Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "soundenvelope.h"
#include "asw_buzzer.h"
#include "ai_default.h"
#include "ai_node.h"
#include "ai_navigator.h"
#include "ai_pathfinder.h"
#include "ai_moveprobe.h"
#include "ai_memory.h"
#include "ai_squad.h"
#include "ai_route.h"
#include "explode.h"
#include "basegrenade_shared.h"
#include "ndebugoverlay.h"
#include "decals.h"
#include "gib.h"
#include "game.h"
#include "ai_interactions.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "movevars_shared.h"
#include "npcevent.h"
#include "props.h"
#include "te_effect_dispatch.h"
#include "ai_squadslot.h"
#include "world.h"
#include "func_break.h"
#include "physics_impact_damage.h"
#include "weapon_physcannon.h"
#include "physics_prop_ragdoll.h"
#include "soundent.h"
#include "ammodef.h"
#include "asw_fx_shared.h"
#include "asw_spawner.h"
#include "asw_ai_senses.h"
#include "asw_util_shared.h"
#include "asw_gamerules.h"
#include "EntityFlame.h"
#include "asw_burning.h"
#include "asw_marine.h"
#include "asw_gamestats.h"
#include "asw_director.h"
#include "asw_weapon.h"
#include "asw_game_resource.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// When the engine is running and the buzzer is operating under power
// we don't let gravity affect him.
#define ASW_BUZZER_GRAVITY 0.000
//#define ASW_BUZZER_MODEL "models/manhack.mdl"
#define ASW_BUZZER_MODEL "models/aliens/buzzer/buzzer.mdl"
#define ASW_BUZZER_GIB_COUNT 5
#define ASW_BUZZER_INGORE_WATER_DIST 384
// Sound stuff
#define ASW_BUZZER_PITCH_DIST1 512
#define ASW_BUZZER_MIN_PITCH1 (100)
#define ASW_BUZZER_MAX_PITCH1 (160)
#define ASW_BUZZER_WATER_PITCH1 (85)
#define ASW_BUZZER_VOLUME1 0.55
#define ASW_BUZZER_PITCH_DIST2 400
#define ASW_BUZZER_MIN_PITCH2 (85)
#define ASW_BUZZER_MAX_PITCH2 (190)
#define ASW_BUZZER_WATER_PITCH2 (90)
#define ASW_BUZZER_NOISEMOD_HIDE 5000
#define ASW_BUZZER_BODYGROUP_BLADE 1
#define ASW_BUZZER_BODYGROUP_BLUR 2
#define ASW_BUZZER_BODYGROUP_OFF 0
#define ASW_BUZZER_BODYGROUP_ON 1
#define ASW_BUZZER_CHARGE_MIN_DIST 200
ConVar sk_asw_buzzer_health( "sk_asw_buzzer_health","30", FCVAR_CHEAT, "Health of the buzzer");
ConVar sk_asw_buzzer_melee_dmg( "sk_asw_buzzer_melee_dmg","15", FCVAR_CHEAT, "Damage caused by buzzer");
ConVar sk_asw_buzzer_melee_interval( "sk_asw_buzzer_melee_interval", "1.5", FCVAR_CHEAT, "Min time between causing damage to marines");
ConVar sk_asw_buzzer_v2( "sk_asw_buzzer_v2","1", FCVAR_CHEAT, "");
ConVar asw_buzzer_poison_duration("asw_buzzer_poison_duration", "0.6f", FCVAR_CHEAT, "Base buzzer poison blur duration. This scales up to double the value based on mission difficulty.");
extern ConVar showhitlocation;
extern ConVar asw_debug_alien_damage;
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 ConVar asw_stun_grenade_time;
extern void SpawnBlood(Vector vecSpot, const Vector &vAttackDir, int bloodColor, float flDamage);
extern float GetFloorZ(const Vector &origin);
envelopePoint_t envBuzzerMoanIgnited[] =
{
{ 1.0f, 1.0f,
0.5f, 1.0f,
},
{ 1.0f, 1.0f,
30.0f, 30.0f,
},
{ 0.0f, 0.0f,
0.5f, 1.0f,
},
};
envelopePoint_t envDefaultBuzzerMoanVolumeFast[] =
{
{ 1.0f, 1.0f,
0.1f, 0.1f,
},
{ 0.0f, 0.0f,
0.2f, 0.3f,
},
};
//-----------------------------------------------------------------------------
// Manhack schedules.
//-----------------------------------------------------------------------------
enum BuzzerSchedules
{
SCHED_ASW_BUZZER_ATTACK_HOVER = LAST_SHARED_SCHEDULE,
SCHED_ASW_BUZZER_REGROUP,
SCHED_ASW_BUZZER_SWARM_IDLE,
SCHED_ASW_BUZZER_SWARM,
SCHED_ASW_BUZZER_SWARM_FAILURE,
SCHED_ASW_BUZZER_ORDER_MOVE,
};
//-----------------------------------------------------------------------------
// Manhack tasks.
//-----------------------------------------------------------------------------
enum BuzzerTasks
{
TASK_ASW_BUZZER_HOVER = LAST_SHARED_TASK,
TASK_ASW_BUZZER_FIND_SQUAD_CENTER,
TASK_ASW_BUZZER_FIND_SQUAD_MEMBER,
TASK_ASW_BUZZER_MOVEAT_SAVEPOSITION,
TASK_ASW_BUZZER_BUILD_PATH_TO_ORDER,
};
BEGIN_DATADESC( CASW_Buzzer )
DEFINE_FIELD( m_vForceVelocity, FIELD_VECTOR),
DEFINE_FIELD( m_vTargetBanking, FIELD_VECTOR),
DEFINE_FIELD( m_vForceMoveTarget, FIELD_POSITION_VECTOR),
DEFINE_FIELD( m_fForceMoveTime, FIELD_TIME),
DEFINE_FIELD( m_vSwarmMoveTarget, FIELD_POSITION_VECTOR),
DEFINE_FIELD( m_fSwarmMoveTime, FIELD_TIME),
DEFINE_FIELD( m_fEnginePowerScale, FIELD_FLOAT),
DEFINE_FIELD( m_flNextEngineSoundTime, FIELD_TIME),
DEFINE_FIELD( m_flEngineStallTime, FIELD_TIME),
DEFINE_FIELD( m_flNextBurstTime, FIELD_TIME ),
DEFINE_FIELD( m_flWaterSuspendTime, FIELD_TIME),
// Death
DEFINE_FIELD( m_bDirtyPitch, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bGib, FIELD_BOOLEAN),
DEFINE_FIELD( m_bHeld, FIELD_BOOLEAN),
DEFINE_FIELD( m_vecLoiterPosition, FIELD_POSITION_VECTOR),
DEFINE_FIELD( m_fSuicideTime, FIELD_TIME),
DEFINE_FIELD( m_flWingFlapSpeed, FIELD_FLOAT),
DEFINE_FIELD( m_iPanel1, FIELD_INTEGER ),
DEFINE_FIELD( m_iPanel2, FIELD_INTEGER ),
DEFINE_FIELD( m_iPanel3, FIELD_INTEGER ),
DEFINE_FIELD( m_iPanel4, FIELD_INTEGER ),
DEFINE_FIELD( m_nLastWaterLevel, FIELD_INTEGER ),
DEFINE_FIELD( m_bDoSwarmBehavior, FIELD_BOOLEAN ),
DEFINE_FIELD( m_nEnginePitch1, FIELD_INTEGER ),
DEFINE_FIELD( m_flEnginePitch1Time, FIELD_TIME ),
// Physics Influence
DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ),
DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
DEFINE_FIELD( m_flBurstDuration, FIELD_FLOAT ),
DEFINE_FIELD( m_vecBurstDirection, FIELD_VECTOR ),
DEFINE_FIELD( m_bShowingHostile, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hSpawner, FIELD_EHANDLE ),
DEFINE_FIELD(m_fNextPainSound, FIELD_FLOAT),
DEFINE_SOUNDPATCH( m_pMoanSound ),
DEFINE_FIELD( m_flMoanPitch, FIELD_FLOAT ),
DEFINE_FIELD( m_flNextMoanSound, FIELD_TIME ),
DEFINE_FIELD( m_bOnFire, FIELD_BOOLEAN ),
DEFINE_FIELD(m_fHurtSlowMoveTime, FIELD_TIME),
DEFINE_FIELD(m_flElectroStunSlowMoveTime, FIELD_TIME),
DEFINE_FIELD(m_bElectroStunned, FIELD_BOOLEAN),
DEFINE_FIELD( m_bHoldoutAlien, FIELD_BOOLEAN ),
// Function Pointers
DEFINE_INPUTFUNC( FIELD_VOID, "DisableSwarm", InputDisableSwarm ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( asw_buzzer, CASW_Buzzer );
IMPLEMENT_SERVERCLASS_ST(CASW_Buzzer, DT_ASW_Buzzer)
SendPropIntWithMinusOneFlag (SENDINFO(m_nEnginePitch1), 8 ),
SendPropFloat(SENDINFO(m_flEnginePitch1Time), 0, SPROP_NOSCALE),
SendPropBool(SENDINFO(m_bOnFire)),
SendPropBool(SENDINFO(m_bElectroStunned)),
END_SEND_TABLE()
CASW_Buzzer::CASW_Buzzer()
{
#ifdef _DEBUG
m_vForceMoveTarget.Init();
m_vSwarmMoveTarget.Init();
m_vTargetBanking.Init();
m_vForceVelocity.Init();
#endif
m_bDirtyPitch = true;
m_nLastWaterLevel = 0;
m_nEnginePitch1 = 0;
m_flEnginePitch1Time = 0;
m_flEnginePitch1Time = 0;
m_bDoSwarmBehavior = true;
m_fNextPainSound = 0;
m_bHoldoutAlien = false;
m_flLastDamageTime = 0;
}
CASW_Buzzer::~CASW_Buzzer()
{
}
//-----------------------------------------------------------------------------
// Purpose: Turns the buzzer into a physics corpse when dying.
//-----------------------------------------------------------------------------
void CASW_Buzzer::Event_Dying(void)
{
SetHullSizeNormal();
BaseClass::Event_Dying();
}
void CASW_Buzzer::OnRestore()
{
BaseClass::OnRestore();
m_LagCompensation.Init(this);
}
void CASW_Buzzer::PrescheduleThink( void )
{
BaseClass::PrescheduleThink();
if( m_flWaterSuspendTime > gpGlobals->curtime )
{
// Stuck in water!
// Reduce engine power so that the buzzer lifts out of the water slowly.
m_fEnginePowerScale = 0.75;
}
// ----------------------------------------
// Am I in water?
// ----------------------------------------
if ( GetWaterLevel() > 0 )
{
if( m_nLastWaterLevel == 0 )
{
Splash( WorldSpaceCenter() );
}
if( IsAlive() )
{
// If I've been out of water for 2 seconds or more, I'm eligible to be stuck in water again.
if( gpGlobals->curtime - m_flWaterSuspendTime > 2.0 )
{
m_flWaterSuspendTime = gpGlobals->curtime + 1.0;
}
}
}
else
{
if( m_nLastWaterLevel != 0 )
{
Splash( WorldSpaceCenter() );
}
}
m_nLastWaterLevel = GetWaterLevel();
}
void CASW_Buzzer::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
g_vecAttackDir = vecDir;
if ( info.GetDamageType() & DMG_BULLET)
{
//g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal);
}
if ( info.GetDamageType() & DMG_CLUB )
{
// Clubbed!
// UTIL_Smoke(GetAbsOrigin(), random->RandomInt(10, 15), 10);
//g_pEffects->Sparks( ptr->endpos, 1, 1, &ptr->plane.normal );
}
UTIL_ASW_DroneBleed( ptr->endpos + m_LagCompensation.GetLagCompensationOffset(), vecDir, 4 );
//BaseClass::TraceAttack( info, vecDir, ptr );
m_fNoDamageDecal = false;
if ( m_takedamage == DAMAGE_NO )
return;
CTakeDamageInfo subInfo = info;
SetLastHitGroup( ptr->hitgroup );
m_nForceBone = ptr->physicsbone; // save this bone for physics forces
Assert( m_nForceBone > -255 && m_nForceBone < 256 );
bool bDebug = showhitlocation.GetBool();
switch ( ptr->hitgroup )
{
case HITGROUP_GENERIC:
if( bDebug ) DevMsg("Hit Location: Generic\n");
break;
// hit gear, react but don't bleed
case HITGROUP_GEAR:
subInfo.SetDamage( 0.01 );
ptr->hitgroup = HITGROUP_GENERIC;
if( bDebug ) DevMsg("Hit Location: Gear\n");
break;
case HITGROUP_HEAD:
subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
if( bDebug ) DevMsg("Hit Location: Head\n");
break;
case HITGROUP_CHEST:
subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
if( bDebug ) DevMsg("Hit Location: Chest\n");
break;
case HITGROUP_STOMACH:
subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
if( bDebug ) DevMsg("Hit Location: Stomach\n");
break;
case HITGROUP_LEFTARM:
case HITGROUP_RIGHTARM:
subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
if( bDebug ) DevMsg("Hit Location: Left/Right Arm\n");
break
;
case HITGROUP_LEFTLEG:
case HITGROUP_RIGHTLEG:
subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
if( bDebug ) DevMsg("Hit Location: Left/Right Leg\n");
break;
default:
if( bDebug ) DevMsg("Hit Location: UNKNOWN\n");
break;
}
if ( subInfo.GetDamage() >= 1.0 && !(subInfo.GetDamageType() & DMG_SHOCK ) )
{
if( !IsPlayer() || ( IsPlayer() && gpGlobals->maxClients > 1 ) )
{
// NPC's always bleed. Players only bleed in multiplayer.
