//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Alyx, the female sidekick and love interest that's taking the world by storm! // // Try the new Alyx Brite toothpaste! // Alyx lederhosen! // // FIXME: need a better comment block // //=============================================================================// #include "cbase.h" #include "npcevent.h" #include "ai_basenpc.h" #include "ai_hull.h" #include "ai_basehumanoid.h" #include "ai_behavior_follow.h" #include "npc_alyx_episodic.h" #include "npc_headcrab.h" #include "npc_BaseZombie.h" #include "ai_senses.h" #include "ai_memory.h" #include "soundent.h" #include "props.h" #include "IEffects.h" #include "globalstate.h" #include "weapon_physcannon.h" #include "info_darknessmode_lightsource.h" #include "sceneentity.h" #include "hl2_gamerules.h" #include "scripted.h" #include "hl2_player.h" #include "env_alyxemp_shared.h" #include "basehlcombatweapon.h" #include "basegrenade_shared.h" #include "grenade_frag.h" #include "ai_interactions.h" #include "weapon_flaregun.h" #include "env_debughistory.h" extern Vector PointOnLineNearestPoint(const Vector& vStartPos, const Vector& vEndPos, const Vector& vPoint); // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" int ACT_ALYX_DRAW_TOOL; int ACT_ALYX_IDLE_TOOL; int ACT_ALYX_ZAP_TOOL; int ACT_ALYX_HOLSTER_TOOL; int ACT_ALYX_PICKUP_RACK; bool IsInCommentaryMode( void ); #define ALYX_BREATHING_VOLUME_MAX 1.0 #define ALYX_DARKNESS_LOST_PLAYER_DIST ( 120 * 120 ) // 12 feet #define ALYX_MIN_MOB_DIST_SQR Square(120) // Any enemy closer than this adds to the 'mob' #define ALYX_MIN_CONSIDER_DIST Square(1200) // Only enemies within this range are counted and considered to generate AI speech #define CONCEPT_ALYX_REQUEST_ITEM "TLK_ALYX_REQUEST_ITEM" #define CONCEPT_ALYX_INTERACTION_DONE "TLK_ALYX_INTERACTION_DONE" #define CONCEPT_ALYX_CANCEL_INTERACTION "TLK_ALYX_CANCEL_INTERACTION" #define MAX_TIME_BETWEEN_BARRELS_EXPLODING 5.0f #define MAX_TIME_BETWEEN_CONSECUTIVE_PLAYER_KILLS 3.0f #define ALYX_MIN_ENEMY_DIST_TO_CROUCH 360 // Minimum distance that our enemy must be for me to crouch #define ALYX_MIN_ENEMY_HEALTH_TO_CROUCH 15 #define ALYX_CROUCH_DELAY 5 // Time after crouching before Alyx will crouch again //----------------------------------------------------------------------------- // Interactions //----------------------------------------------------------------------------- extern int g_interactionZombieMeleeWarning; LINK_ENTITY_TO_CLASS( npc_alyx, CNPC_Alyx ); BEGIN_DATADESC( CNPC_Alyx ) DEFINE_FIELD( m_hEmpTool, FIELD_EHANDLE ), DEFINE_FIELD( m_hHackTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_hStealthLookTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_bInteractionAllowed, FIELD_BOOLEAN ), DEFINE_FIELD( m_fTimeNextSearchForInteractTargets, FIELD_TIME ), DEFINE_FIELD( m_bDarknessSpeechAllowed, FIELD_BOOLEAN ), DEFINE_FIELD( m_bIsEMPHolstered, FIELD_BOOLEAN ), DEFINE_FIELD( m_bIsFlashlightBlind, FIELD_BOOLEAN ), DEFINE_FIELD( m_fStayBlindUntil, FIELD_TIME ), DEFINE_FIELD( m_flDontBlindUntil, FIELD_TIME ), DEFINE_FIELD( m_bSpokeLostPlayerInDarkness, FIELD_BOOLEAN ), DEFINE_FIELD( m_bPlayerFlashlightState, FIELD_BOOLEAN ), DEFINE_FIELD( m_bHadCondSeeEnemy, FIELD_BOOLEAN ), DEFINE_FIELD( m_iszCurrentBlindScene, FIELD_STRING ), DEFINE_FIELD( m_fTimeUntilNextDarknessFoundPlayer, FIELD_TIME ), DEFINE_FIELD( m_fCombatStartTime, FIELD_TIME ), DEFINE_FIELD( m_fCombatEndTime, FIELD_TIME ), DEFINE_FIELD( m_fLastPlayerKill, FIELD_TIME ), DEFINE_FIELD( m_iNumConsecutivePlayerKills, FIELD_INTEGER ), DEFINE_FIELD( m_fLastBarrelExploded, FIELD_TIME ), DEFINE_FIELD( m_iNumConsecutiveBarrelsExploded, FIELD_INTEGER ), DEFINE_FIELD( m_flNextCrouchTime, FIELD_TIME ), DEFINE_FIELD( m_bHasShotgun, FIELD_BOOLEAN ), DEFINE_SOUNDPATCH( m_sndDarknessBreathing ), DEFINE_EMBEDDED( m_SpeechWatch_LostPlayer ), DEFINE_EMBEDDED( m_SpeechTimer_HeardSound ), DEFINE_EMBEDDED( m_SpeechWatch_SoundDelay ), DEFINE_EMBEDDED( m_SpeechWatch_BreathingRamp ), DEFINE_EMBEDDED( m_SpeechWatch_FoundPlayer ), DEFINE_EMBEDDED( m_SpeechWatch_PlayerLooking ), DEFINE_EMBEDDED( m_MoveMonitor ), DEFINE_INPUTFUNC( FIELD_VOID, "DisallowInteraction", InputDisallowInteraction ), DEFINE_INPUTFUNC( FIELD_VOID, "AllowInteraction", InputAllowInteraction ), DEFINE_INPUTFUNC( FIELD_STRING, "GiveWeapon", InputGiveWeapon ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "AllowDarknessSpeech", InputAllowDarknessSpeech ), DEFINE_OUTPUT( m_OnFinishInteractWithObject, "OnFinishInteractWithObject" ), DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ), DEFINE_USEFUNC( Use ), END_DATADESC() #define ALYX_FEAR_ZOMBIE_DIST_SQR Square(60) #define ALYX_FEAR_ANTLION_DIST_SQR Square(360) int AE_ALYX_EMPTOOL_ATTACHMENT; int AE_ALYX_EMPTOOL_SEQUENCE; int AE_ALYX_EMPTOOL_USE; ConVar npc_alyx_readiness( "npc_alyx_readiness", "1" ); ConVar npc_alyx_force_stop_moving( "npc_alyx_force_stop_moving", "1" ); ConVar npc_alyx_readiness_transitions( "npc_alyx_readiness_transitions", "1" ); ConVar npc_alyx_crouch( "npc_alyx_crouch", "1" ); //========================================================= // Classify - indicates this NPC's place in the // relationship table. //========================================================= Class_T CNPC_Alyx::Classify ( void ) { return CLASS_PLAYER_ALLY_VITAL; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CNPC_Alyx::FValidateHintType( CAI_Hint *pHint ) { switch( pHint->HintType() ) { case HINT_WORLD_VISUALLY_INTERESTING: return true; break; case HINT_WORLD_VISUALLY_INTERESTING_STEALTH: return true; break; } return BaseClass::FValidateHintType( pHint ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- int CNPC_Alyx::ObjectCaps() { int caps = BaseClass::ObjectCaps(); if( m_FuncTankBehavior.IsMounted() ) { caps &= ~FCAP_IMPULSE_USE; } return caps; } //========================================================= // HandleAnimEvent - catches the NPC-specific messages // that occur when tagged animation frames are played. //========================================================= void CNPC_Alyx::HandleAnimEvent( animevent_t *pEvent ) { if (pEvent->event == AE_ALYX_EMPTOOL_ATTACHMENT) { if (!m_hEmpTool) { // Old savegame? CreateEmpTool(); if (!m_hEmpTool) return; } int iAttachment = LookupAttachment( pEvent->options ); m_hEmpTool->SetParent(this, iAttachment); m_hEmpTool->SetLocalOrigin( Vector( 0, 0, 0 ) ); m_hEmpTool->SetLocalAngles( QAngle( 0, 0, 0 ) ); if( !stricmp( pEvent->options, "Emp_Holster" ) ) { SetEMPHolstered(true); } else { SetEMPHolstered(false); } return; } else if (pEvent->event == AE_ALYX_EMPTOOL_SEQUENCE) { if (!m_hEmpTool) return; CDynamicProp *pEmpTool = dynamic_cast<CDynamicProp *>(m_hEmpTool.Get()); if (!pEmpTool) return; int iSequence = pEmpTool->LookupSequence( pEvent->options ); if (iSequence != ACT_INVALID) { pEmpTool->PropSetSequence( iSequence ); } return; } else if (pEvent->event == AE_ALYX_EMPTOOL_USE) { if( m_OperatorBehavior.IsGoalReady() ) { if( m_OperatorBehavior.m_hContextTarget.Get() != NULL ) { EmpZapTarget( m_OperatorBehavior.m_hContextTarget ); } } return; } switch( pEvent->event ) { case 1: default: BaseClass::HandleAnimEvent( pEvent ); break; } } //========================================================= // Returns a pointer to Alyx's entity //========================================================= CNPC_Alyx *CNPC_Alyx::GetAlyx( void ) { CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "npc_alyx" ); CNPC_Alyx *pAlyx = static_cast<CNPC_Alyx *>( pEnt ); return pAlyx; } //========================================================= // //========================================================= bool CNPC_Alyx::CreateBehaviors() { AddBehavior( &m_FuncTankBehavior ); bool result = BaseClass::CreateBehaviors(); return result; } //========================================================= // Spawn //========================================================= void CNPC_Alyx::Spawn() { BaseClass::Spawn(); // If Alyx has a parent, she's currently inside a pod. Prevent her from moving. if ( GetMoveParent() ) { SetMoveType( MOVETYPE_NONE ); CapabilitiesClear(); CapabilitiesAdd( bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD ); CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE ); } else { SetupAlyxWithoutParent(); CreateEmpTool( ); } AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION ); m_iHealth = 80; m_bloodColor = DONT_BLEED; NPCInit(); SetUse( &CNPC_Alyx::Use ); m_bInteractionAllowed = true; m_fTimeNextSearchForInteractTargets = gpGlobals->curtime; SetEMPHolstered(true); m_bDontPickupWeapons = true; m_bDarknessSpeechAllowed = true; m_fCombatStartTime = 0.0f; m_fCombatEndTime = 0.0f; m_AnnounceAttackTimer.Set( 3, 5 ); } //========================================================= // Precache - precaches all resources this NPC needs //========================================================= void CNPC_Alyx::Precache() { BaseClass::Precache(); PrecacheScriptSound( "npc_alyx.die" ); PrecacheModel( STRING( GetModelName() ) ); PrecacheModel( "models/alyx_emptool_prop.mdl" ); // For hacking PrecacheScriptSound( "DoSpark" ); PrecacheScriptSound( "npc_alyx.starthacking" ); PrecacheScriptSound( "npc_alyx.donehacking" ); PrecacheScriptSound( "npc_alyx.readytohack" ); PrecacheScriptSound( "npc_alyx.interruptedhacking" ); PrecacheScriptSound( "ep_01.al_dark_breathing01" ); UTIL_PrecacheOther( "env_alyxemp" ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::Activate( void ) { // Alyx always kicks her health back up to full after loading a savegame. // Avoids problems with players saving the game in places where she dies immediately afterwards. m_iHealth = 80; BaseClass::Activate(); // Alyx always assumes she has said hello to Gordon! SetSpokeConcept( TLK_HELLO, NULL, false ); // Add my personal concepts CAI_AllySpeechManager *pSpeechManager = GetAllySpeechManager(); if( pSpeechManager ) { ConceptInfo_t conceptRequestItem = { CONCEPT_ALYX_REQUEST_ITEM, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_TARGET_PLAYER }; pSpeechManager->AddCustomConcept( conceptRequestItem ); } // cleanup savegames that may not have this set if (m_hEmpTool) { m_hEmpTool->AddEffects( EF_PARENT_ANIMATES ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::StopLoopingSounds( void ) { CSoundEnvelopeController::GetController().SoundDestroy( m_sndDarknessBreathing ); m_sndDarknessBreathing = NULL; BaseClass::StopLoopingSounds(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::SelectModel() { // Alyx is allowed to use multiple models, because she appears in the pod. // She defaults to her normal model. const char *szModel = STRING( GetModelName() ); if (!szModel || !