|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Antlion - nasty bug
//
//=============================================================================//
#include "cbase.h"
#include "ai_hint.h"
#include "ai_squad.h"
#include "ai_moveprobe.h"
#include "ai_route.h"
#include "npcevent.h"
#include "gib.h"
#include "entitylist.h"
#include "ndebugoverlay.h"
#include "antlion_dust.h"
#include "engine/IEngineSound.h"
#include "globalstate.h"
#include "movevars_shared.h"
#include "te_effect_dispatch.h"
#include "vehicle_base.h"
#include "mapentities.h"
#include "antlion_maker.h"
#include "npc_antlion.h"
#include "decals.h"
#include "hl2_shareddefs.h"
#include "explode.h"
#include "weapon_physcannon.h"
#include "baseparticleentity.h"
#include "props.h"
#include "particle_parse.h"
#include "ai_tacticalservices.h"
#ifdef HL2_EPISODIC
#include "grenade_spit.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//Debug visualization
ConVar g_debug_antlion( "g_debug_antlion", "0" );
// base antlion stuff
ConVar sk_antlion_health( "sk_antlion_health", "0" ); ConVar sk_antlion_swipe_damage( "sk_antlion_swipe_damage", "0" ); ConVar sk_antlion_jump_damage( "sk_antlion_jump_damage", "0" ); ConVar sk_antlion_air_attack_dmg( "sk_antlion_air_attack_dmg", "0" );
#ifdef HL2_EPISODIC
// workers
#define ANTLION_WORKERS_BURST() (true)
#define ANTLION_WORKER_BURST_IS_POISONOUS() (true)
ConVar sk_antlion_worker_burst_damage( "sk_antlion_worker_burst_damage", "50", FCVAR_NONE, "How much damage is inflicted by an antlion worker's death explosion." ); ConVar sk_antlion_worker_health( "sk_antlion_worker_health", "0", FCVAR_NONE, "Hitpoints of an antlion worker. If 0, will use base antlion hitpoints." ); ConVar sk_antlion_worker_spit_speed( "sk_antlion_worker_spit_speed", "0", FCVAR_NONE, "Speed at which an antlion spit grenade travels." );
// This must agree with the AntlionWorkerBurstRadius() function!
ConVar sk_antlion_worker_burst_radius( "sk_antlion_worker_burst_radius", "160", FCVAR_NONE, "Effect radius of an antlion worker's death explosion." );
#endif
ConVar g_test_new_antlion_jump( "g_test_new_antlion_jump", "1", FCVAR_ARCHIVE ); ConVar antlion_easycrush( "antlion_easycrush", "1" ); ConVar g_antlion_cascade_push( "g_antlion_cascade_push", "1", FCVAR_ARCHIVE ); ConVar g_debug_antlion_worker( "g_debug_antlion_worker", "0" );
extern ConVar bugbait_radius;
int AE_ANTLION_WALK_FOOTSTEP; int AE_ANTLION_MELEE_HIT1; int AE_ANTLION_MELEE_HIT2; int AE_ANTLION_MELEE_POUNCE; int AE_ANTLION_FOOTSTEP_SOFT; int AE_ANTLION_FOOTSTEP_HEAVY; int AE_ANTLION_START_JUMP; int AE_ANTLION_BURROW_IN; int AE_ANTLION_BURROW_OUT; int AE_ANTLION_VANISH; int AE_ANTLION_OPEN_WINGS; int AE_ANTLION_CLOSE_WINGS; int AE_ANTLION_MELEE1_SOUND; int AE_ANTLION_MELEE2_SOUND; int AE_ANTLION_WORKER_EXPLODE_SCREAM; int AE_ANTLION_WORKER_EXPLODE_WARN; int AE_ANTLION_WORKER_EXPLODE; int AE_ANTLION_WORKER_SPIT; int AE_ANTLION_WORKER_DONT_EXPLODE;
//Attack range definitions
#define ANTLION_MELEE1_RANGE 100.0f
#define ANTLION_MELEE2_RANGE 64.0f
#define ANTLION_MELEE2_RANGE_MAX 175.0f
#define ANTLION_MELEE2_RANGE_MIN 64.0f
#define ANTLION_JUMP_MIN 128.0f
#define ANTLION_JUMP_MAX_RISE 512.0f
#define ANTLION_JUMP_MAX 1024.0f
#define ANTLION_MIN_BUGBAIT_GOAL_TARGET_RADIUS 512
//Interaction IDs
int g_interactionAntlionFoundTarget = 0; int g_interactionAntlionFiredAtTarget = 0;
#define ANTLION_MODEL "models/antlion.mdl"
#define ANTLION_WORKER_MODEL "models/antlion_worker.mdl"
#define ANTLION_BURROW_IN 0
#define ANTLION_BURROW_OUT 1
#define ANTLION_BUGBAIT_NAV_TOLERANCE 200
#define ANTLION_OBEY_FOLLOW_TIME 5.0f
//==================================================
// AntlionSquadSlots
//==================================================
enum { SQUAD_SLOT_ANTLION_JUMP = LAST_SHARED_SQUADSLOT, SQUAD_SLOT_ANTLION_WORKER_FIRE, };
//==================================================
// Antlion Activities
//==================================================
int ACT_ANTLION_JUMP_START; int ACT_ANTLION_DISTRACT; int ACT_ANTLION_DISTRACT_ARRIVED; int ACT_ANTLION_BURROW_IN; int ACT_ANTLION_BURROW_OUT; int ACT_ANTLION_BURROW_IDLE; int ACT_ANTLION_RUN_AGITATED; int ACT_ANTLION_FLIP; int ACT_ANTLION_ZAP_FLIP; int ACT_ANTLION_POUNCE; int ACT_ANTLION_POUNCE_MOVING; int ACT_ANTLION_DROWN; int ACT_ANTLION_LAND; int ACT_ANTLION_WORKER_EXPLODE;
//==================================================
// CNPC_Antlion
//==================================================
CNPC_Antlion::CNPC_Antlion( void ) { m_flIdleDelay = 0.0f; m_flBurrowTime = 0.0f; m_flJumpTime = 0.0f; m_flPounceTime = 0.0f; m_flObeyFollowTime = 0.0f; m_iUnBurrowAttempts = 0;
m_flAlertRadius = 256.0f; m_flFieldOfView = -0.5f;
m_bStartBurrowed = false; m_bAgitatedSound = false; m_bWingsOpen = false; m_flIgnoreSoundTime = 0.0f; m_bHasHeardSound = false;
m_flNextAcknowledgeTime = 0.0f; m_flNextJumpPushTime = 0.0f;
m_vecLastJumpAttempt.Init(); m_vecSavedJump.Init();
m_hFightGoalTarget = NULL; m_hFollowTarget = NULL; m_bLoopingStarted = false;
m_bForcedStuckJump = false; m_nBodyBone = -1; m_bSuppressUnburrowEffects = false; }
LINK_ENTITY_TO_CLASS( npc_antlion, CNPC_Antlion );
//==================================================
// CNPC_Antlion::m_DataDesc
//==================================================
BEGIN_DATADESC( CNPC_Antlion )
DEFINE_KEYFIELD( m_bStartBurrowed, FIELD_BOOLEAN, "startburrowed" ), DEFINE_KEYFIELD( m_bIgnoreBugbait, FIELD_BOOLEAN, "ignorebugbait" ), DEFINE_KEYFIELD( m_flAlertRadius, FIELD_FLOAT, "radius" ), DEFINE_KEYFIELD( m_flEludeDistance, FIELD_FLOAT, "eludedist" ), DEFINE_KEYFIELD( m_bSuppressUnburrowEffects, FIELD_BOOLEAN, "unburroweffects" ),
DEFINE_FIELD( m_vecSaveSpitVelocity, FIELD_VECTOR ), DEFINE_FIELD( m_flIdleDelay, FIELD_TIME ), DEFINE_FIELD( m_flBurrowTime, FIELD_TIME ), DEFINE_FIELD( m_flJumpTime, FIELD_TIME ), DEFINE_FIELD( m_flPounceTime, FIELD_TIME ), DEFINE_FIELD( m_iUnBurrowAttempts, FIELD_INTEGER ), DEFINE_FIELD( m_iContext, FIELD_INTEGER ), DEFINE_FIELD( m_vecSavedJump, FIELD_VECTOR ), DEFINE_FIELD( m_vecLastJumpAttempt, FIELD_VECTOR ), DEFINE_FIELD( m_flIgnoreSoundTime, FIELD_TIME ), DEFINE_FIELD( m_vecHeardSound, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_bHasHeardSound, FIELD_BOOLEAN ), DEFINE_FIELD( m_bAgitatedSound, FIELD_BOOLEAN ), DEFINE_FIELD( m_bWingsOpen, FIELD_BOOLEAN ), DEFINE_FIELD( m_flNextAcknowledgeTime, FIELD_TIME ), DEFINE_FIELD( m_hFollowTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_hFightGoalTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_strParentSpawner, FIELD_STRING ), DEFINE_FIELD( m_flSuppressFollowTime, FIELD_FLOAT ), DEFINE_FIELD( m_MoveState, FIELD_INTEGER ), DEFINE_FIELD( m_flObeyFollowTime, FIELD_TIME ), DEFINE_FIELD( m_bLeapAttack, FIELD_BOOLEAN ), DEFINE_FIELD( m_bDisableJump, FIELD_BOOLEAN ), DEFINE_FIELD( m_flTimeDrown, FIELD_TIME ), DEFINE_FIELD( m_flTimeDrownSplash, FIELD_TIME ), DEFINE_FIELD( m_bDontExplode, FIELD_BOOLEAN ), DEFINE_FIELD( m_flNextJumpPushTime, FIELD_TIME ), DEFINE_FIELD( m_bForcedStuckJump, FIELD_BOOLEAN ), DEFINE_FIELD( m_flZapDuration, FIELD_TIME ), #if HL2_EPISODIC
DEFINE_FIELD( m_bHasDoneAirAttack, FIELD_BOOLEAN ), #endif
// DEFINE_FIELD( m_bLoopingStarted, FIELD_BOOLEAN ),
// m_FollowBehavior
// m_AssaultBehavior
DEFINE_INPUTFUNC( FIELD_VOID, "Unburrow", InputUnburrow ), DEFINE_INPUTFUNC( FIELD_VOID, "Burrow", InputBurrow ), DEFINE_INPUTFUNC( FIELD_VOID, "BurrowAway", InputBurrowAway ), DEFINE_INPUTFUNC( FIELD_STRING, "FightToPosition", InputFightToPosition ), DEFINE_INPUTFUNC( FIELD_STRING, "StopFightToPosition", InputStopFightToPosition ), DEFINE_INPUTFUNC( FIELD_VOID, "EnableJump", InputEnableJump ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableJump", InputDisableJump ), DEFINE_INPUTFUNC( FIELD_VOID, "IgnoreBugbait", InputIgnoreBugbait ), DEFINE_INPUTFUNC( FIELD_VOID, "HearBugbait", InputHearBugbait ), DEFINE_INPUTFUNC( FIELD_STRING, "JumpAtTarget", InputJumpAtTarget ),
DEFINE_OUTPUT( m_OnReachFightGoal, "OnReachedFightGoal" ), DEFINE_OUTPUT( m_OnUnBurrowed, "OnUnBurrowed" ),
// Function Pointers
DEFINE_ENTITYFUNC( Touch ), DEFINE_USEFUNC( BurrowUse ), DEFINE_THINKFUNC( ZapThink ),
// DEFINE_FIELD( FIELD_SHORT, m_hFootstep ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::Spawn( void ) { Precache();
#ifdef _XBOX
// Always fade the corpse
AddSpawnFlags( SF_NPC_FADE_CORPSE ); #endif // _XBOX
#ifdef HL2_EPISODIC
if ( IsWorker() ) { SetModel( ANTLION_WORKER_MODEL ); AddSpawnFlags( SF_NPC_LONG_RANGE ); SetBloodColor( BLOOD_COLOR_ANTLION_WORKER ); } else { SetModel( ANTLION_MODEL ); SetBloodColor( BLOOD_COLOR_ANTLION ); } #else
SetModel( ANTLION_MODEL ); SetBloodColor( BLOOD_COLOR_YELLOW ); #endif // HL2_EPISODIC
SetHullType(HULL_MEDIUM); SetHullSizeNormal(); SetDefaultEyeOffset(); SetNavType( NAV_GROUND );
m_NPCState = NPC_STATE_NONE;
#if HL2_EPISODIC
m_iHealth = ( IsWorker() ) ? sk_antlion_worker_health.GetFloat() : sk_antlion_health.GetFloat(); #else
m_iHealth = sk_antlion_health.GetFloat(); #endif // _DEBUG
SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
//Only do this if a squadname appears in the entity
if ( m_SquadName != NULL_STRING ) { CapabilitiesAdd( bits_CAP_SQUAD ); }
SetCollisionGroup( HL2COLLISION_GROUP_ANTLION );
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_MOVE_JUMP | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 ); // Workers shoot projectiles
if ( IsWorker() ) { CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 ); // CapabilitiesRemove( bits_CAP_INNATE_MELEE_ATTACK2 );
}
// JAY: Optimize these out for now
if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) == false ) CapabilitiesAdd( bits_CAP_SKIP_NAV_GROUND_CHECK );
NPCInit();
if ( IsWorker() ) { // Bump up the worker's eye position a bit
SetViewOffset( Vector( 0, 0, 32 ) ); }
// Antlions will always pursue
m_flDistTooFar = FLT_MAX;
m_bDisableJump = false;
//See if we're supposed to start burrowed
if ( m_bStartBurrowed ) { AddEffects( EF_NODRAW ); AddFlag( FL_NOTARGET ); m_spawnflags |= SF_NPC_GAG; AddSolidFlags( FSOLID_NOT_SOLID ); m_takedamage = DAMAGE_NO;
SetState( NPC_STATE_IDLE ); SetActivity( (Activity) ACT_ANTLION_BURROW_IDLE ); SetSchedule( SCHED_ANTLION_WAIT_FOR_UNBORROW_TRIGGER );
SetUse( &CNPC_Antlion::BurrowUse ); }
BaseClass::Spawn();
m_nSkin = random->RandomInt( 0, ANTLION_SKIN_COUNT-1 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::Activate( void ) { // If we're friendly to the player, setup a relationship to reflect it
if ( IsAllied() ) { // Handle all clients
for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer != NULL ) { AddEntityRelationship( pPlayer, D_LI, 99 ); } } }
BaseClass::Activate(); }
//-----------------------------------------------------------------------------
// Purpose: override this to simplify the physics shadow of the antlions
//-----------------------------------------------------------------------------
bool CNPC_Antlion::CreateVPhysics() { bool bRet = BaseClass::CreateVPhysics(); return bRet; }
// Use all the gibs
#define NUM_ANTLION_GIBS_UNIQUE 3
const char *pszAntlionGibs_Unique[NUM_ANTLION_GIBS_UNIQUE] = { "models/gibs/antlion_gib_large_1.mdl", "models/gibs/antlion_gib_large_2.mdl", "models/gibs/antlion_gib_large_3.mdl" };
#define NUM_ANTLION_GIBS_MEDIUM 3
const char *pszAntlionGibs_Medium[NUM_ANTLION_GIBS_MEDIUM] = { "models/gibs/antlion_gib_medium_1.mdl", "models/gibs/antlion_gib_medium_2.mdl", "models/gibs/antlion_gib_medium_3.mdl" };
// XBox doesn't use the smaller gibs, so don't cache them
#define NUM_ANTLION_GIBS_SMALL 3
const char *pszAntlionGibs_Small[NUM_ANTLION_GIBS_SMALL] = { "models/gibs/antlion_gib_small_1.mdl", "models/gibs/antlion_gib_small_2.mdl", "models/gibs/antlion_gib_small_3.mdl" };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::Precache( void ) { #ifdef HL2_EPISODIC
if ( IsWorker() ) { PrecacheModel( ANTLION_WORKER_MODEL ); PropBreakablePrecacheAll( MAKE_STRING( ANTLION_WORKER_MODEL ) ); UTIL_PrecacheOther( "grenade_spit" ); PrecacheParticleSystem( "blood_impact_antlion_worker_01" ); PrecacheParticleSystem( "antlion_gib_02" ); PrecacheParticleSystem( "blood_impact_yellow_01" ); } else #endif // HL2_EPISODIC
{ PrecacheModel( ANTLION_MODEL ); PropBreakablePrecacheAll( MAKE_STRING( ANTLION_MODEL ) ); PrecacheParticleSystem( "blood_impact_antlion_01" ); PrecacheParticleSystem( "AntlionGib" ); }
for ( int i = 0; i < NUM_ANTLION_GIBS_UNIQUE; ++i ) { PrecacheModel( pszAntlionGibs_Unique[ i ] ); } for ( int i = 0; i < NUM_ANTLION_GIBS_MEDIUM; ++i ) { PrecacheModel( pszAntlionGibs_Medium[ i ] ); } for ( int i = 0; i < NUM_ANTLION_GIBS_SMALL; ++i ) { PrecacheModel( pszAntlionGibs_Small[ i ] ); }
PrecacheScriptSound( "NPC_Antlion.RunOverByVehicle" ); PrecacheScriptSound( "NPC_Antlion.MeleeAttack" ); m_hFootstep = PrecacheScriptSound( "NPC_Antlion.Footstep" ); PrecacheScriptSound( "NPC_Antlion.BurrowIn" ); PrecacheScriptSound( "NPC_Antlion.BurrowOut" ); PrecacheScriptSound( "NPC_Antlion.FootstepSoft" ); PrecacheScriptSound( "NPC_Antlion.FootstepHeavy" ); PrecacheScriptSound( "NPC_Antlion.MeleeAttackSingle" ); PrecacheScriptSound( "NPC_Antlion.MeleeAttackDouble" ); PrecacheScriptSound( "NPC_Antlion.Distracted" ); PrecacheScriptSound( "NPC_Antlion.Idle" ); PrecacheScriptSound( "NPC_Antlion.Pain" ); PrecacheScriptSound( "NPC_Antlion.Land" ); PrecacheScriptSound( "NPC_Antlion.WingsOpen" ); PrecacheScriptSound( "NPC_Antlion.LoopingAgitated" ); PrecacheScriptSound( "NPC_Antlion.Distracted" );
#ifdef HL2_EPISODIC
PrecacheScriptSound( "NPC_Antlion.PoisonBurstScream" ); PrecacheScriptSound( "NPC_Antlion.PoisonBurstScreamSubmerged" ); PrecacheScriptSound( "NPC_Antlion.PoisonBurstExplode" ); PrecacheScriptSound( "NPC_Antlion.MeleeAttack_Muffled" ); PrecacheScriptSound( "NPC_Antlion.TrappedMetal" ); PrecacheScriptSound( "NPC_Antlion.ZappedFlip" ); PrecacheScriptSound( "NPC_Antlion.PoisonShoot" ); PrecacheScriptSound( "NPC_Antlion.PoisonBall" ); #endif
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
inline CBaseEntity *CNPC_Antlion::EntityToWatch( void ) { return ( m_hFollowTarget != NULL ) ? m_hFollowTarget.Get() : GetEnemy(); }
//-----------------------------------------------------------------------------
// Purpose: Cache whatever pose parameters we intend to use
//-----------------------------------------------------------------------------
void CNPC_Antlion::PopulatePoseParameters( void ) { m_poseHead_Pitch = LookupPoseParameter("head_pitch"); m_poseHead_Yaw = LookupPoseParameter("head_yaw" );
BaseClass::PopulatePoseParameters(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::UpdateHead( void ) { float yaw = GetPoseParameter( m_poseHead_Yaw ); float pitch = GetPoseParameter( m_poseHead_Pitch );
CBaseEntity *pTarget = EntityToWatch();
if ( pTarget != NULL ) { Vector enemyDir = pTarget->WorldSpaceCenter() - WorldSpaceCenter(); VectorNormalize( enemyDir ); if ( DotProduct( enemyDir, BodyDirection3D() ) < 0.0f ) { SetPoseParameter( m_poseHead_Yaw, UTIL_Approach( 0, yaw, 10 ) ); SetPoseParameter( m_poseHead_Pitch, UTIL_Approach( 0, pitch, 10 ) ); return; }
float facingYaw = VecToYaw( BodyDirection3D() ); float yawDiff = VecToYaw( enemyDir ); yawDiff = UTIL_AngleDiff( yawDiff, facingYaw + yaw );
float facingPitch = UTIL_VecToPitch( BodyDirection3D() ); float pitchDiff = UTIL_VecToPitch( enemyDir ); pitchDiff = UTIL_AngleDiff( pitchDiff, facingPitch + pitch );
SetPoseParameter( m_poseHead_Yaw, UTIL_Approach( yaw + yawDiff, yaw, 50 ) ); SetPoseParameter( m_poseHead_Pitch, UTIL_Approach( pitch + pitchDiff, pitch, 50 ) ); } else { SetPoseParameter( m_poseHead_Yaw, UTIL_Approach( 0, yaw, 10 ) ); SetPoseParameter( m_poseHead_Pitch, UTIL_Approach( 0, pitch, 10 ) ); } }
#define ANTLION_VIEW_FIELD_NARROW 0.85f
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::FInViewCone( CBaseEntity *pEntity ) { m_flFieldOfView = ( GetEnemy() != NULL ) ? ANTLION_VIEW_FIELD_NARROW : VIEW_FIELD_WIDE;
return BaseClass::FInViewCone( pEntity ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecSpot -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::FInViewCone( const Vector &vecSpot ) { m_flFieldOfView = ( GetEnemy() != NULL ) ? ANTLION_VIEW_FIELD_NARROW : VIEW_FIELD_WIDE;
return BaseClass::FInViewCone( vecSpot ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Antlion::CanBecomeRagdoll() { // This prevents us from dying in the regular way. It forces a schedule selection
// that will select SCHED_DIE, where we can do our poison burst thing.
