sqwarmed/sdk_src/game/server/swarm/asw_alien.cpp

3195 lines
90 KiB
C++

#include "cbase.h"
#include "asw_alien.h"
#include "asw_ai_senses.h"
#include "asw_game_resource.h"
#include "asw_gamerules.h"
#include "asw_mission_manager.h"
#include "asw_marine_resource.h"
#include "asw_marine.h"
#include "asw_trace_filter_melee.h"
#include "asw_spawner.h"
#include "ai_waypoint.h"
#include "ai_moveprobe.h"
#include "asw_fx_shared.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "EntityFlame.h"
#include "asw_util_shared.h"
#include "asw_burning.h"
#include "asw_door.h"
#include "asw_gamestats.h"
#include "asw_pickup_money.h"
#include "asw_director.h"
#include "asw_physics_prop_statue.h"
#include "te_effect_dispatch.h"
#include "asw_ai_behavior.h"
#include "asw_ai_behavior_combat_stun.h"
#include "asw_ai_behavior_sleep.h"
#include "asw_ai_behavior_flinch.h"
#include "asw_missile_round_shared.h"
#include "datacache/imdlcache.h"
#include "asw_tesla_trap.h"
#include "sendprop_priorities.h"
#include "asw_spawn_manager.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar asw_debug_alien_damage;
extern ConVar ai_show_hull_attacks;
extern ConVar ai_efficiency_override;
extern ConVar ai_frametime_limit;
extern ConVar ai_use_think_optimizations;
extern ConVar ai_use_efficiency;
extern ConVar showhitlocation;
extern ConVar asw_stun_grenade_time;
extern ConVar asw_drone_zig_zagging;
extern ConVar asw_draw_awake_ai;
extern ConVar asw_alien_debug_death_style;
// asw - how much extra damage to do to burning aliens
ConVar asw_fire_alien_damage_scale("asw_fire_alien_damage_scale", "3.0", FCVAR_CHEAT );
ConVar asw_alien_speed_scale_easy("asw_alien_speed_scale_easy", "0");
ConVar asw_alien_speed_scale_normal("asw_alien_speed_scale_normal", "0");
ConVar asw_alien_speed_scale_hard("asw_alien_speed_scale_hard", "0");
ConVar asw_alien_speed_scale_insane("asw_alien_speed_scale_insane", "0");
ConVar asw_alien_hurt_speed( "asw_alien_hurt_speed", "0.5", FCVAR_CHEAT, "Fraction of speed to use when the alien is hurt after being shot" );
ConVar asw_alien_stunned_speed( "asw_alien_stunned_speed", "0.3", FCVAR_CHEAT, "Fraction of speed to use when the alien is electrostunned" );
ConVar asw_drop_money("asw_drop_money", "1", FCVAR_CHEAT, "Do aliens drop money?");
ConVar asw_alien_money_chance("asw_alien_money_chance", "1.0", FCVAR_CHEAT, "Chance of base aliens dropping money");
ConVar asw_drone_hurl_chance( "asw_drone_hurl_chance", "0.66666666666666", FCVAR_NONE, "Chance that an alien killed by explosives will hurl towards the camera." );
ConVar asw_drone_hurl_interval( "asw_drone_hurl_interval", "10", FCVAR_NONE, "Minimum number of seconds that must pass between alien bodies flung at camera." );
ConVar asw_alien_break_chance ( "asw_alien_break_chance", "0.5", FCVAR_NONE, "chance the alien will break into ragdoll pieces instead of gib");
ConVar asw_alien_fancy_death_chance ( "asw_alien_fancy_death_chance", "0.5", FCVAR_NONE, "If a drone doesn't instagib, this is the chance the alien plays a death anim before ragdolling" );
ConVar asw_debug_npcs( "asw_debug_npcs", "0", FCVAR_CHEAT, "Enables debug overlays for various NPCs" );
ConVar asw_alien_burn_duration( "asw_alien_burn_duration", "5.0f", FCVAR_CHEAT, "Alien burn time" );
extern ConVar asw_money;
// soft alien collision
ConVar asw_springcol( "asw_springcol", "1", FCVAR_CHEAT, "Use soft alien collision" );
ConVar asw_springcol_push_cap( "asw_springcol_push_cap", "33.0", FCVAR_CHEAT, "Cap on the total push vector" );
ConVar asw_springcol_core( "asw_springcol_core", "0.33", FCVAR_CHEAT, "Fraction of the alien's pushaway radius that is a solid capped core" );
ConVar asw_springcol_radius( "asw_springcol_radius", "50.0", FCVAR_CHEAT, "Radius of the alien's pushaway cylinder" );
ConVar asw_springcol_force_scale( "asw_springcol_force_scale", "3.0", FCVAR_CHEAT, "Multiplier for each individual push force" );
ConVar asw_springcol_debug( "asw_springcol_debug", "0", FCVAR_CHEAT, "Display the direction of the pushaway vector. Set to entity index or -1 to show all." );
float CASW_Alien::sm_flLastHurlTime = 0;
int ACT_MELEE_ATTACK1_HIT;
int ACT_MELEE_ATTACK2_HIT;
int AE_ALIEN_MELEE_HIT;
int ACT_ALIEN_FLINCH_SMALL;
int ACT_ALIEN_FLINCH_MEDIUM;
int ACT_ALIEN_FLINCH_BIG;
int ACT_ALIEN_FLINCH_GESTURE;
int ACT_DEATH_FIRE;
int ACT_DEATH_ELEC;
int ACT_DIE_FANCY;
int ACT_BURROW_IDLE;
int ACT_BURROW_OUT;
LINK_ENTITY_TO_CLASS( asw_alien, CASW_Alien );
IMPLEMENT_SERVERCLASS_ST(CASW_Alien, DT_ASW_Alien)
SendPropExclude ( "DT_BaseEntity", "m_vecOrigin" ),
SendPropVectorXY( SENDINFO( m_vecOrigin ), CELL_BASEENTITY_ORIGIN_CELL_BITS, SPROP_CELL_COORD_LOWPRECISION | SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, CBaseEntity::SendProxy_CellOriginXY, SENDPROP_NONLOCALPLAYER_ORIGINXY_PRIORITY ),
SendPropFloat ( SENDINFO_VECTORELEM( m_vecOrigin, 2 ), CELL_BASEENTITY_ORIGIN_CELL_BITS, SPROP_CELL_COORD_LOWPRECISION | SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, CBaseEntity::SendProxy_CellOriginZ, SENDPROP_NONLOCALPLAYER_ORIGINZ_PRIORITY ),
SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 0), 10, SPROP_CHANGES_OFTEN, CBaseEntity::SendProxy_AnglesX ),
SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 1), 10, SPROP_CHANGES_OFTEN, CBaseEntity::SendProxy_AnglesY ),
SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 2), 10, SPROP_CHANGES_OFTEN, CBaseEntity::SendProxy_AnglesZ ),
// test
//SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
SendPropBool( SENDINFO(m_bElectroStunned) ),// not using ElectroStunned
//SendPropBool( SENDINFO(m_bElectroShockSmall) ),
//SendPropBool( SENDINFO(m_bElectroShockBig) ),
SendPropBool( SENDINFO(m_bOnFire) ),
SendPropInt( SENDINFO(m_nDeathStyle), CASW_Alien::kDEATHSTYLE_NUM_TRANSMIT_BITS , SPROP_UNSIGNED ),
SendPropInt (SENDINFO(m_iHealth), ASW_ALIEN_HEALTH_BITS ),
//SendPropBool(SENDINFO(m_bGibber)),
END_SEND_TABLE()
BEGIN_DATADESC( CASW_Alien )
DEFINE_KEYFIELD( m_bVisibleWhenAsleep, FIELD_BOOLEAN, "visiblewhenasleep" ),
DEFINE_KEYFIELD( m_iMoveCloneName, FIELD_STRING, "MoveClone" ),
DEFINE_KEYFIELD( m_bStartBurrowed, FIELD_BOOLEAN, "startburrowed" ),
DEFINE_INPUTFUNC( FIELD_VOID, "BreakWaitForScript", InputBreakWaitForScript ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetMoveClone", InputSetMoveClone ),
DEFINE_FIELD( m_flBurrowTime, FIELD_TIME ),
DEFINE_FIELD(m_bIgnoreMarines, FIELD_BOOLEAN),
DEFINE_FIELD(m_bFailedMoveTo, FIELD_BOOLEAN),
DEFINE_FIELD(m_bElectroStunned, FIELD_BOOLEAN),
//DEFINE_FIELD(m_bPerformingZigZag, FIELD_BOOLEAN), // don't store this, let the zig zag be cleared each time
//DEFINE_FIELD(m_bRunAtChasingPathEnds, FIELD_BOOLEAN), // no need to store currently, it's always true form constructor
DEFINE_FIELD(m_fNextPainSound, FIELD_FLOAT),
DEFINE_FIELD(m_fNextStunSound, FIELD_FLOAT),
DEFINE_FIELD(m_fHurtSlowMoveTime, FIELD_TIME),
// m_ActBusyBehavior (auto saved by AI)
DEFINE_FIELD( m_hSpawner, FIELD_EHANDLE ),
DEFINE_FIELD( m_AlienOrders, FIELD_INTEGER ),
DEFINE_FIELD( m_vecAlienOrderSpot, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_AlienOrderObject, FIELD_EHANDLE ),
DEFINE_FIELD( m_fLastSleepCheckTime, FIELD_FLOAT ),
DEFINE_FIELD( m_bOnFire, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iNumASWOrderRetries, FIELD_INTEGER ),
DEFINE_FIELD( m_flFreezeResistance, FIELD_FLOAT ),
DEFINE_FIELD( m_flFrozenTime, FIELD_TIME ),
// soft alien collision
DEFINE_FIELD( m_vecLastPushAwayOrigin, FIELD_VECTOR ),
DEFINE_FIELD( m_vecLastPush, FIELD_VECTOR ),
DEFINE_FIELD( m_bPushed, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bHoldoutAlien, FIELD_BOOLEAN ),
END_DATADESC()
IMPLEMENT_AUTO_LIST( IAlienAutoList );
#define ASW_ALIEN_SLEEP_CHECK_INTERVAL 1.0f
CASW_Alien::CASW_Alien( void ) :
m_BehaviorParms( DefLessFunc( const CUtlSymbol ) )
{
m_bRegisteredAsAwake = false;
m_pszAlienModelName = NULL;
m_bRunAtChasingPathEnds = true;
m_bPerformingZigZag = false;
m_fNextPainSound = 0;
m_fNextStunSound = 0;
m_fHurtSlowMoveTime = 0;
m_hSpawner = NULL;
m_AlienOrders = AOT_None;
m_vecAlienOrderSpot = vec3_origin;
m_AlienOrderObject = NULL;
m_bIgnoreMarines = false;
m_fLastSleepCheckTime = 0;
m_bVisibleWhenAsleep = false;
m_fLastMarineCanSeeTime = -100;
m_bLastMarineCanSee = false;
//m_bGibber = false;
m_bTimeToRagdoll = false;
m_iDeadBodyGroup = 1;
m_bNeverRagdoll = false;
m_bNeverInstagib = false;
m_nDeathStyle = kDIE_RAGDOLLFADE;
m_flBaseThawRate = 0.5f;
m_flFrozenTime = 0.0f;
m_UnburrowActivity = (Activity) ACT_BURROW_OUT;
m_UnburrowIdleActivity = (Activity) ACT_BURROW_IDLE;
m_iszUnburrowActivityName = NULL_STRING;
m_iszUnburrowIdleActivityName = NULL_STRING;
m_pPreviousBehavior = NULL;
m_vecLastPush.Init();
m_bBehaviorParameterChanged = false;
m_nVolleyType = -1;
m_flRangeAttackStartTime = 0.0f;
m_flRangeAttackLastUpdateTime = 0.0f;
m_vecRangeAttackTargetPosition.Init();
m_bHoldoutAlien = false;
m_nAlienCollisionGroup = COLLISION_GROUP_NPC;
meleeAttack1.Init( 0.0f, 64.0f, 0.7f, false );
meleeAttack2.Init( 0.0f, 64.0f, 0.7f, false );
rangeAttack1.Init( 64.0f, 786.0f, 0.5f, false );
rangeAttack2.Init( 64.0f, 512.0f, 0.5f, false );
}
CASW_Alien::~CASW_Alien()
{
for( int i = 0; i < m_Behaviors.Count(); i++ )
{
if ( m_Behaviors[ i ]->IsAllocated() )
{
delete m_Behaviors[ i ];
m_Behaviors.Remove( i );
i--;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Alien::Spawn()
{
if ( asw_debug_npcs.GetBool() )
{
m_debugOverlays |= OVERLAY_NPC_ROUTE_BIT | OVERLAY_BBOX_BIT | OVERLAY_PIVOT_BIT | OVERLAY_TASK_TEXT_BIT | OVERLAY_TEXT_BIT;
}
ChangeFaction( FACTION_ALIENS );
// get pointers to behaviors
GetBehavior( &m_pFlinchBehavior );
// Precache.
Precache();
SetModel( m_pszAlienModelName );
SetHullSizeNormal();
// Base spawn.
BaseClass::Spawn();
// By default NPCs are always solid and cannot be stood upon.
