1434 lines
41 KiB
C++
1434 lines
41 KiB
C++
// Our Swarm Drone - the basic angry fighting alien
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#include "cbase.h"
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#include "asw_alien_shover.h"
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#include "ai_hint.h"
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#include "ai_memory.h"
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#include "ai_moveprobe.h"
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#include "npcevent.h"
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#include "IEffects.h"
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#include "ndebugoverlay.h"
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#include "soundent.h"
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#include "soundenvelope.h"
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#include "ai_squad.h"
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#include "ai_network.h"
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#include "ai_pathfinder.h"
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#include "ai_navigator.h"
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#include "ai_senses.h"
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#include "ai_blended_movement.h"
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#include "physics_prop_ragdoll.h"
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#include "iservervehicle.h"
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#include "player_pickup.h"
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#include "props.h"
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#include "antlion_dust.h"
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#include "decals.h"
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#include "prop_combine_ball.h"
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#include "eventqueue.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define ALIEN_SHOVER_MAX_OBJECTS 128
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#define ALIEN_SHOVER_MIN_OBJECT_MASS 8
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#define ALIEN_SHOVER_OBJECTFINDING_FOV 0.7
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// stats for shove attack
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#define ALIEN_SHOVER_MELEE1_RANGE 156.0f
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#define ALIEN_SHOVER_MELEE1_CONE 0.7f
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#define ALIEN_SWAT_DELAY 5.0f
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#define SHOVER_PHYSICS_SEARCH_DEPTH 100
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#define SHOVER_PLAYER_MAX_SWAT_DIST 1000
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#define SHOVER_FARTHEST_PHYSICS_OBJECT 40.0*12.0
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#define SHOVER_PHYSOBJ_SWATDIST 100
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ConVar asw_debug_aliens("asw_debug_aliens", "0", FCVAR_CHEAT);
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ConVar asw_alien_shover_speed("asw_alien_shover_speed", "50", FCVAR_CHEAT, "Speed of a 75kg object thrown by an alien");
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Activity ACT_ALIEN_SHOVER_SHOVE_PHYSOBJECT;
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Activity ACT_ALIEN_SHOVER_ROAR;
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// Anim events
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int AE_ALIEN_SHOVER_SHOVE_PHYSOBJECT;
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int AE_ALIEN_SHOVER_SHOVE;
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int AE_ALIEN_SHOVER_ROAR;
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CASW_Alien_Shover::CASW_Alien_Shover( void )// : CASW_Alien()
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{
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}
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LINK_ENTITY_TO_CLASS( asw_alien_shover, CASW_Alien_Shover );
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BEGIN_DATADESC( CASW_Alien_Shover )
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DEFINE_FIELD( m_hShoveTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hOldTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hLastFailedPhysicsTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hPhysicsTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_vecPhysicsTargetStartPos, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecPhysicsHitPosition, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_flPhysicsCheckTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextSwat, FIELD_TIME ),
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DEFINE_FIELD( m_hObstructor, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bCanRoar, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flNextRoarTime, FIELD_TIME ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetShoveTarget", InputSetShoveTarget ),
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END_DATADESC()
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//==============================================================================================
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// ALIEN SHOVER PHYSICS DAMAGE TABLE
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//==============================================================================================
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static impactentry_t alienShoverLinearTable[] =
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{
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{ 100*100, 10 },
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{ 250*250, 25 },
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{ 350*350, 50 },
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{ 500*500, 75 },
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{ 1000*1000,100 },
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};
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static impactentry_t alienShoverAngularTable[] =
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{
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{ 50* 50, 10 },
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{ 100*100, 25 },
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{ 150*150, 50 },
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{ 200*200, 75 },
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};
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impactdamagetable_t gAlienShoverImpactDamageTable =
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{
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alienShoverLinearTable,
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alienShoverAngularTable,
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ARRAYSIZE(alienShoverLinearTable),
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ARRAYSIZE(alienShoverAngularTable),
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200*200,// minimum linear speed squared
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180*180,// minimum angular speed squared (360 deg/s to cause spin/slice damage)
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15, // can't take damage from anything under 15kg
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10, // anything less than 10kg is "small"
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5, // never take more than 1 pt of damage from anything under 15kg
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128*128,// <15kg objects must go faster than 36 in/s to do damage
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45, // large mass in kg
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2, // large mass scale (anything over 500kg does 4X as much energy to read from damage table)
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1, // large mass falling scale
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0, // my min velocity
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const impactdamagetable_t
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//-----------------------------------------------------------------------------
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const impactdamagetable_t &CASW_Alien_Shover::GetPhysicsImpactDamageTable( void )
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{
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return gAlienShoverImpactDamageTable;
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}
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void CASW_Alien_Shover::Spawn()
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{
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m_flPhysicsCheckTime = 0;
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m_flNextSwat = gpGlobals->curtime;
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m_hShoveTarget = NULL;
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m_hPhysicsTarget = NULL;
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m_hLastFailedPhysicsTarget = NULL;
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m_bCanRoar = true;
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m_flNextRoarTime = 0;
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PrecacheScriptSound("ASW_Drone.Shove");
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BaseClass::Spawn();
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}
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void CASW_Alien_Shover::Activate( void )
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{
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BaseClass::Activate();
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// Find all nearby physics objects and add them to the list of objects we will sense
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CBaseEntity *pObject = NULL;
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while ( ( pObject = gEntList.FindEntityInSphere( pObject, WorldSpaceCenter(), 2500 ) ) != NULL )
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{
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// Can't throw around debris
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if ( pObject->GetCollisionGroup() == COLLISION_GROUP_DEBRIS )
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continue;
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// We can only throw a few types of things
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if ( !FClassnameIs( pObject, "prop_physics" ) && !FClassnameIs( pObject, "func_physbox" ) )
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continue;
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// Ensure it's mass is within range
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IPhysicsObject *pPhysObj = pObject->VPhysicsGetObject();
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if( ( pPhysObj == NULL ) || ( pPhysObj->GetMass() > GetMaxShoverObjectMass() ) || ( pPhysObj->GetMass() < ALIEN_SHOVER_MIN_OBJECT_MASS ) )
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continue;
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// Tell the AI sensing list that we want to consider this
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g_AI_SensedObjectsManager.AddEntity( pObject );
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if ( asw_debug_aliens.GetInt() == 5 )
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{
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Msg("Alien Shover: Added prop with model '%s' to sense list.\n", STRING(pObject->GetModelName()) );
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pObject->m_debugOverlays |= OVERLAY_BBOX_BIT;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Our enemy is unreachable. Select a schedule.
