diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/episodic/npc_hunter.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/episodic/npc_hunter.cpp')
| -rw-r--r-- | mp/src/game/server/episodic/npc_hunter.cpp | 15528 |
1 files changed, 7764 insertions, 7764 deletions
diff --git a/mp/src/game/server/episodic/npc_hunter.cpp b/mp/src/game/server/episodic/npc_hunter.cpp index 9d7dfd3e..d55053bc 100644 --- a/mp/src/game/server/episodic/npc_hunter.cpp +++ b/mp/src/game/server/episodic/npc_hunter.cpp @@ -1,7764 +1,7764 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Small, fast version of the strider. Goes where striders cannot, such
-// as into buildings. Best killed with physics objects and explosives.
-//
-//=============================================================================
-
-#include "cbase.h"
-#include "npc_strider.h"
-#include "npc_hunter.h"
-#include "ai_behavior_follow.h"
-#include "ai_moveprobe.h"
-#include "ai_senses.h"
-#include "ai_speech.h"
-#include "ai_task.h"
-#include "ai_default.h"
-#include "ai_schedule.h"
-#include "ai_hull.h"
-#include "ai_baseactor.h"
-#include "ai_waypoint.h"
-#include "ai_link.h"
-#include "ai_hint.h"
-#include "ai_squadslot.h"
-#include "ai_squad.h"
-#include "ai_tacticalservices.h"
-#include "beam_shared.h"
-#include "datacache/imdlcache.h"
-#include "eventqueue.h"
-#include "gib.h"
-#include "globalstate.h"
-#include "hierarchy.h"
-#include "movevars_shared.h"
-#include "npcevent.h"
-#include "saverestore_utlvector.h"
-#include "particle_parse.h"
-#include "te_particlesystem.h"
-#include "sceneentity.h"
-#include "shake.h"
-#include "soundenvelope.h"
-#include "soundent.h"
-#include "SpriteTrail.h"
-#include "IEffects.h"
-#include "engine/IEngineSound.h"
-#include "bone_setup.h"
-#include "studio.h"
-#include "ai_route.h"
-#include "ammodef.h"
-#include "npc_bullseye.h"
-#include "physobj.h"
-#include "ai_memory.h"
-#include "collisionutils.h"
-#include "shot_manipulator.h"
-#include "steamjet.h"
-#include "physics_prop_ragdoll.h"
-#include "vehicle_base.h"
-#include "coordsize.h"
-#include "hl2_shareddefs.h"
-#include "te_effect_dispatch.h"
-#include "beam_flags.h"
-#include "prop_combine_ball.h"
-#include "explode.h"
-#include "weapon_physcannon.h"
-#include "weapon_striderbuster.h"
-#include "monstermaker.h"
-#include "weapon_rpg.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-class CNPC_Hunter;
-
-
-static const char *HUNTER_FLECHETTE_MODEL = "models/weapons/hunter_flechette.mdl";
-
-// Think contexts
-static const char *HUNTER_BLEED_THINK = "HunterBleed";
-static const char *HUNTER_ZAP_THINK = "HunterZap";
-static const char *HUNTER_JOSTLE_VEHICLE_THINK = "HunterJostle";
-
-
-ConVar sk_hunter_health( "sk_hunter_health", "210" );
-
-// Melee attacks
-ConVar sk_hunter_dmg_one_slash( "sk_hunter_dmg_one_slash", "20" );
-ConVar sk_hunter_dmg_charge( "sk_hunter_dmg_charge", "20" );
-
-// Flechette volley attack
-ConVar hunter_flechette_max_range( "hunter_flechette_max_range", "1200" );
-ConVar hunter_flechette_min_range( "hunter_flechette_min_range", "100" );
-ConVar hunter_flechette_volley_size( "hunter_flechette_volley_size", "8" );
-ConVar hunter_flechette_speed( "hunter_flechette_speed", "2000" );
-ConVar sk_hunter_dmg_flechette( "sk_hunter_dmg_flechette", "4.0" );
-ConVar sk_hunter_flechette_explode_dmg( "sk_hunter_flechette_explode_dmg", "12.0" );
-ConVar sk_hunter_flechette_explode_radius( "sk_hunter_flechette_explode_radius", "128.0" );
-ConVar hunter_flechette_explode_delay( "hunter_flechette_explode_delay", "2.5" );
-ConVar hunter_flechette_delay( "hunter_flechette_delay", "0.1" );
-ConVar hunter_first_flechette_delay( "hunter_first_flechette_delay", "0.5" );
-ConVar hunter_flechette_max_concurrent_volleys( "hunter_flechette_max_concurrent_volleys", "2" );
-ConVar hunter_flechette_volley_start_min_delay( "hunter_flechette_volley_start_min_delay", ".25" );
-ConVar hunter_flechette_volley_start_max_delay( "hunter_flechette_volley_start_max_delay", ".95" );
-ConVar hunter_flechette_volley_end_min_delay( "hunter_flechette_volley_end_min_delay", "1" );
-ConVar hunter_flechette_volley_end_max_delay( "hunter_flechette_volley_end_max_delay", "2" );
-ConVar hunter_flechette_test( "hunter_flechette_test", "0" );
-ConVar hunter_clamp_shots( "hunter_clamp_shots", "1" );
-ConVar hunter_cheap_explosions( "hunter_cheap_explosions", "1" );
-
-// Damage received
-ConVar sk_hunter_bullet_damage_scale( "sk_hunter_bullet_damage_scale", "0.6" );
-ConVar sk_hunter_charge_damage_scale( "sk_hunter_charge_damage_scale", "2.0" );
-ConVar sk_hunter_buckshot_damage_scale( "sk_hunter_buckshot_damage_scale", "0.5" );
-ConVar sk_hunter_vehicle_damage_scale( "sk_hunter_vehicle_damage_scale", "2.2" );
-ConVar sk_hunter_dmg_from_striderbuster( "sk_hunter_dmg_from_striderbuster", "150" );
-ConVar sk_hunter_citizen_damage_scale( "sk_hunter_citizen_damage_scale", "0.3" );
-
-ConVar hunter_allow_dissolve( "hunter_allow_dissolve", "1" );
-ConVar hunter_random_expressions( "hunter_random_expressions", "0" );
-ConVar hunter_show_weapon_los_z( "hunter_show_weapon_los_z", "0" );
-ConVar hunter_show_weapon_los_condition( "hunter_show_weapon_los_condition", "0" );
-
-ConVar hunter_melee_delay( "hunter_melee_delay", "2.0" );
-
-// Bullrush charge.
-ConVar hunter_charge( "hunter_charge", "1" );
-ConVar hunter_charge_min_delay( "hunter_charge_min_delay", "10.0" );
-ConVar hunter_charge_pct( "hunter_charge_pct", "25" );
-ConVar hunter_charge_test( "hunter_charge_test", "0" );
-
-// Vehicle dodging.
-ConVar hunter_dodge_warning( "hunter_dodge_warning", "1.1" );
-ConVar hunter_dodge_warning_width( "hunter_dodge_warning_width", "180" );
-ConVar hunter_dodge_warning_cone( "hunter_dodge_warning_cone", ".5" );
-ConVar hunter_dodge_debug( "hunter_dodge_debug", "0" );
-
-// Jostle vehicles when hit by them
-ConVar hunter_jostle_car_min_speed( "hunter_jostle_car_min_speed", "100" ); // If hit by a car going at least this fast, jostle the car
-ConVar hunter_jostle_car_max_speed( "hunter_jostle_car_max_speed", "600" ); // Used for determining jostle scale
-
-ConVar hunter_free_knowledge( "hunter_free_knowledge", "10.0" );
-ConVar hunter_plant_adjust_z( "hunter_plant_adjust_z", "12" );
-
-ConVar hunter_disable_patrol( "hunter_disable_patrol", "0" );
-
-// Dealing with striderbusters
-ConVar hunter_hate_held_striderbusters( "hunter_hate_held_striderbusters", "1" );
-ConVar hunter_hate_thrown_striderbusters( "hunter_hate_thrown_striderbusters", "1" );
-ConVar hunter_hate_attached_striderbusters( "hunter_hate_attached_striderbusters", "1" );
-ConVar hunter_hate_held_striderbusters_delay( "hunter_hate_held_striderbusters_delay", "0.5" );
-ConVar hunter_hate_held_striderbusters_tolerance( "hunter_hate_held_striderbusters_tolerance", "2000.0" );
-ConVar hunter_hate_thrown_striderbusters_tolerance( "hunter_hate_thrown_striderbusters_tolerance", "300.0" );
-ConVar hunter_seek_thrown_striderbusters_tolerance( "hunter_seek_thrown_striderbusters_tolerance", "400.0" );
-ConVar hunter_retreat_striderbusters( "hunter_retreat_striderbusters", "1", FCVAR_NONE, "If true, the hunter will retreat when a buster is glued to him." );
-
-ConVar hunter_allow_nav_jump( "hunter_allow_nav_jump", "0" );
-ConVar g_debug_hunter_charge( "g_debug_hunter_charge", "0" );
-
-ConVar hunter_stand_still( "hunter_stand_still", "0" ); // used for debugging, keeps them rooted in place
-
-ConVar hunter_siege_frequency( "hunter_siege_frequency", "12" );
-
-#define HUNTER_FOV_DOT 0.0 // 180 degree field of view
-#define HUNTER_CHARGE_MIN 256
-#define HUNTER_CHARGE_MAX 1024
-#define HUNTER_FACE_ENEMY_DIST 512.0f
-#define HUNTER_MELEE_REACH 80
-#define HUNTER_BLOOD_LEFT_FOOT 0
-#define HUNTER_IGNORE_ENEMY_TIME 5 // How long the hunter will ignore another enemy when distracted by the player.
-
-#define HUNTER_FACING_DOT 0.8 // The angle within which we start shooting
-#define HUNTER_SHOOT_MAX_YAW_DEG 60.0f // Once shooting, clamp to +/- these degrees of yaw deflection as our target moves
-#define HUNTER_SHOOT_MAX_YAW_COS 0.5f // The cosine of the above angle
-
-#define HUNTER_FLECHETTE_WARN_TIME 1.0f
-
-#define HUNTER_SEE_ENEMY_TIME_INVALID -1
-
-#define NUM_FLECHETTE_VOLLEY_ON_FOLLOW 4
-
-#define HUNTER_SIEGE_MAX_DIST_MODIFIER 2.0f
-
-//-----------------------------------------------------------------------------
-// Animation events
-//-----------------------------------------------------------------------------
-int AE_HUNTER_FOOTSTEP_LEFT;
-int AE_HUNTER_FOOTSTEP_RIGHT;
-int AE_HUNTER_FOOTSTEP_BACK;
-int AE_HUNTER_MELEE_ANNOUNCE;
-int AE_HUNTER_MELEE_ATTACK_LEFT;
-int AE_HUNTER_MELEE_ATTACK_RIGHT;
-int AE_HUNTER_DIE;
-int AE_HUNTER_SPRAY_BLOOD;
-int AE_HUNTER_START_EXPRESSION;
-int AE_HUNTER_END_EXPRESSION;
-
-
-//-----------------------------------------------------------------------------
-// Interactions.
-//-----------------------------------------------------------------------------
-int g_interactionHunterFoundEnemy = 0;
-
-
-//-----------------------------------------------------------------------------
-// Local stuff.
-//-----------------------------------------------------------------------------
-static string_t s_iszStriderClassname;
-static string_t s_iszStriderBusterClassname;
-static string_t s_iszMagnadeClassname;
-static string_t s_iszPhysPropClassname;
-static string_t s_iszHuntersToRunOver;
-
-
-//-----------------------------------------------------------------------------
-// Custom Activities
-//-----------------------------------------------------------------------------
-Activity ACT_HUNTER_DEPLOYRA2;
-Activity ACT_HUNTER_DODGER;
-Activity ACT_HUNTER_DODGEL;
-Activity ACT_HUNTER_GESTURE_SHOOT;
-Activity ACT_HUNTER_FLINCH_STICKYBOMB;
-Activity ACT_HUNTER_STAGGER;
-Activity ACT_HUNTER_MELEE_ATTACK1_VS_PLAYER;
-Activity ACT_DI_HUNTER_MELEE;
-Activity ACT_DI_HUNTER_THROW;
-Activity ACT_HUNTER_ANGRY;
-Activity ACT_HUNTER_WALK_ANGRY;
-Activity ACT_HUNTER_FOUND_ENEMY;
-Activity ACT_HUNTER_FOUND_ENEMY_ACK;
-Activity ACT_HUNTER_CHARGE_START;
-Activity ACT_HUNTER_CHARGE_RUN;
-Activity ACT_HUNTER_CHARGE_STOP;
-Activity ACT_HUNTER_CHARGE_CRASH;
-Activity ACT_HUNTER_CHARGE_HIT;
-Activity ACT_HUNTER_RANGE_ATTACK2_UNPLANTED;
-Activity ACT_HUNTER_IDLE_PLANTED;
-Activity ACT_HUNTER_FLINCH_N;
-Activity ACT_HUNTER_FLINCH_S;
-Activity ACT_HUNTER_FLINCH_E;
-Activity ACT_HUNTER_FLINCH_W;
-
-
-//-----------------------------------------------------------------------------
-// Squad slots
-//-----------------------------------------------------------------------------
-enum SquadSlot_t
-{
- SQUAD_SLOT_HUNTER_CHARGE = LAST_SHARED_SQUADSLOT,
- SQUAD_SLOT_HUNTER_FLANK_FIRST,
- SQUAD_SLOT_HUNTER_FLANK_LAST = SQUAD_SLOT_HUNTER_FLANK_FIRST,
- SQUAD_SLOT_RUN_SHOOT,
-};
-
-#define HUNTER_FOLLOW_DISTANCE 2000.0f
-#define HUNTER_FOLLOW_DISTANCE_SQR (HUNTER_FOLLOW_DISTANCE * HUNTER_FOLLOW_DISTANCE)
-
-#define HUNTER_RUNDOWN_SQUADDATA 0
-
-
-//-----------------------------------------------------------------------------
-// We're doing this quite a lot, so this makes the check a lot faster since
-// we don't have to compare strings.
-//-----------------------------------------------------------------------------
-bool IsStriderBuster( CBaseEntity *pEntity )
-{
- if ( !pEntity )
- return false;
-
- if( pEntity->m_iClassname == s_iszStriderBusterClassname ||
- pEntity->m_iClassname == s_iszMagnadeClassname)
- return true;
-
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool HateThisStriderBuster( CBaseEntity *pTarget )
-{
- if ( StriderBuster_WasKnockedOffStrider(pTarget) )
- return false;
-
- if ( pTarget->VPhysicsGetObject() )
- {
- if ( hunter_hate_held_striderbusters.GetBool() ||
- hunter_hate_thrown_striderbusters.GetBool() ||
- hunter_hate_attached_striderbusters.GetBool() )
- {
- if ( ( pTarget->VPhysicsGetObject()->GetGameFlags() & ( FVPHYSICS_PLAYER_HELD | FVPHYSICS_WAS_THROWN ) ) )
- {
- return true;
- }
-
- if ( StriderBuster_IsAttachedStriderBuster( pTarget ) )
- {
- return true;
- }
- }
- }
-
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// The hunter can fire a volley of explosive flechettes.
-//-----------------------------------------------------------------------------
-static const char *s_szHunterFlechetteBubbles = "HunterFlechetteBubbles";
-static const char *s_szHunterFlechetteSeekThink = "HunterFlechetteSeekThink";
-static const char *s_szHunterFlechetteDangerSoundThink = "HunterFlechetteDangerSoundThink";
-static const char *s_szHunterFlechetteSpriteTrail = "sprites/bluelaser1.vmt";
-static int s_nHunterFlechetteImpact = -2;
-static int s_nFlechetteFuseAttach = -1;
-
-#define FLECHETTE_AIR_VELOCITY 2500
-
-class CHunterFlechette : public CPhysicsProp, public IParentPropInteraction
-{
- DECLARE_CLASS( CHunterFlechette, CPhysicsProp );
-
-public:
-
- CHunterFlechette();
- ~CHunterFlechette();
-
- Class_T Classify() { return CLASS_NONE; }
-
- bool WasThrownBack()
- {
- return m_bThrownBack;
- }
-
-public:
-
- void Spawn();
- void Activate();
- void Precache();
- void Shoot( Vector &vecVelocity, bool bBright );
- void SetSeekTarget( CBaseEntity *pTargetEntity );
- void Explode();
-
- bool CreateVPhysics();
-
- unsigned int PhysicsSolidMaskForEntity() const;
- static CHunterFlechette *FlechetteCreate( const Vector &vecOrigin, const QAngle &angAngles, CBaseEntity *pentOwner = NULL );
-
- // IParentPropInteraction
- void OnParentCollisionInteraction( parentCollisionInteraction_t eType, int index, gamevcollisionevent_t *pEvent );
- void OnParentPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );
-
-protected:
-
- void SetupGlobalModelData();
-
- void StickTo( CBaseEntity *pOther, trace_t &tr );
-
- void BubbleThink();
- void DangerSoundThink();
- void ExplodeThink();
- void DopplerThink();
- void SeekThink();
-
- bool CreateSprites( bool bBright );
-
- void FlechetteTouch( CBaseEntity *pOther );
-
- Vector m_vecShootPosition;
- EHANDLE m_hSeekTarget;
- bool m_bThrownBack;
-
- DECLARE_DATADESC();
- //DECLARE_SERVERCLASS();
-};
-
-LINK_ENTITY_TO_CLASS( hunter_flechette, CHunterFlechette );
-
-BEGIN_DATADESC( CHunterFlechette )
-
- DEFINE_THINKFUNC( BubbleThink ),
- DEFINE_THINKFUNC( DangerSoundThink ),
- DEFINE_THINKFUNC( ExplodeThink ),
- DEFINE_THINKFUNC( DopplerThink ),
- DEFINE_THINKFUNC( SeekThink ),
-
- DEFINE_ENTITYFUNC( FlechetteTouch ),
-
- DEFINE_FIELD( m_vecShootPosition, FIELD_POSITION_VECTOR ),
- DEFINE_FIELD( m_hSeekTarget, FIELD_EHANDLE ),
- DEFINE_FIELD( m_bThrownBack, FIELD_BOOLEAN ),
-
-END_DATADESC()
-
-//IMPLEMENT_SERVERCLASS_ST( CHunterFlechette, DT_HunterFlechette )
-//END_SEND_TABLE()
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-CHunterFlechette *CHunterFlechette::FlechetteCreate( const Vector &vecOrigin, const QAngle &angAngles, CBaseEntity *pentOwner )
-{
- // Create a new entity with CHunterFlechette private data
- CHunterFlechette *pFlechette = (CHunterFlechette *)CreateEntityByName( "hunter_flechette" );
- UTIL_SetOrigin( pFlechette, vecOrigin );
- pFlechette->SetAbsAngles( angAngles );
- pFlechette->Spawn();
- pFlechette->Activate();
- pFlechette->SetOwnerEntity( pentOwner );
-
- return pFlechette;
-}
-
-
-//------------------------------------------------------------------------------
-//------------------------------------------------------------------------------
-void CC_Hunter_Shoot_Flechette( const CCommand& args )
-{
- MDLCACHE_CRITICAL_SECTION();
-
- bool allowPrecache = CBaseEntity::IsPrecacheAllowed();
- CBaseEntity::SetAllowPrecache( true );
-
- CBasePlayer *pPlayer = UTIL_GetCommandClient();
-
- QAngle angEye = pPlayer->EyeAngles();
- CHunterFlechette *entity = CHunterFlechette::FlechetteCreate( pPlayer->EyePosition(), angEye, pPlayer );
- if ( entity )
- {
- entity->Precache();
- DispatchSpawn( entity );
-
- // Shoot the flechette.
- Vector forward;
- pPlayer->EyeVectors( &forward );
- forward *= 2000.0f;
- entity->Shoot( forward, false );
- }
-
- CBaseEntity::SetAllowPrecache( allowPrecache );
-}
-
-static ConCommand ent_create("hunter_shoot_flechette", CC_Hunter_Shoot_Flechette, "Fires a hunter flechette where the player is looking.", FCVAR_GAMEDLL | FCVAR_CHEAT);
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-CHunterFlechette::CHunterFlechette()
-{
- UseClientSideAnimation();
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-CHunterFlechette::~CHunterFlechette()
-{
-}
-
-
-//-----------------------------------------------------------------------------
-// If set, the flechette will seek unerringly toward the target as it flies.
-//-----------------------------------------------------------------------------
-void CHunterFlechette::SetSeekTarget( CBaseEntity *pTargetEntity )
-{
- if ( pTargetEntity )
- {
- m_hSeekTarget = pTargetEntity;
- SetContextThink( &CHunterFlechette::SeekThink, gpGlobals->curtime, s_szHunterFlechetteSeekThink );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CHunterFlechette::CreateVPhysics()
-{
- // Create the object in the physics system
- VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-unsigned int CHunterFlechette::PhysicsSolidMaskForEntity() const
-{
- return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE;
-}
-
-
-//-----------------------------------------------------------------------------
-// Called from CPropPhysics code when we're attached to a physics object.
-//-----------------------------------------------------------------------------
-void CHunterFlechette::OnParentCollisionInteraction( parentCollisionInteraction_t eType, int index, gamevcollisionevent_t *pEvent )
-{
- if ( eType == COLLISIONINTER_PARENT_FIRST_IMPACT )
- {
- m_bThrownBack = true;
- Explode();
- }
-}
-
-void CHunterFlechette::OnParentPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
-{
- m_bThrownBack = true;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CHunterFlechette::CreateSprites( bool bBright )
-{
- if ( bBright )
- {
- DispatchParticleEffect( "hunter_flechette_trail_striderbuster", PATTACH_ABSORIGIN_FOLLOW, this );
- }
- else
- {
- DispatchParticleEffect( "hunter_flechette_trail", PATTACH_ABSORIGIN_FOLLOW, this );
- }
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CHunterFlechette::Spawn()
-{
- Precache( );
-
- SetModel( HUNTER_FLECHETTE_MODEL );
- SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
- UTIL_SetSize( this, -Vector(1,1,1), Vector(1,1,1) );
- SetSolid( SOLID_BBOX );
- SetGravity( 0.05f );
- SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
-
- // Make sure we're updated if we're underwater
- UpdateWaterState();
-
- SetTouch( &CHunterFlechette::FlechetteTouch );
-
- // Make us glow until we've hit the wall
- m_nSkin = 1;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CHunterFlechette::Activate()
-{
- BaseClass::Activate();
- SetupGlobalModelData();
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CHunterFlechette::SetupGlobalModelData()
-{
- if ( s_nHunterFlechetteImpact == -2 )
- {
- s_nHunterFlechetteImpact = LookupSequence( "impact" );
- s_nFlechetteFuseAttach = LookupAttachment( "attach_fuse" );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CHunterFlechette::Precache()
-{
- PrecacheModel( HUNTER_FLECHETTE_MODEL );
- PrecacheModel( "sprites/light_glow02_noz.vmt" );
-
- PrecacheScriptSound( "NPC_Hunter.FlechetteNearmiss" );
- PrecacheScriptSound( "NPC_Hunter.FlechetteHitBody" );
- PrecacheScriptSound( "NPC_Hunter.FlechetteHitWorld" );
- PrecacheScriptSound( "NPC_Hunter.FlechettePreExplode" );
- PrecacheScriptSound( "NPC_Hunter.FlechetteExplode" );
-
- PrecacheParticleSystem( "hunter_flechette_trail_striderbuster" );
- PrecacheParticleSystem( "hunter_flechette_trail" );
- PrecacheParticleSystem( "hunter_projectile_explosion_1" );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CHunterFlechette::StickTo( CBaseEntity *pOther, trace_t &tr )
-{
- EmitSound( "NPC_Hunter.FlechetteHitWorld" );
-
- SetMoveType( MOVETYPE_NONE );
-
- if ( !pOther->IsWorld() )
- {
- SetParent( pOther );
- SetSolid( SOLID_NONE );
- SetSolidFlags( FSOLID_NOT_SOLID );
- }
-
- // Do an impact effect.
- //Vector vecDir = GetAbsVelocity();
- //float speed = VectorNormalize( vecDir );
-
- //Vector vForward;
- //AngleVectors( GetAbsAngles(), &vForward );
- //VectorNormalize ( vForward );
-
- //CEffectData data;
- //data.m_vOrigin = tr.endpos;
- //data.m_vNormal = vForward;
- //data.m_nEntIndex = 0;
- //DispatchEffect( "BoltImpact", data );
-
- Vector vecVelocity = GetAbsVelocity();
- bool bAttachedToBuster = StriderBuster_OnFlechetteAttach( pOther, vecVelocity );
-
- SetTouch( NULL );
-
- // We're no longer flying. Stop checking for water volumes.
- SetContextThink( NULL, 0, s_szHunterFlechetteBubbles );
-
- // Stop seeking.
- m_hSeekTarget = NULL;
- SetContextThink( NULL, 0, s_szHunterFlechetteSeekThink );
-
- // Get ready to explode.
- if ( !bAttachedToBuster )
- {
- SetThink( &CHunterFlechette::DangerSoundThink );
- SetNextThink( gpGlobals->curtime + (hunter_flechette_explode_delay.GetFloat() - HUNTER_FLECHETTE_WARN_TIME) );
- }
- else
- {
- DangerSoundThink();
- }
-
- // Play our impact animation.
- ResetSequence( s_nHunterFlechetteImpact );
-
- static int s_nImpactCount = 0;
- s_nImpactCount++;
- if ( s_nImpactCount & 0x01 )
- {
- UTIL_ImpactTrace( &tr, DMG_BULLET );
-
- // Shoot some sparks
- if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER)
- {
- g_pEffects->Sparks( GetAbsOrigin() );
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CHunterFlechette::FlechetteTouch( CBaseEntity *pOther )
-{
- if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) )
- {
- // Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
- if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) )
- return;
- }
-
- if ( FClassnameIs( pOther, "hunter_flechette" ) )
- return;
-
- trace_t tr;
- tr = BaseClass::GetTouchTrace();
-
- if ( pOther->m_takedamage != DAMAGE_NO )
- {
- Vector vecNormalizedVel = GetAbsVelocity();
-
- ClearMultiDamage();
- VectorNormalize( vecNormalizedVel );
-
- float flDamage = sk_hunter_dmg_flechette.GetFloat();
- CBreakable *pBreak = dynamic_cast <CBreakable *>(pOther);
- if ( pBreak && ( pBreak->GetMaterialType() == matGlass ) )
- {
- flDamage = MAX( pOther->GetHealth(), flDamage );
- }
-
- CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), flDamage, DMG_DISSOLVE | DMG_NEVERGIB );
- CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
- dmgInfo.SetDamagePosition( tr.endpos );
- pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
-
- ApplyMultiDamage();
-
- // Keep going through breakable glass.
- if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
- return;
-
- SetAbsVelocity( Vector( 0, 0, 0 ) );
-
- // play body "thwack" sound
- EmitSound( "NPC_Hunter.FlechetteHitBody" );
-
- StopParticleEffects( this );
-
- Vector vForward;
- AngleVectors( GetAbsAngles(), &vForward );
- VectorNormalize ( vForward );
-
- trace_t tr2;
- UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vForward * 128, MASK_BLOCKLOS, pOther, COLLISION_GROUP_NONE, &tr2 );
-
- if ( tr2.fraction != 1.0f )
- {
- //NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
- //NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );
-
- if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) )
- {
- CEffectData data;
-
- data.m_vOrigin = tr2.endpos;
- data.m_vNormal = vForward;
- data.m_nEntIndex = tr2.fraction != 1.0f;
-
- //DispatchEffect( "BoltImpact", data );
- }
- }
-
- if ( ( ( pOther->GetMoveType() == MOVETYPE_VPHYSICS ) || ( pOther->GetMoveType() == MOVETYPE_PUSH ) ) && ( ( pOther->GetHealth() > 0 ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) ) )
- {
- CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>( pOther );
- if ( pProp )
- {
- pProp->SetInteraction( PROPINTER_PHYSGUN_NOTIFY_CHILDREN );
- }
-
- // We hit a physics object that survived the impact. Stick to it.
- StickTo( pOther, tr );
- }
- else
- {
- SetTouch( NULL );
- SetThink( NULL );
- SetContextThink( NULL, 0, s_szHunterFlechetteBubbles );
-
- UTIL_Remove( this );
- }
- }
- else
- {
- // See if we struck the world
- if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
- {
- // We hit a physics object that survived the impact. Stick to it.
- StickTo( pOther, tr );
- }
- else if( pOther->GetMoveType() == MOVETYPE_PUSH && FClassnameIs(pOther, "func_breakable") )
- {
- // We hit a func_breakable, stick to it.
- // The MOVETYPE_PUSH is a micro-optimization to cut down on the classname checks.
- StickTo( pOther, tr );
- }
- else
- {
- // Put a mark unless we've hit the sky
- if ( ( tr.surface.flags & SURF_SKY ) == false )
- {
- UTIL_ImpactTrace( &tr, DMG_BULLET );
- }
-
- UTIL_Remove( this );
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Fixup flechette position when seeking towards a striderbuster.
-//-----------------------------------------------------------------------------
-void CHunterFlechette::SeekThink()
-{
- if ( m_hSeekTarget )
- {
- Vector vecBodyTarget = m_hSeekTarget->BodyTarget( GetAbsOrigin() );
-
- Vector vecClosest;
- CalcClosestPointOnLineSegment( GetAbsOrigin(), m_vecShootPosition, vecBodyTarget, vecClosest, NULL );
-
- Vector vecDelta = vecBodyTarget - m_vecShootPosition;
- VectorNormalize( vecDelta );
-
- QAngle angShoot;
- VectorAngles( vecDelta, angShoot );
-
- float flSpeed = hunter_flechette_speed.GetFloat();
- if ( !flSpeed )
- {
- flSpeed = 2500.0f;
- }
-
- Vector vecVelocity = vecDelta * flSpeed;
- Teleport( &vecClosest, &angShoot, &vecVelocity );
-
- SetNextThink( gpGlobals->curtime, s_szHunterFlechetteSeekThink );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Play a near miss sound as we travel past the player.
-//-----------------------------------------------------------------------------
-void CHunterFlechette::DopplerThink()
-{
- CBasePlayer *pPlayer = AI_GetSinglePlayer();
- if ( !pPlayer )
- return;
-
- Vector vecVelocity = GetAbsVelocity();
- VectorNormalize( vecVelocity );
-
- float flMyDot = DotProduct( vecVelocity, GetAbsOrigin() );
- float flPlayerDot = DotProduct( vecVelocity, pPlayer->GetAbsOrigin() );
-
- if ( flPlayerDot <= flMyDot )
- {
- EmitSound( "NPC_Hunter.FlechetteNearMiss" );
-
- // We've played the near miss sound and we're not seeking. Stop thinking.
- SetThink( NULL );
- }
- else
- {
- SetNextThink( gpGlobals->curtime );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Think every 0.1 seconds to make bubbles if we're flying through water.
-//-----------------------------------------------------------------------------
-void CHunterFlechette::BubbleThink()
-{
- SetNextThink( gpGlobals->curtime + 0.1f, s_szHunterFlechetteBubbles );
-
- if ( GetWaterLevel() == 0 )
- return;
-
- UTIL_BubbleTrail( GetAbsOrigin() - GetAbsVelocity() * 0.1f, GetAbsOrigin(), 5 );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CHunterFlechette::Shoot( Vector &vecVelocity, bool bBrightFX )
-{
- CreateSprites( bBrightFX );
-
- m_vecShootPosition = GetAbsOrigin();
-
- SetAbsVelocity( vecVelocity );
-
- SetThink( &CHunterFlechette::DopplerThink );
- SetNextThink( gpGlobals->curtime );
-
- SetContextThink( &CHunterFlechette::BubbleThink, gpGlobals->curtime + 0.1, s_szHunterFlechetteBubbles );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CHunterFlechette::DangerSoundThink()
-{
- EmitSound( "NPC_Hunter.FlechettePreExplode" );
-
- CSoundEnt::InsertSound( SOUND_DANGER|SOUND_CONTEXT_EXCLUDE_COMBINE, GetAbsOrigin(), 150.0f, 0.5, this );
- SetThink( &CHunterFlechette::ExplodeThink );
- SetNextThink( gpGlobals->curtime + HUNTER_FLECHETTE_WARN_TIME );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CHunterFlechette::ExplodeThink()
-{
- Explode();
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CHunterFlechette::Explode()
-{
- SetSolid( SOLID_NONE );
-
- // Don't catch self in own explosion!
- m_takedamage = DAMAGE_NO;
-
- EmitSound( "NPC_Hunter.FlechetteExplode" );
-
- // Move the explosion effect to the tip to reduce intersection with the world.
- Vector vecFuse;
- GetAttachment( s_nFlechetteFuseAttach, vecFuse );
- DispatchParticleEffect( "hunter_projectile_explosion_1", vecFuse, GetAbsAngles(), NULL );
-
- int nDamageType = DMG_DISSOLVE;
-
- // Perf optimization - only every other explosion makes a physics force. This is
- // hardly noticeable since flechettes usually explode in clumps.
- static int s_nExplosionCount = 0;
- s_nExplosionCount++;
- if ( ( s_nExplosionCount & 0x01 ) && hunter_cheap_explosions.GetBool() )
- {
- nDamageType |= DMG_PREVENT_PHYSICS_FORCE;
- }
-
- RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), sk_hunter_flechette_explode_dmg.GetFloat(), nDamageType ), GetAbsOrigin(), sk_hunter_flechette_explode_radius.GetFloat(), CLASS_NONE, NULL );
-
- AddEffects( EF_NODRAW );
-
- SetThink( &CBaseEntity::SUB_Remove );
- SetNextThink( gpGlobals->curtime + 0.1f );
-}
-
-
-//-----------------------------------------------------------------------------
-// Calculate & apply damage & force for a charge to a target.
-// Done outside of the hunter because we need to do this inside a trace filter.
-//-----------------------------------------------------------------------------
-void Hunter_ApplyChargeDamage( CBaseEntity *pHunter, CBaseEntity *pTarget, float flDamage )
-{
- Vector attackDir = ( pTarget->WorldSpaceCenter() - pHunter->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( pHunter, pHunter, vecForce, offset, flDamage, DMG_CLUB );
- pTarget->TakeDamage( info );
-}
-
-
-//-----------------------------------------------------------------------------
-// A simple trace filter class to skip small moveable physics objects
-//-----------------------------------------------------------------------------
-class CHunterTraceFilterSkipPhysics : public CTraceFilter
-{
-public:
- // It does have a base, but we'll never network anything below here..
- DECLARE_CLASS_NOBASE( CHunterTraceFilterSkipPhysics );
-
- CHunterTraceFilterSkipPhysics( 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 )
- {
- float entMass = PhysGetEntityMass( pEntity ) ;
- if ( entMass < m_minMass )
- {
- if ( entMass < m_minMass * 0.666f || pEntity->CollisionProp()->BoundingRadius() < (assert_cast<const CAI_BaseNPC *>(EntityFromEntityHandle( m_pPassEnt )))->GetHullHeight() )
- {
- return false;
- }
- }
- }
-
- // If we hit an antlion, don't stop, but kill it
- if ( pEntity->Classify() == CLASS_ANTLION )
- {
- CBaseEntity *pHunter = (CBaseEntity *)EntityFromEntityHandle( m_pPassEnt );
- Hunter_ApplyChargeDamage( pHunter, pEntity, pEntity->GetHealth() );
- return false;
- }
- }
-
- return true;
- }
-
-private:
- const IHandleEntity *m_pPassEnt;
- int m_collisionGroup;
- float m_minMass;
-};
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-inline void HunterTraceHull_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 );
- CHunterTraceFilterSkipPhysics traceFilter( ignore, collisionGroup, minMass );
- enginetrace->TraceRay( ray, mask, &traceFilter, ptr );
-}
-
-
-//-----------------------------------------------------------------------------
-// Hunter follow behavior
-//-----------------------------------------------------------------------------
-class CAI_HunterEscortBehavior : public CAI_FollowBehavior
-{
-public:
- DECLARE_CLASS( CAI_HunterEscortBehavior, CAI_FollowBehavior );
-
- CAI_HunterEscortBehavior() :
- BaseClass( AI_FollowParams_t( AIF_HUNTER, true ) ),
- m_flTimeEscortReturn( 0 ),
- m_bEnabled( false )
- {
- }
-
- CNPC_Hunter *GetOuter() { return (CNPC_Hunter *)( BaseClass::GetOuter() ); }
-
- void SetEscortTarget( CNPC_Strider *pLeader, bool fFinishCurSchedule = false );
- CNPC_Strider * GetEscortTarget() { return (CNPC_Strider *)GetFollowTarget(); }
-
- bool FarFromFollowTarget()
- {
- return ( GetFollowTarget() && (GetAbsOrigin() - GetFollowTarget()->GetAbsOrigin()).LengthSqr() > HUNTER_FOLLOW_DISTANCE_SQR );
- }
-
- void DrawDebugGeometryOverlays();
- bool ShouldFollow();
- void BuildScheduleTestBits();
-
- void BeginScheduleSelection();
-
- void GatherConditions();
- void GatherConditionsNotActive();
- int SelectSchedule();
- int FollowCallBaseSelectSchedule();
- void StartTask( const Task_t *pTask );
- void RunTask( const Task_t *pTask );
-
- void CheckBreakEscort();
-
- void OnDamage( const CTakeDamageInfo &info );
- static void DistributeFreeHunters();
- static void FindFreeHunters( CUtlVector<CNPC_Hunter *> *pFreeHunters );
-
- float m_flTimeEscortReturn;
- CSimpleSimTimer m_FollowAttackTimer;
- bool m_bEnabled;
-
- static float gm_flLastDefendSound; // not saved and loaded, it's okay to yell again after a load
-
- //---------------------------------
-
- DECLARE_DATADESC();
-};
-
-
-BEGIN_DATADESC( CAI_HunterEscortBehavior )
- DEFINE_FIELD( m_flTimeEscortReturn, FIELD_TIME ),
- DEFINE_EMBEDDED( m_FollowAttackTimer ),
- DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
-END_DATADESC();
-
-float CAI_HunterEscortBehavior::gm_flLastDefendSound;
-
-//-----------------------------------------------------------------------------
-// Hunter PHYSICS DAMAGE TABLE
-//-----------------------------------------------------------------------------
-#define HUNTER_MIN_PHYSICS_DAMAGE 10
-
-static impactentry_t s_HunterLinearTable[] =
-{
- { 150*150, 75 },
- { 350*350, 105 },
- { 1000*1000, 300 },
-};
-
-static impactentry_t s_HunterAngularTable[] =
-{
- { 100*100, 75 },
- { 200*200, 105 },
- { 300*300, 300 },
-};
-
-impactdamagetable_t s_HunterImpactDamageTable =
-{
- s_HunterLinearTable,
- s_HunterAngularTable,
-
- ARRAYSIZE(s_HunterLinearTable),
- ARRAYSIZE(s_HunterAngularTable),
-
- 24*24, // minimum linear speed squared
- 360*360, // minimum angular speed squared (360 deg/s to cause spin/slice damage)
- 5, // can't take damage from anything under 5kg
-
- 10, // anything less than 10kg is "small"
- HUNTER_MIN_PHYSICS_DAMAGE, // never take more than 10 pts of damage from anything under 10kg
- 36*36, // <10kg objects must go faster than 36 in/s to do damage
-
- VPHYSICS_LARGE_OBJECT_MASS, // large mass in kg
- 4, // large mass scale (anything over 500kg does 4X as much energy to read from damage table)
- 5, // large mass falling scale (emphasize falling/crushing damage over sideways impacts since the stress will kill you anyway)
- 0.0f, // min vel
-};
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-class CNPC_Hunter : public CAI_BaseActor
-{
- DECLARE_CLASS( CNPC_Hunter, CAI_BaseActor );
-
-public:
- CNPC_Hunter();
- ~CNPC_Hunter();
-
- //---------------------------------
-
- void Precache();
- void Spawn();
- void PostNPCInit();
- void Activate();
- void UpdateOnRemove();
- void OnRestore();
- bool CreateBehaviors();
- void IdleSound();
- bool ShouldPlayIdleSound();
- bool CanBecomeRagdoll();
- Activity GetDeathActivity();
- void StopLoopingSounds();
-
- const impactdamagetable_t &GetPhysicsImpactDamageTable();
-
- Class_T Classify();
- Vector BodyTarget( const Vector &posSrc, bool bNoisy /*= true*/ );
-
- int DrawDebugTextOverlays();
- void DrawDebugGeometryOverlays();
-
- void UpdateEfficiency( bool bInPVS );
-
- //---------------------------------
-
- virtual Vector GetNodeViewOffset() { return BaseClass::GetDefaultEyeOffset(); }
-
- int GetSoundInterests();
-
- bool IsInLargeOutdoorMap();
-
- //---------------------------------
- // CAI_BaseActor
- //---------------------------------
- const char *SelectRandomExpressionForState( NPC_STATE state );
- void PlayExpressionForState( NPC_STATE state );
-
- //---------------------------------
- // CBaseAnimating
- //---------------------------------
- float GetIdealAccel() const { return GetIdealSpeed(); }
-
- //---------------------------------
- // Behavior
- //---------------------------------
- void NPCThink();
- void PrescheduleThink();
- void GatherConditions();
- void CollectSiegeTargets();
- void ManageSiegeTargets();
- void KillCurrentSiegeTarget();
- bool QueryHearSound( CSound *pSound );
- void OnSeeEntity( CBaseEntity *pEntity );
- void CheckFlinches() {} // Hunter handles on own
- void BuildScheduleTestBits();
- NPC_STATE SelectIdealState();
- int SelectSchedule();
- int SelectCombatSchedule();
- int SelectSiegeSchedule();
- int TranslateSchedule( int scheduleType );
- void StartTask( const Task_t *pTask );
- void RunTask( const Task_t *pTask );
- Activity NPC_TranslateActivity( Activity baseAct );
- void OnChangeActivity( Activity eNewActivity );
-
- void HandleAnimEvent( animevent_t *pEvent );
- bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter *pSourceEnt);
-
- void PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot );
-
- void AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority );
- float EnemyDistTolerance() { return 100.0f; }
-
- bool ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity );
-
- void OnChangeHintGroup( string_t oldGroup, string_t newGroup );
-
- bool IsUsingSiegeTargets() { return m_iszSiegeTargetName != NULL_STRING; }
-
- //---------------------------------
- // Inputs
- //---------------------------------
- void InputDodge( inputdata_t &inputdata );
- void InputFlankEnemy( inputdata_t &inputdata );
- void InputDisableShooting( inputdata_t &inputdata );
- void InputEnableShooting( inputdata_t &inputdata );
- void InputFollowStrider( inputdata_t &inputdata );
- void InputUseSiegeTargets( inputdata_t &inputdata );
- void InputEnableSquadShootDelay( inputdata_t &inputdata );
- void InputDisableSquadShootDelay( inputdata_t &inputdata );
- void InputEnableUnplantedShooting( inputdata_t &inputdata );
- void InputDisableUnplantedShooting( inputdata_t &inputdata );
-
- //---------------------------------
- // Combat
- //---------------------------------
- bool FVisible( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL );
- bool IsValidEnemy( CBaseEntity *pEnemy );
-
- Disposition_t IRelationType( CBaseEntity *pTarget );
- int IRelationPriority( CBaseEntity *pTarget );
-
- void SetSquad( CAI_Squad *pSquad );
-
- bool UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer = NULL );
-
- int RangeAttack1Conditions( float flDot, float flDist );
- int RangeAttack2Conditions( float flDot, float flDist );
-
- int MeleeAttack1Conditions ( float flDot, float flDist );
- int MeleeAttack1ConditionsVsEnemyInVehicle( CBaseCombatCharacter *pEnemy, float flDot );
-
- int MeleeAttack2Conditions( float flDot, float flDist );
-
- bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions);
- bool TestShootPosition(const Vector &vecShootPos, const Vector &targetPos );
-
- Vector Weapon_ShootPosition();
-
- CBaseEntity * MeleeAttack( float flDist, int iDamage, QAngle &qaViewPunch, Vector &vecVelocityPunch, int BloodOrigin );
-
- void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
- void DoMuzzleFlash( int nAttachment );
-
- bool CanShootThrough( const trace_t &tr, const Vector &vecTarget );
-
- int CountRangedAttackers();
- void DelayRangedAttackers( float minDelay, float maxDelay, bool bForced = false );
-
- //---------------------------------
- // Sounds & speech
- //---------------------------------
- void AlertSound();
- void PainSound( const CTakeDamageInfo &info );
- void DeathSound( const CTakeDamageInfo &info );
-
- //---------------------------------
- // Damage handling
- //---------------------------------
- void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
- bool IsHeavyDamage( const CTakeDamageInfo &info );
- int OnTakeDamage( const CTakeDamageInfo &info );
- int OnTakeDamage_Alive( const CTakeDamageInfo &info );
- void Event_Killed( const CTakeDamageInfo &info );
-
- void StartBleeding();
- inline bool IsBleeding() { return m_bIsBleeding; }
- void Explode();
-
- void SetupGlobalModelData();
-
- //---------------------------------
- // Navigation & Movement
- //---------------------------------
- bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
- float MaxYawSpeed();
- bool IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const;
- float GetJumpGravity() const { return 3.0f; }
- bool ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity );
- void TaskFail( AI_TaskFailureCode_t code );
- void TaskFail( const char *pszGeneralFailText ) { TaskFail( MakeFailCode( pszGeneralFailText ) ); }
-
- CAI_BaseNPC * GetEntity() { return this; }
-
- //---------------------------------
- // Magnade
- //---------------------------------
- void StriderBusterAttached( CBaseEntity *pAttached );
- void StriderBusterDetached( CBaseEntity *pAttached );
-
-private:
-
- void ConsiderFlinching( const CTakeDamageInfo &info );
-
- void TaskFindDodgeActivity();
-
- void GatherChargeConditions();
- void GatherIndoorOutdoorConditions();
-
- // Charge attack.
- bool ShouldCharge( const Vector &startPos, const Vector &endPos, bool useTime, bool bCheckForCancel );
- void ChargeLookAhead();
- float ChargeSteer();
- bool EnemyIsRightInFrontOfMe( CBaseEntity **pEntity );
- void ChargeDamage( CBaseEntity *pTarget );
- bool HandleChargeImpact( Vector vecImpact, CBaseEntity *pEntity );
-
- void BeginVolley( int nNum, float flStartTime );
- bool ShootFlechette( CBaseEntity *pTargetEntity, bool bSingleShot );
- bool ShouldSeekTarget( CBaseEntity *pTargetEntity, bool bStriderBuster );
- void GetShootDir( Vector &vecDir, const Vector &vecSrc, CBaseEntity *pTargetEntity, bool bStriderbuster, int nShotNum, bool bSingleShot );
- bool ClampShootDir( Vector &vecDir );
-
- void SetAim( const Vector &aimDir, float flInterval );
- void RelaxAim( float flInterval );
- void UpdateAim();
- void UpdateEyes();
- void LockBothEyes( float flDuration );
- void UnlockBothEyes( float flDuration );
-
- void TeslaThink();
- void BleedThink();
- void JostleVehicleThink();
-
- void FollowStrider( const char *szStrider );
- void FollowStrider( CNPC_Strider * pStrider );
- int NumHuntersInMySquad();
-
- bool CanPlantHere( const Vector &vecPos );
-
- //---------------------------------
- // Foot handling
- //---------------------------------
- Vector LeftFootHit( float eventtime );
- Vector RightFootHit( float eventtime );
- Vector BackFootHit( float eventtime );
-
- void FootFX( const Vector &origin );
-
- CBaseEntity *GetEnemyVehicle();
- bool IsCorporealEnemy( CBaseEntity *pEnemy );
-
- void PhysicsDamageEffect( const Vector &vecPos, const Vector &vecDir );
- bool PlayerFlashlightOnMyEyes( CBasePlayer *pPlayer );
-
- //-----------------------------------------------------
- // Conditions, Schedules, Tasks
- //-----------------------------------------------------
- enum
- {
- SCHED_HUNTER_RANGE_ATTACK1 = BaseClass::NEXT_SCHEDULE,
- SCHED_HUNTER_RANGE_ATTACK2,
- SCHED_HUNTER_MELEE_ATTACK1,
- SCHED_HUNTER_DODGE,
- SCHED_HUNTER_CHASE_ENEMY,
- SCHED_HUNTER_CHASE_ENEMY_MELEE,
- SCHED_HUNTER_COMBAT_FACE,
- SCHED_HUNTER_FLANK_ENEMY,
- SCHED_HUNTER_CHANGE_POSITION,
- SCHED_HUNTER_CHANGE_POSITION_FINISH,
- SCHED_HUNTER_SIDESTEP,
- SCHED_HUNTER_PATROL,
- SCHED_HUNTER_FLINCH_STICKYBOMB,
- SCHED_HUNTER_STAGGER,
- SCHED_HUNTER_PATROL_RUN,
- SCHED_HUNTER_TAKE_COVER_FROM_ENEMY,
- SCHED_HUNTER_HIDE_UNDER_COVER,
- SCHED_HUNTER_FAIL_IMMEDIATE, // instant fail without waiting
- SCHED_HUNTER_CHARGE_ENEMY,
- SCHED_HUNTER_FAIL_CHARGE_ENEMY,
- SCHED_HUNTER_FOUND_ENEMY,
- SCHED_HUNTER_FOUND_ENEMY_ACK,
- SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER,
- SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER_LATENT,
- SCHED_HUNTER_GOTO_HINT,
- SCHED_HUNTER_CLEAR_HINTNODE,
- SCHED_HUNTER_FAIL_DODGE,
- SCHED_HUNTER_SIEGE_STAND,
- SCHED_HUNTER_CHANGE_POSITION_SIEGE,
-
- TASK_HUNTER_AIM = BaseClass::NEXT_TASK,
- TASK_HUNTER_FIND_DODGE_POSITION,
- TASK_HUNTER_DODGE,
- TASK_HUNTER_PRE_RANGE_ATTACK2,
- TASK_HUNTER_SHOOT_COMMIT,
- TASK_HUNTER_BEGIN_FLANK,
- TASK_HUNTER_ANNOUNCE_FLANK,
- TASK_HUNTER_STAGGER,
- TASK_HUNTER_CORNERED_TIMER,
- TASK_HUNTER_FIND_SIDESTEP_POSITION,
- TASK_HUNTER_CHARGE,
- TASK_HUNTER_CHARGE_DELAY,
- TASK_HUNTER_FINISH_RANGE_ATTACK,
- TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY,
-
- COND_HUNTER_SHOULD_PATROL = BaseClass::NEXT_CONDITION,
- COND_HUNTER_FORCED_FLANK_ENEMY,
- COND_HUNTER_FORCED_DODGE,
- COND_HUNTER_CAN_CHARGE_ENEMY,
- COND_HUNTER_HIT_BY_STICKYBOMB,
- COND_HUNTER_STAGGERED,
- COND_HUNTER_IS_INDOORS,
- COND_HUNTER_SEE_STRIDERBUSTER,
- COND_HUNTER_INCOMING_VEHICLE,
- COND_HUNTER_NEW_HINTGROUP,
- COND_HUNTER_CANT_PLANT,
- COND_HUNTER_SQUADMATE_FOUND_ENEMY,
- };
-
- enum HunterEyeStates_t
- {
- HUNTER_EYE_STATE_TOP_LOCKED = 0,
- HUNTER_EYE_STATE_BOTTOM_LOCKED,
- HUNTER_EYE_STATE_BOTH_LOCKED,
- HUNTER_EYE_STATE_BOTH_UNLOCKED,
- };
-
- string_t m_iszFollowTarget; // Name of the strider we should follow.
- CSimpleStopwatch m_BeginFollowDelay;
-
- int m_nKillingDamageType;
- HunterEyeStates_t m_eEyeState;
-
- float m_aimYaw;
- float m_aimPitch;
-
- float m_flShootAllowInterruptTime;
- float m_flNextChargeTime; // Prevents us from doing our threat display too often.
- float m_flNextDamageTime;
- float m_flNextSideStepTime;
-
- CSimpleSimTimer m_HeavyDamageDelay;
- CSimpleSimTimer m_FlinchTimer;
- CSimpleSimTimer m_EyeSwitchTimer; // Controls how often we switch which eye is focusing on our enemy.
-
- bool m_bTopMuzzle; // Used to alternate between top muzzle FX and bottom muzzle FX.
- bool m_bEnableSquadShootDelay;
- bool m_bIsBleeding;
-
- Activity m_eDodgeActivity;
- CSimpleSimTimer m_RundownDelay;
- CSimpleSimTimer m_IgnoreVehicleTimer;
-
- bool m_bDisableShooting; // Range attack disabled via an input. Used for scripting melee attacks.
-
- bool m_bFlashlightInEyes; // The player is shining the flashlight on our eyes.
- float m_flPupilDilateTime; // When to dilate our pupils if the flashlight is no longer on our eyes.
-
- Vector m_vecEnemyLastSeen;
- Vector m_vecLastCanPlantHerePos;
- Vector m_vecStaggerDir;
-
- bool m_bPlanted;
- bool m_bLastCanPlantHere;
- bool m_bMissLeft;
- bool m_bEnableUnplantedShooting;
-
- static float gm_flMinigunDistZ;
- static Vector gm_vecLocalRelativePositionMinigun;
-
- static int gm_nTopGunAttachment;
- static int gm_nBottomGunAttachment;
- static int gm_nAimYawPoseParam;
- static int gm_nAimPitchPoseParam;
- static int gm_nBodyYawPoseParam;
- static int gm_nBodyPitchPoseParam;
- static int gm_nStaggerYawPoseParam;
- static int gm_nHeadCenterAttachment;
- static int gm_nHeadBottomAttachment;
- static float gm_flHeadRadius;
-
- static int gm_nUnplantedNode;
- static int gm_nPlantedNode;
-
- CAI_HunterEscortBehavior m_EscortBehavior;
-
- int m_nFlechettesQueued;
- int m_nClampedShots; // The number of consecutive shots fired at an out-of-max yaw target.
-
- float m_flNextRangeAttack2Time; // Time when we can fire another volley of flechettes.
- float m_flNextFlechetteTime; // Time to fire the next flechette in this volley.
-
- float m_flNextMeleeTime;
- float m_flTeslaStopTime;
-
- string_t m_iszCurrentExpression;
-
- // buster fu
- CUtlVector< EHANDLE > m_hAttachedBusters; // List of busters attached to us
- float m_fCorneredTimer; ///< hunter was cornered when fleeing player; it won't flee again until this time
-
- CSimpleSimTimer m_CheckHintGroupTimer;
-
- DEFINE_CUSTOM_AI;
-
- DECLARE_DATADESC();
-
- friend class CAI_HunterEscortBehavior;
- friend class CHunterMaker;
-
- bool m_bInLargeOutdoorMap;
- float m_flTimeSawEnemyAgain;
-
- // Sounds
- //CSoundPatch *m_pGunFiringSound;
-
- CUtlVector<EHANDLE> m_pSiegeTargets;
- string_t m_iszSiegeTargetName;
- float m_flTimeNextSiegeTargetAttack;
- EHANDLE m_hCurrentSiegeTarget;
-
- EHANDLE m_hHitByVehicle;
-};
-
-
-LINK_ENTITY_TO_CLASS( npc_hunter, CNPC_Hunter );
-
-
-BEGIN_DATADESC( CNPC_Hunter )
-
- DEFINE_KEYFIELD( m_iszFollowTarget, FIELD_STRING, "FollowTarget" ),
-
- DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ),
- DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ),
-
- DEFINE_FIELD( m_flShootAllowInterruptTime, FIELD_TIME ),
- DEFINE_FIELD( m_flNextChargeTime, FIELD_TIME ),
- //DEFINE_FIELD( m_flNextDamageTime, FIELD_TIME ),
- DEFINE_FIELD( m_flNextSideStepTime, FIELD_TIME ),
-
- DEFINE_EMBEDDED( m_HeavyDamageDelay ),
- DEFINE_EMBEDDED( m_FlinchTimer ),
-
- DEFINE_FIELD( m_eEyeState, FIELD_INTEGER ),
-
- DEFINE_FIELD( m_bTopMuzzle, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bEnableSquadShootDelay, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bIsBleeding, FIELD_BOOLEAN ),
-
- DEFINE_FIELD( m_bDisableShooting, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bFlashlightInEyes, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_flPupilDilateTime, FIELD_TIME ),
-
- DEFINE_FIELD( m_vecEnemyLastSeen, FIELD_POSITION_VECTOR ),
- DEFINE_FIELD( m_vecLastCanPlantHerePos, FIELD_POSITION_VECTOR ),
- DEFINE_FIELD( m_vecStaggerDir, FIELD_VECTOR ),
-
- DEFINE_FIELD( m_bPlanted, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bLastCanPlantHere, FIELD_BOOLEAN ),
- //DEFINE_FIELD( m_bMissLeft, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bEnableUnplantedShooting, FIELD_BOOLEAN ),
-
- DEFINE_FIELD( m_nKillingDamageType, FIELD_INTEGER ),
- DEFINE_FIELD( m_eDodgeActivity, FIELD_INTEGER ),
- DEFINE_EMBEDDED( m_RundownDelay ),
- DEFINE_EMBEDDED( m_IgnoreVehicleTimer ),
-
- DEFINE_FIELD( m_flNextMeleeTime, FIELD_TIME ),
- DEFINE_FIELD( m_flTeslaStopTime, FIELD_TIME ),
-
- // (auto saved by AI)
- //DEFINE_FIELD( m_EscortBehavior, FIELD_EMBEDDED ),
-
- DEFINE_FIELD( m_iszCurrentExpression, FIELD_STRING ),
-
- DEFINE_FIELD( m_fCorneredTimer, FIELD_TIME),
-
- DEFINE_EMBEDDED( m_CheckHintGroupTimer ),
-
- // (Recomputed in Precache())
- //DEFINE_FIELD( m_bInLargeOutdoorMap, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_flTimeSawEnemyAgain, FIELD_TIME ),
-
- //DEFINE_SOUNDPATCH( m_pGunFiringSound ),
-
- //DEFINE_UTLVECTOR( m_pSiegeTarget, FIELD_EHANDLE ),
- DEFINE_FIELD( m_iszSiegeTargetName, FIELD_STRING ),
- DEFINE_FIELD( m_flTimeNextSiegeTargetAttack, FIELD_TIME ),
- DEFINE_FIELD( m_hCurrentSiegeTarget, FIELD_EHANDLE ),
- DEFINE_FIELD( m_hHitByVehicle, FIELD_EHANDLE ),
-
- DEFINE_EMBEDDED( m_BeginFollowDelay ),
- DEFINE_EMBEDDED( m_EyeSwitchTimer ),
-
- DEFINE_FIELD( m_nFlechettesQueued, FIELD_INTEGER ),
- DEFINE_FIELD( m_nClampedShots, FIELD_INTEGER ),
- DEFINE_FIELD( m_flNextRangeAttack2Time, FIELD_TIME ),
- DEFINE_FIELD( m_flNextFlechetteTime, FIELD_TIME ),
- DEFINE_UTLVECTOR( m_hAttachedBusters, FIELD_EHANDLE ),
- DEFINE_UTLVECTOR( m_pSiegeTargets, FIELD_EHANDLE ),
-
- // inputs
- DEFINE_INPUTFUNC( FIELD_VOID, "Dodge", InputDodge ),
- DEFINE_INPUTFUNC( FIELD_VOID, "FlankEnemy", InputFlankEnemy ),
- DEFINE_INPUTFUNC( FIELD_STRING, "DisableShooting", InputDisableShooting ),
- DEFINE_INPUTFUNC( FIELD_STRING, "EnableShooting", InputEnableShooting ),
- DEFINE_INPUTFUNC( FIELD_STRING, "FollowStrider", InputFollowStrider ),
- DEFINE_INPUTFUNC( FIELD_STRING, "UseSiegeTargets", InputUseSiegeTargets ),
- DEFINE_INPUTFUNC( FIELD_VOID, "EnableSquadShootDelay", InputEnableSquadShootDelay ),
- DEFINE_INPUTFUNC( FIELD_VOID, "DisableSquadShootDelay", InputDisableSquadShootDelay ),
- DEFINE_INPUTFUNC( FIELD_VOID, "EnableUnplantedShooting", InputEnableUnplantedShooting ),
- DEFINE_INPUTFUNC( FIELD_VOID, "DisableUnplantedShooting", InputDisableUnplantedShooting ),
-
- // Function Pointers
- DEFINE_THINKFUNC( TeslaThink ),
- DEFINE_THINKFUNC( BleedThink ),
- DEFINE_THINKFUNC( JostleVehicleThink ),
-
-END_DATADESC()
-
-//-----------------------------------------------------------------------------
-
-int CNPC_Hunter::gm_nUnplantedNode = 0;
-int CNPC_Hunter::gm_nPlantedNode = 0;
-
-int CNPC_Hunter::gm_nAimYawPoseParam = -1;
-int CNPC_Hunter::gm_nAimPitchPoseParam = -1;
-int CNPC_Hunter::gm_nBodyYawPoseParam = -1;
-int CNPC_Hunter::gm_nBodyPitchPoseParam = -1;
-int CNPC_Hunter::gm_nStaggerYawPoseParam = -1;
-int CNPC_Hunter::gm_nHeadCenterAttachment = -1;
-int CNPC_Hunter::gm_nHeadBottomAttachment = -1;
-float CNPC_Hunter::gm_flHeadRadius = 0;
-
-int CNPC_Hunter::gm_nTopGunAttachment = -1;
-int CNPC_Hunter::gm_nBottomGunAttachment = -1;
-
-float CNPC_Hunter::gm_flMinigunDistZ;
-Vector CNPC_Hunter::gm_vecLocalRelativePositionMinigun;
-
-//-----------------------------------------------------------------------------
-
-static CUtlVector<CNPC_Hunter *> g_Hunters;
-float g_TimeLastDistributeFreeHunters = -1;
-const float FREE_HUNTER_DISTRIBUTE_INTERVAL = 2;
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-CNPC_Hunter::CNPC_Hunter()
-{
- g_Hunters.AddToTail( this );
- g_TimeLastDistributeFreeHunters = -1;
- m_flTimeSawEnemyAgain = HUNTER_SEE_ENEMY_TIME_INVALID;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-CNPC_Hunter::~CNPC_Hunter()
-{
- g_Hunters.FindAndRemove( this );
- g_TimeLastDistributeFreeHunters = -1;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::Precache()
-{
- PrecacheModel( "models/hunter.mdl" );
- PropBreakablePrecacheAll( MAKE_STRING("models/hunter.mdl") );
-
- PrecacheScriptSound( "NPC_Hunter.Idle" );
- PrecacheScriptSound( "NPC_Hunter.Scan" );
- PrecacheScriptSound( "NPC_Hunter.Alert" );
- PrecacheScriptSound( "NPC_Hunter.Pain" );
- PrecacheScriptSound( "NPC_Hunter.PreCharge" );
- PrecacheScriptSound( "NPC_Hunter.Angry" );
- PrecacheScriptSound( "NPC_Hunter.Death" );
- PrecacheScriptSound( "NPC_Hunter.FireMinigun" );
- PrecacheScriptSound( "NPC_Hunter.Footstep" );
- PrecacheScriptSound( "NPC_Hunter.BackFootstep" );
- PrecacheScriptSound( "NPC_Hunter.FlechetteVolleyWarn" );
- PrecacheScriptSound( "NPC_Hunter.FlechetteShoot" );
- PrecacheScriptSound( "NPC_Hunter.FlechetteShootLoop" );
- PrecacheScriptSound( "NPC_Hunter.FlankAnnounce" );
- PrecacheScriptSound( "NPC_Hunter.MeleeAnnounce" );
- PrecacheScriptSound( "NPC_Hunter.MeleeHit" );
- PrecacheScriptSound( "NPC_Hunter.TackleAnnounce" );
- PrecacheScriptSound( "NPC_Hunter.TackleHit" );
- PrecacheScriptSound( "NPC_Hunter.ChargeHitEnemy" );
- PrecacheScriptSound( "NPC_Hunter.ChargeHitWorld" );
- PrecacheScriptSound( "NPC_Hunter.FoundEnemy" );
- PrecacheScriptSound( "NPC_Hunter.FoundEnemyAck" );
- PrecacheScriptSound( "NPC_Hunter.DefendStrider" );
- PrecacheScriptSound( "NPC_Hunter.HitByVehicle" );
-
- PrecacheParticleSystem( "hunter_muzzle_flash" );
- PrecacheParticleSystem( "blood_impact_synth_01" );
- PrecacheParticleSystem( "blood_impact_synth_01_arc_parent" );
- PrecacheParticleSystem( "blood_spurt_synth_01" );
- PrecacheParticleSystem( "blood_drip_synth_01" );
-
- PrecacheInstancedScene( "scenes/npc/hunter/hunter_scan.vcd" );
- PrecacheInstancedScene( "scenes/npc/hunter/hunter_eyeclose.vcd" );
- PrecacheInstancedScene( "scenes/npc/hunter/hunter_roar.vcd" );
- PrecacheInstancedScene( "scenes/npc/hunter/hunter_pain.vcd" );
- PrecacheInstancedScene( "scenes/npc/hunter/hunter_eyedarts_top.vcd" );
- PrecacheInstancedScene( "scenes/npc/hunter/hunter_eyedarts_bottom.vcd" );
-
- PrecacheMaterial( "effects/water_highlight" );
-
- UTIL_PrecacheOther( "hunter_flechette" );
- UTIL_PrecacheOther( "sparktrail" );
-
- m_bInLargeOutdoorMap = false;
- if( !Q_strnicmp( STRING(gpGlobals->mapname), "ep2_outland_12", 14) )
- {
- m_bInLargeOutdoorMap = true;
- }
-
- BaseClass::Precache();
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::Spawn()
-{
- Precache();
-
- SetModel( "models/hunter.mdl" );
- BaseClass::Spawn();
-
- //m_debugOverlays |= OVERLAY_NPC_ROUTE_BIT | OVERLAY_BBOX_BIT | OVERLAY_PIVOT_BIT;
-
- SetHullType( HULL_MEDIUM_TALL );
- SetHullSizeNormal();
- SetDefaultEyeOffset();
-
- SetNavType( NAV_GROUND );
- m_flGroundSpeed = 500;
- m_NPCState = NPC_STATE_NONE;
-
- SetBloodColor( DONT_BLEED );
-
- m_iHealth = m_iMaxHealth = sk_hunter_health.GetInt();
-
- m_flFieldOfView = HUNTER_FOV_DOT;
-
- SetSolid( SOLID_BBOX );
- AddSolidFlags( FSOLID_NOT_STANDABLE );
- SetMoveType( MOVETYPE_STEP );
-
- SetupGlobalModelData();
-
- CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_SQUAD | bits_CAP_ANIMATEDFACE );
- CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 );
- CapabilitiesAdd( bits_CAP_SKIP_NAV_GROUND_CHECK );
-
- if ( !hunter_allow_dissolve.GetBool() )
- {
- AddEFlags( EFL_NO_DISSOLVE );
- }
-
- if( hunter_allow_nav_jump.GetBool() )
- {
- CapabilitiesAdd( bits_CAP_MOVE_JUMP );
- }
-
- NPCInit();
-
- m_bEnableSquadShootDelay = true;
-
- m_flDistTooFar = hunter_flechette_max_range.GetFloat();
-
- // Discard time must be greater than free knowledge duration. Make it double.
