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5745 lines
163 KiB
5745 lines
163 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Giant walking strider thing! |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "npc_strider.h" |
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#include "ai_senses.h" |
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#include "ai_task.h" |
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#include "ai_default.h" |
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#include "ai_schedule.h" |
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#include "ai_hull.h" |
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#include "ai_basenpc.h" |
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#include "ai_pathfinder.h" |
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#include "ai_waypoint.h" |
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#include "ai_link.h" |
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#include "ai_hint.h" |
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#include "ai_tacticalservices.h" |
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#include "ai_behavior_follow.h" |
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#include "simtimer.h" |
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#include "trains.h" |
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#include "npcevent.h" |
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#include "te_particlesystem.h" |
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#include "shake.h" |
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#include "soundent.h" |
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#include "IEffects.h" |
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#include "engine/IEngineSound.h" |
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#include "bone_setup.h" |
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#include "vcollide_parse.h" |
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#include "studio.h" |
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#include "physics_bone_follower.h" |
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#include "ai_navigator.h" |
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#include "ai_route.h" |
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#include "ammodef.h" |
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#include "npc_bullseye.h" |
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#include "rope.h" |
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#include "ai_memory.h" |
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#include "player_pickup.h" |
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#include "collisionutils.h" |
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#include "in_buttons.h" |
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#include "steamjet.h" |
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#include "physics_prop_ragdoll.h" |
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#include "vehicle_base.h" |
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#include "coordsize.h" |
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#include "hl2_shareddefs.h" |
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#include "te_effect_dispatch.h" |
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#include "beam_flags.h" |
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#include "prop_combine_ball.h" |
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#include "explode.h" |
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#include "filters.h" |
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#include "saverestore_utlvector.h" |
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#include "eventqueue.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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int g_interactionPlayerLaunchedRPG = 0; |
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// Changing this classname avoids bugs where ai_relationship entities that change the |
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// strider's relationship with bullseyes would affect its relationship with the focus |
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LINK_ENTITY_TO_CLASS( bullseye_strider_focus, CNPC_Bullseye ); |
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//----------------------------------------------------------------------------- |
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ConVar strider_immolate( "strider_immolate", "0" ); |
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ConVar sk_strider_health( "sk_strider_health", "350" ); |
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ConVar npc_strider_height_adj("npc_strider_height_adj", "0" ); |
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ConVar strider_eyepositions( "strider_eyepositions", "0" ); |
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ConVar strider_show_focus( "strider_show_focus", "0" ); |
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ConVar strider_distributed_fire( "strider_distributed_fire", "1" ); |
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ConVar strider_show_cannonlos( "strider_show_cannonlos", "0" ); |
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ConVar strider_show_weapon_los_z( "strider_show_weapon_los_z", "0" ); |
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ConVar strider_show_weapon_los_condition( "strider_show_weapon_los_condition", "0" ); |
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ConVar strider_idle_test( "strider_idle_test", "0" ); |
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ConVar strider_always_use_procedural_height( "strider_always_use_procedural_height", "0" ); |
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ConVar strider_test_height( "strider_test_height", "0" ); |
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ConVar strider_pct_height_no_crouch_move( "strider_pct_height_no_crouch_move", "90" ); |
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ConVar strider_peek_time( "strider_peek_time", "0.75" ); |
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ConVar strider_peek_time_after_damage( "strider_peek_time_after_damage", "4.0" ); |
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ConVar strider_peek_eye_dist( "strider_peek_eye_dist", "1.75" ); |
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ConVar strider_peek_eye_dist_z( "strider_peek_eye_dist_z", "4.0" ); |
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ConVar strider_free_pass_start_time( "strider_free_pass_start_time", "3" ); |
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ConVar strider_free_pass_cover_dist( "strider_free_pass_cover_dist", "120" ); |
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ConVar strider_free_pass_duration( "strider_free_pass_duration", "2" ); |
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ConVar strider_free_pass_refill_rate( "strider_free_pass_refill_rate", "0.5" ); |
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ConVar strider_free_pass_move_tolerance( "strider_free_pass_move_tolerance", "320" ); |
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ConVar strider_free_knowledge( "strider_free_knowledge", "0.5" ); |
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ConVar strider_free_pass_after_escorts_dead( "strider_free_pass_after_escorts_dead", "2.5" ); |
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ConVar strider_free_pass_tolerance_after_escorts_dead( "strider_free_pass_tolerance_after_escorts_dead", "600" ); |
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ConVar npc_strider_shake_ropes_radius( "npc_strider_shake_ropes_radius", "1200" ); |
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ConVar npc_strider_shake_ropes_magnitude( "npc_strider_shake_ropes_magnitude", "150" ); |
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ConVar strider_ar2_altfire_dmg( "strider_ar2_altfire_dmg", "25" ); |
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// Number of RPG hits it takes to kill a strider on each skill level. |
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ConVar sk_strider_num_missiles1("sk_strider_num_missiles1", "5"); |
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ConVar sk_strider_num_missiles2("sk_strider_num_missiles2", "7"); |
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ConVar sk_strider_num_missiles3("sk_strider_num_missiles3", "7"); |
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ConVar strider_missile_suppress_dist( "strider_missile_suppress_dist", "240" ); |
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ConVar strider_missile_suppress_time( "strider_missile_suppress_time", "3" ); |
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//----------------------------------------------------------------------------- |
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float GetCurrentGravity( void ); |
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extern void CreateConcussiveBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude ); |
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//----------------------------------------------------------------------------- |
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enum bodygroups |
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{ |
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STRIDER_BODYGROUP_VENT = 1, |
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}; |
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//----------------------------------------------------------------------------- |
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#define STRIDER_DEFAULT_SHOOT_DURATION 2.5 // spend this much time stitching to each target. |
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#define STRIDER_SHOOT_ON_TARGET_TIME 0.5 // How much of DEFAULT_SHOOT_DURATION is spent on-target (vs. stitching up to a target) |
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#define STRIDER_SHOOT_VARIATION 1.0 // up to 1 second of variance |
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#define STRIDER_SHOOT_DOWNTIME 1.0 // This much downtime between bursts |
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#define STRIDER_SUBSEQUENT_TARGET_DURATION 1.5 // Spend this much time stitching to targets chosen by distributed fire. |
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#define STRIDER_IGNORE_TARGET_DURATION 1.0 |
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#define STRIDER_IGNORE_PLAYER_DURATION 1.5 |
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#define STRIDER_DEFAULT_RATE_OF_FIRE 5 // Rounds per second |
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#define STRIDER_EP1_RATE_OF_FIRE 10.0f |
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#define STRIDER_EP1_SHOOT_ON_TARGET_TIME 0.3f |
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#define STRIDER_EP1_SHOOT_DURATION 1.1f |
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#define STRIDER_EP1_SHOOT_DOWNTIME 1.0f |
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#define STRIDER_EP1_SHOOT_VARIATION 0.3f |
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//Animation events |
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#define STRIDER_AE_FOOTSTEP_LEFT 1 |
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#define STRIDER_AE_FOOTSTEP_RIGHT 2 |
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#define STRIDER_AE_FOOTSTEP_BACK 3 |
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#define STRIDER_AE_FOOTSTEP_LEFTM 4 |
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#define STRIDER_AE_FOOTSTEP_RIGHTM 5 |
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#define STRIDER_AE_FOOTSTEP_BACKM 6 |
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#define STRIDER_AE_FOOTSTEP_LEFTL 7 |
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#define STRIDER_AE_FOOTSTEP_RIGHTL 8 |
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#define STRIDER_AE_FOOTSTEP_BACKL 9 |
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#define STRIDER_AE_WHOOSH_LEFT 11 |
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#define STRIDER_AE_WHOOSH_RIGHT 12 |
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#define STRIDER_AE_WHOOSH_BACK 13 |
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#define STRIDER_AE_CREAK_LEFT 21 |
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#define STRIDER_AE_CREAK_RIGHT 22 |
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#define STRIDER_AE_CREAK_BACK 23 |
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#define STRIDER_AE_SHOOTCANNON 100 |
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#define STRIDER_AE_CANNONHIT 101 |
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#define STRIDER_AE_SHOOTMINIGUN 105 |
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#define STRIDER_AE_STOMPHITL 110 |
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#define STRIDER_AE_STOMPHITR 111 |
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#define STRIDER_AE_FLICKL 112 |
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#define STRIDER_AE_FLICKR 113 |
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#define STRIDER_AE_WINDUPCANNON 114 |
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#define STRIDER_AE_DIE 999 |
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// UNDONE: Share properly with the client code!!! |
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#define STRIDER_MSG_BIG_SHOT 1 |
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#define STRIDER_MSG_STREAKS 2 |
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#define STRIDER_MSG_DEAD 3 |
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#define STOMP_IK_SLOT 11 |
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// can hit anything within this range |
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#define STRIDER_STOMP_RANGE 260 |
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// Crouch down if trying to shoot an enemy that's this close |
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#define STRIDER_CROUCH_RANGE 4000.0f |
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// Stand up again if crouched and engaging an enemy at this distance |
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#define STRIDER_STAND_RANGE 6000.0f |
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#define STRIDER_NO_TRACK_NAME "null" |
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// Time after which if you haven't seen your enemy you stop facing him |
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#define STRIDER_TIME_STOP_FACING_ENEMY 3.0 |
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// Spawnflags |
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enum |
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{ |
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SF_CAN_STOMP_PLAYER = 0x10000, |
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SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS = 0x20000 |
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}; |
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const float STRIDER_SPEED = 500; |
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const float STRIDER_SPEED_CHANGE = .0067; // per think |
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static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs ); |
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int s_iImpactEffectTexture = -1; |
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//================================================== |
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// Custom Activities |
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//================================================== |
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int ACT_STRIDER_LOOKL; |
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int ACT_STRIDER_LOOKR; |
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int ACT_STRIDER_DEPLOYRA1; |
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int ACT_STRIDER_AIMRA1; |
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int ACT_STRIDER_FINISHRA1; |
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int ACT_STRIDER_DODGER; |
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int ACT_STRIDER_DODGEL; |
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int ACT_STRIDER_STOMPL; |
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int ACT_STRIDER_STOMPR; |
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int ACT_STRIDER_FLICKL; |
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int ACT_STRIDER_FLICKR; |
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int ACT_STRIDER_CARRIED; |
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int ACT_STRIDER_DEPLOY; |
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int ACT_STRIDER_GESTURE_DEATH; |
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// UNDONE: Split sleep into 3 activities (start, loop, end) |
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int ACT_STRIDER_SLEEP; |
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// These bones have physics shadows |
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// It allows a one-way interaction between the strider and |
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// the physics world |
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static const char *pFollowerBoneNames[] = |
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{ |
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// Head |
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"Combine_Strider.Body_Bone", |
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#ifdef HL2_EPISODIC |
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"Combine_Strider.Neck_Bone", |
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"Combine_Strider.Gun_Bone1", |
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"Combine_Strider.Gun_Bone2", |
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#endif //HL2_EPISODIC |
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// lower legs |
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"Combine_Strider.Leg_Left_Bone1", |
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"Combine_Strider.Leg_Right_Bone1", |
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"Combine_Strider.Leg_Hind_Bone1", |
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// upper legs |
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"Combine_Strider.Leg_Left_Bone", |
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"Combine_Strider.Leg_Right_Bone", |
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"Combine_Strider.Leg_Hind_Bone", |
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}; |
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// NOTE: These indices must directly correlate with the above list! |
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enum |
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{ |
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STRIDER_BODY_FOLLOWER_INDEX = 0, |
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#ifdef HL2_EPISODIC |
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STRIDER_NECK_FOLLOWER_INDEX, |
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STRIDER_GUN1_FOLLOWER_INDEX, |
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STRIDER_GUN2_FOLLOWER_INDEX, |
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#endif //HL2_EPISODIC |
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STRIDER_LEFT_LEG_FOLLOWER_INDEX, |
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STRIDER_RIGHT_LEG_FOLLOWER_INDEX, |
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STRIDER_BACK_LEG_FOLLOWER_INDEX, |
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STRIDER_LEFT_UPPERLEG_FOLLOWER_INDEX, |
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STRIDER_RIGHT_UPPERLEG_FOLLOWER_INDEX, |
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STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX, |
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}; |
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#define MINIGUN_MAX_YAW 90.0f |
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#define MINIGUN_MIN_YAW -90.0f |
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#define MINIGUN_MAX_PITCH 45.0f |
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#define MINIGUN_MIN_PITCH -45.0f |
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//----------------------------------------------------------------------------- |
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// |
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// CNPC_Strider |
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// |
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//----------------------------------------------------------------------------- |
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IMPLEMENT_SERVERCLASS_ST(CNPC_Strider, DT_NPC_Strider) |
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SendPropVector(SENDINFO(m_vecHitPos), -1, SPROP_COORD), |
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 0 ), -1, SPROP_COORD ), |
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 1 ), -1, SPROP_COORD ), |
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 2 ), -1, SPROP_COORD ), |
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 3 ), -1, SPROP_COORD ), |
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 4 ), -1, SPROP_COORD ), |
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 5 ), -1, SPROP_COORD ), |
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END_SEND_TABLE() |
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//------------------------------------- |
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LINK_ENTITY_TO_CLASS( npc_strider, CNPC_Strider ); |
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//------------------------------------- |
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BEGIN_DATADESC( CNPC_Strider ) |
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#ifdef HL2_EPISODIC |
