Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
// events
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "ai_motor.h"
#include "ai_squadslot.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "animation.h"
#include "basecombatweapon.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "te.h"
#include "hl1_ai_basenpc.h"
ConVar sk_agrunt_health( "sk_agrunt_health", "0" );
ConVar sk_agrunt_dmg_punch( "sk_agrunt_dmg_punch", "0" );
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define AGRUNT_AE_HORNET1 ( 1 )
#define AGRUNT_AE_HORNET2 ( 2 )
#define AGRUNT_AE_HORNET3 ( 3 )
#define AGRUNT_AE_HORNET4 ( 4 )
#define AGRUNT_AE_HORNET5 ( 5 )
// some events are set up in the QC file that aren't recognized by the code yet.
#define AGRUNT_AE_PUNCH ( 6 )
#define AGRUNT_AE_BITE ( 7 )
#define AGRUNT_AE_LEFT_FOOT ( 10 )
#define AGRUNT_AE_RIGHT_FOOT ( 11 )
#define AGRUNT_AE_LEFT_PUNCH ( 12 )
#define AGRUNT_AE_RIGHT_PUNCH ( 13 )
#define AGRUNT_MELEE_DIST 100
int iAgruntMuzzleFlash;
int ACT_THREAT_DISPLAY;
// -----------------------------------------------
// > Squad slots
// -----------------------------------------------
enum AGruntSquadSlot_T
{
AGRUNT_SQUAD_SLOT_HORNET1 = LAST_SHARED_SQUADSLOT,
AGRUNT_SQUAD_SLOT_HORNET2,
AGRUNT_SQUAD_SLOT_CHASE,
};
enum
{
SCHED_AGRUNT_FAIL = LAST_SHARED_SCHEDULE,
SCHED_AGRUNT_COMBAT_FAIL,
SCHED_AGRUNT_STANDOFF,
SCHED_AGRUNT_SUPPRESS_HORNET,
SCHED_AGRUNT_RANGE_ATTACK,
SCHED_AGRUNT_HIDDEN_RANGE_ATTACK,
SCHED_AGRUNT_TAKE_COVER_FROM_ENEMY,
SCHED_AGRUNT_VICTORY_DANCE,
SCHED_AGRUNT_THREAT_DISPLAY,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_AGRUNT_SETUP_HIDE_ATTACK = LAST_SHARED_TASK,
TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE,
TASK_AGRUNT_RANGE_ATTACK1_NOTURN,
};
class CNPC_AlienGrunt : public CHL1BaseNPC
{
DECLARE_CLASS( CNPC_AlienGrunt, CHL1BaseNPC );
public:
void Spawn( void );
void Precache( void );
float MaxYawSpeed( void );
Class_T Classify ( void ){ return CLASS_ALIEN_MILITARY; }
int GetSoundInterests ( void );
void HandleAnimEvent( animevent_t *pEvent );
void AlertSound( void );
void DeathSound( const CTakeDamageInfo &info );
void PainSound( const CTakeDamageInfo &info );
void AttackSound( void );
bool ShouldSpeak( void );
void PrescheduleThink ( void );
bool FCanCheckAttacks ( void );
int MeleeAttack1Conditions ( float flDot, float flDist );
int RangeAttack1Conditions ( float flDot, float flDist );
void StopTalking ( void );
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
int TranslateSchedule( int scheduleType ); //GetScheduleOfType
int SelectSchedule( void ); // GetSchedule
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
int IRelationPriority( CBaseEntity *pTarget );
/*
int IRelationship( CBaseEntity *pTarget );
*/
public:
DECLARE_DATADESC();
DEFINE_CUSTOM_AI;
bool m_fCanHornetAttack;
float m_flNextHornetAttackCheck;
float m_flNextPainTime;
// three hacky fields for speech stuff. These don't really need to be saved.
