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3036 lines
83 KiB
3036 lines
83 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_default.h"
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#include "ai_task.h"
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#include "ai_schedule.h"
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#include "ai_hull.h"
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#include "ai_squadslot.h"
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#include "ai_basenpc.h"
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#include "ai_navigator.h"
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#include "ai_interactions.h"
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#include "ndebugoverlay.h"
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#include "explode.h"
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#include "bitstring.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "decals.h"
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#include "antlion_dust.h"
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#include "ai_memory.h"
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#include "ai_squad.h"
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#include "ai_senses.h"
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#include "beam_shared.h"
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#include "iservervehicle.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "physics_saverestore.h"
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#include "vphysics/constraints.h"
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#include "vehicle_base.h"
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#include "eventqueue.h"
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#include "te_effect_dispatch.h"
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#include "npc_rollermine.h"
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#include "func_break.h"
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#include "soundenvelope.h"
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#include "mapentities.h"
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#include "RagdollBoogie.h"
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#include "physics_collisionevent.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define ROLLERMINE_MAX_TORQUE_FACTOR 5
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extern short g_sModelIndexWExplosion;
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ConVar sk_rollermine_shock( "sk_rollermine_shock","0");
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ConVar sk_rollermine_stun_delay("sk_rollermine_stun_delay", "1");
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ConVar sk_rollermine_vehicle_intercept( "sk_rollermine_vehicle_intercept","1");
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enum
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{
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ROLLER_SKIN_REGULAR = 0,
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ROLLER_SKIN_FRIENDLY,
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ROLLER_SKIN_DETONATE,
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};
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//-----------------------------------------------------------------------------
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// CRollerController implementation
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose: This class only implements the IMotionEvent-specific behavior
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// It keeps track of the forces so they can be integrated
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//-----------------------------------------------------------------------------
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class CRollerController : public IMotionEvent
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{
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DECLARE_SIMPLE_DATADESC();
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public:
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IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
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AngularImpulse m_vecAngular;
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Vector m_vecLinear;
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void Off( void ) { m_fIsStopped = true; }
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void On( void ) { m_fIsStopped = false; }
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bool IsOn( void ) { return !m_fIsStopped; }
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private:
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bool m_fIsStopped;
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};
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BEGIN_SIMPLE_DATADESC( CRollerController )
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DEFINE_FIELD( m_vecAngular, FIELD_VECTOR ),
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DEFINE_FIELD( m_vecLinear, FIELD_VECTOR ),
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DEFINE_FIELD( m_fIsStopped, FIELD_BOOLEAN ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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IMotionEvent::simresult_e CRollerController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
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{
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if( m_fIsStopped )
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{
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return SIM_NOTHING;
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}
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linear = m_vecLinear;
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angular = m_vecAngular;
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return IMotionEvent::SIM_LOCAL_ACCELERATION;
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}
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//-----------------------------------------------------------------------------
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#define ROLLERMINE_IDLE_SEE_DIST 2048
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#define ROLLERMINE_NORMAL_SEE_DIST 2048
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#define ROLLERMINE_WAKEUP_DIST 256
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#define ROLLERMINE_SEE_VEHICLESONLY_BEYOND_IDLE 300 // See every other than vehicles upto this distance (i.e. old idle see dist)
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#define ROLLERMINE_SEE_VEHICLESONLY_BEYOND_NORMAL 800 // See every other than vehicles upto this distance (i.e. old normal see dist)
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#define ROLLERMINE_RETURN_TO_PLAYER_DIST (200*200)
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#define ROLLERMINE_MIN_ATTACK_DIST 1
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#define ROLLERMINE_MAX_ATTACK_DIST 4096
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#define ROLLERMINE_OPEN_THRESHOLD 256
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#define ROLLERMINE_VEHICLE_OPEN_THRESHOLD 400
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#define ROLLERMINE_VEHICLE_HOP_THRESHOLD 300
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#define ROLLERMINE_HOP_DELAY 2 // Don't allow hops faster than this
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//#define ROLLERMINE_REQUIRED_TO_EXPLODE_VEHICLE 4
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#define ROLLERMINE_FEAR_DISTANCE (300*300)
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//=========================================================
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// Custom schedules
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//=========================================================
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enum
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{
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SCHED_ROLLERMINE_RANGE_ATTACK1 = LAST_SHARED_SCHEDULE,
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SCHED_ROLLERMINE_CHASE_ENEMY,
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SCHED_ROLLERMINE_BURIED_WAIT,
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SCHED_ROLLERMINE_BURIED_UNBURROW,
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SCHED_ROLLERMINE_FLEE,
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SCHED_ROLLERMINE_ALERT_STAND,
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SCHED_ROLLERMINE_NUDGE_TOWARDS_NODES,
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SCHED_ROLLERMINE_PATH_TO_PLAYER,
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SCHED_ROLLERMINE_ROLL_TO_PLAYER,
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SCHED_ROLLERMINE_POWERDOWN,
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};
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//=========================================================
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// Custom tasks
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//=========================================================
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enum
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{
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TASK_ROLLERMINE_CHARGE_ENEMY = LAST_SHARED_TASK,
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TASK_ROLLERMINE_BURIED_WAIT,
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TASK_ROLLERMINE_UNBURROW,
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TASK_ROLLERMINE_GET_PATH_TO_FLEE,
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TASK_ROLLERMINE_NUDGE_TOWARDS_NODES,
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TASK_ROLLERMINE_RETURN_TO_PLAYER,
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TASK_ROLLERMINE_POWERDOWN,
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};
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// This are little 'sound event' flags. Set the flag after you play the
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// sound, and the sound will not be allowed to play until the flag is then cleared.
