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

789 lines
21 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_network.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_node.h"
#include "ai_task.h"
#include "ai_senses.h"
#include "ai_navigator.h"
#include "ai_route.h"
#include "entitylist.h"
#include "soundenvelope.h"
#include "gamerules.h"
#include "ndebugoverlay.h"
#include "soundflags.h"
#include "trains.h"
#include "globalstate.h"
#include "vehicle_base.h"
#include "npc_vehicledriver.h"
#include "vehicle_crane.h"
#include "saverestore_utlvector.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar g_debug_vehicledriver;
//=========================================================
// Custom schedules
//=========================================================
enum
{
SCHED_CRANE_RANGE_ATTACK1 = LAST_VEHICLEDRIVER_SCHED,
SCHED_CRANE_FIND_LARGE_OBJECT,
SCHED_CRANE_PICKUP_OBJECT,
SCHED_CRANE_FORCED_GO,
SCHED_CRANE_CHASE_ENEMY,
SCHED_CRANE_FORCED_DROP,
};
//=========================================================
// Custom tasks
//=========================================================
enum
{
TASK_CRANE_GET_POSITION_OVER_ENEMY = LAST_VEHICLEDRIVER_TASK,
TASK_CRANE_GET_POSITION_OVER_LASTPOSITION,
TASK_CRANE_GET_POSITION_OVER_OBJECT,
TASK_CRANE_TURN_MAGNET_OFF,
TASK_CRANE_FIND_OBJECT_TO_PICKUP,
TASK_CRANE_DROP_MAGNET,
TASK_END_FORCED_DROP,
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CNPC_CraneDriver : public CNPC_VehicleDriver
{
DECLARE_CLASS( CNPC_CraneDriver, CNPC_VehicleDriver );
public:
DECLARE_DATADESC();
DEFINE_CUSTOM_AI;
void Spawn( void );
void Activate( void );
// AI
int RangeAttack1Conditions( float flDot, float flDist );
int TranslateSchedule( int scheduleType );
int SelectSchedule( void );
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
void SetDesiredPosition( const Vector &vecPosition );
// Driving
void DriveVehicle( void );
bool OverrideMove( float flInterval );
// Inputs
void InputForcePickup( inputdata_t &inputdata );
void InputForceDrop( inputdata_t &inputdata );
protected:
CHandle<CPropCrane> m_hCrane;
EHANDLE m_hPickupTarget;
float m_flDistanceToTarget;
CUtlVector< EHANDLE > m_PreviouslyPickedUpObjects;
bool m_bForcedPickup;
bool m_bForcedDropoff;
float m_flDropWait;
float m_flReleasePause;
float m_flReleaseAt;
// Outputs
COutputEvent m_OnPickedUpObject;
COutputEvent m_OnDroppedObject;
COutputEvent m_OnPausingBeforeDrop;
};
BEGIN_DATADESC( CNPC_CraneDriver )
// Inputs
DEFINE_INPUTFUNC( FIELD_STRING, "ForcePickup", InputForcePickup ),
DEFINE_INPUTFUNC( FIELD_STRING, "ForceDrop", InputForceDrop ),
//DEFINE_FIELD( m_hCrane, FIELD_EHANDLE ),
DEFINE_FIELD( m_hPickupTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_flDistanceToTarget, FIELD_FLOAT ),
DEFINE_UTLVECTOR( m_PreviouslyPickedUpObjects, FIELD_EHANDLE ),
DEFINE_FIELD( m_bForcedPickup, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bForcedDropoff, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flDropWait, FIELD_FLOAT ),
DEFINE_KEYFIELD( m_flReleasePause, FIELD_FLOAT, "releasepause" ),
DEFINE_FIELD( m_flReleaseAt, FIELD_FLOAT ),
// Outputs
DEFINE_OUTPUT( m_OnPickedUpObject, "OnPickedUpObject" ),
DEFINE_OUTPUT( m_OnDroppedObject, "OnDroppedObject" ),
DEFINE_OUTPUT( m_OnPausingBeforeDrop, "OnPausingBeforeDrop" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_cranedriver, CNPC_CraneDriver );
