//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Giant walking strider thing! // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "npc_strider.h" #include "ai_senses.h" #include "ai_task.h" #include "ai_default.h" #include "ai_schedule.h" #include "ai_hull.h" #include "ai_basenpc.h" #include "ai_pathfinder.h" #include "ai_waypoint.h" #include "ai_link.h" #include "ai_hint.h" #include "ai_tacticalservices.h" #include "simtimer.h" #include "trains.h" #include "npcevent.h" #include "te_particlesystem.h" #include "shake.h" #include "soundent.h" #include "IEffects.h" #include "engine/IEngineSound.h" #include "bone_setup.h" #include "vcollide_parse.h" #include "studio.h" #include "physics_bone_follower.h" #include "ai_navigator.h" #include "ai_route.h" #include "ammodef.h" #include "npc_bullseye.h" #include "rope.h" #include "ai_memory.h" #include "player_pickup.h" #include "collisionutils.h" #include "in_buttons.h" #include "steamjet.h" #include "physics_prop_ragdoll.h" #include "vehicle_base.h" #include "coordsize.h" #include "hl2_shareddefs.h" #include "te_effect_dispatch.h" #include "beam_flags.h" #include "prop_combine_ball.h" #include "explode.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" int g_interactionPlayerLaunchedRPG = 0; // Changing this classname avoids bugs where ai_relationship entities that change the // strider's relationship with bullseyes would affect its relationship with the focus LINK_ENTITY_TO_CLASS( bullseye_strider_focus, CNPC_Bullseye ); //----------------------------------------------------------------------------- ConVar strider_immolate( "strider_immolate", "0" ); ConVar sk_strider_health( "sk_strider_health", "350" ); ConVar npc_strider_height_adj("npc_strider_height_adj", "0" ); ConVar strider_eyepositions( "strider_eyepositions", "0" ); ConVar strider_show_focus( "strider_show_focus", "0" ); ConVar strider_distributed_fire( "strider_distributed_fire", "1" ); ConVar strider_show_cannonlos( "strider_show_cannonlos", "0" ); ConVar strider_show_weapon_los_z( "strider_show_weapon_los_z", "0" ); ConVar strider_show_weapon_los_condition( "strider_show_weapon_los_condition", "0" ); ConVar strider_idle_test( "strider_idle_test", "0" ); ConVar strider_always_use_procedural_height( "strider_always_use_procedural_height", "0" ); ConVar strider_test_height( "strider_test_height", "0" ); ConVar strider_pct_height_no_crouch_move( "strider_pct_height_no_crouch_move", "90" ); ConVar strider_peek_time( "strider_peek_time", "0.75" ); ConVar strider_peek_time_after_damage( "strider_peek_time_after_damage", "4.0" ); ConVar strider_peek_eye_dist( "strider_peek_eye_dist", "1.75" ); ConVar strider_peek_eye_dist_z( "strider_peek_eye_dist_z", "4.0" ); ConVar strider_free_pass_start_time( "strider_free_pass_start_time", "3" ); ConVar strider_free_pass_cover_dist( "strider_free_pass_cover_dist", "120" ); ConVar strider_free_pass_duration( "strider_free_pass_duration", "2" ); ConVar strider_free_pass_refill_rate( "strider_free_pass_refill_rate", "0.5" ); ConVar strider_free_pass_move_tolerance( "strider_free_pass_move_tolerance", "320" ); ConVar strider_free_knowledge( "strider_free_knowledge", "0.5" ); ConVar npc_strider_shake_ropes_radius( "npc_strider_shake_ropes_radius", "1200" ); ConVar npc_strider_shake_ropes_magnitude( "npc_strider_shake_ropes_magnitude", "150" ); ConVar strider_ar2_altfire_dmg( "strider_ar2_altfire_dmg", "25" ); // Number of RPG hits it takes to kill a strider on each skill level. ConVar sk_strider_num_missiles1("sk_strider_num_missiles1", "5"); ConVar sk_strider_num_missiles2("sk_strider_num_missiles2", "7"); ConVar sk_strider_num_missiles3("sk_strider_num_missiles3", "7"); ConVar strider_missile_suppress_dist( "strider_missile_suppress_dist", "240" ); ConVar strider_missile_suppress_time( "strider_missile_suppress_time", "3" ); //----------------------------------------------------------------------------- extern ConVar sv_gravity; extern void CreateConcussiveBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude ); //----------------------------------------------------------------------------- enum bodygroups { STRIDER_BODYGROUP_VENT = 1, }; //----------------------------------------------------------------------------- #define STRIDER_DEFAULT_SHOOT_DURATION 2.5 // spend this much time stitching to each target. #define STRIDER_SHOOT_ON_TARGET_TIME 0.5 // How much of DEFAULT_SHOOT_DURATION is spent on-target (vs. stitching up to a target) #define STRIDER_SHOOT_VARIATION 1.0 // up to 1 second of variance #define STRIDER_SHOOT_DOWNTIME 1.0 // This much downtime between bursts #define STRIDER_SUBSEQUENT_TARGET_DURATION 1.5 // Spend this much time stitching to targets chosen by distributed fire. #define STRIDER_IGNORE_TARGET_DURATION 1.0 #define STRIDER_IGNORE_PLAYER_DURATION 1.5 #define STRIDER_DEFAULT_RATE_OF_FIRE 5 // Rounds per second #define STRIDER_EP1_RATE_OF_FIRE 10.0f #define STRIDER_EP1_SHOOT_ON_TARGET_TIME 0.3f #define STRIDER_EP1_SHOOT_DURATION 1.1f #define STRIDER_EP1_SHOOT_DOWNTIME 1.0f #define STRIDER_EP1_SHOOT_VARIATION 0.3f //Animation events #define STRIDER_AE_FOOTSTEP_LEFT 1 #define STRIDER_AE_FOOTSTEP_RIGHT 2 #define STRIDER_AE_FOOTSTEP_BACK 3 #define STRIDER_AE_FOOTSTEP_LEFTM 4 #define STRIDER_AE_FOOTSTEP_RIGHTM 5 #define STRIDER_AE_FOOTSTEP_BACKM 6 #define STRIDER_AE_FOOTSTEP_LEFTL 7 #define STRIDER_AE_FOOTSTEP_RIGHTL 8 #define STRIDER_AE_FOOTSTEP_BACKL 9 #define STRIDER_AE_WHOOSH_LEFT 11 #define STRIDER_AE_WHOOSH_RIGHT 12 #define STRIDER_AE_WHOOSH_BACK 13 #define STRIDER_AE_CREAK_LEFT 21 #define STRIDER_AE_CREAK_RIGHT 22 #define STRIDER_AE_CREAK_BACK 23 #define STRIDER_AE_SHOOTCANNON 100 #define STRIDER_AE_CANNONHIT 101 #define STRIDER_AE_SHOOTMINIGUN 105 #define STRIDER_AE_STOMPHITL 110 #define STRIDER_AE_STOMPHITR 111 #define STRIDER_AE_FLICKL 112 #define STRIDER_AE_FLICKR 113 #define STRIDER_AE_DIE 999 // UNDONE: Share properly with the client code!!! #define STRIDER_MSG_BIG_SHOT 1 #define STRIDER_MSG_STREAKS 2 #define STRIDER_MSG_DEAD 3 #define STOMP_IK_SLOT 11 // can hit anything within this range #define STRIDER_STOMP_RANGE 260 // Crouch down if trying to shoot an enemy that's this close #define STRIDER_CROUCH_RANGE 4000.0f // Stand up again if crouched and engaging an enemy at this distance #define STRIDER_STAND_RANGE 6000.0f #define STRIDER_NO_TRACK_NAME "null" // Time after which if you haven't seen your enemy you stop facing him #define STRIDER_TIME_STOP_FACING_ENEMY 3.0 // Spawnflags enum { SF_CAN_STOMP_PLAYER = 0x10000 }; static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs ); int s_iImpactEffectTexture = -1; //================================================== // Custom Activities //================================================== int ACT_STRIDER_LOOKL; int ACT_STRIDER_LOOKR; int ACT_STRIDER_DEPLOYRA1; int ACT_STRIDER_AIMRA1; int ACT_STRIDER_FINISHRA1; int ACT_STRIDER_DODGER; int ACT_STRIDER_DODGEL; int ACT_STRIDER_STOMPL; int ACT_STRIDER_STOMPR; int ACT_STRIDER_FLICKL; int ACT_STRIDER_FLICKR; int ACT_STRIDER_CARRIED; int ACT_STRIDER_DEPLOY; int ACT_STRIDER_GESTURE_DEATH; // UNDONE: Split sleep into 3 activities (start, loop, end) int ACT_STRIDER_SLEEP; // These bones have physics shadows // It allows a one-way interaction between the strider and // the physics world static const char *pFollowerBoneNames[] = { // head "Combine_Strider.Body_Bone", // lower legs "Combine_Strider.Leg_Left_Bone1", "Combine_Strider.Leg_Right_Bone1", "Combine_Strider.Leg_Hind_Bone1", // upper legs "Combine_Strider.Leg_Left_Bone", "Combine_Strider.Leg_Right_Bone", "Combine_Strider.Leg_Hind_Bone", }; enum { STRIDER_BODY_FOLLOWER_INDEX = 0, STRIDER_LEFT_LEG_FOLLOWER_INDEX, STRIDER_RIGHT_LEG_FOLLOWER_INDEX, STRIDER_BACK_LEG_FOLLOWER_INDEX, STRIDER_LEFT_UPPERLEG_FOLLOWER_INDEX, STRIDER_RIGHT_UPPERLEG_FOLLOWER_INDEX, STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX, }; #define MINIGUN_MAX_YAW 90.0f #define MINIGUN_MIN_YAW -90.0f #define MINIGUN_MAX_PITCH 45.0f #define MINIGUN_MIN_PITCH -45.0f //----------------------------------------------------------------------------- // // CNPC_Strider // //----------------------------------------------------------------------------- IMPLEMENT_SERVERCLASS_ST(CNPC_Strider, DT_NPC_Strider) SendPropVector(SENDINFO(m_vecHitPos), -1, SPROP_COORD), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 0 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 1 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 2 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 3 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 4 ), -1, SPROP_COORD ), SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 5 ), -1, SPROP_COORD ), END_SEND_TABLE() //------------------------------------- LINK_ENTITY_TO_CLASS( npc_strider, CNPC_Strider ); //------------------------------------- BEGIN_DATADESC( CNPC_Strider ) DEFINE_EMBEDDED( m_EnemyUpdatedTimer ), DEFINE_EMBEDDEDBYREF( m_pMinigun ), DEFINE_FIELD( m_miniGunAmmo, FIELD_INTEGER ), DEFINE_FIELD( m_miniGunDirectAmmo, FIELD_INTEGER ), DEFINE_FIELD( m_nextStompTime, FIELD_TIME ), DEFINE_FIELD( m_nextShootTime, FIELD_TIME ), DEFINE_FIELD( m_ragdollTime, FIELD_TIME ), DEFINE_FIELD( m_miniGunShootDuration, FIELD_FLOAT ), DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ), DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ), DEFINE_FIELD( m_blastHit, FIELD_VECTOR ), DEFINE_FIELD( m_blastNormal, FIELD_VECTOR ), DEFINE_FIELD( m_vecHitPos, FIELD_POSITION_VECTOR ), DEFINE_AUTO_ARRAY( m_vecIKTarget, FIELD_POSITION_VECTOR ), DEFINE_EMBEDDED( m_PlayerFreePass ), DEFINE_EMBEDDED( m_PostureAnimationTimer ), // This is reconstructed in CreateVPhysics // DEFINE_EMBEDDED( m_BoneFollowerManager ), DEFINE_FIELD( m_hRagdoll, FIELD_EHANDLE ), DEFINE_FIELD( m_hCannonTarget, FIELD_EHANDLE ), DEFINE_EMBEDDED( m_AttemptCannonLOSTimer ), DEFINE_EMBEDDED( m_LowZCorrectionTimer ), DEFINE_FIELD( m_BodyTargetBone, FIELD_INTEGER ), DEFINE_FIELD( m_iVisibleEnemies, FIELD_INTEGER ), DEFINE_FIELD( m_flTargetAcquiredTime, FIELD_FLOAT ), DEFINE_FIELD( m_bCrouchLocked, FIELD_BOOLEAN ), DEFINE_FIELD( m_bNoCrouchWalk, FIELD_BOOLEAN ), DEFINE_FIELD( m_bDontCrouch, FIELD_BOOLEAN ), DEFINE_FIELD( m_bNoMoveToLOS, FIELD_BOOLEAN ), DEFINE_KEYFIELD( m_bDisableBoneFollowers, FIELD_BOOLEAN, "disablephysics" ), DEFINE_FIELD( m_idealHeight, FIELD_FLOAT ), DEFINE_FIELD( m_HeightVelocity, FIELD_FLOAT ), DEFINE_FIELD( m_prevYaw, FIELD_FLOAT ), DEFINE_FIELD( m_doTurn, FIELD_FLOAT ), DEFINE_FIELD( m_doLeft, FIELD_FLOAT ), DEFINE_FIELD( m_doRight, FIELD_FLOAT ), DEFINE_FIELD( m_flNextTurnAct, FIELD_TIME ), DEFINE_FIELD( m_strTrackName, FIELD_STRING ), DEFINE_FIELD( m_hFocus, FIELD_EHANDLE ), DEFINE_FIELD( m_hSmoke, FIELD_EHANDLE ), DEFINE_FIELD( m_flTimeLastAlertSound, FIELD_TIME ), DEFINE_FIELD( m_flTimeNextHuntSound, FIELD_TIME ), DEFINE_FIELD( m_flTimePlayerMissileDetected, FIELD_TIME ), DEFINE_FIELD( m_hPlayersMissile, FIELD_EHANDLE ), DEFINE_FIELD( m_bMinigunUseDirectFire, FIELD_BOOLEAN ), DEFINE_FIELD( m_bUseAggressiveBehavior, FIELD_BOOLEAN ), DEFINE_FIELD( m_bFastCrouch, FIELD_BOOLEAN ), // inputs DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMinigunTime", InputSetMinigunTime ), DEFINE_INPUTFUNC( FIELD_STRING, "SetMinigunTarget", InputSetMinigunTarget ), DEFINE_INPUTFUNC( FIELD_STRING, "SetCannonTarget", InputSetCannonTarget ), DEFINE_INPUTFUNC( FIELD_STRING, "FlickRagdoll", InputFlickRagdoll ), DEFINE_INPUTFUNC( FIELD_VOID, "Crouch", InputCrouch ), DEFINE_INPUTFUNC( FIELD_VOID, "CrouchInstantly", InputCrouchInstantly ), DEFINE_INPUTFUNC( FIELD_VOID, "Stand", InputStand ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHeight", InputSetHeight ), DEFINE_INPUTFUNC( FIELD_STRING, "SetTargetPath", InputSetTargetPath ), DEFINE_INPUTFUNC( FIELD_STRING, "ClearTargetPath", InputClearTargetPath ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouchWalk", InputDisableCrouchWalk ), DEFINE_INPUTFUNC( FIELD_VOID, "EnableCrouchWalk", InputEnableCrouchWalk ), DEFINE_INPUTFUNC( FIELD_VOID, "EnableAggressiveBehavior", InputEnableAggressiveBehavior ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableAggressiveBehavior", InputDisableAggressiveBehavior ), DEFINE_INPUTFUNC( FIELD_FLOAT, "StopShootingMinigunForSeconds", InputStopShootingMinigunForSeconds ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouch", InputDisableCrouch ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableMoveToLOS", InputDisableMoveToLOS ), // Function Pointers // DEFINE_FUNCTION( JumpTouch ), DEFINE_THINKFUNC( CarriedThink ), DEFINE_THINKFUNC( CannonHitThink ), END_DATADESC() //--------------------------------------------------------- float CNPC_Strider::gm_strideLength; int CNPC_Strider::gm_BodyHeightPoseParam; int CNPC_Strider::gm_YawControl; int CNPC_Strider::gm_PitchControl; int CNPC_Strider::gm_CannonAttachment; float CNPC_Strider::gm_zCannonDist; float CNPC_Strider::gm_zMinigunDist; Vector CNPC_Strider::gm_vLocalRelativePositionCannon; Vector CNPC_Strider::gm_vLocalRelativePositionMinigun; //--------------------------------------------------------- //--------------------------------------------------------- CNPC_Strider::CNPC_Strider() { m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); m_hFocus = NULL; m_pMinigun = new CStriderMinigun; m_hSmoke = NULL; m_PlayerFreePass.SetOuter( this ); } //--------------------------------------------------------- //--------------------------------------------------------- CNPC_Strider::~CNPC_Strider() { delete m_pMinigun; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::Precache() { PrecacheModel( "models/combine_strider.mdl" ); PropBreakablePrecacheAll( MAKE_STRING("models/combine_strider.mdl") ); PrecacheScriptSound( "NPC_Strider.Charge" ); PrecacheScriptSound( "NPC_Strider.RagdollDetach" ); PrecacheScriptSound( "NPC_Strider.Whoosh" ); PrecacheScriptSound( "NPC_Strider.Creak" ); PrecacheScriptSound( "NPC_Strider.Alert" ); PrecacheScriptSound( "NPC_Strider.Pain" ); PrecacheScriptSound( "NPC_Strider.Death" ); PrecacheScriptSound( "NPC_Strider.FireMinigun" ); PrecacheScriptSound( "NPC_Strider.Shoot" ); PrecacheScriptSound( "NPC_Strider.OpenHatch" ); PrecacheScriptSound( "NPC_Strider.Footstep" ); PrecacheScriptSound( "NPC_Strider.Skewer" ); PrecacheScriptSound( "NPC_Strider.Hunt" ); PrecacheMaterial( "effects/water_highlight" ); s_iImpactEffectTexture = PrecacheModel( "sprites/physbeam.vmt" ); PrecacheMaterial( "sprites/bluelaser1" ); PrecacheMaterial( "effects/blueblacklargebeam" ); PrecacheMaterial( "effects/strider_pinch_dudv" ); PrecacheMaterial( "effects/blueblackflash" ); PrecacheMaterial( "effects/strider_bulge_dudv" ); PrecacheMaterial( "effects/strider_muzzle" ); PrecacheModel( "models/chefhat.mdl" ); UTIL_PrecacheOther( "sparktrail" ); BaseClass::Precache(); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::Spawn() { Precache(); m_miniGunAmmo = GetAmmoDef()->Index("StriderMinigun"); m_miniGunDirectAmmo = GetAmmoDef()->Index("StriderMinigunDirect"); m_pMinigun->Init(); EnableServerIK(); SetModel( "models/combine_strider.mdl" ); BaseClass::Spawn(); //m_debugOverlays |= OVERLAY_NPC_ROUTE_BIT | OVERLAY_BBOX_BIT; SetHullType( HULL_LARGE_CENTERED ); SetHullSizeNormal(); SetDefaultEyeOffset(); SetNavType( NAV_FLY ); m_flGroundSpeed = 500; m_NPCState = NPC_STATE_NONE; m_bloodColor = DONT_BLEED; m_iHealth = sk_strider_health.GetFloat(); m_iMaxHealth = 500; m_flFieldOfView = 0.0; // 180 degrees AddFlag( FL_FLY ); SetCollisionGroup( HL2COLLISION_GROUP_STRIDER ); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL ); // BMCD: Force collision hooks AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); SetupGlobalModelData(); CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 | bits_CAP_SQUAD ); // Don't allow us to skip animation setup because our attachments are critical to us! SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); // find the ground, move up to strider stand height Vector mins(-16,-16,-16), maxs(16,16,16); Vector origin = GetLocalOrigin(); MoveToGround( &origin, this, mins, maxs ); origin.z += GetMaxHeight();//(GetAbsOrigin().z - vecSurroundMins.z) + mins.z; SetLocalOrigin( origin ); NPCInit(); // Strider doesn't care about missiles for now. AddClassRelationship( CLASS_MISSILE, D_NU, 0 ); m_bCrouchLocked = false; m_PostureAnimationTimer.Set( 8, 16 ); m_BodyTargetBone = -1; CreateFocus(); m_EnemyUpdatedTimer.Set( 0 ); // Don't