Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Giant walking strider thing!
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npc_strider.h"
#include "ai_senses.h"
#include "ai_task.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_basenpc.h"
#include "ai_pathfinder.h"
#include "ai_waypoint.h"
#include "ai_link.h"
#include "ai_hint.h"
#include "ai_tacticalservices.h"
#include "ai_behavior_follow.h"
#include "simtimer.h"
#include "trains.h"
#include "npcevent.h"
#include "te_particlesystem.h"
#include "shake.h"
#include "soundent.h"
#include "IEffects.h"
#include "engine/IEngineSound.h"
#include "bone_setup.h"
#include "vcollide_parse.h"
#include "studio.h"
#include "physics_bone_follower.h"
#include "ai_navigator.h"
#include "ai_route.h"
#include "ammodef.h"
#include "npc_bullseye.h"
#include "rope.h"
#include "ai_memory.h"
#include "player_pickup.h"
#include "collisionutils.h"
#include "in_buttons.h"
#include "steamjet.h"
#include "physics_prop_ragdoll.h"
#include "vehicle_base.h"
#include "coordsize.h"
#include "hl2_shareddefs.h"
#include "te_effect_dispatch.h"
#include "beam_flags.h"
#include "prop_combine_ball.h"
#include "explode.h"
#include "filters.h"
#include "saverestore_utlvector.h"
#include "eventqueue.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
int g_interactionPlayerLaunchedRPG = 0;
// Changing this classname avoids bugs where ai_relationship entities that change the
// strider's relationship with bullseyes would affect its relationship with the focus
LINK_ENTITY_TO_CLASS( bullseye_strider_focus, CNPC_Bullseye );
//-----------------------------------------------------------------------------
ConVar strider_immolate( "strider_immolate", "0" );
ConVar sk_strider_health( "sk_strider_health", "350" );
ConVar npc_strider_height_adj("npc_strider_height_adj", "0" );
ConVar strider_eyepositions( "strider_eyepositions", "0" );
ConVar strider_show_focus( "strider_show_focus", "0" );
ConVar strider_distributed_fire( "strider_distributed_fire", "1" );
ConVar strider_show_cannonlos( "strider_show_cannonlos", "0" );
ConVar strider_show_weapon_los_z( "strider_show_weapon_los_z", "0" );
ConVar strider_show_weapon_los_condition( "strider_show_weapon_los_condition", "0" );
ConVar strider_idle_test( "strider_idle_test", "0" );
ConVar strider_always_use_procedural_height( "strider_always_use_procedural_height", "0" );
ConVar strider_test_height( "strider_test_height", "0" );
ConVar strider_pct_height_no_crouch_move( "strider_pct_height_no_crouch_move", "90" );
ConVar strider_peek_time( "strider_peek_time", "0.75" );
ConVar strider_peek_time_after_damage( "strider_peek_time_after_damage", "4.0" );
ConVar strider_peek_eye_dist( "strider_peek_eye_dist", "1.75" );
ConVar strider_peek_eye_dist_z( "strider_peek_eye_dist_z", "4.0" );
ConVar strider_free_pass_start_time( "strider_free_pass_start_time", "3" );
ConVar strider_free_pass_cover_dist( "strider_free_pass_cover_dist", "120" );
ConVar strider_free_pass_duration( "strider_free_pass_duration", "2" );
ConVar strider_free_pass_refill_rate( "strider_free_pass_refill_rate", "0.5" );
ConVar strider_free_pass_move_tolerance( "strider_free_pass_move_tolerance", "320" );
ConVar strider_free_knowledge( "strider_free_knowledge", "0.5" );
ConVar strider_free_pass_after_escorts_dead( "strider_free_pass_after_escorts_dead", "2.5" );
ConVar strider_free_pass_tolerance_after_escorts_dead( "strider_free_pass_tolerance_after_escorts_dead", "600" );
ConVar npc_strider_shake_ropes_radius( "npc_strider_shake_ropes_radius", "1200" );
ConVar npc_strider_shake_ropes_magnitude( "npc_strider_shake_ropes_magnitude", "150" );
ConVar strider_ar2_altfire_dmg( "strider_ar2_altfire_dmg", "25" );
// Number of RPG hits it takes to kill a strider on each skill level.
