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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "ammodef.h"
#include "ai_memory.h"
#include "weapon_rpg.h"
#include "effect_color_tables.h"
#include "te_effect_dispatch.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern const char* g_pModelNameLaser;
// No model, impervious to damage.
#define SF_STARTDISABLED (1 << 19)
#define CANNON_PAINT_ENEMY_TIME 1.0f
#define CANNON_SUBSEQUENT_PAINT_TIME 0.4f
#define CANNON_PAINT_NPC_TIME_NOISE 1.0f
#define NUM_ANCILLARY_BEAMS 4
int gHaloTexture = 0;
//-----------------------------------------------------------------------------
//
// Combine Cannon
//
//-----------------------------------------------------------------------------
class CNPC_Combine_Cannon : public CAI_BaseNPC { DECLARE_CLASS( CNPC_Combine_Cannon, CAI_BaseNPC );
public: CNPC_Combine_Cannon( void ); virtual void Precache( void ); virtual void Spawn( void ); virtual Class_T Classify( void ); virtual float MaxYawSpeed( void ); virtual Vector EyePosition( void ); virtual void UpdateOnRemove( void ); virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info ); virtual bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false ); virtual void StartTask( const Task_t *pTask ); virtual void RunTask( const Task_t *pTask ); virtual int RangeAttack1Conditions( float flDot, float flDist ); virtual int SelectSchedule( void ); virtual int TranslateSchedule( int scheduleType ); virtual void PrescheduleThink( void ); virtual bool FCanCheckAttacks ( void ); virtual int Restore( IRestore &restore ); virtual void OnScheduleChange( void ); virtual bool FVisible( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL ); virtual bool WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions) { return true; }
virtual int GetSoundInterests( void ) { return (SOUND_PLAYER|SOUND_COMBAT|SOUND_DANGER); }
virtual bool ShouldNotDistanceCull( void ) { return true; }
virtual void UpdateEfficiency( bool bInPVS ) { SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); SetMoveEfficiency( AIME_NORMAL ); }
virtual const char *GetTracerType( void ) { return "HelicopterTracer"; }
private:
void ScopeGlint( void ); void AdjustShotPosition( CBaseEntity *pTarget, Vector *vecIn );
float GetRefireTime( void ) { return 0.1f; }
bool IsLaserOn( void ) { return m_pBeam != NULL; } bool FireBullet( const Vector &vecTarget, bool bDirectShot ); Vector DesiredBodyTarget( CBaseEntity *pTarget ); Vector LeadTarget( CBaseEntity *pTarget ); Vector GetBulletOrigin( void );
static const char *pAttackSounds[]; void ClearTargetGroup( void );
float GetWaitTimePercentage( float flTime, bool fLinear );
void GetPaintAim( const Vector &vecStart, const Vector &vecGoal, float flParameter, Vector *pProgress );
bool VerifyShot( CBaseEntity *pTarget );
void SetSweepTarget( const char *pszTarget );
// Inputs
void InputEnableSniper( inputdata_t &inputdata ); void InputDisableSniper( inputdata_t &inputdata );
void LaserOff( void ); void LaserOn( const Vector &vecTarget, const Vector &vecDeviance );
void PaintTarget( const Vector &vecTarget, float flPaintTime );
private:
void CreateLaser( void ); void CreateAncillaryBeams( void ); void UpdateAncillaryBeams( float flConvergencePerc, const Vector &vecOrigin, const Vector &vecBasis );
int m_iAmmoType; float m_flBarrageDuration; Vector m_vecPaintCursor; float m_flPaintTime;
CHandle<CBeam> m_pBeam; CHandle<CBeam> m_pAncillaryBeams[NUM_ANCILLARY_BEAMS]; EHANDLE m_hBarrageTarget;
bool m_fEnabled; Vector m_vecPaintStart; // used to track where a sweep starts for the purpose of interpolating.
