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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "ai_hull.h"
#include "ai_navigator.h"
#include "ai_motor.h"
#include "ai_squadslot.h"
#include "ai_squad.h"
#include "ai_route.h"
#include "ai_interactions.h"
#include "ai_tacticalservices.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "npc_combine.h"
#include "activitylist.h"
#include "player.h"
#include "basecombatweapon.h"
#include "basegrenade_shared.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "globals.h"
#include "grenade_frag.h"
#include "ndebugoverlay.h"
#include "weapon_physcannon.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "npc_headcrab.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
int g_fCombineQuestion; // true if an idle grunt asked a question. Cleared when someone answers. YUCK old global from grunt code
#define COMBINE_SKIN_DEFAULT 0
#define COMBINE_SKIN_SHOTGUNNER 1
#define COMBINE_GRENADE_THROW_SPEED 650
#define COMBINE_GRENADE_TIMER 3.5
#define COMBINE_GRENADE_FLUSH_TIME 3.0 // Don't try to flush an enemy who has been out of sight for longer than this.
#define COMBINE_GRENADE_FLUSH_DIST 256.0 // Don't try to flush an enemy who has moved farther than this distance from the last place I saw him.
#define COMBINE_LIMP_HEALTH 20
#define COMBINE_MIN_GRENADE_CLEAR_DIST 250
#define COMBINE_EYE_STANDING_POSITION Vector( 0, 0, 66 )
#define COMBINE_GUN_STANDING_POSITION Vector( 0, 0, 57 )
#define COMBINE_EYE_CROUCHING_POSITION Vector( 0, 0, 40 )
#define COMBINE_GUN_CROUCHING_POSITION Vector( 0, 0, 36 )
#define COMBINE_SHOTGUN_STANDING_POSITION Vector( 0, 0, 36 )
#define COMBINE_SHOTGUN_CROUCHING_POSITION Vector( 0, 0, 36 )
#define COMBINE_MIN_CROUCH_DISTANCE 256.0
//-----------------------------------------------------------------------------
// Static stuff local to this file.
//-----------------------------------------------------------------------------
// This is the index to the name of the shotgun's classname in the string pool
// so that we can get away with an integer compare rather than a string compare.
string_t s_iszShotgunClassname;
//-----------------------------------------------------------------------------
// Interactions
//-----------------------------------------------------------------------------
int g_interactionCombineBash = 0; // melee bash attack
//=========================================================
// Combines's Anim Events Go Here
//=========================================================
#define COMBINE_AE_RELOAD ( 2 )
#define COMBINE_AE_KICK ( 3 )
#define COMBINE_AE_AIM ( 4 )
#define COMBINE_AE_GREN_TOSS ( 7 )
#define COMBINE_AE_GREN_LAUNCH ( 8 )
#define COMBINE_AE_GREN_DROP ( 9 )
#define COMBINE_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
int COMBINE_AE_BEGIN_ALTFIRE; int COMBINE_AE_ALTFIRE;
//=========================================================
// Combine activities
//=========================================================
//Activity ACT_COMBINE_STANDING_SMG1;
//Activity ACT_COMBINE_CROUCHING_SMG1;
//Activity ACT_COMBINE_STANDING_AR2;
//Activity ACT_COMBINE_CROUCHING_AR2;
//Activity ACT_COMBINE_WALKING_AR2;
//Activity ACT_COMBINE_STANDING_SHOTGUN;
//Activity ACT_COMBINE_CROUCHING_SHOTGUN;
Activity ACT_COMBINE_THROW_GRENADE; Activity ACT_COMBINE_LAUNCH_GRENADE; Activity ACT_COMBINE_BUGBAIT; Activity ACT_COMBINE_AR2_ALTFIRE; Activity ACT_WALK_EASY; Activity ACT_WALK_MARCH;
// -----------------------------------------------
// > Squad slots
// -----------------------------------------------
enum SquadSlot_T { SQUAD_SLOT_GRENADE1 = LAST_SHARED_SQUADSLOT, SQUAD_SLOT_GRENADE2, SQUAD_SLOT_ATTACK_OCCLUDER, SQUAD_SLOT_OVERWATCH, };
enum TacticalVariant_T { TACTICAL_VARIANT_DEFAULT = 0, TACTICAL_VARIANT_PRESSURE_ENEMY, // Always try to close in on the player.
TACTICAL_VARIANT_PRESSURE_ENEMY_UNTIL_CLOSE, // Act like VARIANT_PRESSURE_ENEMY, but go to VARIANT_DEFAULT once within 30 feet
};
enum PathfindingVariant_T { PATHFINDING_VARIANT_DEFAULT = 0, };
#define bits_MEMORY_PAIN_LIGHT_SOUND bits_MEMORY_CUSTOM1
#define bits_MEMORY_PAIN_HEAVY_SOUND bits_MEMORY_CUSTOM2
#define bits_MEMORY_PLAYER_HURT bits_MEMORY_CUSTOM3
LINK_ENTITY_TO_CLASS( npc_combine, CNPC_Combine );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_Combine )
DEFINE_FIELD( m_nKickDamage, FIELD_INTEGER ), DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ), DEFINE_FIELD( m_hForcedGrenadeTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_bShouldPatrol, FIELD_BOOLEAN ), DEFINE_FIELD( m_bFirstEncounter, FIELD_BOOLEAN ), DEFINE_FIELD( m_flNextPainSoundTime, FIELD_TIME ), DEFINE_FIELD( m_flNextAlertSoundTime, FIELD_TIME ), DEFINE_FIELD( m_flNextGrenadeCheck, FIELD_TIME ), DEFINE_FIELD( m_flNextLostSoundTime, FIELD_TIME ), DEFINE_FIELD( m_flAlertPatrolTime, FIELD_TIME ), DEFINE_FIELD( m_flNextAltFireTime, FIELD_TIME ), DEFINE_FIELD( m_nShots, FIELD_INTEGER ), DEFINE_FIELD( m_flShotDelay, FIELD_FLOAT ), DEFINE_FIELD( m_flStopMoveShootTime, FIELD_TIME ), DEFINE_KEYFIELD( m_iNumGrenades, FIELD_INTEGER, "NumGrenades" ), DEFINE_EMBEDDED( m_Sentences ),
// m_AssaultBehavior (auto saved by AI)
// m_StandoffBehavior (auto saved by AI)
// m_FollowBehavior (auto saved by AI)
// m_FuncTankBehavior (auto saved by AI)
// m_RappelBehavior (auto saved by AI)
// m_ActBusyBehavior (auto saved by AI)
DEFINE_INPUTFUNC( FIELD_VOID, "LookOff", InputLookOff ), DEFINE_INPUTFUNC( FIELD_VOID, "LookOn", InputLookOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "StartPatrolling", InputStartPatrolling ), DEFINE_INPUTFUNC( FIELD_VOID, "StopPatrolling", InputStopPatrolling ),
DEFINE_INPUTFUNC( FIELD_STRING, "Assault", InputAssault ),
DEFINE_INPUTFUNC( FIELD_VOID, "HitByBugbait", InputHitByBugbait ),
DEFINE_INPUTFUNC( FIELD_STRING, "ThrowGrenadeAtTarget", InputThrowGrenadeAtTarget ),
DEFINE_FIELD( m_iLastAnimEventHandled, FIELD_INTEGER ), DEFINE_FIELD( m_fIsElite, FIELD_BOOLEAN ), DEFINE_FIELD( m_vecAltFireTarget, FIELD_VECTOR ),
DEFINE_KEYFIELD( m_iTacticalVariant, FIELD_INTEGER, "tacticalvariant" ), DEFINE_KEYFIELD( m_iPathfindingVariant, FIELD_INTEGER, "pathfindingvariant" ),
END_DATADESC()
//------------------------------------------------------------------------------
// Constructor.
//------------------------------------------------------------------------------
CNPC_Combine::CNPC_Combine() { m_vecTossVelocity = vec3_origin; }
//-----------------------------------------------------------------------------
// Create components
//-----------------------------------------------------------------------------
bool CNPC_Combine::CreateComponents() { if ( !BaseClass::CreateComponents() ) return false;
m_Sentences.Init( this, "NPC_Combine.SentenceParameters" ); return true; }
//------------------------------------------------------------------------------
// Purpose: Don't look, only get info from squad.
//------------------------------------------------------------------------------
void CNPC_Combine::InputLookOff( inputdata_t &inputdata ) { m_spawnflags |= SF_COMBINE_NO_LOOK; }
//------------------------------------------------------------------------------
// Purpose: Enable looking.
//------------------------------------------------------------------------------
void CNPC_Combine::InputLookOn( inputdata_t &inputdata ) { m_spawnflags &= ~SF_COMBINE_NO_LOOK; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine::InputStartPatrolling( inputdata_t &inputdata ) { m_bShouldPatrol = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine::InputStopPatrolling( inputdata_t &inputdata ) { m_bShouldPatrol = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine::InputAssault( inputdata_t &inputdata ) { m_AssaultBehavior.SetParameters( AllocPooledString(inputdata.value.String()), CUE_DONT_WAIT, RALLY_POINT_SELECT_DEFAULT ); }
//-----------------------------------------------------------------------------
// We were hit by bugbait
//-----------------------------------------------------------------------------
void CNPC_Combine::InputHitByBugbait( inputdata_t &inputdata ) { SetCondition( COND_COMBINE_HIT_BY_BUGBAIT ); }
//-----------------------------------------------------------------------------
// Purpose: Force the combine soldier to throw a grenade at the target
// If I'm a combine elite, fire my combine ball at the target instead.
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Combine::InputThrowGrenadeAtTarget( inputdata_t &inputdata ) { // Ignore if we're inside a scripted sequence
if ( m_NPCState == NPC_STATE_SCRIPT && m_hCine ) return;
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller ); if ( !pEntity ) { DevMsg("%s (%s) received ThrowGrenadeAtTarget input, but couldn't find target entity '%s'\n", GetClassname(), GetDebugName(), inputdata.value.String() ); return; }
m_hForcedGrenadeTarget = pEntity; m_flNextGrenadeCheck = 0;
ClearSchedule( "Told to throw grenade via input" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine::Precache() { PrecacheModel("models/Weapons/w_grenade.mdl"); UTIL_PrecacheOther( "npc_handgrenade" );
PrecacheScriptSound( "NPC_Combine.GrenadeLaunch" ); PrecacheScriptSound( "NPC_Combine.WeaponBash" ); PrecacheScriptSound( "Weapon_CombineGuard.Special1" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Combine::Activate() { s_iszShotgunClassname = FindPooledString( "weapon_shotgun" ); BaseClass::Activate(); }
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_Combine::Spawn( void ) { SetHullType(HULL_HUMAN); SetHullSizeNormal();
SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); SetBloodColor( BLOOD_COLOR_RED ); m_flFieldOfView = -0.2;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE; m_flNextGrenadeCheck = gpGlobals->curtime + 1; m_flNextPainSoundTime = 0; m_flNextAlertSoundTime = 0; m_bShouldPatrol = false;
// CapabilitiesAdd( bits_CAP_TURN_HEAD | bits_CAP_MOVE_GROUND | bits_CAP_MOVE_JUMP | bits_CAP_MOVE_CLIMB);
// JAY: Disabled jump for now - hard to compare to HL1
CapabilitiesAdd( bits_CAP_TURN_HEAD | bits_CAP_MOVE_GROUND );
CapabilitiesAdd( bits_CAP_AIM_GUN );
// Innate range attack for grenade
// CapabilitiesAdd(bits_CAP_INNATE_RANGE_ATTACK2 );
// Innate range attack for kicking
CapabilitiesAdd(bits_CAP_INNATE_MELEE_ATTACK1 );
// Can be in a squad
CapabilitiesAdd( bits_CAP_SQUAD); CapabilitiesAdd( bits_CAP_USE_WEAPONS );
CapabilitiesAdd( bits_CAP_DUCK ); // In reloading and cover
CapabilitiesAdd( bits_CAP_NO_HIT_SQUADMATES );
m_bFirstEncounter = true;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector ( 0, 0, 55 );
m_flStopMoveShootTime = FLT_MAX; // Move and shoot defaults on.
m_MoveAndShootOverlay.SetInitialDelay( 0.75 ); // But with a bit of a delay.
m_flNextLostSoundTime = 0; m_flAlertPatrolTime = 0;
m_flNextAltFireTime = gpGlobals->curtime;
NPCInit(); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Combine::CreateBehaviors() { AddBehavior( &m_RappelBehavior ); AddBehavior( &m_ActBusyBehavior ); AddBehavior( &m_AssaultBehavior ); AddBehavior( &m_StandoffBehavior ); AddBehavior( &m_FollowBehavior ); AddBehavior( &m_FuncTankBehavior );
return BaseClass::CreateBehaviors(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Combine::PostNPCInit() { if( IsElite() ) { // Give a warning if a Combine Soldier is equipped with anything other than
// an AR2.
if( !GetActiveWeapon() || !FClassnameIs( GetActiveWeapon(), "weapon_ar2" ) ) { DevWarning("**Combine Elite Soldier MUST be equipped with AR2\n"); } }
BaseClass::PostNPCInit(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Combine::GatherConditions() { BaseClass::GatherConditions();
ClearCondition( COND_COMBINE_ATTACK_SLOT_AVAILABLE );
if( GetState() == NPC_STATE_COMBAT ) { if( IsCurSchedule( SCHED_COMBINE_WAIT_IN_COVER, false ) ) { // Soldiers that are standing around doing nothing poll for attack slots so
// that they can respond quickly when one comes available. If they can
// occupy a vacant attack slot, they do so. This holds the slot until their
// schedule breaks and schedule selection runs again, essentially reserving this
// slot. If they do not select an attack schedule, then they'll release the slot.
if( OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) { SetCondition( COND_COMBINE_ATTACK_SLOT_AVAILABLE ); } }
if( IsUsingTacticalVariant(TACTICAL_VARIANT_PRESSURE_ENEMY_UNTIL_CLOSE) ) { if( GetEnemy() != NULL && !HasCondition(COND_ENEMY_OCCLUDED) ) { // Now we're close to our enemy, stop using the tactical variant.
if( GetAbsOrigin().DistToSqr(GetEnemy()->GetAbsOrigin()) < Square(30.0f * 12.0f) ) m_iTacticalVariant = TACTICAL_VARIANT_DEFAULT; } } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine::PrescheduleThink() { BaseClass::PrescheduleThink();
// Speak any queued sentences
m_Sentences.UpdateSentenceQueue();
if ( IsOnFire() ) { SetCondition( COND_COMBINE_ON_FIRE ); } else { ClearCondition( COND_COMBINE_ON_FIRE ); }
extern ConVar ai_debug_shoot_positions; if ( ai_debug_shoot_positions.GetBool() ) NDebugOverlay::Cross3D( EyePosition(), 16, 0, 255, 0, false, 0.1 );
if( gpGlobals->curtime >= m_flStopMoveShootTime ) { // Time to stop move and shoot and start facing the way I'm running.
