// Our Swarm Drone - the basic angry fighting alien #include "cbase.h" #include "ai_hint.h" #include "ai_squad.h" #include "ai_moveprobe.h" #include "ai_route.h" #include "npcevent.h" #include "gib.h" #include "entitylist.h" #include "ndebugoverlay.h" #include "antlion_dust.h" #include "engine/IEngineSound.h" #include "globalstate.h" #include "movevars_shared.h" #include "te_effect_dispatch.h" #include "vehicle_base.h" #include "mapentities.h" #include "antlion_maker.h" #include "npc_antlion.h" #include "decals.h" #include "asw_drone_advanced.h" #include "asw_player.h" #include "asw_fx_shared.h" #include "asw_door.h" #include "asw_door_padding.h" #include "asw_drone_navigator.h" #include "asw_drone_movement.h" #include "asw_util_shared.h" #include "asw_gamerules.h" #include "asw_marine.h" #include "asw_weapon.h" #include "asw_marine_speech.h" #include "ammodef.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" ConVar asw_drone_melee_range("asw_drone_melee_range", "60.0", FCVAR_CHEAT, "Range of the drone's melee attack"); ConVar asw_drone_start_melee_range("asw_drone_start_melee_range", "100.0", FCVAR_CHEAT, "Range at which the drone starts his melee attack"); #define ASW_DRONE_MELEE1_START_ATTACK_RANGE asw_drone_start_melee_range.GetFloat() #define ASW_DRONE_MELEE1_RANGE asw_drone_melee_range.GetFloat() extern ConVar ai_sequence_debug; //todo: 10 seems quite low, given the time delay between swings // should do this damage when bumping (maybe a bit less?) and extra damage on each of the 3 swipes of the anim ConVar sk_asw_drone_damage( "sk_asw_drone_damage", "15.0", FCVAR_CHEAT, "Damage per swipe from the Drone"); ConVar asw_drone_speedboost( "asw_drone_speedboost", "1.0",FCVAR_CHEAT , "boost speed for the alien drones" ); // 0.32 is speedboost equal to movement when movement speedboost is 1.0 ConVar asw_drone_override_speedboost( "asw_drone_override_speedboost", "0.32",FCVAR_CHEAT , "boost speed for the alien drones when in override mode" ); // note: UNUSED - drone doesn't do automovement during melee, he does override move ConVar asw_drone_auto_speed_scale("asw_drone_auto_speed_scale", "0.5", FCVAR_CHEAT, "Speed scale for the drones while melee attacking"); ConVar asw_drone_health("asw_drone_health", "40", FCVAR_CHEAT, "How much health the Swarm drones have"); // these settings make the drones quite undodgeable and more lethal //ConVar asw_drone_yaw_speed("asw_drone_yaw_speed", "32.0", FCVAR_CHEAT, "How fast the swarm drone can turn"); //ConVar asw_drone_yaw_speed_attacking("asw_drone_yaw_speed_attacking", "16.0", FCVAR_CHEAT, "How fast the swarm drone can turn while doing a melee attack"); // these settings mean you can dodge aside when a drone starts attacking - makes for better gameplay? ConVar asw_drone_yaw_speed("asw_drone_yaw_speed", "32.0", FCVAR_CHEAT, "How fast the swarm drone can turn"); ConVar asw_drone_yaw_speed_attackprep("asw_drone_yaw_speed_attackprep", "64.0", FCVAR_CHEAT, "How fast the swarm drone can turn while starting his melee attack"); ConVar asw_drone_yaw_speed_attacking("asw_drone_yaw_speed_attacking", "8.0", FCVAR_CHEAT, "How fast the swarm drone can turn while doing a melee attack"); ConVar asw_drone_acceleration("asw_drone_acceleration", "5", FCVAR_CHEAT, "How fast the swarm drone accelerates, as a multiplier on his ideal speed"); ConVar asw_drone_smooth_speed("asw_drone_smooth_speed", "200", FCVAR_CHEAT, "How fast the swarm drone smooths his current velocity into the ideal, when using overidden movement"); ConVar asw_drone_override_move("asw_drone_override_move", "0", FCVAR_CHEAT, "Enable to make Swarm drones use custom override movement to chase their enemy"); ConVar asw_drone_override_attack("asw_drone_override_attack", "1", FCVAR_CHEAT, "Enable to make Swarm drones use custom override movement to attack their enemy"); ConVar asw_drone_friction("asw_drone_friction", "0.1", FCVAR_CHEAT, "Velocity loss due to friction"); ConVar asw_drone_show_facing("asw_drone_show_facing", "0", FCVAR_CHEAT, "Show which way the drone is facing"); ConVar asw_drone_gib_chance("asw_drone_gib_chance", "0.075", FCVAR_CHEAT, "Chance of drone gibbing instead of ragdoll"); ConVar asw_drone_show_override("asw_drone_show_override", "0", FCVAR_CHEAT, "Show a yellow arrow if drone is using override movement"); ConVar asw_drone_attacks("asw_drone_attacks", "1", FCVAR_CHEAT, "Whether the drones attack or not"); ConVar asw_debug_drone("asw_debug_drone", "0", FCVAR_CHEAT, "Enable drone debug messages"); ConVar asw_drone_door_distance("asw_drone_door_distance", "60", FCVAR_CHEAT, "How near to the door a drone needs to be to bash it"); ConVar asw_drone_door_distance_min("asw_drone_door_distance_min", "40", FCVAR_CHEAT, "Nearest a drone can be to a door when attacking"); ConVar asw_marine_view_cone_cost("asw_marine_view_cone_cost", "5", FCVAR_CHEAT, "Extra pathing cost if a node is visible to a marine"); ConVar asw_drone_zig_zag_length("asw_drone_zig_zag_length", "144", FCVAR_CHEAT, "Length of drone zig zagging"); ConVar asw_drone_zig_zagging("asw_drone_zig_zagging", "0", FCVAR_CHEAT, "If set, aliens will try to zig zag up to their enemy instead of approaching directly"); ConVar asw_drone_melee_force("asw_drone_melee_force", "1.67", FCVAR_CHEAT, "Force of the drone's melee attack"); ConVar asw_drone_touch_damage( "asw_drone_touch_damage", "0",FCVAR_CHEAT , "Damage caused by drones on touch" ); ConVar asw_new_drone("asw_new_drone", "1", FCVAR_CHEAT, "Set to 1 to use the new drone model"); extern ConVar asw_debug_alien_damage; extern ConVar asw_alien_hurt_speed; extern ConVar asw_alien_stunned_speed; extern ConVar asw_springcol; extern ConVar asw_drone_death_force_pitch; float CASW_Drone_Advanced::s_fNextTooCloseChatterTime = 0; // drone anim events int AE_DRONE_WALK_FOOTSTEP; int AE_DRONE_FOOTSTEP_SOFT; int AE_DRONE_FOOTSTEP_HEAVY; int AE_DRONE_MELEE_HIT1; int AE_DRONE_MELEE_HIT2; int AE_DRONE_MELEE1_SOUND; int AE_DRONE_MELEE2_SOUND; int AE_DRONE_MOUTH_BLEED; int AE_DRONE_ALERT_SOUND; int AE_DRONE_SHADOW_ON; int ACT_DRONE_RUN_ATTACKING; int ACT_DRONE_WALLPOUND; enum { SCHED_DRONE_BASH_DOOR = LAST_ASW_ALIEN_JUMPER_SHARED_SCHEDULE, SCHED_DRONE_CHASE_ENEMY, SCHED_DRONE_OVERRIDE_MOVE, SCHED_DRONE_DOOR_WAIT, SCHED_DRONE_BASH_CLOSE_DOOR, SCHED_DRONE_CIRCLE_ENEMY, SCHED_DRONE_CIRCLE_ENEMY_FAILED, SCHED_DRONE_STANDOFF, LAST_ASW_DRONE_SHARED_SCHEDULE, }; CUtlVector g_DroneList; static CASW_Drone_Movement g_DroneGameMovement; CASW_Drone_Movement *g_pDroneMovement = &g_DroneGameMovement; CASW_Drone_Advanced::CASW_Drone_Advanced( void ) : m_DurationDoorBash( 2) // : CASW_Alien() { g_DroneList.AddToTail(this); if ( asw_new_drone.GetBool() ) { m_pszAlienModelName = SWARM_NEW_DRONE_MODEL; } else { m_pszAlienModelName = SWARM_DRONE_MODEL; } m_flNextSmallFlinchTime = 0.0f; m_nAlienCollisionGroup = ASW_COLLISION_GROUP_ALIEN; m_iDeadBodyGroup = 2; //m_debugOverlays |= (OVERLAY_TEXT_BIT | OVERLAY_BBOX_BIT); } CASW_Drone_Advanced::~CASW_Drone_Advanced() { g_DroneList.FindAndRemove(this); } LINK_ENTITY_TO_CLASS( asw_drone, CASW_Drone_Advanced ); LINK_ENTITY_TO_CLASS( asw_drone_jumper, CASW_Drone_Advanced ); BEGIN_DATADESC( CASW_Drone_Advanced ) DEFINE_FIELD( m_hBlockingDoor, FIELD_EHANDLE ), DEFINE_FIELD( m_flDoorBashYaw, FIELD_FLOAT ), DEFINE_FIELD( m_vecSavedVelocity, FIELD_VECTOR ), DEFINE_FIELD( m_flSavedSpeed, FIELD_FLOAT ), DEFINE_FIELD( m_fLastLostLOSTime, FIELD_FLOAT ), DEFINE_FIELD( m_vecLastGoodPosition, FIELD_VECTOR ), DEFINE_FIELD( m_bPerformingOverride, FIELD_BOOLEAN ), DEFINE_FIELD( m_bJumper, FIELD_BOOLEAN ), DEFINE_EMBEDDED( m_DurationDoorBash ), DEFINE_FIELD( m_bFailedOverrideMove, FIELD_BOOLEAN ), DEFINE_FIELD( m_fFailedOverrideTime, FIELD_TIME ), DEFINE_FIELD( m_bUsingSmallDoorBashHull, FIELD_BOOLEAN ), DEFINE_FIELD( m_iDoorPos, FIELD_INTEGER ), DEFINE_FIELD( m_bLastSoftLOS, FIELD_BOOLEAN ), DEFINE_FIELD( m_fLastTouchHurtTime, FIELD_TIME ), DEFINE_FIELD( m_bDoneAlienCloseChatter, FIELD_BOOLEAN ), DEFINE_FIELD( m_vecEnemyStandoffPosition, FIELD_VECTOR ), DEFINE_FIELD( m_bHasAttacked, FIELD_BOOLEAN ), END_DATADESC() IMPLEMENT_SERVERCLASS_ST( CASW_Drone_Advanced, DT_ASW_Drone_Advanced ) SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ), SendPropEHandle( SENDINFO( m_hAimTarget ) ), END_SEND_TABLE() CAI_Navigator *CASW_Drone_Advanced::CreateNavigator() { //return BaseClass::CreateNavigator(); return new CASW_Drone_Navigator( this ); } void CASW_Drone_Advanced::Spawn( void ) { BaseClass::Spawn(); //m_debugOverlays |= OVERLAY_NPC_ROUTE_BIT | OVERLAY_BBOX_BIT | OVERLAY_PIVOT_BIT | OVERLAY_TASK_TEXT_BIT | OVERLAY_TEXT_BIT; m_FlinchActivity = ACT_INVALID; m_nDeathStyle = RandomFloat() < asw_drone_gib_chance.GetFloat() ? kDIE_INSTAGIB : kDIE_RAGDOLLFADE; // randomize the parts on the drone if ( asw_new_drone.GetBool() ) { //claws SetBodygroup ( 1, RandomInt (0, 2 ) ); SetBodygroup ( 2, RandomInt (0, 2 ) ); SetBodygroup ( 3, RandomInt (0, 2 ) ); SetBodygroup ( 4, RandomInt (0, 2 ) ); // body if ( RandomFloat() < .5 ) { SetBodygroup ( 0, RandomInt (0, 1 ) ); } // bones if ( RandomFloat() < .25) { SetBodygroup ( 5, RandomInt (0, 1 ) ); } } if (FClassnameIs(this, "asw_drone_jumper")) { m_bJumper = true; } else { m_bJumper = false; m_bDisableJump = true; CapabilitiesRemove( bits_CAP_MOVE_JUMP ); } SetHullType(HULL_MEDIUMBIG); //SetCollisionBounds(Vector(-26,-26,0), Vector(26,26,72)); UTIL_SetSize(this, Vector(-17,-17,0), Vector(17,17,69)); //UseClientSideAnimation(); SetHealthByDifficultyLevel(); CapabilitiesAdd( bits_CAP_MOVE_CLIMB | bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 ); // removed: bits_CAP_MOVE_JUMP CapabilitiesAdd( bits_CAP_MOVE_SHOOT ); m_fFailedOverrideTime = -100.0f; m_iDoorPos = 0; m_bUsingSmallDoorBashHull = false; SetPoseParameter( "idle_move", 0 ); } void CASW_Drone_Advanced::Precache( void ) { PrecacheScriptSound( "ASW_Drone.Land" ); PrecacheScriptSound( "ASW_Drone.Pain" ); PrecacheScriptSound( "ASW_Drone.Alert" ); PrecacheScriptSound( "ASW_Drone.Death" ); PrecacheScriptSound( "ASW_Drone.Attack" ); PrecacheScriptSound( "ASW_Drone.Swipe" ); PrecacheScriptSound( "ASW_Drone.GibSplatHeavy" ); PrecacheScriptSound( "ASW_Drone.GibSplat" ); PrecacheScriptSound( "ASW_Drone.GibSplatQuiet" ); PrecacheScriptSound( "ASW_Drone.DeathFireSizzle" ); PrecacheModel( "models/aliens/drone/ragdoll_tail.mdl" ); PrecacheModel( "models/aliens/drone/ragdoll_uparm.mdl" ); PrecacheModel( "models/aliens/drone/ragdoll_uparm_r.mdl" ); PrecacheModel( "models/aliens/drone/ragdoll_leg_r.mdl" ); PrecacheModel( "models/aliens/drone/ragdoll_leg.mdl" ); PrecacheModel( "models/aliens/drone/gib_torso.mdl" ); BaseClass::Precache(); } void CASW_Drone_Advanced::AlertSound() { EmitSound("ASW_Drone.Alert"); } void CASW_Drone_Advanced::PainSound( const CTakeDamageInfo &info ) { if (gpGlobals->curtime > m_fNextPainSound) { EmitSound("ASW_Drone.Pain"); m_fNextPainSound = gpGlobals->curtime + 0.5f; } } void CASW_Drone_Advanced::DeathSound( const CTakeDamageInfo &info ) { // if we are playing a fancy death animation, don't play death sounds from code // all death sounds are played from anim events inside the fancy death animation if ( m_nDeathStyle == kDIE_FANCY ) return; EmitSound( "ASW_Drone.Death" ); if ( m_nDeathStyle == kDIE_INSTAGIB ) EmitSound( "ASW_Drone.GibSplatHeavy" ); else if ( m_nDeathStyle == kDIE_TUMBLEGIB || m_nDeathStyle == kDIE_RAGDOLLFADE ) EmitSound( "ASW_Drone.GibSplatQuiet" ); else { if ( m_bOnFire ) EmitSound( "ASW_Drone.DeathFireSizzle" ); else EmitSound( "ASW_Drone.GibSplat" ); } } float CASW_Drone_Advanced::GetIdealSpeed() const { float boost = asw_drone_speedboost.GetFloat(); if (IsPerformingOverrideMove()) { boost = asw_drone_override_speedboost.GetFloat(); } switch (ASWGameRules()->GetSkillLevel()) { case 4: boost *= asw_alien_speed_scale_insane.GetFloat(); break; case 3: boost *= asw_alien_speed_scale_hard.GetFloat(); break; case 2: boost *= asw_alien_speed_scale_normal.GetFloat(); break; default: boost *= asw_alien_speed_scale_easy.GetFloat(); break; } float flFreezeSpeedScale = 1.0f - m_flFrozen; flFreezeSpeedScale = clamp( flFreezeSpeedScale, 0.0f, 1.0f ); return boost * BaseClass::GetIdealSpeed() * m_flPlaybackRate * flFreezeSpeedScale; } float CASW_Drone_Advanced::GetIdealAccel( ) const { // our drone goes FASTER return GetIdealSpeed() * asw_drone_acceleration.GetFloat(); } float CASW_Drone_Advanced::MaxYawSpeed( void ) { float fSlowScale = ShouldMoveSlow() ? 0.5f : 1.0f; if (GetActivity() == ACT_MELEE_ATTACK1) // slow turning when actually swiping return asw_drone_yaw_speed_attacking.GetFloat() * fSlowScale; if ( IsCurSchedule( SCHED_ASW_ALIEN_MELEE_ATTACK1 ) || IsCurSchedule( SCHED_ASW_ALIEN_SLOW_MELEE_ATTACK1 ) ) // faster turning while trying to face our enemy return asw_drone_yaw_speed_attackprep.GetFloat() * fSlowScale; //fSlowScale *= ( 1.0f - m_flFrozen ); return asw_drone_yaw_speed.GetFloat() * fSlowScale; } // allow the NPC to modify automovement bool CASW_Drone_Advanced::ModifyAutoMovement( Vector &vecNewPos ) { // melee auto movement on the drones seems way too fast float fFactor = asw_drone_auto_speed_scale.GetFloat(); if ( ShouldMoveSlow() ) { if ( m_bElectroStunned.Get() ) { fFactor *= asw_alien_stunned_speed.GetFloat() * 0.1f; } else { fFactor *= asw_alien_hurt_speed.GetFloat() * 0.1f; } } Vector vecRelPos = vecNewPos - GetAbsOrigin(); vecRelPos *= fFactor; vecNewPos = GetAbsOrigin() + vecRelPos; return true; } bool CASW_Drone_Advanced::IsNavigationUrgent() { return BaseClass::IsNavigationUrgent(); } float CASW_Drone_Advanced::GetSequenceGroundSpeed( int iSequence ) { return BaseClass::GetSequenceGroundSpeed(iSequence); } bool CASW_Drone_Advanced::OverrideMove( float flInterval ) { if ( IsMovementFrozen() ) { // override to keep drone still SetAbsVelocity( vec3_origin ); GetMotor()->SetMoveVel( vec3_origin ); m_vecSavedVelocity = vec3_origin; m_flSavedSpeed = 0.0f; return true; } if ( BaseClass::OverrideMove( flInterval ) ) { return true; } if ( m_lifeState == LIFE_ALIVE && ( m_NPCState != NPC_STATE_SCRIPT ) ) { if (asw_drone_override_move.GetBool() && IsPerformingOverrideMove() && !FailedOverrideMove()) { // try to move us, set the failed flag if we don't move far enough, so the more reliable pathed movement can take over m_bFailedOverrideMove = !MoveExecute_Alive( flInterval ); if (m_bFailedOverrideMove) { m_fFailedOverrideTime = gpGlobals->curtime; TaskFail(FAIL_NO_ROUTE_BLOCKED); } return true; } else if (asw_drone_override_attack.GetBool() && IsMeleeAttacking()) { MoveExecute_Alive( flInterval ); return true; } } m_vecSavedVelocity = GetAbsVelocity(); m_flSavedSpeed = m_vecSavedVelocity.Length2D(); //SetPoseParameter( "idle_move", 0 ); m_bFailedOverrideMove = false; return false; } bool CASW_Drone_Advanced::IsPerformingOverrideMove() const { return m_bPerformingOverride; } #define ASW_FAILED_OVERRIDE_MOVE_TIME 5.0f bool CASW_Drone_Advanced::FailedOverrideMove() const { if ( ( gpGlobals->curtime - m_fFailedOverrideTime ) < ASW_FAILED_OVERRIDE_MOVE_TIME ) return true; return false; } bool CASW_Drone_Advanced::IsMoving( void ) { return BaseClass::IsMoving() || IsPerformingOverrideMove(); } #define ASW_FAILED_MOVE_FRACTION 0.1f bool CASW_Drone_Advanced::MoveExecute_Alive(float flInterval) { if (!GetEnemy()) return false; // if we don't have a target, we shouldn't be doing override move! // remove any blended layers from pathed movement RemoveAllGestures(); // save our falling velocity, then remove it from our calcs float fZMovement = m_vecSavedVelocity.z; m_vecSavedVelocity.z = 0; // turn us to face our enemy Vector dir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize(dir); float flTargetYaw = UTIL_VecToYaw(dir); if (GetGroundEntity() && GetGroundEntity()->Classify() == CLASS_ASW_MARINE) // if we're standing on a marine's head, just move forward flTargetYaw = GetAbsAngles().y; GetMotor()->SetIdealYawAndUpdate(flTargetYaw); // rotate our movement vector a bit too, to stop the slideyness float fMovementYaw = VecToYaw(m_vecSavedVelocity); float fNewYaw = ASW_ClampYaw(MaxYawSpeed() * 5, fMovementYaw, flTargetYaw, flInterval); //Msg("current = %f target = %f new = %f\n", fMovementYaw, flTargetYaw, fNewYaw); //NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 24 ), fMovementYaw, 64, 16, 0, 0, 255, 0, true, 0.1f ); //NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 24 ), fNewYaw, 64, 16, 128, 128, 255, 0, true, 0.1f ); //NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 24 ), flTargetYaw, 64, 16, 255, 0, 0, 0, true, 0.1f ); //Vector temp = m_vecSavedVelocity; //VectorYawRotate(temp, -UTIL_AngleDiff(fNewYaw, fMovementYaw), m_vecSavedVelocity); // find our ideal(max) speed at full run //SetPoseParameter( "idle_move", 0 ); float fIdealSpeed = GetIdealSpeed(); if (fIdealSpeed <= 0) { #ifdef INFESTED_DLL if (ai_sequence_debug.GetBool() == true && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)) { DevMsg("MoveExecute_Alive calling SetActivity(ACT_RUN)"); } #endif SetActivity(ACT_RUN); fIdealSpeed = GetIdealSpeed(); } // speed up/down depending on facing float fYawDifference = abs(UTIL_AngleDiff(fNewYaw, flTargetYaw)); float accn = 1; if (fYawDifference > 45) { accn = -1; } else if (fYawDifference > 15) { accn = 0; } float fSpeed = m_vecSavedVelocity.Length(); float fAfterSpeed = clamp(fSpeed + accn * GetIdealAccel() * flInterval, 0, fIdealSpeed); m_vecSavedVelocity = UTIL_YawToVector(fNewYaw) * fAfterSpeed; if (asw_debug_drone.GetBool()) NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 24 ), fNewYaw, 64, 16, 128, 128, 255, 0, true, 0.1f ); Vector vecRequestedMovement = m_vecSavedVelocity; // check for alien pushaway forces m_bPushed = false; if ( asw_springcol.GetBool() && !IsPerformingOverrideMove() && CanBePushedAway() ) { SetupPushawayVector(); vecRequestedMovement += m_vecLastPush; // cap it again float fLength = vecRequestedMovement.Length(); //Msg("Speed = %f ", fLength2D); if (fIdealSpeed <= 0) { vecRequestedMovement.Init(); } else { if (fLength > fIdealSpeed) { float fSlowDown = fIdealSpeed / fLength; vecRequestedMovement *= fSlowDown; //Msg("Slowdown = %f", fSlowDown); } } } // do the movement Vector vecOriginalPos = GetAbsOrigin(); vecRequestedMovement.z = fZMovement; m_vecSavedVelocity.z = fZMovement; bool bFailedToMove = false; if (GetTask() && (GetTask()->iTask == TASK_MELEE_ATTACK1)) // do a non plane sliding movement for attacking { if ( WalkMove( vecRequestedMovement * flInterval, MASK_NPCSOLID ) == false ) { //Attempt a half-step if ( WalkMove( (vecRequestedMovement*0.5f) * flInterval, MASK_NPCSOLID) == false ) { } else { } } } else // do sliding movement for normal chasing { CMoveData MoveData; MoveData.m_vecVelocity = vecRequestedMovement; MoveData.SetAbsOrigin( GetAbsOrigin() ); Vector oldPos = GetAbsOrigin(); g_pDroneMovement->ProcessMovement(this, &MoveData, flInterval); UTIL_SetOrigin(this, MoveData.GetAbsOrigin()); Vector movediff = GetAbsOrigin() - oldPos; float fRequestedMovementLength = (vecRequestedMovement.Length() * flInterval); float fFractionMoved = 0; if (fRequestedMovementLength > 0) { fFractionMoved = movediff.Length() / fRequestedMovementLength; if (fFractionMoved <= ASW_FAILED_MOVE_FRACTION) { // todo: don't set this if the thing blocking us was another drone? bFailedToMove = true; if (asw_debug_drone.GetBool()) Msg("Drone failed to move (%f/%f) fraction: %f abs=%f,%f,%f\n", fFractionMoved * fRequestedMovementLength, fRequestedMovementLength, fFractionMoved, vecRequestedMovement.x, vecRequestedMovement.y, vecRequestedMovement.z); } } } // find out how much we actually moved Vector vecMoveDifference = GetAbsOrigin() - vecOriginalPos; vecRequestedMovement = vecMoveDifference / flInterval; // set our saved speed to the actual direction moved, and speed too if it's lower float fOriginalRequestSpeed = m_vecSavedVelocity.Length(); m_vecSavedVelocity = vecRequestedMovement; float fNewSpeed = m_vecSavedVelocity.Length(); if (fNewSpeed > fOriginalRequestSpeed) m_vecSavedVelocity *= (fOriginalRequestSpeed/fNewSpeed); m_vecSavedVelocity.z = vecMoveDifference.z; // make sure our motor knows we're travelling at this speed, so override movement smoothly disengages SetAbsVelocity(m_vecSavedVelocity); GetMotor()->SetMoveVel(m_vecSavedVelocity); if ( CheckStuck() && m_vecLastGoodPosition != vec3_origin ) { if ( asw_debug_drone.GetBool() ) { NDebugOverlay::Line( GetAbsOrigin(), m_vecLastGoodPosition, 255, 0, 0, true, 0.1f ); } SetAbsOrigin(m_vecLastGoodPosition); } else { if ( asw_debug_drone.GetBool() ) { NDebugOverlay::Line( GetAbsOrigin(), m_vecLastGoodPosition, 0, 255, 0, true, 0.1f ); } } return !bFailedToMove; } void CASW_Drone_Advanced::NPCThink() { if (!CheckStuck()) { m_vecLastGoodPosition = GetAbsOrigin(); } m_bPerformingOverride = (GetTask() && ( (GetTask()->iTask == TASK_DRONE_WAIT_FOR_OVERRIDE_MOVE) || (GetTask()->iTask == TASK_MELEE_ATTACK1) ) ); BaseClass::NPCThink(); m_bPerformingOverride = (GetTask() && ( (GetTask()->iTask == TASK_DRONE_WAIT_FOR_OVERRIDE_MOVE) || (GetTask()->iTask == TASK_MELEE_ATTACK1) ) ); if (asw_drone_show_override.GetBool()) { float flYaw = GetAbsAngles().y; if (IsPerformingOverrideMove()) NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 24 ), flYaw, 64, 16, 255, 255, 0, 0, true, 0.1f ); else NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 24 ), flYaw, 64, 16, 0, 0, 255, 0, true, 0.1f ); } else if (asw_drone_show_facing.GetBool()) { float flYaw = GetAbsAngles().y; NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 24 ), flYaw, 64, 16, 128, 128, 255, 0, true, 0.1f ); } float fSpeed = GetAbsVelocity().Length(); static float fPathingSpeed = 0; static float fOverrideSpeed = 0; if (IsPerformingOverrideMove() && GetActivity() == ACT_RUN && GetGroundEntity() && GetAbsVelocity().z == 0) { if (fSpeed > fOverrideSpeed) { fOverrideSpeed = fSpeed; } } else { if (fSpeed > fPathingSpeed && fSpeed<400) { fPathingSpeed = fSpeed; } } m_hAimTarget = GetEnemy(); } bool CASW_Drone_Advanced::IsMeleeAttacking() { return BaseClass::IsMeleeAttacking(); } //ConVar asw_drone_waypoint_push_dist( "asw_drone_waypoint_push_dist", "40.0f", FCVAR_CHEAT, "Distance from next waypoint under which drones will not be pushed away by soft collision." ); bool CASW_Drone_Advanced::CanBePushedAway() { // if doing stationary, well telegraphed melee attacks then don't get pushed away during them //bool bMeleeAttack = ( IsCurSchedule( SCHED_ASW_ALIEN_MELEE_ATTACK1, false ) || IsCurSchedule( SCHED_ASW_ALIEN_SLOW_MELEE_ATTACK1, false ) ); //|| IsCurSchedule( SCHED_DRONE_POUNCE ) ); bool bMeleeAttack = IsMeleeAttacking(); if ( GetTask() && (GetTask()->iTask == TASK_DRONE_ATTACK_DOOR) ) return false; if ( !asw_drone_override_attack.GetBool() && bMeleeAttack ) { return false; } if ( GetNavType() != NAV_GROUND && GetNavType() != NAV_CRAWL ) return false; if ( GetActivity() == ACT_CLIMB_UP || GetActivity() == ACT_CLIMB_DOWN || GetActivity() == ACT_CLIMB_DISMOUNT ) return false; CAI_Path *pPath = GetNavigator()->GetPath(); if ( pPath ) { AI_Waypoint_t *pWaypoint = pPath->GetCurWaypoint(); if ( pWaypoint ) { if ( pWaypoint->NavType() == NAV_JUMP || pWaypoint->NavType() == NAV_CLIMB ) return false; // float flDistSqr = pWaypoint->GetPos().DistToSqr( GetAbsOrigin() ); // if ( flDistSqr < asw_drone_waypoint_push_dist.GetFloat() ) // { // return false; // } } } return BaseClass::CanBePushedAway(); } // gib the drone if he's not already gibbed and below a certain amount of health (i.e. marines shot a burning body) int CASW_Drone_Advanced::OnTakeDamage_Dead( const CTakeDamageInfo &info ) { int result = BaseClass::OnTakeDamage_Dead(info); if (m_iHealth <= -20 && info.GetDamageType() != DMG_BURN) { Event_Gibbed( info ); result = 0; } return result; } int CASW_Drone_Advanced::MeleeAttack1Conditions( float flDot, float flDist ) { #if 1 //NOTENOTE: Use predicted position melee attacks float flPrDist, flPrDot; Vector vecPrPos; Vector2D vec2DPrDir; //Get our likely position in one half second //UTIL_PredictedPosition( GetEnemy(), 0.5f, &vecPrPos ); if (!GetEnemy()) return COND_TOO_FAR_TO_ATTACK; vecPrPos = GetEnemy()->GetAbsOrigin(); //Get the predicted distance and direction flPrDist = ( vecPrPos - GetAbsOrigin() ).Length(); vec2DPrDir = ( vecPrPos - GetAbsOrigin() ).AsVector2D(); Vector vecBodyDir = BodyDirection2D(); Vector2D vec2DBodyDir = vecBodyDir.AsVector2D(); flPrDot = DotProduct2D ( vec2DPrDir, vec2DBodyDir ); if (!asw_drone_attacks.GetBool()) return COND_TOO_FAR_TO_ATTACK; // have to get close to attack if stunned float fAttackRange = m_bElectroStunned ? ASW_DRONE_MELEE1_START_ATTACK_RANGE * 0.7f : ASW_DRONE_MELEE1_START_ATTACK_RANGE; if ( flPrDist > fAttackRange ) return COND_TOO_FAR_TO_ATTACK; //if ( flPrDot < 0.5f ) if ( flPrDot < 0 ) // try generous way return COND_NOT_FACING_ATTACK; #else if ( flDot < 0.5f ) return COND_NOT_FACING_ATTACK; float flAdjustedDist = ASW_DRONE_MELEE1_START_ATTACK_RANGE; if ( GetEnemy() ) { CBasePlayer *pPlayer = ToBasePlayer( GetEnemy() ); if ( pPlayer && pPlayer->IsInAVehicle() ) { flAdjustedDist *= 2.0f; } } if ( flDist > flAdjustedDist ) return COND_TOO_FAR_TO_ATTACK; trace_t tr; AI_TraceHull( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), -Vector(8,8,8), Vector(8,8,8), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction < 1.0f ) return 0; #endif return COND_CAN_MELEE_ATTACK1; } // disable pouncing for the moment int CASW_Drone_Advanced::MeleeAttack2Conditions( float flDot, float flDist ) { return 0; } void CASW_Drone_Advanced::HandleAnimEvent( animevent_t *pEvent ) { int nEvent = pEvent->Event(); if ( nEvent == AE_DRONE_WALK_FOOTSTEP ) { //EmitSound( "NPC_Antlion.Footstep", pEvent->eventtime ); return; } if ( nEvent == AE_DRONE_FOOTSTEP_SOFT ) { return; } if ( nEvent == AE_DRONE_FOOTSTEP_HEAVY ) { //EmitSound( "NPC_Antlion.FootstepHeavy", pEvent->eventtime ); return; } if ( nEvent == AE_DRONE_MELEE_HIT1 ) { float fDamage = MAX(3.0f, ASWGameRules()->ModifyAlienDamageBySkillLevel(sk_asw_drone_damage.GetFloat())); MeleeAttack( ASW_DRONE_MELEE1_RANGE, fDamage, QAngle( 20.0f, 0.0f, -12.0f ), Vector( -250.0f, 1.0f, 1.0f ) ); return; } if ( nEvent == AE_DRONE_MELEE_HIT2 ) { float fDamage = MAX(3.0f, ASWGameRules()->ModifyAlienDamageBySkillLevel(sk_asw_drone_damage.GetFloat())); MeleeAttack( ASW_DRONE_MELEE1_RANGE, fDamage, QAngle( 20.0f, 0.0f, 0.0f ), Vector( -350.0f, 1.0f, 1.0f ) ); return; } if ( nEvent == AE_DRONE_MELEE1_SOUND ) { EmitSound( "ASW_Drone.Attack" ); return; } if ( nEvent == AE_DRONE_MELEE2_SOUND ) { EmitSound( "ASW_Drone.Attack" ); return; } if ( nEvent == AE_DRONE_MOUTH_BLEED ) { Vector vecOrigin, vecDir; if (GetAttachment( LookupAttachment("mouth") , vecOrigin, &vecDir )) UTIL_ASW_BloodDrips( vecOrigin+vecDir*3, vecDir, BLOOD_COLOR_RED, 6 ); return; } if ( nEvent == AE_DRONE_ALERT_SOUND ) { EmitSound( "ASW_Drone.Alert" ); return; } if ( nEvent == AE_DRONE_SHADOW_ON) { RemoveEffects( EF_NOSHADOW ); return; } if ( nEvent == AE_ASW_FOOTSTEP || nEvent == AE_MARINE_FOOTSTEP ) { // footsteps are played clientside return; } BaseClass::HandleAnimEvent( pEvent ); } void CASW_Drone_Advanced::StartTouch( CBaseEntity *pOther ) { BaseClass::StartTouch( pOther ); CASW_Marine *pMarine = CASW_Marine::AsMarine( pOther ); if (pMarine) { int iTouchDamage = asw_drone_touch_damage.GetInt(); if (GetActivity() == ACT_CLIMB_UP || GetActivity() == ACT_CLIMB_DISMOUNT) { // if we touched the marine while climbing up, deliver a big dose of melee damage to him iTouchDamage = 