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

963 lines
23 KiB
C++

#include "cbase.h"
#include "AI_Default.h"
#include "AI_Task.h"
#include "AI_Schedule.h"
#include "AI_Node.h"
#include "AI_Hull.h"
#include "AI_Hint.h"
#include "AI_Route.h"
#include "soundent.h"
#include "game.h"
#include "NPCEvent.h"
#include "EntityList.h"
#include "activitylist.h"
#include "animation.h"
#include "basecombatweapon.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "util.h"
#include "ai_basenpc.h"
#include "grenade_frag.h"
#include "movevars_shared.h"
#include "ai_basenpc.h"
ConVar sk_alien_assassin_health("sk_alien_assassin_health", "120");
#define FRAG_ATTACHMENT "grenadehand"
#define KNIFE_ATTACHMENT "guntip"
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_ASSASSIN_EXPOSED = LAST_SHARED_SCHEDULE,// cover was blown.
SCHED_ASSASSIN_JUMP, // fly through the air
SCHED_ASSASSIN_JUMP_ATTACK, // fly through the air and shoot
SCHED_ASSASSIN_JUMP_LAND, // hit and run away
SCHED_ASSASSIN_FAIL,
SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY1,
SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2,
SCHED_ASSASSIN_TAKE_COVER_FROM_BEST_SOUND,
SCHED_ASSASSIN_HIDE,
SCHED_ASSASSIN_HUNT,
};
Activity ACT_ASSASSIN_FLY_UP;
Activity ACT_ASSASSIN_FLY_ATTACK;
Activity ACT_ASSASSIN_FLY_DOWN;
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_ASSASSIN_FALL_TO_GROUND = LAST_SHARED_TASK + 1, // falling and waiting to hit ground
};
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ASSASSIN_AE_SHOOT1 1
#define ASSASSIN_AE_TOSS1 2
#define ASSASSIN_AE_JUMP 3
#define MEMORY_BADJUMP bits_MEMORY_CUSTOM1
class CNPC_AlienAssassin : public CAI_BaseNPC
{
DECLARE_CLASS(CNPC_AlienAssassin, CAI_BaseNPC);
public:
void Spawn(void);
void Precache(void);
int TranslateSchedule(int scheduleType);
void HandleAnimEvent(animevent_t *pEvent);
float MaxYawSpeed() { return 360.0f; }
void Shoot(void);
int MeleeAttack1Conditions(float flDot, float flDist);
int RangeAttack1Conditions(float flDot, float flDist);
int RangeAttack2Conditions(float flDot, float flDist);
int SelectSchedule(void);
void RunTask(const Task_t *pTask);
void StartTask(const Task_t *pTask);
Class_T Classify(void);
int GetSoundInterests(void);
void RunAI(void);
float m_flLastShot;
float m_flDiviation;
float m_flNextJump;
Vector m_vecJumpVelocity;
float m_flNextGrenadeCheck;
Vector m_vecTossVelocity;
bool m_fThrowGrenade;
int m_iTargetRanderamt;
int m_iFrustration;
int m_iShell;
int m_iAmmoType;
public:
DECLARE_DATADESC();
DEFINE_CUSTOM_AI;
};
LINK_ENTITY_TO_CLASS(npc_alien_assassin, CNPC_AlienAssassin);
BEGIN_DATADESC(CNPC_AlienAssassin)
DEFINE_FIELD(m_flLastShot, FIELD_TIME),
DEFINE_FIELD(m_flDiviation, FIELD_FLOAT),
DEFINE_FIELD(m_flNextJump, FIELD_TIME),
DEFINE_FIELD(m_vecJumpVelocity, FIELD_VECTOR),
DEFINE_FIELD(m_flNextGrenadeCheck, FIELD_TIME),
DEFINE_FIELD(m_vecTossVelocity, FIELD_VECTOR),
DEFINE_FIELD(m_fThrowGrenade, FIELD_BOOLEAN),
DEFINE_FIELD(m_iTargetRanderamt, FIELD_INTEGER),
DEFINE_FIELD(m_iFrustration, FIELD_INTEGER),
END_DATADESC()
//=========================================================
// Spawn
//=========================================================
void CNPC_AlienAssassin::Spawn()
{
Precache();
SetModel("models/hassassin.mdl");
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetNavType(NAV_GROUND);
SetSolid(SOLID_BBOX);
