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952 lines
23 KiB
952 lines
23 KiB
3 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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//=============================================================================//
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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_node.h"
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#include "ai_hull.h"
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#include "ai_hint.h"
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#include "ai_memory.h"
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#include "ai_route.h"
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#include "ai_motor.h"
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#include "soundent.h"
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#include "game.h"
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#include "npcevent.h"
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#include "entitylist.h"
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#include "activitylist.h"
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#include "animation.h"
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#include "basecombatweapon.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "ammodef.h"
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#include "util.h"
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#include "hl1_ai_basenpc.h"
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#include "hl1_basegrenade.h"
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#include "movevars_shared.h"
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#include "ai_basenpc.h"
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ConVar sk_hassassin_health( "sk_hassassin_health", "50" );
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//=========================================================
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// monster-specific schedule types
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//=========================================================
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enum
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{
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SCHED_ASSASSIN_EXPOSED = LAST_SHARED_SCHEDULE,// cover was blown.
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SCHED_ASSASSIN_JUMP, // fly through the air
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SCHED_ASSASSIN_JUMP_ATTACK, // fly through the air and shoot
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SCHED_ASSASSIN_JUMP_LAND, // hit and run away
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SCHED_ASSASSIN_FAIL,
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SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY1,
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SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2,
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SCHED_ASSASSIN_TAKE_COVER_FROM_BEST_SOUND,
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SCHED_ASSASSIN_HIDE,
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SCHED_ASSASSIN_HUNT,
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};
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Activity ACT_ASSASSIN_FLY_UP;
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Activity ACT_ASSASSIN_FLY_ATTACK;
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Activity ACT_ASSASSIN_FLY_DOWN;
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//=========================================================
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// monster-specific tasks
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//=========================================================
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enum
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{
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TASK_ASSASSIN_FALL_TO_GROUND = LAST_SHARED_TASK + 1, // falling and waiting to hit ground
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};
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ASSASSIN_AE_SHOOT1 1
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#define ASSASSIN_AE_TOSS1 2
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#define ASSASSIN_AE_JUMP 3
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#define MEMORY_BADJUMP bits_MEMORY_CUSTOM1
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class CNPC_HAssassin : public CHL1BaseNPC
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{
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DECLARE_CLASS( CNPC_HAssassin, CHL1BaseNPC );
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public:
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void Spawn( void );
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void Precache( void );
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int TranslateSchedule( int scheduleType );
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void HandleAnimEvent( animevent_t *pEvent );
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float MaxYawSpeed() { return 360.0f; }
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void Shoot ( void );
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int MeleeAttack1Conditions ( float flDot, float flDist );
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int RangeAttack1Conditions ( float flDot, float flDist );
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int RangeAttack2Conditions ( float flDot, float flDist );
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int SelectSchedule ( void );
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void RunTask ( const Task_t *pTask );
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void StartTask ( const Task_t *pTask );
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Class_T Classify ( void );
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int GetSoundInterests( void );
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void RunAI( void );
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float m_flLastShot;
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float m_flDiviation;
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float m_flNextJump;
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Vector m_vecJumpVelocity;
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float m_flNextGrenadeCheck;
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Vector m_vecTossVelocity;
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bool m_fThrowGrenade;
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int m_iTargetRanderamt;
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int m_iFrustration;
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int m_iAmmoType;
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public:
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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};
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LINK_ENTITY_TO_CLASS( monster_human_assassin, CNPC_HAssassin );
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BEGIN_DATADESC( CNPC_HAssassin )
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DEFINE_FIELD( m_flLastShot, FIELD_TIME ),
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DEFINE_FIELD( m_flDiviation, FIELD_FLOAT ),
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DEFINE_FIELD( m_flNextJump, FIELD_TIME ),
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DEFINE_FIELD( m_vecJumpVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( m_flNextGrenadeCheck, FIELD_TIME ),