20; EmitSound( "ASW_Drone.Attack" ); // shove him a bit too Vector vecDir = pMarine->WorldSpaceCenter() - WorldSpaceCenter(); //vecDir.z = 0.0; // planar VectorNormalize( vecDir ); vecDir *= 200.0f; pMarine->ApplyAbsVelocityImpulse(vecDir); // we'll fall down already now? } // don't hurt him if he was hurt recently if (m_fLastTouchHurtTime + 0.6f > gpGlobals->curtime || iTouchDamage <= 0) { //Msg("already hurt recently: %f (cur=%f\n)", m_fLastTouchHurtTime, gpGlobals->curtime); return; } // hurt the marine Vector vecForceDir = ( pMarine->GetAbsOrigin() - GetAbsOrigin() ); float fTouchDamage = ASWGameRules()->ModifyAlienDamageBySkillLevel(iTouchDamage); CTakeDamageInfo info( this, this, fTouchDamage, DMG_SLASH ); CalculateMeleeDamageForce( &info, vecForceDir, pMarine->GetAbsOrigin() ); pMarine->TakeDamage( info ); //Msg("HURTING MARINE: %f (cur=%f\n)", m_fLastTouchHurtTime, gpGlobals->curtime); m_fLastTouchHurtTime = gpGlobals->curtime; } } void CASW_Drone_Advanced::MeleeAttack( float distance, float damage, QAngle &viewPunch, Vector &shove ) { Vector vecForceDir; m_bHasAttacked = true; // Always hurt bullseyes for now if ( ( GetEnemy() != NULL ) && ( GetEnemy()->Classify() == CLASS_BULLSEYE ) ) { vecForceDir = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin()); CTakeDamageInfo info( this, this, damage, DMG_SLASH ); CalculateMeleeDamageForce( &info, vecForceDir, GetEnemy()->GetAbsOrigin() ); GetEnemy()->TakeDamage( info ); return; } CBaseEntity *pHurt = CheckTraceHullAttack( distance, -Vector(16,16,32), Vector(16,16,32), damage, DMG_SLASH, asw_drone_melee_force.GetFloat() ); if ( pHurt ) { vecForceDir = ( pHurt->WorldSpaceCenter() - WorldSpaceCenter() ); // Play a random attack hit sound EmitSound( "ASW_Drone.Attack" ); } } bool CASW_Drone_Advanced::CorpseGib( const CTakeDamageInfo &info ) { CEffectData data; m_LagCompensation.UndoLaggedPosition(); data.m_vOrigin = WorldSpaceCenter(); data.m_vNormal = data.m_vOrigin - info.GetDamagePosition(); VectorNormalize( data.m_vNormal ); data.m_flScale = RemapVal( m_iHealth, 0, -500, 1, 3 ); data.m_flScale = clamp( data.m_flScale, 1, 3 ); data.m_nColor = m_nSkin; data.m_fFlags = IsOnFire() ? ASW_GIBFLAG_ON_FIRE : 0; //DispatchEffect( "DroneGib", data ); //CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, GetAbsOrigin(), 256, 0.5f, this ); //EmitSound( "ASW_Drone.Death" ); return true; } void CASW_Drone_Advanced::BuildScheduleTestBits( void ) { //Don't allow any modifications when scripted if ( m_NPCState == NPC_STATE_SCRIPT ) return; //Make sure we interrupt a run schedule if we can jump if ( IsCurSchedule(SCHED_CHASE_ENEMY) ) { SetCustomInterruptCondition( COND_ENEMY_UNREACHABLE ); } if( GetFlags() & FL_ONGROUND ) { if ( GetEnemy() == NULL ) { SetCustomInterruptCondition( COND_HEAR_PHYSICS_DANGER ); } } BaseClass::BuildScheduleTestBits(); } void CASW_Drone_Advanced::GatherEnemyConditions( CBaseEntity *pEnemy ) { // Do the base class BaseClass::GatherEnemyConditions( pEnemy ); // If we're not already too far away, check again //TODO: Check to make sure we don't already have a condition set that removes the need for this if ( HasCondition( COND_ENEMY_UNREACHABLE ) == false ) { Vector predPosition; UTIL_PredictedPosition( GetEnemy(), 1.0f, &predPosition ); Vector predDir = ( predPosition - GetAbsOrigin() ); float predLength = VectorNormalize( predDir ); // See if we'll be outside our effective target range if ( predLength > 2000 ) // m_flEludeDistance { Vector predVelDir = ( predPosition - GetEnemy()->GetAbsOrigin() ); float predSpeed = VectorNormalize( predVelDir ); // See if the enemy is moving mostly away from us if ( ( predSpeed > 512.0f ) && ( DotProduct( predVelDir, predDir ) > 0.0f ) ) { // Mark the enemy as eluded ClearEnemyMemory(); Msg("Drone lost enemy in CASW_Drone_Advanced::GatherEnemyConditions\n"); SetEnemy( NULL ); SetIdealState( NPC_STATE_ALERT ); SetCondition( COND_ENEMY_UNREACHABLE ); } } } } bool CASW_Drone_Advanced::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval ) { // FIXME: this will break scripted sequences that walk when they have an enemy if ( GetEnemy() && GetNavigator()->GetMovementActivity() == ACT_RUN ) { Vector vecEnemyLKP = GetEnemyLKP(); // Only start facing when we're close enough if ( UTIL_DistApprox( vecEnemyLKP, GetAbsOrigin() ) < 192 ) { AddFacingTarget( GetEnemy(), vecEnemyLKP, 1.0, 0.2 ); } } else // otherwise face wher we're going { AddFacingTarget(move.target, 1.0, 0.2); } return BaseClass::OverrideMoveFacing( move, flInterval ); } Activity CASW_Drone_Advanced::NPC_TranslateActivity( Activity eNewActivity ) { //if (eNewActivity == ACT_RUN) //{ //eNewActivity = ( Activity ) ACT_DRONE_RUN_ATTACKING; //return eNewActivity; //} //if ( eNewActivity == ACT_CLIMB_DOWN ) //return ACT_CLIMB_UP; return BaseClass::NPC_TranslateActivity(eNewActivity); } void CASW_Drone_Advanced::RunTaskOverlay() {/* if ( IsCurTaskContinuousMove() ) { Activity curActivity = GetNavigator()->GetMovementActivity(); Activity newActivity = curActivity; switch( curActivity ) { case ACT_WALK: newActivity = ACT_WALK_AIM; break; case ACT_RUN: newActivity = ACT_RUN_AIM; break; } if ( curActivity != newActivity ) { GetNavigator()->SetMovementActivity( newActivity ); } }*/ BaseClass::RunTaskOverlay(); } /* void CASW_Drone_Advanced::ReachedEndOfSequence() { BaseClass::ReachedEndOfSequence(); if (GetTask()->iTask == TASK_MELEE_ATTACK1 && GetActivity() == ACT_DRONE_RUN_ATTACKING) { Msg("Making task complete early!\n"); TaskComplete(); SetActivity( ACT_RUN ); } }*/ void CASW_Drone_Advanced::RunTask( const Task_t *pTask ) { // make sure the drone is small when bashing a door, or trying to get to a door SetSmallDoorBashHull(pTask->iTask == TASK_DRONE_ATTACK_DOOR || pTask->iTask == TASK_DRONE_WAIT_FOR_DOOR_MOVEMENT); switch ( pTask->iTask ) { case TASK_DRONE_WAIT_FOR_DOOR_MOVEMENT: { // see if we're near enough to the door if (LinearDistanceToDoor() <= asw_drone_door_distance.GetFloat()) TaskComplete(); bool fTimeExpired = ( pTask->flTaskData != 0 && pTask->flTaskData < gpGlobals->curtime - GetTimeTaskStarted() ); if (fTimeExpired || GetNavigator()->GetGoalType() == GOALTYPE_NONE) { //if (fTimeExpired) //Msg("Finished TASK_DRONE_WAIT_FOR_DOOR_MOVEMENT with fTimeExpired\n"); //else //Msg("Finished TASK_DRONE_WAIT_FOR_DOOR_MOVEMENT with run no goal in runtask\n"); //TaskComplete(); //GetNavigator()->StopMoving(); // Stop moving //SetSchedule(SCHED_DRONE_DOOR_WAIT); TaskFail("Can't get to door"); } else if (!GetNavigator()->IsGoalActive()) { SetIdealActivity( GetStoppedActivity() ); } else { // Check validity of goal type ValidateNavGoal(); } break; } case TASK_DRONE_WAIT_FACE_ENEMY: { if ( IsMovementFrozen() ) { TaskFail(FAIL_FROZEN); break; } Vector vecEnemyLKP = vec3_origin; bool bUpdateYaw = false; if ( GetEnemy() ) { vecEnemyLKP = GetEnemyLKP(); bUpdateYaw = !FInAimCone( vecEnemyLKP ); } if ( bUpdateYaw ) { GetMotor()->SetIdealYawToTargetAndUpdate( vecEnemyLKP , AI_KEEP_YAW_SPEED ); } // stop waiting if our enemy moved if ( !GetEnemy() ) { TaskComplete(); } else if ( ( vecEnemyLKP - m_vecEnemyStandoffPosition ).Length() > 120.0f ) { TaskComplete(); } else if ( IsWaitFinished() ) { TaskComplete(); } break; } case TASK_DRONE_WAIT_FOR_OVERRIDE_MOVE: { if ( IsMovementFrozen() ) { TaskFail(FAIL_FROZEN); break; } bool fTimeExpired = ( pTask->flTaskData != 0 && pTask->flTaskData < gpGlobals->curtime - GetTimeTaskStarted() ); if (fTimeExpired || !GetEnemy() || m_lifeState == LIFE_DEAD || GetHealth() <= 0) { TaskComplete(); //GetNavigator()->StopMoving(); // Stop moving } break; } case TASK_DRONE_DOOR_WAIT: { CASW_Door *pDoor = m_hBlockingDoor.Get(); if ( !pDoor || pDoor->m_bDoorFallen || ( GetEnemy() && !IsBehindDoor( GetEnemy() ) && GetAlienOrders() != AOT_MoveToIgnoringMarines ) ) // or enemy is no longer behind the door { //if (!pDoor && entindex()==45) //Msg("Drone completing door wait since no door\n"); //else if (entindex() == 45) //Msg("Drone completing door wait since door health is 0\n"); m_iDoorPos = 0; TaskComplete(); } break; } case TASK_DRONE_ATTACK_DOOR: { if ( IsMovementFrozen() ) { TaskFail(FAIL_FROZEN); break; } //if ( IsActivityFinished() ) //{ // periodically check if the door is still ok to bash if ( m_DurationDoorBash.Expired() ) { if (!ValidBlockingDoor()) { TaskComplete(); } m_DurationDoorBash.Reset(); } //else //ResetIdealActivity( SelectDoorBash() ); //} break; } case TASK_MELEE_ATTACK1: { BaseClass::RunTask(pTask); if (TaskIsComplete()) { //m_flSpeed = GetIdealSpeed(); #ifdef INFESTED_DLL if (ai_sequence_debug.GetBool() == true && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)) { DevMsg("RunTask TASK_MELEE_ATTACK1 calling SetActivity(ACT_RUN)"); } #endif SetActivity( ACT_RUN ); GetNavigator()->ClearGoal(); m_flSavedSpeed = GetIdealSpeed(); } break; } default: { BaseClass::RunTask(pTask); } } //if (!HasCondition(COND_NPC_FREEZE) && !IsCurSchedule(SCHED_NPC_FREEZE)) //{ if (GetActivity() == ACT_RUN || GetActivity() == ACT_DRONE_RUN_ATTACKING || GetActivity() == ACT_MELEE_ATTACK1) m_flPlaybackRate = 1.25f; else m_flPlaybackRate = 1.0f; //} } bool CASW_Drone_Advanced::ShouldGib( const