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetBloodColor( BLOOD_COLOR_GREEN );
SetCollisionGroup( m_nAlienCollisionGroup );
SetNavType( NAV_GROUND );
SetMoveType( MOVETYPE_STEP );
// Set the initial NPC state.
m_NPCState = NPC_STATE_NONE;
m_vecLastPushAwayOrigin = GetAbsOrigin();
m_fFancyDeathChance = RandomFloat();
if ( m_SquadName != NULL_STRING )
{
CapabilitiesAdd( bits_CAP_SQUAD );
}
if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) == false )
{
CapabilitiesAdd( bits_CAP_SKIP_NAV_GROUND_CHECK );
}
NPCInit();
m_flDistTooFar = 9999999.0f;
LookupBurrowActivities();
//See if we're supposed to start burrowed
if ( m_bStartBurrowed )
{
AddEffects( EF_NODRAW );
AddEffects( EF_NOSHADOW );
AddFlag( FL_NOTARGET );
m_spawnflags |= SF_NPC_GAG;
AddSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_NO;
m_vecUnburrowEndPoint = GetAbsOrigin();
// set alien to fly and not collide for the duration of his unburrow
AddFlag( FL_FLY );
SetGroundEntity( NULL );
SetCollisionGroup( COLLISION_GROUP_NPC_SCRIPTED );
// offset alien's position by the motion in his unburrow sequence
Activity unburrowActivity = m_UnburrowActivity;
int nSeq = SelectWeightedSequence( unburrowActivity );
if ( nSeq != -1 )
{
Vector vecLocalDelta;
GetSequenceLinearMotion( nSeq, &vecLocalDelta );
// Transform the sequence delta
matrix3x4_t fRotateMatrix;
AngleMatrix( GetLocalAngles(), fRotateMatrix );
Vector vecDelta;
VectorRotate( vecLocalDelta, fRotateMatrix, vecDelta );
Vector vecNewPos = GetAbsOrigin() - vecDelta;
Teleport( &vecNewPos, &GetAbsAngles(), &vec3_origin );
}
SetState( NPC_STATE_IDLE );
SetActivity( m_UnburrowIdleActivity );
SetSchedule( SCHED_BURROW_WAIT ); // todo: a schedule where they don't crawl out right away?
}
if ( m_iMoveCloneName != NULL_STRING )
{
SetMoveClone( m_iMoveCloneName, NULL );
}
}
void CASW_Alien::Precache()
{
BaseClass::Precache();
PrecacheModel( m_pszAlienModelName );
//pre-cache any models used by particle gib effects
int modelIndex = modelinfo->GetModelIndex( m_pszAlienModelName );
const model_t *model = modelinfo->GetModel( modelIndex );
if ( model )
{
KeyValues *modelKeyValues = new KeyValues( "" );
if ( modelKeyValues->LoadFromBuffer( m_ModelName.ToCStr(), modelinfo->GetModelKeyValueText( model ) ) )
{
KeyValues *pkvMeshParticleEffect = modelKeyValues->FindKey( "MeshParticles" );
if ( pkvMeshParticleEffect )
{
for ( KeyValues *pSingleEffect = pkvMeshParticleEffect->GetFirstSubKey(); pSingleEffect; pSingleEffect = pSingleEffect->GetNextKey() )
{
const char *pszModelName = pSingleEffect->GetString( "modelName", "" );
if( pszModelName )
{
PrecacheModel( pszModelName );
}
}
}
}
modelKeyValues->deleteThis();
}
PrecacheParticleSystem( "drone_death" ); // death
PrecacheParticleSystem( "drone_shot" ); // shot
PrecacheParticleSystem( "freeze_statue_shatter" );
}
// Updates our memory about the enemies we Swarm Sensed
// todo: add various swarm sense conditions?
void CASW_Alien::OnSwarmSensed(int iDistance)
{
AISightIter_t iter;
CBaseEntity *pSenseEnt;
pSenseEnt = GetASWSenses()->GetFirstSwarmSenseEntity( &iter );
while( pSenseEnt )
{
if ( pSenseEnt->IsPlayer() )
{
// if we see a client, remember that (mostly for scripted AI)
//SetCondition(COND_SEE_PLAYER);
}
Disposition_t relation = IRelationType( pSenseEnt );
// the looker will want to consider this entity
// don't check anything else about an entity that can't be seen, or an entity that you don't care about.
if ( relation != D_NU )
{
if ( pSenseEnt == GetEnemy() )
{
// we know this ent is visible, so if it also happens to be our enemy, store that now.
//SetCondition(COND_SEE_ENEMY);
}
// don't add the Enemy's relationship to the conditions. We only want to worry about conditions when
// we see npcs other than the Enemy.
switch ( relation )
{
case D_HT:
{
int priority = IRelationPriority( pSenseEnt );
if (priority < 0)
{
//SetCondition(COND_SEE_DISLIKE);
}
else if (priority > 10)
{
//SetCondition(COND_SEE_NEMESIS);
}
else
{
//SetCondition(COND_SEE_HATE);
}
UpdateEnemyMemory(pSenseEnt,pSenseEnt->GetAbsOrigin());
break;
}
case D_FR:
UpdateEnemyMemory(pSenseEnt,pSenseEnt->GetAbsOrigin());
//SetCondition(COND_SEE_FEAR);
break;
case D_LI:
case D_NU:
break;
default:
DevWarning( 2, "%s can't assess %s\n", GetClassname(), pSenseEnt->GetClassname() );
break;
}
}
pSenseEnt = GetASWSenses()->GetNextSwarmSenseEntity( &iter );
}
}
// create our custom senses class
CAI_Senses* CASW_Alien::CreateSenses()
{
CAI_Senses *pSenses = new CASW_AI_Senses;
pSenses->SetOuter( this );
return pSenses;
}
CASW_AI_Senses* CASW_Alien::GetASWSenses()
{
return dynamic_cast<CASW_AI_Senses*>(GetSenses());
}
bool CASW_Alien::QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC )
{
if ( !BaseClass::QuerySeeEntity( pEntity, bOnlyHateOrFearIfNPC ) )
return false;
if ( pEntity && pEntity->Classify() == CLASS_ASW_BAIT )
{
return GetAbsOrigin().DistToSqr( pEntity->GetAbsOrigin() ) < 90000.0f; // only see bait within 300 units
}
return true;
}
// wake the alien up when a marine gets nearby
void CASW_Alien::UpdateSleepState(bool bInPVS)
{
if ( GetSleepState() > AISS_AWAKE ) // alien is asleep, check for marines getting near to wake us up
{
// wake up if we have a script to run
if (m_hCine != NULL && GetSleepState() > AISS_AWAKE )
Wake();
bInPVS = MarineCanSee(384, 0.1f);
if ( bInPVS )
SetCondition( COND_IN_PVS );
else
ClearCondition( COND_IN_PVS );
if ( GetSleepState() > AISS_AWAKE && GetSleepState() != AISS_WAITING_FOR_INPUT )
{
if (bInPVS)
{
if (asw_draw_awake_ai.GetBool())
NDebugOverlay::EntityText(entindex(), 1, "WAKING", 60, 255,255,0,255);
Wake();
}
}
}
else // alien is awake, check for going back to ZZZ again :)
{
bool bHasOrders = (m_AlienOrders != AOT_None);
// Don't let an NPC sleep if they're running a script!
if( !ShouldAlwaysThink() && !bHasOrders && !IsInAScript() && m_NPCState != NPC_STATE_SCRIPT )
{
if( m_fLastSleepCheckTime < gpGlobals->curtime + ASW_ALIEN_SLEEP_CHECK_INTERVAL )
{
//if (!GetEnemy() && !MarineNearby(1024.0f) )
if (!GetEnemy() && !MarineCanSee(384, 2.0f) )
{
SetSleepState( AISS_WAITING_FOR_PVS );
if (asw_draw_awake_ai.GetBool())
NDebugOverlay::EntityText(entindex(), 1, "SLEEPING", 600, 255,255,0,255);
Sleep();
if (m_bVisibleWhenAsleep)
RemoveEffects( EF_NODRAW );
}
m_fLastSleepCheckTime = gpGlobals->curtime;
}
}
}
if ( GetSleepState() == AISS_AWAKE )
{
if ( !m_bRegisteredAsAwake )
{
ASWSpawnManager()->OnAlienWokeUp( this );
m_bRegisteredAsAwake = true;
}
}
else
{
if ( m_bRegisteredAsAwake )
{
ASWSpawnManager()->OnAlienSleeping( this );
m_bRegisteredAsAwake = false;
}
}
}
void CASW_Alien::UpdateOnRemove()
{
if ( m_bRegisteredAsAwake )
{
m_bRegisteredAsAwake = false;
ASWSpawnManager()->OnAlienSleeping( this );
}
BaseClass::UpdateOnRemove();
}
void CASW_Alien::SetDistSwarmSense( float flDistSense )
{
if (!GetASWSenses())
return;
GetASWSenses()->SetDistSwarmSense( flDistSense );
}
void CASW_Alien::NPCInit()
{
BaseClass::NPCInit();
// set default alien swarm sight/sense distances
SetDistSwarmSense(576.0f);
SetDistLook( 768.0f );
m_flDistTooFar = 1500.0f; // seems this is used as an early out for checking attack conditions or not, also for LOS?
// if flagged, alien can see twice as far
if ( HasSpawnFlags( SF_NPC_LONG_RANGE ) )
{
SetDistSwarmSense(1152.0f);
SetDistLook( 1536.0f );
m_flDistTooFar = 2000.0f;
}
SetCollisionBounds( GetHullMins(), GetHullMaxs() );
CASW_GameStats.Event_AlienSpawned( this );
m_LagCompensation.Init(this);
}
void CASW_Alien::CallBehaviorThink()
{
CAI_ASW_Behavior *pCurrent = GetPrimaryASWBehavior();
if ( pCurrent )
{
pCurrent->BehaviorThink();
}
}
void CASW_Alien::NPCThink( void )
{
BaseClass::NPCThink();
if ( asw_springcol.GetBool() && CanBePushedAway() )
{
PerformPushaway();
}
// stop electro stunning if we're slowed
if ( m_bElectroStunned && m_lifeState != LIFE_DYING )
{
if ( m_fHurtSlowMoveTime < gpGlobals->curtime )
{
m_bElectroStunned = false;
}
else
{
if ( gpGlobals->curtime >= m_fNextStunSound )
{
m_fNextStunSound = gpGlobals->curtime + RandomFloat( 0.2f, 0.5f );
EmitSound( "ASW_Tesla_Laser.Damage" );
}
}
}
if (gpGlobals->maxClients > 1)
m_LagCompensation.StorePositionHistory();
// Update range attack
if ( m_nVolleyType >= 0 )
UpdateRangedAttack();
UpdateThawRate();
m_flLastThinkTime = gpGlobals->curtime;
}
bool CASW_Alien::MarineNearby(float radius, bool bCheck3D)
{
// find the closest marine
CASW_Game_Resource *pGameResource = ASWGameResource();
if (!pGameResource)
return false;
for (int i=0;i<pGameResource->GetMaxMarineResources();i++)
{
CASW_Marine_Resource* pMarineResource = pGameResource->GetMarineResource(i);
if (!pMarineResource)
continue;
CASW_Marine* pMarine = pMarineResource->GetMarineEntity();
if (!pMarine)
continue;
Vector diff = pMarine->GetAbsOrigin() - GetAbsOrigin();
float dist = bCheck3D ? diff.Length() : diff.Length2D();
if (dist < radius)
{
return true;
}
}
return false;
}
CBaseEntity *CASW_Alien::CheckTraceHullAttack( float flDist, const Vector &mins, const Vector &maxs, float flDamage, int iDmgType, float forceScale, bool bDamageAnyNPC )
{
// If only a length is given assume we want to trace in our facing direction
Vector forward;
AngleVectors( GetAbsAngles(), &forward );
Vector vStart = GetAbsOrigin();
// The ideal place to start the trace is in the center of the attacker's bounding box.
// however, we need to make sure there's enough clearance. Some of the smaller monsters aren't
// as big as the hull we try to trace with. (SJB)
float flVerticalOffset = WorldAlignSize().z * 0.5;
if( flVerticalOffset < maxs.z )
{
// There isn't enough room to trace this hull, it's going to drag the ground.
// so make the vertical offset just enough to clear the ground.
flVerticalOffset = maxs.z + 1.0;
}
vStart.z += flVerticalOffset;
Vector vEnd = vStart + (forward * flDist );
return CheckTraceHullAttack( vStart, vEnd, mins, maxs, flDamage, iDmgType, forceScale, bDamageAnyNPC );
}
// alien has been hit by a melee attack
void CASW_Alien::MeleeBleed(CTakeDamageInfo* info)
{
if ( info->GetDamage() >= 1.0 && !(info->GetDamageType() & DMG_SHOCK )
&& !(info->GetDamageType() & DMG_BURN ))
{
Vector vecDir = -info->GetDamageForce();
vecDir.NormalizeInPlace();
UTIL_ASW_DroneBleed( info->GetDamagePosition() + m_LagCompensation.GetLagCompensationOffset(), vecDir, 4 );
}
}
//-----------------------------------------------------------------------------
// Freezes this NPC in place for a period of time.