#ifdef HL2_EPISODIC
if ( IsWorker() && ANTLION_WORKERS_BURST() ) { // If we're in a script, we're allowed to ragdoll. This lets the vort's dynamic
// interaction ragdoll us.
return ( m_NPCState == NPC_STATE_SCRIPT || m_bDontExplode ); } #endif
return BaseClass::CanBecomeRagdoll(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pVictim -
//-----------------------------------------------------------------------------
void CNPC_Antlion::Event_Killed( const CTakeDamageInfo &info ) { //Turn off wings
SetWings( false ); VacateStrategySlot();
if ( IsCurSchedule(SCHED_ANTLION_BURROW_IN) || IsCurSchedule(SCHED_ANTLION_BURROW_OUT) ) { AddEFlags( EF_NOSHADOW ); }
if ( info.GetDamageType() & DMG_CRUSH ) { CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, GetAbsOrigin(), 256, 0.5f, this ); }
BaseClass::Event_Killed( info );
CBaseEntity *pAttacker = info.GetInflictor();
if ( pAttacker && pAttacker->GetServerVehicle() && ShouldGib( info ) == true ) { trace_t tr; UTIL_TraceLine( GetAbsOrigin() + Vector( 0, 0, 64 ), pAttacker->GetAbsOrigin(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); UTIL_DecalTrace( &tr, "Antlion.Splat" );
SpawnBlood( GetAbsOrigin(), g_vecAttackDir, BloodColor(), info.GetDamage() );
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "NPC_Antlion.RunOverByVehicle" ); }
// Stop our zap effect!
SetContextThink( NULL, gpGlobals->curtime, "ZapThink" ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Antlion::MeleeAttack( float distance, float damage, QAngle &viewPunch, Vector &shove ) { Vector vecForceDir;
// Always hurt bullseyes for now
if ( ( GetEnemy() != NULL ) && ( GetEnemy()->Classify() == CLASS_BULLSEYE ) ) { vecForceDir = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin()); CTakeDamageInfo info( this, this, damage, DMG_SLASH ); CalculateMeleeDamageForce( &info, vecForceDir, GetEnemy()->GetAbsOrigin() ); GetEnemy()->TakeDamage( info ); return; }
CBaseEntity *pHurt = CheckTraceHullAttack( distance, -Vector(16,16,32), Vector(16,16,32), damage, DMG_SLASH, 5.0f );
if ( pHurt ) { vecForceDir = ( pHurt->WorldSpaceCenter() - WorldSpaceCenter() );
//FIXME: Until the interaction is setup, kill combine soldiers in one hit -- jdw
if ( FClassnameIs( pHurt, "npc_combine_s" ) ) { CTakeDamageInfo dmgInfo( this, this, pHurt->m_iHealth+25, DMG_SLASH ); CalculateMeleeDamageForce( &dmgInfo, vecForceDir, pHurt->GetAbsOrigin() ); pHurt->TakeDamage( dmgInfo ); return; }
CBasePlayer *pPlayer = ToBasePlayer( pHurt );
if ( pPlayer != NULL ) { //Kick the player angles
if ( !(pPlayer->GetFlags() & FL_GODMODE ) && pPlayer->GetMoveType() != MOVETYPE_NOCLIP ) { pPlayer->ViewPunch( viewPunch );
Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize(dir);
QAngle angles; VectorAngles( dir, angles ); Vector forward, right; AngleVectors( angles, &forward, &right, NULL );
//Push the target back
pHurt->ApplyAbsVelocityImpulse( - right * shove[1] - forward * shove[0] ); } }
// Play a random attack hit sound
EmitSound( "NPC_Antlion.MeleeAttack" ); } }
// Number of times the antlions will attempt to generate a random chase position
#define NUM_CHASE_POSITION_ATTEMPTS 3
//-----------------------------------------------------------------------------
// Purpose:
// Input : &targetPos -
// &result -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::FindChasePosition( const Vector &targetPos, Vector &result ) { if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) == true ) { result = targetPos; return true; }
Vector runDir = ( targetPos - GetAbsOrigin() ); VectorNormalize( runDir ); Vector vRight, vUp; VectorVectors( runDir, vRight, vUp );
for ( int i = 0; i < NUM_CHASE_POSITION_ATTEMPTS; i++ ) { result = targetPos; result += -runDir * random->RandomInt( 64, 128 ); result += vRight * random->RandomInt( -128, 128 ); //FIXME: We need to do a more robust search here
// Find a ground position and try to get there
if ( GetGroundPosition( result, result ) ) return true; } //TODO: If we're making multiple inquiries to this, make sure it's evenly spread
if ( g_debug_antlion.GetInt() == 1 ) { NDebugOverlay::Cross3D( result, -Vector(32,32,32), Vector(32,32,32), 255, 255, 0, true, 2.0f ); }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &testPos -
//-----------------------------------------------------------------------------
bool CNPC_Antlion::GetGroundPosition( const Vector &testPos, Vector &result ) { // Trace up to clear the ground
trace_t tr; AI_TraceHull( testPos, testPos + Vector( 0, 0, 64 ), NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
// If we're stuck in solid, this can't be valid
if ( tr.allsolid ) { if ( g_debug_antlion.GetInt() == 3 ) { NDebugOverlay::BoxDirection( testPos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ) + Vector( 0, 0, 128 ), Vector( 0, 0, 1 ), 255, 0, 0, true, 2.0f ); }
return false; }
if ( g_debug_antlion.GetInt() == 3 ) { NDebugOverlay::BoxDirection( testPos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ) + Vector( 0, 0, 128 ), Vector( 0, 0, 1 ), 0, 255, 0, true, 2.0f ); }
// Trace down to find the ground
AI_TraceHull( tr.endpos, tr.endpos - Vector( 0, 0, 128 ), NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
if ( g_debug_antlion.GetInt() == 3 ) { NDebugOverlay::BoxDirection( tr.endpos, NAI_Hull::Mins( GetHullType() ) - Vector( 0, 0, 256 ), NAI_Hull::Maxs( GetHullType() ), Vector( 0, 0, 1 ), 255, 255, 0, true, 2.0f ); }
// We must end up on the floor with this trace
if ( tr.fraction < 1.0f ) { if ( g_debug_antlion.GetInt() == 3 ) { NDebugOverlay::Cross3D( tr.endpos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), 255, 0, 0, true, 2.0f ); }
result = tr.endpos; return true; }
// Ended up in open space
return false; } void CNPC_Antlion::ManageFleeCapabilities( bool bEnable ) { if ( bEnable == false ) { //Remove the jump capabilty when we build our route.
//We'll enable it back again after the route has been built.
CapabilitiesRemove( bits_CAP_MOVE_JUMP );
if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) == false ) CapabilitiesRemove( bits_CAP_SKIP_NAV_GROUND_CHECK ); } else { if ( m_bDisableJump == false ) CapabilitiesAdd( bits_CAP_MOVE_JUMP );
if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) == false ) CapabilitiesAdd( bits_CAP_SKIP_NAV_GROUND_CHECK ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : soundType -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::GetPathToSoundFleePoint( int soundType ) { CSound *pSound = GetLoudestSoundOfType( soundType );
if ( pSound == NULL ) { //NOTENOTE: If you're here, there's a disparity between Listen() and GetLoudestSoundOfType() - jdw
TaskFail( "Unable to find thumper sound!" ); return false; }
ManageFleeCapabilities( false );
//Try and find a hint-node first
CHintCriteria hintCriteria;
hintCriteria.SetHintType( HINT_ANTLION_THUMPER_FLEE_POINT ); hintCriteria.SetFlag( bits_HINT_NODE_NEAREST ); hintCriteria.AddIncludePosition( WorldSpaceCenter(), 2500 );
CAI_Hint *pHint = CAI_HintManager::FindHint( WorldSpaceCenter(), hintCriteria );
Vector vecFleeGoal; Vector vecSoundPos = pSound->GetSoundOrigin();
// Put the sound location on the same plane as the antlion.
vecSoundPos.z = GetAbsOrigin().z;
Vector vecFleeDir = GetAbsOrigin() - vecSoundPos; VectorNormalize( vecFleeDir );
if ( pHint != NULL ) { // Get our goal position
pHint->GetPosition( this, &vecFleeGoal );
// Find a route to that position
AI_NavGoal_t goal( vecFleeGoal, (Activity) ACT_ANTLION_RUN_AGITATED, 128, AIN_DEF_FLAGS );
if ( GetNavigator()->SetGoal( goal ) ) { pHint->Lock( this ); pHint->Unlock( 2.0f );
GetNavigator()->SetArrivalActivity( (Activity) ACT_ANTLION_DISTRACT_ARRIVED ); GetNavigator()->SetArrivalDirection( -vecFleeDir );
ManageFleeCapabilities( true ); return true; } }
//Make us offset this a little at least
float flFleeYaw = VecToYaw( vecFleeDir ) + random->RandomInt( -20, 20 );
vecFleeDir = UTIL_YawToVector( flFleeYaw );
// Move us to the outer radius of the noise (with some randomness)
vecFleeGoal = vecSoundPos + vecFleeDir * ( pSound->Volume() + random->RandomInt( 32, 64 ) );
// Find a route to that position
AI_NavGoal_t goal( vecFleeGoal + Vector( 0, 0, 8 ), (Activity) ACT_ANTLION_RUN_AGITATED, 512, AIN_DEF_FLAGS );
if ( GetNavigator()->SetGoal( goal ) ) { GetNavigator()->SetArrivalActivity( (Activity) ACT_ANTLION_DISTRACT_ARRIVED ); GetNavigator()->SetArrivalDirection( -vecFleeDir );
ManageFleeCapabilities( true ); return true; }
ManageFleeCapabilities( true ); return false; }
//-----------------------------------------------------------------------------
// Purpose: Returns whether the enemy has been seen within the time period supplied
// Input : flTime - Timespan we consider
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::SeenEnemyWithinTime( float flTime ) { float flLastSeenTime = GetEnemies()->LastTimeSeen( GetEnemy() ); return ( flLastSeenTime != 0.0f && ( gpGlobals->curtime - flLastSeenTime ) < flTime ); }
//-----------------------------------------------------------------------------
// Purpose: Test whether this antlion can hit the target
//-----------------------------------------------------------------------------
bool CNPC_Antlion::InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions ) { if ( GetNextAttack() > gpGlobals->curtime ) return false;
// If we can see the enemy, or we've seen them in the last few seconds just try to lob in there
if ( SeenEnemyWithinTime( 3.0f ) ) { Vector vSpitPos; GetAttachment( "mouth", vSpitPos ); return GetSpitVector( vSpitPos, targetPos, &m_vecSaveSpitVelocity ); }
return BaseClass::InnateWeaponLOSCondition( ownerPos, targetPos, bSetConditions ); }
//
// FIXME: Create this in a better fashion!
//
Vector VecCheckThrowTolerance( CBaseEntity *pEdict, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flTolerance ) { flSpeed = MAX( 1.0f, flSpeed );
float flGravity = GetCurrentGravity();
Vector vecGrenadeVel = (vecSpot2 - vecSpot1);
// throw at a constant time
float time = vecGrenadeVel.Length( ) / flSpeed; vecGrenadeVel = vecGrenadeVel * (1.0 / time);
// adjust upward toss to compensate for gravity loss
vecGrenadeVel.z += flGravity * time * 0.5;
Vector vecApex = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5; vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5);
trace_t tr; UTIL_TraceLine( vecSpot1, vecApex, MASK_SOLID, pEdict, COLLISION_GROUP_NONE, &tr ); if (tr.fraction != 1.0) { // fail!
if ( g_debug_antlion_worker.GetBool() ) { NDebugOverlay::Line( vecSpot1, vecApex, 255, 0, 0, true, 5.0 ); }
return vec3_origin; }
if ( g_debug_antlion_worker.GetBool() ) { NDebugOverlay::Line( vecSpot1, vecApex, 0, 255, 0, true, 5.0 ); }
UTIL_TraceLine( vecApex, vecSpot2, MASK_SOLID_BRUSHONLY, pEdict, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction != 1.0 ) { bool bFail = true;
// Didn't make it all the way there, but check if we're within our tolerance range
if ( flTolerance > 0.0f ) { float flNearness = ( tr.endpos - vecSpot2 ).LengthSqr(); if ( flNearness < Square( flTolerance ) ) { if ( g_debug_antlion_worker.GetBool() ) { NDebugOverlay::Sphere( tr.endpos, vec3_angle, flTolerance, 0, 255, 0, 0, true, 5.0 ); }
bFail = false; } } if ( bFail ) { if ( g_debug_antlion_worker.GetBool() ) { NDebugOverlay::Line( vecApex, vecSpot2, 255, 0, 0, true, 5.0 ); NDebugOverlay::Sphere( tr.endpos, vec3_angle, flTolerance, 255, 0, 0, 0, true, 5.0 ); } return vec3_origin; } }
if ( g_debug_antlion_worker.GetBool() ) { NDebugOverlay::Line( vecApex, vecSpot2, 0, 255, 0, true, 5.0 ); }
return vecGrenadeVel; }
//-----------------------------------------------------------------------------
// Purpose: Get a toss direction that will properly lob spit to hit a target
// Input : &vecStartPos - Where the spit will start from
// &vecTarget - Where the spit is meant to land
// *vecOut - The resulting vector to lob the spit
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::GetSpitVector( const Vector &vecStartPos, const Vector &vecTarget, Vector *vecOut ) { // antlion workers exist only in episodic.