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//-----------------------------------------------------------------------------
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int CASW_Alien_Shover::SelectUnreachableSchedule( void )
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{
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// Look for a physics objects nearby
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m_hLastFailedPhysicsTarget = NULL;
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UpdatePhysicsTarget( true );
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if ( HasCondition( COND_ALIEN_SHOVER_PHYSICS_TARGET ) )
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{
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//Msg("Alien shoving phys object from selectunreachableschedule\n");
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return SCHED_ALIEN_SHOVER_PHYSICS_ATTACK;
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}
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// Otherwise, roar at the player
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if ( m_bCanRoar && HasCondition(COND_SEE_ENEMY) && m_flNextRoarTime < gpGlobals->curtime )
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{
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m_flNextRoarTime = gpGlobals->curtime + RandomFloat( 20,40 );
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return SCHED_ALIEN_SHOVER_ROAR;
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}
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return -1;
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}
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int CASW_Alien_Shover::SelectCombatSchedule( void )
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{
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//Physics target
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if ( HasCondition( COND_ALIEN_SHOVER_PHYSICS_TARGET ) )
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{
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//Msg("Alien shoving physics object from selectcombatschedule\n");
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return SCHED_ALIEN_SHOVER_PHYSICS_ATTACK;
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}
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// Attack if we can
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if ( HasCondition(COND_CAN_MELEE_ATTACK1) )
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return SCHED_MELEE_ATTACK1;
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// See if we can bash what's in our way, or roar
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if ( HasCondition( COND_ENEMY_UNREACHABLE ) )
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{
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int iUnreach = SelectUnreachableSchedule();
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if (iUnreach != -1)
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return iUnreach;
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}
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return BaseClass::SelectSchedule();
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}
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int CASW_Alien_Shover::SelectSchedule( void )
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{
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// Debug physics object finding
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if ( 0 ) //asw_debug_aliens.GetInt() == 3 )
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{
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m_flPhysicsCheckTime = 0;
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UpdatePhysicsTarget( false );
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return SCHED_IDLE_STAND;
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}
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// See if we need to clear a path to our enemy
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if ( HasCondition( COND_ENEMY_OCCLUDED ) || HasCondition( COND_ENEMY_UNREACHABLE ) )
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{
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CBaseEntity *pBlocker = GetEnemyOccluder();
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if ( ( pBlocker != NULL ) && FClassnameIs( pBlocker, "prop_physics" ) )
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{
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m_hPhysicsTarget = pBlocker;
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//Msg("Alien shoving physics object from selectschedule as enemy is occluded\n");
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return SCHED_ALIEN_SHOVER_PHYSICS_ATTACK;
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}
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}
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//Only do these in combat states
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if ( m_NPCState == NPC_STATE_COMBAT && GetEnemy() )
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return SelectCombatSchedule();
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return BaseClass::SelectSchedule();
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}
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void CASW_Alien_Shover::Shove( void )
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{
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if ( GetNextAttack() > gpGlobals->curtime )
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return;
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CBaseEntity *pHurt = NULL;
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CBaseEntity *pTarget;
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pTarget = ( m_hShoveTarget == NULL ) ? GetEnemy() : m_hShoveTarget.Get();
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if ( pTarget == NULL )
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{
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m_hShoveTarget = NULL;
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return;
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}
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//Always damage bullseyes if we're scripted to hit them
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if ( pTarget->Classify() == CLASS_BULLSEYE )
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{
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pTarget->TakeDamage( CTakeDamageInfo( this, this, 1.0f, DMG_CRUSH ) );
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m_hShoveTarget = NULL;
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return;
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}
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//float damage = ( pTarget->IsPlayer() ) ? sk_antlionguard_dmg_shove.GetFloat() : 250;
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float damage = 250.0f;
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// If the target's still inside the shove cone, ensure we hit him
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Vector vecForward, vecEnd;
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AngleVectors( GetAbsAngles(), &vecForward );
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float flDistSqr = ( pTarget->WorldSpaceCenter() - WorldSpaceCenter() ).LengthSqr();
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Vector2D v2LOS = ( pTarget->WorldSpaceCenter() - WorldSpaceCenter() ).AsVector2D();
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Vector2DNormalize(v2LOS);
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float flDot = DotProduct2D (v2LOS, vecForward.AsVector2D() );
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if ( flDistSqr < (ALIEN_SHOVER_MELEE1_RANGE*ALIEN_SHOVER_MELEE1_RANGE) && flDot >= ALIEN_SHOVER_MELEE1_CONE )
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{
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vecEnd = pTarget->WorldSpaceCenter();
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}
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else
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{
