hl2_src-leak-2017/src/game/server/hl2/npc_metropolice.cpp

5847 lines
171 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "soundent.h"
#include "npcevent.h"
#include "globalstate.h"
#include "ai_squad.h"
#include "ai_tacticalservices.h"
#include "npc_manhack.h"
#include "npc_metropolice.h"
#include "weapon_stunstick.h"
#include "basegrenade_shared.h"
#include "ai_route.h"
#include "hl2_player.h"
#include "iservervehicle.h"
#include "items.h"
#include "hl2_gamerules.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//#define SF_METROPOLICE_ 0x00010000
#define SF_METROPOLICE_SIMPLE_VERSION 0x00020000
#define SF_METROPOLICE_ALWAYS_STITCH 0x00080000
#define SF_METROPOLICE_NOCHATTER 0x00100000
#define SF_METROPOLICE_ARREST_ENEMY 0x00200000
#define SF_METROPOLICE_NO_FAR_STITCH 0x00400000
#define SF_METROPOLICE_NO_MANHACK_DEPLOY 0x00800000
#define SF_METROPOLICE_ALLOWED_TO_RESPOND 0x01000000
#define SF_METROPOLICE_MID_RANGE_ATTACK 0x02000000
#define METROPOLICE_MID_RANGE_ATTACK_RANGE 3500.0f
#define METROPOLICE_SQUAD_STITCH_MIN_INTERVAL 1.0f
#define METROPOLICE_SQUAD_STITCH_MAX_INTERVAL 1.2f
#define AIM_ALONG_SIDE_LINE_OF_DEATH_DISTANCE 300.0f
#define AIM_ALONG_SIDE_STEER_DISTANCE 200.0f
#define AIM_ALONG_SIDE_DEFAULT_STITCH_LENGTH 750.0f
#define AIM_ALONG_SIDE_LINE_OF_DEATH_LEAD_TIME 0.0f
#define AIM_ALONG_SIDE_LINE_INITIAL_DRAW_FRACTION 0.2f
#define AIM_BEHIND_DEFAULT_STITCH_LENGTH 1000.0f
#define AIM_BEHIND_MINIMUM_DISTANCE 650.0f
#define AIM_BEHIND_STEER_DISTANCE 150.0f
#define RECENT_DAMAGE_INTERVAL 3.0f
#define RECENT_DAMAGE_THRESHOLD 0.2f
#define VEHICLE_PREDICT_ACCELERATION 333.0f
#define VEHICLE_PREDICT_MAX_SPEED 600.0f
#define METROPOLICE_MAX_WARNINGS 3
#define METROPOLICE_BODYGROUP_MANHACK 1
enum
{
// NOTE: Exact #s are important, since they are referred to by number in schedules below
METROPOLICE_SENTENCE_FREEZE = 0,
METROPOLICE_SENTENCE_HES_OVER_HERE = 1,
METROPOLICE_SENTENCE_HES_RUNNING = 2,
METROPOLICE_SENTENCE_TAKE_HIM_DOWN = 3,
METROPOLICE_SENTENCE_ARREST_IN_POSITION = 4,
METROPOLICE_SENTENCE_DEPLOY_MANHACK = 5,
METROPOLICE_SENTENCE_MOVE_INTO_POSITION = 6,
METROPOLICE_SENTENCE_HEARD_SOMETHING = 7,
};
enum
{
METROPOLICE_ANNOUNCE_ATTACK_PRIMARY = 1,
METROPOLICE_ANNOUNCE_ATTACK_SECONDARY,
METROPOLICE_ANNOUNCE_ATTACK_HARASS,
};
enum
{
METROPOLICE_CHATTER_WAIT_FOR_RESPONSE = 0,
METROPOLICE_CHATTER_ASK_QUESTION = 1,
METROPOLICE_CHATTER_RESPONSE = 2,
METROPOLICE_CHATTER_RESPONSE_TYPE_COUNT = 2,
};
enum SpeechMemory_t
{
bits_MEMORY_PAIN_LIGHT_SOUND = bits_MEMORY_CUSTOM1,
bits_MEMORY_PAIN_HEAVY_SOUND = bits_MEMORY_CUSTOM2,
bits_MEMORY_PLAYER_HURT = bits_MEMORY_CUSTOM3,
bits_MEMORY_PLAYER_HARASSED = bits_MEMORY_CUSTOM4,
};
//Metrocop
int g_interactionMetrocopStartedStitch = 0;
int g_interactionMetrocopIdleChatter = 0;
int g_interactionMetrocopClearSentenceQueues = 0;
extern int g_interactionHitByPlayerThrownPhysObj;
ConVar sk_metropolice_stitch_reaction( "sk_metropolice_stitch_reaction","1.0");
ConVar sk_metropolice_stitch_tight_hitcount( "sk_metropolice_stitch_tight_hitcount","2");
ConVar sk_metropolice_stitch_at_hitcount( "sk_metropolice_stitch_at_hitcount","1");
ConVar sk_metropolice_stitch_behind_hitcount( "sk_metropolice_stitch_behind_hitcount","3");
ConVar sk_metropolice_stitch_along_hitcount( "sk_metropolice_stitch_along_hitcount","2");
ConVar sk_metropolice_health( "sk_metropolice_health","0");
ConVar sk_metropolice_simple_health( "sk_metropolice_simple_health","26");
ConVar sk_metropolice_stitch_distance( "sk_metropolice_stitch_distance","1000");
ConVar metropolice_chase_use_follow( "metropolice_chase_use_follow", "0" );
ConVar metropolice_move_and_melee("metropolice_move_and_melee", "1" );
ConVar metropolice_charge("metropolice_charge", "1" );
// How many clips of pistol ammo a metropolice carries.
#define METROPOLICE_NUM_CLIPS 5
#define METROPOLICE_BURST_RELOAD_COUNT 20
int AE_METROPOLICE_BATON_ON;
int AE_METROPOLICE_BATON_OFF;
int AE_METROPOLICE_SHOVE;
int AE_METROPOLICE_START_DEPLOY;
int AE_METROPOLICE_DRAW_PISTOL; // was 50
int AE_METROPOLICE_DEPLOY_MANHACK; // was 51
// -----------------------------------------------
// > Squad slots
// -----------------------------------------------
enum SquadSlot_T
{
SQUAD_SLOT_POLICE_CHARGE_ENEMY = LAST_SHARED_SQUADSLOT,
SQUAD_SLOT_POLICE_HARASS, // Yell at the player with a megaphone, etc.
SQUAD_SLOT_POLICE_DEPLOY_MANHACK,
SQUAD_SLOT_POLICE_ADVANCE,
SQUAD_SLOT_POLICE_ATTACK_OCCLUDER1,
SQUAD_SLOT_POLICE_ATTACK_OCCLUDER2,
SQUAD_SLOT_POLICE_COVERING_FIRE1,
SQUAD_SLOT_POLICE_COVERING_FIRE2,
SQUAD_SLOT_POLICE_ARREST_ENEMY,
};
//=========================================================
// Metro Police Activities
//=========================================================
int ACT_METROPOLICE_DRAW_PISTOL;
int ACT_METROPOLICE_DEPLOY_MANHACK;
int ACT_METROPOLICE_FLINCH_BEHIND;
int ACT_WALK_BATON;
int ACT_IDLE_ANGRY_BATON;
int ACT_PUSH_PLAYER;
int ACT_MELEE_ATTACK_THRUST;
int ACT_ACTIVATE_BATON;
int ACT_DEACTIVATE_BATON;
LINK_ENTITY_TO_CLASS( npc_metropolice, CNPC_MetroPolice );
BEGIN_DATADESC( CNPC_MetroPolice )
DEFINE_EMBEDDED( m_BatonSwingTimer ),
DEFINE_EMBEDDED( m_NextChargeTimer ),
DEFINE_FIELD( m_flBatonDebounceTime, FIELD_FLOAT ),
DEFINE_FIELD( m_bShouldActivateBaton, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iPistolClips, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_fWeaponDrawn, FIELD_BOOLEAN, "weapondrawn" ),
DEFINE_FIELD( m_LastShootSlot, FIELD_INTEGER ),
DEFINE_EMBEDDED( m_TimeYieldShootSlot ),
DEFINE_EMBEDDED( m_Sentences ),
DEFINE_FIELD( m_bPlayerIsNear, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vecBurstTargetPos, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecBurstDelta, FIELD_VECTOR ),
DEFINE_FIELD( m_nBurstHits, FIELD_INTEGER ),
DEFINE_FIELD( m_nMaxBurstHits, FIELD_INTEGER ),
DEFINE_FIELD( m_flBurstPredictTime, FIELD_TIME ),
DEFINE_FIELD( m_nBurstReloadCount, FIELD_INTEGER ),
DEFINE_FIELD( m_vecBurstLineOfDeathDelta, FIELD_VECTOR ),
DEFINE_FIELD( m_vecBurstLineOfDeathOrigin, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_flBurstSteerDistance, FIELD_FLOAT ),
DEFINE_FIELD( m_nBurstMode, FIELD_INTEGER ),
DEFINE_FIELD( m_nBurstSteerMode, FIELD_INTEGER ),
DEFINE_FIELD( m_vecBurstPredictedVelocityDir, FIELD_VECTOR ),
DEFINE_FIELD( m_vecBurstPredictedSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_flValidStitchTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextLedgeCheckTime, FIELD_TIME ),
DEFINE_FIELD( m_flTaskCompletionTime, FIELD_TIME ),
DEFINE_FIELD( m_flLastPhysicsFlinchTime, FIELD_TIME ),
DEFINE_FIELD( m_flLastDamageFlinchTime, FIELD_TIME ),
DEFINE_FIELD( m_hManhack, FIELD_EHANDLE ),
DEFINE_FIELD( m_hBlockingProp, FIELD_EHANDLE ),
DEFINE_FIELD( m_nRecentDamage, FIELD_INTEGER ),
DEFINE_FIELD( m_flRecentDamageTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextPainSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextLostSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_nIdleChatterType, FIELD_INTEGER ),
DEFINE_FIELD( m_bSimpleCops, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flLastHitYaw, FIELD_FLOAT ),
DEFINE_FIELD( m_bPlayerTooClose, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bKeepFacingPlayer, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flChasePlayerTime, FIELD_TIME ),
DEFINE_FIELD( m_vecPreChaseOrigin, FIELD_VECTOR ),
DEFINE_FIELD( m_flPreChaseYaw, FIELD_FLOAT ),
DEFINE_FIELD( m_nNumWarnings, FIELD_INTEGER ),
DEFINE_FIELD( m_iNumPlayerHits, FIELD_INTEGER ),
// m_ActBusyBehavior (auto saved by AI)
// m_StandoffBehavior (auto saved by AI)
// m_AssaultBehavior (auto saved by AI)
// m_FuncTankBehavior (auto saved by AI)
// m_RappelBehavior (auto saved by AI)
// m_PolicingBehavior (auto saved by AI)
// m_FollowBehavior (auto saved by AI)
DEFINE_KEYFIELD( m_iManhacks, FIELD_INTEGER, "manhacks" ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableManhackToss", InputEnableManhackToss ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetPoliceGoal", InputSetPoliceGoal ),
DEFINE_INPUTFUNC( FIELD_VOID, "ActivateBaton", InputActivateBaton ),
DEFINE_USEFUNC( PrecriminalUse ),
DEFINE_OUTPUT( m_OnStunnedPlayer, "OnStunnedPlayer" ),
DEFINE_OUTPUT( m_OnCupCopped, "OnCupCopped" ),
END_DATADESC()
//------------------------------------------------------------------------------
float CNPC_MetroPolice::gm_flTimeLastSpokePeek;
//------------------------------------------------------------------------------
// Purpose
//------------------------------------------------------------------------------
CBaseEntity *CNPC_MetroPolice::CheckTraceHullAttack( float flDist, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float forceScale, bool bDamageAnyNPC )
{
// If only a length is given assume we want to trace in our facing direction
Vector forward;
AngleVectors( GetAbsAngles(), &forward );
Vector vStart = GetAbsOrigin();
// The ideal place to start the trace is in the center of the attacker's bounding box.
// however, we need to make sure there's enough clearance. Some of the smaller monsters aren't
// as big as the hull we try to trace with. (SJB)
float flVerticalOffset = WorldAlignSize().z * 0.5;
if( flVerticalOffset < maxs.z )
{
// There isn't enough room to trace this hull, it's going to drag the ground.
// so make the vertical offset just enough to clear the ground.
flVerticalOffset = maxs.z + 1.0;
}
vStart.z += flVerticalOffset;
Vector vEnd = vStart + (forward * flDist );
return CheckTraceHullAttack( vStart, vEnd, mins, maxs, iDamage, iDmgType, forceScale, bDamageAnyNPC );
}
//------------------------------------------------------------------------------
// Melee filter for police
//------------------------------------------------------------------------------
class CTraceFilterMetroPolice : public CTraceFilterEntitiesOnly
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS_NOBASE( CTraceFilterMetroPolice );
CTraceFilterMetroPolice( const IHandleEntity *passentity, int collisionGroup, CTakeDamageInfo *dmgInfo, float flForceScale, bool bDamageAnyNPC )
: m_pPassEnt(passentity), m_collisionGroup(collisionGroup), m_dmgInfo(dmgInfo), m_pHit(NULL), m_flForceScale(flForceScale), m_bDamageAnyNPC(bDamageAnyNPC)
{
}
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
if ( !StandardFilterRules( pHandleEntity, contentsMask ) )
return false;
if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) )
return false;
// Don't test if the game code tells us we should ignore this collision...
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
if ( pEntity )
{
if ( !pEntity->ShouldCollide( m_collisionGroup, contentsMask ) )
return false;
if ( !g_pGameRules->ShouldCollide( m_collisionGroup, pEntity->GetCollisionGroup() ) )
return false;
if ( pEntity->m_takedamage == DAMAGE_NO )
return false;
// Translate the vehicle into its driver for damage
if ( pEntity->GetServerVehicle() != NULL )
{
CBaseEntity *pDriver = pEntity->GetServerVehicle()->GetPassenger();
if ( pDriver != NULL )
{
pEntity = pDriver;
}
}
Vector attackDir = pEntity->WorldSpaceCenter() - m_dmgInfo->GetAttacker()->WorldSpaceCenter();
VectorNormalize( attackDir );
CTakeDamageInfo info = (*m_dmgInfo);
CalculateMeleeDamageForce( &info, attackDir, info.GetAttacker()->WorldSpaceCenter(), m_flForceScale );
if( !(pEntity->GetFlags() & FL_ONGROUND) )
{
// Don't hit airborne entities so hard. They fly farther since
// there's no friction with the ground.
info.ScaleDamageForce( 0.001 );
}
CBaseCombatCharacter *pBCC = info.GetAttacker()->MyCombatCharacterPointer();
CBaseCombatCharacter *pVictimBCC = pEntity->MyCombatCharacterPointer();
// Only do these comparisons between NPCs
if ( pBCC && pVictimBCC )
{
// Can only damage other NPCs that we hate
if ( m_bDamageAnyNPC || pBCC->IRelationType( pEntity ) == D_HT || pEntity->IsPlayer() )
{
if ( info.GetDamage() )
{
// If gordon's a criminal, do damage now
if ( !pEntity->IsPlayer() || GlobalEntity_GetState( "gordon_precriminal" ) == GLOBAL_OFF )
{
if ( pEntity->IsPlayer() && ((CBasePlayer *)pEntity)->IsSuitEquipped() )
{
info.ScaleDamage( .25 );
info.ScaleDamageForce( .25 );
}
pEntity->TakeDamage( info );
}
}
m_pHit = pEntity;
return true;
}
}
else
{
// Make sure if the player is holding this, he drops it
Pickup_ForcePlayerToDropThisObject( pEntity );
// Otherwise just damage passive objects in our way
if ( info.GetDamage() )
{
pEntity->TakeDamage( info );
}
}
}
return false;
}
public:
const IHandleEntity *m_pPassEnt;
int m_collisionGroup;
CTakeDamageInfo *m_dmgInfo;
CBaseEntity *m_pHit;
float m_flForceScale;
bool m_bDamageAnyNPC;
};
//------------------------------------------------------------------------------
// Purpose : start and end trace position, amount
// of damage to do, and damage type. Returns a pointer to
// the damaged entity in case the NPC wishes to do
// other stuff to the victim (punchangle, etc)
//
// Used for many contact-range melee attacks. Bites, claws, etc.
// Input :
// Output :
//------------------------------------------------------------------------------
CBaseEntity *CNPC_MetroPolice::CheckTraceHullAttack( const Vector &vStart, const Vector &vEnd, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float flForceScale, bool bDamageAnyNPC )
{
CTakeDamageInfo dmgInfo( this, this, iDamage, DMG_SLASH );
CTraceFilterMetroPolice traceFilter( this, COLLISION_GROUP_NONE, &dmgInfo, flForceScale, bDamageAnyNPC );
Ray_t ray;
ray.Init( vStart, vEnd, mins, maxs );
trace_t tr;
enginetrace->TraceRay( ray, MASK_SHOT, &traceFilter, &tr );
CBaseEntity *pEntity = traceFilter.m_pHit;
if ( pEntity == NULL )
{
// See if perhaps I'm trying to claw/bash someone who is standing on my head.
Vector vecTopCenter;
Vector vecEnd;
Vector vecMins, vecMaxs;
// Do a tracehull from the top center of my bounding box.
vecTopCenter = GetAbsOrigin();
CollisionProp()->WorldSpaceAABB( &vecMins, &vecMaxs );
vecTopCenter.z = vecMaxs.z + 1.0f;
vecEnd = vecTopCenter;
vecEnd.z += 2.0f;
ray.Init( vecTopCenter, vEnd, mins, maxs );
enginetrace->TraceRay( ray, MASK_SHOT_HULL, &traceFilter, &tr );
pEntity = traceFilter.m_pHit;
}
return pEntity;
}
//-----------------------------------------------------------------------------
// My buddies got killed!
