|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
// events
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "ai_motor.h"
#include "ai_squadslot.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "animation.h"
#include "basecombatweapon.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "te.h"
#include "hl1_ai_basenpc.h"
ConVar sk_agrunt_health( "sk_agrunt_health", "0" ); ConVar sk_agrunt_dmg_punch( "sk_agrunt_dmg_punch", "0" );
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define AGRUNT_AE_HORNET1 ( 1 )
#define AGRUNT_AE_HORNET2 ( 2 )
#define AGRUNT_AE_HORNET3 ( 3 )
#define AGRUNT_AE_HORNET4 ( 4 )
#define AGRUNT_AE_HORNET5 ( 5 )
// some events are set up in the QC file that aren't recognized by the code yet.
#define AGRUNT_AE_PUNCH ( 6 )
#define AGRUNT_AE_BITE ( 7 )
#define AGRUNT_AE_LEFT_FOOT ( 10 )
#define AGRUNT_AE_RIGHT_FOOT ( 11 )
#define AGRUNT_AE_LEFT_PUNCH ( 12 )
#define AGRUNT_AE_RIGHT_PUNCH ( 13 )
#define AGRUNT_MELEE_DIST 100
int iAgruntMuzzleFlash; int ACT_THREAT_DISPLAY;
// -----------------------------------------------
// > Squad slots
// -----------------------------------------------
enum AGruntSquadSlot_T { AGRUNT_SQUAD_SLOT_HORNET1 = LAST_SHARED_SQUADSLOT, AGRUNT_SQUAD_SLOT_HORNET2, AGRUNT_SQUAD_SLOT_CHASE, };
enum { SCHED_AGRUNT_FAIL = LAST_SHARED_SCHEDULE, SCHED_AGRUNT_COMBAT_FAIL, SCHED_AGRUNT_STANDOFF, SCHED_AGRUNT_SUPPRESS_HORNET, SCHED_AGRUNT_RANGE_ATTACK, SCHED_AGRUNT_HIDDEN_RANGE_ATTACK, SCHED_AGRUNT_TAKE_COVER_FROM_ENEMY, SCHED_AGRUNT_VICTORY_DANCE, SCHED_AGRUNT_THREAT_DISPLAY, };
//=========================================================
// monster-specific tasks
//=========================================================
enum { TASK_AGRUNT_SETUP_HIDE_ATTACK = LAST_SHARED_TASK, TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE, TASK_AGRUNT_RANGE_ATTACK1_NOTURN, };
class CNPC_AlienGrunt : public CHL1BaseNPC { DECLARE_CLASS( CNPC_AlienGrunt, CHL1BaseNPC ); public:
void Spawn( void ); void Precache( void );
float MaxYawSpeed( void ); Class_T Classify ( void ){ return CLASS_ALIEN_MILITARY; } int GetSoundInterests ( void ); void HandleAnimEvent( animevent_t *pEvent );
void AlertSound( void ); void DeathSound( const CTakeDamageInfo &info ); void PainSound( const CTakeDamageInfo &info ); void AttackSound( void );
bool ShouldSpeak( void ); void PrescheduleThink ( void ); bool FCanCheckAttacks ( void );
int MeleeAttack1Conditions ( float flDot, float flDist ); int RangeAttack1Conditions ( float flDot, float flDist ); void StopTalking ( void );
void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask );
int TranslateSchedule( int scheduleType ); //GetScheduleOfType
int SelectSchedule( void ); // GetSchedule
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); int IRelationPriority( CBaseEntity *pTarget ); /*
int IRelationship( CBaseEntity *pTarget ); */ public: DECLARE_DATADESC(); DEFINE_CUSTOM_AI; bool m_fCanHornetAttack; float m_flNextHornetAttackCheck;
float m_flNextPainTime;
// three hacky fields for speech stuff. These don't really need to be saved.
