//-----------------------------------------------------------------------------
// Purpose: 
// Input  : pTask - 
//-----------------------------------------------------------------------------
void CNPC_Crow::RunTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
		case TASK_CROW_TAKEOFF:
		{
			if ( GetNavigator()->IsGoalActive() )
			{
				GetMotor()->SetIdealYawToTargetAndUpdate( GetAbsOrigin() + GetNavigator()->GetCurWaypointPos(), AI_KEEP_YAW_SPEED );
			}
			else
				TaskFail( FAIL_NO_ROUTE );

			if ( IsActivityFinished() )
			{
				TaskComplete();
				SetIdealActivity( ACT_FLY );

				m_bSoar = false;
				m_flSoarTime = gpGlobals->curtime + random->RandomFloat( 2, 5 );
			}
			
			break;
		}

		case TASK_CROW_HOP:
		{
			if ( IsActivityFinished() )
			{
				TaskComplete();
				SetIdealActivity( ACT_IDLE );
			}

			if ( ( GetAbsOrigin().z < m_flHopStartZ ) && ( !( GetFlags() & FL_ONGROUND ) ) )
			{
				//
				// We've hopped off of something! See if we're going to fall very far.
				//
				trace_t tr;
				AI_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, -32 ), MASK_SOLID, this, HL2COLLISION_GROUP_CROW, &tr );
				if ( tr.fraction == 1.0f )
				{
					//
					// We're falling! Better fly away. SelectSchedule will check ONGROUND and do the right thing.
					//
					TaskComplete();
				}
				else
				{
					//
					// We'll be okay. Don't check again unless what we're hopping onto moves
					// out from under us.
					//
					m_flHopStartZ = GetAbsOrigin().z - ( 32 * tr.fraction );
				}
			}

			break;
		}

		//
		// Face the direction we are flying.
		//
		case TASK_CROW_FLY:
		{
			GetMotor()->SetIdealYawToTargetAndUpdate( GetAbsOrigin() + GetAbsVelocity(), AI_KEEP_YAW_SPEED );

			break;
		}

		case TASK_CROW_FALL_TO_GROUND:
		{
			if ( GetFlags() & FL_ONGROUND )
			{
				SetFlyingState( FlyState_Walking );
				TaskComplete();
			}
			break;
		}

		case TASK_CROW_WAIT_FOR_BARNACLE_KILL:
		{
			if ( m_flNextFlinchTime < gpGlobals->curtime )
			{
				m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 2.0f );
				// dvs: TODO: squirm
				// dvs: TODO: spawn feathers
				EmitSound( "NPC_Crow.Squawk" );
			}
			break;
		}

		default:
		{
			CAI_BaseNPC::RunTask( pTask );
		}
	}
}
Example #2
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pTask - 
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::RunTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_WAIT_ASSAULT_DELAY:
	case TASK_AWAIT_ASSAULT_TIMEOUT:
		if ( m_hAssaultPoint )
		{
			if ( m_hAssaultPoint->m_bInputForcedClear || (m_hAssaultPoint->m_bClearOnContact && HasCondition( COND_SEE_ENEMY )) )
			{
				// If we're on an assault that should clear on contact, clear when we see an enemy
				TaskComplete();
			}
		}

		if( GetOuter()->IsWaitFinished() && ( pTask->iTask == TASK_WAIT_ASSAULT_DELAY || !m_hAssaultPoint->m_bNeverTimeout ) )
		{
			TaskComplete();
		}
		break;

	case TASK_FACE_RALLY_POINT:
	case TASK_FACE_ASSAULT_POINT:
		GetMotor()->UpdateYaw();

		if( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
		{
			// Out early if the NPC can attack.
			TaskComplete();
		}

		if ( GetOuter()->FacingIdeal() )
		{
			TaskComplete();
		}
		break;

	case TASK_AWAIT_CUE:
		// If we've lost our rally point, abort
		if ( !m_hRallyPoint )
		{
			TaskFail("No rally point.");
			break;
		}

		if( PollAssaultCue() )
		{
			TaskComplete();
		}

		if ( IsForcingCrouch() )
			break;

		if( GetOuter()->GetEnemy() && m_hRallyPoint->m_RallySequenceName == NULL_STRING )
		{
			// I have an enemy and I'm NOT playing a custom animation.
			ChainRunTask( TASK_FACE_ENEMY, 0 );
		}
		break;