#if HL2_EPISODIC
// Try the most direct route
Vector vecToss = VecCheckThrowTolerance( this, vecStartPos, vecTarget, sk_antlion_worker_spit_speed.GetFloat(), (10.0f*12.0f) );
// If this failed then try a little faster (flattens the arc)
if ( vecToss == vec3_origin ) { vecToss = VecCheckThrowTolerance( this, vecStartPos, vecTarget, sk_antlion_worker_spit_speed.GetFloat() * 1.5f, (10.0f*12.0f) ); if ( vecToss == vec3_origin ) return false; }
// Save out the result
if ( vecOut ) { *vecOut = vecToss; }
return true; #else
return false; #endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flDuration -
//-----------------------------------------------------------------------------
void CNPC_Antlion::DelaySquadAttack( float flDuration ) { if ( GetSquad() ) { // Reduce the duration by as much as 50% of the total time to make this less robotic
float flAdjDuration = flDuration - random->RandomFloat( 0.0f, (flDuration*0.5f) ); GetSquad()->BroadcastInteraction( g_interactionAntlionFiredAtTarget, (void *)&flAdjDuration, this ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
//-----------------------------------------------------------------------------
void CNPC_Antlion::HandleAnimEvent( animevent_t *pEvent ) { #ifdef HL2_EPISODIC
// Handle the spit event
if ( pEvent->event == AE_ANTLION_WORKER_SPIT ) { if ( GetEnemy() ) { Vector vSpitPos; GetAttachment( "mouth", vSpitPos );
Vector vTarget; // If our enemy is looking at us and far enough away, lead him
if ( HasCondition( COND_ENEMY_FACING_ME ) && UTIL_DistApprox( GetAbsOrigin(), GetEnemy()->GetAbsOrigin() ) > (40*12) ) { UTIL_PredictedPosition( GetEnemy(), 0.5f, &vTarget ); vTarget.z = GetEnemy()->GetAbsOrigin().z; } else { // Otherwise he can't see us and he won't be able to dodge
vTarget = GetEnemy()->BodyTarget( vSpitPos, true ); } vTarget[2] += random->RandomFloat( 0.0f, 32.0f ); // Try and spit at our target
Vector vecToss; if ( GetSpitVector( vSpitPos, vTarget, &vecToss ) == false ) { // Now try where they were
if ( GetSpitVector( vSpitPos, m_vSavePosition, &vecToss ) == false ) { // Failing that, just shoot with the old velocity we calculated initially!
vecToss = m_vecSaveSpitVelocity; } }
// Find what our vertical theta is to estimate the time we'll impact the ground
Vector vecToTarget = ( vTarget - vSpitPos ); VectorNormalize( vecToTarget ); float flVelocity = VectorNormalize( vecToss ); float flCosTheta = DotProduct( vecToTarget, vecToss ); float flTime = (vSpitPos-vTarget).Length2D() / ( flVelocity * flCosTheta );
// Emit a sound where this is going to hit so that targets get a chance to act correctly
CSoundEnt::InsertSound( SOUND_DANGER, vTarget, (15*12), flTime, this );
// Don't fire again until this volley would have hit the ground (with some lag behind it)
SetNextAttack( gpGlobals->curtime + flTime + random->RandomFloat( 0.5f, 2.0f ) );
// Tell any squadmates not to fire for some portion of the time this volley will be in the air (except on hard)
if ( g_pGameRules->IsSkillLevel( SKILL_HARD ) == false ) DelaySquadAttack( flTime );
for ( int i = 0; i < 6; i++ ) { CGrenadeSpit *pGrenade = (CGrenadeSpit*) CreateEntityByName( "grenade_spit" ); pGrenade->SetAbsOrigin( vSpitPos ); pGrenade->SetAbsAngles( vec3_angle ); DispatchSpawn( pGrenade ); pGrenade->SetThrower( this ); pGrenade->SetOwnerEntity( this ); if ( i == 0 ) { pGrenade->SetSpitSize( SPIT_LARGE ); pGrenade->SetAbsVelocity( vecToss * flVelocity ); } else { pGrenade->SetAbsVelocity( ( vecToss + RandomVector( -0.035f, 0.035f ) ) * flVelocity ); pGrenade->SetSpitSize( random->RandomInt( SPIT_SMALL, SPIT_MEDIUM ) ); }
// Tumble through the air
pGrenade->SetLocalAngularVelocity( QAngle( random->RandomFloat( -250, -500 ), random->RandomFloat( -250, -500 ), random->RandomFloat( -250, -500 ) ) ); }
for ( int i = 0; i < 8; i++ ) { DispatchParticleEffect( "blood_impact_yellow_01", vSpitPos + RandomVector( -12.0f, 12.0f ), RandomAngle( 0, 360 ) ); }
EmitSound( "NPC_Antlion.PoisonShoot" ); } return; }
if ( pEvent->event == AE_ANTLION_WORKER_DONT_EXPLODE ) { m_bDontExplode = true; return; }
#endif // HL2_EPISODIC
if ( pEvent->event == AE_ANTLION_WALK_FOOTSTEP ) { MakeAIFootstepSound( 240.0f ); EmitSound( "NPC_Antlion.Footstep", m_hFootstep, pEvent->eventtime ); return; }
if ( pEvent->event == AE_ANTLION_MELEE_HIT1 ) { QAngle qa( 20.0f, 0.0f, -12.0f ); Vector vec( -250.0f, 1.0f, 1.0f ); MeleeAttack( ANTLION_MELEE1_RANGE, sk_antlion_swipe_damage.GetFloat(), qa, vec ); return; }
if ( pEvent->event == AE_ANTLION_MELEE_HIT2 ) { QAngle qa( 20.0f, 0.0f, 0.0f ); Vector vec( -350.0f, 1.0f, 1.0f ); MeleeAttack( ANTLION_MELEE1_RANGE, sk_antlion_swipe_damage.GetFloat(), qa, vec ); return; }
if ( pEvent->event == AE_ANTLION_MELEE_POUNCE ) { QAngle qa( 4.0f, 0.0f, 0.0f ); Vector vec( -250.0f, 1.0f, 1.0f ); MeleeAttack( ANTLION_MELEE2_RANGE, sk_antlion_swipe_damage.GetFloat(), qa, vec ); return; } if ( pEvent->event == AE_ANTLION_OPEN_WINGS ) { SetWings( true ); return; }
if ( pEvent->event == AE_ANTLION_CLOSE_WINGS ) { SetWings( false ); return; }
if ( pEvent->event == AE_ANTLION_VANISH ) { AddSolidFlags( FSOLID_NOT_SOLID ); m_takedamage = DAMAGE_NO; AddEffects( EF_NODRAW ); SetWings( false );
return; }
if ( pEvent->event == AE_ANTLION_BURROW_IN ) { //Burrowing sound
EmitSound( "NPC_Antlion.BurrowIn" );
//Shake the screen
UTIL_ScreenShake( GetAbsOrigin(), 0.5f, 80.0f, 1.0f, 256.0f, SHAKE_START );
//Throw dust up
CreateDust();
if ( GetHintNode() ) { GetHintNode()->Unlock( 2.0f ); }
return; }
if ( pEvent->event == AE_ANTLION_BURROW_OUT ) { EmitSound( "NPC_Antlion.BurrowOut" );
//Shake the screen
UTIL_ScreenShake( GetAbsOrigin(), 0.5f, 80.0f, 1.0f, 256.0f, SHAKE_START );
//Throw dust up
CreateDust();
RemoveEffects( EF_NODRAW ); RemoveFlag( FL_NOTARGET );
return; }
if ( pEvent->event == AE_ANTLION_FOOTSTEP_SOFT ) { EmitSound( "NPC_Antlion.FootstepSoft", pEvent->eventtime ); return; }
if ( pEvent->event == AE_ANTLION_FOOTSTEP_HEAVY ) { EmitSound( "NPC_Antlion.FootstepHeavy", pEvent->eventtime ); return; } if ( pEvent->event == AE_ANTLION_MELEE1_SOUND ) { EmitSound( "NPC_Antlion.MeleeAttackSingle" ); return; } if ( pEvent->event == AE_ANTLION_MELEE2_SOUND ) { EmitSound( "NPC_Antlion.MeleeAttackDouble" ); return; }
if ( pEvent->event == AE_ANTLION_START_JUMP ) { StartJump(); return; }
// antlion worker events
#if HL2_EPISODIC
if ( pEvent->event == AE_ANTLION_WORKER_EXPLODE_SCREAM ) { if ( GetWaterLevel() < 2 ) { EmitSound( "NPC_Antlion.PoisonBurstScream" ); } else { EmitSound( "NPC_Antlion.PoisonBurstScreamSubmerged" ); } return; }
if ( pEvent->event == AE_ANTLION_WORKER_EXPLODE_WARN ) { CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, GetAbsOrigin(), sk_antlion_worker_burst_radius.GetFloat(), 0.5f, this ); return; }
if ( pEvent->event == AE_ANTLION_WORKER_EXPLODE ) { CTakeDamageInfo info( this, this, sk_antlion_worker_burst_damage.GetFloat(), DMG_BLAST_SURFACE | ( ANTLION_WORKER_BURST_IS_POISONOUS() ? DMG_POISON : DMG_ACID ) ); Event_Gibbed( info ); return; } #endif
BaseClass::HandleAnimEvent( pEvent ); }
bool CNPC_Antlion::IsUnusableNode(int iNodeID, CAI_Hint *pHint) { bool iBaseReturn = BaseClass::IsUnusableNode( iNodeID, pHint );
if ( g_test_new_antlion_jump.GetBool() == 0 ) return iBaseReturn;
CAI_Node *pNode = GetNavigator()->GetNetwork()->GetNode( iNodeID );
if ( pNode ) { if ( pNode->IsLocked() ) return true; }
return iBaseReturn; }
void CNPC_Antlion::LockJumpNode( void ) { if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) == false ) return; if ( GetNavigator()->GetPath() == NULL ) return;
if ( g_test_new_antlion_jump.GetBool() == false ) return;
AI_Waypoint_t *pWaypoint = GetNavigator()->GetPath()->GetCurWaypoint();
while ( pWaypoint ) { AI_Waypoint_t *pNextWaypoint = pWaypoint->GetNext(); if ( pNextWaypoint && pNextWaypoint->NavType() == NAV_JUMP && pWaypoint->iNodeID != NO_NODE ) { CAI_Node *pNode = GetNavigator()->GetNetwork()->GetNode( pWaypoint->iNodeID );
if ( pNode ) { //NDebugOverlay::Box( pNode->GetOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 255, 0, 0, 0, 2 );
pNode->Lock( 0.5f ); break; } } else { pWaypoint = pWaypoint->GetNext(); } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Antlion::OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult ) { bool iBaseReturn = BaseClass::OnObstructionPreSteer( pMoveGoal, distClear, pResult );
if ( g_test_new_antlion_jump.GetBool() == false ) return iBaseReturn;
if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) == false ) return iBaseReturn;
CAI_BaseNPC *pBlocker = pMoveGoal->directTrace.pObstruction->MyNPCPointer();
if ( pBlocker && pBlocker->Classify() == CLASS_ANTLION ) { // HACKHACK
CNPC_Antlion *pAntlion = dynamic_cast< CNPC_Antlion * > ( pBlocker );
if ( pAntlion ) { if ( pAntlion->AllowedToBePushed() == true && GetEnemy() == NULL ) { //NDebugOverlay::Box( pAntlion->GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 255, 0, 0, 2 );
pAntlion->GetMotor()->SetIdealYawToTarget( WorldSpaceCenter() ); pAntlion->SetSchedule( SCHED_MOVE_AWAY ); pAntlion->m_flNextJumpPushTime = gpGlobals->curtime + 2.0f; } } }
return iBaseReturn; }
bool NPC_Antlion_IsAntlion( CBaseEntity *pEntity ) { CNPC_Antlion *pAntlion = dynamic_cast<CNPC_Antlion *>(pEntity);
return pAntlion ? true : false; }
class CTraceFilterAntlion : public CTraceFilterEntitiesOnly { public: CTraceFilterAntlion( const CBaseEntity *pEntity ) { m_pIgnore = pEntity; }
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
if ( m_pIgnore == pEntity ) return false; if ( pEntity->IsNPC() == false ) return false; if ( NPC_Antlion_IsAntlion( pEntity ) ) return true; return false; } private: const CBaseEntity *m_pIgnore; };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::StartTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_ANTLION_FIND_COVER_FROM_SAVEPOSITION: { Vector coverPos;
if ( GetTacticalServices()->FindCoverPos( m_vSavePosition, EyePosition(), 0, CoverRadius(), &coverPos ) ) { AI_NavGoal_t goal(coverPos, ACT_RUN, AIN_HULL_TOLERANCE); GetNavigator()->SetGoal( goal );
m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData; } else { // no coverwhatsoever.
TaskFail(FAIL_NO_COVER); } } break;
case TASK_ANNOUNCE_ATTACK: { EmitSound( "NPC_Antlion.MeleeAttackSingle" ); TaskComplete(); break; }
case TASK_ANTLION_FACE_JUMP: break;
case TASK_ANTLION_DROWN: { // Set the gravity really low here! Sink slowly
SetGravity( 0 ); SetAbsVelocity( vec3_origin ); m_flTimeDrownSplash = gpGlobals->curtime + random->RandomFloat( 0, 0.5 ); m_flTimeDrown = gpGlobals->curtime + 4; break; }
case TASK_ANTLION_REACH_FIGHT_GOAL:
m_OnReachFightGoal.FireOutput( this, this ); TaskComplete(); break;
case TASK_ANTLION_DISMOUNT_NPC: { CBaseEntity *pGroundEnt = GetGroundEntity(); if( pGroundEnt != NULL ) { trace_t trace; CTraceFilterAntlion traceFilter( this ); AI_TraceHull( GetAbsOrigin(), GetAbsOrigin(), WorldAlignMins(), WorldAlignMaxs(), MASK_SOLID, &traceFilter, &trace );
if ( trace.m_pEnt ) { m_bDontExplode = true; OnTakeDamage( CTakeDamageInfo( this, this, m_iHealth+1, DMG_GENERIC ) ); return; }
// Jump behind the other NPC so I don't block their path.
Vector vecJumpDir;
pGroundEnt->GetVectors( &vecJumpDir, NULL, NULL );
SetGroundEntity( NULL ); // Bump up
UTIL_SetOrigin( this, GetAbsOrigin() + Vector( 0, 0 , 1 ) ); SetAbsVelocity( vecJumpDir * -200 + Vector( 0, 0, 100 ) );
// Doing ACT_RESET first assures they play the animation, even when in transition
ResetActivity(); SetActivity( (Activity) ACT_ANTLION_FLIP ); } else { // Dead or gone now
TaskComplete(); } }
break;
case TASK_ANTLION_FACE_BUGBAIT: //Must have a saved sound
//FIXME: This isn't assured to be still pointing to the right place, need to protect this
if ( !m_bHasHeardSound ) { TaskFail( "No remembered bug bait sound to run to!" ); return; }
GetMotor()->SetIdealYawToTargetAndUpdate( m_vecHeardSound ); SetTurnActivity();
break; case TASK_ANTLION_GET_PATH_TO_BUGBAIT: { //Must have a saved sound
//FIXME: This isn't assured to be still pointing to the right place, need to protect this
if ( !m_bHasHeardSound ) { TaskFail( "No remembered bug bait sound to run to!" ); return; } Vector goalPos;
// Find the position to chase to
if ( FindChasePosition( m_vecHeardSound, goalPos ) ) { AI_NavGoal_t goal( goalPos, (Activity) ACT_ANTLION_RUN_AGITATED, ANTLION_BUGBAIT_NAV_TOLERANCE ); //Try to run directly there
if ( GetNavigator()->SetGoal( goal, AIN_DISCARD_IF_FAIL ) == false ) { //Try and get as close as possible otherwise
AI_NavGoal_t nearGoal( GOALTYPE_LOCATION_NEAREST_NODE, goalPos, (Activity) ACT_ANTLION_RUN_AGITATED, ANTLION_BUGBAIT_NAV_TOLERANCE );
if ( GetNavigator()->SetGoal( nearGoal, AIN_CLEAR_PREVIOUS_STATE ) ) { //FIXME: HACK! The internal pathfinding is setting this without our consent, so override it!
ClearCondition( COND_TASK_FAILED );
LockJumpNode(); TaskComplete(); return; } else { TaskFail( "Antlion failed to find path to bugbait position\n" ); return; } } else { LockJumpNode(); TaskComplete(); return; } }
TaskFail( "Antlion failed to find path to bugbait position\n" ); break; }
case TASK_ANTLION_WAIT_FOR_TRIGGER: m_flIdleDelay = gpGlobals->curtime + 1.0f;
break;
case TASK_ANTLION_JUMP: if ( CheckLanding() ) { TaskComplete(); }
break;
case TASK_ANTLION_CHECK_FOR_UNBORROW: m_iUnBurrowAttempts = 0;
if ( ValidBurrowPoint( GetAbsOrigin() ) ) { m_spawnflags &= ~SF_NPC_GAG; RemoveSolidFlags( FSOLID_NOT_SOLID ); TaskComplete(); }
break;
case TASK_ANTLION_BURROW_WAIT: if ( pTask->flTaskData == 1.0f ) { //Set our next burrow time
m_flBurrowTime = gpGlobals->curtime + random->RandomFloat( 1, 6 ); }
break;
case TASK_ANTLION_FIND_BURROW_IN_POINT: if ( FindBurrow( GetAbsOrigin(), pTask->flTaskData, ANTLION_BURROW_IN ) == false ) { TaskFail( "TASK_ANTLION_FIND_BURROW_IN_POINT: Unable to find burrow in position\n" ); } else { TaskComplete(); }
break;
case TASK_ANTLION_FIND_BURROW_OUT_POINT: if ( FindBurrow( GetAbsOrigin(), pTask->flTaskData, ANTLION_BURROW_OUT ) == false ) { TaskFail( "TASK_ANTLION_FIND_BURROW_OUT_POINT: Unable to find burrow out position\n" ); } else { TaskComplete(); }
break;
case TASK_ANTLION_BURROW: Burrow(); TaskComplete();
break;
case TASK_ANTLION_UNBURROW: Unburrow(); TaskComplete();
break;
case TASK_ANTLION_VANISH: AddEffects( EF_NODRAW ); AddFlag( FL_NOTARGET ); m_spawnflags |= SF_NPC_GAG; // If the task parameter is non-zero, remove us when we vanish
if ( pTask->flTaskData ) { CBaseEntity *pOwner = GetOwnerEntity(); if( pOwner != NULL ) { pOwner->DeathNotice( this ); SetOwnerEntity( NULL ); }
// NOTE: We can't UTIL_Remove here, because we're in the middle of running our AI, and
// we'll crash later in the bowels of the AI. Remove ourselves next frame.