AddSolidFlags(FSOLID_NOT_STANDABLE);
SetMoveType(MOVETYPE_STEP);
m_bloodColor = BLOOD_COLOR_RED;
//m_fEffects = 0;
m_iHealth = sk_alien_assassin_health.GetFloat();
m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
m_HackedGunPos = Vector(0, 24, 48);
m_iTargetRanderamt = 20;
SetRenderColor(255, 255, 255, 20);
m_nRenderMode = kRenderTransTexture;
CapabilitiesClear();
CapabilitiesAdd(bits_CAP_MOVE_GROUND);
CapabilitiesAdd(bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1);
NPCInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_AlienAssassin::Precache()
{
m_iAmmoType = GetAmmoDef()->Index("9mmRound");
engine->PrecacheModel("models/hassassin.mdl");
enginesound->PrecacheSound("weapons/pl_gun1.wav");
enginesound->PrecacheSound("weapons/pl_gun2.wav");
enginesound->PrecacheSound("debris/beamstart1.wav");
UTIL_PrecacheOther("npc_handgrenade");
enginesound->PrecacheSound("player/pl_step1.wav");
enginesound->PrecacheSound("player/pl_step2.wav");
enginesound->PrecacheSound("player/pl_step3.wav");
enginesound->PrecacheSound("player/pl_step4.wav");
// m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
}
int CNPC_AlienAssassin::GetSoundInterests(void)
{
return SOUND_WORLD |
SOUND_COMBAT |
SOUND_PLAYER |
SOUND_DANGER;
}
Class_T CNPC_AlienAssassin::Classify(void)
{
return CLASS_COMBINE;
}
//=========================================================
// CheckMeleeAttack1 - jump like crazy if the enemy gets too close.
//=========================================================
int CNPC_AlienAssassin::MeleeAttack1Conditions(float flDot, float flDist)
{
if (m_flNextJump < gpGlobals->curtime && (flDist <= 128 || HasMemory(MEMORY_BADJUMP)) && GetEnemy() != NULL)
{
trace_t tr;
Vector vecMin = Vector(random->RandomFloat(0, -64), random->RandomFloat(0, -64), 0);
Vector vecMax = Vector(random->RandomFloat(0, 64), random->RandomFloat(0, 64), 160);
Vector vecDest = GetAbsOrigin() + Vector(random->RandomFloat(-64, 64), random->RandomFloat(-64, 64), 160);
UTIL_TraceHull(GetAbsOrigin() + Vector(0, 0, 36), GetAbsOrigin() + Vector(0, 0, 36), vecMin, vecMax, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
//NDebugOverlay::Box( GetAbsOrigin() + Vector( 0, 0, 36 ), vecMin, vecMax, 0,0, 255, 0, 2.0 );
if (tr.startsolid || tr.fraction < 1.0)
{
return COND_TOO_CLOSE_TO_ATTACK;
}
float flGravity = sv_gravity.GetFloat();
float time = sqrt(160 / (0.5 * flGravity));
float speed = flGravity * time / 160;
m_vecJumpVelocity = (vecDest - GetAbsOrigin()) * speed;
return COND_CAN_MELEE_ATTACK1;
}
if (flDist > 128)
return COND_TOO_FAR_TO_ATTACK;
return COND_NONE;
}
//=========================================================
// CheckRangeAttack1 - drop a cap in their ass
//
//=========================================================
int CNPC_AlienAssassin::RangeAttack1Conditions(float flDot, float flDist)
{
if (!HasCondition(COND_ENEMY_OCCLUDED) && flDist > 64 && flDist <= 2048)
{
trace_t tr;
Vector vecSrc = GetAbsOrigin() + m_HackedGunPos;
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine(vecSrc, GetEnemy()->BodyTarget(vecSrc), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
if (tr.fraction == 1.0 || tr.m_pEnt == GetEnemy())
{
return COND_CAN_RANGE_ATTACK1;
}
}
return COND_NONE;
}
//=========================================================
// CheckRangeAttack2 - toss grenade is enemy gets in the way and is too close.
