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:
//
// $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 "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 "util.h"
#include "hl1_ai_basenpc.h"
#include "hl1_basegrenade.h"
#include "movevars_shared.h"
#include "ai_basenpc.h"
ConVar sk_hassassin_health( "sk_hassassin_health", "50" );
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_ASSASSIN_EXPOSED = LAST_SHARED_SCHEDULE,// cover was blown.
SCHED_ASSASSIN_JUMP, // fly through the air
SCHED_ASSASSIN_JUMP_ATTACK, // fly through the air and shoot
SCHED_ASSASSIN_JUMP_LAND, // hit and run away
SCHED_ASSASSIN_FAIL,
SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY1,
SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2,
SCHED_ASSASSIN_TAKE_COVER_FROM_BEST_SOUND,
SCHED_ASSASSIN_HIDE,
SCHED_ASSASSIN_HUNT,
};
Activity ACT_ASSASSIN_FLY_UP;
Activity ACT_ASSASSIN_FLY_ATTACK;
Activity ACT_ASSASSIN_FLY_DOWN;
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_ASSASSIN_FALL_TO_GROUND = LAST_SHARED_TASK + 1, // falling and waiting to hit ground
};
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ASSASSIN_AE_SHOOT1 1
#define ASSASSIN_AE_TOSS1 2
#define ASSASSIN_AE_JUMP 3
#define MEMORY_BADJUMP bits_MEMORY_CUSTOM1
class CNPC_HAssassin : public CHL1BaseNPC
{
DECLARE_CLASS( CNPC_HAssassin, CHL1BaseNPC );
public:
void Spawn( void );
void Precache( void );
int TranslateSchedule( int scheduleType );
void HandleAnimEvent( animevent_t *pEvent );
float MaxYawSpeed() { return 360.0f; }
void Shoot ( void );
int MeleeAttack1Conditions ( float flDot, float flDist );
int RangeAttack1Conditions ( float flDot, float flDist );
int RangeAttack2Conditions ( float flDot, float flDist );
int SelectSchedule ( void );
void RunTask ( const Task_t *pTask );
void StartTask ( const Task_t *pTask );
Class_T Classify ( void );
int GetSoundInterests( void );
void RunAI( void );
float m_flLastShot;
float m_flDiviation;
float m_flNextJump;
Vector m_vecJumpVelocity;
float m_flNextGrenadeCheck;
Vector m_vecTossVelocity;
bool m_fThrowGrenade;
int m_iTargetRanderamt;
int m_iFrustration;
int m_iAmmoType;
public:
DECLARE_DATADESC();
DEFINE_CUSTOM_AI;
};
LINK_ENTITY_TO_CLASS( monster_human_assassin, CNPC_HAssassin );
BEGIN_DATADESC( CNPC_HAssassin )
DEFINE_FIELD( m_flLastShot, FIELD_TIME ),
DEFINE_FIELD( m_flDiviation, FIELD_FLOAT ),
DEFINE_FIELD( m_flNextJump, FIELD_TIME ),
DEFINE_FIELD( m_vecJumpVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_flNextGrenadeCheck, FIELD_TIME ),
DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_fThrowGrenade, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iTargetRanderamt, FIELD_INTEGER ),
DEFINE_FIELD( m_iFrustration, FIELD_INTEGER ),
//DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ),
END_DATADESC()
//=========================================================
// Spawn
//=========================================================
void CNPC_HAssassin::Spawn()
{
Precache( );
SetModel( "models/hassassin.mdl");
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetNavType ( NAV_GROUND );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
m_bloodColor = BLOOD_COLOR_RED;
ClearEffects();
m_iHealth = sk_hassassin_health.GetFloat();
m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
m_HackedGunPos = Vector( 0, 24, 48 );
m_iTargetRanderamt = 20;
SetRenderColor( 255, 255, 255, 20 );
m_nRenderMode = kRenderTransTexture;
CapabilitiesClear();
CapabilitiesAdd( bits_CAP_MOVE_GROUND );
CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 );
NPCInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_HAssassin::Precache()
{
m_iAmmoType = GetAmmoDef()->Index("9mmRound");
PrecacheModel("models/hassassin.mdl");
UTIL_PrecacheOther( "npc_handgrenade" );
PrecacheScriptSound( "HAssassin.Shot" );
PrecacheScriptSound( "HAssassin.Beamsound" );
PrecacheScriptSound( "HAssassin.Footstep" );
}
int CNPC_HAssassin::GetSoundInterests( void )
{
return SOUND_WORLD |
SOUND_COMBAT |
SOUND_PLAYER |
SOUND_DANGER;
}
Class_T CNPC_HAssassin::Classify ( void )
{
return CLASS_HUMAN_MILITARY;
}
//=========================================================
// CheckMeleeAttack1 - jump like crazy if the enemy gets too close.