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::NotifyDeadFriend( CBaseEntity* pFriend )
{
BaseClass::NotifyDeadFriend(pFriend);
if ( pFriend == m_hManhack )
{
m_Sentences.Speak( "METROPOLICE_MANHACK_KILLED", SENTENCE_PRIORITY_NORMAL, SENTENCE_CRITERIA_NORMAL );
DevMsg("My manhack died!\n");
m_hManhack = NULL;
return;
}
// No notifications for squadmates' dead manhacks
if ( FClassnameIs( pFriend, "npc_manhack" ) )
return;
// Reset idle chatter, we may never get a response back
if ( m_nIdleChatterType == METROPOLICE_CHATTER_WAIT_FOR_RESPONSE )
{
m_nIdleChatterType = METROPOLICE_CHATTER_ASK_QUESTION;
}
if ( GetSquad()->NumMembers() < 2 )
{
m_Sentences.Speak( "METROPOLICE_LAST_OF_SQUAD", SENTENCE_PRIORITY_MEDIUM, SENTENCE_CRITERIA_NORMAL );
return;
}
m_Sentences.Speak( "METROPOLICE_MAN_DOWN", SENTENCE_PRIORITY_MEDIUM );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CNPC_MetroPolice::CNPC_MetroPolice()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::OnScheduleChange()
{
BaseClass::OnScheduleChange();
if ( GetEnemy() && HasCondition( COND_ENEMY_DEAD ) )
{
AnnounceEnemyKill( GetEnemy() );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::PrescheduleThink( void )
{
BaseClass::PrescheduleThink();
// Speak any queued sentences
m_Sentences.UpdateSentenceQueue();
// Look at near players, always
m_bPlayerIsNear = false;
if ( PlayerIsCriminal() == false )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
if ( pPlayer && ( pPlayer->WorldSpaceCenter() - WorldSpaceCenter() ).LengthSqr() < (128*128) )
{
m_bPlayerIsNear = true;
AddLookTarget( pPlayer, 0.75f, 5.0f );
if ( ( m_PolicingBehavior.IsEnabled() == false ) && ( m_nNumWarnings >= METROPOLICE_MAX_WARNINGS ) )
{
m_flBatonDebounceTime = gpGlobals->curtime + random->RandomFloat( 2.5f, 4.0f );
SetTarget( pPlayer );
SetBatonState( true );
}
}
else
{
if ( m_PolicingBehavior.IsEnabled() == false && gpGlobals->curtime > m_flBatonDebounceTime )
{
SetBatonState( false );
}
m_bKeepFacingPlayer = false;
}
}
if( IsOnFire() )
{
SetCondition( COND_METROPOLICE_ON_FIRE );
}
else
{
ClearCondition( COND_METROPOLICE_ON_FIRE );
}
if (gpGlobals->curtime > m_flRecentDamageTime + RECENT_DAMAGE_INTERVAL)
{
m_nRecentDamage = 0;
m_flRecentDamageTime = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &move -
// flInterval -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval )
{
// Don't do this if we're scripted
if ( IsInAScript() )
return BaseClass::OverrideMoveFacing( move, flInterval );
// ROBIN: Disabled at request of mapmakers for now
/*
// If we're moving during a police sequence, always face our target
if ( m_PolicingBehavior.IsEnabled() )
{
CBaseEntity *pTarget = m_PolicingBehavior.GetGoalTarget();
if ( pTarget )
{
AddFacingTarget( pTarget, pTarget->WorldSpaceCenter(), 1.0f, 0.2f );
}
}
*/
return BaseClass::OverrideMoveFacing( move, flInterval );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::Precache( void )
{
if ( HasSpawnFlags( SF_NPC_START_EFFICIENT ) )
{
SetModelName( AllocPooledString("models/police_cheaple.mdl" ) );
}
else
{
SetModelName( AllocPooledString("models/police.mdl") );
}
PrecacheModel( STRING( GetModelName() ) );
UTIL_PrecacheOther( "npc_manhack" );
PrecacheScriptSound( "NPC_Metropolice.Shove" );
PrecacheScriptSound( "NPC_MetroPolice.WaterSpeech" );
PrecacheScriptSound( "NPC_MetroPolice.HidingSpeech" );
enginesound->PrecacheSentenceGroup( "METROPOLICE" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Create components
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::CreateComponents()
{
if ( !BaseClass::CreateComponents() )
return false;
m_Sentences.Init( this, "NPC_Metropolice.SentenceParameters" );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::Spawn( void )
{
Precache();
#ifdef _XBOX
// Always fade the corpse
AddSpawnFlags( SF_NPC_FADE_CORPSE );
#endif // _XBOX
SetModel( STRING( GetModelName() ) );
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
SetBloodColor( BLOOD_COLOR_RED );
m_nIdleChatterType = METROPOLICE_CHATTER_ASK_QUESTION;
m_bSimpleCops = HasSpawnFlags( SF_METROPOLICE_SIMPLE_VERSION );
if ( HasSpawnFlags( SF_METROPOLICE_NOCHATTER ) )
{
AddSpawnFlags( SF_NPC_GAG );
}
if (!m_bSimpleCops)
{
m_iHealth = sk_metropolice_health.GetFloat();
}
else
{
m_iHealth = sk_metropolice_simple_health.GetFloat();
}
m_flFieldOfView = -0.2;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
if ( !HasSpawnFlags( SF_NPC_START_EFFICIENT ) )
{
CapabilitiesAdd( bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );
CapabilitiesAdd( bits_CAP_AIM_GUN | bits_CAP_MOVE_SHOOT );
}
CapabilitiesAdd( bits_CAP_MOVE_GROUND );
CapabilitiesAdd( bits_CAP_USE_WEAPONS | bits_CAP_NO_HIT_SQUADMATES );
CapabilitiesAdd( bits_CAP_SQUAD );
CapabilitiesAdd( bits_CAP_DUCK | bits_CAP_DOORS_GROUP );
CapabilitiesAdd( bits_CAP_USE_SHOT_REGULATOR );
m_nBurstHits = 0;
m_HackedGunPos = Vector ( 0, 0, 55 );
m_iPistolClips = METROPOLICE_NUM_CLIPS;
NPCInit();
// NOTE: This must occur *after* init, since init sets default dist look
if ( HasSpawnFlags( SF_METROPOLICE_MID_RANGE_ATTACK ) )
{
m_flDistTooFar = METROPOLICE_MID_RANGE_ATTACK_RANGE;
SetDistLook( METROPOLICE_MID_RANGE_ATTACK_RANGE );
}
m_hManhack = NULL;
if ( GetActiveWeapon() )
{
CBaseCombatWeapon *pWeapon;
pWeapon = GetActiveWeapon();
if( !FClassnameIs( pWeapon, "weapon_pistol" ) )
{
m_fWeaponDrawn = true;
}
if( !m_fWeaponDrawn )
{
GetActiveWeapon()->AddEffects( EF_NODRAW );
}
}
m_TimeYieldShootSlot.Set( 2, 6 );
GetEnemies()->SetFreeKnowledgeDuration( 6.0 );
m_bShouldActivateBaton = false;
m_flValidStitchTime = -1.0f;
m_flNextLedgeCheckTime = -1.0f;
m_nBurstReloadCount = METROPOLICE_BURST_RELOAD_COUNT;
SetBurstMode( false );
// Clear out spawnflag if we're missing the smg1
if( HasSpawnFlags( SF_METROPOLICE_ALWAYS_STITCH ) )
{
if ( !Weapon_OwnsThisType( "weapon_smg1" ) )
{
Warning( "Warning! Metrocop is trying to use the stitch behavior but he has no smg1!\n" );
RemoveSpawnFlags( SF_METROPOLICE_ALWAYS_STITCH );
}
}
m_nNumWarnings = 0;
m_bPlayerTooClose = false;
m_bKeepFacingPlayer = false;
m_flChasePlayerTime = 0;
m_vecPreChaseOrigin = vec3_origin;
m_flPreChaseYaw = 0;
SetUse( &CNPC_MetroPolice::PrecriminalUse );
// Start us with a visible manhack if we have one
if ( m_iManhacks )
{
SetBodygroup( METROPOLICE_BODYGROUP_MANHACK, true );
}
}
//-----------------------------------------------------------------------------
// Update weapon ranges
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::Weapon_Equip( CBaseCombatWeapon *pWeapon )
{
BaseClass::Weapon_Equip( pWeapon );
if ( HasSpawnFlags(SF_METROPOLICE_MID_RANGE_ATTACK) && GetActiveWeapon() )
{
GetActiveWeapon()->m_fMaxRange1 = METROPOLICE_MID_RANGE_ATTACK_RANGE;
GetActiveWeapon()->m_fMaxRange2 = METROPOLICE_MID_RANGE_ATTACK_RANGE;
}
}
//-----------------------------------------------------------------------------
// FuncTankBehavior-related sentences
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::SpeakFuncTankSentence( int nSentenceType )
{
switch ( nSentenceType )
{
case FUNCTANK_SENTENCE_MOVE_TO_MOUNT:
m_Sentences.Speak( "METROPOLICE_FT_APPROACH", SENTENCE_PRIORITY_MEDIUM );
break;
case FUNCTANK_SENTENCE_JUST_MOUNTED:
m_Sentences.Speak( "METROPOLICE_FT_MOUNT", SENTENCE_PRIORITY_HIGH );
break;
case FUNCTANK_SENTENCE_SCAN_FOR_ENEMIES:
m_Sentences.Speak( "METROPOLICE_FT_SCAN", SENTENCE_PRIORITY_NORMAL );
break;
case FUNCTANK_SENTENCE_DISMOUNTING:
m_Sentences.Speak( "METROPOLICE_FT_DISMOUNT", SENTENCE_PRIORITY_HIGH );
break;
}
}
//-----------------------------------------------------------------------------
// Standoff Behavior-related sentences
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::SpeakStandoffSentence( int nSentenceType )
{
switch ( nSentenceType )
{
case STANDOFF_SENTENCE_BEGIN_STANDOFF:
m_Sentences.Speak( "METROPOLICE_SO_BEGIN", SENTENCE_PRIORITY_HIGH, SENTENCE_CRITERIA_SQUAD_LEADER );
break;
case STANDOFF_SENTENCE_END_STANDOFF:
m_Sentences.Speak( "METROPOLICE_SO_END", SENTENCE_PRIORITY_HIGH, SENTENCE_CRITERIA_SQUAD_LEADER );
break;
case STANDOFF_SENTENCE_OUT_OF_AMMO:
AnnounceOutOfAmmo( );
break;
case STANDOFF_SENTENCE_FORCED_TAKE_COVER:
m_Sentences.Speak( "METROPOLICE_SO_FORCE_COVER" );
break;
case STANDOFF_SENTENCE_STAND_CHECK_TARGET:
if ( gm_flTimeLastSpokePeek != 0 && gpGlobals->curtime - gm_flTimeLastSpokePeek > 20 )
{
m_Sentences.Speak( "METROPOLICE_SO_PEEK" );
gm_flTimeLastSpokePeek = gpGlobals->curtime;
}
break;
}
}
//-----------------------------------------------------------------------------
// Assault Behavior-related sentences
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::SpeakAssaultSentence( int nSentenceType )
{
switch ( nSentenceType )
{
case ASSAULT_SENTENCE_HIT_RALLY_POINT:
m_Sentences.SpeakQueued( "METROPOLICE_AS_HIT_RALLY", SENTENCE_PRIORITY_NORMAL );
break;
case ASSAULT_SENTENCE_HIT_ASSAULT_POINT:
m_Sentences.SpeakQueued( "METROPOLICE_AS_HIT_ASSAULT", SENTENCE_PRIORITY_NORMAL );
break;
case ASSAULT_SENTENCE_SQUAD_ADVANCE_TO_RALLY:
if ( m_Sentences.Speak( "METROPOLICE_AS_ADV_RALLY", SENTENCE_PRIORITY_MEDIUM, SENTENCE_CRITERIA_SQUAD_LEADER ) >= 0 )
{
GetSquad()->BroadcastInteraction( g_interactionMetrocopClearSentenceQueues, NULL );
}
break;
case ASSAULT_SENTENCE_SQUAD_ADVANCE_TO_ASSAULT:
if ( m_Sentences.Speak( "METROPOLICE_AS_ADV_ASSAULT", SENTENCE_PRIORITY_MEDIUM, SENTENCE_CRITERIA_SQUAD_LEADER ) >= 0 )
{
GetSquad()->BroadcastInteraction( g_interactionMetrocopClearSentenceQueues, NULL );
}
break;
case ASSAULT_SENTENCE_COVER_NO_AMMO:
AnnounceOutOfAmmo( );
break;
case ASSAULT_SENTENCE_UNDER_ATTACK:
m_Sentences.Speak( "METROPOLICE_GO_ALERT" );
break;
}
}
//-----------------------------------------------------------------------------
// Speaking while using TASK_SPEAK_SENTENCE
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::SpeakSentence( int nSentenceType )
{
if ( !PlayerIsCriminal() )
return;
if ( nSentenceType >= SENTENCE_BASE_BEHAVIOR_INDEX )
{
if ( GetRunningBehavior() == &m_FuncTankBehavior )
{
SpeakFuncTankSentence( nSentenceType );
return;
}
if ( GetRunningBehavior() == &m_StandoffBehavior )
{
SpeakStandoffSentence( nSentenceType );
return;
}
if ( GetRunningBehavior() == &m_AssaultBehavior )
{
SpeakAssaultSentence( nSentenceType );
return;
}
}
switch ( nSentenceType )
{
case METROPOLICE_SENTENCE_FREEZE:
m_Sentences.Speak( "METROPOLICE_FREEZE", SENTENCE_PRIORITY_MEDIUM, SENTENCE_CRITERIA_NORMAL );
break;
case METROPOLICE_SENTENCE_HES_OVER_HERE:
m_Sentences.Speak( "METROPOLICE_OVER_HERE", SENTENCE_PRIORITY_MEDIUM, SENTENCE_CRITERIA_NORMAL );
break;
case METROPOLICE_SENTENCE_HES_RUNNING:
m_Sentences.Speak( "METROPOLICE_HES_RUNNING", SENTENCE_PRIORITY_HIGH, SENTENCE_CRITERIA_NORMAL );
break;
case METROPOLICE_SENTENCE_TAKE_HIM_DOWN:
m_Sentences.Speak( "METROPOLICE_TAKE_HIM_DOWN", SENTENCE_PRIORITY_HIGH, SENTENCE_CRITERIA_NORMAL );
break;
case METROPOLICE_SENTENCE_ARREST_IN_POSITION:
m_Sentences.Speak( "METROPOLICE_ARREST_IN_POS", SENTENCE_PRIORITY_MEDIUM, SENTENCE_CRITERIA_NORMAL );
break;
case METROPOLICE_SENTENCE_DEPLOY_MANHACK:
m_Sentences.Speak( "METROPOLICE_DEPLOY_MANHACK" );
break;
case METROPOLICE_SENTENCE_MOVE_INTO_POSITION:
{
CBaseEntity *pEntity = GetEnemy();
// NOTE: This is a good time to check to see if the player is hurt.
// Have the cops notice this and call out
if ( pEntity && !HasSpawnFlags( SF_METROPOLICE_ARREST_ENEMY ) )
{
if ( pEntity->IsPlayer() && (pEntity->GetHealth() <= 20) )
{
if ( !HasMemory(bits_MEMORY_PLAYER_HURT) )
{
if ( m_Sentences.Speak( "METROPOLICE_PLAYERHIT", SENTENCE_PRIORITY_HIGH ) >= 0 )
{
m_pSquad->SquadRemember(bits_MEMORY_PLAYER_HURT);
}
}
}
if ( GetNavigator()->GetPath()->GetPathLength() > 20 * 12.0f )
{
m_Sentences.Speak( "METROPOLICE_FLANK" );
}
}
}
break;
case METROPOLICE_SENTENCE_HEARD_SOMETHING:
if ( ( GetState() == NPC_STATE_ALERT ) || ( GetState() == NPC_STATE_IDLE ) )
{
m_Sentences.Speak( "METROPOLICE_HEARD_SOMETHING", SENTENCE_PRIORITY_MEDIUM );
}
break;
}
}
//-----------------------------------------------------------------------------
// Speaking
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::AnnounceEnemyType( CBaseEntity *pEnemy )
{
if ( !pEnemy || !m_pSquad )
return;
// Don't announce enemies when the player isn't a criminal
if ( !PlayerIsCriminal() )
return;
// Don't announce enemies when I'm in arrest behavior
if ( HasSpawnFlags( SF_METROPOLICE_ARREST_ENEMY ) )
return;
if ( m_pSquad->IsLeader( this ) || ( m_pSquad->GetLeader() && m_pSquad->GetLeader()->GetEnemy() != GetEnemy() ) )
{
// First contact, and I'm the squad leader.
const char *pSentenceName = "METROPOLICE_MONST";
switch ( pEnemy->Classify() )
{
case CLASS_PLAYER:
{
CBasePlayer *pPlayer = assert_cast<CBasePlayer*>( pEnemy );
if ( pPlayer && pPlayer->IsInAVehicle() )
{
pSentenceName = "METROPOLICE_MONST_PLAYER_VEHICLE";
}
else
{
pSentenceName = "METROPOLICE_MONST_PLAYER";
}
}
break;
case CLASS_PLAYER_ALLY:
case CLASS_CITIZEN_REBEL:
case CLASS_CITIZEN_PASSIVE:
case CLASS_VORTIGAUNT:
pSentenceName = "METROPOLICE_MONST_CITIZENS";
break;
case CLASS_PLAYER_ALLY_VITAL:
pSentenceName = "METROPOLICE_MONST_CHARACTER";
break;
case CLASS_ANTLION:
pSentenceName = "METROPOLICE_MONST_BUGS";
break;
case CLASS_ZOMBIE:
pSentenceName = "METROPOLICE_MONST_ZOMBIES";
break;
case CLASS_HEADCRAB:
case CLASS_BARNACLE:
pSentenceName = "METROPOLICE_MONST_PARASITES";
break;
}
m_Sentences.Speak( pSentenceName, SENTENCE_PRIORITY_HIGH );
}
else
{
if ( m_pSquad->GetLeader() && FOkToMakeSound( SENTENCE_PRIORITY_MEDIUM ) )
{
// squelch anything that isn't high priority so the leader can speak
JustMadeSound( SENTENCE_PRIORITY_MEDIUM );
}
}
}
//-----------------------------------------------------------------------------
// Speaking
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::AnnounceEnemyKill( CBaseEntity *pEnemy )
{
if ( !pEnemy )
return;
const char *pSentenceName = "METROPOLICE_KILL_MONST";
switch ( pEnemy->Classify() )
{
case CLASS_PLAYER:
pSentenceName = "METROPOLICE_KILL_PLAYER";
break;
// no sentences for these guys yet
case CLASS_PLAYER_ALLY:
case CLASS_CITIZEN_REBEL:
case CLASS_CITIZEN_PASSIVE:
case CLASS_VORTIGAUNT:
pSentenceName = "METROPOLICE_KILL_CITIZENS";
break;
case CLASS_PLAYER_ALLY_VITAL:
pSentenceName = "METROPOLICE_KILL_CHARACTER";
break;
case CLASS_ANTLION:
pSentenceName = "METROPOLICE_KILL_BUGS";
break;
case CLASS_ZOMBIE:
pSentenceName = "METROPOLICE_KILL_ZOMBIES";
break;
case CLASS_HEADCRAB:
case CLASS_BARNACLE:
pSentenceName = "METROPOLICE_KILL_PARASITES";
break;
}
m_Sentences.Speak( pSentenceName, SENTENCE_PRIORITY_HIGH );
}
//-----------------------------------------------------------------------------
// Announce out of ammo
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::AnnounceOutOfAmmo( )
{
if ( HasCondition( COND_NO_PRIMARY_AMMO ) )
{
m_Sentences.Speak( "METROPOLICE_COVER_NO_AMMO" );
}
else
{
m_Sentences.Speak( "METROPOLICE_COVER_LOW_AMMO" );
}
}
//-----------------------------------------------------------------------------
// We're taking cover from danger
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::AnnounceTakeCoverFromDanger( CSound *pSound )
{
CBaseEntity *pSoundOwner = pSound->m_hOwner;
if ( pSoundOwner )
{
CBaseGrenade *pGrenade = dynamic_cast<CBaseGrenade *>(pSoundOwner);
if ( pGrenade )
{
if ( IRelationType( pGrenade->GetThrower() ) != D_LI )
{
// special case call out for enemy grenades
m_Sentences.Speak( "METROPOLICE_DANGER_GREN", SENTENCE_PRIORITY_HIGH, SENTENCE_CRITERIA_NORMAL );
}
return;
}
if ( pSoundOwner->GetServerVehicle() )
{
m_Sentences.Speak( "METROPOLICE_DANGER_VEHICLE", SENTENCE_PRIORITY_HIGH, SENTENCE_CRITERIA_NORMAL );
return;
}
if ( FClassnameIs( pSoundOwner, "npc_manhack" ) )
{
if ( pSoundOwner->HasPhysicsAttacker( 1.0f ) )
{
m_Sentences.Speak( "METROPOLICE_DANGER_MANHACK", SENTENCE_PRIORITY_HIGH, SENTENCE_CRITERIA_NORMAL );
}
return;
}
}
// I hear something dangerous, probably need to take cover.
// dangerous sound nearby!, call it out
const char *pSentenceName = "METROPOLICE_DANGER";
m_Sentences.Speak( pSentenceName, SENTENCE_PRIORITY_HIGH, SENTENCE_CRITERIA_NORMAL );
}
//-----------------------------------------------------------------------------
// Are we currently firing a burst?
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::IsCurrentlyFiringBurst() const
{
return (m_nBurstMode != BURST_NOT_ACTIVE);
}
//-----------------------------------------------------------------------------
// Is my enemy currently in an airboat?
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::IsEnemyInAnAirboat() const
{
// Should this be a condition??
if ( !GetEnemy() || !GetEnemy()->IsPlayer() )
return false;
CBaseEntity *pVehicle = static_cast<CBasePlayer*>( GetEnemy() )->GetVehicleEntity();
if ( !pVehicle )
return false;
// NOTE: Could just return true if in a vehicle maybe
return FClassnameIs( pVehicle, "prop_vehicle_airboat" );
}
//-----------------------------------------------------------------------------
// Returns the airboat
//-----------------------------------------------------------------------------
CBaseEntity *CNPC_MetroPolice::GetEnemyAirboat() const
{
// Should this be a condition??
if ( !GetEnemy() || !GetEnemy()->IsPlayer() )
return NULL;
return static_cast<CBasePlayer*>( GetEnemy() )->GetVehicleEntity();
}
//-----------------------------------------------------------------------------
// Which entity are we actually trying to shoot at?
//-----------------------------------------------------------------------------
CBaseEntity *CNPC_MetroPolice::GetShootTarget()
{
// Should this be a condition??
CBaseEntity *pEnemy = GetEnemy();
if ( !pEnemy || !pEnemy->IsPlayer() )
return pEnemy;
CBaseEntity *pVehicle = static_cast<CBasePlayer*>( pEnemy )->GetVehicleEntity();
return pVehicle ? pVehicle : pEnemy;
}
//-----------------------------------------------------------------------------
// Set up the shot regulator based on the equipped weapon
//-----------------------------------------------------------------------------
// Ranges across which to tune fire rates
const float MIN_PISTOL_MODIFY_DIST = 15 * 12;
const float MAX_PISTOL_MODIFY_DIST = 150 * 12;
// Range for rest period minimums
const float MIN_MIN_PISTOL_REST_INTERVAL = 0.6;
const float MAX_MIN_PISTOL_REST_INTERVAL = 1.2;
// Range for rest period maximums
const float MIN_MAX_PISTOL_REST_INTERVAL = 1.2;
const float MAX_MAX_PISTOL_REST_INTERVAL = 2.0;
// Range for burst minimums
const int MIN_MIN_PISTOL_BURST = 2;
const int MAX_MIN_PISTOL_BURST = 4;
// Range for burst maximums
const int MIN_MAX_PISTOL_BURST = 5;
const int MAX_MAX_PISTOL_BURST = 8;
void CNPC_MetroPolice::OnUpdateShotRegulator( )
{
BaseClass::OnUpdateShotRegulator();
// FIXME: This code (except the burst interval) could be used for all weapon types
if( Weapon_OwnsThisType( "weapon_pistol" ) )
{
if ( m_nBurstMode == BURST_NOT_ACTIVE )
{
if ( GetEnemy() )
{
float dist = WorldSpaceCenter().DistTo( GetEnemy()->WorldSpaceCenter() );
dist = clamp( dist, MIN_PISTOL_MODIFY_DIST, MAX_PISTOL_MODIFY_DIST );
float factor = (dist - MIN_PISTOL_MODIFY_DIST) / (MAX_PISTOL_MODIFY_DIST - MIN_PISTOL_MODIFY_DIST);
int nMinBurst = MIN_MIN_PISTOL_BURST + ( MAX_MIN_PISTOL_BURST - MIN_MIN_PISTOL_BURST ) * (1.0 - factor);
int nMaxBurst = MIN_MAX_PISTOL_BURST + ( MAX_MAX_PISTOL_BURST - MIN_MAX_PISTOL_BURST ) * (1.0 - factor);
float flMinRestInterval = MIN_MIN_PISTOL_REST_INTERVAL + ( MAX_MIN_PISTOL_REST_INTERVAL - MIN_MIN_PISTOL_REST_INTERVAL ) * factor;
float flMaxRestInterval = MIN_MAX_PISTOL_REST_INTERVAL + ( MAX_MAX_PISTOL_REST_INTERVAL - MIN_MAX_PISTOL_REST_INTERVAL ) * factor;
GetShotRegulator()->SetRestInterval( flMinRestInterval, flMaxRestInterval );
GetShotRegulator()->SetBurstShotCountRange( nMinBurst, nMaxBurst );
}
else
{
GetShotRegulator()->SetBurstShotCountRange(GetActiveWeapon()->GetMinBurst(), GetActiveWeapon()->GetMaxBurst() );
GetShotRegulator()->SetRestInterval( 0.6, 1.4 );
}
}
// Add some noise into the pistol
GetShotRegulator()->SetBurstInterval( 0.2f, 0.5f );
}
}
//-----------------------------------------------------------------------------
// Burst mode!
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::SetBurstMode( bool bEnable )
{
int nOldBurstMode = m_nBurstMode;
m_nBurstSteerMode = BURST_STEER_NONE;
m_flBurstPredictTime = gpGlobals->curtime - 1.0f;
if ( GetActiveWeapon() )
{
m_nBurstMode = bEnable ? BURST_ACTIVE : BURST_NOT_ACTIVE;
if ( bEnable )
{
m_nBurstHits = 0;
}
}
else
{
m_nBurstMode = BURST_NOT_ACTIVE;
}
if ( m_nBurstMode != nOldBurstMode )
{
OnUpdateShotRegulator();
if ( m_nBurstMode == BURST_NOT_ACTIVE )
{
// Check for inconsistency...
int nMinBurstCount, nMaxBurstCount;
GetShotRegulator()->GetBurstShotCountRange( &nMinBurstCount, &nMaxBurstCount );
if ( GetShotRegulator()->GetBurstShotsRemaining() > nMaxBurstCount )
{
GetShotRegulator()->SetBurstShotsRemaining( nMaxBurstCount );
}
}
}
}
//-----------------------------------------------------------------------------
// Should we attempt to stitch?
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::ShouldAttemptToStitch()
{
if ( IsEnemyInAnAirboat() )
return true;
if ( !GetShootTarget() )
return false;
if ( HasSpawnFlags( SF_METROPOLICE_ALWAYS_STITCH ) )
{
// Don't stitch if the player is at the same level or higher
if ( GetEnemy()->GetAbsOrigin().z - GetAbsOrigin().z > -36 )
return false;
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// position to shoot at
//-----------------------------------------------------------------------------
Vector CNPC_MetroPolice::StitchAimTarget( const Vector &posSrc, bool bNoisy )
{
// This will make us aim a stitch at the feet of the player so we can see it
if ( !GetEnemy()->IsPlayer() )
return GetShootTarget()->BodyTarget( posSrc, bNoisy );
if ( !IsEnemyInAnAirboat() )
{
Vector vecBodyTarget;
if ( ( GetEnemy()->GetWaterLevel() == 0 ) && ( GetEnemy()->GetFlags() & FL_ONGROUND ) )
{
GetEnemy()->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.08f ), &vecBodyTarget );
return vecBodyTarget;
}
// Underwater? Just use the normal thing
if ( GetEnemy()->GetWaterLevel() == 3 )
return GetShootTarget()->BodyTarget( posSrc, bNoisy );
// Trace down...
trace_t trace;
GetEnemy()->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 1.0f ), &vecBodyTarget );
float flHeight = GetEnemy()->WorldAlignSize().z;
UTIL_TraceLine( vecBodyTarget, vecBodyTarget + Vector( 0, 0, -flHeight -80 ),
(MASK_SOLID_BRUSHONLY | MASK_WATER), NULL, COLLISION_GROUP_NONE, &trace );
return trace.endpos;
}
// NOTE: HACK! Ths 0.08 is where the water level happens to be.
// We probably want to find the exact water level and use that as the z position.
Vector vecBodyTarget;
if ( !bNoisy )
{
GetShootTarget()->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.08f ), &vecBodyTarget );
}
else
{
GetShootTarget()->CollisionProp()->RandomPointInBounds( Vector( 0.25f, 0.25f, 0.08f ), Vector( 0.75f, 0.75f, 0.08f ), &vecBodyTarget );
}
return vecBodyTarget;
}
//-----------------------------------------------------------------------------
// Burst mode!