- float freeKnowledge = hunter_free_knowledge.GetFloat();
- if ( freeKnowledge < GetEnemies()->GetEnemyDiscardTime() )
- {
- GetEnemies()->SetEnemyDiscardTime( MAX( freeKnowledge + 0.1, AI_DEF_ENEMY_DISCARD_TIME ) );
- }
- GetEnemies()->SetFreeKnowledgeDuration( freeKnowledge );
-
- // Find out what strider we should follow, if any.
- if ( m_iszFollowTarget != NULL_STRING )
- {
- m_BeginFollowDelay.Set( .1 ); // Allow time for strider to spawn
- }
-
- //if ( !m_pGunFiringSound )
- //{
- // CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
- // CPASAttenuationFilter filter( this );
- //
- // m_pGunFiringSound = controller.SoundCreate( filter, entindex(), "NPC_Hunter.FlechetteShootLoop" );
- // controller.Play( m_pGunFiringSound, 0.0, 100 );
- //}
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::UpdateEfficiency( bool bInPVS )
-{
- SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL );
- SetMoveEfficiency( AIME_NORMAL );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::CreateBehaviors()
-{
- AddBehavior( &m_EscortBehavior );
-
- return BaseClass::CreateBehaviors();
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::SetupGlobalModelData()
-{
- if ( gm_nBodyYawPoseParam != -1 )
- return;
-
- gm_nAimYawPoseParam = LookupPoseParameter( "aim_yaw" );
- gm_nAimPitchPoseParam = LookupPoseParameter( "aim_pitch" );
-
- gm_nBodyYawPoseParam = LookupPoseParameter( "body_yaw" );
- gm_nBodyPitchPoseParam = LookupPoseParameter( "body_pitch" );
-
- gm_nTopGunAttachment = LookupAttachment( "top_eye" );
- gm_nBottomGunAttachment = LookupAttachment( "bottom_eye" );
- gm_nStaggerYawPoseParam = LookupAttachment( "stagger_yaw" );
-
- gm_nHeadCenterAttachment = LookupAttachment( "head_center" );
- gm_nHeadBottomAttachment = LookupAttachment( "head_radius_measure" );
-
- // Measure the radius of the head.
- Vector vecHeadCenter;
- Vector vecHeadBottom;
- GetAttachment( gm_nHeadCenterAttachment, vecHeadCenter );
- GetAttachment( gm_nHeadBottomAttachment, vecHeadBottom );
- gm_flHeadRadius = ( vecHeadCenter - vecHeadBottom ).Length();
-
- int nSequence = SelectWeightedSequence( ACT_HUNTER_RANGE_ATTACK2_UNPLANTED );
- gm_nUnplantedNode = GetEntryNode( nSequence );
-
- nSequence = SelectWeightedSequence( ACT_RANGE_ATTACK2 );
- gm_nPlantedNode = GetEntryNode( nSequence );
-
- CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );
-}
-
-
-//-----------------------------------------------------------------------------
-// Shuts down looping sounds when we are killed in combat or deleted.
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::StopLoopingSounds()
-{
- BaseClass::StopLoopingSounds();
-
- //if ( m_pGunFiringSound )
- //{
- // CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
- // controller.SoundDestroy( m_pGunFiringSound );
- // m_pGunFiringSound = NULL;
- //}
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::OnRestore()
-{
- BaseClass::OnRestore();
- SetupGlobalModelData();
- CreateVPhysics();
-
- if ( IsBleeding() )
- {
- StartBleeding();
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::IdleSound()
-{
- if ( HasCondition( COND_LOST_ENEMY ) )
- {
- EmitSound( "NPC_Hunter.Scan" );
- }
- else
- {
- EmitSound( "NPC_Hunter.Idle" );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::ShouldPlayIdleSound()
-{
- if ( random->RandomInt(0, 99) == 0 && !HasSpawnFlags( SF_NPC_GAG ) )
- return true;
-
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Stay facing our enemy when close enough.
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval )
-{
- if ( GetActivity() == ACT_TRANSITION )
- {
- // No turning while in transitions.
- return true;
- }
-
- bool bSideStepping = IsCurSchedule( SCHED_HUNTER_SIDESTEP, false );
-
- // FIXME: this will break scripted sequences that walk when they have an enemy
- if ( GetEnemy() &&
- ( bSideStepping ||
- ( ( ( GetNavigator()->GetMovementActivity() == ACT_RUN ) || ( GetNavigator()->GetMovementActivity() == ACT_WALK ) ) &&
- !IsCurSchedule( SCHED_HUNTER_TAKE_COVER_FROM_ENEMY, false ) ) ) )
- {
- Vector vecEnemyLKP = GetEnemyLKP();
-
- // Face my enemy if we're close enough
- if ( bSideStepping || UTIL_DistApprox( vecEnemyLKP, GetAbsOrigin() ) < HUNTER_FACE_ENEMY_DIST )
- {
- AddFacingTarget( GetEnemy(), vecEnemyLKP, 1.0, 0.2 );
- }
- }
-
- return BaseClass::OverrideMoveFacing( move, flInterval );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::PostNPCInit()
-{
- BaseClass::PostNPCInit();
-
- IPhysicsObject *pPhysObject = VPhysicsGetObject();
- Assert( pPhysObject );
- if ( pPhysObject )
- {
- pPhysObject->SetMass( 600.0 );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::Activate()
-{
- BaseClass::Activate();
-
- s_iszStriderBusterClassname = AllocPooledString( "weapon_striderbuster" );
- s_iszStriderClassname = AllocPooledString( "npc_strider" );
- s_iszMagnadeClassname = AllocPooledString( "npc_grenade_magna" );
- s_iszPhysPropClassname = AllocPooledString( "prop_physics" );
- s_iszHuntersToRunOver = AllocPooledString( "hunters_to_run_over" );
-
- // If no one has initialized the hunters to run over counter, just zero it out.
- if ( !GlobalEntity_IsInTable( s_iszHuntersToRunOver ) )
- {
- GlobalEntity_Add( s_iszHuntersToRunOver, gpGlobals->mapname, GLOBAL_ON );
- GlobalEntity_SetCounter( s_iszHuntersToRunOver, 0 );
- }
-
- CMissile::AddCustomDetonator( this, ( GetHullMaxs().AsVector2D() - GetHullMins().AsVector2D() ).Length() * 0.5, GetHullHeight() );
-
- SetupGlobalModelData();
-
- if ( gm_flMinigunDistZ == 0 )
- {
- // Have to create a virgin hunter to ensure proper pose
- CNPC_Hunter *pHunter = (CNPC_Hunter *)CreateEntityByName( "npc_hunter" );
- Assert(pHunter);
- pHunter->Spawn();
-
- pHunter->SetActivity( ACT_WALK );
- pHunter->InvalidateBoneCache();
-
- // Currently just using the gun for the vertical component!
- Vector defEyePos;
- pHunter->GetAttachment( "minigunbase", defEyePos );
- gm_flMinigunDistZ = defEyePos.z - pHunter->GetAbsOrigin().z;
-
- Vector position;
- pHunter->GetAttachment( gm_nTopGunAttachment, position );
- VectorITransform( position, pHunter->EntityToWorldTransform(), gm_vecLocalRelativePositionMinigun );
- UTIL_Remove( pHunter );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::UpdateOnRemove()
-{
- CMissile::RemoveCustomDetonator( this );
- BaseClass::UpdateOnRemove();
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-Class_T CNPC_Hunter::Classify()
-{
- return CLASS_COMBINE_HUNTER;
-}
-
-//-----------------------------------------------------------------------------
-// Compensate for the hunter's long legs by moving the bodytarget up to his head.
-//-----------------------------------------------------------------------------
-Vector CNPC_Hunter::BodyTarget( const Vector &posSrc, bool bNoisy /*= true*/ )
-{
- Vector vecResult;
- QAngle vecAngle;
- GetAttachment( gm_nHeadCenterAttachment, vecResult, vecAngle );
-
- if ( bNoisy )
- {
- float rand1 = random->RandomFloat( 0, gm_flHeadRadius ) + random->RandomFloat( 0, gm_flHeadRadius );
- return vecResult + RandomVector( -rand1, rand1 );
- }
-
- return vecResult;
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::DrawDebugTextOverlays()
-{
- int text_offset = BaseClass::DrawDebugTextOverlays();
-
- if (m_debugOverlays & OVERLAY_TEXT_BIT)
- {
- EntityText( text_offset, CFmtStr("%s", m_bPlanted ? "Planted" : "Unplanted" ), 0 );
- text_offset++;
-
- EntityText( text_offset, CFmtStr("Eye state: %d", m_eEyeState ), 0 );
- text_offset++;
-
- if( IsUsingSiegeTargets() )
- {
- EntityText( text_offset, CFmtStr("Next Siege Attempt:%f", m_flTimeNextSiegeTargetAttack - gpGlobals->curtime ), 0 );
- text_offset++;
- }
- }
-
- return text_offset;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::LockBothEyes( float flDuration )
-{
- m_eEyeState = HUNTER_EYE_STATE_BOTH_LOCKED;
- m_EyeSwitchTimer.Set( flDuration );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::UnlockBothEyes( float flDuration )
-{
- m_eEyeState = HUNTER_EYE_STATE_BOTH_UNLOCKED;
- m_EyeSwitchTimer.Set( flDuration );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::OnChangeActivity( Activity eNewActivity )
-{
- m_EyeSwitchTimer.Force();
-
- BaseClass::OnChangeActivity( eNewActivity );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::UpdateEyes()
-{
- // If the eyes are controlled by a script, do nothing.
- if ( GetState() == NPC_STATE_SCRIPT )
- return;
-
- if ( m_EyeSwitchTimer.Expired() )
- {
- RemoveActorFromScriptedScenes( this, false );
-
- if ( GetActivity() == ACT_IDLE )
- {
- // Idles have eye motion baked in.
- m_eEyeState = HUNTER_EYE_STATE_BOTH_LOCKED;
- }
- else if ( GetEnemy() == NULL )
- {
- m_eEyeState = HUNTER_EYE_STATE_BOTH_UNLOCKED;
- }
- else if ( m_eEyeState == HUNTER_EYE_STATE_BOTH_LOCKED )
- {
- if ( random->RandomInt( 0, 1 ) == 0 )
- {
- m_eEyeState = HUNTER_EYE_STATE_TOP_LOCKED;
- }
- else
- {
- m_eEyeState = HUNTER_EYE_STATE_BOTTOM_LOCKED;
- }
- }
- else if ( m_eEyeState == HUNTER_EYE_STATE_TOP_LOCKED )
- {
- m_eEyeState = HUNTER_EYE_STATE_BOTTOM_LOCKED;
- }
- else if ( m_eEyeState == HUNTER_EYE_STATE_BOTTOM_LOCKED )
- {
- m_eEyeState = HUNTER_EYE_STATE_TOP_LOCKED;
- }
-
- if ( ( m_eEyeState == HUNTER_EYE_STATE_BOTTOM_LOCKED ) || ( m_eEyeState == HUNTER_EYE_STATE_BOTH_UNLOCKED ) )
- {
- SetExpression( "scenes/npc/hunter/hunter_eyedarts_top.vcd" );
- }
-
- if ( ( m_eEyeState == HUNTER_EYE_STATE_TOP_LOCKED ) || ( m_eEyeState == HUNTER_EYE_STATE_BOTH_UNLOCKED ) )
- {
- SetExpression( "scenes/npc/hunter/hunter_eyedarts_bottom.vcd" );
- }
-
- m_EyeSwitchTimer.Set( random->RandomFloat( 1.0f, 3.0f ) );
- }
-
- /*Vector vecEyePos;
- Vector vecEyeDir;
-
- GetAttachment( gm_nTopGunAttachment, vecEyePos, &vecEyeDir );
- NDebugOverlay::Line( vecEyePos, vecEyePos + vecEyeDir * 36, 255, 0, 0, 0, 0.1 );
-
- GetAttachment( gm_nBottomGunAttachment, vecEyePos, &vecEyeDir );
- NDebugOverlay::Line( vecEyePos, vecEyePos + vecEyeDir * 36, 255, 0, 0, 0, 0.1 );*/
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::NPCThink()
-{
- BaseClass::NPCThink();
-
- // Update our planted/unplanted state.
- m_bPlanted = ( GetEntryNode( GetSequence() ) == gm_nPlantedNode );
-
- UpdateAim();
- UpdateEyes();
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::PrescheduleThink()
-{
- BaseClass::PrescheduleThink();
-
- if ( m_BeginFollowDelay.Expired() )
- {
- FollowStrider( STRING( m_iszFollowTarget ) );
- m_BeginFollowDelay.Stop();
- }
-
- m_EscortBehavior.CheckBreakEscort();
-
- // If we're being blinded by the flashlight, see if we should stop
- if ( m_bFlashlightInEyes )
- {
- if ( m_flPupilDilateTime < gpGlobals->curtime )
- {
- CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
- if ( ( pPlayer && !pPlayer->IsIlluminatedByFlashlight( this, NULL ) ) || !PlayerFlashlightOnMyEyes( pPlayer ) )
- {
- //Msg( "NOT SHINING FLASHLIGHT ON ME\n" );
-
- // Remove the actor from the flashlight scene
- RemoveActorFromScriptedScenes( this, true, false, "scenes/npc/hunter/hunter_eyeclose.vcd" );
- m_bFlashlightInEyes = false;
- }
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::GatherChargeConditions()
-{
- ClearCondition( COND_HUNTER_CAN_CHARGE_ENEMY );
-
- if ( !hunter_charge.GetBool() )
- return;
-
- if ( !GetEnemy() )
- return;
-
- if ( GetHintGroup() != NULL_STRING )
- return;
-
- if ( !HasCondition( COND_SEE_ENEMY ) )
- return;
-
- if ( !hunter_charge_test.GetBool() && gpGlobals->curtime < m_flNextChargeTime )
- return;
-
- // No charging Alyx or Barney
- if( GetEnemy()->Classify() == CLASS_PLAYER_ALLY_VITAL )
- return;
-
- if ( m_EscortBehavior.GetEscortTarget() && GetEnemy()->MyCombatCharacterPointer() && !GetEnemy()->MyCombatCharacterPointer()->FInViewCone( this ) )
- return;
-
- if ( ShouldCharge( GetAbsOrigin(), GetEnemy()->GetAbsOrigin(), true, false ) )
- {
- SetCondition( COND_HUNTER_CAN_CHARGE_ENEMY );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::GatherConditions()
-{
- GatherIndoorOutdoorConditions();
- GatherChargeConditions();
-
- BaseClass::GatherConditions();
-
- // Enemy LKP that doesn't get updated by the free knowledge code.
- // Used for shooting at where our enemy was when we can't see them.
- ClearCondition( COND_HUNTER_INCOMING_VEHICLE );
- if ( m_IgnoreVehicleTimer.Expired() && GetEnemy() && HasCondition( COND_SEE_ENEMY ) )
- {
- CBaseEntity *pVehicle = GetEnemyVehicle();
- if ( ( pVehicle ) && ( GlobalEntity_GetCounter( s_iszHuntersToRunOver ) <= 0 ) )
- {
- static float timeDrawnArrow;
-
- // Extrapolate the position of the vehicle and see if it's heading toward us.
- float predictTime = hunter_dodge_warning.GetFloat();
- Vector2D vecFuturePos = pVehicle->GetAbsOrigin().AsVector2D() + pVehicle->GetSmoothedVelocity().AsVector2D() * predictTime;
- if ( pVehicle->GetSmoothedVelocity().LengthSqr() > Square( 200 ) )
- {
- float t = 0;
- Vector2D vDirMovement = pVehicle->GetSmoothedVelocity().AsVector2D();
- if ( hunter_dodge_debug.GetBool() )
- {
- NDebugOverlay::Line( pVehicle->GetAbsOrigin(), pVehicle->GetAbsOrigin() + pVehicle->GetSmoothedVelocity(), 255, 255, 255, true, .1 );
- }
- vDirMovement.NormalizeInPlace();
- Vector2D vDirToHunter = GetAbsOrigin().AsVector2D() - pVehicle->GetAbsOrigin().AsVector2D();
- vDirToHunter.NormalizeInPlace();
- if ( DotProduct2D( vDirMovement, vDirToHunter ) > hunter_dodge_warning_cone.GetFloat() &&
- CalcDistanceSqrToLine2D( GetAbsOrigin().AsVector2D(), pVehicle->GetAbsOrigin().AsVector2D(), vecFuturePos, &t ) < Square( hunter_dodge_warning_width.GetFloat() * .5 ) &&
- t > 0.0 && t < 1.0 )
- {
- if ( fabs( predictTime - hunter_dodge_warning.GetFloat() ) < .05 || random->RandomInt( 0, 3 ) )
- {
- SetCondition( COND_HUNTER_INCOMING_VEHICLE );
- }
- else
- {
- if ( hunter_dodge_debug. GetBool() )
- {
- Msg( "Hunter %d failing dodge (ignore)\n", entindex() );
- }
- }
-
- if ( hunter_dodge_debug. GetBool() )
- {
- NDebugOverlay::Cross3D( EyePosition(), 100, 255, 255, 255, true, .1 );
- if ( timeDrawnArrow != gpGlobals->curtime )
- {
- timeDrawnArrow = gpGlobals->curtime;
- Vector vEndpoint( vecFuturePos.x, vecFuturePos.y, UTIL_GetLocalPlayer()->WorldSpaceCenter().z - 24 );
- NDebugOverlay::HorzArrow( UTIL_GetLocalPlayer()->WorldSpaceCenter() - Vector(0, 0, 24), vEndpoint, hunter_dodge_warning_width.GetFloat(), 255, 0, 0, 64, true, .1 );
- }
- }
- }
- else if ( hunter_dodge_debug.GetBool() )
- {
- if ( t <= 0 )
- {
- NDebugOverlay::Cross3D( EyePosition(), 100, 0, 0, 255, true, .1 );
- }
- else
- {
- NDebugOverlay::Cross3D( EyePosition(), 100, 0, 255, 255, true, .1 );
- }
- }
- }
- else if ( hunter_dodge_debug.GetBool() )
- {
- NDebugOverlay::Cross3D( EyePosition(), 100, 0, 255, 0, true, .1 );
- }
- if ( hunter_dodge_debug. GetBool() )
- {
- if ( timeDrawnArrow != gpGlobals->curtime )
- {
- timeDrawnArrow = gpGlobals->curtime;
- Vector vEndpoint( vecFuturePos.x, vecFuturePos.y, UTIL_GetLocalPlayer()->WorldSpaceCenter().z - 24 );
- NDebugOverlay::HorzArrow( UTIL_GetLocalPlayer()->WorldSpaceCenter() - Vector(0, 0, 24), vEndpoint, hunter_dodge_warning_width.GetFloat(), 127, 127, 127, 64, true, .1 );
- }
- }
-
- }
-
- m_vecEnemyLastSeen = GetEnemy()->GetAbsOrigin();
- }
-
- if( !HasCondition(COND_ENEMY_OCCLUDED) )
- {
- // m_flTimeSawEnemyAgain always tells us what time I first saw this
- // enemy again after some period of not seeing them. This is used to
- // compute how long the enemy has been visible to me THIS TIME.
- // Every time I lose sight of the enemy this time is set invalid until
- // I see the enemy again and record that time.
- if( m_flTimeSawEnemyAgain == HUNTER_SEE_ENEMY_TIME_INVALID )
- {
- m_flTimeSawEnemyAgain = gpGlobals->curtime;
- }
- }
- else
- {
- m_flTimeSawEnemyAgain = HUNTER_SEE_ENEMY_TIME_INVALID;
- }
-
- ManageSiegeTargets();
-}
-
-//-----------------------------------------------------------------------------
-// Search all entities in the map
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::CollectSiegeTargets()
-{
- CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_iszSiegeTargetName );
-
- while( pTarget != NULL )
- {
- if( pTarget->Classify() == CLASS_BULLSEYE )
- {
- m_pSiegeTargets.AddToTail( pTarget );
- }
-
- pTarget = gEntList.FindEntityByName( pTarget, m_iszSiegeTargetName );
- };
-
- if( m_pSiegeTargets.Count() < 1 )
- {
- m_iszSiegeTargetName = NULL_STRING; // And stop trying!
- }
-}
-
-//-----------------------------------------------------------------------------
-// For use when Hunters are outside and the player is inside a structure
-// Create a temporary bullseye in a location that makes it seem like
-// I am aware of the location of a player I cannot see. (Then fire at
-// at this bullseye, thus laying 'siege' to the part of the building he
-// is in.) The locations are copied from suitable info_target entities.
-// (these should be placed in exterior windows and doorways so that
-// the Hunter fires into the building through these apertures)
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::ManageSiegeTargets()
-{
- if( gpGlobals->curtime < m_flTimeNextSiegeTargetAttack )
- return;
-
- if( m_pSiegeTargets.Count() == 0 )
- {
- // If my list of siege targets is empty, go and cache all of them now
- // so that I don't have to search the world every time.
- CollectSiegeTargets();
-
- if( m_pSiegeTargets.Count() == 0 )
- return;
- }
-
- m_flTimeNextSiegeTargetAttack = gpGlobals->curtime + (hunter_siege_frequency.GetFloat() * RandomFloat( 0.8f, 1.2f) );
- CBasePlayer *pPlayer = AI_GetSinglePlayer();
-
- // Start by assuming we are not going to create a siege target
- bool bCreateSiegeTarget = false;
- if( GetEnemy() == NULL )
- {
- // If I have no enemy at all, give it a try.
- bCreateSiegeTarget = true;
- }
-
- if( bCreateSiegeTarget )
- {
- // We've decided that the situation calls for a siege target. So, we dig through all of my siege targets and
- // take the closest one to the player that the player can see! (Obey they bullseye's FOV)
- float flClosestDistSqr = Square( 1200.0f ); // Only use siege targets within 100 feet of player
- CBaseEntity *pSiegeTargetLocation = NULL;
- int iTraces = 0;
- for( int i = 0 ; i < m_pSiegeTargets.Count() ; i++ )
- {
- CBaseEntity *pCandidate = m_pSiegeTargets[i];
- if ( pCandidate == NULL )
- continue;
-
- float flDistSqr = pCandidate->GetAbsOrigin().DistToSqr(pPlayer->GetAbsOrigin());
-
- if( flDistSqr < flClosestDistSqr )
- {
- // CollectSiegeTargets() guarantees my list is populated only with bullseye entities.
- CNPC_Bullseye *pBullseye = dynamic_cast<CNPC_Bullseye*>(pCandidate);
- if( !pBullseye->FInViewCone(this) )
- continue;
-
- if( pPlayer->FVisible(pCandidate) )
- {
- iTraces++;// Only counting these as a loose perf measurement
- flClosestDistSqr = flDistSqr;
- pSiegeTargetLocation = pCandidate;
- }
- }
- }
-
- if( pSiegeTargetLocation != NULL )
- {
- // Ditch any leftover siege target.
- KillCurrentSiegeTarget();
-
- // Create a bullseye that will live for 20 seconds. If we can't attack it within 20 seconds, it's probably
- // out of reach anyone, so have it clean itself up after that long.
- CBaseEntity *pSiegeTarget = CreateCustomTarget( pSiegeTargetLocation->GetAbsOrigin(), 20.0f );
- pSiegeTarget->SetName( MAKE_STRING("siegetarget") );
-
- m_hCurrentSiegeTarget.Set( pSiegeTarget );
-
- AddEntityRelationship( pSiegeTarget, D_HT, 1 );
- GetEnemies()->UpdateMemory( GetNavigator()->GetNetwork(), pSiegeTarget, pSiegeTarget->GetAbsOrigin(), 0.0f, true );
- AI_EnemyInfo_t *pMemory = GetEnemies()->Find( pSiegeTarget );
-
- if( pMemory )
- {
- // Pretend we've known about this target longer than we really have so that our AI doesn't waste time running ALERT schedules.
- pMemory->timeFirstSeen = gpGlobals->curtime - 5.0f;
- pMemory->timeLastSeen = gpGlobals->curtime - 1.0f;
- }
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Destroy the bullseye that we're using as a temporary target
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::KillCurrentSiegeTarget()
-{
- if ( m_hCurrentSiegeTarget )
- {
- GetEnemies()->ClearMemory( m_hCurrentSiegeTarget );
-
- UTIL_Remove( m_hCurrentSiegeTarget );
- m_hCurrentSiegeTarget.Set( NULL );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Return true if this NPC can hear the specified sound
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::QueryHearSound( CSound *pSound )
-{
- if ( pSound->SoundContext() & SOUND_CONTEXT_EXCLUDE_COMBINE )
- return false;
-
- if ( pSound->SoundContext() & SOUND_CONTEXT_PLAYER_VEHICLE )
- return false;
-
- return BaseClass::QueryHearSound( pSound );
-}
-
-
-//-----------------------------------------------------------------------------
-// This is a fairly bogus heuristic right now, but it works on 06a and 12 (sjb)
-//
-// Better options: Trace infinitely and check the material we hit for sky
-// Put some leaf info in the BSP
-// Use volumes in the levels? (yucky for designers)
-//-----------------------------------------------------------------------------
-// TODO: use this or nuke it!
-void CNPC_Hunter::GatherIndoorOutdoorConditions()
-{
- // Check indoor/outdoor before calling base class, since base class calls our
- // RangeAttackConditions() functions, and we want those functions to know
- // whether we're indoors or out.
- trace_t tr;
-
- UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, 40.0f * 12.0f ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
- if( tr.fraction < 1.0f )
- {
- SetCondition( COND_HUNTER_IS_INDOORS );
- }
- else
- {
- ClearCondition( COND_HUNTER_IS_INDOORS );
- }
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::BuildScheduleTestBits()
-{
- BaseClass::BuildScheduleTestBits();
-
- if ( m_lifeState != LIFE_ALIVE )
- {
- return;
- }
-
- // Our range attack is uninterruptable for the first few seconds.
- if ( IsCurSchedule( SCHED_HUNTER_RANGE_ATTACK2, false ) && ( gpGlobals->curtime < m_flShootAllowInterruptTime ) )
- {
- ClearCustomInterruptConditions();
- SetCustomInterruptCondition( COND_HEAVY_DAMAGE );
- }
- else if ( IsCurSchedule( SCHED_HUNTER_RANGE_ATTACK2, false ) && ( GetActivity() == ACT_TRANSITION ) )
- {
- // Don't stop unplanting just because we can range attack again.
- ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK1 );
- ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK2 );
- }
- else if ( !IsInLargeOutdoorMap() && IsCurSchedule( SCHED_HUNTER_FLANK_ENEMY, false ) && GetEnemy() != NULL )
- {
- if( HasCondition(COND_CAN_RANGE_ATTACK2) && m_flTimeSawEnemyAgain != HUNTER_SEE_ENEMY_TIME_INVALID )
- {
- if( (gpGlobals->curtime - m_flTimeSawEnemyAgain) >= 2.0f )
- {
- // When we're running flank behavior, wait a moment AFTER being able to see the enemy before
- // breaking my schedule to range attack. This helps assure that the hunter gets well inside
- // the room before stopping to attack. Otherwise the Hunter may stop immediately in the doorway
- // and stop the progress of any hunters behind it.
- SetCustomInterruptCondition( COND_CAN_RANGE_ATTACK2 );
- }
- }
- }
-
- // If our enemy is anything but a striderbuster, drop everything if we see one.
- if ( !IsStriderBuster( GetEnemy() ) )
- {
- SetCustomInterruptCondition( COND_HUNTER_SEE_STRIDERBUSTER );
- }
-
- // If we're not too busy, allow ourselves to ACK found enemy signals.
- if ( !GetEnemy() )
- {
- SetCustomInterruptCondition( COND_HUNTER_SQUADMATE_FOUND_ENEMY );
- }
-
- // Interrupt everything if we need to dodge.
- if ( !IsCurSchedule( SCHED_HUNTER_DODGE, false ) &&
- !IsCurSchedule( SCHED_HUNTER_STAGGER, false ) &&
- !IsCurSchedule( SCHED_ALERT_FACE_BESTSOUND, false ) )
- {
- SetCustomInterruptCondition( COND_HUNTER_INCOMING_VEHICLE );
- SetCustomInterruptCondition( COND_HEAR_PHYSICS_DANGER );
- SetCustomInterruptCondition( COND_HUNTER_FORCED_DODGE );
- }
-
- // Always interrupt on a flank command.
- SetCustomInterruptCondition( COND_HUNTER_FORCED_FLANK_ENEMY );
-
- // Always interrupt if staggered.
- SetCustomInterruptCondition( COND_HUNTER_STAGGERED );
-
- // Always interrupt if hit by a sticky bomb.
- SetCustomInterruptCondition( COND_HUNTER_HIT_BY_STICKYBOMB );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-static bool IsMovablePhysicsObject( CBaseEntity *pEntity )
-{
- return pEntity && pEntity->GetMoveType() == MOVETYPE_VPHYSICS && pEntity->VPhysicsGetObject() && pEntity->VPhysicsGetObject()->IsMoveable();
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-NPC_STATE CNPC_Hunter::SelectIdealState()
-{
- switch ( m_NPCState )
- {
- case NPC_STATE_COMBAT:
- {
- if ( GetEnemy() == NULL )
- {
- if ( !HasCondition( COND_ENEMY_DEAD ) && !hunter_disable_patrol.GetBool() )
- {
- // Lost track of my enemy. Patrol.
- SetCondition( COND_HUNTER_SHOULD_PATROL );
- }
-
- return NPC_STATE_ALERT;
- }
- else if ( HasCondition( COND_ENEMY_DEAD ) )
- {
- // dvs: TODO: announce enemy kills?
- //AnnounceEnemyKill(GetEnemy());
- }
- }
-
- default:
- {
- return BaseClass::SelectIdealState();
- }
- }
-
- return GetIdealState();
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::ShouldCharge( const Vector &startPos, const Vector &endPos, bool useTime, bool bCheckForCancel )
-{
- // Must have a target
- if ( !GetEnemy() )
- return false;
-
- // Don't check the distance once we start charging
- if ( !bCheckForCancel && !hunter_charge_test.GetBool() )
- {
- float distance = ( startPos.AsVector2D() - endPos.AsVector2D() ).LengthSqr();
-
- // Must be within our tolerance range
- if ( ( distance < Square(HUNTER_CHARGE_MIN) ) || ( distance > Square(HUNTER_CHARGE_MAX) ) )
- 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_hunter_charge.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 ) < HUNTER_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;
- }
-
- float zDelta = endPos.z - moveTrace.vEndPosition.z;
- if ( fabsf(zDelta) > GetHullHeight() * 0.7)
- {
- return false;
- }
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter *pSourceEnt)
-{
- if ( ( pSourceEnt != this ) && ( interactionType == g_interactionHunterFoundEnemy ) )
- {
- SetCondition( COND_HUNTER_SQUADMATE_FOUND_ENEMY );
- return true;
- }
-
- return BaseClass::HandleInteraction( interactionType, data, pSourceEnt );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::SelectCombatSchedule()
-{
- // If we're here with no enemy, patrol and hope we find one.
- CBaseEntity *pEnemy = GetEnemy();
- if ( pEnemy == NULL )
- {
- if ( !hunter_disable_patrol.GetBool() )
- return SCHED_HUNTER_PATROL_RUN;
- else
- return SCHED_ALERT_STAND;
- }
-
- if ( hunter_flechette_test.GetBool() )
- {
- if ( HasCondition( COND_CAN_RANGE_ATTACK2 ) )
- {
- return SCHED_HUNTER_RANGE_ATTACK2;
- }
- return SCHED_COMBAT_FACE;
- }
-
- bool bStriderBuster = IsStriderBuster( pEnemy );
- if ( bStriderBuster )
- {
- if ( gpGlobals->curtime - CAI_HunterEscortBehavior::gm_flLastDefendSound > 10.0 )
- {
- EmitSound( "NPC_Hunter.DefendStrider" );
- CAI_HunterEscortBehavior::gm_flLastDefendSound = gpGlobals->curtime;
- }
-
- if ( HasCondition( COND_CAN_RANGE_ATTACK2 ) || HasCondition( COND_NOT_FACING_ATTACK ) )
- {
- return SCHED_HUNTER_RANGE_ATTACK2;
- }
- return SCHED_ESTABLISH_LINE_OF_FIRE;
- }
-
- // Certain behaviors, like flanking and melee attacks, only make sense on visible,
- // corporeal enemies (NOT bullseyes).
- bool bIsCorporealEnemy = IsCorporealEnemy( pEnemy );
-
- // Take a quick swipe at our enemy if able to do so.
- if ( bIsCorporealEnemy && HasCondition( COND_CAN_MELEE_ATTACK1 ) )
- {
- return SCHED_HUNTER_MELEE_ATTACK1;
- }
-
- // React to newly acquired enemies.
- if ( bIsCorporealEnemy && HasCondition( COND_NEW_ENEMY ) )
- {
- AI_EnemyInfo_t *pEnemyInfo = GetEnemies()->Find( pEnemy );
-
- if ( GetSquad() && pEnemyInfo && ( pEnemyInfo->timeFirstSeen == pEnemyInfo->timeAtFirstHand ) )
- {
- GetSquad()->BroadcastInteraction( g_interactionHunterFoundEnemy, NULL, this );
-
- // First contact for my squad.
- return SCHED_HUNTER_FOUND_ENEMY;
- }
- }
-
- if ( HasCondition( COND_HUNTER_SQUADMATE_FOUND_ENEMY ) )
- {
- // A squadmate found an enemy. Respond to their call.
- return SCHED_HUNTER_FOUND_ENEMY_ACK;
- }
-
- // Fire a flechette volley. Ignore squad slots if we're attacking a striderbuster.
- // See if there is an opportunity to charge.
- if ( !bStriderBuster && bIsCorporealEnemy && HasCondition( COND_HUNTER_CAN_CHARGE_ENEMY ) )
- {
- if ( hunter_charge_test.GetBool() || random->RandomInt( 1, 100 ) < hunter_charge_pct.GetInt() )
- {
- if ( hunter_charge_test.GetBool() || OccupyStrategySlot( SQUAD_SLOT_HUNTER_CHARGE ) )
- {
- return SCHED_HUNTER_CHARGE_ENEMY;
- }
- }
- }
-
- if ( HasCondition( COND_CAN_RANGE_ATTACK2 ) )
- {
- if ( bStriderBuster || CountRangedAttackers() < hunter_flechette_max_concurrent_volleys.GetInt() )
- {
- DelayRangedAttackers( hunter_flechette_volley_start_min_delay.GetFloat(), hunter_flechette_volley_start_max_delay.GetFloat(), true );
- return SCHED_HUNTER_RANGE_ATTACK2;
- }
- }
-
- if ( pEnemy->GetGroundEntity() == this )
- {
- return SCHED_HUNTER_MELEE_ATTACK1;
- }
-
- if ( HasCondition( COND_TOO_CLOSE_TO_ATTACK ) )
- {
- return SCHED_MOVE_AWAY_FROM_ENEMY;
- }
-
- // Sidestep every so often if my enemy is nearby and facing me.
-/*
- if ( gpGlobals->curtime > m_flNextSideStepTime )
- {
- if ( HasCondition( COND_ENEMY_FACING_ME ) && ( UTIL_DistApprox( GetEnemy()->GetAbsOrigin(), GetAbsOrigin() ) < HUNTER_FACE_ENEMY_DIST ) )
- {
- m_flNextSideStepTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 3.0f );
- return SCHED_HUNTER_SIDESTEP;
- }
- }
-*/
- if ( HasCondition( COND_HEAVY_DAMAGE ) && ( gpGlobals->curtime > m_flNextSideStepTime ) )
- {
- m_flNextSideStepTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 3.0f );
- return SCHED_HUNTER_SIDESTEP;
- }
-
- if ( !bStriderBuster && bIsCorporealEnemy )
- {
- if ( HasCondition( COND_HUNTER_CAN_CHARGE_ENEMY ) )
- {
- if ( OccupyStrategySlot( SQUAD_SLOT_HUNTER_CHARGE ) )
- {
- return SCHED_HUNTER_CHARGE_ENEMY;
- }
-/*
- else
- {
- return SCHED_HUNTER_SIDESTEP;
- }
-*/
- }
-
- // Try to be a flanker.
- if ( ( NumHuntersInMySquad() > 1 ) && OccupyStrategySlotRange( SQUAD_SLOT_HUNTER_FLANK_FIRST, SQUAD_SLOT_HUNTER_FLANK_LAST ) )
- {
- return SCHED_HUNTER_FLANK_ENEMY;
- }
- }
-
- // Can't see my enemy.
- if ( HasCondition( COND_ENEMY_OCCLUDED ) || HasCondition( COND_ENEMY_TOO_FAR ) || HasCondition( COND_TOO_FAR_TO_ATTACK ) || HasCondition( COND_NOT_FACING_ATTACK ) )
- {
- return SCHED_HUNTER_CHASE_ENEMY;
- }
-
- if ( HasCondition( COND_HUNTER_CANT_PLANT ) )
- {
- return SCHED_ESTABLISH_LINE_OF_FIRE;
- }
-
- //if ( HasCondition( COND_ENEMY_OCCLUDED ) && IsCurSchedule( SCHED_RANGE_ATTACK1, false ) )
- //{
- // return SCHED_HUNTER_COMBAT_FACE;
- //}
-
- return SCHED_HUNTER_CHANGE_POSITION;
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::SelectSiegeSchedule()
-{
- bool bHasEnemy = (GetEnemy() != NULL);
-
- if( bHasEnemy )
- {
- // We have an enemy, so we should be making every effort to attack it.
- if( !HasCondition(COND_SEE_ENEMY) || !HasCondition(COND_CAN_RANGE_ATTACK2) )
- return SCHED_ESTABLISH_LINE_OF_FIRE;
-
- if( HasCondition(COND_CAN_RANGE_ATTACK2) )
- return SCHED_HUNTER_RANGE_ATTACK2;
-
- return SCHED_HUNTER_SIEGE_STAND;
- }
- else
- {
- // Otherwise we are loitering in siege mode. Break line of sight with the player
- // if they expose our position.
- if( HasCondition( COND_SEE_PLAYER ) )
- return SCHED_HUNTER_CHANGE_POSITION_SIEGE;
- }
-
- return SCHED_HUNTER_SIEGE_STAND;
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::SelectSchedule()
-{
- if ( hunter_stand_still.GetBool() )
- {
- m_bPlanted = false;
- return SCHED_IDLE_STAND;
- }
-
- if ( HasCondition( COND_HUNTER_FORCED_DODGE ) )
- return SCHED_HUNTER_DODGE;
-
- if ( HasCondition( COND_HUNTER_NEW_HINTGROUP ) || ( GetHintGroup() != NULL_STRING && m_CheckHintGroupTimer.Expired() ) )
- {
- CAI_Hint *pHint;
- CHintCriteria criteria;
- criteria.SetGroup( GetHintGroup() );
- criteria.SetFlag( bits_HINT_NODE_NEAREST );
-
- if ( HasCondition( COND_HUNTER_NEW_HINTGROUP ) )
- {
- ClearCondition( COND_HUNTER_NEW_HINTGROUP );
- if ( GetEnemy() )
- {
- pHint = CAI_HintManager::FindHint( NULL, GetEnemy()->GetAbsOrigin(), criteria );
- }
- else
- {
- pHint = CAI_HintManager::FindHint( GetAbsOrigin(), criteria );
- }
-
- if ( pHint )
- {
- pHint->Lock( this );
- }
- }
- else
- {
- pHint = CAI_HintManager::FindHint( GetAbsOrigin(), criteria );
- if ( pHint )
- {
- if ( (pHint->GetAbsOrigin() - GetAbsOrigin()).Length2DSqr() < Square( 20*12 ) )
- {
- m_CheckHintGroupTimer.Set( 5 );
- pHint = NULL;
- }
- else
- {
- m_CheckHintGroupTimer.Set( 15 );
- }
- }
- }
-
- if ( pHint )
- {
- SetHintNode( pHint );
- return SCHED_HUNTER_GOTO_HINT;
- }
- }
-
- if ( HasCondition( COND_HUNTER_INCOMING_VEHICLE ) )
- {
- if ( m_RundownDelay.Expired() )
- {
- int iRundownCounter = 0;
- if ( GetSquad() )
- {
- GetSquad()->GetSquadData( HUNTER_RUNDOWN_SQUADDATA, &iRundownCounter );
- }
-
- if ( iRundownCounter % 2 == 0 )
- {
- for ( int i = 0; i < g_Hunters.Count(); i++ )
- {
- if ( g_Hunters[i] != this )
- {
- g_Hunters[i]->m_RundownDelay.Set( 3 );
- g_Hunters[i]->m_IgnoreVehicleTimer.Force();
- }
- }
- m_IgnoreVehicleTimer.Set( hunter_dodge_warning.GetFloat() * 4 );
- if ( hunter_dodge_debug.GetBool() )
- {
- Msg( "Hunter %d rundown\n", entindex() );
- }
-
- if ( HasCondition( COND_SEE_ENEMY ) )
- {
- if ( m_bPlanted && HasCondition( COND_CAN_RANGE_ATTACK2 ) )
- {
- return SCHED_HUNTER_RANGE_ATTACK2;
- }
- else if ( random->RandomInt( 0, 1 ) )
- {
- return SCHED_HUNTER_CHARGE_ENEMY;
- }
- else
- {
- return SCHED_MOVE_AWAY;
- }
- }
- else
- {
- SetTarget( UTIL_GetLocalPlayer() );
- return SCHED_TARGET_FACE;
- }
- }
- else
- {
- if ( hunter_dodge_debug.GetBool() )
- {
- Msg( "Hunter %d safe from rundown\n", entindex() );
- }
- for ( int i = 0; i < g_Hunters.Count(); i++ )
- {
- g_Hunters[i]->m_RundownDelay.Set( 4 );
- g_Hunters[i]->m_IgnoreVehicleTimer.Force();
- }
- if ( GetSquad() )
- {
- GetSquad()->SetSquadData( HUNTER_RUNDOWN_SQUADDATA, iRundownCounter + 1 );
- }
- }
- }
-
- if ( HasCondition( COND_SEE_ENEMY ) )
- {
- if ( hunter_dodge_debug.GetBool() )
- {
- Msg( "Hunter %d try dodge\n", entindex() );
- }
- return SCHED_HUNTER_DODGE;
- }
- else
- {
- SetTarget( UTIL_GetLocalPlayer() );
- return SCHED_TARGET_FACE;
- }
-
- CSound *pBestSound = GetBestSound( SOUND_PHYSICS_DANGER );
- if ( pBestSound && ( pBestSound->SoundContext() & SOUND_CONTEXT_PLAYER_VEHICLE ) )
- {
- return SCHED_ALERT_FACE_BESTSOUND;
- }
- }
-
- if ( HasCondition( COND_HUNTER_FORCED_FLANK_ENEMY ) )
- {
- return SCHED_HUNTER_FLANK_ENEMY;
- }
-
- if ( HasCondition( COND_HUNTER_STAGGERED ) /*|| HasCondition( COND_HUNTER_HIT_BY_STICKYBOMB )*/ )
- {
- return SCHED_HUNTER_STAGGER;
- }
-
- // Now that we're past all of the forced reactions to things, if we're running the siege
- // behavior, go pick an appropriate siege schedule UNLESS we have an enemy. If we have
- // an enemy, we should focus on attacking that enemy.
- if( IsUsingSiegeTargets() )
- {
- return SelectSiegeSchedule();
- }
-
- // back away if there's a magnade glued to my head.
- if ( hunter_retreat_striderbusters.GetBool() /*&& GetEnemy() && ( GetEnemy()->IsPlayer() )*/
- && (m_hAttachedBusters.Count() > 0)
- && m_fCorneredTimer < gpGlobals->curtime)
- {
- return SCHED_HUNTER_TAKE_COVER_FROM_ENEMY;
- }
-
- if ( !BehaviorSelectSchedule() )
- {
- switch ( GetState() )
- {
- case NPC_STATE_IDLE:
- {
- return SCHED_HUNTER_PATROL;
- }
-
- case NPC_STATE_ALERT:
- {
- if ( HasCondition( COND_HUNTER_SHOULD_PATROL ) )
- return SCHED_HUNTER_PATROL;
-
- break;
- }
-
- case NPC_STATE_COMBAT:
- {
- return SelectCombatSchedule();
- }
- }
- }
-
- return BaseClass::SelectSchedule();
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::TranslateSchedule( int scheduleType )
-{
- switch ( scheduleType )
- {
- case SCHED_RANGE_ATTACK1:
- {
- return SCHED_HUNTER_RANGE_ATTACK1;
- }
-
- case SCHED_RANGE_ATTACK2:
- case SCHED_HUNTER_RANGE_ATTACK2:
- {
- if ( scheduleType == SCHED_RANGE_ATTACK2 )
- {
- Msg( "HUNTER IGNORING SQUAD SLOTS\n" );
- }
-
- if ( IsStriderBuster( GetEnemy() ) )
- {
- // Attack as FAST as possible. The point is to shoot down the buster.
- return SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER;
- }
-
- return SCHED_HUNTER_RANGE_ATTACK2;
- }
-
- case SCHED_MELEE_ATTACK1:
- {
- return SCHED_HUNTER_MELEE_ATTACK1;
- }
-
- case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK:
- {
- return SCHED_HUNTER_CHANGE_POSITION;
- }
-
- case SCHED_ALERT_STAND:
- {
- if ( !hunter_disable_patrol.GetBool() )
- return SCHED_HUNTER_PATROL_RUN;
- break;
- }
-
- case SCHED_COMBAT_FACE:
- {
- return SCHED_HUNTER_COMBAT_FACE;
- }
-
- case SCHED_HUNTER_PATROL:
- {
- if ( hunter_disable_patrol.GetBool() )
- {
- return SCHED_IDLE_STAND;
- }
- break;
- }
- }
-
- return BaseClass::TranslateSchedule( scheduleType );
-}
-
-
-//-----------------------------------------------------------------------------
-// catch blockage while escaping magnade
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::TaskFail( AI_TaskFailureCode_t code )
-{
- if ( IsCurSchedule( SCHED_HUNTER_TAKE_COVER_FROM_ENEMY, false ) && ( code == FAIL_NO_ROUTE_BLOCKED ) )
- {
- // cornered!
- if ( m_fCorneredTimer < gpGlobals->curtime )
- {
- m_fCorneredTimer = gpGlobals->curtime + 6.0f;
- }
- }
-
- BaseClass::TaskFail( code );
-}
-
-
-//-----------------------------------------------------------------------------
-// The player is speeding toward us in a vehicle! Find a good activity for dodging.
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::TaskFindDodgeActivity()
-{
- if ( GetEnemy() == NULL )
- {
- TaskFail( "No enemy to dodge" );
- return;
- }
-
- Vector vecUp;
- Vector vecRight;
- GetVectors( NULL, &vecRight, &vecUp );
-
- // TODO: find most perpendicular 8-way dodge when we get the anims
- Vector vecEnemyDir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin();
- //Vector vecDir = CrossProduct( vecEnemyDir, vecUp );
- VectorNormalize( vecEnemyDir );
- if ( fabs( DotProduct( vecEnemyDir, vecRight ) ) > 0.7 )
- {
- TaskFail( "Can't dodge, enemy approaching perpendicularly" );
- return;
- }
-
- // Check left or right randomly first.
- bool bDodgeLeft = false;
- CBaseEntity *pVehicle = GetEnemyVehicle();
- if ( pVehicle )
- {
- Ray_t enemyRay;
- Ray_t perpendicularRay;
- enemyRay.Init( pVehicle->GetAbsOrigin(), pVehicle->GetAbsOrigin() + pVehicle->GetSmoothedVelocity() );
- Vector vPerpendicularPt = vecEnemyDir;
- vPerpendicularPt.y = -vPerpendicularPt.y;
- perpendicularRay.Init( GetAbsOrigin(), GetAbsOrigin() + vPerpendicularPt );
-
- enemyRay.m_Start.z = enemyRay.m_Delta.z = enemyRay.m_StartOffset.z;
- perpendicularRay.m_Start.z = perpendicularRay.m_Delta.z = perpendicularRay.m_StartOffset.z;
-
- float t, s;
-
- IntersectRayWithRay( perpendicularRay, enemyRay, t, s );
-
- if ( t > 0 )
- {
- bDodgeLeft = true;
- }
- }
- else if ( random->RandomInt( 0, 1 ) == 0 )
- {
- bDodgeLeft = true;
- }
-
- bool bFoundDir = false;
- int nTries = 0;
-
- while ( !bFoundDir && ( nTries < 2 ) )
- {
- // Pick a dodge activity to try.
- if ( bDodgeLeft )
- {
- m_eDodgeActivity = ACT_HUNTER_DODGEL;
- }
- else
- {
- m_eDodgeActivity = ACT_HUNTER_DODGER;
- }
-
- // See where the dodge will put us.
- Vector vecLocalDelta;
- int nSeq = SelectWeightedSequence( m_eDodgeActivity );
- GetSequenceLinearMotion( nSeq, &vecLocalDelta );
-
- // Transform the sequence delta into local space.
- matrix3x4_t fRotateMatrix;
- AngleMatrix( GetLocalAngles(), fRotateMatrix );
- Vector vecDelta;
- VectorRotate( vecLocalDelta, fRotateMatrix, vecDelta );
-
- // Trace a bit high so this works better on uneven terrain.
- Vector testHullMins = GetHullMins();
- testHullMins.z += ( StepHeight() * 2 );
-
- // See if all is clear in that direction.
- trace_t tr;
- HunterTraceHull_SkipPhysics( GetAbsOrigin(), GetAbsOrigin() + vecDelta, testHullMins, GetHullMaxs(), MASK_NPCSOLID, this, GetCollisionGroup(), &tr, VPhysicsGetObject()->GetMass() * 0.5f );
-
- // TODO: dodge anyway if we'll make it a certain percentage of the way through the dodge?
- if ( tr.fraction == 1.0f )
- {
- //NDebugOverlay::SweptBox( GetAbsOrigin(), GetAbsOrigin() + vecDelta, testHullMins, GetHullMaxs(), QAngle( 0, 0, 0 ), 0, 255, 0, 128, 5 );
- bFoundDir = true;
- TaskComplete();
- }
- else
- {
- //NDebugOverlay::SweptBox( GetAbsOrigin(), GetAbsOrigin() + vecDelta, testHullMins, GetHullMaxs(), QAngle( 0, 0, 0 ), 255, 0, 0, 128, 5 );
- nTries++;
- bDodgeLeft = !bDodgeLeft;
- }
- }
-
- if ( nTries < 2 )
- {
- TaskComplete();
- }
- else
- {
- TaskFail( "Couldn't find dodge position\n" );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::StartTask( const Task_t *pTask )
-{
- switch ( pTask->iTask )
- {
- case TASK_HUNTER_FINISH_RANGE_ATTACK:
- {
- if( GetEnemy() != NULL && GetEnemy()->Classify() == CLASS_PLAYER_ALLY_VITAL )
- {
- // Just finished shooting at Alyx! So forget her for a little while and get back on the player
- // !!!LATER - make sure there's someone else in enemy memory to go bother.
- GetEnemies()->SetTimeValidEnemy( GetEnemy(), gpGlobals->curtime + 10.0f );
- }
-
- if( m_hCurrentSiegeTarget )
- {
- // We probably just fired at our siege target, so dump it.
- KillCurrentSiegeTarget();
- }
-
- TaskComplete();
- }
-
- case TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY:
- {
- ChainStartTask( TASK_WAIT_FOR_MOVEMENT, pTask->flTaskData );
- break;
- }
-
- case TASK_HUNTER_BEGIN_FLANK:
- {
- if ( IsInSquad() && GetSquad()->NumMembers() > 1 )
- {
- // Flank relative to the other shooter in our squad.
- // If there's no other shooter, just flank relative to any squad member.
- AISquadIter_t iter;
- CAI_BaseNPC *pNPC = GetSquad()->GetFirstMember( &iter );
- while ( pNPC == this )
- {
- pNPC = GetSquad()->GetNextMember( &iter );
- }
-
- m_vSavePosition = pNPC->GetAbsOrigin();
- }
- else
- {
- // Flank relative to our current position.
- m_vSavePosition = GetAbsOrigin();
- }
-
- TaskComplete();
- break;
- }
-
- case TASK_HUNTER_ANNOUNCE_FLANK:
- {
- EmitSound( "NPC_Hunter.FlankAnnounce" );
- TaskComplete();
- break;
- }
-
- case TASK_HUNTER_DODGE:
- {
- if ( hunter_dodge_debug. GetBool() )
- {
- Msg( "Hunter %d dodging\n", entindex() );
- }
- SetIdealActivity( m_eDodgeActivity );
- break;
- }
-
- // Guarantee a certain delay between volleys. If we aren't already planted,
- // the plant transition animation will take care of that.
- case TASK_HUNTER_PRE_RANGE_ATTACK2:
- {
- if ( !m_bPlanted || ( GetEnemy() && IsStriderBuster( GetEnemy() ) ) )
- {
- TaskComplete();
- }
- else
- {
- SetIdealActivity( ACT_HUNTER_ANGRY );
- }
- break;
- }
-
- case TASK_HUNTER_SHOOT_COMMIT:
- {
- // We're committing to shooting. Don't allow interrupts until after we've shot a bit (see TASK_RANGE_ATTACK1).
- m_flShootAllowInterruptTime = gpGlobals->curtime + 100.0f;
- TaskComplete();
- break;
- }
-
- case TASK_RANGE_ATTACK2:
- {
- if ( GetEnemy() )
- {
- bool bIsBuster = IsStriderBuster( GetEnemy() );
- if ( bIsBuster )
- {
- AddFacingTarget( GetEnemy(), GetEnemy()->GetAbsOrigin() + GetEnemy()->GetSmoothedVelocity() * .5, 1.0, 0.8 );
- }
-
- // Start the firing sound.
- //CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
- //controller.SoundChangeVolume( m_pGunFiringSound, 1.0, hunter_first_flechette_delay.GetFloat() );
-
- SetIdealActivity( ACT_RANGE_ATTACK2 );
-
- // Decide how many shots to fire.
- int nShots = hunter_flechette_volley_size.GetInt();
- if ( g_pGameRules->IsSkillLevel( SKILL_EASY ) )
- {
- nShots--;
- }
-
- // Decide when to fire the first shot.
- float initialDelay = hunter_first_flechette_delay.GetFloat();
- if ( bIsBuster )
- {
- initialDelay = 0; //*= 0.5;
- }
-
- BeginVolley( nShots, gpGlobals->curtime + initialDelay );
-
- // In case we need to miss on purpose, pick a direction now.
- m_bMissLeft = false;
- if ( random->RandomInt( 0, 1 ) == 0 )
- {
- m_bMissLeft = true;
- }
-
- LockBothEyes( initialDelay + ( nShots * hunter_flechette_delay.GetFloat() ) );
- }
- else
- {
- TaskFail( FAIL_NO_ENEMY );
- }
-
- break;
- }
-
- case TASK_HUNTER_STAGGER:
- {
- // Stagger in the direction the impact force would push us.
- VMatrix worldToLocalRotation = EntityToWorldTransform();
- Vector vecLocalStaggerDir = worldToLocalRotation.InverseTR().ApplyRotation( m_vecStaggerDir );
-
- float flStaggerYaw = VecToYaw( vecLocalStaggerDir );
- SetPoseParameter( gm_nStaggerYawPoseParam, flStaggerYaw );
-
- // Go straight there!