*szModel) { SetModelName( AllocPooledString("models/alyx.mdl") ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::SetupAlyxWithoutParent( void ) { SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_DOORS_GROUP | bits_CAP_TURN_HEAD | bits_CAP_DUCK | bits_CAP_SQUAD ); CapabilitiesAdd( bits_CAP_USE_WEAPONS ); CapabilitiesAdd( bits_CAP_ANIMATEDFACE ); CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE ); CapabilitiesAdd( bits_CAP_AIM_GUN ); CapabilitiesAdd( bits_CAP_MOVE_SHOOT ); CapabilitiesAdd( bits_CAP_USE_SHOT_REGULATOR ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::CreateEmpTool( void ) { m_hEmpTool = (CBaseAnimating*)CreateEntityByName( "prop_dynamic" ); if ( m_hEmpTool ) { m_hEmpTool->SetModel( "models/alyx_emptool_prop.mdl" ); m_hEmpTool->SetName( AllocPooledString("Alyx_Emptool") ); int iAttachment = LookupAttachment( "Emp_Holster" ); m_hEmpTool->SetParent(this, iAttachment); m_hEmpTool->SetOwnerEntity(this); m_hEmpTool->SetSolid( SOLID_NONE ); m_hEmpTool->SetLocalOrigin( Vector( 0, 0, 0 ) ); m_hEmpTool->SetLocalAngles( QAngle( 0, 0, 0 ) ); m_hEmpTool->AddEffects( EF_PARENT_ANIMATES ); m_hEmpTool->Spawn(); } } struct ReadinessTransition_t { int iPreviousLevel; int iCurrentLevel; Activity requiredActivity; Activity transitionActivity; }; void CNPC_Alyx::ReadinessLevelChanged( int iPriorLevel ) { BaseClass::ReadinessLevelChanged( iPriorLevel ); // When we drop from agitated to stimulated, stand up if we were crouching. if ( iPriorLevel == AIRL_AGITATED && GetReadinessLevel() == AIRL_STIMULATED ) { //Warning("CROUCH: Standing, dropping back to stimulated.\n" ); Stand(); } if ( GetActiveWeapon() == NULL ) return; //If Alyx is going from Relaxed to Agitated or Stimulated, let her raise her weapon before she's able to fire. if ( iPriorLevel == AIRL_RELAXED && GetReadinessLevel() > iPriorLevel ) { GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + 0.5 ); } if ( HasActiveLayer() ) return; if ( npc_alyx_readiness_transitions.GetBool() ) { // We don't have crouching readiness transitions yet if ( IsCrouching() ) return; static ReadinessTransition_t readinessTransitions[] = { //Previous Readiness level - Current Readiness Level - Activity NPC needs to be playing - Gesture to play { AIRL_RELAXED, AIRL_STIMULATED, ACT_IDLE, ACT_READINESS_RELAXED_TO_STIMULATED, }, { AIRL_RELAXED, AIRL_STIMULATED, ACT_WALK, ACT_READINESS_RELAXED_TO_STIMULATED_WALK, }, { AIRL_AGITATED, AIRL_STIMULATED, ACT_IDLE, ACT_READINESS_AGITATED_TO_STIMULATED, }, { AIRL_STIMULATED, AIRL_RELAXED, ACT_IDLE, ACT_READINESS_STIMULATED_TO_RELAXED, } }; for ( int i = 0; i < ARRAYSIZE( readinessTransitions ); i++ ) { if ( GetIdealActivity() != readinessTransitions[i].requiredActivity ) continue; Activity translatedTransitionActivity = Weapon_TranslateActivity( readinessTransitions[i].transitionActivity ); if ( translatedTransitionActivity == ACT_INVALID || translatedTransitionActivity == readinessTransitions[i].transitionActivity ) continue; if ( iPriorLevel == readinessTransitions[i].iPreviousLevel && GetReadinessLevel() == readinessTransitions[i].iCurrentLevel ) { RestartGesture( translatedTransitionActivity ); break; } } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::PrescheduleThink( void ) { BaseClass::PrescheduleThink(); // Figure out if Alyx has just been removed from her parent if ( GetMoveType() == MOVETYPE_NONE && !GetMoveParent() ) { // Don't confuse the passenger behavior with just removing Alyx's parent! if ( m_PassengerBehavior.IsEnabled() == false ) { SetupAlyxWithoutParent(); SetupVPhysicsHull(); } } if ( HasCondition( COND_TALKER_PLAYER_DEAD ) ) { SpeakIfAllowed( TLK_PLDEAD ); } // If Alyx is in combat, and she doesn't have her gun out, fetch it if ( GetState() == NPC_STATE_COMBAT && IsWeaponHolstered() && !m_FuncTankBehavior.IsRunning() ) { SetDesiredWeaponState( DESIREDWEAPONSTATE_UNHOLSTERED ); } // If we're in stealth mode, and we can still see the stealth node, keep using it if ( GetReadinessLevel() == AIRL_STEALTH ) { if ( m_hStealthLookTarget && !m_hStealthLookTarget->IsDisabled() ) { if ( m_hStealthLookTarget->IsInNodeFOV(this) && FVisible( m_hStealthLookTarget ) ) return; } // Break out of stealth mode SetReadinessLevel( AIRL_STIMULATED, true, true ); ClearLookTarget( m_hStealthLookTarget ); m_hStealthLookTarget = NULL; } // If we're being blinded by the flashlight, see if we should stop if ( m_bIsFlashlightBlind ) { // we used to have a bug where if we tried to remove alyx from the blind scene before it got loaded asynchronously, // she would get stuck in the animation with m_bIsFlashlightBlind set to false. that should be fixed, but just to // be sure, we wait a bit to prevent this from happening. if ( m_fStayBlindUntil < gpGlobals->curtime ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(1); if ( pPlayer && (!CanBeBlindedByFlashlight( true ) || !pPlayer->IsIlluminatedByFlashlight(this, NULL ) || !PlayerFlashlightOnMyEyes( pPlayer )) && !BlindedByFlare() ) { // Remove the actor from the flashlight scene ADD_DEBUG_HISTORY( HISTORY_ALYX_BLIND, UTIL_VarArgs( "(%0.2f) Alyx: end blind scene '%s'\n", gpGlobals->curtime, STRING(m_iszCurrentBlindScene) ) ); RemoveActorFromScriptedScenes( this, true, false, STRING(m_iszCurrentBlindScene) ); // Allow firing again, but prevent myself from firing until I'm done GetShotRegulator()->EnableShooting(); GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + 1.0 ); m_bIsFlashlightBlind = false; m_flDontBlindUntil = gpGlobals->curtime + RandomFloat( 1, 3 ); } } } else { CheckBlindedByFlare(); } } //----------------------------------------------------------------------------- // Periodically look for opportunities to interact with objects in the world. // Right now Alyx only interacts with things the player picks up with // physcannon. //----------------------------------------------------------------------------- #define ALYX_INTERACT_SEARCH_FREQUENCY 1.0f // seconds void CNPC_Alyx::SearchForInteractTargets() { if( m_fTimeNextSearchForInteractTargets > gpGlobals->curtime ) { return; } m_fTimeNextSearchForInteractTargets = gpGlobals->curtime + ALYX_INTERACT_SEARCH_FREQUENCY; // Ensure player can be seen. if( !HasCondition( COND_SEE_PLAYER) ) { //Msg("ALYX Can't interact: can't see player\n"); return; } CBasePlayer *pPlayer = UTIL_PlayerByIndex(1); if( !pPlayer ) { return; } CBaseEntity *pProspect = PhysCannonGetHeldEntity(pPlayer->GetActiveWeapon()); if( !pProspect ) { //Msg("ALYX Can't interact: player not holding anything\n"); return; } if( !IsValidInteractTarget(pProspect) ) { //Msg("ALYX Can't interact: player holding an invalid object\n"); return; } SetInteractTarget(pProspect); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CNPC_Alyx::GatherConditions() { BaseClass::GatherConditions(); if( HasCondition( COND_HEAR_DANGER ) ) { // Don't let Alyx worry about combat sounds if she's panicking // from danger sounds. This prevents her from running ALERT_FACE_BEST_SOUND // as soon as a grenade explodes (which makes a loud combat sound). If Alyx // is NOT panicking over a Danger sound, she'll hear the combat sounds as normal. ClearCondition( COND_HEAR_COMBAT ); } // Update flashlight state ClearCondition( COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED ); ClearCondition( COND_ALYX_PLAYER_TURNED_ON_FLASHLIGHT ); ClearCondition( COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT ); CBasePlayer *pPlayer = UTIL_PlayerByIndex(1); if ( pPlayer ) { bool bFlashlightState = pPlayer->FlashlightIsOn() != 0; if ( bFlashlightState != m_bPlayerFlashlightState ) { if ( bFlashlightState ) { SetCondition( COND_ALYX_PLAYER_TURNED_ON_FLASHLIGHT ); } else { // If the power level is low, consider it expired, due // to it running out or the player turning it off in anticipation. CHL2_Player *pHLPlayer = assert_cast<CHL2_Player*>( pPlayer ); if ( pHLPlayer->SuitPower_GetCurrentPercentage() < 15 ) { SetCondition( COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED ); } else { SetCondition( COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT ); } } m_bPlayerFlashlightState = bFlashlightState; } } // Handle speech AI. Don't speak AI speech if we're in scripts. if ( m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT || m_NPCState == NPC_STATE_COMBAT ) { DoCustomSpeechAI(); } if ( m_NPCState == NPC_STATE_COMBAT ) { DoCustomCombatAI(); } if( HasInteractTarget() ) { // Check that any current interact target is still valid. if( !IsValidInteractTarget(GetInteractTarget()) ) { SetInteractTarget(NULL); } } // This is not an else...if because the code above could have started // with an interact target and ended without one. if( !HasInteractTarget() ) { SearchForInteractTargets(); } // Set up our interact conditions. if( HasInteractTarget() ) { if( CanInteractWithTarget(GetInteractTarget()) ) { SetCondition(COND_ALYX_CAN_INTERACT_WITH_TARGET); ClearCondition(COND_ALYX_CAN_NOT_INTERACT_WITH_TARGET); } else { SetCondition(COND_ALYX_CAN_NOT_INTERACT_WITH_TARGET); ClearCondition(COND_ALYX_CAN_INTERACT_WITH_TARGET); } SetCondition( COND_ALYX_HAS_INTERACT_TARGET ); ClearCondition( COND_ALYX_NO_INTERACT_TARGET ); } else { SetCondition( COND_ALYX_NO_INTERACT_TARGET ); ClearCondition( COND_ALYX_HAS_INTERACT_TARGET ); } // Check for explosions! if( HasCondition(COND_HEAR_COMBAT) ) { CSound *pSound = GetBestSound(); if( (pSound->SoundTypeNoContext() & SOUND_COMBAT) && (pSound->SoundContext() & SOUND_CONTEXT_EXPLOSION) ) { if ( m_bHasShotgun ) { if ( !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST_SHOTGUN) && !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN) ) { RestartGesture( ACT_GESTURE_FLINCH_BLAST_SHOTGUN ); GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + SequenceDuration( ACT_GESTURE_FLINCH_BLAST_SHOTGUN ) ); } } else { if ( !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST) && !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST_DAMAGED) ) { RestartGesture( ACT_GESTURE_FLINCH_BLAST ); GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + SequenceDuration( ACT_GESTURE_FLINCH_BLAST ) ); } } } } // ROBIN: This was here to solve a problem in a playtest. We've since found what we think was the cause. // It's a useful piece of debug to have lying there, so I've left it in. if ( (GetFlags() & FL_FLY) && m_NPCState != NPC_STATE_SCRIPT && !m_ActBusyBehavior.IsActive() ) { Warning( "Removed FL_FLY from Alyx, who wasn't running a script or actbusy. Time %.2f, map %s.\n", gpGlobals->curtime, STRING(gpGlobals->mapname) ); RemoveFlag( FL_FLY ); } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CNPC_Alyx::ShouldPlayerAvoid( void ) { if( IsCurSchedule(SCHED_ALYX_NEW_WEAPON, false) ) return true; return BaseClass::ShouldPlayerAvoid(); } //----------------------------------------------------------------------------- // Just heard a gunfire sound. Try to figure out how much we should know // about it. //----------------------------------------------------------------------------- void CNPC_Alyx::AnalyzeGunfireSound( CSound *pSound ) { Assert( pSound != NULL ); if( GetState() != NPC_STATE_ALERT && GetState() != NPC_STATE_IDLE ) { // Only have code for IDLE and ALERT now. return; } // Have to verify a bunch of stuff about the sound. It must have a valid BaseCombatCharacter as the owner, // must have a valid target, and we need a valid pointer to the player. if( pSound->m_hOwner.Get() == NULL ) return; if( pSound->m_hTarget.Get() == NULL ) return; CBaseCombatCharacter *pSoundOriginBCC = pSound->m_hOwner->MyCombatCharacterPointer(); if( pSoundOriginBCC == NULL ) return; CBaseEntity *pSoundTarget = pSound->m_hTarget.Get(); CBasePlayer *pPlayer = AI_GetSinglePlayer(); Assert( pPlayer != NULL ); if( pSoundTarget == this ) { // The shooter is firing at me. Assume if Alyx can hear the gunfire, she can deduce its origin. UpdateEnemyMemory( pSoundOriginBCC, pSoundOriginBCC->GetAbsOrigin(), this ); } else if( pSoundTarget == pPlayer ) { // The shooter is firing at the player. Assume Alyx can deduce the origin if the player COULD see the origin, and Alyx COULD see the player. if( pPlayer->FVisible(pSoundOriginBCC) && FVisible(pPlayer) ) { UpdateEnemyMemory( pSoundOriginBCC, pSoundOriginBCC->GetAbsOrigin(), this ); } } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CNPC_Alyx::IsValidEnemy( CBaseEntity *pEnemy ) { if ( HL2GameRules()->IsAlyxInDarknessMode() ) { if ( !CanSeeEntityInDarkness( pEnemy ) ) return false; } // Alyx can only take a stalker as her enemy which is angry at the player or her. if( pEnemy->Classify() == CLASS_STALKER ) { if( !pEnemy->GetEnemy() ) { return false; } if( pEnemy->GetEnemy() != this && !pEnemy->GetEnemy()->IsPlayer() ) { return false; } } return BaseClass::IsValidEnemy(pEnemy); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::Event_Killed( const CTakeDamageInfo &info ) { // Destroy our EMP tool since it won't follow us onto the ragdoll anyway if ( m_hEmpTool != NULL ) { UTIL_Remove( m_hEmpTool ); } BaseClass::Event_Killed( info ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CNPC_Alyx::Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info ) { // comment on killing npc's if ( pVictim->IsNPC() ) { SpeakIfAllowed( TLK_ALYX_ENEMY_DEAD ); } // Alyx builds a proxy for the dead enemy so she has something to shoot at for a short time after // the enemy ragdolls. if( !