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::AimBurstRandomly( int nMinCount, int nMaxCount, float flMinDelay, float flMaxDelay )
{
if ( !IsCurrentlyFiringBurst() )
return;
GetShotRegulator()->SetParameters( nMinCount, nMaxCount, flMinDelay, flMaxDelay );
GetShotRegulator()->Reset( true );
int nShotCount = GetShotRegulator()->GetBurstShotsRemaining();
Vector vecDelta = StitchAimTarget( GetAbsOrigin(), true ) - Weapon_ShootPosition();
VectorNormalize( vecDelta );
// Choose a random direction vector perpendicular to the delta position
Vector vecRight, vecUp;
VectorVectors( vecDelta, vecRight, vecUp );
float flAngle = random->RandomFloat( 0.0f, 2 * M_PI );
VectorMultiply( vecRight, cos(flAngle), m_vecBurstDelta );
VectorMA( m_vecBurstDelta, sin(flAngle), vecUp, m_vecBurstDelta );
// The size of this determines the cone angle
m_vecBurstDelta *= 0.4f;
VectorMA( vecDelta, -0.5f, m_vecBurstDelta, m_vecBurstTargetPos );
m_vecBurstTargetPos += Weapon_ShootPosition();
m_vecBurstDelta /= (nShotCount - 1);
}
//-----------------------------------------------------------------------------
// Choose a random vector somewhere between the two specified vectors
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::RandomDirectionBetweenVectors( const Vector &vecStart, const Vector &vecEnd, Vector *pResult )
{
Assert( fabs( vecStart.Length() - 1.0f ) < 1e-3 );
Assert( fabs( vecEnd.Length() - 1.0f ) < 1e-3 );
float flCosAngle = DotProduct( vecStart, vecEnd );
if ( fabs( flCosAngle - 1.0f ) < 1e-3 )
{
*pResult = vecStart;
return;
}
Vector vecNormal;
CrossProduct( vecStart, vecEnd, vecNormal );
float flLength = VectorNormalize( vecNormal );
if ( flLength < 1e-3 )
{
// This is wrong for anti-parallel vectors. so what?
*pResult = vecStart;
return;
}
// Rotate the starting angle the specified amount
float flAngle = acos(flCosAngle) * random->RandomFloat( 0.0f, 1.0f );
VMatrix rotationMatrix;
MatrixBuildRotationAboutAxis( rotationMatrix, vecNormal, flAngle );
Vector3DMultiply( rotationMatrix, vecStart, *pResult );
}
//-----------------------------------------------------------------------------
// Compute a predicted shoot target position n seconds into the future
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::PredictShootTargetPosition( float flDeltaTime, float flMinLeadDist, float flAddVelocity, Vector *pVecTarget, Vector *pVecTargetVelocity )
{
CBaseEntity *pShootTarget = GetShootTarget();
*pVecTarget = StitchAimTarget( GetAbsOrigin(), true );
Vector vecSmoothedVel = pShootTarget->GetSmoothedVelocity();
// When we're in the air, don't predict vertical motion
if( (pShootTarget->GetFlags() & FL_ONGROUND) == 0 )
{
vecSmoothedVel.z = 0.0f;
}
Vector vecVelocity;
AngularImpulse angImpulse;
GetShootTarget()->GetVelocity( &vecVelocity, &angImpulse );
Vector vecLeadVector;
VMatrix rotationMatrix;
float flAngVel = VectorNormalize( angImpulse );
flAngVel -= 30.0f;
if ( flAngVel > 0.0f )
{
MatrixBuildRotationAboutAxis( rotationMatrix, angImpulse, flAngVel * flDeltaTime * 0.333f );
Vector3DMultiply( rotationMatrix, vecSmoothedVel, vecLeadVector );
}
else
{
vecLeadVector = vecSmoothedVel;
}
if ( flAddVelocity != 0.0f )
{
Vector vecForward;
pShootTarget->GetVectors( &vecForward, NULL, NULL );
VectorMA( vecLeadVector, flAddVelocity, vecForward, vecLeadVector );
}
*pVecTargetVelocity = vecLeadVector;
if ( (vecLeadVector.LengthSqr() * flDeltaTime * flDeltaTime) < flMinLeadDist * flMinLeadDist )
{
VectorNormalize( vecLeadVector );
vecLeadVector *= flMinLeadDist;
}
else
{
vecLeadVector *= flDeltaTime;
}
*pVecTarget += vecLeadVector;
}
//-----------------------------------------------------------------------------
// Compute a predicted velocity n seconds into the future (given a known acceleration rate)
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::PredictShootTargetVelocity( float flDeltaTime, Vector *pVecTargetVel )
{
*pVecTargetVel = GetShootTarget()->GetSmoothedVelocity();
// Unless there's a big angular velocity, we can assume he accelerates
// along the forward direction. Predict acceleration for
Vector vecForward;
GetShootTarget()->GetVectors( &vecForward, NULL, NULL );
// float flBlendFactor = 1.0f;
// VectorMA( *pVecTargetVel, flBlendFactor * VEHICLE_PREDICT_ACCELERATION, vecForward, *pVecTargetVel );
// if ( pVecTargetVel->LengthSqr() > (VEHICLE_PREDICT_MAX_SPEED * VEHICLE_PREDICT_MAX_SPEED) )
// {
// VectorNormalize( *pVecTargetVel );
// *pVecTargetVel *= VEHICLE_PREDICT_MAX_SPEED;
// }
}
//-----------------------------------------------------------------------------
// How many shots will I fire in a particular amount of time?
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::CountShotsInTime( float flDeltaTime ) const
{
return (int)(flDeltaTime / GetActiveWeapon()->GetFireRate() + 0.5f);
}
float CNPC_MetroPolice::GetTimeForShots( int nShotCount ) const
{
return nShotCount * GetActiveWeapon()->GetFireRate();
}
//-----------------------------------------------------------------------------
// Visualize stitch
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::VisualizeStitch( const Vector &vecStart, const Vector &vecEnd )
{
NDebugOverlay::Cross3D( vecStart, -Vector(32,32,32), Vector(32,32,32), 255, 0, 0, false, 5.0f );
NDebugOverlay::Cross3D( vecEnd, -Vector(32,32,32), Vector(32,32,32), 0, 255, 0, false, 5.0f );
NDebugOverlay::Line( vecStart, vecEnd, 0, 255, 0, true, 5.0f );
}
//-----------------------------------------------------------------------------
// Visualize line of death
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::VisualizeLineOfDeath( )
{
Vector vecAcross, vecStart;
CrossProduct( m_vecBurstLineOfDeathDelta, Vector( 0, 0, 1 ), vecAcross );
VectorNormalize( vecAcross );
NDebugOverlay::Line( m_vecBurstLineOfDeathOrigin, m_vecBurstLineOfDeathOrigin + m_vecBurstLineOfDeathDelta, 255, 255, 0, false, 5.0f );
VectorMA( m_vecBurstLineOfDeathOrigin, m_flBurstSteerDistance, vecAcross, vecStart );
NDebugOverlay::Line( vecStart, vecStart + m_vecBurstLineOfDeathDelta, 255, 0, 0, false, 5.0f );
VectorMA( m_vecBurstLineOfDeathOrigin, -m_flBurstSteerDistance, vecAcross, vecStart );
NDebugOverlay::Line( vecStart, vecStart + m_vecBurstLineOfDeathDelta, 255, 0, 0, false, 5.0f );
}
//-----------------------------------------------------------------------------
// Burst mode!
//-----------------------------------------------------------------------------
#define AIM_AT_NEAR_DISTANCE_MIN 400.0f
#define AIM_AT_NEAR_DISTANCE_MAX 1000.0f
#define AIM_AT_NEAR_DISTANCE_DELTA (AIM_AT_NEAR_DISTANCE_MAX - AIM_AT_NEAR_DISTANCE_MIN)
#define AIM_AT_NEAR_DISTANCE_BONUS -200.0f
#define AIM_AT_FAR_DISTANCE_MIN 2000.0f
#define AIM_AT_FAR_DISTANCE_BONUS_DISTANCE 500.0f
#define AIM_AT_FAR_DISTANCE_BONUS 200.0f // Add this much bonus after each BONUS_DISTANCE
//-----------------------------------------------------------------------------
// Modify the stitch length
//-----------------------------------------------------------------------------
float CNPC_MetroPolice::ComputeDistanceStitchModifier( float flDistanceToTarget ) const
{
if ( flDistanceToTarget < AIM_AT_NEAR_DISTANCE_MIN )
{
return AIM_AT_NEAR_DISTANCE_BONUS;
}
if ( flDistanceToTarget < AIM_AT_NEAR_DISTANCE_MAX )
{
float flFraction = 1.0f - ((flDistanceToTarget - AIM_AT_NEAR_DISTANCE_MIN) / AIM_AT_NEAR_DISTANCE_DELTA);
return flFraction * AIM_AT_NEAR_DISTANCE_BONUS;
}
if ( flDistanceToTarget > AIM_AT_FAR_DISTANCE_MIN )
{
float flFactor = (flDistanceToTarget - AIM_AT_FAR_DISTANCE_MIN) / AIM_AT_FAR_DISTANCE_BONUS_DISTANCE;
return flFactor * AIM_AT_FAR_DISTANCE_BONUS;
}
return 0.0f;
}
//-----------------------------------------------------------------------------
// Set up the shot regulator
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::SetupBurstShotRegulator( float flReactionTime )
{
// We want a certain amount of reaction time before the shots hit the boat
int nDesiredShotCount = CountShotsInTime( flReactionTime );
GetShotRegulator()->SetBurstShotCountRange( nDesiredShotCount, nDesiredShotCount );
GetShotRegulator()->SetRestInterval( 0.7f, 0.9f );
GetShotRegulator()->Reset( true );
int nShots = GetShotRegulator()->GetBurstShotsRemaining();
OnRangeAttack1();
return nShots;
}
//-----------------------------------------------------------------------------
// Shoots a burst right at the player
//-----------------------------------------------------------------------------
#define TIGHT_GROUP_MIN_DIST 750.0f
#define TIGHT_GROUP_MIN_SPEED 400.0f
void CNPC_MetroPolice::AimBurstTightGrouping( float flShotTime )
{
if ( !IsCurrentlyFiringBurst() )
return;
// We want a certain amount of reaction time before the shots hit the boat
SetupBurstShotRegulator( flShotTime );
// Max number of times we can hit the enemy.
// Can hit more if we're slow + close
float flDistToTargetSqr = GetShootTarget()->WorldSpaceCenter().DistToSqr( Weapon_ShootPosition() );
int nHitCount = sk_metropolice_stitch_tight_hitcount.GetInt();
Vector vecTargetVel;
GetShootTarget()->GetVelocity( &vecTargetVel, NULL );
if (( flDistToTargetSqr > TIGHT_GROUP_MIN_DIST*TIGHT_GROUP_MIN_DIST ) ||
( vecTargetVel.LengthSqr() > TIGHT_GROUP_MIN_SPEED * TIGHT_GROUP_MIN_SPEED ))
{
m_nMaxBurstHits = random->RandomInt( nHitCount, nHitCount + 1 );
}
else
{
m_nMaxBurstHits = random->RandomInt( 2 * nHitCount - 1, 2 * nHitCount + 1 );
}
m_nBurstMode = BURST_TIGHT_GROUPING;
// This helps the NPC model aim at the correct point
m_nBurstSteerMode = BURST_STEER_EXACTLY_TOWARD_TARGET;
m_vecBurstTargetPos = GetEnemy()->WorldSpaceCenter();
}
//-----------------------------------------------------------------------------
// Reaction time for stitch
//-----------------------------------------------------------------------------
#define AIM_AT_TIME_DELTA_SPEED 100.0f
#define AIM_AT_TIME_DELTA_DIST 500.0f
#define AIM_AT_TIME_SPEED_COUNT 6
#define AIM_AT_TIME_DIST_COUNT 7
static float s_pReactionFraction[AIM_AT_TIME_DIST_COUNT][AIM_AT_TIME_SPEED_COUNT] =
{
{ 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 1.0f },
{ 0.5f, 0.5f, 0.5f, 0.5f, 0.75f, 1.0f },
{ 0.5f, 0.5f, 0.5f, 0.65f, 0.8f, 1.0f },
{ 0.5f, 0.5f, 0.5f, 0.75f, 1.0f, 1.0f },
{ 0.5f, 0.5f, 0.75f, 1.0f, 1.0f, 1.0f },
{ 0.75f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
};
float CNPC_MetroPolice::AimBurstAtReactionTime( float flReactionTime, float flDistToTarget, float flCurrentSpeed )
{
flReactionTime *= sk_metropolice_stitch_reaction.GetFloat();
if ( IsEnemyInAnAirboat() )
{
float u = flCurrentSpeed / AIM_AT_TIME_DELTA_SPEED;
float v = flDistToTarget / AIM_AT_TIME_DELTA_DIST;
int nu = (int)u;
int nv = (int)v;
if (( nu < AIM_AT_TIME_SPEED_COUNT - 1 ) && ( nv < AIM_AT_TIME_DIST_COUNT - 1 ))
{
float fu = u - nu;
float fv = v - nv;
float flReactionFactor = s_pReactionFraction[nv][nu] * (1.0f - fu) * (1.0f - fv);
flReactionFactor += s_pReactionFraction[nv+1][nu] * (1.0f - fu) * fv;
flReactionFactor += s_pReactionFraction[nv][nu+1] * fu * (1.0f - fv);
flReactionFactor += s_pReactionFraction[nv+1][nu+1] * fu * fv;
flReactionTime *= flReactionFactor;
}
}
return flReactionTime;
}
//-----------------------------------------------------------------------------
// Burst mode!
//-----------------------------------------------------------------------------
#define AIM_AT_SHOT_DELTA_SPEED 100.0f
#define AIM_AT_SHOT_DELTA_DIST 500.0f
#define AIM_AT_SHOT_SPEED_COUNT 6
#define AIM_AT_SHOT_DIST_COUNT 6
static float s_pShotCountFraction[AIM_AT_TIME_DIST_COUNT][AIM_AT_TIME_SPEED_COUNT] =
{
{ 3.0f, 3.0f, 2.5f, 1.5f, 1.0f, 0.0f },
{ 3.0f, 3.0f, 2.5f, 1.25f, 0.5f, 0.0f },
{ 2.5f, 2.5f, 2.0f, 1.0f, 0.0f, 0.0f },
{ 2.0f, 2.0f, 1.5f, 0.5f, 0.0f, 0.0f },
{ 1.0f, 1.0f, 1.0f, 0.5f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f },
};
int CNPC_MetroPolice::AimBurstAtSetupHitCount( float flDistToTarget, float flCurrentSpeed )
{
// Max number of times we can hit the enemy
int nHitCount = sk_metropolice_stitch_at_hitcount.GetInt();
m_nMaxBurstHits = random->RandomInt( nHitCount, nHitCount + 1 );
if ( IsEnemyInAnAirboat() )
{
float u = flCurrentSpeed / AIM_AT_SHOT_DELTA_SPEED;
float v = flDistToTarget / AIM_AT_SHOT_DELTA_DIST;
int nu = (int)u;
int nv = (int)v;
if (( nu < AIM_AT_SHOT_SPEED_COUNT - 1 ) && ( nv < AIM_AT_SHOT_DIST_COUNT - 1 ))
{
float fu = u - nu;
float fv = v - nv;
float flShotFactor = s_pShotCountFraction[nv][nu] * (1.0f - fu) * (1.0f - fv);
flShotFactor += s_pShotCountFraction[nv+1][nu] * (1.0f - fu) * fv;
flShotFactor += s_pShotCountFraction[nv][nu+1] * fu * (1.0f - fv);
flShotFactor += s_pShotCountFraction[nv+1][nu+1] * fu * fv;
int nExtraShots = nHitCount * flShotFactor;
m_nMaxBurstHits += random->RandomInt( nExtraShots, nExtraShots + 1 );
return nExtraShots;
}
}
return 0;
}
//-----------------------------------------------------------------------------
// Burst mode!
//-----------------------------------------------------------------------------
#define AIM_AT_DEFAULT_STITCH_SHOT_DIST 40.0f
#define AIM_AT_SPEED_BONUS 200.0f
#define AIM_AT_REACTION_TIME_FRACTION 0.8f
#define AIM_AT_NEAR_REACTION_TIME_FRACTION 0.3f
#define AIM_AT_STEER_DISTANCE 125.0f
void CNPC_MetroPolice::AimBurstAtEnemy( float flReactionTime )
{
if ( !IsCurrentlyFiringBurst() )
return;
Vector vecVelocity;
GetShootTarget()->GetVelocity( &vecVelocity, NULL );
float flCurrentSpeed = vecVelocity.Length();
float flDistToTargetSqr = GetShootTarget()->WorldSpaceCenter().AsVector2D().DistToSqr( Weapon_ShootPosition().AsVector2D() );
float flDistToTarget = sqrt(flDistToTargetSqr);
flReactionTime = AimBurstAtReactionTime( flReactionTime, flDistToTarget, flCurrentSpeed );
// We want a certain amount of reaction time before the shots hit the boat
int nShotCount = SetupBurstShotRegulator( flReactionTime );
bool bIsInVehicle = IsEnemyInAnAirboat();
if ( bIsInVehicle )
{
m_nBurstMode = BURST_LOCK_ON_AFTER_HIT;
m_flBurstSteerDistance = AIM_AT_STEER_DISTANCE;
}
else
{
m_nBurstMode = BURST_ACTIVE;
m_flBurstSteerDistance = 0;
}
m_nBurstSteerMode = BURST_STEER_WITHIN_LINE_OF_DEATH;
// Max number of times we can hit the enemy
int nExtraShots = AimBurstAtSetupHitCount( flDistToTarget, flCurrentSpeed );
float flExtraTime = GetTimeForShots( nExtraShots ) + (1.0f - AIM_AT_REACTION_TIME_FRACTION) * flReactionTime;
float flReactionFraction = 1.0f - flExtraTime / flReactionTime;
if ( flReactionFraction < 0.5f )
{
flReactionFraction = 0.5f;
}
float flFirstHitTime = flReactionTime * flReactionFraction;
Vector vecShootAt, vecShootAtVel;
PredictShootTargetPosition( flFirstHitTime, 0.0f, 0.0f, &vecShootAt, &vecShootAtVel );
Vector vecDelta;
VectorSubtract( vecShootAt, Weapon_ShootPosition(), vecDelta );
float flDistanceToTarget = vecDelta.Length();
// Always stitch horizontally...
vecDelta.z = 0.0f;
// The max stitch distance here is used to guarantee the cop doesn't try to lead
// the airboat so much that he ends up shooting behind himself
float flMaxStitchDistance = VectorNormalize( vecDelta );
flMaxStitchDistance -= 50.0f;
if ( flMaxStitchDistance < 0 )
{
flMaxStitchDistance = 0.0f;
}
float flStitchLength = nShotCount * AIM_AT_DEFAULT_STITCH_SHOT_DIST;
// Modify the stitch length based on distance from the shooter
flStitchLength += ComputeDistanceStitchModifier( flDistanceToTarget );
if ( bIsInVehicle )
{
// Make longer stitches if the enemy is going faster
Vector vecEnemyVelocity = GetShootTarget()->GetSmoothedVelocity();
if( (GetShootTarget()->GetFlags() & FL_ONGROUND) == 0 )
{
vecEnemyVelocity.z = 0.0f;
}
float flEnemySpeed = VectorNormalize( vecEnemyVelocity );
flStitchLength += AIM_AT_SPEED_BONUS * ( flEnemySpeed / 100.0f );
// Add in a little randomness across the direction of motion...
// Always put it on the side we're currently looking at
Vector vecAcross;
CrossProduct( vecEnemyVelocity, Vector( 0, 0, 1 ), vecAcross );
VectorNormalize( vecAcross );
Vector eyeForward;
AngleVectors( GetEnemy()->EyeAngles(), &eyeForward );
if ( DotProduct( vecAcross, eyeForward ) < 0.0f )
{
vecAcross *= -1.0f;
}
float flMinAdd = RemapVal( flEnemySpeed, 0.0f, 200.0f, 70.0f, 30.0f );
VectorMA( vecShootAt, random->RandomFloat( flMinAdd, 100.0f ), vecAcross, vecShootAt );
}
// Compute the distance along the stitch direction to the cop. we don't want to cross that line
Vector vecStitchStart, vecStitchEnd;
VectorMA( vecShootAt, -MIN( flStitchLength * flReactionFraction, flMaxStitchDistance ), vecDelta, vecStitchStart );
VectorMA( vecShootAt, flStitchLength * (1.0f - flReactionFraction), vecDelta, vecStitchEnd );
// Trace down a bit to hit the ground if we're above the ground...
trace_t trace;
UTIL_TraceLine( vecStitchStart, vecStitchStart + Vector( 0, 0, -512 ), (MASK_SOLID_BRUSHONLY | MASK_WATER), NULL, COLLISION_GROUP_NONE, &trace );
m_vecBurstTargetPos = trace.endpos;
VectorSubtract( vecStitchEnd, m_vecBurstTargetPos, m_vecBurstDelta );
m_vecBurstLineOfDeathOrigin = m_vecBurstTargetPos;
m_vecBurstLineOfDeathDelta = m_vecBurstDelta;
m_vecBurstDelta /= (nShotCount - 1);
// VisualizeStitch( m_vecBurstTargetPos, vecStitchEnd );
// VisualizeLineOfDeath();
}
//-----------------------------------------------------------------------------
// Burst mode!
//-----------------------------------------------------------------------------
#define AIM_IN_FRONT_OF_DEFAULT_STITCH_LENGTH 1000.0f
#define AIM_IN_FRONT_OF_MINIMUM_DISTANCE 500.0f
#define AIM_IN_FRONT_DRAW_LINE_OF_DEATH_FRACTION 0.5f
#define AIM_IN_FRONT_STEER_DISTANCE 150.0f
#define AIM_IN_FRONT_REACTION_FRACTION 0.8f
#define AIM_IN_FRONT_EXTRA_VEL 200.0f
void CNPC_MetroPolice::AimBurstInFrontOfEnemy( float flReactionTime )
{
if ( !IsCurrentlyFiringBurst() )
return;
flReactionTime *= sk_metropolice_stitch_reaction.GetFloat();
// We want a certain amount of reaction time before the shots hit the boat
int nShotCount = SetupBurstShotRegulator( flReactionTime );
// Max number of times we can hit the player in the airboat
m_nMaxBurstHits = random->RandomInt( 3, 4 );
m_nBurstMode = BURST_LOCK_ON_AFTER_HIT;
m_nBurstSteerMode = BURST_STEER_WITHIN_LINE_OF_DEATH;
// The goal here is to slow him down. Choose a target position such that we predict
// where he'd be in he accelerated by N over the reaction time. Prevent him from getting there.
Vector vecShootAt, vecShootAtVel, vecAcross;
PredictShootTargetPosition( flReactionTime * AIM_IN_FRONT_REACTION_FRACTION,
AIM_IN_FRONT_OF_MINIMUM_DISTANCE, 0.0f, &vecShootAt, &vecShootAtVel );
// Now add in some extra vel in a random direction + try to prevent that....