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#define ROLLERMINE_SE_CLEAR 0x00000000
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#define ROLLERMINE_SE_CHARGE 0x00000001
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#define ROLLERMINE_SE_TAUNT 0x00000002
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#define ROLLERMINE_SE_SHARPEN 0x00000004
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#define ROLLERMINE_SE_TOSSED 0x00000008
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enum rollingsoundstate_t { ROLL_SOUND_NOT_READY = 0, ROLL_SOUND_OFF, ROLL_SOUND_CLOSED, ROLL_SOUND_OPEN };
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//=========================================================
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//=========================================================
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class CNPC_RollerMine : public CNPCBaseInteractive<CAI_BaseNPC>, public CDefaultPlayerPickupVPhysics
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{
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DECLARE_CLASS( CNPC_RollerMine, CNPCBaseInteractive<CAI_BaseNPC> );
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DECLARE_SERVERCLASS();
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public:
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CNPC_RollerMine( void ) { m_bTurnedOn = true; m_bUniformSight = false; }
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~CNPC_RollerMine( void );
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void Spawn( void );
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bool CreateVPhysics();
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void RunAI();
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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void SpikeTouch( CBaseEntity *pOther );
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void ShockTouch( CBaseEntity *pOther );
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void CloseTouch( CBaseEntity *pOther );
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void EmbedTouch( CBaseEntity *pOther );
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float GetAttackDamageScale( CBaseEntity *pVictim );
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void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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void Precache( void );
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void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
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void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );
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void StopLoopingSounds( void );
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void PrescheduleThink();
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bool ShouldSavePhysics() { return true; }
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void OnRestore();
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void Bury( trace_t *tr );
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bool QuerySeeEntity(CBaseEntity *pSightEnt, bool bOnlyHateOrFearIfNPC = false );
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int RangeAttack1Conditions ( float flDot, float flDist );
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int SelectSchedule( void );
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int TranslateSchedule( int scheduleType );
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int GetHackedIdleSchedule( void );
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bool OverrideMove( float flInterval ) { return true; }
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bool IsValidEnemy( CBaseEntity *pEnemy );
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bool IsPlayerVehicle( CBaseEntity *pEntity );
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bool IsShocking() { return gpGlobals->curtime < m_flShockTime ? true : false; }
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void UpdateRollingSound();
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void UpdatePingSound();
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void StopRollingSound();
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void StopPingSound();
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float RollingSpeed();
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float GetStunDelay();
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void EmbedOnGroundImpact();
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void UpdateEfficiency( bool bInPVS ) { SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); SetMoveEfficiency( AIME_NORMAL ); }
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void DrawDebugGeometryOverlays()
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{
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if (m_debugOverlays & OVERLAY_BBOX_BIT)
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{
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float dist = GetSenses()->GetDistLook();
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Vector range(dist, dist, 64);
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NDebugOverlay::Box( GetAbsOrigin(), -range, range, 255, 0, 0, 0, 0 );
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}
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BaseClass::DrawDebugGeometryOverlays();
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}
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// UNDONE: Put this in the qc file!
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Vector EyePosition()
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{
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// This takes advantage of the fact that the system knows
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// that the abs origin is at the center of the rollermine
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// and that the OBB is actually world-aligned despite the
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// fact that SOLID_VPHYSICS is being used
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Vector eye = CollisionProp()->GetCollisionOrigin();
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eye.z += CollisionProp()->OBBMaxs().z;
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return eye;
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}
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int OnTakeDamage( const CTakeDamageInfo &info );
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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Class_T Classify()
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{
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if( !m_bTurnedOn )
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return CLASS_NONE;
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//About to blow up after being hacked so do damage to the player.
