Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Small, fast version of the strider. Goes where striders cannot, such
// as into buildings. Best killed with physics objects and explosives.
//
//=============================================================================
#include "cbase.h"
#include "npc_strider.h"
#include "npc_hunter.h"
#include "ai_behavior_follow.h"
#include "ai_moveprobe.h"
#include "ai_senses.h"
#include "ai_speech.h"
#include "ai_task.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_baseactor.h"
#include "ai_waypoint.h"
#include "ai_link.h"
#include "ai_hint.h"
#include "ai_squadslot.h"
#include "ai_squad.h"
#include "ai_tacticalservices.h"
#include "beam_shared.h"
#include "datacache/imdlcache.h"
#include "eventqueue.h"
#include "gib.h"
#include "globalstate.h"
#include "hierarchy.h"
#include "movevars_shared.h"
#include "npcevent.h"
#include "saverestore_utlvector.h"
#include "particle_parse.h"
#include "te_particlesystem.h"
#include "sceneentity.h"
#include "shake.h"
#include "soundenvelope.h"
#include "soundent.h"
#include "SpriteTrail.h"
#include "IEffects.h"
#include "engine/IEngineSound.h"
#include "bone_setup.h"
#include "studio.h"
#include "ai_route.h"
#include "ammodef.h"
#include "npc_bullseye.h"
#include "physobj.h"
#include "ai_memory.h"
#include "collisionutils.h"
#include "shot_manipulator.h"
#include "steamjet.h"
#include "physics_prop_ragdoll.h"
#include "vehicle_base.h"
#include "coordsize.h"
#include "hl2_shareddefs.h"
#include "te_effect_dispatch.h"
#include "beam_flags.h"
#include "prop_combine_ball.h"
#include "explode.h"
#include "weapon_physcannon.h"
#include "weapon_striderbuster.h"
#include "monstermaker.h"
#include "weapon_rpg.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CNPC_Hunter;
static const char *HUNTER_FLECHETTE_MODEL = "models/weapons/hunter_flechette.mdl";
// Think contexts
static const char *HUNTER_BLEED_THINK = "HunterBleed";
static const char *HUNTER_ZAP_THINK = "HunterZap";
static const char *HUNTER_JOSTLE_VEHICLE_THINK = "HunterJostle";
ConVar sk_hunter_health( "sk_hunter_health", "210" );
// Melee attacks
ConVar sk_hunter_dmg_one_slash( "sk_hunter_dmg_one_slash", "20" );
ConVar sk_hunter_dmg_charge( "sk_hunter_dmg_charge", "20" );
// Flechette volley attack
ConVar hunter_flechette_max_range( "hunter_flechette_max_range", "1200" );
ConVar hunter_flechette_min_range( "hunter_flechette_min_range", "100" );
ConVar hunter_flechette_volley_size( "hunter_flechette_volley_size", "8" );
ConVar hunter_flechette_speed( "hunter_flechette_speed", "2000" );
ConVar sk_hunter_dmg_flechette( "sk_hunter_dmg_flechette", "4.0" );
ConVar sk_hunter_flechette_explode_dmg( "sk_hunter_flechette_explode_dmg", "12.0" );
ConVar sk_hunter_flechette_explode_radius( "sk_hunter_flechette_explode_radius", "128.0" );
ConVar hunter_flechette_explode_delay( "hunter_flechette_explode_delay", "2.5" );
ConVar hunter_flechette_delay( "hunter_flechette_delay", "0.1" );
ConVar hunter_first_flechette_delay( "hunter_first_flechette_delay", "0.5" );
ConVar hunter_flechette_max_concurrent_volleys( "hunter_flechette_max_concurrent_volleys", "2" );
ConVar hunter_flechette_volley_start_min_delay( "hunter_flechette_volley_start_min_delay", ".25" );
ConVar hunter_flechette_volley_start_max_delay( "hunter_flechette_volley_start_max_delay", ".95" );
ConVar hunter_flechette_volley_end_min_delay( "hunter_flechette_volley_end_min_delay", "1" );
ConVar hunter_flechette_volley_end_max_delay( "hunter_flechette_volley_end_max_delay", "2" );
ConVar hunter_flechette_test( "hunter_flechette_test", "0" );
ConVar hunter_clamp_shots( "hunter_clamp_shots", "1" );
ConVar hunter_cheap_explosions( "hunter_cheap_explosions", "1" );
// Damage received
ConVar sk_hunter_bullet_damage_scale( "sk_hunter_bullet_damage_scale", "0.6" );
ConVar sk_hunter_charge_damage_scale( "sk_hunter_charge_damage_scale", "2.0" );
ConVar sk_hunter_buckshot_damage_scale( "sk_hunter_buckshot_damage_scale", "0.5" );
ConVar sk_hunter_vehicle_damage_scale( "sk_hunter_vehicle_damage_scale", "2.2" );
ConVar sk_hunter_dmg_from_striderbuster( "sk_hunter_dmg_from_striderbuster", "150" );
ConVar sk_hunter_citizen_damage_scale( "sk_hunter_citizen_damage_scale", "0.3" );
ConVar hunter_allow_dissolve( "hunter_allow_dissolve", "1" );
ConVar hunter_random_expressions( "hunter_random_expressions", "0" );
ConVar hunter_show_weapon_los_z( "hunter_show_weapon_los_z", "0" );
ConVar hunter_show_weapon_los_condition( "hunter_show_weapon_los_condition", "0" );
ConVar hunter_melee_delay( "hunter_melee_delay", "2.0" );
// Bullrush charge.
ConVar hunter_charge( "hunter_charge", "1" );
ConVar hunter_charge_min_delay( "hunter_charge_min_delay", "10.0" );
ConVar hunter_charge_pct( "hunter_charge_pct", "25" );
ConVar hunter_charge_test( "hunter_charge_test", "0" );
// Vehicle dodging.
ConVar hunter_dodge_warning( "hunter_dodge_warning", "1.1" );
ConVar hunter_dodge_warning_width( "hunter_dodge_warning_width", "180" );
ConVar hunter_dodge_warning_cone( "hunter_dodge_warning_cone", ".5" );
ConVar hunter_dodge_debug( "hunter_dodge_debug", "0" );
// Jostle vehicles when hit by them
ConVar hunter_jostle_car_min_speed( "hunter_jostle_car_min_speed", "100" ); // If hit by a car going at least this fast, jostle the car
ConVar hunter_jostle_car_max_speed( "hunter_jostle_car_max_speed", "600" ); // Used for determining jostle scale
ConVar hunter_free_knowledge( "hunter_free_knowledge", "10.0" );
ConVar hunter_plant_adjust_z( "hunter_plant_adjust_z", "12" );
ConVar hunter_disable_patrol( "hunter_disable_patrol", "0" );
// Dealing with striderbusters
ConVar hunter_hate_held_striderbusters( "hunter_hate_held_striderbusters", "1" );
ConVar hunter_hate_thrown_striderbusters( "hunter_hate_thrown_striderbusters", "1" );
ConVar hunter_hate_attached_striderbusters( "hunter_hate_attached_striderbusters", "1" );
ConVar hunter_hate_held_striderbusters_delay( "hunter_hate_held_striderbusters_delay", "0.5" );
ConVar hunter_hate_held_striderbusters_tolerance( "hunter_hate_held_striderbusters_tolerance", "2000.0" );
ConVar hunter_hate_thrown_striderbusters_tolerance( "hunter_hate_thrown_striderbusters_tolerance", "300.0" );
ConVar hunter_seek_thrown_striderbusters_tolerance( "hunter_seek_thrown_striderbusters_tolerance", "400.0" );
ConVar hunter_retreat_striderbusters( "hunter_retreat_striderbusters", "1", FCVAR_NONE, "If true, the hunter will retreat when a buster is glued to him." );
ConVar hunter_allow_nav_jump( "hunter_allow_nav_jump", "0" );
ConVar g_debug_hunter_charge( "g_debug_hunter_charge", "0" );
ConVar hunter_stand_still( "hunter_stand_still", "0" ); // used for debugging, keeps them rooted in place
ConVar hunter_siege_frequency( "hunter_siege_frequency", "12" );
#define HUNTER_FOV_DOT 0.0 // 180 degree field of view
#define HUNTER_CHARGE_MIN 256
#define HUNTER_CHARGE_MAX 1024
#define HUNTER_FACE_ENEMY_DIST 512.0f
#define HUNTER_MELEE_REACH 80
#define HUNTER_BLOOD_LEFT_FOOT 0
#define HUNTER_IGNORE_ENEMY_TIME 5 // How long the hunter will ignore another enemy when distracted by the player.
#define HUNTER_FACING_DOT 0.8 // The angle within which we start shooting
#define HUNTER_SHOOT_MAX_YAW_DEG 60.0f // Once shooting, clamp to +/- these degrees of yaw deflection as our target moves
#define HUNTER_SHOOT_MAX_YAW_COS 0.5f // The cosine of the above angle
#define HUNTER_FLECHETTE_WARN_TIME 1.0f
#define HUNTER_SEE_ENEMY_TIME_INVALID -1
#define NUM_FLECHETTE_VOLLEY_ON_FOLLOW 4
#define HUNTER_SIEGE_MAX_DIST_MODIFIER 2.0f
//-----------------------------------------------------------------------------
// Animation events
//-----------------------------------------------------------------------------
int AE_HUNTER_FOOTSTEP_LEFT;
int AE_HUNTER_FOOTSTEP_RIGHT;
int AE_HUNTER_FOOTSTEP_BACK;
int AE_HUNTER_MELEE_ANNOUNCE;
int AE_HUNTER_MELEE_ATTACK_LEFT;
int AE_HUNTER_MELEE_ATTACK_RIGHT;
int AE_HUNTER_DIE;
int AE_HUNTER_SPRAY_BLOOD;
int AE_HUNTER_START_EXPRESSION;
int AE_HUNTER_END_EXPRESSION;
//-----------------------------------------------------------------------------
// Interactions.
//-----------------------------------------------------------------------------
int g_interactionHunterFoundEnemy = 0;
//-----------------------------------------------------------------------------
// Local stuff.
//-----------------------------------------------------------------------------
static string_t s_iszStriderClassname;
static string_t s_iszStriderBusterClassname;
static string_t s_iszMagnadeClassname;
static string_t s_iszPhysPropClassname;
static string_t s_iszHuntersToRunOver;
//-----------------------------------------------------------------------------
// Custom Activities
//-----------------------------------------------------------------------------
Activity ACT_HUNTER_DEPLOYRA2;
Activity ACT_HUNTER_DODGER;
Activity ACT_HUNTER_DODGEL;
Activity ACT_HUNTER_GESTURE_SHOOT;
Activity ACT_HUNTER_FLINCH_STICKYBOMB;
Activity ACT_HUNTER_STAGGER;
Activity ACT_HUNTER_MELEE_ATTACK1_VS_PLAYER;
Activity ACT_DI_HUNTER_MELEE;
Activity ACT_DI_HUNTER_THROW;
Activity ACT_HUNTER_ANGRY;
Activity ACT_HUNTER_WALK_ANGRY;
Activity ACT_HUNTER_FOUND_ENEMY;
Activity ACT_HUNTER_FOUND_ENEMY_ACK;
Activity ACT_HUNTER_CHARGE_START;
Activity ACT_HUNTER_CHARGE_RUN;
Activity ACT_HUNTER_CHARGE_STOP;
Activity ACT_HUNTER_CHARGE_CRASH;
Activity ACT_HUNTER_CHARGE_HIT;
Activity ACT_HUNTER_RANGE_ATTACK2_UNPLANTED;
Activity ACT_HUNTER_IDLE_PLANTED;
Activity ACT_HUNTER_FLINCH_N;
Activity ACT_HUNTER_FLINCH_S;
Activity ACT_HUNTER_FLINCH_E;
Activity ACT_HUNTER_FLINCH_W;
//-----------------------------------------------------------------------------
// Squad slots
//-----------------------------------------------------------------------------
enum SquadSlot_t
{
SQUAD_SLOT_HUNTER_CHARGE = LAST_SHARED_SQUADSLOT,
SQUAD_SLOT_HUNTER_FLANK_FIRST,
SQUAD_SLOT_HUNTER_FLANK_LAST = SQUAD_SLOT_HUNTER_FLANK_FIRST,
SQUAD_SLOT_RUN_SHOOT,
};
#define HUNTER_FOLLOW_DISTANCE 2000.0f
#define HUNTER_FOLLOW_DISTANCE_SQR (HUNTER_FOLLOW_DISTANCE * HUNTER_FOLLOW_DISTANCE)
#define HUNTER_RUNDOWN_SQUADDATA 0
//-----------------------------------------------------------------------------
// We're doing this quite a lot, so this makes the check a lot faster since
// we don't have to compare strings.
//-----------------------------------------------------------------------------
bool IsStriderBuster( CBaseEntity *pEntity )
{
if ( !pEntity )
return false;
if( pEntity->m_iClassname == s_iszStriderBusterClassname ||
pEntity->m_iClassname == s_iszMagnadeClassname)
return true;
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool HateThisStriderBuster( CBaseEntity *pTarget )
{
if ( StriderBuster_WasKnockedOffStrider(pTarget) )
return false;
if ( pTarget->VPhysicsGetObject() )
{
if ( hunter_hate_held_striderbusters.GetBool() ||
hunter_hate_thrown_striderbusters.GetBool() ||
hunter_hate_attached_striderbusters.GetBool() )
{
if ( ( pTarget->VPhysicsGetObject()->GetGameFlags() & ( FVPHYSICS_PLAYER_HELD | FVPHYSICS_WAS_THROWN ) ) )
{
return true;
}
if ( StriderBuster_IsAttachedStriderBuster( pTarget ) )
{
return true;
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// The hunter can fire a volley of explosive flechettes.
//-----------------------------------------------------------------------------
static const char *s_szHunterFlechetteBubbles = "HunterFlechetteBubbles";
static const char *s_szHunterFlechetteSeekThink = "HunterFlechetteSeekThink";
static const char *s_szHunterFlechetteDangerSoundThink = "HunterFlechetteDangerSoundThink";
static const char *s_szHunterFlechetteSpriteTrail = "sprites/bluelaser1.vmt";
static int s_nHunterFlechetteImpact = -2;
static int s_nFlechetteFuseAttach = -1;
#define FLECHETTE_AIR_VELOCITY 2500
class CHunterFlechette : public CPhysicsProp, public IParentPropInteraction
{
DECLARE_CLASS( CHunterFlechette, CPhysicsProp );
public:
CHunterFlechette();
~CHunterFlechette();
Class_T Classify() { return CLASS_NONE; }
bool WasThrownBack()
{
return m_bThrownBack;
}
public:
void Spawn();
void Activate();
void Precache();
void Shoot( Vector &vecVelocity, bool bBright );
void SetSeekTarget( CBaseEntity *pTargetEntity );
void Explode();
bool CreateVPhysics();
unsigned int PhysicsSolidMaskForEntity() const;
static CHunterFlechette *FlechetteCreate( const Vector &vecOrigin, const QAngle &angAngles, CBaseEntity *pentOwner = NULL );
// IParentPropInteraction
void OnParentCollisionInteraction( parentCollisionInteraction_t eType, int index, gamevcollisionevent_t *pEvent );
void OnParentPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );
protected:
void SetupGlobalModelData();
void StickTo( CBaseEntity *pOther, trace_t &tr );
void BubbleThink();
void DangerSoundThink();
void ExplodeThink();
void DopplerThink();
void SeekThink();
bool CreateSprites( bool bBright );
void FlechetteTouch( CBaseEntity *pOther );
Vector m_vecShootPosition;
EHANDLE m_hSeekTarget;
bool m_bThrownBack;
DECLARE_DATADESC();
//DECLARE_SERVERCLASS();
};
LINK_ENTITY_TO_CLASS( hunter_flechette, CHunterFlechette );
BEGIN_DATADESC( CHunterFlechette )
DEFINE_THINKFUNC( BubbleThink ),
DEFINE_THINKFUNC( DangerSoundThink ),
DEFINE_THINKFUNC( ExplodeThink ),
DEFINE_THINKFUNC( DopplerThink ),
DEFINE_THINKFUNC( SeekThink ),
DEFINE_ENTITYFUNC( FlechetteTouch ),
DEFINE_FIELD( m_vecShootPosition, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_hSeekTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_bThrownBack, FIELD_BOOLEAN ),
END_DATADESC()
//IMPLEMENT_SERVERCLASS_ST( CHunterFlechette, DT_HunterFlechette )
//END_SEND_TABLE()
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CHunterFlechette *CHunterFlechette::FlechetteCreate( const Vector &vecOrigin, const QAngle &angAngles, CBaseEntity *pentOwner )
{
// Create a new entity with CHunterFlechette private data
CHunterFlechette *pFlechette = (CHunterFlechette *)CreateEntityByName( "hunter_flechette" );
UTIL_SetOrigin( pFlechette, vecOrigin );
pFlechette->SetAbsAngles( angAngles );
pFlechette->Spawn();
pFlechette->Activate();
pFlechette->SetOwnerEntity( pentOwner );
return pFlechette;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CC_Hunter_Shoot_Flechette( const CCommand& args )
{
MDLCACHE_CRITICAL_SECTION();
bool allowPrecache = CBaseEntity::IsPrecacheAllowed();
CBaseEntity::SetAllowPrecache( true );
CBasePlayer *pPlayer = UTIL_GetCommandClient();
QAngle angEye = pPlayer->EyeAngles();
CHunterFlechette *entity = CHunterFlechette::FlechetteCreate( pPlayer->EyePosition(), angEye, pPlayer );
if ( entity )
{
entity->Precache();
DispatchSpawn( entity );
// Shoot the flechette.
Vector forward;
pPlayer->EyeVectors( &forward );
forward *= 2000.0f;
entity->Shoot( forward, false );
}
CBaseEntity::SetAllowPrecache( allowPrecache );
}
static ConCommand ent_create("hunter_shoot_flechette", CC_Hunter_Shoot_Flechette, "Fires a hunter flechette where the player is looking.", FCVAR_GAMEDLL | FCVAR_CHEAT);
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CHunterFlechette::CHunterFlechette()
{
UseClientSideAnimation();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CHunterFlechette::~CHunterFlechette()
{
}
//-----------------------------------------------------------------------------
// If set, the flechette will seek unerringly toward the target as it flies.
//-----------------------------------------------------------------------------
void CHunterFlechette::SetSeekTarget( CBaseEntity *pTargetEntity )
{
if ( pTargetEntity )
{
m_hSeekTarget = pTargetEntity;
SetContextThink( &CHunterFlechette::SeekThink, gpGlobals->curtime, s_szHunterFlechetteSeekThink );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CHunterFlechette::CreateVPhysics()
{
// Create the object in the physics system
VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
unsigned int CHunterFlechette::PhysicsSolidMaskForEntity() const
{
return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE;
}
//-----------------------------------------------------------------------------
// Called from CPropPhysics code when we're attached to a physics object.
//-----------------------------------------------------------------------------
void CHunterFlechette::OnParentCollisionInteraction( parentCollisionInteraction_t eType, int index, gamevcollisionevent_t *pEvent )
{
if ( eType == COLLISIONINTER_PARENT_FIRST_IMPACT )
{
m_bThrownBack = true;
Explode();
}
}
void CHunterFlechette::OnParentPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
{
m_bThrownBack = true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CHunterFlechette::CreateSprites( bool bBright )
{
if ( bBright )
{
DispatchParticleEffect( "hunter_flechette_trail_striderbuster", PATTACH_ABSORIGIN_FOLLOW, this );
}
else
{
DispatchParticleEffect( "hunter_flechette_trail", PATTACH_ABSORIGIN_FOLLOW, this );
}
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHunterFlechette::Spawn()
{
Precache( );
SetModel( HUNTER_FLECHETTE_MODEL );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
UTIL_SetSize( this, -Vector(1,1,1), Vector(1,1,1) );
SetSolid( SOLID_BBOX );
SetGravity( 0.05f );
SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
// Make sure we're updated if we're underwater
UpdateWaterState();
SetTouch( &CHunterFlechette::FlechetteTouch );
// Make us glow until we've hit the wall
m_nSkin = 1;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHunterFlechette::Activate()
{
BaseClass::Activate();
SetupGlobalModelData();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHunterFlechette::SetupGlobalModelData()
{
if ( s_nHunterFlechetteImpact == -2 )
{
s_nHunterFlechetteImpact = LookupSequence( "impact" );
s_nFlechetteFuseAttach = LookupAttachment( "attach_fuse" );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHunterFlechette::Precache()
{
PrecacheModel( HUNTER_FLECHETTE_MODEL );
PrecacheModel( "sprites/light_glow02_noz.vmt" );
PrecacheScriptSound( "NPC_Hunter.FlechetteNearmiss" );
PrecacheScriptSound( "NPC_Hunter.FlechetteHitBody" );
PrecacheScriptSound( "NPC_Hunter.FlechetteHitWorld" );
PrecacheScriptSound( "NPC_Hunter.FlechettePreExplode" );
PrecacheScriptSound( "NPC_Hunter.FlechetteExplode" );
PrecacheParticleSystem( "hunter_flechette_trail_striderbuster" );
PrecacheParticleSystem( "hunter_flechette_trail" );
PrecacheParticleSystem( "hunter_projectile_explosion_1" );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHunterFlechette::StickTo( CBaseEntity *pOther, trace_t &tr )
{
EmitSound( "NPC_Hunter.FlechetteHitWorld" );
SetMoveType( MOVETYPE_NONE );
if ( !pOther->IsWorld() )
{
SetParent( pOther );
SetSolid( SOLID_NONE );
SetSolidFlags( FSOLID_NOT_SOLID );
}
// Do an impact effect.
//Vector vecDir = GetAbsVelocity();
//float speed = VectorNormalize( vecDir );
//Vector vForward;
//AngleVectors( GetAbsAngles(), &vForward );
//VectorNormalize ( vForward );
//CEffectData data;
//data.m_vOrigin = tr.endpos;
//data.m_vNormal = vForward;
//data.m_nEntIndex = 0;
//DispatchEffect( "BoltImpact", data );
Vector vecVelocity = GetAbsVelocity();
bool bAttachedToBuster = StriderBuster_OnFlechetteAttach( pOther, vecVelocity );
SetTouch( NULL );
// We're no longer flying. Stop checking for water volumes.
SetContextThink( NULL, 0, s_szHunterFlechetteBubbles );
// Stop seeking.
m_hSeekTarget = NULL;
SetContextThink( NULL, 0, s_szHunterFlechetteSeekThink );
// Get ready to explode.
if ( !bAttachedToBuster )
{
SetThink( &CHunterFlechette::DangerSoundThink );
SetNextThink( gpGlobals->curtime + (hunter_flechette_explode_delay.GetFloat() - HUNTER_FLECHETTE_WARN_TIME) );
}
else
{
DangerSoundThink();
}
// Play our impact animation.
ResetSequence( s_nHunterFlechetteImpact );
static int s_nImpactCount = 0;
s_nImpactCount++;
if ( s_nImpactCount & 0x01 )
{
UTIL_ImpactTrace( &tr, DMG_BULLET );
// Shoot some sparks
if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER)
{
g_pEffects->Sparks( GetAbsOrigin() );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHunterFlechette::FlechetteTouch( CBaseEntity *pOther )
{
if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) )
{
// Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) )
return;
}
if ( FClassnameIs( pOther, "hunter_flechette" ) )
return;
trace_t tr;
tr = BaseClass::GetTouchTrace();
if ( pOther->m_takedamage != DAMAGE_NO )
{
Vector vecNormalizedVel = GetAbsVelocity();
ClearMultiDamage();
VectorNormalize( vecNormalizedVel );
float flDamage = sk_hunter_dmg_flechette.GetFloat();
CBreakable *pBreak = dynamic_cast <CBreakable *>(pOther);
if ( pBreak && ( pBreak->GetMaterialType() == matGlass ) )
{
flDamage = MAX( pOther->GetHealth(), flDamage );
}
CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), flDamage, DMG_DISSOLVE | DMG_NEVERGIB );
CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
dmgInfo.SetDamagePosition( tr.endpos );
pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
ApplyMultiDamage();
// Keep going through breakable glass.
if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
return;
SetAbsVelocity( Vector( 0, 0, 0 ) );
// play body "thwack" sound
EmitSound( "NPC_Hunter.FlechetteHitBody" );
StopParticleEffects( this );
Vector vForward;
AngleVectors( GetAbsAngles(), &vForward );
VectorNormalize ( vForward );
trace_t tr2;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vForward * 128, MASK_BLOCKLOS, pOther, COLLISION_GROUP_NONE, &tr2 );
if ( tr2.fraction != 1.0f )
{
//NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
//NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );
if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) )
{
CEffectData data;
data.m_vOrigin = tr2.endpos;
data.m_vNormal = vForward;
data.m_nEntIndex = tr2.fraction != 1.0f;
//DispatchEffect( "BoltImpact", data );
}
}
if ( ( ( pOther->GetMoveType() == MOVETYPE_VPHYSICS ) || ( pOther->GetMoveType() == MOVETYPE_PUSH ) ) && ( ( pOther->GetHealth() > 0 ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) ) )
{
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>( pOther );
if ( pProp )
{
pProp->SetInteraction( PROPINTER_PHYSGUN_NOTIFY_CHILDREN );
}
// We hit a physics object that survived the impact. Stick to it.
StickTo( pOther, tr );
}
else
{
SetTouch( NULL );
SetThink( NULL );
SetContextThink( NULL, 0, s_szHunterFlechetteBubbles );
UTIL_Remove( this );
}
}
else
{
// See if we struck the world
if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
{
// We hit a physics object that survived the impact. Stick to it.
StickTo( pOther, tr );
}
else if( pOther->GetMoveType() == MOVETYPE_PUSH && FClassnameIs(pOther, "func_breakable") )
{
// We hit a func_breakable, stick to it.
// The MOVETYPE_PUSH is a micro-optimization to cut down on the classname checks.
StickTo( pOther, tr );
}
else
{
// Put a mark unless we've hit the sky
if ( ( tr.surface.flags & SURF_SKY ) == false )
{
UTIL_ImpactTrace( &tr, DMG_BULLET );
}
UTIL_Remove( this );
}
}
}
//-----------------------------------------------------------------------------
// Fixup flechette position when seeking towards a striderbuster.
//-----------------------------------------------------------------------------
void CHunterFlechette::SeekThink()
{
if ( m_hSeekTarget )
{
Vector vecBodyTarget = m_hSeekTarget->BodyTarget( GetAbsOrigin() );
Vector vecClosest;
CalcClosestPointOnLineSegment( GetAbsOrigin(), m_vecShootPosition, vecBodyTarget, vecClosest, NULL );
Vector vecDelta = vecBodyTarget - m_vecShootPosition;
VectorNormalize( vecDelta );
QAngle angShoot;
VectorAngles( vecDelta, angShoot );
float flSpeed = hunter_flechette_speed.GetFloat();
if ( !flSpeed )
{
flSpeed = 2500.0f;
}
Vector vecVelocity = vecDelta * flSpeed;
Teleport( &vecClosest, &angShoot, &vecVelocity );
SetNextThink( gpGlobals->curtime, s_szHunterFlechetteSeekThink );
}
}
//-----------------------------------------------------------------------------
// Play a near miss sound as we travel past the player.
//-----------------------------------------------------------------------------
void CHunterFlechette::DopplerThink()
{
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( !pPlayer )
return;
Vector vecVelocity = GetAbsVelocity();
VectorNormalize( vecVelocity );
float flMyDot = DotProduct( vecVelocity, GetAbsOrigin() );
float flPlayerDot = DotProduct( vecVelocity, pPlayer->GetAbsOrigin() );
if ( flPlayerDot <= flMyDot )
{
EmitSound( "NPC_Hunter.FlechetteNearMiss" );
// We've played the near miss sound and we're not seeking. Stop thinking.
SetThink( NULL );
}
else
{
SetNextThink( gpGlobals->curtime );
}
}
//-----------------------------------------------------------------------------
// Think every 0.1 seconds to make bubbles if we're flying through water.
//-----------------------------------------------------------------------------
void CHunterFlechette::BubbleThink()
{
SetNextThink( gpGlobals->curtime + 0.1f, s_szHunterFlechetteBubbles );
if ( GetWaterLevel() == 0 )
return;
UTIL_BubbleTrail( GetAbsOrigin() - GetAbsVelocity() * 0.1f, GetAbsOrigin(), 5 );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHunterFlechette::Shoot( Vector &vecVelocity, bool bBrightFX )
{
CreateSprites( bBrightFX );
m_vecShootPosition = GetAbsOrigin();
SetAbsVelocity( vecVelocity );
SetThink( &CHunterFlechette::DopplerThink );
SetNextThink( gpGlobals->curtime );
SetContextThink( &CHunterFlechette::BubbleThink, gpGlobals->curtime + 0.1, s_szHunterFlechetteBubbles );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHunterFlechette::DangerSoundThink()
{
EmitSound( "NPC_Hunter.FlechettePreExplode" );
CSoundEnt::InsertSound( SOUND_DANGER|SOUND_CONTEXT_EXCLUDE_COMBINE, GetAbsOrigin(), 150.0f, 0.5, this );
SetThink( &CHunterFlechette::ExplodeThink );
SetNextThink( gpGlobals->curtime + HUNTER_FLECHETTE_WARN_TIME );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHunterFlechette::ExplodeThink()
{
Explode();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHunterFlechette::Explode()
{
SetSolid( SOLID_NONE );
// Don't catch self in own explosion!
m_takedamage = DAMAGE_NO;
EmitSound( "NPC_Hunter.FlechetteExplode" );
// Move the explosion effect to the tip to reduce intersection with the world.