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vecEnd = WorldSpaceCenter() + ( BodyDirection3D() * ALIEN_SHOVER_MELEE1_RANGE );
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}
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// Use the melee trace to ensure we hit everything there
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trace_t tr;
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CTakeDamageInfo dmgInfo( this, this, damage, DMG_SLASH );
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CTraceFilterMelee traceFilter( this, COLLISION_GROUP_NONE, &dmgInfo, 1.0, true );
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Ray_t ray;
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ray.Init( WorldSpaceCenter(), vecEnd, Vector(-16,-16,-16), Vector(16,16,16) );
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enginetrace->TraceRay( ray, MASK_SHOT_HULL, &traceFilter, &tr );
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pHurt = tr.m_pEnt;
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// Knock things around
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//ImpactShock( tr.endpos, 100.0f, 250.0f );
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if ( pHurt )
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{
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Vector traceDir = ( tr.endpos - tr.startpos );
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VectorNormalize( traceDir );
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// Generate enough force to make a 75kg guy move away at 600 in/sec
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Vector vecForce = traceDir * ImpulseScale( 75, asw_alien_shover_speed.GetFloat() );
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CTakeDamageInfo info( this, this, vecForce, tr.endpos, damage, DMG_CLUB );
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pHurt->TakeDamage( info );
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m_hShoveTarget = NULL;
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EmitSound( "ASW_Drone.Shove" );
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// If the player, throw him around
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if ( pHurt->IsPlayer() )
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{
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//Punch the view
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pHurt->ViewPunch( QAngle(20,0,-20) );
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//Shake the screen
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UTIL_ScreenShake( pHurt->GetAbsOrigin(), 100.0, 1.5, 1.0, 2, SHAKE_START );
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//Red damage indicator
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color32 red = {128,0,0,128};
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UTIL_ScreenFade( pHurt, red, 1.0f, 0.1f, FFADE_IN );
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Vector forward, up;
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AngleVectors( GetLocalAngles(), &forward, NULL, &up );
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pHurt->ApplyAbsVelocityImpulse( forward * 400 + up * 150 );
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}
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else
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{
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CBaseCombatCharacter *pVictim = ToBaseCombatCharacter( pHurt );
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if ( pVictim )
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{
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pVictim->ApplyAbsVelocityImpulse( BodyDirection2D() * 400 + Vector( 0, 0, 250 ) );
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}
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m_hShoveTarget = NULL;
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}
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}
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}
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void CASW_Alien_Shover::HandleAnimEvent( animevent_t *pEvent )
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{
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int nEvent = pEvent->Event();
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if ( nEvent == AE_ALIEN_SHOVER_SHOVE_PHYSOBJECT )
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{
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if ( m_hPhysicsTarget == NULL )
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{
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// Disrupt other objects near us anyway
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ImpactShock( WorldSpaceCenter(), 150, 250.0f );
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return;
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}
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//Setup the throw velocity
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IPhysicsObject *physObj = m_hPhysicsTarget->VPhysicsGetObject();
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Vector targetDir = ( GetEnemy()->GetAbsOrigin() - m_hPhysicsTarget->WorldSpaceCenter() );
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float targetDist = VectorNormalize( targetDir );
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// Must still be close enough to our target
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if ( UTIL_DistApprox( WorldSpaceCenter(), m_hPhysicsTarget->WorldSpaceCenter() ) > 300 )
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{
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m_hPhysicsTarget = NULL;
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return;
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}
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if ( targetDist < 512 )
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targetDist = 512;
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if ( targetDist > 1024 )
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targetDist = 1024;
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targetDir *= targetDist * 3 * physObj->GetMass(); //FIXME: Scale by skill
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targetDir[2] += physObj->GetMass() * 350.0f;
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//Display dust
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Vector vecRandom = RandomVector( -1, 1);
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VectorNormalize( vecRandom );
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g_pEffects->Dust( m_hPhysicsTarget->WorldSpaceCenter(), vecRandom, 64.0f, 32 );
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// If it's being held by the player, break that bond
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Pickup_ForcePlayerToDropThisObject( m_hPhysicsTarget );
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EmitSound( "ASW_Drone.Shove" );
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//Send it flying
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AngularImpulse angVel( random->RandomFloat(-180, 180), 100, random->RandomFloat(-360, 360) );
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physObj->ApplyForceCenter( targetDir );
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physObj->AddVelocity( NULL, &angVel );
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//Clear the state information, we're done
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ClearCondition( COND_ALIEN_SHOVER_PHYSICS_TARGET );
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ClearCondition( COND_ALIEN_SHOVER_PHYSICS_TARGET_INVALID );
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// Disrupt other objects near it
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ImpactShock( m_hPhysicsTarget->WorldSpaceCenter(), 150, 250.0f, m_hPhysicsTarget );
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m_hPhysicsTarget = NULL;
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m_flPhysicsCheckTime = gpGlobals->curtime + ALIEN_SWAT_DELAY;
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return;
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}