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DEFINE_UTLVECTOR( m_hAttachedBusters, FIELD_EHANDLE ), |
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#endif // HL2_EPISODIC |
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DEFINE_EMBEDDED( m_EnemyUpdatedTimer ), |
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DEFINE_EMBEDDEDBYREF( m_pMinigun ), |
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DEFINE_FIELD( m_miniGunAmmo, FIELD_INTEGER ), |
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DEFINE_FIELD( m_miniGunDirectAmmo, FIELD_INTEGER ), |
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DEFINE_FIELD( m_nextStompTime, FIELD_TIME ), |
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DEFINE_FIELD( m_nextShootTime, FIELD_TIME ), |
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DEFINE_FIELD( m_ragdollTime, FIELD_TIME ), |
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DEFINE_FIELD( m_miniGunShootDuration, FIELD_FLOAT ), |
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DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ), |
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DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ), |
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DEFINE_FIELD( m_blastHit, FIELD_VECTOR ), |
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DEFINE_FIELD( m_blastNormal, FIELD_VECTOR ), |
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DEFINE_FIELD( m_vecHitPos, FIELD_POSITION_VECTOR ), |
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DEFINE_AUTO_ARRAY( m_vecIKTarget, FIELD_POSITION_VECTOR ), |
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DEFINE_EMBEDDED( m_PlayerFreePass ), |
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DEFINE_EMBEDDED( m_PostureAnimationTimer ), |
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DEFINE_EMBEDDED( m_BoneFollowerManager ), |
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// m_iszStriderBusterName - recreated at load time |
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// m_iszMagnadeClassname - recreated at load time |
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// m_iszHunterClassname - recreated at load time |
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DEFINE_FIELD( m_hRagdoll, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_hCannonTarget, FIELD_EHANDLE ), |
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DEFINE_EMBEDDED( m_AttemptCannonLOSTimer ), |
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DEFINE_FIELD( m_flSpeedScale, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flTargetSpeedScale, FIELD_FLOAT ), |
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DEFINE_EMBEDDED( m_LowZCorrectionTimer ), |
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DEFINE_FIELD( m_BodyTargetBone, FIELD_INTEGER ), |
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DEFINE_FIELD( m_iVisibleEnemies, FIELD_INTEGER ), |
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DEFINE_FIELD( m_flTargetAcquiredTime, FIELD_FLOAT ), |
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DEFINE_FIELD( m_bCrouchLocked, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bNoCrouchWalk, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bDontCrouch, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bNoMoveToLOS, FIELD_BOOLEAN ), |
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DEFINE_KEYFIELD( m_bDisableBoneFollowers, FIELD_BOOLEAN, "disablephysics" ), |
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DEFINE_FIELD( m_idealHeight, FIELD_FLOAT ), |
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DEFINE_FIELD( m_HeightVelocity, FIELD_FLOAT ), |
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DEFINE_FIELD( m_prevYaw, FIELD_FLOAT ), |
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DEFINE_FIELD( m_doTurn, FIELD_FLOAT ), |
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DEFINE_FIELD( m_doLeft, FIELD_FLOAT ), |
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DEFINE_FIELD( m_doRight, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flNextTurnAct, FIELD_TIME ), |
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DEFINE_FIELD( m_strTrackName, FIELD_STRING ), |
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DEFINE_FIELD( m_hFocus, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_hSmoke, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_flTimeLastAlertSound, FIELD_TIME ), |
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DEFINE_FIELD( m_flTimeNextHuntSound, FIELD_TIME ), |
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DEFINE_FIELD( m_flTimePlayerMissileDetected, FIELD_TIME ), |
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DEFINE_FIELD( m_hPlayersMissile, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_bMinigunUseDirectFire, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bUseAggressiveBehavior, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bFastCrouch, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bMinigunEnabled, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bExploding, FIELD_BOOLEAN ), |
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// inputs |
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMinigunTime", InputSetMinigunTime ), |
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DEFINE_INPUTFUNC( FIELD_STRING, "SetMinigunTarget", InputSetMinigunTarget ), |
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DEFINE_INPUTFUNC( FIELD_STRING, "SetCannonTarget", InputSetCannonTarget ), |
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DEFINE_INPUTFUNC( FIELD_STRING, "FlickRagdoll", InputFlickRagdoll ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Crouch", InputCrouch ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "CrouchInstantly", InputCrouchInstantly ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Stand", InputStand ), |
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHeight", InputSetHeight ), |
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DEFINE_INPUTFUNC( FIELD_STRING, "SetTargetPath", InputSetTargetPath ), |
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DEFINE_INPUTFUNC( FIELD_STRING, "ClearTargetPath", InputClearTargetPath ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouchWalk", InputDisableCrouchWalk ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableCrouchWalk", InputEnableCrouchWalk ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableAggressiveBehavior", InputEnableAggressiveBehavior ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableAggressiveBehavior", InputDisableAggressiveBehavior ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableMinigun", InputDisableMinigun ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableMinigun", InputEnableMinigun ), |
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DEFINE_INPUTFUNC( FIELD_FLOAT, "StopShootingMinigunForSeconds", InputStopShootingMinigunForSeconds ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouch", InputDisableCrouch ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableMoveToLOS", InputDisableMoveToLOS ), |
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DEFINE_INPUTFUNC( FIELD_STRING, "DisableCollisionWith", InputDisableCollisionWith ), |
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DEFINE_INPUTFUNC( FIELD_STRING, "EnableCollisionWith", InputEnableCollisionWith ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ), |
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DEFINE_INPUTFUNC( FIELD_FLOAT, "ScaleGroundSpeed", InputScaleGroundSpeed ), |
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// Function Pointers |
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// DEFINE_FUNCTION( JumpTouch ), |
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DEFINE_THINKFUNC( CarriedThink ), |
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DEFINE_THINKFUNC( CannonHitThink ), |
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END_DATADESC() |
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//--------------------------------------------------------- |
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float CNPC_Strider::gm_strideLength; |
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int CNPC_Strider::gm_BodyHeightPoseParam; |
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int CNPC_Strider::gm_YawControl; |
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int CNPC_Strider::gm_PitchControl; |
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int CNPC_Strider::gm_CannonAttachment; |
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float CNPC_Strider::gm_zCannonDist; |
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float CNPC_Strider::gm_zMinigunDist; |
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Vector CNPC_Strider::gm_vLocalRelativePositionCannon; |
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Vector CNPC_Strider::gm_vLocalRelativePositionMinigun; |
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//--------------------------------------------------------- |
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//--------------------------------------------------------- |
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CNPC_Strider::CNPC_Strider() |
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{ |
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m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); |
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m_hFocus = NULL; |
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m_pMinigun = new CStriderMinigun; |
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m_hSmoke = NULL; |
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m_PlayerFreePass.SetOuter( this ); |
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m_bExploding = false; |
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} |
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//--------------------------------------------------------- |
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//--------------------------------------------------------- |
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CNPC_Strider::~CNPC_Strider() |
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{ |
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delete m_pMinigun; |
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} |
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//--------------------------------------------------------- |
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//--------------------------------------------------------- |
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void CNPC_Strider::Precache() |
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{ |
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if ( !GetModelName() ) |
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{ |
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SetModelName( MAKE_STRING( "models/combine_strider.mdl" ) ); |
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} |
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PrecacheModel( STRING( GetModelName() ) ); |
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PropBreakablePrecacheAll( GetModelName() ); |
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PrecacheScriptSound( "NPC_Strider.StriderBusterExplode" ); |
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PrecacheScriptSound( "explode_5" ); |
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PrecacheScriptSound( "NPC_Strider.Charge" ); |
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PrecacheScriptSound( "NPC_Strider.RagdollDetach" ); |
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PrecacheScriptSound( "NPC_Strider.Whoosh" ); |
|
PrecacheScriptSound( "NPC_Strider.Creak" ); |
|
PrecacheScriptSound( "NPC_Strider.Alert" ); |
|
PrecacheScriptSound( "NPC_Strider.Pain" ); |
|
PrecacheScriptSound( "NPC_Strider.Death" ); |
|
PrecacheScriptSound( "NPC_Strider.FireMinigun" ); |
|
PrecacheScriptSound( "NPC_Strider.Shoot" ); |
|
PrecacheScriptSound( "NPC_Strider.OpenHatch" ); |
|
PrecacheScriptSound( "NPC_Strider.Footstep" ); |
|
PrecacheScriptSound( "NPC_Strider.Skewer" ); |
|
PrecacheScriptSound( "NPC_Strider.Hunt" ); |
|
PrecacheMaterial( "effects/water_highlight" ); |
|
s_iImpactEffectTexture = PrecacheModel( "sprites/physbeam.vmt" ); |
|
PrecacheMaterial( "sprites/bluelaser1" ); |
|
PrecacheMaterial( "effects/blueblacklargebeam" ); |
|
PrecacheMaterial( "effects/strider_pinch_dudv" ); |
|
PrecacheMaterial( "effects/blueblackflash" ); |
|
PrecacheMaterial( "effects/strider_bulge_dudv" ); |
|
PrecacheMaterial( "effects/strider_muzzle" ); |
|
|
|
PrecacheModel( "models/chefhat.mdl" ); |
|
|
|
UTIL_PrecacheOther( "sparktrail" ); |
|
|
|
BaseClass::Precache(); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::Spawn() |
|
{ |
|
Precache(); |
|
|
|
m_miniGunAmmo = GetAmmoDef()->Index("StriderMinigun"); |
|
m_miniGunDirectAmmo = GetAmmoDef()->Index("StriderMinigunDirect"); |
|
m_pMinigun->Init(); |
|
|
|
EnableServerIK(); |
|
|
|
SetModel( STRING( GetModelName() ) ); |
|
|
|
BaseClass::Spawn(); |
|
|
|
//m_debugOverlays |= OVERLAY_NPC_ROUTE_BIT | OVERLAY_BBOX_BIT; |
|
SetHullType( HULL_LARGE_CENTERED ); |
|
SetHullSizeNormal(); |
|
SetDefaultEyeOffset(); |
|
|
|
SetNavType( NAV_FLY ); |
|
m_flGroundSpeed = STRIDER_SPEED; |
|
m_flSpeedScale = m_flTargetSpeedScale = 1.0; |
|
m_NPCState = NPC_STATE_NONE; |
|
m_bloodColor = DONT_BLEED; |
|
|
|
m_iHealth = sk_strider_health.GetFloat(); |
|
m_iMaxHealth = 500; |
|
|
|
m_flFieldOfView = 0.0; // 180 degrees |
|
|
|
AddFlag( FL_FLY ); |
|
SetCollisionGroup( HL2COLLISION_GROUP_STRIDER ); |
|
SetSolid( SOLID_BBOX ); |
|
AddSolidFlags( FSOLID_NOT_STANDABLE ); |
|
SetMoveType( MOVETYPE_STEP ); |
|
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL ); |
|
|
|
// Cached for quick comparisons |
|
m_iszStriderBusterName = AllocPooledString( "weapon_striderbuster" ); |
|
m_iszMagnadeClassname = AllocPooledString( "npc_grenade_magna" ); |
|
m_iszHunterClassname = AllocPooledString( "npc_hunter" ); |
|
|
|
// BMCD: Force collision hooks |
|
AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); |
|
SetupGlobalModelData(); |
|
|
|
CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 | bits_CAP_SQUAD ); |
|
|
|
// Don't allow us to skip animation setup because our attachments are critical to us! |
|
SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); |
|
|
|
// find the ground, move up to strider stand height |
|
Vector mins(-16,-16,-16), maxs(16,16,16); |
|
Vector origin = GetLocalOrigin(); |
|
|
|
MoveToGround( &origin, this, mins, maxs ); |
|
origin.z += GetMaxHeight();//(GetAbsOrigin().z - vecSurroundMins.z) + mins.z; |
|
|
|
SetLocalOrigin( origin ); |
|
|
|
NPCInit(); |
|
|
|
// Strider doesn't care about missiles for now. |
|
AddClassRelationship( CLASS_MISSILE, D_NU, 0 ); |
|
|
|
m_bCrouchLocked = false; |
|
m_bMinigunEnabled = true; |
|
|
|
m_PostureAnimationTimer.Set( 8, 16 ); |
|
|
|
m_BodyTargetBone = -1; |
|
|
|
CreateFocus(); |
|
|
|
m_EnemyUpdatedTimer.Set( 0 ); |
|
|
|
// Don't minigun things farther than 500 feet away. |
|
m_flDistTooFar = 500.0f * 12.0f; |
|
|
|
GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() ); |
|
|
|
m_hPlayersMissile.Set( NULL ); |
|
m_flTimeNextHuntSound = gpGlobals->curtime - 1.0f; |
|
} |
|
|
|
void CNPC_Strider::SetupGlobalModelData() |
|
{ |
|
gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" ); |
|
gm_YawControl = LookupPoseParameter( "yaw" ); |
|
gm_PitchControl = LookupPoseParameter( "pitch" ); |
|
gm_CannonAttachment = LookupAttachment( "BigGun" ); |
|
|
|
// BMCD: Get the conservative boxes from sequences |
|
Vector mins, maxs; |
|
ExtractBbox( SelectHeaviestSequence( ACT_WALK ), mins, maxs ); |
|
CNPC_Strider::gm_strideLength = (maxs.x - mins.x) * 0.5; |
|
|
|
// UNDONE: use crouch when crouched |
|
CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); |
|
} |
|
|
|
void CNPC_Strider::OnRestore() |
|
{ |
|
BaseClass::OnRestore(); |
|
SetupGlobalModelData(); |
|
CreateVPhysics(); |
|
|
|
// Cached for quick comparisons |
|
m_iszStriderBusterName = FindPooledString( "weapon_striderbuster" ); |
|
m_iszMagnadeClassname = FindPooledString( "npc_grenade_magna" ); |
|
} |
|
|
|
bool CNPC_Strider::m_sbStaticPoseParamsLoaded = false; |
|
int CNPC_Strider::m_poseMiniGunYaw = 0; |
|
int CNPC_Strider::m_poseMiniGunPitch = 0; |
|
//----------------------------------------------------------------------------- |
|
// Purpose: Cache whatever pose parameters we intend to use |
|
//----------------------------------------------------------------------------- |
|
void CNPC_Strider::PopulatePoseParameters( void ) |
|
{ |
|
if (!m_sbStaticPoseParamsLoaded) |
|
{ |
|
m_poseMiniGunYaw = LookupPoseParameter( "miniGunYaw"); |
|
m_poseMiniGunPitch = LookupPoseParameter( "miniGunPitch" ); |
|
|
|
m_sbStaticPoseParamsLoaded = true; |
|
} |
|
|
|
BaseClass::PopulatePoseParameters(); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::CreateVPhysics() |
|
{ |
|
// The strider has bone followers for every solid part of its body, |
|
// so there's no reason for the bounding box to be solid. |
|
//BaseClass::CreateVPhysics(); |
|
|
|
if ( !m_bDisableBoneFollowers ) |
|
{ |
|
InitBoneFollowers(); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_Strider::InitBoneFollowers( void ) |
|
{ |
|
// Don't do this if we're already loaded |
|
if ( m_BoneFollowerManager.GetNumBoneFollowers() != 0 ) |
|
return; |
|
|
|
// Init our followers |
|
m_BoneFollowerManager.InitBoneFollowers( this, ARRAYSIZE(pFollowerBoneNames), pFollowerBoneNames ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::PostNPCInit() |
|
{ |
|
BaseClass::PostNPCInit(); |
|
|
|
if( CarriedByDropship() ) |
|
{ |
|
SetMoveType( MOVETYPE_NONE ); |
|
SetActivity( (Activity)ACT_STRIDER_CARRIED ); |
|
SetThink( &CNPC_Strider::CarriedThink ); |
|
RemoveFlag( FL_FLY ); |
|
} |
|
|
|
m_PlayerFreePass.SetPassTarget( UTIL_PlayerByIndex(1) ); |
|
|
|
AI_FreePassParams_t freePassParams = |
|
{ |
|
strider_free_pass_start_time.GetFloat(), // timeToTrigger |
|
strider_free_pass_duration.GetFloat(), // duration |
|
strider_free_pass_move_tolerance.GetFloat(), // moveTolerance |
|
strider_free_pass_refill_rate.GetFloat(), // refillRate |
|
strider_free_pass_cover_dist.GetFloat(), // coverDist |
|
strider_peek_time.GetFloat(), // peekTime |
|
strider_peek_time_after_damage.GetFloat(), // peekTimeAfterDamage |
|
strider_peek_eye_dist.GetFloat(), // peekEyeDist |
|
strider_peek_eye_dist_z.GetFloat(), // peekEyeDistZ |
|
}; |
|
|
|
m_PlayerFreePass.SetParams( freePassParams ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::Activate() |
|
{ |
|
BaseClass::Activate(); |
|
|
|
const char *pszBodyTargetBone = "combine_strider.neck_bone"; |
|
|
|
m_BodyTargetBone = LookupBone( pszBodyTargetBone ); |
|
|
|
if ( m_BodyTargetBone == -1 ) |
|
{ |
|
DevMsg( "Couldn't find npc_strider bone %s, which is used as target for others\n", pszBodyTargetBone ); |
|
} |
|
|
|
gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" ); |
|
gm_YawControl = LookupPoseParameter( "yaw" ); |
|
gm_PitchControl = LookupPoseParameter( "pitch" ); |
|
gm_CannonAttachment = LookupAttachment( "BigGun" ); |
|
|
|
if ( gm_zCannonDist == 0 ) |
|
{ |
|
// Have to create a virgin strider to ensure proper pose |
|
CNPC_Strider *pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" ); |
|
Assert(pStrider); |
|
pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him |
|
DispatchSpawn( pStrider ); |
|
|
|
pStrider->SetActivity( ACT_DIERAGDOLL ); |
|
pStrider->InvalidateBoneCache(); |
|
gm_zCannonDist = pStrider->CannonPosition().z - pStrider->GetAbsOrigin().z; |
|
|
|
// Currently just using the gun for the vertical component! |
|
Vector defEyePos; |
|
pStrider->GetAttachment( "minigunbase", defEyePos ); |
|
gm_zMinigunDist = defEyePos.z - pStrider->GetAbsOrigin().z; |
|
|
|
Vector position; |
|
pStrider->GetAttachment( "biggun", position ); |
|
VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionCannon ); |
|
|
|
pStrider->GetAttachment( "minigun", position ); |
|
VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionMinigun ); |
|
UTIL_Remove( pStrider ); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::UpdateOnRemove() |
|
{ |
|
m_BoneFollowerManager.DestroyBoneFollowers(); |
|
|
|
#ifdef HL2_EPISODIC |
|
m_hAttachedBusters.Purge(); |
|
#endif // HL2_EPISODIC |
|
|
|
BaseClass::UpdateOnRemove(); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InitBoneControllers() |
|
{ |
|
BaseClass::InitBoneControllers( ); |
|
|
|
SetHeight( GetMaxHeight() ); |
|
SetIdealHeight( GetMaxHeight() ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
Class_T CNPC_Strider::Classify() |
|
{ |
|
if( CarriedByDropship() ) |
|
return CLASS_NONE; |
|
|
|
return CLASS_COMBINE; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::ShouldAttractAutoAim( CBaseEntity *pAimingEnt ) |
|
{ |
|
#ifdef HL2_EPISODIC |
|
if( m_hAttachedBusters.Count() > 0 ) |
|
return false; |
|
#endif//HL2_EPISODIC |
|
|
|
return BaseClass::ShouldAttractAutoAim( pAimingEnt ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
int CNPC_Strider::DrawDebugTextOverlays() |
|
{ |
|
int text_offset = BaseClass::DrawDebugTextOverlays(); |
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT) |
|
{ |
|
EntityText(text_offset,CFmtStr("Ideal Height: %.1f; Height: %.1f", GetIdealHeight(), GetHeight()),0); |
|
text_offset++; |
|
if ( m_PlayerFreePass.HasPass() ) |
|
{ |
|
EntityText(text_offset,CFmtStr("Free pass: %.1f", m_PlayerFreePass.GetTimeRemaining()),0); |
|
text_offset++; |
|
} |
|
|
|
CBaseEntity *pPlayer = UTIL_PlayerByIndex(1); |
|
if ( pPlayer ) |
|
{ |
|
if ( GetSenses()->ShouldSeeEntity( pPlayer ) && GetSenses()->CanSeeEntity( pPlayer ) ) |
|
{ |
|
EntityText(text_offset,"See player",0); |
|
text_offset++; |
|
} |
|
else |
|
{ |
|
float temp = m_PlayerFreePass.GetTimeRemaining(); |
|
m_PlayerFreePass.SetTimeRemaining( 0 ); |
|
|
|
if ( BaseClass::FVisible( pPlayer ) && !FVisible( pPlayer ) ) |
|
{ |
|
EntityText(text_offset,"Player peeking",0); |
|
text_offset++; |
|
} |
|
m_PlayerFreePass.SetTimeRemaining( temp ); |
|
} |
|
} |
|
|
|
if ( m_flTargetSpeedScale != 1.0 ) |
|
{ |
|
EntityText(text_offset,CFmtStr( "Speed scaled to %.1f", m_flGroundSpeed ),0); |
|
text_offset++; |
|
} |
|
} |
|
|
|
return text_offset; |
|
} |
|
|
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