float m_flTimeLastAttackedPlayer; float m_flTimeLastShotMissed; float m_flSightDist;
DEFINE_CUSTOM_AI;
DECLARE_DATADESC(); };
LINK_ENTITY_TO_CLASS( npc_combine_cannon, CNPC_Combine_Cannon );
//=========================================================
//=========================================================
BEGIN_DATADESC( CNPC_Combine_Cannon )
DEFINE_FIELD( m_fEnabled, FIELD_BOOLEAN ), DEFINE_FIELD( m_vecPaintStart, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_flPaintTime, FIELD_TIME ), DEFINE_FIELD( m_vecPaintCursor, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_pBeam, FIELD_EHANDLE ), DEFINE_FIELD( m_flTimeLastAttackedPlayer, FIELD_TIME ), DEFINE_FIELD( m_flTimeLastShotMissed, FIELD_TIME ), DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ), DEFINE_FIELD( m_flBarrageDuration, FIELD_TIME ), DEFINE_FIELD( m_hBarrageTarget, FIELD_EHANDLE ),
DEFINE_ARRAY( m_pAncillaryBeams, FIELD_EHANDLE, NUM_ANCILLARY_BEAMS ),
DEFINE_KEYFIELD( m_flSightDist, FIELD_FLOAT, "sightdist" ), // Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "EnableSniper", InputEnableSniper ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableSniper", InputDisableSniper ),
END_DATADESC()
//=========================================================
// Private conditions
//=========================================================
enum Sniper_Conds { COND_CANNON_ENABLED = LAST_SHARED_CONDITION, COND_CANNON_DISABLED, COND_CANNON_NO_SHOT, };
//=========================================================
// schedules
//=========================================================
enum { SCHED_CANNON_CAMP = LAST_SHARED_SCHEDULE, SCHED_CANNON_ATTACK, SCHED_CANNON_DISABLEDWAIT, SCHED_CANNON_SNAPATTACK, };
//=========================================================
// tasks
//=========================================================
enum { TASK_CANNON_PAINT_ENEMY = LAST_SHARED_TASK, TASK_CANNON_PAINT_DECOY, TASK_CANNON_ATTACK_CURSOR, };
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CNPC_Combine_Cannon::CNPC_Combine_Cannon( void ) : m_pBeam( NULL ), m_hBarrageTarget( NULL ) { #ifdef _DEBUG
m_vecPaintCursor.Init(); m_vecPaintStart.Init(); #endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Combine_Cannon::QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC ) { Disposition_t disp = IRelationType(pEntity); if ( disp != D_HT ) { // Don't bother with anything I wouldn't shoot.
return false; }
if ( !FInViewCone(pEntity) ) { // Yes, this does call FInViewCone twice a frame for all entities checked for
// visibility, but doing this allows us to cut out a bunch of traces that would
// be done by VerifyShot for entities that aren't even in our viewcone.
return false; }
if ( VerifyShot( pEntity ) ) return BaseClass::QuerySeeEntity( pEntity, bOnlyHateOrFearIfNPC );
return false; }
//-----------------------------------------------------------------------------
// Purpose: Hide the beams
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::LaserOff( void ) { if ( m_pBeam != NULL ) { m_pBeam->TurnOn(); }
for ( int i = 0; i < NUM_ANCILLARY_BEAMS; i++ ) { if ( m_pAncillaryBeams[i] == NULL ) continue;
m_pAncillaryBeams[i]->TurnOn(); }
SetNextThink( gpGlobals->curtime + 0.1f ); }
//-----------------------------------------------------------------------------
// Purpose: Switch on the laser and point it at a direction
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::LaserOn( const Vector &vecTarget, const Vector &vecDeviance ) { if ( m_pBeam != NULL ) { m_pBeam->TurnOff();
// Don't aim right at the guy right now.
Vector vecInitialAim;
if( vecDeviance == vec3_origin ) { // Start the aim where it last left off!
vecInitialAim = m_vecPaintCursor; } else { vecInitialAim = vecTarget; }
vecInitialAim.x += random->RandomFloat( -vecDeviance.x, vecDeviance.x ); vecInitialAim.y += random->RandomFloat( -vecDeviance.y, vecDeviance.y ); vecInitialAim.z += random->RandomFloat( -vecDeviance.z, vecDeviance.z );
m_pBeam->SetStartPos( GetBulletOrigin() ); m_pBeam->SetEndPos( vecInitialAim );
m_vecPaintStart = vecInitialAim; }
for ( int i = 0; i < NUM_ANCILLARY_BEAMS; i++ ) { if ( m_pAncillaryBeams[i] == NULL ) continue;
m_pAncillaryBeams[i]->TurnOff(); } }
//-----------------------------------------------------------------------------
// Crikey!
//-----------------------------------------------------------------------------
float CNPC_Combine_Cannon::GetWaitTimePercentage( float flTime, bool fLinear ) { float flElapsedTime; float flTimeParameter;
flElapsedTime = flTime - (GetWaitFinishTime() - gpGlobals->curtime);
flTimeParameter = ( flElapsedTime / flTime );
if( fLinear ) { return flTimeParameter; } else { return (1 + sin( (M_PI * flTimeParameter) - (M_PI / 2) ) ) / 2; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::GetPaintAim( const Vector &vecStart, const Vector &vecGoal, float flParameter, Vector *pProgress ) { // Quaternions
Vector vecIdealDir; QAngle vecIdealAngles; QAngle vecCurrentAngles; Vector vecCurrentDir; Vector vecBulletOrigin = GetBulletOrigin();
// vecIdealDir is where the gun should be aimed when the painting
// time is up. This can be approximate. This is only for drawing the
// laser, not actually aiming the weapon. A large discrepancy will look
// bad, though.
vecIdealDir = vecGoal - vecBulletOrigin; VectorNormalize(vecIdealDir);
// Now turn vecIdealDir into angles!