//=========================================================
int CNPC_AlienAssassin::RangeAttack2Conditions(float flDot, float flDist)
{
m_fThrowGrenade = false;
if (!FBitSet(GetEnemy()->GetFlags(), FL_ONGROUND))
{
// don't throw grenades at anything that isn't on the ground!
return COND_NONE;
}
// don't get grenade happy unless the player starts to piss you off
if (m_iFrustration <= 2)
return COND_NONE;
if (m_flNextGrenadeCheck < gpGlobals->curtime && !HasCondition(COND_ENEMY_OCCLUDED) && flDist <= 512)
{
Vector vTossPos;
QAngle vAngles;
GetAttachment("grenadehand", vTossPos, vAngles);
Vector vecToss = VecCheckThrow(this, vTossPos, GetEnemy()->WorldSpaceCenter(), flDist, 0.5); // use dist as speed to get there in 1 second
if (vecToss != vec3_origin)
{
m_vecTossVelocity = vecToss;
// throw a hand grenade
m_fThrowGrenade = TRUE;
return COND_CAN_RANGE_ATTACK2;
}
}
return COND_NONE;
}
//=========================================================
// StartTask
//=========================================================
void CNPC_AlienAssassin::StartTask(const Task_t *pTask)
{
switch (pTask->iTask)
{
case TASK_RANGE_ATTACK2:
if (!m_fThrowGrenade)
{
TaskComplete();
}
else
{
BaseClass::StartTask(pTask);
}
break;
case TASK_ASSASSIN_FALL_TO_GROUND:
break;
default:
BaseClass::StartTask(pTask);
break;
}
}
//=========================================================
// RunTask
//=========================================================
void CNPC_AlienAssassin::RunTask(const Task_t *pTask)
{
switch (pTask->iTask)
{
case TASK_ASSASSIN_FALL_TO_GROUND:
GetMotor()->SetIdealYawAndUpdate(GetEnemyLKP());
if (IsSequenceFinished())
{
if (GetAbsVelocity().z > 0)
{
SetActivity(ACT_ASSASSIN_FLY_UP);
}
else if (HasCondition(COND_SEE_ENEMY))
{
SetActivity(ACT_ASSASSIN_FLY_ATTACK);
//m_flCycle = 0;
SetCycle(0);
}
else
{
SetActivity(ACT_ASSASSIN_FLY_DOWN);
//m_flCycle = 0;
SetCycle(0);
}
ResetSequenceInfo();
}
if (GetFlags() & FL_ONGROUND)
{
// ALERT( at_console, "on ground\n");
TaskComplete();
}
break;
default:
BaseClass::RunTask(pTask);
break;
}
}
//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
int CNPC_AlienAssassin::SelectSchedule(void)
{
switch (m_NPCState)
{
case NPC_STATE_IDLE:
case NPC_STATE_ALERT:
{
if (HasCondition(COND_HEAR_DANGER) || HasCondition(COND_HEAR_COMBAT))
{
if (HasCondition(COND_HEAR_DANGER))
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
else
return SCHED_INVESTIGATE_SOUND;
}
}
break;
case NPC_STATE_COMBAT:
{
// dead enemy
if (HasCondition(COND_ENEMY_DEAD))
{
// call base class, all code to handle dead enemies is centralized there.
return BaseClass::SelectSchedule();
}
// flying?
if (GetMoveType() == MOVETYPE_FLYGRAVITY)
{
if (GetFlags() & FL_ONGROUND)
{
//Msg( "landed\n" );
// just landed
SetMoveType(MOVETYPE_STEP);
return SCHED_ASSASSIN_JUMP_LAND;
}
else
{
//Msg("jump\n");
// jump or jump/shoot
if (m_NPCState == NPC_STATE_COMBAT)
return SCHED_ASSASSIN_JUMP;
else
return SCHED_ASSASSIN_JUMP_ATTACK;
}
}
if (HasCondition(COND_HEAR_DANGER))
{
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
}
if (HasCondition(COND_LIGHT_DAMAGE))
{
m_iFrustration++;
}
if (HasCondition(COND_HEAVY_DAMAGE))
{
m_iFrustration++;
}
// jump player!