Vector CNPC_Strider::EyePosition() |
|
{ |
|
Vector eyePosition = GetAdjustedOrigin(); |
|
eyePosition.z += gm_zMinigunDist; |
|
return eyePosition; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
const Vector &CNPC_Strider::GetViewOffset() |
|
{ |
|
Vector vOffset; |
|
|
|
vOffset.x = 0; |
|
vOffset.y = 0; |
|
vOffset.z = ( GetHeight() - GetMaxHeightModel() ) + gm_zMinigunDist; |
|
|
|
Assert( VectorsAreEqual( GetAbsOrigin() + vOffset, EyePosition(), 0.1 )); |
|
|
|
SetViewOffset( vOffset ); |
|
|
|
return BaseClass::GetViewOffset(); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::CalculateIKLocks( float currentTime ) |
|
{ |
|
BaseClass::CalculateIKLocks( currentTime ); |
|
if ( m_pIk && m_pIk->m_target.Count() ) |
|
{ |
|
Assert(m_pIk->m_target.Count() > STOMP_IK_SLOT); |
|
// HACKHACK: Hardcoded 11??? Not a cleaner way to do this |
|
CIKTarget &target = m_pIk->m_target[STOMP_IK_SLOT]; |
|
target.SetPos( m_vecHitPos.Get() ); |
|
for ( int i = 0; i < NUM_STRIDER_IK_TARGETS; i++ ) |
|
{ |
|
target = m_pIk->m_target[i]; |
|
|
|
if (!target.IsActive()) |
|
continue; |
|
|
|
m_vecIKTarget.Set( i, target.est.pos ); |
|
|
|
#if 0 |
|
// yellow box at target pos - helps debugging |
|
//if (i == 0) |
|
NDebugOverlay::Line( GetAbsOrigin(), m_vecIKTarget[i], 255, 255, 0, 0, 0.1 ); |
|
NDebugOverlay::Box( m_vecIKTarget[i], Vector(-8,-8,-8), Vector(8,8,8), 255, 255, 0, 0, 4.0 ); |
|
#endif |
|
} |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::NPCThink(void) |
|
{ |
|
if ( m_hRagdoll.Get() ) |
|
{ |
|
m_nextStompTime = gpGlobals->curtime + 5; |
|
} |
|
|
|
if ( m_flTargetSpeedScale > 0.01 ) |
|
{ |
|
float deltaSpeedScale = m_flSpeedScale - m_flTargetSpeedScale; |
|
if ( fabsf( deltaSpeedScale ) > .01 ) |
|
{ |
|
if ( deltaSpeedScale < 0 ) |
|
{ |
|
m_flSpeedScale += STRIDER_SPEED_CHANGE; |
|
if ( m_flSpeedScale > m_flTargetSpeedScale ) |
|
{ |
|
m_flSpeedScale = m_flTargetSpeedScale; |
|
} |
|
} |
|
else |
|
{ |
|
m_flSpeedScale -= STRIDER_SPEED_CHANGE; |
|
if ( m_flSpeedScale < m_flTargetSpeedScale ) |
|
{ |
|
m_flSpeedScale = m_flTargetSpeedScale; |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
m_flSpeedScale = m_flTargetSpeedScale; |
|
} |
|
} |
|
else |
|
{ |
|
m_flTargetSpeedScale = 1.0; |
|
} |
|
|
|
BaseClass::NPCThink(); |
|
|
|
m_pMinigun->Think( this, 0.1 ); |
|
|
|
// update follower bones |
|
m_BoneFollowerManager.UpdateBoneFollowers(this); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::PrescheduleThink() |
|
{ |
|
if( IsUsingAggressiveBehavior() && GetEnemy() && GetEnemy()->IsPlayer() ) |
|
{ |
|
AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ) , 1.0, 2.0 ); |
|
} |
|
|
|
// Next missile will kill me! |
|
if( GetHealth() <= 50 && random->RandomInt( 0, 20 ) == 0 ) |
|
{ |
|
CBaseEntity *pTrail = CreateEntityByName( "sparktrail" ); |
|
pTrail->SetOwnerEntity( this ); |
|
pTrail->Spawn(); |
|
} |
|
|
|
#if 0 |
|
NDebugOverlay::Cross3D( GetAdjustedOrigin(), 16, 128, 128, 128, false, .1 ); |
|
Vector vIdealOrigin = GetAbsOrigin(); |
|
vIdealOrigin.z -= GetMaxHeightModel() - GetIdealHeight(); |
|
NDebugOverlay::Cross3D( vIdealOrigin, 16, 255, 255, 255, false, .1 ); |
|
#endif |
|
|
|
if( strider_eyepositions.GetBool() ) |
|
{ |
|
NDebugOverlay::Cross3D( EyePosition(), 16, 0, 255, 0, false, 0.1 ); |
|
NDebugOverlay::Cross3D( EyePositionCrouched(), 16, 255, 255, 0, false, 0.1 ); |
|
} |
|
|
|
if( strider_show_focus.GetBool() ) |
|
{ |
|
QAngle angles; |
|
|
|
angles.x = gpGlobals->curtime * 20.0f; |
|
angles.y = angles.x * 0.5f; |
|
angles.z = 0.0f; |
|
|
|
NDebugOverlay::Cross3DOriented( GetFocus()->GetAbsOrigin(), angles, 24, 255, 255, 0, false, 0.1 ); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::GatherConditions() |
|
{ |
|
if ( AIGetNumFollowers( this, m_iszHunterClassname ) == 0 ) |
|
{ |
|
// This works with old data because need to do before base class so as to not choose as enemy |
|
if ( m_PlayerFreePass.HasPass() || ( !m_pMinigun->IsShooting() || GetEnemy() != m_PlayerFreePass.GetPassTarget() ) ) // no free pass when in midst of shooting at target |
|
m_PlayerFreePass.Update(); |
|
} |
|
else |
|
{ |
|
m_PlayerFreePass.Reset( strider_free_pass_after_escorts_dead.GetFloat(), strider_free_pass_tolerance_after_escorts_dead.GetFloat() ); |
|
} |
|
|
|
if( IsUsingAggressiveBehavior() ) |
|
{ |
|
if( m_PlayerFreePass.HasPass() && !m_pMinigun->IsShooting() ) |
|
{ |
|
// Make the minigun stitch |
|
m_bMinigunUseDirectFire = false; |
|
} |
|
} |
|
|
|
//--------------------------------- |
|
|
|
BaseClass::GatherConditions(); |
|
|
|
if( IsUsingAggressiveBehavior() ) |
|
{ |
|
if( GetEnemy() ) |
|
{ |
|
if( HasCondition( COND_SEE_ENEMY ) ) |
|
{ |
|
// Keep setting up to play my hunt sound at some random time after losing sight of my enemy. |
|
m_flTimeNextHuntSound = gpGlobals->curtime + 1.0f; |
|
} |
|
else |
|
{ |
|
if( gpGlobals->curtime >= m_flTimeNextHuntSound && !m_pMinigun->IsShooting() ) |
|
{ |
|
HuntSound(); |
|
} |
|
} |
|
} |
|
|
|
if( m_hPlayersMissile ) |
|
{ |
|
if( !m_pMinigun->IsShooting() && GetEnemy() && GetEnemy()->IsPlayer() ) |
|
{ |
|
// If the missile is closer to the player than I am, stay suppressed. This is essentially |
|
// allowing the missile to strike me if it was fired off before I started shooting. |
|
// If the missile passes me or goes way off course, I can shoot. |
|
float flPlayerMissileDist; |
|
float flPlayerStriderDist; |
|
|
|
flPlayerMissileDist = GetEnemy()->GetAbsOrigin().DistTo( m_hPlayersMissile->GetAbsOrigin() ); |
|
flPlayerStriderDist = GetEnemy()->GetAbsOrigin().DistTo( EyePosition() ); |
|
float flDiff = flPlayerMissileDist - flPlayerStriderDist; |
|
|
|
// Figure out how long it's been since I've fired my cannon because of a player's missile. |
|
float flTimeSuppressed = gpGlobals->curtime - m_flTimePlayerMissileDetected; |
|
|
|
if( flDiff < strider_missile_suppress_dist.GetFloat() && flTimeSuppressed < strider_missile_suppress_time.GetFloat() ) |
|
{ |
|
// Defer the minigun until/unless the missile has passed me by 10 feet |
|
m_pMinigun->StopShootingForSeconds( this, GetEnemy(), 0.5f ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
// This pair of conditions is nice to have around... |
|
if( m_pMinigun->IsShooting() ) |
|
{ |
|
SetCondition( COND_STRIDER_MINIGUN_SHOOTING ); |
|
} |
|
else |
|
{ |
|
SetCondition( COND_STRIDER_MINIGUN_NOT_SHOOTING ); |
|
} |
|
|
|
if( GetCannonTarget() ) |
|
{ |
|
SetCondition( COND_STRIDER_HAS_CANNON_TARGET ); |
|
|
|
if( strider_show_cannonlos.GetBool() ) |
|
{ |
|
trace_t tr; |
|
UTIL_TraceLine( CannonPosition(), GetCannonTarget()->WorldSpaceCenter(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); |
|
NDebugOverlay::Line( tr.startpos, tr.endpos, 0, 255, 0, false, 0.1 ); |
|
|
|
if( tr.fraction != 1.0 ) |
|
NDebugOverlay::Line( tr.endpos, GetCannonTarget()->WorldSpaceCenter(), 255, 0, 0, false, 0.1 ); |
|
} |
|
} |
|
else |
|
{ |
|
ClearCondition( COND_STRIDER_HAS_CANNON_TARGET ); |
|
} |
|
|
|
ClearCondition( COND_CAN_RANGE_ATTACK2 ); |
|
ClearCondition( COND_STRIDER_HAS_LOS_Z ); |
|
|
|
// If not locked into a crouch, look into adjusting height to attack targets. |
|
if( !m_bCrouchLocked && !m_bDontCrouch ) |
|
{ |
|
if( m_hCannonTarget != NULL ) |
|
{ |
|
if( !IsStriderCrouching() && !IsStriderStanding() ) |
|
{ |
|
if ( WeaponLOSCondition( GetAdjustedOrigin(), m_hCannonTarget->GetAbsOrigin(), false ) ) |
|
{ |
|
SetCondition( COND_CAN_RANGE_ATTACK2 ); |
|
} |
|
else |
|
{ |
|
GatherHeightConditions( GetAdjustedOrigin(), m_hCannonTarget ); |
|
} |
|
} |
|
} |
|
else if( GetEnemy() ) |
|
{ |
|
if ( strider_distributed_fire.GetBool() && !IsUsingAggressiveBehavior() ) |
|
{ |
|
m_iVisibleEnemies = 0; |
|
AIEnemiesIter_t iter; |
|
|
|
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 ) |
|
{ |
|
if( pEMemory->timeLastSeen == gpGlobals->curtime ) |
|
{ |
|
m_iVisibleEnemies++; |
|
} |
|
} |
|
} |
|
|
|
// If I'm on target and see more targets than just this one, move on to another target for a bit! |
|
// Because the Mingun's state will stay "on target" until the minigun gets a chance to think, |
|
// and this function may be called several times per strider think, don't call this code anymore in the same |
|
// think when a new enemy is chosen. |
|
// |
|
// Don't switch targets if shooting at a bullseye! Level designers depend on bullseyes. |
|
if( GetEnemy() && m_pMinigun->IsShooting() && GetTimeEnemyAcquired() != gpGlobals->curtime ) |
|
{ |
|
if( m_pMinigun->IsOnTarget( 3 ) && !FClassnameIs( GetEnemy(), "npc_bullseye" ) ) |
|
{ |
|
if( m_iVisibleEnemies > 1 ) |
|
{ |
|
// Time to ignore this guy for a little while and switch targets. |
|
GetEnemies()->SetTimeValidEnemy( GetEnemy(), gpGlobals->curtime + ( STRIDER_IGNORE_TARGET_DURATION * m_iVisibleEnemies ) ); |
|
SetEnemy( NULL, false ); |
|
ChooseEnemy(); |
|
} |
|
else if( GetEnemy()->IsPlayer() && GetEnemy() == m_pMinigun->GetTarget() ) |
|
{ |
|
// Give the poor target a break. |
|
m_pMinigun->StopShootingForSeconds( this, GetEnemy(), GetMinigunShootDowntime() ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
if ( GetEnemy() ) // Can go null above |
|
{ |
|
if ( !IsStriderCrouching() && !IsStriderStanding() && |
|
( !HasCondition( COND_SEE_ENEMY ) || |
|
!WeaponLOSCondition( GetAdjustedOrigin(), GetEnemy()->BodyTarget( GetAdjustedOrigin() ), false ) ) ) |
|
{ |
|
#if 0 |
|
if ( !HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) |
|
SetIdealHeight( MIN( GetMaxHeight(), GetHeight() + 75.0 * 0.1 ) ); // default to rising up |
|
#endif |
|
GatherHeightConditions( GetAdjustedOrigin(), GetEnemy() ); |
|
} |
|
} |
|
} |
|
else |
|
SetIdealHeight( GetMaxHeight() ); |
|
} |
|
else |
|
{ |
|
if( m_hCannonTarget != NULL && CurrentWeaponLOSCondition( m_hCannonTarget->GetAbsOrigin(), false ) ) |
|
SetCondition( COND_CAN_RANGE_ATTACK2 ); |
|
} |
|
|
|
if( m_bDontCrouch ) |
|
{ |
|
if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) |
|
{ |
|
Msg("TELL WEDGE I'M TRYING TO CROUCH!\n"); |
|
} |
|
|
|
ClearCondition( COND_STRIDER_SHOULD_CROUCH ); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::GatherHeightConditions( const Vector &vTestPos, CBaseEntity *pEntity ) |
|
{ |
|
if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) |
|
return; |
|
|
|
float maxZ = (GetAbsOrigin().z - (GetMaxHeightModel() - GetMaxHeight())); |
|
float minZ = (maxZ - ( GetMaxHeight() - GetMinHeight()));; |
|
float newHeight = FLT_MAX; |
|
|
|
if( FInViewCone( pEntity ) && GetWeaponLosZ( vTestPos, minZ, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) ) |
|
{ |
|
bool bDoProceduralHeightChange = true; |
|
newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight); |
|
|
|
if ( m_LowZCorrectionTimer.Expired() ) |
|
{ |
|
// Hack to handle discrepency between ideal gun pos and actual pos due to strider head tilt in crouch pos |
|
if ( pEntity && fabs( newHeight - GetHeight() ) < 12 && newHeight < GetMinHeight() + GetHeightRange() * .33 ) |
|
{ |
|
Vector muzzlePos; |
|
Vector targetPos = pEntity->BodyTarget( GetAdjustedOrigin() ); |
|
|
|
GetAttachment( "minigun", muzzlePos ); |
|
|
|
trace_t tr; |
|
AI_TraceLine( muzzlePos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); |
|
|
|
if ( ( tr.m_pEnt != pEntity) && tr.fraction != 1.0 && !CanShootThrough( tr, targetPos ) ) |
|
{ |
|
if ( !GetWeaponLosZ( vTestPos, minZ + GetHeightRange() * .33, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) ) |
|
{ |
|
return; |
|
} |
|
newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight); |
|
} |
|
else |
|
{ |
|
m_LowZCorrectionTimer.Set( 5.0 ); |
|
} |
|
} |
|
} |
|
|
|
if ( !strider_always_use_procedural_height.GetBool() ) |
|
{ |
|
// If going from max to min, or min to max, use animations 60% of the time |
|
if ( fabsf(GetMaxHeight() - GetHeight()) < 0.1 && fabsf(GetMinHeight() - newHeight) < 0.1 ) |
|
{ |
|
if ( random->RandomInt(1, 10 ) <= 6 ) |
|
{ |
|
SetCondition( COND_STRIDER_SHOULD_CROUCH ); |
|
bDoProceduralHeightChange = false; |
|
} |
|
} |
|
else if ( fabsf(GetMinHeight() - GetHeight()) < 0.1 && fabsf(GetMaxHeight() - newHeight) < 0.1 ) |
|
{ |
|
if ( random->RandomInt(1, 10 ) <= 6 ) |
|
{ |
|
SetCondition( COND_STRIDER_SHOULD_STAND ); |
|
bDoProceduralHeightChange = false; |
|
} |
|
} |
|
|
|
// Otherwise, if going from near max or near min to the other, use animations based on time |
|
if ( bDoProceduralHeightChange && m_PostureAnimationTimer.Expired() ) |
|
{ |
|
if ( GetHeight() - GetMinHeight() > GetHeightRange() * .85 && newHeight - GetMinHeight() < GetHeightRange() * .15 ) |
|
{ |
|
m_PostureAnimationTimer.Reset(); |
|
SetCondition( COND_STRIDER_SHOULD_CROUCH ); |
|
bDoProceduralHeightChange = false; |
|
} |
|
else if ( newHeight - GetMinHeight() > GetHeightRange() * .85 && GetHeight() - GetMinHeight() < GetHeightRange() * .15 ) |
|
{ |
|
m_PostureAnimationTimer.Reset(); |
|
SetCondition( COND_STRIDER_SHOULD_STAND ); |
|
bDoProceduralHeightChange = false; |
|
} |
|
} |
|
} |
|
|
|
if ( bDoProceduralHeightChange ) |
|
{ |
|
SetCondition( COND_STRIDER_HAS_LOS_Z ); |
|
SetIdealHeight( newHeight ); |
|
if ( strider_test_height.GetFloat() > .1 ) |
|
SetIdealHeight( strider_test_height.GetFloat() ); |
|
} |
|
else |
|
SetIdealHeight( GetHeight() ); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::OnStateChange( NPC_STATE oldState, NPC_STATE newState ) |
|
{ |
|
if ( oldState == NPC_STATE_SCRIPT ) |
|
{ |
|
m_pMinigun->Enable( this, m_bMinigunEnabled ); |
|
} |
|
else if ( newState == NPC_STATE_SCRIPT ) |
|
{ |
|
m_pMinigun->Enable( this, false ); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::BuildScheduleTestBits() |
|
{ |
|
BaseClass::BuildScheduleTestBits(); |
|
if (m_NPCState != NPC_STATE_SCRIPT) |
|
{ |
|
SetCustomInterruptCondition( COND_STRIDER_DO_FLICK ); |
|
} |
|
|
|
if( IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK, false ) || IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE, false ) ) |
|
{ |
|
SetCustomInterruptCondition( COND_STRIDER_MINIGUN_SHOOTING ); |
|
} |
|
|
|
if( IsCurSchedule( SCHED_IDLE_STAND ) ) |
|
{ |
|
SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET ); |
|
} |
|
|
|
// If our base-class schedule breaks on CAN_RANGE_ATTACK1, then also break |
|
// on HAS_CANNON_TARGET. |
|
if( GetCurSchedule()->HasInterrupt( COND_CAN_RANGE_ATTACK1 ) && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) ) |
|
{ |
|
SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET ); |
|
} |
|
|
|
if( IsCurSchedule( SCHED_IDLE_WALK ) || ( IsCurSchedule( SCHED_IDLE_STAND ) && hl2_episodic.GetBool() ) ) |
|
{ |
|
SetCustomInterruptCondition(COND_STRIDER_SHOULD_CROUCH); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
int CNPC_Strider::SelectSchedule() |
|
{ |
|
/* |
|
if( GetMoveType() != MOVETYPE_FLY ) |
|
{ |
|
// Dropship just released me. |
|
SetMoveType( MOVETYPE_FLY ); |
|
return SCHED_STRIDER_FALL_TO_GROUND; |
|
} |
|
*/ |
|
if ( strider_idle_test.GetBool() ) |
|
{ |
|
m_pMinigun->Enable( this, false ); |
|
return SCHED_IDLE_STAND; |
|
} |
|
else |
|
{ |
|
m_pMinigun->Enable( this, m_bMinigunEnabled ); |
|
} |
|
|
|
if( m_NPCState == NPC_STATE_SCRIPT ) |
|
return BaseClass::SelectSchedule(); |
|
|
|
// If we're starting to die, then just wait for this to happen |
|
if ( m_lifeState == LIFE_DYING ) |
|
return SCHED_IDLE_STAND; |
|
|
|
if( m_NPCState == NPC_STATE_DEAD ) |
|
return SCHED_STRIDER_DIE; |
|
|
|
if( HasPendingTargetPath() ) |
|
{ |
|
#if 0 |
|
if( IsInCrouchedPosture() && !m_bCrouchLocked ) |
|
{ |
|
// Make the strider stand! |
|
return SCHED_STRIDER_STAND; |
|
} |
|
else |
|
{ |
|
SetTargetPath(); |
|
} |
|
#else |
|
SetTargetPath(); |
|
#endif |
|
} |
|
|
|
//--------------------------------- |
|
|
|
if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && GetHeight() - GetMinHeight() > GetHeightRange() * .5 ) |
|
{ |
|
return SCHED_STRIDER_CROUCH; |
|
} |
|
if( HasCondition( COND_STRIDER_SHOULD_STAND ) && !m_bCrouchLocked && GetHeight() - GetMinHeight() < GetHeightRange() * .5 ) |
|
{ |
|
return SCHED_STRIDER_STAND; |
|
} |
|
|
|
if( HasCondition( COND_CAN_RANGE_ATTACK2 ) ) |
|
{ |
|
return SCHED_STRIDER_RANGE_ATTACK2; |
|
} |
|
else if( m_AttemptCannonLOSTimer.Expired() && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) ) |
|
{ |
|
m_AttemptCannonLOSTimer.Set( 5 ); |
|
return SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON; |
|
} |
|
|
|
//--------------------------------- |
|
|
|
if( m_NPCState == NPC_STATE_COMBAT ) |
|
{ |
|
if ( !HasCondition( COND_NEW_ENEMY ) ) |
|
{ |
|
if ( m_hRagdoll.Get() && (gpGlobals->curtime > m_ragdollTime || HasCondition( COND_STRIDER_DO_FLICK ) ) ) |
|
{ |
|
return SCHED_STRIDER_FLICKL; |
|
} |
|
} |
|
|
|
if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) |
|
{ |
|
return SCHED_STRIDER_CROUCH; |
|
} |
|
|
|
if ( HasCondition( COND_STRIDER_SHOULD_STAND ) ) |
|
{ |
|
return SCHED_STRIDER_STAND; |
|
} |
|
|
|
if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) |
|
{ |
|
return SCHED_MELEE_ATTACK1; |
|
} |
|
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return SCHED_STRIDER_RANGE_ATTACK1; |
|
} |
|
|
|
ClearCondition( COND_STRIDER_ENEMY_UPDATED ); |
|
if ( !m_EnemyUpdatedTimer.Expired() ) |
|
{ |
|
int baseResult = BaseClass::SelectSchedule(); |
|
if ( baseResult != SCHED_COMBAT_FACE || !GetGoalEnt() ) |
|
return baseResult; |
|
} |
|
|
|
if ( !GetGoalEnt() ) |
|
return BaseClass::SelectSchedule(); |
|
|
|
return SCHED_STRIDER_HUNT; |
|
} |
|
|
|
//--------------------------------- |
|
|
|
if ( !GetGoalEnt() ) |
|
return SCHED_IDLE_STAND; |
|
|
|
return SCHED_STRIDER_HUNT; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
|
|
#define TIME_CARE_ENEMY 7.0 |
|
|
|
int CNPC_Strider::TranslateSchedule( int scheduleType ) |
|
{ |
|
switch( scheduleType ) |
|
{ |
|
case SCHED_RANGE_ATTACK1: |
|
return SCHED_STRIDER_RANGE_ATTACK1; |
|
case SCHED_RANGE_ATTACK2: |
|
return SCHED_STRIDER_RANGE_ATTACK2; |
|
case SCHED_MELEE_ATTACK1: |
|
return SCHED_STRIDER_STOMPL; |
|
case SCHED_MELEE_ATTACK2: |
|
return SCHED_STRIDER_STOMPR; |
|
case SCHED_CHASE_ENEMY: |
|
{ |
|
if( HasCondition( COND_SEE_ENEMY ) ) |
|
{ |
|
return SCHED_STRIDER_COMBAT_FACE; |
|
} |
|
|
|
return SCHED_STRIDER_CHASE_ENEMY; |
|
} |
|
|
|
case SCHED_ESTABLISH_LINE_OF_FIRE: |
|
case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK: |
|
if ( m_bNoMoveToLOS ) |
|
{ |
|
return SCHED_COMBAT_FACE; |
|
} |
|
|
|
if ( !m_bCrouchLocked ) |
|
{ |
|
if( IsInCrouchedPosture() ) |
|
{ |
|
if( m_pMinigun->IsShooting() ) |
|
{ |
|
// Don't stand yet. |
|
return SCHED_STRIDER_COMBAT_FACE; |
|
} |
|
} |
|
else if ( HasCondition( COND_STRIDER_HAS_LOS_Z ) && HasCondition( COND_SEE_ENEMY ) ) |
|
{ |
|
return SCHED_STRIDER_COMBAT_FACE; |
|
} |
|
} |
|
if ( scheduleType == SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK ) |
|
{ |
|
if ( gpGlobals->curtime - GetEnemyLastTimeSeen() < TIME_CARE_ENEMY ) |
|
return SCHED_STRIDER_COMBAT_FACE; |
|
else if ( GetGoalEnt() ) |
|
return SCHED_STRIDER_HUNT; |
|
else |
|
{ |
|
if( IsUsingAggressiveBehavior() ) |
|
{ |
|
return SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND; |
|
} |
|
|
|
return SCHED_COMBAT_PATROL; |
|
} |
|
} |
|
|
|
break; |
|
|
|
case SCHED_COMBAT_FACE: |
|
return SCHED_STRIDER_COMBAT_FACE; |
|
break; |
|
} |
|
|
|
return BaseClass::TranslateSchedule( scheduleType ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::StartTask( const Task_t *pTask ) |
|
{ |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_GET_PATH_TO_ENEMY_LOS: |
|
ChainStartTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData ); |
|
break; |
|
|
|
case TASK_STRIDER_FALL_TO_GROUND: |
|
break; |
|
|
|
case TASK_STRIDER_FIRE_CANNON: |
|
FireCannon(); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_STRIDER_SET_CANNON_HEIGHT: |
|
{ |
|
if ( m_hCannonTarget ) |
|
SetAbsIdealHeight( m_hCannonTarget->WorldSpaceCenter().z ); |
|
TaskComplete(); |
|
} |
|
break; |
|
|
|
case TASK_STRIDER_AIM: |
|
{ |
|
// Stop the minigun for a bit, the big gun's about to shoot! |
|
m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 ); |
|
|
|
//SetIdealActivity( (Activity)ACT_STRIDER_AIMRA1 ); |
|
SetWait( pTask->flTaskData ); |
|
m_aimYaw = 0; |
|
m_aimPitch = 0; |
|
// clear out the previous shooting |
|
SetPoseParameter( gm_YawControl, m_aimYaw ); |
|
SetPoseParameter( gm_PitchControl, m_aimPitch ); |
|
Vector vecShootPos; |
|
GetAttachment( gm_CannonAttachment, vecShootPos ); |
|
|
|
// tell the client side effect to complete |
|
EntityMessageBegin( this, true ); |
|
WRITE_BYTE( STRIDER_MSG_STREAKS ); |
|
WRITE_VEC3COORD( vecShootPos ); |
|
MessageEnd(); |
|
CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" ); |
|
EmitSound( filter2, entindex(), "NPC_Strider.Charge" ); |
|
|
|
// CPVSFilter filter( vecShootPos ); |
|
//te->StreakSphere( filter, 0, 0, 150, 100, entindex(), gm_CannonAttachment ); |
|
} |
|
break; |
|
|
|
case TASK_STRIDER_DODGE: |
|
break; |
|
|
|
case TASK_STRIDER_STOMP: |
|
{ |
|
m_nextStompTime = gpGlobals->curtime + 5; |
|
Activity stompAct = (Activity) ( pTask->flTaskData > 0 ? ACT_STRIDER_STOMPR : ACT_STRIDER_STOMPL ); |
|
ResetIdealActivity( stompAct ); |
|
} |
|
break; |
|
|
|
case TASK_RANGE_ATTACK1: |
|
CBaseCombatWeapon *pWeapon; |
|
pWeapon = GetActiveWeapon(); |
|
|
|
if( pWeapon ) |
|
{ |
|
pWeapon->PrimaryAttack(); |
|
} |
|
else |
|
{ |
|
TaskFail("no primary weapon"); |
|
} |
|
|
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_STRIDER_BREAKDOWN: |
|
SetIdealActivity( (Activity)ACT_STRIDER_SLEEP ); |
|
break; |
|
|
|
case TASK_STRIDER_REFRESH_HUNT_PATH: |
|
Assert( GetGoalEnt() ); |
|
if ( GetGoalEnt() ) |
|
{ |
|
AI_NavGoal_t goal(GOALTYPE_PATHCORNER, GetGoalEnt()->GetLocalOrigin(), ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST); |
|
|
|
TranslateNavGoal( GetGoalEnt(), goal.dest ); |
|
|
|
if ( ( m_debugOverlays & OVERLAY_NPC_SELECTED_BIT ) && ( m_debugOverlays & OVERLAY_NPC_ROUTE_BIT ) ) |
|
{ |
|
NDebugOverlay::Line( GetAbsOrigin() + Vector( 0, 0, 4), goal.dest, 255, 0, 255, true, 3 ); |
|
} |
|
|
|
if ( GetNavigator()->SetGoal( goal ) ) |
|
{ |
|
TaskComplete(); |
|
break; |
|
} |
|
TaskFail( FAIL_NO_ROUTE ); |
|
} |
|
break; |
|
|
|
case TASK_STRIDER_START_MOVING: |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_STRIDER_GET_PATH_TO_CANNON_LOS: |
|
{ |
|
if ( GetCannonTarget() == NULL ) |
|
{ |
|
TaskFail("No Cannon Target"); |
|
return; |
|
} |
|
|
|
AI_PROFILE_SCOPE(CAI_BaseNPC_FindLosToEnemy); |
|
Vector vecEnemy = GetCannonTarget()->WorldSpaceCenter(); |
|
|