float m_flNextSpeakTime; float m_flNextWordTime; float m_flDamageTime; };
LINK_ENTITY_TO_CLASS( monster_alien_grunt, CNPC_AlienGrunt );
BEGIN_DATADESC( CNPC_AlienGrunt ) DEFINE_FIELD( m_fCanHornetAttack, FIELD_BOOLEAN ), DEFINE_FIELD( m_flNextHornetAttackCheck, FIELD_TIME ), DEFINE_FIELD( m_flNextPainTime, FIELD_TIME ), DEFINE_FIELD( m_flNextSpeakTime, FIELD_TIME ), DEFINE_FIELD( m_flNextWordTime, FIELD_TIME ), DEFINE_FIELD( m_flDamageTime, FIELD_TIME ), END_DATADESC()
int CNPC_AlienGrunt::IRelationPriority( CBaseEntity *pTarget ) { //I hate grunts more than anything.
if ( pTarget->Classify() == CLASS_HUMAN_MILITARY ) { if ( FClassnameIs( pTarget, "monster_human_grunt" ) ) { return ( BaseClass::IRelationPriority ( pTarget ) + 1 ); } }
return BaseClass::IRelationPriority( pTarget ); }
void CNPC_AlienGrunt::Spawn() { Precache();
SetModel( "models/agrunt.mdl"); UTIL_SetSize( this, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE );
Vector vecSurroundingMins( -32, -32, 0 ); Vector vecSurroundingMaxs( 32, 32, 85 ); CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );
SetMoveType( MOVETYPE_STEP ); m_bloodColor = BLOOD_COLOR_GREEN; ClearEffects(); m_iHealth = sk_agrunt_health.GetFloat(); m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
CapabilitiesClear(); CapabilitiesAdd ( bits_CAP_SQUAD | bits_CAP_MOVE_GROUND );
CapabilitiesAdd(bits_CAP_INNATE_RANGE_ATTACK1 );
// Innate range attack for kicking
CapabilitiesAdd(bits_CAP_INNATE_MELEE_ATTACK1 );
m_HackedGunPos = Vector( 24, 64, 48 );
m_flNextSpeakTime = m_flNextWordTime = gpGlobals->curtime + 10 + random->RandomInt( 0, 10 );
SetHullType(HULL_WIDE_HUMAN); SetHullSizeNormal();
SetRenderColor( 255, 255, 255, 255 ); NPCInit(); BaseClass::Spawn(); }
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_AlienGrunt::Precache() { PrecacheModel("models/agrunt.mdl");
iAgruntMuzzleFlash = PrecacheModel( "sprites/muz4.vmt" );
UTIL_PrecacheOther( "hornet" );
PrecacheScriptSound( "Weapon_Hornetgun.Single" ); PrecacheScriptSound( "AlienGrunt.LeftFoot" ); PrecacheScriptSound( "AlienGrunt.RightFoot" ); PrecacheScriptSound( "AlienGrunt.AttackHit" ); PrecacheScriptSound( "AlienGrunt.AttackMiss" ); PrecacheScriptSound( "AlienGrunt.Die" ); PrecacheScriptSound( "AlienGrunt.Alert" ); PrecacheScriptSound( "AlienGrunt.Attack" ); PrecacheScriptSound( "AlienGrunt.Pain" ); PrecacheScriptSound( "AlienGrunt.Idle" ); }
float CNPC_AlienGrunt::MaxYawSpeed( void ) { float ys;
switch ( GetActivity() ) { case ACT_TURN_LEFT: case ACT_TURN_RIGHT: ys = 110; break; default: ys = 100; }
return ys; }
int CNPC_AlienGrunt::GetSoundInterests ( void ) { return SOUND_WORLD | SOUND_COMBAT | SOUND_PLAYER | SOUND_DANGER; }
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CNPC_AlienGrunt::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case AGRUNT_AE_HORNET1: case AGRUNT_AE_HORNET2: case AGRUNT_AE_HORNET3: case AGRUNT_AE_HORNET4: case AGRUNT_AE_HORNET5: { // m_vecEnemyLKP should be center of enemy body
Vector vecArmPos; QAngle angArmDir; Vector vecDirToEnemy; QAngle angDir;
if (HasCondition( COND_SEE_ENEMY) && GetEnemy()) { Vector vecEnemyLKP = GetEnemy()->GetAbsOrigin();