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if ( nEvent == AE_ALIEN_SHOVER_SHOVE )
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{
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EmitSound("NPC_AntlionGuard.StepLight", pEvent->eventtime );
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Shove();
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return;
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}
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if ( nEvent == AE_ALIEN_SHOVER_ROAR )
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{
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EmitSound( "NPC_AntlionGuard.Roar" );
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return;
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}
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BaseClass::HandleAnimEvent( pEvent );
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}
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void CASW_Alien_Shover::StartTask( const Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_ALIEN_SHOVER_SHOVE_PHYSOBJECT:
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{
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if ( ( m_hPhysicsTarget == NULL ) || ( GetEnemy() == NULL ) )
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{
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TaskFail( "Tried to shove a NULL physics target!\n" );
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break;
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}
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//Get the direction and distance to our thrown object
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Vector dirToTarget = ( m_hPhysicsTarget->WorldSpaceCenter() - WorldSpaceCenter() );
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float distToTarget = VectorNormalize( dirToTarget );
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dirToTarget.z = 0;
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//Validate it's still close enough to shove
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//FIXME: Real numbers
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if ( distToTarget > 256.0f )
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{
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m_hLastFailedPhysicsTarget = NULL;
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m_hPhysicsTarget = NULL;
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TaskFail( "Shove target moved\n" );
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break;
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}
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//Validate its offset from our facing
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float targetYaw = UTIL_VecToYaw( dirToTarget );
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float offset = UTIL_AngleDiff( targetYaw, UTIL_AngleMod( GetLocalAngles().y ) );
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if ( fabs( offset ) > 55 )
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{
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m_hLastFailedPhysicsTarget = NULL;
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m_hPhysicsTarget = NULL;
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TaskFail( "Shove target off-center\n" );
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break;
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}
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//Blend properly
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//SetPoseParameter( "throw", offset );
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RemoveAllGestures();
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//Start playing the animation
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SetActivity( ACT_ALIEN_SHOVER_SHOVE_PHYSOBJECT );
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}
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break;
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case TASK_ALIEN_SHOVER_FIND_PHYSOBJECT:
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{
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// Force the antlion guard to find a physobject
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m_flPhysicsCheckTime = 0;
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UpdatePhysicsTarget( true, 1024 );
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if ( m_hPhysicsTarget )
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{
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TaskComplete();
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}
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else
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{
|
|
TaskFail( "Failed to find a physobject.\n" );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_ALIEN_SHOVER_GET_PATH_TO_PHYSOBJECT:
|
|
{
|
|
Vector vecGoalPos;
|
|
Vector vecDir;
|
|
|
|
if (!m_hPhysicsTarget.IsValid())
|
|
{
|
|
AI_NavGoal_t goal( GetAbsOrigin() );
|
|
GetNavigator()->SetGoal(goal);
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
|
|
vecDir = GetLocalOrigin() - m_hPhysicsTarget->GetLocalOrigin();
|
|
VectorNormalize(vecDir);
|
|
vecDir.z = 0;
|
|
|
|
AI_NavGoal_t goal( m_hPhysicsTarget->WorldSpaceCenter() );
|
|
goal.pTarget = m_hPhysicsTarget;
|
|
GetNavigator()->SetGoal( goal );
|
|
|
|
if ( asw_debug_aliens.GetInt() == 1 )
|
|
{
|
|
NDebugOverlay::Cross3D( vecGoalPos, Vector(8,8,8), -Vector(8,8,8), 0, 255, 0, true, 2.0f );
|
|
NDebugOverlay::Line( vecGoalPos, m_hPhysicsTarget->WorldSpaceCenter(), 0, 255, 0, true, 2.0f );
|
|
NDebugOverlay::Line( m_hPhysicsTarget->WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), 0, 255, 0, true, 2.0f );
|
|
}
|
|
|
|
TaskComplete();
|
|
|
|
/*
|
|
if ( ( m_hPhysicsTarget == NULL ) || ( GetEnemy() == NULL ) )
|
|
{
|
|
TaskFail( "Tried to find a path to NULL physics target!\n" );
|
|
break;
|
|
}
|
|
|
|
Vector vecGoalPos;
|
|
Vector vecDir;
|
|
|
|
vecDir = GetLocalOrigin() - m_hPhysicsTarget->GetLocalOrigin();
|
|
VectorNormalize(vecDir);
|
|
vecDir.z = 0;
|
|
|
|
AI_NavGoal_t goal( m_hPhysicsTarget->WorldSpaceCenter() );
|
|
goal.pTarget = m_hPhysicsTarget;
|
|
//GetNavigator()->SetGoal( goal );
|
|
|
|
//TaskComplete();
|
|
|
|
//Vector vecGoalPos = m_vecPhysicsHitPosition;
|
|
//AI_NavGoal_t goal( GOALTYPE_LOCATION, vecGoalPos, ACT_RUN );
|
|
|
|
if ( GetNavigator()->SetGoal( goal ) )
|
|
{
|
|
if ( asw_debug_aliens.GetInt() == 1 )
|
|
{
|
|
NDebugOverlay::Cross3D( vecGoalPos, Vector(8,8,8), -Vector(8,8,8), 0, 255, 0, true, 2.0f );
|
|
NDebugOverlay::Line( vecGoalPos, m_hPhysicsTarget->WorldSpaceCenter(), 0, 255, 0, true, 2.0f );
|
|
NDebugOverlay::Line( m_hPhysicsTarget->WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), 0, 255, 0, true, 2.0f );
|
|
}
|
|
|
|
// Face the enemy
|
|
GetNavigator()->SetArrivalDirection( GetEnemy() );
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
if ( asw_debug_aliens.GetInt() == 1 )
|
|
{
|
|
NDebugOverlay::Cross3D( vecGoalPos, Vector(8,8,8), -Vector(8,8,8), 255, 0, 0, true, 2.0f );
|
|
NDebugOverlay::Line( vecGoalPos, m_hPhysicsTarget->WorldSpaceCenter(), 255, 0, 0, true, 2.0f );
|
|
NDebugOverlay::Line( m_hPhysicsTarget->WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), 255, 0, 0, true, 2.0f );
|
|
}
|
|
|
|
m_hLastFailedPhysicsTarget = m_hPhysicsTarget;
|
|
m_hPhysicsTarget = NULL;
|
|
TaskFail( "Unable to navigate to physics attack target!\n" );
|
|
break;
|
|
}
|
|
*/
|
|
}
|
|
break;
|
|
|
|
case TASK_ALIEN_SHOVER_OPPORTUNITY_THROW:
|
|
{
|
|
// If we've got some live antlions, look for a physics object to throw
|
|
if ( RandomFloat(0,1) > 0.3 )
|
|
{
|
|
m_hLastFailedPhysicsTarget = NULL;
|
|
UpdatePhysicsTarget( true );
|
|
if ( HasCondition( COND_ALIEN_SHOVER_PHYSICS_TARGET ) )
|
|
{
|
|
//Msg("Alien shoving from opportunity throw\n");
|
|
SetSchedule( SCHED_ALIEN_SHOVER_PHYSICS_ATTACK );
|
|
}
|
|
}
|
|
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
default:
|
|
BaseClass::StartTask(pTask);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CASW_Alien_Shover::RunTask( const Task_t *pTask )
|
|
{
|
|
switch (pTask->iTask)
|
|
{
|
|
case TASK_ALIEN_SHOVER_SHOVE_PHYSOBJECT:
