Files
HL2Overcharged/game/server/episodic/npc_combine_cannon.cpp
2025-05-21 21:20:08 +03:00

1336 lines
36 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "ammodef.h"
#include "ai_memory.h"
#include "weapon_rpg.h"
#include "effect_color_tables.h"
#include "te_effect_dispatch.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern const char* g_pModelNameLaser;
// No model, impervious to damage.
#define SF_STARTDISABLED (1 << 19)
#define CANNON_PAINT_ENEMY_TIME 1.0f
#define CANNON_SUBSEQUENT_PAINT_TIME 0.4f
#define CANNON_PAINT_NPC_TIME_NOISE 1.0f
#define NUM_ANCILLARY_BEAMS 4
int gHaloTexture = 0;
//-----------------------------------------------------------------------------
//
// Combine Cannon
//
//-----------------------------------------------------------------------------
class CNPC_Combine_Cannon : public CAI_BaseNPC
{
DECLARE_CLASS(CNPC_Combine_Cannon, CAI_BaseNPC);
public:
CNPC_Combine_Cannon(void);
virtual void Precache(void);
virtual void Spawn(void);
virtual Class_T Classify(void);
virtual float MaxYawSpeed(void);
virtual Vector EyePosition(void);
virtual void UpdateOnRemove(void);
virtual int OnTakeDamage_Alive(const CTakeDamageInfo &info);
virtual bool QuerySeeEntity(CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false);
virtual void StartTask(const Task_t *pTask);
virtual void RunTask(const Task_t *pTask);
virtual int RangeAttack1Conditions(float flDot, float flDist);
virtual int SelectSchedule(void);
virtual int TranslateSchedule(int scheduleType);
virtual void PrescheduleThink(void);
virtual bool FCanCheckAttacks(void);
virtual int Restore(IRestore &restore);
virtual void OnScheduleChange(void);
virtual bool FVisible(CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL);
virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions) { return true; }
virtual int GetSoundInterests(void) { return (SOUND_PLAYER | SOUND_COMBAT | SOUND_DANGER); }
virtual bool ShouldNotDistanceCull(void) { return true; }
virtual void UpdateEfficiency(bool bInPVS) { SetEfficiency((GetSleepState() != AISS_AWAKE) ? AIE_DORMANT : AIE_NORMAL); SetMoveEfficiency(AIME_NORMAL); }
virtual const char *GetTracerType(void) { return "HelicopterTracer"; }
private:
void ScopeGlint(void);
void AdjustShotPosition(CBaseEntity *pTarget, Vector *vecIn);
float GetRefireTime(void) { return 0.1f; }
bool IsLaserOn(void) { return m_pBeam != NULL; }
bool FireBullet(const Vector &vecTarget, bool bDirectShot);
Vector DesiredBodyTarget(CBaseEntity *pTarget);
Vector LeadTarget(CBaseEntity *pTarget);
Vector GetBulletOrigin(void);
static const char *pAttackSounds[];
void ClearTargetGroup(void);
float GetWaitTimePercentage(float flTime, bool fLinear);
void GetPaintAim(const Vector &vecStart, const Vector &vecGoal, float flParameter, Vector *pProgress);
bool VerifyShot(CBaseEntity *pTarget);
void SetSweepTarget(const char *pszTarget);
// Inputs
void InputEnableSniper(inputdata_t &inputdata);
void InputDisableSniper(inputdata_t &inputdata);
void LaserOff(void);
void LaserOn(const Vector &vecTarget, const Vector &vecDeviance);
void PaintTarget(const Vector &vecTarget, float flPaintTime);
private:
void CreateLaser(void);
void CreateAncillaryBeams(void);
void UpdateAncillaryBeams(float flConvergencePerc, const Vector &vecOrigin, const Vector &vecBasis);
int m_iAmmoType;
float m_flBarrageDuration;
Vector m_vecPaintCursor;
float m_flPaintTime;
CHandle<CBeam> m_pBeam;
CHandle<CBeam> m_pAncillaryBeams[NUM_ANCILLARY_BEAMS];
EHANDLE m_hBarrageTarget;
bool m_fEnabled;
Vector m_vecPaintStart; // used to track where a sweep starts for the purpose of interpolating.
