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470 lines
15 KiB
470 lines
15 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#ifndef NPC_METROPOLICE_H |
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#define NPC_METROPOLICE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "rope.h" |
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#include "rope_shared.h" |
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#include "ai_baseactor.h" |
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#include "ai_basenpc.h" |
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#include "ai_goal_police.h" |
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#include "ai_behavior.h" |
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#include "ai_behavior_standoff.h" |
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#include "ai_behavior_assault.h" |
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#include "ai_behavior_functank.h" |
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#include "ai_behavior_actbusy.h" |
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#include "ai_behavior_rappel.h" |
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#include "ai_behavior_police.h" |
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#include "ai_behavior_follow.h" |
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#include "ai_sentence.h" |
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#include "props.h" |
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class CNPC_MetroPolice; |
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class CNPC_MetroPolice : public CAI_BaseActor |
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{ |
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DECLARE_CLASS( CNPC_MetroPolice, CAI_BaseActor ); |
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DECLARE_DATADESC(); |
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public: |
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CNPC_MetroPolice(); |
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virtual bool CreateComponents(); |
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bool CreateBehaviors(); |
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void Spawn( void ); |
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void Precache( void ); |
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Class_T Classify( void ); |
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Disposition_t IRelationType(CBaseEntity *pTarget); |
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float MaxYawSpeed( void ); |
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void HandleAnimEvent( animevent_t *pEvent ); |
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Activity NPC_TranslateActivity( Activity newActivity ); |
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Vector EyeDirection3D( void ) { return CAI_BaseHumanoid::EyeDirection3D(); } // cops don't have eyes |
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virtual void Event_Killed( const CTakeDamageInfo &info ); |
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virtual void OnScheduleChange(); |
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float GetIdealAccel( void ) const; |
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int ObjectCaps( void ) { return UsableNPCObjectCaps(BaseClass::ObjectCaps()); } |
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void PrecriminalUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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// These are overridden so that the cop can shove and move a non-criminal player safely |
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CBaseEntity *CheckTraceHullAttack( float flDist, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float forceScale, bool bDamageAnyNPC ); |
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CBaseEntity *CheckTraceHullAttack( const Vector &vStart, const Vector &vEnd, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float flForceScale, bool bDamageAnyNPC ); |
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virtual int SelectSchedule( void ); |
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virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ); |
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virtual int TranslateSchedule( int scheduleType ); |
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void StartTask( const Task_t *pTask ); |
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void RunTask( const Task_t *pTask ); |
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virtual Vector GetActualShootTrajectory( const Vector &shootOrigin ); |
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virtual void FireBullets( const FireBulletsInfo_t &info ); |
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virtual bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt); |
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virtual void Weapon_Equip( CBaseCombatWeapon *pWeapon ); |
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//virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval ); |
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bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult ); |
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bool ShouldBruteForceFailedNav() { return false; } |
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virtual void GatherConditions( void ); |
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virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval ); |
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// Can't move and shoot when the enemy is an airboat |
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virtual bool ShouldMoveAndShoot(); |
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// TraceAttack |
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); |
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// Speaking |
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virtual void SpeakSentence( int nSentenceType ); |
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// Set up the shot regulator based on the equipped weapon |
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virtual void OnUpdateShotRegulator( ); |
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bool ShouldKnockOutTarget( CBaseEntity *pTarget ); |
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void KnockOutTarget( CBaseEntity *pTarget ); |
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void StunnedTarget( CBaseEntity *pTarget ); |
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void AdministerJustice( void ); |
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bool QueryHearSound( CSound *pSound ); |
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void SetBatonState( bool state ); |
