From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/server/hl2/npc_rollermine.cpp | 3035 +++++++++++++++++++++++++++++ 1 file changed, 3035 insertions(+) create mode 100644 mp/src/game/server/hl2/npc_rollermine.cpp (limited to 'mp/src/game/server/hl2/npc_rollermine.cpp') diff --git a/mp/src/game/server/hl2/npc_rollermine.cpp b/mp/src/game/server/hl2/npc_rollermine.cpp new file mode 100644 index 00000000..a843af19 --- /dev/null +++ b/mp/src/game/server/hl2/npc_rollermine.cpp @@ -0,0 +1,3035 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "ai_default.h" +#include "ai_task.h" +#include "ai_schedule.h" +#include "ai_hull.h" +#include "ai_squadslot.h" +#include "ai_basenpc.h" +#include "ai_navigator.h" +#include "ai_interactions.h" +#include "ndebugoverlay.h" +#include "explode.h" +#include "bitstring.h" +#include "vstdlib/random.h" +#include "engine/IEngineSound.h" +#include "decals.h" +#include "antlion_dust.h" +#include "ai_memory.h" +#include "ai_squad.h" +#include "ai_senses.h" +#include "beam_shared.h" +#include "iservervehicle.h" +#include "SoundEmitterSystem/isoundemittersystembase.h" +#include "physics_saverestore.h" +#include "vphysics/constraints.h" +#include "vehicle_base.h" +#include "eventqueue.h" +#include "te_effect_dispatch.h" +#include "npc_rollermine.h" +#include "func_break.h" +#include "soundenvelope.h" +#include "mapentities.h" +#include "RagdollBoogie.h" +#include "physics_collisionevent.h" +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define ROLLERMINE_MAX_TORQUE_FACTOR 5 +extern short g_sModelIndexWExplosion; + +ConVar sk_rollermine_shock( "sk_rollermine_shock","0"); +ConVar sk_rollermine_stun_delay("sk_rollermine_stun_delay", "1"); +ConVar sk_rollermine_vehicle_intercept( "sk_rollermine_vehicle_intercept","1"); + +enum +{ + ROLLER_SKIN_REGULAR = 0, + ROLLER_SKIN_FRIENDLY, + ROLLER_SKIN_DETONATE, +}; +//----------------------------------------------------------------------------- +// CRollerController implementation +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +// Purpose: This class only implements the IMotionEvent-specific behavior +// It keeps track of the forces so they can be integrated +//----------------------------------------------------------------------------- +class CRollerController : public IMotionEvent +{ + DECLARE_SIMPLE_DATADESC(); + +public: + IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); + + AngularImpulse m_vecAngular; + Vector m_vecLinear; + + void Off( void ) { m_fIsStopped = true; } + void On( void ) { m_fIsStopped = false; } + + bool IsOn( void ) { return !m_fIsStopped; } + +private: + bool m_fIsStopped; +}; + +BEGIN_SIMPLE_DATADESC( CRollerController ) + + DEFINE_FIELD( m_vecAngular, FIELD_VECTOR ), + DEFINE_FIELD( m_vecLinear, FIELD_VECTOR ), + DEFINE_FIELD( m_fIsStopped, FIELD_BOOLEAN ), + +END_DATADESC() + + +//----------------------------------------------------------------------------- +IMotionEvent::simresult_e CRollerController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) +{ + if( m_fIsStopped ) + { + return SIM_NOTHING; + } + + linear = m_vecLinear; + angular = m_vecAngular; + + return IMotionEvent::SIM_LOCAL_ACCELERATION; +} +//----------------------------------------------------------------------------- + + +#define ROLLERMINE_IDLE_SEE_DIST 2048 +#define ROLLERMINE_NORMAL_SEE_DIST 2048 +#define ROLLERMINE_WAKEUP_DIST 256 +#define ROLLERMINE_SEE_VEHICLESONLY_BEYOND_IDLE 300 // See every other than vehicles upto this distance (i.e. old idle see dist) +#define ROLLERMINE_SEE_VEHICLESONLY_BEYOND_NORMAL 800 // See every other than vehicles upto this distance (i.e. old normal see dist) + +#define ROLLERMINE_RETURN_TO_PLAYER_DIST (200*200) + +#define ROLLERMINE_MIN_ATTACK_DIST 1 +#define ROLLERMINE_MAX_ATTACK_DIST 4096 + +#define ROLLERMINE_OPEN_THRESHOLD 256 + +#define ROLLERMINE_VEHICLE_OPEN_THRESHOLD 400 +#define ROLLERMINE_VEHICLE_HOP_THRESHOLD 300 + +#define ROLLERMINE_HOP_DELAY 2 // Don't allow hops faster than this + +//#define ROLLERMINE_REQUIRED_TO_EXPLODE_VEHICLE 4 + +#define ROLLERMINE_FEAR_DISTANCE (300*300) + +//========================================================= +// Custom schedules +//========================================================= +enum +{ + SCHED_ROLLERMINE_RANGE_ATTACK1 = LAST_SHARED_SCHEDULE, + SCHED_ROLLERMINE_CHASE_ENEMY, + SCHED_ROLLERMINE_BURIED_WAIT, + SCHED_ROLLERMINE_BURIED_UNBURROW, + SCHED_ROLLERMINE_FLEE, + SCHED_ROLLERMINE_ALERT_STAND, + SCHED_ROLLERMINE_NUDGE_TOWARDS_NODES, + SCHED_ROLLERMINE_PATH_TO_PLAYER, + SCHED_ROLLERMINE_ROLL_TO_PLAYER, + SCHED_ROLLERMINE_POWERDOWN, +}; + +//========================================================= +// Custom tasks +//========================================================= +enum +{ + TASK_ROLLERMINE_CHARGE_ENEMY = LAST_SHARED_TASK, + TASK_ROLLERMINE_BURIED_WAIT, + TASK_ROLLERMINE_UNBURROW, + TASK_ROLLERMINE_GET_PATH_TO_FLEE, + TASK_ROLLERMINE_NUDGE_TOWARDS_NODES, + TASK_ROLLERMINE_RETURN_TO_PLAYER, + TASK_ROLLERMINE_POWERDOWN, +}; + + +// This are little 'sound event' flags. Set the flag after you play the +// sound, and the sound will not be allowed to play until the flag is then cleared. +#define ROLLERMINE_SE_CLEAR 0x00000000 +#define ROLLERMINE_SE_CHARGE 0x00000001 +#define ROLLERMINE_SE_TAUNT 0x00000002 +#define ROLLERMINE_SE_SHARPEN 0x00000004 +#define ROLLERMINE_SE_TOSSED 0x00000008 + +enum rollingsoundstate_t { ROLL_SOUND_NOT_READY = 0, ROLL_SOUND_OFF, ROLL_SOUND_CLOSED, ROLL_SOUND_OPEN }; + +//========================================================= +//========================================================= +class CNPC_RollerMine : public CNPCBaseInteractive, public CDefaultPlayerPickupVPhysics +{ + DECLARE_CLASS( CNPC_RollerMine, CNPCBaseInteractive ); + DECLARE_SERVERCLASS(); + +public: + + CNPC_RollerMine( void ) { m_bTurnedOn = true; m_bUniformSight = false; } + ~CNPC_RollerMine( void ); + + void Spawn( void ); + bool CreateVPhysics(); + void RunAI(); + void StartTask( const Task_t *pTask ); + void RunTask( const Task_t *pTask ); + void SpikeTouch( CBaseEntity *pOther ); + void ShockTouch( CBaseEntity *pOther ); + void CloseTouch( CBaseEntity *pOther ); + void EmbedTouch( CBaseEntity *pOther ); + float GetAttackDamageScale( CBaseEntity *pVictim ); + void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); + void Precache( void ); + void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ); + void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ); + void StopLoopingSounds( void ); + void PrescheduleThink(); + bool ShouldSavePhysics() { return true; } + void OnRestore(); + void Bury( trace_t *tr ); + bool QuerySeeEntity(CBaseEntity *pSightEnt, bool bOnlyHateOrFearIfNPC = false ); + + int RangeAttack1Conditions ( float flDot, float flDist ); + int SelectSchedule( void ); + int TranslateSchedule( int scheduleType ); + int GetHackedIdleSchedule( void ); + + bool OverrideMove( float flInterval ) { return true; } + bool IsValidEnemy( CBaseEntity *pEnemy ); + bool IsPlayerVehicle( CBaseEntity *pEntity ); + bool IsShocking() { return gpGlobals->curtime < m_flShockTime ? true : false; } + void UpdateRollingSound(); + void UpdatePingSound(); + void StopRollingSound(); + void StopPingSound(); + float RollingSpeed(); + float GetStunDelay(); + void EmbedOnGroundImpact(); + void UpdateEfficiency( bool bInPVS ) { SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); SetMoveEfficiency( AIME_NORMAL ); } + void DrawDebugGeometryOverlays() + { + if (m_debugOverlays & OVERLAY_BBOX_BIT) + { + float dist = GetSenses()->GetDistLook(); + Vector range(dist, dist, 64); + NDebugOverlay::Box( GetAbsOrigin(), -range, range, 255, 0, 0, 0, 0 ); + } + BaseClass::DrawDebugGeometryOverlays(); + } + // UNDONE: Put this in the qc file! + Vector EyePosition() + { + // This takes advantage of the fact that the system knows + // that the abs origin is at the center of the rollermine + // and that the OBB is actually world-aligned despite the + // fact that SOLID_VPHYSICS is being used + Vector eye = CollisionProp()->GetCollisionOrigin(); + eye.z += CollisionProp()->OBBMaxs().z; + return eye; + } + + int OnTakeDamage( const CTakeDamageInfo &info ); + void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); + + Class_T Classify() + { + if( !m_bTurnedOn ) + return CLASS_NONE; + + //About to blow up after being hacked so do damage to the player. + if ( m_bHackedByAlyx && ( m_flPowerDownDetonateTime > 0.0f && m_flPowerDownDetonateTime <= gpGlobals->curtime ) ) + return CLASS_COMBINE; + + return ( m_bHeld || m_bHackedByAlyx ) ? CLASS_HACKED_ROLLERMINE : CLASS_COMBINE; + } + + virtual bool ShouldGoToIdleState() + { + return gpGlobals->curtime > m_flGoIdleTime ? true : false; + } + + virtual void OnStateChange( NPC_STATE OldState, NPC_STATE NewState ); + + // Vehicle interception + bool EnemyInVehicle( void ); + float VehicleHeading( CBaseEntity *pVehicle ); + + NPC_STATE SelectIdealState(); + + // Vehicle sticking + void StickToVehicle( CBaseEntity *pOther ); + void AnnounceArrivalToOthers( CBaseEntity *pOther ); + void UnstickFromVehicle( void ); + CBaseEntity *GetVehicleStuckTo( void ); + int CountRollersOnMyVehicle( CUtlVector *pRollerList ); + void InputConstraintBroken( inputdata_t &inputdata ); + void InputRespondToChirp( inputdata_t &inputdata ); + void InputRespondToExplodeChirp( inputdata_t &inputdata ); + void InputJoltVehicle( inputdata_t &inputdata ); + void InputTurnOn( inputdata_t &inputdata ); + void InputTurnOff( inputdata_t &inputdata ); + void InputPowerdown( inputdata_t &inputdata ); + + void PreventUnstickUntil( float flTime ) { m_flPreventUnstickUntil = flTime; } + + virtual unsigned int PhysicsSolidMaskForEntity( void ) const; + + void SetRollerSkin( void ); + + COutputEvent