Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Alien will flinch when hurt.
// Flinch will either be a small gesture, or a full body activity
//
// TODO: Gesture flinches
//=============================================================================//
#include "cbase.h"
#include "beam_shared.h"
#include "ai_motor.h"
#include "asw_ai_behavior_flinch.h"
#include "ai_hint.h"
#include "ai_navigator.h"
#include "ai_memory.h"
#include "asw_alien.h"
#include "asw_marine.h"
#include "asw_marine_profile.h"
#include "asw_weapon.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CAI_ASW_FlinchBehavior )
END_DATADESC();
LINK_BEHAVIOR_TO_CLASSNAME( CAI_ASW_FlinchBehavior );
Activity ACT_GESTURE_FLINCH;
Activity ACT_GESTURE_FLINCH_LEFT;
Activity ACT_GESTURE_FLINCH_RIGHT;
Activity ACT_GESTURE_FLINCH_BACK;
Activity ACT_GESTURE_FLINCH_FORWARD;
Activity ACT_STUMBLE;
Activity ACT_STUMBLE_LEFT;
Activity ACT_STUMBLE_RIGHT;
Activity ACT_STUMBLE_BACK;
Activity ACT_STUMBLE_FORWARD;
extern ConVar asw_debug_alien_damage;
extern ConVar asw_drone_weak_from_behind;
//------------------------------------------------------------------------------
// Purpose: constructor
//------------------------------------------------------------------------------
CAI_ASW_FlinchBehavior::CAI_ASW_FlinchBehavior( )
{
m_flNextFlinchTime = 0.0f;
}
//------------------------------------------------------------------------------
// Purpose: function to set up parameters
// Input : szKeyName - the name of the key
// szValue - the value to be set
// Output : returns true of we handled this key
//------------------------------------------------------------------------------
bool CAI_ASW_FlinchBehavior::KeyValue( const char *szKeyName, const char *szValue )
{
return BaseClass::KeyValue( szKeyName, szValue );
}
//------------------------------------------------------------------------------
// Purpose: precaches any additional assets this behavior needs
//------------------------------------------------------------------------------
void CAI_ASW_FlinchBehavior::Precache( void )
{
BaseClass::Precache();
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CAI_ASW_FlinchBehavior::Init( )
{
#if 0
CASW_Alien *pNPC = static_cast< CASW_Alien * >( GetOuter() );
if ( !pNPC )
{
return;
}
#endif
}
//------------------------------------------------------------------------------
// Purpose: determines if we can use this behavior currently
// Output : returns true if this behavior is able to run
//------------------------------------------------------------------------------
bool CAI_ASW_FlinchBehavior::CanSelectSchedule()
{
if ( !GetOuter()->IsInterruptable() )
return false;
//if ( gpGlobals->curtime < m_flNextFlinchTime )
//return false;
if ( !HasCondition( CASW_Alien::COND_ASW_FLINCH ) )
return false;
return BaseClass::CanSelectSchedule();
}
//------------------------------------------------------------------------------
// Purpose: sets / clears conditions for when the behavior is active. this is
// generally a larger set of conditions to interrupt any tasks.
//------------------------------------------------------------------------------
void CAI_ASW_FlinchBehavior::GatherConditions()
{
BaseClass::GatherConditions();
}
//------------------------------------------------------------------------------
// Purpose: sets / clears conditions for when the behavior is not active. this is
// mainly to have a smaller set of conditions to wake up the behavior.
//------------------------------------------------------------------------------
void CAI_ASW_FlinchBehavior::GatherConditionsNotActive()
{
BaseClass::GatherConditionsNotActive();
}
//------------------------------------------------------------------------------
// Purpose: general purpose routine to collect conditions used both during active
// and non-active states of the behavior.
//------------------------------------------------------------------------------
void CAI_ASW_FlinchBehavior::GatherCommonConditions()
{
BaseClass::GatherCommonConditions();
}
void CAI_ASW_FlinchBehavior::BeginScheduleSelection()
{
BaseClass::BeginScheduleSelection();
}
//------------------------------------------------------------------------------
// Purpose: routine called to start when a task initially starts
// Input : pTask - the task structure
//------------------------------------------------------------------------------
void CAI_ASW_FlinchBehavior::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_ASW_FLINCH:
{
if ( m_FlinchActivity == ACT_INVALID )
{
m_FlinchActivity = ACT_STUMBLE;
}
GetOuter()->SetIdealActivity( m_FlinchActivity );
break;
}
default:
BaseClass::StartTask( pTask );
break;
}
}
//------------------------------------------------------------------------------
// Purpose: routine called every frame when a task is running
// Input : pTask - the task structure