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bool BatonActive( void ); |
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CAI_Sentence< CNPC_MetroPolice > *GetSentences() { return &m_Sentences; } |
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virtual bool AllowedToIgnite( void ) { return true; } |
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void PlayFlinchGesture( void ); |
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protected: |
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// Determines the best type of flinch anim to play. |
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virtual Activity GetFlinchActivity( bool bHeavyDamage, bool bGesture ); |
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// Only move and shoot when attacking |
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virtual bool OnBeginMoveAndShoot(); |
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virtual void OnEndMoveAndShoot(); |
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private: |
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bool PlayerIsCriminal( void ); |
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void ReleaseManhack( void ); |
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// Speech-related methods |
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void AnnounceTakeCoverFromDanger( CSound *pSound ); |
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void AnnounceEnemyType( CBaseEntity *pEnemy ); |
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void AnnounceEnemyKill( CBaseEntity *pEnemy ); |
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void AnnounceHarrassment( ); |
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void AnnounceOutOfAmmo( ); |
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// Behavior-related sentences |
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void SpeakFuncTankSentence( int nSentenceType ); |
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void SpeakAssaultSentence( int nSentenceType ); |
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void SpeakStandoffSentence( int nSentenceType ); |
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virtual void LostEnemySound( void ); |
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virtual void FoundEnemySound( void ); |
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virtual void AlertSound( void ); |
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virtual void PainSound( const CTakeDamageInfo &info ); |
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virtual void DeathSound( const CTakeDamageInfo &info ); |
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virtual void IdleSound( void ); |
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virtual bool ShouldPlayIdleSound( void ); |
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// Burst mode! |
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void SetBurstMode( bool bEnable ); |
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int OnTakeDamage_Alive( const CTakeDamageInfo &info ); |
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int GetSoundInterests( void ); |
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void BuildScheduleTestBits( void ); |
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bool CanDeployManhack( void ); |
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bool ShouldHitPlayer( const Vector &targetDir, float targetDist ); |
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void PrescheduleThink( void ); |
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void SetPlayerCriminalDuration( float time ); |
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void IncrementPlayerCriminalStatus( void ); |
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virtual bool UseAttackSquadSlots() { return true; } |
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WeaponProficiency_t CalcWeaponProficiency( CBaseCombatWeapon *pWeapon ); |
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// Inputs |
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void InputEnableManhackToss( inputdata_t &inputdata ); |
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void InputSetPoliceGoal( inputdata_t &inputdata ); |
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void InputActivateBaton( inputdata_t &inputdata ); |
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void NotifyDeadFriend ( CBaseEntity* pFriend ); |
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// Stitch aiming! |
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void AimBurstRandomly( int nMinCount, int nMaxCount, float flMinDelay, float flMaxDelay ); |
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void AimBurstAtEnemy( float flReactionTime ); |
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void AimBurstInFrontOfEnemy( float flReactionTime ); |
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void AimBurstAlongSideOfEnemy( float flFollowTime ); |
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void AimBurstBehindEnemy( float flFollowTime ); |
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void AimBurstTightGrouping( float flShotTime ); |
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// Anim event handlers |
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void OnAnimEventDeployManhack( animevent_t *pEvent ); |
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void OnAnimEventShove( void ); |
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void OnAnimEventBatonOn( void ); |
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void OnAnimEventBatonOff( void ); |
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void OnAnimEventStartDeployManhack( void ); |
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void OnAnimEventPreDeployManhack( void ); |
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bool HasBaton( void ); |
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// Normal schedule selection |
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int SelectCombatSchedule(); |
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int SelectScheduleNewEnemy(); |
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int SelectScheduleArrestEnemy(); |
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int SelectRangeAttackSchedule(); |
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int SelectScheduleNoDirectEnemy(); |
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int SelectScheduleInvestigateSound(); |
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int SelectShoveSchedule( void ); |
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bool TryToEnterPistolSlot( int nSquadSlot ); |
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// Airboat schedule selection |
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int SelectAirboatCombatSchedule(); |