SpawnBlood( ptr->endpos, vecDir, BloodColor(), subInfo.GetDamage() );// a little surface blood.
}
ASWTraceBleed( subInfo.GetDamage(), vecDir, ptr, subInfo.GetDamageType() );
if ( ptr->hitgroup == HITGROUP_HEAD && m_iHealth - subInfo.GetDamage() > 0 )
{
m_fNoDamageDecal = true;
}
}
// Airboat gun will impart major force if it's about to kill him....
if ( info.GetDamageType() & DMG_AIRBOAT )
{
if ( subInfo.GetDamage() >= GetHealth() )
{
float flMagnitude = subInfo.GetDamageForce().Length();
if ( (flMagnitude != 0.0f) && (flMagnitude < 400.0f * 65.0f) )
{
subInfo.ScaleDamageForce( 400.0f * 65.0f / flMagnitude );
}
}
}
if( info.GetInflictor() )
{
subInfo.SetInflictor( info.GetInflictor() );
}
else
{
subInfo.SetInflictor( info.GetAttacker() );
}
AddMultiDamage( subInfo, this );
}
void CASW_Buzzer::ASWTraceBleed( float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType )
{
if ((BloodColor() == DONT_BLEED) || (BloodColor() == BLOOD_COLOR_MECH))
{
return;
}
if (flDamage == 0)
return;
if (! (bitsDamageType & (DMG_CRUSH | DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_AIRBOAT)))
return;
// make blood decal on the wall!
trace_t Bloodtr;
Vector vecTraceDir;
float flNoise;
int cCount;
int i;
#ifdef GAME_DLL
if ( !IsAlive() )
{
// dealing with a dead npc.
if ( GetMaxHealth() <= 0 )
{
// no blood decal for a npc that has already decalled its limit.
return;
}
else
{
m_iMaxHealth -= 1;
}
}
#endif
if (flDamage < 10)
{
flNoise = 0.1;
cCount = 1;
}
else if (flDamage < 25)
{
flNoise = 0.2;
cCount = 2;
}
else
{
flNoise = 0.3;
cCount = 4;
}
float flTraceDist = (bitsDamageType & DMG_AIRBOAT) ? 384 : 172;
for ( i = 0 ; i < cCount ; i++ )
{
vecTraceDir = vecDir * -1;// trace in the opposite direction the shot came from (the direction the shot is going)
vecTraceDir.x += random->RandomFloat( -flNoise, flNoise );
vecTraceDir.y += random->RandomFloat( -flNoise, flNoise );
vecTraceDir.z += random->RandomFloat( -flNoise, flNoise );
// Don't bleed on grates.
Vector vecEndPos = ptr->endpos + m_LagCompensation.GetLagCompensationOffset();
AI_TraceLine( vecEndPos, vecEndPos + vecTraceDir * -flTraceDist, MASK_SOLID_BRUSHONLY & ~CONTENTS_GRATE, this, COLLISION_GROUP_NONE, &Bloodtr);
if ( Bloodtr.fraction != 1.0 )
{
UTIL_BloodDecalTrace( &Bloodtr, BloodColor() );
}
}
}
void CASW_Buzzer::DeathSound( const CTakeDamageInfo &info )
{
CPASAttenuationFilter filter2( this, "ASW_Buzzer.Death" );
EmitSound( filter2, entindex(), "ASW_Buzzer.Death" );
}
void CASW_Buzzer::PainSound( const CTakeDamageInfo &info )
{
// no pain sound on burning
if (info.GetDamageType() & DMG_BURN)
return;
if (gpGlobals->curtime > m_fNextPainSound)
{
CPASAttenuationFilter filter2( this, "ASW_Buzzer.Pain" );
EmitSound( filter2, entindex(), "ASW_Buzzer.Pain" );
m_fNextPainSound = gpGlobals->curtime + 0.5f;
}
}
bool CASW_Buzzer::ShouldGib( const CTakeDamageInfo &info )
{
return true; // always gib buzzers
//return ( m_bGib );
}
void CASW_Buzzer::Event_Killed( const CTakeDamageInfo &info )
{
if (ASWGameRules())
{
ASWGameRules()->AlienKilled(this, info);
}
CASW_GameStats.Event_AlienKilled( this, info );
if ( ASWDirector() )
ASWDirector()->Event_AlienKilled( this, info );
// notify our spawner, so it can spit out more buzzers if need be
if (m_hSpawner.Get())
m_hSpawner->AlienKilled(this);
// turn off the blur!
SetBodygroup( ASW_BUZZER_BODYGROUP_BLUR, ASW_BUZZER_BODYGROUP_OFF );
UTIL_ASW_BuzzerDeath( GetAbsOrigin() );
if ( m_nEnginePitch1 <= 0 )
{
// Probably this buzzer was killed immediately after spawning. Turn the sound
// on right now so that we can pitch it up for the crash!
SoundInit();
}
// Always gib when clubbed or blasted or crushed, or just randomly
if ( ( info.GetDamageType() & (DMG_CLUB|DMG_CRUSH|DMG_BLAST) ) || ( random->RandomInt( 0, 1 ) ) )
{
m_bGib = true;
}
else
{
m_bGib = false;
}
BaseClass::Event_Killed( info );
UTIL_Remove( this );
}
void CASW_Buzzer::HitPhysicsObject( CBaseEntity *pOther )
{
IPhysicsObject *pOtherPhysics = pOther->VPhysicsGetObject();
Vector pos, posOther;
// Put the force on the line between the buzzer origin and hit object origin
VPhysicsGetObject()->GetPosition( &pos, NULL );
pOtherPhysics->GetPosition( &posOther, NULL );
Vector dir = posOther - pos;
VectorNormalize(dir);
// size/2 is approx radius
pos += dir * WorldAlignSize().x * 0.5;
Vector cross;
// UNDONE: Use actual buzzer up vector so the fake blade is
// in the right plane?
// Get a vector in the x/y plane in the direction of blade spin (clockwise)
CrossProduct( dir, Vector(0,0,1), cross );
VectorNormalize( cross );
// force is a 30kg object going 100 in/s
pOtherPhysics->ApplyForceOffset( cross * 30 * 100, pos );
}
//-----------------------------------------------------------------------------
// Take damage from a vehicle; it's like a really big crowbar
//-----------------------------------------------------------------------------
void CASW_Buzzer::TakeDamageFromVehicle( int index, gamevcollisionevent_t *pEvent )
{
// Use the vehicle velocity to determine the damage
int otherIndex = !index;
CBaseEntity *pOther = pEvent->pEntities[otherIndex];
float flSpeed = pEvent->preVelocity[ otherIndex ].Length();
flSpeed = clamp( flSpeed, 300.0f, 600.0f );
float flDamage = SimpleSplineRemapVal( flSpeed, 300.0f, 600.0f, 0.0f, 1.0f );
if ( flDamage == 0.0f )
return;
flDamage *= 20.0f;
Vector damagePos;
pEvent->pInternalData->GetContactPoint( damagePos );
Vector damageForce = 2.0f * pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass();
if ( damageForce == vec3_origin )
{
// This can happen if this entity is a func_breakable, and can't move.
// Use the velocity of the entity that hit us instead.
damageForce = 2.0f * pEvent->postVelocity[!index] * pEvent->pObjects[!index]->GetMass();
}
Assert( damageForce != vec3_origin );
CTakeDamageInfo dmgInfo( pOther, pOther, damageForce, damagePos, flDamage, DMG_CRUSH );
TakeDamage( dmgInfo );
}
//-----------------------------------------------------------------------------
// Take damage from combine ball
//-----------------------------------------------------------------------------
void CASW_Buzzer::TakeDamageFromPhysicsImpact( int index, gamevcollisionevent_t *pEvent )
{
CBaseEntity *pHitEntity = pEvent->pEntities[!index];
// NOTE: Bypass the normal impact energy scale here.
float flDamageScale = 1.0f;
int damageType = 0;
float damage = CalculateDefaultPhysicsDamage( index, pEvent, flDamageScale, true, damageType );
if ( damage == 0 )
return;
Vector damagePos;
pEvent->pInternalData->GetContactPoint( damagePos );
Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass();
if ( damageForce == vec3_origin )
{
// This can happen if this entity is motion disabled, and can't move.
// Use the velocity of the entity that hit us instead.
damageForce = pEvent->postVelocity[!index] * pEvent->pObjects[!index]->GetMass();
}
// FIXME: this doesn't pass in who is responsible if some other entity "caused" this collision
PhysCallbackDamage( this, CTakeDamageInfo( pHitEntity, pHitEntity, damageForce, damagePos, damage, damageType ), *pEvent, index );
}
#define ASW_BUZZER_SMASH_TIME 0.35 // How long after being thrown from a physcannon that a buzzer is eligible to die from impact
void CASW_Buzzer::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
BaseClass::VPhysicsCollision( index, pEvent );
int otherIndex = !index;
CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex];
if ( pHitEntity )
{
// It can take physics damage if it rams into a vehicle
if ( pHitEntity->GetServerVehicle() )
{
TakeDamageFromVehicle( index, pEvent );
}
else if ( m_iHealth <= 0 )
{
TakeDamageFromPhysicsImpact( index, pEvent );
}
StopBurst( true );
}
}
void CASW_Buzzer::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent )
{
int otherIndex = !index;
CBaseEntity *pOther = pEvent->pEntities[otherIndex];
if ( pOther->GetMoveType() == MOVETYPE_VPHYSICS )
{
HitPhysicsObject( pOther );
}
BaseClass::VPhysicsShadowCollision( index, pEvent );
}
int CASW_Buzzer::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
// Hafta make a copy of info cause we might need to scale damage.(sjb)
CTakeDamageInfo tdInfo = info;
// undo lag compensation if we're getting hurt - TODO: this is incorrect if multiple rounds were meant to hit us within this player command - would happen with the shotguns if they were hitscan?
m_LagCompensation.UndoLaggedPosition();
// scale damage based on weapons that specifically shoot flyers
if ( info.GetAttacker() && info.GetAttacker()->Classify() == CLASS_ASW_MARINE )
{
CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>( info.GetAttacker() );
if ( pMarine )
{
CASW_Weapon *pWeapon = pMarine->GetActiveASWWeapon();
if ( pWeapon )
{
float damage = tdInfo.GetDamage();
//CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWeapon, damage, mod_damage_flyers );
tdInfo.SetDamage( damage );
}
}
}
m_flWingFlapSpeed = 20.0;
Vector vecDamageDir = tdInfo.GetDamageForce();
VectorNormalize( vecDamageDir );
// no being knocked back by shots
m_vForceVelocity = vec3_origin; //vecDamageDir * info.GetDamage() * 20.0f;
tdInfo.SetDamageForce( vecDamageDir ); //tdInfo.GetDamageForce() * 20 );
// come to a complete stop if hurt
//SetCurrentVelocity( vec3_origin );
if (m_fHurtSlowMoveTime < gpGlobals->curtime + 0.4f)
m_fHurtSlowMoveTime = gpGlobals->curtime + 0.4f;
//VPhysicsTakeDamage( info );
if (asw_debug_alien_damage.GetBool())
{
Msg("%d %s hurt by %f dmg\n", entindex(), GetClassname(), info.GetDamage());
}
int nRetVal = BaseClass::OnTakeDamage_Alive( tdInfo );
if ( nRetVal )
{
// if we take fire or blast damage, catch on fire
if (nRetVal > 0 &&
( (info.GetDamageType() & DMG_BURN) || (info.GetDamageType() & DMG_BLAST) )
)
ASW_Ignite(30.0f, 0, info.GetAttacker(), info.GetWeapon() );
}
// make the alien move slower for 0.5 seconds
if (info.GetDamageType() & DMG_SHOCK)
{
ElectroStun( asw_stun_grenade_time.GetFloat() );
}
CASW_Marine* pMarine = dynamic_cast<CASW_Marine*>(info.GetAttacker());
if (pMarine)
pMarine->HurtAlien(this, info);
return nRetVal;
}
bool CASW_Buzzer::CorpseGib( const CTakeDamageInfo &info )
{
Vector vecGibVelocity;
AngularImpulse vecGibAVelocity;
m_LagCompensation.UndoLaggedPosition();
if( info.GetDamageType() & DMG_CLUB )
{
// If clubbed to death, break apart before the attacker's eyes!
vecGibVelocity = g_vecAttackDir * -150;
vecGibAVelocity.x = random->RandomFloat( -2000, 2000 );
vecGibAVelocity.y = random->RandomFloat( -2000, 2000 );
vecGibAVelocity.z = random->RandomFloat( -2000, 2000 );
}
else
{
// Shower the pieces with my velocity.
vecGibVelocity = GetCurrentVelocity();
vecGibAVelocity.x = random->RandomFloat( -500, 500 );
vecGibAVelocity.y = random->RandomFloat( -500, 500 );
vecGibAVelocity.z = random->RandomFloat( -500, 500 );
}
PropBreakableCreateAll( GetModelIndex(), NULL, GetAbsOrigin(), GetAbsAngles(), vecGibVelocity, vecGibAVelocity, 1.0, 60, COLLISION_GROUP_DEBRIS );
RemoveDeferred();
return true;
}
// Purpose: Explode the buzzer if it's damaged while crashing
int CASW_Buzzer::OnTakeDamage_Dying( const CTakeDamageInfo &info )
{
// Ignore damage for the first 1 second of crashing behavior.