CTakeDamageInfo &info ) { // don't gib if we burnt to death //if (info.GetDamageType() & DMG_BURN) //return false; //if (info.GetDamageType() & DMG_ALWAYSGIB) //return true; //return m_bGibber; // force ragdoll so (gibbers will gib clientside from the ragdoll) return false; } void CASW_Drone_Advanced::Event_Killed( const CTakeDamageInfo &info ) { CTakeDamageInfo newInfo(info); // scale up the force if we're shot by a marine, to make our ragdolling more interesting if (newInfo.GetAttacker() && newInfo.GetAttacker()->Classify() == CLASS_ASW_MARINE) { // scale based on the weapon used if (info.GetAmmoType() == GetAmmoDef()->Index("ASW_R") || info.GetAmmoType() == GetAmmoDef()->Index("ASW_AG") || info.GetAmmoType() == GetAmmoDef()->Index("ASW_P")) newInfo.ScaleDamageForce(22.0f); else if (info.GetAmmoType() == GetAmmoDef()->Index("ASW_PDW") || info.GetAmmoType() == GetAmmoDef()->Index("ASW_SG")) newInfo.ScaleDamageForce(30.0f); else if (info.GetAmmoType() == GetAmmoDef()->Index("ASW_ASG")) newInfo.ScaleDamageForce(35.0f); // tilt the angle up a bit? Vector vecForceDir = newInfo.GetDamageForce(); float force = vecForceDir.NormalizeInPlace(); QAngle angForce; VectorAngles(vecForceDir, angForce); angForce[PITCH] += asw_drone_death_force_pitch.GetFloat(); AngleVectors(angForce, &vecForceDir); vecForceDir *= force; newInfo.SetDamageForce(vecForceDir); } trace_t tr; UTIL_TraceLine( GetAbsOrigin() + Vector( 0, 0, 16 ), GetAbsOrigin() - Vector( 0, 0, 64 ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); UTIL_DecalTrace( &tr, "GreenBloodBig" ); BaseClass::Event_Killed( newInfo ); } // === Door Bashing stuff ======== // does a rough check to see if we have a clear direct path to the target entity // (this is used to determine if we should use override movement, or pathed) bool CASW_Drone_Advanced::HasOverridePathTo(CBaseEntity* pEnt) { trace_t tr; //UTIL_TraceLine( EyePosition(), GetEnemy()->WorldSpaceCenter(), MASK_SOLID, this, GetCollisionGroup(), &tr ); CDroneTraceFilterLOS traceFilter( this, GetCollisionGroup() ); UTIL_TraceLine( EyePosition(), pEnt->WorldSpaceCenter(), MASK_OPAQUE_AND_NPCS, &traceFilter, &tr ); if (tr.m_pEnt != pEnt && tr.fraction < 1.0f) // centre of the alien can't see the centre of the enemy return false; // check our corners Vector vecOffset(0,0,0); vecOffset.x = GetHullMins().x; vecOffset.y = GetHullMins().y; UTIL_TraceLine( WorldSpaceCenter() + vecOffset, pEnt->WorldSpaceCenter() + vecOffset, MASK_OPAQUE_AND_NPCS, &traceFilter, &tr ); if (tr.m_pEnt != pEnt && tr.fraction < 1.0f) // centre of the alien can't see this corner return false; vecOffset.x = GetHullMaxs().x; UTIL_TraceLine( WorldSpaceCenter() + vecOffset, pEnt->WorldSpaceCenter() + vecOffset, MASK_OPAQUE_AND_NPCS, &traceFilter, &tr ); if (tr.m_pEnt != pEnt && tr.fraction < 1.0f) // centre of the alien can't see this corner return false; vecOffset.x = GetHullMins().x; vecOffset.y = GetHullMaxs().y; UTIL_TraceLine( WorldSpaceCenter() + vecOffset, pEnt->WorldSpaceCenter() + vecOffset, MASK_OPAQUE_AND_NPCS, &traceFilter, &tr ); if (tr.m_pEnt != pEnt && tr.fraction < 1.0f) // centre of the alien can't see this corner return false; vecOffset.x = GetHullMaxs().x; UTIL_TraceLine( WorldSpaceCenter() + vecOffset, pEnt->WorldSpaceCenter() + vecOffset, MASK_OPAQUE_AND_NPCS, &traceFilter, &tr ); if (tr.m_pEnt != pEnt && tr.fraction < 1.0f) // centre of the alien can't see this corner return false; //AIMoveTrace_t moveTrace; //unsigned testFlags = AITGM_IGNORE_FLOOR; //GetMoveProbe()->TestGroundMove( GetLocalOrigin(), GetEnemy()->WorldSpaceCenter(), MASK_OPAQUE_AND_NPCS, testFlags, &moveTrace ); //if ( !IsMoveBlocked(moveTrace.fStatus) || //( moveTrace.flTotalDist - moveTrace.flDistObstructed < GetEnemy()->BoundingRadius() * 1.5 ) //) return true; } bool CASW_Drone_Advanced::CheckStuck() { trace_t tr; Ray_t ray; ray.Init( GetAbsOrigin(), GetAbsOrigin(), WorldAlignMins(), WorldAlignMaxs() ); UTIL_TraceRay( ray, GetAITraceMask(), this, GetCollisionGroup(), &tr ); // if ( (traceresult.contents & MASK_NPCSOLID) && traceresult.m_pEnt ) // { // return true; // } if ( tr.startsolid || tr.fraction < 1.0f || tr.allsolid ) return true; return false; } void CASW_Drone_Advanced::GatherConditions( void ) { BaseClass::GatherConditions(); bool bHadBlocked = HasCondition(COND_DRONE_BLOCKED_BY_DOOR); AI_Waypoint_t *pWaypoint = NULL; if ( GetNavigator()->GetPath() ) { pWaypoint = GetNavigator()->GetPath()->GetCurWaypoint(); } bool bOnLadder = ( ( pWaypoint != NULL ) && ( pWaypoint->NavType() == NAV_CLIMB ) ); // ignore enemy conditions when climbing on a ladder so that we don't fall off if ( bOnLadder && IsCurSchedule( SCHED_DRONE_CHASE_ENEMY, false ) ) { static int chaseConditionsToClear[] = { COND_NEW_ENEMY, COND_ENEMY_DEAD, COND_ENEMY_UNREACHABLE, COND_CAN_RANGE_ATTACK1, COND_CAN_MELEE_ATTACK1, COND_CAN_RANGE_ATTACK2, COND_CAN_MELEE_ATTACK2, COND_TOO_CLOSE_TO_ATTACK, COND_DRONE_GAINED_LOS, COND_HEAVY_DAMAGE, COND_ALIEN_SHOVER_PHYSICS_TARGET, }; ClearConditions( chaseConditionsToClear, ARRAYSIZE( chaseConditionsToClear ) ); } // check if we have a clear view of our enemy, to do simple chasing movement instead of pathed movement bool bLOS = false; if (GetEnemy()) { // Don't report having line of sight while climbing. This prevents the // alien from falling off ladders due to being interrupted by COND_DRONE_GAINED_LOS. if ( !bOnLadder ) { Vector diff = GetEnemy()->GetAbsOrigin() - GetAbsOrigin(); float dist = diff.Length2D(); if (dist < 1000) { //Vector eyediff = GetEnemy()->WorldspaceCenter() - EyePosition(); bLOS = HasOverridePathTo(GetEnemy()); } } } ClearCondition(COND_DRONE_GAINED_LOS); if (!bLOS && m_bLastSoftLOS) { ClearCondition(COND_DRONE_LOS); SetCondition(COND_DRONE_LOST_LOS); m_fLastLostLOSTime = gpGlobals->curtime; } else if (bLOS) { if (!m_bLastSoftLOS) { SetCondition(COND_DRONE_GAINED_LOS); //Msg("%f COND_DRONE_GAINED_LOS\n", gpGlobals->curtime); } SetCondition(COND_DRONE_LOS); ClearCondition(COND_DRONE_LOST_LOS); } else { ClearCondition( COND_DRONE_LOS ); ClearCondition( COND_DRONE_LOST_LOS ); } m_bLastSoftLOS = HasCondition( COND_DRONE_LOS ); static int conditionsToClear[] = { COND_DRONE_BLOCKED_BY_DOOR, COND_DRONE_DOOR_OPENED, }; ClearConditions( conditionsToClear, ARRAYSIZE( conditionsToClear ) ); if ( m_hBlockingDoor == NULL || ( m_hBlockingDoor->IsDoorOpen() || m_hBlockingDoor->IsDoorOpening() || m_hBlockingDoor->m_bDoorFallen ) ) { ClearCondition( COND_DRONE_BLOCKED_BY_DOOR ); if ( m_hBlockingDoor != NULL ) { SetCondition( COND_DRONE_DOOR_OPENED ); m_hBlockingDoor = NULL; } } else { if (!bHadBlocked) { if (asw_debug_drone.GetBool()) Msg("Setting door blocked condition\n"); } SetCondition( COND_DRONE_BLOCKED_BY_DOOR ); } } //--------------------------------------------------------- //--------------------------------------------------------- int CASW_Drone_Advanced::SelectSchedule( void ) { if ( HasCondition(COND_NEW_ENEMY) ) { // if we have a new enemy, upgrade our sight range, so we don't lose him so easily while chasing SetDistLook( 1768.0f ); SetDistSwarmSense(1200.0f); } // check for jumping off marine heads if (GetGroundEntity() && GetGroundEntity()->Classify() == CLASS_ASW_MARINE && DoJumpOffHead()) return SCHED_ASW_ALIEN_JUMP; //Msg("Drone Selecting schedule\n"); if ( HasCondition( COND_DRONE_BLOCKED_BY_DOOR ) && m_hBlockingDoor != NULL ) { //Msg("%d: possible selecting bash schedule\n", entindex()); ClearCondition( COND_DRONE_BLOCKED_BY_DOOR ); if ( ValidBlockingDoor() ) { //Msg(" yes i did\n"); return SCHED_DRONE_BASH_DOOR; } //Msg("Clearing door as it's not a valid blocking door\n"); m_hBlockingDoor = NULL; } int nSched = SelectFlinchSchedule_ASW(); if ( nSched != SCHED_NONE ) return nSched; return BaseClass::SelectSchedule(); } int CASW_Drone_Advanced::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ) { if ( HasCondition( COND_DRONE_BLOCKED_BY_DOOR ) && m_hBlockingDoor != NULL ) { ClearCondition( COND_DRONE_BLOCKED_BY_DOOR ); if ( ValidBlockingDoor()) // && failedSchedule != SCHED_DRONE_BASH_DOOR ) { if (asw_debug_drone.GetBool()) Msg("selecting bash from fail schedule\n"); return SCHED_DRONE_BASH_DOOR; } //Msg("Clearing door in schedule failure because valid=%d failed=%d\n", ValidBlockingDoor(), (int) failedSchedule); m_hBlockingDoor = NULL; } return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode ); } bool CASW_Drone_Advanced::ValidBlockingDoor() { if (m_hBlockingDoor == NULL) return false; if (m_hBlockingDoor->IsDoorOpen() || m_hBlockingDoor->IsDoorOpening()) return false; if (m_hBlockingDoor->m_bDoorFallen) return false; // not a valid door if our enemy isn't behind it if ( GetAlienOrders() != AOT_MoveToIgnoringMarines && ( !GetEnemy() || !IsBehindDoor( GetEnemy() ) ) ) return false; return true; } void CASW_Drone_Advanced::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_UNBURROW: BaseClass::StartTask( pTask ); m_fFailedOverrideTime = gpGlobals->curtime; // stop us doing an override move immediately break; case TASK_MELEE_ATTACK1: { // check for making a marine shout out in fear if (!m_bDoneAlienCloseChatter && gpGlobals->curtime > s_fNextTooCloseChatterTime) { CASW_Marine *pMarine = dynamic_cast(GetEnemy()); if (pMarine) { pMarine->GetMarineSpeech()->Chatter(CHATTER_ALIEN_TOO_CLOSE); m_bDoneAlienCloseChatter = true; s_fNextTooCloseChatterTime = gpGlobals->curtime + random->RandomInt(10, 30); } } BaseClass::StartTask( pTask ); break; } case TASK_SMALL_FLINCH: case TASK_BIG_FLINCH: { Remember(bits_MEMORY_FLINCHED); Activity flinch = GetFlinchActivity( false, false ); SetIdealActivity( flinch ); if ( flinch == ACT_ALIEN_FLINCH_SMALL ) m_flNextFlinchTime = gpGlobals->curtime + 0.45f; else if ( flinch == ACT_ALIEN_FLINCH_MEDIUM ) m_flNextFlinchTime = gpGlobals->curtime + 0.8f; else if ( flinch == ACT_ALIEN_FLINCH_BIG ) m_flNextFlinchTime = gpGlobals->curtime + 1.25f; break; } case TASK_DRONE_YAW_TO_DOOR: { AssertMsg( m_hBlockingDoor != NULL, "Expected condition handling to break schedule before landing here" ); if ( m_hBlockingDoor != NULL ) { SetDoorBashYaw(); GetMotor()->SetIdealYaw( m_flDoorBashYaw ); } TaskComplete(); break; } case TASK_DRONE_GET_PATH_TO_DOOR: { Vector vecGoalPos; Vector vecDir; float fDistToDoor = LinearDistanceToDoor(); // if we have no door to bash then just set a path to our current loc if (!m_hBlockingDoor.IsValid() || fDistToDoor <= asw_drone_door_distance.GetFloat()) { AI_NavGoal_t goal( GetAbsOrigin() ); GetNavigator()->SetGoal(goal); TaskComplete(); break; } vecDir = GetLocalOrigin() - m_hBlockingDoor->GetLocalOrigin(); VectorNormalize(vecDir); vecDir.z = 0; Vector vecDoorPos = m_hBlockingDoor->GetAbsOrigin(); // head to the sides of the door? if (m_iDoorPos == 1) { Vector vecSide; QAngle angFacing = m_hBlockingDoor->GetAbsAngles(); angFacing[YAW] += 90; AngleVectors(angFacing, &vecSide); vecDoorPos += vecSide * 50.0f; } else if (m_iDoorPos == 2) { Vector vecSide; QAngle angFacing = m_hBlockingDoor->GetAbsAngles(); angFacing[YAW] += 90; AngleVectors(angFacing, &vecSide); vecDoorPos -= vecSide * 50.0f; } m_iDoorPos = m_iDoorPos + 1; AI_NavGoal_t goal( m_hBlockingDoor->WorldSpaceCenter() ); goal.pTarget = m_hBlockingDoor; GetNavigator()->SetGoal( goal ); if ( asw_debug_drone.GetInt() == 1 ) { NDebugOverlay::Cross3D( vecGoalPos, Vector(8,8,8), -Vector(8,8,8), 0, 255, 0, true, 2.0f ); NDebugOverlay::Line( vecGoalPos, m_hBlockingDoor->WorldSpaceCenter(), 0, 255, 0, true, 2.0f ); NDebugOverlay::Line( m_hBlockingDoor->WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), 0, 255, 0, true, 2.0f ); } TaskComplete(); } break; case TASK_DRONE_GET_CIRCLE_PATH: { CBaseEntity *pEnemy = GetEnemy(); if (!pEnemy) { TaskFail(FAIL_NO_ROUTE); return; } // We want to move to a different location around our enemy, because the route from here to him is blocked // (even with triangulation). We could pick a random spot around him, but that would probably cause lots // of drones to bump into each other. Let's try and make them move anticlockwise around the enemy // rotate our position around the enemy by a random amount Vector vecDiff = GetAbsOrigin() - GetEnemy()->GetAbsOrigin(); float dist = vecDiff.Length(); float fYaw = UTIL_VecToYaw(vecDiff); fYaw -= random->RandomFloat(20.0f, 40.0f); QAngle newDir(0, fYaw, 0); Vector vecNewPos; AngleVectors(newDir, &vecNewPos); vecNewPos *= dist * (random->RandomFloat(0.8f, 1.2f)); vecNewPos += GetEnemy()->GetAbsOrigin(); // do a trace towards our new picked pos and stop at an obstruction, just to make it less likely we're // sending the AI into a solid object trace_t tr; UTIL_TraceHull( GetAbsOrigin() + Vector(0, 0, 20), vecNewPos + Vector(0, 0, 20), Vector(-5, -5, -5), Vector(5, 5, 5), MASK_NPCSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); Vector vecCirclePos; if (tr.fraction == 1.0) vecCirclePos = vecNewPos; else if (tr.fraction > 0) vecCirclePos = tr.endpos; else { TaskFail(FAIL_NO_ROUTE); } AI_NavGoal_t goal( vecCirclePos ); TranslateNavGoal( pEnemy, goal.dest ); if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) ) { TaskComplete(); } else { // no way to get there =( DevWarning( 2, "TASK_DRONE_GET_CIRCLE_PATH failed!!\n" ); TaskFail(FAIL_NO_ROUTE); } break; } case TASK_DRONE_WAIT_FACE_ENEMY: SetWait( pTask->flTaskData ); m_vecEnemyStandoffPosition = GetEnemyLKP(); break; case TASK_DRONE_WAIT_FOR_DOOR_MOVEMENT: { // see if we're near enough to the door if (LinearDistanceToDoor() <= asw_drone_door_distance.GetFloat()) TaskComplete(); if (GetNavigator()->GetGoalType() == GOALTYPE_NONE) { //Msg("%d: Finished TASK_DRONE_WAIT_FOR_DOOR_MOVEMENT with no goal\n", entindex()); TaskComplete(); GetNavigator()->ClearGoal(); // Clear residual state } else if (!GetNavigator()->IsGoalActive()) { SetIdealActivity( GetStoppedActivity() ); } else { // Check validity of goal type ValidateNavGoal(); } break; } case TASK_DRONE_ATTACK_DOOR: { // check we're near enough to bash the door int door_dist = LinearDistanceToDoor(); if ( door_dist > asw_drone_door_distance.GetFloat()) TaskFail("Too far from door"); else if (door_dist < asw_drone_door_distance_min.GetFloat()) { //MoveAwayFromDoor(); } m_DurationDoorBash.Reset(); ResetIdealActivity( SelectDoorBash() ); break; } case TASK_DRONE_WAIT_FOR_OVERRIDE_MOVE: { if (!GetEnemy() || m_lifeState == LIFE_DEAD || GetHealth()<=0) { TaskComplete(); } else { #ifdef INFESTED_DLL if (ai_sequence_debug.GetBool() == true && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)) { DevMsg("StartTask TASK_DRONE_WAIT_FOR_OVERRIDE_MOVE calling SetActivity(ACT_RUN)"); } #endif SetActivity(ACT_RUN); // note: Override move will kick in while we're doing this task and run us straight at our enemy } break; } case TASK_DRONE_DOOR_WAIT: { if (ValidBlockingDoor() && LinearDistanceToDoor() <= asw_drone_door_distance.GetFloat()) { //Msg("Drone wait finishing to do a bash!\n"); TaskComplete(); SetSchedule(SCHED_DRONE_BASH_CLOSE_DOOR); } } break; default: BaseClass::StartTask( pTask ); break; } } //--------------------------------------------------------- //--------------------------------------------------------- bool CASW_Drone_Advanced::OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult ) { if ( pMoveGoal->directTrace.pObstruction ) { //Msg("Drone blocked by %s\n", pMoveGoal->directTrace.pObstruction->GetClassname()); // check if we collide with a door or door padding CASW_Door *pDoor = dynamic_cast( pMoveGoal->directTrace.pObstruction ); if (!pDoor) { CASW_Door_Padding *pPadding = dynamic_cast( pMoveGoal->directTrace.pObstruction ); if (pPadding) pDoor = dynamic_cast( pPadding->GetParent() ); } if ( pDoor && OnObstructingASWDoor( pMoveGoal, pDoor, distClear, pResult ) ) { //NDebugOverlay::HorzArrow(WorldSpaceCenter(), pMoveGoal->directTrace.pObstruction->WorldSpaceCenter(), 5, 255,255,0,255,true, 1.0f); return true; } else { CASW_Drone_Advanced *pDrone = dynamic_cast( pMoveGoal->directTrace.pObstruction ); if (pDrone && pDrone->m_hBlockingDoor.Get() != NULL) { if (OnObstructingASWDoor( pMoveGoal, pDrone->m_hBlockingDoor.Get(), distClear, pResult ) ) { //NDebugOverlay::HorzArrow(WorldSpaceCenter(), pMoveGoal->directTrace.pObstruction->WorldSpaceCenter(), 5, 255,255,0,255,true, 1.0f); return true; } } } } //if (ValidBlockingDoor()) //NDebugOverlay::HorzArrow(WorldSpaceCenter(), pMoveGoal->directTrace.pObstruction->WorldSpaceCenter(), 5, 0,0,255,255,true, 1.0f); //else //NDebugOverlay::HorzArrow(WorldSpaceCenter(), pMoveGoal->directTrace.pObstruction->WorldSpaceCenter(), 5, 255,0,0,255,true, 1.0f); return false; } bool CASW_Drone_Advanced::OnObstructingASWDoor( AILocalMoveGoal_t *pMoveGoal, CASW_Door *pDoor, float distClear, AIMoveResult_t *pResult ) { if ( pMoveGoal->maxDist < distClear ) return false; // don't start bashing a door if we're already trying to bash a door if (GetTask() && GetTask()->iTask == TASK_DRONE_WAIT_FOR_DOOR_MOVEMENT) return false; // By default, NPCs don't know how to open doors if ( pDoor->IsDoorClosed() || pDoor->IsDoorClosing() ) { if ( distClear < 0.1 ) { *pResult = AIMR_BLOCKED_ENTITY; } else { pMoveGoal->maxDist = distClear; *pResult = AIMR_OK; } if ( IsMoveBlocked( *pResult ) && pMoveGoal->directTrace.vHitNormal != vec3_origin ) { if (asw_debug_drone.GetBool()) Msg("OnObstructingASWDoor setting m_hBlockingDoor, sched = %s\n", GetCurSchedule()->GetName()); m_hBlockingDoor = pDoor; //m_flDoorBashYaw = UTIL_VecToYaw( pMoveGoal->directTrace.vHitNormal * -1 ); SetDoorBashYaw(); } return true; } return false; } bool CASW_Drone_Advanced::ShouldJump( void ) { if (!m_bJumper) return false; return BaseClass::ShouldJump(); } // translate our chase schedule into our version which is interrupted by a blocked door int CASW_Drone_Advanced::TranslateSchedule( int scheduleType ) { int i = BaseClass::TranslateSchedule(scheduleType); if (i == SCHED_SHOVER_CHASE_ENEMY) { // decide whether to go with pathed movement or straight override running at the enemy if (HasCondition(COND_DRONE_LOS) && gpGlobals->curtime - m_fLastLostLOSTime > 2.0f && asw_drone_override_move.GetBool() && (!FailedOverrideMove() || IsMeleeAttacking())) i = SCHED_DRONE_OVERRIDE_MOVE; else { i = SCHED_DRONE_CHASE_ENEMY; } } if (i == SCHED_DRONE_DOOR_WAIT && m_hBlockingDoor.Get() && !m_hBlockingDoor.Get()->m_bDoorFallen) { if (m_iDoorPos < 3) { //Msg("Translated to door