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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_squadslot.h"
#include "ai_basenpc.h"
#include "ai_navigator.h"
#include "ai_interactions.h"
#include "ndebugoverlay.h"
#include "explode.h"
#include "bitstring.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "decals.h"
#include "antlion_dust.h"
#include "ai_memory.h"
#include "ai_squad.h"
#include "ai_senses.h"
#include "beam_shared.h"
#include "iservervehicle.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "physics_saverestore.h"
#include "vphysics/constraints.h"
#include "vehicle_base.h"
#include "eventqueue.h"
#include "te_effect_dispatch.h"
#include "npc_rollermine.h"
#include "func_break.h"
#include "soundenvelope.h"
#include "mapentities.h"
#include "RagdollBoogie.h"
#include "physics_collisionevent.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define ROLLERMINE_MAX_TORQUE_FACTOR 5
extern short g_sModelIndexWExplosion;
ConVar sk_rollermine_shock( "sk_rollermine_shock","0"); ConVar sk_rollermine_stun_delay("sk_rollermine_stun_delay", "1"); ConVar sk_rollermine_vehicle_intercept( "sk_rollermine_vehicle_intercept","1");
enum { ROLLER_SKIN_REGULAR = 0, ROLLER_SKIN_FRIENDLY, ROLLER_SKIN_DETONATE, }; //-----------------------------------------------------------------------------
// CRollerController implementation
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: This class only implements the IMotionEvent-specific behavior
// It keeps track of the forces so they can be integrated
//-----------------------------------------------------------------------------
class CRollerController : public IMotionEvent { DECLARE_SIMPLE_DATADESC();
public: IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
AngularImpulse m_vecAngular; Vector m_vecLinear;
void Off( void ) { m_fIsStopped = true; } void On( void ) { m_fIsStopped = false; }
bool IsOn( void ) { return !m_fIsStopped; }
private: bool m_fIsStopped; };
BEGIN_SIMPLE_DATADESC( CRollerController )
DEFINE_FIELD( m_vecAngular, FIELD_VECTOR ), DEFINE_FIELD( m_vecLinear, FIELD_VECTOR ), DEFINE_FIELD( m_fIsStopped, FIELD_BOOLEAN ),
END_DATADESC()
//-----------------------------------------------------------------------------
IMotionEvent::simresult_e CRollerController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) { if( m_fIsStopped ) { return SIM_NOTHING; }
linear = m_vecLinear; angular = m_vecAngular; return IMotionEvent::SIM_LOCAL_ACCELERATION; } //-----------------------------------------------------------------------------
#define ROLLERMINE_IDLE_SEE_DIST 2048
#define ROLLERMINE_NORMAL_SEE_DIST 2048
#define ROLLERMINE_WAKEUP_DIST 256
#define ROLLERMINE_SEE_VEHICLESONLY_BEYOND_IDLE 300 // See every other than vehicles upto this distance (i.e. old idle see dist)
#define ROLLERMINE_SEE_VEHICLESONLY_BEYOND_NORMAL 800 // See every other than vehicles upto this distance (i.e. old normal see dist)
#define ROLLERMINE_RETURN_TO_PLAYER_DIST (200*200)
#define ROLLERMINE_MIN_ATTACK_DIST 1
#define ROLLERMINE_MAX_ATTACK_DIST 4096
#define ROLLERMINE_OPEN_THRESHOLD 256
#define ROLLERMINE_VEHICLE_OPEN_THRESHOLD 400
#define ROLLERMINE_VEHICLE_HOP_THRESHOLD 300
#define ROLLERMINE_HOP_DELAY 2 // Don't allow hops faster than this
//#define ROLLERMINE_REQUIRED_TO_EXPLODE_VEHICLE 4
#define ROLLERMINE_FEAR_DISTANCE (300*300)
//=========================================================
// Custom schedules
//=========================================================
enum { SCHED_ROLLERMINE_RANGE_ATTACK1 = LAST_SHARED_SCHEDULE, SCHED_ROLLERMINE_CHASE_ENEMY, SCHED_ROLLERMINE_BURIED_WAIT, SCHED_ROLLERMINE_BURIED_UNBURROW, SCHED_ROLLERMINE_FLEE, SCHED_ROLLERMINE_ALERT_STAND, SCHED_ROLLERMINE_NUDGE_TOWARDS_NODES, SCHED_ROLLERMINE_PATH_TO_PLAYER, SCHED_ROLLERMINE_ROLL_TO_PLAYER, SCHED_ROLLERMINE_POWERDOWN, };
//=========================================================
// Custom tasks
//=========================================================
enum { TASK_ROLLERMINE_CHARGE_ENEMY = LAST_SHARED_TASK, TASK_ROLLERMINE_BURIED_WAIT, TASK_ROLLERMINE_UNBURROW, TASK_ROLLERMINE_GET_PATH_TO_FLEE, TASK_ROLLERMINE_NUDGE_TOWARDS_NODES, TASK_ROLLERMINE_RETURN_TO_PLAYER, TASK_ROLLERMINE_POWERDOWN, };
// This are little 'sound event' flags. Set the flag after you play the
// sound, and the sound will not be allowed to play until the flag is then cleared.
#define ROLLERMINE_SE_CLEAR 0x00000000
#define ROLLERMINE_SE_CHARGE 0x00000001
#define ROLLERMINE_SE_TAUNT 0x00000002
#define ROLLERMINE_SE_SHARPEN 0x00000004
#define ROLLERMINE_SE_TOSSED 0x00000008
enum rollingsoundstate_t { ROLL_SOUND_NOT_READY = 0, ROLL_SOUND_OFF, ROLL_SOUND_CLOSED, ROLL_SOUND_OPEN };
//=========================================================
//=========================================================
class CNPC_RollerMine : public CNPCBaseInteractive<CAI_BaseNPC>, public CDefaultPlayerPickupVPhysics { DECLARE_CLASS( CNPC_RollerMine, CNPCBaseInteractive<CAI_BaseNPC> ); DECLARE_SERVERCLASS();
public:
CNPC_RollerMine( void ) { m_bTurnedOn = true; m_bUniformSight = false; } ~CNPC_RollerMine( void );
void Spawn( void ); bool CreateVPhysics(); void RunAI(); void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask ); void SpikeTouch( CBaseEntity *pOther ); void ShockTouch( CBaseEntity *pOther ); void CloseTouch( CBaseEntity *pOther ); void EmbedTouch( CBaseEntity *pOther ); float GetAttackDamageScale( CBaseEntity *pVictim ); void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); void Precache( void ); void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ); void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ); void StopLoopingSounds( void ); void PrescheduleThink(); bool ShouldSavePhysics() { return true; } void OnRestore(); void Bury( trace_t *tr ); bool QuerySeeEntity(CBaseEntity *pSightEnt, bool bOnlyHateOrFearIfNPC = false );
int RangeAttack1Conditions ( float flDot, float flDist ); int SelectSchedule( void ); int TranslateSchedule( int scheduleType ); int GetHackedIdleSchedule( void );
bool OverrideMove( float flInterval ) { return true; } bool IsValidEnemy( CBaseEntity *pEnemy ); bool IsPlayerVehicle( CBaseEntity *pEntity ); bool IsShocking() { return gpGlobals->curtime < m_flShockTime ? true : false; } void UpdateRollingSound(); void UpdatePingSound(); void StopRollingSound(); void StopPingSound(); float RollingSpeed(); float GetStunDelay(); void EmbedOnGroundImpact(); void UpdateEfficiency( bool bInPVS ) { SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); SetMoveEfficiency( AIME_NORMAL ); } void DrawDebugGeometryOverlays() { if (m_debugOverlays & OVERLAY_BBOX_BIT) { float dist = GetSenses()->GetDistLook(); Vector range(dist, dist, 64); NDebugOverlay::Box( GetAbsOrigin(), -range, range, 255, 0, 0, 0, 0 ); } BaseClass::DrawDebugGeometryOverlays(); } // UNDONE: Put this in the qc file!
Vector EyePosition() { // This takes advantage of the fact that the system knows
// that the abs origin is at the center of the rollermine
// and that the OBB is actually world-aligned despite the
// fact that SOLID_VPHYSICS is being used
Vector eye = CollisionProp()->GetCollisionOrigin(); eye.z += CollisionProp()->OBBMaxs().z; return eye; }
int OnTakeDamage( const CTakeDamageInfo &info ); void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
Class_T Classify() { if( !m_bTurnedOn ) return CLASS_NONE;
//About to blow up after being hacked so do damage to the player.
