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776 lines
19 KiB
776 lines
19 KiB
1 year ago
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#include "cbase.h"
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#include "asw_harvester.h"
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#include "te_effect_dispatch.h"
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#include "npc_bullseye.h"
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#include "npcevent.h"
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#include "asw_marine.h"
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#include "asw_parasite.h"
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#include "soundenvelope.h"
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//#include "npc_antlion.h"
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#include "ai_memory.h"
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#include "asw_gamerules.h"
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#include "asw_weapon.h"
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#include "asw_shareddefs.h"
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#include "asw_weapon_assault_shotgun_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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#define ASW_HARVESTER_MAX_ATTACK_DISTANCE 1500
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LINK_ENTITY_TO_CLASS( asw_harvester, CASW_Harvester );
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float CASW_Harvester::s_fNextSpawnSoundTime = 0;
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float CASW_Harvester::s_fNextPainSoundTime = 0;
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BEGIN_DATADESC( CASW_Harvester )
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DEFINE_FIELD( m_fLastLayTime, FIELD_TIME ),
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DEFINE_FIELD( m_iCrittersAlive, FIELD_INTEGER ),
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DEFINE_FIELD( m_fLastTouchHurtTime, FIELD_TIME ),
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DEFINE_FIELD( m_fGibTime, FIELD_TIME ),
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DEFINE_FIELD( m_flIdleDelay, FIELD_TIME ),
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END_DATADESC()
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ConVar asw_harvester_speedboost( "asw_harvester_speedboost", "1.0",FCVAR_CHEAT , "boost speed for the harvesters" );
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ConVar asw_harvester_max_critters( "asw_harvester_max_critters", "5",FCVAR_CHEAT , "maximum critters the harvester can spawn" );
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ConVar asw_harvester_touch_damage( "asw_harvester_touch_damage", "5",FCVAR_CHEAT , "Damage caused by harvesters on touch" );
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ConVar asw_harverter_suppress_children( "asw_harverter_suppress_children", "0", FCVAR_CHEAT, "If set to 1, harvesters won't spawn harvesites");
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ConVar asw_harvester_new( "asw_harvester_new", "1", FCVAR_CHEAT, "If set to 1, use the new model");
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ConVar asw_harvester_spawn_height( "asw_harvester_spawn_height", "16", FCVAR_CHEAT, "Height above harvester origin to spawn harvesites at" );
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ConVar asw_harvester_spawn_interval( "asw_harvester_spawn_interval", "1.0", FCVAR_CHEAT, "Time between spawning a harvesite and starting to spawn another" );
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// Anim Events
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int AE_HARVESTER_SPAWN_CRITTER;
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int AE_HARVESTER_SPAWN_SOUND;
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// Activities
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int ACT_HARVESTER_LAY_CRITTER;
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CASW_Harvester::CASW_Harvester()
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{
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m_iCrittersAlive = 0;
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m_fLastLayTime = 0;
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m_fLastTouchHurtTime = 0;
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if ( asw_harvester_new.GetBool() )
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m_pszAlienModelName = SWARM_NEW_HARVESTER_MODEL;
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else
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m_pszAlienModelName = SWARM_HARVESTER_MODEL;
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m_nAlienCollisionGroup = ASW_COLLISION_GROUP_ALIEN;
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}
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CASW_Harvester::~CASW_Harvester()
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{
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}
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void CASW_Harvester::Spawn( void )
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{
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SetHullType(HULL_WIDE_SHORT);
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BaseClass::Spawn();
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SetHullType(HULL_WIDE_SHORT);
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UTIL_SetSize(this, Vector(-23,-23,0), Vector(23,23,69));
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m_iHealth = ASWGameRules()->ModifyAlienHealthBySkillLevel(200);
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CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 );
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m_takedamage = DAMAGE_NO; // alien is invulnerable until she finds her first enemy
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m_bNeverRagdoll = true;
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}
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void CASW_Harvester::Precache( void )
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{
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PrecacheScriptSound( "ASW_Harvester.Death" );
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PrecacheScriptSound( "ASW_Harvester.Pain" );
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PrecacheScriptSound( "ASW_Harvester.Scared" );
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PrecacheScriptSound( "ASW_Harvester.SpawnCritter" );
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PrecacheScriptSound( "ASW_Harvester.Alert" );
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PrecacheScriptSound( "ASW_Harvester.Sniffing" );
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UTIL_PrecacheOther( "asw_parasite_defanged" );
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BaseClass::Precache();
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}
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float CASW_Harvester::GetIdealSpeed() const
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{
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return asw_harvester_speedboost.GetFloat() * BaseClass::GetIdealSpeed() * m_flPlaybackRate;
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}
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float CASW_Harvester::GetIdealAccel( ) const
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{
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return GetIdealSpeed() * 1.5f;
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}
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float CASW_Harvester::MaxYawSpeed( void )