vecDirToEnemy = ( ( vecEnemyLKP ) - GetAbsOrigin() ); VectorAngles( vecDirToEnemy, angDir ); VectorNormalize( vecDirToEnemy ); } else { angDir = GetAbsAngles(); angDir.x = -angDir.x;
Vector vForward; AngleVectors( angDir, &vForward ); vecDirToEnemy = vForward; }
DoMuzzleFlash();
// make angles +-180
if (angDir.x > 180) { angDir.x = angDir.x - 360; }
// SetBlending( 0, angDir.x );
GetAttachment( "0", vecArmPos, angArmDir );
vecArmPos = vecArmPos + vecDirToEnemy * 32; CPVSFilter filter( GetAbsOrigin() ); te->Sprite( filter, 0.0, &vecArmPos, iAgruntMuzzleFlash, random->RandomFloat( 0.4, 0.8 ), 128 );
CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, QAngle( 0, 0, 0 ), this );
Vector vForward; AngleVectors( angDir, &vForward ); pHornet->SetAbsVelocity( vForward * 300 ); pHornet->SetOwnerEntity( this ); EmitSound( "Weapon_Hornetgun.Single" );
CHL1BaseNPC *pHornetMonster = (CHL1BaseNPC *)pHornet->MyNPCPointer();
if ( pHornetMonster ) { pHornetMonster->SetEnemy( GetEnemy() ); } } break;
case AGRUNT_AE_LEFT_FOOT: // left foot
{ CPASAttenuationFilter filter2( this ); EmitSound( filter2, entindex(), "AlienGrunt.LeftFoot" ); } break; case AGRUNT_AE_RIGHT_FOOT: // right foot
{ CPASAttenuationFilter filter3( this ); EmitSound( filter3, entindex(), "AlienGrunt.RightFoot" ); } break;
case AGRUNT_AE_LEFT_PUNCH: { Vector vecMins = GetHullMins(); Vector vecMaxs = GetHullMaxs(); vecMins.z = vecMins.x; vecMaxs.z = vecMaxs.x;
CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, vecMins, vecMaxs, sk_agrunt_dmg_punch.GetFloat(), DMG_CLUB ); CPASAttenuationFilter filter4( this ); if ( pHurt ) { if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) ) pHurt->ViewPunch( QAngle( -25, 8, 0) );
Vector vRight; AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );
// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
if ( pHurt->IsPlayer() ) { // this is a player. Knock him around.
pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + vRight * 250 ); }
EmitSound(filter4, entindex(), "AlienGrunt.AttackHit" );
Vector vecArmPos; QAngle angArmAng; GetAttachment( 0, vecArmPos, angArmAng ); SpawnBlood(vecArmPos, g_vecAttackDir, pHurt->BloodColor(), 25);// a little surface blood.
} else { // Play a random attack miss sound
EmitSound(filter4, entindex(), "AlienGrunt.AttackMiss" ); } } break;
case AGRUNT_AE_RIGHT_PUNCH: { Vector vecMins = GetHullMins(); Vector vecMaxs = GetHullMaxs(); vecMins.z = vecMins.x; vecMaxs.z = vecMaxs.x;
CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, vecMins, vecMaxs, sk_agrunt_dmg_punch.GetFloat(), DMG_CLUB ); CPASAttenuationFilter filter5( this ); if ( pHurt ) { if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) ) pHurt->ViewPunch( QAngle( 25, 8, 0) );
// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
if ( pHurt->IsPlayer() ) { // this is a player. Knock him around.
Vector vRight; AngleVectors( GetAbsAngles(), NULL, &vRight, NULL ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + vRight * -250 ); }
EmitSound( filter5, entindex(), "AlienGrunt.AttackHit" );
Vector vecArmPos; QAngle angArmAng; GetAttachment( 0, vecArmPos, angArmAng ); SpawnBlood(vecArmPos, g_vecAttackDir, pHurt->BloodColor(), 25);// a little surface blood.
