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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Antlion Guard
//
//=============================================================================//
#include "cbase.h"
#include "ai_hint.h"
#include "ai_localnavigator.h"
#include "ai_memory.h"
#include "ai_moveprobe.h"
#include "npcevent.h"
#include "IEffects.h"
#include "ndebugoverlay.h"
#include "soundent.h"
#include "soundenvelope.h"
#include "ai_squad.h"
#include "ai_network.h"
#include "ai_pathfinder.h"
#include "ai_navigator.h"
#include "ai_senses.h"
#include "npc_rollermine.h"
#include "ai_blended_movement.h"
#include "physics_prop_ragdoll.h"
#include "iservervehicle.h"
#include "player_pickup.h"
#include "props.h"
#include "antlion_dust.h"
#include "npc_antlion.h"
#include "decals.h"
#include "prop_combine_ball.h"
#include "eventqueue.h"
#include "te_effect_dispatch.h"
#include "Sprite.h"
#include "particle_parse.h"
#include "particle_system.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
inline void TraceHull_SkipPhysics( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin, const Vector &hullMax, unsigned int mask, const CBaseEntity *ignore, int collisionGroup, trace_t *ptr, float minMass );
ConVar g_debug_antlionguard( "g_debug_antlionguard", "0" ); ConVar sk_antlionguard_dmg_charge( "sk_antlionguard_dmg_charge", "0" ); ConVar sk_antlionguard_dmg_shove( "sk_antlionguard_dmg_shove", "0" );
#if HL2_EPISODIC
// When enabled, add code to have the antlion bleed profusely as it is badly injured.
#define ANTLIONGUARD_BLOOD_EFFECTS 2
ConVar g_antlionguard_hemorrhage( "g_antlionguard_hemorrhage", "1", FCVAR_NONE, "If 1, guard will emit a bleeding particle effect when wounded." ); #endif
// Spawnflags
#define SF_ANTLIONGUARD_SERVERSIDE_RAGDOLL ( 1 << 16 )
#define SF_ANTLIONGUARD_INSIDE_FOOTSTEPS ( 1 << 17 )
#define ENVELOPE_CONTROLLER (CSoundEnvelopeController::GetController())
#define ANTLIONGUARD_MODEL "models/antlion_guard.mdl"
#define MIN_BLAST_DAMAGE 25.0f
#define MIN_CRUSH_DAMAGE 20.0f
//==================================================
//
// Antlion Guard
//
//==================================================
#define ANTLIONGUARD_MAX_OBJECTS 128
#define ANTLIONGUARD_MIN_OBJECT_MASS 8
#define ANTLIONGUARD_MAX_OBJECT_MASS 750
#define ANTLIONGUARD_FARTHEST_PHYSICS_OBJECT 350
#define ANTLIONGUARD_OBJECTFINDING_FOV DOT_45DEGREE // 1/sqrt(2)
//Melee definitions
#define ANTLIONGUARD_MELEE1_RANGE 156.0f
#define ANTLIONGUARD_MELEE1_CONE 0.7f
// Antlion summoning
#define ANTLIONGUARD_SUMMON_COUNT 3
// Sight
#define ANTLIONGUARD_FOV_NORMAL -0.4f
// cavern guard's poisoning behavior
#if HL2_EPISODIC
#define ANTLIONGUARD_POISON_TO 12 // we only poison Gordon down to twelve to give him a chance to regen up to 20 by the next charge
#endif
#define ANTLIONGUARD_CHARGE_MIN 256
#define ANTLIONGUARD_CHARGE_MAX 2048
ConVar sk_antlionguard_health( "sk_antlionguard_health", "0" );
int g_interactionAntlionGuardFoundPhysicsObject = 0; // We're moving to a physics object to shove it, don't all choose the same object
int g_interactionAntlionGuardShovedPhysicsObject = 0; // We've punted an object, it is now clear to be chosen by others
//==================================================
// AntlionGuardSchedules
//==================================================
enum { SCHED_ANTLIONGUARD_CHARGE = LAST_SHARED_SCHEDULE, SCHED_ANTLIONGUARD_CHARGE_CRASH, SCHED_ANTLIONGUARD_CHARGE_CANCEL, SCHED_ANTLIONGUARD_PHYSICS_ATTACK, SCHED_ANTLIONGUARD_PHYSICS_DAMAGE_HEAVY, SCHED_ANTLIONGUARD_UNBURROW, SCHED_ANTLIONGUARD_CHARGE_TARGET, SCHED_ANTLIONGUARD_FIND_CHARGE_POSITION, SCHED_ANTLIONGUARD_MELEE_ATTACK1, SCHED_ANTLIONGUARD_SUMMON, SCHED_ANTLIONGUARD_PATROL_RUN, SCHED_ANTLIONGUARD_ROAR, SCHED_ANTLIONGUARD_CHASE_ENEMY_TOLERANCE, SCHED_FORCE_ANTLIONGUARD_PHYSICS_ATTACK, SCHED_ANTLIONGUARD_CANT_ATTACK, SCHED_ANTLIONGUARD_TAKE_COVER_FROM_ENEMY, SCHED_ANTLIONGUARD_CHASE_ENEMY };
//==================================================
// AntlionGuardTasks
//==================================================
enum { TASK_ANTLIONGUARD_CHARGE = LAST_SHARED_TASK, TASK_ANTLIONGUARD_GET_PATH_TO_PHYSOBJECT, TASK_ANTLIONGUARD_SHOVE_PHYSOBJECT, TASK_ANTLIONGUARD_SUMMON, TASK_ANTLIONGUARD_SET_FLINCH_ACTIVITY, TASK_ANTLIONGUARD_GET_PATH_TO_CHARGE_POSITION, TASK_ANTLIONGUARD_GET_PATH_TO_NEAREST_NODE, TASK_ANTLIONGUARD_GET_CHASE_PATH_ENEMY_TOLERANCE, TASK_ANTLIONGUARD_OPPORTUNITY_THROW, TASK_ANTLIONGUARD_FIND_PHYSOBJECT, };
//==================================================
// AntlionGuardConditions
//==================================================
enum { COND_ANTLIONGUARD_PHYSICS_TARGET = LAST_SHARED_CONDITION, COND_ANTLIONGUARD_PHYSICS_TARGET_INVALID, COND_ANTLIONGUARD_HAS_CHARGE_TARGET, COND_ANTLIONGUARD_CAN_SUMMON, COND_ANTLIONGUARD_CAN_CHARGE };
enum { SQUAD_SLOT_ANTLIONGUARD_CHARGE = LAST_SHARED_SQUADSLOT, };
//==================================================
// AntlionGuard Activities
//==================================================
Activity ACT_ANTLIONGUARD_SEARCH; Activity ACT_ANTLIONGUARD_PEEK_FLINCH; Activity ACT_ANTLIONGUARD_PEEK_ENTER; Activity ACT_ANTLIONGUARD_PEEK_EXIT; Activity ACT_ANTLIONGUARD_PEEK1; Activity ACT_ANTLIONGUARD_BARK; Activity ACT_ANTLIONGUARD_PEEK_SIGHTED; Activity ACT_ANTLIONGUARD_SHOVE_PHYSOBJECT; Activity ACT_ANTLIONGUARD_FLINCH_LIGHT; Activity ACT_ANTLIONGUARD_UNBURROW; Activity ACT_ANTLIONGUARD_ROAR; Activity ACT_ANTLIONGUARD_RUN_HURT;
// Flinches
Activity ACT_ANTLIONGUARD_PHYSHIT_FR; Activity ACT_ANTLIONGUARD_PHYSHIT_FL; Activity ACT_ANTLIONGUARD_PHYSHIT_RR; Activity ACT_ANTLIONGUARD_PHYSHIT_RL;
// Charge
Activity ACT_ANTLIONGUARD_CHARGE_START; Activity ACT_ANTLIONGUARD_CHARGE_CANCEL; Activity ACT_ANTLIONGUARD_CHARGE_RUN; Activity ACT_ANTLIONGUARD_CHARGE_CRASH; Activity ACT_ANTLIONGUARD_CHARGE_STOP; Activity ACT_ANTLIONGUARD_CHARGE_HIT; Activity ACT_ANTLIONGUARD_CHARGE_ANTICIPATION;
// Anim events
int AE_ANTLIONGUARD_CHARGE_HIT; int AE_ANTLIONGUARD_SHOVE_PHYSOBJECT; int AE_ANTLIONGUARD_SHOVE; int AE_ANTLIONGUARD_FOOTSTEP_LIGHT; int AE_ANTLIONGUARD_FOOTSTEP_HEAVY; int AE_ANTLIONGUARD_CHARGE_EARLYOUT; int AE_ANTLIONGUARD_VOICE_GROWL; int AE_ANTLIONGUARD_VOICE_BARK; int AE_ANTLIONGUARD_VOICE_PAIN; int AE_ANTLIONGUARD_VOICE_SQUEEZE; int AE_ANTLIONGUARD_VOICE_SCRATCH; int AE_ANTLIONGUARD_VOICE_GRUNT; int AE_ANTLIONGUARD_VOICE_ROAR; int AE_ANTLIONGUARD_BURROW_OUT;
struct PhysicsObjectCriteria_t { CBaseEntity *pTarget; Vector vecCenter; // Center point to look around
float flRadius; // Radius to search within
float flTargetCone; bool bPreferObjectsAlongTargetVector; // Prefer objects that we can strike easily as we move towards our target
float flNearRadius; // If we won't hit the player with the object, but get this close, throw anyway
};
#define MAX_FAILED_PHYSOBJECTS 8
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CNPC_AntlionGuard : public CAI_BlendedNPC { public: DECLARE_CLASS( CNPC_AntlionGuard, CAI_BlendedNPC ); DECLARE_SERVERCLASS(); DECLARE_DATADESC();
CNPC_AntlionGuard( void );
Class_T Classify( void ) { return CLASS_ANTLION; } virtual int GetSoundInterests( void ) { return (SOUND_WORLD|SOUND_COMBAT|SOUND_PLAYER|SOUND_DANGER); } virtual bool QueryHearSound( CSound *pSound );
const impactdamagetable_t &GetPhysicsImpactDamageTable( void );
virtual int MeleeAttack1Conditions( float flDot, float flDist ); virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
virtual int TranslateSchedule( int scheduleType ); virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info ); virtual void DeathSound( const CTakeDamageInfo &info ); virtual void Event_Killed( const CTakeDamageInfo &info ); virtual int SelectSchedule( void );
virtual float GetAutoAimRadius() { return 36.0f; } virtual void Precache( void ); virtual void Spawn( void ); virtual void Activate( void ); virtual void HandleAnimEvent( animevent_t *pEvent ); virtual void UpdateEfficiency( bool bInPVS ) { SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); SetMoveEfficiency( AIME_NORMAL ); } virtual void PrescheduleThink( void ); virtual void GatherConditions( void ); virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); virtual void StartTask( const Task_t *pTask ); virtual void RunTask( const Task_t *pTask ); virtual void StopLoopingSounds(); virtual bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sender ); // Input handlers.
void InputSetShoveTarget( inputdata_t &inputdata ); void InputSetChargeTarget( inputdata_t &inputdata ); void InputClearChargeTarget( inputdata_t &inputdata ); void InputUnburrow( inputdata_t &inputdata ); void InputRagdoll( inputdata_t &inputdata ); void InputEnableBark( inputdata_t &inputdata ); void InputDisableBark( inputdata_t &inputdata ); void InputSummonedAntlionDied( inputdata_t &inputdata ); void InputEnablePreferPhysicsAttack( inputdata_t &inputdata ); void InputDisablePreferPhysicsAttack( inputdata_t &inputdata );
virtual bool IsLightDamage( const CTakeDamageInfo &info ); virtual bool IsHeavyDamage( const CTakeDamageInfo &info ); virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval ); virtual bool BecomeRagdollOnClient( const Vector &force ); virtual void UpdateOnRemove( void ); virtual bool IsUnreachable( CBaseEntity* pEntity ); // Is entity is unreachable?
virtual float MaxYawSpeed( void ); virtual bool OverrideMove( float flInterval ); virtual bool CanBecomeRagdoll( void );
virtual bool ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity );
virtual Activity NPC_TranslateActivity( Activity baseAct );
#if HL2_EPISODIC
//---------------------------------
// Navigation & Movement -- prevent stopping paths for the guard
//---------------------------------
class CNavigator : public CAI_ComponentWithOuter<CNPC_AntlionGuard, CAI_Navigator> { typedef CAI_ComponentWithOuter<CNPC_AntlionGuard, CAI_Navigator> BaseClass; public: CNavigator( CNPC_AntlionGuard *pOuter ) : BaseClass( pOuter ) { }
bool GetStoppingPath( CAI_WaypointList *pClippedWaypoints ); }; CAI_Navigator * CreateNavigator() { return new CNavigator( this ); } #endif
DEFINE_CUSTOM_AI;
private:
inline bool CanStandAtPoint( const Vector &vecPos, Vector *pOut ); bool RememberFailedPhysicsTarget( CBaseEntity *pTarget ); void GetPhysicsShoveDir( CBaseEntity *pObject, float flMass, Vector *pOut ); void CreateGlow( CSprite **pSprite, const char *pAttachName ); void DestroyGlows( void ); void Footstep( bool bHeavy ); int SelectCombatSchedule( void ); int SelectUnreachableSchedule( void ); bool CanSummon( bool bIgnoreTime ); void SummonAntlions( void ); void ChargeLookAhead( void ); bool EnemyIsRightInFrontOfMe( CBaseEntity **pEntity ); bool HandleChargeImpact( Vector vecImpact, CBaseEntity *pEntity ); bool ShouldCharge( const Vector &startPos, const Vector &endPos, bool useTime, bool bCheckForCancel ); bool ShouldWatchEnemy( void ); void ImpactShock( const Vector &origin, float radius, float magnitude, CBaseEntity *pIgnored = NULL ); void BuildScheduleTestBits( void ); void Shove( void ); void FoundEnemy( void ); void LostEnemy( void ); void UpdateHead( void ); void UpdatePhysicsTarget( bool bPreferObjectsAlongTargetVector, float flRadius = ANTLIONGUARD_FARTHEST_PHYSICS_OBJECT ); void MaintainPhysicsTarget( void ); void ChargeDamage( CBaseEntity *pTarget ); void StartSounds( void ); void SetHeavyDamageAnim( const Vector &vecSource ); float ChargeSteer( void ); CBaseEntity *FindPhysicsObjectTarget( const PhysicsObjectCriteria_t &criteria ); Vector GetPhysicsHitPosition( CBaseEntity *pObject, CBaseEntity *pTarget, Vector *vecTrajectory, float *flClearDistance ); bool CanStandAtShoveTarget( CBaseEntity *pShoveObject, CBaseEntity *pTarget, Vector *pOut ); CBaseEntity *GetNextShoveTarget( CBaseEntity *pLastEntity, AISightIter_t &iter );
int m_nFlinchActivity;
bool m_bStopped; bool m_bIsBurrowed; bool m_bBarkEnabled; float m_flNextSummonTime; int m_iNumLiveAntlions; float m_flSearchNoiseTime; float m_flAngerNoiseTime; float m_flBreathTime; float m_flChargeTime; float m_flPhysicsCheckTime; float m_flNextHeavyFlinchTime; float m_flNextRoarTime; int m_iChargeMisses; bool m_bDecidedNotToStop; bool m_bPreferPhysicsAttack;
CNetworkVar( bool, m_bCavernBreed ); // If this guard is meant to be a cavern dweller (uses different assets)
CNetworkVar( bool, m_bInCavern ); // Behavioral hint telling the guard to change his behavior
Vector m_vecPhysicsTargetStartPos; Vector m_vecPhysicsHitPosition; EHANDLE m_hShoveTarget; EHANDLE m_hChargeTarget; EHANDLE m_hChargeTargetPosition; EHANDLE m_hOldTarget; EHANDLE m_hPhysicsTarget; CUtlVectorFixed<EHANDLE, MAX_FAILED_PHYSOBJECTS> m_FailedPhysicsTargets;
COutputEvent m_OnSummon;
CSoundPatch *m_pGrowlHighSound; CSoundPatch *m_pGrowlLowSound; CSoundPatch *m_pGrowlIdleSound; CSoundPatch *m_pBreathSound; CSoundPatch *m_pConfusedSound;
string_t m_iszPhysicsPropClass; string_t m_strShoveTargets;
CSprite *m_hCaveGlow[2];
#if ANTLIONGUARD_BLOOD_EFFECTS
CNetworkVar( uint8, m_iBleedingLevel );
unsigned char GetBleedingLevel( void ) const; #endif
protected:
int m_poseThrow; int m_poseHead_Yaw, m_poseHead_Pitch; virtual void PopulatePoseParameters( void );
// inline accessors
public: inline bool IsCavernBreed( void ) const { return m_bCavernBreed; } inline bool IsInCavern( void ) const { return m_bInCavern; } };
//==================================================
// CNPC_AntlionGuard::m_DataDesc
//==================================================
BEGIN_DATADESC( CNPC_AntlionGuard )
DEFINE_FIELD( m_nFlinchActivity, FIELD_INTEGER ), DEFINE_FIELD( m_bStopped, FIELD_BOOLEAN ), DEFINE_KEYFIELD( m_bIsBurrowed, FIELD_BOOLEAN, "startburrowed" ), DEFINE_KEYFIELD( m_bBarkEnabled, FIELD_BOOLEAN, "allowbark" ), DEFINE_FIELD( m_flNextSummonTime, FIELD_TIME ), DEFINE_FIELD( m_iNumLiveAntlions, FIELD_INTEGER ),
DEFINE_FIELD( m_flSearchNoiseTime, FIELD_TIME ), DEFINE_FIELD( m_flAngerNoiseTime, FIELD_TIME ), DEFINE_FIELD( m_flBreathTime, FIELD_TIME ), DEFINE_FIELD( m_flChargeTime, FIELD_TIME ),
DEFINE_FIELD( m_hShoveTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_hChargeTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_hChargeTargetPosition, FIELD_EHANDLE ), DEFINE_FIELD( m_hOldTarget, FIELD_EHANDLE ), // m_FailedPhysicsTargets // We do not save/load these
DEFINE_FIELD( m_hPhysicsTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_vecPhysicsTargetStartPos, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_vecPhysicsHitPosition, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_flPhysicsCheckTime, FIELD_TIME ), DEFINE_FIELD( m_flNextHeavyFlinchTime, FIELD_TIME ), DEFINE_FIELD( m_flNextRoarTime, FIELD_TIME ), DEFINE_FIELD( m_iChargeMisses, FIELD_INTEGER ), DEFINE_FIELD( m_bDecidedNotToStop, FIELD_BOOLEAN ), DEFINE_FIELD( m_bPreferPhysicsAttack, FIELD_BOOLEAN ),
#if ANTLIONGUARD_BLOOD_EFFECTS
DEFINE_FIELD( m_iBleedingLevel, FIELD_CHARACTER ), #endif
DEFINE_KEYFIELD( m_bCavernBreed,FIELD_BOOLEAN, "cavernbreed" ), DEFINE_KEYFIELD( m_bInCavern, FIELD_BOOLEAN, "incavern" ), DEFINE_KEYFIELD( m_strShoveTargets, FIELD_STRING, "shovetargets" ),
DEFINE_AUTO_ARRAY( m_hCaveGlow, FIELD_CLASSPTR ),
DEFINE_OUTPUT( m_OnSummon, "OnSummon" ),
DEFINE_SOUNDPATCH( m_pGrowlHighSound ), DEFINE_SOUNDPATCH( m_pGrowlLowSound ), DEFINE_SOUNDPATCH( m_pGrowlIdleSound ), DEFINE_SOUNDPATCH( m_pBreathSound ), DEFINE_SOUNDPATCH( m_pConfusedSound ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetShoveTarget", InputSetShoveTarget ), DEFINE_INPUTFUNC( FIELD_STRING, "SetChargeTarget", InputSetChargeTarget ), DEFINE_INPUTFUNC( FIELD_VOID, "ClearChargeTarget", InputClearChargeTarget ), DEFINE_INPUTFUNC( FIELD_VOID, "Unburrow", InputUnburrow ), DEFINE_INPUTFUNC( FIELD_VOID, "Ragdoll", InputRagdoll ), DEFINE_INPUTFUNC( FIELD_VOID, "EnableBark", InputEnableBark ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableBark", InputDisableBark ), DEFINE_INPUTFUNC( FIELD_VOID, "SummonedAntlionDied", InputSummonedAntlionDied ), DEFINE_INPUTFUNC( FIELD_VOID, "EnablePreferPhysicsAttack", InputEnablePreferPhysicsAttack ), DEFINE_INPUTFUNC( FIELD_VOID, "DisablePreferPhysicsAttack", InputDisablePreferPhysicsAttack ),