|
float flMaxRange = 4096; |
|
float flMinRange = 0; |
|
|
|
Vector posLos; |
|
bool found = false; |
|
|
|
if ( GetTacticalServices()->FindLateralLos( vecEnemy, &posLos ) ) |
|
{ |
|
found = true; |
|
} |
|
|
|
if ( !found && GetTacticalServices()->FindLos( vecEnemy, vecEnemy, flMinRange, flMaxRange, 1.0, &posLos ) ) |
|
{ |
|
found = true; |
|
} |
|
|
|
if ( found ) |
|
{ |
|
AI_NavGoal_t goal( posLos, ACT_RUN, AIN_HULL_TOLERANCE ); |
|
|
|
GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ); |
|
GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest ); |
|
|
|
// Add the cannon target as a high priority facing entity. |
|
AddFacingTarget( GetCannonTarget(), GetCannonTarget()->WorldSpaceCenter(), 5.0, 5.0 ); |
|
} |
|
else |
|
{ |
|
TaskFail( "Can't get LOS to Cannon Target" ); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_STRIDER_GET_PATH_TO_CANNON_TARGET: |
|
{ |
|
if( !m_hCannonTarget ) |
|
{ |
|
TaskFail( "No cannon target!\n" ); |
|
return; |
|
} |
|
|
|
AI_NavGoal_t goal( m_hCannonTarget->GetAbsOrigin() ); |
|
|
|
TranslateNavGoal( m_hCannonTarget, goal.dest ); |
|
|
|
if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
DevWarning( 2, "GetPathToCannonTarget failed!!\n" ); |
|
TaskFail(FAIL_NO_ROUTE); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_STRIDER_FACE_CANNON_TARGET: |
|
if ( m_hCannonTarget != NULL ) |
|
{ |
|
GetMotor()->SetIdealYawToTarget( m_hCannonTarget->WorldSpaceCenter() ); |
|
SetTurnActivity(); |
|
} |
|
else |
|
{ |
|
TaskFail(FAIL_NO_TARGET); |
|
} |
|
break; |
|
|
|
case TASK_STRIDER_SET_HEIGHT: |
|
SetIdealHeight( pTask->flTaskData ); |
|
TaskComplete(); |
|
break; |
|
|
|
default: |
|
BaseClass::StartTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::RunTask( const Task_t *pTask ) |
|
{ |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_GET_PATH_TO_ENEMY_LOS: |
|
ChainRunTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData ); |
|
break; |
|
|
|
case TASK_STRIDER_FALL_TO_GROUND: |
|
{ |
|
// This doesn't work right now. (sjb) |
|
Vector vecVelocity = GetAbsVelocity(); |
|
|
|
vecVelocity.z -= (GetCurrentGravity() * 0.1); |
|
|
|
SetAbsVelocity( vecVelocity ); |
|
|
|
Vector pos = GetAbsOrigin(); |
|
TranslateNavGoal( NULL, pos ); |
|
|
|
if( GetAbsOrigin().z - pos.z <= 0.0f ) |
|
{ |
|
SetAbsVelocity( vec3_origin ); |
|
TaskComplete(); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_STRIDER_AIM: |
|
{ |
|
// BUGBUG: Need the real flInterval here, not just 0.1 |
|
AimCannonAt( GetCannonTarget(), 0.1 ); |
|
if ( IsWaitFinished() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_STRIDER_DODGE: |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_STRIDER_STOMP: |
|
if ( IsActivityFinished() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
if ( GetEnemy() ) |
|
{ |
|
m_vecHitPos = CalculateStompHitPosition( GetEnemy() ); |
|
} |
|
break; |
|
|
|
case TASK_STRIDER_BREAKDOWN: |
|
if ( IsActivityFinished() ) |
|
{ |
|
// UNDONE: Fix this bug! |
|
//Assert(!IsMarkedForDeletion()); |
|
if ( !IsMarkedForDeletion() ) |
|
{ |
|
CTakeDamageInfo info; |
|
CreateServerRagdoll( this, 0, info, COLLISION_GROUP_NONE ); |
|
TaskComplete(); |
|
UTIL_Remove(this); |
|
} |
|
} |
|
break; |
|
|
|
case TASK_STRIDER_FACE_CANNON_TARGET: |
|
GetMotor()->UpdateYaw(); |
|
if ( FacingIdeal() ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
|
|
case TASK_PLAY_SEQUENCE: |
|
if( m_bFastCrouch && pTask->flTaskData == ACT_CROUCH ) |
|
{ |
|
SetPlaybackRate( 10.0f ); |
|
if( IsSequenceFinished() ) |
|
{ |
|
m_bFastCrouch = false; |
|
} |
|
} |
|
|
|
// Hack to make sure client doesn't pop after stand/crouch is done |
|
if ( GetCycle() > 0.5 ) |
|
{ |
|
if ( IsStriderStanding() && GetHeight() != GetMaxHeight() ) |
|
SetHeight( GetMaxHeight() ); |
|
else if ( IsStriderCrouching() && GetHeight() != GetMinHeight() ) |
|
SetHeight( GetMinHeight() ); |
|
SetIdealHeight( GetHeight() ); |
|
} |
|
BaseClass::RunTask( pTask ); |
|
break; |
|
|
|
default: |
|
BaseClass::RunTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_Strider::Explode( void ) |
|
{ |
|
Vector velocity = vec3_origin; |
|
AngularImpulse angVelocity = RandomAngularImpulse( -150, 150 ); |
|
|
|
// Break into pieces |
|
breakablepropparams_t params( EyePosition(), GetAbsAngles(), velocity, angVelocity ); |
|
params.impactEnergyScale = 1.0f; |
|
params.defBurstScale = 600.0f; |
|
params.defCollisionGroup = COLLISION_GROUP_NPC; |
|
PropBreakableCreateAll( GetModelIndex(), NULL, params, this, -1, true, true ); |
|
|
|
// Go away |
|
m_lifeState = LIFE_DEAD; |
|
|
|
SetThink( &CNPC_Strider::SUB_Remove ); |
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
|
|
AddEffects( EF_NODRAW ); |
|
|
|
StopSmoking(); |
|
|
|
m_BoneFollowerManager.DestroyBoneFollowers(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
bool CNPC_Strider::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) |
|
{ |
|
if ( interactionType == g_interactionPlayerLaunchedRPG ) |
|
{ |
|
m_flTimePlayerMissileDetected = gpGlobals->curtime; |
|
m_hPlayersMissile = sourceEnt; |
|
return true; |
|
} |
|
|
|
return BaseClass::HandleInteraction( interactionType, data, sourceEnt ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::HandleAnimEvent( animevent_t *pEvent ) |
|
{ |
|
Vector footPosition; |
|
|
|
switch( pEvent->event ) |
|
{ |
|
case STRIDER_AE_DIE: |
|
{ |
|
Explode(); |
|
} |
|
break; |
|
case STRIDER_AE_SHOOTCANNON: |
|
{ |
|
FireCannon(); |
|
} |
|
break; |
|
case STRIDER_AE_WINDUPCANNON: |
|
{ |
|
AimCannonAt( GetCannonTarget(), 0.1 ); |
|
|
|
// Stop the minigun for a bit, the big gun's about to shoot! |
|
m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 ); |
|
|
|
m_aimYaw = 0; |
|
m_aimPitch = 0; |
|
|
|
// clear out the previous shooting |
|
SetPoseParameter( gm_YawControl, m_aimYaw ); |
|
SetPoseParameter( gm_PitchControl, m_aimPitch ); |
|
Vector vecShootPos; |
|
GetAttachment( gm_CannonAttachment, vecShootPos ); |
|
|
|
// tell the client side effect to start |
|
EntityMessageBegin( this, true ); |
|
WRITE_BYTE( STRIDER_MSG_STREAKS ); |
|
WRITE_VEC3COORD( vecShootPos ); |
|
MessageEnd(); |
|
CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" ); |
|
EmitSound( filter2, entindex(), "NPC_Strider.Charge" ); |
|
} |
|
break; |
|
case STRIDER_AE_CANNONHIT: |
|
CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 ); |
|
break; |
|
|
|
case STRIDER_AE_SHOOTMINIGUN: |
|
{ |
|
CBaseEntity *pTarget = gEntList.FindEntityGeneric( NULL, pEvent->options, this, this ); |
|
if ( pTarget ) |
|
{ |
|
Vector vecTarget = pTarget->CollisionProp()->WorldSpaceCenter(); |
|
ShootMinigun( &vecTarget, 0 ); |
|
} |
|
break; |
|
} |
|
|
|
case STRIDER_AE_STOMPHITL: |
|
StompHit( STRIDER_LEFT_LEG_FOLLOWER_INDEX ); |
|
break; |
|
case STRIDER_AE_STOMPHITR: |
|
StompHit( STRIDER_RIGHT_LEG_FOLLOWER_INDEX ); |
|
break; |
|
case STRIDER_AE_FLICKL: |
|
case STRIDER_AE_FLICKR: |
|
{ |
|
CBaseEntity *pRagdoll = m_hRagdoll; |
|
if ( pRagdoll ) |
|
{ |
|
CPASAttenuationFilter filter( pRagdoll, "NPC_Strider.RagdollDetach" ); |
|
EmitSound( filter, pRagdoll->entindex(), "NPC_Strider.RagdollDetach" ); |
|
DetachAttachedRagdoll( pRagdoll ); |
|
} |
|
m_hRagdoll = NULL; |
|
} |
|
break; |
|
|
|
case STRIDER_AE_FOOTSTEP_LEFT: |
|
case STRIDER_AE_FOOTSTEP_LEFTM: |
|
case STRIDER_AE_FOOTSTEP_LEFTL: |
|
LeftFootHit( pEvent->eventtime ); |
|
break; |
|
case STRIDER_AE_FOOTSTEP_RIGHT: |
|
case STRIDER_AE_FOOTSTEP_RIGHTM: |
|
case STRIDER_AE_FOOTSTEP_RIGHTL: |
|
RightFootHit( pEvent->eventtime ); |
|
break; |
|
case STRIDER_AE_FOOTSTEP_BACK: |
|
case STRIDER_AE_FOOTSTEP_BACKM: |
|
case STRIDER_AE_FOOTSTEP_BACKL: |
|
BackFootHit( pEvent->eventtime ); |
|
break; |
|
case STRIDER_AE_WHOOSH_LEFT: |
|
{ |
|
GetAttachment( "left foot", footPosition ); |
|
|
|
CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); |
|
EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); |
|
} |
|
break; |
|
case STRIDER_AE_WHOOSH_RIGHT: |
|
{ |
|
GetAttachment( "right foot", footPosition ); |
|
|
|
CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); |
|
EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); |
|
} |
|
break; |
|
case STRIDER_AE_WHOOSH_BACK: |
|
{ |
|
GetAttachment( "back foot", footPosition ); |
|
|
|
CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); |
|
EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); |
|
} |
|
break; |
|
case STRIDER_AE_CREAK_LEFT: |
|
case STRIDER_AE_CREAK_BACK: |
|
case STRIDER_AE_CREAK_RIGHT: |
|
{ |
|
EmitSound( "NPC_Strider.Creak" ); |
|
} |
|
break; |
|
default: |
|
BaseClass::HandleAnimEvent( pEvent ); |
|
break; |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
Disposition_t CNPC_Strider::IRelationType( CBaseEntity *pTarget ) |
|
{ |
|
if ( IsCannonTarget( pTarget ) ) |
|
return D_HT; |
|
|
|
return BaseClass::IRelationType( pTarget ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority ) |
|
{ |
|
if ( nDisposition == D_HT && pEntity->ClassMatches("npc_bullseye") ) |
|
UpdateEnemyMemory( pEntity, pEntity->GetAbsOrigin() ); |
|
BaseClass::AddEntityRelationship( pEntity, nDisposition, nPriority ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity ) |
|
{ |
|
if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) ) |
|
{ |
|
SetGoalEnt( pGoalEntity ); |
|
return true; |
|
} |
|
return BaseClass::ScheduledMoveToGoalEntity( scheduleType, pGoalEntity, movementActivity ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity ) |
|
{ |
|
m_strTrackName = pPathStart->GetEntityName(); |
|
if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) ) |
|
{ |
|
SetGoalEnt( pPathStart ); |
|
return true; |
|
} |
|
return BaseClass::ScheduledFollowPath( scheduleType, pPathStart, movementActivity ); |
|
} |
|
|
|
|
|
//--------------------------------------------------------- |
|
// Disables the minigun until EnableMinigun input is received. |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputDisableMinigun( inputdata_t &inputdata ) |
|
{ |
|
m_bMinigunEnabled = false; |
|
m_pMinigun->Enable( this, false ); |
|
} |
|
|
|
|
|
//--------------------------------------------------------- |
|
// Enables the minigun. |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputEnableMinigun( inputdata_t &inputdata ) |
|
{ |
|
m_bMinigunEnabled = true; |
|
m_pMinigun->Enable( this, true ); |
|
} |
|
|
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputSetMinigunTime( inputdata_t &inputdata ) |
|
{ |
|
m_miniGunShootDuration = inputdata.value.Float(); |
|
m_pMinigun->SetShootDuration( m_miniGunShootDuration ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputSetMinigunTarget( inputdata_t &inputdata ) |
|
{ |
|
CBaseEntity *pTargetEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller ); |
|
|
|
m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 0 ); |
|
m_pMinigun->ShootAtTarget( this, pTargetEntity, m_miniGunShootDuration ); |
|
m_miniGunShootDuration = 0; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputSetCannonTarget( inputdata_t &inputdata ) |
|
{ |
|
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller ); |
|
|
|
if ( pTarget ) |
|
{ |
|
if ( m_hCannonTarget == pTarget ) |
|
return; |
|
|
|
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); |
|
CNPC_Strider *pStrider; |
|
for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) |
|
{ |
|
if ( ppAIs[i] != this && ppAIs[i]->ClassMatches( GetClassname() ) ) |
|
{ |
|
pStrider = (CNPC_Strider *)(ppAIs[i]); |
|
if ( pStrider->GetCannonTarget() == pTarget ) |
|
return; // Already accounted for |
|
} |
|
} |
|
|
|
if( pTarget->MyCombatCharacterPointer() && pTarget->IsAlive() ) |
|
{ |
|
m_hCannonTarget = pTarget; |
|
m_AttemptCannonLOSTimer.Force(); |
|
return; |
|
} |
|
} |
|
|
|
m_hCannonTarget = NULL; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputFlickRagdoll( inputdata_t &inputdata ) |
|
{ |
|
if ( m_hRagdoll.Get() ) |
|
{ |
|
SetCondition( COND_STRIDER_DO_FLICK ); |
|
} |
|
} |
|
|
|
|
|
/* |
|
IPhysicsObject *pPhysics0 = FindPhysicsObjectByName( STRING(m_nameAttach1), this ); |
|
IPhysicsObject *pPhysics1 = FindPhysicsObjectByName( STRING(m_nameAttach2), this ); |
|
|
|
if ( !pPhysics0 ) |
|
{ |
|
pPhysics0 = g_PhysWorldObject; |
|
} |
|
if ( !pPhysics1 ) |
|
{ |
|
pPhysics1 = g_PhysWorldObject; |
|
} |
|
|
|
if ( pPhysics0 != pPhysics1 ) |
|
{ |
|
m_disabled = !bEnable; |
|
m_succeeded = true; |
|
if ( bEnable ) |
|
{ |
|
PhysEnableEntityCollisions( pPhysics0, pPhysics1 ); |
|
} |
|
else |
|
{ |
|
PhysDisableEntityCollisions( pPhysics0, pPhysics1 ); |
|
} |
|
} |
|
else |
|
{ |
|
m_succeeded = false; |
|
} |
|
*/ |
|
/* |
|
#pragma warning(push) |
|
#pragma warning(disable : 4706) // I know what I'm doing |
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputDisableCollisionWith( inputdata_t &inputdata ) |
|
{ |
|
IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this ); |
|
if ( !pIgnorePhys ) |
|
return; |
|
|
|
int idx; |
|
CBoneFollower *pFol; |
|
|
|
for (idx = 0 ; pFol = GetBoneFollowerByIndex(idx) ; ++idx) // stop when the function starts returning null (idx is no longer good) |
|
{ |
|
IPhysicsObject *pFollowPhys = pFol->VPhysicsGetObject(); |
|
Assert(pFollowPhys); |
|
PhysDisableEntityCollisions( pIgnorePhys, pFollowPhys ); |
|
} |
|
} |
|
#pragma warning(pop) |
|
*/ |
|
|
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputDisableCollisionWith( inputdata_t &inputdata ) |
|
{ |
|
IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this ); |
|
if ( !pIgnorePhys ) |
|
return; |
|
|
|
|
|
// CBoneFollower *pFol; |
|
|
|
for (int idx = m_BoneFollowerManager.GetNumBoneFollowers() - 1 ; idx >= 0 ; --idx) // stop when the function starts returning null (idx is no longer good) |
|
{ |
|
IPhysicsObject *pFollowPhys = GetBoneFollowerByIndex(idx)->VPhysicsGetObject(); |
|
Assert(pFollowPhys); |
|
PhysDisableEntityCollisions( pIgnorePhys, pFollowPhys ); |
|
} |
|
} |
|
|
|
|
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputEnableCollisionWith( inputdata_t &inputdata ) |
|
{ |
|
IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this ); |
|
if ( !pIgnorePhys ) |
|
return; |
|
|
|
int idx; |
|
// CBoneFollower *pFol; |
|
|
|
for (idx = m_BoneFollowerManager.GetNumBoneFollowers() - 1 ; idx >= 0 ; --idx) // stop when the function starts returning null (idx is no longer good) |
|
{ |
|
/* |
|
pFol = GetBoneFollowerByIndex(idx); |
|
Assert(pFol); |
|
IPhysicsObject *pFollowPhys = pFol->VPhysicsGetObject(); |
|
Assert(pFollowPhys); |
|
*/ |
|
IPhysicsObject *pFollowPhys = GetBoneFollowerByIndex(idx)->VPhysicsGetObject(); |
|
PhysEnableEntityCollisions( pIgnorePhys, pFollowPhys ); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputCrouch( inputdata_t &inputdata ) |
|
{ |
|
if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() ) |
|
SetCondition( COND_STRIDER_SHOULD_CROUCH ); |
|
m_bCrouchLocked = true; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputCrouchInstantly( inputdata_t &inputdata ) |
|
{ |
|
if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() ) |
|
{ |
|
m_bFastCrouch = true; |
|
SetCondition( COND_STRIDER_SHOULD_CROUCH ); |
|
} |
|
m_bCrouchLocked = true; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputStand( inputdata_t &inputdata ) |
|
{ |
|
if ( !IsCurSchedule( SCHED_STRIDER_STAND ) && !IsInStandingPosture() ) |
|
SetCondition( COND_STRIDER_SHOULD_STAND ); |
|
m_bCrouchLocked = false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputSetHeight( inputdata_t &inputdata ) |
|
{ |
|
SetIdealHeight( inputdata.value.Float() ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputSetTargetPath( inputdata_t &inputdata ) |
|
{ |
|
m_strTrackName = MAKE_STRING( inputdata.value.String() ); |
|
SetGoalEnt( NULL ); |
|
|
|
if( !IsStriderCrouching() && !IsStriderStanding() && !IsInCrouchedPosture() ) |
|
{ |
|
SetTargetPath(); |
|
} |
|
|
|
// Otherwise, we just leave the track name set and the AI will |
|
// get to it as soon as possible (as soon as the strider can be |
|
// made to stand). |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputClearTargetPath( inputdata_t &inputdata ) |
|
{ |
|
if (GetNavigator()->IsGoalActive() && GetNavigator()->GetGoalType() == GOALTYPE_PATHCORNER ) |
|
{ |
|
GetNavigator()->ClearGoal(); |
|
ClearSchedule( "Target path cleared via input" ); |
|
} |
|
m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); |
|
SetGoalEnt(NULL); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputDisableCrouchWalk( inputdata_t &inputdata ) |
|
{ |
|
m_bNoCrouchWalk = true; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputEnableCrouchWalk( inputdata_t &inputdata ) |
|
{ |
|
m_bNoCrouchWalk = false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputEnableAggressiveBehavior( inputdata_t &inputdata ) |
|
{ |
|
m_bUseAggressiveBehavior = true; |
|
GetEnemies()->SetEnemyDiscardTime( 601.0f ); // Make the assert in SetFreeKnowledgeDuration() happy. |
|
GetEnemies()->SetFreeKnowledgeDuration( 600.0f ); |
|
|
|
AI_FreePassParams_t params = m_PlayerFreePass.GetParams(); |
|
params.duration = 0.8f; |
|
params.coverDist = 1200.0f; |
|
m_PlayerFreePass.SetParams( params ); |
|
|
|
GetTacticalServices()->AllowFindLateralLos( false ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputDisableAggressiveBehavior( inputdata_t &inputdata ) |
|
{ |
|
m_bUseAggressiveBehavior = false; |
|
GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() ); |
|
GetEnemies()->SetEnemyDiscardTime( AI_DEF_ENEMY_DISCARD_TIME ); |
|
|
|
AI_FreePassParams_t params = m_PlayerFreePass.GetParams(); |
|
params.duration = strider_free_pass_duration.GetFloat(); |
|
params.coverDist = strider_free_pass_cover_dist.GetFloat(); |
|
m_PlayerFreePass.SetParams( params ); |
|
|
|
GetTacticalServices()->AllowFindLateralLos( true ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputStopShootingMinigunForSeconds( inputdata_t &inputdata ) |
|
{ |
|
m_pMinigun->StopShootingForSeconds( this, NULL, inputdata.value.Float() ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputDisableCrouch( inputdata_t &inputdata ) |
|
{ |
|
m_bDontCrouch = true; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputDisableMoveToLOS( inputdata_t &inputdata ) |
|
{ |
|
m_bNoMoveToLOS = true; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputExplode( inputdata_t &inputdata ) |
|
{ |
|
CTakeDamageInfo killInfo; |
|
killInfo.SetAttacker( this ); |
|
killInfo.SetInflictor( this ); |
|
killInfo.SetDamage( GetHealth() ); |
|
TakeDamage( killInfo ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::InputScaleGroundSpeed( inputdata_t &inputdata ) |
|
{ |
|
m_flTargetSpeedScale = inputdata.value.Float(); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) |
|
{ |
|
bool bIsVisible = BaseClass::FVisible( pEntity, traceMask, ppBlocker ); |
|
|
|
if ( bIsVisible && pEntity == m_PlayerFreePass.GetPassTarget() ) |
|
{ |
|
bIsVisible = m_PlayerFreePass.ShouldAllowFVisible( bIsVisible ); |
|
|
|
if( !bIsVisible && IsUsingAggressiveBehavior() && FInViewCone(pEntity) ) |
|
{ |
|
AlertSound(); |
|
} |
|
} |
|
|
|
return bIsVisible; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
Vector CNPC_Strider::BodyTarget( const Vector &posSrc, bool bNoisy ) |
|
{ |
|
if ( m_BodyTargetBone != -1 ) |
|
{ |
|
Vector position; |
|
QAngle angles; |
|
GetBonePosition( m_BodyTargetBone, position, angles ); |
|
return position; |
|
} |
|
return BaseClass::BodyTarget( posSrc, bNoisy ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::IsValidEnemy( CBaseEntity *pTarget ) |
|
{ |
|
if ( HasCannonTarget() ) |
|
{ |
|
return IsCannonTarget(pTarget); |
|
} |
|
|
|
if ( pTarget->IsPlayer() ) |
|
{ |
|
if ( AIGetNumFollowers( this, m_iszHunterClassname ) > 0 ) |
|
return false; |
|
} |
|
|
|
CBaseCombatCharacter *pEnemy = ToBaseCombatCharacter( pTarget ); |
|
if ( pEnemy ) |
|
{ |
|
// Test our enemy filter |
|
if ( m_hEnemyFilter.Get()!= NULL && m_hEnemyFilter->PassesFilter( this, pEnemy ) == false ) |
|
return false; |
|
|
|
return true; |
|
} |
|
|
|
return BaseClass::IsValidEnemy( pTarget ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer ) |
|
{ |
|
if( pInformer && FClassnameIs( pInformer, "npc_cscanner" ) ) |
|
{ |
|
EmitSound( "NPC_Strider.Alert" ); |
|
// Move Strider's focus to this location and make strider mad at it |
|
// (but less mad than at any other potential entities in the scene). |
|
#if 1 |
|
GetFocus()->SetAbsOrigin( position + Vector( 0, 0, 32 ) ); |
|
#else |
|
trace_t tr; |
|
AI_TraceLine( EyePosition(), position + Vector( 0, 0, 32 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); |
|
GetFocus()->SetAbsOrigin( tr.endpos ); |
|
#endif |
|
|
|
SetCondition( COND_STRIDER_ENEMY_UPDATED ); |
|
|
|
m_EnemyUpdatedTimer.Set( 20 ); |
|
|
|
AddEntityRelationship( GetFocus(), D_HT, -1 ); |
|
|
|
if( pEnemy->IsPlayer() ) |
|
{ |
|
m_PlayerFreePass.Revoke(); |
|
} |
|
|
|
BaseClass::UpdateEnemyMemory( GetFocus(), GetFocus()->GetAbsOrigin(), pInformer ); |
|
|
|
// Change the informer to myself so that information provided by a scanner is |
|
// as good as firsthand knowledge insofar as enemy memory is concerned. |
|
pInformer = this; |
|
} |
|
|
|
return BaseClass::UpdateEnemyMemory( pEnemy, position, pInformer ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// HACKHACK: The base class looks at distance from the head of the strider |
|
// But when stomping, we need distance from the feet. Recompute it here. |
|
// UNDONE: make enemy distance aware of strider |
|
//--------------------------------------------------------- |
|
float CNPC_Strider::StriderEnemyDistance( CBaseEntity *pEnemy ) |
|
{ |
|
Vector enemyDelta = pEnemy->WorldSpaceCenter() - WorldSpaceCenter(); |
|
|
|
// NOTE: We ignore rotation for computing height. Assume it isn't an effect |
|
// we care about, so we simply use OBBSize().z for height. |
|
// Otherwise you'd do this: |
|
// float enemyHeight = enemyMaxs.z - enemyMins.z; |
|
|
|
float enemyHeight = pEnemy->CollisionProp()->OBBSize().z; |
|
Vector striderSurroundMins, striderSurroundMaxs; |
|
CollisionProp()->WorldSpaceSurroundingBounds( &striderSurroundMins, &striderSurroundMaxs ); |
|
float myHeight = striderSurroundMaxs.z - striderSurroundMins.z; |
|
|
|
// max distance our centers can be apart with the boxes still overlapping |
|
float flMaxZDist = ( enemyHeight + myHeight ) * 0.5f; |
|
|
|
// see if the enemy is closer to my head, feet or in between |
|
if ( enemyDelta.z > flMaxZDist ) |
|
{ |
|
// enemy feet above my head, compute distance from my head to his feet |
|
enemyDelta.z -= flMaxZDist; |
|
} |
|
else if ( enemyDelta.z < -flMaxZDist ) |
