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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "beam_shared.h"
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#include "ai_motor.h"
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#include "asw_ai_behavior_ranged_attack.h"
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#include "ai_hint.h"
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#include "ai_navigator.h"
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#include "ai_memory.h"
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#include "asw_alien.h"
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#include "asw_player.h"
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#include "asw_missile_round_shared.h"
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#include "movevars_shared.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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BEGIN_DATADESC( CAI_ASW_RangedAttackBehavior )
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END_DATADESC();
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LINK_BEHAVIOR_TO_CLASSNAME( CAI_ASW_RangedAttackBehavior );
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float CAI_ASW_RangedAttackBehavior::s_flGlobalShotDeferUntil = 0;
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//#define DRAW_DEBUG 1
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//------------------------------------------------------------------------------
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// Purpose: constructor
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//------------------------------------------------------------------------------
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CAI_ASW_RangedAttackBehavior::CAI_ASW_RangedAttackBehavior( )
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{
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m_flMinFiringDistance = 200.0f;
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m_flMaxFiringDistance = 800.0f;
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m_flMaxFiringDistanceSq = m_flMaxFiringDistance * m_flMaxFiringDistance;;
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m_flFireRate = 2.0;
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m_flGlobalShotDelay = 0.0f;
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m_flDeferUntil = gpGlobals->curtime;
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m_bRadiusAttack = false;
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}
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//------------------------------------------------------------------------------
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// Purpose: function to set up parameters
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// Input : szKeyName - the name of the key
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// szValue - the value to be set
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// Output : returns true of we handled this key
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//------------------------------------------------------------------------------
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bool CAI_ASW_RangedAttackBehavior::KeyValue( const char *szKeyName, const char *szValue )
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{
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if ( V_stricmp( szKeyName, "minRange" ) == 0 )
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{
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m_flMinFiringDistance = atof( szValue );
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return true;
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}
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if ( V_stricmp( szKeyName, "maxRange" ) == 0 )
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{
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m_flMaxFiringDistance = atof( szValue );
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m_flMaxFiringDistanceSq = m_flMaxFiringDistance * m_flMaxFiringDistance;
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return true;
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}
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if ( V_stricmp( szKeyName, "rate" ) == 0 )
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{
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m_flFireRate = atof( szValue );
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return true;
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}
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if ( V_stricmp( szKeyName, "global_shot_delay" ) == 0 )
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{
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m_flGlobalShotDelay = atof( szValue );
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return true;
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}
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if ( V_stricmp( szKeyName, "volley_type" ) == 0 )
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{
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m_strVolleyType = szValue;
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return true;
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}
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if ( V_stricmp( szKeyName, "radius_attack") )
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{
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m_bRadiusAttack = ( atoi( szValue ) != 0 );
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return true;
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}
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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//------------------------------------------------------------------------------
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// Purpose: initializes static vars
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//------------------------------------------------------------------------------
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void CAI_ASW_RangedAttackBehavior::LevelInit( void )
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{
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s_flGlobalShotDeferUntil = gpGlobals->curtime;
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}
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//------------------------------------------------------------------------------
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// Purpose: precaches any additional assets this behavior needs
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//------------------------------------------------------------------------------
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void CAI_ASW_RangedAttackBehavior::Precache( void )
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{
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BaseClass::Precache();
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CAI_ASW_RangedAttackBehavior::Init()
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{
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CASW_Alien *pNPC = static_cast<CASW_Alien*>( GetOuter() );
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if ( !pNPC )
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return;
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pNPC->rangeAttack1.Init( m_flMinFiringDistance, m_flMaxFiringDistance, COMBAT_COND_NO_FACING_CHECK, true );
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}
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//------------------------------------------------------------------------------
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// Purpose: determines if we can use this behavior currently
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// Output : returns true if this behavior is able to run
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//------------------------------------------------------------------------------
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bool CAI_ASW_RangedAttackBehavior::CanSelectSchedule()
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{
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if ( !GetOuter()->IsInterruptable() )
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{
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return false;
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}
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if ( !HasCondition( COND_CAN_RANGE_ATTACK1 ) )
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{
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return false;
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}
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if ( s_flGlobalShotDeferUntil > gpGlobals->curtime )
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{
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return false;
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}
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if ( m_flDeferUntil > gpGlobals->curtime )
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{
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return false;
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}
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return BaseClass::CanSelectSchedule();
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}
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void CAI_ASW_RangedAttackBehavior::HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm )
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{
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switch( eEvent )
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{
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case BEHAVIOR_EVENT_MORTAR_FIRE:
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CASW_Alien *pNPC = static_cast<CASW_Alien*>( GetOuter() );
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pNPC->LaunchMissile( m_strVolleyType, m_vMissileLocation );
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break;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose: sets / clears conditions for when the behavior is active. this is
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// generally a larger set of conditions to interrupt any tasks.