float m_flNextSpeakTime;
float m_flNextWordTime;
float m_flDamageTime;
};
LINK_ENTITY_TO_CLASS( monster_alien_grunt, CNPC_AlienGrunt );
BEGIN_DATADESC( CNPC_AlienGrunt )
DEFINE_FIELD( m_fCanHornetAttack, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flNextHornetAttackCheck, FIELD_TIME ),
DEFINE_FIELD( m_flNextPainTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextSpeakTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextWordTime, FIELD_TIME ),
DEFINE_FIELD( m_flDamageTime, FIELD_TIME ),
END_DATADESC()
int CNPC_AlienGrunt::IRelationPriority( CBaseEntity *pTarget )
{
//I hate grunts more than anything.
if ( pTarget->Classify() == CLASS_HUMAN_MILITARY )
{
if ( FClassnameIs( pTarget, "monster_human_grunt" ) )
{
return ( BaseClass::IRelationPriority ( pTarget ) + 1 );
}
}
return BaseClass::IRelationPriority( pTarget );
}
void CNPC_AlienGrunt::Spawn()
{
Precache();
SetModel( "models/agrunt.mdl");
UTIL_SetSize( this, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
Vector vecSurroundingMins( -32, -32, 0 );
Vector vecSurroundingMaxs( 32, 32, 85 );
CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );
SetMoveType( MOVETYPE_STEP );
m_bloodColor = BLOOD_COLOR_GREEN;
ClearEffects();
m_iHealth = sk_agrunt_health.GetFloat();
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
CapabilitiesClear();
CapabilitiesAdd ( bits_CAP_SQUAD | bits_CAP_MOVE_GROUND );
CapabilitiesAdd(bits_CAP_INNATE_RANGE_ATTACK1 );
// Innate range attack for kicking
CapabilitiesAdd(bits_CAP_INNATE_MELEE_ATTACK1 );
m_HackedGunPos = Vector( 24, 64, 48 );
m_flNextSpeakTime = m_flNextWordTime = gpGlobals->curtime + 10 + random->RandomInt( 0, 10 );
SetHullType(HULL_WIDE_HUMAN);
SetHullSizeNormal();
SetRenderColor( 255, 255, 255, 255 );
NPCInit();
BaseClass::Spawn();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_AlienGrunt::Precache()
{
PrecacheModel("models/agrunt.mdl");
iAgruntMuzzleFlash = PrecacheModel( "sprites/muz4.vmt" );
UTIL_PrecacheOther( "hornet" );
PrecacheScriptSound( "Weapon_Hornetgun.Single" );
PrecacheScriptSound( "AlienGrunt.LeftFoot" );
PrecacheScriptSound( "AlienGrunt.RightFoot" );
PrecacheScriptSound( "AlienGrunt.AttackHit" );
PrecacheScriptSound( "AlienGrunt.AttackMiss" );
PrecacheScriptSound( "AlienGrunt.Die" );
PrecacheScriptSound( "AlienGrunt.Alert" );
PrecacheScriptSound( "AlienGrunt.Attack" );
PrecacheScriptSound( "AlienGrunt.Pain" );
PrecacheScriptSound( "AlienGrunt.Idle" );
}
float CNPC_AlienGrunt::MaxYawSpeed( void )
{
float ys;
switch ( GetActivity() )
{
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
ys = 110;
break;
default:
ys = 100;
}
return ys;
}
int CNPC_AlienGrunt::GetSoundInterests ( void )
{
return SOUND_WORLD |
SOUND_COMBAT |
SOUND_PLAYER |
SOUND_DANGER;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CNPC_AlienGrunt::HandleAnimEvent( animevent_t *pEvent )
{
switch( pEvent->event )
{
case AGRUNT_AE_HORNET1:
case AGRUNT_AE_HORNET2:
case AGRUNT_AE_HORNET3:
case AGRUNT_AE_HORNET4:
case AGRUNT_AE_HORNET5:
{
// m_vecEnemyLKP should be center of enemy body
Vector vecArmPos;
QAngle angArmDir;
Vector vecDirToEnemy;
QAngle angDir;
if (HasCondition( COND_SEE_ENEMY) && GetEnemy())
{
Vector vecEnemyLKP = GetEnemy()->GetAbsOrigin();
