Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

392 lines
13 KiB

#ifndef _INCLUDED_ASW_ALIEN_H
#define _INCLUDED_ASW_ALIEN_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_alien_shared.h"
#include "ai_basenpc.h"
#include "ai_blended_movement.h"
#include "ai_behavior.h"
#include "ai_behavior_actbusy.h"
#include "iasw_spawnable_npc.h"
#include "asw_lag_compensation.h"
#include "asw_shareddefs.h"
class CASW_AI_Senses;
class TakeDamageInfo;
class CASW_Spawner;
class CAI_ASW_FlinchBehavior;
class CAI_ASW_Behavior;
enum BehaviorEvent_t;
// Keep track of recent damage events for use in asw_ai_behavior_combat_stun.cpp
static const int ASW_NUM_RECENT_DAMAGE = 8;
#define ASW_ALIEN_HEALTH_BITS 14
// Combat Data.
struct CombatConditionData_t
{
float m_flMinDist;
float m_flMaxDist;
float m_flDotAngle;
bool m_bCheck;
CombatConditionData_t()
{
m_flMinDist = 0.0f;
m_flMaxDist = 0.0f;
m_flDotAngle = 0.0f;
m_bCheck = false;
}
void Init( float flMinDist, float flMaxDist, float flDot, bool bCheck = true )
{
m_flMinDist = flMinDist;
m_flMaxDist = flMaxDist;
m_flDotAngle = flDot;
m_bCheck = bCheck;
}
};
#define COMBAT_COND_NO_FACING_CHECK -9999.0f
// Base class for all Alien Swarm alien npcs
typedef CAI_BlendingHost< CAI_BehaviorHost<CAI_BaseNPC> > CAI_BaseAlienBase;
//typedef CAI_BehaviorHost<CAI_BaseNPC> CAI_BaseAlienBase;
DECLARE_AUTO_LIST( IAlienAutoList );
class CASW_Alien : public CAI_BaseAlienBase, public IASW_Spawnable_NPC, public IAlienAutoList
{
DECLARE_CLASS( CASW_Alien, CAI_BaseAlienBase );
DECLARE_SERVERCLASS();
// shared class members
#include "asw_alien_shared_classmembers.h"
public:
virtual void NPCInit();
virtual void NPCThink();
virtual void OnRestore();
virtual void CallBehaviorThink();
virtual void StartTouch( CBaseEntity *pOther );
virtual void Spawn();
float m_flLastThinkTime;
IMPLEMENT_AUTO_LIST_GET();
// custom sensing through walls
virtual void OnSwarmSensed(int iDistance);
virtual void OnSwarmSenseEntity(CBaseEntity* pEnt) { }
CAI_Senses* CreateSenses();
CASW_AI_Senses* GetASWSenses();
virtual bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC );
void SetDistSwarmSense( float flDistSense );
bool MarineNearby(float radius, bool bCheck3D = false);
bool FInViewCone( const Vector &vecSpot );
bool Knockback(Vector vecForce);
virtual int DrawDebugTextOverlays();
virtual void SetDefaultEyeOffset();
// make the aliens wake up when a marine gets within a certain distance
void UpdateSleepState( bool bInPVS );
void UpdateEfficiency( bool bInPVS );
virtual void UpdateOnRemove();
bool m_bRegisteredAsAwake;
float m_fLastSleepCheckTime;
bool m_bVisibleWhenAsleep;
DECLARE_DATADESC();
CASW_Alien();
virtual ~CASW_Alien();
virtual void Precache();
void ForceFlinch( const Vector &vecSrc );
// schedule/task stuff
virtual void StartTask(const Task_t *pTask);
virtual void RunTask(const Task_t *pTask);
virtual bool IsCurTaskContinuousMove();
int TranslateSchedule( int scheduleType );
virtual void BuildScheduleTestBits();
virtual void HandleAnimEvent( animevent_t *pEvent );
// zig zagging
void AddZigZagToPath();
bool m_bPerformingZigZag;
bool ShouldUpdateEnemyPos();
float GetGoalRepathTolerance( CBaseEntity *pGoalEnt, GoalType_t type, const Vector &curGoal, const Vector &curTargetPos );
bool m_bRunAtChasingPathEnds;
// movement
virtual bool ShouldMoveSlow() const; // has this alien been hurt and so should move slow?