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DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( m_fThrowGrenade, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_iTargetRanderamt, FIELD_INTEGER ),
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DEFINE_FIELD( m_iFrustration, FIELD_INTEGER ),
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//DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ),
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END_DATADESC()
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//=========================================================
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// Spawn
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//=========================================================
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void CNPC_HAssassin::Spawn()
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{
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Precache( );
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SetModel( "models/hassassin.mdl");
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SetHullType(HULL_HUMAN);
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SetHullSizeNormal();
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SetNavType ( NAV_GROUND );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_STEP );
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m_bloodColor = BLOOD_COLOR_RED;
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ClearEffects();
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m_iHealth = sk_hassassin_health.GetFloat();
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m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_NPCState = NPC_STATE_NONE;
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m_HackedGunPos = Vector( 0, 24, 48 );
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m_iTargetRanderamt = 20;
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SetRenderColor( 255, 255, 255, 20 );
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m_nRenderMode = kRenderTransTexture;
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CapabilitiesClear();
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CapabilitiesAdd( bits_CAP_MOVE_GROUND );
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CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 );
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NPCInit();
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CNPC_HAssassin::Precache()
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{
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m_iAmmoType = GetAmmoDef()->Index("9mmRound");
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PrecacheModel("models/hassassin.mdl");
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UTIL_PrecacheOther( "npc_handgrenade" );
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PrecacheScriptSound( "HAssassin.Shot" );
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PrecacheScriptSound( "HAssassin.Beamsound" );
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PrecacheScriptSound( "HAssassin.Footstep" );
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}
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int CNPC_HAssassin::GetSoundInterests( void )
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{
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return SOUND_WORLD |
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SOUND_COMBAT |
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SOUND_PLAYER |
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SOUND_DANGER;
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}
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Class_T CNPC_HAssassin::Classify ( void )
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{
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return CLASS_HUMAN_MILITARY;
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}
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//=========================================================
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// CheckMeleeAttack1 - jump like crazy if the enemy gets too close.
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//=========================================================
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int CNPC_HAssassin::MeleeAttack1Conditions ( float flDot, float flDist )
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{
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if ( m_flNextJump < gpGlobals->curtime && ( flDist <= 128 || HasMemory( MEMORY_BADJUMP )) && GetEnemy() != NULL )
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{
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trace_t tr;
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Vector vecMin = Vector( random->RandomFloat( 0, -64), random->RandomFloat( 0, -64 ), 0 );
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Vector vecMax = Vector( random->RandomFloat( 0, 64), random->RandomFloat( 0, 64 ), 160 );
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Vector vecDest = GetAbsOrigin() + Vector( random->RandomFloat( -64, 64), random->RandomFloat( -64, 64 ), 160 );
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UTIL_TraceHull( GetAbsOrigin() + Vector( 0, 0, 36 ), GetAbsOrigin() + Vector( 0, 0, 36 ), vecMin, vecMax, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
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//NDebugOverlay::Box( GetAbsOrigin() + Vector( 0, 0, 36 ), vecMin, vecMax, 0,0, 255, 0, 2.0 );
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if ( tr.startsolid || tr.fraction < 1.0)
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{
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return COND_TOO_CLOSE_TO_ATTACK;
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}
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float flGravity = GetCurrentGravity();
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float time = sqrt( 160 / (0.5 * flGravity));
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float speed = flGravity * time / 160;
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m_vecJumpVelocity = ( vecDest - GetAbsOrigin() ) * speed;
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return COND_CAN_MELEE_ATTACK1;
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}
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if ( flDist > 128 )
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return COND_TOO_FAR_TO_ATTACK;
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return COND_NONE;
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}
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//=========================================================
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// CheckRangeAttack1 - drop a cap in their ass
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//
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//=========================================================
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int CNPC_HAssassin::RangeAttack1Conditions ( float flDot, float flDist )
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{
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if ( !HasCondition( COND_ENEMY_OCCLUDED ) && flDist > 64 && flDist <= 2048 )
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{
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trace_t tr;
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Vector vecSrc = GetAbsOrigin() + m_HackedGunPos;
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// verify that a bullet fired from the gun will hit the enemy before the world.
