Files
HL2Overcharged/game/server/hl2/npc_antlionguard.cpp
2025-05-21 21:20:08 +03:00

5065 lines
148 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Antlion Guard
//
//=============================================================================//
#include "cbase.h"
#include "ai_hint.h"
#include "ai_localnavigator.h"
#include "ai_memory.h"
#include "ai_moveprobe.h"
#include "npcevent.h"
#include "IEffects.h"
#include "ndebugoverlay.h"
#include "soundent.h"
#include "soundenvelope.h"
#include "ai_squad.h"
#include "ai_network.h"
#include "ai_pathfinder.h"
#include "ai_navigator.h"
#include "ai_senses.h"
#include "npc_rollermine.h"
#include "ai_blended_movement.h"
#include "physics_prop_ragdoll.h"
#include "iservervehicle.h"
#include "player_pickup.h"
#include "props.h"
#include "antlion_dust.h"
#include "npc_antlion.h"
#include "decals.h"
#include "prop_combine_ball.h"
#include "eventqueue.h"
#include "te_effect_dispatch.h"
#include "Sprite.h"
#include "particle_parse.h"
#include "particle_system.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
inline void TraceHull_SkipPhysics(const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin,
const Vector &hullMax, unsigned int mask, const CBaseEntity *ignore,
int collisionGroup, trace_t *ptr, float minMass);
ConVar g_debug_antlionguard("g_debug_antlionguard", "0");
ConVar sk_antlionguard_dmg_charge("sk_antlionguard_dmg_charge", "0");
ConVar sk_antlionguard_dmg_shove("sk_antlionguard_dmg_shove", "0");
#if HL2_EPISODIC
// When enabled, add code to have the antlion bleed profusely as it is badly injured.
#define ANTLIONGUARD_BLOOD_EFFECTS 2
ConVar g_antlionguard_hemorrhage("g_antlionguard_hemorrhage", "1", FCVAR_NONE, "If 1, guard will emit a bleeding particle effect when wounded.");
#endif
// Spawnflags
#define SF_ANTLIONGUARD_SERVERSIDE_RAGDOLL ( 1 << 16 )
#define SF_ANTLIONGUARD_INSIDE_FOOTSTEPS ( 1 << 17 )
#define ENVELOPE_CONTROLLER (CSoundEnvelopeController::GetController())
#define ANTLIONGUARD_MODEL "models/antlion_guard.mdl"
#define MIN_BLAST_DAMAGE 25.0f
#define MIN_CRUSH_DAMAGE 20.0f
//==================================================
//
// Antlion Guard
//
//==================================================
#define ANTLIONGUARD_MAX_OBJECTS 128
#define ANTLIONGUARD_MIN_OBJECT_MASS 8
#define ANTLIONGUARD_MAX_OBJECT_MASS 750
#define ANTLIONGUARD_FARTHEST_PHYSICS_OBJECT 350
#define ANTLIONGUARD_OBJECTFINDING_FOV DOT_45DEGREE // 1/sqrt(2)
//Melee definitions
#define ANTLIONGUARD_MELEE1_RANGE 156.0f
#define ANTLIONGUARD_MELEE1_CONE 0.7f
// Antlion summoning
#define ANTLIONGUARD_SUMMON_COUNT 3
// Sight
#define ANTLIONGUARD_FOV_NORMAL -0.4f
// cavern guard's poisoning behavior
#if HL2_EPISODIC
#define ANTLIONGUARD_POISON_TO 12 // we only poison Gordon down to twelve to give him a chance to regen up to 20 by the next charge
#endif
#define ANTLIONGUARD_CHARGE_MIN 256
#define ANTLIONGUARD_CHARGE_MAX 2048
ConVar sk_antlionguard_health("sk_antlionguard_health", "0");
int g_interactionAntlionGuardFoundPhysicsObject = 0; // We're moving to a physics object to shove it, don't all choose the same object
int g_interactionAntlionGuardShovedPhysicsObject = 0; // We've punted an object, it is now clear to be chosen by others
//==================================================
// AntlionGuardSchedules
//==================================================
enum
{
SCHED_ANTLIONGUARD_CHARGE = LAST_SHARED_SCHEDULE,
SCHED_ANTLIONGUARD_CHARGE_CRASH,
SCHED_ANTLIONGUARD_CHARGE_CANCEL,
SCHED_ANTLIONGUARD_PHYSICS_ATTACK,
SCHED_ANTLIONGUARD_PHYSICS_DAMAGE_HEAVY,
SCHED_ANTLIONGUARD_UNBURROW,
SCHED_ANTLIONGUARD_CHARGE_TARGET,
SCHED_ANTLIONGUARD_FIND_CHARGE_POSITION,
SCHED_ANTLIONGUARD_MELEE_ATTACK1,
SCHED_ANTLIONGUARD_SUMMON,
SCHED_ANTLIONGUARD_PATROL_RUN,
SCHED_ANTLIONGUARD_ROAR,
SCHED_ANTLIONGUARD_CHASE_ENEMY_TOLERANCE,
SCHED_FORCE_ANTLIONGUARD_PHYSICS_ATTACK,
SCHED_ANTLIONGUARD_CANT_ATTACK,
SCHED_ANTLIONGUARD_TAKE_COVER_FROM_ENEMY,
SCHED_ANTLIONGUARD_CHASE_ENEMY
};
//==================================================
// AntlionGuardTasks
//==================================================
enum
{
TASK_ANTLIONGUARD_CHARGE = LAST_SHARED_TASK,
TASK_ANTLIONGUARD_GET_PATH_TO_PHYSOBJECT,
TASK_ANTLIONGUARD_SHOVE_PHYSOBJECT,
TASK_ANTLIONGUARD_SUMMON,
TASK_ANTLIONGUARD_SET_FLINCH_ACTIVITY,
TASK_ANTLIONGUARD_GET_PATH_TO_CHARGE_POSITION,
TASK_ANTLIONGUARD_GET_PATH_TO_NEAREST_NODE,
TASK_ANTLIONGUARD_GET_CHASE_PATH_ENEMY_TOLERANCE,
TASK_ANTLIONGUARD_OPPORTUNITY_THROW,
TASK_ANTLIONGUARD_FIND_PHYSOBJECT,
};
//==================================================
// AntlionGuardConditions
//==================================================
enum
{
COND_ANTLIONGUARD_PHYSICS_TARGET = LAST_SHARED_CONDITION,
COND_ANTLIONGUARD_PHYSICS_TARGET_INVALID,
COND_ANTLIONGUARD_HAS_CHARGE_TARGET,
COND_ANTLIONGUARD_CAN_SUMMON,
COND_ANTLIONGUARD_CAN_CHARGE
};
enum
{
SQUAD_SLOT_ANTLIONGUARD_CHARGE = LAST_SHARED_SQUADSLOT,
};
//==================================================
// AntlionGuard Activities
//==================================================
Activity ACT_ANTLIONGUARD_SEARCH;
Activity ACT_ANTLIONGUARD_PEEK_FLINCH;
Activity ACT_ANTLIONGUARD_PEEK_ENTER;
Activity ACT_ANTLIONGUARD_PEEK_EXIT;
Activity ACT_ANTLIONGUARD_PEEK1;
Activity ACT_ANTLIONGUARD_BARK;
Activity ACT_ANTLIONGUARD_PEEK_SIGHTED;
Activity ACT_ANTLIONGUARD_SHOVE_PHYSOBJECT;
Activity ACT_ANTLIONGUARD_FLINCH_LIGHT;
Activity ACT_ANTLIONGUARD_UNBURROW;
Activity ACT_ANTLIONGUARD_ROAR;
Activity ACT_ANTLIONGUARD_RUN_HURT;
// Flinches
Activity ACT_ANTLIONGUARD_PHYSHIT_FR;
Activity ACT_ANTLIONGUARD_PHYSHIT_FL;
Activity ACT_ANTLIONGUARD_PHYSHIT_RR;
Activity ACT_ANTLIONGUARD_PHYSHIT_RL;
// Charge
Activity ACT_ANTLIONGUARD_CHARGE_START;
Activity ACT_ANTLIONGUARD_CHARGE_CANCEL;
Activity ACT_ANTLIONGUARD_CHARGE_RUN;
Activity ACT_ANTLIONGUARD_CHARGE_CRASH;
Activity ACT_ANTLIONGUARD_CHARGE_STOP;
Activity ACT_ANTLIONGUARD_CHARGE_HIT;
Activity ACT_ANTLIONGUARD_CHARGE_ANTICIPATION;
// Anim events
int AE_ANTLIONGUARD_CHARGE_HIT;
int AE_ANTLIONGUARD_SHOVE_PHYSOBJECT;
int AE_ANTLIONGUARD_SHOVE;
int AE_ANTLIONGUARD_FOOTSTEP_LIGHT;
int AE_ANTLIONGUARD_FOOTSTEP_HEAVY;
int AE_ANTLIONGUARD_CHARGE_EARLYOUT;
int AE_ANTLIONGUARD_VOICE_GROWL;
int AE_ANTLIONGUARD_VOICE_BARK;
int AE_ANTLIONGUARD_VOICE_PAIN;
int AE_ANTLIONGUARD_VOICE_SQUEEZE;
int AE_ANTLIONGUARD_VOICE_SCRATCH;
int AE_ANTLIONGUARD_VOICE_GRUNT;
int AE_ANTLIONGUARD_VOICE_ROAR;
int AE_ANTLIONGUARD_BURROW_OUT;
struct PhysicsObjectCriteria_t
{
CBaseEntity *pTarget;
Vector vecCenter; // Center point to look around
float flRadius; // Radius to search within
float flTargetCone;
bool bPreferObjectsAlongTargetVector; // Prefer objects that we can strike easily as we move towards our target
float flNearRadius; // If we won't hit the player with the object, but get this close, throw anyway
};
#define MAX_FAILED_PHYSOBJECTS 8
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CNPC_AntlionGuard : public CAI_BlendedNPC
{
public:
DECLARE_CLASS(CNPC_AntlionGuard, CAI_BlendedNPC);
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CNPC_AntlionGuard(void);
Class_T Classify(void) { return CLASS_ANTLION; }
virtual int GetSoundInterests(void) { return (SOUND_WORLD | SOUND_COMBAT | SOUND_PLAYER | SOUND_DANGER); }
virtual bool QueryHearSound(CSound *pSound);
const impactdamagetable_t &GetPhysicsImpactDamageTable(void);
virtual int MeleeAttack1Conditions(float flDot, float flDist);
virtual int SelectFailSchedule(int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode);
virtual int TranslateSchedule(int scheduleType);
virtual int OnTakeDamage_Alive(const CTakeDamageInfo &info);
virtual void DeathSound(const CTakeDamageInfo &info);
virtual void Event_Killed(const CTakeDamageInfo &info);
virtual int SelectSchedule(void);
virtual float GetAutoAimRadius() { return 36.0f; }
virtual void Precache(void);
virtual void Spawn(void);
virtual void Activate(void);
virtual void HandleAnimEvent(animevent_t *pEvent);
virtual void UpdateEfficiency(bool bInPVS) { SetEfficiency((GetSleepState() != AISS_AWAKE) ? AIE_DORMANT : AIE_NORMAL); SetMoveEfficiency(AIME_NORMAL); }
virtual void PrescheduleThink(void);
virtual void GatherConditions(void);
virtual void TraceAttack(const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator);
virtual void StartTask(const Task_t *pTask);
virtual void RunTask(const Task_t *pTask);
virtual void StopLoopingSounds();
virtual bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter *sender);
// Input handlers.
void InputSetShoveTarget(inputdata_t &inputdata);
void InputSetChargeTarget(inputdata_t &inputdata);
void InputClearChargeTarget(inputdata_t &inputdata);
void InputUnburrow(inputdata_t &inputdata);
void InputRagdoll(inputdata_t &inputdata);
void InputEnableBark(inputdata_t &inputdata);
void InputDisableBark(inputdata_t &inputdata);
void InputSummonedAntlionDied(inputdata_t &inputdata);
void InputEnablePreferPhysicsAttack(inputdata_t &inputdata);
void InputDisablePreferPhysicsAttack(inputdata_t &inputdata);
virtual bool IsLightDamage(const CTakeDamageInfo &info);
virtual bool IsHeavyDamage(const CTakeDamageInfo &info);
virtual bool OverrideMoveFacing(const AILocalMoveGoal_t &move, float flInterval);
virtual bool BecomeRagdollOnClient(const Vector &force);
virtual void UpdateOnRemove(void);
virtual bool IsUnreachable(CBaseEntity* pEntity); // Is entity is unreachable?
virtual float MaxYawSpeed(void);
virtual bool OverrideMove(float flInterval);
virtual bool CanBecomeRagdoll(void);
virtual bool ShouldProbeCollideAgainstEntity(CBaseEntity *pEntity);
virtual Activity NPC_TranslateActivity(Activity baseAct);
#if HL2_EPISODIC
//---------------------------------
// Navigation & Movement -- prevent stopping paths for the guard
//---------------------------------
class CNavigator : public CAI_ComponentWithOuter<CNPC_AntlionGuard, CAI_Navigator>
{
typedef CAI_ComponentWithOuter<CNPC_AntlionGuard, CAI_Navigator> BaseClass;
public:
CNavigator(CNPC_AntlionGuard *pOuter)
: BaseClass(pOuter)
{
}
bool GetStoppingPath(CAI_WaypointList *pClippedWaypoints);
};
CAI_Navigator * CreateNavigator() { return new CNavigator(this); }
#endif
DEFINE_CUSTOM_AI;
private:
inline bool CanStandAtPoint(const Vector &vecPos, Vector *pOut);
bool RememberFailedPhysicsTarget(CBaseEntity *pTarget);
void GetPhysicsShoveDir(CBaseEntity *pObject, float flMass, Vector *pOut);
void CreateGlow(CSprite **pSprite, const char *pAttachName);
void DestroyGlows(void);
void Footstep(bool bHeavy);
int SelectCombatSchedule(void);
int SelectUnreachableSchedule(void);
bool CanSummon(bool bIgnoreTime);
void SummonAntlions(void);
void ChargeLookAhead(void);
bool EnemyIsRightInFrontOfMe(CBaseEntity **pEntity);
bool HandleChargeImpact(Vector vecImpact, CBaseEntity *pEntity);
bool ShouldCharge(const Vector &startPos, const Vector &endPos, bool useTime, bool bCheckForCancel);
bool ShouldWatchEnemy(void);
void ImpactShock(const Vector &origin, float radius, float magnitude, CBaseEntity *pIgnored = NULL);
void BuildScheduleTestBits(void);
void Shove(void);
void FoundEnemy(void);
void LostEnemy(void);
void UpdateHead(void);
void UpdatePhysicsTarget(bool bPreferObjectsAlongTargetVector, float flRadius = ANTLIONGUARD_FARTHEST_PHYSICS_OBJECT);
void MaintainPhysicsTarget(void);
void ChargeDamage(CBaseEntity *pTarget);
void StartSounds(void);
void SetHeavyDamageAnim(const Vector &vecSource);
float ChargeSteer(void);
CBaseEntity *FindPhysicsObjectTarget(const PhysicsObjectCriteria_t &criteria);
Vector GetPhysicsHitPosition(CBaseEntity *pObject, CBaseEntity *pTarget, Vector *vecTrajectory, float *flClearDistance);
bool CanStandAtShoveTarget(CBaseEntity *pShoveObject, CBaseEntity *pTarget, Vector *pOut);
CBaseEntity *GetNextShoveTarget(CBaseEntity *pLastEntity, AISightIter_t &iter);
int m_nFlinchActivity;
bool m_bStopped;
bool m_bIsBurrowed;
bool m_bBarkEnabled;
float m_flNextSummonTime;
int m_iNumLiveAntlions;
float m_flSearchNoiseTime;
float m_flAngerNoiseTime;
float m_flBreathTime;
float m_flChargeTime;
float m_flPhysicsCheckTime;
float m_flNextHeavyFlinchTime;
float m_flNextRoarTime;
int m_iChargeMisses;
bool m_bDecidedNotToStop;
bool m_bPreferPhysicsAttack;
CNetworkVar(bool, m_bCavernBreed); // If this guard is meant to be a cavern dweller (uses different assets)
CNetworkVar(bool, m_bInCavern); // Behavioral hint telling the guard to change his behavior
Vector m_vecPhysicsTargetStartPos;
Vector m_vecPhysicsHitPosition;
EHANDLE m_hShoveTarget;
EHANDLE m_hChargeTarget;
EHANDLE m_hChargeTargetPosition;
EHANDLE m_hOldTarget;
EHANDLE m_hPhysicsTarget;
CUtlVectorFixed<EHANDLE, MAX_FAILED_PHYSOBJECTS> m_FailedPhysicsTargets;
COutputEvent m_OnSummon;
CSoundPatch *m_pGrowlHighSound;
CSoundPatch *m_pGrowlLowSound;
CSoundPatch *m_pGrowlIdleSound;
CSoundPatch *m_pBreathSound;
CSoundPatch *m_pConfusedSound;
string_t m_iszPhysicsPropClass;
string_t m_strShoveTargets;
CSprite *m_hCaveGlow[2];
#if ANTLIONGUARD_BLOOD_EFFECTS
CNetworkVar(uint8, m_iBleedingLevel);
unsigned char GetBleedingLevel(void) const;
#endif
protected:
int m_poseThrow;
int m_poseHead_Yaw, m_poseHead_Pitch;
virtual void PopulatePoseParameters(void);
virtual bool CanBecomeServersideRagdoll();
// inline accessors
public:
inline bool IsCavernBreed(void) const { return m_bCavernBreed; }
inline bool IsInCavern(void) const { return m_bInCavern; }
};
//==================================================
// CNPC_AntlionGuard::m_DataDesc
//==================================================
BEGIN_DATADESC(CNPC_AntlionGuard)
DEFINE_FIELD(m_nFlinchActivity, FIELD_INTEGER),
DEFINE_FIELD(m_bStopped, FIELD_BOOLEAN),
DEFINE_KEYFIELD(m_bIsBurrowed, FIELD_BOOLEAN, "startburrowed"),
DEFINE_KEYFIELD(m_bBarkEnabled, FIELD_BOOLEAN, "allowbark"),
DEFINE_FIELD(m_flNextSummonTime, FIELD_TIME),
DEFINE_FIELD(m_iNumLiveAntlions, FIELD_INTEGER),
DEFINE_FIELD(m_flSearchNoiseTime, FIELD_TIME),
DEFINE_FIELD(m_flAngerNoiseTime, FIELD_TIME),
DEFINE_FIELD(m_flBreathTime, FIELD_TIME),
DEFINE_FIELD(m_flChargeTime, FIELD_TIME),
DEFINE_FIELD(m_hShoveTarget, FIELD_EHANDLE),
DEFINE_FIELD(m_hChargeTarget, FIELD_EHANDLE),
DEFINE_FIELD(m_hChargeTargetPosition, FIELD_EHANDLE),
DEFINE_FIELD(m_hOldTarget, FIELD_EHANDLE),
// m_FailedPhysicsTargets // We do not save/load these
DEFINE_FIELD(m_hPhysicsTarget, FIELD_EHANDLE),
DEFINE_FIELD(m_vecPhysicsTargetStartPos, FIELD_POSITION_VECTOR),
DEFINE_FIELD(m_vecPhysicsHitPosition, FIELD_POSITION_VECTOR),
DEFINE_FIELD(m_flPhysicsCheckTime, FIELD_TIME),
DEFINE_FIELD(m_flNextHeavyFlinchTime, FIELD_TIME),
DEFINE_FIELD(m_flNextRoarTime, FIELD_TIME),
DEFINE_FIELD(m_iChargeMisses, FIELD_INTEGER),
DEFINE_FIELD(m_bDecidedNotToStop, FIELD_BOOLEAN),
DEFINE_FIELD(m_bPreferPhysicsAttack, FIELD_BOOLEAN),
#if ANTLIONGUARD_BLOOD_EFFECTS
DEFINE_FIELD(m_iBleedingLevel, FIELD_CHARACTER),
#endif
DEFINE_KEYFIELD(m_bCavernBreed, FIELD_BOOLEAN, "cavernbreed"),
DEFINE_KEYFIELD(m_bInCavern, FIELD_BOOLEAN, "incavern"),
DEFINE_KEYFIELD(m_strShoveTargets, FIELD_STRING, "shovetargets"),
DEFINE_AUTO_ARRAY(m_hCaveGlow, FIELD_CLASSPTR),
DEFINE_OUTPUT(m_OnSummon, "OnSummon"),
DEFINE_SOUNDPATCH(m_pGrowlHighSound),
DEFINE_SOUNDPATCH(m_pGrowlLowSound),
DEFINE_SOUNDPATCH(m_pGrowlIdleSound),
DEFINE_SOUNDPATCH(m_pBreathSound),
DEFINE_SOUNDPATCH(m_pConfusedSound),
DEFINE_INPUTFUNC(FIELD_STRING, "SetShoveTarget", InputSetShoveTarget),
DEFINE_INPUTFUNC(FIELD_STRING, "SetChargeTarget", InputSetChargeTarget),