- SetActivity( ACT_RESET );
- SetActivity( ( Activity )ACT_HUNTER_STAGGER );
- break;
- }
-
- case TASK_MELEE_ATTACK1:
- {
- SetLastAttackTime( gpGlobals->curtime );
-
- if ( GetEnemy() && GetEnemy()->IsPlayer() )
- {
- ResetIdealActivity( ( Activity )ACT_HUNTER_MELEE_ATTACK1_VS_PLAYER );
- }
- else
- {
- ResetIdealActivity( ACT_MELEE_ATTACK1 );
- }
-
- break;
- }
-
- case TASK_HUNTER_CORNERED_TIMER:
- {
- m_fCorneredTimer = gpGlobals->curtime + pTask->flTaskData;
-
- break;
- }
-
- case TASK_HUNTER_FIND_SIDESTEP_POSITION:
- {
- if ( GetEnemy() == NULL )
- {
- TaskFail( "No enemy to sidestep" );
- }
- else
- {
- Vector vecUp;
- GetVectors( NULL, NULL, &vecUp );
-
- Vector vecEnemyDir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin();
- Vector vecDir = CrossProduct( vecEnemyDir, vecUp );
- VectorNormalize( vecDir );
-
- // Sidestep left or right randomly.
- if ( random->RandomInt( 0, 1 ) == 0 )
- {
- vecDir *= -1;
- }
-
- // Start high and then trace down so that it works on uneven terrain.
- Vector vecPos = GetAbsOrigin() + Vector( 0, 0, 64 ) + random->RandomFloat( 120, 200 ) * vecDir;
-
- // Try to find the ground at the sidestep position.
- trace_t tr;
- UTIL_TraceLine( vecPos, vecPos + Vector( 0, 0, -128 ), MASK_NPCSOLID, NULL, COLLISION_GROUP_NONE, &tr );
- if ( tr.fraction < 1.0f )
- {
- //NDebugOverlay::Line( vecPos, tr.endpos, 0, 255, 0, true, 10 );
-
- m_vSavePosition = tr.endpos;
-
- TaskComplete();
- }
- else
- {
- TaskFail( "Couldn't find sidestep position\n" );
- }
- }
-
- break;
- }
-
- case TASK_HUNTER_FIND_DODGE_POSITION:
- {
- TaskFindDodgeActivity();
- break;
- }
-
- case TASK_HUNTER_CHARGE:
- {
- SetIdealActivity( ( Activity )ACT_HUNTER_CHARGE_START );
- break;
- }
-
- case TASK_HUNTER_CHARGE_DELAY:
- {
- m_flNextChargeTime = gpGlobals->curtime + pTask->flTaskData;
- TaskComplete();
- break;
- }
-
- case TASK_DIE:
- {
- GetNavigator()->StopMoving();
- ResetActivity();
- SetIdealActivity( GetDeathActivity() );
- m_lifeState = LIFE_DYING;
-
- break;
- }
-
- //case TASK_HUNTER_END_FLANK:
- //{
- //
- //}
-
- default:
- {
- BaseClass::StartTask( pTask );
- break;
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::RunTask( const Task_t *pTask )
-{
- switch ( pTask->iTask )
- {
- case TASK_HUNTER_PRE_RANGE_ATTACK2:
- {
- if ( IsActivityFinished() )
- {
- TaskComplete();
- }
- break;
- }
-
- case TASK_RANGE_ATTACK2:
- {
- if( !hunter_hate_thrown_striderbusters.GetBool() && GetEnemy() != NULL && IsStriderBuster( GetEnemy() ) )
- {
- if( !IsValidEnemy(GetEnemy()) )
- {
- TaskFail("No longer hate this StriderBuster");
- }
- }
-
- bool bIsBuster = IsStriderBuster( GetEnemy() );
- if ( bIsBuster )
- {
- Vector vFuturePosition = GetEnemy()->GetAbsOrigin() + GetEnemy()->GetSmoothedVelocity() * .3;
- AddFacingTarget( GetEnemy(), vFuturePosition, 1.0, 0.8 );
-
- Vector2D vToFuturePositon = ( vFuturePosition.AsVector2D() - GetAbsOrigin().AsVector2D() );
- vToFuturePositon.NormalizeInPlace();
- Vector2D facingDir = BodyDirection2D().AsVector2D();
-
- float flDot = DotProduct2D( vToFuturePositon, facingDir );
-
- if ( flDot < .4 )
- {
- GetMotor()->SetIdealYawToTarget( vFuturePosition );
- GetMotor()->UpdateYaw();
- break;
- }
- }
-
- if ( gpGlobals->curtime >= m_flNextFlechetteTime )
- {
- // Must have an enemy and a shot queued up.
- bool bDone = false;
- if ( GetEnemy() != NULL && m_nFlechettesQueued > 0 )
- {
- if ( ShootFlechette( GetEnemy(), false ) )
- {
- m_nClampedShots++;
- }
- else
- {
- m_nClampedShots = 0;
- }
-
- m_nFlechettesQueued--;
-
- // If we fired three or more clamped shots in a row, call it quits so we don't look dumb.
- if ( ( m_nClampedShots >= 3 ) || ( m_nFlechettesQueued == 0 ) )
- {
- bDone = true;
- }
- else
- {
- // More shooting to do. Schedule our next flechette.
- m_flNextFlechetteTime = gpGlobals->curtime + hunter_flechette_delay.GetFloat();
- }
- }
- else
- {
- bDone = true;
- }
-
- if ( bDone )
- {
- // Stop the firing sound.
- //CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
- //controller.SoundChangeVolume( m_pGunFiringSound, 0.0f, 0.1f );
-
- DelayRangedAttackers( hunter_flechette_volley_end_min_delay.GetFloat(), hunter_flechette_volley_end_max_delay.GetFloat(), true );
- TaskComplete();
- }
- }
-
- break;
- }
-
- case TASK_GET_PATH_TO_ENEMY_LOS:
- {
- ChainRunTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData );
- break;
- }
-
- case TASK_HUNTER_DODGE:
- {
- AutoMovement();
-
- if ( IsActivityFinished() )
- {
- TaskComplete();
- }
- break;
- }
-
- case TASK_HUNTER_CORNERED_TIMER:
- {
- TaskComplete();
- break;
- }
-
- case TASK_HUNTER_STAGGER:
- {
- if ( IsActivityFinished() )
- {
- TaskComplete();
- }
- break;
- }
-
- case TASK_HUNTER_CHARGE:
- {
- Activity eActivity = GetActivity();
-
- // See if we're trying to stop after hitting/missing our target
- if ( eActivity == ACT_HUNTER_CHARGE_STOP || eActivity == ACT_HUNTER_CHARGE_CRASH )
- {
- if ( IsActivityFinished() )
- {
- m_flNextChargeTime = gpGlobals->curtime + hunter_charge_min_delay.GetFloat() + random->RandomFloat( 0, 2.5 ) + random->RandomFloat( 0, 2.5 );
- float delayMultiplier = ( g_pGameRules->IsSkillLevel( SKILL_EASY ) ) ? 1.5 : 1.0;
- float groupDelay = gpGlobals->curtime + ( 2.0 + random->RandomFloat( 0, 2 ) ) * delayMultiplier;
- for ( int i = 0; i < g_Hunters.Count(); i++ )
- {
- if ( g_Hunters[i] != this && g_Hunters[i]->m_flNextChargeTime < groupDelay )
- {
- g_Hunters[i]->m_flNextChargeTime = groupDelay;
- }
- }
- TaskComplete();
- return;
- }
-
- // Still in the process of slowing down. Run movement until it's done.
- AutoMovement();
- return;
- }
-
- // Check for manual transition
- if ( ( eActivity == ACT_HUNTER_CHARGE_START ) && ( IsActivityFinished() ) )
- {
- SetIdealActivity( ACT_HUNTER_CHARGE_RUN );
- }
-
- // See if we're still running
- if ( eActivity == ACT_HUNTER_CHARGE_RUN || eActivity == ACT_HUNTER_CHARGE_START )
- {
- if ( HasCondition( COND_NEW_ENEMY ) || HasCondition( COND_LOST_ENEMY ) || HasCondition( COND_ENEMY_DEAD ) )
- {
- SetIdealActivity( ACT_HUNTER_CHARGE_STOP );
- return;
- }
- else
- {
- if ( GetEnemy() != NULL )
- {
- Vector goalDir = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() );
- VectorNormalize( goalDir );
-
- if ( DotProduct( BodyDirection2D(), goalDir ) < 0.25f )
- {
- SetIdealActivity( ACT_HUNTER_CHARGE_STOP );
- }
- }
- }
- }
-
- // 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_HUNTER_CHARGE_START )
- {
- TaskFail( "Unable to make initial movement of charge\n" );
- return;
- }
-
- // Crash unless we're trying to stop already
- if ( eActivity != ACT_HUNTER_CHARGE_STOP )
- {
- if ( moveTrace.fStatus == AIMR_BLOCKED_WORLD && moveTrace.vHitNormal == vec3_origin )
- {
- SetIdealActivity( ACT_HUNTER_CHARGE_STOP );
- }
- else
- {
- // Shake the screen
- if ( moveTrace.fStatus != AIMR_BLOCKED_NPC )
- {
- EmitSound( "NPC_Hunter.ChargeHitWorld" );
- UTIL_ScreenShake( GetAbsOrigin(), 16.0f, 4.0f, 1.0f, 400.0f, SHAKE_START );
- }
- SetIdealActivity( ACT_HUNTER_CHARGE_CRASH );
- }
- }
- }
- else if ( moveTrace.pObstruction )
- {
- // If we hit another hunter, stop
- if ( moveTrace.pObstruction->Classify() == CLASS_COMBINE_HUNTER )
- {
- // Crash unless we're trying to stop already
- if ( eActivity != ACT_HUNTER_CHARGE_STOP )
- {
- SetIdealActivity( ACT_HUNTER_CHARGE_STOP );
- }
- }
- // If we hit an antlion, don't stop, but kill it
- // We never have hunters and antlions together, but you never know.
- else if (moveTrace.pObstruction->Classify() == CLASS_ANTLION )
- {
- if ( FClassnameIs( moveTrace.pObstruction, "npc_antlionguard" ) )
- {
- // Crash unless we're trying to stop already
- if ( eActivity != ACT_HUNTER_CHARGE_STOP )
- {
- SetIdealActivity( ACT_HUNTER_CHARGE_STOP );
- }
- }
- else
- {
- Hunter_ApplyChargeDamage( this, moveTrace.pObstruction, moveTrace.pObstruction->GetHealth() );
- }
- }
- }
- }
-
- break;
- }
-
- case TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY:
- {
- if ( GetEnemy() )
- {
- Vector vecEnemyLKP = GetEnemyLKP();
- AddFacingTarget( GetEnemy(), vecEnemyLKP, 1.0, 0.8 );
- }
- ChainRunTask( TASK_WAIT_FOR_MOVEMENT, pTask->flTaskData );
- break;
- }
-
- default:
- {
- BaseClass::RunTask( pTask );
- break;
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Return true if our charge target is right in front of the hunter.
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::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_TraceHull( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), GetHullMins() * 0.5, GetHullMaxs() * 0.5, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
- if ( tr.m_pEnt == GetEnemy() )
- {
- *pEntity = tr.m_pEnt;
- return true;
- }
- }
- }
-
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// 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_Hunter::ChargeLookAhead( void )
-{
-#if 0
- trace_t tr;
- Vector vecForward;
- GetVectors( &vecForward, NULL, NULL );
- Vector vecTestPos = GetAbsOrigin() + ( vecForward * m_flGroundSpeed * 0.75 );
- Vector testHullMins = GetHullMins();
- testHullMins.z += (StepHeight() * 2);
- HunterTraceHull_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 )
- {
- // dvs: TODO:
- // Start playing the hit animation
- //AddGesture( ACT_HUNTER_CHARGE_ANTICIPATION );
- }
-#endif
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-float CNPC_Hunter::ChargeSteer()
-{
- 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
- HunterTraceHull_SkipPhysics( GetAbsOrigin(), testPos, testHullMins, GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5f );
-
- // Debug info
- if ( g_debug_hunter_charge.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 );
- HunterTraceHull_SkipPhysics( GetAbsOrigin(), testPos, testHullMins, GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5f );
-
- // Debug
- if ( g_debug_hunter_charge.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_hunter_charge.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 );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::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_hunter_dmg_charge.GetFloat();
-
- // If it's being held by the player, break that bond
- Pickup_ForcePlayerToDropThisObject( pTarget );
-
- // Calculate the physics force
- Hunter_ApplyChargeDamage( this, pTarget, flDamage );
-}
-
-
-//-----------------------------------------------------------------------------
-// Handles the hunter charging into something. Returns true if it hit the world.
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::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 hunter 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 hunter 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() )
- {
- return true;
- }
- }
-
- // Hit anything we don't like
- if ( IRelationType( pEntity ) == D_HT && ( GetNextAttack() < gpGlobals->curtime ) )
- {
- EmitSound( "NPC_Hunter.ChargeHitEnemy" );
-
- // dvs: TODO:
- //if ( !IsPlayingGesture( ACT_HUNTER_CHARGE_HIT ) )
- //{
- // RestartGesture( ACT_HUNTER_CHARGE_HIT );
- //}
-
- ChargeDamage( pEntity );
-
- if ( !pEntity->IsNPC() )
- {
- pEntity->ApplyAbsVelocityImpulse( ( BodyDirection2D() * 400 ) + Vector( 0, 0, 200 ) );
- }
-
- if ( !pEntity->IsAlive() && GetEnemy() == pEntity )
- {
- SetEnemy( NULL );
- }
-
- SetNextAttack( gpGlobals->curtime + 2.0f );
-
- if ( !pEntity->IsAlive() || !pEntity->IsNPC() )
- {
- SetIdealActivity( ACT_HUNTER_CHARGE_STOP );
- return false;
- }
- else
- return true;
-
- }
-
- // Hit something we don't hate. If it's not moveable, crash into it.
- if ( pEntity->GetMoveType() == MOVETYPE_NONE || pEntity->GetMoveType() == MOVETYPE_PUSH )
- {
- CBreakable *pBreakable = dynamic_cast<CBreakable *>(pEntity);
- if ( pBreakable && pBreakable->IsBreakable() && pBreakable->m_takedamage == DAMAGE_YES && pBreakable->GetHealth() > 0 )
- {
- ChargeDamage( pEntity );
- }
- 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() )
- return true;
-
- float entMass = PhysGetEntityMass( pEntity ) ;
- float minMass = VPhysicsGetObject()->GetMass() * 0.5f;
- if ( entMass < minMass )
- {
- if ( entMass < minMass * 0.666f || pEntity->CollisionProp()->BoundingRadius() < GetHullHeight() )
- {
- if ( pEntity->GetHealth() > 0 )
- {
- CBreakableProp *pBreakable = dynamic_cast<CBreakableProp *>(pEntity);
- if ( pBreakable && pBreakable->m_takedamage == DAMAGE_YES && pBreakable->GetHealth() > 0 && pBreakable->GetHealth() <= 50 )
- {
- ChargeDamage( pEntity );
- }
- }
- pEntity->SetNavIgnore( 2.0 );
- return false;
- }
- }
- return true;
-
- }
- }
-
- return false;
-}
-
-
-//-------------------------------------------------------------------------------------------------
-//-------------------------------------------------------------------------------------------------
-void CNPC_Hunter::Explode()
-{
- Vector velocity = vec3_origin;
- AngularImpulse angVelocity = RandomAngularImpulse( -150, 150 );
-
- PropBreakableCreateAll( GetModelIndex(), NULL, EyePosition(), GetAbsAngles(), velocity, angVelocity, 1.0, 150, COLLISION_GROUP_NPC, this );
-
- ExplosionCreate( EyePosition(), GetAbsAngles(), this, 500, 256, (SF_ENVEXPLOSION_NOPARTICLES|SF_ENVEXPLOSION_NOSPARKS|SF_ENVEXPLOSION_NODLIGHTS|SF_ENVEXPLOSION_NODAMAGE|SF_ENVEXPLOSION_NOSMOKE), false );
-
- // Create liquid fountain gushtacular effect here!
- CEffectData data;
-
- data.m_vOrigin = EyePosition();
- data.m_vNormal = Vector( 0, 0, 1 );
- data.m_flScale = 4.0f;
-
- DispatchEffect( "StriderBlood", data );
-
- // Go away
- m_lifeState = LIFE_DEAD;
-
- SetThink( &CNPC_Hunter::SUB_Remove );
- SetNextThink( gpGlobals->curtime + 0.1f );
-
- AddEffects( EF_NODRAW );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-Activity CNPC_Hunter::NPC_TranslateActivity( Activity baseAct )
-{
- if ( ( baseAct == ACT_WALK ) || ( baseAct == ACT_RUN ) )
- {
- if ( GetEnemy() )
- {
- Vector vecEnemyLKP = GetEnemyLKP();
-
- // Only start facing when we're close enough
- if ( UTIL_DistApprox( vecEnemyLKP, GetAbsOrigin() ) < HUNTER_FACE_ENEMY_DIST )
- {
- return (Activity)ACT_HUNTER_WALK_ANGRY;
- }
- }
- }
- else if ( ( baseAct == ACT_IDLE ) && m_bPlanted )
- {
- return ( Activity )ACT_HUNTER_IDLE_PLANTED;
- }
- else if ( baseAct == ACT_RANGE_ATTACK2 )
- {
- if ( !m_bPlanted && ( m_bEnableUnplantedShooting || IsStriderBuster( GetEnemy() ) ) )
- {
- return (Activity)ACT_HUNTER_RANGE_ATTACK2_UNPLANTED;
- }
- }
-
- return BaseClass::NPC_TranslateActivity( baseAct );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::HandleAnimEvent( animevent_t *pEvent )
-{
- Vector footPosition;
- QAngle angles;
-
- if ( pEvent->event == AE_HUNTER_FOOTSTEP_LEFT )
- {
- LeftFootHit( pEvent->eventtime );
- return;
- }
-
- if ( pEvent->event == AE_HUNTER_FOOTSTEP_RIGHT )
- {
- RightFootHit( pEvent->eventtime );
- return;
- }
-
- if ( pEvent->event == AE_HUNTER_FOOTSTEP_BACK )
- {
- BackFootHit( pEvent->eventtime );
- return;
- }
-
- if ( pEvent->event == AE_HUNTER_START_EXPRESSION )
- {
- if ( pEvent->options && Q_strlen( pEvent->options ) )
- {
- //m_iszCurrentExpression = AllocPooledString( pEvent->options );
- //SetExpression( pEvent->options );
- }
- return;
- }
-
- if ( pEvent->event == AE_HUNTER_END_EXPRESSION )
- {
- if ( pEvent->options && Q_strlen( pEvent->options ) )
- {
- //m_iszCurrentExpression = NULL_STRING;
- //RemoveActorFromScriptedScenes( this, true, false, pEvent->options );
- }
- return;
- }
-
- if ( pEvent->event == AE_HUNTER_MELEE_ANNOUNCE )
- {
- EmitSound( "NPC_Hunter.MeleeAnnounce" );
- return;
- }
-
- if ( pEvent->event == AE_HUNTER_MELEE_ATTACK_LEFT )
- {
- Vector right, forward, dir;
- AngleVectors( GetLocalAngles(), &forward, &right, NULL );
-
- right = right * -100;
- forward = forward * 600;
- dir = right + forward;
- QAngle angle( 25, 30, -20 );
-
- MeleeAttack( HUNTER_MELEE_REACH, sk_hunter_dmg_one_slash.GetFloat(), angle, dir, HUNTER_BLOOD_LEFT_FOOT );
- return;
- }
-
- if ( pEvent->event == AE_HUNTER_MELEE_ATTACK_RIGHT )
- {
- Vector right, forward,dir;
- AngleVectors( GetLocalAngles(), &forward, &right, NULL );
-
- right = right * 100;
- forward = forward * 600;
- dir = right + forward;
-
- QAngle angle( 25, -30, 20 );
-
- MeleeAttack( HUNTER_MELEE_REACH, sk_hunter_dmg_one_slash.GetFloat(), angle, dir, HUNTER_BLOOD_LEFT_FOOT );
- return;
- }
-
- if ( pEvent->event == AE_HUNTER_SPRAY_BLOOD )
- {
- Vector vecOrigin;
- Vector vecDir;
-
- // spray blood from the attachment point
- bool bGotAttachment = false;
- if ( pEvent->options )
- {
- QAngle angDir;
- if ( GetAttachment( pEvent->options, vecOrigin, angDir ) )
- {
- bGotAttachment = true;
- AngleVectors( angDir, &vecDir, NULL, NULL );
- }
- }
-
- // fall back to our center, tracing forward
- if ( !bGotAttachment )
- {
- vecOrigin = WorldSpaceCenter();
- GetVectors( &vecDir, NULL, NULL );
- }
-
- UTIL_BloodSpray( vecOrigin, vecDir, BLOOD_COLOR_RED, 4, FX_BLOODSPRAY_ALL );
-
- for ( int i = 0 ; i < 3 ; i++ )
- {
- Vector vecTraceDir = vecDir;
- vecTraceDir.x += random->RandomFloat( -0.1, 0.1 );
- vecTraceDir.y += random->RandomFloat( -0.1, 0.1 );
- vecTraceDir.z += random->RandomFloat( -0.1, 0.1 );
-
- trace_t tr;
- AI_TraceLine( vecOrigin, vecOrigin + ( vecTraceDir * 192.0f ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
- if ( tr.fraction != 1.0 )
- {
- UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
- }
- }
-
- return;
- }
-
- BaseClass::HandleAnimEvent( pEvent );
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority )
-{
- if ( nDisposition == D_HT && pEntity->ClassMatches("npc_bullseye") )
- UpdateEnemyMemory( pEntity, pEntity->GetAbsOrigin() );
- BaseClass::AddEntityRelationship( pEntity, nDisposition, nPriority );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity )
-{
- if ( IsCurSchedule( SCHED_HUNTER_RANGE_ATTACK1, false ) )
- {
- SetGoalEnt( pGoalEntity );
- return true;
- }
- return BaseClass::ScheduledMoveToGoalEntity( scheduleType, pGoalEntity, movementActivity );
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::OnChangeHintGroup( string_t oldGroup, string_t newGroup )
-{
- SetCondition( COND_HUNTER_NEW_HINTGROUP );
- m_CheckHintGroupTimer.Set( 10 );
-}
-
-
-//-----------------------------------------------------------------------------
-// Tells whether any given hunter is in a squad that contains other hunters.
-// This is useful for preventing timid behavior for Hunters that are not
-// supported by other hunters.
-//
-// NOTE: This counts the self! So a hunter that is alone in his squad
-// receives a result of 1.
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::NumHuntersInMySquad()
-{
- AISquadIter_t iter;
- CAI_BaseNPC *pSquadmate = m_pSquad ? m_pSquad->GetFirstMember( &iter ) : NULL;
-
- if( !pSquadmate )
- {
- // Not in a squad at all, but the caller is not concerned with that. Just
- // tell them that we're in a squad of one (ourself)
- return 1;
- }
-
- int count = 0;
-
- while ( pSquadmate )
- {
- if( pSquadmate->m_iClassname == m_iClassname )
- count++;
-
- pSquadmate = m_pSquad->GetNextMember( &iter );
- }
-
- return count;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::FollowStrider( const char *szStrider )
-{
- if ( !szStrider )
- return;
-
- CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, szStrider, this );
- CNPC_Strider *pStrider = dynamic_cast <CNPC_Strider *>( pEnt );
- FollowStrider(pStrider);
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::FollowStrider( CNPC_Strider * pStrider )
-{
- if ( !IsAlive() )
- {
- return;
- }
-
- if ( pStrider )
- {
- if ( m_EscortBehavior.GetFollowTarget() != pStrider )
- {
- m_iszFollowTarget = pStrider->GetEntityName();
- if ( m_iszFollowTarget == NULL_STRING )
- {
- m_iszFollowTarget = AllocPooledString( "unnamed_strider" );
- }
- m_EscortBehavior.SetEscortTarget( pStrider );
- }
- }
- else
- {
- DevWarning("Hunter set to follow entity %s that is not a strider\n", STRING( m_iszFollowTarget ) );
- m_iszFollowTarget = AllocPooledString( "unknown_strider" );
- }
-}
-
-void CAI_HunterEscortBehavior::SetEscortTarget( CNPC_Strider *pStrider, bool fFinishCurSchedule )
-{
- m_bEnabled = true;
-
- if ( GetOuter()->GetSquad() )
- {
- GetOuter()->GetSquad()->RemoveFromSquad( GetOuter() );
- }
-
- for ( int i = 0; i < g_Hunters.Count(); i++ )
- {
- if ( g_Hunters[i]->m_EscortBehavior.GetFollowTarget() == pStrider )
- {
- Assert( g_Hunters[i]->GetSquad() );
- g_Hunters[i]->GetSquad()->AddToSquad( GetOuter() );
- break;
- }
- }
-
- if ( !GetOuter()->GetSquad() )
- {
- GetOuter()->AddToSquad( AllocPooledString( CFmtStr( "%s_hunter_squad", STRING( pStrider->GetEntityName() ) ) ) );
- }
-
- BaseClass::SetFollowTarget( pStrider );
- m_flTimeEscortReturn = gpGlobals->curtime;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::InputEnableUnplantedShooting( inputdata_t &inputdata )
-{
- m_bEnableUnplantedShooting = true;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::InputDisableUnplantedShooting( inputdata_t &inputdata )
-{
- m_bEnableUnplantedShooting = false;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::InputFollowStrider( inputdata_t &inputdata )
-{
- m_iszFollowTarget = inputdata.value.StringID();
- if ( m_iszFollowTarget == s_iszStriderClassname )
- {
- m_EscortBehavior.m_bEnabled = true;
- m_iszFollowTarget = NULL_STRING;
- }
- m_BeginFollowDelay.Start( .1 ); // Allow time for strider to spawn
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::InputUseSiegeTargets( inputdata_t &inputdata )
-{
- m_iszSiegeTargetName = inputdata.value.StringID();
- m_flTimeNextSiegeTargetAttack = gpGlobals->curtime + random->RandomFloat( 1, hunter_siege_frequency.GetFloat() );
-
- if( m_iszSiegeTargetName == NULL_STRING )
- {
- // Turning the feature off. Restore m_flDistTooFar to default.
- m_flDistTooFar = hunter_flechette_max_range.GetFloat();
- m_pSiegeTargets.RemoveAll();
- }
- else
- {
- // We're going into siege mode. Adjust range accordingly.
- m_flDistTooFar = hunter_flechette_max_range.GetFloat() * HUNTER_SIEGE_MAX_DIST_MODIFIER;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::InputDodge( inputdata_t &inputdata )
-{
- SetCondition( COND_HUNTER_FORCED_DODGE );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::InputFlankEnemy( inputdata_t &inputdata )
-{
- SetCondition( COND_HUNTER_FORCED_FLANK_ENEMY );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::InputDisableShooting( inputdata_t &inputdata )
-{
- m_bDisableShooting = true;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::InputEnableShooting( inputdata_t &inputdata )
-{
- m_bDisableShooting = false;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::InputEnableSquadShootDelay( inputdata_t &inputdata )
-{
- m_bEnableSquadShootDelay = true;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::InputDisableSquadShootDelay( inputdata_t &inputdata )
-{
- m_bEnableSquadShootDelay = false;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
-{
- return BaseClass::FVisible( pEntity, traceMask, ppBlocker );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::IsValidEnemy( CBaseEntity *pTarget )
-{
- if ( IsStriderBuster( pTarget) )
- {
- if ( !m_EscortBehavior.m_bEnabled || !m_EscortBehavior.GetEscortTarget() )
- {
- // We only hate striderbusters when we are actively protecting a strider.
- return false;
- }
-
- if ( pTarget->VPhysicsGetObject() )
- {
- if ( ( pTarget->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) &&
- hunter_hate_held_striderbusters.GetBool() )
- {
- if ( gpGlobals->curtime - StriderBuster_GetPickupTime( pTarget ) > hunter_hate_held_striderbusters_delay.GetFloat())
- {
- if ( StriderBuster_NumFlechettesAttached( pTarget ) <= 2 )
- {
- if ( m_EscortBehavior.GetEscortTarget() &&
- ( m_EscortBehavior.GetEscortTarget()->GetAbsOrigin().AsVector2D() - pTarget->GetAbsOrigin().AsVector2D() ).LengthSqr() < Square( hunter_hate_held_striderbusters_tolerance.GetFloat() ) )
- {
- return true;
- }
- }
- }
- return false;
- }
-
- bool bThrown = ( pTarget->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_WAS_THROWN ) != 0;
- bool bAttached = StriderBuster_IsAttachedStriderBuster( pTarget );
-
- if ( ( bThrown && !bAttached ) && hunter_hate_thrown_striderbusters.GetBool() )
- {
- float t;
- float dist = CalcDistanceSqrToLineSegment2D( m_EscortBehavior.GetEscortTarget()->GetAbsOrigin().AsVector2D(),
- pTarget->GetAbsOrigin().AsVector2D(),
- pTarget->GetAbsOrigin().AsVector2D() + pTarget->GetSmoothedVelocity().AsVector2D(), &t );
-
- if ( t > 0 && dist < Square( hunter_hate_thrown_striderbusters_tolerance.GetFloat() ))
- {
- return true;
- }
- return false;
- }
-
- if ( bAttached && StriderBuster_IsAttachedStriderBuster( pTarget, m_EscortBehavior.GetEscortTarget() ) && hunter_hate_attached_striderbusters.GetBool() )
- {
- return true;
- }
- }
- return false;
- }
-
- return BaseClass::IsValidEnemy( pTarget );
-}
-
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-Disposition_t CNPC_Hunter::IRelationType( CBaseEntity *pTarget )
-{
- if ( !pTarget )
- return D_NU;
-
- if ( IsStriderBuster( pTarget ) )
- {
- if ( HateThisStriderBuster( pTarget ) )
- return D_HT;
-
- return D_NU;
- }
-
- if ( hunter_retreat_striderbusters.GetBool() )
- {
- if ( pTarget->IsPlayer() && (m_hAttachedBusters.Count() > 0) )
- {
- return D_FR;
- }
- }
-
- return BaseClass::IRelationType( pTarget );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::IRelationPriority( CBaseEntity *pTarget )
-{
- if ( IsStriderBuster( pTarget ) )
- {
- // If we're here, we already know that we hate striderbusters.
- return 1000.0f;
- }
-
- return BaseClass::IRelationPriority( pTarget );
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::SetSquad( CAI_Squad *pSquad )
-{
- BaseClass::SetSquad( pSquad );
- if ( pSquad && pSquad->NumMembers() == 1 )
- {
- pSquad->SetSquadData( HUNTER_RUNDOWN_SQUADDATA, 0 );
- }
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::OnSeeEntity( CBaseEntity *pEntity )
-{
- BaseClass::OnSeeEntity(pEntity);
-
- if ( IsStriderBuster( pEntity ) && IsValidEnemy( pEntity ) )
- {
- SetCondition( COND_HUNTER_SEE_STRIDERBUSTER );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer )
-{
- //EmitSound( "NPC_Hunter.Alert" );
- return BaseClass::UpdateEnemyMemory( pEnemy, position, pInformer );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::CanPlantHere( const Vector &vecPos )
-{
- // TODO: cache results?
- //if ( vecPos == m_vecLastCanPlantHerePos )
- //{
- // return m_bLastCanPlantHere;
- //}
-
- Vector vecMins = GetHullMins();
- Vector vecMaxs = GetHullMaxs();
-
- vecMins.x -= 16;
- vecMins.y -= 16;
-
- vecMaxs.x += 16;
- vecMaxs.y += 16;
- vecMaxs.z -= hunter_plant_adjust_z.GetInt();
-
- bool bResult = false;
-
- trace_t tr;
- UTIL_TraceHull( vecPos, vecPos, vecMins, vecMaxs, MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
- if ( tr.startsolid )
- {
- // Try again, tracing down from above.
- Vector vecStart = vecPos;
- vecStart.z += hunter_plant_adjust_z.GetInt();
-
- UTIL_TraceHull( vecStart, vecPos, vecMins, vecMaxs, MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
- }
-
- if ( tr.startsolid )
- {
- //NDebugOverlay::Box( vecPos, vecMins, vecMaxs, 255, 0, 0, 0, 0 );
- }
- else
- {
- //NDebugOverlay::Box( vecPos, vecMins, vecMaxs, 0, 255, 0, 0, 0 );
- bResult = true;
- }
-
- // Cache the results in case we ask again for the same spot.
- //m_vecLastCanPlantHerePos = vecPos;
- //m_bLastCanPlantHere = bResult;
-
- return bResult;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::MeleeAttack1ConditionsVsEnemyInVehicle( CBaseCombatCharacter *pEnemy, float flDot )
-{
- if( !IsCorporealEnemy( GetEnemy() ) )
- return COND_NONE;
-
- // Try and trace a box to the player, and if I hit the vehicle, attack it
- Vector vecDelta = (pEnemy->WorldSpaceCenter() - WorldSpaceCenter());
- VectorNormalize( vecDelta );
- trace_t tr;
- AI_TraceHull( WorldSpaceCenter(), WorldSpaceCenter() + (vecDelta * 64), -Vector(8,8,8), Vector(8,8,8), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
- if ( tr.fraction != 1.0 && tr.m_pEnt == pEnemy->GetVehicleEntity() )
- {
- // We're near the vehicle. Are we facing it?
- if (flDot < 0.7)
- return COND_NOT_FACING_ATTACK;
-
- return COND_CAN_MELEE_ATTACK1;
- }
-
- return COND_TOO_FAR_TO_ATTACK;
-}
-
-
-//-----------------------------------------------------------------------------
-// For innate melee attack
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::MeleeAttack1Conditions ( float flDot, float flDist )
-{
- if ( !IsCorporealEnemy( GetEnemy() ) )
- return COND_NONE;
-
- if ( ( gpGlobals->curtime < m_flNextMeleeTime ) && // allow berzerk bashing if cornered
- !( m_hAttachedBusters.Count() > 0 && gpGlobals->curtime < m_fCorneredTimer ) )
- {
- return COND_NONE;
- }
-
- if ( GetEnemy()->Classify() == CLASS_PLAYER_ALLY_VITAL )
- {
- return COND_NONE;
- }
-
- if ( flDist > HUNTER_MELEE_REACH )
- {
- // Translate a hit vehicle into its passenger if found
- if ( GetEnemy() != NULL )
- {
- CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer();
- if ( pCCEnemy != NULL && pCCEnemy->IsInAVehicle() )
- {
- return MeleeAttack1ConditionsVsEnemyInVehicle( pCCEnemy, flDot );
- }
-
-#if defined(HL2_DLL) && !defined(HL2MP)
- // If the player is holding an object, knock it down.
- if ( GetEnemy()->IsPlayer() )
- {
- CBasePlayer *pPlayer = ToBasePlayer( GetEnemy() );
-
- Assert( pPlayer != NULL );
-
- // Is the player carrying something?
- CBaseEntity *pObject = GetPlayerHeldEntity(pPlayer);
-
- if ( !pObject )
- {
- pObject = PhysCannonGetHeldEntity( pPlayer->GetActiveWeapon() );
- }
-
- if ( pObject )
- {
- float flDist = pObject->WorldSpaceCenter().DistTo( WorldSpaceCenter() );
-
- if ( flDist <= HUNTER_MELEE_REACH )
- {
- return COND_CAN_MELEE_ATTACK1;
- }
- }
- }
-#endif
- }
-
- return COND_TOO_FAR_TO_ATTACK;
- }
-
- if (flDot < 0.7)
- {
- return COND_NOT_FACING_ATTACK;
- }
-
- // Build a cube-shaped hull, the same hull that MeleeAttack is going to use.
- Vector vecMins = GetHullMins();
- Vector vecMaxs = GetHullMaxs();
- vecMins.z = vecMins.x;
- vecMaxs.z = vecMaxs.x;
-
- Vector forward;
- GetVectors( &forward, NULL, NULL );
-
- trace_t tr;
- AI_TraceHull( WorldSpaceCenter(), WorldSpaceCenter() + forward * HUNTER_MELEE_REACH, vecMins, vecMaxs, MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
-
- if ( tr.fraction == 1.0 || !tr.m_pEnt )
- {
- // This attack would miss completely. Trick the hunter into moving around some more.
- return COND_TOO_FAR_TO_ATTACK;
- }
-
- if ( tr.m_pEnt == GetEnemy() || tr.m_pEnt->IsNPC() || (tr.m_pEnt->m_takedamage == DAMAGE_YES && (dynamic_cast<CBreakableProp*>(tr.m_pEnt))) )
- {
- // Let the hunter swipe at his enemy if he's going to hit them.
- // Also let him swipe at NPC's that happen to be between the hunter and the enemy.
- // This makes mobs of hunters seem more rowdy since it doesn't leave guys in the back row standing around.
- // Also let him swipe at things that takedamage, under the assumptions that they can be broken.
- return COND_CAN_MELEE_ATTACK1;
- }
-
- // dvs TODO: incorporate this
- /*if ( tr.m_pEnt->IsBSPModel() )
- {
- // The trace hit something solid, but it's not the enemy. If this item is closer to the hunter than
- // the enemy is, treat this as an obstruction.
- Vector vecToEnemy = GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter();
- Vector vecTrace = tr.endpos - tr.startpos;
-
- if ( vecTrace.Length2DSqr() < vecToEnemy.Length2DSqr() )
- {
- return COND_HUNTER_LOCAL_MELEE_OBSTRUCTION;
- }
- }*/
-
- if ( !tr.m_pEnt->IsWorld() && GetEnemy() && GetEnemy()->GetGroundEntity() == tr.m_pEnt )
- {
- // Try to swat whatever the player is standing on instead of acting like a dill.
- return COND_CAN_MELEE_ATTACK1;
- }
-
- // Move around some more
- return COND_TOO_FAR_TO_ATTACK;
-}
-
-
-//-----------------------------------------------------------------------------
-// For innate melee attack
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::MeleeAttack2Conditions ( float flDot, float flDist )
-{
- return COND_NONE;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::IsCorporealEnemy( CBaseEntity *pEnemy )
-{
- if( !pEnemy )
- return false;
-
- // Generally speaking, don't melee attack anything the player can't see.
- if( pEnemy->IsEffectActive( EF_NODRAW ) )
- return false;
-
- // Don't flank, melee attack striderbusters.
- if ( IsStriderBuster( pEnemy ) )
- return false;
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::RangeAttack1Conditions( float flDot, float flDist )
-{
- return COND_NONE;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::RangeAttack2Conditions( float flDot, float flDist )
-{
- bool bIsBuster = IsStriderBuster( GetEnemy() );
- bool bIsPerfectBullseye = ( GetEnemy() && dynamic_cast<CNPC_Bullseye *>(GetEnemy()) && ((CNPC_Bullseye *)GetEnemy())->UsePerfectAccuracy() );
-
- if ( !bIsPerfectBullseye && !bIsBuster && !hunter_flechette_test.GetBool() && ( gpGlobals->curtime < m_flNextRangeAttack2Time ) )
- {
- return COND_NONE;
- }
-
- if ( m_bDisableShooting )
- {
- return COND_NONE;
- }
-
- if ( !HasCondition( COND_SEE_ENEMY ) )
- {
- return COND_NONE;
- }
-
- float flMaxFlechetteRange = hunter_flechette_max_range.GetFloat();
-
- if ( IsUsingSiegeTargets() )
- {
- flMaxFlechetteRange *= HUNTER_SIEGE_MAX_DIST_MODIFIER;
- }
-
- if ( !bIsBuster && ( flDist > flMaxFlechetteRange ) )
- {
- return COND_TOO_FAR_TO_ATTACK;
- }
- else if ( !bIsBuster && ( !GetEnemy() || !GetEnemy()->ClassMatches( "npc_bullseye" ) ) && flDist < hunter_flechette_min_range.GetFloat() )
- {
- return COND_TOO_CLOSE_TO_ATTACK;
- }
- else if ( flDot < HUNTER_FACING_DOT )
- {
- return COND_NOT_FACING_ATTACK;
- }
-
- if ( !bIsBuster && !m_bEnableUnplantedShooting && !hunter_flechette_test.GetBool() && !CanPlantHere( GetAbsOrigin() ) )
- {
- return COND_HUNTER_CANT_PLANT;
- }
-
- return COND_CAN_RANGE_ATTACK2;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions)
-{
- CBaseEntity *pTargetEnt;
-
- pTargetEnt = GetEnemy();
-
- trace_t tr;
- Vector vFrom = ownerPos + GetViewOffset();
- AI_TraceLine( vFrom, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
-
- if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) )
- {
- static Vector vMins( -2.0, -2.0, -2.0 );
- static Vector vMaxs( -vMins);
- // Hit the enemy, or hit nothing (traced all the way to a nonsolid enemy like a bullseye)
- AI_TraceHull( vFrom - Vector( 0, 0, 18 ), targetPos, vMins, vMaxs, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
-
- if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) )
- {
- if ( hunter_show_weapon_los_condition.GetBool() )
- {
- NDebugOverlay::Line( vFrom, targetPos, 255, 0, 255, false, 0.1 );
- NDebugOverlay::Line( vFrom - Vector( 0, 0, 18 ), targetPos, 0, 0, 255, false, 0.1 );
- }
- return true;
- }
- }
- else if ( bSetConditions )
- {
- SetCondition( COND_WEAPON_SIGHT_OCCLUDED );
- SetEnemyOccluder( tr.m_pEnt );
- }
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Look in front and see if the claw hit anything.
-//
-// Input : flDist distance to trace
-// iDamage damage to do if attack hits
-// vecViewPunch camera punch (if attack hits player)
-// vecVelocityPunch velocity punch (if attack hits player)
-//
-// Output : The entity hit by claws. NULL if nothing.
-//-----------------------------------------------------------------------------
-CBaseEntity *CNPC_Hunter::MeleeAttack( float flDist, int iDamage, QAngle &qaViewPunch, Vector &vecVelocityPunch, int BloodOrigin )
-{
- // Added test because claw attack anim sometimes used when for cases other than melee
- if ( GetEnemy() )
- {
- trace_t tr;
- AI_TraceHull( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), -Vector(8,8,8), Vector(8,8,8), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
-
- if ( tr.fraction < 1.0f )
- return NULL;
- }
-
- //
- // Trace out a cubic section of our hull and see what we hit.
- //
- Vector vecMins = GetHullMins();
- Vector vecMaxs = GetHullMaxs();
- vecMins.z = vecMins.x;
- vecMaxs.z = vecMaxs.x;
-
- CBaseEntity *pHurt = CheckTraceHullAttack( flDist, vecMins, vecMaxs, iDamage, DMG_SLASH );
-
- if ( pHurt )
- {
- EmitSound( "NPC_Hunter.MeleeHit" );
- EmitSound( "NPC_Hunter.TackleHit" );
-
- CBasePlayer *pPlayer = ToBasePlayer( pHurt );
-
- if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE ) )
- {
- pPlayer->ViewPunch( qaViewPunch );
- pPlayer->VelocityPunch( vecVelocityPunch );
-
- // Shake the screen
- UTIL_ScreenShake( pPlayer->GetAbsOrigin(), 100.0, 1.5, 1.0, 2, SHAKE_START );
-
- // Red damage indicator
- color32 red = { 128, 0, 0, 128 };
- UTIL_ScreenFade( pPlayer, red, 1.0f, 0.1f, FFADE_IN );
-
- /*if ( UTIL_ShouldShowBlood( pPlayer->BloodColor() ) )
- {
- // Spray some of the player's blood on the hunter.
- trace_t tr;
-
- Vector vecHunterEyePos; // = EyePosition();
- QAngle angDiscard;
- GetBonePosition( LookupBone( "MiniStrider.top_eye_bone" ), vecHunterEyePos, angDiscard );
-
- Vector vecPlayerEyePos = pPlayer->EyePosition();
-
- Vector vecDir = vecHunterEyePos - vecPlayerEyePos;
- float flLen = VectorNormalize( vecDir );
-
- Vector vecStart = vecPlayerEyePos - ( vecDir * 64 );
- Vector vecEnd = vecPlayerEyePos + ( vecDir * ( flLen + 64 ) );
-
- NDebugOverlay::HorzArrow( vecStart, vecEnd, 16, 255, 255, 0, 255, false, 10 );
-
- UTIL_TraceLine( vecStart, vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
-
- if ( tr.m_pEnt )
- {
- Msg( "Hit %s!!!\n", tr.m_pEnt->GetDebugName() );
- UTIL_DecalTrace( &tr, "Blood" );
- }
- }*/
- }
- else if ( !pPlayer )
- {
- if ( IsMovablePhysicsObject( pHurt ) )
- {
- // If it's a vphysics object that's too heavy, crash into it too.
- IPhysicsObject *pPhysics = pHurt->VPhysicsGetObject();
- if ( pPhysics )
- {
- // If the object is being held by the player, break it or make them drop it.
- if ( pPhysics->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
- {
- // If it's breakable, break it.
- if ( pHurt->m_takedamage == DAMAGE_YES )
- {
- CBreakableProp *pBreak = dynamic_cast<CBreakableProp*>(pHurt);
- if ( pBreak )
- {
- CTakeDamageInfo info( this, this, 20, DMG_SLASH );
- pBreak->Break( this, info );
- }
- }
- }
- }
- }
-
- if ( UTIL_ShouldShowBlood(pHurt->BloodColor()) )
- {
- // Hit an NPC. Bleed them!
- Vector vecBloodPos;
-
- switch ( BloodOrigin )
- {
- case HUNTER_BLOOD_LEFT_FOOT:
- {
- if ( GetAttachment( "blood_left", vecBloodPos ) )
- {
- SpawnBlood( vecBloodPos, g_vecAttackDir, pHurt->BloodColor(), MIN( iDamage, 30 ) );
- }
-
- break;
- }
- }
- }
- }
- }
- else
- {
- // TODO:
- //AttackMissSound();
- }
-
- m_flNextMeleeTime = gpGlobals->curtime + hunter_melee_delay.GetFloat();
-
- return pHurt;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::TestShootPosition(const Vector &vecShootPos, const Vector &targetPos )
-{
- if ( !CanPlantHere(vecShootPos ) )
- {
- return false;
- }
-
- return BaseClass::TestShootPosition( vecShootPos, targetPos );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-Vector CNPC_Hunter::Weapon_ShootPosition( )
-{
- matrix3x4_t gunMatrix;
- GetAttachment( gm_nTopGunAttachment, gunMatrix );
-
- Vector vecShootPos;
- MatrixGetColumn( gunMatrix, 3, vecShootPos );
-
- return vecShootPos;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
-{
- float flTracerDist;
- Vector vecDir;
- Vector vecEndPos;
-
- vecDir = tr.endpos - vecTracerSrc;
-
- flTracerDist = VectorNormalize( vecDir );
-
- int nAttachment = LookupAttachment( "MiniGun" );
-
- UTIL_Tracer( vecTracerSrc, tr.endpos, nAttachment, TRACER_FLAG_USEATTACHMENT, 5000, true, "HunterTracer" );
-}
-
-
-//-----------------------------------------------------------------------------
-// Trace didn't hit the intended target, but should the hunter
-// shoot anyway? We use this to get the hunter to destroy
-// breakables that are between him and his target.
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::CanShootThrough( const trace_t &tr, const Vector &vecTarget )
-{
- if ( !tr.m_pEnt )
- {
- return false;
- }
-
- if ( !tr.m_pEnt->GetHealth() )
- {
- return false;
- }
-
- // Don't try to shoot through allies.
- CAI_BaseNPC *pNPC = tr.m_pEnt->MyNPCPointer();
- if ( pNPC && ( IRelationType( pNPC ) == D_LI ) )
- {
- return false;
- }
-
- // Would a trace ignoring this entity continue to the target?
- trace_t continuedTrace;
- AI_TraceLine( tr.endpos, vecTarget, MASK_SHOT, tr.m_pEnt, COLLISION_GROUP_NONE, &continuedTrace );
-
- if ( continuedTrace.fraction != 1.0 )
- {
- if ( continuedTrace.m_pEnt != GetEnemy() )
- {
- return false;
- }
- }
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::GetSoundInterests()
-{
- return SOUND_WORLD | SOUND_COMBAT | SOUND_PLAYER | SOUND_DANGER | SOUND_PHYSICS_DANGER | SOUND_PLAYER_VEHICLE | SOUND_BULLET_IMPACT | SOUND_MOVE_AWAY;
-}
-
-//-----------------------------------------------------------------------------
-// Tells us whether the Hunter is acting in a large, outdoor map,
-// currently only ep2_outland_12. This allows us to create logic
-// branches here in the AI code so that we can make choices that
-// tailor behavior to larger and smaller maps.
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::IsInLargeOutdoorMap()
-{
- return m_bInLargeOutdoorMap;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::AlertSound()
-{
- EmitSound( "NPC_Hunter.Alert" );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::PainSound( const CTakeDamageInfo &info )
-{
- if ( gpGlobals->curtime > m_flNextDamageTime )
- {
- EmitSound( "NPC_Hunter.Pain" );
- m_flNextDamageTime = gpGlobals->curtime + random->RandomFloat( 0.5, 1.2 );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::DeathSound( const CTakeDamageInfo &info )
-{
- EmitSound( "NPC_Hunter.Death" );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
-{
- CTakeDamageInfo info = inputInfo;
-
- // Even though the damage might not hurt us, we want to react to it
- // if it's from the player.
- if ( info.GetAttacker()->IsPlayer() )
- {
- if ( !HasMemory( bits_MEMORY_PROVOKED ) )
- {
- GetEnemies()->ClearMemory( info.GetAttacker() );
- Remember( bits_MEMORY_PROVOKED );
- SetCondition( COND_LIGHT_DAMAGE );
- }
- }
-
- // HUnters have special resisitance to some types of damage.
- if ( ( info.GetDamageType() & DMG_BULLET ) ||
- ( info.GetDamageType() & DMG_BUCKSHOT ) ||
- ( info.GetDamageType() & DMG_CLUB ) ||
- ( info.GetDamageType() & DMG_NEVERGIB ) )
- {
- float flScale = 1.0;
-
- if ( info.GetDamageType() & DMG_BUCKSHOT )
- {
- flScale = sk_hunter_buckshot_damage_scale.GetFloat();
- }
- else if ( ( info.GetDamageType() & DMG_BULLET ) || ( info.GetDamageType() & DMG_NEVERGIB ) )
- {
- // Hunters resist most bullet damage, but they are actually vulnerable to .357 rounds,
- // since players regard that weapon as one of the game's truly powerful weapons.
- if( info.GetAmmoType() == GetAmmoDef()->Index("357") )
- {
- flScale = 1.16f;
- }
- else
- {
- flScale = sk_hunter_bullet_damage_scale.GetFloat();
- }
- }
-
- if ( GetActivity() == ACT_HUNTER_CHARGE_RUN )
- {
- flScale *= sk_hunter_charge_damage_scale.GetFloat();
- }
-
- if ( flScale != 0 )
- {
- float flDamage = info.GetDamage() * flScale;
- info.SetDamage( flDamage );
- }
-
- QAngle vecAngles;
- VectorAngles( ptr->plane.normal, vecAngles );
- DispatchParticleEffect( "blood_impact_synth_01", ptr->endpos, vecAngles );
- DispatchParticleEffect( "blood_impact_synth_01_arc_parent", PATTACH_POINT_FOLLOW, this, gm_nHeadCenterAttachment );
- }
-
- BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-const impactdamagetable_t &CNPC_Hunter::GetPhysicsImpactDamageTable()
-{
- return s_HunterImpactDamageTable;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::PhysicsDamageEffect( const Vector &vecPos, const Vector &vecDir )
-{
- CEffectData data;
- data.m_vOrigin = vecPos;
- data.m_vNormal = vecDir;
- DispatchEffect( "HunterDamage", data );
-
- if ( random->RandomInt( 0, 1 ) == 0 )
- {
- CBaseEntity *pTrail = CreateEntityByName( "sparktrail" );
- pTrail->SetOwnerEntity( this );
- pTrail->Spawn();
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// We were hit by a strider buster. Do the tesla effect on our hitboxes.
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::TeslaThink()
-{
- CEffectData data;
- data.m_nEntIndex = entindex();
- data.m_flMagnitude = 3;
- data.m_flScale = 0.5f;
- DispatchEffect( "TeslaHitboxes", data );
- EmitSound( "RagdollBoogie.Zap" );
-
- if ( gpGlobals->curtime < m_flTeslaStopTime )
- {
- SetContextThink( &CNPC_Hunter::TeslaThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), HUNTER_ZAP_THINK );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Our health is low. Show damage effects.
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::BleedThink()
-{
- // Spurt blood from random points on the hunter's head.
- Vector vecOrigin;
- QAngle angDir;
- GetAttachment( gm_nHeadCenterAttachment, vecOrigin, angDir );
-
- Vector vecDir = RandomVector( -1, 1 );
- VectorNormalize( vecDir );
- VectorAngles( vecDir, Vector( 0, 0, 1 ), angDir );
-
- vecDir *= gm_flHeadRadius;
- DispatchParticleEffect( "blood_spurt_synth_01", vecOrigin + vecDir, angDir );
-
- SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.6, 1.5 ), HUNTER_BLEED_THINK );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::IsHeavyDamage( const CTakeDamageInfo &info )
-{
- if ( info.GetDamage() < 45 )
- {
- return false;
- }
-
- if ( info.GetDamage() < 180 )
- {
- if ( !m_HeavyDamageDelay.Expired() || !BaseClass::IsHeavyDamage( info ) )
- {
- return false;
- }
- }
-
- m_HeavyDamageDelay.Set( 15, 25 );
- return true;
-
-}
-
-
-//-----------------------------------------------------------------------------
-// We've taken some damage. Maybe we should flinch because of it.
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::ConsiderFlinching( const CTakeDamageInfo &info )
-{
- if ( !m_FlinchTimer.Expired() )
- {
- // Someone is whaling on us. Push out the timer so we don't keep flinching.
- m_FlinchTimer.Set( random->RandomFloat( 0.3 ) );
- return;
- }
-
- if ( GetState() == NPC_STATE_SCRIPT )
- {
- return;
- }
-
- Activity eGesture = ACT_HUNTER_FLINCH_N;
-
- Vector forward;
- GetVectors( &forward, NULL, NULL );
-
- Vector vecForceDir = info.GetDamageForce();
- VectorNormalize( vecForceDir );
-
- float flDot = DotProduct( forward, vecForceDir );
-
- if ( flDot > 0.707 )
- {
- // flinch forward
- eGesture = ACT_HUNTER_FLINCH_N;
- }
- else if ( flDot < -0.707 )
- {
- // flinch back
- eGesture = ACT_HUNTER_FLINCH_S;
- }
- else
- {
- // flinch left or right
- Vector cross = CrossProduct( forward, vecForceDir );
-
- if ( cross.z > 0 )
- {
- eGesture = ACT_HUNTER_FLINCH_W;
- }
- else
- {
- eGesture = ACT_HUNTER_FLINCH_E;
- }
- }
-
- if ( !IsPlayingGesture( eGesture ) )
- {
- RestartGesture( eGesture );
- m_FlinchTimer.Set( random->RandomFloat( 0.3, 1.0 ) );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// This is done from a think function because when the hunter is killed,
-// the physics code puts the vehicle's pre-collision velocity back so the jostle
-// is basically discared.
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::JostleVehicleThink()
-{
- CBaseEntity *pInflictor = m_hHitByVehicle;
- if ( !pInflictor )
- return;
-
- Vector vecVelDir = pInflictor->GetSmoothedVelocity();
- float flSpeed = VectorNormalize( vecVelDir );
- Vector vecForce = CrossProduct( vecVelDir, Vector( 0, 0, 1 ) );
- if ( DotProduct( vecForce, GetAbsOrigin() ) < DotProduct( vecForce, pInflictor->GetAbsOrigin() ) )
- {
- // We're to the left of the vehicle that's hitting us.
- vecForce *= -1;
- }
-
- VectorNormalize( vecForce );
- vecForce.z = 1.0;
-
- float flForceScale = RemapValClamped( flSpeed, hunter_jostle_car_min_speed.GetFloat(), hunter_jostle_car_max_speed.GetFloat(), 50.0f, 150.0f );
-
- vecForce *= ( flForceScale * pInflictor->VPhysicsGetObject()->GetMass() );
-
- pInflictor->VPhysicsGetObject()->ApplyForceOffset( vecForce, WorldSpaceCenter() );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::OnTakeDamage( const CTakeDamageInfo &info )
-{
- CTakeDamageInfo myInfo = info;
-
- if ( ( info.GetDamageType() & DMG_CRUSH ) && !( info.GetDamageType() & DMG_VEHICLE ) )
- {
- // Don't take damage from physics objects that weren't thrown by the player.
- CBaseEntity *pInflictor = info.GetInflictor();
-
- IPhysicsObject *pObj = pInflictor->VPhysicsGetObject();
- //Assert( pObj );
-
- if ( !pObj || !pInflictor->HasPhysicsAttacker( 4.0 ) )
- {
- myInfo.SetDamage( 0 );
- }
- else
- {
- // Physics objects that have flechettes stuck in them spoof
- // a flechette hitting us so we dissolve when killed and award
- // the achievement of killing a hunter with its flechettes.
- CUtlVector<CBaseEntity *> children;
- GetAllChildren( pInflictor, children );
- for (int i = 0; i < children.Count(); i++ )
- {
- CBaseEntity *pent = children.Element( i );
- if ( dynamic_cast<CHunterFlechette *>( pent ) )
- {
- myInfo.SetInflictor( pent );
- myInfo.SetDamageType( myInfo.GetDamageType() | DMG_DISSOLVE );
- }
- }
- }
- }
-
- return BaseClass::OnTakeDamage( myInfo );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::OnTakeDamage_Alive( const CTakeDamageInfo &info )
-{
- CTakeDamageInfo myInfo = info;
-
- // don't take damage from my own weapons!!!
- // Exception: I "own" a magnade if it's glued to me.
- CBaseEntity *pInflictor = info.GetInflictor();
- CBaseEntity *pAttacker = info.GetAttacker();
- if ( pInflictor )
- {
- if ( IsStriderBuster( pInflictor ) )
- {
- // Get a tesla effect on our hitboxes for a little while.
- SetContextThink( &CNPC_Hunter::TeslaThink, gpGlobals->curtime, HUNTER_ZAP_THINK );
- m_flTeslaStopTime = gpGlobals->curtime + 2.0f;
-
- myInfo.SetDamage( sk_hunter_dmg_from_striderbuster.GetFloat() ) ;
-
- SetCondition( COND_HUNTER_STAGGERED );
- }
- else if ( pInflictor->ClassMatches( GetClassname() ) && !( info.GetDamageType() == DMG_GENERIC ) )
- {
- return 0;
- }
- else if ( pInflictor->ClassMatches( "hunter_flechette" ) )
- {
- if ( !( ( CHunterFlechette *)pInflictor )->WasThrownBack() )
- {
- // Flechettes only hurt us if they were thrown back at us by the player. This prevents
- // hunters from hurting themselves when they walk into their own flechette clusters.
- return 0;
- }
- }
- }
-
- if ( m_EscortBehavior.GetFollowTarget() && m_EscortBehavior.GetFollowTarget() == pAttacker )
- {
- return 0;
- }
-
- bool bHitByUnoccupiedCar = false;
- if ( ( ( info.GetDamageType() & DMG_CRUSH ) && ( pAttacker && pAttacker->IsPlayer() ) ) ||
- ( info.GetDamageType() & DMG_VEHICLE ) )
- {
- // myInfo, not info! it may have been modified above.
- float flDamage = myInfo.GetDamage();
- if ( flDamage < HUNTER_MIN_PHYSICS_DAMAGE )
- {
- //DevMsg( "hunter: <<<< ZERO PHYSICS DAMAGE: %f\n", flDamage );
- myInfo.SetDamage( 0 );
- }
- else
- {
- CBaseEntity *pInflictor = info.GetInflictor();
- if ( ( info.GetDamageType() & DMG_VEHICLE ) ||
- ( pInflictor && pInflictor->GetServerVehicle() &&
- ( ( bHitByUnoccupiedCar = ( dynamic_cast<CPropVehicleDriveable *>(pInflictor) && static_cast<CPropVehicleDriveable *>(pInflictor)->GetDriver() == NULL ) ) == false ) ) )
- {
- // Adjust the damage from vehicles.
- flDamage *= sk_hunter_vehicle_damage_scale.GetFloat();
- myInfo.SetDamage( flDamage );
-
- // Apply a force to jostle the vehicle that hit us.
- // Pick a force direction based on which side we're on relative to the vehicle's motion.
- Vector vecVelDir = pInflictor->GetSmoothedVelocity();
- if ( vecVelDir.Length() >= hunter_jostle_car_min_speed.GetFloat() )
- {
- EmitSound( "NPC_Hunter.HitByVehicle" );
- m_hHitByVehicle = pInflictor;
- SetContextThink( &CNPC_Hunter::JostleVehicleThink, gpGlobals->curtime, HUNTER_JOSTLE_VEHICLE_THINK );
- }
- }
-
- if ( !bHitByUnoccupiedCar )
- {
- SetCondition( COND_HUNTER_STAGGERED );
- }
- }
-
- //DevMsg( "hunter: >>>> PHYSICS DAMAGE: %f (was %f)\n", flDamage, info.GetDamage() );
- }
-
- // Show damage effects if we actually took damage.