vecDirToEnemy = ( ( vecEnemyLKP ) - GetAbsOrigin() );
VectorAngles( vecDirToEnemy, angDir );
VectorNormalize( vecDirToEnemy );
}
else
{
angDir = GetAbsAngles();
angDir.x = -angDir.x;
Vector vForward;
AngleVectors( angDir, &vForward );
vecDirToEnemy = vForward;
}
DoMuzzleFlash();
// make angles +-180
if (angDir.x > 180)
{
angDir.x = angDir.x - 360;
}
// SetBlending( 0, angDir.x );
GetAttachment( "0", vecArmPos, angArmDir );
vecArmPos = vecArmPos + vecDirToEnemy * 32;
CPVSFilter filter( GetAbsOrigin() );
te->Sprite( filter, 0.0,
&vecArmPos, iAgruntMuzzleFlash, random->RandomFloat( 0.4, 0.8 ), 128 );
CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, QAngle( 0, 0, 0 ), this );
Vector vForward;
AngleVectors( angDir, &vForward );
pHornet->SetAbsVelocity( vForward * 300 );
pHornet->SetOwnerEntity( this );
EmitSound( "Weapon_Hornetgun.Single" );
CHL1BaseNPC *pHornetMonster = (CHL1BaseNPC *)pHornet->MyNPCPointer();
if ( pHornetMonster )
{
pHornetMonster->SetEnemy( GetEnemy() );
}
}
break;
case AGRUNT_AE_LEFT_FOOT:
// left foot
{
CPASAttenuationFilter filter2( this );
EmitSound( filter2, entindex(), "AlienGrunt.LeftFoot" );
}
break;
case AGRUNT_AE_RIGHT_FOOT:
// right foot
{
CPASAttenuationFilter filter3( this );
EmitSound( filter3, entindex(), "AlienGrunt.RightFoot" );
}
break;
case AGRUNT_AE_LEFT_PUNCH:
{
Vector vecMins = GetHullMins();
Vector vecMaxs = GetHullMaxs();
vecMins.z = vecMins.x;
vecMaxs.z = vecMaxs.x;
CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, vecMins, vecMaxs, sk_agrunt_dmg_punch.GetFloat(), DMG_CLUB );
CPASAttenuationFilter filter4( this );
if ( pHurt )
{
if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
pHurt->ViewPunch( QAngle( -25, 8, 0) );
Vector vRight;
AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );
// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
if ( pHurt->IsPlayer() )
{
// this is a player. Knock him around.
pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + vRight * 250 );
}
EmitSound(filter4, entindex(), "AlienGrunt.AttackHit" );
Vector vecArmPos;
QAngle angArmAng;
GetAttachment( 0, vecArmPos, angArmAng );
SpawnBlood(vecArmPos, g_vecAttackDir, pHurt->BloodColor(), 25);// a little surface blood.
}
else
{
// Play a random attack miss sound
EmitSound(filter4, entindex(), "AlienGrunt.AttackMiss" );
}
}
break;
case AGRUNT_AE_RIGHT_PUNCH:
{
Vector vecMins = GetHullMins();
Vector vecMaxs = GetHullMaxs();
vecMins.z = vecMins.x;
vecMaxs.z = vecMaxs.x;
CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, vecMins, vecMaxs, sk_agrunt_dmg_punch.GetFloat(), DMG_CLUB );
CPASAttenuationFilter filter5( this );
if ( pHurt )
{
if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
pHurt->ViewPunch( QAngle( 25, 8, 0) );
// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
if ( pHurt->IsPlayer() )
{
// this is a player. Knock him around.
Vector vRight;
AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );
pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + vRight * -250 );
}
EmitSound( filter5, entindex(), "AlienGrunt.AttackHit" );
Vector vecArmPos;
QAngle angArmAng;
GetAttachment( 0, vecArmPos, angArmAng );
SpawnBlood(vecArmPos, g_vecAttackDir, pHurt->BloodColor(), 25);// a little surface blood.