SetThink( &CNPC_Antlion::SUB_Remove ); SetNextThink( gpGlobals->curtime + 0.1 ); }
TaskComplete();
break;
case TASK_ANTLION_GET_THUMPER_ESCAPE_PATH: { if ( GetPathToSoundFleePoint( SOUND_THUMPER ) ) { TaskComplete(); } else { TaskFail( FAIL_NO_REACHABLE_NODE ); } } break;
case TASK_ANTLION_GET_PHYSICS_DANGER_ESCAPE_PATH: { if ( GetPathToSoundFleePoint( SOUND_PHYSICS_DANGER ) ) { TaskComplete(); } else { TaskFail( FAIL_NO_REACHABLE_NODE ); } } break;
default: BaseClass::StartTask( pTask ); break; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CNPC_Antlion::RunTask( const Task_t *pTask ) { // some state that needs be set each frame
#if HL2_EPISODIC
if ( GetFlags() & FL_ONGROUND ) { m_bHasDoneAirAttack = false; } #endif
switch ( pTask->iTask ) { case TASK_ANTLION_FACE_JUMP: { Vector jumpDir = m_vecSavedJump; VectorNormalize( jumpDir ); QAngle jumpAngles; VectorAngles( jumpDir, jumpAngles );
GetMotor()->SetIdealYawAndUpdate( jumpAngles[YAW], AI_KEEP_YAW_SPEED ); SetTurnActivity(); if ( GetMotor()->DeltaIdealYaw() < 2 ) { TaskComplete(); } }
break;
case TASK_ANTLION_DROWN: { if ( gpGlobals->curtime > m_flTimeDrownSplash ) { float flWaterZ = UTIL_FindWaterSurface( GetAbsOrigin(), GetAbsOrigin().z, GetAbsOrigin().z + NAI_Hull::Maxs( GetHullType() ).z );
CEffectData data; data.m_fFlags = 0; data.m_vOrigin = GetAbsOrigin(); data.m_vOrigin.z = flWaterZ; data.m_vNormal = Vector( 0, 0, 1 ); data.m_flScale = random->RandomFloat( 12.0, 16.0 );
DispatchEffect( "watersplash", data ); m_flTimeDrownSplash = gpGlobals->curtime + random->RandomFloat( 0.5, 2.5 ); } if ( gpGlobals->curtime > m_flTimeDrown ) { m_bDontExplode = true; OnTakeDamage( CTakeDamageInfo( this, this, m_iHealth+1, DMG_DROWN ) ); TaskComplete(); } break; }
case TASK_ANTLION_REACH_FIGHT_GOAL: break;
case TASK_ANTLION_DISMOUNT_NPC: if ( GetFlags() & FL_ONGROUND ) { CBaseEntity *pGroundEnt = GetGroundEntity();
if ( ( pGroundEnt != NULL ) && ( ( pGroundEnt->MyNPCPointer() != NULL ) || pGroundEnt->GetSolidFlags() & FSOLID_NOT_STANDABLE ) ) { // Jump behind the other NPC so I don't block their path.
Vector vecJumpDir;
pGroundEnt->GetVectors( &vecJumpDir, NULL, NULL );
SetGroundEntity( NULL ); // Bump up
UTIL_SetOrigin( this, GetAbsOrigin() + Vector( 0, 0 , 1 ) ); Vector vecRandom = RandomVector( -250.0f, 250.0f ); vecRandom[2] = random->RandomFloat( 100.0f, 200.0f ); SetAbsVelocity( vecRandom );
// Doing ACT_RESET first assures they play the animation, even when in transition
ResetActivity(); SetActivity( (Activity) ACT_ANTLION_FLIP ); } else if ( IsActivityFinished() ) { TaskComplete(); } } break;
case TASK_ANTLION_FACE_BUGBAIT: //Must have a saved sound
//FIXME: This isn't assured to be still pointing to the right place, need to protect this
if ( !m_bHasHeardSound ) { TaskFail( "No remembered bug bait sound to run to!" ); return; }
GetMotor()->SetIdealYawToTargetAndUpdate( m_vecHeardSound );
if ( FacingIdeal() ) { TaskComplete(); }
break;
case TASK_ANTLION_WAIT_FOR_TRIGGER: if ( ( m_flIdleDelay > gpGlobals->curtime ) || GetEntityName() != NULL_STRING ) return;
TaskComplete();
break;
case TASK_ANTLION_JUMP:
if ( CheckLanding() ) { TaskComplete(); }
break;
case TASK_ANTLION_CHECK_FOR_UNBORROW: //Must wait for our next check time
if ( m_flBurrowTime > gpGlobals->curtime ) return;
//See if we can pop up
if ( ValidBurrowPoint( GetAbsOrigin() ) ) { m_spawnflags &= ~SF_NPC_GAG; RemoveSolidFlags( FSOLID_NOT_SOLID );
TaskComplete(); return; }
//Try again in a couple of seconds
m_flBurrowTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 1.0f ); m_iUnBurrowAttempts++;
// Robin: If we fail 10 times, kill ourself.
// This deals with issues where the game relies out antlion spawners
// firing their OnBlocked output, but the spawner isn't attempting to
// spawn because it has multiple live children lying around stuck under
// physics props unable to unburrow.
if ( m_iUnBurrowAttempts >= 10 ) { m_bDontExplode = true; m_takedamage = DAMAGE_YES; OnTakeDamage( CTakeDamageInfo( this, this, m_iHealth+1, DMG_GENERIC ) ); }
break;
case TASK_ANTLION_BURROW_WAIT: //See if enough time has passed
if ( m_flBurrowTime < gpGlobals->curtime ) { TaskComplete(); } break;
default: BaseClass::RunTask( pTask ); break; } }
bool CNPC_Antlion::AllowedToBePushed( void ) { if ( IsCurSchedule( SCHED_ANTLION_BURROW_WAIT ) || IsCurSchedule(SCHED_ANTLION_BURROW_IN) || IsCurSchedule(SCHED_ANTLION_BURROW_OUT) || IsCurSchedule(SCHED_ANTLION_BURROW_AWAY ) || IsCurSchedule( SCHED_ANTLION_RUN_TO_FIGHT_GOAL ) ) return false;
if ( IsRunningDynamicInteraction() ) return false;
if ( IsMoving() == false && IsCurSchedule( SCHED_ANTLION_FLIP ) == false && GetNavType() != NAV_JUMP && m_flNextJumpPushTime <= gpGlobals->curtime ) { return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Returns true if a reasonable jumping distance
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Antlion::IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const { const float MAX_JUMP_RISE = 512; const float MAX_JUMP_DROP = 512; const float MAX_JUMP_DISTANCE = 1024; const float MIN_JUMP_DISTANCE = 128;
if ( CAntlionRepellant::IsPositionRepellantFree( endPos ) == false ) return false; //Adrian: Don't try to jump if my destination is right next to me.
if ( ( endPos - GetAbsOrigin()).Length() < MIN_JUMP_DISTANCE ) return false;
if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) && g_test_new_antlion_jump.GetBool() == true ) { trace_t tr; AI_TraceHull( endPos, endPos, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr ); if ( tr.m_pEnt ) { CAI_BaseNPC *pBlocker = tr.m_pEnt->MyNPCPointer();
if ( pBlocker && pBlocker->Classify() == CLASS_ANTLION ) { // HACKHACK
CNPC_Antlion *pAntlion = dynamic_cast< CNPC_Antlion * > ( pBlocker );
if ( pAntlion ) { if ( pAntlion->AllowedToBePushed() == true ) { // NDebugOverlay::Line( GetAbsOrigin(), endPos, 255, 0, 0, 0, 2 );
// NDebugOverlay::Box( pAntlion->GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 0, 255, 0, 2 );
pAntlion->GetMotor()->SetIdealYawToTarget( endPos ); pAntlion->SetSchedule( SCHED_MOVE_AWAY ); pAntlion->m_flNextJumpPushTime = gpGlobals->curtime + 2.0f; } } } } }
return BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DROP, MAX_JUMP_DISTANCE ); }
bool CNPC_Antlion::IsFirmlyOnGround( void ) { if( !( GetFlags()&FL_ONGROUND ) ) return false;
trace_t tr;
float flHeight = fabs( GetHullMaxs().z - GetHullMins().z ); Vector vOrigin = GetAbsOrigin() + Vector( GetHullMins().x, GetHullMins().y, 0 ); // NDebugOverlay::Line( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), 255, 0, 0, true, 5 );
UTIL_TraceLine( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
if ( tr.fraction != 1.0f ) return true; vOrigin = GetAbsOrigin() - Vector( GetHullMins().x, GetHullMins().y, 0 ); // NDebugOverlay::Line( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), 255, 0, 0, true, 5 );
UTIL_TraceLine( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
if ( tr.fraction != 1.0f ) return true;
vOrigin = GetAbsOrigin() + Vector( GetHullMins().x, -GetHullMins().y, 0 ); // NDebugOverlay::Line( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), 255, 0, 0, true, 5 );
UTIL_TraceLine( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
if ( tr.fraction != 1.0f ) return true;
vOrigin = GetAbsOrigin() + Vector( -GetHullMins().x, GetHullMins().y, 0 ); // NDebugOverlay::Line( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), 255, 0, 0, true, 5 );
UTIL_TraceLine( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
if ( tr.fraction != 1.0f ) return true; return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_Antlion::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ) { if ( m_FollowBehavior.GetNumFailedFollowAttempts() >= 2 ) { if( IsFirmlyOnGround() == false ) { Vector vecJumpDir; vecJumpDir.z = 0; vecJumpDir.x = 0; vecJumpDir.y = 0; while( vecJumpDir.x == 0 && vecJumpDir.y == 0 ) { vecJumpDir.x = random->RandomInt( -1, 1 ); vecJumpDir.y = random->RandomInt( -1, 1 ); }
vecJumpDir.NormalizeInPlace();
SetGroundEntity( NULL ); m_vecSavedJump = vecJumpDir * 512 + Vector( 0, 0, 256 ); m_bForcedStuckJump = true; return SCHED_ANTLION_JUMP; } }
// Catch the LOF failure and choose another route to take
if ( failedSchedule == SCHED_ESTABLISH_LINE_OF_FIRE ) return SCHED_ANTLION_WORKER_FLANK_RANDOM;
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode ); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::ShouldJump( void ) { if ( GetEnemy() == NULL ) return false;
//Too soon to try to jump
if ( m_flJumpTime > gpGlobals->curtime ) return false;
// only jump if you're on the ground
if (!(GetFlags() & FL_ONGROUND) || GetNavType() == NAV_JUMP ) return false;
// Don't jump if I'm not allowed
if ( ( CapabilitiesGet() & bits_CAP_MOVE_JUMP ) == false ) return false;
Vector vEnemyForward, vForward;
GetEnemy()->GetVectors( &vEnemyForward, NULL, NULL ); GetVectors( &vForward, NULL, NULL );
float flDot = DotProduct( vForward, vEnemyForward );
if ( flDot < 0.5f ) flDot = 0.5f;
Vector vecPredictedPos;
//Get our likely position in two seconds
UTIL_PredictedPosition( GetEnemy(), flDot * 2.5f, &vecPredictedPos );
// Don't jump if we're already near the target
if ( ( GetAbsOrigin() - vecPredictedPos ).LengthSqr() < (512*512) ) return false;
//Don't retest if the target hasn't moved enough
//FIXME: Check your own distance from last attempt as well
if ( ( ( m_vecLastJumpAttempt - vecPredictedPos ).LengthSqr() ) < (128*128) ) { m_flJumpTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 2.0f ); return false; }
Vector targetDir = ( vecPredictedPos - GetAbsOrigin() );
float flDist = VectorNormalize( targetDir );
// don't jump at target it it's very close
if (flDist < ANTLION_JUMP_MIN) return false;
Vector targetPos = vecPredictedPos + ( targetDir * (GetHullWidth()*4.0f) );
if ( CAntlionRepellant::IsPositionRepellantFree( targetPos ) == false ) return false;
// Try the jump
AIMoveTrace_t moveTrace; GetMoveProbe()->MoveLimit( NAV_JUMP, GetAbsOrigin(), targetPos, MASK_NPCSOLID, GetNavTargetEntity(), &moveTrace );
//See if it succeeded
if ( IsMoveBlocked( moveTrace.fStatus ) ) { if ( g_debug_antlion.GetInt() == 2 ) { NDebugOverlay::Box( targetPos, GetHullMins(), GetHullMaxs(), 255, 0, 0, 0, 5 ); NDebugOverlay::Line( GetAbsOrigin(), targetPos, 255, 0, 0, 0, 5 ); }
m_flJumpTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 2.0f ); return false; }
if ( g_debug_antlion.GetInt() == 2 ) { NDebugOverlay::Box( targetPos, GetHullMins(), GetHullMaxs(), 0, 255, 0, 0, 5 ); NDebugOverlay::Line( GetAbsOrigin(), targetPos, 0, 255, 0, 0, 5 ); }
//Save this jump in case the next time fails
m_vecSavedJump = moveTrace.vJumpVelocity; m_vecLastJumpAttempt = targetPos;
return true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Antlion::TranslateSchedule( int scheduleType ) { if ( ( m_hFollowTarget != NULL ) || IsAllied() ) { if ( ( scheduleType == SCHED_IDLE_STAND ) || ( scheduleType == SCHED_ALERT_STAND ) ) return SCHED_ANTLION_BUGBAIT_IDLE_STAND; }
return BaseClass::TranslateSchedule( scheduleType ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Activity CNPC_Antlion::NPC_TranslateActivity( Activity baseAct ) { // Workers explode as long as they didn't drown.
if ( IsWorker() && ( baseAct == ACT_DIESIMPLE ) && !m_bDontExplode ) { return ( Activity )ACT_ANTLION_WORKER_EXPLODE; }
return BaseClass::NPC_TranslateActivity( baseAct ); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CNPC_Antlion::ChooseMoveSchedule( void ) { // See if we need to invalidate our fight goal
if ( ShouldResumeFollow() ) { // Set us back to following
SetMoveState( ANTLION_MOVE_FOLLOW );
// Tell our parent that we've swapped modes
CAntlionTemplateMaker *pMaker = dynamic_cast<CAntlionTemplateMaker *>(GetOwnerEntity());
if ( pMaker != NULL ) { pMaker->SetChildMoveState( ANTLION_MOVE_FOLLOW ); } }
// Figure out our move state
switch( m_MoveState ) { case ANTLION_MOVE_FREE: return SCHED_NONE; // Let the base class handle us
break;
// Fighting to a position
case ANTLION_MOVE_FIGHT_TO_GOAL: { if ( m_hFightGoalTarget ) { float targetDist = UTIL_DistApprox( WorldSpaceCenter(), m_hFightGoalTarget->GetAbsOrigin() );
if ( targetDist > 256 ) { Vector testPos; Vector targetPos = ( m_hFightGoalTarget ) ? m_hFightGoalTarget->GetAbsOrigin() : m_vSavePosition;
// Find a suitable chase position
if ( FindChasePosition( targetPos, testPos ) ) { m_vSavePosition = testPos; return SCHED_ANTLION_RUN_TO_FIGHT_GOAL; } } } } break;
// Following a goal
case ANTLION_MOVE_FOLLOW: { if ( m_FollowBehavior.CanSelectSchedule() ) { // See if we should burrow away if our target it too far off
if ( ShouldAbandonFollow() ) return SCHED_ANTLION_BURROW_AWAY;
DeferSchedulingToBehavior( &m_FollowBehavior ); return BaseClass::SelectSchedule(); } } break; }
return SCHED_NONE; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::ZapThink( void ) { CEffectData data; data.m_nEntIndex = entindex(); data.m_flMagnitude = 4; data.m_flScale = random->RandomFloat( 0.25f, 1.0f );
DispatchEffect( "TeslaHitboxes", data ); if ( m_flZapDuration > gpGlobals->curtime ) { SetContextThink( &CNPC_Antlion::ZapThink, gpGlobals->curtime + random->RandomFloat( 0.05f, 0.25f ), "ZapThink" ); } else { SetContextThink( NULL, gpGlobals->curtime, "ZapThink" ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CNPC_Antlion::SelectSchedule( void ) { // Workers explode when killed unless told otherwise by anim events etc.
m_bDontExplode = false;
// Clear out this condition
ClearCondition( COND_ANTLION_RECEIVED_ORDERS );
// If we're supposed to be burrowed, stay there
if ( m_bStartBurrowed ) return SCHED_ANTLION_WAIT_FOR_UNBORROW_TRIGGER;
// See if a friendly player is pushing us away
if ( HasCondition( COND_PLAYER_PUSHING ) ) return SCHED_MOVE_AWAY;
//Flipped?
if ( HasCondition( COND_ANTLION_FLIPPED ) ) { ClearCondition( COND_ANTLION_FLIPPED ); // See if it's a forced, electrical flip
if ( m_flZapDuration > gpGlobals->curtime ) { SetContextThink( &CNPC_Antlion::ZapThink, gpGlobals->curtime, "ZapThink" ); return SCHED_ANTLION_ZAP_FLIP; }
// Regular flip
return SCHED_ANTLION_FLIP; }
if( HasCondition( COND_ANTLION_IN_WATER ) ) { // No matter what, drown in water
return SCHED_ANTLION_DROWN; }
// If we're flagged to burrow away when eluded, do so
if ( ( m_spawnflags & SF_ANTLION_BURROW_ON_ELUDED ) && ( HasCondition( COND_ENEMY_UNREACHABLE ) || HasCondition( COND_ENEMY_TOO_FAR ) ) ) return SCHED_ANTLION_BURROW_AWAY;
//Hear a thumper?
if ( HasCondition( COND_HEAR_THUMPER ) ) { // Ignore thumpers that aren't visible
CSound *pSound = GetLoudestSoundOfType( SOUND_THUMPER ); if ( pSound ) { CTakeDamageInfo info; PainSound( info ); ClearCondition( COND_HEAR_THUMPER );
return SCHED_ANTLION_FLEE_THUMPER; } }
//Hear a physics danger sound?
if( HasCondition( COND_HEAR_PHYSICS_DANGER ) ) { CTakeDamageInfo info; PainSound( info ); return SCHED_ANTLION_FLEE_PHYSICS_DANGER; }
//On another NPC's head?
if( HasCondition( COND_ANTLION_ON_NPC ) ) { // You're on an NPC's head. Get off.
return SCHED_ANTLION_DISMOUNT_NPC; }
// If we're scripted to jump at a target, do so
if ( HasCondition( COND_ANTLION_CAN_JUMP_AT_TARGET ) ) { // NDebugOverlay::Cross3D( m_vecSavedJump, 32.0f, 255, 0, 0, true, 2.0f );
ClearCondition( COND_ANTLION_CAN_JUMP_AT_TARGET ); return SCHED_ANTLION_JUMP; }
//Hear bug bait splattered?