if ( m_bHackedByAlyx && ( m_flPowerDownDetonateTime > 0.0f && m_flPowerDownDetonateTime <= gpGlobals->curtime ) ) return CLASS_COMBINE;
return ( m_bHeld || m_bHackedByAlyx ) ? CLASS_HACKED_ROLLERMINE : CLASS_COMBINE; }
virtual bool ShouldGoToIdleState() { return gpGlobals->curtime > m_flGoIdleTime ? true : false; }
virtual void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
// Vehicle interception
bool EnemyInVehicle( void ); float VehicleHeading( CBaseEntity *pVehicle );
NPC_STATE SelectIdealState();
// Vehicle sticking
void StickToVehicle( CBaseEntity *pOther ); void AnnounceArrivalToOthers( CBaseEntity *pOther ); void UnstickFromVehicle( void ); CBaseEntity *GetVehicleStuckTo( void ); int CountRollersOnMyVehicle( CUtlVector<CNPC_RollerMine*> *pRollerList ); void InputConstraintBroken( inputdata_t &inputdata ); void InputRespondToChirp( inputdata_t &inputdata ); void InputRespondToExplodeChirp( inputdata_t &inputdata ); void InputJoltVehicle( inputdata_t &inputdata ); void InputTurnOn( inputdata_t &inputdata ); void InputTurnOff( inputdata_t &inputdata ); void InputPowerdown( inputdata_t &inputdata );
void PreventUnstickUntil( float flTime ) { m_flPreventUnstickUntil = flTime; }
virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
void SetRollerSkin( void );
COutputEvent m_OnPhysGunDrop; COutputEvent m_OnPhysGunPickup;
protected: DEFINE_CUSTOM_AI; DECLARE_DATADESC();
bool BecomePhysical(); void WakeNeighbors(); bool WakeupMine( CAI_BaseNPC *pNPC );
void Open( void ); void Close( void ); void Explode( void ); void PreDetonate( void ); void Hop( float height );
void ShockTarget( CBaseEntity *pOther );
bool IsActive() { return m_flActiveTime > gpGlobals->curtime ? false : true; }
// INPCInteractive Functions
virtual bool CanInteractWith( CAI_BaseNPC *pUser ) { return true; } virtual bool HasBeenInteractedWith() { return m_bHackedByAlyx; } virtual void NotifyInteraction( CAI_BaseNPC *pUser );
CSoundPatch *m_pRollSound; CSoundPatch *m_pPingSound;
CRollerController m_RollerController; IPhysicsMotionController *m_pMotionController;
float m_flSeeVehiclesOnlyBeyond; float m_flChargeTime; float m_flGoIdleTime; float m_flShockTime; float m_flForwardSpeed; int m_iSoundEventFlags; rollingsoundstate_t m_rollingSoundState;
CNetworkVar( bool, m_bIsOpen ); CNetworkVar( float, m_flActiveTime ); //If later than the current time, this will force the mine to be active
bool m_bHeld; //Whether or not the player is holding the mine
EHANDLE m_hVehicleStuckTo; float m_flPreventUnstickUntil; float m_flNextHop; bool m_bStartBuried; bool m_bBuried; bool m_bIsPrimed; bool m_wakeUp; bool m_bEmbedOnGroundImpact; CNetworkVar( bool, m_bHackedByAlyx );
// Constraint used to stick us to a vehicle
IPhysicsConstraint *m_pConstraint;
bool m_bTurnedOn; bool m_bUniformSight;
CNetworkVar( bool, m_bPowerDown ); float m_flPowerDownTime; float m_flPowerDownDetonateTime;
static string_t gm_iszDropshipClassname; };
string_t CNPC_RollerMine::gm_iszDropshipClassname;
LINK_ENTITY_TO_CLASS( npc_rollermine, CNPC_RollerMine );
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CNPC_RollerMine )
DEFINE_SOUNDPATCH( m_pRollSound ), DEFINE_SOUNDPATCH( m_pPingSound ), DEFINE_EMBEDDED( m_RollerController ), DEFINE_PHYSPTR( m_pMotionController ),
DEFINE_FIELD( m_flSeeVehiclesOnlyBeyond, FIELD_FLOAT ), DEFINE_FIELD( m_flActiveTime, FIELD_TIME ), DEFINE_FIELD( m_flChargeTime, FIELD_TIME ), DEFINE_FIELD( m_flGoIdleTime, FIELD_TIME ), DEFINE_FIELD( m_flShockTime, FIELD_TIME ), DEFINE_FIELD( m_flForwardSpeed, FIELD_FLOAT ), DEFINE_FIELD( m_bIsOpen, FIELD_BOOLEAN ), DEFINE_FIELD( m_bHeld, FIELD_BOOLEAN ), DEFINE_FIELD( m_hVehicleStuckTo, FIELD_EHANDLE ), DEFINE_FIELD( m_flPreventUnstickUntil, FIELD_TIME ), DEFINE_FIELD( m_flNextHop, FIELD_FLOAT ), DEFINE_FIELD( m_bIsPrimed, FIELD_BOOLEAN ), DEFINE_FIELD( m_iSoundEventFlags, FIELD_INTEGER ), DEFINE_FIELD( m_rollingSoundState, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_bStartBuried, FIELD_BOOLEAN, "StartBuried" ), DEFINE_FIELD( m_bBuried, FIELD_BOOLEAN ), DEFINE_FIELD( m_wakeUp, FIELD_BOOLEAN ), DEFINE_FIELD( m_bEmbedOnGroundImpact, FIELD_BOOLEAN ), DEFINE_FIELD( m_bHackedByAlyx, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bPowerDown, FIELD_BOOLEAN ), DEFINE_FIELD( m_flPowerDownTime, FIELD_TIME ), DEFINE_FIELD( m_flPowerDownDetonateTime, FIELD_TIME ),
DEFINE_PHYSPTR( m_pConstraint ),
DEFINE_FIELD( m_bTurnedOn, FIELD_BOOLEAN ), DEFINE_KEYFIELD( m_bUniformSight, FIELD_BOOLEAN, "uniformsightdist" ),
DEFINE_INPUTFUNC( FIELD_VOID, "ConstraintBroken", InputConstraintBroken ), DEFINE_INPUTFUNC( FIELD_VOID, "RespondToChirp", InputRespondToChirp ), DEFINE_INPUTFUNC( FIELD_VOID, "RespondToExplodeChirp", InputRespondToExplodeChirp ), DEFINE_INPUTFUNC( FIELD_VOID, "JoltVehicle", InputJoltVehicle ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), DEFINE_INPUTFUNC( FIELD_VOID, "PowerDown", InputPowerdown ),
// Function Pointers
DEFINE_ENTITYFUNC( SpikeTouch ), DEFINE_ENTITYFUNC( ShockTouch ), DEFINE_ENTITYFUNC( CloseTouch ), DEFINE_ENTITYFUNC( EmbedTouch ), DEFINE_THINKFUNC( Explode ), DEFINE_THINKFUNC( PreDetonate ),
DEFINE_OUTPUT( m_OnPhysGunDrop, "OnPhysGunDrop" ), DEFINE_OUTPUT( m_OnPhysGunPickup, "OnPhysGunPickup" ),
DEFINE_BASENPCINTERACTABLE_DATADESC(),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CNPC_RollerMine, DT_RollerMine ) SendPropInt(SENDINFO(m_bIsOpen), 1, SPROP_UNSIGNED ), SendPropFloat(SENDINFO(m_flActiveTime), 0, SPROP_NOSCALE ), SendPropInt(SENDINFO(m_bHackedByAlyx), 1, SPROP_UNSIGNED ), SendPropInt(SENDINFO(m_bPowerDown), 1, SPROP_UNSIGNED ), END_SEND_TABLE()
bool NPC_Rollermine_IsRollermine( CBaseEntity *pEntity ) { CNPC_RollerMine *pRoller = dynamic_cast<CNPC_RollerMine *>(pEntity); return pRoller ? true : false; }
CBaseEntity *NPC_Rollermine_DropFromPoint( const Vector &originStart, CBaseEntity *pOwner, const char *pszTemplate ) { CBaseEntity *pEntity = NULL; CNPC_RollerMine *pMine = NULL;
// Use the template, if we have it
if ( pszTemplate && pszTemplate[0] ) { MapEntity_ParseEntity( pEntity, pszTemplate, NULL ); pMine = dynamic_cast<CNPC_RollerMine *>(pEntity); } else { pMine = (CNPC_RollerMine*)CreateEntityByName("npc_rollermine"); }
if ( pMine ) { pMine->SetAbsOrigin( originStart ); pMine->SetOwnerEntity( pOwner ); pMine->Spawn();
if ( !pszTemplate || !pszTemplate[0] ) { pMine->EmbedOnGroundImpact(); } } else { Warning( "NULL Ent in Rollermine Create!\n" ); }
return pMine; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CNPC_RollerMine::~CNPC_RollerMine( void ) { if ( m_pMotionController != NULL ) { physenv->DestroyMotionController( m_pMotionController ); m_pMotionController = NULL; }
UnstickFromVehicle(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_RollerMine::Precache( void ) { PrecacheModel( "models/roller.mdl" ); PrecacheModel( "models/roller_spikes.mdl" );
PrecacheModel( "sprites/bluelight1.vmt" ); PrecacheModel( "sprites/rollermine_shock.vmt" ); PrecacheModel( "sprites/rollermine_shock_yellow.vmt" );
PrecacheScriptSound( "NPC_RollerMine.Taunt" ); PrecacheScriptSound( "NPC_RollerMine.OpenSpikes" ); PrecacheScriptSound( "NPC_RollerMine.Warn" ); PrecacheScriptSound( "NPC_RollerMine.Shock" ); PrecacheScriptSound( "NPC_RollerMine.ExplodeChirp" ); PrecacheScriptSound( "NPC_RollerMine.Chirp" ); PrecacheScriptSound( "NPC_RollerMine.ChirpRespond" ); PrecacheScriptSound( "NPC_RollerMine.ExplodeChirpRespond" ); PrecacheScriptSound( "NPC_RollerMine.JoltVehicle" ); PrecacheScriptSound( "NPC_RollerMine.Tossed" ); PrecacheScriptSound( "NPC_RollerMine.Hurt" );
PrecacheScriptSound( "NPC_RollerMine.Roll" ); PrecacheScriptSound( "NPC_RollerMine.RollWithSpikes" ); PrecacheScriptSound( "NPC_RollerMine.Ping" ); PrecacheScriptSound( "NPC_RollerMine.Held" );
PrecacheScriptSound( "NPC_RollerMine.Reprogram" );
PrecacheMaterial( "effects/rollerglow" );
gm_iszDropshipClassname = AllocPooledString( "npc_combinedropship" ); // For fast string compares.
#ifdef HL2_EPISODIC
PrecacheScriptSound( "RagdollBoogie.Zap" ); #endif
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_RollerMine::Spawn( void ) { Precache();
SetSolid( SOLID_VPHYSICS ); AddSolidFlags( FSOLID_FORCE_WORLD_ALIGNED | FSOLID_NOT_STANDABLE );
BaseClass::Spawn();
AddEFlags( EFL_NO_DISSOLVE );
CapabilitiesClear(); CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_SQUAD );
m_pRollSound = NULL;
m_bIsOpen = true; Close();
m_bPowerDown = false; m_flFieldOfView = -1.0f; m_flForwardSpeed = -1200; m_bloodColor = DONT_BLEED;
SetHullType(HULL_SMALL_CENTERED);
SetHullSizeNormal();
m_flActiveTime = 0;
m_bBuried = m_bStartBuried; if ( m_bStartBuried ) { trace_t tr; Bury( &tr ); }
NPCInit();
m_takedamage = DAMAGE_EVENTS_ONLY; SetDistLook( ROLLERMINE_IDLE_SEE_DIST );
if( m_bUniformSight ) { m_flSeeVehiclesOnlyBeyond = ROLLERMINE_IDLE_SEE_DIST; } else { m_flSeeVehiclesOnlyBeyond = ROLLERMINE_SEE_VEHICLESONLY_BEYOND_IDLE; }
//Suppress superfluous warnings from animation system
m_flGroundSpeed = 20; m_NPCState = NPC_STATE_NONE;
m_rollingSoundState = ROLL_SOUND_OFF;
m_pConstraint = NULL; m_hVehicleStuckTo = NULL; m_flPreventUnstickUntil = 0; m_flNextHop = 0;
m_flPowerDownDetonateTime = 0.0f; m_bPowerDown = false; m_flPowerDownTime = 0.0f;
//Set their yaw speed to 0 so the motor doesn't rotate them.