	case TASK_WAIT_FOR_MOVEMENT:
		if ( ai_debug_assault.GetBool() )
		{
			if ( IsCurSchedule( SCHED_MOVE_TO_ASSAULT_POINT ) )
			{
				NDebugOverlay::Line( WorldSpaceCenter(), GetNavigator()->GetGoalPos(), 255,0,0, true,0.1);
				NDebugOverlay::Box( GetNavigator()->GetGoalPos(), -Vector(10,10,10), Vector(10,10,10), 255,0,0, 8, 0.1 );
			}
			else if ( IsCurSchedule( SCHED_MOVE_TO_RALLY_POINT ) )
			{
				NDebugOverlay::Line( WorldSpaceCenter(), GetNavigator()->GetGoalPos(), 0,255,0, true,0.1);
				NDebugOverlay::Box( GetNavigator()->GetGoalPos(), -Vector(10,10,10), Vector(10,10,10), 0,255,0, 8, 0.1 );
			}
		}

		if ( m_hAssaultPoint && (m_hAssaultPoint->m_bInputForcedClear || (m_hAssaultPoint->m_bClearOnContact && HasCondition( COND_SEE_ENEMY ))) )
		{
			DevMsg( "Assault Cleared due to Contact or Input!\n" );
			ClearAssaultPoint();
			TaskComplete();
			return;
		}

		BaseClass::RunTask( pTask );
		break;

	default:
		BaseClass::RunTask( pTask );
		break;
	}
}
void CHL1NPCTalker::RunTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
		case TASK_HL1TALKER_FOLLOW_WALK_PATH_FOR_UNITS:
			{
				float distance;

				distance = (m_vecLastPosition - GetLocalOrigin()).Length2D();

				// Walk path until far enough away
				if ( distance > pTask->flTaskData || 
					 GetNavigator()->GetGoalType() == GOALTYPE_NONE )
				{
					TaskComplete();
					GetNavigator()->ClearGoal();		// Stop moving
				}
				break;
			}



		case TASK_TALKER_CLIENT_STARE:
		case TASK_TALKER_LOOK_AT_CLIENT:
		{
			CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
			
			// track head to the client for a while.
			if ( m_NPCState == NPC_STATE_IDLE		&& 
				 !IsMoving()								&&
				 !GetExpresser()->IsSpeaking() )
			{
			
				if ( pPlayer )
				{
					IdleHeadTurn( pPlayer );
				}
			}
			else
			{
				// started moving or talking
				TaskFail( "moved away" );
				return;
			}

			if ( pTask->iTask == TASK_TALKER_CLIENT_STARE )
			{
				// fail out if the player looks away or moves away.
				if ( ( pPlayer->GetAbsOrigin() - GetAbsOrigin() ).Length2D() > TALKER_STARE_DIST )
				{
					// player moved away.
					TaskFail( NO_TASK_FAILURE );
				}

				Vector vForward;
				AngleVectors( GetAbsAngles(), &vForward );
				if ( UTIL_DotPoints( pPlayer->GetAbsOrigin(), GetAbsOrigin(), vForward ) < m_flFieldOfView )
				{
					// player looked away
					TaskFail( "looked away" );
				}
			}

			if ( gpGlobals->curtime > m_flWaitFinished )
			{
				TaskComplete( NO_TASK_FAILURE );
			}

			break;
		}

		case TASK_WAIT_FOR_MOVEMENT:
		{
			if ( GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL)
			{
				// ALERT(at_console, "walking, talking\n");
				IdleHeadTurn( GetSpeechTarget(), GetExpresser()->GetTimeSpeechComplete() - gpGlobals->curtime );
			}
			else if ( GetEnemy() )
			{
				IdleHeadTurn( GetEnemy() );
			}

			BaseClass::RunTask( pTask );

			break;
		}

		case TASK_FACE_PLAYER:
		{
			CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
			
			if ( pPlayer )
			{
				//GetMotor()->SetIdealYaw( pPlayer->GetAbsOrigin() );
				IdleHeadTurn( pPlayer );
				if ( gpGlobals->curtime > m_flWaitFinished && GetMotor()->DeltaIdealYaw() < 10 )
				{
					TaskComplete();
				}
			}
			else
			{
				TaskFail( FAIL_NO_PLAYER );
			}

			break;
		}

		case TASK_TALKER_EYECONTACT:
		{
			if (!IsMoving() && GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL)
			{
				// ALERT( at_console, "waiting %f\n", m_flStopTalkTime - gpGlobals->time );
				IdleHeadTurn( GetSpeechTarget(), GetExpresser()->GetTimeSpeechComplete() - gpGlobals->curtime );
			}
			