//=========================================================
int CNPC_HAssassin::MeleeAttack1Conditions ( float flDot, float flDist )
{
if ( m_flNextJump < gpGlobals->curtime && ( flDist <= 128 || HasMemory( MEMORY_BADJUMP )) && GetEnemy() != NULL )
{
trace_t tr;
Vector vecMin = Vector( random->RandomFloat( 0, -64), random->RandomFloat( 0, -64 ), 0 );
Vector vecMax = Vector( random->RandomFloat( 0, 64), random->RandomFloat( 0, 64 ), 160 );
Vector vecDest = GetAbsOrigin() + Vector( random->RandomFloat( -64, 64), random->RandomFloat( -64, 64 ), 160 );
UTIL_TraceHull( GetAbsOrigin() + Vector( 0, 0, 36 ), GetAbsOrigin() + Vector( 0, 0, 36 ), vecMin, vecMax, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
//NDebugOverlay::Box( GetAbsOrigin() + Vector( 0, 0, 36 ), vecMin, vecMax, 0,0, 255, 0, 2.0 );
if ( tr.startsolid || tr.fraction < 1.0)
{
return COND_TOO_CLOSE_TO_ATTACK;
}
float flGravity = GetCurrentGravity();
float time = sqrt( 160 / (0.5 * flGravity));
float speed = flGravity * time / 160;
m_vecJumpVelocity = ( vecDest - GetAbsOrigin() ) * speed;
return COND_CAN_MELEE_ATTACK1;
}
if ( flDist > 128 )
return COND_TOO_FAR_TO_ATTACK;
return COND_NONE;
}
//=========================================================
// CheckRangeAttack1 - drop a cap in their ass
//
//=========================================================
int CNPC_HAssassin::RangeAttack1Conditions ( float flDot, float flDist )
{
if ( !HasCondition( COND_ENEMY_OCCLUDED ) && flDist > 64 && flDist <= 2048 )
{
trace_t tr;
Vector vecSrc = GetAbsOrigin() + m_HackedGunPos;
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine( vecSrc, GetEnemy()->BodyTarget(vecSrc), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
if ( tr.fraction == 1.0 || tr.m_pEnt == GetEnemy() )
{
return COND_CAN_RANGE_ATTACK1;
}
}
return COND_NONE;
}
//=========================================================
// CheckRangeAttack2 - toss grenade is enemy gets in the way and is too close.
//=========================================================
int CNPC_HAssassin::RangeAttack2Conditions ( float flDot, float flDist )
{
m_fThrowGrenade = false;
if ( !FBitSet ( GetEnemy()->GetFlags(), FL_ONGROUND ) )
{
// don't throw grenades at anything that isn't on the ground!
return COND_NONE;
}
// don't get grenade happy unless the player starts to piss you off
if ( m_iFrustration <= 2)
return COND_NONE;
if ( m_flNextGrenadeCheck < gpGlobals->curtime && !HasCondition( COND_ENEMY_OCCLUDED ) && flDist <= 512 )
{
Vector vTossPos;
QAngle vAngles;
GetAttachment( "grenadehand", vTossPos, vAngles );
Vector vecToss = VecCheckThrow( this, vTossPos, GetEnemy()->WorldSpaceCenter(), flDist, 0.5 ); // use dist as speed to get there in 1 second
if ( vecToss != vec3_origin )
{
m_vecTossVelocity = vecToss;
// throw a hand grenade
m_fThrowGrenade = TRUE;
return COND_CAN_RANGE_ATTACK2;
}
}
return COND_NONE;
}
//=========================================================
// StartTask
//=========================================================
void CNPC_HAssassin::StartTask ( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_RANGE_ATTACK2:
if (!m_fThrowGrenade)
{
TaskComplete( );
}
else
{
BaseClass::StartTask ( pTask );
}
break;
case TASK_ASSASSIN_FALL_TO_GROUND:
m_flWaitFinished = gpGlobals->curtime + 2.0f;
break;
default:
BaseClass::StartTask ( pTask );
break;
}
}
//=========================================================
// RunTask
//=========================================================
void CNPC_HAssassin::RunTask ( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_ASSASSIN_FALL_TO_GROUND:
GetMotor()->SetIdealYawAndUpdate( GetEnemyLKP() );
if ( IsSequenceFinished() )
{
if ( GetAbsVelocity().z > 0)
{
SetActivity( ACT_ASSASSIN_FLY_UP );
}
else if ( HasCondition ( COND_SEE_ENEMY ))
{
SetActivity( ACT_ASSASSIN_FLY_ATTACK );
SetCycle( 0 );
}
else
{
SetActivity( ACT_ASSASSIN_FLY_DOWN );
SetCycle( 0 );
}
ResetSequenceInfo( );
}
if ( GetFlags() & FL_ONGROUND)
{
TaskComplete( );
}
else if( gpGlobals->curtime > m_flWaitFinished || GetAbsVelocity().z == 0.0 )
{
// I've waited two seconds and haven't hit the ground. Try to force it.
