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646 lines
21 KiB
646 lines
21 KiB
5 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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//=============================================================================//
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#ifndef NPC_STRIDER_H
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#define NPC_STRIDER_H
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#include "ai_blended_movement.h"
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#include "ai_pathfinder.h"
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#include "ai_navigator.h"
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#include "ai_utils.h"
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#include "smoke_trail.h"
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#include "physics_bone_follower.h"
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#include "physics_prop_ragdoll.h"
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#if defined( _WIN32 )
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#pragma once
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#endif
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#include "tier0/memdbgon.h"
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class CNPC_Strider;
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class CNPC_Bullseye;
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class CStriderMinigun;
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//-----------------------------------------------------------------------------
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//
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// Support for moving Strider air nodes to the correct Z for the Strider
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// regardless of Hammer placement
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//
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//-----------------------------------------------------------------------------
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class CAI_Network;
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class CAI_Node;
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struct StriderMinigunViewcone_t;
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struct AI_EnemyInfo_t;
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void AdjustStriderNodePosition( CAI_Network *pNetwork, CAI_Node *pNode );
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//-----------------------------------------------------------------------------
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//
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// Strider Minigun
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//
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//-----------------------------------------------------------------------------
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abstract_class IMinigunHost
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{
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public:
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virtual void ShootMinigun( const Vector *pTarget, float aimError, const Vector &vecSpread = vec3_origin ) = 0;
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virtual void UpdateMinigunControls( float &yaw, float &pitch ) = 0;
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virtual void GetViewCone( StriderMinigunViewcone_t &cone ) = 0;
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virtual void NewTarget() = 0;
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virtual void OnMinigunStartShooting( CBaseEntity *pTarget ) = 0;
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virtual void OnMinigunStopShooting( CBaseEntity *pTarget ) = 0;
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virtual CAI_BaseNPC *GetEntity() = 0;
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};
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abstract_class IStriderMinigunHost : public IMinigunHost
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{
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public:
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virtual float GetMinigunRateOfFire() = 0;
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virtual float GetMinigunOnTargetTime() = 0;
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virtual float GetMinigunShootDuration() = 0;
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virtual float GetMinigunShootDowntime() = 0;
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virtual float GetMinigunShootVariation() = 0;
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};
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//-----------------------------------------------------------------------------
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//
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// npc_strider
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//
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//-----------------------------------------------------------------------------
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const int NUM_STRIDER_IK_TARGETS = 6;
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//---------------------------------------------------------
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class CNPC_Strider : public CAI_BlendingHost<CAI_BaseNPC>,
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public IStriderMinigunHost
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{
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DECLARE_CLASS( CNPC_Strider, CAI_BaseNPC );
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DECLARE_SERVERCLASS();
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public:
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CNPC_Strider();
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~CNPC_Strider();
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//---------------------------------
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void Precache();
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void Spawn();
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bool CreateVPhysics();
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void InitBoneFollowers( void );
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void PostNPCInit();
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void Activate();
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void UpdateOnRemove();
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void InitBoneControllers();
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void OnRestore();
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Class_T Classify();
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bool ShouldAttractAutoAim( CBaseEntity *pAimingEnt );
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virtual float GetAutoAimRadius() { return 80.0f; }
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int DrawDebugTextOverlays();
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void UpdateEfficiency( bool bInPVS ) { SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); SetMoveEfficiency( AIME_NORMAL ); }
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virtual bool ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity );
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//---------------------------------
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virtual Vector GetNodeViewOffset() { return BaseClass::GetDefaultEyeOffset(); }
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Vector EyePosition();
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const Vector & GetViewOffset();
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Vector EyePositionCrouched() { return GetAbsOrigin() - Vector( 0, 0, 330 ); }
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//---------------------------------
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// CBaseAnimating
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void CalculateIKLocks( float currentTime );
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float GetIdealAccel() const { return GetIdealSpeed(); }
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//---------------------------------
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// Behavior
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//---------------------------------
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void NPCThink();
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void PrescheduleThink();
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void GatherConditions();
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void CheckFlinches() {} // Strider handles on own
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void GatherHeightConditions( const Vector &vTestPos, CBaseEntity *pEntity );
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void OnStateChange( NPC_STATE oldState, NPC_STATE newState );
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void BuildScheduleTestBits();