			BaseClass::RunTask( pTask );
			
			break;

		}

				
		default:
		{
			if ( GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL)
			{
				IdleHeadTurn( GetSpeechTarget(), GetExpresser()->GetTimeSpeechComplete() - gpGlobals->curtime );
			}
			else if ( GetEnemy() && m_NPCState == NPC_STATE_COMBAT )
			{
				IdleHeadTurn( GetEnemy() );
			}
			else if ( GetFollowTarget() )
			{
				IdleHeadTurn( GetFollowTarget() );
			}

			BaseClass::RunTask( pTask );
			break;
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::IsMoving( void ) 
{ 
	return GetNavigator()->IsGoalSet(); 
}
//=========================================================
// start task
//=========================================================
void CNPC_Houndeye::StartTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_HOUND_GET_PATH_TO_CIRCLE:
	{
		if (GetEnemy() == NULL)
		{
			TaskFail(FAIL_NO_ENEMY);
		}
		else 
		{
			Vector vTargetPos = GetEnemyLKP();
			vTargetPos.z	= GetFloorZ(vTargetPos);

			if (GetNavigator()->SetRadialGoal(vTargetPos, random->RandomInt(50,500), 90, 175, m_bLoopClockwise))
			{
				TaskComplete();
				return;
			}
			TaskFail(FAIL_NO_ROUTE);
		}
		break;
	}
	case TASK_HOUND_REVERSE_STRAFE_DIR:
	{
		// Try the other direction
		m_bLoopClockwise = (m_bLoopClockwise) ? false : true;
		TaskComplete();
		break;
	}

	// Override to set appropriate distances
	case TASK_GET_PATH_TO_ENEMY_LOS:
	{
		float			flMaxRange	= HOUNDEYE_MAX_ATTACK_RADIUS * 0.9;
		float			flMinRange	= HOUNDEYE_MIN_ATTACK_RADIUS;
		Vector 			posLos;
		bool			foundLos	= false;
		
		if (GetEnemy() != NULL)
		{
			foundLos = GetTacticalServices()->FindLos(GetEnemyLKP(),GetEnemy()->EyePosition(), flMinRange, flMaxRange, 0.0, &posLos);
		}
		else
		{
			TaskFail(FAIL_NO_TARGET);
			return;
		}

		if (foundLos)
		{
			GetNavigator()->SetGoal( AI_NavGoal_t( posLos, ACT_RUN, AIN_HULL_TOLERANCE ) );
		}
		else
		{
			TaskFail(FAIL_NO_SHOOT);
		}
		break;
	}

	case TASK_HOUND_FALL_ASLEEP:
		{
			m_fAsleep = true; // signal that hound is lying down (must stand again before doing anything else!)
			TaskComplete( true );
			break;
		}
	case TASK_HOUND_WAKE_UP:
		{
			m_fAsleep = false; // signal that hound is standing again
			TaskComplete( true );
			break;
		}
	case TASK_HOUND_OPEN_EYE:
		{
			m_fDontBlink = false; // turn blinking back on and that code will automatically open the eye
			TaskComplete( true );
			break;
		}
	case TASK_HOUND_CLOSE_EYE:
		{
//<<TEMP>>			pev->skin = 0;
			m_fDontBlink = true; // tell blink code to leave the eye alone.
			break;
		}
	case TASK_HOUND_THREAT_DISPLAY:
		{
			SetIdealActivity( ACT_IDLE_ANGRY );
			break;
		}
	case TASK_HOUND_HOP_BACK:
		{
			SetIdealActivity( ACT_LEAP );
			break;
		}
	case TASK_RANGE_ATTACK1:
		{
			SetIdealActivity( ACT_RANGE_ATTACK1 );
			break;
		}
	default: 
		{
			BaseClass::StartTask(pTask);
			break;
		}
	}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Dog::StartTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{

	case TASK_DOG_SETUP_THROW_TARGET:
		{
			SetupThrowTarget();
			TaskComplete();
		}
		break;
	case TASK_DOG_GET_PATH_TO_PHYSOBJ:
		{
			FindPhysicsObject( STRING( m_sObjectName ) );

			if ( m_hPhysicsEnt == NULL )
			{
				 FindPhysicsObject( NULL );
				 return;
			}