}
else
{
// Play a random attack miss sound
EmitSound( filter5, entindex(), "AlienGrunt.AttackMiss" );
}
}
break;
default:
BaseClass::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// DieSound
//=========================================================
void CNPC_AlienGrunt::DeathSound( const CTakeDamageInfo &info )
{
StopTalking();
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "AlienGrunt.Die" );
}
//=========================================================
// AlertSound
//=========================================================
void CNPC_AlienGrunt::AlertSound( void )
{
StopTalking();
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "AlienGrunt.Alert" );
}
//=========================================================
// AttackSound
//=========================================================
void CNPC_AlienGrunt::AttackSound( void )
{
StopTalking();
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "AlienGrunt.Attack" );
}
//=========================================================
// PainSound
//=========================================================
void CNPC_AlienGrunt::PainSound( const CTakeDamageInfo &info )
{
if ( m_flNextPainTime > gpGlobals->curtime )
{
return;
}
m_flNextPainTime = gpGlobals->curtime + 0.6;
StopTalking();
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(),"AlienGrunt.Pain" );
}
//=========================================================
// ShouldSpeak - Should this agrunt be talking?
//=========================================================
bool CNPC_AlienGrunt::ShouldSpeak( void )
{
if ( m_flNextSpeakTime > gpGlobals->curtime )
{
// my time to talk is still in the future.
return FALSE;
}
if ( m_spawnflags & SF_NPC_GAG )
{
if ( m_NPCState != NPC_STATE_COMBAT )
{
// if gagged, don't talk outside of combat.
// if not going to talk because of this, put the talk time
// into the future a bit, so we don't talk immediately after
// going into combat
m_flNextSpeakTime = gpGlobals->curtime + 3;
return FALSE;
}
}
return TRUE;
}
//=========================================================
// PrescheduleThink
//=========================================================
void CNPC_AlienGrunt::PrescheduleThink ( void )
{
BaseClass::PrescheduleThink();
if ( ShouldSpeak() )
{
if ( m_flNextWordTime < gpGlobals->curtime )
{
// play a new sound
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "AlienGrunt.Idle" );
// is this word our last?
if ( random->RandomInt( 1, 10 ) <= 1 )
{
// stop talking.
StopTalking();
}
else
{
m_flNextWordTime = gpGlobals->curtime + random->RandomFloat( 0.5, 1 );
}
}
}
}
//=========================================================
// FCanCheckAttacks - this is overridden for alien grunts
// because they can use their smart weapons against unseen
// enemies. Base class doesn't attack anyone it can't see.
//=========================================================
bool CNPC_AlienGrunt::FCanCheckAttacks ( void )
{
if ( !HasCondition( COND_ENEMY_TOO_FAR ) )
return true;
else
return false;
}
//=========================================================
// CheckMeleeAttack1 - alien grunts zap the crap out of
// any enemy that gets too close.
//=========================================================
int CNPC_AlienGrunt::MeleeAttack1Conditions ( float flDot, float flDist )
{
if ( flDist > AGRUNT_MELEE_DIST )
return COND_NONE;
if ( flDot < 0.6 )
return COND_NONE;
if ( HasCondition ( COND_SEE_ENEMY ) && GetEnemy() != NULL )
return COND_CAN_MELEE_ATTACK1;
return COND_NONE;
}
//=========================================================
// CheckRangeAttack1
//
// !!!LATER - we may want to load balance this. Several
// tracelines are done, so we may not want to do this every
// server frame. Definitely not while firing.
//=========================================================
int CNPC_AlienGrunt::RangeAttack1Conditions ( float flDot, float flDist )
{
if ( gpGlobals->curtime < m_flNextHornetAttackCheck )
{
if ( HasCondition( COND_SEE_ENEMY ) )
{
if ( m_fCanHornetAttack == true )
{
return COND_CAN_RANGE_ATTACK1;
}
else
{
return COND_NONE;
}
}
else
return COND_NONE;
}
if ( flDist < AGRUNT_MELEE_DIST )
return COND_NONE;
if ( flDist > 1024 )
return COND_NONE;
if ( flDot < 0.5 )
return COND_NONE;
if ( HasCondition( COND_SEE_ENEMY ) )
{
trace_t tr;
Vector vecArmPos;
QAngle angArmDir;
// verify that a shot fired from the gun will hit the enemy before the world.