|
{ |
|
// enemy head below my feet, return distance between my feet and his head |
|
enemyDelta.z += flMaxZDist; |
|
} |
|
else |
|
{ |
|
// boxes overlap in Z, no delta |
|
enemyDelta.z = 0; |
|
} |
|
|
|
return enemyDelta.Length(); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::FCanCheckAttacks() |
|
{ |
|
// Strider has direct and indirect attacks, so he's always checking |
|
// as long as the enemy is in front of him. |
|
if( FInViewCone( GetEnemy() ) ) |
|
{ |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
int CNPC_Strider::RangeAttack2Conditions( float flDot, float flDist ) |
|
{ |
|
// All of this code has moved to GatherConditions(), since the |
|
// strider uses the cannon on things that aren't the enemy! |
|
return COND_NONE; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
int CNPC_Strider::MeleeAttack1Conditions( float flDot, float flDist ) |
|
{ |
|
if ( m_bDisableBoneFollowers ) |
|
{ |
|
return COND_NONE; |
|
} |
|
|
|
if (gpGlobals->curtime < m_nextStompTime) |
|
{ |
|
return COND_NONE; |
|
} |
|
|
|
if ( IsInCrouchedPosture() ) |
|
{ |
|
return COND_NONE; |
|
} |
|
|
|
CBaseEntity *pEnemy = GetEnemy(); |
|
if ( !pEnemy ) |
|
return COND_NONE; |
|
|
|
// No more stabbing players. |
|
if ( pEnemy->IsPlayer() && !HasSpawnFlags(SF_CAN_STOMP_PLAYER) ) |
|
return COND_NONE; |
|
|
|
if( !HasCondition( COND_SEE_ENEMY ) ) |
|
{ |
|
return COND_NONE; |
|
} |
|
|
|
// recompute this because the base class function does not work for the strider |
|
flDist = StriderEnemyDistance( pEnemy ); |
|
|
|
if ( flDist > STRIDER_STOMP_RANGE ) |
|
{ |
|
return COND_NONE; |
|
} |
|
|
|
// strider will cross his feet, but only 6ft over |
|
Vector right; |
|
GetVectors( NULL, &right, NULL ); |
|
if ( DotProduct( pEnemy->GetAbsOrigin() - GetAbsOrigin(), right ) > 72 ) |
|
{ |
|
return COND_NONE; |
|
} |
|
|
|
// Don't skewer if crouched too low. |
|
if( GetHeight() < GetMaxHeight() - ( (GetMaxHeight()-GetMinHeight()) / 2 ) ) |
|
{ |
|
return COND_NONE; |
|
} |
|
|
|
// Don't skewer if target is too high above or below ground. |
|
Vector vecGround = GetAbsOrigin(); |
|
MoveToGround( &vecGround, this, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ) ); |
|
if( fabs( vecGround.z - GetEnemy()->GetAbsOrigin().z ) > 64.0f ) |
|
{ |
|
return COND_NONE; |
|
} |
|
|
|
// too far, but don't change schedules/movement |
|
return COND_CAN_MELEE_ATTACK1; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
int CNPC_Strider::MeleeAttack2Conditions( float flDot, float flDist ) |
|
{ |
|
// HACKHACK: Disabled until we get a good right-leg animation |
|
return COND_NONE; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions) |
|
{ |
|
CBaseEntity *pTargetEnt; |
|
Vector vRootOffset; |
|
Vector vBarrelOffset; |
|
|
|
vRootOffset.x = vRootOffset.y = 0; |
|
if ( GetCannonTarget() ) |
|
{ |
|
//Assert( targetPos == GetCannonTarget()->GetAbsOrigin() ); |
|
pTargetEnt = GetCannonTarget(); |
|
vRootOffset.z = gm_zCannonDist; |
|
vBarrelOffset = gm_vLocalRelativePositionCannon; |
|
} |
|
else |
|
{ |
|
pTargetEnt = GetEnemy(); |
|
vRootOffset.z = gm_zMinigunDist; |
|
vBarrelOffset = gm_vLocalRelativePositionMinigun; |
|
} |
|
|
|
trace_t tr; |
|
AI_TraceLine( ownerPos + vRootOffset, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); |
|
|
|
// Hit the enemy, or hit nothing (traced all the way to a nonsolid enemy like a bullseye) |
|
if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) ) |
|
{ |
|
Vector vBarrelPos; |
|
matrix3x4_t losTestToWorld; |
|
|
|
Vector xaxis; |
|
VectorSubtract( targetPos, ownerPos, xaxis ); |
|
|
|
// @TODO (toml 03-07-04): Add an angle test |
|
//float flAngle = acos( xaxis.z / xaxis.Length() ); |
|
|
|
xaxis.z = 0.0f; |
|
float flLength = VectorNormalize( xaxis ); |
|
if ( flLength < 1e-3 ) |
|
return false; |
|
|
|
Vector yaxis( -xaxis.y, xaxis.x, 0.0f ); |
|
|
|
MatrixInitialize( losTestToWorld, ownerPos, xaxis, yaxis, Vector(0,0,1) ); |
|
|
|
VectorTransform( vBarrelOffset, losTestToWorld, vBarrelPos ); |
|
|
|
AI_TraceLine( vBarrelPos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); |
|
if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) ) |
|
{ |
|
if ( strider_show_weapon_los_condition.GetBool() ) |
|
{ |
|
NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 ); |
|
NDebugOverlay::Line( vBarrelPos, targetPos, 128, 0, 128, false, 0.1 ); |
|
} |
|
return true; |
|
} |
|
else |
|
{ |
|
if ( strider_show_weapon_los_condition.GetBool() ) |
|
{ |
|
NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 ); |
|
NDebugOverlay::Line( vBarrelPos, tr.endpos, 128, 0, 0, false, 0.1 ); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
if ( strider_show_weapon_los_condition.GetBool() ) |
|
{ |
|
NDebugOverlay::Line( ownerPos + vRootOffset, tr.endpos, 255, 0, 0, false, 0.1 ); |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions) |
|
{ |
|
return WeaponLOSCondition( GetAdjustedOrigin(), targetPos, bSetConditions ); |
|
} |
|
|
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::IsValidShootPosition( const Vector &vecCoverLocation, CAI_Node *pNode, CAI_Hint const *pHint ) |
|
{ |
|
if ( ( pNode && !pHint ) || ( pHint && pHint->HintType() != HINT_STRIDER_NODE ) ) |
|
return false; |
|
return BaseClass::IsValidShootPosition( vecCoverLocation, pNode, pHint ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::TestShootPosition(const Vector &vecShootPos, const Vector &targetPos ) |
|
{ |
|
if ( BaseClass::TestShootPosition( vecShootPos, targetPos ) ) |
|
{ |
|
return true; |
|
} |
|
|
|
// What if I crouched? |
|
float zDelta = ( ( vecShootPos.z - targetPos.z ) + gm_vLocalRelativePositionMinigun.z ) - 12; |
|
if ( zDelta > 0 ) |
|
{ |
|
if ( zDelta > GetHeightRange() ) |
|
zDelta = GetHeightRange(); |
|
|
|
Vector vecTestPos = vecShootPos; |
|
vecTestPos.z -= zDelta; |
|
|
|
if ( BaseClass::TestShootPosition( vecTestPos, targetPos ) ) |
|
{ |
|
return true; |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
Vector CNPC_Strider::Weapon_ShootPosition( ) |
|
{ |
|
Vector vecShootPos; |
|
GetAttachment( gm_CannonAttachment, vecShootPos ); |
|
|
|
return vecShootPos; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ) |
|
{ |
|
float flTracerDist; |
|
Vector vecDir; |
|
Vector vecEndPos; |
|
|
|
vecDir = tr.endpos - vecTracerSrc; |
|
|
|
flTracerDist = VectorNormalize( vecDir ); |
|
|
|
UTIL_Tracer( vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, "StriderTracer" ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::DoImpactEffect( trace_t &tr, int nDamageType ) |
|
{ |
|
BaseClass::DoImpactEffect( tr, nDamageType ); |
|
|
|
// Add a halo |
|
CBroadcastRecipientFilter filter; |
|
te->BeamRingPoint( filter, 0.0, |
|
tr.endpos, //origin |
|
0, //start radius |
|
64, //end radius |
|
s_iImpactEffectTexture, //texture |
|
0, //halo index |
|
0, //start frame |
|
0, //framerate |
|
0.2, //life |
|
10, //width |
|
0, //spread |
|
0, //amplitude |
|
255, //r |
|
255, //g |
|
255, //b |
|
50, //a |
|
0, //speed |
|
FBEAM_FADEOUT |
|
); |
|
|
|
g_pEffects->EnergySplash( tr.endpos, tr.plane.normal ); |
|
|
|
// Punch the effect through? |
|
if( tr.m_pEnt && !tr.m_pEnt->MyNPCPointer() ) |
|
{ |
|
Vector vecDir = tr.endpos - tr.startpos; |
|
VectorNormalize( vecDir ); |
|
|
|
trace_t retrace; |
|
|
|
Vector vecReTrace = tr.endpos + vecDir * 12; |
|
|
|
if( UTIL_PointContents( vecReTrace ) == CONTENTS_EMPTY ) |
|
{ |
|
AI_TraceLine( vecReTrace, vecReTrace - vecDir * 24, MASK_SHOT, NULL, COLLISION_GROUP_NONE, &retrace ); |
|
|
|
BaseClass::DoImpactEffect( retrace, nDamageType ); |
|
} |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// Trace didn't hit the intended target, but should the strider |
|
// shoot anyway? We use this to get the strider to destroy |
|
// breakables that are between him and his target. |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::CanShootThrough( const trace_t &tr, const Vector &vecTarget ) |
|
{ |
|
if( GetCannonTarget() ) |
|
{ |
|
// Cannon does not have this behavior. |
|
return false; |
|
} |
|
|
|
if( !tr.m_pEnt ) |
|
{ |
|
return false; |
|
} |
|
|
|
if( !tr.m_pEnt->GetHealth() ) |
|
{ |
|
return false; |
|
} |
|
|
|
// Would a trace ignoring this entity continue to the target? |
|
trace_t continuedTrace; |
|
AI_TraceLine( tr.endpos, vecTarget, MASK_SHOT, tr.m_pEnt, COLLISION_GROUP_NONE, &continuedTrace ); |
|
|
|
if( continuedTrace.fraction != 1.0 ) |
|
{ |
|
if( continuedTrace.m_pEnt != GetEnemy() ) |
|
{ |
|
return false; |
|
} |
|
} |
|
|
|
return true; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::CreateFocus() |
|
{ |
|
m_hFocus = CreateEntityByName( "bullseye_strider_focus" ); |
|
|
|
ASSERT( m_hFocus != NULL ); |
|
m_hFocus->AddSpawnFlags( SF_BULLSEYE_NONSOLID | SF_BULLSEYE_NODAMAGE ); |
|
m_hFocus->SetAbsOrigin( GetAbsOrigin() ); |
|
m_hFocus->Spawn(); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
CNPC_Bullseye *CNPC_Strider::GetFocus() |
|
{ |
|
ASSERT( m_hFocus != NULL ); |
|
|
|
CNPC_Bullseye *pBull = dynamic_cast<CNPC_Bullseye*>(m_hFocus.Get()); |
|
|
|
return pBull; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::GetWeaponLosZ( const Vector &vOrigin, float minZ, float maxZ, float increment, CBaseEntity *pTarget, float *pResult ) |
|
{ |
|
Vector vTestPos; |
|
Vector vTargetPos = pTarget->BodyTarget(vOrigin, false); |
|
Vector vIncrement( 0, 0, increment ); |
|
|
|
// Try right where am |
|
if ( vOrigin.z >= minZ && vOrigin.z <= maxZ ) |
|
{ |
|
vTestPos = vOrigin; |
|
if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) |
|
{ |
|
if ( strider_show_weapon_los_z.GetBool() ) |
|
NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); |
|
*pResult = vTestPos.z; |
|
return true; |
|
} |
|
} |
|
|
|
// Try at adjusted height of target |
|
vTestPos.z = ( vTargetPos.z - gm_vLocalRelativePositionMinigun.z ) + 12; |
|
|
|
if ( vTestPos.z >= minZ && vTestPos.z <= maxZ ) |
|
{ |
|
if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) |
|
{ |
|
if ( strider_show_weapon_los_z.GetBool() ) |
|
NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); |
|
*pResult = vTestPos.z; |
|
return true; |
|
} |
|
} |
|
|
|
|
|
// Try at max height |
|
vTestPos.z = maxZ; |
|
if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) |
|
{ |
|
if ( strider_show_weapon_los_z.GetBool() ) |
|
NDebugOverlay::Line( vOrigin, vTargetPos, 0, 255, 0, false, 0.1 ); |
|
*pResult = vTestPos.z; |
|
return true; |
|
} |
|
|
|
// Try min height |
|
vTestPos.z = minZ; |
|
if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) |
|
{ |
|
if ( strider_show_weapon_los_z.GetBool() ) |
|
NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); |
|
*pResult = vTestPos.z; |
|
return true; |
|
} |
|
|
|
// Test up from min |
|
vTestPos = vOrigin + vIncrement; |
|
while ( vTestPos.z <= maxZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) ) |
|
{ |
|
vTestPos += vIncrement; |
|
} |
|
|
|
if ( vTestPos.z <= maxZ ) |
|
{ |
|
if ( strider_show_weapon_los_z.GetBool() ) |
|
NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); |
|
*pResult = vTestPos.z; |
|
return true; |
|
} |
|
|
|
// Test down |
|
vTestPos = vOrigin - vIncrement; |
|
while ( vTestPos.z >= minZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) ) |
|
{ |
|
vTestPos -= vIncrement; |
|
} |
|
|
|
if ( vTestPos.z >= minZ ) |
|
{ |
|
if ( strider_show_weapon_los_z.GetBool() ) |
|
NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); |
|
*pResult = vTestPos.z; |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::AlertSound() |
|
{ |
|
if( ( gpGlobals->curtime - m_flTimeLastAlertSound ) > 2.0f ) |
|
{ |
|
EmitSound( "NPC_Strider.Alert" ); |
|
m_flTimeLastAlertSound = gpGlobals->curtime; |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::PainSound( const CTakeDamageInfo &info ) |
|
{ |
|
// This means that we've exploded into pieces and have no way to whimper |
|
if ( ShouldExplodeFromDamage( info ) ) |
|
return; |
|
|
|
EmitSound( "NPC_Strider.Pain" ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::DeathSound( const CTakeDamageInfo &info ) |
|
{ |
|
// This means that we've exploded into pieces and have no way to whimper |
|
if ( m_bExploding ) |
|
{ |
|
EmitSound( "NPC_Strider.StriderBusterExplode" ); |
|
EmitSound( "explode_5" ); |
|
return; |
|
} |
|
|
|
EmitSound( "NPC_Strider.Death" ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::HuntSound() |
|
{ |
|
if( m_PlayerFreePass.HasPass() ) |
|
{ |
|
EmitSound( "NPC_Strider.Hunt" ); |
|
m_flTimeNextHuntSound = gpGlobals->curtime + random->RandomFloat( 8.0f, 12.0f ); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) |
|
{ |
|
CTakeDamageInfo info = inputInfo; |
|
|
|
bool ricochetBullets = true; |
|
|
|
if ( info.GetAttacker()->IsPlayer() ) |
|
{ |
|
if ( !HasMemory( bits_MEMORY_PROVOKED ) ) |
|
{ |
|
GetEnemies()->ClearMemory( info.GetAttacker() ); |
|
Remember( bits_MEMORY_PROVOKED ); |
|
SetCondition( COND_LIGHT_DAMAGE ); |
|
} |
|
} |
|
|
|
#ifdef HL2_EPISODIC |
|
|
|
// Attempt to hit strider busters in the area |
|
float flDistSqr; |
|
for ( int i = 0; i < m_hAttachedBusters.Count(); i++ ) |
|
{ |
|
if ( m_hAttachedBusters[i] == NULL ) |
|
continue; |
|
|
|
flDistSqr = ( m_hAttachedBusters[i]->WorldSpaceCenter() - inputInfo.GetDamagePosition() ).LengthSqr(); |
|
if ( flDistSqr < Square( 50.0f ) ) |
|
{ |
|
// Kill the buster and stop the trace going through |
|
CTakeDamageInfo killInfo = inputInfo; |
|
killInfo.SetDamage( 100 ); |
|
|
|
m_hAttachedBusters[i]->TakeDamage( killInfo ); |
|
return; |
|
} |
|
} |
|
|
|
#endif //HL2_EPISODIC |
|
|
|
if ( (info.GetDamageType() & DMG_BULLET) && ricochetBullets ) |
|
{ |
|
g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal); |
|
if ( ptr->hitgroup != HITGROUP_HEAD ) |
|
{ |
|
info.SetDamage( 0.01 ); |
|
} |
|
} |
|
|
|
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
int CNPC_Strider::OnTakeDamage_Alive( const CTakeDamageInfo &info ) |
|
{ |
|
// don't take damage from my own weapons!!! |
|
if ( info.GetInflictor() && info.GetInflictor()->GetOwnerEntity() == this ) |
|
return 0; |
|
|
|
// special interaction with combine balls |
|
if ( UTIL_IsCombineBall( info.GetInflictor() ) ) |
|
return TakeDamageFromCombineBall( info ); |
|
|
|
if ( info.GetDamageType() == DMG_GENERIC ) |
|
return BaseClass::OnTakeDamage_Alive( info ); |
|
|
|
if( IsUsingAggressiveBehavior() ) |
|
{ |
|
// Any damage the player inflicts gets my attention, even if it doesn't actually harm me. |
|
if ( info.GetAttacker()->IsPlayer() ) |
|
{ |
|
UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() ); |
|
} |
|
} |
|
|
|
//int healthIncrement = 5 - ( m_iHealth / ( m_iMaxHealth / 5 ) ); |
|
if ( (info.GetDamageType() & DMG_BLAST) && info.GetMaxDamage() > 50 ) |
|
{ |
|
Vector headPos = BodyTarget( info.GetDamagePosition(), false ); |
|
|
|
float dist = CalcDistanceToAABB( WorldAlignMins(), WorldAlignMaxs(), info.GetDamagePosition() - headPos ); |
|
// close enough to do damage? |
|
if ( dist < 200 ) |
|
{ |
|
bool bPlayer = info.GetAttacker()->IsPlayer(); |
|
if ( bPlayer ) |
|
{ |
|
m_PlayerFreePass.Revoke(); |
|
AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 1.0, 2.0 ); |
|
|
|
UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() ); |
|
} |
|
else |
|
AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 0.5, 2.0 ); |
|
|
|
// Default to NPC damage value |
|
int damage = 20; |
|
|
|
if( HasSpawnFlags(SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS) ) |
|
damage = 1; |
|
|
|
if( bPlayer ) |
|
{ |
|
if( g_pGameRules->IsSkillLevel(SKILL_EASY) ) |
|
{ |
|
damage = GetMaxHealth() / sk_strider_num_missiles1.GetFloat(); |
|
} |
|
else if( g_pGameRules->IsSkillLevel(SKILL_HARD) ) |
|
{ |
|
damage = GetMaxHealth() / sk_strider_num_missiles3.GetFloat(); |
|
} |
|
else // Medium, or unspecified |
|
{ |
|
damage = GetMaxHealth() / sk_strider_num_missiles2.GetFloat(); |
|
} |
|
} |
|
|
|
m_iHealth -= damage; |
|
|
|
m_OnDamaged.FireOutput( info.GetAttacker(), this); |
|
|
|
if( info.GetAttacker()->IsPlayer() ) |
|
{ |
|
m_OnDamagedByPlayer.FireOutput( info.GetAttacker(), this ); |
|
|
|
// This also counts as being harmed by player's squad. |
|
m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this ); |
|
} |
|
else |
|
{ |
|
// See if the person that injured me is an NPC. |
|
CAI_BaseNPC *pAttacker = dynamic_cast<CAI_BaseNPC *>( info.GetAttacker() ); |
|
CBasePlayer *pPlayer = AI_GetSinglePlayer(); |
|
|
|
if( pAttacker && pAttacker->IsAlive() && pPlayer ) |
|
{ |
|
if( pAttacker->GetSquad() != NULL && pAttacker->IsInPlayerSquad() ) |
|
{ |
|
m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this ); |
|
} |
|
} |
|
} |
|
|
|
if ( m_iHealth <= ( m_iMaxHealth / 2 ) ) |
|
{ |
|
m_OnHalfHealth.FireOutput(this, this); |
|
} |
|
|
|
RestartGesture( ACT_GESTURE_SMALL_FLINCH ); |
|
PainSound( info ); |
|
|
|
// Interrupt our gun during the flinch |
|
m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1.1f ); |
|
|
|
GetEnemies()->OnTookDamageFrom( info.GetAttacker() ); |
|
|
|
if( !IsSmoking() && m_iHealth <= sk_strider_health.GetInt() / 2 ) |
|
{ |
|
StartSmoking(); |
|
} |
|
return damage; |
|
} |
|
|
|
// NOTE: Currently radius damage doesn't even call this because it uses the origin, not the box for distance |
|
#if 0 |
|
NDebugOverlay::Box( headPos, WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 0, 5.0 ); |
|
NDebugOverlay::Cross3D( inf |
|
o.GetDamagePosition(), 24, 0, 255, 0, false, 5.0 ); |
|
// too far from head, apply damage to nearest leg? |
|
#endif |
|
} |
|
|
|
#if 0 |
|
if ( (info.GetDamageType() & DMG_BULLET) && info.GetDamage() > 1 && m_iHealth > 1 ) |
|
{ |
|
m_iHealth -= 1; |
|
return 1; |
|
} |
|
#endif |
|
|
|
return 0; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
int CNPC_Strider::TakeDamageFromCombineBall( const CTakeDamageInfo &info ) |
|
{ |
|
float damage = info.GetDamage(); |
|
|
|
// If it's only an AR2 alt-fire, we don't take much damage |
|
if ( UTIL_IsAR2CombineBall( info.GetInflictor() ) ) |
|
{ |
|
damage = strider_ar2_altfire_dmg.GetFloat(); |
|
} |
|
else |
|
{ |
|
// Always start smoking when we're struck by a normal combine ball |
|
StartSmoking(); |
|
} |
|
|
|
if( info.GetAttacker() && info.GetAttacker()->IsPlayer() ) |
|
{ |
|
// Route combine ball damage through the regular skill level code. |
|
damage = g_pGameRules->AdjustPlayerDamageInflicted(damage); |
|
} |
|
|
|
AddFacingTarget( info.GetInflictor(), info.GetInflictor()->GetAbsOrigin(), 0.5, 2.0 ); |
|
if ( !UTIL_IsAR2CombineBall( info.GetInflictor() ) ) |
|
RestartGesture( ACT_GESTURE_BIG_FLINCH ); |
|
else |
|
RestartGesture( ACT_GESTURE_SMALL_FLINCH ); |
|
|
|
PainSound( info ); |
|
|
|
m_iHealth -= damage; |
|
|
|
return damage; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::Event_Killed( const CTakeDamageInfo &info ) |
|
{ |
|
// Do a special death if we're killed by a combine ball in the Citadel |
|
if ( info.GetInflictor() && UTIL_IsCombineBall( info.GetInflictor() ) ) |
|
{ |
|
if ( m_lifeState == LIFE_DYING ) |
|
return; |
|
|
|
// Tracker 23610: Strider playing death sounds twice (AI_BaseNPC calls it in Event_Killed, too) |
|
// DeathSound( info ); |
|
m_lifeState = LIFE_DYING; |
|
|
|
// Start dying |
|
RestartGesture( (Activity) ACT_STRIDER_GESTURE_DEATH ); |
|
|
|
// Stop our mini-cannon |
|
m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 100.0f ); |
|
} |
|
else |
|
{ |
|
StopSmoking(); |
|
|
|
m_BoneFollowerManager.DestroyBoneFollowers(); |
|
|
|
} |
|
|
|
if( IsUsingAggressiveBehavior() ) |
|
{ |
|
// Lifted this code from the gunship. |
|
Vector vecExplode; |
|
GetAttachment( "minigun", vecExplode ); |
|
ExplosionCreate( vecExplode, QAngle(0,0,1), this, 100, 128, false ); |
|
} |
|
|
|
// Determine if we're going to explode into pieces |
|
m_bExploding = ShouldExplodeFromDamage( info ); |
|
|
|
BaseClass::Event_Killed( info ); |
|
|
|
// Stop our large cannon |
|
EntityMessageBegin( this, true ); |
|
WRITE_BYTE( STRIDER_MSG_DEAD ); |
|
MessageEnd(); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::RagdollDeathEffect( CRagdollProp *pRagdoll, float flDuration ) |
|
{ |
|
UTIL_ScreenShake( EyePosition(), 50, 150.0, 1.0, 1024, SHAKE_START ); |
|
|
|
int i; |
|
for( i = 0 ; i < 2 ; i++ ) |
|
{ |
|
SmokeTrail *pSmoke = SmokeTrail::CreateSmokeTrail(); |
|
if ( pSmoke ) |
|
{ |
|
if( i == 0 ) |
|
{ |
|
pSmoke->m_SpawnRate = 16; |
|
pSmoke->m_Opacity = 0.25; |
|
pSmoke->m_StartColor.Init( 0.45f, 0.45f, 0.45f ); |
|
} |
|
else |
|
{ |
|
pSmoke->m_SpawnRate = 32; |
|
pSmoke->m_Opacity = 0.3; |
|
pSmoke->m_StartColor.Init( 0.5f, 0.5f, 0.5f ); |
|
} |
|
|
|
pSmoke->m_ParticleLifetime = 3.0; |
|
pSmoke->m_StartSize = 16; |
|
pSmoke->m_EndSize = 64; |
|
pSmoke->m_SpawnRadius = 20; |
|
pSmoke->m_MinSpeed = 8; |
|
pSmoke->m_MaxSpeed = 64; |
|
pSmoke->m_EndColor.Init( 0, 0, 0 ); |
|
|
|
pSmoke->SetLifetime( flDuration ); |
|
|
|
if( i == 0 ) |
|
{ |
|
pSmoke->FollowEntity( pRagdoll, "MiniGunBase" ); |
|
} |
|
else |
|
{ |
|
pSmoke->FollowEntity( pRagdoll, "vehicle_driver_eyes" ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &info - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CNPC_Strider::ShouldExplodeFromDamage( const CTakeDamageInfo &info ) |
|
{ |
|
CBaseEntity *pInflictor = info.GetInflictor(); |
|
if ( pInflictor == NULL ) |
|
return false; |
|
|
|
// Combine balls make us explode |
|
if ( UTIL_IsCombineBall( info.GetInflictor() ) ) |
|
return true; |
|
|
|
// Stickybombs make us explode |
|
CBaseEntity *pAttacker = info.GetAttacker(); |
|
if ( pAttacker != NULL && (FClassnameIs( pAttacker, "weapon_striderbuster" ) || |
|
FClassnameIs( pAttacker, "npc_grenade_magna" ))) |
|
return true; |
|
|
|
if ( pInflictor == this && pAttacker == this ) |
|
return true; |
|
|
|
return false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
ConVarRef mat_dxlevel( "mat_dxlevel" ); |
|
bool CNPC_Strider::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector ) |
|
{ |
|
// Combine balls make us explode |
|
if ( m_bExploding ) |
|
{ |
|
Explode(); |
|
} |
|
else |
|
{ |
|
// Otherwise just keel over |
|
CRagdollProp *pRagdoll = NULL; |
|
CBasePlayer *pPlayer = AI_GetSinglePlayer(); |
|
if ( pPlayer && mat_dxlevel.GetInt() > 0 ) |
|
{ |
|
int dxlevel = mat_dxlevel.GetInt(); |
|
int maxRagdolls = ( dxlevel >= 90 ) ? 2 : ( dxlevel >= 80 ) ? 1 : 0; |
|
|
|
if ( maxRagdolls > 0 ) |
|
{ |
|
CUtlVectorFixed<CRagdollProp *, 2> striderRagdolls; |
|
while ( ( pRagdoll = gEntList.NextEntByClass( pRagdoll ) ) != NULL ) |
|
{ |
|
if ( pRagdoll->GetModelName() == GetModelName() && !pRagdoll->IsFading() ) |
