#ifndef _INCLUDED_ASW_ALIEN_H #define _INCLUDED_ASW_ALIEN_H #ifdef _WIN32 #pragma once #endif #include "asw_alien_shared.h" #include "ai_basenpc.h" #include "ai_blended_movement.h" #include "ai_behavior.h" #include "ai_behavior_actbusy.h" #include "iasw_spawnable_npc.h" #include "asw_lag_compensation.h" #include "asw_shareddefs.h" class CASW_AI_Senses; class TakeDamageInfo; class CASW_Spawner; class CAI_ASW_FlinchBehavior; class CAI_ASW_Behavior; enum BehaviorEvent_t; // Keep track of recent damage events for use in asw_ai_behavior_combat_stun.cpp static const int ASW_NUM_RECENT_DAMAGE = 8; #define ASW_ALIEN_HEALTH_BITS 14 // Combat Data. struct CombatConditionData_t { float m_flMinDist; float m_flMaxDist; float m_flDotAngle; bool m_bCheck; CombatConditionData_t() { m_flMinDist = 0.0f; m_flMaxDist = 0.0f; m_flDotAngle = 0.0f; m_bCheck = false; } void Init( float flMinDist, float flMaxDist, float flDot, bool bCheck = true ) { m_flMinDist = flMinDist; m_flMaxDist = flMaxDist; m_flDotAngle = flDot; m_bCheck = bCheck; } }; #define COMBAT_COND_NO_FACING_CHECK -9999.0f // Base class for all Alien Swarm alien npcs typedef CAI_BlendingHost< CAI_BehaviorHost > CAI_BaseAlienBase; //typedef CAI_BehaviorHost CAI_BaseAlienBase; DECLARE_AUTO_LIST( IAlienAutoList ); class CASW_Alien : public CAI_BaseAlienBase, public IASW_Spawnable_NPC, public IAlienAutoList { DECLARE_CLASS( CASW_Alien, CAI_BaseAlienBase ); DECLARE_SERVERCLASS(); // shared class members #include "asw_alien_shared_classmembers.h" public: virtual void NPCInit(); virtual void NPCThink(); virtual void OnRestore(); virtual void CallBehaviorThink(); virtual void StartTouch( CBaseEntity *pOther ); virtual void Spawn(); float m_flLastThinkTime; IMPLEMENT_AUTO_LIST_GET(); // custom sensing through walls virtual void OnSwarmSensed(int iDistance); virtual void OnSwarmSenseEntity(CBaseEntity* pEnt) { } CAI_Senses* CreateSenses(); CASW_AI_Senses* GetASWSenses(); virtual bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC ); void SetDistSwarmSense( float flDistSense ); bool MarineNearby(float radius, bool bCheck3D = false); bool FInViewCone( const Vector &vecSpot ); bool Knockback(Vector vecForce); virtual int DrawDebugTextOverlays(); virtual void SetDefaultEyeOffset(); // make the aliens wake up when a marine gets within a certain distance void UpdateSleepState( bool bInPVS ); void UpdateEfficiency( bool bInPVS ); float m_fLastSleepCheckTime; bool m_bVisibleWhenAsleep; DECLARE_DATADESC(); CASW_Alien(); virtual ~CASW_Alien(); virtual void Precache(); void ForceFlinch( const Vector &vecSrc ); // schedule/task stuff virtual void StartTask(const Task_t *pTask); virtual void RunTask(const Task_t *pTask); virtual bool IsCurTaskContinuousMove(); int TranslateSchedule( int scheduleType ); virtual void BuildScheduleTestBits(); virtual void HandleAnimEvent( animevent_t *pEvent ); // zig zagging void AddZigZagToPath(); bool m_bPerformingZigZag; bool ShouldUpdateEnemyPos(); float GetGoalRepathTolerance( CBaseEntity *pGoalEnt, GoalType_t type, const Vector &curGoal, const Vector &curTargetPos ); bool m_bRunAtChasingPathEnds; // movement virtual bool ShouldMoveSlow() const; // has this alien been