Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "beam_shared.h"
#include "ai_motor.h"
#include "asw_ai_behavior_combat_stun.h"
#include "ai_hint.h"
#include "ai_navigator.h"
#include "ai_memory.h"
#include "asw_alien.h"
#include "asw_marine.h"
#include "particle_parse.h"
#include "asw_marine_skills.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CAI_ASW_CombatStunBehavior )
END_DATADESC();
LINK_BEHAVIOR_TO_CLASSNAME( CAI_ASW_CombatStunBehavior );
// todo: if we want more varied stuns, tie this to damage, etc
static const float COMBAT_STUN_DURATION = 2.5f;
// for now govern how often we check recent damage events
static const float COMBAT_STUN_CHECK_TIME = 0.5f;
//------------------------------------------------------------------------------
// Purpose: constructor
//------------------------------------------------------------------------------
CAI_ASW_CombatStunBehavior::CAI_ASW_CombatStunBehavior( )
{
m_flStunEndTime = 0.0f;
}
//------------------------------------------------------------------------------
// Purpose: function to set up parameters
// Input : szKeyName - the name of the key
// szValue - the value to be set
// Output : returns true of we handled this key
//------------------------------------------------------------------------------
bool CAI_ASW_CombatStunBehavior::KeyValue( const char *szKeyName, const char *szValue )
{
return BaseClass::KeyValue( szKeyName, szValue );
}
//------------------------------------------------------------------------------
// Purpose: precaches any additional assets this behavior needs
//------------------------------------------------------------------------------
void CAI_ASW_CombatStunBehavior::Precache( void )
{
BaseClass::Precache();
}
//------------------------------------------------------------------------------
// Purpose: determines if we can use this behavior currently
// Output : returns true if this behavior is able to run
//------------------------------------------------------------------------------
bool CAI_ASW_CombatStunBehavior::CanSelectSchedule()
{
if ( !GetOuter()->IsInterruptable() )
{
return false;
}
if ( !HasCondition( COND_BEGIN_COMBAT_STUN ) )
{
return false;
}
return BaseClass::CanSelectSchedule();
}
//------------------------------------------------------------------------------
// Purpose: sets / clears conditions for when the behavior is active. this is
// generally a larger set of conditions to interrupt any tasks.
//------------------------------------------------------------------------------
void CAI_ASW_CombatStunBehavior::GatherConditions( )
{
BaseClass::GatherConditions();
}
//------------------------------------------------------------------------------
// Purpose: sets / clears conditions for when the behavior is not active. this is
// mainly to have a smaller set of conditions to wake up the behavior.
//------------------------------------------------------------------------------
void CAI_ASW_CombatStunBehavior::GatherConditionsNotActive( )
{
BaseClass::GatherConditionsNotActive();
ClearCondition( COND_BEGIN_COMBAT_STUN );
if ( !GetOuter() )
{
return;
}
if ( !IsAlienClass( GetOuter()->Classify() ) )
{
// This behavior isn't currently designed for non-aliens, relies on CASW_Alien::m_RecentDamage
Assert( false );
return;
}
CASW_Alien *pAlien = static_cast<CASW_Alien*>( GetOuter() );
for ( int i = 0; i < pAlien->m_RecentDamage.Count(); i++ )
{
int nDamageType = pAlien->m_RecentDamage[i].GetDamageType();
if ( (nDamageType & DMG_CLUB) && (nDamageType & DMG_SONIC) )
{
if ( pAlien->m_RecentDamage[i].GetAttacker() && pAlien->m_RecentDamage[i].GetAttacker()->Classify() == CLASS_ASW_MARINE )
{
m_flStunDuration = COMBAT_STUN_DURATION;
SetCondition( COND_BEGIN_COMBAT_STUN );
break;
}
}
}
}
//------------------------------------------------------------------------------
// Purpose: general purpose routine to collect conditions used both during active
// and non-active states of the behavior.
//------------------------------------------------------------------------------
void CAI_ASW_CombatStunBehavior::GatherCommonConditions( )
{
BaseClass::GatherCommonConditions();
}
//------------------------------------------------------------------------------
// Purpose: routine called to start when a task initially starts
// Input : pTask - the task structure
//------------------------------------------------------------------------------
void CAI_ASW_CombatStunBehavior::StartTask( const Task_t *pTask )
{
if ( !GetOuter() || !IsAlienClass( GetOuter()->Classify() ) )
{
TaskComplete();
// This behavior isn't currently designed for non-aliens
Assert( false );
return;
}
CASW_Alien *pAlien = static_cast<CASW_Alien*>( GetOuter() );
switch( pTask->iTask )
{
case TASK_COMBAT_STUN:
{
m_flStunEndTime = gpGlobals->curtime + m_flStunDuration;
pAlien->m_RecentDamage.RemoveAll();
DispatchParticleEffect( "melee_stun", PATTACH_POINT_FOLLOW, pAlien, "attach_top" );
break;
}
default:
{
BaseClass::StartTask( pTask );
break;
}
}
}
//------------------------------------------------------------------------------
// Purpose: routine called every frame when a task is running
// Input : pTask - the task structure
//------------------------------------------------------------------------------
void CAI_ASW_CombatStunBehavior::RunTask( const Task_t *pTask )
{
CASW_Alien *pAlien = dynamic_cast<CASW_Alien*>( GetOuter() );
if ( !pAlien )
{
TaskComplete();
Assert( false );
return;
}
switch( pTask->iTask )
{
case TASK_COMBAT_STUN:
{
if ( gpGlobals->curtime > m_flStunEndTime )
{
TaskComplete();
}
break;
}
default:
{
BaseClass::RunTask( pTask );
break;
}
}
}
//------------------------------------------------------------------------------
// Purpose: routine called to select what schedule we want to run
// Output : returns the schedule id of the schedule we want to run
//------------------------------------------------------------------------------
int CAI_ASW_CombatStunBehavior::SelectSchedule()
{
if ( HasCondition( COND_BEGIN_COMBAT_STUN ) )
{
return SCHED_COMBAT_STUN;
}
// SelectSchedule() shouldn't be called unless we're ready to run this behavior...
Assert( 0 );
return SCHED_NONE;
}
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_ASW_CombatStunBehavior )
DECLARE_TASK( TASK_COMBAT_STUN );
DECLARE_CONDITION( COND_BEGIN_COMBAT_STUN );
DEFINE_SCHEDULE
(
SCHED_COMBAT_STUN,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_FLINCH_PHYSICS"
" TASK_COMBAT_STUN 0"
""
" Interrupts"
""
);
AI_END_CUSTOM_SCHEDULE_PROVIDER()
#include "tier0/memdbgoff.h"