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UTIL_TraceLine( vecSrc, GetEnemy()->BodyTarget(vecSrc), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
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if ( tr.fraction == 1.0 || tr.m_pEnt == GetEnemy() )
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{
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return COND_CAN_RANGE_ATTACK1;
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}
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}
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return COND_NONE;
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}
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//=========================================================
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// CheckRangeAttack2 - toss grenade is enemy gets in the way and is too close.
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//=========================================================
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int CNPC_HAssassin::RangeAttack2Conditions ( float flDot, float flDist )
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{
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m_fThrowGrenade = false;
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if ( !FBitSet ( GetEnemy()->GetFlags(), FL_ONGROUND ) )
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{
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// don't throw grenades at anything that isn't on the ground!
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return COND_NONE;
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}
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// don't get grenade happy unless the player starts to piss you off
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if ( m_iFrustration <= 2)
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return COND_NONE;
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if ( m_flNextGrenadeCheck < gpGlobals->curtime && !HasCondition( COND_ENEMY_OCCLUDED ) && flDist <= 512 )
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{
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Vector vTossPos;
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QAngle vAngles;
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GetAttachment( "grenadehand", vTossPos, vAngles );
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Vector vecToss = VecCheckThrow( this, vTossPos, GetEnemy()->WorldSpaceCenter(), flDist, 0.5 ); // use dist as speed to get there in 1 second
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if ( vecToss != vec3_origin )
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{
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m_vecTossVelocity = vecToss;
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// throw a hand grenade
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m_fThrowGrenade = TRUE;
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return COND_CAN_RANGE_ATTACK2;
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}
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}
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return COND_NONE;
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}
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//=========================================================
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// StartTask
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//=========================================================
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void CNPC_HAssassin::StartTask ( const Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_RANGE_ATTACK2:
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if (!m_fThrowGrenade)
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{
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TaskComplete( );
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}
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else
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{
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BaseClass::StartTask ( pTask );
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}
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break;
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case TASK_ASSASSIN_FALL_TO_GROUND:
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m_flWaitFinished = gpGlobals->curtime + 2.0f;
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break;
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default:
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BaseClass::StartTask ( pTask );
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break;
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}
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}
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//=========================================================
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// RunTask
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//=========================================================
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void CNPC_HAssassin::RunTask ( const Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_ASSASSIN_FALL_TO_GROUND:
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GetMotor()->SetIdealYawAndUpdate( GetEnemyLKP() );
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if ( IsSequenceFinished() )
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{
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if ( GetAbsVelocity().z > 0)
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{
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SetActivity( ACT_ASSASSIN_FLY_UP );
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}
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else if ( HasCondition ( COND_SEE_ENEMY ))
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{
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SetActivity( ACT_ASSASSIN_FLY_ATTACK );
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SetCycle( 0 );
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}
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else
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{
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SetActivity( ACT_ASSASSIN_FLY_DOWN );
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SetCycle( 0 );
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}
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ResetSequenceInfo( );
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}
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if ( GetFlags() & FL_ONGROUND)
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{
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TaskComplete( );
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}
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else if( gpGlobals->curtime > m_flWaitFinished || GetAbsVelocity().z == 0.0 )
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{
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// I've waited two seconds and haven't hit the ground. Try to force it.
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trace_t trace;
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UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 1 ), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &trace );
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if( trace.DidHitWorld() )
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{
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SetGroundEntity( trace.m_pEnt );
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}
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else
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{
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// Try again in a couple of seconds.
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m_flWaitFinished = gpGlobals->curtime + 2.0f;
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}
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}
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break;
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default:
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BaseClass::RunTask ( pTask );
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break;
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}
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}
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//=========================================================
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// GetSchedule - Decides which type of schedule best suits
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// the monster's current state and conditions. Then calls
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// monster's member function to get a pointer to a schedule
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// of the proper type.
