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https://github.com/alliedmodders/hl2sdk.git
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622 lines
19 KiB
C++
622 lines
19 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: FIXME: This will ultimately become a more generic implementation
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//
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//=============================================================================
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#include "cbase.h"
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#include "ai_memory.h"
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#include "ai_speech.h"
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#include "ai_behavior.h"
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#include "ai_navigator.h"
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#include "ai_playerally.h"
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#include "ai_behavior_follow.h"
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#include "ai_moveprobe.h"
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#include "ai_behavior_alyx_injured.h"
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ConVar g_debug_injured_follow( "g_debug_injured_follow", "0" );
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ConVar injured_help_plee_range( "injured_help_plee_range", "256" );
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#define TLK_INJURED_FOLLOW_TOO_FAR "TLK_INJURED_FOLLOW_TOO_FAR"
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BEGIN_DATADESC( CAI_BehaviorAlyxInjured )
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DEFINE_FIELD( m_flNextWarnTime, FIELD_TIME ),
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// m_ActivityMap
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END_DATADESC();
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Activity ACT_INJURED_COWER;
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Activity ACT_GESTURE_INJURED_COWER_FLINCH;
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#define COVER_DISTANCE 128.0f // Distance behind target to find cover
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#define MIN_ENEMY_MOB 3 // Number of enemies considerd overwhelming
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#define MAX_DIST_FROM_FOLLOW_TARGET 256 // If the follow target is farther than this, the NPC will run to it
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//=============================================================================
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CAI_BehaviorAlyxInjured::CAI_BehaviorAlyxInjured( void ) : m_flNextWarnTime( 0.0f )
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{
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SetDefLessFunc( m_ActivityMap );
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}
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struct ActivityMap_t
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{
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Activity activity;
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Activity translation;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_BehaviorAlyxInjured::PopulateActivityMap( void )
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{
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// Maps one activity to a translated one
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ActivityMap_t map[] =
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{
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// Runs
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{ ACT_RUN, ACT_RUN_HURT },
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{ ACT_RUN_AIM, ACT_RUN_AIM }, // FIMXE: No appropriate temp anim right now!
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{ ACT_RUN_CROUCH, ACT_RUN_HURT },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_HURT },
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{ ACT_RUN_PROTECTED, ACT_RUN_HURT },
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{ ACT_RUN_RELAXED, ACT_RUN_HURT },
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{ ACT_RUN_STIMULATED, ACT_RUN_HURT },
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{ ACT_RUN_AGITATED, ACT_RUN_HURT },
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_AIM_RELAXED }, // FIMXE: No appropriate temp anim right now!
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_STIMULATED }, // FIMXE: No appropriate temp anim right now!
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_AGITATED }, // FIMXE: No appropriate temp anim right now!
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{ ACT_RUN_HURT, ACT_RUN_HURT },
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// Walks
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{ ACT_WALK, ACT_WALK_HURT },
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{ ACT_WALK_AIM, ACT_WALK_HURT },
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{ ACT_WALK_CROUCH, ACT_WALK_HURT },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_HURT },
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{ ACT_WALK_RELAXED, ACT_WALK_HURT },
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{ ACT_WALK_STIMULATED, ACT_WALK_HURT },
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{ ACT_WALK_AGITATED, ACT_WALK_HURT },
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_HURT },
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_HURT },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_HURT },
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{ ACT_WALK_HURT, ACT_WALK_HURT },
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{ ACT_IDLE, ACT_IDLE_HURT },
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{ ACT_COVER_LOW, ACT_INJURED_COWER },
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{ ACT_COWER, ACT_INJURED_COWER },
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};
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// Clear the map
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m_ActivityMap.RemoveAll();
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// Add all translations
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for ( int i = 0; i < ARRAYSIZE( map ); i++ )
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{
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Assert( m_ActivityMap.Find( map[i].activity ) == m_ActivityMap.InvalidIndex() );
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m_ActivityMap.Insert( map[i].activity, map[i].translation );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Populate the list after save/load
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//-----------------------------------------------------------------------------
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void CAI_BehaviorAlyxInjured::OnRestore( void )
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{
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PopulateActivityMap();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Populate the list on spawn
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//-----------------------------------------------------------------------------
