Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "asw_colonist.h"
#include "asw_marine.h"
#include "asw_alien.h"
#include "asw_gamerules.h"
#include "asw_parasite.h"
#include "asw_fx_shared.h"
#include "asw_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
const int MAX_PLAYER_SQUAD = 4;
ConVar asw_colonist_health ( "asw_colonist_health", "90");
ConVar asw_colonist_tom_health ( "asw_colonist_tom_health", "30"); // tutorial guy who gets eaten
#define SWARM_COLONIST_MODEL "models/swarm/Colonist/Male/MaleColonist.mdl"
LINK_ENTITY_TO_CLASS( asw_colonist, CASW_Colonist );
BEGIN_DATADESC( CASW_Colonist )
DEFINE_FIELD( m_bInfested, FIELD_BOOLEAN ),
DEFINE_FIELD( m_fInfestedTime, FIELD_TIME ),
DEFINE_FIELD( m_fLastASWThink, FIELD_TIME ),
DEFINE_FIELD( m_hInfestationCurer, FIELD_EHANDLE ),
DEFINE_FIELD( m_bSlowHeal, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iSlowHealAmount, FIELD_INTEGER ),
DEFINE_FIELD( m_fNextSlowHealTick, FIELD_TIME ),
DEFINE_KEYFIELD( m_bNotifyNavFailBlocked, FIELD_BOOLEAN, "notifynavfailblocked" ),
DEFINE_OUTPUT( m_OnNavFailBlocked, "OnNavFailBlocked" ),
END_DATADESC()
extern ConVar asw_debug_marine_damage;
CASW_Colonist::CASW_Colonist()
{
m_fInfestedTime = 0;
m_iInfestCycle = 0;
Msg("CASW_Colonist created\n");
}
CASW_Colonist::~CASW_Colonist()
{
Msg("CASW_Colonist destroyed\n");
}
void CASW_Colonist::Precache()
{
PrecacheModel( SWARM_COLONIST_MODEL );
PrecacheScriptSound( "NPC_Citizen.FootstepLeft" );
PrecacheScriptSound( "NPC_Citizen.FootstepRight" );
PrecacheScriptSound( "NPC_Citizen.Die" );
PrecacheScriptSound( "MaleMarine.Pain" );
//PrecacheInstancedScene( "scenes/swarmscenes/tutorialscript3.vcd" );
//PrecacheInstancedScene( "scenes/swarmscenes/FishermanAlert.vcd" );
BaseClass::Precache();
}
void CASW_Colonist::Spawn()
{
Precache();
SetModel( SWARM_COLONIST_MODEL );
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
ChangeFaction( FACTION_MARINES );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetBloodColor( BLOOD_COLOR_RED );
m_flFieldOfView = 0.02;
m_NPCState = NPC_STATE_NONE;
CapabilitiesClear();
CapabilitiesAdd( bits_CAP_SQUAD );
if ( !HasSpawnFlags( SF_NPC_START_EFFICIENT ) )
{
CapabilitiesAdd( bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
CapabilitiesAdd( bits_CAP_USE_WEAPONS | bits_CAP_AIM_GUN | bits_CAP_MOVE_SHOOT );
CapabilitiesAdd( bits_CAP_DUCK | bits_CAP_DOORS_GROUP );
CapabilitiesAdd( bits_CAP_USE_SHOT_REGULATOR );
}
CapabilitiesAdd( bits_CAP_NO_HIT_PLAYER | bits_CAP_NO_HIT_SQUADMATES | bits_CAP_FRIENDLY_DMG_IMMUNE );
CapabilitiesAdd( bits_CAP_MOVE_GROUND );
SetMoveType( MOVETYPE_STEP );
m_HackedGunPos = Vector( 0, 0, ASW_MARINE_GUN_OFFSET_Z );
BaseClass::Spawn();
m_iHealth = asw_colonist_health.GetFloat();
const char* szName = STRING(GetEntityName());
if (!Q_strcmp(szName, "Tom"))
{
m_iHealth = asw_colonist_tom_health.GetFloat();
}
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
NPCInit();
Msg("Colonist health after NPCInit %d\n", m_iHealth);
}
Activity CASW_Colonist::NPC_TranslateActivity( Activity activity )