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//------------------------------------------------------------------------------
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void CAI_ASW_RangedAttackBehavior::GatherConditions( )
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{
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BaseClass::GatherConditions();
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}
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//------------------------------------------------------------------------------
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// Purpose: sets / clears conditions for when the behavior is not active. this is
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// mainly to have a smaller set of conditions to wake up the behavior.
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//------------------------------------------------------------------------------
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void CAI_ASW_RangedAttackBehavior::GatherConditionsNotActive( )
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{
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BaseClass::GatherConditionsNotActive();
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}
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//------------------------------------------------------------------------------
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// Purpose: general purpose routine to collect conditions used both during active
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// and non-active states of the behavior.
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//------------------------------------------------------------------------------
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void CAI_ASW_RangedAttackBehavior::GatherCommonConditions( )
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{
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BaseClass::GatherCommonConditions();
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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bool CAI_ASW_RangedAttackBehavior::FindFiringLocation( )
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{
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CBaseEntity *pBestEnt = NULL;
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float flBestDistSq = FLT_MAX;
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AIEnemiesIter_t iter;
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CBaseEntity *pEnemy;
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pEnemy = GetEnemy();
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if ( pEnemy && pEnemy->IsAlive() && GetOuter()->FVisible( pEnemy ) )
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{
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m_hTarget = pEnemy;
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UpdateTargetLocation();
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return true;
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}
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for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst( &iter ); pEMemory != NULL; pEMemory = GetEnemies()->GetNext( &iter ) )
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{
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pEnemy = pEMemory->hEnemy;
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if ( !pEnemy || !pEnemy->IsAlive() || !GetOuter()->FVisible( pEnemy ) )
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{
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continue;
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}
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Vector vDelta = GetAbsOrigin() - pEnemy->GetAbsOrigin();
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float flLenSq = vDelta.LengthSqr();
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if ( flLenSq <= flBestDistSq )
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{
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pBestEnt = pEnemy;
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flBestDistSq = flLenSq;
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}
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}
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if ( !pBestEnt )
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{
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// just try shooting at our enemy for now
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if ( pEnemy && pEnemy->IsAlive() )
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{
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UpdateTargetLocation();
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return true;
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}
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return false;
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}
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m_hTarget = pBestEnt;
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GetOuter()->SetEnemy( pBestEnt );
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UpdateTargetLocation();
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return true;
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CAI_ASW_RangedAttackBehavior::UpdateTargetLocation( )
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{
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if ( m_hTarget )
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{
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m_vMissileLocation = GetOuter()->GetEnemies()->LastSeenPosition( m_hTarget );
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}
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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bool CAI_ASW_RangedAttackBehavior::ValidateMissileLocation( )
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{
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// Don't bother checking the for a radial attack.
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if ( !m_bRadiusAttack )
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{
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trace_t tr;
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Vector vStart = GetAbsOrigin() + Vector( 0.0f, 0.0f, 15.0f );
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Vector vFinal = m_vMissileLocation + Vector( 0.0f, 0.0f, 15.0f );
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#ifdef DRAW_DEBUG
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UTIL_AddDebugLine( vStart, vFinal, true, true );
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#endif // #ifdef DRAW_DEBUG
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UTIL_TraceHull( vStart, vFinal, -Vector(2,2,2), Vector(2,2,2), MASK_SOLID, GetOuter(), ASW_COLLISION_GROUP_IGNORE_NPCS, &tr );
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if ( tr.fraction != 1.0f )
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{
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return false;
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}
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}
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s_flGlobalShotDeferUntil = gpGlobals->curtime + m_flGlobalShotDelay;
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return true;
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}
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//------------------------------------------------------------------------------
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// Purpose: routine called to start when a task initially starts
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// Input : pTask - the task structure
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//------------------------------------------------------------------------------
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void CAI_ASW_RangedAttackBehavior::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_RANGED_FIND_MISSILE_LOCATION:
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{
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if ( !FindFiringLocation() )
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{
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m_flDeferUntil = gpGlobals->curtime + 1.0f;
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TaskFail( "Failed to FindFiringLocation" );
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}
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else
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{
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// TODO: Fix this!