|
|
|
|
if ( IsActivityFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
BaseClass::RunTask(pTask);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CASW_Alien_Shover::InputSetShoveTarget( inputdata_t &inputdata )
|
|
{
|
|
if ( IsAlive() == false )
|
|
return;
|
|
|
|
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller );
|
|
|
|
if ( pTarget == NULL )
|
|
{
|
|
Warning( "**Alien Shover %s cannot find shove target %s\n", GetClassname(), inputdata.value.String() );
|
|
m_hShoveTarget = NULL;
|
|
return;
|
|
}
|
|
|
|
m_hShoveTarget = pTarget;
|
|
}
|
|
|
|
|
|
void CASW_Alien_Shover::UpdatePhysicsTarget( bool bAllowFartherObjects, float flRadius )
|
|
{
|
|
if ( GetEnemy() == NULL )
|
|
return;
|
|
|
|
/*if ( m_hPhysicsTarget != NULL )
|
|
{
|
|
//Check to see if it's moved too much since we first picked it up
|
|
if ( UTIL_DistApprox( m_hPhysicsTarget->WorldSpaceCenter(), m_vecPhysicsTargetStartPos ) > 256.0f )
|
|
{
|
|
ClearCondition( COND_ALIEN_SHOVER_PHYSICS_TARGET );
|
|
SetCondition( COND_ALIEN_SHOVER_PHYSICS_TARGET_INVALID );
|
|
}
|
|
else
|
|
{
|
|
SetCondition( COND_ALIEN_SHOVER_PHYSICS_TARGET );
|
|
ClearCondition( COND_ALIEN_SHOVER_PHYSICS_TARGET_INVALID );
|
|
}
|
|
|
|
if ( asw_debug_aliens.GetInt() == 3 )
|
|
{
|
|
NDebugOverlay::Cross3D( m_hPhysicsTarget->WorldSpaceCenter(), -Vector(32,32,32), Vector(32,32,32), 255, 255, 255, true, 0.1f );
|
|
}
|
|
|
|
return;
|
|
}*/
|
|
|
|
if ( m_flPhysicsCheckTime <= gpGlobals->curtime )
|
|
FindNearestPhysicsObject(GetMaxShoverObjectMass()); // max ma
|
|
//m_hPhysicsTarget = FindPhysicsObjectTarget( GetEnemy(), flRadius, ALIEN_SHOVER_OBJECTFINDING_FOV, bAllowFartherObjects );
|
|
|
|
return;
|
|
|
|
if ( m_hPhysicsTarget != NULL )
|
|
{
|
|
SetCondition( COND_ALIEN_SHOVER_PHYSICS_TARGET );
|
|
m_vecPhysicsTargetStartPos = m_hPhysicsTarget->WorldSpaceCenter();
|
|
m_hLastFailedPhysicsTarget = NULL;
|
|
|
|
// We must steer around this obstacle until we've thrown it, this stops us from
|
|
// shoving it out of the way while we travel there
|
|
m_hPhysicsTarget->SetNavIgnore();
|
|
}
|
|
|
|
m_flPhysicsCheckTime = gpGlobals->curtime + 2.0f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Push and sweep away small mass items
|
|
//-----------------------------------------------------------------------------
|
|
void CASW_Alien_Shover::SweepPhysicsDebris( void )
|
|
{
|
|
CBaseEntity *pList[ALIEN_SHOVER_MAX_OBJECTS];
|
|
CBaseEntity *pObject;
|
|
IPhysicsObject *pPhysObj;
|
|
Vector vecDelta(128,128,8);
|
|
int i;
|
|
|
|
if ( asw_debug_aliens.GetInt() == 1 )
|
|
{
|
|
NDebugOverlay::Box( GetAbsOrigin(), vecDelta, -vecDelta, 255, 0, 0, true, 0.1f );
|
|
}
|
|
|
|
int count = UTIL_EntitiesInBox( pList, ALIEN_SHOVER_MAX_OBJECTS, GetAbsOrigin() - vecDelta, GetAbsOrigin() + vecDelta, 0 );
|
|
|
|
for( i = 0, pObject = pList[0]; i < count; i++, pObject = pList[i] )
|
|
{
|
|
if ( pObject == NULL )
|
|
continue;
|
|
|
|
// Don't ignore our shoving target
|
|
if ( pObject == m_hPhysicsTarget )
|
|
continue;
|
|
|
|
pPhysObj = pObject->VPhysicsGetObject();
|
|
|
|
if( pPhysObj == NULL || pPhysObj->GetMass() > GetMaxShoverObjectMass() )
|
|
continue;
|
|
|
|
if ( FClassnameIs( pObject, "prop_physics" ) == false )
|
|
continue;
|
|
|
|
pObject->SetNavIgnore();
|
|
}
|
|
}
|
|
|
|
void CASW_Alien_Shover::PrescheduleThink( void )
|
|
{
|
|
BaseClass::PrescheduleThink();
|
|
|
|
// Don't do anything after death
|
|
if ( m_NPCState == NPC_STATE_DEAD )
|
|
return;
|
|
|
|
|
|
// Check our current physics target
|
|
if ( m_hPhysicsTarget != NULL )
|
|
{
|
|
if ( asw_debug_aliens.GetInt() == 1 )
|
|
{
|
|
NDebugOverlay::Cross3D( m_hPhysicsTarget->WorldSpaceCenter(), Vector(15,15,15), -Vector(15,15,15), 0, 255, 0, true, 0.1f );
|
|
}
|
|
}
|
|
|
|
// Automatically update our physics target when chasing enemies
|
|
if ( IsCurSchedule( SCHED_CHASE_ENEMY ) )
|
|
{
|
|
UpdatePhysicsTarget( false );
|
|
}
|
|
else if ( !IsCurSchedule( SCHED_ALIEN_SHOVER_PHYSICS_ATTACK ) )
|
|
{
|
|
ClearCondition( COND_ALIEN_SHOVER_PHYSICS_TARGET );
|
|
m_hPhysicsTarget = NULL;
|
|
}
|
|
|
|
//SweepPhysicsDebris();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return the point at which the alien wants to stand on to knock the physics object at the enemy
|
|
//-----------------------------------------------------------------------------
|
|
Vector CASW_Alien_Shover::GetPhysicsHitPosition( CBaseEntity *pObject, Vector &vecTrajectory, float &flClearDistance )
|
|
{
|
|
Assert( GetEnemy() );
|
|
|
|
// Get the trajectory we want to knock the object along
|
|
vecTrajectory = GetEnemy()->WorldSpaceCenter() - pObject->WorldSpaceCenter();
|
|
VectorNormalize( vecTrajectory );
|
|
vecTrajectory.z = 0;
|
|
|
|
// Get the distance we want to be from the object when we hit it
|
|
IPhysicsObject *pPhys = pObject->VPhysicsGetObject();
|
|
Vector extent = physcollision->CollideGetExtent( pPhys->GetCollide(), pObject->GetAbsOrigin(), pObject->GetAbsAngles(), -vecTrajectory );
|
|
flClearDistance = ( extent - pObject->WorldSpaceCenter() ).Length() + CollisionProp()->BoundingRadius(); // asw rem + 32.0f;
|
|
return (pObject->WorldSpaceCenter() + ( vecTrajectory * -flClearDistance ));
|
|
}
|
|
|
|
|
|
// zombie style search for a phys object
|
|
bool CASW_Alien_Shover::FindNearestPhysicsObject( int iMaxMass )
|
|
{
|
|
CBaseEntity *pList[ SHOVER_PHYSICS_SEARCH_DEPTH ];
|
|
CBaseEntity *pNearest = NULL;
|
|
float flDist;
|
|
IPhysicsObject *pPhysObj;
|
|
int i;
|
|
Vector vecDirToEnemy;
|
|
Vector vecDirToObject;
|
|
|
|
if ( !GetEnemy() )
|
|
{
|
|
// Can't swat, or no enemy, so no swat.
|
|
m_hPhysicsTarget = NULL;
|
|
return false;
|
|
}
|
|
|
|
vecDirToEnemy = GetEnemy()->GetAbsOrigin() - GetAbsOrigin();
|
|
float dist = VectorNormalize(vecDirToEnemy);
|
|
vecDirToEnemy.z = 0;
|
|
|
|
if( dist > SHOVER_PLAYER_MAX_SWAT_DIST )
|
|
{
|
|
// Player is too far away. Don't bother
|
|
// trying to swat anything at them until
|
|
// they are closer.
|
|
return false;
|
|
}
|
|
|
|
float flNearestDist = MIN( dist, SHOVER_FARTHEST_PHYSICS_OBJECT * 0.5 );
|
|
Vector vecDelta( flNearestDist, flNearestDist, GetHullHeight() * 2.0 );
|
|
|
|
class CShoverSwatEntitiesEnum : public CFlaggedEntitiesEnum
|
|
{
|
|
public:
|
|
CShoverSwatEntitiesEnum( CBaseEntity **pList, int listMax, int iMaxMass )
|
|
: CFlaggedEntitiesEnum( pList, listMax, 0 ),
|
|
m_iMaxMass( iMaxMass )
|
|
{
|
|
}
|
|
|
|
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
|
|
{
|
|
CBaseEntity *pEntity = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() );
|
|
if ( pEntity &&
|
|
pEntity->VPhysicsGetObject() &&
|
|
pEntity->VPhysicsGetObject()->GetMass() <= m_iMaxMass &&
|
|
pEntity->VPhysicsGetObject()->IsAsleep() &&
|
|
pEntity->VPhysicsGetObject()->IsMoveable() )
|
|
{
|
|
return CFlaggedEntitiesEnum::EnumElement( pHandleEntity );
|
|
}
|
|
return ITERATION_CONTINUE;
|
|
}
|
|
|
|
int m_iMaxMass;
|
|
};
|
|
|
|
CShoverSwatEntitiesEnum swatEnum( pList, SHOVER_PHYSICS_SEARCH_DEPTH, iMaxMass );
|
|
|
|
int count = UTIL_EntitiesInBox( GetAbsOrigin() - vecDelta, GetAbsOrigin() + vecDelta, &swatEnum );
|
|
|
|
// magically know where they are
|
|
Vector vecZombieKnees;
|
|
CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.25f ), &vecZombieKnees );
|
|
|
|
for( i = 0 ; i < count ; i++ )
|
|
{
|
|
pPhysObj = pList[ i ]->VPhysicsGetObject();
|
|
|
|
Assert( !( !pPhysObj || pPhysObj->GetMass() > iMaxMass || !pPhysObj->IsAsleep() ) );
|
|
|
|
Vector center = pList[ i ]->WorldSpaceCenter();
|
|
flDist = UTIL_DistApprox2D( GetAbsOrigin(), center );
|
|
|
|
if( flDist >= flNearestDist )
|
|
continue;
|
|
|
|
// This object is closer... but is it between the player and the zombie?
|
|
vecDirToObject = pList[ i ]->WorldSpaceCenter() - GetAbsOrigin();
|
|
VectorNormalize(vecDirToObject);
|
|
vecDirToObject.z = 0;
|
|
|
|
if( DotProduct( vecDirToEnemy, vecDirToObject ) < 0.8 )
|
|
continue;
|
|
|
|
if( flDist >= UTIL_DistApprox2D( center, GetEnemy()->GetAbsOrigin() ) )
|
|
continue;
|
|
|
|
// don't swat things where the highest point is under my knees
|
|
// NOTE: This is a rough test; a more exact test is going to occur below
|
|
if ( (center.z + pList[i]->BoundingRadius()) < vecZombieKnees.z )
|
|
continue;
|
|
|
|
// don't swat things that are over my head.
