You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
96 lines
2.4 KiB
96 lines
2.4 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: FIXME: This will ultimately become a more generic implementation
|
||
|
//
|
||
|
//=============================================================================
|
||
|
|
||
|
#ifndef AI_BEHAVIOR_ALYX_INJURED_H
|
||
|
#define AI_BEHAVIOR_ALYX_INJURED_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "utlmap.h"
|
||
|
|
||
|
extern bool IsAlyxInInjuredMode( void );
|
||
|
|
||
|
//
|
||
|
//
|
||
|
//
|
||
|
|
||
|
class CAI_InjuredFollowGoal : public CAI_FollowGoal
|
||
|
{
|
||
|
DECLARE_CLASS( CAI_InjuredFollowGoal, CAI_FollowGoal );
|
||
|
|
||
|
public:
|
||
|
|
||
|
virtual void EnableGoal( CAI_BaseNPC *pAI );
|
||
|
virtual void DisableGoal( CAI_BaseNPC *pAI );
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
};
|
||
|
|
||
|
//
|
||
|
//
|
||
|
//
|
||
|
|
||
|
class CAI_BehaviorAlyxInjured : public CAI_FollowBehavior
|
||
|
{
|
||
|
DECLARE_CLASS( CAI_BehaviorAlyxInjured, CAI_FollowBehavior );
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
public:
|
||
|
CAI_BehaviorAlyxInjured( void );
|
||
|
|
||
|
virtual const char *GetName( void ) { return "AlyxInjuredFollow"; }
|
||
|
virtual Activity NPC_TranslateActivity( Activity nActivity );
|
||
|
virtual int TranslateSchedule( int scheduleType );
|
||
|
virtual void Spawn( void );
|
||
|
virtual void OnRestore( void );
|
||
|
virtual void StartTask( const Task_t *pTask );
|
||
|
virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
|
||
|
virtual void GatherConditions( void );
|
||
|
virtual Activity GetFlinchActivity( bool bHeavyDamage, bool bGesture );
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
// Schedules
|
||
|
SCHED_INJURED_COWER = BaseClass::NEXT_SCHEDULE,
|
||
|
SCHED_INJURED_FEAR_FACE,
|
||
|
SCHED_INJURED_RUN_FROM_ENEMY,
|
||
|
NEXT_SCHEDULE,
|
||
|
|
||
|
// Tasks
|
||
|
TASK_FIND_INJURED_COVER_FROM_ENEMY = BaseClass::NEXT_TASK,
|
||
|
NEXT_TASK,
|
||
|
|
||
|
// Conditions
|
||
|
COND_INJURED_TOO_FAR_FROM_PLAYER = BaseClass::NEXT_CONDITION,
|
||
|
COND_INJURED_OVERWHELMED,
|
||
|
NEXT_CONDITION
|
||
|
};
|
||
|
|
||
|
bool IsReadinessCapable( void ) { return ( IsInjured() == false ); } // Never use the readiness system when injured
|
||
|
bool IsInjured( void ) const;
|
||
|
|
||
|
private:
|
||
|
|
||
|
void SpeakIfAllowed( AIConcept_t concept );
|
||
|
bool ShouldRunToCover( void );
|
||
|
bool ShouldRunToFollowGoal( void );
|
||
|
bool FindThreatDirection2D( const Vector &vecSource, Vector *vecOut );
|
||
|
bool FindCoverFromEnemyBehindTarget( CBaseEntity *pTarget, float flRadius, Vector *vecOut );
|
||
|
void PopulateActivityMap( void );
|
||
|
int NumKnownEnemiesInRadius( const Vector &vecSource, float flRadius );
|
||
|
|
||
|
CUtlMap<Activity,Activity> m_ActivityMap;
|
||
|
|
||
|
float m_flNextWarnTime;
|
||
|
|
||
|
protected:
|
||
|
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif // AI_BEHAVIOR_ALYX_INJURED_H
|