trace_t trace;
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 1 ), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &trace );
if( trace.DidHitWorld() )
{
SetGroundEntity( trace.m_pEnt );
}
else
{
// Try again in a couple of seconds.
m_flWaitFinished = gpGlobals->curtime + 2.0f;
}
}
break;
default:
BaseClass::RunTask ( pTask );
break;
}
}
//=========================================================
// 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_HAssassin::SelectSchedule ( void )
{
switch ( m_NPCState )
{
case NPC_STATE_IDLE:
case NPC_STATE_ALERT:
{
if ( HasCondition ( COND_HEAR_DANGER ) || HasCondition ( COND_HEAR_COMBAT ) )
{
if ( HasCondition ( COND_HEAR_DANGER ) )
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
else
return SCHED_INVESTIGATE_SOUND;
}
}
break;
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();
}
// flying?
if ( GetMoveType() == MOVETYPE_FLYGRAVITY )
{
if ( GetFlags() & FL_ONGROUND )
{
//Msg( "landed\n" );
// just landed
SetMoveType( MOVETYPE_STEP );
return SCHED_ASSASSIN_JUMP_LAND;
}
else
{
//Msg("jump\n");
// jump or jump/shoot
if ( m_NPCState == NPC_STATE_COMBAT )
return SCHED_ASSASSIN_JUMP;
else
return SCHED_ASSASSIN_JUMP_ATTACK;
}
}
if ( HasCondition ( COND_HEAR_DANGER ) )
{
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
}
if ( HasCondition ( COND_LIGHT_DAMAGE ) )
{
m_iFrustration++;
}
if ( HasCondition ( COND_HEAVY_DAMAGE ) )
{
m_iFrustration++;
}
// jump player!
if ( HasCondition ( COND_CAN_MELEE_ATTACK1 ) )
{
//Msg( "melee attack 1\n");
return SCHED_MELEE_ATTACK1;
}
// throw grenade
if ( HasCondition ( COND_CAN_RANGE_ATTACK2 ) )
{
//Msg( "range attack 2\n");
return SCHED_RANGE_ATTACK2;
}
// spotted
if ( HasCondition ( COND_SEE_ENEMY ) && HasCondition ( COND_ENEMY_FACING_ME ) )
{
//Msg("exposed\n");
m_iFrustration++;
return SCHED_ASSASSIN_EXPOSED;
}
// can attack
if ( HasCondition ( COND_CAN_RANGE_ATTACK1 ) )
{
//Msg( "range attack 1\n" );
m_iFrustration = 0;
return SCHED_RANGE_ATTACK1;
}
if ( HasCondition ( COND_SEE_ENEMY ) )
{
//Msg( "face\n");
return SCHED_COMBAT_FACE;
}
// new enemy
if ( HasCondition ( COND_NEW_ENEMY ) )
{
//Msg( "take cover\n");
return SCHED_TAKE_COVER_FROM_ENEMY;
}
// ALERT( at_console, "stand\n");
return SCHED_ALERT_STAND;
}
break;
}
return BaseClass::SelectSchedule();
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CNPC_HAssassin::HandleAnimEvent( animevent_t *pEvent )
{
switch( pEvent->event )
{
case ASSASSIN_AE_SHOOT1:
Shoot( );
break;
case ASSASSIN_AE_TOSS1:
{
Vector vTossPos;
QAngle vAngles;
GetAttachment( "grenadehand", vTossPos, vAngles );
CHandGrenade *pGrenade = (CHandGrenade*)Create( "grenade_hand", vTossPos, vec3_angle );
if ( pGrenade )
{
pGrenade->ShootTimed( this, m_vecTossVelocity, 2.0 );
}
m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
m_fThrowGrenade = FALSE;
// !!!LATER - when in a group, only try to throw grenade if ordered.