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CNPC_CraneDriver::Spawn( void )
{
BaseClass::Spawn();
CapabilitiesClear();
CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 );
m_flDistTooFar = 2048.0;
SetDistLook( 2048 );
m_PreviouslyPickedUpObjects.Purge();
m_hPickupTarget = NULL;
m_bForcedPickup = false;
m_bForcedDropoff = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CraneDriver::Activate( void )
{
BaseClass::Activate();
m_hCrane = dynamic_cast<CPropCrane*>((CBaseEntity*)m_hVehicleEntity);
if ( !m_hCrane )
{
Warning( "npc_cranedriver %s couldn't find his crane named %s.\n", STRING(GetEntityName()), STRING(m_iszVehicleName) );
UTIL_Remove( this );
return;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_CraneDriver::RangeAttack1Conditions( float flDot, float flDist )
{
if ( !HasCondition( COND_SEE_ENEMY ) )
return COND_NONE;
// Do our distance check in 2D
Vector2D vecOrigin2D( m_hCrane->GetAbsOrigin().x, m_hCrane->GetAbsOrigin().y );
Vector2D vecEnemy2D( GetEnemy()->GetAbsOrigin().x, GetEnemy()->GetAbsOrigin().y );
flDist = (vecOrigin2D - vecEnemy2D).Length();
// Maximum & Minimum size of the crane's reach
if ( flDist > MAX_CRANE_FLAT_REACH )
return COND_TOO_FAR_TO_ATTACK;
// Crane can't reach any closer than this
if ( flDist < MIN_CRANE_FLAT_REACH )
return COND_TOO_CLOSE_TO_ATTACK;
return COND_CAN_RANGE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_CraneDriver::SelectSchedule( void )
{
if ( HasSpawnFlags(SF_VEHICLEDRIVER_INACTIVE) )
return BaseClass::SelectSchedule();
// If we've got an object to pickup, so go get it
if ( m_hPickupTarget )
{
// Only clear the pickup target if we managed to pick something up
if ( m_hCrane->GetTotalMassOnCrane() > 0 )
{
if ( m_bForcedPickup )
{
m_OnPickedUpObject.FireOutput( m_hPickupTarget, this );
}
// Remember what we dropped so we go try something else if we can.
m_PreviouslyPickedUpObjects.AddToTail( m_hPickupTarget );
m_hPickupTarget = NULL;
}
else
{
if ( m_NPCState == NPC_STATE_IDLE )
{
SetIdealState( NPC_STATE_ALERT );
}
return SCHED_CRANE_PICKUP_OBJECT;
}
}
// If we're currently being forced to pickup something, do only that
if ( m_bForcedPickup )
{
if ( m_hPickupTarget )
return SCHED_CRANE_PICKUP_OBJECT;
// We've picked up our target, we're waiting to be told where to put it
return SCHED_IDLE_STAND;
}
// If we've been told to drop something off, do that
if ( m_bForcedDropoff )
return SCHED_CRANE_FORCED_DROP;
switch ( m_NPCState )
{
case NPC_STATE_IDLE:
break;
case NPC_STATE_ALERT:
break;
case NPC_STATE_COMBAT:
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
{
// Do we have anything on the crane? If not, look for something
if ( m_hCrane->GetTotalMassOnCrane() == 0 )
return SCHED_CRANE_FIND_LARGE_OBJECT;
// We've got something on the crane, so try and drop it on the enemy
return SCHED_CRANE_RANGE_ATTACK1;
}
// We can't attack him, so if we don't have anything on the crane, grab something
if ( m_hCrane->GetTotalMassOnCrane() == 0 )
return SCHED_CRANE_FIND_LARGE_OBJECT;
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_CraneDriver::TranslateSchedule( int scheduleType )
{
switch ( scheduleType )
{
case SCHED_COMBAT_FACE:
// Vehicles can't rotate, so don't try and face
return TranslateSchedule( SCHED_CHASE_ENEMY );
case SCHED_ALERT_FACE:
// Vehicles can't rotate, so don't try and face
return SCHED_ALERT_STAND;
