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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl2/npc_bullsquid.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/hl2/npc_bullsquid.cpp')
| -rw-r--r-- | game/server/hl2/npc_bullsquid.cpp | 1022 |
1 files changed, 1022 insertions, 0 deletions
diff --git a/game/server/hl2/npc_bullsquid.cpp b/game/server/hl2/npc_bullsquid.cpp new file mode 100644 index 0000000..2c0706d --- /dev/null +++ b/game/server/hl2/npc_bullsquid.cpp @@ -0,0 +1,1022 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Implements the bullsquid +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "game.h" +#include "AI_Default.h" +#include "AI_Schedule.h" +#include "AI_Hull.h" +#include "AI_Navigator.h" +#include "AI_Motor.h" +#include "ai_squad.h" +#include "npc_bullsquid.h" +#include "npcevent.h" +#include "soundent.h" +#include "activitylist.h" +#include "weapon_brickbat.h" +#include "npc_headcrab.h" +#include "player.h" +#include "gamerules.h" // For g_pGameRules +#include "ammodef.h" +#include "grenade_spit.h" +#include "grenade_brickbat.h" +#include "entitylist.h" +#include "shake.h" +#include "vstdlib/random.h" +#include "engine/IEngineSound.h" +#include "movevars_shared.h" + +#include "AI_Hint.h" +#include "AI_Senses.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define SQUID_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve + +ConVar sk_bullsquid_health( "sk_bullsquid_health", "0" ); +ConVar sk_bullsquid_dmg_bite( "sk_bullsquid_dmg_bite", "0" ); +ConVar sk_bullsquid_dmg_whip( "sk_bullsquid_dmg_whip", "0" ); + +//========================================================= +// monster-specific schedule types +//========================================================= +enum +{ + SCHED_SQUID_HURTHOP = LAST_SHARED_SCHEDULE + 1, + SCHED_SQUID_SEECRAB, + SCHED_SQUID_EAT, + SCHED_SQUID_SNIFF_AND_EAT, + SCHED_SQUID_WALLOW, +}; + +//========================================================= +// monster-specific tasks +//========================================================= +enum +{ + TASK_SQUID_HOPTURN = LAST_SHARED_TASK + 1, + TASK_SQUID_EAT, +}; + +//----------------------------------------------------------------------------- +// Squid Conditions +//----------------------------------------------------------------------------- +enum +{ + COND_SQUID_SMELL_FOOD = LAST_SHARED_CONDITION + 1, +}; + + +//========================================================= +// Interactions +//========================================================= +int g_interactionBullsquidThrow = 0; + +//========================================================= +// Monster's Anim Events Go Here +//========================================================= +#define BSQUID_AE_SPIT ( 1 ) +#define BSQUID_AE_BITE ( 2 ) +#define BSQUID_AE_BLINK ( 3 ) +#define BSQUID_AE_ROAR ( 4 ) +#define BSQUID_AE_HOP ( 5 ) +#define BSQUID_AE_THROW ( 6 ) +#define BSQUID_AE_WHIP_SND ( 7 ) + +LINK_ENTITY_TO_CLASS( npc_bullsquid, CNPC_Bullsquid ); + +int ACT_SQUID_EXCITED; +int ACT_SQUID_EAT; +int ACT_SQUID_DETECT_SCENT; +int ACT_SQUID_INSPECT_FLOOR; + + +//--------------------------------------------------------- +// Save/Restore +//--------------------------------------------------------- +BEGIN_DATADESC( CNPC_Bullsquid ) + + DEFINE_FIELD( m_fCanThreatDisplay, FIELD_BOOLEAN ), + DEFINE_FIELD( m_flLastHurtTime, FIELD_TIME ), + DEFINE_FIELD( m_flNextSpitTime, FIELD_TIME ), +// DEFINE_FIELD( m_nSquidSpitSprite, FIELD_INTEGER ), + DEFINE_FIELD( m_flHungryTime, FIELD_TIME ), + DEFINE_FIELD( m_nextSquidSoundTime, FIELD_TIME ), + +END_DATADESC() + + +//========================================================= +// Spawn +//========================================================= +void CNPC_Bullsquid::Spawn() +{ + Precache( ); + + SetModel( "models/bullsquid.mdl"); + SetHullType(HULL_WIDE_SHORT); + SetHullSizeNormal(); + + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_NOT_STANDABLE ); + SetMoveType( MOVETYPE_STEP ); + m_bloodColor = BLOOD_COLOR_GREEN; + + SetRenderColor( 255, 255, 255, 255 ); + + m_iHealth = sk_bullsquid_health.GetFloat(); + m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_NPCState = NPC_STATE_NONE; + + CapabilitiesClear(); + CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 ); + + m_fCanThreatDisplay = TRUE; + m_flNextSpitTime = gpGlobals->curtime; + + NPCInit(); + + m_flDistTooFar = 784; +} + +//========================================================= +// Precache - precaches all resources this monster needs +//========================================================= +void CNPC_Bullsquid::Precache() +{ + PrecacheModel( "models/bullsquid.mdl" ); + m_nSquidSpitSprite = PrecacheModel("sprites/greenspit1.vmt");// client side spittle. + + UTIL_PrecacheOther( "grenade_spit" ); + + PrecacheScriptSound( "NPC_Bullsquid.Idle" ); + PrecacheScriptSound( "NPC_Bullsquid.Pain" ); + PrecacheScriptSound( "NPC_Bullsquid.Alert" ); + PrecacheScriptSound( "NPC_Bullsquid.Death" ); + PrecacheScriptSound( "NPC_Bullsquid.Attack1" ); + PrecacheScriptSound( "NPC_Bullsquid.Growl" ); + PrecacheScriptSound( "NPC_Bullsquid.TailWhip"); + + BaseClass::Precache(); +} + +//----------------------------------------------------------------------------- +// Purpose: Indicates this monster's place in the relationship table. +// Output : +//----------------------------------------------------------------------------- +Class_T CNPC_Bullsquid::Classify( void ) +{ + return CLASS_BULLSQUID; +} + +//========================================================= +// IdleSound +//========================================================= +#define SQUID_ATTN_IDLE (float)1.5 +void CNPC_Bullsquid::IdleSound( void ) +{ + EmitSound( "NPC_Bullsquid.Idle" ); +} + +//========================================================= +// PainSound +//========================================================= +void CNPC_Bullsquid::PainSound( const CTakeDamageInfo &info ) +{ + EmitSound( "NPC_Bullsquid.Pain" ); +} + +//========================================================= +// AlertSound +//========================================================= +void CNPC_Bullsquid::AlertSound( void ) +{ + EmitSound( "NPC_Bullsquid.Alert" ); +} + +//========================================================= +// DeathSound +//========================================================= +void CNPC_Bullsquid::DeathSound( const CTakeDamageInfo &info ) +{ + EmitSound( "NPC_Bullsquid.Death" ); +} + +//========================================================= +// AttackSound +//========================================================= +void CNPC_Bullsquid::AttackSound( void ) +{ + EmitSound( "NPC_Bullsquid.Attack1" ); +} + +//========================================================= +// GrowlSound +//========================================================= +void CNPC_Bullsquid::GrowlSound( void ) +{ + if (gpGlobals->curtime >= m_nextSquidSoundTime) + { + EmitSound( "NPC_Bullsquid.Growl" ); + m_nextSquidSoundTime = gpGlobals->curtime + random->RandomInt(1.5,3.0); + } +} + + +//========================================================= +// SetYawSpeed - allows each sequence to have a different +// turn rate associated with it. +//========================================================= +float CNPC_Bullsquid::MaxYawSpeed( void ) +{ + float flYS = 0; + + switch ( GetActivity() ) + { + case ACT_WALK: flYS = 90; break; + case ACT_RUN: flYS = 90; break; + case ACT_IDLE: flYS = 90; break; + case ACT_RANGE_ATTACK1: flYS = 90; break; + default: + flYS = 90; + break; + } + + return flYS; +} + +//========================================================= +// HandleAnimEvent - catches the monster-specific messages +// that occur when tagged animation frames are played. +//========================================================= +void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent ) +{ + switch( pEvent->event ) + { + case BSQUID_AE_SPIT: + { + if ( GetEnemy() ) + { + Vector vSpitPos; + + GetAttachment( "Mouth", vSpitPos ); + + Vector vTarget = GetEnemy()->GetAbsOrigin(); + Vector vToss; + CBaseEntity* pBlocker; + float flGravity = SPIT_GRAVITY; + ThrowLimit(vSpitPos, vTarget, flGravity, 3, Vector(0,0,0), Vector(0,0,0), GetEnemy(), &vToss, &pBlocker); + + CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateNoSpawn( "grenade_spit", vSpitPos, vec3_angle, this ); + //pGrenade->KeyValue( "velocity", vToss ); + pGrenade->Spawn( ); + pGrenade->SetThrower( this ); + pGrenade->SetOwnerEntity( this ); + pGrenade->SetSpitSize( 2 ); + pGrenade->SetAbsVelocity( vToss ); + + // Tumble through the air + pGrenade->SetLocalAngularVelocity( + QAngle( + random->RandomFloat( -100, -500 ), + random->RandomFloat( -100, -500 ), + random->RandomFloat( -100, -500 ) + ) + ); + + AttackSound(); + + CPVSFilter filter( vSpitPos ); + te->SpriteSpray( filter, 0.0, + &vSpitPos, &vToss, m_nSquidSpitSprite, 5, 10, 15 ); + } + } + break; + + case BSQUID_AE_BITE: + { + // SOUND HERE! + CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH ); + if ( pHurt ) + { + Vector forward, up; + AngleVectors( GetAbsAngles(), &forward, NULL, &up ); + pHurt->ApplyAbsVelocityImpulse( 100 * (up-forward) ); + pHurt->SetGroundEntity( NULL ); + } + } + break; + + case BSQUID_AE_WHIP_SND: + { + EmitSound( "NPC_Bullsquid.TailWhip" ); + break; + } + +/* + case BSQUID_AE_TAILWHIP: + { + CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB ); + if ( pHurt ) + { + Vector right, up; + AngleVectors( GetAbsAngles(), NULL, &right, &up ); + + if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) ) + pHurt->ViewPunch( QAngle( 20, 0, -20 ) ); + + pHurt->ApplyAbsVelocityImpulse( 100 * (up+2*right) ); + } + } + break; +*/ + + case BSQUID_AE_BLINK: + { + // close eye. + m_nSkin = 1; + } + break; + + case BSQUID_AE_HOP: + { + float flGravity = GetCurrentGravity(); + + // throw the squid up into the air on this frame. + if ( GetFlags() & FL_ONGROUND ) + { + SetGroundEntity( NULL ); + } + + // jump 40 inches into the air + Vector vecVel = GetAbsVelocity(); + vecVel.z += sqrt( flGravity * 2.0 * 40 ); + SetAbsVelocity( vecVel ); + } + break; + + case BSQUID_AE_THROW: + { + // squid throws its prey IF the prey is a client. + CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), 0, 0 ); + + + if ( pHurt ) + { + pHurt->ViewPunch( QAngle(20,0,-20) ); + + // screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. + UTIL_ScreenShake( pHurt->GetAbsOrigin(), 25.0, 1.5, 0.7, 2, SHAKE_START ); + + // If the player, throw him around + if ( pHurt->IsPlayer()) + { + Vector forward, up; + AngleVectors( GetLocalAngles(), &forward, NULL, &up ); + pHurt->ApplyAbsVelocityImpulse( forward * 300 + up * 300 ); + } + // If not the player see if has bullsquid throw interatcion + else + { + CBaseCombatCharacter *pVictim = ToBaseCombatCharacter( pHurt ); + if (pVictim) + { + if ( pVictim->DispatchInteraction( g_interactionBullsquidThrow, NULL, this ) ) + { + Vector forward, up; + AngleVectors( GetLocalAngles(), &forward, NULL, &up ); + pVictim->ApplyAbsVelocityImpulse( forward * 300 + up * 250 ); + } + } + } + } + } + break; + + default: + BaseClass::HandleAnimEvent( pEvent ); + } +} + +int CNPC_Bullsquid::RangeAttack1Conditions( float flDot, float flDist ) +{ + if ( IsMoving() && flDist >= 512 ) + { + // squid will far too far behind if he stops running to spit at this distance from the enemy. + return ( COND_NONE ); + } + + if ( flDist > 85 && flDist <= 784 && flDot >= 0.5 && gpGlobals->curtime >= m_flNextSpitTime ) + { + if ( GetEnemy() != NULL ) + { + if ( fabs( GetAbsOrigin().z - GetEnemy()->GetAbsOrigin().z ) > 256 ) + { + // don't try to spit at someone up really high or down really low. + return( COND_NONE ); + } + } + + if ( IsMoving() ) + { + // don't spit again for a long time, resume chasing enemy. + m_flNextSpitTime = gpGlobals->curtime + 5; + } + else + { + // not moving, so spit again pretty soon. + m_flNextSpitTime = gpGlobals->curtime + 0.5; + } + + return( COND_CAN_RANGE_ATTACK1 ); + } + + return( COND_NONE ); +} + +//========================================================= +// MeleeAttack2Conditions - bullsquid is a big guy, so has a longer +// melee range than most monsters. This is the tailwhip attack +//========================================================= +int CNPC_Bullsquid::MeleeAttack1Conditions( float flDot, float flDist ) +{ + if ( GetEnemy()->m_iHealth <= sk_bullsquid_dmg_whip.GetFloat() && flDist <= 85 && flDot >= 0.7 ) + { + return ( COND_CAN_MELEE_ATTACK1 ); + } + + return( COND_NONE ); +} + +//========================================================= +// MeleeAttack2Conditions - bullsquid is a big guy, so has a longer +// melee range than most monsters. This is the bite attack. +// this attack will not be performed if the tailwhip attack +// is valid. +//========================================================= +int CNPC_Bullsquid::MeleeAttack2Conditions( float flDot, float flDist ) +{ + if ( flDist <= 85 && flDot >= 0.7 && !HasCondition( COND_CAN_MELEE_ATTACK1 ) ) // The player & bullsquid can be as much as their bboxes + return ( COND_CAN_MELEE_ATTACK2 ); + + return( COND_NONE ); +} + +bool CNPC_Bullsquid::FValidateHintType( CAI_Hint *pHint ) +{ + if ( pHint->HintType() == HINT_HL1_WORLD_HUMAN_BLOOD ) + return true; + + DevMsg( "Couldn't validate hint type" ); + + return false; +} + +void CNPC_Bullsquid::RemoveIgnoredConditions( void ) +{ + if ( m_flHungryTime > gpGlobals->curtime ) + ClearCondition( COND_SQUID_SMELL_FOOD ); + + if ( gpGlobals->curtime - m_flLastHurtTime <= 20 ) + { + // haven't been hurt in 20 seconds, so let the squid care about stink. + ClearCondition( COND_SMELL ); + } + + if ( GetEnemy() != NULL ) + { + // ( Unless after a tasty headcrab, yumm ^_^ ) + if ( FClassnameIs( GetEnemy(), "monster_headcrab" ) ) + ClearCondition( COND_SMELL ); + } +} + +Disposition_t CNPC_Bullsquid::IRelationType( CBaseEntity *pTarget ) +{ + if ( gpGlobals->curtime - m_flLastHurtTime < 5 && FClassnameIs( pTarget, "monster_headcrab" ) ) + { + // if squid has been hurt in the last 5 seconds, and is getting relationship for a headcrab, + // tell squid to disregard crab. + return D_NU; + } + + return BaseClass::IRelationType( pTarget ); +} + +//========================================================= +// TakeDamage - overridden for bullsquid so we can keep track +// of how much time has passed since it was last injured +//========================================================= +int CNPC_Bullsquid::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo ) +{ + +#if 0 //Fix later. + + float flDist; + Vector vecApex, vOffset; + + // if the squid is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy, + // it will swerve. (whew). + if ( GetEnemy() != NULL && IsMoving() && pevAttacker == GetEnemy() && gpGlobals->curtime - m_flLastHurtTime > 3 ) + { + flDist = ( GetAbsOrigin() - GetEnemy()->GetAbsOrigin() ).Length2D(); + + if ( flDist > SQUID_SPRINT_DIST ) + { + AI_Waypoint_t* pRoute = GetNavigator()->GetPath()->Route(); + + if ( pRoute ) + { + flDist = ( GetAbsOrigin() - pRoute[ pRoute->iNodeID ].vecLocation ).Length2D();// reusing flDist. + + if ( GetNavigator()->GetPath()->BuildTriangulationRoute( GetAbsOrigin(), pRoute[ pRoute->iNodeID ].vecLocation, flDist * 0.5, GetEnemy(), &vecApex, &vOffset, NAV_GROUND ) ) + { + GetNavigator()->PrependWaypoint( vecApex, bits_WP_TO_DETOUR | bits_WP_DONT_SIMPLIFY ); + } + } + } + } +#endif + + if ( !FClassnameIs( inputInfo.GetAttacker(), "monster_headcrab" ) ) + { + // don't forget about headcrabs if it was a headcrab that hurt the squid. + m_flLastHurtTime = gpGlobals->curtime; + } + + return BaseClass::OnTakeDamage_Alive( inputInfo ); +} + +//========================================================= +// GetSoundInterests - returns a bit mask indicating which types +// of sounds this monster regards. In the base class implementation, +// monsters care about all sounds, but no scents. +//========================================================= +int CNPC_Bullsquid::GetSoundInterests( void ) +{ + return SOUND_WORLD | + SOUND_COMBAT | + SOUND_CARCASS | + SOUND_MEAT | + SOUND_GARBAGE | + SOUND_PLAYER; +} + +//========================================================= +// OnListened - monsters dig through the active sound list for +// any sounds that may interest them. (smells, too!) +//========================================================= +void CNPC_Bullsquid::OnListened( void ) +{ + AISoundIter_t iter; + + CSound *pCurrentSound; + + static int conditionsToClear[] = + { + COND_SQUID_SMELL_FOOD, + }; + + ClearConditions( conditionsToClear, ARRAYSIZE( conditionsToClear ) ); + + pCurrentSound = GetSenses()->GetFirstHeardSound( &iter ); + + while ( pCurrentSound ) + { + // the npc cares about this sound, and it's close enough to hear. + int condition = COND_NONE; + + if ( !pCurrentSound->FIsSound() ) + { + // if not a sound, must be a smell - determine if it's just a scent, or if it's a food scent + if ( pCurrentSound->m_iType & ( SOUND_MEAT | SOUND_CARCASS ) ) + { + // the detected scent is a food item + condition = COND_SQUID_SMELL_FOOD; + } + } + + if ( condition != COND_NONE ) + SetCondition( condition ); + + pCurrentSound = GetSenses()->GetNextHeardSound( &iter ); + } + + BaseClass::OnListened(); +} + +//======================================================== +// RunAI - overridden for bullsquid because there are things +// that need to be checked every think. +//======================================================== +void CNPC_Bullsquid::RunAI( void ) +{ + // first, do base class stuff + BaseClass::RunAI(); + + if ( m_nSkin != 0 ) + { + // close eye if it was open. + m_nSkin = 0; + } + + if ( random->RandomInt( 0,39 ) == 0 ) + { + m_nSkin = 1; + } + + if ( GetEnemy() != NULL && GetActivity() == ACT_RUN ) + { + // chasing enemy. Sprint for last bit + if ( (GetAbsOrigin() - GetEnemy()->GetAbsOrigin()).Length2D() < SQUID_SPRINT_DIST ) + { + m_flPlaybackRate = 1.25; + } + } + +} + +//========================================================= +// GetSchedule +//========================================================= +int CNPC_Bullsquid::SelectSchedule( void ) +{ + switch ( m_NPCState ) + { + case NPC_STATE_ALERT: + { + if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) ) + { + return SCHED_SQUID_HURTHOP; + } + + if ( HasCondition( COND_SQUID_SMELL_FOOD ) ) + { + CSound *pSound; + + pSound = GetBestScent(); + + if ( pSound && (!FInViewCone( pSound->GetSoundOrigin() ) || !FVisible( pSound->GetSoundOrigin() )) ) + { + // scent is behind or occluded + return SCHED_SQUID_SNIFF_AND_EAT; + } + + // food is right out in the open. Just go get it. + return SCHED_SQUID_EAT; + } + + if ( HasCondition( COND_SMELL ) ) + { + // there's something stinky. + CSound *pSound; + + pSound = GetBestScent(); + if ( pSound ) + return SCHED_SQUID_WALLOW; + } + + break; + } + case NPC_STATE_COMBAT: + { +// dead enemy + if ( HasCondition( COND_ENEMY_DEAD ) ) + { + // call base class, all code to handle dead enemies is centralized