m_OnPhysGunDrop; + COutputEvent m_OnPhysGunPickup; + +protected: + DEFINE_CUSTOM_AI; + DECLARE_DATADESC(); + + bool BecomePhysical(); + void WakeNeighbors(); + bool WakeupMine( CAI_BaseNPC *pNPC ); + + void Open( void ); + void Close( void ); + void Explode( void ); + void PreDetonate( void ); + void Hop( float height ); + + void ShockTarget( CBaseEntity *pOther ); + + bool IsActive() { return m_flActiveTime > gpGlobals->curtime ? false : true; } + + // INPCInteractive Functions + virtual bool CanInteractWith( CAI_BaseNPC *pUser ) { return true; } + virtual bool HasBeenInteractedWith() { return m_bHackedByAlyx; } + virtual void NotifyInteraction( CAI_BaseNPC *pUser ); + + CSoundPatch *m_pRollSound; + CSoundPatch *m_pPingSound; + + CRollerController m_RollerController; + IPhysicsMotionController *m_pMotionController; + + float m_flSeeVehiclesOnlyBeyond; + float m_flChargeTime; + float m_flGoIdleTime; + float m_flShockTime; + float m_flForwardSpeed; + int m_iSoundEventFlags; + rollingsoundstate_t m_rollingSoundState; + + CNetworkVar( bool, m_bIsOpen ); + CNetworkVar( float, m_flActiveTime ); //If later than the current time, this will force the mine to be active + + bool m_bHeld; //Whether or not the player is holding the mine + EHANDLE m_hVehicleStuckTo; + float m_flPreventUnstickUntil; + float m_flNextHop; + bool m_bStartBuried; + bool m_bBuried; + bool m_bIsPrimed; + bool m_wakeUp; + bool m_bEmbedOnGroundImpact; + CNetworkVar( bool, m_bHackedByAlyx ); + + // Constraint used to stick us to a vehicle + IPhysicsConstraint *m_pConstraint; + + bool m_bTurnedOn; + bool m_bUniformSight; + + CNetworkVar( bool, m_bPowerDown ); + float m_flPowerDownTime; + float m_flPowerDownDetonateTime; + + static string_t gm_iszDropshipClassname; +}; + +string_t CNPC_RollerMine::gm_iszDropshipClassname; + +LINK_ENTITY_TO_CLASS( npc_rollermine, CNPC_RollerMine ); + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +BEGIN_DATADESC( CNPC_RollerMine ) + + DEFINE_SOUNDPATCH( m_pRollSound ), + DEFINE_SOUNDPATCH( m_pPingSound ), + DEFINE_EMBEDDED( m_RollerController ), + DEFINE_PHYSPTR( m_pMotionController ), + + DEFINE_FIELD( m_flSeeVehiclesOnlyBeyond, FIELD_FLOAT ), + DEFINE_FIELD( m_flActiveTime, FIELD_TIME ), + DEFINE_FIELD( m_flChargeTime, FIELD_TIME ), + DEFINE_FIELD( m_flGoIdleTime, FIELD_TIME ), + DEFINE_FIELD( m_flShockTime, FIELD_TIME ), + DEFINE_FIELD( m_flForwardSpeed, FIELD_FLOAT ), + DEFINE_FIELD( m_bIsOpen, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bHeld, FIELD_BOOLEAN ), + DEFINE_FIELD( m_hVehicleStuckTo, FIELD_EHANDLE ), + DEFINE_FIELD( m_flPreventUnstickUntil, FIELD_TIME ), + DEFINE_FIELD( m_flNextHop, FIELD_FLOAT ), + DEFINE_FIELD( m_bIsPrimed, FIELD_BOOLEAN ), + DEFINE_FIELD( m_iSoundEventFlags, FIELD_INTEGER ), + DEFINE_FIELD( m_rollingSoundState, FIELD_INTEGER ), + + DEFINE_KEYFIELD( m_bStartBuried, FIELD_BOOLEAN, "StartBuried" ), + DEFINE_FIELD( m_bBuried, FIELD_BOOLEAN ), + DEFINE_FIELD( m_wakeUp, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bEmbedOnGroundImpact, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bHackedByAlyx, FIELD_BOOLEAN ), + + DEFINE_FIELD( m_bPowerDown, FIELD_BOOLEAN ), + DEFINE_FIELD( m_flPowerDownTime, FIELD_TIME ), + DEFINE_FIELD( m_flPowerDownDetonateTime, FIELD_TIME ), + + DEFINE_PHYSPTR( m_pConstraint ), + + DEFINE_FIELD( m_bTurnedOn, FIELD_BOOLEAN ), + DEFINE_KEYFIELD( m_bUniformSight, FIELD_BOOLEAN, "uniformsightdist" ), + + DEFINE_INPUTFUNC( FIELD_VOID, "ConstraintBroken", InputConstraintBroken ), + DEFINE_INPUTFUNC( FIELD_VOID, "RespondToChirp", InputRespondToChirp ), + DEFINE_INPUTFUNC( FIELD_VOID, "RespondToExplodeChirp", InputRespondToExplodeChirp ), + DEFINE_INPUTFUNC( FIELD_VOID, "JoltVehicle", InputJoltVehicle ), + DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), + DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), + DEFINE_INPUTFUNC( FIELD_VOID, "PowerDown", InputPowerdown ), + + // Function Pointers + DEFINE_ENTITYFUNC( SpikeTouch ), + DEFINE_ENTITYFUNC( ShockTouch ), + DEFINE_ENTITYFUNC( CloseTouch ), + DEFINE_ENTITYFUNC( EmbedTouch ), + DEFINE_THINKFUNC( Explode ), + DEFINE_THINKFUNC( PreDetonate ), + + DEFINE_OUTPUT( m_OnPhysGunDrop, "OnPhysGunDrop" ), + DEFINE_OUTPUT( m_OnPhysGunPickup, "OnPhysGunPickup" ), + + DEFINE_BASENPCINTERACTABLE_DATADESC(), + +END_DATADESC() + +IMPLEMENT_SERVERCLASS_ST( CNPC_RollerMine, DT_RollerMine ) + SendPropInt(SENDINFO(m_bIsOpen), 1, SPROP_UNSIGNED ), + SendPropFloat(SENDINFO(m_flActiveTime), 0, SPROP_NOSCALE ), + SendPropInt(SENDINFO(m_bHackedByAlyx), 1, SPROP_UNSIGNED ), + SendPropInt(SENDINFO(m_bPowerDown), 1, SPROP_UNSIGNED ), +END_SEND_TABLE() + +bool NPC_Rollermine_IsRollermine( CBaseEntity *pEntity ) +{ + CNPC_RollerMine *pRoller = dynamic_cast(pEntity); + return pRoller ? true : false; +} + +CBaseEntity *NPC_Rollermine_DropFromPoint( const Vector &originStart, CBaseEntity *pOwner, const char *pszTemplate ) +{ + CBaseEntity *pEntity = NULL; + CNPC_RollerMine *pMine = NULL; + + // Use the template, if we have it + if ( pszTemplate && pszTemplate[0] ) + { + MapEntity_ParseEntity( pEntity, pszTemplate, NULL ); + pMine = dynamic_cast(pEntity); + } + else + { + pMine = (CNPC_RollerMine*)CreateEntityByName("npc_rollermine"); + } + + if ( pMine ) + { + pMine->SetAbsOrigin( originStart ); + pMine->SetOwnerEntity( pOwner ); + pMine->Spawn(); + + if ( !pszTemplate || !pszTemplate[0] ) + { + pMine->EmbedOnGroundImpact(); + } + } + else + { + Warning( "NULL Ent in Rollermine Create!\n" ); + } + + return pMine; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CNPC_RollerMine::~CNPC_RollerMine( void ) +{ + if ( m_pMotionController != NULL ) + { + physenv->DestroyMotionController( m_pMotionController ); + m_pMotionController = NULL; + } + + UnstickFromVehicle(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CNPC_RollerMine::Precache( void ) +{ + PrecacheModel( "models/roller.mdl" ); + PrecacheModel( "models/roller_spikes.mdl" ); + + PrecacheModel( "sprites/bluelight1.vmt" ); + PrecacheModel( "sprites/rollermine_shock.vmt" ); + PrecacheModel( "sprites/rollermine_shock_yellow.vmt" ); + + PrecacheScriptSound( "NPC_RollerMine.Taunt" ); + PrecacheScriptSound( "NPC_RollerMine.OpenSpikes" ); + PrecacheScriptSound( "NPC_RollerMine.Warn" ); + PrecacheScriptSound( "NPC_RollerMine.Shock" ); + PrecacheScriptSound( "NPC_RollerMine.ExplodeChirp" ); + PrecacheScriptSound( "NPC_RollerMine.Chirp" ); + PrecacheScriptSound( "NPC_RollerMine.ChirpRespond" ); + PrecacheScriptSound( "NPC_RollerMine.ExplodeChirpRespond" ); + PrecacheScriptSound( "NPC_RollerMine.JoltVehicle" ); + PrecacheScriptSound( "NPC_RollerMine.Tossed" ); + PrecacheScriptSound( "NPC_RollerMine.Hurt" ); + + PrecacheScriptSound( "NPC_RollerMine.Roll" ); + PrecacheScriptSound( "NPC_RollerMine.RollWithSpikes" ); + PrecacheScriptSound( "NPC_RollerMine.Ping" ); + PrecacheScriptSound( "NPC_RollerMine.Held" ); + + PrecacheScriptSound( "NPC_RollerMine.Reprogram" ); + + PrecacheMaterial( "effects/rollerglow" ); + + gm_iszDropshipClassname = AllocPooledString( "npc_combinedropship" ); // For fast string compares. +#ifdef HL2_EPISODIC + PrecacheScriptSound( "RagdollBoogie.Zap" ); +#endif + + BaseClass::Precache(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CNPC_RollerMine::Spawn( void ) +{ + Precache(); + + SetSolid( SOLID_VPHYSICS ); + AddSolidFlags( FSOLID_FORCE_WORLD_ALIGNED | FSOLID_NOT_STANDABLE ); + + BaseClass::Spawn(); + + AddEFlags( EFL_NO_DISSOLVE ); + + CapabilitiesClear(); + CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_SQUAD ); + + m_pRollSound = NULL; + + m_bIsOpen = true; + Close(); + + m_bPowerDown = false; + + m_flFieldOfView = -1.0f; + m_flForwardSpeed = -1200; + m_bloodColor = DONT_BLEED; + + SetHullType(HULL_SMALL_CENTERED); + + SetHullSizeNormal(); + + m_flActiveTime = 0; + + m_bBuried = m_bStartBuried; + if ( m_bStartBuried ) + { + trace_t tr; + Bury( &tr ); + } + + NPCInit(); + + m_takedamage = DAMAGE_EVENTS_ONLY; + SetDistLook( ROLLERMINE_IDLE_SEE_DIST ); + + if( m_bUniformSight ) + { + m_flSeeVehiclesOnlyBeyond = ROLLERMINE_IDLE_SEE_DIST; + } + else + { + m_flSeeVehiclesOnlyBeyond = ROLLERMINE_SEE_VEHICLESONLY_BEYOND_IDLE; + } + + //Suppress superfluous warnings from animation system + m_flGroundSpeed = 20; + m_NPCState = NPC_STATE_NONE; + + m_rollingSoundState = ROLL_SOUND_OFF; + + m_pConstraint = NULL; + m_hVehicleStuckTo = NULL; + m_flPreventUnstickUntil = 0; + m_flNextHop = 0; + + m_flPowerDownDetonateTime = 0.0f; + m_bPowerDown = false; + m_flPowerDownTime = 0.0f; + + //Set their yaw speed to 0 so the motor doesn't rotate them. + GetMotor()->SetYawSpeed( 0.0f ); + SetRollerSkin(); +} + +//----------------------------------------------------------------------------- +// Set the contents types that are solid by default to this NPC +//----------------------------------------------------------------------------- +unsigned int CNPC_RollerMine::PhysicsSolidMaskForEntity( void ) const +{ + if ( HasSpawnFlags( SF_ROLLERMINE_PROP_COLLISION ) ) + return MASK_SOLID; + + return MASK_NPCSOLID; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_RollerMine::Bury( trace_t *tr ) +{ + AI_TraceHull( GetAbsOrigin() + Vector(0,0,64), GetAbsOrigin() - Vector( 0, 0, MAX_TRACE_LENGTH ), Vector(-16,-16,-16), Vector(16,16,16), MASK_NPCSOLID, this, GetCollisionGroup(), tr ); + + //NDebugOverlay::Box( tr->startpos, Vector(-16,-16,-16), Vector(16,16,16), 255, 0, 0, 64, 10.0 ); + //NDebugOverlay::Box( tr->endpos, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 64, 10.0 ); + + // Move into the ground layer + Vector buriedPos = tr->endpos - Vector( 0, 0, GetHullHeight() * 0.5 ); + Teleport( &buriedPos, NULL, &vec3_origin ); + SetMoveType( MOVETYPE_NONE ); + + SetSchedule( SCHED_ROLLERMINE_BURIED_WAIT ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CNPC_RollerMine::WakeupMine( CAI_BaseNPC *pNPC ) +{ + if ( pNPC && pNPC->m_iClassname == m_iClassname && pNPC != this ) + { + CNPC_RollerMine *pMine = dynamic_cast(pNPC); + if ( pMine ) + { + if ( pMine->m_NPCState == NPC_STATE_IDLE ) + { + pMine->m_wakeUp = false; + pMine->SetIdealState( NPC_STATE_ALERT ); + return true; + } + } + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_RollerMine::WakeNeighbors() +{ + if ( !m_wakeUp || !IsActive() ) + return; + m_wakeUp = false; + + if ( m_pSquad ) + { + AISquadIter_t iter; + for (CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) ) + { + WakeupMine( pSquadMember ); + } + return; + } + + CBaseEntity *entityList[64]; + Vector range(ROLLERMINE_WAKEUP_DIST,ROLLERMINE_WAKEUP_DIST,64); + int boxCount = UTIL_EntitiesInBox( entityList, ARRAYSIZE(entityList), GetAbsOrigin()-range, GetAbsOrigin()+range, FL_NPC ); + //NDebugOverlay::Box( GetAbsOrigin(), -range, range, 255, 0, 0, 64, 10.0 ); + int wakeCount = 0; + while ( boxCount > 0 ) + { + boxCount--; + CAI_BaseNPC *pNPC = entityList[boxCount]->MyNPCPointer(); + if ( WakeupMine( pNPC ) ) + { + wakeCount++; + if ( wakeCount >= 2 ) + return; + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_RollerMine::OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) +{ + if ( NewState == NPC_STATE_IDLE ) + { + SetDistLook( ROLLERMINE_IDLE_SEE_DIST ); + m_flDistTooFar = ROLLERMINE_IDLE_SEE_DIST; + + if( m_bUniformSight ) + { + m_flSeeVehiclesOnlyBeyond = ROLLERMINE_IDLE_SEE_DIST; + } + else + { + m_flSeeVehiclesOnlyBeyond = ROLLERMINE_SEE_VEHICLESONLY_BEYOND_IDLE; + } + + m_RollerController.m_vecAngular = vec3_origin; + m_wakeUp = true; + } + else + { + if ( OldState == NPC_STATE_IDLE ) + { + // wake the neighbors! + WakeNeighbors(); + } + SetDistLook( ROLLERMINE_NORMAL_SEE_DIST ); + + if( m_bUniformSight ) + { + m_flSeeVehiclesOnlyBeyond = ROLLERMINE_NORMAL_SEE_DIST; + } + else + { + m_flSeeVehiclesOnlyBeyond = ROLLERMINE_SEE_VEHICLESONLY_BEYOND_NORMAL; + } + + m_flDistTooFar = ROLLERMINE_NORMAL_SEE_DIST; + } + BaseClass::OnStateChange( OldState, NewState ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +NPC_STATE CNPC_RollerMine::SelectIdealState( void ) +{ + switch ( m_NPCState ) + { + case NPC_STATE_COMBAT: + { + if ( HasCondition( COND_ENEMY_TOO_FAR ) ) + { + ClearEnemyMemory(); + SetEnemy( NULL ); + m_flGoIdleTime = gpGlobals->curtime + 10; + return NPC_STATE_ALERT; + } + } + } + + return BaseClass::SelectIdealState(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CNPC_RollerMine::BecomePhysical( void ) +{ + VPhysicsDestroyObject(); + + RemoveSolidFlags( FSOLID_NOT_SOLID ); + + //Setup the physics controller on the roller + IPhysicsObject *pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, GetSolidFlags() , false ); + + if ( pPhysicsObject == NULL ) + return false; + + m_pMotionController = physenv->CreateMotionController( &m_RollerController ); + m_pMotionController->AttachObject( pPhysicsObject, true ); + + SetMoveType( MOVETYPE_VPHYSICS ); + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_RollerMine::OnRestore() +{ + BaseClass::OnRestore(); + if ( m_pMotionController ) + { + m_pMotionController->SetEventHandler( &m_RollerController ); + } + + // If we're stuck to a vehicle over a level transition, restart our jolt inputs + if ( GetVehicleStuckTo() ) + { + if ( !g_EventQueue.HasEventPending( this, "JoltVehicle" ) ) + { + g_EventQueue.AddEvent( this, "JoltVehicle", RandomFloat(3,6), NULL, NULL ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CNPC_RollerMine::CreateVPhysics() +{ + if ( m_bBuried ) + { + VPhysicsInitStatic(); + return true; + } + else + { + return BecomePhysical(); + } +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_RollerMine::RunAI() +{ + if( m_bTurnedOn ) + { + // Scare combine if hacked by Alyx. + IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); + + Vector vecVelocity; + + if ( pPhysicsObject != NULL ) + { + pPhysicsObject->GetVelocity( &vecVelocity, NULL ); + } + + if( !m_bHeld && vecVelocity.Length() > 64.0 ) + { + if( m_bHackedByAlyx ) + { + // Scare combine + CSoundEnt::InsertSound( (SOUND_DANGER | SOUND_CONTEXT_COMBINE_ONLY | SOUND_CONTEXT_REACT_TO_SOURCE | SOUND_CONTEXT_DANGER_APPROACH), WorldSpaceCenter() + Vector( 0, 0, 32 ) + vecVelocity * 0.5f, 120.0f, 0.2f, this, SOUNDENT_CHANNEL_REPEATED_DANGER ); + } + else + { + // Scare player allies + CSoundEnt::InsertSound( (SOUND_DANGER | SOUND_CONTEXT_EXCLUDE_COMBINE | SOUND_CONTEXT_REACT_TO_SOURCE | SOUND_CONTEXT_DANGER_APPROACH), WorldSpaceCenter() + Vector( 0, 0, 32 ) + vecVelocity * 0.5f, 120.0f, 0.2f, this, SOUNDENT_CHANNEL_REPEATED_DANGER ); + } + } + + BaseClass::RunAI(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +int CNPC_RollerMine::RangeAttack1Conditions( float flDot, float flDist ) +{ + if( HasCondition( COND_SEE_ENEMY ) == false ) + return COND_NONE; + + if ( EnemyInVehicle() ) + return COND_CAN_RANGE_ATTACK1; + + if( flDist > ROLLERMINE_MAX_ATTACK_DIST ) + return COND_TOO_FAR_TO_ATTACK; + + if (flDist < ROLLERMINE_MIN_ATTACK_DIST ) + return COND_TOO_CLOSE_TO_ATTACK; + + return COND_CAN_RANGE_ATTACK1; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +int CNPC_RollerMine::SelectSchedule( void ) +{ + if ( m_bPowerDown ) + return SCHED_ROLLERMINE_POWERDOWN; + + if ( m_bBuried ) + { + if ( HasCondition(COND_NEW_ENEMY) || HasCondition(COND_LIGHT_DAMAGE) ) + return SCHED_ROLLERMINE_BURIED_UNBURROW; + + return SCHED_ROLLERMINE_BURIED_WAIT; + } + + //If we're held, don't try and do anything + if ( ( m_bHeld ) || !IsActive() || m_hVehicleStuckTo ) + return SCHED_ALERT_STAND; + + // If we can see something we're afraid of, run from it + if ( HasCondition( COND_SEE_FEAR ) ) + return SCHED_ROLLERMINE_FLEE; + + switch( m_NPCState ) + { + case NPC_STATE_COMBAT: + + if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) + return SCHED_ROLLERMINE_RANGE_ATTACK1; + + return SCHED_ROLLERMINE_CHASE_ENEMY; + break; + + default: + break; + } + + // Rollermines never wait to fall to the ground + ClearCondition( COND_FLOATING_OFF_GROUND ); + + return BaseClass::SelectSchedule(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CNPC_RollerMine::GetHackedIdleSchedule( void ) +{ + // If we've been hacked, return to the player + if ( !m_bHackedByAlyx || m_bHeld ) + return SCHED_NONE; + + // Are we near the player? + CBaseEntity *pPlayer = gEntList.FindEntityByName( NULL, "!player" ); + if ( !pPlayer ) + return SCHED_NONE; + + if ( !HasCondition(COND_SEE_PLAYER) ) + return SCHED_ROLLERMINE_PATH_TO_PLAYER; + + if ( GetAbsOrigin().DistToSqr( pPlayer->GetAbsOrigin() ) > ROLLERMINE_RETURN_TO_PLAYER_DIST ) + return SCHED_ROLLERMINE_ROLL_TO_PLAYER; + + return SCHED_NONE; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CNPC_RollerMine::TranslateSchedule( int scheduleType ) +{ + switch( scheduleType ) + { + case SCHED_IDLE_STAND: + { + int iSched = GetHackedIdleSchedule(); + if ( iSched != SCHED_NONE ) + return iSched; + + return SCHED_IDLE_STAND; + } + break; + + case SCHED_ALERT_STAND: + { + int iSched = GetHackedIdleSchedule(); + if ( iSched != SCHED_NONE ) + return iSched; + + return SCHED_ROLLERMINE_ALERT_STAND; + } + break; + + case SCHED_ROLLERMINE_RANGE_ATTACK1: + if( HasCondition(COND_ENEMY_OCCLUDED) ) + { + // Because of an unfortunate arrangement of cascading failing schedules, the rollermine + // could end up here with instructions to drive towards the target, although the target is + // not in sight. Nudge around randomly until we're back on the nodegraph. + return SCHED_ROLLERMINE_NUDGE_TOWARDS_NODES; + } + break; + } + + return scheduleType; +} + + +#if 0 +#define ROLLERMINE_DETECTION_RADIUS 350 +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CNPC_RollerMine::DetectedEnemyInProximity( void ) +{ + CBaseEntity *pEnt = NULL; + CBaseEntity *pBestEnemy = NULL; + float flBestDist = MAX_TRACE_LENGTH; + + while ( ( pEnt = gEntList.FindEntityInSphere( pEnt, GetAbsOrigin(), ROLLERMINE_DETECTION_RADIUS ) ) != NULL ) + { + if ( IRelationType( pEnt ) != D_HT ) + continue; + + float distance = ( pEnt->GetAbsOrigin() - GetAbsOrigin() ).Length(); + + if ( distance >= flBestDist ) + continue; + + pBestEnemy = pEnt; + flBestDist = distance; + } + + if ( pBestEnemy != NULL ) + { + SetEnemy( pBestEnemy ); + return true; + } + + return false; +} +#endif + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pSightEnt - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CNPC_RollerMine::QuerySeeEntity(CBaseEntity *pSightEnt, bool bOnlyHateOrFearIfNPC) +{ + if ( IRelationType( pSightEnt ) == D_FR ) + { + // Only see feared objects up close + float flDist = (WorldSpaceCenter() - pSightEnt->WorldSpaceCenter()).LengthSqr(); + if ( flDist > ROLLERMINE_FEAR_DISTANCE ) + return false; + } + + return BaseClass::QuerySeeEntity(pSightEnt, bOnlyHateOrFearIfNPC); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CNPC_RollerMine::StartTask( const Task_t *pTask ) +{ + switch( pTask->iTask ) + { + case TASK_FACE_REASONABLE: + case TASK_FACE_SAVEPOSITION: + case TASK_FACE_LASTPOSITION: + case TASK_FACE_TARGET: + case TASK_FACE_AWAY_FROM_SAVEPOSITION: + case TASK_FACE_HINTNODE: + case TASK_FACE_ENEMY: + case TASK_FACE_PLAYER: + case TASK_FACE_PATH: + case TASK_FACE_IDEAL: + // This only applies to NPCs that aren't spheres with omnidirectional eyesight. + TaskComplete(); + break; + + case TASK_ROLLERMINE_UNBURROW: + + { + AddSolidFlags( FSOLID_NOT_SOLID ); + SetMoveType( MOVETYPE_NOCLIP ); + SetAbsVelocity( Vector( 0, 0, 256 ) ); + Open(); + + trace_t tr; + AI_TraceLine( GetAbsOrigin()+Vector(0,0,1), GetAbsOrigin()-Vector(0,0,64), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); + + if ( tr.fraction < 1.0f ) + { + UTIL_CreateAntlionDust( tr.endpos + Vector(0,0,24), GetLocalAngles() ); + } + } + + return; + break; + + case TASK_ROLLERMINE_BURIED_WAIT: + if ( HasCondition( COND_SEE_ENEMY ) ) + { + TaskComplete(); + } + break; + + case TASK_STOP_MOVING: + + //Stop turning + m_RollerController.m_vecAngular = vec3_origin; + + TaskComplete(); + return; + break; + + case TASK_WAIT_FOR_MOVEMENT: + { + // TASK_RUN_PATH and TASK_WALK_PATH work different on the rollermine and run until movement is done, + // so movement is already complete when entering this task. + TaskComplete(); + } + break; + + case TASK_WALK_PATH: + case TASK_RUN_PATH: + { + IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); + + if ( pPhysicsObject == NULL ) + { + assert(0); + TaskFail("Roller lost internal physics object?"); + return; + } + + pPhysicsObject->Wake(); + } + break; + + case TASK_ROLLERMINE_CHARGE_ENEMY: + case TASK_ROLLERMINE_RETURN_TO_PLAYER: + { + IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); + + if ( pPhysicsObject == NULL ) + { + assert(0); + TaskFail("Roller lost internal physics object?"); + return; + } + + pPhysicsObject->Wake(); + + m_flChargeTime = gpGlobals->curtime; + } + + break; + + case TASK_ROLLERMINE_GET_PATH_TO_FLEE: + { + // Find the nearest thing we're afraid of, and move away from it. + float flNearest = ROLLERMINE_FEAR_DISTANCE; + EHANDLE hNearestEnemy = NULL; + AIEnemiesIter_t iter; + for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst( &iter ); pEMemory != NULL; pEMemory = GetEnemies()->GetNext( &iter ) ) + { + CBaseEntity *pEnemy = pEMemory->hEnemy; + if ( !pEnemy || !pEnemy->IsAlive() ) + continue; + if ( IRelationType( pEnemy ) != D_FR ) + continue; + + float flDist = (WorldSpaceCenter() - pEnemy->WorldSpaceCenter()).LengthSqr(); + if ( flDist < flNearest ) + { + flNearest = flDist; + hNearestEnemy = pEnemy; + } + } + + if ( !hNearestEnemy ) + { + TaskFail("Couldn't find nearest feared object."); + break; + } + + GetMotor()->SetIdealYawToTarget( hNearestEnemy->WorldSpaceCenter() ); + ChainStartTask( TASK_MOVE_AWAY_PATH, pTask->flTaskData ); + } + break; + + case TASK_ROLLERMINE_NUDGE_TOWARDS_NODES: + { + IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); + + if( pPhysicsObject ) + { + // Try a few times to find a direction to shove ourself + for( int i = 0 ; i < 4 ; i++ ) + { + int x,y; + + x = random->RandomInt( -1, 1 ); + y = random->RandomInt( -1, 1 ); + + Vector vecNudge(x, y, 0.0f); + + trace_t tr; + + // Try to move in a direction with a couple of feet of clearance. + UTIL_TraceLine( WorldSpaceCenter(), WorldSpaceCenter() + vecNudge * 24.0f, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + + if( tr.fraction == 1.0 ) + { + vecNudge *= (pPhysicsObject->GetMass() * 75.0f); + vecNudge += Vector(0,0,pPhysicsObject->GetMass() * 75.0f); + pPhysicsObject->ApplyForceCenter( vecNudge ); + break; + } + } + } + + TaskComplete(); + } + break; + + case TASK_ROLLERMINE_POWERDOWN: + break; + + default: + BaseClass::StartTask( pTask ); + break; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CNPC_RollerMine::RunTask( const Task_t *pTask ) +{ + switch( pTask->iTask ) + { + case TASK_ROLLERMINE_UNBURROW: + { + Vector vCenter = WorldSpaceCenter(); + + // Robin: HACK: Bloat the rollermine check to catch the model switch (roller.mdl->roller_spikes.mdl) + trace_t tr; + AI_TraceHull( vCenter, vCenter, Vector(-16,-16,-16), Vector(16,16,16), MASK_NPCSOLID, this, GetCollisionGroup(), &tr ); + + if ( tr.fraction == 1 && tr.allsolid != 1 && (tr.startsolid != 1) ) + { + if ( BecomePhysical() ) + { + Hop( 256 ); + m_bBuried = false; + TaskComplete(); + SetIdealState( NPC_STATE_ALERT ); + } + } + } + + return; + break; + + case TASK_ROLLERMINE_BURIED_WAIT: + if ( HasCondition( COND_SEE_ENEMY ) || HasCondition( COND_LIGHT_DAMAGE ) ) + { + TaskComplete(); + } + break; + + case TASK_ROLLERMINE_GET_PATH_TO_FLEE: + { + ChainRunTask( TASK_MOVE_AWAY_PATH, pTask->flTaskData ); + } + break; + + case TASK_WAIT_FOR_MOVEMENT: + { + // TASK_RUN_PATH and TASK_WALK_PATH work different on the rollermine and run until movement is done, + // so movement is already complete when entering this task. + TaskComplete(); + } + break; + + case TASK_RUN_PATH: + case TASK_WALK_PATH: + + if ( m_bHeld || m_hVehicleStuckTo ) + { + TaskFail( "Player interrupted by grabbing" ); + break; + } + + // If we were fleeing, but we've lost sight of the thing scaring us, stop + if ( IsCurSchedule(SCHED_ROLLERMINE_FLEE) && !HasCondition( COND_SEE_FEAR ) ) + { + TaskComplete(); + break; + } + + if ( !GetNavigator()->IsGoalActive() ) + { + TaskComplete(); + return; + } + + // Start turning early + if( (GetLocalOrigin() - GetNavigator()->GetCurWaypointPos() ).Length() <= 64 ) + { + if( GetNavigator()->CurWaypointIsGoal() ) + { + // Hit the brakes a bit. + float yaw = UTIL_VecToYaw( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() ); + Vector vecRight; + AngleVectors( QAngle( 0, yaw, 0 ), NULL, &vecRight, NULL ); + + m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, -m_flForwardSpeed * 5 ); + + TaskComplete(); + return; + } + + GetNavigator()->AdvancePath(); + } + + { + float yaw = UTIL_VecToYaw( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() ); + + Vector vecRight; + Vector vecToPath; // points at the path + AngleVectors( QAngle( 0, yaw, 0 ), &vecToPath, &vecRight, NULL ); + + // figure out if the roller is turning. If so, cut the throttle a little. + float flDot; + Vector vecVelocity; + + IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); + + if ( pPhysicsObject == NULL ) + { + assert(0); + TaskFail("Roller lost internal physics object?"); + return; + } + + pPhysicsObject->GetVelocity( &vecVelocity, NULL ); + + VectorNormalize( vecVelocity ); + + vecVelocity.z = 0; + + flDot = DotProduct( vecVelocity, vecToPath ); + + m_RollerController.m_vecAngular = vec3_origin; + + if( flDot > 0.25 && flDot < 0.7 ) + { + // Feed a little torque backwards into the axis perpendicular to the velocity. + // This will help get rid of momentum that would otherwise make us overshoot our goal. + Vector vecCompensate; + + vecCompensate.x = vecVelocity.y; + vecCompensate.y = -vecVelocity.x; + vecCompensate.z = 0; + + m_RollerController.m_vecAngular = WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecCompensate, m_flForwardSpeed * -0.75 ); + } + + if( m_bHackedByAlyx ) + { + // Move faster. + m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed * 2.0f ); + } + else + { + m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed ); + } + } + break; + + case TASK_ROLLERMINE_CHARGE_ENEMY: + { + if ( !GetEnemy() ) + { + TaskFail( FAIL_NO_ENEMY ); + break; + } + + if ( m_bHeld || m_hVehicleStuckTo ) + { + TaskComplete(); + break; + } + + CBaseEntity *pEnemy = GetEnemy(); + Vector vecTargetPosition = pEnemy->GetAbsOrigin(); + + // If we're chasing a vehicle, try and get ahead of it + if ( EnemyInVehicle() ) + { + CBaseCombatCharacter *pCCEnemy = pEnemy->MyCombatCharacterPointer(); + float flT; + + // Project it's velocity and find our closest point on that line. Do it all in 2d space. + Vector vecVehicleVelocity = pCCEnemy->GetVehicleEntity()->GetSmoothedVelocity(); + Vector vecProjected = vecTargetPosition + (vecVehicleVelocity * 1.0); + Vector2D vecProjected2D( vecProjected.x, vecProjected.y ); + Vector2D vecTargetPosition2D( vecTargetPosition.x, vecTargetPosition.y ); + Vector2D vecOrigin2D( GetAbsOrigin().x, GetAbsOrigin().y ); + Vector2D vecIntercept2D; + + CalcClosestPointOnLine2D( vecOrigin2D, vecTargetPosition2D, vecProjected2D, vecIntercept2D, &flT ); + Vector vecIntercept( vecIntercept2D.x, vecIntercept2D.y, GetAbsOrigin().z ); + + //NDebugOverlay::Line( vecTargetPosition, vecProjected, 0,255,0, true, 0.1 ); + + // If we're ahead of the line somewhere, try to intercept + if ( flT > 0 ) + { + // If it's beyond the end of the intercept line, just move towards the end of the line + if ( flT > 1 ) + { + vecIntercept.x = vecProjected.x; + vecIntercept.y = vecProjected.y; + } + + // If we're closer to the intercept point than to the vehicle, move towards the intercept + if ( (GetAbsOrigin() - vecTargetPosition).LengthSqr() > (GetAbsOrigin() - vecIntercept).LengthSqr() ) + { + //NDebugOverlay::Box( vecIntercept, -Vector(20,20,20), Vector(20,20,20), 255,0,0, 0.1, 0.1 ); + + // Only use this position if it's clear + if ( enginetrace->GetPointContents( vecIntercept ) != CONTENTS_SOLID ) + { + vecTargetPosition = vecIntercept; + } + } + } + + //NDebugOverlay::Box( vecTargetPosition, -Vector(20,20,20), Vector(20,20,20), 255,255,255, 0.1, 0.1 ); + } + + float flTorqueFactor; + Vector vecToTarget = vecTargetPosition - GetLocalOrigin(); + float yaw = UTIL_VecToYaw( vecToTarget ); + Vector vecRight; + + AngleVectors( QAngle( 0, yaw, 0 ), NULL, &vecRight, NULL ); + + //NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + (GetEnemy()->GetLocalOrigin() - GetLocalOrigin()), 0,255,0, true, 0.1 ); + + float flDot; + + // Figure out whether to continue the charge. + // (Have I overrun the target?) + IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); + + if ( pPhysicsObject == NULL ) + { +// Assert(0); + TaskFail("Roller lost internal physics object?"); + return; + } + + Vector vecVelocity; + pPhysicsObject->GetVelocity( &vecVelocity, NULL ); + VectorNormalize( vecVelocity ); + + VectorNormalize( vecToTarget ); + + flDot = DotProduct( vecVelocity, vecToTarget ); + + // more torque the longer the roller has been going. + flTorqueFactor = 1 + (gpGlobals->curtime - m_flChargeTime) * 2; + + float flMaxTorque = ROLLERMINE_MAX_TORQUE_FACTOR; + + // Friendly rollermines go a little slower + if ( HasSpawnFlags( SF_ROLLERMINE_FRIENDLY ) ) + { + flMaxTorque *= 0.75; + } + + if( flTorqueFactor < 1 ) + { + flTorqueFactor = 1; + } + else if( flTorqueFactor > flMaxTorque) + { + flTorqueFactor = flMaxTorque; + } + + Vector vecCompensate; + + vecCompensate.x = vecVelocity.y; + vecCompensate.y = -vecVelocity.x; + vecCompensate.z = 0; + VectorNormalize( vecCompensate ); + + m_RollerController.m_vecAngular = WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecCompensate, m_flForwardSpeed * -0.75 ); + m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed * flTorqueFactor ); + + // Taunt when I get closer + if( !