			IPhysicsObject *pPhysicsObject = m_hPhysicsEnt->VPhysicsGetObject();
			
			Vector vecGoalPos;
			Vector vecDir;

			vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
			VectorNormalize(vecDir);
			vecDir.z = 0;
		
			if ( m_hPhysicsEnt->GetOwnerEntity() == NULL )
				 m_hPhysicsEnt->SetOwnerEntity( this );
		
			if ( pPhysicsObject )
				 pPhysicsObject->RecheckCollisionFilter();

			vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );

			//If I'm near my goal, then just walk to it.
			Activity aActivity = ACT_RUN;

			if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
				 aActivity = ACT_WALK;

			if ( GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL ) == false )
			{
				 if ( m_hUnreachableObjects.Find( m_hPhysicsEnt ) == -1 )
					  m_hUnreachableObjects.AddToTail( m_hPhysicsEnt );
					
				 FindPhysicsObject( NULL, m_hPhysicsEnt );

				 m_flTimeToCatch = gpGlobals->curtime + 0.1;
				 m_flNextRouteTime = gpGlobals->curtime + 0.3;
				 m_flNextSwat = gpGlobals->curtime + 0.1;

				 GetNavigator()->ClearGoal();
			}
			else
			{
				TaskComplete();
			}
		}
		break;

	case TASK_DOG_FACE_OBJECT:
		{
			if( m_hPhysicsEnt == NULL )
			{
				// Physics Object is gone! Probably was an explosive 
				// or something else broke it.
				TaskFail("Physics ent NULL");
				return;
			}

			Vector vecDir;

			vecDir = m_hPhysicsEnt->WorldSpaceCenter() - GetLocalOrigin();
			VectorNormalize(vecDir);

			GetMotor()->SetIdealYaw( UTIL_VecToYaw( vecDir ) );
			TaskComplete();
		}
		break;
		
	case TASK_DOG_PICKUP_ITEM:
		{
			if( m_hPhysicsEnt == NULL )
			{
				// Physics Object is gone! Probably was an explosive 
				// or something else broke it.
				TaskFail("Physics ent NULL");
				return;
			}
			else
			{
				SetIdealActivity( (Activity)ACT_DOG_PICKUP );
			}
		}

		break;
		
	case TASK_DOG_LAUNCH_ITEM:
		{
			if( m_hPhysicsEnt == NULL )
			{
				// Physics Object is gone! Probably was an explosive 
				// or something else broke it.
				TaskFail("Physics ent NULL");
				return;
			}
			else
			{
				if ( m_hPhysicsEnt == NULL || m_bHasObject == false )
				{
					 TaskFail( "Don't have the item!" );
					 return;
				}

				SetIdealActivity( (Activity)ACT_DOG_THROW );
			}
		}

		break;

	case TASK_DOG_WAIT_FOR_TARGET_TO_FACE:
		{
			if ( CanTargetSeeMe() )
				 TaskComplete();
		}
		break;

	case TASK_DOG_WAIT_FOR_OBJECT:
		{
			SetIdealActivity( (Activity)ACT_DOG_WAITING );
		}
		break;

	case TASK_DOG_CATCH_OBJECT:
	{
		SetIdealActivity( (Activity)ACT_DOG_CATCH  );
	}
	break;
			
	case TASK_DOG_DELAY_SWAT:
		m_flNextSwat = gpGlobals->curtime + pTask->flTaskData;

		if ( m_hThrowTarget == NULL )
		#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
			m_hThrowTarget = UTIL_GetNearestVisiblePlayer(this); 
		#else
			m_hThrowTarget = AI_GetSinglePlayer();
		#endif //SecobMod__Enable_Fixed_Multiplayer_AI

