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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is the base version of the vortigaunt
//
//=============================================================================//
#ifndef NPC_VORTIGAUNT_H
#define NPC_VORTIGAUNT_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_basenpc.h"
#include "ai_behavior.h"
#include "ai_behavior_lead.h"
#include "ai_behavior_standoff.h"
#include "ai_behavior_assault.h"
#include "npc_playercompanion.h"
#define VORTIGAUNT_MAX_BEAMS 8
#define VORTIGAUNT_BEAM_ALL -1
#define VORTIGAUNT_BEAM_ZAP 0
#define VORTIGAUNT_BEAM_HEAL 1
#define VORTIGAUNT_BEAM_DISPEL 2
class CBeam; class CSprite; class CVortigauntChargeToken; class CVortigauntEffectDispel;
extern ConVar sk_vortigaunt_zap_range;
enum VortigauntHealState_t { HEAL_STATE_NONE, // Not trying to heal
HEAL_STATE_WARMUP, // In the "warm-up" phase of healing
HEAL_STATE_HEALING, // In the process of healing
HEAL_STATE_COOLDOWN, // in the "cooldown" phase of healing
};
//=========================================================
// >> CNPC_Vortigaunt
//=========================================================
class CNPC_Vortigaunt : public CNPC_PlayerCompanion { DECLARE_CLASS( CNPC_Vortigaunt, CNPC_PlayerCompanion );
public: CNPC_Vortigaunt( void );
virtual void Spawn( void ); virtual void Precache( void ); virtual float MaxYawSpeed( void );
virtual Vector FacingPosition( void ); virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
virtual void PrescheduleThink( void ); virtual void BuildScheduleTestBits( void ); virtual void OnScheduleChange( void );
virtual int RangeAttack1Conditions( float flDot, float flDist ); // Primary zap
virtual int RangeAttack2Conditions( float flDot, float flDist ); // Concussive zap (larger)
virtual bool InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions ); virtual int MeleeAttack1Conditions( float flDot, float flDist ); // Dispel
virtual float InnateRange1MinRange( void ) { return 0.0f; } virtual float InnateRange1MaxRange( void ) { return sk_vortigaunt_zap_range.GetFloat()*12; } virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info ); virtual bool FInViewCone( CBaseEntity *pEntity ); virtual bool ShouldMoveAndShoot( void );
// vorts have a very long head/neck swing, so debounce heavily
virtual float GetHeadDebounce( void ) { return 0.7; } // how much of previous head turn to use
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual void AlertSound( void ); virtual Class_T Classify ( void ) { return IsGameEndAlly() ? CLASS_PLAYER_ALLY_VITAL : CLASS_VORTIGAUNT; } virtual void HandleAnimEvent( animevent_t *pEvent ); virtual Activity NPC_TranslateActivity( Activity eNewActivity );
virtual void UpdateOnRemove( void ); virtual void Event_Killed( const CTakeDamageInfo &info ); virtual void GatherConditions( void ); virtual void RunTask( const Task_t *pTask ); virtual void StartTask( const Task_t *pTask ); virtual void ClearSchedule( const char *szReason );
virtual void DeclineFollowing( void ); virtual bool CanBeUsedAsAFriend( void ); virtual bool IsPlayerAlly( void ) { return true; }
// Override these to set behavior
virtual int TranslateSchedule( int scheduleType ); virtual int SelectSchedule( void ); virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ); virtual bool IsValidEnemy( CBaseEntity *pEnemy ); bool IsLeading( void ) { return ( GetRunningBehavior() == &m_LeadBehavior && m_LeadBehavior.HasGoal() ); }
void DeathSound( const CTakeDamageInfo &info ); void PainSound( const CTakeDamageInfo &info ); virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); virtual void SpeakSentence( int sentType );
virtual int IRelationPriority( CBaseEntity *pTarget ); virtual Disposition_t IRelationType( CBaseEntity *pTarget ); virtual bool IsReadinessCapable( void ) { return true; } virtual float GetReadinessDecay() { return 30.0f; } virtual bool ShouldRegenerateHealth( void ) { return m_bRegenerateHealth; } virtual bool CanRunAScriptedNPCInteraction( bool bForced = false ); virtual void AimGun( void ); virtual void OnUpdateShotRegulator( void );