GetMotor()->SetYawSpeed( 0.0f ); SetRollerSkin(); }
//-----------------------------------------------------------------------------
// Set the contents types that are solid by default to this NPC
//-----------------------------------------------------------------------------
unsigned int CNPC_RollerMine::PhysicsSolidMaskForEntity( void ) const { if ( HasSpawnFlags( SF_ROLLERMINE_PROP_COLLISION ) ) return MASK_SOLID;
return MASK_NPCSOLID; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_RollerMine::Bury( trace_t *tr ) { AI_TraceHull( GetAbsOrigin() + Vector(0,0,64), GetAbsOrigin() - Vector( 0, 0, MAX_TRACE_LENGTH ), Vector(-16,-16,-16), Vector(16,16,16), MASK_NPCSOLID, this, GetCollisionGroup(), tr );
//NDebugOverlay::Box( tr->startpos, Vector(-16,-16,-16), Vector(16,16,16), 255, 0, 0, 64, 10.0 );
//NDebugOverlay::Box( tr->endpos, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 64, 10.0 );
// Move into the ground layer
Vector buriedPos = tr->endpos - Vector( 0, 0, GetHullHeight() * 0.5 ); Teleport( &buriedPos, NULL, &vec3_origin ); SetMoveType( MOVETYPE_NONE );
SetSchedule( SCHED_ROLLERMINE_BURIED_WAIT ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_RollerMine::WakeupMine( CAI_BaseNPC *pNPC ) { if ( pNPC && pNPC->m_iClassname == m_iClassname && pNPC != this ) { CNPC_RollerMine *pMine = dynamic_cast<CNPC_RollerMine *>(pNPC); if ( pMine ) { if ( pMine->m_NPCState == NPC_STATE_IDLE ) { pMine->m_wakeUp = false; pMine->SetIdealState( NPC_STATE_ALERT ); return true; } } }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_RollerMine::WakeNeighbors() { if ( !m_wakeUp || !IsActive() ) return; m_wakeUp = false;
if ( m_pSquad ) { AISquadIter_t iter; for (CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) ) { WakeupMine( pSquadMember ); } return; }
CBaseEntity *entityList[64]; Vector range(ROLLERMINE_WAKEUP_DIST,ROLLERMINE_WAKEUP_DIST,64); int boxCount = UTIL_EntitiesInBox( entityList, ARRAYSIZE(entityList), GetAbsOrigin()-range, GetAbsOrigin()+range, FL_NPC ); //NDebugOverlay::Box( GetAbsOrigin(), -range, range, 255, 0, 0, 64, 10.0 );
int wakeCount = 0; while ( boxCount > 0 ) { boxCount--; CAI_BaseNPC *pNPC = entityList[boxCount]->MyNPCPointer(); if ( WakeupMine( pNPC ) ) { wakeCount++; if ( wakeCount >= 2 ) return; } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_RollerMine::OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) { if ( NewState == NPC_STATE_IDLE ) { SetDistLook( ROLLERMINE_IDLE_SEE_DIST ); m_flDistTooFar = ROLLERMINE_IDLE_SEE_DIST;
if( m_bUniformSight ) { m_flSeeVehiclesOnlyBeyond = ROLLERMINE_IDLE_SEE_DIST; } else { m_flSeeVehiclesOnlyBeyond = ROLLERMINE_SEE_VEHICLESONLY_BEYOND_IDLE; } m_RollerController.m_vecAngular = vec3_origin; m_wakeUp = true; } else { if ( OldState == NPC_STATE_IDLE ) { // wake the neighbors!
WakeNeighbors(); } SetDistLook( ROLLERMINE_NORMAL_SEE_DIST );
if( m_bUniformSight ) { m_flSeeVehiclesOnlyBeyond = ROLLERMINE_NORMAL_SEE_DIST; } else { m_flSeeVehiclesOnlyBeyond = ROLLERMINE_SEE_VEHICLESONLY_BEYOND_NORMAL; }
m_flDistTooFar = ROLLERMINE_NORMAL_SEE_DIST; } BaseClass::OnStateChange( OldState, NewState ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
NPC_STATE CNPC_RollerMine::SelectIdealState( void ) { switch ( m_NPCState ) { case NPC_STATE_COMBAT: { if ( HasCondition( COND_ENEMY_TOO_FAR ) ) { ClearEnemyMemory(); SetEnemy( NULL ); m_flGoIdleTime = gpGlobals->curtime + 10; return NPC_STATE_ALERT; } } }
return BaseClass::SelectIdealState(); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_RollerMine::BecomePhysical( void ) { VPhysicsDestroyObject();
RemoveSolidFlags( FSOLID_NOT_SOLID );
//Setup the physics controller on the roller
IPhysicsObject *pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, GetSolidFlags() , false );
if ( pPhysicsObject == NULL ) return false;
m_pMotionController = physenv->CreateMotionController( &m_RollerController ); m_pMotionController->AttachObject( pPhysicsObject, true );
SetMoveType( MOVETYPE_VPHYSICS );
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_RollerMine::OnRestore() { BaseClass::OnRestore(); if ( m_pMotionController ) { m_pMotionController->SetEventHandler( &m_RollerController ); }
// If we're stuck to a vehicle over a level transition, restart our jolt inputs
if ( GetVehicleStuckTo() ) { if ( !g_EventQueue.HasEventPending( this, "JoltVehicle" ) ) { g_EventQueue.AddEvent( this, "JoltVehicle", RandomFloat(3,6), NULL, NULL ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_RollerMine::CreateVPhysics() { if ( m_bBuried ) { VPhysicsInitStatic(); return true; } else { return BecomePhysical(); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_RollerMine::RunAI() { if( m_bTurnedOn ) { // Scare combine if hacked by Alyx.
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
Vector vecVelocity;
if ( pPhysicsObject != NULL ) { pPhysicsObject->GetVelocity( &vecVelocity, NULL ); }
if( !m_bHeld && vecVelocity.Length() > 64.0 ) { if( m_bHackedByAlyx ) { // Scare combine
CSoundEnt::InsertSound( (SOUND_DANGER | SOUND_CONTEXT_COMBINE_ONLY | SOUND_CONTEXT_REACT_TO_SOURCE | SOUND_CONTEXT_DANGER_APPROACH), WorldSpaceCenter() + Vector( 0, 0, 32 ) + vecVelocity * 0.5f, 120.0f, 0.2f, this, SOUNDENT_CHANNEL_REPEATED_DANGER ); } else { // Scare player allies
CSoundEnt::InsertSound( (SOUND_DANGER | SOUND_CONTEXT_EXCLUDE_COMBINE | SOUND_CONTEXT_REACT_TO_SOURCE | SOUND_CONTEXT_DANGER_APPROACH), WorldSpaceCenter() + Vector( 0, 0, 32 ) + vecVelocity * 0.5f, 120.0f, 0.2f, this, SOUNDENT_CHANNEL_REPEATED_DANGER ); } }
BaseClass::RunAI(); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_RollerMine::RangeAttack1Conditions( float flDot, float flDist ) { if( HasCondition( COND_SEE_ENEMY ) == false ) return COND_NONE;
if ( EnemyInVehicle() ) return COND_CAN_RANGE_ATTACK1;
if( flDist > ROLLERMINE_MAX_ATTACK_DIST ) return COND_TOO_FAR_TO_ATTACK; if (flDist < ROLLERMINE_MIN_ATTACK_DIST ) return COND_TOO_CLOSE_TO_ATTACK;
return COND_CAN_RANGE_ATTACK1; }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_RollerMine::SelectSchedule( void ) { if ( m_bPowerDown ) return SCHED_ROLLERMINE_POWERDOWN;
if ( m_bBuried ) { if ( HasCondition(COND_NEW_ENEMY) || HasCondition(COND_LIGHT_DAMAGE) ) return SCHED_ROLLERMINE_BURIED_UNBURROW;
return SCHED_ROLLERMINE_BURIED_WAIT; }
//If we're held, don't try and do anything
if ( ( m_bHeld ) || !IsActive() || m_hVehicleStuckTo ) return SCHED_ALERT_STAND;
// If we can see something we're afraid of, run from it
if ( HasCondition( COND_SEE_FEAR ) ) return SCHED_ROLLERMINE_FLEE;
switch( m_NPCState ) { case NPC_STATE_COMBAT:
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) return SCHED_ROLLERMINE_RANGE_ATTACK1; return SCHED_ROLLERMINE_CHASE_ENEMY; break;
default: break; }
// Rollermines never wait to fall to the ground
ClearCondition( COND_FLOATING_OFF_GROUND );
return BaseClass::SelectSchedule(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_RollerMine::GetHackedIdleSchedule( void ) { // If we've been hacked, return to the player
if ( !m_bHackedByAlyx || m_bHeld ) return SCHED_NONE;
// Are we near the player?
CBaseEntity *pPlayer = gEntList.FindEntityByName( NULL, "!player" ); if ( !pPlayer ) return SCHED_NONE;
if ( !HasCondition(COND_SEE_PLAYER) ) return SCHED_ROLLERMINE_PATH_TO_PLAYER;
if ( GetAbsOrigin().DistToSqr( pPlayer->GetAbsOrigin() ) > ROLLERMINE_RETURN_TO_PLAYER_DIST ) return SCHED_ROLLERMINE_ROLL_TO_PLAYER;
return SCHED_NONE; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_RollerMine::TranslateSchedule( int scheduleType ) { switch( scheduleType ) { case SCHED_IDLE_STAND: { int iSched = GetHackedIdleSchedule(); if ( iSched != SCHED_NONE ) return iSched;
return SCHED_IDLE_STAND; } break;
case SCHED_ALERT_STAND: { int iSched = GetHackedIdleSchedule(); if ( iSched != SCHED_NONE ) return iSched;
return SCHED_ROLLERMINE_ALERT_STAND; } break;
case SCHED_ROLLERMINE_RANGE_ATTACK1: if( HasCondition(COND_ENEMY_OCCLUDED) ) { // Because of an unfortunate arrangement of cascading failing schedules, the rollermine
// could end up here with instructions to drive towards the target, although the target is
// not in sight. Nudge around randomly until we're back on the nodegraph.
return SCHED_ROLLERMINE_NUDGE_TOWARDS_NODES; } break; }
return scheduleType; }
#if 0
#define ROLLERMINE_DETECTION_RADIUS 350
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_RollerMine::DetectedEnemyInProximity( void ) { CBaseEntity *pEnt = NULL; CBaseEntity *pBestEnemy = NULL; float flBestDist = MAX_TRACE_LENGTH;
while ( ( pEnt = gEntList.FindEntityInSphere( pEnt, GetAbsOrigin(), ROLLERMINE_DETECTION_RADIUS ) ) != NULL ) { if ( IRelationType( pEnt ) != D_HT ) continue;
float distance = ( pEnt->GetAbsOrigin() - GetAbsOrigin() ).Length(); if ( distance >= flBestDist ) continue;
pBestEnemy = pEnt; flBestDist = distance; }
if ( pBestEnemy != NULL ) { SetEnemy( pBestEnemy ); return true; }
return false; } #endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSightEnt -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_RollerMine::QuerySeeEntity(CBaseEntity *pSightEnt, bool bOnlyHateOrFearIfNPC) { if ( IRelationType( pSightEnt ) == D_FR ) { // Only see feared objects up close
float flDist = (WorldSpaceCenter() - pSightEnt->WorldSpaceCenter()).LengthSqr(); if ( flDist > ROLLERMINE_FEAR_DISTANCE ) return false; }
return BaseClass::QuerySeeEntity(pSightEnt, bOnlyHateOrFearIfNPC); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_RollerMine::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_FACE_REASONABLE: case TASK_FACE_SAVEPOSITION: case TASK_FACE_LASTPOSITION: case TASK_FACE_TARGET: case TASK_FACE_AWAY_FROM_SAVEPOSITION: case TASK_FACE_HINTNODE: case TASK_FACE_ENEMY: case TASK_FACE_PLAYER: case TASK_FACE_PATH: case TASK_FACE_IDEAL: // This only applies to NPCs that aren't spheres with omnidirectional eyesight.