Vector vecFuse;
GetAttachment( s_nFlechetteFuseAttach, vecFuse );
DispatchParticleEffect( "hunter_projectile_explosion_1", vecFuse, GetAbsAngles(), NULL );
int nDamageType = DMG_DISSOLVE;
// Perf optimization - only every other explosion makes a physics force. This is
// hardly noticeable since flechettes usually explode in clumps.
static int s_nExplosionCount = 0;
s_nExplosionCount++;
if ( ( s_nExplosionCount & 0x01 ) && hunter_cheap_explosions.GetBool() )
{
nDamageType |= DMG_PREVENT_PHYSICS_FORCE;
}
RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), sk_hunter_flechette_explode_dmg.GetFloat(), nDamageType ), GetAbsOrigin(), sk_hunter_flechette_explode_radius.GetFloat(), CLASS_NONE, NULL );
AddEffects( EF_NODRAW );
SetThink( &CBaseEntity::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Calculate & apply damage & force for a charge to a target.
// Done outside of the hunter because we need to do this inside a trace filter.
//-----------------------------------------------------------------------------
void Hunter_ApplyChargeDamage( CBaseEntity *pHunter, CBaseEntity *pTarget, float flDamage )
{
Vector attackDir = ( pTarget->WorldSpaceCenter() - pHunter->WorldSpaceCenter() );
VectorNormalize( attackDir );
Vector offset = RandomVector( -32, 32 ) + pTarget->WorldSpaceCenter();
// Generate enough force to make a 75kg guy move away at 700 in/sec
Vector vecForce = attackDir * ImpulseScale( 75, 700 );
// Deal the damage
CTakeDamageInfo info( pHunter, pHunter, vecForce, offset, flDamage, DMG_CLUB );
pTarget->TakeDamage( info );
}
//-----------------------------------------------------------------------------
// A simple trace filter class to skip small moveable physics objects
//-----------------------------------------------------------------------------
class CHunterTraceFilterSkipPhysics : public CTraceFilter
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS_NOBASE( CHunterTraceFilterSkipPhysics );
CHunterTraceFilterSkipPhysics( const IHandleEntity *passentity, int collisionGroup, float minMass )
: m_pPassEnt(passentity), m_collisionGroup(collisionGroup), m_minMass(minMass)
{
}
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
if ( !StandardFilterRules( pHandleEntity, contentsMask ) )
return false;
if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) )
return false;
// Don't test if the game code tells us we should ignore this collision...
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
if ( pEntity )
{
if ( !pEntity->ShouldCollide( m_collisionGroup, contentsMask ) )
return false;
if ( !g_pGameRules->ShouldCollide( m_collisionGroup, pEntity->GetCollisionGroup() ) )
return false;
// don't test small moveable physics objects (unless it's an NPC)
if ( !pEntity->IsNPC() && pEntity->GetMoveType() == MOVETYPE_VPHYSICS )
{
float entMass = PhysGetEntityMass( pEntity ) ;
if ( entMass < m_minMass )
{
if ( entMass < m_minMass * 0.666f || pEntity->CollisionProp()->BoundingRadius() < (assert_cast<const CAI_BaseNPC *>(EntityFromEntityHandle( m_pPassEnt )))->GetHullHeight() )
{
return false;
}
}
}
// If we hit an antlion, don't stop, but kill it
if ( pEntity->Classify() == CLASS_ANTLION )
{
CBaseEntity *pHunter = (CBaseEntity *)EntityFromEntityHandle( m_pPassEnt );
Hunter_ApplyChargeDamage( pHunter, pEntity, pEntity->GetHealth() );
return false;
}
}
return true;
}
private:
const IHandleEntity *m_pPassEnt;
int m_collisionGroup;
float m_minMass;
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline void HunterTraceHull_SkipPhysics( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin,
const Vector &hullMax, unsigned int mask, const CBaseEntity *ignore,
int collisionGroup, trace_t *ptr, float minMass )
{
Ray_t ray;
ray.Init( vecAbsStart, vecAbsEnd, hullMin, hullMax );
CHunterTraceFilterSkipPhysics traceFilter( ignore, collisionGroup, minMass );
enginetrace->TraceRay( ray, mask, &traceFilter, ptr );
}
//-----------------------------------------------------------------------------
// Hunter follow behavior
//-----------------------------------------------------------------------------
class CAI_HunterEscortBehavior : public CAI_FollowBehavior
{
public:
DECLARE_CLASS( CAI_HunterEscortBehavior, CAI_FollowBehavior );
CAI_HunterEscortBehavior() :
BaseClass( AI_FollowParams_t( AIF_HUNTER, true ) ),
m_flTimeEscortReturn( 0 ),
m_bEnabled( false )
{
}
CNPC_Hunter *GetOuter() { return (CNPC_Hunter *)( BaseClass::GetOuter() ); }
void SetEscortTarget( CNPC_Strider *pLeader, bool fFinishCurSchedule = false );
CNPC_Strider * GetEscortTarget() { return (CNPC_Strider *)GetFollowTarget(); }
bool FarFromFollowTarget()
{
return ( GetFollowTarget() && (GetAbsOrigin() - GetFollowTarget()->GetAbsOrigin()).LengthSqr() > HUNTER_FOLLOW_DISTANCE_SQR );
}
void DrawDebugGeometryOverlays();
bool ShouldFollow();
void BuildScheduleTestBits();
void BeginScheduleSelection();
void GatherConditions();
void GatherConditionsNotActive();
int SelectSchedule();
int FollowCallBaseSelectSchedule();
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
void CheckBreakEscort();
void OnDamage( const CTakeDamageInfo &info );
static void DistributeFreeHunters();
static void FindFreeHunters( CUtlVector<CNPC_Hunter *> *pFreeHunters );
float m_flTimeEscortReturn;
CSimpleSimTimer m_FollowAttackTimer;
bool m_bEnabled;
static float gm_flLastDefendSound; // not saved and loaded, it's okay to yell again after a load
//---------------------------------
DECLARE_DATADESC();
};
BEGIN_DATADESC( CAI_HunterEscortBehavior )
DEFINE_FIELD( m_flTimeEscortReturn, FIELD_TIME ),
DEFINE_EMBEDDED( m_FollowAttackTimer ),
DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
END_DATADESC();
float CAI_HunterEscortBehavior::gm_flLastDefendSound;
//-----------------------------------------------------------------------------
// Hunter PHYSICS DAMAGE TABLE
//-----------------------------------------------------------------------------
#define HUNTER_MIN_PHYSICS_DAMAGE 10
static impactentry_t s_HunterLinearTable[] =
{
{ 150*150, 75 },
{ 350*350, 105 },
{ 1000*1000, 300 },
};
static impactentry_t s_HunterAngularTable[] =
{
{ 100*100, 75 },
{ 200*200, 105 },
{ 300*300, 300 },
};
impactdamagetable_t s_HunterImpactDamageTable =
{
s_HunterLinearTable,
s_HunterAngularTable,
ARRAYSIZE(s_HunterLinearTable),
ARRAYSIZE(s_HunterAngularTable),
24*24, // minimum linear speed squared
360*360, // minimum angular speed squared (360 deg/s to cause spin/slice damage)
5, // can't take damage from anything under 5kg
10, // anything less than 10kg is "small"
HUNTER_MIN_PHYSICS_DAMAGE, // never take more than 10 pts of damage from anything under 10kg
36*36, // <10kg objects must go faster than 36 in/s to do damage
VPHYSICS_LARGE_OBJECT_MASS, // large mass in kg
4, // large mass scale (anything over 500kg does 4X as much energy to read from damage table)
5, // large mass falling scale (emphasize falling/crushing damage over sideways impacts since the stress will kill you anyway)
0.0f, // min vel
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
class CNPC_Hunter : public CAI_BaseActor
{
DECLARE_CLASS( CNPC_Hunter, CAI_BaseActor );
public:
CNPC_Hunter();
~CNPC_Hunter();
//---------------------------------
void Precache();
void Spawn();
void PostNPCInit();
void Activate();
void UpdateOnRemove();
void OnRestore();
bool CreateBehaviors();
void IdleSound();
bool ShouldPlayIdleSound();
bool CanBecomeRagdoll();
Activity GetDeathActivity();
void StopLoopingSounds();
const impactdamagetable_t &GetPhysicsImpactDamageTable();
Class_T Classify();
Vector BodyTarget( const Vector &posSrc, bool bNoisy /*= true*/ );
int DrawDebugTextOverlays();
void DrawDebugGeometryOverlays();
void UpdateEfficiency( bool bInPVS );
//---------------------------------
virtual Vector GetNodeViewOffset() { return BaseClass::GetDefaultEyeOffset(); }
int GetSoundInterests();
bool IsInLargeOutdoorMap();
//---------------------------------
// CAI_BaseActor
//---------------------------------
const char *SelectRandomExpressionForState( NPC_STATE state );
void PlayExpressionForState( NPC_STATE state );
//---------------------------------
// CBaseAnimating
//---------------------------------
float GetIdealAccel() const { return GetIdealSpeed(); }
//---------------------------------
// Behavior
//---------------------------------
void NPCThink();
void PrescheduleThink();
void GatherConditions();
void CollectSiegeTargets();
void ManageSiegeTargets();
void KillCurrentSiegeTarget();
bool QueryHearSound( CSound *pSound );
void OnSeeEntity( CBaseEntity *pEntity );
void CheckFlinches() {} // Hunter handles on own
void BuildScheduleTestBits();
NPC_STATE SelectIdealState();
int SelectSchedule();
int SelectCombatSchedule();
int SelectSiegeSchedule();
int TranslateSchedule( int scheduleType );
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
Activity NPC_TranslateActivity( Activity baseAct );
void OnChangeActivity( Activity eNewActivity );
void HandleAnimEvent( animevent_t *pEvent );
bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter *pSourceEnt);
void PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot );
void AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority );
float EnemyDistTolerance() { return 100.0f; }
bool ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity );
void OnChangeHintGroup( string_t oldGroup, string_t newGroup );
bool IsUsingSiegeTargets() { return m_iszSiegeTargetName != NULL_STRING; }
//---------------------------------
// Inputs
//---------------------------------
void InputDodge( inputdata_t &inputdata );
void InputFlankEnemy( inputdata_t &inputdata );
void InputDisableShooting( inputdata_t &inputdata );
void InputEnableShooting( inputdata_t &inputdata );
void InputFollowStrider( inputdata_t &inputdata );
void InputUseSiegeTargets( inputdata_t &inputdata );
void InputEnableSquadShootDelay( inputdata_t &inputdata );
void InputDisableSquadShootDelay( inputdata_t &inputdata );
void InputEnableUnplantedShooting( inputdata_t &inputdata );
void InputDisableUnplantedShooting( inputdata_t &inputdata );
//---------------------------------
// Combat
//---------------------------------
bool FVisible( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL );
bool IsValidEnemy( CBaseEntity *pEnemy );
Disposition_t IRelationType( CBaseEntity *pTarget );
int IRelationPriority( CBaseEntity *pTarget );
void SetSquad( CAI_Squad *pSquad );
bool UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer = NULL );
int RangeAttack1Conditions( float flDot, float flDist );
int RangeAttack2Conditions( float flDot, float flDist );
int MeleeAttack1Conditions ( float flDot, float flDist );
int MeleeAttack1ConditionsVsEnemyInVehicle( CBaseCombatCharacter *pEnemy, float flDot );
int MeleeAttack2Conditions( float flDot, float flDist );
bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions);
bool TestShootPosition(const Vector &vecShootPos, const Vector &targetPos );
Vector Weapon_ShootPosition();
CBaseEntity * MeleeAttack( float flDist, int iDamage, QAngle &qaViewPunch, Vector &vecVelocityPunch, int BloodOrigin );
void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
void DoMuzzleFlash( int nAttachment );
bool CanShootThrough( const trace_t &tr, const Vector &vecTarget );
int CountRangedAttackers();
void DelayRangedAttackers( float minDelay, float maxDelay, bool bForced = false );
//---------------------------------
// Sounds & speech
//---------------------------------
void AlertSound();
void PainSound( const CTakeDamageInfo &info );
void DeathSound( const CTakeDamageInfo &info );
//---------------------------------
// Damage handling
//---------------------------------
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
bool IsHeavyDamage( const CTakeDamageInfo &info );
int OnTakeDamage( const CTakeDamageInfo &info );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
void Event_Killed( const CTakeDamageInfo &info );
void StartBleeding();
inline bool IsBleeding() { return m_bIsBleeding; }
void Explode();
void SetupGlobalModelData();
//---------------------------------
// Navigation & Movement
//---------------------------------
bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
float MaxYawSpeed();
bool IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const;
float GetJumpGravity() const { return 3.0f; }
bool ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity );
void TaskFail( AI_TaskFailureCode_t code );
void TaskFail( const char *pszGeneralFailText ) { TaskFail( MakeFailCode( pszGeneralFailText ) ); }
CAI_BaseNPC * GetEntity() { return this; }
//---------------------------------
// Magnade
//---------------------------------
void StriderBusterAttached( CBaseEntity *pAttached );
void StriderBusterDetached( CBaseEntity *pAttached );
private:
void ConsiderFlinching( const CTakeDamageInfo &info );
void TaskFindDodgeActivity();
void GatherChargeConditions();
void GatherIndoorOutdoorConditions();
// Charge attack.
bool ShouldCharge( const Vector &startPos, const Vector &endPos, bool useTime, bool bCheckForCancel );
void ChargeLookAhead();
float ChargeSteer();
bool EnemyIsRightInFrontOfMe( CBaseEntity **pEntity );
void ChargeDamage( CBaseEntity *pTarget );
bool HandleChargeImpact( Vector vecImpact, CBaseEntity *pEntity );
void BeginVolley( int nNum, float flStartTime );
bool ShootFlechette( CBaseEntity *pTargetEntity, bool bSingleShot );
bool ShouldSeekTarget( CBaseEntity *pTargetEntity, bool bStriderBuster );
void GetShootDir( Vector &vecDir, const Vector &vecSrc, CBaseEntity *pTargetEntity, bool bStriderbuster, int nShotNum, bool bSingleShot );
bool ClampShootDir( Vector &vecDir );
void SetAim( const Vector &aimDir, float flInterval );
void RelaxAim( float flInterval );
void UpdateAim();
void UpdateEyes();
void LockBothEyes( float flDuration );
void UnlockBothEyes( float flDuration );
void TeslaThink();
void BleedThink();
void JostleVehicleThink();
void FollowStrider( const char *szStrider );
void FollowStrider( CNPC_Strider * pStrider );
int NumHuntersInMySquad();
bool CanPlantHere( const Vector &vecPos );
//---------------------------------
// Foot handling
//---------------------------------
Vector LeftFootHit( float eventtime );
Vector RightFootHit( float eventtime );
Vector BackFootHit( float eventtime );
void FootFX( const Vector &origin );
CBaseEntity *GetEnemyVehicle();
bool IsCorporealEnemy( CBaseEntity *pEnemy );
void PhysicsDamageEffect( const Vector &vecPos, const Vector &vecDir );
bool PlayerFlashlightOnMyEyes( CBasePlayer *pPlayer );
//-----------------------------------------------------
// Conditions, Schedules, Tasks
//-----------------------------------------------------
enum
{
SCHED_HUNTER_RANGE_ATTACK1 = BaseClass::NEXT_SCHEDULE,
SCHED_HUNTER_RANGE_ATTACK2,
SCHED_HUNTER_MELEE_ATTACK1,
SCHED_HUNTER_DODGE,
SCHED_HUNTER_CHASE_ENEMY,
SCHED_HUNTER_CHASE_ENEMY_MELEE,
SCHED_HUNTER_COMBAT_FACE,
SCHED_HUNTER_FLANK_ENEMY,
SCHED_HUNTER_CHANGE_POSITION,
SCHED_HUNTER_CHANGE_POSITION_FINISH,
SCHED_HUNTER_SIDESTEP,
SCHED_HUNTER_PATROL,
SCHED_HUNTER_FLINCH_STICKYBOMB,
SCHED_HUNTER_STAGGER,
SCHED_HUNTER_PATROL_RUN,
SCHED_HUNTER_TAKE_COVER_FROM_ENEMY,
SCHED_HUNTER_HIDE_UNDER_COVER,
SCHED_HUNTER_FAIL_IMMEDIATE, // instant fail without waiting
SCHED_HUNTER_CHARGE_ENEMY,
SCHED_HUNTER_FAIL_CHARGE_ENEMY,
SCHED_HUNTER_FOUND_ENEMY,
SCHED_HUNTER_FOUND_ENEMY_ACK,
SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER,
SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER_LATENT,
SCHED_HUNTER_GOTO_HINT,
SCHED_HUNTER_CLEAR_HINTNODE,
SCHED_HUNTER_FAIL_DODGE,
SCHED_HUNTER_SIEGE_STAND,
SCHED_HUNTER_CHANGE_POSITION_SIEGE,
TASK_HUNTER_AIM = BaseClass::NEXT_TASK,
TASK_HUNTER_FIND_DODGE_POSITION,
TASK_HUNTER_DODGE,
TASK_HUNTER_PRE_RANGE_ATTACK2,
TASK_HUNTER_SHOOT_COMMIT,
TASK_HUNTER_BEGIN_FLANK,
TASK_HUNTER_ANNOUNCE_FLANK,
TASK_HUNTER_STAGGER,
TASK_HUNTER_CORNERED_TIMER,
TASK_HUNTER_FIND_SIDESTEP_POSITION,
TASK_HUNTER_CHARGE,
TASK_HUNTER_CHARGE_DELAY,
TASK_HUNTER_FINISH_RANGE_ATTACK,
TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY,
COND_HUNTER_SHOULD_PATROL = BaseClass::NEXT_CONDITION,
COND_HUNTER_FORCED_FLANK_ENEMY,
COND_HUNTER_FORCED_DODGE,
COND_HUNTER_CAN_CHARGE_ENEMY,
COND_HUNTER_HIT_BY_STICKYBOMB,
COND_HUNTER_STAGGERED,
COND_HUNTER_IS_INDOORS,
COND_HUNTER_SEE_STRIDERBUSTER,
COND_HUNTER_INCOMING_VEHICLE,
COND_HUNTER_NEW_HINTGROUP,
COND_HUNTER_CANT_PLANT,
COND_HUNTER_SQUADMATE_FOUND_ENEMY,
};
enum HunterEyeStates_t
{
HUNTER_EYE_STATE_TOP_LOCKED = 0,
HUNTER_EYE_STATE_BOTTOM_LOCKED,
HUNTER_EYE_STATE_BOTH_LOCKED,
HUNTER_EYE_STATE_BOTH_UNLOCKED,
};
string_t m_iszFollowTarget; // Name of the strider we should follow.
CSimpleStopwatch m_BeginFollowDelay;
int m_nKillingDamageType;
HunterEyeStates_t m_eEyeState;
float m_aimYaw;
float m_aimPitch;
float m_flShootAllowInterruptTime;
float m_flNextChargeTime; // Prevents us from doing our threat display too often.
float m_flNextDamageTime;
float m_flNextSideStepTime;
CSimpleSimTimer m_HeavyDamageDelay;
CSimpleSimTimer m_FlinchTimer;
CSimpleSimTimer m_EyeSwitchTimer; // Controls how often we switch which eye is focusing on our enemy.
bool m_bTopMuzzle; // Used to alternate between top muzzle FX and bottom muzzle FX.
bool m_bEnableSquadShootDelay;
bool m_bIsBleeding;
Activity m_eDodgeActivity;
CSimpleSimTimer m_RundownDelay;
CSimpleSimTimer m_IgnoreVehicleTimer;
bool m_bDisableShooting; // Range attack disabled via an input. Used for scripting melee attacks.
bool m_bFlashlightInEyes; // The player is shining the flashlight on our eyes.
float m_flPupilDilateTime; // When to dilate our pupils if the flashlight is no longer on our eyes.
Vector m_vecEnemyLastSeen;
Vector m_vecLastCanPlantHerePos;
Vector m_vecStaggerDir;
bool m_bPlanted;
bool m_bLastCanPlantHere;
bool m_bMissLeft;
bool m_bEnableUnplantedShooting;
static float gm_flMinigunDistZ;
static Vector gm_vecLocalRelativePositionMinigun;
static int gm_nTopGunAttachment;
static int gm_nBottomGunAttachment;
static int gm_nAimYawPoseParam;
static int gm_nAimPitchPoseParam;
static int gm_nBodyYawPoseParam;
static int gm_nBodyPitchPoseParam;
static int gm_nStaggerYawPoseParam;
static int gm_nHeadCenterAttachment;
static int gm_nHeadBottomAttachment;
static float gm_flHeadRadius;
static int gm_nUnplantedNode;
static int gm_nPlantedNode;
CAI_HunterEscortBehavior m_EscortBehavior;
int m_nFlechettesQueued;
int m_nClampedShots; // The number of consecutive shots fired at an out-of-max yaw target.
float m_flNextRangeAttack2Time; // Time when we can fire another volley of flechettes.
float m_flNextFlechetteTime; // Time to fire the next flechette in this volley.
float m_flNextMeleeTime;
float m_flTeslaStopTime;
string_t m_iszCurrentExpression;
// buster fu
CUtlVector< EHANDLE > m_hAttachedBusters; // List of busters attached to us
float m_fCorneredTimer; ///< hunter was cornered when fleeing player; it won't flee again until this time
CSimpleSimTimer m_CheckHintGroupTimer;
DEFINE_CUSTOM_AI;
DECLARE_DATADESC();
friend class CAI_HunterEscortBehavior;
friend class CHunterMaker;
bool m_bInLargeOutdoorMap;
float m_flTimeSawEnemyAgain;
// Sounds
//CSoundPatch *m_pGunFiringSound;
CUtlVector<EHANDLE> m_pSiegeTargets;
string_t m_iszSiegeTargetName;
float m_flTimeNextSiegeTargetAttack;
EHANDLE m_hCurrentSiegeTarget;
EHANDLE m_hHitByVehicle;
};
LINK_ENTITY_TO_CLASS( npc_hunter, CNPC_Hunter );
BEGIN_DATADESC( CNPC_Hunter )
DEFINE_KEYFIELD( m_iszFollowTarget, FIELD_STRING, "FollowTarget" ),
DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ),
DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ),
DEFINE_FIELD( m_flShootAllowInterruptTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextChargeTime, FIELD_TIME ),
//DEFINE_FIELD( m_flNextDamageTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextSideStepTime, FIELD_TIME ),
DEFINE_EMBEDDED( m_HeavyDamageDelay ),
DEFINE_EMBEDDED( m_FlinchTimer ),
DEFINE_FIELD( m_eEyeState, FIELD_INTEGER ),
DEFINE_FIELD( m_bTopMuzzle, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bEnableSquadShootDelay, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bIsBleeding, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bDisableShooting, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bFlashlightInEyes, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flPupilDilateTime, FIELD_TIME ),
DEFINE_FIELD( m_vecEnemyLastSeen, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecLastCanPlantHerePos, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecStaggerDir, FIELD_VECTOR ),
DEFINE_FIELD( m_bPlanted, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bLastCanPlantHere, FIELD_BOOLEAN ),
//DEFINE_FIELD( m_bMissLeft, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bEnableUnplantedShooting, FIELD_BOOLEAN ),
DEFINE_FIELD( m_nKillingDamageType, FIELD_INTEGER ),
DEFINE_FIELD( m_eDodgeActivity, FIELD_INTEGER ),
DEFINE_EMBEDDED( m_RundownDelay ),
DEFINE_EMBEDDED( m_IgnoreVehicleTimer ),
DEFINE_FIELD( m_flNextMeleeTime, FIELD_TIME ),
DEFINE_FIELD( m_flTeslaStopTime, FIELD_TIME ),
// (auto saved by AI)
//DEFINE_FIELD( m_EscortBehavior, FIELD_EMBEDDED ),
DEFINE_FIELD( m_iszCurrentExpression, FIELD_STRING ),
DEFINE_FIELD( m_fCorneredTimer, FIELD_TIME),
DEFINE_EMBEDDED( m_CheckHintGroupTimer ),
// (Recomputed in Precache())
//DEFINE_FIELD( m_bInLargeOutdoorMap, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flTimeSawEnemyAgain, FIELD_TIME ),
//DEFINE_SOUNDPATCH( m_pGunFiringSound ),
//DEFINE_UTLVECTOR( m_pSiegeTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_iszSiegeTargetName, FIELD_STRING ),
DEFINE_FIELD( m_flTimeNextSiegeTargetAttack, FIELD_TIME ),
DEFINE_FIELD( m_hCurrentSiegeTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_hHitByVehicle, FIELD_EHANDLE ),
DEFINE_EMBEDDED( m_BeginFollowDelay ),
DEFINE_EMBEDDED( m_EyeSwitchTimer ),
DEFINE_FIELD( m_nFlechettesQueued, FIELD_INTEGER ),
DEFINE_FIELD( m_nClampedShots, FIELD_INTEGER ),
DEFINE_FIELD( m_flNextRangeAttack2Time, FIELD_TIME ),
DEFINE_FIELD( m_flNextFlechetteTime, FIELD_TIME ),
DEFINE_UTLVECTOR( m_hAttachedBusters, FIELD_EHANDLE ),
DEFINE_UTLVECTOR( m_pSiegeTargets, FIELD_EHANDLE ),
// inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Dodge", InputDodge ),
DEFINE_INPUTFUNC( FIELD_VOID, "FlankEnemy", InputFlankEnemy ),
DEFINE_INPUTFUNC( FIELD_STRING, "DisableShooting", InputDisableShooting ),
DEFINE_INPUTFUNC( FIELD_STRING, "EnableShooting", InputEnableShooting ),
DEFINE_INPUTFUNC( FIELD_STRING, "FollowStrider", InputFollowStrider ),
DEFINE_INPUTFUNC( FIELD_STRING, "UseSiegeTargets", InputUseSiegeTargets ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableSquadShootDelay", InputEnableSquadShootDelay ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableSquadShootDelay", InputDisableSquadShootDelay ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableUnplantedShooting", InputEnableUnplantedShooting ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableUnplantedShooting", InputDisableUnplantedShooting ),
// Function Pointers
DEFINE_THINKFUNC( TeslaThink ),
DEFINE_THINKFUNC( BleedThink ),
DEFINE_THINKFUNC( JostleVehicleThink ),
END_DATADESC()
//-----------------------------------------------------------------------------
int CNPC_Hunter::gm_nUnplantedNode = 0;
int CNPC_Hunter::gm_nPlantedNode = 0;
int CNPC_Hunter::gm_nAimYawPoseParam = -1;
int CNPC_Hunter::gm_nAimPitchPoseParam = -1;
int CNPC_Hunter::gm_nBodyYawPoseParam = -1;
int CNPC_Hunter::gm_nBodyPitchPoseParam = -1;
int CNPC_Hunter::gm_nStaggerYawPoseParam = -1;
int CNPC_Hunter::gm_nHeadCenterAttachment = -1;
int CNPC_Hunter::gm_nHeadBottomAttachment = -1;
float CNPC_Hunter::gm_flHeadRadius = 0;
int CNPC_Hunter::gm_nTopGunAttachment = -1;
int CNPC_Hunter::gm_nBottomGunAttachment = -1;
float CNPC_Hunter::gm_flMinigunDistZ;
Vector CNPC_Hunter::gm_vecLocalRelativePositionMinigun;
//-----------------------------------------------------------------------------
static CUtlVector<CNPC_Hunter *> g_Hunters;
float g_TimeLastDistributeFreeHunters = -1;
const float FREE_HUNTER_DISTRIBUTE_INTERVAL = 2;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CNPC_Hunter::CNPC_Hunter()
{
g_Hunters.AddToTail( this );
g_TimeLastDistributeFreeHunters = -1;
m_flTimeSawEnemyAgain = HUNTER_SEE_ENEMY_TIME_INVALID;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CNPC_Hunter::~CNPC_Hunter()
{
g_Hunters.FindAndRemove( this );
g_TimeLastDistributeFreeHunters = -1;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::Precache()
{
PrecacheModel( "models/hunter.mdl" );
PropBreakablePrecacheAll( MAKE_STRING("models/hunter.mdl") );
PrecacheScriptSound( "NPC_Hunter.Idle" );
PrecacheScriptSound( "NPC_Hunter.Scan" );
PrecacheScriptSound( "NPC_Hunter.Alert" );
PrecacheScriptSound( "NPC_Hunter.Pain" );
PrecacheScriptSound( "NPC_Hunter.PreCharge" );
PrecacheScriptSound( "NPC_Hunter.Angry" );
PrecacheScriptSound( "NPC_Hunter.Death" );
PrecacheScriptSound( "NPC_Hunter.FireMinigun" );
PrecacheScriptSound( "NPC_Hunter.Footstep" );
PrecacheScriptSound( "NPC_Hunter.BackFootstep" );
PrecacheScriptSound( "NPC_Hunter.FlechetteVolleyWarn" );
PrecacheScriptSound( "NPC_Hunter.FlechetteShoot" );
PrecacheScriptSound( "NPC_Hunter.FlechetteShootLoop" );
PrecacheScriptSound( "NPC_Hunter.FlankAnnounce" );
PrecacheScriptSound( "NPC_Hunter.MeleeAnnounce" );
PrecacheScriptSound( "NPC_Hunter.MeleeHit" );
PrecacheScriptSound( "NPC_Hunter.TackleAnnounce" );
PrecacheScriptSound( "NPC_Hunter.TackleHit" );
PrecacheScriptSound( "NPC_Hunter.ChargeHitEnemy" );
PrecacheScriptSound( "NPC_Hunter.ChargeHitWorld" );
PrecacheScriptSound( "NPC_Hunter.FoundEnemy" );
PrecacheScriptSound( "NPC_Hunter.FoundEnemyAck" );
PrecacheScriptSound( "NPC_Hunter.DefendStrider" );
PrecacheScriptSound( "NPC_Hunter.HitByVehicle" );
PrecacheParticleSystem( "hunter_muzzle_flash" );
PrecacheParticleSystem( "blood_impact_synth_01" );
PrecacheParticleSystem( "blood_impact_synth_01_arc_parent" );
PrecacheParticleSystem( "blood_spurt_synth_01" );
PrecacheParticleSystem( "blood_drip_synth_01" );
PrecacheInstancedScene( "scenes/npc/hunter/hunter_scan.vcd" );
PrecacheInstancedScene( "scenes/npc/hunter/hunter_eyeclose.vcd" );
PrecacheInstancedScene( "scenes/npc/hunter/hunter_roar.vcd" );
PrecacheInstancedScene( "scenes/npc/hunter/hunter_pain.vcd" );
PrecacheInstancedScene( "scenes/npc/hunter/hunter_eyedarts_top.vcd" );
PrecacheInstancedScene( "scenes/npc/hunter/hunter_eyedarts_bottom.vcd" );
PrecacheMaterial( "effects/water_highlight" );
UTIL_PrecacheOther( "hunter_flechette" );
UTIL_PrecacheOther( "sparktrail" );
m_bInLargeOutdoorMap = false;
if( !Q_strnicmp( STRING(gpGlobals->mapname), "ep2_outland_12", 14) )
{
m_bInLargeOutdoorMap = true;
}
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::Spawn()
{
Precache();
SetModel( "models/hunter.mdl" );
BaseClass::Spawn();
//m_debugOverlays |= OVERLAY_NPC_ROUTE_BIT | OVERLAY_BBOX_BIT | OVERLAY_PIVOT_BIT;
SetHullType( HULL_MEDIUM_TALL );
SetHullSizeNormal();
SetDefaultEyeOffset();
SetNavType( NAV_GROUND );
m_flGroundSpeed = 500;
m_NPCState = NPC_STATE_NONE;
SetBloodColor( DONT_BLEED );
m_iHealth = m_iMaxHealth = sk_hunter_health.GetInt();
m_flFieldOfView = HUNTER_FOV_DOT;
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
SetupGlobalModelData();
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_SQUAD | bits_CAP_ANIMATEDFACE );
CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 );
CapabilitiesAdd( bits_CAP_SKIP_NAV_GROUND_CHECK );
if ( !hunter_allow_dissolve.GetBool() )
{
AddEFlags( EFL_NO_DISSOLVE );
}
if( hunter_allow_nav_jump.GetBool() )
{
CapabilitiesAdd( bits_CAP_MOVE_JUMP );
}
NPCInit();
m_bEnableSquadShootDelay = true;
m_flDistTooFar = hunter_flechette_max_range.GetFloat();
// Discard time must be greater than free knowledge duration. Make it double.