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int SelectSchedule();
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int TranslateSchedule( int scheduleType );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt );
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void HandleAnimEvent( animevent_t *pEvent );
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Disposition_t IRelationType( CBaseEntity *pTarget );
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void AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority );
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bool ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity );
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bool ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity );
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//---------------------------------
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// Inputs
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//---------------------------------
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void InputSetMinigunTime( inputdata_t &inputdata );
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void InputSetMinigunTarget( inputdata_t &inputdata );
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void InputDisableMinigun( inputdata_t &inputdata );
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void InputEnableMinigun( inputdata_t &inputdata );
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void InputSetCannonTarget( inputdata_t &inputdata );
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void InputFlickRagdoll( inputdata_t &inputdata );
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void InputDisableCollisionWith( inputdata_t &inputdata );
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void InputEnableCollisionWith( inputdata_t &inputdata );
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void InputCrouch( inputdata_t &inputdata );
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void InputCrouchInstantly( inputdata_t &inputdata );
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void InputStand( inputdata_t &inputdata );
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void InputSetHeight( inputdata_t &inputdata );
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void InputSetTargetPath( inputdata_t &inputdata );
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void InputClearTargetPath( inputdata_t &inputdata );
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void InputDisableCrouchWalk( inputdata_t &inputdata );
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void InputEnableCrouchWalk( inputdata_t &inputdata );
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void InputEnableAggressiveBehavior( inputdata_t &inputdata );
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void InputDisableAggressiveBehavior( inputdata_t &inputdata );
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void InputStopShootingMinigunForSeconds( inputdata_t &inputdata );
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void InputDisableCrouch( inputdata_t &inputdata );
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void InputDisableMoveToLOS( inputdata_t &inputdata );
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void InputExplode( inputdata_t &inputdata );
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void InputScaleGroundSpeed( inputdata_t &inputdata );
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//---------------------------------
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// Combat
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//---------------------------------
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bool HasPass() { return m_PlayerFreePass.HasPass(); }
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bool FVisible( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL );
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Vector BodyTarget( const Vector &posSrc, bool bNoisy );
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bool IsValidEnemy( CBaseEntity *pTarget );
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bool UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer = NULL );
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float StriderEnemyDistance( CBaseEntity *pEnemy );
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bool FCanCheckAttacks();
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int RangeAttack2Conditions( float flDot, float flDist );
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int MeleeAttack1Conditions( float flDot, float flDist );
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int MeleeAttack2Conditions( float flDot, float flDist );
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bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions);
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bool CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions);
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bool IsValidShootPosition ( const Vector &vecCoverLocation, CAI_Node *pNode, CAI_Hint const *pHint );
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bool TestShootPosition(const Vector &vecShootPos, const Vector &targetPos );
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Vector Weapon_ShootPosition();
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void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
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void DoImpactEffect( trace_t &tr, int nDamageType );
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void DoMuzzleFlash( void );
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bool CanShootThrough( const trace_t &tr, const Vector &vecTarget );
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void CreateFocus();
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CNPC_Bullseye * GetFocus();
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bool GetWeaponLosZ( const Vector &vOrigin, float minZ, float maxZ, float increment, CBaseEntity *pTarget, float *pResult );
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//---------------------------------
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// Sounds & speech
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//---------------------------------
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void AlertSound();
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void PainSound( const CTakeDamageInfo &info );
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void DeathSound( const CTakeDamageInfo &info );
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void HuntSound();
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//---------------------------------
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// Damage handling
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//---------------------------------
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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int TakeDamageFromCombineBall( const CTakeDamageInfo &info );
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void Event_Killed( const CTakeDamageInfo &info );
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void RagdollDeathEffect( CRagdollProp *pRagdoll, float flDuration );
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bool BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector );
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void StartSmoking();
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void StopSmoking( float flDelay = 0.1 );
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bool IsSmoking() { return m_hSmoke != NULL; }
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void Explode();
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//---------------------------------
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// Posture
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//---------------------------------
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float GetMaxHeightModel() const { return 500.0; }
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float GetMaxHeight() const { return 490.0; }
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float GetMinHeight() const { return 200.0; }
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float GetHeightRange() const { return GetMaxHeight() - GetMinHeight(); }
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void SetHeight( float h );
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float GetHeight() { return GetPoseParameter( gm_BodyHeightPoseParam ); }
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void SetIdealHeight( float h );
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void SetAbsIdealHeight( float z );
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float GetIdealHeight() { return m_idealHeight; }
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Vector GetAdjustedOrigin() { Vector result = GetAbsOrigin(); result.z -= GetMaxHeightModel() - GetHeight(); return result; }
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bool IsInCrouchedPosture() { return GetIdealHeight() < GetMaxHeight() * .5; }