float m_flTimeLastAttackedPlayer;
float m_flTimeLastShotMissed;
float m_flSightDist;
DEFINE_CUSTOM_AI;
DECLARE_DATADESC();
};
LINK_ENTITY_TO_CLASS(npc_combine_cannon, CNPC_Combine_Cannon);
//=========================================================
//=========================================================
BEGIN_DATADESC(CNPC_Combine_Cannon)
DEFINE_FIELD(m_fEnabled, FIELD_BOOLEAN),
DEFINE_FIELD(m_vecPaintStart, FIELD_POSITION_VECTOR),
DEFINE_FIELD(m_flPaintTime, FIELD_TIME),
DEFINE_FIELD(m_vecPaintCursor, FIELD_POSITION_VECTOR),
DEFINE_FIELD(m_pBeam, FIELD_EHANDLE),
DEFINE_FIELD(m_flTimeLastAttackedPlayer, FIELD_TIME),
DEFINE_FIELD(m_flTimeLastShotMissed, FIELD_TIME),
DEFINE_FIELD(m_iAmmoType, FIELD_INTEGER),
DEFINE_FIELD(m_flBarrageDuration, FIELD_TIME),
DEFINE_FIELD(m_hBarrageTarget, FIELD_EHANDLE),
DEFINE_ARRAY(m_pAncillaryBeams, FIELD_EHANDLE, NUM_ANCILLARY_BEAMS),
DEFINE_KEYFIELD(m_flSightDist, FIELD_FLOAT, "sightdist"),
// Inputs
DEFINE_INPUTFUNC(FIELD_VOID, "EnableSniper", InputEnableSniper),
DEFINE_INPUTFUNC(FIELD_VOID, "DisableSniper", InputDisableSniper),
END_DATADESC()
//=========================================================
// Private conditions
//=========================================================
enum Sniper_Conds
{
COND_CANNON_ENABLED = LAST_SHARED_CONDITION,
COND_CANNON_DISABLED,
COND_CANNON_NO_SHOT,
};
//=========================================================
// schedules
//=========================================================
enum
{
SCHED_CANNON_CAMP = LAST_SHARED_SCHEDULE,
SCHED_CANNON_ATTACK,
SCHED_CANNON_DISABLEDWAIT,
SCHED_CANNON_SNAPATTACK,
};
//=========================================================
// tasks
//=========================================================
enum
{
TASK_CANNON_PAINT_ENEMY = LAST_SHARED_TASK,
TASK_CANNON_PAINT_DECOY,
TASK_CANNON_ATTACK_CURSOR,
};
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CNPC_Combine_Cannon::CNPC_Combine_Cannon(void) :
m_pBeam(NULL),
m_hBarrageTarget(NULL)
{
#ifdef _DEBUG
m_vecPaintCursor.Init();
m_vecPaintStart.Init();
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Combine_Cannon::QuerySeeEntity(CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC)
{
Disposition_t disp = IRelationType(pEntity);
if (disp != D_HT)
{
// Don't bother with anything I wouldn't shoot.
return false;
}
if (!FInViewCone(pEntity))
{
// Yes, this does call FInViewCone twice a frame for all entities checked for
// visibility, but doing this allows us to cut out a bunch of traces that would
// be done by VerifyShot for entities that aren't even in our viewcone.
return false;
}
if (VerifyShot(pEntity))
return BaseClass::QuerySeeEntity(pEntity, bOnlyHateOrFearIfNPC);
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Hide the beams
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::LaserOff(void)
{
if (m_pBeam != NULL)
{
m_pBeam->TurnOn();
}
for (int i = 0; i < NUM_ANCILLARY_BEAMS; i++)
{
if (m_pAncillaryBeams[i] == NULL)
continue;
m_pAncillaryBeams[i]->TurnOn();
}
SetNextThink(gpGlobals->curtime + 0.1f);
}
//-----------------------------------------------------------------------------
// Purpose: Switch on the laser and point it at a direction
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::LaserOn(const Vector &vecTarget, const Vector &vecDeviance)
{
if (m_pBeam != NULL)
{
m_pBeam->TurnOff();
// Don't aim right at the guy right now.
Vector vecInitialAim;
if (vecDeviance == vec3_origin)
{
// Start the aim where it last left off!
vecInitialAim = m_vecPaintCursor;
}
else
{
vecInitialAim = vecTarget;
}
vecInitialAim.x += random->RandomFloat(-vecDeviance.x, vecDeviance.x);
vecInitialAim.y += random->RandomFloat(-vecDeviance.y, vecDeviance.y);
vecInitialAim.z += random->RandomFloat(-vecDeviance.z, vecDeviance.z);
m_pBeam->SetStartPos(GetBulletOrigin());
m_pBeam->SetEndPos(vecInitialAim);
m_vecPaintStart = vecInitialAim;
}
for (int i = 0; i < NUM_ANCILLARY_BEAMS; i++)
{
if (m_pAncillaryBeams[i] == NULL)
continue;
m_pAncillaryBeams[i]->TurnOff();
}
}
//-----------------------------------------------------------------------------
// Crikey!