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if ( m_bHackedByAlyx && ( m_flPowerDownDetonateTime > 0.0f && m_flPowerDownDetonateTime <= gpGlobals->curtime ) )
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return CLASS_COMBINE;
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return ( m_bHeld || m_bHackedByAlyx ) ? CLASS_HACKED_ROLLERMINE : CLASS_COMBINE;
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}
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virtual bool ShouldGoToIdleState()
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{
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return gpGlobals->curtime > m_flGoIdleTime ? true : false;
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}
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virtual void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
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// Vehicle interception
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bool EnemyInVehicle( void );
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float VehicleHeading( CBaseEntity *pVehicle );
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NPC_STATE SelectIdealState();
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// Vehicle sticking
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void StickToVehicle( CBaseEntity *pOther );
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void AnnounceArrivalToOthers( CBaseEntity *pOther );
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void UnstickFromVehicle( void );
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CBaseEntity *GetVehicleStuckTo( void );
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int CountRollersOnMyVehicle( CUtlVector<CNPC_RollerMine*> *pRollerList );
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void InputConstraintBroken( inputdata_t &inputdata );
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void InputRespondToChirp( inputdata_t &inputdata );
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void InputRespondToExplodeChirp( inputdata_t &inputdata );
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void InputJoltVehicle( inputdata_t &inputdata );
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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void InputPowerdown( inputdata_t &inputdata );
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void PreventUnstickUntil( float flTime ) { m_flPreventUnstickUntil = flTime; }
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
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void SetRollerSkin( void );
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COutputEvent m_OnPhysGunDrop;
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COutputEvent m_OnPhysGunPickup;
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protected:
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DEFINE_CUSTOM_AI;
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DECLARE_DATADESC();
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bool BecomePhysical();
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void WakeNeighbors();
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bool WakeupMine( CAI_BaseNPC *pNPC );
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void Open( void );
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void Close( void );
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void Explode( void );
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void PreDetonate( void );
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void Hop( float height );
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void ShockTarget( CBaseEntity *pOther );
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bool IsActive() { return m_flActiveTime > gpGlobals->curtime ? false : true; }
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// INPCInteractive Functions
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virtual bool CanInteractWith( CAI_BaseNPC *pUser ) { return true; }
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virtual bool HasBeenInteractedWith() { return m_bHackedByAlyx; }
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virtual void NotifyInteraction( CAI_BaseNPC *pUser );
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CSoundPatch *m_pRollSound;
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CSoundPatch *m_pPingSound;
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CRollerController m_RollerController;
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IPhysicsMotionController *m_pMotionController;
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float m_flSeeVehiclesOnlyBeyond;
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float m_flChargeTime;
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float m_flGoIdleTime;
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float m_flShockTime;
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float m_flForwardSpeed;
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int m_iSoundEventFlags;
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rollingsoundstate_t m_rollingSoundState;
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CNetworkVar( bool, m_bIsOpen );
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CNetworkVar( float, m_flActiveTime ); //If later than the current time, this will force the mine to be active
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bool m_bHeld; //Whether or not the player is holding the mine
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EHANDLE m_hVehicleStuckTo;
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float m_flPreventUnstickUntil;
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float m_flNextHop;
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bool m_bStartBuried;
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bool m_bBuried;
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bool m_bIsPrimed;
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bool m_wakeUp;
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bool m_bEmbedOnGroundImpact;
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CNetworkVar( bool, m_bHackedByAlyx );
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// Constraint used to stick us to a vehicle
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IPhysicsConstraint *m_pConstraint;
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bool m_bTurnedOn;
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bool m_bUniformSight;
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CNetworkVar( bool, m_bPowerDown );
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float m_flPowerDownTime;
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float m_flPowerDownDetonateTime;
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static string_t gm_iszDropshipClassname;
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};
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||
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string_t CNPC_RollerMine::gm_iszDropshipClassname;
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||
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LINK_ENTITY_TO_CLASS( npc_rollermine, CNPC_RollerMine );
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//-----------------------------------------------------------------------------
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||
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//-----------------------------------------------------------------------------
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||
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BEGIN_DATADESC( CNPC_RollerMine )
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||
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||
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DEFINE_SOUNDPATCH( m_pRollSound ),
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DEFINE_SOUNDPATCH( m_pPingSound ),
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DEFINE_EMBEDDED( m_RollerController ),
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DEFINE_PHYSPTR( m_pMotionController ),
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DEFINE_FIELD( m_flSeeVehiclesOnlyBeyond, FIELD_FLOAT ),
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DEFINE_FIELD( m_flActiveTime, FIELD_TIME ),
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DEFINE_FIELD( m_flChargeTime, FIELD_TIME ),
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DEFINE_FIELD( m_flGoIdleTime, FIELD_TIME ),
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DEFINE_FIELD( m_flShockTime, FIELD_TIME ),
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DEFINE_FIELD( m_flForwardSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_bIsOpen, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bHeld, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hVehicleStuckTo, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flPreventUnstickUntil, FIELD_TIME ),
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DEFINE_FIELD( m_flNextHop, FIELD_FLOAT ),
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DEFINE_FIELD( m_bIsPrimed, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_iSoundEventFlags, FIELD_INTEGER ),
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||
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DEFINE_FIELD( m_rollingSoundState, FIELD_INTEGER ),
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||
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DEFINE_KEYFIELD( m_bStartBuried, FIELD_BOOLEAN, "StartBuried" ),
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||
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DEFINE_FIELD( m_bBuried, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_wakeUp, FIELD_BOOLEAN ),
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||
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DEFINE_FIELD( m_bEmbedOnGroundImpact, FIELD_BOOLEAN ),
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||
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DEFINE_FIELD( m_bHackedByAlyx, FIELD_BOOLEAN ),
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||
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||
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DEFINE_FIELD( m_bPowerDown, FIELD_BOOLEAN ),
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||
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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()
|