Vector vecTargetToGun, vecExtraDistance;
VectorSubtract( Weapon_ShootPosition(), vecShootAt, vecTargetToGun );
VectorNormalize( vecTargetToGun );
VectorNormalize( vecShootAtVel );
RandomDirectionBetweenVectors( vecShootAtVel, vecTargetToGun, &vecExtraDistance );
vecExtraDistance *= AIM_IN_FRONT_EXTRA_VEL;
vecShootAt += vecExtraDistance;
CrossProduct( vecExtraDistance, Vector( 0, 0, 1 ), vecAcross );
VectorNormalize( vecAcross );
float flStitchLength = AIM_IN_FRONT_OF_DEFAULT_STITCH_LENGTH;
Vector vecEndPoint1, vecEndPoint2;
VectorSubtract( Weapon_ShootPosition(), StitchAimTarget( GetAbsOrigin(), false ), vecTargetToGun );
float flSign = ( DotProduct( vecAcross, vecTargetToGun ) >= 0.0f ) ? 1.0f : -1.0f;
VectorMA( vecShootAt, flSign * flStitchLength * AIM_IN_FRONT_REACTION_FRACTION, vecAcross, vecEndPoint1 );
VectorMA( vecShootAt, -flSign * flStitchLength * (1.0f - AIM_IN_FRONT_REACTION_FRACTION), vecAcross, vecEndPoint2 );
m_vecBurstTargetPos = vecEndPoint1;
VectorSubtract( vecEndPoint2, vecEndPoint1, m_vecBurstDelta );
// This defines the line of death, which, when crossed, results in damage
m_vecBurstLineOfDeathOrigin = m_vecBurstTargetPos;
m_vecBurstLineOfDeathDelta = m_vecBurstDelta;
m_flBurstSteerDistance = AIM_IN_FRONT_STEER_DISTANCE;
// Make the visual representation of the line of death lie closest to the boat.
VectorMA( m_vecBurstTargetPos, -AIM_IN_FRONT_STEER_DISTANCE, vecShootAtVel, m_vecBurstTargetPos );
m_vecBurstDelta /= (nShotCount - 1);
// VisualizeStitch( m_vecBurstTargetPos, m_vecBurstTargetPos + m_vecBurstDelta * (nShotCount - 1) );
// VisualizeLineOfDeath();
}
//-----------------------------------------------------------------------------
// Aim burst behind enemy
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::AimBurstBehindEnemy( float flShotTime )
{
if ( !IsCurrentlyFiringBurst() )
return;
flShotTime *= sk_metropolice_stitch_reaction.GetFloat();
// We want a certain amount of reaction time before the shots hit the boat
int nShotCount = SetupBurstShotRegulator( flShotTime );
// Max number of times we can hit the player in the airboat
int nHitCount = sk_metropolice_stitch_behind_hitcount.GetInt();
m_nMaxBurstHits = random->RandomInt( nHitCount, nHitCount + 1 );
m_nBurstMode = BURST_LOCK_ON_AFTER_HIT;
m_nBurstSteerMode = BURST_STEER_WITHIN_LINE_OF_DEATH;
// Shoot across the enemy in between the enemy and me
Vector vecShootAt, vecShootAtVel, vecAcross;
PredictShootTargetPosition( 0.0f, 0.0f, 0.0f, &vecShootAt, &vecShootAtVel );
// Choose a point in between the shooter + the target
Vector vecDelta;
VectorSubtract( Weapon_ShootPosition(), vecShootAt, vecDelta );
vecDelta.z = 0.0f;
float flDistTo = VectorNormalize( vecDelta );
if ( flDistTo > AIM_BEHIND_MINIMUM_DISTANCE )
{
flDistTo = AIM_BEHIND_MINIMUM_DISTANCE;
}
VectorMA( vecShootAt, flDistTo, vecDelta, vecShootAt );
CrossProduct( vecDelta, Vector( 0, 0, 1 ), vecAcross );
float flStitchLength = AIM_BEHIND_DEFAULT_STITCH_LENGTH;
Vector vecEndPoint1, vecEndPoint2;
VectorMA( vecShootAt, -flStitchLength * 0.5f, vecAcross, vecEndPoint1 );
VectorMA( vecShootAt, flStitchLength * 0.5f, vecAcross, vecEndPoint2 );
m_vecBurstTargetPos = vecEndPoint1;
VectorSubtract( vecEndPoint2, vecEndPoint1, m_vecBurstDelta );
// This defines the line of death, which, when crossed, results in damage
m_vecBurstLineOfDeathOrigin = m_vecBurstTargetPos;
m_vecBurstLineOfDeathDelta = m_vecBurstDelta;
m_flBurstSteerDistance = AIM_BEHIND_STEER_DISTANCE;
// Make the visual representation of the line of death lie closest to the boat.
VectorMA( m_vecBurstTargetPos, -AIM_BEHIND_STEER_DISTANCE, vecDelta, m_vecBurstTargetPos );
m_vecBurstDelta /= (nShotCount - 1);
// VisualizeStitch( m_vecBurstTargetPos, m_vecBurstTargetPos + m_vecBurstDelta * (nShotCount - 1) );
// VisualizeLineOfDeath();
}
//-----------------------------------------------------------------------------
// Burst mode!
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::AimBurstAlongSideOfEnemy( float flFollowTime )
{
if ( !IsCurrentlyFiringBurst() )
return;
flFollowTime *= sk_metropolice_stitch_reaction.GetFloat();
// We want a certain amount of reaction time before the shots hit the boat
int nShotCount = SetupBurstShotRegulator( flFollowTime );
// Max number of times we can hit the player in the airboat
int nHitCount = sk_metropolice_stitch_along_hitcount.GetInt();
m_nMaxBurstHits = random->RandomInt( nHitCount, nHitCount + 1 );
m_nBurstMode = BURST_LOCK_ON_AFTER_HIT;
m_nBurstSteerMode = BURST_STEER_WITHIN_LINE_OF_DEATH;
Vector vecShootAt, vecShootAtVel, vecAcross;
PredictShootTargetPosition( AIM_ALONG_SIDE_LINE_OF_DEATH_LEAD_TIME, 225.0f, 0.0f, &vecShootAt, &vecShootAtVel );
CrossProduct( vecShootAtVel, Vector( 0, 0, 1 ), vecAcross );
VectorNormalize( vecAcross );
// Choose the side of the vehicle which is closer to the shooter
Vector vecSidePoint;
Vector vecTargetToGun;
VectorSubtract( Weapon_ShootPosition(), vecShootAt, vecTargetToGun );
float flSign = ( DotProduct( vecTargetToGun, vecAcross ) > 0.0f ) ? 1.0f : -1.0f;
float flDist = AIM_ALONG_SIDE_LINE_OF_DEATH_DISTANCE + random->RandomFloat( 0.0f, 50.0f );
VectorMA( vecShootAt, flSign * flDist, vecAcross, vecSidePoint );
vecShootAtVel.z = 0.0f;
float flTargetSpeed = VectorNormalize( vecShootAtVel );
float flStitchLength = MAX( AIM_IN_FRONT_OF_DEFAULT_STITCH_LENGTH, flTargetSpeed * flFollowTime * 0.9 );
// This defines the line of death, which, when crossed, results in damage
m_vecBurstLineOfDeathOrigin = vecSidePoint;
VectorMultiply( vecShootAtVel, flStitchLength, m_vecBurstLineOfDeathDelta );
// Pull the endpoint a little toward the NPC firing it...
float flExtraDist = random->RandomFloat( 25.0f, 50.0f );
VectorNormalize( vecTargetToGun );
if ( flSign * DotProduct( vecTargetToGun, vecShootAtVel ) < 0.1f )
{
flExtraDist += 100.0f;
}
VectorMA( m_vecBurstLineOfDeathDelta, flSign * flExtraDist, vecAcross, m_vecBurstLineOfDeathDelta );
m_flBurstSteerDistance = AIM_ALONG_SIDE_STEER_DISTANCE;
m_vecBurstDelta = m_vecBurstLineOfDeathDelta;
m_vecBurstTargetPos = m_vecBurstLineOfDeathOrigin;
// Make the visual representation of the line of death lie closest to the boat.
VectorMA( m_vecBurstTargetPos, -flSign * AIM_ALONG_SIDE_STEER_DISTANCE, vecAcross, m_vecBurstTargetPos );
m_vecBurstDelta /= (nShotCount - 1);
// VisualizeStitch( m_vecBurstTargetPos, m_vecBurstTargetPos + m_vecBurstDelta * (nShotCount - 1) );
// VisualizeLineOfDeath();
}
//-----------------------------------------------------------------------------
// Different burst steering modes
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::SteerBurstTowardTargetUseSpeedOnly( const Vector &vecShootAt,
const Vector &vecShootAtVelocity, float flPredictTime, int nShotsTillPredict )
{
// Only account for changes in *speed*; ignore all changes in velocity direction, etc.
// This one only hits the player if there is *no* steering, just acceleration or decceleration
Vector vecBurstDir = m_vecBurstPredictedVelocityDir;
float flActualSpeed = DotProduct( vecShootAtVelocity, vecBurstDir );
vecBurstDir *= (flActualSpeed - m_vecBurstPredictedSpeed) * flPredictTime;
vecBurstDir /= (nShotsTillPredict - 1);
m_vecBurstPredictedSpeed = flActualSpeed;
m_vecBurstDelta += vecBurstDir;
}
void CNPC_MetroPolice::SteerBurstTowardTargetUseVelocity( const Vector &vecShootAt, const Vector &vecShootAtVelocity, int nShotsTillPredict )
{
// Only account for all velocity changes
// This one looks scary in that it always gets near to the player,
// but it never usually hits actually.
Vector vecBurstDir = m_vecBurstLineOfDeathDelta;
m_vecBurstLineOfDeathDelta = vecShootAtVelocity;
vecBurstDir = vecShootAtVelocity - vecBurstDir;
vecBurstDir /= (nShotsTillPredict - 1);
m_vecBurstDelta += vecBurstDir;
}
void CNPC_MetroPolice::SteerBurstTowardTargetUsePosition( const Vector &vecShootAt, const Vector &vecShootAtVelocity, int nShotsTillPredict )
{
// Account for velocity + position changes
// This method *always* hits
VectorSubtract( vecShootAt, m_vecBurstTargetPos, m_vecBurstDelta );
m_vecBurstDelta /= (nShotsTillPredict - 1);
}
void CNPC_MetroPolice::SteerBurstTowardPredictedPoint( const Vector &vecShootAt, const Vector &vecShootAtVelocity, int nShotsTillPredict )
{
// Account for velocity + position changes, but only within a constrained cylinder
Vector vecConstrainedShootPosition;
CalcClosestPointOnLine( vecShootAt, m_vecBurstLineOfDeathOrigin, m_vecBurstLineOfDeathOrigin + m_vecBurstLineOfDeathDelta, vecConstrainedShootPosition );
Vector vecDelta;
VectorSubtract( vecShootAt, vecConstrainedShootPosition, vecDelta );
if ( vecDelta.LengthSqr( ) <= m_flBurstSteerDistance * m_flBurstSteerDistance )
{
vecConstrainedShootPosition = vecShootAt;
}
else
{
VectorNormalize( vecDelta );
VectorMA( vecConstrainedShootPosition, m_flBurstSteerDistance, vecDelta, vecConstrainedShootPosition );
}
// This method *always* hits if the entity is within the cylinder
VectorSubtract( vecConstrainedShootPosition, m_vecBurstTargetPos, m_vecBurstDelta );
if ( nShotsTillPredict >= 2 )
{
m_vecBurstDelta /= (nShotsTillPredict - 1);
}
}
#define STEER_LINE_OF_DEATH_MAX_DISTANCE 250.0f
void CNPC_MetroPolice::SteerBurstWithinLineOfDeath( )
{
// Account for velocity + position changes, but only within a constrained cylinder
Vector vecShootAt;
vecShootAt = StitchAimTarget( GetAbsOrigin(), false );
// If the target close to the current point the shot is on,
// move the shot toward the point
Vector vecPointOnLineOfDeath;
CalcClosestPointOnLine( m_vecBurstTargetPos, m_vecBurstLineOfDeathOrigin, m_vecBurstLineOfDeathOrigin + m_vecBurstLineOfDeathDelta, vecPointOnLineOfDeath );
Vector vecDelta;
VectorSubtract( vecShootAt, vecPointOnLineOfDeath, vecDelta );
if ( vecDelta.LengthSqr( ) <= m_flBurstSteerDistance * m_flBurstSteerDistance )
{
VectorSubtract( vecShootAt, m_vecBurstTargetPos, m_vecBurstDelta );
if ( m_vecBurstDelta.LengthSqr() > (STEER_LINE_OF_DEATH_MAX_DISTANCE * STEER_LINE_OF_DEATH_MAX_DISTANCE) )
{
VectorNormalize( m_vecBurstDelta );
m_vecBurstDelta *= STEER_LINE_OF_DEATH_MAX_DISTANCE;
}
}
else
{
// Just make the burst go back and forth alont the line of death...
Vector vecNext = m_vecBurstTargetPos + m_vecBurstDelta;
float t;
CalcClosestPointOnLine( vecNext, m_vecBurstLineOfDeathOrigin, m_vecBurstLineOfDeathOrigin + m_vecBurstLineOfDeathDelta, vecPointOnLineOfDeath, &t );
if (( t < -0.1f ) || ( t > 1.1f ))
{
m_vecBurstDelta *= -1.0f;
// This is necessary to make it not look like a machine is firing the gun
Vector vecBurstDir = m_vecBurstDelta;
float flLength = VectorNormalize( vecBurstDir );
vecBurstDir *= random->RandomFloat( -flLength * 0.5f, flLength * 0.5f );
m_vecBurstTargetPos += vecBurstDir;
}
}
}
//-----------------------------------------------------------------------------
// Burst mode!
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::SteerBurstTowardTarget( )
{
switch ( m_nBurstSteerMode )
{
case BURST_STEER_NONE:
return;
case BURST_STEER_EXACTLY_TOWARD_TARGET:
// Necessary to get the cop looking at the target
m_vecBurstTargetPos = GetEnemy()->WorldSpaceCenter();
return;
case BURST_STEER_ADJUST_FOR_SPEED_CHANGES:
{
// Predict the airboat position at the point where we were expecting to hit them
if ( m_flBurstPredictTime <= gpGlobals->curtime )
return;
float flPredictTime = m_flBurstPredictTime - gpGlobals->curtime;
int nShotsTillPredict = CountShotsInTime( flPredictTime );
if ( nShotsTillPredict <= 1 )
return;
Vector vecShootAt, vecShootAtVelocity;
PredictShootTargetPosition( flPredictTime, 0.0f, 0.0f, &vecShootAt, &vecShootAtVelocity );
SteerBurstTowardTargetUseSpeedOnly( vecShootAt, vecShootAtVelocity, flPredictTime, nShotsTillPredict );
}
break;
case BURST_STEER_TOWARD_PREDICTED_POINT:
// Don't course-correct until the predicted time
if ( m_flBurstPredictTime >= gpGlobals->curtime )
return;
// fall through!
case BURST_STEER_WITHIN_LINE_OF_DEATH:
break;
}
SteerBurstWithinLineOfDeath( );
}
//-----------------------------------------------------------------------------
// Various burst trajectory methods
//-----------------------------------------------------------------------------
Vector CNPC_MetroPolice::ComputeBurstLockOnTrajectory( const Vector &shootOrigin )
{
Vector vecTrajectory;
VectorSubtract( GetEnemy()->WorldSpaceCenter(), shootOrigin, vecTrajectory );
VectorNormalize( vecTrajectory );
return vecTrajectory;
}
Vector CNPC_MetroPolice::ComputeBurstDeliberatelyMissTrajectory( const Vector &shootOrigin )
{
m_vecBurstTargetPos.z += 8.0f;
Vector vecTrajectory;
VectorSubtract( m_vecBurstTargetPos, shootOrigin, vecTrajectory );
VectorNormalize( vecTrajectory );
return vecTrajectory;
}
Vector CNPC_MetroPolice::ComputeBurstTrajectory( const Vector &shootOrigin )
{
// Perform the stitch
Vector vecPos = m_vecBurstTargetPos;
// For players, don't let them jump over the burst.
CBaseEntity *pEnemy = GetEnemy();
bool bIsPlayerOnFoot = pEnemy && pEnemy->IsPlayer() && !IsEnemyInAnAirboat();
if ( bIsPlayerOnFoot )
{
Vector vecNormalizedPt;
pEnemy->CollisionProp()->WorldToNormalizedSpace( vecPos, &vecNormalizedPt );
if ( (vecNormalizedPt.x >= -0.1f) && (vecNormalizedPt.x <= 1.1f) &&
(vecNormalizedPt.y >= -0.1f) && (vecNormalizedPt.y <= 1.1f) &&
(vecNormalizedPt.z >= -0.7f) && (vecNormalizedPt.z < 1.1f) )
{
vecPos.z = pEnemy->WorldSpaceCenter().z;
}
}
vecPos -= shootOrigin;
// Add a little noise. Even though it's non-physical, it looks better
// to have the same amount of noise regardless of distance from the shooter
// Always make the noise perpendicular to the burst direction
float flNoise = bIsPlayerOnFoot ? 16.0f : 32.0f;
Vector vecNoise;
CrossProduct( m_vecBurstDelta, Vector( 0, 0, 1 ), vecNoise );
VectorNormalize( vecNoise );
vecNoise *= random->RandomFloat( -flNoise, flNoise );
vecPos += vecNoise;
VectorNormalize( vecPos );
// X360BUG: Was causing compiler crash in release, still?
// if ( IsPC() )
{
// Allow for steering towards the target.
SteerBurstTowardTarget();
}
// Update the burst target position
m_vecBurstTargetPos += m_vecBurstDelta;
// NDebugOverlay::Cross3D( m_vecBurstTargetPos, -Vector(32,32,32), Vector(32,32,32), 255, 0, 255, false, 1.0f );
return vecPos;
}
//-----------------------------------------------------------------------------
// Deliberately aims as close as possible w/o hitting
//-----------------------------------------------------------------------------
Vector CNPC_MetroPolice::AimCloseToTargetButMiss( CBaseEntity *pTarget, const Vector &shootOrigin )
{
Vector vecNormalizedSpace;
pTarget->CollisionProp()->WorldToNormalizedSpace( shootOrigin, &vecNormalizedSpace );
vecNormalizedSpace -= Vector( 0.5f, 0.5f, 0.5f );
float flDist = VectorNormalize( vecNormalizedSpace );
float flMinRadius = flDist * sqrt(3.0) / sqrt( flDist * flDist - 3 );
// Choose random points in a plane perpendicular to the shoot origin.
Vector vecRandomDir;
vecRandomDir.Random( -1.0f, 1.0f );
VectorMA( vecRandomDir, -DotProduct( vecNormalizedSpace, vecRandomDir ), vecNormalizedSpace, vecRandomDir );
VectorNormalize( vecRandomDir );
vecRandomDir *= flMinRadius;
vecRandomDir *= 0.5f;
vecRandomDir += Vector( 0.5f, 0.5f, 0.5f );
Vector vecBodyTarget;
pTarget->CollisionProp()->NormalizedToWorldSpace( vecRandomDir, &vecBodyTarget );
vecBodyTarget -= shootOrigin;
return vecBodyTarget;
}
//-----------------------------------------------------------------------------
// A burst that goes right at the enemy
//-----------------------------------------------------------------------------
#define MIN_TIGHT_BURST_DIST 1000.0f
#define MAX_TIGHT_BURST_DIST 2000.0f
Vector CNPC_MetroPolice::ComputeTightBurstTrajectory( const Vector &shootOrigin )
{
CBaseEntity *pEnemy = GetEnemy();
if ( !pEnemy )
{
return BaseClass::GetActualShootTrajectory( shootOrigin );
}
// Aim around the player...
if ( m_nBurstHits >= m_nMaxBurstHits )
{
return AimCloseToTargetButMiss( pEnemy, shootOrigin );
}
float flDist = shootOrigin.DistTo( pEnemy->WorldSpaceCenter() );
float flMin = -0.2f;
float flMax = 1.2f;
if ( flDist > MIN_TIGHT_BURST_DIST )
{
flDist = clamp( flDist, MIN_TIGHT_BURST_DIST, MAX_TIGHT_BURST_DIST );
flMin = SimpleSplineRemapVal( flDist, MIN_TIGHT_BURST_DIST, MAX_TIGHT_BURST_DIST, -0.2f, -0.7f );
flMax = SimpleSplineRemapVal( flDist, MIN_TIGHT_BURST_DIST, MAX_TIGHT_BURST_DIST, 1.2f, 1.7f );
}
// Aim randomly at the player. Since body target uses the vehicle body target,
// we instead are going to not use it
Vector vecBodyTarget;
pEnemy->CollisionProp()->RandomPointInBounds( Vector( flMin, flMin, flMin ), Vector( flMax, flMax, flMax * 0.75f ), &vecBodyTarget );
vecBodyTarget -= shootOrigin;
return vecBodyTarget;
}
//-----------------------------------------------------------------------------
// Burst mode!
//-----------------------------------------------------------------------------
Vector CNPC_MetroPolice::GetActualShootTrajectory( const Vector &shootOrigin )
{
switch ( m_nBurstMode )
{
case BURST_NOT_ACTIVE:
return BaseClass::GetActualShootTrajectory( shootOrigin );
case BURST_LOCKED_ON:
if ( m_nBurstHits < m_nMaxBurstHits )
{
return ComputeBurstLockOnTrajectory( shootOrigin );
}
// Start shooting over the head of the enemy
GetShootTarget()->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 1.0f ), &m_vecBurstTargetPos );
m_nBurstMode = BURST_DELIBERATELY_MISS;
// NOTE: Fall through to BURST_DELIBERATELY_MISS!!
case BURST_DELIBERATELY_MISS:
return ComputeBurstDeliberatelyMissTrajectory( shootOrigin );
case BURST_LOCK_ON_AFTER_HIT:
// See if our target is within the bounds of the enemy
if ( GetShootTarget()->CollisionProp()->IsPointInBounds( m_vecBurstTargetPos ) )
{
// Now raytrace against only the world + (good for cops on bridges)
trace_t tr;
CTraceFilterWorldOnly traceFilter;
UTIL_TraceLine( Weapon_ShootPosition(), m_vecBurstTargetPos, MASK_SOLID, &traceFilter, &tr );
if ( tr.fraction == 1.0f )
{
m_nBurstMode = BURST_LOCKED_ON;
}
}
// NOTE: Fall through to BURST_ACTIVE!
case BURST_ACTIVE:
// Stitch toward the target, we haven't hit it yet
return ComputeBurstTrajectory( shootOrigin );
case BURST_TIGHT_GROUPING:
// This one goes right at the enemy
return ComputeTightBurstTrajectory( shootOrigin );
}
Assert(0);
return vec3_origin;
}
//-----------------------------------------------------------------------------
// Burst mode!