VectorAngles( vecIdealDir, vecIdealAngles );
// This is the vector of the beam's current aim.
vecCurrentDir = m_vecPaintStart - vecBulletOrigin; VectorNormalize(vecCurrentDir);
// Turn this to angles, too.
VectorAngles( vecCurrentDir, vecCurrentAngles );
Quaternion idealQuat; Quaternion currentQuat; Quaternion aimQuat;
AngleQuaternion( vecIdealAngles, idealQuat ); AngleQuaternion( vecCurrentAngles, currentQuat );
QuaternionSlerp( currentQuat, idealQuat, flParameter, aimQuat );
QuaternionAngles( aimQuat, vecCurrentAngles );
// Rebuild the current aim vector.
AngleVectors( vecCurrentAngles, &vecCurrentDir );
*pProgress = vecCurrentDir; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::CreateLaser( void ) { if ( m_pBeam != NULL ) return;
m_pBeam = CBeam::BeamCreate( g_pModelNameLaser, 2.0f );
m_pBeam->SetColor( 0, 100, 255 );
m_pBeam->PointsInit( vec3_origin, GetBulletOrigin() ); m_pBeam->SetBrightness( 255 ); m_pBeam->SetNoise( 0 ); m_pBeam->SetWidth( 1.0f ); m_pBeam->SetEndWidth( 0 ); m_pBeam->SetScrollRate( 0 ); m_pBeam->SetFadeLength( 0 ); m_pBeam->SetHaloTexture( gHaloTexture ); m_pBeam->SetHaloScale( 16.0f );
// Think faster while painting
SetNextThink( gpGlobals->curtime + 0.02f ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::CreateAncillaryBeams( void ) { for ( int i = 0; i < NUM_ANCILLARY_BEAMS; i++ ) { if ( m_pAncillaryBeams[i] != NULL ) continue;
m_pAncillaryBeams[i] = CBeam::BeamCreate( g_pModelNameLaser, 2.0f ); m_pAncillaryBeams[i]->SetColor( 0, 100, 255 );
m_pAncillaryBeams[i]->PointsInit( vec3_origin, GetBulletOrigin() ); m_pAncillaryBeams[i]->SetBrightness( 255 ); m_pAncillaryBeams[i]->SetNoise( 0 ); m_pAncillaryBeams[i]->SetWidth( 1.0f ); m_pAncillaryBeams[i]->SetEndWidth( 0 ); m_pAncillaryBeams[i]->SetScrollRate( 0 ); m_pAncillaryBeams[i]->SetFadeLength( 0 ); m_pAncillaryBeams[i]->SetHaloTexture( gHaloTexture ); m_pAncillaryBeams[i]->SetHaloScale( 16.0f ); m_pAncillaryBeams[i]->TurnOff(); } }
#define LINE_LENGTH 1600.0f
//-----------------------------------------------------------------------------
// Purpose:
// Input : flConvergencePerc -
// vecBasis -
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::UpdateAncillaryBeams( float flConvergencePerc, const Vector &vecOrigin, const Vector &vecBasis ) { // Multiple beams deviate from the basis direction by a certain number of degrees and "converge"
// at the basis vector over a duration of time, the position in that duration expressed by
// flConvergencePerc. The beams are most deviated at 0 and fully converged at 1.
float flRotationOffset = (2*M_PI)/(float)NUM_ANCILLARY_BEAMS; // Degrees separating each beam, in radians
float flDeviation = DEG2RAD(90) * ( 1.0f - flConvergencePerc ); float flOffset; Vector vecFinal; Vector vecOffset; matrix3x4_t matRotate; QAngle vecAngles; VectorAngles( vecBasis, vecAngles ); vecAngles[PITCH] += 90.0f; AngleMatrix( vecAngles, vecOrigin, matRotate );
trace_t tr;
float flScale = LINE_LENGTH * flDeviation;
// For each beam, find its offset and trace outwards to place its endpoint
for ( int i = 0; i < NUM_ANCILLARY_BEAMS; i++ ) { if ( flConvergencePerc >= 0.99f ) { m_pAncillaryBeams[i]->TurnOn(); continue; }
m_pAncillaryBeams[i]->TurnOff();
// Find the number of radians offset we are
flOffset = (float) i * flRotationOffset + DEG2RAD( 30.0f ); flOffset += (M_PI/8.0f) * sin( gpGlobals->curtime * 3.0f ); // Construct a circle that's also offset by the line's length
vecOffset.x = cos( flOffset ) * flScale; vecOffset.y = sin( flOffset ) * flScale; vecOffset.z = LINE_LENGTH;
// Rotate this whole thing into the space of the basis vector
VectorRotate( vecOffset, matRotate, vecFinal ); VectorNormalize( vecFinal );
// Trace a line down that vector to find where we'll eventually stop our line
UTIL_TraceLine( vecOrigin, vecOrigin + ( vecFinal * LINE_LENGTH ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
// Move the beam to that position
m_pAncillaryBeams[i]->SetBrightness( 255.0f * flConvergencePerc ); m_pAncillaryBeams[i]->SetEndPos( tr.startpos ); m_pAncillaryBeams[i]->SetStartPos( tr.endpos ); } }
//-----------------------------------------------------------------------------
// Sweep the laser sight towards the point where the gun should be aimed
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::PaintTarget( const Vector &vecTarget, float flPaintTime ) { // vecStart is the barrel of the gun (or the laser sight)
Vector vecStart = GetBulletOrigin();
// keep painttime from hitting 0 exactly.