(pVictim->GetFlags() & FL_ONGROUND) || pVictim->GetMoveType() != MOVETYPE_STEP ) { // Don't fire up in the air, since the dead enemy will have fallen. return; } if( pVictim->GetAbsOrigin().DistTo(GetAbsOrigin()) < 96.0f ) { // Don't shoot at an enemy corpse that dies very near to me. This will prevent Alyx attacking // Other nearby enemies. return; } if( !m_bHasShotgun ) { CAI_BaseNPC *pTarget = CreateCustomTarget( pVictim->GetAbsOrigin(), 0.5f ); AddEntityRelationship( pTarget, IRelationType(pVictim), IRelationPriority(pVictim) ); // Update or Create a memory entry for this target and make Alyx think she's seen this target recently. // This prevents the baseclass from not recognizing this target and forcing Alyx into // SCHED_WAKE_ANGRY, which wastes time and causes her to change animation sequences rapidly. GetEnemies()->UpdateMemory( GetNavigator()->GetNetwork(), pTarget, pTarget->GetAbsOrigin(), 0.0f, true ); AI_EnemyInfo_t *pMemory = GetEnemies()->Find( pTarget ); if( pMemory ) { // Pretend we've known about this target longer than we really have. pMemory->timeFirstSeen = gpGlobals->curtime - 10.0f; } } } //----------------------------------------------------------------------------- // Purpose: Called by enemy NPC's when they are ignited // Input : pVictim - entity that was ignited //----------------------------------------------------------------------------- void CNPC_Alyx::EnemyIgnited( CAI_BaseNPC *pVictim ) { if ( FVisible( pVictim ) ) { SpeakIfAllowed( TLK_ENEMY_BURNING ); } } //----------------------------------------------------------------------------- // Purpose: Called by combine balls when they're socketed // Input : pVictim - entity killed by player //----------------------------------------------------------------------------- void CNPC_Alyx::CombineBallSocketed( int iNumBounces ) { CBasePlayer *pPlayer = AI_GetSinglePlayer(); if ( !pPlayer || !FVisible(pPlayer) ) { return; } // set up the speech modifiers CFmtStrN<128> modifiers( "num_bounces:%d", iNumBounces ); // fire off a ball socketed concept SpeakIfAllowed( TLK_BALLSOCKETED, modifiers ); } //----------------------------------------------------------------------------- // Purpose: Called by player code when player kills another entity // Input : pVictim - entity killed by player //----------------------------------------------------------------------------- void CNPC_Alyx::PlayerKilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info ) { // filter everything that comes in here that isn't an NPC CAI_BaseNPC *pCombatVictim = dynamic_cast<CAI_BaseNPC *>( pVictim ); if ( !pCombatVictim ) { return; } CBaseEntity *pInflictor = info.GetInflictor(); int iNumBarrels = 0; int iConsecutivePlayerKills = 0; bool bPuntedGrenade = false; bool bVictimWasEnemy = false; bool bVictimWasMob = false; bool bVictimWasAttacker = false; bool bHeadshot = false; bool bOneShot = false; if ( dynamic_cast<CBreakableProp *>( pInflictor ) && ( info.GetDamageType() & DMG_BLAST ) ) { // if a barrel explodes that was initiated by the player within a few seconds of the previous one, // increment a counter to keep track of how many have exploded in a row. if ( gpGlobals->curtime - m_fLastBarrelExploded >= MAX_TIME_BETWEEN_BARRELS_EXPLODING ) { m_iNumConsecutiveBarrelsExploded = 0; } m_iNumConsecutiveBarrelsExploded++; m_fLastBarrelExploded = gpGlobals->curtime; iNumBarrels = m_iNumConsecutiveBarrelsExploded; } else { // if player kills an NPC within a few seconds of the previous kill, // increment a counter to keep track of how many he's killed in a row. if ( gpGlobals->curtime - m_fLastPlayerKill >= MAX_TIME_BETWEEN_CONSECUTIVE_PLAYER_KILLS ) { m_iNumConsecutivePlayerKills = 0; } m_iNumConsecutivePlayerKills++; m_fLastPlayerKill = gpGlobals->curtime; iConsecutivePlayerKills = m_iNumConsecutivePlayerKills; } // don't comment on kills when she can't see the victim if ( !FVisible( pVictim ) ) { return; } // check if the player killed an enemy by punting a grenade if ( pInflictor && Fraggrenade_WasPunted( pInflictor ) && Fraggrenade_WasCreatedByCombine( pInflictor ) ) { bPuntedGrenade = true; } // check if the victim was Alyx's enemy if ( GetEnemy() == pVictim ) { bVictimWasEnemy = true; } AI_EnemyInfo_t *pEMemory = GetEnemies()->Find( pVictim ); if ( pEMemory != NULL ) { // was Alyx being mobbed by this enemy? bVictimWasMob = pEMemory->bMobbedMe; // has Alyx recieved damage from this enemy? if ( pEMemory->timeLastReceivedDamageFrom > 0 ) { bVictimWasAttacker = true; } } // Was it a headshot? if ( ( pCombatVictim->LastHitGroup() == HITGROUP_HEAD ) && ( info.GetDamageType() & DMG_BULLET ) ) { bHeadshot = true; } // Did the player kill the enemy with 1 shot? if ( ( pCombatVictim->GetDamageCount() == 1 ) && ( info.GetDamageType() & DMG_BULLET ) ) { bOneShot = true; } // set up the speech modifiers CFmtStrN<512> modifiers( "num_barrels:%d,distancetoplayerenemy:%f,playerAmmo:%s,consecutive_player_kills:%d," "punted_grenade:%d,victim_was_enemy:%d,victim_was_mob:%d,victim_was_attacker:%d,headshot:%d,oneshot:%d", iNumBarrels, EnemyDistance( pVictim ), info.GetAmmoName(), iConsecutivePlayerKills, bPuntedGrenade, bVictimWasEnemy, bVictimWasMob, bVictimWasAttacker, bHeadshot, bOneShot ); SpeakIfAllowed( TLK_PLAYER_KILLED_NPC, modifiers ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CNPC_Alyx::IsNavigationUrgent( void ) { bool bBase = BaseClass::IsNavigationUrgent(); // Alyx considers follow & assault behaviour urgent if ( !bBase && (m_FollowBehavior.IsActive() || ( m_AssaultBehavior.IsRunning() && m_AssaultBehavior.IsUrgent() )) ) { // But only if the blocker isn't the player, and isn't a physics object that's still moving CBaseEntity *pBlocker = GetNavigator()->GetBlockingEntity(); if ( pBlocker && !pBlocker->IsPlayer() ) { IPhysicsObject *pPhysObject = pBlocker->VPhysicsGetObject(); if ( pPhysObject && !pPhysObject->IsAsleep() ) return false; if ( pBlocker->IsNPC() ) return false; } // Avoid teleporting right in front of the player if ( HasCondition(COND_SEE_PLAYER) ) { CBasePlayer *pLocalPlayer = AI_GetSinglePlayer(); if ( pLocalPlayer->FInViewCone( EyePosition() ) ) return false; } return true; } return bBase; } //----------------------------------------------------------------------------- // Purpose: If we're a passenger in a vehicle //----------------------------------------------------------------------------- bool CNPC_Alyx::RunningPassengerBehavior( void ) { // Must be active and not outside the vehicle if ( m_PassengerBehavior.IsRunning() && m_PassengerBehavior.GetPassengerState() != PASSENGER_STATE_OUTSIDE ) return true; return false; } //----------------------------------------------------------------------------- // Purpose: Handle "mobbed" combat condition when Alyx is overwhelmed by force //----------------------------------------------------------------------------- void CNPC_Alyx::DoMobbedCombatAI( void ) { AIEnemiesIter_t iter; float visibleEnemiesScore = 0.0f; float closeEnemiesScore = 0.0f; for ( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) ) { if ( IRelationType( pEMemory->hEnemy ) != D_NU && IRelationType( pEMemory->hEnemy ) != D_LI && pEMemory->hEnemy->GetAbsOrigin().DistToSqr(GetAbsOrigin()) <= ALYX_MIN_CONSIDER_DIST ) { if( pEMemory->hEnemy && pEMemory->hEnemy->IsAlive() && gpGlobals->curtime - pEMemory->timeLastSeen <= 0.5f && pEMemory->hEnemy->Classify() != CLASS_BULLSEYE ) { if( pEMemory->hEnemy->GetAbsOrigin().DistToSqr(GetAbsOrigin()) <= ALYX_MIN_MOB_DIST_SQR ) { closeEnemiesScore += 1.0f; } else { visibleEnemiesScore += 1.0f; } } } } if( closeEnemiesScore > 2 ) { SetCondition( COND_MOBBED_BY_ENEMIES ); // mark anyone in the mob as having mobbed me for ( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) ) { if ( pEMemory->bMobbedMe ) continue; if ( IRelationType( pEMemory->hEnemy ) != D_NU && IRelationType( pEMemory->hEnemy ) != D_LI && pEMemory->hEnemy->GetAbsOrigin().DistToSqr(GetAbsOrigin()) <= ALYX_MIN_CONSIDER_DIST ) { if( pEMemory->hEnemy && pEMemory->hEnemy->IsAlive() && gpGlobals->curtime - pEMemory->timeLastSeen <= 0.5f && pEMemory->hEnemy->Classify() != CLASS_BULLSEYE ) { if( pEMemory->hEnemy->GetAbsOrigin().DistToSqr(GetAbsOrigin()) <= ALYX_MIN_MOB_DIST_SQR ) { pEMemory->bMobbedMe = true; } } } } } else { ClearCondition( COND_MOBBED_BY_ENEMIES ); } // Alyx's gun can never run out of ammo. Allow Alyx to ignore LOW AMMO warnings // if she's in a close quarters fight with several enemies. She'll attempt to reload // as soon as her combat situation is less pressing. if( HasCondition( COND_MOBBED_BY_ENEMIES ) ) { ClearCondition( COND_LOW_PRIMARY_AMMO ); } // Say a combat thing if( HasCondition( COND_MOBBED_BY_ENEMIES ) ) { SpeakIfAllowed( TLK_MOBBED ); } else if( visibleEnemiesScore > 4 ) { SpeakIfAllowed( TLK_MANY_ENEMIES ); } } //----------------------------------------------------------------------------- // Purpose: Custom AI for Alyx while in combat //----------------------------------------------------------------------------- void CNPC_Alyx::DoCustomCombatAI( void ) { // Only run the following code if we're not in a vehicle if ( RunningPassengerBehavior() == false ) { // Do our mobbed by enemies logic DoMobbedCombatAI(); } CBaseEntity *pEnemy = GetEnemy(); if( pEnemy && GetAbsOrigin().DistToSqr( pEnemy->GetAbsOrigin() ) < Square( 60.0f ) ) { // Don't reload if an enemy is right in my face, either. ClearCondition( COND_LOW_PRIMARY_AMMO ); } if ( HasCondition( COND_LIGHT_DAMAGE ) ) { if ( pEnemy && !IsCrouching() ) { // If my enemy is shooting at me from a distance, crouch for protection if ( EnemyDistance( pEnemy ) > ALYX_MIN_ENEMY_DIST_TO_CROUCH ) { DesireCrouch(); } } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::DoCustomSpeechAI( void ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(1); if ( HasCondition(COND_NEW_ENEMY) && GetEnemy() ) { if ( GetEnemy()->Classify() == CLASS_HEADCRAB ) { CBaseHeadcrab *pHC = assert_cast<CBaseHeadcrab*>(GetEnemy()); // If we see a headcrab for the first time as he's jumping at me, freak out! if ( ( GetEnemy()->GetEnemy() == this ) && pHC->IsJumping() && gpGlobals->curtime - GetEnemies()->FirstTimeSeen(GetEnemy()) < 0.5 ) { SpeakIfAllowed( "TLK_SPOTTED_INCOMING_HEADCRAB" ); } // If we see a headcrab leaving a zombie that just died, mention