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{
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if ( m_bElectroStunned.Get() )
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return 0.1f;
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return 32.0f;
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switch ( GetActivity() )
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{
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case ACT_IDLE:
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return 64.0f;
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break;
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case ACT_WALK:
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return 64.0f;
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break;
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default:
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case ACT_RUN:
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return 64.0f;
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break;
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}
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return 64.0f;
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}
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void CASW_Harvester::AlertSound()
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{
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EmitSound("ASW_Harvester.Alert");
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}
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void CASW_Harvester::PainSound( const CTakeDamageInfo &info )
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{
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if (gpGlobals->curtime > m_fNextPainSound && gpGlobals->curtime > s_fNextPainSoundTime)
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{
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m_fNextPainSound = gpGlobals->curtime + 0.5f;
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s_fNextPainSoundTime = gpGlobals->curtime + 1.0f;
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EmitSound("ASW_Harvester.Pain");
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}
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}
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void CASW_Harvester::AttackSound()
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{
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if (gpGlobals->curtime > s_fNextSpawnSoundTime)
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{
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EmitSound("ASW_Harvester.SpawnCritter");
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s_fNextSpawnSoundTime = gpGlobals->curtime + 2.0f;
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}
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}
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void CASW_Harvester::IdleSound()
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{
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EmitSound("ASW_Harvester.Sniffing");
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m_flIdleDelay = gpGlobals->curtime + 4.0f;
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}
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void CASW_Harvester::DeathSound( const CTakeDamageInfo &info )
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{
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EmitSound("ASW_Harvester.Death");
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}
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// make the harvester look at his enemy
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bool CASW_Harvester::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval )
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{
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Vector vecFacePosition = vec3_origin;
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CBaseEntity *pFaceTarget = NULL;
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bool bFaceTarget = false;
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if ( GetEnemy() && GetNavigator()->GetMovementActivity() == ACT_RUN )
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{
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Vector vecEnemyLKP = GetEnemyLKP();
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// Only start facing when we're close enough
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if ( ( UTIL_DistApprox( vecEnemyLKP, GetAbsOrigin() ) < 1500 ) )
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{
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vecFacePosition = vecEnemyLKP;
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pFaceTarget = GetEnemy();
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bFaceTarget = true;
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}
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}
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// Face
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if ( bFaceTarget )
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{
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AddFacingTarget( pFaceTarget, vecFacePosition, 1.0, 0.2 );
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}
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return BaseClass::OverrideMoveFacing( move, flInterval );
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}
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void CASW_Harvester::HandleAnimEvent( animevent_t *pEvent )
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{
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int nEvent = pEvent->Event();
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if ( nEvent == AE_HARVESTER_SPAWN_CRITTER )
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{
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// The point in our laying animation where we should actually spawn the critter
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SpawnAlien();
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float spawn_interval = asw_harvester_spawn_interval.GetFloat();
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m_flNextAttack = gpGlobals->curtime + spawn_interval;
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return;
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}
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if ( nEvent == AE_HARVESTER_SPAWN_SOUND )
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{
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AttackSound();
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return;
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}
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BaseClass::HandleAnimEvent( pEvent );
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}
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// harvester can attack without LOS so long as they're near enough
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bool CASW_Harvester::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions)
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{
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if (targetPos.DistTo(ownerPos) < ASW_HARVESTER_MAX_ATTACK_DISTANCE)
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return true;
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return false;
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}
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bool CASW_Harvester::FCanCheckAttacks()
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{