float freeKnowledge = hunter_free_knowledge.GetFloat();
if ( freeKnowledge < GetEnemies()->GetEnemyDiscardTime() )
{
GetEnemies()->SetEnemyDiscardTime( MAX( freeKnowledge + 0.1, AI_DEF_ENEMY_DISCARD_TIME ) );
}
GetEnemies()->SetFreeKnowledgeDuration( freeKnowledge );
// Find out what strider we should follow, if any.
if ( m_iszFollowTarget != NULL_STRING )
{
m_BeginFollowDelay.Set( .1 ); // Allow time for strider to spawn
}
//if ( !m_pGunFiringSound )
//{
// CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
// CPASAttenuationFilter filter( this );
//
// m_pGunFiringSound = controller.SoundCreate( filter, entindex(), "NPC_Hunter.FlechetteShootLoop" );
// controller.Play( m_pGunFiringSound, 0.0, 100 );
//}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::UpdateEfficiency( bool bInPVS )
{
SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL );
SetMoveEfficiency( AIME_NORMAL );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::CreateBehaviors()
{
AddBehavior( &m_EscortBehavior );
return BaseClass::CreateBehaviors();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::SetupGlobalModelData()
{
if ( gm_nBodyYawPoseParam != -1 )
return;
gm_nAimYawPoseParam = LookupPoseParameter( "aim_yaw" );
gm_nAimPitchPoseParam = LookupPoseParameter( "aim_pitch" );
gm_nBodyYawPoseParam = LookupPoseParameter( "body_yaw" );
gm_nBodyPitchPoseParam = LookupPoseParameter( "body_pitch" );
gm_nTopGunAttachment = LookupAttachment( "top_eye" );
gm_nBottomGunAttachment = LookupAttachment( "bottom_eye" );
gm_nStaggerYawPoseParam = LookupAttachment( "stagger_yaw" );
gm_nHeadCenterAttachment = LookupAttachment( "head_center" );
gm_nHeadBottomAttachment = LookupAttachment( "head_radius_measure" );
// Measure the radius of the head.
Vector vecHeadCenter;
Vector vecHeadBottom;
GetAttachment( gm_nHeadCenterAttachment, vecHeadCenter );
GetAttachment( gm_nHeadBottomAttachment, vecHeadBottom );
gm_flHeadRadius = ( vecHeadCenter - vecHeadBottom ).Length();
int nSequence = SelectWeightedSequence( ACT_HUNTER_RANGE_ATTACK2_UNPLANTED );
gm_nUnplantedNode = GetEntryNode( nSequence );
nSequence = SelectWeightedSequence( ACT_RANGE_ATTACK2 );
gm_nPlantedNode = GetEntryNode( nSequence );
CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );
}
//-----------------------------------------------------------------------------
// Shuts down looping sounds when we are killed in combat or deleted.
//-----------------------------------------------------------------------------
void CNPC_Hunter::StopLoopingSounds()
{
BaseClass::StopLoopingSounds();
//if ( m_pGunFiringSound )
//{
// CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
// controller.SoundDestroy( m_pGunFiringSound );
// m_pGunFiringSound = NULL;
//}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::OnRestore()
{
BaseClass::OnRestore();
SetupGlobalModelData();
CreateVPhysics();
if ( IsBleeding() )
{
StartBleeding();
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::IdleSound()
{
if ( HasCondition( COND_LOST_ENEMY ) )
{
EmitSound( "NPC_Hunter.Scan" );
}
else
{
EmitSound( "NPC_Hunter.Idle" );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::ShouldPlayIdleSound()
{
if ( random->RandomInt(0, 99) == 0 && !HasSpawnFlags( SF_NPC_GAG ) )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Stay facing our enemy when close enough.
//-----------------------------------------------------------------------------
bool CNPC_Hunter::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval )
{
if ( GetActivity() == ACT_TRANSITION )
{
// No turning while in transitions.
return true;
}
bool bSideStepping = IsCurSchedule( SCHED_HUNTER_SIDESTEP, false );
// FIXME: this will break scripted sequences that walk when they have an enemy
if ( GetEnemy() &&
( bSideStepping ||
( ( ( GetNavigator()->GetMovementActivity() == ACT_RUN ) || ( GetNavigator()->GetMovementActivity() == ACT_WALK ) ) &&
!IsCurSchedule( SCHED_HUNTER_TAKE_COVER_FROM_ENEMY, false ) ) ) )
{
Vector vecEnemyLKP = GetEnemyLKP();
// Face my enemy if we're close enough
if ( bSideStepping || UTIL_DistApprox( vecEnemyLKP, GetAbsOrigin() ) < HUNTER_FACE_ENEMY_DIST )
{
AddFacingTarget( GetEnemy(), vecEnemyLKP, 1.0, 0.2 );
}
}
return BaseClass::OverrideMoveFacing( move, flInterval );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::PostNPCInit()
{
BaseClass::PostNPCInit();
IPhysicsObject *pPhysObject = VPhysicsGetObject();
Assert( pPhysObject );
if ( pPhysObject )
{
pPhysObject->SetMass( 600.0 );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::Activate()
{
BaseClass::Activate();
s_iszStriderBusterClassname = AllocPooledString( "weapon_striderbuster" );
s_iszStriderClassname = AllocPooledString( "npc_strider" );
s_iszMagnadeClassname = AllocPooledString( "npc_grenade_magna" );
s_iszPhysPropClassname = AllocPooledString( "prop_physics" );
s_iszHuntersToRunOver = AllocPooledString( "hunters_to_run_over" );
// If no one has initialized the hunters to run over counter, just zero it out.
if ( !GlobalEntity_IsInTable( s_iszHuntersToRunOver ) )
{
GlobalEntity_Add( s_iszHuntersToRunOver, gpGlobals->mapname, GLOBAL_ON );
GlobalEntity_SetCounter( s_iszHuntersToRunOver, 0 );
}
CMissile::AddCustomDetonator( this, ( GetHullMaxs().AsVector2D() - GetHullMins().AsVector2D() ).Length() * 0.5, GetHullHeight() );
SetupGlobalModelData();
if ( gm_flMinigunDistZ == 0 )
{
// Have to create a virgin hunter to ensure proper pose
CNPC_Hunter *pHunter = (CNPC_Hunter *)CreateEntityByName( "npc_hunter" );
Assert(pHunter);
pHunter->Spawn();
pHunter->SetActivity( ACT_WALK );
pHunter->InvalidateBoneCache();
// Currently just using the gun for the vertical component!
Vector defEyePos;
pHunter->GetAttachment( "minigunbase", defEyePos );
gm_flMinigunDistZ = defEyePos.z - pHunter->GetAbsOrigin().z;
Vector position;
pHunter->GetAttachment( gm_nTopGunAttachment, position );
VectorITransform( position, pHunter->EntityToWorldTransform(), gm_vecLocalRelativePositionMinigun );
UTIL_Remove( pHunter );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::UpdateOnRemove()
{
CMissile::RemoveCustomDetonator( this );
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Class_T CNPC_Hunter::Classify()
{
return CLASS_COMBINE_HUNTER;
}
//-----------------------------------------------------------------------------
// Compensate for the hunter's long legs by moving the bodytarget up to his head.
//-----------------------------------------------------------------------------
Vector CNPC_Hunter::BodyTarget( const Vector &posSrc, bool bNoisy /*= true*/ )
{
Vector vecResult;
QAngle vecAngle;
GetAttachment( gm_nHeadCenterAttachment, vecResult, vecAngle );
if ( bNoisy )
{
float rand1 = random->RandomFloat( 0, gm_flHeadRadius ) + random->RandomFloat( 0, gm_flHeadRadius );
return vecResult + RandomVector( -rand1, rand1 );
}
return vecResult;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Hunter::DrawDebugTextOverlays()
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
EntityText( text_offset, CFmtStr("%s", m_bPlanted ? "Planted" : "Unplanted" ), 0 );
text_offset++;
EntityText( text_offset, CFmtStr("Eye state: %d", m_eEyeState ), 0 );
text_offset++;
if( IsUsingSiegeTargets() )
{
EntityText( text_offset, CFmtStr("Next Siege Attempt:%f", m_flTimeNextSiegeTargetAttack - gpGlobals->curtime ), 0 );
text_offset++;
}
}
return text_offset;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::LockBothEyes( float flDuration )
{
m_eEyeState = HUNTER_EYE_STATE_BOTH_LOCKED;
m_EyeSwitchTimer.Set( flDuration );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::UnlockBothEyes( float flDuration )
{
m_eEyeState = HUNTER_EYE_STATE_BOTH_UNLOCKED;
m_EyeSwitchTimer.Set( flDuration );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::OnChangeActivity( Activity eNewActivity )
{
m_EyeSwitchTimer.Force();
BaseClass::OnChangeActivity( eNewActivity );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::UpdateEyes()
{
// If the eyes are controlled by a script, do nothing.
if ( GetState() == NPC_STATE_SCRIPT )
return;
if ( m_EyeSwitchTimer.Expired() )
{
RemoveActorFromScriptedScenes( this, false );
if ( GetActivity() == ACT_IDLE )
{
// Idles have eye motion baked in.
m_eEyeState = HUNTER_EYE_STATE_BOTH_LOCKED;
}
else if ( GetEnemy() == NULL )
{
m_eEyeState = HUNTER_EYE_STATE_BOTH_UNLOCKED;
}
else if ( m_eEyeState == HUNTER_EYE_STATE_BOTH_LOCKED )
{
if ( random->RandomInt( 0, 1 ) == 0 )
{
m_eEyeState = HUNTER_EYE_STATE_TOP_LOCKED;
}
else
{
m_eEyeState = HUNTER_EYE_STATE_BOTTOM_LOCKED;
}
}
else if ( m_eEyeState == HUNTER_EYE_STATE_TOP_LOCKED )
{
m_eEyeState = HUNTER_EYE_STATE_BOTTOM_LOCKED;
}
else if ( m_eEyeState == HUNTER_EYE_STATE_BOTTOM_LOCKED )
{
m_eEyeState = HUNTER_EYE_STATE_TOP_LOCKED;
}
if ( ( m_eEyeState == HUNTER_EYE_STATE_BOTTOM_LOCKED ) || ( m_eEyeState == HUNTER_EYE_STATE_BOTH_UNLOCKED ) )
{
SetExpression( "scenes/npc/hunter/hunter_eyedarts_top.vcd" );
}
if ( ( m_eEyeState == HUNTER_EYE_STATE_TOP_LOCKED ) || ( m_eEyeState == HUNTER_EYE_STATE_BOTH_UNLOCKED ) )
{
SetExpression( "scenes/npc/hunter/hunter_eyedarts_bottom.vcd" );
}
m_EyeSwitchTimer.Set( random->RandomFloat( 1.0f, 3.0f ) );
}
/*Vector vecEyePos;
Vector vecEyeDir;
GetAttachment( gm_nTopGunAttachment, vecEyePos, &vecEyeDir );
NDebugOverlay::Line( vecEyePos, vecEyePos + vecEyeDir * 36, 255, 0, 0, 0, 0.1 );
GetAttachment( gm_nBottomGunAttachment, vecEyePos, &vecEyeDir );
NDebugOverlay::Line( vecEyePos, vecEyePos + vecEyeDir * 36, 255, 0, 0, 0, 0.1 );*/
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::NPCThink()
{
BaseClass::NPCThink();
// Update our planted/unplanted state.
m_bPlanted = ( GetEntryNode( GetSequence() ) == gm_nPlantedNode );
UpdateAim();
UpdateEyes();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::PrescheduleThink()
{
BaseClass::PrescheduleThink();
if ( m_BeginFollowDelay.Expired() )
{
FollowStrider( STRING( m_iszFollowTarget ) );
m_BeginFollowDelay.Stop();
}
m_EscortBehavior.CheckBreakEscort();
// If we're being blinded by the flashlight, see if we should stop
if ( m_bFlashlightInEyes )
{
if ( m_flPupilDilateTime < gpGlobals->curtime )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
if ( ( pPlayer && !pPlayer->IsIlluminatedByFlashlight( this, NULL ) ) || !PlayerFlashlightOnMyEyes( pPlayer ) )
{
//Msg( "NOT SHINING FLASHLIGHT ON ME\n" );
// Remove the actor from the flashlight scene
RemoveActorFromScriptedScenes( this, true, false, "scenes/npc/hunter/hunter_eyeclose.vcd" );
m_bFlashlightInEyes = false;
}
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::GatherChargeConditions()
{
ClearCondition( COND_HUNTER_CAN_CHARGE_ENEMY );
if ( !hunter_charge.GetBool() )
return;
if ( !GetEnemy() )
return;
if ( GetHintGroup() != NULL_STRING )
return;
if ( !HasCondition( COND_SEE_ENEMY ) )
return;
if ( !hunter_charge_test.GetBool() && gpGlobals->curtime < m_flNextChargeTime )
return;
// No charging Alyx or Barney
if( GetEnemy()->Classify() == CLASS_PLAYER_ALLY_VITAL )
return;
if ( m_EscortBehavior.GetEscortTarget() && GetEnemy()->MyCombatCharacterPointer() && !GetEnemy()->MyCombatCharacterPointer()->FInViewCone( this ) )
return;
if ( ShouldCharge( GetAbsOrigin(), GetEnemy()->GetAbsOrigin(), true, false ) )
{
SetCondition( COND_HUNTER_CAN_CHARGE_ENEMY );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::GatherConditions()
{
GatherIndoorOutdoorConditions();
GatherChargeConditions();
BaseClass::GatherConditions();
// Enemy LKP that doesn't get updated by the free knowledge code.
// Used for shooting at where our enemy was when we can't see them.
ClearCondition( COND_HUNTER_INCOMING_VEHICLE );
if ( m_IgnoreVehicleTimer.Expired() && GetEnemy() && HasCondition( COND_SEE_ENEMY ) )
{
CBaseEntity *pVehicle = GetEnemyVehicle();
if ( ( pVehicle ) && ( GlobalEntity_GetCounter( s_iszHuntersToRunOver ) <= 0 ) )
{
static float timeDrawnArrow;
// Extrapolate the position of the vehicle and see if it's heading toward us.
float predictTime = hunter_dodge_warning.GetFloat();
Vector2D vecFuturePos = pVehicle->GetAbsOrigin().AsVector2D() + pVehicle->GetSmoothedVelocity().AsVector2D() * predictTime;
if ( pVehicle->GetSmoothedVelocity().LengthSqr() > Square( 200 ) )
{
float t = 0;
Vector2D vDirMovement = pVehicle->GetSmoothedVelocity().AsVector2D();
if ( hunter_dodge_debug.GetBool() )
{
NDebugOverlay::Line( pVehicle->GetAbsOrigin(), pVehicle->GetAbsOrigin() + pVehicle->GetSmoothedVelocity(), 255, 255, 255, true, .1 );
}
vDirMovement.NormalizeInPlace();
Vector2D vDirToHunter = GetAbsOrigin().AsVector2D() - pVehicle->GetAbsOrigin().AsVector2D();
vDirToHunter.NormalizeInPlace();
if ( DotProduct2D( vDirMovement, vDirToHunter ) > hunter_dodge_warning_cone.GetFloat() &&
CalcDistanceSqrToLine2D( GetAbsOrigin().AsVector2D(), pVehicle->GetAbsOrigin().AsVector2D(), vecFuturePos, &t ) < Square( hunter_dodge_warning_width.GetFloat() * .5 ) &&
t > 0.0 && t < 1.0 )
{
if ( fabs( predictTime - hunter_dodge_warning.GetFloat() ) < .05 || random->RandomInt( 0, 3 ) )
{
SetCondition( COND_HUNTER_INCOMING_VEHICLE );
}
else
{
if ( hunter_dodge_debug. GetBool() )
{
Msg( "Hunter %d failing dodge (ignore)\n", entindex() );
}
}
if ( hunter_dodge_debug. GetBool() )
{
NDebugOverlay::Cross3D( EyePosition(), 100, 255, 255, 255, true, .1 );
if ( timeDrawnArrow != gpGlobals->curtime )
{
timeDrawnArrow = gpGlobals->curtime;
Vector vEndpoint( vecFuturePos.x, vecFuturePos.y, UTIL_GetLocalPlayer()->WorldSpaceCenter().z - 24 );
NDebugOverlay::HorzArrow( UTIL_GetLocalPlayer()->WorldSpaceCenter() - Vector(0, 0, 24), vEndpoint, hunter_dodge_warning_width.GetFloat(), 255, 0, 0, 64, true, .1 );
}
}
}
else if ( hunter_dodge_debug.GetBool() )
{
if ( t <= 0 )
{
NDebugOverlay::Cross3D( EyePosition(), 100, 0, 0, 255, true, .1 );
}
else
{
NDebugOverlay::Cross3D( EyePosition(), 100, 0, 255, 255, true, .1 );
}
}
}
else if ( hunter_dodge_debug.GetBool() )
{
NDebugOverlay::Cross3D( EyePosition(), 100, 0, 255, 0, true, .1 );
}
if ( hunter_dodge_debug. GetBool() )
{
if ( timeDrawnArrow != gpGlobals->curtime )
{
timeDrawnArrow = gpGlobals->curtime;
Vector vEndpoint( vecFuturePos.x, vecFuturePos.y, UTIL_GetLocalPlayer()->WorldSpaceCenter().z - 24 );
NDebugOverlay::HorzArrow( UTIL_GetLocalPlayer()->WorldSpaceCenter() - Vector(0, 0, 24), vEndpoint, hunter_dodge_warning_width.GetFloat(), 127, 127, 127, 64, true, .1 );
}
}
}
m_vecEnemyLastSeen = GetEnemy()->GetAbsOrigin();
}
if( !HasCondition(COND_ENEMY_OCCLUDED) )
{
// m_flTimeSawEnemyAgain always tells us what time I first saw this
// enemy again after some period of not seeing them. This is used to
// compute how long the enemy has been visible to me THIS TIME.
// Every time I lose sight of the enemy this time is set invalid until
// I see the enemy again and record that time.
if( m_flTimeSawEnemyAgain == HUNTER_SEE_ENEMY_TIME_INVALID )
{
m_flTimeSawEnemyAgain = gpGlobals->curtime;
}
}
else
{
m_flTimeSawEnemyAgain = HUNTER_SEE_ENEMY_TIME_INVALID;
}
ManageSiegeTargets();
}
//-----------------------------------------------------------------------------
// Search all entities in the map
//-----------------------------------------------------------------------------
void CNPC_Hunter::CollectSiegeTargets()
{
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_iszSiegeTargetName );
while( pTarget != NULL )
{
if( pTarget->Classify() == CLASS_BULLSEYE )
{
m_pSiegeTargets.AddToTail( pTarget );
}
pTarget = gEntList.FindEntityByName( pTarget, m_iszSiegeTargetName );
};
if( m_pSiegeTargets.Count() < 1 )
{
m_iszSiegeTargetName = NULL_STRING; // And stop trying!
}
}
//-----------------------------------------------------------------------------
// For use when Hunters are outside and the player is inside a structure
// Create a temporary bullseye in a location that makes it seem like
// I am aware of the location of a player I cannot see. (Then fire at
// at this bullseye, thus laying 'siege' to the part of the building he
// is in.) The locations are copied from suitable info_target entities.
// (these should be placed in exterior windows and doorways so that
// the Hunter fires into the building through these apertures)
//-----------------------------------------------------------------------------
void CNPC_Hunter::ManageSiegeTargets()
{
if( gpGlobals->curtime < m_flTimeNextSiegeTargetAttack )
return;
if( m_pSiegeTargets.Count() == 0 )
{
// If my list of siege targets is empty, go and cache all of them now
// so that I don't have to search the world every time.
CollectSiegeTargets();
if( m_pSiegeTargets.Count() == 0 )
return;
}
m_flTimeNextSiegeTargetAttack = gpGlobals->curtime + (hunter_siege_frequency.GetFloat() * RandomFloat( 0.8f, 1.2f) );
CBasePlayer *pPlayer = AI_GetSinglePlayer();
// Start by assuming we are not going to create a siege target
bool bCreateSiegeTarget = false;
if( GetEnemy() == NULL )
{
// If I have no enemy at all, give it a try.
bCreateSiegeTarget = true;
}
if( bCreateSiegeTarget )
{
// We've decided that the situation calls for a siege target. So, we dig through all of my siege targets and
// take the closest one to the player that the player can see! (Obey they bullseye's FOV)
float flClosestDistSqr = Square( 1200.0f ); // Only use siege targets within 100 feet of player
CBaseEntity *pSiegeTargetLocation = NULL;
int iTraces = 0;
for( int i = 0 ; i < m_pSiegeTargets.Count() ; i++ )
{
CBaseEntity *pCandidate = m_pSiegeTargets[i];
if ( pCandidate == NULL )
continue;
float flDistSqr = pCandidate->GetAbsOrigin().DistToSqr(pPlayer->GetAbsOrigin());
if( flDistSqr < flClosestDistSqr )
{
// CollectSiegeTargets() guarantees my list is populated only with bullseye entities.
CNPC_Bullseye *pBullseye = dynamic_cast<CNPC_Bullseye*>(pCandidate);
if( !pBullseye->FInViewCone(this) )
continue;
if( pPlayer->FVisible(pCandidate) )
{
iTraces++;// Only counting these as a loose perf measurement
flClosestDistSqr = flDistSqr;
pSiegeTargetLocation = pCandidate;
}
}
}
if( pSiegeTargetLocation != NULL )
{
// Ditch any leftover siege target.
KillCurrentSiegeTarget();
// Create a bullseye that will live for 20 seconds. If we can't attack it within 20 seconds, it's probably
// out of reach anyone, so have it clean itself up after that long.
CBaseEntity *pSiegeTarget = CreateCustomTarget( pSiegeTargetLocation->GetAbsOrigin(), 20.0f );
pSiegeTarget->SetName( MAKE_STRING("siegetarget") );
m_hCurrentSiegeTarget.Set( pSiegeTarget );
AddEntityRelationship( pSiegeTarget, D_HT, 1 );
GetEnemies()->UpdateMemory( GetNavigator()->GetNetwork(), pSiegeTarget, pSiegeTarget->GetAbsOrigin(), 0.0f, true );
AI_EnemyInfo_t *pMemory = GetEnemies()->Find( pSiegeTarget );
if( pMemory )
{
// Pretend we've known about this target longer than we really have so that our AI doesn't waste time running ALERT schedules.
pMemory->timeFirstSeen = gpGlobals->curtime - 5.0f;
pMemory->timeLastSeen = gpGlobals->curtime - 1.0f;
}
}
}
}
//-----------------------------------------------------------------------------
// Destroy the bullseye that we're using as a temporary target
//-----------------------------------------------------------------------------
void CNPC_Hunter::KillCurrentSiegeTarget()
{
if ( m_hCurrentSiegeTarget )
{
GetEnemies()->ClearMemory( m_hCurrentSiegeTarget );
UTIL_Remove( m_hCurrentSiegeTarget );
m_hCurrentSiegeTarget.Set( NULL );
}
}
//-----------------------------------------------------------------------------
// Return true if this NPC can hear the specified sound
//-----------------------------------------------------------------------------
bool CNPC_Hunter::QueryHearSound( CSound *pSound )
{
if ( pSound->SoundContext() & SOUND_CONTEXT_EXCLUDE_COMBINE )
return false;
if ( pSound->SoundContext() & SOUND_CONTEXT_PLAYER_VEHICLE )
return false;
return BaseClass::QueryHearSound( pSound );
}
//-----------------------------------------------------------------------------
// This is a fairly bogus heuristic right now, but it works on 06a and 12 (sjb)
//
// Better options: Trace infinitely and check the material we hit for sky
// Put some leaf info in the BSP
// Use volumes in the levels? (yucky for designers)
//-----------------------------------------------------------------------------
// TODO: use this or nuke it!
void CNPC_Hunter::GatherIndoorOutdoorConditions()
{
// Check indoor/outdoor before calling base class, since base class calls our
// RangeAttackConditions() functions, and we want those functions to know
// whether we're indoors or out.
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, 40.0f * 12.0f ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if( tr.fraction < 1.0f )
{
SetCondition( COND_HUNTER_IS_INDOORS );
}
else
{
ClearCondition( COND_HUNTER_IS_INDOORS );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::BuildScheduleTestBits()
{
BaseClass::BuildScheduleTestBits();
if ( m_lifeState != LIFE_ALIVE )
{
return;
}
// Our range attack is uninterruptable for the first few seconds.
if ( IsCurSchedule( SCHED_HUNTER_RANGE_ATTACK2, false ) && ( gpGlobals->curtime < m_flShootAllowInterruptTime ) )
{
ClearCustomInterruptConditions();
SetCustomInterruptCondition( COND_HEAVY_DAMAGE );
}
else if ( IsCurSchedule( SCHED_HUNTER_RANGE_ATTACK2, false ) && ( GetActivity() == ACT_TRANSITION ) )
{
// Don't stop unplanting just because we can range attack again.
ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK1 );
ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK2 );
}
else if ( !IsInLargeOutdoorMap() && IsCurSchedule( SCHED_HUNTER_FLANK_ENEMY, false ) && GetEnemy() != NULL )
{
if( HasCondition(COND_CAN_RANGE_ATTACK2) && m_flTimeSawEnemyAgain != HUNTER_SEE_ENEMY_TIME_INVALID )
{
if( (gpGlobals->curtime - m_flTimeSawEnemyAgain) >= 2.0f )
{
// When we're running flank behavior, wait a moment AFTER being able to see the enemy before
// breaking my schedule to range attack. This helps assure that the hunter gets well inside
// the room before stopping to attack. Otherwise the Hunter may stop immediately in the doorway
// and stop the progress of any hunters behind it.
SetCustomInterruptCondition( COND_CAN_RANGE_ATTACK2 );
}
}
}
// If our enemy is anything but a striderbuster, drop everything if we see one.
if ( !IsStriderBuster( GetEnemy() ) )
{
SetCustomInterruptCondition( COND_HUNTER_SEE_STRIDERBUSTER );
}
// If we're not too busy, allow ourselves to ACK found enemy signals.
if ( !GetEnemy() )
{
SetCustomInterruptCondition( COND_HUNTER_SQUADMATE_FOUND_ENEMY );
}
// Interrupt everything if we need to dodge.
if ( !IsCurSchedule( SCHED_HUNTER_DODGE, false ) &&
!IsCurSchedule( SCHED_HUNTER_STAGGER, false ) &&
!IsCurSchedule( SCHED_ALERT_FACE_BESTSOUND, false ) )
{
SetCustomInterruptCondition( COND_HUNTER_INCOMING_VEHICLE );
SetCustomInterruptCondition( COND_HEAR_PHYSICS_DANGER );
SetCustomInterruptCondition( COND_HUNTER_FORCED_DODGE );
}
// Always interrupt on a flank command.