{
if ( activity == ACT_MELEE_ATTACK1 )
{
return ACT_MELEE_ATTACK_SWING;
}
// !!!HACK - Citizens don't have the required animations for shotguns,
// so trick them into using the rifle counterparts for now (sjb)
if ( activity == ACT_RUN_AIM_SHOTGUN )
return ACT_RUN_AIM_RIFLE;
if ( activity == ACT_WALK_AIM_SHOTGUN )
return ACT_WALK_AIM_RIFLE;
if ( activity == ACT_IDLE_ANGRY_SHOTGUN )
return ACT_IDLE_ANGRY_SMG1;
if ( activity == ACT_RANGE_ATTACK_SHOTGUN_LOW )
return ACT_RANGE_ATTACK_SMG1_LOW;
return BaseClass::NPC_TranslateActivity( activity );
}
int CASW_Colonist::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
if( (info.GetDamageType() & DMG_BURN) && (info.GetDamageType() & DMG_DIRECT) )
{
#define CITIZEN_SCORCH_RATE 6
#define CITIZEN_SCORCH_FLOOR 75
Scorch( CITIZEN_SCORCH_RATE, CITIZEN_SCORCH_FLOOR );
}
CTakeDamageInfo newInfo = info;
return BaseClass::OnTakeDamage_Alive( newInfo );
}
bool CASW_Colonist::IsPlayerAlly( CBasePlayer *pPlayer )
{
return true;
}
void CASW_Colonist::DeathSound( const CTakeDamageInfo &info )
{
// Sentences don't play on dead NPCs
SentenceStop();
EmitSound( "NPC_Citizen.Die" );
}
bool CASW_Colonist::IsHeavyDamage( const CTakeDamageInfo &info )
{
return (( info.GetDamage() > 5 ) || (info.GetDamageType() & DMG_INFEST));
}
void CASW_Colonist::TaskFail( AI_TaskFailureCode_t code )
{
if( code == FAIL_NO_ROUTE_BLOCKED && m_bNotifyNavFailBlocked )
{
m_OnNavFailBlocked.FireOutput( this, this );
}
BaseClass::TaskFail( code );
}
void CASW_Colonist::BecomeInfested(CASW_Alien* pAlien)
{
m_fInfestedTime = 20;
// todo: scream about being infested!
m_bInfested = true;
if (m_fNextSlowHealTick < gpGlobals->curtime)
m_fNextSlowHealTick = gpGlobals->curtime + 0.33f;
// do some damage to us immediately
float DamagePerTick = ASWGameRules()->TotalInfestDamage() / 20.0f;
CTakeDamageInfo info(NULL, NULL, Vector(0,0,0), GetAbsOrigin(), DamagePerTick,
DMG_INFEST);
TakeDamage(info);
EmitSound("MaleMarine.Pain");
}
void CASW_Colonist::CureInfestation(CASW_Marine *pHealer, float fCureFraction)
{
if (m_fInfestedTime > 0)
{
m_fInfestedTime = m_fInfestedTime * fCureFraction;
if (pHealer)
m_hInfestationCurer = pHealer;
}
}
// if we died from infestation, then gib
bool CASW_Colonist::ShouldGib( const CTakeDamageInfo &info )
{
if (info.GetDamageType() & DMG_INFEST)
return true;
return BaseClass::ShouldGib(info);
}
// if we gibbed from infestation damage, spawn some parasites
bool CASW_Colonist::Event_Gibbed( const CTakeDamageInfo &info )
{
if (info.GetDamageType() & DMG_INFEST)
{
if (asw_debug_marine_damage.GetBool())
Msg("colonist infest gibbed at loc %f, %f, %f\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z);
if (asw_debug_marine_damage.GetBool())
NDebugOverlay::EntityBounds(this, 255,0,0, 255, 15.0f);
int iNumParasites = 3 + random->RandomInt(0,2);
Vector vecSpawnPos[5];
QAngle angParasiteFacing[5];
float fJumpDistance[5];
// for some reason if we calculate these inside the loop, the random numbers all come out the same. Worrying.
