
SetCondition(COND_LOW_PRIMARY_AMMO);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Monk::PassesDamageFilter( const CTakeDamageInfo &info )
|
|
{
|
|
if ( info.GetAttacker()->ClassMatches( "npc_headcrab_black" ) || info.GetAttacker()->ClassMatches( "npc_headcrab_poison" ) )
|
|
return false;
|
|
|
|
return BaseClass::PassesDamageFilter( info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Monk::OnKilledNPC( CBaseCombatCharacter *pKilled )
|
|
{
|
|
if ( !pKilled )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( pKilled->Classify() == CLASS_ZOMBIE )
|
|
{
|
|
// Don't speak if the gun is empty, cause grigori will want to speak while he's reloading.
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
if ( GetActiveWeapon()->UsesPrimaryAmmo() && !GetActiveWeapon()->HasPrimaryAmmo() )
|
|
{
|
|
// Gun is empty. I'm about to reload.
|
|
if( m_iNumZombies >= 2 )
|
|
{
|
|
// Don't talk about killing a single zombie if there are more coming.
|
|
// the reload behavior will say "come to me, children", etc.
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( m_iNumZombies == 1 || random->RandomInt( 1, 3 ) == 1 )
|
|
{
|
|
SpeakIfAllowed( TLK_ENEMY_DEAD );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Monk::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
|
|
{
|
|
if( failedSchedule == SCHED_MONK_BACK_AWAY_FROM_ENEMY )
|
|
{
|
|
if( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
// Most likely backed into a corner. Just blaze away.
|
|
return SCHED_MONK_RANGE_ATTACK1;
|
|
}
|
|
}
|
|
|
|
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Monk::IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const
|
|
{
|
|
if ( startPos.z - endPos.z < 0 )
|
|
return false;
|
|
return BaseClass::IsJumpLegal( startPos, apex, endPos );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Every shot's a headshot. Useful for scripted Grigoris
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Monk::InputPerfectAccuracyOn( inputdata_t &inputdata )
|
|
{
|
|
m_bPerfectAccuracy = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Turn off perfect accuracy.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Monk::InputPerfectAccuracyOff( inputdata_t &inputdata )
|
|
{
|
|
m_bPerfectAccuracy = false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// CNPC_Monk Schedules
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
AI_BEGIN_CUSTOM_NPC( npc_monk, CNPC_Monk )
|
|
|
|
DECLARE_ACTIVITY( ACT_MONK_GUN_IDLE )
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_MONK_RANGE_ATTACK1,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
|
|
" TASK_RANGE_ATTACK1 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_ENEMY_OCCLUDED"
|
|
" COND_HEAR_DANGER"
|
|
" COND_WEAPON_BLOCKED_BY_FRIEND"
|
|
" COND_WEAPON_SIGHT_OCCLUDED"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_MONK_BACK_AWAY_FROM_ENEMY,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0"
|
|
" TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0"
|
|
" TASK_WALK_PATH_TIMED 4.0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
);
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_MONK_BACK_AWAY_AND_RELOAD,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_MONK_NORMAL_RELOAD"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0"
|
|
" TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0"
|
|
" TASK_WALK_PATH_TIMED 2.0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_RELOAD 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_ENEMY_DEAD"
|
|
);
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_MONK_NORMAL_RELOAD,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_RELOAD 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
|
|
AI_END_CUSTOM_NPC()
|