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int SelectAirboatRangeAttackSchedule(); |
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// Handle flinching |
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bool IsHeavyDamage( const CTakeDamageInfo &info ); |
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// Is my enemy currently in an airboat? |
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bool IsEnemyInAnAirboat() const; |
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// Returns the airboat |
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CBaseEntity *GetEnemyAirboat() const; |
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// Compute a predicted enemy position n seconds into the future |
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void PredictShootTargetPosition( float flDeltaTime, float flMinLeadDist, float flAddVelocity, Vector *pVecTarget, Vector *pVecTargetVel ); |
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// Compute a predicted velocity n seconds into the future (given a known acceleration rate) |
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void PredictShootTargetVelocity( float flDeltaTime, Vector *pVecTargetVel ); |
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// How many shots will I fire in a particular amount of time? |
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int CountShotsInTime( float flDeltaTime ) const; |
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float GetTimeForShots( int nShotCount ) const; |
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// Visualize stitch |
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void VisualizeStitch( const Vector &vecStart, const Vector &vecEnd ); |
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// Visualize line of death |
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void VisualizeLineOfDeath( ); |
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// Modify the stitch length |
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float ComputeDistanceStitchModifier( float flDistanceToTarget ) const; |
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// Adjusts the burst toward the target as it's being fired. |
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void SteerBurstTowardTarget( ); |
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// Methods to compute shot trajectory based on burst mode |
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Vector ComputeBurstLockOnTrajectory( const Vector &shootOrigin ); |
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Vector ComputeBurstDeliberatelyMissTrajectory( const Vector &shootOrigin ); |
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Vector ComputeBurstTrajectory( const Vector &shootOrigin ); |
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Vector ComputeTightBurstTrajectory( const Vector &shootOrigin ); |
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// Are we currently firing a burst? |
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bool IsCurrentlyFiringBurst() const; |
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// Which entity are we actually trying to shoot at? |
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CBaseEntity *GetShootTarget(); |
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// Different burst steering modes |
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void SteerBurstTowardTargetUseSpeedOnly( const Vector &vecShootAt, const Vector &vecShootAtVelocity, float flPredictTime, int nShotsTillPredict ); |
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void SteerBurstTowardTargetUseVelocity( const Vector &vecShootAt, const Vector &vecShootAtVelocity, int nShotsTillPredict ); |
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void SteerBurstTowardTargetUsePosition( const Vector &vecShootAt, const Vector &vecShootAtVelocity, int nShotsTillPredict ); |
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void SteerBurstTowardPredictedPoint( const Vector &vecShootAt, const Vector &vecShootAtVelocity, int nShotsTillPredict ); |
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void SteerBurstWithinLineOfDeath( ); |
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// Set up the shot regulator |
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int SetupBurstShotRegulator( float flReactionTime ); |
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// Choose a random vector somewhere between the two specified vectors |
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void RandomDirectionBetweenVectors( const Vector &vecStart, const Vector &vecEnd, Vector *pResult ); |
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// Stitch selector |
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float StitchAtWeight( float flDist, float flSpeed, float flDot, float flReactionTime, const Vector &vecTargetToGun ); |
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float StitchAcrossWeight( float flDist, float flSpeed, float flDot, float flReactionTime ); |
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float StitchAlongSideWeight( float flDist, float flSpeed, float flDot ); |
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float StitchBehindWeight( float flDist, float flSpeed, float flDot ); |
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float StitchTightWeight( float flDist, float flSpeed, const Vector &vecTargetToGun, const Vector &vecVelocity ); |
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int SelectStitchSchedule(); |
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// Can me enemy see me? |
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bool CanEnemySeeMe( ); |
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// Combat schedule selection |
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int SelectMoveToLedgeSchedule(); |
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// position to shoot at |
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Vector StitchAimTarget( const Vector &posSrc, bool bNoisy ); |
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// Should we attempt to stitch? |
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bool ShouldAttemptToStitch(); |
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// Deliberately aims as close as possible w/o hitting |
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Vector AimCloseToTargetButMiss( CBaseEntity *pTarget, const Vector &shootOrigin ); |
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// Compute the actual reaction time based on distance + speed modifiers |
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float AimBurstAtReactionTime( float flReactonTime, float flDistToTargetSqr, float flCurrentSpeed ); |
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int AimBurstAtSetupHitCount( float flDistToTargetSqr, float flCurrentSpeed ); |