DEFINE_INPUTFUNC(FIELD_VOID, "ClearChargeTarget", InputClearChargeTarget),
DEFINE_INPUTFUNC(FIELD_VOID, "Unburrow", InputUnburrow),
DEFINE_INPUTFUNC(FIELD_VOID, "Ragdoll", InputRagdoll),
DEFINE_INPUTFUNC(FIELD_VOID, "EnableBark", InputEnableBark),
DEFINE_INPUTFUNC(FIELD_VOID, "DisableBark", InputDisableBark),
DEFINE_INPUTFUNC(FIELD_VOID, "SummonedAntlionDied", InputSummonedAntlionDied),
DEFINE_INPUTFUNC(FIELD_VOID, "EnablePreferPhysicsAttack", InputEnablePreferPhysicsAttack),
DEFINE_INPUTFUNC(FIELD_VOID, "DisablePreferPhysicsAttack", InputDisablePreferPhysicsAttack),
END_DATADESC()
//Fast Growl (Growl High)
envelopePoint_t envAntlionGuardFastGrowl[] =
{
{ 1.0f, 1.0f,
0.2f, 0.4f,
},
{ 0.1f, 0.1f,
0.8f, 1.0f,
},
{ 0.0f, 0.0f,
0.4f, 0.8f,
},
};
//Bark 1 (Growl High)
envelopePoint_t envAntlionGuardBark1[] =
{
{ 1.0f, 1.0f,
0.1f, 0.2f,
},
{ 0.0f, 0.0f,
0.4f, 0.6f,
},
};
//Bark 2 (Confused)
envelopePoint_t envAntlionGuardBark2[] =
{
{ 1.0f, 1.0f,
0.1f, 0.2f,
},
{ 0.2f, 0.3f,
0.1f, 0.2f,
},
{ 0.0f, 0.0f,
0.4f, 0.6f,
},
};
//Pain
envelopePoint_t envAntlionGuardPain1[] =
{
{ 1.0f, 1.0f,
0.1f, 0.2f,
},
{ -1.0f, -1.0f,
0.5f, 0.8f,
},
{ 0.1f, 0.2f,
0.1f, 0.2f,
},
{ 0.0f, 0.0f,
0.5f, 0.75f,
},
};
//Squeeze (High Growl)
envelopePoint_t envAntlionGuardSqueeze[] =
{
{ 1.0f, 1.0f,
0.1f, 0.2f,
},
{ 0.0f, 0.0f,
1.0f, 1.5f,
},
};
//Scratch (Low Growl)
envelopePoint_t envAntlionGuardScratch[] =
{
{ 1.0f, 1.0f,
0.4f, 0.6f,
},
{ 0.5f, 0.5f,
0.4f, 0.6f,
},
{ 0.0f, 0.0f,
1.0f, 1.5f,
},
};
//Grunt
envelopePoint_t envAntlionGuardGrunt[] =
{
{ 0.6f, 1.0f,
0.1f, 0.2f,
},
{ 0.0f, 0.0f,
0.1f, 0.2f,
},
};
envelopePoint_t envAntlionGuardGrunt2[] =
{
{ 0.2f, 0.4f,
0.1f, 0.2f,
},
{ 0.0f, 0.0f,
0.4f, 0.6f,
},
};
//==============================================================================================
// ANTLION GUARD PHYSICS DAMAGE TABLE
//==============================================================================================
static impactentry_t antlionGuardLinearTable[] =
{
{ 100 * 100, 10 },
{ 250 * 250, 25 },
{ 350 * 350, 50 },
{ 500 * 500, 75 },
{ 1000 * 1000, 100 },
};
static impactentry_t antlionGuardAngularTable[] =
{
{ 50 * 50, 10 },
{ 100 * 100, 25 },
{ 150 * 150, 50 },
{ 200 * 200, 75 },
};
impactdamagetable_t gAntlionGuardImpactDamageTable =
{
antlionGuardLinearTable,
antlionGuardAngularTable,
ARRAYSIZE(antlionGuardLinearTable),
ARRAYSIZE(antlionGuardAngularTable),
200 * 200,// minimum linear speed squared
180 * 180,// minimum angular speed squared (360 deg/s to cause spin/slice damage)
15, // can't take damage from anything under 15kg
10, // anything less than 10kg is "small"
5, // never take more than 1 pt of damage from anything under 15kg
128 * 128,// <15kg objects must go faster than 36 in/s to do damage
45, // large mass in kg
2, // large mass scale (anything over 500kg does 4X as much energy to read from damage table)
1, // large mass falling scale
0, // my min velocity
};
//-----------------------------------------------------------------------------
// Purpose:
// Output : const impactdamagetable_t
//-----------------------------------------------------------------------------
const impactdamagetable_t &CNPC_AntlionGuard::GetPhysicsImpactDamageTable(void)
{
return gAntlionGuardImpactDamageTable;
}
//==================================================
// CNPC_AntlionGuard
//==================================================
CNPC_AntlionGuard::CNPC_AntlionGuard(void)
{
m_bCavernBreed = false;
m_bInCavern = false;
m_iszPhysicsPropClass = AllocPooledString("prop_physics");
}
LINK_ENTITY_TO_CLASS(npc_antlionguard, CNPC_AntlionGuard);
IMPLEMENT_SERVERCLASS_ST(CNPC_AntlionGuard, DT_NPC_AntlionGuard)
SendPropBool(SENDINFO(m_bCavernBreed)),
SendPropBool(SENDINFO(m_bInCavern)),
#if ANTLIONGUARD_BLOOD_EFFECTS
SendPropInt(SENDINFO(m_iBleedingLevel), 2, SPROP_UNSIGNED),
#endif
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::UpdateOnRemove(void)
{
DestroyGlows();
// Chain to the base class
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::Precache(void)
{
PrecacheModel(ANTLIONGUARD_MODEL);
PrecacheScriptSound("NPC_AntlionGuard.Shove");
PrecacheScriptSound("NPC_AntlionGuard.HitHard");
if (HasSpawnFlags(SF_ANTLIONGUARD_INSIDE_FOOTSTEPS))
{
PrecacheScriptSound("NPC_AntlionGuard.Inside.StepLight");
PrecacheScriptSound("NPC_AntlionGuard.Inside.StepHeavy");
}
else
{
PrecacheScriptSound("NPC_AntlionGuard.StepLight");
PrecacheScriptSound("NPC_AntlionGuard.StepHeavy");
}
#if HL2_EPISODIC
PrecacheScriptSound("NPC_AntlionGuard.NearStepLight");
PrecacheScriptSound("NPC_AntlionGuard.NearStepHeavy");
PrecacheScriptSound("NPC_AntlionGuard.FarStepLight");
PrecacheScriptSound("NPC_AntlionGuard.FarStepHeavy");
PrecacheScriptSound("NPC_AntlionGuard.BreatheLoop");
PrecacheScriptSound("NPC_AntlionGuard.ShellCrack");
PrecacheScriptSound("NPC_AntlionGuard.Pain_Roar");
PrecacheModel("sprites/grubflare1.vmt");
#endif // HL2_EPISODIC
PrecacheScriptSound("NPC_AntlionGuard.Anger");
PrecacheScriptSound("NPC_AntlionGuard.Roar");
PrecacheScriptSound("NPC_AntlionGuard.Die");
PrecacheScriptSound("NPC_AntlionGuard.GrowlHigh");
PrecacheScriptSound("NPC_AntlionGuard.GrowlIdle");
PrecacheScriptSound("NPC_AntlionGuard.BreathSound");
PrecacheScriptSound("NPC_AntlionGuard.Confused");
PrecacheScriptSound("NPC_AntlionGuard.Fallover");
PrecacheScriptSound("NPC_AntlionGuard.FrustratedRoar");
PrecacheParticleSystem("blood_antlionguard_injured_light");
PrecacheParticleSystem("blood_antlionguard_injured_heavy");
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::DestroyGlows(void)
{
if (m_hCaveGlow[0])
{
UTIL_Remove(m_hCaveGlow[0]);
// reset it to NULL in case there is a double death cleanup for some reason.
m_hCaveGlow[0] = NULL;
}
if (m_hCaveGlow[1])
{
UTIL_Remove(m_hCaveGlow[1]);
// reset it to NULL in case there is a double death cleanup for some reason.
m_hCaveGlow[1] = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::CreateGlow(CSprite **pSprite, const char *pAttachName)
{
if (pSprite == NULL)
return;
// Create the glow sprite
*pSprite = CSprite::SpriteCreate("sprites/grubflare1.vmt", GetLocalOrigin(), false);
Assert(*pSprite);
if (*pSprite == NULL)
return;
(*pSprite)->TurnOn();
(*pSprite)->SetTransparency(kRenderWorldGlow, 156, 169, 121, 164, kRenderFxNoDissipation);
(*pSprite)->SetScale(1.0f);
(*pSprite)->SetGlowProxySize(16.0f);
int nAttachment = LookupAttachment(pAttachName);
(*pSprite)->SetParent(this, nAttachment);
(*pSprite)->SetLocalOrigin(vec3_origin);
// Don't uselessly animate, we're a static sprite!
(*pSprite)->SetThink(NULL);
(*pSprite)->SetNextThink(TICK_NEVER_THINK);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::Spawn(void)
{
Precache();
SetModel(ANTLIONGUARD_MODEL);
// Switch our skin (for now), if we're the cavern guard
if (m_bCavernBreed)
{
m_nSkin = 1;
// Add glows
CreateGlow(&(m_hCaveGlow[0]), "attach_glow1");
CreateGlow(&(m_hCaveGlow[1]), "attach_glow2");
}
else
{
m_hCaveGlow[0] = NULL;
m_hCaveGlow[1] = NULL;
}
SetHullType(HULL_LARGE);
SetHullSizeNormal();
SetDefaultEyeOffset();
SetSolid(SOLID_BBOX);
AddSolidFlags(FSOLID_NOT_STANDABLE);
SetMoveType(MOVETYPE_STEP);
SetNavType(NAV_GROUND);
SetBloodColor(BLOOD_COLOR_YELLOW);
m_iHealth = sk_antlionguard_health.GetFloat();
m_iMaxHealth = m_iHealth;
m_flFieldOfView = ANTLIONGUARD_FOV_NORMAL;
m_flPhysicsCheckTime = 0;
m_flChargeTime = 0;
m_flNextRoarTime = 0;
m_flNextSummonTime = 0;
m_iNumLiveAntlions = 0;
m_iChargeMisses = 0;
m_flNextHeavyFlinchTime = 0;
m_bDecidedNotToStop = false;
ClearHintGroup();
m_bStopped = false;
m_hShoveTarget = NULL;
m_hChargeTarget = NULL;
m_hChargeTargetPosition = NULL;
m_hPhysicsTarget = NULL;
m_HackedGunPos.x = 10;
m_HackedGunPos.y = 0;
m_HackedGunPos.z = 30;
CapabilitiesClear();
CapabilitiesAdd(bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_SQUAD);
CapabilitiesAdd(bits_CAP_SKIP_NAV_GROUND_CHECK);
NPCInit();
BaseClass::Spawn();
//See if we're supposed to start burrowed
if (m_bIsBurrowed)
{
AddEffects(EF_NODRAW);
AddFlag(FL_NOTARGET);
m_spawnflags |= SF_NPC_GAG;
AddSolidFlags(FSOLID_NOT_SOLID);
m_takedamage = DAMAGE_NO;
if (m_hCaveGlow[0])
m_hCaveGlow[0]->TurnOff();
if (m_hCaveGlow[1])
m_hCaveGlow[1]->TurnOff();
}
// Do not dissolve
AddEFlags(EFL_NO_DISSOLVE);
// We get a minute of free knowledge about the target
GetEnemies()->SetEnemyDiscardTime(120.0f);
GetEnemies()->SetFreeKnowledgeDuration(60.0f);
// We need to bloat the absbox to encompass all the hitboxes
Vector absMin = -Vector(100, 100, 0);
Vector absMax = Vector(100, 100, 128);
CollisionProp()->SetSurroundingBoundsType(USE_SPECIFIED_BOUNDS, &absMin, &absMax);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::Activate(void)
{
BaseClass::Activate();
// Find all nearby physics objects and add them to the list of objects we will sense
CBaseEntity *pObject = NULL;
while ((pObject = gEntList.FindEntityInSphere(pObject, WorldSpaceCenter(), 2500)) != NULL)
{
// Can't throw around debris
if (pObject->GetCollisionGroup() == COLLISION_GROUP_DEBRIS)
continue;
// We can only throw a few types of things
if (!FClassnameIs(pObject, "prop_physics") && !FClassnameIs(pObject, "func_physbox"))
continue;
// Ensure it's mass is within range
IPhysicsObject *pPhysObj = pObject->VPhysicsGetObject();
if ((pPhysObj == NULL) || (pPhysObj->GetMass() > ANTLIONGUARD_MAX_OBJECT_MASS) || (pPhysObj->GetMass() < ANTLIONGUARD_MIN_OBJECT_MASS))
continue;
// Tell the AI sensing list that we want to consider this
g_AI_SensedObjectsManager.AddEntity(pObject);
if (g_debug_antlionguard.GetInt() == 5)
{
Msg("Antlion Guard: Added prop with model '%s' to sense list.\n", STRING(pObject->GetModelName()));
pObject->m_debugOverlays |= OVERLAY_BBOX_BIT;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the guard's allowed to summon antlions
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::CanSummon(bool bIgnoreTime)
{
if (!m_bBarkEnabled)
return false;
if (!bIgnoreTime && m_flNextSummonTime > gpGlobals->curtime)
return false;
// Hit the max number of them allowed? Only summon when we're 2 down.
if (m_iNumLiveAntlions >= MAX(1, ANTLIONGUARD_SUMMON_COUNT - 1))
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Our enemy is unreachable. Select a schedule.
//-----------------------------------------------------------------------------
int CNPC_AntlionGuard::SelectUnreachableSchedule(void)
{
// If we're in the cavern setting, we opt out of this
if (m_bInCavern)
return SCHED_ANTLIONGUARD_CHASE_ENEMY_TOLERANCE;
// Summon antlions if we can
if (HasCondition(COND_ANTLIONGUARD_CAN_SUMMON))
return SCHED_ANTLIONGUARD_SUMMON;
// First, look for objects near ourselves
PhysicsObjectCriteria_t criteria;
criteria.bPreferObjectsAlongTargetVector = false;
criteria.flNearRadius = (40 * 12);
criteria.flRadius = (250 * 12);
criteria.flTargetCone = -1.0f;
criteria.pTarget = GetEnemy();
criteria.vecCenter = GetAbsOrigin();
CBaseEntity *pTarget = FindPhysicsObjectTarget(criteria);
if (pTarget == NULL && GetEnemy())
{
// Use the same criteria, but search near the target instead of us
criteria.vecCenter = GetEnemy()->GetAbsOrigin();
pTarget = FindPhysicsObjectTarget(criteria);
}
// If we found one, we'll want to attack it
if (pTarget)
{
m_hPhysicsTarget = pTarget;
SetCondition(COND_ANTLIONGUARD_PHYSICS_TARGET);
m_vecPhysicsTargetStartPos = m_hPhysicsTarget->WorldSpaceCenter();
// Tell any squadmates I'm going for this item so they don't as well
if (GetSquad() != NULL)
{
GetSquad()->BroadcastInteraction(g_interactionAntlionGuardFoundPhysicsObject, (void *)((CBaseEntity *)m_hPhysicsTarget), this);
}
return SCHED_ANTLIONGUARD_PHYSICS_ATTACK;
}
// Deal with a visible player
if (HasCondition(COND_SEE_ENEMY))
{
// Roar at the player as show of frustration
if (m_flNextRoarTime < gpGlobals->curtime)
{
m_flNextRoarTime = gpGlobals->curtime + RandomFloat(20, 40);
return SCHED_ANTLIONGUARD_ROAR;
}
// If we're under attack, then let's leave for a bit
if (GetEnemy() && HasCondition(COND_HEAVY_DAMAGE))
{
Vector dir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize(dir);
GetMotor()->SetIdealYaw(-dir);
return SCHED_ANTLIONGUARD_TAKE_COVER_FROM_ENEMY;
}
}
// If we're too far away, try to close distance to our target first
float flDistToEnemySqr = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin()).LengthSqr();
if (flDistToEnemySqr > Square(100 * 12))
return SCHED_ANTLIONGUARD_CHASE_ENEMY_TOLERANCE;
// Fire that we're unable to reach our target!
if (GetEnemy() && GetEnemy()->IsPlayer())
{
m_OnLostPlayer.FireOutput(this, this);
}
m_OnLostEnemy.FireOutput(this, this);
GetEnemies()->MarkAsEluded(GetEnemy());
// Move randomly for the moment
return SCHED_ANTLIONGUARD_CANT_ATTACK;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_AntlionGuard::SelectCombatSchedule(void)
{
ClearHintGroup();
/*
bool bCanCharge = false;
if ( HasCondition( COND_SEE_ENEMY ) )
{
bCanCharge = ShouldCharge( GetAbsOrigin(), GetEnemy()->GetAbsOrigin(), true, false );
}
*/
// Attack if we can
if (HasCondition(COND_CAN_MELEE_ATTACK1))
return SCHED_MELEE_ATTACK1;
// Otherwise, summon antlions
if (HasCondition(COND_ANTLIONGUARD_CAN_SUMMON))
{
// If I can charge, and have antlions, charge instead
if (HasCondition(COND_ANTLIONGUARD_CAN_CHARGE) && m_iNumLiveAntlions)
return SCHED_ANTLIONGUARD_CHARGE;
return SCHED_ANTLIONGUARD_SUMMON;
}
// See if we can bark
if (HasCondition(COND_ENEMY_UNREACHABLE))
return SelectUnreachableSchedule();
//Physics target
if (HasCondition(COND_ANTLIONGUARD_PHYSICS_TARGET) && !m_bInCavern)
return SCHED_ANTLIONGUARD_PHYSICS_ATTACK;
// If we've missed a couple of times, and we can summon, make it harder
if (m_iChargeMisses >= 2 && CanSummon(true))
{
m_iChargeMisses--;
return SCHED_ANTLIONGUARD_SUMMON;
}
// Charging
if (HasCondition(COND_ANTLIONGUARD_CAN_CHARGE))
{
// Don't let other squad members charge while we're doing it
OccupyStrategySlot(SQUAD_SLOT_ANTLIONGUARD_CHARGE);
return SCHED_ANTLIONGUARD_CHARGE;
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::ShouldCharge(const Vector &startPos, const Vector &endPos, bool useTime, bool bCheckForCancel)
{
// Don't charge in tight spaces unless forced to
if (hl2_episodic.GetBool() && m_bInCavern && !(m_hChargeTarget.Get() && m_hChargeTarget->IsAlive()))
return false;
// Must have a target
if (!GetEnemy())
return false;
// No one else in the squad can be charging already
if (IsStrategySlotRangeOccupied(SQUAD_SLOT_ANTLIONGUARD_CHARGE, SQUAD_SLOT_ANTLIONGUARD_CHARGE))
return false;
// Don't check the distance once we start charging
if (!bCheckForCancel)
{
// Don't allow use to charge again if it's been too soon
if (useTime && (m_flChargeTime > gpGlobals->curtime))
return false;
float distance = UTIL_DistApprox2D(startPos, endPos);
// Must be within our tolerance range
if ((distance < ANTLIONGUARD_CHARGE_MIN) || (distance > ANTLIONGUARD_CHARGE_MAX))
return false;
}
if (GetSquad())
{
// If someone in our squad is closer to the enemy, then don't charge (we end up hitting them more often than not!)
float flOurDistToEnemySqr = (GetAbsOrigin() - GetEnemy()->GetAbsOrigin()).LengthSqr();
AISquadIter_t iter;
for (CAI_BaseNPC *pSquadMember = GetSquad()->GetFirstMember(&iter); pSquadMember; pSquadMember = GetSquad()->GetNextMember(&iter))
{
if (pSquadMember->IsAlive() == false || pSquadMember == this)
continue;
if ((pSquadMember->GetAbsOrigin() - GetEnemy()->GetAbsOrigin()).LengthSqr() < flOurDistToEnemySqr)
return false;
}
}
//FIXME: We'd like to exclude small physics objects from this check!