it else if ( pHC->GetOwnerEntity() && ( pHC->GetOwnerEntity()->Classify() == CLASS_ZOMBIE ) && !pHC->GetOwnerEntity()->IsAlive() ) { SpeakIfAllowed( "TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE" ); } } else if ( GetEnemy()->Classify() == CLASS_ZOMBIE ) { CNPC_BaseZombie *pZombie = assert_cast<CNPC_BaseZombie*>(GetEnemy()); // If we see a zombie getting up, mention it if ( pZombie->IsGettingUp() ) { SpeakIfAllowed( "TLK_SPOTTED_ZOMBIE_WAKEUP" ); } } } // Darkness mode speech ClearCondition( COND_ALYX_IN_DARK ); if ( HL2GameRules()->IsAlyxInDarknessMode() ) { // Even though the darkness light system will take flares into account when Alyx // says she's lost the player in the darkness, players still think she's silly // when they're too far from the flare to be seen. // So, check for lit flares or other dynamic lights, and don't do // a bunch of the darkness speech if there's a lit flare nearby. bool bNearbyFlare = DarknessLightSourceWithinRadius( this, 500 ); if ( !bNearbyFlare ) { SetCondition( COND_ALYX_IN_DARK ); if ( HasCondition( COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT ) || HasCondition( COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED ) ) { // Player just turned off the flashlight. Start ramping up Alyx's breathing. if ( !m_sndDarknessBreathing ) { CPASAttenuationFilter filter( this ); m_sndDarknessBreathing = CSoundEnvelopeController::GetController().SoundCreate( filter, entindex(), CHAN_STATIC, "ep_01.al_dark_breathing01", SNDLVL_TALKING ); CSoundEnvelopeController::GetController().Play( m_sndDarknessBreathing, 0.0f, PITCH_NORM ); } if ( m_sndDarknessBreathing ) { CSoundEnvelopeController::GetController().SoundChangeVolume( m_sndDarknessBreathing, ALYX_BREATHING_VOLUME_MAX, RandomFloat(10,20) ); m_SpeechWatch_BreathingRamp.Stop(); } } } // If we lose an enemy due to the flashlight, comment about it if ( !HasCondition( COND_SEE_ENEMY ) && m_bHadCondSeeEnemy && !HasCondition( COND_TALKER_PLAYER_DEAD ) ) { if ( m_bDarknessSpeechAllowed && HasCondition( COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT ) && GetEnemy() && ( GetEnemy()->Classify() != CLASS_BULLSEYE ) ) { SpeakIfAllowed( "TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT" ); } else if ( m_bDarknessSpeechAllowed && HasCondition( COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED ) && GetEnemy() && ( GetEnemy()->Classify() != CLASS_BULLSEYE ) ) { SpeakIfAllowed( "TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED" ); } else if ( m_bDarknessSpeechAllowed && GetEnemy() && ( GetEnemy()->Classify() != CLASS_BULLSEYE ) && pPlayer && pPlayer->FlashlightIsOn() && !pPlayer->IsIlluminatedByFlashlight(GetEnemy(), NULL ) && FVisible( GetEnemy() ) ) { SpeakIfAllowed( TLK_DARKNESS_ENEMY_IN_DARKNESS ); } m_bHadCondSeeEnemy = false; } else if ( HasCondition( COND_SEE_ENEMY ) ) { m_bHadCondSeeEnemy = true; } else if ( ( !GetEnemy() || ( GetEnemy()->Classify() == CLASS_BULLSEYE ) ) && m_bDarknessSpeechAllowed ) { if ( HasCondition( COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED ) ) { SpeakIfAllowed( TLK_DARKNESS_FLASHLIGHT_EXPIRED ); } else if ( HasCondition( COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT ) ) { SpeakIfAllowed( TLK_FLASHLIGHT_OFF ); } else if ( HasCondition( COND_ALYX_PLAYER_TURNED_ON_FLASHLIGHT ) ) { SpeakIfAllowed( TLK_FLASHLIGHT_ON ); } } // If we've just seen a new enemy, and it's illuminated by the flashlight, // tell the player to keep the flashlight on 'em. if ( HasCondition(COND_NEW_ENEMY) && !HasCondition( COND_TALKER_PLAYER_DEAD ) ) { // First time we've seen this guy? if ( gpGlobals->curtime - GetEnemies()->FirstTimeSeen(GetEnemy()) < 0.5 ) { if ( pPlayer && pPlayer->IsIlluminatedByFlashlight(GetEnemy(), NULL ) && m_bDarknessSpeechAllowed && !LookerCouldSeeTargetInDarkness( this, GetEnemy() ) ) { SpeakIfAllowed( "TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT" ); } } } // When we lose the player, start lost-player talker after some time if ( !bNearbyFlare && m_bDarknessSpeechAllowed ) { if ( !HasCondition(COND_SEE_PLAYER) && !m_SpeechWatch_LostPlayer.IsRunning() ) { m_SpeechWatch_LostPlayer.Set( 5,8 ); m_SpeechWatch_LostPlayer.Start(); m_MoveMonitor.SetMark( AI_GetSinglePlayer(), 48 ); } else if ( m_SpeechWatch_LostPlayer.Expired() ) { // Can't see the player? if ( !HasCondition(COND_SEE_PLAYER) && !HasCondition( COND_TALKER_PLAYER_DEAD ) && !HasCondition( COND_SEE_ENEMY ) && ( !pPlayer || pPlayer->GetAbsOrigin().DistToSqr(GetAbsOrigin()) > ALYX_DARKNESS_LOST_PLAYER_DIST ) ) { // only speak if player hasn't moved. if ( m_MoveMonitor.TargetMoved( AI_GetSinglePlayer() ) ) { SpeakIfAllowed( "TLK_DARKNESS_LOSTPLAYER" ); m_SpeechWatch_LostPlayer.Set(10); m_SpeechWatch_LostPlayer.Start(); m_bSpokeLostPlayerInDarkness = true; } } } // Speech concepts that only occur when the player's flashlight is off if ( pPlayer && !HasCondition( COND_TALKER_PLAYER_DEAD ) && !pPlayer->FlashlightIsOn() ) { // When the player first turns off the light, don't talk about sounds for a bit if ( HasCondition( COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT ) || HasCondition( COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED ) ) { m_SpeechTimer_HeardSound.Set(4); } else if ( m_SpeechWatch_SoundDelay.Expired() ) { // We've waited for a bit after the sound, now talk about it SpeakIfAllowed( "TLK_DARKNESS_HEARDSOUND" ); m_SpeechWatch_SoundDelay.Stop(); } else if ( HasCondition( COND_HEAR_SPOOKY ) ) { // If we hear anything while the player's flashlight is off, randomly mention it if ( m_SpeechTimer_HeardSound.Expired() ) { m_SpeechTimer_HeardSound.Set(10); // Wait for the sound to play for a bit before speaking about it m_SpeechWatch_SoundDelay.Set( 1.0,3.0 ); m_SpeechWatch_SoundDelay.Start(); } } } } // Stop the heard sound response if the player turns the flashlight on if ( bNearbyFlare || HasCondition( COND_ALYX_PLAYER_TURNED_ON_FLASHLIGHT ) ) { m_SpeechWatch_SoundDelay.Stop(); if ( m_sndDarknessBreathing ) { CSoundEnvelopeController::GetController().SoundChangeVolume( m_sndDarknessBreathing, 0.0f, 0.5 ); m_SpeechWatch_BreathingRamp.Stop(); } } } else { if ( m_sndDarknessBreathing ) { CSoundEnvelopeController::GetController().SoundChangeVolume( m_sndDarknessBreathing, 0.0f, 0.5 ); m_SpeechWatch_BreathingRamp.Stop(); } if ( !HasCondition(COND_SEE_PLAYER) && !m_SpeechWatch_FoundPlayer.IsRunning() ) { // wait a minute before saying something when alyx sees him again m_SpeechWatch_FoundPlayer.Set( 60, 75 ); m_SpeechWatch_FoundPlayer.Start(); } else if ( HasCondition(COND_SEE_PLAYER) ) { if ( m_SpeechWatch_FoundPlayer.Expired() && m_bDarknessSpeechAllowed ) { SpeakIfAllowed( "TLK_FOUNDPLAYER" ); } m_SpeechWatch_FoundPlayer.Stop(); } } // If we spoke lost-player, and now we see him/her, say so if ( m_bSpokeLostPlayerInDarkness ) { // If we've left darkness mode, or if the player has blinded me with // the flashlight, don't bother speaking the found player line. if ( !m_bIsFlashlightBlind && HL2GameRules()->IsAlyxInDarknessMode() && m_bDarknessSpeechAllowed ) { if ( HasCondition(COND_SEE_PLAYER) && !HasCondition( COND_TALKER_PLAYER_DEAD ) ) { if ( ( m_fTimeUntilNextDarknessFoundPlayer == AI_INVALID_TIME ) || ( gpGlobals->curtime < m_fTimeUntilNextDarknessFoundPlayer ) ) { SpeakIfAllowed( "TLK_DARKNESS_FOUNDPLAYER" ); } m_bSpokeLostPlayerInDarkness = false; } } else { m_bSpokeLostPlayerInDarkness = false; } } if ( pPlayer && pPlayer->FInViewCone( this ) && pPlayer->FVisible( this ) ) { if ( m_SpeechWatch_PlayerLooking.Expired() ) { SpeakIfAllowed( TLK_LOOK ); m_SpeechWatch_PlayerLooking.Stop(); } } else { m_SpeechWatch_PlayerLooking.Start( 1.0f ); } if ( ( !m_bDarknessSpeechAllowed || HasCondition(COND_SEE_PLAYER) ) && m_SpeechWatch_LostPlayer.IsRunning() ) { m_SpeechWatch_LostPlayer.Stop(); m_MoveMonitor.ClearMark(); } // Ramp the breathing back up after speaking if ( m_SpeechWatch_BreathingRamp.IsRunning() ) { if ( m_SpeechWatch_BreathingRamp.Expired() ) { CSoundEnvelopeController::GetController().SoundChangeVolume( m_sndDarknessBreathing, ALYX_BREATHING_VOLUME_MAX, RandomFloat(5,10) ); m_SpeechWatch_BreathingRamp.Stop(); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CNPC_Alyx::SpeakIfAllowed( AIConcept_t concept, const char *modifiers /*= NULL*/, bool bRespondingToPlayer /*= false*/, char *pszOutResponseChosen /*= NULL*/, size_t bufsize /* = 0 */ ) { if ( BaseClass::SpeakIfAllowed( concept, modifiers, bRespondingToPlayer, pszOutResponseChosen, bufsize ) ) { // If we're breathing in the darkness, drop the volume quickly if ( m_sndDarknessBreathing && CSoundEnvelopeController::GetController().SoundGetVolume( m_sndDarknessBreathing ) > 0.0 ) { CSoundEnvelopeController::GetController().SoundChangeVolume( m_sndDarknessBreathing, 0.0f, 0.1 ); // Ramp up the sound again after the response is over float flDelay = (GetTimeSpeechComplete() - gpGlobals->curtime); m_SpeechWatch_BreathingRamp.Set( flDelay ); m_SpeechWatch_BreathingRamp.Start(); } return true; } return false; } extern int ACT_ANTLION_FLIP; //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- Disposition_t CNPC_Alyx::IRelationType( CBaseEntity *pTarget ) { Disposition_t disposition = BaseClass::IRelationType( pTarget ); if ( pTarget == NULL ) return disposition; if( pTarget->Classify() == CLASS_ANTLION ) { if( disposition == D_HT ) { // If Alyx hates this antlion (default relationship), make her fear it, if it is very close. if( GetAbsOrigin().DistToSqr(pTarget->GetAbsOrigin()) < ALYX_FEAR_ANTLION_DIST_SQR ) { disposition = D_FR; } // Fall through... } } else if( pTarget->Classify() == CLASS_ZOMBIE && disposition == D_HT && GetActiveWeapon() ) { if( GetAbsOrigin().DistToSqr(pTarget->GetAbsOrigin()) < ALYX_FEAR_ZOMBIE_DIST_SQR ) { // Be afraid of a zombie that's near if I'm not allowed to dodge. This will make Alyx back away. return D_FR; } } return disposition; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- int CNPC_Alyx::IRelationPriority( CBaseEntity *pTarget ) { int priority = BaseClass::IRelationPriority( pTarget ); if( pTarget->Classify() == CLASS_ANTLION ) { // Make Alyx prefer Antlions that are flipped onto their backs. // UNLESS she has a different enemy that could melee attack her while her back is turned. CAI_BaseNPC *pNPC = pTarget->MyNPCPointer(); if ( pNPC && pNPC->GetActivity() == ACT_ANTLION_FLIP ) { if( GetEnemy() && GetEnemy() != pTarget ) { // I have an enemy that is not this thing. If that enemy is near, I shouldn't // become distracted. if( GetAbsOrigin().DistToSqr(GetEnemy()->GetAbsOrigin()) < Square(180) ) { return priority; } } priority += 1; } } return priority; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- #define ALYX_360_VIEW_DIST_SQR 129600 // 30 feet bool CNPC_Alyx::FInViewCone( CBaseEntity *pEntity ) { // Alyx can see 360 degrees but only at limited distance. This allows her to be aware of a // large mob of enemies (usually antlions or zombies) closing in. This situation is so obvious to the // player that it doesn't make sense for Alyx to be unaware of the entire group simply because she // hasn't seen all of the enemies with her own eyes. if( ( pEntity->IsNPC() || pEntity->IsPlayer() ) && pEntity->GetAbsOrigin().DistToSqr(GetAbsOrigin()) <= ALYX_360_VIEW_DIST_SQR ) { // Only see players and NPC's with 360 cone // For instance, DON'T tell the eyeball/head tracking code that you can see an object that is behind you! return true; } // Else, fall