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. ============//
//
// Purpose: Alyx, the female sidekick and love interest that's taking the world by storm!
//
// Try the new Alyx Brite toothpaste!
// Alyx lederhosen!
//
// FIXME: need a better comment block
//
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "ai_basenpc.h"
#include "ai_hull.h"
#include "ai_basehumanoid.h"
#include "ai_behavior_follow.h"
#include "npc_alyx_episodic.h"
#include "npc_headcrab.h"
#include "npc_BaseZombie.h"
#include "ai_senses.h"
#include "ai_memory.h"
#include "soundent.h"
#include "props.h"
#include "IEffects.h"
#include "globalstate.h"
#include "weapon_physcannon.h"
#include "info_darknessmode_lightsource.h"
#include "sceneentity.h"
#include "hl2_gamerules.h"
#include "scripted.h"
#include "hl2_player.h"
#include "env_alyxemp_shared.h"
#include "basehlcombatweapon.h"
#include "basegrenade_shared.h"
#include "ai_interactions.h"
#include "weapon_flaregun.h"
#include "env_debughistory.h"
extern Vector PointOnLineNearestPoint(const Vector& vStartPos, const Vector& vEndPos, const Vector& vPoint);
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
bool g_HackOutland10DamageHack;
int ACT_ALYX_DRAW_TOOL;
int ACT_ALYX_IDLE_TOOL;
int ACT_ALYX_ZAP_TOOL;
int ACT_ALYX_HOLSTER_TOOL;
int ACT_ALYX_PICKUP_RACK;
string_t CLASSNAME_ALYXGUN;
string_t CLASSNAME_SMG1;
string_t CLASSNAME_SHOTGUN;
string_t CLASSNAME_AR2;
bool IsInCommentaryMode( void );
#define ALYX_BREATHING_VOLUME_MAX 1.0
#define ALYX_DARKNESS_LOST_PLAYER_DIST ( 120 * 120 ) // 12 feet
#define ALYX_MIN_MOB_DIST_SQR Square(120) // Any enemy closer than this adds to the 'mob'
#define ALYX_MIN_CONSIDER_DIST Square(1200) // Only enemies within this range are counted and considered to generate AI speech
#define CONCEPT_ALYX_REQUEST_ITEM "TLK_ALYX_REQUEST_ITEM"
#define CONCEPT_ALYX_INTERACTION_DONE "TLK_ALYX_INTERACTION_DONE"
#define CONCEPT_ALYX_CANCEL_INTERACTION "TLK_ALYX_CANCEL_INTERACTION"
#define ALYX_MIN_ENEMY_DIST_TO_CROUCH 360 // Minimum distance that our enemy must be for me to crouch
#define ALYX_MIN_ENEMY_HEALTH_TO_CROUCH 15
#define ALYX_CROUCH_DELAY 5 // Time after crouching before Alyx will crouch again
//-----------------------------------------------------------------------------
// Interactions
//-----------------------------------------------------------------------------
extern int g_interactionZombieMeleeWarning;
LINK_ENTITY_TO_CLASS( npc_alyx, CNPC_Alyx );
BEGIN_DATADESC( CNPC_Alyx )
DEFINE_FIELD( m_hEmpTool, FIELD_EHANDLE ),
DEFINE_FIELD( m_hHackTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_hStealthLookTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_bInteractionAllowed, FIELD_BOOLEAN ),
DEFINE_FIELD( m_fTimeNextSearchForInteractTargets, FIELD_TIME ),
DEFINE_FIELD( m_bDarknessSpeechAllowed, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bIsEMPHolstered, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bIsFlashlightBlind, FIELD_BOOLEAN ),
DEFINE_FIELD( m_fStayBlindUntil, FIELD_TIME ),
DEFINE_FIELD( m_flDontBlindUntil, FIELD_TIME ),
DEFINE_FIELD( m_bSpokeLostPlayerInDarkness, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bPlayerFlashlightState, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bHadCondSeeEnemy, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iszCurrentBlindScene, FIELD_STRING ),
DEFINE_FIELD( m_fTimeUntilNextDarknessFoundPlayer, FIELD_TIME ),
DEFINE_FIELD( m_fCombatStartTime, FIELD_TIME ),
DEFINE_FIELD( m_fCombatEndTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextCrouchTime, FIELD_TIME ),
DEFINE_FIELD( m_WeaponType, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_bShouldHaveEMP, FIELD_BOOLEAN, "ShouldHaveEMP" ),
DEFINE_SOUNDPATCH( m_sndDarknessBreathing ),
DEFINE_EMBEDDED( m_SpeechWatch_LostPlayer ),
DEFINE_EMBEDDED( m_SpeechTimer_HeardSound ),
DEFINE_EMBEDDED( m_SpeechWatch_SoundDelay ),
DEFINE_EMBEDDED( m_SpeechWatch_BreathingRamp ),
DEFINE_EMBEDDED( m_SpeechWatch_FoundPlayer ),
DEFINE_EMBEDDED( m_MoveMonitor ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisallowInteraction", InputDisallowInteraction ),
DEFINE_INPUTFUNC( FIELD_VOID, "AllowInteraction", InputAllowInteraction ),
DEFINE_INPUTFUNC( FIELD_STRING, "GiveWeapon", InputGiveWeapon ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "AllowDarknessSpeech", InputAllowDarknessSpeech ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "GiveEMP", InputGiveEMP ),
DEFINE_INPUTFUNC( FIELD_VOID, "VehiclePunted", InputVehiclePunted ),
DEFINE_INPUTFUNC( FIELD_VOID, "OutsideTransition", InputOutsideTransition ),
DEFINE_OUTPUT( m_OnFinishInteractWithObject, "OnFinishInteractWithObject" ),
DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ),
DEFINE_USEFUNC( Use ),
END_DATADESC()
#define ALYX_FEAR_ZOMBIE_DIST_SQR Square(60)
#define ALYX_FEAR_ANTLION_DIST_SQR Square(360)
//-----------------------------------------------------------------------------
// Anim events
//-----------------------------------------------------------------------------
static int AE_ALYX_EMPTOOL_ATTACHMENT;
static int AE_ALYX_EMPTOOL_SEQUENCE;
static int AE_ALYX_EMPTOOL_USE;
static int COMBINE_AE_BEGIN_ALTFIRE;
static int COMBINE_AE_ALTFIRE;
ConVar npc_alyx_readiness( "npc_alyx_readiness", "1" );
ConVar npc_alyx_force_stop_moving( "npc_alyx_force_stop_moving", "1" );
ConVar npc_alyx_readiness_transitions( "npc_alyx_readiness_transitions", "1" );
ConVar npc_alyx_crouch( "npc_alyx_crouch", "1" );
// global pointer to Alyx for fast lookups
CEntityClassList<CNPC_Alyx> g_AlyxList;
template <> CNPC_Alyx *CEntityClassList<CNPC_Alyx>::m_pClassList = NULL;
//=========================================================
// initialize Alyx before keyvalues are processed
//=========================================================
CNPC_Alyx::CNPC_Alyx()
{
g_AlyxList.Insert(this);
// defaults to having an EMP
m_bShouldHaveEMP = true;
}
CNPC_Alyx::~CNPC_Alyx( )
{
g_AlyxList.Remove(this);
}
//=========================================================
// Classify - indicates this NPC's place in the
// relationship table.
//=========================================================
Class_T CNPC_Alyx::Classify ( void )
{
return CLASS_PLAYER_ALLY_VITAL;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Alyx::FValidateHintType( CAI_Hint *pHint )
{
switch( pHint->HintType() )
{
case HINT_WORLD_VISUALLY_INTERESTING:
return true;
break;
case HINT_WORLD_VISUALLY_INTERESTING_STEALTH:
return true;
break;
}
return BaseClass::FValidateHintType( pHint );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Alyx::ObjectCaps()
{
int caps = BaseClass::ObjectCaps();
if( m_FuncTankBehavior.IsMounted() )
{
caps &= ~FCAP_IMPULSE_USE;
}
return caps;
}
//=========================================================
// HandleAnimEvent - catches the NPC-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CNPC_Alyx::HandleAnimEvent( animevent_t *pEvent )
{
if (pEvent->event == AE_ALYX_EMPTOOL_ATTACHMENT)
{
if (!m_hEmpTool)
{
// Old savegame?
CreateEmpTool();
if (!m_hEmpTool)
return;
}
int iAttachment = LookupAttachment( pEvent->options );
m_hEmpTool->SetParent(this, iAttachment);
m_hEmpTool->SetLocalOrigin( Vector( 0, 0, 0 ) );
m_hEmpTool->SetLocalAngles( QAngle( 0, 0, 0 ) );
if( !stricmp( pEvent->options, "Emp_Holster" ) )
{
SetEMPHolstered(true);
}
else
{
SetEMPHolstered(false);
}
return;
}
else if (pEvent->event == AE_ALYX_EMPTOOL_SEQUENCE)
{
if (!m_hEmpTool)
return;
CDynamicProp *pEmpTool = dynamic_cast<CDynamicProp *>(m_hEmpTool.Get());
if (!pEmpTool)
return;
int iSequence = pEmpTool->LookupSequence( pEvent->options );
if (iSequence != ACT_INVALID)
{
pEmpTool->PropSetSequence( iSequence );
}
return;
}
else if (pEvent->event == AE_ALYX_EMPTOOL_USE)
{
if( m_OperatorBehavior.IsGoalReady() )
{
if( m_OperatorBehavior.m_hContextTarget.Get() != NULL )
{
EmpZapTarget( m_OperatorBehavior.m_hContextTarget );
}
}
return;
}
else if ( pEvent->event == COMBINE_AE_BEGIN_ALTFIRE )
{
EmitSound( "Weapon_CombineGuard.Special1" );
return;
}
else if ( pEvent->event == COMBINE_AE_ALTFIRE )
{
animevent_t fakeEvent;
fakeEvent.pSource = this;
fakeEvent.event = EVENT_WEAPON_AR2_ALTFIRE;
GetActiveWeapon()->Operator_HandleAnimEvent( &fakeEvent, this );
//m_iNumGrenades--;
return;
}
switch( pEvent->event )
{
case 1:
default:
BaseClass::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Returns a pointer to Alyx's entity
//=========================================================
CNPC_Alyx *CNPC_Alyx::GetAlyx( void )
{
return g_AlyxList.m_pClassList;
}
//=========================================================
//
//=========================================================
bool CNPC_Alyx::CreateBehaviors()
{
AddBehavior( &m_FuncTankBehavior );
bool result = BaseClass::CreateBehaviors();
return result;
}
//=========================================================
// Spawn
//=========================================================
void CNPC_Alyx::Spawn()
{
BaseClass::Spawn();
// If Alyx has a parent, she's currently inside a pod. Prevent her from moving.
if ( GetMoveParent() )
{
SetMoveType( MOVETYPE_NONE );
CapabilitiesClear();
CapabilitiesAdd( bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
}
else
{
SetupAlyxWithoutParent();
CreateEmpTool( );
}
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
m_iHealth = 80;
m_bloodColor = DONT_BLEED;
NPCInit();
SetUse( &CNPC_Alyx::Use );
m_bInteractionAllowed = true;
m_fTimeNextSearchForInteractTargets = gpGlobals->curtime;
SetEMPHolstered(true);
m_bDontPickupWeapons = true;
m_bDarknessSpeechAllowed = true;
m_fCombatStartTime = 0.0f;
m_fCombatEndTime = 0.0f;
m_AnnounceAttackTimer.Set( 3, 5 );
}
//=========================================================
// Precache - precaches all resources this NPC needs
//=========================================================
void CNPC_Alyx::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "npc_alyx.die" );
PrecacheModel( STRING( GetModelName() ) );
PrecacheModel( "models/alyx_emptool_prop.mdl" );
// For hacking
PrecacheScriptSound( "DoSpark" );
PrecacheScriptSound( "npc_alyx.starthacking" );
PrecacheScriptSound( "npc_alyx.donehacking" );
PrecacheScriptSound( "npc_alyx.readytohack" );
PrecacheScriptSound( "npc_alyx.interruptedhacking" );
PrecacheScriptSound( "ep_01.al_dark_breathing01" );
PrecacheScriptSound( "Weapon_CombineGuard.Special1" );
UTIL_PrecacheOther( "env_alyxemp" );
CLASSNAME_ALYXGUN = AllocPooledString( "weapon_alyxgun" );
CLASSNAME_SMG1 = AllocPooledString( "weapon_smg1" );
CLASSNAME_SHOTGUN = AllocPooledString( "weapon_shotgun" );
CLASSNAME_AR2 = AllocPooledString( "weapon_ar2" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::Activate( void )
{
// Alyx always kicks her health back up to full after loading a savegame.
// Avoids problems with players saving the game in places where she dies immediately afterwards.
m_iHealth = 80;
BaseClass::Activate();
// Alyx always assumes she has said hello to Gordon!
SetSpokeConcept( TLK_HELLO, NULL, false );
// Add my personal concepts
CAI_AllySpeechManager *pSpeechManager = GetAllySpeechManager();
if( pSpeechManager )
{
ConceptInfo_t conceptRequestItem =
{
CONCEPT_ALYX_REQUEST_ITEM, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_TARGET_PLAYER
};
pSpeechManager->AddCustomConcept( conceptRequestItem );
}
// cleanup savegames that may not have this set
if (m_hEmpTool)
{
m_hEmpTool->AddEffects( EF_PARENT_ANIMATES );
}
m_WeaponType = ComputeWeaponType();
// !!!HACKHACK for Overwatch, If we're in ep2_outland_10, do half damage to Combine
// Be advised, this will also happen in 10a, but this is not a problem.
g_HackOutland10DamageHack = false;
if( !Q_strnicmp( STRING(gpGlobals->mapname), "ep2_outland_10", 14) )
{
g_HackOutland10DamageHack = true;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::StopLoopingSounds( void )
{
CSoundEnvelopeController::GetController().SoundDestroy( m_sndDarknessBreathing );
m_sndDarknessBreathing = NULL;
BaseClass::StopLoopingSounds();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::SelectModel()
{
// Alyx is allowed to use multiple models, because she appears in the pod.