// We only need to hit the endpos with the edge of our bounding box
Vector vecDir = endPos - startPos;
VectorNormalize(vecDir);
float flWidth = WorldAlignSize().x * 0.5;
Vector vecTargetPos = endPos - (vecDir * flWidth);
// See if we can directly move there
AIMoveTrace_t moveTrace;
GetMoveProbe()->MoveLimit(NAV_GROUND, startPos, vecTargetPos, MASK_NPCSOLID_BRUSHONLY, GetEnemy(), &moveTrace);
// Draw the probe
if (g_debug_antlionguard.GetInt() == 1)
{
Vector enemyDir = (vecTargetPos - startPos);
float enemyDist = VectorNormalize(enemyDir);
NDebugOverlay::BoxDirection(startPos, GetHullMins(), GetHullMaxs() + Vector(enemyDist, 0, 0), enemyDir, 0, 255, 0, 8, 1.0f);
}
// If we're not blocked, charge
if (IsMoveBlocked(moveTrace))
{
// Don't allow it if it's too close to us
if (UTIL_DistApprox(WorldSpaceCenter(), moveTrace.vEndPosition) < ANTLIONGUARD_CHARGE_MIN)
return false;
// Allow some special cases to not block us
if (moveTrace.pObstruction != NULL)
{
// If we've hit the world, see if it's a cliff
if (moveTrace.pObstruction == GetContainingEntity(INDEXENT(0)))
{
// Can't be too far above/below the target
if (fabs(moveTrace.vEndPosition.z - vecTargetPos.z) > StepHeight())
return false;
// Allow it if we got pretty close
if (UTIL_DistApprox(moveTrace.vEndPosition, vecTargetPos) < 64)
return true;
}
// Hit things that will take damage
if (moveTrace.pObstruction->m_takedamage != DAMAGE_NO)
return true;
// Hit things that will move
if (moveTrace.pObstruction->GetMoveType() == MOVETYPE_VPHYSICS)
return true;
}
return false;
}
// Only update this if we've requested it
if (useTime)
{
m_flChargeTime = gpGlobals->curtime + 4.0f;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_AntlionGuard::SelectSchedule(void)
{
// Don't do anything if we're burrowed
if (m_bIsBurrowed)
return SCHED_IDLE_STAND;
#if 0
// Debug physics object finding
if (0) //g_debug_antlionguard.GetInt() == 3 )
{
m_flPhysicsCheckTime = 0;
UpdatePhysicsTarget(false);
return SCHED_IDLE_STAND;
}
#endif
// Flinch on heavy damage, but not if we've flinched too recently.
// This is done to prevent stun-locks from grenades.
if (!m_bInCavern && HasCondition(COND_HEAVY_DAMAGE) && m_flNextHeavyFlinchTime < gpGlobals->curtime)
{
m_flNextHeavyFlinchTime = gpGlobals->curtime + 8.0f;
return SCHED_ANTLIONGUARD_PHYSICS_DAMAGE_HEAVY;
}
// Prefer to use physics, in this case
if (m_bPreferPhysicsAttack)
{
// If we have a target, try to go for it
if (HasCondition(COND_ANTLIONGUARD_PHYSICS_TARGET))
return SCHED_ANTLIONGUARD_PHYSICS_ATTACK;
}
// Charge after a target if it's set
if (m_hChargeTarget && m_hChargeTargetPosition)
{
ClearCondition(COND_ANTLIONGUARD_HAS_CHARGE_TARGET);
ClearHintGroup();
if (m_hChargeTarget->IsAlive() == false)
{
m_hChargeTarget = NULL;
m_hChargeTargetPosition = NULL;
SetEnemy(m_hOldTarget);
if (m_hOldTarget == NULL)
{
m_NPCState = NPC_STATE_ALERT;
}
}
else
{
m_hOldTarget = GetEnemy();
SetEnemy(m_hChargeTarget);
UpdateEnemyMemory(m_hChargeTarget, m_hChargeTarget->GetAbsOrigin());
//If we can't see the target, run to somewhere we can
if (ShouldCharge(GetAbsOrigin(), GetEnemy()->GetAbsOrigin(), false, false) == false)
return SCHED_ANTLIONGUARD_FIND_CHARGE_POSITION;
return SCHED_ANTLIONGUARD_CHARGE_TARGET;
}
}
// See if we need to clear a path to our enemy
if (HasCondition(COND_ENEMY_OCCLUDED) || HasCondition(COND_ENEMY_UNREACHABLE))
{
CBaseEntity *pBlocker = GetEnemyOccluder();
if ((pBlocker != NULL) && FClassnameIs(pBlocker, "prop_physics") && !m_bInCavern)
{
m_hPhysicsTarget = pBlocker;
return SCHED_ANTLIONGUARD_PHYSICS_ATTACK;
}
}
//Only do these in combat states
if (m_NPCState == NPC_STATE_COMBAT && GetEnemy())
return SelectCombatSchedule();
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_AntlionGuard::MeleeAttack1Conditions(float flDot, float flDist)
{
// Don't attack again too soon
if (GetNextAttack() > gpGlobals->curtime)
return 0;
// While charging, we can't melee attack
if (IsCurSchedule(SCHED_ANTLIONGUARD_CHARGE))
return 0;
if (hl2_episodic.GetBool() && m_bInCavern)
{
// Predict where they'll be and see if THAT is within range
Vector vecPredPos;
UTIL_PredictedPosition(GetEnemy(), 0.25f, &vecPredPos);
if ((GetAbsOrigin() - vecPredPos).Length() > ANTLIONGUARD_MELEE1_RANGE)
return COND_TOO_FAR_TO_ATTACK;
}
else
{
// Must be close enough
if (flDist > ANTLIONGUARD_MELEE1_RANGE)
return COND_TOO_FAR_TO_ATTACK;
}
// Must be within a viable cone
if (flDot < ANTLIONGUARD_MELEE1_CONE)
return COND_NOT_FACING_ATTACK;
// If the enemy is on top of me, I'm allowed to hit the sucker
if (GetEnemy()->GetGroundEntity() == this)
return COND_CAN_MELEE_ATTACK1;
trace_t tr;
TraceHull_SkipPhysics(WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), Vector(-10, -10, -10), Vector(10, 10, 10), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5);
// If we hit anything, go for it
if (tr.fraction < 1.0f)
return COND_CAN_MELEE_ATTACK1;
return 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CNPC_AntlionGuard::MaxYawSpeed(void)
{
Activity eActivity = GetActivity();
// Stay still
if ((eActivity == ACT_ANTLIONGUARD_SEARCH) ||
(eActivity == ACT_ANTLIONGUARD_PEEK_ENTER) ||
(eActivity == ACT_ANTLIONGUARD_PEEK_EXIT) ||
(eActivity == ACT_ANTLIONGUARD_PEEK1) ||
(eActivity == ACT_ANTLIONGUARD_BARK) ||
(eActivity == ACT_ANTLIONGUARD_PEEK_SIGHTED) ||
(eActivity == ACT_MELEE_ATTACK1))
return 0.0f;
CBaseEntity *pEnemy = GetEnemy();
if (pEnemy != NULL && pEnemy->IsPlayer() == false)
return 16.0f;
// Turn slowly when you're charging
if (eActivity == ACT_ANTLIONGUARD_CHARGE_START)
return 4.0f;
if (hl2_episodic.GetBool() && m_bInCavern)
{
// Allow a better turning rate when moving quickly but not charging the player
if ((eActivity == ACT_ANTLIONGUARD_CHARGE_RUN) && IsCurSchedule(SCHED_ANTLIONGUARD_CHARGE) == false)
return 16.0f;
}
// Turn more slowly as we close in on our target
if (eActivity == ACT_ANTLIONGUARD_CHARGE_RUN)
{
if (pEnemy == NULL)
return 2.0f;
float dist = UTIL_DistApprox2D(GetEnemy()->WorldSpaceCenter(), WorldSpaceCenter());
if (dist > 512)
return 16.0f;
//FIXME: Alter by skill level
float yawSpeed = RemapVal(dist, 0, 512, 1.0f, 2.0f);
yawSpeed = clamp(yawSpeed, 1.0f, 2.0f);
return yawSpeed;
}
if (eActivity == ACT_ANTLIONGUARD_CHARGE_STOP)
return 8.0f;
switch (eActivity)
{
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
return 40.0f;
break;
case ACT_RUN:
default:
return 20.0f;
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flInterval -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::OverrideMove(float flInterval)
{
// If the guard's charging, we're handling the movement
if (IsCurSchedule(SCHED_ANTLIONGUARD_CHARGE))
return true;
// TODO: This code increases the guard's ability to successfully hit a target, but adds a new dimension of navigation
// trouble to do with him not being able to "close the distance" between himself and the object he wants to hit.
// Fixing this will require some thought on how he picks the correct distances to his targets and when he's "close enough". -- jdw
/*
if ( m_hPhysicsTarget != NULL )
{
float flWidth = m_hPhysicsTarget->CollisionProp()->BoundingRadius2D();
GetLocalNavigator()->AddObstacle( m_hPhysicsTarget->WorldSpaceCenter(), flWidth * 0.75f, AIMST_AVOID_OBJECT );
//NDebugOverlay::Sphere( m_hPhysicsTarget->WorldSpaceCenter(), vec3_angle, flWidth, 255, 255, 255, 0, true, 0.5f );
}
*/
return BaseClass::OverrideMove(flInterval);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::Shove(void)
{
if (GetNextAttack() > gpGlobals->curtime)
return;
CBaseEntity *pHurt = NULL;
CBaseEntity *pTarget;
pTarget = (m_hShoveTarget == NULL) ? GetEnemy() : m_hShoveTarget.Get();
if (pTarget == NULL)
{
m_hShoveTarget = NULL;
return;
}
//Always damage bullseyes if we're scripted to hit them
if (pTarget->Classify() == CLASS_BULLSEYE)
{
pTarget->TakeDamage(CTakeDamageInfo(this, this, 1.0f, DMG_CRUSH));
m_hShoveTarget = NULL;
return;
}
float damage = (pTarget->IsPlayer()) ? sk_antlionguard_dmg_shove.GetFloat() : 250;
// If the target's still inside the shove cone, ensure we hit him
Vector vecForward, vecEnd;
AngleVectors(GetAbsAngles(), &vecForward);
float flDistSqr = (pTarget->WorldSpaceCenter() - WorldSpaceCenter()).LengthSqr();
Vector2D v2LOS = (pTarget->WorldSpaceCenter() - WorldSpaceCenter()).AsVector2D();
Vector2DNormalize(v2LOS);
float flDot = DotProduct2D(v2LOS, vecForward.AsVector2D());
if (flDistSqr < (ANTLIONGUARD_MELEE1_RANGE*ANTLIONGUARD_MELEE1_RANGE) && flDot >= ANTLIONGUARD_MELEE1_CONE)
{
vecEnd = pTarget->WorldSpaceCenter();
}
else
{
vecEnd = WorldSpaceCenter() + (BodyDirection3D() * ANTLIONGUARD_MELEE1_RANGE);
}
// Use the melee trace to ensure we hit everything there
trace_t tr;
CTakeDamageInfo dmgInfo(this, this, damage, DMG_SLASH);
CTraceFilterMelee traceFilter(this, COLLISION_GROUP_NONE, &dmgInfo, 1.0, true);
Ray_t ray;
ray.Init(WorldSpaceCenter(), vecEnd, Vector(-16, -16, -16), Vector(16, 16, 16));
enginetrace->TraceRay(ray, MASK_SHOT_HULL, &traceFilter, &tr);
pHurt = tr.m_pEnt;
// Knock things around
ImpactShock(tr.endpos, 100.0f, 250.0f);
if (pHurt)
{
Vector traceDir = (tr.endpos - tr.startpos);
VectorNormalize(traceDir);
// Generate enough force to make a 75kg guy move away at 600 in/sec
Vector vecForce = traceDir * ImpulseScale(75, 600);
CTakeDamageInfo info(this, this, vecForce, tr.endpos, damage, DMG_CLUB);
pHurt->TakeDamage(info);
m_hShoveTarget = NULL;
EmitSound("NPC_AntlionGuard.Shove");
// If the player, throw him around
if (pHurt->IsPlayer())
{
//Punch the view
pHurt->ViewPunch(QAngle(20, 0, -20));
//Shake the screen
UTIL_ScreenShake(pHurt->GetAbsOrigin(), 100.0, 1.5, 1.0, 2, SHAKE_START);
//Red damage indicator
color32 red = { 128, 0, 0, 128 };
UTIL_ScreenFade(pHurt, red, 1.0f, 0.1f, FFADE_IN);
Vector forward, up;
AngleVectors(GetLocalAngles(), &forward, NULL, &up);
pHurt->ApplyAbsVelocityImpulse(forward * 400 + up * 150);
// in the episodes, the cavern guard poisons the player
#if HL2_EPISODIC
// If I am a cavern guard attacking the player, and he still lives, then poison him too.
if (m_bInCavern && pHurt->IsPlayer() && pHurt->IsAlive() && pHurt->m_iHealth > ANTLIONGUARD_POISON_TO)
{
// That didn't finish them. Take them down to one point with poison damage. It'll heal.
pHurt->TakeDamage(CTakeDamageInfo(this, this, pHurt->m_iHealth - ANTLIONGUARD_POISON_TO, DMG_POISON));
}
#endif
}
else
{
CBaseCombatCharacter *pVictim = ToBaseCombatCharacter(pHurt);
if (pVictim)
{
if (NPC_Rollermine_IsRollermine(pVictim))
{
Pickup_OnPhysGunDrop(pVictim, NULL, LAUNCHED_BY_CANNON);
}
// FIXME: This causes NPCs that are not physically motivated to hop into the air strangely -- jdw
// pVictim->ApplyAbsVelocityImpulse( BodyDirection2D() * 400 + Vector( 0, 0, 250 ) );
}
m_hShoveTarget = NULL;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTraceFilterCharge : public CTraceFilterEntitiesOnly
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS_NOBASE(CTraceFilterCharge);
CTraceFilterCharge(const IHandleEntity *passentity, int collisionGroup, CNPC_AntlionGuard *pAttacker)
: m_pPassEnt(passentity), m_collisionGroup(collisionGroup), m_pAttacker(pAttacker)
{
}
virtual bool ShouldHitEntity(IHandleEntity *pHandleEntity, int contentsMask)
{
if (!StandardFilterRules(pHandleEntity, contentsMask))
return false;
if (!PassServerEntityFilter(pHandleEntity, m_pPassEnt))
return false;
// Don't test if the game code tells us we should ignore this collision...
CBaseEntity *pEntity = EntityFromEntityHandle(pHandleEntity);
if (pEntity)
{
if (!pEntity->ShouldCollide(m_collisionGroup, contentsMask))
return false;
if (!g_pGameRules->ShouldCollide(m_collisionGroup, pEntity->GetCollisionGroup()))
return false;
if (pEntity->m_takedamage == DAMAGE_NO)
return false;
// Translate the vehicle into its driver for damage
if (pEntity->GetServerVehicle() != NULL)
{
CBaseEntity *pDriver = pEntity->GetServerVehicle()->GetPassenger();
if (pDriver != NULL)
{
pEntity = pDriver;
}
}
Vector attackDir = pEntity->WorldSpaceCenter() - m_pAttacker->WorldSpaceCenter();
VectorNormalize(attackDir);
float flDamage = (pEntity->IsPlayer()) ? sk_antlionguard_dmg_shove.GetFloat() : 250;;
CTakeDamageInfo info(m_pAttacker, m_pAttacker, flDamage, DMG_CRUSH);
CalculateMeleeDamageForce(&info, attackDir, info.GetAttacker()->WorldSpaceCenter(), 4.0f);
CBaseCombatCharacter *pVictimBCC = pEntity->MyCombatCharacterPointer();
// Only do these comparisons between NPCs
if (pVictimBCC)
{
// Can only damage other NPCs that we hate
if (m_pAttacker->IRelationType(pEntity) == D_HT)
{
pEntity->TakeDamage(info);
return true;
}
}
else
{
// Otherwise just damage passive objects in our way
pEntity->TakeDamage(info);
Pickup_ForcePlayerToDropThisObject(pEntity);
}
}
return false;
}
public:
const IHandleEntity *m_pPassEnt;
int m_collisionGroup;
CNPC_AntlionGuard *m_pAttacker;
};
#define MIN_FOOTSTEP_NEAR_DIST Square( 80*12.0f )// ft
//-----------------------------------------------------------------------------
// Purpose: Plays a footstep sound with temporary distance fades
// Input : bHeavy - Larger back hoof is considered a "heavy" step
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::Footstep(bool bHeavy)
{
CBasePlayer *pPlayer = AI_GetSinglePlayer();
Assert(pPlayer != NULL);
if (pPlayer == NULL)
return;
float flDistanceToPlayerSqr = (pPlayer->GetAbsOrigin() - GetAbsOrigin()).LengthSqr();
float flNearVolume = RemapValClamped(flDistanceToPlayerSqr, Square(10 * 12.0f), MIN_FOOTSTEP_NEAR_DIST, VOL_NORM, 0.0f);
EmitSound_t soundParams;
CPASAttenuationFilter filter(this);
if (bHeavy)
{
if (flNearVolume > 0.0f)
{
soundParams.m_pSoundName = "NPC_AntlionGuard.NearStepHeavy";
soundParams.m_flVolume = flNearVolume;
soundParams.m_nFlags = SND_CHANGE_VOL;
EmitSound(filter, entindex(), soundParams);
}
EmitSound("NPC_AntlionGuard.FarStepHeavy");
}
else
{
if (flNearVolume > 0.0f)
{
soundParams.m_pSoundName = "NPC_AntlionGuard.NearStepLight";
soundParams.m_flVolume = flNearVolume;
soundParams.m_nFlags = SND_CHANGE_VOL;
EmitSound(filter, entindex(), soundParams);
}
EmitSound("NPC_AntlionGuard.FarStepLight");
}
}
float GetCurrentGravity(void);
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pObject -
// *pOut -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::GetPhysicsShoveDir(CBaseEntity *pObject, float flMass, Vector *pOut)
{
const Vector vecStart = pObject->WorldSpaceCenter();
const Vector vecTarget = GetEnemy()->WorldSpaceCenter();
const float flBaseSpeed = 800.0f;
float flSpeed = RemapValClamped(flMass, 0.0f, 150.0f, flBaseSpeed * 2.0f, flBaseSpeed);
// Try the most direct route
Vector vecToss = VecCheckThrow(this, vecStart, vecTarget, flSpeed, 1.0f);
// If this failed then try a little faster (flattens the arc)
if (vecToss == vec3_origin)
{
vecToss = VecCheckThrow(this, vecStart, vecTarget, flSpeed * 1.25f, 1.0f);
if (vecToss == vec3_origin)
{
const float flGravity = GetCurrentGravity();
vecToss = (vecTarget - vecStart);
// throw at a constant time
float time = vecToss.Length() / flSpeed;
vecToss = vecToss * (1.0f / time);
// adjust upward toss to compensate for gravity loss
vecToss.z += flGravity * time * 0.5f;
}
}
// Save out the result
if (pOut)
{
*pOut = vecToss;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::HandleAnimEvent(animevent_t *pEvent)
{
if (pEvent->event == AE_ANTLIONGUARD_CHARGE_EARLYOUT)
{
// Robin: Removed this because it usually made him look less intelligent, not more.
// This code left here so we don't get warnings in the console.
/*
// Cancel the charge if it's no longer valid
if ( ShouldCharge( GetAbsOrigin(), GetEnemy()->GetAbsOrigin(), false, true ) == false )
{
SetSchedule( SCHED_ANTLIONGUARD_CHARGE_CANCEL );
}
*/
return;
}
// Don't handle anim events after death
if (m_NPCState == NPC_STATE_DEAD)
{
BaseClass::HandleAnimEvent(pEvent);
return;
}
if (pEvent->event == AE_ANTLIONGUARD_SHOVE_PHYSOBJECT)
{
if (m_hPhysicsTarget == NULL)
{
// Disrupt other objects near us anyway
ImpactShock(WorldSpaceCenter(), 150, 250.0f);
return;
}
// If we have no enemy, we don't really have a direction to throw the object
// in. But, we still want to clobber it so the animevent doesn't happen fruitlessly,
// and we want to clear the condition flags and other state regarding the m_hPhysicsTarget.
// So, skip the code relevant to computing a launch vector specific to the object I'm
// striking, but use the ImpactShock call further below to punch everything in the neighborhood.
CBaseEntity *pEnemy = GetEnemy();
if (pEnemy != NULL)
{
//Setup the throw velocity
IPhysicsObject *physObj = m_hPhysicsTarget->VPhysicsGetObject();
Vector vecShoveVel = (pEnemy->GetAbsOrigin() - m_hPhysicsTarget->WorldSpaceCenter());
float flTargetDist = VectorNormalize(vecShoveVel);
// Must still be close enough to our target
Vector shoveDir = m_hPhysicsTarget->WorldSpaceCenter() - WorldSpaceCenter();
float shoveDist = VectorNormalize(shoveDir);
if (shoveDist > 300.0f)
{
// Pick a new target next time (this one foiled us!)
RememberFailedPhysicsTarget(m_hPhysicsTarget);
m_hPhysicsTarget = NULL;
return;
}
// Toss this if we're episodic
if (hl2_episodic.GetBool())
{
Vector vecTargetDir = vecShoveVel;
// Get our shove direction
GetPhysicsShoveDir(m_hPhysicsTarget, physObj->GetMass(), &vecShoveVel);
// If the player isn't looking at me, and isn't reachable, be more forgiving about hitting them
if (HasCondition(COND_ENEMY_UNREACHABLE) && HasCondition(COND_ENEMY_FACING_ME) == false)
{
// Build an arc around the top of the target that we'll offset our aim by
Vector vecOffset;
float flSin, flCos;
float flRad = random->RandomFloat(0, M_PI / 6.0f); // +/- 30 deg
if (random->RandomInt(0, 1))
flRad *= -1.0f;
SinCos(flRad, &flSin, &flCos);
// Rotate the 2-d circle to be "facing" along our shot direction
Vector vecArc;
QAngle vecAngles;
VectorAngles(vecTargetDir, vecAngles);
VectorRotate(Vector(0.0f, flCos, flSin), vecAngles, vecArc);
// Find the radius by which to avoid the player
float flOffsetRadius = (m_hPhysicsTarget->CollisionProp()->BoundingRadius() + GetEnemy()->CollisionProp()->BoundingRadius()) * 1.5f;
// Add this to our velocity to offset it
vecShoveVel += (vecArc * flOffsetRadius);
}
// Factor out mass
vecShoveVel *= physObj->GetMass();
// FIXME: We need to restore this on the object at some point if we do this!
float flDragCoef = 0.0f;
physObj->SetDragCoefficient(&flDragCoef, &flDragCoef);
}
else
{
if (flTargetDist < 512)
flTargetDist = 512;
if (flTargetDist > 1024)
flTargetDist = 1024;
vecShoveVel *= flTargetDist * 3 * physObj->GetMass(); //FIXME: Scale by skill
vecShoveVel[2] += physObj->GetMass() * 350.0f;
}
if (NPC_Rollermine_IsRollermine(m_hPhysicsTarget))
{
Pickup_OnPhysGunDrop(m_hPhysicsTarget, NULL, LAUNCHED_BY_CANNON);
}
//Send it flying
AngularImpulse angVel(random->RandomFloat(-180, 180), 100, random->RandomFloat(-360, 360));
physObj->ApplyForceCenter(vecShoveVel);
physObj->AddVelocity(NULL, &angVel);
}
//Display dust
Vector vecRandom = RandomVector(-1, 1);
VectorNormalize(vecRandom);
g_pEffects->Dust(m_hPhysicsTarget->WorldSpaceCenter(), vecRandom, 64.0f, 32);
// If it's being held by the player, break that bond
Pickup_ForcePlayerToDropThisObject(m_hPhysicsTarget);
EmitSound("NPC_AntlionGuard.HitHard");
//Clear the state information, we're done
ClearCondition(COND_ANTLIONGUARD_PHYSICS_TARGET);
ClearCondition(COND_ANTLIONGUARD_PHYSICS_TARGET_INVALID);
// Disrupt other objects near it, including the m_hPhysicsTarget if we had no valid enemy
ImpactShock(m_hPhysicsTarget->WorldSpaceCenter(), 150, 250.0f, pEnemy != NULL ? m_hPhysicsTarget : NULL);
// Notify any squad members that we're no longer monopolizing this object
if (GetSquad() != NULL)
{
GetSquad()->BroadcastInteraction(g_interactionAntlionGuardShovedPhysicsObject, (void *)((CBaseEntity *)m_hPhysicsTarget), this);
}
m_hPhysicsTarget = NULL;
m_FailedPhysicsTargets.RemoveAll();
return;
}
if (pEvent->event == AE_ANTLIONGUARD_CHARGE_HIT)
{
UTIL_ScreenShake(GetAbsOrigin(), 32.0f, 4.0f, 1.0f, 512, SHAKE_START);
EmitSound("NPC_AntlionGuard.HitHard");
Vector startPos = GetAbsOrigin();
float checkSize = (CollisionProp()->BoundingRadius() + 8.0f);
Vector endPos = startPos + (BodyDirection3D() * checkSize);
CTraceFilterCharge traceFilter(this, COLLISION_GROUP_NONE, this);
Ray_t ray;
ray.Init(startPos, endPos, GetHullMins(), GetHullMaxs());
trace_t tr;
enginetrace->TraceRay(ray, MASK_SHOT, &traceFilter, &tr);
if (g_debug_antlionguard.GetInt() == 1)
{
Vector hullMaxs = GetHullMaxs();
hullMaxs.x += checkSize;
NDebugOverlay::BoxDirection(startPos, GetHullMins(), hullMaxs, BodyDirection2D(), 100, 255, 255, 20, 1.0f);
}
//NDebugOverlay::Box3D( startPos, endPos, BodyDirection2D(),
if (m_hChargeTarget && m_hChargeTarget->IsAlive() == false)
{
m_hChargeTarget = NULL;
m_hChargeTargetPosition = NULL;
}
// Cause a shock wave from this point which will distrupt nearby physics objects
ImpactShock(tr.endpos, 200, 500);
return;
}
if (pEvent->event == AE_ANTLIONGUARD_SHOVE)
{
EmitSound("NPC_AntlionGuard.StepLight", pEvent->eventtime);
Shove();
return;
}
if (pEvent->event == AE_ANTLIONGUARD_FOOTSTEP_LIGHT)
{
if (HasSpawnFlags(SF_ANTLIONGUARD_INSIDE_FOOTSTEPS))
{
#if HL2_EPISODIC
Footstep(false);
#else
EmitSound("NPC_AntlionGuard.Inside.StepLight", pEvent->eventtime);
#endif // HL2_EPISODIC
}
else
{
#if HL2_EPISODIC
Footstep(false);
#else
EmitSound("NPC_AntlionGuard.StepLight", pEvent->eventtime);
#endif // HL2_EPISODIC
}
return;
}
if (pEvent->event == AE_ANTLIONGUARD_FOOTSTEP_HEAVY)
{
if (HasSpawnFlags(SF_ANTLIONGUARD_INSIDE_FOOTSTEPS))
{
#if HL2_EPISODIC
Footstep(true);
#else
EmitSound("NPC_AntlionGuard.Inside.StepHeavy", pEvent->eventtime);
#endif // HL2_EPISODIC
}
else
{
#if HL2_EPISODIC
Footstep(true);
#else
EmitSound("NPC_AntlionGuard.StepHeavy", pEvent->eventtime);
#endif // HL2_EPISODIC
}
return;
}
if (pEvent->event == AE_ANTLIONGUARD_VOICE_GROWL)
{
StartSounds();
float duration = 0.0f;
if (random->RandomInt(0, 10) < 6)
{
duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope(m_pGrowlHighSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardFastGrowl, ARRAYSIZE(envAntlionGuardFastGrowl));
}
else
{
duration = 1.0f;
EmitSound("NPC_AntlionGuard.FrustratedRoar");
ENVELOPE_CONTROLLER.SoundFadeOut(m_pGrowlHighSound, 0.5f, false);
}
m_flAngerNoiseTime = gpGlobals->curtime + duration + random->RandomFloat(2.0f, 4.0f);
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pBreathSound, 0.0f, 0.1f);
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pGrowlIdleSound, 0.0f, 0.1f);
m_flBreathTime = gpGlobals->curtime + duration - 0.2f;
EmitSound("NPC_AntlionGuard.Anger");
return;
}
if (pEvent->event == AE_ANTLIONGUARD_VOICE_BARK)
{
StartSounds();
float duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope(m_pGrowlHighSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardBark1, ARRAYSIZE(envAntlionGuardBark1));
ENVELOPE_CONTROLLER.SoundPlayEnvelope(m_pConfusedSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardBark2, ARRAYSIZE(envAntlionGuardBark2));
m_flAngerNoiseTime = gpGlobals->curtime + duration + random->RandomFloat(2.0f, 4.0f);
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pBreathSound, 0.0f, 0.1f);
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pGrowlIdleSound, 0.0f, 0.1f);
m_flBreathTime = gpGlobals->curtime + duration - 0.2f;
return;
}
if (pEvent->event == AE_ANTLIONGUARD_VOICE_ROAR)
{
StartSounds();
float duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope(m_pGrowlHighSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardFastGrowl, ARRAYSIZE(envAntlionGuardFastGrowl));
m_flAngerNoiseTime = gpGlobals->curtime + duration + random->RandomFloat(2.0f, 4.0f);
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pBreathSound, 0.0f, 0.1f);
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pGrowlIdleSound, 0.0f, 0.1f);
m_flBreathTime = gpGlobals->curtime + duration - 0.2f;
EmitSound("NPC_AntlionGuard.Roar");
return;
}
if (pEvent->event == AE_ANTLIONGUARD_VOICE_PAIN)
{
StartSounds();
float duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope(m_pConfusedSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardPain1, ARRAYSIZE(envAntlionGuardPain1));
ENVELOPE_CONTROLLER.SoundPlayEnvelope(m_pGrowlHighSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardBark2, ARRAYSIZE(envAntlionGuardBark2));
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pBreathSound, 0.0f, 0.1f);
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pGrowlIdleSound, 0.0f, 0.1f);
m_flBreathTime = gpGlobals->curtime + duration - 0.2f;
return;
}
if (pEvent->event == AE_ANTLIONGUARD_VOICE_SQUEEZE)
{
StartSounds();
float duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope(m_pGrowlHighSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardSqueeze, ARRAYSIZE(envAntlionGuardSqueeze));
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pBreathSound, 0.6f, random->RandomFloat(2.0f, 4.0f));
ENVELOPE_CONTROLLER.SoundChangePitch(m_pBreathSound, random->RandomInt(60, 80), random->RandomFloat(2.0f, 4.0f));
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pGrowlIdleSound, 0.0f, 0.1f);
m_flBreathTime = gpGlobals->curtime + (duration * 0.5f);
EmitSound("NPC_AntlionGuard.Anger");
return;
}
if (pEvent->event == AE_ANTLIONGUARD_VOICE_SCRATCH)
{
StartSounds();
float duration = random->RandomFloat(2.0f, 4.0f);
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pBreathSound, 0.6f, duration);
ENVELOPE_CONTROLLER.SoundChangePitch(m_pBreathSound, random->RandomInt(60, 80), duration);
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pGrowlIdleSound, 0.0f, 0.1f);
m_flBreathTime = gpGlobals->curtime + duration;
EmitSound("NPC_AntlionGuard.Anger");
return;
}
if (pEvent->event == AE_ANTLIONGUARD_VOICE_GRUNT)
{
StartSounds();
float duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope(m_pConfusedSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardGrunt, ARRAYSIZE(envAntlionGuardGrunt));
ENVELOPE_CONTROLLER.SoundPlayEnvelope(m_pGrowlHighSound, SOUNDCTRL_CHANGE_VOLUME, envAntlionGuardGrunt2, ARRAYSIZE(envAntlionGuardGrunt2));
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pBreathSound, 0.0f, 0.1f);
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pGrowlIdleSound, 0.0f, 0.1f);
m_flBreathTime = gpGlobals->curtime + duration;
return;
}
if (pEvent->event == AE_ANTLIONGUARD_BURROW_OUT)
{
EmitSound("NPC_Antlion.BurrowOut");
//Shake the screen
UTIL_ScreenShake(GetAbsOrigin(), 0.5f, 80.0f, 1.0f, 256.0f, SHAKE_START);
//Throw dust up
UTIL_CreateAntlionDust(GetAbsOrigin() + Vector(0, 0, 24), GetLocalAngles());
RemoveEffects(EF_NODRAW);
RemoveFlag(FL_NOTARGET);
if (m_bCavernBreed)
{
if (m_hCaveGlow[0])
m_hCaveGlow[0]->TurnOn();
if (m_hCaveGlow[1])
m_hCaveGlow[1]->TurnOn();
}
return;
}
BaseClass::HandleAnimEvent(pEvent);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::SetHeavyDamageAnim(const Vector &vecSource)
{
if (!m_bInCavern)
{
Vector vFacing = BodyDirection2D();
Vector vDamageDir = (vecSource - WorldSpaceCenter());
vDamageDir.z = 0.0f;
VectorNormalize(vDamageDir);
Vector vDamageRight, vDamageUp;
VectorVectors(vDamageDir, vDamageRight, vDamageUp);
float damageDot = DotProduct(vFacing, vDamageDir);
float damageRightDot = DotProduct(vFacing, vDamageRight);
// See if it's in front
if (damageDot > 0.0f)
{
// See if it's right
if (damageRightDot > 0.0f)
{
m_nFlinchActivity = ACT_ANTLIONGUARD_PHYSHIT_FR;
}
else
{
m_nFlinchActivity = ACT_ANTLIONGUARD_PHYSHIT_FL;
}
}
else
{
// Otherwise it's from behind
if (damageRightDot < 0.0f)
{
m_nFlinchActivity = ACT_ANTLIONGUARD_PHYSHIT_RR;
}
else
{
m_nFlinchActivity = ACT_ANTLIONGUARD_PHYSHIT_RL;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
//-----------------------------------------------------------------------------
int CNPC_AntlionGuard::OnTakeDamage_Alive(const CTakeDamageInfo &info)
{
CTakeDamageInfo dInfo = info;
// Don't take damage from another antlion guard!
if (dInfo.GetAttacker() && dInfo.GetAttacker() != this && FClassnameIs(dInfo.GetAttacker(), "npc_antlionguard"))
return 0;
if ((dInfo.GetDamageType() & DMG_CRUSH) && !(dInfo.GetDamageType() & DMG_VEHICLE))
{
// Don't take damage from physics objects that weren't thrown by the player.
CBaseEntity *pInflictor = dInfo.GetInflictor();
IPhysicsObject *pObj = pInflictor->VPhysicsGetObject();
if (!pObj || !(pObj->GetGameFlags() & FVPHYSICS_WAS_THROWN))
{
return 0;
}
}
// Hack to make antlion guard harder in HARD
if (g_pGameRules->IsSkillLevel(SKILL_HARD) && !(info.GetDamageType() & DMG_CRUSH))
{
dInfo.SetDamage(dInfo.GetDamage() * 0.75);
}
// Cap damage taken by crushing (otherwise we can get crushed oddly)
if ((dInfo.GetDamageType() & DMG_CRUSH) && dInfo.GetDamage() > 100)
{
dInfo.SetDamage(100);
}
// Only take damage from what we classify as heavy damages (explosions, refrigerators, etc)
if (IsHeavyDamage(dInfo))
{
// Always take a set amount of damage from a combine ball
if (info.GetInflictor() && UTIL_IsCombineBall(info.GetInflictor()))
{
dInfo.SetDamage(50);
}
UTIL_ScreenShake(GetAbsOrigin(), 32.0f, 8.0f, 0.5f, 512, SHAKE_START);
// Set our response animation
SetHeavyDamageAnim(dInfo.GetDamagePosition());
// Explosive barrels don't carry through their attacker, so this
// condition isn't set, and we still want to flinch. So we set it.
SetCondition(COND_HEAVY_DAMAGE);
// TODO: Make this its own effect!
CEffectData data;
data.m_vOrigin = dInfo.GetDamagePosition();
data.m_vNormal = -dInfo.GetDamageForce();
VectorNormalize(data.m_vNormal);
DispatchEffect("HunterDamage", data);
// Play a sound for a physics impact
if (dInfo.GetDamageType() & DMG_CRUSH)
{
EmitSound("NPC_AntlionGuard.ShellCrack");
}
// Roar in pain
EmitSound("NPC_AntlionGuard.Pain_Roar");
// TODO: This will require a more complete solution; for now let's shelve it!
/*
if ( dInfo.GetDamageType() & DMG_BLAST )
{
// Create the dust effect in place
CParticleSystem *pParticle = (CParticleSystem *) CreateEntityByName( "info_particle_system" );
if ( pParticle != NULL )
{
// Setup our basic parameters
pParticle->KeyValue( "start_active", "1" );
pParticle->KeyValue( "effect_name", "fire_medium_02_nosmoke" );
pParticle->SetParent( this );
pParticle->SetParentAttachment( "SetParentAttachment", "attach_glow2", true );
pParticle->SetLocalOrigin( Vector( -16, 24, 0 ) );
DispatchSpawn( pParticle );
if ( gpGlobals->curtime > 0.5f )
pParticle->Activate();
pParticle->SetThink( &CBaseEntity::SUB_Remove );
pParticle->SetNextThink( gpGlobals->curtime + random->RandomFloat( 2.0f, 3.0f ) );
}
}
*/
}
int nPreHealth = GetHealth();
int nDamageTaken = BaseClass::OnTakeDamage_Alive(dInfo);
// See if we've crossed a measured phase in our health and flinch from that to show we do take damage
if (!m_bInCavern && HasCondition(COND_HEAVY_DAMAGE) == false && (info.GetDamageType() & DMG_BULLET))
{
bool bTakeHeavyDamage = false;
// Do an early flinch so that players understand the guard can be hurt by
if (((float)GetHealth() / (float)GetMaxHealth()) > 0.9f)
{
float flPrePerc = (float)nPreHealth / (float)GetMaxHealth();
float flPostPerc = (float)GetHealth() / (float)GetMaxHealth();
if (flPrePerc >= 0.95f && flPostPerc < 0.95f)
{
bTakeHeavyDamage = true;
}
}
// Otherwise see if we've passed a measured point in our health
if (bTakeHeavyDamage == false)
{
const float flNumDamagePhases = 5.0f;
float flDenom = ((float)GetMaxHealth() / flNumDamagePhases);
int nPreDamagePhase = ceil((float)nPreHealth / flDenom);
int nPostDamagePhase = ceil((float)GetHealth() / flDenom);
if (nPreDamagePhase != nPostDamagePhase)
{
bTakeHeavyDamage = true;
}
}
// Flinch if we should
if (bTakeHeavyDamage)
{
// Set our response animation
SetHeavyDamageAnim(dInfo.GetDamagePosition());
// Roar in pain
EmitSound("NPC_AntlionGuard.Pain_Roar");
// Flinch!
SetCondition(COND_HEAVY_DAMAGE);
}
}
return nDamageTaken;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pAttacker -
// flDamage -
// &vecDir -
// *ptr -
// bitsDamageType -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::TraceAttack(const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator)
{
CTakeDamageInfo info = inputInfo;
// Bullets are weak against us, buckshot less so
if (info.GetDamageType() & DMG_BUCKSHOT)
{
info.ScaleDamage(0.5f);
}
else if (info.GetDamageType() & DMG_BULLET)
{
info.ScaleDamage(0.25f);
}
// Make sure we haven't rounded down to a minimal amount
if (info.GetDamage() < 1.0f)
{
info.SetDamage(1.0f);
}
BaseClass::TraceAttack(info, vecDir, ptr, pAccumulator);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::StartTask(const Task_t *pTask)
{
switch (pTask->iTask)
{
case TASK_ANTLIONGUARD_SET_FLINCH_ACTIVITY:
SetIdealActivity((Activity)m_nFlinchActivity);
break;
case TASK_ANTLIONGUARD_SUMMON:
SummonAntlions();
m_OnSummon.FireOutput(this, this, 0);
TaskComplete();
break;
case TASK_ANTLIONGUARD_SHOVE_PHYSOBJECT:
{
if ((m_hPhysicsTarget == NULL) || (GetEnemy() == NULL))
{
TaskFail("Tried to shove a NULL physics target!\n");
break;
}
//Get the direction and distance to our thrown object
Vector dirToTarget = (m_hPhysicsTarget->WorldSpaceCenter() - WorldSpaceCenter());
float distToTarget = VectorNormalize(dirToTarget);
dirToTarget.z = 0;
//Validate it's still close enough to shove
//FIXME: Real numbers
if (distToTarget > 256.0f)
{
RememberFailedPhysicsTarget(m_hPhysicsTarget);
m_hPhysicsTarget = NULL;
TaskFail("Shove target moved\n");
break;
}
//Validate its offset from our facing
float targetYaw = UTIL_VecToYaw(dirToTarget);
float offset = UTIL_AngleDiff(targetYaw, UTIL_AngleMod(GetLocalAngles().y));
if (fabs(offset) > 55)
{
RememberFailedPhysicsTarget(m_hPhysicsTarget);
m_hPhysicsTarget = NULL;
TaskFail("Shove target off-center\n");
break;
}
//Blend properly
SetPoseParameter(m_poseThrow, offset);
//Start playing the animation
SetActivity(ACT_ANTLIONGUARD_SHOVE_PHYSOBJECT);
}
break;
case TASK_ANTLIONGUARD_FIND_PHYSOBJECT:
{
if (m_bInCavern && !m_bPreferPhysicsAttack)
{
TaskFail("Cavern guard is not allowed to use physics attacks.");
}
// Force the antlion guard to find a physobject
m_flPhysicsCheckTime = 0;
UpdatePhysicsTarget(false, (100 * 12));
if (m_hPhysicsTarget)
{
TaskComplete();
}
else
{
TaskFail("Failed to find a physobject.\n");
}
}
break;
case TASK_ANTLIONGUARD_GET_PATH_TO_PHYSOBJECT:
{
if ((m_hPhysicsTarget == NULL) || (GetEnemy() == NULL))
{
TaskFail("Tried to find a path to NULL physics target!\n");
break;
}
Vector vecGoalPos = m_vecPhysicsHitPosition;
AI_NavGoal_t goal(GOALTYPE_LOCATION, vecGoalPos, ACT_RUN);
if (GetNavigator()->SetGoal(goal))
{
if (g_debug_antlionguard.GetInt() == 1)
{
NDebugOverlay::Cross3D(vecGoalPos, Vector(8, 8, 8), -Vector(8, 8, 8), 0, 255, 0, true, 2.0f);
NDebugOverlay::Line(vecGoalPos, m_hPhysicsTarget->WorldSpaceCenter(), 0, 255, 0, true, 2.0f);
NDebugOverlay::Line(m_hPhysicsTarget->WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), 0, 255, 0, true, 2.0f);
}
// Face the enemy
GetNavigator()->SetArrivalDirection(GetEnemy());
TaskComplete();
}
else
{
if (g_debug_antlionguard.GetInt() == 1)
{
NDebugOverlay::Cross3D(vecGoalPos, Vector(8, 8, 8), -Vector(8, 8, 8), 255, 0, 0, true, 2.0f);
NDebugOverlay::Line(vecGoalPos, m_hPhysicsTarget->WorldSpaceCenter(), 255, 0, 0, true, 2.0f);
NDebugOverlay::Line(m_hPhysicsTarget->WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), 255, 0, 0, true, 2.0f);
}
RememberFailedPhysicsTarget(m_hPhysicsTarget);
m_hPhysicsTarget = NULL;
TaskFail("Unable to navigate to physics attack target!\n");
break;
}
//!!!HACKHACK - this is a hack that covers a bug in antlion guard physics target selection! (Tracker #77601)
// This piece of code (combined with some code in GatherConditions) COVERS THE BUG by escaping the schedule
// if 30 seconds have passed (it should never take this long for the guard to get to an object and hit it).
// It's too scary to figure out why this particular antlion guard can't get to its object, but we're shipping
// like, tomorrow. (sjb) 8/22/2007
m_flWaitFinished = gpGlobals->curtime + 30.0f;
}
break;
case TASK_ANTLIONGUARD_CHARGE:
{
// HACK: Because the guard stops running his normal blended movement
// here, he also needs to remove his blended movement layers!
GetMotor()->MoveStop();
SetActivity(ACT_ANTLIONGUARD_CHARGE_START);
m_bDecidedNotToStop = false;
}
break;
case TASK_ANTLIONGUARD_GET_PATH_TO_CHARGE_POSITION:
{
if (!m_hChargeTargetPosition)
{
TaskFail("Tried to find a charge position without one specified.\n");
break;
}
// Move to the charge position
AI_NavGoal_t goal(GOALTYPE_LOCATION, m_hChargeTargetPosition->GetAbsOrigin(), ACT_RUN);
if (GetNavigator()->SetGoal(goal))
{
// We want to face towards the charge target
Vector vecDir = m_hChargeTarget->GetAbsOrigin() - m_hChargeTargetPosition->GetAbsOrigin();
VectorNormalize(vecDir);
vecDir.z = 0;
GetNavigator()->SetArrivalDirection(vecDir);
TaskComplete();
}
else
{
m_hChargeTarget = NULL;
m_hChargeTargetPosition = NULL;
TaskFail(FAIL_NO_ROUTE);
}
}
break;
case TASK_ANTLIONGUARD_GET_PATH_TO_NEAREST_NODE:
{
if (!GetEnemy())
{
TaskFail(FAIL_NO_ENEMY);
break;
}
// Find the nearest node to the enemy
int node = GetNavigator()->GetNetwork()->NearestNodeToPoint(this, GetEnemy()->GetAbsOrigin(), false);
CAI_Node *pNode = GetNavigator()->GetNetwork()->GetNode(node);
if (pNode == NULL)
{
TaskFail(FAIL_NO_ROUTE);
break;
}
Vector vecNodePos = pNode->GetPosition(GetHullType());
AI_NavGoal_t goal(GOALTYPE_LOCATION, vecNodePos, ACT_RUN);
if (GetNavigator()->SetGoal(goal))
{
GetNavigator()->SetArrivalDirection(GetEnemy());
TaskComplete();
break;
}
TaskFail(FAIL_NO_ROUTE);
break;
}
break;
case TASK_ANTLIONGUARD_GET_CHASE_PATH_ENEMY_TOLERANCE:
{
// Chase the enemy, but allow local navigation to succeed if it gets within the goal tolerance
GetNavigator()->SetLocalSucceedOnWithinTolerance(true);
if (GetNavigator()->SetGoal(GOALTYPE_ENEMY))
{
TaskComplete();
}
else
{
RememberUnreachable(GetEnemy());
TaskFail(FAIL_NO_ROUTE);
}
GetNavigator()->SetLocalSucceedOnWithinTolerance(false);
}
break;
case TASK_ANTLIONGUARD_OPPORTUNITY_THROW:
{
// If we've got some live antlions, look for a physics object to throw
if (m_iNumLiveAntlions >= 2 && RandomFloat(0, 1) > 0.5)
{
m_FailedPhysicsTargets.RemoveAll();
UpdatePhysicsTarget(false, m_bPreferPhysicsAttack ? (100 * 12) : ANTLIONGUARD_FARTHEST_PHYSICS_OBJECT);
if (HasCondition(COND_ANTLIONGUARD_PHYSICS_TARGET) && !m_bInCavern)
{
SetSchedule(SCHED_ANTLIONGUARD_PHYSICS_ATTACK);
}
}
TaskComplete();
}
break;
default:
BaseClass::StartTask(pTask);
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Calculate & apply damage & force for a charge to a target.
// Done outside of the guard because we need to do this inside a trace filter.
//-----------------------------------------------------------------------------
void ApplyChargeDamage(CBaseEntity *pAntlionGuard, CBaseEntity *pTarget, float flDamage)
{
Vector attackDir = (pTarget->WorldSpaceCenter() - pAntlionGuard->WorldSpaceCenter());
VectorNormalize(attackDir);
Vector offset = RandomVector(-32, 32) + pTarget->WorldSpaceCenter();
// Generate enough force to make a 75kg guy move away at 700 in/sec
Vector vecForce = attackDir * ImpulseScale(75, 700);
// Deal the damage
CTakeDamageInfo info(pAntlionGuard, pAntlionGuard, vecForce, offset, flDamage, DMG_CLUB);
pTarget->TakeDamage(info);
#if HL2_EPISODIC
// If I am a cavern guard attacking the player, and he still lives, then poison him too.
Assert(dynamic_cast<CNPC_AntlionGuard *>(pAntlionGuard));
if (static_cast<CNPC_AntlionGuard *>(pAntlionGuard)->IsInCavern() && pTarget->IsPlayer() && pTarget->IsAlive() && pTarget->m_iHealth > ANTLIONGUARD_POISON_TO)
{
// That didn't finish them. Take them down to one point with poison damage. It'll heal.
pTarget->TakeDamage(CTakeDamageInfo(pAntlionGuard, pAntlionGuard, pTarget->m_iHealth - ANTLIONGUARD_POISON_TO, DMG_POISON));
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: A simple trace filter class to skip small moveable physics objects
//-----------------------------------------------------------------------------
class CTraceFilterSkipPhysics : public CTraceFilter
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS_NOBASE(CTraceFilterSkipPhysics);
CTraceFilterSkipPhysics(const IHandleEntity *passentity, int collisionGroup, float minMass)
: m_pPassEnt(passentity), m_collisionGroup(collisionGroup), m_minMass(minMass)
{
}
virtual bool ShouldHitEntity(IHandleEntity *pHandleEntity, int contentsMask)
{
if (!StandardFilterRules(pHandleEntity, contentsMask))
return false;
if (!PassServerEntityFilter(pHandleEntity, m_pPassEnt))
return false;
// Don't test if the game code tells us we should ignore this collision...
CBaseEntity *pEntity = EntityFromEntityHandle(pHandleEntity);
if (pEntity)
{
if (!pEntity->ShouldCollide(m_collisionGroup, contentsMask))
return false;
if (!g_pGameRules->ShouldCollide(m_collisionGroup, pEntity->GetCollisionGroup()))
return false;
// don't test small moveable physics objects (unless it's an NPC)
if (!pEntity->IsNPC() && pEntity->GetMoveType() == MOVETYPE_VPHYSICS)
{
IPhysicsObject *pPhysics = pEntity->VPhysicsGetObject();
Assert(pPhysics);
if (pPhysics->IsMoveable() && pPhysics->GetMass() < m_minMass)
return false;
}
// If we hit an antlion, don't stop, but kill it
if (pEntity->Classify() == CLASS_ANTLION)
{
CBaseEntity *pGuard = (CBaseEntity*)EntityFromEntityHandle(m_pPassEnt);
ApplyChargeDamage(pGuard, pEntity, pEntity->GetHealth());
return false;
}
}
return true;
}
private:
const IHandleEntity *m_pPassEnt;
int m_collisionGroup;
float m_minMass;
};
inline void TraceHull_SkipPhysics(const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin,
const Vector &hullMax, unsigned int mask, const CBaseEntity *ignore,
int collisionGroup, trace_t *ptr, float minMass)
{
Ray_t ray;
ray.Init(vecAbsStart, vecAbsEnd, hullMin, hullMax);
CTraceFilterSkipPhysics traceFilter(ignore, collisionGroup, minMass);
enginetrace->TraceRay(ray, mask, &traceFilter, ptr);
}
//-----------------------------------------------------------------------------
// Purpose: Return true if our charge target is right in front of the guard
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::EnemyIsRightInFrontOfMe(CBaseEntity **pEntity)
{
if (!GetEnemy())
return false;
if ((GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter()).LengthSqr() < (156 * 156))
{
Vector vecLOS = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin());
vecLOS.z = 0;
VectorNormalize(vecLOS);
Vector vBodyDir = BodyDirection2D();
if (DotProduct(vecLOS, vBodyDir) > 0.8)
{
// He's in front of me, and close. Make sure he's not behind a wall.
trace_t tr;
UTIL_TraceLine(WorldSpaceCenter(), GetEnemy()->EyePosition(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
if (tr.m_pEnt == GetEnemy())
{
*pEntity = tr.m_pEnt;
return true;
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: While charging, look ahead and see if we're going to run into anything.
// If we are, start the gesture so it looks like we're anticipating the hit.
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::ChargeLookAhead(void)
{
trace_t tr;
Vector vecForward;
GetVectors(&vecForward, NULL, NULL);
Vector vecTestPos = GetAbsOrigin() + (vecForward * m_flGroundSpeed * 0.75);
Vector testHullMins = GetHullMins();
testHullMins.z += (StepHeight() * 2);
TraceHull_SkipPhysics(GetAbsOrigin(), vecTestPos, testHullMins, GetHullMaxs(), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5);
//NDebugOverlay::Box( tr.startpos, testHullMins, GetHullMaxs(), 0, 255, 0, true, 0.1f );
//NDebugOverlay::Box( vecTestPos, testHullMins, GetHullMaxs(), 255, 0, 0, true, 0.1f );
if (tr.fraction != 1.0)
{
// Start playing the hit animation
AddGesture(ACT_ANTLIONGUARD_CHARGE_ANTICIPATION);
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles the guard charging into something. Returns true if it hit the world.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::HandleChargeImpact(Vector vecImpact, CBaseEntity *pEntity)
{
// Cause a shock wave from this point which will disrupt nearby physics objects
ImpactShock(vecImpact, 128, 350);
// Did we hit anything interesting?
if (!pEntity || pEntity->IsWorld())
{
// Robin: Due to some of the finicky details in the motor, the guard will hit
// the world when it is blocked by our enemy when trying to step up
// during a moveprobe. To get around this, we see if the enemy's within
// a volume in front of the guard when we hit the world, and if he is,
// we hit him anyway.
EnemyIsRightInFrontOfMe(&pEntity);
// Did we manage to find him? If not, increment our charge miss count and abort.
if (pEntity->IsWorld())
{
m_iChargeMisses++;
return true;
}
}
// Hit anything we don't like
if (IRelationType(pEntity) == D_HT && (GetNextAttack() < gpGlobals->curtime))
{
EmitSound("NPC_AntlionGuard.Shove");
if (!IsPlayingGesture(ACT_ANTLIONGUARD_CHARGE_HIT))
{
RestartGesture(ACT_ANTLIONGUARD_CHARGE_HIT);
}
ChargeDamage(pEntity);
pEntity->ApplyAbsVelocityImpulse((BodyDirection2D() * 400) + Vector(0, 0, 200));
if (!pEntity->IsAlive() && GetEnemy() == pEntity)
{
SetEnemy(NULL);
}
SetNextAttack(gpGlobals->curtime + 2.0f);
SetActivity(ACT_ANTLIONGUARD_CHARGE_STOP);
// We've hit something, so clear our miss count
m_iChargeMisses = 0;
return false;
}
// Hit something we don't hate. If it's not moveable, crash into it.
if (pEntity->GetMoveType() == MOVETYPE_NONE || pEntity->GetMoveType() == MOVETYPE_PUSH)
return true;
// If it's a vphysics object that's too heavy, crash into it too.
if (pEntity->GetMoveType() == MOVETYPE_VPHYSICS)
{
IPhysicsObject *pPhysics = pEntity->VPhysicsGetObject();
if (pPhysics)
{
// If the object is being held by the player, knock it out of his hands
if (pPhysics->GetGameFlags() & FVPHYSICS_PLAYER_HELD)
{
Pickup_ForcePlayerToDropThisObject(pEntity);
return false;
}
if ((!pPhysics->IsMoveable() || pPhysics->GetMass() > VPhysicsGetObject()->GetMass() * 0.5f))
return true;
}
}
return false;
/*
ROBIN: Wrote & then removed this. If we want to have large rocks that the guard
should smack around, then we should enable it.
else
{
// If we hit a physics prop, smack the crap out of it. (large rocks)
// Factor the object mass into it, because we want to move it no matter how heavy it is.
if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS )
{
CTakeDamageInfo info( this, this, 250, DMG_BLAST );
info.SetDamagePosition( vecImpact );
float flForce = ImpulseScale( pEntity->VPhysicsGetObject()->GetMass(), 250 );
flForce *= random->RandomFloat( 0.85, 1.15 );
// Calculate the vector and stuff it into the takedamageinfo
Vector vecForce = BodyDirection3D();
VectorNormalize( vecForce );
vecForce *= flForce;
vecForce *= phys_pushscale.GetFloat();
info.SetDamageForce( vecForce );
pEntity->VPhysicsTakeDamage( info );
}
}
*/
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CNPC_AntlionGuard::ChargeSteer(void)
{
trace_t tr;
Vector testPos, steer, forward, right;
QAngle angles;
const float testLength = m_flGroundSpeed * 0.15f;
//Get our facing
GetVectors(&forward, &right, NULL);
steer = forward;
const float faceYaw = UTIL_VecToYaw(forward);
//Offset right
VectorAngles(forward, angles);
angles[YAW] += 45.0f;
AngleVectors(angles, &forward);
//Probe out
testPos = GetAbsOrigin() + (forward * testLength);
//Offset by step height
Vector testHullMins = GetHullMins();
testHullMins.z += (StepHeight() * 2);
//Probe
TraceHull_SkipPhysics(GetAbsOrigin(), testPos, testHullMins, GetHullMaxs(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5f);
//Debug info
if (g_debug_antlionguard.GetInt() == 1)
{
if (tr.fraction == 1.0f)
{
NDebugOverlay::BoxDirection(GetAbsOrigin(), testHullMins, GetHullMaxs() + Vector(testLength, 0, 0), forward, 0, 255, 0, 8, 0.1f);
}
else
{
NDebugOverlay::BoxDirection(GetAbsOrigin(), testHullMins, GetHullMaxs() + Vector(testLength, 0, 0), forward, 255, 0, 0, 8, 0.1f);
}
}
//Add in this component
steer += (right * 0.5f) * (1.0f - tr.fraction);
//Offset left
angles[YAW] -= 90.0f;
AngleVectors(angles, &forward);
//Probe out
testPos = GetAbsOrigin() + (forward * testLength);
// Probe
TraceHull_SkipPhysics(GetAbsOrigin(), testPos, testHullMins, GetHullMaxs(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5f);
//Debug
if (g_debug_antlionguard.GetInt() == 1)
{
if (tr.fraction == 1.0f)
{
NDebugOverlay::BoxDirection(GetAbsOrigin(), testHullMins, GetHullMaxs() + Vector(testLength, 0, 0), forward, 0, 255, 0, 8, 0.1f);
}
else
{
NDebugOverlay::BoxDirection(GetAbsOrigin(), testHullMins, GetHullMaxs() + Vector(testLength, 0, 0), forward, 255, 0, 0, 8, 0.1f);
}
}
//Add in this component
steer -= (right * 0.5f) * (1.0f - tr.fraction);
//Debug
if (g_debug_antlionguard.GetInt() == 1)
{
NDebugOverlay::Line(GetAbsOrigin(), GetAbsOrigin() + (steer * 512.0f), 255, 255, 0, true, 0.1f);
NDebugOverlay::Cross3D(GetAbsOrigin() + (steer * 512.0f), Vector(2, 2, 2), -Vector(2, 2, 2), 255, 255, 0, true, 0.1f);
NDebugOverlay::Line(GetAbsOrigin(), GetAbsOrigin() + (BodyDirection3D() * 256.0f), 255, 0, 255, true, 0.1f);
NDebugOverlay::Cross3D(GetAbsOrigin() + (BodyDirection3D() * 256.0f), Vector(2, 2, 2), -Vector(2, 2, 2), 255, 0, 255, true, 0.1f);
}
return UTIL_AngleDiff(UTIL_VecToYaw(steer), faceYaw);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::RunTask(const Task_t *pTask)
{
switch (pTask->iTask)
{
case TASK_ANTLIONGUARD_SET_FLINCH_ACTIVITY:
AutoMovement();
if (IsActivityFinished())
{
TaskComplete();
}
break;
case TASK_ANTLIONGUARD_SHOVE_PHYSOBJECT:
if (IsActivityFinished())
{
TaskComplete();
}
break;
/*
case TASK_RUN_PATH:
{
}
break;
*/
case TASK_ANTLIONGUARD_CHARGE:
{
Activity eActivity = GetActivity();
// See if we're trying to stop after hitting/missing our target
if (eActivity == ACT_ANTLIONGUARD_CHARGE_STOP || eActivity == ACT_ANTLIONGUARD_CHARGE_CRASH)
{
if (IsActivityFinished())
{
TaskComplete();
return;
}
// Still in the process of slowing down. Run movement until it's done.
AutoMovement();
return;
}
// Check for manual transition
if ((eActivity == ACT_ANTLIONGUARD_CHARGE_START) && (IsActivityFinished()))
{
SetActivity(ACT_ANTLIONGUARD_CHARGE_RUN);
}
// See if we're still running
if (eActivity == ACT_ANTLIONGUARD_CHARGE_RUN || eActivity == ACT_ANTLIONGUARD_CHARGE_START)
{
if (HasCondition(COND_NEW_ENEMY) || HasCondition(COND_LOST_ENEMY) || HasCondition(COND_ENEMY_DEAD))
{
SetActivity(ACT_ANTLIONGUARD_CHARGE_STOP);
return;
}
else
{
if (GetEnemy() != NULL)
{
Vector goalDir = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin());
VectorNormalize(goalDir);
if (DotProduct(BodyDirection2D(), goalDir) < 0.25f)
{
if (!m_bDecidedNotToStop)
{
// We've missed the target. Randomly decide not to stop, which will cause
// the guard to just try and swing around for another pass.
m_bDecidedNotToStop = true;
if (RandomFloat(0, 1) > 0.3)
{
m_iChargeMisses++;
SetActivity(ACT_ANTLIONGUARD_CHARGE_STOP);
}
}
}
else
{
m_bDecidedNotToStop = false;
}
}
}
}
// Steer towards our target
float idealYaw;
if (GetEnemy() == NULL)
{
idealYaw = GetMotor()->GetIdealYaw();
}
else
{
idealYaw = CalcIdealYaw(GetEnemy()->GetAbsOrigin());
}
// Add in our steering offset
idealYaw += ChargeSteer();
// Turn to face
GetMotor()->SetIdealYawAndUpdate(idealYaw);
// See if we're going to run into anything soon
ChargeLookAhead();
// Let our animations simply move us forward. Keep the result
// of the movement so we know whether we've hit our target.
AIMoveTrace_t moveTrace;
if (AutoMovement(GetEnemy(), &moveTrace) == false)
{
// Only stop if we hit the world
if (HandleChargeImpact(moveTrace.vEndPosition, moveTrace.pObstruction))
{
// If we're starting up, this is an error
if (eActivity == ACT_ANTLIONGUARD_CHARGE_START)
{
TaskFail("Unable to make initial movement of charge\n");
return;
}
// Crash unless we're trying to stop already
if (eActivity != ACT_ANTLIONGUARD_CHARGE_STOP)
{
if (moveTrace.fStatus == AIMR_BLOCKED_WORLD && moveTrace.vHitNormal == vec3_origin)
{
SetActivity(ACT_ANTLIONGUARD_CHARGE_STOP);
}
else
{
SetActivity(ACT_ANTLIONGUARD_CHARGE_CRASH);
}
}
}
else if (moveTrace.pObstruction)
{
// If we hit an antlion, don't stop, but kill it
if (moveTrace.pObstruction->Classify() == CLASS_ANTLION)
{
if (FClassnameIs(moveTrace.pObstruction, "npc_antlionguard"))
{
// Crash unless we're trying to stop already
if (eActivity != ACT_ANTLIONGUARD_CHARGE_STOP)
{
SetActivity(ACT_ANTLIONGUARD_CHARGE_STOP);
}
}
else
{
ApplyChargeDamage(this, moveTrace.pObstruction, moveTrace.pObstruction->GetHealth());
}
}
}
}
}
break;
case TASK_WAIT_FOR_MOVEMENT:
{
// the cavern antlion can clothesline gordon
if (m_bInCavern)
{
// See if we're going to run into anything soon
ChargeLookAhead();
if (HasCondition(COND_CAN_MELEE_ATTACK1))
{
CBaseEntity *pEntity = GetEnemy();
if (pEntity && pEntity->IsPlayer())
{
EmitSound("NPC_AntlionGuard.Shove");
if (!IsPlayingGesture(ACT_ANTLIONGUARD_CHARGE_HIT))
{
RestartGesture(ACT_ANTLIONGUARD_CHARGE_HIT);
}
ChargeDamage(pEntity);
pEntity->ApplyAbsVelocityImpulse((BodyDirection2D() * 400) + Vector(0, 0, 200));
if (!pEntity->IsAlive() && GetEnemy() == pEntity)
{
SetEnemy(NULL);
}
SetNextAttack(gpGlobals->curtime + 2.0f);
SetActivity(ACT_ANTLIONGUARD_CHARGE_STOP);
// We've hit something, so clear our miss count
m_iChargeMisses = 0;
AutoMovement();
TaskComplete();
return;
}
}
}
BaseClass::RunTask(pTask);
}
break;
default:
BaseClass::RunTask(pTask);
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Summon antlions around the guard
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::SummonAntlions(void)
{
// We want to spawn them around the guard
Vector vecForward, vecRight;
AngleVectors(QAngle(0, GetAbsAngles().y, 0), &vecForward, &vecRight, NULL);
// Spawn positions
struct spawnpos_t
{
float flForward;
float flRight;
};
spawnpos_t sAntlionSpawnPositions[] =
{
{ 0, 200 },
{ 0, -200 },
{ 128, 128 },
{ 128, -128 },
{ -128, 128 },
{ -128, -128 },
{ 200, 0 },
{ -200, 0 },
};
// Only spawn up to our max count
int iSpawnPoint = 0;
for (int i = 0; (m_iNumLiveAntlions < ANTLIONGUARD_SUMMON_COUNT) && (iSpawnPoint < ARRAYSIZE(sAntlionSpawnPositions)); i++)
{
// Determine spawn position for the antlion
Vector vecSpawn = GetAbsOrigin() + (sAntlionSpawnPositions[iSpawnPoint].flForward * vecForward) + (sAntlionSpawnPositions[iSpawnPoint].flRight * vecRight);
iSpawnPoint++;
// Randomise it a little
vecSpawn.x += RandomFloat(-64, 64);
vecSpawn.y += RandomFloat(-64, 64);
vecSpawn.z += 64;
// Make sure it's clear, and make sure we hit something
trace_t tr;
UTIL_TraceHull(vecSpawn, vecSpawn - Vector(0, 0, 128), NAI_Hull::Mins(HULL_MEDIUM), NAI_Hull::Maxs(HULL_MEDIUM), MASK_NPCSOLID, NULL, COLLISION_GROUP_NONE, &tr);
if (tr.startsolid || tr.allsolid || tr.fraction == 1.0)
{
if (g_debug_antlionguard.GetInt() == 2)
{
NDebugOverlay::Box(tr.endpos, NAI_Hull::Mins(HULL_MEDIUM), NAI_Hull::Maxs(HULL_MEDIUM), 255, 0, 0, true, 5.0f);
}
continue;
}
// Ensure it's dirt or sand
const surfacedata_t *pdata = physprops->GetSurfaceData(tr.surface.surfaceProps);
if ((pdata->game.material != CHAR_TEX_DIRT) && (pdata->game.material != CHAR_TEX_SAND))
{
if (g_debug_antlionguard.GetInt() == 2)
{
NDebugOverlay::Box(tr.endpos, NAI_Hull::Mins(HULL_MEDIUM), NAI_Hull::Maxs(HULL_MEDIUM), 255, 128, 128, true, 5.0f);
}
continue;
}
// Make sure the guard can see it
trace_t tr_vis;
UTIL_TraceLine(WorldSpaceCenter(), tr.endpos, MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr_vis);
if (tr_vis.fraction != 1.0)
{
if (g_debug_antlionguard.GetInt() == 2)
{
NDebugOverlay::Line(WorldSpaceCenter(), tr.endpos, 255, 0, 0, true, 5.0f);
}
continue;
}
CAI_BaseNPC *pent = (CAI_BaseNPC*)CreateEntityByName("npc_antlion");
if (!pent)
break;
CNPC_Antlion *pAntlion = assert_cast<CNPC_Antlion*>(pent);
if (g_debug_antlionguard.GetInt() == 2)
{
NDebugOverlay::Box(tr.endpos, NAI_Hull::Mins(HULL_MEDIUM), NAI_Hull::Maxs(HULL_MEDIUM), 0, 255, 0, true, 5.0f);
NDebugOverlay::Line(WorldSpaceCenter(), tr.endpos, 0, 255, 0, true, 5.0f);
}
vecSpawn = tr.endpos;
pAntlion->SetAbsOrigin(vecSpawn);
// Start facing our enemy if we have one, otherwise just match the guard.
Vector vecFacing = vecForward;
if (GetEnemy())
{
vecFacing = GetEnemy()->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize(vecFacing);
}
QAngle vecAngles;
VectorAngles(vecFacing, vecAngles);
pAntlion->SetAbsAngles(vecAngles);
pAntlion->AddSpawnFlags(SF_NPC_FALL_TO_GROUND);
pAntlion->AddSpawnFlags(SF_NPC_FADE_CORPSE);
// Make the antlion fire my input when he dies
pAntlion->KeyValue("OnDeath", UTIL_VarArgs("%s,SummonedAntlionDied,,0,-1", STRING(GetEntityName())));
// Start the antlion burrowed, and tell him to come up
pAntlion->m_bStartBurrowed = true;
DispatchSpawn(pAntlion);
pAntlion->Activate();
g_EventQueue.AddEvent(pAntlion, "Unburrow", RandomFloat(0.1, 1.0), this, this);
// Add it to our squad
if (GetSquad() != NULL)
{
GetSquad()->AddToSquad(pAntlion);
}
// Set the antlion's enemy to our enemy
if (GetEnemy())
{
pAntlion->SetEnemy(GetEnemy());
pAntlion->SetState(NPC_STATE_COMBAT);
pAntlion->UpdateEnemyMemory(GetEnemy(), GetEnemy()->GetAbsOrigin());
}
m_iNumLiveAntlions++;
}
if (g_debug_antlionguard.GetInt() == 2)
{
Msg("Guard summoned antlion count: %d\n", m_iNumLiveAntlions);
}
if (m_iNumLiveAntlions > 2)
{
m_flNextSummonTime = gpGlobals->curtime + RandomFloat(15, 20);
}
else
{
m_flNextSummonTime = gpGlobals->curtime + RandomFloat(10, 15);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::FoundEnemy(void)
{
m_flAngerNoiseTime = gpGlobals->curtime + 2.0f;
SetState(NPC_STATE_COMBAT);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::LostEnemy(void)
{
m_flSearchNoiseTime = gpGlobals->curtime + 2.0f;
SetState(NPC_STATE_ALERT);
m_OnLostPlayer.FireOutput(this, this);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputSetShoveTarget(inputdata_t &inputdata)
{
if (IsAlive() == false)
return;
CBaseEntity *pTarget = gEntList.FindEntityByName(NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller);
if (pTarget == NULL)
{
Warning("**Guard %s cannot find shove target %s\n", GetClassname(), inputdata.value.String());
m_hShoveTarget = NULL;
return;
}
m_hShoveTarget = pTarget;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputSetChargeTarget(inputdata_t &inputdata)
{
if (!IsAlive())
return;
// Pull the target & position out of the string
char parseString[255];
Q_strncpy(parseString, inputdata.value.String(), sizeof(parseString));
// Get charge target name
char *pszParam = strtok(parseString, " ");
CBaseEntity *pTarget = gEntList.FindEntityByName(NULL, pszParam, NULL, inputdata.pActivator, inputdata.pCaller);
if (!pTarget)
{
Warning("ERROR: Guard %s cannot find charge target '%s'\n", STRING(GetEntityName()), pszParam);
return;
}
// Get the charge position name
pszParam = strtok(NULL, " ");
CBaseEntity *pPosition = gEntList.FindEntityByName(NULL, pszParam, NULL, inputdata.pActivator, inputdata.pCaller);
if (!pPosition)
{
Warning("ERROR: Guard %s cannot find charge position '%s'\nMake sure you've specified the parameters as [target start]!\n", STRING(GetEntityName()), pszParam);
return;
}
// Make sure we don't stack charge targets
if (m_hChargeTarget)
{
if (GetEnemy() == m_hChargeTarget)
{
SetEnemy(NULL);
}
}
SetCondition(COND_ANTLIONGUARD_HAS_CHARGE_TARGET);
m_hChargeTarget = pTarget;
m_hChargeTargetPosition = pPosition;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputClearChargeTarget(inputdata_t &inputdata)
{
m_hChargeTarget = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : baseAct -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CNPC_AntlionGuard::NPC_TranslateActivity(Activity baseAct)
{
//See which run to use
if ((baseAct == ACT_RUN) && IsCurSchedule(SCHED_ANTLIONGUARD_CHARGE))
return (Activity)ACT_ANTLIONGUARD_CHARGE_RUN;
// Do extra code if we're trying to close on an enemy in a confined space (unless scripted)
if (hl2_episodic.GetBool() && m_bInCavern && baseAct == ACT_RUN && IsInAScript() == false)
return (Activity)ACT_ANTLIONGUARD_CHARGE_RUN;
if ((baseAct == ACT_RUN) && (m_iHealth <= (m_iMaxHealth / 4)))
return (Activity)ACT_ANTLIONGUARD_RUN_HURT;
return baseAct;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::ShouldWatchEnemy(void)
{
Activity nActivity = GetActivity();
if ((nActivity == ACT_ANTLIONGUARD_SEARCH) ||
(nActivity == ACT_ANTLIONGUARD_PEEK_ENTER) ||
(nActivity == ACT_ANTLIONGUARD_PEEK_EXIT) ||
(nActivity == ACT_ANTLIONGUARD_PEEK1) ||
(nActivity == ACT_ANTLIONGUARD_PEEK_SIGHTED) ||
(nActivity == ACT_ANTLIONGUARD_SHOVE_PHYSOBJECT) ||
(nActivity == ACT_ANTLIONGUARD_PHYSHIT_FR) ||
(nActivity == ACT_ANTLIONGUARD_PHYSHIT_FL) ||
(nActivity == ACT_ANTLIONGUARD_PHYSHIT_RR) ||
(nActivity == ACT_ANTLIONGUARD_PHYSHIT_RL) ||
(nActivity == ACT_ANTLIONGUARD_CHARGE_CRASH) ||
(nActivity == ACT_ANTLIONGUARD_CHARGE_HIT) ||
(nActivity == ACT_ANTLIONGUARD_CHARGE_ANTICIPATION))
{
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::UpdateHead(void)
{
float yaw = GetPoseParameter(m_poseHead_Yaw);
float pitch = GetPoseParameter(m_poseHead_Pitch);
// If we should be watching our enemy, turn our head
if (ShouldWatchEnemy() && (GetEnemy() != NULL))
{
Vector enemyDir = GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter();
VectorNormalize(enemyDir);
float angle = VecToYaw(BodyDirection3D());
float angleDiff = VecToYaw(enemyDir);
angleDiff = UTIL_AngleDiff(angleDiff, angle + yaw);
SetPoseParameter(m_poseHead_Yaw, UTIL_Approach(yaw + angleDiff, yaw, 50));
angle = UTIL_VecToPitch(BodyDirection3D());
angleDiff = UTIL_VecToPitch(enemyDir);
angleDiff = UTIL_AngleDiff(angleDiff, angle + pitch);
SetPoseParameter(m_poseHead_Pitch, UTIL_Approach(pitch + angleDiff, pitch, 50));
}
else
{
// Otherwise turn the head back to its normal position
SetPoseParameter(m_poseHead_Yaw, UTIL_Approach(0, yaw, 10));
SetPoseParameter(m_poseHead_Pitch, UTIL_Approach(0, pitch, 10));
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::MaintainPhysicsTarget(void)
{
if (m_hPhysicsTarget == NULL || GetEnemy() == NULL)
return;
// Update our current target to make sure it's still valid
float flTargetDistSqr = (m_hPhysicsTarget->WorldSpaceCenter() - m_vecPhysicsTargetStartPos).LengthSqr();
bool bTargetMoved = (flTargetDistSqr > Square(30 * 12.0f));
bool bEnemyCloser = ((GetEnemy()->GetAbsOrigin() - GetAbsOrigin()).LengthSqr() <= flTargetDistSqr);
// Make sure this hasn't moved too far or that the player is now closer
if (bTargetMoved || bEnemyCloser)
{
ClearCondition(COND_ANTLIONGUARD_PHYSICS_TARGET);
SetCondition(COND_ANTLIONGUARD_PHYSICS_TARGET_INVALID);
m_hPhysicsTarget = NULL;
return;
}
else
{
SetCondition(COND_ANTLIONGUARD_PHYSICS_TARGET);
ClearCondition(COND_ANTLIONGUARD_PHYSICS_TARGET_INVALID);
}
if (g_debug_antlionguard.GetInt() == 3)
{
NDebugOverlay::Cross3D(m_hPhysicsTarget->WorldSpaceCenter(), -Vector(32, 32, 32), Vector(32, 32, 32), 255, 255, 255, true, 1.0f);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::UpdatePhysicsTarget(bool bPreferObjectsAlongTargetVector, float flRadius)
{
if (GetEnemy() == NULL)
return;
// Already have a target, don't bother looking
if (m_hPhysicsTarget != NULL)
return;
// Too soon to check again
if (m_flPhysicsCheckTime > gpGlobals->curtime)
return;
// Attempt to find a valid shove target
PhysicsObjectCriteria_t criteria;
criteria.pTarget = GetEnemy();
criteria.vecCenter = GetEnemy()->GetAbsOrigin();
criteria.flRadius = flRadius;
criteria.flTargetCone = ANTLIONGUARD_OBJECTFINDING_FOV;
criteria.bPreferObjectsAlongTargetVector = bPreferObjectsAlongTargetVector;
criteria.flNearRadius = (20 * 12); // TODO: It may preferable to disable this for legacy products as well -- jdw
m_hPhysicsTarget = FindPhysicsObjectTarget(criteria);
// Found one, so interrupt us if we care
if (m_hPhysicsTarget != NULL)
{
SetCondition(COND_ANTLIONGUARD_PHYSICS_TARGET);
m_vecPhysicsTargetStartPos = m_hPhysicsTarget->WorldSpaceCenter();
}
// Don't search again for another second
m_flPhysicsCheckTime = gpGlobals->curtime + 1.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Let the probe know I can run through small debris
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::ShouldProbeCollideAgainstEntity(CBaseEntity *pEntity)
{
if (m_iszPhysicsPropClass != pEntity->m_iClassname)
return BaseClass::ShouldProbeCollideAgainstEntity(pEntity);
if (m_hPhysicsTarget == pEntity)
return false;
if (pEntity->GetMoveType() == MOVETYPE_VPHYSICS)
{
IPhysicsObject *pPhysObj = pEntity->VPhysicsGetObject();
if (pPhysObj && pPhysObj->GetMass() <= ANTLIONGUARD_MAX_OBJECT_MASS)
{
return false;
}
}
return BaseClass::ShouldProbeCollideAgainstEntity(pEntity);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::PrescheduleThink(void)
{
BaseClass::PrescheduleThink();
// Don't do anything after death
if (m_NPCState == NPC_STATE_DEAD)
return;
// If we're burrowed, then don't do any of this
if (m_bIsBurrowed)
return;
// Automatically update our physics target when chasing enemies
if (IsCurSchedule(SCHED_ANTLIONGUARD_CHASE_ENEMY) ||
IsCurSchedule(SCHED_ANTLIONGUARD_PATROL_RUN) ||
IsCurSchedule(SCHED_ANTLIONGUARD_CANT_ATTACK) ||
IsCurSchedule(SCHED_ANTLIONGUARD_CHASE_ENEMY_TOLERANCE))
{
bool bCheckAlongLine = (IsCurSchedule(SCHED_ANTLIONGUARD_CHASE_ENEMY) || IsCurSchedule(SCHED_ANTLIONGUARD_CHASE_ENEMY_TOLERANCE));
UpdatePhysicsTarget(bCheckAlongLine);
}
else if (!IsCurSchedule(SCHED_ANTLIONGUARD_PHYSICS_ATTACK))
{
ClearCondition(COND_ANTLIONGUARD_PHYSICS_TARGET);
m_hPhysicsTarget = NULL;
}
UpdateHead();
if ((m_flGroundSpeed <= 0.0f))
{
if (m_bStopped == false)
{
StartSounds();
float duration = random->RandomFloat(2.0f, 8.0f);
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pBreathSound, 0.0f, duration);
ENVELOPE_CONTROLLER.SoundChangePitch(m_pBreathSound, random->RandomInt(40, 60), duration);
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pGrowlIdleSound, 0.0f, duration);
ENVELOPE_CONTROLLER.SoundChangePitch(m_pGrowlIdleSound, random->RandomInt(120, 140), duration);
m_flBreathTime = gpGlobals->curtime + duration - (duration*0.75f);
}
m_bStopped = true;
if (m_flBreathTime < gpGlobals->curtime)
{
StartSounds();
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pGrowlIdleSound, random->RandomFloat(0.2f, 0.3f), random->RandomFloat(0.5f, 1.0f));
ENVELOPE_CONTROLLER.SoundChangePitch(m_pGrowlIdleSound, random->RandomInt(80, 120), random->RandomFloat(0.5f, 1.0f));
m_flBreathTime = gpGlobals->curtime + random->RandomFloat(1.0f, 8.0f);
}
}
else
{
if (m_bStopped)
{
StartSounds();
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pBreathSound, 0.6f, random->RandomFloat(2.0f, 4.0f));
ENVELOPE_CONTROLLER.SoundChangePitch(m_pBreathSound, random->RandomInt(140, 160), random->RandomFloat(2.0f, 4.0f));
ENVELOPE_CONTROLLER.SoundChangeVolume(m_pGrowlIdleSound, 0.0f, 1.0f);
ENVELOPE_CONTROLLER.SoundChangePitch(m_pGrowlIdleSound, random->RandomInt(90, 110), 0.2f);
}
m_bStopped = false;
}
// Put danger sounds out in front of us
for (int i = 0; i < 3; i++)
{
CSoundEnt::InsertSound(SOUND_DANGER, WorldSpaceCenter() + (BodyDirection3D() * 128 * (i + 1)), 128, 0.1f, this);
}
#if ANTLIONGUARD_BLOOD_EFFECTS
// compute and if necessary transmit the bleeding level for the particle effect
m_iBleedingLevel = GetBleedingLevel();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::GatherConditions(void)
{
BaseClass::GatherConditions();
if (CanSummon(false))
{
SetCondition(COND_ANTLIONGUARD_CAN_SUMMON);
}
else
{
ClearCondition(COND_ANTLIONGUARD_CAN_SUMMON);
}
// Make sure our physics target is still valid
MaintainPhysicsTarget();
if (IsCurSchedule(SCHED_ANTLIONGUARD_PHYSICS_ATTACK))
{
if (gpGlobals->curtime > m_flWaitFinished)
{
ClearCondition(COND_ANTLIONGUARD_PHYSICS_TARGET);
SetCondition(COND_ANTLIONGUARD_PHYSICS_TARGET_INVALID);
m_hPhysicsTarget = NULL;
}
}
// See if we can charge the target
if (GetEnemy())
{
if (ShouldCharge(GetAbsOrigin(), GetEnemy()->GetAbsOrigin(), true, false))
{
SetCondition(COND_ANTLIONGUARD_CAN_CHARGE);
}
else
{
ClearCondition(COND_ANTLIONGUARD_CAN_CHARGE);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::StopLoopingSounds()
{
//Stop all sounds
ENVELOPE_CONTROLLER.SoundDestroy(m_pGrowlHighSound);
ENVELOPE_CONTROLLER.SoundDestroy(m_pGrowlIdleSound);
ENVELOPE_CONTROLLER.SoundDestroy(m_pBreathSound);
ENVELOPE_CONTROLLER.SoundDestroy(m_pConfusedSound);
m_pGrowlHighSound = NULL;
m_pGrowlIdleSound = NULL;
m_pBreathSound = NULL;
m_pConfusedSound = NULL;
BaseClass::StopLoopingSounds();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputUnburrow(inputdata_t &inputdata)
{
if (IsAlive() == false)
return;
if (m_bIsBurrowed == false)
return;
m_spawnflags &= ~SF_NPC_GAG;
RemoveSolidFlags(FSOLID_NOT_SOLID);
AddSolidFlags(FSOLID_NOT_STANDABLE);
m_takedamage = DAMAGE_YES;
SetSchedule(SCHED_ANTLIONGUARD_UNBURROW);
m_bIsBurrowed = false;
}
//------------------------------------------------------------------------------
// Purpose : Returns true is entity was remembered as unreachable.
// After a time delay reachability is checked
// Input :
// Output :
//------------------------------------------------------------------------------
bool CNPC_AntlionGuard::IsUnreachable(CBaseEntity *pEntity)
{
float UNREACHABLE_DIST_TOLERANCE_SQ = (240 * 240);
// Note that it's ok to remove elements while I'm iterating
// as long as I iterate backwards and remove them using FastRemove
for (int i = m_UnreachableEnts.Size() - 1; i >= 0; i--)
{
// Remove any dead elements
if (m_UnreachableEnts[i].hUnreachableEnt == NULL)
{
m_UnreachableEnts.FastRemove(i);
}
else if (pEntity == m_UnreachableEnts[i].hUnreachableEnt)
{
// Test for reachability on any elements that have timed out
if (gpGlobals->curtime > m_UnreachableEnts[i].fExpireTime ||
pEntity->GetAbsOrigin().DistToSqr(m_UnreachableEnts[i].vLocationWhenUnreachable) > UNREACHABLE_DIST_TOLERANCE_SQ)
{
m_UnreachableEnts.FastRemove(i);
return false;
}
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Return the point at which the guard wants to stand on to knock the physics object at the target entity
// Input : *pObject - Object to be shoved.
// *pTarget - Target to be shoved at.
// *vecTrajectory - Trajectory to our target
// *flClearDistance - Distance behind the entity we're clear to use
// Output : Position at which to attempt to strike the object
//-----------------------------------------------------------------------------
Vector CNPC_AntlionGuard::GetPhysicsHitPosition(CBaseEntity *pObject, CBaseEntity *pTarget, Vector *vecTrajectory, float *flClearDistance)
{
// Get the trajectory we want to knock the object along
Vector vecToTarget = pTarget->WorldSpaceCenter() - pObject->WorldSpaceCenter();
VectorNormalize(vecToTarget);
vecToTarget.z = 0;
// Get the distance we want to be from the object when we hit it
IPhysicsObject *pPhys = pObject->VPhysicsGetObject();
Vector extent = physcollision->CollideGetExtent(pPhys->GetCollide(), pObject->GetAbsOrigin(), pObject->GetAbsAngles(), -vecToTarget);
float flDist = (extent - pObject->WorldSpaceCenter()).Length() + CollisionProp()->BoundingRadius() + 32.0f;
if (vecTrajectory != NULL)
{
*vecTrajectory = vecToTarget;
}
if (flClearDistance != NULL)
{
*flClearDistance = flDist;
}
// Position at which we'd like to be
return (pObject->WorldSpaceCenter() + (vecToTarget * -flDist));
}
//-----------------------------------------------------------------------------
// Purpose: See if we're able to stand on the ground at this point
// Input : &vecPos - Position to try
// *pOut - Result position (only valid if we return true)
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
inline bool CNPC_AntlionGuard::CanStandAtPoint(const Vector &vecPos, Vector *pOut)
{
Vector vecStart = vecPos + Vector(0, 0, (4 * 12));
Vector vecEnd = vecPos - Vector(0, 0, (4 * 12));
trace_t tr;
bool bTraceCleared = false;
// Start high and try to go lower, looking for the ground between here and there
// We do this first because it's more likely to succeed in the typical guard arenas (with open terrain)
UTIL_TraceHull(vecStart, vecEnd, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
if (tr.startsolid && !tr.allsolid)
{
// We started in solid but didn't end up there, see if we can stand where we ended up
UTIL_TraceHull(tr.endpos, tr.endpos, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
// Must not be in solid
bTraceCleared = (!tr.allsolid && !tr.startsolid);
}
else
{
// Must not be in solid and must have found a floor (otherwise we're potentially hanging over a ledge)
bTraceCleared = (tr.allsolid == false && tr.fraction < 1.0f);
}
// Either we're clear or we're still unlucky
if (bTraceCleared == false)
{
if (g_debug_antlionguard.GetInt() == 3)
{
NDebugOverlay::Box(vecPos, GetHullMins(), GetHullMaxs(), 255, 0, 0, 0, 15.0f);
}
return false;
}
if (pOut)
{
*pOut = tr.endpos;
}
if (g_debug_antlionguard.GetInt() == 3)
{
NDebugOverlay::Box((*pOut), GetHullMins(), GetHullMaxs(), 0, 255, 0, 0, 15.0f);
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Determines whether or not the guard can stand in a position to strike a specified object
// Input : *pShoveObject - Object being shoved
// *pTarget - Target we're shoving the object at
// *pOut - The position we decide to stand at
// Output : Returns true if the guard can stand and deliver.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::CanStandAtShoveTarget(CBaseEntity *pShoveObject, CBaseEntity *pTarget, Vector *pOut)
{
// Get the position we want to be at to swing at the object
float flClearDistance;
Vector vecTrajectory;
Vector vecHitPosition = GetPhysicsHitPosition(pShoveObject, pTarget, &vecTrajectory, &flClearDistance);
Vector vecStandPosition;
if (g_debug_antlionguard.GetInt() == 3)
{
NDebugOverlay::HorzArrow(pShoveObject->WorldSpaceCenter(), pShoveObject->WorldSpaceCenter() + vecTrajectory * 64.0f, 16.0f, 255, 255, 0, 16, true, 15.0f);
}
// If we failed, try around the sides
if (CanStandAtPoint(vecHitPosition, &vecStandPosition) == false)
{
// Get the angle (in reverse) to the target
float flRad = atan2(-vecTrajectory.y, -vecTrajectory.x);
float flRadOffset = DEG2RAD(45.0f);
// Build an offset vector, rotating around the base
Vector vecSkewTrajectory;
SinCos(flRad + flRadOffset, &vecSkewTrajectory.y, &vecSkewTrajectory.x);
vecSkewTrajectory.z = 0.0f;
// Try to the side
if (CanStandAtPoint((pShoveObject->WorldSpaceCenter() + (vecSkewTrajectory * flClearDistance)), &vecStandPosition) == false)
{
// Try the other side
SinCos(flRad - flRadOffset, &vecSkewTrajectory.y, &vecSkewTrajectory.x);
vecSkewTrajectory.z = 0.0f;
if (CanStandAtPoint((pShoveObject->WorldSpaceCenter() + (vecSkewTrajectory * flClearDistance)), &vecStandPosition) == false)
return false;
}
}
// Found it, report it
if (pOut != NULL)
{
*pOut = vecStandPosition;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Iterate through a number of lists depending on our criteria
//-----------------------------------------------------------------------------
CBaseEntity *CNPC_AntlionGuard::GetNextShoveTarget(CBaseEntity *pLastEntity, AISightIter_t &iter)
{
// Try to find scripted items first
if (m_strShoveTargets != NULL_STRING)
{
CBaseEntity *pFound = gEntList.FindEntityByName(pLastEntity, m_strShoveTargets);
if (pFound)
return pFound;
}
// Failing that, use our senses
if (iter != (AISightIter_t)(-1))
return GetSenses()->GetNextSeenEntity(&iter);
return GetSenses()->GetFirstSeenEntity(&iter, SEEN_MISC);
}
//-----------------------------------------------------------------------------
// Purpose: Search for a physics item to swat at the player
// Output : Returns the object we're going to swat.
//-----------------------------------------------------------------------------
CBaseEntity *CNPC_AntlionGuard::FindPhysicsObjectTarget(const PhysicsObjectCriteria_t &criteria)
{
// Must have a valid target entity
if (criteria.pTarget == NULL)
return NULL;
if (g_debug_antlionguard.GetInt() == 3)
{
NDebugOverlay::Circle(GetAbsOrigin(), QAngle(-90, 0, 0), criteria.flRadius, 255, 0, 0, 8, true, 2.0f);
}
// Get the vector to our target, from ourself
Vector vecDirToTarget = criteria.pTarget->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize(vecDirToTarget);
vecDirToTarget.z = 0;
// Cost is determined by distance to the object, modified by how "in line" it is with our target direction of travel
// Use the distance to the player as the base cost for throwing an object (avoids pushing things too close to the player)
float flLeastCost = (criteria.bPreferObjectsAlongTargetVector) ? (criteria.pTarget->GetAbsOrigin() - GetAbsOrigin()).LengthSqr() : Square(criteria.flRadius);
float flCost;
AISightIter_t iter = (AISightIter_t)(-1);
CBaseEntity *pObject = NULL;
CBaseEntity *pNearest = NULL;
Vector vecBestHitPosition = vec3_origin;
// Look through the list of sensed objects for possible targets
while ((pObject = GetNextShoveTarget(pObject, iter)) != NULL)
{
// If we couldn't shove this object last time, don't try again
if (m_FailedPhysicsTargets.Find(pObject) != m_FailedPhysicsTargets.InvalidIndex())
continue;
// Ignore things less than half a foot in diameter
if (pObject->CollisionProp()->BoundingRadius() < 6.0f)
continue;
IPhysicsObject *pPhysObj = pObject->VPhysicsGetObject();
if (pPhysObj == NULL)
continue;
// Ignore motion disabled props
if (pPhysObj->IsMoveable() == false)
continue;
// Ignore things lighter than 5kg
if (pPhysObj->GetMass() < 5.0f)
continue;
// Ignore objects moving too quickly (they'll be too hard to catch otherwise)
Vector velocity;
pPhysObj->GetVelocity(&velocity, NULL);
if (velocity.LengthSqr() > (16 * 16))
continue;
// Get the direction from us to the physics object
Vector vecDirToObject = pObject->WorldSpaceCenter() - GetAbsOrigin();
VectorNormalize(vecDirToObject);
vecDirToObject.z = 0;
Vector vecObjCenter = pObject->WorldSpaceCenter();
float flDistSqr = 0.0f;
float flDot = 0.0f;
// If we want to find things along the vector to the target, do so
if (criteria.bPreferObjectsAlongTargetVector)
{
// Object must be closer than our target
if ((GetAbsOrigin() - vecObjCenter).LengthSqr() > (GetAbsOrigin() - criteria.pTarget->GetAbsOrigin()).LengthSqr())
continue;
// Calculate a "cost" to this object
flDistSqr = (GetAbsOrigin() - vecObjCenter).LengthSqr();
flDot = DotProduct(vecDirToTarget, vecDirToObject);
// Ignore things outside our allowed cone
if (flDot < criteria.flTargetCone)
continue;
// The more perpendicular we are, the higher the cost
float flCostScale = RemapValClamped(flDot, 1.0f, criteria.flTargetCone, 1.0f, 4.0f);
flCost = flDistSqr * flCostScale;
}
else
{
// Straight distance cost
flCost = (criteria.vecCenter - vecObjCenter).LengthSqr();
}
// This must be a less costly object to use
if (flCost >= flLeastCost)
{
if (g_debug_antlionguard.GetInt() == 3)
{
NDebugOverlay::Box(vecObjCenter, -Vector(16, 16, 16), Vector(16, 16, 16), 255, 0, 0, 0, 2.0f);
}
continue;
}
// Check for a (roughly) clear trajectory path from the object to target
trace_t tr;
UTIL_TraceLine(vecObjCenter, criteria.pTarget->BodyTarget(vecObjCenter), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
// See how close to our target we got (we still look good hurling things that won't necessarily hit)
if ((tr.endpos - criteria.pTarget->WorldSpaceCenter()).LengthSqr() > Square(criteria.flNearRadius))
continue;
// Must be able to stand at a position to hit the object
Vector vecHitPosition;
if (CanStandAtShoveTarget(pObject, criteria.pTarget, &vecHitPosition) == false)
{
if (g_debug_antlionguard.GetInt() == 3)
{
NDebugOverlay::HorzArrow(GetAbsOrigin(), pObject->WorldSpaceCenter(), 32.0f, 255, 0, 0, 64, true, 2.0f);
}
continue;
}
// Take this as the best object so far
pNearest = pObject;
flLeastCost = flCost;
vecBestHitPosition = vecHitPosition;
if (g_debug_antlionguard.GetInt() == 3)
{
NDebugOverlay::HorzArrow(GetAbsOrigin(), pObject->WorldSpaceCenter(), 16.0f, 255, 255, 0, 0, true, 2.0f);
}
}
// Set extra info if we've succeeded
if (pNearest != NULL)
{
m_vecPhysicsHitPosition = vecBestHitPosition;
if (g_debug_antlionguard.GetInt() == 3)
{
NDebugOverlay::HorzArrow(GetAbsOrigin(), pNearest->WorldSpaceCenter(), 32.0f, 0, 255, 0, 128, true, 2.0f);
}
}
return pNearest;
}
//-----------------------------------------------------------------------------
// Purpose: Allows for modification of the interrupt mask for the current schedule.
// In the most cases the base implementation should be called first.
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::BuildScheduleTestBits(void)
{
BaseClass::BuildScheduleTestBits();
// Interrupt if we can shove something
if (IsCurSchedule(SCHED_ANTLIONGUARD_CHASE_ENEMY))
{
SetCustomInterruptCondition(COND_ANTLIONGUARD_PHYSICS_TARGET);
SetCustomInterruptCondition(COND_ANTLIONGUARD_CAN_SUMMON);
}
// Interrupt if we've been given a charge target
if (IsCurSchedule(SCHED_ANTLIONGUARD_CHARGE) == false)
{
SetCustomInterruptCondition(COND_ANTLIONGUARD_HAS_CHARGE_TARGET);
}
// Once we commit to doing this, just do it!
if (IsCurSchedule(SCHED_MELEE_ATTACK1))
{
ClearCustomInterruptCondition(COND_ENEMY_OCCLUDED);
}
// Always take heavy damage
SetCustomInterruptCondition(COND_HEAVY_DAMAGE);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// radius -
// magnitude -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::ImpactShock(const Vector &origin, float radius, float magnitude, CBaseEntity *pIgnored)
{
// Also do a local physics explosion to push objects away
float adjustedDamage, flDist;
Vector vecSpot;
float falloff = 1.0f / 2.5f;
CBaseEntity *pEntity = NULL;
// Find anything within our radius
while ((pEntity = gEntList.FindEntityInSphere(pEntity, origin, radius)) != NULL)
{
// Don't affect the ignored target
if (pEntity == pIgnored)
continue;
if (pEntity == this)
continue;
// UNDONE: Ask the object if it should get force if it's not MOVETYPE_VPHYSICS?
if (pEntity->GetMoveType() == MOVETYPE_VPHYSICS || (pEntity->VPhysicsGetObject() && pEntity->IsPlayer() == false))
{
vecSpot = pEntity->BodyTarget(GetAbsOrigin());
// decrease damage for an ent that's farther from the bomb.
flDist = (GetAbsOrigin() - vecSpot).Length();
if (radius == 0 || flDist <= radius)
{
adjustedDamage = flDist * falloff;
adjustedDamage = magnitude - adjustedDamage;
if (adjustedDamage < 1)
{
adjustedDamage = 1;
}
CTakeDamageInfo info(this, this, adjustedDamage, DMG_BLAST);
CalculateExplosiveDamageForce(&info, (vecSpot - GetAbsOrigin()), GetAbsOrigin());
pEntity->VPhysicsTakeDamage(info);
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::ChargeDamage(CBaseEntity *pTarget)
{
if (pTarget == NULL)
return;
CBasePlayer *pPlayer = ToBasePlayer(pTarget);
if (pPlayer != NULL)
{
//Kick the player angles
pPlayer->ViewPunch(QAngle(20, 20, -30));
Vector dir = pPlayer->WorldSpaceCenter() - WorldSpaceCenter();
VectorNormalize(dir);
dir.z = 0.0f;
Vector vecNewVelocity = dir * 250.0f;
vecNewVelocity[2] += 128.0f;
pPlayer->SetAbsVelocity(vecNewVelocity);
color32 red = { 128, 0, 0, 128 };
UTIL_ScreenFade(pPlayer, red, 1.0f, 0.1f, FFADE_IN);
}
// Player takes less damage
float flDamage = (pPlayer == NULL) ? 250 : sk_antlionguard_dmg_charge.GetFloat();
// If it's being held by the player, break that bond
Pickup_ForcePlayerToDropThisObject(pTarget);
// Calculate the physics force
ApplyChargeDamage(this, pTarget, flDamage);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputRagdoll(inputdata_t &inputdata)
{
if (IsAlive() == false)
return;
//Set us to nearly dead so the velocity from death is minimal
SetHealth(1);
CTakeDamageInfo info(this, this, GetHealth(), DMG_CRUSH);
BaseClass::TakeDamage(info);
}
//-----------------------------------------------------------------------------
// Purpose: make m_bPreferPhysicsAttack true
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputEnablePreferPhysicsAttack(inputdata_t &inputdata)
{
m_bPreferPhysicsAttack = true;
}
//-----------------------------------------------------------------------------
// Purpose: make m_bPreferPhysicsAttack false
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputDisablePreferPhysicsAttack(inputdata_t &inputdata)
{
m_bPreferPhysicsAttack = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_AntlionGuard::SelectFailSchedule(int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode)
{
// Figure out what to do next
if (failedSchedule == SCHED_ANTLIONGUARD_CHASE_ENEMY && HasCondition(COND_ENEMY_UNREACHABLE))
return SelectUnreachableSchedule();
return BaseClass::SelectFailSchedule(failedSchedule, failedTask, taskFailCode);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : scheduleType -
// Output : int
//-----------------------------------------------------------------------------
int CNPC_AntlionGuard::TranslateSchedule(int scheduleType)
{
switch (scheduleType)
{
case SCHED_CHASE_ENEMY:
return SCHED_ANTLIONGUARD_CHASE_ENEMY;
break;
}
return BaseClass::TranslateSchedule(scheduleType);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::StartSounds(void)
{
//Initialize the additive sound channels
CPASAttenuationFilter filter(this);
if (m_pGrowlHighSound == NULL)
{
m_pGrowlHighSound = ENVELOPE_CONTROLLER.SoundCreate(filter, entindex(), CHAN_VOICE, "NPC_AntlionGuard.GrowlHigh", ATTN_NORM);
if (m_pGrowlHighSound)
{
ENVELOPE_CONTROLLER.Play(m_pGrowlHighSound, 0.0f, 100);
}
}
if (m_pGrowlIdleSound == NULL)
{
m_pGrowlIdleSound = ENVELOPE_CONTROLLER.SoundCreate(filter, entindex(), CHAN_STATIC, "NPC_AntlionGuard.GrowlIdle", ATTN_NORM);
if (m_pGrowlIdleSound)
{
ENVELOPE_CONTROLLER.Play(m_pGrowlIdleSound, 0.0f, 100);
}
}
if (m_pBreathSound == NULL)
{
m_pBreathSound = ENVELOPE_CONTROLLER.SoundCreate(filter, entindex(), CHAN_ITEM, "NPC_AntlionGuard.BreathSound", ATTN_NORM);
if (m_pBreathSound)
{
ENVELOPE_CONTROLLER.Play(m_pBreathSound, 0.0f, 100);
}
}
if (m_pConfusedSound == NULL)
{
m_pConfusedSound = ENVELOPE_CONTROLLER.SoundCreate(filter, entindex(), CHAN_WEAPON, "NPC_AntlionGuard.Confused", ATTN_NORM);
if (m_pConfusedSound)
{
ENVELOPE_CONTROLLER.Play(m_pConfusedSound, 0.0f, 100);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputEnableBark(inputdata_t &inputdata)
{
m_bBarkEnabled = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputDisableBark(inputdata_t &inputdata)
{
m_bBarkEnabled = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::DeathSound(const CTakeDamageInfo &info)
{
EmitSound("NPC_AntlionGuard.Die");
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::Event_Killed(const CTakeDamageInfo &info)
{
BaseClass::Event_Killed(info);
// Tell all of my antlions to burrow away, 'cos they fear the Freeman
if (m_iNumLiveAntlions)
{
CBaseEntity *pSearch = NULL;
// Iterate through all antlions and see if there are any orphans
while ((pSearch = gEntList.FindEntityByClassname(pSearch, "npc_antlion")) != NULL)
{
CNPC_Antlion *pAntlion = assert_cast<CNPC_Antlion *>(pSearch);
// See if it's a live orphan
if (pAntlion && pAntlion->GetOwnerEntity() == NULL && pAntlion->IsAlive())
{
g_EventQueue.AddEvent(pAntlion, "BurrowAway", RandomFloat(0.1, 2.0), this, this);
}
}
}
DestroyGlows();
// If I'm bleeding, stop due to decreased pressure of hemolymph after
// cessation of aortic contraction
#if ANTLIONGUARD_BLOOD_EFFECTS
m_iBleedingLevel = 0;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Don't become a ragdoll until we've finished our death anim
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::CanBecomeRagdoll(void)
{
return true;
//GetState() == SCHED_DIE_RAGDOLL
//if (IsCurSchedule(SCHED_DIE_RAGDOLL))
//return true;
//if (IsCurSchedule(SCHED_DIE))
//return true;
//if (Q_strstr(STRING(gpGlobals->mapname), "ep1") || Q_strstr(STRING(gpGlobals->mapname), "ep1"))
//return true;
//return false;
//return hl2_episodic.GetBool();
}
bool CNPC_AntlionGuard::CanBecomeServersideRagdoll()
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &force -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::BecomeRagdollOnClient(const Vector &force)
{
if (!CanBecomeRagdoll())
return false;
EmitSound("NPC_AntlionGuard.Fallover");
// Become server-side ragdoll if we're flagged to do it
if (m_spawnflags & SF_ANTLIONGUARD_SERVERSIDE_RAGDOLL)
{
CTakeDamageInfo info;
// Fake the info
info.SetDamageType(DMG_GENERIC);
info.SetDamageForce(force);
info.SetDamagePosition(WorldSpaceCenter());
CBaseEntity *pRagdoll = CreateServerRagdoll(this, 0, info, COLLISION_GROUP_NONE);
// Transfer our name to the new ragdoll
pRagdoll->SetName(GetEntityName());
pRagdoll->SetCollisionGroup(COLLISION_GROUP_DEBRIS);
// Get rid of our old body
UTIL_Remove(this);
return true;
}
return BaseClass::BecomeRagdollOnClient(force);
}
//-----------------------------------------------------------------------------
// Purpose: Override how we face our target as we move
// Output :
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::OverrideMoveFacing(const AILocalMoveGoal_t &move, float flInterval)
{
Vector vecFacePosition = vec3_origin;
CBaseEntity *pFaceTarget = NULL;
bool bFaceTarget = false;
// FIXME: this will break scripted sequences that walk when they have an enemy
if (m_hChargeTarget)
{
vecFacePosition = m_hChargeTarget->GetAbsOrigin();
pFaceTarget = m_hChargeTarget;
bFaceTarget = true;
}
#ifdef HL2_EPISODIC
else if (GetEnemy() && IsCurSchedule(SCHED_ANTLIONGUARD_CANT_ATTACK))
{
// Always face our enemy when randomly patrolling around
vecFacePosition = GetEnemy()->EyePosition();
pFaceTarget = GetEnemy();
bFaceTarget = true;
}
#endif // HL2_EPISODIC
else if (GetEnemy() && GetNavigator()->GetMovementActivity() == ACT_RUN)
{
Vector vecEnemyLKP = GetEnemyLKP();
// Only start facing when we're close enough
if ((UTIL_DistApprox(vecEnemyLKP, GetAbsOrigin()) < 512) || IsCurSchedule(SCHED_ANTLIONGUARD_PATROL_RUN))
{
vecFacePosition = vecEnemyLKP;
pFaceTarget = GetEnemy();
bFaceTarget = true;
}
}
// Face
if (bFaceTarget)
{
AddFacingTarget(pFaceTarget, vecFacePosition, 1.0, 0.2);
}
return BaseClass::OverrideMoveFacing(move, flInterval);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::IsHeavyDamage(const CTakeDamageInfo &info)
{
// Struck by blast
if (info.GetDamageType() & DMG_BLAST)
{
if (info.GetDamage() > MIN_BLAST_DAMAGE)
return true;
}
// Struck by large object
if (info.GetDamageType() & DMG_CRUSH)
{
IPhysicsObject *pPhysObject = info.GetInflictor()->VPhysicsGetObject();
if ((pPhysObject != NULL) && (pPhysObject->GetGameFlags() & FVPHYSICS_WAS_THROWN))
{
// Always take hits from a combine ball
if (UTIL_IsAR2CombineBall(info.GetInflictor()))
return true;
// If we're under half health, stop being interrupted by heavy damage
if (GetHealth() < (GetMaxHealth() * 0.25))
return false;
// Ignore physics damages that don't do much damage
if (info.GetDamage() < MIN_CRUSH_DAMAGE)
return false;
return true;
}
return false;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::IsLightDamage(const CTakeDamageInfo &info)
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pChild -
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::InputSummonedAntlionDied(inputdata_t &inputdata)
{
m_iNumLiveAntlions--;
Assert(m_iNumLiveAntlions >= 0);
if (g_debug_antlionguard.GetInt() == 2)
{
Msg("Guard summoned antlion count: %d\n", m_iNumLiveAntlions);
}
}
//-----------------------------------------------------------------------------
// Purpose: Filter out sounds we don't care about
// Input : *pSound - sound to test against
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::QueryHearSound(CSound *pSound)
{
// Don't bother with danger sounds from antlions or other guards
if (pSound->SoundType() == SOUND_DANGER && (pSound->m_hOwner != NULL && pSound->m_hOwner->Classify() == CLASS_ANTLION))
return false;
return BaseClass::QueryHearSound(pSound);
}
#if HL2_EPISODIC
//---------------------------------------------------------
// Prevent the cavern guard from using stopping paths, as it occasionally forces him off the navmesh.
//---------------------------------------------------------
bool CNPC_AntlionGuard::CNavigator::GetStoppingPath(CAI_WaypointList *pClippedWaypoints)
{
if (GetOuter()->m_bInCavern)
{
return false;
}
else
{
return BaseClass::GetStoppingPath(pClippedWaypoints);
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::RememberFailedPhysicsTarget(CBaseEntity *pTarget)
{
// Already in the list?
if (m_FailedPhysicsTargets.Find(pTarget) != m_FailedPhysicsTargets.InvalidIndex())
return true;
// We're not holding on to any more
if ((m_FailedPhysicsTargets.Count() + 1) > MAX_FAILED_PHYSOBJECTS)
return false;
m_FailedPhysicsTargets.AddToTail(pTarget);
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handle squad or NPC interactions
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_AntlionGuard::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter *sender)
{
// Don't chase targets that other guards in our squad may be going after!
if (interactionType == g_interactionAntlionGuardFoundPhysicsObject)
{
RememberFailedPhysicsTarget((CBaseEntity *)data);
return true;
}
// Mark a shoved object as being free to pursue again
if (interactionType == g_interactionAntlionGuardShovedPhysicsObject)
{
CBaseEntity *pObject = (CBaseEntity *)data;
m_FailedPhysicsTargets.FindAndRemove(pObject);
return true;
}
return BaseClass::HandleInteraction(interactionType, data, sender);
}
//-----------------------------------------------------------------------------
// Purpose: Cache whatever pose parameters we intend to use
//-----------------------------------------------------------------------------
void CNPC_AntlionGuard::PopulatePoseParameters(void)
{
m_poseThrow = LookupPoseParameter("throw");
m_poseHead_Pitch = LookupPoseParameter("head_pitch");
m_poseHead_Yaw = LookupPoseParameter("head_yaw");
BaseClass::PopulatePoseParameters();
}
#if ANTLIONGUARD_BLOOD_EFFECTS
//-----------------------------------------------------------------------------
// Purpose: Return desired level for the continuous bleeding effect (not the
// individual blood spurts you see per bullet hit)
// Return 0 for don't bleed,
// 1 for mild bleeding
// 2 for severe bleeding
//-----------------------------------------------------------------------------
unsigned char CNPC_AntlionGuard::GetBleedingLevel(void) const
{
if (m_iHealth > (m_iMaxHealth >> 1))
{ // greater than 50%
return 0;
}
else if (m_iHealth > (m_iMaxHealth >> 2))
{ // less than 50% but greater than 25%
return 1;
}
else
{
return 2;
}
}
#endif
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC(npc_antlionguard, CNPC_AntlionGuard)
// Interactions
DECLARE_INTERACTION(g_interactionAntlionGuardFoundPhysicsObject)
DECLARE_INTERACTION(g_interactionAntlionGuardShovedPhysicsObject)
// Squadslots
DECLARE_SQUADSLOT(SQUAD_SLOT_ANTLIONGUARD_CHARGE)
//Tasks
DECLARE_TASK(TASK_ANTLIONGUARD_CHARGE)
DECLARE_TASK(TASK_ANTLIONGUARD_GET_PATH_TO_PHYSOBJECT)
DECLARE_TASK(TASK_ANTLIONGUARD_SHOVE_PHYSOBJECT)
DECLARE_TASK(TASK_ANTLIONGUARD_SUMMON)
DECLARE_TASK(TASK_ANTLIONGUARD_SET_FLINCH_ACTIVITY)
DECLARE_TASK(TASK_ANTLIONGUARD_GET_PATH_TO_CHARGE_POSITION)
DECLARE_TASK(TASK_ANTLIONGUARD_GET_PATH_TO_NEAREST_NODE)
DECLARE_TASK(TASK_ANTLIONGUARD_GET_CHASE_PATH_ENEMY_TOLERANCE)
DECLARE_TASK(TASK_ANTLIONGUARD_OPPORTUNITY_THROW)
DECLARE_TASK(TASK_ANTLIONGUARD_FIND_PHYSOBJECT)
//Activities
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_SEARCH)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_PEEK_FLINCH)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_PEEK_ENTER)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_PEEK_EXIT)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_PEEK1)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_BARK)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_PEEK_SIGHTED)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_CHARGE_START)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_CHARGE_CANCEL)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_CHARGE_RUN)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_CHARGE_CRASH)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_CHARGE_STOP)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_CHARGE_HIT)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_CHARGE_ANTICIPATION)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_SHOVE_PHYSOBJECT)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_FLINCH_LIGHT)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_UNBURROW)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_ROAR)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_RUN_HURT)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_PHYSHIT_FR)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_PHYSHIT_FL)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_PHYSHIT_RR)
DECLARE_ACTIVITY(ACT_ANTLIONGUARD_PHYSHIT_RL)
//Adrian: events go here
DECLARE_ANIMEVENT(AE_ANTLIONGUARD_CHARGE_HIT)
DECLARE_ANIMEVENT(AE_ANTLIONGUARD_SHOVE_PHYSOBJECT)
DECLARE_ANIMEVENT(AE_ANTLIONGUARD_SHOVE)
DECLARE_ANIMEVENT(AE_ANTLIONGUARD_FOOTSTEP_LIGHT)
DECLARE_ANIMEVENT(AE_ANTLIONGUARD_FOOTSTEP_HEAVY)
DECLARE_ANIMEVENT(AE_ANTLIONGUARD_CHARGE_EARLYOUT)
DECLARE_ANIMEVENT(AE_ANTLIONGUARD_VOICE_GROWL)
DECLARE_ANIMEVENT(AE_ANTLIONGUARD_VOICE_BARK)
DECLARE_ANIMEVENT(AE_ANTLIONGUARD_VOICE_PAIN)
DECLARE_ANIMEVENT(AE_ANTLIONGUARD_VOICE_SQUEEZE)
DECLARE_ANIMEVENT(AE_ANTLIONGUARD_VOICE_SCRATCH)
DECLARE_ANIMEVENT(AE_ANTLIONGUARD_VOICE_GRUNT)
DECLARE_ANIMEVENT(AE_ANTLIONGUARD_BURROW_OUT)
DECLARE_ANIMEVENT(AE_ANTLIONGUARD_VOICE_ROAR)
DECLARE_CONDITION(COND_ANTLIONGUARD_PHYSICS_TARGET)
DECLARE_CONDITION(COND_ANTLIONGUARD_PHYSICS_TARGET_INVALID)
DECLARE_CONDITION(COND_ANTLIONGUARD_HAS_CHARGE_TARGET)
DECLARE_CONDITION(COND_ANTLIONGUARD_CAN_SUMMON)
DECLARE_CONDITION(COND_ANTLIONGUARD_CAN_CHARGE)
//==================================================
// SCHED_ANTLIONGUARD_SUMMON
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_SUMMON,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLIONGUARD_BARK"
" TASK_ANTLIONGUARD_SUMMON 0"
" TASK_ANTLIONGUARD_OPPORTUNITY_THROW 0"
" "
" Interrupts"
" COND_HEAVY_DAMAGE"
)
//==================================================
// SCHED_ANTLIONGUARD_CHARGE
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_CHARGE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLIONGUARD_CHASE_ENEMY"
" TASK_FACE_ENEMY 0"
" TASK_ANTLIONGUARD_CHARGE 0"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_HEAVY_DAMAGE"
// These are deliberately left out so they can be detected during the
// charge Task and correctly play the charge stop animation.
//" COND_NEW_ENEMY"
//" COND_ENEMY_DEAD"
//" COND_LOST_ENEMY"
)
//==================================================
// SCHED_ANTLIONGUARD_CHARGE_TARGET
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_CHARGE_TARGET,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANTLIONGUARD_CHARGE 0"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_ENEMY_DEAD"
" COND_HEAVY_DAMAGE"
)
//==================================================
// SCHED_ANTLIONGUARD_CHARGE_SMASH
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_CHARGE_CRASH,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLIONGUARD_CHARGE_CRASH"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_HEAVY_DAMAGE"
)
//==================================================
// SCHED_ANTLIONGUARD_PHYSICS_ATTACK
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_PHYSICS_ATTACK,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLIONGUARD_CHASE_ENEMY"
" TASK_ANTLIONGUARD_GET_PATH_TO_PHYSOBJECT 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_FACE_ENEMY 0"
" TASK_ANTLIONGUARD_SHOVE_PHYSOBJECT 0"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_ENEMY_DEAD"
" COND_LOST_ENEMY"
" COND_NEW_ENEMY"
" COND_ANTLIONGUARD_PHYSICS_TARGET_INVALID"
" COND_HEAVY_DAMAGE"
)
//==================================================
// SCHED_FORCE_ANTLIONGUARD_PHYSICS_ATTACK
//==================================================
DEFINE_SCHEDULE
(
SCHED_FORCE_ANTLIONGUARD_PHYSICS_ATTACK,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLIONGUARD_CANT_ATTACK"
" TASK_ANTLIONGUARD_FIND_PHYSOBJECT 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ANTLIONGUARD_PHYSICS_ATTACK"
""
" Interrupts"
" COND_ANTLIONGUARD_PHYSICS_TARGET"
" COND_HEAVY_DAMAGE"
)
//==================================================
// SCHED_ANTLIONGUARD_CANT_ATTACK
// If we're here, the guard can't chase enemy, can't find a physobject to attack with, and can't summon
//==================================================
#ifdef HL2_EPISODIC
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_CANT_ATTACK,
" Tasks"
" TASK_SET_ROUTE_SEARCH_TIME 2" // Spend 5 seconds trying to build a path if stuck
" TASK_GET_PATH_TO_RANDOM_NODE 1024"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_WAIT_PVS 0"
""
" Interrupts"
" COND_GIVE_WAY"
" COND_NEW_ENEMY"
" COND_ANTLIONGUARD_PHYSICS_TARGET"
" COND_HEAVY_DAMAGE"
)
#else
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_CANT_ATTACK,
" Tasks"
" TASK_WAIT 5"
""
" Interrupts"
)
#endif
//==================================================
// SCHED_ANTLIONGUARD_PHYSICS_DAMAGE_HEAVY
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_PHYSICS_DAMAGE_HEAVY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_RESET_ACTIVITY 0"
" TASK_ANTLIONGUARD_SET_FLINCH_ACTIVITY 0"
""
" Interrupts"
)
//==================================================
// SCHED_ANTLIONGUARD_UNBURROW
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_UNBURROW,
" Tasks"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLIONGUARD_UNBURROW"
""
" Interrupts"
)
//==================================================
// SCHED_ANTLIONGUARD_CHARGE_CANCEL
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_CHARGE_CANCEL,
" Tasks"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLIONGUARD_CHARGE_CANCEL"
""
" Interrupts"
)
//==================================================
// SCHED_ANTLIONGUARD_FIND_CHARGE_POSITION
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_FIND_CHARGE_POSITION,
" Tasks"
" TASK_ANTLIONGUARD_GET_PATH_TO_CHARGE_POSITION 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" "
" Interrupts"
" COND_ENEMY_DEAD"
" COND_GIVE_WAY"
" COND_TASK_FAILED"
" COND_HEAVY_DAMAGE"
)
//=========================================================
// > SCHED_ANTLIONGUARD_CHASE_ENEMY_TOLERANCE
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_CHASE_ENEMY_TOLERANCE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLIONGUARD_PATROL_RUN"
" TASK_ANTLIONGUARD_GET_PATH_TO_NEAREST_NODE 500"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_CAN_MELEE_ATTACK1"
" COND_GIVE_WAY"
" COND_NEW_ENEMY"
" COND_ANTLIONGUARD_CAN_SUMMON"
" COND_ANTLIONGUARD_PHYSICS_TARGET"
" COND_HEAVY_DAMAGE"
" COND_ANTLIONGUARD_CAN_CHARGE"
);
//=========================================================
// > PATROL_RUN
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_PATROL_RUN,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLIONGUARD_CANT_ATTACK"
" TASK_SET_ROUTE_SEARCH_TIME 3" // Spend 3 seconds trying to build a path if stuck
" TASK_ANTLIONGUARD_GET_PATH_TO_NEAREST_NODE 500"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_CAN_MELEE_ATTACK1"
" COND_GIVE_WAY"
" COND_NEW_ENEMY"
" COND_ANTLIONGUARD_PHYSICS_TARGET"
" COND_ANTLIONGUARD_CAN_SUMMON"
" COND_HEAVY_DAMAGE"
" COND_ANTLIONGUARD_CAN_CHARGE"
);
//==================================================
// SCHED_ANTLIONGUARD_ROAR
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_ROAR,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLIONGUARD_ROAR"
" "
" Interrupts"
" COND_HEAVY_DAMAGE"
)
//==================================================
// SCHED_ANTLIONGUARD_TAKE_COVER_FROM_ENEMY
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_TAKE_COVER_FROM_ENEMY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLIONGUARD_CANT_ATTACK"
" TASK_FIND_COVER_FROM_ENEMY 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_ANTLIONGUARD_PHYSICS_TARGET"
" COND_ANTLIONGUARD_CAN_SUMMON"
" COND_HEAVY_DAMAGE"
)
//=========================================================
// SCHED_ANTLIONGUARD_CHASE_ENEMY
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ANTLIONGUARD_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_TASK_FAILED"
" COND_LOST_ENEMY"
" COND_HEAVY_DAMAGE"
" COND_ANTLIONGUARD_CAN_CHARGE"
)
AI_END_CUSTOM_NPC()