|
|
if( center.z > EyePosition().z )
|
|
continue;
|
|
|
|
vcollide_t *pCollide = modelinfo->GetVCollide( pList[i]->GetModelIndex() );
|
|
if (!pCollide)
|
|
continue;
|
|
Vector objMins, objMaxs;
|
|
physcollision->CollideGetAABB( &objMins, &objMaxs, pCollide->solids[0], pList[i]->GetAbsOrigin(), pList[i]->GetAbsAngles() );
|
|
|
|
if ( objMaxs.z < vecZombieKnees.z )
|
|
continue;
|
|
|
|
if ( !FVisible( pList[i] ) )
|
|
continue;
|
|
|
|
// Make this the last check, since it makes a string.
|
|
// Don't swat server ragdolls!
|
|
if ( FClassnameIs( pList[ i ], "physics_prop_ragdoll" ) )
|
|
continue;
|
|
|
|
if ( FClassnameIs( pList[ i ], "prop_ragdoll" ) )
|
|
continue;
|
|
|
|
// The object must also be closer to the zombie than it is to the enemy
|
|
pNearest = pList[ i ];
|
|
flNearestDist = flDist;
|
|
}
|
|
|
|
m_hPhysicsTarget = pNearest;
|
|
|
|
if( m_hPhysicsTarget == NULL )
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// antlion style search for a phys object
|
|
CBaseEntity *CASW_Alien_Shover::FindPhysicsObjectTarget( CBaseEntity *pTarget, float radius, float targetCone, bool allowFartherObjects )
|
|
{
|
|
CBaseEntity *pNearest = NULL;
|
|
|
|
// If we're allowed to look for farther objects, find the nearest object to the guard.
|
|
// Otherwise, find the nearest object to the vector to the target.
|
|
float flNearestDist = -1.0;
|
|
if ( allowFartherObjects )
|
|
{
|
|
flNearestDist = radius;
|
|
}
|
|
|
|
Vector vecDirToTarget = pTarget->GetAbsOrigin() - GetAbsOrigin();
|
|
VectorNormalize( vecDirToTarget );
|
|
vecDirToTarget.z = 0;
|
|
|
|
bool bDebug = asw_debug_aliens.GetInt() == 3;
|
|
if ( bDebug )
|
|
{
|
|
if ( m_hLastFailedPhysicsTarget )
|
|
{
|
|
NDebugOverlay::Cross3D( m_hLastFailedPhysicsTarget->WorldSpaceCenter(), -Vector(32,32,32), Vector(32,32,32) , 255, 255, 0, true, 1.0f );
|
|
}
|
|
}
|
|
|
|
// Traipse through the sensed object list
|
|
AISightIter_t iter;
|
|
CBaseEntity *pObject;
|
|
for ( pObject = GetSenses()->GetFirstSeenEntity( &iter, SEEN_MISC ); pObject; pObject = GetSenses()->GetNextSeenEntity( &iter ) )
|
|
{
|
|
// If we couldn't shove this object last time, don't try again
|
|
if ( pObject == m_hLastFailedPhysicsTarget )
|
|
continue;
|
|
|
|
IPhysicsObject *pPhysObj = pObject->VPhysicsGetObject();
|
|
if ( !pPhysObj )
|
|
continue;
|
|
|
|
// Ignore motion disabled props
|
|
if ( !pPhysObj->IsMoveable() )
|
|
continue;
|
|
|
|
// Ignore physics objects that are too low to really be noticed by the player
|
|
Vector vecAbsMins, vecAbsMaxs;
|
|
pObject->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
|
|
if ( fabs(vecAbsMaxs.z - vecAbsMins.z) < 28 )
|
|
continue;
|
|
|
|
// Ignore objects moving too fast
|
|
Vector velocity;
|
|
pPhysObj->GetVelocity( &velocity, NULL );
|
|
if ( velocity.LengthSqr() > (16*16) )
|
|
continue;
|
|
|
|
Vector center = pObject->WorldSpaceCenter();
|
|
Vector vecDirToObject = pObject->WorldSpaceCenter() - GetAbsOrigin();
|
|
VectorNormalize( vecDirToObject );
|
|
vecDirToObject.z = 0;
|
|
float flDist = 0;
|
|
|
|
if ( !allowFartherObjects )
|
|
{
|
|
// Validate our cone of sight
|
|
if ( DotProduct( vecDirToTarget, vecDirToObject ) < targetCone )
|
|
{
|
|
if ( bDebug )
|
|
{
|
|
NDebugOverlay::Cross3D( center, Vector(15,15,15), -Vector(15,15,15), 255, 0, 255, true, 1.0f );
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
// Object must be closer than our target
|
|
if ( UTIL_DistApprox2D( GetAbsOrigin(), center ) > UTIL_DistApprox2D( GetAbsOrigin(), GetEnemy()->GetAbsOrigin() ) )
|
|
{
|
|
if ( bDebug )
|
|
{
|
|
NDebugOverlay::Cross3D( center, Vector(15,15,15), -Vector(15,15,15), 0, 255, 255, true, 1.0f );
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
// Must be closer to the line towards the target than a previously valid object
|
|
flDist = DotProduct( vecDirToTarget, vecDirToObject );
|
|
if ( flDist < flNearestDist )
|
|
{
|
|
if ( bDebug )
|
|
{
|
|
NDebugOverlay::Cross3D( center, Vector(15,15,15), -Vector(15,15,15), 255, 0, 0, true, 1.0f );
|
|
}
|
|
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Must be closer than the nearest phys object
|
|
flDist = UTIL_DistApprox2D( GetAbsOrigin(), center );
|
|
if ( flDist > flNearestDist )
|
|
{
|
|
if ( bDebug )
|
|
{
|
|
NDebugOverlay::Cross3D( center, Vector(15,15,15), -Vector(15,15,15), 255, 0, 0, true, 1.0f );
|
|
}
|
|
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Check for a clear shove path (roughly)
|
|
trace_t tr;
|
|
UTIL_TraceLine( pObject->WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
// See how close to our target we got
|
|
if ( ( tr.endpos - GetEnemy()->WorldSpaceCenter() ).LengthSqr() > (256*256) )
|
|
continue;
|
|
|
|
// Get the position we want to be at to swing at the object
|
|
float flClearDistance;
|
|
Vector vecTrajectory;
|
|
Vector vecHitPosition = GetPhysicsHitPosition( pObject, vecTrajectory, flClearDistance );
|
|
Vector vecObjectPosition = pObject->WorldSpaceCenter();
|
|
|
|
if ( bDebug )
|
|
{
|
|
NDebugOverlay::Box( vecObjectPosition, NAI_Hull::Mins( HULL_MEDIUM ), NAI_Hull::Maxs( HULL_MEDIUM ), 255, 0, 0, true, 1.0f );
|
|
NDebugOverlay::Box( vecHitPosition, NAI_Hull::Mins( HULL_MEDIUM ), NAI_Hull::Maxs( HULL_MEDIUM ), 0, 255, 0, true, 1.0f );
|
|
}
|
|
|
|
// Can we move to the spot behind the prop?
|
|
UTIL_TraceHull( vecHitPosition, vecHitPosition, WorldAlignMins(), WorldAlignMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
if ( tr.startsolid || tr.allsolid || (tr.m_pEnt && tr.m_pEnt != pObject) )
|
|
{
|
|
if ( bDebug )
|
|
{
|
|
NDebugOverlay::Box( vecHitPosition, WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 8, 1.0f );
|
|
NDebugOverlay::Line( vecObjectPosition, vecHitPosition, 255, 0, 0, true, 1.0f );
|
|
}
|
|
|
|
// Can we get at it at from an angle on the side of it we're on?
|
|
Vector vecUp(0,0,1);
|
|
Vector vecRight;
|
|
CrossProduct( vecUp, vecTrajectory, vecRight );
|
|
|
|
// Is the guard to the right? or the left?
|
|
Vector vecToGuard = ( WorldSpaceCenter() - vecObjectPosition );
|
|
VectorNormalize( vecToGuard );
|
|
if ( DotProduct( vecRight, vecToGuard ) > 0 )
|
|
{
|
|
vecHitPosition = vecHitPosition + (vecRight * 64) + (vecTrajectory * 64);
|
|
}
|
|
else
|
|
{
|
|
vecHitPosition = vecHitPosition - (vecRight * 64) + (vecTrajectory * 64);
|
|
}
|
|
|
|
if ( asw_debug_aliens.GetInt() == 4 )
|
|
{
|
|
NDebugOverlay::Box( vecHitPosition, NAI_Hull::Mins( HULL_MEDIUM ), NAI_Hull::Maxs( HULL_MEDIUM ), 0, 255, 0, true, 1.0f );
|
|
NDebugOverlay::Line( vecObjectPosition, vecHitPosition, 255, 0, 0, true, 1.0f );
|
|
}
|
|
|
|
// Now try and move from the side position
|
|
UTIL_TraceHull( vecHitPosition, vecHitPosition, WorldAlignMins(), WorldAlignMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
if ( tr.startsolid || tr.allsolid || (tr.m_pEnt && tr.m_pEnt != pObject) )
|
|
{
|
|
if ( asw_debug_aliens.GetInt() == 4 )
|
|
{
|
|
NDebugOverlay::Box( vecHitPosition, WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 8, 1.0f );
|
|
NDebugOverlay::Line( vecObjectPosition, vecHitPosition, 255, 0, 0, true, 1.0f );
|
|
}
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Take this as the best object so far
|
|
pNearest = pObject;
|
|
flNearestDist = flDist;
|
|
m_vecPhysicsHitPosition = vecHitPosition;
|
|
|
|
if ( bDebug )
|
|
{
|
|
NDebugOverlay::Cross3D( center, Vector(15,15,15), -Vector(15,15,15), 255, 255, 0, true, 0.5f );
|
|
}
|
|
}
|
|
|
|
if ( pNearest && bDebug )
|
|
{
|
|
NDebugOverlay::Cross3D( pNearest->WorldSpaceCenter(), Vector(30,30,30), -Vector(30,30,30), 255, 255, 255, true, 0.5f );
|
|
}
|
|
|
|
return pNearest;
|
|
}
|
|
|
|
void CASW_Alien_Shover::ImpactShock( const Vector &origin, float radius, float magnitude, CBaseEntity *pIgnored )
|
|
{
|
|
// Also do a local physics explosion to push objects away
|
|
float adjustedDamage, flDist;
|
|
Vector vecSpot;
|
|
float falloff = 1.0f / 2.5f;
|
|
|
|
CBaseEntity *pEntity = NULL;
|
|
|
|
// Find anything within our radius
|
|
while ( ( pEntity = gEntList.FindEntityInSphere( pEntity, origin, radius ) ) != NULL )
|
|
{
|
|
// Don't affect the ignored target
|
|
if ( pEntity == pIgnored )
|
|
continue;
|
|
if ( pEntity == this )
|
|
continue;
|
|
|
|
// UNDONE: Ask the object if it should get force if it's not MOVETYPE_VPHYSICS?
|
|
if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS || ( pEntity->VPhysicsGetObject() && pEntity->IsPlayer() == false ) )
|
|
{
|
|
vecSpot = pEntity->BodyTarget( GetAbsOrigin() );
|
|
|
|
// decrease damage for an ent that's farther from the bomb.
|
|
flDist = ( GetAbsOrigin() - vecSpot ).Length();
|
|
|
|
if ( radius == 0 || flDist <= radius )
|
|
{
|
|
adjustedDamage = flDist * falloff;
|
|
adjustedDamage = magnitude - adjustedDamage;
|
|
|
|
if ( adjustedDamage < 1 )
|
|
{
|
|
adjustedDamage = 1;
|
|
}
|
|
|
|
CTakeDamageInfo info( this, this, adjustedDamage, DMG_BLAST );
|
|
CalculateExplosiveDamageForce( &info, (vecSpot - GetAbsOrigin()), GetAbsOrigin() );
|
|
|
|
pEntity->VPhysicsTakeDamage( info );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int CASW_Alien_Shover::TranslateSchedule( int scheduleType )
|
|
{
|
|
switch( scheduleType )
|
|
{
|
|
case SCHED_CHASE_ENEMY:
|
|
{
|
|
return SCHED_SHOVER_CHASE_ENEMY;
|
|
}
|
|
break;
|
|
case SCHED_CHASE_ENEMY_FAILED:
|
|
{
|
|
int baseType = BaseClass::TranslateSchedule(scheduleType);
|
|
if ( baseType != SCHED_CHASE_ENEMY_FAILED )
|
|
return baseType;
|
|
|
|
int iUnreach = SelectUnreachableSchedule();
|
|
if (iUnreach != -1)
|
|
return iUnreach;
|
|
}
|
|
break;
|
|
case SCHED_ALIEN_SHOVER_PHYSICS_ATTACK:
|
|
// If the object is far away, move and swat it. If it's close, just swat it.
