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: Base combat character with no AI
//
//=====================================================================================//
#include "ai_baseactor.h"
#include "npc_playercompanion.h"
#include "ai_behavior_holster.h"
#include "ai_behavior_functank.h"
#include "soundenvelope.h"
extern ConVar npc_alyx_readiness;
class CNPC_Alyx : public CNPC_PlayerCompanion
{
public:
DECLARE_CLASS( CNPC_Alyx, CNPC_PlayerCompanion );
// fast class list
CNPC_Alyx *m_pNext;
virtual void ModifyOrAppendCriteria( AI_CriteriaSet &set );
bool ForceVehicleInteraction( const char *lpszInteractionName, CBaseCombatCharacter *pOther );
CNPC_Alyx( );
~CNPC_Alyx( );
static CNPC_Alyx *GetAlyx( void );
bool CreateBehaviors();
void Spawn( void );
void Activate( void );
void StopLoopingSounds( void );
void SelectModel();
void Precache( void );
void SetupAlyxWithoutParent( void );
void CreateEmpTool( void );
void PrescheduleThink( void );
void GatherConditions();
bool ShouldPlayerAvoid( void );
void AnalyzeGunfireSound( CSound *pSound );
bool IsValidEnemy( CBaseEntity *pEnemy );
void Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info );
void Event_Killed( const CTakeDamageInfo &info );
void EnemyIgnited( CAI_BaseNPC *pVictim );
void CombineBallSocketed( int iNumBounces );
void AimGun( void );
Vector GetActualShootPosition( const Vector &shootOrigin );
float MaxYawSpeed( void );
void OnUpdateShotRegulator();
bool IsCrouchedActivity( Activity activity );
bool OnBeginMoveAndShoot();
void SpeakAttacking( void );
virtual float GetJumpGravity() const { return 1.8f; }
// Crouching
Vector GetCrouchEyeOffset( void ) { return Vector(0,0,50); }
Vector GetCrouchGunOffset( void ) { return Vector(0,0,40); }
bool EnemyIsValidCrouchTarget( CBaseEntity *pEnemy );
bool Stand( void );
bool Crouch( void );
void DesireCrouch( void );
// Custom AI
void DoCustomCombatAI( void );
void DoMobbedCombatAI( void );
void DoCustomSpeechAI( void );
Disposition_t IRelationType( CBaseEntity *pTarget );
int IRelationPriority( CBaseEntity *pTarget );
CAI_FollowBehavior &GetFollowBehavior( void );
Class_T Classify ( void );
bool FValidateHintType( CAI_Hint *pHint );
int ObjectCaps();
void HandleAnimEvent( animevent_t *pEvent );
bool FInViewCone( CBaseEntity *pEntity );
bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false );
bool CanSeeEntityInDarkness( CBaseEntity *pEntity );
bool IsCoverPosition( const Vector &vecThreat, const Vector &vecPosition );
Activity NPC_TranslateActivity ( Activity activity );
bool ShouldDeferToFollowBehavior();
void BuildScheduleTestBits();
bool ShouldBehaviorSelectSchedule( CAI_BehaviorBase *pBehavior );
int SelectSchedule( void );
int SelectScheduleDanger( void );
int TranslateSchedule( int scheduleType );
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
float LengthOfLastCombat( void ) const;
// bool IsNavigationUrgent();
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
bool CanBeHitByMeleeAttack( CBaseEntity *pAttacker );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
bool FCanCheckAttacks();
float GetAttackDamageScale( CBaseEntity *pVictim );
bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
virtual bool SpeakIfAllowed( AIConcept_t concept, const char *modifiers = NULL, bool bRespondingToPlayer = false, char *pszOutResponseChosen = NULL, size_t bufsize = 0 );
void HolsterPistol();
void DrawPistol();
void Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget = NULL, const Vector *pVelocity = NULL );
void SetEMPHolstered( bool bHolstered ) { m_bIsEMPHolstered = bHolstered; }
bool IsEMPHolstered() { return (!m_hEmpTool || m_hEmpTool->GetParent() != this || m_bIsEMPHolstered); }
float GetReadinessDecay() { return 60.0f; }
virtual bool IsAllowedToAim();
virtual void PainSound( const CTakeDamageInfo &info );
virtual void DeathSound( const CTakeDamageInfo &info );
// Hacking and object interaction
void SearchForInteractTargets();
bool IsValidInteractTarget( CBaseEntity *pTarget );
bool CanInteractWithTarget( CBaseEntity *pTarget );
void SetInteractTarget( CBaseEntity *pTarget );
bool HasInteractTarget() { return m_hHackTarget != NULL; }
CBaseEntity *GetInteractTarget() { return m_hHackTarget; }
void EmpZapTarget( CBaseEntity *pTarget );
virtual void OnSeeEntity( CBaseEntity *pEntity );
void InputAllowInteraction( inputdata_t &inputdata )
{
m_bInteractionAllowed = true;
}
void InputDisallowInteraction( inputdata_t &inputdata )
{
m_bInteractionAllowed = false;
}