angParasiteFacing[0] = GetAbsAngles(); angParasiteFacing[0].y = random->RandomInt(0,360);
angParasiteFacing[1] = GetAbsAngles(); angParasiteFacing[1].y = random->RandomInt(0,360);
angParasiteFacing[2] = GetAbsAngles(); angParasiteFacing[2].y = random->RandomInt(0,360);
angParasiteFacing[3] = GetAbsAngles(); angParasiteFacing[3].y = random->RandomInt(0,360);
angParasiteFacing[4] = GetAbsAngles(); angParasiteFacing[4].y = random->RandomInt(0,360);
fJumpDistance[0] = random->RandomInt(30,70);
fJumpDistance[1] = random->RandomInt(30,70);
fJumpDistance[2] = random->RandomInt(30,70);
fJumpDistance[3] = random->RandomInt(30,70);
fJumpDistance[4] = random->RandomInt(30,70);
for (int i=0;i<iNumParasites;i++)
{
bool bBlocked = true;
int k = 0;
vecSpawnPos[i] = vec3_origin;
while (bBlocked && k<10)
{
vecSpawnPos[i] = GetAbsOrigin();
vecSpawnPos[i].z += random->RandomInt(25,45);
if (k > 0)
{
vecSpawnPos[i].x += random->RandomInt(-15, 15);
vecSpawnPos[i].y += random->RandomInt(-15, 15);
}
// check if there's room at this position
trace_t tr;
UTIL_TraceHull( vecSpawnPos[i], vecSpawnPos[i]+Vector(0,0,1),
NAI_Hull::Mins(HULL_TINY),NAI_Hull::Maxs(HULL_TINY),
MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
if (asw_debug_marine_damage.GetBool())
NDebugOverlay::Box(vecSpawnPos[i], NAI_Hull::Mins(HULL_TINY),NAI_Hull::Maxs(HULL_TINY), 255,255,0,255,15.0f);
if ( tr.fraction == 1.0 )
{
bBlocked = false;
}
k++;
}
if (bBlocked)
continue; // couldn't find room for parasites
if (asw_debug_marine_damage.GetBool())
Msg("Found an unblocked pos for this entity, trying to spawn it there %f, %f, %f\n", vecSpawnPos[i].x,
vecSpawnPos[i].y, vecSpawnPos[i].z);
CASW_Parasite* pParasite = dynamic_cast<CASW_Parasite*>(CreateNoSpawn("asw_parasite",
vecSpawnPos[i], angParasiteFacing[i], this));
if (pParasite)
{
pParasite->Spawn();
pParasite->AddSolidFlags( FSOLID_NOT_SOLID );
pParasite->SetSleepState(AISS_WAITING_FOR_INPUT);
pParasite->SetJumpFromEgg(true, fJumpDistance[i]);
pParasite->Wake();
}
}
}
Vector vecDir = RandomVector(-1, 1);
UTIL_ASW_BloodDrips( GetAbsOrigin()+Vector(0,0,60)+vecDir*20, vecDir, BloodColor(), 5 );
vecDir = RandomVector(-1, 1);
UTIL_ASW_BloodDrips( GetAbsOrigin()+Vector(0,0,40)+vecDir*20, vecDir, BloodColor(), 5 );
vecDir = RandomVector(-1, 1);
UTIL_ASW_BloodDrips( GetAbsOrigin()+Vector(0,0,20)+vecDir*20, vecDir, BloodColor(), 5 );
return BaseClass::Event_Gibbed(info);
}
void CASW_Colonist::ASWThinkEffects()
{
//float fDeltaTime = gpGlobals->curtime - m_fLastASWThink;
// general timer for healing/infestation
if ((m_bSlowHeal || IsInfested()) && GetHealth() > 0)
{
while (gpGlobals->curtime >= m_fNextSlowHealTick)
{
m_fNextSlowHealTick += 0.33f;
// check slow heal isn't over out cap
if (m_bSlowHeal)
{
if (m_iSlowHealAmount + GetHealth() > GetMaxHealth())
m_iSlowHealAmount = GetMaxHealth() - GetHealth();
int amount = MIN(4, m_iSlowHealAmount);
// change the health
SetHealth(GetHealth() + amount);
m_iSlowHealAmount -= amount;
if (m_iSlowHealAmount <= 0)
{
m_bSlowHeal = false;
}
}
if (IsInfested())
{
m_iInfestCycle++;