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if ( GetNavType() == NAV_CLIMB || GetNavType() == NAV_JUMP )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: For innate melee attack
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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float CASW_Harvester::InnateRange1MinRange( void )
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{
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return 0;
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}
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float CASW_Harvester::InnateRange1MaxRange( void )
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{
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return ASW_HARVESTER_MAX_ATTACK_DISTANCE;
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}
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// make sure the harvester backs away when he's near us (he should sit back and lay critters)
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int CASW_Harvester::RangeAttack1Conditions( float flDot, float flDist )
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{
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if (GetEnemy() == NULL)
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{
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return( COND_NONE );
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}
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if ( gpGlobals->curtime < m_flNextAttack )
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{
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return( COND_NONE );
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}
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if ( m_iCrittersAlive > asw_harvester_max_critters.GetInt() )
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return( COND_NONE );
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float flTooClose = InnateRange1MinRange();
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if ( flDist > ASW_HARVESTER_MAX_ATTACK_DISTANCE )
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{
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return( COND_TOO_FAR_TO_ATTACK );
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}
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else if ( flDist < flTooClose )
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{
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return( COND_TOO_CLOSE_TO_ATTACK );
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}
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else if ( flDot < 0.65 )
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{
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return( COND_NOT_FACING_ATTACK );
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}
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return( COND_CAN_RANGE_ATTACK1 );
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}
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int CASW_Harvester::SelectSchedule()
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{
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if ( HasCondition( COND_NEW_ENEMY ) && GetHealth() > 0 )
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{
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m_takedamage = DAMAGE_YES;
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}
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if ( HasCondition( COND_FLOATING_OFF_GROUND ) )
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{
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SetGravity( 1.0 );
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SetGroundEntity( NULL );
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return SCHED_FALL_TO_GROUND;
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}
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if (m_NPCState == NPC_STATE_COMBAT)
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return SelectHarvesterCombatSchedule();
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return BaseClass::SelectSchedule();
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}
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int CASW_Harvester::SelectHarvesterCombatSchedule()
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{
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int nSched = SelectFlinchSchedule_ASW();
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if ( nSched != SCHED_NONE )
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{
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// if we flinch, push forward the next attack
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float spawn_interval = 2.0f;
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m_flNextAttack = gpGlobals->curtime + spawn_interval;
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return nSched;
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}
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if ( HasCondition(COND_NEW_ENEMY) && gpGlobals->curtime - GetEnemies()->FirstTimeSeen(GetEnemy()) < 2.0 )
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{
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return SCHED_WAKE_ANGRY;
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}
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if ( HasCondition( COND_ENEMY_DEAD ) )
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{
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// clear the current (dead) enemy and try to find another.
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SetEnemy( NULL );
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if ( ChooseEnemy() )
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{
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ClearCondition( COND_ENEMY_DEAD );
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return SelectSchedule();
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}
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SetState( NPC_STATE_ALERT );
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return SelectSchedule();
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}
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#ifdef ASW_FEARFUL_HARVESTERS
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// If I'm scared of this enemy run away
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if ( IRelationType( GetEnemy() ) == D_FR )
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{
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if (HasCondition( COND_SEE_ENEMY ) ||
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HasCondition( COND_LIGHT_DAMAGE )||
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HasCondition( COND_HEAVY_DAMAGE ))
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{
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FearSound();
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//ClearCommandGoal();
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return SCHED_RUN_FROM_ENEMY;
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}
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// If I've seen the enemy recently, cower. Ignore the time for unforgettable enemies.
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AI_EnemyInfo_t *pMemory = GetEnemies()->Find( GetEnemy() );
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if ( (pMemory && pMemory->bUnforgettable) || (GetEnemyLastTimeSeen() > (gpGlobals->curtime - 5.0)) )
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{
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// If we're facing him, just look ready. Otherwise, face him.