case SCHED_FORCED_GO:
return SCHED_CRANE_FORCED_GO;
case SCHED_CHASE_ENEMY:
return SCHED_CRANE_CHASE_ENEMY;
}
return BaseClass::TranslateSchedule(scheduleType);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CNPC_CraneDriver::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_WAIT_FOR_MOVEMENT:
break;
case TASK_CRANE_GET_POSITION_OVER_ENEMY:
{
if ( !GetEnemy() )
{
TaskFail(FAIL_NO_ROUTE);
return;
}
SetDesiredPosition( GetEnemy()->GetAbsOrigin() );
TaskComplete();
}
break;
case TASK_CRANE_GET_POSITION_OVER_OBJECT:
{
if ( !m_hPickupTarget )
{
TaskFail("No object to pickup!");
return;
}
SetDesiredPosition( m_hPickupTarget->GetAbsOrigin() );
TaskComplete();
}
break;
case TASK_CRANE_GET_POSITION_OVER_LASTPOSITION:
{
SetDesiredPosition( m_vecLastPosition );
TaskComplete();
}
break;
case TASK_CRANE_TURN_MAGNET_OFF:
{
// If we picked up something, and we were being forced to pick something up, fire our output
if ( m_hCrane->GetTotalMassOnCrane() > 0 && m_bForcedDropoff )
{
// Are we supposed to pause first?
if ( m_flReleasePause )
{
m_flReleaseAt = gpGlobals->curtime + m_flReleasePause;
m_OnPausingBeforeDrop.FireOutput( this, this );
return;
}
m_OnDroppedObject.FireOutput( this, this );
}
m_hCrane->TurnMagnetOff();
TaskComplete();
}
break;
case TASK_END_FORCED_DROP:
{
m_bForcedDropoff = false;
TaskComplete();
}
break;
case TASK_CRANE_FIND_OBJECT_TO_PICKUP:
{
Vector2D vecOrigin2D( m_hCrane->GetAbsOrigin().x, m_hCrane->GetAbsOrigin().y );
// Find a large physics object within our reach to pickup
float flLargestMass = 0;
CBaseEntity *pLargestEntity = NULL;
CBaseEntity *pList[1024];
Vector delta( m_flDistTooFar, m_flDistTooFar, m_flDistTooFar*2 );
int count = UTIL_EntitiesInBox( pList, 1024, m_hCrane->GetAbsOrigin() - delta, m_hCrane->GetAbsOrigin() + delta, 0 );
for ( int i = 0; i < count; i++ )
{
if ( !pList[i] )
continue;
// Ignore the crane & the magnet
if ( pList[i] == m_hCrane || pList[i] == m_hCrane->GetMagnet() )
continue;
if ( m_PreviouslyPickedUpObjects.Find( pList[i] ) != m_PreviouslyPickedUpObjects.InvalidIndex() )
continue;
// Get the VPhysics object
IPhysicsObject *pPhysics = pList[i]->VPhysicsGetObject();
if ( pPhysics && pList[i]->GetMoveType() == MOVETYPE_VPHYSICS )
{
float flMass = pPhysics->GetMass();
if ( flMass > flLargestMass && (flMass < MAXIMUM_CRANE_PICKUP_MASS) && (flMass > MINIMUM_CRANE_PICKUP_MASS) )
{
// Biggest one we've found so far
// Now make sure it's within our reach
// Do our distance check in 2D
Vector2D vecOrigin2D( m_hCrane->GetAbsOrigin().x, m_hCrane->GetAbsOrigin().y );
Vector2D vecEnemy2D( pList[i]->GetAbsOrigin().x, pList[i]->GetAbsOrigin().y );
float flDist = (vecOrigin2D - vecEnemy2D).Length();
// Maximum & Minimum size of the crane's reach
if ( flDist > MAX_CRANE_FLAT_REACH )
continue;
if ( flDist < MIN_CRANE_FLAT_REACH )
continue;
flLargestMass = flMass;
pLargestEntity = pList[i];
}
}
}
// If we didn't find anything new, clear our list of targets
if ( !pLargestEntity )
{
m_PreviouslyPickedUpObjects.Purge();
}
if ( !pLargestEntity )
{
TaskFail("Couldn't find anything to pick up!");
return;
}
m_hPickupTarget = pLargestEntity;
TaskComplete();
}
break;
case TASK_CRANE_DROP_MAGNET:
{
// Drop the magnet, but only end the task once the magnet's back up
m_pVehicleInterface->NPC_SecondaryFire();
// Don't check to see if drop's finished until this time is up.