flPaintTime = MAX( flPaintTime, 0.000001f );
// Find out where we are in the arc of the paint duration
float flPaintPerc = GetWaitTimePercentage( flPaintTime, false );
ScopeGlint();
// Find out where along our line we're painting
Vector vecCurrentDir; float flInterp = RemapValClamped( flPaintPerc, 0.0f, 0.5f, 0.0f, 1.0f ); flInterp = clamp( flInterp, 0.0f, 1.0f ); GetPaintAim( m_vecPaintStart, vecTarget, flInterp, &vecCurrentDir );
#define THRESHOLD 0.9f
float flNoiseScale; if ( flPaintPerc >= THRESHOLD ) { flNoiseScale = 1 - (1 / (1 - THRESHOLD)) * ( flPaintPerc - THRESHOLD ); } else if ( flPaintPerc <= 1 - THRESHOLD ) { flNoiseScale = flPaintPerc / (1 - THRESHOLD); } else { flNoiseScale = 1; }
// mult by P
vecCurrentDir.x += flNoiseScale * ( sin( 3 * M_PI * gpGlobals->curtime ) * 0.0006 ); vecCurrentDir.y += flNoiseScale * ( sin( 2 * M_PI * gpGlobals->curtime + 0.5 * M_PI ) * 0.0006 ); vecCurrentDir.z += flNoiseScale * ( sin( 1.5 * M_PI * gpGlobals->curtime + M_PI ) * 0.0006 );
// Find where our center is
trace_t tr; UTIL_TraceLine( vecStart, vecStart + vecCurrentDir * 8192, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); m_vecPaintCursor = tr.endpos;
// Update our beam position
m_pBeam->SetEndPos( tr.startpos ); m_pBeam->SetStartPos( tr.endpos ); m_pBeam->SetBrightness( 255.0f * flPaintPerc ); m_pBeam->RelinkBeam();
// Find points around that center point and make our designators converge at that point over time
UpdateAncillaryBeams( flPaintPerc, vecStart, vecCurrentDir ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::OnScheduleChange( void ) { LaserOff(); m_hBarrageTarget = NULL;
BaseClass::OnScheduleChange(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::Precache( void ) { PrecacheModel("models/combine_soldier.mdl"); PrecacheModel("effects/bluelaser1.vmt"); gHaloTexture = PrecacheModel("sprites/light_glow03.vmt");
PrecacheScriptSound( "NPC_Combine_Cannon.FireBullet" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::Spawn( void ) { Precache();
/// HACK:
SetModel( "models/combine_soldier.mdl" );
// Setup our ancillary beams but keep them hidden for now
CreateLaser(); CreateAncillaryBeams();
m_iAmmoType = GetAmmoDef()->Index( "CombineHeavyCannon" );
SetHullType( HULL_HUMAN ); SetHullSizeNormal();
UTIL_SetSize( this, Vector( -16, -16 , 0 ), Vector( 16, 16, 64 ) );
SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_FLY ); m_bloodColor = DONT_BLEED; m_iHealth = 10; m_flFieldOfView = DOT_45DEGREE; m_NPCState = NPC_STATE_NONE;
if( HasSpawnFlags( SF_STARTDISABLED ) ) { m_fEnabled = false; } else { m_fEnabled = true; }
CapabilitiesClear(); CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_SIMPLE_RADIUS_DAMAGE );
m_HackedGunPos = Vector ( 0, 0, 0 );
AddSpawnFlags( SF_NPC_LONG_RANGE | SF_NPC_ALWAYSTHINK );
NPCInit();
// Limit our look distance
SetDistLook( m_flSightDist );
AddEffects( EF_NODRAW ); AddSolidFlags( FSOLID_NOT_SOLID );
// Point the cursor straight ahead so that the sniper's
// first sweep of the laser doesn't look weird.