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//=========================================================
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int CNPC_HAssassin::SelectSchedule ( void )
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{
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switch ( m_NPCState )
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{
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case NPC_STATE_IDLE:
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case NPC_STATE_ALERT:
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{
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if ( HasCondition ( COND_HEAR_DANGER ) || HasCondition ( COND_HEAR_COMBAT ) )
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{
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if ( HasCondition ( COND_HEAR_DANGER ) )
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return SCHED_TAKE_COVER_FROM_BEST_SOUND;
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else
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return SCHED_INVESTIGATE_SOUND;
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}
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}
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break;
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case NPC_STATE_COMBAT:
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{
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// dead enemy
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if ( HasCondition( COND_ENEMY_DEAD ) )
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{
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// call base class, all code to handle dead enemies is centralized there.
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return BaseClass::SelectSchedule();
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}
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// flying?
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if ( GetMoveType() == MOVETYPE_FLYGRAVITY )
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{
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if ( GetFlags() & FL_ONGROUND )
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{
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//Msg( "landed\n" );
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// just landed
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SetMoveType( MOVETYPE_STEP );
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return SCHED_ASSASSIN_JUMP_LAND;
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}
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else
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{
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//Msg("jump\n");
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||
|
// jump or jump/shoot
|
||
|
if ( m_NPCState == NPC_STATE_COMBAT )
|
||
|
return SCHED_ASSASSIN_JUMP;
|
||
|
else
|
||
|
return SCHED_ASSASSIN_JUMP_ATTACK;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( HasCondition ( COND_HEAR_DANGER ) )
|
||
|
{
|
||
|
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
|
||
|
}
|
||
|
|
||
|
if ( HasCondition ( COND_LIGHT_DAMAGE ) )
|
||
|
{
|
||
|
m_iFrustration++;
|
||
|
}
|
||
|
if ( HasCondition ( COND_HEAVY_DAMAGE ) )
|
||
|
{
|
||
|
m_iFrustration++;
|
||
|
}
|
||
|
|
||
|
// jump player!
|
||
|
if ( HasCondition ( COND_CAN_MELEE_ATTACK1 ) )
|
||
|
{
|
||
|
//Msg( "melee attack 1\n");
|
||
|
return SCHED_MELEE_ATTACK1;
|
||
|
}
|
||
|
|
||
|
// throw grenade
|
||
|
if ( HasCondition ( COND_CAN_RANGE_ATTACK2 ) )
|
||
|
{
|
||
|
//Msg( "range attack 2\n");
|
||
|
return SCHED_RANGE_ATTACK2;
|
||
|
}
|
||
|
|
||
|
// spotted
|
||
|
if ( HasCondition ( COND_SEE_ENEMY ) && HasCondition ( COND_ENEMY_FACING_ME ) )
|
||
|
{
|
||
|
//Msg("exposed\n");
|
||
|
m_iFrustration++;
|
||
|
return SCHED_ASSASSIN_EXPOSED;
|
||
|
}
|
||
|
|
||
|
// can attack
|
||
|
if ( HasCondition ( COND_CAN_RANGE_ATTACK1 ) )
|
||
|
{
|
||
|
//Msg( "range attack 1\n" );
|
||
|
m_iFrustration = 0;
|
||
|
return SCHED_RANGE_ATTACK1;
|
||
|
}
|
||
|
|
||
|
if ( HasCondition ( COND_SEE_ENEMY ) )
|
||
|
{
|
||
|
//Msg( "face\n");
|
||
|
return SCHED_COMBAT_FACE;
|
||
|
}
|
||
|
|
||
|
// new enemy
|
||
|
if ( HasCondition ( COND_NEW_ENEMY ) )
|
||
|
{
|
||
|
//Msg( "take cover\n");
|
||
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
||
|
}
|
||
|
|
||
|
// ALERT( at_console, "stand\n");
|
||
|
return SCHED_ALERT_STAND;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return BaseClass::SelectSchedule();
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// HandleAnimEvent - catches the monster-specific messages
|
||
|
// that occur when tagged animation frames are played.