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// How many squad members are trying to arrest the player? |
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int SquadArrestCount(); |
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// He's resisting arrest! |
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void EnemyResistingArrest(); |
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void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); |
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// Rappel |
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virtual bool IsWaitingToRappel( void ) { return m_RappelBehavior.IsWaitingToRappel(); } |
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void BeginRappel() { m_RappelBehavior.BeginRappel(); } |
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private: |
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enum |
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{ |
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BURST_NOT_ACTIVE = 0, |
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BURST_ACTIVE, |
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BURST_LOCK_ON_AFTER_HIT, |
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BURST_LOCKED_ON, |
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BURST_DELIBERATELY_MISS, |
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BURST_TIGHT_GROUPING, |
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}; |
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enum |
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{ |
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BURST_STEER_NONE = 0, |
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BURST_STEER_TOWARD_PREDICTED_POINT, |
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BURST_STEER_WITHIN_LINE_OF_DEATH, |
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BURST_STEER_ADJUST_FOR_SPEED_CHANGES, |
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BURST_STEER_EXACTLY_TOWARD_TARGET, |
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}; |
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enum |
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{ |
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COND_METROPOLICE_ON_FIRE = BaseClass::NEXT_CONDITION, |
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COND_METROPOLICE_ENEMY_RESISTING_ARREST, |
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COND_METROPOLICE_PLAYER_TOO_CLOSE, |
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COND_METROPOLICE_CHANGE_BATON_STATE, |
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COND_METROPOLICE_PHYSOBJECT_ASSAULT, |
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}; |
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enum |
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{ |
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SCHED_METROPOLICE_WALK = BaseClass::NEXT_SCHEDULE, |
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SCHED_METROPOLICE_WAKE_ANGRY, |
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SCHED_METROPOLICE_HARASS, |
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SCHED_METROPOLICE_CHASE_ENEMY, |
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SCHED_METROPOLICE_ESTABLISH_LINE_OF_FIRE, |
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SCHED_METROPOLICE_DRAW_PISTOL, |
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SCHED_METROPOLICE_DEPLOY_MANHACK, |
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SCHED_METROPOLICE_ADVANCE, |
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SCHED_METROPOLICE_CHARGE, |
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SCHED_METROPOLICE_BURNING_RUN, |
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SCHED_METROPOLICE_BURNING_STAND, |
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SCHED_METROPOLICE_SMG_NORMAL_ATTACK, |
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SCHED_METROPOLICE_SMG_BURST_ATTACK, |
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SCHED_METROPOLICE_AIM_STITCH_AT_AIRBOAT, |
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SCHED_METROPOLICE_AIM_STITCH_IN_FRONT_OF_AIRBOAT, |
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SCHED_METROPOLICE_AIM_STITCH_TIGHTLY, |
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SCHED_METROPOLICE_AIM_STITCH_ALONG_SIDE_OF_AIRBOAT, |
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SCHED_METROPOLICE_AIM_STITCH_BEHIND_AIRBOAT, |
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SCHED_METROPOLICE_ESTABLISH_STITCH_LINE_OF_FIRE, |
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SCHED_METROPOLICE_INVESTIGATE_SOUND, |
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SCHED_METROPOLICE_WARN_AND_ARREST_ENEMY, |
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SCHED_METROPOLICE_ARREST_ENEMY, |
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SCHED_METROPOLICE_ENEMY_RESISTING_ARREST, |
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SCHED_METROPOLICE_WARN_TARGET, |
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SCHED_METROPOLICE_HARASS_TARGET, |
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SCHED_METROPOLICE_SUPPRESS_TARGET, |
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SCHED_METROPOLICE_RETURN_FROM_HARASS, |
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SCHED_METROPOLICE_SHOVE, |
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SCHED_METROPOLICE_ACTIVATE_BATON, |
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SCHED_METROPOLICE_DEACTIVATE_BATON, |
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SCHED_METROPOLICE_ALERT_FACE_BESTSOUND, |
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SCHED_METROPOLICE_RETURN_TO_PRECHASE, |
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SCHED_METROPOLICE_SMASH_PROP, |
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}; |
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enum |
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{ |
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TASK_METROPOLICE_HARASS = BaseClass::NEXT_TASK, |
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TASK_METROPOLICE_DIE_INSTANTLY, |
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TASK_METROPOLICE_BURST_ATTACK, |
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TASK_METROPOLICE_STOP_FIRE_BURST, |
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TASK_METROPOLICE_AIM_STITCH_AT_PLAYER, |
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TASK_METROPOLICE_AIM_STITCH_AT_AIRBOAT, |
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TASK_METROPOLICE_AIM_STITCH_TIGHTLY, |
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TASK_METROPOLICE_AIM_STITCH_IN_FRONT_OF_AIRBOAT, |
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TASK_METROPOLICE_AIM_STITCH_ALONG_SIDE_OF_AIRBOAT, |
