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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/hl2/npc_alyx_episodic.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Base combat character with no AI
+//
+//=====================================================================================//
+
+#include "ai_baseactor.h"
+#include "npc_playercompanion.h"
+#include "ai_behavior_holster.h"
+#include "ai_behavior_functank.h"
+#include "soundenvelope.h"
+
+extern ConVar npc_alyx_readiness;
+
+class CNPC_Alyx : public CNPC_PlayerCompanion
+{
+public:
+ DECLARE_CLASS( CNPC_Alyx, CNPC_PlayerCompanion );
+
+ // fast class list
+ CNPC_Alyx *m_pNext;
+
+ virtual void ModifyOrAppendCriteria( AI_CriteriaSet &set );
+
+ bool ForceVehicleInteraction( const char *lpszInteractionName, CBaseCombatCharacter *pOther );
+
+ CNPC_Alyx( );
+ ~CNPC_Alyx( );
+
+ static CNPC_Alyx *GetAlyx( void );
+
+ bool CreateBehaviors();
+ void Spawn( void );
+ void Activate( void );
+ void StopLoopingSounds( void );
+ void SelectModel();
+ void Precache( void );
+ void SetupAlyxWithoutParent( void );
+ void CreateEmpTool( void );
+ void PrescheduleThink( void );
+ void GatherConditions();
+ bool ShouldPlayerAvoid( void );
+ void AnalyzeGunfireSound( CSound *pSound );
+ bool IsValidEnemy( CBaseEntity *pEnemy );
+ void Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info );
+ void Event_Killed( const CTakeDamageInfo &info );
+ void EnemyIgnited( CAI_BaseNPC *pVictim );
+ void CombineBallSocketed( int iNumBounces );
+ void AimGun( void );
+ Vector GetActualShootPosition( const Vector &shootOrigin );
+ float MaxYawSpeed( void );
+ void OnUpdateShotRegulator();
+ bool IsCrouchedActivity( Activity activity );
+ bool OnBeginMoveAndShoot();
+ void SpeakAttacking( void );
+
+ virtual float GetJumpGravity() const { return 1.8f; }
+
+ // Crouching
+ Vector GetCrouchEyeOffset( void ) { return Vector(0,0,50); }
+ Vector GetCrouchGunOffset( void ) { return Vector(0,0,40); }
+ bool EnemyIsValidCrouchTarget( CBaseEntity *pEnemy );
+ bool Stand( void );
+ bool Crouch( void );
+ void DesireCrouch( void );
+
+ // Custom AI
+ void DoCustomCombatAI( void );
+ void DoMobbedCombatAI( void );
+ void DoCustomSpeechAI( void );
+
+ Disposition_t IRelationType( CBaseEntity *pTarget );
+ int IRelationPriority( CBaseEntity *pTarget );
+
+ CAI_FollowBehavior &GetFollowBehavior( void );
+
+ Class_T Classify ( void );
+ bool FValidateHintType( CAI_Hint *pHint );
+ int ObjectCaps();
+ void HandleAnimEvent( animevent_t *pEvent );
+ bool FInViewCone( CBaseEntity *pEntity );
+ bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false );
+ bool CanSeeEntityInDarkness( CBaseEntity *pEntity );
+ bool IsCoverPosition( const Vector &vecThreat, const Vector &vecPosition );
+ Activity NPC_TranslateActivity ( Activity activity );
+ bool ShouldDeferToFollowBehavior();
+ void BuildScheduleTestBits();
+ bool ShouldBehaviorSelectSchedule( CAI_BehaviorBase *pBehavior );
+ int SelectSchedule( void );
+ int SelectScheduleDanger( void );
+ int TranslateSchedule( int scheduleType );
+ void StartTask( const Task_t *pTask );
+ void RunTask( const Task_t *pTask );
+ void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
+ float LengthOfLastCombat( void ) const;
+ // bool IsNavigationUrgent();
+
+ void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
+ bool CanBeHitByMeleeAttack( CBaseEntity *pAttacker );
+ int OnTakeDamage_Alive( const CTakeDamageInfo &info );
+ bool FCanCheckAttacks();
+ float GetAttackDamageScale( CBaseEntity *pVictim );
+
+
+ bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