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if ( FInAimCone( GetEnemy()->EyePosition() ) )
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return SCHED_COMBAT_STAND;
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return SCHED_FEAR_FACE;
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}
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}
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#endif
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// Check if need to reload
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if ( HasCondition( COND_LOW_PRIMARY_AMMO ) || HasCondition( COND_NO_PRIMARY_AMMO ) )
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{
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return SCHED_HIDE_AND_RELOAD;
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}
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#ifdef ASW_FEARFUL_HARVESTERS
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if ( HasCondition(COND_TOO_CLOSE_TO_ATTACK) )
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return SCHED_RUN_FROM_ENEMY; //SCHED_BACK_AWAY_FROM_ENEMY;
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#endif
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if ( GetShotRegulator()->IsInRestInterval() )
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{
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if ( HasCondition(COND_CAN_RANGE_ATTACK1) )
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return SCHED_COMBAT_FACE;
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}
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// we can see the enemy
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if ( HasCondition(COND_CAN_RANGE_ATTACK1) )
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{
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return SCHED_RANGE_ATTACK1;
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}
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if ( HasCondition(COND_CAN_RANGE_ATTACK2) )
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return SCHED_RANGE_ATTACK2;
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if ( HasCondition(COND_CAN_MELEE_ATTACK1) )
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return SCHED_MELEE_ATTACK1;
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if ( HasCondition(COND_CAN_MELEE_ATTACK2) )
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return SCHED_MELEE_ATTACK2;
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if ( HasCondition(COND_NOT_FACING_ATTACK) )
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return SCHED_COMBAT_FACE;
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// if we're not attacking, then back away
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return SCHED_RUN_FROM_ENEMY;
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}
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int CASW_Harvester::TranslateSchedule( int scheduleType )
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{
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if ( scheduleType == SCHED_RANGE_ATTACK1 )
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{
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RemoveAllGestures();
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return SCHED_ASW_HARVESTER_LAY_CRITTER;
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}
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if ( scheduleType == SCHED_COMBAT_FACE && IsUnreachable( GetEnemy() ) )
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return SCHED_TAKE_COVER_FROM_ENEMY;
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return BaseClass::TranslateSchedule( scheduleType );
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}
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CAI_BaseNPC* CASW_Harvester::SpawnAlien()
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{
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if (asw_harverter_suppress_children.GetBool())
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return NULL;
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CBaseEntity *pEntity = CreateEntityByName( "asw_parasite_defanged" );
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CAI_BaseNPC *pNPC = dynamic_cast<CAI_BaseNPC*>(pEntity);
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if ( !pNPC )
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{
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Warning("NULL Ent in CASW_Harvester!\n");
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return NULL;
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}
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pNPC->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );
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||
|
|
||
|
pNPC->SetAbsOrigin( GetAbsOrigin() + Vector( 0, 0, asw_harvester_spawn_height.GetFloat() ) );
|
||
|
|
||
|
// Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC.
|
||
|
QAngle angles = GetAbsAngles();
|
||
|
angles.x = 0.0;
|
||
|
angles.z = 0.0;
|
||
|
pNPC->SetAbsAngles( angles );
|
||
|
|
||
|
IASW_Spawnable_NPC* pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>(pNPC);
|
||
|
ASSERT(pSpawnable);
|
||
|
if ( !pSpawnable )
|
||
|
{
|
||
|
Warning("NULL Spawnable Ent in CASW_Harvester!\n");
|
||
|
UTIL_Remove(pNPC);
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
DispatchSpawn( pNPC );
|
||
|
pNPC->SetOwnerEntity( this );
|
||
|
pNPC->Activate();
|
||
|
|
||
|
CASW_Parasite *pParasite = dynamic_cast<CASW_Parasite*>(pNPC);
|
||
|
if (pParasite)
|
||
|
{
|
||
|
m_iCrittersAlive++;
|
||
|
pParasite->SetMother(this);
|
||
|
}
|
||
|
|
||
|
return pNPC;
|
||
|
}
|
||
|
|
||
|
void CASW_Harvester::ChildAlienKilled(CASW_Alien* pParasite)
|
||
|
{
|
||
|
m_iCrittersAlive--;
|
||
|
}
|
||
|
|
||
|
void CASW_Harvester::StartTouch( CBaseEntity *pOther )
|
||
|
{
|
||
|
BaseClass::StartTouch( pOther );
|
||
|
|
||
|
CASW_Marine *pMarine = CASW_Marine::AsMarine( pOther );
|
||
|
if (pMarine)
|
||
|
{
|
||
|
// don't hurt him if he was hurt recently
|
||
|
if (m_fLastTouchHurtTime + 0.6f > gpGlobals->curtime)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
// hurt the marine
|
||
|
Vector vecForceDir = (pMarine->GetAbsOrigin() - GetAbsOrigin());
|
||
|
CTakeDamageInfo info( this, this, asw_harvester_touch_damage.GetInt(), DMG_SLASH );
|
||
|
CalculateMeleeDamageForce( &info, vecForceDir, pMarine->GetAbsOrigin() );
|
||
|
pMarine->TakeDamage( info );
|
||
|
m_fLastTouchHurtTime = gpGlobals->curtime;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CASW_Harvester::ShouldGib( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int CASW_Harvester::SelectDeadSchedule()
|
||
|
{
|
||
|
// Adrian - Alread dead (by animation event maybe?)