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TASK_METROPOLICE_AIM_STITCH_BEHIND_AIRBOAT, |
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TASK_METROPOLICE_RELOAD_FOR_BURST, |
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TASK_METROPOLICE_GET_PATH_TO_STITCH, |
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TASK_METROPOLICE_RESET_LEDGE_CHECK_TIME, |
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TASK_METROPOLICE_GET_PATH_TO_BESTSOUND_LOS, |
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TASK_METROPOLICE_AIM_WEAPON_AT_ENEMY, |
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TASK_METROPOLICE_ARREST_ENEMY, |
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TASK_METROPOLICE_LEAD_ARREST_ENEMY, |
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TASK_METROPOLICE_SIGNAL_FIRING_TIME, |
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TASK_METROPOLICE_ACTIVATE_BATON, |
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TASK_METROPOLICE_WAIT_FOR_SENTENCE, |
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TASK_METROPOLICE_GET_PATH_TO_PRECHASE, |
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TASK_METROPOLICE_CLEAR_PRECHASE, |
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}; |
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private: |
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int m_iPistolClips; // How many clips the cop has in reserve |
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int m_iManhacks; // How many manhacks the cop has |
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bool m_fWeaponDrawn; // Is my weapon drawn? (ready to use) |
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bool m_bSimpleCops; // The easy version of the cops |
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int m_LastShootSlot; |
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CRandSimTimer m_TimeYieldShootSlot; |
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CSimpleSimTimer m_BatonSwingTimer; |
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CSimpleSimTimer m_NextChargeTimer; |
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// All related to burst firing |
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Vector m_vecBurstTargetPos; |
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Vector m_vecBurstDelta; |
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int m_nBurstHits; |
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int m_nMaxBurstHits; |
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int m_nBurstReloadCount; |
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Vector m_vecBurstLineOfDeathDelta; |
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Vector m_vecBurstLineOfDeathOrigin; |
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int m_nBurstMode; |
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int m_nBurstSteerMode; |
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float m_flBurstSteerDistance; |
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float m_flBurstPredictTime; |
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Vector m_vecBurstPredictedVelocityDir; |
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float m_vecBurstPredictedSpeed; |
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float m_flValidStitchTime; |
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float m_flNextLedgeCheckTime; |
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float m_flTaskCompletionTime; |
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bool m_bShouldActivateBaton; |
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float m_flBatonDebounceTime; // Minimum amount of time before turning the baton off |
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float m_flLastPhysicsFlinchTime; |
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float m_flLastDamageFlinchTime; |
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// Sentences |
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float m_flNextPainSoundTime; |
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float m_flNextLostSoundTime; |
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int m_nIdleChatterType; |
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bool m_bPlayerIsNear; |
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// Policing state |
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bool m_bPlayerTooClose; |
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bool m_bKeepFacingPlayer; |
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float m_flChasePlayerTime; |
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Vector m_vecPreChaseOrigin; |
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float m_flPreChaseYaw; |
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int m_nNumWarnings; |
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int m_iNumPlayerHits; |
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// Outputs |
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COutputEvent m_OnStunnedPlayer; |
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COutputEvent m_OnCupCopped; |
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AIHANDLE m_hManhack; |
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CHandle<CPhysicsProp> m_hBlockingProp; |
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CAI_ActBusyBehavior m_ActBusyBehavior; |
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CAI_StandoffBehavior m_StandoffBehavior; |
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CAI_AssaultBehavior m_AssaultBehavior; |
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CAI_FuncTankBehavior m_FuncTankBehavior; |
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CAI_RappelBehavior m_RappelBehavior; |
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CAI_PolicingBehavior m_PolicingBehavior; |
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CAI_FollowBehavior m_FollowBehavior; |
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CAI_Sentence< CNPC_MetroPolice > m_Sentences; |
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int m_nRecentDamage; |
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float m_flRecentDamageTime; |
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// The last hit direction, measured as a yaw relative to our orientation |
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float m_flLastHitYaw; |
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static float gm_flTimeLastSpokePeek; |
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public: |
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DEFINE_CUSTOM_AI; |
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}; |
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#endif // NPC_METROPOLICE_H
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