//-----------------------------------------------------------------------------
void CASW_Alien::Freeze( float flFreezeAmount, CBaseEntity *pFreezer, Ray_t *pFreezeRay )
{
if ( flFreezeAmount <= 0.0f )
{
SetCondition(COND_NPC_FREEZE);
SetMoveType(MOVETYPE_NONE);
SetGravity(0);
SetLocalAngularVelocity(vec3_angle);
SetAbsVelocity( vec3_origin );
return;
}
if ( flFreezeAmount > 1.0f )
{
float flFreezeDuration = flFreezeAmount - 1.0f;
// if freezing permanently, then reduce freeze duration by freeze resistance
flFreezeDuration *= ( 1.0f - m_flFreezeResistance );
BaseClass::Freeze( 1.0f, pFreezer, pFreezeRay ); // make alien fully frozen
m_flFrozenTime = gpGlobals->curtime + flFreezeDuration;
}
else
{
// if doing a partial freeze, then freeze resistance reduces that
flFreezeAmount *= ( 1.0f - m_flFreezeResistance );
BaseClass::Freeze( flFreezeAmount, pFreezer, pFreezeRay );
}
UpdateThawRate();
}
bool CASW_Alien::ShouldBecomeStatue()
{
// Prevents parent classes from turning this NPC into a statue
// We handle that ourselves if the alien dies while iced up
return false;
}
void CASW_Alien::UpdateThawRate()
{
if ( m_flFrozenTime > gpGlobals->curtime )
{
m_flFrozenThawRate = 0.0f;
}
else
{
m_flFrozenThawRate = m_flBaseThawRate * (1.5f - m_flFrozen);
}
}
//------------------------------------------------------------------------------
// Purpose : start and end trace position, amount
// of damage to do, and damage type. Returns a pointer to
// the damaged entity in case the NPC wishes to do
// other stuff to the victim (punchangle, etc)
//
// Used for many contact-range melee attacks. Bites, claws, etc.
// Input :
// Output :
//------------------------------------------------------------------------------
CBaseEntity *CASW_Alien::CheckTraceHullAttack( const Vector &vStart, const Vector &vEnd, const Vector &mins, const Vector &maxs, float flDamage, int iDmgType, float flForceScale, bool bDamageAnyNPC )
{
// Handy debuging tool to visualize HullAttack trace
if ( ai_show_hull_attacks.GetBool() )
{
float length = (vEnd - vStart ).Length();
Vector direction = (vEnd - vStart );
VectorNormalize( direction );
Vector hullMaxs = maxs;
hullMaxs.x = length + hullMaxs.x;
NDebugOverlay::BoxDirection(vStart, mins, hullMaxs, direction, 100,255,255,20,1.0);
NDebugOverlay::BoxDirection(vStart, mins, maxs, direction, 255,0,0,20,1.0);
}
CTakeDamageInfo dmgInfo( this, this, flDamage, DMG_SLASH );
CASW_Trace_Filter_Melee traceFilter( this, COLLISION_GROUP_NONE, this, bDamageAnyNPC );
Ray_t ray;
ray.Init( vStart, vEnd, mins, maxs );
trace_t tr;
enginetrace->TraceRay( ray, MASK_SHOT_HULL, &traceFilter, &tr );
Vector vecAttackerCenter = WorldSpaceCenter();
for ( int i = 0; i < traceFilter.m_nNumHits; i++ )
{
trace_t *tr = &traceFilter.m_HitTraces[i];
CBaseEntity *pHitEntity = tr->m_pEnt;
Vector attackDir = pHitEntity->WorldSpaceCenter() - vecAttackerCenter;
VectorNormalize( attackDir );
CalculateMeleeDamageForce( &dmgInfo, attackDir, vecAttackerCenter, flForceScale );
tr->m_pEnt->DispatchTraceAttack( dmgInfo, tr->endpos - vecAttackerCenter, tr );
#ifdef GAME_DLL
ApplyMultiDamage();
#endif
}
CBaseEntity *pEntity = traceFilter.m_pHit;
return pEntity;
}
//-----------------------------------------------------------------------------
// Purpose:
// NOTE: I removed the ON_GROUND check for Alien Swarm. Do we need to put it
// back?
//-----------------------------------------------------------------------------
int CASW_Alien::MeleeAttack1Conditions( float flDot, float flDist )
{
// Should we even check this condition?
if ( !meleeAttack1.m_bCheck )
return COND_NONE;
// Check range.
if ( flDist < meleeAttack1.m_flMinDist )
return COND_TOO_CLOSE_TO_ATTACK;
if ( flDist > meleeAttack1.m_flMaxDist )
return COND_TOO_FAR_TO_ATTACK;
// Check facing.
if ( meleeAttack1.m_flDotAngle != COMBAT_COND_NO_FACING_CHECK )
{
if ( flDot < meleeAttack1.m_flDotAngle )
return COND_NOT_FACING_ATTACK;
}
return COND_CAN_MELEE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CASW_Alien::MeleeAttack2Conditions( float flDot, float flDist )
{
// Should we even check this condition?
if ( !meleeAttack2.m_bCheck )
return COND_NONE;
// Check ranges.
if ( flDist < meleeAttack2.m_flMinDist )
return COND_TOO_CLOSE_TO_ATTACK;
if ( flDist > meleeAttack2.m_flMaxDist )
return COND_TOO_FAR_TO_ATTACK;
// Check facing.
if ( meleeAttack1.m_flDotAngle != COMBAT_COND_NO_FACING_CHECK )
{
if ( flDot < meleeAttack2.m_flDotAngle )
return COND_NOT_FACING_ATTACK;
}
return COND_CAN_MELEE_ATTACK2;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CASW_Alien::RangeAttack1Conditions ( float flDot, float flDist )
{
// Should we even check this condition?
if ( !rangeAttack1.m_bCheck )
return COND_NONE;
// Check ranges.
if ( flDist < rangeAttack1.m_flMinDist )
return COND_TOO_CLOSE_TO_ATTACK;
if ( flDist > rangeAttack1.m_flMaxDist )
return COND_TOO_FAR_TO_ATTACK;
// Check facing.
if ( meleeAttack1.m_flDotAngle != COMBAT_COND_NO_FACING_CHECK )
{
if ( flDot < rangeAttack1.m_flDotAngle )
return COND_NOT_FACING_ATTACK;
}
return COND_CAN_RANGE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CASW_Alien::RangeAttack2Conditions ( float flDot, float flDist )
{
// Should we even check this condition?
if ( !rangeAttack2.m_bCheck )
return COND_NONE;
// Check ranges.
if ( flDist < rangeAttack2.m_flMinDist )
return COND_TOO_CLOSE_TO_ATTACK;
if ( flDist > rangeAttack2.m_flMaxDist )
return COND_TOO_FAR_TO_ATTACK;
// Check facing.
if ( meleeAttack1.m_flDotAngle != COMBAT_COND_NO_FACING_CHECK )
{
if ( flDot < rangeAttack2.m_flDotAngle )
return COND_NOT_FACING_ATTACK;
}
return COND_CAN_RANGE_ATTACK2;
}
// give our aliens 360 degree vision
bool CASW_Alien::FInViewCone( const Vector &vecSpot )
{
return true;
}
// always gib
bool CASW_Alien::ShouldGib( const CTakeDamageInfo &info )
{
return true;
}
// player (and player controlled marines) always avoid drones
bool CASW_Alien::ShouldPlayerAvoid( void )
{
return true;
}
// catching on fire
int CASW_Alien::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
int result = 0;
// scale burning damage up
//if (dynamic_cast<CEntityFlame*>(info.GetAttacker()))
if (dynamic_cast<CASW_Burning*>(info.GetInflictor()))
{
CTakeDamageInfo newDamage = info;
newDamage.ScaleDamage(asw_fire_alien_damage_scale.GetFloat());
if (asw_debug_alien_damage.GetBool())
{
Msg("%d %s hurt by %f dmg (scaled up by asw_fire_alien_damage_scale)\n", entindex(), GetClassname(), newDamage.GetDamage());
}
result = BaseClass::OnTakeDamage_Alive(newDamage);
}
else
{
if (asw_debug_alien_damage.GetBool())
{
Msg("%d %s hurt by %f dmg\n", entindex(), GetClassname(), info.GetDamage());
}
result = BaseClass::OnTakeDamage_Alive(info);
}
// if we take fire damage, catch on fire
if ( result > 0 && ( info.GetDamageType() & DMG_BURN ) )
{
ASW_Ignite( asw_alien_burn_duration.GetFloat(), 0, info.GetAttacker(), info.GetWeapon() );
}
// make the alien move slower for 0.5 seconds
if (info.GetDamageType() & DMG_SHOCK)
{
ElectroStun( asw_stun_grenade_time.GetFloat() );
m_fNoDamageDecal = true;
}
else
{
if (m_fHurtSlowMoveTime < gpGlobals->curtime + 0.5f)
m_fHurtSlowMoveTime = gpGlobals->curtime + 0.5f;
}
CASW_Marine* pMarine = NULL;
if ( info.GetAttacker() && info.GetAttacker()->Classify() == CLASS_ASW_MARINE )
{
pMarine = static_cast<CASW_Marine*>( info.GetAttacker() );
}
if (pMarine)
pMarine->HurtAlien(this, info);
// Notify gamestats of the damage
CASW_GameStats.Event_AlienTookDamage( this, info );
if ( m_RecentDamage.Count() == ASW_NUM_RECENT_DAMAGE )
{
m_RecentDamage.RemoveAtHead();
}
m_RecentDamage.Insert( info );
if ( m_pFlinchBehavior )
{
m_pFlinchBehavior->OnOuterTakeDamage( info );
}
return result;
}
// ===================
// schedule/task stuff
// ====================
void CASW_Alien::StartTask( const Task_t *pTask )
{
//int task = pTask->iTask;
switch ( pTask->iTask )
{
case TASK_BURROW_WAIT:
if ( pTask->flTaskData == 1.0f )
{
//Set our next burrow time
if (m_flBurrowTime == 0)
m_flBurrowTime = gpGlobals->curtime;
else
m_flBurrowTime = gpGlobals->curtime + random->RandomFloat( 1, 6);
}
break;
case TASK_UNBURROW:
Unburrow();
break;
case TASK_CHECK_FOR_UNBORROW:
//if ( ValidBurrowPoint( GetAbsOrigin() ) )
{
m_spawnflags &= ~SF_NPC_GAG;
RemoveSolidFlags( FSOLID_NOT_SOLID );
TaskComplete();
}
break;
case TASK_SET_UNBURROW_IDLE_ACTIVITY:
{
SetIdealActivity( m_UnburrowIdleActivity );
}
break;
case TASK_ASW_WAIT_FOR_ORDER_MOVE:
{
if ( IsMovementFrozen() )
{
TaskFail(FAIL_FROZEN);
break;
}
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
{
TaskComplete();
GetNavigator()->ClearGoal(); // Clear residual state
}
else if (!GetNavigator()->IsGoalActive())
{
SetIdealActivity( GetStoppedActivity() );
}
else
{
// Check validity of goal type
ValidateNavGoal();
}
}
break;
case TASK_ASW_ORDER_RETRY_WAIT:
//Msg("TASK_ASW_ORDER_RETRY_WAIT %d tries. doorblocked=%d\n", m_iNumASWOrderRetries, m_bBlockedByOpeningDoor);
m_iNumASWOrderRetries++;
if (m_iNumASWOrderRetries > 5)
{
TaskFail("Failed to find route to order target\n");
}
else
{
SetWait(MIN(float(m_iNumASWOrderRetries) / 2.0f, 12.0f)); // wait a bit longer in between each try
}
break;
case TASK_ASW_REPORT_BLOCKING_ENT:
Msg("Last blocking ent was %d:%s\n",
GetNavigator()->GetBlockingEntity(),
GetNavigator()->GetBlockingEntity() ? GetNavigator()->GetBlockingEntity()->GetClassname() : "Unknown");
TaskComplete();
break;
case TASK_ASW_ALIEN_ZIGZAG:
m_bPerformingZigZag = false;
break;
// override the default TASK_GET_PATH_TO_ENEMY to make our alien run at the end of the path
case TASK_GET_PATH_TO_ENEMY:
{
if (IsUnreachable(GetEnemy()))
{
TaskFail(FAIL_NO_ROUTE);
return;
}
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy == NULL )
{
TaskFail(FAIL_NO_ENEMY);
return;
}
if ( GetNavigator()->SetGoal( GOALTYPE_ENEMY ) )
{
if (m_bRunAtChasingPathEnds)
{
//Msg("Setting arrival speed to %f\n", GetIdealSpeed());
//GetNavigator()->SetArrivalSpeed(GetIdealSpeed()); // asw test
GetNavigator()->SetArrivalSpeed(300.0f); // asw test
}
TaskComplete();
}
else
{
// no way to get there =(
DevWarning( 2, "GetPathToEnemy failed!!\n" );
RememberUnreachable(GetEnemy());
TaskFail(FAIL_NO_ROUTE);
}
return;
}
case TASK_GET_PATH_TO_ENEMY_LKP:
{
CBaseEntity *pEnemy = GetEnemy();
if (!pEnemy || IsUnreachable(pEnemy))
{
TaskFail(FAIL_NO_ROUTE);
return;
}
AI_NavGoal_t goal( GetEnemyLKP() );
TranslateNavGoal( pEnemy, goal.dest );
if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) )
{
if (m_bRunAtChasingPathEnds)
{
//Msg("Setting arrival speed to %f\n", GetIdealSpeed());
//GetNavigator()->SetArrivalSpeed(GetIdealSpeed()); // asw test
GetNavigator()->SetArrivalSpeed(300.0f); // asw test
}
TaskComplete();
}
else
{
// no way to get there =(
DevWarning( 2, "GetPathToEnemyLKP failed!!\n" );
RememberUnreachable(GetEnemy());
TaskFail(FAIL_NO_ROUTE);
}
break;
}
case TASK_ASW_SPREAD_THEN_HIBERNATE:
{
// This task really uses 2 parameters, so we have to extract
// them from a single integer. To send both parameters, the
// formula is MIN_DIST * 10000 + MAX_DIST
{
int iMinDist, iMaxDist;
iMinDist = 90;
iMaxDist = 200;
// try to find a simple vector goal
if ( GetNavigator()->SetWanderGoal( iMinDist, iMaxDist ) )
TaskComplete();
else
{
// if we couldn't go for a full path
if ( GetNavigator()->SetRandomGoal( 150.0f ) )
TaskComplete();
else
TaskFail(FAIL_NO_REACHABLE_NODE);
}
}
}
break;
case TASK_ASW_BUILD_PATH_TO_ORDER:
{
CBaseEntity *pGoalEnt = m_AlienOrderObject;
m_bFailedMoveTo = false;
if (pGoalEnt)
{
// if our target is a path corner, do normal AI following of that route
bool bIsFlying = (GetMoveType() == MOVETYPE_FLY) || (GetMoveType() == MOVETYPE_FLYGRAVITY);
if (pGoalEnt->ClassMatches("path_corner"))
{
SetGoalEnt(pGoalEnt);
AI_NavGoal_t goal( GOALTYPE_PATHCORNER, pGoalEnt->GetAbsOrigin(),
bIsFlying ? ACT_FLY : ACT_WALK,
AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
SetState( NPC_STATE_IDLE );
if ( !GetNavigator()->SetGoal( goal ) )
{
DevWarning( 2, "Can't Create Route!\n" );
m_bFailedMoveTo = true;
}
else
{
TaskComplete();
}
}
else
{
// HACKHACK: Call through TranslateNavGoal to fixup this goal position
// UNDONE: Remove this and have NPCs that need this functionality fix up paths in the
// movement system instead of when they are specified.