minigun things farther than 500 feet away. m_flDistTooFar = 500.0f * 12.0f; GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() ); m_hPlayersMissile.Set( NULL ); m_flTimeNextHuntSound = gpGlobals->curtime - 1.0f; } void CNPC_Strider::SetupGlobalModelData() { gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" ); gm_YawControl = LookupPoseParameter( "yaw" ); gm_PitchControl = LookupPoseParameter( "pitch" ); gm_CannonAttachment = LookupAttachment( "BigGun" ); // BMCD: Get the conservative boxes from sequences Vector mins, maxs; ExtractBbox( SelectHeaviestSequence( ACT_WALK ), mins, maxs ); CNPC_Strider::gm_strideLength = (maxs.x - mins.x) * 0.5; // UNDONE: use crouch when crouched CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); } void CNPC_Strider::OnRestore() { BaseClass::OnRestore(); SetupGlobalModelData(); CreateVPhysics(); } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::CreateVPhysics() { // The strider has bone followers for every solid part of its body, // so there's no reason for the bounding box to be solid. //BaseClass::CreateVPhysics(); if ( !m_bDisableBoneFollowers ) { m_BoneFollowerManager.InitBoneFollowers( this, ARRAYSIZE(pFollowerBoneNames), pFollowerBoneNames ); } return true; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::PostNPCInit() { BaseClass::PostNPCInit(); if( CarriedByDropship() ) { SetMoveType( MOVETYPE_NONE ); SetActivity( (Activity)ACT_STRIDER_CARRIED ); SetThink( &CNPC_Strider::CarriedThink ); RemoveFlag( FL_FLY ); } m_PlayerFreePass.SetPassTarget( UTIL_PlayerByIndex(1) ); AI_FreePassParams_t freePassParams = { strider_free_pass_start_time.GetFloat(), // timeToTrigger strider_free_pass_duration.GetFloat(), // duration strider_free_pass_move_tolerance.GetFloat(), // moveTolerance strider_free_pass_refill_rate.GetFloat(), // refillRate strider_free_pass_cover_dist.GetFloat(), // coverDist strider_peek_time.GetFloat(), // peekTime strider_peek_time_after_damage.GetFloat(), // peekTimeAfterDamage strider_peek_eye_dist.GetFloat(), // peekEyeDist strider_peek_eye_dist_z.GetFloat(), // peekEyeDistZ }; m_PlayerFreePass.SetParams( freePassParams ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::Activate() { BaseClass::Activate(); const char *pszBodyTargetBone = "combine_strider.neck_bone"; m_BodyTargetBone = LookupBone( pszBodyTargetBone ); if ( m_BodyTargetBone == -1 ) { DevMsg( "Couldn't find npc_strider bone %s, which is used as target for others\n", pszBodyTargetBone ); } gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" ); gm_YawControl = LookupPoseParameter( "yaw" ); gm_PitchControl = LookupPoseParameter( "pitch" ); gm_CannonAttachment = LookupAttachment( "BigGun" ); if ( gm_zCannonDist == 0 ) { // Have to create a virgin strider to ensure proper pose CNPC_Strider *pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" ); Assert(pStrider); pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him DispatchSpawn( pStrider ); pStrider->SetActivity( ACT_WALK ); pStrider->InvalidateBoneCache(); gm_zCannonDist = pStrider->CannonPosition().z - pStrider->GetAbsOrigin().z; // Currently just using the gun for the vertical component! Vector defEyePos; pStrider->GetAttachment( "minigunbase", defEyePos ); gm_zMinigunDist = defEyePos.z - pStrider->GetAbsOrigin().z; Vector position; pStrider->GetAttachment( "biggun", position ); VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionCannon ); pStrider->GetAttachment( "minigun", position ); VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionMinigun ); UTIL_Remove( pStrider ); } } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::UpdateOnRemove() { m_BoneFollowerManager.DestroyBoneFollowers(); BaseClass::UpdateOnRemove(); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InitBoneControllers() { BaseClass::InitBoneControllers( ); SetHeight( GetMaxHeight() ); SetIdealHeight( GetMaxHeight() ); } //--------------------------------------------------------- //--------------------------------------------------------- Class_T CNPC_Strider::Classify() { if( CarriedByDropship() ) return CLASS_NONE; return CLASS_COMBINE; } //--------------------------------------------------------- //--------------------------------------------------------- int CNPC_Strider::DrawDebugTextOverlays() { int text_offset = BaseClass::DrawDebugTextOverlays(); if (m_debugOverlays & OVERLAY_TEXT_BIT) { EntityText(text_offset,CFmtStr("Ideal Height: %.1f; Height: %.1f", GetIdealHeight(), GetHeight()),0); text_offset++; if ( m_PlayerFreePass.HasPass() ) { EntityText(text_offset,CFmtStr("Free pass: %.1f", m_PlayerFreePass.GetTimeRemaining()),0); text_offset++; } CBaseEntity *pPlayer = UTIL_PlayerByIndex(1); if ( pPlayer ) { if ( GetSenses()->ShouldSeeEntity( pPlayer ) && GetSenses()->CanSeeEntity( pPlayer ) ) { EntityText(text_offset,"See player",0); text_offset++; } else { float temp = m_PlayerFreePass.GetTimeRemaining(); m_PlayerFreePass.SetTimeRemaining( 0 ); if ( BaseClass::FVisible( pPlayer ) && !FVisible( pPlayer ) ) { EntityText(text_offset,"Player peeking",0); text_offset++; } m_PlayerFreePass.SetTimeRemaining( temp ); } } } return text_offset; } //--------------------------------------------------------- //--------------------------------------------------------- Vector CNPC_Strider::EyePosition() { Vector eyePosition = GetAdjustedOrigin(); eyePosition.z += gm_zMinigunDist; return eyePosition; } //--------------------------------------------------------- //--------------------------------------------------------- const Vector &CNPC_Strider::GetViewOffset() { Vector vOffset; vOffset.x = 0; vOffset.y = 0; vOffset.z = ( GetHeight() - GetMaxHeightModel() ) + gm_zMinigunDist; Assert( VectorsAreEqual( GetAbsOrigin() + vOffset, EyePosition(), 0.1 )); SetViewOffset( vOffset ); return BaseClass::GetViewOffset(); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::CalculateIKLocks( float currentTime ) { BaseClass::CalculateIKLocks( currentTime ); if ( m_pIk && m_pIk->m_target.Count() ) { Assert(m_pIk->m_target.Count() > STOMP_IK_SLOT); // HACKHACK: Hardcoded 11??? Not a cleaner way to do this CIKTarget &target = m_pIk->m_target[STOMP_IK_SLOT]; target.SetPos( m_vecHitPos.Get() ); for ( int i = 0; i < NUM_STRIDER_IK_TARGETS; i++ ) { target = m_pIk->m_target[i]; if (!target.IsActive()) continue; m_vecIKTarget.Set( i, target.est.pos ); #if 0 // yellow box at target pos - helps debugging //if (i == 0) NDebugOverlay::Line( GetAbsOrigin(), m_vecIKTarget[i], 255, 255, 0, 0, 0.1 ); NDebugOverlay::Box( m_vecIKTarget[i], Vector(-8,-8,-8), Vector(8,8,8), 255, 255, 0, 0, 4.0 ); #endif } } } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::NPCThink(void) { if ( m_hRagdoll.Get() ) { m_nextStompTime = gpGlobals->curtime + 5; } BaseClass::NPCThink(); m_pMinigun->Think( this, 0.1 ); // update follower bones m_BoneFollowerManager.UpdateBoneFollowers(); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::PrescheduleThink() { if( IsUsingAggressiveBehavior() && GetEnemy() && GetEnemy()->IsPlayer() ) { AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ) , 1.0, 2.0 ); } // Next missile will kill me! if( GetHealth() <= 50 && random->RandomInt( 0, 20 ) == 0 ) { CBaseEntity *pTrail = CreateEntityByName( "sparktrail" ); pTrail->SetOwnerEntity( this ); pTrail->Spawn(); } #if 0 NDebugOverlay::Cross3D( GetAdjustedOrigin(), 16, 128, 128, 128, false, .1 ); Vector vIdealOrigin = GetAbsOrigin(); vIdealOrigin.z -= GetMaxHeightModel() - GetIdealHeight(); NDebugOverlay::Cross3D( vIdealOrigin, 16, 255, 255, 255, false, .1 ); #endif if( strider_eyepositions.GetBool() ) { NDebugOverlay::Cross3D( EyePosition(), 16, 0, 255, 0, false, 0.1 ); NDebugOverlay::Cross3D( EyePositionCrouched(), 16, 255, 255, 0, false, 0.1 ); } if( strider_show_focus.GetBool() ) { QAngle angles; angles.x = gpGlobals->curtime * 20.0f; angles.y = angles.x * 0.5f; angles.z = 0.0f; NDebugOverlay::Cross3DOriented( GetFocus()->GetAbsOrigin(), angles, 24, 255, 255, 0, false, 0.1 ); } } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::GatherConditions() { // This works with old data because need to do before base class so as to not choose as enemy if ( m_PlayerFreePass.HasPass() || ( !m_pMinigun->IsShooting() || GetEnemy() != m_PlayerFreePass.GetPassTarget() ) ) // no free pass when in midst of shooting at target m_PlayerFreePass.Update(); if( IsUsingAggressiveBehavior() ) { if( m_PlayerFreePass.HasPass() && !m_pMinigun->IsShooting() ) { // Make the minigun stitch m_bMinigunUseDirectFire = false; } } //--------------------------------- BaseClass::GatherConditions(); if( IsUsingAggressiveBehavior() ) { if( GetEnemy() ) { if( HasCondition( COND_SEE_ENEMY ) ) { // Keep setting up to play my hunt sound at some random time after losing sight of my enemy. m_flTimeNextHuntSound = gpGlobals->curtime + 1.0f; } else { if( gpGlobals->curtime >= m_flTimeNextHuntSound && !m_pMinigun->IsShooting() ) { HuntSound(); } } } if( m_hPlayersMissile ) { if( !m_pMinigun->IsShooting() && GetEnemy() && GetEnemy()->IsPlayer() ) { // If the missile is closer to the player than I am, stay suppressed. This is essentially // allowing the missile to strike me if it was fired off before I started shooting. // If the missile passes me or goes way off course, I can shoot. float flPlayerMissileDist; float flPlayerStriderDist; flPlayerMissileDist = GetEnemy()->GetAbsOrigin().DistTo( m_hPlayersMissile->GetAbsOrigin() ); flPlayerStriderDist = GetEnemy()->GetAbsOrigin().DistTo( EyePosition() ); float flDiff = flPlayerMissileDist - flPlayerStriderDist; // Figure out how long it's been since I've fired my cannon because of a player's missile. float flTimeSuppressed = gpGlobals->curtime - m_flTimePlayerMissileDetected; if( flDiff < strider_missile_suppress_dist.GetFloat() && flTimeSuppressed < strider_missile_suppress_time.GetFloat() ) { // Defer the minigun until/unless the missile has passed me by 10 feet m_pMinigun->StopShootingForSeconds( this, GetEnemy(), 0.5f ); } } } } // This pair of conditions is nice to have around... if( m_pMinigun->IsShooting() ) { SetCondition( COND_STRIDER_MINIGUN_SHOOTING ); } else { SetCondition( COND_STRIDER_MINIGUN_NOT_SHOOTING ); } if( GetCannonTarget() ) { SetCondition( COND_STRIDER_HAS_CANNON_TARGET ); if( strider_show_cannonlos.GetBool() ) { trace_t tr; UTIL_TraceLine( CannonPosition(), GetCannonTarget()->WorldSpaceCenter(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); NDebugOverlay::Line( tr.startpos, tr.endpos, 0, 255, 0, false, 0.1 ); if( tr.fraction != 1.0 ) NDebugOverlay::Line( tr.endpos, GetCannonTarget()->WorldSpaceCenter(), 255, 0, 0, false, 0.1 ); } } else { ClearCondition( COND_STRIDER_HAS_CANNON_TARGET ); } ClearCondition( COND_CAN_RANGE_ATTACK2 ); ClearCondition( COND_STRIDER_HAS_LOS_Z ); // If not locked into a crouch, look into adjusting height to attack targets. if( !m_bCrouchLocked && !m_bDontCrouch ) { if( m_hCannonTarget != NULL ) { if( !IsStriderCrouching() && !IsStriderStanding() ) { if ( WeaponLOSCondition( GetAdjustedOrigin(), m_hCannonTarget->GetAbsOrigin(), false ) ) { SetCondition( COND_CAN_RANGE_ATTACK2 ); } else { GatherHeightConditions( GetAdjustedOrigin(), m_hCannonTarget ); } } } else if( GetEnemy() ) { if ( strider_distributed_fire.GetBool() && !IsUsingAggressiveBehavior() ) { m_iVisibleEnemies = 0; AIEnemiesIter_t iter; 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 ) { if( pEMemory->timeLastSeen == gpGlobals->curtime ) { m_iVisibleEnemies++; } } } // If I'm on target and see more targets than just this one, move on to another target for a bit! // Because the Mingun's state will stay "on target" until the minigun gets a chance to think, // and this function may be called several times per strider think, don't call this code anymore in the same // think when a new enemy is chosen. // // Don't switch targets if shooting at a bullseye! Level designers depend on bullseyes. if( GetEnemy() && m_pMinigun->IsShooting() && GetTimeEnemyAcquired() != gpGlobals->curtime ) { if( m_pMinigun->IsOnTarget( 3 ) && !FClassnameIs( GetEnemy(), "npc_bullseye" ) ) { if( m_iVisibleEnemies > 1 ) { // Time to ignore this guy for a little while and switch targets. GetEnemies()->SetTimeValidEnemy( GetEnemy(), gpGlobals->curtime + ( STRIDER_IGNORE_TARGET_DURATION * m_iVisibleEnemies ) ); SetEnemy( NULL, false ); ChooseEnemy(); } else if( GetEnemy()->IsPlayer() && GetEnemy() == m_pMinigun->GetTarget() ) { // Give the poor target a break. m_pMinigun->StopShootingForSeconds( this, GetEnemy(), GetMinigunShootDowntime() ); } } } } if ( GetEnemy() ) // Can go null above { if ( !IsStriderCrouching() && !IsStriderStanding() && ( !HasCondition( COND_SEE_ENEMY ) || !WeaponLOSCondition( GetAdjustedOrigin(), GetEnemy()->BodyTarget( GetAdjustedOrigin() ), false ) ) ) { #if 0 if ( !HasCondition( COND_STRIDER_SHOULD_CROUCH ) && !HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) SetIdealHeight( min( GetMaxHeight(), GetHeight() + 75.0 * 0.1 ) ); // default to rising up #endif GatherHeightConditions( GetAdjustedOrigin(), GetEnemy() ); } } } else SetIdealHeight( GetMaxHeight() ); } else { if( m_hCannonTarget != NULL && WeaponLOSCondition( GetAbsOrigin(), m_hCannonTarget->GetAbsOrigin(), false ) ) SetCondition( COND_CAN_RANGE_ATTACK2 ); } if( m_bDontCrouch ) { if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) { Msg("TELL WEDGE I'M TRYING TO CROUCH!\n"); } ClearCondition( COND_STRIDER_SHOULD_CROUCH ); } } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::GatherHeightConditions( const Vector &vTestPos, CBaseEntity *pEntity ) { if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) return; float maxZ = (GetAbsOrigin().z - (GetMaxHeightModel() - GetMaxHeight())); float minZ = (maxZ - ( GetMaxHeight() - GetMinHeight()));; float newHeight = FLT_MAX; if( FInViewCone( pEntity ) && GetWeaponLosZ( vTestPos, minZ, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) ) { bool bDoProceduralHeightChange = true; newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight); if ( m_LowZCorrectionTimer.Expired() ) { // Hack to handle discrepency between ideal gun pos and actual pos due to strider head tilt in crouch pos if ( pEntity && fabs( newHeight - GetHeight() ) < 12 && newHeight < GetMinHeight() + GetHeightRange() * .33 ) { Vector muzzlePos; Vector targetPos = pEntity->BodyTarget( GetAdjustedOrigin() ); GetAttachment( "minigun", muzzlePos ); trace_t tr; AI_TraceLine( muzzlePos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); if ( ( tr.m_pEnt != pEntity) && tr.fraction != 1.0 && !CanShootThrough( tr, targetPos ) ) { if ( !GetWeaponLosZ( vTestPos, minZ + GetHeightRange() * .33, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) ) { return; } newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight); } else { m_LowZCorrectionTimer.Set( 5.0 ); } } } if ( !strider_always_use_procedural_height.GetBool() ) { // If going from max to min, or min to max, use animations 60% of the time if ( fabsf(GetMaxHeight() - GetHeight()) < 0.1 && fabsf(GetMinHeight() - newHeight) < 0.1 ) { if ( random->RandomInt(1, 10 ) <= 6 ) { SetCondition( COND_STRIDER_SHOULD_CROUCH ); bDoProceduralHeightChange = false; } } else if ( fabsf(GetMinHeight() - GetHeight()) < 0.1 && fabsf(GetMaxHeight() - newHeight) < 0.1 ) { if ( random->RandomInt(1, 10 ) <= 6 ) { SetCondition( COND_STRIDER_SHOULD_STAND ); bDoProceduralHeightChange = false; } } // Otherwise, if going from near max or near min to the other, use animations based on time if ( bDoProceduralHeightChange && m_PostureAnimationTimer.Expired() ) { if ( GetHeight() - GetMinHeight() > GetHeightRange() * .85 && newHeight - GetMinHeight() < GetHeightRange() * .15 ) { m_PostureAnimationTimer.Reset(); SetCondition( COND_STRIDER_SHOULD_CROUCH ); bDoProceduralHeightChange = false; } else if ( newHeight - GetMinHeight() > GetHeightRange() * .85 && GetHeight() - GetMinHeight() < GetHeightRange() * .15 ) { m_PostureAnimationTimer.Reset(); SetCondition( COND_STRIDER_SHOULD_STAND ); bDoProceduralHeightChange = false; } } } if ( bDoProceduralHeightChange ) { SetCondition( COND_STRIDER_HAS_LOS_Z ); SetIdealHeight( newHeight ); if ( strider_test_height.GetFloat() > .1 ) SetIdealHeight( strider_test_height.GetFloat() ); } else SetIdealHeight( GetHeight() ); } } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::OnStateChange( NPC_STATE oldState, NPC_STATE newState ) { if ( oldState == NPC_STATE_SCRIPT ) { m_pMinigun->Enable( this, true ); } else