// If we don't do this, buzzers always just explode under
// sustained fire.
VPhysicsTakeDamage( info );
return 0;
}
//-----------------------------------------------------------------------------
// Turn on the engine sound if we're gagged!
//-----------------------------------------------------------------------------
void CASW_Buzzer::OnStateChange( NPC_STATE OldState, NPC_STATE NewState )
{
if( m_vNoiseMod.z == ASW_BUZZER_NOISEMOD_HIDE && !(m_spawnflags & SF_NPC_WAIT_FOR_SCRIPT) )
{
// This buzzer should get a normal noisemod now.
float flNoiseMod = random->RandomFloat( 1.7, 2.3 );
// Just bob up and down.
SetNoiseMod( 0, 0, flNoiseMod );
}
if( NewState != NPC_STATE_IDLE && (m_spawnflags & SF_NPC_GAG) && (m_nEnginePitch1 <= 0) )
{
m_spawnflags &= ~SF_NPC_GAG;
SoundInit();
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not the given activity would translate to flying.
//-----------------------------------------------------------------------------
bool CASW_Buzzer::IsFlyingActivity( Activity baseAct )
{
return ((baseAct == ACT_FLY || baseAct == ACT_IDLE || baseAct == ACT_RUN || baseAct == ACT_WALK));
}
Activity CASW_Buzzer::NPC_TranslateActivity( Activity baseAct )
{
if (IsFlyingActivity( baseAct ))
{
return (Activity)ACT_FLY;
}
return BaseClass::NPC_TranslateActivity( baseAct );
}
int CASW_Buzzer::TranslateSchedule( int scheduleType )
{
switch ( scheduleType )
{
case SCHED_MELEE_ATTACK1:
{
return SCHED_ASW_BUZZER_ATTACK_HOVER;
break;
}
case SCHED_BACK_AWAY_FROM_ENEMY:
{
return SCHED_ASW_BUZZER_REGROUP;
break;
}
case SCHED_CHASE_ENEMY:
{
// If we're waiting for our next attack opportunity, just swarm
if ( m_flNextBurstTime > gpGlobals->curtime )
{
return SCHED_ASW_BUZZER_SWARM;
}
if ( !m_bDoSwarmBehavior || OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
{
return SCHED_CHASE_ENEMY;
}
else
{
return SCHED_ASW_BUZZER_SWARM;
}
}
case SCHED_COMBAT_FACE:
{
// Don't care about facing enemy, handled automatically
return TranslateSchedule( SCHED_CHASE_ENEMY );
break;
}
case SCHED_WAKE_ANGRY:
{
return TranslateSchedule( SCHED_CHASE_ENEMY );
break;
}
case SCHED_IDLE_STAND:
case SCHED_ALERT_STAND:
case SCHED_ALERT_FACE:
{
if ( m_pSquad && m_bDoSwarmBehavior )
{
return SCHED_ASW_BUZZER_SWARM_IDLE;
}
else
{
return BaseClass::TranslateSchedule(scheduleType);
}
}
case SCHED_CHASE_ENEMY_FAILED:
{
// Relentless bastard! Doesn't fail (fail not valid anyway)
return TranslateSchedule( SCHED_CHASE_ENEMY );
break;
}
}
return BaseClass::TranslateSchedule(scheduleType);
}
#define MAX_LOITER_DIST_SQR 144 // (12 inches sqr)
void CASW_Buzzer::Loiter()
{
//NDebugOverlay::Line( GetAbsOrigin(), m_vecLoiterPosition, 255, 255, 255, false, 0.1 );
// Friendly buzzer is loitering.
if( !m_bHeld )
{
float distSqr = m_vecLoiterPosition.DistToSqr(GetAbsOrigin());
if( distSqr > MAX_LOITER_DIST_SQR )
{
Vector vecDir = m_vecLoiterPosition - GetAbsOrigin();
VectorNormalize( vecDir );
// Move back to our loiter position.
if( gpGlobals->curtime > m_fTimeNextLoiterPulse )
{
// Apply a pulse of force if allowed right now.
if( distSqr > MAX_LOITER_DIST_SQR * 4.0f )
{
//Msg("Big Pulse\n");
m_vForceVelocity = vecDir * 12.0f;
}
else
{
//Msg("Small Pulse\n");
m_vForceVelocity = vecDir * 6.0f;
}
m_fTimeNextLoiterPulse = gpGlobals->curtime + 1.0f;
}
else
{
m_vForceVelocity = vec3_origin;
}
}
else
{
// Counteract velocity to slow down.
Vector velocity = GetCurrentVelocity();
m_vForceVelocity = velocity * -0.5;
}
}
}
void CASW_Buzzer::MaintainGroundHeight( void )
{
float zSpeed = GetCurrentVelocity().z;
if ( m_NPCState != NPC_STATE_IDLE && zSpeed > 32.0f )
{
//Msg("[X] ");
return;
}
const float minGroundHeight = 52.0f;
trace_t tr;
AI_TraceHull( GetAbsOrigin(),
GetAbsOrigin() - Vector( 0, 0, minGroundHeight ),
GetHullMins(),
GetHullMaxs(),
(MASK_NPCSOLID_BRUSHONLY),
this,
COLLISION_GROUP_NONE,
&tr );
if ( tr.fraction != 1.0f )
{
float speedAdj = MAX( 16, (-zSpeed*0.5f) );
//Msg("[%f] ", speedAdj);
m_vForceVelocity += Vector(0,0,1) * ( speedAdj * ( 1.0f - tr.fraction ) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles movement towards the last move target.
// Input : flInterval -
//-----------------------------------------------------------------------------
bool CASW_Buzzer::OverrideMove( float flInterval )
{
FlapWings( flInterval );
if( IsLoitering() )
{
//Msg("Loitering ");
Loiter();
}
else
{
//Msg("Maint. ");
MaintainGroundHeight();
}
// So cops, etc. will try to avoid them
if ( !HasSpawnFlags( SF_ASW_BUZZER_NO_DANGER_SOUNDS ) && !m_bHeld )
{
CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin(), 75, flInterval, this );
}
// -----------------------------------------------------------------
// If I'm being forced to move somewhere
// ------------------------------------------------------------------
if (m_fForceMoveTime > gpGlobals->curtime)
{
//Msg("MoveToTarget ");
MoveToTarget(flInterval, m_vForceMoveTarget);
}
// -----------------------------------------------------------------
// If I have a route, keep it updated and move toward target
// ------------------------------------------------------------------
else if (GetNavigator()->IsGoalActive())
{
bool bReducible = GetNavigator()->GetPath()->GetCurWaypoint()->IsReducible();
const float strictTolerance = 64.0;
//NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + Vector(0, 0, 10 ), 255, 0, 0, true, 0.1);
//Msg("ProgressFlyPath ");
if ( ProgressFlyPath( flInterval, GetEnemy(), MoveCollisionMask(), bReducible, strictTolerance ) == AINPP_COMPLETE )
return true;
}
// -----------------------------------------------------------------
// If I'm supposed to swarm somewhere, try to go there
// ------------------------------------------------------------------
else if (m_fSwarmMoveTime > gpGlobals->curtime)
{
//Msg("MoveToTarget Sw ");
MoveToTarget(flInterval, m_vSwarmMoveTarget);
}
// -----------------------------------------------------------------
// If I don't have anything better to do, just decelerate
// -------------------------------------------------------------- ----
else
{
//Msg("Decelerate ");
float myDecay = 9.5;
Decelerate( flInterval, myDecay );
m_vTargetBanking = vec3_origin;
// -------------------------------------
// If I have an enemy turn to face him
// -------------------------------------
if (GetEnemy())
{
TurnHeadToTarget(flInterval, GetEnemy()->GetAbsOrigin() );
}
}
// asw temp
m_vForceVelocity = vec3_origin;
if ( m_iHealth <= 0 )
{
//Msg("MED\n");
// Crashing!!
MoveExecute_Dead(flInterval);
}
else
{
//Msg("MEA\n");
// Alive!
MoveExecute_Alive(flInterval);
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CASW_Buzzer::TurnHeadRandomly(float flInterval )
{
float desYaw = random->RandomFloat(0,360);
float iRate = 0.8;
// Make frame rate independent
float timeToUse = flInterval;
while (timeToUse > 0)
{
m_fHeadYaw = (iRate * m_fHeadYaw) + (1-iRate)*desYaw;
timeToUse =- 0.1;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CASW_Buzzer::MoveToTarget(float flInterval, const Vector &vMoveTarget)
{
if (flInterval <= 0)
{
return;
}
// -----------------------------------------
// Don't steer if engine's have stalled
// -----------------------------------------
if ( gpGlobals->curtime < m_flEngineStallTime || m_iHealth <= 0 )
return;
if ( GetEnemy() != NULL )
{
TurnHeadToTarget( flInterval, GetEnemy()->EyePosition() );
}
else
{
TurnHeadToTarget( flInterval, vMoveTarget );
}
// -------------------------------------
// Move towards our target
// -------------------------------------
float myAccel;
float myZAccel = 300.0f;
float myDecay = 0.3f;
Vector targetDir;
float flDist;
// If we're bursting, just head straight
if ( m_flBurstDuration > gpGlobals->curtime )
{
float zDist = 500;
// Steer towards our enemy if we're able to
if ( GetEnemy() != NULL )
{
Vector steerDir = ( GetEnemy()->WorldSpaceCenter() - GetAbsOrigin() );
zDist = fabs( steerDir.z );
VectorNormalize( steerDir );
float useTime = flInterval;
while ( useTime > 0.0f )
{
m_vecBurstDirection += ( steerDir * 4.0f );
useTime -= 0.1f;
}
m_vecBurstDirection.z = steerDir.z;
VectorNormalize( m_vecBurstDirection );
}
// Debug visualizations
/*
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + ( targetDir * 64.0f ), 255, 0, 0, true, 2.1f );
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + ( steerDir * 64.0f ), 0, 255, 0, true, 2.1f );
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + ( m_vecBurstDirection * 64.0f ), 0, 0, 255, true, 2.1f );
NDebugOverlay::Cross3D( GetAbsOrigin() , -Vector(8,8,8), Vector(8,8,8), 255, 0, 0, true, 2.1f );
*/
targetDir = m_vecBurstDirection;
flDist = FLT_MAX;
myDecay = 0.3f;
myAccel = 500;
myZAccel = MIN( 500, zDist / flInterval );
}
else
{
Vector vecCurrentDir = GetCurrentVelocity();
VectorNormalize( vecCurrentDir );
targetDir = vMoveTarget - GetAbsOrigin();
flDist = VectorNormalize( targetDir );
float flDot = DotProduct( targetDir, vecCurrentDir );
// Otherwise we should steer towards our goal
if( flDot > 0.25 )
{
// If my target is in front of me, my flight model is a bit more accurate.
myAccel = 300;
}
else
{
// Have a harder time correcting my course if I'm currently flying away from my target.
myAccel = 200;
}
}
// Clamp lateral acceleration
if ( myAccel > ( flDist / flInterval ) )
{
myAccel = flDist / flInterval;
}
/*
// Boost vertical movement
if ( targetDir.z > 0 )
{
// Z acceleration is faster when we thrust upwards.