//-----------------------------------------------------------------------------
float CNPC_Combine_Cannon::GetWaitTimePercentage(float flTime, bool fLinear)
{
float flElapsedTime;
float flTimeParameter;
flElapsedTime = flTime - (GetWaitFinishTime() - gpGlobals->curtime);
flTimeParameter = (flElapsedTime / flTime);
if (fLinear)
{
return flTimeParameter;
}
else
{
return (1 + sin((M_PI * flTimeParameter) - (M_PI / 2))) / 2;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::GetPaintAim(const Vector &vecStart, const Vector &vecGoal, float flParameter, Vector *pProgress)
{
// Quaternions
Vector vecIdealDir;
QAngle vecIdealAngles;
QAngle vecCurrentAngles;
Vector vecCurrentDir;
Vector vecBulletOrigin = GetBulletOrigin();
// vecIdealDir is where the gun should be aimed when the painting
// time is up. This can be approximate. This is only for drawing the
// laser, not actually aiming the weapon. A large discrepancy will look
// bad, though.
vecIdealDir = vecGoal - vecBulletOrigin;
VectorNormalize(vecIdealDir);
// Now turn vecIdealDir into angles!
VectorAngles(vecIdealDir, vecIdealAngles);
// This is the vector of the beam's current aim.
vecCurrentDir = m_vecPaintStart - vecBulletOrigin;
VectorNormalize(vecCurrentDir);
// Turn this to angles, too.
VectorAngles(vecCurrentDir, vecCurrentAngles);
Quaternion idealQuat;
Quaternion currentQuat;
Quaternion aimQuat;
AngleQuaternion(vecIdealAngles, idealQuat);
AngleQuaternion(vecCurrentAngles, currentQuat);
QuaternionSlerp(currentQuat, idealQuat, flParameter, aimQuat);
QuaternionAngles(aimQuat, vecCurrentAngles);
// Rebuild the current aim vector.
AngleVectors(vecCurrentAngles, &vecCurrentDir);
*pProgress = vecCurrentDir;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::CreateLaser(void)
{
if (m_pBeam != NULL)
return;
m_pBeam = CBeam::BeamCreate(g_pModelNameLaser, 2.0f);
m_pBeam->SetColor(0, 100, 255);
m_pBeam->PointsInit(vec3_origin, GetBulletOrigin());
m_pBeam->SetBrightness(255);
m_pBeam->SetNoise(0);
m_pBeam->SetWidth(1.0f);
m_pBeam->SetEndWidth(0);
m_pBeam->SetScrollRate(0);
m_pBeam->SetFadeLength(0);
m_pBeam->SetHaloTexture(gHaloTexture);
m_pBeam->SetHaloScale(16.0f);
// Think faster while painting
SetNextThink(gpGlobals->curtime + 0.02f);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::CreateAncillaryBeams(void)
{
for (int i = 0; i < NUM_ANCILLARY_BEAMS; i++)
{
if (m_pAncillaryBeams[i] != NULL)
continue;
m_pAncillaryBeams[i] = CBeam::BeamCreate(g_pModelNameLaser, 2.0f);
m_pAncillaryBeams[i]->SetColor(0, 100, 255);
m_pAncillaryBeams[i]->PointsInit(vec3_origin, GetBulletOrigin());
m_pAncillaryBeams[i]->SetBrightness(255);
m_pAncillaryBeams[i]->SetNoise(0);
m_pAncillaryBeams[i]->SetWidth(1.0f);
m_pAncillaryBeams[i]->SetEndWidth(0);
m_pAncillaryBeams[i]->SetScrollRate(0);
m_pAncillaryBeams[i]->SetFadeLength(0);
m_pAncillaryBeams[i]->SetHaloTexture(gHaloTexture);
m_pAncillaryBeams[i]->SetHaloScale(16.0f);
m_pAncillaryBeams[i]->TurnOff();
}
}
#define LINE_LENGTH 1600.0f
//-----------------------------------------------------------------------------
// Purpose:
// Input : flConvergencePerc -
// vecBasis -
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::UpdateAncillaryBeams(float flConvergencePerc, const Vector &vecOrigin, const Vector &vecBasis)
{
// Multiple beams deviate from the basis direction by a certain number of degrees and "converge"
// at the basis vector over a duration of time, the position in that duration expressed by
// flConvergencePerc. The beams are most deviated at 0 and fully converged at 1.