hurt and so should move slow? virtual bool ModifyAutoMovement( Vector &vecNewPos ); virtual float GetIdealSpeed() const; virtual bool ShouldPlayerAvoid( void ); // soft drone collision virtual bool CanBePushedAway(); virtual void PerformPushaway(); virtual void SetupPushawayVector(); virtual float GetSpringColRadius(); Vector m_vecLastPushAwayOrigin; Vector m_vecLastPush; bool m_bPushed; int m_nAlienCollisionGroup; // bleeding virtual CBaseEntity *CheckTraceHullAttack( float flDist, const Vector &mins, const Vector &maxs, float flDamage, int iDmgType, float forceScale = 1.0f, bool bDamageAnyNPC = false ); virtual CBaseEntity *CheckTraceHullAttack( const Vector &vStart, const Vector &vEnd, const Vector &mins, const Vector &maxs, float flDamage, int iDmgType, float flForceScale = 1.0f, bool bDamageAnyNPC = false ); virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); virtual void Bleed( const CTakeDamageInfo &info, const Vector &vecPos, const Vector &vecDir, trace_t *ptr ); virtual void DoBloodDecal( float flDamage, const Vector &vecPos, const Vector &vecDir, trace_t *ptr, int bitsDamageType ); void MeleeBleed(CTakeDamageInfo* info); bool ShouldGib( const CTakeDamageInfo &info ); //death virtual Activity GetDeathActivity( void ); virtual bool CanBecomeRagdoll( void ); bool m_bTimeToRagdoll; bool m_bNeverRagdoll; // set this to true if you only want the alien to die by gibbing or fancy animation - they will never ragdoll bool m_bNeverInstagib; // set this to true if you never want the alien to instagib - make sur eyou have another method of dying or it will fall back to instagib float m_fFancyDeathChance; virtual bool CanDoFancyDeath( void ); virtual bool HasDeadBodyGroup() { return false; }; int m_iDeadBodyGroup; // set to true on aliens if they have break pieces that are used for ragdoll gibs virtual bool CanBreak ( void ) { return false; }; virtual void BreakAlien( const CTakeDamageInfo &info ); int OnTakeDamage_Alive( const CTakeDamageInfo &info ); virtual Vector CalcDeathForceVector( const CTakeDamageInfo &info ); virtual bool AllowedToIgnite( void ) { return true; } float m_fNextPainSound; float m_fNextStunSound; void Event_Killed( const CTakeDamageInfo &info ); float m_fHurtSlowMoveTime; CNetworkVar(bool, m_bElectroStunned); //CNetworkVar(bool, m_bGibber); CNetworkVar( DeathStyle_t, m_nDeathStyle ); CUtlQueueFixed< CTakeDamageInfo, ASW_NUM_RECENT_DAMAGE > m_RecentDamage; // act busy bool CreateBehaviors(); int SelectSchedule(); CAI_ActBusyBehavior m_ActBusyBehavior; void InputBreakWaitForScript( inputdata_t &inputdata ); // attacking virtual bool IsMeleeAttacking(); virtual bool ShouldStopBeforeMeleeAttack() { return false; } virtual int MeleeAttack1Conditions( float flDot, float flDist ); virtual int MeleeAttack2Conditions( float flDot, float flDist ); virtual int RangeAttack1Conditions( float flDot, float flDist ); virtual int RangeAttack2Conditions( float flDot, float flDist ); virtual float InnateRange1MinRange( void ) { return rangeAttack1.m_flMinDist; } virtual float InnateRange1MaxRange( void ) { return rangeAttack1.m_flMaxDist; } CombatConditionData_t meleeAttack1; CombatConditionData_t meleeAttack2; CombatConditionData_t