void InputEnableArmorRecharge( inputdata_t &data ); void InputDisableArmorRecharge( inputdata_t &data ); void InputExtractBugbait( inputdata_t &data ); void InputChargeTarget( inputdata_t &data ); void InputDispel( inputdata_t &data ); void InputBeginCarryNPC( inputdata_t &indputdata ); void InputEndCarryNPC( inputdata_t &indputdata );
// Health regeneration
void InputEnableHealthRegeneration( inputdata_t &data ); void InputDisableHealthRegeneration( inputdata_t &data );
// color
void InputTurnBlue( inputdata_t &data ); void InputTurnBlack( inputdata_t &data );
virtual void SetScriptedScheduleIgnoreConditions( Interruptability_t interrupt ); virtual void OnRestore( void ); virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval ); virtual void OnStartScene( void ); virtual bool IsInterruptable( void ); virtual bool CanFlinch( void );
// used so a grub can notify me that I stepped on it. Says a line.
void OnSquishedGrub( const CBaseEntity *pGrub );
private:
int NumAntlionsInRadius( float flRadius ); void DispelAntlions( const Vector &vecOrigin, float flRadius, bool bDispel = true ); bool HealGestureHasLOS( void ); bool PlayerBelowHealthPercentage( CBasePlayer *pPlayer, float flPerc ); void StartHealing( void ); void StopHealing( bool bInterrupt = false ); void MaintainHealSchedule( void ); bool ShouldHealTarget( CBaseEntity *pTarget ); int SelectHealSchedule( void );
void CreateBeamBlast( const Vector &vecOrigin );
private: //=========================================================
// Vortigaunt schedules
//=========================================================
enum { SCHED_VORTIGAUNT_STAND = BaseClass::NEXT_SCHEDULE, SCHED_VORTIGAUNT_RANGE_ATTACK, SCHED_VORTIGAUNT_HEAL, SCHED_VORTIGAUNT_EXTRACT_BUGBAIT, SCHED_VORTIGAUNT_FACE_PLAYER, SCHED_VORTIGAUNT_RUN_TO_PLAYER, SCHED_VORTIGAUNT_DISPEL_ANTLIONS, SCHED_VORT_FLEE_FROM_BEST_SOUND, SCHED_VORT_ALERT_FACE_BESTSOUND, };
//=========================================================
// Vortigaunt Tasks
//=========================================================
enum { TASK_VORTIGAUNT_HEAL_WARMUP = BaseClass::NEXT_TASK, TASK_VORTIGAUNT_HEAL, TASK_VORTIGAUNT_EXTRACT_WARMUP, TASK_VORTIGAUNT_EXTRACT, TASK_VORTIGAUNT_EXTRACT_COOLDOWN, TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT, TASK_VORTIGAUNT_WAIT_FOR_PLAYER, TASK_VORTIGAUNT_GET_HEAL_TARGET, TASK_VORTIGAUNT_DISPEL_ANTLIONS };
//=========================================================
// Vortigaunt Conditions
//=========================================================
enum { COND_VORTIGAUNT_CAN_HEAL = BaseClass::NEXT_CONDITION, COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR, // Outside or heal range
COND_VORTIGAUNT_HEAL_TARGET_BLOCKED, // Blocked by an obstruction
COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US, // Not within our "forward" range
COND_VORTIGAUNT_HEAL_VALID, // All conditions satisfied
COND_VORTIGAUNT_DISPEL_ANTLIONS, // Repulse all antlions around us
};
// ------------
// Beams
// ------------
inline bool InAttackSequence( void ); void ClearBeams( void ); void ArmBeam( int beamType, int nHand ); void ZapBeam( int nHand ); int m_nLightningSprite;
// ---------------
// Glow
// ----------------
void ClearHandGlow( void ); float m_fGlowAge; float m_fGlowChangeTime; bool m_bGlowTurningOn; int m_nCurGlowIndex; CHandle<CVortigauntEffectDispel> m_hHandEffect[2]; void StartHandGlow( int beamType, int nHand ); void EndHandGlow( int beamType = VORTIGAUNT_BEAM_ALL ); void MaintainGlows( void );
// ----------------
// Healing
// ----------------
bool m_bRegenerateHealth; float m_flNextHealTime; // Next time allowed to heal player
EHANDLE m_hHealTarget; // The person that I'm going to heal.