bash (doorpos=%d)\n", m_iDoorPos); return SCHED_DRONE_BASH_DOOR; } } if (i == SCHED_CHASE_ENEMY_FAILED && GetEnemy() && HasCondition(COND_DRONE_LOS)) { return SCHED_DRONE_CIRCLE_ENEMY; } if (i == SCHED_STANDOFF) return SCHED_DRONE_STANDOFF; return i; } //--------------------------------------------------------- //--------------------------------------------------------- Activity CASW_Drone_Advanced::SelectDoorBash() { //if ( random->RandomInt( 1, 3 ) == 1 ) //return ACT_MELEE_ATTACK1; return (Activity)ACT_DRONE_WALLPOUND; } bool CASW_Drone_Advanced::IsCurTaskContinuousMove() { const Task_t* pTask = GetTask(); if( !pTask ) return true; switch( pTask->iTask ) { case TASK_DRONE_WAIT_FOR_OVERRIDE_MOVE: case TASK_DRONE_WAIT_FOR_DOOR_MOVEMENT: return true; break; default: return BaseClass::IsCurTaskContinuousMove(); break; } } int CASW_Drone_Advanced::DrawDebugTextOverlays() { int text_offset = BaseClass::DrawDebugTextOverlays(); if (m_debugOverlays & OVERLAY_TEXT_BIT) { NDebugOverlay::EntityText( entindex(), text_offset, CFmtStr( "m_takedamage = %d", m_takedamage ), 0 ); text_offset++; if (GetEnemy()) { if (HasCondition(COND_CAN_MELEE_ATTACK1)) NDebugOverlay::EntityText(entindex(),text_offset,CFmtStr("VVV CAN ATTACK VV"),0); else NDebugOverlay::EntityText(entindex(),text_offset,CFmtStr("--- CAN'T ATTACK ---"),0); text_offset++; } if (CapabilitiesGet() & bits_CAP_MOVE_JUMP) NDebugOverlay::EntityText(entindex(),text_offset,CFmtStr("Can Jump!"),0); else NDebugOverlay::EntityText(entindex(),text_offset,CFmtStr("Cannot jump."),0); text_offset++; if (HasCondition(COND_DRONE_LOS)) NDebugOverlay::EntityText(entindex(),text_offset,CFmtStr("Has COND_DRONE_LOS"),0); else NDebugOverlay::EntityText(entindex(),text_offset,CFmtStr("No COND_DRONE_LOS"),0); text_offset++; if (HasCondition(COND_DRONE_GAINED_LOS)) NDebugOverlay::EntityText(entindex(),text_offset,CFmtStr("Has COND_DRONE_GAINED_LOS"),0); else NDebugOverlay::EntityText(entindex(),text_offset,CFmtStr("No COND_DRONE_GAINED_LOS"),0); text_offset++; if (GetTask() && ( (GetTask()->iTask == TASK_DRONE_DOOR_WAIT) || (GetTask()->iTask == TASK_DRONE_ATTACK_DOOR))) { if (GetEnemy() && !IsBehindDoor(GetEnemy())) NDebugOverlay::EntityText(entindex(),text_offset,CFmtStr("Enemy behind door"),0); else NDebugOverlay::EntityText(entindex(),text_offset,CFmtStr("Not behind door or no enemy"),0); text_offset++; } NDebugOverlay::EntityText(entindex(),text_offset,CFmtStr( "Local org = %f %f %f", VectorExpand( GetLocalOrigin() ) ),0); text_offset++; NDebugOverlay::EntityText(entindex(),text_offset,CFmtStr( "Abs org = %f %f %f", VectorExpand( GetLocalOrigin() ) ),0); text_offset++; if ( GetParent() ) { NDebugOverlay::EntityText(entindex(),text_offset,CFmtStr( "Parent lorg = %f %f %f", VectorExpand( GetParent()->GetLocalOrigin() ) ),0); text_offset++; NDebugOverlay::EntityText(entindex(),text_offset,CFmtStr( "Parent org = %f %f %f", VectorExpand( GetParent()->GetAbsOrigin() ) ),0); text_offset++; } } return text_offset; } bool CASW_Drone_Advanced::MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost ) { float multiplier = 1; if ( moveType == bits_CAP_MOVE_JUMP ) { *pCost *= 10.0f; // discourage jumping } else if ( moveType == bits_CAP_MOVE_CLIMB ) { float delta = vecEnd.z - vecStart.z; multiplier = ( delta > 0 ) ? 0.5 : 4.0; // make it really expensive to climb down *pCost *= multiplier; } // increase cost of marines can see vecend? //if (UTIL_ASW_MarineViewCone(vecEnd)) //multiplier *= asw_marine_view_cone_cost.GetFloat(); return ( multiplier != 1 ); } //----------------------------------------------------------------------------- // Purpose: Custom trace filter used for NPC LOS traces //----------------------------------------------------------------------------- CDroneTraceFilterLOS::CDroneTraceFilterLOS( IHandleEntity *pHandleEntity, int collisionGroup ) : CTraceFilterSimple( pHandleEntity, collisionGroup ) { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CDroneTraceFilterLOS::ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask ) { CBaseEntity *pEntity = (CBaseEntity *)pServerEntity; if ( !pEntity->BlocksLOS() ) return false; if (pEntity->Classify() == CLASS_ASW_DRONE) return false; if (pEntity->Classify() == CLASS_ASW_SHIELDBUG) return false; return CTraceFilterSimple::ShouldHitEntity( pServerEntity, contentsMask ); } // only shock damage counts as heavy (and thus causes a flinch even during normal running) bool CASW_Drone_Advanced::IsHeavyDamage( const CTakeDamageInfo &info ) { // explosions always cause a flinch if (( info.GetDamageType() & DMG_BLAST ) != 0 ) return true; // dots never cause a flinch if (( info.GetDamageType() & DMG_DIRECT ) != 0 ) return false; // shock damage always causes large flinch if (( info.GetDamageType() & DMG_SHOCK ) != 0 ) { m_FlinchActivity = (Activity) ACT_ALIEN_FLINCH_BIG; return true; } // todo: melee, based on marine's melee skill? // check the attacker's weapon, if this is a marine //if (info.GetAttacker()) //{ //Msg("Drone attacked by %s\n", info.GetAttacker()->GetClassname()); //} CASW_Marine *pMarine = dynamic_cast(info.GetAttacker()); if (pMarine) { if (asw_debug_alien_damage.GetBool()) Msg("Drone checking damage from a marine, of type: %d\n", info.GetDamageType()); // if we've been kicked by a marine, store the flinch we should do based on that marine's melee skill if ((info.GetDamageType() & DMG_CLUB) != 0) { int i = pMarine->GetAlienMeleeFlinch(); if (i == 0) m_FlinchActivity = (Activity) ACT_ALIEN_FLINCH_SMALL; else if (i == 2) m_FlinchActivity = (Activity) ACT_ALIEN_FLINCH_BIG; else m_FlinchActivity = (Activity) ACT_ALIEN_FLINCH_MEDIUM; //Msg("Storing flinch %d (%d)\n", (int) m_FlinchActivity, i); return true; } } m_FlinchActivity = ACT_INVALID; if (pMarine && pMarine->GetActiveASWWeapon()) { return pMarine->GetActiveASWWeapon()->ShouldAlienFlinch(this, info); } return false; } int CASW_Drone_Advanced::SelectFlinchSchedule_ASW() { //if ( !HasCondition(COND_HEAVY_DAMAGE) && !HasCondition(COND_LIGHT_DAMAGE) ) //return SCHED_NONE; if ( IsCurSchedule( SCHED_BIG_FLINCH ) ) return SCHED_NONE; // only light damage flinch if shot during a melee attack //if (!HasCondition(COND_HEAVY_DAMAGE) && !(GetTask() && (GetTask()->iTask == TASK_MELEE_ATTACK1)) ) //return SCHED_NONE; if (!HasCondition(COND_HEAVY_DAMAGE)) // only flinch on heavy damage condition (which is set if a particular marine's weapon + skills cause a flinch) return SCHED_NONE; if (asw_debug_alien_damage.GetBool()) Msg("We have COND_HEAVY_DAMAGE, so flinching\n"); // Heavy damage. Break out of my current schedule and flinch. //Activity iFlinchActivity = GetFlinchActivity( true, false ); //Msg("Clearing flinch activity (%d) in SelectFlinchSchedule_ASW\n", (int) iFlinchActivity); //m_FlinchActivity = ACT_INVALID; //if ( HaveSequenceForActivity( iFlinchActivity ) ) // assume our aliens have a schedule return SCHED_BIG_FLINCH; //return SCHED_NONE; } void CASW_Drone_Advanced::CheckFlinches( void ) { // If we're currently flinching, don't allow gesture flinches to be overlaid if ( IsCurSchedule( SCHED_BIG_FLINCH ) ) { ClearCondition( COND_LIGHT_DAMAGE ); ClearCondition( COND_HEAVY_DAMAGE ); } // If it's been a while since we did a full flinch, forget that we flinched so we'll flinch fully again if ( HasMemory(bits_MEMORY_FLINCHED) && gpGlobals->curtime > m_flNextFlinchTime ) { Forget(bits_MEMORY_FLINCHED); } // check for gesture flinches if ( HasCondition( COND_LIGHT_DAMAGE ) && gpGlobals->curtime > m_flNextSmallFlinchTime ) { if ( HaveSequenceForActivity( (Activity) ACT_ALIEN_FLINCH_GESTURE ) ) { m_flNextSmallFlinchTime = gpGlobals->curtime + RandomFloat( 0.3f, 1.0f ); RestartGesture( (Activity) ACT_ALIEN_FLINCH_GESTURE ); } } } Activity CASW_Drone_Advanced::GetFlinchActivity( bool bHeavyDamage, bool bGesture ) { static int iFlinchCount = 0; iFlinchCount++; if (asw_debug_alien_damage.GetBool()) Msg("Drone flinching (total flinch count = %d)\n", iFlinchCount); // todo: if we have a flinch damage type set, use that if (m_FlinchActivity != ACT_INVALID) { if (asw_debug_alien_damage.GetBool()) Msg(" Returning stored melee flinch %d\n", (int) m_FlinchActivity); return m_FlinchActivity; } //Msg("Returning default small flinch\n"); //return (Activity) ACT_SMALL_FLINCH; // random flinch // todo: use longer flinch for bigger melee hits? float f = random->RandomFloat(); if (f < 0.3f) return (Activity) ACT_ALIEN_FLINCH_SMALL; else if (f < 0.66f) return (Activity) ACT_ALIEN_FLINCH_MEDIUM; return (Activity) ACT_ALIEN_FLINCH_BIG; } void CASW_Drone_Advanced::SetSmallDoorBashHull( bool bSmall ) { // don't change if something else is already messing with our hull if (IsUsingSmallHull()) return; if ( bSmall && !m_bUsingSmallDoorBashHull ) { m_bUsingSmallDoorBashHull = true; UTIL_SetSize(this, NAI_Hull::SmallMins(GetHullType()),NAI_Hull::SmallMaxs(GetHullType())); if ( VPhysicsGetObject() ) { SetupVPhysicsHull(); } } else if (!bSmall && m_bUsingSmallDoorBashHull) { trace_t tr; Vector vUpBit = GetAbsOrigin(); vUpBit.z += 1; // check we have room to grow AI_TraceHull( GetAbsOrigin(), vUpBit, GetHullMins(), GetHullMaxs(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); if ( !tr.startsolid && (tr.fraction == 1.0) ) { m_bUsingSmallDoorBashHull = false; UTIL_SetSize(this, GetHullMins(),GetHullMaxs()); if ( VPhysicsGetObject() ) { SetupVPhysicsHull(); } } } } // a rough heuristic to see if our enemy is sitting behind a door bool CASW_Drone_Advanced::IsBehindDoor(CBaseEntity *pOther) { CASW_Door *pDoor = m_hBlockingDoor.Get(); if (!pOther || !pDoor) { //Msg("no door or other in behind door test\n"); return false; } Vector diff = pOther->GetAbsOrigin() - GetAbsOrigin(); Vector doorDiff = pDoor->GetAbsOrigin() - GetAbsOrigin(); // if they're nearer than the door, they're probably not behind it if (diff.LengthSqr() < doorDiff.LengthSqr()) { //Msg("Other too near in behind door test\n"); return false; } // if they're not in the direction of the door, they're probably not behind it VectorNormalize(diff); VectorNormalize(doorDiff); if (diff.Dot(doorDiff) <= 0) { //Msg("Other not in door direction in behind door test\n"); return false; } // if we can see him, he's not behind a door trace_t tr; UTIL_TraceLine(WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), MASK_NPCSOLID ,this, GetCollisionGroup(), &tr); if (tr.fraction >= 1.0f || tr.m_pEnt == GetEnemy()) return false; return true; } // moves us back a bit from the door, so we're not attacking through it void CASW_Drone_Advanced::MoveAwayFromDoor() { CASW_Door *pDoor = m_hBlockingDoor.Get(); if (!pDoor) return; Vector vecPerp; QAngle angFacing = pDoor->GetAbsAngles(); angFacing[YAW] += 90; AngleVectors(angFacing, &vecPerp); float fDoorWidth = 75.0f; Vector vecDoorA = pDoor->GetAbsOrigin() + vecPerp * fDoorWidth; Vector vecDoorB = pDoor->GetAbsOrigin() - vecPerp * fDoorWidth; //NDebugOverlay::Line( vecDoorA, vecDoorB, 0, 255, 0, true, 2.0f ); float dist = CalcDistanceToLine2D(GetAbsOrigin().AsVector2D(), vecDoorA.AsVector2D(), vecDoorB.AsVector2D()); float move_amount = (asw_drone_door_distance_min.GetFloat()) - dist; Vector diff = GetAbsOrigin() - pDoor->GetAbsOrigin(); angFacing[YAW] -=90; Vector vecForward; AngleVectors(angFacing, &vecForward); if (diff.Dot(vecForward) < 0) { move_amount *= -1; } vecForward *= move_amount; Msg("Moving alien by %f, %f, %f\n", vecForward.x, vecForward.y, vecForward.z); SetAbsOrigin(GetAbsOrigin() + vecForward); // todo: check this isn't making us stuck in something? } float CASW_Drone_Advanced::LinearDistanceToDoor() { CASW_Door *pDoor = m_hBlockingDoor.Get(); if (!pDoor) return -1; Vector vecPerp; QAngle angFacing = pDoor->GetAbsAngles(); angFacing[YAW] += 90; AngleVectors(angFacing, &vecPerp); float fDoorWidth = 75.0f; Vector vecDoorA = pDoor->GetAbsOrigin() + vecPerp * fDoorWidth; Vector vecDoorB = pDoor->GetAbsOrigin() - vecPerp * fDoorWidth; //NDebugOverlay::Line( vecDoorA, vecDoorB, 0, 255, 0, true, 2.0f ); return CalcDistanceToLine2D(GetAbsOrigin().AsVector2D(), vecDoorA.AsVector2D(), vecDoorB.AsVector2D()); } void CASW_Drone_Advanced::SetDoorBashYaw() { CASW_Door *pDoor = m_hBlockingDoor.Get(); if (!pDoor) return; // figure out which side of the door we're on Vector vecFacing; Vector vecDiff = GetAbsOrigin() - pDoor->GetAbsOrigin(); AngleVectors(pDoor->GetAbsAngles(), &vecFacing); float dot = DotProduct(vecFacing, vecDiff); if (dot < 0) { m_flDoorBashYaw = pDoor->GetAbsAngles()[YAW]; } else { m_flDoorBashYaw = anglemod(pDoor->GetAbsAngles()[YAW] + 180.0f); } } void CASW_Drone_Advanced::SetHealthByDifficultyLevel() { int iHealth = MAX(25, ASWGameRules()->ModifyAlienHealthBySkillLevel(asw_drone_health.GetInt())); if (asw_debug_alien_damage.GetBool()) Msg("Setting drone's initial health to %d\n", iHealth); SetHealth(iHealth); SetMaxHealth(iHealth); SetHitboxSet(0); } // if we arrive at our destination, clear our orders bool CASW_Drone_Advanced::ShouldClearOrdersOnMovementComplete() { // don't clear our orders if we're bashing a door while traveling a route if ( m_AlienOrders == AOT_MoveToIgnoringMarines && IsCurSchedule( SCHED_DRONE_BASH_DOOR ) ) { return false; } return BaseClass::ShouldClearOrdersOnMovementComplete(); } AI_BEGIN_CUSTOM_NPC( asw_drone_advanced, CASW_Drone_Advanced ) DECLARE_CONDITION( COND_DRONE_BLOCKED_BY_DOOR ) DECLARE_CONDITION( COND_DRONE_DOOR_OPENED ) DECLARE_CONDITION( COND_DRONE_LOS ) DECLARE_CONDITION( COND_DRONE_LOST_LOS ) DECLARE_CONDITION( COND_DRONE_GAINED_LOS ) DECLARE_TASK( TASK_DRONE_YAW_TO_DOOR ) DECLARE_TASK( TASK_DRONE_ATTACK_DOOR ) DECLARE_TASK( TASK_DRONE_WAIT_FOR_OVERRIDE_MOVE ) DECLARE_TASK( TASK_DRONE_GET_PATH_TO_DOOR ) DECLARE_TASK( TASK_DRONE_WAIT_FOR_DOOR_MOVEMENT ) DECLARE_TASK( TASK_DRONE_DOOR_WAIT ) DECLARE_TASK( TASK_DRONE_GET_CIRCLE_PATH ) DECLARE_TASK( TASK_DRONE_WAIT_FACE_ENEMY ) // Activities DECLARE_ACTIVITY( ACT_DRONE_RUN_ATTACKING ) DECLARE_ACTIVITY( ACT_DRONE_WALLPOUND ) // Events DECLARE_ANIMEVENT( AE_DRONE_WALK_FOOTSTEP ) DECLARE_ANIMEVENT( AE_DRONE_FOOTSTEP_SOFT ) DECLARE_ANIMEVENT( AE_DRONE_FOOTSTEP_HEAVY ) DECLARE_ANIMEVENT( AE_DRONE_MELEE_HIT1 ) DECLARE_ANIMEVENT( AE_DRONE_MELEE_HIT2 ) DECLARE_ANIMEVENT( AE_DRONE_MELEE1_SOUND ) DECLARE_ANIMEVENT( AE_DRONE_MELEE2_SOUND ) DECLARE_ANIMEVENT( AE_DRONE_MOUTH_BLEED ) DECLARE_ANIMEVENT( AE_DRONE_ALERT_SOUND ) DECLARE_ANIMEVENT( AE_DRONE_SHADOW_ON ) DEFINE_SCHEDULE ( SCHED_DRONE_BASH_DOOR, " Tasks" //" TASK_SET_ACTIVITY ACTIVITY:ACT_ALIEN_SHOVER_ROAR" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_DRONE_DOOR_WAIT" " TASK_DRONE_GET_PATH_TO_DOOR 0" " TASK_RUN_PATH 0" " TASK_DRONE_WAIT_FOR_DOOR_MOVEMENT 0" " TASK_DRONE_YAW_TO_DOOR 0" " TASK_FACE_IDEAL 0" " TASK_STOP_MOVING 1" " TASK_DRONE_ATTACK_DOOR 0" "" " Interrupts" " COND_ENEMY_DEAD" " COND_NEW_ENEMY" " COND_DRONE_DOOR_OPENED" ) // attack a door we're already near to DEFINE_SCHEDULE ( SCHED_DRONE_BASH_CLOSE_DOOR, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_DRONE_DOOR_WAIT" " TASK_DRONE_YAW_TO_DOOR 0" " TASK_FACE_IDEAL 0" " TASK_STOP_MOVING 1" " TASK_DRONE_ATTACK_DOOR 0" "" " Interrupts" " COND_ENEMY_DEAD" " COND_NEW_ENEMY" " COND_DRONE_DOOR_OPENED" ) // drone waiting for a door to be bashed open by some other aliens DEFINE_SCHEDULE ( SCHED_DRONE_DOOR_WAIT, " Tasks" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_DRONE_DOOR_WAIT 1" "" " Interrupts" " COND_DRONE_DOOR_OPENED" ) DEFINE_SCHEDULE ( SCHED_DRONE_CHASE_ENEMY, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED" //" TASK_SET_TOLERANCE_DISTANCE 24" " TASK_GET_CHASE_PATH_TO_ENEMY 300" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" //" TASK_FACE_ENEMY 0" " " " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_ENEMY_UNREACHABLE" " COND_CAN_RANGE_ATTACK1" " COND_CAN_MELEE_ATTACK1" " COND_CAN_RANGE_ATTACK2" " COND_CAN_MELEE_ATTACK2" " COND_TOO_CLOSE_TO_ATTACK" " COND_TASK_FAILED" " COND_ALIEN_SHOVER_PHYSICS_TARGET" " COND_DRONE_BLOCKED_BY_DOOR" " COND_DRONE_GAINED_LOS" " COND_HEAVY_DAMAGE" //" COND_DRONE_LOS" // this is needed for override move, but currently seems to be bugged and always on, causing this schedule to fail constantly ) DEFINE_SCHEDULE ( SCHED_DRONE_CIRCLE_ENEMY, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_DRONE_CIRCLE_ENEMY_FAILED" //" TASK_SET_TOLERANCE_DISTANCE 24" " TASK_DRONE_GET_CIRCLE_PATH 300" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" //" TASK_FACE_ENEMY 0" " " " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_ENEMY_UNREACHABLE" " COND_CAN_RANGE_ATTACK1" " COND_CAN_MELEE_ATTACK1" " COND_CAN_RANGE_ATTACK2" " COND_CAN_MELEE_ATTACK2" " COND_TOO_CLOSE_TO_ATTACK" " COND_TASK_FAILED" " COND_ALIEN_SHOVER_PHYSICS_TARGET" " COND_DRONE_BLOCKED_BY_DOOR" " COND_DRONE_GAINED_LOS" " COND_HEAVY_DAMAGE" ) DEFINE_SCHEDULE ( SCHED_DRONE_CIRCLE_ENEMY_FAILED, // much like the default standoff schedule, but the AI is more agressive at starting chasing again // the wait is also much shorter, so the drone will try to circle to a new position fairly quickly // reattempts circling once this schedule is done " Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover " TASK_DRONE_WAIT_FACE_ENEMY 0.4" " TASK_SET_SCHEDULE SCHEDULE:SCHED_DRONE_CIRCLE_ENEMY" "" " Interrupts" " COND_CAN_RANGE_ATTACK1" " COND_CAN_RANGE_ATTACK2" " COND_CAN_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" " COND_ENEMY_DEAD" " COND_NEW_ENEMY" " COND_HEAR_DANGER" " COND_HEAVY_DAMAGE" ) DEFINE_SCHEDULE ( SCHED_DRONE_STANDOFF, // much like the default standoff schedule, but the AI is more agressive at starting chasing again " Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover " TASK_DRONE_WAIT_FACE_ENEMY 2" "" " Interrupts" " COND_CAN_RANGE_ATTACK1" " COND_CAN_RANGE_ATTACK2" " COND_CAN_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" " COND_ENEMY_DEAD" " COND_NEW_ENEMY" " COND_HEAR_DANGER" " COND_HEAVY_DAMAGE" ) DEFINE_SCHEDULE ( SCHED_DRONE_OVERRIDE_MOVE, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_DRONE_CHASE_ENEMY" " TASK_RUN_PATH 0" " TASK_DRONE_WAIT_FOR_OVERRIDE_MOVE 0" " " " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_ENEMY_UNREACHABLE" " COND_CAN_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" " COND_TASK_FAILED" " COND_ALIEN_SHOVER_PHYSICS_TARGET" " COND_DRONE_BLOCKED_BY_DOOR" " COND_DRONE_LOST_LOS" " COND_HEAVY_DAMAGE" ) AI_END_CUSTOM_NPC()