through... if ( HL2GameRules()->IsAlyxInDarknessMode() ) { if ( CanSeeEntityInDarkness( pEntity ) ) return true; } return BaseClass::FInViewCone( pEntity ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pEntity - //----------------------------------------------------------------------------- bool CNPC_Alyx::CanSeeEntityInDarkness( CBaseEntity *pEntity ) { /* // Alyx can see enemies that are right next to her // Robin: Disabled, made her too effective, you could safely leave her alone. if ( pEntity->IsNPC() ) { if ( (pEntity->WorldSpaceCenter() - EyePosition()).LengthSqr() < (80*80) ) return true; } */ CBasePlayer *pPlayer = UTIL_PlayerByIndex(1); if ( pPlayer && pEntity != pPlayer ) { if ( pPlayer->IsIlluminatedByFlashlight(pEntity, NULL ) ) return true; } return LookerCouldSeeTargetInDarkness( this, pEntity ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CNPC_Alyx::QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC) { if ( HL2GameRules()->IsAlyxInDarknessMode() ) { if ( !CanSeeEntityInDarkness( pEntity ) ) return false; } return BaseClass::QuerySeeEntity(pEntity, bOnlyHateOrFearIfNPC); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CNPC_Alyx::IsCoverPosition( const Vector &vecThreat, const Vector &vecPosition ) { return BaseClass::IsCoverPosition( vecThreat, vecPosition ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- Activity CNPC_Alyx::NPC_TranslateActivity( Activity activity ) { activity = BaseClass::NPC_TranslateActivity( activity ); if ( activity == ACT_RUN && GetEnemy() && GetEnemy()->Classify() == CLASS_COMBINE_GUNSHIP ) { // Always cower from gunship! if ( HaveSequenceForActivity( ACT_RUN_PROTECTED ) ) activity = ACT_RUN_PROTECTED; } // !!!HACK - Alyx doesn't have the required animations for shotguns, // so trick her into using the rifle counterparts for now (sjb) if ( activity == ACT_RUN_AIM_SHOTGUN ) return ACT_RUN_AIM_RIFLE; if ( activity == ACT_WALK_AIM_SHOTGUN ) return ACT_WALK_AIM_RIFLE; if ( activity == ACT_IDLE_ANGRY_SHOTGUN ) return ACT_IDLE_ANGRY_SMG1; if ( activity == ACT_RANGE_ATTACK_SHOTGUN_LOW ) return ACT_RANGE_ATTACK_SMG1_LOW; if ( activity == ACT_PICKUP_RACK ) return (Activity)ACT_ALYX_PICKUP_RACK; if ( activity == ACT_DROP_WEAPON && m_bHasShotgun ) return (Activity)ACT_DROP_WEAPON_SHOTGUN; return activity; } bool CNPC_Alyx::ShouldDeferToFollowBehavior() { return BaseClass::ShouldDeferToFollowBehavior(); } void CNPC_Alyx::BuildScheduleTestBits() { bool bIsInteracting = false; bIsInteracting = ( IsCurSchedule(SCHED_ALYX_PREPARE_TO_INTERACT_WITH_TARGET, false) || IsCurSchedule(SCHED_ALYX_WAIT_TO_INTERACT_WITH_TARGET, false) || IsCurSchedule(SCHED_ALYX_INTERACT_WITH_TARGET, false) || IsCurSchedule(SCHED_ALYX_INTERACTION_INTERRUPTED, false) || IsCurSchedule(SCHED_ALYX_FINISH_INTERACTING_WITH_TARGET, false) ); if( !bIsInteracting && IsAllowedToInteract() ) { switch( m_NPCState ) { case NPC_STATE_COMBAT: SetCustomInterruptCondition( COND_ALYX_HAS_INTERACT_TARGET ); SetCustomInterruptCondition( COND_ALYX_CAN_INTERACT_WITH_TARGET ); break; case NPC_STATE_ALERT: case NPC_STATE_IDLE: SetCustomInterruptCondition( COND_ALYX_HAS_INTERACT_TARGET ); SetCustomInterruptCondition( COND_ALYX_CAN_INTERACT_WITH_TARGET ); break; } } // This nugget fixes a bug where Alyx will continue to attack an enemy she no longer hates in the // case where her relationship with the enemy changes while she's running a SCHED_SCENE_GENERIC. // Since we don't run ChooseEnemy() when we're running a schedule that doesn't interrupt on COND_NEW_ENEMY, // we also do not re-evaluate and flush enemies we don't hate anymore. (sjb 6/9/2005) if( IsCurSchedule(SCHED_SCENE_GENERIC) && GetEnemy() && GetEnemy()->VPhysicsGetObject() ) { if( GetEnemy()->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) { SetCustomInterruptCondition( COND_NEW_ENEMY ); } } if( GetCurSchedule()->HasInterrupt( COND_IDLE_INTERRUPT ) ) { SetCustomInterruptCondition( COND_BETTER_WEAPON_AVAILABLE ); } // If we're not in a script, keep an eye out for falling if ( m_NPCState != NPC_STATE_SCRIPT && !IsInAVehicle() && !IsCurSchedule(SCHED_ALYX_FALL_TO_GROUND,false) ) { SetCustomInterruptCondition( COND_FLOATING_OFF_GROUND ); } BaseClass::BuildScheduleTestBits(); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- int CNPC_Alyx::SelectSchedule( void ) { // If we're in darkness mode, and the player has the flashlight off, and we hear a zombie footstep, // and the player isn't nearby, deliberately turn away from the zombie to let the zombie grab me. if ( HL2GameRules()->IsAlyxInDarknessMode() && m_NPCState == NPC_STATE_ALERT ) { if ( HasCondition ( COND_HEAR_COMBAT ) && !HasCondition(COND_SEE_PLAYER) ) { CSound *pBestSound = GetBestSound(); if ( pBestSound && pBestSound->m_hOwner ) { if ( pBestSound->m_hOwner->Classify() == CLASS_ZOMBIE && pBestSound->SoundChannel() == SOUNDENT_CHANNEL_NPC_FOOTSTEP ) return SCHED_ALYX_ALERT_FACE_AWAYFROM_BESTSOUND; } } } if( HasCondition(COND_ALYX_CAN_INTERACT_WITH_TARGET) ) return SCHED_ALYX_INTERACT_WITH_TARGET; if( HasCondition(COND_ALYX_HAS_INTERACT_TARGET) && HasCondition(COND_SEE_PLAYER) && IsAllowedToInteract() ) { ExpireCurrentRandomLookTarget(); if( IsEMPHolstered() ) { return SCHED_ALYX_PREPARE_TO_INTERACT_WITH_TARGET; } return SCHED_ALYX_WAIT_TO_INTERACT_WITH_TARGET; } if( !IsEMPHolstered() && !HasInteractTarget() && !m_ActBusyBehavior.IsActive() ) return SCHED_ALYX_HOLSTER_EMP; if ( HasCondition(COND_BETTER_WEAPON_AVAILABLE) ) { if( m_iszPendingWeapon != NULL_STRING ) { return SCHED_SWITCH_TO_PENDING_WEAPON; } else { CBaseHLCombatWeapon *pWeapon = dynamic_cast<CBaseHLCombatWeapon *>(Weapon_FindUsable( WEAPON_SEARCH_DELTA )); if ( pWeapon ) { m_flNextWeaponSearchTime = gpGlobals->curtime + 10.0; // Now lock the weapon for several seconds while we go to pick it up. pWeapon->Lock( 10.0, this ); SetTarget( pWeapon ); return SCHED_ALYX_NEW_WEAPON; } } } if ( HasCondition(COND_ENEMY_OCCLUDED) ) { //Warning("CROUCH: Standing, enemy is occluded.\n" ); Stand(); } return BaseClass::SelectSchedule(); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- int CNPC_Alyx::SelectScheduleDanger( void ) { if( HasCondition( COND_HEAR_DANGER ) ) { CSound *pSound; pSound = GetBestSound( SOUND_DANGER ); ASSERT( pSound != NULL ); if ( pSound && (pSound->m_iType & SOUND_DANGER) && ( pSound->SoundChannel() == SOUNDENT_CHANNEL_ZOMBINE_GRENADE ) ) { SpeakIfAllowed( TLK_DANGER_ZOMBINE_GRENADE ); } } return BaseClass::SelectScheduleDanger(); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- int CNPC_Alyx::TranslateSchedule( int scheduleType ) { switch( scheduleType ) { case SCHED_ALERT_FACE_BESTSOUND: return SCHED_ALYX_ALERT_FACE_BESTSOUND; break; case SCHED_COMBAT_FACE: if ( !HasCondition(COND_TASK_FAILED) && !IsCrouching() ) return SCHED_ALYX_COMBAT_FACE; break; case SCHED_WAKE_ANGRY: return SCHED_ALYX_WAKE_ANGRY; break; case SCHED_FALL_TO_GROUND: return SCHED_ALYX_FALL_TO_GROUND; break; case SCHED_ALERT_REACT_TO_COMBAT_SOUND: return SCHED_ALYX_ALERT_REACT_TO_COMBAT_SOUND; break; case SCHED_COWER: case SCHED_PC_COWER: // Alyx doesn't have cower animations. return SCHED_FAIL; case SCHED_RANGE_ATTACK1: { if ( GetEnemy() ) { CBaseEntity *pEnemy = GetEnemy(); if ( !IsCrouching() ) { // Does my enemy have enough health to warrant crouching? if ( pEnemy->GetHealth() > ALYX_MIN_ENEMY_HEALTH_TO_CROUCH ) { // And are they far enough away? Expand the min dist so we don't crouch & stand immediately. if ( EnemyDistance( pEnemy ) > (ALYX_MIN_ENEMY_DIST_TO_CROUCH * 1.5) && (pEnemy->GetFlags() & FL_ONGROUND) ) { //Warning("CROUCH: Desiring due to enemy far away.\n" ); DesireCrouch(); } } } // Are we supposed to be crouching? if ( IsCrouching() || ( CrouchIsDesired() && !HasCondition( COND_HEAVY_DAMAGE ) ) ) { // See if they're a valid crouch target if ( EnemyIsValidCrouchTarget( pEnemy ) ) { Crouch(); } else { //Warning("CROUCH: Standing, enemy not valid crouch target.\n" ); Stand(); } } else { //Warning("CROUCH: Standing, no enemy.\n" ); Stand(); } } return SCHED_ALYX_RANGE_ATTACK1; } break; case SCHED_HIDE_AND_RELOAD: { if ( HL2GameRules()->IsAlyxInDarknessMode() ) return SCHED_RELOAD; // If I don't have a ranged attacker as an enemy, don't try to hide AIEnemiesIter_t iter; for ( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) ) { CAI_BaseNPC *pEnemy = pEMemory->hEnemy.Get()->MyNPCPointer(); if ( !pEnemy ) continue; // Ignore enemies that don't hate me if ( pEnemy->IRelationType( this ) != D_HT ) continue; // Look for enemies with ranged capabilities if ( pEnemy->CapabilitiesGet() & ( bits_CAP_WEAPON_RANGE_ATTACK1 | bits_CAP_WEAPON_RANGE_ATTACK2 | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 ) ) return SCHED_HIDE_AND_RELOAD; } return SCHED_RELOAD; } break; case SCHED_RUN_FROM_ENEMY: if ( HasCondition( COND_MOBBED_BY_ENEMIES ) ) { return SCHED_RUN_FROM_ENEMY_MOB; } break; case SCHED_IDLE_STAND: return SCHED_ALYX_IDLE_STAND; #ifdef HL2_EPISODIC case SCHED_RUN_RANDOM: if( GetEnemy() && HasCondition(COND_SEE_ENEMY) && GetActiveWeapon() ) { // SCHED_RUN_RANDOM is a last ditch effort, it's the bottom of a chain of // sequential schedule failures. Since this can cause Alyx to freeze up, // just let her fight if she can. (sjb). return SCHED_RANGE_ATTACK1; } break; #endif// HL2_EPISODIC } return BaseClass::TranslateSchedule( scheduleType ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_SOUND_WAKE: LocateEnemySound(); // Don't do the half second wait here that the PlayerCompanion class does. (sbj) 1/4/2006 TaskComplete(); break; case TASK_ANNOUNCE_ATTACK: { SpeakAttacking(); BaseClass::StartTask( pTask ); break; } case TASK_ALYX_BUILD_COMBAT_FACE_PATH: { if ( GetEnemy() && !FInAimCone( GetEnemyLKP() ) && FVisible( GetEnemyLKP() ) ) { Vector vecToEnemy = GetEnemyLKP() - GetAbsOrigin(); VectorNormalize( vecToEnemy ); Vector vecMoveGoal = GetAbsOrigin() - (vecToEnemy * 24.0f); if ( !GetNavigator()->SetGoal( vecMoveGoal ) ) { TaskFail(FAIL_NO_ROUTE); } else { GetMotor()->SetIdealYawToTarget( GetEnemy()->WorldSpaceCenter() ); GetNavigator()->SetArrivalDirection( GetEnemy() ); TaskComplete(); } } else { TaskFail("Defaulting To BaseClass::CombatFace"); } } break; case TASK_ALYX_HOLSTER_AND_DESTROY_PISTOL: { // If we don't have the alyx gun, throw away our current, // since the alyx gun is the only one we can tuck away. if ( GetActiveWeapon() && FClassnameIs(GetActiveWeapon(), "weapon_alyxgun") ) { SetDesiredWeaponState( DESIREDWEAPONSTATE_HOLSTERED_DESTROYED ); } else { Weapon_Drop( GetActiveWeapon() ); } SetWait( 1 ); // Wait while she does it. } break; case TASK_STOP_MOVING: if ( npc_alyx_force_stop_moving.GetBool() ) { if ( ( GetNavigator()->IsGoalSet() && GetNavigator()->IsGoalActive() ) || GetNavType() == NAV_JUMP ) { DbgNavMsg( this, "Start TASK_STOP_MOVING\n" ); DbgNavMsg( this, "Initiating stopping path\n" ); GetNavigator()->StopMoving( false ); // E3 Hack if (LookupPoseParameter( "move_yaw") >= 0) { SetPoseParameter( "move_yaw", 0 ); } } else { if ( GetNavigator()->SetGoalFromStoppingPath() ) { DbgNavMsg( this, "Start TASK_STOP_MOVING\n" ); DbgNavMsg( this, "Initiating stopping path\n" ); } else { GetNavigator()->ClearGoal(); if ( IsMoving() ) { SetIdealActivity( GetStoppedActivity() ); } TaskComplete(); } } } else { BaseClass::StartTask( pTask ); } break; case TASK_REACT_TO_COMBAT_SOUND: { CSound *pSound = GetBestSound(); if( pSound && pSound->IsSoundType(SOUND_COMBAT) && pSound->IsSoundType(SOUND_CONTEXT_GUNFIRE) ) { AnalyzeGunfireSound(pSound); } TaskComplete(); } break; case TASK_ALYX_HOLSTER_PISTOL: HolsterPistol(); TaskComplete(); break; case TASK_ALYX_DRAW_PISTOL: DrawPistol(); TaskComplete(); break; case TASK_ALYX_WAIT_HACKING: SetWait( pTask->flTaskData ); break; case TASK_ALYX_GET_PATH_TO_INTERACT_TARGET: { if( !HasInteractTarget() ) { TaskFail("No interact target"); return; } AI_NavGoal_t goal; goal.type = GOALTYPE_LOCATION; goal.dest = GetInteractTarget()->WorldSpaceCenter(); goal.pTarget = GetInteractTarget(); GetNavigator()->SetGoal( goal ); } break; case TASK_ALYX_ANNOUNCE_HACK: SpeakIfAllowed( CONCEPT_ALYX_REQUEST_ITEM ); TaskComplete(); break; case TASK_ALYX_BEGIN_INTERACTION: { INPCInteractive *pInteractive = dynamic_cast<INPCInteractive *>(GetInteractTarget()); if ( pInteractive ) { EmpZapTarget( GetInteractTarget() ); pInteractive->AlyxStartedInteraction(); pInteractive->NotifyInteraction(this); pInteractive->AlyxFinishedInteraction(); m_OnFinishInteractWithObject.FireOutput( GetInteractTarget(), this ); } TaskComplete(); } break; case TASK_ALYX_COMPLETE_INTERACTION: { INPCInteractive *pInteractive = dynamic_cast<INPCInteractive *>(GetInteractTarget()); if( pInteractive ) { for( int i = 0 ; i < 3 ; i++ ) { g_pEffects->Sparks( GetInteractTarget()->WorldSpaceCenter() ); } GetInteractTarget()->EmitSound("DoSpark"); Speak( CONCEPT_ALYX_INTERACTION_DONE ); SetInteractTarget(NULL); } TaskComplete(); } break; case TASK_ALYX_SET_IDLE_ACTIVITY: { Activity goalActivity = (Activity)((int)pTask->flTaskData); if ( IsActivityFinished() ) { SetIdealActivity( goalActivity ); } } break; case TASK_ALYX_FALL_TO_GROUND: // If we wait this long without landing, we'll fall to our death SetWait(2); break; default: BaseClass::StartTask(pTask); break; } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CNPC_Alyx::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_ALYX_HOLSTER_AND_DESTROY_PISTOL: if( IsWaitFinished() ) TaskComplete(); break; case TASK_STOP_MOVING: { if ( npc_alyx_force_stop_moving.GetBool() ) { ChainRunTask( TASK_WAIT_FOR_MOVEMENT ); if ( !TaskIsRunning() ) { DbgNavMsg( this, "TASK_STOP_MOVING Complete\n" ); } } else { BaseClass::RunTask( pTask ); } break; } case TASK_ALYX_WAIT_HACKING: if( GetInteractTarget() && random->RandomInt(0, 3) == 0 ) { g_pEffects->Sparks( GetInteractTarget()->WorldSpaceCenter() ); GetInteractTarget()->EmitSound("DoSpark"); } if ( IsWaitFinished() ) { TaskComplete(); } break; case TASK_ALYX_SET_IDLE_ACTIVITY: { if ( IsActivityStarted() ) { TaskComplete(); } } break; case TASK_ALYX_FALL_TO_GROUND: if ( GetFlags() & FL_ONGROUND ) { TaskComplete(); } else if( IsWaitFinished() ) { // Call back to the base class & see if it can find a ground for us // If it can't, we'll fall to our death ChainRunTask( TASK_FALL_TO_GROUND ); if ( TaskIsRunning() ) { CTakeDamageInfo info; info.SetDamage( m_iHealth ); info.SetAttacker( this ); info.SetInflictor( this ); info.SetDamageType( DMG_GENERIC ); TakeDamage( info ); } } break; default: BaseClass::RunTask(pTask); break; } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CNPC_Alyx::OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) { switch( NewState ) { case NPC_STATE_COMBAT: { m_fCombatStartTime = gpGlobals->curtime; } break; default: if( OldState == NPC_STATE_COMBAT ) { // coming out of combat state. m_fCombatEndTime = gpGlobals->curtime + 2.0f; } break; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ) { BaseClass::TraceAttack( info, vecDir, ptr ); // FIXME: hack until some way of removing decals after healing m_fNoDamageDecal = true; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CNPC_Alyx::CanBeHitByMeleeAttack( CBaseEntity *pAttacker ) { if( IsCurSchedule(SCHED_DUCK_DODGE) ) { return false; } return BaseClass::CanBeHitByMeleeAttack( pAttacker ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- int CNPC_Alyx::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { //!!!HACKHACK - EP1 - Stop alyx taking all physics damage to prevent her dying // in freak accidents resembling spontaneous stress damage death (which are now impossible) // Also stop her taking damage from flames: Fixes her being burnt to death from entity flames // attached to random debris chunks while inside scripted sequences. if( info.GetDamageType() & (DMG_CRUSH | DMG_BURN) ) return 0; // If we're in commentary mode, prevent her taking damage from other NPCs if ( IsInCommentaryMode() && info.GetAttacker() && info.GetAttacker()->IsNPC() ) return 0; int taken = BaseClass::OnTakeDamage_Alive(info); if ( taken && HL2GameRules()->IsAlyxInDarknessMode() && !HasCondition( COND_TALKER_PLAYER_DEAD ) ) { if ( !HasCondition(COND_SEE_ENEMY) && (info.GetDamageType() & (DMG_SLASH | DMG_CLUB) ) ) { // I've taken melee damage. If I haven't seen the enemy for a few seconds, make some noise. float flLastTimeSeen = GetEnemies()->LastTimeSeen( info.GetAttacker(), false ); if ( flLastTimeSeen == AI_INVALID_TIME || gpGlobals->curtime - flLastTimeSeen > 3.0 ) { SpeakIfAllowed( "TLK_DARKNESS_UNKNOWN_WOUND" ); m_fTimeUntilNextDarknessFoundPlayer = gpGlobals->curtime + RandomFloat( 3, 5 ); } } } if( taken && (info.GetDamageType() & DMG_BLAST) ) { if ( m_bHasShotgun ) { if ( !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST) && !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN) ) { RestartGesture( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN ); GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + SequenceDuration( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN ) ); } } else { if ( !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST) && !IsPlayingGesture(ACT_GESTURE_FLINCH_BLAST_DAMAGED) ) { RestartGesture( ACT_GESTURE_FLINCH_BLAST_DAMAGED ); GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + SequenceDuration( ACT_GESTURE_FLINCH_BLAST_DAMAGED ) ); } } } return taken; } //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ bool CNPC_Alyx::FCanCheckAttacks() { if( GetEnemy() && IsGunship( GetEnemy() ) ) { // Don't attack gunships return false; } return BaseClass::FCanCheckAttacks(); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CNPC_Alyx::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt) { if( interactionType == g_interactionZombieMeleeWarning && IsAllowedToDodge() ) { // If a zombie is attacking, ditch my current schedule and duck if I'm running a schedule that will // be interrupted if I'm hit. if( ConditionInterruptsCurSchedule(COND_LIGHT_DAMAGE) || ConditionInterruptsCurSchedule( COND_HEAVY_DAMAGE) ) { //Only dodge an NPC you can see attacking. if( sourceEnt && FInViewCone(sourceEnt) ) { SetSchedule(SCHED_DUCK_DODGE); } } return true; } if( interactionType == g_interactionPlayerPuntedHeavyObject ) { // Try to get Alyx out of the way when player is punting cars around. CBaseEntity *pProp = (CBaseEntity*)(data); if( pProp ) { float distToProp = pProp->WorldSpaceCenter().DistTo( GetAbsOrigin() ); float distToPlayer = sourceEnt->WorldSpaceCenter().DistTo( GetAbsOrigin() ); // Do this if the prop is within 60 feet, and is closer to me than the player is. if( distToProp < (60.0f * 12.0f) && (distToProp < distToPlayer) ) { if( fabs(pProp->WorldSpaceCenter().z - WorldSpaceCenter().z) <= 120.0f ) { if( sourceEnt->FInViewCone(this) ) { CSoundEnt::InsertSound( SOUND_MOVE_AWAY, EarPosition(), 16, 1.0f, pProp ); } } } } return true; } return BaseClass::HandleInteraction( interactionType, data, sourceEnt ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CNPC_Alyx::HolsterPistol() { if( GetActiveWeapon() ) { GetActiveWeapon()->AddEffects(EF_NODRAW); } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CNPC_Alyx::DrawPistol() { if( GetActiveWeapon() ) { GetActiveWeapon()->RemoveEffects(EF_NODRAW); } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CNPC_Alyx::Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget, const Vector *pVelocity ) { BaseClass::Weapon_Drop( pWeapon, pvecTarget, pVelocity ); if( pWeapon && pWeapon->ClassMatches("weapon_alyxgun") ) { pWeapon->SUB_Remove(); } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CNPC_Alyx::IsAllowedToAim() { // Alyx can aim only if fully agitated if( GetReadinessLevel() != AIRL_AGITATED ) return false; return BaseClass::IsAllowedToAim(); } //----------------------------------------------------------------------------- void CNPC_Alyx::PainSound( const CTakeDamageInfo &info ) { // Alex has specific sounds for when attacked in the dark if ( !HasCondition( COND_ALYX_IN_DARK ) ) { // set up the speech modifiers CFmtStrN<128> modifiers( "damageammo:%s", info.GetAmmoName() ); SpeakIfAllowed( TLK_WOUND, modifiers ); } } //----------------------------------------------------------------------------- void CNPC_Alyx::DeathSound( const CTakeDamageInfo &info ) { // Sentences don't play on dead NPCs SentenceStop(); if ( !SpokeConcept( TLK_SELF_IN_BARNACLE ) ) { EmitSound( "npc_alyx.die" ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::OnSeeEntity( CBaseEntity *pEntity ) { BaseClass::OnSeeEntity(pEntity); if( pEntity->IsPlayer() && pEntity->IsEFlagSet(EFL_IS_BEING_LIFTED_BY_BARNACLE) ) { SpeakIfAllowed( TLK_ALLY_IN_BARNACLE ); } } //--------------------------------------------------------- // A sort of trivial rejection, this function tells us whether // this object is something Alyx can interact with at all. // (Alyx's state and the object's state are not considered // at this stage) //--------------------------------------------------------- bool CNPC_Alyx::IsValidInteractTarget( CBaseEntity *pTarget ) { INPCInteractive *pInteractive = dynamic_cast<INPCInteractive *>(pTarget); if( !pInteractive ) { // Not an INPCInteractive entity. return false; } if( !pInteractive->CanInteractWith(this) ) { return false; } if( pInteractive->HasBeenInteractedWith() ) { // Already been interacted with. return false; } IPhysicsObject *pPhysics; pPhysics = pTarget->VPhysicsGetObject(); if( pPhysics ) { if( !