SetCustomInterruptCondition( COND_HUNTER_FORCED_FLANK_ENEMY );
// Always interrupt if staggered.
SetCustomInterruptCondition( COND_HUNTER_STAGGERED );
// Always interrupt if hit by a sticky bomb.
SetCustomInterruptCondition( COND_HUNTER_HIT_BY_STICKYBOMB );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static bool IsMovablePhysicsObject( CBaseEntity *pEntity )
{
return pEntity && pEntity->GetMoveType() == MOVETYPE_VPHYSICS && pEntity->VPhysicsGetObject() && pEntity->VPhysicsGetObject()->IsMoveable();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
NPC_STATE CNPC_Hunter::SelectIdealState()
{
switch ( m_NPCState )
{
case NPC_STATE_COMBAT:
{
if ( GetEnemy() == NULL )
{
if ( !HasCondition( COND_ENEMY_DEAD ) && !hunter_disable_patrol.GetBool() )
{
// Lost track of my enemy. Patrol.
SetCondition( COND_HUNTER_SHOULD_PATROL );
}
return NPC_STATE_ALERT;
}
else if ( HasCondition( COND_ENEMY_DEAD ) )
{
// dvs: TODO: announce enemy kills?
//AnnounceEnemyKill(GetEnemy());
}
}
default:
{
return BaseClass::SelectIdealState();
}
}
return GetIdealState();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::ShouldCharge( const Vector &startPos, const Vector &endPos, bool useTime, bool bCheckForCancel )
{
// Must have a target
if ( !GetEnemy() )
return false;
// Don't check the distance once we start charging
if ( !bCheckForCancel && !hunter_charge_test.GetBool() )
{
float distance = ( startPos.AsVector2D() - endPos.AsVector2D() ).LengthSqr();
// Must be within our tolerance range
if ( ( distance < Square(HUNTER_CHARGE_MIN) ) || ( distance > Square(HUNTER_CHARGE_MAX) ) )
return false;
}
// FIXME: We'd like to exclude small physics objects from this check!
// We only need to hit the endpos with the edge of our bounding box
Vector vecDir = endPos - startPos;
VectorNormalize( vecDir );
float flWidth = WorldAlignSize().x * 0.5;
Vector vecTargetPos = endPos - (vecDir * flWidth);
// See if we can directly move there
AIMoveTrace_t moveTrace;
GetMoveProbe()->MoveLimit( NAV_GROUND, startPos, vecTargetPos, MASK_NPCSOLID_BRUSHONLY, GetEnemy(), &moveTrace );
// Draw the probe
if ( g_debug_hunter_charge.GetInt() == 1 )
{
Vector enemyDir = (vecTargetPos - startPos);
float enemyDist = VectorNormalize( enemyDir );
NDebugOverlay::BoxDirection( startPos, GetHullMins(), GetHullMaxs() + Vector(enemyDist,0,0), enemyDir, 0, 255, 0, 8, 1.0f );
}
// If we're not blocked, charge
if ( IsMoveBlocked( moveTrace ) )
{
// Don't allow it if it's too close to us
if ( UTIL_DistApprox( WorldSpaceCenter(), moveTrace.vEndPosition ) < HUNTER_CHARGE_MIN )
return false;
// Allow some special cases to not block us
if ( moveTrace.pObstruction != NULL )
{
// If we've hit the world, see if it's a cliff
if ( moveTrace.pObstruction == GetContainingEntity( INDEXENT(0) ) )
{
// Can't be too far above/below the target
if ( fabs( moveTrace.vEndPosition.z - vecTargetPos.z ) > StepHeight() )
return false;
// Allow it if we got pretty close
if ( UTIL_DistApprox( moveTrace.vEndPosition, vecTargetPos ) < 64 )
return true;
}
// Hit things that will take damage
if ( moveTrace.pObstruction->m_takedamage != DAMAGE_NO )
return true;
// Hit things that will move
if ( moveTrace.pObstruction->GetMoveType() == MOVETYPE_VPHYSICS )
return true;
}
return false;
}
float zDelta = endPos.z - moveTrace.vEndPosition.z;
if ( fabsf(zDelta) > GetHullHeight() * 0.7)
{
return false;
}
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter *pSourceEnt)
{
if ( ( pSourceEnt != this ) && ( interactionType == g_interactionHunterFoundEnemy ) )
{
SetCondition( COND_HUNTER_SQUADMATE_FOUND_ENEMY );
return true;
}
return BaseClass::HandleInteraction( interactionType, data, pSourceEnt );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Hunter::SelectCombatSchedule()
{
// If we're here with no enemy, patrol and hope we find one.
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy == NULL )
{
if ( !hunter_disable_patrol.GetBool() )
return SCHED_HUNTER_PATROL_RUN;
else
return SCHED_ALERT_STAND;
}
if ( hunter_flechette_test.GetBool() )
{
if ( HasCondition( COND_CAN_RANGE_ATTACK2 ) )
{
return SCHED_HUNTER_RANGE_ATTACK2;
}
return SCHED_COMBAT_FACE;
}
bool bStriderBuster = IsStriderBuster( pEnemy );
if ( bStriderBuster )
{
if ( gpGlobals->curtime - CAI_HunterEscortBehavior::gm_flLastDefendSound > 10.0 )
{
EmitSound( "NPC_Hunter.DefendStrider" );
CAI_HunterEscortBehavior::gm_flLastDefendSound = gpGlobals->curtime;
}
if ( HasCondition( COND_CAN_RANGE_ATTACK2 ) || HasCondition( COND_NOT_FACING_ATTACK ) )
{
return SCHED_HUNTER_RANGE_ATTACK2;
}
return SCHED_ESTABLISH_LINE_OF_FIRE;
}
// Certain behaviors, like flanking and melee attacks, only make sense on visible,
// corporeal enemies (NOT bullseyes).
bool bIsCorporealEnemy = IsCorporealEnemy( pEnemy );
// Take a quick swipe at our enemy if able to do so.
if ( bIsCorporealEnemy && HasCondition( COND_CAN_MELEE_ATTACK1 ) )
{
return SCHED_HUNTER_MELEE_ATTACK1;
}
// React to newly acquired enemies.
if ( bIsCorporealEnemy && HasCondition( COND_NEW_ENEMY ) )
{
AI_EnemyInfo_t *pEnemyInfo = GetEnemies()->Find( pEnemy );
if ( GetSquad() && pEnemyInfo && ( pEnemyInfo->timeFirstSeen == pEnemyInfo->timeAtFirstHand ) )
{
GetSquad()->BroadcastInteraction( g_interactionHunterFoundEnemy, NULL, this );
// First contact for my squad.
return SCHED_HUNTER_FOUND_ENEMY;
}
}
if ( HasCondition( COND_HUNTER_SQUADMATE_FOUND_ENEMY ) )
{
// A squadmate found an enemy. Respond to their call.
return SCHED_HUNTER_FOUND_ENEMY_ACK;
}
// Fire a flechette volley. Ignore squad slots if we're attacking a striderbuster.
// See if there is an opportunity to charge.
if ( !bStriderBuster && bIsCorporealEnemy && HasCondition( COND_HUNTER_CAN_CHARGE_ENEMY ) )
{
if ( hunter_charge_test.GetBool() || random->RandomInt( 1, 100 ) < hunter_charge_pct.GetInt() )
{
if ( hunter_charge_test.GetBool() || OccupyStrategySlot( SQUAD_SLOT_HUNTER_CHARGE ) )
{
return SCHED_HUNTER_CHARGE_ENEMY;
}
}
}
if ( HasCondition( COND_CAN_RANGE_ATTACK2 ) )
{
if ( bStriderBuster || CountRangedAttackers() < hunter_flechette_max_concurrent_volleys.GetInt() )
{
DelayRangedAttackers( hunter_flechette_volley_start_min_delay.GetFloat(), hunter_flechette_volley_start_max_delay.GetFloat(), true );
return SCHED_HUNTER_RANGE_ATTACK2;
}
}
if ( pEnemy->GetGroundEntity() == this )
{
return SCHED_HUNTER_MELEE_ATTACK1;
}
if ( HasCondition( COND_TOO_CLOSE_TO_ATTACK ) )
{
return SCHED_MOVE_AWAY_FROM_ENEMY;
}
// Sidestep every so often if my enemy is nearby and facing me.
/*
if ( gpGlobals->curtime > m_flNextSideStepTime )
{
if ( HasCondition( COND_ENEMY_FACING_ME ) && ( UTIL_DistApprox( GetEnemy()->GetAbsOrigin(), GetAbsOrigin() ) < HUNTER_FACE_ENEMY_DIST ) )
{
m_flNextSideStepTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 3.0f );
return SCHED_HUNTER_SIDESTEP;
}
}
*/
if ( HasCondition( COND_HEAVY_DAMAGE ) && ( gpGlobals->curtime > m_flNextSideStepTime ) )
{
m_flNextSideStepTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 3.0f );
return SCHED_HUNTER_SIDESTEP;
}
if ( !bStriderBuster && bIsCorporealEnemy )
{
if ( HasCondition( COND_HUNTER_CAN_CHARGE_ENEMY ) )
{
if ( OccupyStrategySlot( SQUAD_SLOT_HUNTER_CHARGE ) )
{
return SCHED_HUNTER_CHARGE_ENEMY;
}
/*
else
{
return SCHED_HUNTER_SIDESTEP;
}
*/
}
// Try to be a flanker.
if ( ( NumHuntersInMySquad() > 1 ) && OccupyStrategySlotRange( SQUAD_SLOT_HUNTER_FLANK_FIRST, SQUAD_SLOT_HUNTER_FLANK_LAST ) )
{
return SCHED_HUNTER_FLANK_ENEMY;
}
}
// Can't see my enemy.
if ( HasCondition( COND_ENEMY_OCCLUDED ) || HasCondition( COND_ENEMY_TOO_FAR ) || HasCondition( COND_TOO_FAR_TO_ATTACK ) || HasCondition( COND_NOT_FACING_ATTACK ) )
{
return SCHED_HUNTER_CHASE_ENEMY;
}
if ( HasCondition( COND_HUNTER_CANT_PLANT ) )
{
return SCHED_ESTABLISH_LINE_OF_FIRE;
}
//if ( HasCondition( COND_ENEMY_OCCLUDED ) && IsCurSchedule( SCHED_RANGE_ATTACK1, false ) )
//{
// return SCHED_HUNTER_COMBAT_FACE;
//}
return SCHED_HUNTER_CHANGE_POSITION;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Hunter::SelectSiegeSchedule()
{
bool bHasEnemy = (GetEnemy() != NULL);
if( bHasEnemy )
{
// We have an enemy, so we should be making every effort to attack it.
if( !HasCondition(COND_SEE_ENEMY) || !HasCondition(COND_CAN_RANGE_ATTACK2) )
return SCHED_ESTABLISH_LINE_OF_FIRE;
if( HasCondition(COND_CAN_RANGE_ATTACK2) )
return SCHED_HUNTER_RANGE_ATTACK2;
return SCHED_HUNTER_SIEGE_STAND;
}
else
{
// Otherwise we are loitering in siege mode. Break line of sight with the player
// if they expose our position.
if( HasCondition( COND_SEE_PLAYER ) )
return SCHED_HUNTER_CHANGE_POSITION_SIEGE;
}
return SCHED_HUNTER_SIEGE_STAND;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Hunter::SelectSchedule()
{
if ( hunter_stand_still.GetBool() )
{
m_bPlanted = false;
return SCHED_IDLE_STAND;
}
if ( HasCondition( COND_HUNTER_FORCED_DODGE ) )
return SCHED_HUNTER_DODGE;
if ( HasCondition( COND_HUNTER_NEW_HINTGROUP ) || ( GetHintGroup() != NULL_STRING && m_CheckHintGroupTimer.Expired() ) )
{
CAI_Hint *pHint;
CHintCriteria criteria;
criteria.SetGroup( GetHintGroup() );
criteria.SetFlag( bits_HINT_NODE_NEAREST );
if ( HasCondition( COND_HUNTER_NEW_HINTGROUP ) )
{
ClearCondition( COND_HUNTER_NEW_HINTGROUP );
if ( GetEnemy() )
{
pHint = CAI_HintManager::FindHint( NULL, GetEnemy()->GetAbsOrigin(), criteria );
}
else
{
pHint = CAI_HintManager::FindHint( GetAbsOrigin(), criteria );
}
if ( pHint )
{
pHint->Lock( this );
}
}
else
{
pHint = CAI_HintManager::FindHint( GetAbsOrigin(), criteria );
if ( pHint )
{
if ( (pHint->GetAbsOrigin() - GetAbsOrigin()).Length2DSqr() < Square( 20*12 ) )
{
m_CheckHintGroupTimer.Set( 5 );
pHint = NULL;
}
else
{
m_CheckHintGroupTimer.Set( 15 );
}
}
}
if ( pHint )
{
SetHintNode( pHint );
return SCHED_HUNTER_GOTO_HINT;
}
}
if ( HasCondition( COND_HUNTER_INCOMING_VEHICLE ) )
{
if ( m_RundownDelay.Expired() )
{
int iRundownCounter = 0;
if ( GetSquad() )
{
GetSquad()->GetSquadData( HUNTER_RUNDOWN_SQUADDATA, &iRundownCounter );
}
if ( iRundownCounter % 2 == 0 )
{
for ( int i = 0; i < g_Hunters.Count(); i++ )
{
if ( g_Hunters[i] != this )
{
g_Hunters[i]->m_RundownDelay.Set( 3 );
g_Hunters[i]->m_IgnoreVehicleTimer.Force();
}
}
m_IgnoreVehicleTimer.Set( hunter_dodge_warning.GetFloat() * 4 );
if ( hunter_dodge_debug.GetBool() )
{
Msg( "Hunter %d rundown\n", entindex() );
}
if ( HasCondition( COND_SEE_ENEMY ) )
{
if ( m_bPlanted && HasCondition( COND_CAN_RANGE_ATTACK2 ) )
{
return SCHED_HUNTER_RANGE_ATTACK2;
}
else if ( random->RandomInt( 0, 1 ) )
{
return SCHED_HUNTER_CHARGE_ENEMY;
}
else
{
return SCHED_MOVE_AWAY;
}
}
else
{
SetTarget( UTIL_GetLocalPlayer() );
return SCHED_TARGET_FACE;
}
}
else
{
if ( hunter_dodge_debug.GetBool() )
{
Msg( "Hunter %d safe from rundown\n", entindex() );
}
for ( int i = 0; i < g_Hunters.Count(); i++ )
{
g_Hunters[i]->m_RundownDelay.Set( 4 );
g_Hunters[i]->m_IgnoreVehicleTimer.Force();
}
if ( GetSquad() )
{
GetSquad()->SetSquadData( HUNTER_RUNDOWN_SQUADDATA, iRundownCounter + 1 );
}
}
}
if ( HasCondition( COND_SEE_ENEMY ) )
{
if ( hunter_dodge_debug.GetBool() )
{
Msg( "Hunter %d try dodge\n", entindex() );
}
return SCHED_HUNTER_DODGE;
}
else
{
SetTarget( UTIL_GetLocalPlayer() );
return SCHED_TARGET_FACE;
}
CSound *pBestSound = GetBestSound( SOUND_PHYSICS_DANGER );
if ( pBestSound && ( pBestSound->SoundContext() & SOUND_CONTEXT_PLAYER_VEHICLE ) )
{
return SCHED_ALERT_FACE_BESTSOUND;
}
}
if ( HasCondition( COND_HUNTER_FORCED_FLANK_ENEMY ) )
{
return SCHED_HUNTER_FLANK_ENEMY;
}
if ( HasCondition( COND_HUNTER_STAGGERED ) /*|| HasCondition( COND_HUNTER_HIT_BY_STICKYBOMB )*/ )
{
return SCHED_HUNTER_STAGGER;
}
// Now that we're past all of the forced reactions to things, if we're running the siege
// behavior, go pick an appropriate siege schedule UNLESS we have an enemy. If we have
// an enemy, we should focus on attacking that enemy.
if( IsUsingSiegeTargets() )
{
return SelectSiegeSchedule();
}
// back away if there's a magnade glued to my head.
if ( hunter_retreat_striderbusters.GetBool() /*&& GetEnemy() && ( GetEnemy()->IsPlayer() )*/
&& (m_hAttachedBusters.Count() > 0)
&& m_fCorneredTimer < gpGlobals->curtime)
{
return SCHED_HUNTER_TAKE_COVER_FROM_ENEMY;
}
if ( !BehaviorSelectSchedule() )
{
switch ( GetState() )
{
case NPC_STATE_IDLE:
{
return SCHED_HUNTER_PATROL;
}
case NPC_STATE_ALERT:
{
if ( HasCondition( COND_HUNTER_SHOULD_PATROL ) )
return SCHED_HUNTER_PATROL;
break;
}
case NPC_STATE_COMBAT:
{
return SelectCombatSchedule();
}
}
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Hunter::TranslateSchedule( int scheduleType )
{
switch ( scheduleType )
{
case SCHED_RANGE_ATTACK1:
{
return SCHED_HUNTER_RANGE_ATTACK1;
}
case SCHED_RANGE_ATTACK2:
case SCHED_HUNTER_RANGE_ATTACK2:
{
if ( scheduleType == SCHED_RANGE_ATTACK2 )
{
Msg( "HUNTER IGNORING SQUAD SLOTS\n" );
}
if ( IsStriderBuster( GetEnemy() ) )
{
// Attack as FAST as possible. The point is to shoot down the buster.
return SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER;
}
return SCHED_HUNTER_RANGE_ATTACK2;
}
case SCHED_MELEE_ATTACK1:
{
return SCHED_HUNTER_MELEE_ATTACK1;
}
case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK:
{
return SCHED_HUNTER_CHANGE_POSITION;
}
case SCHED_ALERT_STAND:
{
if ( !hunter_disable_patrol.GetBool() )
return SCHED_HUNTER_PATROL_RUN;
break;
}
case SCHED_COMBAT_FACE:
{
return SCHED_HUNTER_COMBAT_FACE;
}
case SCHED_HUNTER_PATROL:
{
if ( hunter_disable_patrol.GetBool() )
{
return SCHED_IDLE_STAND;
}
break;
}
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
// catch blockage while escaping magnade
//-----------------------------------------------------------------------------
void CNPC_Hunter::TaskFail( AI_TaskFailureCode_t code )
{
if ( IsCurSchedule( SCHED_HUNTER_TAKE_COVER_FROM_ENEMY, false ) && ( code == FAIL_NO_ROUTE_BLOCKED ) )
{
// cornered!
if ( m_fCorneredTimer < gpGlobals->curtime )
{
m_fCorneredTimer = gpGlobals->curtime + 6.0f;
}
}
BaseClass::TaskFail( code );
}
//-----------------------------------------------------------------------------
// The player is speeding toward us in a vehicle! Find a good activity for dodging.
//-----------------------------------------------------------------------------
void CNPC_Hunter::TaskFindDodgeActivity()
{
if ( GetEnemy() == NULL )
{
TaskFail( "No enemy to dodge" );
return;
}
Vector vecUp;
Vector vecRight;
GetVectors( NULL, &vecRight, &vecUp );
// TODO: find most perpendicular 8-way dodge when we get the anims
Vector vecEnemyDir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin();
//Vector vecDir = CrossProduct( vecEnemyDir, vecUp );
VectorNormalize( vecEnemyDir );
if ( fabs( DotProduct( vecEnemyDir, vecRight ) ) > 0.7 )
{
TaskFail( "Can't dodge, enemy approaching perpendicularly" );
return;
}
// Check left or right randomly first.
bool bDodgeLeft = false;
CBaseEntity *pVehicle = GetEnemyVehicle();
if ( pVehicle )
{
Ray_t enemyRay;
Ray_t perpendicularRay;
enemyRay.Init( pVehicle->GetAbsOrigin(), pVehicle->GetAbsOrigin() + pVehicle->GetSmoothedVelocity() );
Vector vPerpendicularPt = vecEnemyDir;
vPerpendicularPt.y = -vPerpendicularPt.y;
perpendicularRay.Init( GetAbsOrigin(), GetAbsOrigin() + vPerpendicularPt );
enemyRay.m_Start.z = enemyRay.m_Delta.z = enemyRay.m_StartOffset.z;
perpendicularRay.m_Start.z = perpendicularRay.m_Delta.z = perpendicularRay.m_StartOffset.z;
float t, s;
IntersectRayWithRay( perpendicularRay, enemyRay, t, s );
if ( t > 0 )
{
bDodgeLeft = true;
}
}
else if ( random->RandomInt( 0, 1 ) == 0 )
{
bDodgeLeft = true;
}
bool bFoundDir = false;
int nTries = 0;
while ( !bFoundDir && ( nTries < 2 ) )
{
// Pick a dodge activity to try.
if ( bDodgeLeft )
{
m_eDodgeActivity = ACT_HUNTER_DODGEL;
}
else
{
m_eDodgeActivity = ACT_HUNTER_DODGER;
}
// See where the dodge will put us.
Vector vecLocalDelta;
int nSeq = SelectWeightedSequence( m_eDodgeActivity );
GetSequenceLinearMotion( nSeq, &vecLocalDelta );
// Transform the sequence delta into local space.
matrix3x4_t fRotateMatrix;
AngleMatrix( GetLocalAngles(), fRotateMatrix );
Vector vecDelta;
VectorRotate( vecLocalDelta, fRotateMatrix, vecDelta );
// Trace a bit high so this works better on uneven terrain.
Vector testHullMins = GetHullMins();
testHullMins.z += ( StepHeight() * 2 );
// See if all is clear in that direction.
trace_t tr;
HunterTraceHull_SkipPhysics( GetAbsOrigin(), GetAbsOrigin() + vecDelta, testHullMins, GetHullMaxs(), MASK_NPCSOLID, this, GetCollisionGroup(), &tr, VPhysicsGetObject()->GetMass() * 0.5f );
// TODO: dodge anyway if we'll make it a certain percentage of the way through the dodge?
if ( tr.fraction == 1.0f )
{
//NDebugOverlay::SweptBox( GetAbsOrigin(), GetAbsOrigin() + vecDelta, testHullMins, GetHullMaxs(), QAngle( 0, 0, 0 ), 0, 255, 0, 128, 5 );
bFoundDir = true;
TaskComplete();
}
else
{
//NDebugOverlay::SweptBox( GetAbsOrigin(), GetAbsOrigin() + vecDelta, testHullMins, GetHullMaxs(), QAngle( 0, 0, 0 ), 255, 0, 0, 128, 5 );
nTries++;
bDodgeLeft = !bDodgeLeft;
}
}
if ( nTries < 2 )
{
TaskComplete();
}
else
{
TaskFail( "Couldn't find dodge position\n" );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::StartTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_HUNTER_FINISH_RANGE_ATTACK:
{
if( GetEnemy() != NULL && GetEnemy()->Classify() == CLASS_PLAYER_ALLY_VITAL )
{
// Just finished shooting at Alyx! So forget her for a little while and get back on the player
// !!!LATER - make sure there's someone else in enemy memory to go bother.
GetEnemies()->SetTimeValidEnemy( GetEnemy(), gpGlobals->curtime + 10.0f );
}
if( m_hCurrentSiegeTarget )
{
// We probably just fired at our siege target, so dump it.
KillCurrentSiegeTarget();
}
TaskComplete();
}
case TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY:
{
ChainStartTask( TASK_WAIT_FOR_MOVEMENT, pTask->flTaskData );
break;
}
case TASK_HUNTER_BEGIN_FLANK:
{
if ( IsInSquad() && GetSquad()->NumMembers() > 1 )
{
// Flank relative to the other shooter in our squad.
// If there's no other shooter, just flank relative to any squad member.
AISquadIter_t iter;
CAI_BaseNPC *pNPC = GetSquad()->GetFirstMember( &iter );
while ( pNPC == this )
{
pNPC = GetSquad()->GetNextMember( &iter );
}
m_vSavePosition = pNPC->GetAbsOrigin();
}
else
{
// Flank relative to our current position.
m_vSavePosition = GetAbsOrigin();
}
TaskComplete();
break;
}
case TASK_HUNTER_ANNOUNCE_FLANK:
{
EmitSound( "NPC_Hunter.FlankAnnounce" );
TaskComplete();
break;
}
case TASK_HUNTER_DODGE:
{
if ( hunter_dodge_debug. GetBool() )
{
Msg( "Hunter %d dodging\n", entindex() );
}
SetIdealActivity( m_eDodgeActivity );
break;
}
// Guarantee a certain delay between volleys. If we aren't already planted,
// the plant transition animation will take care of that.
case TASK_HUNTER_PRE_RANGE_ATTACK2:
{
if ( !m_bPlanted || ( GetEnemy() && IsStriderBuster( GetEnemy() ) ) )
{
TaskComplete();
}
else
{
SetIdealActivity( ACT_HUNTER_ANGRY );
}
break;
}
case TASK_HUNTER_SHOOT_COMMIT:
{
// We're committing to shooting. Don't allow interrupts until after we've shot a bit (see TASK_RANGE_ATTACK1).
m_flShootAllowInterruptTime = gpGlobals->curtime + 100.0f;
TaskComplete();
break;
}
case TASK_RANGE_ATTACK2:
{
if ( GetEnemy() )
{
bool bIsBuster = IsStriderBuster( GetEnemy() );
if ( bIsBuster )
{
AddFacingTarget( GetEnemy(), GetEnemy()->GetAbsOrigin() + GetEnemy()->GetSmoothedVelocity() * .5, 1.0, 0.8 );
}
// Start the firing sound.
//CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
//controller.SoundChangeVolume( m_pGunFiringSound, 1.0, hunter_first_flechette_delay.GetFloat() );
SetIdealActivity( ACT_RANGE_ATTACK2 );
// Decide how many shots to fire.
int nShots = hunter_flechette_volley_size.GetInt();
if ( g_pGameRules->IsSkillLevel( SKILL_EASY ) )
{
nShots--;
}
// Decide when to fire the first shot.
float initialDelay = hunter_first_flechette_delay.GetFloat();
if ( bIsBuster )
{
initialDelay = 0; //*= 0.5;
}
BeginVolley( nShots, gpGlobals->curtime + initialDelay );
// In case we need to miss on purpose, pick a direction now.
m_bMissLeft = false;
if ( random->RandomInt( 0, 1 ) == 0 )
{
m_bMissLeft = true;
}
LockBothEyes( initialDelay + ( nShots * hunter_flechette_delay.GetFloat() ) );
}
else
{
TaskFail( FAIL_NO_ENEMY );
}
break;
}
case TASK_HUNTER_STAGGER:
{
// Stagger in the direction the impact force would push us.
VMatrix worldToLocalRotation = EntityToWorldTransform();
Vector vecLocalStaggerDir = worldToLocalRotation.InverseTR().ApplyRotation( m_vecStaggerDir );
float flStaggerYaw = VecToYaw( vecLocalStaggerDir );
SetPoseParameter( gm_nStaggerYawPoseParam, flStaggerYaw );
// Go straight there!
SetActivity( ACT_RESET );
SetActivity( ( Activity )ACT_HUNTER_STAGGER );
break;
}
case TASK_MELEE_ATTACK1:
{
SetLastAttackTime( gpGlobals->curtime );
if ( GetEnemy() && GetEnemy()->IsPlayer() )
{
ResetIdealActivity( ( Activity )ACT_HUNTER_MELEE_ATTACK1_VS_PLAYER );
}
else
{
ResetIdealActivity( ACT_MELEE_ATTACK1 );
}
break;
}
case TASK_HUNTER_CORNERED_TIMER:
{
m_fCorneredTimer = gpGlobals->curtime + pTask->flTaskData;
break;
}
case TASK_HUNTER_FIND_SIDESTEP_POSITION:
{
if ( GetEnemy() == NULL )
{
TaskFail( "No enemy to sidestep" );
}
else
{
Vector vecUp;
GetVectors( NULL, NULL, &vecUp );
Vector vecEnemyDir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin();
Vector vecDir = CrossProduct( vecEnemyDir, vecUp );
VectorNormalize( vecDir );
// Sidestep left or right randomly.
if ( random->RandomInt( 0, 1 ) == 0 )
{
vecDir *= -1;
}
// Start high and then trace down so that it works on uneven terrain.
