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📄 hl1_npc_agrunt.cpp

📁 hl2 source code. Do not use it illegal.
💻 CPP
📖 第 1 页 / 共 3 页
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			SetAbsAngles( angTmp );
			AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );

			UTIL_TraceLine( WorldSpaceCenter() + vForward * 128, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
			if ( tr.fraction == 1.0 )
			{
				GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() + vRight * 128 );
				fSkip = TRUE;
				TaskComplete();
			}
			
			if ( !fSkip )
			{
				UTIL_TraceLine( WorldSpaceCenter() - vForward * 128, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
				if ( tr.fraction == 1.0 )
				{
					GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() - vRight * 128 );
					fSkip = TRUE;
					TaskComplete();
				}
			}
			
			if ( !fSkip )
			{
				UTIL_TraceLine( WorldSpaceCenter() + vForward * 256, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
				if ( tr.fraction == 1.0 )
				{
					GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() + vRight * 256 );
					fSkip = TRUE;
					TaskComplete();
				}
			}
			
			if ( !fSkip )
			{
				UTIL_TraceLine( WorldSpaceCenter() - vForward * 256, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
				if ( tr.fraction == 1.0 )
				{
					GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() - vRight * 256 );
					fSkip = TRUE;
					TaskComplete();
				}
			}
			
			if ( !fSkip )
			{
				TaskFail( FAIL_NO_COVER );
			}
		}
		else
		{
			Msg ( "AGRunt - no enemy monster ptr!!!\n" );
			TaskFail( FAIL_NO_ENEMY );
		}
		break;

	default:
		BaseClass::StartTask ( pTask );
		break;
	}
}

//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
int CNPC_AlienGrunt::SelectSchedule( void )		
{
	if ( HasCondition( COND_HEAR_DANGER ) )
	{
		return SCHED_TAKE_COVER_FROM_BEST_SOUND;
	}

	switch	( m_NPCState )
	{
	case NPC_STATE_COMBAT:
		{
			// dead enemy
			if ( HasCondition( COND_ENEMY_DEAD ) )
			{
				// call base class, all code to handle dead enemies is centralized there.
				return BaseClass::SelectSchedule();
			}

			if ( HasCondition( COND_NEW_ENEMY) )
			{
				return SCHED_WAKE_ANGRY;
			}

			// zap player!
			if ( HasCondition ( COND_CAN_MELEE_ATTACK1 ) )
			{
				AttackSound();// this is a total hack. Should be parto f the schedule
				return SCHED_MELEE_ATTACK1;
			}

			if ( HasCondition ( COND_HEAVY_DAMAGE ) )
			{
				return SCHED_SMALL_FLINCH;
			}

			// can attack
			if ( HasCondition ( COND_CAN_RANGE_ATTACK1 ) && OccupyStrategySlotRange( AGRUNT_SQUAD_SLOT_HORNET1, AGRUNT_SQUAD_SLOT_HORNET2 ) )
			{
				return SCHED_RANGE_ATTACK1;
			}

			if ( OccupyStrategySlot ( AGRUNT_SQUAD_SLOT_CHASE ) )
			{
				return SCHED_CHASE_ENEMY;
			}

			return  SCHED_STANDOFF;
		}
	}

	return BaseClass::SelectSchedule();
}

int CNPC_AlienGrunt::TranslateSchedule( int scheduleType )
{
	switch	( scheduleType )
	{
	case SCHED_TAKE_COVER_FROM_ENEMY:
			return SCHED_AGRUNT_TAKE_COVER_FROM_ENEMY;
		break;
	
	/*case SCHED_RANGE_ATTACK1:
			if ( HasCondition( COND_SEE_ENEMY ) )
				return SCHED_AGRUNT_RANGE_ATTACK;
		//	else 
		//		return SCHED_AGRUNT_HIDDEN_RANGE_ATTACK;
		break;*/

	case SCHED_STANDOFF:
		return SCHED_AGRUNT_STANDOFF;
		break;

	case SCHED_VICTORY_DANCE:
		return SCHED_AGRUNT_VICTORY_DANCE;
		break;
	case SCHED_FAIL:
		// no fail schedule specified, so pick a good generic one.
		{
			if ( GetEnemy() != NULL )
			{
				// I have an enemy
				// !!!LATER - what if this enemy is really far away and i'm chasing him?
				// this schedule will make me stop, face his last known position for 2 
				// seconds, and then try to move again
				return SCHED_AGRUNT_COMBAT_FAIL;
			}

