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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/ai_behavior_fear.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/ai_behavior_fear.h')
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diff --git a/game/server/ai_behavior_fear.h b/game/server/ai_behavior_fear.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Deal intelligently with an enemy that we're afraid of
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+
+#ifndef AI_BEHAVIOR_FEAR_H
+#define AI_BEHAVIOR_FEAR_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "ai_behavior.h"
+
+class CAI_FearBehavior : public CAI_SimpleBehavior
+{
+ DECLARE_CLASS( CAI_FearBehavior, CAI_SimpleBehavior );
+
+public:
+ CAI_FearBehavior();
+
+ void Precache( void );
+ virtual const char *GetName() { return "Fear"; }
+
+ virtual bool CanSelectSchedule();
+ void GatherConditions();
+
+ virtual void BeginScheduleSelection();
+ virtual void EndScheduleSelection();
+
+ void StartTask( const Task_t *pTask );
+ void RunTask( const Task_t *pTask );
+
+ //void BuildScheduleTestBits();
+ //int TranslateSchedule( int scheduleType );
+ //void OnStartSchedule( int scheduleType );
+
+ //void InitializeBehavior();
+
+ bool EnemyDislikesMe();
+
+ void MarkAsUnsafe();
+ bool IsInASafePlace();
+ void SpoilSafePlace();
+ void ReleaseAllHints();
+
+ CAI_Hint *FindFearWithdrawalDest();
+ void BuildScheduleTestBits();
+ int TranslateSchedule( int scheduleType );
+
+
+ enum
+ {
+ SCHED_FEAR_MOVE_TO_SAFE_PLACE = BaseClass::NEXT_SCHEDULE,
+ SCHED_FEAR_MOVE_TO_SAFE_PLACE_RETRY,
+ SCHED_FEAR_STAY_IN_SAFE_PLACE,
+ NEXT_SCHEDULE,
+
+ TASK_FEAR_GET_PATH_TO_SAFETY_HINT = BaseClass::NEXT_TASK,
+ TASK_FEAR_WAIT_FOR_SAFETY,
+ TASK_FEAR_IN_SAFE_PLACE,
+ NEXT_TASK,
+
+ COND_FEAR_ENEMY_CLOSE = BaseClass::NEXT_CONDITION, // within 30 feet
+ COND_FEAR_ENEMY_TOO_CLOSE, // within 5 feet
+ COND_FEAR_SEPARATED_FROM_PLAYER,
+ NEXT_CONDITION,
+ };
+
+ DEFINE_CUSTOM_SCHEDULE_PROVIDER;
+
+public:
+
+private:
+ virtual int SelectSchedule();
+
+ float m_flTimeToSafety;
+ float m_flTimePlayerLastVisible;
+ float m_flDeferUntil;
+
+ CAI_MoveMonitor m_SafePlaceMoveMonitor;
+ CHandle<CAI_Hint> m_hSafePlaceHint;
+ CHandle<CAI_Hint> m_hMovingToHint;
+
+ DECLARE_DATADESC();
+};
+
+#endif // AI_BEHAVIOR_FEAR_H
+
+