if ( newState == NPC_STATE_SCRIPT ) { m_pMinigun->Enable( this, false ); } } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::BuildScheduleTestBits() { BaseClass::BuildScheduleTestBits(); if (m_NPCState != NPC_STATE_SCRIPT) { SetCustomInterruptCondition( COND_STRIDER_DO_FLICK ); } if( IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK, false ) || IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE, false ) ) { SetCustomInterruptCondition( COND_STRIDER_MINIGUN_SHOOTING ); } if( IsCurSchedule( SCHED_IDLE_STAND ) ) { SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET ); } // If our base-class schedule breaks on CAN_RANGE_ATTACK1, then also break // on HAS_CANNON_TARGET. if( GetCurSchedule()->HasInterrupt( COND_CAN_RANGE_ATTACK1 ) && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) ) { SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET ); } if( IsCurSchedule( SCHED_IDLE_WALK ) || IsCurSchedule( SCHED_IDLE_STAND ) && hl2_episodic.GetBool() ) { SetCustomInterruptCondition(COND_STRIDER_SHOULD_CROUCH); } } //--------------------------------------------------------- //--------------------------------------------------------- int CNPC_Strider::SelectSchedule() { /* if( GetMoveType() != MOVETYPE_FLY ) { // Dropship just released me. SetMoveType( MOVETYPE_FLY ); return SCHED_STRIDER_FALL_TO_GROUND; } */ if ( strider_idle_test.GetBool() ) { m_pMinigun->Enable( this, false ); return SCHED_IDLE_STAND; } else { m_pMinigun->Enable( this, true ); } if( m_NPCState == NPC_STATE_SCRIPT ) return BaseClass::SelectSchedule(); // If we're starting to die, then just wait for this to happen if ( m_lifeState == LIFE_DYING ) return SCHED_IDLE_STAND; if( m_NPCState == NPC_STATE_DEAD ) return SCHED_STRIDER_DIE; if( HasPendingTargetPath() ) { #if 0 if( IsInCrouchedPosture() && !m_bCrouchLocked ) { // Make the strider stand! return SCHED_STRIDER_STAND; } else { SetTargetPath(); } #else SetTargetPath(); #endif } //--------------------------------- if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && GetHeight() - GetMinHeight() > GetHeightRange() * .5 ) { return SCHED_STRIDER_CROUCH; } if( HasCondition( COND_STRIDER_SHOULD_STAND ) && !m_bCrouchLocked && GetHeight() - GetMinHeight() < GetHeightRange() * .5 ) { return SCHED_STRIDER_STAND; } if( HasCondition( COND_CAN_RANGE_ATTACK2 ) ) { return SCHED_STRIDER_RANGE_ATTACK2; } else if( m_AttemptCannonLOSTimer.Expired() && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) ) { m_AttemptCannonLOSTimer.Set( 5 ); return SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON; } //--------------------------------- if( m_NPCState == NPC_STATE_COMBAT ) { if ( !HasCondition( COND_NEW_ENEMY ) ) { if ( m_hRagdoll.Get() && (gpGlobals->curtime > m_ragdollTime || HasCondition( COND_STRIDER_DO_FLICK ) ) ) { return SCHED_STRIDER_FLICKL; } } if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) ) { return SCHED_STRIDER_CROUCH; } if ( HasCondition( COND_STRIDER_SHOULD_STAND ) ) { return SCHED_STRIDER_STAND; } if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) { return SCHED_MELEE_ATTACK1; } if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) { return SCHED_STRIDER_RANGE_ATTACK1; } ClearCondition( COND_STRIDER_ENEMY_UPDATED ); if ( !m_EnemyUpdatedTimer.Expired() ) { int baseResult = BaseClass::SelectSchedule(); if ( baseResult != SCHED_COMBAT_FACE || !GetGoalEnt() ) return baseResult; } if ( !GetGoalEnt() ) return BaseClass::SelectSchedule(); return SCHED_STRIDER_HUNT; } //--------------------------------- if ( !GetGoalEnt() ) return SCHED_IDLE_STAND; return SCHED_STRIDER_HUNT; } //--------------------------------------------------------- //--------------------------------------------------------- #define TIME_CARE_ENEMY 7.0 int CNPC_Strider::TranslateSchedule( int scheduleType ) { switch( scheduleType ) { case SCHED_RANGE_ATTACK1: return SCHED_STRIDER_RANGE_ATTACK1; case SCHED_RANGE_ATTACK2: return SCHED_STRIDER_RANGE_ATTACK2; case SCHED_MELEE_ATTACK1: return SCHED_STRIDER_STOMPL; case SCHED_MELEE_ATTACK2: return SCHED_STRIDER_STOMPR; case SCHED_CHASE_ENEMY: { if( HasCondition( COND_SEE_ENEMY ) ) { return SCHED_STRIDER_COMBAT_FACE; } return SCHED_STRIDER_CHASE_ENEMY; } case SCHED_ESTABLISH_LINE_OF_FIRE: case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK: if ( m_bNoMoveToLOS ) { return SCHED_COMBAT_FACE; } if ( !m_bCrouchLocked ) { if( IsInCrouchedPosture() ) { if( m_pMinigun->IsShooting() ) { // Don't stand yet. return SCHED_STRIDER_COMBAT_FACE; } } else if ( HasCondition( COND_STRIDER_HAS_LOS_Z ) && HasCondition( COND_SEE_ENEMY ) ) { return SCHED_STRIDER_COMBAT_FACE; } } if ( scheduleType == SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK ) { if ( gpGlobals->curtime - GetEnemyLastTimeSeen() < TIME_CARE_ENEMY ) return SCHED_STRIDER_COMBAT_FACE; else if ( GetGoalEnt() ) return SCHED_STRIDER_HUNT; else { if( IsUsingAggressiveBehavior() ) { return SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND; } return SCHED_COMBAT_PATROL; } } break; case SCHED_COMBAT_FACE: return SCHED_STRIDER_COMBAT_FACE; break; } return BaseClass::TranslateSchedule( scheduleType ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::StartTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_GET_PATH_TO_ENEMY_LOS: ChainStartTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData ); break; case TASK_STRIDER_FALL_TO_GROUND: break; case TASK_STRIDER_FIRE_CANNON: FireCannon(); TaskComplete(); break; case TASK_STRIDER_SET_CANNON_HEIGHT: { if ( m_hCannonTarget ) SetAbsIdealHeight( m_hCannonTarget->WorldSpaceCenter().z ); TaskComplete(); } break; case TASK_STRIDER_AIM: { // Stop the minigun for a bit, the big gun's about to shoot! m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 ); //SetIdealActivity( (Activity)ACT_STRIDER_AIMRA1 ); SetWait( pTask->flTaskData ); m_aimYaw = 0; m_aimPitch = 0; // clear out the previous shooting SetPoseParameter( gm_YawControl, m_aimYaw ); SetPoseParameter( gm_PitchControl, m_aimPitch ); Vector vecShootPos; GetAttachment( gm_CannonAttachment, vecShootPos ); // tell the client side effect to complete EntityMessageBegin( this, true ); WRITE_BYTE( STRIDER_MSG_STREAKS ); WRITE_VEC3COORD( vecShootPos ); MessageEnd(); CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" ); EmitSound( filter2, entindex(), "NPC_Strider.Charge" ); // CPVSFilter filter( vecShootPos ); //te->StreakSphere( filter, 0, 0, 150, 100, entindex(), gm_CannonAttachment ); } break; case TASK_STRIDER_DODGE: break; case TASK_STRIDER_STOMP: { m_nextStompTime = gpGlobals->curtime + 5; Activity stompAct = (Activity) ( pTask->flTaskData > 0 ? ACT_STRIDER_STOMPR : ACT_STRIDER_STOMPL ); ResetIdealActivity( stompAct ); } break; case TASK_RANGE_ATTACK1: CBaseCombatWeapon *pWeapon; pWeapon = GetActiveWeapon(); if( pWeapon ) { pWeapon->PrimaryAttack(); } else { TaskFail("no primary weapon"); } TaskComplete(); break; case TASK_STRIDER_BREAKDOWN: SetIdealActivity( (Activity)ACT_STRIDER_SLEEP ); break; case TASK_STRIDER_REFRESH_HUNT_PATH: Assert( GetGoalEnt() ); if ( GetGoalEnt() ) { AI_NavGoal_t goal(GOALTYPE_PATHCORNER, GetGoalEnt()->GetLocalOrigin(), ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST); TranslateNavGoal( GetGoalEnt(), goal.dest ); if ( ( m_debugOverlays & OVERLAY_NPC_SELECTED_BIT ) && ( m_debugOverlays & OVERLAY_NPC_ROUTE_BIT ) ) { NDebugOverlay::Line( GetAbsOrigin() + Vector( 0, 0, 4), goal.dest, 255, 0, 255, true, 3 ); } if ( GetNavigator()->SetGoal( goal ) ) { TaskComplete(); break; } TaskFail( FAIL_NO_ROUTE ); } break; case TASK_STRIDER_START_MOVING: TaskComplete(); break; case TASK_STRIDER_GET_PATH_TO_CANNON_LOS: { if ( GetCannonTarget() == NULL ) { TaskFail("No Cannon Target"); return; } AI_PROFILE_SCOPE(CAI_BaseNPC_FindLosToEnemy); Vector vecEnemy = GetCannonTarget()->WorldSpaceCenter(); float flMaxRange = 4096; float flMinRange = 0; Vector posLos; bool found = false; if ( GetTacticalServices()->FindLateralLos( vecEnemy, &posLos ) ) { found = true; } if ( !found && GetTacticalServices()->FindLos( vecEnemy, vecEnemy, flMinRange, flMaxRange, 1.0, &posLos ) ) { found = true; } if ( found ) { AI_NavGoal_t goal( posLos, ACT_RUN, AIN_HULL_TOLERANCE ); GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ); GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest ); // Add the cannon target as a high priority facing entity. AddFacingTarget( GetCannonTarget(), GetCannonTarget()->WorldSpaceCenter(), 5.0, 5.0 ); } else { TaskFail( "Can't get LOS to Cannon Target" ); } } break; case TASK_STRIDER_GET_PATH_TO_CANNON_TARGET: { if( !m_hCannonTarget ) { TaskFail( "No cannon target!\n" ); return; } AI_NavGoal_t goal( m_hCannonTarget->GetAbsOrigin() ); TranslateNavGoal( m_hCannonTarget, goal.dest ); if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) ) { TaskComplete(); } else { DevWarning( 2, "GetPathToCannonTarget failed!!\n" ); TaskFail(FAIL_NO_ROUTE); } } break; case TASK_STRIDER_FACE_CANNON_TARGET: if ( m_hCannonTarget != NULL ) { GetMotor()->SetIdealYawToTarget( m_hCannonTarget->WorldSpaceCenter() ); SetTurnActivity(); } else { TaskFail(FAIL_NO_TARGET); } break; case TASK_STRIDER_SET_HEIGHT: SetIdealHeight( pTask->flTaskData ); TaskComplete(); break; default: BaseClass::StartTask( pTask ); break; } } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::RunTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_GET_PATH_TO_ENEMY_LOS: ChainRunTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData ); break; case TASK_STRIDER_FALL_TO_GROUND: { // This doesn't work right now. (sjb) Vector vecVelocity = GetAbsVelocity(); vecVelocity.z -= (sv_gravity.GetFloat() * 0.1); SetAbsVelocity( vecVelocity ); Vector pos = GetAbsOrigin(); TranslateNavGoal( NULL, pos ); if( GetAbsOrigin().z - pos.z <= 0.0f ) { SetAbsVelocity( vec3_origin ); TaskComplete(); } } break; case TASK_STRIDER_AIM: { // BUGBUG: Need the real flInterval here, not just 0.1 AimCannonAt( GetCannonTarget(), 0.1 ); if ( IsWaitFinished() ) { TaskComplete(); } } break; case TASK_STRIDER_DODGE: TaskComplete(); break; case TASK_STRIDER_STOMP: if ( IsActivityFinished() ) { TaskComplete(); } if ( GetEnemy() ) { m_vecHitPos = CalculateStompHitPosition( GetEnemy() ); } break; case TASK_STRIDER_BREAKDOWN: if ( IsActivityFinished() ) { // UNDONE: Fix this bug! //Assert(!IsMarkedForDeletion()); if ( !IsMarkedForDeletion() ) { CTakeDamageInfo info; CreateServerRagdoll( this, 0, info, COLLISION_GROUP_NONE ); TaskComplete(); UTIL_Remove(this); } } break; case TASK_STRIDER_FACE_CANNON_TARGET: GetMotor()->UpdateYaw(); if ( FacingIdeal() ) { TaskComplete(); } break; case TASK_PLAY_SEQUENCE: if( m_bFastCrouch && pTask->flTaskData == ACT_CROUCH ) { SetPlaybackRate( 10.0f ); if( IsSequenceFinished() ) { m_bFastCrouch = false; } } // Hack to make sure client doesn't pop after stand/crouch is done if ( GetCycle() > 0.5 ) { if ( IsStriderStanding() && GetHeight() != GetMaxHeight() ) SetHeight( GetMaxHeight() ); else if ( IsStriderCrouching() && GetHeight() != GetMinHeight() ) SetHeight( GetMinHeight() ); SetIdealHeight( GetHeight() ); } BaseClass::RunTask( pTask ); break; default: BaseClass::RunTask( pTask ); break; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Strider::Explode( void ) { Vector velocity = vec3_origin; AngularImpulse angVelocity = RandomAngularImpulse( -150, 150 ); breakablepropparams_t params( EyePosition(), GetAbsAngles(), velocity, angVelocity ); params.impactEnergyScale = 1.0f; params.defBurstScale = 150.0f; params.defCollisionGroup = COLLISION_GROUP_NPC; PropBreakableCreateAll( GetModelIndex(), NULL, params, this, -1, true, true ); ExplosionCreate( EyePosition(), GetAbsAngles(), this, 500, 256, (SF_ENVEXPLOSION_NOPARTICLES|SF_ENVEXPLOSION_NOSPARKS|SF_ENVEXPLOSION_NODLIGHTS|SF_ENVEXPLOSION_NODAMAGE|SF_ENVEXPLOSION_NOSMOKE), false ); // Create liquid fountain gushtacular effect here! CEffectData data; data.m_vOrigin = EyePosition(); data.m_vNormal = Vector( 0, 0, 1 ); data.m_flScale = 4.0f; DispatchEffect( "StriderBlood", data ); // Go away m_lifeState = LIFE_DEAD; SetThink( &CNPC_Strider::SUB_Remove ); SetNextThink( gpGlobals->curtime + 0.1f ); AddEffects( EF_NODRAW ); StopSmoking(); m_BoneFollowerManager.DestroyBoneFollowers(); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CNPC_Strider::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) { if ( interactionType == g_interactionPlayerLaunchedRPG ) { m_flTimePlayerMissileDetected = gpGlobals->curtime; m_hPlayersMissile = sourceEnt; return true; } return BaseClass::HandleInteraction( interactionType, data, sourceEnt ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::HandleAnimEvent( animevent_t *pEvent ) { Vector footPosition; switch( pEvent->event ) { case STRIDER_AE_DIE: { Explode(); } break; case STRIDER_AE_SHOOTCANNON: { FireCannon(); } break; case STRIDER_AE_CANNONHIT: CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 ); break; case STRIDER_AE_SHOOTMINIGUN: ShootMinigun( NULL, 0 ); break; case STRIDER_AE_STOMPHITL: StompHit( STRIDER_LEFT_LEG_FOLLOWER_INDEX ); break; case STRIDER_AE_STOMPHITR: StompHit( STRIDER_RIGHT_LEG_FOLLOWER_INDEX ); break; case STRIDER_AE_FLICKL: case STRIDER_AE_FLICKR: { CBaseEntity *pRagdoll = m_hRagdoll; if ( pRagdoll ) { CPASAttenuationFilter filter( pRagdoll, "NPC_Strider.RagdollDetach" ); EmitSound( filter, pRagdoll->entindex(), "NPC_Strider.RagdollDetach" ); DetachAttachedRagdoll( pRagdoll ); } m_hRagdoll = NULL; } break; case STRIDER_AE_FOOTSTEP_LEFT: case STRIDER_AE_FOOTSTEP_LEFTM: case STRIDER_AE_FOOTSTEP_LEFTL: LeftFootHit( pEvent->eventtime ); break; case STRIDER_AE_FOOTSTEP_RIGHT: case STRIDER_AE_FOOTSTEP_RIGHTM: case STRIDER_AE_FOOTSTEP_RIGHTL: RightFootHit( pEvent->eventtime ); break; case STRIDER_AE_FOOTSTEP_BACK: case STRIDER_AE_FOOTSTEP_BACKM: case STRIDER_AE_FOOTSTEP_BACKL: BackFootHit( pEvent->eventtime ); break; case STRIDER_AE_WHOOSH_LEFT: { GetAttachment( "left foot", footPosition ); CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); } break; case STRIDER_AE_WHOOSH_RIGHT: { GetAttachment( "right foot", footPosition ); CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); } break; case STRIDER_AE_WHOOSH_BACK: { GetAttachment( "back foot", footPosition ); CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" ); EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition ); } break; case STRIDER_AE_CREAK_LEFT: case STRIDER_AE_CREAK_BACK: case STRIDER_AE_CREAK_RIGHT: { EmitSound( "NPC_Strider.Creak" ); } break; default: BaseClass::HandleAnimEvent( pEvent ); break; } } //--------------------------------------------------------- //--------------------------------------------------------- Disposition_t CNPC_Strider::IRelationType( CBaseEntity *pTarget ) { if ( IsCannonTarget( pTarget ) ) return D_HT; return BaseClass::IRelationType( pTarget ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority ) { if ( nDisposition == D_HT && pEntity->ClassMatches("npc_bullseye") ) UpdateEnemyMemory( pEntity, pEntity->GetAbsOrigin() ); BaseClass::AddEntityRelationship( pEntity, nDisposition, nPriority ); } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity ) { if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) ) { SetGoalEnt( pGoalEntity ); return true; } return BaseClass::ScheduledMoveToGoalEntity( scheduleType, pGoalEntity, movementActivity ); } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity ) { m_strTrackName = pPathStart->GetEntityName(); if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) ) { SetGoalEnt( pPathStart ); return true; } return BaseClass::ScheduledFollowPath( scheduleType, pPathStart, movementActivity ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputSetMinigunTime( inputdata_t &inputdata ) { m_miniGunShootDuration = inputdata.value.Float(); m_pMinigun->SetShootDuration( m_miniGunShootDuration ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputSetMinigunTarget( inputdata_t &inputdata ) { CBaseEntity *pTargetEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller ); m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 0 ); m_pMinigun->ShootAtTarget( this, pTargetEntity, m_miniGunShootDuration ); m_miniGunShootDuration = 0; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputSetCannonTarget( inputdata_t &inputdata ) { CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller ); if ( pTarget ) { if ( m_hCannonTarget == pTarget ) return; CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); CNPC_Strider *pStrider; for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) { if ( ppAIs[i] != this && ppAIs[i]->ClassMatches( GetClassname() ) ) { pStrider = (CNPC_Strider *)(ppAIs[i]); if ( pStrider->GetCannonTarget() == pTarget ) return; // Already accounted for } } if( pTarget->MyCombatCharacterPointer() && pTarget->IsAlive() ) { m_hCannonTarget = pTarget; m_AttemptCannonLOSTimer.Force(); return; } } m_hCannonTarget = NULL; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputFlickRagdoll( inputdata_t &inputdata ) { if ( m_hRagdoll.Get() ) { SetCondition( COND_STRIDER_DO_FLICK ); } } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputCrouch( inputdata_t &inputdata ) { if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() ) SetCondition( COND_STRIDER_SHOULD_CROUCH ); m_bCrouchLocked = true; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputCrouchInstantly( inputdata_t &inputdata ) { if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() ) { m_bFastCrouch = true; SetCondition( COND_STRIDER_SHOULD_CROUCH ); } m_bCrouchLocked = true; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputStand( inputdata_t &inputdata ) { if ( !IsCurSchedule( SCHED_STRIDER_STAND ) && !IsInStandingPosture() ) SetCondition( COND_STRIDER_SHOULD_STAND ); m_bCrouchLocked = false; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputSetHeight( inputdata_t &inputdata ) { SetIdealHeight( inputdata.value.Float() ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputSetTargetPath( inputdata_t &inputdata ) { m_strTrackName = MAKE_STRING( inputdata.value.String() ); SetGoalEnt( NULL ); if( !IsStriderCrouching() && !IsStriderStanding() && !IsInCrouchedPosture() ) { SetTargetPath(); } // Otherwise, we just leave the track name set and the AI will // get to it as soon as possible (as soon as the strider can be // made to stand). } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputClearTargetPath( inputdata_t &inputdata ) { if (GetNavigator()->IsGoalActive() && GetNavigator()->GetGoalType() == GOALTYPE_PATHCORNER ) { GetNavigator()->ClearGoal(); ClearSchedule(); } m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); SetGoalEnt(NULL); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputDisableCrouchWalk( inputdata_t &inputdata ) { m_bNoCrouchWalk = true; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputEnableCrouchWalk( inputdata_t &inputdata ) { m_bNoCrouchWalk = false; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputEnableAggressiveBehavior( inputdata_t &inputdata ) { m_bUseAggressiveBehavior = true; GetEnemies()->SetEnemyDiscardTime( 601.0f ); // Make the assert in SetFreeKnowledgeDuration() happy. GetEnemies()->SetFreeKnowledgeDuration( 600.0f ); AI_FreePassParams_t params = m_PlayerFreePass.GetParams(); params.duration = 0.8f; params.coverDist = 1200.0f; m_PlayerFreePass.SetParams( params ); GetTacticalServices()->AllowFindLateralLos( false ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputDisableAggressiveBehavior( inputdata_t &inputdata ) { m_bUseAggressiveBehavior = false; GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() ); GetEnemies()->SetEnemyDiscardTime( AI_DEF_ENEMY_DISCARD_TIME ); AI_FreePassParams_t params = m_PlayerFreePass.GetParams(); params.duration = strider_free_pass_duration.GetFloat(); params.coverDist = strider_free_pass_cover_dist.GetFloat(); m_PlayerFreePass.SetParams( params ); GetTacticalServices()->AllowFindLateralLos( true ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputStopShootingMinigunForSeconds( inputdata_t &inputdata ) { m_pMinigun->StopShootingForSeconds( this, NULL, inputdata.value.Float() ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputDisableCrouch( inputdata_t &inputdata ) { m_bDontCrouch = true; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::InputDisableMoveToLOS( inputdata_t &inputdata ) { m_bNoMoveToLOS = true; } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) { bool bIsVisible = BaseClass::FVisible( pEntity, traceMask, ppBlocker ); if ( bIsVisible && pEntity == m_PlayerFreePass.GetPassTarget() ) { bIsVisible = m_PlayerFreePass.ShouldAllowFVisible( bIsVisible ); if( !bIsVisible && IsUsingAggressiveBehavior() && FInViewCone(pEntity) ) { AlertSound(); } } return bIsVisible; } //--------------------------------------------------------- //--------------------------------------------------------- Vector CNPC_Strider::BodyTarget( const Vector &posSrc, bool bNoisy ) { if ( m_BodyTargetBone != -1 ) { Vector position; QAngle angles; GetBonePosition( m_BodyTargetBone, position, angles ); return position; } return BaseClass::BodyTarget( posSrc, bNoisy ); } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::IsValidEnemy( CBaseEntity *pTarget ) { if ( HasCannonTarget() ) { return IsCannonTarget(pTarget); } CBaseCombatCharacter *pEnemy = ToBaseCombatCharacter( pTarget ); if ( pEnemy ) { return true; } return BaseClass::IsValidEnemy(pTarget); } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer ) { if( pInformer && FClassnameIs( pInformer, "npc_cscanner" ) ) { EmitSound( "NPC_Strider.Alert" ); // Move Strider's focus to this location and make strider mad at it // (but less mad than at any other potential entities in the scene). #if 1 GetFocus()->SetAbsOrigin( position + Vector( 0, 0, 32 ) ); #else trace_t tr; AI_TraceLine( EyePosition(), position + Vector( 0, 0, 32 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); GetFocus()->SetAbsOrigin( tr.endpos ); #endif SetCondition( COND_STRIDER_ENEMY_UPDATED ); m_EnemyUpdatedTimer.Set( 20 ); AddEntityRelationship( GetFocus(), D_HT, -1 ); if( pEnemy->IsPlayer() ) { m_PlayerFreePass.Revoke(); } BaseClass::UpdateEnemyMemory( GetFocus(), GetFocus()->GetAbsOrigin(), pInformer ); // Change the informer to myself so that information provided by a scanner is // as good as firsthand knowledge insofar as enemy memory is concerned. pInformer = this; } return BaseClass::UpdateEnemyMemory( pEnemy, position, pInformer ); } //--------------------------------------------------------- // HACKHACK: The base class looks at distance from the head of the strider // But when stomping, we need distance from the feet. Recompute it here. // UNDONE: make enemy distance aware of strider //--------------------------------------------------------- float CNPC_Strider::StriderEnemyDistance( CBaseEntity *pEnemy ) { Vector enemyDelta = pEnemy->WorldSpaceCenter() - WorldSpaceCenter(); // NOTE: We ignore rotation for computing height. Assume it isn't an effect // we care about, so we simply use OBBSize().z for height. // Otherwise you'd do this: // float enemyHeight = enemyMaxs.z - enemyMins.z; float enemyHeight = pEnemy->CollisionProp()->OBBSize().z; Vector striderSurroundMins, striderSurroundMaxs; CollisionProp()->WorldSpaceSurroundingBounds( &striderSurroundMins, &striderSurroundMaxs ); float myHeight = striderSurroundMaxs.z - striderSurroundMins.z; // max distance our centers can be apart with the boxes still overlapping float flMaxZDist = ( enemyHeight + myHeight ) * 0.5f; // see if the enemy is closer to my head, feet or in between if ( enemyDelta.z > flMaxZDist ) { // enemy feet above my head, compute distance from my head to his feet enemyDelta.z -= flMaxZDist; } else if ( enemyDelta.z < -flMaxZDist ) { // enemy head below my feet, return distance between my feet and his head enemyDelta.z += flMaxZDist; } else { // boxes overlap in Z, no delta enemyDelta.z = 0; } return enemyDelta.Length(); } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::FCanCheckAttacks() { // Strider has direct and indirect attacks, so he's always checking // as long as the enemy is in front of him. if( FInViewCone( GetEnemy() ) ) { return true; } return false; } //--------------------------------------------------------- //--------------------------------------------------------- int CNPC_Strider::RangeAttack2Conditions( float flDot, float flDist ) { // All of this code has moved to GatherConditions(), since the // strider uses the cannon on things that aren't the enemy! return COND_NONE; } //--------------------------------------------------------- //--------------------------------------------------------- int CNPC_Strider::MeleeAttack1Conditions( float flDot, float flDist ) { if ( m_bDisableBoneFollowers ) { return COND_NONE; } if (gpGlobals->curtime < m_nextStompTime) { return COND_NONE; } if ( IsInCrouchedPosture() ) { return COND_NONE; } CBaseEntity *pEnemy = GetEnemy(); if ( !pEnemy ) return COND_NONE; // No more stabbing players. if ( pEnemy->IsPlayer() && !HasSpawnFlags(SF_CAN_STOMP_PLAYER) ) return COND_NONE; if( !HasCondition( COND_SEE_ENEMY ) ) { return COND_NONE; } // recompute this because the base class function does not work for the strider flDist = StriderEnemyDistance( pEnemy ); if ( flDist > STRIDER_STOMP_RANGE ) { return COND_NONE; } // strider will cross his feet, but only 6ft over Vector right; GetVectors( NULL, &right, NULL ); if ( DotProduct( pEnemy->GetAbsOrigin() - GetAbsOrigin(), right ) > 72 ) { return COND_NONE; } // Don't skewer if crouched too low. if( GetHeight() < GetMaxHeight() - ( (GetMaxHeight()-GetMinHeight()) / 2 ) ) { return COND_NONE; } // Don't skewer if target is too high above or below ground. Vector vecGround = GetAbsOrigin(); MoveToGround( &vecGround, this, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ) ); if( fabs( vecGround.z - GetEnemy()->GetAbsOrigin().z ) > 64.0f ) { return COND_NONE; } // too far, but don't change schedules/movement return COND_CAN_MELEE_ATTACK1; } //--------------------------------------------------------- //--------------------------------------------------------- int CNPC_Strider::MeleeAttack2Conditions( float flDot, float flDist ) { // HACKHACK: Disabled until we get a good right-leg animation return COND_NONE; } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions) { CBaseEntity *pTargetEnt; Vector vRootOffset; Vector vBarrelOffset; vRootOffset.x = vRootOffset.y = 0; if ( GetCannonTarget() ) { //Assert( targetPos == GetCannonTarget()->GetAbsOrigin() ); pTargetEnt = GetCannonTarget(); vRootOffset.z = gm_zCannonDist; vBarrelOffset = gm_vLocalRelativePositionCannon; } else { pTargetEnt = GetEnemy(); vRootOffset.z = gm_zMinigunDist; vBarrelOffset = gm_vLocalRelativePositionMinigun; } trace_t tr; AI_TraceLine( ownerPos + vRootOffset, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); // Hit the enemy, or hit nothing (traced all the way to a nonsolid enemy like a bullseye) if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) ) { Vector vBarrelPos; matrix3x4_t losTestToWorld; Vector xaxis; VectorSubtract( targetPos, ownerPos, xaxis ); // @TODO (toml 03-07-04): Add an angle test //float flAngle = acos( xaxis.z / xaxis.Length() ); xaxis.z = 0.0f; float flLength = VectorNormalize( xaxis ); if ( flLength < 1e-3 ) return false; Vector yaxis( -xaxis.y, xaxis.x, 0.0f ); MatrixInitialize( losTestToWorld, ownerPos, xaxis, yaxis, Vector(0,0,1) ); VectorTransform( vBarrelOffset, losTestToWorld, vBarrelPos ); AI_TraceLine( vBarrelPos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) ) { if ( strider_show_weapon_los_condition.GetBool() ) { NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 ); NDebugOverlay::Line( vBarrelPos, targetPos, 255, 0, 255, false, 0.1 ); } return true; } } return false; } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::IsValidShootPosition( const Vector &vecCoverLocation, CAI_Node *pNode, CAI_Hint const *pHint ) { if ( ( pNode && !pHint ) || ( pHint && pHint->HintType() != HINT_STRIDER_NODE ) ) return false; return BaseClass::IsValidShootPosition( vecCoverLocation, pNode, pHint ); } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::TestShootPosition(const Vector &vecShootPos, const Vector &targetPos ) { if ( BaseClass::TestShootPosition( vecShootPos, targetPos ) ) { return true; } // What if I crouched? float zDelta = ( ( vecShootPos.z - targetPos.z ) + gm_vLocalRelativePositionMinigun.z ) - 12; if ( zDelta > 0 ) { if ( zDelta > GetHeightRange() ) zDelta = GetHeightRange(); Vector vecTestPos = vecShootPos; vecTestPos.z -= zDelta; if ( BaseClass::TestShootPosition( vecTestPos, targetPos ) ) { return true; } } return false; } //--------------------------------------------------------- //--------------------------------------------------------- Vector CNPC_Strider::Weapon_ShootPosition( ) { Vector vecShootPos; GetAttachment( gm_CannonAttachment, vecShootPos ); return vecShootPos; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ) { float flTracerDist; Vector vecDir; Vector vecEndPos; vecDir = tr.endpos - vecTracerSrc; flTracerDist = VectorNormalize( vecDir ); UTIL_Tracer( vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, "StriderTracer" ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::DoImpactEffect( trace_t &tr, int nDamageType ) { BaseClass::DoImpactEffect( tr, nDamageType ); // Add a halo CBroadcastRecipientFilter filter; te->BeamRingPoint( filter, 0.0, tr.endpos, //origin 0, //start radius 64, //end radius s_iImpactEffectTexture, //texture 0, //halo index 0, //start frame 0, //framerate 0.2, //life 10, //width 0, //spread 0, //amplitude 255, //r 255, //g 255, //b 50, //a 0, //speed FBEAM_FADEOUT ); g_pEffects->EnergySplash( tr.endpos, tr.plane.normal ); // Punch the effect through? if( tr.m_pEnt && !tr.m_pEnt->MyNPCPointer() ) { Vector vecDir = tr.endpos - tr.startpos; VectorNormalize( vecDir ); trace_t retrace; Vector vecReTrace = tr.endpos + vecDir * 12; if( UTIL_PointContents( vecReTrace ) == CONTENTS_EMPTY ) { AI_TraceLine( vecReTrace, vecReTrace - vecDir * 24, MASK_SHOT, NULL, COLLISION_GROUP_NONE, &retrace ); BaseClass::DoImpactEffect( retrace, nDamageType ); } } } //--------------------------------------------------------- // Trace didn't hit the intended target, but should the strider // shoot anyway? We use this to get the strider to destroy // breakables that are between him and his target. //--------------------------------------------------------- bool CNPC_Strider::CanShootThrough( const trace_t &tr, const Vector &vecTarget ) { if( GetCannonTarget() ) { // Cannon does not have this behavior. return false; } if( !tr.m_pEnt ) { return false; } if( !tr.m_pEnt->GetHealth() ) { return false; } // Would a trace ignoring this entity continue to the target? trace_t continuedTrace; AI_TraceLine( tr.endpos, vecTarget, MASK_SHOT, tr.m_pEnt, COLLISION_GROUP_NONE, &continuedTrace ); if( continuedTrace.fraction != 1.0 ) { if( continuedTrace.m_pEnt != GetEnemy() ) { return false; } } return true; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::CreateFocus() { m_hFocus = CreateEntityByName( "bullseye_strider_focus" ); ASSERT( m_hFocus != NULL ); m_hFocus->AddSpawnFlags( SF_BULLSEYE_NONSOLID | SF_BULLSEYE_NODAMAGE ); m_hFocus->SetAbsOrigin( GetAbsOrigin() ); m_hFocus->Spawn(); } //--------------------------------------------------------- //--------------------------------------------------------- CNPC_Bullseye *CNPC_Strider::GetFocus() { ASSERT( m_hFocus != NULL ); CNPC_Bullseye *pBull = dynamic_cast<CNPC_Bullseye*>(m_hFocus.Get()); return pBull; } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::GetWeaponLosZ( const Vector &vOrigin, float minZ, float maxZ, float increment, CBaseEntity *pTarget, float *pResult ) { Vector vTestPos; Vector vTargetPos = pTarget->BodyTarget(vOrigin, false); Vector vIncrement( 0, 0, increment ); // Try right where am if ( vOrigin.z >= minZ && vOrigin.z <= maxZ ) { vTestPos = vOrigin; if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) { if ( strider_show_weapon_los_z.GetBool() ) NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); *pResult = vTestPos.z; return true; } } // Try at adjusted height of target vTestPos.z = ( vTargetPos.z - gm_vLocalRelativePositionMinigun.z ) + 12; if ( vTestPos.z >= minZ && vTestPos.z <= maxZ ) { if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) { if ( strider_show_weapon_los_z.GetBool() ) NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); *pResult = vTestPos.z; return true; } } // Try at max height vTestPos.z = maxZ; if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) { if ( strider_show_weapon_los_z.GetBool() ) NDebugOverlay::Line( vOrigin, vTargetPos, 0, 255, 0, false, 0.1 ); *pResult = vTestPos.z; return true; } // Try min height vTestPos.z = minZ; if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) ) { if ( strider_show_weapon_los_z.GetBool() ) NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); *pResult = vTestPos.z; return true; } // Test up from min vTestPos = vOrigin + vIncrement; while ( vTestPos.z <= maxZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) ) { vTestPos += vIncrement; } if ( vTestPos.z <= maxZ ) { if ( strider_show_weapon_los_z.GetBool() ) NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); *pResult = vTestPos.z; return true; } // Test down vTestPos = vOrigin - vIncrement; while ( vTestPos.z >= minZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) ) { vTestPos -= vIncrement; } if ( vTestPos.z >= minZ ) { if ( strider_show_weapon_los_z.GetBool() ) NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 ); *pResult = vTestPos.z; return true; } return false; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::AlertSound() { if( ( gpGlobals->curtime - m_flTimeLastAlertSound ) > 2.0f ) { EmitSound( "NPC_Strider.Alert" ); m_flTimeLastAlertSound = gpGlobals->curtime; } } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::PainSound( const CTakeDamageInfo &info ) { EmitSound( "NPC_Strider.Pain" ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::DeathSound( const CTakeDamageInfo &info ) { EmitSound( "NPC_Strider.Death" ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::HuntSound() { if( m_PlayerFreePass.HasPass() ) { EmitSound( "NPC_Strider.Hunt" ); m_flTimeNextHuntSound = gpGlobals->curtime + random->RandomFloat( 8.0f, 12.0f ); } } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr ) { CTakeDamageInfo info = inputInfo; bool ricochetBullets = true; if ( info.GetAttacker()->IsPlayer() ) { if ( !HasMemory( bits_MEMORY_PROVOKED ) ) { GetEnemies()->ClearMemory( info.GetAttacker() ); Remember( bits_MEMORY_PROVOKED ); SetCondition( COND_LIGHT_DAMAGE ); } } if ( (info.GetDamageType() & DMG_BULLET) && ricochetBullets ) { g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal); if ( ptr->hitgroup != HITGROUP_HEAD ) { info.SetDamage( 0.01 ); } } BaseClass::TraceAttack( info, vecDir, ptr ); } //--------------------------------------------------------- //--------------------------------------------------------- int CNPC_Strider::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { // don't take damage from my own weapons!!! if ( info.GetInflictor() && info.GetInflictor()->GetOwnerEntity() == this ) return 0; // special interaction with combine balls if ( UTIL_IsCombineBall( info.GetInflictor() ) ) return TakeDamageFromCombineBall( info ); if ( info.GetDamageType() == DMG_GENERIC ) return BaseClass::OnTakeDamage_Alive( info ); if( IsUsingAggressiveBehavior() ) { // Any damage the player inflicts gets my attention, even if it doesn't actually harm me. if ( info.GetAttacker()->IsPlayer() ) { UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() ); } } //int healthIncrement = 5 - ( m_iHealth / ( m_iMaxHealth / 5 ) ); if ( (info.GetDamageType() & DMG_BLAST) && info.GetMaxDamage() > 50 ) { Vector headPos = BodyTarget( info.GetDamagePosition(), false ); float dist = CalcDistanceToAABB( WorldAlignMins(), WorldAlignMaxs(), info.GetDamagePosition() - headPos ); // close enough to do damage? if ( dist < 200 ) { bool bPlayer = info.GetAttacker()->IsPlayer(); if ( bPlayer ) { m_PlayerFreePass.Revoke(); AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 1.0, 2.0 ); UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() ); } else AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 0.5, 2.0 ); // Default to NPC damage value int damage = 20; if( bPlayer ) { if( g_pGameRules->IsSkillLevel(SKILL_EASY) ) { damage = GetMaxHealth() / sk_strider_num_missiles1.GetFloat(); } else if( g_pGameRules->IsSkillLevel(SKILL_HARD) ) { damage = GetMaxHealth() / sk_strider_num_missiles3.GetFloat(); } else // Medium, or unspecified { damage = GetMaxHealth() / sk_strider_num_missiles2.GetFloat(); } } m_iHealth -= damage; m_OnDamaged.FireOutput( info.GetAttacker(), this); if( info.GetAttacker()->IsPlayer() ) { m_OnDamagedByPlayer.FireOutput( info.GetAttacker(), this ); // This also counts as being harmed by player's squad. m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this ); } else { // See if the person that injured me is an NPC. CAI_BaseNPC *pAttacker = dynamic_cast<CAI_BaseNPC *>( info.GetAttacker() ); CBasePlayer *pPlayer = AI_GetSinglePlayer(); if( pAttacker && pAttacker->IsAlive() && pPlayer ) { if( pAttacker->GetSquad() != NULL && pAttacker->IsInPlayerSquad() ) { m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this ); } } } if ( m_iHealth <= ( m_iMaxHealth / 2 ) ) { m_OnHalfHealth.FireOutput(this, this); } RestartGesture( ACT_GESTURE_SMALL_FLINCH ); PainSound( info ); // Interrupt our gun during the flinch m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1.1f ); GetEnemies()->OnTookDamageFrom( info.GetAttacker() ); if( !IsSmoking() && m_iHealth <= sk_strider_health.GetInt() / 2 ) { StartSmoking(); } return damage; } // NOTE: Currently radius damage doesn't even call this because it uses the origin, not the box for distance #if 0 NDebugOverlay::Box( headPos, WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 0, 5.0 ); NDebugOverlay::Cross3D( inf o.GetDamagePosition(), 24, 0, 255, 0, false, 5.0 ); // too far from head, apply damage to nearest leg? #endif } #if 0 if ( (info.GetDamageType() & DMG_BULLET) && info.GetDamage() > 1 && m_iHealth > 1 ) { m_iHealth -= 1; return 1; } #endif return 0; } //--------------------------------------------------------- //--------------------------------------------------------- int CNPC_Strider::TakeDamageFromCombineBall( const CTakeDamageInfo &info ) { float damage = info.GetDamage(); // If it's only an AR2 alt-fire, we don't take much damage if ( UTIL_IsAR2CombineBall( info.GetInflictor() ) ) { damage = strider_ar2_altfire_dmg.GetFloat(); } else { // Always start smoking when we're struck by a normal combine ball StartSmoking(); } if( info.GetAttacker() && info.GetAttacker()->IsPlayer() ) { // Route combine ball damage through the regular skill level code. damage = g_pGameRules->AdjustPlayerDamageInflicted(damage); } AddFacingTarget( info.GetInflictor(), info.GetInflictor()->GetAbsOrigin(), 0.5, 2.0 ); if ( !UTIL_IsAR2CombineBall( info.GetInflictor() ) ) RestartGesture( ACT_GESTURE_BIG_FLINCH ); else RestartGesture( ACT_GESTURE_SMALL_FLINCH ); PainSound( info ); m_iHealth -= damage; return damage; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::Event_Killed( const CTakeDamageInfo &info ) { // Do a special death if we're killed by a combine ball in the Citadel if ( info.GetInflictor() && UTIL_IsCombineBall( info.GetInflictor() ) ) { if ( m_lifeState == LIFE_DYING ) return; // Tracker 23610: Strider playing death sounds twice (AI_BaseNPC calls it in Event_Killed, too) // DeathSound( info ); m_lifeState = LIFE_DYING; // Start dying RestartGesture( (Activity) ACT_STRIDER_GESTURE_DEATH ); // Stop our mini-cannon m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 100.0f ); } else { StopSmoking(); m_BoneFollowerManager.DestroyBoneFollowers(); } if( IsUsingAggressiveBehavior() ) { // Lifted this code from the gunship. Vector vecExplode; GetAttachment( "minigun", vecExplode ); ExplosionCreate( vecExplode, QAngle(0,0,1), this, 100, 128, false ); } BaseClass::Event_Killed( info ); // Stop our large cannon EntityMessageBegin( this, true ); WRITE_BYTE( STRIDER_MSG_DEAD ); MessageEnd(); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::RagdollDeathEffect( CRagdollProp *pRagdoll, float flDuration ) { UTIL_ScreenShake( EyePosition(), 50, 150.0, 1.0, 1024, SHAKE_START ); int i; for( i = 0 ; i < 2 ; i++ ) { SmokeTrail *pSmoke = SmokeTrail::CreateSmokeTrail(); if ( pSmoke ) { if( i == 0 ) { pSmoke->m_SpawnRate = 16; pSmoke->m_Opacity = 0.25; pSmoke->m_StartColor.Init( 0.45f, 0.45f, 0.45f ); } else { pSmoke->m_SpawnRate = 32; pSmoke->m_Opacity = 0.3; pSmoke->m_StartColor.Init( 0.5f, 0.5f, 0.5f ); } pSmoke->m_ParticleLifetime = 3.0; pSmoke->m_StartSize = 16; pSmoke->m_EndSize = 64; pSmoke->m_SpawnRadius = 20; pSmoke->m_MinSpeed = 8; pSmoke->m_MaxSpeed = 64; pSmoke->m_EndColor.Init( 0, 0, 0 ); pSmoke->SetLifetime( flDuration ); if( i == 0 ) { pSmoke->FollowEntity( pRagdoll, "MiniGunBase" ); } else { pSmoke->FollowEntity( pRagdoll, "vehicle_driver_eyes" ); } } } } //--------------------------------------------------------- //--------------------------------------------------------- ConVar mat_dxlevel( "mat_dxlevel", "0" ); bool CNPC_Strider::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector ) { // Combine balls make us explode if ( info.GetInflictor() && UTIL_IsCombineBall( info.GetInflictor() ) ) { Explode(); } else { // Otherwise just keel over CRagdollProp *pRagdoll = NULL; CBasePlayer *pPlayer = AI_GetSinglePlayer(); if ( pPlayer && mat_dxlevel.GetInt() > 0 ) { int dxlevel = mat_dxlevel.GetInt(); int maxRagdolls = ( dxlevel >= 90 ) ? 2 : ( dxlevel >= 80 ) ? 1 : 0; if ( maxRagdolls > 0 ) { CUtlVectorFixed<CRagdollProp *, 2> striderRagdolls; while ( ( pRagdoll = gEntList.NextEntByClass( pRagdoll ) ) != NULL ) { if ( pRagdoll->GetModelName() == GetModelName() && !pRagdoll->IsFading() ) { Assert( striderRagdolls.Count() < striderRagdolls.NumAllocated() ); if ( striderRagdolls.Count() < striderRagdolls.NumAllocated() ) striderRagdolls.AddToTail( pRagdoll ); } } if ( striderRagdolls.Count() >= maxRagdolls ) { float distSqrFurthest = FLT_MAX; CRagdollProp *pFurthest = NULL; for ( int i = 0; i < striderRagdolls.Count(); i++ ) { float distSqrCur = CalcSqrDistanceToAABB( striderRagdolls[i]->WorldAlignMins(), striderRagdolls[i]->WorldAlignMaxs(), pPlayer->GetAbsOrigin() ); if ( distSqrCur < distSqrFurthest ) { distSqrFurthest = distSqrCur; pFurthest = striderRagdolls[i]; } } if ( pFurthest ) pFurthest->FadeOut( 0.75, 1.5 ); } } pRagdoll = assert_cast<CRagdollProp *>( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) ); pRagdoll->DisableAutoFade(); if ( maxRagdolls == 0 ) { pRagdoll->FadeOut( 6.0, .75 ); RagdollDeathEffect( pRagdoll, 6.0f ); } else { RagdollDeathEffect( pRagdoll, 600.0f ); } } else { // Otherwise just keel over pRagdoll = assert_cast<CRagdollProp *>( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) ); pRagdoll->DisableAutoFade(); } } UTIL_Remove(this); return true; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::StartSmoking( void ) { if ( m_hSmoke != NULL ) return; m_hSmoke = SmokeTrail::CreateSmokeTrail(); if ( m_hSmoke ) { m_hSmoke->m_SpawnRate = 32; m_hSmoke->m_ParticleLifetime = 3.0; m_hSmoke->m_StartSize = 16; m_hSmoke->m_EndSize = 64; m_hSmoke->m_SpawnRadius = 20; m_hSmoke->m_MinSpeed = 8; m_hSmoke->m_MaxSpeed = 64; m_hSmoke->m_Opacity = 0.3; m_hSmoke->m_StartColor.Init( 0.25f, 0.25f, 0.25f ); m_hSmoke->m_EndColor.Init( 0, 0, 0 ); m_hSmoke->SetLifetime( 500.0f ); m_hSmoke->FollowEntity( this, "MiniGunBase" ); } } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::StopSmoking( float flDelay ) { if ( m_hSmoke ) { m_hSmoke->SetLifetime( flDelay ); } } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::SetHeight( float h ) { if ( h > GetMaxHeight() ) h = GetMaxHeight(); else if ( h < GetMinHeight() ) h = GetMinHeight(); SetPoseParameter( gm_BodyHeightPoseParam, h ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::SetIdealHeight( float h ) { if ( h > GetMaxHeight() ) h = GetMaxHeight(); else if ( h < GetMinHeight() ) h = GetMinHeight(); m_idealHeight = h; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::SetAbsIdealHeight( float z ) { float h = GetMaxHeight() - ( z - GetAbsOrigin().z ); SetIdealHeight( h ); } //--------------------------------------------------------- // At this moment, am I in the PROCESS of crouching? // as in, and I transitioning from standing to crouch? //--------------------------------------------------------- bool CNPC_Strider::IsStriderCrouching() { if( IsCurSchedule( SCHED_STRIDER_CROUCH, false ) ) return true; return false; } //--------------------------------------------------------- // As IsStriderCrouching(), but for obvious differences. //--------------------------------------------------------- bool CNPC_Strider::IsStriderStanding() { if( IsCurSchedule( SCHED_STRIDER_STAND, false ) ) return true; return false; } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::OverrideMove( float flInterval ) { if ( GetCannonTarget() ) { AddFacingTarget( GetCannonTarget(), GetCannonTarget()->GetAbsOrigin(), 1.0, 0.5 ); } else if ( GetEnemy() ) { bool bPlayer = GetEnemy()->IsPlayer(); float timeSinceSeenEnemy = gpGlobals->curtime - GetEnemyLastTimeSeen(); if ( ( !bPlayer && timeSinceSeenEnemy < STRIDER_TIME_STOP_FACING_ENEMY ) || ( bPlayer && !m_PlayerFreePass.HasPass() ) ) { AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ), 1.0, 0.5 ); } if ( !m_bCrouchLocked && !m_hCannonTarget && GetIdealHeight() < GetMaxHeight() && timeSinceSeenEnemy > TIME_CARE_ENEMY ) SetIdealHeight( GetMaxHeight() ); } else if ( !m_bCrouchLocked && !m_hCannonTarget ) SetIdealHeight( GetMaxHeight() ); if ( strider_test_height.GetFloat() > .1 ) SetIdealHeight( strider_test_height.GetFloat() ); if ( !m_bCrouchLocked && m_bNoCrouchWalk && IsMoving() && GetIdealHeight() < GetMaxHeight() - GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) ) SetIdealHeight( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) ); float heightMove = GetIdealHeight() - GetHeight(); float heightMoveSign = ( heightMove < 0 ) ? -1 : 1; heightMove = fabsf( heightMove ); if ( heightMove > 0.01 ) { const float maxVelocity = 300; const float minVelocity = 10; #define HEIGHTINVDECAY 0.8 // maintain X percent of velocity when slowing down #define HEIGHTDECAYTIME 0.4161 // Sum( 1..cycle, HEIGHTINVDECAY^cycle ) #define HEIGHTACCEL 0.5 // accel toward maxVelocity by X percent each cycle if (fabsf( m_HeightVelocity ) < minVelocity) m_HeightVelocity = minVelocity * heightMoveSign; if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME ) { m_HeightVelocity = m_HeightVelocity * HEIGHTINVDECAY; if (heightMove < m_HeightVelocity * heightMoveSign * flInterval) { m_HeightVelocity = heightMove * heightMoveSign / flInterval; } } else { m_HeightVelocity = m_HeightVelocity * (1.0f - HEIGHTACCEL) + maxVelocity * HEIGHTACCEL * heightMoveSign; if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME) { m_HeightVelocity = heightMove * heightMoveSign / HEIGHTDECAYTIME; } } float newHeight = GetHeight() + m_HeightVelocity * flInterval; SetHeight( newHeight ); } // FIXME: where should this go? MaintainTurnActivity( ); return false; } void CNPC_Strider::MaintainTurnActivity( void ) { // detect that the npc has turned if (m_prevYaw != GetAbsAngles().y) { float diff = UTIL_AngleDiff( m_prevYaw, GetAbsAngles().y ); if (diff < 0.0) { m_doLeft += -diff; } else { m_doRight += diff; } m_prevYaw = GetAbsAngles().y; } // accumulate turn angle, delay response for short turns m_doTurn += m_doRight + m_doLeft; if (!IsMoving() && m_doTurn > 180.0f && m_flNextTurnAct < gpGlobals->curtime ) { int iSeq = ACT_INVALID; if (m_doLeft > m_doRight) { iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_LEFT ); } else { iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_RIGHT ); } if (iSeq != ACT_INVALID) { int iLayer = AddGestureSequence( iSeq ); if (iLayer != -1) { SetLayerPriority( iLayer, 100 ); // increase speed if we're getting behind or they're turning quickly if (m_doTurn > 360.0) { SetLayerPlaybackRate( iLayer, 1.5 ); } m_flNextTurnAct = gpGlobals->curtime + GetLayerDuration( iLayer ); } else { // too busy, try again in half a second m_flNextTurnAct = gpGlobals->curtime + 0.5; } } m_doTurn = m_doLeft = m_doRight = 0.0; } } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::IsUnusableNode(int iNodeID, CAI_Hint *pHint) { if ( !BaseClass::IsUnusableNode(iNodeID, pHint) ) { if ( pHint && pHint->HintType() == HINT_STRIDER_NODE ) return false; } return true; } //--------------------------------------------------------- // Purpose: Compute the nav position for the strider's origin relative to this enemy. //--------------------------------------------------------- void CNPC_Strider::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition ) { if ( pEnemy ) { if ( ! (pEnemy->GetFlags() & FL_ONGROUND) ) { MoveToGround( &chasePosition, pEnemy, pEnemy->WorldAlignMins(), pEnemy->WorldAlignMaxs() ); } // move down to enemy's feet for enemy origin at chasePosition chasePosition.z += pEnemy->WorldAlignMins().z; } else { MoveToGround( &chasePosition, NULL, Vector( -16, -16, 0 ), Vector( 16, 16, 32 ) ); } // move up to strider stand height chasePosition.z += GetMaxHeight() + npc_strider_height_adj.GetFloat(); } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::HasPendingTargetPath() { bool bReturn = ( !FStrEq( STRING(m_strTrackName), STRIDER_NO_TRACK_NAME ) && !GetGoalEnt() ); return bReturn; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::SetTargetPath() { SetGoalEnt( NULL ); CBaseEntity *pGoalEnt = gEntList.FindEntityByName( NULL, m_strTrackName ); if ( pGoalEnt == NULL ) { DevWarning( "%s: Could not find target path '%s'!