if ( HasCondition( COND_HEAR_BUGBAIT ) && ( m_bIgnoreBugbait == false ) ) { //Play a special sound
if ( m_flNextAcknowledgeTime < gpGlobals->curtime ) { EmitSound( "NPC_Antlion.Distracted" ); m_flNextAcknowledgeTime = gpGlobals->curtime + 1.0f; } m_flIdleDelay = gpGlobals->curtime + 4.0f;
//If the sound is valid, act upon it
if ( m_bHasHeardSound ) { //Mark anything in the area as more interesting
CBaseEntity *pTarget = NULL; CBaseEntity *pNewEnemy = NULL; Vector soundOrg = m_vecHeardSound;
//Find all entities within that sphere
while ( ( pTarget = gEntList.FindEntityInSphere( pTarget, soundOrg, bugbait_radius.GetInt() ) ) != NULL ) { CAI_BaseNPC *pNPC = pTarget->MyNPCPointer();
if ( pNPC == NULL ) continue;
if ( pNPC->CanBeAnEnemyOf( this ) == false ) continue;
//Check to see if the default relationship is hatred, and if so intensify that
if ( ( IRelationType( pNPC ) == D_HT ) && ( pNPC->IsPlayer() == false ) ) { AddEntityRelationship( pNPC, D_HT, 99 ); //Try to spread out the enemy distribution
if ( ( pNewEnemy == NULL ) || ( random->RandomInt( 0, 1 ) ) ) { pNewEnemy = pNPC; continue; } } } // If we have a new enemy, take it
if ( pNewEnemy != NULL ) { //Setup our ignore info
SetEnemy( pNewEnemy ); } ClearCondition( COND_HEAR_BUGBAIT );
return SCHED_ANTLION_CHASE_BUGBAIT; } }
if( m_AssaultBehavior.CanSelectSchedule() ) { DeferSchedulingToBehavior( &m_AssaultBehavior ); return BaseClass::SelectSchedule(); }
//Otherwise do basic state schedule selection
switch ( m_NPCState ) { case NPC_STATE_COMBAT: { // Worker-only AI
if ( hl2_episodic.GetBool() && IsWorker() ) { // Melee attack if we can
if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) return SCHED_MELEE_ATTACK1;
// Pounce if they're too near us
if ( HasCondition( COND_CAN_MELEE_ATTACK2 ) ) { m_flPounceTime = gpGlobals->curtime + 1.5f;
if ( m_bLeapAttack == true ) return SCHED_ANTLION_POUNCE_MOVING;
return SCHED_ANTLION_POUNCE; }
// A squadmate died, so run away!
if ( HasCondition( COND_ANTLION_SQUADMATE_KILLED ) ) { SetNextAttack( gpGlobals->curtime + random->RandomFloat( 2.0f, 4.0f ) ); ClearCondition( COND_ANTLION_SQUADMATE_KILLED ); return SCHED_ANTLION_TAKE_COVER_FROM_ENEMY; }
// Flee on heavy damage
if ( HasCondition( COND_HEAVY_DAMAGE ) ) { SetNextAttack( gpGlobals->curtime + random->RandomFloat( 2.0f, 4.0f ) ); return SCHED_ANTLION_TAKE_COVER_FROM_ENEMY; }
// Range attack if we're able
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) { if ( OccupyStrategySlot( SQUAD_SLOT_ANTLION_WORKER_FIRE ) ) { EmitSound( "NPC_Antlion.PoisonBurstScream" ); SetNextAttack( gpGlobals->curtime + random->RandomFloat( 0.5f, 2.5f ) ); if ( GetEnemy() ) { m_vSavePosition = GetEnemy()->BodyTarget( GetAbsOrigin() ); }
return SCHED_ANTLION_WORKER_RANGE_ATTACK1; } } // Back up, we're too near an enemy or can't see them
if ( HasCondition( COND_TOO_CLOSE_TO_ATTACK ) || HasCondition( COND_ENEMY_OCCLUDED ) ) return SCHED_ESTABLISH_LINE_OF_FIRE;
// See if we need to destroy breakable cover
if ( HasCondition( COND_WEAPON_SIGHT_OCCLUDED ) ) return SCHED_SHOOT_ENEMY_COVER;
// Run around randomly if our target is looking in our direction
if ( HasCondition( COND_BEHIND_ENEMY ) == false ) return SCHED_ANTLION_WORKER_FLANK_RANDOM;
// Face our target and continue to fire
return SCHED_COMBAT_FACE; } else { // Lunge at the enemy
if ( HasCondition( COND_CAN_MELEE_ATTACK2 ) ) { m_flPounceTime = gpGlobals->curtime + 1.5f;
if ( m_bLeapAttack == true ) return SCHED_ANTLION_POUNCE_MOVING; else return SCHED_ANTLION_POUNCE; }
// Try to jump
if ( HasCondition( COND_ANTLION_CAN_JUMP ) ) return SCHED_ANTLION_JUMP; } } break;
default: { int moveSched = ChooseMoveSchedule();
if ( moveSched != SCHED_NONE ) return moveSched;
if ( GetEnemy() == NULL && ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) ) ) { Vector vecEnemyLKP;
// Retrieve a memory for the damage taken
// Fill in where we're trying to look
if ( GetEnemies()->Find( AI_UNKNOWN_ENEMY ) ) { vecEnemyLKP = GetEnemies()->LastKnownPosition( AI_UNKNOWN_ENEMY ); } else { // Don't have an enemy, so face the direction the last attack came from (don't face north)
vecEnemyLKP = WorldSpaceCenter() + ( g_vecAttackDir * 128 ); } // If we're already facing the attack direction, then take cover from it
if ( FInViewCone( vecEnemyLKP ) ) { // Save this position for our cover search
m_vSavePosition = vecEnemyLKP; return SCHED_ANTLION_TAKE_COVER_FROM_SAVEPOSITION; } // By default, we'll turn to face the attack
} } break; }
return BaseClass::SelectSchedule(); }
void CNPC_Antlion::Ignite ( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner ) { #ifdef HL2_EPISODIC
float flDamage = m_iHealth + 1;
CTakeDamageInfo dmgInfo( this, this, flDamage, DMG_GENERIC ); GuessDamageForce( &dmgInfo, Vector( 0, 0, 8 ), GetAbsOrigin() ); TakeDamage( dmgInfo ); #else
BaseClass::Ignite( flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner ); #endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Antlion::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { CTakeDamageInfo newInfo = info;
if( hl2_episodic.GetBool() && antlion_easycrush.GetBool() ) { if( newInfo.GetDamageType() & DMG_CRUSH ) { if( newInfo.GetInflictor() && newInfo.GetInflictor()->VPhysicsGetObject() ) { float flMass = newInfo.GetInflictor()->VPhysicsGetObject()->GetMass();
if( flMass > 250.0f && newInfo.GetDamage() < GetHealth() ) { newInfo.SetDamage( GetHealth() ); } } } }
// If we're being hoisted by a barnacle, we only take damage from that barnacle (otherwise we can die too early!)
if ( IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) ) { if ( info.GetAttacker() && info.GetAttacker()->Classify() != CLASS_BARNACLE ) return 0; }
// Find out how much damage we're about to take
int nDamageTaken = BaseClass::OnTakeDamage_Alive( newInfo ); if ( gpGlobals->curtime - m_flLastDamageTime < 0.5f ) { // Accumulate it
m_nSustainedDamage += nDamageTaken; } else { // Reset, it's been too long
m_nSustainedDamage = nDamageTaken; }
m_flLastDamageTime = gpGlobals->curtime;
return nDamageTaken; }
//-----------------------------------------------------------------------------
// Purpose: Antlion who are flipped will knock over other antlions behind them!
//-----------------------------------------------------------------------------
void CNPC_Antlion::CascadePush( const Vector &vecForce ) { // Controlled via this convar until this is proven worthwhile
if ( hl2_episodic.GetBool() == false /*|| g_antlion_cascade_push.GetBool() == false*/ ) return;
Vector vecForceDir = vecForce; float flMagnitude = VectorNormalize( vecForceDir ); Vector vecPushBack = GetAbsOrigin() + ( vecForceDir * (flMagnitude*0.1f) );
// Make antlions flip all around us!
CBaseEntity *pEnemySearch[32]; int nNumEnemies = UTIL_EntitiesInBox( pEnemySearch, ARRAYSIZE(pEnemySearch), vecPushBack-Vector(48,48,0), vecPushBack+Vector(48,48,64), FL_NPC ); for ( int i = 0; i < nNumEnemies; i++ ) { // We only care about antlions
if ( pEnemySearch[i] == NULL || pEnemySearch[i]->Classify() != CLASS_ANTLION || pEnemySearch[i] == this ) continue;
CNPC_Antlion *pAntlion = dynamic_cast<CNPC_Antlion *>(pEnemySearch[i]); if ( pAntlion != NULL ) { Vector vecDir = ( pAntlion->GetAbsOrigin() - GetAbsOrigin() ); vecDir[2] = 0.0f; float flDist = VectorNormalize( vecDir ); float flFalloff = RemapValClamped( flDist, 0, 256, 1.0f, 0.1f );
vecDir *= ( flMagnitude * flFalloff ); vecDir[2] += ( (flMagnitude*0.25f) * flFalloff );
pAntlion->ApplyAbsVelocityImpulse( vecDir );
// Turn them over
pAntlion->Flip(); } } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
inline bool CNPC_Antlion::IsFlipped( void ) { return ( GetActivity() == ACT_ANTLION_FLIP || GetActivity() == ACT_ANTLION_ZAP_FLIP ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { CTakeDamageInfo newInfo = info;
Vector vecShoveDir = vecDir; vecShoveDir.z = 0.0f;
//Are we already flipped?
if ( IsFlipped() ) { //If we were hit by physics damage, move with it
if ( newInfo.GetDamageType() & (DMG_CRUSH|DMG_PHYSGUN) ) { PainSound( newInfo ); Vector vecForce = ( vecShoveDir * random->RandomInt( 500.0f, 1000.0f ) ) + Vector(0,0,64.0f); CascadePush( vecForce ); ApplyAbsVelocityImpulse( vecForce ); SetGroundEntity( NULL ); }
//More vulnerable when flipped
newInfo.ScaleDamage( 4.0f ); } else if ( newInfo.GetDamageType() & (DMG_PHYSGUN) || ( newInfo.GetDamageType() & (DMG_BLAST|DMG_CRUSH) && newInfo.GetDamage() >= 25.0f ) ) { // Don't do this if we're in an interaction
if ( !IsRunningDynamicInteraction() ) { //Grenades, physcannons, and physics impacts make us fuh-lip!
if( hl2_episodic.GetBool() ) { PainSound( newInfo );
if( GetFlags() & FL_ONGROUND ) { // Only flip if on the ground.
SetCondition( COND_ANTLION_FLIPPED ); }
Vector vecForce = ( vecShoveDir * random->RandomInt( 500.0f, 1000.0f ) ) + Vector(0,0,64.0f);
CascadePush( vecForce ); ApplyAbsVelocityImpulse( vecForce ); SetGroundEntity( NULL ); } else { //Don't flip off the deck
if ( GetFlags() & FL_ONGROUND ) { PainSound( newInfo );
SetCondition( COND_ANTLION_FLIPPED );
//Get tossed!
ApplyAbsVelocityImpulse( ( vecShoveDir * random->RandomInt( 500.0f, 1000.0f ) ) + Vector(0,0,64.0f) ); SetGroundEntity( NULL ); } } } }
BaseClass::TraceAttack( newInfo, vecDir, ptr, pAccumulator ); }
void CNPC_Antlion::StopLoopingSounds( void ) { if ( m_bLoopingStarted ) { StopSound( "NPC_Antlion.WingsOpen" ); m_bLoopingStarted = false; } if ( m_bAgitatedSound ) { StopSound( "NPC_Antlion.LoopingAgitated" ); m_bAgitatedSound = false; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::IdleSound( void ) { EmitSound( "NPC_Antlion.Idle" ); m_flIdleDelay = gpGlobals->curtime + 4.0f; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::PainSound( const CTakeDamageInfo &info ) { EmitSound( "NPC_Antlion.Pain" ); }
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
float CNPC_Antlion::GetIdealAccel( void ) const { return GetIdealSpeed() * 2.0; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CNPC_Antlion::MaxYawSpeed( void ) { switch ( GetActivity() ) { case ACT_IDLE: return 32.0f; break; case ACT_WALK: return 16.0f; break; default: case ACT_RUN: return 32.0f; break; }
return 32.0f; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::ShouldPlayIdleSound( void ) { //Only do idles in the right states
if ( ( m_NPCState != NPC_STATE_IDLE && m_NPCState != NPC_STATE_ALERT ) ) return false;
//Gagged monsters don't talk
if ( m_spawnflags & SF_NPC_GAG ) return false;
//Don't cut off another sound or play again too soon
if ( m_flIdleDelay > gpGlobals->curtime ) return false;
//Randomize it a bit
if ( random->RandomInt( 0, 20 ) ) return false;
return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pFriend -
//-----------------------------------------------------------------------------
void CNPC_Antlion::NotifyDeadFriend( CBaseEntity *pFriend ) { SetCondition( COND_ANTLION_SQUADMATE_KILLED ); BaseClass::NotifyDeadFriend( pFriend ); }
//-----------------------------------------------------------------------------
// Purpose: Determine whether or not to check our attack conditions
//-----------------------------------------------------------------------------
bool CNPC_Antlion::FCanCheckAttacks( void ) { if ( IsWorker() ) { // Only do this if we've seen our target recently and our schedule can be interrupted
if ( SeenEnemyWithinTime( 3.0f ) && ConditionInterruptsCurSchedule( COND_CAN_RANGE_ATTACK1 ) ) return FInViewCone( GetEnemy() ); }
return BaseClass::FCanCheckAttacks(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_Antlion::RangeAttack1Conditions( float flDot, float flDist ) { if ( GetNextAttack() > gpGlobals->curtime ) return COND_NOT_FACING_ATTACK;
if ( flDot < DOT_10DEGREE ) return COND_NOT_FACING_ATTACK; if ( flDist > (150*12) ) return COND_TOO_FAR_TO_ATTACK;
if ( flDist < (20*12) ) return COND_TOO_CLOSE_TO_ATTACK;
return COND_CAN_RANGE_ATTACK1; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_Antlion::MeleeAttack1Conditions( float flDot, float flDist ) { #if 1 //NOTENOTE: Use predicted position melee attacks
//Get our likely position in one half second
Vector vecPrPos; UTIL_PredictedPosition( GetEnemy(), 0.5f, &vecPrPos );
//Get the predicted distance and direction
float flPrDist = ( vecPrPos - GetAbsOrigin() ).LengthSqr(); if ( flPrDist > Square( ANTLION_MELEE1_RANGE ) ) return COND_TOO_FAR_TO_ATTACK;
// Compare our target direction to our body facing
Vector2D vec2DPrDir = ( vecPrPos - GetAbsOrigin() ).AsVector2D(); Vector2D vec2DBodyDir = BodyDirection2D().AsVector2D(); float flPrDot = DotProduct2D ( vec2DPrDir, vec2DBodyDir ); if ( flPrDot < 0.5f ) return COND_NOT_FACING_ATTACK;
trace_t tr; AI_TraceHull( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), -Vector(8,8,8), Vector(8,8,8), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
// If the hit entity isn't our target and we don't hate it, don't hit it
if ( tr.m_pEnt != GetEnemy() && tr.fraction < 1.0f && IRelationType( tr.m_pEnt ) != D_HT ) return 0;
#else
if ( flDot < 0.5f ) return COND_NOT_FACING_ATTACK;
float flAdjustedDist = ANTLION_MELEE1_RANGE;
if ( GetEnemy() ) { // Give us extra space if our enemy is in a vehicle
CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer(); if ( pCCEnemy != NULL && pCCEnemy->IsInAVehicle() ) { flAdjustedDist *= 2.0f; } }
if ( flDist > flAdjustedDist ) return COND_TOO_FAR_TO_ATTACK;
trace_t tr; AI_TraceHull( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), -Vector(8,8,8), Vector(8,8,8), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f ) return 0;
#endif
return COND_CAN_MELEE_ATTACK1; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : flDot -
// flDist -
// Output : int
//-----------------------------------------------------------------------------
int CNPC_Antlion::MeleeAttack2Conditions( float flDot, float flDist ) { // See if it's too soon to pounce again
if ( m_flPounceTime > gpGlobals->curtime ) return 0;
float flPrDist, flPrDot; Vector vecPrPos; Vector2D vec2DPrDir;
//Get our likely position in one half second
UTIL_PredictedPosition( GetEnemy(), 0.25f, &vecPrPos );
//Get the predicted distance and direction
flPrDist = ( vecPrPos - GetAbsOrigin() ).Length(); vec2DPrDir = ( vecPrPos - GetAbsOrigin() ).AsVector2D();
Vector vecBodyDir = BodyDirection2D();
Vector2D vec2DBodyDir = vecBodyDir.AsVector2D(); flPrDot = DotProduct2D ( vec2DPrDir, vec2DBodyDir );
if ( ( flPrDist > ANTLION_MELEE2_RANGE_MAX ) ) { m_flPounceTime = gpGlobals->curtime + 0.2f; return COND_TOO_FAR_TO_ATTACK; } else if ( ( flPrDist < ANTLION_MELEE2_RANGE_MIN ) ) { m_flPounceTime = gpGlobals->curtime + 0.2f; return COND_TOO_CLOSE_TO_ATTACK; }
trace_t tr; AI_TraceHull( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), -Vector(8,8,8), Vector(8,8,8), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f ) return 0;
if ( IsMoving() ) m_bLeapAttack = true; else m_bLeapAttack = false;
return COND_CAN_MELEE_ATTACK2; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : interactionType -
// *data -
// *sender -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sender ) { //Check for a target found while burrowed
if ( interactionType == g_interactionAntlionFoundTarget ) { CBaseEntity *pOther = (CBaseEntity *) data; //Randomly delay
m_flBurrowTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 1.0f ); BurrowUse( pOther, pOther, USE_ON, 0.0f );
return true; }
// fixed for episodic: allow interactions to fall through in the base class. ifdefed away
// for mainline in case anything depends on this bug.
#ifdef HL2_EPISODIC
if ( interactionType == g_interactionAntlionFiredAtTarget ) { // Bump out our attack time
if ( IsWorker() ) { float flDuration = *((float *)data); SetNextAttack( gpGlobals->curtime + flDuration ); } }
return BaseClass::HandleInteraction( interactionType, data, sender ); #else
return false; #endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::Alone( void ) { if ( m_pSquad == NULL ) return true;
if ( m_pSquad->NumMembers() <= 1 ) return true;
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::StartJump( void ) { if ( m_bForcedStuckJump == false ) { // FIXME: Why must this be true?