// This makes the combine look attentive when disengaging, but prevents
// them from always running around facing you.
//
// Only do this if it won't be immediately shut off again.
if( GetNavigator()->GetPathTimeToGoal() > 1.0f ) { m_MoveAndShootOverlay.SuspendMoveAndShoot( 5.0f ); m_flStopMoveShootTime = FLT_MAX; } }
if( m_flGroundSpeed > 0 && GetState() == NPC_STATE_COMBAT && m_MoveAndShootOverlay.IsSuspended() ) { // Return to move and shoot when near my goal so that I 'tuck into' the location facing my enemy.
if( GetNavigator()->GetPathTimeToGoal() <= 1.0f ) { m_MoveAndShootOverlay.SuspendMoveAndShoot( 0 ); } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Combine::DelayAltFireAttack( float flDelay ) { float flNextAltFire = gpGlobals->curtime + flDelay;
if( flNextAltFire > m_flNextAltFireTime ) { // Don't let this delay order preempt a previous request to wait longer.
m_flNextAltFireTime = flNextAltFire; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Combine::DelaySquadAltFireAttack( float flDelay ) { // Make sure to delay my own alt-fire attack.
DelayAltFireAttack( flDelay );
AISquadIter_t iter; CAI_BaseNPC *pSquadmate = m_pSquad ? m_pSquad->GetFirstMember( &iter ) : NULL; while ( pSquadmate ) { CNPC_Combine *pCombine = dynamic_cast<CNPC_Combine*>(pSquadmate);
if( pCombine && pCombine->IsElite() ) { pCombine->DelayAltFireAttack( flDelay ); }
pSquadmate = m_pSquad->GetNextMember( &iter ); } }
//-----------------------------------------------------------------------------
// Purpose: degrees to turn in 0.1 seconds
//-----------------------------------------------------------------------------
float CNPC_Combine::MaxYawSpeed( void ) { switch( GetActivity() ) { case ACT_TURN_LEFT: case ACT_TURN_RIGHT: return 45; break; case ACT_RUN: case ACT_RUN_HURT: return 15; break; case ACT_WALK: case ACT_WALK_CROUCH: return 25; break; case ACT_RANGE_ATTACK1: case ACT_RANGE_ATTACK2: case ACT_MELEE_ATTACK1: case ACT_MELEE_ATTACK2: return 35; default: return 35; break; } }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CNPC_Combine::ShouldMoveAndShoot() { // Set this timer so that gpGlobals->curtime can't catch up to it.
// Essentially, we're saying that we're not going to interfere with
// what the AI wants to do with move and shoot.
//
// If any code below changes this timer, the code is saying
// "It's OK to move and shoot until gpGlobals->curtime == m_flStopMoveShootTime"
m_flStopMoveShootTime = FLT_MAX;
if( IsCurSchedule( SCHED_COMBINE_HIDE_AND_RELOAD, false ) ) m_flStopMoveShootTime = gpGlobals->curtime + random->RandomFloat( 0.4f, 0.6f );
if( IsCurSchedule( SCHED_TAKE_COVER_FROM_BEST_SOUND, false ) ) return false;
if( IsCurSchedule( SCHED_COMBINE_TAKE_COVER_FROM_BEST_SOUND, false ) ) return false;
if( IsCurSchedule( SCHED_COMBINE_RUN_AWAY_FROM_BEST_SOUND, false ) ) return false;
if( HasCondition( COND_NO_PRIMARY_AMMO, false ) ) m_flStopMoveShootTime = gpGlobals->curtime + random->RandomFloat( 0.4f, 0.6f );
if( m_pSquad && IsCurSchedule( SCHED_COMBINE_TAKE_COVER1, false ) ) m_flStopMoveShootTime = gpGlobals->curtime + random->RandomFloat( 0.4f, 0.6f );
return BaseClass::ShouldMoveAndShoot(); }
//-----------------------------------------------------------------------------
// Purpose: turn in the direction of movement
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Combine::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval ) { return BaseClass::OverrideMoveFacing( move, flInterval ); }
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
Class_T CNPC_Combine::Classify ( void ) { return CLASS_COMBINE; }
//-----------------------------------------------------------------------------
// Continuous movement tasks
//-----------------------------------------------------------------------------
bool CNPC_Combine::IsCurTaskContinuousMove() { const Task_t* pTask = GetTask(); if ( pTask && (pTask->iTask == TASK_COMBINE_CHASE_ENEMY_CONTINUOUSLY) ) return true;
return BaseClass::IsCurTaskContinuousMove(); }
//-----------------------------------------------------------------------------
// Chase the enemy, updating the target position as the player moves
//-----------------------------------------------------------------------------
void CNPC_Combine::StartTaskChaseEnemyContinuously( const Task_t *pTask ) { CBaseEntity *pEnemy = GetEnemy(); if ( !pEnemy ) { TaskFail( FAIL_NO_ENEMY ); return; }
// We're done once we get close enough
if ( WorldSpaceCenter().DistToSqr( pEnemy->WorldSpaceCenter() ) <= pTask->flTaskData * pTask->flTaskData ) { TaskComplete(); return; }
// TASK_GET_PATH_TO_ENEMY
if ( IsUnreachable( pEnemy ) ) { TaskFail(FAIL_NO_ROUTE); return; }
if ( !GetNavigator()->SetGoal( GOALTYPE_ENEMY, AIN_NO_PATH_TASK_FAIL ) ) { // no way to get there =(
DevWarning( 2, "GetPathToEnemy failed!!\n" ); RememberUnreachable( pEnemy ); TaskFail(FAIL_NO_ROUTE); return; }
// NOTE: This is TaskRunPath here.
if ( TranslateActivity( ACT_RUN ) != ACT_INVALID ) { GetNavigator()->SetMovementActivity( ACT_RUN ); } else { GetNavigator()->SetMovementActivity(ACT_WALK); }
// Cover is void once I move
Forget( bits_MEMORY_INCOVER );
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE) { TaskComplete(); GetNavigator()->ClearGoal(); // Clear residual state
return; }
// No shooting delay when in this mode
m_MoveAndShootOverlay.SetInitialDelay( 0.0 );
if (!GetNavigator()->IsGoalActive()) { SetIdealActivity( GetStoppedActivity() ); } else { // Check validity of goal type
ValidateNavGoal(); }
// set that we're probably going to stop before the goal
GetNavigator()->SetArrivalDistance( pTask->flTaskData ); m_vSavePosition = GetEnemy()->WorldSpaceCenter(); }
void CNPC_Combine::RunTaskChaseEnemyContinuously( const Task_t *pTask ) { if (!GetNavigator()->IsGoalActive()) { SetIdealActivity( GetStoppedActivity() ); } else { // Check validity of goal type
ValidateNavGoal(); }
CBaseEntity *pEnemy = GetEnemy(); if ( !pEnemy ) { TaskFail( FAIL_NO_ENEMY ); return; }
// We're done once we get close enough
if ( WorldSpaceCenter().DistToSqr( pEnemy->WorldSpaceCenter() ) <= pTask->flTaskData * pTask->flTaskData ) { GetNavigator()->StopMoving(); TaskComplete(); return; }
// Recompute path if the enemy has moved too much
if ( m_vSavePosition.DistToSqr( pEnemy->WorldSpaceCenter() ) < (pTask->flTaskData * pTask->flTaskData) ) return;
if ( IsUnreachable( pEnemy ) ) { TaskFail(FAIL_NO_ROUTE); return; }
if ( !GetNavigator()->RefindPathToGoal() ) { TaskFail(FAIL_NO_ROUTE); return; }
m_vSavePosition = pEnemy->WorldSpaceCenter(); }
//=========================================================
// start task
//=========================================================
void CNPC_Combine::StartTask( const Task_t *pTask ) { // NOTE: This reset is required because we change it in TASK_COMBINE_CHASE_ENEMY_CONTINUOUSLY
m_MoveAndShootOverlay.SetInitialDelay( 0.75 );
switch ( pTask->iTask ) { case TASK_COMBINE_SET_STANDING: { if ( pTask->flTaskData == 1.0f) { Stand(); } else { Crouch(); } TaskComplete(); } break;
case TASK_COMBINE_CHASE_ENEMY_CONTINUOUSLY: StartTaskChaseEnemyContinuously( pTask ); break;
case TASK_COMBINE_PLAY_SEQUENCE_FACE_ALTFIRE_TARGET: SetIdealActivity( (Activity)(int)pTask->flTaskData ); GetMotor()->SetIdealYawToTargetAndUpdate( m_vecAltFireTarget, AI_KEEP_YAW_SPEED ); break;
case TASK_COMBINE_SIGNAL_BEST_SOUND: if( IsInSquad() && GetSquad()->NumMembers() > 1 ) { CBasePlayer *pPlayer = AI_GetSinglePlayer();
if( pPlayer && OccupyStrategySlot( SQUAD_SLOT_EXCLUSIVE_HANDSIGN ) && pPlayer->FInViewCone( this ) ) { CSound *pSound; pSound = GetBestSound();
Assert( pSound != NULL );
if ( pSound ) { Vector right, tosound;
GetVectors( NULL, &right, NULL );
tosound = pSound->GetSoundReactOrigin() - GetAbsOrigin(); VectorNormalize( tosound);
tosound.z = 0; right.z = 0;
if( DotProduct( right, tosound ) > 0 ) { // Right
SetIdealActivity( ACT_SIGNAL_RIGHT ); } else { // Left
SetIdealActivity( ACT_SIGNAL_LEFT ); }
break; } } }
// Otherwise, just skip it.
TaskComplete(); break;
case TASK_ANNOUNCE_ATTACK: { // If Primary Attack
if ((int)pTask->flTaskData == 1) { // -----------------------------------------------------------
// If enemy isn't facing me and I haven't attacked in a while
// annouce my attack before I start wailing away
// -----------------------------------------------------------
CBaseCombatCharacter *pBCC = GetEnemyCombatCharacterPointer();
if (pBCC && pBCC->IsPlayer() && (!pBCC->FInViewCone ( this )) && (gpGlobals->curtime - m_flLastAttackTime > 3.0) ) { m_flLastAttackTime = gpGlobals->curtime;
m_Sentences.Speak( "COMBINE_ANNOUNCE", SENTENCE_PRIORITY_HIGH );
// Wait two seconds
SetWait( 2.0 );
if ( !IsCrouching() ) { SetActivity(ACT_IDLE); } else { SetActivity(ACT_COWER); // This is really crouch idle
} } // -------------------------------------------------------------
// Otherwise move on
// -------------------------------------------------------------
else { TaskComplete(); } } else { m_Sentences.Speak( "COMBINE_THROW_GRENADE", SENTENCE_PRIORITY_MEDIUM ); SetActivity(ACT_IDLE);
// Wait two seconds
SetWait( 2.0 ); } break; }
case TASK_WALK_PATH: case TASK_RUN_PATH: // grunt no longer assumes he is covered if he moves
Forget( bits_MEMORY_INCOVER ); BaseClass::StartTask( pTask ); break;
case TASK_COMBINE_FACE_TOSS_DIR: break;
case TASK_COMBINE_GET_PATH_TO_FORCED_GREN_LOS: { if ( !m_hForcedGrenadeTarget ) { TaskFail(FAIL_NO_ENEMY); return; }
float flMaxRange = 2000; float flMinRange = 0;
Vector vecEnemy = m_hForcedGrenadeTarget->GetAbsOrigin(); Vector vecEnemyEye = vecEnemy + m_hForcedGrenadeTarget->GetViewOffset();
Vector posLos; bool found = false;
if ( GetTacticalServices()->FindLateralLos( vecEnemyEye, &posLos ) ) { float dist = ( posLos - vecEnemyEye ).Length(); if ( dist < flMaxRange && dist > flMinRange ) found = true; }
if ( !found && GetTacticalServices()->FindLos( vecEnemy, vecEnemyEye, flMinRange, flMaxRange, 1.0, &posLos ) ) { found = true; }
if ( !found ) { TaskFail( FAIL_NO_SHOOT ); } else { // else drop into run task to offer an interrupt
m_vInterruptSavePosition = posLos; } } break;
case TASK_COMBINE_IGNORE_ATTACKS: // must be in a squad
if (m_pSquad && m_pSquad->NumMembers() > 2) { // the enemy must be far enough away
if (GetEnemy() && (GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter()).Length() > 512.0 ) { m_flNextAttack = gpGlobals->curtime + pTask->flTaskData; } } TaskComplete( ); break;
case TASK_COMBINE_DEFER_SQUAD_GRENADES: { if ( m_pSquad ) { // iterate my squad and stop everyone from throwing grenades for a little while.
AISquadIter_t iter;
CAI_BaseNPC *pSquadmate = m_pSquad ? m_pSquad->GetFirstMember( &iter ) : NULL; while ( pSquadmate ) { CNPC_Combine *pCombine = dynamic_cast<CNPC_Combine*>(pSquadmate);
if( pCombine ) { pCombine->m_flNextGrenadeCheck = gpGlobals->curtime + 5; }
pSquadmate = m_pSquad->GetNextMember( &iter ); } }
TaskComplete(); break; }
case TASK_FACE_IDEAL: case TASK_FACE_ENEMY: { if( pTask->iTask == TASK_FACE_ENEMY && HasCondition( COND_CAN_RANGE_ATTACK1 ) ) { TaskComplete(); return; }
BaseClass::StartTask( pTask ); bool bIsFlying = (GetMoveType() == MOVETYPE_FLY) || (GetMoveType() == MOVETYPE_FLYGRAVITY); if (bIsFlying) { SetIdealActivity( ACT_GLIDE ); }
} break;
case TASK_FIND_COVER_FROM_ENEMY: { if (GetHintGroup() == NULL_STRING) { CBaseEntity *pEntity = GetEnemy();
// FIXME: this should be generalized by the schedules that are selected, or in the definition of
// what "cover" means (i.e., trace attack vulnerability vs. physical attack vulnerability
if ( pEntity ) { // NOTE: This is a good time to check to see if the player is hurt.