|
||
|
// Is it safe to set it to SCHED_NONE?
|
||
|
if ( m_lifeState == LIFE_DEAD )
|
||
|
return SCHED_NONE;
|
||
|
|
||
|
CleanupOnDeath();
|
||
|
return SCHED_DIE;
|
||
|
}
|
||
|
|
||
|
int CASW_Harvester::SelectFlinchSchedule_ASW()
|
||
|
{
|
||
|
// only flinch in easy mode
|
||
|
if (ASWGameRules() && ASWGameRules()->GetSkillLevel() != 1)
|
||
|
return SCHED_NONE;
|
||
|
|
||
|
if ( !HasCondition(COND_HEAVY_DAMAGE) && !HasCondition(COND_LIGHT_DAMAGE) )
|
||
|
return SCHED_NONE;
|
||
|
|
||
|
if ( IsCurSchedule( SCHED_BIG_FLINCH ) )
|
||
|
return SCHED_NONE;
|
||
|
|
||
|
// only flinch if shot during a laying a critter
|
||
|
if (! (GetTask() && (GetTask()->iTask == TASK_LAY_CRITTER)) )
|
||
|
return SCHED_NONE;
|
||
|
|
||
|
// Any damage. Break out of my current schedule and flinch.
|
||
|
Activity iFlinchActivity = GetFlinchActivity( true, false );
|
||
|
if ( HaveSequenceForActivity( iFlinchActivity ) )
|
||
|
return SCHED_BIG_FLINCH;
|
||
|
|
||
|
return SCHED_NONE;
|
||
|
}
|
||
|
|
||
|
void CASW_Harvester::BuildScheduleTestBits()
|
||
|
{
|
||
|
BaseClass::BuildScheduleTestBits();
|
||
|
|
||
|
if ( IsCurSchedule( SCHED_RUN_FROM_ENEMY ) )
|
||
|
{
|
||
|
SetCustomInterruptCondition( COND_CAN_RANGE_ATTACK1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CASW_Harvester::StartTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch( pTask->iTask )
|
||
|
{
|
||
|
case TASK_LAY_CRITTER:
|
||
|
{
|
||
|
ResetIdealActivity((Activity) ACT_HARVESTER_LAY_CRITTER);
|
||
|
break;
|
||
|
}
|
||
|
default:
|
||
|
BaseClass::StartTask( pTask );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CASW_Harvester::RunTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch ( pTask->iTask )
|
||
|
{
|
||
|
case TASK_LAY_CRITTER:
|
||
|
{
|
||
|
if (IsActivityFinished())
|
||
|
{
|
||
|
TaskComplete();
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
default:
|
||
|
{
|
||
|
BaseClass::RunTask(pTask);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// only shock damage counts as heavy (and thus causes a flinch even during normal running)
|
||
|
bool CASW_Harvester::IsHeavyDamage( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
// shock damage never causes flinching
|
||
|
if (( info.GetDamageType() & DMG_SHOCK ) != 0 )
|
||
|
return false;
|
||
|
|
||
|
// explosions always cause a flinch
|
||
|
if (( info.GetDamageType() & DMG_BLAST ) != 0 )
|
||
|
return true;
|
||
|
|
||
|
CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(info.GetAttacker());
|
||
|
if (pMarine && pMarine->GetActiveASWWeapon())
|
||
|
{
|
||
|
return pMarine->GetActiveASWWeapon()->ShouldAlienFlinch(this, info);
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void CASW_Harvester::Event_Killed( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
BaseClass::Event_Killed(info);
|
||
|
|
||
|
// spawn a bunch of harvesites
|
||
|
int iNumParasites = 4 + RandomInt(0,2);
|
||
|
QAngle angParasiteFacing[6];
|
||
|
float fJumpDistance[6];
|
||
|
// for some reason if we calculate these inside the loop, the random numbers all come out the same. Worrying.