virtual bool ModifyAutoMovement( Vector &vecNewPos );
virtual float GetIdealSpeed() const;
virtual bool ShouldPlayerAvoid( void );
// soft drone collision
virtual bool CanBePushedAway();
virtual void PerformPushaway();
virtual void SetupPushawayVector();
virtual float GetSpringColRadius();
Vector m_vecLastPushAwayOrigin;
Vector m_vecLastPush;
bool m_bPushed;
int m_nAlienCollisionGroup;
// bleeding
virtual CBaseEntity *CheckTraceHullAttack( float flDist, const Vector &mins, const Vector &maxs, float flDamage, int iDmgType, float forceScale = 1.0f, bool bDamageAnyNPC = false );
virtual CBaseEntity *CheckTraceHullAttack( const Vector &vStart, const Vector &vEnd, const Vector &mins, const Vector &maxs, float flDamage, int iDmgType, float flForceScale = 1.0f, bool bDamageAnyNPC = false );
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
virtual void Bleed( const CTakeDamageInfo &info, const Vector &vecPos, const Vector &vecDir, trace_t *ptr );
virtual void DoBloodDecal( float flDamage, const Vector &vecPos, const Vector &vecDir, trace_t *ptr, int bitsDamageType );
void MeleeBleed(CTakeDamageInfo* info);
bool ShouldGib( const CTakeDamageInfo &info );
//death
virtual Activity GetDeathActivity( void );
virtual bool CanBecomeRagdoll( void );
bool m_bTimeToRagdoll;
bool m_bNeverRagdoll; // set this to true if you only want the alien to die by gibbing or fancy animation - they will never ragdoll
bool m_bNeverInstagib; // set this to true if you never want the alien to instagib - make sur eyou have another method of dying or it will fall back to instagib
float m_fFancyDeathChance;
virtual bool CanDoFancyDeath( void );
virtual bool HasDeadBodyGroup() { return false; };
int m_iDeadBodyGroup;
// set to true on aliens if they have break pieces that are used for ragdoll gibs
virtual bool CanBreak ( void ) { return false; };
virtual void BreakAlien( const CTakeDamageInfo &info );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
virtual Vector CalcDeathForceVector( const CTakeDamageInfo &info );
virtual bool AllowedToIgnite( void ) { return true; }
float m_fNextPainSound;
float m_fNextStunSound;
void Event_Killed( const CTakeDamageInfo &info );
float m_fHurtSlowMoveTime;
CNetworkVar(bool, m_bElectroStunned);
//CNetworkVar(bool, m_bGibber);
CNetworkVar( DeathStyle_t, m_nDeathStyle );
CUtlQueueFixed< CTakeDamageInfo, ASW_NUM_RECENT_DAMAGE > m_RecentDamage;
// act busy
bool CreateBehaviors();
int SelectSchedule();
CAI_ActBusyBehavior m_ActBusyBehavior;
void InputBreakWaitForScript( inputdata_t &inputdata );
// attacking
virtual bool IsMeleeAttacking();
virtual bool ShouldStopBeforeMeleeAttack() { return false; }
virtual int MeleeAttack1Conditions( float flDot, float flDist );
virtual int MeleeAttack2Conditions( float flDot, float flDist );
virtual int RangeAttack1Conditions( float flDot, float flDist );
virtual int RangeAttack2Conditions( float flDot, float flDist );
virtual float InnateRange1MinRange( void ) { return rangeAttack1.m_flMinDist; }