there. + return BaseClass::SelectSchedule(); + } + + if ( HasCondition( COND_NEW_ENEMY ) ) + { + if ( m_fCanThreatDisplay && IRelationType( GetEnemy() ) == D_HT && FClassnameIs( GetEnemy(), "monster_headcrab" ) ) + { + // this means squid sees a headcrab! + m_fCanThreatDisplay = FALSE;// only do the headcrab dance once per lifetime. + return SCHED_SQUID_SEECRAB; + } + else + { + return SCHED_WAKE_ANGRY; + } + } + + if ( HasCondition( COND_SQUID_SMELL_FOOD ) ) + { + CSound *pSound; + + pSound = GetBestScent(); + + if ( pSound && (!FInViewCone( pSound->GetSoundOrigin() ) || !FVisible( pSound->GetSoundOrigin() )) ) + { + // scent is behind or occluded + return SCHED_SQUID_SNIFF_AND_EAT; + } + + // food is right out in the open. Just go get it. + return SCHED_SQUID_EAT; + } + + if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) + { + return SCHED_RANGE_ATTACK1; + } + + if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) + { + return SCHED_MELEE_ATTACK1; + } + + if ( HasCondition( COND_CAN_MELEE_ATTACK2 ) ) + { + return SCHED_MELEE_ATTACK2; + } + + return SCHED_CHASE_ENEMY; + + break; + } + } + + return BaseClass::SelectSchedule(); +} + +//========================================================= +// FInViewCone - returns true is the passed vector is in +// the caller's forward view cone. The dot product is performed +// in 2d, making the view cone infinitely tall. +//========================================================= +bool CNPC_Bullsquid::FInViewCone( Vector pOrigin ) +{ + Vector los = ( pOrigin - GetAbsOrigin() ); + + // do this in 2D + los.z = 0; + VectorNormalize( los ); + + Vector facingDir = EyeDirection2D( ); + + float flDot = DotProduct( los, facingDir ); + + if ( flDot > m_flFieldOfView ) + return true; + + return false; +} + +//========================================================= +// Start task - selects the correct activity and performs +// any necessary calculations to start the next task on the +// schedule. OVERRIDDEN for bullsquid because it needs to +// know explicitly when the last attempt to chase the enemy +// failed, since that impacts its attack choices. +//========================================================= +void CNPC_Bullsquid::StartTask( const Task_t *pTask ) +{ + switch ( pTask->iTask ) + { + case TASK_MELEE_ATTACK2: + { + if (GetEnemy()) + { + GrowlSound(); + + m_flLastAttackTime = gpGlobals->curtime; + + BaseClass::StartTask( pTask ); + } + break; + } + case TASK_SQUID_HOPTURN: + { + SetActivity( ACT_HOP ); + + if ( GetEnemy() ) + { + Vector vecFacing = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ); + VectorNormalize( vecFacing ); + + GetMotor()->SetIdealYaw( vecFacing ); + } + + break; + } + case TASK_SQUID_EAT: + { + m_flHungryTime = gpGlobals->curtime + pTask->flTaskData; + TaskComplete(); + break; + } + default: + { + BaseClass::StartTask( pTask ); + break; + } + } +} + +//========================================================= +// RunTask +//========================================================= +void CNPC_Bullsquid::RunTask( const Task_t *pTask ) +{ + switch ( pTask->iTask ) + { + case TASK_SQUID_HOPTURN: + { + if ( GetEnemy() ) + { + Vector vecFacing = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ); + VectorNormalize( vecFacing ); + GetMotor()->SetIdealYaw( vecFacing ); + } + + if ( IsSequenceFinished() ) + { + TaskComplete(); + } + break; + } + default: + { + BaseClass::RunTask( pTask ); + break; + } + } +} + +//========================================================= +// GetIdealState - Overridden for Bullsquid to deal with +// the feature that makes it lose interest in headcrabs for +// a while if something injures it. +//========================================================= +NPC_STATE CNPC_Bullsquid::SelectIdealState( void ) +{ + // If no schedule