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