			return SCHED_AGRUNT_FAIL;
		}
		break;
	}
	
	return BaseClass::TranslateSchedule( scheduleType );
}

void CNPC_AlienGrunt::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	CTakeDamageInfo ainfo = info;
	
	float flDamage = ainfo.GetDamage();
	
	if ( ptr->hitgroup == 10 && (ainfo.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_CLUB)))
	{
		// hit armor
		if ( m_flDamageTime != gpGlobals->curtime || (random->RandomInt(0,10) < 1) )
		{
			CPVSFilter filter( ptr->endpos );
			te->ArmorRicochet( filter, 0.0, &ptr->endpos, &ptr->plane.normal );
			m_flDamageTime = gpGlobals->curtime;
		}

		if ( random->RandomInt( 0, 1 ) == 0 )
		{
			Vector vecTracerDir = vecDir;

			vecTracerDir.x += random->RandomFloat( -0.3, 0.3 );
			vecTracerDir.y += random->RandomFloat( -0.3, 0.3 );
			vecTracerDir.z += random->RandomFloat( -0.3, 0.3 );

			vecTracerDir = vecTracerDir * -512;

			Vector vEndPos = ptr->endpos + vecTracerDir;

			UTIL_Tracer( ptr->endpos, vEndPos, ENTINDEX( edict() ) );
		}

		flDamage -= 20;
		if (flDamage <= 0)
			flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated

		ainfo.SetDamage( flDamage );
	}
	else
	{
		SpawnBlood( ptr->endpos, BloodColor(), flDamage);// a little surface blood.
		TraceBleed( flDamage, vecDir, ptr, ainfo.GetDamageType() );
	}

	AddMultiDamage( ainfo, this );
}


//=========================================================
// AI Schedules Specific to this monster
//=========================================================
AI_BEGIN_CUSTOM_NPC( monster_alien_grunt, CNPC_AlienGrunt )

	DECLARE_ACTIVITY( ACT_THREAT_DISPLAY )

	DECLARE_TASK ( TASK_AGRUNT_SETUP_HIDE_ATTACK )
	DECLARE_TASK ( TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE )

	DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_HORNET1 )
	DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_HORNET2 )
	DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_CHASE )

	//=========================================================
	// Fail Schedule
	//=========================================================
	DEFINE_SCHEDULE
	(
		SCHED_AGRUNT_FAIL,
			"	Tasks"
			"	TASK_STOP_MOVING			0"
			"	TASK_SET_ACTIVITY			ACTIVITY:ACT_IDLE"
			"	TASK_WAIT					2"
			"	TASK_WAIT_PVS				0"
			"	"
			"	Interrupts"
			"	COND_CAN_RANGE_ATTACK1"
			"	COND_CAN_MELEE_ATTACK1"
	)

	//=========================================================
	// Combat Fail Schedule
	//=========================================================
	DEFINE_SCHEDULE
	(
		SCHED_AGRUNT_COMBAT_FAIL,
			"	Tasks"
			"	TASK_STOP_MOVING			0"
			"	TASK_SET_ACTIVITY			ACTIVITY:ACT_IDLE"
			"	TASK_WAIT_FACE_ENEMY		2"
			"	TASK_WAIT_PVS				0"
			"	"
			"	Interrupts"
			"	COND_CAN_RANGE_ATTACK1"
			"	COND_CAN_MELEE_ATTACK1"
	)

	//=========================================================
	// Standoff schedule. Used in combat when a monster is 
	// hiding in cover or the enemy has moved out of sight. 
	// Should we look around in this schedule?
	//=========================================================
	DEFINE_SCHEDULE
	(
		SCHED_AGRUNT_STANDOFF,
		
			"	Tasks"
			"		TASK_STOP_MOVING			0"
			"		TASK_SET_ACTIVITY			ACTIVITY:ACT_IDLE"
			"		TASK_WAIT_FACE_ENEMY		2"
			"	"
			"	Interrupts"
			"		COND_CAN_RANGE_ATTACK1"
			"		COND_CAN_MELEE_ATTACK1"
			"		COND_SEE_ENEMY"
			"		COND_NEW_ENEMY"
			"		COND_HEAR_DANGER"
	)

	//=========================================================
	// Suppress
	//=========================================================
	DEFINE_SCHEDULE
	(
		SCHED_AGRUNT_SUPPRESS_HORNET,
			"	Tasks"
			"	TASK_STOP_MOVING			0"
			"	TASK_RANGE_ATTACK1			0"
	)