ConVar sk_strider_num_missiles1("sk_strider_num_missiles1", "5");
ConVar sk_strider_num_missiles2("sk_strider_num_missiles2", "7");
ConVar sk_strider_num_missiles3("sk_strider_num_missiles3", "7");
ConVar strider_missile_suppress_dist( "strider_missile_suppress_dist", "240" );
ConVar strider_missile_suppress_time( "strider_missile_suppress_time", "3" );
//-----------------------------------------------------------------------------
float GetCurrentGravity( void );
extern void CreateConcussiveBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude );
//-----------------------------------------------------------------------------
enum bodygroups
{
STRIDER_BODYGROUP_VENT = 1,
};
//-----------------------------------------------------------------------------
#define STRIDER_DEFAULT_SHOOT_DURATION 2.5 // spend this much time stitching to each target.
#define STRIDER_SHOOT_ON_TARGET_TIME 0.5 // How much of DEFAULT_SHOOT_DURATION is spent on-target (vs. stitching up to a target)
#define STRIDER_SHOOT_VARIATION 1.0 // up to 1 second of variance
#define STRIDER_SHOOT_DOWNTIME 1.0 // This much downtime between bursts
#define STRIDER_SUBSEQUENT_TARGET_DURATION 1.5 // Spend this much time stitching to targets chosen by distributed fire.
#define STRIDER_IGNORE_TARGET_DURATION 1.0
#define STRIDER_IGNORE_PLAYER_DURATION 1.5
#define STRIDER_DEFAULT_RATE_OF_FIRE 5 // Rounds per second
#define STRIDER_EP1_RATE_OF_FIRE 10.0f
#define STRIDER_EP1_SHOOT_ON_TARGET_TIME 0.3f
#define STRIDER_EP1_SHOOT_DURATION 1.1f
#define STRIDER_EP1_SHOOT_DOWNTIME 1.0f
#define STRIDER_EP1_SHOOT_VARIATION 0.3f
//Animation events
#define STRIDER_AE_FOOTSTEP_LEFT 1
#define STRIDER_AE_FOOTSTEP_RIGHT 2
#define STRIDER_AE_FOOTSTEP_BACK 3
#define STRIDER_AE_FOOTSTEP_LEFTM 4
#define STRIDER_AE_FOOTSTEP_RIGHTM 5
#define STRIDER_AE_FOOTSTEP_BACKM 6
#define STRIDER_AE_FOOTSTEP_LEFTL 7
#define STRIDER_AE_FOOTSTEP_RIGHTL 8
#define STRIDER_AE_FOOTSTEP_BACKL 9
#define STRIDER_AE_WHOOSH_LEFT 11
#define STRIDER_AE_WHOOSH_RIGHT 12
#define STRIDER_AE_WHOOSH_BACK 13
#define STRIDER_AE_CREAK_LEFT 21
#define STRIDER_AE_CREAK_RIGHT 22
#define STRIDER_AE_CREAK_BACK 23
#define STRIDER_AE_SHOOTCANNON 100
#define STRIDER_AE_CANNONHIT 101
#define STRIDER_AE_SHOOTMINIGUN 105
#define STRIDER_AE_STOMPHITL 110
#define STRIDER_AE_STOMPHITR 111
#define STRIDER_AE_FLICKL 112
#define STRIDER_AE_FLICKR 113
#define STRIDER_AE_WINDUPCANNON 114
#define STRIDER_AE_DIE 999
// UNDONE: Share properly with the client code!!!