+ virtual bool SpeakIfAllowed( AIConcept_t concept, const char *modifiers = NULL, bool bRespondingToPlayer = false, char *pszOutResponseChosen = NULL, size_t bufsize = 0 );
+
+ void HolsterPistol();
+ void DrawPistol();
+ void Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget = NULL, const Vector *pVelocity = NULL );
+
+ void SetEMPHolstered( bool bHolstered ) { m_bIsEMPHolstered = bHolstered; }
+ bool IsEMPHolstered() { return (!m_hEmpTool || m_hEmpTool->GetParent() != this || m_bIsEMPHolstered); }
+
+ float GetReadinessDecay() { return 60.0f; }
+ virtual bool IsAllowedToAim();
+
+ virtual void PainSound( const CTakeDamageInfo &info );
+ virtual void DeathSound( const CTakeDamageInfo &info );
+
+ // Hacking and object interaction
+ void SearchForInteractTargets();
+ bool IsValidInteractTarget( CBaseEntity *pTarget );
+ bool CanInteractWithTarget( CBaseEntity *pTarget );
+ void SetInteractTarget( CBaseEntity *pTarget );
+ bool HasInteractTarget() { return m_hHackTarget != NULL; }
+ CBaseEntity *GetInteractTarget() { return m_hHackTarget; }
+ void EmpZapTarget( CBaseEntity *pTarget );
+
+ virtual void OnSeeEntity( CBaseEntity *pEntity );
+
+ void InputAllowInteraction( inputdata_t &inputdata )
+ {
+ m_bInteractionAllowed = true;
+ }
+ void InputDisallowInteraction( inputdata_t &inputdata )
+ {
+ m_bInteractionAllowed = false;
+ }
+ void InputAllowDarknessSpeech( inputdata_t &inputdata )
+ {
+ m_bDarknessSpeechAllowed = inputdata.value.Bool();
+ }
+ void InputGiveEMP( inputdata_t &inputdata );
+ void InputVehiclePunted( inputdata_t &inputdata );
+ void InputOutsideTransition( inputdata_t &inputdata );
+
+ virtual void OnGivenWeapon( CBaseCombatWeapon *pNewWeapon );
+ virtual void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon );
+ virtual void Weapon_Equip( CBaseCombatWeapon *pWeapon );
+ virtual bool Weapon_CanUse( CBaseCombatWeapon *pWeapon );
+
+ // Blinding
+ virtual void PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot );
+ void CheckBlindedByFlare( void );
+ bool CanBeBlindedByFlashlight( bool bCheckLightSources );
+ bool PlayerFlashlightOnMyEyes( CBasePlayer *pPlayer );
+ bool BlindedByFlare( void );
+ bool CanReload( void );
+
+ virtual bool PickTacticalLookTarget( AILookTargetArgs_t *pArgs );
+ virtual void OnSelectedLookTarget( AILookTargetArgs_t *pArgs );
+ virtual bool IsReadinessCapable( void );
+
+ virtual void ReadinessLevelChanged( int iPriorLevel );
+
+ bool IsAllowedToInteract();
+ virtual void BarnacleDeathSound( void );
+
+ virtual const char *GetDeathMessageText( void ) { return "GAMEOVER_ALYXDEAD"; }
+
+ PassengerState_e GetPassengerState( void );
+
+ void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+ bool PlayerInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter, bool ignoreHatedPlayers );
+
+private:
+ EHANDLE m_hEmpTool;
+ EHANDLE m_hHackTarget;
+ CHandle<CAI_Hint> m_hStealthLookTarget;
+ bool m_bInteractionAllowed;
+ float m_fTimeNextSearchForInteractTargets;
+ bool m_bDarknessSpeechAllowed;
+ bool m_bIsEMPHolstered;
+ bool m_bIsFlashlightBlind;
+ float m_fStayBlindUntil;
+ float m_flDontBlindUntil;
+ bool m_bSpokeLostPlayerInDarkness;
+ bool m_bPlayerFlashlightState;
+ bool m_bHadCondSeeEnemy;
+ string_t m_iszCurrentBlindScene;
+ float m_fTimeUntilNextDarknessFoundPlayer;
+ float m_fCombatStartTime;
+ float m_fCombatEndTime;
+ float m_flNextCrouchTime;
+
+ CSoundPatch *m_sndDarknessBreathing;
+
+ // Speech timers
+ // Theoretically, these shouldn't be needed. Instead, each response
+ // should prevent the concept being spoken for the desired time. But
+ // until the responses exists, Alyx will spam the response rules forever,
+ // so these timers stop that.