END_DATADESC()
//Fast Growl (Growl High)
envelopePoint_t envAntlionGuardFastGrowl[] = { { 1.0f, 1.0f, 0.2f, 0.4f, }, { 0.1f, 0.1f, 0.8f, 1.0f, }, { 0.0f, 0.0f, 0.4f, 0.8f, }, };
//Bark 1 (Growl High)
envelopePoint_t envAntlionGuardBark1[] = { { 1.0f, 1.0f, 0.1f, 0.2f, }, { 0.0f, 0.0f, 0.4f, 0.6f, }, };
//Bark 2 (Confused)
envelopePoint_t envAntlionGuardBark2[] = { { 1.0f, 1.0f, 0.1f, 0.2f, }, { 0.2f, 0.3f, 0.1f, 0.2f, }, { 0.0f, 0.0f, 0.4f, 0.6f, }, };
//Pain
envelopePoint_t envAntlionGuardPain1[] = { { 1.0f, 1.0f, 0.1f, 0.2f, }, { -1.0f, -1.0f, 0.5f, 0.8f, }, { 0.1f, 0.2f, 0.1f, 0.2f, }, { 0.0f, 0.0f, 0.5f, 0.75f, }, };
//Squeeze (High Growl)
envelopePoint_t envAntlionGuardSqueeze[] = { { 1.0f, 1.0f, 0.1f, 0.2f, }, { 0.0f, 0.0f, 1.0f, 1.5f, }, };
//Scratch (Low Growl)
envelopePoint_t envAntlionGuardScratch[] = { { 1.0f, 1.0f, 0.4f, 0.6f, }, { 0.5f, 0.5f, 0.4f, 0.6f, }, { 0.0f, 0.0f, 1.0f, 1.5f, }, };
//Grunt
envelopePoint_t envAntlionGuardGrunt[] = { { 0.6f, 1.0f, 0.1f, 0.2f, }, { 0.0f, 0.0f, 0.1f, 0.2f, }, };
envelopePoint_t envAntlionGuardGrunt2[] = { { 0.2f, 0.4f, 0.1f, 0.2f, }, { 0.0f, 0.0f, 0.4f, 0.6f, }, };
//==============================================================================================
// ANTLION GUARD PHYSICS DAMAGE TABLE
//==============================================================================================
static impactentry_t antlionGuardLinearTable[] = { { 100*100, 10 }, { 250*250, 25 }, { 350*350, 50 }, { 500*500, 75 }, { 1000*1000,100 }, };
static impactentry_t antlionGuardAngularTable[] = { { 50* 50, 10 }, { 100*100, 25 }, { 150*150, 50 }, { 200*200, 75 }, };
impactdamagetable_t gAntlionGuardImpactDamageTable = { antlionGuardLinearTable, antlionGuardAngularTable, ARRAYSIZE(antlionGuardLinearTable), ARRAYSIZE(antlionGuardAngularTable),
200*200,// minimum linear speed squared
180*180,// minimum angular speed squared (360 deg/s to cause spin/slice damage)
15, // can't take damage from anything under 15kg
10, // anything less than 10kg is "small"
5, // never take more than 1 pt of damage from anything under 15kg
128*128,// <15kg objects must go faster than 36 in/s to do damage
45, // large mass in kg
2, // large mass scale (anything over 500kg does 4X as much energy to read from damage table)
1, // large mass falling scale
0, // my min velocity
};
//-----------------------------------------------------------------------------
// Purpose:
// Output : const impactdamagetable_t
//-----------------------------------------------------------------------------
const impactdamagetable_t &CNPC_AntlionGuard::GetPhysicsImpactDamageTable( void ) { return gAntlionGuardImpactDamageTable; }
//==================================================
// CNPC_AntlionGuard
//==================================================
CNPC_AntlionGuard::CNPC_AntlionGuard( void ) { m_bCavernBreed = false; m_bInCavern = false;
m_iszPhysicsPropClass = AllocPooledString( "prop_physics" ); }
LINK_ENTITY_TO_CLASS( npc_antlionguard, CNPC_AntlionGuard );
IMPLEMENT_SERVERCLASS_ST(CNPC_AntlionGuard, DT_NPC_AntlionGuard) SendPropBool( SENDINFO( m_bCavernBreed ) ), SendPropBool( SENDINFO( m_bInCavern ) ),
#if ANTLIONGUARD_BLOOD_EFFECTS
SendPropInt( SENDINFO( m_iBleedingLevel ), 2, SPROP_UNSIGNED ), #endif
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::UpdateOnRemove( void ) { DestroyGlows();
// Chain to the base class
BaseClass::UpdateOnRemove(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::Precache( void ) { PrecacheModel( ANTLIONGUARD_MODEL );
PrecacheScriptSound( "NPC_AntlionGuard.Shove" ); PrecacheScriptSound( "NPC_AntlionGuard.HitHard" );
if ( HasSpawnFlags(SF_ANTLIONGUARD_INSIDE_FOOTSTEPS) ) { PrecacheScriptSound( "NPC_AntlionGuard.Inside.StepLight" ); PrecacheScriptSound( "NPC_AntlionGuard.Inside.StepHeavy" ); } else { PrecacheScriptSound( "NPC_AntlionGuard.StepLight" ); PrecacheScriptSound( "NPC_AntlionGuard.StepHeavy" ); }
#if HL2_EPISODIC
PrecacheScriptSound( "NPC_AntlionGuard.NearStepLight" ); PrecacheScriptSound( "NPC_AntlionGuard.NearStepHeavy" ); PrecacheScriptSound( "NPC_AntlionGuard.FarStepLight" ); PrecacheScriptSound( "NPC_AntlionGuard.FarStepHeavy" ); PrecacheScriptSound( "NPC_AntlionGuard.BreatheLoop" ); PrecacheScriptSound( "NPC_AntlionGuard.ShellCrack" ); PrecacheScriptSound( "NPC_AntlionGuard.Pain_Roar" ); PrecacheModel( "sprites/grubflare1.vmt" ); #endif // HL2_EPISODIC
PrecacheScriptSound( "NPC_AntlionGuard.Anger" ); PrecacheScriptSound( "NPC_AntlionGuard.Roar" ); PrecacheScriptSound( "NPC_AntlionGuard.Die" );
PrecacheScriptSound( "NPC_AntlionGuard.GrowlHigh" ); PrecacheScriptSound( "NPC_AntlionGuard.GrowlIdle" ); PrecacheScriptSound( "NPC_AntlionGuard.BreathSound" ); PrecacheScriptSound( "NPC_AntlionGuard.Confused" ); PrecacheScriptSound( "NPC_AntlionGuard.Fallover" );
PrecacheScriptSound( "NPC_AntlionGuard.FrustratedRoar" );
PrecacheParticleSystem( "blood_antlionguard_injured_light" ); PrecacheParticleSystem( "blood_antlionguard_injured_heavy" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::DestroyGlows( void ) { if ( m_hCaveGlow[0] ) { UTIL_Remove( m_hCaveGlow[0] );
// reset it to NULL in case there is a double death cleanup for some reason.
m_hCaveGlow[0] = NULL; }
if ( m_hCaveGlow[1] ) { UTIL_Remove( m_hCaveGlow[1] );
// reset it to NULL in case there is a double death cleanup for some reason.
m_hCaveGlow[1] = NULL; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::CreateGlow( CSprite **pSprite, const char *pAttachName ) { if ( pSprite == NULL ) return;
// Create the glow sprite
*pSprite = CSprite::SpriteCreate( "sprites/grubflare1.vmt", GetLocalOrigin(), false ); Assert( *pSprite ); if ( *pSprite == NULL ) return;
(*pSprite)->TurnOn(); (*pSprite)->SetTransparency( kRenderWorldGlow, 156, 169, 121, 164, kRenderFxNoDissipation ); (*pSprite)->SetScale( 1.0f ); (*pSprite)->SetGlowProxySize( 16.0f ); int nAttachment = LookupAttachment( pAttachName ); (*pSprite)->SetParent( this, nAttachment ); (*pSprite)->SetLocalOrigin( vec3_origin );
// Don't uselessly animate, we're a static sprite!
(*pSprite)->SetThink( NULL ); (*pSprite)->SetNextThink( TICK_NEVER_THINK ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::Spawn( void ) { Precache();
SetModel( ANTLIONGUARD_MODEL );
// Switch our skin (for now), if we're the cavern guard
if ( m_bCavernBreed ) { m_nSkin = 1; // Add glows
CreateGlow( &(m_hCaveGlow[0]), "attach_glow1" ); CreateGlow( &(m_hCaveGlow[1]), "attach_glow2" ); } else { m_hCaveGlow[0] = NULL; m_hCaveGlow[1] = NULL; }
SetHullType( HULL_LARGE ); SetHullSizeNormal(); SetDefaultEyeOffset(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP );
SetNavType( NAV_GROUND ); SetBloodColor( BLOOD_COLOR_YELLOW );
m_iHealth = sk_antlionguard_health.GetFloat(); m_iMaxHealth = m_iHealth; m_flFieldOfView = ANTLIONGUARD_FOV_NORMAL; m_flPhysicsCheckTime = 0; m_flChargeTime = 0; m_flNextRoarTime = 0; m_flNextSummonTime = 0; m_iNumLiveAntlions = 0; m_iChargeMisses = 0; m_flNextHeavyFlinchTime = 0; m_bDecidedNotToStop = false;
ClearHintGroup(); m_bStopped = false;
m_hShoveTarget = NULL; m_hChargeTarget = NULL; m_hChargeTargetPosition = NULL; m_hPhysicsTarget = NULL; m_HackedGunPos.x = 10; m_HackedGunPos.y = 0; m_HackedGunPos.z = 30;
CapabilitiesClear(); CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_SQUAD ); CapabilitiesAdd( bits_CAP_SKIP_NAV_GROUND_CHECK );
NPCInit();
BaseClass::Spawn();
//See if we're supposed to start burrowed
if ( m_bIsBurrowed ) { AddEffects( EF_NODRAW ); AddFlag( FL_NOTARGET );
m_spawnflags |= SF_NPC_GAG; AddSolidFlags( FSOLID_NOT_SOLID ); m_takedamage = DAMAGE_NO;
if ( m_hCaveGlow[0] ) m_hCaveGlow[0]->TurnOff(); if ( m_hCaveGlow[1] ) m_hCaveGlow[1]->TurnOff(); }
// Do not dissolve
AddEFlags( EFL_NO_DISSOLVE );
// We get a minute of free knowledge about the target
GetEnemies()->SetEnemyDiscardTime( 120.0f ); GetEnemies()->SetFreeKnowledgeDuration( 60.0f );
// We need to bloat the absbox to encompass all the hitboxes
Vector absMin = -Vector(100,100,0); Vector absMax = Vector(100,100,128);
CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &absMin, &absMax ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::Activate( void ) { BaseClass::Activate();
// Find all nearby physics objects and add them to the list of objects we will sense
CBaseEntity *pObject = NULL; while ( ( pObject = gEntList.FindEntityInSphere( pObject, WorldSpaceCenter(), 2500 ) ) != NULL ) { // Can't throw around debris
if ( pObject->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ) continue;
// We can only throw a few types of things
if ( !FClassnameIs( pObject, "prop_physics" ) && !FClassnameIs( pObject, "func_physbox" ) ) continue;
// Ensure it's mass is within range
IPhysicsObject *pPhysObj = pObject->VPhysicsGetObject(); if( ( pPhysObj == NULL ) || ( pPhysObj->GetMass() > ANTLIONGUARD_MAX_OBJECT_MASS ) || ( pPhysObj->GetMass() < ANTLIONGUARD_MIN_OBJECT_MASS ) ) continue;
// Tell the AI sensing list that we want to consider this
g_AI_SensedObjectsManager.AddEntity( pObject );
if ( g_debug_antlionguard.GetInt() == 5 ) { Msg("Antlion Guard: Added prop with model '%s' to sense list.\n", STRING(pObject->GetModelName()) ); pObject->m_debugOverlays |= OVERLAY_BBOX_BIT; } } }
//-----------------------------------------------------------------------------
// Purpose: Return true if the guard's allowed to summon antlions
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::CanSummon( bool bIgnoreTime ) { if ( !m_bBarkEnabled ) return false;
if ( !bIgnoreTime && m_flNextSummonTime > gpGlobals->curtime ) return false;
// Hit the max number of them allowed? Only summon when we're 2 down.
if ( m_iNumLiveAntlions >= MAX(1, ANTLIONGUARD_SUMMON_COUNT-1) ) return false;
return true; }
//-----------------------------------------------------------------------------
// Purpose: Our enemy is unreachable. Select a schedule.
//-----------------------------------------------------------------------------
int CNPC_AntlionGuard::SelectUnreachableSchedule( void ) { // If we're in the cavern setting, we opt out of this
if ( m_bInCavern ) return SCHED_ANTLIONGUARD_CHASE_ENEMY_TOLERANCE; // Summon antlions if we can
if ( HasCondition( COND_ANTLIONGUARD_CAN_SUMMON ) ) return SCHED_ANTLIONGUARD_SUMMON;
// First, look for objects near ourselves
PhysicsObjectCriteria_t criteria; criteria.bPreferObjectsAlongTargetVector = false; criteria.flNearRadius = (40*12); criteria.flRadius = (250*12); criteria.flTargetCone = -1.0f; criteria.pTarget = GetEnemy(); criteria.vecCenter = GetAbsOrigin();
CBaseEntity *pTarget = FindPhysicsObjectTarget( criteria ); if ( pTarget == NULL && GetEnemy() ) { // Use the same criteria, but search near the target instead of us
criteria.vecCenter = GetEnemy()->GetAbsOrigin(); pTarget = FindPhysicsObjectTarget( criteria ); }
// If we found one, we'll want to attack it
if ( pTarget ) { m_hPhysicsTarget = pTarget; SetCondition( COND_ANTLIONGUARD_PHYSICS_TARGET ); m_vecPhysicsTargetStartPos = m_hPhysicsTarget->WorldSpaceCenter(); // Tell any squadmates I'm going for this item so they don't as well
if ( GetSquad() != NULL ) { GetSquad()->BroadcastInteraction( g_interactionAntlionGuardFoundPhysicsObject, (void *)((CBaseEntity *)m_hPhysicsTarget), this ); }
return SCHED_ANTLIONGUARD_PHYSICS_ATTACK; }
// Deal with a visible player
if ( HasCondition( COND_SEE_ENEMY ) ) { // Roar at the player as show of frustration
if ( m_flNextRoarTime < gpGlobals->curtime ) { m_flNextRoarTime = gpGlobals->curtime + RandomFloat( 20,40 ); return SCHED_ANTLIONGUARD_ROAR; }
// If we're under attack, then let's leave for a bit
if ( GetEnemy() && HasCondition( COND_HEAVY_DAMAGE ) ) { Vector dir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize(dir);
GetMotor()->SetIdealYaw( -dir ); return SCHED_ANTLIONGUARD_TAKE_COVER_FROM_ENEMY; } }
// If we're too far away, try to close distance to our target first
float flDistToEnemySqr = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr(); if ( flDistToEnemySqr > Square( 100*12 ) ) return SCHED_ANTLIONGUARD_CHASE_ENEMY_TOLERANCE;
// Fire that we're unable to reach our target!
if ( GetEnemy() && GetEnemy()->IsPlayer() ) { m_OnLostPlayer.FireOutput( this, this ); }
m_OnLostEnemy.FireOutput( this, this ); GetEnemies()->MarkAsEluded( GetEnemy() );
// Move randomly for the moment
return SCHED_ANTLIONGUARD_CANT_ATTACK; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_AntlionGuard::SelectCombatSchedule( void ) { ClearHintGroup();
/*
bool bCanCharge = false; if ( HasCondition( COND_SEE_ENEMY ) ) { bCanCharge = ShouldCharge( GetAbsOrigin(), GetEnemy()->GetAbsOrigin(), true, false ); } */
// Attack if we can
if ( HasCondition(COND_CAN_MELEE_ATTACK1) ) return SCHED_MELEE_ATTACK1;
// Otherwise, summon antlions
if ( HasCondition(COND_ANTLIONGUARD_CAN_SUMMON) ) { // If I can charge, and have antlions, charge instead
if ( HasCondition( COND_ANTLIONGUARD_CAN_CHARGE ) && m_iNumLiveAntlions ) return SCHED_ANTLIONGUARD_CHARGE;
return SCHED_ANTLIONGUARD_SUMMON; }
// See if we can bark
if ( HasCondition( COND_ENEMY_UNREACHABLE ) ) return SelectUnreachableSchedule();
//Physics target
if ( HasCondition( COND_ANTLIONGUARD_PHYSICS_TARGET ) && !m_bInCavern ) return SCHED_ANTLIONGUARD_PHYSICS_ATTACK;
// If we've missed a couple of times, and we can summon, make it harder
if ( m_iChargeMisses >= 2 && CanSummon(true) ) { m_iChargeMisses--; return SCHED_ANTLIONGUARD_SUMMON; }
// Charging
if ( HasCondition( COND_ANTLIONGUARD_CAN_CHARGE ) ) { // Don't let other squad members charge while we're doing it
OccupyStrategySlot( SQUAD_SLOT_ANTLIONGUARD_CHARGE ); return SCHED_ANTLIONGUARD_CHARGE; }
return BaseClass::SelectSchedule(); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::ShouldCharge( const Vector &startPos, const Vector &endPos, bool useTime, bool bCheckForCancel ) { // Don't charge in tight spaces unless forced to
if ( hl2_episodic.GetBool() && m_bInCavern && !(m_hChargeTarget.Get() && m_hChargeTarget->IsAlive()) ) return false;
// Must have a target
if ( !GetEnemy() ) return false;
// No one else in the squad can be charging already
if ( IsStrategySlotRangeOccupied( SQUAD_SLOT_ANTLIONGUARD_CHARGE, SQUAD_SLOT_ANTLIONGUARD_CHARGE ) ) return false;
// Don't check the distance once we start charging
if ( !bCheckForCancel ) { // Don't allow use to charge again if it's been too soon
if ( useTime && ( m_flChargeTime > gpGlobals->curtime ) ) return false;
float distance = UTIL_DistApprox2D( startPos, endPos );
// Must be within our tolerance range
if ( ( distance < ANTLIONGUARD_CHARGE_MIN ) || ( distance > ANTLIONGUARD_CHARGE_MAX ) ) return false; }
if ( GetSquad() ) { // If someone in our squad is closer to the enemy, then don't charge (we end up hitting them more often than not!)
float flOurDistToEnemySqr = ( GetAbsOrigin() - GetEnemy()->GetAbsOrigin() ).LengthSqr(); AISquadIter_t iter; for ( CAI_BaseNPC *pSquadMember = GetSquad()->GetFirstMember( &iter ); pSquadMember; pSquadMember = GetSquad()->GetNextMember( &iter ) ) { if ( pSquadMember->IsAlive() == false || pSquadMember == this ) continue;
if ( ( pSquadMember->GetAbsOrigin() - GetEnemy()->GetAbsOrigin() ).LengthSqr() < flOurDistToEnemySqr ) return false; } }
//FIXME: We'd like to exclude small physics objects from this check!