|
||
|
//
|
||
|
// Returns number of events handled, 0 if none.
|
||
|
//=========================================================
|
||
|
void CNPC_HAssassin::HandleAnimEvent( animevent_t *pEvent )
|
||
|
{
|
||
|
switch( pEvent->event )
|
||
|
{
|
||
|
case ASSASSIN_AE_SHOOT1:
|
||
|
Shoot( );
|
||
|
break;
|
||
|
case ASSASSIN_AE_TOSS1:
|
||
|
{
|
||
|
Vector vTossPos;
|
||
|
QAngle vAngles;
|
||
|
|
||
|
GetAttachment( "grenadehand", vTossPos, vAngles );
|
||
|
|
||
|
CHandGrenade *pGrenade = (CHandGrenade*)Create( "grenade_hand", vTossPos, vec3_angle );
|
||
|
if ( pGrenade )
|
||
|
{
|
||
|
pGrenade->ShootTimed( this, m_vecTossVelocity, 2.0 );
|
||
|
}
|
||
|
|
||
|
m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
|
||
|
m_fThrowGrenade = FALSE;
|
||
|
// !!!LATER - when in a group, only try to throw grenade if ordered.
|
||
|
}
|
||
|
break;
|
||
|
case ASSASSIN_AE_JUMP:
|
||
|
{
|
||
|
SetMoveType( MOVETYPE_FLYGRAVITY );
|
||
|
SetGroundEntity( NULL );
|
||
|
SetAbsVelocity( m_vecJumpVelocity );
|
||
|
m_flNextJump = gpGlobals->curtime + 3.0;
|
||
|
}
|
||
|
return;
|
||
|
default:
|
||
|
BaseClass::HandleAnimEvent( pEvent );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// Shoot
|
||
|
//=========================================================
|
||
|
void CNPC_HAssassin::Shoot ( void )
|
||
|
{
|
||
|
Vector vForward, vRight, vUp;
|
||
|
Vector vecShootOrigin;
|
||
|
QAngle vAngles;
|
||
|
|
||
|
if ( GetEnemy() == NULL)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
GetAttachment( "guntip", vecShootOrigin, vAngles );
|
||
|
|
||
|
Vector vecShootDir = GetShootEnemyDir( vecShootOrigin );
|
||
|
|
||
|
if (m_flLastShot + 2 < gpGlobals->curtime)
|
||
|
{
|
||
|
m_flDiviation = 0.10;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flDiviation -= 0.01;
|
||
|
if (m_flDiviation < 0.02)
|
||
|
m_flDiviation = 0.02;
|
||
|
}
|
||
|
m_flLastShot = gpGlobals->curtime;
|
||
|
|
||
|
AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
|
||
|
|
||
|
Vector vecShellVelocity = vRight * random->RandomFloat(40,90) + vUp * random->RandomFloat(75,200) + vForward * random->RandomFloat(-40, 40);
|
||
|
EjectShell( GetAbsOrigin() + vUp * 32 + vForward * 12, vecShellVelocity, GetAbsAngles().y, 0 );
|
||
|
FireBullets( 1, vecShootOrigin, vecShootDir, Vector( m_flDiviation, m_flDiviation, m_flDiviation ), 2048, m_iAmmoType ); // shoot +-8 degrees
|
||
|
|
||
|
//NDebugOverlay::Line( vecShootOrigin, vecShootOrigin + vecShootDir * 2048, 255, 0, 0, true, 2.0 );
|
||
|
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
EmitSound( filter, entindex(), "HAssassin.Shot" );
|
||
|
|
||
|
DoMuzzleFlash();
|
||
|
|
||
|
VectorAngles( vecShootDir, vAngles );
|
||
|
SetPoseParameter( "shoot", vecShootDir.x );
|
||
|
|
||
|
m_cAmmoLoaded--;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
int CNPC_HAssassin::TranslateSchedule ( int scheduleType )
|
||
|
{
|
||
|
// Msg( "%d\n", m_iFrustration );
|
||
|
switch ( scheduleType )
|
||
|
{
|
||
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
||
|
|
||
|
if ( m_iHealth > 30 )
|
||
|
return SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY1;
|
||
|
else
|
||
|
return SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2;
|
||
|
|
||
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
||
|
return SCHED_ASSASSIN_TAKE_COVER_FROM_BEST_SOUND;
|
||
|
case SCHED_FAIL:
|
||
|
|
||
|
if ( m_NPCState == NPC_STATE_COMBAT )
|
||
|
return SCHED_ASSASSIN_FAIL;
|
||
|
|
||
|
break;
|
||
|
case SCHED_ALERT_STAND:
|
||
|
|
||
|
if ( m_NPCState == NPC_STATE_COMBAT )
|
||
|
