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95 lines
2.4 KiB
95 lines
2.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: FIXME: This will ultimately become a more generic implementation |
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// |
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//============================================================================= |
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#ifndef AI_BEHAVIOR_ALYX_INJURED_H |
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#define AI_BEHAVIOR_ALYX_INJURED_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "utlmap.h" |
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extern bool IsAlyxInInjuredMode( void ); |
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// |
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// |
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// |
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class CAI_InjuredFollowGoal : public CAI_FollowGoal |
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{ |
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DECLARE_CLASS( CAI_InjuredFollowGoal, CAI_FollowGoal ); |
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public: |
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virtual void EnableGoal( CAI_BaseNPC *pAI ); |
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virtual void DisableGoal( CAI_BaseNPC *pAI ); |
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DECLARE_DATADESC(); |
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}; |
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// |
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// |
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// |
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class CAI_BehaviorAlyxInjured : public CAI_FollowBehavior |
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{ |
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DECLARE_CLASS( CAI_BehaviorAlyxInjured, CAI_FollowBehavior ); |
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DECLARE_DATADESC(); |
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public: |
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CAI_BehaviorAlyxInjured( void ); |
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virtual const char *GetName( void ) { return "AlyxInjuredFollow"; } |
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virtual Activity NPC_TranslateActivity( Activity nActivity ); |
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virtual int TranslateSchedule( int scheduleType ); |
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virtual void Spawn( void ); |
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virtual void OnRestore( void ); |
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virtual void StartTask( const Task_t *pTask ); |
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virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ); |
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virtual void GatherConditions( void ); |
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virtual Activity GetFlinchActivity( bool bHeavyDamage, bool bGesture ); |
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enum |
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{ |
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// Schedules |
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SCHED_INJURED_COWER = BaseClass::NEXT_SCHEDULE, |
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SCHED_INJURED_FEAR_FACE, |
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SCHED_INJURED_RUN_FROM_ENEMY, |
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NEXT_SCHEDULE, |
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// Tasks |
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TASK_FIND_INJURED_COVER_FROM_ENEMY = BaseClass::NEXT_TASK, |
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NEXT_TASK, |
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// Conditions |
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COND_INJURED_TOO_FAR_FROM_PLAYER = BaseClass::NEXT_CONDITION, |
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COND_INJURED_OVERWHELMED, |
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NEXT_CONDITION |
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}; |
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bool IsReadinessCapable( void ) { return ( IsInjured() == false ); } // Never use the readiness system when injured |
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bool IsInjured( void ) const; |
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private: |
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void SpeakIfAllowed( AIConcept_t concept ); |
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bool ShouldRunToCover( void ); |
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bool ShouldRunToFollowGoal( void ); |
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bool FindThreatDirection2D( const Vector &vecSource, Vector *vecOut ); |
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bool FindCoverFromEnemyBehindTarget( CBaseEntity *pTarget, float flRadius, Vector *vecOut ); |
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void PopulateActivityMap( void ); |
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int NumKnownEnemiesInRadius( const Vector &vecSource, float flRadius ); |
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CUtlMap<Activity,Activity> m_ActivityMap; |
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float m_flNextWarnTime; |
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protected: |
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DEFINE_CUSTOM_SCHEDULE_PROVIDER; |
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}; |
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#endif // AI_BEHAVIOR_ALYX_INJURED_H
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