Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _INCLUDED_ASW_QUEEN_H
#define _INCLUDED_ASW_QUEEN_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_alien.h"
#include "util_shared.h"
class CASW_Queen_Divers;
class CASW_Queen_Grabber;
class CASW_Marine;
class CASW_Sentry_Base;
class CASW_Queen : public CASW_Alien
{
public:
DECLARE_CLASS( CASW_Queen, CASW_Alien );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CASW_Queen( void );
virtual ~CASW_Queen( void );
virtual void Spawn();
virtual void NPCInit();
virtual void Precache();
virtual float GetIdealSpeed() const;
virtual float GetIdealAccel( ) const;
virtual float MaxYawSpeed( void );
//virtual void NPCThink();
Class_T Classify( void ) { return (Class_T) CLASS_ASW_QUEEN; }
virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
virtual bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal,
float distClear,
AIMoveResult_t *pResult );
virtual void BuildScheduleTestBits();
virtual void GatherConditions();
virtual int SelectSchedule();
virtual int SelectQueenCombatSchedule();
virtual int SelectDeadSchedule();
virtual int SelectFlinchSchedule_ASW();
virtual bool IsHeavyDamage( const CTakeDamageInfo &info );
virtual int SelectSummonSchedule();
virtual void RunTask( const Task_t *pTask );
virtual void StartTask( const Task_t *pTask );
virtual int TranslateSchedule( int scheduleType );
virtual bool FCanCheckAttacks();
virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions);
virtual void HandleAnimEvent( animevent_t *pEvent );
virtual bool ShouldGib( const CTakeDamageInfo &info );
virtual void SlashAttack( bool bRightClaw = false );
virtual int MeleeAttack1Conditions ( float flDot, float flDist );
virtual int MeleeAttack2Conditions ( float flDot, float flDist );
virtual float InnateRange1MinRange( void );
virtual float InnateRange1MaxRange( void );
virtual int RangeAttack1Conditions ( float flDot, float flDist );
virtual float GetAttackDamageScale( CBaseEntity *pVictim );
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
virtual bool PassesDamageFilter( const CTakeDamageInfo &info );
virtual void SpitProjectile();
Vector GetQueenAutoaimVector(Vector &spitSrc, QAngle &angSpit);
virtual bool AllowedToIgnite( void ) { return false; }
// head turning
bool ShouldWatchEnemy();
void UpdatePoseParams();
void PrescheduleThink();
// opening/closing the vulnerable chest
void SetChestOpen(bool bOpen);
CNetworkVar(bool, m_bChestOpen);
float m_fLastHeadYaw;
float m_fLastShieldPose;
int DrawDebugTextOverlays();
void DrawDebugGeometryOverlays();
// sounds
virtual void PainSound( const CTakeDamageInfo &info );
virtual void AlertSound();
virtual void DeathSound( const CTakeDamageInfo &info );
virtual void AttackSound();
virtual void IdleSound();
virtual void SummonWaveSound();
QAngle m_angQueenFacing;
int m_iSpitNum;
CNetworkHandle(CBaseEntity, m_hQueenEnemy);
// i/o
COutputEvent m_OnSummonWave1;
COutputEvent m_OnSummonWave2;
COutputEvent m_OnSummonWave3;
COutputEvent m_OnSummonWave4;
COutputEvent m_OnQueenKilled;
int m_iSummonWave;
Vector m_vecLastClawPos;
virtual void SetHealthByDifficultyLevel();
// various states of the digger attack
int m_iDiverState;
float m_fNextDiverState;
float m_fLastDiverAttack;
void UpdateDiver();
void AdvanceDiverState();
void SetDiverState(int iNewState);
CHandle<CASW_Queen_Divers> m_hDiver;
void NotifyGrabberKilled(CASW_Queen_Grabber* pGrabber);
int m_iLiveGrabbers;
CHandle<CASW_Marine> m_hPreventMovementMarine;
CHandle<CASW_Queen_Grabber> m_hPrimaryGrabber;
EHANDLE m_hGrabbingEnemy;
Vector GetDiverSpot();
// retreating to a fixed spot
EHANDLE m_hRetreatSpot;
// ranged attacks
float m_fLastRangedAttack;
// spawning parasites
CAI_BaseNPC* SpawnParasite();
virtual void ChildAlienKilled(CASW_Alien* pAlien);
int m_iCrittersAlive; // how many spawned critters we currently have
float m_fLayParasiteTime;
int m_iCrittersSpawnedRecently;
// blocked by a sentry gun
CHandle<CASW_Sentry_Base> m_hBlockingSentry;
enum
{
COND_QUEEN_BLOCKED_BY_DOOR = BaseClass::NEXT_CONDITION,
NEXT_CONDITION,
};
private:
DEFINE_CUSTOM_AI;
};
class CASW_TraceFilterOnlyQueenTargets : public CTraceFilterSimple
{
public:
CASW_TraceFilterOnlyQueenTargets( const IHandleEntity *passentity, int collisionGroup )
: CTraceFilterSimple( passentity, collisionGroup )
{
}
virtual TraceType_t GetTraceType() const
{
return TRACE_ENTITIES_ONLY;
}
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask );
};
enum
{
SCHED_ASW_SUMMON_WAVE = LAST_ASW_ALIEN_SHARED_SCHEDULE,
SCHED_WAIT_DIVER,
SCHED_START_DIVER_ATTACK,
SCHED_ASW_RETREAT_AND_SUMMON,
SCHED_QUEEN_RANGE_ATTACK,
SCHED_ASW_SPAWN_PARASITES,
SCHED_SMASH_SENTRY,
LAST_ASW_QUEEN_SHARED_SCHEDULE,
};
enum
{
TASK_DRONE_YAW_TO_DOOR = LAST_ASW_ALIEN_SHARED_TASK,
TASK_ASW_SUMMON_WAVE,
TASK_ASW_SOUND_SUMMON,
TASK_ASW_WAIT_DIVER,
TASK_ASW_START_DIVER_ATTACK,
TASK_ASW_GET_PATH_TO_RETREAT_SPOT,
TASK_SPAWN_PARASITES,
TASK_FACE_SENTRY,
TASK_CLEAR_BLOCKING_SENTRY,
LAST_ASW_QUEEN_SHARED_TASK,
};
// queen diver states
enum
{
ASW_QUEEN_DIVER_NONE,
ASW_QUEEN_DIVER_IDLE,
ASW_QUEEN_DIVER_PLUNGING,
ASW_QUEEN_DIVER_CHASING,
ASW_QUEEN_DIVER_GRABBING,
ASW_QUEEN_DIVER_RETRACTING,
ASW_QUEEN_DIVER_UNPLUNGING
};
#endif //_INCLUDED_ASW_QUEEN_H