(m_iSoundEventFlags & ROLLERMINE_SE_TAUNT) && UTIL_DistApprox( GetLocalOrigin(), vecTargetPosition ) <= 400 ) + { + m_iSoundEventFlags |= ROLLERMINE_SE_TAUNT; // Don't repeat. + + EmitSound( "NPC_RollerMine.Taunt" ); + } + + // Jump earlier when chasing a vehicle + float flThreshold = ROLLERMINE_OPEN_THRESHOLD; + if ( EnemyInVehicle() ) + { + flThreshold = ROLLERMINE_VEHICLE_OPEN_THRESHOLD; + } + + // Open the spikes if i'm close enough to cut the enemy!! + if( ( m_bIsOpen == false ) && ( ( UTIL_DistApprox( GetAbsOrigin(), GetEnemy()->GetAbsOrigin() ) <= flThreshold ) || !IsActive() ) ) + { + Open(); + } + else if ( m_bIsOpen ) + { + float flDistance = UTIL_DistApprox( GetAbsOrigin(), GetEnemy()->GetAbsOrigin() ); + if ( flDistance >= flThreshold ) + { + // Otherwise close them if the enemy is getting away! + Close(); + } + else if ( EnemyInVehicle() && flDistance < ROLLERMINE_VEHICLE_HOP_THRESHOLD ) + { + // Keep trying to hop when we're ramming a vehicle, so we're visible to the player + if ( vecVelocity.x != 0 && vecVelocity.y != 0 && flTorqueFactor > 3 && flDot > 0.0 ) + { + Hop( 300 ); + } + } + } + + // If we drive past, close the blades and make a new plan. + if ( !EnemyInVehicle() ) + { + if( vecVelocity.x != 0 && vecVelocity.y != 0 ) + { + if( gpGlobals->curtime - m_flChargeTime > 1.0 && flTorqueFactor > 1 && flDot < 0.0 ) + { + if( m_bIsOpen ) + { + Close(); + } + + TaskComplete(); + } + } + } + } + break; + + case TASK_ROLLERMINE_RETURN_TO_PLAYER: + { + if ( ConditionsGathered() && !HasCondition(COND_SEE_PLAYER) ) + { + TaskFail( FAIL_NO_PLAYER ); + return; + } + + CBaseEntity *pPlayer = gEntList.FindEntityByName( NULL, "!player" ); + if ( !pPlayer || m_bHeld || m_hVehicleStuckTo ) + { + TaskFail( FAIL_NO_TARGET ); + return; + } + + Vector vecTargetPosition = pPlayer->GetAbsOrigin(); + float flTorqueFactor; + Vector vecToTarget = vecTargetPosition - GetLocalOrigin(); + float yaw = UTIL_VecToYaw( vecToTarget ); + Vector vecRight; + + AngleVectors( QAngle( 0, yaw, 0 ), NULL, &vecRight, NULL ); + + float flDot; + + IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); + if ( pPhysicsObject == NULL ) + { + TaskFail("Roller lost internal physics object?"); + return; + } + + Vector vecVelocity; + pPhysicsObject->GetVelocity( &vecVelocity, NULL ); + VectorNormalize( vecVelocity ); + VectorNormalize( vecToTarget ); + + flDot = DotProduct( vecVelocity, vecToTarget ); + + // more torque the longer the roller has been going. + flTorqueFactor = 1 + (gpGlobals->curtime - m_flChargeTime) * 2; + + float flMaxTorque = ROLLERMINE_MAX_TORQUE_FACTOR * 0.75; + if( flTorqueFactor < 1 ) + { + flTorqueFactor = 1; + } + else if( flTorqueFactor > flMaxTorque) + { + flTorqueFactor = flMaxTorque; + } + + Vector vecCompensate; + + vecCompensate.x = vecVelocity.y; + vecCompensate.y = -vecVelocity.x; + vecCompensate.z = 0; + VectorNormalize( vecCompensate ); + + m_RollerController.m_vecAngular = WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecCompensate, m_flForwardSpeed * -0.75 ); + m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed * flTorqueFactor ); + + // Once we're near the player, slow & stop + if ( GetAbsOrigin().DistToSqr( vecTargetPosition ) < (ROLLERMINE_RETURN_TO_PLAYER_DIST*2.0) ) + { + TaskComplete(); + } + } + break; + + case TASK_ROLLERMINE_POWERDOWN: + { + if ( m_flPowerDownTime <= gpGlobals->curtime ) + { + m_flNextHop = gpGlobals->curtime; + m_flPowerDownTime = gpGlobals->curtime + RandomFloat( 0.3, 0.9 ); + EmitSound( "NPC_RollerMine.Hurt" ); + + CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), 400, 0.5f, this ); + + if ( m_bIsOpen == false ) + { + Open(); + } + else + { + Close(); + } + } + + if ( m_flPowerDownDetonateTime <= gpGlobals->curtime ) + { + SetThink( &CNPC_RollerMine::PreDetonate ); + SetNextThink( gpGlobals->curtime + 0.5f ); + } + + // No TaskComplete() here, because the task will never complete. The rollermine will explode. + } + break; + + default: + BaseClass::RunTask( pTask ); + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CNPC_RollerMine::Open( void ) +{ + // Friendly rollers cannot open + if ( HasSpawnFlags( SF_ROLLERMINE_FRIENDLY ) ) + return; + + if ( m_bIsOpen == false ) + { + SetModel( "models/roller_spikes.mdl" ); + SetRollerSkin(); + + EmitSound( "NPC_RollerMine.OpenSpikes" ); + + SetTouch( &CNPC_RollerMine::ShockTouch ); + m_bIsOpen = true; + + // Don't hop if we're constrained + if ( !m_pConstraint ) + { + if ( EnemyInVehicle() ) + { + Hop( 256 ); + } + else if ( !GetEnemy() || GetEnemy()->Classify() != CLASS_BULLSEYE ) // Don't hop when attacking bullseyes + { + Hop( 128 ); + } + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CNPC_RollerMine::SetRollerSkin( void ) +{ + if ( m_bPowerDown == true ) + { + m_nSkin = (int)ROLLER_SKIN_DETONATE; + } + else if ( m_bHackedByAlyx == true ) + { + m_nSkin = (int)ROLLER_SKIN_FRIENDLY; + } + else + { + m_nSkin = (int)ROLLER_SKIN_REGULAR; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CNPC_RollerMine::Close( void ) +{ + // Not allowed to close while primed, because we're going to detonate on touch + if ( m_bIsPrimed ) + return; + + if ( m_bIsOpen && !IsShocking() ) + { + SetModel( "models/roller.mdl" ); + + SetRollerSkin(); + + SetTouch( NULL ); + m_bIsOpen = false; + + m_iSoundEventFlags = ROLLERMINE_SE_CLEAR; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CNPC_RollerMine::SpikeTouch( CBaseEntity *pOther ) +{ + /* + if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) ) + return; + + if ( m_bHeld ) + return; + + if ( pOther->IsPlayer() ) + return; + + if ( pOther->m_takedamage != DAMAGE_YES ) + return; + + // If we just hit a breakable glass object, don't explode. We want to blow through it. + CBreakable *pBreakable = dynamic_cast(pOther); + if ( pBreakable && pBreakable->GetMaterialType() == matGlass ) + return; + + Explode(); + EmitSound( "NPC_RollerMine.Warn" ); + */ + + //FIXME: Either explode within certain rules, never explode, or just shock the hit victim +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_RollerMine::CloseTouch( CBaseEntity *pOther ) +{ + if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) ) + return; + + if ( IsShocking() ) + return; + + bool bOtherIsDead = ( pOther->MyNPCPointer() && !pOther->MyNPCPointer()->IsAlive() ); + bool bOtherIsNotarget = ( ( pOther->GetFlags() & FL_NOTARGET ) != 0 ); + + if ( !bOtherIsDead && !bOtherIsNotarget ) + { + Disposition_t disp = IRelationType(pOther); + + if ( (disp == D_HT || disp == D_FR) ) + { + ShockTouch( pOther ); + return; + } + } + + Close(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_RollerMine::EmbedTouch( CBaseEntity *pOther ) +{ + if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) ) + return; + + m_bEmbedOnGroundImpact = false; + + // Did we hit the world? + if ( pOther->entindex() == 0 ) + { + m_bBuried = true; + trace_t tr; + Bury( &tr ); + + // Destroy out physics object and become static + VPhysicsDestroyObject(); + CreateVPhysics(); + + // Drop a decal on the ground where we impacted + UTIL_DecalTrace( &tr, "Rollermine.Crater" ); + + // Make some dust + UTIL_CreateAntlionDust( tr.endpos, GetLocalAngles() ); + } + + // Don't try and embed again + SetTouch( NULL ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CNPC_RollerMine::IsPlayerVehicle( CBaseEntity *pEntity ) +{ + IServerVehicle *pVehicle = pEntity->GetServerVehicle(); + if ( pVehicle ) + { + CBasePlayer *pPlayer = ToBasePlayer( pVehicle->GetPassenger() ); + if ( pPlayer != NULL ) + { + Disposition_t disp = IRelationType(pPlayer); + + if ( disp == D_HT || disp == D_FR ) + return true; + } + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pVictim - +// Output : float +//----------------------------------------------------------------------------- +float CNPC_RollerMine::GetAttackDamageScale( CBaseEntity *pVictim ) +{ + // If we're friendly, don't damage players or player-friendly NPCs, even with collisions + if ( HasSpawnFlags( SF_ROLLERMINE_FRIENDLY ) ) + { + if ( pVictim->IsPlayer() ) + return 0; + + if ( pVictim->MyNPCPointer() ) + { + // If we don't hate the player, we're immune + CBasePlayer *pPlayer = UTIL_PlayerByIndex(1); + if ( pPlayer && pVictim->MyNPCPointer()->IRelationType( pPlayer ) != D_HT ) + return 0.0; + } + } + + return BaseClass::GetAttackDamageScale( pVictim ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pOther - +//----------------------------------------------------------------------------- +void CNPC_RollerMine::ShockTarget( CBaseEntity *pOther ) +{ + CBeam *pBeam; + + if( m_bHackedByAlyx ) + { + pBeam = CBeam::BeamCreate( "sprites/rollermine_shock_yellow.vmt", 4 ); + } + else + { + pBeam = CBeam::BeamCreate( "sprites/rollermine_shock.vmt", 4 ); + } + + int startAttach = -1; + + CBaseAnimating *pAnimating = dynamic_cast(pOther); + + if ( pBeam != NULL ) + { + pBeam->EntsInit( pOther, this ); + + if ( pAnimating && pAnimating->GetModel() ) + { + startAttach = pAnimating->LookupAttachment("beam_damage" ); + pBeam->SetStartAttachment( startAttach ); + } + + // Change this up a little for first person hits + if ( pOther->IsPlayer() ) + { + pBeam->SetEndWidth( 8 ); + pBeam->SetNoise( 4 ); + pBeam->LiveForTime( 0.2f ); + } + else + { + pBeam->SetEndWidth( 16 ); + pBeam->SetNoise( 16 ); + pBeam->LiveForTime( 0.5f ); + } + + pBeam->SetEndAttachment( 1 ); + pBeam->SetWidth( 1 ); + pBeam->SetBrightness( 255 ); + pBeam->SetColor( 255, 255, 255 ); + pBeam->RelinkBeam(); + } + + Vector shockPos = pOther->WorldSpaceCenter(); + + if ( startAttach > 0 && pAnimating ) + { + pAnimating->GetAttachment( startAttach, shockPos ); + } + + Vector shockDir = ( GetAbsOrigin() - shockPos ); + VectorNormalize( shockDir ); + + CPVSFilter filter( shockPos ); + te->GaussExplosion( filter, 0.0f, shockPos, shockDir, 0 ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_RollerMine::NotifyInteraction( CAI_BaseNPC *pUser ) +{ + // For now, turn green so we can tell who is hacked. + m_bHackedByAlyx = true; + SetRollerSkin(); + GetEnemies()->SetFreeKnowledgeDuration( 30.0f ); + + // Play the hax0red sound + EmitSound( "NPC_RollerMine.Reprogram" ); + + // Force the rollermine open here. At very least, this ensures that the + // correct, smaller bounding box is recomputed around it. + Open(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_RollerMine::ShockTouch( CBaseEntity *pOther ) +{ + if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) ) + return; + + if ( m_bHeld || m_hVehicleStuckTo || gpGlobals->curtime < m_flShockTime ) + return; + + // error? + Assert( !m_bIsPrimed ); + + Disposition_t disp = IRelationType(pOther); + + // Ignore anyone that I'm friendly or neutral to. + if( disp != D_HT && disp != D_FR) + return; + + IPhysicsObject *pPhysics = VPhysicsGetObject(); + + // Calculate a collision force + Vector impulse = WorldSpaceCenter() - pOther->WorldSpaceCenter(); + impulse.z = 0; + VectorNormalize( impulse ); + impulse.z = 0.75; + VectorNormalize( impulse ); + impulse *= 600; + + // Stun the roller + m_flActiveTime = gpGlobals->curtime + GetStunDelay(); + + // If we're a 'friendly' rollermine, just push the player a bit + if ( HasSpawnFlags( SF_ROLLERMINE_FRIENDLY ) ) + { + if ( pOther->IsPlayer() ) + { + Vector vecForce = -impulse * 0.5; + pOther->ApplyAbsVelocityImpulse( vecForce ); + } + return; + } + + // jump up at a 30 degree angle away from the guy we hit + SetTouch( &CNPC_RollerMine::CloseTouch ); + Vector vel; + pPhysics->SetVelocity( &impulse, NULL ); + EmitSound( "NPC_RollerMine.Shock" ); + // Do a shock effect + ShockTarget( pOther ); + + m_flShockTime = gpGlobals->curtime + 1.25; + + // Calculate physics force + Vector out; + pOther->CollisionProp()->CalcNearestPoint( WorldSpaceCenter(), &out ); + + Vector vecForce = ( -impulse * pPhysics->GetMass() * 10 ); + CTakeDamageInfo info( this, this, vecForce, out, sk_rollermine_shock.GetFloat(), DMG_SHOCK ); + + if( FClassnameIs( pOther, "npc_combine_s" ) ) + { + if( pOther->GetHealth() <= (pOther->GetMaxHealth() / 2) ) + { + // Instant special death for a combine soldier who has less than half health. + Vector vecDamageForce = pOther->WorldSpaceCenter() - WorldSpaceCenter(); + VectorNormalize( vecDamageForce ); + + IPhysicsObject *pPhysics = pOther->VPhysicsGetObject(); + + if( pPhysics ) + { + vecDamageForce *= (pPhysics->GetMass() * 200.0f); + + // Slam Z component with some good, reliable upwards velocity. + vecDamageForce.z = pPhysics->GetMass() * 200.0f; + } + + pOther->MyCombatCharacterPointer()->BecomeRagdollBoogie( this, vecDamageForce, 5.0f, SF_RAGDOLL_BOOGIE_ELECTRICAL ); + return; + } + else + { + info.SetDamage( pOther->GetMaxHealth()/2 ); + } + } + + pOther->TakeDamage( info ); + + // Knock players back a bit + if ( pOther->IsPlayer() ) + { + vecForce = -impulse; + pOther->ApplyAbsVelocityImpulse( vecForce ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_RollerMine::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) +{ + // Make sure we don't keep hitting the same entity + int otherIndex = !index; + CBaseEntity *pOther = pEvent->pEntities[otherIndex]; + if ( pEvent->deltaCollisionTime < 0.5 && (pOther == this) ) + return; + + BaseClass::VPhysicsCollision( index, pEvent ); + + // If we've just hit a vehicle, we want to stick to it + if ( m_bHeld || m_hVehicleStuckTo || !IsPlayerVehicle( pOther ) ) + { + // Are we supposed to be embedding ourselves? + if ( m_bEmbedOnGroundImpact ) + { + // clear the flag so we don't queue more than once + m_bEmbedOnGroundImpact = false; + // call this when physics is done + g_PostSimulationQueue.QueueCall( this, &CNPC_RollerMine::EmbedTouch, pOther ); + } + return; + } + + StickToVehicle( pOther ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pOther - +//----------------------------------------------------------------------------- +void CNPC_RollerMine::StickToVehicle( CBaseEntity *pOther ) +{ + IPhysicsObject *pOtherPhysics = pOther->VPhysicsGetObject(); + if ( !pOtherPhysics ) + return; + + // Don't stick to the wheels + if ( pOtherPhysics->GetCallbackFlags() & CALLBACK_IS_VEHICLE_WHEEL ) + return; + + // Destroy our constraint. This can happen if we had our constraint broken + // and we still haven't cleaned up our constraint. + UnstickFromVehicle(); + + // We've hit the vehicle that the player's in. + // Stick to it and slow it down. + m_hVehicleStuckTo = pOther; + + IPhysicsObject *pPhysics = VPhysicsGetObject(); + + // Constrain us to the vehicle + constraint_fixedparams_t fixed; + fixed.Defaults(); + fixed.InitWithCurrentObjectState( pOtherPhysics, pPhysics ); + fixed.constraint.Defaults(); + fixed.constraint.forceLimit = ImpulseScale( pPhysics->GetMass(), 200 ); + fixed.constraint.torqueLimit = ImpulseScale( pPhysics->GetMass(), 800 ); + m_pConstraint = physenv->CreateFixedConstraint( pOtherPhysics, pPhysics, NULL, fixed ); + m_pConstraint->SetGameData( (void *)this ); + + // Kick the vehicle so the player knows we've arrived + Vector impulse = pOther->GetAbsOrigin() - GetAbsOrigin(); + VectorNormalize( impulse ); + impulse.z = -0.75; + VectorNormalize( impulse ); + impulse *= 600; + Vector vecForce = impulse * pPhysics->GetMass() * 10; + pOtherPhysics->ApplyForceOffset( vecForce, GetAbsOrigin() ); + + // Get the velocity at the point we're sticking to + Vector vecVelocity; + pOtherPhysics->GetVelocityAtPoint( GetAbsOrigin(), &vecVelocity ); + AngularImpulse angNone( 0.0f, 0.0f, 0.0f ); + pPhysics->SetVelocity( &vecVelocity, &angNone ); + + // Make sure we're spiky + Open(); + + AnnounceArrivalToOthers( pOther ); + + // Also, jolt the vehicle sometime in the future + g_EventQueue.AddEvent( this, "JoltVehicle", RandomFloat(3,6), NULL, NULL ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CNPC_RollerMine::CountRollersOnMyVehicle( CUtlVector *pRollerList ) +{ + CBaseEntity *entityList[64]; + Vector range(256,256,256); + pRollerList->AddToTail( this ); + int boxCount = UTIL_EntitiesInBox( entityList, ARRAYSIZE(entityList), GetAbsOrigin()-range, GetAbsOrigin()+range, FL_NPC ); + for ( int i = 0; i < boxCount; i++ ) + { + CAI_BaseNPC *pNPC = entityList[i]->MyNPCPointer(); + if ( pNPC && pNPC->m_iClassname == m_iClassname && pNPC != this ) + { + // Found another rollermine + CNPC_RollerMine *pMine = dynamic_cast(pNPC); + Assert( pMine ); + + // Is he stuck to the same vehicle? + if ( pMine->GetVehicleStuckTo() == GetVehicleStuckTo() ) + { + pRollerList->AddToTail( pMine ); + } + } + } + + return pRollerList->Count(); +} + +//----------------------------------------------------------------------------- +// Purpose: Tell other rollermines on the vehicle that I've just arrived +// Input : *pOther - +//----------------------------------------------------------------------------- +void CNPC_RollerMine::AnnounceArrivalToOthers( CBaseEntity *pOther ) +{ + // Now talk to any other rollermines stuck to the same vehicle + CUtlVector aRollersOnVehicle; + int iRollers = CountRollersOnMyVehicle( &aRollersOnVehicle ); + + // Stop all rollers on the vehicle falling off due to the force of the arriving one + for ( int i = 0; i < iRollers; i++ ) + { + aRollersOnVehicle[i]->PreventUnstickUntil( gpGlobals->curtime + 1 ); + } + + // See if we've got enough rollers on the vehicle to start being mean + /* + if ( iRollers >= ROLLERMINE_REQUIRED_TO_EXPLODE_VEHICLE ) + { + // Alert the others + EmitSound( "NPC_RollerMine.ExplodeChirp" ); + + // Tell everyone to explode shortly + for ( int i = 0; i < iRollers; i++ ) + { + variant_t emptyVariant; + g_EventQueue.AddEvent( aRollersOnVehicle[i], "RespondToExplodeChirp", RandomFloat(2,5), NULL, NULL ); + } + } + else + { + */ + // If there's other rollers on the vehicle, talk to them + if ( iRollers > 1 ) + { + // Chirp to the others + EmitSound( "NPC_RollerMine.Chirp" ); + + // Tell the others to respond (skip first slot, because that's me) + for ( int i = 1; i < iRollers; i++ ) + { + variant_t emptyVariant; + g_EventQueue.AddEvent( aRollersOnVehicle[i], "RespondToChirp", RandomFloat(2,3), NULL, NULL ); + } + } +// } +} + +//----------------------------------------------------------------------------- +// Purpose: Physics system has just told us our constraint has been broken +//----------------------------------------------------------------------------- +void CNPC_RollerMine::InputConstraintBroken( inputdata_t &inputdata ) +{ + // Prevent rollermines being dislodged right as they stick + if ( m_flPreventUnstickUntil > gpGlobals->curtime ) + return; + + // We can't delete it here safely + UnstickFromVehicle(); + Close(); + + // dazed + m_RollerController.m_vecAngular.Init(); + m_flActiveTime = gpGlobals->curtime + GetStunDelay(); +} + +//----------------------------------------------------------------------------- +// Purpose: Respond to another rollermine that's chirped at us +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CNPC_RollerMine::InputRespondToChirp( inputdata_t &inputdata ) +{ + EmitSound( "NPC_RollerMine.ChirpRespond" ); +} + +//----------------------------------------------------------------------------- +// Purpose: Respond to another rollermine's signal to detonate +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CNPC_RollerMine::InputRespondToExplodeChirp( inputdata_t &inputdata ) +{ + EmitSound( "NPC_RollerMine.ExplodeChirpRespond" ); + + Explode(); +} + +//----------------------------------------------------------------------------- +// Purpose: Apply a physics force to the vehicle we're in +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CNPC_RollerMine::InputJoltVehicle( inputdata_t &inputdata ) +{ + Assert( GetVehicleStuckTo() ); + + // First, tell all rollers on the vehicle not to fall off + CUtlVector aRollersOnVehicle; + int iRollers = CountRollersOnMyVehicle( &aRollersOnVehicle ); + for ( int i = 0; i < iRollers; i++ ) + { + aRollersOnVehicle[i]->PreventUnstickUntil( gpGlobals->curtime + 1 ); + } + + // Now smack the vehicle + Vector impulse = GetVehicleStuckTo()->GetAbsOrigin() - GetAbsOrigin(); + VectorNormalize( impulse ); + // Randomly apply a little vertical lift, to get the wheels off the ground + impulse.z = RandomFloat( 0.5, 1.0 ); + VectorNormalize( impulse ); + IPhysicsObject *pVehiclePhysics = GetVehicleStuckTo()->VPhysicsGetObject(); + Vector vecForce = impulse * ImpulseScale( pVehiclePhysics->GetMass(), RandomFloat(150,250) ); + pVehiclePhysics->ApplyForceOffset( vecForce, GetAbsOrigin() ); + + // Play sounds & effects + EmitSound( "NPC_RollerMine.JoltVehicle" ); + + // UNDONE: Good Zap effects + /* + CBeam *pBeam = CBeam::BeamCreate( "sprites/rollermine_shock.vmt", 4 ); + if ( pBeam ) + { + pBeam->EntsInit( GetVehicleStuckTo(), this ); + CBaseAnimating *pAnimating = dynamic_cast( GetVehicleStuckTo() ); + if ( pAnimating ) + { + int startAttach = pAnimating->LookupAttachment("beam_damage" ); + pBeam->SetStartAttachment( startAttach ); + } + pBeam->SetEndAttachment( 1 ); + pBeam->SetWidth( 8 ); + pBeam->SetEndWidth( 8 ); + pBeam->SetBrightness( 255 ); + pBeam->SetColor( 255, 255, 255 ); + pBeam->LiveForTime( 0.5f ); + pBeam->RelinkBeam(); + pBeam->SetNoise( 30 ); + } + */ + + ShockTarget( GetVehicleStuckTo() ); + + // Jolt again soon + g_EventQueue.AddEvent( this, "JoltVehicle", RandomFloat(3,6), NULL, NULL ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CNPC_RollerMine::InputTurnOn( inputdata_t &inputdata ) +{ + m_RollerController.On(); + m_bTurnedOn = true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CNPC_RollerMine::InputTurnOff( inputdata_t &inputdata ) +{ + m_RollerController.Off(); + m_bTurnedOn = false; + StopLoopingSounds(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CNPC_RollerMine::InputPowerdown( inputdata_t &inputdata ) +{ + m_bPowerDown = true; + m_flPowerDownTime = gpGlobals->curtime + RandomFloat( 0.1, 0.5 ); + m_flPowerDownDetonateTime = m_flPowerDownTime + RandomFloat( 1.5, 4.0 ); + + ClearSchedule( "Received power down input" ); +} + +//----------------------------------------------------------------------------- +// Purpose: If we were stuck to a vehicle, remove ourselves +//----------------------------------------------------------------------------- +void CNPC_RollerMine::UnstickFromVehicle( void ) +{ + if ( m_pConstraint ) + { + physenv->DestroyConstraint( m_pConstraint ); + m_pConstraint = NULL; + } + + // Cancel any pending jolt events + g_EventQueue.CancelEventOn( this, "JoltVehicle" ); + + m_hVehicleStuckTo = NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CBaseEntity *CNPC_RollerMine::GetVehicleStuckTo( void ) +{ + if ( !m_pConstraint ) + return NULL; + + return m_hVehicleStuckTo; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pPhysGunUser - +//----------------------------------------------------------------------------- +void CNPC_RollerMine::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) +{ + // Are we just being punted? + if ( reason == PUNTED_BY_CANNON ) + { + // Be stunned + m_flActiveTime = gpGlobals->curtime + GetStunDelay(); + return; + } + + //Stop turning + m_RollerController.m_vecAngular = vec3_origin; + + UnstickFromVehicle(); + + m_OnPhysGunPickup.FireOutput( pPhysGunUser, this ); + m_bHeld = true; + m_RollerController.Off(); + EmitSound( "NPC_RollerMine.Held" ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pPhysGunUser - +//----------------------------------------------------------------------------- +void CNPC_RollerMine::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) +{ + m_bHeld = false; + m_flActiveTime = gpGlobals->curtime + GetStunDelay(); + m_RollerController.On(); + + // explode on contact if launched from the physgun + if ( Reason == LAUNCHED_BY_CANNON ) + { + if ( m_bIsOpen ) + { + //m_bIsPrimed = true; + SetTouch( &CNPC_RollerMine::SpikeTouch ); + // enable world/prop touch too + VPhysicsGetObject()->SetCallbackFlags( VPhysicsGetObject()->GetCallbackFlags() | CALLBACK_GLOBAL_TOUCH|CALLBACK_GLOBAL_TOUCH_STATIC ); + } + EmitSound( "NPC_RollerMine.Tossed" ); + } + + m_OnPhysGunDrop.FireOutput( pPhysGunUser, this ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &info - +// Output : float +//----------------------------------------------------------------------------- +int CNPC_RollerMine::OnTakeDamage( const CTakeDamageInfo &info ) +{ + if ( !(info.GetDamageType() & DMG_BURN) ) + { + if ( GetMoveType() == MOVETYPE_VPHYSICS ) + { + AngularImpulse angVel; + angVel.Random( -400.0f, 400.0f ); + VPhysicsGetObject()->AddVelocity( NULL, &angVel ); + m_RollerController.m_vecAngular *= 0.8f; + + VPhysicsTakeDamage( info ); + } + SetCondition( COND_LIGHT_DAMAGE ); + } + + if ( info.GetDamageType() & (DMG_BURN|DMG_BLAST) ) + { + if ( info.GetAttacker() && info.GetAttacker()->m_iClassname != m_iClassname ) + { + SetThink( &CNPC_RollerMine::PreDetonate ); + SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.5f ) ); + } + else + { + // dazed + m_RollerController.m_vecAngular.Init(); + m_flActiveTime = gpGlobals->curtime + GetStunDelay(); + Hop( 300 ); + } + } + + return 0; +} + +//----------------------------------------------------------------------------- +// Purpose: Causes the roller to hop into the air +//----------------------------------------------------------------------------- +void CNPC_RollerMine::Hop( float height ) +{ + if ( m_flNextHop > gpGlobals->curtime ) + return; + + if ( GetMoveType() == MOVETYPE_VPHYSICS ) + { + IPhysicsObject *pPhysObj = VPhysicsGetObject(); + pPhysObj->ApplyForceCenter( Vector(0,0,1) * height * pPhysObj->GetMass() ); + + AngularImpulse angVel; + angVel.Random( -400.0f, 400.0f ); + pPhysObj->AddVelocity( NULL, &angVel ); + + m_flNextHop = gpGlobals->curtime + ROLLERMINE_HOP_DELAY; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Makes warning noise before actual explosion occurs +//----------------------------------------------------------------------------- +void CNPC_RollerMine::PreDetonate( void ) +{ + Hop( 300 ); + + SetTouch( NULL ); + SetThink( &CNPC_RollerMine::Explode ); + SetNextThink( gpGlobals->curtime + 0.5f ); + + EmitSound( "NPC_RollerMine.Hurt" ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_RollerMine::Explode( void ) +{ + m_takedamage = DAMAGE_NO; + + //FIXME: Hack to make thrown mines more deadly and fun + float expDamage = m_bIsPrimed ? 100 : 25; + + //If we've been hacked and we're blowing up cause we've been shut down then do moderate damage. + if ( m_bPowerDown == true ) + { + expDamage = 50; + } + + // Underwater explosion? + if ( UTIL_PointContents( GetAbsOrigin() ) & MASK_WATER ) + { + CEffectData data; + data.m_vOrigin = WorldSpaceCenter(); + data.m_flMagnitude = expDamage; + data.m_flScale = 128; + data.m_fFlags = ( SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE ); + DispatchEffect( "WaterSurfaceExplosion", data ); + } + else + { + ExplosionCreate( WorldSpaceCenter(), GetLocalAngles(), this, expDamage, 128, true ); + } + + CTakeDamageInfo info( this, this, 1, DMG_GENERIC ); + Event_Killed( info ); + + // Remove myself a frame from now to avoid doing it in the middle of running AI + SetThink( &CNPC_RollerMine::SUB_Remove ); + SetNextThink( gpGlobals->curtime ); +} + +const float MAX_ROLLING_SPEED = 720; + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +float CNPC_RollerMine::RollingSpeed() +{ + IPhysicsObject *pPhysics = VPhysicsGetObject(); + if ( !m_hVehicleStuckTo && !m_bHeld && pPhysics && !pPhysics->IsAsleep() ) + { + AngularImpulse angVel; + pPhysics->GetVelocity( NULL, &angVel ); + float rollingSpeed = angVel.Length() - 90; + rollingSpeed = clamp( rollingSpeed, 1, MAX_ROLLING_SPEED ); + rollingSpeed *= (1/MAX_ROLLING_SPEED); + return rollingSpeed; + } + return 0; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +float CNPC_RollerMine::GetStunDelay() +{ + if( m_bHackedByAlyx ) + { + return 0.1f; + } + else + { + return sk_rollermine_stun_delay.GetFloat(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: We've been dropped by a dropship. Embed in the ground if we land on it. +//----------------------------------------------------------------------------- +void CNPC_RollerMine::EmbedOnGroundImpact() +{ + m_bEmbedOnGroundImpact = true; + + SetTouch( &CNPC_RollerMine::EmbedTouch ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_RollerMine::PrescheduleThink() +{ + // Are we underwater? + if ( UTIL_PointContents( GetAbsOrigin() ) & MASK_WATER ) + { + // As soon as we're far enough underwater, detonate + Vector vecAboveMe = GetAbsOrigin() + Vector(0,0,64); + if ( UTIL_PointContents( vecAboveMe ) & MASK_WATER ) + { + Explode(); + return; + } + } + + UpdateRollingSound(); + UpdatePingSound(); + BaseClass::PrescheduleThink(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_RollerMine::UpdateRollingSound() +{ + if ( m_rollingSoundState == ROLL_SOUND_NOT_READY ) + return; + + rollingsoundstate_t soundState = ROLL_SOUND_OFF; + float rollingSpeed = RollingSpeed(); + if ( rollingSpeed > 0 ) + { + soundState = m_bIsOpen ? ROLL_SOUND_OPEN : ROLL_SOUND_CLOSED; + } + + + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + CSoundParameters params; + switch( soundState ) + { + case ROLL_SOUND_CLOSED: + CBaseEntity::GetParametersForSound( "NPC_RollerMine.Roll", params, NULL ); + break; + case ROLL_SOUND_OPEN: + CBaseEntity::GetParametersForSound( "NPC_RollerMine.RollWithSpikes", params, NULL ); + break; + + case ROLL_SOUND_OFF: + // no sound + break; + } + + // start the new sound playing if necessary + if ( m_rollingSoundState != soundState ) + { + StopRollingSound(); + + m_rollingSoundState = soundState; + + if ( m_rollingSoundState == ROLL_SOUND_OFF ) + return; + + CPASAttenuationFilter filter( this ); + m_pRollSound = controller.SoundCreate( filter, entindex(), params.channel, params.soundname, params.soundlevel ); + controller.Play( m_pRollSound, params.volume, params.pitch ); + m_rollingSoundState = soundState; + } + + if ( m_pRollSound ) + { + // for tuning + //DevMsg("SOUND: %s, VOL: %.1f\n", m_rollingSoundState == ROLL_SOUND_CLOSED ? "CLOSED" : "OPEN ", rollingSpeed ); + controller.SoundChangePitch( m_pRollSound, params.pitchlow + (params.pitchhigh - params.pitchlow) * rollingSpeed, 0.1 ); + controller.SoundChangeVolume( m_pRollSound, params.volume * rollingSpeed, 0.1 ); + } +} + + +void CNPC_RollerMine::StopRollingSound() +{ + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + controller.SoundDestroy( m_pRollSound ); + m_pRollSound = NULL; +} + +void CNPC_RollerMine::UpdatePingSound() +{ + float pingSpeed = 0; + if ( m_bIsOpen && !IsShocking() && !m_bHeld ) + { + CBaseEntity *pEnemy = GetEnemy(); + if ( pEnemy ) + { + pingSpeed = EnemyDistance( pEnemy ); + pingSpeed = clamp( pingSpeed, 1, ROLLERMINE_OPEN_THRESHOLD ); + pingSpeed *= (1.0f/ROLLERMINE_OPEN_THRESHOLD); + } + } + + if ( pingSpeed > 0 ) + { + pingSpeed = 1-pingSpeed; + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + CSoundParameters params; + CBaseEntity::GetParametersForSound( "NPC_RollerMine.Ping", params, NULL ); + if ( !m_pPingSound ) + { + CPASAttenuationFilter filter( this ); + m_pPingSound = controller.SoundCreate( filter, entindex(), params.channel, params.soundname, params.soundlevel ); + controller.Play( m_pPingSound, params.volume, 101 ); + } + + controller.SoundChangePitch( m_pPingSound, params.pitchlow + (params.pitchhigh - params.pitchlow) * pingSpeed, 0.1 ); + controller.SoundChangeVolume( m_pPingSound, params.volume, 0.1 ); + //DevMsg("PING: %.1f\n", pingSpeed ); + + } + else + { + StopPingSound(); + } +} + + +void CNPC_RollerMine::StopPingSound() +{ + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + controller.SoundDestroy( m_pPingSound ); + m_pPingSound = NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_RollerMine::StopLoopingSounds( void ) +{ + StopRollingSound(); + StopPingSound(); + BaseClass::StopLoopingSounds(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pEnemy - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CNPC_RollerMine::IsValidEnemy( CBaseEntity *pEnemy ) +{ + // If the enemy's over the vehicle detection range, and it's not a player in a vehicle, ignore it + if ( pEnemy ) + { + float flDistance = GetAbsOrigin().DistTo( pEnemy->GetAbsOrigin() ); + if ( flDistance >= m_flSeeVehiclesOnlyBeyond ) + { + // Handle vehicles + CBaseCombatCharacter *pCCEnemy = pEnemy->MyCombatCharacterPointer(); + if ( pCCEnemy != NULL && pCCEnemy->IsInAVehicle() ) + { + // If we're buried, we only care when they're heading directly towards us + if ( m_bBuried ) + return ( VehicleHeading( pCCEnemy->GetVehicle()->GetVehicleEnt() ) > DOT_20DEGREE ); + + // If we're not buried, chase him as long as he's not heading away from us + return ( VehicleHeading( pCCEnemy->GetVehicleEntity() ) > 0 ); + } + + return false; + } + + // Never pick something I fear + if ( IRelationType( pEnemy ) == D_FR ) + return false; + + // Don't attack flying things. + if ( pEnemy->GetMoveType() == MOVETYPE_FLY ) + return false; + } + + return BaseClass::IsValidEnemy( pEnemy ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CNPC_RollerMine::EnemyInVehicle( void ) +{ + // Clearly the enemy is not... + if ( GetEnemy() == NULL ) + return false; + + // If the target is in a vehicle, let the convar choose + CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer(); + if ( pCCEnemy != NULL && pCCEnemy->IsInAVehicle() ) + return ( sk_rollermine_vehicle_intercept.GetBool() ); + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +float CNPC_RollerMine::VehicleHeading( CBaseEntity *pVehicle ) +{ + Vector vecVelocity = pVehicle->GetSmoothedVelocity(); + float flSpeed = VectorNormalize( vecVelocity ); + Vector vecToMine = GetAbsOrigin() - pVehicle->GetAbsOrigin(); + VectorNormalize( vecToMine ); + + // If it's not moving, consider it moving towards us, but not directly + // This will enable already active rollers to chase the vehicle if it's stationary. + if ( flSpeed < 10 ) + return 0.1; + + return DotProduct( vecVelocity, vecToMine ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &info - +// &vecDir - +// *ptr - +//----------------------------------------------------------------------------- +void CNPC_RollerMine::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) +{ + if ( info.GetDamageType() & (DMG_BULLET | DMG_CLUB) ) + { + CTakeDamageInfo newInfo( info ); + + // If we're stuck to the car, increase it even more + if ( GetVehicleStuckTo() ) + { + newInfo.SetDamageForce( info.GetDamageForce() * 40 ); + } + else + { + newInfo.SetDamageForce( info.GetDamageForce() * 20 ); + } + + BaseClass::TraceAttack( newInfo, vecDir, ptr, pAccumulator ); + return; + } + + BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); +} + +//----------------------------------------------------------------------------- +// +// Schedules +// +//----------------------------------------------------------------------------- + +AI_BEGIN_CUSTOM_NPC( npc_rollermine, CNPC_RollerMine ) + + //Tasks + DECLARE_TASK( TASK_ROLLERMINE_CHARGE_ENEMY ) + DECLARE_TASK( TASK_ROLLERMINE_BURIED_WAIT ) + DECLARE_TASK( TASK_ROLLERMINE_UNBURROW ) + DECLARE_TASK( TASK_ROLLERMINE_GET_PATH_TO_FLEE ) + DECLARE_TASK( TASK_ROLLERMINE_NUDGE_TOWARDS_NODES ) + DECLARE_TASK( TASK_ROLLERMINE_RETURN_TO_PLAYER ) + DECLARE_TASK( TASK_ROLLERMINE_POWERDOWN ) + + //Schedules + + DEFINE_SCHEDULE + ( + SCHED_ROLLERMINE_BURIED_WAIT, + + " Tasks" + " TASK_ROLLERMINE_BURIED_WAIT 0" + " " + " Interrupts" + " COND_NEW_ENEMY" + " COND_LIGHT_DAMAGE" + ) + + DEFINE_SCHEDULE + ( + SCHED_ROLLERMINE_BURIED_UNBURROW, + + " Tasks" + " TASK_ROLLERMINE_UNBURROW 0" + " " + " Interrupts" + ) + + DEFINE_SCHEDULE + ( + SCHED_ROLLERMINE_RANGE_ATTACK1, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY" + " TASK_ROLLERMINE_CHARGE_ENEMY 0" + " " + " Interrupts" + " COND_ENEMY_DEAD" + " COND_NEW_ENEMY" + " COND_ENEMY_OCCLUDED" + " COND_ENEMY_TOO_FAR" + ) + + DEFINE_SCHEDULE + ( + SCHED_ROLLERMINE_CHASE_ENEMY, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ROLLERMINE_RANGE_ATTACK1" + " TASK_SET_TOLERANCE_DISTANCE 24" + " TASK_GET_PATH_TO_ENEMY 0" + " TASK_RUN_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + " " + " Interrupts" + " COND_ENEMY_DEAD" + " COND_ENEMY_UNREACHABLE" + " COND_ENEMY_TOO_FAR" + " COND_CAN_RANGE_ATTACK1" + " COND_TASK_FAILED" + " COND_SEE_FEAR" + ) + + DEFINE_SCHEDULE + ( + SCHED_ROLLERMINE_FLEE, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_IDLE_STAND" + " TASK_ROLLERMINE_GET_PATH_TO_FLEE 300" + " TASK_RUN_PATH 0" + " TASK_STOP_MOVING 0" + " " + " Interrupts" + " COND_NEW_ENEMY" + " COND_TASK_FAILED" + ) + + DEFINE_SCHEDULE + ( + SCHED_ROLLERMINE_ALERT_STAND, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_FACE_REASONABLE 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_WAIT 2" + "" + " Interrupts" + " COND_NEW_ENEMY" + " COND_SEE_ENEMY" + " COND_SEE_FEAR" + " COND_LIGHT_DAMAGE" + " COND_HEAVY_DAMAGE" + " COND_PROVOKED" + " COND_SMELL" + " COND_HEAR_COMBAT" // sound flags + " COND_HEAR_WORLD" + " COND_HEAR_PLAYER" + " COND_HEAR_DANGER" + " COND_HEAR_BULLET_IMPACT" + " COND_IDLE_INTERRUPT" + ) + + DEFINE_SCHEDULE + ( + SCHED_ROLLERMINE_NUDGE_TOWARDS_NODES, + + " Tasks" + " TASK_ROLLERMINE_NUDGE_TOWARDS_NODES 0" + " TASK_WAIT 1.5" + "" + " Interrupts" + "" + ) + + DEFINE_SCHEDULE + ( + SCHED_ROLLERMINE_PATH_TO_PLAYER, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ROLLERMINE_ALERT_STAND" + " TASK_SET_TOLERANCE_DISTANCE 200" + " TASK_GET_PATH_TO_PLAYER 0" + " TASK_RUN_PATH 0" + " TASK_WAIT_FOR_MOVEMENT 0" + "" + " Interrupts" + " COND_NEW_ENEMY" + " COND_SEE_ENEMY" + " COND_SEE_FEAR" + " COND_LIGHT_DAMAGE" + " COND_HEAVY_DAMAGE" + " COND_PROVOKED" + " COND_SMELL" + " COND_HEAR_COMBAT" // sound flags + " COND_HEAR_WORLD" + " COND_HEAR_PLAYER" + " COND_HEAR_DANGER" + " COND_HEAR_BULLET_IMPACT" + " COND_IDLE_INTERRUPT" + " COND_SEE_PLAYER" + ) + + DEFINE_SCHEDULE + ( + SCHED_ROLLERMINE_ROLL_TO_PLAYER, + + " Tasks" + " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ROLLERMINE_ALERT_STAND" + " TASK_SET_TOLERANCE_DISTANCE 200" + " TASK_ROLLERMINE_RETURN_TO_PLAYER 0" + "" + " Interrupts" + " COND_NEW_ENEMY" + " COND_SEE_ENEMY" + " COND_SEE_FEAR" + " COND_LIGHT_DAMAGE" + " COND_HEAVY_DAMAGE" + " COND_PROVOKED" + " COND_SMELL" + " COND_HEAR_COMBAT" // sound flags + " COND_HEAR_WORLD" + " COND_HEAR_PLAYER" + " COND_HEAR_DANGER" + " COND_HEAR_BULLET_IMPACT" + " COND_IDLE_INTERRUPT" + ) + + DEFINE_SCHEDULE + ( + SCHED_ROLLERMINE_POWERDOWN, + + " Tasks" + " TASK_STOP_MOVING 0" + " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" + " TASK_ROLLERMINE_POWERDOWN 0" + "" + " Interrupts" + "" + ); + +AI_END_CUSTOM_NPC() -- cgit v1.2.3