float flRotationOffset = (2 * M_PI) / (float)NUM_ANCILLARY_BEAMS; // Degrees separating each beam, in radians
float flDeviation = DEG2RAD(90) * (1.0f - flConvergencePerc);
float flOffset;
Vector vecFinal;
Vector vecOffset;
matrix3x4_t matRotate;
QAngle vecAngles;
VectorAngles(vecBasis, vecAngles);
vecAngles[PITCH] += 90.0f;
AngleMatrix(vecAngles, vecOrigin, matRotate);
trace_t tr;
float flScale = LINE_LENGTH * flDeviation;
// For each beam, find its offset and trace outwards to place its endpoint
for (int i = 0; i < NUM_ANCILLARY_BEAMS; i++)
{
if (flConvergencePerc >= 0.99f)
{
m_pAncillaryBeams[i]->TurnOn();
continue;
}
m_pAncillaryBeams[i]->TurnOff();
// Find the number of radians offset we are
flOffset = (float)i * flRotationOffset + DEG2RAD(30.0f);
flOffset += (M_PI / 8.0f) * sin(gpGlobals->curtime * 3.0f);
// Construct a circle that's also offset by the line's length
vecOffset.x = cos(flOffset) * flScale;
vecOffset.y = sin(flOffset) * flScale;
vecOffset.z = LINE_LENGTH;
// Rotate this whole thing into the space of the basis vector
VectorRotate(vecOffset, matRotate, vecFinal);
VectorNormalize(vecFinal);
// Trace a line down that vector to find where we'll eventually stop our line
UTIL_TraceLine(vecOrigin, vecOrigin + (vecFinal * LINE_LENGTH), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
// Move the beam to that position
m_pAncillaryBeams[i]->SetBrightness(255.0f * flConvergencePerc);
m_pAncillaryBeams[i]->SetEndPos(tr.startpos);
m_pAncillaryBeams[i]->SetStartPos(tr.endpos);
}
}
//-----------------------------------------------------------------------------
// Sweep the laser sight towards the point where the gun should be aimed
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::PaintTarget(const Vector &vecTarget, float flPaintTime)
{
// vecStart is the barrel of the gun (or the laser sight)
Vector vecStart = GetBulletOrigin();
// keep painttime from hitting 0 exactly.
flPaintTime = MAX(flPaintTime, 0.000001f);
// Find out where we are in the arc of the paint duration
float flPaintPerc = GetWaitTimePercentage(flPaintTime, false);
ScopeGlint();
// Find out where along our line we're painting
Vector vecCurrentDir;
float flInterp = RemapValClamped(flPaintPerc, 0.0f, 0.5f, 0.0f, 1.0f);
flInterp = clamp(flInterp, 0.0f, 1.0f);
GetPaintAim(m_vecPaintStart, vecTarget, flInterp, &vecCurrentDir);
#define THRESHOLD 0.9f
float flNoiseScale;
if (flPaintPerc >= THRESHOLD)
{
flNoiseScale = 1 - (1 / (1 - THRESHOLD)) * (flPaintPerc - THRESHOLD);
}
else if (flPaintPerc <= 1 - THRESHOLD)
{
flNoiseScale = flPaintPerc / (1 - THRESHOLD);
}
else
{
flNoiseScale = 1;
}
// mult by P
vecCurrentDir.x += flNoiseScale * (sin(3 * M_PI * gpGlobals->curtime) * 0.0006);
vecCurrentDir.y += flNoiseScale * (sin(2 * M_PI * gpGlobals->curtime + 0.5 * M_PI) * 0.0006);
vecCurrentDir.z += flNoiseScale * (sin(1.5 * M_PI * gpGlobals->curtime + M_PI) * 0.0006);
// Find where our center is
trace_t tr;
UTIL_TraceLine(vecStart, vecStart + vecCurrentDir * 8192, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
m_vecPaintCursor = tr.endpos;
// Update our beam position
m_pBeam->SetEndPos(tr.startpos);
m_pBeam->SetStartPos(tr.endpos);
m_pBeam->SetBrightness(255.0f * flPaintPerc);
m_pBeam->RelinkBeam();
// Find points around that center point and make our designators converge at that point over time
UpdateAncillaryBeams(flPaintPerc, vecStart, vecCurrentDir);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::OnScheduleChange(void)
{
LaserOff();
m_hBarrageTarget = NULL;
BaseClass::OnScheduleChange();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::Precache(void)
{
PrecacheModel("models/combine_soldier.mdl");
PrecacheModel("effects/bluelaser1.vmt");
gHaloTexture = PrecacheModel("sprites/light_glow03.vmt");
PrecacheScriptSound("NPC_Combine_Cannon.FireBullet");
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::Spawn(void)
{
Precache();
/// HACK:
SetModel("models/combine_soldier.mdl");
// Setup our ancillary beams but keep them hidden for now
CreateLaser();
CreateAncillaryBeams();
m_iAmmoType = GetAmmoDef()->Index("CombineHeavyCannon");
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
UTIL_SetSize(this, Vector(-16, -16, 0), Vector(16, 16, 64));
SetSolid(SOLID_BBOX);
AddSolidFlags(FSOLID_NOT_STANDABLE);
SetMoveType(MOVETYPE_FLY);
m_bloodColor = DONT_BLEED;
m_iHealth = 10;
m_flFieldOfView = DOT_45DEGREE;
m_NPCState = NPC_STATE_NONE;
if (HasSpawnFlags(SF_STARTDISABLED))
{
m_fEnabled = false;
}
else
{
m_fEnabled = true;
}
CapabilitiesClear();
CapabilitiesAdd(bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_SIMPLE_RADIUS_DAMAGE);
m_HackedGunPos = Vector(0, 0, 0);
AddSpawnFlags(SF_NPC_LONG_RANGE | SF_NPC_ALWAYSTHINK);
NPCInit();
// Limit our look distance
SetDistLook(m_flSightDist);
AddEffects(EF_NODRAW);
AddSolidFlags(FSOLID_NOT_SOLID);
// Point the cursor straight ahead so that the sniper's
// first sweep of the laser doesn't look weird.