Vector vecForward; AngleVectors( GetLocalAngles(), &vecForward ); m_vecPaintCursor = GetBulletOrigin() + vecForward * 1024;
// none!
GetEnemies()->SetFreeKnowledgeDuration( 0.0f ); GetEnemies()->SetEnemyDiscardTime( 2.0f );
m_flTimeLastAttackedPlayer = 0.0f; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Class_T CNPC_Combine_Cannon::Classify( void ) { if ( m_fEnabled ) return CLASS_COMBINE;
return CLASS_NONE; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector CNPC_Combine_Cannon::GetBulletOrigin( void ) { return GetAbsOrigin(); }
//-----------------------------------------------------------------------------
// Purpose: Nothing kills the cannon but entity I/O
//-----------------------------------------------------------------------------
int CNPC_Combine_Cannon::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { // We are invulnerable to normal attacks for the moment
return 0; }
//---------------------------------------------------------
// Purpose:
//---------------------------------------------------------
void CNPC_Combine_Cannon::UpdateOnRemove( void ) { // Remove the main laser
if ( m_pBeam != NULL ) { UTIL_Remove( m_pBeam); m_pBeam = NULL; }
// Remove our ancillary beams
for ( int i = 0; i < NUM_ANCILLARY_BEAMS; i++ ) { if ( m_pAncillaryBeams[i] == NULL ) continue;
UTIL_Remove( m_pAncillaryBeams[i] ); m_pAncillaryBeams[i] = NULL; }
BaseClass::UpdateOnRemove(); }
//---------------------------------------------------------
// Purpose:
//---------------------------------------------------------
int CNPC_Combine_Cannon::SelectSchedule ( void ) { // Fire at our target
if( GetEnemy() && HasCondition( COND_CAN_RANGE_ATTACK1 ) ) return SCHED_RANGE_ATTACK1;
// Wait for a target
// TODO: Sweep like a sniper?
return SCHED_COMBAT_STAND; }
//---------------------------------------------------------
// Purpose:
//---------------------------------------------------------
bool CNPC_Combine_Cannon::FCanCheckAttacks ( void ) { return true; }
//---------------------------------------------------------
//---------------------------------------------------------
bool CNPC_Combine_Cannon::VerifyShot( CBaseEntity *pTarget ) { trace_t tr;
Vector vecTarget = DesiredBodyTarget( pTarget ); UTIL_TraceLine( GetBulletOrigin(), vecTarget, MASK_SHOT, pTarget, COLLISION_GROUP_NONE, &tr );
if( tr.fraction != 1.0 ) { if( pTarget->IsPlayer() ) { // if the target is the player, do another trace to see if we can shoot his eyeposition. This should help
// improve sniper responsiveness in cases where the player is hiding his chest from the sniper with his
// head in full view.
UTIL_TraceLine( GetBulletOrigin(), pTarget->EyePosition(), MASK_SHOT, pTarget, COLLISION_GROUP_NONE, &tr );
if( tr.fraction == 1.0 ) { return true; } }
// Trace hit something.
if( tr.m_pEnt ) { if( tr.m_pEnt->m_takedamage == DAMAGE_YES ) { // Just shoot it if I can hurt it. Probably a breakable or glass pane.
return true; } }
return false; } else { return true; } }
//---------------------------------------------------------
//---------------------------------------------------------
int CNPC_Combine_Cannon::RangeAttack1Conditions( float flDot, float flDist ) { if ( GetNextAttack() > gpGlobals->curtime ) return COND_NONE;
if ( HasCondition( COND_SEE_ENEMY ) && !HasCondition( COND_ENEMY_OCCLUDED ) ) { if ( VerifyShot( GetEnemy() ) ) { // Can see the enemy, have a clear shot to his midsection
ClearCondition( COND_CANNON_NO_SHOT ); return COND_CAN_RANGE_ATTACK1; } else { // Can see the enemy, but can't take a shot at his midsection
SetCondition( COND_CANNON_NO_SHOT ); return COND_NONE; } }
return COND_NONE; }
//---------------------------------------------------------
//---------------------------------------------------------
int CNPC_Combine_Cannon::TranslateSchedule( int scheduleType ) { switch( scheduleType ) { case SCHED_RANGE_ATTACK1: return SCHED_CANNON_ATTACK; break; } return BaseClass::TranslateSchedule( scheduleType ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Combine_Cannon::ScopeGlint( void ) { CEffectData data;
data.m_vOrigin = GetAbsOrigin(); data.m_vNormal = vec3_origin; data.m_vAngles = vec3_angle; data.m_nColor = COMMAND_POINT_BLUE;
DispatchEffect( "CommandPointer", data ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *vecIn -
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::AdjustShotPosition( CBaseEntity *pTarget, Vector *vecIn ) { if ( pTarget == NULL || vecIn == NULL ) return;
Vector low = pTarget->WorldSpaceCenter() - ( pTarget->WorldSpaceCenter() - pTarget->GetAbsOrigin() ) * .25; Vector high = pTarget->EyePosition(); Vector delta = high - low; Vector result = low + delta * 0.5;
// Only take the height
(*vecIn)[2] = result[2]; }
//---------------------------------------------------------
// This starts the bullet state machine. The actual effects
// of the bullet will happen later. This function schedules
// those effects.
