source-sdk-2013-mapbase/sp/src/game/server/mod/npc_shadow_walker.cpp

453 lines
13 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
// This is a skeleton file for use when creating a new
// NPC. Copy and rename this file for the new
// NPC and add the copy to the build.
//
// Leave this file in the build until we ship! Allowing
// this file to be rebuilt with the rest of the game ensures
// that it stays up to date with the rest of the NPC code.
//
// Replace occurances of CNPC_ShadowWalker with the new NPC's
// classname. Don't forget the lower-case occurance in
// LINK_ENTITY_TO_CLASS()
//
//
// ASSUMPTIONS MADE:
//
// You're making a character based on CAI_BaseNPC. If this
// is not true, make sure you replace all occurances
// of 'CAI_BaseNPC' in this file with the appropriate
// parent class.
//
// You're making a human-sized NPC that walks.
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "ai_basenpc.h"
#include "engine/IEngineSound.h"
#include "basehlcombatweapon_shared.h"
#include "ai_squadslot.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=========================================================
// Private activities
//=========================================================
//int ACT_MYCUSTOMACTIVITY = -1;
//=========================================================
// Custom schedules
//=========================================================
//enum
//{
// SCHED_MYCUSTOMSCHEDULE = LAST_SHARED_SCHEDULE,
//};
//=========================================================
// Custom tasks
//=========================================================
//enum
//{
// TASK_MYCUSTOMTASK = LAST_SHARED_TASK,
//};
//=========================================================
// Custom Conditions
//=========================================================
//enum
//{
// COND_MYCUSTOMCONDITION = LAST_SHARED_CONDITION,
//};
//=========================================================
//=========================================================
class CNPC_ShadowWalker : public CAI_BaseNPC
{
DECLARE_CLASS( CNPC_ShadowWalker, CAI_BaseNPC );
public:
void Precache( void );
void Spawn( void );
Class_T Classify( void );
int SelectFailSchedule(int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode);
int SelectScheduleRetrieveItem();
int SelectSchedule();
int SelectIdleSchedule();
int SelectAlertSchedule();
int SelectCombatSchedule();
DECLARE_DATADESC();
// This is a dummy field. In order to provide save/restore
// code in this file, we must have at least one field
// for the code to operate on. Delete this field when
// you are ready to do your own save/restore for this
// character.
bool m_bHasWeapon;
DEFINE_CUSTOM_AI;
private:
bool HasRangedWeapon();
};
LINK_ENTITY_TO_CLASS( npc_shadow_walker, CNPC_ShadowWalker );
IMPLEMENT_CUSTOM_AI( npc_citizen,CNPC_ShadowWalker );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_ShadowWalker )
DEFINE_FIELD(m_bHasWeapon, FIELD_BOOLEAN),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Initialize the custom schedules
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_ShadowWalker::InitCustomSchedules(void)
{
INIT_CUSTOM_AI(CNPC_ShadowWalker);
//ADD_CUSTOM_TASK(CNPC_ShadowWalker, TASK_MYCUSTOMTASK);
//ADD_CUSTOM_SCHEDULE(CNPC_ShadowWalker, SCHED_MYCUSTOMSCHEDULE);
//ADD_CUSTOM_ACTIVITY(CNPC_ShadowWalker, ACT_MYCUSTOMACTIVITY);
//ADD_CUSTOM_CONDITION(CNPC_ShadowWalker, COND_MYCUSTOMCONDITION);
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_ShadowWalker::Precache( void )
{
PrecacheModel( "models/monster/subject.mdl" ); // Replace this with setting from Hammer
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_ShadowWalker::Spawn( void )
{
Precache();
SetModel( "models/monster/subject.mdl" ); // Replace this with setting from Hammer
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
SetBloodColor( BLOOD_COLOR_RED );
m_iHealth = 50; // Replace this with setting from Hammer
m_flFieldOfView = 0.5;
m_NPCState = NPC_STATE_NONE;
CapabilitiesClear();
if (!HasSpawnFlags(SF_NPC_START_EFFICIENT))
{
// CapabilitiesAdd(bits_CAP_ANIMATEDFACE);
CapabilitiesAdd(bits_CAP_TURN_HEAD);
CapabilitiesAdd(bits_CAP_USE_WEAPONS | bits_CAP_AIM_GUN | bits_CAP_MOVE_SHOOT);
CapabilitiesAdd(bits_CAP_INNATE_MELEE_ATTACK1);
CapabilitiesAdd(bits_CAP_DUCK | bits_CAP_DOORS_GROUP);
CapabilitiesAdd(bits_CAP_USE_SHOT_REGULATOR);
}
CapabilitiesAdd(bits_CAP_MOVE_GROUND);
SetMoveType(MOVETYPE_STEP);
NPCInit();
}
//-----------------------------------------------------------------------------
// Purpose: Choose a schedule after schedule failed
// Copied from npc_citizen
//-----------------------------------------------------------------------------
int CNPC_ShadowWalker::SelectFailSchedule(int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode)
{
switch (failedSchedule)
{
case SCHED_NEW_WEAPON:
// If failed trying to pick up a weapon, try again in one second. This is because other AI code
// has put this off for 10 seconds under the assumption that the citizen would be able to
// pick up the weapon that they found.