// She defaults to her normal model.
const char *szModel = STRING( GetModelName() );
if (!szModel || !*szModel)
{
SetModelName( AllocPooledString("models/alyx.mdl") );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::SetupAlyxWithoutParent( void )
{
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_DOORS_GROUP | bits_CAP_TURN_HEAD | bits_CAP_DUCK | bits_CAP_SQUAD );
CapabilitiesAdd( bits_CAP_USE_WEAPONS );
CapabilitiesAdd( bits_CAP_ANIMATEDFACE );
CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
CapabilitiesAdd( bits_CAP_AIM_GUN );
CapabilitiesAdd( bits_CAP_MOVE_SHOOT );
CapabilitiesAdd( bits_CAP_USE_SHOT_REGULATOR );
}
//-----------------------------------------------------------------------------
// Purpose: Create and initialized Alyx's EMP tool
//-----------------------------------------------------------------------------
void CNPC_Alyx::CreateEmpTool( void )
{
if (!m_bShouldHaveEMP || m_hEmpTool)
return;
m_hEmpTool = (CBaseAnimating*)CreateEntityByName( "prop_dynamic" );
if ( m_hEmpTool )
{
m_hEmpTool->SetModel( "models/alyx_emptool_prop.mdl" );
m_hEmpTool->SetName( AllocPooledString("Alyx_Emptool") );
int iAttachment = LookupAttachment( "Emp_Holster" );
m_hEmpTool->SetParent(this, iAttachment);
m_hEmpTool->SetOwnerEntity(this);
m_hEmpTool->SetSolid( SOLID_NONE );
m_hEmpTool->SetLocalOrigin( Vector( 0, 0, 0 ) );
m_hEmpTool->SetLocalAngles( QAngle( 0, 0, 0 ) );
m_hEmpTool->AddSpawnFlags(SF_DYNAMICPROP_NO_VPHYSICS);
m_hEmpTool->AddEffects( EF_PARENT_ANIMATES );
m_hEmpTool->Spawn();
}
}
//-----------------------------------------------------------------------------
// Purpose: Map input to create or destroy alyx's EMP tool
//-----------------------------------------------------------------------------
void CNPC_Alyx::InputGiveEMP( inputdata_t &inputdata )
{
m_bShouldHaveEMP = inputdata.value.Bool();
if (m_bShouldHaveEMP)
{
if (!m_hEmpTool)
{
CreateEmpTool( );
}
}
else
{
if (m_hEmpTool)
{
UTIL_Remove( m_hEmpTool );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
struct ReadinessTransition_t
{
int iPreviousLevel;
int iCurrentLevel;
Activity requiredActivity;
Activity transitionActivity;
};
void CNPC_Alyx::ReadinessLevelChanged( int iPriorLevel )
{
BaseClass::ReadinessLevelChanged( iPriorLevel );
// When we drop from agitated to stimulated, stand up if we were crouching.
if ( iPriorLevel == AIRL_AGITATED && GetReadinessLevel() == AIRL_STIMULATED )
{
//Warning("CROUCH: Standing, dropping back to stimulated.\n" );
Stand();
}
if ( GetActiveWeapon() == NULL )
return;
//If Alyx is going from Relaxed to Agitated or Stimulated, let her raise her weapon before she's able to fire.
if ( iPriorLevel == AIRL_RELAXED && GetReadinessLevel() > iPriorLevel )
{
GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + 0.5 );
}
// FIXME: Are there certain animations that we DO want to interrupt?
if ( HasActiveLayer() )
return;
if ( npc_alyx_readiness_transitions.GetBool() )
{
// We don't have crouching readiness transitions yet
if ( IsCrouching() )
return;
static ReadinessTransition_t readinessTransitions[] =
{
//Previous Readiness level - Current Readiness Level - Activity NPC needs to be playing - Gesture to play
{ AIRL_RELAXED, AIRL_STIMULATED, ACT_IDLE, ACT_READINESS_RELAXED_TO_STIMULATED, },
{ AIRL_RELAXED, AIRL_STIMULATED, ACT_WALK, ACT_READINESS_RELAXED_TO_STIMULATED_WALK, },
{ AIRL_AGITATED, AIRL_STIMULATED, ACT_IDLE, ACT_READINESS_AGITATED_TO_STIMULATED, },
{ AIRL_STIMULATED, AIRL_RELAXED, ACT_IDLE, ACT_READINESS_STIMULATED_TO_RELAXED, }
};
for ( int i = 0; i < ARRAYSIZE( readinessTransitions ); i++ )
{
if ( GetIdealActivity() != readinessTransitions[i].requiredActivity )
continue;
Activity translatedTransitionActivity = Weapon_TranslateActivity( readinessTransitions[i].transitionActivity );
if ( translatedTransitionActivity == ACT_INVALID || translatedTransitionActivity == readinessTransitions[i].transitionActivity )
continue;
Activity finalActivity = TranslateActivityReadiness( translatedTransitionActivity );
if ( iPriorLevel == readinessTransitions[i].iPreviousLevel && GetReadinessLevel() == readinessTransitions[i].iCurrentLevel )
{
RestartGesture( finalActivity );
break;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::PrescheduleThink( void )
{
BaseClass::PrescheduleThink();
// Figure out if Alyx has just been removed from her parent
if ( GetMoveType() == MOVETYPE_NONE && !GetMoveParent() )
{
// Don't confuse the passenger behavior with just removing Alyx's parent!
if ( m_PassengerBehavior.IsEnabled() == false )
{
SetupAlyxWithoutParent();
SetupVPhysicsHull();
}
}
// If Alyx is in combat, and she doesn't have her gun out, fetch it
if ( GetState() == NPC_STATE_COMBAT && IsWeaponHolstered() && !m_FuncTankBehavior.IsRunning() )
{
SetDesiredWeaponState( DESIREDWEAPONSTATE_UNHOLSTERED );
}
// If we're in stealth mode, and we can still see the stealth node, keep using it
if ( GetReadinessLevel() == AIRL_STEALTH )
{
if ( m_hStealthLookTarget && !m_hStealthLookTarget->IsDisabled() )
{
if ( m_hStealthLookTarget->IsInNodeFOV(this) && FVisible( m_hStealthLookTarget ) )
return;
}
// Break out of stealth mode
SetReadinessLevel( AIRL_STIMULATED, true, true );
ClearLookTarget( m_hStealthLookTarget );
m_hStealthLookTarget = NULL;
}
// If we're being blinded by the flashlight, see if we should stop
if ( m_bIsFlashlightBlind )
{
// we used to have a bug where if we tried to remove alyx from the blind scene before it got loaded asynchronously,
// she would get stuck in the animation with m_bIsFlashlightBlind set to false. that should be fixed, but just to
// be sure, we wait a bit to prevent this from happening.
if ( m_fStayBlindUntil < gpGlobals->curtime )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
if ( pPlayer && (!CanBeBlindedByFlashlight( true ) || !pPlayer->IsIlluminatedByFlashlight(this, NULL ) || !PlayerFlashlightOnMyEyes( pPlayer )) &&
!BlindedByFlare() )
{
// Remove the actor from the flashlight scene
ADD_DEBUG_HISTORY( HISTORY_ALYX_BLIND, UTIL_VarArgs( "(%0.2f) Alyx: end blind scene '%s'\n", gpGlobals->curtime, STRING(m_iszCurrentBlindScene) ) );
RemoveActorFromScriptedScenes( this, true, false, STRING(m_iszCurrentBlindScene) );
// Allow firing again, but prevent myself from firing until I'm done
GetShotRegulator()->EnableShooting();
GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + 1.0 );
m_bIsFlashlightBlind = false;
m_flDontBlindUntil = gpGlobals->curtime + RandomFloat( 1, 3 );
}
}
}
else
{
CheckBlindedByFlare();
}
}
//-----------------------------------------------------------------------------
// Periodically look for opportunities to interact with objects in the world.
// Right now Alyx only interacts with things the player picks up with
// physcannon.
//-----------------------------------------------------------------------------
#define ALYX_INTERACT_SEARCH_FREQUENCY 1.0f // seconds
void CNPC_Alyx::SearchForInteractTargets()
{
if( m_fTimeNextSearchForInteractTargets > gpGlobals->curtime )
{
return;
}
m_fTimeNextSearchForInteractTargets = gpGlobals->curtime + ALYX_INTERACT_SEARCH_FREQUENCY;
// Ensure player can be seen.
if( !HasCondition( COND_SEE_PLAYER) )
{
//Msg("ALYX Can't interact: can't see player\n");
return;
}
CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
if( !pPlayer )
{
return;
}
CBaseEntity *pProspect = PhysCannonGetHeldEntity(pPlayer->GetActiveWeapon());
if( !pProspect )
{
//Msg("ALYX Can't interact: player not holding anything\n");
return;
}
if( !IsValidInteractTarget(pProspect) )
{
//Msg("ALYX Can't interact: player holding an invalid object\n");
return;
}
SetInteractTarget(pProspect);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Alyx::GatherConditions()
{
BaseClass::GatherConditions();
if( HasCondition( COND_HEAR_DANGER ) )
{
// Don't let Alyx worry about combat sounds if she's panicking
// from danger sounds. This prevents her from running ALERT_FACE_BEST_SOUND
// as soon as a grenade explodes (which makes a loud combat sound). If Alyx
// is NOT panicking over a Danger sound, she'll hear the combat sounds as normal.
ClearCondition( COND_HEAR_COMBAT );
}
// Update flashlight state
ClearCondition( COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED );
ClearCondition( COND_ALYX_PLAYER_TURNED_ON_FLASHLIGHT );
ClearCondition( COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT );
CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
if ( pPlayer )
{
bool bFlashlightState = pPlayer->FlashlightIsOn() != 0;
if ( bFlashlightState != m_bPlayerFlashlightState )
{
if ( bFlashlightState )
{
SetCondition( COND_ALYX_PLAYER_TURNED_ON_FLASHLIGHT );
}
else
{
// If the power level is low, consider it expired, due
// to it running out or the player turning it off in anticipation.
CHL2_Player *pHLPlayer = assert_cast<CHL2_Player*>( pPlayer );
if ( pHLPlayer->SuitPower_GetCurrentPercentage() < 15 )
{
SetCondition( COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED );
}
else
{
SetCondition( COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT );
}
}
m_bPlayerFlashlightState = bFlashlightState;
}
}
if ( m_NPCState == NPC_STATE_COMBAT )
{
DoCustomCombatAI();
}
if( HasInteractTarget() )
{
// Check that any current interact target is still valid.
if( !IsValidInteractTarget(GetInteractTarget()) )
{
SetInteractTarget(NULL);
}
}
// This is not an else...if because the code above could have started
// with an interact target and ended without one.
if( !HasInteractTarget() )
{
SearchForInteractTargets();
}
// Set up our interact conditions.
if( HasInteractTarget() )
{
if( CanInteractWithTarget(GetInteractTarget()) )
{
SetCondition(COND_ALYX_CAN_INTERACT_WITH_TARGET);
ClearCondition(COND_ALYX_CAN_NOT_INTERACT_WITH_TARGET);
}
else
{
SetCondition(COND_ALYX_CAN_NOT_INTERACT_WITH_TARGET);
ClearCondition(COND_ALYX_CAN_INTERACT_WITH_TARGET);
}
SetCondition( COND_ALYX_HAS_INTERACT_TARGET );
ClearCondition( COND_ALYX_NO_INTERACT_TARGET );
}
else
{
SetCondition( COND_ALYX_NO_INTERACT_TARGET );
ClearCondition( COND_ALYX_HAS_INTERACT_TARGET );
}
// Check for explosions!
if( HasCondition(COND_HEAR_COMBAT) )
{
CSound *pSound = GetBestSound();
if ( IsInAVehicle() == false ) // For now, don't do these animations while in the vehicle
{
if( (pSound->SoundTypeNoContext() & SOUND_COMBAT) && (pSound->SoundContext() & SOUND_CONTEXT_EXPLOSION) )
{
if ( HasShotgun() )
{
if ( !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST_SHOTGUN) && !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN) )
{
RestartGesture( ACT_GESTURE_FLINCH_BLAST_SHOTGUN );
GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + SequenceDuration( ACT_GESTURE_FLINCH_BLAST_SHOTGUN ) + 0.5f ); // Allow another second for Alyx to bring her weapon to bear after the flinch.
}
}
else
{
if ( !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST) && !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST_DAMAGED) )
{
RestartGesture( ACT_GESTURE_FLINCH_BLAST );
GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + SequenceDuration( ACT_GESTURE_FLINCH_BLAST ) + 0.5f ); // Allow another second for Alyx to bring her weapon to bear after the flinch.
}
}
}
}
}
// ROBIN: This was here to solve a problem in a playtest. We've since found what we think was the cause.