//
// fDirectShot indicates whether the bullet is a "direct shot"
// that is - fired with the intent that it will strike the
// enemy. Otherwise, the bullet is intended to strike a
// decoy object or nothing at all in particular.
//---------------------------------------------------------
bool CNPC_Combine_Cannon::FireBullet( const Vector &vecTarget, bool bDirectShot ) { Vector vecBulletOrigin = GetBulletOrigin(); Vector vecDir = ( vecTarget - vecBulletOrigin ); VectorNormalize( vecDir );
FireBulletsInfo_t info; info.m_iShots = 1; info.m_iTracerFreq = 1.0f; info.m_vecDirShooting = vecDir; info.m_vecSrc = vecBulletOrigin; info.m_flDistance = MAX_TRACE_LENGTH; info.m_pAttacker = this; info.m_iAmmoType = m_iAmmoType; info.m_iPlayerDamage = 20.0f; info.m_vecSpread = Vector( 0.015f, 0.015f, 0.015f ); // medium cone
FireBullets( info );
EmitSound( "NPC_Combine_Cannon.FireBullet" );
// Don't attack for a certain amount of time
SetNextAttack( gpGlobals->curtime + GetRefireTime() );
// Sniper had to be aiming here to fire here, so make it the cursor
m_vecPaintCursor = vecTarget;
LaserOff();
return true; }
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Combine_Cannon::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_CANNON_ATTACK_CURSOR: break;
case TASK_RANGE_ATTACK1: // Setup the information for this barrage
m_flBarrageDuration = gpGlobals->curtime + random->RandomFloat( 0.25f, 0.5f ); m_hBarrageTarget = GetEnemy(); break;
case TASK_CANNON_PAINT_ENEMY: { if ( GetEnemy()->IsPlayer() ) { float delay = random->RandomFloat( 0.0f, 0.3f ); if ( ( gpGlobals->curtime - m_flTimeLastAttackedPlayer ) < 1.0f ) { SetWait( CANNON_SUBSEQUENT_PAINT_TIME ); m_flPaintTime = CANNON_SUBSEQUENT_PAINT_TIME; } else { SetWait( CANNON_PAINT_ENEMY_TIME + delay ); m_flPaintTime = CANNON_PAINT_ENEMY_TIME + delay; } } else { // Use a random time
m_flPaintTime = CANNON_PAINT_ENEMY_TIME + random->RandomFloat( 0, CANNON_PAINT_NPC_TIME_NOISE ); SetWait( m_flPaintTime ); }
// Try to start the laser where the player can't miss seeing it!
Vector vecCursor; AngleVectors( GetEnemy()->GetLocalAngles(), &vecCursor ); vecCursor *= 300; vecCursor += GetEnemy()->EyePosition(); LaserOn( vecCursor, Vector( 16, 16, 16 ) ); } break;
default: BaseClass::StartTask( pTask ); break; } }
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Combine_Cannon::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_CANNON_ATTACK_CURSOR: if( FireBullet( m_vecPaintCursor, true ) ) { TaskComplete(); } break;
case TASK_RANGE_ATTACK1: { // Where we're focusing our fire
Vector vecTarget = ( m_hBarrageTarget == NULL ) ? m_vecPaintCursor : LeadTarget( m_hBarrageTarget );
// Fire at enemy
if ( FireBullet( vecTarget, true ) ) { bool bPlayerIsEnemy = ( m_hBarrageTarget && m_hBarrageTarget->IsPlayer() ); bool bBarrageFinished = m_flBarrageDuration < gpGlobals->curtime; bool bNoShot = ( QuerySeeEntity( m_hBarrageTarget ) == false ); // FIXME: Store this info off better
bool bSeePlayer = HasCondition( COND_SEE_PLAYER ); // Treat the player differently to normal NPCs
if ( bPlayerIsEnemy ) { // Store the last time we shot for doing an abbreviated attack telegraph
m_flTimeLastAttackedPlayer = gpGlobals->curtime;
// If we've got no shot and we're done with our current barrage
if ( bNoShot && bBarrageFinished ) { TaskComplete(); } } else if ( bBarrageFinished || bSeePlayer ) { // Done with the barrage or we saw the player as a better target
TaskComplete(); } } } break;
case TASK_CANNON_PAINT_ENEMY: { // See if we're done painting our target
if ( IsWaitFinished() ) { TaskComplete(); }
// Continue to paint the target
PaintTarget( LeadTarget( GetEnemy() ), m_flPaintTime ); } break;
default: BaseClass::RunTask( pTask ); break; } }
//-----------------------------------------------------------------------------
// The sniper throws away the circular list of old decoys when we restore.