	//=========================================================
	// primary range attacks
	//=========================================================
	DEFINE_SCHEDULE
	(
		SCHED_AGRUNT_RANGE_ATTACK,
			"	Tasks"
			"	TASK_STOP_MOVING			0"
			"	TASK_FACE_ENEMY				0"
			"	TASK_RANGE_ATTACK1			0"
			"	"
			"	Interrupts"
			"	COND_NEW_ENEMY"
			"	COND_ENEMY_DEAD"
			"	COND_HEAVY_DAMAGE"
	)

	DEFINE_SCHEDULE
	(
		SCHED_AGRUNT_HIDDEN_RANGE_ATTACK,
			"	Tasks"
			"	TASK_SET_FAIL_SCHEDULE			SCHEDULE:SCHED_AGRUNT_STANDOFF"
			"	TASK_AGRUNT_SETUP_HIDE_ATTACK		0"
			"	TASK_STOP_MOVING					0"
			"	TASK_FACE_IDEAL						0"
			"	TASK_RANGE_ATTACK1_NOTURN			0"
			"	"
			"	Interrupts"
			"	COND_NEW_ENEMY"
			"	COND_HEAVY_DAMAGE"
			"	COND_HEAR_DANGER"
	)

	//=========================================================
	// Take cover from enemy! Tries lateral cover before node 
	// cover! 
	//=========================================================
	DEFINE_SCHEDULE
	(
		SCHED_AGRUNT_TAKE_COVER_FROM_ENEMY,
			"	Tasks"
			"	TASK_STOP_MOVING				0"
			"	TASK_WAIT						0.2"
			"	TASK_FIND_COVER_FROM_ENEMY		0"
			"	TASK_RUN_PATH					0"
			"	TASK_WAIT_FOR_MOVEMENT			0"
			"	TASK_REMEMBER					MEMORY:INCOVER"
			"	TASK_FACE_ENEMY					0"	
			"	"
			"	Interrupts"
			"	COND_NEW_ENEMY"
	)

	//=========================================================
	// Victory dance!
	//=========================================================
	DEFINE_SCHEDULE
	(
		SCHED_AGRUNT_VICTORY_DANCE,
			"	Tasks"
			"	TASK_STOP_MOVING							0"
			"	TASK_SET_FAIL_SCHEDULE						SCHEDULE:SCHED_AGRUNT_THREAT_DISPLAY"
			"	TASK_WAIT									0.2"
			"	TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE		0"
			"	TASK_WALK_PATH								0"
			"	TASK_WAIT_FOR_MOVEMENT						0"
			"	TASK_FACE_ENEMY								0"
			"	TASK_PLAY_SEQUENCE							ACTIVITY:ACT_CROUCH"
			"	TASK_PLAY_SEQUENCE							ACTIVITY:ACT_VICTORY_DANCE"
			"	TASK_PLAY_SEQUENCE							ACTIVITY:ACT_VICTORY_DANCE"
			"	TASK_PLAY_SEQUENCE							ACTIVITY:ACT_STAND"
			"	TASK_PLAY_SEQUENCE							ACTIVITY:ACT_THREAT_DISPLAY"
			"	TASK_PLAY_SEQUENCE							ACTIVITY:ACT_CROUCH"
			"	TASK_PLAY_SEQUENCE							ACTIVITY:ACT_VICTORY_DANCE"
			"	TASK_PLAY_SEQUENCE							ACTIVITY:ACT_VICTORY_DANCE"
			"	TASK_PLAY_SEQUENCE							ACTIVITY:ACT_VICTORY_DANCE"
			"	TASK_PLAY_SEQUENCE							ACTIVITY:ACT_VICTORY_DANCE"
			"	TASK_PLAY_SEQUENCE							ACTIVITY:ACT_VICTORY_DANCE"
			"	TASK_PLAY_SEQUENCE							ACTIVITY:ACT_STAND"
			"	"
			"	Interrupts"
			"	COND_NEW_ENEMY"
			"	COND_LIGHT_DAMAGE"
			"	COND_HEAVY_DAMAGE"
	)

	//=========================================================
	//=========================================================
	DEFINE_SCHEDULE
	(
		SCHED_AGRUNT_THREAT_DISPLAY,
			"	Tasks"
			"	TASK_STOP_MOVING		0"
			"	TASK_FACE_ENEMY			0"
			"	TASK_PLAY_SEQUENCE		ACTIVITY:ACT_THREAT_DISPLAY"
			"	"
			"	Interrupts"
			"	COND_NEW_ENEMY"
			"	COND_LIGHT_DAMAGE"
			"	COND_HEAVY_DAMAGE"
			"	COND_HEAR_PLAYER"
			"	COND_HEAR_COMBAT"
			"	COND_HEAR_WORLD"
	)

AI_END_CUSTOM_NPC()

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