// !!!LATER - we may wish to do something different for projectile weapons as opposed to instant-hit
GetAttachment( "0", vecArmPos, angArmDir );
UTIL_TraceLine( vecArmPos, GetEnemy()->BodyTarget( vecArmPos ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
if ( tr.fraction == 1.0 || tr.m_pEnt == GetEnemy() )
{
m_flNextHornetAttackCheck = gpGlobals->curtime + random->RandomFloat( 2, 5 );
m_fCanHornetAttack = true;
return COND_CAN_RANGE_ATTACK1;
}
}
m_flNextHornetAttackCheck = gpGlobals->curtime + 0.2;// don't check for half second if this check wasn't successful
m_fCanHornetAttack = false;
return COND_NONE;
}
//=========================================================
// StopTalking - won't speak again for 10-20 seconds.
//=========================================================
void CNPC_AlienGrunt::StopTalking( void )
{
m_flNextWordTime = m_flNextSpeakTime = gpGlobals->curtime + 10 + random->RandomInt(0, 10);
}
void CNPC_AlienGrunt::StartTask ( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_AGRUNT_RANGE_ATTACK1_NOTURN:
{
SetLastAttackTime( gpGlobals->curtime );
ResetIdealActivity( ACT_RANGE_ATTACK1 );
}
break;
case TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE:
{
Vector forward;
AngleVectors( GetAbsAngles(), &forward );
Vector flEnemyLKP = GetEnemyLKP();
GetNavigator()->SetGoal( flEnemyLKP - forward * 64, AIN_CLEAR_TARGET);
if ( GetNavigator()->SetGoal( flEnemyLKP - forward * 64, AIN_CLEAR_TARGET) )
{
TaskComplete();
}
else
{
Msg ( "AGruntGetPathToEnemyCorpse failed!!\n" );
TaskFail( FAIL_NO_ROUTE );
}
}
break;
case TASK_AGRUNT_SETUP_HIDE_ATTACK:
// alien grunt shoots hornets back out into the open from a concealed location.
// try to find a spot to throw that gives the smart weapon a good chance of finding the enemy.
// ideally, this spot is along a line that is perpendicular to a line drawn from the agrunt to the enemy.
CHL1BaseNPC *pEnemyMonsterPtr;
pEnemyMonsterPtr = (CHL1BaseNPC *)GetEnemy()->MyNPCPointer();
if ( pEnemyMonsterPtr )
{
Vector vecCenter, vForward, vRight, vecEnemyLKP;
QAngle angTmp;
trace_t tr;
BOOL fSkip;
fSkip = FALSE;
vecCenter = WorldSpaceCenter();
vecEnemyLKP = GetEnemyLKP();
VectorAngles( vecEnemyLKP - GetAbsOrigin(), angTmp );
SetAbsAngles( angTmp );
AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
UTIL_TraceLine( WorldSpaceCenter() + vForward * 128, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
if ( tr.fraction == 1.0 )
{
GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() + vRight * 128 );
fSkip = TRUE;
TaskComplete();
}
if ( !fSkip )
{
UTIL_TraceLine( WorldSpaceCenter() - vForward * 128, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
if ( tr.fraction == 1.0 )
{
GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() - vRight * 128 );
fSkip = TRUE;
TaskComplete();
}
}
if ( !fSkip )
{
UTIL_TraceLine( WorldSpaceCenter() + vForward * 256, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
if ( tr.fraction == 1.0 )
{
GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() + vRight * 256 );
fSkip = TRUE;
TaskComplete();
}
}
if ( !fSkip )
{
UTIL_TraceLine( WorldSpaceCenter() - vForward * 256, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
if ( tr.fraction == 1.0 )
{
GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() - vRight * 256 );
fSkip = TRUE;
TaskComplete();
}
}
if ( !fSkip )
{
TaskFail( FAIL_NO_COVER );
}
}
else
{
Msg ( "AGRunt - no enemy monster ptr!!!\n" );
TaskFail( FAIL_NO_ENEMY );
}
break;
default:
BaseClass::StartTask ( pTask );
break;
}
}
void CNPC_AlienGrunt::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
// NOTE: This is obsolete. Don't use it for HL2 code
case TASK_AGRUNT_RANGE_ATTACK1_NOTURN:
{
AutoMovement( );
if ( IsActivityFinished() )
{
TaskComplete();
}
break;
}
default:
BaseClass::RunTask( pTask );
}
}
//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
int CNPC_AlienGrunt::SelectSchedule( void )
{
if ( HasCondition( COND_HEAR_DANGER ) )
{
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
}
switch ( m_NPCState )
{
case NPC_STATE_COMBAT:
{
// dead enemy
if ( HasCondition( COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return BaseClass::SelectSchedule();
}
if ( HasCondition( COND_NEW_ENEMY) )
{
return SCHED_WAKE_ANGRY;
}
// zap player!