// This is to help keep buzzers out of water.
myZAccel *= 5.0;
}
*/
// Clamp vertical movement
if ( myZAccel > flDist / flInterval )
{
myZAccel = flDist / flInterval;
}
// Scale by our engine force
myAccel *= m_fEnginePowerScale;
myZAccel *= m_fEnginePowerScale;
MoveInDirection( flInterval, targetDir, myAccel, myZAccel, myDecay );
// calc relative banking targets
Vector forward, right;
GetVectors( &forward, &right, NULL );
m_vTargetBanking.x = 40 * DotProduct( forward, targetDir );
m_vTargetBanking.z = 40 * DotProduct( right, targetDir );
m_vTargetBanking.y = 0.0;
}
void CASW_Buzzer::TurnHeadToTarget( float flInterval, const Vector &moveTarget )
{
if ( m_iHealth <= 0 )
return;
BaseClass::TurnHeadToTarget( flInterval, moveTarget );
}
//-----------------------------------------------------------------------------
// Purpose: Ignore water if I'm close to my enemy
// Input :
// Output :
//-----------------------------------------------------------------------------
int CASW_Buzzer::MoveCollisionMask(void)
{
return MASK_NPCSOLID;
}
//-----------------------------------------------------------------------------
// Purpose: Make a splash effect
// Input :
// Output :
//-----------------------------------------------------------------------------
void CASW_Buzzer::Splash( const Vector &vecSplashPos )
{
CEffectData data;
data.m_fFlags = 0;
data.m_vOrigin = vecSplashPos;
data.m_vNormal = Vector( 0, 0, 1 );
data.m_flScale = 8.0f;
int contents = GetWaterType();
// Verify we have valid contents
if ( !( contents & (CONTENTS_SLIME|CONTENTS_WATER)))
{
// We're leaving the water so we have to reverify what it was
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 256 ), (CONTENTS_WATER|CONTENTS_SLIME), this, COLLISION_GROUP_NONE, &tr );
// Re-validate this
if ( !(tr.contents&(CONTENTS_WATER|CONTENTS_SLIME)) )
{
//NOTENOTE: We called a splash but we don't seem to be near water?
Assert( 0 );
return;
}
contents = tr.contents;
}
// Mark us if we're in slime
if ( contents & CONTENTS_SLIME )
{
data.m_fFlags |= FX_WATER_IN_SLIME;
}
DispatchEffect( "watersplash", data );
}
//-----------------------------------------------------------------------------
// Computes the slice bounce velocity
//-----------------------------------------------------------------------------
void CASW_Buzzer::ComputeSliceBounceVelocity( CBaseEntity *pHitEntity, trace_t &tr )
{
if( pHitEntity->IsAlive() && FClassnameIs( pHitEntity, "func_breakable_surf" ) )
{
// We want to see if the buzzer hits a breakable pane of glass. To keep from checking
// The classname of the HitEntity on each impact, we only do this check if we hit
// something that's alive. Anyway, prevent the buzzer bouncing off the pane of glass,
// since this impact will shatter the glass and let the buzzer through.
return;
}
Vector vecDir;
// If the buzzer isn't bouncing away from whatever he sliced, force it.
VectorSubtract( WorldSpaceCenter(), pHitEntity->WorldSpaceCenter(), vecDir );
VectorNormalize( vecDir );
vecDir *= 200;
vecDir[2] = 0.0f;
// Knock it away from us
if ( VPhysicsGetObject() != NULL )
{
VPhysicsGetObject()->ApplyForceOffset( vecDir * 4, GetAbsOrigin() );
}
// Also set our velocity
SetCurrentVelocity( vecDir );
}
//-----------------------------------------------------------------------------
// Purpose: We've touched something that we can hurt. Slice it!
// Input :
// Output :
//-----------------------------------------------------------------------------
void CASW_Buzzer::Slice( CBaseEntity *pHitEntity, float flInterval, trace_t &tr )
{
// Don't hurt the player if I'm in water
if( GetWaterLevel() > 0 && pHitEntity->IsPlayer() )
return;
if ( pHitEntity->m_takedamage == DAMAGE_NO )
return;
// don't damage marines again so soon
if ( pHitEntity && pHitEntity->Classify() == CLASS_ASW_MARINE )
{
if ( ( gpGlobals->curtime - m_flLastDamageTime ) < sk_asw_buzzer_melee_interval.GetFloat() )
return;
}
// Damage must be scaled by flInterval so framerate independent
float flDamage = ASWGameRules()->ModifyAlienDamageBySkillLevel(sk_asw_buzzer_melee_dmg.GetFloat()) * flInterval;
// cap it somewhat
if (flDamage > 30)
{
flDamage = 30;
}
//if ( pHitEntity->IsPlayer() )
//{
//flDamage *= 2.0f;
//}
//else if ( pHitEntity->IsNPC() && HasPhysicsAttacker( ASW_BUZZER_SMASH_TIME ) )
//{
// NOTE: The else here is essential.
// The physics attacker *will* be set even when the buzzer is held
//flDamage = pHitEntity->GetHealth();
//}
if ( dynamic_cast<CBaseProp*>(pHitEntity) || dynamic_cast<CBreakable*>(pHitEntity) )
{
// If we hit a prop, we want it to break immediately
flDamage = pHitEntity->GetHealth();
}
//else if ( pHitEntity->IsNPC() && IRelationType( pHitEntity ) == D_HT && FClassnameIs( pHitEntity, "npc_combine_s" ) )
//{
//flDamage *= 6.0f;
//}
if (flDamage < 1.0f)
{
flDamage = 1.0f;
}
CTakeDamageInfo info( this, this, flDamage, DMG_SLASH | DMG_BLURPOISON );
Vector dir = (tr.endpos - tr.startpos);
if ( dir == vec3_origin )
{
dir = tr.m_pEnt->GetAbsOrigin() - GetAbsOrigin();
}
CalculateMeleeDamageForce( &info, dir, tr.endpos );
pHitEntity->TakeDamage( info );
// Spawn some extra blood where we hit
if ( pHitEntity->BloodColor() == DONT_BLEED )
{
CEffectData data;
Vector velocity = GetCurrentVelocity();
data.m_vOrigin = tr.endpos;
data.m_vAngles = GetAbsAngles();
VectorNormalize( velocity );
data.m_vNormal = ( tr.plane.normal + velocity ) * 0.5;;
//DispatchEffect( "ManhackSparks", data );
EmitSound( "ASW_Buzzer.Attack" );
//TODO: What we really want to do is get a material reference and emit the proper sprayage! - jdw
}
else
{
SpawnBlood(tr.endpos, g_vecAttackDir, pHitEntity->BloodColor(), 6 );
EmitSound( "ASW_Buzzer.Attack" );
}
// Pop back a little bit after hitting the player
ComputeSliceBounceVelocity( pHitEntity, tr );
// Save off when we last hit something
m_flLastDamageTime = gpGlobals->curtime;
// Reset our state and give the player time to react
StopBurst( true );
}
//-----------------------------------------------------------------------------
// Purpose: We've touched something solid. Just bump it.
// Input :
// Output :
//-----------------------------------------------------------------------------
void CASW_Buzzer::Bump( CBaseEntity *pHitEntity, float flInterval, trace_t &tr )
{
if ( !VPhysicsGetObject() )
return;
if ( pHitEntity->GetMoveType() == MOVETYPE_VPHYSICS && pHitEntity->Classify()!=CLASS_ASW_BUZZER )
{
HitPhysicsObject( pHitEntity );
}
// We've hit something so deflect our velocity based on the surface
// norm of what we've hit
if (flInterval > 0)
{
float moveLen = ( (GetCurrentVelocity() * flInterval) * (1.0 - tr.fraction) ).Length();
Vector moveVec = moveLen*tr.plane.normal/flInterval;
// If I'm totally dead, don't bounce me up
if (m_iHealth <=0 && moveVec.z > 0)
{
moveVec.z = 0;
}
// If I'm right over the ground don't push down
if (moveVec.z < 0)
{
float floorZ = GetFloorZ(GetAbsOrigin());
if (abs(GetAbsOrigin().z - floorZ) < 36)
{
moveVec.z = 0;
}
}
Vector myUp;
VPhysicsGetObject()->LocalToWorldVector( &myUp, Vector( 0.0, 0.0, 1.0 ) );
// plane must be something that could hit the blades
if (fabs( DotProduct( myUp, tr.plane.normal ) ) < 0.25 )
{
// add some spin, but only if we're not already going fast..
Vector vecVelocity;
AngularImpulse vecAngVelocity;
VPhysicsGetObject()->GetVelocity( &vecVelocity, &vecAngVelocity );
float flDot = DotProduct( myUp, vecAngVelocity );
if ( fabs(flDot) < 100 )
{
//AngularImpulse torque = myUp * (1000 - flDot * 10);
AngularImpulse torque = myUp * (1000 - flDot * 2);
// don't want buzzers to spin!
//VPhysicsGetObject()->ApplyTorqueCenter( torque );
}
if (!(m_spawnflags & SF_NPC_GAG))
{
EmitSound( "ASW_Buzzer.Attack" );
}
}
VectorNormalize( moveVec );
float hitAngle = -DotProduct( tr.plane.normal, -moveVec );
Vector vReflection = 2.0 * tr.plane.normal * hitAngle + -moveVec;
float deflectSpeed = clamp( GetCurrentVelocity().Length(), 100, 400 );
SetCurrentVelocity( GetCurrentVelocity() + vReflection * deflectSpeed );
}
// -------------------------------------------------------------
// If I'm on a path check LOS to my next node, and fail on path
// if I don't have LOS. Note this is the only place I do this,
// so the buzzer has to collide before failing on a path
// -------------------------------------------------------------
if (GetNavigator()->IsGoalActive() && !(GetNavigator()->GetPath()->CurWaypointFlags() & bits_WP_TO_PATHCORNER) )
{
AIMoveTrace_t moveTrace;
GetMoveProbe()->MoveLimit( NAV_GROUND, GetAbsOrigin(), GetNavigator()->GetCurWaypointPos(),
MoveCollisionMask(), GetEnemy(), &moveTrace );
if (IsMoveBlocked( moveTrace ) &&
!moveTrace.pObstruction->ClassMatches( GetClassname() ))
{
TaskFail(FAIL_NO_ROUTE);
GetNavigator()->ClearGoal();
return;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CASW_Buzzer::CheckCollisions(float flInterval)
{
if ( !VPhysicsGetObject() )
return;
// Trace forward to see if I hit anything.
Vector vecTraceDir, vecCheckPos;
VPhysicsGetObject()->GetVelocity( &vecTraceDir, NULL );
vecTraceDir *= flInterval;
VectorAdd( GetAbsOrigin(), vecTraceDir, vecCheckPos );
trace_t tr;
CBaseEntity* pHitEntity = NULL;
AI_TraceHull( GetAbsOrigin(),
vecCheckPos,
GetHullMins(),
GetHullMaxs(),
MoveCollisionMask(),
this,
COLLISION_GROUP_NONE,
&tr );
if ( (tr.fraction != 1.0 || tr.startsolid) && tr.m_pEnt)
{
PhysicsMarkEntitiesAsTouching( tr.m_pEnt, tr );
pHitEntity = tr.m_pEnt;
if ( pHitEntity != NULL &&
pHitEntity->m_takedamage == DAMAGE_YES &&
pHitEntity->Classify() != CLASS_ASW_BUZZER &&
gpGlobals->curtime > m_flWaterSuspendTime )
{
// Slice this thing
Slice( pHitEntity, flInterval, tr );
m_flWingFlapSpeed = 20.0;
}
else
{
// Just bump into this thing.