		TaskComplete();
		break;

	default:
		BaseClass::StartTask( pTask );
	}
}
Example #7
0
//---------------------------------------------------------
// Purpose: 
//---------------------------------------------------------
void CNPC_Assassin::StartTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_ASSASSIN_SET_EYE_STATE:
		{
			SetEyeState( (eyeState_t) ( (int) pTask->flTaskData ) );
			TaskComplete();
		}
		break;

	case TASK_ASSASSIN_EVADE:
		{
			Activity flipAct = ACT_INVALID;

			const Vector *avoidPos = ( GetEnemy() != NULL ) ? &(GetEnemy()->GetAbsOrigin()) : NULL;

			for ( int i = FLIP_LEFT; i < NUM_FLIP_TYPES; i++ )
			{
				if ( CanFlip( i, flipAct, avoidPos ) )
				{
					// Don't flip back to where we just were
					if ( ( ( i == FLIP_LEFT ) && ( m_nLastFlipType == FLIP_RIGHT ) ) ||
						 ( ( i == FLIP_RIGHT ) && ( m_nLastFlipType == FLIP_LEFT ) ) ||
						 ( ( i == FLIP_FORWARD ) && ( m_nLastFlipType == FLIP_BACKWARD ) ) ||
						 ( ( i == FLIP_BACKWARD ) && ( m_nLastFlipType == FLIP_FORWARD ) ) )
					{
						flipAct = ACT_INVALID;
						continue;
					}

					m_nNumFlips--;
					ResetIdealActivity( flipAct );
					m_flNextFlipTime = gpGlobals->curtime + 2.0f;
					m_nLastFlipType = i;
					break;
				}
			}

			if ( flipAct == ACT_INVALID )
			{
				m_nNumFlips = 0;
				m_nLastFlipType = -1;
				m_flNextFlipTime = gpGlobals->curtime + 2.0f;
				TaskFail( "Unable to find flip evasion direction!\n" );
			}
		}
		break;

	case TASK_ASSASSIN_GET_PATH_TO_VANTAGE_POINT:
		{
			assert( GetEnemy() != NULL );
			if ( GetEnemy() == NULL )
				break;

			Vector	goalPos;

			CHintCriteria	hint;

			// Find a disadvantage node near the player, but away from ourselves
			hint.SetHintType( HINT_TACTICAL_ENEMY_DISADVANTAGED );
			hint.AddExcludePosition( GetAbsOrigin(), 256 );
			hint.AddExcludePosition( GetEnemy()->GetAbsOrigin(), 256 );

			if ( ( m_pSquad != NULL ) && ( m_pSquad->NumMembers() > 1 ) )
			{
				AISquadIter_t iter;
				for ( CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) )
				{
					if ( pSquadMember == NULL )
						continue;

					hint.AddExcludePosition( pSquadMember->GetAbsOrigin(), 128 );
				}
			}
	
			hint.SetFlag( bits_HINT_NODE_NEAREST );

			CAI_Hint *pHint = CAI_HintManager::FindHint( this, GetEnemy()->GetAbsOrigin(), &hint );

			if ( pHint == NULL )
			{
				TaskFail( "Unable to find vantage point!\n" );
				break;
			}

			pHint->GetPosition( this, &goalPos );

			AI_NavGoal_t goal( goalPos );
			
			//Try to run directly there
			if ( GetNavigator()->SetGoal( goal ) == false )
			{
				TaskFail( "Unable to find path to vantage point!\n" );
				break;
			}
			
			TaskComplete();
		}
		break;

	default:
		BaseClass::StartTask( pTask );
		break;
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pTask - 
//-----------------------------------------------------------------------------
void CNPC_Bug_Warrior::StartTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_WBUG_GET_PATH_TO_FLEE:
		{
			// Always tell our bughole that we're under attack
			if ( m_hMyBugHole )
			{
				m_hMyBugHole->IncomingFleeingBug( this );
			}

			// We're fleeing from an enemy.
			// If I have a squadmate, run to him.
			CAI_BaseNPC *pSquadMate;
			if ( m_pSquad && (pSquadMate = m_pSquad->NearestSquadMember(this)) != false )
			{
				SetTarget( pSquadMate );
				AI_NavGoal_t goal( GOALTYPE_TARGETENT, vec3_origin, ACT_RUN );
				if ( GetNavigator()->SetGoal( goal ) )
				{
					TaskComplete();
					return;
				}
			}

			// If we have no squad, or we couldn't get a path to our squadmate, look for a bughole
			if ( m_hMyBugHole )
			{
				SetTarget( m_hMyBugHole );
				AI_NavGoal_t goal( GOALTYPE_TARGETENT, vec3_origin, ACT_RUN );
				if ( GetNavigator()->SetGoal( goal ) )
				{
					TaskComplete();
					return;
				}
			}