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::FireBullets( const FireBulletsInfo_t &info )
{
CBaseEntity *pEnemy = GetEnemy();
bool bIsPlayer = pEnemy && pEnemy->IsPlayer();
if ( bIsPlayer && IsCurrentlyFiringBurst() )
{
FireBulletsInfo_t actualInfo = info;
if ( m_nBurstHits < m_nMaxBurstHits )
{
CBasePlayer *pPlayer = assert_cast<CBasePlayer*>(pEnemy);
// This makes it so that if the player gets hit underwater,
// he won't take damage if his viewpoint is above water.
if ( !IsEnemyInAnAirboat() && ( pPlayer->GetWaterLevel() != 3 ) )
{
actualInfo.m_nFlags |= FIRE_BULLETS_DONT_HIT_UNDERWATER;
}
// This test is here to see if we've damaged the player
int nPrevHealth = pPlayer->GetHealth();
int nPrevArmor = pPlayer->ArmorValue();
BaseClass::FireBullets( actualInfo );
if (( pPlayer->GetHealth() < nPrevHealth ) || ( pPlayer->ArmorValue() < nPrevArmor ))
{
++m_nBurstHits;
}
}
else
{
actualInfo.m_pAdditionalIgnoreEnt = pEnemy;
BaseClass::FireBullets( actualInfo );
}
}
else
{
BaseClass::FireBullets( info );
}
}
//-----------------------------------------------------------------------------
// Behaviors! Lovely behaviors
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::CreateBehaviors()
{
AddBehavior( &m_RappelBehavior );
AddBehavior( &m_FollowBehavior );
AddBehavior( &m_PolicingBehavior );
AddBehavior( &m_ActBusyBehavior );
AddBehavior( &m_AssaultBehavior );
AddBehavior( &m_StandoffBehavior );
AddBehavior( &m_FuncTankBehavior );
return BaseClass::CreateBehaviors();
}
void CNPC_MetroPolice::InputEnableManhackToss( inputdata_t &inputdata )
{
if ( HasSpawnFlags( SF_METROPOLICE_NO_MANHACK_DEPLOY ) )
{
RemoveSpawnFlags( SF_METROPOLICE_NO_MANHACK_DEPLOY );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::InputSetPoliceGoal( inputdata_t &inputdata )
{
CBaseEntity *pGoal = gEntList.FindEntityByName( NULL, inputdata.value.String() );
if ( pGoal == NULL )
{
DevMsg( "SetPoliceGoal: %s (%s) unable to find ai_goal_police: %s\n", GetClassname(), GetDebugName(), inputdata.value.String() );
return;
}
CAI_PoliceGoal *pPoliceGoal = dynamic_cast<CAI_PoliceGoal *>(pGoal);
if ( pPoliceGoal == NULL )
{
DevMsg( "SetPoliceGoal: %s (%s)'s target %s is not an ai_goal_police entity!\n", GetClassname(), GetDebugName(), inputdata.value.String() );
return;
}
m_PolicingBehavior.Enable( pPoliceGoal );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::InputActivateBaton( inputdata_t &inputdata )
{
SetBatonState( inputdata.value.Bool() );
}
//-----------------------------------------------------------------------------
// Purpose:
//
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::AlertSound( void )
{
m_Sentences.Speak( "METROPOLICE_GO_ALERT" );
}
//-----------------------------------------------------------------------------
// Purpose:
//
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::DeathSound( const CTakeDamageInfo &info )
{
if ( IsOnFire() )
return;
m_Sentences.Speak( "METROPOLICE_DIE", SENTENCE_PRIORITY_INVALID, SENTENCE_CRITERIA_ALWAYS );
}
//-----------------------------------------------------------------------------
// Purpose: implemented by subclasses to give them an opportunity to make
// a sound when they lose their enemy
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::LostEnemySound( void)
{
// Don't announce enemies when the player isn't a criminal
if ( !PlayerIsCriminal() )
return;
if ( gpGlobals->curtime <= m_flNextLostSoundTime )
return;
const char *pSentence;
if (!(CBaseEntity*)GetEnemy() || gpGlobals->curtime - GetEnemyLastTimeSeen() > 10)
{
pSentence = "METROPOLICE_LOST_LONG";
}
else
{
pSentence = "METROPOLICE_LOST_SHORT";
}
if ( m_Sentences.Speak( pSentence ) >= 0 )
{
m_flNextLostSoundTime = gpGlobals->curtime + random->RandomFloat(5.0,15.0);
}
}
//-----------------------------------------------------------------------------
// Purpose: implemented by subclasses to give them an opportunity to make
// a sound when they lose their enemy
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::FoundEnemySound( void)
{
// Don't announce enemies when I'm in arrest behavior
if ( HasSpawnFlags( SF_METROPOLICE_ARREST_ENEMY ) )
return;
m_Sentences.Speak( "METROPOLICE_REFIND_ENEMY", SENTENCE_PRIORITY_HIGH );
}
//-----------------------------------------------------------------------------
// Purpose: Indicates whether or not this npc should play an idle sound now.
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::ShouldPlayIdleSound( void )
{
// If someone is waiting for a response, then respond!
if ( ( m_NPCState == NPC_STATE_IDLE ) || ( m_NPCState == NPC_STATE_ALERT ) )
{
if ( m_nIdleChatterType >= METROPOLICE_CHATTER_RESPONSE )
return FOkToMakeSound();
}
return BaseClass::ShouldPlayIdleSound();
}
//-----------------------------------------------------------------------------
// IdleSound
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::IdleSound( void )
{
bool bIsCriminal = PlayerIsCriminal();
// This happens when the NPC is waiting for his buddies to respond to him
switch( m_nIdleChatterType )
{
case METROPOLICE_CHATTER_WAIT_FOR_RESPONSE:
break;
case METROPOLICE_CHATTER_ASK_QUESTION:
{
if ( m_bPlayerIsNear && !HasMemory(bits_MEMORY_PLAYER_HARASSED) )
{
if ( m_Sentences.Speak( "METROPOLICE_IDLE_HARASS_PLAYER", SENTENCE_PRIORITY_NORMAL, SENTENCE_CRITERIA_NORMAL ) >= 0 )
{
Remember( bits_MEMORY_PLAYER_HARASSED );
if ( GetSquad() )
{
GetSquad()->SquadRemember(bits_MEMORY_PLAYER_HARASSED);
}
}
return;
}
if ( !random->RandomInt(0,1) )
break;
int nQuestionType = random->RandomInt( 0, METROPOLICE_CHATTER_RESPONSE_TYPE_COUNT );
if ( !IsInSquad() || ( nQuestionType == METROPOLICE_CHATTER_RESPONSE_TYPE_COUNT ) )
{
m_Sentences.Speak( bIsCriminal ? "METROPOLICE_IDLE_CR" : "METROPOLICE_IDLE" );
break;
}
static const char *pQuestion[2][METROPOLICE_CHATTER_RESPONSE_TYPE_COUNT] =
{
{ "METROPOLICE_IDLE_CHECK", "METROPOLICE_IDLE_QUEST" },
{ "METROPOLICE_IDLE_CHECK_CR", "METROPOLICE_IDLE_QUEST_CR" },
};
if ( m_Sentences.Speak( pQuestion[bIsCriminal][nQuestionType] ) >= 0 )
{
GetSquad()->BroadcastInteraction( g_interactionMetrocopIdleChatter, (void*)(METROPOLICE_CHATTER_RESPONSE + nQuestionType), this );
m_nIdleChatterType = METROPOLICE_CHATTER_WAIT_FOR_RESPONSE;
}
}
break;
default:
{
int nResponseType = m_nIdleChatterType - METROPOLICE_CHATTER_RESPONSE;
static const char *pResponse[2][METROPOLICE_CHATTER_RESPONSE_TYPE_COUNT] =
{
{ "METROPOLICE_IDLE_CLEAR", "METROPOLICE_IDLE_ANSWER" },
{ "METROPOLICE_IDLE_CLEAR_CR", "METROPOLICE_IDLE_ANSWER_CR" },
};
if ( m_Sentences.Speak( pResponse[bIsCriminal][nResponseType] ) >= 0 )
{
GetSquad()->BroadcastInteraction( g_interactionMetrocopIdleChatter, (void*)(METROPOLICE_CHATTER_ASK_QUESTION), this );
m_nIdleChatterType = METROPOLICE_CHATTER_ASK_QUESTION;
}
}
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::PainSound( const CTakeDamageInfo &info )
{
if ( gpGlobals->curtime < m_flNextPainSoundTime )
return;
// Don't make pain sounds if I'm on fire. The looping sound will take care of that for us.
if ( IsOnFire() )
return;
float healthRatio = (float)GetHealth() / (float)GetMaxHealth();
if ( healthRatio > 0.0f )
{
const char *pSentenceName = "METROPOLICE_PAIN";
if ( !HasMemory(bits_MEMORY_PAIN_HEAVY_SOUND) && (healthRatio < 0.25f) )
{
Remember( bits_MEMORY_PAIN_HEAVY_SOUND | bits_MEMORY_PAIN_LIGHT_SOUND );
pSentenceName = "METROPOLICE_PAIN_HEAVY";
}
else if ( !HasMemory(bits_MEMORY_PAIN_LIGHT_SOUND) && healthRatio > 0.8f )
{
Remember( bits_MEMORY_PAIN_LIGHT_SOUND );
pSentenceName = "METROPOLICE_PAIN_LIGHT";
}
// This causes it to speak it no matter what; doesn't bother with setting sounds.
m_Sentences.Speak( pSentenceName, SENTENCE_PRIORITY_INVALID, SENTENCE_CRITERIA_ALWAYS );
m_flNextPainSoundTime = gpGlobals->curtime + 1;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::GetSoundInterests( void )
{
return SOUND_WORLD | SOUND_COMBAT | SOUND_PLAYER | SOUND_PLAYER_VEHICLE | SOUND_DANGER |
SOUND_PHYSICS_DANGER | SOUND_BULLET_IMPACT | SOUND_MOVE_AWAY;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CNPC_MetroPolice::MaxYawSpeed( void )
{
switch( GetActivity() )
{
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
return 120;
case ACT_RUN:
case ACT_RUN_HURT:
return 15;
case ACT_WALK:
case ACT_WALK_CROUCH:
case ACT_RUN_CROUCH:
return 25;
default:
return 45;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
Class_T CNPC_MetroPolice::Classify ( void )
{
return CLASS_METROPOLICE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::PlayerIsCriminal( void )
{
if ( m_PolicingBehavior.IsEnabled() && m_PolicingBehavior.TargetIsHostile() )
return true;
if ( GlobalEntity_GetState( "gordon_precriminal" ) == GLOBAL_ON )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Overridden because if the player is a criminal, we hate them.
// Input : pTarget - Entity with which to determine relationship.
// Output : Returns relationship value.
//-----------------------------------------------------------------------------
Disposition_t CNPC_MetroPolice::IRelationType(CBaseEntity *pTarget)
{
Disposition_t disp = BaseClass::IRelationType(pTarget);
if ( pTarget == NULL )
return disp;
// If the player's not a criminal, then we don't necessary hate him
if ( pTarget->Classify() == CLASS_PLAYER )
{
if ( !PlayerIsCriminal() && (disp == D_HT) )
{
// If we're pissed at the player, we're allowed to hate them.
if ( m_flChasePlayerTime && m_flChasePlayerTime > gpGlobals->curtime )
return D_HT;
return D_NU;
}
}
return disp;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::OnAnimEventStartDeployManhack( void )
{
Assert( m_iManhacks );
if ( m_iManhacks <= 0 )
{
DevMsg( "Error: Throwing manhack but out of manhacks!\n" );
return;
}
m_iManhacks--;
// Turn off the manhack on our body
if ( m_iManhacks <= 0 )
{
SetBodygroup( METROPOLICE_BODYGROUP_MANHACK, false );
}
// Create the manhack to throw
CNPC_Manhack *pManhack = (CNPC_Manhack *)CreateEntityByName( "npc_manhack" );
Vector vecOrigin;
QAngle vecAngles;
int handAttachment = LookupAttachment( "LHand" );
GetAttachment( handAttachment, vecOrigin, vecAngles );
pManhack->SetLocalOrigin( vecOrigin );
pManhack->SetLocalAngles( vecAngles );
pManhack->AddSpawnFlags( (SF_MANHACK_PACKED_UP|SF_MANHACK_CARRIED|SF_NPC_WAIT_FOR_SCRIPT) );
// Also fade if our parent is marked to do it
if ( HasSpawnFlags( SF_NPC_FADE_CORPSE ) )
{
pManhack->AddSpawnFlags( SF_NPC_FADE_CORPSE );
}
pManhack->Spawn();
// Make us move with his hand until we're deployed
pManhack->SetParent( this, handAttachment );
m_hManhack = pManhack;
}
//-----------------------------------------------------------------------------
// Anim event handlers
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::OnAnimEventDeployManhack( animevent_t *pEvent )
{
// Let it go
ReleaseManhack();
Vector forward, right;
GetVectors( &forward, &right, NULL );
IPhysicsObject *pPhysObj = m_hManhack->VPhysicsGetObject();
if ( pPhysObj )
{
Vector yawOff = right * random->RandomFloat( -1.0f, 1.0f );
Vector forceVel = ( forward + yawOff * 16.0f ) + Vector( 0, 0, 250 );
Vector forceAng = vec3_origin;
// Give us velocity
pPhysObj->AddVelocity( &forceVel, &forceAng );
}
// Stop dealing with this manhack
m_hManhack = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::OnAnimEventShove( void )
{
CBaseEntity *pHurt = CheckTraceHullAttack( 16, Vector(-16,-16,-16), Vector(16,16,16), 15, DMG_CLUB, 1.0f, false );
if ( pHurt )
{
Vector vecForceDir = ( pHurt->WorldSpaceCenter() - WorldSpaceCenter() );
CBasePlayer *pPlayer = ToBasePlayer( pHurt );
if ( pPlayer != NULL )
{
//Kick the player angles
pPlayer->ViewPunch( QAngle( 8, 14, 0 ) );
Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize(dir);
QAngle angles;
VectorAngles( dir, angles );
Vector forward, right;
AngleVectors( angles, &forward, &right, NULL );
//If not on ground, then don't make them fly!
if ( !(pHurt->GetFlags() & FL_ONGROUND ) )
forward.z = 0.0f;
//Push the target back
pHurt->ApplyAbsVelocityImpulse( forward * 250.0f );
// Force the player to drop anyting they were holding
pPlayer->ForceDropOfCarriedPhysObjects();
}
// Play a random attack hit sound
EmitSound( "NPC_Metropolice.Shove" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::OnAnimEventBatonOn( void )
{
#ifndef HL2MP
CWeaponStunStick *pStick = dynamic_cast<CWeaponStunStick *>(GetActiveWeapon());
if ( pStick )
{
pStick->SetStunState( true );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::OnAnimEventBatonOff( void )
{
#ifndef HL2MP
CWeaponStunStick *pStick = dynamic_cast<CWeaponStunStick *>(GetActiveWeapon());
if ( pStick )
{
pStick->SetStunState( false );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//
// Input : *pEvent -
//
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::HandleAnimEvent( animevent_t *pEvent )
{
// Shove!
if ( pEvent->event == AE_METROPOLICE_SHOVE )
{
OnAnimEventShove();
return;
}
if ( pEvent->event == AE_METROPOLICE_BATON_ON )
{
OnAnimEventBatonOn();
return;
}
if ( pEvent->event == AE_METROPOLICE_BATON_OFF )
{
OnAnimEventBatonOff();
return;
}
if ( pEvent->event == AE_METROPOLICE_START_DEPLOY )
{
OnAnimEventStartDeployManhack();
return;
}
if ( pEvent->event == AE_METROPOLICE_DRAW_PISTOL )
{
m_fWeaponDrawn = true;
if( GetActiveWeapon() )
{
GetActiveWeapon()->RemoveEffects( EF_NODRAW );
}
return;
}
if ( pEvent->event == AE_METROPOLICE_DEPLOY_MANHACK )
{
OnAnimEventDeployManhack( pEvent );
return;
}
BaseClass::HandleAnimEvent( pEvent );
}
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : Constant for the type of interaction
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
{
if ( interactionType == g_interactionMetrocopStartedStitch )
{
// If anybody in our squad started a stitch, we can't for a little while
m_flValidStitchTime = gpGlobals->curtime + random->RandomFloat( METROPOLICE_SQUAD_STITCH_MIN_INTERVAL, METROPOLICE_SQUAD_STITCH_MAX_INTERVAL );
return true;
}
if ( interactionType == g_interactionMetrocopIdleChatter )
{
m_nIdleChatterType = (int)data;
return true;
}
if ( interactionType == g_interactionMetrocopClearSentenceQueues )
{
m_Sentences.ClearQueue();
return true;
}
// React to being hit by physics objects
if ( interactionType == g_interactionHitByPlayerThrownPhysObj )
{
// Ignore if I'm in scripted state
if ( !IsInAScript() && (m_NPCState != NPC_STATE_SCRIPT) )
{
SetCondition( COND_METROPOLICE_PHYSOBJECT_ASSAULT );
}
else
{
AdministerJustice();
}
// See if the object is the cupcop can. If so, fire the output (for x360 achievement)
CBaseProp *pProp = (CBaseProp*)data;
if( pProp != NULL )
{
if( pProp->NameMatches("cupcop_can") )
m_OnCupCopped.FireOutput( this, NULL );
}
return true;
}
return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Activity CNPC_MetroPolice::NPC_TranslateActivity( Activity newActivity )
{
if( IsOnFire() && newActivity == ACT_RUN )
{
return ACT_RUN_ON_FIRE;
}
// If we're shoving, see if we should be more forceful in doing so
if ( newActivity == ACT_PUSH_PLAYER )
{
if ( m_nNumWarnings >= METROPOLICE_MAX_WARNINGS )
return ACT_MELEE_ATTACK1;
}
newActivity = BaseClass::NPC_TranslateActivity( newActivity );
// This will put him into an angry idle, which will then be translated
// by the weapon to the appropriate type.
if ( m_fWeaponDrawn && newActivity == ACT_IDLE && ( GetState() == NPC_STATE_COMBAT || BatonActive() ) )
{
newActivity = ACT_IDLE_ANGRY;
}
return newActivity;
}
//-----------------------------------------------------------------------------
// Purpose: Makes the held manhack solid
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::ReleaseManhack( void )
{
Assert( m_hManhack );
// Make us physical
m_hManhack->RemoveSpawnFlags( SF_MANHACK_CARRIED );
m_hManhack->CreateVPhysics();
// Release us
m_hManhack->RemoveSolidFlags( FSOLID_NOT_SOLID );
m_hManhack->SetMoveType( MOVETYPE_VPHYSICS );
m_hManhack->SetParent( NULL );
// Make us active
m_hManhack->RemoveSpawnFlags( SF_NPC_WAIT_FOR_SCRIPT );
m_hManhack->ClearSchedule( "Manhack released by metropolice" );
// Start him with knowledge of our current enemy
if ( GetEnemy() )
{
m_hManhack->SetEnemy( GetEnemy() );
m_hManhack->SetState( NPC_STATE_COMBAT );
m_hManhack->UpdateEnemyMemory( GetEnemy(), GetEnemy()->GetAbsOrigin() );
}
// Place him into our squad so we can communicate
if ( m_pSquad )
{
m_pSquad->AddToSquad( m_hManhack );
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::Event_Killed( const CTakeDamageInfo &info )
{
// Release the manhack if we're in the middle of deploying him
if ( m_hManhack && m_hManhack->IsAlive() )
{
ReleaseManhack();
m_hManhack = NULL;
}
CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() );
if ( pPlayer != NULL )
{
CHalfLife2 *pHL2GameRules = static_cast<CHalfLife2 *>(g_pGameRules);
// Attempt to drop health
if ( pHL2GameRules->NPC_ShouldDropHealth( pPlayer ) )
{
DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
pHL2GameRules->NPC_DroppedHealth();
}
}
BaseClass::Event_Killed( info );
}
//-----------------------------------------------------------------------------
// Try to enter a slot where we shoot a pistol
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::TryToEnterPistolSlot( int nSquadSlot )
{
// This logic here will not allow us to occupy the a squad slot
// too soon after we already were in it.
if ( ( m_LastShootSlot != nSquadSlot || !m_TimeYieldShootSlot.Expired() ) &&
OccupyStrategySlot( nSquadSlot ) )
{
if ( m_LastShootSlot != nSquadSlot )
{
m_TimeYieldShootSlot.Reset();
m_LastShootSlot = nSquadSlot;
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Combat schedule selection
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::SelectRangeAttackSchedule()
{
if ( HasSpawnFlags( SF_METROPOLICE_ALWAYS_STITCH ) )
{
int nSched = SelectMoveToLedgeSchedule();
if ( nSched != SCHED_NONE )
return nSched;
}
// Range attack if we're able
if( TryToEnterPistolSlot( SQUAD_SLOT_ATTACK1 ) || TryToEnterPistolSlot( SQUAD_SLOT_ATTACK2 ))
return SCHED_RANGE_ATTACK1;
// We're not in a shoot slot... so we've allowed someone else to grab it
m_LastShootSlot = SQUAD_SLOT_NONE;
if( CanDeployManhack() && OccupyStrategySlot( SQUAD_SLOT_POLICE_DEPLOY_MANHACK ) )
{
return SCHED_METROPOLICE_DEPLOY_MANHACK;
}
return SCHED_METROPOLICE_ADVANCE;
}
//-----------------------------------------------------------------------------
// How many squad members are trying to arrest the player?
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::SquadArrestCount()
{
int nCount = 0;
AISquadIter_t iter;
CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter );
while ( pSquadmate )
{
if ( pSquadmate->IsCurSchedule( SCHED_METROPOLICE_ARREST_ENEMY ) ||
pSquadmate->IsCurSchedule( SCHED_METROPOLICE_WARN_AND_ARREST_ENEMY ) )
{
++nCount;
}
pSquadmate = m_pSquad->GetNextMember( &iter );
}
return nCount;
}
//-----------------------------------------------------------------------------
// Arrest schedule selection
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::SelectScheduleArrestEnemy()
{
if ( !HasSpawnFlags( SF_METROPOLICE_ARREST_ENEMY ) || !IsInSquad() )
return SCHED_NONE;
if ( !HasCondition( COND_SEE_ENEMY ) )
return SCHED_NONE;
if ( !m_fWeaponDrawn )
return SCHED_METROPOLICE_DRAW_PISTOL;
// First guy that sees the enemy will tell him to freeze
if ( OccupyStrategySlot( SQUAD_SLOT_POLICE_ARREST_ENEMY ) )
return SCHED_METROPOLICE_WARN_AND_ARREST_ENEMY;
// Squad members 1 -> n will simply gain a line of sight
return SCHED_METROPOLICE_ARREST_ENEMY;
}
//-----------------------------------------------------------------------------
// Combat schedule selection
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::SelectScheduleNewEnemy()
{
int nSched = SelectScheduleArrestEnemy();
if ( nSched != SCHED_NONE )
return nSched;
if ( HasCondition( COND_NEW_ENEMY ) )
{
m_flNextLedgeCheckTime = gpGlobals->curtime;
if( CanDeployManhack() && OccupyStrategySlot( SQUAD_SLOT_POLICE_DEPLOY_MANHACK ) )
return SCHED_METROPOLICE_DEPLOY_MANHACK;
}
if ( !m_fWeaponDrawn )
return SCHED_METROPOLICE_DRAW_PISTOL;
// Switch our baton on, if it's not already
if ( HasBaton() && BatonActive() == false && IsCurSchedule( SCHED_METROPOLICE_ACTIVATE_BATON ) == false )
{
SetTarget( GetEnemy() );
SetBatonState( true );
m_flBatonDebounceTime = gpGlobals->curtime + random->RandomFloat( 2.5f, 4.0f );
return SCHED_METROPOLICE_ACTIVATE_BATON;
}
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Sound investigation
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::SelectScheduleInvestigateSound()
{
// SEE_ENEMY is set if LOS is available *and* we're looking the right way
// Don't investigate if the player's not a criminal.
if ( PlayerIsCriminal() && !HasCondition( COND_SEE_ENEMY ) )
{
if ( HasCondition( COND_HEAR_COMBAT ) || HasCondition( COND_HEAR_PLAYER ) )
{
if ( m_pSquad && OccupyStrategySlot( SQUAD_SLOT_INVESTIGATE_SOUND ) )
{
return SCHED_METROPOLICE_INVESTIGATE_SOUND;
}
}
}
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult )
{
if ( pMoveGoal->directTrace.pObstruction )
{
// Is it a physics prop? Store it off as the last thing to block me
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp*>( pMoveGoal->directTrace.pObstruction );
if ( pProp && pProp->GetHealth() )
{
m_hBlockingProp = pProp;
}
else
{
m_hBlockingProp = NULL;
}
}
return BaseClass::OnObstructionPreSteer( pMoveGoal, distClear, pResult );
}
//-----------------------------------------------------------------------------
// Combat schedule selection
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::SelectScheduleNoDirectEnemy()
{
// If you can't attack, but you can deploy a manhack, do it!
if( CanDeployManhack() && OccupyStrategySlot( SQUAD_SLOT_POLICE_DEPLOY_MANHACK ) )
return SCHED_METROPOLICE_DEPLOY_MANHACK;
// If you can't attack, but you have a baton & there's a physics object in front of you, swat it
if ( m_hBlockingProp && HasBaton() )
{
SetTarget( m_hBlockingProp );
m_hBlockingProp = NULL;
return SCHED_METROPOLICE_SMASH_PROP;
}
return SCHED_METROPOLICE_CHASE_ENEMY;
}
//-----------------------------------------------------------------------------
// Combat schedule selection
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::SelectCombatSchedule()
{
// Announce a new enemy
if ( HasCondition( COND_NEW_ENEMY ) )
{
AnnounceEnemyType( GetEnemy() );
}
int nResult = SelectScheduleNewEnemy();
if ( nResult != SCHED_NONE )
return nResult;
if( !m_fWeaponDrawn )
{
return SCHED_METROPOLICE_DRAW_PISTOL;
}
if (!HasBaton() && ((float)m_nRecentDamage / (float)GetMaxHealth()) > RECENT_DAMAGE_THRESHOLD)
{
m_nRecentDamage = 0;
m_flRecentDamageTime = 0;
m_Sentences.Speak( "METROPOLICE_COVER_HEAVY_DAMAGE", SENTENCE_PRIORITY_MEDIUM, SENTENCE_CRITERIA_NORMAL );
return SCHED_TAKE_COVER_FROM_ENEMY;
}
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
{
if ( !GetShotRegulator()->IsInRestInterval() )
return SelectRangeAttackSchedule();
else
return SCHED_METROPOLICE_ADVANCE;
}
if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
{
if ( m_BatonSwingTimer.Expired() )
{
// Stop chasing the player now that we've taken a swing at them
m_flChasePlayerTime = 0;
m_BatonSwingTimer.Set( 1.0, 1.75 );
return SCHED_MELEE_ATTACK1;
}
else
return SCHED_COMBAT_FACE;
}
if ( HasCondition( COND_TOO_CLOSE_TO_ATTACK ) )
{
return SCHED_BACK_AWAY_FROM_ENEMY;
}
if ( HasCondition( COND_LOW_PRIMARY_AMMO ) || HasCondition( COND_NO_PRIMARY_AMMO ) )
{
AnnounceOutOfAmmo( );
return SCHED_HIDE_AND_RELOAD;
}
if ( HasCondition(COND_WEAPON_SIGHT_OCCLUDED) && !HasBaton() )
{
// If they are hiding behind something that we can destroy, start shooting at it.