// It's a useful piece of debug to have lying there, so I've left it in.
if ( (GetFlags() & FL_FLY) && m_NPCState != NPC_STATE_SCRIPT && !m_ActBusyBehavior.IsActive() && !m_PassengerBehavior.IsEnabled() )
{
Warning( "Removed FL_FLY from Alyx, who wasn't running a script or actbusy. Time %.2f, map %s.\n", gpGlobals->curtime, STRING(gpGlobals->mapname) );
RemoveFlag( FL_FLY );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Alyx::ShouldPlayerAvoid( void )
{
if( IsCurSchedule(SCHED_ALYX_NEW_WEAPON, false) )
return true;
#if 1
if( IsCurSchedule( SCHED_PC_GET_OFF_COMPANION, false) )
{
CBaseEntity *pGroundEnt = GetGroundEntity();
if( pGroundEnt != NULL && pGroundEnt->IsPlayer() )
{
if( GetAbsOrigin().z < pGroundEnt->EyePosition().z )
return true;
}
}
#endif
return BaseClass::ShouldPlayerAvoid();
}
//-----------------------------------------------------------------------------
// Just heard a gunfire sound. Try to figure out how much we should know
// about it.
//-----------------------------------------------------------------------------
void CNPC_Alyx::AnalyzeGunfireSound( CSound *pSound )
{
Assert( pSound != NULL );
if( GetState() != NPC_STATE_ALERT && GetState() != NPC_STATE_IDLE )
{
// Only have code for IDLE and ALERT now.
return;
}
// Have to verify a bunch of stuff about the sound. It must have a valid BaseCombatCharacter as the owner,
// must have a valid target, and we need a valid pointer to the player.
if( pSound->m_hOwner.Get() == NULL )
return;
if( pSound->m_hTarget.Get() == NULL )
return;
CBaseCombatCharacter *pSoundOriginBCC = pSound->m_hOwner->MyCombatCharacterPointer();
if( pSoundOriginBCC == NULL )
return;
CBaseEntity *pSoundTarget = pSound->m_hTarget.Get();
CBasePlayer *pPlayer = AI_GetSinglePlayer();
Assert( pPlayer != NULL );
if( pSoundTarget == this )
{
// The shooter is firing at me. Assume if Alyx can hear the gunfire, she can deduce its origin.
UpdateEnemyMemory( pSoundOriginBCC, pSoundOriginBCC->GetAbsOrigin(), this );
}
else if( pSoundTarget == pPlayer )
{
// The shooter is firing at the player. Assume Alyx can deduce the origin if the player COULD see the origin, and Alyx COULD see the player.
if( pPlayer->FVisible(pSoundOriginBCC) && FVisible(pPlayer) )
{
UpdateEnemyMemory( pSoundOriginBCC, pSoundOriginBCC->GetAbsOrigin(), this );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Alyx::IsValidEnemy( CBaseEntity *pEnemy )
{
if ( HL2GameRules()->IsAlyxInDarknessMode() )
{
if ( !CanSeeEntityInDarkness( pEnemy ) )
return false;
}
// Alyx can only take a stalker as her enemy which is angry at the player or her.
if ( pEnemy->Classify() == CLASS_STALKER )
{
if( !pEnemy->GetEnemy() )
{
return false;
}
if( pEnemy->GetEnemy() != this && !pEnemy->GetEnemy()->IsPlayer() )
{
return false;
}
}
if ( m_AssaultBehavior.IsRunning() && IsTurret( pEnemy ) )
{
CBaseCombatCharacter *pBCC = dynamic_cast<CBaseCombatCharacter*>(pEnemy);
if ( pBCC != NULL && !pBCC->FInViewCone(this) )
{
// Don't let turrets that can't shoot me distract me from my assault behavior.
// This fixes a very specific problem that appeared in Episode 2 map ep2_outland_09
// Where Alyx wouldn't terminate an assault while standing on an assault point because
// she was afraid of a turret that was visible from the assault point, but facing the
// other direction and thus not a threat.
return false;
}
}
return BaseClass::IsValidEnemy(pEnemy);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::Event_Killed( const CTakeDamageInfo &info )
{
// Destroy our EMP tool since it won't follow us onto the ragdoll anyway
if ( m_hEmpTool != NULL )
{
UTIL_Remove( m_hEmpTool );
}
BaseClass::Event_Killed( info );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Alyx::Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info )
{
// comment on killing npc's
if ( pVictim->IsNPC() )
{
SpeakIfAllowed( TLK_ALYX_ENEMY_DEAD );
}
// Alyx builds a proxy for the dead enemy so she has something to shoot at for a short time after
// the enemy ragdolls.
if( !(pVictim->GetFlags() & FL_ONGROUND) || pVictim->GetMoveType() != MOVETYPE_STEP )
{
// Don't fire up in the air, since the dead enemy will have fallen.
return;
}
if( pVictim->GetAbsOrigin().DistTo(GetAbsOrigin()) < 96.0f )
{
// Don't shoot at an enemy corpse that dies very near to me. This will prevent Alyx attacking
// Other nearby enemies.
return;
}
if( !HasShotgun() )
{
CAI_BaseNPC *pTarget = CreateCustomTarget( pVictim->GetAbsOrigin(), 2.0f );
AddEntityRelationship( pTarget, IRelationType(pVictim), IRelationPriority(pVictim) );
// Update or Create a memory entry for this target and make Alyx think she's seen this target recently.
// This prevents the baseclass from not recognizing this target and forcing Alyx into
// SCHED_WAKE_ANGRY, which wastes time and causes her to change animation sequences rapidly.
GetEnemies()->UpdateMemory( GetNavigator()->GetNetwork(), pTarget, pTarget->GetAbsOrigin(), 0.0f, true );
AI_EnemyInfo_t *pMemory = GetEnemies()->Find( pTarget );
if( pMemory )
{
// Pretend we've known about this target longer than we really have.
pMemory->timeFirstSeen = gpGlobals->curtime - 10.0f;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called by enemy NPC's when they are ignited
// Input : pVictim - entity that was ignited
//-----------------------------------------------------------------------------
void CNPC_Alyx::EnemyIgnited( CAI_BaseNPC *pVictim )
{
if ( FVisible( pVictim ) )
{
SpeakIfAllowed( TLK_ENEMY_BURNING );
}
}
//-----------------------------------------------------------------------------
// Purpose: Called by combine balls when they're socketed
// Input : pVictim - entity killed by player
//-----------------------------------------------------------------------------
void CNPC_Alyx::CombineBallSocketed( int iNumBounces )
{
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( !pPlayer || !FVisible(pPlayer) )
{
return;
}
// set up the speech modifiers
CFmtStrN<128> modifiers( "num_bounces:%d", iNumBounces );
// fire off a ball socketed concept
SpeakIfAllowed( TLK_BALLSOCKETED, modifiers );
}
//-----------------------------------------------------------------------------
// Purpose: If we're a passenger in a vehicle
//-----------------------------------------------------------------------------
bool CNPC_Alyx::RunningPassengerBehavior( void )
{
// Must be active and not outside the vehicle
if ( m_PassengerBehavior.IsRunning() && m_PassengerBehavior.GetPassengerState() != PASSENGER_STATE_OUTSIDE )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Handle "mobbed" combat condition when Alyx is overwhelmed by force
//-----------------------------------------------------------------------------
void CNPC_Alyx::DoMobbedCombatAI( void )
{
AIEnemiesIter_t iter;
float visibleEnemiesScore = 0.0f;
float closeEnemiesScore = 0.0f;
for ( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) )
{
if ( IRelationType( pEMemory->hEnemy ) != D_NU && IRelationType( pEMemory->hEnemy ) != D_LI && pEMemory->hEnemy->GetAbsOrigin().DistToSqr(GetAbsOrigin()) <= ALYX_MIN_CONSIDER_DIST )
{
if( pEMemory->hEnemy && pEMemory->hEnemy->IsAlive() && gpGlobals->curtime - pEMemory->timeLastSeen <= 0.5f && pEMemory->hEnemy->Classify() != CLASS_BULLSEYE )
{
if( pEMemory->hEnemy->GetAbsOrigin().DistToSqr(GetAbsOrigin()) <= ALYX_MIN_MOB_DIST_SQR )
{
closeEnemiesScore += 1.0f;
}
else
{
visibleEnemiesScore += 1.0f;
}
}
}
}
if( closeEnemiesScore > 2 )
{
SetCondition( COND_MOBBED_BY_ENEMIES );
// mark anyone in the mob as having mobbed me
for ( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) )
{
if ( pEMemory->bMobbedMe )
continue;
if ( IRelationType( pEMemory->hEnemy ) != D_NU && IRelationType( pEMemory->hEnemy ) != D_LI && pEMemory->hEnemy->GetAbsOrigin().DistToSqr(GetAbsOrigin()) <= ALYX_MIN_CONSIDER_DIST )
{
if( pEMemory->hEnemy && pEMemory->hEnemy->IsAlive() && gpGlobals->curtime - pEMemory->timeLastSeen <= 0.5f && pEMemory->hEnemy->Classify() != CLASS_BULLSEYE )
{
if( pEMemory->hEnemy->GetAbsOrigin().DistToSqr(GetAbsOrigin()) <= ALYX_MIN_MOB_DIST_SQR )
{
pEMemory->bMobbedMe = true;
}
}
}
}
}
else
{
ClearCondition( COND_MOBBED_BY_ENEMIES );
}
// Alyx's gun can never run out of ammo. Allow Alyx to ignore LOW AMMO warnings
// if she's in a close quarters fight with several enemies. She'll attempt to reload
// as soon as her combat situation is less pressing.
if( HasCondition( COND_MOBBED_BY_ENEMIES ) )
{
ClearCondition( COND_LOW_PRIMARY_AMMO );
}
// Say a combat thing
if( HasCondition( COND_MOBBED_BY_ENEMIES ) )
{
SpeakIfAllowed( TLK_MOBBED );
}
else if( visibleEnemiesScore > 4 )
{
SpeakIfAllowed( TLK_MANY_ENEMIES );
}
}
//-----------------------------------------------------------------------------
// Purpose: Custom AI for Alyx while in combat
//-----------------------------------------------------------------------------
void CNPC_Alyx::DoCustomCombatAI( void )
{
// Only run the following code if we're not in a vehicle
if ( RunningPassengerBehavior() == false )
{
// Do our mobbed by enemies logic
DoMobbedCombatAI();
}
CBaseEntity *pEnemy = GetEnemy();
if( HasCondition( COND_LOW_PRIMARY_AMMO ) )
{
if( pEnemy )
{
if( GetAbsOrigin().DistToSqr( pEnemy->GetAbsOrigin() ) < Square( 60.0f ) )
{
// Don't reload if an enemy is right in my face.
ClearCondition( COND_LOW_PRIMARY_AMMO );
}
}
}
if ( HasCondition( COND_LIGHT_DAMAGE ) )
{
if ( pEnemy && !IsCrouching() )
{
// If my enemy is shooting at me from a distance, crouch for protection
if ( EnemyDistance( pEnemy ) > ALYX_MIN_ENEMY_DIST_TO_CROUCH )
{
DesireCrouch();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::DoCustomSpeechAI( void )
{
BaseClass::DoCustomSpeechAI();
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( HasCondition(COND_NEW_ENEMY) && GetEnemy() )
{
if ( GetEnemy()->Classify() == CLASS_HEADCRAB )
{
CBaseHeadcrab *pHC = assert_cast<CBaseHeadcrab*>(GetEnemy());
// If we see a headcrab for the first time as he's jumping at me, freak out!
if ( ( GetEnemy()->GetEnemy() == this ) && pHC->IsJumping() && gpGlobals->curtime - GetEnemies()->FirstTimeSeen(GetEnemy()) < 0.5 )
{
SpeakIfAllowed( "TLK_SPOTTED_INCOMING_HEADCRAB" );
}
// If we see a headcrab leaving a zombie that just died, mention it
else if ( pHC->GetOwnerEntity() && ( pHC->GetOwnerEntity()->Classify() == CLASS_ZOMBIE ) && !pHC->GetOwnerEntity()->IsAlive() )
{
SpeakIfAllowed( "TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE" );
}
}
else if ( GetEnemy()->Classify() == CLASS_ZOMBIE )
{
CNPC_BaseZombie *pZombie = assert_cast<CNPC_BaseZombie*>(GetEnemy());
// If we see a zombie getting up, mention it
if ( pZombie->IsGettingUp() )
{
SpeakIfAllowed( "TLK_SPOTTED_ZOMBIE_WAKEUP" );
}
}
}
// Darkness mode speech
ClearCondition( COND_ALYX_IN_DARK );
if ( HL2GameRules()->IsAlyxInDarknessMode() )
{
// Even though the darkness light system will take flares into account when Alyx
// says she's lost the player in the darkness, players still think she's silly
// when they're too far from the flare to be seen.