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bool IsInStandingPosture() { return !IsInCrouchedPosture(); }
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bool IsStriderCrouching();
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bool IsStriderStanding();
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void SetupGlobalModelData();
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virtual bool CanBecomeServerRagdoll( void ) { return false; }
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//---------------------------------
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// Navigation & Movement
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//---------------------------------
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class CNavigator : public CAI_ComponentWithOuter<CNPC_Strider, CAI_Navigator>
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{
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typedef CAI_ComponentWithOuter<CNPC_Strider, CAI_Navigator> BaseClass;
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public:
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CNavigator( CNPC_Strider *pOuter )
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: BaseClass( pOuter )
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{
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}
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void MoveCalcBaseGoal( AILocalMoveGoal_t *pMoveGoal );
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bool MoveUpdateWaypoint( AIMoveResult_t *pResult );
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bool DoFindPathToPos();
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bool ShouldOptimizeInitialPathSegment( AI_Waypoint_t *pFirstWaypoint );
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bool GetStoppingPath( CAI_WaypointList *pClippedWaypoints );
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};
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class CPathfinder : public CAI_Pathfinder
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{
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typedef CAI_Pathfinder BaseClass;
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public:
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CPathfinder( CNPC_Strider *pOuter ) : BaseClass( pOuter ) {}
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virtual bool CanUseLocalNavigation() { return false; }
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};
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friend class CNavigator;
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friend void AdjustStriderNodePosition( CAI_Network *pNetwork, CAI_Node *pNode );
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bool OverrideMove( float flInterval );
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void MaintainTurnActivity( void );
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bool IsUnusableNode(int iNodeID, CAI_Hint *pHint); // Override for special NPC behavior
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void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition );
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bool HasPendingTargetPath();
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void SetTargetPath();
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float GetDefaultNavGoalTolerance();
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void OnMovementComplete();
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float GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence );
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float MaxYawSpeed();
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CAI_Navigator * CreateNavigator() { return new CNavigator( this ); }
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CAI_Pathfinder *CreatePathfinder() { return new CPathfinder( this ); }
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//---------------------------------
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// Minigun
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//---------------------------------
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void ShootMinigun( const Vector *pTarget, float aimError, const Vector &vecSpread = vec3_origin );
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void UpdateMinigunControls( float &yaw, float &pitch );
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void GetViewCone( StriderMinigunViewcone_t &cone );
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void NewTarget() { m_flTargetAcquiredTime = gpGlobals->curtime; }
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void OnMinigunStartShooting( CBaseEntity *pTarget ) {};
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void OnMinigunStopShooting( CBaseEntity *pTarget );
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float GetMinigunRateOfFire();
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float GetMinigunOnTargetTime();
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float GetMinigunShootDuration();
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float GetMinigunShootDowntime();
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float GetMinigunShootVariation();
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CAI_BaseNPC * GetEntity() { return this; }
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bool IsUsingAggressiveBehavior() { return m_bUseAggressiveBehavior; }
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//---------------------------------
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// Cannon
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//---------------------------------
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Vector CannonPosition();
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CBaseEntity * GetCannonTarget();
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bool HasCannonTarget() const;
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bool IsCannonTarget( CBaseEntity *pTarget ) const;
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bool AimCannonAt( CBaseEntity *pEntity, float flInterval );
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void FireCannon();
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void CannonHitThink();
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//---------------------------------
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// Collision handling
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//---------------------------------
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void VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent );
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bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
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// Conservative collision volumes
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static float gm_strideLength;
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#ifdef HL2_EPISODIC
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void StriderBusterAttached( CBaseEntity *pAttached );
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void StriderBusterDetached( CBaseEntity *pAttached );
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#endif // HL2_EPISODIC
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public:
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//---------------------------------
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// Misc
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//---------------------------------
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bool CarriedByDropship();
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void CarriedThink();
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//---------------------------------
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// Foot handling
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//---------------------------------
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Vector LeftFootHit( float eventtime );
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Vector RightFootHit( float eventtime );
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Vector BackFootHit( float eventtime );
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void StompHit( int followerBoneIndex );
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void FootFX( const Vector &origin );
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Vector CalculateStompHitPosition( CBaseEntity *pEnemy );
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bool IsLegBoneFollower( CBoneFollower *pFollower );
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CBoneFollower *GetBoneFollowerByIndex( int nIndex );
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int GetBoneFollowerIndex( CBoneFollower *pFollower );
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protected:
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// Because the strider is a leaf class, we can use
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// static variables to store this information, and save some memory.