Vector vecForward;
AngleVectors(GetLocalAngles(), &vecForward);
m_vecPaintCursor = GetBulletOrigin() + vecForward * 1024;
// none!
GetEnemies()->SetFreeKnowledgeDuration(0.0f);
GetEnemies()->SetEnemyDiscardTime(2.0f);
m_flTimeLastAttackedPlayer = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Class_T CNPC_Combine_Cannon::Classify(void)
{
if (m_fEnabled)
return CLASS_COMBINE;
return CLASS_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector CNPC_Combine_Cannon::GetBulletOrigin(void)
{
return GetAbsOrigin();
}
//-----------------------------------------------------------------------------
// Purpose: Nothing kills the cannon but entity I/O
//-----------------------------------------------------------------------------
int CNPC_Combine_Cannon::OnTakeDamage_Alive(const CTakeDamageInfo &info)
{
// We are invulnerable to normal attacks for the moment
return 0;
}
//---------------------------------------------------------
// Purpose:
//---------------------------------------------------------
void CNPC_Combine_Cannon::UpdateOnRemove(void)
{
// Remove the main laser
if (m_pBeam != NULL)
{
UTIL_Remove(m_pBeam);
m_pBeam = NULL;
}
// Remove our ancillary beams
for (int i = 0; i < NUM_ANCILLARY_BEAMS; i++)
{
if (m_pAncillaryBeams[i] == NULL)
continue;
UTIL_Remove(m_pAncillaryBeams[i]);
m_pAncillaryBeams[i] = NULL;
}
BaseClass::UpdateOnRemove();
}
//---------------------------------------------------------
// Purpose:
//---------------------------------------------------------
int CNPC_Combine_Cannon::SelectSchedule(void)
{
// Fire at our target
if (GetEnemy() && HasCondition(COND_CAN_RANGE_ATTACK1))
return SCHED_RANGE_ATTACK1;
// Wait for a target
// TODO: Sweep like a sniper?
return SCHED_COMBAT_STAND;
}
//---------------------------------------------------------
// Purpose:
//---------------------------------------------------------
bool CNPC_Combine_Cannon::FCanCheckAttacks(void)
{
return true;
}
//---------------------------------------------------------
//---------------------------------------------------------
bool CNPC_Combine_Cannon::VerifyShot(CBaseEntity *pTarget)
{
trace_t tr;
Vector vecTarget = DesiredBodyTarget(pTarget);
UTIL_TraceLine(GetBulletOrigin(), vecTarget, MASK_SHOT, pTarget, COLLISION_GROUP_NONE, &tr);
if (tr.fraction != 1.0)
{
if (pTarget->IsPlayer())
{
// if the target is the player, do another trace to see if we can shoot his eyeposition. This should help
// improve sniper responsiveness in cases where the player is hiding his chest from the sniper with his
// head in full view.
UTIL_TraceLine(GetBulletOrigin(), pTarget->EyePosition(), MASK_SHOT, pTarget, COLLISION_GROUP_NONE, &tr);
if (tr.fraction == 1.0)
{
return true;
}
}
// Trace hit something.
if (tr.m_pEnt)
{
if (tr.m_pEnt->m_takedamage == DAMAGE_YES)
{
// Just shoot it if I can hurt it. Probably a breakable or glass pane.
return true;
}
}
return false;
}
else
{
return true;
}
}
//---------------------------------------------------------
//---------------------------------------------------------
int CNPC_Combine_Cannon::RangeAttack1Conditions(float flDot, float flDist)
{
if (GetNextAttack() > gpGlobals->curtime)
return COND_NONE;
if (HasCondition(COND_SEE_ENEMY) && !HasCondition(COND_ENEMY_OCCLUDED))
{
if (VerifyShot(GetEnemy()))
{
// Can see the enemy, have a clear shot to his midsection
ClearCondition(COND_CANNON_NO_SHOT);
return COND_CAN_RANGE_ATTACK1;
}
else
{
// Can see the enemy, but can't take a shot at his midsection
SetCondition(COND_CANNON_NO_SHOT);
return COND_NONE;
}
}
return COND_NONE;
}
//---------------------------------------------------------
//---------------------------------------------------------
int CNPC_Combine_Cannon::TranslateSchedule(int scheduleType)
{
switch (scheduleType)
{
case SCHED_RANGE_ATTACK1:
return SCHED_CANNON_ATTACK;
break;
}
return BaseClass::TranslateSchedule(scheduleType);
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Combine_Cannon::ScopeGlint(void)
{
CEffectData data;
data.m_vOrigin = GetAbsOrigin();
data.m_vNormal = vec3_origin;
data.m_vAngles = vec3_angle;
data.m_nColor = COMMAND_POINT_BLUE;
DispatchEffect("CommandPointer", data);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *vecIn -
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::AdjustShotPosition(CBaseEntity *pTarget, Vector *vecIn)
{
if (pTarget == NULL || vecIn == NULL)
return;
Vector low = pTarget->WorldSpaceCenter() - (pTarget->WorldSpaceCenter() - pTarget->GetAbsOrigin()) * .25;
Vector high = pTarget->EyePosition();
Vector delta = high - low;
Vector result = low + delta * 0.5;
// Only take the height
(*vecIn)[2] = result[2];
}
//---------------------------------------------------------
// This starts the bullet state machine. The actual effects
// of the bullet will happen later. This function schedules
// those effects.