CBaseEntity *pBlocker = GetEnemyOccluder();
if ( pBlocker && pBlocker->GetHealth() > 0 && OccupyStrategySlotRange( SQUAD_SLOT_POLICE_ATTACK_OCCLUDER1, SQUAD_SLOT_POLICE_ATTACK_OCCLUDER2 ) )
{
m_Sentences.Speak( "METROPOLICE_SHOOT_COVER" );
return SCHED_SHOOT_ENEMY_COVER;
}
}
if (HasCondition(COND_ENEMY_OCCLUDED))
{
if ( GetEnemy() && !(GetEnemy()->GetFlags() & FL_NOTARGET) )
{
// Charge in and break the enemy's cover!
return SCHED_ESTABLISH_LINE_OF_FIRE;
}
}
nResult = SelectScheduleNoDirectEnemy();
if ( nResult != SCHED_NONE )
return nResult;
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Purpose: This is a bridge between stunstick, NPC and its behavior
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::ShouldKnockOutTarget( CBaseEntity *pTarget )
{
if ( m_PolicingBehavior.IsEnabled() && m_PolicingBehavior.ShouldKnockOutTarget( pTarget ) )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: This is a bridge between stunstick, NPC and its behavior
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::KnockOutTarget( CBaseEntity *pTarget )
{
if ( m_PolicingBehavior.IsEnabled() )
{
m_PolicingBehavior.KnockOutTarget( pTarget );
}
}
//-----------------------------------------------------------------------------
// Can me enemy see me?
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::CanEnemySeeMe( )
{
if ( GetEnemy()->IsPlayer() )
{
if ( static_cast<CBasePlayer*>(GetEnemy())->FInViewCone( this ) )
{
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Choose weights about where we can use particular stitching behaviors
//-----------------------------------------------------------------------------
#define STITCH_MIN_DISTANCE 1000.0f
#define STITCH_MIN_DISTANCE_SLOW 1250.0f
#define STITCH_AT_CONE 0.866f // cos(30)
#define STITCH_AT_CONE_WHEN_VISIBLE_MAX 0.3f // cos(?)
#define STITCH_AT_CONE_WHEN_VISIBLE_MIN 0.707f // cos(45)
#define STITCH_AT_COS_MIN_SPIN_ANGLE 0.2f
float CNPC_MetroPolice::StitchAtWeight( float flDist, float flSpeed, float flDot, float flReactionTime, const Vector &vecTargetToGun )
{
// Can't do an 'attacking' stitch if it's too soon
if ( m_flValidStitchTime > gpGlobals->curtime )
return 0.0f;
// No squad slots? no way.
if( IsStrategySlotRangeOccupied( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
return false;
// Don't do it if the player doesn't have enough time to react
if ( flDist < STITCH_MIN_DISTANCE )
return 0.0f;
// Don't do it if the player is farther but really slow
if ( ( flDist < STITCH_MIN_DISTANCE_SLOW ) && ( flSpeed < 150.0f ) )
return 0.0f;
// Does the predicted stitch position cross the plane from me to the target's initial position?
// If so, it'll look really dumb. Disallow that.
Vector vecGunToPredictedTarget, vecShootAtVel;
PredictShootTargetPosition( flReactionTime, 0.0f, 0.0f, &vecGunToPredictedTarget, &vecShootAtVel );
vecGunToPredictedTarget -= Weapon_ShootPosition();
vecGunToPredictedTarget.z = 0.0f;
VectorNormalize( vecGunToPredictedTarget );
Vector2D vecGunToTarget;
Vector2DMultiply( vecTargetToGun.AsVector2D(), -1.0f, vecGunToTarget );
Vector2DNormalize( vecGunToTarget );
if ( DotProduct2D( vecGunToTarget, vecGunToPredictedTarget.AsVector2D() ) <= STITCH_AT_COS_MIN_SPIN_ANGLE )
return 0.0f;
// If the cop is in the view cone, then up the cone in which the stitch will occur
float flConeAngle = STITCH_AT_CONE;
if ( CanEnemySeeMe() )
{
flDist = clamp( flDist, 1500.0f, 2500.0f );
flConeAngle = RemapVal( flDist, 1500.0f, 2500.0f, STITCH_AT_CONE_WHEN_VISIBLE_MIN, STITCH_AT_CONE_WHEN_VISIBLE_MAX );
}
flDot = clamp( flDot, -1.0f, flConeAngle );
return RemapVal( flDot, -1.0f, flConeAngle, 0.5f, 1.0f );
}
#define STITCH_ACROSS_CONE 0.5f // cos(60)
float CNPC_MetroPolice::StitchAcrossWeight( float flDist, float flSpeed, float flDot, float flReactionTime )
{
return 0.0f;
// Can't do an 'attacking' stitch if it's too soon
if ( m_flValidStitchTime > gpGlobals->curtime )
return 0.0f;
// No squad slots? no way.
if( IsStrategySlotRangeOccupied( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
return 0.0f;
if ( flDist < STITCH_MIN_DISTANCE )
return 0.0f;
// Don't do it if the player doesn't have enough time to react
if ( flDist < flSpeed * flReactionTime )
return 0.0f;
// We want to stitch across if we're within the stitch across cone
if ( flDot < STITCH_ACROSS_CONE )
return 0.0f;
return 1.0f;
}
#define STITCH_ALONG_MIN_CONE 0.866f // cos(30)
#define STITCH_ALONG_MIN_CONE_WHEN_VISIBLE 0.707f // cos(45)
#define STITCH_ALONG_MAX_CONE -0.4f //
#define STITCH_ALONG_MIN_SPEED 300.0f
float CNPC_MetroPolice::StitchAlongSideWeight( float flDist, float flSpeed, float flDot )
{
// No squad slots? no way.
if( IsStrategySlotRangeOccupied( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) &&
IsStrategySlotRangeOccupied( SQUAD_SLOT_POLICE_COVERING_FIRE1, SQUAD_SLOT_POLICE_COVERING_FIRE2 ) )
return 0.0f;
if ( flDist < (AIM_ALONG_SIDE_LINE_OF_DEATH_DISTANCE + AIM_ALONG_SIDE_STEER_DISTANCE + 100.0f) )
return 0.0f;
if ( flSpeed < STITCH_ALONG_MIN_SPEED )
return 0.0f;
// We want to stitch across if we're within the stitch across cone
float flMinConeAngle = STITCH_ALONG_MIN_CONE;
bool bCanEnemySeeMe = CanEnemySeeMe( );
if ( bCanEnemySeeMe )
{
flMinConeAngle = STITCH_ALONG_MIN_CONE_WHEN_VISIBLE;
}
if (( flDot > flMinConeAngle ) || ( flDot < STITCH_ALONG_MAX_CONE ))
return 0.0f;
return bCanEnemySeeMe ? 1.0f : 2.0f;
}
#define STITCH_BEHIND_MIN_CONE 0.0f // cos(90)
float CNPC_MetroPolice::StitchBehindWeight( float flDist, float flSpeed, float flDot )
{
return 0.0f;
// No squad slots? no way.
if( IsStrategySlotRangeOccupied( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) &&
IsStrategySlotRangeOccupied( SQUAD_SLOT_POLICE_COVERING_FIRE1, SQUAD_SLOT_POLICE_COVERING_FIRE2 ) )
return 0.0f;
if ( flDist < AIM_BEHIND_MINIMUM_DISTANCE )
return 0.0f;
// We want to stitch across if we're within the stitch across cone
if ( flDot > STITCH_BEHIND_MIN_CONE )
return 0.0f;
// If we're close, reduce the chances of this if we're also slow
if ( flDist < STITCH_MIN_DISTANCE )
{
flSpeed = clamp( flSpeed, 300.0f, 450.0f );
float flWeight = RemapVal( flSpeed, 300.0f, 450.0f, 0.0f, 1.0f );
return flWeight;
}
return 1.0f;
}
float CNPC_MetroPolice::StitchTightWeight( float flDist, float flSpeed, const Vector &vecTargetToGun, const Vector &vecVelocity )
{
// No squad slots? no way.
if( IsStrategySlotRangeOccupied( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) &&
IsStrategySlotRangeOccupied( SQUAD_SLOT_POLICE_COVERING_FIRE1, SQUAD_SLOT_POLICE_COVERING_FIRE2 ) )
return 0.0f;
if ( flDist > STITCH_MIN_DISTANCE )
{
if ( flDist > 2000.0f )
return 0.0f;
// We can stitch tight if they are close and no other rules apply.
return 0.0001f;
}
// If we're heading right at him, them fire it!
Vector vecTargetToGunDir = vecTargetToGun;
Vector vecVelocityDir = vecVelocity;
VectorNormalize( vecTargetToGunDir );
VectorNormalize( vecVelocityDir );
if ( DotProduct( vecTargetToGunDir, vecVelocityDir ) > 0.95f )
return 8.0f;
// If we're on the same level, fire at him!
if ( ( fabs(vecTargetToGun.z) < 50.0f ) && ( flDist < STITCH_MIN_DISTANCE ) )
return 1.0f;
flSpeed = clamp( flSpeed, 300.0f, 450.0f );
float flWeight = RemapVal( flSpeed, 300.0f, 450.0f, 1.0f, 0.0f );
return flWeight;
}
//-----------------------------------------------------------------------------
// Combat schedule selection
//-----------------------------------------------------------------------------
#define STITCH_REACTION_TIME 2.0f
#define STITCH_SCHEDULE_COUNT 5
int CNPC_MetroPolice::SelectStitchSchedule()
{
// If the boat is very close to us, we're going to stitch at it
// even if the squad slot is full..
Vector vecTargetToGun;
Vector vecTarget = StitchAimTarget( GetAbsOrigin(), false );
VectorSubtract( Weapon_ShootPosition(), vecTarget, vecTargetToGun );
Vector2D vecTargetToGun2D = vecTargetToGun.AsVector2D();
float flDist = Vector2DNormalize( vecTargetToGun2D );
if ( HasSpawnFlags( SF_METROPOLICE_NO_FAR_STITCH ) )
{
if ( flDist > 6000.0f )
return SCHED_NONE;
}
float flReactionTime = STITCH_REACTION_TIME * sk_metropolice_stitch_reaction.GetFloat();
Vector vecVelocity;
PredictShootTargetVelocity( flReactionTime, &vecVelocity );
Vector2D vecVelocity2D = vecVelocity.AsVector2D();
float flSpeed = Vector2DNormalize( vecVelocity2D );
float flDot = DotProduct2D( vecTargetToGun2D, vecVelocity2D );
float flWeight[STITCH_SCHEDULE_COUNT];
flWeight[0] = StitchAtWeight( flDist, flSpeed, flDot, flReactionTime, vecTargetToGun );
flWeight[1] = flWeight[0] + StitchAcrossWeight( flDist, flSpeed, flDot, flReactionTime );
flWeight[2] = flWeight[1] + StitchTightWeight( flDist, flSpeed, vecTargetToGun, vecVelocity );
flWeight[3] = flWeight[2] + StitchAlongSideWeight( flDist, flSpeed, flDot );
flWeight[4] = flWeight[3] + StitchBehindWeight( flDist, flSpeed, flDot );
if ( flWeight[STITCH_SCHEDULE_COUNT - 1] == 0.0f )
return SCHED_NONE;
int pSched[STITCH_SCHEDULE_COUNT] =
{
SCHED_METROPOLICE_AIM_STITCH_AT_AIRBOAT,
SCHED_METROPOLICE_AIM_STITCH_IN_FRONT_OF_AIRBOAT,
SCHED_METROPOLICE_AIM_STITCH_TIGHTLY,
SCHED_METROPOLICE_AIM_STITCH_ALONG_SIDE_OF_AIRBOAT,
SCHED_METROPOLICE_AIM_STITCH_BEHIND_AIRBOAT,
};
int i;
float flRand = random->RandomFloat( 0.0f, flWeight[STITCH_SCHEDULE_COUNT - 1] );
for ( i = 0; i < STITCH_SCHEDULE_COUNT; ++i )
{
if ( flRand <= flWeight[i] )
break;
}
// If we're basically a covering activity, take up that slot
if ( i >= 3 )
{
if( OccupyStrategySlotRange( SQUAD_SLOT_POLICE_COVERING_FIRE1, SQUAD_SLOT_POLICE_COVERING_FIRE2 ) )
{
return pSched[i];
}
}
if( OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
{
if ( IsInSquad() && (i < 2) )
{
GetSquad()->BroadcastInteraction( g_interactionMetrocopStartedStitch, NULL );
}
return pSched[i];
}
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Combat schedule selection
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::SelectMoveToLedgeSchedule()
{
// Prevent a bunch of unnecessary raycasts.
if ( m_flNextLedgeCheckTime > gpGlobals->curtime )
return SCHED_NONE;
// If the NPC is above the airboat (say, on a bridge), make sure he
// goes to the closest ledge. (may need a spawnflag for this)
if ( (GetAbsOrigin().z - GetShootTarget()->GetAbsOrigin().z) >= 150.0f )
{
m_flNextLedgeCheckTime = gpGlobals->curtime + 3.0f;
// We need to be able to shoot downward at a 60 degree angle.
Vector vecDelta;
VectorSubtract( GetShootTarget()->WorldSpaceCenter(), Weapon_ShootPosition(), vecDelta );
vecDelta.z = 0.0f;
VectorNormalize( vecDelta );
// At this point, vecDelta is 45 degrees below horizontal.
vecDelta.z = -1;
vecDelta *= 100.0f;
trace_t tr;
CTraceFilterWorldOnly traceFilter;
UTIL_TraceLine( Weapon_ShootPosition(), Weapon_ShootPosition() + vecDelta, MASK_SOLID, &traceFilter, &tr );
if (tr.endpos.z >= GetAbsOrigin().z - 25.0f )
return SCHED_METROPOLICE_ESTABLISH_STITCH_LINE_OF_FIRE;
}
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Combat schedule selection
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::SelectAirboatRangeAttackSchedule()
{
// Move to a ledge, if we need to.
int nSched = SelectMoveToLedgeSchedule();
if ( nSched != SCHED_NONE )
return nSched;
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
{
nSched = SelectStitchSchedule();
if ( nSched != SCHED_NONE )
{
m_LastShootSlot = SQUAD_SLOT_NONE;
return nSched;
}
}
if( CanDeployManhack() && OccupyStrategySlot( SQUAD_SLOT_POLICE_DEPLOY_MANHACK ) )
{
return SCHED_METROPOLICE_DEPLOY_MANHACK;
}
return SCHED_METROPOLICE_ESTABLISH_LINE_OF_FIRE;
}
//-----------------------------------------------------------------------------
// Combat schedule selection for when the enemy is in an airboat
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::SelectAirboatCombatSchedule()
{
int nResult = SelectScheduleNewEnemy();
if ( nResult != SCHED_NONE )
return nResult;
// We're assuming here that the cops who attack airboats have SMGs
// Assert( Weapon_OwnsThisType( "weapon_smg1" ) );
if ( HasCondition( COND_SEE_ENEMY ) )
{
return SelectAirboatRangeAttackSchedule();
}
if ( HasCondition( COND_WEAPON_SIGHT_OCCLUDED ) )
{
// If they are hiding behind something also attack. Don't bother
// shooting the destroyable thing; it'll happen anyways with the SMG
CBaseEntity *pBlocker = GetEnemyOccluder();
if ( pBlocker && pBlocker->GetHealth() > 0 && OccupyStrategySlotRange( SQUAD_SLOT_POLICE_ATTACK_OCCLUDER1, SQUAD_SLOT_POLICE_ATTACK_OCCLUDER2 ) )
{
return SelectAirboatRangeAttackSchedule();
}
}
nResult = SelectScheduleNoDirectEnemy();
if ( nResult != SCHED_NONE )
return nResult;
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::IsHeavyDamage( const CTakeDamageInfo &info )
{
// Metropolice considers bullet fire heavy damage
if ( info.GetDamageType() & DMG_BULLET )
return true;
return BaseClass::IsHeavyDamage( info );
}
//-----------------------------------------------------------------------------
// TraceAttack
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
// This is needed so we can keep track of the direction of the shot
// because we're going to use it to choose the flinch animation
if ( m_bSimpleCops )
{
if ( m_takedamage == DAMAGE_YES )
{
Vector vecLastHitDirection;
VectorIRotate( vecDir, EntityToWorldTransform(), vecLastHitDirection );
// Point *at* the shooter
vecLastHitDirection *= -1.0f;
QAngle lastHitAngles;
VectorAngles( vecLastHitDirection, lastHitAngles );
m_flLastHitYaw = lastHitAngles.y;
}
}
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
}
//-----------------------------------------------------------------------------
// Determines the best type of flinch anim to play.
//-----------------------------------------------------------------------------
Activity CNPC_MetroPolice::GetFlinchActivity( bool bHeavyDamage, bool bGesture )
{
if ( !bGesture && m_bSimpleCops )
{
// Version for getting shot from behind
if ( ( m_flLastHitYaw > 90 ) && ( m_flLastHitYaw < 270 ) )
{
Activity flinchActivity = (Activity)ACT_METROPOLICE_FLINCH_BEHIND;
if ( SelectWeightedSequence ( flinchActivity ) != ACTIVITY_NOT_AVAILABLE )
return flinchActivity;
}
if ( ( LastHitGroup() == HITGROUP_CHEST ) ||
( LastHitGroup() == HITGROUP_LEFTLEG ) ||
( LastHitGroup() == HITGROUP_RIGHTLEG ) )
{
Activity flinchActivity = ACT_FLINCH_STOMACH;
if ( SelectWeightedSequence ( ACT_FLINCH_STOMACH ) != ACTIVITY_NOT_AVAILABLE )
return flinchActivity;
}
}
return BaseClass::GetFlinchActivity( bHeavyDamage, bGesture );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::PlayFlinchGesture( void )
{
BaseClass::PlayFlinchGesture();
// To ensure old playtested difficulty stays the same, stop cops shooting for a bit after gesture flinches
GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + 0.5 );
}
//-----------------------------------------------------------------------------
// We're taking cover from danger
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::AnnounceHarrassment( void )
{
static const char *pWarnings[3] =
{
"METROPOLICE_BACK_UP_A",
"METROPOLICE_BACK_UP_B",
"METROPOLICE_BACK_UP_C",
};
m_Sentences.Speak( pWarnings[ random->RandomInt( 0, ARRAYSIZE(pWarnings)-1 ) ], SENTENCE_PRIORITY_MEDIUM, SENTENCE_CRITERIA_NORMAL );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::IncrementPlayerCriminalStatus( void )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
if ( pPlayer )
{
AddLookTarget( pPlayer, 0.8f, 5.0f );
if ( m_nNumWarnings < METROPOLICE_MAX_WARNINGS )
{
m_nNumWarnings++;
}
if ( m_nNumWarnings >= (METROPOLICE_MAX_WARNINGS-1) )
{
SetTarget( pPlayer );
SetBatonState( true );
}
}
m_flBatonDebounceTime = gpGlobals->curtime + random->RandomFloat( 2.0f, 4.0f );
AnnounceHarrassment();
m_bKeepFacingPlayer = true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::SelectShoveSchedule( void )
{
IncrementPlayerCriminalStatus();
// Stop chasing the player now that we've taken a swing at them
m_flChasePlayerTime = 0;
return SCHED_METROPOLICE_SHOVE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CNPC_MetroPolice::GetIdealAccel( void ) const
{
return GetIdealSpeed() * 2.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Chase after a player who's just pissed us off, and hit him
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::AdministerJustice( void )
{
if ( !AI_IsSinglePlayer() )
return;
// If we're allowed to chase the player, do so. Otherwise, just threaten.
if ( !IsInAScript() && (m_NPCState != NPC_STATE_SCRIPT) && HasSpawnFlags( SF_METROPOLICE_ALLOWED_TO_RESPOND ) )
{
if ( m_vecPreChaseOrigin == vec3_origin )
{
m_vecPreChaseOrigin = GetAbsOrigin();
m_flPreChaseYaw = GetAbsAngles().y;
}
m_flChasePlayerTime = gpGlobals->curtime + RandomFloat( 3, 7 );
// Attack the target
CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
SetEnemy( pPlayer );
SetState( NPC_STATE_COMBAT );
UpdateEnemyMemory( pPlayer, pPlayer->GetAbsOrigin() );
}
else
{
// Watch the player for a time.
m_bKeepFacingPlayer = true;
// Try and find a nearby cop to administer justice
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
int nAIs = g_AI_Manager.NumAIs();
for ( int i = 0; i < nAIs; i++ )
{
if ( ppAIs[i] == this )
continue;
if ( ppAIs[i]->Classify() == CLASS_METROPOLICE && FClassnameIs( ppAIs[i], "npc_metropolice" ) )
{
CNPC_MetroPolice *pNPC = assert_cast<CNPC_MetroPolice*>(ppAIs[i]);
if ( pNPC->HasSpawnFlags( SF_METROPOLICE_ALLOWED_TO_RESPOND ) )
{
// Is he within site & range?