}
break;
case ASSASSIN_AE_JUMP:
{
SetMoveType( MOVETYPE_FLYGRAVITY );
SetGroundEntity( NULL );
SetAbsVelocity( m_vecJumpVelocity );
m_flNextJump = gpGlobals->curtime + 3.0;
}
return;
default:
BaseClass::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Shoot
//=========================================================
void CNPC_HAssassin::Shoot ( void )
{
Vector vForward, vRight, vUp;
Vector vecShootOrigin;
QAngle vAngles;
if ( GetEnemy() == NULL)
{
return;
}
GetAttachment( "guntip", vecShootOrigin, vAngles );
Vector vecShootDir = GetShootEnemyDir( vecShootOrigin );
if (m_flLastShot + 2 < gpGlobals->curtime)
{
m_flDiviation = 0.10;
}
else
{
m_flDiviation -= 0.01;
if (m_flDiviation < 0.02)
m_flDiviation = 0.02;
}
m_flLastShot = gpGlobals->curtime;
AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
Vector vecShellVelocity = vRight * random->RandomFloat(40,90) + vUp * random->RandomFloat(75,200) + vForward * random->RandomFloat(-40, 40);
EjectShell( GetAbsOrigin() + vUp * 32 + vForward * 12, vecShellVelocity, GetAbsAngles().y, 0 );
FireBullets( 1, vecShootOrigin, vecShootDir, Vector( m_flDiviation, m_flDiviation, m_flDiviation ), 2048, m_iAmmoType ); // shoot +-8 degrees
//NDebugOverlay::Line( vecShootOrigin, vecShootOrigin + vecShootDir * 2048, 255, 0, 0, true, 2.0 );
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "HAssassin.Shot" );
DoMuzzleFlash();
VectorAngles( vecShootDir, vAngles );
SetPoseParameter( "shoot", vecShootDir.x );
m_cAmmoLoaded--;
}
//=========================================================
//=========================================================
int CNPC_HAssassin::TranslateSchedule ( int scheduleType )
{
// Msg( "%d\n", m_iFrustration );
switch ( scheduleType )
{
case SCHED_TAKE_COVER_FROM_ENEMY:
if ( m_iHealth > 30 )
return SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY1;
else
return SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2;
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
return SCHED_ASSASSIN_TAKE_COVER_FROM_BEST_SOUND;
case SCHED_FAIL:
if ( m_NPCState == NPC_STATE_COMBAT )
return SCHED_ASSASSIN_FAIL;
break;
case SCHED_ALERT_STAND:
if ( m_NPCState == NPC_STATE_COMBAT )
return SCHED_ASSASSIN_HIDE;
break;
//case SCHED_CHASE_ENEMY:
// return SCHED_ASSASSIN_HUNT;
case SCHED_MELEE_ATTACK1:
if ( GetFlags() & FL_ONGROUND)
{
if (m_flNextJump > gpGlobals->curtime)
{
// can't jump yet, go ahead and fail
return SCHED_ASSASSIN_FAIL;
}
else
{
return SCHED_ASSASSIN_JUMP;
}
}
else
{
return SCHED_ASSASSIN_JUMP_ATTACK;
}
}
return BaseClass::TranslateSchedule( scheduleType );
}
//=========================================================
// RunAI
//=========================================================
void CNPC_HAssassin::RunAI( void )
{
BaseClass::RunAI();
// always visible if moving
// always visible is not on hard
if (g_iSkillLevel != SKILL_HARD || GetEnemy() == NULL || m_lifeState == LIFE_DEAD || GetActivity() == ACT_RUN || GetActivity() == ACT_WALK || !(GetFlags() & FL_ONGROUND))
m_iTargetRanderamt = 255;
else
m_iTargetRanderamt = 20;
CPASAttenuationFilter filter( this );
if ( GetRenderColor().a > m_iTargetRanderamt)
{
if ( GetRenderColor().a == 255)
{
EmitSound( filter, entindex(), "HAssassin.Beamsound" );
}
SetRenderColorA( MAX( GetRenderColor().a - 50, m_iTargetRanderamt ) );
m_nRenderMode = kRenderTransTexture;
}
else if ( GetRenderColor().a < m_iTargetRanderamt)
{
SetRenderColorA ( MIN( GetRenderColor().a + 50, m_iTargetRanderamt ) );
if (GetRenderColor().a == 255)
m_nRenderMode = kRenderNormal;
}
if ( GetActivity() == ACT_RUN || GetActivity() == ACT_WALK)
{
static int iStep = 0;
iStep = ! iStep;
if (iStep)
{
EmitSound( filter, entindex(), "HAssassin.Footstep" );
}
}
}
AI_BEGIN_CUSTOM_NPC( monster_human_assassin, CNPC_HAssassin )
DECLARE_TASK( TASK_ASSASSIN_FALL_TO_GROUND )
DECLARE_ACTIVITY( ACT_ASSASSIN_FLY_UP )
DECLARE_ACTIVITY( ACT_ASSASSIN_FLY_ATTACK )
DECLARE_ACTIVITY( ACT_ASSASSIN_FLY_DOWN )
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// Enemy exposed assasin's cover
//=========================================================
//=========================================================