|
{ |
|
Assert( striderRagdolls.Count() < striderRagdolls.NumAllocated() ); |
|
if ( striderRagdolls.Count() < striderRagdolls.NumAllocated() ) |
|
striderRagdolls.AddToTail( pRagdoll ); |
|
} |
|
} |
|
|
|
if ( striderRagdolls.Count() >= maxRagdolls ) |
|
{ |
|
float distSqrFurthest = FLT_MAX; |
|
CRagdollProp *pFurthest = NULL; |
|
|
|
for ( int i = 0; i < striderRagdolls.Count(); i++ ) |
|
{ |
|
float distSqrCur = CalcSqrDistanceToAABB( striderRagdolls[i]->WorldAlignMins(), striderRagdolls[i]->WorldAlignMaxs(), pPlayer->GetAbsOrigin() ); |
|
if ( distSqrCur < distSqrFurthest ) |
|
{ |
|
distSqrFurthest = distSqrCur; |
|
pFurthest = striderRagdolls[i]; |
|
} |
|
} |
|
|
|
if ( pFurthest ) |
|
pFurthest->FadeOut( 0.75, 1.5 ); |
|
} |
|
} |
|
|
|
pRagdoll = assert_cast<CRagdollProp *>( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) ); |
|
pRagdoll->DisableAutoFade(); |
|
|
|
if ( maxRagdolls == 0 ) |
|
{ |
|
pRagdoll->FadeOut( 6.0, .75 ); |
|
RagdollDeathEffect( pRagdoll, 6.0f ); |
|
} |
|
else |
|
{ |
|
RagdollDeathEffect( pRagdoll, 600.0f ); |
|
} |
|
} |
|
else |
|
{ |
|
// Otherwise just keel over |
|
pRagdoll = assert_cast<CRagdollProp *>( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) ); |
|
pRagdoll->DisableAutoFade(); |
|
} |
|
} |
|
|
|
UTIL_Remove(this); |
|
|
|
return true; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::StartSmoking( void ) |
|
{ |
|
if ( m_hSmoke != NULL ) |
|
return; |
|
|
|
m_hSmoke = SmokeTrail::CreateSmokeTrail(); |
|
|
|
if ( m_hSmoke ) |
|
{ |
|
m_hSmoke->m_SpawnRate = 32; |
|
m_hSmoke->m_ParticleLifetime = 3.0; |
|
m_hSmoke->m_StartSize = 16; |
|
m_hSmoke->m_EndSize = 64; |
|
m_hSmoke->m_SpawnRadius = 20; |
|
m_hSmoke->m_MinSpeed = 8; |
|
m_hSmoke->m_MaxSpeed = 64; |
|
m_hSmoke->m_Opacity = 0.3; |
|
|
|
m_hSmoke->m_StartColor.Init( 0.25f, 0.25f, 0.25f ); |
|
m_hSmoke->m_EndColor.Init( 0, 0, 0 ); |
|
m_hSmoke->SetLifetime( 500.0f ); |
|
m_hSmoke->FollowEntity( this, "MiniGunBase" ); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::StopSmoking( float flDelay ) |
|
{ |
|
if ( m_hSmoke ) |
|
{ |
|
m_hSmoke->SetLifetime( flDelay ); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::SetHeight( float h ) |
|
{ |
|
if ( h > GetMaxHeight() ) |
|
h = GetMaxHeight(); |
|
else if ( h < GetMinHeight() ) |
|
h = GetMinHeight(); |
|
|
|
SetPoseParameter( gm_BodyHeightPoseParam, h ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::SetIdealHeight( float h ) |
|
{ |
|
if ( h > GetMaxHeight() ) |
|
h = GetMaxHeight(); |
|
else if ( h < GetMinHeight() ) |
|
h = GetMinHeight(); |
|
|
|
m_idealHeight = h; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::SetAbsIdealHeight( float z ) |
|
{ |
|
float h = GetMaxHeight() - ( z - GetAbsOrigin().z ); |
|
|
|
SetIdealHeight( h ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// At this moment, am I in the PROCESS of crouching? |
|
// as in, and I transitioning from standing to crouch? |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::IsStriderCrouching() |
|
{ |
|
if( IsCurSchedule( SCHED_STRIDER_CROUCH, false ) ) |
|
return true; |
|
|
|
return false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// As IsStriderCrouching(), but for obvious differences. |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::IsStriderStanding() |
|
{ |
|
if( IsCurSchedule( SCHED_STRIDER_STAND, false ) ) |
|
return true; |
|
|
|
return false; |
|
} |
|
|
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
|
|
bool CNPC_Strider::OverrideMove( float flInterval ) |
|
{ |
|
if ( GetCannonTarget() ) |
|
{ |
|
AddFacingTarget( GetCannonTarget(), GetCannonTarget()->GetAbsOrigin(), 1.0, 0.5 ); |
|
} |
|
else if ( GetEnemy() ) |
|
{ |
|
bool bPlayer = GetEnemy()->IsPlayer(); |
|
float timeSinceSeenEnemy = gpGlobals->curtime - GetEnemyLastTimeSeen(); |
|
if ( ( !bPlayer && timeSinceSeenEnemy < STRIDER_TIME_STOP_FACING_ENEMY ) || |
|
( bPlayer && !m_PlayerFreePass.HasPass() ) ) |
|
{ |
|
AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ), 1.0, 0.5 ); |
|
} |
|
|
|
if ( !m_bCrouchLocked && !m_hCannonTarget && GetIdealHeight() < GetMaxHeight() && timeSinceSeenEnemy > TIME_CARE_ENEMY ) |
|
SetIdealHeight( GetMaxHeight() ); |
|
} |
|
else if ( !m_bCrouchLocked && !m_hCannonTarget ) |
|
SetIdealHeight( GetMaxHeight() ); |
|
|
|
if ( strider_test_height.GetFloat() > .1 ) |
|
SetIdealHeight( strider_test_height.GetFloat() ); |
|
|
|
// If we're not supposed to crouch walk and we're under the threshold for what we consider crouch walking, stand back up! |
|
if ( !m_bCrouchLocked && m_bNoCrouchWalk && IsMoving() && ( GetIdealHeight() < ( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) ) ) ) |
|
{ |
|
SetIdealHeight( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) ); |
|
} |
|
|
|
float heightMove = GetIdealHeight() - GetHeight(); |
|
float heightMoveSign = ( heightMove < 0 ) ? -1 : 1; |
|
heightMove = fabsf( heightMove ); |
|
if ( heightMove > 0.01 ) |
|
{ |
|
const float maxVelocity = 300; |
|
const float minVelocity = 10; |
|
|
|
#define HEIGHTINVDECAY 0.8 // maintain X percent of velocity when slowing down |
|
#define HEIGHTDECAYTIME 0.4161 // Sum( 1..cycle, HEIGHTINVDECAY^cycle ) |
|
#define HEIGHTACCEL 0.5 // accel toward maxVelocity by X percent each cycle |
|
|
|
if (fabsf( m_HeightVelocity ) < minVelocity) |
|
m_HeightVelocity = minVelocity * heightMoveSign; |
|
|
|
if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME ) |
|
{ |
|
m_HeightVelocity = m_HeightVelocity * HEIGHTINVDECAY; |
|
|
|
if (heightMove < m_HeightVelocity * heightMoveSign * flInterval) |
|
{ |
|
m_HeightVelocity = heightMove * heightMoveSign / flInterval; |
|
} |
|
} |
|
else |
|
{ |
|
m_HeightVelocity = m_HeightVelocity * (1.0f - HEIGHTACCEL) + maxVelocity * HEIGHTACCEL * heightMoveSign; |
|
if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME) |
|
{ |
|
m_HeightVelocity = heightMove * heightMoveSign / HEIGHTDECAYTIME; |
|
} |
|
} |
|
|
|
float newHeight = GetHeight() + m_HeightVelocity * flInterval; |
|
SetHeight( newHeight ); |
|
} |
|
|
|
// FIXME: where should this go? |
|
MaintainTurnActivity( ); |
|
|
|
return false; |
|
} |
|
|
|
|
|
void CNPC_Strider::MaintainTurnActivity( void ) |
|
{ |
|
// detect that the npc has turned |
|
if (m_prevYaw != GetAbsAngles().y) |
|
{ |
|
float diff = UTIL_AngleDiff( m_prevYaw, GetAbsAngles().y ); |
|
if (diff < 0.0) |
|
{ |
|
m_doLeft += -diff; |
|
} |
|
else |
|
{ |
|
m_doRight += diff; |
|
} |
|
m_prevYaw = GetAbsAngles().y; |
|
} |
|
// accumulate turn angle, delay response for short turns |
|
m_doTurn += m_doRight + m_doLeft; |
|
if (!IsMoving() && m_doTurn > 180.0f && m_flNextTurnAct < gpGlobals->curtime ) |
|
{ |
|
int iSeq = ACT_INVALID; |
|
if (m_doLeft > m_doRight) |
|
{ |
|
iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_LEFT ); |
|
} |
|
else |
|
{ |
|
iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_RIGHT ); |
|
} |
|
if (iSeq != ACT_INVALID) |
|
{ |
|
int iLayer = AddGestureSequence( iSeq ); |
|
if (iLayer != -1) |
|
{ |
|
SetLayerPriority( iLayer, 100 ); |
|
// increase speed if we're getting behind or they're turning quickly |
|
if (m_doTurn > 360.0) |
|
{ |
|
SetLayerPlaybackRate( iLayer, 1.5 ); |
|
} |
|
m_flNextTurnAct = gpGlobals->curtime + GetLayerDuration( iLayer ); |
|
} |
|
else |
|
{ |
|
// too busy, try again in half a second |
|
m_flNextTurnAct = gpGlobals->curtime + 0.5; |
|
} |
|
} |
|
m_doTurn = m_doLeft = m_doRight = 0.0; |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::IsUnusableNode(int iNodeID, CAI_Hint *pHint) |
|
{ |
|
if ( !BaseClass::IsUnusableNode(iNodeID, pHint) ) |
|
{ |
|
if ( pHint && pHint->HintType() == HINT_STRIDER_NODE ) |
|
return false; |
|
} |
|
return true; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// Purpose: Compute the nav position for the strider's origin relative to this enemy. |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition ) |
|
{ |
|
if ( pEnemy ) |
|
{ |
|
if ( ! (pEnemy->GetFlags() & FL_ONGROUND) ) |
|
{ |
|
MoveToGround( &chasePosition, pEnemy, pEnemy->WorldAlignMins(), pEnemy->WorldAlignMaxs() ); |
|
} |
|
|
|
// move down to enemy's feet for enemy origin at chasePosition |
|
chasePosition.z += pEnemy->WorldAlignMins().z; |
|
|
|
} |
|
else |
|
{ |
|
MoveToGround( &chasePosition, NULL, Vector( -16, -16, 0 ), Vector( 16, 16, 32 ) ); |
|
} |
|
|
|
// move up to strider stand height |
|
chasePosition.z += GetMaxHeight() + npc_strider_height_adj.GetFloat(); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::HasPendingTargetPath() |
|
{ |
|
bool bReturn = ( !FStrEq( STRING(m_strTrackName), STRIDER_NO_TRACK_NAME ) && !GetGoalEnt() ); |
|
|
|
return bReturn; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::SetTargetPath() |
|
{ |
|
SetGoalEnt( NULL ); |
|
CBaseEntity *pGoalEnt = gEntList.FindEntityByName( NULL, m_strTrackName ); |
|
if ( pGoalEnt == NULL ) |
|
{ |
|
DevWarning( "%s: Could not find target path '%s'!\n", GetClassname(), STRING( m_strTrackName ) ); |
|
|
|
// Don't try anymore. It just hurts the AI. |
|
m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); |
|
|
|
UTIL_Remove( this ); |
|
return; |
|
} |
|
|
|
const Vector &absOrigin = GetAbsOrigin(); |
|
CBaseEntity *pClosestEnt = NULL; |
|
CBaseEntity *pCurEnt = pGoalEnt; |
|
float distClosestSq = FLT_MAX; |
|
|
|
CUtlRBTree<CBaseEntity *> visits; |
|
SetDefLessFunc(visits); |
|
|
|
while ( pCurEnt && visits.Find( pCurEnt ) == visits.InvalidIndex() ) |
|
{ |
|
float distCurSq = ( pCurEnt->GetAbsOrigin() - absOrigin ).LengthSqr(); |
|
if ( distCurSq < distClosestSq ) |
|
{ |
|
distClosestSq = distCurSq; |
|
pClosestEnt = pCurEnt; |
|
} |
|
visits.Insert( pCurEnt ); |
|
pCurEnt = GetNavigator()->GetNextPathcorner( pCurEnt ); |
|
} |
|
|
|
ScheduledFollowPath( SCHED_IDLE_WALK, pClosestEnt, ACT_WALK ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
|
|
float CNPC_Strider::GetDefaultNavGoalTolerance() |
|
{ |
|
return 64; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::OnMovementComplete() |
|
{ |
|
if ( GetGoalEnt() && |
|
( IsCurSchedule( SCHED_IDLE_WALK ) || |
|
IsCurSchedule( SCHED_ALERT_WALK ) || |
|
IsCurSchedule( SCHED_COMBAT_WALK ) || |
|
IsCurSchedule( SCHED_STRIDER_HUNT ) ) ) |
|
{ |
|
m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); |
|
SetGoalEnt( NULL ); |
|
} |
|
BaseClass::OnMovementComplete(); |
|
} |
|
|
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
float CNPC_Strider::GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence ) |
|
{ |
|
return ( BaseClass::GetSequenceGroundSpeed( pStudioHdr, iSequence ) * m_flSpeedScale ); |
|
} |
|
|
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
float CNPC_Strider::MaxYawSpeed() |
|
{ |
|
switch( GetActivity() ) |
|
{ |
|
case ACT_90_LEFT: |
|
case ACT_90_RIGHT: |
|
return 10; |
|
|
|
case ACT_TURN_LEFT: |
|
case ACT_TURN_RIGHT: |
|
return 10; |
|
|
|
case ACT_WALK: |
|
return 10; |
|
|
|
default: |
|
return 10; // should be zero, but this makes it easy to see when he's turning with default AI code |
|
break; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_Strider::DoMuzzleFlash( void ) |
|
{ |
|
BaseClass::DoMuzzleFlash(); |
|
|
|
CEffectData data; |
|
|
|
data.m_nAttachmentIndex = LookupAttachment( "MiniGun" ); |
|
data.m_nEntIndex = entindex(); |
|
DispatchEffect( "StriderMuzzleFlash", data ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::ShootMinigun( const Vector *pTarget, float aimError, const Vector &vecSpread ) |
|
{ |
|
if ( pTarget ) |
|
{ |
|
Vector muzzlePos; |
|
QAngle muzzleAng; |
|
|
|
GetAttachment( "minigun", muzzlePos, muzzleAng ); |
|
|
|
Vector vecShootDir = *pTarget - muzzlePos; |
|
VectorNormalize( vecShootDir ); |
|
|
|
if( m_bMinigunUseDirectFire ) |
|
{ |
|
// exactly on target w/tracer |
|
FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunDirectAmmo, 1 ); |
|
} |
|
else |
|
{ |
|
// exactly on target w/tracer |
|
FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunAmmo, 1 ); |
|
} |
|
|
|
//g_pEffects->MuzzleFlash( muzzlePos, muzzleAng, random->RandomFloat( 2.0f, 4.0f ) , MUZZLEFLASH_TYPE_STRIDER ); |
|
DoMuzzleFlash(); |
|
|
|
EmitSound( "NPC_Strider.FireMinigun" ); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::UpdateMinigunControls( float &yaw, float &pitch ) |
|
{ |
|
SetPoseParameter( m_poseMiniGunYaw, yaw ); |
|
SetPoseParameter( m_poseMiniGunPitch, pitch ); |
|
|
|
yaw = GetPoseParameter( m_poseMiniGunYaw ); |
|
pitch = GetPoseParameter( m_poseMiniGunPitch ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::GetViewCone( StriderMinigunViewcone_t &cone ) |
|
{ |
|
cone.origin = EyePosition(); |
|
GetVectors( &cone.axis, NULL, NULL ); |
|
cone.cosAngle = 0.5; // 60 degree cone |
|
cone.length = 2048; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::OnMinigunStopShooting( CBaseEntity *pTarget ) |
|
{ |
|
// Stop hating the focus. |
|
if( GetFocus() && pTarget == GetFocus() ) |
|
{ |
|
AddEntityRelationship( GetFocus(), D_NU, 0 ); |
|
} |
|
|
|
if( IsUsingAggressiveBehavior() ) |
|
{ |
|
// From now on, direct fire. |
|
m_bMinigunUseDirectFire = true; |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// How fast the minigun fires (rounds per second) |
|
//--------------------------------------------------------- |
|
float CNPC_Strider::GetMinigunRateOfFire() |
|
{ |
|
if( IsUsingAggressiveBehavior() && m_bMinigunUseDirectFire ) |
|
return STRIDER_EP1_RATE_OF_FIRE; |
|
|
|
return STRIDER_DEFAULT_RATE_OF_FIRE; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// How much of shoot duration is spent firing directly at |
|
// the target (the balance of time is spent stitching towards) |
|
//--------------------------------------------------------- |
|
float CNPC_Strider::GetMinigunOnTargetTime() |
|
{ |
|
if( IsUsingAggressiveBehavior() ) |
|
{ |
|
if( m_bMinigunUseDirectFire ) |
|
{ |
|
// On target the whole time. Just send a large number that |
|
// will be clipped, since shooting duration is random and |
|
// we don't know how long the burst will actually be. |
|
return 100.0f; |
|
} |
|
|
|
return STRIDER_EP1_SHOOT_ON_TARGET_TIME; |
|
} |
|
|
|
return STRIDER_SHOOT_ON_TARGET_TIME; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// How long (seconds) a burst of minigun fire lasts. |
|
//--------------------------------------------------------- |
|
float CNPC_Strider::GetMinigunShootDuration() |
|
{ |
|
if( IsUsingAggressiveBehavior() ) |
|
return STRIDER_EP1_SHOOT_DURATION; |
|
|
|
return STRIDER_DEFAULT_SHOOT_DURATION; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// How long (seconds) a strider must wait between bursts |
|
//--------------------------------------------------------- |
|
float CNPC_Strider::GetMinigunShootDowntime() |
|
{ |
|
if( IsUsingAggressiveBehavior() ) |
|
return STRIDER_EP1_SHOOT_DOWNTIME; |
|
|
|
return STRIDER_SHOOT_DOWNTIME; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
float CNPC_Strider::GetMinigunShootVariation() |
|
{ |
|
if( IsUsingAggressiveBehavior() ) |
|
{ |
|
if( m_bMinigunUseDirectFire ) |
|
return 0.0f; |
|
|
|
return STRIDER_EP1_SHOOT_VARIATION; |
|
} |
|
|
|
return STRIDER_SHOOT_VARIATION; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
Vector CNPC_Strider::CannonPosition() |
|
{ |
|
Vector position; |
|
|
|
// Currently just using the gun for the vertical component! |
|
GetAttachment( "biggun", position ); |
|
position.x = GetAbsOrigin().x; |
|
position.y = GetAbsOrigin().y; |
|
|
|
return position; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
CBaseEntity *CNPC_Strider::GetCannonTarget() |
|
{ |
|
CBaseEntity *pTarget = m_hCannonTarget; |
|
return pTarget; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::HasCannonTarget() const |
|
{ |
|
return ( m_hCannonTarget.Get() != NULL ); |
|
} |
|
|
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::IsCannonTarget( CBaseEntity *pTarget ) const |
|
{ |
|
CBaseEntity *pCannonTarget = m_hCannonTarget; |
|
if ( pCannonTarget && pCannonTarget == pTarget ) |
|
{ |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// Purpose: Aim Gun at a target |
|
// Output : Returns true if you hit the target, false if not there yet |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::AimCannonAt( CBaseEntity *pEntity, float flInterval ) |
|
{ |
|
if ( !pEntity ) |
|
return true; |
|
|
|
matrix3x4_t gunMatrix; |
|
GetAttachment( gm_CannonAttachment, gunMatrix ); |
|
|
|
// transform the enemy into gun space |
|
m_vecHitPos = pEntity->GetAbsOrigin(); |
|
Vector localEnemyPosition; |
|
VectorITransform( pEntity->GetAbsOrigin(), gunMatrix, localEnemyPosition ); |
|
|
|
// do a look at in gun space (essentially a delta-lookat) |
|
QAngle localEnemyAngles; |
|
VectorAngles( localEnemyPosition, localEnemyAngles ); |
|
|
|
// convert to +/- 180 degrees |
|
localEnemyAngles.x = UTIL_AngleDiff( localEnemyAngles.x, 0 ); |
|
localEnemyAngles.y = UTIL_AngleDiff( localEnemyAngles.y, 0 ); |
|
|
|
float targetYaw = m_aimYaw + localEnemyAngles.y; |
|
float targetPitch = m_aimPitch + localEnemyAngles.x; |
|
|
|
Vector unitAngles = Vector( localEnemyAngles.x, localEnemyAngles.y, localEnemyAngles.z ); |
|
float angleDiff = VectorNormalize(unitAngles); |
|
const float aimSpeed = 16; |
|
|
|
// Exponentially approach the target |
|
float yawSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.y); |
|
float pitchSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.x); |
|
|
|
yawSpeed = MAX(yawSpeed,5); |
|
pitchSpeed = MAX(pitchSpeed,5); |
|
|
|
m_aimYaw = UTIL_Approach( targetYaw, m_aimYaw, yawSpeed ); |
|
m_aimPitch = UTIL_Approach( targetPitch, m_aimPitch, pitchSpeed ); |
|
|
|
SetPoseParameter( gm_YawControl, m_aimYaw ); |
|
SetPoseParameter( gm_PitchControl, m_aimPitch ); |
|
|
|
// read back to avoid drift when hitting limits |
|
// as long as the velocity is less than the delta between the limit and 180, this is fine. |
|
m_aimPitch = GetPoseParameter( gm_PitchControl ); |
|
m_aimYaw = GetPoseParameter( gm_YawControl ); |
|
|
|
// UNDONE: Zero out any movement past the limit and go ahead and fire if the strider hit its |
|
// target except for clamping. Need to clamp targets to limits and compare? |
|
if ( angleDiff < 1 ) |
|
return true; |
|
|
|
return false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::FireCannon() |
|
{ |
|
ASSERT( m_hCannonTarget != NULL ); |
|
if ( !m_hCannonTarget ) |
|
{ |
|
DevMsg( "Strider firing cannon at NULL target\n" ); |
|
|
|
// Turn the cannon off |
|
EntityMessageBegin( this, true ); |
|
WRITE_BYTE( STRIDER_MSG_DEAD ); |
|
MessageEnd(); |
|
|
|
return; |
|
} |
|
|
|
if ( GetNextThink( "CANNON_HIT" ) > gpGlobals->curtime ) |
|
{ |
|
DevMsg( "Strider refiring cannon?\n" ); |
|
return; |
|
} |
|
|
|
m_nextShootTime = gpGlobals->curtime + 5; |
|
trace_t tr; |
|
Vector vecShootPos; |
|
GetAttachment( gm_CannonAttachment, vecShootPos ); |
|
|
|
Vector vecShootDir; |
|
vecShootDir = m_hCannonTarget->WorldSpaceCenter() - vecShootPos; |
|
float flDist = VectorNormalize( vecShootDir ); |
|
|
|
AI_TraceLine( vecShootPos, vecShootPos + vecShootDir * flDist, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); |
|
m_blastHit = tr.endpos; |
|
m_blastHit += tr.plane.normal * 16; |
|
m_blastNormal = tr.plane.normal; |
|
|
|
// tell the client side effect to complete |
|
EntityMessageBegin( this, true ); |
|
WRITE_BYTE( STRIDER_MSG_BIG_SHOT ); |
|
WRITE_VEC3COORD( tr.endpos ); |
|
MessageEnd(); |
|
|
|
CPASAttenuationFilter filter2( this, "NPC_Strider.Shoot" ); |
|
EmitSound( filter2, entindex(), "NPC_Strider.Shoot"); |
|
SetContextThink( &CNPC_Strider::CannonHitThink, gpGlobals->curtime + 0.2f, "CANNON_HIT" ); |
|
} |
|
|
|
void CNPC_Strider::CannonHitThink() |
|
{ |
|
CBaseEntity *pCannonTarget = m_hCannonTarget; |
|
if ( pCannonTarget ) |
|
{ |
|
bool fAlive = pCannonTarget->IsAlive(); |
|
|
|
CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 ); |
|
|
|
// If the target was alive, check to make sure it is now dead. If not, |
|
// Kill it and warn the designer. |
|
if( fAlive && pCannonTarget->IsAlive() ) |
|
{ |
|
DevWarning("* * * * * * * * * * * * * * *\n"); |
|
DevWarning("NASTYGRAM: STRIDER failed to kill its cannon target. Killing directly...\n"); |
|
DevWarning("* * * * * * * * * * * * * * *\n"); |
|
|
|
CTakeDamageInfo info; |
|
|
|
info.SetDamage( pCannonTarget->GetHealth() ); |
|
info.SetDamageType( DMG_GENERIC ); |
|
info.SetAttacker( this ); |
|
info.SetInflictor( this ); |
|
|
|
pCannonTarget->TakeDamage( info ); |
|
} |
|
|
|
// Clear this guy now that we've shot him |
|
m_hCannonTarget = NULL; |
|
} |
|
|
|
// Allow the cannon back on. |
|
m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1 ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent ) |
|
{ |
|
if ( !HasMemory( bits_MEMORY_PROVOKED ) ) |
|
{ |
|
// if the player threw this in the last 1 seconds |
|
CBasePlayer *pPlayer = pEvent->pEntities[!index]->HasPhysicsAttacker( 1 ); |
|
if ( pPlayer ) |
|
{ |
|
GetEnemies()->ClearMemory( pPlayer ); |
|
Remember( bits_MEMORY_PROVOKED ); |
|
SetCondition( COND_LIGHT_DAMAGE ); |
|
} |
|
} |
|
|
|
int otherIndex = !index; |
|
CBaseEntity *pOther = pEvent->pEntities[otherIndex]; |
|
if ( pOther && UTIL_IsCombineBall( pOther ) ) |
|
{ |
|
Vector damagePos; |
|
pEvent->pInternalData->GetContactPoint( damagePos ); |
|
CTakeDamageInfo dmgInfo( pOther, pOther, vec3_origin, damagePos, (m_iMaxHealth / 3) + 1, DMG_BLAST | DMG_PREVENT_PHYSICS_FORCE ); |
|
|
|
// FIXME: is there a better way for physics objects to keep track of what root entity responsible for them moving? |
|
CBasePlayer *pPlayer = pOther->HasPhysicsAttacker( 1.0 ); |
|
if (pPlayer) |
|
{ |
|
dmgInfo.SetAttacker( pPlayer ); |
|
} |
|
|
|
// UNDONE: Find one near damagePos? |
|
m_nForceBone = 0; |
|
PhysCallbackDamage( this, dmgInfo, *pEvent, index ); |
|
return; |
|
} |
|
|
|
BaseClass::VPhysicsShadowCollision( index, pEvent ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) |
|
{ |
|
// Let normal hitbox code handle rays |
|
if ( mask & CONTENTS_HITBOX ) |
|
{ |
|
return BaseClass::TestCollision( ray, mask, trace ); |
|
} |
|
|
|
if ( IntersectRayWithBox( ray, WorldAlignMins() + GetAbsOrigin(), WorldAlignMaxs() + GetAbsOrigin(), DIST_EPSILON, &trace ) ) |
|
{ |
|
trace.hitbox = 0; |
|
trace.hitgroup = HITGROUP_HEAD; |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::CarriedByDropship() |
|
{ |
|
if( GetOwnerEntity() && FClassnameIs( GetOwnerEntity(), "npc_combinedropship" ) ) |
|
return true; |
|
|
|