} else { // Play a random attack miss sound
EmitSound( filter5, entindex(), "AlienGrunt.AttackMiss" ); } } break;
default: BaseClass::HandleAnimEvent( pEvent ); break; } }
//=========================================================
// DieSound
//=========================================================
void CNPC_AlienGrunt::DeathSound( const CTakeDamageInfo &info ) { StopTalking();
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "AlienGrunt.Die" ); }
//=========================================================
// AlertSound
//=========================================================
void CNPC_AlienGrunt::AlertSound( void ) { StopTalking();
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "AlienGrunt.Alert" ); }
//=========================================================
// AttackSound
//=========================================================
void CNPC_AlienGrunt::AttackSound( void ) { StopTalking();
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "AlienGrunt.Attack" ); }
//=========================================================
// PainSound
//=========================================================
void CNPC_AlienGrunt::PainSound( const CTakeDamageInfo &info ) { if ( m_flNextPainTime > gpGlobals->curtime ) { return; }
m_flNextPainTime = gpGlobals->curtime + 0.6;
StopTalking();
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(),"AlienGrunt.Pain" ); }
//=========================================================
// ShouldSpeak - Should this agrunt be talking?
//=========================================================
bool CNPC_AlienGrunt::ShouldSpeak( void ) { if ( m_flNextSpeakTime > gpGlobals->curtime ) { // my time to talk is still in the future.
return FALSE; }
if ( m_spawnflags & SF_NPC_GAG ) { if ( m_NPCState != NPC_STATE_COMBAT ) { // if gagged, don't talk outside of combat.
// if not going to talk because of this, put the talk time
// into the future a bit, so we don't talk immediately after
// going into combat
m_flNextSpeakTime = gpGlobals->curtime + 3; return FALSE; } }
return TRUE; }
//=========================================================
// PrescheduleThink
//=========================================================
void CNPC_AlienGrunt::PrescheduleThink ( void ) { BaseClass::PrescheduleThink(); if ( ShouldSpeak() ) { if ( m_flNextWordTime < gpGlobals->curtime ) { // play a new sound
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "AlienGrunt.Idle" );
// is this word our last?
if ( random->RandomInt( 1, 10 ) <= 1 ) { // stop talking.
StopTalking(); } else { m_flNextWordTime = gpGlobals->curtime + random->RandomFloat( 0.5, 1 ); } } } }
//=========================================================
// FCanCheckAttacks - this is overridden for alien grunts
// because they can use their smart weapons against unseen
// enemies. Base class doesn't attack anyone it can't see.
//=========================================================
bool CNPC_AlienGrunt::FCanCheckAttacks ( void ) { if ( !HasCondition( COND_ENEMY_TOO_FAR ) ) return true; else return false; }
//=========================================================
// CheckMeleeAttack1 - alien grunts zap the crap out of
// any enemy that gets too close.
//=========================================================
int CNPC_AlienGrunt::MeleeAttack1Conditions ( float flDot, float flDist ) { if ( flDist > AGRUNT_MELEE_DIST ) return COND_NONE;
if ( flDot < 0.6 ) return COND_NONE;
if ( HasCondition ( COND_SEE_ENEMY ) && GetEnemy() != NULL ) return COND_CAN_MELEE_ATTACK1;
return COND_NONE; }
//=========================================================
// CheckRangeAttack1
//
// !!!LATER - we may want to load balance this. Several
// tracelines are done, so we may not want to do this every
// server frame. Definitely not while firing.
//=========================================================
int CNPC_AlienGrunt::RangeAttack1Conditions ( float flDot, float flDist ) { if ( gpGlobals->curtime < m_flNextHornetAttackCheck ) { if ( HasCondition( COND_SEE_ENEMY ) ) { if ( m_fCanHornetAttack == true ) { return COND_CAN_RANGE_ATTACK1; } else { return COND_NONE; } } else return COND_NONE; }
if ( flDist < AGRUNT_MELEE_DIST ) return COND_NONE;
if ( flDist > 1024 ) return COND_NONE;
if ( flDot < 0.5 ) return COND_NONE; if ( HasCondition( COND_SEE_ENEMY ) ) { trace_t tr; Vector vecArmPos; QAngle angArmDir; // verify that a shot fired from the gun will hit the enemy before the world.