// So, check for lit flares or other dynamic lights, and don't do
// a bunch of the darkness speech if there's a lit flare nearby.
bool bNearbyFlare = DarknessLightSourceWithinRadius( this, 500 );
if ( !bNearbyFlare )
{
SetCondition( COND_ALYX_IN_DARK );
if ( HasCondition( COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT ) || HasCondition( COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED ) )
{
// Player just turned off the flashlight. Start ramping up Alyx's breathing.
if ( !m_sndDarknessBreathing )
{
CPASAttenuationFilter filter( this );
m_sndDarknessBreathing = CSoundEnvelopeController::GetController().SoundCreate( filter, entindex(), CHAN_STATIC,
"ep_01.al_dark_breathing01", SNDLVL_TALKING );
CSoundEnvelopeController::GetController().Play( m_sndDarknessBreathing, 0.0f, PITCH_NORM );
}
if ( m_sndDarknessBreathing )
{
CSoundEnvelopeController::GetController().SoundChangeVolume( m_sndDarknessBreathing, ALYX_BREATHING_VOLUME_MAX, RandomFloat(10,20) );
m_SpeechWatch_BreathingRamp.Stop();
}
}
}
// If we lose an enemy due to the flashlight, comment about it
if ( !HasCondition( COND_SEE_ENEMY ) && m_bHadCondSeeEnemy && !HasCondition( COND_TALKER_PLAYER_DEAD ) )
{
if ( m_bDarknessSpeechAllowed && HasCondition( COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT ) &&
GetEnemy() && ( GetEnemy()->Classify() != CLASS_BULLSEYE ) )
{
SpeakIfAllowed( "TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT" );
}
else if ( m_bDarknessSpeechAllowed && HasCondition( COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED ) &&
GetEnemy() && ( GetEnemy()->Classify() != CLASS_BULLSEYE ) )
{
SpeakIfAllowed( "TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED" );
}
else if ( m_bDarknessSpeechAllowed && GetEnemy() && ( GetEnemy()->Classify() != CLASS_BULLSEYE ) &&
pPlayer && pPlayer->FlashlightIsOn() && !pPlayer->IsIlluminatedByFlashlight(GetEnemy(), NULL ) &&
FVisible( GetEnemy() ) )
{
SpeakIfAllowed( TLK_DARKNESS_ENEMY_IN_DARKNESS );
}
m_bHadCondSeeEnemy = false;
}
else if ( HasCondition( COND_SEE_ENEMY ) )
{
m_bHadCondSeeEnemy = true;
}
else if ( ( !GetEnemy() || ( GetEnemy()->Classify() == CLASS_BULLSEYE ) ) && m_bDarknessSpeechAllowed )
{
if ( HasCondition( COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED ) )
{
SpeakIfAllowed( TLK_DARKNESS_FLASHLIGHT_EXPIRED );
}
else if ( HasCondition( COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT ) )
{
SpeakIfAllowed( TLK_FLASHLIGHT_OFF );
}
else if ( HasCondition( COND_ALYX_PLAYER_TURNED_ON_FLASHLIGHT ) )
{
SpeakIfAllowed( TLK_FLASHLIGHT_ON );
}
}
// If we've just seen a new enemy, and it's illuminated by the flashlight,
// tell the player to keep the flashlight on 'em.
if ( HasCondition(COND_NEW_ENEMY) && !HasCondition( COND_TALKER_PLAYER_DEAD ) )
{
// First time we've seen this guy?
if ( gpGlobals->curtime - GetEnemies()->FirstTimeSeen(GetEnemy()) < 0.5 )
{
if ( pPlayer && pPlayer->IsIlluminatedByFlashlight(GetEnemy(), NULL ) && m_bDarknessSpeechAllowed &&
!LookerCouldSeeTargetInDarkness( this, GetEnemy() ) )
{
SpeakIfAllowed( "TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT" );
}
}
}
// When we lose the player, start lost-player talker after some time
if ( !bNearbyFlare && m_bDarknessSpeechAllowed )
{
if ( !HasCondition(COND_SEE_PLAYER) && !m_SpeechWatch_LostPlayer.IsRunning() )
{
m_SpeechWatch_LostPlayer.Set( 5,8 );
m_SpeechWatch_LostPlayer.Start();
m_MoveMonitor.SetMark( AI_GetSinglePlayer(), 48 );
}
else if ( m_SpeechWatch_LostPlayer.Expired() )
{
// Can't see the player?
if ( !HasCondition(COND_SEE_PLAYER) && !HasCondition( COND_TALKER_PLAYER_DEAD ) && !HasCondition( COND_SEE_ENEMY ) &&
( !pPlayer || pPlayer->GetAbsOrigin().DistToSqr(GetAbsOrigin()) > ALYX_DARKNESS_LOST_PLAYER_DIST ) )
{
// only speak if player hasn't moved.
if ( m_MoveMonitor.TargetMoved( AI_GetSinglePlayer() ) )
{
SpeakIfAllowed( "TLK_DARKNESS_LOSTPLAYER" );
m_SpeechWatch_LostPlayer.Set(10);
m_SpeechWatch_LostPlayer.Start();
m_bSpokeLostPlayerInDarkness = true;
}
}
}
// Speech concepts that only occur when the player's flashlight is off
if ( pPlayer && !HasCondition( COND_TALKER_PLAYER_DEAD ) && !pPlayer->FlashlightIsOn() )
{
// When the player first turns off the light, don't talk about sounds for a bit
if ( HasCondition( COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT ) || HasCondition( COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED ) )
{
m_SpeechTimer_HeardSound.Set(4);
}
else if ( m_SpeechWatch_SoundDelay.Expired() )
{
// We've waited for a bit after the sound, now talk about it
SpeakIfAllowed( "TLK_DARKNESS_HEARDSOUND" );
m_SpeechWatch_SoundDelay.Stop();
}
else if ( HasCondition( COND_HEAR_SPOOKY ) )
{
// If we hear anything while the player's flashlight is off, randomly mention it
if ( m_SpeechTimer_HeardSound.Expired() )
{
m_SpeechTimer_HeardSound.Set(10);
// Wait for the sound to play for a bit before speaking about it
m_SpeechWatch_SoundDelay.Set( 1.0,3.0 );
m_SpeechWatch_SoundDelay.Start();
}
}
}
}
// Stop the heard sound response if the player turns the flashlight on
if ( bNearbyFlare || HasCondition( COND_ALYX_PLAYER_TURNED_ON_FLASHLIGHT ) )
{
m_SpeechWatch_SoundDelay.Stop();
if ( m_sndDarknessBreathing )
{
CSoundEnvelopeController::GetController().SoundChangeVolume( m_sndDarknessBreathing, 0.0f, 0.5 );
m_SpeechWatch_BreathingRamp.Stop();
}
}
}
else
{
if ( m_sndDarknessBreathing )
{
CSoundEnvelopeController::GetController().SoundChangeVolume( m_sndDarknessBreathing, 0.0f, 0.5 );
m_SpeechWatch_BreathingRamp.Stop();
}
if ( !HasCondition(COND_SEE_PLAYER) && !m_SpeechWatch_FoundPlayer.IsRunning() )
{
// wait a minute before saying something when alyx sees him again
m_SpeechWatch_FoundPlayer.Set( 60, 75 );
m_SpeechWatch_FoundPlayer.Start();
}
else if ( HasCondition(COND_SEE_PLAYER) )
{
if ( m_SpeechWatch_FoundPlayer.Expired() && m_bDarknessSpeechAllowed )
{
SpeakIfAllowed( "TLK_FOUNDPLAYER" );
}
m_SpeechWatch_FoundPlayer.Stop();
}
}
// If we spoke lost-player, and now we see him/her, say so
if ( m_bSpokeLostPlayerInDarkness )
{
// If we've left darkness mode, or if the player has blinded me with
// the flashlight, don't bother speaking the found player line.
if ( !m_bIsFlashlightBlind && HL2GameRules()->IsAlyxInDarknessMode() && m_bDarknessSpeechAllowed )
{
if ( HasCondition(COND_SEE_PLAYER) && !HasCondition( COND_TALKER_PLAYER_DEAD ) )
{
if ( ( m_fTimeUntilNextDarknessFoundPlayer == AI_INVALID_TIME ) || ( gpGlobals->curtime < m_fTimeUntilNextDarknessFoundPlayer ) )
{
SpeakIfAllowed( "TLK_DARKNESS_FOUNDPLAYER" );
}
m_bSpokeLostPlayerInDarkness = false;
}
}
else
{
m_bSpokeLostPlayerInDarkness = false;
}
}
if ( ( !m_bDarknessSpeechAllowed || HasCondition(COND_SEE_PLAYER) ) && m_SpeechWatch_LostPlayer.IsRunning() )
{
m_SpeechWatch_LostPlayer.Stop();
m_MoveMonitor.ClearMark();
}
// Ramp the breathing back up after speaking
if ( m_SpeechWatch_BreathingRamp.IsRunning() )
{
if ( m_SpeechWatch_BreathingRamp.Expired() )
{
CSoundEnvelopeController::GetController().SoundChangeVolume( m_sndDarknessBreathing, ALYX_BREATHING_VOLUME_MAX, RandomFloat(5,10) );
m_SpeechWatch_BreathingRamp.Stop();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Alyx::SpeakIfAllowed( AIConcept_t concept, const char *modifiers /*= NULL*/, bool bRespondingToPlayer /*= false*/, char *pszOutResponseChosen /*= NULL*/, size_t bufsize /* = 0 */ )
{
if ( BaseClass::SpeakIfAllowed( concept, modifiers, bRespondingToPlayer, pszOutResponseChosen, bufsize ) )
{
// If we're breathing in the darkness, drop the volume quickly
if ( m_sndDarknessBreathing && CSoundEnvelopeController::GetController().SoundGetVolume( m_sndDarknessBreathing ) > 0.0 )
{
CSoundEnvelopeController::GetController().SoundChangeVolume( m_sndDarknessBreathing, 0.0f, 0.1 );
// Ramp up the sound again after the response is over
float flDelay = (GetTimeSpeechComplete() - gpGlobals->curtime);
m_SpeechWatch_BreathingRamp.Set( flDelay );
m_SpeechWatch_BreathingRamp.Start();
}
return true;
}
return false;
}
extern int ACT_ANTLION_FLIP;
extern int ACT_ANTLION_ZAP_FLIP;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Disposition_t CNPC_Alyx::IRelationType( CBaseEntity *pTarget )
{
Disposition_t disposition = BaseClass::IRelationType( pTarget );
if ( pTarget == NULL )
return disposition;
if( pTarget->Classify() == CLASS_ANTLION )
{
if( disposition == D_HT )
{
// If Alyx hates this antlion (default relationship), make her fear it, if it is very close.
if( GetAbsOrigin().DistToSqr(pTarget->GetAbsOrigin()) < ALYX_FEAR_ANTLION_DIST_SQR )
{
disposition = D_FR;
}
// Fall through...
}
}
else if( pTarget->Classify() == CLASS_ZOMBIE && disposition == D_HT && GetActiveWeapon() )
{
if( GetAbsOrigin().DistToSqr(pTarget->GetAbsOrigin()) < ALYX_FEAR_ZOMBIE_DIST_SQR )
{
// Be afraid of a zombie that's near if I'm not allowed to dodge. This will make Alyx back away.
return D_FR;
}
}
else if ( pTarget->Classify() == CLASS_MISSILE )
{
// Fire at missiles while in the vehicle
if ( IsInAVehicle() )
return D_HT;
}
return disposition;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Alyx::IRelationPriority( CBaseEntity *pTarget )
{
int priority = BaseClass::IRelationPriority( pTarget );
if( pTarget->Classify() == CLASS_ANTLION )
{
// Make Alyx prefer Antlions that are flipped onto their backs.
// UNLESS she has a different enemy that could melee attack her while her back is turned.
CAI_BaseNPC *pNPC = pTarget->MyNPCPointer();
if ( pNPC && ( pNPC->GetActivity() == ACT_ANTLION_FLIP || pNPC->GetActivity() == ACT_ANTLION_ZAP_FLIP ) )
{
if( GetEnemy() && GetEnemy() != pTarget )
{
// I have an enemy that is not this thing. If that enemy is near, I shouldn't
// become distracted.
if( GetAbsOrigin().DistToSqr(GetEnemy()->GetAbsOrigin()) < Square(180) )
{
return priority;
}
}
priority += 1;
}
}
return priority;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define ALYX_360_VIEW_DIST_SQR 129600 // 30 feet
bool CNPC_Alyx::FInViewCone( CBaseEntity *pEntity )
{
// Alyx can see 360 degrees but only at limited distance. This allows her to be aware of a
// large mob of enemies (usually antlions or zombies) closing in. This situation is so obvious to the
// player that it doesn't make sense for Alyx to be unaware of the entire group simply because she
// hasn't seen all of the enemies with her own eyes.
if( ( pEntity->IsNPC() || pEntity->IsPlayer() ) && pEntity->GetAbsOrigin().DistToSqr(GetAbsOrigin()) <= ALYX_360_VIEW_DIST_SQR )
{
// Only see players and NPC's with 360 cone
// For instance, DON'T tell the eyeball/head tracking code that you can see an object that is behind you!
return true;
}
// Else, fall through...
if ( HL2GameRules()->IsAlyxInDarknessMode() )
{
if ( CanSeeEntityInDarkness( pEntity ) )
return true;
}
return BaseClass::FInViewCone( pEntity );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
//-----------------------------------------------------------------------------
bool CNPC_Alyx::CanSeeEntityInDarkness( CBaseEntity *pEntity )
{
/*
// Alyx can see enemies that are right next to her
// Robin: Disabled, made her too effective, you could safely leave her alone.
if ( pEntity->IsNPC() )
{
if ( (pEntity->WorldSpaceCenter() - EyePosition()).LengthSqr() < (80*80) )
return true;
}
*/
CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
if ( pPlayer && pEntity != pPlayer )
{
if ( pPlayer->IsIlluminatedByFlashlight(pEntity, NULL ) )
return true;
}
return LookerCouldSeeTargetInDarkness( this, pEntity );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Alyx::QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC)
{
if ( HL2GameRules()->IsAlyxInDarknessMode() )
{
if ( !CanSeeEntityInDarkness( pEntity ) )
return false;
}
return BaseClass::QuerySeeEntity(pEntity, bOnlyHateOrFearIfNPC);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Alyx::IsCoverPosition( const Vector &vecThreat, const Vector &vecPosition )
{
return BaseClass::IsCoverPosition( vecThreat, vecPosition );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Activity CNPC_Alyx::NPC_TranslateActivity( Activity activity )
{
activity = BaseClass::NPC_TranslateActivity( activity );
if ( activity == ACT_RUN && GetEnemy() && GetEnemy()->Classify() == CLASS_COMBINE_GUNSHIP )
{
// Always cower from gunship!