//
// fDirectShot indicates whether the bullet is a "direct shot"
// that is - fired with the intent that it will strike the
// enemy. Otherwise, the bullet is intended to strike a
// decoy object or nothing at all in particular.
//---------------------------------------------------------
bool CNPC_Combine_Cannon::FireBullet(const Vector &vecTarget, bool bDirectShot)
{
Vector vecBulletOrigin = GetBulletOrigin();
Vector vecDir = (vecTarget - vecBulletOrigin);
VectorNormalize(vecDir);
FireBulletsInfo_t info;
info.m_iShots = 1;
info.m_iTracerFreq = 1.0f;
info.m_vecDirShooting = vecDir;
info.m_vecSrc = vecBulletOrigin;
info.m_flDistance = MAX_TRACE_LENGTH;
info.m_pAttacker = this;
info.m_iAmmoType = m_iAmmoType;
info.m_iPlayerDamage = 20.0f;
info.m_vecSpread = Vector(0.015f, 0.015f, 0.015f); // medium cone
FireBullets(info);
EmitSound("NPC_Combine_Cannon.FireBullet");
// Don't attack for a certain amount of time
SetNextAttack(gpGlobals->curtime + GetRefireTime());
// Sniper had to be aiming here to fire here, so make it the cursor
m_vecPaintCursor = vecTarget;
LaserOff();
return true;
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Combine_Cannon::StartTask(const Task_t *pTask)
{
switch (pTask->iTask)
{
case TASK_CANNON_ATTACK_CURSOR:
break;
case TASK_RANGE_ATTACK1:
// Setup the information for this barrage
m_flBarrageDuration = gpGlobals->curtime + random->RandomFloat(0.25f, 0.5f);
m_hBarrageTarget = GetEnemy();
break;
case TASK_CANNON_PAINT_ENEMY:
{
if (GetEnemy()->IsPlayer())
{
float delay = random->RandomFloat(0.0f, 0.3f);
if ((gpGlobals->curtime - m_flTimeLastAttackedPlayer) < 1.0f)
{
SetWait(CANNON_SUBSEQUENT_PAINT_TIME);
m_flPaintTime = CANNON_SUBSEQUENT_PAINT_TIME;
}
else
{
SetWait(CANNON_PAINT_ENEMY_TIME + delay);
m_flPaintTime = CANNON_PAINT_ENEMY_TIME + delay;
}
}
else
{
// Use a random time
m_flPaintTime = CANNON_PAINT_ENEMY_TIME + random->RandomFloat(0, CANNON_PAINT_NPC_TIME_NOISE);
SetWait(m_flPaintTime);
}
// Try to start the laser where the player can't miss seeing it!
Vector vecCursor;
AngleVectors(GetEnemy()->GetLocalAngles(), &vecCursor);
vecCursor *= 300;
vecCursor += GetEnemy()->EyePosition();
LaserOn(vecCursor, Vector(16, 16, 16));
}
break;
default:
BaseClass::StartTask(pTask);
break;
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Combine_Cannon::RunTask(const Task_t *pTask)
{
switch (pTask->iTask)
{
case TASK_CANNON_ATTACK_CURSOR:
if (FireBullet(m_vecPaintCursor, true))
{
TaskComplete();
}
break;
case TASK_RANGE_ATTACK1:
{
// Where we're focusing our fire
Vector vecTarget = (m_hBarrageTarget == NULL) ? m_vecPaintCursor : LeadTarget(m_hBarrageTarget);
// Fire at enemy
if (FireBullet(vecTarget, true))
{
bool bPlayerIsEnemy = (m_hBarrageTarget && m_hBarrageTarget->IsPlayer());
bool bBarrageFinished = m_flBarrageDuration < gpGlobals->curtime;
bool bNoShot = (QuerySeeEntity(m_hBarrageTarget) == false); // FIXME: Store this info off better
bool bSeePlayer = HasCondition(COND_SEE_PLAYER);
// Treat the player differently to normal NPCs
if (bPlayerIsEnemy)
{
// Store the last time we shot for doing an abbreviated attack telegraph
m_flTimeLastAttackedPlayer = gpGlobals->curtime;
// If we've got no shot and we're done with our current barrage
if (bNoShot && bBarrageFinished)
{
TaskComplete();
}
}
else if (bBarrageFinished || bSeePlayer)
{
// Done with the barrage or we saw the player as a better target
TaskComplete();
}
}
}
break;
case TASK_CANNON_PAINT_ENEMY:
{
// See if we're done painting our target
if (IsWaitFinished())
{
TaskComplete();
}
// Continue to paint the target
PaintTarget(LeadTarget(GetEnemy()), m_flPaintTime);
}
break;
default:
BaseClass::RunTask(pTask);
break;
}
}
//-----------------------------------------------------------------------------
// The sniper throws away the circular list of old decoys when we restore.