//-----------------------------------------------------------------------------
int CNPC_Combine_Cannon::Restore( IRestore &restore ) { return BaseClass::Restore( restore ); }
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
float CNPC_Combine_Cannon::MaxYawSpeed( void ) { return 60; }
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Combine_Cannon::PrescheduleThink( void ) { BaseClass::PrescheduleThink(); // NOTE: We'll deal with this on the client
// Think faster if the beam is on, this gives the beam higher resolution.
if( m_pBeam ) { SetNextThink( gpGlobals->curtime + 0.03 ); } else { SetNextThink( gpGlobals->curtime + 0.1f ); }
// If the enemy has just stepped into view, or we've acquired a new enemy,
// Record the last time we've seen the enemy as right now.
//
// If the enemy has been out of sight for a full second, mark him eluded.
if( GetEnemy() != NULL ) { if( gpGlobals->curtime - GetEnemies()->LastTimeSeen( GetEnemy() ) > 30 ) { // Stop pestering enemies after 30 seconds of frustration.
GetEnemies()->ClearMemory( GetEnemy() ); SetEnemy(NULL); } } }
//---------------------------------------------------------
//---------------------------------------------------------
Vector CNPC_Combine_Cannon::EyePosition( void ) { return GetAbsOrigin(); }
//---------------------------------------------------------
//---------------------------------------------------------
Vector CNPC_Combine_Cannon::DesiredBodyTarget( CBaseEntity *pTarget ) { // By default, aim for the center
Vector vecTarget = pTarget->WorldSpaceCenter();
float flTimeSinceLastMiss = gpGlobals->curtime - m_flTimeLastShotMissed;
if( pTarget->GetFlags() & FL_CLIENT ) { if( !BaseClass::FVisible( vecTarget ) ) { // go to the player's eyes if his center is concealed.
// Bump up an inch so the player's not looking straight down a beam.
vecTarget = pTarget->EyePosition() + Vector( 0, 0, 1 ); } } else { if( pTarget->Classify() == CLASS_HEADCRAB ) { // Headcrabs are tiny inside their boxes.
vecTarget = pTarget->GetAbsOrigin(); vecTarget.z += 4.0; } else if( pTarget->Classify() == CLASS_ZOMBIE ) { if( flTimeSinceLastMiss > 0.0f && flTimeSinceLastMiss < 4.0f && hl2_episodic.GetBool() ) { vecTarget = pTarget->BodyTarget( GetBulletOrigin(), false ); } else { // Shoot zombies in the headcrab
vecTarget = pTarget->HeadTarget( GetBulletOrigin() ); } } else if( pTarget->Classify() == CLASS_ANTLION ) { // Shoot about a few inches above the origin. This makes it easy to hit antlions
// even if they are on their backs.
vecTarget = pTarget->GetAbsOrigin(); vecTarget.z += 18.0f; } else if( pTarget->Classify() == CLASS_EARTH_FAUNA ) { // Shoot birds in the center
} else { // Shoot NPCs in the chest
vecTarget.z += 8.0f; } }
return vecTarget; }
//---------------------------------------------------------
//---------------------------------------------------------
Vector CNPC_Combine_Cannon::LeadTarget( CBaseEntity *pTarget ) { if ( pTarget != NULL ) { Vector vecFuturePos; UTIL_PredictedPosition( pTarget, 0.05f, &vecFuturePos ); AdjustShotPosition( pTarget, &vecFuturePos );
return vecFuturePos; }
return vec3_origin; }
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Combine_Cannon::InputEnableSniper( inputdata_t &inputdata ) { ClearCondition( COND_CANNON_DISABLED ); SetCondition( COND_CANNON_ENABLED );
m_fEnabled = true; }
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Combine_Cannon::InputDisableSniper( inputdata_t &inputdata ) { ClearCondition( COND_CANNON_ENABLED ); SetCondition( COND_CANNON_DISABLED );
m_fEnabled = false; }
//---------------------------------------------------------
// See all NPC's easily.
//
// Only see the player if you can trace to both of his
// eyeballs. That is, allow the player to peek around corners.
// This is a little more expensive than the base class' check!