- if ( ( myInfo.GetDamageType() & ( DMG_CRUSH | DMG_BLAST ) ) && ( myInfo.GetDamage() > 0 ) )
- {
- if ( !bHitByUnoccupiedCar )
- SetCondition( COND_HUNTER_STAGGERED );
- }
-
- if ( HasCondition( COND_HUNTER_STAGGERED ) )
- {
- // Throw a bunch of gibs out
- Vector vecForceDir = -myInfo.GetDamageForce();
- VectorNormalize( vecForceDir );
- PhysicsDamageEffect( myInfo.GetDamagePosition(), vecForceDir );
-
- // Stagger away from the direction the damage came from.
- m_vecStaggerDir = myInfo.GetDamageForce();
- VectorNormalize( m_vecStaggerDir );
- }
-
- // Take less damage from citizens and Alyx, otherwise hunters go down too easily.
- float flScale = 1.0;
-
- if ( pAttacker &&
- ( ( pAttacker->Classify() == CLASS_CITIZEN_REBEL ) ||
- ( pAttacker->Classify() == CLASS_PLAYER_ALLY ) ||
- ( pAttacker->Classify() == CLASS_PLAYER_ALLY_VITAL ) ) )
- {
- flScale *= sk_hunter_citizen_damage_scale.GetFloat();
- }
-
- if ( flScale != 0 )
- {
- // We're taking a nonzero amount of damage.
-
- // If we're not staggering, consider flinching!
- if ( !HasCondition( COND_HUNTER_STAGGERED ) )
- {
- ConsiderFlinching( info );
- }
-
- if( pAttacker && pAttacker->IsPlayer() )
- {
- // This block of code will distract the Hunter back to the player if the
- // player does harm to the Hunter but is not the Hunter's current enemy.
- // This is achieved by updating the Hunter's enemy memory of the player and
- // making the Hunter's current enemy invalid for a short time.
- if( !GetEnemy() || !GetEnemy()->IsPlayer() )
- {
- UpdateEnemyMemory( pAttacker, pAttacker->GetAbsOrigin(), this );
-
- if( GetEnemy() )
- {
- // Gotta forget about this person for a little bit.
- GetEnemies()->SetTimeValidEnemy( GetEnemy(), gpGlobals->curtime + HUNTER_IGNORE_ENEMY_TIME );
- }
- }
- }
-
- float flDamage = myInfo.GetDamage() * flScale;
- myInfo.SetDamage( flDamage );
- }
-
- int nRet = BaseClass::OnTakeDamage_Alive( myInfo );
-
- m_EscortBehavior.OnDamage( myInfo );
-
- // Spark at 30% health.
- if ( !IsBleeding() && ( GetHealth() <= sk_hunter_health.GetInt() * 0.3 ) )
- {
- StartBleeding();
- }
-
- if ( IsUsingSiegeTargets() && info.GetAttacker() != NULL && info.GetAttacker()->IsPlayer() )
- {
- // Defend myself. Try to siege attack immediately.
- m_flTimeNextSiegeTargetAttack = gpGlobals->curtime;
- }
-
- return nRet;
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::Event_Killed( const CTakeDamageInfo &info )
-{
- // Remember the killing blow to make decisions about ragdolling.
- m_nKillingDamageType = info.GetDamageType();
-
- if ( m_EscortBehavior.GetFollowTarget() )
- {
- if ( AIGetNumFollowers( m_EscortBehavior.GetFollowTarget(), m_iClassname ) == 1 )
- {
- m_EscortBehavior.GetEscortTarget()->AlertSound();
- if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() )
- {
- m_EscortBehavior.GetEscortTarget()->UpdateEnemyMemory( UTIL_GetLocalPlayer(), UTIL_GetLocalPlayer()->GetAbsOrigin(), this );
- }
- }
- }
-
- if ( info.GetDamageType() & DMG_VEHICLE )
- {
- bool bWasRunDown = false;
- int iRundownCounter = 0;
- if ( GetSquad() )
- {
- if ( !m_IgnoreVehicleTimer.Expired() )
- {
- GetSquad()->GetSquadData( HUNTER_RUNDOWN_SQUADDATA, &iRundownCounter );
- GetSquad()->SetSquadData( HUNTER_RUNDOWN_SQUADDATA, iRundownCounter + 1 );
- bWasRunDown = true;
- }
- }
-
- if ( hunter_dodge_debug.GetBool() )
- Msg( "Hunter %d was%s run down\n", entindex(), ( bWasRunDown ) ? "" : " not" );
-
- // Death by vehicle! Decrement the hunters to run over counter.
- // When the counter reaches zero hunters will start dodging.
- if ( GlobalEntity_GetCounter( s_iszHuntersToRunOver ) > 0 )
- {
- GlobalEntity_AddToCounter( s_iszHuntersToRunOver, -1 );
- }
- }
-
- // Stop all our thinks
- SetContextThink( NULL, 0, HUNTER_BLEED_THINK );
-
- StopParticleEffects( this );
-
- BaseClass::Event_Killed( info );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::StartBleeding()
-{
- // Do this even if we're already bleeding (see OnRestore).
- m_bIsBleeding = true;
-
- // Start gushing blood from our... anus or something.
- DispatchParticleEffect( "blood_drip_synth_01", PATTACH_POINT_FOLLOW, this, gm_nHeadBottomAttachment );
-
- // Emit spurts of our blood
- SetContextThink( &CNPC_Hunter::BleedThink, gpGlobals->curtime + 0.1, HUNTER_BLEED_THINK );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-float CNPC_Hunter::MaxYawSpeed()
-{
- if ( IsStriderBuster( GetEnemy() ) )
- {
- return 60;
- }
-
- if ( GetActivity() == ACT_HUNTER_ANGRY )
- return 0;
-
- if ( GetActivity() == ACT_HUNTER_CHARGE_RUN )
- return 5;
-
- if ( GetActivity() == ACT_HUNTER_IDLE_PLANTED )
- return 0;
-
- if ( GetActivity() == ACT_HUNTER_RANGE_ATTACK2_UNPLANTED )
- return 180;
-
- switch ( GetActivity() )
- {
- case ACT_RANGE_ATTACK2:
- {
- return 0;
- }
-
- case ACT_90_LEFT:
- case ACT_90_RIGHT:
- {
- return 45;
- }
-
- case ACT_TURN_LEFT:
- case ACT_TURN_RIGHT:
- {
- return 45;
- }
-
- case ACT_WALK:
- {
- return 25;
- }
-
- default:
- {
- return 35;
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const
-{
- float MAX_JUMP_RISE = 220.0f;
- float MAX_JUMP_DISTANCE = 512.0f;
- float MAX_JUMP_DROP = 384.0f;
-
- trace_t tr;
- UTIL_TraceHull( startPos, startPos, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
- if ( tr.startsolid )
- {
- // Trying to start a jump in solid! Consider checking for this in CAI_MoveProbe::JumpMoveLimit.
- Assert( 0 );
- return false;
- }
-
- if ( BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DROP, MAX_JUMP_DISTANCE ) )
- {
- return true;
- }
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Let the probe know I can run through small debris
-// Stolen shamelessly from the Antlion Guard
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity )
-{
- if ( s_iszPhysPropClassname != pEntity->m_iClassname )
- return BaseClass::ShouldProbeCollideAgainstEntity( pEntity );
-
- if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS )
- {
- IPhysicsObject *pPhysObj = pEntity->VPhysicsGetObject();
-
- if( pPhysObj && pPhysObj->GetMass() <= 500.0f )
- {
- return false;
- }
- }
-
- return BaseClass::ShouldProbeCollideAgainstEntity( pEntity );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::DoMuzzleFlash( int nAttachment )
-{
- BaseClass::DoMuzzleFlash();
-
- DispatchParticleEffect( "hunter_muzzle_flash", PATTACH_POINT_FOLLOW, this, nAttachment );
-
- // Dispatch the elight
- CEffectData data;
- data.m_nAttachmentIndex = nAttachment;
- data.m_nEntIndex = entindex();
- DispatchEffect( "HunterMuzzleFlash", data );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CNPC_Hunter::CountRangedAttackers()
-{
- CBaseEntity *pEnemy = GetEnemy();
- if ( !pEnemy )
- {
- return 0;
- }
-
- int nAttackers = 0;
- for ( int i = 0; i < g_Hunters.Count(); i++ )
- {
- CNPC_Hunter *pOtherHunter = g_Hunters[i];
- if ( pOtherHunter->GetEnemy() == pEnemy )
- {
- if ( pOtherHunter->IsCurSchedule( SCHED_HUNTER_RANGE_ATTACK2 ) )
- {
- nAttackers++;
- }
- }
- }
- return nAttackers;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::DelayRangedAttackers( float minDelay, float maxDelay, bool bForced )
-{
- float delayMultiplier = ( g_pGameRules->IsSkillLevel( SKILL_EASY ) ) ? 1.25 : 1.0;
- if ( !m_bEnableSquadShootDelay && !bForced )
- {
- m_flNextRangeAttack2Time = gpGlobals->curtime + random->RandomFloat( minDelay, maxDelay ) * delayMultiplier;
- return;
- }
-
- CBaseEntity *pEnemy = GetEnemy();
- for ( int i = 0; i < g_Hunters.Count(); i++ )
- {
- CNPC_Hunter *pOtherHunter = g_Hunters[i];
- if ( pOtherHunter->GetEnemy() == pEnemy )
- {
- float nextTime = gpGlobals->curtime + random->RandomFloat( minDelay, maxDelay ) * delayMultiplier;
- if ( nextTime > pOtherHunter->m_flNextRangeAttack2Time )
- pOtherHunter->m_flNextRangeAttack2Time = nextTime;
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Given a target to shoot at, decide where to aim.
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::GetShootDir( Vector &vecDir, const Vector &vecSrc, CBaseEntity *pTargetEntity, bool bStriderBuster, int nShotNum, bool bSingleShot )
-{
- //RestartGesture( ACT_HUNTER_GESTURE_SHOOT );
-
- EmitSound( "NPC_Hunter.FlechetteShoot" );
-
- Vector vecBodyTarget;
-
- if( pTargetEntity->Classify() == CLASS_PLAYER_ALLY_VITAL )
- {
- // Shooting at Alyx, most likely (in EP2). The attack is designed to displace
- // her, not necessarily actually harm her. So shoot at the area around her feet.
- vecBodyTarget = pTargetEntity->GetAbsOrigin();
- }
- else
- {
- vecBodyTarget = pTargetEntity->BodyTarget( vecSrc );
- }
-
- Vector vecTarget = vecBodyTarget;
-
- Vector vecDelta = pTargetEntity->GetAbsOrigin() - GetAbsOrigin();
- float flDist = vecDelta.Length();
-
- if ( !bStriderBuster )
- {
- // If we're not firing at a strider buster, miss in an entertaining way for the
- // first three shots of each volley.
- if ( ( nShotNum < 3 ) && ( flDist > 200 ) )
- {
- Vector vecTargetForward;
- Vector vecTargetRight;
- pTargetEntity->GetVectors( &vecTargetForward, &vecTargetRight, NULL );
-
- Vector vecForward;
- GetVectors( &vecForward, NULL, NULL );
-
- float flDot = DotProduct( vecTargetForward, vecForward );
-
- if ( flDot < -0.8f )
- {
- // Our target is facing us, shoot the ground between us.
- float flPerc = 0.7 + ( 0.1 * nShotNum );
- vecTarget = GetAbsOrigin() + ( flPerc * ( pTargetEntity->GetAbsOrigin() - GetAbsOrigin() ) );
- }
- else if ( flDot > 0.8f )
- {
- // Our target is facing away from us, shoot to the left or right.
- Vector vecMissDir = vecTargetRight;
- if ( m_bMissLeft )
- {
- vecMissDir *= -1.0f;
- }
-
- vecTarget = pTargetEntity->EyePosition() + ( 36.0f * ( 3 - nShotNum ) ) * vecMissDir;
- }
- else
- {
- // Our target is facing vaguely perpendicular to us, shoot across their view.
- vecTarget = pTargetEntity->EyePosition() + ( 36.0f * ( 3 - nShotNum ) ) * vecTargetForward;
- }
- }
- // If we can't see them, shoot where we last saw them.
- else if ( !HasCondition( COND_SEE_ENEMY ) )
- {
- Vector vecDelta = vecTarget - pTargetEntity->GetAbsOrigin();
- vecTarget = m_vecEnemyLastSeen + vecDelta;
- }
- }
- else
- {
- // If we're firing at a striderbuster, lead it.
- float flSpeed = hunter_flechette_speed.GetFloat();
- if ( !flSpeed )
- {
- flSpeed = 2500.0f;
- }
-
- flSpeed *= 1.5;
-
- float flDeltaTime = flDist / flSpeed;
- vecTarget = vecTarget + flDeltaTime * pTargetEntity->GetSmoothedVelocity();
- }
-
- vecDir = vecTarget - vecSrc;
- VectorNormalize( vecDir );
-}
-
-
-//-----------------------------------------------------------------------------
-// Ensures that we don't exceed our pitch/yaw limits when shooting flechettes.
-// Returns true if we had to clamp, false if not.
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::ClampShootDir( Vector &vecDir )
-{
- Vector vecDir2D = vecDir;
- vecDir2D.z = 0;
-
- Vector vecForward;
- GetVectors( &vecForward, NULL, NULL );
-
- Vector vecForward2D = vecForward;
- vecForward2D.z = 0;
-
- float flDot = DotProduct( vecForward2D, vecDir2D );
- if ( flDot >= HUNTER_SHOOT_MAX_YAW_COS )
- {
- // No need to clamp.
- return false;
- }
-
- Vector vecAxis;
- CrossProduct( vecDir, vecForward, vecAxis );
- VectorNormalize( vecAxis );
-
- Quaternion q;
- AxisAngleQuaternion( vecAxis, -HUNTER_SHOOT_MAX_YAW_DEG, q );
-
- matrix3x4_t rot;
- QuaternionMatrix( q, rot );
- VectorRotate( vecForward, rot, vecDir );
- VectorNormalize( vecDir );
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::ShouldSeekTarget( CBaseEntity *pTargetEntity, bool bStriderBuster )
-{
- bool bSeek = false;
-
- if ( bStriderBuster )
- {
- bool bSeek = false;
-
- if ( pTargetEntity->VPhysicsGetObject() && ( pTargetEntity->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) )
- {
- bSeek = true;
- }
- else if ( StriderBuster_NumFlechettesAttached( pTargetEntity ) == 0 )
- {
- if ( StriderBuster_IsAttachedStriderBuster(pTargetEntity) )
- {
- bSeek = true;
- }
- else if ( hunter_seek_thrown_striderbusters_tolerance.GetFloat() > 0.0 )
- {
- CNPC_Strider *pEscortTarget = m_EscortBehavior.GetEscortTarget();
- if ( pEscortTarget && ( pEscortTarget->GetAbsOrigin() - pTargetEntity->GetAbsOrigin() ).LengthSqr() < Square( hunter_seek_thrown_striderbusters_tolerance.GetFloat() ) )
- {
- bSeek = true;
- }
- }
- }
- }
-
- return bSeek;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::BeginVolley( int nNum, float flStartTime )
-{
- m_nFlechettesQueued = nNum;
- m_nClampedShots = 0;
- m_flNextFlechetteTime = flStartTime;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::ShootFlechette( CBaseEntity *pTargetEntity, bool bSingleShot )
-{
- if ( !pTargetEntity )
- {
- Assert( false );
- return false;
- }
-
- int nShotNum = hunter_flechette_volley_size.GetInt() - m_nFlechettesQueued;
-
- bool bStriderBuster = IsStriderBuster( pTargetEntity );
-
- // Choose the next muzzle to shoot from.
- Vector vecSrc;
- QAngle angMuzzle;
-
- if ( m_bTopMuzzle )
- {
- GetAttachment( gm_nTopGunAttachment, vecSrc, angMuzzle );
- DoMuzzleFlash( gm_nTopGunAttachment );
- }
- else
- {
- GetAttachment( gm_nBottomGunAttachment, vecSrc, angMuzzle );
- DoMuzzleFlash( gm_nBottomGunAttachment );
- }
-
- m_bTopMuzzle = !m_bTopMuzzle;
-
- Vector vecDir;
- GetShootDir( vecDir, vecSrc, pTargetEntity, bStriderBuster, nShotNum, bSingleShot );
-
- bool bClamped = false;
- if ( hunter_clamp_shots.GetBool() )
- {
- bClamped = ClampShootDir( vecDir );
- }
-
- CShotManipulator manipulator( vecDir );
- Vector vecShoot;
-
- if( IsUsingSiegeTargets() && nShotNum >= 2 && (nShotNum % 2) == 0 )
- {
- // Near perfect accuracy for these three shots, so they are likely to fly right into the windows.
- // NOTE! In siege behavior in the map that this behavior was designed for (ep2_outland_10), the
- // Hunters will only ever shoot at siege targets in siege mode. If you allow Hunters in siege mode
- // to attack players or other NPCs, this accuracy bonus will apply unless we apply a bit more logic to it.
- vecShoot = manipulator.ApplySpread( VECTOR_CONE_1DEGREES * 0.5, 1.0f );
- }
- else
- {
- vecShoot = manipulator.ApplySpread( VECTOR_CONE_4DEGREES, 1.0f );
- }
-
- QAngle angShoot;
- VectorAngles( vecShoot, angShoot );
-
- CHunterFlechette *pFlechette = CHunterFlechette::FlechetteCreate( vecSrc, angShoot, this );
-
- pFlechette->AddEffects( EF_NOSHADOW );
-
- vecShoot *= hunter_flechette_speed.GetFloat();
-
- pFlechette->Shoot( vecShoot, bStriderBuster );
-
- if ( ShouldSeekTarget( pTargetEntity, bStriderBuster ) )
- {
- pFlechette->SetSeekTarget( pTargetEntity );
- }
-
- if( nShotNum == 1 && pTargetEntity->Classify() == CLASS_PLAYER_ALLY_VITAL )
- {
- // Make this person afraid and react to ME, not to the flechettes.
- // Otherwise they could be scared into running towards the hunter.
- CSoundEnt::InsertSound( SOUND_DANGER|SOUND_CONTEXT_REACT_TO_SOURCE|SOUND_CONTEXT_EXCLUDE_COMBINE, pTargetEntity->EyePosition(), 180.0f, 2.0f, this );
- }
-
- return bClamped;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-Vector CNPC_Hunter::LeftFootHit( float eventtime )
-{
- Vector footPosition;
-
- GetAttachment( "left foot", footPosition );
- CPASAttenuationFilter filter( this );
- EmitSound( filter, entindex(), "NPC_Hunter.Footstep", &footPosition, eventtime );
-
- FootFX( footPosition );
-
- return footPosition;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-Vector CNPC_Hunter::RightFootHit( float eventtime )
-{
- Vector footPosition;
-
- GetAttachment( "right foot", footPosition );
- CPASAttenuationFilter filter( this );
- EmitSound( filter, entindex(), "NPC_Hunter.Footstep", &footPosition, eventtime );
- FootFX( footPosition );
-
- return footPosition;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-Vector CNPC_Hunter::BackFootHit( float eventtime )
-{
- Vector footPosition;
-
- GetAttachment( "back foot", footPosition );
- CPASAttenuationFilter filter( this );
- EmitSound( filter, entindex(), "NPC_Hunter.BackFootstep", &footPosition, eventtime );
- FootFX( footPosition );
-
- return footPosition;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::FootFX( const Vector &origin )
-{
- return;
-
- // dvs TODO: foot dust? probably too expensive for these guys
- /*trace_t tr;
- AI_TraceLine( origin, origin - Vector(0,0,100), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
- float yaw = random->RandomInt(0,120);
- for ( int i = 0; i < 3; i++ )
- {
- Vector dir = UTIL_YawToVector( yaw + i*120 ) * 10;
- VectorNormalize( dir );
- dir.z = 0.25;
- VectorNormalize( dir );
- g_pEffects->Dust( tr.endpos, dir, 12, 50 );
- }*/
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-CBaseEntity *CNPC_Hunter::GetEnemyVehicle()
-{
- if ( GetEnemy() == NULL )
- return NULL;
-
- CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer();
- if ( pCCEnemy != NULL )
- return pCCEnemy->GetVehicleEntity();
-
- return NULL;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::DrawDebugGeometryOverlays()
-{
- if (m_debugOverlays & OVERLAY_BBOX_BIT)
- {
- float flViewRange = acos(0.8);
- Vector vEyeDir = EyeDirection2D( );
- Vector vLeftDir, vRightDir;
- float fSin, fCos;
- SinCos( flViewRange, &fSin, &fCos );
-
- vLeftDir.x = vEyeDir.x * fCos - vEyeDir.y * fSin;
- vLeftDir.y = vEyeDir.x * fSin + vEyeDir.y * fCos;
- vLeftDir.z = vEyeDir.z;
- fSin = sin(-flViewRange);
- fCos = cos(-flViewRange);
- vRightDir.x = vEyeDir.x * fCos - vEyeDir.y * fSin;
- vRightDir.y = vEyeDir.x * fSin + vEyeDir.y * fCos;
- vRightDir.z = vEyeDir.z;
-
- int nSeq = GetSequence();
- if ( ( GetEntryNode( nSeq ) == gm_nPlantedNode ) && ( GetExitNode( nSeq ) == gm_nPlantedNode ) )
- {
- // planted - green
- NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 255, 0, 128, 0 );
- }
- else if ( ( GetEntryNode( nSeq ) == gm_nUnplantedNode ) && ( GetExitNode( nSeq ) == gm_nUnplantedNode ) )
- {
- // unplanted - blue
- NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 0, 255, 128, 0 );
- }
- else if ( ( GetEntryNode( nSeq ) == gm_nUnplantedNode ) && ( GetExitNode( nSeq ) == gm_nPlantedNode ) )
- {
- // planting transition - cyan
- NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 255, 255, 128, 0 );
- }
- else if ( ( GetEntryNode( nSeq ) == gm_nPlantedNode ) && ( GetExitNode( nSeq ) == gm_nUnplantedNode ) )
- {
- // unplanting transition - purple
- NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 255, 0, 255, 128, 0 );
- }
- else
- {
- // unknown / other node - red
- Msg( "UNKNOWN: %s\n", GetSequenceName( GetSequence() ) );
- NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 255, 0, 0, 128, 0 );
- }
-
- NDebugOverlay::BoxDirection(EyePosition(), Vector(0,0,-1), Vector(200,0,1), vLeftDir, 255, 0, 0, 50, 0 );
- NDebugOverlay::BoxDirection(EyePosition(), Vector(0,0,-1), Vector(200,0,1), vRightDir, 255, 0, 0, 50, 0 );
- NDebugOverlay::BoxDirection(EyePosition(), Vector(0,0,-1), Vector(200,0,1), vEyeDir, 0, 255, 0, 50, 0 );
- NDebugOverlay::Box(EyePosition(), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 128, 0 );
- }
-
- m_EscortBehavior.DrawDebugGeometryOverlays();
-
- BaseClass::DrawDebugGeometryOverlays();
-}
-
-
-//-----------------------------------------------------------------------------
-// Player has illuminated this NPC with the flashlight
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot )
-{
- if ( m_bFlashlightInEyes )
- return;
-
- // Ignore the flashlight if it's not shining at my eyes
- if ( PlayerFlashlightOnMyEyes( pPlayer ) )
- {
- //Msg( ">>>> SHINING FLASHLIGHT ON ME\n" );
- m_bFlashlightInEyes = true;
- SetExpression( "scenes/npc/hunter/hunter_eyeclose.vcd" );
- m_flPupilDilateTime = gpGlobals->curtime + 0.2f;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::PlayerFlashlightOnMyEyes( CBasePlayer *pPlayer )
-{
- Vector vecEyes, vecEyeForward, vecPlayerForward;
- GetAttachment( gm_nTopGunAttachment, vecEyes, &vecEyeForward );
- pPlayer->EyeVectors( &vecPlayerForward );
-
- Vector vecToEyes = (vecEyes - pPlayer->EyePosition());
- //float flDist = VectorNormalize( vecToEyes );
-
- float flDot = DotProduct( vecPlayerForward, vecToEyes );
- if ( flDot < 0.98 )
- return false;
-
- // Check facing to ensure we're in front of her
- Vector los = ( pPlayer->EyePosition() - EyePosition() );
- los.z = 0;
- VectorNormalize( los );
- Vector facingDir = EyeDirection2D();
- flDot = DotProduct( los, facingDir );
- return ( flDot > 0.3 );
-}
-
-
-//-----------------------------------------------------------------------------
-// Return a random expression for the specified state to play over
-// the state's expression loop.
-//-----------------------------------------------------------------------------
-const char *CNPC_Hunter::SelectRandomExpressionForState( NPC_STATE state )
-{
- if ( m_bFlashlightInEyes )
- return NULL;
-
- if ( !hunter_random_expressions.GetBool() )
- return NULL;
-
- char *szExpressions[4] =
- {
- "scenes/npc/hunter/hunter_scan.vcd",
- "scenes/npc/hunter/hunter_eyeclose.vcd",
- "scenes/npc/hunter/hunter_roar.vcd",
- "scenes/npc/hunter/hunter_pain.vcd"
- };
-
- int nIndex = random->RandomInt( 0, 3 );
- //Msg( "RANDOM Expression: %s\n", szExpressions[nIndex] );
- return szExpressions[nIndex];
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::PlayExpressionForState( NPC_STATE state )
-{
- if ( m_bFlashlightInEyes )
- {
- return;
- }
-
- BaseClass::PlayExpressionForState( state );
-}
-
-
-//-----------------------------------------------------------------------------
-// TODO: remove if we're not doing striderbuster stuff
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::StriderBusterAttached( CBaseEntity *pAttached )
-{
- // Add another to the list
- m_hAttachedBusters.AddToTail( pAttached );
-
- SetCondition( COND_HUNTER_HIT_BY_STICKYBOMB );
- if (m_hAttachedBusters.Count() == 1)
- {
- EmitSound( "NPC_Hunter.Alert" );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::StriderBusterDetached( CBaseEntity *pAttached )
-{
- int elem = m_hAttachedBusters.Find(pAttached);
- if (elem >= 0)
- {
- m_hAttachedBusters.FastRemove(elem);
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Set direction that the hunter aims his body and eyes (guns).
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::SetAim( const Vector &aimDir, float flInterval )
-{
- QAngle angDir;
- VectorAngles( aimDir, angDir );
- float curPitch = GetPoseParameter( gm_nBodyPitchPoseParam );
- float curYaw = GetPoseParameter( gm_nBodyYawPoseParam );
-
- float newPitch;
- float newYaw;
-
- if ( GetEnemy() )
- {
- // clamp and dampen movement
- newPitch = curPitch + 0.8 * UTIL_AngleDiff( UTIL_ApproachAngle( angDir.x, curPitch, 20 ), curPitch );
-
- float flRelativeYaw = UTIL_AngleDiff( angDir.y, GetAbsAngles().y );
- newYaw = curYaw + UTIL_AngleDiff( flRelativeYaw, curYaw );
- }
- else
- {
- // Sweep your weapon more slowly if you're not fighting someone
- newPitch = curPitch + 0.6 * UTIL_AngleDiff( UTIL_ApproachAngle( angDir.x, curPitch, 20 ), curPitch );
-
- float flRelativeYaw = UTIL_AngleDiff( angDir.y, GetAbsAngles().y );
- newYaw = curYaw + 0.6 * UTIL_AngleDiff( flRelativeYaw, curYaw );
- }
-
- newPitch = AngleNormalize( newPitch );
- newYaw = AngleNormalize( newYaw );
-
- //Msg( "pitch=%f, yaw=%f\n", newPitch, newYaw );
-
- SetPoseParameter( gm_nAimPitchPoseParam, 0 );
- SetPoseParameter( gm_nAimYawPoseParam, 0 );
-
- SetPoseParameter( gm_nBodyPitchPoseParam, clamp( newPitch, -45, 45 ) );
- SetPoseParameter( gm_nBodyYawPoseParam, clamp( newYaw, -45, 45 ) );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::RelaxAim( float flInterval )
-{
- float curPitch = GetPoseParameter( gm_nBodyPitchPoseParam );
- float curYaw = GetPoseParameter( gm_nBodyYawPoseParam );
-
- // dampen existing aim
- float newPitch = AngleNormalize( UTIL_ApproachAngle( 0, curPitch, 3 ) );
- float newYaw = AngleNormalize( UTIL_ApproachAngle( 0, curYaw, 2 ) );
-
- SetPoseParameter( gm_nAimPitchPoseParam, 0 );
- SetPoseParameter( gm_nAimYawPoseParam, 0 );
-
- SetPoseParameter( gm_nBodyPitchPoseParam, clamp( newPitch, -45, 45 ) );
- SetPoseParameter( gm_nBodyYawPoseParam, clamp( newYaw, -45, 45 ) );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Hunter::UpdateAim()
-{
- if ( !GetModelPtr() || !GetModelPtr()->SequencesAvailable() )
- return;
-
- float flInterval = GetAnimTimeInterval();
-
- // Some activities look bad if we're giving our enemy the stinkeye.
- int eActivity = GetActivity();
-
- if ( GetEnemy() &&
- GetState() != NPC_STATE_SCRIPT &&
- ( eActivity != ACT_HUNTER_CHARGE_CRASH ) &&
- ( eActivity != ACT_HUNTER_CHARGE_HIT ) )
- {
- Vector vecShootOrigin;
-
- vecShootOrigin = Weapon_ShootPosition();
- Vector vecShootDir = GetShootEnemyDir( vecShootOrigin, false );
-
- SetAim( vecShootDir, flInterval );
- }
- else
- {
- RelaxAim( flInterval );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Don't become a ragdoll until we've finished our death anim
-//-----------------------------------------------------------------------------
-bool CNPC_Hunter::CanBecomeRagdoll()
-{
- return ( m_nKillingDamageType & DMG_CRUSH ) ||
- IsCurSchedule( SCHED_DIE, false ) || // Finished playing death anim, time to ragdoll
- IsCurSchedule( SCHED_HUNTER_CHARGE_ENEMY, false ) || // While moving, it looks better to ragdoll instantly
- IsCurSchedule( SCHED_SCRIPTED_RUN, false ) ||
- ( GetActivity() == ACT_WALK ) || ( GetActivity() == ACT_RUN ) ||
- GetCurSchedule() == NULL; // Failsafe
-}
-
-
-//-----------------------------------------------------------------------------
-// Determines the best type of death anim to play based on how we died.
-//-----------------------------------------------------------------------------
-Activity CNPC_Hunter::GetDeathActivity()
-{
- return ACT_DIESIMPLE;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_HunterEscortBehavior::OnDamage( const CTakeDamageInfo &info )
-{
- if ( info.GetDamage() > 0 && info.GetAttacker()->IsPlayer() &&
- GetFollowTarget() && ( AIGetNumFollowers( GetFollowTarget() ) > 1 ) &&
- ( GetOuter()->GetSquad()->GetSquadSoundWaitTime() <= gpGlobals->curtime ) ) // && !FarFromFollowTarget()
- {
- // Start the clock ticking. We'll return the the strider when the timer elapses.
- m_flTimeEscortReturn = gpGlobals->curtime + random->RandomFloat( 15.0f, 25.0f );
- GetOuter()->GetSquad()->SetSquadSoundWaitTime( m_flTimeEscortReturn + 1.0 ); // prevent others from breaking escort
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_HunterEscortBehavior::BuildScheduleTestBits()
-{
- BaseClass::BuildScheduleTestBits();
-
- if ( ( m_flTimeEscortReturn != 0 ) && ( gpGlobals->curtime > m_flTimeEscortReturn ) )
- {
- // We're delinquent! Return to strider!
- GetOuter()->ClearCustomInterruptCondition( COND_NEW_ENEMY );
- GetOuter()->ClearCustomInterruptCondition( COND_SEE_ENEMY );
- GetOuter()->ClearCustomInterruptCondition( COND_SEE_HATE );
- GetOuter()->ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK1 );
- GetOuter()->ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK2 );
- }
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_HunterEscortBehavior::CheckBreakEscort()
-{
- if ( m_flTimeEscortReturn != 0 && ( FarFromFollowTarget() || gpGlobals->curtime >= m_flTimeEscortReturn ) )
- {
- if ( FarFromFollowTarget() )
- {
- m_flTimeEscortReturn = gpGlobals->curtime;
- }
- else
- {
- m_flTimeEscortReturn = 0;
- }
- if ( GetOuter()->GetSquad() )
- {
- GetOuter()->GetSquad()->SetSquadSoundWaitTime( gpGlobals->curtime + random->RandomFloat( 5.0f, 12.0f ) );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_HunterEscortBehavior::GatherConditionsNotActive( void )
-{
- if ( m_bEnabled )
- {
- DistributeFreeHunters();
- }
-
- BaseClass::GatherConditionsNotActive();
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_HunterEscortBehavior::GatherConditions( void )
-{
- m_bEnabled = true;
-
- DistributeFreeHunters();
-
- BaseClass::GatherConditions();
-
- if ( GetEnemy() && GetEnemy()->IsPlayer() && HasCondition( COND_SEE_ENEMY ) )
- {
- if ( GetOuter()->GetSquad()->GetSquadSoundWaitTime() <= gpGlobals->curtime && ((CBasePlayer *)GetEnemy())->IsInAVehicle() )
- {
- m_flTimeEscortReturn = gpGlobals->curtime + random->RandomFloat( 15.0f, 25.0f );
- GetOuter()->GetSquad()->SetSquadSoundWaitTime( m_flTimeEscortReturn + 1.0 ); // prevent others from breaking escort
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CAI_HunterEscortBehavior::ShouldFollow()
-{
- if ( IsStriderBuster( GetEnemy() ) )
- return false;
-
- if ( HasCondition( COND_HEAR_PHYSICS_DANGER ) )
- return false;
-
- if ( m_flTimeEscortReturn <= gpGlobals->curtime )
- {
- return CAI_FollowBehavior::ShouldFollow();
- }
-
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_HunterEscortBehavior::BeginScheduleSelection()
-{
- BaseClass::BeginScheduleSelection();
- Assert( m_SavedDistTooFar == GetOuter()->m_flDistTooFar );
- GetOuter()->m_flDistTooFar *= 2;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CAI_HunterEscortBehavior::SelectSchedule()
-{
- if( m_FollowDelay.IsRunning() && !m_FollowDelay.Expired() )
- {
- return FollowCallBaseSelectSchedule();
- }
- return BaseClass::SelectSchedule();
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CAI_HunterEscortBehavior::FollowCallBaseSelectSchedule()
-{
- if ( GetOuter()->GetState() == NPC_STATE_COMBAT )
- {
- return GetOuter()->SelectCombatSchedule();
- }
-
- return BaseClass::FollowCallBaseSelectSchedule();
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_HunterEscortBehavior::StartTask( const Task_t *pTask )
-{
- switch( pTask->iTask )
- {
- case TASK_MOVE_TO_FOLLOW_POSITION:
- {
- if ( GetEnemy() )
- {
- if ( GetOuter()->OccupyStrategySlot( SQUAD_SLOT_RUN_SHOOT ) )
- {
- if ( GetOuter()->GetSquad()->GetSquadMemberNearestTo( GetEnemy()->GetAbsOrigin() ) == GetOuter() )
- {
- GetOuter()->BeginVolley( NUM_FLECHETTE_VOLLEY_ON_FOLLOW, gpGlobals->curtime + 1.0 + random->RandomFloat( 0, .25 ) + random->RandomFloat( 0, .25 ) );
- }
- else
- {
- GetOuter()->VacateStrategySlot();
- }
- }
- }
- BaseClass::StartTask( pTask );
- break;
- }
-
- default:
- BaseClass::StartTask( pTask );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_HunterEscortBehavior::RunTask( const Task_t *pTask )
-{
- switch( pTask->iTask )
- {
- case TASK_MOVE_TO_FOLLOW_POSITION:
- {
- if ( !GetFollowTarget() )
- {
- TaskFail( FAIL_NO_TARGET );
- }
- else
- {
- if ( GetEnemy() )
- {
- CNPC_Hunter *pHunter = GetOuter();
- Vector vecEnemyLKP = pHunter->GetEnemyLKP();
- pHunter->AddFacingTarget( pHunter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 );
- bool bVacate = false;
-
- bool bHasSlot = pHunter->HasStrategySlot( SQUAD_SLOT_RUN_SHOOT );
- if ( HasCondition( COND_SEE_ENEMY ) )
- {
- float maxDist = hunter_flechette_max_range.GetFloat() * 3;
- float distSq = ( pHunter->GetAbsOrigin() - pHunter->GetEnemy()->GetAbsOrigin() ).Length2DSqr();
-
- if ( distSq < Square( maxDist ) )
- {
- if ( gpGlobals->curtime >= pHunter->m_flNextFlechetteTime )
- {
- if ( !bHasSlot )
- {
- if ( GetOuter()->OccupyStrategySlot( SQUAD_SLOT_RUN_SHOOT ) )
- {
- if ( GetOuter()->GetSquad()->GetSquadMemberNearestTo( GetEnemy()->GetAbsOrigin() ) == GetOuter() )
- {
- bHasSlot = true;
- }
- else
- {
- GetOuter()->VacateStrategySlot();
- }
- }
- }
-
- if ( bHasSlot )
- {
- // Start the firing sound.
- //CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
- //if ( controller.SoundGetVolume( pHunter->m_pGunFiringSound ) == 0.0f )
- //{
- // controller.SoundChangeVolume( pHunter->m_pGunFiringSound, 1.0f, 0.0f );
- //}
-
- pHunter->ShootFlechette( GetEnemy(), true );
-
- if ( --pHunter->m_nFlechettesQueued > 0 )
- {
- pHunter->m_flNextFlechetteTime = gpGlobals->curtime + hunter_flechette_delay.GetFloat();
- }
- else
- {
- // Stop the firing sound.
- //CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
- //controller.SoundChangeVolume( pHunter->m_pGunFiringSound, 0, 0.01f );
-
- bVacate = true;
- pHunter->BeginVolley( NUM_FLECHETTE_VOLLEY_ON_FOLLOW, gpGlobals->curtime + 1.0 + random->RandomFloat( 0, .25 ) + random->RandomFloat( 0, .25 ) );
- }
- }
- }
- }
- else if ( bHasSlot )
- {
- bVacate = true;
- }
- }
- else if ( bHasSlot )
- {
- bVacate = true;
- }
-
- if ( bVacate )
- {
- pHunter->VacateStrategySlot();
- }
- }
-
- if ( m_FollowAttackTimer.Expired() && IsFollowTargetInRange( .8 ))
- {
- m_FollowAttackTimer.Set( 8, 24 );
- TaskComplete();
- }
- else
- {
- BaseClass::RunTask( pTask );
- }
- }
- break;
- }
-
- default:
- BaseClass::RunTask( pTask );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_HunterEscortBehavior::FindFreeHunters( CUtlVector<CNPC_Hunter *> *pFreeHunters )
-{
- pFreeHunters->EnsureCapacity( g_Hunters.Count() );
- int i;
-
- for ( i = 0; i < g_Hunters.Count(); i++ )
- {
- CNPC_Hunter *pHunter = g_Hunters[i];
- if ( pHunter->IsAlive() && pHunter->m_EscortBehavior.m_bEnabled )
- {
- if ( pHunter->m_EscortBehavior.GetFollowTarget() == NULL || !pHunter->m_EscortBehavior.GetFollowTarget()->IsAlive() )
- {
- pFreeHunters->AddToTail( pHunter);
- }
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_HunterEscortBehavior::DistributeFreeHunters()
-{
- if ( g_TimeLastDistributeFreeHunters != -1 && gpGlobals->curtime - g_TimeLastDistributeFreeHunters < FREE_HUNTER_DISTRIBUTE_INTERVAL )
- {
- return;
- }
-
- g_TimeLastDistributeFreeHunters = gpGlobals->curtime;
-
- CUtlVector<CNPC_Hunter *> freeHunters;
- int i;
- FindFreeHunters( &freeHunters );
-
- CAI_BaseNPC **ppNPCs = g_AI_Manager.AccessAIs();
- for ( i = 0; i < g_AI_Manager.NumAIs() && freeHunters.Count(); i++ )
- {
- int nToAdd;
- CNPC_Strider *pStrider = ( ppNPCs[i]->IsAlive() ) ? dynamic_cast<CNPC_Strider *>( ppNPCs[i] ) : NULL;
- if ( pStrider && !pStrider->CarriedByDropship() )
- {
- if ( ( nToAdd = 3 - AIGetNumFollowers( pStrider ) ) > 0 )
- {
- for ( int j = freeHunters.Count() - 1; j >= 0 && nToAdd > 0; --j )
- {
- DevMsg( "npc_hunter %d assigned to npc_strider %d\n", freeHunters[j]->entindex(), pStrider->entindex() );
- freeHunters[j]->FollowStrider( pStrider );
- freeHunters.FastRemove( j );
- nToAdd--;
- }
- }
- }
- }
-
- for ( i = 0; i < freeHunters.Count(); i++ )
- {
- //DevMsg( "npc_hunter %d assigned to free_hunters_squad\n", freeHunters[i]->entindex() );
- freeHunters[i]->m_EscortBehavior.SetFollowTarget( NULL );
- freeHunters[i]->AddToSquad( AllocPooledString( "free_hunters_squad" ) );
- }
-
-#if 0
- CBaseEntity *pHunterMaker = gEntList.FindEntityByClassname( NULL, "npc_hunter_maker" ); // TODO: this picks the same one every time!
- if ( pHunterMaker )
- {
- for ( i = 0; i < freeHunters.Count(); i++ )
- {
- freeHunters[i]->m_EscortBehavior.SetFollowTarget( pHunterMaker );
- }
- }
-#endif
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CAI_HunterEscortBehavior::DrawDebugGeometryOverlays()
-{
- if ( !GetFollowTarget() )
- return;
-
- Vector vecFollowPos = GetGoalPosition();
- if ( FarFromFollowTarget() )
- {
- if ( gpGlobals->curtime >= m_flTimeEscortReturn )
- {
- NDebugOverlay::HorzArrow( GetOuter()->GetAbsOrigin(), vecFollowPos, 16.0f, 255, 0, 0, 0, true, 0 );
- }
- else
- {
- NDebugOverlay::HorzArrow( GetOuter()->GetAbsOrigin(), vecFollowPos, 16.0f, 255, 255, 0, 0, true, 0 );
- }
- }
- else
- {
- NDebugOverlay::HorzArrow( GetOuter()->GetAbsOrigin(), vecFollowPos, 16.0f, 0, 255, 0, 0, true, 0 );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool Hunter_IsHunter(CBaseEntity *pEnt)
-{
- return dynamic_cast<CNPC_Hunter *>(pEnt) != NULL;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void Hunter_StriderBusterLaunched( CBaseEntity *pBuster )
-{
- CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
- int nAIs = g_AI_Manager.NumAIs();
-
- for ( int i = 0; i < nAIs; i++ )
- {
- CAI_BaseNPC *pNPC = ppAIs[ i ];
- if ( pNPC && ( pNPC->Classify() == CLASS_COMBINE_HUNTER ) && pNPC->m_lifeState == LIFE_ALIVE )
- {
- if ( !pNPC->GetEnemy() || !IsStriderBuster( pNPC->GetEnemy() ) )
- {
- Vector vecDelta = pNPC->GetAbsOrigin() - pBuster->GetAbsOrigin();
- if ( vecDelta.Length2DSqr() < 9437184.0f ) // 3072 * 3072
- {
- pNPC->SetEnemy( pBuster );
- pNPC->SetState( NPC_STATE_COMBAT );
- pNPC->UpdateEnemyMemory( pBuster, pBuster->GetAbsOrigin() );
-
- // Stop whatever we're doing.
- pNPC->SetCondition( COND_SCHEDULE_DONE );
- }
- }
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void Hunter_StriderBusterAttached( CBaseEntity *pHunter, CBaseEntity *pAttached )
-{
- Assert(dynamic_cast<CNPC_Hunter *>(pHunter));
-
- static_cast<CNPC_Hunter *>(pHunter)->StriderBusterAttached(pAttached);
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void Hunter_StriderBusterDetached( CBaseEntity *pHunter, CBaseEntity *pAttached )
-{
- Assert(dynamic_cast<CNPC_Hunter *>(pHunter));
-
- static_cast<CNPC_Hunter *>(pHunter)->StriderBusterDetached(pAttached);
-}
-
-//-------------------------------------------------------------------------------------------------
-//
-// ep2_outland_12 custom npc makers
-//
-//-------------------------------------------------------------------------------------------------
-
-class CHunterMaker : public CTemplateNPCMaker
-{
- typedef CTemplateNPCMaker BaseClass;
-public:
- void MakeMultipleNPCS( int nNPCs )
- {
- const float MIN_HEALTH_PCT = 0.2;
-
- CUtlVector<CNPC_Hunter *> candidates;
- CUtlVectorFixed<CNPC_Hunter *, 3> freeHunters;
- CAI_HunterEscortBehavior::FindFreeHunters( &candidates );
-
- freeHunters.EnsureCapacity( 3 );
- int i;
-
- for ( i = 0; i < candidates.Count() && freeHunters.Count() < 3; i++ )
- {
- if ( candidates[i]->GetHealth() > candidates[i]->GetMaxHealth() * MIN_HEALTH_PCT )
- {
- freeHunters.AddToTail( candidates[i] );
- }
- }
-
- int nRequested = nNPCs;
- if ( nNPCs < 3 )
- {
- nNPCs = MIN( 3, nNPCs + freeHunters.Count() );
- }
-
- int nSummoned = 0;
- for ( i = 0; i < freeHunters.Count() && nNPCs; i++ )
- {
- freeHunters[i]->m_EscortBehavior.SetFollowTarget( this ); // this will make them not "free"
- freeHunters[i]->SetName( m_iszTemplateName ); // this will force the hunter to get the FollowStrider input
- nNPCs--;
- nSummoned++;
- }
-
- DevMsg( "Requested %d to spawn, Summoning %d free hunters, spawning %d new hunters\n", nRequested, nSummoned, nNPCs );
- if ( nNPCs )
- {
- BaseClass::MakeMultipleNPCS( nNPCs );
- }
- }
-};
-
-LINK_ENTITY_TO_CLASS( npc_hunter_maker, CHunterMaker );
-
-
-//-------------------------------------------------------------------------------------------------
-//
-// Schedules
-//
-//-------------------------------------------------------------------------------------------------
-AI_BEGIN_CUSTOM_NPC( npc_hunter, CNPC_Hunter )
-
- DECLARE_TASK( TASK_HUNTER_AIM )
- DECLARE_TASK( TASK_HUNTER_FIND_DODGE_POSITION )
- DECLARE_TASK( TASK_HUNTER_DODGE )
- DECLARE_TASK( TASK_HUNTER_PRE_RANGE_ATTACK2 )
- DECLARE_TASK( TASK_HUNTER_SHOOT_COMMIT )
- DECLARE_TASK( TASK_HUNTER_ANNOUNCE_FLANK )
- DECLARE_TASK( TASK_HUNTER_BEGIN_FLANK )
- DECLARE_TASK( TASK_HUNTER_STAGGER )
- DECLARE_TASK( TASK_HUNTER_CORNERED_TIMER )
- DECLARE_TASK( TASK_HUNTER_FIND_SIDESTEP_POSITION )
- DECLARE_TASK( TASK_HUNTER_CHARGE )
- DECLARE_TASK( TASK_HUNTER_FINISH_RANGE_ATTACK )
- DECLARE_TASK( TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY )
- DECLARE_TASK( TASK_HUNTER_CHARGE_DELAY )
-
- DECLARE_ACTIVITY( ACT_HUNTER_DEPLOYRA2 )
- DECLARE_ACTIVITY( ACT_HUNTER_DODGER )
- DECLARE_ACTIVITY( ACT_HUNTER_DODGEL )
- DECLARE_ACTIVITY( ACT_HUNTER_GESTURE_SHOOT )
- DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_STICKYBOMB )
- DECLARE_ACTIVITY( ACT_HUNTER_STAGGER )
- DECLARE_ACTIVITY( ACT_DI_HUNTER_MELEE )
- DECLARE_ACTIVITY( ACT_DI_HUNTER_THROW )
- DECLARE_ACTIVITY( ACT_HUNTER_MELEE_ATTACK1_VS_PLAYER )
- DECLARE_ACTIVITY( ACT_HUNTER_ANGRY )
- DECLARE_ACTIVITY( ACT_HUNTER_WALK_ANGRY )
- DECLARE_ACTIVITY( ACT_HUNTER_FOUND_ENEMY )
- DECLARE_ACTIVITY( ACT_HUNTER_FOUND_ENEMY_ACK )
- DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_START )
- DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_RUN )
- DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_STOP )
- DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_CRASH )
- DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_HIT )
- DECLARE_ACTIVITY( ACT_HUNTER_RANGE_ATTACK2_UNPLANTED )
- DECLARE_ACTIVITY( ACT_HUNTER_IDLE_PLANTED )
- DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_N )
- DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_S )
- DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_E )
- DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_W )
-
- DECLARE_INTERACTION( g_interactionHunterFoundEnemy );
-
- DECLARE_SQUADSLOT( SQUAD_SLOT_HUNTER_CHARGE )
- DECLARE_SQUADSLOT( SQUAD_SLOT_HUNTER_FLANK_FIRST )
- DECLARE_SQUADSLOT( SQUAD_SLOT_RUN_SHOOT )
-
- DECLARE_CONDITION( COND_HUNTER_SHOULD_PATROL )
- DECLARE_CONDITION( COND_HUNTER_FORCED_FLANK_ENEMY )
- DECLARE_CONDITION( COND_HUNTER_CAN_CHARGE_ENEMY )
- DECLARE_CONDITION( COND_HUNTER_STAGGERED )
- DECLARE_CONDITION( COND_HUNTER_IS_INDOORS )
- DECLARE_CONDITION( COND_HUNTER_HIT_BY_STICKYBOMB )
- DECLARE_CONDITION( COND_HUNTER_SEE_STRIDERBUSTER )
- DECLARE_CONDITION( COND_HUNTER_FORCED_DODGE )
- DECLARE_CONDITION( COND_HUNTER_INCOMING_VEHICLE )
- DECLARE_CONDITION( COND_HUNTER_NEW_HINTGROUP )
- DECLARE_CONDITION( COND_HUNTER_CANT_PLANT )
- DECLARE_CONDITION( COND_HUNTER_SQUADMATE_FOUND_ENEMY )
-
- DECLARE_ANIMEVENT( AE_HUNTER_FOOTSTEP_LEFT )
- DECLARE_ANIMEVENT( AE_HUNTER_FOOTSTEP_RIGHT )
- DECLARE_ANIMEVENT( AE_HUNTER_FOOTSTEP_BACK )
- DECLARE_ANIMEVENT( AE_HUNTER_MELEE_ANNOUNCE )
- DECLARE_ANIMEVENT( AE_HUNTER_MELEE_ATTACK_LEFT )
- DECLARE_ANIMEVENT( AE_HUNTER_MELEE_ATTACK_RIGHT )
- DECLARE_ANIMEVENT( AE_HUNTER_DIE )
- DECLARE_ANIMEVENT( AE_HUNTER_SPRAY_BLOOD )
- DECLARE_ANIMEVENT( AE_HUNTER_START_EXPRESSION )
- DECLARE_ANIMEVENT( AE_HUNTER_END_EXPRESSION )
-
- //=========================================================
- // Attack (Deploy/shoot/finish)
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_RANGE_ATTACK1,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_HUNTER_SHOOT_COMMIT 0"
- " TASK_RANGE_ATTACK1 0"
- " "
- " Interrupts"
- " COND_NEW_ENEMY"
- " COND_ENEMY_DEAD"
- " COND_LOST_ENEMY"
- " COND_ENEMY_OCCLUDED"
- " COND_WEAPON_SIGHT_OCCLUDED"
- " COND_TOO_CLOSE_TO_ATTACK"
- " COND_TOO_FAR_TO_ATTACK"
- " COND_NOT_FACING_ATTACK"
- )
-
- //=========================================================
- // Attack (Deploy/shoot/finish)
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_RANGE_ATTACK2,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_HUNTER_PRE_RANGE_ATTACK2 0"
- " TASK_HUNTER_SHOOT_COMMIT 0"
- " TASK_RANGE_ATTACK2 0"
- " TASK_HUNTER_FINISH_RANGE_ATTACK 0"
- " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
- " TASK_WAIT 0.4"
- " TASK_WAIT_RANDOM 0.2"
- " "
- " Interrupts"
- " COND_NEW_ENEMY"
- )
-
- //=========================================================
- // Shoot at striderbuster. Distinct from generic range attack
- // because of BuildScheduleTestBits.
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_HUNTER_SHOOT_COMMIT 0"
- " TASK_RANGE_ATTACK2 0"
- " "
- " Interrupts"
- )
-
- //=========================================================
- // Shoot at striderbuster with a little latency beforehand
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER_LATENT,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_HUNTER_SHOOT_COMMIT 0"
- " TASK_WAIT 0.2"
- " TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_RANGE_ATTACK2"
- " TASK_RANGE_ATTACK2 0"
- " "
- " Interrupts"
- )
-
- //=========================================================
- // Dodge Incoming vehicle
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_DODGE,
-
- " Tasks"
- " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_DODGE"
- " TASK_HUNTER_FIND_DODGE_POSITION 0"
- " TASK_HUNTER_DODGE 0"
- ""
- " Interrupts"
- )
-
- //=========================================================
- // Dodge Incoming vehicle
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_FAIL_DODGE,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
- " TASK_FACE_ENEMY 0"
- ""
- " Interrupts"
- )
-
- //==================================================
- // > SCHED_HUNTER_CHARGE_ENEMY
- // Rush at my enemy and head-butt them.
- //==================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_CHARGE_ENEMY,
-
- " Tasks"
- " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_CHARGE_ENEMY"
- " TASK_STOP_MOVING 0"
- " TASK_FACE_ENEMY 0"
- " TASK_HUNTER_CHARGE 0"
- ""
- " Interrupts"
- " COND_TASK_FAILED"
- " COND_ENEMY_DEAD"
- )
-
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_FAIL_CHARGE_ENEMY,
-
- " Tasks"
- " TASK_HUNTER_CHARGE_DELAY 10"
- )
-
- //=========================================================
- // Chase the enemy with intent to claw
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_CHASE_ENEMY_MELEE,
-
- " Tasks"
- " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ESTABLISH_LINE_OF_FIRE"
- " 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_MELEE_ATTACK1"
- " COND_CAN_MELEE_ATTACK2"
- //" COND_TOO_CLOSE_TO_ATTACK"
- " COND_LOST_ENEMY"
- )
-
- //=========================================================
- // Chase my enemy, shoot or claw when possible to do so.
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_CHASE_ENEMY,
-
- " Tasks"
- " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ESTABLISH_LINE_OF_FIRE"
- " 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_RANGE_ATTACK2"
- " COND_CAN_MELEE_ATTACK1"
- " COND_CAN_MELEE_ATTACK2"
- " COND_TOO_CLOSE_TO_ATTACK"
- " COND_LOST_ENEMY"
- )
-
- //=========================================================
- // Move to a flanking position, then shoot if possible.
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_FLANK_ENEMY,
-
- " Tasks"
- " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ESTABLISH_LINE_OF_FIRE"
- " TASK_STOP_MOVING 0"
- " TASK_HUNTER_BEGIN_FLANK 0"
- " TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS 30"
- " TASK_HUNTER_ANNOUNCE_FLANK 0"
- " TASK_RUN_PATH 0"
- " TASK_WAIT_FOR_MOVEMENT 0"
- " TASK_FACE_ENEMY 0"
- //" TASK_HUNTER_END_FLANK 0"
- ""
- " Interrupts"
- " COND_NEW_ENEMY"
- //" COND_CAN_RANGE_ATTACK1"
- //" COND_CAN_RANGE_ATTACK2"
- " COND_CAN_MELEE_ATTACK1"
- " COND_CAN_MELEE_ATTACK2"
- " COND_ENEMY_DEAD"
- " COND_ENEMY_UNREACHABLE"
- " COND_TOO_CLOSE_TO_ATTACK"
- " COND_LOST_ENEMY"
- )
-
- //=========================================================
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_COMBAT_FACE,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
- " TASK_WAIT_FACE_ENEMY 1"
- ""
- " Interrupts"
- " COND_CAN_RANGE_ATTACK1"
- " COND_CAN_RANGE_ATTACK2"
- " COND_CAN_MELEE_ATTACK1"
- " COND_CAN_MELEE_ATTACK2"
- " COND_NEW_ENEMY"
- " COND_ENEMY_DEAD"
- )
-
- //=========================================================
- // Like the base class, only don't stop in the middle of
- // swinging if the enemy is killed, hides, or new enemy.
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_MELEE_ATTACK1,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_FACE_ENEMY 0"
- " TASK_MELEE_ATTACK1 0"
- //" TASK_SET_SCHEDULE SCHEDULE:SCHED_HUNTER_POST_MELEE_WAIT"
- ""
- " Interrupts"
- )
-
- //=========================================================
- // In a fight with nothing to do. Make busy!
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_CHANGE_POSITION,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_WANDER 720432" // 6 feet to 36 feet
- " TASK_RUN_PATH 0"
- " TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY 0"
- " TASK_STOP_MOVING 0"
- " TASK_SET_SCHEDULE SCHEDULE:SCHED_HUNTER_CHANGE_POSITION_FINISH"
- ""
- " Interrupts"
- " COND_ENEMY_DEAD"
- " COND_CAN_MELEE_ATTACK1"
- " COND_CAN_MELEE_ATTACK2"
- " COND_HEAR_DANGER"
- " COND_HEAR_MOVE_AWAY"
- " COND_NEW_ENEMY"
- )
-
- //=========================================================
- // In a fight with nothing to do. Make busy!
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_CHANGE_POSITION_FINISH,
-
- " Tasks"
- " TASK_FACE_ENEMY 0"
- " TASK_WAIT_FACE_ENEMY_RANDOM 5"
- ""
- " Interrupts"
- " COND_ENEMY_DEAD"
- " COND_CAN_RANGE_ATTACK1"
- " COND_CAN_RANGE_ATTACK2"
- " COND_CAN_MELEE_ATTACK1"
- " COND_CAN_MELEE_ATTACK2"
- " COND_HEAR_DANGER"
- " COND_HEAR_MOVE_AWAY"
- " COND_NEW_ENEMY"
- )
-
- //=========================================================
- // In a fight with nothing to do. Make busy!
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_SIDESTEP,
-
- " Tasks"
- " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_IMMEDIATE" // used because sched_fail includes a one second pause. ick!
- " TASK_STOP_MOVING 0"
- " TASK_HUNTER_FIND_SIDESTEP_POSITION 0"
- " TASK_GET_PATH_TO_SAVEPOSITION 0"
- " TASK_RUN_PATH 0"
- " TASK_WAIT_FOR_MOVEMENT 0"
- " TASK_FACE_ENEMY 0"
- ""
- " Interrupts"
- )
-
- //=========================================================
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_PATROL,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_WANDER 720432" // 6 feet to 36 feet
- " TASK_WALK_PATH 0"
- " TASK_WAIT_FOR_MOVEMENT 0"
- " TASK_STOP_MOVING 0"
- " TASK_FACE_REASONABLE 0"
- " TASK_WAIT_RANDOM 3"
- ""
- " Interrupts"
- " COND_ENEMY_DEAD"
- " COND_LIGHT_DAMAGE"
- " COND_HEAVY_DAMAGE"
- " COND_HEAR_DANGER"
- " COND_HEAR_COMBAT"
- " COND_HEAR_PLAYER"
- " COND_HEAR_BULLET_IMPACT"
- " COND_HEAR_MOVE_AWAY"
- " COND_NEW_ENEMY"
- " COND_SEE_ENEMY"
- " COND_CAN_RANGE_ATTACK1"
- " COND_CAN_RANGE_ATTACK2"
- " COND_CAN_MELEE_ATTACK1"
- " COND_CAN_MELEE_ATTACK2"
- )
-
- //=========================================================
- // Stagger because I got hit by something heavy
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_STAGGER,
-
- " Tasks"
- " TASK_HUNTER_STAGGER 0"
- ""
- " Interrupts"
- )
-
- //=========================================================
- // Run around randomly until we detect an enemy
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_PATROL_RUN,
-
- " Tasks"
- " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
- " TASK_SET_ROUTE_SEARCH_TIME 5" // Spend 5 seconds trying to build a path if stuck
- " TASK_GET_PATH_TO_RANDOM_NODE 200"
- " TASK_RUN_PATH 0"
- " TASK_WAIT_FOR_MOVEMENT 0"
- ""
- " Interrupts"
- " COND_CAN_RANGE_ATTACK1 "
- " COND_CAN_RANGE_ATTACK2 "
- " COND_CAN_MELEE_ATTACK1 "
- " COND_CAN_MELEE_ATTACK2"
- " COND_GIVE_WAY"
- " COND_NEW_ENEMY"
- " COND_HEAR_COMBAT"
- " COND_HEAR_DANGER"
- " COND_HEAR_PLAYER"
- " COND_LIGHT_DAMAGE"
- " COND_HEAVY_DAMAGE"
- )
-
- //=========================================================
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_TAKE_COVER_FROM_ENEMY,
-
- " Tasks"
- " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_CHASE_ENEMY_MELEE"
- " TASK_HUNTER_CORNERED_TIMER 10.0"
- " TASK_WAIT 0.0"
- // " TASK_SET_TOLERANCE_DISTANCE 24"
- // " TASK_FIND_COVER_FROM_ENEMY 0"
- " TASK_FIND_FAR_NODE_COVER_FROM_ENEMY 200.0"
- " TASK_RUN_PATH 0"
- " TASK_HUNTER_CORNERED_TIMER 0.0"
- // " TASK_CLEAR_FAIL_SCHEDULE 0" // not used because sched_fail includes a one second pause. ick!
- " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_IMMEDIATE"
- " TASK_WAIT_FOR_MOVEMENT 0"
- " TASK_REMEMBER MEMORY:INCOVER"
- " TASK_SET_SCHEDULE SCHEDULE:SCHED_HUNTER_HIDE_UNDER_COVER"
- /*
- " TASK_FACE_ENEMY 0"
- " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover
- " TASK_WAIT 1"
- */
- ""
- " Interrupts"
- " COND_NEW_ENEMY"
- " COND_HEAR_DANGER"
- )
-
- //=========================================================
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_HIDE_UNDER_COVER,
-
- " Tasks"
- " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_IMMEDIATE" // used because sched_fail includes a one second pause. ick!
- " TASK_FACE_ENEMY 0"
- " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover
- " TASK_WAIT 1"
- ""
- " Interrupts"
- " COND_NEW_ENEMY"
- " COND_HEAR_DANGER"
- " COND_HAVE_ENEMY_LOS"
- )
-
- //=========================================================
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_FOUND_ENEMY,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_FACE_ENEMY 0"
- " TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_HUNTER_FOUND_ENEMY"
- ""
- " Interrupts"
- " COND_LIGHT_DAMAGE"
- " COND_HEAVY_DAMAGE"
- )
-
- //=========================================================
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_FOUND_ENEMY_ACK,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_WAIT_RANDOM 0.75"
- " TASK_FACE_ENEMY 0"
- " TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_HUNTER_FOUND_ENEMY_ACK"
- ""
- " Interrupts"
- " COND_LIGHT_DAMAGE"
- " COND_HEAVY_DAMAGE"
- )
-
- //=========================================================
- // An empty schedule that immediately bails out, faster than
- // SCHED_FAIL which stops moving and waits for one second.
- //=========================================================
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_FAIL_IMMEDIATE,
-
- " Tasks"
- " TASK_WAIT 0"
-
- )
-
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_GOTO_HINT,
- " Tasks"
- " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_CLEAR_HINTNODE" // used because sched_fail includes a one second pause. ick!
- " TASK_GET_PATH_TO_HINTNODE 1"
- " TASK_WAIT_FOR_MOVEMENT 0"
- " TASK_CLEAR_HINTNODE 0"
- ""
- ""
- " Interrupts"
- )
-
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_CLEAR_HINTNODE,
- " Tasks"
- " TASK_CLEAR_HINTNODE 0"
- ""
- ""
- " Interrupts"
- )
-
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_SIEGE_STAND,
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
- " TASK_FACE_PLAYER 0"
- " TASK_WAIT 10"
- " TASK_WAIT_RANDOM 2"
- " TASK_SET_SCHEDULE SCHEDULE:SCHED_HUNTER_CHANGE_POSITION_SIEGE"
- ""
- ""
- " Interrupts"
- " COND_SEE_PLAYER"
- " COND_NEW_ENEMY"
- )
-
- DEFINE_SCHEDULE
- (
- SCHED_HUNTER_CHANGE_POSITION_SIEGE,
-
- " Tasks"
- " TASK_STOP_MOVING 0"
- " TASK_WANDER 2400480"
- " TASK_RUN_PATH 0"
- " TASK_WAIT_FOR_MOVEMENT 0"
- " TASK_STOP_MOVING 0"
- " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
- " TASK_FACE_PLAYER 0"
- ""
- " Interrupts"
- " COND_NEW_ENEMY"
- )
-
- // formula is MIN_DIST * 10000 + MAX_DIST
-
-AI_END_CUSTOM_NPC()
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Small, fast version of the strider. Goes where striders cannot, such +// as into buildings. Best killed with physics objects and explosives. +// +//============================================================================= + +#include "cbase.h" +#include "npc_strider.h" +#include "npc_hunter.h" +#include "ai_behavior_follow.h" +#include "ai_moveprobe.h" +#include "ai_senses.h" +#include "ai_speech.h" +#include "ai_task.h" +#include "ai_default.h" +#include "ai_schedule.h" +#include "ai_hull.h" +#include "ai_baseactor.h" +#include "ai_waypoint.h" +#include "ai_link.h" +#include "ai_hint.h" +#include "ai_squadslot.h" +#include "ai_squad.h" +#include "ai_tacticalservices.h" +#include "beam_shared.h" +#include "datacache/imdlcache.h" +#include "eventqueue.h" +#include "gib.h" +#include "globalstate.h" +#include "hierarchy.h" +#include "movevars_shared.h" +#include "npcevent.h" +#include "saverestore_utlvector.h" +#include "particle_parse.h" +#include "te_particlesystem.h" +#include "sceneentity.h" +#include "shake.h" +#include "soundenvelope.h" +#include "soundent.h" +#include "SpriteTrail.h" +#include "IEffects.h" +#include "engine/IEngineSound.h" +#include "bone_setup.h" +#include "studio.h" +#include "ai_route.h" +#include "ammodef.h" +#include "npc_bullseye.h" +#include "physobj.h" +#include "ai_memory.h" +#include "collisionutils.h" +#include "shot_manipulator.h" +#include "steamjet.h" +#include "physics_prop_ragdoll.h" +#include "vehicle_base.h" +#include "coordsize.h" +#include "hl2_shareddefs.h" +#include "te_effect_dispatch.h" +#include "beam_flags.h" +#include "prop_combine_ball.h" +#include "explode.h" +#include "weapon_physcannon.h" +#include "weapon_striderbuster.h" +#include "monstermaker.h" +#include "weapon_rpg.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +class CNPC_Hunter; + + +static const char *HUNTER_FLECHETTE_MODEL = "models/weapons/hunter_flechette.mdl"; + +// Think contexts +static const char *HUNTER_BLEED_THINK = "HunterBleed"; +static const char *HUNTER_ZAP_THINK = "HunterZap"; +static const char *HUNTER_JOSTLE_VEHICLE_THINK = "HunterJostle"; + + +ConVar sk_hunter_health( "sk_hunter_health", "210" ); + +// Melee attacks +ConVar sk_hunter_dmg_one_slash( "sk_hunter_dmg_one_slash", "20" ); +ConVar sk_hunter_dmg_charge( "sk_hunter_dmg_charge", "20" ); + +// Flechette volley attack +ConVar hunter_flechette_max_range( "hunter_flechette_max_range", "1200" ); +ConVar hunter_flechette_min_range( "hunter_flechette_min_range", "100" ); +ConVar hunter_flechette_volley_size( "hunter_flechette_volley_size", "8" ); +ConVar hunter_flechette_speed( "hunter_flechette_speed", "2000" ); +ConVar sk_hunter_dmg_flechette( "sk_hunter_dmg_flechette", "4.0" ); +ConVar sk_hunter_flechette_explode_dmg( "sk_hunter_flechette_explode_dmg", "12.0" ); +ConVar sk_hunter_flechette_explode_radius( "sk_hunter_flechette_explode_radius", "128.0" ); +ConVar hunter_flechette_explode_delay( "hunter_flechette_explode_delay", "2.5" ); +ConVar hunter_flechette_delay( "hunter_flechette_delay", "0.1" ); +ConVar hunter_first_flechette_delay( "hunter_first_flechette_delay", "0.5" ); +ConVar hunter_flechette_max_concurrent_volleys( "hunter_flechette_max_concurrent_volleys", "2" ); +ConVar hunter_flechette_volley_start_min_delay( "hunter_flechette_volley_start_min_delay", ".25" ); +ConVar hunter_flechette_volley_start_max_delay( "hunter_flechette_volley_start_max_delay", ".95" ); +ConVar hunter_flechette_volley_end_min_delay( "hunter_flechette_volley_end_min_delay", "1" ); +ConVar hunter_flechette_volley_end_max_delay( "hunter_flechette_volley_end_max_delay", "2" ); +ConVar hunter_flechette_test( "hunter_flechette_test", "0" ); +ConVar hunter_clamp_shots( "hunter_clamp_shots", "1" ); +ConVar hunter_cheap_explosions( "hunter_cheap_explosions", "1" ); + +// Damage received +ConVar sk_hunter_bullet_damage_scale( "sk_hunter_bullet_damage_scale", "0.6" ); +ConVar sk_hunter_charge_damage_scale( "sk_hunter_charge_damage_scale", "2.0" ); +ConVar sk_hunter_buckshot_damage_scale( "sk_hunter_buckshot_damage_scale", "0.5" ); +ConVar sk_hunter_vehicle_damage_scale( "sk_hunter_vehicle_damage_scale", "2.2" ); +ConVar sk_hunter_dmg_from_striderbuster( "sk_hunter_dmg_from_striderbuster", "150" ); +ConVar sk_hunter_citizen_damage_scale( "sk_hunter_citizen_damage_scale", "0.3" ); + +ConVar hunter_allow_dissolve( "hunter_allow_dissolve", "1" ); +ConVar hunter_random_expressions( "hunter_random_expressions", "0" ); +ConVar hunter_show_weapon_los_z( "hunter_show_weapon_los_z", "0" ); +ConVar hunter_show_weapon_los_condition( "hunter_show_weapon_los_condition", "0" ); + +ConVar hunter_melee_delay( "hunter_melee_delay", "2.0" ); + +// Bullrush charge. +ConVar hunter_charge( "hunter_charge", "1" ); +ConVar hunter_charge_min_delay( "hunter_charge_min_delay", "10.0" ); +ConVar hunter_charge_pct( "hunter_charge_pct", "25" ); +ConVar hunter_charge_test( "hunter_charge_test", "0" ); + +// Vehicle dodging. +ConVar hunter_dodge_warning( "hunter_dodge_warning", "1.1" ); +ConVar hunter_dodge_warning_width( "hunter_dodge_warning_width", "180" ); +ConVar hunter_dodge_warning_cone( "hunter_dodge_warning_cone", ".5" ); +ConVar hunter_dodge_debug( "hunter_dodge_debug", "0" ); + +// Jostle vehicles when hit by them +ConVar hunter_jostle_car_min_speed( "hunter_jostle_car_min_speed", "100" ); // If hit by a car going at least this fast, jostle the car +ConVar hunter_jostle_car_max_speed( "hunter_jostle_car_max_speed", "600" ); // Used for determining jostle scale + +ConVar hunter_free_knowledge( "hunter_free_knowledge", "10.0" ); +ConVar hunter_plant_adjust_z( "hunter_plant_adjust_z", "12" ); + +ConVar hunter_disable_patrol( "hunter_disable_patrol", "0" ); + +// Dealing with striderbusters +ConVar hunter_hate_held_striderbusters( "hunter_hate_held_striderbusters", "1" ); +ConVar hunter_hate_thrown_striderbusters( "hunter_hate_thrown_striderbusters", "1" ); +ConVar hunter_hate_attached_striderbusters( "hunter_hate_attached_striderbusters", "1" ); +ConVar hunter_hate_held_striderbusters_delay( "hunter_hate_held_striderbusters_delay", "0.5" ); +ConVar hunter_hate_held_striderbusters_tolerance( "hunter_hate_held_striderbusters_tolerance", "2000.0" ); +ConVar hunter_hate_thrown_striderbusters_tolerance( "hunter_hate_thrown_striderbusters_tolerance", "300.0" ); +ConVar hunter_seek_thrown_striderbusters_tolerance( "hunter_seek_thrown_striderbusters_tolerance", "400.0" ); +ConVar hunter_retreat_striderbusters( "hunter_retreat_striderbusters", "1", FCVAR_NONE, "If true, the hunter will retreat when a buster is glued to him." ); + +ConVar hunter_allow_nav_jump( "hunter_allow_nav_jump", "0" ); +ConVar g_debug_hunter_charge( "g_debug_hunter_charge", "0" ); + +ConVar hunter_stand_still( "hunter_stand_still", "0" ); // used for debugging, keeps them rooted in place + +ConVar hunter_siege_frequency( "hunter_siege_frequency", "12" ); + +#define HUNTER_FOV_DOT 0.0 // 180 degree field of view +#define HUNTER_CHARGE_MIN 256 +#define HUNTER_CHARGE_MAX 1024 +#define HUNTER_FACE_ENEMY_DIST 512.0f +#define HUNTER_MELEE_REACH 80 +#define HUNTER_BLOOD_LEFT_FOOT 0 +#define HUNTER_IGNORE_ENEMY_TIME 5 // How long the hunter will ignore another enemy when distracted by the player. + +#define HUNTER_FACING_DOT 0.8 // The angle within which we start shooting +#define HUNTER_SHOOT_MAX_YAW_DEG 60.0f // Once shooting, clamp to +/- these degrees of yaw deflection as our target moves +#define HUNTER_SHOOT_MAX_YAW_COS 0.5f // The cosine of the above angle + +#define HUNTER_FLECHETTE_WARN_TIME 1.0f + +#define HUNTER_SEE_ENEMY_TIME_INVALID -1 + +#define NUM_FLECHETTE_VOLLEY_ON_FOLLOW 4 + +#define HUNTER_SIEGE_MAX_DIST_MODIFIER 2.0f + +//----------------------------------------------------------------------------- +// Animation events +//----------------------------------------------------------------------------- +int AE_HUNTER_FOOTSTEP_LEFT; +int AE_HUNTER_FOOTSTEP_RIGHT; +int AE_HUNTER_FOOTSTEP_BACK; +int AE_HUNTER_MELEE_ANNOUNCE; +int AE_HUNTER_MELEE_ATTACK_LEFT; +int AE_HUNTER_MELEE_ATTACK_RIGHT; +int AE_HUNTER_DIE; +int AE_HUNTER_SPRAY_BLOOD; +int AE_HUNTER_START_EXPRESSION; +int AE_HUNTER_END_EXPRESSION; + + +//----------------------------------------------------------------------------- +// Interactions. +//----------------------------------------------------------------------------- +int g_interactionHunterFoundEnemy = 0; + + +//----------------------------------------------------------------------------- +// Local stuff. +//----------------------------------------------------------------------------- +static string_t s_iszStriderClassname; +static string_t s_iszStriderBusterClassname; +static string_t s_iszMagnadeClassname; +static string_t s_iszPhysPropClassname; +static string_t s_iszHuntersToRunOver; + + +//----------------------------------------------------------------------------- +// Custom Activities +//----------------------------------------------------------------------------- +Activity ACT_HUNTER_DEPLOYRA2; +Activity ACT_HUNTER_DODGER; +Activity ACT_HUNTER_DODGEL; +Activity ACT_HUNTER_GESTURE_SHOOT; +Activity ACT_HUNTER_FLINCH_STICKYBOMB; +Activity ACT_HUNTER_STAGGER; +Activity ACT_HUNTER_MELEE_ATTACK1_VS_PLAYER; +Activity ACT_DI_HUNTER_MELEE; +Activity ACT_DI_HUNTER_THROW; +Activity ACT_HUNTER_ANGRY; +Activity ACT_HUNTER_WALK_ANGRY; +Activity ACT_HUNTER_FOUND_ENEMY; +Activity ACT_HUNTER_FOUND_ENEMY_ACK; +Activity ACT_HUNTER_CHARGE_START; +Activity ACT_HUNTER_CHARGE_RUN; +Activity ACT_HUNTER_CHARGE_STOP; +Activity ACT_HUNTER_CHARGE_CRASH; +Activity ACT_HUNTER_CHARGE_HIT; +Activity ACT_HUNTER_RANGE_ATTACK2_UNPLANTED; +Activity ACT_HUNTER_IDLE_PLANTED; +Activity ACT_HUNTER_FLINCH_N; +Activity ACT_HUNTER_FLINCH_S; +Activity ACT_HUNTER_FLINCH_E; +Activity ACT_HUNTER_FLINCH_W; + + +//----------------------------------------------------------------------------- +// Squad slots +//----------------------------------------------------------------------------- +enum SquadSlot_t +{ + SQUAD_SLOT_HUNTER_CHARGE = LAST_SHARED_SQUADSLOT, + SQUAD_SLOT_HUNTER_FLANK_FIRST, + SQUAD_SLOT_HUNTER_FLANK_LAST = SQUAD_SLOT_HUNTER_FLANK_FIRST, + SQUAD_SLOT_RUN_SHOOT, +}; + +#define HUNTER_FOLLOW_DISTANCE 2000.0f +#define HUNTER_FOLLOW_DISTANCE_SQR (HUNTER_FOLLOW_DISTANCE * HUNTER_FOLLOW_DISTANCE) + +#define HUNTER_RUNDOWN_SQUADDATA 0 + + +//----------------------------------------------------------------------------- +// We're doing this quite a lot, so this makes the check a lot faster since +// we don't have to compare strings. +//----------------------------------------------------------------------------- +bool IsStriderBuster( CBaseEntity *pEntity ) +{ + if ( !pEntity ) + return false; + + if( pEntity->m_iClassname == s_iszStriderBusterClassname || + pEntity->m_iClassname == s_iszMagnadeClassname) + return true; + + return false; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool HateThisStriderBuster( CBaseEntity *pTarget ) +{ + if ( StriderBuster_WasKnockedOffStrider(pTarget) ) + return false; + + if ( pTarget->VPhysicsGetObject() ) + { + if ( hunter_hate_held_striderbusters.GetBool() || + hunter_hate_thrown_striderbusters.GetBool() || + hunter_hate_attached_striderbusters.GetBool() ) + { + if ( ( pTarget->VPhysicsGetObject()->GetGameFlags() & ( FVPHYSICS_PLAYER_HELD | FVPHYSICS_WAS_THROWN ) ) ) + { + return true; + } + + if ( StriderBuster_IsAttachedStriderBuster( pTarget ) ) + { + return true; + } + } + } + + return false; +} + + +//----------------------------------------------------------------------------- +// The hunter can fire a volley of explosive flechettes. +//----------------------------------------------------------------------------- +static const char *s_szHunterFlechetteBubbles = "HunterFlechetteBubbles"; +static const char *s_szHunterFlechetteSeekThink = "HunterFlechetteSeekThink"; +static const char *s_szHunterFlechetteDangerSoundThink = "HunterFlechetteDangerSoundThink"; +static const char *s_szHunterFlechetteSpriteTrail = "sprites/bluelaser1.vmt"; +static int s_nHunterFlechetteImpact = -2; +static int s_nFlechetteFuseAttach = -1; + +#define FLECHETTE_AIR_VELOCITY 2500 + +class CHunterFlechette : public CPhysicsProp, public IParentPropInteraction +{ + DECLARE_CLASS( CHunterFlechette, CPhysicsProp ); + +public: + + CHunterFlechette(); + ~CHunterFlechette(); + + Class_T Classify() { return CLASS_NONE; } + + bool WasThrownBack() + { + return m_bThrownBack; + } + +public: + + void Spawn(); + void Activate(); + void Precache(); + void Shoot( Vector &vecVelocity, bool bBright ); + void SetSeekTarget( CBaseEntity *pTargetEntity ); + void Explode(); + + bool CreateVPhysics(); + + unsigned int PhysicsSolidMaskForEntity() const; + static CHunterFlechette *FlechetteCreate( const Vector &vecOrigin, const QAngle &angAngles, CBaseEntity *pentOwner = NULL ); + + // IParentPropInteraction + void OnParentCollisionInteraction( parentCollisionInteraction_t eType, int index, gamevcollisionevent_t *pEvent ); + void OnParentPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ); + +protected: + + void SetupGlobalModelData(); + + void StickTo( CBaseEntity *pOther, trace_t &tr ); + + void BubbleThink(); + void DangerSoundThink(); + void ExplodeThink(); + void DopplerThink(); + void SeekThink(); + + bool CreateSprites( bool bBright ); + + void FlechetteTouch( CBaseEntity *pOther ); + + Vector m_vecShootPosition; + EHANDLE m_hSeekTarget; + bool m_bThrownBack; + + DECLARE_DATADESC(); + //DECLARE_SERVERCLASS(); +}; + +LINK_ENTITY_TO_CLASS( hunter_flechette, CHunterFlechette ); + +BEGIN_DATADESC( CHunterFlechette ) + + DEFINE_THINKFUNC( BubbleThink ), + DEFINE_THINKFUNC( DangerSoundThink ), + DEFINE_THINKFUNC( ExplodeThink ), + DEFINE_THINKFUNC( DopplerThink ), + DEFINE_THINKFUNC( SeekThink ), + + DEFINE_ENTITYFUNC( FlechetteTouch ), + + DEFINE_FIELD( m_vecShootPosition, FIELD_POSITION_VECTOR ), + DEFINE_FIELD( m_hSeekTarget, FIELD_EHANDLE ), + DEFINE_FIELD( m_bThrownBack, FIELD_BOOLEAN ), + +END_DATADESC() + +//IMPLEMENT_SERVERCLASS_ST( CHunterFlechette, DT_HunterFlechette ) +//END_SEND_TABLE() + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +CHunterFlechette *CHunterFlechette::FlechetteCreate( const Vector &vecOrigin, const QAngle &angAngles, CBaseEntity *pentOwner ) +{ + // Create a new entity with CHunterFlechette private data + CHunterFlechette *pFlechette = (CHunterFlechette *)CreateEntityByName( "hunter_flechette" ); + UTIL_SetOrigin( pFlechette, vecOrigin ); + pFlechette->SetAbsAngles( angAngles ); + pFlechette->Spawn(); + pFlechette->Activate(); + pFlechette->SetOwnerEntity( pentOwner ); + + return pFlechette; +} + + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ +void CC_Hunter_Shoot_Flechette( const CCommand& args ) +{ + MDLCACHE_CRITICAL_SECTION(); + + bool allowPrecache = CBaseEntity::IsPrecacheAllowed(); + CBaseEntity::SetAllowPrecache( true ); + + CBasePlayer *pPlayer = UTIL_GetCommandClient(); + + QAngle angEye = pPlayer->EyeAngles(); + CHunterFlechette *entity = CHunterFlechette::FlechetteCreate( pPlayer->EyePosition(), angEye, pPlayer ); + if ( entity ) + { + entity->Precache(); + DispatchSpawn( entity ); + + // Shoot the flechette. + Vector forward; + pPlayer->EyeVectors( &forward ); + forward *= 2000.0f; + entity->Shoot( forward, false ); + } + + CBaseEntity::SetAllowPrecache( allowPrecache ); +} + +static ConCommand ent_create("hunter_shoot_flechette", CC_Hunter_Shoot_Flechette, "Fires a hunter flechette where the player is looking.", FCVAR_GAMEDLL | FCVAR_CHEAT); + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +CHunterFlechette::CHunterFlechette() +{ + UseClientSideAnimation(); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +CHunterFlechette::~CHunterFlechette() +{ +} + + +//----------------------------------------------------------------------------- +// If set, the flechette will seek unerringly toward the target as it flies. +//----------------------------------------------------------------------------- +void CHunterFlechette::SetSeekTarget( CBaseEntity *pTargetEntity ) +{ + if ( pTargetEntity ) + { + m_hSeekTarget = pTargetEntity; + SetContextThink( &CHunterFlechette::SeekThink, gpGlobals->curtime, s_szHunterFlechetteSeekThink ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CHunterFlechette::CreateVPhysics() +{ + // Create the object in the physics system + VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false ); + + return true; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +unsigned int CHunterFlechette::PhysicsSolidMaskForEntity() const +{ + return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE; +} + + +//----------------------------------------------------------------------------- +// Called from CPropPhysics code when we're attached to a physics object. +//----------------------------------------------------------------------------- +void CHunterFlechette::OnParentCollisionInteraction( parentCollisionInteraction_t eType, int index, gamevcollisionevent_t *pEvent ) +{ + if ( eType == COLLISIONINTER_PARENT_FIRST_IMPACT ) + { + m_bThrownBack = true; + Explode(); + } +} + +void CHunterFlechette::OnParentPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) +{ + m_bThrownBack = true; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CHunterFlechette::CreateSprites( bool bBright ) +{ + if ( bBright ) + { + DispatchParticleEffect( "hunter_flechette_trail_striderbuster", PATTACH_ABSORIGIN_FOLLOW, this ); + } + else + { + DispatchParticleEffect( "hunter_flechette_trail", PATTACH_ABSORIGIN_FOLLOW, this ); + } + + return true; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CHunterFlechette::Spawn() +{ + Precache( ); + + SetModel( HUNTER_FLECHETTE_MODEL ); + SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM ); + UTIL_SetSize( this, -Vector(1,1,1), Vector(1,1,1) ); + SetSolid( SOLID_BBOX ); + SetGravity( 0.05f ); + SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); + + // Make sure we're updated if we're underwater + UpdateWaterState(); + + SetTouch( &CHunterFlechette::FlechetteTouch ); + + // Make us glow until we've hit the wall + m_nSkin = 1; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CHunterFlechette::Activate() +{ + BaseClass::Activate(); + SetupGlobalModelData(); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CHunterFlechette::SetupGlobalModelData() +{ + if ( s_nHunterFlechetteImpact == -2 ) + { + s_nHunterFlechetteImpact = LookupSequence( "impact" ); + s_nFlechetteFuseAttach = LookupAttachment( "attach_fuse" ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CHunterFlechette::Precache() +{ + PrecacheModel( HUNTER_FLECHETTE_MODEL ); + PrecacheModel( "sprites/light_glow02_noz.vmt" ); + + PrecacheScriptSound( "NPC_Hunter.FlechetteNearmiss" ); + PrecacheScriptSound( "NPC_Hunter.FlechetteHitBody" ); + PrecacheScriptSound( "NPC_Hunter.FlechetteHitWorld" ); + PrecacheScriptSound( "NPC_Hunter.FlechettePreExplode" ); + PrecacheScriptSound( "NPC_Hunter.FlechetteExplode" ); + + PrecacheParticleSystem( "hunter_flechette_trail_striderbuster" ); + PrecacheParticleSystem( "hunter_flechette_trail" ); + PrecacheParticleSystem( "hunter_projectile_explosion_1" ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CHunterFlechette::StickTo( CBaseEntity *pOther, trace_t &tr ) +{ + EmitSound( "NPC_Hunter.FlechetteHitWorld" ); + + SetMoveType( MOVETYPE_NONE ); + + if ( !pOther->IsWorld() ) + { + SetParent( pOther ); + SetSolid( SOLID_NONE ); + SetSolidFlags( FSOLID_NOT_SOLID ); + } + + // Do an impact effect. + //Vector vecDir = GetAbsVelocity(); + //float speed = VectorNormalize( vecDir ); + + //Vector vForward; + //AngleVectors( GetAbsAngles(), &vForward ); + //VectorNormalize ( vForward ); + + //CEffectData data; + //data.m_vOrigin = tr.endpos; + //data.m_vNormal = vForward; + //data.m_nEntIndex = 0; + //DispatchEffect( "BoltImpact", data ); + + Vector vecVelocity = GetAbsVelocity(); + bool bAttachedToBuster = StriderBuster_OnFlechetteAttach( pOther, vecVelocity ); + + SetTouch( NULL ); + + // We're no longer flying. Stop checking for water volumes. + SetContextThink( NULL, 0, s_szHunterFlechetteBubbles ); + + // Stop seeking. + m_hSeekTarget = NULL; + SetContextThink( NULL, 0, s_szHunterFlechetteSeekThink ); + + // Get ready to explode. + if ( !bAttachedToBuster ) + { + SetThink( &CHunterFlechette::DangerSoundThink ); + SetNextThink( gpGlobals->curtime + (hunter_flechette_explode_delay.GetFloat() - HUNTER_FLECHETTE_WARN_TIME) ); + } + else + { + DangerSoundThink(); + } + + // Play our impact animation. + ResetSequence( s_nHunterFlechetteImpact ); + + static int s_nImpactCount = 0; + s_nImpactCount++; + if ( s_nImpactCount & 0x01 ) + { + UTIL_ImpactTrace( &tr, DMG_BULLET ); + + // Shoot some sparks + if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER) + { + g_pEffects->Sparks( GetAbsOrigin() ); + } + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CHunterFlechette::FlechetteTouch( CBaseEntity *pOther ) +{ + if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) ) + { + // Some NPCs are triggers that can take damage (like antlion grubs). We should hit them. + if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) ) + return; + } + + if ( FClassnameIs( pOther, "hunter_flechette" ) ) + return; + + trace_t tr; + tr = BaseClass::GetTouchTrace(); + + if ( pOther->m_takedamage != DAMAGE_NO ) + { + Vector vecNormalizedVel = GetAbsVelocity(); + + ClearMultiDamage(); + VectorNormalize( vecNormalizedVel ); + + float flDamage = sk_hunter_dmg_flechette.GetFloat(); + CBreakable *pBreak = dynamic_cast <CBreakable *>(pOther); + if ( pBreak && ( pBreak->GetMaterialType() == matGlass ) ) + { + flDamage = MAX( pOther->GetHealth(), flDamage ); + } + + CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), flDamage, DMG_DISSOLVE | DMG_NEVERGIB ); + CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f ); + dmgInfo.SetDamagePosition( tr.endpos ); + pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr ); + + ApplyMultiDamage(); + + // Keep going through breakable glass. + if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS ) + return; + + SetAbsVelocity( Vector( 0, 0, 0 ) ); + + // play body "thwack" sound + EmitSound( "NPC_Hunter.FlechetteHitBody" ); + + StopParticleEffects( this ); + + Vector vForward; + AngleVectors( GetAbsAngles(), &vForward ); + VectorNormalize ( vForward ); + + trace_t tr2; + UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vForward * 128, MASK_BLOCKLOS, pOther, COLLISION_GROUP_NONE, &tr2 ); + + if ( tr2.fraction != 1.0f ) + { + //NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 ); + //NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 ); + + if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) ) + { + CEffectData data; + + data.m_vOrigin = tr2.endpos; + data.m_vNormal = vForward; + data.m_nEntIndex = tr2.fraction != 1.0f; + + //DispatchEffect( "BoltImpact", data ); + } + } + + if ( ( ( pOther->GetMoveType() == MOVETYPE_VPHYSICS ) || ( pOther->GetMoveType() == MOVETYPE_PUSH ) ) && ( ( pOther->GetHealth() > 0 ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) ) ) + { + CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>( pOther ); + if ( pProp ) + { + pProp->SetInteraction( PROPINTER_PHYSGUN_NOTIFY_CHILDREN ); + } + + // We hit a physics object that survived the impact. Stick to it. + StickTo( pOther, tr ); + } + else + { + SetTouch( NULL ); + SetThink( NULL ); + SetContextThink( NULL, 0, s_szHunterFlechetteBubbles ); + + UTIL_Remove( this ); + } + } + else + { + // See if we struck the world + if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) ) + { + // We hit a physics object that survived the impact. Stick to it. + StickTo( pOther, tr ); + } + else if( pOther->GetMoveType() == MOVETYPE_PUSH && FClassnameIs(pOther, "func_breakable") ) + { + // We hit a func_breakable, stick to it. + // The MOVETYPE_PUSH is a micro-optimization to cut down on the classname checks. + StickTo( pOther, tr ); + } + else + { + // Put a mark unless we've hit the sky + if ( ( tr.surface.flags & SURF_SKY ) == false ) + { + UTIL_ImpactTrace( &tr, DMG_BULLET ); + } + + UTIL_Remove( this ); + } + } +} + + +//----------------------------------------------------------------------------- +// Fixup flechette position when seeking towards a striderbuster. +//----------------------------------------------------------------------------- +void CHunterFlechette::SeekThink() +{ + if ( m_hSeekTarget ) + { + Vector vecBodyTarget = m_hSeekTarget->BodyTarget( GetAbsOrigin() ); + + Vector vecClosest; + CalcClosestPointOnLineSegment( GetAbsOrigin(), m_vecShootPosition, vecBodyTarget, vecClosest, NULL ); + + Vector vecDelta = vecBodyTarget - m_vecShootPosition; + VectorNormalize( vecDelta ); + + QAngle angShoot; + VectorAngles( vecDelta, angShoot ); + + float flSpeed = hunter_flechette_speed.GetFloat(); + if ( !flSpeed ) + { + flSpeed = 2500.0f; + } + + Vector vecVelocity = vecDelta * flSpeed; + Teleport( &vecClosest, &angShoot, &vecVelocity ); + + SetNextThink( gpGlobals->curtime, s_szHunterFlechetteSeekThink ); + } +} + + +//----------------------------------------------------------------------------- +// Play a near miss sound as we travel past the player. +//----------------------------------------------------------------------------- +void CHunterFlechette::DopplerThink() +{ + CBasePlayer *pPlayer = AI_GetSinglePlayer(); + if ( !pPlayer ) + return; + + Vector vecVelocity = GetAbsVelocity(); + VectorNormalize( vecVelocity ); + + float flMyDot = DotProduct( vecVelocity, GetAbsOrigin() ); + float flPlayerDot = DotProduct( vecVelocity, pPlayer->GetAbsOrigin() ); + + if ( flPlayerDot <= flMyDot ) + { + EmitSound( "NPC_Hunter.FlechetteNearMiss" ); + + // We've played the near miss sound and we're not seeking. Stop thinking. + SetThink( NULL ); + } + else + { + SetNextThink( gpGlobals->curtime ); + } +} + + +//----------------------------------------------------------------------------- +// Think every 0.1 seconds to make bubbles if we're flying through water. +//----------------------------------------------------------------------------- +void CHunterFlechette::BubbleThink() +{ + SetNextThink( gpGlobals->curtime + 0.1f, s_szHunterFlechetteBubbles ); + + if ( GetWaterLevel() == 0 ) + return; + + UTIL_BubbleTrail( GetAbsOrigin() - GetAbsVelocity() * 0.1f, GetAbsOrigin(), 5 ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CHunterFlechette::Shoot( Vector &vecVelocity, bool bBrightFX ) +{ + CreateSprites( bBrightFX ); + + m_vecShootPosition = GetAbsOrigin(); + + SetAbsVelocity( vecVelocity ); + + SetThink( &CHunterFlechette::DopplerThink ); + SetNextThink( gpGlobals->curtime ); + + SetContextThink( &CHunterFlechette::BubbleThink, gpGlobals->curtime + 0.1, s_szHunterFlechetteBubbles ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CHunterFlechette::DangerSoundThink() +{ + EmitSound( "NPC_Hunter.FlechettePreExplode" ); + + CSoundEnt::InsertSound( SOUND_DANGER|SOUND_CONTEXT_EXCLUDE_COMBINE, GetAbsOrigin(), 150.0f, 0.5, this ); + SetThink( &CHunterFlechette::ExplodeThink ); + SetNextThink( gpGlobals->curtime + HUNTER_FLECHETTE_WARN_TIME ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CHunterFlechette::ExplodeThink() +{ + Explode(); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CHunterFlechette::Explode() +{ + SetSolid( SOLID_NONE ); + + // Don't catch self in own explosion! + m_takedamage = DAMAGE_NO; + + EmitSound( "NPC_Hunter.FlechetteExplode" ); + + // Move the explosion effect to the tip to reduce intersection with the world. + Vector vecFuse; + GetAttachment( s_nFlechetteFuseAttach, vecFuse ); + DispatchParticleEffect( "hunter_projectile_explosion_1", vecFuse, GetAbsAngles(), NULL ); + + int nDamageType = DMG_DISSOLVE; + + // Perf optimization - only every other explosion makes a physics force. This is + // hardly noticeable since flechettes usually explode in clumps. + static int s_nExplosionCount = 0; + s_nExplosionCount++; + if ( ( s_nExplosionCount & 0x01 ) && hunter_cheap_explosions.GetBool() ) + { + nDamageType |= DMG_PREVENT_PHYSICS_FORCE; + } + + RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), sk_hunter_flechette_explode_dmg.GetFloat(), nDamageType ), GetAbsOrigin(), sk_hunter_flechette_explode_radius.GetFloat(), CLASS_NONE, NULL ); + + AddEffects( EF_NODRAW ); + + SetThink( &CBaseEntity::SUB_Remove ); + SetNextThink( gpGlobals->curtime + 0.1f ); +} + + +//----------------------------------------------------------------------------- +// Calculate & apply damage & force for a charge to a target. +// Done outside of the hunter because we need to do this inside a trace filter. +//----------------------------------------------------------------------------- +void Hunter_ApplyChargeDamage( CBaseEntity *pHunter, CBaseEntity *pTarget, float flDamage ) +{ + Vector attackDir = ( pTarget->WorldSpaceCenter() - pHunter->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( pHunter, pHunter, vecForce, offset, flDamage, DMG_CLUB ); + pTarget->TakeDamage( info ); +} + + +//----------------------------------------------------------------------------- +// A simple trace filter class to skip small moveable physics objects +//----------------------------------------------------------------------------- +class CHunterTraceFilterSkipPhysics : public CTraceFilter +{ +public: + // It does have a base, but we'll never network anything below here.. + DECLARE_CLASS_NOBASE( CHunterTraceFilterSkipPhysics ); + + CHunterTraceFilterSkipPhysics( 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 ) + { + float entMass = PhysGetEntityMass( pEntity ) ; + if ( entMass < m_minMass ) + { + if ( entMass < m_minMass * 0.666f || pEntity->CollisionProp()->BoundingRadius() < (assert_cast<const CAI_BaseNPC *>(EntityFromEntityHandle( m_pPassEnt )))->GetHullHeight() ) + { + return false; + } + } + } + + // If we hit an antlion, don't stop, but kill it + if ( pEntity->Classify() == CLASS_ANTLION ) + { + CBaseEntity *pHunter = (CBaseEntity *)EntityFromEntityHandle( m_pPassEnt ); + Hunter_ApplyChargeDamage( pHunter, pEntity, pEntity->GetHealth() ); + return false; + } + } + + return true; + } + +private: + const IHandleEntity *m_pPassEnt; + int m_collisionGroup; + float m_minMass; +}; + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +inline void HunterTraceHull_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 ); + CHunterTraceFilterSkipPhysics traceFilter( ignore, collisionGroup, minMass ); + enginetrace->TraceRay( ray, mask, &traceFilter, ptr ); +} + + +//----------------------------------------------------------------------------- +// Hunter follow behavior +//----------------------------------------------------------------------------- +class CAI_HunterEscortBehavior : public CAI_FollowBehavior +{ +public: + DECLARE_CLASS( CAI_HunterEscortBehavior, CAI_FollowBehavior ); + + CAI_HunterEscortBehavior() : + BaseClass( AI_FollowParams_t( AIF_HUNTER, true ) ), + m_flTimeEscortReturn( 0 ), + m_bEnabled( false ) + { + } + + CNPC_Hunter *GetOuter() { return (CNPC_Hunter *)( BaseClass::GetOuter() ); } + + void SetEscortTarget( CNPC_Strider *pLeader, bool fFinishCurSchedule = false ); + CNPC_Strider * GetEscortTarget() { return (CNPC_Strider *)GetFollowTarget(); } + + bool FarFromFollowTarget() + { + return ( GetFollowTarget() && (GetAbsOrigin() - GetFollowTarget()->GetAbsOrigin()).LengthSqr() > HUNTER_FOLLOW_DISTANCE_SQR ); + } + + void DrawDebugGeometryOverlays(); + bool ShouldFollow(); + void BuildScheduleTestBits(); + + void BeginScheduleSelection(); + + void GatherConditions(); + void GatherConditionsNotActive(); + int SelectSchedule(); + int FollowCallBaseSelectSchedule(); + void StartTask( const Task_t *pTask ); + void RunTask( const Task_t *pTask ); + + void CheckBreakEscort(); + + void OnDamage( const CTakeDamageInfo &info ); + static void DistributeFreeHunters(); + static void FindFreeHunters( CUtlVector<CNPC_Hunter *> *pFreeHunters ); + + float m_flTimeEscortReturn; + CSimpleSimTimer m_FollowAttackTimer; + bool m_bEnabled; + + static float gm_flLastDefendSound; // not saved and loaded, it's okay to yell again after a load + + //--------------------------------- + + DECLARE_DATADESC(); +}; + + +BEGIN_DATADESC( CAI_HunterEscortBehavior ) + DEFINE_FIELD( m_flTimeEscortReturn, FIELD_TIME ), + DEFINE_EMBEDDED( m_FollowAttackTimer ), + DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ), +END_DATADESC(); + +float CAI_HunterEscortBehavior::gm_flLastDefendSound; + +//----------------------------------------------------------------------------- +// Hunter PHYSICS DAMAGE TABLE +//----------------------------------------------------------------------------- +#define HUNTER_MIN_PHYSICS_DAMAGE 10 + +static impactentry_t s_HunterLinearTable[] = +{ + { 150*150, 75 }, + { 350*350, 105 }, + { 1000*1000, 300 }, +}; + +static impactentry_t s_HunterAngularTable[] = +{ + { 100*100, 75 }, + { 200*200, 105 }, + { 300*300, 300 }, +}; + +impactdamagetable_t s_HunterImpactDamageTable = +{ + s_HunterLinearTable, + s_HunterAngularTable, + + ARRAYSIZE(s_HunterLinearTable), + ARRAYSIZE(s_HunterAngularTable), + + 24*24, // minimum linear speed squared + 360*360, // minimum angular speed squared (360 deg/s to cause spin/slice damage) + 5, // can't take damage from anything under 5kg + + 10, // anything less than 10kg is "small" + HUNTER_MIN_PHYSICS_DAMAGE, // never take more than 10 pts of damage from anything under 10kg + 36*36, // <10kg objects must go faster than 36 in/s to do damage + + VPHYSICS_LARGE_OBJECT_MASS, // large mass in kg + 4, // large mass scale (anything over 500kg does 4X as much energy to read from damage table) + 5, // large mass falling scale (emphasize falling/crushing damage over sideways impacts since the stress will kill you anyway) + 0.0f, // min vel +}; + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +class CNPC_Hunter : public CAI_BaseActor +{ + DECLARE_CLASS( CNPC_Hunter, CAI_BaseActor ); + +public: + CNPC_Hunter(); + ~CNPC_Hunter(); + + //--------------------------------- + + void Precache(); + void Spawn(); + void PostNPCInit(); + void Activate(); + void UpdateOnRemove(); + void OnRestore(); + bool CreateBehaviors(); + void IdleSound(); + bool ShouldPlayIdleSound(); + bool CanBecomeRagdoll(); + Activity GetDeathActivity(); + void StopLoopingSounds(); + + const impactdamagetable_t &GetPhysicsImpactDamageTable(); + + Class_T Classify(); + Vector BodyTarget( const Vector &posSrc, bool bNoisy /*= true*/ ); + + int DrawDebugTextOverlays(); + void DrawDebugGeometryOverlays(); + + void UpdateEfficiency( bool bInPVS ); + + //--------------------------------- + + virtual Vector GetNodeViewOffset() { return BaseClass::GetDefaultEyeOffset(); } + + int GetSoundInterests(); + + bool IsInLargeOutdoorMap(); + + //--------------------------------- + // CAI_BaseActor + //--------------------------------- + const char *SelectRandomExpressionForState( NPC_STATE state ); + void PlayExpressionForState( NPC_STATE state ); + + //--------------------------------- + // CBaseAnimating + //--------------------------------- + float GetIdealAccel() const { return GetIdealSpeed(); } + + //--------------------------------- + // Behavior + //--------------------------------- + void NPCThink(); + void PrescheduleThink(); + void GatherConditions(); + void CollectSiegeTargets(); + void ManageSiegeTargets(); + void KillCurrentSiegeTarget(); + bool QueryHearSound( CSound *pSound ); + void OnSeeEntity( CBaseEntity *pEntity ); + void CheckFlinches() {} // Hunter handles on own + void BuildScheduleTestBits(); + NPC_STATE SelectIdealState(); + int SelectSchedule(); + int SelectCombatSchedule(); + int SelectSiegeSchedule(); + int TranslateSchedule( int scheduleType ); + void StartTask( const Task_t *pTask ); + void RunTask( const Task_t *pTask ); + Activity NPC_TranslateActivity( Activity baseAct ); + void OnChangeActivity( Activity eNewActivity ); + + void HandleAnimEvent( animevent_t *pEvent ); + bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter *pSourceEnt); + + void PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot ); + + void AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority ); + float EnemyDistTolerance() { return 100.0f; } + + bool ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity ); + + void OnChangeHintGroup( string_t oldGroup, string_t newGroup ); + + bool IsUsingSiegeTargets() { return m_iszSiegeTargetName != NULL_STRING; } + + //--------------------------------- + // Inputs + //--------------------------------- + void InputDodge( inputdata_t &inputdata ); + void InputFlankEnemy( inputdata_t &inputdata ); + void InputDisableShooting( inputdata_t &inputdata ); + void InputEnableShooting( inputdata_t &inputdata ); + void InputFollowStrider( inputdata_t &inputdata ); + void InputUseSiegeTargets( inputdata_t &inputdata ); + void InputEnableSquadShootDelay( inputdata_t &inputdata ); + void InputDisableSquadShootDelay( inputdata_t &inputdata ); + void InputEnableUnplantedShooting( inputdata_t &inputdata ); + void InputDisableUnplantedShooting( inputdata_t &inputdata ); + + //--------------------------------- + // Combat + //--------------------------------- + bool FVisible( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL ); + bool IsValidEnemy( CBaseEntity *pEnemy ); + + Disposition_t IRelationType( CBaseEntity *pTarget ); + int IRelationPriority( CBaseEntity *pTarget ); + + void SetSquad( CAI_Squad *pSquad ); + + bool UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer = NULL ); + + int RangeAttack1Conditions( float flDot, float flDist ); + int RangeAttack2Conditions( float flDot, float flDist ); + + int MeleeAttack1Conditions ( float flDot, float flDist ); + int MeleeAttack1ConditionsVsEnemyInVehicle( CBaseCombatCharacter *pEnemy, float flDot ); + + int MeleeAttack2Conditions( float flDot, float flDist ); + + bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions); + bool TestShootPosition(const Vector &vecShootPos, const Vector &targetPos ); + + Vector Weapon_ShootPosition(); + + CBaseEntity * MeleeAttack( float flDist, int iDamage, QAngle &qaViewPunch, Vector &vecVelocityPunch, int BloodOrigin ); + + void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ); + void DoMuzzleFlash( int nAttachment ); + + bool CanShootThrough( const trace_t &tr, const Vector &vecTarget ); + + int CountRangedAttackers(); + void DelayRangedAttackers( float minDelay, float maxDelay, bool bForced = false ); + + //--------------------------------- + // Sounds & speech + //--------------------------------- + void AlertSound(); + void PainSound( const CTakeDamageInfo &info ); + void DeathSound( const CTakeDamageInfo &info ); + + //--------------------------------- + // Damage handling + //--------------------------------- + void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); + bool IsHeavyDamage( const CTakeDamageInfo &info ); + int OnTakeDamage( const CTakeDamageInfo &info ); + int OnTakeDamage_Alive( const CTakeDamageInfo &info ); + void Event_Killed( const CTakeDamageInfo &info ); + + void StartBleeding(); + inline bool IsBleeding() { return m_bIsBleeding; } + void Explode(); + + void SetupGlobalModelData(); + + //--------------------------------- + // Navigation & Movement + //--------------------------------- + bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval ); + float MaxYawSpeed(); + bool IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const; + float GetJumpGravity() const { return 3.0f; } + bool ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity ); + void TaskFail( AI_TaskFailureCode_t code ); + void TaskFail( const char *pszGeneralFailText ) { TaskFail( MakeFailCode( pszGeneralFailText ) ); } + + CAI_BaseNPC * GetEntity() { return this; } + + //--------------------------------- + // Magnade + //--------------------------------- + void StriderBusterAttached( CBaseEntity *pAttached ); + void StriderBusterDetached( CBaseEntity *pAttached ); + +private: + + void ConsiderFlinching( const CTakeDamageInfo &info ); + + void TaskFindDodgeActivity(); + + void GatherChargeConditions(); + void GatherIndoorOutdoorConditions(); + + // Charge attack. + bool ShouldCharge( const Vector &startPos, const Vector &endPos, bool useTime, bool bCheckForCancel ); + void ChargeLookAhead(); + float ChargeSteer(); + bool EnemyIsRightInFrontOfMe( CBaseEntity **pEntity ); + void ChargeDamage( CBaseEntity *pTarget ); + bool HandleChargeImpact( Vector vecImpact, CBaseEntity *pEntity ); + + void BeginVolley( int nNum, float flStartTime ); + bool ShootFlechette( CBaseEntity *pTargetEntity, bool bSingleShot ); + bool ShouldSeekTarget( CBaseEntity *pTargetEntity, bool bStriderBuster ); + void GetShootDir( Vector &vecDir, const Vector &vecSrc, CBaseEntity *pTargetEntity, bool bStriderbuster, int nShotNum, bool bSingleShot ); + bool ClampShootDir( Vector &vecDir ); + + void SetAim( const Vector &aimDir, float flInterval ); + void RelaxAim( float flInterval ); + void UpdateAim(); + void UpdateEyes(); + void LockBothEyes( float flDuration ); + void UnlockBothEyes( float flDuration ); + + void TeslaThink(); + void BleedThink(); + void JostleVehicleThink(); + + void FollowStrider( const char *szStrider ); + void FollowStrider( CNPC_Strider * pStrider ); + int NumHuntersInMySquad(); + + bool CanPlantHere( const Vector &vecPos ); + + //--------------------------------- + // Foot handling + //--------------------------------- + Vector LeftFootHit( float eventtime ); + Vector RightFootHit( float eventtime ); + Vector BackFootHit( float eventtime ); + + void FootFX( const Vector &origin ); + + CBaseEntity *GetEnemyVehicle(); + bool IsCorporealEnemy( CBaseEntity *pEnemy ); + + void PhysicsDamageEffect( const Vector &vecPos, const Vector &vecDir ); + bool PlayerFlashlightOnMyEyes( CBasePlayer *pPlayer ); + + //----------------------------------------------------- + // Conditions, Schedules, Tasks + //----------------------------------------------------- + enum + { + SCHED_HUNTER_RANGE_ATTACK1 = BaseClass::NEXT_SCHEDULE, + SCHED_HUNTER_RANGE_ATTACK2, + SCHED_HUNTER_MELEE_ATTACK1, + SCHED_HUNTER_DODGE, + SCHED_HUNTER_CHASE_ENEMY, + SCHED_HUNTER_CHASE_ENEMY_MELEE, + SCHED_HUNTER_COMBAT_FACE, + SCHED_HUNTER_FLANK_ENEMY, + SCHED_HUNTER_CHANGE_POSITION, + SCHED_HUNTER_CHANGE_POSITION_FINISH, + SCHED_HUNTER_SIDESTEP, + SCHED_HUNTER_PATROL, + SCHED_HUNTER_FLINCH_STICKYBOMB, + SCHED_HUNTER_STAGGER, + SCHED_HUNTER_PATROL_RUN, + SCHED_HUNTER_TAKE_COVER_FROM_ENEMY, + SCHED_HUNTER_HIDE_UNDER_COVER, + SCHED_HUNTER_FAIL_IMMEDIATE, // instant fail without waiting + SCHED_HUNTER_CHARGE_ENEMY, + SCHED_HUNTER_FAIL_CHARGE_ENEMY, + SCHED_HUNTER_FOUND_ENEMY, + SCHED_HUNTER_FOUND_ENEMY_ACK, + SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER, + SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER_LATENT, + SCHED_HUNTER_GOTO_HINT, + SCHED_HUNTER_CLEAR_HINTNODE, + SCHED_HUNTER_FAIL_DODGE, + SCHED_HUNTER_SIEGE_STAND, + SCHED_HUNTER_CHANGE_POSITION_SIEGE, + + TASK_HUNTER_AIM = BaseClass::NEXT_TASK, + TASK_HUNTER_FIND_DODGE_POSITION, + TASK_HUNTER_DODGE, + TASK_HUNTER_PRE_RANGE_ATTACK2, + TASK_HUNTER_SHOOT_COMMIT, + TASK_HUNTER_BEGIN_FLANK, + TASK_HUNTER_ANNOUNCE_FLANK, + TASK_HUNTER_STAGGER, + TASK_HUNTER_CORNERED_TIMER, + TASK_HUNTER_FIND_SIDESTEP_POSITION, + TASK_HUNTER_CHARGE, + TASK_HUNTER_CHARGE_DELAY, + TASK_HUNTER_FINISH_RANGE_ATTACK, + TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY, + + COND_HUNTER_SHOULD_PATROL = BaseClass::NEXT_CONDITION, + COND_HUNTER_FORCED_FLANK_ENEMY, + COND_HUNTER_FORCED_DODGE, + COND_HUNTER_CAN_CHARGE_ENEMY, + COND_HUNTER_HIT_BY_STICKYBOMB, + COND_HUNTER_STAGGERED, + COND_HUNTER_IS_INDOORS, + COND_HUNTER_SEE_STRIDERBUSTER, + COND_HUNTER_INCOMING_VEHICLE, + COND_HUNTER_NEW_HINTGROUP, + COND_HUNTER_CANT_PLANT, + COND_HUNTER_SQUADMATE_FOUND_ENEMY, + }; + + enum HunterEyeStates_t + { + HUNTER_EYE_STATE_TOP_LOCKED = 0, + HUNTER_EYE_STATE_BOTTOM_LOCKED, + HUNTER_EYE_STATE_BOTH_LOCKED, + HUNTER_EYE_STATE_BOTH_UNLOCKED, + }; + + string_t m_iszFollowTarget; // Name of the strider we should follow. + CSimpleStopwatch m_BeginFollowDelay; + + int m_nKillingDamageType; + HunterEyeStates_t m_eEyeState; + + float m_aimYaw; + float m_aimPitch; + + float m_flShootAllowInterruptTime; + float m_flNextChargeTime; // Prevents us from doing our threat display too often. + float m_flNextDamageTime; + float m_flNextSideStepTime; + + CSimpleSimTimer m_HeavyDamageDelay; + CSimpleSimTimer m_FlinchTimer; + CSimpleSimTimer m_EyeSwitchTimer; // Controls how often we switch which eye is focusing on our enemy. + + bool m_bTopMuzzle; // Used to alternate between top muzzle FX and bottom muzzle FX. + bool m_bEnableSquadShootDelay; + bool m_bIsBleeding; + + Activity m_eDodgeActivity; + CSimpleSimTimer m_RundownDelay; + CSimpleSimTimer m_IgnoreVehicleTimer; + + bool m_bDisableShooting; // Range attack disabled via an input. Used for scripting melee attacks. + + bool m_bFlashlightInEyes; // The player is shining the flashlight on our eyes. + float m_flPupilDilateTime; // When to dilate our pupils if the flashlight is no longer on our eyes. + + Vector m_vecEnemyLastSeen; + Vector m_vecLastCanPlantHerePos; + Vector m_vecStaggerDir; + + bool m_bPlanted; + bool m_bLastCanPlantHere; + bool m_bMissLeft; + bool m_bEnableUnplantedShooting; + + static float gm_flMinigunDistZ; + static Vector gm_vecLocalRelativePositionMinigun; + + static int gm_nTopGunAttachment; + static int gm_nBottomGunAttachment; + static int gm_nAimYawPoseParam; + static int gm_nAimPitchPoseParam; + static int gm_nBodyYawPoseParam; + static int gm_nBodyPitchPoseParam; + static int gm_nStaggerYawPoseParam; + static int gm_nHeadCenterAttachment; + static int gm_nHeadBottomAttachment; + static float gm_flHeadRadius; + + static int gm_nUnplantedNode; + static int gm_nPlantedNode; + + CAI_HunterEscortBehavior m_EscortBehavior; + + int m_nFlechettesQueued; + int m_nClampedShots; // The number of consecutive shots fired at an out-of-max yaw target. + + float m_flNextRangeAttack2Time; // Time when we can fire another volley of flechettes. + float m_flNextFlechetteTime; // Time to fire the next flechette in this volley. + + float m_flNextMeleeTime; + float m_flTeslaStopTime; + + string_t m_iszCurrentExpression; + + // buster fu + CUtlVector< EHANDLE > m_hAttachedBusters; // List of busters attached to us + float m_fCorneredTimer; ///< hunter was cornered when fleeing player; it won't flee again until this time + + CSimpleSimTimer m_CheckHintGroupTimer; + + DEFINE_CUSTOM_AI; + + DECLARE_DATADESC(); + + friend class CAI_HunterEscortBehavior; + friend class CHunterMaker; + + bool m_bInLargeOutdoorMap; + float m_flTimeSawEnemyAgain; + + // Sounds + //CSoundPatch *m_pGunFiringSound; + + CUtlVector<EHANDLE> m_pSiegeTargets; + string_t m_iszSiegeTargetName; + float m_flTimeNextSiegeTargetAttack; + EHANDLE m_hCurrentSiegeTarget; + + EHANDLE m_hHitByVehicle; +}; + + +LINK_ENTITY_TO_CLASS( npc_hunter, CNPC_Hunter ); + + +BEGIN_DATADESC( CNPC_Hunter ) + + DEFINE_KEYFIELD( m_iszFollowTarget, FIELD_STRING, "FollowTarget" ), + + DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ), + DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ), + + DEFINE_FIELD( m_flShootAllowInterruptTime, FIELD_TIME ), + DEFINE_FIELD( m_flNextChargeTime, FIELD_TIME ), + //DEFINE_FIELD( m_flNextDamageTime, FIELD_TIME ), + DEFINE_FIELD( m_flNextSideStepTime, FIELD_TIME ), + + DEFINE_EMBEDDED( m_HeavyDamageDelay ), + DEFINE_EMBEDDED( m_FlinchTimer ), + + DEFINE_FIELD( m_eEyeState, FIELD_INTEGER ), + + DEFINE_FIELD( m_bTopMuzzle, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bEnableSquadShootDelay, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bIsBleeding, FIELD_BOOLEAN ), + + DEFINE_FIELD( m_bDisableShooting, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bFlashlightInEyes, FIELD_BOOLEAN ), + DEFINE_FIELD( m_flPupilDilateTime, FIELD_TIME ), + + DEFINE_FIELD( m_vecEnemyLastSeen, FIELD_POSITION_VECTOR ), + DEFINE_FIELD( m_vecLastCanPlantHerePos, FIELD_POSITION_VECTOR ), + DEFINE_FIELD( m_vecStaggerDir, FIELD_VECTOR ), + + DEFINE_FIELD( m_bPlanted, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bLastCanPlantHere, FIELD_BOOLEAN ), + //DEFINE_FIELD( m_bMissLeft, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bEnableUnplantedShooting, FIELD_BOOLEAN ), + + DEFINE_FIELD( m_nKillingDamageType, FIELD_INTEGER ), + DEFINE_FIELD( m_eDodgeActivity, FIELD_INTEGER ), + DEFINE_EMBEDDED( m_RundownDelay ), + DEFINE_EMBEDDED( m_IgnoreVehicleTimer ), + + DEFINE_FIELD( m_flNextMeleeTime, FIELD_TIME ), + DEFINE_FIELD( m_flTeslaStopTime, FIELD_TIME ), + + // (auto saved by AI) + //DEFINE_FIELD( m_EscortBehavior, FIELD_EMBEDDED ), + + DEFINE_FIELD( m_iszCurrentExpression, FIELD_STRING ), + + DEFINE_FIELD( m_fCorneredTimer, FIELD_TIME), + + DEFINE_EMBEDDED( m_CheckHintGroupTimer ), + + // (Recomputed in Precache()) + //DEFINE_FIELD( m_bInLargeOutdoorMap, FIELD_BOOLEAN ), + DEFINE_FIELD( m_flTimeSawEnemyAgain, FIELD_TIME ), + + //DEFINE_SOUNDPATCH( m_pGunFiringSound ), + + //DEFINE_UTLVECTOR( m_pSiegeTarget, FIELD_EHANDLE ), + DEFINE_FIELD( m_iszSiegeTargetName, FIELD_STRING ), + DEFINE_FIELD( m_flTimeNextSiegeTargetAttack, FIELD_TIME ), + DEFINE_FIELD( m_hCurrentSiegeTarget, FIELD_EHANDLE ), + DEFINE_FIELD( m_hHitByVehicle, FIELD_EHANDLE ), + + DEFINE_EMBEDDED( m_BeginFollowDelay ), + DEFINE_EMBEDDED( m_EyeSwitchTimer ), + + DEFINE_FIELD( m_nFlechettesQueued, FIELD_INTEGER ), + DEFINE_FIELD( m_nClampedShots, FIELD_INTEGER ), + DEFINE_FIELD( m_flNextRangeAttack2Time, FIELD_TIME ), + DEFINE_FIELD( m_flNextFlechetteTime, FIELD_TIME ), + DEFINE_UTLVECTOR( m_hAttachedBusters, FIELD_EHANDLE ), + DEFINE_UTLVECTOR( m_pSiegeTargets, FIELD_EHANDLE ), + + // inputs + DEFINE_INPUTFUNC( FIELD_VOID, "Dodge", InputDodge ), + DEFINE_INPUTFUNC( FIELD_VOID, "FlankEnemy", InputFlankEnemy ), + DEFINE_INPUTFUNC( FIELD_STRING, "DisableShooting", InputDisableShooting ), + DEFINE_INPUTFUNC( FIELD_STRING, "EnableShooting", InputEnableShooting ), + DEFINE_INPUTFUNC( FIELD_STRING, "FollowStrider", InputFollowStrider ), + DEFINE_INPUTFUNC( FIELD_STRING, "UseSiegeTargets", InputUseSiegeTargets ), + DEFINE_INPUTFUNC( FIELD_VOID, "EnableSquadShootDelay", InputEnableSquadShootDelay ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableSquadShootDelay", InputDisableSquadShootDelay ), + DEFINE_INPUTFUNC( FIELD_VOID, "EnableUnplantedShooting", InputEnableUnplantedShooting ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableUnplantedShooting", InputDisableUnplantedShooting ), + + // Function Pointers + DEFINE_THINKFUNC( TeslaThink ), + DEFINE_THINKFUNC( BleedThink ), + DEFINE_THINKFUNC( JostleVehicleThink ), + +END_DATADESC() + +//----------------------------------------------------------------------------- + +int CNPC_Hunter::gm_nUnplantedNode = 0; +int CNPC_Hunter::gm_nPlantedNode = 0; + +int CNPC_Hunter::gm_nAimYawPoseParam = -1; +int CNPC_Hunter::gm_nAimPitchPoseParam = -1; +int CNPC_Hunter::gm_nBodyYawPoseParam = -1; +int CNPC_Hunter::gm_nBodyPitchPoseParam = -1; +int CNPC_Hunter::gm_nStaggerYawPoseParam = -1; +int CNPC_Hunter::gm_nHeadCenterAttachment = -1; +int CNPC_Hunter::gm_nHeadBottomAttachment = -1; +float CNPC_Hunter::gm_flHeadRadius = 0; + +int CNPC_Hunter::gm_nTopGunAttachment = -1; +int CNPC_Hunter::gm_nBottomGunAttachment = -1; + +float CNPC_Hunter::gm_flMinigunDistZ; +Vector CNPC_Hunter::gm_vecLocalRelativePositionMinigun; + +//----------------------------------------------------------------------------- + +static CUtlVector<CNPC_Hunter *> g_Hunters; +float g_TimeLastDistributeFreeHunters = -1; +const float FREE_HUNTER_DISTRIBUTE_INTERVAL = 2; + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +CNPC_Hunter::CNPC_Hunter() +{ + g_Hunters.AddToTail( this ); + g_TimeLastDistributeFreeHunters = -1; + m_flTimeSawEnemyAgain = HUNTER_SEE_ENEMY_TIME_INVALID; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +CNPC_Hunter::~CNPC_Hunter() +{ + g_Hunters.FindAndRemove( this ); + g_TimeLastDistributeFreeHunters = -1; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::Precache() +{ + PrecacheModel( "models/hunter.mdl" ); + PropBreakablePrecacheAll( MAKE_STRING("models/hunter.mdl") ); + + PrecacheScriptSound( "NPC_Hunter.Idle" ); + PrecacheScriptSound( "NPC_Hunter.Scan" ); + PrecacheScriptSound( "NPC_Hunter.Alert" ); + PrecacheScriptSound( "NPC_Hunter.Pain" ); + PrecacheScriptSound( "NPC_Hunter.PreCharge" ); + PrecacheScriptSound( "NPC_Hunter.Angry" ); + PrecacheScriptSound( "NPC_Hunter.Death" ); + PrecacheScriptSound( "NPC_Hunter.FireMinigun" ); + PrecacheScriptSound( "NPC_Hunter.Footstep" ); + PrecacheScriptSound( "NPC_Hunter.BackFootstep" ); + PrecacheScriptSound( "NPC_Hunter.FlechetteVolleyWarn" ); + PrecacheScriptSound( "NPC_Hunter.FlechetteShoot" ); + PrecacheScriptSound( "NPC_Hunter.FlechetteShootLoop" ); + PrecacheScriptSound( "NPC_Hunter.FlankAnnounce" ); + PrecacheScriptSound( "NPC_Hunter.MeleeAnnounce" ); + PrecacheScriptSound( "NPC_Hunter.MeleeHit" ); + PrecacheScriptSound( "NPC_Hunter.TackleAnnounce" ); + PrecacheScriptSound( "NPC_Hunter.TackleHit" ); + PrecacheScriptSound( "NPC_Hunter.ChargeHitEnemy" ); + PrecacheScriptSound( "NPC_Hunter.ChargeHitWorld" ); + PrecacheScriptSound( "NPC_Hunter.FoundEnemy" ); + PrecacheScriptSound( "NPC_Hunter.FoundEnemyAck" ); + PrecacheScriptSound( "NPC_Hunter.DefendStrider" ); + PrecacheScriptSound( "NPC_Hunter.HitByVehicle" ); + + PrecacheParticleSystem( "hunter_muzzle_flash" ); + PrecacheParticleSystem( "blood_impact_synth_01" ); + PrecacheParticleSystem( "blood_impact_synth_01_arc_parent" ); + PrecacheParticleSystem( "blood_spurt_synth_01" ); + PrecacheParticleSystem( "blood_drip_synth_01" ); + + PrecacheInstancedScene( "scenes/npc/hunter/hunter_scan.vcd" ); + PrecacheInstancedScene( "scenes/npc/hunter/hunter_eyeclose.vcd" ); + PrecacheInstancedScene( "scenes/npc/hunter/hunter_roar.vcd" ); + PrecacheInstancedScene( "scenes/npc/hunter/hunter_pain.vcd" ); + PrecacheInstancedScene( "scenes/npc/hunter/hunter_eyedarts_top.vcd" ); + PrecacheInstancedScene( "scenes/npc/hunter/hunter_eyedarts_bottom.vcd" ); + + PrecacheMaterial( "effects/water_highlight" ); + + UTIL_PrecacheOther( "hunter_flechette" ); + UTIL_PrecacheOther( "sparktrail" ); + + m_bInLargeOutdoorMap = false; + if( !Q_strnicmp( STRING(gpGlobals->mapname), "ep2_outland_12", 14) ) + { + m_bInLargeOutdoorMap = true; + } + + BaseClass::Precache(); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::Spawn() +{ + Precache(); + + SetModel( "models/hunter.mdl" ); + BaseClass::Spawn(); + + //m_debugOverlays |= OVERLAY_NPC_ROUTE_BIT | OVERLAY_BBOX_BIT | OVERLAY_PIVOT_BIT; + + SetHullType( HULL_MEDIUM_TALL ); + SetHullSizeNormal(); + SetDefaultEyeOffset(); + + SetNavType( NAV_GROUND ); + m_flGroundSpeed = 500; + m_NPCState = NPC_STATE_NONE; + + SetBloodColor( DONT_BLEED ); + + m_iHealth = m_iMaxHealth = sk_hunter_health.GetInt(); + + m_flFieldOfView = HUNTER_FOV_DOT; + + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_NOT_STANDABLE ); + SetMoveType( MOVETYPE_STEP ); + + SetupGlobalModelData(); + + CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_SQUAD | bits_CAP_ANIMATEDFACE ); + CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 ); + CapabilitiesAdd( bits_CAP_SKIP_NAV_GROUND_CHECK ); + + if ( !hunter_allow_dissolve.GetBool() ) + { + AddEFlags( EFL_NO_DISSOLVE ); + } + + if( hunter_allow_nav_jump.GetBool() ) + { + CapabilitiesAdd( bits_CAP_MOVE_JUMP ); + } + + NPCInit(); + + m_bEnableSquadShootDelay = true; + + m_flDistTooFar = hunter_flechette_max_range.GetFloat(); + + // Discard time must be greater than free knowledge duration. Make it double. + float freeKnowledge = hunter_free_knowledge.GetFloat(); + if ( freeKnowledge < GetEnemies()->GetEnemyDiscardTime() ) + { + GetEnemies()->SetEnemyDiscardTime( MAX( freeKnowledge + 0.1, AI_DEF_ENEMY_DISCARD_TIME ) ); + } + GetEnemies()->SetFreeKnowledgeDuration( freeKnowledge ); + + // Find out what strider we should follow, if any. + if ( m_iszFollowTarget != NULL_STRING ) + { + m_BeginFollowDelay.Set( .1 ); // Allow time for strider to spawn + } + + //if ( !m_pGunFiringSound ) + //{ + // CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + // CPASAttenuationFilter filter( this ); + // + // m_pGunFiringSound = controller.SoundCreate( filter, entindex(), "NPC_Hunter.FlechetteShootLoop" ); + // controller.Play( m_pGunFiringSound, 0.0, 100 ); + //} +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::UpdateEfficiency( bool bInPVS ) +{ + SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); + SetMoveEfficiency( AIME_NORMAL ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::CreateBehaviors() +{ + AddBehavior( &m_EscortBehavior ); + + return BaseClass::CreateBehaviors(); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::SetupGlobalModelData() +{ + if ( gm_nBodyYawPoseParam != -1 ) + return; + + gm_nAimYawPoseParam = LookupPoseParameter( "aim_yaw" ); + gm_nAimPitchPoseParam = LookupPoseParameter( "aim_pitch" ); + + gm_nBodyYawPoseParam = LookupPoseParameter( "body_yaw" ); + gm_nBodyPitchPoseParam = LookupPoseParameter( "body_pitch" ); + + gm_nTopGunAttachment = LookupAttachment( "top_eye" ); + gm_nBottomGunAttachment = LookupAttachment( "bottom_eye" ); + gm_nStaggerYawPoseParam = LookupAttachment( "stagger_yaw" ); + + gm_nHeadCenterAttachment = LookupAttachment( "head_center" ); + gm_nHeadBottomAttachment = LookupAttachment( "head_radius_measure" ); + + // Measure the radius of the head. + Vector vecHeadCenter; + Vector vecHeadBottom; + GetAttachment( gm_nHeadCenterAttachment, vecHeadCenter ); + GetAttachment( gm_nHeadBottomAttachment, vecHeadBottom ); + gm_flHeadRadius = ( vecHeadCenter - vecHeadBottom ).Length(); + + int nSequence = SelectWeightedSequence( ACT_HUNTER_RANGE_ATTACK2_UNPLANTED ); + gm_nUnplantedNode = GetEntryNode( nSequence ); + + nSequence = SelectWeightedSequence( ACT_RANGE_ATTACK2 ); + gm_nPlantedNode = GetEntryNode( nSequence ); + + CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); +} + + +//----------------------------------------------------------------------------- +// Shuts down looping sounds when we are killed in combat or deleted. +//----------------------------------------------------------------------------- +void CNPC_Hunter::StopLoopingSounds() +{ + BaseClass::StopLoopingSounds(); + + //if ( m_pGunFiringSound ) + //{ + // CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + // controller.SoundDestroy( m_pGunFiringSound ); + // m_pGunFiringSound = NULL; + //} +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::OnRestore() +{ + BaseClass::OnRestore(); + SetupGlobalModelData(); + CreateVPhysics(); + + if ( IsBleeding() ) + { + StartBleeding(); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::IdleSound() +{ + if ( HasCondition( COND_LOST_ENEMY ) ) + { + EmitSound( "NPC_Hunter.Scan" ); + } + else + { + EmitSound( "NPC_Hunter.Idle" ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::ShouldPlayIdleSound() +{ + if ( random->RandomInt(0, 99) == 0 && !HasSpawnFlags( SF_NPC_GAG ) ) + return true; + + return false; +} + + +//----------------------------------------------------------------------------- +// Stay facing our enemy when close enough. +//----------------------------------------------------------------------------- +bool CNPC_Hunter::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval ) +{ + if ( GetActivity() == ACT_TRANSITION ) + { + // No turning while in transitions. + return true; + } + + bool bSideStepping = IsCurSchedule( SCHED_HUNTER_SIDESTEP, false ); + + // FIXME: this will break scripted sequences that walk when they have an enemy + if ( GetEnemy() && + ( bSideStepping || + ( ( ( GetNavigator()->GetMovementActivity() == ACT_RUN ) || ( GetNavigator()->GetMovementActivity() == ACT_WALK ) ) && + !IsCurSchedule( SCHED_HUNTER_TAKE_COVER_FROM_ENEMY, false ) ) ) ) + { + Vector vecEnemyLKP = GetEnemyLKP(); + + // Face my enemy if we're close enough + if ( bSideStepping || UTIL_DistApprox( vecEnemyLKP, GetAbsOrigin() ) < HUNTER_FACE_ENEMY_DIST ) + { + AddFacingTarget( GetEnemy(), vecEnemyLKP, 1.0, 0.2 ); + } + } + + return BaseClass::OverrideMoveFacing( move, flInterval ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::PostNPCInit() +{ + BaseClass::PostNPCInit(); + + IPhysicsObject *pPhysObject = VPhysicsGetObject(); + Assert( pPhysObject ); + if ( pPhysObject ) + { + pPhysObject->SetMass( 600.0 ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::Activate() +{ + BaseClass::Activate(); + + s_iszStriderBusterClassname = AllocPooledString( "weapon_striderbuster" ); + s_iszStriderClassname = AllocPooledString( "npc_strider" ); + s_iszMagnadeClassname = AllocPooledString( "npc_grenade_magna" ); + s_iszPhysPropClassname = AllocPooledString( "prop_physics" ); + s_iszHuntersToRunOver = AllocPooledString( "hunters_to_run_over" ); + + // If no one has initialized the hunters to run over counter, just zero it out. + if ( !GlobalEntity_IsInTable( s_iszHuntersToRunOver ) ) + { + GlobalEntity_Add( s_iszHuntersToRunOver, gpGlobals->mapname, GLOBAL_ON ); + GlobalEntity_SetCounter( s_iszHuntersToRunOver, 0 ); + } + + CMissile::AddCustomDetonator( this, ( GetHullMaxs().AsVector2D() - GetHullMins().AsVector2D() ).Length() * 0.5, GetHullHeight() ); + + SetupGlobalModelData(); + + if ( gm_flMinigunDistZ == 0 ) + { + // Have to create a virgin hunter to ensure proper pose + CNPC_Hunter *pHunter = (CNPC_Hunter *)CreateEntityByName( "npc_hunter" ); + Assert(pHunter); + pHunter->Spawn(); + + pHunter->SetActivity( ACT_WALK ); + pHunter->InvalidateBoneCache(); + + // Currently just using the gun for the vertical component! + Vector defEyePos; + pHunter->GetAttachment( "minigunbase", defEyePos ); + gm_flMinigunDistZ = defEyePos.z - pHunter->GetAbsOrigin().z; + + Vector position; + pHunter->GetAttachment( gm_nTopGunAttachment, position ); + VectorITransform( position, pHunter->EntityToWorldTransform(), gm_vecLocalRelativePositionMinigun ); + UTIL_Remove( pHunter ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::UpdateOnRemove() +{ + CMissile::RemoveCustomDetonator( this ); + BaseClass::UpdateOnRemove(); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +Class_T CNPC_Hunter::Classify() +{ + return CLASS_COMBINE_HUNTER; +} + +//----------------------------------------------------------------------------- +// Compensate for the hunter's long legs by moving the bodytarget up to his head. +//----------------------------------------------------------------------------- +Vector CNPC_Hunter::BodyTarget( const Vector &posSrc, bool bNoisy /*= true*/ ) +{ + Vector vecResult; + QAngle vecAngle; + GetAttachment( gm_nHeadCenterAttachment, vecResult, vecAngle ); + + if ( bNoisy ) + { + float rand1 = random->RandomFloat( 0, gm_flHeadRadius ) + random->RandomFloat( 0, gm_flHeadRadius ); + return vecResult + RandomVector( -rand1, rand1 ); + } + + return vecResult; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CNPC_Hunter::DrawDebugTextOverlays() +{ + int text_offset = BaseClass::DrawDebugTextOverlays(); + + if (m_debugOverlays & OVERLAY_TEXT_BIT) + { + EntityText( text_offset, CFmtStr("%s", m_bPlanted ? "Planted" : "Unplanted" ), 0 ); + text_offset++; + + EntityText( text_offset, CFmtStr("Eye state: %d", m_eEyeState ), 0 ); + text_offset++; + + if( IsUsingSiegeTargets() ) + { + EntityText( text_offset, CFmtStr("Next Siege Attempt:%f", m_flTimeNextSiegeTargetAttack - gpGlobals->curtime ), 0 ); + text_offset++; + } + } + + return text_offset; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::LockBothEyes( float flDuration ) +{ + m_eEyeState = HUNTER_EYE_STATE_BOTH_LOCKED; + m_EyeSwitchTimer.Set( flDuration ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::UnlockBothEyes( float flDuration ) +{ + m_eEyeState = HUNTER_EYE_STATE_BOTH_UNLOCKED; + m_EyeSwitchTimer.Set( flDuration ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::OnChangeActivity( Activity eNewActivity ) +{ + m_EyeSwitchTimer.Force(); + + BaseClass::OnChangeActivity( eNewActivity ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::UpdateEyes() +{ + // If the eyes are controlled by a script, do nothing. + if ( GetState() == NPC_STATE_SCRIPT ) + return; + + if ( m_EyeSwitchTimer.Expired() ) + { + RemoveActorFromScriptedScenes( this, false ); + + if ( GetActivity() == ACT_IDLE ) + { + // Idles have eye motion baked in. + m_eEyeState = HUNTER_EYE_STATE_BOTH_LOCKED; + } + else if ( GetEnemy() == NULL ) + { + m_eEyeState = HUNTER_EYE_STATE_BOTH_UNLOCKED; + } + else if ( m_eEyeState == HUNTER_EYE_STATE_BOTH_LOCKED ) + { + if ( random->RandomInt( 0, 1 ) == 0 ) + { + m_eEyeState = HUNTER_EYE_STATE_TOP_LOCKED; + } + else + { + m_eEyeState = HUNTER_EYE_STATE_BOTTOM_LOCKED; + } + } + else if ( m_eEyeState == HUNTER_EYE_STATE_TOP_LOCKED ) + { + m_eEyeState = HUNTER_EYE_STATE_BOTTOM_LOCKED; + } + else if ( m_eEyeState == HUNTER_EYE_STATE_BOTTOM_LOCKED ) + { + m_eEyeState = HUNTER_EYE_STATE_TOP_LOCKED; + } + + if ( ( m_eEyeState == HUNTER_EYE_STATE_BOTTOM_LOCKED ) || ( m_eEyeState == HUNTER_EYE_STATE_BOTH_UNLOCKED ) ) + { + SetExpression( "scenes/npc/hunter/hunter_eyedarts_top.vcd" ); + } + + if ( ( m_eEyeState == HUNTER_EYE_STATE_TOP_LOCKED ) || ( m_eEyeState == HUNTER_EYE_STATE_BOTH_UNLOCKED ) ) + { + SetExpression( "scenes/npc/hunter/hunter_eyedarts_bottom.vcd" ); + } + + m_EyeSwitchTimer.Set( random->RandomFloat( 1.0f, 3.0f ) ); + } + + /*Vector vecEyePos; + Vector vecEyeDir; + + GetAttachment( gm_nTopGunAttachment, vecEyePos, &vecEyeDir ); + NDebugOverlay::Line( vecEyePos, vecEyePos + vecEyeDir * 36, 255, 0, 0, 0, 0.1 ); + + GetAttachment( gm_nBottomGunAttachment, vecEyePos, &vecEyeDir ); + NDebugOverlay::Line( vecEyePos, vecEyePos + vecEyeDir * 36, 255, 0, 0, 0, 0.1 );*/ +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::NPCThink() +{ + BaseClass::NPCThink(); + + // Update our planted/unplanted state. + m_bPlanted = ( GetEntryNode( GetSequence() ) == gm_nPlantedNode ); + + UpdateAim(); + UpdateEyes(); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::PrescheduleThink() +{ + BaseClass::PrescheduleThink(); + + if ( m_BeginFollowDelay.Expired() ) + { + FollowStrider( STRING( m_iszFollowTarget ) ); + m_BeginFollowDelay.Stop(); + } + + m_EscortBehavior.CheckBreakEscort(); + + // If we're being blinded by the flashlight, see if we should stop + if ( m_bFlashlightInEyes ) + { + if ( m_flPupilDilateTime < gpGlobals->curtime ) + { + CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 ); + if ( ( pPlayer && !pPlayer->IsIlluminatedByFlashlight( this, NULL ) ) || !PlayerFlashlightOnMyEyes( pPlayer ) ) + { + //Msg( "NOT SHINING FLASHLIGHT ON ME\n" ); + + // Remove the actor from the flashlight scene + RemoveActorFromScriptedScenes( this, true, false, "scenes/npc/hunter/hunter_eyeclose.vcd" ); + m_bFlashlightInEyes = false; + } + } + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::GatherChargeConditions() +{ + ClearCondition( COND_HUNTER_CAN_CHARGE_ENEMY ); + + if ( !hunter_charge.GetBool() ) + return; + + if ( !GetEnemy() ) + return; + + if ( GetHintGroup() != NULL_STRING ) + return; + + if ( !HasCondition( COND_SEE_ENEMY ) ) + return; + + if ( !hunter_charge_test.GetBool() && gpGlobals->curtime < m_flNextChargeTime ) + return; + + // No charging Alyx or Barney + if( GetEnemy()->Classify() == CLASS_PLAYER_ALLY_VITAL ) + return; + + if ( m_EscortBehavior.GetEscortTarget() && GetEnemy()->MyCombatCharacterPointer() && !GetEnemy()->MyCombatCharacterPointer()->FInViewCone( this ) ) + return; + + if ( ShouldCharge( GetAbsOrigin(), GetEnemy()->GetAbsOrigin(), true, false ) ) + { + SetCondition( COND_HUNTER_CAN_CHARGE_ENEMY ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::GatherConditions() +{ + GatherIndoorOutdoorConditions(); + GatherChargeConditions(); + + BaseClass::GatherConditions(); + + // Enemy LKP that doesn't get updated by the free knowledge code. + // Used for shooting at where our enemy was when we can't see them. + ClearCondition( COND_HUNTER_INCOMING_VEHICLE ); + if ( m_IgnoreVehicleTimer.Expired() && GetEnemy() && HasCondition( COND_SEE_ENEMY ) ) + { + CBaseEntity *pVehicle = GetEnemyVehicle(); + if ( ( pVehicle ) && ( GlobalEntity_GetCounter( s_iszHuntersToRunOver ) <= 0 ) ) + { + static float timeDrawnArrow; + + // Extrapolate the position of the vehicle and see if it's heading toward us. + float predictTime = hunter_dodge_warning.GetFloat(); + Vector2D vecFuturePos = pVehicle->GetAbsOrigin().AsVector2D() + pVehicle->GetSmoothedVelocity().AsVector2D() * predictTime; + if ( pVehicle->GetSmoothedVelocity().LengthSqr() > Square( 200 ) ) + { + float t = 0; + Vector2D vDirMovement = pVehicle->GetSmoothedVelocity().AsVector2D(); + if ( hunter_dodge_debug.GetBool() ) + { + NDebugOverlay::Line( pVehicle->GetAbsOrigin(), pVehicle->GetAbsOrigin() + pVehicle->GetSmoothedVelocity(), 255, 255, 255, true, .1 ); + } + vDirMovement.NormalizeInPlace(); + Vector2D vDirToHunter = GetAbsOrigin().AsVector2D() - pVehicle->GetAbsOrigin().AsVector2D(); + vDirToHunter.NormalizeInPlace(); + if ( DotProduct2D( vDirMovement, vDirToHunter ) > hunter_dodge_warning_cone.GetFloat() && + CalcDistanceSqrToLine2D( GetAbsOrigin().AsVector2D(), pVehicle->GetAbsOrigin().AsVector2D(), vecFuturePos, &t ) < Square( hunter_dodge_warning_width.GetFloat() * .5 ) && + t > 0.0 && t < 1.0 ) + { + if ( fabs( predictTime - hunter_dodge_warning.GetFloat() ) < .05 || random->RandomInt( 0, 3 ) ) + { + SetCondition( COND_HUNTER_INCOMING_VEHICLE ); + } + else + { + if ( hunter_dodge_debug. GetBool() ) + { + Msg( "Hunter %d failing dodge (ignore)\n", entindex() ); + } + } + + if ( hunter_dodge_debug. GetBool() ) + { + NDebugOverlay::Cross3D( EyePosition(), 100, 255, 255, 255, true, .1 ); + if ( timeDrawnArrow != gpGlobals->curtime ) + { + timeDrawnArrow = gpGlobals->curtime; + Vector vEndpoint( vecFuturePos.x, vecFuturePos.y, UTIL_GetLocalPlayer()->WorldSpaceCenter().z - 24 ); + NDebugOverlay::HorzArrow( UTIL_GetLocalPlayer()->WorldSpaceCenter() - Vector(0, 0, 24), vEndpoint, hunter_dodge_warning_width.GetFloat(), 255, 0, 0, 64, true, .1 ); + } + } + } + else if ( hunter_dodge_debug.GetBool() ) + { + if ( t <= 0 ) + { + NDebugOverlay::Cross3D( EyePosition(), 100, 0, 0, 255, true, .1 ); + } + else + { + NDebugOverlay::Cross3D( EyePosition(), 100, 0, 255, 255, true, .1 ); + } + } + } + else if ( hunter_dodge_debug.GetBool() ) + { + NDebugOverlay::Cross3D( EyePosition(), 100, 0, 255, 0, true, .1 ); + } + if ( hunter_dodge_debug. GetBool() ) + { + if ( timeDrawnArrow != gpGlobals->curtime ) + { + timeDrawnArrow = gpGlobals->curtime; + Vector vEndpoint( vecFuturePos.x, vecFuturePos.y, UTIL_GetLocalPlayer()->WorldSpaceCenter().z - 24 ); + NDebugOverlay::HorzArrow( UTIL_GetLocalPlayer()->WorldSpaceCenter() - Vector(0, 0, 24), vEndpoint, hunter_dodge_warning_width.GetFloat(), 127, 127, 127, 64, true, .1 ); + } + } + + } + + m_vecEnemyLastSeen = GetEnemy()->GetAbsOrigin(); + } + + if( !HasCondition(COND_ENEMY_OCCLUDED) ) + { + // m_flTimeSawEnemyAgain always tells us what time I first saw this + // enemy again after some period of not seeing them. This is used to + // compute how long the enemy has been visible to me THIS TIME. + // Every time I lose sight of the enemy this time is set invalid until + // I see the enemy again and record that time. + if( m_flTimeSawEnemyAgain == HUNTER_SEE_ENEMY_TIME_INVALID ) + { + m_flTimeSawEnemyAgain = gpGlobals->curtime; + } + } + else + { + m_flTimeSawEnemyAgain = HUNTER_SEE_ENEMY_TIME_INVALID; + } + + ManageSiegeTargets(); +} + +//----------------------------------------------------------------------------- +// Search all entities in the map +//----------------------------------------------------------------------------- +void CNPC_Hunter::CollectSiegeTargets() +{ + CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_iszSiegeTargetName ); + + while( pTarget != NULL ) + { + if( pTarget->Classify() == CLASS_BULLSEYE ) + { + m_pSiegeTargets.AddToTail( pTarget ); + } + + pTarget = gEntList.FindEntityByName( pTarget, m_iszSiegeTargetName ); + }; + + if( m_pSiegeTargets.Count() < 1 ) + { + m_iszSiegeTargetName = NULL_STRING; // And stop trying! + } +} + +//----------------------------------------------------------------------------- +// For use when Hunters are outside and the player is inside a structure +// Create a temporary bullseye in a location that makes it seem like +// I am aware of the location of a player I cannot see. (Then fire at +// at this bullseye, thus laying 'siege' to the part of the building he +// is in.) The locations are copied from suitable info_target entities. +// (these should be placed in exterior windows and doorways so that +// the Hunter fires into the building through these apertures) +//----------------------------------------------------------------------------- +void CNPC_Hunter::ManageSiegeTargets() +{ + if( gpGlobals->curtime < m_flTimeNextSiegeTargetAttack ) + return; + + if( m_pSiegeTargets.Count() == 0 ) + { + // If my list of siege targets is empty, go and cache all of them now + // so that I don't have to search the world every time. + CollectSiegeTargets(); + + if( m_pSiegeTargets.Count() == 0 ) + return; + } + + m_flTimeNextSiegeTargetAttack = gpGlobals->curtime + (hunter_siege_frequency.GetFloat() * RandomFloat( 0.8f, 1.2f) ); + CBasePlayer *pPlayer = AI_GetSinglePlayer(); + + // Start by assuming we are not going to create a siege target + bool bCreateSiegeTarget = false; + if( GetEnemy() == NULL ) + { + // If I have no enemy at all, give it a try. + bCreateSiegeTarget = true; + } + + if( bCreateSiegeTarget ) + { + // We've decided that the situation calls for a siege target. So, we dig through all of my siege targets and + // take the closest one to the player that the player can see! (Obey they bullseye's FOV) + float flClosestDistSqr = Square( 1200.0f ); // Only use siege targets within 100 feet of player + CBaseEntity *pSiegeTargetLocation = NULL; + int iTraces = 0; + for( int i = 0 ; i < m_pSiegeTargets.Count() ; i++ ) + { + CBaseEntity *pCandidate = m_pSiegeTargets[i]; + if ( pCandidate == NULL ) + continue; + + float flDistSqr = pCandidate->GetAbsOrigin().DistToSqr(pPlayer->GetAbsOrigin()); + + if( flDistSqr < flClosestDistSqr ) + { + // CollectSiegeTargets() guarantees my list is populated only with bullseye entities. + CNPC_Bullseye *pBullseye = dynamic_cast<CNPC_Bullseye*>(pCandidate); + if( !pBullseye->FInViewCone(this) ) + continue; + + if( pPlayer->FVisible(pCandidate) ) + { + iTraces++;// Only counting these as a loose perf measurement + flClosestDistSqr = flDistSqr; + pSiegeTargetLocation = pCandidate; + } + } + } + + if( pSiegeTargetLocation != NULL ) + { + // Ditch any leftover siege target. + KillCurrentSiegeTarget(); + + // Create a bullseye that will live for 20 seconds. If we can't attack it within 20 seconds, it's probably + // out of reach anyone, so have it clean itself up after that long. + CBaseEntity *pSiegeTarget = CreateCustomTarget( pSiegeTargetLocation->GetAbsOrigin(), 20.0f ); + pSiegeTarget->SetName( MAKE_STRING("siegetarget") ); + + m_hCurrentSiegeTarget.Set( pSiegeTarget ); + + AddEntityRelationship( pSiegeTarget, D_HT, 1 ); + GetEnemies()->UpdateMemory( GetNavigator()->GetNetwork(), pSiegeTarget, pSiegeTarget->GetAbsOrigin(), 0.0f, true ); + AI_EnemyInfo_t *pMemory = GetEnemies()->Find( pSiegeTarget ); + + if( pMemory ) + { + // Pretend we've known about this target longer than we really have so that our AI doesn't waste time running ALERT schedules. + pMemory->timeFirstSeen = gpGlobals->curtime - 5.0f; + pMemory->timeLastSeen = gpGlobals->curtime - 1.0f; + } + } + } +} + +//----------------------------------------------------------------------------- +// Destroy the bullseye that we're using as a temporary target +//----------------------------------------------------------------------------- +void CNPC_Hunter::KillCurrentSiegeTarget() +{ + if ( m_hCurrentSiegeTarget ) + { + GetEnemies()->ClearMemory( m_hCurrentSiegeTarget ); + + UTIL_Remove( m_hCurrentSiegeTarget ); + m_hCurrentSiegeTarget.Set( NULL ); + } +} + +//----------------------------------------------------------------------------- +// Return true if this NPC can hear the specified sound +//----------------------------------------------------------------------------- +bool CNPC_Hunter::QueryHearSound( CSound *pSound ) +{ + if ( pSound->SoundContext() & SOUND_CONTEXT_EXCLUDE_COMBINE ) + return false; + + if ( pSound->SoundContext() & SOUND_CONTEXT_PLAYER_VEHICLE ) + return false; + + return BaseClass::QueryHearSound( pSound ); +} + + +//----------------------------------------------------------------------------- +// This is a fairly bogus heuristic right now, but it works on 06a and 12 (sjb) +// +// Better options: Trace infinitely and check the material we hit for sky +// Put some leaf info in the BSP +// Use volumes in the levels? (yucky for designers) +//----------------------------------------------------------------------------- +// TODO: use this or nuke it! +void CNPC_Hunter::GatherIndoorOutdoorConditions() +{ + // Check indoor/outdoor before calling base class, since base class calls our + // RangeAttackConditions() functions, and we want those functions to know + // whether we're indoors or out. + trace_t tr; + + UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, 40.0f * 12.0f ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + if( tr.fraction < 1.0f ) + { + SetCondition( COND_HUNTER_IS_INDOORS ); + } + else + { + ClearCondition( COND_HUNTER_IS_INDOORS ); + } +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::BuildScheduleTestBits() +{ + BaseClass::BuildScheduleTestBits(); + + if ( m_lifeState != LIFE_ALIVE ) + { + return; + } + + // Our range attack is uninterruptable for the first few seconds. + if ( IsCurSchedule( SCHED_HUNTER_RANGE_ATTACK2, false ) && ( gpGlobals->curtime < m_flShootAllowInterruptTime ) ) + { + ClearCustomInterruptConditions(); + SetCustomInterruptCondition( COND_HEAVY_DAMAGE ); + } + else if ( IsCurSchedule( SCHED_HUNTER_RANGE_ATTACK2, false ) && ( GetActivity() == ACT_TRANSITION ) ) + { + // Don't stop unplanting just because we can range attack again. + ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK1 ); + ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK2 ); + } + else if ( !IsInLargeOutdoorMap() && IsCurSchedule( SCHED_HUNTER_FLANK_ENEMY, false ) && GetEnemy() != NULL ) + { + if( HasCondition(COND_CAN_RANGE_ATTACK2) && m_flTimeSawEnemyAgain != HUNTER_SEE_ENEMY_TIME_INVALID ) + { + if( (gpGlobals->curtime - m_flTimeSawEnemyAgain) >= 2.0f ) + { + // When we're running flank behavior, wait a moment AFTER being able to see the enemy before + // breaking my schedule to range attack. This helps assure that the hunter gets well inside + // the room before stopping to attack. Otherwise the Hunter may stop immediately in the doorway + // and stop the progress of any hunters behind it. + SetCustomInterruptCondition( COND_CAN_RANGE_ATTACK2 ); + } + } + } + + // If our enemy is anything but a striderbuster, drop everything if we see one. + if ( !IsStriderBuster( GetEnemy() ) ) + { + SetCustomInterruptCondition( COND_HUNTER_SEE_STRIDERBUSTER ); + } + + // If we're not too busy, allow ourselves to ACK found enemy signals. + if ( !GetEnemy() ) + { + SetCustomInterruptCondition( COND_HUNTER_SQUADMATE_FOUND_ENEMY ); + } + + // Interrupt everything if we need to dodge. + if ( !IsCurSchedule( SCHED_HUNTER_DODGE, false ) && + !IsCurSchedule( SCHED_HUNTER_STAGGER, false ) && + !IsCurSchedule( SCHED_ALERT_FACE_BESTSOUND, false ) ) + { + SetCustomInterruptCondition( COND_HUNTER_INCOMING_VEHICLE ); + SetCustomInterruptCondition( COND_HEAR_PHYSICS_DANGER ); + SetCustomInterruptCondition( COND_HUNTER_FORCED_DODGE ); + } + + // Always interrupt on a flank command. + SetCustomInterruptCondition( COND_HUNTER_FORCED_FLANK_ENEMY ); + + // Always interrupt if staggered. + SetCustomInterruptCondition( COND_HUNTER_STAGGERED ); + + // Always interrupt if hit by a sticky bomb. + SetCustomInterruptCondition( COND_HUNTER_HIT_BY_STICKYBOMB ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +static bool IsMovablePhysicsObject( CBaseEntity *pEntity ) +{ + return pEntity && pEntity->GetMoveType() == MOVETYPE_VPHYSICS && pEntity->VPhysicsGetObject() && pEntity->VPhysicsGetObject()->IsMoveable(); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +NPC_STATE CNPC_Hunter::SelectIdealState() +{ + switch ( m_NPCState ) + { + case NPC_STATE_COMBAT: + { + if ( GetEnemy() == NULL ) + { + if ( !HasCondition( COND_ENEMY_DEAD ) && !hunter_disable_patrol.GetBool() ) + { + // Lost track of my enemy. Patrol. + SetCondition( COND_HUNTER_SHOULD_PATROL ); + } + + return NPC_STATE_ALERT; + } + else if ( HasCondition( COND_ENEMY_DEAD ) ) + { + // dvs: TODO: announce enemy kills? + //AnnounceEnemyKill(GetEnemy()); + } + } + + default: + { + return BaseClass::SelectIdealState(); + } + } + + return GetIdealState(); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::ShouldCharge( const Vector &startPos, const Vector &endPos, bool useTime, bool bCheckForCancel ) +{ + // Must have a target + if ( !GetEnemy() ) + return false; + + // Don't check the distance once we start charging + if ( !bCheckForCancel && !hunter_charge_test.GetBool() ) + { + float distance = ( startPos.AsVector2D() - endPos.AsVector2D() ).LengthSqr(); + + // Must be within our tolerance range + if ( ( distance < Square(HUNTER_CHARGE_MIN) ) || ( distance > Square(HUNTER_CHARGE_MAX) ) ) + 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_hunter_charge.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 ) < HUNTER_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; + } + + float zDelta = endPos.z - moveTrace.vEndPosition.z; + if ( fabsf(zDelta) > GetHullHeight() * 0.7) + { + return false; + } + + return true; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter *pSourceEnt) +{ + if ( ( pSourceEnt != this ) && ( interactionType == g_interactionHunterFoundEnemy ) ) + { + SetCondition( COND_HUNTER_SQUADMATE_FOUND_ENEMY ); + return true; + } + + return BaseClass::HandleInteraction( interactionType, data, pSourceEnt ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CNPC_Hunter::SelectCombatSchedule() +{ + // If we're here with no enemy, patrol and hope we find one. + CBaseEntity *pEnemy = GetEnemy(); + if ( pEnemy == NULL ) + { + if ( !hunter_disable_patrol.GetBool() ) + return SCHED_HUNTER_PATROL_RUN; + else + return SCHED_ALERT_STAND; + } + + if ( hunter_flechette_test.GetBool() ) + { + if ( HasCondition( COND_CAN_RANGE_ATTACK2 ) ) + { + return SCHED_HUNTER_RANGE_ATTACK2; + } + return SCHED_COMBAT_FACE; + } + + bool bStriderBuster = IsStriderBuster( pEnemy ); + if ( bStriderBuster ) + { + if ( gpGlobals->curtime - CAI_HunterEscortBehavior::gm_flLastDefendSound > 10.0 ) + { + EmitSound( "NPC_Hunter.DefendStrider" ); + CAI_HunterEscortBehavior::gm_flLastDefendSound = gpGlobals->curtime; + } + + if ( HasCondition( COND_CAN_RANGE_ATTACK2 ) || HasCondition( COND_NOT_FACING_ATTACK ) ) + { + return SCHED_HUNTER_RANGE_ATTACK2; + } + return SCHED_ESTABLISH_LINE_OF_FIRE; + } + + // Certain behaviors, like flanking and melee attacks, only make sense on visible, + // corporeal enemies (NOT bullseyes). + bool bIsCorporealEnemy = IsCorporealEnemy( pEnemy ); + + // Take a quick swipe at our enemy if able to do so. + if ( bIsCorporealEnemy && HasCondition( COND_CAN_MELEE_ATTACK1 ) ) + { + return SCHED_HUNTER_MELEE_ATTACK1; + } + + // React to newly acquired enemies. + if ( bIsCorporealEnemy && HasCondition( COND_NEW_ENEMY ) ) + { + AI_EnemyInfo_t *pEnemyInfo = GetEnemies()->Find( pEnemy ); + + if ( GetSquad() && pEnemyInfo && ( pEnemyInfo->timeFirstSeen == pEnemyInfo->timeAtFirstHand ) ) + { + GetSquad()->BroadcastInteraction( g_interactionHunterFoundEnemy, NULL, this ); + + // First contact for my squad. + return SCHED_HUNTER_FOUND_ENEMY; + } + } + + if ( HasCondition( COND_HUNTER_SQUADMATE_FOUND_ENEMY ) ) + { + // A squadmate found an enemy. Respond to their call. + return SCHED_HUNTER_FOUND_ENEMY_ACK; + } + + // Fire a flechette volley. Ignore squad slots if we're attacking a striderbuster. + // See if there is an opportunity to charge. + if ( !bStriderBuster && bIsCorporealEnemy && HasCondition( COND_HUNTER_CAN_CHARGE_ENEMY ) ) + { + if ( hunter_charge_test.GetBool() || random->RandomInt( 1, 100 ) < hunter_charge_pct.GetInt() ) + { + if ( hunter_charge_test.GetBool() || OccupyStrategySlot( SQUAD_SLOT_HUNTER_CHARGE ) ) + { + return SCHED_HUNTER_CHARGE_ENEMY; + } + } + } + + if ( HasCondition( COND_CAN_RANGE_ATTACK2 ) ) + { + if ( bStriderBuster || CountRangedAttackers() < hunter_flechette_max_concurrent_volleys.GetInt() ) + { + DelayRangedAttackers( hunter_flechette_volley_start_min_delay.GetFloat(), hunter_flechette_volley_start_max_delay.GetFloat(), true ); + return SCHED_HUNTER_RANGE_ATTACK2; + } + } + + if ( pEnemy->GetGroundEntity() == this ) + { + return SCHED_HUNTER_MELEE_ATTACK1; + } + + if ( HasCondition( COND_TOO_CLOSE_TO_ATTACK ) ) + { + return SCHED_MOVE_AWAY_FROM_ENEMY; + } + + // Sidestep every so often if my enemy is nearby and facing me. +/* + if ( gpGlobals->curtime > m_flNextSideStepTime ) + { + if ( HasCondition( COND_ENEMY_FACING_ME ) && ( UTIL_DistApprox( GetEnemy()->GetAbsOrigin(), GetAbsOrigin() ) < HUNTER_FACE_ENEMY_DIST ) ) + { + m_flNextSideStepTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 3.0f ); + return SCHED_HUNTER_SIDESTEP; + } + } +*/ + if ( HasCondition( COND_HEAVY_DAMAGE ) && ( gpGlobals->curtime > m_flNextSideStepTime ) ) + { + m_flNextSideStepTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 3.0f ); + return SCHED_HUNTER_SIDESTEP; + } + + if ( !bStriderBuster && bIsCorporealEnemy ) + { + if ( HasCondition( COND_HUNTER_CAN_CHARGE_ENEMY ) ) + { + if ( OccupyStrategySlot( SQUAD_SLOT_HUNTER_CHARGE ) ) + { + return SCHED_HUNTER_CHARGE_ENEMY; + } +/* + else + { + return SCHED_HUNTER_SIDESTEP; + } +*/ + } + + // Try to be a flanker. + if ( ( NumHuntersInMySquad() > 1 ) && OccupyStrategySlotRange( SQUAD_SLOT_HUNTER_FLANK_FIRST, SQUAD_SLOT_HUNTER_FLANK_LAST ) ) + { + return SCHED_HUNTER_FLANK_ENEMY; + } + } + + // Can't see my enemy. + if ( HasCondition( COND_ENEMY_OCCLUDED ) || HasCondition( COND_ENEMY_TOO_FAR ) || HasCondition( COND_TOO_FAR_TO_ATTACK ) || HasCondition( COND_NOT_FACING_ATTACK ) ) + { + return SCHED_HUNTER_CHASE_ENEMY; + } + + if ( HasCondition( COND_HUNTER_CANT_PLANT ) ) + { + return SCHED_ESTABLISH_LINE_OF_FIRE; + } + + //if ( HasCondition( COND_ENEMY_OCCLUDED ) && IsCurSchedule( SCHED_RANGE_ATTACK1, false ) ) + //{ + // return SCHED_HUNTER_COMBAT_FACE; + //} + + return SCHED_HUNTER_CHANGE_POSITION; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CNPC_Hunter::SelectSiegeSchedule() +{ + bool bHasEnemy = (GetEnemy() != NULL); + + if( bHasEnemy ) + { + // We have an enemy, so we should be making every effort to attack it. + if( !HasCondition(COND_SEE_ENEMY) || !HasCondition(COND_CAN_RANGE_ATTACK2) ) + return SCHED_ESTABLISH_LINE_OF_FIRE; + + if( HasCondition(COND_CAN_RANGE_ATTACK2) ) + return SCHED_HUNTER_RANGE_ATTACK2; + + return SCHED_HUNTER_SIEGE_STAND; + } + else + { + // Otherwise we are loitering in siege mode. Break line of sight with the player + // if they expose our position. + if( HasCondition( COND_SEE_PLAYER ) ) + return SCHED_HUNTER_CHANGE_POSITION_SIEGE; + } + + return SCHED_HUNTER_SIEGE_STAND; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CNPC_Hunter::SelectSchedule() +{ + if ( hunter_stand_still.GetBool() ) + { + m_bPlanted = false; + return SCHED_IDLE_STAND; + } + + if ( HasCondition( COND_HUNTER_FORCED_DODGE ) ) + return SCHED_HUNTER_DODGE; + + if ( HasCondition( COND_HUNTER_NEW_HINTGROUP ) || ( GetHintGroup() != NULL_STRING && m_CheckHintGroupTimer.Expired() ) ) + { + CAI_Hint *pHint; + CHintCriteria criteria; + criteria.SetGroup( GetHintGroup() ); + criteria.SetFlag( bits_HINT_NODE_NEAREST ); + + if ( HasCondition( COND_HUNTER_NEW_HINTGROUP ) ) + { + ClearCondition( COND_HUNTER_NEW_HINTGROUP ); + if ( GetEnemy() ) + { + pHint = CAI_HintManager::FindHint( NULL, GetEnemy()->GetAbsOrigin(), criteria ); + } + else + { + pHint = CAI_HintManager::FindHint( GetAbsOrigin(), criteria ); + } + + if ( pHint ) + { + pHint->Lock( this ); + } + } + else + { + pHint = CAI_HintManager::FindHint( GetAbsOrigin(), criteria ); + if ( pHint ) + { + if ( (pHint->GetAbsOrigin() - GetAbsOrigin()).Length2DSqr() < Square( 20*12 ) ) + { + m_CheckHintGroupTimer.Set( 5 ); + pHint = NULL; + } + else + { + m_CheckHintGroupTimer.Set( 15 ); + } + } + } + + if ( pHint ) + { + SetHintNode( pHint ); + return SCHED_HUNTER_GOTO_HINT; + } + } + + if ( HasCondition( COND_HUNTER_INCOMING_VEHICLE ) ) + { + if ( m_RundownDelay.Expired() ) + { + int iRundownCounter = 0; + if ( GetSquad() ) + { + GetSquad()->GetSquadData( HUNTER_RUNDOWN_SQUADDATA, &iRundownCounter ); + } + + if ( iRundownCounter % 2 == 0 ) + { + for ( int i = 0; i < g_Hunters.Count(); i++ ) + { + if ( g_Hunters[i] != this ) + { + g_Hunters[i]->m_RundownDelay.Set( 3 ); + g_Hunters[i]->m_IgnoreVehicleTimer.Force(); + } + } + m_IgnoreVehicleTimer.Set( hunter_dodge_warning.GetFloat() * 4 ); + if ( hunter_dodge_debug.GetBool() ) + { + Msg( "Hunter %d rundown\n", entindex() ); + } + + if ( HasCondition( COND_SEE_ENEMY ) ) + { + if ( m_bPlanted && HasCondition( COND_CAN_RANGE_ATTACK2 ) ) + { + return SCHED_HUNTER_RANGE_ATTACK2; + } + else if ( random->RandomInt( 0, 1 ) ) + { + return SCHED_HUNTER_CHARGE_ENEMY; + } + else + { + return SCHED_MOVE_AWAY; + } + } + else + { + SetTarget( UTIL_GetLocalPlayer() ); + return SCHED_TARGET_FACE; + } + } + else + { + if ( hunter_dodge_debug.GetBool() ) + { + Msg( "Hunter %d safe from rundown\n", entindex() ); + } + for ( int i = 0; i < g_Hunters.Count(); i++ ) + { + g_Hunters[i]->m_RundownDelay.Set( 4 ); + g_Hunters[i]->m_IgnoreVehicleTimer.Force(); + } + if ( GetSquad() ) + { + GetSquad()->SetSquadData( HUNTER_RUNDOWN_SQUADDATA, iRundownCounter + 1 ); + } + } + } + + if ( HasCondition( COND_SEE_ENEMY ) ) + { + if ( hunter_dodge_debug.GetBool() ) + { + Msg( "Hunter %d try dodge\n", entindex() ); + } + return SCHED_HUNTER_DODGE; + } + else + { + SetTarget( UTIL_GetLocalPlayer() ); + return SCHED_TARGET_FACE; + } + + CSound *pBestSound = GetBestSound( SOUND_PHYSICS_DANGER ); + if ( pBestSound && ( pBestSound->SoundContext() & SOUND_CONTEXT_PLAYER_VEHICLE ) ) + { + return SCHED_ALERT_FACE_BESTSOUND; + } + } + + if ( HasCondition( COND_HUNTER_FORCED_FLANK_ENEMY ) ) + { + return SCHED_HUNTER_FLANK_ENEMY; + } + + if ( HasCondition( COND_HUNTER_STAGGERED ) /*|| HasCondition( COND_HUNTER_HIT_BY_STICKYBOMB )*/ ) + { + return SCHED_HUNTER_STAGGER; + } + + // Now that we're past all of the forced reactions to things, if we're running the siege + // behavior, go pick an appropriate siege schedule UNLESS we have an enemy. If we have + // an enemy, we should focus on attacking that enemy. + if( IsUsingSiegeTargets() ) + { + return SelectSiegeSchedule(); + } + + // back away if there's a magnade glued to my head. + if ( hunter_retreat_striderbusters.GetBool() /*&& GetEnemy() && ( GetEnemy()->IsPlayer() )*/ + && (m_hAttachedBusters.Count() > 0) + && m_fCorneredTimer < gpGlobals->curtime) + { + return SCHED_HUNTER_TAKE_COVER_FROM_ENEMY; + } + + if ( !BehaviorSelectSchedule() ) + { + switch ( GetState() ) + { + case NPC_STATE_IDLE: + { + return SCHED_HUNTER_PATROL; + } + + case NPC_STATE_ALERT: + { + if ( HasCondition( COND_HUNTER_SHOULD_PATROL ) ) + return SCHED_HUNTER_PATROL; + + break; + } + + case NPC_STATE_COMBAT: + { + return SelectCombatSchedule(); + } + } + } + + return BaseClass::SelectSchedule(); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CNPC_Hunter::TranslateSchedule( int scheduleType ) +{ + switch ( scheduleType ) + { + case SCHED_RANGE_ATTACK1: + { + return SCHED_HUNTER_RANGE_ATTACK1; + } + + case SCHED_RANGE_ATTACK2: + case SCHED_HUNTER_RANGE_ATTACK2: + { + if ( scheduleType == SCHED_RANGE_ATTACK2 ) + { + Msg( "HUNTER IGNORING SQUAD SLOTS\n" ); + } + + if ( IsStriderBuster( GetEnemy() ) ) + { + // Attack as FAST as possible. The point is to shoot down the buster. + return SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER; + } + + return SCHED_HUNTER_RANGE_ATTACK2; + } + + case SCHED_MELEE_ATTACK1: + { + return SCHED_HUNTER_MELEE_ATTACK1; + } + + case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK: + { + return SCHED_HUNTER_CHANGE_POSITION; + } + + case SCHED_ALERT_STAND: + { + if ( !hunter_disable_patrol.GetBool() ) + return SCHED_HUNTER_PATROL_RUN; + break; + } + + case SCHED_COMBAT_FACE: + { + return SCHED_HUNTER_COMBAT_FACE; + } + + case SCHED_HUNTER_PATROL: + { + if ( hunter_disable_patrol.GetBool() ) + { + return SCHED_IDLE_STAND; + } + break; + } + } + + return BaseClass::TranslateSchedule( scheduleType ); +} + + +//----------------------------------------------------------------------------- +// catch blockage while escaping magnade +//----------------------------------------------------------------------------- +void CNPC_Hunter::TaskFail( AI_TaskFailureCode_t code ) +{ + if ( IsCurSchedule( SCHED_HUNTER_TAKE_COVER_FROM_ENEMY, false ) && ( code == FAIL_NO_ROUTE_BLOCKED ) ) + { + // cornered! + if ( m_fCorneredTimer < gpGlobals->curtime ) + { + m_fCorneredTimer = gpGlobals->curtime + 6.0f; + } + } + + BaseClass::TaskFail( code ); +} + + +//----------------------------------------------------------------------------- +// The player is speeding toward us in a vehicle! Find a good activity for dodging. +//----------------------------------------------------------------------------- +void CNPC_Hunter::TaskFindDodgeActivity() +{ + if ( GetEnemy() == NULL ) + { + TaskFail( "No enemy to dodge" ); + return; + } + + Vector vecUp; + Vector vecRight; + GetVectors( NULL, &vecRight, &vecUp ); + + // TODO: find most perpendicular 8-way dodge when we get the anims + Vector vecEnemyDir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin(); + //Vector vecDir = CrossProduct( vecEnemyDir, vecUp ); + VectorNormalize( vecEnemyDir ); + if ( fabs( DotProduct( vecEnemyDir, vecRight ) ) > 0.7 ) + { + TaskFail( "Can't dodge, enemy approaching perpendicularly" ); + return; + } + + // Check left or right randomly first. + bool bDodgeLeft = false; + CBaseEntity *pVehicle = GetEnemyVehicle(); + if ( pVehicle ) + { + Ray_t enemyRay; + Ray_t perpendicularRay; + enemyRay.Init( pVehicle->GetAbsOrigin(), pVehicle->GetAbsOrigin() + pVehicle->GetSmoothedVelocity() ); + Vector vPerpendicularPt = vecEnemyDir; + vPerpendicularPt.y = -vPerpendicularPt.y; + perpendicularRay.Init( GetAbsOrigin(), GetAbsOrigin() + vPerpendicularPt ); + + enemyRay.m_Start.z = enemyRay.m_Delta.z = enemyRay.m_StartOffset.z; + perpendicularRay.m_Start.z = perpendicularRay.m_Delta.z = perpendicularRay.m_StartOffset.z; + + float t, s; + + IntersectRayWithRay( perpendicularRay, enemyRay, t, s ); + + if ( t > 0 ) + { + bDodgeLeft = true; + } + } + else if ( random->RandomInt( 0, 1 ) == 0 ) + { + bDodgeLeft = true; + } + + bool bFoundDir = false; + int nTries = 0; + + while ( !bFoundDir && ( nTries < 2 ) ) + { + // Pick a dodge activity to try. + if ( bDodgeLeft ) + { + m_eDodgeActivity = ACT_HUNTER_DODGEL; + } + else + { + m_eDodgeActivity = ACT_HUNTER_DODGER; + } + + // See where the dodge will put us. + Vector vecLocalDelta; + int nSeq = SelectWeightedSequence( m_eDodgeActivity ); + GetSequenceLinearMotion( nSeq, &vecLocalDelta ); + + // Transform the sequence delta into local space. + matrix3x4_t fRotateMatrix; + AngleMatrix( GetLocalAngles(), fRotateMatrix ); + Vector vecDelta; + VectorRotate( vecLocalDelta, fRotateMatrix, vecDelta ); + + // Trace a bit high so this works better on uneven terrain. + Vector testHullMins = GetHullMins(); + testHullMins.z += ( StepHeight() * 2 ); + + // See if all is clear in that direction. + trace_t tr; + HunterTraceHull_SkipPhysics( GetAbsOrigin(), GetAbsOrigin() + vecDelta, testHullMins, GetHullMaxs(), MASK_NPCSOLID, this, GetCollisionGroup(), &tr, VPhysicsGetObject()->GetMass() * 0.5f ); + + // TODO: dodge anyway if we'll make it a certain percentage of the way through the dodge? + if ( tr.fraction == 1.0f ) + { + //NDebugOverlay::SweptBox( GetAbsOrigin(), GetAbsOrigin() + vecDelta, testHullMins, GetHullMaxs(), QAngle( 0, 0, 0 ), 0, 255, 0, 128, 5 ); + bFoundDir = true; + TaskComplete(); + } + else + { + //NDebugOverlay::SweptBox( GetAbsOrigin(), GetAbsOrigin() + vecDelta, testHullMins, GetHullMaxs(), QAngle( 0, 0, 0 ), 255, 0, 0, 128, 5 ); + nTries++; + bDodgeLeft = !bDodgeLeft; + } + } + + if ( nTries < 2 ) + { + TaskComplete(); + } + else + { + TaskFail( "Couldn't find dodge position\n" ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::StartTask( const Task_t *pTask ) +{ + switch ( pTask->iTask ) + { + case TASK_HUNTER_FINISH_RANGE_ATTACK: + { + if( GetEnemy() != NULL && GetEnemy()->Classify() == CLASS_PLAYER_ALLY_VITAL ) + { + // Just finished shooting at Alyx! So forget her for a little while and get back on the player + // !!!LATER - make sure there's someone else in enemy memory to go bother. + GetEnemies()->SetTimeValidEnemy( GetEnemy(), gpGlobals->curtime + 10.0f ); + } + + if( m_hCurrentSiegeTarget ) + { + // We probably just fired at our siege target, so dump it. + KillCurrentSiegeTarget(); + } + + TaskComplete(); + } + + case TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY: + { + ChainStartTask( TASK_WAIT_FOR_MOVEMENT, pTask->flTaskData ); + break; + } + + case TASK_HUNTER_BEGIN_FLANK: + { + if ( IsInSquad() && GetSquad()->NumMembers() > 1 ) + { + // Flank relative to the other shooter in our squad. + // If there's no other shooter, just flank relative to any squad member. + AISquadIter_t iter; + CAI_BaseNPC *pNPC = GetSquad()->GetFirstMember( &iter ); + while ( pNPC == this ) + { + pNPC = GetSquad()->GetNextMember( &iter ); + } + + m_vSavePosition = pNPC->GetAbsOrigin(); + } + else + { + // Flank relative to our current position. + m_vSavePosition = GetAbsOrigin(); + } + + TaskComplete(); + break; + } + + case TASK_HUNTER_ANNOUNCE_FLANK: + { + EmitSound( "NPC_Hunter.FlankAnnounce" ); + TaskComplete(); + break; + } + + case TASK_HUNTER_DODGE: + { + if ( hunter_dodge_debug. GetBool() ) + { + Msg( "Hunter %d dodging\n", entindex() ); + } + SetIdealActivity( m_eDodgeActivity ); + break; + } + + // Guarantee a certain delay between volleys. If we aren't already planted, + // the plant transition animation will take care of that. + case TASK_HUNTER_PRE_RANGE_ATTACK2: + { + if ( !m_bPlanted || ( GetEnemy() && IsStriderBuster( GetEnemy() ) ) ) + { + TaskComplete(); + } + else + { + SetIdealActivity( ACT_HUNTER_ANGRY ); + } + break; + } + + case TASK_HUNTER_SHOOT_COMMIT: + { + // We're committing to shooting. Don't allow interrupts until after we've shot a bit (see TASK_RANGE_ATTACK1). + m_flShootAllowInterruptTime = gpGlobals->curtime + 100.0f; + TaskComplete(); + break; + } + + case TASK_RANGE_ATTACK2: + { + if ( GetEnemy() ) + { + bool bIsBuster = IsStriderBuster( GetEnemy() ); + if ( bIsBuster ) + { + AddFacingTarget( GetEnemy(), GetEnemy()->GetAbsOrigin() + GetEnemy()->GetSmoothedVelocity() * .5, 1.0, 0.8 ); + } + + // Start the firing sound. + //CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + //controller.SoundChangeVolume( m_pGunFiringSound, 1.0, hunter_first_flechette_delay.GetFloat() ); + + SetIdealActivity( ACT_RANGE_ATTACK2 ); + + // Decide how many shots to fire. + int nShots = hunter_flechette_volley_size.GetInt(); + if ( g_pGameRules->IsSkillLevel( SKILL_EASY ) ) + { + nShots--; + } + + // Decide when to fire the first shot. + float initialDelay = hunter_first_flechette_delay.GetFloat(); + if ( bIsBuster ) + { + initialDelay = 0; //*= 0.5; + } + + BeginVolley( nShots, gpGlobals->curtime + initialDelay ); + + // In case we need to miss on purpose, pick a direction now. + m_bMissLeft = false; + if ( random->RandomInt( 0, 1 ) == 0 ) + { + m_bMissLeft = true; + } + + LockBothEyes( initialDelay + ( nShots * hunter_flechette_delay.GetFloat() ) ); + } + else + { + TaskFail( FAIL_NO_ENEMY ); + } + + break; + } + + case TASK_HUNTER_STAGGER: + { + // Stagger in the direction the impact force would push us. + VMatrix worldToLocalRotation = EntityToWorldTransform(); + Vector vecLocalStaggerDir = worldToLocalRotation.InverseTR().ApplyRotation( m_vecStaggerDir ); + + float flStaggerYaw = VecToYaw( vecLocalStaggerDir ); + SetPoseParameter( gm_nStaggerYawPoseParam, flStaggerYaw ); + + // Go straight there! + SetActivity( ACT_RESET ); + SetActivity( ( Activity )ACT_HUNTER_STAGGER ); + break; + } + + case TASK_MELEE_ATTACK1: + { + SetLastAttackTime( gpGlobals->curtime ); + + if ( GetEnemy() && GetEnemy()->IsPlayer() ) + { + ResetIdealActivity( ( Activity )ACT_HUNTER_MELEE_ATTACK1_VS_PLAYER ); + } + else + { + ResetIdealActivity( ACT_MELEE_ATTACK1 ); + } + + break; + } + + case TASK_HUNTER_CORNERED_TIMER: + { + m_fCorneredTimer = gpGlobals->curtime + pTask->flTaskData; + + break; + } + + case TASK_HUNTER_FIND_SIDESTEP_POSITION: + { + if ( GetEnemy() == NULL ) + { + TaskFail( "No enemy to sidestep" ); + } + else + { + Vector vecUp; + GetVectors( NULL, NULL, &vecUp ); + + Vector vecEnemyDir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin(); + Vector vecDir = CrossProduct( vecEnemyDir, vecUp ); + VectorNormalize( vecDir ); + + // Sidestep left or right randomly. + if ( random->RandomInt( 0, 1 ) == 0 ) + { + vecDir *= -1; + } + + // Start high and then trace down so that it works on uneven terrain. + Vector vecPos = GetAbsOrigin() + Vector( 0, 0, 64 ) + random->RandomFloat( 120, 200 ) * vecDir; + + // Try to find the ground at the sidestep position. + trace_t tr; + UTIL_TraceLine( vecPos, vecPos + Vector( 0, 0, -128 ), MASK_NPCSOLID, NULL, COLLISION_GROUP_NONE, &tr ); + if ( tr.fraction < 1.0f ) + { + //NDebugOverlay::Line( vecPos, tr.endpos, 0, 255, 0, true, 10 ); + + m_vSavePosition = tr.endpos; + + TaskComplete(); + } + else + { + TaskFail( "Couldn't find sidestep position\n" ); + } + } + + break; + } + + case TASK_HUNTER_FIND_DODGE_POSITION: + { + TaskFindDodgeActivity(); + break; + } + + case TASK_HUNTER_CHARGE: + { + SetIdealActivity( ( Activity )ACT_HUNTER_CHARGE_START ); + break; + } + + case TASK_HUNTER_CHARGE_DELAY: + { + m_flNextChargeTime = gpGlobals->curtime + pTask->flTaskData; + TaskComplete(); + break; + } + + case TASK_DIE: + { + GetNavigator()->StopMoving(); + ResetActivity(); + SetIdealActivity( GetDeathActivity() ); + m_lifeState = LIFE_DYING; + + break; + } + + //case TASK_HUNTER_END_FLANK: + //{ + // + //} + + default: + { + BaseClass::StartTask( pTask ); + break; + } + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::RunTask( const Task_t *pTask ) +{ + switch ( pTask->iTask ) + { + case TASK_HUNTER_PRE_RANGE_ATTACK2: + { + if ( IsActivityFinished() ) + { + TaskComplete(); + } + break; + } + + case TASK_RANGE_ATTACK2: + { + if( !hunter_hate_thrown_striderbusters.GetBool() && GetEnemy() != NULL && IsStriderBuster( GetEnemy() ) ) + { + if( !IsValidEnemy(GetEnemy()) ) + { + TaskFail("No longer hate this StriderBuster"); + } + } + + bool bIsBuster = IsStriderBuster( GetEnemy() ); + if ( bIsBuster ) + { + Vector vFuturePosition = GetEnemy()->GetAbsOrigin() + GetEnemy()->GetSmoothedVelocity() * .3; + AddFacingTarget( GetEnemy(), vFuturePosition, 1.0, 0.8 ); + + Vector2D vToFuturePositon = ( vFuturePosition.AsVector2D() - GetAbsOrigin().AsVector2D() ); + vToFuturePositon.NormalizeInPlace(); + Vector2D facingDir = BodyDirection2D().AsVector2D(); + + float flDot = DotProduct2D( vToFuturePositon, facingDir ); + + if ( flDot < .4 ) + { + GetMotor()->SetIdealYawToTarget( vFuturePosition ); + GetMotor()->UpdateYaw(); + break; + } + } + + if ( gpGlobals->curtime >= m_flNextFlechetteTime ) + { + // Must have an enemy and a shot queued up. + bool bDone = false; + if ( GetEnemy() != NULL && m_nFlechettesQueued > 0 ) + { + if ( ShootFlechette( GetEnemy(), false ) ) + { + m_nClampedShots++; + } + else + { + m_nClampedShots = 0; + } + + m_nFlechettesQueued--; + + // If we fired three or more clamped shots in a row, call it quits so we don't look dumb. + if ( ( m_nClampedShots >= 3 ) || ( m_nFlechettesQueued == 0 ) ) + { + bDone = true; + } + else + { + // More shooting to do. Schedule our next flechette. + m_flNextFlechetteTime = gpGlobals->curtime + hunter_flechette_delay.GetFloat(); + } + } + else + { + bDone = true; + } + + if ( bDone ) + { + // Stop the firing sound. + //CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + //controller.SoundChangeVolume( m_pGunFiringSound, 0.0f, 0.1f ); + + DelayRangedAttackers( hunter_flechette_volley_end_min_delay.GetFloat(), hunter_flechette_volley_end_max_delay.GetFloat(), true ); + TaskComplete(); + } + } + + break; + } + + case TASK_GET_PATH_TO_ENEMY_LOS: + { + ChainRunTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData ); + break; + } + + case TASK_HUNTER_DODGE: + { + AutoMovement(); + + if ( IsActivityFinished() ) + { + TaskComplete(); + } + break; + } + + case TASK_HUNTER_CORNERED_TIMER: + { + TaskComplete(); + break; + } + + case TASK_HUNTER_STAGGER: + { + if ( IsActivityFinished() ) + { + TaskComplete(); + } + break; + } + + case TASK_HUNTER_CHARGE: + { + Activity eActivity = GetActivity(); + + // See if we're trying to stop after hitting/missing our target + if ( eActivity == ACT_HUNTER_CHARGE_STOP || eActivity == ACT_HUNTER_CHARGE_CRASH ) + { + if ( IsActivityFinished() ) + { + m_flNextChargeTime = gpGlobals->curtime + hunter_charge_min_delay.GetFloat() + random->RandomFloat( 0, 2.5 ) + random->RandomFloat( 0, 2.5 ); + float delayMultiplier = ( g_pGameRules->IsSkillLevel( SKILL_EASY ) ) ? 