(pPhysics->GetGameFlags() & FVPHYSICS_PLAYER_HELD) ) { // Player isn't holding this physics object return false; } } if( GetAbsOrigin().DistToSqr(pTarget->WorldSpaceCenter()) > (360.0f * 360.0f) ) { // Too far away! return false; } return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::SetInteractTarget( CBaseEntity *pTarget ) { if( !pTarget ) { ClearCondition( COND_ALYX_HAS_INTERACT_TARGET ); ClearCondition( COND_ALYX_CAN_INTERACT_WITH_TARGET ); SetCondition( COND_ALYX_NO_INTERACT_TARGET ); SetCondition( COND_ALYX_CAN_NOT_INTERACT_WITH_TARGET ); } m_hHackTarget.Set(pTarget); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CNPC_Alyx::EmpZapTarget( CBaseEntity *pTarget ) { g_pEffects->Sparks( pTarget->WorldSpaceCenter() ); CAlyxEmpEffect *pEmpEffect = (CAlyxEmpEffect*)CreateEntityByName( "env_alyxemp" ); if( pEmpEffect ) { pEmpEffect->Spawn(); pEmpEffect->ActivateAutomatic( this, pTarget ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CNPC_Alyx::CanInteractWithTarget( CBaseEntity *pTarget ) { if( !IsValidInteractTarget(pTarget) ) return false; float flDist; flDist = (WorldSpaceCenter() - pTarget->WorldSpaceCenter()).Length(); if( flDist > 80.0f ) { return false; } if( !IsAllowedToInteract() ) { SpeakIfAllowed( TLK_CANT_INTERACT_NOW ); return false; } if( IsEMPHolstered() ) return false; return true; } //----------------------------------------------------------------------------- // Purpose: Player has illuminated this NPC with the flashlight //----------------------------------------------------------------------------- void CNPC_Alyx::PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot ) { if ( m_bIsFlashlightBlind ) return; if ( !CanBeBlindedByFlashlight( true ) ) return; // Ignore the flashlight if it's not shining at my eyes if ( PlayerFlashlightOnMyEyes( pPlayer ) ) { char szResponse[AI_Response::MAX_RESPONSE_NAME]; // Only say the blinding speech if it's time to if ( SpeakIfAllowed( "TLK_FLASHLIGHT_ILLUM", NULL, false, szResponse, AI_Response::MAX_RESPONSE_NAME ) ) { m_iszCurrentBlindScene = AllocPooledString( szResponse ); ADD_DEBUG_HISTORY( HISTORY_ALYX_BLIND, UTIL_VarArgs( "(%0.2f) Alyx: start flashlight blind scene '%s'\n", gpGlobals->curtime, STRING(m_iszCurrentBlindScene) ) ); GetShotRegulator()->DisableShooting(); m_bIsFlashlightBlind = true; m_fStayBlindUntil = gpGlobals->curtime + 0.1f; } } } //----------------------------------------------------------------------------- // Purpose: Check if player has illuminated this NPC with a flare //----------------------------------------------------------------------------- void CNPC_Alyx::CheckBlindedByFlare( void ) { if ( m_bIsFlashlightBlind ) return; if ( !CanBeBlindedByFlashlight( false ) ) return; // Ignore the flare if it's not too close if ( BlindedByFlare() ) { char szResponse[AI_Response::MAX_RESPONSE_NAME]; // Only say the blinding speech if it's time to if ( SpeakIfAllowed( "TLK_FLASHLIGHT_ILLUM", NULL, false, szResponse, AI_Response::MAX_RESPONSE_NAME ) ) { m_iszCurrentBlindScene = AllocPooledString( szResponse ); ADD_DEBUG_HISTORY( HISTORY_ALYX_BLIND, UTIL_VarArgs( "(%0.2f) Alyx: start flare blind scene '%s'\n", gpGlobals->curtime, STRING(m_iszCurrentBlindScene) ) ); GetShotRegulator()->DisableShooting(); m_bIsFlashlightBlind = true; m_fStayBlindUntil = gpGlobals->curtime + 0.1f; } } } //----------------------------------------------------------------------------- // Purpose: // Input: bCheckLightSources - if true, checks if any light darkness lightsources are near //----------------------------------------------------------------------------- bool CNPC_Alyx::CanBeBlindedByFlashlight( bool bCheckLightSources ) { // Can't be blinded if we're not in alyx darkness mode if ( !HL2GameRules()->IsAlyxInDarknessMode() ) return false; // Can't be blinded if I'm in a script, or in combat if ( IsInAScript() || GetState() == NPC_STATE_COMBAT || GetState() == NPC_STATE_SCRIPT ) return false; if ( IsSpeaking() ) return false; // can't be blinded if Alyx is near a light source if ( bCheckLightSources && DarknessLightSourceWithinRadius( this, 500 ) ) return false; // Not during an actbusy if ( m_ActBusyBehavior.IsActive() ) return false; if ( m_OperatorBehavior.IsRunning() ) return false; // Can't be blinded if I've been in combat recently, to fix anim snaps if ( GetLastEnemyTime() != 0.0 ) { if ( (gpGlobals->curtime - GetLastEnemyTime()) < 2 ) return false; } // Can't be blinded if I'm reloading if ( IsCurSchedule(SCHED_RELOAD, false) ) return false; // Can't be blinded right after being blind, to prevent oscillation if ( gpGlobals->curtime < m_flDontBlindUntil ) return false; return true; } //----------------------------------------------------------------------------- // Purpose: // Input : *pPlayer - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CNPC_Alyx::PlayerFlashlightOnMyEyes( CBasePlayer *pPlayer ) { Vector vecEyes, vecEyeForward, vecPlayerForward; GetAttachment( "eyes", vecEyes, &vecEyeForward ); pPlayer->EyeVectors( &vecPlayerForward ); Vector vecToEyes = (vecEyes - pPlayer->EyePosition()); VectorNormalize( vecToEyes ); float flDot = DotProduct( vecPlayerForward, vecToEyes ); if ( flDot < 0.98 ) return false; // Check facing to ensure we're in front of her Vector los = ( pPlayer->EyePosition() - EyePosition() ); los.z = 0; VectorNormalize( los ); Vector facingDir = EyeDirection2D(); flDot = DotProduct( los, facingDir ); return ( flDot > 0.3 ); } //----------------------------------------------------------------------------- // Purpose: Checks if Alyx is blinded by a flare // Input : // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CNPC_Alyx::BlindedByFlare( void ) { Vector vecEyes, vecEyeForward; GetAttachment( "eyes", vecEyes, &vecEyeForward ); Vector los; Vector vecToEyes; Vector facingDir = EyeDirection2D(); // use a wider radius when she's already blind to help with edge cases // where she flickers back and forth due to animation float fBlindDist = ( m_bIsFlashlightBlind ) ? 35.0f : 30.0f; CFlare *pFlare = CFlare::GetActiveFlares(); while( pFlare != NULL ) { vecToEyes = (vecEyes - pFlare->GetAbsOrigin()); float fDist = VectorNormalize( vecToEyes ); if ( fDist < fBlindDist ) { // Check facing to ensure we're in front of her los = ( pFlare->GetAbsOrigin() - EyePosition() ); los.z = 0; VectorNormalize( los ); float flDot = DotProduct( los, facingDir ); if ( ( flDot > 0.3 ) && FVisible( pFlare ) ) { return true; } } pFlare = pFlare->GetNextFlare(); } return false; } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CNPC_Alyx::CanReload( void ) { if ( m_bIsFlashlightBlind ) return false; return BaseClass::CanReload(); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CNPC_Alyx::PickTacticalLookTarget( AILookTargetArgs_t *pArgs ) { if( HasInteractTarget() ) { pArgs->hTarget = GetInteractTarget(); pArgs->flInfluence = 0.8f; pArgs->flDuration = 3.0f; return true; } return BaseClass::PickTacticalLookTarget( pArgs ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::OnSelectedLookTarget( AILookTargetArgs_t *pArgs ) { if ( pArgs && pArgs->hTarget ) { // If it's a stealth target, we want to go into stealth mode CAI_Hint *pHint = dynamic_cast<CAI_Hint *>(pArgs->hTarget.Get()); if ( pHint && pHint->HintType() == HINT_WORLD_VISUALLY_INTERESTING_STEALTH ) { SetReadinessLevel( AIRL_STEALTH, true, true ); pArgs->flDuration = 9999999; m_hStealthLookTarget = pHint; return; } } // If we're in stealth mode, break out now if ( GetReadinessLevel() == AIRL_STEALTH ) { SetReadinessLevel( AIRL_STIMULATED, true, true ); if ( m_hStealthLookTarget ) { ClearLookTarget( m_hStealthLookTarget ); m_hStealthLookTarget = NULL; } } } //----------------------------------------------------------------------------- // Purpose: // Output : Behavior to use //----------------------------------------------------------------------------- CAI_FollowBehavior &CNPC_Alyx::GetFollowBehavior( void ) { return m_FollowBehavior; } //----------------------------------------------------------------------------- // Purpose: Translate damage to heavy damage under certain circumstances // Output : Returns true if the damage should be considered... considerable //----------------------------------------------------------------------------- bool CNPC_Alyx::IsHeavyDamage( const CTakeDamageInfo &info ) { return BaseClass::IsHeavyDamage( info ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::AimGun( void ) { if (m_FuncTankBehavior.IsMounted()) { m_FuncTankBehavior.AimGun(); return; } if( !GetEnemy() ) { if ( GetReadinessLevel() == AIRL_STEALTH && m_hStealthLookTarget != NULL ) { // Only aim if we're not far from the node Vector vecAimDir = m_hStealthLookTarget->GetAbsOrigin() - Weapon_ShootPosition(); if ( VectorNormalize( vecAimDir ) > 80 ) { // Ignore nodes that are behind her Vector vecForward; GetVectors( &vecForward, NULL, NULL ); float flDot = DotProduct( vecAimDir, vecForward ); if ( flDot > 0 ) { SetAim( vecAimDir); return; } } } } BaseClass::AimGun(); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- Vector CNPC_Alyx::GetActualShootPosition( const Vector &shootOrigin ) { if( m_bHasShotgun && GetEnemy() && GetEnemy()->Classify() == CLASS_ZOMBIE && random->RandomInt( 0, 1 ) == 1 ) { // 50-50 zombie headshots with shotgun! return GetEnemy()->HeadTarget( shootOrigin ); } return BaseClass::GetActualShootPosition( shootOrigin ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CNPC_Alyx::EnemyIsValidCrouchTarget( CBaseEntity *pEnemy ) { // Don't crouch to shoot flying enemies (or jumping antlions) if ( !(pEnemy->GetFlags() & FL_ONGROUND) ) return false; // Don't crouch to shoot if we couldn't see them while crouching if ( !CouldShootIfCrouching( pEnemy ) ) { //Warning("CROUCH: Not valid due to crouch-no-LOS.\n" ); return false; } // Don't crouch to shoot enemies that are close to me if ( EnemyDistance( pEnemy ) <= ALYX_MIN_ENEMY_DIST_TO_CROUCH ) { //Warning("CROUCH: Not valid due to enemy-too-close.\n" ); return false; } // Don't crouch to shoot enemies that are too far off my vertical plane if ( fabs( pEnemy->GetAbsOrigin().z - GetAbsOrigin().z ) > 64 ) return false; return true; } //----------------------------------------------------------------------------- // Purpose: degrees to turn in 0.1 seconds //----------------------------------------------------------------------------- float CNPC_Alyx::MaxYawSpeed( void ) { if ( IsCrouching() ) return 10; return BaseClass::MaxYawSpeed(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CNPC_Alyx::Stand( void ) { bool bWasCrouching = IsCrouching(); if ( !BaseClass::Stand() ) return false; if ( bWasCrouching ) { m_flNextCrouchTime = gpGlobals->curtime + ALYX_CROUCH_DELAY; OnUpdateShotRegulator(); } return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CNPC_Alyx::Crouch( void ) { if ( !npc_alyx_crouch.GetBool() ) return false; // Alyx will ignore crouch requests while she has the shotgun if ( m_bHasShotgun ) return false; bool bWasStanding = !IsCrouching(); if ( !BaseClass::Crouch() ) return false; if ( bWasStanding ) { OnUpdateShotRegulator(); } return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::DesireCrouch( void ) { // Ignore crouch desire if we've been crouching recently to reduce oscillation if ( m_flNextCrouchTime > gpGlobals->curtime ) return; BaseClass::DesireCrouch(); } //----------------------------------------------------------------------------- // Purpose: Tack on extra criteria for responses //----------------------------------------------------------------------------- void CNPC_Alyx::ModifyOrAppendCriteria( AI_CriteriaSet &set ) { AIEnemiesIter_t iter; float fLengthOfLastCombat; int iNumEnemies; if ( GetState() == NPC_STATE_COMBAT ) { fLengthOfLastCombat = gpGlobals->curtime - m_fCombatStartTime; } else { fLengthOfLastCombat = m_fCombatEndTime - m_fCombatStartTime; } set.AppendCriteria( "combat_length", UTIL_VarArgs( "%.3f", fLengthOfLastCombat ) ); iNumEnemies = 0; for ( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) ) { if ( pEMemory->hEnemy->IsAlive() && ( pEMemory->hEnemy->Classify() != CLASS_BULLSEYE ) ) { iNumEnemies++; } } set.AppendCriteria( "num_enemies", UTIL_VarArgs( "%d", iNumEnemies ) ); set.AppendCriteria( "darkness_mode", UTIL_VarArgs( "%d", HasCondition( COND_ALYX_IN_DARK ) ) ); set.AppendCriteria( "water_level", UTIL_VarArgs( "%d", GetWaterLevel() ) ); CHL2_Player *pPlayer = assert_cast<CHL2_Player*>( UTIL_PlayerByIndex( 1 ) ); set.AppendCriteria( "num_companions", UTIL_VarArgs( "%d", pPlayer ? pPlayer->GetNumSquadCommandables() : 0 ) ); set.AppendCriteria( "flashlight_on", UTIL_VarArgs( "%d", pPlayer ? pPlayer->FlashlightIsOn() : 0 ) ); BaseClass::ModifyOrAppendCriteria( set ); } //----------------------------------------------------------------------------- // Purpose: Turn off Alyx's readiness when she's around a vehicle //----------------------------------------------------------------------------- bool