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void CAI_BehaviorAlyxInjured::Spawn( void )
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{
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PopulateActivityMap();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the flinch activity for us to play
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// Input : bHeavyDamage -
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// bGesture -
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// Output : Activity
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//-----------------------------------------------------------------------------
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Activity CAI_BehaviorAlyxInjured::GetFlinchActivity( bool bHeavyDamage, bool bGesture )
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{
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//
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if ( ( bGesture == false ) || ( GetOuter()->GetActivity() != ACT_COWER ) )
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return BaseClass::GetFlinchActivity( bHeavyDamage, bGesture );
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// Translate the flinch if we're cowering
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return ACT_GESTURE_INJURED_COWER_FLINCH;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : nActivity -
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//-----------------------------------------------------------------------------
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Activity CAI_BehaviorAlyxInjured::NPC_TranslateActivity( Activity nActivity )
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{
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// Find out what the base class wants to do with the activity
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Activity nNewActivity = BaseClass::NPC_TranslateActivity( nActivity );
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// Look it up in the translation map
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int nIndex = m_ActivityMap.Find( nNewActivity );
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if ( m_ActivityMap.IsValidIndex( nIndex ) )
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return m_ActivityMap[nIndex];
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return nNewActivity;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determines if Alyx should run away from enemies or stay put
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_BehaviorAlyxInjured::ShouldRunToCover( void )
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{
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Vector vecRetreatPos;
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float flRetreatRadius = 128.0f;
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// See how far off from our cover position we are
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if ( FindCoverFromEnemyBehindTarget( GetFollowTarget(), flRetreatRadius, &vecRetreatPos ) )
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{
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float flDestDistSqr = ( GetOuter()->WorldSpaceCenter() - vecRetreatPos ).LengthSqr();
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if ( flDestDistSqr > Square( flRetreatRadius ) )
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: See if we need to follow our goal
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_BehaviorAlyxInjured::ShouldRunToFollowGoal( void )
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{
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// If we're too far from our follow target, we need to chase after them
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float flDistToFollowGoalSqr = ( GetOuter()->GetAbsOrigin() - GetFollowTarget()->GetAbsOrigin() ).LengthSqr();
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if ( flDistToFollowGoalSqr > Square(MAX_DIST_FROM_FOLLOW_TARGET) )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Translate base schedules into overridden forms
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//-----------------------------------------------------------------------------
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int CAI_BehaviorAlyxInjured::TranslateSchedule( int scheduleType )
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{
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switch( scheduleType )
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{
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case SCHED_RUN_FROM_ENEMY:
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case SCHED_RUN_FROM_ENEMY_MOB:
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{
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// Get under cover if we're able to
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if ( ShouldRunToCover() )
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return SCHED_INJURED_RUN_FROM_ENEMY;
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// Run to our follow goal if we're too far away from it
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if ( ShouldRunToFollowGoal() )
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return SCHED_FOLLOW;
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// Cower if surrounded
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if ( HasCondition( COND_INJURED_OVERWHELMED ) )
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return SCHED_INJURED_COWER;
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// Face our enemies
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return SCHED_INJURED_FEAR_FACE;
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}
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break;
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case SCHED_RUN_FROM_ENEMY_FALLBACK:
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return SCHED_INJURED_COWER;
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break;
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}
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return BaseClass::TranslateSchedule( scheduleType );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Pick up failure cases and handle them
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//-----------------------------------------------------------------------------
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int CAI_BehaviorAlyxInjured::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
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{
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// Failed schedules
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switch( failedSchedule )
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{
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case SCHED_RUN_FROM_ENEMY:
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case SCHED_RUN_FROM_ENEMY_MOB:
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case SCHED_FOLLOW:
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return SCHED_INJURED_COWER;
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}