Vector vecPos = GetAbsOrigin() + Vector( 0, 0, 64 ) + random->RandomFloat( 120, 200 ) * vecDir;
// Try to find the ground at the sidestep position.
trace_t tr;
UTIL_TraceLine( vecPos, vecPos + Vector( 0, 0, -128 ), MASK_NPCSOLID, NULL, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f )
{
//NDebugOverlay::Line( vecPos, tr.endpos, 0, 255, 0, true, 10 );
m_vSavePosition = tr.endpos;
TaskComplete();
}
else
{
TaskFail( "Couldn't find sidestep position\n" );
}
}
break;
}
case TASK_HUNTER_FIND_DODGE_POSITION:
{
TaskFindDodgeActivity();
break;
}
case TASK_HUNTER_CHARGE:
{
SetIdealActivity( ( Activity )ACT_HUNTER_CHARGE_START );
break;
}
case TASK_HUNTER_CHARGE_DELAY:
{
m_flNextChargeTime = gpGlobals->curtime + pTask->flTaskData;
TaskComplete();
break;
}
case TASK_DIE:
{
GetNavigator()->StopMoving();
ResetActivity();
SetIdealActivity( GetDeathActivity() );
m_lifeState = LIFE_DYING;
break;
}
//case TASK_HUNTER_END_FLANK:
//{
//
//}
default:
{
BaseClass::StartTask( pTask );
break;
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_HUNTER_PRE_RANGE_ATTACK2:
{
if ( IsActivityFinished() )
{
TaskComplete();
}
break;
}
case TASK_RANGE_ATTACK2:
{
if( !hunter_hate_thrown_striderbusters.GetBool() && GetEnemy() != NULL && IsStriderBuster( GetEnemy() ) )
{
if( !IsValidEnemy(GetEnemy()) )
{
TaskFail("No longer hate this StriderBuster");
}
}
bool bIsBuster = IsStriderBuster( GetEnemy() );
if ( bIsBuster )
{
Vector vFuturePosition = GetEnemy()->GetAbsOrigin() + GetEnemy()->GetSmoothedVelocity() * .3;
AddFacingTarget( GetEnemy(), vFuturePosition, 1.0, 0.8 );
Vector2D vToFuturePositon = ( vFuturePosition.AsVector2D() - GetAbsOrigin().AsVector2D() );
vToFuturePositon.NormalizeInPlace();
Vector2D facingDir = BodyDirection2D().AsVector2D();
float flDot = DotProduct2D( vToFuturePositon, facingDir );
if ( flDot < .4 )
{
GetMotor()->SetIdealYawToTarget( vFuturePosition );
GetMotor()->UpdateYaw();
break;
}
}
if ( gpGlobals->curtime >= m_flNextFlechetteTime )
{
// Must have an enemy and a shot queued up.
bool bDone = false;
if ( GetEnemy() != NULL && m_nFlechettesQueued > 0 )
{
if ( ShootFlechette( GetEnemy(), false ) )
{
m_nClampedShots++;
}
else
{
m_nClampedShots = 0;
}
m_nFlechettesQueued--;
// If we fired three or more clamped shots in a row, call it quits so we don't look dumb.
if ( ( m_nClampedShots >= 3 ) || ( m_nFlechettesQueued == 0 ) )
{
bDone = true;
}
else
{
// More shooting to do. Schedule our next flechette.
m_flNextFlechetteTime = gpGlobals->curtime + hunter_flechette_delay.GetFloat();
}
}
else
{
bDone = true;
}
if ( bDone )
{
// Stop the firing sound.
//CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
//controller.SoundChangeVolume( m_pGunFiringSound, 0.0f, 0.1f );
DelayRangedAttackers( hunter_flechette_volley_end_min_delay.GetFloat(), hunter_flechette_volley_end_max_delay.GetFloat(), true );
TaskComplete();
}
}
break;
}
case TASK_GET_PATH_TO_ENEMY_LOS:
{
ChainRunTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData );
break;
}
case TASK_HUNTER_DODGE:
{
AutoMovement();
if ( IsActivityFinished() )
{
TaskComplete();
}
break;
}
case TASK_HUNTER_CORNERED_TIMER:
{
TaskComplete();
break;
}
case TASK_HUNTER_STAGGER:
{
if ( IsActivityFinished() )
{
TaskComplete();
}
break;
}
case TASK_HUNTER_CHARGE:
{
Activity eActivity = GetActivity();
// See if we're trying to stop after hitting/missing our target
if ( eActivity == ACT_HUNTER_CHARGE_STOP || eActivity == ACT_HUNTER_CHARGE_CRASH )
{
if ( IsActivityFinished() )
{
m_flNextChargeTime = gpGlobals->curtime + hunter_charge_min_delay.GetFloat() + random->RandomFloat( 0, 2.5 ) + random->RandomFloat( 0, 2.5 );
float delayMultiplier = ( g_pGameRules->IsSkillLevel( SKILL_EASY ) ) ? 1.5 : 1.0;
float groupDelay = gpGlobals->curtime + ( 2.0 + random->RandomFloat( 0, 2 ) ) * delayMultiplier;
for ( int i = 0; i < g_Hunters.Count(); i++ )
{
if ( g_Hunters[i] != this && g_Hunters[i]->m_flNextChargeTime < groupDelay )
{
g_Hunters[i]->m_flNextChargeTime = groupDelay;
}
}
TaskComplete();
return;
}
// Still in the process of slowing down. Run movement until it's done.
AutoMovement();
return;
}
// Check for manual transition
if ( ( eActivity == ACT_HUNTER_CHARGE_START ) && ( IsActivityFinished() ) )
{
SetIdealActivity( ACT_HUNTER_CHARGE_RUN );
}
// See if we're still running
if ( eActivity == ACT_HUNTER_CHARGE_RUN || eActivity == ACT_HUNTER_CHARGE_START )
{
if ( HasCondition( COND_NEW_ENEMY ) || HasCondition( COND_LOST_ENEMY ) || HasCondition( COND_ENEMY_DEAD ) )
{
SetIdealActivity( ACT_HUNTER_CHARGE_STOP );
return;
}
else
{
if ( GetEnemy() != NULL )
{
Vector goalDir = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() );
VectorNormalize( goalDir );
if ( DotProduct( BodyDirection2D(), goalDir ) < 0.25f )
{
SetIdealActivity( ACT_HUNTER_CHARGE_STOP );
}
}
}
}
// Steer towards our target
float idealYaw;
if ( GetEnemy() == NULL )
{
idealYaw = GetMotor()->GetIdealYaw();
}
else
{
idealYaw = CalcIdealYaw( GetEnemy()->GetAbsOrigin() );
}
// Add in our steering offset
idealYaw += ChargeSteer();
// Turn to face
GetMotor()->SetIdealYawAndUpdate( idealYaw );
// See if we're going to run into anything soon
ChargeLookAhead();
// Let our animations simply move us forward. Keep the result
// of the movement so we know whether we've hit our target.
AIMoveTrace_t moveTrace;
if ( AutoMovement( GetEnemy(), &moveTrace ) == false )
{
// Only stop if we hit the world
if ( HandleChargeImpact( moveTrace.vEndPosition, moveTrace.pObstruction ) )
{
// If we're starting up, this is an error
if ( eActivity == ACT_HUNTER_CHARGE_START )
{
TaskFail( "Unable to make initial movement of charge\n" );
return;
}
// Crash unless we're trying to stop already
if ( eActivity != ACT_HUNTER_CHARGE_STOP )
{
if ( moveTrace.fStatus == AIMR_BLOCKED_WORLD && moveTrace.vHitNormal == vec3_origin )
{
SetIdealActivity( ACT_HUNTER_CHARGE_STOP );
}
else
{
// Shake the screen
if ( moveTrace.fStatus != AIMR_BLOCKED_NPC )
{
EmitSound( "NPC_Hunter.ChargeHitWorld" );
UTIL_ScreenShake( GetAbsOrigin(), 16.0f, 4.0f, 1.0f, 400.0f, SHAKE_START );
}
SetIdealActivity( ACT_HUNTER_CHARGE_CRASH );
}
}
}
else if ( moveTrace.pObstruction )
{
// If we hit another hunter, stop
if ( moveTrace.pObstruction->Classify() == CLASS_COMBINE_HUNTER )
{
// Crash unless we're trying to stop already
if ( eActivity != ACT_HUNTER_CHARGE_STOP )
{
SetIdealActivity( ACT_HUNTER_CHARGE_STOP );
}
}
// If we hit an antlion, don't stop, but kill it
// We never have hunters and antlions together, but you never know.
else if (moveTrace.pObstruction->Classify() == CLASS_ANTLION )
{
if ( FClassnameIs( moveTrace.pObstruction, "npc_antlionguard" ) )
{
// Crash unless we're trying to stop already
if ( eActivity != ACT_HUNTER_CHARGE_STOP )
{
SetIdealActivity( ACT_HUNTER_CHARGE_STOP );
}
}
else
{
Hunter_ApplyChargeDamage( this, moveTrace.pObstruction, moveTrace.pObstruction->GetHealth() );
}
}
}
}
break;
}
case TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY:
{
if ( GetEnemy() )
{
Vector vecEnemyLKP = GetEnemyLKP();
AddFacingTarget( GetEnemy(), vecEnemyLKP, 1.0, 0.8 );
}
ChainRunTask( TASK_WAIT_FOR_MOVEMENT, pTask->flTaskData );
break;
}
default:
{
BaseClass::RunTask( pTask );
break;
}
}
}
//-----------------------------------------------------------------------------
// Return true if our charge target is right in front of the hunter.
//-----------------------------------------------------------------------------
bool CNPC_Hunter::EnemyIsRightInFrontOfMe( CBaseEntity **pEntity )
{
if ( !GetEnemy() )
return false;
if ( (GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter()).LengthSqr() < (156*156) )
{
Vector vecLOS = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() );
vecLOS.z = 0;
VectorNormalize( vecLOS );
Vector vBodyDir = BodyDirection2D();
if ( DotProduct( vecLOS, vBodyDir ) > 0.8 )
{
// He's in front of me, and close. Make sure he's not behind a wall.
trace_t tr;
UTIL_TraceHull( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), GetHullMins() * 0.5, GetHullMaxs() * 0.5, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.m_pEnt == GetEnemy() )
{
*pEntity = tr.m_pEnt;
return true;
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// While charging, look ahead and see if we're going to run into anything.
// If we are, start the gesture so it looks like we're anticipating the hit.
//-----------------------------------------------------------------------------
void CNPC_Hunter::ChargeLookAhead( void )
{
#if 0
trace_t tr;
Vector vecForward;
GetVectors( &vecForward, NULL, NULL );
Vector vecTestPos = GetAbsOrigin() + ( vecForward * m_flGroundSpeed * 0.75 );
Vector testHullMins = GetHullMins();
testHullMins.z += (StepHeight() * 2);
HunterTraceHull_SkipPhysics( GetAbsOrigin(), vecTestPos, testHullMins, GetHullMaxs(), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5 );
//NDebugOverlay::Box( tr.startpos, testHullMins, GetHullMaxs(), 0, 255, 0, true, 0.1f );
//NDebugOverlay::Box( vecTestPos, testHullMins, GetHullMaxs(), 255, 0, 0, true, 0.1f );
if ( tr.fraction != 1.0 )
{
// dvs: TODO:
// Start playing the hit animation
//AddGesture( ACT_HUNTER_CHARGE_ANTICIPATION );
}
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CNPC_Hunter::ChargeSteer()
{
trace_t tr;
Vector testPos, steer, forward, right;
QAngle angles;
const float testLength = m_flGroundSpeed * 0.15f;
//Get our facing
GetVectors( &forward, &right, NULL );
steer = forward;
const float faceYaw = UTIL_VecToYaw( forward );
//Offset right
VectorAngles( forward, angles );
angles[YAW] += 45.0f;
AngleVectors( angles, &forward );
// Probe out
testPos = GetAbsOrigin() + ( forward * testLength );
// Offset by step height
Vector testHullMins = GetHullMins();
testHullMins.z += (StepHeight() * 2);
// Probe
HunterTraceHull_SkipPhysics( GetAbsOrigin(), testPos, testHullMins, GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5f );
// Debug info
if ( g_debug_hunter_charge.GetInt() == 1 )
{
if ( tr.fraction == 1.0f )
{
NDebugOverlay::BoxDirection( GetAbsOrigin(), testHullMins, GetHullMaxs() + Vector(testLength,0,0), forward, 0, 255, 0, 8, 0.1f );
}
else
{
NDebugOverlay::BoxDirection( GetAbsOrigin(), testHullMins, GetHullMaxs() + Vector(testLength,0,0), forward, 255, 0, 0, 8, 0.1f );
}
}
// Add in this component
steer += ( right * 0.5f ) * ( 1.0f - tr.fraction );
// Offset left
angles[YAW] -= 90.0f;
AngleVectors( angles, &forward );
// Probe out
testPos = GetAbsOrigin() + ( forward * testLength );
HunterTraceHull_SkipPhysics( GetAbsOrigin(), testPos, testHullMins, GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5f );
// Debug
if ( g_debug_hunter_charge.GetInt() == 1 )
{
if ( tr.fraction == 1.0f )
{
NDebugOverlay::BoxDirection( GetAbsOrigin(), testHullMins, GetHullMaxs() + Vector(testLength,0,0), forward, 0, 255, 0, 8, 0.1f );
}
else
{
NDebugOverlay::BoxDirection( GetAbsOrigin(), testHullMins, GetHullMaxs() + Vector(testLength,0,0), forward, 255, 0, 0, 8, 0.1f );
}
}
// Add in this component
steer -= ( right * 0.5f ) * ( 1.0f - tr.fraction );
// Debug
if ( g_debug_hunter_charge.GetInt() == 1 )
{
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + ( steer * 512.0f ), 255, 255, 0, true, 0.1f );
NDebugOverlay::Cross3D( GetAbsOrigin() + ( steer * 512.0f ), Vector(2,2,2), -Vector(2,2,2), 255, 255, 0, true, 0.1f );
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + ( BodyDirection3D() * 256.0f ), 255, 0, 255, true, 0.1f );
NDebugOverlay::Cross3D( GetAbsOrigin() + ( BodyDirection3D() * 256.0f ), Vector(2,2,2), -Vector(2,2,2), 255, 0, 255, true, 0.1f );
}
return UTIL_AngleDiff( UTIL_VecToYaw( steer ), faceYaw );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::ChargeDamage( CBaseEntity *pTarget )
{
if ( pTarget == NULL )
return;
CBasePlayer *pPlayer = ToBasePlayer( pTarget );
if ( pPlayer != NULL )
{
//Kick the player angles
pPlayer->ViewPunch( QAngle( 20, 20, -30 ) );
Vector dir = pPlayer->WorldSpaceCenter() - WorldSpaceCenter();
VectorNormalize( dir );
dir.z = 0.0f;
Vector vecNewVelocity = dir * 250.0f;
vecNewVelocity[2] += 128.0f;
pPlayer->SetAbsVelocity( vecNewVelocity );
color32 red = {128,0,0,128};
UTIL_ScreenFade( pPlayer, red, 1.0f, 0.1f, FFADE_IN );
}
// Player takes less damage
float flDamage = ( pPlayer == NULL ) ? 250 : sk_hunter_dmg_charge.GetFloat();
// If it's being held by the player, break that bond
Pickup_ForcePlayerToDropThisObject( pTarget );
// Calculate the physics force
Hunter_ApplyChargeDamage( this, pTarget, flDamage );
}
//-----------------------------------------------------------------------------
// Handles the hunter charging into something. Returns true if it hit the world.
//-----------------------------------------------------------------------------
bool CNPC_Hunter::HandleChargeImpact( Vector vecImpact, CBaseEntity *pEntity )
{
// Cause a shock wave from this point which will disrupt nearby physics objects
//ImpactShock( vecImpact, 128, 350 );
// Did we hit anything interesting?
if ( !pEntity || pEntity->IsWorld() )
{
// Robin: Due to some of the finicky details in the motor, the hunter will hit
// the world when it is blocked by our enemy when trying to step up
// during a moveprobe. To get around this, we see if the enemy's within
// a volume in front of the hunter when we hit the world, and if he is,
// we hit him anyway.
EnemyIsRightInFrontOfMe( &pEntity );
// Did we manage to find him? If not, increment our charge miss count and abort.
if ( pEntity->IsWorld() )
{
return true;
}
}
// Hit anything we don't like
if ( IRelationType( pEntity ) == D_HT && ( GetNextAttack() < gpGlobals->curtime ) )
{
EmitSound( "NPC_Hunter.ChargeHitEnemy" );
// dvs: TODO:
//if ( !IsPlayingGesture( ACT_HUNTER_CHARGE_HIT ) )
//{
// RestartGesture( ACT_HUNTER_CHARGE_HIT );
//}
ChargeDamage( pEntity );
if ( !pEntity->IsNPC() )
{
pEntity->ApplyAbsVelocityImpulse( ( BodyDirection2D() * 400 ) + Vector( 0, 0, 200 ) );
}
if ( !pEntity->IsAlive() && GetEnemy() == pEntity )
{
SetEnemy( NULL );
}
SetNextAttack( gpGlobals->curtime + 2.0f );
if ( !pEntity->IsAlive() || !pEntity->IsNPC() )
{
SetIdealActivity( ACT_HUNTER_CHARGE_STOP );
return false;
}
else
return true;
}
// Hit something we don't hate. If it's not moveable, crash into it.
if ( pEntity->GetMoveType() == MOVETYPE_NONE || pEntity->GetMoveType() == MOVETYPE_PUSH )
{
CBreakable *pBreakable = dynamic_cast<CBreakable *>(pEntity);
if ( pBreakable && pBreakable->IsBreakable() && pBreakable->m_takedamage == DAMAGE_YES && pBreakable->GetHealth() > 0 )
{
ChargeDamage( pEntity );
}
return true;
}
// If it's a vphysics object that's too heavy, crash into it too.
if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS )
{
IPhysicsObject *pPhysics = pEntity->VPhysicsGetObject();
if ( pPhysics )
{
// If the object is being held by the player, knock it out of his hands
if ( pPhysics->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
{
Pickup_ForcePlayerToDropThisObject( pEntity );
return false;
}
if ( !pPhysics->IsMoveable() )
return true;
float entMass = PhysGetEntityMass( pEntity ) ;
float minMass = VPhysicsGetObject()->GetMass() * 0.5f;
if ( entMass < minMass )
{
if ( entMass < minMass * 0.666f || pEntity->CollisionProp()->BoundingRadius() < GetHullHeight() )
{
if ( pEntity->GetHealth() > 0 )
{
CBreakableProp *pBreakable = dynamic_cast<CBreakableProp *>(pEntity);
if ( pBreakable && pBreakable->m_takedamage == DAMAGE_YES && pBreakable->GetHealth() > 0 && pBreakable->GetHealth() <= 50 )
{
ChargeDamage( pEntity );
}
}
pEntity->SetNavIgnore( 2.0 );
return false;
}
}
return true;
}
}
return false;
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
void CNPC_Hunter::Explode()
{
Vector velocity = vec3_origin;
AngularImpulse angVelocity = RandomAngularImpulse( -150, 150 );
PropBreakableCreateAll( GetModelIndex(), NULL, EyePosition(), GetAbsAngles(), velocity, angVelocity, 1.0, 150, COLLISION_GROUP_NPC, this );
ExplosionCreate( EyePosition(), GetAbsAngles(), this, 500, 256, (SF_ENVEXPLOSION_NOPARTICLES|SF_ENVEXPLOSION_NOSPARKS|SF_ENVEXPLOSION_NODLIGHTS|SF_ENVEXPLOSION_NODAMAGE|SF_ENVEXPLOSION_NOSMOKE), false );
// Create liquid fountain gushtacular effect here!
CEffectData data;
data.m_vOrigin = EyePosition();
data.m_vNormal = Vector( 0, 0, 1 );
data.m_flScale = 4.0f;
DispatchEffect( "StriderBlood", data );
// Go away
m_lifeState = LIFE_DEAD;
SetThink( &CNPC_Hunter::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
AddEffects( EF_NODRAW );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Activity CNPC_Hunter::NPC_TranslateActivity( Activity baseAct )
{
if ( ( baseAct == ACT_WALK ) || ( baseAct == ACT_RUN ) )
{
if ( GetEnemy() )
{
Vector vecEnemyLKP = GetEnemyLKP();
// Only start facing when we're close enough
if ( UTIL_DistApprox( vecEnemyLKP, GetAbsOrigin() ) < HUNTER_FACE_ENEMY_DIST )
{
return (Activity)ACT_HUNTER_WALK_ANGRY;
}
}
}
else if ( ( baseAct == ACT_IDLE ) && m_bPlanted )
{
return ( Activity )ACT_HUNTER_IDLE_PLANTED;
}
else if ( baseAct == ACT_RANGE_ATTACK2 )
{
if ( !m_bPlanted && ( m_bEnableUnplantedShooting || IsStriderBuster( GetEnemy() ) ) )
{
return (Activity)ACT_HUNTER_RANGE_ATTACK2_UNPLANTED;
}
}
return BaseClass::NPC_TranslateActivity( baseAct );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::HandleAnimEvent( animevent_t *pEvent )
{
Vector footPosition;
QAngle angles;
if ( pEvent->event == AE_HUNTER_FOOTSTEP_LEFT )
{
LeftFootHit( pEvent->eventtime );
return;
}
if ( pEvent->event == AE_HUNTER_FOOTSTEP_RIGHT )
{
RightFootHit( pEvent->eventtime );
return;
}
if ( pEvent->event == AE_HUNTER_FOOTSTEP_BACK )
{
BackFootHit( pEvent->eventtime );
return;
}
if ( pEvent->event == AE_HUNTER_START_EXPRESSION )
{
if ( pEvent->options && Q_strlen( pEvent->options ) )
{
//m_iszCurrentExpression = AllocPooledString( pEvent->options );
//SetExpression( pEvent->options );
}
return;
}
if ( pEvent->event == AE_HUNTER_END_EXPRESSION )
{
if ( pEvent->options && Q_strlen( pEvent->options ) )
{
//m_iszCurrentExpression = NULL_STRING;
//RemoveActorFromScriptedScenes( this, true, false, pEvent->options );
}
return;
}
if ( pEvent->event == AE_HUNTER_MELEE_ANNOUNCE )
{
EmitSound( "NPC_Hunter.MeleeAnnounce" );
return;
}
if ( pEvent->event == AE_HUNTER_MELEE_ATTACK_LEFT )
{
Vector right, forward, dir;
AngleVectors( GetLocalAngles(), &forward, &right, NULL );
right = right * -100;
forward = forward * 600;
dir = right + forward;
QAngle angle( 25, 30, -20 );
MeleeAttack( HUNTER_MELEE_REACH, sk_hunter_dmg_one_slash.GetFloat(), angle, dir, HUNTER_BLOOD_LEFT_FOOT );
return;
}
if ( pEvent->event == AE_HUNTER_MELEE_ATTACK_RIGHT )
{
Vector right, forward,dir;
AngleVectors( GetLocalAngles(), &forward, &right, NULL );
right = right * 100;
forward = forward * 600;
dir = right + forward;
QAngle angle( 25, -30, 20 );
MeleeAttack( HUNTER_MELEE_REACH, sk_hunter_dmg_one_slash.GetFloat(), angle, dir, HUNTER_BLOOD_LEFT_FOOT );
return;
}
if ( pEvent->event == AE_HUNTER_SPRAY_BLOOD )
{
Vector vecOrigin;
Vector vecDir;
// spray blood from the attachment point
bool bGotAttachment = false;
if ( pEvent->options )
{
QAngle angDir;
if ( GetAttachment( pEvent->options, vecOrigin, angDir ) )
{
bGotAttachment = true;
AngleVectors( angDir, &vecDir, NULL, NULL );
}
}
// fall back to our center, tracing forward
if ( !bGotAttachment )
{
vecOrigin = WorldSpaceCenter();
GetVectors( &vecDir, NULL, NULL );
}
UTIL_BloodSpray( vecOrigin, vecDir, BLOOD_COLOR_RED, 4, FX_BLOODSPRAY_ALL );
for ( int i = 0 ; i < 3 ; i++ )
{
Vector vecTraceDir = vecDir;
vecTraceDir.x += random->RandomFloat( -0.1, 0.1 );
vecTraceDir.y += random->RandomFloat( -0.1, 0.1 );
vecTraceDir.z += random->RandomFloat( -0.1, 0.1 );
trace_t tr;
AI_TraceLine( vecOrigin, vecOrigin + ( vecTraceDir * 192.0f ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 )
{
UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
}
}
return;
}
BaseClass::HandleAnimEvent( pEvent );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority )
{
if ( nDisposition == D_HT && pEntity->ClassMatches("npc_bullseye") )
UpdateEnemyMemory( pEntity, pEntity->GetAbsOrigin() );
BaseClass::AddEntityRelationship( pEntity, nDisposition, nPriority );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity )
{
if ( IsCurSchedule( SCHED_HUNTER_RANGE_ATTACK1, false ) )
{
SetGoalEnt( pGoalEntity );
return true;
}
return BaseClass::ScheduledMoveToGoalEntity( scheduleType, pGoalEntity, movementActivity );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::OnChangeHintGroup( string_t oldGroup, string_t newGroup )
{
SetCondition( COND_HUNTER_NEW_HINTGROUP );
m_CheckHintGroupTimer.Set( 10 );
}
//-----------------------------------------------------------------------------
// Tells whether any given hunter is in a squad that contains other hunters.
// This is useful for preventing timid behavior for Hunters that are not
// supported by other hunters.
//
// NOTE: This counts the self! So a hunter that is alone in his squad
// receives a result of 1.
//-----------------------------------------------------------------------------
int CNPC_Hunter::NumHuntersInMySquad()
{
AISquadIter_t iter;
CAI_BaseNPC *pSquadmate = m_pSquad ? m_pSquad->GetFirstMember( &iter ) : NULL;
if( !pSquadmate )
{
// Not in a squad at all, but the caller is not concerned with that. Just
// tell them that we're in a squad of one (ourself)
return 1;
}
int count = 0;
while ( pSquadmate )
{
if( pSquadmate->m_iClassname == m_iClassname )
count++;
pSquadmate = m_pSquad->GetNextMember( &iter );
}
return count;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::FollowStrider( const char *szStrider )
{
if ( !szStrider )
return;
CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, szStrider, this );
CNPC_Strider *pStrider = dynamic_cast <CNPC_Strider *>( pEnt );
FollowStrider(pStrider);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::FollowStrider( CNPC_Strider * pStrider )
{
if ( !IsAlive() )
{
return;
}
if ( pStrider )
{
if ( m_EscortBehavior.GetFollowTarget() != pStrider )
{
m_iszFollowTarget = pStrider->GetEntityName();
if ( m_iszFollowTarget == NULL_STRING )
{
m_iszFollowTarget = AllocPooledString( "unnamed_strider" );
}
m_EscortBehavior.SetEscortTarget( pStrider );
}
}
else
{
DevWarning("Hunter set to follow entity %s that is not a strider\n", STRING( m_iszFollowTarget ) );
m_iszFollowTarget = AllocPooledString( "unknown_strider" );
}
}
void CAI_HunterEscortBehavior::SetEscortTarget( CNPC_Strider *pStrider, bool fFinishCurSchedule )
{
m_bEnabled = true;
if ( GetOuter()->GetSquad() )
{
GetOuter()->GetSquad()->RemoveFromSquad( GetOuter() );
}
for ( int i = 0; i < g_Hunters.Count(); i++ )
{
if ( g_Hunters[i]->m_EscortBehavior.GetFollowTarget() == pStrider )
{
Assert( g_Hunters[i]->GetSquad() );
g_Hunters[i]->GetSquad()->AddToSquad( GetOuter() );
break;
}
}
if ( !GetOuter()->GetSquad() )
{
GetOuter()->AddToSquad( AllocPooledString( CFmtStr( "%s_hunter_squad", STRING( pStrider->GetEntityName() ) ) ) );
}
BaseClass::SetFollowTarget( pStrider );
m_flTimeEscortReturn = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::InputEnableUnplantedShooting( inputdata_t &inputdata )
{
m_bEnableUnplantedShooting = true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::InputDisableUnplantedShooting( inputdata_t &inputdata )
{
m_bEnableUnplantedShooting = false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::InputFollowStrider( inputdata_t &inputdata )
{
m_iszFollowTarget = inputdata.value.StringID();
if ( m_iszFollowTarget == s_iszStriderClassname )
{
m_EscortBehavior.m_bEnabled = true;
m_iszFollowTarget = NULL_STRING;
}
m_BeginFollowDelay.Start( .1 ); // Allow time for strider to spawn
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::InputUseSiegeTargets( inputdata_t &inputdata )
{
m_iszSiegeTargetName = inputdata.value.StringID();
m_flTimeNextSiegeTargetAttack = gpGlobals->curtime + random->RandomFloat( 1, hunter_siege_frequency.GetFloat() );
if( m_iszSiegeTargetName == NULL_STRING )
{
// Turning the feature off. Restore m_flDistTooFar to default.
m_flDistTooFar = hunter_flechette_max_range.GetFloat();
m_pSiegeTargets.RemoveAll();
}
else
{
// We're going into siege mode. Adjust range accordingly.
m_flDistTooFar = hunter_flechette_max_range.GetFloat() * HUNTER_SIEGE_MAX_DIST_MODIFIER;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::InputDodge( inputdata_t &inputdata )
{
SetCondition( COND_HUNTER_FORCED_DODGE );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::InputFlankEnemy( inputdata_t &inputdata )
{
SetCondition( COND_HUNTER_FORCED_FLANK_ENEMY );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::InputDisableShooting( inputdata_t &inputdata )
{
m_bDisableShooting = true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::InputEnableShooting( inputdata_t &inputdata )
{
m_bDisableShooting = false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::InputEnableSquadShootDelay( inputdata_t &inputdata )
{
m_bEnableSquadShootDelay = true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::InputDisableSquadShootDelay( inputdata_t &inputdata )
{
m_bEnableSquadShootDelay = false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
{
return BaseClass::FVisible( pEntity, traceMask, ppBlocker );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::IsValidEnemy( CBaseEntity *pTarget )
{
if ( IsStriderBuster( pTarget) )
{
if ( !m_EscortBehavior.m_bEnabled || !m_EscortBehavior.GetEscortTarget() )
{
// We only hate striderbusters when we are actively protecting a strider.
return false;
}
if ( pTarget->VPhysicsGetObject() )
{
if ( ( pTarget->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) &&
hunter_hate_held_striderbusters.GetBool() )
{
if ( gpGlobals->curtime - StriderBuster_GetPickupTime( pTarget ) > hunter_hate_held_striderbusters_delay.GetFloat())
{
if ( StriderBuster_NumFlechettesAttached( pTarget ) <= 2 )
{
if ( m_EscortBehavior.GetEscortTarget() &&
( m_EscortBehavior.GetEscortTarget()->GetAbsOrigin().AsVector2D() - pTarget->GetAbsOrigin().AsVector2D() ).LengthSqr() < Square( hunter_hate_held_striderbusters_tolerance.GetFloat() ) )
{
return true;
}
}
}
return false;
}
bool bThrown = ( pTarget->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_WAS_THROWN ) != 0;
bool bAttached = StriderBuster_IsAttachedStriderBuster( pTarget );
if ( ( bThrown && !bAttached ) && hunter_hate_thrown_striderbusters.GetBool() )
{
float t;
float dist = CalcDistanceSqrToLineSegment2D( m_EscortBehavior.GetEscortTarget()->GetAbsOrigin().AsVector2D(),
pTarget->GetAbsOrigin().AsVector2D(),
pTarget->GetAbsOrigin().AsVector2D() + pTarget->GetSmoothedVelocity().AsVector2D(), &t );
if ( t > 0 && dist < Square( hunter_hate_thrown_striderbusters_tolerance.GetFloat() ))
{
return true;
}
return false;
}
if ( bAttached && StriderBuster_IsAttachedStriderBuster( pTarget, m_EscortBehavior.GetEscortTarget() ) && hunter_hate_attached_striderbusters.GetBool() )
{
return true;
}
}
return false;
}
return BaseClass::IsValidEnemy( pTarget );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Disposition_t CNPC_Hunter::IRelationType( CBaseEntity *pTarget )
{
if ( !pTarget )
return D_NU;
if ( IsStriderBuster( pTarget ) )
{
if ( HateThisStriderBuster( pTarget ) )
return D_HT;
return D_NU;
}
if ( hunter_retreat_striderbusters.GetBool() )
{
if ( pTarget->IsPlayer() && (m_hAttachedBusters.Count() > 0) )
{
return D_FR;
}
}
return BaseClass::IRelationType( pTarget );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Hunter::IRelationPriority( CBaseEntity *pTarget )
{
if ( IsStriderBuster( pTarget ) )
{
// If we're here, we already know that we hate striderbusters.
return 1000.0f;
}
return BaseClass::IRelationPriority( pTarget );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::SetSquad( CAI_Squad *pSquad )
{
BaseClass::SetSquad( pSquad );
if ( pSquad && pSquad->NumMembers() == 1 )
{
pSquad->SetSquadData( HUNTER_RUNDOWN_SQUADDATA, 0 );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::OnSeeEntity( CBaseEntity *pEntity )
{
BaseClass::OnSeeEntity(pEntity);
if ( IsStriderBuster( pEntity ) && IsValidEnemy( pEntity ) )
{
SetCondition( COND_HUNTER_SEE_STRIDERBUSTER );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer )
{
//EmitSound( "NPC_Hunter.Alert" );
return BaseClass::UpdateEnemyMemory( pEnemy, position, pInformer );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::CanPlantHere( const Vector &vecPos )
{
// TODO: cache results?