conditions, the new ideal state is probably the reason we're in here. + switch ( m_NPCState ) + { + case NPC_STATE_COMBAT: + { + // COMBAT goes to ALERT upon death of enemy + if ( GetEnemy() != NULL && ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) ) && FClassnameIs( GetEnemy(), "monster_headcrab" ) ) + { + // if the squid has a headcrab enemy and something hurts it, it's going to forget about the crab for a while. + SetEnemy( NULL ); + return NPC_STATE_ALERT; + } + break; + } + } + + return BaseClass::SelectIdealState(); +} + + +//------------------------------------------------------------------------------ +// +// Schedules +// +//------------------------------------------------------------------------------ + +AI_BEGIN_CUSTOM_NPC( npc_bullsquid, CNPC_Bullsquid ) + + DECLARE_TASK( TASK_SQUID_HOPTURN ) + DECLARE_TASK( TASK_SQUID_EAT ) + + DECLARE_CONDITION( COND_SQUID_SMELL_FOOD ) + + DECLARE_ACTIVITY( ACT_SQUID_EXCITED ) + DECLARE_ACTIVITY( ACT_SQUID_EAT ) + DECLARE_ACTIVITY( ACT_SQUID_DETECT_SCENT ) + DECLARE_ACTIVITY( ACT_SQUID_INSPECT_FLOOR ) + + DECLARE_INTERACTION( g_interactionBullsquidThrow ) + + //========================================================= + // > SCHED_SQUID_HURTHOP + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_SQUID_HURTHOP, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SOUND_WAKE 0" + " TASK_SQUID_HOPTURN 0" + " TASK_FACE_ENEMY 0" + " " + " Interrupts" + ) + + //========================================================= + // > SCHED_SQUID_SEECRAB + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_SQUID_SEECRAB, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SOUND_WAKE 0" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EXCITED" + " TASK_FACE_ENEMY 0" + " " + " Interrupts" + " COND_LIGHT_DAMAGE" + " COND_HEAVY_DAMAGE" + ) + + //========================================================= + // > SCHED_SQUID_EAT + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_SQUID_EAT, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SQUID_EAT 10" + " TASK_STORE_LASTPOSITION 0" + " TASK_GET_PATH_TO_BESTSCENT 0" + " TASK_WALK_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT" + " TASK_SQUID_EAT 50" + " TASK_GET_PATH_TO_LASTPOSITION 0" + " TASK_WALK_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_CLEAR_LASTPOSITION 0" + " " + " Interrupts" + " COND_LIGHT_DAMAGE" + " COND_HEAVY_DAMAGE" + " COND_NEW_ENEMY" + " COND_SMELL" + ) + + //========================================================= + // > SCHED_SQUID_SNIFF_AND_EAT + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_SQUID_SNIFF_AND_EAT, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SQUID_EAT 10" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_DETECT_SCENT" + " TASK_STORE_LASTPOSITION 0" + " TASK_GET_PATH_TO_BESTSCENT 0" + " TASK_WALK_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_EAT" + " TASK_SQUID_EAT 50" + " TASK_GET_PATH_TO_LASTPOSITION 0" + " TASK_WALK_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_CLEAR_LASTPOSITION 0" + " " + " Interrupts" + " COND_LIGHT_DAMAGE" + " COND_HEAVY_DAMAGE" + " COND_NEW_ENEMY" + " COND_SMELL" + ) + + //========================================================= + // > SCHED_SQUID_WALLOW + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_SQUID_WALLOW, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SQUID_EAT 10" + " TASK_STORE_LASTPOSITION 0" + " TASK_GET_PATH_TO_BESTSCENT 0" + " TASK_WALK_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_PLAY_SEQUENCE ACTIVITY:ACT_SQUID_INSPECT_FLOOR" + " TASK_SQUID_EAT 50" + " TASK_GET_PATH_TO_LASTPOSITION 0" + " TASK_WALK_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_CLEAR_LASTPOSITION 0" + " " + " Interrupts" + " COND_LIGHT_DAMAGE" + " COND_HEAVY_DAMAGE" + " COND_NEW_ENEMY" + ) + +AI_END_CUSTOM_NPC() |