Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "asw_shaman.h"
#include "npcevent.h"
#include "asw_gamerules.h"
#include "asw_shareddefs.h"
#include "asw_fx_shared.h"
#include "asw_grenade_cluster.h"
#include "world.h"
#include "particle_parse.h"
#include "asw_util_shared.h"
#include "ai_squad.h"
#include "asw_marine.h"
#include "asw_ai_behavior_fear.h"
#include "gib.h"
#include "te_effect_dispatch.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( asw_shaman, CASW_Shaman );
IMPLEMENT_SERVERCLASS_ST(CASW_Shaman, DT_ASW_Shaman)
SendPropEHandle ( SENDINFO( m_hHealingTarget ) ),
END_SEND_TABLE()
BEGIN_DATADESC( CASW_Shaman )
DEFINE_EMBEDDEDBYREF( m_pExpresser ),
END_DATADESC()
int AE_SHAMAN_SPRAY_START;
int AE_SHAMAN_SPRAY_END;
ConVar asw_shaman_health( "asw_shaman_health", "59.8", FCVAR_CHEAT );
extern ConVar asw_debug_alien_damage;
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
CASW_Shaman::CASW_Shaman()
{
m_pszAlienModelName = "models/aliens/shaman/shaman.mdl";
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
void CASW_Shaman::Spawn( void )
{
SetHullType( HULL_MEDIUM );
BaseClass::Spawn();
SetHullType( HULL_MEDIUM );
SetHealthByDifficultyLevel();
SetBloodColor( BLOOD_COLOR_GREEN );
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_AUTO_DOORS );
AddFactionRelationship( FACTION_MARINES, D_FEAR, 10 );
SetIdealState( NPC_STATE_ALERT );
m_bNeverRagdoll = true;
SetCollisionGroup( ASW_COLLISION_GROUP_PARASITE );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
void CASW_Shaman::Precache( void )
{
BaseClass::Precache();
PrecacheScriptSound( "Shaman.Pain" );
PrecacheScriptSound( "Shaman.Die" );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
void CASW_Shaman::SetHealthByDifficultyLevel()
{
int iHealth = MAX( 25, ASWGameRules()->ModifyAlienHealthBySkillLevel( asw_shaman_health.GetInt() ) );
if ( asw_debug_alien_damage.GetBool() )
Msg( "Setting shaman's initial health to %d\n", iHealth );
SetHealth( iHealth );
SetMaxHealth( iHealth );
}
#if 0
//-----------------------------------------------------------------------------
// Purpose: A scalar to apply to base (walk/run) speeds.
//-----------------------------------------------------------------------------
float CASW_Shaman::GetMovementSpeedModifier()
{
// don't like the way this is done, but haven't thought of a better approach yet
if ( IsRunningBehavior() && static_cast< CAI_ASW_Behavior * >( GetPrimaryBehavior() )->Classify() == BEHAVIOR_CLASS_FEAR )
{
return ASW_CONCAT_SPEED_ADD( 0.55f );
}
return BaseClass::GetMovementSpeedModifier();
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
float CASW_Shaman::MaxYawSpeed( void )
{
return 32.0f;// * GetMovementSpeedModifier();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
void CASW_Shaman::PainSound( const CTakeDamageInfo &info )
{
// sounds for pain and death are defined in the npc_tier_tables excel sheet
// they are called from the asw_alien base class (m_fNextPainSound is handled there)
BaseClass::PainSound(info);
m_fNextPainSound = gpGlobals->curtime + RandomFloat( 0.75f, 1.25f );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
void CASW_Shaman::DeathSound( const CTakeDamageInfo &info )
{
// sounds for pain and death are defined in the npc_tier_tables excel sheet
// they are called from the asw_alien base class
BaseClass::DeathSound(info);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
void CASW_Shaman::HandleAnimEvent( animevent_t *pEvent )
{
int nEvent = pEvent->Event();
if ( nEvent == AE_SHAMAN_SPRAY_START )
{
//m_HealOtherBehavior.HandleBehaviorEvent( this, BEHAVIOR_EVENT_START_HEAL, 0 );
return;
}
if ( nEvent == AE_SHAMAN_SPRAY_END )
{
//m_HealOtherBehavior.HandleBehaviorEvent( this, BEHAVIOR_EVENT_FINISH_HEAL, 0 );
return;
}
BaseClass::HandleAnimEvent( pEvent );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
bool CASW_Shaman::CreateBehaviors()
{
/*
AddBehavior( &m_CombatStunBehavior );
m_CombatStunBehavior.Init();
*/
//self.AddBehavior( "behavior_protect", BehaviorParms );
m_HealOtherBehavior.KeyValue( "heal_distance", "300" );
m_HealOtherBehavior.KeyValue( "approach_distance", "120" );
m_HealOtherBehavior.KeyValue( "heal_amount", "0.04" ); // percentage per tick healed
m_HealOtherBehavior.KeyValue( "consideration_distance", "800" );
AddBehavior( &m_HealOtherBehavior );
m_HealOtherBehavior.Init();
m_ScuttleBehavior.KeyValue( "pack_range", "800" );
m_ScuttleBehavior.KeyValue( "min_backoff", "150" );
m_ScuttleBehavior.KeyValue( "max_backoff", "300" );
m_ScuttleBehavior.KeyValue( "min_yaw", "10" );
m_ScuttleBehavior.KeyValue( "max_yaw", "25" );
m_ScuttleBehavior.KeyValue( "min_wait", "1.25" );
m_ScuttleBehavior.KeyValue( "max_wait", "2.0" );
AddBehavior( &m_ScuttleBehavior );
m_ScuttleBehavior.Init();
/*
AddBehavior( &m_FearBehavior );
m_FearBehavior.Init();
*/
AddBehavior( &m_IdleBehavior );
m_IdleBehavior.Init();
return BaseClass::CreateBehaviors();
}
void CASW_Shaman::SetCurrentHealingTarget( CBaseEntity *pTarget )
{
if ( pTarget != m_hHealingTarget.Get() )
{
m_hHealingTarget = pTarget;
}
}
void CASW_Shaman::NPCThink( void )
{
BaseClass::NPCThink();
CBaseEntity *pHealTarget = NULL;
if ( GetPrimaryBehavior() == &m_HealOtherBehavior )
{
pHealTarget = m_HealOtherBehavior.GetCurrentHealTarget();
if ( pHealTarget )
{
pHealTarget->TakeHealth( m_HealOtherBehavior.m_flHealAmount * pHealTarget->GetMaxHealth(), DMG_GENERIC );
}
}
SetCurrentHealingTarget( pHealTarget );
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( asw_shaman, CASW_Shaman )
DECLARE_ANIMEVENT( AE_SHAMAN_SPRAY_START );
DECLARE_ANIMEVENT( AE_SHAMAN_SPRAY_END );
AI_END_CUSTOM_NPC()