AI_NavGoal_t goal(pGoalEnt->GetAbsOrigin(), bIsFlying ? ACT_FLY : ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
TranslateNavGoal( pGoalEnt, goal.dest );
if (!GetNavigator()->SetGoal( goal ))
{
DevWarning( 2, "Can't Create Route!\n" );
m_bFailedMoveTo = true;
}
else
{
TaskComplete();
}
}
}
if (!pGoalEnt || m_bFailedMoveTo)
{
//m_AlienOrders = AOT_SpreadThenHibernate; // make sure our orders are set correctly for this action (may be incorrect if a MoveTo order fails)
if (pTask->flTaskData <= 0) // check the taskdata to see if we should do a short spread movement when failing to build a path
{
// random nearby position
if ( GetNavigator()->SetWanderGoal( 90, 200 ) )
{
TaskComplete();
}
else
{
// if we couldn't go for a full path
if ( GetNavigator()->SetRandomGoal( 150.0f ) )
{
TaskComplete();
}
TaskFail(FAIL_NO_ROUTE);
}
}
else
{
TaskFail(FAIL_NO_ROUTE);
}
}
}
break;
default:
{
BaseClass::StartTask(pTask);
break;
}
}
}
bool CASW_Alien::IsCurTaskContinuousMove()
{
const Task_t* pTask = GetTask();
if( !pTask || pTask->iTask == TASK_ASW_WAIT_FOR_ORDER_MOVE )
return true;
return BaseClass::IsCurTaskContinuousMove();
}
void CASW_Alien::RunTask(const Task_t *pTask)
{
switch (pTask->iTask)
{
case TASK_BURROW_WAIT:
//See if enough time has passed
if ( m_flBurrowTime < gpGlobals->curtime )
{
TaskComplete();
}
break;
case TASK_ASW_WAIT_FOR_ORDER_MOVE:
{
if ( IsMovementFrozen() )
{
TaskFail(FAIL_FROZEN);
break;
}
bool fTimeExpired = ( pTask->flTaskData != 0 && pTask->flTaskData < gpGlobals->curtime - GetTimeTaskStarted() );
if (fTimeExpired || GetNavigator()->GetGoalType() == GOALTYPE_NONE)
{
TaskComplete();
GetNavigator()->StopMoving(); // Stop moving
}
else if (!GetNavigator()->IsGoalActive())
{
SetIdealActivity( GetStoppedActivity() );
}
else
{
// Check validity of goal type
ValidateNavGoal();
if ( m_AlienOrderObject.Get() )
{
const Vector &vecGoalPos = m_AlienOrderObject->GetAbsOrigin();
if ( ( GetNavigator()->GetGoalPos() - vecGoalPos ).LengthSqr() > Square( 60 ) )
{
if ( GetNavigator()->GetNavType() != NAV_JUMP )
{
if ( !GetNavigator()->UpdateGoalPos( vecGoalPos ) )
{
TaskFail( FAIL_NO_ROUTE );
}
}
}
}
}
break;
}
case TASK_CHECK_FOR_UNBORROW:
//Must wait for our next check time
if ( m_flBurrowTime > gpGlobals->curtime )
return;
//See if we can pop up
// todo: see if a marine is near?
//if ( ValidBurrowPoint( GetAbsOrigin() ) )
{
m_spawnflags &= ~SF_NPC_GAG;
RemoveSolidFlags( FSOLID_NOT_SOLID );
TaskComplete();
return;
}
//Try again in a couple of seconds
m_flBurrowTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 1.0f );
break;
case TASK_UNBURROW:
{
AutoMovement();
if ( IsActivityFinished() )
{
RemoveFlag( FL_FLY );
CheckForBlockingTraps();
SetCollisionGroup( m_nAlienCollisionGroup );
TaskComplete();
}
break;
}
case TASK_SET_UNBURROW_IDLE_ACTIVITY:
{
AutoMovement();
if ( IsActivityFinished() )
{
TaskComplete();
}
break;
}
case TASK_ASW_ORDER_RETRY_WAIT:
{
if ( IsWaitFinished() )
{
TaskComplete();
}
break;
}
case TASK_ASW_ALIEN_ZIGZAG:
{
if ( IsMovementFrozen() )
{
TaskFail(FAIL_FROZEN);
break;
}
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
{
m_bPerformingZigZag = false;
TaskComplete();
GetNavigator()->StopMoving(); // Stop moving
}
else if (!GetNavigator()->IsGoalActive())
{
SetIdealActivity( GetStoppedActivity() );
}
else if (ValidateNavGoal())
{
SetIdealActivity( GetNavigator()->GetMovementActivity() );
// if we've just spotted our enemy, recompute our path, to try and get a single local path to add a zigzag to
/*
if (HasCondition( COND_SEE_ENEMY ) && !m_bLastSeeEnemy)
{
if ( !GetNavigator()->RefindPathToGoal( false ) )
{
TaskFail( FAIL_NO_ROUTE );
return;
}
}
m_bLastSeeEnemy = HasCondition( COND_SEE_ENEMY );
if (GetNavigator()->CurWaypointIsGoal())
{
m_bPerformingZigZag = false;
AddZigZagToPath();
}*/
}
break;
}
default:
{
BaseClass::RunTask( pTask );
}
}
}
#define ZIG_ZAG_SIZE 1500 // was 3600
// don't change our chase goal while we're on a zigzag detour
bool CASW_Alien::ShouldUpdateEnemyPos()
{
if (GetTask() && GetTask()->iTask == TASK_ASW_ALIEN_ZIGZAG
//&& (GetNavigator()->GetCurWaypointFlags() & bits_WP_TO_DETOUR) )
&& m_bPerformingZigZag)
return false;
// don't repath if we're heading to a point that shouldn't be simplified
if (asw_drone_zig_zagging.GetBool() && GetNavigator()->GetCurWaypointFlags() & bits_WP_DONT_SIMPLIFY)
{
return false;
}
//Msg("updating enemy pos %f\n", gpGlobals->curtime);
return true;
}
float CASW_Alien::GetGoalRepathTolerance( CBaseEntity *pGoalEnt, GoalType_t type, const Vector &curGoal, const Vector &curTargetPos )
{
if (!ShouldUpdateEnemyPos())
return 10000.0f; // allow huge tolerance to prevent repath
//return BaseClass::GetGoalRepathTolerance(pGoalEnt, type, curGoal, curTargetPos);
float distToGoal = ( GetAbsOrigin() - curTargetPos ).Length() - GetNavigator()->GetArrivalDistance();
float distMoved1Sec = GetSmoothedVelocity().Length();
float result = 120; // FIXME: why 120?
if (distToGoal <= 100)
return GetMotor()->MinStoppingDist(0.0f);
if (distMoved1Sec > 0.0)
{
float t = distToGoal / distMoved1Sec;
result = clamp( 120 * t, 0, 120 );
// Msg("t %.2f : d %.0f (%.0f)\n", t, result, distMoved1Sec );
}
if ( !pGoalEnt->IsPlayer() )
result *= 1.20;
return result;
}
void CASW_Alien::AddZigZagToPath(void)
{
// If already on a detour don't add a zigzag
if (GetNavigator()->GetCurWaypointFlags() & bits_WP_TO_DETOUR)
{
return;
}
// If enemy isn't facing me or occluded, don't add a zigzag
//if (HasCondition(COND_ENEMY_OCCLUDED) || !HasCondition ( COND_ENEMY_FACING_ME ))
//{
//return;
//}
Vector waypointPos = GetNavigator()->GetCurWaypointPos();
Vector waypointDir = (waypointPos - GetAbsOrigin());
// If the distance to the next node is greater than ZIG_ZAG_SIZE
// then add a random zig/zag to the path
if (waypointDir.LengthSqr() > ZIG_ZAG_SIZE)
{
// Pick a random distance for the zigzag (less that sqrt(ZIG_ZAG_SIZE)
float fZigZigDistance = random->RandomFloat( 100, 200 ); //30, 60 );
int iZigZagSide = random->RandomInt(0,1);
Msg("adding a zig zag of %f units\n", fZigZigDistance);
// Get me a vector orthogonal to the direction of motion
VectorNormalize( waypointDir );
Vector vDirUp(0,0,1);
Vector vDir;
CrossProduct( waypointDir, vDirUp, vDir);
// Pick a random direction (left/right) for the zigzag
if (iZigZagSide)
{
vDir = -1 * vDir;
}
// Get zigzag position in direction of target waypoint
Vector zigZagPos = GetAbsOrigin() + waypointDir * 200;
// Now offset
zigZagPos = zigZagPos + (vDir * fZigZigDistance);
// Now make sure that we can still get to the zigzag position and the waypoint
AIMoveTrace_t moveTrace1, moveTrace2;
GetMoveProbe()->MoveLimit( NAV_GROUND, GetAbsOrigin(), zigZagPos, MASK_NPCSOLID, NULL, &moveTrace1);
GetMoveProbe()->MoveLimit( NAV_GROUND, zigZagPos, waypointPos, MASK_NPCSOLID, NULL, &moveTrace2);
if ( !IsMoveBlocked( moveTrace1 ) && !IsMoveBlocked( moveTrace2 ) )
{
m_bPerformingZigZag = true;
GetNavigator()->PrependWaypoint( zigZagPos, NAV_GROUND, bits_WP_TO_DETOUR );
}
}
}
int CASW_Alien::TranslateSchedule( int scheduleType )
{
if (scheduleType == SCHED_CHASE_ENEMY)
return SCHED_ASW_ALIEN_CHASE_ENEMY;
int i = BaseClass::TranslateSchedule(scheduleType);
if ( i == SCHED_MELEE_ATTACK1 )
{
if ( ShouldStopBeforeMeleeAttack() )
{
return SCHED_ASW_ALIEN_SLOW_MELEE_ATTACK1;
}
return SCHED_ASW_ALIEN_MELEE_ATTACK1;
}
return i;
}
// pushes aliens out of each other
void CASW_Alien::PerformPushaway()
{
VPROF("CASW_Alien::PerformPushaway");
SetupPushawayVector();
#ifdef MOVEPROBE_PUSHAWAY
AIMoveTrace_t moveTrace;
unsigned testFlags = AITGM_IGNORE_FLOOR;
GetMoveProbe()->TestGroundMove( GetLocalOrigin(), GetAbsOrigin() + m_vecLastPush, GetAITraceMask(), testFlags, &moveTrace );
UTIL_SetOrigin( this, moveTrace.vEndPosition, true );
#else
// check if we can safely move through this push
Vector dest = GetAbsOrigin() + m_vecLastPush;
trace_t tr;
AI_TraceHull( GetAbsOrigin(), dest, WorldAlignMins(), WorldAlignMaxs(), GetAITraceMask(), this, GetCollisionGroup(), &tr );
if ( !tr.startsolid && (tr.fraction == 1.0) )
{
// all was clear, move into new position
UTIL_SetOrigin(this, dest);
}
#endif
// if we're close to stopping, zero our velocity
if ( GetMotor()->GetCurSpeed() < 1.0f )
{
GetMotor()->SetMoveVel( Vector( 0,0,0 ) );
}
// if we were pushed, slow us down a bit
else if ( m_bPushed )
{
float scale_vel = 1.0f - ( m_vecLastPush.Length2D() / asw_springcol_push_cap.GetFloat() );
GetMotor()->SetMoveVel( GetMotor()->GetCurVel() * scale_vel );
}
}
float CASW_Alien::GetSpringColRadius()
{
return asw_springcol_radius.GetFloat();
}
void CASW_Alien::SetupPushawayVector()
{
CASW_Alien *pOtherAlien;
Vector vecPush;
vecPush.Init();
bool m_bPushed = false;
float flSpringColRadius = GetSpringColRadius();
// go through all aliens
int iAliens = IAlienAutoList::AutoList().Count();
for ( int i = 0; i < iAliens; i++ )
{
pOtherAlien = static_cast< CASW_Alien* >( IAlienAutoList::AutoList()[ i ] );
if ( pOtherAlien != this && !( Classify() == CLASS_ASW_HARVESTER && pOtherAlien->Classify() != CLASS_ASW_PARASITE )
&& !( Classify() == CLASS_ASW_PARASITE && pOtherAlien->Classify() != CLASS_ASW_HARVESTER ) )
{
Vector diff = m_vecLastPushAwayOrigin - pOtherAlien->GetAbsOrigin();
float dist = diff.Length();
VectorNormalize( diff );
// TODO: Customize springcolradius per alien type
if ( dist < flSpringColRadius ) // if alien is too close, add a force from him to our push vector
{
dist -= flSpringColRadius * asw_springcol_core.GetFloat();
if (dist < 1)
dist = 1;
float push_amount = flSpringColRadius / dist;
vecPush += push_amount * diff * asw_springcol_force_scale.GetFloat();
m_bPushed = true;
}
}
}
// cap the push vector
float over_length = vecPush.Length() / asw_springcol_push_cap.GetFloat();
if (over_length > 1)
vecPush /= over_length;
// push out of players with equal force to total push from other drones
int iMaxMarines = ASWGameResource()->GetMaxMarineResources();
for ( int i = 0; i < iMaxMarines; i++ )
{
CASW_Marine_Resource *pMR = ASWGameResource()->GetMarineResource( i );
if ( !pMR )
continue;
CASW_Marine *pMarine = pMR->GetMarineEntity();
if ( !pMarine )
continue;
