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: Father Grigori, a benevolent monk who is the last remaining human
// in Ravenholm. He keeps to the rooftops and uses a big ole elephant
// gun to send his zombified former friends to a peaceful death.
//
//=============================================================================//
#include "cbase.h"
#include "ai_baseactor.h"
#include "ai_hull.h"
#include "ammodef.h"
#include "gamerules.h"
#include "IEffects.h"
#include "engine/IEngineSound.h"
#include "ai_behavior.h"
#include "ai_behavior_assault.h"
#include "ai_behavior_lead.h"
#include "npcevent.h"
#include "ai_playerally.h"
#include "ai_senses.h"
#include "soundent.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar monk_headshot_freq( "monk_headshot_freq", "2" );
//-----------------------------------------------------------------------------
// Activities.
//-----------------------------------------------------------------------------
int ACT_MONK_GUN_IDLE;
class CNPC_Monk : public CAI_PlayerAlly
{
DECLARE_CLASS( CNPC_Monk, CAI_PlayerAlly );
public:
CNPC_Monk() {}
void Spawn();
void Precache();
bool CreateBehaviors();
int GetSoundInterests();
void BuildScheduleTestBits( void );
Class_T Classify( void );
bool ShouldBackAway();
bool IsValidEnemy( CBaseEntity *pEnemy );
int TranslateSchedule( int scheduleType );
int SelectSchedule ();
void HandleAnimEvent( animevent_t *pEvent );
Activity NPC_TranslateActivity( Activity eNewActivity );
void PainSound( const CTakeDamageInfo &info );
void DeathSound( const CTakeDamageInfo &info );
WeaponProficiency_t CalcWeaponProficiency( CBaseCombatWeapon *pWeapon );
Vector GetActualShootPosition( const Vector &shootOrigin );
Vector GetActualShootTrajectory( const Vector &shootOrigin );
void PrescheduleThink();
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
void GatherConditions();
bool PassesDamageFilter( const CTakeDamageInfo &info );
void OnKilledNPC( CBaseCombatCharacter *pKilled );
bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const;
int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
DECLARE_DATADESC();
private:
//-----------------------------------------------------
// Conditions, Schedules, Tasks
//-----------------------------------------------------
enum
{
SCHED_MONK_RANGE_ATTACK1 = BaseClass::NEXT_SCHEDULE,
SCHED_MONK_BACK_AWAY_FROM_ENEMY,
SCHED_MONK_BACK_AWAY_AND_RELOAD,
SCHED_MONK_NORMAL_RELOAD,
};
/*enum
{
//TASK_MONK_FIRST_TASK = BaseClass::NEXT_TASK,
};*/
DEFINE_CUSTOM_AI;
// Inputs
void InputPerfectAccuracyOn( inputdata_t &inputdata );
void InputPerfectAccuracyOff( inputdata_t &inputdata );
CAI_AssaultBehavior m_AssaultBehavior;
CAI_LeadBehavior m_LeadBehavior;
int m_iNumZombies;
int m_iDangerousZombies;
bool m_bPerfectAccuracy;
bool m_bMournedPlayer;
};
BEGIN_DATADESC( CNPC_Monk )
// m_AssaultBehavior
// m_LeadBehavior
DEFINE_FIELD( m_iNumZombies, FIELD_INTEGER ),
DEFINE_FIELD( m_iDangerousZombies, FIELD_INTEGER ),
DEFINE_FIELD( m_bPerfectAccuracy, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bMournedPlayer, FIELD_BOOLEAN ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "PerfectAccuracyOn", InputPerfectAccuracyOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "PerfectAccuracyOff", InputPerfectAccuracyOff ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_monk, CNPC_Monk );