//if ( vecPos == m_vecLastCanPlantHerePos )
//{
// return m_bLastCanPlantHere;
//}
Vector vecMins = GetHullMins();
Vector vecMaxs = GetHullMaxs();
vecMins.x -= 16;
vecMins.y -= 16;
vecMaxs.x += 16;
vecMaxs.y += 16;
vecMaxs.z -= hunter_plant_adjust_z.GetInt();
bool bResult = false;
trace_t tr;
UTIL_TraceHull( vecPos, vecPos, vecMins, vecMaxs, MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.startsolid )
{
// Try again, tracing down from above.
Vector vecStart = vecPos;
vecStart.z += hunter_plant_adjust_z.GetInt();
UTIL_TraceHull( vecStart, vecPos, vecMins, vecMaxs, MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
}
if ( tr.startsolid )
{
//NDebugOverlay::Box( vecPos, vecMins, vecMaxs, 255, 0, 0, 0, 0 );
}
else
{
//NDebugOverlay::Box( vecPos, vecMins, vecMaxs, 0, 255, 0, 0, 0 );
bResult = true;
}
// Cache the results in case we ask again for the same spot.
//m_vecLastCanPlantHerePos = vecPos;
//m_bLastCanPlantHere = bResult;
return bResult;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Hunter::MeleeAttack1ConditionsVsEnemyInVehicle( CBaseCombatCharacter *pEnemy, float flDot )
{
if( !IsCorporealEnemy( GetEnemy() ) )
return COND_NONE;
// Try and trace a box to the player, and if I hit the vehicle, attack it
Vector vecDelta = (pEnemy->WorldSpaceCenter() - WorldSpaceCenter());
VectorNormalize( vecDelta );
trace_t tr;
AI_TraceHull( WorldSpaceCenter(), WorldSpaceCenter() + (vecDelta * 64), -Vector(8,8,8), Vector(8,8,8), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 && tr.m_pEnt == pEnemy->GetVehicleEntity() )
{
// We're near the vehicle. Are we facing it?
if (flDot < 0.7)
return COND_NOT_FACING_ATTACK;
return COND_CAN_MELEE_ATTACK1;
}
return COND_TOO_FAR_TO_ATTACK;
}
//-----------------------------------------------------------------------------
// For innate melee attack
//-----------------------------------------------------------------------------
int CNPC_Hunter::MeleeAttack1Conditions ( float flDot, float flDist )
{
if ( !IsCorporealEnemy( GetEnemy() ) )
return COND_NONE;
if ( ( gpGlobals->curtime < m_flNextMeleeTime ) && // allow berzerk bashing if cornered
!( m_hAttachedBusters.Count() > 0 && gpGlobals->curtime < m_fCorneredTimer ) )
{
return COND_NONE;
}
if ( GetEnemy()->Classify() == CLASS_PLAYER_ALLY_VITAL )
{
return COND_NONE;
}
if ( flDist > HUNTER_MELEE_REACH )
{
// Translate a hit vehicle into its passenger if found
if ( GetEnemy() != NULL )
{
CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer();
if ( pCCEnemy != NULL && pCCEnemy->IsInAVehicle() )
{
return MeleeAttack1ConditionsVsEnemyInVehicle( pCCEnemy, flDot );
}
#if defined(HL2_DLL) && !defined(HL2MP)
// If the player is holding an object, knock it down.
if ( GetEnemy()->IsPlayer() )
{
CBasePlayer *pPlayer = ToBasePlayer( GetEnemy() );
Assert( pPlayer != NULL );
// Is the player carrying something?
CBaseEntity *pObject = GetPlayerHeldEntity(pPlayer);
if ( !pObject )
{
pObject = PhysCannonGetHeldEntity( pPlayer->GetActiveWeapon() );
}
if ( pObject )
{
float flDist = pObject->WorldSpaceCenter().DistTo( WorldSpaceCenter() );
if ( flDist <= HUNTER_MELEE_REACH )
{
return COND_CAN_MELEE_ATTACK1;
}
}
}
#endif
}
return COND_TOO_FAR_TO_ATTACK;
}
if (flDot < 0.7)
{
return COND_NOT_FACING_ATTACK;
}
// Build a cube-shaped hull, the same hull that MeleeAttack is going to use.
Vector vecMins = GetHullMins();
Vector vecMaxs = GetHullMaxs();
vecMins.z = vecMins.x;
vecMaxs.z = vecMaxs.x;
Vector forward;
GetVectors( &forward, NULL, NULL );
trace_t tr;
AI_TraceHull( WorldSpaceCenter(), WorldSpaceCenter() + forward * HUNTER_MELEE_REACH, vecMins, vecMaxs, MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction == 1.0 || !tr.m_pEnt )
{
// This attack would miss completely. Trick the hunter into moving around some more.
return COND_TOO_FAR_TO_ATTACK;
}
if ( tr.m_pEnt == GetEnemy() || tr.m_pEnt->IsNPC() || (tr.m_pEnt->m_takedamage == DAMAGE_YES && (dynamic_cast<CBreakableProp*>(tr.m_pEnt))) )
{
// Let the hunter swipe at his enemy if he's going to hit them.
// Also let him swipe at NPC's that happen to be between the hunter and the enemy.
// This makes mobs of hunters seem more rowdy since it doesn't leave guys in the back row standing around.
// Also let him swipe at things that takedamage, under the assumptions that they can be broken.
return COND_CAN_MELEE_ATTACK1;
}
// dvs TODO: incorporate this
/*if ( tr.m_pEnt->IsBSPModel() )
{
// The trace hit something solid, but it's not the enemy. If this item is closer to the hunter than
// the enemy is, treat this as an obstruction.
Vector vecToEnemy = GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter();
Vector vecTrace = tr.endpos - tr.startpos;
if ( vecTrace.Length2DSqr() < vecToEnemy.Length2DSqr() )
{
return COND_HUNTER_LOCAL_MELEE_OBSTRUCTION;
}
}*/
if ( !tr.m_pEnt->IsWorld() && GetEnemy() && GetEnemy()->GetGroundEntity() == tr.m_pEnt )
{
// Try to swat whatever the player is standing on instead of acting like a dill.
return COND_CAN_MELEE_ATTACK1;
}
// Move around some more
return COND_TOO_FAR_TO_ATTACK;
}
//-----------------------------------------------------------------------------
// For innate melee attack
//-----------------------------------------------------------------------------
int CNPC_Hunter::MeleeAttack2Conditions ( float flDot, float flDist )
{
return COND_NONE;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::IsCorporealEnemy( CBaseEntity *pEnemy )
{
if( !pEnemy )
return false;
// Generally speaking, don't melee attack anything the player can't see.
if( pEnemy->IsEffectActive( EF_NODRAW ) )
return false;
// Don't flank, melee attack striderbusters.
if ( IsStriderBuster( pEnemy ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Hunter::RangeAttack1Conditions( float flDot, float flDist )
{
return COND_NONE;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Hunter::RangeAttack2Conditions( float flDot, float flDist )
{
bool bIsBuster = IsStriderBuster( GetEnemy() );
bool bIsPerfectBullseye = ( GetEnemy() && dynamic_cast<CNPC_Bullseye *>(GetEnemy()) && ((CNPC_Bullseye *)GetEnemy())->UsePerfectAccuracy() );
if ( !bIsPerfectBullseye && !bIsBuster && !hunter_flechette_test.GetBool() && ( gpGlobals->curtime < m_flNextRangeAttack2Time ) )
{
return COND_NONE;
}
if ( m_bDisableShooting )
{
return COND_NONE;
}
if ( !HasCondition( COND_SEE_ENEMY ) )
{
return COND_NONE;
}
float flMaxFlechetteRange = hunter_flechette_max_range.GetFloat();
if ( IsUsingSiegeTargets() )
{
flMaxFlechetteRange *= HUNTER_SIEGE_MAX_DIST_MODIFIER;
}
if ( !bIsBuster && ( flDist > flMaxFlechetteRange ) )
{
return COND_TOO_FAR_TO_ATTACK;
}
else if ( !bIsBuster && ( !GetEnemy() || !GetEnemy()->ClassMatches( "npc_bullseye" ) ) && flDist < hunter_flechette_min_range.GetFloat() )
{
return COND_TOO_CLOSE_TO_ATTACK;
}
else if ( flDot < HUNTER_FACING_DOT )
{
return COND_NOT_FACING_ATTACK;
}
if ( !bIsBuster && !m_bEnableUnplantedShooting && !hunter_flechette_test.GetBool() && !CanPlantHere( GetAbsOrigin() ) )
{
return COND_HUNTER_CANT_PLANT;
}
return COND_CAN_RANGE_ATTACK2;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions)
{
CBaseEntity *pTargetEnt;
pTargetEnt = GetEnemy();
trace_t tr;
Vector vFrom = ownerPos + GetViewOffset();
AI_TraceLine( vFrom, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) )
{
static Vector vMins( -2.0, -2.0, -2.0 );
static Vector vMaxs( -vMins);
// Hit the enemy, or hit nothing (traced all the way to a nonsolid enemy like a bullseye)
AI_TraceHull( vFrom - Vector( 0, 0, 18 ), targetPos, vMins, vMaxs, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) )
{
if ( hunter_show_weapon_los_condition.GetBool() )
{
NDebugOverlay::Line( vFrom, targetPos, 255, 0, 255, false, 0.1 );
NDebugOverlay::Line( vFrom - Vector( 0, 0, 18 ), targetPos, 0, 0, 255, false, 0.1 );
}
return true;
}
}
else if ( bSetConditions )
{
SetCondition( COND_WEAPON_SIGHT_OCCLUDED );
SetEnemyOccluder( tr.m_pEnt );
}
return false;
}
//-----------------------------------------------------------------------------
// Look in front and see if the claw hit anything.
//
// Input : flDist distance to trace
// iDamage damage to do if attack hits
// vecViewPunch camera punch (if attack hits player)
// vecVelocityPunch velocity punch (if attack hits player)
//
// Output : The entity hit by claws. NULL if nothing.
//-----------------------------------------------------------------------------
CBaseEntity *CNPC_Hunter::MeleeAttack( float flDist, int iDamage, QAngle &qaViewPunch, Vector &vecVelocityPunch, int BloodOrigin )
{
// Added test because claw attack anim sometimes used when for cases other than melee
if ( GetEnemy() )
{
trace_t tr;
AI_TraceHull( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), -Vector(8,8,8), Vector(8,8,8), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f )
return NULL;
}
//
// Trace out a cubic section of our hull and see what we hit.
//
Vector vecMins = GetHullMins();
Vector vecMaxs = GetHullMaxs();
vecMins.z = vecMins.x;
vecMaxs.z = vecMaxs.x;
CBaseEntity *pHurt = CheckTraceHullAttack( flDist, vecMins, vecMaxs, iDamage, DMG_SLASH );
if ( pHurt )
{
EmitSound( "NPC_Hunter.MeleeHit" );
EmitSound( "NPC_Hunter.TackleHit" );
CBasePlayer *pPlayer = ToBasePlayer( pHurt );
if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE ) )
{
pPlayer->ViewPunch( qaViewPunch );
pPlayer->VelocityPunch( vecVelocityPunch );
// Shake the screen
UTIL_ScreenShake( pPlayer->GetAbsOrigin(), 100.0, 1.5, 1.0, 2, SHAKE_START );
// Red damage indicator
color32 red = { 128, 0, 0, 128 };
UTIL_ScreenFade( pPlayer, red, 1.0f, 0.1f, FFADE_IN );
/*if ( UTIL_ShouldShowBlood( pPlayer->BloodColor() ) )
{
// Spray some of the player's blood on the hunter.
trace_t tr;
Vector vecHunterEyePos; // = EyePosition();
QAngle angDiscard;
GetBonePosition( LookupBone( "MiniStrider.top_eye_bone" ), vecHunterEyePos, angDiscard );
Vector vecPlayerEyePos = pPlayer->EyePosition();
Vector vecDir = vecHunterEyePos - vecPlayerEyePos;
float flLen = VectorNormalize( vecDir );
Vector vecStart = vecPlayerEyePos - ( vecDir * 64 );
Vector vecEnd = vecPlayerEyePos + ( vecDir * ( flLen + 64 ) );
NDebugOverlay::HorzArrow( vecStart, vecEnd, 16, 255, 255, 0, 255, false, 10 );
UTIL_TraceLine( vecStart, vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.m_pEnt )
{
Msg( "Hit %s!!!\n", tr.m_pEnt->GetDebugName() );
UTIL_DecalTrace( &tr, "Blood" );
}
}*/
}
else if ( !pPlayer )
{
if ( IsMovablePhysicsObject( pHurt ) )
{
// If it's a vphysics object that's too heavy, crash into it too.
IPhysicsObject *pPhysics = pHurt->VPhysicsGetObject();
if ( pPhysics )
{
// If the object is being held by the player, break it or make them drop it.
if ( pPhysics->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
{
// If it's breakable, break it.
if ( pHurt->m_takedamage == DAMAGE_YES )
{
CBreakableProp *pBreak = dynamic_cast<CBreakableProp*>(pHurt);
if ( pBreak )
{
CTakeDamageInfo info( this, this, 20, DMG_SLASH );
pBreak->Break( this, info );
}
}
}
}
}
if ( UTIL_ShouldShowBlood(pHurt->BloodColor()) )
{
// Hit an NPC. Bleed them!
Vector vecBloodPos;
switch ( BloodOrigin )
{
case HUNTER_BLOOD_LEFT_FOOT:
{
if ( GetAttachment( "blood_left", vecBloodPos ) )
{
SpawnBlood( vecBloodPos, g_vecAttackDir, pHurt->BloodColor(), MIN( iDamage, 30 ) );
}
break;
}
}
}
}
}
else
{
// TODO:
//AttackMissSound();
}
m_flNextMeleeTime = gpGlobals->curtime + hunter_melee_delay.GetFloat();
return pHurt;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::TestShootPosition(const Vector &vecShootPos, const Vector &targetPos )
{
if ( !CanPlantHere(vecShootPos ) )
{
return false;
}
return BaseClass::TestShootPosition( vecShootPos, targetPos );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Vector CNPC_Hunter::Weapon_ShootPosition( )
{
matrix3x4_t gunMatrix;
GetAttachment( gm_nTopGunAttachment, gunMatrix );
Vector vecShootPos;
MatrixGetColumn( gunMatrix, 3, vecShootPos );
return vecShootPos;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
{
float flTracerDist;
Vector vecDir;
Vector vecEndPos;
vecDir = tr.endpos - vecTracerSrc;
flTracerDist = VectorNormalize( vecDir );
int nAttachment = LookupAttachment( "MiniGun" );
UTIL_Tracer( vecTracerSrc, tr.endpos, nAttachment, TRACER_FLAG_USEATTACHMENT, 5000, true, "HunterTracer" );
}
//-----------------------------------------------------------------------------
// Trace didn't hit the intended target, but should the hunter
// shoot anyway? We use this to get the hunter to destroy
// breakables that are between him and his target.
//-----------------------------------------------------------------------------
bool CNPC_Hunter::CanShootThrough( const trace_t &tr, const Vector &vecTarget )
{
if ( !tr.m_pEnt )
{
return false;
}
if ( !tr.m_pEnt->GetHealth() )
{
return false;
}
// Don't try to shoot through allies.
CAI_BaseNPC *pNPC = tr.m_pEnt->MyNPCPointer();
if ( pNPC && ( IRelationType( pNPC ) == D_LI ) )
{
return false;
}
// Would a trace ignoring this entity continue to the target?
trace_t continuedTrace;
AI_TraceLine( tr.endpos, vecTarget, MASK_SHOT, tr.m_pEnt, COLLISION_GROUP_NONE, &continuedTrace );
if ( continuedTrace.fraction != 1.0 )
{
if ( continuedTrace.m_pEnt != GetEnemy() )
{
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Hunter::GetSoundInterests()
{
return SOUND_WORLD | SOUND_COMBAT | SOUND_PLAYER | SOUND_DANGER | SOUND_PHYSICS_DANGER | SOUND_PLAYER_VEHICLE | SOUND_BULLET_IMPACT | SOUND_MOVE_AWAY;
}
//-----------------------------------------------------------------------------
// Tells us whether the Hunter is acting in a large, outdoor map,
// currently only ep2_outland_12. This allows us to create logic
// branches here in the AI code so that we can make choices that
// tailor behavior to larger and smaller maps.
//-----------------------------------------------------------------------------
bool CNPC_Hunter::IsInLargeOutdoorMap()
{
return m_bInLargeOutdoorMap;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::AlertSound()
{
EmitSound( "NPC_Hunter.Alert" );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::PainSound( const CTakeDamageInfo &info )
{
if ( gpGlobals->curtime > m_flNextDamageTime )
{
EmitSound( "NPC_Hunter.Pain" );
m_flNextDamageTime = gpGlobals->curtime + random->RandomFloat( 0.5, 1.2 );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::DeathSound( const CTakeDamageInfo &info )
{
EmitSound( "NPC_Hunter.Death" );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
CTakeDamageInfo info = inputInfo;
// Even though the damage might not hurt us, we want to react to it
// if it's from the player.
if ( info.GetAttacker()->IsPlayer() )
{
if ( !HasMemory( bits_MEMORY_PROVOKED ) )
{
GetEnemies()->ClearMemory( info.GetAttacker() );
Remember( bits_MEMORY_PROVOKED );
SetCondition( COND_LIGHT_DAMAGE );
}
}
// HUnters have special resisitance to some types of damage.
if ( ( info.GetDamageType() & DMG_BULLET ) ||
( info.GetDamageType() & DMG_BUCKSHOT ) ||
( info.GetDamageType() & DMG_CLUB ) ||
( info.GetDamageType() & DMG_NEVERGIB ) )
{
float flScale = 1.0;
if ( info.GetDamageType() & DMG_BUCKSHOT )
{
flScale = sk_hunter_buckshot_damage_scale.GetFloat();
}
else if ( ( info.GetDamageType() & DMG_BULLET ) || ( info.GetDamageType() & DMG_NEVERGIB ) )
{
// Hunters resist most bullet damage, but they are actually vulnerable to .357 rounds,
// since players regard that weapon as one of the game's truly powerful weapons.
if( info.GetAmmoType() == GetAmmoDef()->Index("357") )
{
flScale = 1.16f;
}
else
{
flScale = sk_hunter_bullet_damage_scale.GetFloat();
}
}
if ( GetActivity() == ACT_HUNTER_CHARGE_RUN )
{
flScale *= sk_hunter_charge_damage_scale.GetFloat();
}
if ( flScale != 0 )
{
float flDamage = info.GetDamage() * flScale;
info.SetDamage( flDamage );
}
QAngle vecAngles;
VectorAngles( ptr->plane.normal, vecAngles );
DispatchParticleEffect( "blood_impact_synth_01", ptr->endpos, vecAngles );
DispatchParticleEffect( "blood_impact_synth_01_arc_parent", PATTACH_POINT_FOLLOW, this, gm_nHeadCenterAttachment );
}
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const impactdamagetable_t &CNPC_Hunter::GetPhysicsImpactDamageTable()
{
return s_HunterImpactDamageTable;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::PhysicsDamageEffect( const Vector &vecPos, const Vector &vecDir )
{
CEffectData data;
data.m_vOrigin = vecPos;
data.m_vNormal = vecDir;
DispatchEffect( "HunterDamage", data );
if ( random->RandomInt( 0, 1 ) == 0 )
{
CBaseEntity *pTrail = CreateEntityByName( "sparktrail" );
pTrail->SetOwnerEntity( this );
pTrail->Spawn();
}
}
//-----------------------------------------------------------------------------
// We were hit by a strider buster. Do the tesla effect on our hitboxes.
//-----------------------------------------------------------------------------
void CNPC_Hunter::TeslaThink()
{
CEffectData data;
data.m_nEntIndex = entindex();
data.m_flMagnitude = 3;
data.m_flScale = 0.5f;
DispatchEffect( "TeslaHitboxes", data );
EmitSound( "RagdollBoogie.Zap" );
if ( gpGlobals->curtime < m_flTeslaStopTime )
{
SetContextThink( &CNPC_Hunter::TeslaThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), HUNTER_ZAP_THINK );
}
}
//-----------------------------------------------------------------------------
// Our health is low. Show damage effects.
//-----------------------------------------------------------------------------
void CNPC_Hunter::BleedThink()
{
// Spurt blood from random points on the hunter's head.
Vector vecOrigin;
QAngle angDir;
GetAttachment( gm_nHeadCenterAttachment, vecOrigin, angDir );
Vector vecDir = RandomVector( -1, 1 );
VectorNormalize( vecDir );
VectorAngles( vecDir, Vector( 0, 0, 1 ), angDir );
vecDir *= gm_flHeadRadius;
DispatchParticleEffect( "blood_spurt_synth_01", vecOrigin + vecDir, angDir );
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.6, 1.5 ), HUNTER_BLEED_THINK );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::IsHeavyDamage( const CTakeDamageInfo &info )
{
if ( info.GetDamage() < 45 )
{
return false;
}
if ( info.GetDamage() < 180 )
{
if ( !m_HeavyDamageDelay.Expired() || !BaseClass::IsHeavyDamage( info ) )
{
return false;
}
}
m_HeavyDamageDelay.Set( 15, 25 );
return true;
}
//-----------------------------------------------------------------------------
// We've taken some damage. Maybe we should flinch because of it.
//-----------------------------------------------------------------------------
void CNPC_Hunter::ConsiderFlinching( const CTakeDamageInfo &info )
{
if ( !m_FlinchTimer.Expired() )
{
// Someone is whaling on us. Push out the timer so we don't keep flinching.
m_FlinchTimer.Set( random->RandomFloat( 0.3 ) );
return;
}
if ( GetState() == NPC_STATE_SCRIPT )
{
return;
}
Activity eGesture = ACT_HUNTER_FLINCH_N;
Vector forward;
GetVectors( &forward, NULL, NULL );
Vector vecForceDir = info.GetDamageForce();
VectorNormalize( vecForceDir );
float flDot = DotProduct( forward, vecForceDir );
if ( flDot > 0.707 )
{
// flinch forward
eGesture = ACT_HUNTER_FLINCH_N;
}
else if ( flDot < -0.707 )
{
// flinch back
eGesture = ACT_HUNTER_FLINCH_S;
}
else
{
// flinch left or right
Vector cross = CrossProduct( forward, vecForceDir );
if ( cross.z > 0 )
{
eGesture = ACT_HUNTER_FLINCH_W;
}
else
{
eGesture = ACT_HUNTER_FLINCH_E;
}
}
if ( !IsPlayingGesture( eGesture ) )
{
RestartGesture( eGesture );
m_FlinchTimer.Set( random->RandomFloat( 0.3, 1.0 ) );
}
}
//-----------------------------------------------------------------------------
// This is done from a think function because when the hunter is killed,
// the physics code puts the vehicle's pre-collision velocity back so the jostle
// is basically discared.
//-----------------------------------------------------------------------------
void CNPC_Hunter::JostleVehicleThink()
{
CBaseEntity *pInflictor = m_hHitByVehicle;
if ( !pInflictor )
return;
Vector vecVelDir = pInflictor->GetSmoothedVelocity();
float flSpeed = VectorNormalize( vecVelDir );
Vector vecForce = CrossProduct( vecVelDir, Vector( 0, 0, 1 ) );
if ( DotProduct( vecForce, GetAbsOrigin() ) < DotProduct( vecForce, pInflictor->GetAbsOrigin() ) )
{
// We're to the left of the vehicle that's hitting us.
vecForce *= -1;
}
VectorNormalize( vecForce );
vecForce.z = 1.0;
float flForceScale = RemapValClamped( flSpeed, hunter_jostle_car_min_speed.GetFloat(), hunter_jostle_car_max_speed.GetFloat(), 50.0f, 150.0f );
vecForce *= ( flForceScale * pInflictor->VPhysicsGetObject()->GetMass() );
pInflictor->VPhysicsGetObject()->ApplyForceOffset( vecForce, WorldSpaceCenter() );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Hunter::OnTakeDamage( const CTakeDamageInfo &info )
{
CTakeDamageInfo myInfo = info;
if ( ( info.GetDamageType() & DMG_CRUSH ) && !( info.GetDamageType() & DMG_VEHICLE ) )
{
// Don't take damage from physics objects that weren't thrown by the player.
CBaseEntity *pInflictor = info.GetInflictor();
IPhysicsObject *pObj = pInflictor->VPhysicsGetObject();
//Assert( pObj );
if ( !pObj || !pInflictor->HasPhysicsAttacker( 4.0 ) )
{
myInfo.SetDamage( 0 );
}
else
{
// Physics objects that have flechettes stuck in them spoof
// a flechette hitting us so we dissolve when killed and award
// the achievement of killing a hunter with its flechettes.
CUtlVector<CBaseEntity *> children;
GetAllChildren( pInflictor, children );
for (int i = 0; i < children.Count(); i++ )
{
CBaseEntity *pent = children.Element( i );
if ( dynamic_cast<CHunterFlechette *>( pent ) )
{
myInfo.SetInflictor( pent );
myInfo.SetDamageType( myInfo.GetDamageType() | DMG_DISSOLVE );
}
}
}
}
return BaseClass::OnTakeDamage( myInfo );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Hunter::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
CTakeDamageInfo myInfo = info;
// don't take damage from my own weapons!!!
// Exception: I "own" a magnade if it's glued to me.
CBaseEntity *pInflictor = info.GetInflictor();
CBaseEntity *pAttacker = info.GetAttacker();
if ( pInflictor )
{
if ( IsStriderBuster( pInflictor ) )
{
// Get a tesla effect on our hitboxes for a little while.
SetContextThink( &CNPC_Hunter::TeslaThink, gpGlobals->curtime, HUNTER_ZAP_THINK );
m_flTeslaStopTime = gpGlobals->curtime + 2.0f;
myInfo.SetDamage( sk_hunter_dmg_from_striderbuster.GetFloat() ) ;
SetCondition( COND_HUNTER_STAGGERED );
}
else if ( pInflictor->ClassMatches( GetClassname() ) && !( info.GetDamageType() == DMG_GENERIC ) )
{
return 0;
}
else if ( pInflictor->ClassMatches( "hunter_flechette" ) )
{
if ( !( ( CHunterFlechette *)pInflictor )->WasThrownBack() )
{
// Flechettes only hurt us if they were thrown back at us by the player. This prevents
// hunters from hurting themselves when they walk into their own flechette clusters.
return 0;
}
}
}
if ( m_EscortBehavior.GetFollowTarget() && m_EscortBehavior.GetFollowTarget() == pAttacker )
{
return 0;
}
bool bHitByUnoccupiedCar = false;
if ( ( ( info.GetDamageType() & DMG_CRUSH ) && ( pAttacker && pAttacker->IsPlayer() ) ) ||
( info.GetDamageType() & DMG_VEHICLE ) )
{
// myInfo, not info! it may have been modified above.
float flDamage = myInfo.GetDamage();
if ( flDamage < HUNTER_MIN_PHYSICS_DAMAGE )
{
//DevMsg( "hunter: <<<< ZERO PHYSICS DAMAGE: %f\n", flDamage );
myInfo.SetDamage( 0 );
}
else
{
CBaseEntity *pInflictor = info.GetInflictor();
if ( ( info.GetDamageType() & DMG_VEHICLE ) ||
( pInflictor && pInflictor->GetServerVehicle() &&
( ( bHitByUnoccupiedCar = ( dynamic_cast<CPropVehicleDriveable *>(pInflictor) && static_cast<CPropVehicleDriveable *>(pInflictor)->GetDriver() == NULL ) ) == false ) ) )
{
// Adjust the damage from vehicles.
flDamage *= sk_hunter_vehicle_damage_scale.GetFloat();
myInfo.SetDamage( flDamage );
// Apply a force to jostle the vehicle that hit us.