#define STRIDER_MSG_BIG_SHOT 1
#define STRIDER_MSG_STREAKS 2
#define STRIDER_MSG_DEAD 3
#define STOMP_IK_SLOT 11
// can hit anything within this range
#define STRIDER_STOMP_RANGE 260
// Crouch down if trying to shoot an enemy that's this close
#define STRIDER_CROUCH_RANGE 4000.0f
// Stand up again if crouched and engaging an enemy at this distance
#define STRIDER_STAND_RANGE 6000.0f
#define STRIDER_NO_TRACK_NAME "null"
// Time after which if you haven't seen your enemy you stop facing him
#define STRIDER_TIME_STOP_FACING_ENEMY 3.0
// Spawnflags
enum
{
SF_CAN_STOMP_PLAYER = 0x10000,
SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS = 0x20000
};
const float STRIDER_SPEED = 500;
const float STRIDER_SPEED_CHANGE = .0067; // per think
static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs );
int s_iImpactEffectTexture = -1;
//==================================================
// Custom Activities
//==================================================
int ACT_STRIDER_LOOKL;
int ACT_STRIDER_LOOKR;
int ACT_STRIDER_DEPLOYRA1;
int ACT_STRIDER_AIMRA1;
int ACT_STRIDER_FINISHRA1;
int ACT_STRIDER_DODGER;
int ACT_STRIDER_DODGEL;
int ACT_STRIDER_STOMPL;
int ACT_STRIDER_STOMPR;
int ACT_STRIDER_FLICKL;
int ACT_STRIDER_FLICKR;
int ACT_STRIDER_CARRIED;
int ACT_STRIDER_DEPLOY;
int ACT_STRIDER_GESTURE_DEATH;
// UNDONE: Split sleep into 3 activities (start, loop, end)
int ACT_STRIDER_SLEEP;
// These bones have physics shadows
// It allows a one-way interaction between the strider and
// the physics world
static const char *pFollowerBoneNames[] =
{
// Head
"Combine_Strider.Body_Bone",
#ifdef HL2_EPISODIC
"Combine_Strider.Neck_Bone",
"Combine_Strider.Gun_Bone1",
"Combine_Strider.Gun_Bone2",
#endif //HL2_EPISODIC
// lower legs
"Combine_Strider.Leg_Left_Bone1",
"Combine_Strider.Leg_Right_Bone1",
"Combine_Strider.Leg_Hind_Bone1",
// upper legs
"Combine_Strider.Leg_Left_Bone",
"Combine_Strider.Leg_Right_Bone",
"Combine_Strider.Leg_Hind_Bone",
};
// NOTE: These indices must directly correlate with the above list!
enum
{
STRIDER_BODY_FOLLOWER_INDEX = 0,
#ifdef HL2_EPISODIC
STRIDER_NECK_FOLLOWER_INDEX,
STRIDER_GUN1_FOLLOWER_INDEX,
STRIDER_GUN2_FOLLOWER_INDEX,
#endif //HL2_EPISODIC
STRIDER_LEFT_LEG_FOLLOWER_INDEX,
STRIDER_RIGHT_LEG_FOLLOWER_INDEX,
STRIDER_BACK_LEG_FOLLOWER_INDEX,
STRIDER_LEFT_UPPERLEG_FOLLOWER_INDEX,
STRIDER_RIGHT_UPPERLEG_FOLLOWER_INDEX,
STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX,
};
#define MINIGUN_MAX_YAW 90.0f
#define MINIGUN_MIN_YAW -90.0f
#define MINIGUN_MAX_PITCH 45.0f
#define MINIGUN_MIN_PITCH -45.0f
//-----------------------------------------------------------------------------
//
// CNPC_Strider
//
//-----------------------------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST(CNPC_Strider, DT_NPC_Strider)
SendPropVector(SENDINFO(m_vecHitPos), -1, SPROP_COORD),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 0 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 1 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 2 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 3 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 4 ), -1, SPROP_COORD ),
SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 5 ), -1, SPROP_COORD ),
END_SEND_TABLE()
//-------------------------------------