// This is necessary because the crane won't start dropping this
// frame, and our cranedriver will think it's finished immediately.
m_flDropWait = gpGlobals->curtime + 0.5;
}
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CraneDriver::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_WAIT_FOR_MOVEMENT:
{
// Is the magnet over the target, and are we not moving too fast?
AngularImpulse angVel;
Vector vecVelocity;
CBaseEntity *pMagnet = m_hCrane->GetMagnet();
IPhysicsObject *pVehiclePhysics = pMagnet->VPhysicsGetObject();
pVehiclePhysics->GetVelocity( &vecVelocity, &angVel );
float flVelocity = 100;
float flDistance = 90;
// More accurate on forced drops
if ( m_bForcedPickup || m_bForcedDropoff )
{
flVelocity = 10;
flDistance = 30;
}
if ( m_flDistanceToTarget < flDistance && m_hCrane->GetTurnRate() < 0.1 && vecVelocity.Length() < flVelocity )
{
TaskComplete();
}
}
break;
case TASK_CRANE_DROP_MAGNET:
{
// Wait for the magnet to get back up
if ( m_flDropWait < gpGlobals->curtime && !m_hCrane->IsDropping() )
{
TaskComplete();
}
}
break;
case TASK_CRANE_TURN_MAGNET_OFF:
{
// We're waiting for the pause length before dropping whatever's on our magnet
if ( gpGlobals->curtime > m_flReleaseAt )
{
if ( m_bForcedDropoff )
{
m_OnDroppedObject.FireOutput( this, this );
}
m_hCrane->TurnMagnetOff();
TaskComplete();
}
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_CraneDriver::OverrideMove( float flInterval )
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CraneDriver::SetDesiredPosition( const Vector &vecPosition )
{
m_vecDesiredPosition = vecPosition;
m_flDistanceToTarget = 999;
}
//-----------------------------------------------------------------------------
// Purpose: This takes the current place the NPC's trying to get to, figures out
// what keys to press to get the vehicle to go there, and then sends
// them to the vehicle.
//-----------------------------------------------------------------------------
void CNPC_CraneDriver::DriveVehicle( void )
{
// No targets?