if ( FVisible(pNPC) && pNPC->FVisible( UTIL_PlayerByIndex(1) ) &&
UTIL_DistApprox( WorldSpaceCenter(), pNPC->WorldSpaceCenter() ) < 512 )
{
pNPC->AdministerJustice();
break;
}
}
}
}
}
}
//-----------------------------------------------------------------------------
// Schedule selection
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::SelectSchedule( void )
{
if ( !GetEnemy() && HasCondition( COND_IN_PVS ) && AI_GetSinglePlayer() && !AI_GetSinglePlayer()->IsAlive() )
{
return SCHED_PATROL_WALK;
}
if ( HasCondition(COND_METROPOLICE_ON_FIRE) )
{
m_Sentences.Speak( "METROPOLICE_ON_FIRE", SENTENCE_PRIORITY_INVALID, SENTENCE_CRITERIA_ALWAYS );
return SCHED_METROPOLICE_BURNING_STAND;
}
// React to being struck by a physics object
if ( HasCondition( COND_METROPOLICE_PHYSOBJECT_ASSAULT ) )
{
ClearCondition( COND_METROPOLICE_PHYSOBJECT_ASSAULT );
// See which state our player relationship is in
if ( PlayerIsCriminal() == false )
{
m_Sentences.Speak( "METROPOLICE_HIT_BY_PHYSOBJECT", SENTENCE_PRIORITY_INVALID, SENTENCE_CRITERIA_ALWAYS );
m_nNumWarnings = METROPOLICE_MAX_WARNINGS;
AdministerJustice();
}
else if ( GlobalEntity_GetState( "gordon_precriminal" ) == GLOBAL_ON )
{
// We're not allowed to respond, but warn them
m_Sentences.Speak( "METROPOLICE_IDLE_HARASS_PLAYER", SENTENCE_PRIORITY_INVALID, SENTENCE_CRITERIA_ALWAYS );
}
}
int nSched = SelectFlinchSchedule();
if ( nSched != SCHED_NONE )
return nSched;
if ( HasBaton() )
{
// See if we're being told to activate our baton
if ( m_bShouldActivateBaton && BatonActive() == false && IsCurSchedule( SCHED_METROPOLICE_ACTIVATE_BATON ) == false )
return SCHED_METROPOLICE_ACTIVATE_BATON;
if ( m_bShouldActivateBaton == false && BatonActive() && IsCurSchedule( SCHED_METROPOLICE_DEACTIVATE_BATON ) == false )
return SCHED_METROPOLICE_DEACTIVATE_BATON;
if( metropolice_chase_use_follow.GetBool() )
{
if( GetEnemy() )
{
AI_FollowParams_t params;
params.formation = AIF_TIGHT;
m_FollowBehavior.SetParameters( params );
m_FollowBehavior.SetFollowTarget( GetEnemy() );
}
}
}
// See if the player is in our face (unless we're scripting)
if ( PlayerIsCriminal() == false )
{
if ( !IsInAScript() && (HasCondition( COND_METROPOLICE_PLAYER_TOO_CLOSE ) || m_bPlayerTooClose) )
{
// Don't hit the player too many times in a row, unless he's trying to push a cop who hasn't moved
if ( m_iNumPlayerHits < 3 || m_vecPreChaseOrigin == vec3_origin )
{
ClearCondition( COND_METROPOLICE_PLAYER_TOO_CLOSE );
m_bPlayerTooClose = false;
return SelectShoveSchedule();
}
}
else if ( m_iNumPlayerHits )
{
// If we're not in combat, and we've got a pre-chase origin, move back to it
if ( ( m_NPCState != NPC_STATE_COMBAT ) &&
( m_vecPreChaseOrigin != vec3_origin ) &&
( m_flChasePlayerTime < gpGlobals->curtime ) )
{
return SCHED_METROPOLICE_RETURN_TO_PRECHASE;
}
}
}
// Cower when physics objects are thrown at me
if ( HasCondition( COND_HEAR_PHYSICS_DANGER ) )
{
if ( m_flLastPhysicsFlinchTime + 4.0f <= gpGlobals->curtime )
{
m_flLastPhysicsFlinchTime = gpGlobals->curtime;
return SCHED_FLINCH_PHYSICS;
}
}
// Always run for cover from danger sounds
if ( HasCondition(COND_HEAR_DANGER) )
{
CSound *pSound;
pSound = GetBestSound();
Assert( pSound != NULL );
if ( pSound )
{
if (pSound->m_iType & SOUND_DANGER)
{
AnnounceTakeCoverFromDanger( pSound );
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
}
if (!HasCondition( COND_SEE_ENEMY ) && ( pSound->m_iType & (SOUND_PLAYER | SOUND_PLAYER_VEHICLE | SOUND_COMBAT) ))
{
GetMotor()->SetIdealYawToTarget( pSound->GetSoundReactOrigin() );
}
}
}
bool bHighHealth = ((float)GetHealth() / (float)GetMaxHealth() > 0.75f);
// This will cause the cops to run backwards + shoot at the same time
if ( !bHighHealth && !HasBaton() )
{
if ( GetActiveWeapon() && (GetActiveWeapon()->m_iClip1 <= 5) )
{
m_Sentences.Speak( "METROPOLICE_COVER_LOW_AMMO" );
return SCHED_HIDE_AND_RELOAD;
}
}
if( HasCondition( COND_NO_PRIMARY_AMMO ) )
{
if ( bHighHealth )
return SCHED_RELOAD;
AnnounceOutOfAmmo( );
return SCHED_HIDE_AND_RELOAD;
}
// If we're clubbing someone who threw something at us. chase them
if ( m_NPCState == NPC_STATE_COMBAT && m_flChasePlayerTime > gpGlobals->curtime )
return SCHED_CHASE_ENEMY;
if ( !BehaviorSelectSchedule() )
{
// If we've warned the player at all, watch him like a hawk
if ( m_bKeepFacingPlayer && !PlayerIsCriminal() )
return SCHED_TARGET_FACE;
switch( m_NPCState )
{
case NPC_STATE_IDLE:
{
nSched = SelectScheduleInvestigateSound();
if ( nSched != SCHED_NONE )
return nSched;
break;
}
case NPC_STATE_ALERT:
{
nSched = SelectScheduleInvestigateSound();
if ( nSched != SCHED_NONE )
return nSched;
}
break;
case NPC_STATE_COMBAT:
if (!IsEnemyInAnAirboat() || !Weapon_OwnsThisType( "weapon_smg1" ) )
{
int nResult = SelectCombatSchedule();
if ( nResult != SCHED_NONE )
return nResult;
}
else
{
int nResult = SelectAirboatCombatSchedule();
if ( nResult != SCHED_NONE )
return nResult;
}
break;
}
}
// If we're not in combat, and we've got a pre-chase origin, move back to it
if ( ( m_NPCState != NPC_STATE_COMBAT ) &&
( m_vecPreChaseOrigin != vec3_origin ) &&
( m_flChasePlayerTime < gpGlobals->curtime ) )
{
return SCHED_METROPOLICE_RETURN_TO_PRECHASE;
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : failedSchedule -
// failedTask -
// taskFailCode -
// Output : int
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
{
if ( failedSchedule == SCHED_METROPOLICE_CHASE_ENEMY )
{
return SCHED_METROPOLICE_ESTABLISH_LINE_OF_FIRE;
}
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::TranslateSchedule( int scheduleType )
{
switch( scheduleType )
{
case SCHED_ALERT_FACE_BESTSOUND:
if ( !IsCurSchedule( SCHED_METROPOLICE_ALERT_FACE_BESTSOUND, false ) )
{
return SCHED_METROPOLICE_ALERT_FACE_BESTSOUND;
}
return SCHED_ALERT_FACE_BESTSOUND;
case SCHED_CHASE_ENEMY:
if ( !IsRunningBehavior() )
{
return SCHED_METROPOLICE_CHASE_ENEMY;
}
break;
case SCHED_ESTABLISH_LINE_OF_FIRE:
case SCHED_METROPOLICE_ESTABLISH_LINE_OF_FIRE:
if ( IsEnemyInAnAirboat() )
{
int nSched = SelectMoveToLedgeSchedule();
if ( nSched != SCHED_NONE )
return nSched;
}
return SCHED_METROPOLICE_ESTABLISH_LINE_OF_FIRE;
case SCHED_WAKE_ANGRY:
return SCHED_METROPOLICE_WAKE_ANGRY;
case SCHED_FAIL_TAKE_COVER:
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
{
// Must be able to shoot now
if( TryToEnterPistolSlot( SQUAD_SLOT_ATTACK1 ) || TryToEnterPistolSlot( SQUAD_SLOT_ATTACK2 ) )
return SCHED_RANGE_ATTACK1;
}
if ( HasCondition( COND_NO_PRIMARY_AMMO ) )
return SCHED_RELOAD;
return SCHED_RUN_RANDOM;
case SCHED_RANGE_ATTACK1:
Assert( !HasCondition( COND_NO_PRIMARY_AMMO ) );
if( !m_fWeaponDrawn )
{
return SCHED_METROPOLICE_DRAW_PISTOL;
}
if( Weapon_OwnsThisType( "weapon_smg1" ) )
{
if ( IsEnemyInAnAirboat() )
{
int nSched = SelectStitchSchedule();
if ( nSched != SCHED_NONE )
return nSched;
}
if ( ShouldAttemptToStitch() )
{
return SCHED_METROPOLICE_SMG_BURST_ATTACK;
}
else
{
return SCHED_METROPOLICE_SMG_NORMAL_ATTACK;
}
}
break;
case SCHED_METROPOLICE_ADVANCE:
if ( m_NextChargeTimer.Expired() && metropolice_charge.GetBool() )
{
if ( Weapon_OwnsThisType( "weapon_pistol" ) )
{
if ( GetEnemy() && GetEnemy()->GetAbsOrigin().DistToSqr( GetAbsOrigin() ) > 300*300 )
{
if ( OccupyStrategySlot( SQUAD_SLOT_POLICE_CHARGE_ENEMY ) )
{
m_NextChargeTimer.Set( 3, 7 );
return SCHED_METROPOLICE_CHARGE;
}
}
}
else
{
m_NextChargeTimer.Set( 99999 );
}
}
break;
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
// Can't move and shoot when the enemy is an airboat
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::ShouldMoveAndShoot()
{
if ( HasSpawnFlags( SF_METROPOLICE_ARREST_ENEMY ) )
return false;
if ( ShouldAttemptToStitch() )
return false;
return BaseClass::ShouldMoveAndShoot();
}
//-----------------------------------------------------------------------------
// Only move and shoot when attacking
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::OnBeginMoveAndShoot()
{
if ( BaseClass::OnBeginMoveAndShoot() )
{
if( HasStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
return true; // already have the slot I need
if( OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Only move and shoot when attacking
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::OnEndMoveAndShoot()
{
VacateStrategySlot();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pTask -
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::StartTask( const Task_t *pTask )
{
switch (pTask->iTask)
{
case TASK_METROPOLICE_WAIT_FOR_SENTENCE:
{
if ( FOkToMakeSound( pTask->flTaskData ) )
{
TaskComplete();
}
}
break;
case TASK_METROPOLICE_GET_PATH_TO_PRECHASE:
{
Assert( m_vecPreChaseOrigin != vec3_origin );
if ( GetNavigator()->SetGoal( m_vecPreChaseOrigin ) )
{
QAngle vecAngles( 0, m_flPreChaseYaw, 0 );
GetNavigator()->SetArrivalDirection( vecAngles );
TaskComplete();
}
else
{
TaskFail( FAIL_NO_ROUTE );
}
break;
}
case TASK_METROPOLICE_CLEAR_PRECHASE:
{
m_vecPreChaseOrigin = vec3_origin;
m_flPreChaseYaw = 0;
TaskComplete();
break;
}
case TASK_METROPOLICE_ACTIVATE_BATON:
{
// Simply early out if we're in here without a baton
if ( HasBaton() == false )
{
TaskComplete();
break;
}
bool activate = ( pTask->flTaskData != 0 );
if ( activate )
{
if ( BatonActive() || m_bShouldActivateBaton == false )
{
TaskComplete();
break;
}
m_Sentences.Speak( "METROPOLICE_ACTIVATE_BATON", SENTENCE_PRIORITY_NORMAL, SENTENCE_CRITERIA_NORMAL );
SetIdealActivity( (Activity) ACT_ACTIVATE_BATON );
}
else
{
if ( BatonActive() == false || m_bShouldActivateBaton )
{
TaskComplete();
break;
}
m_Sentences.Speak( "METROPOLICE_DEACTIVATE_BATON", SENTENCE_PRIORITY_NORMAL, SENTENCE_CRITERIA_NORMAL );
SetIdealActivity( (Activity) ACT_DEACTIVATE_BATON );
}
}
break;
case TASK_METROPOLICE_DIE_INSTANTLY:
{
CTakeDamageInfo info;
info.SetAttacker( this );
info.SetInflictor( this );
info.SetDamage( m_iHealth );
info.SetDamageType( pTask->flTaskData );
info.SetDamageForce( Vector( 0.1, 0.1, 0.1 ) );
TakeDamage( info );
TaskComplete();
}
break;
case TASK_METROPOLICE_RESET_LEDGE_CHECK_TIME:
m_flNextLedgeCheckTime = gpGlobals->curtime;
TaskComplete();
break;
case TASK_METROPOLICE_LEAD_ARREST_ENEMY:
case TASK_METROPOLICE_ARREST_ENEMY:
m_flTaskCompletionTime = gpGlobals->curtime + pTask->flTaskData;
break;
case TASK_METROPOLICE_SIGNAL_FIRING_TIME:
EnemyResistingArrest();
TaskComplete();
break;
case TASK_METROPOLICE_GET_PATH_TO_STITCH:
{
if ( !ShouldAttemptToStitch() )
{
TaskFail( FAIL_NO_ROUTE );
break;
}
Vector vecTarget, vecTargetVel;
PredictShootTargetPosition( 0.5f, 0.0f, 0.0f, &vecTarget, &vecTargetVel );
vecTarget -= GetAbsOrigin();
vecTarget.z = 0.0f;
float flDist = VectorNormalize( vecTarget );
if ( GetNavigator()->SetVectorGoal( vecTarget, flDist ) )
{
TaskComplete();
}
else
{
TaskFail( FAIL_NO_ROUTE );
}
}
break;
// Stitching aiming
case TASK_METROPOLICE_AIM_STITCH_TIGHTLY:
SetBurstMode( true );
AimBurstTightGrouping( pTask->flTaskData );
TaskComplete();
break;
case TASK_METROPOLICE_AIM_STITCH_AT_PLAYER:
SetBurstMode( true );
AimBurstAtEnemy( pTask->flTaskData );
TaskComplete();
break;
case TASK_METROPOLICE_AIM_STITCH_AT_AIRBOAT:
if ( IsEnemyInAnAirboat() )
{
SetBurstMode( true );
AimBurstAtEnemy( pTask->flTaskData );
TaskComplete();
}
else
{
TaskFail(FAIL_NO_TARGET);
}
break;
case TASK_METROPOLICE_AIM_STITCH_IN_FRONT_OF_AIRBOAT:
if ( IsEnemyInAnAirboat() )
{
SetBurstMode( true );
AimBurstInFrontOfEnemy( pTask->flTaskData );
TaskComplete();
}
else
{
TaskFail(FAIL_NO_TARGET);
}
break;
case TASK_METROPOLICE_AIM_STITCH_ALONG_SIDE_OF_AIRBOAT:
if ( IsEnemyInAnAirboat() )
{
SetBurstMode( true );
AimBurstAlongSideOfEnemy( pTask->flTaskData );
TaskComplete();
}
else
{
TaskFail(FAIL_NO_TARGET);
}
break;
case TASK_METROPOLICE_AIM_STITCH_BEHIND_AIRBOAT:
if ( IsEnemyInAnAirboat() )
{
SetBurstMode( true );
AimBurstBehindEnemy( pTask->flTaskData );
TaskComplete();
}
else
{
TaskFail(FAIL_NO_TARGET);
}
break;
case TASK_METROPOLICE_BURST_ATTACK:
ResetIdealActivity( ACT_RANGE_ATTACK1 );
break;
case TASK_METROPOLICE_STOP_FIRE_BURST:
{
SetBurstMode( false );
TaskComplete();
}
break;
case TASK_METROPOLICE_HARASS:
{
if( !( m_spawnflags & SF_METROPOLICE_NOCHATTER ) )
{
if( GetEnemy() && GetEnemy()->GetWaterLevel() > 0 )
{
EmitSound( "NPC_MetroPolice.WaterSpeech" );
}
else
{
EmitSound( "NPC_MetroPolice.HidingSpeech" );
}
}
TaskComplete();
}
break;
case TASK_METROPOLICE_RELOAD_FOR_BURST:
{
if (GetActiveWeapon())
{
int nDesiredShotCount = CountShotsInTime( pTask->flTaskData );
// Do our fake reload to simulate a bigger clip without having to change the SMG1
int nAddCount = nDesiredShotCount - GetActiveWeapon()->Clip1();
if ( nAddCount > 0 )
{
if ( m_nBurstReloadCount >= nAddCount )
{
GetActiveWeapon()->m_iClip1 += nAddCount;
m_nBurstReloadCount -= nAddCount;
}
}
if ( nDesiredShotCount <= GetActiveWeapon()->Clip1() )
{
TaskComplete();
break;
}
}
// Fake a TASK_RELOAD to make sure we've got a full clip...
Task_t reloadTask;
reloadTask.iTask = TASK_RELOAD;
reloadTask.flTaskData = 0.0f;
StartTask( &reloadTask );
}
break;
case TASK_RELOAD:
m_nBurstReloadCount = METROPOLICE_BURST_RELOAD_COUNT;
BaseClass::StartTask( pTask );
break;
case TASK_METROPOLICE_GET_PATH_TO_BESTSOUND_LOS:
{
}
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
//
// Run tasks!
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// He's resisting arrest!
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::EnemyResistingArrest()
{
// Prevent any other arrest from being made in this squad
// and tell them all that the player is resisting arrest!
if ( m_pSquad != NULL )
{
AISquadIter_t iter;
CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter );
while ( pSquadmate )
{
pSquadmate->RemoveSpawnFlags( SF_METROPOLICE_ARREST_ENEMY );
pSquadmate->SetCondition( COND_METROPOLICE_ENEMY_RESISTING_ARREST );
pSquadmate = m_pSquad->GetNextMember( &iter );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pTask -
//-----------------------------------------------------------------------------
#define FLEEING_DISTANCE_SQR (100 * 100)
void CNPC_MetroPolice::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_WAIT_FOR_MOVEMENT:
BaseClass::RunTask( pTask );
break;
case TASK_METROPOLICE_WAIT_FOR_SENTENCE:
{
if ( FOkToMakeSound( pTask->flTaskData ) )
{
TaskComplete();
}
}
break;
case TASK_METROPOLICE_ACTIVATE_BATON:
AutoMovement();
if ( IsActivityFinished() )
{
TaskComplete();
}
break;
case TASK_METROPOLICE_BURST_ATTACK:
{
AutoMovement( );
Vector vecAimPoint;
GetMotor()->SetIdealYawToTargetAndUpdate( m_vecBurstTargetPos, AI_KEEP_YAW_SPEED );
if ( IsActivityFinished() )
{
if ( GetShotRegulator()->IsInRestInterval() )
{
TaskComplete();
}
else
{
OnRangeAttack1();
ResetIdealActivity( ACT_RANGE_ATTACK1 );
}
}
}
break;
case TASK_METROPOLICE_RELOAD_FOR_BURST:
{
// Fake a TASK_RELOAD
Task_t reloadTask;
reloadTask.iTask = TASK_RELOAD;
reloadTask.flTaskData = 0.0f;
RunTask( &reloadTask );
}
break;
case TASK_METROPOLICE_LEAD_ARREST_ENEMY:
case TASK_METROPOLICE_ARREST_ENEMY:
{
if ( !GetEnemy() )
{
TaskComplete();
break;
}
if ( gpGlobals->curtime >= m_flTaskCompletionTime )
{
TaskComplete();
break;
}
// Complete the arrest after the last squad member has a bead on the enemy
// But only if you're the first guy who saw him
if ( pTask->iTask == TASK_METROPOLICE_LEAD_ARREST_ENEMY )
{
int nArrestCount = SquadArrestCount();
if ( nArrestCount == m_pSquad->NumMembers() )
{
TaskComplete();
break;
}
// Do a distance check of the enemy from his initial position.
// Shoot if he gets too far.
if ( m_vSavePosition.DistToSqr( GetEnemy()->GetAbsOrigin() ) > FLEEING_DISTANCE_SQR )
{
SpeakSentence( METROPOLICE_SENTENCE_HES_RUNNING );
EnemyResistingArrest();
break;
}
}
// Keep aiming at the enemy
if ( GetEnemy() && FacingIdeal() )
{
float flNewIdealYaw = CalcIdealYaw( GetEnemy()->EyePosition() );
if ( fabs(UTIL_AngleDiff( GetMotor()->GetIdealYaw(), flNewIdealYaw )) >= 45.0f )
{
GetMotor()->SetIdealYawToTarget( GetEnemy()->EyePosition() );
SetTurnActivity();
}
}
GetMotor()->UpdateYaw();
}
break;
case TASK_METROPOLICE_GET_PATH_TO_BESTSOUND_LOS:
{
switch( GetTaskInterrupt() )
{
case 0:
{
CSound *pSound = GetBestSound();
if (!pSound)
{
TaskFail(FAIL_NO_SOUND);
}
else
{
float flMaxRange = 2000;
float flMinRange = 0;
if ( GetActiveWeapon() )
{
flMaxRange = MAX( GetActiveWeapon()->m_fMaxRange1, GetActiveWeapon()->m_fMaxRange2 );
flMinRange = MIN( GetActiveWeapon()->m_fMinRange1, GetActiveWeapon()->m_fMinRange2 );
}
// Check against NPC's max range
if (flMaxRange > m_flDistTooFar)
{
flMaxRange = m_flDistTooFar;
}
// Why not doing lateral LOS first?
Vector losTarget = pSound->GetSoundReactOrigin();
if ( GetTacticalServices()->FindLos( pSound->GetSoundReactOrigin(), losTarget, flMinRange, flMaxRange, 1.0, &m_vInterruptSavePosition ) )
{
TaskInterrupt();
}
else
{
TaskFail(FAIL_NO_SHOOT);
}
}
}
break;
case 1:
{
AI_NavGoal_t goal( m_vInterruptSavePosition, ACT_RUN, AIN_HULL_TOLERANCE );
GetNavigator()->SetGoal( goal );
}
break;
}
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pevInflictor -
// pAttacker -
// flDamage -
// bitsDamageType -
// Output : int
//-----------------------------------------------------------------------------
int CNPC_MetroPolice::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
{
CTakeDamageInfo info = inputInfo;
if ( HasSpawnFlags( SF_METROPOLICE_ARREST_ENEMY ) )
{
EnemyResistingArrest();
}
#if 0
// Die instantly from a hit in idle/alert states
if( m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT )
{
info.SetDamage( m_iHealth );
}
#endif //0
if (info.GetAttacker() == GetEnemy())
{
// Keep track of recent damage by my attacker. If it seems like we're
// being killed, consider running off and hiding.
m_nRecentDamage += info.GetDamage();
m_flRecentDamageTime = gpGlobals->curtime;
}
return BaseClass::OnTakeDamage_Alive( info );
}
//-----------------------------------------------------------------------------
// Purpose: I want to deploy a manhack. Can I?
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::CanDeployManhack( void )
{
if ( HasSpawnFlags( SF_METROPOLICE_NO_MANHACK_DEPLOY ) )
return false;
// Nope, already have one out.
if( m_hManhack != NULL )
return false;
// Nope, don't have any!
if( m_iManhacks < 1 )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Allows for modification of the interrupt mask for the current schedule.
// In the most cases the base implementation should be called first.