// Pick a force direction based on which side we're on relative to the vehicle's motion.
Vector vecVelDir = pInflictor->GetSmoothedVelocity();
if ( vecVelDir.Length() >= hunter_jostle_car_min_speed.GetFloat() )
{
EmitSound( "NPC_Hunter.HitByVehicle" );
m_hHitByVehicle = pInflictor;
SetContextThink( &CNPC_Hunter::JostleVehicleThink, gpGlobals->curtime, HUNTER_JOSTLE_VEHICLE_THINK );
}
}
if ( !bHitByUnoccupiedCar )
{
SetCondition( COND_HUNTER_STAGGERED );
}
}
//DevMsg( "hunter: >>>> PHYSICS DAMAGE: %f (was %f)\n", flDamage, info.GetDamage() );
}
// Show damage effects if we actually took damage.
if ( ( myInfo.GetDamageType() & ( DMG_CRUSH | DMG_BLAST ) ) && ( myInfo.GetDamage() > 0 ) )
{
if ( !bHitByUnoccupiedCar )
SetCondition( COND_HUNTER_STAGGERED );
}
if ( HasCondition( COND_HUNTER_STAGGERED ) )
{
// Throw a bunch of gibs out
Vector vecForceDir = -myInfo.GetDamageForce();
VectorNormalize( vecForceDir );
PhysicsDamageEffect( myInfo.GetDamagePosition(), vecForceDir );
// Stagger away from the direction the damage came from.
m_vecStaggerDir = myInfo.GetDamageForce();
VectorNormalize( m_vecStaggerDir );
}
// Take less damage from citizens and Alyx, otherwise hunters go down too easily.
float flScale = 1.0;
if ( pAttacker &&
( ( pAttacker->Classify() == CLASS_CITIZEN_REBEL ) ||
( pAttacker->Classify() == CLASS_PLAYER_ALLY ) ||
( pAttacker->Classify() == CLASS_PLAYER_ALLY_VITAL ) ) )
{
flScale *= sk_hunter_citizen_damage_scale.GetFloat();
}
if ( flScale != 0 )
{
// We're taking a nonzero amount of damage.
// If we're not staggering, consider flinching!
if ( !HasCondition( COND_HUNTER_STAGGERED ) )
{
ConsiderFlinching( info );
}
if( pAttacker && pAttacker->IsPlayer() )
{
// This block of code will distract the Hunter back to the player if the
// player does harm to the Hunter but is not the Hunter's current enemy.
// This is achieved by updating the Hunter's enemy memory of the player and
// making the Hunter's current enemy invalid for a short time.
if( !GetEnemy() || !GetEnemy()->IsPlayer() )
{
UpdateEnemyMemory( pAttacker, pAttacker->GetAbsOrigin(), this );
if( GetEnemy() )
{
// Gotta forget about this person for a little bit.
GetEnemies()->SetTimeValidEnemy( GetEnemy(), gpGlobals->curtime + HUNTER_IGNORE_ENEMY_TIME );
}
}
}
float flDamage = myInfo.GetDamage() * flScale;
myInfo.SetDamage( flDamage );
}
int nRet = BaseClass::OnTakeDamage_Alive( myInfo );
m_EscortBehavior.OnDamage( myInfo );
// Spark at 30% health.
if ( !IsBleeding() && ( GetHealth() <= sk_hunter_health.GetInt() * 0.3 ) )
{
StartBleeding();
}
if ( IsUsingSiegeTargets() && info.GetAttacker() != NULL && info.GetAttacker()->IsPlayer() )
{
// Defend myself. Try to siege attack immediately.
m_flTimeNextSiegeTargetAttack = gpGlobals->curtime;
}
return nRet;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::Event_Killed( const CTakeDamageInfo &info )
{
// Remember the killing blow to make decisions about ragdolling.
m_nKillingDamageType = info.GetDamageType();
if ( m_EscortBehavior.GetFollowTarget() )
{
if ( AIGetNumFollowers( m_EscortBehavior.GetFollowTarget(), m_iClassname ) == 1 )
{
m_EscortBehavior.GetEscortTarget()->AlertSound();
if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() )
{
m_EscortBehavior.GetEscortTarget()->UpdateEnemyMemory( UTIL_GetLocalPlayer(), UTIL_GetLocalPlayer()->GetAbsOrigin(), this );
}
}
}
if ( info.GetDamageType() & DMG_VEHICLE )
{
bool bWasRunDown = false;
int iRundownCounter = 0;
if ( GetSquad() )
{
if ( !m_IgnoreVehicleTimer.Expired() )
{
GetSquad()->GetSquadData( HUNTER_RUNDOWN_SQUADDATA, &iRundownCounter );
GetSquad()->SetSquadData( HUNTER_RUNDOWN_SQUADDATA, iRundownCounter + 1 );
bWasRunDown = true;
}
}
if ( hunter_dodge_debug.GetBool() )
Msg( "Hunter %d was%s run down\n", entindex(), ( bWasRunDown ) ? "" : " not" );
// Death by vehicle! Decrement the hunters to run over counter.
// When the counter reaches zero hunters will start dodging.
if ( GlobalEntity_GetCounter( s_iszHuntersToRunOver ) > 0 )
{
GlobalEntity_AddToCounter( s_iszHuntersToRunOver, -1 );
}
}
// Stop all our thinks
SetContextThink( NULL, 0, HUNTER_BLEED_THINK );
StopParticleEffects( this );
BaseClass::Event_Killed( info );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::StartBleeding()
{
// Do this even if we're already bleeding (see OnRestore).
m_bIsBleeding = true;
// Start gushing blood from our... anus or something.
DispatchParticleEffect( "blood_drip_synth_01", PATTACH_POINT_FOLLOW, this, gm_nHeadBottomAttachment );
// Emit spurts of our blood
SetContextThink( &CNPC_Hunter::BleedThink, gpGlobals->curtime + 0.1, HUNTER_BLEED_THINK );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CNPC_Hunter::MaxYawSpeed()
{
if ( IsStriderBuster( GetEnemy() ) )
{
return 60;
}
if ( GetActivity() == ACT_HUNTER_ANGRY )
return 0;
if ( GetActivity() == ACT_HUNTER_CHARGE_RUN )
return 5;
if ( GetActivity() == ACT_HUNTER_IDLE_PLANTED )
return 0;
if ( GetActivity() == ACT_HUNTER_RANGE_ATTACK2_UNPLANTED )
return 180;
switch ( GetActivity() )
{
case ACT_RANGE_ATTACK2:
{
return 0;
}
case ACT_90_LEFT:
case ACT_90_RIGHT:
{
return 45;
}
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
{
return 45;
}
case ACT_WALK:
{
return 25;
}
default:
{
return 35;
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const
{
float MAX_JUMP_RISE = 220.0f;
float MAX_JUMP_DISTANCE = 512.0f;
float MAX_JUMP_DROP = 384.0f;
trace_t tr;
UTIL_TraceHull( startPos, startPos, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.startsolid )
{
// Trying to start a jump in solid! Consider checking for this in CAI_MoveProbe::JumpMoveLimit.
Assert( 0 );
return false;
}
if ( BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DROP, MAX_JUMP_DISTANCE ) )
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Let the probe know I can run through small debris
// Stolen shamelessly from the Antlion Guard
//-----------------------------------------------------------------------------
bool CNPC_Hunter::ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity )
{
if ( s_iszPhysPropClassname != pEntity->m_iClassname )
return BaseClass::ShouldProbeCollideAgainstEntity( pEntity );
if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS )
{
IPhysicsObject *pPhysObj = pEntity->VPhysicsGetObject();
if( pPhysObj && pPhysObj->GetMass() <= 500.0f )
{
return false;
}
}
return BaseClass::ShouldProbeCollideAgainstEntity( pEntity );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::DoMuzzleFlash( int nAttachment )
{
BaseClass::DoMuzzleFlash();
DispatchParticleEffect( "hunter_muzzle_flash", PATTACH_POINT_FOLLOW, this, nAttachment );
// Dispatch the elight
CEffectData data;
data.m_nAttachmentIndex = nAttachment;
data.m_nEntIndex = entindex();
DispatchEffect( "HunterMuzzleFlash", data );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Hunter::CountRangedAttackers()
{
CBaseEntity *pEnemy = GetEnemy();
if ( !pEnemy )
{
return 0;
}
int nAttackers = 0;
for ( int i = 0; i < g_Hunters.Count(); i++ )
{
CNPC_Hunter *pOtherHunter = g_Hunters[i];
if ( pOtherHunter->GetEnemy() == pEnemy )
{
if ( pOtherHunter->IsCurSchedule( SCHED_HUNTER_RANGE_ATTACK2 ) )
{
nAttackers++;
}
}
}
return nAttackers;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::DelayRangedAttackers( float minDelay, float maxDelay, bool bForced )
{
float delayMultiplier = ( g_pGameRules->IsSkillLevel( SKILL_EASY ) ) ? 1.25 : 1.0;
if ( !m_bEnableSquadShootDelay && !bForced )
{
m_flNextRangeAttack2Time = gpGlobals->curtime + random->RandomFloat( minDelay, maxDelay ) * delayMultiplier;
return;
}
CBaseEntity *pEnemy = GetEnemy();
for ( int i = 0; i < g_Hunters.Count(); i++ )
{
CNPC_Hunter *pOtherHunter = g_Hunters[i];
if ( pOtherHunter->GetEnemy() == pEnemy )
{
float nextTime = gpGlobals->curtime + random->RandomFloat( minDelay, maxDelay ) * delayMultiplier;
if ( nextTime > pOtherHunter->m_flNextRangeAttack2Time )
pOtherHunter->m_flNextRangeAttack2Time = nextTime;
}
}
}
//-----------------------------------------------------------------------------
// Given a target to shoot at, decide where to aim.
//-----------------------------------------------------------------------------
void CNPC_Hunter::GetShootDir( Vector &vecDir, const Vector &vecSrc, CBaseEntity *pTargetEntity, bool bStriderBuster, int nShotNum, bool bSingleShot )
{
//RestartGesture( ACT_HUNTER_GESTURE_SHOOT );
EmitSound( "NPC_Hunter.FlechetteShoot" );
Vector vecBodyTarget;
if( pTargetEntity->Classify() == CLASS_PLAYER_ALLY_VITAL )
{
// Shooting at Alyx, most likely (in EP2). The attack is designed to displace
// her, not necessarily actually harm her. So shoot at the area around her feet.
vecBodyTarget = pTargetEntity->GetAbsOrigin();
}
else
{
vecBodyTarget = pTargetEntity->BodyTarget( vecSrc );
}
Vector vecTarget = vecBodyTarget;
Vector vecDelta = pTargetEntity->GetAbsOrigin() - GetAbsOrigin();
float flDist = vecDelta.Length();
if ( !bStriderBuster )
{
// If we're not firing at a strider buster, miss in an entertaining way for the
// first three shots of each volley.
if ( ( nShotNum < 3 ) && ( flDist > 200 ) )
{
Vector vecTargetForward;
Vector vecTargetRight;
pTargetEntity->GetVectors( &vecTargetForward, &vecTargetRight, NULL );
Vector vecForward;
GetVectors( &vecForward, NULL, NULL );
float flDot = DotProduct( vecTargetForward, vecForward );
if ( flDot < -0.8f )
{
// Our target is facing us, shoot the ground between us.
float flPerc = 0.7 + ( 0.1 * nShotNum );
vecTarget = GetAbsOrigin() + ( flPerc * ( pTargetEntity->GetAbsOrigin() - GetAbsOrigin() ) );
}
else if ( flDot > 0.8f )
{
// Our target is facing away from us, shoot to the left or right.
Vector vecMissDir = vecTargetRight;
if ( m_bMissLeft )
{
vecMissDir *= -1.0f;
}
vecTarget = pTargetEntity->EyePosition() + ( 36.0f * ( 3 - nShotNum ) ) * vecMissDir;
}
else
{
// Our target is facing vaguely perpendicular to us, shoot across their view.
vecTarget = pTargetEntity->EyePosition() + ( 36.0f * ( 3 - nShotNum ) ) * vecTargetForward;
}
}
// If we can't see them, shoot where we last saw them.
else if ( !HasCondition( COND_SEE_ENEMY ) )
{
Vector vecDelta = vecTarget - pTargetEntity->GetAbsOrigin();
vecTarget = m_vecEnemyLastSeen + vecDelta;
}
}
else
{
// If we're firing at a striderbuster, lead it.
float flSpeed = hunter_flechette_speed.GetFloat();
if ( !flSpeed )
{
flSpeed = 2500.0f;
}
flSpeed *= 1.5;
float flDeltaTime = flDist / flSpeed;
vecTarget = vecTarget + flDeltaTime * pTargetEntity->GetSmoothedVelocity();
}
vecDir = vecTarget - vecSrc;
VectorNormalize( vecDir );
}
//-----------------------------------------------------------------------------
// Ensures that we don't exceed our pitch/yaw limits when shooting flechettes.
// Returns true if we had to clamp, false if not.
//-----------------------------------------------------------------------------
bool CNPC_Hunter::ClampShootDir( Vector &vecDir )
{
Vector vecDir2D = vecDir;
vecDir2D.z = 0;
Vector vecForward;
GetVectors( &vecForward, NULL, NULL );
Vector vecForward2D = vecForward;
vecForward2D.z = 0;
float flDot = DotProduct( vecForward2D, vecDir2D );
if ( flDot >= HUNTER_SHOOT_MAX_YAW_COS )
{
// No need to clamp.
return false;
}
Vector vecAxis;
CrossProduct( vecDir, vecForward, vecAxis );
VectorNormalize( vecAxis );
Quaternion q;
AxisAngleQuaternion( vecAxis, -HUNTER_SHOOT_MAX_YAW_DEG, q );
matrix3x4_t rot;
QuaternionMatrix( q, rot );
VectorRotate( vecForward, rot, vecDir );
VectorNormalize( vecDir );
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::ShouldSeekTarget( CBaseEntity *pTargetEntity, bool bStriderBuster )
{
bool bSeek = false;
if ( bStriderBuster )
{
bool bSeek = false;
if ( pTargetEntity->VPhysicsGetObject() && ( pTargetEntity->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) )
{
bSeek = true;
}
else if ( StriderBuster_NumFlechettesAttached( pTargetEntity ) == 0 )
{
if ( StriderBuster_IsAttachedStriderBuster(pTargetEntity) )
{
bSeek = true;
}
else if ( hunter_seek_thrown_striderbusters_tolerance.GetFloat() > 0.0 )
{
CNPC_Strider *pEscortTarget = m_EscortBehavior.GetEscortTarget();
if ( pEscortTarget && ( pEscortTarget->GetAbsOrigin() - pTargetEntity->GetAbsOrigin() ).LengthSqr() < Square( hunter_seek_thrown_striderbusters_tolerance.GetFloat() ) )
{
bSeek = true;
}
}
}
}
return bSeek;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::BeginVolley( int nNum, float flStartTime )
{
m_nFlechettesQueued = nNum;
m_nClampedShots = 0;
m_flNextFlechetteTime = flStartTime;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::ShootFlechette( CBaseEntity *pTargetEntity, bool bSingleShot )
{
if ( !pTargetEntity )
{
Assert( false );
return false;
}
int nShotNum = hunter_flechette_volley_size.GetInt() - m_nFlechettesQueued;
bool bStriderBuster = IsStriderBuster( pTargetEntity );
// Choose the next muzzle to shoot from.
Vector vecSrc;
QAngle angMuzzle;
if ( m_bTopMuzzle )
{
GetAttachment( gm_nTopGunAttachment, vecSrc, angMuzzle );
DoMuzzleFlash( gm_nTopGunAttachment );
}
else
{
GetAttachment( gm_nBottomGunAttachment, vecSrc, angMuzzle );
DoMuzzleFlash( gm_nBottomGunAttachment );
}
m_bTopMuzzle = !m_bTopMuzzle;
Vector vecDir;
GetShootDir( vecDir, vecSrc, pTargetEntity, bStriderBuster, nShotNum, bSingleShot );
bool bClamped = false;
if ( hunter_clamp_shots.GetBool() )
{
bClamped = ClampShootDir( vecDir );
}
CShotManipulator manipulator( vecDir );
Vector vecShoot;
if( IsUsingSiegeTargets() && nShotNum >= 2 && (nShotNum % 2) == 0 )
{
// Near perfect accuracy for these three shots, so they are likely to fly right into the windows.
// NOTE! In siege behavior in the map that this behavior was designed for (ep2_outland_10), the
// Hunters will only ever shoot at siege targets in siege mode. If you allow Hunters in siege mode
// to attack players or other NPCs, this accuracy bonus will apply unless we apply a bit more logic to it.
vecShoot = manipulator.ApplySpread( VECTOR_CONE_1DEGREES * 0.5, 1.0f );
}
else
{
vecShoot = manipulator.ApplySpread( VECTOR_CONE_4DEGREES, 1.0f );
}
QAngle angShoot;
VectorAngles( vecShoot, angShoot );
CHunterFlechette *pFlechette = CHunterFlechette::FlechetteCreate( vecSrc, angShoot, this );
pFlechette->AddEffects( EF_NOSHADOW );
vecShoot *= hunter_flechette_speed.GetFloat();
pFlechette->Shoot( vecShoot, bStriderBuster );
if ( ShouldSeekTarget( pTargetEntity, bStriderBuster ) )
{
pFlechette->SetSeekTarget( pTargetEntity );
}
if( nShotNum == 1 && pTargetEntity->Classify() == CLASS_PLAYER_ALLY_VITAL )
{
// Make this person afraid and react to ME, not to the flechettes.
// Otherwise they could be scared into running towards the hunter.
CSoundEnt::InsertSound( SOUND_DANGER|SOUND_CONTEXT_REACT_TO_SOURCE|SOUND_CONTEXT_EXCLUDE_COMBINE, pTargetEntity->EyePosition(), 180.0f, 2.0f, this );
}
return bClamped;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Vector CNPC_Hunter::LeftFootHit( float eventtime )
{
Vector footPosition;
GetAttachment( "left foot", footPosition );
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "NPC_Hunter.Footstep", &footPosition, eventtime );
FootFX( footPosition );
return footPosition;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Vector CNPC_Hunter::RightFootHit( float eventtime )
{
Vector footPosition;
GetAttachment( "right foot", footPosition );
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "NPC_Hunter.Footstep", &footPosition, eventtime );
FootFX( footPosition );
return footPosition;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Vector CNPC_Hunter::BackFootHit( float eventtime )
{
Vector footPosition;
GetAttachment( "back foot", footPosition );
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "NPC_Hunter.BackFootstep", &footPosition, eventtime );
FootFX( footPosition );
return footPosition;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::FootFX( const Vector &origin )
{
return;
// dvs TODO: foot dust? probably too expensive for these guys
/*trace_t tr;
AI_TraceLine( origin, origin - Vector(0,0,100), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
float yaw = random->RandomInt(0,120);
for ( int i = 0; i < 3; i++ )
{
Vector dir = UTIL_YawToVector( yaw + i*120 ) * 10;
VectorNormalize( dir );
dir.z = 0.25;
VectorNormalize( dir );
g_pEffects->Dust( tr.endpos, dir, 12, 50 );
}*/
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CBaseEntity *CNPC_Hunter::GetEnemyVehicle()
{
if ( GetEnemy() == NULL )
return NULL;
CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer();
if ( pCCEnemy != NULL )
return pCCEnemy->GetVehicleEntity();
return NULL;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::DrawDebugGeometryOverlays()
{
if (m_debugOverlays & OVERLAY_BBOX_BIT)
{
float flViewRange = acos(0.8);
Vector vEyeDir = EyeDirection2D( );
Vector vLeftDir, vRightDir;
float fSin, fCos;
SinCos( flViewRange, &fSin, &fCos );
vLeftDir.x = vEyeDir.x * fCos - vEyeDir.y * fSin;
vLeftDir.y = vEyeDir.x * fSin + vEyeDir.y * fCos;
vLeftDir.z = vEyeDir.z;
fSin = sin(-flViewRange);
fCos = cos(-flViewRange);
vRightDir.x = vEyeDir.x * fCos - vEyeDir.y * fSin;
vRightDir.y = vEyeDir.x * fSin + vEyeDir.y * fCos;
vRightDir.z = vEyeDir.z;
int nSeq = GetSequence();
if ( ( GetEntryNode( nSeq ) == gm_nPlantedNode ) && ( GetExitNode( nSeq ) == gm_nPlantedNode ) )
{
// planted - green
NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 255, 0, 128, 0 );
}
else if ( ( GetEntryNode( nSeq ) == gm_nUnplantedNode ) && ( GetExitNode( nSeq ) == gm_nUnplantedNode ) )
{
// unplanted - blue
NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 0, 255, 128, 0 );
}
else if ( ( GetEntryNode( nSeq ) == gm_nUnplantedNode ) && ( GetExitNode( nSeq ) == gm_nPlantedNode ) )
{
// planting transition - cyan
NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 255, 255, 128, 0 );
}
else if ( ( GetEntryNode( nSeq ) == gm_nPlantedNode ) && ( GetExitNode( nSeq ) == gm_nUnplantedNode ) )
{
// unplanting transition - purple
NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 255, 0, 255, 128, 0 );
}
else
{
// unknown / other node - red
Msg( "UNKNOWN: %s\n", GetSequenceName( GetSequence() ) );
NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 255, 0, 0, 128, 0 );
}
NDebugOverlay::BoxDirection(EyePosition(), Vector(0,0,-1), Vector(200,0,1), vLeftDir, 255, 0, 0, 50, 0 );
NDebugOverlay::BoxDirection(EyePosition(), Vector(0,0,-1), Vector(200,0,1), vRightDir, 255, 0, 0, 50, 0 );
NDebugOverlay::BoxDirection(EyePosition(), Vector(0,0,-1), Vector(200,0,1), vEyeDir, 0, 255, 0, 50, 0 );
NDebugOverlay::Box(EyePosition(), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 128, 0 );
}
m_EscortBehavior.DrawDebugGeometryOverlays();
BaseClass::DrawDebugGeometryOverlays();
}
//-----------------------------------------------------------------------------
// Player has illuminated this NPC with the flashlight
//-----------------------------------------------------------------------------
void CNPC_Hunter::PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot )
{
if ( m_bFlashlightInEyes )
return;
// Ignore the flashlight if it's not shining at my eyes
if ( PlayerFlashlightOnMyEyes( pPlayer ) )
{
//Msg( ">>>> SHINING FLASHLIGHT ON ME\n" );
m_bFlashlightInEyes = true;
SetExpression( "scenes/npc/hunter/hunter_eyeclose.vcd" );
m_flPupilDilateTime = gpGlobals->curtime + 0.2f;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Hunter::PlayerFlashlightOnMyEyes( CBasePlayer *pPlayer )
{
Vector vecEyes, vecEyeForward, vecPlayerForward;
GetAttachment( gm_nTopGunAttachment, vecEyes, &vecEyeForward );
pPlayer->EyeVectors( &vecPlayerForward );
Vector vecToEyes = (vecEyes - pPlayer->EyePosition());
//float flDist = VectorNormalize( vecToEyes );
float flDot = DotProduct( vecPlayerForward, vecToEyes );
if ( flDot < 0.98 )
return false;
// Check facing to ensure we're in front of her
Vector los = ( pPlayer->EyePosition() - EyePosition() );
los.z = 0;
VectorNormalize( los );
Vector facingDir = EyeDirection2D();
flDot = DotProduct( los, facingDir );
return ( flDot > 0.3 );
}
//-----------------------------------------------------------------------------
// Return a random expression for the specified state to play over
// the state's expression loop.
//-----------------------------------------------------------------------------
const char *CNPC_Hunter::SelectRandomExpressionForState( NPC_STATE state )
{
if ( m_bFlashlightInEyes )
return NULL;
if ( !hunter_random_expressions.GetBool() )
return NULL;
char *szExpressions[4] =
{
"scenes/npc/hunter/hunter_scan.vcd",
"scenes/npc/hunter/hunter_eyeclose.vcd",
"scenes/npc/hunter/hunter_roar.vcd",
"scenes/npc/hunter/hunter_pain.vcd"
};
int nIndex = random->RandomInt( 0, 3 );
//Msg( "RANDOM Expression: %s\n", szExpressions[nIndex] );
return szExpressions[nIndex];
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::PlayExpressionForState( NPC_STATE state )
{
if ( m_bFlashlightInEyes )
{
return;
}
BaseClass::PlayExpressionForState( state );
}
//-----------------------------------------------------------------------------
// TODO: remove if we're not doing striderbuster stuff
//-----------------------------------------------------------------------------
void CNPC_Hunter::StriderBusterAttached( CBaseEntity *pAttached )
{
// Add another to the list
m_hAttachedBusters.AddToTail( pAttached );
SetCondition( COND_HUNTER_HIT_BY_STICKYBOMB );
if (m_hAttachedBusters.Count() == 1)
{
EmitSound( "NPC_Hunter.Alert" );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::StriderBusterDetached( CBaseEntity *pAttached )
{
int elem = m_hAttachedBusters.Find(pAttached);
if (elem >= 0)
{
m_hAttachedBusters.FastRemove(elem);
}
}
//-----------------------------------------------------------------------------
// Set direction that the hunter aims his body and eyes (guns).
//-----------------------------------------------------------------------------
void CNPC_Hunter::SetAim( const Vector &aimDir, float flInterval )
{
QAngle angDir;
VectorAngles( aimDir, angDir );
float curPitch = GetPoseParameter( gm_nBodyPitchPoseParam );
float curYaw = GetPoseParameter( gm_nBodyYawPoseParam );
float newPitch;
float newYaw;
if ( GetEnemy() )
{
// clamp and dampen movement
newPitch = curPitch + 0.8 * UTIL_AngleDiff( UTIL_ApproachAngle( angDir.x, curPitch, 20 ), curPitch );
float flRelativeYaw = UTIL_AngleDiff( angDir.y, GetAbsAngles().y );
newYaw = curYaw + UTIL_AngleDiff( flRelativeYaw, curYaw );
}
else
{
// Sweep your weapon more slowly if you're not fighting someone
newPitch = curPitch + 0.6 * UTIL_AngleDiff( UTIL_ApproachAngle( angDir.x, curPitch, 20 ), curPitch );
float flRelativeYaw = UTIL_AngleDiff( angDir.y, GetAbsAngles().y );
newYaw = curYaw + 0.6 * UTIL_AngleDiff( flRelativeYaw, curYaw );
}
newPitch = AngleNormalize( newPitch );
newYaw = AngleNormalize( newYaw );
//Msg( "pitch=%f, yaw=%f\n", newPitch, newYaw );
SetPoseParameter( gm_nAimPitchPoseParam, 0 );
SetPoseParameter( gm_nAimYawPoseParam, 0 );
SetPoseParameter( gm_nBodyPitchPoseParam, clamp( newPitch, -45, 45 ) );
SetPoseParameter( gm_nBodyYawPoseParam, clamp( newYaw, -45, 45 ) );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::RelaxAim( float flInterval )
{
float curPitch = GetPoseParameter( gm_nBodyPitchPoseParam );
float curYaw = GetPoseParameter( gm_nBodyYawPoseParam );
// dampen existing aim
float newPitch = AngleNormalize( UTIL_ApproachAngle( 0, curPitch, 3 ) );
float newYaw = AngleNormalize( UTIL_ApproachAngle( 0, curYaw, 2 ) );
SetPoseParameter( gm_nAimPitchPoseParam, 0 );
SetPoseParameter( gm_nAimYawPoseParam, 0 );
SetPoseParameter( gm_nBodyPitchPoseParam, clamp( newPitch, -45, 45 ) );
SetPoseParameter( gm_nBodyYawPoseParam, clamp( newYaw, -45, 45 ) );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Hunter::UpdateAim()
{
if ( !GetModelPtr() || !GetModelPtr()->SequencesAvailable() )
return;
float flInterval = GetAnimTimeInterval();
// Some activities look bad if we're giving our enemy the stinkeye.
int eActivity = GetActivity();
if ( GetEnemy() &&
GetState() != NPC_STATE_SCRIPT &&
( eActivity != ACT_HUNTER_CHARGE_CRASH ) &&
( eActivity != ACT_HUNTER_CHARGE_HIT ) )
{
Vector vecShootOrigin;
vecShootOrigin = Weapon_ShootPosition();
Vector vecShootDir = GetShootEnemyDir( vecShootOrigin, false );
SetAim( vecShootDir, flInterval );
}
else
{
RelaxAim( flInterval );
}
}
//-----------------------------------------------------------------------------
// Don't become a ragdoll until we've finished our death anim
//-----------------------------------------------------------------------------
bool CNPC_Hunter::CanBecomeRagdoll()
{
return ( m_nKillingDamageType & DMG_CRUSH ) ||
IsCurSchedule( SCHED_DIE, false ) || // Finished playing death anim, time to ragdoll
IsCurSchedule( SCHED_HUNTER_CHARGE_ENEMY, false ) || // While moving, it looks better to ragdoll instantly
IsCurSchedule( SCHED_SCRIPTED_RUN, false ) ||
( GetActivity() == ACT_WALK ) || ( GetActivity() == ACT_RUN ) ||
GetCurSchedule() == NULL; // Failsafe
}
//-----------------------------------------------------------------------------
// Determines the best type of death anim to play based on how we died.