Vector diff = m_vecLastPushAwayOrigin - pMarine->GetAbsOrigin();
float dist = diff.Length();
VectorNormalize( diff );
if ( dist < flSpringColRadius ) // if drone is too close, add a force from him to our push vector
{
dist -= flSpringColRadius * asw_springcol_core.GetFloat();
if ( dist < 1 )
{
dist = 1;
}
float push_amount = flSpringColRadius / dist;
vecPush += push_amount * diff * asw_springcol_force_scale.GetFloat();
m_bPushed = true;
}
}
// push away from tesla traps
int nTraps = g_aTeslaTraps.Count();
for ( int i = 0; i < nTraps; i++ )
{
Vector diff = m_vecLastPushAwayOrigin - g_aTeslaTraps[i]->GetAbsOrigin();
float dist = diff.Length();
VectorNormalize( diff );
if ( dist < flSpringColRadius ) // if drone is too close, add a force from him to our push vector
{
dist -= flSpringColRadius * asw_springcol_core.GetFloat();
if ( dist < 1 )
{
dist = 1;
}
float push_amount = flSpringColRadius / dist;
vecPush += push_amount * diff * asw_springcol_force_scale.GetFloat();
m_bPushed = true;
}
}
// cap the push vector
over_length = vecPush.Length() / asw_springcol_push_cap.GetFloat();
if ( over_length > 1 )
{
vecPush /= over_length;
}
// smooth the push vector
m_vecLastPush = (m_vecLastPush * 2.0f + vecPush) / 3.0f;
//Msg("%d Pushaway vector size %f\n", entindex(), m_vecLastPush.Length2D());
if ( asw_springcol_debug.GetInt() == -1 ||
asw_springcol_debug.GetInt() == entindex() )
{
float flYaw = UTIL_VecToYaw( m_vecLastPush );
NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 24 ), flYaw, 64, 8, 255, 255, 0, 0, true, 0.1f );
}
m_vecLastPushAwayOrigin = GetAbsOrigin();
}
bool CASW_Alien::CanBePushedAway()
{
// no pushing away while burrowed
if ( IsCurSchedule( SCHED_BURROW_WAIT, false ) || IsCurSchedule( SCHED_WAIT_FOR_CLEAR_UNBORROW, false )
|| IsCurSchedule( SCHED_BURROW_OUT, false ) )
return false;
// don't push away aliens that have low sight ('asleep')
return !IsCurSchedule( CAI_ASW_SleepBehavior::SCHED_SLEEP_UNBURROW );
}
AI_BEGIN_CUSTOM_NPC( asw_alien, CASW_Alien )
DECLARE_CONDITION( COND_ASW_BEGIN_COMBAT_STUN )
DECLARE_CONDITION( COND_ASW_FLINCH )
DECLARE_TASK( TASK_ASW_ALIEN_ZIGZAG )
DECLARE_TASK( TASK_ASW_SPREAD_THEN_HIBERNATE )
DECLARE_TASK( TASK_ASW_BUILD_PATH_TO_ORDER )
DECLARE_TASK( TASK_ASW_ORDER_RETRY_WAIT )
DECLARE_TASK( TASK_ASW_REPORT_BLOCKING_ENT )
DECLARE_TASK( TASK_UNBURROW )
DECLARE_TASK( TASK_CHECK_FOR_UNBORROW )
DECLARE_TASK( TASK_BURROW_WAIT )
DECLARE_TASK( TASK_SET_UNBURROW_IDLE_ACTIVITY )
DECLARE_TASK( TASK_ASW_WAIT_FOR_ORDER_MOVE )
DECLARE_ACTIVITY( ACT_MELEE_ATTACK1_HIT )
DECLARE_ACTIVITY( ACT_MELEE_ATTACK2_HIT )
DECLARE_ACTIVITY( ACT_ALIEN_FLINCH_SMALL )
DECLARE_ACTIVITY( ACT_ALIEN_FLINCH_MEDIUM )
DECLARE_ACTIVITY( ACT_ALIEN_FLINCH_BIG )
DECLARE_ACTIVITY( ACT_ALIEN_FLINCH_GESTURE )
DECLARE_ACTIVITY( ACT_DEATH_FIRE )
DECLARE_ACTIVITY( ACT_DEATH_ELEC )
DECLARE_ACTIVITY( ACT_DIE_FANCY )
DECLARE_ACTIVITY( ACT_BURROW_OUT )
DECLARE_ACTIVITY( ACT_BURROW_IDLE )
DECLARE_ANIMEVENT( AE_ALIEN_MELEE_HIT )
//=========================================================
// > SCHED_ASW_ALIEN_CHASE_ENEMY
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ASW_ALIEN_CHASE_ENEMY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED"
//" TASK_SET_TOLERANCE_DISTANCE 24"
" TASK_GET_PATH_TO_ENEMY 300"
" TASK_RUN_PATH 0"
//" TASK_ASW_ALIEN_ZIGZAG 0"
" TASK_WAIT_FOR_MOVEMENT 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" 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_HEAR_DANGER"
)
// Same as base melee attack1, minus the TASK_STOP_MOVING
DEFINE_SCHEDULE
(
SCHED_ASW_ALIEN_MELEE_ATTACK1,
" Tasks"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_MELEE_ATTACK1 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_ENEMY_OCCLUDED"
);
DEFINE_SCHEDULE
(
SCHED_ASW_ALIEN_SLOW_MELEE_ATTACK1,
" Tasks"
" TASK_STOP_MOVING 1"
" TASK_WAIT 0.1"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_MELEE_ATTACK1 1"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_ENEMY_OCCLUDED"
);
DEFINE_SCHEDULE
(
SCHED_ASW_SPREAD_THEN_HIBERNATE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_ASW_SPREAD_THEN_HIBERNATE 0"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_IDLE_STAND"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
)
DEFINE_SCHEDULE
(
SCHED_ASW_ORDER_MOVE,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASW_RETRY_ORDERS"
" TASK_ASW_BUILD_PATH_TO_ORDER 0"
" TASK_RUN_PATH 0"
" TASK_ASW_WAIT_FOR_ORDER_MOVE 0" // 0 is spread if fail to build path
//" TASK_WAIT_PVS 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_ENEMY" // in deference to scripted schedule where the enemy was slammed, thus no COND_NEW_ENEMY
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_SMELL"
" COND_PROVOKED"
" COND_HEAR_COMBAT"
" COND_HEAR_BULLET_IMPACT"
)
DEFINE_SCHEDULE
(
SCHED_ASW_RETRY_ORDERS,
" Tasks"
//" TASK_ASW_REPORT_BLOCKING_ENT 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASW_SPREAD_THEN_HIBERNATE"
" TASK_ASW_ORDER_RETRY_WAIT 1" // this will fail the schedule if we've retried too many times
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASW_RETRY_ORDERS"
" TASK_ASW_BUILD_PATH_TO_ORDER 1" // 1 is no spread if fail to build path
" TASK_WALK_PATH 9999"
" TASK_WAIT_FOR_MOVEMENT 0" // 0 is spread if fail to build path
" TASK_WAIT_PVS 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_ENEMY" // in deference to scripted schedule where the enemy was slammed, thus no COND_NEW_ENEMY
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_SMELL"
" COND_PROVOKED"
" COND_HEAR_COMBAT"
" COND_HEAR_BULLET_IMPACT"
)
DEFINE_SCHEDULE
(
SCHED_BURROW_WAIT,
" Tasks"
" TASK_SET_UNBURROW_IDLE_ACTIVITY 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_BURROW_WAIT"
" TASK_BURROW_WAIT 1"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_WAIT_FOR_CLEAR_UNBORROW"
""
" Interrupts"
" COND_TASK_FAILED"
)
DEFINE_SCHEDULE
(
SCHED_WAIT_FOR_CLEAR_UNBORROW,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_BURROW_WAIT"
" TASK_CHECK_FOR_UNBORROW 1"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_BURROW_OUT"
""
" Interrupts"
" COND_TASK_FAILED"
)
DEFINE_SCHEDULE
(
SCHED_BURROW_OUT,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_BURROW_WAIT"
" TASK_UNBURROW 0"
""
" Interrupts"
" COND_TASK_FAILED"
)
AI_END_CUSTOM_NPC()
// Behaviour stuff to support act busy
bool CASW_Alien::CreateBehaviors()
{
AddBehavior( &m_ActBusyBehavior );
return BaseClass::CreateBehaviors();
}
int CASW_Alien::SelectAlienOrdersSchedule()
{
int schedule = 0;
// check if we have any alien orders to follow
switch (m_AlienOrders)
{
case AOT_MoveToIgnoringMarines:
{
IgnoreMarines(true);
schedule = SCHED_ASW_ORDER_MOVE;
}
break;
case AOT_SpreadThenHibernate:
case AOT_MoveTo:
{
IgnoreMarines(false);
schedule = SCHED_ASW_ORDER_MOVE;
}
break;
case AOT_MoveToNearestMarine:
{
float marine_distance;
// refresh our order target, in case the one passed in by the orders is no longer the nearest
m_AlienOrderObject = UTIL_ASW_NearestMarine( GetAbsOrigin(), marine_distance );
IgnoreMarines(false);
schedule = SCHED_ASW_ORDER_MOVE;
}
break;
case AOT_None:
default:
{
// nothing
}
}
return schedule;
}
int CASW_Alien::SelectSchedule( void )
{
// If we're supposed to be burrowed, stay there
if ( m_bStartBurrowed )
return SCHED_BURROW_WAIT;
// see if our alien orders want to schedule something
int order_schedule = SelectAlienOrdersSchedule();
if (order_schedule > 0)
{
//Msg("SelectSchedule picked alien orders\n");
return order_schedule;
}
if ( !BehaviorSelectSchedule() )
{
}
return BaseClass::SelectSchedule();
}
ConVar asw_drone_death_force_pitch( "asw_drone_death_force_pitch", "-10", FCVAR_CHEAT, "Tilt the angle of death forces on alien ragdolls" );
ConVar asw_drone_death_force( "asw_drone_death_force", "5", FCVAR_CHEAT, "Scale for alien death forces" );
#define DRONE_MASS 90.0f
Vector CASW_Alien::CalcDeathForceVector( const CTakeDamageInfo &info )
{
if ( asw_debug_alien_damage.GetBool() )
{
Msg( "Death force pre = %f\n", info.GetDamageForce().Length() );
}
if ( !( info.GetDamageType() & DMG_BLAST || info.GetDamageType() & DMG_BURN ) )
{
// normalize force for non-explosive weapons, as they each have different fire rates/forces
// TODO: Tilt force vector upwards a bit
float flDesiredForceScale = asw_drone_death_force.GetFloat() * 10000.0f;
float flMassScale = 1.0f;
if ( VPhysicsGetObject() )
{
flMassScale = 1.0f / ( VPhysicsGetObject()->GetMass() / DRONE_MASS ); // using drone's mass as a baseline
}
CBaseEntity *pForce = info.GetInflictor();
if ( !pForce )
{
pForce = info.GetAttacker();
}
Vector forceVector = vec3_origin;
if ( pForce )
{
forceVector = GetAbsOrigin() - pForce->GetAbsOrigin();
forceVector.NormalizeInPlace();
if ( asw_debug_alien_damage.GetBool() )
{
Msg( "Death force post = %f flDesiredForceScale=%f flMassScale=%f\n", (forceVector * flDesiredForceScale * flMassScale).Length(), flDesiredForceScale, flMassScale );
}
return forceVector * flDesiredForceScale * flMassScale;
}
else
{
forceVector.x = random->RandomFloat( -1.0f, 1.0f );
forceVector.y = random->RandomFloat( -1.0f, 1.0f );
forceVector.z = 0.0;
if ( asw_debug_alien_damage.GetBool() )
{
Msg( "Death force post = %f flDesiredForceScale=%f flMassScale=%f\n", (forceVector * flDesiredForceScale * flMassScale).Length(), flDesiredForceScale, flMassScale );
}
return forceVector * (flDesiredForceScale/4) * flMassScale;
}
}
return BaseClass::CalcDeathForceVector( info );
}
void CASW_Alien::BreakAlien( const CTakeDamageInfo &info )
{
Vector velocity;
velocity = CalcDeathForceVector( info )/150;
if ( velocity == vec3_origin )
velocity = Vector( RandomFloat( 1, 15 ), RandomFloat( 1, 15 ), 75.0f );
velocity.z *= 1.25;
velocity.z += 175.0;
AngularImpulse angVelocity = RandomAngularImpulse( -500.0f, 500.0f );
breakablepropparams_t params( GetAbsOrigin(), GetAbsAngles(), velocity, angVelocity );
params.impactEnergyScale = 1.0f;
params.defBurstScale = 100.0f;
params.defCollisionGroup = COLLISION_GROUP_DEBRIS;
PropBreakableCreateAll( GetModelIndex(), NULL, params, this, -1, true, true );
}
//=========================================================
// GetDeathActivity - determines the best type of death
// anim to play.