// Have the combine notice this and call out
if ( !HasMemory(bits_MEMORY_PLAYER_HURT) && pEntity->IsPlayer() && pEntity->GetHealth() <= 20 ) { if ( m_pSquad ) { m_pSquad->SquadRemember(bits_MEMORY_PLAYER_HURT); }
m_Sentences.Speak( "COMBINE_PLAYERHIT", SENTENCE_PRIORITY_INVALID ); JustMadeSound( SENTENCE_PRIORITY_HIGH ); } if ( pEntity->MyNPCPointer() ) { if ( !(pEntity->MyNPCPointer()->CapabilitiesGet( ) & bits_CAP_WEAPON_RANGE_ATTACK1) && !(pEntity->MyNPCPointer()->CapabilitiesGet( ) & bits_CAP_INNATE_RANGE_ATTACK1) ) { TaskComplete(); return; } } } } BaseClass::StartTask( pTask ); } break; case TASK_RANGE_ATTACK1: { m_nShots = GetActiveWeapon()->GetRandomBurst(); m_flShotDelay = GetActiveWeapon()->GetFireRate();
m_flNextAttack = gpGlobals->curtime + m_flShotDelay - 0.1; ResetIdealActivity( ACT_RANGE_ATTACK1 ); m_flLastAttackTime = gpGlobals->curtime; } break;
case TASK_COMBINE_DIE_INSTANTLY: { CTakeDamageInfo info;
info.SetAttacker( this ); info.SetInflictor( this ); info.SetDamage( m_iHealth ); info.SetDamageType( pTask->flTaskData ); info.SetDamageForce( Vector( 0.1, 0.1, 0.1 ) );
TakeDamage( info );
TaskComplete(); } break;
default: BaseClass:: StartTask( pTask ); break; } }
//=========================================================
// RunTask
//=========================================================
void CNPC_Combine::RunTask( const Task_t *pTask ) { /*
{ CBaseEntity *pEnemy = GetEnemy(); if (pEnemy) { NDebugOverlay::Line(Center(), pEnemy->Center(), 0,255,255, false, 0.1); }
} */
/*
if (m_iMySquadSlot != SQUAD_SLOT_NONE) { char text[64]; Q_snprintf( text, strlen( text ), "%d", m_iMySquadSlot );
NDebugOverlay::Text( Center() + Vector( 0, 0, 72 ), text, false, 0.1 ); } */
switch ( pTask->iTask ) { case TASK_COMBINE_CHASE_ENEMY_CONTINUOUSLY: RunTaskChaseEnemyContinuously( pTask ); break;
case TASK_COMBINE_SIGNAL_BEST_SOUND: AutoMovement( ); if ( IsActivityFinished() ) { TaskComplete(); } break;
case TASK_ANNOUNCE_ATTACK: { // Stop waiting if enemy facing me or lost enemy
CBaseCombatCharacter* pBCC = GetEnemyCombatCharacterPointer(); if (!pBCC || pBCC->FInViewCone( this )) { TaskComplete(); }
if ( IsWaitFinished() ) { TaskComplete(); } } break;
case TASK_COMBINE_PLAY_SEQUENCE_FACE_ALTFIRE_TARGET: GetMotor()->SetIdealYawToTargetAndUpdate( m_vecAltFireTarget, AI_KEEP_YAW_SPEED );
if ( IsActivityFinished() ) { TaskComplete(); } break;
case TASK_COMBINE_FACE_TOSS_DIR: { // project a point along the toss vector and turn to face that point.
GetMotor()->SetIdealYawToTargetAndUpdate( GetLocalOrigin() + m_vecTossVelocity * 64, AI_KEEP_YAW_SPEED );
if ( FacingIdeal() ) { TaskComplete( true ); } break; }
case TASK_COMBINE_GET_PATH_TO_FORCED_GREN_LOS: { if ( !m_hForcedGrenadeTarget ) { TaskFail(FAIL_NO_ENEMY); return; }
if ( GetTaskInterrupt() > 0 ) { ClearTaskInterrupt();
Vector vecEnemy = m_hForcedGrenadeTarget->GetAbsOrigin(); AI_NavGoal_t goal( m_vInterruptSavePosition, ACT_RUN, AIN_HULL_TOLERANCE );
GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ); GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest ); } else { TaskInterrupt(); } } break;
case TASK_RANGE_ATTACK1: { AutoMovement( );
Vector vecEnemyLKP = GetEnemyLKP(); if (!FInAimCone( vecEnemyLKP )) { GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP, AI_KEEP_YAW_SPEED ); } else { GetMotor()->SetIdealYawAndUpdate( GetMotor()->GetIdealYaw(), AI_KEEP_YAW_SPEED ); }
if ( gpGlobals->curtime >= m_flNextAttack ) { if ( IsActivityFinished() ) { if (--m_nShots > 0) { // DevMsg("ACT_RANGE_ATTACK1\n");
ResetIdealActivity( ACT_RANGE_ATTACK1 ); m_flLastAttackTime = gpGlobals->curtime; m_flNextAttack = gpGlobals->curtime + m_flShotDelay - 0.1; } else { // DevMsg("TASK_RANGE_ATTACK1 complete\n");
TaskComplete(); } } } else { // DevMsg("Wait\n");
} } break;
default: { BaseClass::RunTask( pTask ); break; } } }
//------------------------------------------------------------------------------
// Purpose : Override to always shoot at eyes (for ducking behind things)
// Input :
// Output :
//------------------------------------------------------------------------------
Vector CNPC_Combine::BodyTarget( const Vector &posSrc, bool bNoisy ) { Vector result = BaseClass::BodyTarget( posSrc, bNoisy );
// @TODO (toml 02-02-04): this seems wrong. Isn't this already be accounted for
// with the eye position used in the base BodyTarget()
if ( GetFlags() & FL_DUCKING ) result -= Vector(0,0,24);
return result; }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
bool CNPC_Combine::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) { if( m_spawnflags & SF_COMBINE_NO_LOOK ) { // When no look is set, if enemy has eluded the squad,
// he's always invisble to me
if (GetEnemies()->HasEludedMe(pEntity)) { return false; } } return BaseClass::FVisible(pEntity, traceMask, ppBlocker); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Combine::Event_Killed( const CTakeDamageInfo &info ) { // if I was killed before I could finish throwing my grenade, drop
// a grenade item that the player can retrieve.
if( GetActivity() == ACT_RANGE_ATTACK2 ) { if( m_iLastAnimEventHandled != COMBINE_AE_GREN_TOSS ) { // Drop the grenade as an item.
Vector vecStart; GetAttachment( "lefthand", vecStart );
CBaseEntity *pItem = DropItem( "weapon_frag", vecStart, RandomAngle(0,360) );
if ( pItem ) { IPhysicsObject *pObj = pItem->VPhysicsGetObject();
if ( pObj ) { Vector vel; vel.x = random->RandomFloat( -100.0f, 100.0f ); vel.y = random->RandomFloat( -100.0f, 100.0f ); vel.z = random->RandomFloat( 800.0f, 1200.0f ); AngularImpulse angImp = RandomAngularImpulse( -300.0f, 300.0f );
vel[2] = 0.0f; pObj->AddVelocity( &vel, &angImp ); }
// In the Citadel we need to dissolve this
if ( PlayerHasMegaPhysCannon() ) { CBaseCombatWeapon *pWeapon = static_cast<CBaseCombatWeapon *>(pItem);
pWeapon->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); } } } }
BaseClass::Event_Killed( info ); }
//-----------------------------------------------------------------------------
// Purpose: Override. Don't update if I'm not looking
// Input :
// Output : Returns true is new enemy, false is known enemy
//-----------------------------------------------------------------------------
bool CNPC_Combine::UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer ) { if( m_spawnflags & SF_COMBINE_NO_LOOK ) { return false; }
return BaseClass::UpdateEnemyMemory( pEnemy, position, pInformer ); }
//-----------------------------------------------------------------------------
// 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_Combine::BuildScheduleTestBits( void ) { BaseClass::BuildScheduleTestBits();
if (gpGlobals->curtime < m_flNextAttack) { ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK1 ); ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK2 ); }
SetCustomInterruptCondition( COND_COMBINE_HIT_BY_BUGBAIT );
if ( !IsCurSchedule( SCHED_COMBINE_BURNING_STAND ) ) { SetCustomInterruptCondition( COND_COMBINE_ON_FIRE ); } }
//-----------------------------------------------------------------------------
// Purpose: Translate base class activities into combot activites
//-----------------------------------------------------------------------------
Activity CNPC_Combine::NPC_TranslateActivity( Activity eNewActivity ) { //Slaming this back to ACT_COMBINE_BUGBAIT since we don't want ANYTHING to change our activity while we burn.
if ( HasCondition( COND_COMBINE_ON_FIRE ) ) return BaseClass::NPC_TranslateActivity( ACT_COMBINE_BUGBAIT );
if (eNewActivity == ACT_RANGE_ATTACK2) { // grunt is going to a secondary long range attack. This may be a thrown
// grenade or fired grenade, we must determine which and pick proper sequence
if (Weapon_OwnsThisType( "weapon_grenadelauncher" ) ) { return ( Activity )ACT_COMBINE_LAUNCH_GRENADE; } else { return ( Activity )ACT_COMBINE_THROW_GRENADE; } } else if (eNewActivity == ACT_IDLE) { if ( !IsCrouching() && ( m_NPCState == NPC_STATE_COMBAT || m_NPCState == NPC_STATE_ALERT ) ) { eNewActivity = ACT_IDLE_ANGRY; } }
if ( m_AssaultBehavior.IsRunning() ) { switch ( eNewActivity ) { case ACT_IDLE: eNewActivity = ACT_IDLE_ANGRY; break;
case ACT_WALK: eNewActivity = ACT_WALK_AIM; break;
case ACT_RUN: eNewActivity = ACT_RUN_AIM; break; } }
return BaseClass::NPC_TranslateActivity( eNewActivity ); }
//-----------------------------------------------------------------------------
// Purpose: Overidden for human grunts because they hear the DANGER sound
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_Combine::GetSoundInterests( void ) { return SOUND_WORLD | SOUND_COMBAT | SOUND_PLAYER | SOUND_DANGER | SOUND_PHYSICS_DANGER | SOUND_BULLET_IMPACT | SOUND_MOVE_AWAY; }
//-----------------------------------------------------------------------------
// Purpose: Return true if this NPC can hear the specified sound
//-----------------------------------------------------------------------------
bool CNPC_Combine::QueryHearSound( CSound *pSound ) { if ( pSound->SoundContext() & SOUND_CONTEXT_COMBINE_ONLY ) return true;
if ( pSound->SoundContext() & SOUND_CONTEXT_EXCLUDE_COMBINE ) return false;
return BaseClass::QueryHearSound( pSound ); }
//-----------------------------------------------------------------------------
// Purpose: Announce an assault if the enemy can see me and we are pretty
// close to him/her
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Combine::AnnounceAssault(void) { if (random->RandomInt(0,5) > 1) return;
// If enemy can see me make assualt sound
CBaseCombatCharacter* pBCC = GetEnemyCombatCharacterPointer();
if (!pBCC) return;
if (!FOkToMakeSound()) return;
// Make sure we are pretty close
if ( WorldSpaceCenter().DistToSqr( pBCC->WorldSpaceCenter() ) > (2000 * 2000)) return;
// Make sure we are in view cone of player
if (!pBCC->FInViewCone ( this )) return;
// Make sure player can see me
if ( FVisible( pBCC ) ) { m_Sentences.Speak( "COMBINE_ASSAULT" ); } }
void CNPC_Combine::AnnounceEnemyType( CBaseEntity *pEnemy ) { const char *pSentenceName = "COMBINE_MONST"; switch ( pEnemy->Classify() ) { case CLASS_PLAYER: pSentenceName = "COMBINE_ALERT"; break;
case CLASS_PLAYER_ALLY: case CLASS_CITIZEN_REBEL: case CLASS_CITIZEN_PASSIVE: case CLASS_VORTIGAUNT: pSentenceName = "COMBINE_MONST_CITIZENS"; break;
case CLASS_PLAYER_ALLY_VITAL: pSentenceName = "COMBINE_MONST_CHARACTER"; break;
case CLASS_ANTLION: pSentenceName = "COMBINE_MONST_BUGS"; break;
case CLASS_ZOMBIE: pSentenceName = "COMBINE_MONST_ZOMBIES"; break;
case CLASS_HEADCRAB: case CLASS_BARNACLE: pSentenceName = "COMBINE_MONST_PARASITES"; break; }
m_Sentences.Speak( pSentenceName, SENTENCE_PRIORITY_HIGH ); }
void CNPC_Combine::AnnounceEnemyKill( CBaseEntity *pEnemy ) { if (!pEnemy ) return;
const char *pSentenceName = "COMBINE_KILL_MONST"; switch ( pEnemy->Classify() ) { case CLASS_PLAYER: pSentenceName = "COMBINE_PLAYER_DEAD"; break;
// no sentences for these guys yet
case CLASS_PLAYER_ALLY: case CLASS_CITIZEN_REBEL: case CLASS_CITIZEN_PASSIVE: case CLASS_VORTIGAUNT: break;
case CLASS_PLAYER_ALLY_VITAL: break;
case CLASS_ANTLION: break;
case CLASS_ZOMBIE: break;
case CLASS_HEADCRAB: case CLASS_BARNACLE: break; }
m_Sentences.Speak( pSentenceName, SENTENCE_PRIORITY_HIGH ); }
//-----------------------------------------------------------------------------
// Select the combat schedule
//-----------------------------------------------------------------------------
int CNPC_Combine::SelectCombatSchedule() { // -----------
// dead enemy
// -----------
if ( HasCondition( COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there.
return SCHED_NONE; }
// -----------
// new enemy
// -----------
if ( HasCondition( COND_NEW_ENEMY ) ) { CBaseEntity *pEnemy = GetEnemy(); bool bFirstContact = false; float flTimeSinceFirstSeen = gpGlobals->curtime - GetEnemies()->FirstTimeSeen( pEnemy );
if( flTimeSinceFirstSeen < 3.0f ) bFirstContact = true;
if ( m_pSquad && pEnemy ) { if ( HasCondition( COND_SEE_ENEMY ) ) { AnnounceEnemyType( pEnemy ); }
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) && OccupyStrategySlot( SQUAD_SLOT_ATTACK1 ) ) { // Start suppressing if someone isn't firing already (SLOT_ATTACK1). This means
// I'm the guy who spotted the enemy, I should react immediately.
return SCHED_COMBINE_SUPPRESS; }
if ( m_pSquad->IsLeader( this ) || ( m_pSquad->GetLeader() && m_pSquad->GetLeader()->GetEnemy() != pEnemy ) ) { // I'm the leader, but I didn't get the job suppressing the enemy. We know this because
// This code only runs if the code above didn't assign me SCHED_COMBINE_SUPPRESS.