TaskComplete(); break;
case TASK_ROLLERMINE_UNBURROW: { AddSolidFlags( FSOLID_NOT_SOLID ); SetMoveType( MOVETYPE_NOCLIP ); SetAbsVelocity( Vector( 0, 0, 256 ) ); Open();
trace_t tr; AI_TraceLine( GetAbsOrigin()+Vector(0,0,1), GetAbsOrigin()-Vector(0,0,64), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f ) { UTIL_CreateAntlionDust( tr.endpos + Vector(0,0,24), GetLocalAngles() ); } }
return; break;
case TASK_ROLLERMINE_BURIED_WAIT: if ( HasCondition( COND_SEE_ENEMY ) ) { TaskComplete(); } break;
case TASK_STOP_MOVING:
//Stop turning
m_RollerController.m_vecAngular = vec3_origin; TaskComplete(); return; break;
case TASK_WAIT_FOR_MOVEMENT: { // TASK_RUN_PATH and TASK_WALK_PATH work different on the rollermine and run until movement is done,
// so movement is already complete when entering this task.
TaskComplete(); } break;
case TASK_WALK_PATH: case TASK_RUN_PATH: { IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if ( pPhysicsObject == NULL ) { assert(0); TaskFail("Roller lost internal physics object?"); return; }
pPhysicsObject->Wake(); } break;
case TASK_ROLLERMINE_CHARGE_ENEMY: case TASK_ROLLERMINE_RETURN_TO_PLAYER: { IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if ( pPhysicsObject == NULL ) { assert(0); TaskFail("Roller lost internal physics object?"); return; } pPhysicsObject->Wake();
m_flChargeTime = gpGlobals->curtime; }
break;
case TASK_ROLLERMINE_GET_PATH_TO_FLEE: { // Find the nearest thing we're afraid of, and move away from it.
float flNearest = ROLLERMINE_FEAR_DISTANCE; EHANDLE hNearestEnemy = NULL; AIEnemiesIter_t iter; for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst( &iter ); pEMemory != NULL; pEMemory = GetEnemies()->GetNext( &iter ) ) { CBaseEntity *pEnemy = pEMemory->hEnemy; if ( !pEnemy || !pEnemy->IsAlive() ) continue; if ( IRelationType( pEnemy ) != D_FR ) continue;
float flDist = (WorldSpaceCenter() - pEnemy->WorldSpaceCenter()).LengthSqr(); if ( flDist < flNearest ) { flNearest = flDist; hNearestEnemy = pEnemy; } }
if ( !hNearestEnemy ) { TaskFail("Couldn't find nearest feared object."); break; }
GetMotor()->SetIdealYawToTarget( hNearestEnemy->WorldSpaceCenter() ); ChainStartTask( TASK_MOVE_AWAY_PATH, pTask->flTaskData ); } break;
case TASK_ROLLERMINE_NUDGE_TOWARDS_NODES: { IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if( pPhysicsObject ) { // Try a few times to find a direction to shove ourself
for( int i = 0 ; i < 4 ; i++ ) { int x,y;
x = random->RandomInt( -1, 1 ); y = random->RandomInt( -1, 1 );
Vector vecNudge(x, y, 0.0f);
trace_t tr;
// Try to move in a direction with a couple of feet of clearance.
UTIL_TraceLine( WorldSpaceCenter(), WorldSpaceCenter() + vecNudge * 24.0f, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if( tr.fraction == 1.0 ) { vecNudge *= (pPhysicsObject->GetMass() * 75.0f); vecNudge += Vector(0,0,pPhysicsObject->GetMass() * 75.0f); pPhysicsObject->ApplyForceCenter( vecNudge ); break; } } }
TaskComplete(); } break;
case TASK_ROLLERMINE_POWERDOWN: break;
default: BaseClass::StartTask( pTask ); break; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_RollerMine::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_ROLLERMINE_UNBURROW: { Vector vCenter = WorldSpaceCenter();
// Robin: HACK: Bloat the rollermine check to catch the model switch (roller.mdl->roller_spikes.mdl)
trace_t tr; AI_TraceHull( vCenter, vCenter, Vector(-16,-16,-16), Vector(16,16,16), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
if ( tr.fraction == 1 && tr.allsolid != 1 && (tr.startsolid != 1) ) { if ( BecomePhysical() ) { Hop( 256 ); m_bBuried = false; TaskComplete(); SetIdealState( NPC_STATE_ALERT ); } } }
return; break;
case TASK_ROLLERMINE_BURIED_WAIT: if ( HasCondition( COND_SEE_ENEMY ) || HasCondition( COND_LIGHT_DAMAGE ) ) { TaskComplete(); } break;
case TASK_ROLLERMINE_GET_PATH_TO_FLEE: { ChainRunTask( TASK_MOVE_AWAY_PATH, pTask->flTaskData ); } break;
case TASK_WAIT_FOR_MOVEMENT: { // TASK_RUN_PATH and TASK_WALK_PATH work different on the rollermine and run until movement is done,
// so movement is already complete when entering this task.
TaskComplete(); } break;
case TASK_RUN_PATH: case TASK_WALK_PATH:
if ( m_bHeld || m_hVehicleStuckTo ) { TaskFail( "Player interrupted by grabbing" ); break; }
// If we were fleeing, but we've lost sight of the thing scaring us, stop
if ( IsCurSchedule(SCHED_ROLLERMINE_FLEE) && !HasCondition( COND_SEE_FEAR ) ) { TaskComplete(); break; }
if ( !GetNavigator()->IsGoalActive() ) { TaskComplete(); return; }
// Start turning early
if( (GetLocalOrigin() - GetNavigator()->GetCurWaypointPos() ).Length() <= 64 ) { if( GetNavigator()->CurWaypointIsGoal() ) { // Hit the brakes a bit.
float yaw = UTIL_VecToYaw( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() ); Vector vecRight; AngleVectors( QAngle( 0, yaw, 0 ), NULL, &vecRight, NULL );
m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, -m_flForwardSpeed * 5 );
TaskComplete(); return; }
GetNavigator()->AdvancePath(); }
{ float yaw = UTIL_VecToYaw( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() );
Vector vecRight; Vector vecToPath; // points at the path
AngleVectors( QAngle( 0, yaw, 0 ), &vecToPath, &vecRight, NULL );
// figure out if the roller is turning. If so, cut the throttle a little.
float flDot; Vector vecVelocity;
IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if ( pPhysicsObject == NULL ) { assert(0); TaskFail("Roller lost internal physics object?"); return; } pPhysicsObject->GetVelocity( &vecVelocity, NULL );
VectorNormalize( vecVelocity );
vecVelocity.z = 0;
flDot = DotProduct( vecVelocity, vecToPath );
m_RollerController.m_vecAngular = vec3_origin;
if( flDot > 0.25 && flDot < 0.7 ) { // Feed a little torque backwards into the axis perpendicular to the velocity.
// This will help get rid of momentum that would otherwise make us overshoot our goal.
Vector vecCompensate;
vecCompensate.x = vecVelocity.y; vecCompensate.y = -vecVelocity.x; vecCompensate.z = 0;
m_RollerController.m_vecAngular = WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecCompensate, m_flForwardSpeed * -0.75 ); }
if( m_bHackedByAlyx ) { // Move faster.
m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed * 2.0f ); } else { m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed ); } } break;
case TASK_ROLLERMINE_CHARGE_ENEMY: { if ( !GetEnemy() ) { TaskFail( FAIL_NO_ENEMY ); break; }
if ( m_bHeld || m_hVehicleStuckTo ) { TaskComplete(); break; }
CBaseEntity *pEnemy = GetEnemy(); Vector vecTargetPosition = pEnemy->GetAbsOrigin();
// If we're chasing a vehicle, try and get ahead of it
if ( EnemyInVehicle() ) { CBaseCombatCharacter *pCCEnemy = pEnemy->MyCombatCharacterPointer(); float flT;
// Project it's velocity and find our closest point on that line. Do it all in 2d space.
Vector vecVehicleVelocity = pCCEnemy->GetVehicleEntity()->GetSmoothedVelocity(); Vector vecProjected = vecTargetPosition + (vecVehicleVelocity * 1.0); Vector2D vecProjected2D( vecProjected.x, vecProjected.y ); Vector2D vecTargetPosition2D( vecTargetPosition.x, vecTargetPosition.y ); Vector2D vecOrigin2D( GetAbsOrigin().x, GetAbsOrigin().y ); Vector2D vecIntercept2D;
CalcClosestPointOnLine2D( vecOrigin2D, vecTargetPosition2D, vecProjected2D, vecIntercept2D, &flT ); Vector vecIntercept( vecIntercept2D.x, vecIntercept2D.y, GetAbsOrigin().z ); //NDebugOverlay::Line( vecTargetPosition, vecProjected, 0,255,0, true, 0.1 );
// If we're ahead of the line somewhere, try to intercept
if ( flT > 0 ) { // If it's beyond the end of the intercept line, just move towards the end of the line
if ( flT > 1 ) { vecIntercept.x = vecProjected.x; vecIntercept.y = vecProjected.y; }
// If we're closer to the intercept point than to the vehicle, move towards the intercept
if ( (GetAbsOrigin() - vecTargetPosition).LengthSqr() > (GetAbsOrigin() - vecIntercept).LengthSqr() ) { //NDebugOverlay::Box( vecIntercept, -Vector(20,20,20), Vector(20,20,20), 255,0,0, 0.1, 0.1 );
// Only use this position if it's clear
if ( enginetrace->GetPointContents( vecIntercept ) != CONTENTS_SOLID ) { vecTargetPosition = vecIntercept; } } }
//NDebugOverlay::Box( vecTargetPosition, -Vector(20,20,20), Vector(20,20,20), 255,255,255, 0.1, 0.1 );
}
float flTorqueFactor; Vector vecToTarget = vecTargetPosition - GetLocalOrigin(); float yaw = UTIL_VecToYaw( vecToTarget ); Vector vecRight;
AngleVectors( QAngle( 0, yaw, 0 ), NULL, &vecRight, NULL );
//NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + (GetEnemy()->GetLocalOrigin() - GetLocalOrigin()), 0,255,0, true, 0.1 );
float flDot;
// Figure out whether to continue the charge.