// Must be jumping at an enemy
// if ( GetEnemy() == NULL )
// return;
//Don't jump if we're not on the ground
if ( ( GetFlags() & FL_ONGROUND ) == false ) return; }
//Take us off the ground
SetGroundEntity( NULL ); SetAbsVelocity( m_vecSavedJump );
m_bForcedStuckJump = false; #if HL2_EPISODIC
m_bHasDoneAirAttack = false; #endif
//Setup our jump time so that we don't try it again too soon
m_flJumpTime = gpGlobals->curtime + random->RandomInt( 2, 6 ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : sHint -
// nNodeNum -
// Output : bool CAI_BaseNPC::FValidateHintType
//-----------------------------------------------------------------------------
bool CNPC_Antlion::FValidateHintType( CAI_Hint *pHint ) { switch ( m_iContext ) { case ANTLION_BURROW_OUT: { //See if this is a valid point
Vector vHintPos; pHint->GetPosition(this,&vHintPos);
if ( ValidBurrowPoint( vHintPos ) == false ) return false; } break; }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
//-----------------------------------------------------------------------------
void CNPC_Antlion::ClearBurrowPoint( const Vector &origin ) { CBaseEntity *pEntity = NULL; float flDist; Vector vecSpot, vecCenter, vecForce;
bool bPlayerInSphere = false;
//Iterate on all entities in the vicinity.
for ( CEntitySphereQuery sphere( origin, 128 ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() ) { if ( pEntity->Classify() == CLASS_PLAYER ) { bPlayerInSphere = true; continue; }
if ( pEntity->m_takedamage != DAMAGE_NO && pEntity->Classify() != CLASS_PLAYER && pEntity->VPhysicsGetObject() ) { vecSpot = pEntity->BodyTarget( origin ); vecForce = ( vecSpot - origin ) + Vector( 0, 0, 16 );
// decrease damage for an ent that's farther from the bomb.
flDist = VectorNormalize( vecForce );
//float mass = pEntity->VPhysicsGetObject()->GetMass();
CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1.0f, 1.0f, 1.0f ), &vecCenter );
if ( flDist <= 128.0f ) { pEntity->VPhysicsGetObject()->Wake(); pEntity->VPhysicsGetObject()->ApplyForceOffset( vecForce * 250.0f, vecCenter ); } } } if ( bPlayerInSphere == false ) { //Cause a ruckus
UTIL_ScreenShake( origin, 1.0f, 80.0f, 1.0f, 256.0f, SHAKE_START ); } }
bool NPC_CheckBrushExclude( CBaseEntity *pEntity, CBaseEntity *pBrush ); //-----------------------------------------------------------------------------
// traceline methods
//-----------------------------------------------------------------------------
class CTraceFilterSimpleNPCExclude : public CTraceFilterSimple { public: DECLARE_CLASS( CTraceFilterSimpleNPCExclude, CTraceFilterSimple );
CTraceFilterSimpleNPCExclude( const IHandleEntity *passentity, int collisionGroup ) : CTraceFilterSimple( passentity, collisionGroup ) { }
bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { Assert( dynamic_cast<CBaseEntity*>(pHandleEntity) ); CBaseEntity *pTestEntity = static_cast<CBaseEntity*>(pHandleEntity);
if ( GetPassEntity() ) { CBaseEntity *pEnt = gEntList.GetBaseEntity( GetPassEntity()->GetRefEHandle() );
if ( pEnt->IsNPC() ) { if ( NPC_CheckBrushExclude( pEnt, pTestEntity ) == true ) return false; } } return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask ); } };
//-----------------------------------------------------------------------------
// Purpose: Determine whether a point is valid or not for burrowing up into
// Input : &point - point to test for validity
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::ValidBurrowPoint( const Vector &point ) { trace_t tr;
CTraceFilterSimpleNPCExclude filter( this, COLLISION_GROUP_NONE ); AI_TraceHull( point, point+Vector(0,0,1), GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, &filter, &tr );
//See if we were able to get there
if ( ( tr.startsolid ) || ( tr.allsolid ) || ( tr.fraction < 1.0f ) ) { CBaseEntity *pEntity = tr.m_pEnt;
//If it's a physics object, attempt to knock is away, unless it's a car
if ( ( pEntity ) && ( pEntity->VPhysicsGetObject() ) && ( pEntity->GetServerVehicle() == NULL ) ) { ClearBurrowPoint( point ); }
return false; }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Finds a burrow point for the antlion
// Input : distance - radius to search for burrow spot in
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::FindBurrow( const Vector &origin, float distance, int type, bool excludeNear ) { //Burrowing in?
if ( type == ANTLION_BURROW_IN ) { //Attempt to find a burrowing point
CHintCriteria hintCriteria;
hintCriteria.SetHintType( HINT_ANTLION_BURROW_POINT ); hintCriteria.SetFlag( bits_HINT_NODE_NEAREST );
hintCriteria.AddIncludePosition( origin, distance ); if ( excludeNear ) { hintCriteria.AddExcludePosition( origin, 128 ); }
CAI_Hint *pHint = CAI_HintManager::FindHint( this, hintCriteria );
if ( pHint == NULL ) return false;
//Free up the node for use
if ( GetHintNode() ) { GetHintNode()->Unlock(0); }
SetHintNode( pHint );
//Lock the node
pHint->Lock(this);
//Setup our path and attempt to run there
Vector vHintPos; GetHintNode()->GetPosition( this, &vHintPos );
AI_NavGoal_t goal( vHintPos, ACT_RUN );
return GetNavigator()->SetGoal( goal ); }
//Burrow out
m_iContext = ANTLION_BURROW_OUT;
CHintCriteria hintCriteria;
hintCriteria.SetHintType( HINT_ANTLION_BURROW_POINT ); hintCriteria.SetFlag( bits_HINT_NODE_NEAREST );
if ( GetEnemy() != NULL ) { hintCriteria.AddIncludePosition( GetEnemy()->GetAbsOrigin(), distance ); }
//Attempt to find an open burrow point
CAI_Hint *pHint = CAI_HintManager::FindHint( this, hintCriteria );
m_iContext = -1;
if ( pHint == NULL ) return false;
//Free up the node for use
if (GetHintNode()) { GetHintNode()->Unlock(0); }
SetHintNode( pHint ); pHint->Lock(this);
Vector burrowPoint; pHint->GetPosition(this,&burrowPoint);
UTIL_SetOrigin( this, burrowPoint );
//Burrowing out
return true; }
//-----------------------------------------------------------------------------
// Purpose: Cause the antlion to unborrow
// Input : *pActivator -
// *pCaller -
// useType -
// value -
//-----------------------------------------------------------------------------
void CNPC_Antlion::BurrowUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { //Don't allow us to do this again
SetUse( NULL ); //Allow idle sounds again
m_spawnflags &= ~SF_NPC_GAG;
//If the player activated this, then take them as an enemy
if ( ( pCaller != NULL ) && ( pCaller->IsPlayer() ) ) { SetEnemy( pActivator ); }
//Start trying to surface
SetSchedule( SCHED_ANTLION_WAIT_UNBORROW ); }
//-----------------------------------------------------------------------------
// Purpose: Monitor the antlion's jump to play the proper landing sequence
//-----------------------------------------------------------------------------
bool CNPC_Antlion::CheckLanding( void ) { trace_t tr; Vector testPos;
//Amount of time to predict forward
const float timeStep = 0.1f;
//Roughly looks one second into the future
testPos = GetAbsOrigin() + ( GetAbsVelocity() * timeStep ); testPos[2] -= ( 0.5 * GetCurrentGravity() * GetGravity() * timeStep * timeStep);
if ( g_debug_antlion.GetInt() == 2 ) { NDebugOverlay::Line( GetAbsOrigin(), testPos, 255, 0, 0, 0, 0.5f ); NDebugOverlay::Cross3D( m_vecSavedJump, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, true, 0.5f ); } // Look below
AI_TraceHull( GetAbsOrigin(), testPos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
//See if we're about to contact, or have already contacted the ground
if ( ( tr.fraction != 1.0f ) || ( GetFlags() & FL_ONGROUND ) ) { int sequence = SelectWeightedSequence( (Activity)ACT_ANTLION_LAND );
if ( GetSequence() != sequence ) { SetWings( false ); VacateStrategySlot(); SetIdealActivity( (Activity) ACT_ANTLION_LAND );
CreateDust( false ); EmitSound( "NPC_Antlion.Land" );
if ( GetEnemy() && GetEnemy()->IsPlayer() ) { CBasePlayer *pPlayer = ToBasePlayer( GetEnemy() );
if ( pPlayer && pPlayer->IsInAVehicle() == false ) { QAngle qa( 4.0f, 0.0f, 0.0f ); Vector vec( -250.0f, 1.0f, 1.0f ); MeleeAttack( ANTLION_MELEE1_RANGE, sk_antlion_swipe_damage.GetFloat(), qa, vec ); } }
SetAbsVelocity( GetAbsVelocity() * 0.33f ); return false; }
return IsActivityFinished(); }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC ) { //If we're under the ground, don't look at enemies
if ( IsEffectActive( EF_NODRAW ) ) return false;
return BaseClass::QuerySeeEntity(pEntity, bOnlyHateOrFearIfNPC); }
//-----------------------------------------------------------------------------
// Purpose: Turns the antlion's wings on or off
// Input : state - on or off
//-----------------------------------------------------------------------------
void CNPC_Antlion::SetWings( bool state ) { if ( m_bWingsOpen == state ) return;
m_bWingsOpen = state;
if ( m_bWingsOpen ) { CPASAttenuationFilter filter( this, "NPC_Antlion.WingsOpen" ); filter.MakeReliable();
EmitSound( filter, entindex(), "NPC_Antlion.WingsOpen" ); SetBodygroup( 1, 1 ); m_bLoopingStarted = true; } else { StopSound( "NPC_Antlion.WingsOpen" ); SetBodygroup( 1, 0 ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::Burrow( void ) { SetWings( false );
//Stop us from taking damage and being solid
m_spawnflags |= SF_NPC_GAG; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::Unburrow( void ) { m_bStartBurrowed = false; SetWings( false );
//Become solid again and visible
m_spawnflags &= ~SF_NPC_GAG; RemoveSolidFlags( FSOLID_NOT_SOLID ); m_takedamage = DAMAGE_YES;
SetGroundEntity( NULL );
//If we have an enemy, come out facing them
if ( GetEnemy() ) { Vector dir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize(dir);
QAngle angles = GetAbsAngles(); angles[ YAW ] = UTIL_VecToYaw( dir ); SetLocalAngles( angles ); }
//fire output upon unburrowing
m_OnUnBurrowed.FireOutput( this, this ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputUnburrow( inputdata_t &inputdata ) { if ( IsAlive() == false ) return;
SetSchedule( SCHED_ANTLION_WAIT_UNBORROW ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputBurrow( inputdata_t &inputdata ) { if ( IsAlive() == false ) return;
SetSchedule( SCHED_ANTLION_BURROW_IN ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputBurrowAway( inputdata_t &inputdata ) { if ( IsAlive() == false ) return;
SetSchedule( SCHED_ANTLION_BURROW_AWAY ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::CreateDust( bool placeDecal ) { trace_t tr; AI_TraceLine( GetAbsOrigin()+Vector(0,0,1), GetAbsOrigin()-Vector(0,0,64), MASK_SOLID_BRUSHONLY | CONTENTS_PLAYERCLIP | CONTENTS_MONSTERCLIP, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f ) { const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
if ( hl2_episodic.GetBool() == true || ( pdata->game.material == CHAR_TEX_CONCRETE ) || ( pdata->game.material == CHAR_TEX_DIRT ) || ( pdata->game.material == CHAR_TEX_SAND ) ) {
if ( !m_bSuppressUnburrowEffects ) { UTIL_CreateAntlionDust( tr.endpos + Vector(0,0,24), GetAbsAngles() ); if ( placeDecal ) { UTIL_DecalTrace( &tr, "Antlion.Unburrow" ); } } } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSound -
//-----------------------------------------------------------------------------
bool CNPC_Antlion::QueryHearSound( CSound *pSound ) { if ( !BaseClass::QueryHearSound( pSound ) ) return false; if ( pSound->m_iType == SOUND_BUGBAIT ) { //Must be more recent than the current
if ( pSound->SoundExpirationTime() <= m_flIgnoreSoundTime ) return false;
//If we can hear it, store it
m_bHasHeardSound = (pSound != NULL); if ( m_bHasHeardSound ) { m_vecHeardSound = pSound->GetSoundOrigin(); m_flIgnoreSoundTime = pSound->SoundExpirationTime(); } }
//Do the normal behavior at this point
return true; }
//-----------------------------------------------------------------------------
// 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_Antlion::BuildScheduleTestBits( void ) { //Don't allow any modifications when scripted
if ( m_NPCState == NPC_STATE_SCRIPT ) return;
// If we're allied with the player, don't be startled by him
if ( IsAllied() ) { ClearCustomInterruptCondition( COND_HEAR_PLAYER ); SetCustomInterruptCondition( COND_PLAYER_PUSHING ); }
//Make sure we interrupt a run schedule if we can jump
if ( IsCurSchedule(SCHED_CHASE_ENEMY) ) { SetCustomInterruptCondition( COND_ANTLION_CAN_JUMP ); SetCustomInterruptCondition( COND_ENEMY_UNREACHABLE ); }
if ( !IsCurSchedule( SCHED_ANTLION_DROWN ) ) { // Interrupt any schedule unless already drowning.
SetCustomInterruptCondition( COND_ANTLION_IN_WATER ); } else { // Don't stop drowning just because you're in water!
ClearCustomInterruptCondition( COND_ANTLION_IN_WATER ); }
// Make sure we don't stop in midair
/*
if ( GetActivity() == ACT_JUMP || GetActivity() == ACT_GLIDE || GetActivity() == ACT_LAND ) { ClearCustomInterruptCondition( COND_NEW_ENEMY ); } */ //Interrupt any schedule unless already fleeing, burrowing, burrowed, or unburrowing.
if( !IsCurSchedule(SCHED_ANTLION_FLEE_THUMPER) && !IsCurSchedule(SCHED_ANTLION_FLEE_PHYSICS_DANGER) && !IsCurSchedule(SCHED_ANTLION_BURROW_IN) && !IsCurSchedule(SCHED_ANTLION_WAIT_UNBORROW) && !IsCurSchedule(SCHED_ANTLION_BURROW_OUT) && !IsCurSchedule(SCHED_ANTLION_BURROW_WAIT) && !IsCurSchedule(SCHED_ANTLION_WAIT_FOR_UNBORROW_TRIGGER)&& !IsCurSchedule(SCHED_ANTLION_WAIT_FOR_CLEAR_UNBORROW)&& !IsCurSchedule(SCHED_ANTLION_WAIT_UNBORROW) && !IsCurSchedule(SCHED_ANTLION_JUMP) && !IsCurSchedule(SCHED_ANTLION_FLIP) && !IsCurSchedule(SCHED_ANTLION_DISMOUNT_NPC) && ( GetFlags() & FL_ONGROUND ) ) { // Only do these if not jumping as well
if (!IsCurSchedule(SCHED_ANTLION_JUMP)) { if ( GetEnemy() == NULL ) { SetCustomInterruptCondition( COND_HEAR_PHYSICS_DANGER ); } SetCustomInterruptCondition( COND_HEAR_THUMPER ); SetCustomInterruptCondition( COND_HEAR_BUGBAIT ); SetCustomInterruptCondition( COND_ANTLION_FLIPPED ); SetCustomInterruptCondition( COND_ANTLION_CAN_JUMP_AT_TARGET );
if ( GetNavType() != NAV_JUMP ) SetCustomInterruptCondition( COND_ANTLION_RECEIVED_ORDERS ); }
SetCustomInterruptCondition( COND_ANTLION_ON_NPC ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnemy -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::IsValidEnemy( CBaseEntity *pEnemy ) { //See if antlions are friendly to the player in this map
if ( IsAllied() && pEnemy->IsPlayer() ) return false;
if ( pEnemy->IsWorld() ) return false;
//If we're chasing bugbait, close to within a certain radius before picking up enemies
if ( IsCurSchedule( GetGlobalScheduleId( SCHED_ANTLION_CHASE_BUGBAIT ) ) && ( GetNavigator() != NULL ) ) { //If the enemy is without the target radius, then don't allow them
if ( ( GetNavigator()->IsGoalActive() ) && ( GetNavigator()->GetGoalPos() - pEnemy->GetAbsOrigin() ).Length() > bugbait_radius.GetFloat() ) return false; }
// If we're following an entity we limit our attack distances
if ( m_FollowBehavior.GetFollowTarget() != NULL ) { float enemyDist = ( pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
if ( m_flObeyFollowTime > gpGlobals->curtime ) { // Unless we're right next to the enemy, follow our target
if ( enemyDist > (128*128) ) return false; } else { // Otherwise don't follow if the target is far
if ( enemyDist > (2000*2000) ) return false; } }
return BaseClass::IsValidEnemy( pEnemy ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::GatherConditions( void ) { BaseClass::GatherConditions();
// See if I've landed on an NPC!
CBaseEntity *pGroundEnt = GetGroundEntity(); if ( ( ( pGroundEnt != NULL ) && ( pGroundEnt->GetSolidFlags() & FSOLID_NOT_STANDABLE ) ) && ( GetFlags() & FL_ONGROUND ) && ( !IsEffectActive( EF_NODRAW ) && !pGroundEnt->IsEffectActive( EF_NODRAW ) ) ) { SetCondition( COND_ANTLION_ON_NPC ); } else { ClearCondition( COND_ANTLION_ON_NPC ); }
// See if our follow target is too far off
/* if ( m_hFollowTarget != NULL )
{ float targetDist = UTIL_DistApprox( WorldSpaceCenter(), m_hFollowTarget->GetAbsOrigin() );
if ( targetDist > 400 ) { SetCondition( COND_ANTLION_FOLLOW_TARGET_TOO_FAR ); } else { ClearCondition( COND_ANTLION_FOLLOW_TARGET_TOO_FAR ); } }*/
if ( IsCurSchedule( SCHED_ANTLION_BURROW_WAIT ) == false && IsCurSchedule(SCHED_ANTLION_BURROW_IN) == false && IsCurSchedule(SCHED_ANTLION_BURROW_OUT) == false && IsCurSchedule(SCHED_FALL_TO_GROUND ) == false && IsEffectActive( EF_NODRAW ) == false ) { if( m_lifeState == LIFE_ALIVE && GetWaterLevel() > 1 ) { // Start Drowning!