return SCHED_ASSASSIN_HIDE;
|
||
|
|
||
|
break;
|
||
|
//case SCHED_CHASE_ENEMY:
|
||
|
// return SCHED_ASSASSIN_HUNT;
|
||
|
|
||
|
case SCHED_MELEE_ATTACK1:
|
||
|
|
||
|
if ( GetFlags() & FL_ONGROUND)
|
||
|
{
|
||
|
if (m_flNextJump > gpGlobals->curtime)
|
||
|
{
|
||
|
// can't jump yet, go ahead and fail
|
||
|
return SCHED_ASSASSIN_FAIL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return SCHED_ASSASSIN_JUMP;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return SCHED_ASSASSIN_JUMP_ATTACK;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return BaseClass::TranslateSchedule( scheduleType );
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// RunAI
|
||
|
//=========================================================
|
||
|
void CNPC_HAssassin::RunAI( void )
|
||
|
{
|
||
|
BaseClass::RunAI();
|
||
|
|
||
|
// always visible if moving
|
||
|
// always visible is not on hard
|
||
|
if (g_iSkillLevel != SKILL_HARD || GetEnemy() == NULL || m_lifeState == LIFE_DEAD || GetActivity() == ACT_RUN || GetActivity() == ACT_WALK || !(GetFlags() & FL_ONGROUND))
|
||
|
m_iTargetRanderamt = 255;
|
||
|
else
|
||
|
m_iTargetRanderamt = 20;
|
||
|
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
|
||
|
if ( GetRenderColor().a > m_iTargetRanderamt)
|
||
|
{
|
||
|
if ( GetRenderColor().a == 255)
|
||
|
{
|
||
|
EmitSound( filter, entindex(), "HAssassin.Beamsound" );
|
||
|
}
|
||
|
|
||
|
SetRenderColorA( MAX( GetRenderColor().a - 50, m_iTargetRanderamt ) );
|
||
|
m_nRenderMode = kRenderTransTexture;
|
||
|
}
|
||
|
else if ( GetRenderColor().a < m_iTargetRanderamt)
|
||
|
{
|
||
|
SetRenderColorA ( MIN( GetRenderColor().a + 50, m_iTargetRanderamt ) );
|
||
|
if (GetRenderColor().a == 255)
|
||
|
m_nRenderMode = kRenderNormal;
|
||
|
}
|
||
|
|
||
|
if ( GetActivity() == ACT_RUN || GetActivity() == ACT_WALK)
|
||
|
{
|
||
|
static int iStep = 0;
|
||
|
iStep = ! iStep;
|
||
|
if (iStep)
|
||
|
{
|
||
|
EmitSound( filter, entindex(), "HAssassin.Footstep" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
AI_BEGIN_CUSTOM_NPC( monster_human_assassin, CNPC_HAssassin )
|
||
|
|
||
|
DECLARE_TASK( TASK_ASSASSIN_FALL_TO_GROUND )
|
||
|
|
||
|
DECLARE_ACTIVITY( ACT_ASSASSIN_FLY_UP )
|
||
|
DECLARE_ACTIVITY( ACT_ASSASSIN_FLY_ATTACK )
|
||
|
DECLARE_ACTIVITY( ACT_ASSASSIN_FLY_DOWN )
|
||
|
|
||
|
//=========================================================
|
||
|
// AI Schedules Specific to this monster
|
||
|
//=========================================================
|
||
|
|
||
|
//=========================================================
|
||
|
// Enemy exposed assasin's cover
|
||
|
//=========================================================
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_ASSASSIN_EXPOSED
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ASSASSIN_EXPOSED,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_RANGE_ATTACK1 0"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSASSIN_JUMP"
|
||
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_TAKE_COVER_FROM_ENEMY"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_ASSASSIN_JUMP
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ASSASSIN_JUMP,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_HOP"
|
||
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ASSASSIN_JUMP_ATTACK"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_ASSASSIN_JUMP_ATTACK
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ASSASSIN_JUMP_ATTACK,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSASSIN_JUMP_LAND"
|
||
|