// (Have I overrun the target?)
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if ( pPhysicsObject == NULL ) { // Assert(0);
TaskFail("Roller lost internal physics object?"); return; }
Vector vecVelocity; pPhysicsObject->GetVelocity( &vecVelocity, NULL ); VectorNormalize( vecVelocity );
VectorNormalize( vecToTarget );
flDot = DotProduct( vecVelocity, vecToTarget );
// more torque the longer the roller has been going.
flTorqueFactor = 1 + (gpGlobals->curtime - m_flChargeTime) * 2;
float flMaxTorque = ROLLERMINE_MAX_TORQUE_FACTOR; // Friendly rollermines go a little slower
if ( HasSpawnFlags( SF_ROLLERMINE_FRIENDLY ) ) { flMaxTorque *= 0.75; }
if( flTorqueFactor < 1 ) { flTorqueFactor = 1; } else if( flTorqueFactor > flMaxTorque) { flTorqueFactor = flMaxTorque; }
Vector vecCompensate;
vecCompensate.x = vecVelocity.y; vecCompensate.y = -vecVelocity.x; vecCompensate.z = 0; VectorNormalize( vecCompensate );
m_RollerController.m_vecAngular = WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecCompensate, m_flForwardSpeed * -0.75 ); m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed * flTorqueFactor ); // Taunt when I get closer
if( !(m_iSoundEventFlags & ROLLERMINE_SE_TAUNT) && UTIL_DistApprox( GetLocalOrigin(), vecTargetPosition ) <= 400 ) { m_iSoundEventFlags |= ROLLERMINE_SE_TAUNT; // Don't repeat.
EmitSound( "NPC_RollerMine.Taunt" ); }
// Jump earlier when chasing a vehicle
float flThreshold = ROLLERMINE_OPEN_THRESHOLD; if ( EnemyInVehicle() ) { flThreshold = ROLLERMINE_VEHICLE_OPEN_THRESHOLD; }
// Open the spikes if i'm close enough to cut the enemy!!
if( ( m_bIsOpen == false ) && ( ( UTIL_DistApprox( GetAbsOrigin(), GetEnemy()->GetAbsOrigin() ) <= flThreshold ) || !IsActive() ) ) { Open(); } else if ( m_bIsOpen ) { float flDistance = UTIL_DistApprox( GetAbsOrigin(), GetEnemy()->GetAbsOrigin() ); if ( flDistance >= flThreshold ) { // Otherwise close them if the enemy is getting away!
Close(); } else if ( EnemyInVehicle() && flDistance < ROLLERMINE_VEHICLE_HOP_THRESHOLD ) { // Keep trying to hop when we're ramming a vehicle, so we're visible to the player
if ( vecVelocity.x != 0 && vecVelocity.y != 0 && flTorqueFactor > 3 && flDot > 0.0 ) { Hop( 300 ); } } }
// If we drive past, close the blades and make a new plan.
if ( !EnemyInVehicle() ) { if( vecVelocity.x != 0 && vecVelocity.y != 0 ) { if( gpGlobals->curtime - m_flChargeTime > 1.0 && flTorqueFactor > 1 && flDot < 0.0 ) { if( m_bIsOpen ) { Close(); }
TaskComplete(); } } } } break;
case TASK_ROLLERMINE_RETURN_TO_PLAYER: { if ( ConditionsGathered() && !HasCondition(COND_SEE_PLAYER) ) { TaskFail( FAIL_NO_PLAYER ); return; }
CBaseEntity *pPlayer = gEntList.FindEntityByName( NULL, "!player" ); if ( !pPlayer || m_bHeld || m_hVehicleStuckTo ) { TaskFail( FAIL_NO_TARGET ); return; }
Vector vecTargetPosition = pPlayer->GetAbsOrigin(); float flTorqueFactor; Vector vecToTarget = vecTargetPosition - GetLocalOrigin(); float yaw = UTIL_VecToYaw( vecToTarget ); Vector vecRight;
AngleVectors( QAngle( 0, yaw, 0 ), NULL, &vecRight, NULL );
float flDot;
IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if ( pPhysicsObject == NULL ) { TaskFail("Roller lost internal physics object?"); return; }
Vector vecVelocity; pPhysicsObject->GetVelocity( &vecVelocity, NULL ); VectorNormalize( vecVelocity ); VectorNormalize( vecToTarget );
flDot = DotProduct( vecVelocity, vecToTarget );
// more torque the longer the roller has been going.
flTorqueFactor = 1 + (gpGlobals->curtime - m_flChargeTime) * 2;
float flMaxTorque = ROLLERMINE_MAX_TORQUE_FACTOR * 0.75; if( flTorqueFactor < 1 ) { flTorqueFactor = 1; } else if( flTorqueFactor > flMaxTorque) { flTorqueFactor = flMaxTorque; }
Vector vecCompensate;
vecCompensate.x = vecVelocity.y; vecCompensate.y = -vecVelocity.x; vecCompensate.z = 0; VectorNormalize( vecCompensate );
m_RollerController.m_vecAngular = WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecCompensate, m_flForwardSpeed * -0.75 ); m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed * flTorqueFactor );
// Once we're near the player, slow & stop
if ( GetAbsOrigin().DistToSqr( vecTargetPosition ) < (ROLLERMINE_RETURN_TO_PLAYER_DIST*2.0) ) { TaskComplete(); } } break;
case TASK_ROLLERMINE_POWERDOWN: { if ( m_flPowerDownTime <= gpGlobals->curtime ) { m_flNextHop = gpGlobals->curtime; m_flPowerDownTime = gpGlobals->curtime + RandomFloat( 0.3, 0.9 ); EmitSound( "NPC_RollerMine.Hurt" );
CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), 400, 0.5f, this );
if ( m_bIsOpen == false ) { Open(); } else { Close(); } }
if ( m_flPowerDownDetonateTime <= gpGlobals->curtime ) { SetThink( &CNPC_RollerMine::PreDetonate ); SetNextThink( gpGlobals->curtime + 0.5f ); }
// No TaskComplete() here, because the task will never complete. The rollermine will explode.
} break;
default: BaseClass::RunTask( pTask ); break; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_RollerMine::Open( void ) { // Friendly rollers cannot open
if ( HasSpawnFlags( SF_ROLLERMINE_FRIENDLY ) ) return;
if ( m_bIsOpen == false ) { SetModel( "models/roller_spikes.mdl" ); SetRollerSkin();
EmitSound( "NPC_RollerMine.OpenSpikes" );
SetTouch( &CNPC_RollerMine::ShockTouch ); m_bIsOpen = true;
// Don't hop if we're constrained
if ( !m_pConstraint ) { if ( EnemyInVehicle() ) { Hop( 256 ); } else if ( !GetEnemy() || GetEnemy()->Classify() != CLASS_BULLSEYE ) // Don't hop when attacking bullseyes
{ Hop( 128 ); } } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_RollerMine::SetRollerSkin( void ) { if ( m_bPowerDown == true ) { m_nSkin = (int)ROLLER_SKIN_DETONATE; } else if ( m_bHackedByAlyx == true ) { m_nSkin = (int)ROLLER_SKIN_FRIENDLY; } else { m_nSkin = (int)ROLLER_SKIN_REGULAR; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_RollerMine::Close( void ) { // Not allowed to close while primed, because we're going to detonate on touch
if ( m_bIsPrimed ) return;
if ( m_bIsOpen && !IsShocking() ) { SetModel( "models/roller.mdl" );
SetRollerSkin();
SetTouch( NULL ); m_bIsOpen = false;
m_iSoundEventFlags = ROLLERMINE_SE_CLEAR; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_RollerMine::SpikeTouch( CBaseEntity *pOther ) { /*
if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) ) return;
if ( m_bHeld ) return;
if ( pOther->IsPlayer() ) return;
if ( pOther->m_takedamage != DAMAGE_YES ) return;
// If we just hit a breakable glass object, don't explode. We want to blow through it.
CBreakable *pBreakable = dynamic_cast<CBreakable*>(pOther); if ( pBreakable && pBreakable->GetMaterialType() == matGlass ) return;
Explode(); EmitSound( "NPC_RollerMine.Warn" ); */
//FIXME: Either explode within certain rules, never explode, or just shock the hit victim
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_RollerMine::CloseTouch( CBaseEntity *pOther ) { if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) ) return;
if ( IsShocking() ) return;
bool bOtherIsDead = ( pOther->MyNPCPointer() && !pOther->MyNPCPointer()->IsAlive() ); bool bOtherIsNotarget = ( ( pOther->GetFlags() & FL_NOTARGET ) != 0 );
if ( !bOtherIsDead && !bOtherIsNotarget ) { Disposition_t disp = IRelationType(pOther);
if ( (disp == D_HT || disp == D_FR) ) { ShockTouch( pOther ); return; } }
Close(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_RollerMine::EmbedTouch( CBaseEntity *pOther ) { if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) ) return;
m_bEmbedOnGroundImpact = false;
// Did we hit the world?
if ( pOther->entindex() == 0 ) { m_bBuried = true; trace_t tr; Bury( &tr );
// Destroy out physics object and become static
VPhysicsDestroyObject(); CreateVPhysics();
// Drop a decal on the ground where we impacted
UTIL_DecalTrace( &tr, "Rollermine.Crater" );
// Make some dust
UTIL_CreateAntlionDust( tr.endpos, GetLocalAngles() ); }
// Don't try and embed again
SetTouch( NULL ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_RollerMine::IsPlayerVehicle( CBaseEntity *pEntity ) { IServerVehicle *pVehicle = pEntity->GetServerVehicle(); if ( pVehicle ) { CBasePlayer *pPlayer = ToBasePlayer( pVehicle->GetPassenger() ); if ( pPlayer != NULL ) { Disposition_t disp = IRelationType(pPlayer);
if ( disp == D_HT || disp == D_FR ) return true; } }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pVictim -
// Output : float
//-----------------------------------------------------------------------------
float CNPC_RollerMine::GetAttackDamageScale( CBaseEntity *pVictim ) { // If we're friendly, don't damage players or player-friendly NPCs, even with collisions
if ( HasSpawnFlags( SF_ROLLERMINE_FRIENDLY ) ) { if ( pVictim->IsPlayer() ) return 0; if ( pVictim->MyNPCPointer() ) { // If we don't hate the player, we're immune
CBasePlayer *pPlayer = UTIL_PlayerByIndex(1); if ( pPlayer && pVictim->MyNPCPointer()->IRelationType( pPlayer ) != D_HT ) return 0.0; } }
return BaseClass::GetAttackDamageScale( pVictim ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CNPC_RollerMine::ShockTarget( CBaseEntity *pOther ) { CBeam *pBeam;
if( m_bHackedByAlyx ) { pBeam = CBeam::BeamCreate( "sprites/rollermine_shock_yellow.vmt", 4 ); } else { pBeam = CBeam::BeamCreate( "sprites/rollermine_shock.vmt", 4 ); }
int startAttach = -1;
CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(pOther);
if ( pBeam != NULL ) { pBeam->EntsInit( pOther, this );
if ( pAnimating && pAnimating->GetModel() ) { startAttach = pAnimating->LookupAttachment("beam_damage" ); pBeam->SetStartAttachment( startAttach ); }
// Change this up a little for first person hits
if ( pOther->IsPlayer() ) { pBeam->SetEndWidth( 8 ); pBeam->SetNoise( 4 ); pBeam->LiveForTime( 0.2f ); } else { pBeam->SetEndWidth( 16 ); pBeam->SetNoise( 16 ); pBeam->LiveForTime( 0.5f ); } pBeam->SetEndAttachment( 1 ); pBeam->SetWidth( 1 ); pBeam->SetBrightness( 255 ); pBeam->SetColor( 255, 255, 255 ); pBeam->RelinkBeam(); } Vector shockPos = pOther->WorldSpaceCenter();
if ( startAttach > 0 && pAnimating ) { pAnimating->GetAttachment( startAttach, shockPos ); }
Vector shockDir = ( GetAbsOrigin() - shockPos ); VectorNormalize( shockDir );
CPVSFilter filter( shockPos ); te->GaussExplosion( filter, 0.0f, shockPos, shockDir, 0 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_RollerMine::NotifyInteraction( CAI_BaseNPC *pUser ) { // For now, turn green so we can tell who is hacked.