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// Should the strider end up having inheritors, their activate may
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// stomp these numbers, in which case you should make these ordinary members
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// again.
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//
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// The strider also caches some pose parameters in SetupGlobalModelData().
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static int m_poseMiniGunYaw, m_poseMiniGunPitch;
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static bool m_sbStaticPoseParamsLoaded;
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virtual void PopulatePoseParameters( void );
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private:
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bool ShouldExplodeFromDamage( const CTakeDamageInfo &info );
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bool m_bExploding;
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//-----------------------------------------------------
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// Conditions, Schedules, Tasks
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//-----------------------------------------------------
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enum
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{
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SCHED_STRIDER_RANGE_ATTACK1 = BaseClass::NEXT_SCHEDULE,
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SCHED_STRIDER_RANGE_ATTACK2, // Immolator
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SCHED_STRIDER_CROUCH,
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SCHED_STRIDER_STAND,
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SCHED_STRIDER_DODGE,
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SCHED_STRIDER_STOMPL,
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SCHED_STRIDER_STOMPR,
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SCHED_STRIDER_FLICKL,
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SCHED_STRIDER_FLICKR,
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SCHED_STRIDER_HUNT,
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SCHED_STRIDER_DIE,
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SCHED_STRIDER_ATTACK_CANNON_TARGET,
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SCHED_STRIDER_CHASE_ENEMY,
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SCHED_STRIDER_COMBAT_FACE,
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SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND,
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SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON,
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SCHED_STRIDER_FALL_TO_GROUND,
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TASK_STRIDER_AIM = BaseClass::NEXT_TASK,
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TASK_STRIDER_DODGE,
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TASK_STRIDER_STOMP,
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TASK_STRIDER_BREAKDOWN,
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TASK_STRIDER_START_MOVING,
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TASK_STRIDER_REFRESH_HUNT_PATH,
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||
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TASK_STRIDER_GET_PATH_TO_CANNON_TARGET,
|
||
|
TASK_STRIDER_FACE_CANNON_TARGET,
|
||
|
TASK_STRIDER_SET_HEIGHT,
|
||
|
TASK_STRIDER_GET_PATH_TO_CANNON_LOS,
|
||
|
TASK_STRIDER_SET_CANNON_HEIGHT,
|
||
|
TASK_STRIDER_FIRE_CANNON,
|
||
|
TASK_STRIDER_FALL_TO_GROUND,
|
||
|
|
||
|
COND_STRIDER_DO_FLICK = BaseClass::NEXT_CONDITION,
|
||
|
COND_TRACK_PATH_GO,
|
||
|
COND_STRIDER_SHOULD_CROUCH,
|
||
|
COND_STRIDER_SHOULD_STAND,
|
||
|
COND_STRIDER_MINIGUN_SHOOTING,
|
||
|
COND_STRIDER_MINIGUN_NOT_SHOOTING,
|
||
|
COND_STRIDER_HAS_CANNON_TARGET,
|
||
|
COND_STRIDER_ENEMY_UPDATED,
|
||
|
COND_STRIDER_HAS_LOS_Z,
|
||
|
};
|
||
|
|
||
|
string_t m_iszStriderBusterName;
|
||
|
string_t m_iszMagnadeClassname;
|
||
|
string_t m_iszHunterClassname;
|
||
|
|
||
|
CStriderMinigun *m_pMinigun;
|
||
|
int m_miniGunAmmo;
|
||
|
int m_miniGunDirectAmmo;
|
||
|
float m_nextShootTime;
|
||
|
float m_nextStompTime;
|
||
|
float m_ragdollTime;
|
||
|
float m_miniGunShootDuration;
|
||
|
float m_aimYaw;
|
||
|
float m_aimPitch;
|
||
|
Vector m_blastHit;
|
||
|
Vector m_blastNormal;
|
||
|
CNetworkVector( m_vecHitPos );
|
||
|
CNetworkArray( Vector, m_vecIKTarget, NUM_STRIDER_IK_TARGETS );
|
||
|
|
||
|
CRandSimTimer m_PostureAnimationTimer;
|
||
|
|
||
|
EHANDLE m_hRagdoll;
|
||
|
|
||
|
EHANDLE m_hCannonTarget;
|
||
|
CSimpleSimTimer m_AttemptCannonLOSTimer;
|
||
|
|
||
|
float m_flSpeedScale;
|
||
|
float m_flTargetSpeedScale;
|
||
|
|
||
|
CSimpleSimTimer m_LowZCorrectionTimer;
|
||
|
|
||
|
// Contained Bone Follower manager
|
||
|
CBoneFollowerManager m_BoneFollowerManager;
|
||
|
|
||
|
int m_BodyTargetBone;
|
||
|
|
||
|
bool m_bDisableBoneFollowers;
|
||
|
|
||
|
int m_iVisibleEnemies;
|
||
|
float m_flTargetAcquiredTime;
|
||
|
bool m_bCrouchLocked; // Designer made the strider crouch. Don't let the AI stand him up.
|
||
|
bool m_bNoCrouchWalk;
|
||
|
bool m_bDontCrouch;
|
||
|
bool m_bNoMoveToLOS;
|
||
|
bool m_bFastCrouch;
|
||
|
bool m_bMinigunEnabled; // If false, minigun disabled by level designer until further notice.
|
||
|
|
||
|
float m_idealHeight;
|
||
|
float m_HeightVelocity;
|
||
|
|
||
|
// FIXME: move to a base class to handle turning for blended movement derived characters
|
||
|
float m_prevYaw;
|
||
|
float m_doTurn;
|
||
|
float m_doLeft;
|
||
|
float m_doRight;
|
||
|
float m_flNextTurnAct;
|
||
|
|
||
|
string_t m_strTrackName;
|
||
|
|
||
|
EHANDLE m_hFocus;
|
||
|
|
||
|
float m_flTimeLastAlertSound;
|
||
|
float m_flTimeNextHuntSound;
|
||
|
bool m_bUseAggressiveBehavior;
|
||
|
float m_flTimePlayerMissileDetected;
|
||
|
EHANDLE m_hPlayersMissile;
|
||
|
bool m_bMinigunUseDirectFire;
|
||
|
|
||
|
CHandle<SmokeTrail> m_hSmoke;
|
||
|
|
||
|
CSimpleSimTimer m_EnemyUpdatedTimer;
|
||
|
|
||
|
CAI_FreePass m_PlayerFreePass;
|
||
|
|
||
|
#ifdef HL2_EPISODIC
|
||
|
CUtlVector< EHANDLE > m_hAttachedBusters; // List of busters attached to us
|
||
|
#endif // HL2_EPISODIC
|
||
|
|
||
|
static float gm_zCannonDist;
|
||
|
static float gm_zMinigunDist;
|
||
|
static Vector gm_vLocalRelativePositionCannon;
|
||
|
static Vector gm_vLocalRelativePositionMinigun;
|
||
|
|
||
|
static int gm_YawControl;
|
||
|
static int gm_PitchControl;
|
||
|
static int gm_CannonAttachment;
|
||
|
static int gm_BodyHeightPoseParam;
|
||
|
|
||
|
DEFINE_CUSTOM_AI;
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
|
||
|
enum StriderMinigunPeg_t
|
||
|
{
|
||
|
MINIGUN_PEGGED_DONT_CARE = 0,
|
||
|
MINIGUN_PEGGED_UP,
|
||
|
MINIGUN_PEGGED_DOWN,
|
||
|
MINIGUN_PEGGED_LEFT,
|
||
|
MINIGUN_PEGGED_RIGHT,
|
||
|
};
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
|
||
|
struct StriderMinigunViewcone_t
|
||
|
{
|
||
|
Vector origin;
|
||
|
Vector axis;
|
||
|
float cosAngle;
|
||
|
float length;
|
||
|
};
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
|
||
|