//------------------------------------------------------------------------------
void CAI_ASW_FlinchBehavior::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_ASW_FLINCH:
{
GetOuter()->AutoMovement();
if ( GetOuter()->IsActivityFinished() )
{
TaskComplete();
}
break;
}
default:
BaseClass::RunTask( pTask );
break;
}
}
//------------------------------------------------------------------------------
// Purpose: routine called to select what schedule we want to run
// Output : returns the schedule id of the schedule we want to run
//------------------------------------------------------------------------------
int CAI_ASW_FlinchBehavior::SelectSchedule()
{
return SCHED_ASW_FLINCH;
}
//------------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//------------------------------------------------------------------------------
void CAI_ASW_FlinchBehavior::HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm )
{
#if 0
switch( eEvent )
{
}
#endif
}
bool CAI_ASW_FlinchBehavior::ShouldStumble( const CTakeDamageInfo &info )
{
// shock damage never causes flinching
if ( ( info.GetDamageType() & DMG_SHOCK ) != 0 )
return false;
if ( ( info.GetDamageType() & DMG_BLAST ) != 0 )
return true;
// dots never cause flinching
if ( ( info.GetDamageType() & DMG_DIRECT ) != 0 )
return false;
if ( info.GetAttacker() && info.GetAttacker()->Classify() == CLASS_ASW_MARINE )
{
CASW_Marine *pMarine = assert_cast<CASW_Marine*>( info.GetAttacker() );
CASW_Weapon *pWeapon = pMarine->GetActiveASWWeapon();
if ( pWeapon && pWeapon->ShouldAlienFlinch( GetOuter(), info ) )
return true;
// non-melee marines always cause a flinch when they melee an alien
ASW_Marine_Class MarineClass = pMarine->GetMarineProfile()->GetMarineClass();
if ( (info.GetDamageType() & DMG_CLUB) != 0 && ( MarineClass != MARINE_CLASS_NCO ) )
return true;
}
return false;
}
void CAI_ASW_FlinchBehavior::OnOuterTakeDamage( const CTakeDamageInfo &info )
{
m_FlinchActivity = ACT_INVALID;
if ( !info.GetAttacker() )
return;
if ( gpGlobals->curtime < m_flNextFlinchTime )
return;
Vector vecSrcDiff = info.GetAttacker()->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize( vecSrcDiff );
Vector forward;
QAngle angFacing = GetAbsAngles();
AngleVectors( angFacing, &forward );
float flForwardDot = forward.Dot( vecSrcDiff );
angFacing[YAW] += 90;
AngleVectors( angFacing, &forward );
float flSideDot = forward.Dot( vecSrcDiff );
if ( ShouldStumble( info ) )
{
// always reflinch on melee attack
m_flNextFlinchTime = gpGlobals->curtime + 1.0f;
if ( flForwardDot > 0.5f )
{
m_FlinchActivity = (Activity) ACT_STUMBLE_BACK;
}
else if ( flForwardDot < 0.5f )
{
m_FlinchActivity = (Activity) ACT_STUMBLE_FORWARD;
}
else if ( flSideDot > 0.5f )
{
m_FlinchActivity = (Activity) ACT_STUMBLE_LEFT;
}
else
{
m_FlinchActivity = (Activity) ACT_STUMBLE_RIGHT;
}
if ( !GetOuter()->HaveSequenceForActivity( m_FlinchActivity ) )
{
m_FlinchActivity = ACT_STUMBLE; // fall back to the standard stumble if we don't have the specific directionals
}
GetOuter()->SetCondition( CASW_Alien::COND_ASW_FLINCH );
}
else
{
Activity gestureActivity = ACT_INVALID;
if ( flForwardDot > 0.5f )
{
gestureActivity = (Activity) ACT_GESTURE_FLINCH_BACK;
}
else if ( flForwardDot < 0.5f )
{
gestureActivity = (Activity) ACT_GESTURE_FLINCH_FORWARD;
}
else if ( flSideDot > 0.5f )
{
gestureActivity = (Activity) ACT_GESTURE_FLINCH_LEFT;
}
else
{
gestureActivity = (Activity) ACT_GESTURE_FLINCH_RIGHT;
}
if ( !GetOuter()->HaveSequenceForActivity( m_FlinchActivity ) )
{
gestureActivity = ACT_GESTURE_FLINCH; // fall back to the standard stumble if we don't have the specific directionals
}
if ( HaveSequenceForActivity( gestureActivity ) )
{
GetOuter()->RestartGesture( gestureActivity );
}
if ( gestureActivity != ACT_INVALID )
{
//Get the duration of the flinch and delay the next one by that (plus a bit more)
int iSequence = GetOuter()->GetLayerSequence( GetOuter()->FindGestureLayer( gestureActivity ) );
if ( iSequence != ACT_INVALID )
{
//GetOuter()->
m_flNextFlinchTime = gpGlobals->curtime + GetOuter()->SequenceDuration( iSequence );
}
}
}
}
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_ASW_FlinchBehavior )
DECLARE_TASK( TASK_ASW_FLINCH )
DECLARE_ACTIVITY( ACT_GESTURE_FLINCH )
DECLARE_ACTIVITY( ACT_GESTURE_FLINCH_LEFT )
DECLARE_ACTIVITY( ACT_GESTURE_FLINCH_RIGHT )
DECLARE_ACTIVITY( ACT_GESTURE_FLINCH_BACK )
DECLARE_ACTIVITY( ACT_GESTURE_FLINCH_FORWARD )
DECLARE_ACTIVITY( ACT_STUMBLE )
DECLARE_ACTIVITY( ACT_STUMBLE_LEFT )
DECLARE_ACTIVITY( ACT_STUMBLE_RIGHT )
DECLARE_ACTIVITY( ACT_STUMBLE_BACK )
DECLARE_ACTIVITY( ACT_STUMBLE_FORWARD )
DEFINE_SCHEDULE
(
SCHED_ASW_FLINCH,
" Tasks"
" TASK_REMEMBER MEMORY:FLINCHED "
//" TASK_STOP_MOVING 0"
" TASK_ASW_FLINCH 0"
""
" Interrupts"
" COND_ASW_FLINCH"
)
AI_END_CUSTOM_SCHEDULE_PROVIDER()
#include "tier0/memdbgoff.h"