m_bHackedByAlyx = true; SetRollerSkin(); GetEnemies()->SetFreeKnowledgeDuration( 30.0f );
// Play the hax0red sound
EmitSound( "NPC_RollerMine.Reprogram" );
// Force the rollermine open here. At very least, this ensures that the
// correct, smaller bounding box is recomputed around it.
Open(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_RollerMine::ShockTouch( CBaseEntity *pOther ) { if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) ) return;
if ( m_bHeld || m_hVehicleStuckTo || gpGlobals->curtime < m_flShockTime ) return;
// error?
Assert( !m_bIsPrimed );
Disposition_t disp = IRelationType(pOther);
// Ignore anyone that I'm friendly or neutral to.
if( disp != D_HT && disp != D_FR) return;
IPhysicsObject *pPhysics = VPhysicsGetObject();
// Calculate a collision force
Vector impulse = WorldSpaceCenter() - pOther->WorldSpaceCenter(); impulse.z = 0; VectorNormalize( impulse ); impulse.z = 0.75; VectorNormalize( impulse ); impulse *= 600;
// Stun the roller
m_flActiveTime = gpGlobals->curtime + GetStunDelay();
// If we're a 'friendly' rollermine, just push the player a bit
if ( HasSpawnFlags( SF_ROLLERMINE_FRIENDLY ) ) { if ( pOther->IsPlayer() ) { Vector vecForce = -impulse * 0.5; pOther->ApplyAbsVelocityImpulse( vecForce ); } return; }
// jump up at a 30 degree angle away from the guy we hit
SetTouch( &CNPC_RollerMine::CloseTouch ); Vector vel; pPhysics->SetVelocity( &impulse, NULL ); EmitSound( "NPC_RollerMine.Shock" ); // Do a shock effect
ShockTarget( pOther );
m_flShockTime = gpGlobals->curtime + 1.25;
// Calculate physics force
Vector out; pOther->CollisionProp()->CalcNearestPoint( WorldSpaceCenter(), &out );
Vector vecForce = ( -impulse * pPhysics->GetMass() * 10 ); CTakeDamageInfo info( this, this, vecForce, out, sk_rollermine_shock.GetFloat(), DMG_SHOCK );
if( FClassnameIs( pOther, "npc_combine_s" ) ) { if( pOther->GetHealth() <= (pOther->GetMaxHealth() / 2) ) { // Instant special death for a combine soldier who has less than half health.
Vector vecDamageForce = pOther->WorldSpaceCenter() - WorldSpaceCenter(); VectorNormalize( vecDamageForce );
IPhysicsObject *pPhysics = pOther->VPhysicsGetObject();
if( pPhysics ) { vecDamageForce *= (pPhysics->GetMass() * 200.0f);
// Slam Z component with some good, reliable upwards velocity.
vecDamageForce.z = pPhysics->GetMass() * 200.0f; }
pOther->MyCombatCharacterPointer()->BecomeRagdollBoogie( this, vecDamageForce, 5.0f, SF_RAGDOLL_BOOGIE_ELECTRICAL ); return; } else { info.SetDamage( pOther->GetMaxHealth()/2 ); } }
pOther->TakeDamage( info );
// Knock players back a bit
if ( pOther->IsPlayer() ) { vecForce = -impulse; pOther->ApplyAbsVelocityImpulse( vecForce ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_RollerMine::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) { // Make sure we don't keep hitting the same entity
int otherIndex = !index; CBaseEntity *pOther = pEvent->pEntities[otherIndex]; if ( pEvent->deltaCollisionTime < 0.5 && (pOther == this) ) return;
BaseClass::VPhysicsCollision( index, pEvent );
// If we've just hit a vehicle, we want to stick to it
if ( m_bHeld || m_hVehicleStuckTo || !IsPlayerVehicle( pOther ) ) { // Are we supposed to be embedding ourselves?
if ( m_bEmbedOnGroundImpact ) { // clear the flag so we don't queue more than once
m_bEmbedOnGroundImpact = false; // call this when physics is done
g_PostSimulationQueue.QueueCall( this, &CNPC_RollerMine::EmbedTouch, pOther ); } return; }
StickToVehicle( pOther ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CNPC_RollerMine::StickToVehicle( CBaseEntity *pOther ) { IPhysicsObject *pOtherPhysics = pOther->VPhysicsGetObject(); if ( !pOtherPhysics ) return;
// Don't stick to the wheels
if ( pOtherPhysics->GetCallbackFlags() & CALLBACK_IS_VEHICLE_WHEEL ) return;
// Destroy our constraint. This can happen if we had our constraint broken
// and we still haven't cleaned up our constraint.
UnstickFromVehicle();
// We've hit the vehicle that the player's in.
// Stick to it and slow it down.
m_hVehicleStuckTo = pOther;
IPhysicsObject *pPhysics = VPhysicsGetObject();
// Constrain us to the vehicle
constraint_fixedparams_t fixed; fixed.Defaults(); fixed.InitWithCurrentObjectState( pOtherPhysics, pPhysics ); fixed.constraint.Defaults(); fixed.constraint.forceLimit = ImpulseScale( pPhysics->GetMass(), 200 ); fixed.constraint.torqueLimit = ImpulseScale( pPhysics->GetMass(), 800 ); m_pConstraint = physenv->CreateFixedConstraint( pOtherPhysics, pPhysics, NULL, fixed ); m_pConstraint->SetGameData( (void *)this );
// Kick the vehicle so the player knows we've arrived
Vector impulse = pOther->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize( impulse ); impulse.z = -0.75; VectorNormalize( impulse ); impulse *= 600; Vector vecForce = impulse * pPhysics->GetMass() * 10; pOtherPhysics->ApplyForceOffset( vecForce, GetAbsOrigin() );
// Get the velocity at the point we're sticking to
Vector vecVelocity; pOtherPhysics->GetVelocityAtPoint( GetAbsOrigin(), &vecVelocity ); AngularImpulse angNone( 0.0f, 0.0f, 0.0f ); pPhysics->SetVelocity( &vecVelocity, &angNone );
// Make sure we're spiky
Open();
AnnounceArrivalToOthers( pOther );
// Also, jolt the vehicle sometime in the future
g_EventQueue.AddEvent( this, "JoltVehicle", RandomFloat(3,6), NULL, NULL ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_RollerMine::CountRollersOnMyVehicle( CUtlVector<CNPC_RollerMine*> *pRollerList ) { CBaseEntity *entityList[64]; Vector range(256,256,256); pRollerList->AddToTail( this ); int boxCount = UTIL_EntitiesInBox( entityList, ARRAYSIZE(entityList), GetAbsOrigin()-range, GetAbsOrigin()+range, FL_NPC ); for ( int i = 0; i < boxCount; i++ ) { CAI_BaseNPC *pNPC = entityList[i]->MyNPCPointer(); if ( pNPC && pNPC->m_iClassname == m_iClassname && pNPC != this ) { // Found another rollermine
CNPC_RollerMine *pMine = dynamic_cast<CNPC_RollerMine*>(pNPC); Assert( pMine );
// Is he stuck to the same vehicle?