bool m_bPlayerRequestedHeal; // This adds some priority to our heal (allows it to happen in combat, etc)
float m_flNextHealTokenTime; VortigauntHealState_t m_eHealState; CBaseEntity *FindHealTarget( void ); bool HealBehaviorAvailable( void ); void SetHealTarget( CBaseEntity *pTarget, bool bPlayerRequested ); void GatherHealConditions( void );
int m_nNumTokensToSpawn; float m_flHealHinderedTime; float m_flPainTime; float m_nextLineFireTime;
bool m_bArmorRechargeEnabled; bool m_bForceArmorRecharge; float m_flDispelTestTime; bool m_bExtractingBugbait; bool IsCarryingNPC( void ) const { return m_bCarryingNPC; } bool m_bCarryingNPC;
COutputEvent m_OnFinishedExtractingBugbait; COutputEvent m_OnFinishedChargingTarget; COutputEvent m_OnPlayerUse; //Adrian: Let's do it the right way!
int m_iLeftHandAttachment; int m_iRightHandAttachment; bool m_bStopLoopingSounds; float m_flAimDelay; // Amount of time to suppress aiming
// used for fading from green vort to blue vort
CNetworkVar( bool, m_bIsBlue ); CNetworkVar( float, m_flBlueEndFadeTime );
// used for fading to black
CNetworkVar( bool, m_bIsBlack );
public: DECLARE_SERVERCLASS(); DECLARE_DATADESC(); DEFINE_CUSTOM_AI; };
//=============================================================================
//
// Charge Token
//
//=============================================================================
class CVortigauntChargeToken : public CBaseEntity { DECLARE_CLASS( CVortigauntChargeToken, CBaseEntity );
public:
static CVortigauntChargeToken *CreateChargeToken( const Vector &vecOrigin, CBaseEntity *pOwner, CBaseEntity *pTarget );
CVortigauntChargeToken( void );
virtual void Spawn( void ); virtual void Precache( void ); virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
void FadeAndDie( void ); void SeekThink( void ); void SeekTouch( CBaseEntity *pOther ); void SetTargetEntity( CBaseEntity *pTarget ) { m_hTarget = pTarget; }
private:
Vector GetSteerVector( const Vector &vecForward );
float m_flLifetime; EHANDLE m_hTarget;
CNetworkVar( bool, m_bFadeOut );
DECLARE_SERVERCLASS(); DECLARE_DATADESC(); };
//=============================================================================
//
// Dispel Effect
//
//=============================================================================
class CVortigauntEffectDispel : public CBaseEntity { DECLARE_CLASS( CVortigauntEffectDispel, CBaseEntity );
public:
static CVortigauntEffectDispel *CreateEffectDispel( const Vector &vecOrigin, CBaseEntity *pOwner, CBaseEntity *pTarget );
CVortigauntEffectDispel( void );
virtual void Spawn( void );
void FadeAndDie( void );
private:
CNetworkVar( bool, m_bFadeOut );
DECLARE_SERVERCLASS(); DECLARE_DATADESC(); };
#endif // NPC_VORTIGAUNT_H
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