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Monk::CreateBehaviors()
{
AddBehavior( &m_LeadBehavior );
AddBehavior( &m_AssaultBehavior );
return BaseClass::CreateBehaviors();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Monk::GetSoundInterests()
{
return SOUND_WORLD |
SOUND_COMBAT |
SOUND_PLAYER |
SOUND_DANGER;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Monk::BuildScheduleTestBits( void )
{
// FIXME: we need a way to make scenes non-interruptible
#if 0
if ( IsCurSchedule( SCHED_RANGE_ATTACK1 ) || IsCurSchedule( SCHED_SCENE_GENERIC ) )
{
ClearCustomInterruptCondition( COND_LIGHT_DAMAGE );
ClearCustomInterruptCondition( COND_HEAVY_DAMAGE );
ClearCustomInterruptCondition( COND_NEW_ENEMY );
ClearCustomInterruptCondition( COND_HEAR_DANGER );
}
#endif
// Don't interrupt while shooting the gun
const Task_t* pTask = GetTask();
if ( pTask && (pTask->iTask == TASK_RANGE_ATTACK1) )
{
ClearCustomInterruptCondition( COND_HEAVY_DAMAGE );
ClearCustomInterruptCondition( COND_ENEMY_OCCLUDED );
ClearCustomInterruptCondition( COND_HEAR_DANGER );
ClearCustomInterruptCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
ClearCustomInterruptCondition( COND_WEAPON_SIGHT_OCCLUDED );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Class_T CNPC_Monk::Classify( void )
{
return CLASS_PLAYER_ALLY_VITAL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Activity CNPC_Monk::NPC_TranslateActivity( Activity eNewActivity )
{
eNewActivity = BaseClass::NPC_TranslateActivity( eNewActivity );
if ( (m_NPCState == NPC_STATE_COMBAT || m_NPCState == NPC_STATE_ALERT) )
{
bool bGunUp = false;
bGunUp = (gpGlobals->curtime - m_flLastAttackTime < 4);
bGunUp = bGunUp || (GetEnemy() && !HasCondition( COND_TOO_FAR_TO_ATTACK ));
if (bGunUp)
{
if ( eNewActivity == ACT_IDLE )
{
eNewActivity = ACT_IDLE_ANGRY;
}
// keep aiming a little longer than normal since the shot takes so long and there's no good way to do a transitions between movement types :/
else if ( eNewActivity == ACT_WALK )
{
eNewActivity = ACT_WALK_AIM;
}
else if ( eNewActivity == ACT_RUN )
{
eNewActivity = ACT_RUN_AIM;
}
}
}
// We need these so that we can pick up the shotgun to throw it in the balcony scene
if ( eNewActivity == ACT_IDLE_ANGRY_SHOTGUN )
{
eNewActivity = ACT_IDLE_ANGRY_SMG1;
}
else if ( eNewActivity == ACT_WALK_AIM_SHOTGUN )
{
eNewActivity = ACT_WALK_AIM_RIFLE;
}
else if ( eNewActivity == ACT_RUN_AIM_SHOTGUN )
{
eNewActivity = ACT_RUN_AIM_RIFLE;
}
else if ( eNewActivity == ACT_RANGE_ATTACK_SHOTGUN_LOW )
{
return ACT_RANGE_ATTACK_SMG1_LOW;
}
return eNewActivity;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Monk::Precache()
{
PrecacheModel( "models/Monk.mdl" );
PrecacheScriptSound( "NPC_Citizen.FootstepLeft" );
PrecacheScriptSound( "NPC_Citizen.FootstepRight" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Monk::Spawn()
{
Precache();
BaseClass::Spawn();
SetModel( "models/Monk.mdl" );
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
SetBloodColor( BLOOD_COLOR_RED );
m_iHealth = 100;
m_flFieldOfView = m_flFieldOfView = -0.707; // 270`
m_NPCState = NPC_STATE_NONE;
m_HackedGunPos = Vector ( 0, 0, 55 );
CapabilitiesAdd( bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP | bits_CAP_MOVE_GROUND );