|
|
if (random->RandomFloat() < 0.5f)
|
|
{
|
|
if( DistToPhysicsEnt() > SHOVER_PHYSOBJ_SWATDIST )
|
|
{
|
|
return SCHED_ALIEN_SHOVER_PHYSICS_ATTACK_MOVE;
|
|
}
|
|
else
|
|
{
|
|
return SCHED_ALIEN_SHOVER_PHYSICS_ATTACK;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( DistToPhysicsEnt() > SHOVER_PHYSOBJ_SWATDIST )
|
|
{
|
|
return SCHED_ALIEN_SHOVER_PHYSICS_ATTACKITEM_MOVE;
|
|
}
|
|
else
|
|
{
|
|
return SCHED_ALIEN_ATTACKITEM;
|
|
}
|
|
|
|
}
|
|
break;
|
|
}
|
|
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
void CASW_Alien_Shover::GatherConditions( void )
|
|
{
|
|
BaseClass::GatherConditions();
|
|
|
|
if( m_NPCState == NPC_STATE_COMBAT )
|
|
{
|
|
UpdatePhysicsTarget( false );
|
|
}
|
|
|
|
if( (m_hPhysicsTarget != NULL) && gpGlobals->curtime >= m_flNextSwat && HasCondition( COND_SEE_ENEMY )
|
|
&& m_AlienOrders == AOT_None) // don't try and throw physics objects if we have specific alien orders to follow
|
|
{
|
|
SetCondition( COND_ALIEN_SHOVER_PHYSICS_TARGET );
|
|
}
|
|
else
|
|
{
|
|
ClearCondition( COND_ALIEN_SHOVER_PHYSICS_TARGET );
|
|
}
|
|
}
|
|
|
|
int CASW_Alien_Shover::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
|
|
{
|
|
// If we can swat physics objects, see if we can swat our obstructor
|
|
if ( IsPathTaskFailure( taskFailCode ) &&
|
|
m_hObstructor != NULL && m_hObstructor->VPhysicsGetObject() &&
|
|
m_hObstructor->VPhysicsGetObject()->GetMass() < 100 )
|
|
{
|
|
m_hPhysicsTarget = m_hObstructor;
|
|
m_hObstructor = NULL;
|
|
//Msg("Alien shoving phys object from fail schedule\n");
|
|
return SCHED_ALIEN_ATTACKITEM;
|
|
}
|
|
|
|
m_hObstructor = NULL;
|
|
|
|
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
|
|
}
|
|
|
|
bool CASW_Alien_Shover::OnInsufficientStopDist( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult )
|
|
{
|
|
if ( pMoveGoal->directTrace.fStatus == AIMR_BLOCKED_ENTITY && gpGlobals->curtime >= m_flNextSwat )
|
|
{
|
|
//Msg("Alien setting obstructor\n");
|
|
m_hObstructor = pMoveGoal->directTrace.pObstruction;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
float CASW_Alien_Shover::DistToPhysicsEnt( void )
|
|
{
|
|
//return ( GetLocalOrigin() - m_hPhysicsEnt->GetLocalOrigin() ).Length();
|
|
if ( m_hPhysicsTarget != NULL )
|
|
return UTIL_DistApprox2D( GetAbsOrigin(), m_hPhysicsTarget->WorldSpaceCenter() );
|
|
return SHOVER_PHYSOBJ_SWATDIST + 1;
|
|
}
|
|
|
|
AI_BEGIN_CUSTOM_NPC( npc_alien_shover, CASW_Alien_Shover )
|
|
|
|
//Tasks
|
|
DECLARE_TASK( TASK_ALIEN_SHOVER_GET_PATH_TO_PHYSOBJECT )
|
|
DECLARE_TASK( TASK_ALIEN_SHOVER_SHOVE_PHYSOBJECT )
|
|
DECLARE_TASK( TASK_ALIEN_SHOVER_OPPORTUNITY_THROW )
|
|
DECLARE_TASK( TASK_ALIEN_SHOVER_FIND_PHYSOBJECT )
|
|
|
|
//Activities
|
|
DECLARE_ACTIVITY( ACT_ALIEN_SHOVER_SHOVE_PHYSOBJECT )
|
|
DECLARE_ACTIVITY( ACT_ALIEN_SHOVER_ROAR )
|
|
|
|
//Adrian: events go here
|
|
DECLARE_ANIMEVENT( AE_ALIEN_SHOVER_SHOVE_PHYSOBJECT )
|
|
DECLARE_ANIMEVENT( AE_ALIEN_SHOVER_SHOVE )
|
|
DECLARE_ANIMEVENT( AE_ALIEN_SHOVER_ROAR )
|
|
|
|
DECLARE_CONDITION( COND_ALIEN_SHOVER_PHYSICS_TARGET )
|
|
DECLARE_CONDITION( COND_ALIEN_SHOVER_PHYSICS_TARGET_INVALID )
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ALIEN_ATTACKITEM,
|
|
|
|
" Tasks"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_MELEE_ATTACK1 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_NEW_ENEMY"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ALIEN_SHOVER_PHYSICS_ATTACKITEM_MOVE,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
|
|
" TASK_ALIEN_SHOVER_GET_PATH_TO_PHYSOBJECT 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_MELEE_ATTACK1 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_TASK_FAILED"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LOST_ENEMY"
|
|
" COND_ALIEN_SHOVER_PHYSICS_TARGET_INVALID"
|
|
)
|
|
|
|
//==================================================
|
|
// SCHED_ALIEN_SHOVER_PHYSICS_ATTACK
|
|
//==================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ALIEN_SHOVER_PHYSICS_ATTACK_MOVE,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
|
|
" TASK_ALIEN_SHOVER_GET_PATH_TO_PHYSOBJECT 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_ALIEN_SHOVER_SHOVE_PHYSOBJECT 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_TASK_FAILED"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LOST_ENEMY"
|
|
" COND_ALIEN_SHOVER_PHYSICS_TARGET_INVALID"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ALIEN_SHOVER_PHYSICS_ATTACK,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_ALIEN_SHOVER_SHOVE_PHYSOBJECT 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LOST_ENEMY"
|
|
)
|
|
|
|
//==================================================
|
|
// SCHED_FORCE_ALIEN_SHOVER_PHYSICS_ATTACK
|
|
//==================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_FORCE_ALIEN_SHOVER_PHYSICS_ATTACK,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ALIEN_SHOVER_CANT_ATTACK"
|
|
" TASK_ALIEN_SHOVER_FIND_PHYSOBJECT 0"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ALIEN_SHOVER_PHYSICS_ATTACK"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
//==================================================
|
|
// SCHED_ANTLIONGUARD_ROAR
|
|
//==================================================
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ALIEN_SHOVER_ROAR,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ALIEN_SHOVER_ROAR"
|
|
" "
|
|
" Interrupts"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ALIEN_SHOVER_CANT_ATTACK,
|
|
|
|
" Tasks"
|
|
" TASK_SET_ROUTE_SEARCH_TIME 5" // Spend 5 seconds trying to build a path if stuck
|
|
" TASK_GET_PATH_TO_RANDOM_NODE 200"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_WAIT_PVS 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_GIVE_WAY"
|
|
" COND_NEW_ENEMY"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SHOVER_CHASE_ENEMY,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED"
|
|
//" TASK_SET_TOLERANCE_DISTANCE 24"
|
|
" TASK_GET_CHASE_PATH_TO_ENEMY 300"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
//" TASK_FACE_ENEMY 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_ENEMY_UNREACHABLE"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_TOO_CLOSE_TO_ATTACK"
|
|
" COND_TASK_FAILED"
|
|
" COND_ALIEN_SHOVER_PHYSICS_TARGET"
|
|
)
|
|
|
|
AI_END_CUSTOM_NPC() |