// !!!LATER - we may wish to do something different for projectile weapons as opposed to instant-hit
GetAttachment( "0", vecArmPos, angArmDir ); UTIL_TraceLine( vecArmPos, GetEnemy()->BodyTarget( vecArmPos ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr); if ( tr.fraction == 1.0 || tr.m_pEnt == GetEnemy() ) { m_flNextHornetAttackCheck = gpGlobals->curtime + random->RandomFloat( 2, 5 ); m_fCanHornetAttack = true; return COND_CAN_RANGE_ATTACK1; } } m_flNextHornetAttackCheck = gpGlobals->curtime + 0.2;// don't check for half second if this check wasn't successful
m_fCanHornetAttack = false; return COND_NONE; }
//=========================================================
// StopTalking - won't speak again for 10-20 seconds.
//=========================================================
void CNPC_AlienGrunt::StopTalking( void ) { m_flNextWordTime = m_flNextSpeakTime = gpGlobals->curtime + 10 + random->RandomInt(0, 10); }
void CNPC_AlienGrunt::StartTask ( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_AGRUNT_RANGE_ATTACK1_NOTURN: { SetLastAttackTime( gpGlobals->curtime ); ResetIdealActivity( ACT_RANGE_ATTACK1 ); } break;
case TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE: { Vector forward; AngleVectors( GetAbsAngles(), &forward ); Vector flEnemyLKP = GetEnemyLKP();
GetNavigator()->SetGoal( flEnemyLKP - forward * 64, AIN_CLEAR_TARGET);
if ( GetNavigator()->SetGoal( flEnemyLKP - forward * 64, AIN_CLEAR_TARGET) ) { TaskComplete(); } else { Msg ( "AGruntGetPathToEnemyCorpse failed!!\n" ); TaskFail( FAIL_NO_ROUTE ); } } break;
case TASK_AGRUNT_SETUP_HIDE_ATTACK: // alien grunt shoots hornets back out into the open from a concealed location.
// try to find a spot to throw that gives the smart weapon a good chance of finding the enemy.
// ideally, this spot is along a line that is perpendicular to a line drawn from the agrunt to the enemy.
CHL1BaseNPC *pEnemyMonsterPtr;
pEnemyMonsterPtr = (CHL1BaseNPC *)GetEnemy()->MyNPCPointer();
if ( pEnemyMonsterPtr ) { Vector vecCenter, vForward, vRight, vecEnemyLKP; QAngle angTmp; trace_t tr; BOOL fSkip;
fSkip = FALSE; vecCenter = WorldSpaceCenter(); vecEnemyLKP = GetEnemyLKP();
VectorAngles( vecEnemyLKP - GetAbsOrigin(), angTmp ); SetAbsAngles( angTmp ); AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
UTIL_TraceLine( WorldSpaceCenter() + vForward * 128, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); if ( tr.fraction == 1.0 ) { GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() + vRight * 128 ); fSkip = TRUE; TaskComplete(); } if ( !fSkip ) { UTIL_TraceLine( WorldSpaceCenter() - vForward * 128, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); if ( tr.fraction == 1.0 ) { GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() - vRight * 128 ); fSkip = TRUE; TaskComplete(); } } if ( !fSkip ) { UTIL_TraceLine( WorldSpaceCenter() + vForward * 256, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); if ( tr.fraction == 1.0 ) { GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() + vRight * 256 ); fSkip = TRUE; TaskComplete(); } } if ( !fSkip ) { UTIL_TraceLine( WorldSpaceCenter() - vForward * 256, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); if ( tr.fraction == 1.0 ) { GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() - vRight * 256 ); fSkip = TRUE; TaskComplete(); } } if ( !fSkip ) { TaskFail( FAIL_NO_COVER ); } } else { Msg ( "AGRunt - no enemy monster ptr!!!\n" ); TaskFail( FAIL_NO_ENEMY ); } break;
default: BaseClass::StartTask ( pTask ); break; } }
void CNPC_AlienGrunt::RunTask( const Task_t *pTask ) { switch ( pTask->iTask ) { // NOTE: This is obsolete. Don't use it for HL2 code
case TASK_AGRUNT_RANGE_ATTACK1_NOTURN: { AutoMovement( );
if ( IsActivityFinished() ) { TaskComplete(); } break; }
default: BaseClass::RunTask( pTask ); } }
//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
int CNPC_AlienGrunt::SelectSchedule( void ) { if ( HasCondition( COND_HEAR_DANGER ) ) { return SCHED_TAKE_COVER_FROM_BEST_SOUND; }
switch ( m_NPCState ) { case NPC_STATE_COMBAT: { // dead enemy
if ( HasCondition( COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there.
return BaseClass::SelectSchedule(); }
if ( HasCondition( COND_NEW_ENEMY) ) { return SCHED_WAKE_ANGRY; }
// zap player!
if ( HasCondition ( COND_CAN_MELEE_ATTACK1 ) ) { AttackSound();// this is a total hack. Should be parto f the schedule
return SCHED_MELEE_ATTACK1; }
if ( HasCondition ( COND_HEAVY_DAMAGE ) ) { return SCHED_SMALL_FLINCH; }
// can attack
if ( HasCondition ( COND_CAN_RANGE_ATTACK1 ) && OccupyStrategySlotRange( AGRUNT_SQUAD_SLOT_HORNET1, AGRUNT_SQUAD_SLOT_HORNET2 ) ) { return SCHED_RANGE_ATTACK1; }
if ( OccupyStrategySlot ( AGRUNT_SQUAD_SLOT_CHASE ) ) { return SCHED_CHASE_ENEMY; }
return SCHED_STANDOFF; } }
return BaseClass::SelectSchedule(); }
int CNPC_AlienGrunt::TranslateSchedule( int scheduleType ) { switch ( scheduleType ) { case SCHED_TAKE_COVER_FROM_ENEMY: return SCHED_AGRUNT_TAKE_COVER_FROM_ENEMY; break; /*case SCHED_RANGE_ATTACK1:
if ( HasCondition( COND_SEE_ENEMY ) ) return SCHED_AGRUNT_RANGE_ATTACK; // else
// return SCHED_AGRUNT_HIDDEN_RANGE_ATTACK;
break;*/
case SCHED_STANDOFF: return SCHED_AGRUNT_STANDOFF; break;
case SCHED_VICTORY_DANCE: return SCHED_AGRUNT_VICTORY_DANCE; break; case SCHED_FAIL: // no fail schedule specified, so pick a good generic one.
{ if ( GetEnemy() != NULL ) { // I have an enemy
// !!!LATER - what if this enemy is really far away and i'm chasing him?
// this schedule will make me stop, face his last known position for 2
// seconds, and then try to move again
return SCHED_AGRUNT_COMBAT_FAIL; }
return SCHED_AGRUNT_FAIL; } break; } return BaseClass::TranslateSchedule( scheduleType ); }
void CNPC_AlienGrunt::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { CTakeDamageInfo ainfo = info; float flDamage = ainfo.GetDamage(); if ( ptr->hitgroup == 10 && (ainfo.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_CLUB))) { // hit armor
if ( m_flDamageTime != gpGlobals->curtime || (random->RandomInt(0,10) < 1) ) { CPVSFilter filter( ptr->endpos ); te->ArmorRicochet( filter, 0.0, &ptr->endpos, &ptr->plane.normal ); m_flDamageTime = gpGlobals->curtime; }
if ( random->RandomInt( 0, 1 ) == 0 ) { Vector vecTracerDir = vecDir;
vecTracerDir.x += random->RandomFloat( -0.3, 0.3 ); vecTracerDir.y += random->RandomFloat( -0.3, 0.3 ); vecTracerDir.z += random->RandomFloat( -0.3, 0.3 );
vecTracerDir = vecTracerDir * -512;
Vector vEndPos = ptr->endpos + vecTracerDir;
UTIL_Tracer( ptr->endpos, vEndPos, ENTINDEX( edict() ) ); }
flDamage -= 20; if (flDamage <= 0) flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
ainfo.SetDamage( flDamage ); } else { SpawnBlood( ptr->endpos, vecDir, BloodColor(), flDamage);// a little surface blood.