CapabilitiesAdd( bits_CAP_USE_WEAPONS );
CapabilitiesAdd( bits_CAP_ANIMATEDFACE );
CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
CapabilitiesAdd( bits_CAP_AIM_GUN );
CapabilitiesAdd( bits_CAP_MOVE_SHOOT );
NPCInit();
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Monk::PainSound( const CTakeDamageInfo &info )
{
SpeakIfAllowed( TLK_WOUND );
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Monk::DeathSound( const CTakeDamageInfo &info )
{
// Sentences don't play on dead NPCs
SentenceStop();
Speak( TLK_DEATH );
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
WeaponProficiency_t CNPC_Monk::CalcWeaponProficiency( CBaseCombatWeapon *pWeapon )
{
return WEAPON_PROFICIENCY_PERFECT;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Vector CNPC_Monk::GetActualShootPosition( const Vector &shootOrigin )
{
return BaseClass::GetActualShootPosition( shootOrigin );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Vector CNPC_Monk::GetActualShootTrajectory( const Vector &shootOrigin )
{
if( GetEnemy() && GetEnemy()->Classify() == CLASS_ZOMBIE )
{
Vector vecShootDir;
if( m_bPerfectAccuracy || random->RandomInt( 1, monk_headshot_freq.GetInt() ) == 1 )
{
vecShootDir = GetEnemy()->HeadTarget( shootOrigin ) - shootOrigin;
}
else
{
vecShootDir = GetEnemy()->BodyTarget( shootOrigin ) - shootOrigin;
}
VectorNormalize( vecShootDir );
return vecShootDir;
}
return BaseClass::GetActualShootTrajectory( shootOrigin );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pEvent -
//-----------------------------------------------------------------------------
void CNPC_Monk::HandleAnimEvent( animevent_t *pEvent )
{
switch( pEvent->event )
{
case NPC_EVENT_LEFTFOOT:
{
EmitSound( "NPC_Citizen.FootstepLeft", pEvent->eventtime );
}
break;
case NPC_EVENT_RIGHTFOOT:
{
EmitSound( "NPC_Citizen.FootstepRight", pEvent->eventtime );
}
break;
default:
BaseClass::HandleAnimEvent( pEvent );
break;
}
}
//-------------------------------------
// Grigori tries to stand his ground until
// enemies are very close.
//-------------------------------------
#define MONK_STAND_GROUND_HEIGHT 24.0
bool CNPC_Monk::ShouldBackAway()
{
if( !GetEnemy() )
return false;
if( GetAbsOrigin().z - GetEnemy()->GetAbsOrigin().z >= MONK_STAND_GROUND_HEIGHT )
{
// This is a fairly special case. Grigori looks better fighting from his assault points in the
// elevated places of the Graveyard, so we prevent his back away behavior anytime he has a height
// advantage on his enemy.
return false;
}
float flDist;
flDist = ( GetAbsOrigin() - GetEnemy()->GetAbsOrigin() ).Length();
if( flDist <= 180 )
return true;
return false;
}
//-------------------------------------
bool CNPC_Monk::IsValidEnemy( CBaseEntity *pEnemy )
{
if ( BaseClass::IsValidEnemy( pEnemy ) && GetActiveWeapon() )
{
float flDist;
flDist = ( GetAbsOrigin() - pEnemy->GetAbsOrigin() ).Length();
if( flDist <= GetActiveWeapon()->m_fMaxRange1 )
return true;
}
return false;
}
//-------------------------------------
int CNPC_Monk::TranslateSchedule( int scheduleType )
{
switch( scheduleType )
{
case SCHED_MOVE_AWAY_FAIL:
// Our first method of backing away failed. Try another.
return SCHED_MONK_BACK_AWAY_FROM_ENEMY;
break;
case SCHED_RANGE_ATTACK1:
{
if( ShouldBackAway() )
{
// Get some room, rely on move and shoot.