m_flNextWeaponSearchTime = gpGlobals->curtime + 1.0f;
break;
case SCHED_TAKE_COVER_FROM_ENEMY:
// I can't take cover, so I need to run away!
return SCHED_RUN_FROM_ENEMY;
}
return BaseClass::SelectFailSchedule(failedSchedule, failedTask, taskFailCode);
}
//-----------------------------------------------------------------------------
// Copied from npc_citizen
//-----------------------------------------------------------------------------
int CNPC_ShadowWalker::SelectScheduleRetrieveItem()
{
if (HasCondition(COND_BETTER_WEAPON_AVAILABLE))
{
CBaseHLCombatWeapon *pWeapon = dynamic_cast<CBaseHLCombatWeapon *>(Weapon_FindUsable(WEAPON_SEARCH_DELTA));
if (pWeapon)
{
m_flNextWeaponSearchTime = gpGlobals->curtime + 10.0;
// Now lock the weapon for several seconds while we go to pick it up.
pWeapon->Lock(10.0, this);
SetTarget(pWeapon);
return SCHED_NEW_WEAPON;
}
}
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Copied from npc_citizen - used as SelectSchedule instead of SelectPriorityAction
//-----------------------------------------------------------------------------
int CNPC_ShadowWalker::SelectSchedule()
{
int schedule;
// Top priority - If there is a weapon available, grab it!
//schedule = SelectScheduleRetrieveItem();
//if (schedule != SCHED_NONE)
// return schedule;
// Can I see the enemy?
//if (HasCondition(COND_SEE_ENEMY) && HasCondition(COND_ENEMY_FACING_ME))
//{
// // Enemy can't see me
// if (!HasCondition(COND_HAVE_ENEMY_LOS)) {
// return SCHED_CHASE_ENEMY;
// }
//
// return SCHED_RUN_FROM_ENEMY;
//}
switch (m_NPCState)
{
case NPC_STATE_IDLE:
AssertMsgOnce(GetEnemy() == NULL, "NPC has enemy but is not in combat state?");
return SelectIdleSchedule();
case NPC_STATE_ALERT:
AssertMsgOnce(GetEnemy() == NULL, "NPC has enemy but is not in combat state?");
return SelectAlertSchedule();
//case NPC_STATE_COMBAT:
//return SelectCombatSchedule();
default:
return BaseClass::SelectSchedule();
}
}
//-----------------------------------------------------------------------------
// Idle schedule selection
//-----------------------------------------------------------------------------
int CNPC_ShadowWalker::SelectIdleSchedule()
{
int nSched = SelectFlinchSchedule();
if (nSched != SCHED_NONE)
return nSched;
if (HasCondition(COND_HEAR_DANGER) ||
HasCondition(COND_HEAR_COMBAT) ||
HasCondition(COND_HEAR_WORLD) ||
HasCondition(COND_HEAR_BULLET_IMPACT) ||
HasCondition(COND_HEAR_PLAYER))
{
// Investigate sound source
return SCHED_INVESTIGATE_SOUND;
}
// no valid route! Wander instead
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
return SCHED_IDLE_WANDER;
// valid route. Get moving
return SCHED_IDLE_WALK;
}
//-----------------------------------------------------------------------------
// Alert schedule selection
// Copied from baseNPC
//-----------------------------------------------------------------------------
int CNPC_ShadowWalker::SelectAlertSchedule()
{
// Per default base NPC, check flinch schedule first
int nSched = SelectFlinchSchedule();
if (nSched != SCHED_NONE)
return nSched;
// Scan around for new enemies
if (HasCondition(COND_ENEMY_DEAD) && SelectWeightedSequence(ACT_VICTORY_DANCE) != ACTIVITY_NOT_AVAILABLE)
return SCHED_ALERT_SCAN;
if (HasCondition(COND_HEAR_DANGER) ||
HasCondition(COND_HEAR_PLAYER) ||
HasCondition(COND_HEAR_WORLD) ||
HasCondition(COND_HEAR_BULLET_IMPACT) ||
HasCondition(COND_HEAR_COMBAT))
{
// Investigate sound source
return SCHED_INVESTIGATE_SOUND;
}
// no valid route! Wander instead
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
return SCHED_IDLE_WANDER;
// valid route. Get moving
return SCHED_ALERT_WALK;
}
//-----------------------------------------------------------------------------
// Combat schedule selection
//-----------------------------------------------------------------------------
int CNPC_ShadowWalker::SelectCombatSchedule()
{
// Check flinch first
int nSched = SelectFlinchSchedule();
if (nSched != SCHED_NONE)
return nSched;
// Check enemy death
if (HasCondition(COND_ENEMY_DEAD))
{
// clear the current (dead) enemy and try to find another.
