source-sdk-2013-mapbase/sp/src/game/server/ai_behavior_fear.h

141 lines
3.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Deal intelligently with an enemy that we're afraid of
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_BEHAVIOR_FEAR_H
#define AI_BEHAVIOR_FEAR_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_behavior.h"
#ifdef MAPBASE
#include "ai_goalentity.h"
//=========================================================
//=========================================================
class CAI_FearGoal : public CAI_GoalEntity
{
DECLARE_CLASS( CAI_FearGoal, CAI_GoalEntity );
public:
CAI_FearGoal()
{
}
void EnableGoal( CAI_BaseNPC *pAI );
void DisableGoal( CAI_BaseNPC *pAI );
// Inputs
virtual void InputActivate( inputdata_t &inputdata );
virtual void InputDeactivate( inputdata_t &inputdata );
// Note that the outer is the caller in these outputs
//COutputEvent m_OnSeeFearEntity;
COutputEvent m_OnArriveAtFearNode;
DECLARE_DATADESC();
protected:
// Put something here
};
#endif
class CAI_FearBehavior : public CAI_SimpleBehavior
{
DECLARE_CLASS( CAI_FearBehavior, CAI_SimpleBehavior );
public:
CAI_FearBehavior();
void Precache( void );
virtual const char *GetName() { return "Fear"; }
virtual bool CanSelectSchedule();
void GatherConditions();
virtual void BeginScheduleSelection();
virtual void EndScheduleSelection();
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
//void BuildScheduleTestBits();
//int TranslateSchedule( int scheduleType );
//void OnStartSchedule( int scheduleType );
//void InitializeBehavior();
bool EnemyDislikesMe();
void MarkAsUnsafe();
bool IsInASafePlace();
void SpoilSafePlace();
void ReleaseAllHints();
CAI_Hint *FindFearWithdrawalDest();
void BuildScheduleTestBits();
int TranslateSchedule( int scheduleType );
#ifdef MAPBASE
virtual Activity NPC_TranslateActivity( Activity activity );
virtual void OnRestore();
virtual void SetParameters( CAI_FearGoal *pGoal, string_t target );
CHandle<CAI_FearGoal> m_hFearGoal;
// Points to goal's fear target
string_t m_iszFearTarget;
#endif
enum
{
SCHED_FEAR_MOVE_TO_SAFE_PLACE = BaseClass::NEXT_SCHEDULE,
SCHED_FEAR_MOVE_TO_SAFE_PLACE_RETRY,
SCHED_FEAR_STAY_IN_SAFE_PLACE,
NEXT_SCHEDULE,
TASK_FEAR_GET_PATH_TO_SAFETY_HINT = BaseClass::NEXT_TASK,
TASK_FEAR_WAIT_FOR_SAFETY,
TASK_FEAR_IN_SAFE_PLACE,
NEXT_TASK,
COND_FEAR_ENEMY_CLOSE = BaseClass::NEXT_CONDITION, // within 30 feet
COND_FEAR_ENEMY_TOO_CLOSE, // within 5 feet
COND_FEAR_SEPARATED_FROM_PLAYER,
NEXT_CONDITION,
};
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
public:
private:
virtual int SelectSchedule();
float m_flTimeToSafety;
float m_flTimePlayerLastVisible;
float m_flDeferUntil;
CAI_MoveMonitor m_SafePlaceMoveMonitor;
CHandle<CAI_Hint> m_hSafePlaceHint;
CHandle<CAI_Hint> m_hMovingToHint;
DECLARE_DATADESC();
};
#endif // AI_BEHAVIOR_FEAR_H