source-engine/game/server/swarm/asw_ai_behavior_chase_enemy.h
2023-10-03 17:23:56 +03:00

92 lines
2.2 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: blah blah blah
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef ASW_AI_BEHAVIOR_CHASE_ENEMY_H
#define ASW_AI_BEHAVIOR_CHASE_ENEMY_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_ai_behavior.h"
class CAI_ASW_ChaseEnemyBehavior : public CAI_ASW_Behavior
{
DECLARE_CLASS( CAI_ASW_ChaseEnemyBehavior, CAI_ASW_Behavior );
public:
CAI_ASW_ChaseEnemyBehavior( );
virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_CHASE_ENEMY; }
static const char *GetClassName() { return "behavior_chase_enemy"; }
virtual const char *GetClassNameV() { return GetClassName(); }
virtual const char *GetName() { return "Chase Enemy"; }
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual void Precache( void );
virtual bool CanSelectSchedule( );
virtual void GatherConditions( );
virtual void GatherConditionsNotActive( );
virtual void StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual int SelectSchedule( );
enum
{
// Schedules.
SCHED_CHASE_ENEMY_RUN_PRIMARY = BaseClass::NEXT_SCHEDULE,
SCHED_CHASE_ENEMY_WALK_PRIMARY,
SCHED_CHASE_ENEMY_PRIMARY_FAILED,
SCHED_CHASE_ENEMY_PRIMARY_STANDOFF,
SCHED_CHASE_ENEMY_LURCH_FORWARD_PRIMARY,
SCHED_CHASE_ENEMY_LURCH_STRAFE_PRIMARY,
NEXT_SCHEDULE,
// Tasks.
TASK_LURCH_STRAFE = BaseClass::NEXT_TASK,
TASK_LURCH_FORWARD,
NEXT_TASK,
// Conditions.
COND_CHASE_ENEMY_LURCH_FORWARD_PRIMARY = BaseClass::NEXT_CONDITION,
COND_CHASE_ENEMY_LURCH_STRAFE_PRIMARY,
COND_CHASE_ENEMY_LURCH_FORWARD_OR_STRAFE_PRIMARY,
NEXT_CONDITION,
};
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
protected:
virtual void GatherCommonConditions( );
private:
int HandleLurch();
void OnStartTaskLurchForward();
void OnStartTaskLurchStrafe();
bool m_bWalk; // Are we walking or running!
float m_flChaseDistance;
float m_flLurchForwardDistance;
float m_flLurchStrafeDistance;
DECLARE_DATADESC();
};
#endif // ASW_AI_BEHAVIOR_CHASE_ENEMY_H