return SCHED_MOVE_AWAY;
}
return SCHED_MONK_RANGE_ATTACK1;
}
break;
case SCHED_HIDE_AND_RELOAD:
case SCHED_RELOAD:
if( ShouldBackAway() )
{
return SCHED_MONK_BACK_AWAY_AND_RELOAD;
}
return SCHED_RELOAD;
break;
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-------------------------------------
void CNPC_Monk::PrescheduleThink()
{
BaseClass::PrescheduleThink();
}
//-------------------------------------
int CNPC_Monk::SelectSchedule()
{
if( HasCondition( COND_HEAR_DANGER ) )
{
SpeakIfAllowed( TLK_DANGER );
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
}
if ( HasCondition( COND_TALKER_PLAYER_DEAD ) && !m_bMournedPlayer && IsOkToSpeak() )
{
m_bMournedPlayer = true;
Speak( TLK_IDLE );
}
if( !BehaviorSelectSchedule() )
{
if ( HasCondition ( COND_NO_PRIMARY_AMMO ) )
{
return SCHED_HIDE_AND_RELOAD;
}
}
return BaseClass::SelectSchedule();
}
//-------------------------------------
void CNPC_Monk::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_RELOAD:
{
if ( GetActiveWeapon() && GetActiveWeapon()->HasPrimaryAmmo() )
{
// Don't reload if you have done so while moving (See BACK_AWAY_AND_RELOAD schedule).
TaskComplete();
return;
}
if( m_iNumZombies >= 2 && random->RandomInt( 1, 3 ) == 1 )
{
SpeakIfAllowed( TLK_ATTACKING );
}
Activity reloadGesture = TranslateActivity( ACT_GESTURE_RELOAD );
if ( reloadGesture != ACT_INVALID && IsPlayingGesture( reloadGesture ) )
{
ResetIdealActivity( ACT_IDLE );
return;
}
BaseClass::StartTask( pTask );
}
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
void CNPC_Monk::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_RELOAD:
{
Activity reloadGesture = TranslateActivity( ACT_GESTURE_RELOAD );
if ( GetIdealActivity() != ACT_RELOAD && reloadGesture != ACT_INVALID )
{
if ( !IsPlayingGesture( reloadGesture ) )
{
if ( GetShotRegulator() )
{
GetShotRegulator()->Reset( false );
}
TaskComplete();
}
return;
}
BaseClass::RunTask( pTask );
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Monk::GatherConditions()
{
BaseClass::GatherConditions();
// Build my zombie danger index!
m_iNumZombies = 0;
m_iDangerousZombies = 0;
AISightIter_t iter;
CBaseEntity *pSightEnt;
pSightEnt = GetSenses()->GetFirstSeenEntity( &iter );
while( pSightEnt )
{
if( pSightEnt->Classify() == CLASS_ZOMBIE && pSightEnt->IsAlive() )
{
// Is this zombie coming for me?
CAI_BaseNPC *pZombie = dynamic_cast<CAI_BaseNPC*>(pSightEnt);
if( pZombie && pZombie->GetEnemy() == this )
{
m_iNumZombies++;
// if this zombie is close enough to attack, add him to the zombie danger!
float flDist;
flDist = (pZombie->GetAbsOrigin() - GetAbsOrigin()).Length2DSqr();
if( flDist <= 128.0f * 128.0f )
{
m_iDangerousZombies++;
}
}
}
pSightEnt = GetSenses()->GetNextSeenEntity( &iter );
}
if( m_iDangerousZombies >= 3 || (GetEnemy() && GetHealth() < 25) )
{
// I see many zombies, or I'm quite injured.
SpeakIfAllowed( TLK_HELP_ME );
}
// NOTE!!!!!! This code assumes grigori is using annabelle!
ClearCondition(COND_LOW_PRIMARY_AMMO);
if ( GetActiveWeapon() )
{
if ( GetActiveWeapon()->UsesPrimaryAmmo() )
{
if (!GetActiveWeapon()->HasPrimaryAmmo() )
{
SetCondition(COND_NO_PRIMARY_AMMO);
}
else if ( m_NPCState != NPC_STATE_COMBAT && GetActiveWeapon()->UsesClipsForAmmo1() && GetActiveWeapon()->Clip1() < 2 )
{
// Don't send a low ammo message unless we're not in combat.