SetCondition( COND_ANTLION_IN_WATER ); } }
//Ignore the player pushing me if I'm flipped over!
if ( IsCurSchedule( SCHED_ANTLION_FLIP ) ) ClearCondition( COND_PLAYER_PUSHING ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::PrescheduleThink( void ) { UpdateHead();
Activity eActivity = GetActivity();
//See if we need to play their agitated sound
if ( ( eActivity == ACT_ANTLION_RUN_AGITATED ) && ( m_bAgitatedSound == false ) ) { //Start sound
CPASAttenuationFilter filter( this, "NPC_Antlion.LoopingAgitated" ); filter.MakeReliable();
EmitSound( filter, entindex(), "NPC_Antlion.LoopingAgitated" ); m_bAgitatedSound = true; } else if ( ( eActivity != ACT_ANTLION_RUN_AGITATED ) && ( m_bAgitatedSound == true ) ) { //Stop sound
StopSound( "NPC_Antlion.LoopingAgitated" ); m_bAgitatedSound = false; }
//See if our wings got interrupted from being turned off
if ( ( m_bWingsOpen ) && ( eActivity != ACT_ANTLION_JUMP_START ) && ( eActivity != ACT_JUMP ) && ( eActivity != ACT_GLIDE ) && ( eActivity != ACT_ANTLION_LAND ) && ( eActivity != ACT_ANTLION_DISTRACT )) { SetWings( false ); }
// Make sure we've turned off our burrow state if we're not in it
if ( IsEffectActive( EF_NODRAW ) && ( eActivity != ACT_ANTLION_BURROW_IDLE ) && ( eActivity != ACT_ANTLION_BURROW_OUT ) && ( eActivity != ACT_ANTLION_BURROW_IN) ) { DevMsg( "Antlion failed to unburrow properly!\n" ); Assert( 0 ); RemoveEffects( EF_NODRAW ); RemoveSolidFlags( FSOLID_NOT_SOLID ); m_takedamage = DAMAGE_YES; RemoveFlag( FL_NOTARGET ); m_spawnflags &= ~SF_NPC_GAG; }
//New Enemy? Try to jump at him.
if ( HasCondition( COND_NEW_ENEMY ) ) { m_flJumpTime = 0.0f; }
// See if we should jump because of desirables conditions, or a scripted request
if ( ShouldJump() ) { SetCondition( COND_ANTLION_CAN_JUMP ); } else { ClearCondition( COND_ANTLION_CAN_JUMP ); }
BaseClass::PrescheduleThink(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : flDamage -
// bitsDamageType -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::IsLightDamage( const CTakeDamageInfo &info ) { if ( ( random->RandomInt( 0, 1 ) ) && ( info.GetDamage() > 3 ) ) return true;
return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::IsAllied( void ) { return ( GlobalEntity_GetState( "antlion_allied" ) == GLOBAL_ON ); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::ShouldResumeFollow( void ) { if ( IsAllied() == false ) return false;
if ( m_MoveState == ANTLION_MOVE_FOLLOW || m_hFollowTarget == NULL ) return false;
if ( m_flSuppressFollowTime > gpGlobals->curtime ) return false;
if ( GetEnemy() != NULL ) { m_flSuppressFollowTime = gpGlobals->curtime + random->RandomInt( 5, 10 ); return false; }
//TODO: See if the follow target has wandered off too far from where we last followed them to
return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::ShouldAbandonFollow( void ) { // Never give up if we can see the goal
if ( m_FollowBehavior.FollowTargetVisible() ) return false;
// Never give up if we're too close
float flDistance = UTIL_DistApprox2D( m_FollowBehavior.GetFollowTarget()->WorldSpaceCenter(), WorldSpaceCenter() );
if ( flDistance < 1500 ) return false;
if ( flDistance > 1500 * 2.0f ) return true;
// If we've failed too many times, give up
if ( m_FollowBehavior.GetNumFailedFollowAttempts() ) return true;
// If the target simply isn't reachable to us, give up
if ( m_FollowBehavior.TargetIsUnreachable() ) return true;
return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
//-----------------------------------------------------------------------------
void CNPC_Antlion::SetFightTarget( CBaseEntity *pTarget ) { m_hFightGoalTarget = pTarget;
SetCondition( COND_ANTLION_RECEIVED_ORDERS ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputFightToPosition( inputdata_t &inputdata ) { if ( IsAlive() == false ) return;
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller );
if ( pEntity != NULL ) { SetFightTarget( pEntity ); SetFollowTarget( NULL ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputStopFightToPosition( inputdata_t &inputdata ) { SetFightTarget( NULL ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnemy -
//-----------------------------------------------------------------------------
void CNPC_Antlion::GatherEnemyConditions( CBaseEntity *pEnemy ) { // Do the base class
BaseClass::GatherEnemyConditions( pEnemy );
// Only continue if we burrow when eluded
if ( ( m_spawnflags & SF_ANTLION_BURROW_ON_ELUDED ) == false ) return;
// If we're not already too far away, check again
//TODO: Check to make sure we don't already have a condition set that removes the need for this
if ( HasCondition( COND_ENEMY_UNREACHABLE ) == false ) { Vector predPosition; UTIL_PredictedPosition( GetEnemy(), 1.0f, &predPosition );
Vector predDir = ( predPosition - GetAbsOrigin() ); float predLength = VectorNormalize( predDir );
// See if we'll be outside our effective target range
if ( predLength > m_flEludeDistance ) { Vector predVelDir = ( predPosition - GetEnemy()->GetAbsOrigin() ); float predSpeed = VectorNormalize( predVelDir );
// See if the enemy is moving mostly away from us
if ( ( predSpeed > 512.0f ) && ( DotProduct( predVelDir, predDir ) > 0.0f ) ) { // Mark the enemy as eluded and burrow away
ClearEnemyMemory(); SetEnemy( NULL ); SetIdealState( NPC_STATE_ALERT ); SetCondition( COND_ENEMY_UNREACHABLE ); } } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::ShouldGib( const CTakeDamageInfo &info ) { // If we're being hoisted, we only want to gib when the barnacle hurts us with his bite!
if ( IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) ) { if ( info.GetAttacker() && info.GetAttacker()->Classify() != CLASS_BARNACLE ) return false;
return true; }
if ( info.GetDamageType() & (DMG_NEVERGIB|DMG_DISSOLVE) ) return false;
#ifdef HL2_EPISODIC
if ( IsWorker() && ANTLION_WORKERS_BURST() ) return !m_bDontExplode; #endif
if ( info.GetDamageType() & (DMG_ALWAYSGIB|DMG_BLAST) ) return true;
if ( m_iHealth < -20 ) return true; return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::CorpseGib( const CTakeDamageInfo &info ) { #ifdef HL2_EPISODIC
if ( IsWorker() ) { DoPoisonBurst(); } else #endif // HL2_EPISODIC
{ // Use the bone position to handle being moved by an animation (like a dynamic scripted sequence)
static int s_nBodyBone = -1; if ( s_nBodyBone == -1 ) { s_nBodyBone = LookupBone( "Antlion.Body_Bone" ); }
Vector vecOrigin; QAngle angBone; GetBonePosition( s_nBodyBone, vecOrigin, angBone );
DispatchParticleEffect( "AntlionGib", vecOrigin, QAngle( 0, 0, 0 ) ); }
Vector velocity = vec3_origin; AngularImpulse angVelocity = RandomAngularImpulse( -150, 150 ); breakablepropparams_t params( EyePosition(), GetAbsAngles(), velocity, angVelocity ); params.impactEnergyScale = 1.0f; params.defBurstScale = 150.0f; params.defCollisionGroup = COLLISION_GROUP_DEBRIS; PropBreakableCreateAll( GetModelIndex(), NULL, params, this, -1, true, true );
return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CNPC_Antlion::Touch( CBaseEntity *pOther ) { //See if the touching entity is a vehicle
CBasePlayer *pPlayer = ToBasePlayer( AI_GetSinglePlayer() ); // FIXME: Technically we'll want to check to see if a vehicle has touched us with the player OR NPC driver
if ( pPlayer && pPlayer->IsInAVehicle() ) { IServerVehicle *pVehicle = pPlayer->GetVehicle(); CBaseEntity *pVehicleEnt = pVehicle->GetVehicleEnt();
if ( pVehicleEnt == pOther ) { CPropVehicleDriveable *pDrivableVehicle = dynamic_cast<CPropVehicleDriveable *>( pVehicleEnt );
if ( pDrivableVehicle != NULL ) { //Get tossed!
Vector vecShoveDir = pOther->GetAbsVelocity(); Vector vecTargetDir = GetAbsOrigin() - pOther->GetAbsOrigin(); VectorNormalize( vecShoveDir ); VectorNormalize( vecTargetDir );
bool bBurrowingOut = IsCurSchedule( SCHED_ANTLION_BURROW_OUT );
if ( ( ( pDrivableVehicle->m_nRPM > 75 ) && DotProduct( vecShoveDir, vecTargetDir ) <= 0 ) || bBurrowingOut == true ) { if ( IsFlipped() || bBurrowingOut == true ) { float flDamage = m_iHealth;
if ( random->RandomInt( 0, 10 ) > 4 ) flDamage += 25; CTakeDamageInfo dmgInfo( pVehicleEnt, pPlayer, flDamage, DMG_VEHICLE ); CalculateMeleeDamageForce( &dmgInfo, vecShoveDir, pOther->GetAbsOrigin() ); TakeDamage( dmgInfo ); } else { // We're being shoved
CTakeDamageInfo dmgInfo( pVehicleEnt, pPlayer, 0, DMG_VEHICLE ); PainSound( dmgInfo );
SetCondition( COND_ANTLION_FLIPPED );
vecTargetDir[2] = 0.0f;
ApplyAbsVelocityImpulse( ( vecTargetDir * 250.0f ) + Vector(0,0,64.0f) ); SetGroundEntity( NULL );
CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, GetAbsOrigin(), 256, 0.5f, this ); } } } } }
BaseClass::Touch( pOther );
// in episodic, an antlion colliding with the player in midair does him damage.
// pursuant bugs 58590, 56960, this happens only once per glide.
#ifdef HL2_EPISODIC
if ( GetActivity() == ACT_GLIDE && IsValidEnemy( pOther ) && !m_bHasDoneAirAttack ) { CTakeDamageInfo dmgInfo( this, this, sk_antlion_air_attack_dmg.GetInt(), DMG_SLASH );
CalculateMeleeDamageForce( &dmgInfo, Vector( 0, 0, 1 ), GetAbsOrigin() ); pOther->TakeDamage( dmgInfo );
//Kick the player angles
bool bIsPlayer = pOther->IsPlayer(); if ( bIsPlayer && !(pOther->GetFlags() & FL_GODMODE ) && pOther->GetMoveType() != MOVETYPE_NOCLIP ) { pOther->ViewPunch( QAngle( 4.0f, 0.0f, 0.0f ) ); }
// set my "I have already attacked someone" flag
if ( bIsPlayer || pOther->IsNPC()) { m_bHasDoneAirAttack = true; } } #endif
// Did the player touch me?
if ( pOther->IsPlayer() ) { // Don't test for this if the pusher isn't friendly
if ( IsValidEnemy( pOther ) ) return;
// Ignore if pissed at player
if ( m_afMemory & bits_MEMORY_PROVOKED ) return; if ( !IsCurSchedule( SCHED_MOVE_AWAY ) && !IsCurSchedule( SCHED_ANTLION_BURROW_OUT ) ) TestPlayerPushing( pOther ); }
//Adrian: Explode if hit by gunship!
//Maybe only do this if hit by the propellers?
if ( pOther->IsNPC() ) { if ( pOther->Classify() == CLASS_COMBINE_GUNSHIP ) { float flDamage = m_iHealth + 25; CTakeDamageInfo dmgInfo( pOther, pOther, flDamage, DMG_GENERIC ); GuessDamageForce( &dmgInfo, (pOther->GetAbsOrigin() - GetAbsOrigin()), pOther->GetAbsOrigin() ); TakeDamage( dmgInfo ); } } }
//-----------------------------------------------------------------------------
// Purpose: turn in the direction of movement
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Antlion::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval ) { if ( hl2_episodic.GetBool() ) { if ( IsWorker() && GetEnemy() ) { AddFacingTarget( GetEnemy(), GetEnemy()->WorldSpaceCenter(), 1.0f, 0.2f ); return BaseClass::OverrideMoveFacing( move, flInterval ); } }
//Adrian: Make antlions face the thumper while they flee away.
if ( IsCurSchedule( SCHED_ANTLION_FLEE_THUMPER ) ) { CSound *pSound = GetLoudestSoundOfType( SOUND_THUMPER );
if ( pSound ) { AddFacingTarget( pSound->GetSoundOrigin(), 1.0, 0.5f ); } } else if ( GetEnemy() && GetNavigator()->GetMovementActivity() == ACT_RUN ) { // FIXME: this will break scripted sequences that walk when they have an enemy
Vector vecEnemyLKP = GetEnemyLKP(); if ( UTIL_DistApprox( vecEnemyLKP, GetAbsOrigin() ) < 512 ) { // Only start facing when we're close enough
AddFacingTarget( GetEnemy(), vecEnemyLKP, 1.0, 0.2 ); } }
return BaseClass::OverrideMoveFacing( move, flInterval ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputDisableJump( inputdata_t &inputdata ) { m_bDisableJump = true; CapabilitiesRemove( bits_CAP_MOVE_JUMP ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputEnableJump( inputdata_t &inputdata ) { m_bDisableJump = false; CapabilitiesAdd( bits_CAP_MOVE_JUMP ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
//-----------------------------------------------------------------------------
void CNPC_Antlion::SetFollowTarget( CBaseEntity *pTarget ) { m_FollowBehavior.SetFollowTarget( pTarget ); m_hFollowTarget = pTarget; m_flObeyFollowTime = gpGlobals->curtime + ANTLION_OBEY_FOLLOW_TIME;
SetCondition( COND_ANTLION_RECEIVED_ORDERS );
// Play an acknowledgement noise
if ( m_flNextAcknowledgeTime < gpGlobals->curtime ) { EmitSound( "NPC_Antlion.Distracted" ); m_flNextAcknowledgeTime = gpGlobals->curtime + 1.0f; } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::CreateBehaviors( void ) { AddBehavior( &m_FollowBehavior ); AddBehavior( &m_AssaultBehavior );
return BaseClass::CreateBehaviors(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputIgnoreBugbait( inputdata_t &inputdata ) { m_bIgnoreBugbait = true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputHearBugbait( inputdata_t &inputdata ) { m_bIgnoreBugbait = false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : state -
//-----------------------------------------------------------------------------
void CNPC_Antlion::SetMoveState( AntlionMoveState_e state ) { m_MoveState = state;
switch( m_MoveState ) { case ANTLION_MOVE_FOLLOW:
m_FollowBehavior.SetFollowTarget( m_hFollowTarget ); // Clear any previous state
m_flSuppressFollowTime = 0; break; case ANTLION_MOVE_FIGHT_TO_GOAL: m_FollowBehavior.SetFollowTarget( NULL );
// Keep the time we started this
m_flSuppressFollowTime = gpGlobals->curtime + random->RandomInt( 10, 15 ); break;
default: break; } }
//-----------------------------------------------------------------------------
// Purpose: Special version helps other NPCs hit overturned antlion
//-----------------------------------------------------------------------------
Vector CNPC_Antlion::BodyTarget( const Vector &posSrc, bool bNoisy /*= true*/ ) { // Cache the bone away to avoid future lookups
if ( m_nBodyBone == -1 ) { CBaseAnimating *pAnimating = GetBaseAnimating(); m_nBodyBone = pAnimating->LookupBone( "Antlion.Body_Bone" ); }
// Get the exact position in our center of mass (thorax)
Vector vecResult; QAngle vecAngle; GetBonePosition( m_nBodyBone, vecResult, vecAngle ); if ( bNoisy ) return vecResult + RandomVector( -8, 8 );
return vecResult; }
//-----------------------------------------------------------------------------
// Purpose: Flip the antlion over
//-----------------------------------------------------------------------------
void CNPC_Antlion::Flip( bool bZapped /*= false*/ ) { // We can't flip an already flipped antlion
if ( IsFlipped() ) return;
// Must be on the ground
if ( ( GetFlags() & FL_ONGROUND ) == false ) return;
// Can't be in a dynamic interation
if ( IsRunningDynamicInteraction() ) return;
SetCondition( COND_ANTLION_FLIPPED );
if ( bZapped ) { m_flZapDuration = gpGlobals->curtime + SequenceDuration( SelectWeightedSequence( (Activity) ACT_ANTLION_ZAP_FLIP) ) + 0.1f;
EmitSound( "NPC_Antlion.ZappedFlip" ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputJumpAtTarget( inputdata_t &inputdata ) { CBaseEntity *pJumpTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), this, inputdata.pActivator, inputdata.pCaller ); if ( pJumpTarget == NULL ) { Msg("Unable to find jump target named (%s)\n", inputdata.value.String() ); return; }
#if HL2_EPISODIC
// Try the jump
AIMoveTrace_t moveTrace; Vector targetPos = pJumpTarget->GetAbsOrigin();
// initialize jump state
float minJumpHeight = 0.0; float maxHorzVel = 800.0f;
// initial jump, sets baseline for minJumpHeight
Vector vecApex; Vector rawJumpVel = GetMoveProbe()->CalcJumpLaunchVelocity(GetAbsOrigin(), targetPos, GetCurrentGravity() * GetJumpGravity(), &minJumpHeight, maxHorzVel, &vecApex );
if ( g_debug_antlion.GetInt() == 2 ) { NDebugOverlay::Box( targetPos, GetHullMins(), GetHullMaxs(), 0, 255, 0, 0, 5 ); NDebugOverlay::Line( GetAbsOrigin(), targetPos, 0, 255, 0, 0, 5 ); NDebugOverlay::Line( GetAbsOrigin(), rawJumpVel, 255, 255, 0, 0, 5 ); }
m_vecSavedJump = rawJumpVel;
#else
// Get the direction and speed to our target
Vector vecJumpDir = ( pJumpTarget->GetAbsOrigin() - GetAbsOrigin() ); VectorNormalize( vecJumpDir ); vecJumpDir *= 800.0f; // FIXME: We'd like to pass this in as a parameter, but comma delimited lists are bad
m_vecSavedJump = vecJumpDir;
#endif
SetCondition( COND_ANTLION_CAN_JUMP_AT_TARGET ); }
#if HL2_EPISODIC
//-----------------------------------------------------------------------------
// workers can explode.