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) && OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) { return SCHED_RANGE_ATTACK1; }
if( HasCondition(COND_WEAPON_HAS_LOS) && IsStrategySlotRangeOccupied( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) { // If everyone else is attacking and I have line of fire, wait for a chance to cover someone.
if( OccupyStrategySlot( SQUAD_SLOT_OVERWATCH ) ) { return SCHED_COMBINE_ENTER_OVERWATCH; } } } else { if ( m_pSquad->GetLeader() && FOkToMakeSound( SENTENCE_PRIORITY_MEDIUM ) ) { JustMadeSound( SENTENCE_PRIORITY_MEDIUM ); // squelch anything that isn't high priority so the leader can speak
}
// First contact, and I'm solo, or not the squad leader.
if( HasCondition( COND_SEE_ENEMY ) && CanGrenadeEnemy() ) { if( OccupyStrategySlot( SQUAD_SLOT_GRENADE1 ) ) { return SCHED_RANGE_ATTACK2; } }
if( !bFirstContact && OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) { if( random->RandomInt(0, 100) < 60 ) { return SCHED_ESTABLISH_LINE_OF_FIRE; } else { return SCHED_COMBINE_PRESS_ATTACK; } }
return SCHED_TAKE_COVER_FROM_ENEMY; } } }
// ---------------------
// no ammo
// ---------------------
if ( ( HasCondition ( COND_NO_PRIMARY_AMMO ) || HasCondition ( COND_LOW_PRIMARY_AMMO ) ) && !HasCondition( COND_CAN_MELEE_ATTACK1) ) { return SCHED_HIDE_AND_RELOAD; }
// ----------------------
// LIGHT DAMAGE
// ----------------------
if ( HasCondition( COND_LIGHT_DAMAGE ) ) { if ( GetEnemy() != NULL ) { // only try to take cover if we actually have an enemy!
// FIXME: need to take cover for enemy dealing the damage
// A standing guy will either crouch or run.
// A crouching guy tries to stay stuck in.
if( !IsCrouching() ) { if( GetEnemy() && random->RandomFloat( 0, 100 ) < 50 && CouldShootIfCrouching( GetEnemy() ) ) { Crouch(); } else { //!!!KELLY - this grunt was hit and is going to run to cover.
// m_Sentences.Speak( "COMBINE_COVER" );
return SCHED_TAKE_COVER_FROM_ENEMY; } } } else { // How am I wounded in combat with no enemy?
Assert( GetEnemy() != NULL ); } }
// If I'm scared of this enemy run away
if ( IRelationType( GetEnemy() ) == D_FR ) { if (HasCondition( COND_SEE_ENEMY ) || HasCondition( COND_SEE_FEAR ) || HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE )) { FearSound(); //ClearCommandGoal();
return SCHED_RUN_FROM_ENEMY; }
// If I've seen the enemy recently, cower. Ignore the time for unforgettable enemies.
AI_EnemyInfo_t *pMemory = GetEnemies()->Find( GetEnemy() ); if ( (pMemory && pMemory->bUnforgettable) || (GetEnemyLastTimeSeen() > (gpGlobals->curtime - 5.0)) ) { // If we're facing him, just look ready. Otherwise, face him.
if ( FInAimCone( GetEnemy()->EyePosition() ) ) return SCHED_COMBAT_STAND;
return SCHED_FEAR_FACE; } }
int attackSchedule = SelectScheduleAttack(); if ( attackSchedule != SCHED_NONE ) return attackSchedule;
if (HasCondition(COND_ENEMY_OCCLUDED)) { // stand up, just in case
Stand(); DesireStand();
if( GetEnemy() && !(GetEnemy()->GetFlags() & FL_NOTARGET) && OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) { // Charge in and break the enemy's cover!
return SCHED_ESTABLISH_LINE_OF_FIRE; }
// If I'm a long, long way away, establish a LOF anyway. Once I get there I'll
// start respecting the squad slots again.
float flDistSq = GetEnemy()->WorldSpaceCenter().DistToSqr( WorldSpaceCenter() ); if ( flDistSq > Square(3000) ) return SCHED_ESTABLISH_LINE_OF_FIRE;
// Otherwise tuck in.
Remember( bits_MEMORY_INCOVER ); return SCHED_COMBINE_WAIT_IN_COVER; }
// --------------------------------------------------------------
// Enemy not occluded but isn't open to attack
// --------------------------------------------------------------
if ( HasCondition( COND_SEE_ENEMY ) && !HasCondition( COND_CAN_RANGE_ATTACK1 ) ) { if ( (HasCondition( COND_TOO_FAR_TO_ATTACK ) || IsUsingTacticalVariant(TACTICAL_VARIANT_PRESSURE_ENEMY) ) && OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 )) { return SCHED_COMBINE_PRESS_ATTACK; }
AnnounceAssault(); return SCHED_COMBINE_ASSAULT; }
return SCHED_NONE; }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_Combine::SelectSchedule( void ) { if ( IsWaitingToRappel() && BehaviorSelectSchedule() ) { return BaseClass::SelectSchedule(); }
if ( HasCondition(COND_COMBINE_ON_FIRE) ) return SCHED_COMBINE_BURNING_STAND;
int nSched = SelectFlinchSchedule(); if ( nSched != SCHED_NONE ) return nSched;
if ( m_hForcedGrenadeTarget ) { if ( m_flNextGrenadeCheck < gpGlobals->curtime ) { Vector vecTarget = m_hForcedGrenadeTarget->WorldSpaceCenter();
if ( IsElite() ) { if ( FVisible( m_hForcedGrenadeTarget ) ) { m_vecAltFireTarget = vecTarget; m_hForcedGrenadeTarget = NULL; return SCHED_COMBINE_AR2_ALTFIRE; } } else { // If we can, throw a grenade at the target.
// Ignore grenade count / distance / etc
if ( CheckCanThrowGrenade( vecTarget ) ) { m_hForcedGrenadeTarget = NULL; return SCHED_COMBINE_FORCED_GRENADE_THROW; } } }
// Can't throw at the target, so lets try moving to somewhere where I can see it
if ( !FVisible( m_hForcedGrenadeTarget ) ) { return SCHED_COMBINE_MOVE_TO_FORCED_GREN_LOS; } }
if ( m_NPCState != NPC_STATE_SCRIPT) { // If we're hit by bugbait, thrash around
if ( HasCondition( COND_COMBINE_HIT_BY_BUGBAIT ) ) { // Don't do this if we're mounting a func_tank
if ( m_FuncTankBehavior.IsMounted() == true ) { m_FuncTankBehavior.Dismount(); }
ClearCondition( COND_COMBINE_HIT_BY_BUGBAIT ); return SCHED_COMBINE_BUGBAIT_DISTRACTION; }
// We've been told to move away from a target to make room for a grenade to be thrown at it
if ( HasCondition( COND_HEAR_MOVE_AWAY ) ) { return SCHED_MOVE_AWAY; }
// These things are done in any state but dead and prone
if (m_NPCState != NPC_STATE_DEAD && m_NPCState != NPC_STATE_PRONE ) { // Cower when physics objects are thrown at me
if ( HasCondition( COND_HEAR_PHYSICS_DANGER ) ) { return SCHED_FLINCH_PHYSICS; }
// grunts place HIGH priority on running away from danger sounds.
if ( HasCondition(COND_HEAR_DANGER) ) { CSound *pSound; pSound = GetBestSound();
Assert( pSound != NULL ); if ( pSound) { if (pSound->m_iType & SOUND_DANGER) { // I hear something dangerous, probably need to take cover.
// dangerous sound nearby!, call it out
const char *pSentenceName = "COMBINE_DANGER";
CBaseEntity *pSoundOwner = pSound->m_hOwner; if ( pSoundOwner ) { CBaseGrenade *pGrenade = dynamic_cast<CBaseGrenade *>(pSoundOwner); if ( pGrenade && pGrenade->GetThrower() ) { if ( IRelationType( pGrenade->GetThrower() ) != D_LI ) { // special case call out for enemy grenades
pSentenceName = "COMBINE_GREN"; } } }
m_Sentences.Speak( pSentenceName, SENTENCE_PRIORITY_NORMAL, SENTENCE_CRITERIA_NORMAL );
// If the sound is approaching danger, I have no enemy, and I don't see it, turn to face.
if( !GetEnemy() && pSound->IsSoundType(SOUND_CONTEXT_DANGER_APPROACH) && pSound->m_hOwner && !FInViewCone(pSound->GetSoundReactOrigin()) ) { GetMotor()->SetIdealYawToTarget( pSound->GetSoundReactOrigin() ); return SCHED_COMBINE_FACE_IDEAL_YAW; }
return SCHED_TAKE_COVER_FROM_BEST_SOUND; }
// JAY: This was disabled in HL1. Test?
if (!HasCondition( COND_SEE_ENEMY ) && ( pSound->m_iType & (SOUND_PLAYER | SOUND_COMBAT) )) { GetMotor()->SetIdealYawToTarget( pSound->GetSoundReactOrigin() ); } } } }
if( BehaviorSelectSchedule() ) { return BaseClass::SelectSchedule(); } }
switch ( m_NPCState ) { case NPC_STATE_IDLE: { if ( m_bShouldPatrol ) return SCHED_COMBINE_PATROL; } // NOTE: Fall through!
case NPC_STATE_ALERT: { if( HasCondition(COND_LIGHT_DAMAGE) || HasCondition(COND_HEAVY_DAMAGE) ) { AI_EnemyInfo_t *pDanger = GetEnemies()->GetDangerMemory(); if( pDanger && FInViewCone(pDanger->vLastKnownLocation) && !BaseClass::FVisible(pDanger->vLastKnownLocation) ) { // I've been hurt, I'm facing the danger, but I don't see it, so move from this position.
return SCHED_TAKE_COVER_FROM_ORIGIN; } }
if( HasCondition( COND_HEAR_COMBAT ) ) { CSound *pSound = GetBestSound();
if( pSound && pSound->IsSoundType( SOUND_COMBAT ) ) { if( m_pSquad && m_pSquad->GetSquadMemberNearestTo( pSound->GetSoundReactOrigin() ) == this && OccupyStrategySlot( SQUAD_SLOT_INVESTIGATE_SOUND ) ) { return SCHED_INVESTIGATE_SOUND; } } }
// Don't patrol if I'm in the middle of an assault, because I'll never return to the assault.
if ( !m_AssaultBehavior.HasAssaultCue() ) { if( m_bShouldPatrol || HasCondition( COND_COMBINE_SHOULD_PATROL ) ) return SCHED_COMBINE_PATROL; } } break;
case NPC_STATE_COMBAT: { int nSched = SelectCombatSchedule(); if ( nSched != SCHED_NONE ) return nSched; } break; }
// no special cases here, call the base class
return BaseClass::SelectSchedule(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Combine::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ) { if( failedSchedule == SCHED_COMBINE_TAKE_COVER1 ) { if( IsInSquad() && IsStrategySlotRangeOccupied(SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2) && HasCondition(COND_SEE_ENEMY) ) { // This eases the effects of an unfortunate bug that usually plagues shotgunners. Since their rate of fire is low,
// they spend relatively long periods of time without an attack squad slot. If you corner a shotgunner, usually
// the other memebers of the squad will hog all of the attack slots and pick schedules to move to establish line of
// fire. During this time, the shotgunner is prevented from attacking. If he also cannot find cover (the fallback case)
// he will stand around like an idiot, right in front of you. Instead of this, we have him run up to you for a melee attack.
return SCHED_COMBINE_MOVE_TO_MELEE; } }
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode ); }
//-----------------------------------------------------------------------------
// Should we charge the player?