virtual float InnateRange1MaxRange( void ) { return rangeAttack1.m_flMaxDist; }
CombatConditionData_t meleeAttack1;
CombatConditionData_t meleeAttack2;
CombatConditionData_t rangeAttack1;
CombatConditionData_t rangeAttack2;
// footstepping
//void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
//surfacedata_t* GetGroundSurface();
// IASW_Spawnable_NPC implementation
CHandle<CASW_Base_Spawner> m_hSpawner;
virtual void SetSpawner(CASW_Base_Spawner* spawner);
virtual CAI_BaseNPC* GetNPC() { return this; }
virtual void SetAlienOrders(AlienOrder_t Orders, Vector vecOrderSpot, CBaseEntity* pOrderObject);
virtual AlienOrder_t GetAlienOrders();
virtual void ClearAlienOrders();
virtual int SelectAlienOrdersSchedule();
virtual void OnMovementComplete();
virtual bool ShouldClearOrdersOnMovementComplete();
virtual void GatherConditions();
virtual void IgnoreMarines(bool bIgnoreMarines);
virtual void MoveAside();
virtual void ASW_Ignite( float flFlameLifetime, float flSize, CBaseEntity *pAttacker, CBaseEntity *pDamagingWeapon = NULL );
virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
virtual void Extinguish();
virtual void ElectroStun( float flStunTime );
bool IsElectroStunned() { return m_bElectroStunned.Get(); }
CNetworkVar(bool, m_bOnFire);
virtual void SetHoldoutAlien() { m_bHoldoutAlien = true; }
virtual bool IsHoldoutAlien() { return m_bHoldoutAlien; }
AlienOrder_t m_AlienOrders;
Vector m_vecAlienOrderSpot;
EHANDLE m_AlienOrderObject;
bool m_bIgnoreMarines;
bool m_bFailedMoveTo;
// burrowing
bool m_bStartBurrowed;
void Unburrow( void );
void CheckForBlockingTraps();
void ClearBurrowPoint( const Vector &origin );
void LookupBurrowActivities();
float m_flBurrowTime;
Activity m_UnburrowActivity;
Activity m_UnburrowIdleActivity;
Vector m_vecUnburrowEndPoint;
string_t m_iszUnburrowActivityName;
string_t m_iszUnburrowIdleActivityName;
virtual bool CanStartBurrowed() { return true; }
virtual void StartBurrowed() { m_bStartBurrowed = true; }
virtual void SetUnburrowActivity( string_t iszActivityName );
virtual void SetUnburrowIdleActivity( string_t iszActivityName );
// move clone
virtual bool OverrideMove( float flInterval );
void InputSetMoveClone( inputdata_t &inputdata );
void SetMoveClone( string_t EntityName, CBaseEntity *pActivator );
void SetMoveClone( CBaseEntity *pEnt );
EHANDLE m_hMoveClone;
string_t m_iMoveCloneName;
matrix3x4_t m_moveCloneOffset;
virtual void SetHealth( int amt ) { Assert( amt < ( pow( 2.0f, ASW_ALIEN_HEALTH_BITS ) ) ); m_iHealth = amt; }
virtual void SetHealthByDifficultyLevel();
// freezeing
virtual void Freeze( float flFreezeAmount, CBaseEntity *pFreezer, Ray_t *pFreezeRay );
virtual bool ShouldBecomeStatue( void );
virtual bool IsMovementFrozen( void ) { return GetFrozenAmount() > 0.5f; }
void UpdateThawRate();
float m_flFreezeResistance;
float m_flFrozenTime;
float m_flBaseThawRate;
CASW_Lag_Compensation m_LagCompensation;
// can a marine see us?