//-----------------------------------------------------------------------------
void CNPC_Antlion::DoPoisonBurst() { if ( GetWaterLevel() < 2 ) { CTakeDamageInfo info( this, this, sk_antlion_worker_burst_damage.GetFloat(), DMG_BLAST_SURFACE | ( ANTLION_WORKER_BURST_IS_POISONOUS() ? DMG_POISON : DMG_ACID ) );
RadiusDamage( info, GetAbsOrigin(), sk_antlion_worker_burst_radius.GetFloat(), CLASS_NONE, this );
DispatchParticleEffect( "antlion_gib_02", WorldSpaceCenter(), GetAbsAngles() ); } else { CEffectData data;
data.m_vOrigin = WorldSpaceCenter(); data.m_flMagnitude = 100; data.m_flScale = 128; data.m_fFlags = ( SF_ENVEXPLOSION_NODAMAGE | SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE );
DispatchEffect( "WaterSurfaceExplosion", data ); }
EmitSound( "NPC_Antlion.PoisonBurstExplode" ); } #endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Antlion::IsHeavyDamage( const CTakeDamageInfo &info ) { if ( hl2_episodic.GetBool() && IsWorker() ) { if ( m_nSustainedDamage + info.GetDamage() > 6 ) return true; } return BaseClass::IsHeavyDamage( info ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : bForced -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::CanRunAScriptedNPCInteraction( bool bForced /*= false*/ ) { // Workers shouldn't do DSS's because they explode
if ( IsWorker() ) return false;
return BaseClass::CanRunAScriptedNPCInteraction( bForced ); }
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CAntlionRepellant ) DEFINE_KEYFIELD( m_flRepelRadius, FIELD_FLOAT, "repelradius" ), DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), END_DATADESC()
static CUtlVector< CHandle< CAntlionRepellant > >m_hRepellantList;
CAntlionRepellant::~CAntlionRepellant() { m_hRepellantList.FindAndRemove( this ); }
void CAntlionRepellant::Spawn( void ) { BaseClass::Spawn(); m_bEnabled = true;
m_hRepellantList.AddToTail( this ); }
void CAntlionRepellant::InputEnable( inputdata_t &inputdata ) { m_bEnabled = true;
if ( m_hRepellantList.HasElement( this ) == false ) m_hRepellantList.AddToTail( this ); }
void CAntlionRepellant::InputDisable( inputdata_t &inputdata ) { m_bEnabled = false; m_hRepellantList.FindAndRemove( this ); }
float CAntlionRepellant::GetRadius( void ) { if ( m_bEnabled == false ) return 0.0f;
return m_flRepelRadius; }
void CAntlionRepellant::OnRestore( void ) { BaseClass::OnRestore();
if ( m_bEnabled == true ) { if ( m_hRepellantList.HasElement( this ) == false ) m_hRepellantList.AddToTail( this ); } }
bool CAntlionRepellant::IsPositionRepellantFree( Vector vDesiredPos ) { for ( int i = 0; i < m_hRepellantList.Count(); i++ ) { if ( m_hRepellantList[i] ) { CAntlionRepellant *pRep = m_hRepellantList[i].Get();
if ( pRep ) { float flDist = (vDesiredPos - pRep->GetAbsOrigin()).Length();
if ( flDist <= pRep->GetRadius() ) return false; } } }
return true; }
LINK_ENTITY_TO_CLASS( point_antlion_repellant, CAntlionRepellant);
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_antlion, CNPC_Antlion )
//Register our interactions
DECLARE_INTERACTION( g_interactionAntlionFoundTarget ) DECLARE_INTERACTION( g_interactionAntlionFiredAtTarget )
//Conditions
DECLARE_CONDITION( COND_ANTLION_FLIPPED ) DECLARE_CONDITION( COND_ANTLION_ON_NPC ) DECLARE_CONDITION( COND_ANTLION_CAN_JUMP ) DECLARE_CONDITION( COND_ANTLION_FOLLOW_TARGET_TOO_FAR ) DECLARE_CONDITION( COND_ANTLION_RECEIVED_ORDERS ) DECLARE_CONDITION( COND_ANTLION_IN_WATER ) DECLARE_CONDITION( COND_ANTLION_CAN_JUMP_AT_TARGET ) DECLARE_CONDITION( COND_ANTLION_SQUADMATE_KILLED ) //Squad slots
DECLARE_SQUADSLOT( SQUAD_SLOT_ANTLION_JUMP ) DECLARE_SQUADSLOT( SQUAD_SLOT_ANTLION_WORKER_FIRE )
//Tasks
DECLARE_TASK( TASK_ANTLION_SET_CHARGE_GOAL ) DECLARE_TASK( TASK_ANTLION_BURROW ) DECLARE_TASK( TASK_ANTLION_UNBURROW ) DECLARE_TASK( TASK_ANTLION_VANISH ) DECLARE_TASK( TASK_ANTLION_FIND_BURROW_IN_POINT ) DECLARE_TASK( TASK_ANTLION_FIND_BURROW_OUT_POINT ) DECLARE_TASK( TASK_ANTLION_BURROW_WAIT ) DECLARE_TASK( TASK_ANTLION_CHECK_FOR_UNBORROW ) DECLARE_TASK( TASK_ANTLION_JUMP ) DECLARE_TASK( TASK_ANTLION_WAIT_FOR_TRIGGER ) DECLARE_TASK( TASK_ANTLION_GET_THUMPER_ESCAPE_PATH ) DECLARE_TASK( TASK_ANTLION_GET_PATH_TO_BUGBAIT ) DECLARE_TASK( TASK_ANTLION_FACE_BUGBAIT ) DECLARE_TASK( TASK_ANTLION_DISMOUNT_NPC ) DECLARE_TASK( TASK_ANTLION_REACH_FIGHT_GOAL ) DECLARE_TASK( TASK_ANTLION_GET_PHYSICS_DANGER_ESCAPE_PATH ) DECLARE_TASK( TASK_ANTLION_FACE_JUMP ) DECLARE_TASK( TASK_ANTLION_DROWN ) DECLARE_TASK( TASK_ANTLION_GET_PATH_TO_RANDOM_NODE ) DECLARE_TASK( TASK_ANTLION_FIND_COVER_FROM_SAVEPOSITION )
//Activities
DECLARE_ACTIVITY( ACT_ANTLION_DISTRACT ) DECLARE_ACTIVITY( ACT_ANTLION_DISTRACT_ARRIVED ) DECLARE_ACTIVITY( ACT_ANTLION_JUMP_START ) DECLARE_ACTIVITY( ACT_ANTLION_BURROW_IN ) DECLARE_ACTIVITY( ACT_ANTLION_BURROW_OUT ) DECLARE_ACTIVITY( ACT_ANTLION_BURROW_IDLE ) DECLARE_ACTIVITY( ACT_ANTLION_RUN_AGITATED ) DECLARE_ACTIVITY( ACT_ANTLION_FLIP ) DECLARE_ACTIVITY( ACT_ANTLION_POUNCE ) DECLARE_ACTIVITY( ACT_ANTLION_POUNCE_MOVING ) DECLARE_ACTIVITY( ACT_ANTLION_DROWN ) DECLARE_ACTIVITY( ACT_ANTLION_LAND ) DECLARE_ACTIVITY( ACT_ANTLION_WORKER_EXPLODE ) DECLARE_ACTIVITY( ACT_ANTLION_ZAP_FLIP )
//Events
DECLARE_ANIMEVENT( AE_ANTLION_WALK_FOOTSTEP ) DECLARE_ANIMEVENT( AE_ANTLION_MELEE_HIT1 ) DECLARE_ANIMEVENT( AE_ANTLION_MELEE_HIT2 ) DECLARE_ANIMEVENT( AE_ANTLION_MELEE_POUNCE ) DECLARE_ANIMEVENT( AE_ANTLION_FOOTSTEP_SOFT ) DECLARE_ANIMEVENT( AE_ANTLION_FOOTSTEP_HEAVY ) DECLARE_ANIMEVENT( AE_ANTLION_START_JUMP ) DECLARE_ANIMEVENT( AE_ANTLION_BURROW_IN ) DECLARE_ANIMEVENT( AE_ANTLION_BURROW_OUT ) DECLARE_ANIMEVENT( AE_ANTLION_VANISH ) DECLARE_ANIMEVENT( AE_ANTLION_OPEN_WINGS ) DECLARE_ANIMEVENT( AE_ANTLION_CLOSE_WINGS ) DECLARE_ANIMEVENT( AE_ANTLION_MELEE1_SOUND ) DECLARE_ANIMEVENT( AE_ANTLION_MELEE2_SOUND ) DECLARE_ANIMEVENT( AE_ANTLION_WORKER_EXPLODE_SCREAM ) DECLARE_ANIMEVENT( AE_ANTLION_WORKER_EXPLODE_WARN ) DECLARE_ANIMEVENT( AE_ANTLION_WORKER_EXPLODE ) DECLARE_ANIMEVENT( AE_ANTLION_WORKER_SPIT ) DECLARE_ANIMEVENT( AE_ANTLION_WORKER_DONT_EXPLODE )
//Schedules
//==================================================
// Jump
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_JUMP,
" Tasks" " TASK_STOP_MOVING 0" " TASK_ANTLION_FACE_JUMP 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_JUMP_START" " TASK_ANTLION_JUMP 0" "" " Interrupts" " COND_TASK_FAILED" )
//==================================================
// Wait for unborrow (once burrow has been triggered)
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_WAIT_UNBORROW,
" Tasks" " TASK_ANTLION_BURROW_WAIT 0" " TASK_SET_SCHEDULE SCHEDULE:SCHED_ANTLION_WAIT_FOR_CLEAR_UNBORROW" "" " Interrupts" " COND_TASK_FAILED" )
//==================================================
// Burrow Wait
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_BURROW_WAIT,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLION_BURROW_WAIT" " TASK_ANTLION_BURROW_WAIT 1" " TASK_ANTLION_FIND_BURROW_OUT_POINT 1024" " TASK_SET_SCHEDULE SCHEDULE:SCHED_ANTLION_WAIT_FOR_CLEAR_UNBORROW" "" " Interrupts" " COND_TASK_FAILED" )
//==================================================
// Burrow In
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_BURROW_IN,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED" " TASK_ANTLION_BURROW 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_BURROW_IN" " TASK_ANTLION_VANISH 0" " TASK_SET_SCHEDULE SCHEDULE:SCHED_ANTLION_BURROW_WAIT" "" " Interrupts" " COND_TASK_FAILED" )
//==================================================
// Run to burrow in
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_RUN_TO_BURROW_IN,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED" " TASK_SET_TOLERANCE_DISTANCE 8" " TASK_ANTLION_FIND_BURROW_IN_POINT 512" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_SET_SCHEDULE SCHEDULE:SCHED_ANTLION_BURROW_IN" "" " Interrupts" " COND_TASK_FAILED" " COND_GIVE_WAY" " COND_CAN_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" )
//==================================================
// Burrow Out
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_BURROW_OUT,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLION_BURROW_WAIT" " TASK_ANTLION_UNBURROW 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_BURROW_OUT" "" " Interrupts" " COND_TASK_FAILED" )
//==================================================
// Wait for unborrow (triggered)
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_WAIT_FOR_UNBORROW_TRIGGER,
" Tasks" " TASK_ANTLION_WAIT_FOR_TRIGGER 0" "" " Interrupts" " COND_TASK_FAILED" )
//==================================================
// Wait for clear burrow spot (triggered)
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_WAIT_FOR_CLEAR_UNBORROW,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLION_BURROW_WAIT" " TASK_ANTLION_CHECK_FOR_UNBORROW 1" " TASK_SET_SCHEDULE SCHEDULE:SCHED_ANTLION_BURROW_OUT" "" " Interrupts" " COND_TASK_FAILED" )
//==================================================
// Run from the sound of a thumper!
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_FLEE_THUMPER, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_IDLE_STAND" " TASK_ANTLION_GET_THUMPER_ESCAPE_PATH 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_STOP_MOVING 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_DISTRACT_ARRIVED" "" " Interrupts" " COND_TASK_FAILED" " COND_ANTLION_FLIPPED" )
//==================================================
// SCHED_ANTLION_CHASE_BUGBAIT
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_CHASE_BUGBAIT,
" Tasks" " TASK_STOP_MOVING 0" " TASK_ANTLION_GET_PATH_TO_BUGBAIT 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_STOP_MOVING 0" " TASK_ANTLION_FACE_BUGBAIT 0" "" " Interrupts" " COND_CAN_MELEE_ATTACK1" " COND_SEE_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" )
//==================================================
// SCHED_ANTLION_ZAP_FLIP
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_ZAP_FLIP,
" Tasks" " TASK_STOP_MOVING 0" " TASK_RESET_ACTIVITY 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_ZAP_FLIP"
" Interrupts" " COND_TASK_FAILED" ) //==================================================
// SCHED_ANTLION_FLIP
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_FLIP,
" Tasks" " TASK_STOP_MOVING 0" " TASK_RESET_ACTIVITY 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_FLIP"
" Interrupts" " COND_TASK_FAILED" )
//=========================================================
// Headcrab has landed atop another NPC. Get down!
//=========================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_DISMOUNT_NPC,
" Tasks" " TASK_STOP_MOVING 0" " TASK_ANTLION_DISMOUNT_NPC 0"
" Interrupts" )
DEFINE_SCHEDULE ( SCHED_ANTLION_RUN_TO_FIGHT_GOAL,
" Tasks" " TASK_SET_TOLERANCE_DISTANCE 128" " TASK_GET_PATH_TO_SAVEPOSITION 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_ANTLION_REACH_FIGHT_GOAL 0"
" Interrupts" " COND_NEW_ENEMY" " COND_HEAVY_DAMAGE" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_ANTLION_CAN_JUMP" )
DEFINE_SCHEDULE ( SCHED_ANTLION_RUN_TO_FOLLOW_GOAL,
" Tasks" " TASK_SET_TOLERANCE_DISTANCE 128" " TASK_GET_PATH_TO_SAVEPOSITION 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0"
" Interrupts" " COND_NEW_ENEMY" " COND_HEAVY_DAMAGE" " COND_ANTLION_CAN_JUMP" " COND_ANTLION_FOLLOW_TARGET_TOO_FAR" )
DEFINE_SCHEDULE ( SCHED_ANTLION_BUGBAIT_IDLE_STAND,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_PLAYER 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_WAIT 2"
" Interrupts" " COND_NEW_ENEMY" " COND_HEAVY_DAMAGE" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_HEAR_DANGER" " COND_HEAR_COMBAT" " COND_ANTLION_CAN_JUMP" " COND_ANTLION_FOLLOW_TARGET_TOO_FAR" " COND_GIVE_WAY" )
DEFINE_SCHEDULE ( SCHED_ANTLION_BURROW_AWAY,
" Tasks" " TASK_STOP_MOVING 0" " TASK_ANTLION_BURROW 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_BURROW_IN" " TASK_ANTLION_VANISH 1"
" Interrupts" )
//==================================================
// Run from the sound of a physics crash
//==================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_FLEE_PHYSICS_DANGER, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY" " TASK_ANTLION_GET_PHYSICS_DANGER_ESCAPE_PATH 1024" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_STOP_MOVING 0" "" " Interrupts" " COND_TASK_FAILED" )
// Pounce forward at our enemy
DEFINE_SCHEDULE ( SCHED_ANTLION_POUNCE,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_ANNOUNCE_ATTACK 1" " TASK_RESET_ACTIVITY 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_POUNCE"
" Interrupts" " COND_TASK_FAILED" ) // Pounce forward at our enemy
DEFINE_SCHEDULE ( SCHED_ANTLION_POUNCE_MOVING,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_ANNOUNCE_ATTACK 1" " TASK_RESET_ACTIVITY 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_POUNCE_MOVING"
" Interrupts" " COND_TASK_FAILED" )
//=========================================================
// The irreversible process of drowning
//=========================================================
DEFINE_SCHEDULE ( SCHED_ANTLION_DROWN,
" Tasks" " TASK_SET_ACTIVITY ACTIVITY:ACT_ANTLION_DROWN" " TASK_ANTLION_DROWN 0" "" " Interrupts" )
DEFINE_SCHEDULE ( SCHED_ANTLION_WORKER_RANGE_ATTACK1,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_RANGE_ATTACK1 0" "" " Interrupts" " COND_TASK_FAILED" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" )
DEFINE_SCHEDULE ( SCHED_ANTLION_WORKER_FLANK_RANDOM,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLION_WORKER_RUN_RANDOM" " TASK_SET_TOLERANCE_DISTANCE 48" " TASK_SET_ROUTE_SEARCH_TIME 1" // Spend 1 second trying to build a path if stuck
" TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS 30" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" "" " Interrupts" " COND_TASK_FAILED" " COND_HEAVY_DAMAGE" " COND_ANTLION_SQUADMATE_KILLED" " COND_CAN_RANGE_ATTACK1" " COND_CAN_MELEE_ATTACK1" )
DEFINE_SCHEDULE ( SCHED_ANTLION_WORKER_RUN_RANDOM,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLION_TAKE_COVER_FROM_ENEMY" " TASK_SET_TOLERANCE_DISTANCE 48" " TASK_SET_ROUTE_SEARCH_TIME 1" // Spend 1 second trying to build a path if stuck
" TASK_GET_PATH_TO_RANDOM_NODE 128" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" "" " Interrupts" " COND_TASK_FAILED" " COND_CAN_RANGE_ATTACK1" )
DEFINE_SCHEDULE ( SCHED_ANTLION_TAKE_COVER_FROM_ENEMY,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FAIL_TAKE_COVER" " TASK_FIND_COVER_FROM_ENEMY 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_STOP_MOVING 0" "" " Interrupts" " COND_TASK_FAILED" " COND_NEW_ENEMY" )
DEFINE_SCHEDULE ( SCHED_ANTLION_TAKE_COVER_FROM_SAVEPOSITION,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FAIL_TAKE_COVER" " TASK_ANTLION_FIND_COVER_FROM_SAVEPOSITION 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_STOP_MOVING 0" "" " Interrupts" " COND_TASK_FAILED" " COND_NEW_ENEMY" )
AI_END_CUSTOM_NPC()
//-----------------------------------------------------------------------------
// Purpose: Whether or not the target is a worker class of antlion
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool IsAntlionWorker( CBaseEntity *pEntity ) { // Must at least be valid and an antlion
return ( pEntity != NULL && pEntity->Classify() == CLASS_ANTLION && pEntity->HasSpawnFlags( SF_ANTLION_WORKER ) && dynamic_cast<CNPC_Antlion *>(pEntity) != NULL ); // Save this as the last step
}
//-----------------------------------------------------------------------------
// Purpose: Whether or not the entity is a common antlion
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool IsAntlion( CBaseEntity *pEntity ) { // Must at least be valid and an antlion
return ( pEntity != NULL && pEntity->Classify() == CLASS_ANTLION && dynamic_cast<CNPC_Antlion *>(pEntity) != NULL ); // Save this as the last step
}
#ifdef HL2_EPISODIC
//-----------------------------------------------------------------------------
// Purpose: Used by other entities to judge the antlion worker's radius of damage
//-----------------------------------------------------------------------------
float AntlionWorkerBurstRadius( void ) { return sk_antlion_worker_burst_radius.GetFloat(); } #endif // HL2_EPISODIC
|