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92 lines
2.2 KiB
C
92 lines
2.2 KiB
C
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: blah blah blah
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ASW_AI_BEHAVIOR_CHASE_ENEMY_H
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#define ASW_AI_BEHAVIOR_CHASE_ENEMY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "asw_ai_behavior.h"
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class CAI_ASW_ChaseEnemyBehavior : public CAI_ASW_Behavior
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{
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DECLARE_CLASS( CAI_ASW_ChaseEnemyBehavior, CAI_ASW_Behavior );
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public:
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CAI_ASW_ChaseEnemyBehavior( );
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virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_CHASE_ENEMY; }
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static const char *GetClassName() { return "behavior_chase_enemy"; }
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virtual const char *GetClassNameV() { return GetClassName(); }
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virtual const char *GetName() { return "Chase Enemy"; }
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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virtual void Precache( void );
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virtual bool CanSelectSchedule( );
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virtual void GatherConditions( );
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virtual void GatherConditionsNotActive( );
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virtual void StartTask( const Task_t *pTask );
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virtual void RunTask( const Task_t *pTask );
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virtual int SelectSchedule( );
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enum
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{
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// Schedules.
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SCHED_CHASE_ENEMY_RUN_PRIMARY = BaseClass::NEXT_SCHEDULE,
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SCHED_CHASE_ENEMY_WALK_PRIMARY,
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SCHED_CHASE_ENEMY_PRIMARY_FAILED,
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SCHED_CHASE_ENEMY_PRIMARY_STANDOFF,
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SCHED_CHASE_ENEMY_LURCH_FORWARD_PRIMARY,
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SCHED_CHASE_ENEMY_LURCH_STRAFE_PRIMARY,
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NEXT_SCHEDULE,
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// Tasks.
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TASK_LURCH_STRAFE = BaseClass::NEXT_TASK,
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TASK_LURCH_FORWARD,
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NEXT_TASK,
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// Conditions.
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COND_CHASE_ENEMY_LURCH_FORWARD_PRIMARY = BaseClass::NEXT_CONDITION,
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COND_CHASE_ENEMY_LURCH_STRAFE_PRIMARY,
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COND_CHASE_ENEMY_LURCH_FORWARD_OR_STRAFE_PRIMARY,
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NEXT_CONDITION,
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};
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DEFINE_CUSTOM_SCHEDULE_PROVIDER;
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protected:
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virtual void GatherCommonConditions( );
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private:
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int HandleLurch();
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void OnStartTaskLurchForward();
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void OnStartTaskLurchStrafe();
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bool m_bWalk; // Are we walking or running!
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float m_flChaseDistance;
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float m_flLurchForwardDistance;
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float m_flLurchStrafeDistance;
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DECLARE_DATADESC();
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};
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#endif // ASW_AI_BEHAVIOR_CHASE_ENEMY_H
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