LINK_ENTITY_TO_CLASS( npc_strider, CNPC_Strider );
//-------------------------------------
BEGIN_DATADESC( CNPC_Strider )
#ifdef HL2_EPISODIC
DEFINE_UTLVECTOR( m_hAttachedBusters, FIELD_EHANDLE ),
#endif // HL2_EPISODIC
DEFINE_EMBEDDED( m_EnemyUpdatedTimer ),
DEFINE_EMBEDDEDBYREF( m_pMinigun ),
DEFINE_FIELD( m_miniGunAmmo, FIELD_INTEGER ),
DEFINE_FIELD( m_miniGunDirectAmmo, FIELD_INTEGER ),
DEFINE_FIELD( m_nextStompTime, FIELD_TIME ),
DEFINE_FIELD( m_nextShootTime, FIELD_TIME ),
DEFINE_FIELD( m_ragdollTime, FIELD_TIME ),
DEFINE_FIELD( m_miniGunShootDuration, FIELD_FLOAT ),
DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ),
DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ),
DEFINE_FIELD( m_blastHit, FIELD_VECTOR ),
DEFINE_FIELD( m_blastNormal, FIELD_VECTOR ),
DEFINE_FIELD( m_vecHitPos, FIELD_POSITION_VECTOR ),
DEFINE_AUTO_ARRAY( m_vecIKTarget, FIELD_POSITION_VECTOR ),
DEFINE_EMBEDDED( m_PlayerFreePass ),
DEFINE_EMBEDDED( m_PostureAnimationTimer ),
DEFINE_EMBEDDED( m_BoneFollowerManager ),
// m_iszStriderBusterName - recreated at load time
// m_iszMagnadeClassname - recreated at load time
// m_iszHunterClassname - recreated at load time
DEFINE_FIELD( m_hRagdoll, FIELD_EHANDLE ),
DEFINE_FIELD( m_hCannonTarget, FIELD_EHANDLE ),
DEFINE_EMBEDDED( m_AttemptCannonLOSTimer ),
DEFINE_FIELD( m_flSpeedScale, FIELD_FLOAT ),
DEFINE_FIELD( m_flTargetSpeedScale, FIELD_FLOAT ),
DEFINE_EMBEDDED( m_LowZCorrectionTimer ),
DEFINE_FIELD( m_BodyTargetBone, FIELD_INTEGER ),
DEFINE_FIELD( m_iVisibleEnemies, FIELD_INTEGER ),
DEFINE_FIELD( m_flTargetAcquiredTime, FIELD_FLOAT ),
DEFINE_FIELD( m_bCrouchLocked, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bNoCrouchWalk, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bDontCrouch, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bNoMoveToLOS, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_bDisableBoneFollowers, FIELD_BOOLEAN, "disablephysics" ),
DEFINE_FIELD( m_idealHeight, FIELD_FLOAT ),
DEFINE_FIELD( m_HeightVelocity, FIELD_FLOAT ),
DEFINE_FIELD( m_prevYaw, FIELD_FLOAT ),
DEFINE_FIELD( m_doTurn, FIELD_FLOAT ),
DEFINE_FIELD( m_doLeft, FIELD_FLOAT ),
DEFINE_FIELD( m_doRight, FIELD_FLOAT ),
DEFINE_FIELD( m_flNextTurnAct, FIELD_TIME ),
DEFINE_FIELD( m_strTrackName, FIELD_STRING ),
DEFINE_FIELD( m_hFocus, FIELD_EHANDLE ),
DEFINE_FIELD( m_hSmoke, FIELD_EHANDLE ),
DEFINE_FIELD( m_flTimeLastAlertSound, FIELD_TIME ),
DEFINE_FIELD( m_flTimeNextHuntSound, FIELD_TIME ),
DEFINE_FIELD( m_flTimePlayerMissileDetected, FIELD_TIME ),
DEFINE_FIELD( m_hPlayersMissile, FIELD_EHANDLE ),
DEFINE_FIELD( m_bMinigunUseDirectFire, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bUseAggressiveBehavior, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bFastCrouch, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bMinigunEnabled, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bExploding, FIELD_BOOLEAN ),
// inputs
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMinigunTime", InputSetMinigunTime ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetMinigunTarget", InputSetMinigunTarget ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetCannonTarget", InputSetCannonTarget ),
DEFINE_INPUTFUNC( FIELD_STRING, "FlickRagdoll", InputFlickRagdoll ),