return false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// Carried by a dropship |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::CarriedThink() |
|
{ |
|
SetNextThink( gpGlobals->curtime + 0.05 ); |
|
StudioFrameAdvance(); |
|
|
|
Vector vecGround = GetAbsOrigin(); |
|
TranslateNavGoal( NULL, vecGround ); |
|
|
|
if( !CarriedByDropship() ) |
|
{ |
|
SetSolid( SOLID_BBOX ); |
|
SetThink ( &CAI_BaseNPC::CallNPCThink ); |
|
} |
|
} |
|
|
|
|
|
|
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
Vector CNPC_Strider::LeftFootHit( float eventtime ) |
|
{ |
|
Vector footPosition; |
|
QAngle angles; |
|
|
|
GetAttachment( "left foot", footPosition, angles ); |
|
|
|
if ( hl2_episodic.GetBool() ) |
|
{ |
|
CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" ); |
|
EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime ); |
|
} |
|
else |
|
{ |
|
CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); |
|
EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); |
|
} |
|
|
|
FootFX( footPosition ); |
|
|
|
return footPosition; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
Vector CNPC_Strider::RightFootHit( float eventtime ) |
|
{ |
|
Vector footPosition; |
|
|
|
GetAttachment( "right foot", footPosition ); |
|
|
|
if ( hl2_episodic.GetBool() ) |
|
{ |
|
CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" ); |
|
EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime ); |
|
} |
|
else |
|
{ |
|
CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); |
|
EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); |
|
} |
|
|
|
FootFX( footPosition ); |
|
|
|
return footPosition; |
|
} |
|
|
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
Vector CNPC_Strider::BackFootHit( float eventtime ) |
|
{ |
|
Vector footPosition; |
|
|
|
GetAttachment( "back foot", footPosition ); |
|
|
|
if ( hl2_episodic.GetBool() ) |
|
{ |
|
CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" ); |
|
EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime ); |
|
} |
|
else |
|
{ |
|
CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); |
|
EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); |
|
} |
|
|
|
FootFX( footPosition ); |
|
|
|
return footPosition; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
static Vector GetAttachmentPositionInSpaceOfBone( CStudioHdr *pStudioHdr, const char *pAttachmentName, int outputBoneIndex ) |
|
{ |
|
int attachment = Studio_FindAttachment( pStudioHdr, pAttachmentName ); |
|
|
|
Vector localAttach; |
|
const mstudioattachment_t &pAttachment = pStudioHdr->pAttachment(attachment); |
|
int iBone = pStudioHdr->GetAttachmentBone( attachment ); |
|
MatrixGetColumn( pAttachment.local, 3, localAttach ); |
|
|
|
matrix3x4_t inputToOutputBone; |
|
Studio_CalcBoneToBoneTransform( pStudioHdr, iBone, outputBoneIndex, inputToOutputBone ); |
|
|
|
Vector out; |
|
VectorTransform( localAttach, inputToOutputBone, out ); |
|
|
|
return out; |
|
} |
|
|
|
//------------------------------------- |
|
|
|
void CNPC_Strider::StompHit( int followerBoneIndex ) |
|
{ |
|
CStudioHdr *pStudioHdr = GetModelPtr(); |
|
physfollower_t *bone = m_BoneFollowerManager.GetBoneFollower( followerBoneIndex ); |
|
if ( !bone ) |
|
return; |
|
|
|
const char *pBoneNames[] = {"left skewer", "right skewer" }; |
|
int nameIndex = followerBoneIndex == STRIDER_LEFT_LEG_FOLLOWER_INDEX ? 0 : 1; |
|
Vector localHit = GetAttachmentPositionInSpaceOfBone( pStudioHdr, pBoneNames[nameIndex], bone->boneIndex ); |
|
IPhysicsObject *pLegPhys = bone->hFollower->VPhysicsGetObject(); |
|
|
|
// now transform into the worldspace of the current position of the leg's physics |
|
matrix3x4_t legToWorld; |
|
pLegPhys->GetPositionMatrix( &legToWorld ); |
|
Vector hitPosition; |
|
VectorTransform( localHit, legToWorld, hitPosition ); |
|
|
|
//NDebugOverlay::Box( hitPosition, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 1.0 ); |
|
CBaseEntity *pEnemy = GetEnemy(); |
|
CAI_BaseNPC *pNPC = pEnemy ? pEnemy->MyNPCPointer() : NULL; |
|
bool bIsValidTarget = pNPC && pNPC->GetModelPtr(); |
|
if ( HasSpawnFlags( SF_CAN_STOMP_PLAYER ) ) |
|
{ |
|
bIsValidTarget = bIsValidTarget || ( pEnemy && pEnemy->IsPlayer() ); |
|
} |
|
|
|
if ( !bIsValidTarget ) |
|
return; |
|
|
|
Vector delta; |
|
VectorSubtract( pEnemy->GetAbsOrigin(), hitPosition, delta ); |
|
if ( delta.LengthSqr() > (STRIDER_STOMP_RANGE * STRIDER_STOMP_RANGE) ) |
|
return; |
|
|
|
// DVS E3 HACK: Assume we stab our victim midway between their eyes and their center. |
|
Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f; |
|
hitPosition = pEnemy->GetAbsOrigin(); |
|
|
|
Vector footPosition; |
|
GetAttachment( "left foot", footPosition ); |
|
|
|
CPASAttenuationFilter filter( this, "NPC_Strider.Skewer" ); |
|
EmitSound( filter, 0, "NPC_Strider.Skewer", &hitPosition ); |
|
|
|
CTakeDamageInfo damageInfo( this, this, 500, DMG_CRUSH ); |
|
Vector forward; |
|
pEnemy->GetVectors( &forward, NULL, NULL ); |
|
damageInfo.SetDamagePosition( hitPosition ); |
|
damageInfo.SetDamageForce( -50 * 300 * forward ); |
|
pEnemy->TakeDamage( damageInfo ); |
|
|
|
if ( !pNPC || pNPC->IsAlive() ) |
|
return; |
|
|
|
Vector vecBloodDelta = footPosition - vecStabPos; |
|
vecBloodDelta.z = 0; // effect looks better |
|
VectorNormalize( vecBloodDelta ); |
|
UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 8, FX_BLOODSPRAY_ALL ); |
|
UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 11, FX_BLOODSPRAY_DROPS ); |
|
CBaseEntity *pRagdoll = CreateServerRagdollAttached( pNPC, vec3_origin, -1, COLLISION_GROUP_DEBRIS, pLegPhys, this, bone->boneIndex, vecStabPos, -1, localHit ); |
|
if ( pRagdoll ) |
|
{ |
|
// the strider might drag this through the world |
|
pRagdoll->AddSolidFlags( FSOLID_NOT_SOLID ); |
|
|
|
m_hRagdoll = pRagdoll; |
|
m_ragdollTime = gpGlobals->curtime + 10; |
|
UTIL_Remove( pNPC ); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::FootFX( const Vector &origin ) |
|
{ |
|
trace_t tr; |
|
AI_TraceLine( origin + Vector(0, 0, 48), origin - Vector(0,0,100), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); |
|
float yaw = random->RandomInt(0,120); |
|
|
|
if ( UTIL_PointContents( tr.endpos + Vector( 0, 0, 1 ) ) & MASK_WATER ) |
|
{ |
|
float flWaterZ = UTIL_FindWaterSurface( tr.endpos, tr.endpos.z, tr.endpos.z + 100.0f ); |
|
|
|
CEffectData data; |
|
data.m_fFlags = 0; |
|
data.m_vOrigin = tr.endpos; |
|
data.m_vOrigin.z = flWaterZ; |
|
data.m_vNormal = Vector( 0, 0, 1 ); |
|
data.m_flScale = random->RandomFloat( 10.0, 14.0 ); |
|
|
|
DispatchEffect( "watersplash", data ); |
|
} |
|
else |
|
{ |
|
for ( int i = 0; i < 3; i++ ) |
|
{ |
|
Vector dir = UTIL_YawToVector( yaw + i*120 ) * 10; |
|
VectorNormalize( dir ); |
|
dir.z = 0.25; |
|
VectorNormalize( dir ); |
|
g_pEffects->Dust( tr.endpos, dir, 12, 50 ); |
|
} |
|
} |
|
UTIL_ScreenShake( tr.endpos, 4.0, 1.0, 0.5, 1000, SHAKE_START, false ); |
|
|
|
if ( npc_strider_shake_ropes_radius.GetInt() ) |
|
{ |
|
CRopeKeyframe::ShakeRopes( tr.endpos, npc_strider_shake_ropes_radius.GetFloat(), npc_strider_shake_ropes_magnitude.GetFloat() ); |
|
} |
|
|
|
// |
|
// My feet are scary things! NOTE: We might want to make danger sounds as the feet move |
|
// through the air. Then soldiers could run from the feet, which would look cool. |
|
// |
|
CSoundEnt::InsertSound( SOUND_DANGER|SOUND_CONTEXT_EXCLUDE_COMBINE, tr.endpos, 512, 1.0f, this ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
Vector CNPC_Strider::CalculateStompHitPosition( CBaseEntity *pEnemy ) |
|
{ |
|
Vector skewerPosition, footPosition; |
|
GetAttachment( "left skewer", skewerPosition ); |
|
GetAttachment( "left foot", footPosition ); |
|
Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f; |
|
|
|
return vecStabPos - skewerPosition + footPosition; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Strider Navigation |
|
//----------------------------------------------------------------------------- |
|
|
|
static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs ) |
|
{ |
|
trace_t tr; |
|
// Find point on floor where enemy would stand at chasePosition |
|
Vector floor = *position; |
|
floor.z -= 1024; |
|
AI_TraceHull( *position, floor, mins, maxs, MASK_NPCSOLID_BRUSHONLY, ignore, COLLISION_GROUP_NONE, &tr ); |
|
if ( tr.fraction < 1 ) |
|
{ |
|
position->z = tr.endpos.z; |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void AdjustStriderNodePosition( CAI_Network *pNetwork, CAI_Node *pNode ) |
|
{ |
|
if ( pNode->GetHint() && pNode->GetHint()->HintType() == HINT_STRIDER_NODE ) |
|
{ |
|
CNPC_Strider *pStrider = (CNPC_Strider *)gEntList.FindEntityByClassname( NULL, "npc_strider" ); |
|
bool bCreated = false; |
|
if ( !pStrider ) |
|
{ |
|
bool allowPrecache = CBaseEntity::IsPrecacheAllowed(); |
|
CBaseEntity::SetAllowPrecache( true ); |
|
pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" ); |
|
pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him |
|
DispatchSpawn( pStrider ); |
|
CBaseEntity::SetAllowPrecache( allowPrecache ); |
|
bCreated = true; |
|
} |
|
|
|
if ( pStrider ) |
|
{ |
|
pStrider->TranslateNavGoal( NULL, pNode->AccessOrigin() ); |
|
if ( bCreated ) |
|
UTIL_Remove( pStrider ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//--------------------------------------------------------- |
|
// Implement a navigator so that the strider can get closer to the ground when he's walking on a slope |
|
// This gives him enough reach for his legs to IK to lower ground points |
|
//--------------------------------------------------------- |
|
void LookaheadPath( const Vector ¤t, AI_Waypoint_t *pWaypoint, float dist, Vector &nextPos ) |
|
{ |
|
if ( !pWaypoint ) |
|
return; |
|
|
|
Vector dir = pWaypoint->GetPos() - current; |
|
float dist2D = dir.Length2D(); |
|
if ( dist2D > 0.1 ) |
|
{ |
|
if ( dist <= dist2D ) |
|
{ |
|
nextPos = ((dist / dist2D) * dir) + current; |
|
return; |
|
} |
|
} |
|
nextPos = pWaypoint->GetPos(); |
|
dist -= dist2D; |
|
dir = nextPos; |
|
|
|
LookaheadPath( dir, pWaypoint->GetNext(), dist, nextPos ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// Find the forward slope and lower the strider height when moving downward |
|
//--------------------------------------------------------- |
|
void CNPC_Strider::CNavigator::MoveCalcBaseGoal( AILocalMoveGoal_t *pMoveGoal ) |
|
{ |
|
BaseClass::MoveCalcBaseGoal( pMoveGoal ); |
|
Vector dest = pMoveGoal->target; |
|
LookaheadPath( GetAbsOrigin(), pMoveGoal->pPath->GetCurWaypoint(), CNPC_Strider::gm_strideLength, dest ); |
|
|
|
//NDebugOverlay::Box( dest, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 0.1 ); |
|
Vector unitDir = pMoveGoal->dir * CNPC_Strider::gm_strideLength; |
|
unitDir.z = dest.z - GetAbsOrigin().z; |
|
VectorNormalize( unitDir ); |
|
float heightAdj = unitDir.z * CNPC_Strider::gm_strideLength; |
|
pMoveGoal->flags |= ( AILMG_NO_STEER | AILMG_NO_AVOIDANCE_PATHS ); |
|
if ( heightAdj < -1 ) |
|
{ |
|
heightAdj = clamp( heightAdj, -192, 0 ); |
|
pMoveGoal->target.z += heightAdj; |
|
pMoveGoal->dir = unitDir * CNPC_Strider::gm_strideLength * 0.1; |
|
pMoveGoal->dir.z += heightAdj; |
|
VectorNormalize( pMoveGoal->dir ); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::CNavigator::MoveUpdateWaypoint( AIMoveResult_t *pResult ) |
|
{ |
|
// Note that goal & waypoint tolerances are handled in progress blockage cases (e.g., OnObstructionPreSteer) |
|
|
|
AI_Waypoint_t *pCurWaypoint = GetPath()->GetCurWaypoint(); |
|
float waypointDist = (pCurWaypoint->GetPos() - GetAbsOrigin()).Length2D(); |
|
bool bIsGoal = CurWaypointIsGoal(); |
|
// HACKHACK: adjust this tolerance |
|
// The strider is following paths most of the time, but he needs a bunch of freedom |
|
// to adjust himself to make his feet look good. |
|
float tolerance = 10.0; |
|
|
|
if ( waypointDist <= tolerance ) |
|
{ |
|
if ( bIsGoal ) |
|
{ |
|
OnNavComplete(); |
|
*pResult = AIMR_OK; |
|
|
|
} |
|
else |
|
{ |
|
AdvancePath(); |
|
*pResult = AIMR_CHANGE_TYPE; |
|
} |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::CNavigator::DoFindPathToPos() |
|
{ |
|
DbgNavMsg( GetOuter(), "Strider overriding DoFindPathToPos\n"); |
|
if ( BaseClass::DoFindPathToPos() ) |
|
{ |
|
// Do special optimization on our first path segment |
|
DbgNavMsg( GetOuter(), "Strider base pathfind worked\n"); |
|
CAI_WaypointList waypoints( GetPath()->GetCurWaypoint() ); |
|
AI_Waypoint_t *pFirstWaypoint = waypoints.GetFirst(); |
|
AI_Waypoint_t *pLast = waypoints.GetLast(); |
|
|
|
if ( pFirstWaypoint->IsReducible() && |
|
pFirstWaypoint->GetNext() && |
|
pFirstWaypoint->GetNext()->iNodeID != NO_NODE && |
|
pFirstWaypoint->GetNext()->NavType() == GetNavType() ) |
|
{ |
|
// Find nearest point on the line segment of our path |
|
Vector vOrigin = GetOuter()->GetAbsOrigin(); |
|
Vector vClosest; |
|
CalcClosestPointOnLineSegment( vOrigin, |
|
pFirstWaypoint->GetPos(), |
|
pFirstWaypoint->GetNext()->GetPos(), |
|
vClosest ); |
|
|
|
// Find both these positions as offset from the ground |
|
TranslateNavGoal( GetPath()->GetTarget(), vClosest ); |
|
TranslateNavGoal( GetPath()->GetTarget(), vOrigin ); |
|
|
|
// If we're seemingly beyond the waypoint and our hull is near enough to the path segment, advance to the next node |
|
const float EPS = 0.1f; |
|
bool bPastStartNode = ( ( pFirstWaypoint->GetPos() - vClosest ).Length() > EPS ); |
|
bool bNearPathSegment = ( ( vOrigin - vClosest ).Length() < GetHullWidth() * 0.5f ); |
|
if ( bPastStartNode && bNearPathSegment ) |
|
{ |
|
GetPath()->Advance(); |
|
} |
|
} |
|
|
|
if ( pLast->iNodeID == NO_NODE ) |
|
{ |
|
AI_Waypoint_t *pLastNodeWaypoint = pLast->GetPrev(); |
|
|
|
if ( pLastNodeWaypoint && pLastNodeWaypoint->iNodeID == NO_NODE ) |
|
{ |
|
// Pathfinder triangulated to goal |
|
Assert( pLastNodeWaypoint->GetPrev() ); |
|
if ( pLastNodeWaypoint->GetPrev() ) |
|
{ |
|
pLastNodeWaypoint->GetPrev()->SetNext( pLast ); |
|
delete pLastNodeWaypoint; |
|
pLastNodeWaypoint = pLast->GetPrev(); |
|
} |
|
} |
|
|
|
Assert( pLastNodeWaypoint ); |
|
if ( pLastNodeWaypoint ) |
|
{ |
|
Assert( pLastNodeWaypoint->iNodeID != NO_NODE ); |
|
if ( pLastNodeWaypoint->iNodeID != NO_NODE ) |
|
{ |
|
CAI_Node *pLastNode = GetNetwork()->GetNode( pLastNodeWaypoint->iNodeID ); |
|
float bestDistSq = ( pLast->vecLocation - pLastNodeWaypoint->vecLocation ).LengthSqr(); |
|
Vector vNewEnd = vec3_invalid; |
|
int segmentDestClosest = NO_NODE; |
|
|
|
for (int link=0; link < pLastNode->NumLinks();link++) |
|
{ |
|
CAI_Link *pLink = pLastNode->GetLinkByIndex(link); |
|
if ( !( pLink->m_LinkInfo & bits_LINK_OFF ) && (pLink->m_iAcceptedMoveTypes[GetHullType()] & bits_CAP_MOVE_FLY) ) |
|
{ |
|
CAI_Node *pTestNode = GetNetwork()->GetNode( pLink->DestNodeID( pLastNodeWaypoint->iNodeID ) ); |
|
if ( pTestNode->GetHint() && pTestNode->GetHint()->HintType() == HINT_STRIDER_NODE ) |
|
{ |
|
Vector vClosest; |
|
CalcClosestPointOnLineSegment( pLast->vecLocation, |
|
pLastNodeWaypoint->vecLocation, pTestNode->GetPosition(GetHullType()), |
|
vClosest ); |
|
float distTestSq = ( pLast->vecLocation - vClosest ).LengthSqr(); |
|
if ( distTestSq < bestDistSq ) |
|
{ |
|
bestDistSq = distTestSq; |
|
vNewEnd = vClosest; |
|
segmentDestClosest = pTestNode->GetId(); |
|
} |
|
} |
|
} |
|
} |
|
|
|
if ( vNewEnd == vec3_invalid ) |
|
{ |
|
DbgNavMsg( GetOuter(), "Strider resetting goal to last node waypoint\n"); |
|
pLastNodeWaypoint->SetNext( NULL ); |
|
pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true ); |
|
delete pLast; |
|
} |
|
else if ( !pLastNodeWaypoint->GetPrev() || pLastNodeWaypoint->GetPrev()->iNodeID != segmentDestClosest ) |
|
{ |
|
DbgNavMsg( GetOuter(), "Strider resetting goal to nearest point on graph\n"); |
|
pLast->vecLocation = vNewEnd; |
|
} |
|
else |
|
{ |
|
DbgNavMsg( GetOuter(), "Strider resetting goal to nearest point on graph, on node\n"); |
|
pLastNodeWaypoint->vecLocation = vNewEnd; |
|
pLastNodeWaypoint->SetNext( NULL ); |
|
pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true ); |
|
delete pLast; |
|
} |
|
GetPath()->ResetGoalPosition( GetPath()->GetGoalWaypoint()->vecLocation ); |
|
} |
|
} |
|
} |
|
else |
|
DbgNavMsg( GetOuter(), "Goal ended on node\n"); |
|
return true; |
|
} |
|
else |
|
DbgNavMsg( GetOuter(), "Strider base pathfind failed\n"); |
|
|
|
return false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::CNavigator::ShouldOptimizeInitialPathSegment( AI_Waypoint_t *pFirstWaypoint ) |
|
{ |
|
// We do our own special initial path optimization DoFindPathToPos() |
|
return false; |
|
} |
|
|
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CNPC_Strider::CNavigator::GetStoppingPath( CAI_WaypointList *pClippedWaypoints ) |
|
{ |
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns if a bone follower is a leg piece or not |
|
// Input : *pFollower - Bone follower we're testing |
|
// Output : Returns true if the bone follower is a part of the strider's legs |
|
//----------------------------------------------------------------------------- |
|
bool CNPC_Strider::IsLegBoneFollower( CBoneFollower *pFollower ) |
|
{ |
|
// Find the index of this bone follower, if we have it |
|
int nFollowerIndex = GetBoneFollowerIndex( pFollower ); |
|
if ( nFollowerIndex == -1 ) |
|
return false; |
|
|
|
// See if we're a leg |
|
if ( nFollowerIndex >= STRIDER_LEFT_LEG_FOLLOWER_INDEX && |
|
nFollowerIndex <= STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX ) |
|
return true; |
|
|
|
// We're something else |
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Finds a bone follower via a supplied index |
|
// Input : nIndex - index our bone follower manager will use to retrieve the follower |
|
// Output : NULL if not found, otherwise the bone follower we were seeking |
|
//----------------------------------------------------------------------------- |
|
CBoneFollower *CNPC_Strider::GetBoneFollowerByIndex( int nIndex ) |
|
{ |
|
physfollower_t *pFollower = m_BoneFollowerManager.GetBoneFollower( nIndex ); |
|
if ( pFollower != NULL ) |
|
return pFollower->hFollower; |
|
|
|
return NULL; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns the index of a bone follower in our system |
|
// Input : *pFollower - Follower we're looking for |
|
// Output : -1 if not found, otherwise the index of the follower |
|
//----------------------------------------------------------------------------- |
|
int CNPC_Strider::GetBoneFollowerIndex( CBoneFollower *pFollower ) |
|
{ |
|
return m_BoneFollowerManager.GetBoneFollowerIndex( pFollower ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: The strider ignores certain entities this way |
|
// Input : *pEntity - Entity in question |
|
// Output : Returns true if we should collide with the entity |
|
//----------------------------------------------------------------------------- |
|
bool CNPC_Strider::ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity ) |
|
{ |
|
if ( pEntity->m_iClassname == m_iszStriderBusterName ) |
|
return false; |
|
|
|
return BaseClass::ShouldProbeCollideAgainstEntity( pEntity ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Lets us keep track of attached Strider busters |
|
// Input : *pAttached - strider buster that is attached |
|
//----------------------------------------------------------------------------- |
|
#ifdef HL2_EPISODIC |
|
void CNPC_Strider::StriderBusterAttached( CBaseEntity *pAttached ) |
|
{ |
|
// Add another to the list |
|
m_hAttachedBusters.AddToTail( pAttached ); |
|
m_PlayerFreePass.Revoke(); |
|
|
|
variant_t target; |
|
target.SetString( AllocPooledString( "!player" ) ); |
|
g_EventQueue.AddEvent( this, "UpdateEnemyMemory", target, 1.0, this, this ); |
|
} |
|
|
|
|
|
void CNPC_Strider::StriderBusterDetached( CBaseEntity *pAttached ) |
|
{ |
|
int elem = m_hAttachedBusters.Find(pAttached); |
|
if (elem >= 0) |
|
{ |
|
m_hAttachedBusters.FastRemove(elem); |
|
} |
|
} |
|
|
|
#endif // HL2_EPISODIC |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
// Strider Minigun |
|
// |
|
//----------------------------------------------------------------------------- |
|
|
|
BEGIN_DATADESC_NO_BASE( CStriderMinigun ) |
|
|
|
DEFINE_FIELD( m_enable, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_minigunState, FIELD_INTEGER ), |
|
DEFINE_FIELD( m_nextBulletTime, FIELD_TIME ), |
|
DEFINE_FIELD( m_burstTime, FIELD_TIME ), |
|
DEFINE_FIELD( m_nextTwitchTime, FIELD_TIME ), |
|
DEFINE_FIELD( m_randomState, FIELD_INTEGER ), |
|
DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ), |
|
DEFINE_FIELD( m_bWarnedAI, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_shootDuration, FIELD_TIME ), |
|
DEFINE_FIELD( m_vecAnchor, FIELD_VECTOR ), |
|
DEFINE_FIELD( m_bOverrideEnemy, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_vecLastTargetPos, FIELD_VECTOR ), |
|
DEFINE_FIELD( m_iOnTargetShots, FIELD_INTEGER ), |
|
|
|
// Silence, Classcheck! |
|
// DEFINE_FIELD( m_yaw, StriderMinigunAnimController_t ), |
|
// DEFINE_FIELD( m_pitch, StriderMinigunAnimController_t ), |
|
|
|
DEFINE_FIELD( m_yaw.current, FIELD_FLOAT ), |
|
DEFINE_FIELD( m_yaw.target, FIELD_FLOAT ), |
|
DEFINE_FIELD( m_yaw.rate, FIELD_FLOAT ), |
|
DEFINE_FIELD( m_pitch.current, FIELD_FLOAT ), |
|
DEFINE_FIELD( m_pitch.target, FIELD_FLOAT ), |
|
DEFINE_FIELD( m_pitch.rate, FIELD_FLOAT ), |
|
|
|
|
|
END_DATADESC() |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CStriderMinigun::Init() |
|
{ |
|
m_enable = true; |
|
m_nextTwitchTime = gpGlobals->curtime; |
|
m_randomState = 0; |
|
m_yaw.current = m_yaw.target = 0; |
|
m_pitch.current = m_pitch.target = 0; |
|
m_yaw.rate = 360; |
|
m_pitch.rate = 180; |
|
|
|
SetState( MINIGUN_OFF ); |
|
m_burstTime = gpGlobals->curtime; |
|
m_nextBulletTime = FLT_MAX; |
|
m_vecAnchor = vec3_invalid; |
|
m_shootDuration = STRIDER_DEFAULT_SHOOT_DURATION; |
|
m_bOverrideEnemy = false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CStriderMinigun::ShouldFindTarget( IMinigunHost *pHost ) |
|
{ |
|
ASSERT( pHost != NULL ); |
|
|
|
if( !GetTarget() ) |
|
{ |
|
// No target. Find one. |
|
return true; |
|
} |
|
|
|
if( m_bOverrideEnemy ) |
|
{ |
|
return false; |
|
} |
|
|
|
if( pHost->GetEntity()->GetEnemy() ) |
|
{ |
|
return GetTarget() != pHost->GetEntity()->GetEnemy(); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
float CStriderMinigun::GetAimError() |
|
{ |
|
return fabs(m_yaw.target-m_yaw.current) + fabs(m_pitch.target-m_pitch.current); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CStriderMinigun::AimAtPoint( IStriderMinigunHost *pHost, const Vector &vecPoint, bool bSnap ) |
|
{ |
|
matrix3x4_t gunMatrix; |
|
CAI_BaseNPC *pOwner = pHost->GetEntity(); |