if ( !GetEnemy() && m_vecDesiredPosition == vec3_origin )
return;
Vector vecTarget = m_vecDesiredPosition;
// Track our targets
if ( m_hPickupTarget )
{
vecTarget = m_hPickupTarget->GetAbsOrigin();
}
else if ( !m_bForcedPickup && !m_bForcedDropoff && GetEnemy() )
{
vecTarget = GetEnemy()->GetAbsOrigin();
}
// Move the crane over the target
// Use the crane type as a targeting point
Vector vecCraneTip = m_hCrane->GetCraneTipPosition();
Vector2D vecCraneTip2D( vecCraneTip.x, vecCraneTip.y );
Vector2D vecTarget2D( vecTarget.x, vecTarget.y );
Vector2D vecOrigin2D( m_hCrane->GetAbsOrigin().x, m_hCrane->GetAbsOrigin().y );
if ( g_debug_vehicledriver.GetInt() )
{
NDebugOverlay::Box( vecTarget, -Vector(50,50,50), Vector(50,50,50), 0,255,0, true, 0.1 );
NDebugOverlay::Box( vecCraneTip, -Vector(2,2,5000), Vector(2,2,5), 0,255,0, true, 0.1 );
NDebugOverlay::Box( vecTarget, -Vector(2,2,5), Vector(2,2,5000), 0,255,0, true, 0.1 );
}
// Store off the distance to our target
m_flDistanceToTarget = (vecTarget2D - vecCraneTip2D).Length();
// First determine whether we need to extend / retract the arm
float flDistToTarget = (vecOrigin2D - vecTarget2D).LengthSqr();
float flDistToCurrent = (vecOrigin2D - vecCraneTip2D).LengthSqr();
float flDelta = fabs(flDistToTarget - flDistToCurrent);
// Slow down as we get closer, but do it based upon our current extension rate
float flMinDelta = 50 + (50 * fabs(m_hCrane->GetExtensionRate() / CRANE_EXTENSION_RATE_MAX));
flMinDelta *= flMinDelta;
if ( flDelta > flMinDelta )
{
if ( flDistToCurrent > flDistToTarget )
{
// Retract
m_pVehicleInterface->NPC_ThrottleReverse();
}
else if ( flDistToCurrent < flDistToTarget )
{
// Extend
m_pVehicleInterface->NPC_ThrottleForward();
}
}
else
{
m_pVehicleInterface->NPC_ThrottleCenter();
}
// Then figure out if we need to rotate. Do it all in 2D space.
Vector vecRight, vecForward;
m_hCrane->GetVectors( &vecForward, &vecRight, NULL );
vecRight.z = 0;
vecForward.z = 0;
VectorNormalize( vecRight );
VectorNormalize( vecForward );
Vector vecToTarget = ( vecTarget - m_hCrane->GetAbsOrigin() );
vecToTarget.z = 0;
VectorNormalize( vecToTarget );
float flDotRight = DotProduct( vecRight, vecToTarget );
float flDotForward = DotProduct( vecForward, vecToTarget );
// Start slowing if we're going to hit the point soon
float flTurnInDeg = RAD2DEG( acos(flDotForward) );
float flSpeed = m_hCrane->GetMaxTurnRate() * (flTurnInDeg / 15.0);
flSpeed = MIN( m_hCrane->GetMaxTurnRate(), flSpeed );
if ( fabs(flSpeed) < 0.05 )
{
// We're approaching the target, so stop turning
m_pVehicleInterface->NPC_TurnCenter();
}
else
{
if ( flDotRight < 0 )
{
// Turn right
m_pVehicleInterface->NPC_TurnRight( flSpeed );
}
else if ( flDotRight > 0 )
{
// Turn left
m_pVehicleInterface->NPC_TurnLeft( flSpeed );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Force the driver to pickup a specific entity
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_CraneDriver::InputForcePickup( inputdata_t &inputdata )
{
string_t iszPickupName = inputdata.value.StringID();
if ( iszPickupName != NULL_STRING )
{
// Turn the magnet off now to drop anything we might have already on the magnet
m_hCrane->TurnMagnetOff();