//-----------------------------------------------------------------------------
Activity CNPC_Hunter::GetDeathActivity()
{
return ACT_DIESIMPLE;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_HunterEscortBehavior::OnDamage( const CTakeDamageInfo &info )
{
if ( info.GetDamage() > 0 && info.GetAttacker()->IsPlayer() &&
GetFollowTarget() && ( AIGetNumFollowers( GetFollowTarget() ) > 1 ) &&
( GetOuter()->GetSquad()->GetSquadSoundWaitTime() <= gpGlobals->curtime ) ) // && !FarFromFollowTarget()
{
// Start the clock ticking. We'll return the the strider when the timer elapses.
m_flTimeEscortReturn = gpGlobals->curtime + random->RandomFloat( 15.0f, 25.0f );
GetOuter()->GetSquad()->SetSquadSoundWaitTime( m_flTimeEscortReturn + 1.0 ); // prevent others from breaking escort
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_HunterEscortBehavior::BuildScheduleTestBits()
{
BaseClass::BuildScheduleTestBits();
if ( ( m_flTimeEscortReturn != 0 ) && ( gpGlobals->curtime > m_flTimeEscortReturn ) )
{
// We're delinquent! Return to strider!
GetOuter()->ClearCustomInterruptCondition( COND_NEW_ENEMY );
GetOuter()->ClearCustomInterruptCondition( COND_SEE_ENEMY );
GetOuter()->ClearCustomInterruptCondition( COND_SEE_HATE );
GetOuter()->ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK1 );
GetOuter()->ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK2 );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_HunterEscortBehavior::CheckBreakEscort()
{
if ( m_flTimeEscortReturn != 0 && ( FarFromFollowTarget() || gpGlobals->curtime >= m_flTimeEscortReturn ) )
{
if ( FarFromFollowTarget() )
{
m_flTimeEscortReturn = gpGlobals->curtime;
}
else
{
m_flTimeEscortReturn = 0;
}
if ( GetOuter()->GetSquad() )
{
GetOuter()->GetSquad()->SetSquadSoundWaitTime( gpGlobals->curtime + random->RandomFloat( 5.0f, 12.0f ) );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_HunterEscortBehavior::GatherConditionsNotActive( void )
{
if ( m_bEnabled )
{
DistributeFreeHunters();
}
BaseClass::GatherConditionsNotActive();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_HunterEscortBehavior::GatherConditions( void )
{
m_bEnabled = true;
DistributeFreeHunters();
BaseClass::GatherConditions();
if ( GetEnemy() && GetEnemy()->IsPlayer() && HasCondition( COND_SEE_ENEMY ) )
{
if ( GetOuter()->GetSquad()->GetSquadSoundWaitTime() <= gpGlobals->curtime && ((CBasePlayer *)GetEnemy())->IsInAVehicle() )
{
m_flTimeEscortReturn = gpGlobals->curtime + random->RandomFloat( 15.0f, 25.0f );
GetOuter()->GetSquad()->SetSquadSoundWaitTime( m_flTimeEscortReturn + 1.0 ); // prevent others from breaking escort
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_HunterEscortBehavior::ShouldFollow()
{
if ( IsStriderBuster( GetEnemy() ) )
return false;
if ( HasCondition( COND_HEAR_PHYSICS_DANGER ) )
return false;
if ( m_flTimeEscortReturn <= gpGlobals->curtime )
{
return CAI_FollowBehavior::ShouldFollow();
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_HunterEscortBehavior::BeginScheduleSelection()
{
BaseClass::BeginScheduleSelection();
Assert( m_SavedDistTooFar == GetOuter()->m_flDistTooFar );
GetOuter()->m_flDistTooFar *= 2;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CAI_HunterEscortBehavior::SelectSchedule()
{
if( m_FollowDelay.IsRunning() && !m_FollowDelay.Expired() )
{
return FollowCallBaseSelectSchedule();
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CAI_HunterEscortBehavior::FollowCallBaseSelectSchedule()
{
if ( GetOuter()->GetState() == NPC_STATE_COMBAT )
{
return GetOuter()->SelectCombatSchedule();
}
return BaseClass::FollowCallBaseSelectSchedule();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_HunterEscortBehavior::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_MOVE_TO_FOLLOW_POSITION:
{
if ( GetEnemy() )
{
if ( GetOuter()->OccupyStrategySlot( SQUAD_SLOT_RUN_SHOOT ) )
{
if ( GetOuter()->GetSquad()->GetSquadMemberNearestTo( GetEnemy()->GetAbsOrigin() ) == GetOuter() )
{
GetOuter()->BeginVolley( NUM_FLECHETTE_VOLLEY_ON_FOLLOW, gpGlobals->curtime + 1.0 + random->RandomFloat( 0, .25 ) + random->RandomFloat( 0, .25 ) );
}
else
{
GetOuter()->VacateStrategySlot();
}
}
}
BaseClass::StartTask( pTask );
break;
}
default:
BaseClass::StartTask( pTask );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_HunterEscortBehavior::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_MOVE_TO_FOLLOW_POSITION:
{
if ( !GetFollowTarget() )
{
TaskFail( FAIL_NO_TARGET );
}
else
{
if ( GetEnemy() )
{
CNPC_Hunter *pHunter = GetOuter();
Vector vecEnemyLKP = pHunter->GetEnemyLKP();
pHunter->AddFacingTarget( pHunter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 );
bool bVacate = false;
bool bHasSlot = pHunter->HasStrategySlot( SQUAD_SLOT_RUN_SHOOT );
if ( HasCondition( COND_SEE_ENEMY ) )
{
float maxDist = hunter_flechette_max_range.GetFloat() * 3;
float distSq = ( pHunter->GetAbsOrigin() - pHunter->GetEnemy()->GetAbsOrigin() ).Length2DSqr();
if ( distSq < Square( maxDist ) )
{
if ( gpGlobals->curtime >= pHunter->m_flNextFlechetteTime )
{
if ( !bHasSlot )
{
if ( GetOuter()->OccupyStrategySlot( SQUAD_SLOT_RUN_SHOOT ) )
{
if ( GetOuter()->GetSquad()->GetSquadMemberNearestTo( GetEnemy()->GetAbsOrigin() ) == GetOuter() )
{
bHasSlot = true;
}
else
{
GetOuter()->VacateStrategySlot();
}
}
}
if ( bHasSlot )
{
// Start the firing sound.
//CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
//if ( controller.SoundGetVolume( pHunter->m_pGunFiringSound ) == 0.0f )
//{
// controller.SoundChangeVolume( pHunter->m_pGunFiringSound, 1.0f, 0.0f );
//}
pHunter->ShootFlechette( GetEnemy(), true );
if ( --pHunter->m_nFlechettesQueued > 0 )
{
pHunter->m_flNextFlechetteTime = gpGlobals->curtime + hunter_flechette_delay.GetFloat();
}
else
{
// Stop the firing sound.
//CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
//controller.SoundChangeVolume( pHunter->m_pGunFiringSound, 0, 0.01f );
bVacate = true;
pHunter->BeginVolley( NUM_FLECHETTE_VOLLEY_ON_FOLLOW, gpGlobals->curtime + 1.0 + random->RandomFloat( 0, .25 ) + random->RandomFloat( 0, .25 ) );
}
}
}
}
else if ( bHasSlot )
{
bVacate = true;
}
}
else if ( bHasSlot )
{
bVacate = true;
}
if ( bVacate )
{
pHunter->VacateStrategySlot();
}
}
if ( m_FollowAttackTimer.Expired() && IsFollowTargetInRange( .8 ))
{
m_FollowAttackTimer.Set( 8, 24 );
TaskComplete();
}
else
{
BaseClass::RunTask( pTask );
}
}
break;
}
default:
BaseClass::RunTask( pTask );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_HunterEscortBehavior::FindFreeHunters( CUtlVector<CNPC_Hunter *> *pFreeHunters )
{
pFreeHunters->EnsureCapacity( g_Hunters.Count() );
int i;
for ( i = 0; i < g_Hunters.Count(); i++ )
{
CNPC_Hunter *pHunter = g_Hunters[i];
if ( pHunter->IsAlive() && pHunter->m_EscortBehavior.m_bEnabled )
{
if ( pHunter->m_EscortBehavior.GetFollowTarget() == NULL || !pHunter->m_EscortBehavior.GetFollowTarget()->IsAlive() )
{
pFreeHunters->AddToTail( pHunter);
}
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_HunterEscortBehavior::DistributeFreeHunters()
{
if ( g_TimeLastDistributeFreeHunters != -1 && gpGlobals->curtime - g_TimeLastDistributeFreeHunters < FREE_HUNTER_DISTRIBUTE_INTERVAL )
{
return;
}
g_TimeLastDistributeFreeHunters = gpGlobals->curtime;
CUtlVector<CNPC_Hunter *> freeHunters;
int i;
FindFreeHunters( &freeHunters );
CAI_BaseNPC **ppNPCs = g_AI_Manager.AccessAIs();
for ( i = 0; i < g_AI_Manager.NumAIs() && freeHunters.Count(); i++ )
{
int nToAdd;
CNPC_Strider *pStrider = ( ppNPCs[i]->IsAlive() ) ? dynamic_cast<CNPC_Strider *>( ppNPCs[i] ) : NULL;
if ( pStrider && !pStrider->CarriedByDropship() )
{
if ( ( nToAdd = 3 - AIGetNumFollowers( pStrider ) ) > 0 )
{
for ( int j = freeHunters.Count() - 1; j >= 0 && nToAdd > 0; --j )
{
DevMsg( "npc_hunter %d assigned to npc_strider %d\n", freeHunters[j]->entindex(), pStrider->entindex() );
freeHunters[j]->FollowStrider( pStrider );
freeHunters.FastRemove( j );
nToAdd--;
}
}
}
}
for ( i = 0; i < freeHunters.Count(); i++ )
{
//DevMsg( "npc_hunter %d assigned to free_hunters_squad\n", freeHunters[i]->entindex() );
freeHunters[i]->m_EscortBehavior.SetFollowTarget( NULL );
freeHunters[i]->AddToSquad( AllocPooledString( "free_hunters_squad" ) );
}
#if 0
CBaseEntity *pHunterMaker = gEntList.FindEntityByClassname( NULL, "npc_hunter_maker" ); // TODO: this picks the same one every time!
if ( pHunterMaker )
{
for ( i = 0; i < freeHunters.Count(); i++ )
{
freeHunters[i]->m_EscortBehavior.SetFollowTarget( pHunterMaker );
}
}
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_HunterEscortBehavior::DrawDebugGeometryOverlays()
{
if ( !GetFollowTarget() )
return;
Vector vecFollowPos = GetGoalPosition();
if ( FarFromFollowTarget() )
{
if ( gpGlobals->curtime >= m_flTimeEscortReturn )
{
NDebugOverlay::HorzArrow( GetOuter()->GetAbsOrigin(), vecFollowPos, 16.0f, 255, 0, 0, 0, true, 0 );
}
else
{
NDebugOverlay::HorzArrow( GetOuter()->GetAbsOrigin(), vecFollowPos, 16.0f, 255, 255, 0, 0, true, 0 );
}
}
else
{
NDebugOverlay::HorzArrow( GetOuter()->GetAbsOrigin(), vecFollowPos, 16.0f, 0, 255, 0, 0, true, 0 );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool Hunter_IsHunter(CBaseEntity *pEnt)
{
return dynamic_cast<CNPC_Hunter *>(pEnt) != NULL;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Hunter_StriderBusterLaunched( CBaseEntity *pBuster )
{
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
int nAIs = g_AI_Manager.NumAIs();
for ( int i = 0; i < nAIs; i++ )
{
CAI_BaseNPC *pNPC = ppAIs[ i ];
if ( pNPC && ( pNPC->Classify() == CLASS_COMBINE_HUNTER ) && pNPC->m_lifeState == LIFE_ALIVE )
{
if ( !pNPC->GetEnemy() || !IsStriderBuster( pNPC->GetEnemy() ) )
{
Vector vecDelta = pNPC->GetAbsOrigin() - pBuster->GetAbsOrigin();
if ( vecDelta.Length2DSqr() < 9437184.0f ) // 3072 * 3072
{
pNPC->SetEnemy( pBuster );
pNPC->SetState( NPC_STATE_COMBAT );
pNPC->UpdateEnemyMemory( pBuster, pBuster->GetAbsOrigin() );
// Stop whatever we're doing.
pNPC->SetCondition( COND_SCHEDULE_DONE );
}
}
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Hunter_StriderBusterAttached( CBaseEntity *pHunter, CBaseEntity *pAttached )
{
Assert(dynamic_cast<CNPC_Hunter *>(pHunter));
static_cast<CNPC_Hunter *>(pHunter)->StriderBusterAttached(pAttached);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Hunter_StriderBusterDetached( CBaseEntity *pHunter, CBaseEntity *pAttached )
{
Assert(dynamic_cast<CNPC_Hunter *>(pHunter));
static_cast<CNPC_Hunter *>(pHunter)->StriderBusterDetached(pAttached);
}
//-------------------------------------------------------------------------------------------------
//
// ep2_outland_12 custom npc makers
//
//-------------------------------------------------------------------------------------------------
class CHunterMaker : public CTemplateNPCMaker
{
typedef CTemplateNPCMaker BaseClass;
public:
void MakeMultipleNPCS( int nNPCs )
{
const float MIN_HEALTH_PCT = 0.2;
CUtlVector<CNPC_Hunter *> candidates;
CUtlVectorFixed<CNPC_Hunter *, 3> freeHunters;
CAI_HunterEscortBehavior::FindFreeHunters( &candidates );
freeHunters.EnsureCapacity( 3 );
int i;
for ( i = 0; i < candidates.Count() && freeHunters.Count() < 3; i++ )
{
if ( candidates[i]->GetHealth() > candidates[i]->GetMaxHealth() * MIN_HEALTH_PCT )
{
freeHunters.AddToTail( candidates[i] );
}
}
int nRequested = nNPCs;
if ( nNPCs < 3 )
{
nNPCs = MIN( 3, nNPCs + freeHunters.Count() );
}
int nSummoned = 0;
for ( i = 0; i < freeHunters.Count() && nNPCs; i++ )
{
freeHunters[i]->m_EscortBehavior.SetFollowTarget( this ); // this will make them not "free"
freeHunters[i]->SetName( m_iszTemplateName ); // this will force the hunter to get the FollowStrider input
nNPCs--;
nSummoned++;
}
DevMsg( "Requested %d to spawn, Summoning %d free hunters, spawning %d new hunters\n", nRequested, nSummoned, nNPCs );
if ( nNPCs )
{
BaseClass::MakeMultipleNPCS( nNPCs );
}
}
};
LINK_ENTITY_TO_CLASS( npc_hunter_maker, CHunterMaker );
//-------------------------------------------------------------------------------------------------
//
// Schedules
//
//-------------------------------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_hunter, CNPC_Hunter )
DECLARE_TASK( TASK_HUNTER_AIM )
DECLARE_TASK( TASK_HUNTER_FIND_DODGE_POSITION )
DECLARE_TASK( TASK_HUNTER_DODGE )
DECLARE_TASK( TASK_HUNTER_PRE_RANGE_ATTACK2 )
DECLARE_TASK( TASK_HUNTER_SHOOT_COMMIT )
DECLARE_TASK( TASK_HUNTER_ANNOUNCE_FLANK )
DECLARE_TASK( TASK_HUNTER_BEGIN_FLANK )
DECLARE_TASK( TASK_HUNTER_STAGGER )
DECLARE_TASK( TASK_HUNTER_CORNERED_TIMER )
DECLARE_TASK( TASK_HUNTER_FIND_SIDESTEP_POSITION )
DECLARE_TASK( TASK_HUNTER_CHARGE )
DECLARE_TASK( TASK_HUNTER_FINISH_RANGE_ATTACK )
DECLARE_TASK( TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY )
DECLARE_TASK( TASK_HUNTER_CHARGE_DELAY )
DECLARE_ACTIVITY( ACT_HUNTER_DEPLOYRA2 )
DECLARE_ACTIVITY( ACT_HUNTER_DODGER )
DECLARE_ACTIVITY( ACT_HUNTER_DODGEL )
DECLARE_ACTIVITY( ACT_HUNTER_GESTURE_SHOOT )
DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_STICKYBOMB )
DECLARE_ACTIVITY( ACT_HUNTER_STAGGER )
DECLARE_ACTIVITY( ACT_DI_HUNTER_MELEE )
DECLARE_ACTIVITY( ACT_DI_HUNTER_THROW )
DECLARE_ACTIVITY( ACT_HUNTER_MELEE_ATTACK1_VS_PLAYER )
DECLARE_ACTIVITY( ACT_HUNTER_ANGRY )
DECLARE_ACTIVITY( ACT_HUNTER_WALK_ANGRY )
DECLARE_ACTIVITY( ACT_HUNTER_FOUND_ENEMY )
DECLARE_ACTIVITY( ACT_HUNTER_FOUND_ENEMY_ACK )
DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_START )
DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_RUN )
DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_STOP )
DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_CRASH )
DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_HIT )
DECLARE_ACTIVITY( ACT_HUNTER_RANGE_ATTACK2_UNPLANTED )
DECLARE_ACTIVITY( ACT_HUNTER_IDLE_PLANTED )
DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_N )
DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_S )
DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_E )
DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_W )
DECLARE_INTERACTION( g_interactionHunterFoundEnemy );
DECLARE_SQUADSLOT( SQUAD_SLOT_HUNTER_CHARGE )
DECLARE_SQUADSLOT( SQUAD_SLOT_HUNTER_FLANK_FIRST )
DECLARE_SQUADSLOT( SQUAD_SLOT_RUN_SHOOT )
DECLARE_CONDITION( COND_HUNTER_SHOULD_PATROL )
DECLARE_CONDITION( COND_HUNTER_FORCED_FLANK_ENEMY )
DECLARE_CONDITION( COND_HUNTER_CAN_CHARGE_ENEMY )
DECLARE_CONDITION( COND_HUNTER_STAGGERED )
DECLARE_CONDITION( COND_HUNTER_IS_INDOORS )
DECLARE_CONDITION( COND_HUNTER_HIT_BY_STICKYBOMB )
DECLARE_CONDITION( COND_HUNTER_SEE_STRIDERBUSTER )
DECLARE_CONDITION( COND_HUNTER_FORCED_DODGE )
DECLARE_CONDITION( COND_HUNTER_INCOMING_VEHICLE )
DECLARE_CONDITION( COND_HUNTER_NEW_HINTGROUP )
DECLARE_CONDITION( COND_HUNTER_CANT_PLANT )
DECLARE_CONDITION( COND_HUNTER_SQUADMATE_FOUND_ENEMY )
DECLARE_ANIMEVENT( AE_HUNTER_FOOTSTEP_LEFT )
DECLARE_ANIMEVENT( AE_HUNTER_FOOTSTEP_RIGHT )
DECLARE_ANIMEVENT( AE_HUNTER_FOOTSTEP_BACK )
DECLARE_ANIMEVENT( AE_HUNTER_MELEE_ANNOUNCE )
DECLARE_ANIMEVENT( AE_HUNTER_MELEE_ATTACK_LEFT )
DECLARE_ANIMEVENT( AE_HUNTER_MELEE_ATTACK_RIGHT )
DECLARE_ANIMEVENT( AE_HUNTER_DIE )
DECLARE_ANIMEVENT( AE_HUNTER_SPRAY_BLOOD )
DECLARE_ANIMEVENT( AE_HUNTER_START_EXPRESSION )
DECLARE_ANIMEVENT( AE_HUNTER_END_EXPRESSION )
//=========================================================
// Attack (Deploy/shoot/finish)
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_RANGE_ATTACK1,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_HUNTER_SHOOT_COMMIT 0"
" TASK_RANGE_ATTACK1 0"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_LOST_ENEMY"
" COND_ENEMY_OCCLUDED"
" COND_WEAPON_SIGHT_OCCLUDED"
" COND_TOO_CLOSE_TO_ATTACK"
" COND_TOO_FAR_TO_ATTACK"
" COND_NOT_FACING_ATTACK"
)
//=========================================================
// Attack (Deploy/shoot/finish)
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_RANGE_ATTACK2,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_HUNTER_PRE_RANGE_ATTACK2 0"
" TASK_HUNTER_SHOOT_COMMIT 0"
" TASK_RANGE_ATTACK2 0"
" TASK_HUNTER_FINISH_RANGE_ATTACK 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 0.4"
" TASK_WAIT_RANDOM 0.2"
" "
" Interrupts"
" COND_NEW_ENEMY"
)
//=========================================================
// Shoot at striderbuster. Distinct from generic range attack
// because of BuildScheduleTestBits.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_HUNTER_SHOOT_COMMIT 0"
" TASK_RANGE_ATTACK2 0"
" "
" Interrupts"
)
//=========================================================
// Shoot at striderbuster with a little latency beforehand
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER_LATENT,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_HUNTER_SHOOT_COMMIT 0"
" TASK_WAIT 0.2"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_RANGE_ATTACK2"
" TASK_RANGE_ATTACK2 0"
" "
" Interrupts"
)
//=========================================================
// Dodge Incoming vehicle
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_DODGE,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_DODGE"
" TASK_HUNTER_FIND_DODGE_POSITION 0"
" TASK_HUNTER_DODGE 0"
""
" Interrupts"
)
//=========================================================
// Dodge Incoming vehicle
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_FAIL_DODGE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
)
//==================================================
// > SCHED_HUNTER_CHARGE_ENEMY
// Rush at my enemy and head-butt them.
//==================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_CHARGE_ENEMY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_CHARGE_ENEMY"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_HUNTER_CHARGE 0"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_ENEMY_DEAD"
)
DEFINE_SCHEDULE
(
SCHED_HUNTER_FAIL_CHARGE_ENEMY,
" Tasks"
" TASK_HUNTER_CHARGE_DELAY 10"
)
//=========================================================
// Chase the enemy with intent to claw
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_CHASE_ENEMY_MELEE,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ESTABLISH_LINE_OF_FIRE"
" TASK_STOP_MOVING 0"
" TASK_GET_CHASE_PATH_TO_ENEMY 300"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_ENEMY_UNREACHABLE"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_MELEE_ATTACK2"
//" COND_TOO_CLOSE_TO_ATTACK"
" COND_LOST_ENEMY"
)
//=========================================================
// Chase my enemy, shoot or claw when possible to do so.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_CHASE_ENEMY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ESTABLISH_LINE_OF_FIRE"
" TASK_STOP_MOVING 0"
" TASK_GET_CHASE_PATH_TO_ENEMY 300"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_ENEMY_UNREACHABLE"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_MELEE_ATTACK2"
" COND_TOO_CLOSE_TO_ATTACK"
" COND_LOST_ENEMY"
)
//=========================================================
// Move to a flanking position, then shoot if possible.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_FLANK_ENEMY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ESTABLISH_LINE_OF_FIRE"
" TASK_STOP_MOVING 0"
" TASK_HUNTER_BEGIN_FLANK 0"
" TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS 30"
" TASK_HUNTER_ANNOUNCE_FLANK 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_FACE_ENEMY 0"
//" TASK_HUNTER_END_FLANK 0"
""
" Interrupts"
" COND_NEW_ENEMY"
//" COND_CAN_RANGE_ATTACK1"
//" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_MELEE_ATTACK2"
" COND_ENEMY_DEAD"
" COND_ENEMY_UNREACHABLE"
" COND_TOO_CLOSE_TO_ATTACK"
" COND_LOST_ENEMY"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_COMBAT_FACE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT_FACE_ENEMY 1"
""
" Interrupts"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_MELEE_ATTACK2"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
)
//=========================================================
// Like the base class, only don't stop in the middle of
// swinging if the enemy is killed, hides, or new enemy.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_MELEE_ATTACK1,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_MELEE_ATTACK1 0"
//" TASK_SET_SCHEDULE SCHEDULE:SCHED_HUNTER_POST_MELEE_WAIT"
""
" Interrupts"
)
//=========================================================
// In a fight with nothing to do. Make busy!
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_CHANGE_POSITION,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WANDER 720432" // 6 feet to 36 feet
" TASK_RUN_PATH 0"
" TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY 0"
" TASK_STOP_MOVING 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HUNTER_CHANGE_POSITION_FINISH"
""
" Interrupts"
" COND_ENEMY_DEAD"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_MELEE_ATTACK2"
" COND_HEAR_DANGER"
" COND_HEAR_MOVE_AWAY"
" COND_NEW_ENEMY"
)
//=========================================================
// In a fight with nothing to do. Make busy!
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_CHANGE_POSITION_FINISH,
" Tasks"
" TASK_FACE_ENEMY 0"
" TASK_WAIT_FACE_ENEMY_RANDOM 5"
""
" Interrupts"
" COND_ENEMY_DEAD"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_MELEE_ATTACK2"
" COND_HEAR_DANGER"
" COND_HEAR_MOVE_AWAY"
" COND_NEW_ENEMY"
)
//=========================================================
// In a fight with nothing to do. Make busy!
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_SIDESTEP,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_IMMEDIATE" // used because sched_fail includes a one second pause. ick!
" TASK_STOP_MOVING 0"
" TASK_HUNTER_FIND_SIDESTEP_POSITION 0"
" TASK_GET_PATH_TO_SAVEPOSITION 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_PATROL,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WANDER 720432" // 6 feet to 36 feet
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_FACE_REASONABLE 0"
" TASK_WAIT_RANDOM 3"
""
" Interrupts"
" COND_ENEMY_DEAD"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
" COND_HEAR_PLAYER"
" COND_HEAR_BULLET_IMPACT"
" COND_HEAR_MOVE_AWAY"
" COND_NEW_ENEMY"
" COND_SEE_ENEMY"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_MELEE_ATTACK2"
)
//=========================================================
// Stagger because I got hit by something heavy
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_STAGGER,
" Tasks"
" TASK_HUNTER_STAGGER 0"
""
" Interrupts"
)
//=========================================================
// Run around randomly until we detect an enemy
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_PATROL_RUN,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
" TASK_SET_ROUTE_SEARCH_TIME 5" // Spend 5 seconds trying to build a path if stuck
" TASK_GET_PATH_TO_RANDOM_NODE 200"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
""
" Interrupts"
" COND_CAN_RANGE_ATTACK1 "
" COND_CAN_RANGE_ATTACK2 "
" COND_CAN_MELEE_ATTACK1 "
" COND_CAN_MELEE_ATTACK2"
" COND_GIVE_WAY"
" COND_NEW_ENEMY"
" COND_HEAR_COMBAT"
" COND_HEAR_DANGER"
" COND_HEAR_PLAYER"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_TAKE_COVER_FROM_ENEMY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_CHASE_ENEMY_MELEE"
" TASK_HUNTER_CORNERED_TIMER 10.0"
" TASK_WAIT 0.0"
// " TASK_SET_TOLERANCE_DISTANCE 24"
// " TASK_FIND_COVER_FROM_ENEMY 0"
" TASK_FIND_FAR_NODE_COVER_FROM_ENEMY 200.0"
" TASK_RUN_PATH 0"
" TASK_HUNTER_CORNERED_TIMER 0.0"
// " TASK_CLEAR_FAIL_SCHEDULE 0" // not used because sched_fail includes a one second pause. ick!
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_IMMEDIATE"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_REMEMBER MEMORY:INCOVER"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HUNTER_HIDE_UNDER_COVER"
/*
" TASK_FACE_ENEMY 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover
" TASK_WAIT 1"
*/
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_HEAR_DANGER"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_HIDE_UNDER_COVER,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_IMMEDIATE" // used because sched_fail includes a one second pause. ick!
" TASK_FACE_ENEMY 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover
" TASK_WAIT 1"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_HEAR_DANGER"
" COND_HAVE_ENEMY_LOS"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_FOUND_ENEMY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_HUNTER_FOUND_ENEMY"
""
" Interrupts"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_FOUND_ENEMY_ACK,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WAIT_RANDOM 0.75"
" TASK_FACE_ENEMY 0"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_HUNTER_FOUND_ENEMY_ACK"
""
" Interrupts"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
)
//=========================================================
// An empty schedule that immediately bails out, faster than
// SCHED_FAIL which stops moving and waits for one second.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HUNTER_FAIL_IMMEDIATE,
" Tasks"
" TASK_WAIT 0"
)
DEFINE_SCHEDULE
(
SCHED_HUNTER_GOTO_HINT,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_CLEAR_HINTNODE" // used because sched_fail includes a one second pause. ick!
" TASK_GET_PATH_TO_HINTNODE 1"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_CLEAR_HINTNODE 0"
""
""
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_HUNTER_CLEAR_HINTNODE,
" Tasks"
" TASK_CLEAR_HINTNODE 0"
""
""
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_HUNTER_SIEGE_STAND,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_FACE_PLAYER 0"
" TASK_WAIT 10"
" TASK_WAIT_RANDOM 2"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HUNTER_CHANGE_POSITION_SIEGE"
""
""
" Interrupts"
" COND_SEE_PLAYER"
" COND_NEW_ENEMY"
)
DEFINE_SCHEDULE
(
SCHED_HUNTER_CHANGE_POSITION_SIEGE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WANDER 2400480"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_FACE_PLAYER 0"
""
" Interrupts"
" COND_NEW_ENEMY"
)
// formula is MIN_DIST * 10000 + MAX_DIST
AI_END_CUSTOM_NPC()