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// It's too late to fail here, as we've already picked this behavior and schedule.
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// If we're in a bad spot for firing, we need to detect it earlier and pick a behavior that will move us.
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// That behavior needs to be aware of bad firing spots too and factor that into its spot finding.
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// if ( !ValidateMissileLocation() )
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// {
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// m_flDeferUntil = gpGlobals->curtime + 1.0f;
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// TaskFail( "Failed to ValidateMissileLocation" );
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// }
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}
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break;
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}
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case TASK_RANGED_PREPARE_TO_FIRE:
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{
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GetOuter()->SetIdealActivity( ACT_PREP_TO_FIRE );
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break;
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}
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case TASK_RANGED_FIRE:
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{
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GetOuter()->SetIdealActivity( ACT_FIRE );
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break;
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}
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case TASK_RANGED_FIRE_RECOVER:
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{
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GetOuter()->SetIdealActivity( ACT_FIRE_RECOVER );
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break;
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}
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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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// Purpose: routine called every frame when a task is running
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// Input : pTask - the task structure
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//------------------------------------------------------------------------------
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void CAI_ASW_RangedAttackBehavior::RunTask( const Task_t *pTask )
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|
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{
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|
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switch( pTask->iTask )
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|
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|
{
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case TASK_RANGED_FIND_MISSILE_LOCATION:
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|
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|
{
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TaskComplete();
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m_flDeferUntil = gpGlobals->curtime + m_flFireRate;
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break;
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}
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case TASK_RANGED_PREPARE_TO_FIRE:
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|
{
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if ( !GetOuter()->FInAimCone( m_vMissileLocation ) )
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|
{
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|
|
GetMotor()->SetIdealYawToTargetAndUpdate( m_vMissileLocation, AI_KEEP_YAW_SPEED );
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|
}
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|
|
if ( GetOuter()->IsActivityFinished() )
|
|
|
|
|
{
|
|
|
|
|
TaskComplete();
|
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|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
case TASK_RANGED_FIRE:
|
|
|
|
|
{
|
|
|
|
|
if ( GetOuter()->IsActivityFinished() )
|
|
|
|
|
{
|
|
|
|
|
TaskComplete();
|
|
|
|
|
GetOuter()->OnRangeAttack1();
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
case TASK_RANGED_FIRE_RECOVER:
|
|
|
|
|
{
|
|
|
|
|
if ( GetOuter()->IsActivityFinished() )
|
|
|
|
|
{
|
|
|
|
|
TaskComplete();
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
BaseClass::RunTask( pTask );
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
|
// Purpose: routine called to select what schedule we want to run
|
|
|
|
|
// Output : returns the schedule id of the schedule we want to run
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
|
int CAI_ASW_RangedAttackBehavior::SelectSchedule()
|
|
|
|
|
{
|
|
|
|
|
return SCHED_RANGED_MOVE_TO_FIRE_SPOT;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_ASW_RangedAttackBehavior )
|
|
|
|
|
|
|
|
|
|
DECLARE_TASK( TASK_RANGED_FIND_MISSILE_LOCATION )
|
|
|
|
|
DECLARE_TASK( TASK_RANGED_PREPARE_TO_FIRE )
|
|
|
|
|
DECLARE_TASK( TASK_RANGED_FIRE )
|
|
|
|
|
DECLARE_TASK( TASK_RANGED_FIRE_RECOVER )
|
|
|
|
|
|
|
|
|
|
DEFINE_SCHEDULE
|
|
|
|
|
(
|
|
|
|
|
SCHED_RANGED_MOVE_TO_FIRE_SPOT,
|
|
|
|
|
" Tasks"
|
|
|
|
|
" TASK_RANGED_FIND_MISSILE_LOCATION 0"
|
|
|
|
|
" TASK_RANGED_PREPARE_TO_FIRE 0"
|
|
|
|
|
" TASK_RANGED_FIRE 0"
|
|
|
|
|
" TASK_RANGED_FIRE_RECOVER 0"
|
|
|
|
|
""
|
|
|
|
|
" Interrupts"
|
|
|
|
|
" COND_TASK_FAILED"
|
|
|
|
|
" COND_ENEMY_DEAD"
|
|
|
|
|
" COND_ENEMY_UNREACHABLE"
|
|
|
|
|
" COND_LOST_ENEMY"
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
AI_END_CUSTOM_SCHEDULE_PROVIDER()
|
|
|
|
|
|
|
|
|
|
#include "tier0/memdbgoff.h"
|