if ( HaveSequenceForActivity( ACT_RUN_PROTECTED ) )
activity = ACT_RUN_PROTECTED;
}
switch ( activity )
{
// !!!HACK - Alyx doesn't have the required animations for shotguns,
// so trick her into using the rifle counterparts for now (sjb)
case ACT_RUN_AIM_SHOTGUN: return ACT_RUN_AIM_RIFLE;
case ACT_WALK_AIM_SHOTGUN: return ACT_WALK_AIM_RIFLE;
case ACT_IDLE_ANGRY_SHOTGUN: return ACT_IDLE_ANGRY_SMG1;
case ACT_RANGE_ATTACK_SHOTGUN_LOW: return ACT_RANGE_ATTACK_SMG1_LOW;
case ACT_PICKUP_RACK: return (Activity)ACT_ALYX_PICKUP_RACK;
case ACT_DROP_WEAPON: if ( HasShotgun() ) return (Activity)ACT_DROP_WEAPON_SHOTGUN;
}
return activity;
}
bool CNPC_Alyx::ShouldDeferToFollowBehavior()
{
return BaseClass::ShouldDeferToFollowBehavior();
}
void CNPC_Alyx::BuildScheduleTestBits()
{
bool bIsInteracting = false;
bIsInteracting = ( IsCurSchedule(SCHED_ALYX_PREPARE_TO_INTERACT_WITH_TARGET, false) ||
IsCurSchedule(SCHED_ALYX_WAIT_TO_INTERACT_WITH_TARGET, false) ||
IsCurSchedule(SCHED_ALYX_INTERACT_WITH_TARGET, false) ||
IsCurSchedule(SCHED_ALYX_INTERACTION_INTERRUPTED, false) ||
IsCurSchedule(SCHED_ALYX_FINISH_INTERACTING_WITH_TARGET, false) );
if( !bIsInteracting && IsAllowedToInteract() )
{
switch( m_NPCState )
{
case NPC_STATE_COMBAT:
SetCustomInterruptCondition( COND_ALYX_HAS_INTERACT_TARGET );
SetCustomInterruptCondition( COND_ALYX_CAN_INTERACT_WITH_TARGET );
break;
case NPC_STATE_ALERT:
case NPC_STATE_IDLE:
SetCustomInterruptCondition( COND_ALYX_HAS_INTERACT_TARGET );
SetCustomInterruptCondition( COND_ALYX_CAN_INTERACT_WITH_TARGET );
break;
}
}
// This nugget fixes a bug where Alyx will continue to attack an enemy she no longer hates in the
// case where her relationship with the enemy changes while she's running a SCHED_SCENE_GENERIC.
// Since we don't run ChooseEnemy() when we're running a schedule that doesn't interrupt on COND_NEW_ENEMY,
// we also do not re-evaluate and flush enemies we don't hate anymore. (sjb 6/9/2005)
if( IsCurSchedule(SCHED_SCENE_GENERIC) && GetEnemy() && GetEnemy()->VPhysicsGetObject() )
{
if( GetEnemy()->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
{
SetCustomInterruptCondition( COND_NEW_ENEMY );
}
}
if( GetCurSchedule()->HasInterrupt( COND_IDLE_INTERRUPT ) )
{
SetCustomInterruptCondition( COND_BETTER_WEAPON_AVAILABLE );
}
// If we're not in a script, keep an eye out for falling
if ( m_NPCState != NPC_STATE_SCRIPT && !IsInAVehicle() && !IsCurSchedule(SCHED_ALYX_FALL_TO_GROUND,false) )
{
SetCustomInterruptCondition( COND_FLOATING_OFF_GROUND );
}
BaseClass::BuildScheduleTestBits();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Alyx::ShouldBehaviorSelectSchedule( CAI_BehaviorBase *pBehavior )
{
if( pBehavior == &m_AssaultBehavior )
{
if( HasCondition( COND_MOBBED_BY_ENEMIES ))
return false;
}
return BaseClass::ShouldBehaviorSelectSchedule( pBehavior );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Alyx::SelectSchedule( void )
{
// If we're in darkness mode, and the player has the flashlight off, and we hear a zombie footstep,
// and the player isn't nearby, deliberately turn away from the zombie to let the zombie grab me.
if ( HL2GameRules()->IsAlyxInDarknessMode() && m_NPCState == NPC_STATE_ALERT )
{
if ( HasCondition ( COND_HEAR_COMBAT ) && !HasCondition(COND_SEE_PLAYER) )
{
CSound *pBestSound = GetBestSound();
if ( pBestSound && pBestSound->m_hOwner )
{
if ( pBestSound->m_hOwner->Classify() == CLASS_ZOMBIE && pBestSound->SoundChannel() == SOUNDENT_CHANNEL_NPC_FOOTSTEP )
return SCHED_ALYX_ALERT_FACE_AWAYFROM_BESTSOUND;
}
}
}
if( HasCondition(COND_ALYX_CAN_INTERACT_WITH_TARGET) )
return SCHED_ALYX_INTERACT_WITH_TARGET;
if( HasCondition(COND_ALYX_HAS_INTERACT_TARGET) && HasCondition(COND_SEE_PLAYER) && IsAllowedToInteract() )
{
ExpireCurrentRandomLookTarget();
if( IsEMPHolstered() )
{
return SCHED_ALYX_PREPARE_TO_INTERACT_WITH_TARGET;
}
return SCHED_ALYX_WAIT_TO_INTERACT_WITH_TARGET;
}
if( !IsEMPHolstered() && !HasInteractTarget() && !m_ActBusyBehavior.IsActive() )
return SCHED_ALYX_HOLSTER_EMP;
if ( HasCondition(COND_BETTER_WEAPON_AVAILABLE) )
{
if( m_iszPendingWeapon != NULL_STRING )
{
return SCHED_SWITCH_TO_PENDING_WEAPON;
}
else
{
CBaseHLCombatWeapon *pWeapon = dynamic_cast<CBaseHLCombatWeapon *>(Weapon_FindUsable( WEAPON_SEARCH_DELTA ));
if ( pWeapon )
{
m_flNextWeaponSearchTime = gpGlobals->curtime + 10.0;
// Now lock the weapon for several seconds while we go to pick it up.
pWeapon->Lock( 10.0, this );
SetTarget( pWeapon );
return SCHED_ALYX_NEW_WEAPON;
}
}
}
if ( HasCondition(COND_ENEMY_OCCLUDED) )
{
//Warning("CROUCH: Standing, enemy is occluded.\n" );
Stand();
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Alyx::SelectScheduleDanger( void )
{
if( HasCondition( COND_HEAR_DANGER ) )
{
CSound *pSound;
pSound = GetBestSound( SOUND_DANGER );
ASSERT( pSound != NULL );
if ( pSound && (pSound->m_iType & SOUND_DANGER) && ( pSound->SoundChannel() == SOUNDENT_CHANNEL_ZOMBINE_GRENADE ) )
{
SpeakIfAllowed( TLK_DANGER_ZOMBINE_GRENADE );
}
}
return BaseClass::SelectScheduleDanger();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Alyx::TranslateSchedule( int scheduleType )
{
switch( scheduleType )
{
case SCHED_ALERT_FACE_BESTSOUND:
return SCHED_ALYX_ALERT_FACE_BESTSOUND;
break;
case SCHED_COMBAT_FACE:
if ( !HasCondition(COND_TASK_FAILED) && !IsCrouching() )
return SCHED_ALYX_COMBAT_FACE;
break;
case SCHED_WAKE_ANGRY:
return SCHED_ALYX_WAKE_ANGRY;
break;
case SCHED_FALL_TO_GROUND:
return SCHED_ALYX_FALL_TO_GROUND;
break;
case SCHED_ALERT_REACT_TO_COMBAT_SOUND:
return SCHED_ALYX_ALERT_REACT_TO_COMBAT_SOUND;
break;
case SCHED_COWER:
case SCHED_PC_COWER:
// Alyx doesn't have cower animations.
return SCHED_FAIL;
case SCHED_RANGE_ATTACK1:
{
if ( GetEnemy() )
{
CBaseEntity *pEnemy = GetEnemy();
if ( !IsCrouching() )
{
// Does my enemy have enough health to warrant crouching?
if ( pEnemy->GetHealth() > ALYX_MIN_ENEMY_HEALTH_TO_CROUCH )
{
// And are they far enough away? Expand the min dist so we don't crouch & stand immediately.
if ( EnemyDistance( pEnemy ) > (ALYX_MIN_ENEMY_DIST_TO_CROUCH * 1.5) && (pEnemy->GetFlags() & FL_ONGROUND) )
{
//Warning("CROUCH: Desiring due to enemy far away.\n" );
DesireCrouch();
}
}
}
// Are we supposed to be crouching?
if ( IsCrouching() || ( CrouchIsDesired() && !HasCondition( COND_HEAVY_DAMAGE ) ) )
{
// See if they're a valid crouch target
if ( EnemyIsValidCrouchTarget( pEnemy ) )
{
Crouch();
}
else
{
//Warning("CROUCH: Standing, enemy not valid crouch target.\n" );
Stand();
}
}
else
{
//Warning("CROUCH: Standing, no enemy.\n" );
Stand();
}
}
return SCHED_ALYX_RANGE_ATTACK1;
}
break;
case SCHED_HIDE_AND_RELOAD:
{
if ( HL2GameRules()->IsAlyxInDarknessMode() )
return SCHED_RELOAD;
// If I don't have a ranged attacker as an enemy, don't try to hide
AIEnemiesIter_t iter;
for ( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) )
{
CAI_BaseNPC *pEnemy = pEMemory->hEnemy.Get()->MyNPCPointer();
if ( !pEnemy )
continue;
// Ignore enemies that don't hate me
if ( pEnemy->IRelationType( this ) != D_HT )
continue;
// Look for enemies with ranged capabilities
if ( pEnemy->CapabilitiesGet() & ( bits_CAP_WEAPON_RANGE_ATTACK1 | bits_CAP_WEAPON_RANGE_ATTACK2 | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 ) )
return SCHED_HIDE_AND_RELOAD;
}
return SCHED_RELOAD;
}
break;
case SCHED_RUN_FROM_ENEMY:
if ( HasCondition( COND_MOBBED_BY_ENEMIES ) )
{
return SCHED_RUN_FROM_ENEMY_MOB;
}
break;
case SCHED_IDLE_STAND:
return SCHED_ALYX_IDLE_STAND;
#ifdef HL2_EPISODIC
case SCHED_RUN_RANDOM:
if( GetEnemy() && HasCondition(COND_SEE_ENEMY) && GetActiveWeapon() )
{
// SCHED_RUN_RANDOM is a last ditch effort, it's the bottom of a chain of
// sequential schedule failures. Since this can cause Alyx to freeze up,
// just let her fight if she can. (sjb).
return SCHED_RANGE_ATTACK1;
}
break;
#endif// HL2_EPISODIC
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_SOUND_WAKE:
LocateEnemySound();
// Don't do the half second wait here that the PlayerCompanion class does. (sbj) 1/4/2006
TaskComplete();
break;
case TASK_ANNOUNCE_ATTACK:
{
SpeakAttacking();
BaseClass::StartTask( pTask );
break;
}
case TASK_ALYX_BUILD_COMBAT_FACE_PATH:
{
if ( GetEnemy() && !FInAimCone( GetEnemyLKP() ) && FVisible( GetEnemyLKP() ) )
{
Vector vecToEnemy = GetEnemyLKP() - GetAbsOrigin();
VectorNormalize( vecToEnemy );
Vector vecMoveGoal = GetAbsOrigin() - (vecToEnemy * 24.0f);
if ( !GetNavigator()->SetGoal( vecMoveGoal ) )
{
TaskFail(FAIL_NO_ROUTE);
}
else
{
GetMotor()->SetIdealYawToTarget( GetEnemy()->WorldSpaceCenter() );
GetNavigator()->SetArrivalDirection( GetEnemy() );
TaskComplete();
}
}
else
{
TaskFail("Defaulting To BaseClass::CombatFace");
}
}
break;
case TASK_ALYX_HOLSTER_AND_DESTROY_PISTOL:
{
// If we don't have the alyx gun, throw away our current,
// since the alyx gun is the only one we can tuck away.
if ( HasAlyxgun() )
{
SetDesiredWeaponState( DESIREDWEAPONSTATE_HOLSTERED_DESTROYED );
}
else
{
Weapon_Drop( GetActiveWeapon() );
}
SetWait( 1 ); // Wait while she does it.