SetEnemy(NULL);
if (ChooseEnemy())
{
ClearCondition(COND_ENEMY_DEAD);
return SelectSchedule();
}
SetState(NPC_STATE_ALERT);
return SelectSchedule();
}
// If I'm scared of this enemy and he's looking at me, run away
// If in a squad, all but one Shadow walker must be afraid of the player
if (IRelationType(GetEnemy()) == D_FR || !OccupyStrategySlotRange(SQUAD_SLOT_ATTACK1))
{
if (HasCondition(COND_SEE_ENEMY) && HasCondition(COND_ENEMY_FACING_ME) && HasCondition(COND_HAVE_ENEMY_LOS))
{
// TODO: Check if silent
FearSound();
return SCHED_RUN_FROM_ENEMY;
}
}
// Reloading conditions are necessary just in case for some reason somebody gives the Shadow Walker a gun
if (HasCondition(COND_LOW_PRIMARY_AMMO) || HasCondition(COND_NO_PRIMARY_AMMO))
{
return SCHED_HIDE_AND_RELOAD;
}
// Can we see the enemy?
if (!HasCondition(COND_SEE_ENEMY))
{
// chase!
return SCHED_CHASE_ENEMY;
}
if (HasCondition(COND_TOO_CLOSE_TO_ATTACK))
return SCHED_BACK_AWAY_FROM_ENEMY;
// we can see the enemy
if (HasCondition(COND_CAN_MELEE_ATTACK1)) {
//if (OccupyStrategySlotRange(SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2))
return SCHED_MELEE_ATTACK1;
//return SCHED_RUN_FROM_ENEMY;
}
if (HasCondition(COND_CAN_MELEE_ATTACK2)) {
//if (OccupyStrategySlotRange(SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2))
return SCHED_MELEE_ATTACK2;
//return SCHED_RUN_FROM_ENEMY;
}
if (HasRangedWeapon() && GetShotRegulator()->IsInRestInterval())
{
if (HasCondition(COND_CAN_RANGE_ATTACK1))
return SCHED_COMBAT_FACE;
}
if (HasRangedWeapon() && HasCondition(COND_CAN_RANGE_ATTACK1))
{
if (OccupyStrategySlotRange(SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2))
return SCHED_RANGE_ATTACK1;
return SCHED_RUN_FROM_ENEMY;
}
if (HasRangedWeapon() && HasCondition(COND_CAN_RANGE_ATTACK2))
return SCHED_RANGE_ATTACK2;
if (HasCondition(COND_NOT_FACING_ATTACK))
return SCHED_COMBAT_FACE;
if (!HasCondition(COND_CAN_RANGE_ATTACK1) && !HasCondition(COND_CAN_MELEE_ATTACK1))
{
// if we can see enemy but can't use either attack type, we must need to get closer to enemy
if (HasRangedWeapon())
return SCHED_MOVE_TO_WEAPON_RANGE;
return SCHED_CHASE_ENEMY;
}
DevWarning(2, "No suitable combat schedule!\n");
return SCHED_FAIL;
}
bool CNPC_ShadowWalker::HasRangedWeapon()
{
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if (pWeapon)
return !(FClassnameIs(pWeapon, "weapon_crowbar") || FClassnameIs(pWeapon, "weapon_stunstick"));
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
// Output :
//-----------------------------------------------------------------------------
Class_T CNPC_ShadowWalker::Classify( void )
{
return CLASS_ZOMBIE;
}