//-----------------------------------------------------------------------------
int CNPC_Combine_Cannon::Restore(IRestore &restore)
{
return BaseClass::Restore(restore);
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
float CNPC_Combine_Cannon::MaxYawSpeed(void)
{
return 60;
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Combine_Cannon::PrescheduleThink(void)
{
BaseClass::PrescheduleThink();
// NOTE: We'll deal with this on the client
// Think faster if the beam is on, this gives the beam higher resolution.
if (m_pBeam)
{
SetNextThink(gpGlobals->curtime + 0.03);
}
else
{
SetNextThink(gpGlobals->curtime + 0.1f);
}
// If the enemy has just stepped into view, or we've acquired a new enemy,
// Record the last time we've seen the enemy as right now.
//
// If the enemy has been out of sight for a full second, mark him eluded.
if (GetEnemy() != NULL)
{
if (gpGlobals->curtime - GetEnemies()->LastTimeSeen(GetEnemy()) > 30)
{
// Stop pestering enemies after 30 seconds of frustration.
GetEnemies()->ClearMemory(GetEnemy());
SetEnemy(NULL);
}
}
}
//---------------------------------------------------------
//---------------------------------------------------------
Vector CNPC_Combine_Cannon::EyePosition(void)
{
return GetAbsOrigin();
}
//---------------------------------------------------------
//---------------------------------------------------------
Vector CNPC_Combine_Cannon::DesiredBodyTarget(CBaseEntity *pTarget)
{
// By default, aim for the center
Vector vecTarget = pTarget->WorldSpaceCenter();
float flTimeSinceLastMiss = gpGlobals->curtime - m_flTimeLastShotMissed;
if (pTarget->GetFlags() & FL_CLIENT)
{
if (!BaseClass::FVisible(vecTarget))
{
// go to the player's eyes if his center is concealed.
// Bump up an inch so the player's not looking straight down a beam.
vecTarget = pTarget->EyePosition() + Vector(0, 0, 1);
}
}
else
{
if (pTarget->Classify() == CLASS_HEADCRAB)
{
// Headcrabs are tiny inside their boxes.
vecTarget = pTarget->GetAbsOrigin();
vecTarget.z += 4.0;
}
else if (pTarget->Classify() == CLASS_ZOMBIE)
{
if (flTimeSinceLastMiss > 0.0f && flTimeSinceLastMiss < 4.0f && hl2_episodic.GetBool())
{
vecTarget = pTarget->BodyTarget(GetBulletOrigin(), false);
}
else
{
// Shoot zombies in the headcrab
vecTarget = pTarget->HeadTarget(GetBulletOrigin());
}
}
else if (pTarget->Classify() == CLASS_ANTLION)
{
// Shoot about a few inches above the origin. This makes it easy to hit antlions
// even if they are on their backs.
vecTarget = pTarget->GetAbsOrigin();
vecTarget.z += 18.0f;
}
else if (pTarget->Classify() == CLASS_EARTH_FAUNA)
{
// Shoot birds in the center
}
else
{
// Shoot NPCs in the chest
vecTarget.z += 8.0f;
}
}
return vecTarget;
}
//---------------------------------------------------------
//---------------------------------------------------------
Vector CNPC_Combine_Cannon::LeadTarget(CBaseEntity *pTarget)
{
if (pTarget != NULL)
{
Vector vecFuturePos;
UTIL_PredictedPosition(pTarget, 0.05f, &vecFuturePos);
AdjustShotPosition(pTarget, &vecFuturePos);
return vecFuturePos;
}
return vec3_origin;
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Combine_Cannon::InputEnableSniper(inputdata_t &inputdata)
{
ClearCondition(COND_CANNON_DISABLED);
SetCondition(COND_CANNON_ENABLED);
m_fEnabled = true;
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Combine_Cannon::InputDisableSniper(inputdata_t &inputdata)
{
ClearCondition(COND_CANNON_ENABLED);
SetCondition(COND_CANNON_DISABLED);
m_fEnabled = false;
}
//---------------------------------------------------------
// See all NPC's easily.
//
// Only see the player if you can trace to both of his
// eyeballs. That is, allow the player to peek around corners.
// This is a little more expensive than the base class' check!