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::BuildScheduleTestBits( void )
{
BaseClass::BuildScheduleTestBits();
if ( PlayerIsCriminal() == false )
{
SetCustomInterruptCondition( COND_METROPOLICE_PHYSOBJECT_ASSAULT );
}
//FIXME: Always interrupt for now
if ( !IsInAScript() &&
!IsCurSchedule( SCHED_METROPOLICE_SHOVE ) &&
!IsCurSchedule( SCHED_MELEE_ATTACK1 ) &&
!IsCurSchedule( SCHED_RELOAD ) &&
!IsCurSchedule( SCHED_METROPOLICE_ACTIVATE_BATON ) )
{
SetCustomInterruptCondition( COND_METROPOLICE_PLAYER_TOO_CLOSE );
}
if ( !IsCurSchedule( SCHED_METROPOLICE_BURNING_RUN ) && !IsCurSchedule( SCHED_METROPOLICE_BURNING_STAND ) && !IsMoving() )
{
SetCustomInterruptCondition( COND_METROPOLICE_ON_FIRE );
}
if (IsCurSchedule(SCHED_TAKE_COVER_FROM_ENEMY))
{
ClearCustomInterruptCondition( COND_LIGHT_DAMAGE );
ClearCustomInterruptCondition( COND_HEAVY_DAMAGE );
}
if ( !IsCurSchedule( SCHED_CHASE_ENEMY ) &&
!IsCurSchedule( SCHED_METROPOLICE_ACTIVATE_BATON ) &&
!IsCurSchedule( SCHED_METROPOLICE_DEACTIVATE_BATON ) &&
!IsCurSchedule( SCHED_METROPOLICE_SHOVE ) &&
!IsCurSchedule( SCHED_METROPOLICE_RETURN_TO_PRECHASE ) )
{
SetCustomInterruptCondition( COND_METROPOLICE_CHANGE_BATON_STATE );
}
if ( IsCurSchedule( SCHED_MELEE_ATTACK1 ) )
{
if ( gpGlobals->curtime - m_flLastDamageFlinchTime < 10.0 )
{
ClearCustomInterruptCondition( COND_LIGHT_DAMAGE );
ClearCustomInterruptCondition( COND_HEAVY_DAMAGE );
}
}
else if ( HasBaton() && IsCurSchedule( SCHED_COMBAT_FACE ) && !m_BatonSwingTimer.Expired() )
{
ClearCustomInterruptCondition( COND_CAN_MELEE_ATTACK1 );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
WeaponProficiency_t CNPC_MetroPolice::CalcWeaponProficiency( CBaseCombatWeapon *pWeapon )
{
if( FClassnameIs( pWeapon, "weapon_pistol" ) )
{
return WEAPON_PROFICIENCY_POOR;
}
if( FClassnameIs( pWeapon, "weapon_smg1" ) )
{
return WEAPON_PROFICIENCY_VERY_GOOD;
}
return BaseClass::CalcWeaponProficiency( pWeapon );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::GatherConditions( void )
{
BaseClass::GatherConditions();
if ( m_bPlayerTooClose == false )
{
ClearCondition( COND_METROPOLICE_PLAYER_TOO_CLOSE );
}
CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
// FIXME: Player can be NULL here during level transitions.
if ( !pPlayer )
return;
float distToPlayerSqr = ( pPlayer->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
// See if we're too close
if ( pPlayer->GetGroundEntity() == this )
{
// Always beat a player on our head
m_iNumPlayerHits = 0;
SetCondition( COND_METROPOLICE_PLAYER_TOO_CLOSE );
}
else if ( (distToPlayerSqr < (42.0f*42.0f) && FVisible(pPlayer)) )
{
// Ignore the player if we've been beating him, but not if we haven't moved
if ( m_iNumPlayerHits < 3 || m_vecPreChaseOrigin == vec3_origin )
{
SetCondition( COND_METROPOLICE_PLAYER_TOO_CLOSE );
}
}
else
{
ClearCondition( COND_METROPOLICE_PLAYER_TOO_CLOSE );
// Don't clear out the player hit count for a few seconds after we last hit him
// This avoids states where two metropolice have the player pinned between them.
if ( (gpGlobals->curtime - GetLastAttackTime()) > 3 )
{
m_iNumPlayerHits = 0;
}
m_bPlayerTooClose = false;
}
if( metropolice_move_and_melee.GetBool() )
{
if( IsMoving() && HasCondition(COND_CAN_MELEE_ATTACK1) && HasBaton() )
{
if ( m_BatonSwingTimer.Expired() )
{
m_BatonSwingTimer.Set( 1.0, 1.75 );
Activity activity = TranslateActivity( ACT_MELEE_ATTACK_SWING_GESTURE );
Assert( activity != ACT_INVALID );
AddGesture( activity );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::HasBaton( void )
{
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
return FClassnameIs( pWeapon, "weapon_stunstick" );
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::BatonActive( void )
{
#ifndef HL2MP
CWeaponStunStick *pStick = dynamic_cast<CWeaponStunStick *>(GetActiveWeapon());
if ( pStick )
return pStick->GetStunState();
#endif
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : state -
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::SetBatonState( bool state )
{
if ( !HasBaton() )
return;
if ( m_bShouldActivateBaton != state )
{
m_bShouldActivateBaton = state;
SetCondition( COND_METROPOLICE_CHANGE_BATON_STATE );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSound -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_MetroPolice::QueryHearSound( CSound *pSound )
{
// Only behave differently if the player is pre-criminal
if ( PlayerIsCriminal() == false )
{
// If the person making the sound was a friend, don't respond
if ( pSound->IsSoundType( SOUND_DANGER ) && pSound->m_hOwner && IRelationType( pSound->m_hOwner ) == D_NU )
return false;
}
return BaseClass::QueryHearSound( pSound );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
// *pEvent -
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
BaseClass::VPhysicsCollision( index, pEvent );
int otherIndex = !index;
CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex];
if ( pEvent->pObjects[otherIndex]->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
{
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player *>(UTIL_PlayerByIndex( 1 ));
// See if it's being held by the player
if ( pPlayer != NULL && pPlayer->IsHoldingEntity( pHitEntity ) )
{
//TODO: Play an angry sentence, "Get that outta here!"
if ( IsCurSchedule( SCHED_METROPOLICE_SHOVE ) == false )
{
SetCondition( COND_METROPOLICE_PLAYER_TOO_CLOSE );
m_bPlayerTooClose = true;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::StunnedTarget( CBaseEntity *pTarget )
{
SetLastAttackTime( gpGlobals->curtime );
if ( pTarget && pTarget->IsPlayer() )
{
m_OnStunnedPlayer.FireOutput( this, this );
m_iNumPlayerHits++;
}
}
//-----------------------------------------------------------------------------
// Purpose: Use response for when the player is pre-criminal
//-----------------------------------------------------------------------------
void CNPC_MetroPolice::PrecriminalUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( IsInAScript() )
return;
// Don't respond if I'm busy hating the player
if ( IRelationType( pActivator ) == D_HT || ((GetState() != NPC_STATE_ALERT) && (GetState() != NPC_STATE_IDLE)) )
return;
if ( PlayerIsCriminal() )
return;
// Treat it like the player's bothered the cop
IncrementPlayerCriminalStatus();
// If we've hit max warnings, and we're allowed to chase, go for it
if ( m_nNumWarnings == METROPOLICE_MAX_WARNINGS )
{
AdministerJustice();
}
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_metropolice, CNPC_MetroPolice )
gm_flTimeLastSpokePeek = 0;
DECLARE_ANIMEVENT( AE_METROPOLICE_BATON_ON );
DECLARE_ANIMEVENT( AE_METROPOLICE_BATON_OFF );
DECLARE_ANIMEVENT( AE_METROPOLICE_SHOVE );
DECLARE_ANIMEVENT( AE_METROPOLICE_START_DEPLOY );
DECLARE_ANIMEVENT( AE_METROPOLICE_DRAW_PISTOL );
DECLARE_ANIMEVENT( AE_METROPOLICE_DEPLOY_MANHACK );
DECLARE_SQUADSLOT( SQUAD_SLOT_POLICE_CHARGE_ENEMY );
DECLARE_SQUADSLOT( SQUAD_SLOT_POLICE_HARASS );
DECLARE_SQUADSLOT( SQUAD_SLOT_POLICE_DEPLOY_MANHACK );
DECLARE_SQUADSLOT( SQUAD_SLOT_POLICE_ATTACK_OCCLUDER1 );
DECLARE_SQUADSLOT( SQUAD_SLOT_POLICE_ATTACK_OCCLUDER2 );
DECLARE_SQUADSLOT( SQUAD_SLOT_POLICE_ARREST_ENEMY );
DECLARE_ACTIVITY( ACT_METROPOLICE_DRAW_PISTOL );
DECLARE_ACTIVITY( ACT_METROPOLICE_DEPLOY_MANHACK );
DECLARE_ACTIVITY( ACT_METROPOLICE_FLINCH_BEHIND );
DECLARE_ACTIVITY( ACT_PUSH_PLAYER );
DECLARE_ACTIVITY( ACT_MELEE_ATTACK_THRUST );
DECLARE_ACTIVITY( ACT_ACTIVATE_BATON );
DECLARE_ACTIVITY( ACT_DEACTIVATE_BATON );
DECLARE_ACTIVITY( ACT_WALK_BATON );
DECLARE_ACTIVITY( ACT_IDLE_ANGRY_BATON );
DECLARE_INTERACTION( g_interactionMetrocopStartedStitch );
DECLARE_INTERACTION( g_interactionMetrocopIdleChatter );
DECLARE_INTERACTION( g_interactionMetrocopClearSentenceQueues );
DECLARE_TASK( TASK_METROPOLICE_HARASS );
DECLARE_TASK( TASK_METROPOLICE_DIE_INSTANTLY );
DECLARE_TASK( TASK_METROPOLICE_BURST_ATTACK );
DECLARE_TASK( TASK_METROPOLICE_STOP_FIRE_BURST );
DECLARE_TASK( TASK_METROPOLICE_AIM_STITCH_AT_PLAYER );
DECLARE_TASK( TASK_METROPOLICE_AIM_STITCH_AT_AIRBOAT );
DECLARE_TASK( TASK_METROPOLICE_AIM_STITCH_IN_FRONT_OF_AIRBOAT );
DECLARE_TASK( TASK_METROPOLICE_AIM_STITCH_TIGHTLY );
DECLARE_TASK( TASK_METROPOLICE_AIM_STITCH_ALONG_SIDE_OF_AIRBOAT );
DECLARE_TASK( TASK_METROPOLICE_AIM_STITCH_BEHIND_AIRBOAT );
DECLARE_TASK( TASK_METROPOLICE_RELOAD_FOR_BURST );
DECLARE_TASK( TASK_METROPOLICE_GET_PATH_TO_STITCH );
DECLARE_TASK( TASK_METROPOLICE_RESET_LEDGE_CHECK_TIME );
DECLARE_TASK( TASK_METROPOLICE_GET_PATH_TO_BESTSOUND_LOS );
DECLARE_TASK( TASK_METROPOLICE_ARREST_ENEMY );
DECLARE_TASK( TASK_METROPOLICE_LEAD_ARREST_ENEMY );
DECLARE_TASK( TASK_METROPOLICE_SIGNAL_FIRING_TIME );
DECLARE_TASK( TASK_METROPOLICE_ACTIVATE_BATON );
DECLARE_TASK( TASK_METROPOLICE_WAIT_FOR_SENTENCE );
DECLARE_TASK( TASK_METROPOLICE_GET_PATH_TO_PRECHASE );
DECLARE_TASK( TASK_METROPOLICE_CLEAR_PRECHASE );
DECLARE_CONDITION( COND_METROPOLICE_ON_FIRE );
DECLARE_CONDITION( COND_METROPOLICE_ENEMY_RESISTING_ARREST );
// DECLARE_CONDITION( COND_METROPOLICE_START_POLICING );
DECLARE_CONDITION( COND_METROPOLICE_PLAYER_TOO_CLOSE );
DECLARE_CONDITION( COND_METROPOLICE_CHANGE_BATON_STATE );
DECLARE_CONDITION( COND_METROPOLICE_PHYSOBJECT_ASSAULT );
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_WAKE_ANGRY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_FACE_ENEMY 0"
" "
" Interrupts"
);
//=========================================================
// > InvestigateSound
//
// sends a monster to the location of the
// sound that was just heard to check things out.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_INVESTIGATE_SOUND,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_STORE_LASTPOSITION 0"
" TASK_METROPOLICE_GET_PATH_TO_BESTSOUND_LOS 0"
" TASK_FACE_IDEAL 0"
// " TASK_SET_TOLERANCE_DISTANCE 32"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_WAIT 5"
" TASK_GET_PATH_TO_LASTPOSITION 0"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_CLEAR_LASTPOSITION 0"
" TASK_FACE_REASONABLE 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_FEAR"
" COND_SEE_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
);
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_HARASS,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_WAIT_FACE_ENEMY 6"
" TASK_METROPOLICE_HARASS 0"
" TASK_WAIT_PVS 0"
" "
" Interrupts"
" "
" COND_CAN_RANGE_ATTACK1"
" COND_NEW_ENEMY"
);
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_DRAW_PISTOL,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_METROPOLICE_DRAW_PISTOL"
" TASK_WAIT_FACE_ENEMY 0.1"
" "
" Interrupts"
" "
);
//=========================================================
// > ChaseEnemy
//=========================================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_CHASE_ENEMY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_METROPOLICE_ESTABLISH_LINE_OF_FIRE"
" TASK_SET_TOLERANCE_DISTANCE 24"
" TASK_GET_CHASE_PATH_TO_ENEMY 300"
" TASK_SPEAK_SENTENCE 6" // METROPOLICE_SENTENCE_MOVE_INTO_POSITION
" TASK_RUN_PATH 0"
" TASK_METROPOLICE_RESET_LEDGE_CHECK_TIME 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_TASK_FAILED"
" COND_LOST_ENEMY"
" COND_BETTER_WEAPON_AVAILABLE"
" COND_HEAR_DANGER"
);
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_ESTABLISH_LINE_OF_FIRE,
" Tasks "
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FAIL_ESTABLISH_LINE_OF_FIRE"
" TASK_FACE_ENEMY 0"
" TASK_SET_TOLERANCE_DISTANCE 48"
" TASK_GET_PATH_TO_ENEMY_LKP_LOS 0"
" TASK_SPEAK_SENTENCE 6" // METROPOLICE_SENTENCE_MOVE_INTO_POSITION
" TASK_RUN_PATH 0"
" TASK_METROPOLICE_RESET_LEDGE_CHECK_TIME 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
" "
" Interrupts "
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_MELEE_ATTACK2"
" COND_HEAR_DANGER"
" COND_HEAVY_DAMAGE"
);
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_ESTABLISH_STITCH_LINE_OF_FIRE,
" Tasks "
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FAIL_ESTABLISH_LINE_OF_FIRE"
" TASK_FACE_ENEMY 0"
" TASK_SET_TOLERANCE_DISTANCE 48"
" TASK_METROPOLICE_GET_PATH_TO_STITCH 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
" "
" Interrupts "
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_HEAR_DANGER"
" COND_HEAVY_DAMAGE"
);
//=========================================================
// The uninterruptible portion of this behavior, whereupon
// the police actually releases the manhack.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_DEPLOY_MANHACK,
" Tasks"
" TASK_SPEAK_SENTENCE 5" // METROPOLICE_SENTENCE_DEPLOY_MANHACK
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_METROPOLICE_DEPLOY_MANHACK"
" "
" Interrupts"
" "
);
//===============================================
//===============================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_ADVANCE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE_ANGRY"
" TASK_FACE_ENEMY 0"
" TASK_WAIT_FACE_ENEMY 1" // give the guy some time to come out on his own
" TASK_WAIT_FACE_ENEMY_RANDOM 3"
" TASK_GET_PATH_TO_ENEMY_LOS 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE_ANGRY"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
" COND_CAN_RANGE_ATTACK1"
" COND_ENEMY_DEAD"
""
);
//===============================================
//===============================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_CHARGE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_METROPOLICE_ADVANCE"
// " TASK_SET_TOLERANCE_DISTANCE 24"
" TASK_STORE_LASTPOSITION 0"
" TASK_GET_CHASE_PATH_TO_ENEMY 300"
" TASK_RUN_PATH_FOR_UNITS 150"
" TASK_STOP_MOVING 1"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_LOST_ENEMY"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_MELEE_ATTACK2"
" COND_HEAR_DANGER"
" COND_METROPOLICE_PLAYER_TOO_CLOSE"
);
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_BURNING_RUN,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_METROPOLICE_BURNING_STAND"
" TASK_SET_TOLERANCE_DISTANCE 24"
" TASK_GET_PATH_TO_ENEMY 0"
" TASK_RUN_PATH_TIMED 10"
" TASK_METROPOLICE_DIE_INSTANTLY 0"
" "
" Interrupts"
);
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_BURNING_STAND,
" Tasks"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE_ON_FIRE"
" TASK_WAIT 1.5"
" TASK_METROPOLICE_DIE_INSTANTLY DMG_BURN"
" TASK_WAIT 1.0"
" "
" Interrupts"
);
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_RETURN_TO_PRECHASE,
" Tasks"
" TASK_WAIT_RANDOM 1"
" TASK_METROPOLICE_GET_PATH_TO_PRECHASE 0"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_METROPOLICE_CLEAR_PRECHASE 0"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_MELEE_ATTACK2"
" COND_TASK_FAILED"
" COND_LOST_ENEMY"
" COND_HEAR_DANGER"
);
//===============================================
//===============================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_ALERT_FACE_BESTSOUND,
" Tasks"
" TASK_SPEAK_SENTENCE 7" // METROPOLICE_SENTENCE_HEARD_SOMETHING
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ALERT_FACE_BESTSOUND"
""
" Interrupts"
""
)
//===============================================
//===============================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_ENEMY_RESISTING_ARREST,
" Tasks"
" TASK_METROPOLICE_SIGNAL_FIRING_TIME 0"
""
" Interrupts"
""
)
//===============================================
//===============================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_WARN_AND_ARREST_ENEMY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_METROPOLICE_ENEMY_RESISTING_ARREST"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_IDLE_ANGRY"
" TASK_SPEAK_SENTENCE 0" // "Freeze!"
" TASK_METROPOLICE_ARREST_ENEMY 0.5"
" TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0"
" TASK_METROPOLICE_ARREST_ENEMY 1"
" TASK_METROPOLICE_WAIT_FOR_SENTENCE 1"
" TASK_SPEAK_SENTENCE 1" // "He's over here!"
" TASK_METROPOLICE_LEAD_ARREST_ENEMY 5"
" TASK_METROPOLICE_ARREST_ENEMY 2"
" TASK_METROPOLICE_WAIT_FOR_SENTENCE 1"
" TASK_SPEAK_SENTENCE 3" // "Take him down!"
" TASK_METROPOLICE_ARREST_ENEMY 1.5"
" TASK_METROPOLICE_WAIT_FOR_SENTENCE 2"
" TASK_METROPOLICE_SIGNAL_FIRING_TIME 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_ENEMY_DEAD"
" COND_METROPOLICE_ENEMY_RESISTING_ARREST"
""
);
//===============================================
//===============================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_ARREST_ENEMY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_METROPOLICE_ENEMY_RESISTING_ARREST"
" TASK_GET_PATH_TO_ENEMY_LOS 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_IDLE_ANGRY"
" TASK_METROPOLICE_WAIT_FOR_SENTENCE 0"
" TASK_SPEAK_SENTENCE 4"
" TASK_METROPOLICE_ARREST_ENEMY 30"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_ENEMY_DEAD"
" COND_METROPOLICE_ENEMY_RESISTING_ARREST"
" COND_WEAPON_BLOCKED_BY_FRIEND"
" COND_WEAPON_SIGHT_OCCLUDED"
""
);
//===============================================
//===============================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_SMG_NORMAL_ATTACK,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_METROPOLICE_STOP_FIRE_BURST 0"
" TASK_RANGE_ATTACK1 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_ENEMY_OCCLUDED"
" COND_NO_PRIMARY_AMMO"
" COND_HEAR_DANGER"
" COND_WEAPON_BLOCKED_BY_FRIEND"
" COND_WEAPON_SIGHT_OCCLUDED"
);
//===============================================
//===============================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_SMG_BURST_ATTACK,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_METROPOLICE_RELOAD_FOR_BURST 1.4"
" TASK_METROPOLICE_AIM_STITCH_AT_PLAYER 1.4"
" TASK_METROPOLICE_BURST_ATTACK 0"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_NO_PRIMARY_AMMO"
" COND_HEAR_DANGER"
" COND_WEAPON_BLOCKED_BY_FRIEND"
);
//===============================================
//===============================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_AIM_STITCH_TIGHTLY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_METROPOLICE_RELOAD_FOR_BURST 1.0"
" TASK_METROPOLICE_AIM_STITCH_TIGHTLY 1.0"
" TASK_METROPOLICE_BURST_ATTACK 0"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_NO_PRIMARY_AMMO"
" COND_HEAR_DANGER"
" COND_WEAPON_BLOCKED_BY_FRIEND"
);
//===============================================
//===============================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_AIM_STITCH_AT_AIRBOAT,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_METROPOLICE_RELOAD_FOR_BURST 2.5"
" TASK_METROPOLICE_AIM_STITCH_AT_AIRBOAT 2.5"
" TASK_METROPOLICE_BURST_ATTACK 0"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_NO_PRIMARY_AMMO"
" COND_HEAR_DANGER"
" COND_WEAPON_BLOCKED_BY_FRIEND"
);
//===============================================
//===============================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_AIM_STITCH_IN_FRONT_OF_AIRBOAT,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_METROPOLICE_RELOAD_FOR_BURST 2.5"
" TASK_METROPOLICE_AIM_STITCH_IN_FRONT_OF_AIRBOAT 2.5"
" TASK_METROPOLICE_BURST_ATTACK 0"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_NO_PRIMARY_AMMO"
" COND_HEAR_DANGER"
" COND_WEAPON_BLOCKED_BY_FRIEND"
);
//===============================================
//===============================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_AIM_STITCH_ALONG_SIDE_OF_AIRBOAT,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_METROPOLICE_RELOAD_FOR_BURST 2.5"
" TASK_METROPOLICE_AIM_STITCH_ALONG_SIDE_OF_AIRBOAT 2.5"
" TASK_METROPOLICE_BURST_ATTACK 0"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_NO_PRIMARY_AMMO"
" COND_HEAR_DANGER"
" COND_WEAPON_BLOCKED_BY_FRIEND"
);
//===============================================
//===============================================
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_AIM_STITCH_BEHIND_AIRBOAT,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_METROPOLICE_RELOAD_FOR_BURST 2.5"
" TASK_METROPOLICE_AIM_STITCH_BEHIND_AIRBOAT 2.5"
" TASK_METROPOLICE_BURST_ATTACK 0"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_NO_PRIMARY_AMMO"
" COND_HEAR_DANGER"
" COND_WEAPON_BLOCKED_BY_FRIEND"
);
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_SHOVE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_PLAYER 0.1" //FIXME: This needs to be the target or enemy
" TASK_METROPOLICE_ACTIVATE_BATON 1"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_PUSH_PLAYER"
""
" Interrupts"
);
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_ACTIVATE_BATON,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_TARGET 0"
" TASK_METROPOLICE_ACTIVATE_BATON 1"
""
" Interrupts"
);
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_DEACTIVATE_BATON,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_METROPOLICE_ACTIVATE_BATON 0"
""
" Interrupts"
);
DEFINE_SCHEDULE
(
SCHED_METROPOLICE_SMASH_PROP,
" Tasks"
" TASK_GET_PATH_TO_TARGET 0"
" TASK_MOVE_TO_TARGET_RANGE 50"
" TASK_STOP_MOVING 0"
" TASK_FACE_TARGET 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_MELEE_ATTACK1"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
);
AI_END_CUSTOM_NPC()