\n", GetClassname(), STRING( m_strTrackName ) ); // Don't try anymore. It just hurts the AI. m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); UTIL_Remove( this ); return; } const Vector &absOrigin = GetAbsOrigin(); CBaseEntity *pClosestEnt = NULL; CBaseEntity *pCurEnt = pGoalEnt; float distClosestSq = FLT_MAX; CUtlRBTree<CBaseEntity *> visits; SetDefLessFunc(visits); while ( pCurEnt && visits.Find( pCurEnt ) == visits.InvalidIndex() ) { float distCurSq = ( pCurEnt->GetAbsOrigin() - absOrigin ).LengthSqr(); if ( distCurSq < distClosestSq ) { distClosestSq = distCurSq; pClosestEnt = pCurEnt; } visits.Insert( pCurEnt ); pCurEnt = GetNavigator()->GetNextPathcorner( pCurEnt ); } ScheduledFollowPath( SCHED_IDLE_WALK, pClosestEnt, ACT_WALK ); } //--------------------------------------------------------- //--------------------------------------------------------- float CNPC_Strider::GetDefaultNavGoalTolerance() { return 64; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::OnMovementComplete() { if ( GetGoalEnt() && ( IsCurSchedule( SCHED_IDLE_WALK ) || IsCurSchedule( SCHED_ALERT_WALK ) || IsCurSchedule( SCHED_COMBAT_WALK ) || IsCurSchedule( SCHED_STRIDER_HUNT ) ) ) { m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME ); SetGoalEnt( NULL ); } BaseClass::OnMovementComplete(); } //--------------------------------------------------------- //--------------------------------------------------------- float CNPC_Strider::MaxYawSpeed() { switch( GetActivity() ) { case ACT_90_LEFT: case ACT_90_RIGHT: return 10; case ACT_TURN_LEFT: case ACT_TURN_RIGHT: return 10; case ACT_WALK: return 10; default: return 10; // should be zero, but this makes it easy to see when he's turning with default AI code break; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Strider::DoMuzzleFlash( void ) { BaseClass::DoMuzzleFlash(); CEffectData data; data.m_nAttachmentIndex = LookupAttachment( "MiniGun" ); data.m_nEntIndex = entindex(); DispatchEffect( "StriderMuzzleFlash", data ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::ShootMinigun( const Vector *pTarget, float aimError, const Vector &vecSpread ) { if ( pTarget ) { Vector muzzlePos; QAngle muzzleAng; GetAttachment( "minigun", muzzlePos, muzzleAng ); Vector vecShootDir = *pTarget - muzzlePos; VectorNormalize( vecShootDir ); if( m_bMinigunUseDirectFire ) { // exactly on target w/tracer FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunDirectAmmo, 1 ); } else { // exactly on target w/tracer FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunAmmo, 1 ); } //g_pEffects->MuzzleFlash( muzzlePos, muzzleAng, random->RandomFloat( 2.0f, 4.0f ) , MUZZLEFLASH_TYPE_STRIDER ); DoMuzzleFlash(); EmitSound( "NPC_Strider.FireMinigun" ); } } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::UpdateMinigunControls( float &yaw, float &pitch ) { SetPoseParameter( "miniGunYaw", yaw ); SetPoseParameter( "miniGunPitch", pitch ); yaw = GetPoseParameter( "miniGunYaw" ); pitch = GetPoseParameter( "miniGunPitch" ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::GetViewCone( StriderMinigunViewcone_t &cone ) { cone.origin = EyePosition(); GetVectors( &cone.axis, NULL, NULL ); cone.cosAngle = 0.5; // 60 degree cone cone.length = 2048; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::OnMinigunStopShooting( CBaseEntity *pTarget ) { // Stop hating the focus. if( GetFocus() && pTarget == GetFocus() ) { AddEntityRelationship( GetFocus(), D_NU, 0 ); } if( IsUsingAggressiveBehavior() ) { // From now on, direct fire. m_bMinigunUseDirectFire = true; } } //--------------------------------------------------------- // How fast the minigun fires (rounds per second) //--------------------------------------------------------- float CNPC_Strider::GetMinigunRateOfFire() { if( IsUsingAggressiveBehavior() && m_bMinigunUseDirectFire ) return STRIDER_EP1_RATE_OF_FIRE; return STRIDER_DEFAULT_RATE_OF_FIRE; } //--------------------------------------------------------- // How much of shoot duration is spent firing directly at // the target (the balance of time is spent stitching towards) //--------------------------------------------------------- float CNPC_Strider::GetMinigunOnTargetTime() { if( IsUsingAggressiveBehavior() ) { if( m_bMinigunUseDirectFire ) { // On target the whole time. Just send a large number that // will be clipped, since shooting duration is random and // we don't know how long the burst will actually be. return 100.0f; } return STRIDER_EP1_SHOOT_ON_TARGET_TIME; } return STRIDER_SHOOT_ON_TARGET_TIME; } //--------------------------------------------------------- // How long (seconds) a burst of minigun fire lasts. //--------------------------------------------------------- float CNPC_Strider::GetMinigunShootDuration() { if( IsUsingAggressiveBehavior() ) return STRIDER_EP1_SHOOT_DURATION; return STRIDER_DEFAULT_SHOOT_DURATION; } //--------------------------------------------------------- // How long (seconds) a strider must wait between bursts //--------------------------------------------------------- float CNPC_Strider::GetMinigunShootDowntime() { if( IsUsingAggressiveBehavior() ) return STRIDER_EP1_SHOOT_DOWNTIME; return STRIDER_SHOOT_DOWNTIME; } //--------------------------------------------------------- //--------------------------------------------------------- float CNPC_Strider::GetMinigunShootVariation() { if( IsUsingAggressiveBehavior() ) { if( m_bMinigunUseDirectFire ) return 0.0f; return STRIDER_EP1_SHOOT_VARIATION; } return STRIDER_SHOOT_VARIATION; } //--------------------------------------------------------- //--------------------------------------------------------- Vector CNPC_Strider::CannonPosition() { Vector position; // Currently just using the gun for the vertical component! GetAttachment( "biggun", position ); position.x = GetAbsOrigin().x; position.y = GetAbsOrigin().y; return position; } //--------------------------------------------------------- //--------------------------------------------------------- CBaseEntity *CNPC_Strider::GetCannonTarget() { CBaseEntity *pTarget = m_hCannonTarget; return pTarget; } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::HasCannonTarget() const { return ( m_hCannonTarget.Get() != NULL ); } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::IsCannonTarget( CBaseEntity *pTarget ) const { CBaseEntity *pCannonTarget = m_hCannonTarget; if ( pCannonTarget && pCannonTarget == pTarget ) { return true; } return false; } //--------------------------------------------------------- // Purpose: Aim Gun at a target // Output : Returns true if you hit the target, false if not there yet //--------------------------------------------------------- bool CNPC_Strider::AimCannonAt( CBaseEntity *pEntity, float flInterval ) { if ( !pEntity ) return true; matrix3x4_t gunMatrix; GetAttachment( gm_CannonAttachment, gunMatrix ); // transform the enemy into gun space m_vecHitPos = pEntity->GetAbsOrigin(); Vector localEnemyPosition; VectorITransform( pEntity->GetAbsOrigin(), gunMatrix, localEnemyPosition ); // do a look at in gun space (essentially a delta-lookat) QAngle localEnemyAngles; VectorAngles( localEnemyPosition, localEnemyAngles ); // convert to +/- 180 degrees localEnemyAngles.x = UTIL_AngleDiff( localEnemyAngles.x, 0 ); localEnemyAngles.y = UTIL_AngleDiff( localEnemyAngles.y, 0 ); float targetYaw = m_aimYaw + localEnemyAngles.y; float targetPitch = m_aimPitch + localEnemyAngles.x; Vector unitAngles = Vector( localEnemyAngles.x, localEnemyAngles.y, localEnemyAngles.z ); float angleDiff = VectorNormalize(unitAngles); const float aimSpeed = 16; // Exponentially approach the target float yawSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.y); float pitchSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.x); yawSpeed = max(yawSpeed,5); pitchSpeed = max(pitchSpeed,5); m_aimYaw = UTIL_Approach( targetYaw, m_aimYaw, yawSpeed ); m_aimPitch = UTIL_Approach( targetPitch, m_aimPitch, pitchSpeed ); SetPoseParameter( gm_YawControl, m_aimYaw ); SetPoseParameter( gm_PitchControl, m_aimPitch ); // read back to avoid drift when hitting limits // as long as the velocity is less than the delta between the limit and 180, this is fine. m_aimPitch = GetPoseParameter( gm_PitchControl ); m_aimYaw = GetPoseParameter( gm_YawControl ); // UNDONE: Zero out any movement past the limit and go ahead and fire if the strider hit its // target except for clamping. Need to clamp targets to limits and compare? if ( angleDiff < 1 ) return true; return false; } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::FireCannon() { ASSERT( m_hCannonTarget != NULL ); if ( !m_hCannonTarget ) { DevMsg( "Strider firing cannon at NULL target\n" ); return; } if ( GetNextThink( "CANNON_HIT" ) > gpGlobals->curtime ) { DevMsg( "Strider refiring cannon?\n" ); return; } m_nextShootTime = gpGlobals->curtime + 5; trace_t tr; Vector vecShootPos; GetAttachment( gm_CannonAttachment, vecShootPos ); Vector vecShootDir; vecShootDir = m_hCannonTarget->WorldSpaceCenter() - vecShootPos; float flDist = VectorNormalize( vecShootDir ); AI_TraceLine( vecShootPos, vecShootPos + vecShootDir * flDist, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); m_blastHit = tr.endpos; m_blastHit += tr.plane.normal * 16; m_blastNormal = tr.plane.normal; // tell the client side effect to complete EntityMessageBegin( this, true ); WRITE_BYTE( STRIDER_MSG_BIG_SHOT ); WRITE_VEC3COORD( tr.endpos ); MessageEnd(); CPASAttenuationFilter filter2( this, "NPC_Strider.Shoot" ); EmitSound( filter2, entindex(), "NPC_Strider.Shoot"); SetContextThink( &CNPC_Strider::CannonHitThink, gpGlobals->curtime + 0.2f, "CANNON_HIT" ); } void CNPC_Strider::CannonHitThink() { CBaseEntity *pCannonTarget = m_hCannonTarget; if ( pCannonTarget ) { bool fAlive = pCannonTarget->IsAlive(); CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 ); // If the target was alive, check to make sure it is now dead. If not, // Kill it and warn the designer. if( fAlive && pCannonTarget->IsAlive() ) { DevWarning("* * * * * * * * * * * * * * *\n"); DevWarning("NASTYGRAM: STRIDER failed to kill its cannon target. Killing directly...\n"); DevWarning("* * * * * * * * * * * * * * *\n"); CTakeDamageInfo info; info.SetDamage( pCannonTarget->GetHealth() ); info.SetDamageType( DMG_GENERIC ); info.SetAttacker( this ); info.SetInflictor( this ); pCannonTarget->TakeDamage( info ); } // Clear this guy now that we've shot him m_hCannonTarget = NULL; } // Allow the cannon back on. m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1 ); } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent ) { if ( !HasMemory( bits_MEMORY_PROVOKED ) ) { // if the player threw this in the last 1 seconds CBasePlayer *pPlayer = pEvent->pEntities[!index]->HasPhysicsAttacker( 1 ); if ( pPlayer ) { GetEnemies()->ClearMemory( pPlayer ); Remember( bits_MEMORY_PROVOKED ); SetCondition( COND_LIGHT_DAMAGE ); } } int otherIndex = !index; CBaseEntity *pOther = pEvent->pEntities[otherIndex]; if ( pOther && UTIL_IsCombineBall( pOther ) ) { Vector damagePos; pEvent->pInternalData->GetContactPoint( damagePos ); CTakeDamageInfo dmgInfo( pOther, pOther, vec3_origin, damagePos, (m_iMaxHealth / 3) + 1, DMG_BLAST | DMG_PREVENT_PHYSICS_FORCE ); // FIXME: is there a better way for physics objects to keep track of what root entity responsible for them moving? CBasePlayer *pPlayer = pOther->HasPhysicsAttacker( 1.0 ); if (pPlayer) { dmgInfo.SetAttacker( pPlayer ); } // UNDONE: Find one near damagePos? m_nForceBone = 0; PhysCallbackDamage( this, dmgInfo, *pEvent, index ); return; } BaseClass::VPhysicsShadowCollision( index, pEvent ); } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) { // Let normal hitbox code handle rays if ( mask & CONTENTS_HITBOX ) { return BaseClass::TestCollision( ray, mask, trace ); } if ( IntersectRayWithBox( ray, WorldAlignMins() + GetAbsOrigin(), WorldAlignMaxs() + GetAbsOrigin(), DIST_EPSILON, &trace ) ) { trace.hitbox = 0; trace.hitgroup = HITGROUP_HEAD; return true; } return false; } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::CarriedByDropship() { if( GetOwnerEntity() && FClassnameIs( GetOwnerEntity(), "npc_combinedropship" ) ) return true; return false; } //--------------------------------------------------------- // Carried by a dropship //--------------------------------------------------------- void CNPC_Strider::CarriedThink() { SetNextThink( gpGlobals->curtime + 0.05 ); StudioFrameAdvance(); Vector vecGround = GetAbsOrigin(); TranslateNavGoal( NULL, vecGround ); if( !CarriedByDropship() ) { SetSolid( SOLID_BBOX ); SetThink ( &CAI_BaseNPC::CallNPCThink ); } } //--------------------------------------------------------- //--------------------------------------------------------- Vector CNPC_Strider::LeftFootHit( float eventtime ) { Vector footPosition; QAngle angles; GetAttachment( "left foot", footPosition, angles ); CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); FootFX( footPosition ); return footPosition; } //--------------------------------------------------------- //--------------------------------------------------------- Vector CNPC_Strider::RightFootHit( float eventtime ) { Vector footPosition; GetAttachment( "right foot", footPosition ); CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); FootFX( footPosition ); return footPosition; } //--------------------------------------------------------- //--------------------------------------------------------- Vector CNPC_Strider::BackFootHit( float eventtime ) { Vector footPosition; GetAttachment( "back foot", footPosition ); CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" ); EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime ); FootFX( footPosition ); return footPosition; } //--------------------------------------------------------- //--------------------------------------------------------- static Vector GetAttachmentPositionInSpaceOfBone( CStudioHdr *pStudioHdr, const char *pAttachmentName, int outputBoneIndex ) { int attachment = Studio_FindAttachment( pStudioHdr, pAttachmentName ); Vector localAttach; const mstudioattachment_t &pAttachment = pStudioHdr->pAttachment(attachment); int iBone = pStudioHdr->GetAttachmentBone( attachment ); MatrixGetColumn( pAttachment.local, 3, localAttach ); matrix3x4_t inputToOutputBone; Studio_CalcBoneToBoneTransform( pStudioHdr, iBone, outputBoneIndex, inputToOutputBone ); Vector out; VectorTransform( localAttach, inputToOutputBone, out ); return out; } //------------------------------------- void CNPC_Strider::StompHit( int followerBoneIndex ) { CStudioHdr *pStudioHdr = GetModelPtr(); physfollower_t *bone = m_BoneFollowerManager.GetBoneFollower( followerBoneIndex ); if ( !bone ) return; const char *pBoneNames[] = {"left skewer", "right skewer" }; int nameIndex = followerBoneIndex == STRIDER_LEFT_LEG_FOLLOWER_INDEX ? 0 : 1; Vector localHit = GetAttachmentPositionInSpaceOfBone( pStudioHdr, pBoneNames[nameIndex], bone->boneIndex ); IPhysicsObject *pLegPhys = bone->hFollower->VPhysicsGetObject(); // now transform into the worldspace of the current position of the leg's physics matrix3x4_t legToWorld; pLegPhys->GetPositionMatrix( &legToWorld ); Vector hitPosition; VectorTransform( localHit, legToWorld, hitPosition ); //NDebugOverlay::Box( hitPosition, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 1.0 ); CBaseEntity *pEnemy = GetEnemy(); CAI_BaseNPC *pNPC = pEnemy ? pEnemy->MyNPCPointer() : NULL; bool bIsValidTarget = pNPC && pNPC->GetModelPtr(); if ( HasSpawnFlags( SF_CAN_STOMP_PLAYER ) ) { bIsValidTarget = bIsValidTarget || ( pEnemy && pEnemy->IsPlayer() ); } if ( !bIsValidTarget ) return; Vector delta; VectorSubtract( pEnemy->GetAbsOrigin(), hitPosition, delta ); if ( delta.LengthSqr() > (STRIDER_STOMP_RANGE * STRIDER_STOMP_RANGE) ) return; // DVS E3 HACK: Assume we stab our victim midway between their eyes and their center. Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f; hitPosition = pEnemy->GetAbsOrigin(); Vector footPosition; GetAttachment( "left foot", footPosition ); CPASAttenuationFilter filter( this, "NPC_Strider.Skewer" ); EmitSound( filter, 0, "NPC_Strider.Skewer", &hitPosition ); CTakeDamageInfo damageInfo( this, this, 500, DMG_CRUSH ); Vector forward; pEnemy->GetVectors( &forward, NULL, NULL ); damageInfo.SetDamagePosition( hitPosition ); damageInfo.SetDamageForce( -50 * 300 * forward ); pEnemy->TakeDamage( damageInfo ); if ( !pNPC || pNPC->IsAlive() ) return; Vector vecBloodDelta = footPosition - vecStabPos; vecBloodDelta.z = 0; // effect looks better VectorNormalize( vecBloodDelta ); UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 8, FX_BLOODSPRAY_ALL ); UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 11, FX_BLOODSPRAY_DROPS ); CBaseEntity *pRagdoll = CreateServerRagdollAttached( pNPC, vec3_origin, -1, COLLISION_GROUP_DEBRIS, pLegPhys, this, bone->boneIndex, vecStabPos, -1, localHit ); if ( pRagdoll ) { // the strider might drag this through the world pRagdoll->AddSolidFlags( FSOLID_NOT_SOLID ); m_hRagdoll = pRagdoll; m_ragdollTime = gpGlobals->curtime + 10; UTIL_Remove( pNPC ); } } //--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Strider::FootFX( const Vector &origin ) { trace_t tr; AI_TraceLine( origin, origin - Vector(0,0,100), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); float yaw = random->RandomInt(0,120); for ( int i = 0; i < 3; i++ ) { Vector dir = UTIL_YawToVector( yaw + i*120 ) * 10; VectorNormalize( dir ); dir.z = 0.25; VectorNormalize( dir ); g_pEffects->Dust( tr.endpos, dir, 12, 50 ); } UTIL_ScreenShake( tr.endpos, 4.0, 1.0, 0.5, 1000, SHAKE_START, false ); if ( npc_strider_shake_ropes_radius.GetInt() ) { CRopeKeyframe::ShakeRopes( tr.endpos, npc_strider_shake_ropes_radius.GetFloat(), npc_strider_shake_ropes_magnitude.GetFloat() ); } // // My feet are scary things! NOTE: We might want to make danger sounds as the feet move // through the air. Then soldiers could run from the feet, which would look cool. // CSoundEnt::InsertSound( SOUND_DANGER|SOUND_CONTEXT_EXCLUDE_COMBINE, tr.endpos, 512, 1.0f, this ); } //--------------------------------------------------------- //--------------------------------------------------------- Vector CNPC_Strider::CalculateStompHitPosition( CBaseEntity *pEnemy ) { Vector skewerPosition, footPosition; GetAttachment( "left skewer", skewerPosition ); GetAttachment( "left foot", footPosition ); Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f; return vecStabPos - skewerPosition + footPosition; } //----------------------------------------------------------------------------- // Strider Navigation //----------------------------------------------------------------------------- static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs ) { trace_t tr; // Find point on floor where enemy would stand at chasePosition Vector floor = *position; floor.z -= 1024; AI_TraceHull( *position, floor, mins, maxs, MASK_NPCSOLID_BRUSHONLY, ignore, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction < 1 ) { position->z = tr.endpos.z; } } //--------------------------------------------------------- //--------------------------------------------------------- void AdjustStriderNodePosition( CAI_Network *pNetwork, CAI_Node *pNode ) { if ( pNode->GetHint() && pNode->GetHint()->HintType() == HINT_STRIDER_NODE ) { CNPC_Strider *pStrider = (CNPC_Strider *)gEntList.FindEntityByClassname( NULL, "npc_strider" ); bool bCreated = false; if ( !pStrider ) { bool allowPrecache = CBaseEntity::IsPrecacheAllowed(); CBaseEntity::SetAllowPrecache( true ); pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" ); pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him DispatchSpawn( pStrider ); CBaseEntity::SetAllowPrecache( allowPrecache ); bCreated = true; } if ( pStrider ) { pStrider->TranslateNavGoal( NULL, pNode->AccessOrigin() ); if ( bCreated ) UTIL_Remove( pStrider ); } } } //--------------------------------------------------------- // Implement a navigator so that the strider can get closer to the ground when he's walking on a slope // This gives him enough reach for his legs to IK to lower ground points //--------------------------------------------------------- void LookaheadPath( const Vector ¤t, AI_Waypoint_t *pWaypoint, float dist, Vector &nextPos ) { if ( !pWaypoint ) return; Vector dir = pWaypoint->GetPos() - current; float dist2D = dir.Length2D(); if ( dist2D > 0.1 ) { if ( dist <= dist2D ) { nextPos = ((dist / dist2D) * dir) + current; return; } } nextPos = pWaypoint->GetPos(); dist -= dist2D; dir = nextPos; LookaheadPath( dir, pWaypoint->GetNext(), dist, nextPos ); } //--------------------------------------------------------- // Find the forward slope and lower the strider height when moving downward //--------------------------------------------------------- void CNPC_Strider::CNavigator::MoveCalcBaseGoal( AILocalMoveGoal_t *pMoveGoal ) { BaseClass::MoveCalcBaseGoal( pMoveGoal ); Vector dest = pMoveGoal->target; LookaheadPath( GetAbsOrigin(), pMoveGoal->pPath->GetCurWaypoint(), CNPC_Strider::gm_strideLength, dest ); //NDebugOverlay::Box( dest, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 0.1 ); Vector unitDir = pMoveGoal->dir * CNPC_Strider::gm_strideLength; unitDir.z = dest.z - GetAbsOrigin().z; VectorNormalize( unitDir ); float heightAdj = unitDir.z * CNPC_Strider::gm_strideLength; pMoveGoal->flags |= ( AILMG_NO_STEER | AILMG_NO_AVOIDANCE_PATHS ); if ( heightAdj < -1 ) { heightAdj = clamp( heightAdj, -192, 0 ); pMoveGoal->target.z += heightAdj; pMoveGoal->dir = unitDir * CNPC_Strider::gm_strideLength * 0.1; pMoveGoal->dir.z += heightAdj; VectorNormalize( pMoveGoal->dir ); } } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::CNavigator::MoveUpdateWaypoint( AIMoveResult_t *pResult ) { // Note that goal & waypoint tolerances are handled in progress blockage cases (e.g., OnObstructionPreSteer) AI_Waypoint_t *pCurWaypoint = GetPath()->GetCurWaypoint(); float waypointDist = (pCurWaypoint->GetPos() - GetAbsOrigin()).Length2D(); bool bIsGoal = CurWaypointIsGoal(); // HACKHACK: adjust this tolerance // The strider is following paths most of the time, but he needs a bunch of freedom // to adjust himself to make his feet look good. float tolerance = 10.0; if ( waypointDist <= tolerance ) { if ( bIsGoal ) { OnNavComplete(); *pResult = AIMR_OK; } else { AdvancePath(); *pResult = AIMR_CHANGE_TYPE; } return true; } return false; } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::CNavigator::DoFindPathToPos() { DbgNavMsg( GetOuter(), "Strider overriding DoFindPathToPos\n"); if ( BaseClass::DoFindPathToPos() ) { DbgNavMsg( GetOuter(), "Strider base pathfind worked\n"); CAI_WaypointList waypoints( GetPath()->GetCurWaypoint() ); AI_Waypoint_t *pLast = waypoints.GetLast(); if ( pLast->iNodeID == NO_NODE ) { AI_Waypoint_t *pLastNodeWaypoint = pLast->GetPrev(); if ( pLastNodeWaypoint && pLastNodeWaypoint->iNodeID == NO_NODE ) { // Pathfinder triangulated to goal Assert( pLastNodeWaypoint->GetPrev() ); if ( pLastNodeWaypoint->GetPrev() ) { pLastNodeWaypoint->GetPrev()->SetNext( pLast ); delete pLastNodeWaypoint; pLastNodeWaypoint = pLast->GetPrev(); } } Assert( pLastNodeWaypoint ); if ( pLastNodeWaypoint ) { Assert( pLastNodeWaypoint->iNodeID != NO_NODE ); if ( pLastNodeWaypoint->iNodeID != NO_NODE ) { CAI_Node *pLastNode = GetNetwork()->GetNode( pLastNodeWaypoint->iNodeID ); float bestDistSq = ( pLast->vecLocation - pLastNodeWaypoint->vecLocation ).LengthSqr(); Vector vNewEnd = vec3_invalid; int segmentDestClosest = NO_NODE; for (int link=0; link < pLastNode->NumLinks();link++) { CAI_Link *pLink = pLastNode->GetLinkByIndex(link); if ( !( pLink->m_LinkInfo & bits_LINK_OFF ) && (pLink->m_iAcceptedMoveTypes[GetHullType()] & bits_CAP_MOVE_FLY) ) { CAI_Node *pTestNode = GetNetwork()->GetNode( pLink->DestNodeID( pLastNodeWaypoint->iNodeID ) ); if ( pTestNode->GetHint() && pTestNode->GetHint()->HintType() == HINT_STRIDER_NODE ) { Vector vClosest; CalcClosestPointOnLineSegment( pLast->vecLocation, pLastNodeWaypoint->vecLocation, pTestNode->GetPosition(GetHullType()), vClosest ); float distTestSq = ( pLast->vecLocation - vClosest ).LengthSqr(); if ( distTestSq < bestDistSq ) { bestDistSq = distTestSq; vNewEnd = vClosest; segmentDestClosest = pTestNode->GetId(); } } } } if ( vNewEnd == vec3_invalid ) { DbgNavMsg( GetOuter(), "Strider resetting goal to last node waypoint\n"); pLastNodeWaypoint->SetNext( NULL ); pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true ); delete pLast; } else if ( !pLastNodeWaypoint->GetPrev() || pLastNodeWaypoint->GetPrev()->iNodeID != segmentDestClosest ) { DbgNavMsg( GetOuter(), "Strider resetting goal to nearest point on graph\n"); pLast->vecLocation = vNewEnd; } else { DbgNavMsg( GetOuter(), "Strider resetting goal to nearest point on graph, on node\n"); pLastNodeWaypoint->vecLocation = vNewEnd; pLastNodeWaypoint->SetNext( NULL ); pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true ); delete pLast; } GetPath()->ResetGoalPosition( GetPath()->GetGoalWaypoint()->vecLocation ); } } } else DbgNavMsg( GetOuter(), "Goal ended on node\n"); return true; } else DbgNavMsg( GetOuter(), "Strider base pathfind failed\n"); return false; } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::CNavigator::ShouldOptimizeInitialPathSegment( AI_Waypoint_t *pFirstWaypoint ) { if ( pFirstWaypoint->GetNext()->iNodeID == NO_NODE ) return false; return BaseClass::ShouldOptimizeInitialPathSegment( pFirstWaypoint ); } //--------------------------------------------------------- //--------------------------------------------------------- bool CNPC_Strider::CNavigator::GetStoppingPath( CAI_WaypointList *pClippedWaypoints ) { return false; } //----------------------------------------------------------------------------- // // Strider Minigun // //----------------------------------------------------------------------------- BEGIN_DATADESC_NO_BASE( CStriderMinigun ) DEFINE_FIELD( m_enable, FIELD_BOOLEAN ), DEFINE_FIELD( m_minigunState, FIELD_INTEGER ), DEFINE_FIELD( m_nextBulletTime, FIELD_TIME ), DEFINE_FIELD( m_burstTime, FIELD_TIME ), DEFINE_FIELD( m_nextTwitchTime, FIELD_TIME ), DEFINE_FIELD( m_randomState, FIELD_INTEGER ), DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_bWarnedAI, FIELD_BOOLEAN ), DEFINE_FIELD( m_shootDuration, FIELD_TIME ), DEFINE_FIELD( m_vecAnchor, FIELD_VECTOR ), DEFINE_FIELD( m_bOverrideEnemy, FIELD_BOOLEAN ), DEFINE_FIELD( m_vecLastTargetPos, FIELD_VECTOR ), DEFINE_FIELD( m_iOnTargetShots, FIELD_INTEGER ), // Silence, Classcheck! // DEFINE_FIELD( m_yaw, StriderMinigunAnimController_t ), // DEFINE_FIELD( m_pitch, StriderMinigunAnimController_t ), DEFINE_FIELD( m_yaw.current, FIELD_FLOAT ), DEFINE_FIELD( m_yaw.target, FIELD_FLOAT ), DEFINE_FIELD( m_yaw.rate, FIELD_FLOAT ), DEFINE_FIELD( m_pitch.current, FIELD_FLOAT ), DEFINE_FIELD( m_pitch.target, FIELD_FLOAT ), DEFINE_FIELD( m_pitch.rate, FIELD_FLOAT ), END_DATADESC() //--------------------------------------------------------- //--------------------------------------------------------- void CStriderMinigun::Init() { m_enable = true; m_nextTwitchTime = gpGlobals->curtime; m_randomState = 0; m_yaw.current = m_yaw.target = 0; m_pitch.current = m_pitch.target = 0; m_yaw.rate = 360; m_pitch.rate = 180; SetState( MINIGUN_OFF ); m_burstTime = gpGlobals->curtime; m_nextBulletTime = FLT_MAX; m_vecAnchor = vec3_invalid; m_shootDuration = STRIDER_DEFAULT_SHOOT_DURATION; m_bOverrideEnemy = false; } //--------------------------------------------------------- //--------------------------------------------------------- bool CStriderMinigun::ShouldFindTarget( IMinigunHost *pHost ) { ASSERT( pHost != NULL ); if( !GetTarget() ) { // No target. Find one. return true; } if( m_bOverrideEnemy ) { return false; } if( pHost->GetEntity()->GetEnemy() ) { return GetTarget() != pHost->GetEntity()->GetEnemy(); } return true; } //--------------------------------------------------------- //--------------------------------------------------------- float CStriderMinigun::GetAimError() { return fabs(m_yaw.target-m_yaw.current) + fabs(m_pitch.target-m_pitch.current); } //--------------------------------------------------------- //--------------------------------------------------------- void CStriderMinigun::AimAtPoint( IStriderMinigunHost *pHost, const Vector &vecPoint, bool bSnap ) { matrix3x4_t gunMatrix; CAI_BaseNPC *pOwner = pHost->GetEntity(); int mingunAttachment = pOwner->LookupAttachment( "minigunbase" ); pOwner->GetAttachment( mingunAttachment, gunMatrix ); Vector forward, pos; MatrixGetColumn( gunMatrix, 0, forward ); MatrixGetColumn( gunMatrix, 3, pos ); // transform the point into gun space Vector localPointPosition; VectorITransform( vecPoint, gunMatrix, localPointPosition ); // do a look at in gun space (essentially a delta-lookat) QAngle localPointAngles; VectorAngles( localPointPosition, localPointAngles ); // convert to +/- 180 degrees float pdiff, ydiff; pdiff = UTIL_AngleDiff( localPointAngles.x, 0 ); ydiff = UTIL_AngleDiff( localPointAngles.y, 0 ); m_pitch.target += 0.5 * pdiff; m_yaw.target -= 0.5 * ydiff; m_pitch.target = max( MINIGUN_MIN_PITCH, m_pitch.target ); m_pitch.target = min( MINIGUN_MAX_PITCH, m_pitch.target ); m_yaw.target = max( MINIGUN_MIN_YAW, m_yaw.target ); m_yaw.target = min( MINIGUN_MAX_YAW, m_yaw.target ); } //--------------------------------------------------------- //--------------------------------------------------------- void CStriderMinigun::AimAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bSnap ) { if ( pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) ) { Vector vecTargetPos = pTarget->BodyTarget( pHost->GetEntity()->EyePosition() ); AimAtPoint( pHost, vecTargetPos, bSnap ); } } //--------------------------------------------------------- //--------------------------------------------------------- void CStriderMinigun::ShootAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float shootTime ) { if ( !pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) ) return; variant_t emptyVariant; pTarget->AcceptInput( "InputTargeted", pHost->GetEntity(), pHost->GetEntity(), emptyVariant, 0 ); Enable( NULL, true ); if ( shootTime <= 0 ) { shootTime = random->RandomFloat( 4, 8 ); } SetTarget( pHost, pTarget, true ); StartShooting( pHost, pTarget, shootTime ); } //--------------------------------------------------------- //--------------------------------------------------------- void CStriderMinigun::StartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration ) { bool bHasSetAnchor = false; SetState( MINIGUN_SHOOTING ); m_nextBulletTime = gpGlobals->curtime; m_burstTime = gpGlobals->curtime + duration; m_shootDuration = duration; // don't twitch while shooting m_nextTwitchTime = FLT_MAX; if( pTarget->IsPlayer() ) { // Don't shoot a player in the back if they aren't looking. // Give them a chance to see they're being fired at. CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>(pTarget); if( !pPlayer->FInViewCone( pHost->GetEntity() ) ) { // Player doesn't see me. Try to start shooting so that they can see // the bullet impacts. m_vecAnchor = pPlayer->EyePosition(); Vector vecPlayerLook; Vector vecToPlayer; // Check in 2D. vecPlayerLook = pPlayer->EyeDirection3D(); vecPlayerLook.z = 0.0; VectorNormalize( vecPlayerLook ); vecToPlayer = pPlayer->EyePosition() - pHost->GetEntity()->EyePosition(); vecToPlayer.z = 0.0; VectorNormalize( vecToPlayer ); float flDot = DotProduct( vecToPlayer, vecPlayerLook ); if( flDot < 0.95 ) { // If the player is looking sufficiently to a side, start 30 feet out in that direction. m_vecAnchor += pPlayer->EyeDirection3D() * 320; bHasSetAnchor = true; } else { // Start over their head, cause firing the direction they are looking will drill them. // in the back! m_vecAnchor += Vector( 0, 0, random->RandomFloat( 160, 240 ) ); // Move it to one side of the other randomly, just to get it off center. Vector right; pPlayer->GetVectors( NULL, &right, NULL ); m_vecAnchor += right * random->RandomFloat( -100, 100 ); bHasSetAnchor = true; } } } if( !bHasSetAnchor ) { m_vecAnchor = pTarget->WorldSpaceCenter(); Vector right; pTarget->GetVectors( NULL, &right, NULL ); // Start 5 or 10 feet off target. Vector offset = right * random->RandomFloat( 60, 120 ); // Flip a coin to decide left or right. if( random->RandomInt( 0, 1 ) == 0 ) { offset *= -1; } m_vecAnchor += offset; // Start below them, too. m_vecAnchor.z -= random->RandomFloat( 80, 200 ); } pHost->OnMinigunStartShooting( pTarget ); } //--------------------------------------------------------- // Fixes up the math for stitching. //--------------------------------------------------------- void CStriderMinigun::ExtendShooting( float timeExtend ) { m_burstTime = gpGlobals->curtime + timeExtend; m_shootDuration = timeExtend; m_bWarnedAI = false; } //--------------------------------------------------------- //--------------------------------------------------------- void CStriderMinigun::SetShootDuration( float duration ) { } //--------------------------------------------------------- // Is the gun turned as far as it can go? //--------------------------------------------------------- bool CStriderMinigun::IsPegged( int dir ) { bool up, down, left, right, any; up = down = left = right = any = false; if( m_yaw.current >= 89.0 ) any = right = true; if( m_yaw.current <= -89.0 ) any = left = true; if( m_pitch.current >= 44.0 ) any = down = true; if( m_pitch.current <= -44.0 ) any = up = true; switch( dir ) { case MINIGUN_PEGGED_UP: return up; case MINIGUN_PEGGED_DOWN: return down; case MINIGUN_PEGGED_LEFT: return left; case MINIGUN_PEGGED_RIGHT: return right; default: return (any && !up); } } //--------------------------------------------------------- //--------------------------------------------------------- void CStriderMinigun::StopShootingForSeconds( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration ) { if ( IsShooting() ) { SetState( MINIGUN_OFF ); } m_burstTime = gpGlobals->curtime + duration; m_nextBulletTime = FLT_MAX; ClearOnTarget(); m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 2.0, 4.0 ); pHost->OnMinigunStopShooting( pTarget ); } //--------------------------------------------------------- //--------------------------------------------------------- void CStriderMinigun::SetState( int newState ) { m_minigunState = newState; } //--------------------------------------------------------- //--------------------------------------------------------- void CStriderMinigun::SetTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bOverrideEnemy ) { m_hTarget = pTarget; if( pTarget ) { // New target, we haven't scared this guy yet! m_bWarnedAI = false; if( m_vecAnchor == vec3_invalid ) { Vector right; pHost->GetEntity()->GetVectors( NULL, &right, NULL ); m_vecAnchor = pTarget->GetAbsOrigin() - Vector( 0, 0, 256 ); m_vecAnchor += right * random->RandomFloat( -60.0f, 60.0f ); } } ClearOnTarget(); m_bOverrideEnemy = bOverrideEnemy; } //--------------------------------------------------------- // The strider minigun can track and fire at targets in a fairly // large arc. It looks unnatural for a Strider to acquire a target // off to one side and begin firing at it, so we don't let the // minigun BEGIN shooting at a target unless the target is fairly // well in front of the Strider. Once firing, the gun is allowed // to track the target anywhere for the duration of that burst of // minigun fire. This is tuned by eye. (sjb) //--------------------------------------------------------- bool CStriderMinigun::CanStartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTargetEnt ) { if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI ) return false; if( !pTargetEnt ) return false; if( gpGlobals->curtime < m_burstTime ) return false; CNPC_Strider *pStrider = dynamic_cast<CNPC_Strider *>(pHost->GetEntity() ); if ( pTargetEnt->IsPlayer() && pStrider->HasPass() ) return false; if( !m_bOverrideEnemy ) { if( pTargetEnt != pHost->GetEntity()->GetEnemy() ) { return false; } // If the strider can't see the enemy, this may be because the enemy is // hiding behind something breakable. If the weapon has LOS, fire away. if( !pHost->GetEntity()->HasCondition( COND_SEE_ENEMY ) ) { Assert( pStrider != NULL ); if( !pStrider->WeaponLOSCondition( pStrider->GetAdjustedOrigin(), pTargetEnt->WorldSpaceCenter(), false ) ) { if( pStrider->IsUsingAggressiveBehavior() && pTargetEnt->IsPlayer() && !pStrider->HasPass() ) { // I can shoot the player's cover until he hides long enough to earn a free pass. float flTimeSinceLastSeen = gpGlobals->curtime - pStrider->GetEnemies()->LastTimeSeen(pTargetEnt); if( flTimeSinceLastSeen <= 2.0f ) return true; } return false; } } } Vector los = ( pTargetEnt->WorldSpaceCenter() - pHost->GetEntity()->EyePosition() ); // Following code stolen from FVisible. This check done in 2d intentionally. los.z = 0; VectorNormalize( los ); Vector facingDir = pHost->GetEntity()->EyeDirection2D( ); float flDot = DotProduct( los, facingDir ); // Too far to a side. if ( flDot <= .707 ) return false; return true; } //--------------------------------------------------------- //--------------------------------------------------------- void CStriderMinigun::Enable( IMinigunHost *pHost, bool enable ) { m_enable = enable; if ( !m_enable ) { m_yaw.current = m_yaw.target = 0; m_pitch.current = m_pitch.target = 0; if ( pHost ) { // KENB pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current ); } } } //--------------------------------------------------------- //--------------------------------------------------------- void CStriderMinigun::Think( IStriderMinigunHost *pHost, float dt ) { if ( !m_enable ) return; if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI ) return; if( ShouldFindTarget( pHost ) ) { CBaseEntity *pOldTarget = GetTarget(); // Take my host's enemy. SetTarget( pHost, pHost->GetEntity()->GetEnemy() ); if( IsShooting() ) { // Changing targets hot! if( pOldTarget ) { m_vecAnchor = pOldTarget->WorldSpaceCenter(); } ExtendShooting( STRIDER_SUBSEQUENT_TARGET_DURATION + random->RandomFloat( 0, 0.5 ) ); } pHost->NewTarget(); } if ( !GetTarget() && m_nextTwitchTime <= gpGlobals->curtime ) { // invert one and randomize the other. // This has the effect of making the gun cross the field of // view more often - like he's looking around m_randomState = !m_randomState; if ( m_randomState ) { m_yaw.Random( MINIGUN_MIN_YAW, MINIGUN_MAX_YAW, 360, 720 ); m_pitch.target = -m_pitch.target; } else { m_pitch.Random( MINIGUN_MIN_PITCH, MINIGUN_MAX_PITCH, 270, 360 ); m_yaw.target = -m_yaw.target; } m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 0.3, 2 ); } CBaseEntity *pTargetEnt = m_hTarget.Get(); if ( pTargetEnt ) { pHost->GetEntity()->InvalidateBoneCache(); AimAtTarget( pHost, pTargetEnt ); } // Update the minigun's pose parameters using approaching. m_yaw.Update( dt ); m_pitch.Update( dt ); pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current ); // Start or stop shooting. if( IsShooting() ) { if( gpGlobals->curtime > m_burstTime || !pTargetEnt ) { // Time to stop firing. if( m_bOverrideEnemy ) { // Get rid of this target. SetTarget( pHost, NULL ); } StopShootingForSeconds( pHost, pTargetEnt, pHost->GetMinigunShootDowntime() ); } } else { if( CanStartShooting( pHost, pTargetEnt ) ) { StartShooting( pHost, pTargetEnt, pHost->GetMinigunShootDuration() + random->RandomFloat( 0, pHost->GetMinigunShootVariation() ) ); } } // Fire the next bullet! if ( m_nextBulletTime <= gpGlobals->curtime && !IsPegged() ) { if( pTargetEnt && pTargetEnt == pHost->GetEntity()->GetEnemy() ) { // Shooting at the Strider's enemy. Strafe to target! float flRemainingShootTime = m_burstTime - gpGlobals->curtime; // Skim a little time off of the factor, leave a moment of on-target // time. This guarantees that the minigun will strike the target a few times. float flFactor = (flRemainingShootTime - pHost->GetMinigunOnTargetTime() ) / m_shootDuration; flFactor = max( 0.0f, flFactor ); Vector vecTarget = pTargetEnt->BodyTarget( assert_cast<CNPC_Strider *>(pHost->GetEntity())->GetAdjustedOrigin()); Vector vecLine = m_vecAnchor - vecTarget; float flDist = VectorNormalize( vecLine ); vecTarget += vecLine * flDist * flFactor; if( flFactor == 0.0 ) { m_vecAnchor = vecTarget; RecordShotOnTarget(); } if ( GetTarget() ) { pHost->ShootMinigun( &vecTarget, GetAimError(), vec3_origin ); if( flFactor <= 0.5 && !m_bWarnedAI ) { m_bWarnedAI = true; CSoundEnt::InsertSound( SOUND_DANGER | SOUND_CONTEXT_REACT_TO_SOURCE, pTargetEnt->EarPosition() + Vector( 0, 0, 1 ), 120, max( 1.0, flRemainingShootTime ), pHost->GetEntity() ); } } } else { const Vector *pTargetPoint = pTargetEnt ? &pTargetEnt->GetAbsOrigin() : NULL; pHost->ShootMinigun( pTargetPoint, GetAimError() ); } m_nextBulletTime = gpGlobals->curtime + (1.0f / pHost->GetMinigunRateOfFire() ); } } LINK_ENTITY_TO_CLASS( sparktrail, CSparkTrail ); void CSparkTrail::Precache() { BaseClass::Precache(); PrecacheScriptSound( "DoSpark" ); } void CSparkTrail::Spawn() { Precache(); EmitSound( "DoSpark" ); m_iHealth = 20 + random->RandomInt( 0, 5 ); UTIL_SetOrigin( this, GetOwnerEntity()->EyePosition() ); Vector vecVelocity; vecVelocity.x = random->RandomFloat( 100, 400 ); vecVelocity.y = random->RandomFloat( 100, 400 ); vecVelocity.z = random->RandomFloat( 0, 100 ); if( random->RandomInt( 0, 1 ) == 0 ) vecVelocity.x *= -1; if( random->RandomInt( 0, 1 ) == 0 ) vecVelocity.y *= -1; UTIL_SetSize( this, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); SetMoveType( MOVETYPE_FLYGRAVITY ); SetSolid( SOLID_NONE ); if( random->RandomInt( 0, 2 ) == 0 ) { vecVelocity *= 2.0; m_iHealth /= 2; SetMoveType( MOVETYPE_FLY ); } SetAbsVelocity( vecVelocity ); SetThink( &CSparkTrail::SparkThink ); SetNextThink( gpGlobals->curtime ); } void CSparkTrail::SparkThink() { SetNextThink( gpGlobals->curtime + 0.05 ); g_pEffects->Sparks( GetAbsOrigin() ); if( m_iHealth-- < 1 ) { UTIL_Remove( this ); } } BEGIN_DATADESC( CSparkTrail ) DEFINE_THINKFUNC( SparkThink ), END_DATADESC() //----------------------------------------------------------------------------- // // Schedules // //----------------------------------------------------------------------------- AI_BEGIN_CUSTOM_NPC( npc_strider, CNPC_Strider ) DECLARE_TASK( TASK_STRIDER_AIM ) DECLARE_TASK( TASK_STRIDER_DODGE ) DECLARE_TASK( TASK_STRIDER_STOMP ) DECLARE_TASK( TASK_STRIDER_BREAKDOWN ) DECLARE_TASK( TASK_STRIDER_START_MOVING ) DECLARE_TASK( TASK_STRIDER_REFRESH_HUNT_PATH ) DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_TARGET ) DECLARE_TASK( TASK_STRIDER_FACE_CANNON_TARGET ) DECLARE_TASK( TASK_STRIDER_SET_HEIGHT ) DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_LOS ) DECLARE_TASK( TASK_STRIDER_FIRE_CANNON ) DECLARE_TASK( TASK_STRIDER_SET_CANNON_HEIGHT ) DECLARE_TASK( TASK_STRIDER_FALL_TO_GROUND ) DECLARE_ACTIVITY( ACT_STRIDER_LOOKL ) DECLARE_ACTIVITY( ACT_STRIDER_LOOKR ) DECLARE_ACTIVITY( ACT_STRIDER_DEPLOYRA1 ) DECLARE_ACTIVITY( ACT_STRIDER_AIMRA1 ) DECLARE_ACTIVITY( ACT_STRIDER_FINISHRA1 ) DECLARE_ACTIVITY( ACT_STRIDER_DODGER ) DECLARE_ACTIVITY( ACT_STRIDER_DODGEL ) DECLARE_ACTIVITY( ACT_STRIDER_STOMPL ) DECLARE_ACTIVITY( ACT_STRIDER_STOMPR ) DECLARE_ACTIVITY( ACT_STRIDER_FLICKL ) DECLARE_ACTIVITY( ACT_STRIDER_FLICKR ) DECLARE_ACTIVITY( ACT_STRIDER_SLEEP ) DECLARE_ACTIVITY( ACT_STRIDER_CARRIED ) DECLARE_ACTIVITY( ACT_STRIDER_DEPLOY ) DECLARE_ACTIVITY( ACT_STRIDER_GESTURE_DEATH ) DECLARE_CONDITION( COND_STRIDER_DO_FLICK ) DECLARE_CONDITION( COND_TRACK_PATH_GO ) DECLARE_CONDITION( COND_STRIDER_SHOULD_CROUCH ) DECLARE_CONDITION( COND_STRIDER_SHOULD_STAND ) DECLARE_CONDITION( COND_STRIDER_MINIGUN_SHOOTING ) DECLARE_CONDITION( COND_STRIDER_MINIGUN_NOT_SHOOTING ) DECLARE_CONDITION( COND_STRIDER_HAS_CANNON_TARGET ) DECLARE_CONDITION( COND_STRIDER_ENEMY_UPDATED ) DECLARE_CONDITION( COND_STRIDER_HAS_LOS_Z ) DECLARE_INTERACTION( g_interactionPlayerLaunchedRPG ) //========================================================= // Hunt (Basic logic for strider thinking) //========================================================= DEFINE_SCHEDULE ( SCHED_STRIDER_HUNT, " Tasks" " TASK_STRIDER_REFRESH_HUNT_PATH 0" " TASK_STRIDER_START_MOVING 0" " TASK_WAIT 4" " " " Interrupts" " COND_NEW_ENEMY" " COND_CAN_MELEE_ATTACK1" " COND_CAN_RANGE_ATTACK1" " COND_CAN_RANGE_ATTACK2" " COND_STRIDER_SHOULD_CROUCH" " COND_STRIDER_HAS_CANNON_TARGET" " COND_STRIDER_ENEMY_UPDATED" ) //========================================================= // Attack (Deploy/shoot/finish) //========================================================= DEFINE_SCHEDULE ( SCHED_STRIDER_RANGE_ATTACK1, " Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_FACE_ENEMY 0" " TASK_RANGE_ATTACK1 0" " TASK_WAIT 5" // let the immolator work its magic " " " Interrupts" ) //========================================================= // Attack (Deploy/shoot/finish) //========================================================= DEFINE_SCHEDULE ( SCHED_STRIDER_RANGE_ATTACK2, " Tasks" " TASK_STOP_MOVING 0" " TASK_STRIDER_FACE_CANNON_TARGET 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_WAIT 1" " TASK_STRIDER_AIM 1.25" " TASK_STRIDER_FIRE_CANNON 0" " TASK_WAIT 1" " " " Interrupts" ) //========================================================= //========================================================= DEFINE_SCHEDULE ( SCHED_STRIDER_CROUCH, " Tasks" " TASK_STOP_MOVING 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH" " " " Interrupts" ) //========================================================= //========================================================= DEFINE_SCHEDULE ( SCHED_STRIDER_STAND, " Tasks" " TASK_STOP_MOVING 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_STRIDER_SET_HEIGHT 500" " " " Interrupts" ) //========================================================= // Dodge Incoming missile //========================================================= DEFINE_SCHEDULE ( SCHED_STRIDER_DODGE, " Tasks" " TASK_STRIDER_DODGE 0" " " " Interrupts" ) //========================================================= // Break down and die //========================================================= DEFINE_SCHEDULE ( SCHED_STRIDER_DIE, " Tasks" " TASK_STRIDER_BREAKDOWN 0" " " " Interrupts" ) //========================================================= // Stomp on an enemy //========================================================= DEFINE_SCHEDULE ( SCHED_STRIDER_STOMPL, " Tasks" " TASK_STOP_MOVING 0" " TASK_STRIDER_STOMP 0" " " " Interrupts" ); // Stomp on an enemy //========================================================= DEFINE_SCHEDULE ( SCHED_STRIDER_STOMPR, " Tasks" " TASK_STOP_MOVING 0" " TASK_STRIDER_STOMP 1" " " " Interrupts" ) DEFINE_SCHEDULE ( SCHED_STRIDER_FLICKL, " Tasks" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STRIDER_FLICKL" " " " Interrupts" ) DEFINE_SCHEDULE ( SCHED_STRIDER_FLICKR, " Tasks" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STRIDER_FLICKR" " " " Interrupts" ) DEFINE_SCHEDULE ( SCHED_STRIDER_ATTACK_CANNON_TARGET, " Tasks" " TASK_STOP_MOVING 0" " TASK_STRIDER_GET_PATH_TO_CANNON_TARGET 0" " TASK_WALK_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " " " Interrupts" " COND_CAN_RANGE_ATTACK2" " COND_STRIDER_SHOULD_CROUCH" ) DEFINE_SCHEDULE ( SCHED_STRIDER_CHASE_ENEMY, " Tasks" " TASK_STOP_MOVING 0" " TASK_GET_CHASE_PATH_TO_ENEMY 300" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_FACE_ENEMY 0" "" " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_ENEMY_UNREACHABLE" " COND_CAN_RANGE_ATTACK1" " COND_CAN_MELEE_ATTACK1" " COND_CAN_RANGE_ATTACK2" " COND_CAN_MELEE_ATTACK2" " COND_TOO_CLOSE_TO_ATTACK" " COND_LOST_ENEMY" " COND_STRIDER_HAS_CANNON_TARGET" ) DEFINE_SCHEDULE ( SCHED_STRIDER_COMBAT_FACE, " Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_WAIT_FACE_ENEMY 1" "" " Interrupts" " COND_CAN_RANGE_ATTACK1" " COND_CAN_RANGE_ATTACK2" " COND_CAN_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_STRIDER_HAS_CANNON_TARGET" ) DEFINE_SCHEDULE ( SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND, " Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_WAIT 1" "" " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_SEE_ENEMY" " COND_CAN_RANGE_ATTACK1" " COND_CAN_RANGE_ATTACK2" " COND_CAN_MELEE_ATTACK1" " COND_CAN_MELEE_ATTACK2" " COND_IDLE_INTERRUPT" ) DEFINE_SCHEDULE ( SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON, " Tasks " " TASK_STRIDER_GET_PATH_TO_CANNON_LOS 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_STRIDER_FACE_CANNON_TARGET 0" "" " Interrupts " " COND_CAN_RANGE_ATTACK2" " COND_STRIDER_SHOULD_CROUCH" " COND_STRIDER_SHOULD_STAND" ) DEFINE_SCHEDULE ( SCHED_STRIDER_FALL_TO_GROUND, " Tasks " " TASK_STRIDER_FALL_TO_GROUND 0" "" " Interrupts " ) 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. |