//---------------------------------------------------------
#define CANNON_EYE_DIST 0.75
#define CANNON_TARGET_VERTICAL_OFFSET Vector( 0, 0, 5 );
bool CNPC_Combine_Cannon::FVisible(CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker)
{
// NPC
if (pEntity->IsPlayer() == false)
return BaseClass::FVisible(pEntity, traceMask, ppBlocker);
if (pEntity->GetFlags() & FL_NOTARGET)
return false;
Vector vecVerticalOffset;
Vector vecRight;
Vector vecEye;
trace_t tr;
if (fabs(GetAbsOrigin().z - pEntity->WorldSpaceCenter().z) <= 120.f)
{
// If the player is around the same elevation, look straight at his eyes.
// At the same elevation, the vertical peeking allowance makes it too easy
// for a player to dispatch the sniper from cover.
vecVerticalOffset = vec3_origin;
}
else
{
// Otherwise, look at a spot below his eyes. This allows the player to back away
// from his cover a bit and have a peek at the sniper without being detected.
vecVerticalOffset = CANNON_TARGET_VERTICAL_OFFSET;
}
AngleVectors(pEntity->GetLocalAngles(), NULL, &vecRight, NULL);
vecEye = vecRight * CANNON_EYE_DIST - vecVerticalOffset;
UTIL_TraceLine(EyePosition(), pEntity->EyePosition() + vecEye, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
#if 0
NDebugOverlay::Line(EyePosition(), tr.endpos, 0, 255, 0, true, 0.1);
#endif
bool fCheckFailed = false;
if (tr.fraction != 1.0 && tr.m_pEnt != pEntity)
{
fCheckFailed = true;
}
// Don't check the other eye if the first eye failed.
if (!fCheckFailed)
{
vecEye = -vecRight * CANNON_EYE_DIST - vecVerticalOffset;
UTIL_TraceLine(EyePosition(), pEntity->EyePosition() + vecEye, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
#if 0
NDebugOverlay::Line(EyePosition(), tr.endpos, 0, 255, 0, true, 0.1);
#endif
if (tr.fraction != 1.0 && tr.m_pEnt != pEntity)
{
fCheckFailed = true;
}
}
if (!fCheckFailed)
{
// Can see the player.
return true;
}
// Now, if the check failed, see if the player is ducking and has recently
// fired a muzzleflash. If yes, see if you'd be able to see the player if
// they were standing in their current position instead of ducking. Since
// the sniper doesn't have a clear shot in this situation, he will harrass
// near the player.
CBasePlayer *pPlayer;
pPlayer = ToBasePlayer(pEntity);
if ((pPlayer->GetFlags() & FL_DUCKING) && pPlayer->MuzzleFlashTime() > gpGlobals->curtime)
{
vecEye = pPlayer->EyePosition() + Vector(0, 0, 32);
UTIL_TraceLine(EyePosition(), vecEye, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
if (tr.fraction != 1.0)
{
// Everything failed.
if (ppBlocker)
{
*ppBlocker = tr.m_pEnt;
}
return false;
}
else
{
// Fake being able to see the player.
return true;
}
}
if (ppBlocker)
{
*ppBlocker = tr.m_pEnt;
}
return false;
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC(npc_combine_cannon, CNPC_Combine_Cannon)
DECLARE_CONDITION(COND_CANNON_ENABLED);
DECLARE_CONDITION(COND_CANNON_DISABLED);
DECLARE_CONDITION(COND_CANNON_NO_SHOT);
DECLARE_TASK(TASK_CANNON_PAINT_ENEMY);
DECLARE_TASK(TASK_CANNON_ATTACK_CURSOR);
//=========================================================
// CAMP
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CANNON_CAMP,
" Tasks"
" TASK_WAIT 1"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_CAN_RANGE_ATTACK1"
" COND_HEAR_DANGER"
" COND_CANNON_DISABLED"
)
//=========================================================
// ATTACK
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CANNON_ATTACK,
" Tasks"
" TASK_CANNON_PAINT_ENEMY 0"
" TASK_RANGE_ATTACK1 0"
" "
" Interrupts"
" COND_HEAR_DANGER"
" COND_CANNON_DISABLED"
)
//=========================================================
// ATTACK
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CANNON_SNAPATTACK,
" Tasks"
" TASK_CANNON_ATTACK_CURSOR 0"
" "
" Interrupts"
" COND_ENEMY_OCCLUDED"
" COND_ENEMY_DEAD"
" COND_NEW_ENEMY"
" COND_HEAR_DANGER"
" COND_CANNON_DISABLED"
)
//=========================================================
// Sniper is allowed to process a couple conditions while
// disabled, but mostly he waits until he's enabled.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CANNON_DISABLEDWAIT,
" Tasks"
" TASK_WAIT 0.5"
" "
" Interrupts"
" COND_CANNON_ENABLED"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
)
AI_END_CUSTOM_NPC()