|
||
|
angParasiteFacing[0] = GetAbsAngles(); angParasiteFacing[0].y = RandomFloat( -180.0f, 180.0f );
|
||
|
angParasiteFacing[1] = GetAbsAngles(); angParasiteFacing[1].y = RandomFloat( -180.0f, 180.0f );
|
||
|
angParasiteFacing[2] = GetAbsAngles(); angParasiteFacing[2].y = RandomFloat( -180.0f, 180.0f );
|
||
|
angParasiteFacing[3] = GetAbsAngles(); angParasiteFacing[3].y = RandomFloat( -180.0f, 180.0f );
|
||
|
angParasiteFacing[4] = GetAbsAngles(); angParasiteFacing[4].y = RandomFloat( -180.0f, 180.0f );
|
||
|
angParasiteFacing[5] = GetAbsAngles(); angParasiteFacing[5].y = RandomFloat( -180.0f, 180.0f );
|
||
|
fJumpDistance[0] = RandomFloat( 30.0f, 70.0f );
|
||
|
fJumpDistance[1] = RandomFloat( 30.0f, 70.0f );
|
||
|
fJumpDistance[2] = RandomFloat( 30.0f, 70.0f );
|
||
|
fJumpDistance[3] = RandomFloat( 30.0f, 70.0f );
|
||
|
fJumpDistance[4] = RandomFloat( 30.0f, 70.0f );
|
||
|
fJumpDistance[5] = RandomFloat( 30.0f, 70.0f );
|
||
|
|
||
|
for ( int i = 0; i < iNumParasites; i++ )
|
||
|
{
|
||
|
bool bBlocked = true;
|
||
|
int k = 0;
|
||
|
|
||
|
Vector vecSpawnPos = GetAbsOrigin();
|
||
|
float fCircleDegree = ( static_cast< float >( i ) / iNumParasites ) * 2.0f * M_PI;
|
||
|
vecSpawnPos.x += sinf( fCircleDegree ) * RandomFloat( 3.0f, 20.0f );
|
||
|
vecSpawnPos.y += cosf( fCircleDegree ) * RandomFloat( 3.0f, 20.0f );
|
||
|
vecSpawnPos.z += RandomFloat( 20.0f, 40.0f );
|
||
|
|
||
|
while ( bBlocked && k < 6 )
|
||
|
{
|
||
|
if ( k > 0 )
|
||
|
{
|
||
|
// Scooch it up
|
||
|
vecSpawnPos.z += NAI_Hull::Maxs( HULL_TINY ).z - NAI_Hull::Mins( HULL_TINY ).z;
|
||
|
}
|
||
|
|
||
|
// check if there's room at this position
|
||
|
trace_t tr;
|
||
|
UTIL_TraceHull( vecSpawnPos, vecSpawnPos + Vector( 0.0f, 0.0f, 1.0f ),
|
||
|
NAI_Hull::Mins(HULL_TINY) + Vector( -4.0f, -4.0f, -4.0f ),NAI_Hull::Maxs(HULL_TINY) + Vector( 4.0f, 4.0f, 4.0f ),
|
||
|
MASK_NPCSOLID, this, ASW_COLLISION_GROUP_PARASITE, &tr );
|
||
|
|
||
|
//NDebugOverlay::Box(vecSpawnPos[i], NAI_Hull::Mins(HULL_TINY),NAI_Hull::Maxs(HULL_TINY), 255,255,0,255,15.0f);
|
||
|
if ( tr.fraction == 1.0 )
|
||
|
{
|
||
|
bBlocked = false;
|
||
|
}
|
||
|
|
||
|
k++;
|
||
|
}
|
||
|
|
||
|
if ( bBlocked )
|
||
|
continue; // couldn't find room for parasites
|
||
|
|
||
|
CASW_Parasite *pParasite = dynamic_cast< CASW_Parasite* >( CreateNoSpawn("asw_parasite_defanged",
|
||
|
vecSpawnPos, angParasiteFacing[i], this));
|
||
|
|
||
|
if ( pParasite )
|
||
|
{
|
||
|
DispatchSpawn( pParasite );
|
||
|
pParasite->SetSleepState(AISS_WAITING_FOR_INPUT);
|
||
|
pParasite->SetJumpFromEgg(true, fJumpDistance[i]);
|
||
|
pParasite->Wake();
|
||
|
|
||
|
if ( IsOnFire() )
|
||
|
{
|
||
|
pParasite->ASW_Ignite( 30.0f, 0, info.GetAttacker(), info.GetWeapon() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_fGibTime = gpGlobals->curtime + random->RandomFloat(20.0f, 30.0f);
|
||
|
}
|
||
|
|
||
|
int CASW_Harvester::OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
CTakeDamageInfo newInfo(info);