			// Give up, and fight to the death
			m_bFightingToDeath = true;
			TaskComplete();
		}
		break;

	case TASK_WBUG_GET_PATH_TO_PATROL:
		{
			// Get a path to the next point in the patrol.
			// Abort if we have no patrol path
			if ( !m_iszPatrolPathName )
			{
				TaskFail( "Attempting to patrol without patrol path." );
				return;
			}

			m_pHintNode = CAI_Hint::FindHint( this, HINT_BUG_PATROL_POINT, bits_HINT_NODE_RANDOM, 4096 ); 
			if( !m_pHintNode )
			{
				TaskFail("Couldn't find patrol node");
				return;
			}

			Vector vHintPos;
			m_pHintNode->GetPosition( this, &vHintPos );
			AI_NavGoal_t goal( vHintPos, ACT_RUN );
			GetNavigator()->SetGoal( goal );
			TaskComplete();
		}
		break;

	case TASK_WBUG_GET_PATH_TO_BUGHOLE:
		{
			// Get a path back to my bughole
			// If we have no squad, or we couldn't get a path to our squadmate, look for a bughole
			if ( m_hMyBugHole )
			{
				SetTarget( m_hMyBugHole );
				AI_NavGoal_t goal( GOALTYPE_TARGETENT, vec3_origin, ACT_RUN );
				if ( GetNavigator()->SetGoal( goal ) )
				{
					TaskComplete();
					return;
				}
			}

			TaskFail( "Couldn't get to bughole." );
		}
		break;

	case TASK_WBUG_HOLE_REMOVE:
		{
			// Crawl inside the bughole and remove myself
			m_fEffects |= EF_NODRAW;
			AddSolidFlags( FSOLID_NOT_SOLID );
			Event_Killed( CTakeDamageInfo( this, this, 200, DMG_CRUSH ) );

			// Tell the bughole
			if ( m_hMyBugHole )
			{
				m_hMyBugHole->BugReturned();
			}

			TaskComplete();
		}
		break;

	case TASK_WBUG_GET_PATH_TO_ASSIST:
		{
			if ( m_hAssistTarget )
			{
				SetTarget( m_hAssistTarget );
				AI_NavGoal_t goal( GOALTYPE_TARGETENT, vec3_origin, ACT_RUN );
				if ( GetNavigator()->SetGoal( goal ) )
				{
					TaskComplete();
					return;
				}
			}

			TaskFail( "Couldn't get to assist target." );
		}
		break;

	default:
		BaseClass::StartTask( pTask );
		break;
	}
}
void CAI_LeadBehavior::StartTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
		case TASK_LEAD_FACE_GOAL:
		{
			if ( m_goalyaw != -1 )
			{
				GetMotor()->SetIdealYaw( m_goalyaw ); 
			}

			TaskComplete();
			break;
		}

		case TASK_LEAD_SUCCEED:
		{
			Speak( TLK_LEAD_SUCCESS );
			NotifyEvent( LBE_SUCCESS );

			break;
		}

		case TASK_LEAD_ARRIVE:
		{
			// Only speak the first time we arrive
			if ( !m_hasspokenarrival )
			{
				Speak( TLK_LEAD_ARRIVAL );
				NotifyEvent( LBE_ARRIVAL );

				m_hasspokenarrival = true;
			}
			else
			{
				TaskComplete();
			}
			
			break;
		}
		
		case TASK_STOP_LEADING:
		{
			ClearGoal();
			TaskComplete();
			break;
		}

		case TASK_GET_PATH_TO_LEAD_GOAL:
		{
			if ( GetNavigator()->SetGoal( m_goal ) )
			{
				TaskComplete();
			}
			else
			{
				TaskFail("NO PATH");
			}
			break;
		}
		
		case TASK_LEAD_GET_PATH_TO_WAITPOINT:
		{
			if ( GetNavigator()->SetGoal( m_waitpoint ) )
			{
				TaskComplete();
			}
			else
			{
				TaskFail("NO PATH");
			}
			break;
		}

		case TASK_LEAD_WALK_PATH:
		{
			// If we're leading, and we're supposed to run, run instead of walking
			if ( m_run && 
				( IsCurSchedule( SCHED_LEAD_WAITFORPLAYER, false ) || IsCurSchedule( SCHED_LEAD_PLAYER, false ) || IsCurSchedule( SCHED_LEAD_SPEAK_THEN_LEAD_PLAYER, false )|| IsCurSchedule( SCHED_LEAD_RETRIEVE, false ) ) )
			{
				ChainStartTask( TASK_RUN_PATH );
			}
			else
			{
				ChainStartTask( TASK_WALK_PATH );
			}
			break;
		}

		case TASK_LEAD_WAVE_TO_PLAYER:
		{
			// Wave to the player if we can see him. Otherwise, just idle.
			if ( HasCondition( COND_SEE_PLAYER ) )
			{
				Speak( TLK_LEAD_ATTRACTPLAYER );
				if ( HaveSequenceForActivity(ACT_SIGNAL1) )
				{
					SetActivity(ACT_SIGNAL1);
				}
			}
			else
			{
				SetActivity(ACT_IDLE);
			}