// We only need to hit the endpos with the edge of our bounding box
Vector vecDir = endPos - startPos; VectorNormalize( vecDir ); float flWidth = WorldAlignSize().x * 0.5; Vector vecTargetPos = endPos - (vecDir * flWidth);
// See if we can directly move there
AIMoveTrace_t moveTrace; GetMoveProbe()->MoveLimit( NAV_GROUND, startPos, vecTargetPos, MASK_NPCSOLID_BRUSHONLY, GetEnemy(), &moveTrace ); // Draw the probe
if ( g_debug_antlionguard.GetInt() == 1 ) { Vector enemyDir = (vecTargetPos - startPos); float enemyDist = VectorNormalize( enemyDir );
NDebugOverlay::BoxDirection( startPos, GetHullMins(), GetHullMaxs() + Vector(enemyDist,0,0), enemyDir, 0, 255, 0, 8, 1.0f ); }
// If we're not blocked, charge
if ( IsMoveBlocked( moveTrace ) ) { // Don't allow it if it's too close to us
if ( UTIL_DistApprox( WorldSpaceCenter(), moveTrace.vEndPosition ) < ANTLIONGUARD_CHARGE_MIN ) return false;
// Allow some special cases to not block us
if ( moveTrace.pObstruction != NULL ) { // If we've hit the world, see if it's a cliff
if ( moveTrace.pObstruction == GetContainingEntity( INDEXENT(0) ) ) { // Can't be too far above/below the target
if ( fabs( moveTrace.vEndPosition.z - vecTargetPos.z ) > StepHeight() ) return false;
// Allow it if we got pretty close
if ( UTIL_DistApprox( moveTrace.vEndPosition, vecTargetPos ) < 64 ) return true; }
// Hit things that will take damage
if ( moveTrace.pObstruction->m_takedamage != DAMAGE_NO ) return true;
// Hit things that will move
if ( moveTrace.pObstruction->GetMoveType() == MOVETYPE_VPHYSICS ) return true; }
return false; }
// Only update this if we've requested it
if ( useTime ) { m_flChargeTime = gpGlobals->curtime + 4.0f; }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_AntlionGuard::SelectSchedule( void ) { // Don't do anything if we're burrowed
if ( m_bIsBurrowed ) return SCHED_IDLE_STAND;
#if 0
// Debug physics object finding
if ( 0 ) //g_debug_antlionguard.GetInt() == 3 )
{ m_flPhysicsCheckTime = 0; UpdatePhysicsTarget( false ); return SCHED_IDLE_STAND; } #endif
// Flinch on heavy damage, but not if we've flinched too recently.
// This is done to prevent stun-locks from grenades.
if ( !m_bInCavern && HasCondition( COND_HEAVY_DAMAGE ) && m_flNextHeavyFlinchTime < gpGlobals->curtime ) { m_flNextHeavyFlinchTime = gpGlobals->curtime + 8.0f; return SCHED_ANTLIONGUARD_PHYSICS_DAMAGE_HEAVY; }
// Prefer to use physics, in this case
if ( m_bPreferPhysicsAttack ) { // If we have a target, try to go for it
if ( HasCondition( COND_ANTLIONGUARD_PHYSICS_TARGET ) ) return SCHED_ANTLIONGUARD_PHYSICS_ATTACK; }
// Charge after a target if it's set
if ( m_hChargeTarget && m_hChargeTargetPosition ) { ClearCondition( COND_ANTLIONGUARD_HAS_CHARGE_TARGET ); ClearHintGroup(); if ( m_hChargeTarget->IsAlive() == false ) { m_hChargeTarget = NULL; m_hChargeTargetPosition = NULL; SetEnemy( m_hOldTarget );
if ( m_hOldTarget == NULL ) { m_NPCState = NPC_STATE_ALERT; } } else { m_hOldTarget = GetEnemy(); SetEnemy( m_hChargeTarget ); UpdateEnemyMemory( m_hChargeTarget, m_hChargeTarget->GetAbsOrigin() );
//If we can't see the target, run to somewhere we can
if ( ShouldCharge( GetAbsOrigin(), GetEnemy()->GetAbsOrigin(), false, false ) == false ) return SCHED_ANTLIONGUARD_FIND_CHARGE_POSITION;
return SCHED_ANTLIONGUARD_CHARGE_TARGET; } }
// See if we need to clear a path to our enemy
if ( HasCondition( COND_ENEMY_OCCLUDED ) || HasCondition( COND_ENEMY_UNREACHABLE ) ) { CBaseEntity *pBlocker = GetEnemyOccluder();
if ( ( pBlocker != NULL ) && FClassnameIs( pBlocker, "prop_physics" ) && !m_bInCavern ) { m_hPhysicsTarget = pBlocker; return SCHED_ANTLIONGUARD_PHYSICS_ATTACK; } }
//Only do these in combat states
if ( m_NPCState == NPC_STATE_COMBAT && GetEnemy() ) return SelectCombatSchedule();
return BaseClass::SelectSchedule(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_AntlionGuard::MeleeAttack1Conditions( float flDot, float flDist ) { // Don't attack again too soon
if ( GetNextAttack() > gpGlobals->curtime ) return 0;
// While charging, we can't melee attack
if ( IsCurSchedule( SCHED_ANTLIONGUARD_CHARGE ) ) return 0;
if ( hl2_episodic.GetBool() && m_bInCavern ) { // Predict where they'll be and see if THAT is within range
Vector vecPredPos; UTIL_PredictedPosition( GetEnemy(), 0.25f, &vecPredPos ); if ( ( GetAbsOrigin() - vecPredPos ).Length() > ANTLIONGUARD_MELEE1_RANGE ) return COND_TOO_FAR_TO_ATTACK; } else { // Must be close enough
if ( flDist > ANTLIONGUARD_MELEE1_RANGE ) return COND_TOO_FAR_TO_ATTACK; }
// Must be within a viable cone
if ( flDot < ANTLIONGUARD_MELEE1_CONE ) return COND_NOT_FACING_ATTACK;
// If the enemy is on top of me, I'm allowed to hit the sucker
if ( GetEnemy()->GetGroundEntity() == this ) return COND_CAN_MELEE_ATTACK1;
trace_t tr; TraceHull_SkipPhysics( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), Vector(-10,-10,-10), Vector(10,10,10), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5 );
// If we hit anything, go for it
if ( tr.fraction < 1.0f ) return COND_CAN_MELEE_ATTACK1;
return 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CNPC_AntlionGuard::MaxYawSpeed( void ) { Activity eActivity = GetActivity();
// Stay still
if (( eActivity == ACT_ANTLIONGUARD_SEARCH ) || ( eActivity == ACT_ANTLIONGUARD_PEEK_ENTER ) || ( eActivity == ACT_ANTLIONGUARD_PEEK_EXIT ) || ( eActivity == ACT_ANTLIONGUARD_PEEK1 ) || ( eActivity == ACT_ANTLIONGUARD_BARK ) || ( eActivity == ACT_ANTLIONGUARD_PEEK_SIGHTED ) || ( eActivity == ACT_MELEE_ATTACK1 ) ) return 0.0f;
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy != NULL && pEnemy->IsPlayer() == false ) return 16.0f;
// Turn slowly when you're charging
if ( eActivity == ACT_ANTLIONGUARD_CHARGE_START ) return 4.0f;
if ( hl2_episodic.GetBool() && m_bInCavern ) { // Allow a better turning rate when moving quickly but not charging the player
if ( ( eActivity == ACT_ANTLIONGUARD_CHARGE_RUN ) && IsCurSchedule( SCHED_ANTLIONGUARD_CHARGE ) == false ) return 16.0f; }
// Turn more slowly as we close in on our target
if ( eActivity == ACT_ANTLIONGUARD_CHARGE_RUN ) { if ( pEnemy == NULL ) return 2.0f;
float dist = UTIL_DistApprox2D( GetEnemy()->WorldSpaceCenter(), WorldSpaceCenter() );
if ( dist > 512 ) return 16.0f;
//FIXME: Alter by skill level
float yawSpeed = RemapVal( dist, 0, 512, 1.0f, 2.0f ); yawSpeed = clamp( yawSpeed, 1.0f, 2.0f );
return yawSpeed; }
if ( eActivity == ACT_ANTLIONGUARD_CHARGE_STOP ) return 8.0f;
switch( eActivity ) { case ACT_TURN_LEFT: case ACT_TURN_RIGHT: return 40.0f; break; case ACT_RUN: default: return 20.0f; break; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : flInterval -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::OverrideMove( float flInterval ) { // If the guard's charging, we're handling the movement
if ( IsCurSchedule( SCHED_ANTLIONGUARD_CHARGE ) ) return true;
// TODO: This code increases the guard's ability to successfully hit a target, but adds a new dimension of navigation
// trouble to do with him not being able to "close the distance" between himself and the object he wants to hit.
// Fixing this will require some thought on how he picks the correct distances to his targets and when he's "close enough". -- jdw
/*
if ( m_hPhysicsTarget != NULL ) { float flWidth = m_hPhysicsTarget->CollisionProp()->BoundingRadius2D(); GetLocalNavigator()->AddObstacle( m_hPhysicsTarget->WorldSpaceCenter(), flWidth * 0.75f, AIMST_AVOID_OBJECT ); //NDebugOverlay::Sphere( m_hPhysicsTarget->WorldSpaceCenter(), vec3_angle, flWidth, 255, 255, 255, 0, true, 0.5f );
} */
return BaseClass::OverrideMove( flInterval ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::Shove( void ) { if ( GetNextAttack() > gpGlobals->curtime ) return;
CBaseEntity *pHurt = NULL; CBaseEntity *pTarget;
pTarget = ( m_hShoveTarget == NULL ) ? GetEnemy() : m_hShoveTarget.Get();
if ( pTarget == NULL ) { m_hShoveTarget = NULL; return; }
//Always damage bullseyes if we're scripted to hit them
if ( pTarget->Classify() == CLASS_BULLSEYE ) { pTarget->TakeDamage( CTakeDamageInfo( this, this, 1.0f, DMG_CRUSH ) ); m_hShoveTarget = NULL; return; }
float damage = ( pTarget->IsPlayer() ) ? sk_antlionguard_dmg_shove.GetFloat() : 250;
// If the target's still inside the shove cone, ensure we hit him
Vector vecForward, vecEnd; AngleVectors( GetAbsAngles(), &vecForward ); float flDistSqr = ( pTarget->WorldSpaceCenter() - WorldSpaceCenter() ).LengthSqr(); Vector2D v2LOS = ( pTarget->WorldSpaceCenter() - WorldSpaceCenter() ).AsVector2D(); Vector2DNormalize(v2LOS); float flDot = DotProduct2D (v2LOS, vecForward.AsVector2D() ); if ( flDistSqr < (ANTLIONGUARD_MELEE1_RANGE*ANTLIONGUARD_MELEE1_RANGE) && flDot >= ANTLIONGUARD_MELEE1_CONE ) { vecEnd = pTarget->WorldSpaceCenter(); } else { vecEnd = WorldSpaceCenter() + ( BodyDirection3D() * ANTLIONGUARD_MELEE1_RANGE ); }
// Use the melee trace to ensure we hit everything there
trace_t tr; CTakeDamageInfo dmgInfo( this, this, damage, DMG_SLASH ); CTraceFilterMelee traceFilter( this, COLLISION_GROUP_NONE, &dmgInfo, 1.0, true ); Ray_t ray; ray.Init( WorldSpaceCenter(), vecEnd, Vector(-16,-16,-16), Vector(16,16,16) ); enginetrace->TraceRay( ray, MASK_SHOT_HULL, &traceFilter, &tr ); pHurt = tr.m_pEnt;
// Knock things around
ImpactShock( tr.endpos, 100.0f, 250.0f );
if ( pHurt ) { Vector traceDir = ( tr.endpos - tr.startpos ); VectorNormalize( traceDir );
// Generate enough force to make a 75kg guy move away at 600 in/sec
Vector vecForce = traceDir * ImpulseScale( 75, 600 ); CTakeDamageInfo info( this, this, vecForce, tr.endpos, damage, DMG_CLUB ); pHurt->TakeDamage( info );
m_hShoveTarget = NULL;
EmitSound( "NPC_AntlionGuard.Shove" );
// If the player, throw him around
if ( pHurt->IsPlayer() ) { //Punch the view
pHurt->ViewPunch( QAngle(20,0,-20) ); //Shake the screen
UTIL_ScreenShake( pHurt->GetAbsOrigin(), 100.0, 1.5, 1.0, 2, SHAKE_START );
//Red damage indicator
color32 red = {128,0,0,128}; UTIL_ScreenFade( pHurt, red, 1.0f, 0.1f, FFADE_IN );
Vector forward, up; AngleVectors( GetLocalAngles(), &forward, NULL, &up ); pHurt->ApplyAbsVelocityImpulse( forward * 400 + up * 150 );
// in the episodes, the cavern guard poisons the player
#if HL2_EPISODIC
// If I am a cavern guard attacking the player, and he still lives, then poison him too.
if ( m_bInCavern && pHurt->IsPlayer() && pHurt->IsAlive() && pHurt->m_iHealth > ANTLIONGUARD_POISON_TO) { // That didn't finish them. Take them down to one point with poison damage. It'll heal.
pHurt->TakeDamage( CTakeDamageInfo( this, this, pHurt->m_iHealth - ANTLIONGUARD_POISON_TO, DMG_POISON ) ); } #endif
} else { CBaseCombatCharacter *pVictim = ToBaseCombatCharacter( pHurt ); if ( pVictim ) { if ( NPC_Rollermine_IsRollermine( pVictim ) ) { Pickup_OnPhysGunDrop( pVictim, NULL, LAUNCHED_BY_CANNON ); }
// FIXME: This causes NPCs that are not physically motivated to hop into the air strangely -- jdw
// pVictim->ApplyAbsVelocityImpulse( BodyDirection2D() * 400 + Vector( 0, 0, 250 ) );
}
m_hShoveTarget = NULL; } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTraceFilterCharge : public CTraceFilterEntitiesOnly { public: // It does have a base, but we'll never network anything below here..
DECLARE_CLASS_NOBASE( CTraceFilterCharge ); CTraceFilterCharge( const IHandleEntity *passentity, int collisionGroup, CNPC_AntlionGuard *pAttacker ) : m_pPassEnt(passentity), m_collisionGroup(collisionGroup), m_pAttacker(pAttacker) { } virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { if ( !StandardFilterRules( pHandleEntity, contentsMask ) ) return false;
if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) ) return false;
// Don't test if the game code tells us we should ignore this collision...
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); if ( pEntity ) { if ( !pEntity->ShouldCollide( m_collisionGroup, contentsMask ) ) return false; if ( !g_pGameRules->ShouldCollide( m_collisionGroup, pEntity->GetCollisionGroup() ) ) return false;
if ( pEntity->m_takedamage == DAMAGE_NO ) return false;
// Translate the vehicle into its driver for damage
if ( pEntity->GetServerVehicle() != NULL ) { CBaseEntity *pDriver = pEntity->GetServerVehicle()->GetPassenger();
if ( pDriver != NULL ) { pEntity = pDriver; } } Vector attackDir = pEntity->WorldSpaceCenter() - m_pAttacker->WorldSpaceCenter(); VectorNormalize( attackDir );
float flDamage = ( pEntity->IsPlayer() ) ? sk_antlionguard_dmg_shove.GetFloat() : 250;;
CTakeDamageInfo info( m_pAttacker, m_pAttacker, flDamage, DMG_CRUSH ); CalculateMeleeDamageForce( &info, attackDir, info.GetAttacker()->WorldSpaceCenter(), 4.0f );
CBaseCombatCharacter *pVictimBCC = pEntity->MyCombatCharacterPointer();
// Only do these comparisons between NPCs
if ( pVictimBCC ) { // Can only damage other NPCs that we hate
if ( m_pAttacker->IRelationType( pEntity ) == D_HT ) { pEntity->TakeDamage( info ); return true; } } else { // Otherwise just damage passive objects in our way
pEntity->TakeDamage( info ); Pickup_ForcePlayerToDropThisObject( pEntity ); } }
return false; }
public: const IHandleEntity *m_pPassEnt; int m_collisionGroup; CNPC_AntlionGuard *m_pAttacker; };
#define MIN_FOOTSTEP_NEAR_DIST Square( 80*12.0f )// ft
//-----------------------------------------------------------------------------
// Purpose: Plays a footstep sound with temporary distance fades
// Input : bHeavy - Larger back hoof is considered a "heavy" step
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::Footstep( bool bHeavy ) { CBasePlayer *pPlayer = AI_GetSinglePlayer(); Assert( pPlayer != NULL ); if ( pPlayer == NULL ) return;
float flDistanceToPlayerSqr = ( pPlayer->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr(); float flNearVolume = RemapValClamped( flDistanceToPlayerSqr, Square(10*12.0f), MIN_FOOTSTEP_NEAR_DIST, VOL_NORM, 0.0f );
EmitSound_t soundParams; CPASAttenuationFilter filter( this );
if ( bHeavy ) { if ( flNearVolume > 0.0f ) { soundParams.m_pSoundName = "NPC_AntlionGuard.NearStepHeavy"; soundParams.m_flVolume = flNearVolume; soundParams.m_nFlags = SND_CHANGE_VOL; EmitSound( filter, entindex(), soundParams ); }
EmitSound( "NPC_AntlionGuard.FarStepHeavy" ); } else { if ( flNearVolume > 0.0f ) { soundParams.m_pSoundName = "NPC_AntlionGuard.NearStepLight"; soundParams.m_flVolume = flNearVolume; soundParams.m_nFlags = SND_CHANGE_VOL; EmitSound( filter, entindex(), soundParams ); }
EmitSound( "NPC_AntlionGuard.FarStepLight" ); } }
float GetCurrentGravity( void );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pObject -
// *pOut -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::GetPhysicsShoveDir( CBaseEntity *pObject, float flMass, Vector *pOut ) { const Vector vecStart = pObject->WorldSpaceCenter(); const Vector vecTarget = GetEnemy()->WorldSpaceCenter(); const float flBaseSpeed = 800.0f; float flSpeed = RemapValClamped( flMass, 0.0f, 150.0f, flBaseSpeed * 2.0f, flBaseSpeed );
// Try the most direct route
Vector vecToss = VecCheckThrow( this, vecStart, vecTarget, flSpeed, 1.0f );
// If this failed then try a little faster (flattens the arc)
if ( vecToss == vec3_origin ) { vecToss = VecCheckThrow( this, vecStart, vecTarget, flSpeed * 1.25f, 1.0f ); if ( vecToss == vec3_origin ) { const float flGravity = GetCurrentGravity();
vecToss = (vecTarget - vecStart);
// throw at a constant time
float time = vecToss.Length( ) / flSpeed; vecToss = vecToss * (1.0f / time);
// adjust upward toss to compensate for gravity loss
vecToss.z += flGravity * time * 0.5f; } }
// Save out the result
if ( pOut ) { *pOut = vecToss; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::HandleAnimEvent( animevent_t *pEvent ) { if ( pEvent->event == AE_ANTLIONGUARD_CHARGE_EARLYOUT ) { // Robin: Removed this because it usually made him look less intelligent, not more.
// This code left here so we don't get warnings in the console.
/*
// Cancel the charge if it's no longer valid
if ( ShouldCharge( GetAbsOrigin(), GetEnemy()->GetAbsOrigin(), false, true ) == false ) { SetSchedule( SCHED_ANTLIONGUARD_CHARGE_CANCEL ); } */
return; }
// Don't handle anim events after death
if ( m_NPCState == NPC_STATE_DEAD ) { BaseClass::HandleAnimEvent( pEvent ); return; }
if ( pEvent->event == AE_ANTLIONGUARD_SHOVE_PHYSOBJECT ) { if ( m_hPhysicsTarget == NULL ) { // Disrupt other objects near us anyway
ImpactShock( WorldSpaceCenter(), 150, 250.0f ); return; }
// If we have no enemy, we don't really have a direction to throw the object
// in. But, we still want to clobber it so the animevent doesn't happen fruitlessly,
// and we want to clear the condition flags and other state regarding the m_hPhysicsTarget.
// So, skip the code relevant to computing a launch vector specific to the object I'm
// striking, but use the ImpactShock call further below to punch everything in the neighborhood.
CBaseEntity *pEnemy = GetEnemy(); if ( pEnemy != NULL ) { //Setup the throw velocity
IPhysicsObject *physObj = m_hPhysicsTarget->VPhysicsGetObject(); Vector vecShoveVel = ( pEnemy->GetAbsOrigin() - m_hPhysicsTarget->WorldSpaceCenter() ); float flTargetDist = VectorNormalize( vecShoveVel );
// Must still be close enough to our target
Vector shoveDir = m_hPhysicsTarget->WorldSpaceCenter() - WorldSpaceCenter(); float shoveDist = VectorNormalize( shoveDir ); if ( shoveDist > 300.0f ) { // Pick a new target next time (this one foiled us!)