//-----------------------------------------------------------------------------
bool CNPC_Combine::ShouldChargePlayer() { return GetEnemy() && GetEnemy()->IsPlayer() && PlayerHasMegaPhysCannon() && !IsLimitingHintGroups(); }
//-----------------------------------------------------------------------------
// Select attack schedules
//-----------------------------------------------------------------------------
#define COMBINE_MEGA_PHYSCANNON_ATTACK_DISTANCE 192
#define COMBINE_MEGA_PHYSCANNON_ATTACK_DISTANCE_SQ (COMBINE_MEGA_PHYSCANNON_ATTACK_DISTANCE*COMBINE_MEGA_PHYSCANNON_ATTACK_DISTANCE)
int CNPC_Combine::SelectScheduleAttack() { // Drop a grenade?
if ( HasCondition( COND_COMBINE_DROP_GRENADE ) ) return SCHED_COMBINE_DROP_GRENADE;
// Kick attack?
if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) { return SCHED_MELEE_ATTACK1; }
// If I'm fighting a combine turret (it's been hacked to attack me), I can't really
// hurt it with bullets, so become grenade happy.
if ( GetEnemy() && GetEnemy()->Classify() == CLASS_COMBINE && FClassnameIs(GetEnemy(), "npc_turret_floor") ) { // Don't do this until I've been fighting the turret for a few seconds
float flTimeAtFirstHand = GetEnemies()->TimeAtFirstHand(GetEnemy()); if ( flTimeAtFirstHand != AI_INVALID_TIME ) { float flTimeEnemySeen = gpGlobals->curtime - flTimeAtFirstHand; if ( flTimeEnemySeen > 4.0 ) { if ( CanGrenadeEnemy() && OccupyStrategySlot( SQUAD_SLOT_GRENADE1 ) ) return SCHED_RANGE_ATTACK2; } }
// If we're not in the viewcone of the turret, run up and hit it. Do this a bit later to
// give other squadmembers a chance to throw a grenade before I run in.
if ( !GetEnemy()->MyNPCPointer()->FInViewCone( this ) && OccupyStrategySlot( SQUAD_SLOT_GRENADE1 ) ) return SCHED_COMBINE_CHARGE_TURRET; }
// When fighting against the player who's wielding a mega-physcannon,
// always close the distance if possible
// But don't do it if you're in a nav-limited hint group
if ( ShouldChargePlayer() ) { float flDistSq = GetEnemy()->WorldSpaceCenter().DistToSqr( WorldSpaceCenter() ); if ( flDistSq <= COMBINE_MEGA_PHYSCANNON_ATTACK_DISTANCE_SQ ) { if( HasCondition(COND_SEE_ENEMY) ) { if ( OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) return SCHED_RANGE_ATTACK1; } else { if ( OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) return SCHED_COMBINE_PRESS_ATTACK; } }
if ( HasCondition(COND_SEE_ENEMY) && !IsUnreachable( GetEnemy() ) ) { return SCHED_COMBINE_CHARGE_PLAYER; } }
// Can I shoot?
if ( HasCondition(COND_CAN_RANGE_ATTACK1) ) {
// JAY: HL1 behavior missing?
#if 0
if ( m_pSquad ) { // if the enemy has eluded the squad and a squad member has just located the enemy
// and the enemy does not see the squad member, issue a call to the squad to waste a
// little time and give the player a chance to turn.
if ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) ) { MySquadLeader()->m_fEnemyEluded = FALSE; return SCHED_GRUNT_FOUND_ENEMY; } } #endif
// Engage if allowed
if ( OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) { return SCHED_RANGE_ATTACK1; }
// Throw a grenade if not allowed to engage with weapon.
if ( CanGrenadeEnemy() ) { if ( OccupyStrategySlot( SQUAD_SLOT_GRENADE1 ) ) { return SCHED_RANGE_ATTACK2; } }
DesireCrouch(); return SCHED_TAKE_COVER_FROM_ENEMY; }
if ( GetEnemy() && !HasCondition(COND_SEE_ENEMY) ) { // We don't see our enemy. If it hasn't been long since I last saw him,
// and he's pretty close to the last place I saw him, throw a grenade in
// to flush him out. A wee bit of cheating here...
float flTime; float flDist;
flTime = gpGlobals->curtime - GetEnemies()->LastTimeSeen( GetEnemy() ); flDist = ( GetEnemy()->GetAbsOrigin() - GetEnemies()->LastSeenPosition( GetEnemy() ) ).Length();
//Msg("Time: %f Dist: %f\n", flTime, flDist );
if ( flTime <= COMBINE_GRENADE_FLUSH_TIME && flDist <= COMBINE_GRENADE_FLUSH_DIST && CanGrenadeEnemy( false ) && OccupyStrategySlot( SQUAD_SLOT_GRENADE1 ) ) { return SCHED_RANGE_ATTACK2; } }
if (HasCondition(COND_WEAPON_SIGHT_OCCLUDED)) { // If they are hiding behind something that we can destroy, start shooting at it.
CBaseEntity *pBlocker = GetEnemyOccluder(); if ( pBlocker && pBlocker->GetHealth() > 0 && OccupyStrategySlot( SQUAD_SLOT_ATTACK_OCCLUDER ) ) { return SCHED_SHOOT_ENEMY_COVER; } }
return SCHED_NONE; }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_Combine::TranslateSchedule( int scheduleType ) { switch( scheduleType ) { case SCHED_TAKE_COVER_FROM_ENEMY: { if ( m_pSquad ) { // Have to explicitly check innate range attack condition as may have weapon with range attack 2
if ( g_pGameRules->IsSkillLevel( SKILL_HARD ) && HasCondition(COND_CAN_RANGE_ATTACK2) && OccupyStrategySlot( SQUAD_SLOT_GRENADE1 ) ) { m_Sentences.Speak( "COMBINE_THROW_GRENADE" ); return SCHED_COMBINE_TOSS_GRENADE_COVER1; } else { if ( ShouldChargePlayer() && !IsUnreachable( GetEnemy() ) ) return SCHED_COMBINE_CHARGE_PLAYER;
return SCHED_COMBINE_TAKE_COVER1; } } else { // Have to explicitly check innate range attack condition as may have weapon with range attack 2
if ( random->RandomInt(0,1) && HasCondition(COND_CAN_RANGE_ATTACK2) ) { return SCHED_COMBINE_GRENADE_COVER1; } else { if ( ShouldChargePlayer() && !IsUnreachable( GetEnemy() ) ) return SCHED_COMBINE_CHARGE_PLAYER;
return SCHED_COMBINE_TAKE_COVER1; } } } case SCHED_TAKE_COVER_FROM_BEST_SOUND: { return SCHED_COMBINE_TAKE_COVER_FROM_BEST_SOUND; } break; case SCHED_COMBINE_TAKECOVER_FAILED: { if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) && OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) { return TranslateSchedule( SCHED_RANGE_ATTACK1 ); }
// Run somewhere randomly
return TranslateSchedule( SCHED_FAIL ); break; } break; case SCHED_FAIL_ESTABLISH_LINE_OF_FIRE: { if( !IsCrouching() ) { if( GetEnemy() && CouldShootIfCrouching( GetEnemy() ) ) { Crouch(); return SCHED_COMBAT_FACE; } }
if( HasCondition( COND_SEE_ENEMY ) ) { return TranslateSchedule( SCHED_TAKE_COVER_FROM_ENEMY ); } else if ( !m_AssaultBehavior.HasAssaultCue() ) { // Don't patrol if I'm in the middle of an assault, because
// I'll never return to the assault.
if ( GetEnemy() ) { RememberUnreachable( GetEnemy() ); }
return TranslateSchedule( SCHED_COMBINE_PATROL ); } } break; case SCHED_COMBINE_ASSAULT: { CBaseEntity *pEntity = GetEnemy();
// FIXME: this should be generalized by the schedules that are selected, or in the definition of
// what "cover" means (i.e., trace attack vulnerability vs. physical attack vulnerability
if (pEntity && pEntity->MyNPCPointer()) { if ( !(pEntity->MyNPCPointer()->CapabilitiesGet( ) & bits_CAP_WEAPON_RANGE_ATTACK1)) { return TranslateSchedule( SCHED_ESTABLISH_LINE_OF_FIRE ); } } // don't charge forward if there's a hint group
if (GetHintGroup() != NULL_STRING) { return TranslateSchedule( SCHED_ESTABLISH_LINE_OF_FIRE ); } return SCHED_COMBINE_ASSAULT; } case SCHED_ESTABLISH_LINE_OF_FIRE: { // always assume standing
// Stand();
if( CanAltFireEnemy(true) && OccupyStrategySlot(SQUAD_SLOT_SPECIAL_ATTACK) ) { // If an elite in the squad could fire a combine ball at the player's last known position,
// do so!
return SCHED_COMBINE_AR2_ALTFIRE; }
if( IsUsingTacticalVariant( TACTICAL_VARIANT_PRESSURE_ENEMY ) && !IsRunningBehavior() ) { if( OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) { return SCHED_COMBINE_PRESS_ATTACK; } }
return SCHED_COMBINE_ESTABLISH_LINE_OF_FIRE; } break; case SCHED_HIDE_AND_RELOAD: { // stand up, just in case
// Stand();
// DesireStand();
if( CanGrenadeEnemy() && OccupyStrategySlot( SQUAD_SLOT_GRENADE1 ) && random->RandomInt( 0, 100 ) < 20 ) { // If I COULD throw a grenade and I need to reload, 20% chance I'll throw a grenade before I hide to reload.
return SCHED_COMBINE_GRENADE_AND_RELOAD; }
// No running away in the citadel!
if ( ShouldChargePlayer() ) return SCHED_RELOAD;
return SCHED_COMBINE_HIDE_AND_RELOAD; } break; case SCHED_RANGE_ATTACK1: { if ( HasCondition( COND_NO_PRIMARY_AMMO ) || HasCondition( COND_LOW_PRIMARY_AMMO ) ) { // Ditch the strategy slot for attacking (which we just reserved!)
VacateStrategySlot(); return TranslateSchedule( SCHED_HIDE_AND_RELOAD ); }
if( CanAltFireEnemy(true) && OccupyStrategySlot(SQUAD_SLOT_SPECIAL_ATTACK) ) { // Since I'm holding this squadslot, no one else can try right now. If I die before the shot
// goes off, I won't have affected anyone else's ability to use this attack at their nearest
// convenience.
return SCHED_COMBINE_AR2_ALTFIRE; }
if ( IsCrouching() || ( CrouchIsDesired() && !HasCondition( COND_HEAVY_DAMAGE ) ) ) { // See if we can crouch and shoot
if (GetEnemy() != NULL) { float dist = (GetLocalOrigin() - GetEnemy()->GetLocalOrigin()).Length();
// only crouch if they are relatively far away
if (dist > COMBINE_MIN_CROUCH_DISTANCE) { // try crouching
Crouch();
Vector targetPos = GetEnemy()->BodyTarget(GetActiveWeapon()->GetLocalOrigin());
// if we can't see it crouched, stand up
if (!WeaponLOSCondition(GetLocalOrigin(),targetPos,false)) { Stand(); } } } } else { // always assume standing
Stand(); }
return SCHED_COMBINE_RANGE_ATTACK1; } case SCHED_RANGE_ATTACK2: { // If my weapon can range attack 2 use the weapon
if (GetActiveWeapon() && GetActiveWeapon()->CapabilitiesGet() & bits_CAP_WEAPON_RANGE_ATTACK2) { return SCHED_RANGE_ATTACK2; } // Otherwise use innate attack
else { return SCHED_COMBINE_RANGE_ATTACK2; } } // SCHED_COMBAT_FACE:
// SCHED_COMBINE_WAIT_FACE_ENEMY:
// SCHED_COMBINE_SWEEP:
// SCHED_COMBINE_COVER_AND_RELOAD:
// SCHED_COMBINE_FOUND_ENEMY:
case SCHED_VICTORY_DANCE: { return SCHED_COMBINE_VICTORY_DANCE; } case SCHED_COMBINE_SUPPRESS: { #define MIN_SIGNAL_DIST 256
if ( GetEnemy() != NULL && GetEnemy()->IsPlayer() && m_bFirstEncounter ) { float flDistToEnemy = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ).Length();
if( flDistToEnemy >= MIN_SIGNAL_DIST ) { m_bFirstEncounter = false;// after first encounter, leader won't issue handsigns anymore when he has a new enemy
return SCHED_COMBINE_SIGNAL_SUPPRESS; } }
return SCHED_COMBINE_SUPPRESS; } case SCHED_FAIL: { if ( GetEnemy() != NULL ) { return SCHED_COMBINE_COMBAT_FAIL; } return SCHED_FAIL; }
case SCHED_COMBINE_PATROL: { // If I have an enemy, don't go off into random patrol mode.
if ( GetEnemy() && GetEnemy()->IsAlive() ) return SCHED_COMBINE_PATROL_ENEMY;
return SCHED_COMBINE_PATROL; } }
return BaseClass::TranslateSchedule( scheduleType ); }
//=========================================================
//=========================================================
void CNPC_Combine::OnStartSchedule( int scheduleType ) { }
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CNPC_Combine::HandleAnimEvent( animevent_t *pEvent ) { Vector vecShootDir; Vector vecShootOrigin; bool handledEvent = false;
if (pEvent->type & AE_TYPE_NEWEVENTSYSTEM) { if ( pEvent->event == COMBINE_AE_BEGIN_ALTFIRE ) { EmitSound( "Weapon_CombineGuard.Special1" ); handledEvent = true; } else if ( pEvent->event == COMBINE_AE_ALTFIRE ) { if( IsElite() ) { animevent_t fakeEvent;
fakeEvent.pSource = this; fakeEvent.event = EVENT_WEAPON_AR2_ALTFIRE; GetActiveWeapon()->Operator_HandleAnimEvent( &fakeEvent, this );
// Stop other squad members from combine balling for a while.
DelaySquadAltFireAttack( 10.0f );
// I'm disabling this decrementor. At the time of this change, the elites
// don't bother to check if they have grenades anyway. This means that all
// elites have infinite combine balls, even if the designer marks the elite
// as having 0 grenades. By disabling this decrementor, yet enabling the code
// that makes sure the elite has grenades in order to fire a combine ball, we
// preserve the legacy behavior while making it possible for a designer to prevent
// elites from shooting combine balls by setting grenades to '0' in hammer. (sjb) EP2_OUTLAND_10
// m_iNumGrenades--;
}
handledEvent = true; } else { BaseClass::HandleAnimEvent( pEvent ); } } else { switch( pEvent->event ) { case COMBINE_AE_AIM: { handledEvent = true; break; } case COMBINE_AE_RELOAD:
// We never actually run out of ammo, just need to refill the clip
if (GetActiveWeapon()) { GetActiveWeapon()->WeaponSound( RELOAD_NPC ); GetActiveWeapon()->m_iClip1 = GetActiveWeapon()->GetMaxClip1(); GetActiveWeapon()->m_iClip2 = GetActiveWeapon()->GetMaxClip2(); } ClearCondition(COND_LOW_PRIMARY_AMMO); ClearCondition(COND_NO_PRIMARY_AMMO); ClearCondition(COND_NO_SECONDARY_AMMO); handledEvent = true; break;
case COMBINE_AE_GREN_TOSS: { Vector vecSpin; vecSpin.x = random->RandomFloat( -1000.0, 1000.0 ); vecSpin.y = random->RandomFloat( -1000.0, 1000.0 ); vecSpin.z = random->RandomFloat( -1000.0, 1000.0 );
Vector vecStart; GetAttachment( "lefthand", vecStart );
if( m_NPCState == NPC_STATE_SCRIPT ) { // Use a fixed velocity for grenades thrown in scripted state.