if (m_iInfestCycle >= 3) // only do the infest damage once per second
{
float DamagePerTick = ASWGameRules()->TotalInfestDamage() / 20.0f;
CTakeDamageInfo info(NULL, NULL, Vector(0,0,0), GetAbsOrigin(), DamagePerTick,
DMG_INFEST);
TakeDamage(info);
SetSchedule(SCHED_BIG_FLINCH);
EmitSound("MaleMarine.Pain");
m_iInfestCycle = 0;
m_fInfestedTime-=1.0f;
if (m_fInfestedTime <= 0)
{
m_fInfestedTime = 0;
m_bInfested = false;
//if (m_hInfestationCurer.Get() && m_hInfestationCurer->GetMarineResource())
//{
//m_hInfestationCurer->GetMarineResource()->m_iCuredInfestation++;
m_hInfestationCurer = NULL;
//}
}
}
}
}
}
m_fLastASWThink = gpGlobals->curtime;
}
void CASW_Colonist::NPCThink()
{
ASWThinkEffects();
BaseClass::NPCThink();
}
// healing
void CASW_Colonist::AddSlowHeal(int iHealAmount, CASW_Marine *pMedic)
{
if (iHealAmount > 0)
{
if (!m_bSlowHeal)
{
m_bSlowHeal = true;
m_fNextSlowHealTick = gpGlobals->curtime + 0.33f;
}
m_iSlowHealAmount += iHealAmount;
// note: no healing stats given to medic for colonists
// healing puts out fires
if (IsOnFire())
{
Extinguish();
}
}
}
int CASW_Colonist::SelectFlinchSchedule_ASW()
{
if ( IsCurSchedule( SCHED_BIG_FLINCH ) )
{
return SCHED_NONE;
}
if (!HasCondition(COND_HEAVY_DAMAGE)) // only flinch on heavy damage condition (which is set if a particular marine's weapon + skills cause a flinch)
{
return SCHED_NONE;
}
return SCHED_BIG_FLINCH;
}
int CASW_Colonist::SelectSchedule( void )
{
int nSched = SelectFlinchSchedule_ASW();
if ( nSched != SCHED_NONE )
return nSched;
return BaseClass::SelectSchedule();
}
Activity CASW_Colonist::GetFlinchActivity( bool bHeavyDamage, bool bGesture )
{
return (Activity) ACT_BIG_FLINCH;
}
void CASW_Colonist::MeleeBleed(CTakeDamageInfo* info)
{
Vector vecDir = vec3_origin;
if (info->GetAttacker())
{
vecDir = info->GetAttacker()->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize(vecDir);
}
else
{
vecDir = RandomVector(-1, 1);
}
UTIL_ASW_BloodDrips( GetAbsOrigin()+Vector(0,0,60)+vecDir*3, vecDir, BloodColor(), 5 );
SetSchedule(SCHED_BIG_FLINCH);
EmitSound("MaleMarine.Pain");
}
AI_BEGIN_CUSTOM_NPC( asw_colonist, CASW_Colonist )
AI_END_CUSTOM_NPC()
static ConVar asw_npc_go_do_run( "asw_npc_go_do_run", "1", FCVAR_CHEAT, "Set whether should run on asw_npc_go" );
void CC_ASW_NPC_Go( void )
{
CASW_Player *pPlayer = ToASW_Player(UTIL_GetCommandClient());;
if ( !pPlayer || !pPlayer->GetMarine() )
return;
trace_t tr;
Vector forward;
Vector vecSrc = pPlayer->GetMarine()->EyePosition();
QAngle angAiming = pPlayer->EyeAnglesWithCursorRoll();
float dist = tan(DEG2RAD(90 - angAiming.z)) * 60.0f;
AngleVectors( pPlayer->EyeAngles(), &forward );
//AI_TraceLine( vecSrc,
//vecSrc + forward * dist, MASK_NPCSOLID,
//pPlayer->GetMarine(), COLLISION_GROUP_NONE, &tr );
CAI_BaseNPC::ForceSelectedGo(pPlayer, vecSrc + forward * dist, forward, asw_npc_go_do_run.GetBool());
}
static ConCommand asw_npc_go("asw_npc_go", CC_ASW_NPC_Go, "Selected NPC(s) will go to the location that the player is looking (shown with a purple box)\n\tArguments: -none-", FCVAR_CHEAT);