|
|
|
int mingunAttachment = pOwner->LookupAttachment( "minigunbase" ); |
|
pOwner->GetAttachment( mingunAttachment, gunMatrix ); |
|
|
|
Vector forward, pos; |
|
MatrixGetColumn( gunMatrix, 0, forward ); |
|
MatrixGetColumn( gunMatrix, 3, pos ); |
|
|
|
// transform the point into gun space |
|
Vector localPointPosition; |
|
VectorITransform( vecPoint, gunMatrix, localPointPosition ); |
|
|
|
// do a look at in gun space (essentially a delta-lookat) |
|
QAngle localPointAngles; |
|
VectorAngles( localPointPosition, localPointAngles ); |
|
|
|
// convert to +/- 180 degrees |
|
float pdiff, ydiff; |
|
pdiff = UTIL_AngleDiff( localPointAngles.x, 0 ); |
|
ydiff = UTIL_AngleDiff( localPointAngles.y, 0 ); |
|
|
|
m_pitch.target += 0.5 * pdiff; |
|
m_yaw.target -= 0.5 * ydiff; |
|
|
|
m_pitch.target = MAX( MINIGUN_MIN_PITCH, m_pitch.target ); |
|
m_pitch.target = MIN( MINIGUN_MAX_PITCH, m_pitch.target ); |
|
m_yaw.target = MAX( MINIGUN_MIN_YAW, m_yaw.target ); |
|
m_yaw.target = MIN( MINIGUN_MAX_YAW, m_yaw.target ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CStriderMinigun::AimAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bSnap ) |
|
{ |
|
if ( pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) ) |
|
{ |
|
Vector vecTargetPos = pTarget->BodyTarget( pHost->GetEntity()->EyePosition() ); |
|
AimAtPoint( pHost, vecTargetPos, bSnap ); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CStriderMinigun::ShootAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float shootTime ) |
|
{ |
|
if ( !pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) ) |
|
return; |
|
|
|
variant_t emptyVariant; |
|
pTarget->AcceptInput( "InputTargeted", pHost->GetEntity(), pHost->GetEntity(), emptyVariant, 0 ); |
|
Enable( NULL, true ); |
|
if ( shootTime <= 0 ) |
|
{ |
|
shootTime = random->RandomFloat( 4, 8 ); |
|
} |
|
SetTarget( pHost, pTarget, true ); |
|
|
|
StartShooting( pHost, pTarget, shootTime ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CStriderMinigun::StartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration ) |
|
{ |
|
bool bHasSetAnchor = false; |
|
|
|
SetState( MINIGUN_SHOOTING ); |
|
|
|
m_nextBulletTime = gpGlobals->curtime; |
|
m_burstTime = gpGlobals->curtime + duration; |
|
|
|
m_shootDuration = duration; |
|
|
|
// don't twitch while shooting |
|
m_nextTwitchTime = FLT_MAX; |
|
|
|
if( pTarget->IsPlayer() ) |
|
{ |
|
// Don't shoot a player in the back if they aren't looking. |
|
// Give them a chance to see they're being fired at. |
|
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>(pTarget); |
|
|
|
if( !pPlayer->FInViewCone( pHost->GetEntity() ) ) |
|
{ |
|
// Player doesn't see me. Try to start shooting so that they can see |
|
// the bullet impacts. |
|
m_vecAnchor = pPlayer->EyePosition(); |
|
|
|
Vector vecPlayerLook; |
|
Vector vecToPlayer; |
|
|
|
// Check in 2D. |
|
vecPlayerLook = pPlayer->EyeDirection3D(); |
|
vecPlayerLook.z = 0.0; |
|
VectorNormalize( vecPlayerLook ); |
|
|
|
vecToPlayer = pPlayer->EyePosition() - pHost->GetEntity()->EyePosition(); |
|
vecToPlayer.z = 0.0; |
|
VectorNormalize( vecToPlayer ); |
|
|
|
float flDot = DotProduct( vecToPlayer, vecPlayerLook ); |
|
|
|
if( flDot < 0.95 ) |
|
{ |
|
// If the player is looking sufficiently to a side, start 30 feet out in that direction. |
|
m_vecAnchor += pPlayer->EyeDirection3D() * 320; |
|
bHasSetAnchor = true; |
|
} |
|
else |
|
{ |
|
// Start over their head, cause firing the direction they are looking will drill them. |
|
// in the back! |
|
m_vecAnchor += Vector( 0, 0, random->RandomFloat( 160, 240 ) ); |
|
|
|
// Move it to one side of the other randomly, just to get it off center. |
|
Vector right; |
|
pPlayer->GetVectors( NULL, &right, NULL ); |
|
m_vecAnchor += right * random->RandomFloat( -100, 100 ); |
|
bHasSetAnchor = true; |
|
} |
|
} |
|
} |
|
|
|
if( !bHasSetAnchor ) |
|
{ |
|
m_vecAnchor = pTarget->WorldSpaceCenter(); |
|
|
|
Vector right; |
|
pTarget->GetVectors( NULL, &right, NULL ); |
|
|
|
// Start 5 or 10 feet off target. |
|
Vector offset = right * random->RandomFloat( 60, 120 ); |
|
|
|
// Flip a coin to decide left or right. |
|
if( random->RandomInt( 0, 1 ) == 0 ) |
|
{ |
|
offset *= -1; |
|
} |
|
|
|
m_vecAnchor += offset; |
|
|
|
// Start below them, too. |
|
m_vecAnchor.z -= random->RandomFloat( 80, 200 ); |
|
} |
|
|
|
pHost->OnMinigunStartShooting( pTarget ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// Fixes up the math for stitching. |
|
//--------------------------------------------------------- |
|
void CStriderMinigun::ExtendShooting( float timeExtend ) |
|
{ |
|
m_burstTime = gpGlobals->curtime + timeExtend; |
|
m_shootDuration = timeExtend; |
|
m_bWarnedAI = false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CStriderMinigun::SetShootDuration( float duration ) |
|
{ |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// Is the gun turned as far as it can go? |
|
//--------------------------------------------------------- |
|
bool CStriderMinigun::IsPegged( int dir ) |
|
{ |
|
bool up, down, left, right, any; |
|
|
|
up = down = left = right = any = false; |
|
|
|
if( m_yaw.current >= 89.0 ) |
|
any = right = true; |
|
|
|
if( m_yaw.current <= -89.0 ) |
|
any = left = true; |
|
|
|
if( m_pitch.current >= 44.0 ) |
|
any = down = true; |
|
|
|
if( m_pitch.current <= -44.0 ) |
|
any = up = true; |
|
|
|
switch( dir ) |
|
{ |
|
case MINIGUN_PEGGED_UP: |
|
return up; |
|
|
|
case MINIGUN_PEGGED_DOWN: |
|
return down; |
|
|
|
case MINIGUN_PEGGED_LEFT: |
|
return left; |
|
|
|
case MINIGUN_PEGGED_RIGHT: |
|
return right; |
|
|
|
default: |
|
return (any && !up); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CStriderMinigun::StopShootingForSeconds( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration ) |
|
{ |
|
if ( IsShooting() ) |
|
{ |
|
SetState( MINIGUN_OFF ); |
|
} |
|
|
|
m_burstTime = gpGlobals->curtime + duration; |
|
m_nextBulletTime = FLT_MAX; |
|
|
|
ClearOnTarget(); |
|
m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 2.0, 4.0 ); |
|
pHost->OnMinigunStopShooting( pTarget ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CStriderMinigun::SetState( int newState ) |
|
{ |
|
m_minigunState = newState; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CStriderMinigun::SetTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bOverrideEnemy ) |
|
{ |
|
m_hTarget = pTarget; |
|
|
|
if( pTarget ) |
|
{ |
|
// New target, we haven't scared this guy yet! |
|
m_bWarnedAI = false; |
|
|
|
if( m_vecAnchor == vec3_invalid ) |
|
{ |
|
Vector right; |
|
pHost->GetEntity()->GetVectors( NULL, &right, NULL ); |
|
|
|
m_vecAnchor = pTarget->GetAbsOrigin() - Vector( 0, 0, 256 ); |
|
m_vecAnchor += right * random->RandomFloat( -60.0f, 60.0f ); |
|
} |
|
} |
|
|
|
ClearOnTarget(); |
|
|
|
m_bOverrideEnemy = bOverrideEnemy; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// The strider minigun can track and fire at targets in a fairly |
|
// large arc. It looks unnatural for a Strider to acquire a target |
|
// off to one side and begin firing at it, so we don't let the |
|
// minigun BEGIN shooting at a target unless the target is fairly |
|
// well in front of the Strider. Once firing, the gun is allowed |
|
// to track the target anywhere for the duration of that burst of |
|
// minigun fire. This is tuned by eye. (sjb) |
|
//--------------------------------------------------------- |
|
bool CStriderMinigun::CanStartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTargetEnt ) |
|
{ |
|
if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI ) |
|
return false; |
|
|
|
if( !pTargetEnt ) |
|
return false; |
|
|
|
if( gpGlobals->curtime < m_burstTime ) |
|
return false; |
|
|
|
CNPC_Strider *pStrider = dynamic_cast<CNPC_Strider *>(pHost->GetEntity() ); |
|
if ( pTargetEnt->IsPlayer() && pStrider->HasPass() ) |
|
return false; |
|
|
|
if( !m_bOverrideEnemy ) |
|
{ |
|
if( pTargetEnt != pHost->GetEntity()->GetEnemy() ) |
|
{ |
|
return false; |
|
} |
|
|
|
// If the strider can't see the enemy, this may be because the enemy is |
|
// hiding behind something breakable. If the weapon has LOS, fire away. |
|
if( !pHost->GetEntity()->HasCondition( COND_SEE_ENEMY ) ) |
|
{ |
|
Assert( pStrider != NULL ); |
|
|
|
if( !pStrider->WeaponLOSCondition( pStrider->GetAdjustedOrigin(), pTargetEnt->WorldSpaceCenter(), false ) ) |
|
{ |
|
if( pStrider->IsUsingAggressiveBehavior() && pTargetEnt->IsPlayer() && !pStrider->HasPass() ) |
|
{ |
|
// I can shoot the player's cover until he hides long enough to earn a free pass. |
|
float flTimeSinceLastSeen = gpGlobals->curtime - pStrider->GetEnemies()->LastTimeSeen(pTargetEnt); |
|
|
|
if( flTimeSinceLastSeen <= 2.0f ) |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
} |
|
} |
|
|
|
Vector los = ( pTargetEnt->WorldSpaceCenter() - pHost->GetEntity()->EyePosition() ); |
|
|
|
// Following code stolen from FVisible. This check done in 2d intentionally. |
|
los.z = 0; |
|
VectorNormalize( los ); |
|
|
|
Vector facingDir = pHost->GetEntity()->EyeDirection2D( ); |
|
float flDot = DotProduct( los, facingDir ); |
|
|
|
// Too far to a side. |
|
if ( flDot <= .707 ) |
|
return false; |
|
|
|
return true; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CStriderMinigun::Enable( IMinigunHost *pHost, bool enable ) |
|
{ |
|
m_enable = enable; |
|
if ( !m_enable ) |
|
{ |
|
m_yaw.current = m_yaw.target = 0; |
|
m_pitch.current = m_pitch.target = 0; |
|
if ( pHost ) |
|
{ |
|
// KENB pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current ); |
|
} |
|
} |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
void CStriderMinigun::Think( IStriderMinigunHost *pHost, float dt ) |
|
{ |
|
if ( !m_enable ) |
|
return; |
|
|
|
if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI ) |
|
return; |
|
|
|
if( ShouldFindTarget( pHost ) ) |
|
{ |
|
CBaseEntity *pOldTarget = GetTarget(); |
|
|
|
// Take my host's enemy. |
|
SetTarget( pHost, pHost->GetEntity()->GetEnemy() ); |
|
|
|
if( IsShooting() ) |
|
{ |
|
// Changing targets hot! |
|
if( pOldTarget ) |
|
{ |
|
m_vecAnchor = pOldTarget->WorldSpaceCenter(); |
|
} |
|
|
|
ExtendShooting( STRIDER_SUBSEQUENT_TARGET_DURATION + random->RandomFloat( 0, 0.5 ) ); |
|
} |
|
|
|
pHost->NewTarget(); |
|
} |
|
|
|
if ( !GetTarget() && m_nextTwitchTime <= gpGlobals->curtime ) |
|
{ |
|
// invert one and randomize the other. |
|
// This has the effect of making the gun cross the field of |
|
// view more often - like he's looking around |
|
m_randomState = !m_randomState; |
|
if ( m_randomState ) |
|
{ |
|
m_yaw.Random( MINIGUN_MIN_YAW, MINIGUN_MAX_YAW, 360, 720 ); |
|
m_pitch.target = -m_pitch.target; |
|
} |
|
else |
|
{ |
|
m_pitch.Random( MINIGUN_MIN_PITCH, MINIGUN_MAX_PITCH, 270, 360 ); |
|
m_yaw.target = -m_yaw.target; |
|
} |
|
m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 0.3, 2 ); |
|
} |
|
|
|
CBaseEntity *pTargetEnt = m_hTarget.Get(); |
|
|
|
if ( pTargetEnt ) |
|
{ |
|
pHost->GetEntity()->InvalidateBoneCache(); |
|
AimAtTarget( pHost, pTargetEnt ); |
|
} |
|
|
|
// Update the minigun's pose parameters using approaching. |
|
m_yaw.Update( dt ); |
|
m_pitch.Update( dt ); |
|
|
|
pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current ); |
|
|
|
// Start or stop shooting. |
|
if( IsShooting() ) |
|
{ |
|
if( gpGlobals->curtime > m_burstTime || !pTargetEnt ) |
|
{ |
|
// Time to stop firing. |
|
if( m_bOverrideEnemy ) |
|
{ |
|
// Get rid of this target. |
|
SetTarget( pHost, NULL ); |
|
} |
|
|
|
StopShootingForSeconds( pHost, pTargetEnt, pHost->GetMinigunShootDowntime() ); |
|
} |
|
} |
|
else |
|
{ |
|
if( CanStartShooting( pHost, pTargetEnt ) ) |
|
{ |
|
StartShooting( pHost, pTargetEnt, pHost->GetMinigunShootDuration() + random->RandomFloat( 0, pHost->GetMinigunShootVariation() ) ); |
|
} |
|
} |
|
|
|
// Fire the next bullet! |
|
if ( m_nextBulletTime <= gpGlobals->curtime && !IsPegged() ) |
|
{ |
|
if( pTargetEnt && pTargetEnt == pHost->GetEntity()->GetEnemy() ) |
|
{ |
|
// Shooting at the Strider's enemy. Strafe to target! |
|
float flRemainingShootTime = m_burstTime - gpGlobals->curtime; |
|
|
|
// Skim a little time off of the factor, leave a moment of on-target |
|
// time. This guarantees that the minigun will strike the target a few times. |
|
float flFactor = (flRemainingShootTime - pHost->GetMinigunOnTargetTime() ) / m_shootDuration; |
|
|
|
flFactor = MAX( 0.0f, flFactor ); |
|
|
|
Vector vecTarget = pTargetEnt->BodyTarget( assert_cast<CNPC_Strider *>(pHost->GetEntity())->GetAdjustedOrigin()); |
|
|
|
Vector vecLine = m_vecAnchor - vecTarget; |
|
|
|
float flDist = VectorNormalize( vecLine ); |
|
|
|
vecTarget += vecLine * flDist * flFactor; |
|
|
|
if( flFactor == 0.0 ) |
|
{ |
|
m_vecAnchor = vecTarget; |
|
RecordShotOnTarget(); |
|
} |
|
|
|
if ( GetTarget() ) |
|
{ |
|
pHost->ShootMinigun( &vecTarget, GetAimError(), vec3_origin ); |
|
|
|
if( flFactor <= 0.5 && !m_bWarnedAI ) |
|
{ |
|
m_bWarnedAI = true; |
|
|
|
CSoundEnt::InsertSound( SOUND_DANGER | SOUND_CONTEXT_REACT_TO_SOURCE, pTargetEnt->EarPosition() + Vector( 0, 0, 1 ), 120, MAX( 1.0, flRemainingShootTime ), pHost->GetEntity() ); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
const Vector *pTargetPoint = pTargetEnt ? &pTargetEnt->GetAbsOrigin() : NULL; |
|
pHost->ShootMinigun( pTargetPoint, GetAimError() ); |
|
} |
|
|
|
m_nextBulletTime = gpGlobals->curtime + (1.0f / pHost->GetMinigunRateOfFire() ); |
|
} |
|
} |
|
|
|
LINK_ENTITY_TO_CLASS( sparktrail, CSparkTrail ); |
|
|
|
void CSparkTrail::Precache() |
|
{ |
|
BaseClass::Precache(); |
|
|
|
PrecacheScriptSound( "DoSpark" ); |
|
} |
|
|
|
void CSparkTrail::Spawn() |
|
{ |
|
Precache(); |
|
|
|
EmitSound( "DoSpark" ); |
|
|
|
m_iHealth = 20 + random->RandomInt( 0, 5 ); |
|
UTIL_SetOrigin( this, GetOwnerEntity()->EyePosition() ); |
|
|
|
Vector vecVelocity; |
|
|
|
vecVelocity.x = random->RandomFloat( 100, 400 ); |
|
vecVelocity.y = random->RandomFloat( 100, 400 ); |
|
vecVelocity.z = random->RandomFloat( 0, 100 ); |
|
|
|
if( random->RandomInt( 0, 1 ) == 0 ) |
|
vecVelocity.x *= -1; |
|
|
|
if( random->RandomInt( 0, 1 ) == 0 ) |
|
vecVelocity.y *= -1; |
|
|
|
UTIL_SetSize( this, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); |
|
SetMoveType( MOVETYPE_FLYGRAVITY ); |
|
SetSolid( SOLID_NONE ); |
|
|
|
if( random->RandomInt( 0, 2 ) == 0 ) |
|
{ |
|
vecVelocity *= 2.0; |
|
m_iHealth /= 2; |
|
SetMoveType( MOVETYPE_FLY ); |
|
} |
|
|
|
SetAbsVelocity( vecVelocity ); |
|
|
|
SetThink( &CSparkTrail::SparkThink ); |
|
SetNextThink( gpGlobals->curtime ); |
|
} |
|
|
|
void CSparkTrail::SparkThink() |
|
{ |
|
SetNextThink( gpGlobals->curtime + 0.05 ); |
|
|
|
g_pEffects->Sparks( GetAbsOrigin() ); |
|
|
|
if( m_iHealth-- < 1 ) |
|
{ |
|
UTIL_Remove( this ); |
|
} |
|
} |
|
|
|
BEGIN_DATADESC( CSparkTrail ) |
|
DEFINE_THINKFUNC( SparkThink ), |
|
END_DATADESC() |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
// Schedules |
|
// |
|
//----------------------------------------------------------------------------- |
|
AI_BEGIN_CUSTOM_NPC( npc_strider, CNPC_Strider ) |
|
|
|
DECLARE_TASK( TASK_STRIDER_AIM ) |
|
DECLARE_TASK( TASK_STRIDER_DODGE ) |
|
DECLARE_TASK( TASK_STRIDER_STOMP ) |
|
DECLARE_TASK( TASK_STRIDER_BREAKDOWN ) |
|
DECLARE_TASK( TASK_STRIDER_START_MOVING ) |
|
DECLARE_TASK( TASK_STRIDER_REFRESH_HUNT_PATH ) |
|
DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_TARGET ) |
|
DECLARE_TASK( TASK_STRIDER_FACE_CANNON_TARGET ) |
|
DECLARE_TASK( TASK_STRIDER_SET_HEIGHT ) |
|
DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_LOS ) |
|
DECLARE_TASK( TASK_STRIDER_FIRE_CANNON ) |
|
DECLARE_TASK( TASK_STRIDER_SET_CANNON_HEIGHT ) |
|
DECLARE_TASK( TASK_STRIDER_FALL_TO_GROUND ) |
|
|
|
DECLARE_ACTIVITY( ACT_STRIDER_LOOKL ) |
|
DECLARE_ACTIVITY( ACT_STRIDER_LOOKR ) |
|
DECLARE_ACTIVITY( ACT_STRIDER_DEPLOYRA1 ) |
|
DECLARE_ACTIVITY( ACT_STRIDER_AIMRA1 ) |
|
DECLARE_ACTIVITY( ACT_STRIDER_FINISHRA1 ) |
|
DECLARE_ACTIVITY( ACT_STRIDER_DODGER ) |
|
DECLARE_ACTIVITY( ACT_STRIDER_DODGEL ) |
|
DECLARE_ACTIVITY( ACT_STRIDER_STOMPL ) |
|
DECLARE_ACTIVITY( ACT_STRIDER_STOMPR ) |
|
DECLARE_ACTIVITY( ACT_STRIDER_FLICKL ) |
|
DECLARE_ACTIVITY( ACT_STRIDER_FLICKR ) |
|
DECLARE_ACTIVITY( ACT_STRIDER_SLEEP ) |
|
DECLARE_ACTIVITY( ACT_STRIDER_CARRIED ) |
|
DECLARE_ACTIVITY( ACT_STRIDER_DEPLOY ) |
|
DECLARE_ACTIVITY( ACT_STRIDER_GESTURE_DEATH ) |
|
|
|
DECLARE_CONDITION( COND_STRIDER_DO_FLICK ) |
|
DECLARE_CONDITION( COND_TRACK_PATH_GO ) |
|
DECLARE_CONDITION( COND_STRIDER_SHOULD_CROUCH ) |
|
DECLARE_CONDITION( COND_STRIDER_SHOULD_STAND ) |
|
DECLARE_CONDITION( COND_STRIDER_MINIGUN_SHOOTING ) |
|
DECLARE_CONDITION( COND_STRIDER_MINIGUN_NOT_SHOOTING ) |
|
DECLARE_CONDITION( COND_STRIDER_HAS_CANNON_TARGET ) |
|
DECLARE_CONDITION( COND_STRIDER_ENEMY_UPDATED ) |
|
DECLARE_CONDITION( COND_STRIDER_HAS_LOS_Z ) |
|
|
|
DECLARE_INTERACTION( g_interactionPlayerLaunchedRPG ) |
|
|
|
//========================================================= |
|
// Hunt (Basic logic for strider thinking) |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_HUNT, |
|
|
|
" Tasks" |
|
" TASK_STRIDER_REFRESH_HUNT_PATH 0" |
|
" TASK_STRIDER_START_MOVING 0" |
|
" TASK_WAIT 4" |
|
" " |
|
" Interrupts" |
|
" COND_NEW_ENEMY" |
|
" COND_CAN_MELEE_ATTACK1" |
|
" COND_CAN_RANGE_ATTACK1" |
|
" COND_CAN_RANGE_ATTACK2" |
|
" COND_STRIDER_SHOULD_CROUCH" |
|
" COND_STRIDER_HAS_CANNON_TARGET" |
|
" COND_STRIDER_ENEMY_UPDATED" |
|
) |
|
|
|
//========================================================= |
|
// Attack (Deploy/shoot/finish) |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_RANGE_ATTACK1, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" |
|
" TASK_FACE_ENEMY 0" |
|
" TASK_RANGE_ATTACK1 0" |
|
" TASK_WAIT 5" // let the immolator work its magic |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
//========================================================= |
|
// Attack (Deploy/shoot/finish) |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_RANGE_ATTACK2, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_STRIDER_FACE_CANNON_TARGET 0" |
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" |
|
" TASK_WAIT 1" |
|
" TASK_STRIDER_AIM 1.25" |
|
" TASK_STRIDER_FIRE_CANNON 0" |
|
" TASK_WAIT 1" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
//========================================================= |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_CROUCH, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
//========================================================= |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_STAND, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND" |
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" |
|
" TASK_STRIDER_SET_HEIGHT 500" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
//========================================================= |
|
// Dodge Incoming missile |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_DODGE, |
|
|
|
" Tasks" |
|
" TASK_STRIDER_DODGE 0" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
//========================================================= |
|
// Break down and die |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_DIE, |
|
|
|
" Tasks" |
|
" TASK_STRIDER_BREAKDOWN 0" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
//========================================================= |
|
// Stomp on an enemy |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_STOMPL, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_STRIDER_STOMP 0" |
|
" " |
|
" Interrupts" |
|
); |
|
|
|
// Stomp on an enemy |
|
//========================================================= |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_STOMPR, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_STRIDER_STOMP 1" |
|
" " |
|
" Interrupts" |
|
) |
|
|
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_FLICKL, |
|
|
|
" Tasks" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_STRIDER_FLICKL" |
|
" " |
|
" Interrupts" |
|
) |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_FLICKR, |
|
|
|
" Tasks" |
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_STRIDER_FLICKR" |
|
" " |
|
" Interrupts" |
|
) |
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_ATTACK_CANNON_TARGET, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_STRIDER_GET_PATH_TO_CANNON_TARGET 0" |
|
" TASK_WALK_PATH 0" |
|
" TASK_WAIT_FOR_MOVEMENT 0" |
|
" " |
|
" Interrupts" |
|
" COND_CAN_RANGE_ATTACK2" |
|
" COND_STRIDER_SHOULD_CROUCH" |
|
) |
|
|
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_CHASE_ENEMY, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_GET_CHASE_PATH_TO_ENEMY 300" |
|
" TASK_RUN_PATH 0" |
|
" TASK_WAIT_FOR_MOVEMENT 0" |
|
" TASK_FACE_ENEMY 0" |
|
"" |
|
" Interrupts" |
|
" COND_NEW_ENEMY" |
|
" COND_ENEMY_DEAD" |
|
" COND_ENEMY_UNREACHABLE" |
|
" COND_CAN_RANGE_ATTACK1" |
|
" COND_CAN_MELEE_ATTACK1" |
|
" COND_CAN_RANGE_ATTACK2" |
|
" COND_CAN_MELEE_ATTACK2" |
|
" COND_TOO_CLOSE_TO_ATTACK" |
|
" COND_LOST_ENEMY" |
|
" COND_STRIDER_HAS_CANNON_TARGET" |
|
) |
|
|
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_COMBAT_FACE, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" |
|
" TASK_WAIT_FACE_ENEMY 1" |
|
"" |
|
" Interrupts" |
|
" COND_CAN_RANGE_ATTACK1" |
|
" COND_CAN_RANGE_ATTACK2" |
|
" COND_CAN_MELEE_ATTACK1" |
|
" COND_CAN_MELEE_ATTACK2" |
|
" COND_NEW_ENEMY" |
|
" COND_ENEMY_DEAD" |
|
" COND_STRIDER_HAS_CANNON_TARGET" |
|
) |
|
|
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND, |
|
|
|
" Tasks" |
|
" TASK_STOP_MOVING 0" |
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" |
|
" TASK_WAIT 1" |
|
"" |
|
" Interrupts" |
|
" COND_NEW_ENEMY" |
|
" COND_ENEMY_DEAD" |
|
" COND_LIGHT_DAMAGE" |
|
" COND_HEAVY_DAMAGE" |
|
" COND_SEE_ENEMY" |
|
" COND_CAN_RANGE_ATTACK1" |
|
" COND_CAN_RANGE_ATTACK2" |
|
" COND_CAN_MELEE_ATTACK1" |
|
" COND_CAN_MELEE_ATTACK2" |
|
" COND_IDLE_INTERRUPT" |
|
) |
|
|
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON, |
|
|
|
" Tasks " |
|
" TASK_STRIDER_GET_PATH_TO_CANNON_LOS 0" |
|
" TASK_RUN_PATH 0" |
|
" TASK_WAIT_FOR_MOVEMENT 0" |
|
" TASK_STRIDER_FACE_CANNON_TARGET 0" |
|
"" |
|
" Interrupts " |
|
" COND_CAN_RANGE_ATTACK2" |
|
" COND_STRIDER_SHOULD_CROUCH" |
|
" COND_STRIDER_SHOULD_STAND" |
|
) |
|
|
|
DEFINE_SCHEDULE |
|
( |
|
SCHED_STRIDER_FALL_TO_GROUND, |
|
|
|
" Tasks " |
|
" TASK_STRIDER_FALL_TO_GROUND 0" |
|
"" |
|
" Interrupts " |
|
) |
|
|
|
|
|
AI_END_CUSTOM_NPC() |
|
|
|
//=============================================================================
|
|
|