}
break;
case TASK_STOP_MOVING:
if ( npc_alyx_force_stop_moving.GetBool() )
{
if ( ( GetNavigator()->IsGoalSet() && GetNavigator()->IsGoalActive() ) || GetNavType() == NAV_JUMP )
{
DbgNavMsg( this, "Start TASK_STOP_MOVING\n" );
DbgNavMsg( this, "Initiating stopping path\n" );
GetNavigator()->StopMoving( false );
// E3 Hack
if ( HasPoseMoveYaw() )
{
SetPoseParameter( m_poseMove_Yaw, 0 );
}
}
else
{
if ( GetNavigator()->SetGoalFromStoppingPath() )
{
DbgNavMsg( this, "Start TASK_STOP_MOVING\n" );
DbgNavMsg( this, "Initiating stopping path\n" );
}
else
{
GetNavigator()->ClearGoal();
if ( IsMoving() )
{
SetIdealActivity( GetStoppedActivity() );
}
TaskComplete();
}
}
}
else
{
BaseClass::StartTask( pTask );
}
break;
case TASK_REACT_TO_COMBAT_SOUND:
{
CSound *pSound = GetBestSound();
if( pSound && pSound->IsSoundType(SOUND_COMBAT) && pSound->IsSoundType(SOUND_CONTEXT_GUNFIRE) )
{
AnalyzeGunfireSound(pSound);
}
TaskComplete();
}
break;
case TASK_ALYX_HOLSTER_PISTOL:
HolsterPistol();
TaskComplete();
break;
case TASK_ALYX_DRAW_PISTOL:
DrawPistol();
TaskComplete();
break;
case TASK_ALYX_WAIT_HACKING:
SetWait( pTask->flTaskData );
break;
case TASK_ALYX_GET_PATH_TO_INTERACT_TARGET:
{
if( !HasInteractTarget() )
{
TaskFail("No interact target");
return;
}
AI_NavGoal_t goal;
goal.type = GOALTYPE_LOCATION;
goal.dest = GetInteractTarget()->WorldSpaceCenter();
goal.pTarget = GetInteractTarget();
GetNavigator()->SetGoal( goal );
}
break;
case TASK_ALYX_ANNOUNCE_HACK:
SpeakIfAllowed( CONCEPT_ALYX_REQUEST_ITEM );
TaskComplete();
break;
case TASK_ALYX_BEGIN_INTERACTION:
{
INPCInteractive *pInteractive = dynamic_cast<INPCInteractive *>(GetInteractTarget());
if ( pInteractive )
{
EmpZapTarget( GetInteractTarget() );
pInteractive->AlyxStartedInteraction();
pInteractive->NotifyInteraction(this);
pInteractive->AlyxFinishedInteraction();
m_OnFinishInteractWithObject.FireOutput( GetInteractTarget(), this );
}
TaskComplete();
}
break;
case TASK_ALYX_COMPLETE_INTERACTION:
{
INPCInteractive *pInteractive = dynamic_cast<INPCInteractive *>(GetInteractTarget());
if( pInteractive )
{
for( int i = 0 ; i < 3 ; i++ )
{
g_pEffects->Sparks( GetInteractTarget()->WorldSpaceCenter() );
}
GetInteractTarget()->EmitSound("DoSpark");
Speak( CONCEPT_ALYX_INTERACTION_DONE );
SetInteractTarget(NULL);
}
TaskComplete();
}
break;
case TASK_ALYX_SET_IDLE_ACTIVITY:
{
Activity goalActivity = (Activity)((int)pTask->flTaskData);
if ( IsActivityFinished() )
{
SetIdealActivity( goalActivity );
}
}
break;
case TASK_ALYX_FALL_TO_GROUND:
// If we wait this long without landing, we'll fall to our death
SetWait(2);
break;
default:
BaseClass::StartTask(pTask);
break;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Alyx::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_ALYX_HOLSTER_AND_DESTROY_PISTOL:
if( IsWaitFinished() )
TaskComplete();
break;
case TASK_STOP_MOVING:
{
if ( npc_alyx_force_stop_moving.GetBool() )
{
ChainRunTask( TASK_WAIT_FOR_MOVEMENT );
if ( !TaskIsRunning() )
{
DbgNavMsg( this, "TASK_STOP_MOVING Complete\n" );
}
}
else
{
BaseClass::RunTask( pTask );
}
break;
}
case TASK_ALYX_WAIT_HACKING:
if( GetInteractTarget() && random->RandomInt(0, 3) == 0 )
{
g_pEffects->Sparks( GetInteractTarget()->WorldSpaceCenter() );
GetInteractTarget()->EmitSound("DoSpark");
}
if ( IsWaitFinished() )
{
TaskComplete();
}
break;
case TASK_ALYX_SET_IDLE_ACTIVITY:
{
if ( IsActivityStarted() )
{
TaskComplete();
}
}
break;
case TASK_ALYX_FALL_TO_GROUND:
if ( GetFlags() & FL_ONGROUND )
{
TaskComplete();
}
else if( IsWaitFinished() )
{
// Call back to the base class & see if it can find a ground for us
// If it can't, we'll fall to our death
ChainRunTask( TASK_FALL_TO_GROUND );
if ( TaskIsRunning() )
{
CTakeDamageInfo info;
info.SetDamage( m_iHealth );
info.SetAttacker( this );
info.SetInflictor( this );
info.SetDamageType( DMG_GENERIC );
TakeDamage( info );
}
}
break;
default:
BaseClass::RunTask(pTask);
break;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Alyx::OnStateChange( NPC_STATE OldState, NPC_STATE NewState )
{
switch( NewState )
{
case NPC_STATE_COMBAT:
{
m_fCombatStartTime = gpGlobals->curtime;
}
break;
default:
if( OldState == NPC_STATE_COMBAT )
{
// coming out of combat state.
m_fCombatEndTime = gpGlobals->curtime + 2.0f;
}
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
// FIXME: hack until some way of removing decals after healing
m_fNoDamageDecal = true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Alyx::CanBeHitByMeleeAttack( CBaseEntity *pAttacker )
{
if( IsCurSchedule(SCHED_DUCK_DODGE) )
{
return false;
}
return BaseClass::CanBeHitByMeleeAttack( pAttacker );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Alyx::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
//!!!HACKHACK - EP1 - Stop alyx taking all physics damage to prevent her dying
// in freak accidents resembling spontaneous stress damage death (which are now impossible)
// Also stop her taking damage from flames: Fixes her being burnt to death from entity flames
// attached to random debris chunks while inside scripted sequences.
if( info.GetDamageType() & (DMG_CRUSH | DMG_BURN) )
return 0;
// If we're in commentary mode, prevent her taking damage from other NPCs
if ( IsInCommentaryMode() && info.GetAttacker() && info.GetAttacker()->IsNPC() )
return 0;
int taken = BaseClass::OnTakeDamage_Alive(info);
if ( taken && HL2GameRules()->IsAlyxInDarknessMode() && !HasCondition( COND_TALKER_PLAYER_DEAD ) )
{
if ( !HasCondition(COND_SEE_ENEMY) && (info.GetDamageType() & (DMG_SLASH | DMG_CLUB) ) )
{
// I've taken melee damage. If I haven't seen the enemy for a few seconds, make some noise.
float flLastTimeSeen = GetEnemies()->LastTimeSeen( info.GetAttacker(), false );
if ( flLastTimeSeen == AI_INVALID_TIME || gpGlobals->curtime - flLastTimeSeen > 3.0 )
{
SpeakIfAllowed( "TLK_DARKNESS_UNKNOWN_WOUND" );
m_fTimeUntilNextDarknessFoundPlayer = gpGlobals->curtime + RandomFloat( 3, 5 );
}
}
}
if( taken && (info.GetDamageType() & DMG_BLAST) )
{
if ( HasShotgun() )
{
if ( !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST) && !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN) )
{
RestartGesture( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN );
GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + SequenceDuration( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN ) + 0.5f );
}
}
else
{
if ( !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST) && !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST_DAMAGED) )
{
RestartGesture( ACT_GESTURE_FLINCH_BLAST_DAMAGED );
GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + SequenceDuration( ACT_GESTURE_FLINCH_BLAST_DAMAGED ) + 0.5f );
}
}
}
return taken;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool CNPC_Alyx::FCanCheckAttacks()
{
if( GetEnemy() && IsGunship( GetEnemy() ) )
{
// Don't attack gunships
return false;
}
return BaseClass::FCanCheckAttacks();
}
//-----------------------------------------------------------------------------
// Purpose: Half damage against Combine Soldiers in outland_10
//-----------------------------------------------------------------------------
float CNPC_Alyx::GetAttackDamageScale( CBaseEntity *pVictim )
{
if( g_HackOutland10DamageHack && pVictim->Classify() == CLASS_COMBINE )
{
return 0.75f;
}
return BaseClass::GetAttackDamageScale( pVictim );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Alyx::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
{
if( interactionType == g_interactionZombieMeleeWarning && IsAllowedToDodge() )
{
// If a zombie is attacking, ditch my current schedule and duck if I'm running a schedule that will
// be interrupted if I'm hit.
if( ConditionInterruptsCurSchedule(COND_LIGHT_DAMAGE) || ConditionInterruptsCurSchedule( COND_HEAVY_DAMAGE) )
{
//Only dodge an NPC you can see attacking.
if( sourceEnt && FInViewCone(sourceEnt) )
{
SetSchedule(SCHED_DUCK_DODGE);
}
}
return true;
}
if( interactionType == g_interactionPlayerPuntedHeavyObject )
{
// Try to get Alyx out of the way when player is punting cars around.
CBaseEntity *pProp = (CBaseEntity*)(data);
if( pProp )
{
float distToProp = pProp->WorldSpaceCenter().DistTo( GetAbsOrigin() );
float distToPlayer = sourceEnt->WorldSpaceCenter().DistTo( GetAbsOrigin() );
// Do this if the prop is within 60 feet, and is closer to me than the player is.
if( distToProp < (60.0f * 12.0f) && (distToProp < distToPlayer) )
{
if( fabs(pProp->WorldSpaceCenter().z - WorldSpaceCenter().z) <= 120.0f )
{
if( sourceEnt->FInViewCone(this) )
{
CSoundEnt::InsertSound( SOUND_MOVE_AWAY, EarPosition(), 16, 1.0f, pProp );
}
}
}
}
return true;
}
return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Alyx::HolsterPistol()
{
if( GetActiveWeapon() )
{
GetActiveWeapon()->AddEffects(EF_NODRAW);
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Alyx::DrawPistol()
{
if( GetActiveWeapon() )
{
GetActiveWeapon()->RemoveEffects(EF_NODRAW);
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Alyx::Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget, const Vector *pVelocity )
{
BaseClass::Weapon_Drop( pWeapon, pvecTarget, pVelocity );
if( pWeapon && pWeapon->ClassMatches( CLASSNAME_ALYXGUN ) )
{
pWeapon->SUB_Remove();
}
m_WeaponType = WT_NONE;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Alyx::IsAllowedToAim()
{
// Alyx can aim only if fully agitated
if( GetReadinessLevel() != AIRL_AGITATED )
return false;
return BaseClass::IsAllowedToAim();
}
//-----------------------------------------------------------------------------
void CNPC_Alyx::PainSound( const CTakeDamageInfo &info )
{
// Alex has specific sounds for when attacked in the dark
if ( !HasCondition( COND_ALYX_IN_DARK ) )
{
// set up the speech modifiers
CFmtStrN<128> modifiers( "damageammo:%s", info.GetAmmoName() );
SpeakIfAllowed( TLK_WOUND, modifiers );
}
}
//-----------------------------------------------------------------------------
void CNPC_Alyx::DeathSound( const CTakeDamageInfo &info )
{
// Sentences don't play on dead NPCs
SentenceStop();
if ( !SpokeConcept( TLK_SELF_IN_BARNACLE ) )
{
EmitSound( "npc_alyx.die" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::OnSeeEntity( CBaseEntity *pEntity )
{
BaseClass::OnSeeEntity(pEntity);
if( pEntity->IsPlayer() && pEntity->IsEFlagSet(EFL_IS_BEING_LIFTED_BY_BARNACLE) )
{
SpeakIfAllowed( TLK_ALLY_IN_BARNACLE );
}
}
//---------------------------------------------------------
// A sort of trivial rejection, this function tells us whether
// this object is something Alyx can interact with at all.
// (Alyx's state and the object's state are not considered
// at this stage)
//---------------------------------------------------------
bool CNPC_Alyx::IsValidInteractTarget( CBaseEntity *pTarget )
{
INPCInteractive *pInteractive = dynamic_cast<INPCInteractive *>(pTarget);
if( !pInteractive )
{
// Not an INPCInteractive entity.
return false;
}
if( !pInteractive->CanInteractWith(this) )
{
return false;
}
if( pInteractive->HasBeenInteractedWith() )
{
// Already been interacted with.
return false;
}
IPhysicsObject *pPhysics;
pPhysics = pTarget->VPhysicsGetObject();
if( pPhysics )
{
if( !(pPhysics->GetGameFlags() & FVPHYSICS_PLAYER_HELD) )
{
// Player isn't holding this physics object
return false;
}
}
if( GetAbsOrigin().DistToSqr(pTarget->WorldSpaceCenter()) > (360.0f * 360.0f) )
{
// Too far away!