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// Failed tasks
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switch( failedTask )
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{
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case TASK_FIND_COVER_FROM_ENEMY:
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case TASK_FIND_INJURED_COVER_FROM_ENEMY:
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// Only cower if we're already near enough to our follow target
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float flDistToFollowTargetSqr = ( GetOuter()->GetAbsOrigin() - GetFollowTarget()->GetAbsOrigin() ).LengthSqr();
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if ( flDistToFollowTargetSqr > Square( 256 ) )
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return SCHED_FOLLOW;
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return SCHED_INJURED_COWER;
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break;
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}
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return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find the general direction enemies are coming towards us at
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//-----------------------------------------------------------------------------
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bool CAI_BehaviorAlyxInjured::FindThreatDirection2D( const Vector &vecSource, Vector *vecOut )
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{
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// Find the general direction our threat is coming from
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bool bValid = false;
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Vector vecScratch;
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AIEnemiesIter_t iter;
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// Iterate through all known enemies
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for( AI_EnemyInfo_t *pMemory = GetOuter()->GetEnemies()->GetFirst(&iter); pMemory != NULL; pMemory = GetOuter()->GetEnemies()->GetNext(&iter) )
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{
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if ( pMemory == NULL || pMemory->hEnemy == NULL )
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continue;
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vecScratch = ( vecSource - pMemory->hEnemy->WorldSpaceCenter() );
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VectorNormalize( vecScratch );
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(*vecOut) += vecScratch;
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bValid = true;
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}
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// Find the general direction
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(*vecOut).z = 0.0f;
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VectorNormalize( (*vecOut) );
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return bValid;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find a position that hides us from our threats while interposing the
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// target entity between us and the threat
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// Input : pTarget - entity to hide behind
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// flRadius - Radius around the target to search
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// *vecOut - position
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//-----------------------------------------------------------------------------
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bool CAI_BehaviorAlyxInjured::FindCoverFromEnemyBehindTarget( CBaseEntity *pTarget, float flRadius, Vector *vecOut )
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{
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if ( pTarget == NULL )
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return false;
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Vector vecTargetPos = pTarget->GetAbsOrigin();
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Vector vecThreatDir = vec3_origin;
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// Find our threat direction and base our cover on that
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if ( FindThreatDirection2D( vecTargetPos, &vecThreatDir ) )
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{
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// Get a general location for taking cover
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Vector vecTestPos = vecTargetPos + ( vecThreatDir * flRadius );
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if ( g_debug_injured_follow.GetBool() )
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{
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NDebugOverlay::HorzArrow( GetOuter()->GetAbsOrigin(), vecTestPos, 8.0f, 255, 255, 0, 32, true, 2.0f );
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}
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// Make sure we never move towards our threat to get to cover!
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Vector vecMoveDir = GetOuter()->GetAbsOrigin() - vecTestPos;
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VectorNormalize( vecMoveDir );
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float flDotToCover = DotProduct( vecMoveDir, vecThreatDir );
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if ( flDotToCover > 0.0f )
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{
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if ( g_debug_injured_follow.GetBool() )
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{
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NDebugOverlay::HorzArrow( GetOuter()->GetAbsOrigin(), vecTestPos, 8.0f, 255, 0, 0, 32, true, 2.0f );
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}
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return false;
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}
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AIMoveTrace_t moveTrace;
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GetOuter()->GetMoveProbe()->MoveLimit( NAV_GROUND,
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GetOuter()->GetAbsOrigin(),
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vecTestPos,
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MASK_SOLID_BRUSHONLY,
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NULL,
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0,
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&moveTrace );
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bool bWithinRangeToGoal = ( moveTrace.vEndPosition - vecTestPos ).Length2DSqr() < Square( GetOuter()->GetHullWidth() * 3.0f );
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bool bCanStandAtGoal = GetOuter()->GetMoveProbe()->CheckStandPosition( moveTrace.vEndPosition, MASK_SOLID_BRUSHONLY );
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if ( bWithinRangeToGoal == false || bCanStandAtGoal == false )
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{