//=========================================================
Activity CASW_Alien::GetDeathActivity ( void )
{
Activity deathActivity;
deathActivity = ACT_DIESIMPLE;
if ( m_nDeathStyle == kDIE_FANCY )
{
if ( m_bOnFire )
deathActivity = ( Activity ) ACT_DEATH_FIRE;
else if ( m_bElectroStunned )
deathActivity = ( Activity ) ACT_DEATH_ELEC;
else
deathActivity = ( Activity ) ACT_DIE_FANCY;
}
//BaseClass::GetDeathActivity();
return deathActivity;
}
bool CASW_Alien::CanBecomeRagdoll( void )
{
MDLCACHE_CRITICAL_SECTION();
int ragdollSequence = SelectWeightedSequence( ACT_DIERAGDOLL );
if ( m_nDeathStyle == kDIE_FANCY && !m_bTimeToRagdoll )
return false;
//Can't cause we don't have a ragdoll sequence.
if ( ragdollSequence == ACTIVITY_NOT_AVAILABLE )
return false;
if ( GetFlags() & FL_TRANSRAGDOLL )
return false;
return true;
}
bool CASW_Alien::CanDoFancyDeath()
{
if ( m_nDeathStyle == kDIE_BREAKABLE || m_nDeathStyle == kDIE_INSTAGIB )
return false;
if ( GetNavType() != NAV_GROUND )
return false;
if ( IsCurSchedule( SCHED_BURROW_WAIT, false ) || IsCurSchedule( SCHED_WAIT_FOR_CLEAR_UNBORROW, false ) || IsCurSchedule( SCHED_BURROW_OUT, false ) )
return false;
if ( m_hMoveClone.Get() )
return false;
if ( m_bOnFire )
{
// do i have the custom death activities?
if ( SelectWeightedSequence ( ( Activity ) ACT_DEATH_FIRE ) == ACTIVITY_NOT_AVAILABLE || RandomFloat() < 0.5f )
return false;
}
else if ( m_bElectroStunned )
{
// do i have the custom death activities?
if ( SelectWeightedSequence ( ( Activity ) ACT_DEATH_ELEC ) == ACTIVITY_NOT_AVAILABLE || RandomFloat() < 0.75f )
return false;
}
// do i have the custom death activities?
else
{
if ( m_fFancyDeathChance > asw_alien_fancy_death_chance.GetFloat() )
return false;
if ( SelectWeightedSequence ( ( Activity ) ACT_DIE_FANCY ) == ACTIVITY_NOT_AVAILABLE )
return false;
}
return true;
}
extern ConVar asw_fist_ragdoll_chance;
void CASW_Alien::Event_Killed( const CTakeDamageInfo &info )
{
if (asw_debug_alien_damage.GetBool())
Msg("%f alien killed\n", gpGlobals->curtime);
if (ASWGameRules())
{
ASWGameRules()->AlienKilled(this, info);
}
CASW_GameStats.Event_AlienKilled( this, info );
if ( ASWDirector() )
ASWDirector()->Event_AlienKilled( this, info );
if (m_hSpawner.Get())
m_hSpawner->AlienKilled(this);
//bool bRagdollCreated = Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_ELECTRICAL );
//switch to the dead bodygroup if you are not on fire or electrocuted
if ( HasDeadBodyGroup() && !m_bOnFire && !m_bElectroStunned )
{
SetBodygroup( 0, m_iDeadBodyGroup );
}
if ( m_flFrozen >= 0.1f )
{
bool bShatter = ( RandomFloat() > 0.01f );
CreateASWServerStatue( this, COLLISION_GROUP_NONE, info, bShatter );
BaseClass::Event_Killed( CTakeDamageInfo( info.GetAttacker(), info.GetAttacker(), info.GetDamage(), DMG_GENERIC | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE ) );
RemoveDeferred();
return;
}
// if we died from an explosion, instagib
if ( !m_bNeverInstagib && info.GetDamage() > 8.0f && (info.GetDamageType() & DMG_BLAST || info.GetDamageType() & DMG_SONIC) )
{
m_nDeathStyle = kDIE_INSTAGIB;
}
else if ( !m_bNeverInstagib && !m_bElectroStunned && info.GetDamage() > 20.0f && RandomFloat() > 0.05f ) // if the damage inflicted was a high amount of damage, instagib 95% of the time
{
m_nDeathStyle = kDIE_INSTAGIB;
}
else // else see if we can break apart
{
// if we can do a fancy death or we don't do a break, we will ragdoll to the split version
if ( CanDoFancyDeath() )
{
m_nDeathStyle = kDIE_FANCY;
}
// if our model is set up to break and we aren't on fire or electrocuted, break
else if ( CanBreak() && RandomFloat() < asw_alien_break_chance.GetFloat() && !m_bElectroStunned && !m_bOnFire )
{
m_nDeathStyle = kDIE_BREAKABLE;
//BreakAlien( info );
}
// if we are set to never ragdoll or if we are electrified, but dont have anims or decided not to do them, instagib
else if ( m_bNeverRagdoll || m_bElectroStunned )
{
m_nDeathStyle = kDIE_INSTAGIB;
}
}
if (!ShouldGib(info))
{
const unsigned int nDamageTypesThatCauseHurling = DMG_BLAST | DMG_BLAST_SURFACE;
SetCollisionGroup(ASW_COLLISION_GROUP_PASSABLE); // don't block marines by dead bodies
if ( (info.GetDamageType() & nDamageTypesThatCauseHurling) &&
gpGlobals->curtime > sm_flLastHurlTime + asw_drone_hurl_interval.GetFloat() &&
random->RandomFloat() <= asw_drone_hurl_chance.GetFloat() )
{
m_nDeathStyle = kDIE_HURL;
sm_flLastHurlTime = gpGlobals->curtime;
}
if ( ( info.GetDamageType() & DMG_CLUB ) && info.GetAttacker() && info.GetAttacker()->Classify() == CLASS_ASW_MARINE )
{
CASW_Marine *pMarine = assert_cast<CASW_Marine*>( info.GetAttacker() );
if ( pMarine->HasPowerFist() && RandomFloat() < asw_fist_ragdoll_chance.GetFloat() )
{
m_nDeathStyle = kDIE_MELEE_THROW;
}
}
}
DropMoney( info );
if ( ASWGameRules() )
ASWGameRules()->DropPowerup( this, info, GetClassname() );
if ( asw_alien_debug_death_style.GetBool() )
Msg( "'%s' CASW_Alien::Event_Killed: m_nDeathStyle = %d\n", GetClassname(), m_nDeathStyle );
BaseClass::Event_Killed(info);
}
void CASW_Alien::SetSpawner(CASW_Base_Spawner* spawner)
{
m_hSpawner = spawner;
}
void CASW_Alien::InputBreakWaitForScript(inputdata_t &inputdata)
{
if (IsCurSchedule( SCHED_WAIT_FOR_SCRIPT ))
{
SetSchedule(SCHED_IDLE_STAND);
}
}
// set orders for our alien
// select schedule should activate the appropriate orders
void CASW_Alien::SetAlienOrders(AlienOrder_t Orders, Vector vecOrderSpot, CBaseEntity* pOrderObject)
{
m_AlienOrders = Orders;
m_vecAlienOrderSpot = vecOrderSpot; // unused currently
m_AlienOrderObject = pOrderObject;
if (Orders == AOT_None)
{
ClearAlienOrders();
return;
}
ForceDecisionThink(); // todo: stagger the decision time if at start of mission?
//Msg("Drone recieved orders\n");
}
AlienOrder_t CASW_Alien::GetAlienOrders()
{
return m_AlienOrders;
}
void CASW_Alien::ClearAlienOrders()
{
//Msg("Drone orders cleared\n");
m_AlienOrders = AOT_None;
m_vecAlienOrderSpot = vec3_origin;
m_AlienOrderObject = NULL;
m_bIgnoreMarines = false;
m_bFailedMoveTo = false;
}
void CASW_Alien::GatherConditions()
{
BaseClass::GatherConditions();
if (m_bIgnoreMarines) // todo: 'proper' way to ignore conditions? (using SetIgnoreConditions on receiving orders doesn't work)
{
ClearCondition(COND_CAN_MELEE_ATTACK1);
ClearCondition(COND_CAN_MELEE_ATTACK2);
ClearCondition(COND_CAN_RANGE_ATTACK1);
ClearCondition(COND_CAN_RANGE_ATTACK2);
ClearCondition(COND_ENEMY_DEAD);
ClearCondition(COND_HEAR_BULLET_IMPACT);
ClearCondition(COND_HEAR_COMBAT);
ClearCondition(COND_HEAR_DANGER);
ClearCondition(COND_HEAR_PHYSICS_DANGER);
ClearCondition(COND_NEW_ENEMY);
ClearCondition(COND_PROVOKED);
ClearCondition(COND_SEE_ENEMY);
ClearCondition(COND_SEE_FEAR);
ClearCondition(COND_SMELL);
ClearCondition(COND_HEAVY_DAMAGE);
ClearCondition(COND_LIGHT_DAMAGE);
ClearCondition(COND_RECEIVED_ORDERS);
}
if (HasCondition(COND_NEW_ENEMY)
&& m_AlienOrders != AOT_MoveToIgnoringMarines) // if we're not ignoring marines, finish our orders once we spot an enemy
{
ClearAlienOrders();
}
}
// if we arrive at our destination, clear our orders
void CASW_Alien::OnMovementComplete()
{
if ( ShouldClearOrdersOnMovementComplete() )
{
ClearAlienOrders();
}
BaseClass::OnMovementComplete();
}
bool CASW_Alien::ShouldClearOrdersOnMovementComplete()
{
if (m_AlienOrders != AOT_None)
{
if (m_AlienOrders == AOT_SpreadThenHibernate && m_bFailedMoveTo)
{
// should try to repath?
// or go to a schedule where we wait X seconds, then try to repath?