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::SetInteractTarget( CBaseEntity *pTarget )
{
if( !pTarget )
{
ClearCondition( COND_ALYX_HAS_INTERACT_TARGET );
ClearCondition( COND_ALYX_CAN_INTERACT_WITH_TARGET );
SetCondition( COND_ALYX_NO_INTERACT_TARGET );
SetCondition( COND_ALYX_CAN_NOT_INTERACT_WITH_TARGET );
}
m_hHackTarget.Set(pTarget);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Alyx::EmpZapTarget( CBaseEntity *pTarget )
{
g_pEffects->Sparks( pTarget->WorldSpaceCenter() );
CAlyxEmpEffect *pEmpEffect = (CAlyxEmpEffect*)CreateEntityByName( "env_alyxemp" );
if( pEmpEffect )
{
pEmpEffect->Spawn();
pEmpEffect->ActivateAutomatic( this, pTarget );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Alyx::CanInteractWithTarget( CBaseEntity *pTarget )
{
if( !IsValidInteractTarget(pTarget) )
return false;
float flDist;
flDist = (WorldSpaceCenter() - pTarget->WorldSpaceCenter()).Length();
if( flDist > 80.0f )
{
return false;
}
if( !IsAllowedToInteract() )
{
SpeakIfAllowed( TLK_CANT_INTERACT_NOW );
return false;
}
if( IsEMPHolstered() )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Player has illuminated this NPC with the flashlight
//-----------------------------------------------------------------------------
void CNPC_Alyx::PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot )
{
if ( m_bIsFlashlightBlind )
return;
if ( !CanBeBlindedByFlashlight( true ) )
return;
// Ignore the flashlight if it's not shining at my eyes
if ( PlayerFlashlightOnMyEyes( pPlayer ) )
{
char szResponse[AI_Response::MAX_RESPONSE_NAME];
// Only say the blinding speech if it's time to
if ( SpeakIfAllowed( "TLK_FLASHLIGHT_ILLUM", NULL, false, szResponse, AI_Response::MAX_RESPONSE_NAME ) )
{
m_iszCurrentBlindScene = AllocPooledString( szResponse );
ADD_DEBUG_HISTORY( HISTORY_ALYX_BLIND, UTIL_VarArgs( "(%0.2f) Alyx: start flashlight blind scene '%s'\n", gpGlobals->curtime, STRING(m_iszCurrentBlindScene) ) );
GetShotRegulator()->DisableShooting();
m_bIsFlashlightBlind = true;
m_fStayBlindUntil = gpGlobals->curtime + 0.1f;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Check if player has illuminated this NPC with a flare
//-----------------------------------------------------------------------------
void CNPC_Alyx::CheckBlindedByFlare( void )
{
if ( m_bIsFlashlightBlind )
return;
if ( !CanBeBlindedByFlashlight( false ) )
return;
// Ignore the flare if it's not too close
if ( BlindedByFlare() )
{
char szResponse[AI_Response::MAX_RESPONSE_NAME];
// Only say the blinding speech if it's time to
if ( SpeakIfAllowed( "TLK_FLASHLIGHT_ILLUM", NULL, false, szResponse, AI_Response::MAX_RESPONSE_NAME ) )
{
m_iszCurrentBlindScene = AllocPooledString( szResponse );
ADD_DEBUG_HISTORY( HISTORY_ALYX_BLIND, UTIL_VarArgs( "(%0.2f) Alyx: start flare blind scene '%s'\n", gpGlobals->curtime,
STRING(m_iszCurrentBlindScene) ) );
GetShotRegulator()->DisableShooting();
m_bIsFlashlightBlind = true;
m_fStayBlindUntil = gpGlobals->curtime + 0.1f;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input: bCheckLightSources - if true, checks if any light darkness lightsources are near
//-----------------------------------------------------------------------------
bool CNPC_Alyx::CanBeBlindedByFlashlight( bool bCheckLightSources )
{
// Can't be blinded if we're not in alyx darkness mode
/*
if ( !HL2GameRules()->IsAlyxInDarknessMode() )
return false;
*/
// Can't be blinded if I'm in a script, or in combat
if ( IsInAScript() || GetState() == NPC_STATE_COMBAT || GetState() == NPC_STATE_SCRIPT )
return false;
if ( IsSpeaking() )
return false;
// can't be blinded if Alyx is near a light source
if ( bCheckLightSources && DarknessLightSourceWithinRadius( this, 500 ) )
return false;
// Not during an actbusy
if ( m_ActBusyBehavior.IsActive() )
return false;
if ( m_OperatorBehavior.IsRunning() )
return false;
// Can't be blinded if I've been in combat recently, to fix anim snaps
if ( GetLastEnemyTime() != 0.0 )
{
if ( (gpGlobals->curtime - GetLastEnemyTime()) < 2 )
return false;
}
// Can't be blinded if I'm reloading
if ( IsCurSchedule(SCHED_RELOAD, false) )
return false;
// Can't be blinded right after being blind, to prevent oscillation
if ( gpGlobals->curtime < m_flDontBlindUntil )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Alyx::PlayerFlashlightOnMyEyes( CBasePlayer *pPlayer )
{
Vector vecEyes, vecPlayerForward;
vecEyes = EyePosition();
pPlayer->EyeVectors( &vecPlayerForward );
Vector vecToEyes = (vecEyes - pPlayer->EyePosition());
float flDist = VectorNormalize( vecToEyes );
// We can be blinded in daylight, but only at close range
if ( HL2GameRules()->IsAlyxInDarknessMode() == false )
{
if ( flDist > (8*12.0f) )
return false;
}
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() - vecEyes );
los.z = 0;
VectorNormalize( los );
Vector facingDir = EyeDirection2D();
flDot = DotProduct( los, facingDir );
return ( flDot > 0.3 );
}
//-----------------------------------------------------------------------------
// Purpose: Checks if Alyx is blinded by a flare
// Input :
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Alyx::BlindedByFlare( void )
{
Vector vecEyes = EyePosition();
Vector los;
Vector vecToEyes;
Vector facingDir = EyeDirection2D();
// use a wider radius when she's already blind to help with edge cases
// where she flickers back and forth due to animation
float fBlindDist = ( m_bIsFlashlightBlind ) ? 35.0f : 30.0f;
CFlare *pFlare = CFlare::GetActiveFlares();
while( pFlare != NULL )
{
vecToEyes = (vecEyes - pFlare->GetAbsOrigin());
float fDist = VectorNormalize( vecToEyes );
if ( fDist < fBlindDist )
{
// Check facing to ensure we're in front of her
los = ( pFlare->GetAbsOrigin() - vecEyes );
los.z = 0;
VectorNormalize( los );
float flDot = DotProduct( los, facingDir );
if ( ( flDot > 0.3 ) && FVisible( pFlare ) )
{
return true;
}
}
pFlare = pFlare->GetNextFlare();
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Alyx::CanReload( void )
{
if ( m_bIsFlashlightBlind )
return false;
return BaseClass::CanReload();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Alyx::PickTacticalLookTarget( AILookTargetArgs_t *pArgs )
{
if( HasInteractTarget() )
{
pArgs->hTarget = GetInteractTarget();
pArgs->flInfluence = 0.8f;
pArgs->flDuration = 3.0f;
return true;
}
if( m_ActBusyBehavior.IsActive() && m_ActBusyBehavior.IsCombatActBusy() )
{
return false;
}
return BaseClass::PickTacticalLookTarget( pArgs );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::OnSelectedLookTarget( AILookTargetArgs_t *pArgs )
{
if ( pArgs && pArgs->hTarget )
{
// If it's a stealth target, we want to go into stealth mode
CAI_Hint *pHint = dynamic_cast<CAI_Hint *>(pArgs->hTarget.Get());
if ( pHint && pHint->HintType() == HINT_WORLD_VISUALLY_INTERESTING_STEALTH )
{
SetReadinessLevel( AIRL_STEALTH, true, true );
pArgs->flDuration = 9999999;
m_hStealthLookTarget = pHint;
return;
}
}
// If we're in stealth mode, break out now
if ( GetReadinessLevel() == AIRL_STEALTH )
{
SetReadinessLevel( AIRL_STIMULATED, true, true );
if ( m_hStealthLookTarget )
{
ClearLookTarget( m_hStealthLookTarget );
m_hStealthLookTarget = NULL;
}
}
}
//-----------------------------------------------------------------------------
// Output : Behavior to use
//-----------------------------------------------------------------------------
CAI_FollowBehavior &CNPC_Alyx::GetFollowBehavior( void )
{
// Use the base class
return m_FollowBehavior;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::AimGun( void )
{
if (m_FuncTankBehavior.IsMounted())
{
m_FuncTankBehavior.AimGun();
return;
}
// Always allow the passenger behavior to handle this
if ( m_PassengerBehavior.IsEnabled() )
{
m_PassengerBehavior.AimGun();
return;
}
if( !GetEnemy() )
{
if ( GetReadinessLevel() == AIRL_STEALTH && m_hStealthLookTarget != NULL )
{
// Only aim if we're not far from the node
Vector vecAimDir = m_hStealthLookTarget->GetAbsOrigin() - Weapon_ShootPosition();
if ( VectorNormalize( vecAimDir ) > 80 )
{
// Ignore nodes that are behind her
Vector vecForward;
GetVectors( &vecForward, NULL, NULL );
float flDot = DotProduct( vecAimDir, vecForward );
if ( flDot > 0 )
{
SetAim( vecAimDir);
return;
}
}
}
}
BaseClass::AimGun();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Vector CNPC_Alyx::GetActualShootPosition( const Vector &shootOrigin )
{
if( HasShotgun() && GetEnemy() && GetEnemy()->Classify() == CLASS_ZOMBIE && random->RandomInt( 0, 1 ) == 1 )
{
// 50-50 zombie headshots with shotgun!
return GetEnemy()->HeadTarget( shootOrigin );
}
return BaseClass::GetActualShootPosition( shootOrigin );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Alyx::EnemyIsValidCrouchTarget( CBaseEntity *pEnemy )
{
// Don't crouch to shoot flying enemies (or jumping antlions)
if ( !(pEnemy->GetFlags() & FL_ONGROUND) )
return false;
// Don't crouch to shoot if we couldn't see them while crouching
if ( !CouldShootIfCrouching( pEnemy ) )
{
//Warning("CROUCH: Not valid due to crouch-no-LOS.\n" );
return false;
}
// Don't crouch to shoot enemies that are close to me
if ( EnemyDistance( pEnemy ) <= ALYX_MIN_ENEMY_DIST_TO_CROUCH )
{
//Warning("CROUCH: Not valid due to enemy-too-close.\n" );
return false;
}
// Don't crouch to shoot enemies that are too far off my vertical plane
if ( fabs( pEnemy->GetAbsOrigin().z - GetAbsOrigin().z ) > 64 )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: degrees to turn in 0.1 seconds
//-----------------------------------------------------------------------------
float CNPC_Alyx::MaxYawSpeed( void )
{
if ( IsCrouching() )
return 10;
return BaseClass::MaxYawSpeed();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Alyx::Stand( void )
{
bool bWasCrouching = IsCrouching();
if ( !BaseClass::Stand() )
return false;
if ( bWasCrouching )
{
m_flNextCrouchTime = gpGlobals->curtime + ALYX_CROUCH_DELAY;
OnUpdateShotRegulator();
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Alyx::Crouch( void )
{
if ( !npc_alyx_crouch.GetBool() )
return false;
// Alyx will ignore crouch requests while she has the shotgun
if ( HasShotgun() )
return false;
bool bWasStanding = !IsCrouching();
if ( !BaseClass::Crouch() )
return false;
if ( bWasStanding )
{
OnUpdateShotRegulator();
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::DesireCrouch( void )
{
// Ignore crouch desire if we've been crouching recently to reduce oscillation
if ( m_flNextCrouchTime > gpGlobals->curtime )
return;
BaseClass::DesireCrouch();
}
//-----------------------------------------------------------------------------
// Purpose: Tack on extra criteria for responses
//-----------------------------------------------------------------------------
void CNPC_Alyx::ModifyOrAppendCriteria( AI_CriteriaSet &set )
{
AIEnemiesIter_t iter;
float fLengthOfLastCombat;
int iNumEnemies;
if ( GetState() == NPC_STATE_COMBAT )
{
fLengthOfLastCombat = gpGlobals->curtime - m_fCombatStartTime;
}
else
{
fLengthOfLastCombat = m_fCombatEndTime - m_fCombatStartTime;
}
set.AppendCriteria( "combat_length", UTIL_VarArgs( "%.3f", fLengthOfLastCombat ) );
iNumEnemies = 0;
for ( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) )
{
if ( pEMemory->hEnemy->IsAlive() && ( pEMemory->hEnemy->Classify() != CLASS_BULLSEYE ) )
{
iNumEnemies++;
}
}
set.AppendCriteria( "num_enemies", UTIL_VarArgs( "%d", iNumEnemies ) );
set.AppendCriteria( "darkness_mode", UTIL_VarArgs( "%d", HasCondition( COND_ALYX_IN_DARK ) ) );
set.AppendCriteria( "water_level", UTIL_VarArgs( "%d", GetWaterLevel() ) );
CHL2_Player *pPlayer = assert_cast<CHL2_Player*>( UTIL_PlayerByIndex( 1 ) );
set.AppendCriteria( "num_companions", UTIL_VarArgs( "%d", pPlayer ? pPlayer->GetNumSquadCommandables() : 0 ) );
set.AppendCriteria( "flashlight_on", UTIL_VarArgs( "%d", pPlayer ? pPlayer->FlashlightIsOn() : 0 ) );
BaseClass::ModifyOrAppendCriteria( set );
}
//-----------------------------------------------------------------------------
// Purpose: Turn off Alyx's readiness when she's around a vehicle
//-----------------------------------------------------------------------------
bool CNPC_Alyx::IsReadinessCapable( void )
{
// Let the convar decide
return npc_alyx_readiness.GetBool();;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Alyx::IsAllowedToInteract()
{
if ( RunningPassengerBehavior() )
return false;
if( IsInAScript() )
return false;
if( IsCurSchedule(SCHED_SCENE_GENERIC) )
return false;
if( GetEnemy() )
{
if( GetEnemy()->GetAbsOrigin().DistTo( GetAbsOrigin() ) <= 240.0f )
{
// Enemy is nearby!
return false;
}
}
return m_bInteractionAllowed;
}
//-----------------------------------------------------------------------------
// Purpose: Allows the NPC to react to being given a weapon
// Input : *pNewWeapon - Weapon given
//-----------------------------------------------------------------------------
void CNPC_Alyx::OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon )
{
m_WeaponType = ComputeWeaponType();
BaseClass::OnChangeActiveWeapon( pOldWeapon, pNewWeapon );
}
//-----------------------------------------------------------------------------
// Purpose: Allows the NPC to react to being given a weapon
// Input : *pNewWeapon - Weapon given
//-----------------------------------------------------------------------------
void CNPC_Alyx::OnGivenWeapon( CBaseCombatWeapon *pNewWeapon )
{
// HACK: This causes Alyx to pull her gun from a holstered position
if ( pNewWeapon->ClassMatches( CLASSNAME_ALYXGUN ) )
{
// Put it away so we can pull it out properly
GetActiveWeapon()->Holster();
SetActiveWeapon( NULL );
// Draw the weapon when we're next able to
SetDesiredWeaponState( DESIREDWEAPONSTATE_UNHOLSTERED );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Alyx::Weapon_Equip( CBaseCombatWeapon *pWeapon )
{
m_WeaponType = ComputeWeaponType( pWeapon );
BaseClass::Weapon_Equip( pWeapon );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Alyx::Weapon_CanUse( CBaseCombatWeapon *pWeapon )
{
if( !pWeapon->ClassMatches( CLASSNAME_SHOTGUN ) )
return false;
return BaseClass::Weapon_CanUse( pWeapon );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
void CNPC_Alyx::OnUpdateShotRegulator( )
{
BaseClass::OnUpdateShotRegulator();
if ( !HasShotgun() && IsCrouching() )
{
// While crouching, Alyx fires longer bursts
int iMinBurst, iMaxBurst;
GetShotRegulator()->GetBurstShotCountRange( &iMinBurst, &iMaxBurst );
GetShotRegulator()->SetBurstShotCountRange( iMinBurst * 2, iMaxBurst * 2 );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Alyx::BarnacleDeathSound( void )
{
Speak( TLK_SELF_IN_BARNACLE );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : PassengerState_e
//-----------------------------------------------------------------------------
PassengerState_e CNPC_Alyx::GetPassengerState( void )
{
return m_PassengerBehavior.GetPassengerState();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Alyx::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// if I'm in the vehicle, the player is probably trying to use the vehicle
if ( GetPassengerState() == PASSENGER_STATE_INSIDE && pActivator->IsPlayer() && GetParent() )
{
GetParent()->Use( pActivator, pCaller, useType, value );
return;
}
m_bDontUseSemaphore = true;
SpeakIfAllowed( TLK_USE );
m_bDontUseSemaphore = false;
m_OnPlayerUse.FireOutput( pActivator, pCaller );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Alyx::PlayerInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter, bool ignoreHatedPlayers )
{
// loop through all players
for (int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer && ( !ignoreHatedPlayers || IRelationType( pPlayer ) != D_HT ) )
{
//If the player is being lifted by a barnacle then go ahead and ignore the player and shoot.