TraceBleed( flDamage, vecDir, ptr, ainfo.GetDamageType() ); }
AddMultiDamage( ainfo, this ); }
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
AI_BEGIN_CUSTOM_NPC( monster_alien_grunt, CNPC_AlienGrunt )
DECLARE_ACTIVITY( ACT_THREAT_DISPLAY )
DECLARE_TASK ( TASK_AGRUNT_SETUP_HIDE_ATTACK ) DECLARE_TASK ( TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE ) DECLARE_TASK ( TASK_AGRUNT_RANGE_ATTACK1_NOTURN )
DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_HORNET1 ) DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_HORNET2 ) DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_CHASE )
//=========================================================
// Fail Schedule
//=========================================================
DEFINE_SCHEDULE ( SCHED_AGRUNT_FAIL, " Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_WAIT 2" " TASK_WAIT_PVS 0" " " " Interrupts" " COND_CAN_RANGE_ATTACK1" " COND_CAN_MELEE_ATTACK1" )
//=========================================================
// Combat Fail Schedule
//=========================================================
DEFINE_SCHEDULE ( SCHED_AGRUNT_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_MELEE_ATTACK1" )
//=========================================================
// Standoff schedule. Used in combat when a monster is
// hiding in cover or the enemy has moved out of sight.
// Should we look around in this schedule?
//=========================================================
DEFINE_SCHEDULE ( SCHED_AGRUNT_STANDOFF, " Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_WAIT_FACE_ENEMY 2" " " " Interrupts" " COND_CAN_RANGE_ATTACK1" " COND_CAN_MELEE_ATTACK1" " COND_SEE_ENEMY" " COND_NEW_ENEMY" " COND_HEAR_DANGER" )
//=========================================================
// Suppress
//=========================================================
DEFINE_SCHEDULE ( SCHED_AGRUNT_SUPPRESS_HORNET, " Tasks" " TASK_STOP_MOVING 0" " TASK_RANGE_ATTACK1 0" )
//=========================================================
// primary range attacks
//=========================================================
DEFINE_SCHEDULE ( SCHED_AGRUNT_RANGE_ATTACK, " Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_RANGE_ATTACK1 0" " " " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_HEAVY_DAMAGE" )
DEFINE_SCHEDULE ( SCHED_AGRUNT_HIDDEN_RANGE_ATTACK, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_AGRUNT_STANDOFF" " TASK_AGRUNT_SETUP_HIDE_ATTACK 0" " TASK_STOP_MOVING 0" " TASK_FACE_IDEAL 0" " TASK_AGRUNT_RANGE_ATTACK1_NOTURN 0" " " " Interrupts" " COND_NEW_ENEMY" " COND_HEAVY_DAMAGE" " COND_HEAR_DANGER" )
//=========================================================
// Take cover from enemy! Tries lateral cover before node
// cover!
//=========================================================
DEFINE_SCHEDULE ( SCHED_AGRUNT_TAKE_COVER_FROM_ENEMY, " Tasks" " 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_FACE_ENEMY 0" " " " Interrupts" " COND_NEW_ENEMY" )
//=========================================================
// Victory dance!
//=========================================================
DEFINE_SCHEDULE ( SCHED_AGRUNT_VICTORY_DANCE, " Tasks" " TASK_STOP_MOVING 0" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_AGRUNT_THREAT_DISPLAY" " TASK_WAIT 0.2" " TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE 0" " TASK_WALK_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_FACE_ENEMY 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_THREAT_DISPLAY" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND" " " " Interrupts" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" )
//=========================================================
//=========================================================
DEFINE_SCHEDULE ( SCHED_AGRUNT_THREAT_DISPLAY, " Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_THREAT_DISPLAY" " " " Interrupts" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_HEAR_PLAYER" " COND_HEAR_COMBAT" " COND_HEAR_WORLD" )
AI_END_CUSTOM_NPC()
|