}
// check if we finished trying to chase a marine, but don't have an enemy yet
// this means the marine probably moved somewhere else and we need to chase after him again
if (m_AlienOrders == AOT_MoveToNearestMarine && !GetEnemy())
{
float marine_distance;
CBaseEntity *pMarine = UTIL_ASW_NearestMarine(GetAbsOrigin(), marine_distance);
if (pMarine)
{
// don't clear orders, this'll make the alien's selectschedule do the marine chase again
return false;
}
}
}
return true;
};
void CASW_Alien::IgnoreMarines(bool bIgnoreMarines)
{
static int g_GeneralConditions[] =
{
COND_CAN_MELEE_ATTACK1,
COND_CAN_MELEE_ATTACK2,
COND_CAN_RANGE_ATTACK1,
COND_CAN_RANGE_ATTACK2,
COND_ENEMY_DEAD,
COND_HEAR_BULLET_IMPACT,
COND_HEAR_COMBAT,
COND_HEAR_DANGER,
COND_HEAR_PHYSICS_DANGER,
COND_NEW_ENEMY,
COND_PROVOKED,
COND_SEE_ENEMY,
COND_SEE_FEAR,
COND_SMELL,
};
static int g_DamageConditions[] =
{
COND_HEAVY_DAMAGE,
COND_LIGHT_DAMAGE,
COND_RECEIVED_ORDERS,
};
ClearIgnoreConditions( g_GeneralConditions, ARRAYSIZE(g_GeneralConditions) );
ClearIgnoreConditions( g_DamageConditions, ARRAYSIZE(g_DamageConditions) );
if (bIgnoreMarines)
{
SetIgnoreConditions( g_GeneralConditions, ARRAYSIZE(g_GeneralConditions) );
SetIgnoreConditions( g_DamageConditions, ARRAYSIZE(g_DamageConditions) );
m_bIgnoreMarines = true;
}
}
// we're blocking a fellow alien from spawning, let's move a short distance
void CASW_Alien::MoveAside()
{
if (!GetEnemy() && !IsMoving())
{
// random nearby position
if ( !GetNavigator()->SetWanderGoal( 90, 200 ) )
{
if ( !GetNavigator()->SetRandomGoal( 150.0f ) )
{
return; // couldn't find a wander spot
}
}
//SetSchedule(SCHED_IDLE_WALK);
}
}
void CASW_Alien::ASW_Ignite( float flFlameLifetime, float flSize, CBaseEntity *pAttacker, CBaseEntity *pDamagingWeapon )
{
if (AllowedToIgnite())
{
if( IsOnFire() )
return;
AddFlag( FL_ONFIRE );
m_bOnFire = true;
if (ASWBurning())
ASWBurning()->BurnEntity(this, pAttacker, flFlameLifetime, 0.4f, 2.5f * 0.4f, pDamagingWeapon ); // 2.5 dps, applied every 0.4 seconds
m_OnIgnite.FireOutput( this, this );
}
}
void CASW_Alien::Extinguish()
{
m_bOnFire = false;
if (ASWBurning())
ASWBurning()->Extinguish(this);
RemoveFlag( FL_ONFIRE );
}
bool CASW_Alien::IsMeleeAttacking()
{
return (GetTask() && (GetTask()->iTask == TASK_MELEE_ATTACK1));
}
bool CASW_Alien::Knockback(Vector vecForce)
{
/*
Vector end = GetAbsOrigin() + vecForce; // todo: divide by mass, etc
trace_t tr;
UTIL_TraceEntity( this, GetAbsOrigin(), end, MASK_NPCSOLID, &tr );
if (tr.allsolid)
return false;
if( tr.fraction > 0 )
{
SetAbsOrigin(tr.endpos);
return true;
}
return false;*/
Vector newVel = GetAbsVelocity();
SetAbsVelocity(newVel + vecForce);
SetGroundEntity( NULL );
return true;
}
void CASW_Alien::UpdateEfficiency( bool bInPVS )
{
// Sleeping NPCs always dormant
if ( GetSleepState() != AISS_AWAKE )
{
SetEfficiency( AIE_DORMANT );
return;
}
m_bInChoreo = ( GetState() == NPC_STATE_SCRIPT || IsCurSchedule( SCHED_SCENE_GENERIC, false ) );
#ifndef _RETAIL
if ( !(ai_use_think_optimizations.GetBool() && ai_use_efficiency.GetBool()) )
{
SetEfficiency( AIE_NORMAL );
SetMoveEfficiency( AIME_NORMAL );
return;
}
#endif
bool bInVisibilityPVS = ( UTIL_FindClientInVisibilityPVS( edict() ) != NULL );
//if ( bInPVS && MarineNearby(1024) )
if ( bInPVS && MarineCanSee(384, 1.0f) )
{
SetMoveEfficiency( AIME_NORMAL );
}
else
{
SetMoveEfficiency( AIME_EFFICIENT );
}
//---------------------------------
if ( !IsRetail() && ai_efficiency_override.GetInt() > AIE_NORMAL && ai_efficiency_override.GetInt() <= AIE_DORMANT )
{
SetEfficiency( (AI_Efficiency_t)ai_efficiency_override.GetInt() );
return;
}
// Some conditions will always force normal
if ( gpGlobals->curtime - GetLastAttackTime() < .15 )
{
SetEfficiency( AIE_NORMAL );
return;
}
bool bFramerateOk = ( gpGlobals->frametime < ai_frametime_limit.GetFloat() );
if ( IsForceGatherConditionsSet() ||
gpGlobals->curtime - GetLastAttackTime() < .2 ||
gpGlobals->curtime - m_flLastDamageTime < .2 ||
( GetState() < NPC_STATE_IDLE || GetState() > NPC_STATE_SCRIPT ) ||
( ( bInPVS || bInVisibilityPVS ) &&
( ( GetTask() && !TaskIsRunning() ) ||
GetTaskInterrupt() > 0 ||
m_bInChoreo ) ) )
{
SetEfficiency( ( bFramerateOk ) ? AIE_NORMAL : AIE_EFFICIENT );
return;
}
SetEfficiency( ( bFramerateOk ) ? AIE_EFFICIENT : AIE_VERY_EFFICIENT );
}
void CASW_Alien::OnRestore()
{
BaseClass::OnRestore();
m_LagCompensation.Init(this);
}
// checks if a marine can see us
// caches the results and won't recheck unless the specified interval has passed since the last check
bool CASW_Alien::MarineCanSee(int padding, float interval)
{
if (gpGlobals->curtime >= m_fLastMarineCanSeeTime + interval)
{
bool bCorpseCanSee = false;
m_bLastMarineCanSee = (UTIL_ASW_AnyMarineCanSee(GetAbsOrigin(), padding, bCorpseCanSee) != NULL) || bCorpseCanSee;
m_fLastMarineCanSeeTime = gpGlobals->curtime;
}
return m_bLastMarineCanSee;
}
void CASW_Alien::SetHealthByDifficultyLevel()
{
// filled in by subclasses
}
void CASW_Alien::Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner )
{
return; // use ASW_Ignite instead
}
bool CASW_Alien::ShouldMoveSlow() const
{
return (gpGlobals->curtime < m_fHurtSlowMoveTime);
}
bool CASW_Alien::ModifyAutoMovement( Vector &vecNewPos )
{
// melee auto movement on the drones seems way too fast
float fFactor = 1.0f;
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;
}
return false;
}
float CASW_Alien::GetIdealSpeed() const
{
// if the alien is hurt, move slower
if ( ShouldMoveSlow() )
{
if ( m_bElectroStunned.Get() )
{
return BaseClass::GetIdealSpeed() * asw_alien_stunned_speed.GetFloat();
}
else
{
return BaseClass::GetIdealSpeed() * asw_alien_hurt_speed.GetFloat();
}
}
return BaseClass::GetIdealSpeed();
}
void CASW_Alien::DropMoney( const CTakeDamageInfo &info )
{
if ( !asw_drop_money.GetBool() || !asw_money.GetBool() )
return;
int iMoneyCount = GetMoneyCount( info );
for (int i=0;i<iMoneyCount;i++)
{
CASW_Pickup_Money* pMoney = (CASW_Pickup_Money *)CreateEntityByName( "asw_pickup_money" );
UTIL_SetOrigin( pMoney, WorldSpaceCenter() );
pMoney->Spawn();
Vector vel = -info.GetDamageForce();
vel.NormalizeInPlace();
vel *= RandomFloat( 30, 50 );
vel += RandomVector( -20, 20 );
vel.z = RandomFloat( 30, 50 );
if ( iMoneyCount >= 3 ) // if we're dropping a lot of money, make it fly up in the air more
{
vel.z += RandomFloat( 60, 80 );
}
pMoney->SetAbsVelocity( vel );
}
}
int CASW_Alien::GetMoneyCount( const CTakeDamageInfo &info )
{
if ( RandomFloat() < asw_alien_money_chance.GetFloat() )
{
return 1;
}
return 0;
}
void CASW_Alien::ElectroStun( float flStunTime )
{
if (m_fHurtSlowMoveTime < gpGlobals->curtime + flStunTime)
m_fHurtSlowMoveTime = gpGlobals->curtime + flStunTime;
m_bElectroStunned = true;
if ( ASWGameResource() )
{
ASWGameResource()->m_iElectroStunnedAliens++;
}
// can't jump after being elecrostunned
CapabilitiesRemove( bits_CAP_MOVE_JUMP );
}
void CASW_Alien::ForceFlinch( const Vector &vecSrc )
{
SetCondition( COND_HEAVY_DAMAGE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CASW_AlienVolley *CASW_Alien::GetVolley( const char *pszVolleyName )
{
for( int nIndex = 0; nIndex < m_volleys.Count(); nIndex++ )
{
if ( m_volleys[ nIndex ].m_strName == pszVolleyName )
{
return &m_volleys[ nIndex ];
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CASW_Alien::GetVolleyIndex( const char *pszVolleyName )
{
for( int nIndex = 0; nIndex < m_volleys.Count(); nIndex++ )
{
if ( m_volleys[ nIndex ].m_strName == pszVolleyName )
{
return nIndex;
}
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CASW_AlienShot *CASW_Alien::GetShot( const char *pszShotName )
{
for( int nIndex = 0; nIndex < m_shots.Count(); nIndex++ )
{
if ( m_shots[ nIndex ].m_strName == pszShotName )
{
return &m_shots[ nIndex ];
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CASW_Alien::GetShotIndex( const char *pszShotName )
{
for( int nIndex = 0; nIndex < m_shots.Count(); nIndex++ )
{
if ( m_shots[ nIndex ].m_strName == pszShotName )
{
return nIndex;
}
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Alien::CreateShot( const char *pszShotName, const CASW_AlienShot *pShot )
{
CASW_AlienShot *pNewShot = GetShot( pszShotName );
if ( !pNewShot )
{
int nIndex = m_shots.AddToTail();
pNewShot = &m_shots[ nIndex ];
}
*pNewShot = *pShot;
pNewShot->m_strName = pszShotName;
// Precache resources
if ( !pShot->m_strModel.IsEmpty() )
PrecacheModel( pShot->m_strModel );
if ( !pShot->m_strSound_spawn.IsEmpty() )
PrecacheScriptSound( pShot->m_strSound_spawn );
if ( !pShot->m_strSound_hitNPC.IsEmpty() )
PrecacheScriptSound( pShot->m_strSound_hitNPC );
if ( !pShot->m_strSound_hitWorld.IsEmpty() )
PrecacheScriptSound( pShot->m_strSound_hitWorld );
if ( !pShot->m_strParticles_trail.IsEmpty() )
PrecacheParticleSystem( pShot->m_strParticles_trail );
if ( !pShot->m_strParticles_hit.IsEmpty() )
PrecacheParticleSystem( pShot->m_strParticles_hit );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Alien::CreateVolley( const char *pszVolleyName, const CASW_AlienVolley *pVolley )
{
CASW_AlienVolley *pNewVolley = GetVolley( pszVolleyName );
if ( !pNewVolley )
{
int nIndex = m_volleys.AddToTail();
pNewVolley = &m_volleys[ nIndex ];
}
*pNewVolley = *pVolley;
pNewVolley->m_strName = pszVolleyName;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Alien::CalcMissileVelocity( const Vector &vTargetPos, Vector &vVelocity, float flSpeed, float flAngle )
{
float flRadians = DEG2RAD( flAngle );
Vector vForward = ( vTargetPos - GetAbsOrigin() );
vForward.NormalizeInPlace();
Vector vRight = vForward.Cross( Vector( 0, 0, 1 ) );
Vector vDir = vForward * cos( flRadians ) + vRight * sin( flRadians );
vVelocity = vDir * flSpeed;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Alien::UpdateRangedAttack()
{
if ( m_nVolleyType < 0 )
return;
Vector vecSpawn = GetAbsOrigin() + Vector( 0.0f, 0.0f, 15.0f );
QAngle vecAngles = QAngle( 0.0f, 0.0f, 0.0f );
int iAttachment = LookupAttachment( "mouth" );
if ( iAttachment > 0 )
GetAttachment( iAttachment, vecSpawn, vecAngles );
Vector vForward = ( m_vecRangeAttackTargetPosition- GetAbsOrigin() );
vForward.NormalizeInPlace();
Vector vRight = vForward.Cross( Vector( 0, 0, 1 ) );
int nNumFinished = 0;
CASW_AlienVolley *pVolley = &m_volleys[ m_nVolleyType ];
for( int nRound = 0; nRound < pVolley->m_rounds.Count(); nRound++ )
{
CASW_AlienVolleyRound &round = pVolley->m_rounds[ nRound ];
if ( round.m_nShot_type < 0 )
{
nNumFinished++;
continue;
}
// has round started yet?
if ( m_flRangeAttackStartTime + round.m_flTime > gpGlobals->curtime )
continue;
// is round finished?