bool MarineCanSee(int padding, float interval);
float m_fLastMarineCanSeeTime;
bool m_bLastMarineCanSee;
int m_iNumASWOrderRetries;
// notification that an alien we spawned has been killed (used by Harvesters/Queens, which spawn new aliens as part of their attacks)
virtual void ChildAlienKilled(CASW_Alien *pAlien) { }
virtual float StepHeight() const { return 24.0f; }
// dropping money
virtual void DropMoney( const CTakeDamageInfo &info );
virtual int GetMoneyCount( const CTakeDamageInfo &info );
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_iHealth );
CASW_AlienVolley *GetVolley( const char *pszVolleyName );
int GetVolleyIndex( const char *pszVolleyName );
void CreateVolley( const char *pszVolleyName, const CASW_AlienVolley *pVolley );
CASW_AlienShot *GetShot( const char *pszShotName );
int GetShotIndex( const char *pszShotName );
void CreateShot( const char *pszShotName, const CASW_AlienShot *pShot );
void CalcMissileVelocity( const Vector &vTargetPos, Vector &vVelocity, float flSpeed, float flAngle );
virtual void UpdateRangedAttack();
void LaunchMissile( const char *pszVolleyName, Vector &vTargetPosition );
void AddBehaviorParam( const char *pszParmName, int nDefaultValue );
int GetBehaviorParam( CUtlSymbol ParmName );
void SetBehaviorParam( CUtlSymbol ParmName, int nValue );
CAI_ASW_Behavior *GetPrimaryASWBehavior();
virtual void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior );
void SendBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t Event, int nParm, bool bToAllBehaviors );
int m_nVolleyType;
float m_flRangeAttackStartTime;
float m_flRangeAttackLastUpdateTime;
Vector m_vecRangeAttackTargetPosition;
enum
{
COND_ASW_BEGIN_COMBAT_STUN = BaseClass::NEXT_CONDITION,
COND_ASW_FLINCH,
NEXT_CONDITION,
};
protected:
static float sm_flLastHurlTime;
const char *m_pszAlienModelName;
bool m_bHoldoutAlien;
bool m_bBehaviorParameterChanged;
CUtlMap< CUtlSymbol, int > m_BehaviorParms;
CAI_ASW_FlinchBehavior* m_pFlinchBehavior;
CAI_BehaviorBase *m_pPreviousBehavior;
CUtlVector<CASW_AlienVolley> m_volleys;
CUtlVector<CASW_AlienShot> m_shots;
DEFINE_CUSTOM_AI;
};
// activities
extern int ACT_MELEE_ATTACK1_HIT;
extern int ACT_MELEE_ATTACK2_HIT;
extern int ACT_ALIEN_FLINCH_SMALL;
extern int ACT_ALIEN_FLINCH_MEDIUM;
extern int ACT_ALIEN_FLINCH_BIG;
extern int ACT_ALIEN_FLINCH_GESTURE;
extern int ACT_DEATH_FIRE;
extern int ACT_DEATH_ELEC;
extern int ACT_DIE_FANCY;
//typedef CAI_BlendingHost< CAI_BehaviorHost<CASW_Alien> > CASW_BlendedAlien;
typedef CASW_Alien CASW_BlendedAlien;
//class CASW_BlendedAlien : public CAI_BlendingHost<CASW_Alien>
//{
//DECLARE_CLASS( CASW_BlendedAlien, CAI_BlendingHost<CASW_Alien> );
//};
enum
{
SCHED_ASW_ALIEN_CHASE_ENEMY = LAST_SHARED_SCHEDULE,
SCHED_ASW_SPREAD_THEN_HIBERNATE,
SCHED_ASW_ORDER_MOVE,
SCHED_ASW_RETRY_ORDERS,
SCHED_ASW_ALIEN_MELEE_ATTACK1,
SCHED_ASW_ALIEN_SLOW_MELEE_ATTACK1,
SCHED_WAIT_FOR_CLEAR_UNBORROW,
SCHED_BURROW_WAIT,
SCHED_BURROW_OUT,
LAST_ASW_ALIEN_SHARED_SCHEDULE,
};
enum
{
TASK_ASW_ALIEN_ZIGZAG = LAST_SHARED_TASK,
TASK_ASW_SPREAD_THEN_HIBERNATE,
TASK_ASW_BUILD_PATH_TO_ORDER,
TASK_ASW_ORDER_RETRY_WAIT,
TASK_ASW_REPORT_BLOCKING_ENT,
TASK_UNBURROW,
TASK_CHECK_FOR_UNBORROW,
TASK_BURROW_WAIT,
TASK_SET_UNBURROW_ACTIVITY,
TASK_SET_UNBURROW_IDLE_ACTIVITY,
TASK_ASW_WAIT_FOR_ORDER_MOVE,
LAST_ASW_ALIEN_SHARED_TASK,
};
extern ConVar asw_alien_speed_scale_easy;
extern ConVar asw_alien_speed_scale_normal;
extern ConVar asw_alien_speed_scale_hard;
extern ConVar asw_alien_speed_scale_insane;
extern int AE_ALIEN_MELEE_HIT;
// general groundchecks flag used by our alien classes
#define SF_ANTLION_USE_GROUNDCHECKS ( 1 << 17 )
#endif // _INCLUDED_ASW_ALIEN_H