if (HasCondition(COND_CAN_MELEE_ATTACK1))
{
//Msg( "melee attack 1\n");
return SCHED_MELEE_ATTACK1;
}
// throw grenade
if (HasCondition(COND_CAN_RANGE_ATTACK2))
{
//Msg( "range attack 2\n");
return SCHED_RANGE_ATTACK2;
}
// spotted
if (HasCondition(COND_SEE_ENEMY) && HasCondition(COND_ENEMY_FACING_ME))
{
//Msg("exposed\n");
m_iFrustration++;
return SCHED_ASSASSIN_EXPOSED;
}
// can attack
if (HasCondition(COND_CAN_RANGE_ATTACK1))
{
//Msg( "range attack 1\n" );
m_iFrustration = 0;
return SCHED_RANGE_ATTACK1;
}
if (HasCondition(COND_SEE_ENEMY))
{
//Msg( "face\n");
return SCHED_COMBAT_FACE;
}
// new enemy
if (HasCondition(COND_NEW_ENEMY))
{
//Msg( "take cover\n");
return SCHED_TAKE_COVER_FROM_ENEMY;
}
// ALERT( at_console, "stand\n");
return SCHED_ALERT_STAND;
}
break;
}
return BaseClass::SelectSchedule();
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CNPC_AlienAssassin::HandleAnimEvent(animevent_t *pEvent)
{
switch (pEvent->event)
{
case ASSASSIN_AE_SHOOT1:
Shoot();
break;
case ASSASSIN_AE_TOSS1:
{
Vector vTossPos;
QAngle vAngles;
GetAttachment(FRAG_ATTACHMENT, vTossPos, vAngles);
Vector vecSpin;
vecSpin.x = random->RandomFloat(-1000.0, 1000.0);
vecSpin.y = random->RandomFloat(-1000.0, 1000.0);
vecSpin.z = random->RandomFloat(-1000.0, 1000.0);
Fraggrenade_Create(vTossPos, vec3_angle, m_vecTossVelocity, vecSpin, this, 3.5f, true);
/*CHL1BaseGrenade *pGrenade = (CHL1BaseGrenade*)CreateNoSpawn("npc_handgrenade", vTossPos, vec3_angle, this);
pGrenade->SetAbsVelocity(m_vecTossVelocity);
pGrenade->m_flDetonateTime = gpGlobals->curtime + 2.0;
pGrenade->Spawn();
pGrenade->SetOwner(this);
pGrenade->SetOwnerEntity(this);
pGrenade->SetGravity(0.5);*/
m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
m_fThrowGrenade = FALSE;
// !!!LATER - when in a group, only try to throw grenade if ordered.
}
break;
case ASSASSIN_AE_JUMP:
{
SetMoveType(MOVETYPE_FLYGRAVITY);
RemoveFlag(FL_ONGROUND);
SetAbsVelocity(m_vecJumpVelocity);
m_flNextJump = gpGlobals->curtime + 3.0;
}
return;
default:
BaseClass::HandleAnimEvent(pEvent);
break;
}
}
//=========================================================
// Shoot
//=========================================================
void CNPC_AlienAssassin::Shoot(void)
{
//TODO Knife throwing
Vector vForward, vRight, vUp;
Vector vecShootOrigin;
QAngle vAngles;
if (GetEnemy() == NULL)
{
return;
}
GetAttachment(KNIFE_ATTACHMENT, vecShootOrigin, vAngles);
Vector vecShootDir = GetShootEnemyDir(vecShootOrigin);
if (m_flLastShot + 2 < gpGlobals->curtime)
{
m_flDiviation = 0.10;
}
else
{
m_flDiviation -= 0.01;
if (m_flDiviation < 0.02)
m_flDiviation = 0.02;
}
m_flLastShot = gpGlobals->curtime;
AngleVectors(GetAbsAngles(), &vForward, &vRight, &vUp);
Vector vecShellVelocity = vRight * random->RandomFloat(40, 90) + vUp * random->RandomFloat(75, 200) + vForward * random->RandomFloat(-40, 40);
//EjectBrass ( pev->origin + gpGlobals->v_up * 32 + gpGlobals->v_forward * 12, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL);
FireBullets(1, vecShootOrigin, vecShootDir, Vector(m_flDiviation, m_flDiviation, m_flDiviation), 2048, m_iAmmoType); // shoot +-8 degrees
//NDebugOverlay::Line( vecShootOrigin, vecShootOrigin + vecShootDir * 2048, 255, 0, 0, true, 2.0 );
CPASAttenuationFilter filter(this);
switch (random->RandomInt(0, 1))
{
case 0:
enginesound->EmitSound(filter, entindex(), CHAN_WEAPON, "weapons/pl_gun1.wav", random->RandomFloat(0.6, 0.8), ATTN_NORM);
break;
case 1:
enginesound->EmitSound(filter, entindex(), CHAN_WEAPON, "weapons/pl_gun2.wav", random->RandomFloat(0.6, 0.8), ATTN_NORM);
break;
}
//SetEffects(EF_MUZZLEFLASH);
VectorAngles(vecShootDir, vAngles);
SetPoseParameter("shoot", vecShootDir.x);
m_cAmmoLoaded--;
}