" TASK_ASSASSIN_FALL_TO_GROUND 0"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_ASSASSIN_JUMP_LAND
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ASSASSIN_JUMP_LAND,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSASSIN_EXPOSED"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
" TASK_REMEMBER MEMORY:CUSTOM1"
|
||
|
" TASK_FIND_NODE_COVER_FROM_ENEMY 0"
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_FORGET MEMORY:CUSTOM1"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
" TASK_REMEMBER MEMORY:INCOVER"
|
||
|
" TASK_FACE_ENEMY 0"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RANGE_ATTACK1"
|
||
|
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// Fail Schedule
|
||
|
//=========================================================
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_ASSASSIN_FAIL
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ASSASSIN_FAIL,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
" TASK_WAIT_FACE_ENEMY 2"
|
||
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_LIGHT_DAMAGE"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
" COND_CAN_RANGE_ATTACK1"
|
||
|
" COND_CAN_RANGE_ATTACK2"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
" COND_HEAR_DANGER"
|
||
|
" COND_HEAR_PLAYER"
|
||
|
)
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY1
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY1,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_WAIT 0.2"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RANGE_ATTACK1"
|
||
|
" TASK_FIND_COVER_FROM_ENEMY 0"
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
" TASK_REMEMBER MEMORY:INCOVER"
|
||
|
" TASK_FACE_ENEMY 0"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_HEAR_DANGER"
|
||
|
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_WAIT 0.2"
|
||
|
" TASK_FACE_ENEMY 0"
|
||
|
" TASK_RANGE_ATTACK1 0"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RANGE_ATTACK1"
|
||
|
" TASK_FIND_COVER_FROM_ENEMY 0"
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
" TASK_REMEMBER MEMORY:INCOVER"
|
||
|
" TASK_FACE_ENEMY 0"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_HEAR_DANGER"
|
||
|
|
||
|
)
|
||
|
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// hide from the loudest sound source
|
||
|
//=========================================================
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_ASSASSIN_TAKE_COVER_FROM_BEST_SOUND
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ASSASSIN_TAKE_COVER_FROM_BEST_SOUND,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_MELEE_ATTACK1"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_FIND_COVER_FROM_BEST_SOUND 0"
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
" TASK_REMEMBER MEMORY:INCOVER"
|
||
|
" TASK_TURN_LEFT 179"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_ASSASSIN_HIDE
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ASSASSIN_HIDE,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
" TASK_WAIT 2.0"
|
||
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
|
||
|
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_SEE_ENEMY"
|
||
|
" COND_SEE_FEAR"
|
||
|
" COND_LIGHT_DAMAGE"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
" COND_PROVOKED"
|
||
|
" COND_HEAR_DANGER"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_ASSASSIN_HUNT
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ASSASSIN_HUNT,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2"
|
||
|
" TASK_GET_PATH_TO_ENEMY 0"
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_CAN_RANGE_ATTACK1"
|
||
|
" COND_HEAR_DANGER"
|
||
|
)
|
||
|
|
||
|
AI_END_CUSTOM_NPC()
|