RememberFailedPhysicsTarget( m_hPhysicsTarget ); m_hPhysicsTarget = NULL; return; }
// Toss this if we're episodic
if ( hl2_episodic.GetBool() ) { Vector vecTargetDir = vecShoveVel;
// Get our shove direction
GetPhysicsShoveDir( m_hPhysicsTarget, physObj->GetMass(), &vecShoveVel );
// If the player isn't looking at me, and isn't reachable, be more forgiving about hitting them
if ( HasCondition( COND_ENEMY_UNREACHABLE ) && HasCondition( COND_ENEMY_FACING_ME ) == false ) { // Build an arc around the top of the target that we'll offset our aim by
Vector vecOffset; float flSin, flCos; float flRad = random->RandomFloat( 0, M_PI / 6.0f ); // +/- 30 deg
if ( random->RandomInt( 0, 1 ) ) flRad *= -1.0f;
SinCos( flRad, &flSin, &flCos );
// Rotate the 2-d circle to be "facing" along our shot direction
Vector vecArc; QAngle vecAngles; VectorAngles( vecTargetDir, vecAngles ); VectorRotate( Vector( 0.0f, flCos, flSin ), vecAngles, vecArc );
// Find the radius by which to avoid the player
float flOffsetRadius = ( m_hPhysicsTarget->CollisionProp()->BoundingRadius() + GetEnemy()->CollisionProp()->BoundingRadius() ) * 1.5f;
// Add this to our velocity to offset it
vecShoveVel += ( vecArc * flOffsetRadius ); }
// Factor out mass
vecShoveVel *= physObj->GetMass(); // FIXME: We need to restore this on the object at some point if we do this!
float flDragCoef = 0.0f; physObj->SetDragCoefficient( &flDragCoef, &flDragCoef ); } else { if ( flTargetDist < 512 ) flTargetDist = 512;
if ( flTargetDist > 1024 ) flTargetDist = 1024;
vecShoveVel *= flTargetDist * 3 * physObj->GetMass(); //FIXME: Scale by skill
vecShoveVel[2] += physObj->GetMass() * 350.0f; }
if ( NPC_Rollermine_IsRollermine( m_hPhysicsTarget ) ) { Pickup_OnPhysGunDrop( m_hPhysicsTarget, NULL, LAUNCHED_BY_CANNON ); }
//Send it flying
AngularImpulse angVel( random->RandomFloat(-180, 180), 100, random->RandomFloat(-360, 360) ); physObj->ApplyForceCenter( vecShoveVel ); physObj->AddVelocity( NULL, &angVel ); } //Display dust
Vector vecRandom = RandomVector( -1, 1); VectorNormalize( vecRandom ); g_pEffects->Dust( m_hPhysicsTarget->WorldSpaceCenter(), vecRandom, 64.0f, 32 );
// If it's being held by the player, break that bond
Pickup_ForcePlayerToDropThisObject( m_hPhysicsTarget );
EmitSound( "NPC_AntlionGuard.HitHard" );
//Clear the state information, we're done
ClearCondition( COND_ANTLIONGUARD_PHYSICS_TARGET ); ClearCondition( COND_ANTLIONGUARD_PHYSICS_TARGET_INVALID );
// Disrupt other objects near it, including the m_hPhysicsTarget if we had no valid enemy
ImpactShock( m_hPhysicsTarget->WorldSpaceCenter(), 150, 250.0f, pEnemy != NULL ? m_hPhysicsTarget : NULL );
// Notify any squad members that we're no longer monopolizing this object
if ( GetSquad() != NULL ) { GetSquad()->BroadcastInteraction( g_interactionAntlionGuardShovedPhysicsObject, (void *)((CBaseEntity *)m_hPhysicsTarget), this ); }
m_hPhysicsTarget = NULL; m_FailedPhysicsTargets.RemoveAll();
return; } if ( pEvent->event == AE_ANTLIONGUARD_CHARGE_HIT ) { UTIL_ScreenShake( GetAbsOrigin(), 32.0f, 4.0f, 1.0f, 512, SHAKE_START ); EmitSound( "NPC_AntlionGuard.HitHard" );
Vector startPos = GetAbsOrigin(); float checkSize = ( CollisionProp()->BoundingRadius() + 8.0f ); Vector endPos = startPos + ( BodyDirection3D() * checkSize );
CTraceFilterCharge traceFilter( this, COLLISION_GROUP_NONE, this );
Ray_t ray; ray.Init( startPos, endPos, GetHullMins(), GetHullMaxs() );
trace_t tr; enginetrace->TraceRay( ray, MASK_SHOT, &traceFilter, &tr );
if ( g_debug_antlionguard.GetInt() == 1 ) { Vector hullMaxs = GetHullMaxs(); hullMaxs.x += checkSize;
NDebugOverlay::BoxDirection( startPos, GetHullMins(), hullMaxs, BodyDirection2D(), 100, 255, 255, 20, 1.0f ); }
//NDebugOverlay::Box3D( startPos, endPos, BodyDirection2D(),
if ( m_hChargeTarget && m_hChargeTarget->IsAlive() == false ) { m_hChargeTarget = NULL; m_hChargeTargetPosition = NULL; }
// Cause a shock wave from this point which will distrupt nearby physics objects
ImpactShock( tr.endpos, 200, 500 ); return; }
if ( pEvent->event == AE_ANTLIONGUARD_SHOVE ) { EmitSound("NPC_AntlionGuard.StepLight", pEvent->eventtime ); Shove(); return; }
if ( pEvent->event == AE_ANTLIONGUARD_FOOTSTEP_LIGHT ) { if ( HasSpawnFlags(SF_ANTLIONGUARD_INSIDE_FOOTSTEPS) ) { #if HL2_EPISODIC
Footstep( false ); #else
EmitSound("NPC_AntlionGuard.Inside.StepLight", pEvent->eventtime ); #endif // HL2_EPISODIC
} else { #if HL2_EPISODIC
Footstep( false ); #else
EmitSound("NPC_AntlionGuard.StepLight", pEvent->eventtime ); #endif // HL2_EPISODIC
} return; }
if ( pEvent->event == AE_ANTLIONGUARD_FOOTSTEP_HEAVY ) { if ( HasSpawnFlags(SF_ANTLIONGUARD_INSIDE_FOOTSTEPS) ) { #if HL2_EPISODIC
Footstep( true ); #else
EmitSound( "NPC_AntlionGuard.Inside.StepHeavy", pEvent->eventtime ); #endif // HL2_EPISODIC
} else { #if HL2_EPISODIC
Footstep( true ); #else
EmitSound( "NPC_AntlionGuard.StepHeavy", pEvent->eventtime ); #endif // HL2_EPISODIC
} return; } if ( pEvent->event == AE_ANTLIONGUARD_VOICE_GROWL ) { StartSounds();
float duration = 0.0f;
if ( random->RandomInt( 0, 10 ) < 6 ) { duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pGrowlHighSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardFastGrowl, ARRAYSIZE(envAntlionGuardFastGrowl) ); } else { duration = 1.0f; EmitSound( "NPC_AntlionGuard.FrustratedRoar" ); ENVELOPE_CONTROLLER.SoundFadeOut( m_pGrowlHighSound, 0.5f, false ); } m_flAngerNoiseTime = gpGlobals->curtime + duration + random->RandomFloat( 2.0f, 4.0f );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pBreathSound, 0.0f, 0.1f ); ENVELOPE_CONTROLLER.SoundChangeVolume( m_pGrowlIdleSound, 0.0f, 0.1f );
m_flBreathTime = gpGlobals->curtime + duration - 0.2f;
EmitSound( "NPC_AntlionGuard.Anger" ); return; }
if ( pEvent->event == AE_ANTLIONGUARD_VOICE_BARK ) { StartSounds();
float duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pGrowlHighSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardBark1, ARRAYSIZE(envAntlionGuardBark1) ); ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pConfusedSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardBark2, ARRAYSIZE(envAntlionGuardBark2) ); m_flAngerNoiseTime = gpGlobals->curtime + duration + random->RandomFloat( 2.0f, 4.0f );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pBreathSound, 0.0f, 0.1f ); ENVELOPE_CONTROLLER.SoundChangeVolume( m_pGrowlIdleSound, 0.0f, 0.1f ); m_flBreathTime = gpGlobals->curtime + duration - 0.2f; return; } if ( pEvent->event == AE_ANTLIONGUARD_VOICE_ROAR ) { StartSounds();
float duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pGrowlHighSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardFastGrowl, ARRAYSIZE(envAntlionGuardFastGrowl) ); m_flAngerNoiseTime = gpGlobals->curtime + duration + random->RandomFloat( 2.0f, 4.0f );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pBreathSound, 0.0f, 0.1f ); ENVELOPE_CONTROLLER.SoundChangeVolume( m_pGrowlIdleSound, 0.0f, 0.1f );
m_flBreathTime = gpGlobals->curtime + duration - 0.2f;
EmitSound( "NPC_AntlionGuard.Roar" ); return; }
if ( pEvent->event == AE_ANTLIONGUARD_VOICE_PAIN ) { StartSounds();
float duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pConfusedSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardPain1, ARRAYSIZE(envAntlionGuardPain1) ); ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pGrowlHighSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardBark2, ARRAYSIZE(envAntlionGuardBark2) ); ENVELOPE_CONTROLLER.SoundChangeVolume( m_pBreathSound, 0.0f, 0.1f ); ENVELOPE_CONTROLLER.SoundChangeVolume( m_pGrowlIdleSound, 0.0f, 0.1f ); m_flBreathTime = gpGlobals->curtime + duration - 0.2f; return; }
if ( pEvent->event == AE_ANTLIONGUARD_VOICE_SQUEEZE ) { StartSounds();
float duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pGrowlHighSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardSqueeze, ARRAYSIZE(envAntlionGuardSqueeze) ); ENVELOPE_CONTROLLER.SoundChangeVolume( m_pBreathSound, 0.6f, random->RandomFloat( 2.0f, 4.0f ) ); ENVELOPE_CONTROLLER.SoundChangePitch( m_pBreathSound, random->RandomInt( 60, 80 ), random->RandomFloat( 2.0f, 4.0f ) );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pGrowlIdleSound, 0.0f, 0.1f );
m_flBreathTime = gpGlobals->curtime + ( duration * 0.5f );
EmitSound( "NPC_AntlionGuard.Anger" ); return; }
if ( pEvent->event == AE_ANTLIONGUARD_VOICE_SCRATCH ) { StartSounds();
float duration = random->RandomFloat( 2.0f, 4.0f );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pBreathSound, 0.6f, duration ); ENVELOPE_CONTROLLER.SoundChangePitch( m_pBreathSound, random->RandomInt( 60, 80 ), duration );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pGrowlIdleSound, 0.0f, 0.1f );
m_flBreathTime = gpGlobals->curtime + duration;
EmitSound( "NPC_AntlionGuard.Anger" ); return; } if ( pEvent->event == AE_ANTLIONGUARD_VOICE_GRUNT ) { StartSounds();
float duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pConfusedSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardGrunt, ARRAYSIZE(envAntlionGuardGrunt) ); ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pGrowlHighSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardGrunt2, ARRAYSIZE(envAntlionGuardGrunt2) ); ENVELOPE_CONTROLLER.SoundChangeVolume( m_pBreathSound, 0.0f, 0.1f ); ENVELOPE_CONTROLLER.SoundChangeVolume( m_pGrowlIdleSound, 0.0f, 0.1f );
m_flBreathTime = gpGlobals->curtime + duration; return; }
if ( pEvent->event == AE_ANTLIONGUARD_BURROW_OUT ) { EmitSound( "NPC_Antlion.BurrowOut" );
//Shake the screen
UTIL_ScreenShake( GetAbsOrigin(), 0.5f, 80.0f, 1.0f, 256.0f, SHAKE_START );
//Throw dust up
UTIL_CreateAntlionDust( GetAbsOrigin() + Vector(0,0,24), GetLocalAngles() );
RemoveEffects( EF_NODRAW ); RemoveFlag( FL_NOTARGET );
if ( m_bCavernBreed ) { if ( m_hCaveGlow[0] ) m_hCaveGlow[0]->TurnOn();
if ( m_hCaveGlow[1] ) m_hCaveGlow[1]->TurnOn(); }
return; }
BaseClass::HandleAnimEvent( pEvent ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::SetHeavyDamageAnim( const Vector &vecSource ) { if ( !m_bInCavern ) { Vector vFacing = BodyDirection2D(); Vector vDamageDir = ( vecSource - WorldSpaceCenter() );
vDamageDir.z = 0.0f;
VectorNormalize( vDamageDir );
Vector vDamageRight, vDamageUp; VectorVectors( vDamageDir, vDamageRight, vDamageUp );
float damageDot = DotProduct( vFacing, vDamageDir ); float damageRightDot = DotProduct( vFacing, vDamageRight );
// See if it's in front
if ( damageDot > 0.0f ) { // See if it's right
if ( damageRightDot > 0.0f ) { m_nFlinchActivity = ACT_ANTLIONGUARD_PHYSHIT_FR; } else { m_nFlinchActivity = ACT_ANTLIONGUARD_PHYSHIT_FL; } } else { // Otherwise it's from behind
if ( damageRightDot < 0.0f ) { m_nFlinchActivity = ACT_ANTLIONGUARD_PHYSHIT_RR; } else { m_nFlinchActivity = ACT_ANTLIONGUARD_PHYSHIT_RL; } } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
//-----------------------------------------------------------------------------
int CNPC_AntlionGuard::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { CTakeDamageInfo dInfo = info;
// Don't take damage from another antlion guard!
if ( dInfo.GetAttacker() && dInfo.GetAttacker() != this && FClassnameIs( dInfo.GetAttacker(), "npc_antlionguard" ) ) return 0;
if ( ( dInfo.GetDamageType() & DMG_CRUSH ) && !( dInfo.GetDamageType() & DMG_VEHICLE ) ) { // Don't take damage from physics objects that weren't thrown by the player.
CBaseEntity *pInflictor = dInfo.GetInflictor();
IPhysicsObject *pObj = pInflictor->VPhysicsGetObject(); if ( !pObj || !( pObj->GetGameFlags() & FVPHYSICS_WAS_THROWN ) ) { return 0; } }
// Hack to make antlion guard harder in HARD
if ( g_pGameRules->IsSkillLevel(SKILL_HARD) && !(info.GetDamageType() & DMG_CRUSH) ) { dInfo.SetDamage( dInfo.GetDamage() * 0.75 ); }
// Cap damage taken by crushing (otherwise we can get crushed oddly)
if ( ( dInfo.GetDamageType() & DMG_CRUSH ) && dInfo.GetDamage() > 100 ) { dInfo.SetDamage( 100 ); }
// Only take damage from what we classify as heavy damages (explosions, refrigerators, etc)
if ( IsHeavyDamage( dInfo ) ) { // Always take a set amount of damage from a combine ball
if ( info.GetInflictor() && UTIL_IsCombineBall( info.GetInflictor() ) ) { dInfo.SetDamage( 50 ); }
UTIL_ScreenShake( GetAbsOrigin(), 32.0f, 8.0f, 0.5f, 512, SHAKE_START );
// Set our response animation
SetHeavyDamageAnim( dInfo.GetDamagePosition() );
// Explosive barrels don't carry through their attacker, so this
// condition isn't set, and we still want to flinch. So we set it.
SetCondition( COND_HEAVY_DAMAGE );
// TODO: Make this its own effect!
CEffectData data; data.m_vOrigin = dInfo.GetDamagePosition(); data.m_vNormal = -dInfo.GetDamageForce(); VectorNormalize( data.m_vNormal ); DispatchEffect( "HunterDamage", data );
// Play a sound for a physics impact
if ( dInfo.GetDamageType() & DMG_CRUSH ) { EmitSound("NPC_AntlionGuard.ShellCrack"); }
// Roar in pain
EmitSound( "NPC_AntlionGuard.Pain_Roar" );
// TODO: This will require a more complete solution; for now let's shelve it!
/*
if ( dInfo.GetDamageType() & DMG_BLAST ) { // Create the dust effect in place
CParticleSystem *pParticle = (CParticleSystem *) CreateEntityByName( "info_particle_system" ); if ( pParticle != NULL ) { // Setup our basic parameters
pParticle->KeyValue( "start_active", "1" ); pParticle->KeyValue( "effect_name", "fire_medium_02_nosmoke" ); pParticle->SetParent( this ); pParticle->SetParentAttachment( "SetParentAttachment", "attach_glow2", true ); pParticle->SetLocalOrigin( Vector( -16, 24, 0 ) ); DispatchSpawn( pParticle ); if ( gpGlobals->curtime > 0.5f ) pParticle->Activate(); pParticle->SetThink( &CBaseEntity::SUB_Remove ); pParticle->SetNextThink( gpGlobals->curtime + random->RandomFloat( 2.0f, 3.0f ) ); } } */ } int nPreHealth = GetHealth(); int nDamageTaken = BaseClass::OnTakeDamage_Alive( dInfo );
// See if we've crossed a measured phase in our health and flinch from that to show we do take damage
if ( !m_bInCavern && HasCondition( COND_HEAVY_DAMAGE ) == false && ( info.GetDamageType() & DMG_BULLET ) ) { bool bTakeHeavyDamage = false;
// Do an early flinch so that players understand the guard can be hurt by
if ( ( (float) GetHealth() / (float) GetMaxHealth() ) > 0.9f ) { float flPrePerc = (float) nPreHealth / (float) GetMaxHealth(); float flPostPerc = (float) GetHealth() / (float) GetMaxHealth(); if ( flPrePerc >= 0.95f && flPostPerc < 0.95f ) { bTakeHeavyDamage = true; } }
// Otherwise see if we've passed a measured point in our health
if ( bTakeHeavyDamage == false ) { const float flNumDamagePhases = 5.0f;
float flDenom = ( (float) GetMaxHealth() / flNumDamagePhases ); int nPreDamagePhase = ceil( (float) nPreHealth / flDenom ); int nPostDamagePhase = ceil( (float) GetHealth() / flDenom ); if ( nPreDamagePhase != nPostDamagePhase ) { bTakeHeavyDamage = true; } }
// Flinch if we should
if ( bTakeHeavyDamage ) { // Set our response animation
SetHeavyDamageAnim( dInfo.GetDamagePosition() );
// Roar in pain
EmitSound( "NPC_AntlionGuard.Pain_Roar" );
// Flinch!
SetCondition( COND_HEAVY_DAMAGE ); } }
return nDamageTaken; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pAttacker -
// flDamage -
// &vecDir -
// *ptr -
// bitsDamageType -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { CTakeDamageInfo info = inputInfo;
// Bullets are weak against us, buckshot less so
if ( info.GetDamageType() & DMG_BUCKSHOT ) { info.ScaleDamage( 0.5f ); } else if ( info.GetDamageType() & DMG_BULLET ) { info.ScaleDamage( 0.25f ); }
// Make sure we haven't rounded down to a minimal amount
if ( info.GetDamage() < 1.0f ) { info.SetDamage( 1.0f ); }
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::StartTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_ANTLIONGUARD_SET_FLINCH_ACTIVITY: SetIdealActivity( (Activity) m_nFlinchActivity ); break;
case TASK_ANTLIONGUARD_SUMMON: SummonAntlions(); m_OnSummon.FireOutput( this, this, 0 ); TaskComplete(); break;
case TASK_ANTLIONGUARD_SHOVE_PHYSOBJECT: { if ( ( m_hPhysicsTarget == NULL ) || ( GetEnemy() == NULL ) ) { TaskFail( "Tried to shove a NULL physics target!\n" ); break; } //Get the direction and distance to our thrown object
Vector dirToTarget = ( m_hPhysicsTarget->WorldSpaceCenter() - WorldSpaceCenter() ); float distToTarget = VectorNormalize( dirToTarget ); dirToTarget.z = 0;
//Validate it's still close enough to shove
//FIXME: Real numbers
if ( distToTarget > 256.0f ) { RememberFailedPhysicsTarget( m_hPhysicsTarget ); m_hPhysicsTarget = NULL;
TaskFail( "Shove target moved\n" ); break; }
//Validate its offset from our facing
float targetYaw = UTIL_VecToYaw( dirToTarget ); float offset = UTIL_AngleDiff( targetYaw, UTIL_AngleMod( GetLocalAngles().y ) );
if ( fabs( offset ) > 55 ) { RememberFailedPhysicsTarget( m_hPhysicsTarget ); m_hPhysicsTarget = NULL;
TaskFail( "Shove target off-center\n" ); break; }
//Blend properly
SetPoseParameter( m_poseThrow, offset );
//Start playing the animation
SetActivity( ACT_ANTLIONGUARD_SHOVE_PHYSOBJECT ); } break;
case TASK_ANTLIONGUARD_FIND_PHYSOBJECT: { if ( m_bInCavern && !m_bPreferPhysicsAttack ) { TaskFail( "Cavern guard is not allowed to use physics attacks." ); }
// Force the antlion guard to find a physobject
m_flPhysicsCheckTime = 0; UpdatePhysicsTarget( false, (100*12) ); if ( m_hPhysicsTarget ) { TaskComplete(); } else { TaskFail( "Failed to find a physobject.\n" ); } } break;
case TASK_ANTLIONGUARD_GET_PATH_TO_PHYSOBJECT: { if ( ( m_hPhysicsTarget == NULL ) || ( GetEnemy() == NULL ) ) { TaskFail( "Tried to find a path to NULL physics target!\n" ); break; } Vector vecGoalPos = m_vecPhysicsHitPosition; AI_NavGoal_t goal( GOALTYPE_LOCATION, vecGoalPos, ACT_RUN );
if ( GetNavigator()->SetGoal( goal ) ) { if ( g_debug_antlionguard.GetInt() == 1 ) { NDebugOverlay::Cross3D( vecGoalPos, Vector(8,8,8), -Vector(8,8,8), 0, 255, 0, true, 2.0f ); NDebugOverlay::Line( vecGoalPos, m_hPhysicsTarget->WorldSpaceCenter(), 0, 255, 0, true, 2.0f ); NDebugOverlay::Line( m_hPhysicsTarget->WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), 0, 255, 0, true, 2.0f ); }
// Face the enemy
GetNavigator()->SetArrivalDirection( GetEnemy() ); TaskComplete(); } else { if ( g_debug_antlionguard.GetInt() == 1 ) { NDebugOverlay::Cross3D( vecGoalPos, Vector(8,8,8), -Vector(8,8,8), 255, 0, 0, true, 2.0f ); NDebugOverlay::Line( vecGoalPos, m_hPhysicsTarget->WorldSpaceCenter(), 255, 0, 0, true, 2.0f ); NDebugOverlay::Line( m_hPhysicsTarget->WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), 255, 0, 0, true, 2.0f ); }
RememberFailedPhysicsTarget( m_hPhysicsTarget ); m_hPhysicsTarget = NULL; TaskFail( "Unable to navigate to physics attack target!\n" ); break; }
//!!!HACKHACK - this is a hack that covers a bug in antlion guard physics target selection! (Tracker #77601)
// This piece of code (combined with some code in GatherConditions) COVERS THE BUG by escaping the schedule
// if 30 seconds have passed (it should never take this long for the guard to get to an object and hit it).