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if ( g_debug_injured_follow.GetBool() )
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{
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NDebugOverlay::SweptBox( GetOuter()->GetAbsOrigin(), vecTestPos, GetOuter()->GetHullMins(), GetOuter()->GetHullMaxs(), vec3_angle, 255, 0, 0, 0, 2.0f );
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}
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return false;
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}
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// Accept it
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*vecOut = moveTrace.vEndPosition;
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if ( g_debug_injured_follow.GetBool() )
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{
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NDebugOverlay::SweptBox( GetOuter()->GetAbsOrigin(), (*vecOut), GetOuter()->GetHullMins(), GetOuter()->GetHullMaxs(), vec3_angle, 0, 255, 0, 0, 2.0f );
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}
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pTask -
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//-----------------------------------------------------------------------------
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void CAI_BehaviorAlyxInjured::StartTask( const Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_FIND_COVER_FROM_ENEMY:
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{
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CBaseEntity *pLeader = GetFollowTarget();
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if ( !pLeader )
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{
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BaseClass::StartTask( pTask );
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break;
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}
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// Find a position behind our follow target
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Vector coverPos = vec3_invalid;
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if ( FindCoverFromEnemyBehindTarget( pLeader, COVER_DISTANCE, &coverPos ) )
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{
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AI_NavGoal_t goal( GOALTYPE_LOCATION, coverPos, ACT_RUN, AIN_HULL_TOLERANCE, AIN_DEF_FLAGS );
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GetOuter()->GetNavigator()->SetGoal( goal );
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GetOuter()->m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData;
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TaskComplete();
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return;
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}
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// Couldn't find anything
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TaskFail( FAIL_NO_COVER );
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break;
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}
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default:
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BaseClass::StartTask( pTask );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Whether or not Alyx is injured
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//-----------------------------------------------------------------------------
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bool CAI_BehaviorAlyxInjured::IsInjured( void ) const
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{
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return IsAlyxInInjuredMode();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_BehaviorAlyxInjured::GatherConditions( void )
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{
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BaseClass::GatherConditions();
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// Always stomp over this
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ClearCondition( COND_INJURED_TOO_FAR_FROM_PLAYER );
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ClearCondition( COND_INJURED_OVERWHELMED );
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// See if we're overwhelmed by foes
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if ( NumKnownEnemiesInRadius( GetOuter()->GetAbsOrigin(), COVER_DISTANCE ) >= MIN_ENEMY_MOB )
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{
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SetCondition( COND_INJURED_OVERWHELMED );
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}
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// Determines whether we consider ourselves in danger
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bool bInDanger = ( HasCondition( COND_LIGHT_DAMAGE ) ||
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HasCondition( COND_HEAVY_DAMAGE ) ||
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HasCondition( COND_INJURED_OVERWHELMED ) );
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// See if we're too far away from the player and in danger
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if ( AI_IsSinglePlayer() && bInDanger )
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{
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bool bWarnPlayer = false;
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// This only works in single-player
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
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if ( pPlayer != NULL )
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{
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// FIXME: This distance may need to be the length of the shortest walked path between the follower and the target
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// Get our approximate distance to the player
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float flDistToPlayer = UTIL_DistApprox2D( GetOuter()->GetAbsOrigin(), pPlayer->GetAbsOrigin() );
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if ( flDistToPlayer > injured_help_plee_range.GetFloat() )
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{
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bWarnPlayer = true;
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}
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else if ( flDistToPlayer > (injured_help_plee_range.GetFloat()*0.5f) && HasCondition( COND_SEE_PLAYER ) == false )
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{
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// Cut our distance in half if we can't see the player
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bWarnPlayer = true;
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}
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}
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// Yell for help!
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if ( bWarnPlayer )
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{
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// FIXME: This should be routed through the normal speaking code with a system to emit from the player's suit.