1.5 : 1.0; + float groupDelay = gpGlobals->curtime + ( 2.0 + random->RandomFloat( 0, 2 ) ) * delayMultiplier; + for ( int i = 0; i < g_Hunters.Count(); i++ ) + { + if ( g_Hunters[i] != this && g_Hunters[i]->m_flNextChargeTime < groupDelay ) + { + g_Hunters[i]->m_flNextChargeTime = groupDelay; + } + } + TaskComplete(); + return; + } + + // Still in the process of slowing down. Run movement until it's done. + AutoMovement(); + return; + } + + // Check for manual transition + if ( ( eActivity == ACT_HUNTER_CHARGE_START ) && ( IsActivityFinished() ) ) + { + SetIdealActivity( ACT_HUNTER_CHARGE_RUN ); + } + + // See if we're still running + if ( eActivity == ACT_HUNTER_CHARGE_RUN || eActivity == ACT_HUNTER_CHARGE_START ) + { + if ( HasCondition( COND_NEW_ENEMY ) || HasCondition( COND_LOST_ENEMY ) || HasCondition( COND_ENEMY_DEAD ) ) + { + SetIdealActivity( ACT_HUNTER_CHARGE_STOP ); + return; + } + else + { + if ( GetEnemy() != NULL ) + { + Vector goalDir = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ); + VectorNormalize( goalDir ); + + if ( DotProduct( BodyDirection2D(), goalDir ) < 0.25f ) + { + SetIdealActivity( ACT_HUNTER_CHARGE_STOP ); + } + } + } + } + + // 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_HUNTER_CHARGE_START ) + { + TaskFail( "Unable to make initial movement of charge\n" ); + return; + } + + // Crash unless we're trying to stop already + if ( eActivity != ACT_HUNTER_CHARGE_STOP ) + { + if ( moveTrace.fStatus == AIMR_BLOCKED_WORLD && moveTrace.vHitNormal == vec3_origin ) + { + SetIdealActivity( ACT_HUNTER_CHARGE_STOP ); + } + else + { + // Shake the screen + if ( moveTrace.fStatus != AIMR_BLOCKED_NPC ) + { + EmitSound( "NPC_Hunter.ChargeHitWorld" ); + UTIL_ScreenShake( GetAbsOrigin(), 16.0f, 4.0f, 1.0f, 400.0f, SHAKE_START ); + } + SetIdealActivity( ACT_HUNTER_CHARGE_CRASH ); + } + } + } + else if ( moveTrace.pObstruction ) + { + // If we hit another hunter, stop + if ( moveTrace.pObstruction->Classify() == CLASS_COMBINE_HUNTER ) + { + // Crash unless we're trying to stop already + if ( eActivity != ACT_HUNTER_CHARGE_STOP ) + { + SetIdealActivity( ACT_HUNTER_CHARGE_STOP ); + } + } + // If we hit an antlion, don't stop, but kill it + // We never have hunters and antlions together, but you never know. + else if (moveTrace.pObstruction->Classify() == CLASS_ANTLION ) + { + if ( FClassnameIs( moveTrace.pObstruction, "npc_antlionguard" ) ) + { + // Crash unless we're trying to stop already + if ( eActivity != ACT_HUNTER_CHARGE_STOP ) + { + SetIdealActivity( ACT_HUNTER_CHARGE_STOP ); + } + } + else + { + Hunter_ApplyChargeDamage( this, moveTrace.pObstruction, moveTrace.pObstruction->GetHealth() ); + } + } + } + } + + break; + } + + case TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY: + { + if ( GetEnemy() ) + { + Vector vecEnemyLKP = GetEnemyLKP(); + AddFacingTarget( GetEnemy(), vecEnemyLKP, 1.0, 0.8 ); + } + ChainRunTask( TASK_WAIT_FOR_MOVEMENT, pTask->flTaskData ); + break; + } + + default: + { + BaseClass::RunTask( pTask ); + break; + } + } +} + + +//----------------------------------------------------------------------------- +// Return true if our charge target is right in front of the hunter. +//----------------------------------------------------------------------------- +bool CNPC_Hunter::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_TraceHull( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), GetHullMins() * 0.5, GetHullMaxs() * 0.5, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); + if ( tr.m_pEnt == GetEnemy() ) + { + *pEntity = tr.m_pEnt; + return true; + } + } + } + + return false; +} + + +//----------------------------------------------------------------------------- +// 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_Hunter::ChargeLookAhead( void ) +{ +#if 0 + trace_t tr; + Vector vecForward; + GetVectors( &vecForward, NULL, NULL ); + Vector vecTestPos = GetAbsOrigin() + ( vecForward * m_flGroundSpeed * 0.75 ); + Vector testHullMins = GetHullMins(); + testHullMins.z += (StepHeight() * 2); + HunterTraceHull_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 ) + { + // dvs: TODO: + // Start playing the hit animation + //AddGesture( ACT_HUNTER_CHARGE_ANTICIPATION ); + } +#endif +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +float CNPC_Hunter::ChargeSteer() +{ + 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 + HunterTraceHull_SkipPhysics( GetAbsOrigin(), testPos, testHullMins, GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5f ); + + // Debug info + if ( g_debug_hunter_charge.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 ); + HunterTraceHull_SkipPhysics( GetAbsOrigin(), testPos, testHullMins, GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr, VPhysicsGetObject()->GetMass() * 0.5f ); + + // Debug + if ( g_debug_hunter_charge.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_hunter_charge.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 ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::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_hunter_dmg_charge.GetFloat(); + + // If it's being held by the player, break that bond + Pickup_ForcePlayerToDropThisObject( pTarget ); + + // Calculate the physics force + Hunter_ApplyChargeDamage( this, pTarget, flDamage ); +} + + +//----------------------------------------------------------------------------- +// Handles the hunter charging into something. Returns true if it hit the world. +//----------------------------------------------------------------------------- +bool CNPC_Hunter::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 hunter 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 hunter 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() ) + { + return true; + } + } + + // Hit anything we don't like + if ( IRelationType( pEntity ) == D_HT && ( GetNextAttack() < gpGlobals->curtime ) ) + { + EmitSound( "NPC_Hunter.ChargeHitEnemy" ); + + // dvs: TODO: + //if ( !IsPlayingGesture( ACT_HUNTER_CHARGE_HIT ) ) + //{ + // RestartGesture( ACT_HUNTER_CHARGE_HIT ); + //} + + ChargeDamage( pEntity ); + + if ( !pEntity->IsNPC() ) + { + pEntity->ApplyAbsVelocityImpulse( ( BodyDirection2D() * 400 ) + Vector( 0, 0, 200 ) ); + } + + if ( !pEntity->IsAlive() && GetEnemy() == pEntity ) + { + SetEnemy( NULL ); + } + + SetNextAttack( gpGlobals->curtime + 2.0f ); + + if ( !pEntity->IsAlive() || !pEntity->IsNPC() ) + { + SetIdealActivity( ACT_HUNTER_CHARGE_STOP ); + return false; + } + else + return true; + + } + + // Hit something we don't hate. If it's not moveable, crash into it. + if ( pEntity->GetMoveType() == MOVETYPE_NONE || pEntity->GetMoveType() == MOVETYPE_PUSH ) + { + CBreakable *pBreakable = dynamic_cast<CBreakable *>(pEntity); + if ( pBreakable && pBreakable->IsBreakable() && pBreakable->m_takedamage == DAMAGE_YES && pBreakable->GetHealth() > 0 ) + { + ChargeDamage( pEntity ); + } + 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() ) + return true; + + float entMass = PhysGetEntityMass( pEntity ) ; + float minMass = VPhysicsGetObject()->GetMass() * 0.5f; + if ( entMass < minMass ) + { + if ( entMass < minMass * 0.666f || pEntity->CollisionProp()->BoundingRadius() < GetHullHeight() ) + { + if ( pEntity->GetHealth() > 0 ) + { + CBreakableProp *pBreakable = dynamic_cast<CBreakableProp *>(pEntity); + if ( pBreakable && pBreakable->m_takedamage == DAMAGE_YES && pBreakable->GetHealth() > 0 && pBreakable->GetHealth() <= 50 ) + { + ChargeDamage( pEntity ); + } + } + pEntity->SetNavIgnore( 2.0 ); + return false; + } + } + return true; + + } + } + + return false; +} + + +//------------------------------------------------------------------------------------------------- +//------------------------------------------------------------------------------------------------- +void CNPC_Hunter::Explode() +{ + Vector velocity = vec3_origin; + AngularImpulse angVelocity = RandomAngularImpulse( -150, 150 ); + + PropBreakableCreateAll( GetModelIndex(), NULL, EyePosition(), GetAbsAngles(), velocity, angVelocity, 1.0, 150, COLLISION_GROUP_NPC, this ); + + ExplosionCreate( EyePosition(), GetAbsAngles(), this, 500, 256, (SF_ENVEXPLOSION_NOPARTICLES|SF_ENVEXPLOSION_NOSPARKS|SF_ENVEXPLOSION_NODLIGHTS|SF_ENVEXPLOSION_NODAMAGE|SF_ENVEXPLOSION_NOSMOKE), false ); + + // Create liquid fountain gushtacular effect here! + CEffectData data; + + data.m_vOrigin = EyePosition(); + data.m_vNormal = Vector( 0, 0, 1 ); + data.m_flScale = 4.0f; + + DispatchEffect( "StriderBlood", data ); + + // Go away + m_lifeState = LIFE_DEAD; + + SetThink( &CNPC_Hunter::SUB_Remove ); + SetNextThink( gpGlobals->curtime + 0.1f ); + + AddEffects( EF_NODRAW ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +Activity CNPC_Hunter::NPC_TranslateActivity( Activity baseAct ) +{ + if ( ( baseAct == ACT_WALK ) || ( baseAct == ACT_RUN ) ) + { + if ( GetEnemy() ) + { + Vector vecEnemyLKP = GetEnemyLKP(); + + // Only start facing when we're close enough + if ( UTIL_DistApprox( vecEnemyLKP, GetAbsOrigin() ) < HUNTER_FACE_ENEMY_DIST ) + { + return (Activity)ACT_HUNTER_WALK_ANGRY; + } + } + } + else if ( ( baseAct == ACT_IDLE ) && m_bPlanted ) + { + return ( Activity )ACT_HUNTER_IDLE_PLANTED; + } + else if ( baseAct == ACT_RANGE_ATTACK2 ) + { + if ( !m_bPlanted && ( m_bEnableUnplantedShooting || IsStriderBuster( GetEnemy() ) ) ) + { + return (Activity)ACT_HUNTER_RANGE_ATTACK2_UNPLANTED; + } + } + + return BaseClass::NPC_TranslateActivity( baseAct ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::HandleAnimEvent( animevent_t *pEvent ) +{ + Vector footPosition; + QAngle angles; + + if ( pEvent->event == AE_HUNTER_FOOTSTEP_LEFT ) + { + LeftFootHit( pEvent->eventtime ); + return; + } + + if ( pEvent->event == AE_HUNTER_FOOTSTEP_RIGHT ) + { + RightFootHit( pEvent->eventtime ); + return; + } + + if ( pEvent->event == AE_HUNTER_FOOTSTEP_BACK ) + { + BackFootHit( pEvent->eventtime ); + return; + } + + if ( pEvent->event == AE_HUNTER_START_EXPRESSION ) + { + if ( pEvent->options && Q_strlen( pEvent->options ) ) + { + //m_iszCurrentExpression = AllocPooledString( pEvent->options ); + //SetExpression( pEvent->options ); + } + return; + } + + if ( pEvent->event == AE_HUNTER_END_EXPRESSION ) + { + if ( pEvent->options && Q_strlen( pEvent->options ) ) + { + //m_iszCurrentExpression = NULL_STRING; + //RemoveActorFromScriptedScenes( this, true, false, pEvent->options ); + } + return; + } + + if ( pEvent->event == AE_HUNTER_MELEE_ANNOUNCE ) + { + EmitSound( "NPC_Hunter.MeleeAnnounce" ); + return; + } + + if ( pEvent->event == AE_HUNTER_MELEE_ATTACK_LEFT ) + { + Vector right, forward, dir; + AngleVectors( GetLocalAngles(), &forward, &right, NULL ); + + right = right * -100; + forward = forward * 600; + dir = right + forward; + QAngle angle( 25, 30, -20 ); + + MeleeAttack( HUNTER_MELEE_REACH, sk_hunter_dmg_one_slash.GetFloat(), angle, dir, HUNTER_BLOOD_LEFT_FOOT ); + return; + } + + if ( pEvent->event == AE_HUNTER_MELEE_ATTACK_RIGHT ) + { + Vector right, forward,dir; + AngleVectors( GetLocalAngles(), &forward, &right, NULL ); + + right = right * 100; + forward = forward * 600; + dir = right + forward; + + QAngle angle( 25, -30, 20 ); + + MeleeAttack( HUNTER_MELEE_REACH, sk_hunter_dmg_one_slash.GetFloat(), angle, dir, HUNTER_BLOOD_LEFT_FOOT ); + return; + } + + if ( pEvent->event == AE_HUNTER_SPRAY_BLOOD ) + { + Vector vecOrigin; + Vector vecDir; + + // spray blood from the attachment point + bool bGotAttachment = false; + if ( pEvent->options ) + { + QAngle angDir; + if ( GetAttachment( pEvent->options, vecOrigin, angDir ) ) + { + bGotAttachment = true; + AngleVectors( angDir, &vecDir, NULL, NULL ); + } + } + + // fall back to our center, tracing forward + if ( !bGotAttachment ) + { + vecOrigin = WorldSpaceCenter(); + GetVectors( &vecDir, NULL, NULL ); + } + + UTIL_BloodSpray( vecOrigin, vecDir, BLOOD_COLOR_RED, 4, FX_BLOODSPRAY_ALL ); + + for ( int i = 0 ; i < 3 ; i++ ) + { + Vector vecTraceDir = vecDir; + vecTraceDir.x += random->RandomFloat( -0.1, 0.1 ); + vecTraceDir.y += random->RandomFloat( -0.1, 0.1 ); + vecTraceDir.z += random->RandomFloat( -0.1, 0.1 ); + + trace_t tr; + AI_TraceLine( vecOrigin, vecOrigin + ( vecTraceDir * 192.0f ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); + if ( tr.fraction != 1.0 ) + { + UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED ); + } + } + + return; + } + + BaseClass::HandleAnimEvent( pEvent ); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority ) +{ + if ( nDisposition == D_HT && pEntity->ClassMatches("npc_bullseye") ) + UpdateEnemyMemory( pEntity, pEntity->GetAbsOrigin() ); + BaseClass::AddEntityRelationship( pEntity, nDisposition, nPriority ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity ) +{ + if ( IsCurSchedule( SCHED_HUNTER_RANGE_ATTACK1, false ) ) + { + SetGoalEnt( pGoalEntity ); + return true; + } + return BaseClass::ScheduledMoveToGoalEntity( scheduleType, pGoalEntity, movementActivity ); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::OnChangeHintGroup( string_t oldGroup, string_t newGroup ) +{ + SetCondition( COND_HUNTER_NEW_HINTGROUP ); + m_CheckHintGroupTimer.Set( 10 ); +} + + +//----------------------------------------------------------------------------- +// Tells whether any given hunter is in a squad that contains other hunters. +// This is useful for preventing timid behavior for Hunters that are not +// supported by other hunters. +// +// NOTE: This counts the self! So a hunter that is alone in his squad +// receives a result of 1. +//----------------------------------------------------------------------------- +int CNPC_Hunter::NumHuntersInMySquad() +{ + AISquadIter_t iter; + CAI_BaseNPC *pSquadmate = m_pSquad ? m_pSquad->GetFirstMember( &iter ) : NULL; + + if( !pSquadmate ) + { + // Not in a squad at all, but the caller is not concerned with that. Just + // tell them that we're in a squad of one (ourself) + return 1; + } + + int count = 0; + + while ( pSquadmate ) + { + if( pSquadmate->m_iClassname == m_iClassname ) + count++; + + pSquadmate = m_pSquad->GetNextMember( &iter ); + } + + return count; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::FollowStrider( const char *szStrider ) +{ + if ( !szStrider ) + return; + + CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, szStrider, this ); + CNPC_Strider *pStrider = dynamic_cast <CNPC_Strider *>( pEnt ); + FollowStrider(pStrider); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::FollowStrider( CNPC_Strider * pStrider ) +{ + if ( !IsAlive() ) + { + return; + } + + if ( pStrider ) + { + if ( m_EscortBehavior.GetFollowTarget() != pStrider ) + { + m_iszFollowTarget = pStrider->GetEntityName(); + if ( m_iszFollowTarget == NULL_STRING ) + { + m_iszFollowTarget = AllocPooledString( "unnamed_strider" ); + } + m_EscortBehavior.SetEscortTarget( pStrider ); + } + } + else + { + DevWarning("Hunter set to follow entity %s that is not a strider\n", STRING( m_iszFollowTarget ) ); + m_iszFollowTarget = AllocPooledString( "unknown_strider" ); + } +} + +void CAI_HunterEscortBehavior::SetEscortTarget( CNPC_Strider *pStrider, bool fFinishCurSchedule ) +{ + m_bEnabled = true; + + if ( GetOuter()->GetSquad() ) + { + GetOuter()->GetSquad()->RemoveFromSquad( GetOuter() ); + } + + for ( int i = 0; i < g_Hunters.Count(); i++ ) + { + if ( g_Hunters[i]->m_EscortBehavior.GetFollowTarget() == pStrider ) + { + Assert( g_Hunters[i]->GetSquad() ); + g_Hunters[i]->GetSquad()->AddToSquad( GetOuter() ); + break; + } + } + + if ( !GetOuter()->GetSquad() ) + { + GetOuter()->AddToSquad( AllocPooledString( CFmtStr( "%s_hunter_squad", STRING( pStrider->GetEntityName() ) ) ) ); + } + + BaseClass::SetFollowTarget( pStrider ); + m_flTimeEscortReturn = gpGlobals->curtime; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::InputEnableUnplantedShooting( inputdata_t &inputdata ) +{ + m_bEnableUnplantedShooting = true; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::InputDisableUnplantedShooting( inputdata_t &inputdata ) +{ + m_bEnableUnplantedShooting = false; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::InputFollowStrider( inputdata_t &inputdata ) +{ + m_iszFollowTarget = inputdata.value.StringID(); + if ( m_iszFollowTarget == s_iszStriderClassname ) + { + m_EscortBehavior.m_bEnabled = true; + m_iszFollowTarget = NULL_STRING; + } + m_BeginFollowDelay.Start( .1 ); // Allow time for strider to spawn +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::InputUseSiegeTargets( inputdata_t &inputdata ) +{ + m_iszSiegeTargetName = inputdata.value.StringID(); + m_flTimeNextSiegeTargetAttack = gpGlobals->curtime + random->RandomFloat( 1, hunter_siege_frequency.GetFloat() ); + + if( m_iszSiegeTargetName == NULL_STRING ) + { + // Turning the feature off. Restore m_flDistTooFar to default. + m_flDistTooFar = hunter_flechette_max_range.GetFloat(); + m_pSiegeTargets.RemoveAll(); + } + else + { + // We're going into siege mode. Adjust range accordingly. + m_flDistTooFar = hunter_flechette_max_range.GetFloat() * HUNTER_SIEGE_MAX_DIST_MODIFIER; + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::InputDodge( inputdata_t &inputdata ) +{ + SetCondition( COND_HUNTER_FORCED_DODGE ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::InputFlankEnemy( inputdata_t &inputdata ) +{ + SetCondition( COND_HUNTER_FORCED_FLANK_ENEMY ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::InputDisableShooting( inputdata_t &inputdata ) +{ + m_bDisableShooting = true; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::InputEnableShooting( inputdata_t &inputdata ) +{ + m_bDisableShooting = false; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::InputEnableSquadShootDelay( inputdata_t &inputdata ) +{ + m_bEnableSquadShootDelay = true; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::InputDisableSquadShootDelay( inputdata_t &inputdata ) +{ + m_bEnableSquadShootDelay = false; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) +{ + return BaseClass::FVisible( pEntity, traceMask, ppBlocker ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::IsValidEnemy( CBaseEntity *pTarget ) +{ + if ( IsStriderBuster( pTarget) ) + { + if ( !m_EscortBehavior.m_bEnabled || !m_EscortBehavior.GetEscortTarget() ) + { + // We only hate striderbusters when we are actively protecting a strider. + return false; + } + + if ( pTarget->VPhysicsGetObject() ) + { + if ( ( pTarget->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) && + hunter_hate_held_striderbusters.GetBool() ) + { + if ( gpGlobals->curtime - StriderBuster_GetPickupTime( pTarget ) > hunter_hate_held_striderbusters_delay.GetFloat()) + { + if ( StriderBuster_NumFlechettesAttached( pTarget ) <= 2 ) + { + if ( m_EscortBehavior.GetEscortTarget() && + ( m_EscortBehavior.GetEscortTarget()->GetAbsOrigin().AsVector2D() - pTarget->GetAbsOrigin().AsVector2D() ).LengthSqr() < Square( hunter_hate_held_striderbusters_tolerance.GetFloat() ) ) + { + return true; + } + } + } + return false; + } + + bool bThrown = ( pTarget->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_WAS_THROWN ) != 0; + bool bAttached = StriderBuster_IsAttachedStriderBuster( pTarget ); + + if ( ( bThrown && !bAttached ) && hunter_hate_thrown_striderbusters.GetBool() ) + { + float t; + float dist = CalcDistanceSqrToLineSegment2D( m_EscortBehavior.GetEscortTarget()->GetAbsOrigin().AsVector2D(), + pTarget->GetAbsOrigin().AsVector2D(), + pTarget->GetAbsOrigin().AsVector2D() + pTarget->GetSmoothedVelocity().AsVector2D(), &t ); + + if ( t > 0 && dist < Square( hunter_hate_thrown_striderbusters_tolerance.GetFloat() )) + { + return true; + } + return false; + } + + if ( bAttached && StriderBuster_IsAttachedStriderBuster( pTarget, m_EscortBehavior.GetEscortTarget() ) && hunter_hate_attached_striderbusters.GetBool() ) + { + return true; + } + } + return false; + } + + return BaseClass::IsValidEnemy( pTarget ); +} + + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +Disposition_t CNPC_Hunter::IRelationType( CBaseEntity *pTarget ) +{ + if ( !pTarget ) + return D_NU; + + if ( IsStriderBuster( pTarget ) ) + { + if ( HateThisStriderBuster( pTarget ) ) + return D_HT; + + return D_NU; + } + + if ( hunter_retreat_striderbusters.GetBool() ) + { + if ( pTarget->IsPlayer() && (m_hAttachedBusters.Count() > 0) ) + { + return D_FR; + } + } + + return BaseClass::IRelationType( pTarget ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CNPC_Hunter::IRelationPriority( CBaseEntity *pTarget ) +{ + if ( IsStriderBuster( pTarget ) ) + { + // If we're here, we already know that we hate striderbusters. + return 1000.0f; + } + + return BaseClass::IRelationPriority( pTarget ); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::SetSquad( CAI_Squad *pSquad ) +{ + BaseClass::SetSquad( pSquad ); + if ( pSquad && pSquad->NumMembers() == 1 ) + { + pSquad->SetSquadData( HUNTER_RUNDOWN_SQUADDATA, 0 ); + } +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::OnSeeEntity( CBaseEntity *pEntity ) +{ + BaseClass::OnSeeEntity(pEntity); + + if ( IsStriderBuster( pEntity ) && IsValidEnemy( pEntity ) ) + { + SetCondition( COND_HUNTER_SEE_STRIDERBUSTER ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer ) +{ + //EmitSound( "NPC_Hunter.Alert" ); + return BaseClass::UpdateEnemyMemory( pEnemy, position, pInformer ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::CanPlantHere( const Vector &vecPos ) +{ + // TODO: cache results? + //if ( vecPos == m_vecLastCanPlantHerePos ) + //{ + // return m_bLastCanPlantHere; + //} + + Vector vecMins = GetHullMins(); + Vector vecMaxs = GetHullMaxs(); + + vecMins.x -= 16; + vecMins.y -= 16; + + vecMaxs.x += 16; + vecMaxs.y += 16; + vecMaxs.z -= hunter_plant_adjust_z.GetInt(); + + bool bResult = false; + + trace_t tr; + UTIL_TraceHull( vecPos, vecPos, vecMins, vecMaxs, MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr ); + if ( tr.startsolid ) + { + // Try again, tracing down from above. + Vector vecStart = vecPos; + vecStart.z += hunter_plant_adjust_z.GetInt(); + + UTIL_TraceHull( vecStart, vecPos, vecMins, vecMaxs, MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr ); + } + + if ( tr.startsolid ) + { + //NDebugOverlay::Box( vecPos, vecMins, vecMaxs, 255, 0, 0, 0, 0 ); + } + else + { + //NDebugOverlay::Box( vecPos, vecMins, vecMaxs, 0, 255, 0, 0, 0 ); + bResult = true; + } + + // Cache the results in case we ask again for the same spot. + //m_vecLastCanPlantHerePos = vecPos; + //m_bLastCanPlantHere = bResult; + + return bResult; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CNPC_Hunter::MeleeAttack1ConditionsVsEnemyInVehicle( CBaseCombatCharacter *pEnemy, float flDot ) +{ + if( !IsCorporealEnemy( GetEnemy() ) ) + return COND_NONE; + + // Try and trace a box to the player, and if I hit the vehicle, attack it + Vector vecDelta = (pEnemy->WorldSpaceCenter() - WorldSpaceCenter()); + VectorNormalize( vecDelta ); + trace_t tr; + AI_TraceHull( WorldSpaceCenter(), WorldSpaceCenter() + (vecDelta * 64), -Vector(8,8,8), Vector(8,8,8), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + if ( tr.fraction != 1.0 && tr.m_pEnt == pEnemy->GetVehicleEntity() ) + { + // We're near the vehicle. Are we facing it? + if (flDot < 0.7) + return COND_NOT_FACING_ATTACK; + + return COND_CAN_MELEE_ATTACK1; + } + + return COND_TOO_FAR_TO_ATTACK; +} + + +//----------------------------------------------------------------------------- +// For innate melee attack +//----------------------------------------------------------------------------- +int CNPC_Hunter::MeleeAttack1Conditions ( float flDot, float flDist ) +{ + if ( !IsCorporealEnemy( GetEnemy() ) ) + return COND_NONE; + + if ( ( gpGlobals->curtime < m_flNextMeleeTime ) && // allow berzerk bashing if cornered + !( m_hAttachedBusters.Count() > 0 && gpGlobals->curtime < m_fCorneredTimer ) ) + { + return COND_NONE; + } + + if ( GetEnemy()->Classify() == CLASS_PLAYER_ALLY_VITAL ) + { + return COND_NONE; + } + + if ( flDist > HUNTER_MELEE_REACH ) + { + // Translate a hit vehicle into its passenger if found + if ( GetEnemy() != NULL ) + { + CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer(); + if ( pCCEnemy != NULL && pCCEnemy->IsInAVehicle() ) + { + return MeleeAttack1ConditionsVsEnemyInVehicle( pCCEnemy, flDot ); + } + +#if defined(HL2_DLL) && !defined(HL2MP) + // If the player is holding an object, knock it down. + if ( GetEnemy()->IsPlayer() ) + { + CBasePlayer *pPlayer = ToBasePlayer( GetEnemy() ); + + Assert( pPlayer != NULL ); + + // Is the player carrying something? + CBaseEntity *pObject = GetPlayerHeldEntity(pPlayer); + + if ( !pObject ) + { + pObject = PhysCannonGetHeldEntity( pPlayer->GetActiveWeapon() ); + } + + if ( pObject ) + { + float flDist = pObject->WorldSpaceCenter().DistTo( WorldSpaceCenter() ); + + if ( flDist <= HUNTER_MELEE_REACH ) + { + return COND_CAN_MELEE_ATTACK1; + } + } + } +#endif + } + + return COND_TOO_FAR_TO_ATTACK; + } + + if (flDot < 0.7) + { + return COND_NOT_FACING_ATTACK; + } + + // Build a cube-shaped hull, the same hull that MeleeAttack is going to use. + Vector vecMins = GetHullMins(); + Vector vecMaxs = GetHullMaxs(); + vecMins.z = vecMins.x; + vecMaxs.z = vecMaxs.x; + + Vector forward; + GetVectors( &forward, NULL, NULL ); + + trace_t tr; + AI_TraceHull( WorldSpaceCenter(), WorldSpaceCenter() + forward * HUNTER_MELEE_REACH, vecMins, vecMaxs, MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr ); + + if ( tr.fraction == 1.0 || !tr.m_pEnt ) + { + // This attack would miss completely. Trick the hunter into moving around some more. + return COND_TOO_FAR_TO_ATTACK; + } + + if ( tr.m_pEnt == GetEnemy() || tr.m_pEnt->IsNPC() || (tr.m_pEnt->m_takedamage == DAMAGE_YES && (dynamic_cast<CBreakableProp*>(tr.m_pEnt))) ) + { + // Let the hunter swipe at his enemy if he's going to hit them. + // Also let him swipe at NPC's that happen to be between the hunter and the enemy. + // This makes mobs of hunters seem more rowdy since it doesn't leave guys in the back row standing around. + // Also let him swipe at things that takedamage, under the assumptions that they can be broken. + return COND_CAN_MELEE_ATTACK1; + } + + // dvs TODO: incorporate this + /*if ( tr.m_pEnt->IsBSPModel() ) + { + // The trace hit something solid, but it's not the enemy. If this item is closer to the hunter than + // the enemy is, treat this as an obstruction. + Vector vecToEnemy = GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter(); + Vector vecTrace = tr.endpos - tr.startpos; + + if ( vecTrace.Length2DSqr() < vecToEnemy.Length2DSqr() ) + { + return COND_HUNTER_LOCAL_MELEE_OBSTRUCTION; + } + }*/ + + if ( !tr.m_pEnt->IsWorld() && GetEnemy() && GetEnemy()->GetGroundEntity() == tr.m_pEnt ) + { + // Try to swat whatever the player is standing on instead of acting like a dill. + return COND_CAN_MELEE_ATTACK1; + } + + // Move around some more + return COND_TOO_FAR_TO_ATTACK; +} + + +//----------------------------------------------------------------------------- +// For innate melee attack +//----------------------------------------------------------------------------- +int CNPC_Hunter::MeleeAttack2Conditions ( float flDot, float flDist ) +{ + return COND_NONE; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::IsCorporealEnemy( CBaseEntity *pEnemy ) +{ + if( !pEnemy ) + return false; + + // Generally speaking, don't melee attack anything the player can't see. + if( pEnemy->IsEffectActive( EF_NODRAW ) ) + return false; + + // Don't flank, melee attack striderbusters. + if ( IsStriderBuster( pEnemy ) ) + return false; + + return true; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CNPC_Hunter::RangeAttack1Conditions( float flDot, float flDist ) +{ + return COND_NONE; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CNPC_Hunter::RangeAttack2Conditions( float flDot, float flDist ) +{ + bool bIsBuster = IsStriderBuster( GetEnemy() ); + bool bIsPerfectBullseye = ( GetEnemy() && dynamic_cast<CNPC_Bullseye *>(GetEnemy()) && ((CNPC_Bullseye *)GetEnemy())->UsePerfectAccuracy() ); + + if ( !bIsPerfectBullseye && !bIsBuster && !hunter_flechette_test.GetBool() && ( gpGlobals->curtime < m_flNextRangeAttack2Time ) ) + { + return COND_NONE; + } + + if ( m_bDisableShooting ) + { + return COND_NONE; + } + + if ( !HasCondition( COND_SEE_ENEMY ) ) + { + return COND_NONE; + } + + float flMaxFlechetteRange = hunter_flechette_max_range.GetFloat(); + + if ( IsUsingSiegeTargets() ) + { + flMaxFlechetteRange *= HUNTER_SIEGE_MAX_DIST_MODIFIER; + } + + if ( !bIsBuster && ( flDist > flMaxFlechetteRange ) ) + { + return COND_TOO_FAR_TO_ATTACK; + } + else if ( !bIsBuster && ( !GetEnemy() || !GetEnemy()->ClassMatches( "npc_bullseye" ) ) && flDist < hunter_flechette_min_range.GetFloat() ) + { + return COND_TOO_CLOSE_TO_ATTACK; + } + else if ( flDot < HUNTER_FACING_DOT ) + { + return COND_NOT_FACING_ATTACK; + } + + if ( !bIsBuster && !m_bEnableUnplantedShooting && !hunter_flechette_test.GetBool() && !CanPlantHere( GetAbsOrigin() ) ) + { + return COND_HUNTER_CANT_PLANT; + } + + return COND_CAN_RANGE_ATTACK2; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions) +{ + CBaseEntity *pTargetEnt; + + pTargetEnt = GetEnemy(); + + trace_t tr; + Vector vFrom = ownerPos + GetViewOffset(); + AI_TraceLine( vFrom, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + + if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) ) + { + static Vector vMins( -2.0, -2.0, -2.0 ); + static Vector vMaxs( -vMins); + // Hit the enemy, or hit nothing (traced all the way to a nonsolid enemy like a bullseye) + AI_TraceHull( vFrom - Vector( 0, 0, 18 ), targetPos, vMins, vMaxs, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); + + if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) ) + { + if ( hunter_show_weapon_los_condition.GetBool() ) + { + NDebugOverlay::Line( vFrom, targetPos, 255, 0, 255, false, 0.1 ); + NDebugOverlay::Line( vFrom - Vector( 0, 0, 18 ), targetPos, 0, 0, 255, false, 0.1 ); + } + return true; + } + } + else if ( bSetConditions ) + { + SetCondition( COND_WEAPON_SIGHT_OCCLUDED ); + SetEnemyOccluder( tr.m_pEnt ); + } + + return false; +} + +//----------------------------------------------------------------------------- +// Look in front and see if the claw hit anything. +// +// Input : flDist distance to trace +// iDamage damage to do if attack hits +// vecViewPunch camera punch (if attack hits player) +// vecVelocityPunch velocity punch (if attack hits player) +// +// Output : The entity hit by claws. NULL if nothing. +//----------------------------------------------------------------------------- +CBaseEntity *CNPC_Hunter::MeleeAttack( float flDist, int iDamage, QAngle &qaViewPunch, Vector &vecVelocityPunch, int BloodOrigin ) +{ + // Added test because claw attack anim sometimes used when for cases other than melee + if ( GetEnemy() ) + { + trace_t tr; + AI_TraceHull( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), -Vector(8,8,8), Vector(8,8,8), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); + + if ( tr.fraction < 1.0f ) + return NULL; + } + + // + // Trace out a cubic section of our hull and see what we hit. + // + Vector vecMins = GetHullMins(); + Vector vecMaxs = GetHullMaxs(); + vecMins.z = vecMins.x; + vecMaxs.z = vecMaxs.x; + + CBaseEntity *pHurt = CheckTraceHullAttack( flDist, vecMins, vecMaxs, iDamage, DMG_SLASH ); + + if ( pHurt ) + { + EmitSound( "NPC_Hunter.MeleeHit" ); + EmitSound( "NPC_Hunter.TackleHit" ); + + CBasePlayer *pPlayer = ToBasePlayer( pHurt ); + + if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE ) ) + { + pPlayer->ViewPunch( qaViewPunch ); + pPlayer->VelocityPunch( vecVelocityPunch ); + + // Shake the screen + UTIL_ScreenShake( pPlayer->GetAbsOrigin(), 100.0, 1.5, 1.0, 2, SHAKE_START ); + + // Red damage indicator + color32 red = { 128, 0, 0, 128 }; + UTIL_ScreenFade( pPlayer, red, 1.0f, 0.1f, FFADE_IN ); + + /*if ( UTIL_ShouldShowBlood( pPlayer->BloodColor() ) ) + { + // Spray some of the player's blood on the hunter. + trace_t tr; + + Vector vecHunterEyePos; // = EyePosition(); + QAngle angDiscard; + GetBonePosition( LookupBone( "MiniStrider.top_eye_bone" ), vecHunterEyePos, angDiscard ); + + Vector vecPlayerEyePos = pPlayer->EyePosition(); + + Vector vecDir = vecHunterEyePos - vecPlayerEyePos; + float flLen = VectorNormalize( vecDir ); + + Vector vecStart = vecPlayerEyePos - ( vecDir * 64 ); + Vector vecEnd = vecPlayerEyePos + ( vecDir * ( flLen + 64 ) ); + + NDebugOverlay::HorzArrow( vecStart, vecEnd, 16, 255, 255, 0, 255, false, 10 ); + + UTIL_TraceLine( vecStart, vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr ); + + if ( tr.m_pEnt ) + { + Msg( "Hit %s!!!\n", tr.m_pEnt->GetDebugName() ); + UTIL_DecalTrace( &tr, "Blood" ); + } + }*/ + } + else if ( !pPlayer ) + { + if ( IsMovablePhysicsObject( pHurt ) ) + { + // If it's a vphysics object that's too heavy, crash into it too. + IPhysicsObject *pPhysics = pHurt->VPhysicsGetObject(); + if ( pPhysics ) + { + // If the object is being held by the player, break it or make them drop it. + if ( pPhysics->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) + { + // If it's breakable, break it. + if ( pHurt->m_takedamage == DAMAGE_YES ) + { + CBreakableProp *pBreak = dynamic_cast<CBreakableProp*>(pHurt); + if ( pBreak ) + { + CTakeDamageInfo info( this, this, 20, DMG_SLASH ); + pBreak->Break( this, info ); + } + } + } + } + } + + if ( UTIL_ShouldShowBlood(pHurt->BloodColor()) ) + { + // Hit an NPC. Bleed them! + Vector vecBloodPos; + + switch ( BloodOrigin ) + { + case HUNTER_BLOOD_LEFT_FOOT: + { + if ( GetAttachment( "blood_left", vecBloodPos ) ) + { + SpawnBlood( vecBloodPos, g_vecAttackDir, pHurt->BloodColor(), MIN( iDamage, 30 ) ); + } + + break; + } + } + } + } + } + else + { + // TODO: + //AttackMissSound(); + } + + m_flNextMeleeTime = gpGlobals->curtime + hunter_melee_delay.GetFloat(); + + return pHurt; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::TestShootPosition(const Vector &vecShootPos, const Vector &targetPos ) +{ + if ( !CanPlantHere(vecShootPos ) ) + { + return false; + } + + return BaseClass::TestShootPosition( vecShootPos, targetPos ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +Vector CNPC_Hunter::Weapon_ShootPosition( ) +{ + matrix3x4_t gunMatrix; + GetAttachment( gm_nTopGunAttachment, gunMatrix ); + + Vector vecShootPos; + MatrixGetColumn( gunMatrix, 3, vecShootPos ); + + return vecShootPos; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ) +{ + float flTracerDist; + Vector vecDir; + Vector vecEndPos; + + vecDir = tr.endpos - vecTracerSrc; + + flTracerDist = VectorNormalize( vecDir ); + + int nAttachment = LookupAttachment( "MiniGun" ); + + UTIL_Tracer( vecTracerSrc, tr.endpos, nAttachment, TRACER_FLAG_USEATTACHMENT, 5000, true, "HunterTracer" ); +} + + +//----------------------------------------------------------------------------- +// Trace didn't hit the intended target, but should the hunter +// shoot anyway? We use this to get the hunter to destroy +// breakables that are between him and his target. +//----------------------------------------------------------------------------- +bool CNPC_Hunter::CanShootThrough( const trace_t &tr, const Vector &vecTarget ) +{ + if ( !tr.m_pEnt ) + { + return false; + } + + if ( !tr.m_pEnt->GetHealth() ) + { + return false; + } + + // Don't try to shoot through allies. + CAI_BaseNPC *pNPC = tr.m_pEnt->MyNPCPointer(); + if ( pNPC && ( IRelationType( pNPC ) == D_LI ) ) + { + return false; + } + + // Would a trace ignoring this entity continue to the target? + trace_t continuedTrace; + AI_TraceLine( tr.endpos, vecTarget, MASK_SHOT, tr.m_pEnt, COLLISION_GROUP_NONE, &continuedTrace ); + + if ( continuedTrace.fraction != 1.0 ) + { + if ( continuedTrace.m_pEnt != GetEnemy() ) + { + return false; + } + } + + return true; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CNPC_Hunter::GetSoundInterests() +{ + return SOUND_WORLD | SOUND_COMBAT | SOUND_PLAYER | SOUND_DANGER | SOUND_PHYSICS_DANGER | SOUND_PLAYER_VEHICLE | SOUND_BULLET_IMPACT | SOUND_MOVE_AWAY; +} + +//----------------------------------------------------------------------------- +// Tells us whether the Hunter is acting in a large, outdoor map, +// currently only ep2_outland_12. This allows us to create logic +// branches here in the AI code so that we can make choices that +// tailor behavior to larger and smaller maps. +//----------------------------------------------------------------------------- +bool CNPC_Hunter::IsInLargeOutdoorMap() +{ + return m_bInLargeOutdoorMap; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::AlertSound() +{ + EmitSound( "NPC_Hunter.Alert" ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::PainSound( const CTakeDamageInfo &info ) +{ + if ( gpGlobals->curtime > m_flNextDamageTime ) + { + EmitSound( "NPC_Hunter.Pain" ); + m_flNextDamageTime = gpGlobals->curtime + random->RandomFloat( 0.5, 1.2 ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::DeathSound( const CTakeDamageInfo &info ) +{ + EmitSound( "NPC_Hunter.Death" ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) +{ + CTakeDamageInfo info = inputInfo; + + // Even though the damage might not hurt us, we want to react to it + // if it's from the player. + if ( info.GetAttacker()->IsPlayer() ) + { + if ( !HasMemory( bits_MEMORY_PROVOKED ) ) + { + GetEnemies()->ClearMemory( info.GetAttacker() ); + Remember( bits_MEMORY_PROVOKED ); + SetCondition( COND_LIGHT_DAMAGE ); + } + } + + // HUnters have special resisitance to some types of damage. + if ( ( info.GetDamageType() & DMG_BULLET ) || + ( info.GetDamageType() & DMG_BUCKSHOT ) || + ( info.GetDamageType() & DMG_CLUB ) || + ( info.GetDamageType() & DMG_NEVERGIB ) ) + { + float flScale = 1.0; + + if ( info.GetDamageType() & DMG_BUCKSHOT ) + { + flScale = sk_hunter_buckshot_damage_scale.GetFloat(); + } + else if ( ( info.GetDamageType() & DMG_BULLET ) || ( info.GetDamageType() & DMG_NEVERGIB ) ) + { + // Hunters resist most bullet damage, but they are actually vulnerable to .357 rounds, + // since players regard that weapon as one of the game's truly powerful weapons. + if( info.GetAmmoType() == GetAmmoDef()->Index("357") ) + { + flScale = 1.16f; + } + else + { + flScale = sk_hunter_bullet_damage_scale.GetFloat(); + } + } + + if ( GetActivity() == ACT_HUNTER_CHARGE_RUN ) + { + flScale *= sk_hunter_charge_damage_scale.GetFloat(); + } + + if ( flScale != 0 ) + { + float flDamage = info.GetDamage() * flScale; + info.SetDamage( flDamage ); + } + + QAngle vecAngles; + VectorAngles( ptr->plane.normal, vecAngles ); + DispatchParticleEffect( "blood_impact_synth_01", ptr->endpos, vecAngles ); + DispatchParticleEffect( "blood_impact_synth_01_arc_parent", PATTACH_POINT_FOLLOW, this, gm_nHeadCenterAttachment ); + } + + BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +const impactdamagetable_t &CNPC_Hunter::GetPhysicsImpactDamageTable() +{ + return s_HunterImpactDamageTable; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::PhysicsDamageEffect( const Vector &vecPos, const Vector &vecDir ) +{ + CEffectData data; + data.m_vOrigin = vecPos; + data.m_vNormal = vecDir; + DispatchEffect( "HunterDamage", data ); + + if ( random->RandomInt( 0, 1 ) == 0 ) + { + CBaseEntity *pTrail = CreateEntityByName( "sparktrail" ); + pTrail->SetOwnerEntity( this ); + pTrail->Spawn(); + } +} + + +//----------------------------------------------------------------------------- +// We were hit by a strider buster. Do the tesla effect on our hitboxes. +//----------------------------------------------------------------------------- +void CNPC_Hunter::TeslaThink() +{ + CEffectData data; + data.m_nEntIndex = entindex(); + data.m_flMagnitude = 3; + data.m_flScale = 0.5f; + DispatchEffect( "TeslaHitboxes", data ); + EmitSound( "RagdollBoogie.Zap" ); + + if ( gpGlobals->curtime < m_flTeslaStopTime ) + { + SetContextThink( &CNPC_Hunter::TeslaThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), HUNTER_ZAP_THINK ); + } +} + + +//----------------------------------------------------------------------------- +// Our health is low. Show damage effects. +//----------------------------------------------------------------------------- +void CNPC_Hunter::BleedThink() +{ + // Spurt blood from random points on the hunter's head. + Vector vecOrigin; + QAngle angDir; + GetAttachment( gm_nHeadCenterAttachment, vecOrigin, angDir ); + + Vector vecDir = RandomVector( -1, 1 ); + VectorNormalize( vecDir ); + VectorAngles( vecDir, Vector( 0, 0, 1 ), angDir ); + + vecDir *= gm_flHeadRadius; + DispatchParticleEffect( "blood_spurt_synth_01", vecOrigin + vecDir, angDir ); + + SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.6, 1.5 ), HUNTER_BLEED_THINK ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::IsHeavyDamage( const CTakeDamageInfo &info ) +{ + if ( info.GetDamage() < 45 ) + { + return false; + } + + if ( info.GetDamage() < 180 ) + { + if ( !m_HeavyDamageDelay.Expired() || !BaseClass::IsHeavyDamage( info ) ) + { + return false; + } + } + + m_HeavyDamageDelay.Set( 15, 25 ); + return true; + +} + + +//----------------------------------------------------------------------------- +// We've taken some damage. Maybe we should flinch because of it. +//----------------------------------------------------------------------------- +void CNPC_Hunter::ConsiderFlinching( const CTakeDamageInfo &info ) +{ + if ( !m_FlinchTimer.Expired() ) + { + // Someone is whaling on us. Push out the timer so we don't keep flinching. + m_FlinchTimer.Set( random->RandomFloat( 0.3 ) ); + return; + } + + if ( GetState() == NPC_STATE_SCRIPT ) + { + return; + } + + Activity eGesture = ACT_HUNTER_FLINCH_N; + + Vector forward; + GetVectors( &forward, NULL, NULL ); + + Vector vecForceDir = info.GetDamageForce(); + VectorNormalize( vecForceDir ); + + float flDot = DotProduct( forward, vecForceDir ); + + if ( flDot > 0.707 ) + { + // flinch forward + eGesture = ACT_HUNTER_FLINCH_N; + } + else if ( flDot < -0.707 ) + { + // flinch back + eGesture = ACT_HUNTER_FLINCH_S; + } + else + { + // flinch left or right + Vector cross = CrossProduct( forward, vecForceDir ); + + if ( cross.z > 0 ) + { + eGesture = ACT_HUNTER_FLINCH_W; + } + else + { + eGesture = ACT_HUNTER_FLINCH_E; + } + } + + if ( !IsPlayingGesture( eGesture ) ) + { + RestartGesture( eGesture ); + m_FlinchTimer.Set( random->RandomFloat( 0.3, 1.0 ) ); + } +} + + +//----------------------------------------------------------------------------- +// This is done from a think function because when the hunter is killed, +// the physics code puts the vehicle's pre-collision velocity back so the jostle +// is basically discared. +//----------------------------------------------------------------------------- +void CNPC_Hunter::JostleVehicleThink() +{ + CBaseEntity *pInflictor = m_hHitByVehicle; + if ( !pInflictor ) + return; + + Vector vecVelDir = pInflictor->GetSmoothedVelocity(); + float flSpeed = VectorNormalize( vecVelDir ); + Vector vecForce = CrossProduct( vecVelDir, Vector( 0, 0, 1 ) ); + if ( DotProduct( vecForce, GetAbsOrigin() ) < DotProduct( vecForce, pInflictor->GetAbsOrigin() ) ) + { + // We're to the left of the vehicle that's hitting us. + vecForce *= -1; + } + + VectorNormalize( vecForce ); + vecForce.z = 1.0; + + float flForceScale = RemapValClamped( flSpeed, hunter_jostle_car_min_speed.GetFloat(), hunter_jostle_car_max_speed.GetFloat(), 50.0f, 150.0f ); + + vecForce *= ( flForceScale * pInflictor->VPhysicsGetObject()->GetMass() ); + + pInflictor->VPhysicsGetObject()->ApplyForceOffset( vecForce, WorldSpaceCenter() ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CNPC_Hunter::OnTakeDamage( const CTakeDamageInfo &info ) +{ + CTakeDamageInfo myInfo = info; + + if ( ( info.GetDamageType() & DMG_CRUSH ) && !( info.GetDamageType() & DMG_VEHICLE ) ) + { + // Don't take damage from physics objects that weren't thrown by the player. + CBaseEntity *pInflictor = info.GetInflictor(); + + IPhysicsObject *pObj = pInflictor->VPhysicsGetObject(); + //Assert( pObj ); + + if ( !pObj || !pInflictor->HasPhysicsAttacker( 4.0 ) ) + { + myInfo.SetDamage( 0 ); + } + else + { + // Physics objects that have flechettes stuck in them spoof + // a flechette hitting us so we dissolve when killed and award + // the achievement of killing a hunter with its flechettes. + CUtlVector<CBaseEntity *> children; + GetAllChildren( pInflictor, children ); + for (int i = 0; i < children.Count(); i++ ) + { + CBaseEntity *pent = children.Element( i ); + if ( dynamic_cast<CHunterFlechette *>( pent ) ) + { + myInfo.SetInflictor( pent ); + myInfo.SetDamageType( myInfo.GetDamageType() | DMG_DISSOLVE ); + } + } + } + } + + return BaseClass::OnTakeDamage( myInfo ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CNPC_Hunter::OnTakeDamage_Alive( const CTakeDamageInfo &info ) +{ + CTakeDamageInfo myInfo = info; + + // don't take damage from my own weapons!!! + // Exception: I "own" a magnade if it's glued to me. + CBaseEntity *pInflictor = info.GetInflictor(); + CBaseEntity *pAttacker = info.GetAttacker(); + if ( pInflictor ) + { + if ( IsStriderBuster( pInflictor ) ) + { + // Get a tesla effect on our hitboxes for a little while. + SetContextThink( &CNPC_Hunter::TeslaThink, gpGlobals->curtime, HUNTER_ZAP_THINK ); + m_flTeslaStopTime = gpGlobals->curtime + 2.0f; + + myInfo.SetDamage( sk_hunter_dmg_from_striderbuster.GetFloat() ) ; + + SetCondition( COND_HUNTER_STAGGERED ); + } + else if ( pInflictor->ClassMatches( GetClassname() ) && !( info.GetDamageType() == DMG_GENERIC ) ) + { + return 0; + } + else if ( pInflictor->ClassMatches( "hunter_flechette" ) ) + { + if ( !