// It's too scary to figure out why this particular antlion guard can't get to its object, but we're shipping
// like, tomorrow. (sjb) 8/22/2007
m_flWaitFinished = gpGlobals->curtime + 30.0f; } break;
case TASK_ANTLIONGUARD_CHARGE: { // HACK: Because the guard stops running his normal blended movement
// here, he also needs to remove his blended movement layers!
GetMotor()->MoveStop();
SetActivity( ACT_ANTLIONGUARD_CHARGE_START ); m_bDecidedNotToStop = false; } break;
case TASK_ANTLIONGUARD_GET_PATH_TO_CHARGE_POSITION: { if ( !m_hChargeTargetPosition ) { TaskFail( "Tried to find a charge position without one specified.\n" ); break; }
// Move to the charge position
AI_NavGoal_t goal( GOALTYPE_LOCATION, m_hChargeTargetPosition->GetAbsOrigin(), ACT_RUN ); if ( GetNavigator()->SetGoal( goal ) ) { // We want to face towards the charge target
Vector vecDir = m_hChargeTarget->GetAbsOrigin() - m_hChargeTargetPosition->GetAbsOrigin(); VectorNormalize( vecDir ); vecDir.z = 0; GetNavigator()->SetArrivalDirection( vecDir ); TaskComplete(); } else { m_hChargeTarget = NULL; m_hChargeTargetPosition = NULL; TaskFail( FAIL_NO_ROUTE ); } } break;
case TASK_ANTLIONGUARD_GET_PATH_TO_NEAREST_NODE: { if ( !GetEnemy() ) { TaskFail( FAIL_NO_ENEMY ); break; }
// Find the nearest node to the enemy
int node = GetNavigator()->GetNetwork()->NearestNodeToPoint( this, GetEnemy()->GetAbsOrigin(), false ); CAI_Node *pNode = GetNavigator()->GetNetwork()->GetNode( node ); if( pNode == NULL ) { TaskFail( FAIL_NO_ROUTE ); break; }
Vector vecNodePos = pNode->GetPosition( GetHullType() ); AI_NavGoal_t goal( GOALTYPE_LOCATION, vecNodePos, ACT_RUN ); if ( GetNavigator()->SetGoal( goal ) ) { GetNavigator()->SetArrivalDirection( GetEnemy() ); TaskComplete(); break; }
TaskFail( FAIL_NO_ROUTE ); break; } break;
case TASK_ANTLIONGUARD_GET_CHASE_PATH_ENEMY_TOLERANCE: { // Chase the enemy, but allow local navigation to succeed if it gets within the goal tolerance
GetNavigator()->SetLocalSucceedOnWithinTolerance( true );
if ( GetNavigator()->SetGoal( GOALTYPE_ENEMY ) ) { TaskComplete(); } else { RememberUnreachable(GetEnemy()); TaskFail(FAIL_NO_ROUTE); }
GetNavigator()->SetLocalSucceedOnWithinTolerance( false ); } break;
case TASK_ANTLIONGUARD_OPPORTUNITY_THROW: { // If we've got some live antlions, look for a physics object to throw
if ( m_iNumLiveAntlions >= 2 && RandomFloat(0,1) > 0.5 ) { m_FailedPhysicsTargets.RemoveAll(); UpdatePhysicsTarget( false, m_bPreferPhysicsAttack ? (100*12) : ANTLIONGUARD_FARTHEST_PHYSICS_OBJECT ); if ( HasCondition( COND_ANTLIONGUARD_PHYSICS_TARGET ) && !m_bInCavern ) { SetSchedule( SCHED_ANTLIONGUARD_PHYSICS_ATTACK ); } }
TaskComplete(); } break;
default: BaseClass::StartTask(pTask); break; } }
//-----------------------------------------------------------------------------
// Purpose: Calculate & apply damage & force for a charge to a target.
// Done outside of the guard because we need to do this inside a trace filter.
//-----------------------------------------------------------------------------
void ApplyChargeDamage( CBaseEntity *pAntlionGuard, CBaseEntity *pTarget, float flDamage ) { Vector attackDir = ( pTarget->WorldSpaceCenter() - pAntlionGuard->WorldSpaceCenter() ); VectorNormalize( attackDir ); Vector offset = RandomVector( -32, 32 ) + pTarget->WorldSpaceCenter();
// Generate enough force to make a 75kg guy move away at 700 in/sec
Vector vecForce = attackDir * ImpulseScale( 75, 700 );
// Deal the damage
CTakeDamageInfo info( pAntlionGuard, pAntlionGuard, vecForce, offset, flDamage, DMG_CLUB ); pTarget->TakeDamage( info );
#if HL2_EPISODIC
// If I am a cavern guard attacking the player, and he still lives, then poison him too.
Assert( dynamic_cast<CNPC_AntlionGuard *>(pAntlionGuard) );
if ( static_cast<CNPC_AntlionGuard *>(pAntlionGuard)->IsInCavern() && pTarget->IsPlayer() && pTarget->IsAlive() && pTarget->m_iHealth > ANTLIONGUARD_POISON_TO) { // That didn't finish them. Take them down to one point with poison damage. It'll heal.
pTarget->TakeDamage( CTakeDamageInfo( pAntlionGuard, pAntlionGuard, pTarget->m_iHealth - ANTLIONGUARD_POISON_TO, DMG_POISON ) ); } #endif
}
//-----------------------------------------------------------------------------
// Purpose: A simple trace filter class to skip small moveable physics objects
//-----------------------------------------------------------------------------
class CTraceFilterSkipPhysics : public CTraceFilter { public: // It does have a base, but we'll never network anything below here..
DECLARE_CLASS_NOBASE( CTraceFilterSkipPhysics ); CTraceFilterSkipPhysics( const IHandleEntity *passentity, int collisionGroup, float minMass ) : m_pPassEnt(passentity), m_collisionGroup(collisionGroup), m_minMass(minMass) { } virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { if ( !StandardFilterRules( pHandleEntity, contentsMask ) ) return false;
if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) ) return false;
// Don't test if the game code tells us we should ignore this collision...
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); if ( pEntity ) { if ( !pEntity->ShouldCollide( m_collisionGroup, contentsMask ) ) return false; if ( !g_pGameRules->ShouldCollide( m_collisionGroup, pEntity->GetCollisionGroup() ) ) return false;
// don't test small moveable physics objects (unless it's an NPC)
if ( !pEntity->IsNPC() && pEntity->GetMoveType() == MOVETYPE_VPHYSICS ) { IPhysicsObject *pPhysics = pEntity->VPhysicsGetObject(); Assert(pPhysics); if ( pPhysics->IsMoveable() && pPhysics->GetMass() < m_minMass ) return false; }
// If we hit an antlion, don't stop, but kill it
if ( pEntity->Classify() == CLASS_ANTLION ) { CBaseEntity *pGuard = (CBaseEntity*)EntityFromEntityHandle( m_pPassEnt ); ApplyChargeDamage( pGuard, pEntity, pEntity->GetHealth() ); return false; } }
return true; }
private: const IHandleEntity *m_pPassEnt; int m_collisionGroup; float m_minMass; };
inline void TraceHull_SkipPhysics( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin, const Vector &hullMax, unsigned int mask, const CBaseEntity *ignore, int collisionGroup, trace_t *ptr, float minMass ) { Ray_t ray; ray.Init( vecAbsStart, vecAbsEnd, hullMin, hullMax ); CTraceFilterSkipPhysics traceFilter( ignore, collisionGroup, minMass ); enginetrace->TraceRay( ray, mask, &traceFilter, ptr ); }
//-----------------------------------------------------------------------------
// Purpose: Return true if our charge target is right in front of the guard
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::EnemyIsRightInFrontOfMe( CBaseEntity **pEntity ) { if ( !GetEnemy() ) return false;
if ( (GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter()).LengthSqr() < (156*156) ) { Vector vecLOS = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ); vecLOS.z = 0; VectorNormalize( vecLOS ); Vector vBodyDir = BodyDirection2D(); if ( DotProduct( vecLOS, vBodyDir ) > 0.8 ) { // He's in front of me, and close. Make sure he's not behind a wall.
trace_t tr; UTIL_TraceLine( WorldSpaceCenter(), GetEnemy()->EyePosition(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); if ( tr.m_pEnt == GetEnemy() ) { *pEntity = tr.m_pEnt; return true; } } }
return false; }
//-----------------------------------------------------------------------------
// Purpose: While charging, look ahead and see if we're going to run into anything.
// If we are, start the gesture so it looks like we're anticipating the hit.
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::ChargeLookAhead( void ) { trace_t tr; Vector vecForward; GetVectors( &vecForward, NULL, NULL ); Vector vecTestPos = GetAbsOrigin() + ( vecForward * m_flGroundSpeed * 0.75 ); Vector testHullMins = GetHullMins(); testHullMins.z += (StepHeight() * 2); TraceHull_SkipPhysics( GetAbsOrigin(), vecTestPos, testHullMins, GetHullMaxs(), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5 );
//NDebugOverlay::Box( tr.startpos, testHullMins, GetHullMaxs(), 0, 255, 0, true, 0.1f );
//NDebugOverlay::Box( vecTestPos, testHullMins, GetHullMaxs(), 255, 0, 0, true, 0.1f );
if ( tr.fraction != 1.0 ) { // Start playing the hit animation
AddGesture( ACT_ANTLIONGUARD_CHARGE_ANTICIPATION ); } }
//-----------------------------------------------------------------------------
// Purpose: Handles the guard charging into something. Returns true if it hit the world.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::HandleChargeImpact( Vector vecImpact, CBaseEntity *pEntity ) { // Cause a shock wave from this point which will disrupt nearby physics objects
ImpactShock( vecImpact, 128, 350 );
// Did we hit anything interesting?
if ( !pEntity || pEntity->IsWorld() ) { // Robin: Due to some of the finicky details in the motor, the guard will hit
// the world when it is blocked by our enemy when trying to step up
// during a moveprobe. To get around this, we see if the enemy's within
// a volume in front of the guard when we hit the world, and if he is,
// we hit him anyway.
EnemyIsRightInFrontOfMe( &pEntity );
// Did we manage to find him? If not, increment our charge miss count and abort.
if ( pEntity->IsWorld() ) { m_iChargeMisses++; return true; } }
// Hit anything we don't like
if ( IRelationType( pEntity ) == D_HT && ( GetNextAttack() < gpGlobals->curtime ) ) { EmitSound( "NPC_AntlionGuard.Shove" );
if ( !IsPlayingGesture( ACT_ANTLIONGUARD_CHARGE_HIT ) ) { RestartGesture( ACT_ANTLIONGUARD_CHARGE_HIT ); } ChargeDamage( pEntity ); pEntity->ApplyAbsVelocityImpulse( ( BodyDirection2D() * 400 ) + Vector( 0, 0, 200 ) );
if ( !pEntity->IsAlive() && GetEnemy() == pEntity ) { SetEnemy( NULL ); }
SetNextAttack( gpGlobals->curtime + 2.0f ); SetActivity( ACT_ANTLIONGUARD_CHARGE_STOP );
// We've hit something, so clear our miss count
m_iChargeMisses = 0; return false; }
// Hit something we don't hate. If it's not moveable, crash into it.
if ( pEntity->GetMoveType() == MOVETYPE_NONE || pEntity->GetMoveType() == MOVETYPE_PUSH ) return true;
// If it's a vphysics object that's too heavy, crash into it too.
if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS ) { IPhysicsObject *pPhysics = pEntity->VPhysicsGetObject(); if ( pPhysics ) { // If the object is being held by the player, knock it out of his hands
if ( pPhysics->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) { Pickup_ForcePlayerToDropThisObject( pEntity ); return false; }
if ( (!pPhysics->IsMoveable() || pPhysics->GetMass() > VPhysicsGetObject()->GetMass() * 0.5f ) ) return true; } }
return false;
/*
ROBIN: Wrote & then removed this. If we want to have large rocks that the guard should smack around, then we should enable it.
else { // If we hit a physics prop, smack the crap out of it. (large rocks)
// Factor the object mass into it, because we want to move it no matter how heavy it is.
if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS ) { CTakeDamageInfo info( this, this, 250, DMG_BLAST ); info.SetDamagePosition( vecImpact ); float flForce = ImpulseScale( pEntity->VPhysicsGetObject()->GetMass(), 250 ); flForce *= random->RandomFloat( 0.85, 1.15 );
// Calculate the vector and stuff it into the takedamageinfo
Vector vecForce = BodyDirection3D(); VectorNormalize( vecForce ); vecForce *= flForce; vecForce *= phys_pushscale.GetFloat(); info.SetDamageForce( vecForce );
pEntity->VPhysicsTakeDamage( info ); } } */ }
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CNPC_AntlionGuard::ChargeSteer( void ) { trace_t tr; Vector testPos, steer, forward, right; QAngle angles; const float testLength = m_flGroundSpeed * 0.15f;
//Get our facing
GetVectors( &forward, &right, NULL );
steer = forward;
const float faceYaw = UTIL_VecToYaw( forward );
//Offset right
VectorAngles( forward, angles ); angles[YAW] += 45.0f; AngleVectors( angles, &forward );
//Probe out
testPos = GetAbsOrigin() + ( forward * testLength );
//Offset by step height
Vector testHullMins = GetHullMins(); testHullMins.z += (StepHeight() * 2);
//Probe
TraceHull_SkipPhysics( GetAbsOrigin(), testPos, testHullMins, GetHullMaxs(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5f );
//Debug info
if ( g_debug_antlionguard.GetInt() == 1 ) { if ( tr.fraction == 1.0f ) { NDebugOverlay::BoxDirection( GetAbsOrigin(), testHullMins, GetHullMaxs() + Vector(testLength,0,0), forward, 0, 255, 0, 8, 0.1f ); } else { NDebugOverlay::BoxDirection( GetAbsOrigin(), testHullMins, GetHullMaxs() + Vector(testLength,0,0), forward, 255, 0, 0, 8, 0.1f ); } }
//Add in this component
steer += ( right * 0.5f ) * ( 1.0f - tr.fraction );
//Offset left
angles[YAW] -= 90.0f; AngleVectors( angles, &forward );
//Probe out
testPos = GetAbsOrigin() + ( forward * testLength );
// Probe
TraceHull_SkipPhysics( GetAbsOrigin(), testPos, testHullMins, GetHullMaxs(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5f );
//Debug
if ( g_debug_antlionguard.GetInt() == 1 ) { if ( tr.fraction == 1.0f ) { NDebugOverlay::BoxDirection( GetAbsOrigin(), testHullMins, GetHullMaxs() + Vector(testLength,0,0), forward, 0, 255, 0, 8, 0.1f ); } else { NDebugOverlay::BoxDirection( GetAbsOrigin(), testHullMins, GetHullMaxs() + Vector(testLength,0,0), forward, 255, 0, 0, 8, 0.1f ); } }
//Add in this component
steer -= ( right * 0.5f ) * ( 1.0f - tr.fraction );
//Debug
if ( g_debug_antlionguard.GetInt() == 1 ) { NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + ( steer * 512.0f ), 255, 255, 0, true, 0.1f ); NDebugOverlay::Cross3D( GetAbsOrigin() + ( steer * 512.0f ), Vector(2,2,2), -Vector(2,2,2), 255, 255, 0, true, 0.1f );
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + ( BodyDirection3D() * 256.0f ), 255, 0, 255, true, 0.1f ); NDebugOverlay::Cross3D( GetAbsOrigin() + ( BodyDirection3D() * 256.0f ), Vector(2,2,2), -Vector(2,2,2), 255, 0, 255, true, 0.1f ); }
return UTIL_AngleDiff( UTIL_VecToYaw( steer ), faceYaw ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::RunTask( const Task_t *pTask ) { switch (pTask->iTask) { case TASK_ANTLIONGUARD_SET_FLINCH_ACTIVITY: AutoMovement( ); if ( IsActivityFinished() ) { TaskComplete(); } break;
case TASK_ANTLIONGUARD_SHOVE_PHYSOBJECT: if ( IsActivityFinished() ) { TaskComplete(); }
break;
/*
case TASK_RUN_PATH: {
} break; */
case TASK_ANTLIONGUARD_CHARGE: { Activity eActivity = GetActivity();
// See if we're trying to stop after hitting/missing our target
if ( eActivity == ACT_ANTLIONGUARD_CHARGE_STOP || eActivity == ACT_ANTLIONGUARD_CHARGE_CRASH ) { if ( IsActivityFinished() ) { TaskComplete(); return; }
// Still in the process of slowing down. Run movement until it's done.
AutoMovement(); return; }
// Check for manual transition
if ( ( eActivity == ACT_ANTLIONGUARD_CHARGE_START ) && ( IsActivityFinished() ) ) { SetActivity( ACT_ANTLIONGUARD_CHARGE_RUN ); }
// See if we're still running
if ( eActivity == ACT_ANTLIONGUARD_CHARGE_RUN || eActivity == ACT_ANTLIONGUARD_CHARGE_START ) { if ( HasCondition( COND_NEW_ENEMY ) || HasCondition( COND_LOST_ENEMY ) || HasCondition( COND_ENEMY_DEAD ) ) { SetActivity( ACT_ANTLIONGUARD_CHARGE_STOP ); return; } else { if ( GetEnemy() != NULL ) { Vector goalDir = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ); VectorNormalize( goalDir );
if ( DotProduct( BodyDirection2D(), goalDir ) < 0.25f ) { if ( !m_bDecidedNotToStop ) { // We've missed the target. Randomly decide not to stop, which will cause
// the guard to just try and swing around for another pass.
m_bDecidedNotToStop = true; if ( RandomFloat(0,1) > 0.3 ) { m_iChargeMisses++; SetActivity( ACT_ANTLIONGUARD_CHARGE_STOP ); } } } else { m_bDecidedNotToStop = false; } } } }
// Steer towards our target
float idealYaw; if ( GetEnemy() == NULL ) { idealYaw = GetMotor()->GetIdealYaw(); } else { idealYaw = CalcIdealYaw( GetEnemy()->GetAbsOrigin() ); }
// Add in our steering offset
idealYaw += ChargeSteer(); // Turn to face
GetMotor()->SetIdealYawAndUpdate( idealYaw );
// See if we're going to run into anything soon
ChargeLookAhead();
// Let our animations simply move us forward. Keep the result
// of the movement so we know whether we've hit our target.
AIMoveTrace_t moveTrace; if ( AutoMovement( GetEnemy(), &moveTrace ) == false ) { // Only stop if we hit the world
if ( HandleChargeImpact( moveTrace.vEndPosition, moveTrace.pObstruction ) ) { // If we're starting up, this is an error
if ( eActivity == ACT_ANTLIONGUARD_CHARGE_START ) { TaskFail( "Unable to make initial movement of charge\n" ); return; }
// Crash unless we're trying to stop already
if ( eActivity != ACT_ANTLIONGUARD_CHARGE_STOP ) { if ( moveTrace.fStatus == AIMR_BLOCKED_WORLD && moveTrace.vHitNormal == vec3_origin ) { SetActivity( ACT_ANTLIONGUARD_CHARGE_STOP ); } else { SetActivity( ACT_ANTLIONGUARD_CHARGE_CRASH ); } } } else if ( moveTrace.pObstruction ) { // If we hit an antlion, don't stop, but kill it
if ( moveTrace.pObstruction->Classify() == CLASS_ANTLION ) { if ( FClassnameIs( moveTrace.pObstruction, "npc_antlionguard" ) ) { // Crash unless we're trying to stop already
if ( eActivity != ACT_ANTLIONGUARD_CHARGE_STOP ) { SetActivity( ACT_ANTLIONGUARD_CHARGE_STOP ); } } else { ApplyChargeDamage( this, moveTrace.pObstruction, moveTrace.pObstruction->GetHealth() ); } } } } } break;
case TASK_WAIT_FOR_MOVEMENT: { // the cavern antlion can clothesline gordon
if ( m_bInCavern ) {
// See if we're going to run into anything soon
ChargeLookAhead();
if ( HasCondition(COND_CAN_MELEE_ATTACK1) ) {
CBaseEntity *pEntity = GetEnemy();
if (pEntity && pEntity->IsPlayer()) { EmitSound( "NPC_AntlionGuard.Shove" );
if ( !IsPlayingGesture( ACT_ANTLIONGUARD_CHARGE_HIT ) ) { RestartGesture( ACT_ANTLIONGUARD_CHARGE_HIT ); } ChargeDamage( pEntity ); pEntity->ApplyAbsVelocityImpulse( ( BodyDirection2D() * 400 ) + Vector( 0, 0, 200 ) );
if ( !pEntity->IsAlive() && GetEnemy() == pEntity ) { SetEnemy( NULL ); }
SetNextAttack( gpGlobals->curtime + 2.0f ); SetActivity( ACT_ANTLIONGUARD_CHARGE_STOP );
// We've hit something, so clear our miss count
m_iChargeMisses = 0;
AutoMovement(); TaskComplete(); return; } } }
BaseClass::RunTask( pTask );
} break;
default: BaseClass::RunTask(pTask); break; } }
//-----------------------------------------------------------------------------
// Purpose: Summon antlions around the guard
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::SummonAntlions( void ) { // We want to spawn them around the guard
Vector vecForward, vecRight; AngleVectors( QAngle(0,GetAbsAngles().y,0), &vecForward, &vecRight, NULL );
// Spawn positions
struct spawnpos_t { float flForward; float flRight; };
spawnpos_t sAntlionSpawnPositions[] = { { 0, 200 }, { 0, -200 }, { 128, 128 }, { 128, -128 }, { -128, 128 }, { -128, -128 }, { 200, 0 }, { -200, 0 }, };
// Only spawn up to our max count
int iSpawnPoint = 0; for ( int i = 0; (m_iNumLiveAntlions < ANTLIONGUARD_SUMMON_COUNT) && (iSpawnPoint < ARRAYSIZE(sAntlionSpawnPositions)); i++ ) { // Determine spawn position for the antlion
Vector vecSpawn = GetAbsOrigin() + ( sAntlionSpawnPositions[iSpawnPoint].flForward * vecForward ) + ( sAntlionSpawnPositions[iSpawnPoint].flRight * vecRight ); iSpawnPoint++; // Randomise it a little
vecSpawn.x += RandomFloat( -64, 64 ); vecSpawn.y += RandomFloat( -64, 64 ); vecSpawn.z += 64;
// Make sure it's clear, and make sure we hit something
trace_t tr; UTIL_TraceHull( vecSpawn, vecSpawn - Vector(0,0,128), NAI_Hull::Mins( HULL_MEDIUM ), NAI_Hull::Maxs( HULL_MEDIUM ), MASK_NPCSOLID, NULL, COLLISION_GROUP_NONE, &tr ); if ( tr.startsolid || tr.allsolid || tr.fraction == 1.0 ) { if ( g_debug_antlionguard.GetInt() == 2 ) { NDebugOverlay::Box( tr.endpos, NAI_Hull::Mins( HULL_MEDIUM ), NAI_Hull::Maxs( HULL_MEDIUM ), 255, 0, 0, true, 5.0f ); } continue; }
// Ensure it's dirt or sand
const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps ); if ( ( pdata->game.material != CHAR_TEX_DIRT ) && ( pdata->game.material != CHAR_TEX_SAND ) ) { if ( g_debug_antlionguard.GetInt() == 2 ) { NDebugOverlay::Box( tr.endpos, NAI_Hull::Mins( HULL_MEDIUM ), NAI_Hull::Maxs( HULL_MEDIUM ), 255, 128, 128, true, 5.0f ); } continue; }
// Make sure the guard can see it
trace_t tr_vis; UTIL_TraceLine( WorldSpaceCenter(), tr.endpos, MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr_vis ); if ( tr_vis.fraction != 1.0 ) { if ( g_debug_antlionguard.GetInt() == 2 ) { NDebugOverlay::Line( WorldSpaceCenter(), tr.endpos, 255, 0, 0, true, 5.0f ); } continue; }
CAI_BaseNPC *pent = (CAI_BaseNPC*)CreateEntityByName( "npc_antlion" ); if ( !pent ) break;
CNPC_Antlion *pAntlion = assert_cast<CNPC_Antlion*>(pent);
if ( g_debug_antlionguard.GetInt() == 2 ) { NDebugOverlay::Box( tr.endpos, NAI_Hull::Mins( HULL_MEDIUM ), NAI_Hull::Maxs( HULL_MEDIUM ), 0, 255, 0, true, 5.0f ); NDebugOverlay::Line( WorldSpaceCenter(), tr.endpos, 0, 255, 0, true, 5.0f ); }
vecSpawn = tr.endpos; pAntlion->SetAbsOrigin( vecSpawn );
// Start facing our enemy if we have one, otherwise just match the guard.
Vector vecFacing = vecForward; if ( GetEnemy() ) { vecFacing = GetEnemy()->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize( vecFacing ); } QAngle vecAngles; VectorAngles( vecFacing, vecAngles ); pAntlion->SetAbsAngles( vecAngles );
pAntlion->AddSpawnFlags( SF_NPC_FALL_TO_GROUND ); pAntlion->AddSpawnFlags( SF_NPC_FADE_CORPSE );
// Make the antlion fire my input when he dies
pAntlion->KeyValue( "OnDeath", UTIL_VarArgs("%s,SummonedAntlionDied,,0,-1", STRING(GetEntityName())) );
// Start the antlion burrowed, and tell him to come up
pAntlion->m_bStartBurrowed = true; DispatchSpawn( pAntlion ); pAntlion->Activate(); g_EventQueue.AddEvent( pAntlion, "Unburrow", RandomFloat(0.1, 1.0), this, this );
// Add it to our squad
if ( GetSquad() != NULL ) { GetSquad()->AddToSquad( pAntlion ); }
// Set the antlion's enemy to our enemy
if ( GetEnemy() ) { pAntlion->SetEnemy( GetEnemy() ); pAntlion->SetState( NPC_STATE_COMBAT ); pAntlion->UpdateEnemyMemory( GetEnemy(), GetEnemy()->GetAbsOrigin() ); }
m_iNumLiveAntlions++; }
if ( g_debug_antlionguard.GetInt() == 2 ) { Msg("Guard summoned antlion count: %d\n", m_iNumLiveAntlions ); }
if ( m_iNumLiveAntlions > 2 ) { m_flNextSummonTime = gpGlobals->curtime + RandomFloat( 15,20 ); } else { m_flNextSummonTime = gpGlobals->curtime + RandomFloat( 10,15 ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::FoundEnemy( void ) { m_flAngerNoiseTime = gpGlobals->curtime + 2.0f; SetState( NPC_STATE_COMBAT ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::LostEnemy( void ) { m_flSearchNoiseTime = gpGlobals->curtime + 2.0f; SetState( NPC_STATE_ALERT );
m_OnLostPlayer.FireOutput( this, this ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputSetShoveTarget( inputdata_t &inputdata ) { if ( IsAlive() == false ) return;
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller );
if ( pTarget == NULL ) { Warning( "**Guard %s cannot find shove target %s\n", GetClassname(), inputdata.value.String() ); m_hShoveTarget = NULL; return; }
m_hShoveTarget = pTarget; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputSetChargeTarget( inputdata_t &inputdata ) { if ( !IsAlive() ) return;
// Pull the target & position out of the string
char parseString[255]; Q_strncpy(parseString, inputdata.value.String(), sizeof(parseString));
// Get charge target name
char *pszParam = strtok(parseString," "); CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, pszParam, NULL, inputdata.pActivator, inputdata.pCaller ); if ( !pTarget ) { Warning( "ERROR: Guard %s cannot find charge target '%s'\n", STRING(GetEntityName()), pszParam ); return; }
// Get the charge position name
pszParam = strtok(NULL," "); CBaseEntity *pPosition = gEntList.FindEntityByName( NULL, pszParam, NULL, inputdata.pActivator, inputdata.pCaller ); if ( !pPosition ) { Warning( "ERROR: Guard %s cannot find charge position '%s'\nMake sure you've specified the parameters as [target start]!\n", STRING(GetEntityName()), pszParam ); return; }
// Make sure we don't stack charge targets
if ( m_hChargeTarget ) { if ( GetEnemy() == m_hChargeTarget ) { SetEnemy( NULL ); } }
SetCondition( COND_ANTLIONGUARD_HAS_CHARGE_TARGET ); m_hChargeTarget = pTarget; m_hChargeTargetPosition = pPosition; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputClearChargeTarget( inputdata_t &inputdata ) { m_hChargeTarget = NULL; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : baseAct -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CNPC_AntlionGuard::NPC_TranslateActivity( Activity baseAct ) { //See which run to use
if ( ( baseAct == ACT_RUN ) && IsCurSchedule( SCHED_ANTLIONGUARD_CHARGE ) ) return (Activity) ACT_ANTLIONGUARD_CHARGE_RUN;
// Do extra code if we're trying to close on an enemy in a confined space (unless scripted)
if ( hl2_episodic.GetBool() && m_bInCavern && baseAct == ACT_RUN && IsInAScript() == false ) return (Activity) ACT_ANTLIONGUARD_CHARGE_RUN;
if ( ( baseAct == ACT_RUN ) && ( m_iHealth <= (m_iMaxHealth/4) ) ) return (Activity) ACT_ANTLIONGUARD_RUN_HURT;
return baseAct; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::ShouldWatchEnemy( void ) { Activity nActivity = GetActivity();
if ( ( nActivity == ACT_ANTLIONGUARD_SEARCH ) || ( nActivity == ACT_ANTLIONGUARD_PEEK_ENTER ) || ( nActivity == ACT_ANTLIONGUARD_PEEK_EXIT ) || ( nActivity == ACT_ANTLIONGUARD_PEEK1 ) || ( nActivity == ACT_ANTLIONGUARD_PEEK_SIGHTED ) || ( nActivity == ACT_ANTLIONGUARD_SHOVE_PHYSOBJECT ) || ( nActivity == ACT_ANTLIONGUARD_PHYSHIT_FR ) || ( nActivity == ACT_ANTLIONGUARD_PHYSHIT_FL ) || ( nActivity == ACT_ANTLIONGUARD_PHYSHIT_RR ) || ( nActivity == ACT_ANTLIONGUARD_PHYSHIT_RL ) || ( nActivity == ACT_ANTLIONGUARD_CHARGE_CRASH ) || ( nActivity == ACT_ANTLIONGUARD_CHARGE_HIT ) || ( nActivity == ACT_ANTLIONGUARD_CHARGE_ANTICIPATION ) ) { return false; }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::UpdateHead( void ) { float yaw = GetPoseParameter( m_poseHead_Yaw ); float pitch = GetPoseParameter( m_poseHead_Pitch );
// If we should be watching our enemy, turn our head
if ( ShouldWatchEnemy() && ( GetEnemy() != NULL ) ) { Vector enemyDir = GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter(); VectorNormalize( enemyDir ); float angle = VecToYaw( BodyDirection3D() ); float angleDiff = VecToYaw( enemyDir ); angleDiff = UTIL_AngleDiff( angleDiff, angle + yaw );
SetPoseParameter( m_poseHead_Yaw, UTIL_Approach( yaw + angleDiff, yaw, 50 ) );
angle = UTIL_VecToPitch( BodyDirection3D() ); angleDiff = UTIL_VecToPitch( enemyDir ); angleDiff = UTIL_AngleDiff( angleDiff, angle + pitch );
SetPoseParameter( m_poseHead_Pitch, UTIL_Approach( pitch + angleDiff, pitch, 50 ) ); } else { // Otherwise turn the head back to its normal position
SetPoseParameter( m_poseHead_Yaw, UTIL_Approach( 0, yaw, 10 ) ); SetPoseParameter( m_poseHead_Pitch, UTIL_Approach( 0, pitch, 10 ) ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::MaintainPhysicsTarget( void ) { if ( m_hPhysicsTarget == NULL || GetEnemy() == NULL ) return;
// Update our current target to make sure it's still valid
float flTargetDistSqr = ( m_hPhysicsTarget->WorldSpaceCenter() - m_vecPhysicsTargetStartPos ).LengthSqr(); bool bTargetMoved = ( flTargetDistSqr > Square(30*12.0f) ); bool bEnemyCloser = ( ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr() <= flTargetDistSqr );
// Make sure this hasn't moved too far or that the player is now closer
if ( bTargetMoved || bEnemyCloser ) { ClearCondition( COND_ANTLIONGUARD_PHYSICS_TARGET ); SetCondition( COND_ANTLIONGUARD_PHYSICS_TARGET_INVALID ); m_hPhysicsTarget = NULL; return; } else { SetCondition( COND_ANTLIONGUARD_PHYSICS_TARGET ); ClearCondition( COND_ANTLIONGUARD_PHYSICS_TARGET_INVALID ); }
if ( g_debug_antlionguard.GetInt() == 3 ) { NDebugOverlay::Cross3D( m_hPhysicsTarget->WorldSpaceCenter(), -Vector(32,32,32), Vector(32,32,32), 255, 255, 255, true, 1.0f ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::UpdatePhysicsTarget( bool bPreferObjectsAlongTargetVector, float flRadius ) { if ( GetEnemy() == NULL ) return;
// Already have a target, don't bother looking
if ( m_hPhysicsTarget != NULL ) return;
// Too soon to check again
if ( m_flPhysicsCheckTime > gpGlobals->curtime ) return;
// Attempt to find a valid shove target
PhysicsObjectCriteria_t criteria; criteria.pTarget = GetEnemy(); criteria.vecCenter = GetEnemy()->GetAbsOrigin(); criteria.flRadius = flRadius; criteria.flTargetCone = ANTLIONGUARD_OBJECTFINDING_FOV; criteria.bPreferObjectsAlongTargetVector = bPreferObjectsAlongTargetVector; criteria.flNearRadius = (20*12); // TODO: It may preferable to disable this for legacy products as well -- jdw
m_hPhysicsTarget = FindPhysicsObjectTarget( criteria ); // Found one, so interrupt us if we care
if ( m_hPhysicsTarget != NULL ) { SetCondition( COND_ANTLIONGUARD_PHYSICS_TARGET ); m_vecPhysicsTargetStartPos = m_hPhysicsTarget->WorldSpaceCenter(); }
// Don't search again for another second
m_flPhysicsCheckTime = gpGlobals->curtime + 1.0f; }
//-----------------------------------------------------------------------------
// Purpose: Let the probe know I can run through small debris
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity ) { if ( m_iszPhysicsPropClass != pEntity->m_iClassname ) return BaseClass::ShouldProbeCollideAgainstEntity( pEntity );
if ( m_hPhysicsTarget == pEntity ) return false;
if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS ) { IPhysicsObject *pPhysObj = pEntity->VPhysicsGetObject();
if( pPhysObj && pPhysObj->GetMass() <= ANTLIONGUARD_MAX_OBJECT_MASS ) { return false; } }
return BaseClass::ShouldProbeCollideAgainstEntity( pEntity ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::PrescheduleThink( void ) { BaseClass::PrescheduleThink();
// Don't do anything after death
if ( m_NPCState == NPC_STATE_DEAD ) return;
// If we're burrowed, then don't do any of this
if ( m_bIsBurrowed ) return;
// Automatically update our physics target when chasing enemies
if ( IsCurSchedule( SCHED_ANTLIONGUARD_CHASE_ENEMY ) || IsCurSchedule( SCHED_ANTLIONGUARD_PATROL_RUN ) || IsCurSchedule( SCHED_ANTLIONGUARD_CANT_ATTACK ) || IsCurSchedule( SCHED_ANTLIONGUARD_CHASE_ENEMY_TOLERANCE ) ) { bool bCheckAlongLine = ( IsCurSchedule( SCHED_ANTLIONGUARD_CHASE_ENEMY ) || IsCurSchedule( SCHED_ANTLIONGUARD_CHASE_ENEMY_TOLERANCE ) ); UpdatePhysicsTarget( bCheckAlongLine ); } else if ( !IsCurSchedule( SCHED_ANTLIONGUARD_PHYSICS_ATTACK ) ) { ClearCondition( COND_ANTLIONGUARD_PHYSICS_TARGET ); m_hPhysicsTarget = NULL; }
UpdateHead();
if ( ( m_flGroundSpeed <= 0.0f ) ) { if ( m_bStopped == false ) { StartSounds();
float duration = random->RandomFloat( 2.0f, 8.0f );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pBreathSound, 0.0f, duration ); ENVELOPE_CONTROLLER.SoundChangePitch( m_pBreathSound, random->RandomInt( 40, 60 ), duration ); ENVELOPE_CONTROLLER.SoundChangeVolume( m_pGrowlIdleSound, 0.0f, duration ); ENVELOPE_CONTROLLER.SoundChangePitch( m_pGrowlIdleSound, random->RandomInt( 120, 140 ), duration );
m_flBreathTime = gpGlobals->curtime + duration - (duration*0.75f); } m_bStopped = true;
if ( m_flBreathTime < gpGlobals->curtime ) { StartSounds();
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pGrowlIdleSound, random->RandomFloat( 0.2f, 0.3f ), random->RandomFloat( 0.5f, 1.0f ) ); ENVELOPE_CONTROLLER.SoundChangePitch( m_pGrowlIdleSound, random->RandomInt( 80, 120 ), random->RandomFloat( 0.5f, 1.0f ) );
m_flBreathTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 8.0f ); } } else { if ( m_bStopped ) { StartSounds();
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pBreathSound, 0.6f, random->RandomFloat( 2.0f, 4.0f ) ); ENVELOPE_CONTROLLER.SoundChangePitch( m_pBreathSound, random->RandomInt( 140, 160 ), random->RandomFloat( 2.0f, 4.0f ) );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pGrowlIdleSound, 0.0f, 1.0f ); ENVELOPE_CONTROLLER.SoundChangePitch( m_pGrowlIdleSound, random->RandomInt( 90, 110 ), 0.2f ); }
m_bStopped = false; }
// Put danger sounds out in front of us
for ( int i = 0; i < 3; i++ ) { CSoundEnt::InsertSound( SOUND_DANGER, WorldSpaceCenter() + ( BodyDirection3D() * 128 * (i+1) ), 128, 0.1f, this ); }
#if ANTLIONGUARD_BLOOD_EFFECTS
// compute and if necessary transmit the bleeding level for the particle effect
m_iBleedingLevel = GetBleedingLevel(); #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::GatherConditions( void ) { BaseClass::GatherConditions();
if ( CanSummon(false) ) { SetCondition( COND_ANTLIONGUARD_CAN_SUMMON ); } else { ClearCondition( COND_ANTLIONGUARD_CAN_SUMMON ); }
// Make sure our physics target is still valid
MaintainPhysicsTarget();
if( IsCurSchedule(SCHED_ANTLIONGUARD_PHYSICS_ATTACK) ) { if( gpGlobals->curtime > m_flWaitFinished ) { ClearCondition( COND_ANTLIONGUARD_PHYSICS_TARGET ); SetCondition( COND_ANTLIONGUARD_PHYSICS_TARGET_INVALID ); m_hPhysicsTarget = NULL; } }
// See if we can charge the target
if ( GetEnemy() ) { if ( ShouldCharge( GetAbsOrigin(), GetEnemy()->GetAbsOrigin(), true, false ) ) { SetCondition( COND_ANTLIONGUARD_CAN_CHARGE ); } else { ClearCondition( COND_ANTLIONGUARD_CAN_CHARGE ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::StopLoopingSounds() { //Stop all sounds
ENVELOPE_CONTROLLER.SoundDestroy( m_pGrowlHighSound ); ENVELOPE_CONTROLLER.SoundDestroy( m_pGrowlIdleSound ); ENVELOPE_CONTROLLER.SoundDestroy( m_pBreathSound ); ENVELOPE_CONTROLLER.SoundDestroy( m_pConfusedSound ); m_pGrowlHighSound = NULL; m_pGrowlIdleSound = NULL; m_pBreathSound = NULL; m_pConfusedSound = NULL;
BaseClass::StopLoopingSounds(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputUnburrow( inputdata_t &inputdata ) { if ( IsAlive() == false ) return;
if ( m_bIsBurrowed == false ) return;
m_spawnflags &= ~SF_NPC_GAG; RemoveSolidFlags( FSOLID_NOT_SOLID ); AddSolidFlags( FSOLID_NOT_STANDABLE ); m_takedamage = DAMAGE_YES;
SetSchedule( SCHED_ANTLIONGUARD_UNBURROW );
m_bIsBurrowed = false; }
//------------------------------------------------------------------------------
// Purpose : Returns true is entity was remembered as unreachable.
// After a time delay reachability is checked
// Input :
// Output :
//------------------------------------------------------------------------------
bool CNPC_AntlionGuard::IsUnreachable(CBaseEntity *pEntity) { float UNREACHABLE_DIST_TOLERANCE_SQ = (240 * 240);
// Note that it's ok to remove elements while I'm iterating
// as long as I iterate backwards and remove them using FastRemove
for (int i=m_UnreachableEnts.Size()-1;i>=0;i--) { // Remove any dead elements
if (m_UnreachableEnts[i].hUnreachableEnt == NULL) { m_UnreachableEnts.FastRemove(i); } else if (pEntity == m_UnreachableEnts[i].hUnreachableEnt) { // Test for reachability on any elements that have timed out
if ( gpGlobals->curtime > m_UnreachableEnts[i].fExpireTime || pEntity->GetAbsOrigin().DistToSqr(m_UnreachableEnts[i].vLocationWhenUnreachable) > UNREACHABLE_DIST_TOLERANCE_SQ) { m_UnreachableEnts.FastRemove(i); return false; } return true; } } return false; }
//-----------------------------------------------------------------------------
// Purpose: Return the point at which the guard wants to stand on to knock the physics object at the target entity
// Input : *pObject - Object to be shoved.
// *pTarget - Target to be shoved at.
// *vecTrajectory - Trajectory to our target
// *flClearDistance - Distance behind the entity we're clear to use
// Output : Position at which to attempt to strike the object
//-----------------------------------------------------------------------------
Vector CNPC_AntlionGuard::GetPhysicsHitPosition( CBaseEntity *pObject, CBaseEntity *pTarget, Vector *vecTrajectory, float *flClearDistance ) { // Get the trajectory we want to knock the object along
Vector vecToTarget = pTarget->WorldSpaceCenter() - pObject->WorldSpaceCenter(); VectorNormalize( vecToTarget ); vecToTarget.z = 0;
// Get the distance we want to be from the object when we hit it
IPhysicsObject *pPhys = pObject->VPhysicsGetObject(); Vector extent = physcollision->CollideGetExtent( pPhys->GetCollide(), pObject->GetAbsOrigin(), pObject->GetAbsAngles(), -vecToTarget ); float flDist = ( extent - pObject->WorldSpaceCenter() ).Length() + CollisionProp()->BoundingRadius() + 32.0f; if ( vecTrajectory != NULL ) { *vecTrajectory = vecToTarget; }
if ( flClearDistance != NULL ) { *flClearDistance = flDist; }
// Position at which we'd like to be
return (pObject->WorldSpaceCenter() + ( vecToTarget * -flDist )); }
//-----------------------------------------------------------------------------
// Purpose: See if we're able to stand on the ground at this point
// Input : &vecPos - Position to try
// *pOut - Result position (only valid if we return true)
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
inline bool CNPC_AntlionGuard::CanStandAtPoint( const Vector &vecPos, Vector *pOut ) { Vector vecStart = vecPos + Vector( 0, 0, (4*12) ); Vector vecEnd = vecPos - Vector( 0, 0, (4*12) ); trace_t tr; bool bTraceCleared = false;
// Start high and try to go lower, looking for the ground between here and there
// We do this first because it's more likely to succeed in the typical guard arenas (with open terrain)
UTIL_TraceHull( vecStart, vecEnd, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr ); if ( tr.startsolid && !tr.allsolid ) { // We started in solid but didn't end up there, see if we can stand where we ended up
UTIL_TraceHull( tr.endpos, tr.endpos, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr ); // Must not be in solid
bTraceCleared = ( !tr.allsolid && !tr.startsolid ); } else { // Must not be in solid and must have found a floor (otherwise we're potentially hanging over a ledge)
bTraceCleared = ( tr.allsolid == false && tr.fraction < 1.0f ); }
// Either we're clear or we're still unlucky
if ( bTraceCleared == false ) { if ( g_debug_antlionguard.GetInt() == 3 ) { NDebugOverlay::Box( vecPos, GetHullMins(), GetHullMaxs(), 255, 0, 0, 0, 15.0f ); } return false; }
if ( pOut ) { *pOut = tr.endpos; }
if ( g_debug_antlionguard.GetInt() == 3 ) { NDebugOverlay::Box( (*pOut), GetHullMins(), GetHullMaxs(), 0, 255, 0, 0, 15.0f ); }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Determines whether or not the guard can stand in a position to strike a specified object
// Input : *pShoveObject - Object being shoved
// *pTarget - Target we're shoving the object at
// *pOut - The position we decide to stand at
// Output : Returns true if the guard can stand and deliver.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::CanStandAtShoveTarget( CBaseEntity *pShoveObject, CBaseEntity *pTarget, Vector *pOut ) { // Get the position we want to be at to swing at the object
float flClearDistance; Vector vecTrajectory; Vector vecHitPosition = GetPhysicsHitPosition( pShoveObject, pTarget, &vecTrajectory, &flClearDistance ); Vector vecStandPosition;
if ( g_debug_antlionguard.GetInt() == 3 ) { NDebugOverlay::HorzArrow( pShoveObject->WorldSpaceCenter(), pShoveObject->WorldSpaceCenter() + vecTrajectory * 64.0f, 16.0f, 255, 255, 0, 16, true, 15.0f ); }
// If we failed, try around the sides
if ( CanStandAtPoint( vecHitPosition, &vecStandPosition ) == false ) { // Get the angle (in reverse) to the target
float flRad = atan2( -vecTrajectory.y, -vecTrajectory.x ); float flRadOffset = DEG2RAD( 45.0f );
// Build an offset vector, rotating around the base
Vector vecSkewTrajectory; SinCos( flRad + flRadOffset, &vecSkewTrajectory.y, &vecSkewTrajectory.x ); vecSkewTrajectory.z = 0.0f; // Try to the side
if ( CanStandAtPoint( ( pShoveObject->WorldSpaceCenter() + ( vecSkewTrajectory * flClearDistance ) ), &vecStandPosition ) == false ) { // Try the other side
SinCos( flRad - flRadOffset, &vecSkewTrajectory.y, &vecSkewTrajectory.x ); vecSkewTrajectory.z = 0.0f; if ( CanStandAtPoint( ( pShoveObject->WorldSpaceCenter() + ( vecSkewTrajectory * flClearDistance ) ), &vecStandPosition ) == false ) return false; } }
// Found it, report it
if ( pOut != NULL ) { *pOut = vecStandPosition; }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Iterate through a number of lists depending on our criteria
//-----------------------------------------------------------------------------
CBaseEntity *CNPC_AntlionGuard::GetNextShoveTarget( CBaseEntity *pLastEntity, AISightIter_t &iter ) { // Try to find scripted items first
if ( m_strShoveTargets != NULL_STRING ) { CBaseEntity *pFound = gEntList.FindEntityByName( pLastEntity, m_strShoveTargets ); if ( pFound ) return pFound; }
// Failing that, use our senses
if ( iter != (AISightIter_t)(-1) ) return GetSenses()->GetNextSeenEntity( &iter );
return GetSenses()->GetFirstSeenEntity( &iter, SEEN_MISC ); }
//-----------------------------------------------------------------------------
// Purpose: Search for a physics item to swat at the player
// Output : Returns the object we're going to swat.
//-----------------------------------------------------------------------------
CBaseEntity *CNPC_AntlionGuard::FindPhysicsObjectTarget( const PhysicsObjectCriteria_t &criteria ) { // Must have a valid target entity
if ( criteria.pTarget == NULL ) return NULL;
if ( g_debug_antlionguard.GetInt() == 3 ) { NDebugOverlay::Circle( GetAbsOrigin(), QAngle( -90, 0, 0 ), criteria.flRadius, 255, 0, 0, 8, true, 2.0f ); }
// Get the vector to our target, from ourself
Vector vecDirToTarget = criteria.pTarget->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize( vecDirToTarget ); vecDirToTarget.z = 0;
// Cost is determined by distance to the object, modified by how "in line" it is with our target direction of travel
// Use the distance to the player as the base cost for throwing an object (avoids pushing things too close to the player)
float flLeastCost = ( criteria.bPreferObjectsAlongTargetVector ) ? ( criteria.pTarget->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr() : Square( criteria.flRadius ); float flCost;
AISightIter_t iter = (AISightIter_t)(-1); CBaseEntity *pObject = NULL; CBaseEntity *pNearest = NULL; Vector vecBestHitPosition = vec3_origin;
// Look through the list of sensed objects for possible targets
while( ( pObject = GetNextShoveTarget( pObject, iter ) ) != NULL ) { // If we couldn't shove this object last time, don't try again
if ( m_FailedPhysicsTargets.Find( pObject ) != m_FailedPhysicsTargets.InvalidIndex() ) continue;
// Ignore things less than half a foot in diameter
if ( pObject->CollisionProp()->BoundingRadius() < 6.0f ) continue;
IPhysicsObject *pPhysObj = pObject->VPhysicsGetObject(); if ( pPhysObj == NULL ) continue;
// Ignore motion disabled props
if ( pPhysObj->IsMoveable() == false ) continue;
// Ignore things lighter than 5kg
if ( pPhysObj->GetMass() < 5.0f ) continue;
// Ignore objects moving too quickly (they'll be too hard to catch otherwise)
Vector velocity; pPhysObj->GetVelocity( &velocity, NULL ); if ( velocity.LengthSqr() > (16*16) ) continue;
// Get the direction from us to the physics object
Vector vecDirToObject = pObject->WorldSpaceCenter() - GetAbsOrigin(); VectorNormalize( vecDirToObject ); vecDirToObject.z = 0; Vector vecObjCenter = pObject->WorldSpaceCenter(); float flDistSqr = 0.0f; float flDot = 0.0f;
// If we want to find things along the vector to the target, do so
if ( criteria.bPreferObjectsAlongTargetVector ) { // Object must be closer than our target
if ( ( GetAbsOrigin() - vecObjCenter ).LengthSqr() > ( GetAbsOrigin() - criteria.pTarget->GetAbsOrigin() ).LengthSqr() ) continue;
// Calculate a "cost" to this object
flDistSqr = ( GetAbsOrigin() - vecObjCenter ).LengthSqr(); flDot = DotProduct( vecDirToTarget, vecDirToObject ); // Ignore things outside our allowed cone
if ( flDot < criteria.flTargetCone ) continue;
// The more perpendicular we are, the higher the cost
float flCostScale = RemapValClamped( flDot, 1.0f, criteria.flTargetCone, 1.0f, 4.0f ); flCost = flDistSqr * flCostScale; } else { // Straight distance cost
flCost = ( criteria.vecCenter - vecObjCenter ).LengthSqr(); }
// This must be a less costly object to use
if ( flCost >= flLeastCost ) { if ( g_debug_antlionguard.GetInt() == 3 ) { NDebugOverlay::Box( vecObjCenter, -Vector(16,16,16), Vector(16,16,16), 255, 0, 0, 0, 2.0f ); }
continue; }
// Check for a (roughly) clear trajectory path from the object to target
trace_t tr; UTIL_TraceLine( vecObjCenter, criteria.pTarget->BodyTarget( vecObjCenter ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); // See how close to our target we got (we still look good hurling things that won't necessarily hit)
if ( ( tr.endpos - criteria.pTarget->WorldSpaceCenter() ).LengthSqr() > Square(criteria.flNearRadius) ) continue;
// Must be able to stand at a position to hit the object
Vector vecHitPosition; if ( CanStandAtShoveTarget( pObject, criteria.pTarget, &vecHitPosition ) == false ) { if ( g_debug_antlionguard.GetInt() == 3 ) { NDebugOverlay::HorzArrow( GetAbsOrigin(), pObject->WorldSpaceCenter(), 32.0f, 255, 0, 0, 64, true, 2.0f ); } continue; }
// Take this as the best object so far
pNearest = pObject; flLeastCost = flCost; vecBestHitPosition = vecHitPosition; if ( g_debug_antlionguard.GetInt() == 3 ) { NDebugOverlay::HorzArrow( GetAbsOrigin(), pObject->WorldSpaceCenter(), 16.0f, 255, 255, 0, 0, true, 2.0f ); } }
// Set extra info if we've succeeded
if ( pNearest != NULL ) { m_vecPhysicsHitPosition = vecBestHitPosition; if ( g_debug_antlionguard.GetInt() == 3 ) { NDebugOverlay::HorzArrow( GetAbsOrigin(), pNearest->WorldSpaceCenter(), 32.0f, 0, 255, 0, 128, true, 2.0f ); } }
return pNearest; }
//-----------------------------------------------------------------------------
// Purpose: Allows for modification of the interrupt mask for the current schedule.
// In the most cases the base implementation should be called first.
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::BuildScheduleTestBits( void ) { BaseClass::BuildScheduleTestBits();
// Interrupt if we can shove something
if ( IsCurSchedule( SCHED_ANTLIONGUARD_CHASE_ENEMY ) ) { SetCustomInterruptCondition( COND_ANTLIONGUARD_PHYSICS_TARGET ); SetCustomInterruptCondition( COND_ANTLIONGUARD_CAN_SUMMON ); }
// Interrupt if we've been given a charge target
if ( IsCurSchedule( SCHED_ANTLIONGUARD_CHARGE ) == false ) { SetCustomInterruptCondition( COND_ANTLIONGUARD_HAS_CHARGE_TARGET ); }
// Once we commit to doing this, just do it!
if ( IsCurSchedule( SCHED_MELEE_ATTACK1 ) ) { ClearCustomInterruptCondition( COND_ENEMY_OCCLUDED ); }
// Always take heavy damage
SetCustomInterruptCondition( COND_HEAVY_DAMAGE ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// radius -
// magnitude -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::ImpactShock( const Vector &origin, float radius, float magnitude, CBaseEntity *pIgnored ) { // Also do a local physics explosion to push objects away
float adjustedDamage, flDist; Vector vecSpot; float falloff = 1.0f / 2.5f;
CBaseEntity *pEntity = NULL;
// Find anything within our radius
while ( ( pEntity = gEntList.FindEntityInSphere( pEntity, origin, radius ) ) != NULL ) { // Don't affect the ignored target
if ( pEntity == pIgnored ) continue; if ( pEntity == this ) continue;
// UNDONE: Ask the object if it should get force if it's not MOVETYPE_VPHYSICS?
if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS || ( pEntity->VPhysicsGetObject() && pEntity->IsPlayer() == false ) ) { vecSpot = pEntity->BodyTarget( GetAbsOrigin() ); // decrease damage for an ent that's farther from the bomb.
flDist = ( GetAbsOrigin() - vecSpot ).Length();
if ( radius == 0 || flDist <= radius ) { adjustedDamage = flDist * falloff; adjustedDamage = magnitude - adjustedDamage; if ( adjustedDamage < 1 ) { adjustedDamage = 1; }
CTakeDamageInfo info( this, this, adjustedDamage, DMG_BLAST ); CalculateExplosiveDamageForce( &info, (vecSpot - GetAbsOrigin()), GetAbsOrigin() );
pEntity->VPhysicsTakeDamage( info ); } } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::ChargeDamage( CBaseEntity *pTarget ) { if ( pTarget == NULL ) return;
CBasePlayer *pPlayer = ToBasePlayer( pTarget );
if ( pPlayer != NULL ) { //Kick the player angles
pPlayer->ViewPunch( QAngle( 20, 20, -30 ) );
Vector dir = pPlayer->WorldSpaceCenter() - WorldSpaceCenter(); VectorNormalize( dir ); dir.z = 0.0f; Vector vecNewVelocity = dir * 250.0f; vecNewVelocity[2] += 128.0f; pPlayer->SetAbsVelocity( vecNewVelocity );
color32 red = {128,0,0,128}; UTIL_ScreenFade( pPlayer, red, 1.0f, 0.1f, FFADE_IN ); } // Player takes less damage
float flDamage = ( pPlayer == NULL ) ? 250 : sk_antlionguard_dmg_charge.GetFloat(); // If it's being held by the player, break that bond
Pickup_ForcePlayerToDropThisObject( pTarget );
// Calculate the physics force
ApplyChargeDamage( this, pTarget, flDamage ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputRagdoll( inputdata_t &inputdata ) { if ( IsAlive() == false ) return;
//Set us to nearly dead so the velocity from death is minimal
SetHealth( 1 );
CTakeDamageInfo info( this, this, GetHealth(), DMG_CRUSH ); BaseClass::TakeDamage( info ); }
//-----------------------------------------------------------------------------
// Purpose: make m_bPreferPhysicsAttack true
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputEnablePreferPhysicsAttack( inputdata_t &inputdata ) { m_bPreferPhysicsAttack = true; }
//-----------------------------------------------------------------------------
// Purpose: make m_bPreferPhysicsAttack false
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputDisablePreferPhysicsAttack( inputdata_t &inputdata ) { m_bPreferPhysicsAttack = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_AntlionGuard::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ) { // Figure out what to do next
if ( failedSchedule == SCHED_ANTLIONGUARD_CHASE_ENEMY && HasCondition( COND_ENEMY_UNREACHABLE ) ) return SelectUnreachableSchedule();
return BaseClass::SelectFailSchedule( failedSchedule,failedTask, taskFailCode ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : scheduleType -
// Output : int
//-----------------------------------------------------------------------------
int CNPC_AntlionGuard::TranslateSchedule( int scheduleType ) { switch( scheduleType ) { case SCHED_CHASE_ENEMY: return SCHED_ANTLIONGUARD_CHASE_ENEMY; break; }
return BaseClass::TranslateSchedule( scheduleType ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::StartSounds( void ) { //Initialize the additive sound channels
CPASAttenuationFilter filter( this );
if ( m_pGrowlHighSound == NULL ) { m_pGrowlHighSound = ENVELOPE_CONTROLLER.SoundCreate( filter, entindex(), CHAN_VOICE, "NPC_AntlionGuard.GrowlHigh", ATTN_NORM ); if ( m_pGrowlHighSound ) { ENVELOPE_CONTROLLER.Play( m_pGrowlHighSound,0.0f, 100 ); } }
if ( m_pGrowlIdleSound == NULL ) { m_pGrowlIdleSound = ENVELOPE_CONTROLLER.SoundCreate( filter, entindex(), CHAN_STATIC, "NPC_AntlionGuard.GrowlIdle", ATTN_NORM );
if ( m_pGrowlIdleSound ) { ENVELOPE_CONTROLLER.Play( m_pGrowlIdleSound,0.0f, 100 ); } }
if ( m_pBreathSound == NULL ) { m_pBreathSound = ENVELOPE_CONTROLLER.SoundCreate( filter, entindex(), CHAN_ITEM, "NPC_AntlionGuard.BreathSound", ATTN_NORM ); if ( m_pBreathSound ) { ENVELOPE_CONTROLLER.Play( m_pBreathSound, 0.0f, 100 ); } }
if ( m_pConfusedSound == NULL ) { m_pConfusedSound = ENVELOPE_CONTROLLER.SoundCreate( filter, entindex(), CHAN_WEAPON,"NPC_AntlionGuard.Confused", ATTN_NORM );
if ( m_pConfusedSound ) { ENVELOPE_CONTROLLER.Play( m_pConfusedSound, 0.0f, 100 ); } }
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputEnableBark( inputdata_t &inputdata ) { m_bBarkEnabled = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputDisableBark( inputdata_t &inputdata ) { m_bBarkEnabled = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::DeathSound( const CTakeDamageInfo &info ) { EmitSound( "NPC_AntlionGuard.Die" ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::Event_Killed( const CTakeDamageInfo &info ) { BaseClass::Event_Killed( info );
// Tell all of my antlions to burrow away, 'cos they fear the Freeman
if ( m_iNumLiveAntlions ) { CBaseEntity *pSearch = NULL;
// Iterate through all antlions and see if there are any orphans
while ( ( pSearch = gEntList.FindEntityByClassname( pSearch, "npc_antlion" ) ) != NULL ) { CNPC_Antlion *pAntlion = assert_cast<CNPC_Antlion *>(pSearch);
// See if it's a live orphan
if ( pAntlion && pAntlion->GetOwnerEntity() == NULL && pAntlion->IsAlive() ) { g_EventQueue.AddEvent( pAntlion, "BurrowAway", RandomFloat(0.1, 2.0), this, this ); } } }
DestroyGlows();
// If I'm bleeding, stop due to decreased pressure of hemolymph after
// cessation of aortic contraction
#if ANTLIONGUARD_BLOOD_EFFECTS
m_iBleedingLevel = 0; #endif
}
//-----------------------------------------------------------------------------
// Purpose: Don't become a ragdoll until we've finished our death anim
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::CanBecomeRagdoll( void ) { if ( IsCurSchedule( SCHED_DIE ) ) return true;
return hl2_episodic.GetBool(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &force -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::BecomeRagdollOnClient( const Vector &force ) { if ( !CanBecomeRagdoll() ) return false;
EmitSound( "NPC_AntlionGuard.Fallover" );
// Become server-side ragdoll if we're flagged to do it
if ( m_spawnflags & SF_ANTLIONGUARD_SERVERSIDE_RAGDOLL ) { CTakeDamageInfo info;
// Fake the info
info.SetDamageType( DMG_GENERIC ); info.SetDamageForce( force ); info.SetDamagePosition( WorldSpaceCenter() );
CBaseEntity *pRagdoll = CreateServerRagdoll( this, 0, info, COLLISION_GROUP_NONE );
// Transfer our name to the new ragdoll
pRagdoll->SetName( GetEntityName() ); pRagdoll->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); // Get rid of our old body
UTIL_Remove(this);
return true; }
return BaseClass::BecomeRagdollOnClient( force ); }
//-----------------------------------------------------------------------------
// Purpose: Override how we face our target as we move
// Output :
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval ) { Vector vecFacePosition = vec3_origin; CBaseEntity *pFaceTarget = NULL; bool bFaceTarget = false;
// FIXME: this will break scripted sequences that walk when they have an enemy
if ( m_hChargeTarget ) { vecFacePosition = m_hChargeTarget->GetAbsOrigin(); pFaceTarget = m_hChargeTarget; bFaceTarget = true; } #ifdef HL2_EPISODIC
else if ( GetEnemy() && IsCurSchedule( SCHED_ANTLIONGUARD_CANT_ATTACK ) ) { // Always face our enemy when randomly patrolling around
vecFacePosition = GetEnemy()->EyePosition(); pFaceTarget = GetEnemy(); bFaceTarget = true; } #endif // HL2_EPISODIC
else if ( GetEnemy() && GetNavigator()->GetMovementActivity() == ACT_RUN ) { Vector vecEnemyLKP = GetEnemyLKP(); // Only start facing when we're close enough
if ( ( UTIL_DistApprox( vecEnemyLKP, GetAbsOrigin() ) < 512 ) || IsCurSchedule( SCHED_ANTLIONGUARD_PATROL_RUN ) ) { vecFacePosition = vecEnemyLKP; pFaceTarget = GetEnemy(); bFaceTarget = true; } }
// Face
if ( bFaceTarget ) { AddFacingTarget( pFaceTarget, vecFacePosition, 1.0, 0.2 ); }
return BaseClass::OverrideMoveFacing( move, flInterval ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::IsHeavyDamage( const CTakeDamageInfo &info ) { // Struck by blast
if ( info.GetDamageType() & DMG_BLAST ) { if ( info.GetDamage() > MIN_BLAST_DAMAGE ) return true; }
// Struck by large object
if ( info.GetDamageType() & DMG_CRUSH ) { IPhysicsObject *pPhysObject = info.GetInflictor()->VPhysicsGetObject();
if ( ( pPhysObject != NULL ) && ( pPhysObject->GetGameFlags() & FVPHYSICS_WAS_THROWN ) ) { // Always take hits from a combine ball
if ( UTIL_IsAR2CombineBall( info.GetInflictor() ) ) return true;
// If we're under half health, stop being interrupted by heavy damage
if ( GetHealth() < (GetMaxHealth() * 0.25) ) return false;
// Ignore physics damages that don't do much damage
if ( info.GetDamage() < MIN_CRUSH_DAMAGE ) return false;
return true; }
return false; }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::IsLightDamage( const CTakeDamageInfo &info ) { return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pChild -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputSummonedAntlionDied( inputdata_t &inputdata ) { m_iNumLiveAntlions--; Assert( m_iNumLiveAntlions >= 0 );
if ( g_debug_antlionguard.GetInt() == 2 ) { Msg("Guard summoned antlion count: %d\n", m_iNumLiveAntlions ); } }
//-----------------------------------------------------------------------------
// Purpose: Filter out sounds we don't care about
// Input : *pSound - sound to test against
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::QueryHearSound( CSound *pSound ) { // Don't bother with danger sounds from antlions or other guards
if ( pSound->SoundType() == SOUND_DANGER && ( pSound->m_hOwner != NULL && pSound->m_hOwner->Classify() == CLASS_ANTLION ) ) return false;
return BaseClass::QueryHearSound( pSound ); }
#if HL2_EPISODIC
//---------------------------------------------------------
// Prevent the cavern guard from using stopping paths, as it occasionally forces him off the navmesh.
//---------------------------------------------------------
bool CNPC_AntlionGuard::CNavigator::GetStoppingPath( CAI_WaypointList *pClippedWaypoints ) { if (GetOuter()->m_bInCavern) { return false; } else { return BaseClass::GetStoppingPath( pClippedWaypoints ); } } #endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::RememberFailedPhysicsTarget( CBaseEntity *pTarget ) { // Already in the list?
if ( m_FailedPhysicsTargets.Find( pTarget ) != m_FailedPhysicsTargets.InvalidIndex() ) return true;
// We're not holding on to any more
if ( ( m_FailedPhysicsTargets.Count() + 1 ) > MAX_FAILED_PHYSOBJECTS ) return false;
m_FailedPhysicsTargets.AddToTail( pTarget );
return true; }
//-----------------------------------------------------------------------------
// Purpose: Handle squad or NPC interactions
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sender ) { // Don't chase targets that other guards in our squad may be going after!
if ( interactionType == g_interactionAntlionGuardFoundPhysicsObject ) { RememberFailedPhysicsTarget( (CBaseEntity *) data ); return true; }
// Mark a shoved object as being free to pursue again
if ( interactionType == g_interactionAntlionGuardShovedPhysicsObject ) { CBaseEntity *pObject = (CBaseEntity *) data; m_FailedPhysicsTargets.FindAndRemove( pObject ); return true; }
return BaseClass::HandleInteraction( interactionType, data, sender ); }
//-----------------------------------------------------------------------------
// Purpose: Cache whatever pose parameters we intend to use
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::PopulatePoseParameters( void ) { m_poseThrow = LookupPoseParameter("throw"); m_poseHead_Pitch = LookupPoseParameter("head_pitch"); m_poseHead_Yaw = LookupPoseParameter("head_yaw" );
BaseClass::PopulatePoseParameters(); }
#if ANTLIONGUARD_BLOOD_EFFECTS
//-----------------------------------------------------------------------------
// Purpose: Return desired level for the continuous bleeding effect (not the
// individual blood spurts you see per bullet hit)
// Return 0 for don't bleed,
// 1 for mild bleeding
// 2 for severe bleeding
//-----------------------------------------------------------------------------
unsigned char CNPC_AntlionGuard::GetBleedingLevel( void ) const { if ( m_iHealth > ( m_iMaxHealth >> 1 ) ) { // greater than 50%
return 0; } else if ( m_iHealth > ( m_iMaxHealth >> 2 ) ) { // less than 50% but greater than 25%
return 1; } else { return 2; } } #endif
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_antlionguard, CNPC_AntlionGuard )
// Interactions
DECLARE_INTERACTION( g_interactionAntlionGuardFoundPhysicsObject ) DECLARE_INTERACTION( g_interactionAntlionGuardShovedPhysicsObject )
// Squadslots
DECLARE_SQUADSLOT( SQUAD_SLOT_ANTLIONGUARD_CHARGE )
//Tasks
DECLARE_TASK( TASK_ANTLIONGUARD_CHARGE ) DECLARE_TASK( TASK_ANTLIONGUARD_GET_PATH_TO_PHYSOBJECT ) DECLARE_TASK( TASK_ANTLIONGUARD_SHOVE_PHYSOBJECT ) DECLARE_TASK( TASK_ANTLIONGUARD_SUMMON ) DECLARE_TASK( TASK_ANTLIONGUARD_SET_FLINCH_ACTIVITY ) DECLARE_TASK( TASK_ANTLIONGUARD_GET_PATH_TO_CHARGE_POSITION ) DECLARE_TASK( TASK_ANTLIONGUARD_GET_PATH_TO_NEAREST_NODE ) DECLARE_TASK( TASK_ANTLIONGUARD_GET_CHASE_PATH_ENEMY_TOLERANCE ) DECLARE_TASK( TASK_ANTLIONGUARD_OPPORTUNITY_THROW ) DECLARE_TASK( TASK_ANTLIONGUARD_FIND_PHYSOBJECT )
//Activities
DECLARE_ACTIVITY( ACT_ANTLIONGUARD_SEARCH ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_PEEK_FLINCH ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_PEEK_ENTER ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_PEEK_EXIT ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_PEEK1 ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_BARK ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_PEEK_SIGHTED ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_CHARGE_START ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_CHARGE_CANCEL ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_CHARGE_RUN ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_CHARGE_CRASH ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_CHARGE_STOP ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_CHARGE_HIT ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_CHARGE_ANTICIPATION ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_SHOVE_PHYSOBJECT ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_FLINCH_LIGHT ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_UNBURROW ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_ROAR ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_RUN_HURT ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_PHYSHIT_FR ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_PHYSHIT_FL ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_PHYSHIT_RR ) DECLARE_ACTIVITY( ACT_ANTLIONGUARD_PHYSHIT_RL ) //Adrian: events go here
DECLARE_ANIMEVENT( AE_ANTLIONGUARD_CHARGE_HIT ) DECLARE_ANIMEVENT( AE_ANTLIONGUARD_SHOVE_PHYSOBJECT ) DECLARE_ANIMEVENT( AE_ANTLIONGUARD_SHOVE ) DECLARE_ANIMEVENT( AE_ANTLIONGUARD_FOOTSTEP_LIGHT ) DECLARE_ANIMEVENT( AE_ANTLIONGUARD_FOOTSTEP_HEAVY ) DECLARE_ANIMEVENT( AE_ANTLIONGUARD_CHARGE_EARLYOUT ) DECLARE_ANIMEVENT( AE_ANTLIONGUARD_VOICE_GROWL ) DECLARE_ANIMEVENT( AE_ANTLIONGUARD_VOICE_BARK ) DECLARE_ANIMEVENT( AE_ANTLIONGUARD_VOICE_PAIN ) DECLARE_ANIMEVENT( AE_ANTLIONGUARD_VOICE_SQUEEZE ) DECLARE_ANIMEVENT( AE_ANTLIONGUARD_VOICE_SCRATCH ) DECLARE_ANIMEVENT( AE_ANTLIONGUARD_VOICE_GRUNT ) DECLARE_ANIMEVENT( AE_ANTLIONGUARD_BURROW_OUT ) DECLARE_ANIMEVENT( AE_ANTLIONGUARD_VOICE_ROAR )
DECLARE_CONDITION( COND_ANTLIONGUARD_PHYSICS_TARGET ) DECLARE_CONDITION( COND_ANTLIONGUARD_PHYSICS_TARGET_INVALID ) DECLARE_CONDITION( COND_ANTLIONGUARD_HAS_CHARGE_TARGET ) DECLARE_CONDITION( COND_ANTLIONGUARD_CAN_SUMMON ) DECLARE_CONDITION( COND_ANTLIONGUARD_CAN_CHARGE )
//==================================================
// SCHED_ANTLIONGUARD_SUMMON
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_SUMMON,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLIONGUARD_BARK" " TASK_ANTLIONGUARD_SUMMON 0" " TASK_ANTLIONGUARD_OPPORTUNITY_THROW 0" " " " Interrupts" " COND_HEAVY_DAMAGE" )
//==================================================
// SCHED_ANTLIONGUARD_CHARGE
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_CHARGE,
" Tasks" " TASK_STOP_MOVING 0" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLIONGUARD_CHASE_ENEMY" " TASK_FACE_ENEMY 0" " TASK_ANTLIONGUARD_CHARGE 0" "" " Interrupts" " COND_TASK_FAILED" " COND_HEAVY_DAMAGE"
// These are deliberately left out so they can be detected during the
// charge Task and correctly play the charge stop animation.
//" COND_NEW_ENEMY"
//" COND_ENEMY_DEAD"
//" COND_LOST_ENEMY"
)
//==================================================
// SCHED_ANTLIONGUARD_CHARGE_TARGET
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_CHARGE_TARGET,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_ANTLIONGUARD_CHARGE 0" "" " Interrupts" " COND_TASK_FAILED" " COND_ENEMY_DEAD" " COND_HEAVY_DAMAGE" )
//==================================================
// SCHED_ANTLIONGUARD_CHARGE_SMASH
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_CHARGE_CRASH,
" Tasks" " TASK_STOP_MOVING 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLIONGUARD_CHARGE_CRASH" "" " Interrupts" " COND_TASK_FAILED" " COND_HEAVY_DAMAGE" )
//==================================================
// SCHED_ANTLIONGUARD_PHYSICS_ATTACK
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_PHYSICS_ATTACK,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLIONGUARD_CHASE_ENEMY" " TASK_ANTLIONGUARD_GET_PATH_TO_PHYSOBJECT 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_FACE_ENEMY 0" " TASK_ANTLIONGUARD_SHOVE_PHYSOBJECT 0" "" " Interrupts" " COND_TASK_FAILED" " COND_ENEMY_DEAD" " COND_LOST_ENEMY" " COND_NEW_ENEMY" " COND_ANTLIONGUARD_PHYSICS_TARGET_INVALID" " COND_HEAVY_DAMAGE" )
//==================================================
// SCHED_FORCE_ANTLIONGUARD_PHYSICS_ATTACK
//==================================================
DEFINE_SCHEDULE ( SCHED_FORCE_ANTLIONGUARD_PHYSICS_ATTACK,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLIONGUARD_CANT_ATTACK" " TASK_ANTLIONGUARD_FIND_PHYSOBJECT 0" " TASK_SET_SCHEDULE SCHEDULE:SCHED_ANTLIONGUARD_PHYSICS_ATTACK" "" " Interrupts" " COND_ANTLIONGUARD_PHYSICS_TARGET" " COND_HEAVY_DAMAGE" )
//==================================================
// SCHED_ANTLIONGUARD_CANT_ATTACK
// If we're here, the guard can't chase enemy, can't find a physobject to attack with, and can't summon
//==================================================
#ifdef HL2_EPISODIC
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_CANT_ATTACK,
" Tasks" " TASK_SET_ROUTE_SEARCH_TIME 2" // Spend 5 seconds trying to build a path if stuck
" TASK_GET_PATH_TO_RANDOM_NODE 1024" " TASK_WALK_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_WAIT_PVS 0" "" " Interrupts" " COND_GIVE_WAY" " COND_NEW_ENEMY" " COND_ANTLIONGUARD_PHYSICS_TARGET" " COND_HEAVY_DAMAGE" )
#else
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_CANT_ATTACK,
" Tasks" " TASK_WAIT 5" "" " Interrupts" )
#endif
//==================================================
// SCHED_ANTLIONGUARD_PHYSICS_DAMAGE_HEAVY
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_PHYSICS_DAMAGE_HEAVY,
" Tasks" " TASK_STOP_MOVING 0" " TASK_RESET_ACTIVITY 0" " TASK_ANTLIONGUARD_SET_FLINCH_ACTIVITY 0" "" " Interrupts" )
//==================================================
// SCHED_ANTLIONGUARD_UNBURROW
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_UNBURROW,
" Tasks" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLIONGUARD_UNBURROW" "" " Interrupts" )
//==================================================
// SCHED_ANTLIONGUARD_CHARGE_CANCEL
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_CHARGE_CANCEL,
" Tasks" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLIONGUARD_CHARGE_CANCEL" "" " Interrupts" ) //==================================================
// SCHED_ANTLIONGUARD_FIND_CHARGE_POSITION
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_FIND_CHARGE_POSITION,
" Tasks" " TASK_ANTLIONGUARD_GET_PATH_TO_CHARGE_POSITION 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " " " Interrupts" " COND_ENEMY_DEAD" " COND_GIVE_WAY" " COND_TASK_FAILED" " COND_HEAVY_DAMAGE" )
//=========================================================
// > SCHED_ANTLIONGUARD_CHASE_ENEMY_TOLERANCE
//=========================================================
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_CHASE_ENEMY_TOLERANCE,
" Tasks" " TASK_STOP_MOVING 0" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLIONGUARD_PATROL_RUN" " TASK_ANTLIONGUARD_GET_PATH_TO_NEAREST_NODE 500" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_FACE_ENEMY 0" "" " Interrupts" " COND_TASK_FAILED" " COND_CAN_MELEE_ATTACK1" " COND_GIVE_WAY" " COND_NEW_ENEMY" " COND_ANTLIONGUARD_CAN_SUMMON" " COND_ANTLIONGUARD_PHYSICS_TARGET" " COND_HEAVY_DAMAGE" " COND_ANTLIONGUARD_CAN_CHARGE" );
//=========================================================
// > PATROL_RUN
//=========================================================
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_PATROL_RUN,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLIONGUARD_CANT_ATTACK" " TASK_SET_ROUTE_SEARCH_TIME 3" // Spend 3 seconds trying to build a path if stuck
" TASK_ANTLIONGUARD_GET_PATH_TO_NEAREST_NODE 500" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" "" " Interrupts" " COND_TASK_FAILED" " COND_CAN_MELEE_ATTACK1" " COND_GIVE_WAY" " COND_NEW_ENEMY" " COND_ANTLIONGUARD_PHYSICS_TARGET" " COND_ANTLIONGUARD_CAN_SUMMON" " COND_HEAVY_DAMAGE" " COND_ANTLIONGUARD_CAN_CHARGE" );
//==================================================
// SCHED_ANTLIONGUARD_ROAR
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_ROAR,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLIONGUARD_ROAR" " " " Interrupts" " COND_HEAVY_DAMAGE" )
//==================================================
// SCHED_ANTLIONGUARD_TAKE_COVER_FROM_ENEMY
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_TAKE_COVER_FROM_ENEMY,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLIONGUARD_CANT_ATTACK" " TASK_FIND_COVER_FROM_ENEMY 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_STOP_MOVING 0" "" " Interrupts" " COND_TASK_FAILED" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_ANTLIONGUARD_PHYSICS_TARGET" " COND_ANTLIONGUARD_CAN_SUMMON" " COND_HEAVY_DAMAGE" )
//=========================================================
// SCHED_ANTLIONGUARD_CHASE_ENEMY
//=========================================================
DEFINE_SCHEDULE ( SCHED_ANTLIONGUARD_CHASE_ENEMY,
" Tasks" " TASK_STOP_MOVING 0" " TASK_GET_CHASE_PATH_TO_ENEMY 300" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_FACE_ENEMY 0" "" " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_ENEMY_UNREACHABLE" " COND_CAN_RANGE_ATTACK1" // " COND_CAN_MELEE_ATTACK1"
" COND_CAN_RANGE_ATTACK2" " COND_CAN_MELEE_ATTACK2" " COND_TOO_CLOSE_TO_ATTACK" " COND_TASK_FAILED" " COND_LOST_ENEMY" " COND_HEAVY_DAMAGE" " COND_ANTLIONGUARD_CAN_CHARGE" )
AI_END_CUSTOM_NPC()
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