if ( pMine->GetVehicleStuckTo() == GetVehicleStuckTo() ) { pRollerList->AddToTail( pMine ); } } }
return pRollerList->Count(); }
//-----------------------------------------------------------------------------
// Purpose: Tell other rollermines on the vehicle that I've just arrived
// Input : *pOther -
//-----------------------------------------------------------------------------
void CNPC_RollerMine::AnnounceArrivalToOthers( CBaseEntity *pOther ) { // Now talk to any other rollermines stuck to the same vehicle
CUtlVector<CNPC_RollerMine*> aRollersOnVehicle; int iRollers = CountRollersOnMyVehicle( &aRollersOnVehicle );
// Stop all rollers on the vehicle falling off due to the force of the arriving one
for ( int i = 0; i < iRollers; i++ ) { aRollersOnVehicle[i]->PreventUnstickUntil( gpGlobals->curtime + 1 ); }
// See if we've got enough rollers on the vehicle to start being mean
/*
if ( iRollers >= ROLLERMINE_REQUIRED_TO_EXPLODE_VEHICLE ) { // Alert the others
EmitSound( "NPC_RollerMine.ExplodeChirp" );
// Tell everyone to explode shortly
for ( int i = 0; i < iRollers; i++ ) { variant_t emptyVariant; g_EventQueue.AddEvent( aRollersOnVehicle[i], "RespondToExplodeChirp", RandomFloat(2,5), NULL, NULL ); } } else { */ // If there's other rollers on the vehicle, talk to them
if ( iRollers > 1 ) { // Chirp to the others
EmitSound( "NPC_RollerMine.Chirp" );
// Tell the others to respond (skip first slot, because that's me)
for ( int i = 1; i < iRollers; i++ ) { variant_t emptyVariant; g_EventQueue.AddEvent( aRollersOnVehicle[i], "RespondToChirp", RandomFloat(2,3), NULL, NULL ); } } // }
}
//-----------------------------------------------------------------------------
// Purpose: Physics system has just told us our constraint has been broken
//-----------------------------------------------------------------------------
void CNPC_RollerMine::InputConstraintBroken( inputdata_t &inputdata ) { // Prevent rollermines being dislodged right as they stick
if ( m_flPreventUnstickUntil > gpGlobals->curtime ) return;
// We can't delete it here safely
UnstickFromVehicle(); Close();
// dazed
m_RollerController.m_vecAngular.Init(); m_flActiveTime = gpGlobals->curtime + GetStunDelay(); }
//-----------------------------------------------------------------------------
// Purpose: Respond to another rollermine that's chirped at us
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_RollerMine::InputRespondToChirp( inputdata_t &inputdata ) { EmitSound( "NPC_RollerMine.ChirpRespond" ); }
//-----------------------------------------------------------------------------
// Purpose: Respond to another rollermine's signal to detonate
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_RollerMine::InputRespondToExplodeChirp( inputdata_t &inputdata ) { EmitSound( "NPC_RollerMine.ExplodeChirpRespond" );
Explode(); }
//-----------------------------------------------------------------------------
// Purpose: Apply a physics force to the vehicle we're in
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_RollerMine::InputJoltVehicle( inputdata_t &inputdata ) { Assert( GetVehicleStuckTo() );
// First, tell all rollers on the vehicle not to fall off
CUtlVector<CNPC_RollerMine*> aRollersOnVehicle; int iRollers = CountRollersOnMyVehicle( &aRollersOnVehicle ); for ( int i = 0; i < iRollers; i++ ) { aRollersOnVehicle[i]->PreventUnstickUntil( gpGlobals->curtime + 1 ); }
// Now smack the vehicle
Vector impulse = GetVehicleStuckTo()->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize( impulse ); // Randomly apply a little vertical lift, to get the wheels off the ground
impulse.z = RandomFloat( 0.5, 1.0 ); VectorNormalize( impulse ); IPhysicsObject *pVehiclePhysics = GetVehicleStuckTo()->VPhysicsGetObject(); Vector vecForce = impulse * ImpulseScale( pVehiclePhysics->GetMass(), RandomFloat(150,250) ); pVehiclePhysics->ApplyForceOffset( vecForce, GetAbsOrigin() );
// Play sounds & effects
EmitSound( "NPC_RollerMine.JoltVehicle" );
// UNDONE: Good Zap effects
/*
CBeam *pBeam = CBeam::BeamCreate( "sprites/rollermine_shock.vmt", 4 ); if ( pBeam ) { pBeam->EntsInit( GetVehicleStuckTo(), this ); CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>( GetVehicleStuckTo() ); if ( pAnimating ) { int startAttach = pAnimating->LookupAttachment("beam_damage" ); pBeam->SetStartAttachment( startAttach ); } pBeam->SetEndAttachment( 1 ); pBeam->SetWidth( 8 ); pBeam->SetEndWidth( 8 ); pBeam->SetBrightness( 255 ); pBeam->SetColor( 255, 255, 255 ); pBeam->LiveForTime( 0.5f ); pBeam->RelinkBeam(); pBeam->SetNoise( 30 ); } */
ShockTarget( GetVehicleStuckTo() );
// Jolt again soon
g_EventQueue.AddEvent( this, "JoltVehicle", RandomFloat(3,6), NULL, NULL ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_RollerMine::InputTurnOn( inputdata_t &inputdata ) { m_RollerController.On(); m_bTurnedOn = true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_RollerMine::InputTurnOff( inputdata_t &inputdata ) { m_RollerController.Off(); m_bTurnedOn = false; StopLoopingSounds(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_RollerMine::InputPowerdown( inputdata_t &inputdata ) { m_bPowerDown = true; m_flPowerDownTime = gpGlobals->curtime + RandomFloat( 0.1, 0.5 ); m_flPowerDownDetonateTime = m_flPowerDownTime + RandomFloat( 1.5, 4.0 );
ClearSchedule( "Received power down input" ); }
//-----------------------------------------------------------------------------
// Purpose: If we were stuck to a vehicle, remove ourselves
//-----------------------------------------------------------------------------
void CNPC_RollerMine::UnstickFromVehicle( void ) { if ( m_pConstraint ) { physenv->DestroyConstraint( m_pConstraint ); m_pConstraint = NULL; }
// Cancel any pending jolt events
g_EventQueue.CancelEventOn( this, "JoltVehicle" );
m_hVehicleStuckTo = NULL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CNPC_RollerMine::GetVehicleStuckTo( void ) { if ( !m_pConstraint ) return NULL;
return m_hVehicleStuckTo; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPhysGunUser -
//-----------------------------------------------------------------------------
void CNPC_RollerMine::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) { // Are we just being punted?
if ( reason == PUNTED_BY_CANNON ) { // Be stunned
m_flActiveTime = gpGlobals->curtime + GetStunDelay(); return; }
//Stop turning
m_RollerController.m_vecAngular = vec3_origin;
UnstickFromVehicle();
m_OnPhysGunPickup.FireOutput( pPhysGunUser, this ); m_bHeld = true; m_RollerController.Off(); EmitSound( "NPC_RollerMine.Held" ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPhysGunUser -
//-----------------------------------------------------------------------------
void CNPC_RollerMine::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) { m_bHeld = false; m_flActiveTime = gpGlobals->curtime + GetStunDelay(); m_RollerController.On(); // explode on contact if launched from the physgun
if ( Reason == LAUNCHED_BY_CANNON ) { if ( m_bIsOpen ) { //m_bIsPrimed = true;
SetTouch( &CNPC_RollerMine::SpikeTouch ); // enable world/prop touch too
VPhysicsGetObject()->SetCallbackFlags( VPhysicsGetObject()->GetCallbackFlags() | CALLBACK_GLOBAL_TOUCH|CALLBACK_GLOBAL_TOUCH_STATIC ); } EmitSound( "NPC_RollerMine.Tossed" ); }
m_OnPhysGunDrop.FireOutput( pPhysGunUser, this ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// Output : float
//-----------------------------------------------------------------------------
int CNPC_RollerMine::OnTakeDamage( const CTakeDamageInfo &info ) { if ( !(info.GetDamageType() & DMG_BURN) ) { if ( GetMoveType() == MOVETYPE_VPHYSICS ) { AngularImpulse angVel; angVel.Random( -400.0f, 400.0f ); VPhysicsGetObject()->AddVelocity( NULL, &angVel ); m_RollerController.m_vecAngular *= 0.8f;
VPhysicsTakeDamage( info ); } SetCondition( COND_LIGHT_DAMAGE ); }
if ( info.GetDamageType() & (DMG_BURN|DMG_BLAST) ) { if ( info.GetAttacker() && info.GetAttacker()->m_iClassname != m_iClassname ) { SetThink( &CNPC_RollerMine::PreDetonate ); SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.5f ) ); } else { // dazed
m_RollerController.m_vecAngular.Init(); m_flActiveTime = gpGlobals->curtime + GetStunDelay(); Hop( 300 ); } }
return 0; }
//-----------------------------------------------------------------------------
// Purpose: Causes the roller to hop into the air
//-----------------------------------------------------------------------------
void CNPC_RollerMine::Hop( float height ) { if ( m_flNextHop > gpGlobals->curtime ) return;
if ( GetMoveType() == MOVETYPE_VPHYSICS ) { IPhysicsObject *pPhysObj = VPhysicsGetObject(); pPhysObj->ApplyForceCenter( Vector(0,0,1) * height * pPhysObj->GetMass() ); AngularImpulse angVel; angVel.Random( -400.0f, 400.0f ); pPhysObj->AddVelocity( NULL, &angVel );
m_flNextHop = gpGlobals->curtime + ROLLERMINE_HOP_DELAY; } }
//-----------------------------------------------------------------------------
// Purpose: Makes warning noise before actual explosion occurs
//-----------------------------------------------------------------------------
void CNPC_RollerMine::PreDetonate( void ) { Hop( 300 );
SetTouch( NULL ); SetThink( &CNPC_RollerMine::Explode ); SetNextThink( gpGlobals->curtime + 0.5f );
EmitSound( "NPC_RollerMine.Hurt" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_RollerMine::Explode( void ) { m_takedamage = DAMAGE_NO;
//FIXME: Hack to make thrown mines more deadly and fun
float expDamage = m_bIsPrimed ? 100 : 25;
//If we've been hacked and we're blowing up cause we've been shut down then do moderate damage.
if ( m_bPowerDown == true ) { expDamage = 50; }
// Underwater explosion?
if ( UTIL_PointContents( GetAbsOrigin() ) & MASK_WATER ) { CEffectData data; data.m_vOrigin = WorldSpaceCenter(); data.m_flMagnitude = expDamage; data.m_flScale = 128; data.m_fFlags = ( SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE ); DispatchEffect( "WaterSurfaceExplosion", data ); } else { ExplosionCreate( WorldSpaceCenter(), GetLocalAngles(), this, expDamage, 128, true ); }
CTakeDamageInfo info( this, this, 1, DMG_GENERIC ); Event_Killed( info );
// Remove myself a frame from now to avoid doing it in the middle of running AI
SetThink( &CNPC_RollerMine::SUB_Remove ); SetNextThink( gpGlobals->curtime ); }
const float MAX_ROLLING_SPEED = 720;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CNPC_RollerMine::RollingSpeed() { IPhysicsObject *pPhysics = VPhysicsGetObject(); if ( !m_hVehicleStuckTo && !m_bHeld && pPhysics && !pPhysics->IsAsleep() ) { AngularImpulse angVel; pPhysics->GetVelocity( NULL, &angVel ); float rollingSpeed = angVel.Length() - 90; rollingSpeed = clamp( rollingSpeed, 1, MAX_ROLLING_SPEED ); rollingSpeed *= (1/MAX_ROLLING_SPEED); return rollingSpeed; } return 0; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CNPC_RollerMine::GetStunDelay() { if( m_bHackedByAlyx ) { return 0.1f; } else { return sk_rollermine_stun_delay.GetFloat(); } }
//-----------------------------------------------------------------------------
// Purpose: We've been dropped by a dropship. Embed in the ground if we land on it.