struct StriderMinigunAnimController_t
|
||
|
{
|
||
|
float current;
|
||
|
float target;
|
||
|
float rate;
|
||
|
|
||
|
void Update( float dt, bool approach = true )
|
||
|
{
|
||
|
if( approach )
|
||
|
{
|
||
|
current = Approach( target, current, rate * dt );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
current = target;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Random( float minTarget, float maxTarget, float minRate, float maxRate )
|
||
|
{
|
||
|
target = random->RandomFloat( minTarget, maxTarget );
|
||
|
rate = random->RandomFloat( minRate, maxRate );
|
||
|
}
|
||
|
};
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
|
||
|
class CStriderMinigun
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
void Init();
|
||
|
void SetTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bOverrideEnemy = false );
|
||
|
CBaseEntity *GetTarget() { return m_hTarget.Get(); }
|
||
|
void Think( IStriderMinigunHost *pHost, float dt );
|
||
|
void SetState( int newState );
|
||
|
bool ShouldFindTarget( IMinigunHost *pHost );
|
||
|
void AimAtPoint( IStriderMinigunHost *pHost, const Vector &vecPoint, bool bSnap = false );
|
||
|
void AimAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bSnap = false );
|
||
|
void ShootAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float shootTime );
|
||
|
void StartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration );
|
||
|
void ExtendShooting( float timeExtend );
|
||
|
void SetShootDuration( float duration );
|
||
|
void StopShootingForSeconds( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration );
|
||
|
bool IsPegged( int dir = MINIGUN_PEGGED_DONT_CARE );
|
||
|
bool CanStartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTargetEnt );
|
||
|
float GetBurstTimeRemaining() { return m_burstTime - gpGlobals->curtime; }
|
||
|
|
||
|
void RecordShotOnTarget() { m_iOnTargetShots++; }
|
||
|
void ClearOnTarget() { m_iOnTargetShots = 0; }
|
||
|
bool IsOnTarget( int numShots = 0 ) { return ( numShots == 0 ) ? (m_iOnTargetShots > 0) : (m_iOnTargetShots >= numShots); }
|
||
|
|
||
|
void Enable( IMinigunHost *pHost, bool enable );
|
||
|
float GetAimError();
|
||
|
|
||
|
enum minigunstates_t
|
||
|
{
|
||
|
MINIGUN_OFF = 0,
|
||
|
MINIGUN_SHOOTING = 1,
|
||
|
};
|
||
|
|
||
|
int GetState() { return m_minigunState; }
|
||
|
bool IsShooting() { return GetState() == MINIGUN_SHOOTING; }
|
||
|
|
||
|
private:
|
||
|
bool m_enable;
|
||
|
int m_minigunState;
|
||
|
float m_nextBulletTime; // Minigun is shooting, when can I fire my next bullet?
|
||
|
float m_burstTime; // If firing, how long till done? If not, how long till I can?
|
||
|
float m_nextTwitchTime;
|
||
|
int m_randomState;
|
||
|
EHANDLE m_hTarget;
|
||
|
StriderMinigunAnimController_t m_yaw;
|
||
|
StriderMinigunAnimController_t m_pitch;
|
||
|
bool m_bWarnedAI;
|
||
|
float m_shootDuration;
|
||
|
Vector m_vecAnchor; // A burst starts here and goes to the target's orgin.
|
||
|
bool m_bOverrideEnemy; // The minigun wants something other than the Strider's enemy as a target right now.
|
||
|
Vector m_vecLastTargetPos; // Last place minigun saw the target.
|
||
|
int m_iOnTargetShots;
|
||
|
};
|
||
|
|
||
|
|
||
|
class CSparkTrail : public CPointEntity
|
||
|
{
|
||
|
DECLARE_CLASS( CSparkTrail, CPointEntity );
|
||
|
void Spawn( void );
|
||
|
void SparkThink( void );
|
||
|
|
||
|
virtual void Precache();
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
};
|
||
|
|
||
|
#include "tier0/memdbgoff.h"
|
||
|
|
||
|
#endif // NPC_STRIDER_H
|
||
|
|
||
|
//=============================================================================
|