void InputAllowDarknessSpeech( inputdata_t &inputdata )
{
m_bDarknessSpeechAllowed = inputdata.value.Bool();
}
void InputGiveEMP( inputdata_t &inputdata );
void InputVehiclePunted( inputdata_t &inputdata );
void InputOutsideTransition( inputdata_t &inputdata );
virtual void OnGivenWeapon( CBaseCombatWeapon *pNewWeapon );
virtual void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon );
virtual void Weapon_Equip( CBaseCombatWeapon *pWeapon );
virtual bool Weapon_CanUse( CBaseCombatWeapon *pWeapon );
// Blinding
virtual void PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot );
void CheckBlindedByFlare( void );
bool CanBeBlindedByFlashlight( bool bCheckLightSources );
bool PlayerFlashlightOnMyEyes( CBasePlayer *pPlayer );
bool BlindedByFlare( void );
bool CanReload( void );
virtual bool PickTacticalLookTarget( AILookTargetArgs_t *pArgs );
virtual void OnSelectedLookTarget( AILookTargetArgs_t *pArgs );
virtual bool IsReadinessCapable( void );
virtual void ReadinessLevelChanged( int iPriorLevel );
bool IsAllowedToInteract();
virtual void BarnacleDeathSound( void );
virtual const char *GetDeathMessageText( void ) { return "GAMEOVER_ALYXDEAD"; }
PassengerState_e GetPassengerState( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
bool PlayerInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter, bool ignoreHatedPlayers );
private:
EHANDLE m_hEmpTool;
EHANDLE m_hHackTarget;
CHandle<CAI_Hint> m_hStealthLookTarget;
bool m_bInteractionAllowed;
float m_fTimeNextSearchForInteractTargets;
bool m_bDarknessSpeechAllowed;
bool m_bIsEMPHolstered;
bool m_bIsFlashlightBlind;
float m_fStayBlindUntil;
float m_flDontBlindUntil;
bool m_bSpokeLostPlayerInDarkness;
bool m_bPlayerFlashlightState;
bool m_bHadCondSeeEnemy;
string_t m_iszCurrentBlindScene;
float m_fTimeUntilNextDarknessFoundPlayer;
float m_fCombatStartTime;
float m_fCombatEndTime;
float m_flNextCrouchTime;
CSoundPatch *m_sndDarknessBreathing;
// Speech timers
// Theoretically, these shouldn't be needed. Instead, each response
// should prevent the concept being spoken for the desired time. But
// until the responses exists, Alyx will spam the response rules forever,
// so these timers stop that.
CRandStopwatch m_SpeechWatch_LostPlayer;
CSimpleSimTimer m_SpeechTimer_HeardSound;
CRandStopwatch m_SpeechWatch_SoundDelay;
CRandStopwatch m_SpeechWatch_BreathingRamp;
CRandStopwatch m_SpeechWatch_FoundPlayer;
CAI_MoveMonitor m_MoveMonitor;
enum WeaponType_t
{
WT_NONE,
WT_ALYXGUN,
WT_SMG1,
WT_SHOTGUN,
WT_AR2,
WT_OTHER,
};
int m_WeaponType;
bool m_bShouldHaveEMP;
CAI_FuncTankBehavior m_FuncTankBehavior;
COutputEvent m_OnFinishInteractWithObject;
COutputEvent m_OnPlayerUse;
bool RunningPassengerBehavior( void );
WeaponType_t ComputeWeaponType( CBaseEntity *pWeapon = NULL );
WeaponType_t GetWeaponType() { return (WeaponType_t)m_WeaponType; }
bool HasShotgun() { Assert( m_WeaponType == ComputeWeaponType() ); return ( m_WeaponType == WT_SHOTGUN ); }
bool HasAlyxgun() { Assert( m_WeaponType == ComputeWeaponType() ); return ( m_WeaponType == WT_ALYXGUN ); }
bool HasAR2() { Assert( m_WeaponType == ComputeWeaponType() ); return ( m_WeaponType == WT_AR2 ); }
private:
enum
{
COND_ALYX_HAS_INTERACT_TARGET = BaseClass::NEXT_CONDITION,
COND_ALYX_NO_INTERACT_TARGET,
COND_ALYX_CAN_INTERACT_WITH_TARGET, // Hack target is in a suitable state and location to hack
COND_ALYX_CAN_NOT_INTERACT_WITH_TARGET,
COND_ALYX_PLAYER_TURNED_ON_FLASHLIGHT,
COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT,
COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED,
COND_ALYX_IN_DARK, // lights are out and she can't see
};
enum
{
SCHED_ALYX_PREPARE_TO_INTERACT_WITH_TARGET = BaseClass::NEXT_SCHEDULE,
SCHED_ALYX_WAIT_TO_INTERACT_WITH_TARGET,
SCHED_ALYX_INTERACT_WITH_TARGET,
SCHED_ALYX_INTERACTION_INTERRUPTED,
SCHED_ALYX_FINISH_INTERACTING_WITH_TARGET,
SCHED_ALYX_HOLSTER_EMP,
SCHED_ALYX_ALERT_FACE_AWAYFROM_BESTSOUND,
SCHED_ALYX_RANGE_ATTACK1,
SCHED_ALYX_ALERT_REACT_TO_COMBAT_SOUND,
SCHED_ALYX_COMBAT_FACE,
SCHED_ALYX_WAKE_ANGRY,
SCHED_ALYX_NEW_WEAPON,
SCHED_ALYX_IDLE_STAND,
SCHED_ALYX_ALERT_FACE_BESTSOUND,
SCHED_ALYX_FALL_TO_GROUND,
};
enum
{
TASK_ALYX_BEGIN_INTERACTION = BaseClass::NEXT_TASK,
TASK_ALYX_COMPLETE_INTERACTION,
TASK_ALYX_ANNOUNCE_HACK,
TASK_ALYX_GET_PATH_TO_INTERACT_TARGET,
TASK_ALYX_WAIT_HACKING,
TASK_ALYX_HOLSTER_PISTOL,
TASK_ALYX_DRAW_PISTOL,
TASK_ALYX_HOLSTER_AND_DESTROY_PISTOL,
TASK_ALYX_BUILD_COMBAT_FACE_PATH,
TASK_ALYX_SET_IDLE_ACTIVITY,
TASK_ALYX_FALL_TO_GROUND,
};
DECLARE_DATADESC();
DEFINE_CUSTOM_AI;
};