//-----------------------------------------------------------------------------
void CNPC_RollerMine::EmbedOnGroundImpact() { m_bEmbedOnGroundImpact = true;
SetTouch( &CNPC_RollerMine::EmbedTouch ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_RollerMine::PrescheduleThink() { // Are we underwater?
if ( UTIL_PointContents( GetAbsOrigin() ) & MASK_WATER ) { // As soon as we're far enough underwater, detonate
Vector vecAboveMe = GetAbsOrigin() + Vector(0,0,64); if ( UTIL_PointContents( vecAboveMe ) & MASK_WATER ) { Explode(); return; } }
UpdateRollingSound(); UpdatePingSound(); BaseClass::PrescheduleThink(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_RollerMine::UpdateRollingSound() { if ( m_rollingSoundState == ROLL_SOUND_NOT_READY ) return;
rollingsoundstate_t soundState = ROLL_SOUND_OFF; float rollingSpeed = RollingSpeed(); if ( rollingSpeed > 0 ) { soundState = m_bIsOpen ? ROLL_SOUND_OPEN : ROLL_SOUND_CLOSED; }
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); CSoundParameters params; switch( soundState ) { case ROLL_SOUND_CLOSED: CBaseEntity::GetParametersForSound( "NPC_RollerMine.Roll", params, NULL ); break; case ROLL_SOUND_OPEN: CBaseEntity::GetParametersForSound( "NPC_RollerMine.RollWithSpikes", params, NULL ); break;
case ROLL_SOUND_OFF: // no sound
break; }
// start the new sound playing if necessary
if ( m_rollingSoundState != soundState ) { StopRollingSound();
m_rollingSoundState = soundState;
if ( m_rollingSoundState == ROLL_SOUND_OFF ) return;
CPASAttenuationFilter filter( this ); m_pRollSound = controller.SoundCreate( filter, entindex(), params.channel, params.soundname, params.soundlevel ); controller.Play( m_pRollSound, params.volume, params.pitch ); m_rollingSoundState = soundState; }
if ( m_pRollSound ) { // for tuning
//DevMsg("SOUND: %s, VOL: %.1f\n", m_rollingSoundState == ROLL_SOUND_CLOSED ? "CLOSED" : "OPEN ", rollingSpeed );
controller.SoundChangePitch( m_pRollSound, params.pitchlow + (params.pitchhigh - params.pitchlow) * rollingSpeed, 0.1 ); controller.SoundChangeVolume( m_pRollSound, params.volume * rollingSpeed, 0.1 ); } }
void CNPC_RollerMine::StopRollingSound() { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundDestroy( m_pRollSound ); m_pRollSound = NULL; }
void CNPC_RollerMine::UpdatePingSound() { float pingSpeed = 0; if ( m_bIsOpen && !IsShocking() && !m_bHeld ) { CBaseEntity *pEnemy = GetEnemy(); if ( pEnemy ) { pingSpeed = EnemyDistance( pEnemy ); pingSpeed = clamp( pingSpeed, 1, ROLLERMINE_OPEN_THRESHOLD ); pingSpeed *= (1.0f/ROLLERMINE_OPEN_THRESHOLD); } }
if ( pingSpeed > 0 ) { pingSpeed = 1-pingSpeed; CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); CSoundParameters params; CBaseEntity::GetParametersForSound( "NPC_RollerMine.Ping", params, NULL ); if ( !m_pPingSound ) { CPASAttenuationFilter filter( this ); m_pPingSound = controller.SoundCreate( filter, entindex(), params.channel, params.soundname, params.soundlevel ); controller.Play( m_pPingSound, params.volume, 101 ); }
controller.SoundChangePitch( m_pPingSound, params.pitchlow + (params.pitchhigh - params.pitchlow) * pingSpeed, 0.1 ); controller.SoundChangeVolume( m_pPingSound, params.volume, 0.1 ); //DevMsg("PING: %.1f\n", pingSpeed );
} else { StopPingSound(); } }
void CNPC_RollerMine::StopPingSound() { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundDestroy( m_pPingSound ); m_pPingSound = NULL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_RollerMine::StopLoopingSounds( void ) { StopRollingSound(); StopPingSound(); BaseClass::StopLoopingSounds(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnemy -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_RollerMine::IsValidEnemy( CBaseEntity *pEnemy ) { // If the enemy's over the vehicle detection range, and it's not a player in a vehicle, ignore it
if ( pEnemy ) { float flDistance = GetAbsOrigin().DistTo( pEnemy->GetAbsOrigin() ); if ( flDistance >= m_flSeeVehiclesOnlyBeyond ) { // Handle vehicles
CBaseCombatCharacter *pCCEnemy = pEnemy->MyCombatCharacterPointer(); if ( pCCEnemy != NULL && pCCEnemy->IsInAVehicle() ) { // If we're buried, we only care when they're heading directly towards us
if ( m_bBuried ) return ( VehicleHeading( pCCEnemy->GetVehicle()->GetVehicleEnt() ) > DOT_20DEGREE );
// If we're not buried, chase him as long as he's not heading away from us
return ( VehicleHeading( pCCEnemy->GetVehicleEntity() ) > 0 ); }
return false; }
// Never pick something I fear
if ( IRelationType( pEnemy ) == D_FR ) return false;
// Don't attack flying things.
if ( pEnemy->GetMoveType() == MOVETYPE_FLY ) return false; }
return BaseClass::IsValidEnemy( pEnemy ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_RollerMine::EnemyInVehicle( void ) { // Clearly the enemy is not...
if ( GetEnemy() == NULL ) return false;
// If the target is in a vehicle, let the convar choose
CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer(); if ( pCCEnemy != NULL && pCCEnemy->IsInAVehicle() ) return ( sk_rollermine_vehicle_intercept.GetBool() );
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CNPC_RollerMine::VehicleHeading( CBaseEntity *pVehicle ) { Vector vecVelocity = pVehicle->GetSmoothedVelocity(); float flSpeed = VectorNormalize( vecVelocity ); Vector vecToMine = GetAbsOrigin() - pVehicle->GetAbsOrigin(); VectorNormalize( vecToMine );
// If it's not moving, consider it moving towards us, but not directly
// This will enable already active rollers to chase the vehicle if it's stationary.
if ( flSpeed < 10 ) return 0.1;
return DotProduct( vecVelocity, vecToMine ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// &vecDir -
// *ptr -
//-----------------------------------------------------------------------------
void CNPC_RollerMine::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { if ( info.GetDamageType() & (DMG_BULLET | DMG_CLUB) ) { CTakeDamageInfo newInfo( info );
// If we're stuck to the car, increase it even more
if ( GetVehicleStuckTo() ) { newInfo.SetDamageForce( info.GetDamageForce() * 40 ); } else { newInfo.SetDamageForce( info.GetDamageForce() * 20 ); }
BaseClass::TraceAttack( newInfo, vecDir, ptr, pAccumulator ); return; }
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); }
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_rollermine, CNPC_RollerMine )
//Tasks
DECLARE_TASK( TASK_ROLLERMINE_CHARGE_ENEMY ) DECLARE_TASK( TASK_ROLLERMINE_BURIED_WAIT ) DECLARE_TASK( TASK_ROLLERMINE_UNBURROW ) DECLARE_TASK( TASK_ROLLERMINE_GET_PATH_TO_FLEE ) DECLARE_TASK( TASK_ROLLERMINE_NUDGE_TOWARDS_NODES ) DECLARE_TASK( TASK_ROLLERMINE_RETURN_TO_PLAYER ) DECLARE_TASK( TASK_ROLLERMINE_POWERDOWN )
//Schedules
DEFINE_SCHEDULE ( SCHED_ROLLERMINE_BURIED_WAIT,
" Tasks" " TASK_ROLLERMINE_BURIED_WAIT 0" " " " Interrupts" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" )
DEFINE_SCHEDULE ( SCHED_ROLLERMINE_BURIED_UNBURROW,
" Tasks" " TASK_ROLLERMINE_UNBURROW 0" " " " Interrupts" ) DEFINE_SCHEDULE ( SCHED_ROLLERMINE_RANGE_ATTACK1,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY" " TASK_ROLLERMINE_CHARGE_ENEMY 0" " " " Interrupts" " COND_ENEMY_DEAD" " COND_NEW_ENEMY" " COND_ENEMY_OCCLUDED" " COND_ENEMY_TOO_FAR" ) DEFINE_SCHEDULE ( SCHED_ROLLERMINE_CHASE_ENEMY,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ROLLERMINE_RANGE_ATTACK1" " TASK_SET_TOLERANCE_DISTANCE 24" " TASK_GET_PATH_TO_ENEMY 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " " " Interrupts" " COND_ENEMY_DEAD" " COND_ENEMY_UNREACHABLE" " COND_ENEMY_TOO_FAR" " COND_CAN_RANGE_ATTACK1" " COND_TASK_FAILED" " COND_SEE_FEAR" )
DEFINE_SCHEDULE ( SCHED_ROLLERMINE_FLEE,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_IDLE_STAND" " TASK_ROLLERMINE_GET_PATH_TO_FLEE 300" " TASK_RUN_PATH 0" " TASK_STOP_MOVING 0" " " " Interrupts" " COND_NEW_ENEMY" " COND_TASK_FAILED" )
DEFINE_SCHEDULE ( SCHED_ROLLERMINE_ALERT_STAND,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_REASONABLE 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_WAIT 2" "" " Interrupts" " COND_NEW_ENEMY" " COND_SEE_ENEMY" " COND_SEE_FEAR" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_PROVOKED" " COND_SMELL" " COND_HEAR_COMBAT" // sound flags
" COND_HEAR_WORLD" " COND_HEAR_PLAYER" " COND_HEAR_DANGER" " COND_HEAR_BULLET_IMPACT" " COND_IDLE_INTERRUPT" )
DEFINE_SCHEDULE ( SCHED_ROLLERMINE_NUDGE_TOWARDS_NODES,
" Tasks" " TASK_ROLLERMINE_NUDGE_TOWARDS_NODES 0" " TASK_WAIT 1.5" "" " Interrupts" "" )
DEFINE_SCHEDULE ( SCHED_ROLLERMINE_PATH_TO_PLAYER,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ROLLERMINE_ALERT_STAND" " TASK_SET_TOLERANCE_DISTANCE 200" " TASK_GET_PATH_TO_PLAYER 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" "" " Interrupts" " COND_NEW_ENEMY" " COND_SEE_ENEMY" " COND_SEE_FEAR" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_PROVOKED" " COND_SMELL" " COND_HEAR_COMBAT" // sound flags
" COND_HEAR_WORLD" " COND_HEAR_PLAYER" " COND_HEAR_DANGER" " COND_HEAR_BULLET_IMPACT" " COND_IDLE_INTERRUPT" " COND_SEE_PLAYER" )
DEFINE_SCHEDULE ( SCHED_ROLLERMINE_ROLL_TO_PLAYER,
" Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ROLLERMINE_ALERT_STAND" " TASK_SET_TOLERANCE_DISTANCE 200" " TASK_ROLLERMINE_RETURN_TO_PLAYER 0" "" " Interrupts" " COND_NEW_ENEMY" " COND_SEE_ENEMY" " COND_SEE_FEAR" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_PROVOKED" " COND_SMELL" " COND_HEAR_COMBAT" // sound flags
" COND_HEAR_WORLD" " COND_HEAR_PLAYER" " COND_HEAR_DANGER" " COND_HEAR_BULLET_IMPACT" " COND_IDLE_INTERRUPT" )
DEFINE_SCHEDULE ( SCHED_ROLLERMINE_POWERDOWN,
" Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_ROLLERMINE_POWERDOWN 0" "" " Interrupts" "" );
AI_END_CUSTOM_NPC()
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