SetCondition(COND_LOW_PRIMARY_AMMO);
}
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Monk::PassesDamageFilter( const CTakeDamageInfo &info )
{
if ( info.GetAttacker()->ClassMatches( "npc_headcrab_black" ) || info.GetAttacker()->ClassMatches( "npc_headcrab_poison" ) )
return false;
return BaseClass::PassesDamageFilter( info );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Monk::OnKilledNPC( CBaseCombatCharacter *pKilled )
{
if ( !pKilled )
{
return;
}
if ( pKilled->Classify() == CLASS_ZOMBIE )
{
// Don't speak if the gun is empty, cause grigori will want to speak while he's reloading.
if ( GetActiveWeapon() )
{
if ( GetActiveWeapon()->UsesPrimaryAmmo() && !GetActiveWeapon()->HasPrimaryAmmo() )
{
// Gun is empty. I'm about to reload.
if( m_iNumZombies >= 2 )
{
// Don't talk about killing a single zombie if there are more coming.
// the reload behavior will say "come to me, children", etc.
return;
}
}
}
if( m_iNumZombies == 1 || random->RandomInt( 1, 3 ) == 1 )
{
SpeakIfAllowed( TLK_ENEMY_DEAD );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Monk::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
{
if( failedSchedule == SCHED_MONK_BACK_AWAY_FROM_ENEMY )
{
if( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
{
// Most likely backed into a corner. Just blaze away.
return SCHED_MONK_RANGE_ATTACK1;
}
}
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Monk::IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const
{
if ( startPos.z - endPos.z < 0 )
return false;
return BaseClass::IsJumpLegal( startPos, apex, endPos );
}
//-----------------------------------------------------------------------------
// Every shot's a headshot. Useful for scripted Grigoris
//-----------------------------------------------------------------------------
void CNPC_Monk::InputPerfectAccuracyOn( inputdata_t &inputdata )
{
m_bPerfectAccuracy = true;
}
//-----------------------------------------------------------------------------
// Turn off perfect accuracy.
//-----------------------------------------------------------------------------
void CNPC_Monk::InputPerfectAccuracyOff( inputdata_t &inputdata )
{
m_bPerfectAccuracy = false;
}
//-----------------------------------------------------------------------------
//
// CNPC_Monk Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_monk, CNPC_Monk )
DECLARE_ACTIVITY( ACT_MONK_GUN_IDLE )
DEFINE_SCHEDULE
(
SCHED_MONK_RANGE_ATTACK1,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_RANGE_ATTACK1 0"
""
" Interrupts"
" COND_HEAVY_DAMAGE"
" COND_ENEMY_OCCLUDED"
" COND_HEAR_DANGER"
" COND_WEAPON_BLOCKED_BY_FRIEND"
" COND_WEAPON_SIGHT_OCCLUDED"
)
DEFINE_SCHEDULE
(
SCHED_MONK_BACK_AWAY_FROM_ENEMY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0"
" TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0"
" TASK_WALK_PATH_TIMED 4.0"
" TASK_WAIT_FOR_MOVEMENT 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
);
DEFINE_SCHEDULE
(
SCHED_MONK_BACK_AWAY_AND_RELOAD,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_MONK_NORMAL_RELOAD"
" TASK_STOP_MOVING 0"
" TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0"
" TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0"
" TASK_WALK_PATH_TIMED 2.0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_RELOAD 0"
""
" Interrupts"
" COND_ENEMY_DEAD"
);
DEFINE_SCHEDULE
(
SCHED_MONK_NORMAL_RELOAD,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_RELOAD 0"
""
" Interrupts"
" COND_HEAR_DANGER"
);
AI_END_CUSTOM_NPC()