+ CRandStopwatch m_SpeechWatch_LostPlayer;
+ CSimpleSimTimer m_SpeechTimer_HeardSound;
+ CRandStopwatch m_SpeechWatch_SoundDelay;
+ CRandStopwatch m_SpeechWatch_BreathingRamp;
+ CRandStopwatch m_SpeechWatch_FoundPlayer;
+
+ CAI_MoveMonitor m_MoveMonitor;
+
+ enum WeaponType_t
+ {
+ WT_NONE,
+ WT_ALYXGUN,
+ WT_SMG1,
+ WT_SHOTGUN,
+ WT_AR2,
+ WT_OTHER,
+ };
+
+ int m_WeaponType;
+
+ bool m_bShouldHaveEMP;
+
+ CAI_FuncTankBehavior m_FuncTankBehavior;
+
+ COutputEvent m_OnFinishInteractWithObject;
+ COutputEvent m_OnPlayerUse;
+
+ bool RunningPassengerBehavior( void );
+
+ WeaponType_t ComputeWeaponType( CBaseEntity *pWeapon = NULL );
+ WeaponType_t GetWeaponType() { return (WeaponType_t)m_WeaponType; }
+ bool HasShotgun() { Assert( m_WeaponType == ComputeWeaponType() ); return ( m_WeaponType == WT_SHOTGUN ); }
+ bool HasAlyxgun() { Assert( m_WeaponType == ComputeWeaponType() ); return ( m_WeaponType == WT_ALYXGUN ); }
+ bool HasAR2() { Assert( m_WeaponType == ComputeWeaponType() ); return ( m_WeaponType == WT_AR2 ); }
+
+private:
+ enum
+ {
+ COND_ALYX_HAS_INTERACT_TARGET = BaseClass::NEXT_CONDITION,
+ COND_ALYX_NO_INTERACT_TARGET,
+ COND_ALYX_CAN_INTERACT_WITH_TARGET, // Hack target is in a suitable state and location to hack
+ COND_ALYX_CAN_NOT_INTERACT_WITH_TARGET,
+ COND_ALYX_PLAYER_TURNED_ON_FLASHLIGHT,
+ COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT,
+ COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED,
+ COND_ALYX_IN_DARK, // lights are out and she can't see
+ };
+
+ enum
+ {
+ SCHED_ALYX_PREPARE_TO_INTERACT_WITH_TARGET = BaseClass::NEXT_SCHEDULE,
+ SCHED_ALYX_WAIT_TO_INTERACT_WITH_TARGET,
+ SCHED_ALYX_INTERACT_WITH_TARGET,
+ SCHED_ALYX_INTERACTION_INTERRUPTED,
+ SCHED_ALYX_FINISH_INTERACTING_WITH_TARGET,
+ SCHED_ALYX_HOLSTER_EMP,
+ SCHED_ALYX_ALERT_FACE_AWAYFROM_BESTSOUND,
+ SCHED_ALYX_RANGE_ATTACK1,
+ SCHED_ALYX_ALERT_REACT_TO_COMBAT_SOUND,
+ SCHED_ALYX_COMBAT_FACE,
+ SCHED_ALYX_WAKE_ANGRY,
+ SCHED_ALYX_NEW_WEAPON,
+ SCHED_ALYX_IDLE_STAND,
+ SCHED_ALYX_ALERT_FACE_BESTSOUND,
+ SCHED_ALYX_FALL_TO_GROUND,
+ };
+
+ enum
+ {
+
+ TASK_ALYX_BEGIN_INTERACTION = BaseClass::NEXT_TASK,
+ TASK_ALYX_COMPLETE_INTERACTION,
+ TASK_ALYX_ANNOUNCE_HACK,
+ TASK_ALYX_GET_PATH_TO_INTERACT_TARGET,
+ TASK_ALYX_WAIT_HACKING,
+ TASK_ALYX_HOLSTER_PISTOL,
+ TASK_ALYX_DRAW_PISTOL,
+ TASK_ALYX_HOLSTER_AND_DESTROY_PISTOL,
+ TASK_ALYX_BUILD_COMBAT_FACE_PATH,
+ TASK_ALYX_SET_IDLE_ACTIVITY,
+ TASK_ALYX_FALL_TO_GROUND,
+ };
+
+ DECLARE_DATADESC();
+ DEFINE_CUSTOM_AI;
+};