//========= 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 m_ActivityMap; float m_flNextWarnTime; protected: DEFINE_CUSTOM_SCHEDULE_PROVIDER; }; #endif // AI_BEHAVIOR_ALYX_INJURED_H