Bump( pHitEntity, flInterval, tr );
m_flWingFlapSpeed = 20.0;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
#define tempTIME_STEP = 0.5;
void CASW_Buzzer::PlayFlySound(void)
{
float flEnemyDist;
if( GetEnemy() )
{
flEnemyDist = (GetAbsOrigin() - GetEnemy()->GetAbsOrigin()).Length();
}
else
{
flEnemyDist = FLT_MAX;
}
if( m_spawnflags & SF_NPC_GAG )
{
// Quiet!
return;
}
if( m_flWaterSuspendTime > gpGlobals->curtime )
{
// Just went in water. Slow the motor!!
if( m_bDirtyPitch )
{
m_nEnginePitch1 = ASW_BUZZER_WATER_PITCH1;
m_flEnginePitch1Time = gpGlobals->curtime + 0.5f;
m_bDirtyPitch = false;
}
}
// Spin sound based on distance from enemy (unless we're crashing)
else if (GetEnemy() && IsAlive() )
{
if( flEnemyDist < ASW_BUZZER_PITCH_DIST1 )
{
// recalculate pitch.
int iPitch1, iPitch2;
float flDistFactor;
flDistFactor = MIN( 1.0, 1 - flEnemyDist / ASW_BUZZER_PITCH_DIST1 );
iPitch1 = ASW_BUZZER_MIN_PITCH1 + ( ( ASW_BUZZER_MAX_PITCH1 - ASW_BUZZER_MIN_PITCH1 ) * flDistFactor);
// NOTE: ASW_BUZZER_PITCH_DIST2 must be < ASW_BUZZER_PITCH_DIST1
flDistFactor = MIN( 1.0, 1 - flEnemyDist / ASW_BUZZER_PITCH_DIST2 );
iPitch2 = ASW_BUZZER_MIN_PITCH2 + ( ( ASW_BUZZER_MAX_PITCH2 - ASW_BUZZER_MIN_PITCH2 ) * flDistFactor);
m_nEnginePitch1 = iPitch1;
m_flEnginePitch1Time = gpGlobals->curtime + 0.1f;
m_bDirtyPitch = true;
}
else if( m_bDirtyPitch )
{
m_nEnginePitch1 = ASW_BUZZER_MIN_PITCH1;
m_flEnginePitch1Time = gpGlobals->curtime + 0.1f;
m_bDirtyPitch = false;
}
}
// If no enemy just play low sound
else if( IsAlive() && m_bDirtyPitch )
{
m_nEnginePitch1 = ASW_BUZZER_MIN_PITCH1;
m_flEnginePitch1Time = gpGlobals->curtime + 0.1f;
m_bDirtyPitch = false;
}
if (IsOnFire())
m_nEnginePitch1 = ASW_BUZZER_MAX_PITCH1;
// Play special engine every once in a while
if (gpGlobals->curtime > m_flNextEngineSoundTime && flEnemyDist < 48)
{
m_flNextEngineSoundTime = gpGlobals->curtime + random->RandomFloat( 3.0, 10.0 );
//EmitSound( "NPC_Manhack.EngineNoise" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CASW_Buzzer::MoveExecute_Alive(float flInterval)
{
PhysicsCheckWaterTransition();
Vector vCurrentVelocity = GetCurrentVelocity();
// FIXME: move this
VPhysicsGetObject()->Wake();
if( m_fEnginePowerScale < GetMaxEnginePower() && gpGlobals->curtime > m_flWaterSuspendTime )
{
// Power is low, and we're no longer stuck in water, so bring power up.
m_fEnginePowerScale += 0.05;
}
// ----------------------------------------------------------------------------------------
// Add time-coherent noise to the current velocity so that it never looks bolted in place.
// ----------------------------------------------------------------------------------------
float noiseScale = 7.0f;
if ( (CBaseEntity*)GetEnemy() )
{
float flDist = (GetAbsOrigin() - GetEnemy()->GetAbsOrigin()).Length2D();
if( flDist < ASW_BUZZER_CHARGE_MIN_DIST )
{
// Less noise up close.
noiseScale = 2.0;
}
if ( IsInEffectiveTargetZone( GetEnemy() ) && flDist < ASW_BUZZER_CHARGE_MIN_DIST && gpGlobals->curtime > m_flNextBurstTime )
{
Vector vecCurrentDir = GetCurrentVelocity();
VectorNormalize( vecCurrentDir );
Vector vecToEnemy = ( GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter() );
VectorNormalize( vecToEnemy );
float flDot = DotProduct( vecCurrentDir, vecToEnemy );
if ( flDot > 0.75 )
{
Vector offsetDir = ( vecToEnemy - vecCurrentDir );
VectorNormalize( offsetDir );
Vector offsetSpeed = GetCurrentVelocity() * flDot;
//FIXME: This code sucks -- jdw
offsetDir.z = 0.0f;
m_vForceVelocity += ( offsetDir * ( offsetSpeed.Length2D() * 0.25f ) );
// Commit to the attack- no steering for about a second
StartBurst( vecToEnemy );
}
}
if ( gpGlobals->curtime > m_flBurstDuration )
{
ShowHostile( false );
}
}
// ----------------------------------------------------------------------------------------
// Add in any forced velocity
// ----------------------------------------------------------------------------------------
SetCurrentVelocity( vCurrentVelocity + m_vForceVelocity );
m_vForceVelocity = vec3_origin;
if( GetEnemy() )
{
// If hacked and no enemy, don't drift!
AddNoiseToVelocity( noiseScale );
}
LimitSpeed( 200, ManhackMaxSpeed() );
if( m_flWaterSuspendTime > gpGlobals->curtime )
{
if( UTIL_PointContents( GetAbsOrigin(),(CONTENTS_WATER|CONTENTS_SLIME) ) & (CONTENTS_WATER|CONTENTS_SLIME) )
{
// Ooops, we're submerged somehow. Move upwards until our origin is out of the water.
m_vCurrentVelocity.z = 20.0;
}
else
{
// Skimming the surface. Forbid any movement on Z
m_vCurrentVelocity.z = 0.0;
}
}
else if( GetWaterLevel() > 0 )
{
// Allow the buzzer to lift off, but not to go deeper.
m_vCurrentVelocity.z = MAX( m_vCurrentVelocity.z, 0 );
}
CheckCollisions(flInterval);
QAngle angles = GetLocalAngles();
// ------------------------------------------
// Stalling
// ------------------------------------------
if (gpGlobals->curtime < m_flEngineStallTime)
{
/*
// If I'm stalled add random noise
angles.x += -20+(random->RandomInt(-10,10));
angles.z += -20+(random->RandomInt(0,40));
TurnHeadRandomly(flInterval);
*/
}
else
{
// Make frame rate independent
float iRate = 0.5;
float timeToUse = flInterval;
while (timeToUse > 0)
{
m_vCurrentBanking.x = (iRate * m_vCurrentBanking.x) + (1 - iRate)*(m_vTargetBanking.x);
m_vCurrentBanking.z = (iRate * m_vCurrentBanking.z) + (1 - iRate)*(m_vTargetBanking.z);
timeToUse =- 0.1;
}
angles.x = m_vCurrentBanking.x;
angles.z = m_vCurrentBanking.z;
angles.y = 0;
#if 0
// Using our steering if we're not otherwise affecting our panels
if ( m_flEngineStallTime < gpGlobals->curtime && m_flBurstDuration < gpGlobals->curtime )
{
Vector delta( 10 * AngleDiff( m_vTargetBanking.x, m_vCurrentBanking.x ), -10 * AngleDiff( m_vTargetBanking.z, m_vCurrentBanking.z ), 0 );
//Vector delta( 3 * AngleNormalize( m_vCurrentBanking.x ), -4 * AngleNormalize( m_vCurrentBanking.z ), 0 );
VectorYawRotate( delta, -m_fHeadYaw, delta );
// DevMsg("%.0f %.0f\n", delta.x, delta.y )
}
#endif
}
// SetLocalAngles( angles );
if( m_lifeState != LIFE_DEAD )
{
PlayFlySound();
// WalkMove( GetCurrentVelocity() * flInterval, MASK_NPCSOLID );
}
// NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + Vector(0, 0, -10 ), 0, 255, 0, true, 0.1);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CASW_Buzzer::FlapWings(float flInterval)
{
if ( IsFlyingActivity( GetActivity() ) )
{
// Blades may only ramp up while the engine is running
if ( m_flEngineStallTime < gpGlobals->curtime )
{
if (m_flWingFlapSpeed < 10)
{
m_flWingFlapSpeed = m_flWingFlapSpeed * 2 + 1;
}
else
{
// accelerate engine
m_flWingFlapSpeed = m_flWingFlapSpeed + 80 * flInterval;
}
}
if (m_flWingFlapSpeed > 100)
{
m_flWingFlapSpeed = 100;
}
// blend through blades, blades+blur, blur
if (m_flWingFlapSpeed < 20)
{
SetBodygroup( ASW_BUZZER_BODYGROUP_BLADE, ASW_BUZZER_BODYGROUP_ON );
SetBodygroup( ASW_BUZZER_BODYGROUP_BLUR, ASW_BUZZER_BODYGROUP_OFF );
}
else if (m_flWingFlapSpeed < 40)
{
SetBodygroup( ASW_BUZZER_BODYGROUP_BLADE, ASW_BUZZER_BODYGROUP_ON );
SetBodygroup( ASW_BUZZER_BODYGROUP_BLUR, ASW_BUZZER_BODYGROUP_ON );
}
else
{
SetBodygroup( ASW_BUZZER_BODYGROUP_BLADE, ASW_BUZZER_BODYGROUP_OFF );
SetBodygroup( ASW_BUZZER_BODYGROUP_BLUR, ASW_BUZZER_BODYGROUP_ON );
}
m_flPlaybackRate = m_flWingFlapSpeed / 100.0;
}
else
{
m_flWingFlapSpeed = 0.0;
}
}
//-----------------------------------------------------------------------------
// Purpose: Smokes and sparks, exploding periodically. Eventually it goes away.
//-----------------------------------------------------------------------------
void CASW_Buzzer::MoveExecute_Dead(float flInterval)
{
if ( m_fSuicideTime == 0.0f )
{
m_fSuicideTime = gpGlobals->curtime + 1.5;
}
else if ( gpGlobals->curtime > m_fSuicideTime )
{
CTakeDamageInfo info( NULL, NULL, Vector(0,0,0), GetAbsOrigin(), GetHealth() * 2, DMG_ACID );
Event_Killed( info );
}
if( GetWaterLevel() > 0 )
{
// No movement if sinking in water.
return;
}
Vector newVelocity = GetCurrentVelocity();
// accelerate faster and faster when dying
newVelocity = newVelocity + (newVelocity * 1.5 * flInterval );
// Lose lift
newVelocity.z -= 0.2*flInterval*(sv_gravity.GetFloat());
// ----------------------------------------------------------------------------------------
// Add in any forced velocity
// ----------------------------------------------------------------------------------------
newVelocity += m_vForceVelocity;
SetCurrentVelocity( newVelocity );
m_vForceVelocity = vec3_origin;
// Lots of noise!! Out of control!
AddNoiseToVelocity( 5.0 );
// ----------------------
// Limit overall speed
// ----------------------
LimitSpeed( -1, ASW_BUZZER_MAX_SPEED * 2.0 );
QAngle angles = GetLocalAngles();
// ------------------------------------------
// If I'm dying, add random banking noise
// ------------------------------------------
angles.x += -20+(random->RandomInt(0,40));
angles.z += -20+(random->RandomInt(0,40));
CheckCollisions(flInterval);
PlayFlySound();
// SetLocalAngles( angles );
WalkMove( GetCurrentVelocity() * flInterval,MASK_NPCSOLID );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Buzzer::Precache(void)
{
//
// Model.