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
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//float flPlayerDistSqr = ( GetOuter()->GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr();
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// If the player is too far away or we can't see him
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//if ( HasCondition( COND_SEE_PLAYER ) == false || flPlayerDistSqr > Square( 128 ) )
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{
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if ( m_flNextWarnTime < gpGlobals->curtime )
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{
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pPlayer->EmitSound( "npc_alyx.injured_too_far" );
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m_flNextWarnTime = gpGlobals->curtime + random->RandomFloat( 3.0f, 5.0f );
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}
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}
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/*
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else
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{
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SpeakIfAllowed( TLK_INJURED_FOLLOW_TOO_FAR );
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m_flNextWarnTime = gpGlobals->curtime + random->RandomFloat( 3.0f, 5.0f );
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}
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*/
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SetCondition( COND_INJURED_TOO_FAR_FROM_PLAYER );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Speak a concept if we're able to
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//-----------------------------------------------------------------------------
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void CAI_BehaviorAlyxInjured::SpeakIfAllowed( AIConcept_t concept )
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{
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CAI_Expresser *pExpresser = GetOuter()->GetExpresser();
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if ( pExpresser == NULL )
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return;
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// Must be able to speak the concept
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if ( pExpresser->CanSpeakConcept( concept ) )
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{
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pExpresser->Speak( concept );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the number of known enemies within a radius to a point
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//-----------------------------------------------------------------------------
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int CAI_BehaviorAlyxInjured::NumKnownEnemiesInRadius( const Vector &vecSource, float flRadius )
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|
{
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|
int nNumEnemies = 0;
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float flRadiusSqr = Square( flRadius );
|
|
|
|
AIEnemiesIter_t iter;
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|
|
|
// Iterate through all known enemies
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|
for( AI_EnemyInfo_t *pMemory = GetEnemies()->GetFirst(&iter); pMemory != NULL; pMemory = GetEnemies()->GetNext(&iter) )
|
|
{
|
|
if ( pMemory == NULL || pMemory->hEnemy == NULL )
|
|
continue;
|
|
|
|
// Must hate or fear them
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|
if ( GetOuter()->IRelationType( pMemory->hEnemy ) != D_HT && GetOuter()->IRelationType( pMemory->hEnemy ) != D_FR )
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|
continue;
|
|
|
|
// Count only the enemies I've seen recently
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|
if ( gpGlobals->curtime - pMemory->timeLastSeen > 0.5f )
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|
continue;
|
|
|
|
// Must be within the radius we've specified
|
|
float flEnemyDistSqr = ( vecSource - pMemory->hEnemy->GetAbsOrigin() ).Length2DSqr();
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|
if ( flEnemyDistSqr < flRadiusSqr )
|
|
{
|
|
nNumEnemies++;
|
|
}
|
|
}
|
|
|
|
return nNumEnemies;
|
|
}
|
|
|
|
// ----------------------------------------------
|
|
// Custom AI declarations
|
|
// ----------------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_BehaviorAlyxInjured )
|
|
{
|
|
DECLARE_ACTIVITY( ACT_GESTURE_INJURED_COWER_FLINCH )
|
|
DECLARE_ACTIVITY( ACT_INJURED_COWER )
|
|
|
|
DECLARE_CONDITION( COND_INJURED_TOO_FAR_FROM_PLAYER )
|
|
DECLARE_CONDITION( COND_INJURED_OVERWHELMED )
|
|
|
|
DECLARE_TASK( TASK_FIND_INJURED_COVER_FROM_ENEMY )
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_INJURED_COWER,
|
|
|
|
" Tasks"
|
|
// TOOD: Announce cower
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_COWER"
|
|
" TASK_WAIT 2"
|
|
""
|
|
" Interrupts"
|
|
" COND_GIVE_WAY"
|
|
" COND_PLAYER_PUSHING"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_INJURED_FEAR_FACE,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // FIXME: Scared idle?
|
|
" TASK_FACE_ENEMY 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_GIVE_WAY"
|
|
" COND_PLAYER_PUSHING"
|
|
);
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_INJURED_RUN_FROM_ENEMY,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_INJURED_COWER"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FIND_COVER_FROM_ENEMY 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
AI_END_CUSTOM_SCHEDULE_PROVIDER()
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// CAI_InjuredFollowGoal
|
|
//-----------------------------------------------------------------------------
|
|
|
|
BEGIN_DATADESC( CAI_InjuredFollowGoal )
|
|
END_DATADESC()
|
|
|
|
LINK_ENTITY_TO_CLASS( ai_goal_injured_follow, CAI_InjuredFollowGoal );
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_InjuredFollowGoal::EnableGoal( CAI_BaseNPC *pAI )
|
|
{
|
|
CAI_BehaviorAlyxInjured *pBehavior;
|
|
if ( !pAI->GetBehavior( &pBehavior ) )
|
|
return;
|
|
|
|
if ( GetGoalEntity() == NULL )
|
|
return;
|
|
|
|
pBehavior->SetFollowGoal( this );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CAI_InjuredFollowGoal::DisableGoal( CAI_BaseNPC *pAI )
|
|
{
|
|
CAI_BehaviorAlyxInjured *pBehavior;
|
|
if ( !pAI->GetBehavior( &pBehavior ) )
|
|
return;
|
|
|
|
pBehavior->ClearFollowGoal( this );
|
|
}
|