// > SCHED_ASSASSIN_EXPOSED
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_EXPOSED,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_RANGE_ATTACK1 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSASSIN_JUMP"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_TAKE_COVER_FROM_ENEMY"
" "
" Interrupts"
" COND_CAN_MELEE_ATTACK1"
)
//=========================================================
// > SCHED_ASSASSIN_JUMP
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_JUMP,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_HOP"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ASSASSIN_JUMP_ATTACK"
" "
" Interrupts"
)
//=========================================================
// > SCHED_ASSASSIN_JUMP_ATTACK
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_JUMP_ATTACK,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSASSIN_JUMP_LAND"
" TASK_ASSASSIN_FALL_TO_GROUND 0"
" "
" Interrupts"
)
//=========================================================
// > SCHED_ASSASSIN_JUMP_LAND
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_JUMP_LAND,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSASSIN_EXPOSED"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_REMEMBER MEMORY:CUSTOM1"
" TASK_FIND_NODE_COVER_FROM_ENEMY 0"
" TASK_RUN_PATH 0"
" TASK_FORGET MEMORY:CUSTOM1"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_REMEMBER MEMORY:INCOVER"
" TASK_FACE_ENEMY 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RANGE_ATTACK1"
" "
" Interrupts"
)
//=========================================================
// Fail Schedule
//=========================================================
//=========================================================
// > SCHED_ASSASSIN_FAIL
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_FAIL,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT_FACE_ENEMY 2"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
" "
" Interrupts"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK1"
" COND_HEAR_DANGER"
" COND_HEAR_PLAYER"
)
//=========================================================
// > SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY1
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY1,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WAIT 0.2"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RANGE_ATTACK1"
" 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_CAN_MELEE_ATTACK1"
" COND_NEW_ENEMY"
" COND_HEAR_DANGER"
)
//=========================================================
// > SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WAIT 0.2"
" TASK_FACE_ENEMY 0"
" TASK_RANGE_ATTACK1 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RANGE_ATTACK1"
" 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_CAN_MELEE_ATTACK1"
" COND_NEW_ENEMY"
" COND_HEAR_DANGER"
)
//=========================================================
// hide from the loudest sound source
//=========================================================
//=========================================================
// > SCHED_ASSASSIN_TAKE_COVER_FROM_BEST_SOUND
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_TAKE_COVER_FROM_BEST_SOUND,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_MELEE_ATTACK1"
" TASK_STOP_MOVING 0"
" TASK_FIND_COVER_FROM_BEST_SOUND 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_REMEMBER MEMORY:INCOVER"
" TASK_TURN_LEFT 179"
" "
" Interrupts"
" COND_NEW_ENEMY"
)
//=========================================================
// > SCHED_ASSASSIN_HIDE
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_HIDE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 2.0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_ENEMY"
" COND_SEE_FEAR"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_PROVOKED"
" COND_HEAR_DANGER"
)
//=========================================================
// > SCHED_ASSASSIN_HUNT
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_HUNT,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2"
" TASK_GET_PATH_TO_ENEMY 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" Interrupts"
" COND_NEW_ENEMY"
" COND_CAN_RANGE_ATTACK1"
" COND_HEAR_DANGER"
)
AI_END_CUSTOM_NPC()