//
PrecacheModel( ASW_BUZZER_MODEL );
PropBreakablePrecacheAll( MAKE_STRING(ASW_BUZZER_MODEL) );
PrecacheScriptSound( "ASW_Buzzer.Attack" );
PrecacheScriptSound( "ASW_Buzzer.Death" );
PrecacheScriptSound( "ASW_Buzzer.Pain" );
PrecacheScriptSound( "ASW_Buzzer.Idle" );
PrecacheScriptSound( "ASW_Buzzer.OnFire" );
PrecacheParticleSystem( "buzzer_trail" );
PrecacheParticleSystem( "buzzer_death" );
// Sounds used on Client:
//PrecacheScriptSound( "NPC_Manhack.EngineSound1" );
//PrecacheScriptSound( "NPC_Manhack.EngineSound2" );
//PrecacheScriptSound( "NPC_Manhack.BladeSound" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CASW_Buzzer::GatherEnemyConditions( CBaseEntity *pEnemy )
{
// The Manhack "regroups" when its in attack range but to
// far above or below its enemy. Set the start attack
// condition if we are far enough away from the enemy
// or at the correct height
// Don't bother with Z if the enemy is in a vehicle
float fl2DDist = 60.0f;
float flZDist = 12.0f;
if ( GetEnemy()->IsPlayer() && assert_cast< CBasePlayer * >(GetEnemy())->IsInAVehicle() )
{
flZDist = 24.0f;
}
if ((GetAbsOrigin() - pEnemy->GetAbsOrigin()).Length2D() > fl2DDist)
{
SetCondition(COND_ASW_BUZZER_START_ATTACK);
}
else
{
float targetZ = pEnemy->EyePosition().z;
if (fabs(GetAbsOrigin().z - targetZ) < flZDist)
{
SetCondition(COND_ASW_BUZZER_START_ATTACK);
}
}
BaseClass::GatherEnemyConditions(pEnemy);
}
//-----------------------------------------------------------------------------
// Purpose: For innate melee attack
// Input :
// Output :
//-----------------------------------------------------------------------------
int CASW_Buzzer::MeleeAttack1Conditions( float flDot, float flDist )
{
if ( GetEnemy() == NULL )
return COND_NONE;
//TODO: We could also decide if we want to back up here
if ( m_flNextBurstTime > gpGlobals->curtime )
return COND_NONE;
float flMaxDist = 45;
float flMinDist = 24;
bool bEnemyInVehicle = GetEnemy()->IsPlayer() && assert_cast< CBasePlayer * >(GetEnemy())->IsInAVehicle();
if ( GetEnemy()->IsPlayer() && assert_cast< CBasePlayer * >(GetEnemy())->IsInAVehicle() )
{
flMinDist = 0;
flMaxDist = 200.0f;
}
if (flDist > flMaxDist)
{
return COND_TOO_FAR_TO_ATTACK;
}
if (flDist < flMinDist)
{
return COND_TOO_CLOSE_TO_ATTACK;
}
// Check our current velocity and speed, if it's too far off, we need to settle
// Don't bother with Z if the enemy is in a vehicle
if ( bEnemyInVehicle )
{
return COND_CAN_MELEE_ATTACK1;
}
// Assume the this check is in regards to my current enemy
// for the Manhacks spetial condition
float deltaZ = GetAbsOrigin().z - GetEnemy()->EyePosition().z;
if ( (deltaZ > 12.0f) || (deltaZ < -24.0f) )
{
return COND_TOO_CLOSE_TO_ATTACK;
}
return COND_CAN_MELEE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CASW_Buzzer::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
// Override this task so we go for the enemy at eye level
case TASK_ASW_BUZZER_HOVER:
{
break;
}
// If my enemy has moved significantly, update my path
case TASK_WAIT_FOR_MOVEMENT:
{
CBaseEntity *pEnemy = GetEnemy();
if (pEnemy &&
(GetCurSchedule()->GetId() == SCHED_CHASE_ENEMY) &&
GetNavigator()->IsGoalActive() )
{
Vector vecEnemyPosition;
vecEnemyPosition = pEnemy->EyePosition();
if ( GetNavigator()->GetGoalPos().DistToSqr(vecEnemyPosition) > 40 * 40 )
{
GetNavigator()->UpdateGoalPos( vecEnemyPosition );
}
}
BaseClass::RunTask(pTask);
break;
}
case TASK_ASW_BUZZER_MOVEAT_SAVEPOSITION:
{
// do the movement thingy
// NDebugOverlay::Line( GetAbsOrigin(), m_vSavePosition, 0, 255, 0, true, 0.1);
Vector dir = (m_vSavePosition - GetAbsOrigin());
float dist = VectorNormalize( dir );
float t = m_fSwarmMoveTime - gpGlobals->curtime;
if (t < 0.1)
{
if (dist > 256)
{
TaskFail( FAIL_NO_ROUTE );
}
else
{
TaskComplete();
}
}
else if (dist < 64)
{
m_vSwarmMoveTarget = GetAbsOrigin() - Vector( -dir.y, dir.x, 0 ) * 4;
}
else
{
m_vSwarmMoveTarget = GetAbsOrigin() + dir * 10;
}
break;
}
default:
{
BaseClass::RunTask(pTask);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Buzzer::Spawn(void)
{
Precache();
SetModel( ASW_BUZZER_MODEL );
SetHullType(HULL_TINY_CENTERED);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_VPHYSICS );
SetHealthByDifficultyLevel();
SetViewOffset( Vector(0, 0, 10) ); // Position of the eyes relative to NPC's origin.
m_flFieldOfView = VIEW_FIELD_FULL;
m_NPCState = NPC_STATE_NONE;
if ( m_spawnflags & SF_ASW_BUZZER_USE_AIR_NODES)
{
SetNavType(NAV_FLY);
}
else
{
SetNavType(NAV_GROUND);
}
ChangeFaction( FACTION_ALIENS );
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL );
SetBloodColor( DONT_BLEED );
SetCurrentVelocity( vec3_origin );
m_vForceVelocity.Init();
m_vCurrentBanking.Init();
m_vTargetBanking.Init();
m_flNextBurstTime = gpGlobals->curtime;
CapabilitiesAdd( bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_MOVE_FLY | bits_CAP_SQUAD );
m_flNextEngineSoundTime = gpGlobals->curtime;
m_flWaterSuspendTime = gpGlobals->curtime;
m_flEngineStallTime = gpGlobals->curtime;
m_fForceMoveTime = gpGlobals->curtime;
m_vForceMoveTarget = vec3_origin;
m_fSwarmMoveTime = gpGlobals->curtime;
m_vSwarmMoveTarget = vec3_origin;
// Set the noise mod to huge numbers right now, in case this buzzer starts out waiting for a script
// for instance, we don't want him to bob whilst he's waiting for a script. This allows designers
// to 'hide' buzzers in small places. (sjb)
SetNoiseMod( ASW_BUZZER_NOISEMOD_HIDE, ASW_BUZZER_NOISEMOD_HIDE, ASW_BUZZER_NOISEMOD_HIDE );
// Start out with full power!
m_fEnginePowerScale = GetMaxEnginePower();
// find panels
m_iPanel1 = LookupPoseParameter( "Panel1" );
m_iPanel2 = LookupPoseParameter( "Panel2" );
m_iPanel3 = LookupPoseParameter( "Panel3" );
m_iPanel4 = LookupPoseParameter( "Panel4" );
m_fHeadYaw = 0;
m_pMoanSound = NULL;
NPCInit();
// Manhacks are designed to slam into things, so don't take much damage from it!
SetImpactEnergyScale( 0.001 );
// Manhacks get 30 seconds worth of free knowledge.
GetEnemies()->SetFreeKnowledgeDuration( 30.0 );
// makes us collide with everything, but the player can walk through us (needed since the player has no vphys shadow to stop us going into him)
SetCollisionGroup( ASW_COLLISION_GROUP_BUZZER );
m_bHeld = false;
StopLoitering();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Buzzer::StartEye( void )
{
}
//-----------------------------------------------------------------------------
void CASW_Buzzer::Activate()
{
BaseClass::Activate();
if ( IsAlive() )
{
StartEye();
}
}
void CASW_Buzzer::NPCInit()
{
BaseClass::NPCInit();
// set default alien swarm sight/sense distances
SetDistSwarmSense(576.0f);
SetDistLook( 768.0f );
m_flDistTooFar = 1500.0f; // seems this is used as an early out for checking attack conditions or not, also for LOS?
// if flagged, alien can see twice as far
if ( HasSpawnFlags( SF_NPC_LONG_RANGE ) )
{
SetDistSwarmSense(1152.0f);
SetDistLook( 1536.0f );
m_flDistTooFar = 2000.0f;
}
CASW_GameStats.Event_AlienSpawned( this );
m_LagCompensation.Init(this);
SetDistSwarmSense(576.0f);
}
void CASW_Buzzer::NPCThink( void )
{
BaseClass::NPCThink();
// stop electro stunning if we're slowed
if (m_bElectroStunned && m_flElectroStunSlowMoveTime < gpGlobals->curtime)
m_bElectroStunned = false;
if (gpGlobals->maxClients > 1)
m_LagCompensation.StorePositionHistory();
}
void CASW_Buzzer::SetDistSwarmSense( float flDistSense )
{
if (!GetASWSenses())
return;
GetASWSenses()->SetDistSwarmSense( flDistSense );
}
//-----------------------------------------------------------------------------
// Purpose: Get the engine sound started. Unless we're not supposed to have it on yet!
//-----------------------------------------------------------------------------
void CASW_Buzzer::PostNPCInit( void )
{
// SetAbsVelocity( vec3_origin );
BladesInit();
}
void CASW_Buzzer::BladesInit()
{
bool engineSound = (m_spawnflags & SF_NPC_GAG) ? false : true;
StartEngine( engineSound );
SetActivity( ACT_FLY );
}
//-----------------------------------------------------------------------------
// Crank up the engine!
//-----------------------------------------------------------------------------
void CASW_Buzzer::StartEngine( bool fStartSound )
{
if( fStartSound )
{
SoundInit();
}
// Make the blade appear.
SetBodygroup( 1, 1 );
// Pop up a little if falling fast!
Vector vecVelocity;
GetVelocity( &vecVelocity, NULL );
// Under powered flight now.
// SetMoveType( MOVETYPE_STEP );
// SetGravity( ASW_BUZZER_GRAVITY );
AddFlag( FL_FLY );
}
//-----------------------------------------------------------------------------
// Purpose: Start the buzzer's engine sound.
//-----------------------------------------------------------------------------
void CASW_Buzzer::SoundInit( void )
{
m_nEnginePitch1 = ASW_BUZZER_MIN_PITCH1;
m_flEnginePitch1Time = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Buzzer::StopLoopingSounds(void)
{
BaseClass::StopLoopingSounds();
m_nEnginePitch1 = 0;
m_flEnginePitch1Time = gpGlobals->curtime;
CSoundEnvelopeController::GetController().SoundDestroy( m_pMoanSound );
m_pMoanSound = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pTask -
//-----------------------------------------------------------------------------
void CASW_Buzzer::StartTask( const Task_t *pTask )
{
switch (pTask->iTask)
{
case TASK_ASW_BUZZER_HOVER:
break;
case TASK_ASW_BUZZER_BUILD_PATH_TO_ORDER:
{
CBaseEntity *pGoalEnt = m_AlienOrderObject;
m_bFailedMoveTo = false;
if (pGoalEnt)
{
// if our target is a path corner, do normal AI following of that route
bool bIsFlying = (GetMoveType() == MOVETYPE_FLY) || (GetMoveType() == MOVETYPE_FLYGRAVITY);
if (pGoalEnt->ClassMatches("path_corner"))
{
SetGoalEnt(pGoalEnt);
AI_NavGoal_t goal( GOALTYPE_PATHCORNER, pGoalEnt->GetAbsOrigin(),
bIsFlying ? ACT_FLY : ACT_WALK,
AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
SetState( NPC_STATE_IDLE );
if ( !GetNavigator()->SetGoal( goal ) )
{
DevWarning( 2, "Can't Create Route!\n" );
m_bFailedMoveTo = true;
}
else
{
TaskComplete();
}
}
else
{
// HACKHACK: Call through TranslateNavGoal to fixup this goal position
// UNDONE: Remove this and have NPCs that need this functionality fix up paths in the
// movement system instead of when they are specified.
AI_NavGoal_t goal(pGoalEnt->GetAbsOrigin(), bIsFlying ? ACT_FLY : ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
TranslateNavGoal( pGoalEnt, goal.dest );
if (!GetNavigator()->SetGoal( goal ))
{
DevWarning( 2, "Can't Create Route!\n" );
m_bFailedMoveTo = true;
}
else
{
TaskComplete();
}
}
}
if (!pGoalEnt || m_bFailedMoveTo)
{
//m_AlienOrders = AOT_SpreadThenHibernate; // make sure our orders are set correctly for this action (may be incorrect if a MoveTo order fails)
if (pTask->flTaskData <= 0) // check the taskdata to see if we should do a short spread movement when failing to build a path
{
// random nearby position
if ( GetNavigator()->SetWanderGoal( 90, 200 ) )
{
TaskComplete();
}
else
{
// if we couldn't go for a full path
if ( GetNavigator()->SetRandomGoal( 150.0f ) )
{
TaskComplete();
}
TaskFail(FAIL_NO_ROUTE);
}
}
else
{
TaskFail(FAIL_NO_ROUTE);
}
}
}
break;
case TASK_MOVE_TO_TARGET_RANGE:
case TASK_GET_PATH_TO_GOAL:
case TASK_GET_PATH_TO_ENEMY_LKP:
case TASK_GET_PATH_TO_PLAYER:
{
BaseClass::StartTask( pTask );
/*
// FIXME: why were these tasks considered bad?