if ( HasCondition ( COND_CAN_MELEE_ATTACK1 ) )
{
AttackSound();// this is a total hack. Should be parto f the schedule
return SCHED_MELEE_ATTACK1;
}
if ( HasCondition ( COND_HEAVY_DAMAGE ) )
{
return SCHED_SMALL_FLINCH;
}
// can attack
if ( HasCondition ( COND_CAN_RANGE_ATTACK1 ) && OccupyStrategySlotRange( AGRUNT_SQUAD_SLOT_HORNET1, AGRUNT_SQUAD_SLOT_HORNET2 ) )
{
return SCHED_RANGE_ATTACK1;
}
if ( OccupyStrategySlot ( AGRUNT_SQUAD_SLOT_CHASE ) )
{
return SCHED_CHASE_ENEMY;
}
return SCHED_STANDOFF;
}
}
return BaseClass::SelectSchedule();
}
int CNPC_AlienGrunt::TranslateSchedule( int scheduleType )
{
switch ( scheduleType )
{
case SCHED_TAKE_COVER_FROM_ENEMY:
return SCHED_AGRUNT_TAKE_COVER_FROM_ENEMY;
break;
/*case SCHED_RANGE_ATTACK1:
if ( HasCondition( COND_SEE_ENEMY ) )
return SCHED_AGRUNT_RANGE_ATTACK;
// else
// return SCHED_AGRUNT_HIDDEN_RANGE_ATTACK;
break;*/
case SCHED_STANDOFF:
return SCHED_AGRUNT_STANDOFF;
break;
case SCHED_VICTORY_DANCE:
return SCHED_AGRUNT_VICTORY_DANCE;
break;
case SCHED_FAIL:
// no fail schedule specified, so pick a good generic one.
{
if ( GetEnemy() != NULL )
{
// I have an enemy
// !!!LATER - what if this enemy is really far away and i'm chasing him?
// this schedule will make me stop, face his last known position for 2
// seconds, and then try to move again
return SCHED_AGRUNT_COMBAT_FAIL;
}
return SCHED_AGRUNT_FAIL;
}
break;
}
return BaseClass::TranslateSchedule( scheduleType );
}
void CNPC_AlienGrunt::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
CTakeDamageInfo ainfo = info;
float flDamage = ainfo.GetDamage();
if ( ptr->hitgroup == 10 && (ainfo.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_CLUB)))
{
// hit armor
if ( m_flDamageTime != gpGlobals->curtime || (random->RandomInt(0,10) < 1) )
{
CPVSFilter filter( ptr->endpos );
te->ArmorRicochet( filter, 0.0, &ptr->endpos, &ptr->plane.normal );
m_flDamageTime = gpGlobals->curtime;
}
if ( random->RandomInt( 0, 1 ) == 0 )
{
Vector vecTracerDir = vecDir;
vecTracerDir.x += random->RandomFloat( -0.3, 0.3 );
vecTracerDir.y += random->RandomFloat( -0.3, 0.3 );
vecTracerDir.z += random->RandomFloat( -0.3, 0.3 );
vecTracerDir = vecTracerDir * -512;
Vector vEndPos = ptr->endpos + vecTracerDir;
UTIL_Tracer( ptr->endpos, vEndPos, ENTINDEX( edict() ) );
}
flDamage -= 20;
if (flDamage <= 0)
flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
ainfo.SetDamage( flDamage );
}
else
{
SpawnBlood( ptr->endpos, vecDir, BloodColor(), flDamage);// a little surface blood.
TraceBleed( flDamage, vecDir, ptr, ainfo.GetDamageType() );
}
AddMultiDamage( ainfo, this );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
AI_BEGIN_CUSTOM_NPC( monster_alien_grunt, CNPC_AlienGrunt )
DECLARE_ACTIVITY( ACT_THREAT_DISPLAY )
DECLARE_TASK ( TASK_AGRUNT_SETUP_HIDE_ATTACK )
DECLARE_TASK ( TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE )
DECLARE_TASK ( TASK_AGRUNT_RANGE_ATTACK1_NOTURN )
DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_HORNET1 )
DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_HORNET2 )
DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_CHASE )
//=========================================================
// Fail Schedule
//=========================================================
DEFINE_SCHEDULE
(
SCHED_AGRUNT_FAIL,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 2"
" TASK_WAIT_PVS 0"
" "
" Interrupts"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
)
//=========================================================
// Combat Fail Schedule
//=========================================================
DEFINE_SCHEDULE
(
SCHED_AGRUNT_COMBAT_FAIL,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT_FACE_ENEMY 2"
" TASK_WAIT_PVS 0"
" "
" Interrupts"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
)
//=========================================================
// Standoff schedule. Used in combat when a monster is
// hiding in cover or the enemy has moved out of sight.
// Should we look around in this schedule?
//=========================================================
DEFINE_SCHEDULE
(
SCHED_AGRUNT_STANDOFF,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT_FACE_ENEMY 2"
" "
" Interrupts"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
" COND_SEE_ENEMY"
" COND_NEW_ENEMY"
" COND_HEAR_DANGER"
)
//=========================================================
// Suppress
//=========================================================
DEFINE_SCHEDULE
(
SCHED_AGRUNT_SUPPRESS_HORNET,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_RANGE_ATTACK1 0"
)
//=========================================================
// primary range attacks
//=========================================================
DEFINE_SCHEDULE
(
SCHED_AGRUNT_RANGE_ATTACK,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_RANGE_ATTACK1 0"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_HEAVY_DAMAGE"
)
DEFINE_SCHEDULE
(
SCHED_AGRUNT_HIDDEN_RANGE_ATTACK,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_AGRUNT_STANDOFF"
" TASK_AGRUNT_SETUP_HIDE_ATTACK 0"
" TASK_STOP_MOVING 0"
" TASK_FACE_IDEAL 0"
" TASK_AGRUNT_RANGE_ATTACK1_NOTURN 0"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
)
//=========================================================
// Take cover from enemy! Tries lateral cover before node
// cover!
//=========================================================
DEFINE_SCHEDULE
(
SCHED_AGRUNT_TAKE_COVER_FROM_ENEMY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WAIT 0.2"
" TASK_FIND_COVER_FROM_ENEMY 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_REMEMBER MEMORY:INCOVER"
" TASK_FACE_ENEMY 0"
" "
" Interrupts"
" COND_NEW_ENEMY"
)
//=========================================================
// Victory dance!
//=========================================================
DEFINE_SCHEDULE
(
SCHED_AGRUNT_VICTORY_DANCE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_AGRUNT_THREAT_DISPLAY"
" TASK_WAIT 0.2"
" TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE 0"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_FACE_ENEMY 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_THREAT_DISPLAY"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_AGRUNT_THREAT_DISPLAY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_THREAT_DISPLAY"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_PLAYER"
" COND_HEAR_COMBAT"
" COND_HEAR_WORLD"
)
AI_END_CUSTOM_NPC()