DEFINE_INPUTFUNC( FIELD_VOID, "Crouch", InputCrouch ),
DEFINE_INPUTFUNC( FIELD_VOID, "CrouchInstantly", InputCrouchInstantly ),
DEFINE_INPUTFUNC( FIELD_VOID, "Stand", InputStand ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHeight", InputSetHeight ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetTargetPath", InputSetTargetPath ),
DEFINE_INPUTFUNC( FIELD_STRING, "ClearTargetPath", InputClearTargetPath ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouchWalk", InputDisableCrouchWalk ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableCrouchWalk", InputEnableCrouchWalk ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableAggressiveBehavior", InputEnableAggressiveBehavior ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableAggressiveBehavior", InputDisableAggressiveBehavior ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableMinigun", InputDisableMinigun ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableMinigun", InputEnableMinigun ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "StopShootingMinigunForSeconds", InputStopShootingMinigunForSeconds ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouch", InputDisableCrouch ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableMoveToLOS", InputDisableMoveToLOS ),
DEFINE_INPUTFUNC( FIELD_STRING, "DisableCollisionWith", InputDisableCollisionWith ),
DEFINE_INPUTFUNC( FIELD_STRING, "EnableCollisionWith", InputEnableCollisionWith ),
DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "ScaleGroundSpeed", InputScaleGroundSpeed ),
// Function Pointers
// DEFINE_FUNCTION( JumpTouch ),
DEFINE_THINKFUNC( CarriedThink ),
DEFINE_THINKFUNC( CannonHitThink ),
END_DATADESC()
//---------------------------------------------------------
float CNPC_Strider::gm_strideLength;
int CNPC_Strider::gm_BodyHeightPoseParam;
int CNPC_Strider::gm_YawControl;
int CNPC_Strider::gm_PitchControl;
int CNPC_Strider::gm_CannonAttachment;
float CNPC_Strider::gm_zCannonDist;
float CNPC_Strider::gm_zMinigunDist;
Vector CNPC_Strider::gm_vLocalRelativePositionCannon;
Vector CNPC_Strider::gm_vLocalRelativePositionMinigun;
//---------------------------------------------------------
//---------------------------------------------------------
CNPC_Strider::CNPC_Strider()
{
m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME );
m_hFocus = NULL;
m_pMinigun = new CStriderMinigun;
m_hSmoke = NULL;
m_PlayerFreePass.SetOuter( this );
m_bExploding = false;
}
//---------------------------------------------------------
//---------------------------------------------------------
CNPC_Strider::~CNPC_Strider()
{
delete m_pMinigun;
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Strider::Precache()
{
if ( !GetModelName() )
{
SetModelName( MAKE_STRING( "models/combine_strider.mdl" ) );
}
PrecacheModel( STRING( GetModelName() ) );
PropBreakablePrecacheAll( GetModelName() );
PrecacheScriptSound( "NPC_Strider.StriderBusterExplode" );
PrecacheScriptSound( "explode_5" );
PrecacheScriptSound( "NPC_Strider.Charge" );
PrecacheScriptSound( "NPC_Strider.RagdollDetach" );
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 &current, 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()
//=============================================================================