_asm
{
int 3;
int 5;
}
*/
}
break;
case TASK_FACE_IDEAL:
{
// this shouldn't ever happen, but if it does, don't choke
TaskComplete();
}
break;
case TASK_GET_PATH_TO_ENEMY:
{
if (IsUnreachable(GetEnemy()))
{
TaskFail(FAIL_NO_ROUTE);
return;
}
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy == NULL )
{
TaskFail(FAIL_NO_ENEMY);
return;
}
if ( GetNavigator()->SetGoal( GOALTYPE_ENEMY ) )
{
TaskComplete();
}
else
{
// no way to get there =(
DevWarning( 2, "GetPathToEnemy failed!!\n" );
RememberUnreachable(GetEnemy());
TaskFail(FAIL_NO_ROUTE);
}
break;
}
break;
case TASK_GET_PATH_TO_TARGET:
// DevMsg("TARGET\n");
BaseClass::StartTask( pTask );
break;
case TASK_ASW_BUZZER_FIND_SQUAD_CENTER:
{
if (!m_pSquad)
{
m_vSavePosition = GetAbsOrigin();
TaskComplete();
break;
}
// calc center of squad
int count = 0;
m_vSavePosition = Vector( 0, 0, 0 );
// give attacking members more influence
AISquadIter_t iter;
for (CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) )
{
if (pSquadMember->HasStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ))
{
m_vSavePosition += pSquadMember->GetAbsOrigin() * 10;
count += 10;
}
else
{
m_vSavePosition += pSquadMember->GetAbsOrigin();
count++;
}
}
// pull towards enemy
if (GetEnemy() != NULL)
{
m_vSavePosition += GetEnemyLKP() * 4;
count += 4;
}
Assert( count != 0 );
m_vSavePosition = m_vSavePosition * (1.0 / count);
TaskComplete();
}
break;
case TASK_ASW_BUZZER_FIND_SQUAD_MEMBER:
{
if (m_pSquad)
{
CAI_BaseNPC *pSquadMember = m_pSquad->GetAnyMember();
m_vSavePosition = pSquadMember->GetAbsOrigin();
// find attacking members
AISquadIter_t iter;
for (pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) )
{
// are they attacking?
if (pSquadMember->HasStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ))
{
m_vSavePosition = pSquadMember->GetAbsOrigin();
break;
}
// do they have a goal?
if (pSquadMember->GetNavigator()->IsGoalActive())
{
m_vSavePosition = pSquadMember->GetAbsOrigin();
break;
}
}
}
else
{
m_vSavePosition = GetAbsOrigin();
}
TaskComplete();
}
break;
case TASK_ASW_BUZZER_MOVEAT_SAVEPOSITION:
{
trace_t tr;
AI_TraceLine( GetAbsOrigin(), m_vSavePosition, MASK_NPCWORLDSTATIC, this, COLLISION_GROUP_NONE, &tr );
if (tr.DidHitWorld())
{
TaskFail( FAIL_NO_ROUTE );
}
else
{
m_fSwarmMoveTime = gpGlobals->curtime + RandomFloat( pTask->flTaskData * 0.8, pTask->flTaskData * 1.2 );
}
}
break;
default:
BaseClass::StartTask(pTask);
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : Constant for the type of interaction
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CASW_Buzzer::HandleInteraction(int interactionType, void* data, CBaseCombatCharacter* sourceEnt)
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CASW_Buzzer::ManhackMaxSpeed( void )
{
if( m_flWaterSuspendTime > gpGlobals->curtime
|| m_flElectroStunSlowMoveTime > gpGlobals->curtime )
{
// Slower in water!
return ASW_BUZZER_MAX_SPEED * 0.1f;
}
if( m_fHurtSlowMoveTime > gpGlobals->curtime )
{
return ASW_BUZZER_MAX_SPEED * 0.5f;
}
return ASW_BUZZER_MAX_SPEED;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
void CASW_Buzzer::ClampMotorForces( Vector &linear, AngularImpulse &angular )
{
float scale = m_flWingFlapSpeed / 100.0;
// Msg("%.0f %.0f %.0f\n", linear.x, linear.y, linear.z );
float fscale = 3000 * scale;
if ( m_flEngineStallTime > gpGlobals->curtime )
{
linear.x = 0.0f;
linear.y = 0.0f;
linear.z = clamp( linear.z, -fscale, fscale < 1200 ? 1200 : fscale );
}
else
{
// limit reaction forces
linear.x = clamp( linear.x, -fscale, fscale );
linear.y = clamp( linear.y, -fscale, fscale );
linear.z = clamp( linear.z, -fscale, fscale < 1200 ? 1200 : fscale );
}
angular.x *= scale;
angular.y *= scale;
angular.z *= scale;
}
//-----------------------------------------------------------------------------
// Purpose: Tests whether we're above the target's feet but also below their top
// Input : *pTarget - who we're testing against
//-----------------------------------------------------------------------------
bool CASW_Buzzer::IsInEffectiveTargetZone( CBaseEntity *pTarget )
{
Vector vecMaxPos, vecMinPos;
float ourHeight = WorldSpaceCenter().z;
// If the enemy is in a vehicle, we need to get those bounds
if ( pTarget && pTarget->IsPlayer() && assert_cast< CBasePlayer * >(pTarget)->IsInAVehicle() )
{
CBaseEntity *pVehicle = assert_cast< CBasePlayer * >(pTarget)->GetVehicleEntity();
pVehicle->CollisionProp()->NormalizedToWorldSpace( Vector(0.0f,0.0f,1.0f), &vecMaxPos );
pVehicle->CollisionProp()->NormalizedToWorldSpace( Vector(0.0f,0.0f,0.0f), &vecMinPos );
if ( ourHeight > vecMinPos.z && ourHeight < vecMaxPos.z )
return true;
return false;
}
// Get the enemies top and bottom point
pTarget->CollisionProp()->NormalizedToWorldSpace( Vector(0.0f,0.0f,1.0f), &vecMaxPos );
pTarget->CollisionProp()->NormalizedToWorldSpace( Vector(0.0f,0.0f,0.0f), &vecMinPos );
// See if we're within that range
if ( ourHeight > vecMinPos.z && ourHeight < vecMaxPos.z )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnemy -
// &chasePosition -
// &tolerance -
//-----------------------------------------------------------------------------
void CASW_Buzzer::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition )
{
if ( pEnemy && pEnemy->IsPlayer() && assert_cast< CBasePlayer * >(pEnemy)->IsInAVehicle() )
{
Vector vecNewPos;
CBaseEntity *pVehicle = assert_cast< CBasePlayer * >(pEnemy)->GetVehicleEntity();
pVehicle->CollisionProp()->NormalizedToWorldSpace( Vector(0.5,0.5,0.5f), &vecNewPos );
chasePosition.z = vecNewPos.z;
}
else
{
Vector vecTarget;
pEnemy->CollisionProp()->NormalizedToCollisionSpace( Vector(0,0,0.75f), &vecTarget );
chasePosition.z += vecTarget.z;
}
}
float CASW_Buzzer::GetDefaultNavGoalTolerance()
{
return GetHullWidth();
}
//-----------------------------------------------------------------------------
// Freezes this NPC in place for a period of time.
//-----------------------------------------------------------------------------
void CASW_Buzzer::Freeze( float flFreezeAmount, CBaseEntity *pFreezer, Ray_t *pFreezeRay )
{
BaseClass::Freeze( flFreezeAmount, pFreezer, pFreezeRay );
if ( GetMoveType() != MOVETYPE_NONE && GetFrozenAmount() > 0.0f )
{
// Freeze makes us hate life!
m_flFrozen = 1.0f;
m_flFrozenThawRate = 0.0f;
m_iHealth = 0;
}
}
bool CASW_Buzzer::ShouldBecomeStatue( void )
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Input that disables the buzzer's swarm behavior
//-----------------------------------------------------------------------------
void CASW_Buzzer::InputDisableSwarm( inputdata_t &inputdata )
{
m_bDoSwarmBehavior = false;
}
void CASW_Buzzer::StartLoitering( const Vector &vecLoiterPosition )
{
//Msg("Start Loitering\n");
m_vTargetBanking = vec3_origin;
m_vecLoiterPosition = GetAbsOrigin();
m_vForceVelocity = vec3_origin;
SetCurrentVelocity( vec3_origin );
}
// buzzers have better acceleration on harder difficulty levels
float CASW_Buzzer::GetMaxEnginePower()
{
if (m_bElectroStunned)
return 0.5f;
if (ASWGameRules())
{
int nSkillLevel = ASWGameRules()->GetSkillLevel();
nSkillLevel = clamp<int>( nSkillLevel, 1, 4 );
return nSkillLevel + 0.1f;
}
return 2.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : hostile -
//-----------------------------------------------------------------------------
void CASW_Buzzer::ShowHostile( bool hostile /*= true*/)
{
if ( m_bShowingHostile == hostile )
return;
m_bShowingHostile = hostile;
if ( hostile )
{
EmitSound( "ASW_Buzzer.Attack" );
}
else
{
//EmitSound( "NPC_Manhack.ChargeEnd" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Buzzer::StartBurst( const Vector &vecDirection )
{
if ( m_flBurstDuration > gpGlobals->curtime )
return;
ShowHostile();
// Don't burst attack again for a couple seconds
m_flNextBurstTime = gpGlobals->curtime + 2.0;
m_flBurstDuration = gpGlobals->curtime + 1.0;
// Save off where we were going towards and for how long
m_vecBurstDirection = vecDirection;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Buzzer::StopBurst( bool bInterruptSchedule /*= false*/ )
{
if ( m_flBurstDuration < gpGlobals->curtime )
return;
ShowHostile( false );
// Stop our burst timers
m_flNextBurstTime = gpGlobals->curtime + 2.0f; //FIXME: Skill level based
m_flBurstDuration = gpGlobals->curtime - 0.1f;
if ( bInterruptSchedule )
{
// We need to rethink our current schedule
ClearSchedule( "Stopping burst" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CASW_Buzzer::CreateVPhysics( void )
{
return BaseClass::CreateVPhysics();
}
void CASW_Buzzer::SetSpawner(CASW_Base_Spawner* spawner)
{
m_hSpawner = spawner;
}
// Updates our memory about the enemies we Swarm Sensed
// todo: add various swarm sense conditions?
void CASW_Buzzer::OnSwarmSensed(int iDistance)
{
// DON'T let visibility information from last frame sit around!
//static int conditionsToClear[] =
//{
//COND_SEE_HATE,
//COND_SEE_DISLIKE,
//COND_SEE_ENEMY,
//COND_SEE_FEAR,
//COND_SEE_NEMESIS,
//COND_SEE_PLAYER,
//};
//ClearConditions( conditionsToClear, ARRAYSIZE( conditionsToClear ) );
AISightIter_t iter;
CBaseEntity *pSenseEnt;
pSenseEnt = GetASWSenses()->GetFirstSwarmSenseEntity( &iter );
while( pSenseEnt )
{
if ( pSenseEnt->IsPlayer() )
{
// if we see a client, remember that (mostly for scripted AI)
//SetCondition(COND_SEE_PLAYER);
}
Disposition_t relation = IRelationType( pSenseEnt );
// the looker will want to consider this entity
// don't check anything else about an entity that can't be seen, or an entity that you don't care about.
if ( relation != D_NU )
{
if ( pSenseEnt == GetEnemy() )
{
// we know this ent is visible, so if it also happens to be our enemy, store that now.
//SetCondition(COND_SEE_ENEMY);
}
// don't add the Enemy's relationship to the conditions. We only want to worry about conditions when
// we see npcs other than the Enemy.
switch ( relation )
{
case D_HT:
{
int priority = IRelationPriority( pSenseEnt );
if (priority < 0)
{
//SetCondition(COND_SEE_DISLIKE);
}
else if (priority > 10)
{
//SetCondition(COND_SEE_NEMESIS);
}
else
{
//SetCondition(COND_SEE_HATE);
}
UpdateEnemyMemory(pSenseEnt,pSenseEnt->GetAbsOrigin());
break;
}
case D_FR:
UpdateEnemyMemory(pSenseEnt,pSenseEnt->GetAbsOrigin());
//SetCondition(COND_SEE_FEAR);
break;
case D_LI:
case D_NU:
break;
default:
DevWarning( 2, "%s can't assess %s\n", GetClassname(), pSenseEnt->GetClassname() );
break;
}
}
pSenseEnt = GetASWSenses()->GetNextSwarmSenseEntity( &iter );
}
}
// create our custom senses class
CAI_Senses* CASW_Buzzer::CreateSenses()
{
CAI_Senses *pSenses = new CASW_AI_Senses;
pSenses->SetOuter( this );
return pSenses;
}
CASW_AI_Senses* CASW_Buzzer::GetASWSenses()
{
return dynamic_cast<CASW_AI_Senses*>(GetSenses());
}
// set orders for our alien
// select schedule should activate the appropriate orders
void CASW_Buzzer::SetAlienOrders(AlienOrder_t Orders, Vector vecOrderSpot, CBaseEntity* pOrderObject)
{
m_AlienOrders = Orders;
m_vecAlienOrderSpot = vecOrderSpot; // unused currently
m_AlienOrderObject = pOrderObject;
if (Orders == AOT_None)
{
ClearAlienOrders();
return;
}
ForceDecisionThink(); // todo: stagger the decision time if at start of mission?