float flEndTime = m_flRangeAttackStartTime + round.m_flTime + round.m_nNumShots * round.m_flShotDelay;
if ( ( flEndTime < gpGlobals->curtime ) && ( flEndTime < m_flRangeAttackLastUpdateTime ) )
{
nNumFinished++;
continue;
}
for( int i = 0; i < round.m_nNumShots; i++ )
{
float flShotTime = m_flRangeAttackStartTime + round.m_flTime + i * round.m_flShotDelay;
if ( ( flShotTime > m_flRangeAttackLastUpdateTime ) && ( flShotTime <= gpGlobals->curtime ) )
{
Vector vVelocity;
CASW_AlienShot &shot = m_shots[ round.m_nShot_type ];
float flPercent = ( round.m_nNumShots > 1 ) ? ( ( float )i / ( float )( round.m_nNumShots - 1 ) ) : 0.0f;
float flRadians = DEG2RAD( Lerp( flPercent, round.m_flStartAngle, round.m_flEndAngle ) );
Vector vDir = vForward * cos( flRadians ) + vRight * sin( flRadians );
vVelocity = vDir * round.m_flSpeed;
Vector vStart = vecSpawn + vRight * round.m_flHorizontalOffset;
CASW_Missile_Round::Missile_Round_Create( shot, vStart, vecAngles, vVelocity, this );
}
}
}
if ( nNumFinished >= pVolley->m_rounds.Count() )
{
m_nVolleyType = -1;
return;
}
m_flRangeAttackLastUpdateTime = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Alien::LaunchMissile( const char *pszVolleyName, Vector &vTargetPosition )
{
m_nVolleyType = GetVolleyIndex( pszVolleyName );
if ( m_nVolleyType < 0 )
{
//FIXME: add warning
return;
}
m_flRangeAttackStartTime = gpGlobals->curtime;
m_flRangeAttackLastUpdateTime = -1.0f;
m_vecRangeAttackTargetPosition = vTargetPosition;
UpdateRangedAttack();
}
void CASW_Alien::AddBehaviorParam( const char *pszParmName, int nDefaultValue )
{
CUtlSymbol ParmName = CAI_ASW_Behavior::GetSymbol( pszParmName );
m_BehaviorParms.Insert( ParmName, nDefaultValue );
}
int CASW_Alien::GetBehaviorParam( CUtlSymbol ParmName )
{
int nIndex = m_BehaviorParms.Find( ParmName );
if ( m_BehaviorParms.IsValidIndex( nIndex ) == true )
{
return m_BehaviorParms.Element( nIndex );
}
return 0;
}
void CASW_Alien::SetBehaviorParam( CUtlSymbol ParmName, int nValue )
{
if ( ParmName.IsValid() == false )
{
return;
}
int nIndex = m_BehaviorParms.Find( ParmName );
if ( m_BehaviorParms.IsValidIndex( nIndex ) == true )
{
if ( m_BehaviorParms.Element( nIndex ) != nValue )
{
m_BehaviorParms.Element( nIndex ) = nValue;
m_bBehaviorParameterChanged = true;
}
}
else
{
Assert( 0 );
}
}
void CASW_Alien::OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior )
{
BaseClass::OnChangeRunningBehavior( pOldBehavior, pNewBehavior );
m_pPreviousBehavior = m_pPreviousBehavior;
}
void CASW_Alien::SendBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t Event, int nParm, bool bToAllBehaviors )
{
if ( bToAllBehaviors )
{
for ( int i = 0; i < m_Behaviors.Count(); i++)
{
CAI_ASW_Behavior *pBehavior = static_cast < CAI_ASW_Behavior * >( m_Behaviors[ i ] );
pBehavior->HandleBehaviorEvent( pInflictor, Event, nParm );
}
}
else
{
CAI_ASW_Behavior *pBehavior = GetPrimaryASWBehavior();
if ( pBehavior == NULL )
{ // we have probably died, try sending this to the last behavior
pBehavior = static_cast < CAI_ASW_Behavior * >( m_pPreviousBehavior );
}
if ( pBehavior != NULL )
{
pBehavior->HandleBehaviorEvent( pInflictor, Event, nParm );
}
else
{
// some how the boomer is coming back with having no primary behavior, which I don't understand.
// if you see this assert fire, please let RJ know.
Assert( 0 );
}
}
}
void CASW_Alien::BuildScheduleTestBits()
{
CAI_ASW_CombatStunBehavior *pBehavior = NULL;
// Check for combat stun behavior, or, if we're not using behaviors, we'll fall back to the combat stun schedule in CASW_Alien
if ( GetBehavior( &pBehavior ) && pBehavior != m_pPrimaryBehavior )
{
SetCustomInterruptCondition( COND_ASW_BEGIN_COMBAT_STUN );
}
SetCustomInterruptCondition( COND_BEHAVIOR_PARAMETERS_CHANGED );
if ( m_pFlinchBehavior )
{
SetCustomInterruptCondition( COND_ASW_FLINCH );
}
BaseClass::BuildScheduleTestBits();
}
void CASW_Alien::StartTouch( CBaseEntity *pOther )
{
BaseClass::StartTouch(pOther);
CAI_ASW_Behavior *pCurrent = GetPrimaryASWBehavior();
if ( pCurrent )
{
pCurrent->StartTouch( pOther );
}
}
CAI_ASW_Behavior* CASW_Alien::GetPrimaryASWBehavior()
{
return assert_cast<CAI_ASW_Behavior*>( GetPrimaryBehavior() );
}
void CASW_Alien::HandleAnimEvent( animevent_t *pEvent )
{
int nEvent = pEvent->Event();
CTakeDamageInfo info;
if ( nEvent == AE_NPC_RAGDOLL )
{
m_bTimeToRagdoll = true;
// anim event is telling us to ragdoll. If we aren't on fire, break instead
if ( m_nDeathStyle == kDIE_FANCY && !m_bOnFire )
{
m_nDeathStyle = kDIE_BREAKABLE;
//BreakAlien( info );
}
//BecomeRagdollOnClient(GetAbsOrigin());
//return;
}
CAI_ASW_Behavior *pBehavior = GetPrimaryASWBehavior();
if ( pBehavior && pBehavior->BehaviorHandleAnimEvent( pEvent ) )
return;
BaseClass::HandleAnimEvent( pEvent );
}
int CASW_Alien::DrawDebugTextOverlays()
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
NDebugOverlay::EntityText( entindex(),text_offset,CFmtStr( "Freeze amt.: %f", m_flFrozen.Get() ),0 );
text_offset++;
NDebugOverlay::EntityText( entindex(),text_offset,CFmtStr( "Freeze time: %f", m_flFrozenTime - gpGlobals->curtime ),0 );
text_offset++;
}
return text_offset;
}
void CASW_Alien::InputSetMoveClone( inputdata_t &inputdata )
{
SetMoveClone( inputdata.value.StringID(), inputdata.pActivator );
}
void CASW_Alien::SetMoveClone( string_t EntityName, CBaseEntity *pActivator )
{
CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, EntityName, NULL, pActivator );
if ( EntityName != NULL_STRING && pEnt == NULL )
{
Msg( "Entity %s(%s) has bad move clone %s\n", STRING(m_iClassname), GetDebugName(), STRING(EntityName) );
}
else
{
// make sure there isn't any ambiguity
if ( gEntList.FindEntityByName( pEnt, EntityName, NULL, pActivator ) )
{
Msg( "Entity %s(%s) is ambiguously move cloned to %s, because there is more than one entity by that name.\n", STRING(m_iClassname), GetDebugName(), STRING(EntityName) );
}
SetMoveClone( pEnt );
}
}
void CASW_Alien::SetMoveClone( CBaseEntity *pEnt )
{
m_hMoveClone = pEnt;
if ( pEnt )
{
matrix3x4_t entityToWorld = EntityToWorldTransform();
matrix3x4_t otherToWorld = pEnt->EntityToWorldTransform();
matrix3x4_t temp;
MatrixInvert( otherToWorld, temp );
ConcatTransforms( temp, entityToWorld, m_moveCloneOffset );
}
}
bool CASW_Alien::OverrideMove( float flInterval )
{
if ( m_hMoveClone.Get() )
{
matrix3x4_t otherToWorld = m_hMoveClone->EntityToWorldTransform();
matrix3x4_t temp;
ConcatTransforms( otherToWorld, m_moveCloneOffset, temp );
SetLocalTransform( temp );
return true;
}
return false;
}
void CASW_Alien::ClearBurrowPoint( const Vector &origin )
{
CBaseEntity *pEntity = NULL;
float flDist;
Vector vecSpot, vecCenter, vecForce;
//Cause a ruckus
//UTIL_ScreenShake( origin, 1.0f, 80.0f, 1.0f, 256.0f, SHAKE_START );
//Iterate on all entities in the vicinity.
for ( CEntitySphereQuery sphere( origin, 128 ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
//if ( pEntity->m_takedamage != DAMAGE_NO && pEntity->Classify() != CLASS_PLAYER && pEntity->VPhysicsGetObject() )
if ( pEntity->Classify() != CLASS_PLAYER && pEntity->VPhysicsGetObject() )
{
vecSpot = pEntity->BodyTarget( origin );
vecForce = ( vecSpot - origin ) + Vector( 0, 0, 16 );
// decrease damage for an ent that's farther from the bomb.
flDist = VectorNormalize( vecForce );
//float mass = pEntity->VPhysicsGetObject()->GetMass();
CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1.0f, 1.0f, 1.0f ), &vecCenter );
if ( flDist <= 128.0f )
{
pEntity->VPhysicsGetObject()->Wake();
pEntity->VPhysicsGetObject()->ApplyForceOffset( vecForce * 250.0f, vecCenter );
}
}
}
}
void CASW_Alien::Unburrow( void )
{
m_bStartBurrowed = false;
ClearBurrowPoint( m_vecUnburrowEndPoint ); // physics blast anything in the way out of the way
//Become solid again and visible
m_spawnflags &= ~SF_NPC_GAG;
RemoveSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_YES;
RemoveEffects( EF_NODRAW );
RemoveFlag( FL_NOTARGET );
SetIdealActivity( m_UnburrowActivity );
//If we have an enemy, come out facing them
/*
if ( GetEnemy() )
{
Vector dir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize(dir);
QAngle angles = GetAbsAngles();
angles[ YAW ] = UTIL_VecToYaw( dir );
SetLocalAngles( angles );
}*/
}
void CASW_Alien::SetUnburrowActivity( string_t iszActivityName )
{
m_iszUnburrowActivityName = iszActivityName;
}
void CASW_Alien::SetUnburrowIdleActivity( string_t iszActivityName )
{
m_iszUnburrowIdleActivityName = iszActivityName;
}
void CASW_Alien::LookupBurrowActivities()
{
if ( m_iszUnburrowActivityName == NULL_STRING )
{
m_UnburrowActivity = (Activity) ACT_BURROW_OUT;
}
else
{
m_UnburrowActivity = (Activity) LookupActivity( STRING( m_iszUnburrowActivityName ) );
if ( m_UnburrowActivity == ACT_INVALID )
{
Warning( "Unknown unburrow activity %s", STRING( m_iszUnburrowActivityName ) );
if ( m_hSpawner.Get() )
{
Warning( " Spawner is: %d %s at %f %f %f\n", m_hSpawner->entindex(), m_hSpawner->GetDebugName(), VectorExpand( m_hSpawner->GetAbsOrigin() ) );
}
m_UnburrowActivity = (Activity) ACT_BURROW_OUT;
}
}
if ( m_iszUnburrowIdleActivityName == NULL_STRING )
{
m_UnburrowIdleActivity = (Activity) ACT_BURROW_IDLE;
}
else
{
m_UnburrowIdleActivity = (Activity) LookupActivity( STRING( m_iszUnburrowIdleActivityName ) );
if ( m_UnburrowActivity == ACT_INVALID )
{
Warning( "Unknown unburrow idle activity %s", STRING( m_iszUnburrowIdleActivityName ) );
if ( m_hSpawner.Get() )
{
Warning( " Spawner is: %d %s at %f %f %f\n", m_hSpawner->entindex(), m_hSpawner->GetDebugName(), VectorExpand( m_hSpawner->GetAbsOrigin() ) );
}
m_UnburrowIdleActivity = (Activity) ACT_BURROW_IDLE;
}
}
}
class CASW_Trace_Filter_Disable_Collision_With_Traps : public CTraceFilterEntitiesOnly
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS_NOBASE( CASW_Trace_Filter_Disable_Collision_With_Traps );
CASW_Trace_Filter_Disable_Collision_With_Traps( IHandleEntity *passentity, int collisionGroup )
: m_pPassEnt(passentity), m_collisionGroup(collisionGroup)
{
}
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
if ( !StandardFilterRules( pHandleEntity, contentsMask ) )
return false;
// Don't test if the game code tells us we should ignore this collision...
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
CBaseEntity *pEntPass = EntityFromEntityHandle( m_pPassEnt );
// don't hurt ourself
if ( pEntPass == pEntity )
return false;
Class_T entClass = pEntity->Classify();
if ( entClass == CLASS_ASW_SENTRY_BASE ||
entClass == CLASS_ASW_TESLA_TRAP
)
{
PhysDisableEntityCollisions( pEntPass, pEntity );
}
return false; // keep iterating over entities in the trace ray
}
public:
IHandleEntity *m_pPassEnt;
int m_collisionGroup;
};
// if the alien is stuck inside any player set traps, this will disable collision between them
void CASW_Alien::CheckForBlockingTraps()
{
Ray_t ray;
trace_t tr;
ray.Init( GetAbsOrigin() + Vector( 0, 0, 1 ), GetAbsOrigin(), GetHullMins(), GetHullMaxs() );
CASW_Trace_Filter_Disable_Collision_With_Traps traceFilter( this, GetCollisionGroup() );
enginetrace->TraceRay( ray, PhysicsSolidMaskForEntity(), &traceFilter, &tr );
}
void CASW_Alien::SetDefaultEyeOffset()
{
m_vDefaultEyeOffset = vec3_origin;
m_vDefaultEyeOffset.z = ( WorldAlignMins().z + WorldAlignMaxs().z ) * 0.75f;
SetViewOffset( m_vDefaultEyeOffset );
}