#ifdef HL2_EPISODIC
if ( pPlayer->IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) )
return false;
#endif
if ( PointInSpread( pPlayer, sourcePos, targetPos, pPlayer->WorldSpaceCenter(), flSpread, maxDistOffCenter ) )
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Alyx::IsCrouchedActivity( Activity activity )
{
Activity realActivity = TranslateActivity(activity);
switch ( realActivity )
{
case ACT_RELOAD_LOW:
case ACT_COVER_LOW:
case ACT_COVER_PISTOL_LOW:
case ACT_COVER_SMG1_LOW:
case ACT_RELOAD_SMG1_LOW:
// Aren't these supposed to be a little higher than the above?
case ACT_RANGE_ATTACK1_LOW:
case ACT_RANGE_ATTACK2_LOW:
case ACT_RANGE_ATTACK_AR2_LOW:
case ACT_RANGE_ATTACK_SMG1_LOW:
case ACT_RANGE_ATTACK_SHOTGUN_LOW:
case ACT_RANGE_ATTACK_PISTOL_LOW:
case ACT_RANGE_AIM_LOW:
case ACT_RANGE_AIM_SMG1_LOW:
case ACT_RANGE_AIM_PISTOL_LOW:
case ACT_RANGE_AIM_AR2_LOW:
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Alyx::OnBeginMoveAndShoot()
{
if ( BaseClass::OnBeginMoveAndShoot() )
{
SpeakAttacking();
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Alyx::SpeakAttacking( void )
{
if ( GetActiveWeapon() && m_AnnounceAttackTimer.Expired() )
{
SpeakIfAllowed( TLK_ATTACKING, UTIL_VarArgs("attacking_with_weapon:%s", GetActiveWeapon()->GetClassname()) );
m_AnnounceAttackTimer.Set( 3, 5 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *lpszInteractionName -
// *pOther -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Alyx::ForceVehicleInteraction( const char *lpszInteractionName, CBaseCombatCharacter *pOther )
{
return m_PassengerBehavior.ForceVehicleInteraction( lpszInteractionName, pOther );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CNPC_Alyx::WeaponType_t CNPC_Alyx::ComputeWeaponType( CBaseEntity *pWeapon )
{
if ( !pWeapon )
{
pWeapon = GetActiveWeapon();
}
if ( !pWeapon )
{
return WT_NONE;
}
if ( pWeapon->ClassMatches( CLASSNAME_ALYXGUN ) )
{
return WT_ALYXGUN;
}
if ( pWeapon->ClassMatches( CLASSNAME_SMG1 ) )
{
return WT_SMG1;
}
if ( pWeapon->ClassMatches( CLASSNAME_SHOTGUN ) )
{
return WT_SHOTGUN;
}
if ( pWeapon->ClassMatches( CLASSNAME_AR2 ) )
{
return WT_AR2;
}
return WT_OTHER;
}
//-----------------------------------------------------------------------------
// Purpose: Complain about being punted
//-----------------------------------------------------------------------------
void CNPC_Alyx::InputVehiclePunted( inputdata_t &inputdata )
{
// If we're in a vehicle, complain about being punted
if ( IsInAVehicle() && GetVehicleEntity() == inputdata.pCaller )
{
// FIXME: Pass this up into the behavior?
SpeakIfAllowed( TLK_PASSENGER_PUNTED );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Alyx::InputOutsideTransition( inputdata_t &inputdata )
{
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer && pPlayer->IsInAVehicle() )
{
if ( ShouldAlwaysTransition() == false )
return;
// Enter immediately
EnterVehicle( pPlayer->GetVehicleEntity(), true );
return;
}
// If the player is in the vehicle and we're not, then we need to enter the vehicle immediately
BaseClass::InputOutsideTransition( inputdata );
}
//=========================================================
// AI Schedules Specific to this NPC
//=========================================================
AI_BEGIN_CUSTOM_NPC( npc_alyx, CNPC_Alyx )
DECLARE_TASK( TASK_ALYX_BEGIN_INTERACTION )
DECLARE_TASK( TASK_ALYX_COMPLETE_INTERACTION )
DECLARE_TASK( TASK_ALYX_ANNOUNCE_HACK )
DECLARE_TASK( TASK_ALYX_GET_PATH_TO_INTERACT_TARGET )
DECLARE_TASK( TASK_ALYX_WAIT_HACKING )
DECLARE_TASK( TASK_ALYX_DRAW_PISTOL )
DECLARE_TASK( TASK_ALYX_HOLSTER_PISTOL )
DECLARE_TASK( TASK_ALYX_HOLSTER_AND_DESTROY_PISTOL )
DECLARE_TASK( TASK_ALYX_BUILD_COMBAT_FACE_PATH )
DECLARE_TASK( TASK_ALYX_SET_IDLE_ACTIVITY )
DECLARE_TASK( TASK_ALYX_FALL_TO_GROUND )
DECLARE_ANIMEVENT( AE_ALYX_EMPTOOL_ATTACHMENT )
DECLARE_ANIMEVENT( AE_ALYX_EMPTOOL_SEQUENCE )
DECLARE_ANIMEVENT( AE_ALYX_EMPTOOL_USE )
DECLARE_ANIMEVENT( COMBINE_AE_BEGIN_ALTFIRE )
DECLARE_ANIMEVENT( COMBINE_AE_ALTFIRE )
DECLARE_CONDITION( COND_ALYX_HAS_INTERACT_TARGET )
DECLARE_CONDITION( COND_ALYX_NO_INTERACT_TARGET )
DECLARE_CONDITION( COND_ALYX_CAN_INTERACT_WITH_TARGET )
DECLARE_CONDITION( COND_ALYX_CAN_NOT_INTERACT_WITH_TARGET )
DECLARE_CONDITION( COND_ALYX_PLAYER_TURNED_ON_FLASHLIGHT )
DECLARE_CONDITION( COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT )
DECLARE_CONDITION( COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED )
DECLARE_CONDITION( COND_ALYX_IN_DARK )
DECLARE_ACTIVITY( ACT_ALYX_DRAW_TOOL )
DECLARE_ACTIVITY( ACT_ALYX_IDLE_TOOL )
DECLARE_ACTIVITY( ACT_ALYX_ZAP_TOOL )
DECLARE_ACTIVITY( ACT_ALYX_HOLSTER_TOOL )
DECLARE_ACTIVITY( ACT_ALYX_PICKUP_RACK )
DEFINE_SCHEDULE
(
SCHED_ALYX_PREPARE_TO_INTERACT_WITH_TARGET,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ALYX_DRAW_TOOL"
" TASK_SET_ACTIVITY ACTIVITY:ACT_ALYX_IDLE_TOOL"
" TASK_FACE_PLAYER 0"
""
" Interrupts"
""
)
DEFINE_SCHEDULE
(
SCHED_ALYX_WAIT_TO_INTERACT_WITH_TARGET,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_ALYX_ANNOUNCE_HACK 0"
" TASK_FACE_PLAYER 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_ALYX_IDLE_TOOL"
" TASK_WAIT 2"
""
" Interrupts"
" COND_ALYX_CAN_INTERACT_WITH_TARGET"
" COND_ALYX_NO_INTERACT_TARGET"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
)
DEFINE_SCHEDULE
(
SCHED_ALYX_INTERACT_WITH_TARGET,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_PLAYER 0"
" TASK_ALYX_BEGIN_INTERACTION 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ALYX_ZAP_TOOL"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ALYX_FINISH_INTERACTING_WITH_TARGET"
""
" Interrupts"
" COND_ALYX_NO_INTERACT_TARGET"
" COND_ALYX_CAN_NOT_INTERACT_WITH_TARGET"
)
DEFINE_SCHEDULE
(
SCHED_ALYX_FINISH_INTERACTING_WITH_TARGET,
" Tasks"
" TASK_ALYX_COMPLETE_INTERACTION 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ALYX_HOLSTER_TOOL"
""
" Interrupts"
""
)
DEFINE_SCHEDULE
(
SCHED_ALYX_HOLSTER_EMP,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ALYX_HOLSTER_TOOL"
" TASK_ALYX_DRAW_PISTOL 0"
""
" Interrupts"
""
)
DEFINE_SCHEDULE
(
SCHED_ALYX_INTERACTION_INTERRUPTED,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_FACE_PLAYER 0"
" TASK_WAIT 2"
""
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_ALYX_ALERT_FACE_AWAYFROM_BESTSOUND,
" Tasks"
" TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0"
" TASK_STOP_MOVING 0"
" TASK_FACE_AWAY_FROM_SAVEPOSITION 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 10.0"
" TASK_FACE_REASONABLE 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_FEAR"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_PROVOKED"
)
//===============================================
// > RangeAttack1
//===============================================
DEFINE_SCHEDULE
(
SCHED_ALYX_RANGE_ATTACK1,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_RANGE_ATTACK1 0"
""
" Interrupts"
" COND_ENEMY_WENT_NULL"
" COND_HEAVY_DAMAGE"
" COND_ENEMY_OCCLUDED"
" COND_NO_PRIMARY_AMMO"
" COND_HEAR_DANGER"
" COND_WEAPON_BLOCKED_BY_FRIEND"
" COND_WEAPON_SIGHT_OCCLUDED"
)
//===============================================
// > SCHED_ALYX_ALERT_REACT_TO_COMBAT_SOUND
//===============================================
DEFINE_SCHEDULE
(
SCHED_ALYX_ALERT_REACT_TO_COMBAT_SOUND,
" Tasks"
" TASK_REACT_TO_COMBAT_SOUND 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ALERT_FACE_BESTSOUND"
""
" Interrupts"
" COND_NEW_ENEMY"
)
//=========================================================
// > SCHED_ALYX_COMBAT_FACE
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ALYX_COMBAT_FACE,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
" TASK_STOP_MOVING 0"
" TASK_ALYX_BUILD_COMBAT_FACE_PATH 0"
" TASK_RUN_PATH 0"
" TASK_FACE_IDEAL 0"
" TASK_WAIT_FOR_MOVEMENT 0"
""
" Interrupts"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_MELEE_ATTACK2"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
)
//=========================================================
// > SCHED_ALYX_WAKE_ANGRY
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ALYX_WAKE_ANGRY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SOUND_WAKE 0"
""
" Interrupts"
)
//===============================================
// > NewWeapon
//===============================================
DEFINE_SCHEDULE
(
SCHED_ALYX_NEW_WEAPON,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_TOLERANCE_DISTANCE 5"
" TASK_GET_PATH_TO_TARGET_WEAPON 0"
" TASK_WEAPON_RUN_PATH 0"
" TASK_STOP_MOVING 0"
" TASK_ALYX_HOLSTER_AND_DESTROY_PISTOL 0"
" TASK_FACE_TARGET 0"
" TASK_WEAPON_PICKUP 0"
" TASK_WAIT 1"// Don't move before done standing up
""
" Interrupts"
)
//===============================================
// > Alyx_Idle_Stand
//===============================================
DEFINE_SCHEDULE
(
SCHED_ALYX_IDLE_STAND,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_ALYX_SET_IDLE_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 5"
" TASK_WAIT_PVS 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_FEAR"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_SMELL"
" COND_PROVOKED"
" COND_GIVE_WAY"
" COND_HEAR_PLAYER"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
" COND_HEAR_BULLET_IMPACT"
" COND_IDLE_INTERRUPT"
)
//===============================================
// Makes Alyx die if she falls too long
//===============================================
DEFINE_SCHEDULE
(
SCHED_ALYX_FALL_TO_GROUND,
" Tasks"
" TASK_ALYX_FALL_TO_GROUND 0"
""
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_ALYX_ALERT_FACE_BESTSOUND,
" Tasks"
" TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0"
" TASK_STOP_MOVING 0"
" TASK_FACE_SAVEPOSITION 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_FEAR"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_PROVOKED"
);
AI_END_CUSTOM_NPC()