( ( CHunterFlechette *)pInflictor )->WasThrownBack() ) + { + // Flechettes only hurt us if they were thrown back at us by the player. This prevents + // hunters from hurting themselves when they walk into their own flechette clusters. + return 0; + } + } + } + + if ( m_EscortBehavior.GetFollowTarget() && m_EscortBehavior.GetFollowTarget() == pAttacker ) + { + return 0; + } + + bool bHitByUnoccupiedCar = false; + if ( ( ( info.GetDamageType() & DMG_CRUSH ) && ( pAttacker && pAttacker->IsPlayer() ) ) || + ( info.GetDamageType() & DMG_VEHICLE ) ) + { + // myInfo, not info! it may have been modified above. + float flDamage = myInfo.GetDamage(); + if ( flDamage < HUNTER_MIN_PHYSICS_DAMAGE ) + { + //DevMsg( "hunter: <<<< ZERO PHYSICS DAMAGE: %f\n", flDamage ); + myInfo.SetDamage( 0 ); + } + else + { + CBaseEntity *pInflictor = info.GetInflictor(); + if ( ( info.GetDamageType() & DMG_VEHICLE ) || + ( pInflictor && pInflictor->GetServerVehicle() && + ( ( bHitByUnoccupiedCar = ( dynamic_cast<CPropVehicleDriveable *>(pInflictor) && static_cast<CPropVehicleDriveable *>(pInflictor)->GetDriver() == NULL ) ) == false ) ) ) + { + // Adjust the damage from vehicles. + flDamage *= sk_hunter_vehicle_damage_scale.GetFloat(); + myInfo.SetDamage( flDamage ); + + // Apply a force to jostle the vehicle that hit us. + // Pick a force direction based on which side we're on relative to the vehicle's motion. + Vector vecVelDir = pInflictor->GetSmoothedVelocity(); + if ( vecVelDir.Length() >= hunter_jostle_car_min_speed.GetFloat() ) + { + EmitSound( "NPC_Hunter.HitByVehicle" ); + m_hHitByVehicle = pInflictor; + SetContextThink( &CNPC_Hunter::JostleVehicleThink, gpGlobals->curtime, HUNTER_JOSTLE_VEHICLE_THINK ); + } + } + + if ( !bHitByUnoccupiedCar ) + { + SetCondition( COND_HUNTER_STAGGERED ); + } + } + + //DevMsg( "hunter: >>>> PHYSICS DAMAGE: %f (was %f)\n", flDamage, info.GetDamage() ); + } + + // Show damage effects if we actually took damage. + if ( ( myInfo.GetDamageType() & ( DMG_CRUSH | DMG_BLAST ) ) && ( myInfo.GetDamage() > 0 ) ) + { + if ( !bHitByUnoccupiedCar ) + SetCondition( COND_HUNTER_STAGGERED ); + } + + if ( HasCondition( COND_HUNTER_STAGGERED ) ) + { + // Throw a bunch of gibs out + Vector vecForceDir = -myInfo.GetDamageForce(); + VectorNormalize( vecForceDir ); + PhysicsDamageEffect( myInfo.GetDamagePosition(), vecForceDir ); + + // Stagger away from the direction the damage came from. + m_vecStaggerDir = myInfo.GetDamageForce(); + VectorNormalize( m_vecStaggerDir ); + } + + // Take less damage from citizens and Alyx, otherwise hunters go down too easily. + float flScale = 1.0; + + if ( pAttacker && + ( ( pAttacker->Classify() == CLASS_CITIZEN_REBEL ) || + ( pAttacker->Classify() == CLASS_PLAYER_ALLY ) || + ( pAttacker->Classify() == CLASS_PLAYER_ALLY_VITAL ) ) ) + { + flScale *= sk_hunter_citizen_damage_scale.GetFloat(); + } + + if ( flScale != 0 ) + { + // We're taking a nonzero amount of damage. + + // If we're not staggering, consider flinching! + if ( !HasCondition( COND_HUNTER_STAGGERED ) ) + { + ConsiderFlinching( info ); + } + + if( pAttacker && pAttacker->IsPlayer() ) + { + // This block of code will distract the Hunter back to the player if the + // player does harm to the Hunter but is not the Hunter's current enemy. + // This is achieved by updating the Hunter's enemy memory of the player and + // making the Hunter's current enemy invalid for a short time. + if( !GetEnemy() || !GetEnemy()->IsPlayer() ) + { + UpdateEnemyMemory( pAttacker, pAttacker->GetAbsOrigin(), this ); + + if( GetEnemy() ) + { + // Gotta forget about this person for a little bit. + GetEnemies()->SetTimeValidEnemy( GetEnemy(), gpGlobals->curtime + HUNTER_IGNORE_ENEMY_TIME ); + } + } + } + + float flDamage = myInfo.GetDamage() * flScale; + myInfo.SetDamage( flDamage ); + } + + int nRet = BaseClass::OnTakeDamage_Alive( myInfo ); + + m_EscortBehavior.OnDamage( myInfo ); + + // Spark at 30% health. + if ( !IsBleeding() && ( GetHealth() <= sk_hunter_health.GetInt() * 0.3 ) ) + { + StartBleeding(); + } + + if ( IsUsingSiegeTargets() && info.GetAttacker() != NULL && info.GetAttacker()->IsPlayer() ) + { + // Defend myself. Try to siege attack immediately. + m_flTimeNextSiegeTargetAttack = gpGlobals->curtime; + } + + return nRet; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::Event_Killed( const CTakeDamageInfo &info ) +{ + // Remember the killing blow to make decisions about ragdolling. + m_nKillingDamageType = info.GetDamageType(); + + if ( m_EscortBehavior.GetFollowTarget() ) + { + if ( AIGetNumFollowers( m_EscortBehavior.GetFollowTarget(), m_iClassname ) == 1 ) + { + m_EscortBehavior.GetEscortTarget()->AlertSound(); + if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() ) + { + m_EscortBehavior.GetEscortTarget()->UpdateEnemyMemory( UTIL_GetLocalPlayer(), UTIL_GetLocalPlayer()->GetAbsOrigin(), this ); + } + } + } + + if ( info.GetDamageType() & DMG_VEHICLE ) + { + bool bWasRunDown = false; + int iRundownCounter = 0; + if ( GetSquad() ) + { + if ( !m_IgnoreVehicleTimer.Expired() ) + { + GetSquad()->GetSquadData( HUNTER_RUNDOWN_SQUADDATA, &iRundownCounter ); + GetSquad()->SetSquadData( HUNTER_RUNDOWN_SQUADDATA, iRundownCounter + 1 ); + bWasRunDown = true; + } + } + + if ( hunter_dodge_debug.GetBool() ) + Msg( "Hunter %d was%s run down\n", entindex(), ( bWasRunDown ) ? "" : " not" ); + + // Death by vehicle! Decrement the hunters to run over counter. + // When the counter reaches zero hunters will start dodging. + if ( GlobalEntity_GetCounter( s_iszHuntersToRunOver ) > 0 ) + { + GlobalEntity_AddToCounter( s_iszHuntersToRunOver, -1 ); + } + } + + // Stop all our thinks + SetContextThink( NULL, 0, HUNTER_BLEED_THINK ); + + StopParticleEffects( this ); + + BaseClass::Event_Killed( info ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::StartBleeding() +{ + // Do this even if we're already bleeding (see OnRestore). + m_bIsBleeding = true; + + // Start gushing blood from our... anus or something. + DispatchParticleEffect( "blood_drip_synth_01", PATTACH_POINT_FOLLOW, this, gm_nHeadBottomAttachment ); + + // Emit spurts of our blood + SetContextThink( &CNPC_Hunter::BleedThink, gpGlobals->curtime + 0.1, HUNTER_BLEED_THINK ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +float CNPC_Hunter::MaxYawSpeed() +{ + if ( IsStriderBuster( GetEnemy() ) ) + { + return 60; + } + + if ( GetActivity() == ACT_HUNTER_ANGRY ) + return 0; + + if ( GetActivity() == ACT_HUNTER_CHARGE_RUN ) + return 5; + + if ( GetActivity() == ACT_HUNTER_IDLE_PLANTED ) + return 0; + + if ( GetActivity() == ACT_HUNTER_RANGE_ATTACK2_UNPLANTED ) + return 180; + + switch ( GetActivity() ) + { + case ACT_RANGE_ATTACK2: + { + return 0; + } + + case ACT_90_LEFT: + case ACT_90_RIGHT: + { + return 45; + } + + case ACT_TURN_LEFT: + case ACT_TURN_RIGHT: + { + return 45; + } + + case ACT_WALK: + { + return 25; + } + + default: + { + return 35; + } + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const +{ + float MAX_JUMP_RISE = 220.0f; + float MAX_JUMP_DISTANCE = 512.0f; + float MAX_JUMP_DROP = 384.0f; + + trace_t tr; + UTIL_TraceHull( startPos, startPos, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr ); + if ( tr.startsolid ) + { + // Trying to start a jump in solid! Consider checking for this in CAI_MoveProbe::JumpMoveLimit. + Assert( 0 ); + return false; + } + + if ( BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DROP, MAX_JUMP_DISTANCE ) ) + { + return true; + } + return false; +} + + +//----------------------------------------------------------------------------- +// Let the probe know I can run through small debris +// Stolen shamelessly from the Antlion Guard +//----------------------------------------------------------------------------- +bool CNPC_Hunter::ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity ) +{ + if ( s_iszPhysPropClassname != pEntity->m_iClassname ) + return BaseClass::ShouldProbeCollideAgainstEntity( pEntity ); + + if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS ) + { + IPhysicsObject *pPhysObj = pEntity->VPhysicsGetObject(); + + if( pPhysObj && pPhysObj->GetMass() <= 500.0f ) + { + return false; + } + } + + return BaseClass::ShouldProbeCollideAgainstEntity( pEntity ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::DoMuzzleFlash( int nAttachment ) +{ + BaseClass::DoMuzzleFlash(); + + DispatchParticleEffect( "hunter_muzzle_flash", PATTACH_POINT_FOLLOW, this, nAttachment ); + + // Dispatch the elight + CEffectData data; + data.m_nAttachmentIndex = nAttachment; + data.m_nEntIndex = entindex(); + DispatchEffect( "HunterMuzzleFlash", data ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CNPC_Hunter::CountRangedAttackers() +{ + CBaseEntity *pEnemy = GetEnemy(); + if ( !pEnemy ) + { + return 0; + } + + int nAttackers = 0; + for ( int i = 0; i < g_Hunters.Count(); i++ ) + { + CNPC_Hunter *pOtherHunter = g_Hunters[i]; + if ( pOtherHunter->GetEnemy() == pEnemy ) + { + if ( pOtherHunter->IsCurSchedule( SCHED_HUNTER_RANGE_ATTACK2 ) ) + { + nAttackers++; + } + } + } + return nAttackers; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::DelayRangedAttackers( float minDelay, float maxDelay, bool bForced ) +{ + float delayMultiplier = ( g_pGameRules->IsSkillLevel( SKILL_EASY ) ) ? 1.25 : 1.0; + if ( !m_bEnableSquadShootDelay && !bForced ) + { + m_flNextRangeAttack2Time = gpGlobals->curtime + random->RandomFloat( minDelay, maxDelay ) * delayMultiplier; + return; + } + + CBaseEntity *pEnemy = GetEnemy(); + for ( int i = 0; i < g_Hunters.Count(); i++ ) + { + CNPC_Hunter *pOtherHunter = g_Hunters[i]; + if ( pOtherHunter->GetEnemy() == pEnemy ) + { + float nextTime = gpGlobals->curtime + random->RandomFloat( minDelay, maxDelay ) * delayMultiplier; + if ( nextTime > pOtherHunter->m_flNextRangeAttack2Time ) + pOtherHunter->m_flNextRangeAttack2Time = nextTime; + } + } +} + + +//----------------------------------------------------------------------------- +// Given a target to shoot at, decide where to aim. +//----------------------------------------------------------------------------- +void CNPC_Hunter::GetShootDir( Vector &vecDir, const Vector &vecSrc, CBaseEntity *pTargetEntity, bool bStriderBuster, int nShotNum, bool bSingleShot ) +{ + //RestartGesture( ACT_HUNTER_GESTURE_SHOOT ); + + EmitSound( "NPC_Hunter.FlechetteShoot" ); + + Vector vecBodyTarget; + + if( pTargetEntity->Classify() == CLASS_PLAYER_ALLY_VITAL ) + { + // Shooting at Alyx, most likely (in EP2). The attack is designed to displace + // her, not necessarily actually harm her. So shoot at the area around her feet. + vecBodyTarget = pTargetEntity->GetAbsOrigin(); + } + else + { + vecBodyTarget = pTargetEntity->BodyTarget( vecSrc ); + } + + Vector vecTarget = vecBodyTarget; + + Vector vecDelta = pTargetEntity->GetAbsOrigin() - GetAbsOrigin(); + float flDist = vecDelta.Length(); + + if ( !bStriderBuster ) + { + // If we're not firing at a strider buster, miss in an entertaining way for the + // first three shots of each volley. + if ( ( nShotNum < 3 ) && ( flDist > 200 ) ) + { + Vector vecTargetForward; + Vector vecTargetRight; + pTargetEntity->GetVectors( &vecTargetForward, &vecTargetRight, NULL ); + + Vector vecForward; + GetVectors( &vecForward, NULL, NULL ); + + float flDot = DotProduct( vecTargetForward, vecForward ); + + if ( flDot < -0.8f ) + { + // Our target is facing us, shoot the ground between us. + float flPerc = 0.7 + ( 0.1 * nShotNum ); + vecTarget = GetAbsOrigin() + ( flPerc * ( pTargetEntity->GetAbsOrigin() - GetAbsOrigin() ) ); + } + else if ( flDot > 0.8f ) + { + // Our target is facing away from us, shoot to the left or right. + Vector vecMissDir = vecTargetRight; + if ( m_bMissLeft ) + { + vecMissDir *= -1.0f; + } + + vecTarget = pTargetEntity->EyePosition() + ( 36.0f * ( 3 - nShotNum ) ) * vecMissDir; + } + else + { + // Our target is facing vaguely perpendicular to us, shoot across their view. + vecTarget = pTargetEntity->EyePosition() + ( 36.0f * ( 3 - nShotNum ) ) * vecTargetForward; + } + } + // If we can't see them, shoot where we last saw them. + else if ( !HasCondition( COND_SEE_ENEMY ) ) + { + Vector vecDelta = vecTarget - pTargetEntity->GetAbsOrigin(); + vecTarget = m_vecEnemyLastSeen + vecDelta; + } + } + else + { + // If we're firing at a striderbuster, lead it. + float flSpeed = hunter_flechette_speed.GetFloat(); + if ( !flSpeed ) + { + flSpeed = 2500.0f; + } + + flSpeed *= 1.5; + + float flDeltaTime = flDist / flSpeed; + vecTarget = vecTarget + flDeltaTime * pTargetEntity->GetSmoothedVelocity(); + } + + vecDir = vecTarget - vecSrc; + VectorNormalize( vecDir ); +} + + +//----------------------------------------------------------------------------- +// Ensures that we don't exceed our pitch/yaw limits when shooting flechettes. +// Returns true if we had to clamp, false if not. +//----------------------------------------------------------------------------- +bool CNPC_Hunter::ClampShootDir( Vector &vecDir ) +{ + Vector vecDir2D = vecDir; + vecDir2D.z = 0; + + Vector vecForward; + GetVectors( &vecForward, NULL, NULL ); + + Vector vecForward2D = vecForward; + vecForward2D.z = 0; + + float flDot = DotProduct( vecForward2D, vecDir2D ); + if ( flDot >= HUNTER_SHOOT_MAX_YAW_COS ) + { + // No need to clamp. + return false; + } + + Vector vecAxis; + CrossProduct( vecDir, vecForward, vecAxis ); + VectorNormalize( vecAxis ); + + Quaternion q; + AxisAngleQuaternion( vecAxis, -HUNTER_SHOOT_MAX_YAW_DEG, q ); + + matrix3x4_t rot; + QuaternionMatrix( q, rot ); + VectorRotate( vecForward, rot, vecDir ); + VectorNormalize( vecDir ); + + return true; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::ShouldSeekTarget( CBaseEntity *pTargetEntity, bool bStriderBuster ) +{ + bool bSeek = false; + + if ( bStriderBuster ) + { + bool bSeek = false; + + if ( pTargetEntity->VPhysicsGetObject() && ( pTargetEntity->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) ) + { + bSeek = true; + } + else if ( StriderBuster_NumFlechettesAttached( pTargetEntity ) == 0 ) + { + if ( StriderBuster_IsAttachedStriderBuster(pTargetEntity) ) + { + bSeek = true; + } + else if ( hunter_seek_thrown_striderbusters_tolerance.GetFloat() > 0.0 ) + { + CNPC_Strider *pEscortTarget = m_EscortBehavior.GetEscortTarget(); + if ( pEscortTarget && ( pEscortTarget->GetAbsOrigin() - pTargetEntity->GetAbsOrigin() ).LengthSqr() < Square( hunter_seek_thrown_striderbusters_tolerance.GetFloat() ) ) + { + bSeek = true; + } + } + } + } + + return bSeek; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::BeginVolley( int nNum, float flStartTime ) +{ + m_nFlechettesQueued = nNum; + m_nClampedShots = 0; + m_flNextFlechetteTime = flStartTime; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::ShootFlechette( CBaseEntity *pTargetEntity, bool bSingleShot ) +{ + if ( !pTargetEntity ) + { + Assert( false ); + return false; + } + + int nShotNum = hunter_flechette_volley_size.GetInt() - m_nFlechettesQueued; + + bool bStriderBuster = IsStriderBuster( pTargetEntity ); + + // Choose the next muzzle to shoot from. + Vector vecSrc; + QAngle angMuzzle; + + if ( m_bTopMuzzle ) + { + GetAttachment( gm_nTopGunAttachment, vecSrc, angMuzzle ); + DoMuzzleFlash( gm_nTopGunAttachment ); + } + else + { + GetAttachment( gm_nBottomGunAttachment, vecSrc, angMuzzle ); + DoMuzzleFlash( gm_nBottomGunAttachment ); + } + + m_bTopMuzzle = !m_bTopMuzzle; + + Vector vecDir; + GetShootDir( vecDir, vecSrc, pTargetEntity, bStriderBuster, nShotNum, bSingleShot ); + + bool bClamped = false; + if ( hunter_clamp_shots.GetBool() ) + { + bClamped = ClampShootDir( vecDir ); + } + + CShotManipulator manipulator( vecDir ); + Vector vecShoot; + + if( IsUsingSiegeTargets() && nShotNum >= 2 && (nShotNum % 2) == 0 ) + { + // Near perfect accuracy for these three shots, so they are likely to fly right into the windows. + // NOTE! In siege behavior in the map that this behavior was designed for (ep2_outland_10), the + // Hunters will only ever shoot at siege targets in siege mode. If you allow Hunters in siege mode + // to attack players or other NPCs, this accuracy bonus will apply unless we apply a bit more logic to it. + vecShoot = manipulator.ApplySpread( VECTOR_CONE_1DEGREES * 0.5, 1.0f ); + } + else + { + vecShoot = manipulator.ApplySpread( VECTOR_CONE_4DEGREES, 1.0f ); + } + + QAngle angShoot; + VectorAngles( vecShoot, angShoot ); + + CHunterFlechette *pFlechette = CHunterFlechette::FlechetteCreate( vecSrc, angShoot, this ); + + pFlechette->AddEffects( EF_NOSHADOW ); + + vecShoot *= hunter_flechette_speed.GetFloat(); + + pFlechette->Shoot( vecShoot, bStriderBuster ); + + if ( ShouldSeekTarget( pTargetEntity, bStriderBuster ) ) + { + pFlechette->SetSeekTarget( pTargetEntity ); + } + + if( nShotNum == 1 && pTargetEntity->Classify() == CLASS_PLAYER_ALLY_VITAL ) + { + // Make this person afraid and react to ME, not to the flechettes. + // Otherwise they could be scared into running towards the hunter. + CSoundEnt::InsertSound( SOUND_DANGER|SOUND_CONTEXT_REACT_TO_SOURCE|SOUND_CONTEXT_EXCLUDE_COMBINE, pTargetEntity->EyePosition(), 180.0f, 2.0f, this ); + } + + return bClamped; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +Vector CNPC_Hunter::LeftFootHit( float eventtime ) +{ + Vector footPosition; + + GetAttachment( "left foot", footPosition ); + CPASAttenuationFilter filter( this ); + EmitSound( filter, entindex(), "NPC_Hunter.Footstep", &footPosition, eventtime ); + + FootFX( footPosition ); + + return footPosition; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +Vector CNPC_Hunter::RightFootHit( float eventtime ) +{ + Vector footPosition; + + GetAttachment( "right foot", footPosition ); + CPASAttenuationFilter filter( this ); + EmitSound( filter, entindex(), "NPC_Hunter.Footstep", &footPosition, eventtime ); + FootFX( footPosition ); + + return footPosition; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +Vector CNPC_Hunter::BackFootHit( float eventtime ) +{ + Vector footPosition; + + GetAttachment( "back foot", footPosition ); + CPASAttenuationFilter filter( this ); + EmitSound( filter, entindex(), "NPC_Hunter.BackFootstep", &footPosition, eventtime ); + FootFX( footPosition ); + + return footPosition; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::FootFX( const Vector &origin ) +{ + return; + + // dvs TODO: foot dust? probably too expensive for these guys + /*trace_t tr; + AI_TraceLine( origin, origin - Vector(0,0,100), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); + float yaw = random->RandomInt(0,120); + for ( int i = 0; i < 3; i++ ) + { + Vector dir = UTIL_YawToVector( yaw + i*120 ) * 10; + VectorNormalize( dir ); + dir.z = 0.25; + VectorNormalize( dir ); + g_pEffects->Dust( tr.endpos, dir, 12, 50 ); + }*/ +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +CBaseEntity *CNPC_Hunter::GetEnemyVehicle() +{ + if ( GetEnemy() == NULL ) + return NULL; + + CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer(); + if ( pCCEnemy != NULL ) + return pCCEnemy->GetVehicleEntity(); + + return NULL; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::DrawDebugGeometryOverlays() +{ + if (m_debugOverlays & OVERLAY_BBOX_BIT) + { + float flViewRange = acos(0.8); + Vector vEyeDir = EyeDirection2D( ); + Vector vLeftDir, vRightDir; + float fSin, fCos; + SinCos( flViewRange, &fSin, &fCos ); + + vLeftDir.x = vEyeDir.x * fCos - vEyeDir.y * fSin; + vLeftDir.y = vEyeDir.x * fSin + vEyeDir.y * fCos; + vLeftDir.z = vEyeDir.z; + fSin = sin(-flViewRange); + fCos = cos(-flViewRange); + vRightDir.x = vEyeDir.x * fCos - vEyeDir.y * fSin; + vRightDir.y = vEyeDir.x * fSin + vEyeDir.y * fCos; + vRightDir.z = vEyeDir.z; + + int nSeq = GetSequence(); + if ( ( GetEntryNode( nSeq ) == gm_nPlantedNode ) && ( GetExitNode( nSeq ) == gm_nPlantedNode ) ) + { + // planted - green + NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 255, 0, 128, 0 ); + } + else if ( ( GetEntryNode( nSeq ) == gm_nUnplantedNode ) && ( GetExitNode( nSeq ) == gm_nUnplantedNode ) ) + { + // unplanted - blue + NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 0, 255, 128, 0 ); + } + else if ( ( GetEntryNode( nSeq ) == gm_nUnplantedNode ) && ( GetExitNode( nSeq ) == gm_nPlantedNode ) ) + { + // planting transition - cyan + NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 255, 255, 128, 0 ); + } + else if ( ( GetEntryNode( nSeq ) == gm_nPlantedNode ) && ( GetExitNode( nSeq ) == gm_nUnplantedNode ) ) + { + // unplanting transition - purple + NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 255, 0, 255, 128, 0 ); + } + else + { + // unknown / other node - red + Msg( "UNKNOWN: %s\n", GetSequenceName( GetSequence() ) ); + NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 255, 0, 0, 128, 0 ); + } + + NDebugOverlay::BoxDirection(EyePosition(), Vector(0,0,-1), Vector(200,0,1), vLeftDir, 255, 0, 0, 50, 0 ); + NDebugOverlay::BoxDirection(EyePosition(), Vector(0,0,-1), Vector(200,0,1), vRightDir, 255, 0, 0, 50, 0 ); + NDebugOverlay::BoxDirection(EyePosition(), Vector(0,0,-1), Vector(200,0,1), vEyeDir, 0, 255, 0, 50, 0 ); + NDebugOverlay::Box(EyePosition(), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 128, 0 ); + } + + m_EscortBehavior.DrawDebugGeometryOverlays(); + + BaseClass::DrawDebugGeometryOverlays(); +} + + +//----------------------------------------------------------------------------- +// Player has illuminated this NPC with the flashlight +//----------------------------------------------------------------------------- +void CNPC_Hunter::PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot ) +{ + if ( m_bFlashlightInEyes ) + return; + + // Ignore the flashlight if it's not shining at my eyes + if ( PlayerFlashlightOnMyEyes( pPlayer ) ) + { + //Msg( ">>>> SHINING FLASHLIGHT ON ME\n" ); + m_bFlashlightInEyes = true; + SetExpression( "scenes/npc/hunter/hunter_eyeclose.vcd" ); + m_flPupilDilateTime = gpGlobals->curtime + 0.2f; + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CNPC_Hunter::PlayerFlashlightOnMyEyes( CBasePlayer *pPlayer ) +{ + Vector vecEyes, vecEyeForward, vecPlayerForward; + GetAttachment( gm_nTopGunAttachment, vecEyes, &vecEyeForward ); + pPlayer->EyeVectors( &vecPlayerForward ); + + Vector vecToEyes = (vecEyes - pPlayer->EyePosition()); + //float flDist = VectorNormalize( vecToEyes ); + + float flDot = DotProduct( vecPlayerForward, vecToEyes ); + if ( flDot < 0.98 ) + return false; + + // Check facing to ensure we're in front of her + Vector los = ( pPlayer->EyePosition() - EyePosition() ); + los.z = 0; + VectorNormalize( los ); + Vector facingDir = EyeDirection2D(); + flDot = DotProduct( los, facingDir ); + return ( flDot > 0.3 ); +} + + +//----------------------------------------------------------------------------- +// Return a random expression for the specified state to play over +// the state's expression loop. +//----------------------------------------------------------------------------- +const char *CNPC_Hunter::SelectRandomExpressionForState( NPC_STATE state ) +{ + if ( m_bFlashlightInEyes ) + return NULL; + + if ( !hunter_random_expressions.GetBool() ) + return NULL; + + char *szExpressions[4] = + { + "scenes/npc/hunter/hunter_scan.vcd", + "scenes/npc/hunter/hunter_eyeclose.vcd", + "scenes/npc/hunter/hunter_roar.vcd", + "scenes/npc/hunter/hunter_pain.vcd" + }; + + int nIndex = random->RandomInt( 0, 3 ); + //Msg( "RANDOM Expression: %s\n", szExpressions[nIndex] ); + return szExpressions[nIndex]; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::PlayExpressionForState( NPC_STATE state ) +{ + if ( m_bFlashlightInEyes ) + { + return; + } + + BaseClass::PlayExpressionForState( state ); +} + + +//----------------------------------------------------------------------------- +// TODO: remove if we're not doing striderbuster stuff +//----------------------------------------------------------------------------- +void CNPC_Hunter::StriderBusterAttached( CBaseEntity *pAttached ) +{ + // Add another to the list + m_hAttachedBusters.AddToTail( pAttached ); + + SetCondition( COND_HUNTER_HIT_BY_STICKYBOMB ); + if (m_hAttachedBusters.Count() == 1) + { + EmitSound( "NPC_Hunter.Alert" ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::StriderBusterDetached( CBaseEntity *pAttached ) +{ + int elem = m_hAttachedBusters.Find(pAttached); + if (elem >= 0) + { + m_hAttachedBusters.FastRemove(elem); + } +} + + +//----------------------------------------------------------------------------- +// Set direction that the hunter aims his body and eyes (guns). +//----------------------------------------------------------------------------- +void CNPC_Hunter::SetAim( const Vector &aimDir, float flInterval ) +{ + QAngle angDir; + VectorAngles( aimDir, angDir ); + float curPitch = GetPoseParameter( gm_nBodyPitchPoseParam ); + float curYaw = GetPoseParameter( gm_nBodyYawPoseParam ); + + float newPitch; + float newYaw; + + if ( GetEnemy() ) + { + // clamp and dampen movement + newPitch = curPitch + 0.8 * UTIL_AngleDiff( UTIL_ApproachAngle( angDir.x, curPitch, 20 ), curPitch ); + + float flRelativeYaw = UTIL_AngleDiff( angDir.y, GetAbsAngles().y ); + newYaw = curYaw + UTIL_AngleDiff( flRelativeYaw, curYaw ); + } + else + { + // Sweep your weapon more slowly if you're not fighting someone + newPitch = curPitch + 0.6 * UTIL_AngleDiff( UTIL_ApproachAngle( angDir.x, curPitch, 20 ), curPitch ); + + float flRelativeYaw = UTIL_AngleDiff( angDir.y, GetAbsAngles().y ); + newYaw = curYaw + 0.6 * UTIL_AngleDiff( flRelativeYaw, curYaw ); + } + + newPitch = AngleNormalize( newPitch ); + newYaw = AngleNormalize( newYaw ); + + //Msg( "pitch=%f, yaw=%f\n", newPitch, newYaw ); + + SetPoseParameter( gm_nAimPitchPoseParam, 0 ); + SetPoseParameter( gm_nAimYawPoseParam, 0 ); + + SetPoseParameter( gm_nBodyPitchPoseParam, clamp( newPitch, -45, 45 ) ); + SetPoseParameter( gm_nBodyYawPoseParam, clamp( newYaw, -45, 45 ) ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::RelaxAim( float flInterval ) +{ + float curPitch = GetPoseParameter( gm_nBodyPitchPoseParam ); + float curYaw = GetPoseParameter( gm_nBodyYawPoseParam ); + + // dampen existing aim + float newPitch = AngleNormalize( UTIL_ApproachAngle( 0, curPitch, 3 ) ); + float newYaw = AngleNormalize( UTIL_ApproachAngle( 0, curYaw, 2 ) ); + + SetPoseParameter( gm_nAimPitchPoseParam, 0 ); + SetPoseParameter( gm_nAimYawPoseParam, 0 ); + + SetPoseParameter( gm_nBodyPitchPoseParam, clamp( newPitch, -45, 45 ) ); + SetPoseParameter( gm_nBodyYawPoseParam, clamp( newYaw, -45, 45 ) ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Hunter::UpdateAim() +{ + if ( !GetModelPtr() || !GetModelPtr()->SequencesAvailable() ) + return; + + float flInterval = GetAnimTimeInterval(); + + // Some activities look bad if we're giving our enemy the stinkeye. + int eActivity = GetActivity(); + + if ( GetEnemy() && + GetState() != NPC_STATE_SCRIPT && + ( eActivity != ACT_HUNTER_CHARGE_CRASH ) && + ( eActivity != ACT_HUNTER_CHARGE_HIT ) ) + { + Vector vecShootOrigin; + + vecShootOrigin = Weapon_ShootPosition(); + Vector vecShootDir = GetShootEnemyDir( vecShootOrigin, false ); + + SetAim( vecShootDir, flInterval ); + } + else + { + RelaxAim( flInterval ); + } +} + + +//----------------------------------------------------------------------------- +// Don't become a ragdoll until we've finished our death anim +//----------------------------------------------------------------------------- +bool CNPC_Hunter::CanBecomeRagdoll() +{ + return ( m_nKillingDamageType & DMG_CRUSH ) || + IsCurSchedule( SCHED_DIE, false ) || // Finished playing death anim, time to ragdoll + IsCurSchedule( SCHED_HUNTER_CHARGE_ENEMY, false ) || // While moving, it looks better to ragdoll instantly + IsCurSchedule( SCHED_SCRIPTED_RUN, false ) || + ( GetActivity() == ACT_WALK ) || ( GetActivity() == ACT_RUN ) || + GetCurSchedule() == NULL; // Failsafe +} + + +//----------------------------------------------------------------------------- +// Determines the best type of death anim to play based on how we died. +//----------------------------------------------------------------------------- +Activity CNPC_Hunter::GetDeathActivity() +{ + return ACT_DIESIMPLE; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_HunterEscortBehavior::OnDamage( const CTakeDamageInfo &info ) +{ + if ( info.GetDamage() > 0 && info.GetAttacker()->IsPlayer() && + GetFollowTarget() && ( AIGetNumFollowers( GetFollowTarget() ) > 1 ) && + ( GetOuter()->GetSquad()->GetSquadSoundWaitTime() <= gpGlobals->curtime ) ) // && !FarFromFollowTarget() + { + // Start the clock ticking. We'll return the the strider when the timer elapses. + m_flTimeEscortReturn = gpGlobals->curtime + random->RandomFloat( 15.0f, 25.0f ); + GetOuter()->GetSquad()->SetSquadSoundWaitTime( m_flTimeEscortReturn + 1.0 ); // prevent others from breaking escort + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_HunterEscortBehavior::BuildScheduleTestBits() +{ + BaseClass::BuildScheduleTestBits(); + + if ( ( m_flTimeEscortReturn != 0 ) && ( gpGlobals->curtime > m_flTimeEscortReturn ) ) + { + // We're delinquent! Return to strider! + GetOuter()->ClearCustomInterruptCondition( COND_NEW_ENEMY ); + GetOuter()->ClearCustomInterruptCondition( COND_SEE_ENEMY ); + GetOuter()->ClearCustomInterruptCondition( COND_SEE_HATE ); + GetOuter()->ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK1 ); + GetOuter()->ClearCustomInterruptCondition( COND_CAN_RANGE_ATTACK2 ); + } +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_HunterEscortBehavior::CheckBreakEscort() +{ + if ( m_flTimeEscortReturn != 0 && ( FarFromFollowTarget() || gpGlobals->curtime >= m_flTimeEscortReturn ) ) + { + if ( FarFromFollowTarget() ) + { + m_flTimeEscortReturn = gpGlobals->curtime; + } + else + { + m_flTimeEscortReturn = 0; + } + if ( GetOuter()->GetSquad() ) + { + GetOuter()->GetSquad()->SetSquadSoundWaitTime( gpGlobals->curtime + random->RandomFloat( 5.0f, 12.0f ) ); + } + } +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_HunterEscortBehavior::GatherConditionsNotActive( void ) +{ + if ( m_bEnabled ) + { + DistributeFreeHunters(); + } + + BaseClass::GatherConditionsNotActive(); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_HunterEscortBehavior::GatherConditions( void ) +{ + m_bEnabled = true; + + DistributeFreeHunters(); + + BaseClass::GatherConditions(); + + if ( GetEnemy() && GetEnemy()->IsPlayer() && HasCondition( COND_SEE_ENEMY ) ) + { + if ( GetOuter()->GetSquad()->GetSquadSoundWaitTime() <= gpGlobals->curtime && ((CBasePlayer *)GetEnemy())->IsInAVehicle() ) + { + m_flTimeEscortReturn = gpGlobals->curtime + random->RandomFloat( 15.0f, 25.0f ); + GetOuter()->GetSquad()->SetSquadSoundWaitTime( m_flTimeEscortReturn + 1.0 ); // prevent others from breaking escort + } + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CAI_HunterEscortBehavior::ShouldFollow() +{ + if ( IsStriderBuster( GetEnemy() ) ) + return false; + + if ( HasCondition( COND_HEAR_PHYSICS_DANGER ) ) + return false; + + if ( m_flTimeEscortReturn <= gpGlobals->curtime ) + { + return CAI_FollowBehavior::ShouldFollow(); + } + + return false; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_HunterEscortBehavior::BeginScheduleSelection() +{ + BaseClass::BeginScheduleSelection(); + Assert( m_SavedDistTooFar == GetOuter()->m_flDistTooFar ); + GetOuter()->m_flDistTooFar *= 2; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CAI_HunterEscortBehavior::SelectSchedule() +{ + if( m_FollowDelay.IsRunning() && !m_FollowDelay.Expired() ) + { + return FollowCallBaseSelectSchedule(); + } + return BaseClass::SelectSchedule(); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CAI_HunterEscortBehavior::FollowCallBaseSelectSchedule() +{ + if ( GetOuter()->GetState() == NPC_STATE_COMBAT ) + { + return GetOuter()->SelectCombatSchedule(); + } + + return BaseClass::FollowCallBaseSelectSchedule(); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_HunterEscortBehavior::StartTask( const Task_t *pTask ) +{ + switch( pTask->iTask ) + { + case TASK_MOVE_TO_FOLLOW_POSITION: + { + if ( GetEnemy() ) + { + if ( GetOuter()->OccupyStrategySlot( SQUAD_SLOT_RUN_SHOOT ) ) + { + if ( GetOuter()->GetSquad()->GetSquadMemberNearestTo( GetEnemy()->GetAbsOrigin() ) == GetOuter() ) + { + GetOuter()->BeginVolley( NUM_FLECHETTE_VOLLEY_ON_FOLLOW, gpGlobals->curtime + 1.0 + random->RandomFloat( 0, .25 ) + random->RandomFloat( 0, .25 ) ); + } + else + { + GetOuter()->VacateStrategySlot(); + } + } + } + BaseClass::StartTask( pTask ); + break; + } + + default: + BaseClass::StartTask( pTask ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_HunterEscortBehavior::RunTask( const Task_t *pTask ) +{ + switch( pTask->iTask ) + { + case TASK_MOVE_TO_FOLLOW_POSITION: + { + if ( !GetFollowTarget() ) + { + TaskFail( FAIL_NO_TARGET ); + } + else + { + if ( GetEnemy() ) + { + CNPC_Hunter *pHunter = GetOuter(); + Vector vecEnemyLKP = pHunter->GetEnemyLKP(); + pHunter->AddFacingTarget( pHunter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 ); + bool bVacate = false; + + bool bHasSlot = pHunter->HasStrategySlot( SQUAD_SLOT_RUN_SHOOT ); + if ( HasCondition( COND_SEE_ENEMY ) ) + { + float maxDist = hunter_flechette_max_range.GetFloat() * 3; + float distSq = ( pHunter->GetAbsOrigin() - pHunter->GetEnemy()->GetAbsOrigin() ).Length2DSqr(); + + if ( distSq < Square( maxDist ) ) + { + if ( gpGlobals->curtime >= pHunter->m_flNextFlechetteTime ) + { + if ( !bHasSlot ) + { + if ( GetOuter()->OccupyStrategySlot( SQUAD_SLOT_RUN_SHOOT ) ) + { + if ( GetOuter()->GetSquad()->GetSquadMemberNearestTo( GetEnemy()->GetAbsOrigin() ) == GetOuter() ) + { + bHasSlot = true; + } + else + { + GetOuter()->VacateStrategySlot(); + } + } + } + + if ( bHasSlot ) + { + // Start the firing sound. + //CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + //if ( controller.SoundGetVolume( pHunter->m_pGunFiringSound ) == 0.0f ) + //{ + // controller.SoundChangeVolume( pHunter->m_pGunFiringSound, 1.0f, 0.0f ); + //} + + pHunter->ShootFlechette( GetEnemy(), true ); + + if ( --pHunter->m_nFlechettesQueued > 0 ) + { + pHunter->m_flNextFlechetteTime = gpGlobals->curtime + hunter_flechette_delay.GetFloat(); + } + else + { + // Stop the firing sound. + //CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + //controller.SoundChangeVolume( pHunter->m_pGunFiringSound, 0, 0.01f ); + + bVacate = true; + pHunter->BeginVolley( NUM_FLECHETTE_VOLLEY_ON_FOLLOW, gpGlobals->curtime + 1.0 + random->RandomFloat( 0, .25 ) + random->RandomFloat( 0, .25 ) ); + } + } + } + } + else if ( bHasSlot ) + { + bVacate = true; + } + } + else if ( bHasSlot ) + { + bVacate = true; + } + + if ( bVacate ) + { + pHunter->VacateStrategySlot(); + } + } + + if ( m_FollowAttackTimer.Expired() && IsFollowTargetInRange( .8 )) + { + m_FollowAttackTimer.Set( 8, 24 ); + TaskComplete(); + } + else + { + BaseClass::RunTask( pTask ); + } + } + break; + } + + default: + BaseClass::RunTask( pTask ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_HunterEscortBehavior::FindFreeHunters( CUtlVector<CNPC_Hunter *> *pFreeHunters ) +{ + pFreeHunters->EnsureCapacity( g_Hunters.Count() ); + int i; + + for ( i = 0; i < g_Hunters.Count(); i++ ) + { + CNPC_Hunter *pHunter = g_Hunters[i]; + if ( pHunter->IsAlive() && pHunter->m_EscortBehavior.m_bEnabled ) + { + if ( pHunter->m_EscortBehavior.GetFollowTarget() == NULL || !pHunter->m_EscortBehavior.GetFollowTarget()->IsAlive() ) + { + pFreeHunters->AddToTail( pHunter); + } + } + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_HunterEscortBehavior::DistributeFreeHunters() +{ + if ( g_TimeLastDistributeFreeHunters != -1 && gpGlobals->curtime - g_TimeLastDistributeFreeHunters < FREE_HUNTER_DISTRIBUTE_INTERVAL ) + { + return; + } + + g_TimeLastDistributeFreeHunters = gpGlobals->curtime; + + CUtlVector<CNPC_Hunter *> freeHunters; + int i; + FindFreeHunters( &freeHunters ); + + CAI_BaseNPC **ppNPCs = g_AI_Manager.AccessAIs(); + for ( i = 0; i < g_AI_Manager.NumAIs() && freeHunters.Count(); i++ ) + { + int nToAdd; + CNPC_Strider *pStrider = ( ppNPCs[i]->IsAlive() ) ? dynamic_cast<CNPC_Strider *>( ppNPCs[i] ) : NULL; + if ( pStrider && !pStrider->CarriedByDropship() ) + { + if ( ( nToAdd = 3 - AIGetNumFollowers( pStrider ) ) > 0 ) + { + for ( int j = freeHunters.Count() - 1; j >= 0 && nToAdd > 0; --j ) + { + DevMsg( "npc_hunter %d assigned to npc_strider %d\n", freeHunters[j]->entindex(), pStrider->entindex() ); + freeHunters[j]->FollowStrider( pStrider ); + freeHunters.FastRemove( j ); + nToAdd--; + } + } + } + } + + for ( i = 0; i < freeHunters.Count(); i++ ) + { + //DevMsg( "npc_hunter %d assigned to free_hunters_squad\n", freeHunters[i]->entindex() ); + freeHunters[i]->m_EscortBehavior.SetFollowTarget( NULL ); + freeHunters[i]->AddToSquad( AllocPooledString( "free_hunters_squad" ) ); + } + +#if 0 + CBaseEntity *pHunterMaker = gEntList.FindEntityByClassname( NULL, "npc_hunter_maker" ); // TODO: this picks the same one every time! + if ( pHunterMaker ) + { + for ( i = 0; i < freeHunters.Count(); i++ ) + { + freeHunters[i]->m_EscortBehavior.SetFollowTarget( pHunterMaker ); + } + } +#endif +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_HunterEscortBehavior::DrawDebugGeometryOverlays() +{ + if ( !GetFollowTarget() ) + return; + + Vector vecFollowPos = GetGoalPosition(); + if ( FarFromFollowTarget() ) + { + if ( gpGlobals->curtime >= m_flTimeEscortReturn ) + { + NDebugOverlay::HorzArrow( GetOuter()->GetAbsOrigin(), vecFollowPos, 16.0f, 255, 0, 0, 0, true, 0 ); + } + else + { + NDebugOverlay::HorzArrow( GetOuter()->GetAbsOrigin(), vecFollowPos, 16.0f, 255, 255, 0, 0, true, 0 ); + } + } + else + { + NDebugOverlay::HorzArrow( GetOuter()->GetAbsOrigin(), vecFollowPos, 16.0f, 0, 255, 0, 0, true, 0 ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool Hunter_IsHunter(CBaseEntity *pEnt) +{ + return dynamic_cast<CNPC_Hunter *>(pEnt) != NULL; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void Hunter_StriderBusterLaunched( CBaseEntity *pBuster ) +{ + CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); + int nAIs = g_AI_Manager.NumAIs(); + + for ( int i = 0; i < nAIs; i++ ) + { + CAI_BaseNPC *pNPC = ppAIs[ i ]; + if ( pNPC && ( pNPC->Classify() == CLASS_COMBINE_HUNTER ) && pNPC->m_lifeState == LIFE_ALIVE ) + { + if ( !pNPC->GetEnemy() || !IsStriderBuster( pNPC->GetEnemy() ) ) + { + Vector vecDelta = pNPC->GetAbsOrigin() - pBuster->GetAbsOrigin(); + if ( vecDelta.Length2DSqr() < 9437184.0f ) // 3072 * 3072 + { + pNPC->SetEnemy( pBuster ); + pNPC->SetState( NPC_STATE_COMBAT ); + pNPC->UpdateEnemyMemory( pBuster, pBuster->GetAbsOrigin() ); + + // Stop whatever we're doing. + pNPC->SetCondition( COND_SCHEDULE_DONE ); + } + } + } + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void Hunter_StriderBusterAttached( CBaseEntity *pHunter, CBaseEntity *pAttached ) +{ + Assert(dynamic_cast<CNPC_Hunter *>(pHunter)); + + static_cast<CNPC_Hunter *>(pHunter)->StriderBusterAttached(pAttached); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void Hunter_StriderBusterDetached( CBaseEntity *pHunter, CBaseEntity *pAttached ) +{ + Assert(dynamic_cast<CNPC_Hunter *>(pHunter)); + + static_cast<CNPC_Hunter *>(pHunter)->StriderBusterDetached(pAttached); +} + +//------------------------------------------------------------------------------------------------- +// +// ep2_outland_12 custom npc makers +// +//------------------------------------------------------------------------------------------------- + +class CHunterMaker : public CTemplateNPCMaker +{ + typedef CTemplateNPCMaker BaseClass; +public: + void MakeMultipleNPCS( int nNPCs ) + { + const float MIN_HEALTH_PCT = 0.2; + + CUtlVector<CNPC_Hunter *> candidates; + CUtlVectorFixed<CNPC_Hunter *, 3> freeHunters; + CAI_HunterEscortBehavior::FindFreeHunters( &candidates ); + + freeHunters.EnsureCapacity( 3 ); + int i; + + for ( i = 0; i < candidates.Count() && freeHunters.Count() < 3; i++ ) + { + if ( candidates[i]->GetHealth() > candidates[i]->GetMaxHealth() * MIN_HEALTH_PCT ) + { + freeHunters.AddToTail( candidates[i] ); + } + } + + int nRequested = nNPCs; + if ( nNPCs < 3 ) + { + nNPCs = MIN( 3, nNPCs + freeHunters.Count() ); + } + + int nSummoned = 0; + for ( i = 0; i < freeHunters.Count() && nNPCs; i++ ) + { + freeHunters[i]->m_EscortBehavior.SetFollowTarget( this ); // this will make them not "free" + freeHunters[i]->SetName( m_iszTemplateName ); // this will force the hunter to get the FollowStrider input + nNPCs--; + nSummoned++; + } + + DevMsg( "Requested %d to spawn, Summoning %d free hunters, spawning %d new hunters\n", nRequested, nSummoned, nNPCs ); + if ( nNPCs ) + { + BaseClass::MakeMultipleNPCS( nNPCs ); + } + } +}; + +LINK_ENTITY_TO_CLASS( npc_hunter_maker, CHunterMaker ); + + +//------------------------------------------------------------------------------------------------- +// +// Schedules +// +//------------------------------------------------------------------------------------------------- +AI_BEGIN_CUSTOM_NPC( npc_hunter, CNPC_Hunter ) + + DECLARE_TASK( TASK_HUNTER_AIM ) + DECLARE_TASK( TASK_HUNTER_FIND_DODGE_POSITION ) + DECLARE_TASK( TASK_HUNTER_DODGE ) + DECLARE_TASK( TASK_HUNTER_PRE_RANGE_ATTACK2 ) + DECLARE_TASK( TASK_HUNTER_SHOOT_COMMIT ) + DECLARE_TASK( TASK_HUNTER_ANNOUNCE_FLANK ) + DECLARE_TASK( TASK_HUNTER_BEGIN_FLANK ) + DECLARE_TASK( TASK_HUNTER_STAGGER ) + DECLARE_TASK( TASK_HUNTER_CORNERED_TIMER ) + DECLARE_TASK( TASK_HUNTER_FIND_SIDESTEP_POSITION ) + DECLARE_TASK( TASK_HUNTER_CHARGE ) + DECLARE_TASK( TASK_HUNTER_FINISH_RANGE_ATTACK ) + DECLARE_TASK( TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY ) + DECLARE_TASK( TASK_HUNTER_CHARGE_DELAY ) + + DECLARE_ACTIVITY( ACT_HUNTER_DEPLOYRA2 ) + DECLARE_ACTIVITY( ACT_HUNTER_DODGER ) + DECLARE_ACTIVITY( ACT_HUNTER_DODGEL ) + DECLARE_ACTIVITY( ACT_HUNTER_GESTURE_SHOOT ) + DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_STICKYBOMB ) + DECLARE_ACTIVITY( ACT_HUNTER_STAGGER ) + DECLARE_ACTIVITY( ACT_DI_HUNTER_MELEE ) + DECLARE_ACTIVITY( ACT_DI_HUNTER_THROW ) + DECLARE_ACTIVITY( ACT_HUNTER_MELEE_ATTACK1_VS_PLAYER ) + DECLARE_ACTIVITY( ACT_HUNTER_ANGRY ) + DECLARE_ACTIVITY( ACT_HUNTER_WALK_ANGRY ) + DECLARE_ACTIVITY( ACT_HUNTER_FOUND_ENEMY ) + DECLARE_ACTIVITY( ACT_HUNTER_FOUND_ENEMY_ACK ) + DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_START ) + DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_RUN ) + DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_STOP ) + DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_CRASH ) + DECLARE_ACTIVITY( ACT_HUNTER_CHARGE_HIT ) + DECLARE_ACTIVITY( ACT_HUNTER_RANGE_ATTACK2_UNPLANTED ) + DECLARE_ACTIVITY( ACT_HUNTER_IDLE_PLANTED ) + DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_N ) + DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_S ) + DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_E ) + DECLARE_ACTIVITY( ACT_HUNTER_FLINCH_W ) + + DECLARE_INTERACTION( g_interactionHunterFoundEnemy ); + + DECLARE_SQUADSLOT( SQUAD_SLOT_HUNTER_CHARGE ) + DECLARE_SQUADSLOT( SQUAD_SLOT_HUNTER_FLANK_FIRST ) + DECLARE_SQUADSLOT( SQUAD_SLOT_RUN_SHOOT ) + + DECLARE_CONDITION( COND_HUNTER_SHOULD_PATROL ) + DECLARE_CONDITION( COND_HUNTER_FORCED_FLANK_ENEMY ) + DECLARE_CONDITION( COND_HUNTER_CAN_CHARGE_ENEMY ) + DECLARE_CONDITION( COND_HUNTER_STAGGERED ) + DECLARE_CONDITION( COND_HUNTER_IS_INDOORS ) + DECLARE_CONDITION( COND_HUNTER_HIT_BY_STICKYBOMB ) + DECLARE_CONDITION( COND_HUNTER_SEE_STRIDERBUSTER ) + DECLARE_CONDITION( COND_HUNTER_FORCED_DODGE ) + DECLARE_CONDITION( COND_HUNTER_INCOMING_VEHICLE ) + DECLARE_CONDITION( COND_HUNTER_NEW_HINTGROUP ) + DECLARE_CONDITION( COND_HUNTER_CANT_PLANT ) + DECLARE_CONDITION( COND_HUNTER_SQUADMATE_FOUND_ENEMY ) + + DECLARE_ANIMEVENT( AE_HUNTER_FOOTSTEP_LEFT ) + DECLARE_ANIMEVENT( AE_HUNTER_FOOTSTEP_RIGHT ) + DECLARE_ANIMEVENT( AE_HUNTER_FOOTSTEP_BACK ) + DECLARE_ANIMEVENT( AE_HUNTER_MELEE_ANNOUNCE ) + DECLARE_ANIMEVENT( AE_HUNTER_MELEE_ATTACK_LEFT ) + DECLARE_ANIMEVENT( AE_HUNTER_MELEE_ATTACK_RIGHT ) + DECLARE_ANIMEVENT( AE_HUNTER_DIE ) + DECLARE_ANIMEVENT( AE_HUNTER_SPRAY_BLOOD ) + DECLARE_ANIMEVENT( AE_HUNTER_START_EXPRESSION ) + DECLARE_ANIMEVENT( AE_HUNTER_END_EXPRESSION ) + + //========================================================= + // Attack (Deploy/shoot/finish) + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_RANGE_ATTACK1, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_HUNTER_SHOOT_COMMIT 0" + " TASK_RANGE_ATTACK1 0" + " " + " Interrupts" + " COND_NEW_ENEMY" + " COND_ENEMY_DEAD" + " COND_LOST_ENEMY" + " COND_ENEMY_OCCLUDED" + " COND_WEAPON_SIGHT_OCCLUDED" + " COND_TOO_CLOSE_TO_ATTACK" + " COND_TOO_FAR_TO_ATTACK" + " COND_NOT_FACING_ATTACK" + ) + + //========================================================= + // Attack (Deploy/shoot/finish) + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_RANGE_ATTACK2, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_HUNTER_PRE_RANGE_ATTACK2 0" + " TASK_HUNTER_SHOOT_COMMIT 0" + " TASK_RANGE_ATTACK2 0" + " TASK_HUNTER_FINISH_RANGE_ATTACK 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_WAIT 0.4" + " TASK_WAIT_RANDOM 0.2" + " " + " Interrupts" + " COND_NEW_ENEMY" + ) + + //========================================================= + // Shoot at striderbuster. Distinct from generic range attack + // because of BuildScheduleTestBits. + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_HUNTER_SHOOT_COMMIT 0" + " TASK_RANGE_ATTACK2 0" + " " + " Interrupts" + ) + + //========================================================= + // Shoot at striderbuster with a little latency beforehand + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_RANGE_ATTACK2_VS_STRIDERBUSTER_LATENT, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_HUNTER_SHOOT_COMMIT 0" + " TASK_WAIT 0.2" + " TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_RANGE_ATTACK2" + " TASK_RANGE_ATTACK2 0" + " " + " Interrupts" + ) + + //========================================================= + // Dodge Incoming vehicle + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_DODGE, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_DODGE" + " TASK_HUNTER_FIND_DODGE_POSITION 0" + " TASK_HUNTER_DODGE 0" + "" + " Interrupts" + ) + + //========================================================= + // Dodge Incoming vehicle + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_FAIL_DODGE, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_FACE_ENEMY 0" + "" + " Interrupts" + ) + + //================================================== + // > SCHED_HUNTER_CHARGE_ENEMY + // Rush at my enemy and head-butt them. + //================================================== + DEFINE_SCHEDULE + ( + SCHED_HUNTER_CHARGE_ENEMY, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_CHARGE_ENEMY" + " TASK_STOP_MOVING 0" + " TASK_FACE_ENEMY 0" + " TASK_HUNTER_CHARGE 0" + "" + " Interrupts" + " COND_TASK_FAILED" + " COND_ENEMY_DEAD" + ) + + DEFINE_SCHEDULE + ( + SCHED_HUNTER_FAIL_CHARGE_ENEMY, + + " Tasks" + " TASK_HUNTER_CHARGE_DELAY 10" + ) + + //========================================================= + // Chase the enemy with intent to claw + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_CHASE_ENEMY_MELEE, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ESTABLISH_LINE_OF_FIRE" + " 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_MELEE_ATTACK1" + " COND_CAN_MELEE_ATTACK2" + //" COND_TOO_CLOSE_TO_ATTACK" + " COND_LOST_ENEMY" + ) + + //========================================================= + // Chase my enemy, shoot or claw when possible to do so. + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_CHASE_ENEMY, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ESTABLISH_LINE_OF_FIRE" + " 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_RANGE_ATTACK2" + " COND_CAN_MELEE_ATTACK1" + " COND_CAN_MELEE_ATTACK2" + " COND_TOO_CLOSE_TO_ATTACK" + " COND_LOST_ENEMY" + ) + + //========================================================= + // Move to a flanking position, then shoot if possible. + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_FLANK_ENEMY, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ESTABLISH_LINE_OF_FIRE" + " TASK_STOP_MOVING 0" + " TASK_HUNTER_BEGIN_FLANK 0" + " TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS 30" + " TASK_HUNTER_ANNOUNCE_FLANK 0" + " TASK_RUN_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_FACE_ENEMY 0" + //" TASK_HUNTER_END_FLANK 0" + "" + " Interrupts" + " COND_NEW_ENEMY" + //" COND_CAN_RANGE_ATTACK1" + //" COND_CAN_RANGE_ATTACK2" + " COND_CAN_MELEE_ATTACK1" + " COND_CAN_MELEE_ATTACK2" + " COND_ENEMY_DEAD" + " COND_ENEMY_UNREACHABLE" + " COND_TOO_CLOSE_TO_ATTACK" + " COND_LOST_ENEMY" + ) + + //========================================================= + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_COMBAT_FACE, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_WAIT_FACE_ENEMY 1" + "" + " Interrupts" + " COND_CAN_RANGE_ATTACK1" + " COND_CAN_RANGE_ATTACK2" + " COND_CAN_MELEE_ATTACK1" + " COND_CAN_MELEE_ATTACK2" + " COND_NEW_ENEMY" + " COND_ENEMY_DEAD" + ) + + //========================================================= + // Like the base class, only don't stop in the middle of + // swinging if the enemy is killed, hides, or new enemy. + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_MELEE_ATTACK1, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_FACE_ENEMY 0" + " TASK_MELEE_ATTACK1 0" + //" TASK_SET_SCHEDULE SCHEDULE:SCHED_HUNTER_POST_MELEE_WAIT" + "" + " Interrupts" + ) + + //========================================================= + // In a fight with nothing to do. Make busy! + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_CHANGE_POSITION, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_WANDER 720432" // 6 feet to 36 feet + " TASK_RUN_PATH 0" + " TASK_HUNTER_WAIT_FOR_MOVEMENT_FACING_ENEMY 0" + " TASK_STOP_MOVING 0" + " TASK_SET_SCHEDULE SCHEDULE:SCHED_HUNTER_CHANGE_POSITION_FINISH" + "" + " Interrupts" + " COND_ENEMY_DEAD" + " COND_CAN_MELEE_ATTACK1" + " COND_CAN_MELEE_ATTACK2" + " COND_HEAR_DANGER" + " COND_HEAR_MOVE_AWAY" + " COND_NEW_ENEMY" + ) + + //========================================================= + // In a fight with nothing to do. Make busy! + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_CHANGE_POSITION_FINISH, + + " Tasks" + " TASK_FACE_ENEMY 0" + " TASK_WAIT_FACE_ENEMY_RANDOM 5" + "" + " Interrupts" + " COND_ENEMY_DEAD" + " COND_CAN_RANGE_ATTACK1" + " COND_CAN_RANGE_ATTACK2" + " COND_CAN_MELEE_ATTACK1" + " COND_CAN_MELEE_ATTACK2" + " COND_HEAR_DANGER" + " COND_HEAR_MOVE_AWAY" + " COND_NEW_ENEMY" + ) + + //========================================================= + // In a fight with nothing to do. Make busy! + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_SIDESTEP, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_IMMEDIATE" // used because sched_fail includes a one second pause. ick! + " TASK_STOP_MOVING 0" + " TASK_HUNTER_FIND_SIDESTEP_POSITION 0" + " TASK_GET_PATH_TO_SAVEPOSITION 0" + " TASK_RUN_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_FACE_ENEMY 0" + "" + " Interrupts" + ) + + //========================================================= + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_PATROL, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_WANDER 720432" // 6 feet to 36 feet + " TASK_WALK_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_STOP_MOVING 0" + " TASK_FACE_REASONABLE 0" + " TASK_WAIT_RANDOM 3" + "" + " Interrupts" + " COND_ENEMY_DEAD" + " COND_LIGHT_DAMAGE" + " COND_HEAVY_DAMAGE" + " COND_HEAR_DANGER" + " COND_HEAR_COMBAT" + " COND_HEAR_PLAYER" + " COND_HEAR_BULLET_IMPACT" + " COND_HEAR_MOVE_AWAY" + " COND_NEW_ENEMY" + " COND_SEE_ENEMY" + " COND_CAN_RANGE_ATTACK1" + " COND_CAN_RANGE_ATTACK2" + " COND_CAN_MELEE_ATTACK1" + " COND_CAN_MELEE_ATTACK2" + ) + + //========================================================= + // Stagger because I got hit by something heavy + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_STAGGER, + + " Tasks" + " TASK_HUNTER_STAGGER 0" + "" + " Interrupts" + ) + + //========================================================= + // Run around randomly until we detect an enemy + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_PATROL_RUN, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE" + " TASK_SET_ROUTE_SEARCH_TIME 5" // Spend 5 seconds trying to build a path if stuck + " TASK_GET_PATH_TO_RANDOM_NODE 200" + " TASK_RUN_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + "" + " Interrupts" + " COND_CAN_RANGE_ATTACK1 " + " COND_CAN_RANGE_ATTACK2 " + " COND_CAN_MELEE_ATTACK1 " + " COND_CAN_MELEE_ATTACK2" + " COND_GIVE_WAY" + " COND_NEW_ENEMY" + " COND_HEAR_COMBAT" + " COND_HEAR_DANGER" + " COND_HEAR_PLAYER" + " COND_LIGHT_DAMAGE" + " COND_HEAVY_DAMAGE" + ) + + //========================================================= + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_TAKE_COVER_FROM_ENEMY, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_CHASE_ENEMY_MELEE" + " TASK_HUNTER_CORNERED_TIMER 10.0" + " TASK_WAIT 0.0" + // " TASK_SET_TOLERANCE_DISTANCE 24" + // " TASK_FIND_COVER_FROM_ENEMY 0" + " TASK_FIND_FAR_NODE_COVER_FROM_ENEMY 200.0" + " TASK_RUN_PATH 0" + " TASK_HUNTER_CORNERED_TIMER 0.0" + // " TASK_CLEAR_FAIL_SCHEDULE 0" // not used because sched_fail includes a one second pause. ick! + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_IMMEDIATE" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_REMEMBER MEMORY:INCOVER" + " TASK_SET_SCHEDULE SCHEDULE:SCHED_HUNTER_HIDE_UNDER_COVER" + /* + " TASK_FACE_ENEMY 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover + " TASK_WAIT 1" + */ + "" + " Interrupts" + " COND_NEW_ENEMY" + " COND_HEAR_DANGER" + ) + + //========================================================= + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_HIDE_UNDER_COVER, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_FAIL_IMMEDIATE" // used because sched_fail includes a one second pause. ick! + " TASK_FACE_ENEMY 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover + " TASK_WAIT 1" + "" + " Interrupts" + " COND_NEW_ENEMY" + " COND_HEAR_DANGER" + " COND_HAVE_ENEMY_LOS" + ) + + //========================================================= + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_FOUND_ENEMY, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_FACE_ENEMY 0" + " TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_HUNTER_FOUND_ENEMY" + "" + " Interrupts" + " COND_LIGHT_DAMAGE" + " COND_HEAVY_DAMAGE" + ) + + //========================================================= + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_FOUND_ENEMY_ACK, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_WAIT_RANDOM 0.75" + " TASK_FACE_ENEMY 0" + " TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_HUNTER_FOUND_ENEMY_ACK" + "" + " Interrupts" + " COND_LIGHT_DAMAGE" + " COND_HEAVY_DAMAGE" + ) + + //========================================================= + // An empty schedule that immediately bails out, faster than + // SCHED_FAIL which stops moving and waits for one second. + //========================================================= + DEFINE_SCHEDULE + ( + SCHED_HUNTER_FAIL_IMMEDIATE, + + " Tasks" + " TASK_WAIT 0" + + ) + + DEFINE_SCHEDULE + ( + SCHED_HUNTER_GOTO_HINT, + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HUNTER_CLEAR_HINTNODE" // used because sched_fail includes a one second pause. ick! + " TASK_GET_PATH_TO_HINTNODE 1" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_CLEAR_HINTNODE 0" + "" + "" + " Interrupts" + ) + + DEFINE_SCHEDULE + ( + SCHED_HUNTER_CLEAR_HINTNODE, + " Tasks" + " TASK_CLEAR_HINTNODE 0" + "" + "" + " Interrupts" + ) + + DEFINE_SCHEDULE + ( + SCHED_HUNTER_SIEGE_STAND, + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_FACE_PLAYER 0" + " TASK_WAIT 10" + " TASK_WAIT_RANDOM 2" + " TASK_SET_SCHEDULE SCHEDULE:SCHED_HUNTER_CHANGE_POSITION_SIEGE" + "" + "" + " Interrupts" + " COND_SEE_PLAYER" + " COND_NEW_ENEMY" + ) + + DEFINE_SCHEDULE + ( + SCHED_HUNTER_CHANGE_POSITION_SIEGE, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_WANDER 2400480" + " TASK_RUN_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " TASK_STOP_MOVING 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_FACE_PLAYER 0" + "" + " Interrupts" + " COND_NEW_ENEMY" + ) + + // formula is MIN_DIST * 10000 + MAX_DIST + +AI_END_CUSTOM_NPC() |