//=========================================================
//=========================================================
int CNPC_AlienAssassin::TranslateSchedule(int scheduleType)
{
// Msg( "%d\n", m_iFrustration );
switch (scheduleType)
{
case SCHED_TAKE_COVER_FROM_ENEMY:
if (m_iHealth > 30)
return SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY1;
else
return SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2;
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
return SCHED_ASSASSIN_TAKE_COVER_FROM_BEST_SOUND;
case SCHED_FAIL:
if (m_NPCState == NPC_STATE_COMBAT)
return SCHED_ASSASSIN_FAIL;
break;
case SCHED_ALERT_STAND:
if (m_NPCState == NPC_STATE_COMBAT)
{
//m_nSkin ==
return SCHED_ASSASSIN_HIDE;
}
break;
//case SCHED_CHASE_ENEMY:
// return SCHED_ASSASSIN_HUNT;
case SCHED_MELEE_ATTACK1:
if (GetFlags() & FL_ONGROUND)
{
if (m_flNextJump > gpGlobals->curtime)
{
// can't jump yet, go ahead and fail
return SCHED_ASSASSIN_FAIL;
}
else
{
return SCHED_ASSASSIN_JUMP;
}
}
else
{
return SCHED_ASSASSIN_JUMP_ATTACK;
}
}
return BaseClass::TranslateSchedule(scheduleType);
}
//=========================================================
// RunAI
//=========================================================
void CNPC_AlienAssassin::RunAI(void)
{
BaseClass::RunAI();
// always visible if moving
// always visible is not on hard
if (g_iSkillLevel != SKILL_HARD || GetEnemy() == NULL || m_lifeState == LIFE_DEAD || GetActivity() == ACT_RUN || GetActivity() == ACT_WALK || !(GetFlags() & FL_ONGROUND))
m_iTargetRanderamt = 255;
else
m_iTargetRanderamt = 20;
CPASAttenuationFilter filter(this);
if (GetRenderColor().a > m_iTargetRanderamt)
{
if (GetRenderColor().a == 255)
{
enginesound->EmitSound(filter, entindex(), CHAN_BODY, "debris/beamstart1.wav", 0.2, ATTN_NORM);
}
SetRenderColorA(max(GetRenderColor().a - 50, m_iTargetRanderamt));
m_nRenderMode = kRenderTransTexture;
}
else if (GetRenderColor().a < m_iTargetRanderamt)
{
SetRenderColorA(min(GetRenderColor().a + 50, m_iTargetRanderamt));
if (GetRenderColor().a == 255)
m_nRenderMode = kRenderNormal;
}
if (GetActivity() == ACT_RUN || GetActivity() == ACT_WALK)
{
static int iStep = 0;
iStep = !iStep;
if (iStep)
{
switch (random->RandomInt(0, 3))
{
case 0: enginesound->EmitSound(filter, entindex(), CHAN_BODY, "player/pl_step1.wav", 0.5, ATTN_NORM); break;
case 1: enginesound->EmitSound(filter, entindex(), CHAN_BODY, "player/pl_step3.wav", 0.5, ATTN_NORM); break;
case 2: enginesound->EmitSound(filter, entindex(), CHAN_BODY, "player/pl_step2.wav", 0.5, ATTN_NORM); break;
case 3: enginesound->EmitSound(filter, entindex(), CHAN_BODY, "player/pl_step4.wav", 0.5, ATTN_NORM); break;
}
}
}
}
AI_BEGIN_CUSTOM_NPC(monster_human_assassin, CNPC_AlienAssassin)
DECLARE_TASK(TASK_ASSASSIN_FALL_TO_GROUND)
DECLARE_ACTIVITY(ACT_ASSASSIN_FLY_UP)
DECLARE_ACTIVITY(ACT_ASSASSIN_FLY_ATTACK)
DECLARE_ACTIVITY(ACT_ASSASSIN_FLY_DOWN)
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// Enemy exposed assasin's cover
//=========================================================
//=========================================================
// > SCHED_ASSASSIN_EXPOSED
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_EXPOSED,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_RANGE_ATTACK1 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSASSIN_JUMP"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_TAKE_COVER_FROM_ENEMY"
" "
" Interrupts"
" COND_CAN_MELEE_ATTACK1"
)
//=========================================================
// > SCHED_ASSASSIN_JUMP
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_JUMP,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_HOP"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ASSASSIN_JUMP_ATTACK"
" "
" Interrupts"
)
