172 lines
4.3 KiB
C++
172 lines
4.3 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: blah blah blah
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ASW_AI_BEHAVIOR_H
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#define ASW_AI_BEHAVIOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/utlsymbol.h"
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#include "ai_behavior.h"
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#include "asw_alien.h"
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// Be sure to expose these to vscript in
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// void CASW_Alien::LinkEnumsToScope( CScriptScope &hScope )
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enum BehaviorEvent_t
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{
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BEHAVIOR_EVENT_START_HEAL = 0,
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BEHAVIOR_EVENT_FINISH_HEAL,
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BEHAVIOR_EVENT_MORTAR_FIRE,
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BEHAVIOR_EVENT_MELEE1_HULL_ATTACK,
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BEHAVIOR_EVENT_MELEE1_SPHERE_ATTACK,
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BEHAVIOR_EVENT_FLICK,
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BEHAVIOR_EVENT_TOOK_DAMAGE,
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BEHAVIOR_EVENT_DEFLECTED_DAMAGE,
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BEHAVIOR_EVENT_EXPLODE,
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BEHAVIOR_EVENT_AWAKEN,
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BEHAVIOR_EVENT_SLEEP,
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BEHAVIOR_EVENT_POUNCE,
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BEHAVIOR_EVENT_JUMP,
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BEHAVIOR_EVENT_MAX
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};
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#if 0
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enum BehaviorParam_t
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{
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BEHAVIOR_PARAM_SPEED_MODIFIER = 0,
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BEHAVIOR_PARAM_IS_SHIELDED,
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BEHAVIOR_PARAM_MAX
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};
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#endif
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#define MAX_REQUIRED_PARMS 2
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//=============================================================================
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enum BehaviorClass_T
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{
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BEHAVIOR_CLASS_UNKNOWN = 0,
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BEHAVIOR_CLASS_ADVANCE,
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BEHAVIOR_CLASS_BACKOFF,
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BEHAVIOR_CLASS_CALL_GROUP,
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BEHAVIOR_CLASS_CHARGE,
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BEHAVIOR_CLASS_CHASE_ENEMY,
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BEHAVIOR_CLASS_COMBAT_STUN,
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BEHAVIOR_CLASS_EXPLODE,
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BEHAVIOR_CLASS_FEAR,
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BEHAVIOR_CLASS_FLICK,
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BEHAVIOR_CLASS_HEAL_OTHER,
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BEHAVIOR_CLASS_IDLE,
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BEHAVIOR_CLASS_MELEE,
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BEHAVIOR_CLASS_MORTAR,
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BEHAVIOR_CLASS_SCUTTLE,
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BEHAVIOR_CLASS_SHIELD,
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BEHAVIOR_CLASS_SLEEP,
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BEHAVIOR_CLASS_RANGED_ATTACK,
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BEHAVIOR_CLASS_RETREAT,
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BEHAVIOR_CLASS_WANDER,
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BEHAVIOR_CLASS_PROTECT,
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BEHAVIOR_CLASS_POUNCE,
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BEHAVIOR_CLASS_PREPARE_TO_ENGAGE,
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BEHAVIOR_CLASS_FLINCH,
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BEHAVIOR_CLASS_JUMP,
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BEHAVIOR_CLASS_MAX
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};
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//=============================================================================
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class CAI_ASW_Behavior : public CAI_SimpleBehavior
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{
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DECLARE_CLASS( CAI_ASW_Behavior, CAI_SimpleBehavior );
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public:
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static CUtlSymbol GetSymbol( const char *pszText );
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static const char *GetSymbolText( CUtlSymbol &Symbol );
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public:
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CAI_ASW_Behavior( );
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virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_UNKNOWN; }
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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virtual void Init() {}
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virtual bool CanSelectSchedule( );
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virtual void GatherConditions( );
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virtual void GatherConditionsNotActive( );
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virtual void BehaviorThink( void ) { }
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virtual void HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm ) {}
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virtual bool BehaviorHandleAnimEvent( animevent_t *pEvent ) { return false; }
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// virtual bool GetBehaviorParam( BehaviorParam_t eParam, float &flResult ) { return false; }
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// virtual bool GetBehaviorParam( BehaviorParam_t eParam, bool &bResult ) { return false; }
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// called when this is the primary behavior and the NPC touches something
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virtual void StartTouch( CBaseEntity *pOther ) { }
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virtual bool CanYieldTargetSlot() { return true; } // will this behavior allow target slot to be yielded when it's the primary behavior?
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enum
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{
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COND_CHARGE_CAN_CHARGE = BaseClass::NEXT_CONDITION,
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NEXT_CONDITION,
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};
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DEFINE_CUSTOM_SCHEDULE_PROVIDER;
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protected:
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inline int GetBehaviorParam( CUtlSymbol ParmName );
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inline void SetBehaviorParam( CUtlSymbol ParmName, int nValue );
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virtual void GatherCommonConditions( ) { }
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CUtlSymbol m_RequiredParm[ MAX_REQUIRED_PARMS ];
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int m_nRequiredParmValue[ MAX_REQUIRED_PARMS ];
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int m_nNumRequiredParms;
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CUtlSymbol m_StatusParm;
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float m_flScheduleChance;
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float m_flScheduleChanceRate;
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float m_flScheduleChanceNextCheck;
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private:
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DECLARE_DATADESC();
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};
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int CAI_ASW_Behavior::GetBehaviorParam( CUtlSymbol ParmName )
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{
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return static_cast< CASW_Alien * >( GetOuter() )->GetBehaviorParam( ParmName );
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}
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void CAI_ASW_Behavior::SetBehaviorParam( CUtlSymbol ParmName, int nValue )
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{
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static_cast< CASW_Alien * >( GetOuter() )->SetBehaviorParam( ParmName, nValue );
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}
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#endif // ASW_AI_BEHAVIOR_H
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