// Grenades thrown from a script do not count against grenades remaining for the AI to use.
Vector forward, up, vecThrow;
GetVectors( &forward, NULL, &up ); vecThrow = forward * 750 + up * 175; Fraggrenade_Create( vecStart, vec3_angle, vecThrow, vecSpin, this, COMBINE_GRENADE_TIMER, true ); } else { // Use the Velocity that AI gave us.
Fraggrenade_Create( vecStart, vec3_angle, m_vecTossVelocity, vecSpin, this, COMBINE_GRENADE_TIMER, true ); m_iNumGrenades--; }
// wait six seconds before even looking again to see if a grenade can be thrown.
m_flNextGrenadeCheck = gpGlobals->curtime + 6; } handledEvent = true; break;
case COMBINE_AE_GREN_LAUNCH: { EmitSound( "NPC_Combine.GrenadeLaunch" );
CBaseEntity *pGrenade = CreateNoSpawn( "npc_contactgrenade", Weapon_ShootPosition(), vec3_angle, this ); pGrenade->KeyValue( "velocity", m_vecTossVelocity ); pGrenade->Spawn( );
if ( g_pGameRules->IsSkillLevel(SKILL_HARD) ) m_flNextGrenadeCheck = gpGlobals->curtime + random->RandomFloat( 2, 5 );// wait a random amount of time before shooting again
else m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
} handledEvent = true; break;
case COMBINE_AE_GREN_DROP: { Vector vecStart; GetAttachment( "lefthand", vecStart );
Fraggrenade_Create( vecStart, vec3_angle, m_vecTossVelocity, vec3_origin, this, COMBINE_GRENADE_TIMER, true ); m_iNumGrenades--; } handledEvent = true; break;
case COMBINE_AE_KICK: { // Does no damage, because damage is applied based upon whether the target can handle the interaction
CBaseEntity *pHurt = CheckTraceHullAttack( 70, -Vector(16,16,18), Vector(16,16,18), 0, DMG_CLUB ); CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pHurt ); if (pBCC) { Vector forward, up; AngleVectors( GetLocalAngles(), &forward, NULL, &up );
if ( !pBCC->DispatchInteraction( g_interactionCombineBash, NULL, this ) ) { if ( pBCC->IsPlayer() ) { pBCC->ViewPunch( QAngle(-12,-7,0) ); pHurt->ApplyAbsVelocityImpulse( forward * 100 + up * 50 ); }
CTakeDamageInfo info( this, this, m_nKickDamage, DMG_CLUB ); CalculateMeleeDamageForce( &info, forward, pBCC->GetAbsOrigin() ); pBCC->TakeDamage( info );
EmitSound( "NPC_Combine.WeaponBash" ); } }
m_Sentences.Speak( "COMBINE_KICK" ); handledEvent = true; break; }
case COMBINE_AE_CAUGHT_ENEMY: m_Sentences.Speak( "COMBINE_ALERT" ); handledEvent = true; break;
default: BaseClass::HandleAnimEvent( pEvent ); break; } }
if( handledEvent ) { m_iLastAnimEventHandled = pEvent->event; } }
//-----------------------------------------------------------------------------
// Purpose: Get shoot position of BCC at an arbitrary position
// Input :
// Output :
//-----------------------------------------------------------------------------
Vector CNPC_Combine::Weapon_ShootPosition( ) { bool bStanding = !IsCrouching(); Vector right; GetVectors( NULL, &right, NULL );
if ((CapabilitiesGet() & bits_CAP_DUCK) ) { if ( IsCrouchedActivity( GetActivity() ) ) { bStanding = false; } }
// FIXME: rename this "estimated" since it's not based on animation
// FIXME: the orientation won't be correct when testing from arbitary positions for arbitary angles
if ( bStanding ) { if( HasShotgun() ) { return GetAbsOrigin() + COMBINE_SHOTGUN_STANDING_POSITION + right * 8; } else { return GetAbsOrigin() + COMBINE_GUN_STANDING_POSITION + right * 8; } } else { if( HasShotgun() ) { return GetAbsOrigin() + COMBINE_SHOTGUN_CROUCHING_POSITION + right * 8; } else { return GetAbsOrigin() + COMBINE_GUN_CROUCHING_POSITION + right * 8; } } }
//=========================================================
// Speak Sentence - say your cued up sentence.
//
// Some grunt sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a grunt says 'COVER ME' and then doesn't move. The problem
// is that the sentences were played when the decision to TRY
// to move to cover was made. Now the sentence is played after
// we know for sure that there is a valid path. The schedule
// may still fail but in most cases, well after the grunt has
// started moving.
//=========================================================
void CNPC_Combine::SpeakSentence( int sentenceType ) { switch( sentenceType ) { case 0: // assault
AnnounceAssault(); break;
case 1: // Flanking the player
// If I'm moving more than 20ft, I need to talk about it
if ( GetNavigator()->GetPath()->GetPathLength() > 20 * 12.0f ) { m_Sentences.Speak( "COMBINE_FLANK" ); } break; } }
//=========================================================
// PainSound
//=========================================================
void CNPC_Combine::PainSound ( void ) { // NOTE: The response system deals with this at the moment
if ( GetFlags() & FL_DISSOLVING ) return;
if ( gpGlobals->curtime > m_flNextPainSoundTime ) { const char *pSentenceName = "COMBINE_PAIN"; float healthRatio = (float)GetHealth() / (float)GetMaxHealth(); if ( !HasMemory(bits_MEMORY_PAIN_LIGHT_SOUND) && healthRatio > 0.9 ) { Remember( bits_MEMORY_PAIN_LIGHT_SOUND ); pSentenceName = "COMBINE_TAUNT"; } else if ( !HasMemory(bits_MEMORY_PAIN_HEAVY_SOUND) && healthRatio < 0.25 ) { Remember( bits_MEMORY_PAIN_HEAVY_SOUND ); pSentenceName = "COMBINE_COVER"; }
m_Sentences.Speak( pSentenceName, SENTENCE_PRIORITY_INVALID, SENTENCE_CRITERIA_ALWAYS ); m_flNextPainSoundTime = gpGlobals->curtime + 1; } }
//-----------------------------------------------------------------------------
// Purpose: implemented by subclasses to give them an opportunity to make
// a sound when they lose their enemy
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Combine::LostEnemySound( void) { if ( gpGlobals->curtime <= m_flNextLostSoundTime ) return;
const char *pSentence; if (!(CBaseEntity*)GetEnemy() || gpGlobals->curtime - GetEnemyLastTimeSeen() > 10) { pSentence = "COMBINE_LOST_LONG"; } else { pSentence = "COMBINE_LOST_SHORT"; }
if ( m_Sentences.Speak( pSentence ) >= 0 ) { m_flNextLostSoundTime = gpGlobals->curtime + random->RandomFloat(5.0,15.0); } }
//-----------------------------------------------------------------------------
// Purpose: implemented by subclasses to give them an opportunity to make
// a sound when they lose their enemy
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Combine::FoundEnemySound( void) { m_Sentences.Speak( "COMBINE_REFIND_ENEMY", SENTENCE_PRIORITY_HIGH ); }
//-----------------------------------------------------------------------------
// Purpose: Implemented by subclasses to give them an opportunity to make
// a sound before they attack
// Input :
// Output :
//-----------------------------------------------------------------------------
// BUGBUG: It looks like this is never played because combine don't do SCHED_WAKE_ANGRY or anything else that does a TASK_SOUND_WAKE
void CNPC_Combine::AlertSound( void) { if ( gpGlobals->curtime > m_flNextAlertSoundTime ) { m_Sentences.Speak( "COMBINE_GO_ALERT", SENTENCE_PRIORITY_HIGH ); m_flNextAlertSoundTime = gpGlobals->curtime + 10.0f; } }
//=========================================================
// NotifyDeadFriend
//=========================================================
void CNPC_Combine::NotifyDeadFriend ( CBaseEntity* pFriend ) { if ( GetSquad()->NumMembers() < 2 ) { m_Sentences.Speak( "COMBINE_LAST_OF_SQUAD", SENTENCE_PRIORITY_INVALID, SENTENCE_CRITERIA_NORMAL ); JustMadeSound(); return; } // relaxed visibility test so that guys say this more often
//if( FInViewCone( pFriend ) && FVisible( pFriend ) )
{ m_Sentences.Speak( "COMBINE_MAN_DOWN" ); } BaseClass::NotifyDeadFriend(pFriend); }
//=========================================================
// DeathSound
//=========================================================
void CNPC_Combine::DeathSound ( void ) { // NOTE: The response system deals with this at the moment
if ( GetFlags() & FL_DISSOLVING ) return;
m_Sentences.Speak( "COMBINE_DIE", SENTENCE_PRIORITY_INVALID, SENTENCE_CRITERIA_ALWAYS ); }
//=========================================================
// IdleSound
//=========================================================
void CNPC_Combine::IdleSound( void ) { if (g_fCombineQuestion || random->RandomInt(0,1)) { if (!g_fCombineQuestion) { // ask question or make statement
switch (random->RandomInt(0,2)) { case 0: // check in
if ( m_Sentences.Speak( "COMBINE_CHECK" ) >= 0 ) { g_fCombineQuestion = 1; } break;
case 1: // question
if ( m_Sentences.Speak( "COMBINE_QUEST" ) >= 0 ) { g_fCombineQuestion = 2; } break;
case 2: // statement
m_Sentences.Speak( "COMBINE_IDLE" ); break; } } else { switch (g_fCombineQuestion) { case 1: // check in
if ( m_Sentences.Speak( "COMBINE_CLEAR" ) >= 0 ) { g_fCombineQuestion = 0; } break; case 2: // question
if ( m_Sentences.Speak( "COMBINE_ANSWER" ) >= 0 ) { g_fCombineQuestion = 0; } break; } } } }
//-----------------------------------------------------------------------------
// Purpose:
//
// This is for Grenade attacks. As the test for grenade attacks
// is expensive we don't want to do it every frame. Return true
// if we meet minimum set of requirements and then test for actual
// throw later if we actually decide to do a grenade attack.
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_Combine::RangeAttack2Conditions( float flDot, float flDist ) { return COND_NONE; }
//-----------------------------------------------------------------------------
// Purpose: Return true if the combine has grenades, hasn't checked lately, and
// can throw a grenade at the target point.
// Input : &vecTarget -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Combine::CanThrowGrenade( const Vector &vecTarget ) { if( m_iNumGrenades < 1 ) { // Out of grenades!
return false; }
if (gpGlobals->curtime < m_flNextGrenadeCheck ) { // Not allowed to throw another grenade right now.
return false; }
float flDist; flDist = ( vecTarget - GetAbsOrigin() ).Length();
if( flDist > 1024 || flDist < 128 ) { // Too close or too far!
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return false; }
// -----------------------
// If moving, don't check.
// -----------------------
if ( m_flGroundSpeed != 0 ) return false;
#if 0
Vector vecEnemyLKP = GetEnemyLKP(); if ( !( GetEnemy()->GetFlags() & FL_ONGROUND ) && GetEnemy()->GetWaterLevel() == 0 && vecEnemyLKP.z > (GetAbsOrigin().z + WorldAlignMaxs().z) ) { //!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
// be grenaded.
// don't throw grenades at anything that isn't on the ground!
return COND_NONE; } #endif
// ---------------------------------------------------------------------
// Are any of my squad members near the intended grenade impact area?
// ---------------------------------------------------------------------
if ( m_pSquad ) { if (m_pSquad->SquadMemberInRange( vecTarget, COMBINE_MIN_GRENADE_CLEAR_DIST )) { // crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
// Tell my squad members to clear out so I can get a grenade in
CSoundEnt::InsertSound( SOUND_MOVE_AWAY | SOUND_CONTEXT_COMBINE_ONLY, vecTarget, COMBINE_MIN_GRENADE_CLEAR_DIST, 0.1 ); return false; } }
return CheckCanThrowGrenade( vecTarget ); }
//-----------------------------------------------------------------------------
// Purpose: Returns true if the combine can throw a grenade at the specified target point
// Input : &vecTarget -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Combine::CheckCanThrowGrenade( const Vector &vecTarget ) { //NDebugOverlay::Line( EyePosition(), vecTarget, 0, 255, 0, false, 5 );
// ---------------------------------------------------------------------
// Check that throw is legal and clear
// ---------------------------------------------------------------------
// FIXME: this is only valid for hand grenades, not RPG's
Vector vecToss; Vector vecMins = -Vector(4,4,4); Vector vecMaxs = Vector(4,4,4); if( FInViewCone( vecTarget ) && CBaseEntity::FVisible( vecTarget ) ) { vecToss = VecCheckThrow( this, EyePosition(), vecTarget, COMBINE_GRENADE_THROW_SPEED, 1.0, &vecMins, &vecMaxs ); } else { // Have to try a high toss. Do I have enough room?
trace_t tr; AI_TraceLine( EyePosition(), EyePosition() + Vector( 0, 0, 64 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); if( tr.fraction != 1.0 ) { return false; }
vecToss = VecCheckToss( this, EyePosition(), vecTarget, -1, 1.0, true, &vecMins, &vecMaxs ); }
if ( vecToss != vec3_origin ) { m_vecTossVelocity = vecToss;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // 1/3 second.
return true; } else { // don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return false; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Combine::CanAltFireEnemy( bool bUseFreeKnowledge ) { if (!IsElite() ) return false;
if (IsCrouching()) return false;
if( gpGlobals->curtime < m_flNextAltFireTime ) return false;
if( !GetEnemy() ) return false;
if (gpGlobals->curtime < m_flNextGrenadeCheck ) return false;
// See Steve Bond if you plan on changing this next piece of code!! (SJB) EP2_OUTLAND_10
if (m_iNumGrenades < 1) return false;
CBaseEntity *pEnemy = GetEnemy();
if( !pEnemy->IsPlayer() && (!pEnemy->IsNPC() || !pEnemy->MyNPCPointer()->IsPlayerAlly()) ) return false;
Vector vecTarget;
// Determine what point we're shooting at
if( bUseFreeKnowledge ) { vecTarget = GetEnemies()->LastKnownPosition( pEnemy ) + (pEnemy->GetViewOffset()*0.75);// approximates the chest
} else { vecTarget = GetEnemies()->LastSeenPosition( pEnemy ) + (pEnemy->GetViewOffset()*0.75);// approximates the chest
}
// Trace a hull about the size of the combine ball (don't shoot through grates!)
trace_t tr;
Vector mins( -12, -12, -12 ); Vector maxs( 12, 12, 12 );
Vector vShootPosition = EyePosition();
if ( GetActiveWeapon() ) { GetActiveWeapon()->GetAttachment( "muzzle", vShootPosition ); }
// Trace a hull about the size of the combine ball.
UTIL_TraceHull( vShootPosition, vecTarget, mins, maxs, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
float flLength = (vShootPosition - vecTarget).Length();
flLength *= tr.fraction;
//If the ball can travel at least 65% of the distance to the player then let the NPC shoot it.
if( tr.fraction >= 0.65 && flLength > 128.0f ) { // Target is valid
m_vecAltFireTarget = vecTarget; return true; }
// Check again later
m_vecAltFireTarget = vec3_origin; m_flNextGrenadeCheck = gpGlobals->curtime + 1.0f; return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Combine::CanGrenadeEnemy( bool bUseFreeKnowledge ) { if( IsElite() ) return false;
CBaseEntity *pEnemy = GetEnemy();
Assert( pEnemy != NULL );
if( pEnemy ) { // I'm not allowed to throw grenades during dustoff
if ( IsCurSchedule(SCHED_DROPSHIP_DUSTOFF) ) return false;
if( bUseFreeKnowledge ) { // throw to where we think they are.
return CanThrowGrenade( GetEnemies()->LastKnownPosition( pEnemy ) ); } else { // hafta throw to where we last saw them.
return CanThrowGrenade( GetEnemies()->LastSeenPosition( pEnemy ) ); } }
return false; }
//-----------------------------------------------------------------------------
// Purpose: For combine melee attack (kick/hit)
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_Combine::MeleeAttack1Conditions ( float flDot, float flDist ) { if (flDist > 64) { return COND_NONE; // COND_TOO_FAR_TO_ATTACK;
} else if (flDot < 0.7) { return COND_NONE; // COND_NOT_FACING_ATTACK;
}
// Check Z
if ( GetEnemy() && fabs(GetEnemy()->GetAbsOrigin().z - GetAbsOrigin().z) > 64 ) return COND_NONE;
if ( dynamic_cast<CBaseHeadcrab *>(GetEnemy()) != NULL ) { return COND_NONE; }
// Make sure not trying to kick through a window or something.
trace_t tr; Vector vecSrc, vecEnd;
vecSrc = WorldSpaceCenter(); vecEnd = GetEnemy()->WorldSpaceCenter();
AI_TraceLine(vecSrc, vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); if( tr.m_pEnt != GetEnemy() ) { return COND_NONE; }
return COND_CAN_MELEE_ATTACK1; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Vector
//-----------------------------------------------------------------------------
Vector CNPC_Combine::EyePosition( void ) { if ( !IsCrouching() ) { return GetAbsOrigin() + COMBINE_EYE_STANDING_POSITION; } else { return GetAbsOrigin() + COMBINE_EYE_CROUCHING_POSITION; }
/*
Vector m_EyePos; GetAttachment( "eyes", m_EyePos ); return m_EyePos; */ }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Vector CNPC_Combine::GetAltFireTarget() { Assert( IsElite() );
return m_vecAltFireTarget; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : nActivity -
// Output : Vector
//-----------------------------------------------------------------------------
Vector CNPC_Combine::EyeOffset( Activity nActivity ) { if (CapabilitiesGet() & bits_CAP_DUCK) { if ( IsCrouchedActivity( nActivity ) ) return COMBINE_EYE_CROUCHING_POSITION;
} // if the hint doesn't tell anything, assume current state
if ( !IsCrouching() ) { return COMBINE_EYE_STANDING_POSITION; } else { return COMBINE_EYE_CROUCHING_POSITION; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector CNPC_Combine::GetCrouchEyeOffset( void ) { return COMBINE_EYE_CROUCHING_POSITION; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Combine::SetActivity( Activity NewActivity ) { BaseClass::SetActivity( NewActivity );
m_iLastAnimEventHandled = -1; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
NPC_STATE CNPC_Combine::SelectIdealState( void ) { switch ( m_NPCState ) { case NPC_STATE_COMBAT: { if ( GetEnemy() == NULL ) { if ( !HasCondition( COND_ENEMY_DEAD ) ) { // Lost track of my enemy. Patrol.
SetCondition( COND_COMBINE_SHOULD_PATROL ); } return NPC_STATE_ALERT; } else if ( HasCondition( COND_ENEMY_DEAD ) ) { AnnounceEnemyKill(GetEnemy()); } }
default: { return BaseClass::SelectIdealState(); } }
return GetIdealState(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Combine::OnBeginMoveAndShoot() { if ( BaseClass::OnBeginMoveAndShoot() ) { if( HasStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) return true; // already have the slot I need
if( !HasStrategySlotRange( SQUAD_SLOT_GRENADE1, SQUAD_SLOT_ATTACK_OCCLUDER ) && OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) ) return true; } return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Combine::OnEndMoveAndShoot() { VacateStrategySlot(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
WeaponProficiency_t CNPC_Combine::CalcWeaponProficiency( CBaseCombatWeapon *pWeapon ) { if( FClassnameIs( pWeapon, "weapon_ar2" ) ) { if( hl2_episodic.GetBool() ) { return WEAPON_PROFICIENCY_VERY_GOOD; } else { return WEAPON_PROFICIENCY_GOOD; } } else if( FClassnameIs( pWeapon, "weapon_shotgun" ) ) { if( m_nSkin != COMBINE_SKIN_SHOTGUNNER ) { m_nSkin = COMBINE_SKIN_SHOTGUNNER; }
return WEAPON_PROFICIENCY_PERFECT; } else if( FClassnameIs( pWeapon, "weapon_smg1" ) ) { return WEAPON_PROFICIENCY_GOOD; }
return BaseClass::CalcWeaponProficiency( pWeapon ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Combine::HasShotgun() { if( GetActiveWeapon() && GetActiveWeapon()->m_iClassname == s_iszShotgunClassname ) { return true; }
return false; }
//-----------------------------------------------------------------------------
// Only supports weapons that use clips.
//-----------------------------------------------------------------------------
bool CNPC_Combine::ActiveWeaponIsFullyLoaded() { CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if( !pWeapon ) return false;
if( !pWeapon->UsesClipsForAmmo1() ) return false;
return ( pWeapon->Clip1() >= pWeapon->GetMaxClip1() ); }
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : The type of interaction, extra info pointer, and who started it
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CNPC_Combine::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter *sourceEnt) { if ( interactionType == g_interactionTurretStillStanding ) { // A turret that I've kicked recently is still standing 5 seconds later.
if ( sourceEnt == GetEnemy() ) { // It's still my enemy. Time to grenade it.
Vector forward, up; AngleVectors( GetLocalAngles(), &forward, NULL, &up ); m_vecTossVelocity = forward * 10; SetCondition( COND_COMBINE_DROP_GRENADE ); ClearSchedule( "Failed to kick over turret" ); } return true; }
return BaseClass::HandleInteraction( interactionType, data, sourceEnt ); }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
const char* CNPC_Combine::GetSquadSlotDebugName( int iSquadSlot ) { switch( iSquadSlot ) { case SQUAD_SLOT_GRENADE1: return "SQUAD_SLOT_GRENADE1"; break; case SQUAD_SLOT_GRENADE2: return "SQUAD_SLOT_GRENADE2"; break; case SQUAD_SLOT_ATTACK_OCCLUDER: return "SQUAD_SLOT_ATTACK_OCCLUDER"; break; case SQUAD_SLOT_OVERWATCH: return "SQUAD_SLOT_OVERWATCH"; break; }
return BaseClass::GetSquadSlotDebugName( iSquadSlot ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Combine::IsUsingTacticalVariant( int variant ) { if( variant == TACTICAL_VARIANT_PRESSURE_ENEMY && m_iTacticalVariant == TACTICAL_VARIANT_PRESSURE_ENEMY_UNTIL_CLOSE ) { // Essentially, fib. Just say that we are a 'pressure enemy' soldier.
return true; }
return m_iTacticalVariant == variant; }
//-----------------------------------------------------------------------------
// For the purpose of determining whether to use a pathfinding variant, this
// function determines whether the current schedule is a schedule that
// 'approaches' the enemy.
//-----------------------------------------------------------------------------
bool CNPC_Combine::IsRunningApproachEnemySchedule() { if( IsCurSchedule( SCHED_CHASE_ENEMY ) ) return true;
if( IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE ) ) return true;
if( IsCurSchedule( SCHED_COMBINE_PRESS_ATTACK, false ) ) return true;
return false; }
bool CNPC_Combine::ShouldPickADeathPose( void ) { return !IsCrouching(); }
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_combine, CNPC_Combine )
//Tasks
DECLARE_TASK( TASK_COMBINE_FACE_TOSS_DIR ) DECLARE_TASK( TASK_COMBINE_IGNORE_ATTACKS ) DECLARE_TASK( TASK_COMBINE_SIGNAL_BEST_SOUND ) DECLARE_TASK( TASK_COMBINE_DEFER_SQUAD_GRENADES ) DECLARE_TASK( TASK_COMBINE_CHASE_ENEMY_CONTINUOUSLY ) DECLARE_TASK( TASK_COMBINE_DIE_INSTANTLY ) DECLARE_TASK( TASK_COMBINE_PLAY_SEQUENCE_FACE_ALTFIRE_TARGET ) DECLARE_TASK( TASK_COMBINE_GET_PATH_TO_FORCED_GREN_LOS ) DECLARE_TASK( TASK_COMBINE_SET_STANDING )
//Activities
DECLARE_ACTIVITY( ACT_COMBINE_THROW_GRENADE ) DECLARE_ACTIVITY( ACT_COMBINE_LAUNCH_GRENADE ) DECLARE_ACTIVITY( ACT_COMBINE_BUGBAIT ) DECLARE_ACTIVITY( ACT_COMBINE_AR2_ALTFIRE ) DECLARE_ACTIVITY( ACT_WALK_EASY ) DECLARE_ACTIVITY( ACT_WALK_MARCH )
DECLARE_ANIMEVENT( COMBINE_AE_BEGIN_ALTFIRE ) DECLARE_ANIMEVENT( COMBINE_AE_ALTFIRE )
DECLARE_SQUADSLOT( SQUAD_SLOT_GRENADE1 ) DECLARE_SQUADSLOT( SQUAD_SLOT_GRENADE2 )
DECLARE_CONDITION( COND_COMBINE_NO_FIRE ) DECLARE_CONDITION( COND_COMBINE_DEAD_FRIEND ) DECLARE_CONDITION( COND_COMBINE_SHOULD_PATROL ) DECLARE_CONDITION( COND_COMBINE_HIT_BY_BUGBAIT ) DECLARE_CONDITION( COND_COMBINE_DROP_GRENADE ) DECLARE_CONDITION( COND_COMBINE_ON_FIRE ) DECLARE_CONDITION( COND_COMBINE_ATTACK_SLOT_AVAILABLE )
DECLARE_INTERACTION( g_interactionCombineBash );
//=========================================================
// SCHED_COMBINE_TAKE_COVER_FROM_BEST_SOUND
//
// hide from the loudest sound source (to run from grenade)
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_TAKE_COVER_FROM_BEST_SOUND,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBINE_RUN_AWAY_FROM_BEST_SOUND" " TASK_STOP_MOVING 0" " TASK_COMBINE_SIGNAL_BEST_SOUND 0" " TASK_FIND_COVER_FROM_BEST_SOUND 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_REMEMBER MEMORY:INCOVER" " TASK_FACE_REASONABLE 0" "" " Interrupts" )
DEFINE_SCHEDULE ( SCHED_COMBINE_RUN_AWAY_FROM_BEST_SOUND,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COWER" " TASK_GET_PATH_AWAY_FROM_BEST_SOUND 600" " TASK_RUN_PATH_TIMED 2" " TASK_STOP_MOVING 0" "" " Interrupts" ) //=========================================================
// SCHED_COMBINE_COMBAT_FAIL
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_COMBAT_FAIL,
" Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE " " TASK_WAIT_FACE_ENEMY 2" " TASK_WAIT_PVS 0" "" " Interrupts" " COND_CAN_RANGE_ATTACK1" " COND_CAN_RANGE_ATTACK2" " COND_CAN_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" )
//=========================================================
// SCHED_COMBINE_VICTORY_DANCE
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_VICTORY_DANCE,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_WAIT 1.5" " TASK_GET_PATH_TO_ENEMY_CORPSE 0" " TASK_WALK_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_FACE_ENEMY 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE" "" " Interrupts" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" )
//=========================================================
// SCHED_COMBINE_ASSAULT
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_ASSAULT,
" Tasks " " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBINE_ESTABLISH_LINE_OF_FIRE" " TASK_SET_TOLERANCE_DISTANCE 48" " TASK_GET_PATH_TO_ENEMY_LKP 0" " TASK_COMBINE_IGNORE_ATTACKS 0.2" " TASK_SPEAK_SENTENCE 0" " TASK_RUN_PATH 0" // " TASK_COMBINE_MOVE_AND_AIM 0"
" TASK_WAIT_FOR_MOVEMENT 0" " TASK_COMBINE_IGNORE_ATTACKS 0.0" "" " 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_FAR_TO_ATTACK" " COND_HEAR_DANGER" " COND_HEAR_MOVE_AWAY" )
DEFINE_SCHEDULE ( SCHED_COMBINE_ESTABLISH_LINE_OF_FIRE,
" Tasks " " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FAIL_ESTABLISH_LINE_OF_FIRE" " TASK_SET_TOLERANCE_DISTANCE 48" " TASK_GET_PATH_TO_ENEMY_LKP_LOS 0" " TASK_COMBINE_SET_STANDING 1" " TASK_SPEAK_SENTENCE 1" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_COMBINE_IGNORE_ATTACKS 0.0" " TASK_SET_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE" " " " Interrupts " " COND_NEW_ENEMY" " COND_ENEMY_DEAD" //" COND_CAN_RANGE_ATTACK1"
//" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" " COND_HEAR_DANGER" " COND_HEAR_MOVE_AWAY" " COND_HEAVY_DAMAGE" )
//=========================================================
// SCHED_COMBINE_PRESS_ATTACK
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_PRESS_ATTACK,
" Tasks " " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBINE_ESTABLISH_LINE_OF_FIRE" " TASK_SET_TOLERANCE_DISTANCE 72" " TASK_GET_PATH_TO_ENEMY_LKP 0" " TASK_COMBINE_SET_STANDING 1" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" "" " Interrupts " " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_ENEMY_UNREACHABLE" " COND_NO_PRIMARY_AMMO" " COND_LOW_PRIMARY_AMMO" " COND_TOO_CLOSE_TO_ATTACK" " COND_CAN_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" " COND_HEAR_DANGER" " COND_HEAR_MOVE_AWAY" )
//=========================================================
// SCHED_COMBINE_COMBAT_FACE
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_COMBAT_FACE,
" Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_FACE_ENEMY 0" " TASK_WAIT 1.5" //" TASK_SET_SCHEDULE SCHEDULE:SCHED_COMBINE_SWEEP"
"" " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_CAN_RANGE_ATTACK1" " COND_CAN_RANGE_ATTACK2" )
//=========================================================
// SCHED_HIDE_AND_RELOAD
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_HIDE_AND_RELOAD,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RELOAD" " TASK_FIND_COVER_FROM_ENEMY 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_REMEMBER MEMORY:INCOVER" " TASK_FACE_ENEMY 0" " TASK_RELOAD 0" "" " Interrupts" " COND_CAN_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" " COND_HEAVY_DAMAGE" " COND_HEAR_DANGER" " COND_HEAR_MOVE_AWAY" )
//=========================================================
// SCHED_COMBINE_SIGNAL_SUPPRESS
// don't stop shooting until the clip is
// empty or combine gets hurt.
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_SIGNAL_SUPPRESS,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_IDEAL 0" " TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_SIGNAL_GROUP" " TASK_COMBINE_SET_STANDING 0" " TASK_RANGE_ATTACK1 0" "" " Interrupts" " COND_ENEMY_DEAD" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_NO_PRIMARY_AMMO" " COND_WEAPON_BLOCKED_BY_FRIEND" " COND_WEAPON_SIGHT_OCCLUDED" " COND_HEAR_DANGER" " COND_HEAR_MOVE_AWAY" " COND_COMBINE_NO_FIRE" )
//=========================================================
// SCHED_COMBINE_SUPPRESS
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_SUPPRESS,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_COMBINE_SET_STANDING 0" " TASK_RANGE_ATTACK1 0" "" " Interrupts" " COND_ENEMY_DEAD" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_NO_PRIMARY_AMMO" " COND_HEAR_DANGER" " COND_HEAR_MOVE_AWAY" " COND_COMBINE_NO_FIRE" " COND_WEAPON_BLOCKED_BY_FRIEND" )
//=========================================================
// SCHED_COMBINE_ENTER_OVERWATCH
//
// Parks a combine soldier in place looking at the player's
// last known position, ready to attack if the player pops out
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_ENTER_OVERWATCH,
" Tasks" " TASK_STOP_MOVING 0" " TASK_COMBINE_SET_STANDING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_FACE_ENEMY 0" " TASK_SET_SCHEDULE SCHEDULE:SCHED_COMBINE_OVERWATCH" "" " Interrupts" " COND_HEAR_DANGER" " COND_NEW_ENEMY" )
//=========================================================
// SCHED_COMBINE_OVERWATCH
//
// Parks a combine soldier in place looking at the player's
// last known position, ready to attack if the player pops out
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_OVERWATCH,
" Tasks" " TASK_WAIT_FACE_ENEMY 10" "" " Interrupts" " COND_CAN_RANGE_ATTACK1" " COND_ENEMY_DEAD" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_NO_PRIMARY_AMMO" " COND_HEAR_DANGER" " COND_HEAR_MOVE_AWAY" " COND_NEW_ENEMY" )
//=========================================================
// SCHED_COMBINE_WAIT_IN_COVER
// we don't allow danger or the ability
// to attack to break a combine's run to cover schedule but
// when a combine is in cover we do want them to attack if they can.
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_WAIT_IN_COVER,
" Tasks" " TASK_STOP_MOVING 0" " TASK_COMBINE_SET_STANDING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover
" TASK_WAIT_FACE_ENEMY 1" "" " Interrupts" " COND_NEW_ENEMY" " COND_CAN_RANGE_ATTACK1" " COND_CAN_RANGE_ATTACK2" " COND_CAN_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" " COND_HEAR_DANGER" " COND_HEAR_MOVE_AWAY" " COND_COMBINE_ATTACK_SLOT_AVAILABLE" )
//=========================================================
// SCHED_COMBINE_TAKE_COVER1
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_TAKE_COVER1 ,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBINE_TAKECOVER_FAILED" " TASK_STOP_MOVING 0" " TASK_WAIT 0.2" " TASK_FIND_COVER_FROM_ENEMY 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_REMEMBER MEMORY:INCOVER" " TASK_SET_SCHEDULE SCHEDULE:SCHED_COMBINE_WAIT_IN_COVER" "" " Interrupts" )
DEFINE_SCHEDULE ( SCHED_COMBINE_TAKECOVER_FAILED,
" Tasks" " TASK_STOP_MOVING 0" "" " Interrupts" )
//=========================================================
// SCHED_COMBINE_GRENADE_COVER1
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_GRENADE_COVER1,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FIND_COVER_FROM_ENEMY 99" " TASK_FIND_FAR_NODE_COVER_FROM_ENEMY 384" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_SPECIAL_ATTACK2" " TASK_CLEAR_MOVE_WAIT 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_SET_SCHEDULE SCHEDULE:SCHED_COMBINE_WAIT_IN_COVER" "" " Interrupts" )
//=========================================================
// SCHED_COMBINE_TOSS_GRENADE_COVER1
//
// drop grenade then run to cover.
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_TOSS_GRENADE_COVER1,
" Tasks" " TASK_FACE_ENEMY 0" " TASK_RANGE_ATTACK2 0" " TASK_SET_SCHEDULE SCHEDULE:SCHED_TAKE_COVER_FROM_ENEMY" "" " Interrupts" )
//=========================================================
// SCHED_COMBINE_RANGE_ATTACK1
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_RANGE_ATTACK1,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_WAIT_RANDOM 0.3" " TASK_RANGE_ATTACK1 0" " TASK_COMBINE_IGNORE_ATTACKS 0.5" "" " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_HEAVY_DAMAGE" " COND_LIGHT_DAMAGE" " COND_LOW_PRIMARY_AMMO" " COND_NO_PRIMARY_AMMO" " COND_WEAPON_BLOCKED_BY_FRIEND" " COND_TOO_CLOSE_TO_ATTACK" " COND_GIVE_WAY" " COND_HEAR_DANGER" " COND_HEAR_MOVE_AWAY" " COND_COMBINE_NO_FIRE" "" // Enemy_Occluded Don't interrupt on this. Means
// comibine will fire where player was after
// he has moved for a little while. Good effect!!
// WEAPON_SIGHT_OCCLUDED Don't block on this! Looks better for railings, etc.
)
//=========================================================
// AR2 Alt Fire Attack
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_AR2_ALTFIRE,
" Tasks" " TASK_STOP_MOVING 0" " TASK_ANNOUNCE_ATTACK 1" " TASK_COMBINE_PLAY_SEQUENCE_FACE_ALTFIRE_TARGET ACTIVITY:ACT_COMBINE_AR2_ALTFIRE" "" " Interrupts" )
//=========================================================
// Mapmaker forced grenade throw
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_FORCED_GRENADE_THROW,
" Tasks" " TASK_STOP_MOVING 0" " TASK_COMBINE_FACE_TOSS_DIR 0" " TASK_ANNOUNCE_ATTACK 2" // 2 = grenade
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_RANGE_ATTACK2" " TASK_COMBINE_DEFER_SQUAD_GRENADES 0" "" " Interrupts" )
//=========================================================
// Move to LOS of the mapmaker's forced grenade throw target
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_MOVE_TO_FORCED_GREN_LOS,
" Tasks " " TASK_SET_TOLERANCE_DISTANCE 48" " TASK_COMBINE_GET_PATH_TO_FORCED_GREN_LOS 0" " TASK_SPEAK_SENTENCE 1" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " " " Interrupts " " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_CAN_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" " COND_HEAR_DANGER" " COND_HEAR_MOVE_AWAY" " COND_HEAVY_DAMAGE" )
//=========================================================
// SCHED_COMBINE_RANGE_ATTACK2
//
// secondary range attack. Overriden because base class stops attacking when the enemy is occluded.
// combines's grenade toss requires the enemy be occluded.
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_RANGE_ATTACK2,
" Tasks" " TASK_STOP_MOVING 0" " TASK_COMBINE_FACE_TOSS_DIR 0" " TASK_ANNOUNCE_ATTACK 2" // 2 = grenade
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_RANGE_ATTACK2" " TASK_COMBINE_DEFER_SQUAD_GRENADES 0" " TASK_SET_SCHEDULE SCHEDULE:SCHED_COMBINE_WAIT_IN_COVER" // don't run immediately after throwing grenade.
"" " Interrupts" )
//=========================================================
// Throw a grenade, then run off and reload.
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_GRENADE_AND_RELOAD,
" Tasks" " TASK_STOP_MOVING 0" " TASK_COMBINE_FACE_TOSS_DIR 0" " TASK_ANNOUNCE_ATTACK 2" // 2 = grenade
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_RANGE_ATTACK2" " TASK_COMBINE_DEFER_SQUAD_GRENADES 0" " TASK_SET_SCHEDULE SCHEDULE:SCHED_HIDE_AND_RELOAD" // don't run immediately after throwing grenade.
"" " Interrupts" )
DEFINE_SCHEDULE ( SCHED_COMBINE_PATROL,
" Tasks" " TASK_STOP_MOVING 0" " TASK_WANDER 900540" " TASK_WALK_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_STOP_MOVING 0" " TASK_FACE_REASONABLE 0" " TASK_WAIT 3" " TASK_WAIT_RANDOM 3" " TASK_SET_SCHEDULE SCHEDULE:SCHED_COMBINE_PATROL" // keep doing it
"" " Interrupts" " COND_ENEMY_DEAD" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_HEAR_DANGER" " COND_HEAR_MOVE_AWAY" " COND_NEW_ENEMY" " COND_SEE_ENEMY" " COND_CAN_RANGE_ATTACK1" " COND_CAN_RANGE_ATTACK2" )
DEFINE_SCHEDULE ( SCHED_COMBINE_BUGBAIT_DISTRACTION,
" Tasks" " TASK_STOP_MOVING 0" " TASK_RESET_ACTIVITY 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_COMBINE_BUGBAIT" "" " Interrupts" "" )
//=========================================================
// SCHED_COMBINE_CHARGE_TURRET
//
// Used to run straight at enemy turrets to knock them over.
// Prevents squadmates from throwing grenades during.
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_CHARGE_TURRET,
" Tasks" " TASK_COMBINE_DEFER_SQUAD_GRENADES 0" " TASK_STOP_MOVING 0" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED" " 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_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" " COND_TOO_CLOSE_TO_ATTACK" " COND_TASK_FAILED" " COND_LOST_ENEMY" " COND_BETTER_WEAPON_AVAILABLE" " COND_HEAR_DANGER" )
//=========================================================
// SCHED_COMBINE_CHARGE_PLAYER
//
// Used to run straight at enemy player since physgun combat
// is more fun when the enemies are close
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_CHARGE_PLAYER,
" Tasks" " TASK_STOP_MOVING 0" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED" " TASK_COMBINE_CHASE_ENEMY_CONTINUOUSLY 192" " TASK_FACE_ENEMY 0" "" " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_ENEMY_UNREACHABLE" " COND_CAN_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" " COND_TASK_FAILED" " COND_LOST_ENEMY" " COND_HEAR_DANGER" )
//=========================================================
// SCHED_COMBINE_DROP_GRENADE
//
// Place a grenade at my feet
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_DROP_GRENADE,
" Tasks" " TASK_STOP_MOVING 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_SPECIAL_ATTACK2" " TASK_FIND_COVER_FROM_ENEMY 99" " TASK_FIND_FAR_NODE_COVER_FROM_ENEMY 384" " TASK_CLEAR_MOVE_WAIT 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" "" " Interrupts" )
//=========================================================
// SCHED_COMBINE_PATROL_ENEMY
//
// Used instead if SCHED_COMBINE_PATROL if I have an enemy.
// Wait for the enemy a bit in the hopes of ambushing him.
//=========================================================
DEFINE_SCHEDULE ( SCHED_COMBINE_PATROL_ENEMY,
" Tasks" " TASK_STOP_MOVING 0" " TASK_WAIT_FACE_ENEMY 1" " TASK_WAIT_FACE_ENEMY_RANDOM 3" "" " Interrupts" " COND_ENEMY_DEAD" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_HEAR_DANGER" " COND_HEAR_MOVE_AWAY" " COND_NEW_ENEMY" " COND_SEE_ENEMY" " COND_CAN_RANGE_ATTACK1" " COND_CAN_RANGE_ATTACK2" )
DEFINE_SCHEDULE ( SCHED_COMBINE_BURNING_STAND,
" Tasks" " TASK_SET_ACTIVITY ACTIVITY:ACT_COMBINE_BUGBAIT" " TASK_RANDOMIZE_FRAMERATE 20" " TASK_WAIT 2" " TASK_WAIT_RANDOM 3" " TASK_COMBINE_DIE_INSTANTLY DMG_BURN" " TASK_WAIT 1.0" " " " Interrupts" )
DEFINE_SCHEDULE ( SCHED_COMBINE_FACE_IDEAL_YAW,
" Tasks" " TASK_FACE_IDEAL 0" " " " Interrupts" )
DEFINE_SCHEDULE ( SCHED_COMBINE_MOVE_TO_MELEE,
" Tasks" " TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0" " TASK_GET_PATH_TO_SAVEPOSITION 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " " " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_CAN_MELEE_ATTACK1" )
AI_END_CUSTOM_NPC()
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