m_hPickupTarget = gEntList.FindEntityByName( NULL, iszPickupName, NULL, inputdata.pActivator, inputdata.pCaller );
m_bForcedPickup = true;
m_bForcedDropoff = false;
SetCondition( COND_PROVOKED );
CLEARBITS( m_spawnflags, SF_VEHICLEDRIVER_INACTIVE );
}
}
//-----------------------------------------------------------------------------
// Purpose: Force the driver to drop his held entity at a specific point
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_CraneDriver::InputForceDrop( inputdata_t &inputdata )
{
string_t iszDropName = inputdata.value.StringID();
if ( iszDropName != NULL_STRING )
{
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, iszDropName, NULL, inputdata.pActivator, inputdata.pCaller );
if ( !pEntity )
{
Warning("Crane couldn't find entity named %s\n", STRING(iszDropName) );
return;
}
m_bForcedPickup = false;
m_bForcedDropoff = true;
SetDesiredPosition( pEntity->GetAbsOrigin() );
SetCondition( COND_PROVOKED );
CLEARBITS( m_spawnflags, SF_VEHICLEDRIVER_INACTIVE );
}
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_cranedriver, CNPC_CraneDriver )
//Tasks
DECLARE_TASK( TASK_CRANE_GET_POSITION_OVER_ENEMY )
DECLARE_TASK( TASK_CRANE_GET_POSITION_OVER_LASTPOSITION )
DECLARE_TASK( TASK_CRANE_GET_POSITION_OVER_OBJECT )
DECLARE_TASK( TASK_CRANE_TURN_MAGNET_OFF )
DECLARE_TASK( TASK_END_FORCED_DROP )
DECLARE_TASK( TASK_CRANE_FIND_OBJECT_TO_PICKUP )
DECLARE_TASK( TASK_CRANE_DROP_MAGNET )
//Schedules
//==================================================
// SCHED_ANTLION_CHASE_ENEMY_BURROW
//==================================================
DEFINE_SCHEDULE
(
SCHED_CRANE_RANGE_ATTACK1,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
" TASK_CRANE_GET_POSITION_OVER_ENEMY 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_CRANE_TURN_MAGNET_OFF 0"
" "
" Interrupts"
" COND_ENEMY_DEAD"
" COND_NEW_ENEMY"
" COND_ENEMY_OCCLUDED"
" COND_ENEMY_TOO_FAR"
" COND_PROVOKED"
)
DEFINE_SCHEDULE
(
SCHED_CRANE_FIND_LARGE_OBJECT,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
" TASK_CRANE_FIND_OBJECT_TO_PICKUP 0"
" "
" Interrupts"
" COND_ENEMY_DEAD"
" COND_NEW_ENEMY"
" COND_ENEMY_OCCLUDED"
" COND_ENEMY_TOO_FAR"
)
DEFINE_SCHEDULE
(
SCHED_CRANE_PICKUP_OBJECT,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
" TASK_CRANE_GET_POSITION_OVER_OBJECT 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_CRANE_DROP_MAGNET 0"
" "
" Interrupts"
" COND_ENEMY_DEAD"
" COND_NEW_ENEMY"
" COND_ENEMY_OCCLUDED"
" COND_ENEMY_TOO_FAR"
" COND_PROVOKED"
)
DEFINE_SCHEDULE
(
SCHED_CRANE_FORCED_GO,
" Tasks"
" TASK_CRANE_GET_POSITION_OVER_LASTPOSITION 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_CRANE_TURN_MAGNET_OFF 0"
" TASK_WAIT 2"
" "
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_CRANE_CHASE_ENEMY,
" Tasks"
" TASK_CRANE_GET_POSITION_OVER_ENEMY 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_WAIT 5"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_ENEMY_UNREACHABLE"
" COND_CAN_RANGE_ATTACK1"
" COND_TOO_CLOSE_TO_ATTACK"
" COND_TASK_FAILED"
" COND_LOST_ENEMY"
" COND_PROVOKED"
)
DEFINE_SCHEDULE
(
SCHED_CRANE_FORCED_DROP,
" Tasks"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_CRANE_TURN_MAGNET_OFF 0"
" TASK_END_FORCED_DROP 0"
" TASK_WAIT 2"
" "
" Interrupts"
)
AI_END_CUSTOM_NPC()