|
||
|
|
||
|
float damage = info.GetDamage();
|
||
|
// reduce damage from shotguns and mining laser
|
||
|
if (info.GetDamageType() & DMG_ENERGYBEAM)
|
||
|
{
|
||
|
damage *= 0.4f;
|
||
|
}
|
||
|
if (info.GetDamageType() & DMG_BUCKSHOT)
|
||
|
{
|
||
|
// hack to reduce vindicator damage (not reducing normal shotty as much as it's not too strong)
|
||
|
if (info.GetAttacker() && info.GetAttacker()->Classify() == CLASS_ASW_MARINE)
|
||
|
{
|
||
|
CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(info.GetAttacker());
|
||
|
if (pMarine)
|
||
|
{
|
||
|
CASW_Weapon_Assault_Shotgun *pVindicator = dynamic_cast<CASW_Weapon_Assault_Shotgun*>(pMarine->GetActiveASWWeapon());
|
||
|
if (pVindicator)
|
||
|
damage *= 0.45f;
|
||
|
else
|
||
|
damage *= 0.6f;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
newInfo.SetDamage(damage);
|
||
|
|
||
|
return BaseClass::OnTakeDamage_Alive(newInfo);
|
||
|
}
|
||
|
|
||
|
void CASW_Harvester::NPCThink()
|
||
|
{
|
||
|
BaseClass::NPCThink();
|
||
|
|
||
|
if (m_fGibTime != 0 && gpGlobals->curtime > m_fGibTime)
|
||
|
{
|
||
|
CEffectData data;
|
||
|
|
||
|
data.m_vOrigin = WorldSpaceCenter();
|
||
|
data.m_vNormal = Vector(0,0,1);
|
||
|
|
||
|
data.m_flScale = RemapVal( m_iHealth, 0, -500, 1, 3 );
|
||
|
data.m_flScale = clamp( data.m_flScale, 1, 3 );
|
||
|
data.m_nColor = 1;
|
||
|
data.m_fFlags = IsOnFire() ? ASW_GIBFLAG_ON_FIRE : 0;
|
||
|
|
||
|
DispatchEffect( "HarvesterGib", data );
|
||
|
UTIL_Remove( this );
|
||
|
SetThink( NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CASW_Harvester::ShouldPlayIdleSound( void )
|
||
|
{
|
||
|
return false; // asw temp
|
||
|
|
||
|
//Only do idles in the right states
|
||
|
if ( ( m_NPCState != NPC_STATE_IDLE && m_NPCState != NPC_STATE_ALERT ) )
|
||
|
return false;
|
||
|
|
||
|
//Gagged monsters don't talk
|
||
|
if ( m_spawnflags & SF_NPC_GAG )
|
||
|
return false;
|
||
|
|
||
|
//Don't cut off another sound or play again too soon
|
||
|
if ( m_flIdleDelay > gpGlobals->curtime )
|
||
|
return false;
|
||
|
|
||
|
//Randomize it a bit
|
||
|
if ( random->RandomInt( 0, 20 ) )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool CASW_Harvester::CanBePushedAway()
|
||
|
{
|
||
|
return ( ( gpGlobals->curtime - m_fLastLayTime ) > 2.0f ) && BaseClass::CanBePushedAway();
|
||
|
}
|
||
|
|
||
|
AI_BEGIN_CUSTOM_NPC( asw_harvester, CASW_Harvester )
|
||
|
|
||
|
// Tasks
|
||
|
DECLARE_TASK( TASK_LAY_CRITTER )
|
||
|
// Activities
|
||
|
DECLARE_ACTIVITY( ACT_HARVESTER_LAY_CRITTER )
|
||
|
// Events
|
||
|
DECLARE_ANIMEVENT( AE_HARVESTER_SPAWN_CRITTER )
|
||
|
DECLARE_ANIMEVENT( AE_HARVESTER_SPAWN_SOUND )
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ASW_HARVESTER_LAY_CRITTER,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_FACE_ENEMY 0"
|
||
|
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
|
||
|
" TASK_LAY_CRITTER 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
//" COND_HEAVY_DAMAGE"
|
||
|
)
|
||
|
|
||
|
AI_END_CUSTOM_NPC()
|