rangeAttack1; CombatConditionData_t rangeAttack2; // footstepping //void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force ); //surfacedata_t* GetGroundSurface(); // IASW_Spawnable_NPC implementation CHandle m_hSpawner; virtual void SetSpawner(CASW_Base_Spawner* spawner); virtual CAI_BaseNPC* GetNPC() { return this; } virtual void SetAlienOrders(AlienOrder_t Orders, Vector vecOrderSpot, CBaseEntity* pOrderObject); virtual AlienOrder_t GetAlienOrders(); virtual void ClearAlienOrders(); virtual int SelectAlienOrdersSchedule(); virtual void OnMovementComplete(); virtual bool ShouldClearOrdersOnMovementComplete(); virtual void GatherConditions(); virtual void IgnoreMarines(bool bIgnoreMarines); virtual void MoveAside(); virtual void ASW_Ignite( float flFlameLifetime, float flSize, CBaseEntity *pAttacker, CBaseEntity *pDamagingWeapon = NULL ); virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false ); virtual void Extinguish(); virtual void ElectroStun( float flStunTime ); bool IsElectroStunned() { return m_bElectroStunned.Get(); } CNetworkVar(bool, m_bOnFire); virtual void SetHoldoutAlien() { m_bHoldoutAlien = true; } virtual bool IsHoldoutAlien() { return m_bHoldoutAlien; } AlienOrder_t m_AlienOrders; Vector m_vecAlienOrderSpot; EHANDLE m_AlienOrderObject; bool m_bIgnoreMarines; bool m_bFailedMoveTo; // burrowing bool m_bStartBurrowed; void Unburrow( void ); void CheckForBlockingTraps(); void ClearBurrowPoint( const Vector &origin ); void LookupBurrowActivities(); float m_flBurrowTime; Activity m_UnburrowActivity; Activity m_UnburrowIdleActivity; Vector m_vecUnburrowEndPoint; string_t m_iszUnburrowActivityName; string_t m_iszUnburrowIdleActivityName; virtual bool CanStartBurrowed() { return true; } virtual void StartBurrowed() { m_bStartBurrowed = true; } virtual void SetUnburrowActivity( string_t iszActivityName ); virtual void SetUnburrowIdleActivity( string_t iszActivityName ); // move clone virtual bool OverrideMove( float flInterval ); void InputSetMoveClone( inputdata_t &inputdata ); void SetMoveClone( string_t EntityName, CBaseEntity *pActivator ); void SetMoveClone( CBaseEntity *pEnt ); EHANDLE m_hMoveClone; string_t m_iMoveCloneName; matrix3x4_t m_moveCloneOffset; virtual void SetHealth( int amt ) { Assert( amt < ( pow( 2.0f, ASW_ALIEN_HEALTH_BITS ) ) ); m_iHealth = amt; } virtual void SetHealthByDifficultyLevel(); // freezeing virtual void Freeze( float flFreezeAmount, CBaseEntity *pFreezer, Ray_t *pFreezeRay ); virtual bool ShouldBecomeStatue( void ); virtual bool IsMovementFrozen( void ) { return GetFrozenAmount() > 0.5f; } void UpdateThawRate(); float m_flFreezeResistance; float m_flFrozenTime; float m_flBaseThawRate; CASW_Lag_Compensation m_LagCompensation; // can a marine see us? bool MarineCanSee(int padding, float interval); float m_fLastMarineCanSeeTime; bool m_bLastMarineCanSee; int m_iNumASWOrderRetries; // notification that an alien we spawned has been killed (used by Harvesters/Queens, which spawn new aliens as part of their attacks) virtual void ChildAlienKilled(CASW_Alien *pAlien) { } virtual float StepHeight() const { return 24.0f; } // dropping money virtual void DropMoney( const