//=========================================================
// > SCHED_ASSASSIN_JUMP_ATTACK
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_JUMP_ATTACK,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSASSIN_JUMP_LAND"
" TASK_ASSASSIN_FALL_TO_GROUND 0"
" "
" Interrupts"
)
//=========================================================
// > SCHED_ASSASSIN_JUMP_LAND
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_JUMP_LAND,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSASSIN_EXPOSED"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_REMEMBER MEMORY:CUSTOM1"
" TASK_FIND_NODE_COVER_FROM_ENEMY 0"
" TASK_RUN_PATH 0"
" TASK_FORGET MEMORY:CUSTOM1"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_REMEMBER MEMORY:INCOVER"
" TASK_FACE_ENEMY 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RANGE_ATTACK1"
" "
" Interrupts"
)
//=========================================================
// Fail Schedule
//=========================================================
//=========================================================
// > SCHED_ASSASSIN_FAIL
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_FAIL,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT_FACE_ENEMY 2"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
" "
" Interrupts"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK1"
" COND_HEAR_DANGER"
" COND_HEAR_PLAYER"
)
//=========================================================
// > SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY1
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY1,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WAIT 0.2"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RANGE_ATTACK1"
" TASK_FIND_COVER_FROM_ENEMY 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_REMEMBER MEMORY:INCOVER"
" TASK_FACE_ENEMY 0"
" "
" Interrupts"
" COND_CAN_MELEE_ATTACK1"
" COND_NEW_ENEMY"
" COND_HEAR_DANGER"
)
//=========================================================
// > SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_WAIT 0.2"
" TASK_FACE_ENEMY 0"
" TASK_RANGE_ATTACK1 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RANGE_ATTACK1"
" TASK_FIND_COVER_FROM_ENEMY 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_REMEMBER MEMORY:INCOVER"
" TASK_FACE_ENEMY 0"
" "
" Interrupts"
" COND_CAN_MELEE_ATTACK1"
" COND_NEW_ENEMY"
" COND_HEAR_DANGER"
)
//=========================================================
// hide from the loudest sound source
//=========================================================
//=========================================================
// > SCHED_ASSASSIN_TAKE_COVER_FROM_BEST_SOUND
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_TAKE_COVER_FROM_BEST_SOUND,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_MELEE_ATTACK1"
" TASK_STOP_MOVING 0"
" TASK_FIND_COVER_FROM_BEST_SOUND 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_REMEMBER MEMORY:INCOVER"
" TASK_TURN_LEFT 179"
" "
" Interrupts"
" COND_NEW_ENEMY"
)
//=========================================================
// > SCHED_ASSASSIN_HIDE
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_HIDE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 2.0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_ENEMY"
" COND_SEE_FEAR"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_PROVOKED"
" COND_HEAR_DANGER"
)
//=========================================================
// > SCHED_ASSASSIN_HUNT
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASSASSIN_HUNT,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSASSIN_TAKE_COVER_FROM_ENEMY2"
" TASK_GET_PATH_TO_ENEMY 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" Interrupts"
" COND_NEW_ENEMY"
" COND_CAN_RANGE_ATTACK1"
" COND_HEAR_DANGER"
)
AI_END_CUSTOM_NPC()