CNPC_Alyx::IsReadinessCapable( void ) { bool bOutsideVehicle = ( m_PassengerBehavior.GetPassengerState() == PASSENGER_STATE_OUTSIDE ); // Only do readiness if we're outside the vehicle if ( m_PassengerBehavior.CanSelectSchedule() && bOutsideVehicle == false ) return false; // Let the convar decide return npc_alyx_readiness.GetBool();; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CNPC_Alyx::IsAllowedToInteract() { if ( RunningPassengerBehavior() ) return false; if( IsInAScript() ) return false; if( IsCurSchedule(SCHED_SCENE_GENERIC) ) return false; if( GetEnemy() ) { if( GetEnemy()->GetAbsOrigin().DistTo( GetAbsOrigin() ) <= 240.0f ) { // Enemy is nearby! return false; } } return m_bInteractionAllowed; } //----------------------------------------------------------------------------- // Purpose: Allows the NPC to react to being given a weapon // Input : *pNewWeapon - Weapon given //----------------------------------------------------------------------------- void CNPC_Alyx::OnGivenWeapon( CBaseCombatWeapon *pNewWeapon ) { // HACK: This causes Alyx to pull her gun from a holstered position if ( FClassnameIs( pNewWeapon, "weapon_alyxgun" ) ) { // Put it away so we can pull it out properly GetActiveWeapon()->Holster(); SetActiveWeapon( NULL ); // Draw the weapon when we're next able to SetDesiredWeaponState( DESIREDWEAPONSTATE_UNHOLSTERED ); } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CNPC_Alyx::Weapon_Equip( CBaseCombatWeapon *pWeapon ) { if( FClassnameIs( pWeapon, "weapon_shotgun" ) ) { m_bHasShotgun = true; } else { m_bHasShotgun = false; } BaseClass::Weapon_Equip( pWeapon ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CNPC_Alyx::Weapon_CanUse( CBaseCombatWeapon *pWeapon ) { if( !FClassnameIs( pWeapon, "weapon_shotgun") ) return false; return BaseClass::Weapon_CanUse( pWeapon ); } //----------------------------------------------------------------------------- // Purpose: // Input : - //----------------------------------------------------------------------------- void CNPC_Alyx::OnUpdateShotRegulator( ) { BaseClass::OnUpdateShotRegulator(); if ( !m_bHasShotgun && IsCrouching() ) { // While crouching, Alyx fires longer bursts int iMinBurst, iMaxBurst; GetShotRegulator()->GetBurstShotCountRange( &iMinBurst, &iMaxBurst ); GetShotRegulator()->SetBurstShotCountRange( iMinBurst * 2, iMaxBurst * 2 ); } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CNPC_Alyx::BarnacleDeathSound( void ) { Speak( TLK_SELF_IN_BARNACLE ); } //----------------------------------------------------------------------------- // Purpose: // Output : PassengerState_e //----------------------------------------------------------------------------- PassengerState_e CNPC_Alyx::GetPassengerState( void ) { return m_PassengerBehavior.GetPassengerState(); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CNPC_Alyx::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { m_bDontUseSemaphore = true; SpeakIfAllowed( TLK_USE ); m_bDontUseSemaphore = false; m_OnPlayerUse.FireOutput( pActivator, pCaller ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CNPC_Alyx::PlayerInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter, bool ignoreHatedPlayers ) { // loop through all players for (int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( pPlayer && ( !ignoreHatedPlayers || IRelationType( pPlayer ) != D_HT ) ) { //If the player is being lifted by a barnacle then go ahead and ignore the player and shoot. #ifdef HL2_EPISODIC if ( pPlayer->IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) ) return false; #endif if ( PointInSpread( pPlayer, sourcePos, targetPos, pPlayer->WorldSpaceCenter(), flSpread, maxDistOffCenter ) ) return true; } } return false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CNPC_Alyx::IsCrouchedActivity( Activity activity ) { Activity realActivity = TranslateActivity(activity); switch ( realActivity ) { case ACT_RELOAD_LOW: case ACT_COVER_LOW: case ACT_COVER_PISTOL_LOW: case ACT_COVER_SMG1_LOW: case ACT_RELOAD_SMG1_LOW: // Aren't these supposed to be a little higher than the above? case ACT_RANGE_ATTACK1_LOW: case ACT_RANGE_ATTACK2_LOW: case ACT_RANGE_ATTACK_AR2_LOW: case ACT_RANGE_ATTACK_SMG1_LOW: case ACT_RANGE_ATTACK_SHOTGUN_LOW: case ACT_RANGE_ATTACK_PISTOL_LOW: case ACT_RANGE_AIM_LOW: case ACT_RANGE_AIM_SMG1_LOW: case ACT_RANGE_AIM_PISTOL_LOW: case ACT_RANGE_AIM_AR2_LOW: return true; } return false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CNPC_Alyx::OnBeginMoveAndShoot() { if ( BaseClass::OnBeginMoveAndShoot() ) { SpeakAttacking(); return true; } return false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Alyx::SpeakAttacking( void ) { if ( GetActiveWeapon() && m_AnnounceAttackTimer.Expired() ) { SpeakIfAllowed( TLK_ATTACKING, UTIL_VarArgs("attacking_with_weapon:%s", GetActiveWeapon()->GetClassname()) ); m_AnnounceAttackTimer.Set( 3, 5 ); } } //========================================================= // AI Schedules Specific to this NPC //========================================================= AI_BEGIN_CUSTOM_NPC( npc_alyx, CNPC_Alyx ) DECLARE_TASK( TASK_ALYX_BEGIN_INTERACTION ) DECLARE_TASK( TASK_ALYX_COMPLETE_INTERACTION ) DECLARE_TASK( TASK_ALYX_ANNOUNCE_HACK ) DECLARE_TASK( TASK_ALYX_GET_PATH_TO_INTERACT_TARGET ) DECLARE_TASK( TASK_ALYX_WAIT_HACKING ) DECLARE_TASK( TASK_ALYX_DRAW_PISTOL ) DECLARE_TASK( TASK_ALYX_HOLSTER_PISTOL ) DECLARE_TASK( TASK_ALYX_HOLSTER_AND_DESTROY_PISTOL ) DECLARE_TASK( TASK_ALYX_BUILD_COMBAT_FACE_PATH ) DECLARE_TASK( TASK_ALYX_SET_IDLE_ACTIVITY ) DECLARE_TASK( TASK_ALYX_FALL_TO_GROUND ) DECLARE_ANIMEVENT( AE_ALYX_EMPTOOL_ATTACHMENT ) DECLARE_ANIMEVENT( AE_ALYX_EMPTOOL_SEQUENCE ) DECLARE_ANIMEVENT( AE_ALYX_EMPTOOL_USE ) DECLARE_CONDITION( COND_ALYX_HAS_INTERACT_TARGET ) DECLARE_CONDITION( COND_ALYX_NO_INTERACT_TARGET ) DECLARE_CONDITION( COND_ALYX_CAN_INTERACT_WITH_TARGET ) DECLARE_CONDITION( COND_ALYX_CAN_NOT_INTERACT_WITH_TARGET ) DECLARE_CONDITION( COND_ALYX_PLAYER_TURNED_ON_FLASHLIGHT ) DECLARE_CONDITION( COND_ALYX_PLAYER_TURNED_OFF_FLASHLIGHT ) DECLARE_CONDITION( COND_ALYX_PLAYER_FLASHLIGHT_EXPIRED ) DECLARE_CONDITION( COND_ALYX_IN_DARK ) DECLARE_ACTIVITY( ACT_ALYX_DRAW_TOOL ) DECLARE_ACTIVITY( ACT_ALYX_IDLE_TOOL ) DECLARE_ACTIVITY( ACT_ALYX_ZAP_TOOL ) DECLARE_ACTIVITY( ACT_ALYX_HOLSTER_TOOL ) DECLARE_ACTIVITY( ACT_ALYX_PICKUP_RACK ) DEFINE_SCHEDULE ( SCHED_ALYX_PREPARE_TO_INTERACT_WITH_TARGET, " Tasks" " TASK_STOP_MOVING 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ALYX_DRAW_TOOL" " TASK_SET_ACTIVITY ACTIVITY:ACT_ALYX_IDLE_TOOL" " TASK_FACE_PLAYER 0" "" " Interrupts" "" ) DEFINE_SCHEDULE ( SCHED_ALYX_WAIT_TO_INTERACT_WITH_TARGET, " Tasks" " TASK_STOP_MOVING 0" " TASK_ALYX_ANNOUNCE_HACK 0" " TASK_FACE_PLAYER 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_ALYX_IDLE_TOOL" " TASK_WAIT 2" "" " Interrupts" " COND_ALYX_CAN_INTERACT_WITH_TARGET" " COND_ALYX_NO_INTERACT_TARGET" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" ) DEFINE_SCHEDULE ( SCHED_ALYX_INTERACT_WITH_TARGET, " Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_PLAYER 0" " TASK_ALYX_BEGIN_INTERACTION 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ALYX_ZAP_TOOL" " TASK_SET_SCHEDULE SCHEDULE:SCHED_ALYX_FINISH_INTERACTING_WITH_TARGET" "" " Interrupts" " COND_ALYX_NO_INTERACT_TARGET" " COND_ALYX_CAN_NOT_INTERACT_WITH_TARGET" ) DEFINE_SCHEDULE ( SCHED_ALYX_FINISH_INTERACTING_WITH_TARGET, " Tasks" " TASK_ALYX_COMPLETE_INTERACTION 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ALYX_HOLSTER_TOOL" "" " Interrupts" "" ) DEFINE_SCHEDULE ( SCHED_ALYX_HOLSTER_EMP, " Tasks" " TASK_STOP_MOVING 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ALYX_HOLSTER_TOOL" " TASK_ALYX_DRAW_PISTOL 0" "" " Interrupts" "" ) DEFINE_SCHEDULE ( SCHED_ALYX_INTERACTION_INTERRUPTED, " Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_FACE_PLAYER 0" " TASK_WAIT 2" "" " Interrupts" ) DEFINE_SCHEDULE ( SCHED_ALYX_ALERT_FACE_AWAYFROM_BESTSOUND, " Tasks" " TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0" " TASK_STOP_MOVING 0" " TASK_FACE_AWAY_FROM_SAVEPOSITION 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_WAIT 10.0" " TASK_FACE_REASONABLE 0" "" " Interrupts" " COND_NEW_ENEMY" " COND_SEE_FEAR" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_PROVOKED" ) //=============================================== // > RangeAttack1 //=============================================== DEFINE_SCHEDULE ( SCHED_ALYX_RANGE_ATTACK1, " Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack " TASK_RANGE_ATTACK1 0" "" " Interrupts" " COND_ENEMY_WENT_NULL" " COND_HEAVY_DAMAGE" " COND_ENEMY_OCCLUDED" " COND_NO_PRIMARY_AMMO" " COND_HEAR_DANGER" " COND_WEAPON_BLOCKED_BY_FRIEND" " COND_WEAPON_SIGHT_OCCLUDED" ) //=============================================== // > SCHED_ALYX_ALERT_REACT_TO_COMBAT_SOUND //=============================================== DEFINE_SCHEDULE ( SCHED_ALYX_ALERT_REACT_TO_COMBAT_SOUND, " Tasks" " TASK_REACT_TO_COMBAT_SOUND 0" " TASK_SET_SCHEDULE SCHEDULE:SCHED_ALERT_FACE_BESTSOUND" "" " Interrupts" " COND_NEW_ENEMY" ) //========================================================= // > SCHED_ALYX_COMBAT_FACE //========================================================= DEFINE_SCHEDULE ( SCHED_ALYX_COMBAT_FACE, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE" " TASK_STOP_MOVING 0" " TASK_ALYX_BUILD_COMBAT_FACE_PATH 0" " TASK_RUN_PATH 0" " TASK_FACE_IDEAL 0" " TASK_WAIT_FOR_MOVEMENT 0" "" " Interrupts" " COND_CAN_RANGE_ATTACK1" " COND_CAN_RANGE_ATTACK2" " COND_CAN_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" ) //========================================================= // > SCHED_ALYX_WAKE_ANGRY //========================================================= DEFINE_SCHEDULE ( SCHED_ALYX_WAKE_ANGRY, " Tasks" " TASK_STOP_MOVING 0" " TASK_SOUND_WAKE 0" "" " Interrupts" ) //=============================================== // > NewWeapon //=============================================== DEFINE_SCHEDULE ( SCHED_ALYX_NEW_WEAPON, " Tasks" " TASK_STOP_MOVING 0" " TASK_SET_TOLERANCE_DISTANCE 5" " TASK_GET_PATH_TO_TARGET_WEAPON 0" " TASK_WEAPON_RUN_PATH 0" " TASK_STOP_MOVING 0" " TASK_ALYX_HOLSTER_AND_DESTROY_PISTOL 0" " TASK_FACE_TARGET 0" " TASK_WEAPON_PICKUP 0" " TASK_WAIT 1"// Don't move before done standing up "" " Interrupts" ) //=============================================== // > Alyx_Idle_Stand //=============================================== DEFINE_SCHEDULE ( SCHED_ALYX_IDLE_STAND, " Tasks" " TASK_STOP_MOVING 0" " TASK_ALYX_SET_IDLE_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_WAIT 5" " TASK_WAIT_PVS 0" "" " Interrupts" " COND_NEW_ENEMY" " COND_SEE_FEAR" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_SMELL" " COND_PROVOKED" " COND_GIVE_WAY" " COND_HEAR_PLAYER" " COND_HEAR_DANGER" " COND_HEAR_COMBAT" " COND_HEAR_BULLET_IMPACT" " COND_IDLE_INTERRUPT" ) //=============================================== // Makes Alyx die if she falls too long //=============================================== DEFINE_SCHEDULE ( SCHED_ALYX_FALL_TO_GROUND, " Tasks" " TASK_ALYX_FALL_TO_GROUND 0" "" " Interrupts" ) DEFINE_SCHEDULE ( SCHED_ALYX_ALERT_FACE_BESTSOUND, " Tasks" " TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0" " TASK_STOP_MOVING 0" " TASK_FACE_SAVEPOSITION 0" "" " Interrupts" " COND_NEW_ENEMY" " COND_SEE_FEAR" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_PROVOKED" ); AI_END_CUSTOM_NPC()
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |