304 lines
9.7 KiB
C++
304 lines
9.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef NPC_COMBINE_H
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#define NPC_COMBINE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_baseactor.h"
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#include "ai_basehumanoid.h"
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#include "ai_basenpc.h"
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#include "ai_behavior.h"
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#include "ai_behavior_actbusy.h"
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#include "ai_behavior_assault.h"
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#include "ai_behavior_follow.h"
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#include "ai_behavior_functank.h"
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#include "ai_behavior_rappel.h"
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#include "ai_behavior_standoff.h"
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#include "ai_sentence.h"
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// Used when only what combine to react to what the spotlight sees
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#define SF_COMBINE_NO_LOOK (1 << 16)
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#define SF_COMBINE_NO_GRENADEDROP (1 << 17)
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#define SF_COMBINE_NO_AR2DROP (1 << 18)
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//=========================================================
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// >> CNPC_Combine
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//=========================================================
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class CNPC_Combine : public CAI_BaseActor {
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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DECLARE_CLASS(CNPC_Combine, CAI_BaseActor);
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public:
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CNPC_Combine();
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// Create components
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virtual bool CreateComponents();
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bool CanThrowGrenade(const Vector &vecTarget);
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bool CheckCanThrowGrenade(const Vector &vecTarget);
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virtual bool CanGrenadeEnemy(bool bUseFreeKnowledge = true);
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virtual bool CanAltFireEnemy(bool bUseFreeKnowledge);
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int GetGrenadeConditions(float flDot, float flDist);
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int RangeAttack2Conditions(float flDot,
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float flDist); // For innate grenade attack
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int MeleeAttack1Conditions(float flDot, float flDist); // For kick/punch
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bool FVisible(CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS,
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CBaseEntity **ppBlocker = NULL);
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virtual bool IsCurTaskContinuousMove();
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virtual float GetJumpGravity() const { return 1.8f; }
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virtual Vector GetCrouchEyeOffset(void);
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void Event_Killed(const CTakeDamageInfo &info);
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void SetActivity(Activity NewActivity);
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NPC_STATE SelectIdealState(void);
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// Input handlers.
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void InputLookOn(inputdata_t &inputdata);
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void InputLookOff(inputdata_t &inputdata);
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void InputStartPatrolling(inputdata_t &inputdata);
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void InputStopPatrolling(inputdata_t &inputdata);
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void InputAssault(inputdata_t &inputdata);
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void InputHitByBugbait(inputdata_t &inputdata);
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void InputThrowGrenadeAtTarget(inputdata_t &inputdata);
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bool UpdateEnemyMemory(CBaseEntity *pEnemy, const Vector &position,
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CBaseEntity *pInformer = NULL);
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void Spawn(void);
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void Precache(void);
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void Activate();
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Class_T Classify(void);
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bool IsElite() { return m_fIsElite; }
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void DelayAltFireAttack(float flDelay);
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void DelaySquadAltFireAttack(float flDelay);
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float MaxYawSpeed(void);
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bool ShouldMoveAndShoot();
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bool OverrideMoveFacing(const AILocalMoveGoal_t &move, float flInterval);
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;
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void HandleAnimEvent(animevent_t *pEvent);
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Vector Weapon_ShootPosition();
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Vector EyeOffset(Activity nActivity);
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Vector EyePosition(void);
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Vector BodyTarget(const Vector &posSrc, bool bNoisy = true);
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Vector GetAltFireTarget();
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void StartTask(const Task_t *pTask);
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void RunTask(const Task_t *pTask);
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void PostNPCInit();
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void GatherConditions();
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virtual void PrescheduleThink();
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Activity NPC_TranslateActivity(Activity eNewActivity);
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void BuildScheduleTestBits(void);
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virtual int SelectSchedule(void);
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virtual int SelectFailSchedule(int failedSchedule, int failedTask,
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AI_TaskFailureCode_t taskFailCode);
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int SelectScheduleAttack();
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bool CreateBehaviors();
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bool OnBeginMoveAndShoot();
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void OnEndMoveAndShoot();
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// Combat
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WeaponProficiency_t CalcWeaponProficiency(CBaseCombatWeapon *pWeapon);
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bool HasShotgun();
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bool ActiveWeaponIsFullyLoaded();
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bool HandleInteraction(int interactionType, void *data,
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CBaseCombatCharacter *sourceEnt);
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const char *GetSquadSlotDebugName(int iSquadSlot);
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bool IsUsingTacticalVariant(int variant);
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bool IsUsingPathfindingVariant(int variant) {
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return m_iPathfindingVariant == variant;
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}
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bool IsRunningApproachEnemySchedule();
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// -------------
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// Sounds
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// -------------
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void DeathSound(void);
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void PainSound(void);
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void IdleSound(void);
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void AlertSound(void);
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void LostEnemySound(void);
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void FoundEnemySound(void);
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void AnnounceAssault(void);
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void AnnounceEnemyType(CBaseEntity *pEnemy);
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void AnnounceEnemyKill(CBaseEntity *pEnemy);
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void NotifyDeadFriend(CBaseEntity *pFriend);
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virtual float HearingSensitivity(void) { return 1.0; };
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int GetSoundInterests(void);
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virtual bool QueryHearSound(CSound *pSound);
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// Speaking
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void SpeakSentence(int sentType);
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virtual int TranslateSchedule(int scheduleType);
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void OnStartSchedule(int scheduleType);
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virtual bool ShouldPickADeathPose(void);
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protected:
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void SetKickDamage(int nDamage) { m_nKickDamage = nDamage; }
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CAI_Sentence<CNPC_Combine> *GetSentences() { return &m_Sentences; }
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private:
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//=========================================================
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// Combine S schedules
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//=========================================================
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enum {
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SCHED_COMBINE_SUPPRESS = BaseClass::NEXT_SCHEDULE,
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SCHED_COMBINE_COMBAT_FAIL,
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SCHED_COMBINE_VICTORY_DANCE,
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SCHED_COMBINE_COMBAT_FACE,
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SCHED_COMBINE_HIDE_AND_RELOAD,
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SCHED_COMBINE_SIGNAL_SUPPRESS,
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SCHED_COMBINE_ENTER_OVERWATCH,
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SCHED_COMBINE_OVERWATCH,
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SCHED_COMBINE_ASSAULT,
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SCHED_COMBINE_ESTABLISH_LINE_OF_FIRE,
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SCHED_COMBINE_PRESS_ATTACK,
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SCHED_COMBINE_WAIT_IN_COVER,
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SCHED_COMBINE_RANGE_ATTACK1,
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SCHED_COMBINE_RANGE_ATTACK2,
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SCHED_COMBINE_TAKE_COVER1,
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SCHED_COMBINE_TAKE_COVER_FROM_BEST_SOUND,
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SCHED_COMBINE_RUN_AWAY_FROM_BEST_SOUND,
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SCHED_COMBINE_GRENADE_COVER1,
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SCHED_COMBINE_TOSS_GRENADE_COVER1,
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SCHED_COMBINE_TAKECOVER_FAILED,
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SCHED_COMBINE_GRENADE_AND_RELOAD,
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SCHED_COMBINE_PATROL,
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SCHED_COMBINE_BUGBAIT_DISTRACTION,
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SCHED_COMBINE_CHARGE_TURRET,
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SCHED_COMBINE_DROP_GRENADE,
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SCHED_COMBINE_CHARGE_PLAYER,
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SCHED_COMBINE_PATROL_ENEMY,
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SCHED_COMBINE_BURNING_STAND,
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SCHED_COMBINE_AR2_ALTFIRE,
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SCHED_COMBINE_FORCED_GRENADE_THROW,
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SCHED_COMBINE_MOVE_TO_FORCED_GREN_LOS,
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SCHED_COMBINE_FACE_IDEAL_YAW,
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SCHED_COMBINE_MOVE_TO_MELEE,
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NEXT_SCHEDULE,
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};
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//=========================================================
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// Combine Tasks
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//=========================================================
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enum {
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TASK_COMBINE_FACE_TOSS_DIR = BaseClass::NEXT_TASK,
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TASK_COMBINE_IGNORE_ATTACKS,
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TASK_COMBINE_SIGNAL_BEST_SOUND,
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TASK_COMBINE_DEFER_SQUAD_GRENADES,
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TASK_COMBINE_CHASE_ENEMY_CONTINUOUSLY,
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TASK_COMBINE_DIE_INSTANTLY,
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TASK_COMBINE_PLAY_SEQUENCE_FACE_ALTFIRE_TARGET,
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TASK_COMBINE_GET_PATH_TO_FORCED_GREN_LOS,
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TASK_COMBINE_SET_STANDING,
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NEXT_TASK
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};
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//=========================================================
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// Combine Conditions
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//=========================================================
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enum Combine_Conds {
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COND_COMBINE_NO_FIRE = BaseClass::NEXT_CONDITION,
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COND_COMBINE_DEAD_FRIEND,
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COND_COMBINE_SHOULD_PATROL,
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COND_COMBINE_HIT_BY_BUGBAIT,
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COND_COMBINE_DROP_GRENADE,
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COND_COMBINE_ON_FIRE,
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COND_COMBINE_ATTACK_SLOT_AVAILABLE,
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NEXT_CONDITION
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};
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private:
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// Select the combat schedule
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int SelectCombatSchedule();
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// Should we charge the player?
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bool ShouldChargePlayer();
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// Chase the enemy, updating the target position as the player moves
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void StartTaskChaseEnemyContinuously(const Task_t *pTask);
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void RunTaskChaseEnemyContinuously(const Task_t *pTask);
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class CCombineStandoffBehavior
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: public CAI_ComponentWithOuter<CNPC_Combine, CAI_StandoffBehavior> {
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typedef CAI_ComponentWithOuter<CNPC_Combine, CAI_StandoffBehavior>
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BaseClass;
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virtual int SelectScheduleAttack() {
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int result = GetOuter()->SelectScheduleAttack();
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if (result == SCHED_NONE)
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result = BaseClass::SelectScheduleAttack();
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return result;
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}
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};
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// Rappel
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virtual bool IsWaitingToRappel(void) {
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return m_RappelBehavior.IsWaitingToRappel();
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}
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void BeginRappel() { m_RappelBehavior.BeginRappel(); }
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private:
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int m_nKickDamage;
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Vector m_vecTossVelocity;
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EHANDLE m_hForcedGrenadeTarget;
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bool m_bShouldPatrol;
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bool m_bFirstEncounter; // only put on the handsign show in the squad's
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// first encounter.
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// Time Variables
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float m_flNextPainSoundTime;
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float m_flNextAlertSoundTime;
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float m_flNextGrenadeCheck;
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float m_flNextLostSoundTime;
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float m_flAlertPatrolTime; // When to stop doing alert patrol
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float m_flNextAltFireTime; // Elites only. Next time to begin considering
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// alt-fire attack.
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int m_nShots;
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float m_flShotDelay;
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float m_flStopMoveShootTime;
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CAI_Sentence<CNPC_Combine> m_Sentences;
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int m_iNumGrenades;
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CAI_AssaultBehavior m_AssaultBehavior;
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CCombineStandoffBehavior m_StandoffBehavior;
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CAI_FollowBehavior m_FollowBehavior;
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CAI_FuncTankBehavior m_FuncTankBehavior;
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CAI_RappelBehavior m_RappelBehavior;
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CAI_ActBusyBehavior m_ActBusyBehavior;
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public:
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int m_iLastAnimEventHandled;
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bool m_fIsElite;
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Vector m_vecAltFireTarget;
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int m_iTacticalVariant;
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int m_iPathfindingVariant;
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};
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#endif // NPC_COMBINE_H
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