CTakeDamageInfo &info ); virtual int GetMoneyCount( const CTakeDamageInfo &info ); IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_iHealth ); CASW_AlienVolley *GetVolley( const char *pszVolleyName ); int GetVolleyIndex( const char *pszVolleyName ); void CreateVolley( const char *pszVolleyName, const CASW_AlienVolley *pVolley ); CASW_AlienShot *GetShot( const char *pszShotName ); int GetShotIndex( const char *pszShotName ); void CreateShot( const char *pszShotName, const CASW_AlienShot *pShot ); void CalcMissileVelocity( const Vector &vTargetPos, Vector &vVelocity, float flSpeed, float flAngle ); virtual void UpdateRangedAttack(); void LaunchMissile( const char *pszVolleyName, Vector &vTargetPosition ); void AddBehaviorParam( const char *pszParmName, int nDefaultValue ); int GetBehaviorParam( CUtlSymbol ParmName ); void SetBehaviorParam( CUtlSymbol ParmName, int nValue ); CAI_ASW_Behavior *GetPrimaryASWBehavior(); virtual void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior ); void SendBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t Event, int nParm, bool bToAllBehaviors ); int m_nVolleyType; float m_flRangeAttackStartTime; float m_flRangeAttackLastUpdateTime; Vector m_vecRangeAttackTargetPosition; enum { COND_ASW_BEGIN_COMBAT_STUN = BaseClass::NEXT_CONDITION, COND_ASW_FLINCH, NEXT_CONDITION, }; protected: static float sm_flLastHurlTime; const char *m_pszAlienModelName; bool m_bHoldoutAlien; bool m_bBehaviorParameterChanged; CUtlMap< CUtlSymbol, int > m_BehaviorParms; CAI_ASW_FlinchBehavior* m_pFlinchBehavior; CAI_BehaviorBase *m_pPreviousBehavior; CUtlVector m_volleys; CUtlVector m_shots; DEFINE_CUSTOM_AI; }; // activities extern int ACT_MELEE_ATTACK1_HIT; extern int ACT_MELEE_ATTACK2_HIT; extern int ACT_ALIEN_FLINCH_SMALL; extern int ACT_ALIEN_FLINCH_MEDIUM; extern int ACT_ALIEN_FLINCH_BIG; extern int ACT_ALIEN_FLINCH_GESTURE; extern int ACT_DEATH_FIRE; extern int ACT_DEATH_ELEC; extern int ACT_DIE_FANCY; //typedef CAI_BlendingHost< CAI_BehaviorHost > CASW_BlendedAlien; typedef CASW_Alien CASW_BlendedAlien; //class CASW_BlendedAlien : public CAI_BlendingHost //{ //DECLARE_CLASS( CASW_BlendedAlien, CAI_BlendingHost ); //}; enum { SCHED_ASW_ALIEN_CHASE_ENEMY = LAST_SHARED_SCHEDULE, SCHED_ASW_SPREAD_THEN_HIBERNATE, SCHED_ASW_ORDER_MOVE, SCHED_ASW_RETRY_ORDERS, SCHED_ASW_ALIEN_MELEE_ATTACK1, SCHED_ASW_ALIEN_SLOW_MELEE_ATTACK1, SCHED_WAIT_FOR_CLEAR_UNBORROW, SCHED_BURROW_WAIT, SCHED_BURROW_OUT, LAST_ASW_ALIEN_SHARED_SCHEDULE, }; enum { TASK_ASW_ALIEN_ZIGZAG = LAST_SHARED_TASK, TASK_ASW_SPREAD_THEN_HIBERNATE, TASK_ASW_BUILD_PATH_TO_ORDER, TASK_ASW_ORDER_RETRY_WAIT, TASK_ASW_REPORT_BLOCKING_ENT, TASK_UNBURROW, TASK_CHECK_FOR_UNBORROW, TASK_BURROW_WAIT, TASK_SET_UNBURROW_ACTIVITY, TASK_SET_UNBURROW_IDLE_ACTIVITY, TASK_ASW_WAIT_FOR_ORDER_MOVE, LAST_ASW_ALIEN_SHARED_TASK, }; extern ConVar asw_alien_speed_scale_easy; extern ConVar asw_alien_speed_scale_normal; extern ConVar asw_alien_speed_scale_hard; extern ConVar asw_alien_speed_scale_insane; extern int AE_ALIEN_MELEE_HIT; // general groundchecks flag used by our alien classes #define SF_ANTLION_USE_GROUNDCHECKS ( 1 << 17 ) #endif // _INCLUDED_ASW_ALIEN_H