//Msg("Buzzer recieved orders\n");
}
AlienOrder_t CASW_Buzzer::GetAlienOrders()
{
return m_AlienOrders;
}
void CASW_Buzzer::ClearAlienOrders()
{
//Msg("Buzzer orders cleared\n");
m_AlienOrders = AOT_None;
m_vecAlienOrderSpot = vec3_origin;
m_AlienOrderObject = NULL;
m_bIgnoreMarines = false;
m_bFailedMoveTo = false;
}
void CASW_Buzzer::GatherConditions()
{
BaseClass::GatherConditions();
if( IsLoitering() && GetEnemy() )
{
StopLoitering();
}
if (m_bIgnoreMarines) // todo: 'proper' way to ignore conditions? (using SetIgnoreConditions on receiving orders doesn't work)
{
ClearCondition(COND_CAN_MELEE_ATTACK1);
ClearCondition(COND_CAN_MELEE_ATTACK2);
ClearCondition(COND_CAN_RANGE_ATTACK1);
ClearCondition(COND_CAN_RANGE_ATTACK2);
ClearCondition(COND_ENEMY_DEAD);
ClearCondition(COND_HEAR_BULLET_IMPACT);
ClearCondition(COND_HEAR_COMBAT);
ClearCondition(COND_HEAR_DANGER);
ClearCondition(COND_HEAR_PHYSICS_DANGER);
ClearCondition(COND_NEW_ENEMY);
ClearCondition(COND_PROVOKED);
ClearCondition(COND_SEE_ENEMY);
ClearCondition(COND_SEE_FEAR);
ClearCondition(COND_SMELL);
ClearCondition(COND_HEAVY_DAMAGE);
ClearCondition(COND_LIGHT_DAMAGE);
ClearCondition(COND_RECEIVED_ORDERS);
}
if (HasCondition(COND_NEW_ENEMY)
&& m_AlienOrders != AOT_MoveToIgnoringMarines) // if we're not ignoring marines, finish our orders once we spot an enemy
ClearAlienOrders();
}
// if we arrive at our destination, clear our orders
void CASW_Buzzer::OnMovementComplete()
{
bool bClearOrders = true;
if (m_AlienOrders != AOT_None)
{
//Msg("Buzzer orders complete\n");
if (m_AlienOrders == AOT_SpreadThenHibernate && m_bFailedMoveTo)
{
// should try to repath?
// or go to a schedule where we wait X seconds, then try to repath?
}
// check if we finished trying to chase a marine, but don't have an enemy yet
// this means the marine probably moved somewhere else and we need to chase after him again
if (m_AlienOrders == AOT_MoveToNearestMarine && !GetEnemy())
{
float marine_distance;
CBaseEntity *pMarine = UTIL_ASW_NearestMarine(GetAbsOrigin(), marine_distance);
if (pMarine)
{
// don't clear orders, this'll make the alien's selectschedule do the marine chase again
bClearOrders = false;
}
}
}
if (bClearOrders)
ClearAlienOrders();
BaseClass::OnMovementComplete();
}
void CASW_Buzzer::IgnoreMarines(bool bIgnoreMarines)
{
static int g_GeneralConditions[] =
{
COND_CAN_MELEE_ATTACK1,
COND_CAN_MELEE_ATTACK2,
COND_CAN_RANGE_ATTACK1,
COND_CAN_RANGE_ATTACK2,
COND_ENEMY_DEAD,
COND_HEAR_BULLET_IMPACT,
COND_HEAR_COMBAT,
COND_HEAR_DANGER,
COND_HEAR_PHYSICS_DANGER,
COND_NEW_ENEMY,
COND_PROVOKED,
COND_SEE_ENEMY,
COND_SEE_FEAR,
COND_SMELL,
};
static int g_DamageConditions[] =
{
COND_HEAVY_DAMAGE,
COND_LIGHT_DAMAGE,
COND_RECEIVED_ORDERS,
};
ClearIgnoreConditions( g_GeneralConditions, ARRAYSIZE(g_GeneralConditions) );
ClearIgnoreConditions( g_DamageConditions, ARRAYSIZE(g_DamageConditions) );
if (bIgnoreMarines)
{
SetIgnoreConditions( g_GeneralConditions, ARRAYSIZE(g_GeneralConditions) );
SetIgnoreConditions( g_DamageConditions, ARRAYSIZE(g_DamageConditions) );
m_bIgnoreMarines = true;
}
}
int CASW_Buzzer::SelectAlienOrdersSchedule()
{
int schedule = 0;
// check if we have any alien orders to follow
switch (m_AlienOrders)
{
case AOT_MoveToIgnoringMarines:
{
IgnoreMarines(true);
schedule = SCHED_ASW_BUZZER_ORDER_MOVE;
}
break;
case AOT_SpreadThenHibernate:
case AOT_MoveTo:
{
IgnoreMarines(false);
schedule = SCHED_ASW_BUZZER_ORDER_MOVE;
}
break;
case AOT_MoveToNearestMarine:
{
float marine_distance;
// refresh our order target, in case the one passed in by the orders is no longer the nearest
m_AlienOrderObject = UTIL_ASW_NearestMarine( GetAbsOrigin(), marine_distance );
IgnoreMarines(false);
schedule = SCHED_ASW_BUZZER_ORDER_MOVE;
}
break;
case AOT_None:
default:
{
// nothing
}
}
return schedule;
}
int CASW_Buzzer::SelectSchedule( void )
{
// see if our alien orders want to schedule something
int order_schedule = SelectAlienOrdersSchedule();
if (order_schedule > 0)
{
//Msg("SelectSchedule picked alien orders\n");
return order_schedule;
}
return BaseClass::SelectSchedule();
}
void CASW_Buzzer::Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner )
{
return; // use ASW_Ignite instead
}
void CASW_Buzzer::ASW_Ignite( float flFlameLifetime, float flSize, CBaseEntity *pAttacker, CBaseEntity *pDamagingWeapon /*= NULL */ )
{
if (AllowedToIgnite())
{
if( IsOnFire() )
return;
AddFlag( FL_ONFIRE );
m_bOnFire = true;
if (ASWBurning())
ASWBurning()->BurnEntity(this, pAttacker, flFlameLifetime, 0.4f, 5.0f * 0.4f, pDamagingWeapon ); // 5 dps, applied every 0.4 seconds
m_OnIgnite.FireOutput( this, this );
RemoveSpawnFlags( SF_NPC_GAG );
MoanSound( envBuzzerMoanIgnited, ARRAYSIZE( envBuzzerMoanIgnited ) );
if( m_pMoanSound )
{
CSoundEnvelopeController::GetController().SoundChangePitch( m_pMoanSound, 120, 1.0 );
CSoundEnvelopeController::GetController().SoundChangeVolume( m_pMoanSound, 1, 1.0 );
}
}
}
void CASW_Buzzer::Extinguish()
{
m_bOnFire = false;
if( m_pMoanSound )
{
CSoundEnvelopeController::GetController().SoundChangeVolume( m_pMoanSound, 0, 2.0 );
CSoundEnvelopeController::GetController().SoundChangePitch( m_pMoanSound, 100, 2.0 );
}
if (ASWBurning())
ASWBurning()->Extinguish(this);
RemoveFlag( FL_ONFIRE );
}
void CASW_Buzzer::MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize )
{
if( HasSpawnFlags( SF_NPC_GAG ) )
{
// Not yet!
return;
}
if( !m_pMoanSound )
{
// Don't set this up until the code calls for it.
const char *pszSound = "ASW_Buzzer.OnFire"; //GetMoanSound( m_iMoanSound );
m_flMoanPitch = random->RandomInt( 95, 105 );
CPASAttenuationFilter filter( this );
m_pMoanSound = CSoundEnvelopeController::GetController().SoundCreate( filter, entindex(), CHAN_STATIC, pszSound, ATTN_NORM );
CSoundEnvelopeController::GetController().Play( m_pMoanSound, 1.0, m_flMoanPitch );
}
envDefaultBuzzerMoanVolumeFast[ 1 ].durationMin = 0.1f;
envDefaultBuzzerMoanVolumeFast[ 1 ].durationMax = 0.4f;
if( random->RandomInt( 1, 2 ) == 1 )
{
IdleSound();
}
float duration = CSoundEnvelopeController::GetController().SoundPlayEnvelope( m_pMoanSound, SOUNDCTRL_CHANGE_VOLUME, pEnvelope, iEnvelopeSize );
//float flPitch = random->RandomInt( m_flMoanPitch + 0, m_flMoanPitch );
float flPitch = m_flMoanPitch;
CSoundEnvelopeController::GetController().SoundChangePitch( m_pMoanSound, flPitch, 0.3 );
m_flNextMoanSound = gpGlobals->curtime + duration + 9999;
}
void CASW_Buzzer::SetHealthByDifficultyLevel()
{
SetHealth(ASWGameRules()->ModifyAlienHealthBySkillLevel(sk_asw_buzzer_health.GetFloat()));
}
void CASW_Buzzer::ElectroStun( float flStunTime )
{
if (m_flElectroStunSlowMoveTime < gpGlobals->curtime + flStunTime)
m_flElectroStunSlowMoveTime = gpGlobals->curtime + flStunTime;
m_bElectroStunned = true;
if ( ASWGameResource() )
{
ASWGameResource()->m_iElectroStunnedAliens++;
}
// can't jump after being elecrostunned
CapabilitiesRemove( bits_CAP_MOVE_JUMP );
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_buzzer, CASW_Buzzer )
DECLARE_TASK( TASK_ASW_BUZZER_HOVER );
DECLARE_TASK( TASK_ASW_BUZZER_FIND_SQUAD_CENTER );
DECLARE_TASK( TASK_ASW_BUZZER_FIND_SQUAD_MEMBER );
DECLARE_TASK( TASK_ASW_BUZZER_MOVEAT_SAVEPOSITION );
DECLARE_TASK(TASK_ASW_BUZZER_BUILD_PATH_TO_ORDER);
DECLARE_CONDITION( COND_ASW_BUZZER_START_ATTACK );
//=========================================================
// > SCHED_ASW_BUZZER_ATTACK_HOVER
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASW_BUZZER_ATTACK_HOVER,
" Tasks"
" TASK_SET_ACTIVITY ACTIVITY:ACT_FLY"
" TASK_ASW_BUZZER_HOVER 0"
" "
" Interrupts"
" COND_TOO_FAR_TO_ATTACK"
" COND_TOO_CLOSE_TO_ATTACK"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_ENEMY_OCCLUDED"
);
//=========================================================
// > SCHED_ASW_BUZZER_REGROUP
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASW_BUZZER_REGROUP,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_TOLERANCE_DISTANCE 24"
" TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0"
" TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" "
" Interrupts"
" COND_ASW_BUZZER_START_ATTACK"
" COND_NEW_ENEMY"
" COND_CAN_MELEE_ATTACK1"
);
//=========================================================
// > SCHED_ASW_BUZZER_SWARM_IDLE
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASW_BUZZER_SWARM_IDLE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASW_BUZZER_SWARM_FAILURE"
" TASK_ASW_BUZZER_FIND_SQUAD_CENTER 0"
" TASK_ASW_BUZZER_MOVEAT_SAVEPOSITION 5"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_ENEMY"
" COND_SEE_FEAR"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_SMELL"
" COND_PROVOKED"
" COND_GIVE_WAY"
" COND_HEAR_PLAYER"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
" COND_HEAR_BULLET_IMPACT"
);
DEFINE_SCHEDULE
(
SCHED_ASW_BUZZER_SWARM,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASW_BUZZER_SWARM_FAILURE"
" TASK_ASW_BUZZER_FIND_SQUAD_CENTER 0"
" TASK_ASW_BUZZER_MOVEAT_SAVEPOSITION 1"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_CAN_MELEE_ATTACK1"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
);
DEFINE_SCHEDULE
(
SCHED_ASW_BUZZER_SWARM_FAILURE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WAIT 2"
" TASK_WAIT_RANDOM 2"
" TASK_ASW_BUZZER_FIND_SQUAD_MEMBER 0"
" TASK_GET_PATH_TO_SAVEPOSITION 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" "
" Interrupts"
" COND_SEE_ENEMY"
" COND_NEW_ENEMY"
);
DEFINE_SCHEDULE
(
SCHED_ASW_BUZZER_ORDER_MOVE,
" Tasks"
" TASK_ASW_BUZZER_BUILD_PATH_TO_ORDER 0"
" TASK_WALK_PATH 9999"
" TASK_WAIT_FOR_MOVEMENT 0" // 0 is spread if fail to build path
" TASK_WAIT_PVS 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_ENEMY" // in deference to scripted schedule where the enemy was slammed, thus no COND_NEW_ENEMY
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_SMELL"
" COND_PROVOKED"
" COND_HEAR_COMBAT"
" COND_HEAR_BULLET_IMPACT"
)
AI_END_CUSTOM_NPC()