//---------------------------------------------------------
#define CANNON_EYE_DIST 0.75
#define CANNON_TARGET_VERTICAL_OFFSET Vector( 0, 0, 5 );
bool CNPC_Combine_Cannon::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) { // NPC
if ( pEntity->IsPlayer() == false ) return BaseClass::FVisible( pEntity, traceMask, ppBlocker );
if ( pEntity->GetFlags() & FL_NOTARGET ) return false;
Vector vecVerticalOffset; Vector vecRight; Vector vecEye; trace_t tr;
if( fabs( GetAbsOrigin().z - pEntity->WorldSpaceCenter().z ) <= 120.f ) { // If the player is around the same elevation, look straight at his eyes.
// At the same elevation, the vertical peeking allowance makes it too easy
// for a player to dispatch the sniper from cover.
vecVerticalOffset = vec3_origin; } else { // Otherwise, look at a spot below his eyes. This allows the player to back away
// from his cover a bit and have a peek at the sniper without being detected.
vecVerticalOffset = CANNON_TARGET_VERTICAL_OFFSET; }
AngleVectors( pEntity->GetLocalAngles(), NULL, &vecRight, NULL );
vecEye = vecRight * CANNON_EYE_DIST - vecVerticalOffset; UTIL_TraceLine( EyePosition(), pEntity->EyePosition() + vecEye, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
#if 0
NDebugOverlay::Line(EyePosition(), tr.endpos, 0,255,0, true, 0.1); #endif
bool fCheckFailed = false;
if ( tr.fraction != 1.0 && tr.m_pEnt != pEntity ) { fCheckFailed = true; }
// Don't check the other eye if the first eye failed.
if( !fCheckFailed ) { vecEye = -vecRight * CANNON_EYE_DIST - vecVerticalOffset; UTIL_TraceLine( EyePosition(), pEntity->EyePosition() + vecEye, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
#if 0
NDebugOverlay::Line(EyePosition(), tr.endpos, 0,255,0, true, 0.1); #endif
if ( tr.fraction != 1.0 && tr.m_pEnt != pEntity ) { fCheckFailed = true; } }
if( !fCheckFailed ) { // Can see the player.
return true; } // Now, if the check failed, see if the player is ducking and has recently
// fired a muzzleflash. If yes, see if you'd be able to see the player if
// they were standing in their current position instead of ducking. Since
// the sniper doesn't have a clear shot in this situation, he will harrass
// near the player.
CBasePlayer *pPlayer;
pPlayer = ToBasePlayer( pEntity );
if( (pPlayer->GetFlags() & FL_DUCKING) && pPlayer->MuzzleFlashTime() > gpGlobals->curtime ) { vecEye = pPlayer->EyePosition() + Vector( 0, 0, 32 ); UTIL_TraceLine( EyePosition(), vecEye, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if( tr.fraction != 1.0 ) { // Everything failed.
if (ppBlocker) { *ppBlocker = tr.m_pEnt; } return false; } else { // Fake being able to see the player.
return true; } }
if (ppBlocker) { *ppBlocker = tr.m_pEnt; }
return false; }
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_combine_cannon, CNPC_Combine_Cannon )
DECLARE_CONDITION( COND_CANNON_ENABLED ); DECLARE_CONDITION( COND_CANNON_DISABLED ); DECLARE_CONDITION( COND_CANNON_NO_SHOT );
DECLARE_TASK( TASK_CANNON_PAINT_ENEMY ); DECLARE_TASK( TASK_CANNON_ATTACK_CURSOR );
//=========================================================
// CAMP
//=========================================================
DEFINE_SCHEDULE ( SCHED_CANNON_CAMP,
" Tasks" " TASK_WAIT 1" " " " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_CAN_RANGE_ATTACK1" " COND_HEAR_DANGER" " COND_CANNON_DISABLED" )
//=========================================================
// ATTACK
//=========================================================
DEFINE_SCHEDULE ( SCHED_CANNON_ATTACK,
" Tasks" " TASK_CANNON_PAINT_ENEMY 0" " TASK_RANGE_ATTACK1 0" " " " Interrupts" " COND_HEAR_DANGER" " COND_CANNON_DISABLED" ) //=========================================================
// ATTACK
//=========================================================
DEFINE_SCHEDULE ( SCHED_CANNON_SNAPATTACK,
" Tasks" " TASK_CANNON_ATTACK_CURSOR 0" " " " Interrupts" " COND_ENEMY_OCCLUDED" " COND_ENEMY_DEAD" " COND_NEW_ENEMY" " COND_HEAR_DANGER" " COND_CANNON_DISABLED" )
//=========================================================
// Sniper is allowed to process a couple conditions while
// disabled, but mostly he waits until he's enabled.
//=========================================================
DEFINE_SCHEDULE ( SCHED_CANNON_DISABLEDWAIT,
" Tasks" " TASK_WAIT 0.5" " " " Interrupts" " COND_CANNON_ENABLED" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" )
AI_END_CUSTOM_NPC()
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