			TaskComplete();
			break;
		}

		case TASK_LEAD_PLAYER_NEEDS_WEAPON:
		{
			float flAvailableTime = GetOuter()->GetExpresser()->GetSemaphoreAvailableTime( GetOuter() );

			// if someone else is talking, don't speak
			if ( flAvailableTime <= gpGlobals->curtime )
			{
				Speak( TLK_LEAD_MISSINGWEAPON );
			}

			SetActivity(ACT_IDLE);
			TaskComplete();
			break;
		}

		case TASK_LEAD_SPEAK_START:
		{
			m_hasspokenstart = true;

			Speak( TLK_LEAD_START );
			SetActivity(ACT_IDLE);
			TaskComplete();
			break;
		}

		case TASK_LEAD_MOVE_TO_RANGE:
		{
			// If we haven't spoken our start speech, move closer
			if ( !m_hasspokenstart)
			{
				ChainStartTask( TASK_MOVE_TO_GOAL_RANGE, m_leaddistance - 24 );
			}
			else
			{
				ChainStartTask( TASK_MOVE_TO_GOAL_RANGE, m_retrievedistance );
			}
			break;
		}

		case TASK_LEAD_RETRIEVE_WAIT:
		{
			m_MoveMonitor.SetMark( AI_GetSinglePlayer(), 24 );
			ChainStartTask( TASK_WAIT_INDEFINITE );
			break;
		}

		case TASK_STOP_MOVING:
		{
			BaseClass::StartTask( pTask);

			if ( IsCurSchedule( SCHED_LEAD_PAUSE, false ) && pTask->flTaskData == 1 )
			{
				GetNavigator()->SetArrivalDirection( GetTarget() );
			}
			break;
		}

		case TASK_WAIT_FOR_SPEAK_FINISH:
		{
			BaseClass::StartTask( pTask);

			if( GetOuter()->GetState() == NPC_STATE_COMBAT )
			{
				// Don't stand around jabbering in combat. 
				TaskComplete();
			}

			// If we're not supposed to wait for the player, don't wait for speech to finish.
			// Instead, just wait a wee tad, and then start moving. NPC will speak on the go.
			if ( TaskIsRunning() && !m_args.iRetrievePlayer )
			{
				if ( gpGlobals->curtime - GetOuter()->GetTimeTaskStarted() > 0.3 )
				{
					TaskComplete();
				}
			}
			break;
		}

		default:
			BaseClass::StartTask( pTask);
	}
}
Example #10
0
//=========================================================
// RunTask
//=========================================================
void CNPC_Stalker::RunTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_ANNOUNCE_ATTACK:
	{
		// Stop waiting if enemy facing me or lost enemy
		CBaseCombatCharacter* pBCC = GetEnemyCombatCharacterPointer();
		if	(!pBCC || pBCC->FInViewCone( this ))
		{
			TaskComplete();
		}

		if ( IsWaitFinished() )
		{
			TaskComplete();
		}
		break;
	}

	case TASK_STALKER_ZIGZAG :
		{

			if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
			{
				TaskComplete();
				GetNavigator()->StopMoving();		// Stop moving
			}
			else if (!GetNavigator()->IsGoalActive())
			{
				SetIdealActivity( GetStoppedActivity() );
			}
			else if (ValidateNavGoal())
			{
				SetIdealActivity( GetNavigator()->GetMovementActivity() );
				AddZigZagToPath();
			}
			break;
		}
	case TASK_RANGE_ATTACK1:
		UpdateAttackBeam();
		if ( !TaskIsRunning() || HasCondition( COND_TASK_FAILED ))
		{
			KillAttackBeam();
		}
		break;

	case TASK_FACE_ENEMY:
		{
			if ( GetEnemy() != NULL )
			{
				BaseClass:: RunTask( pTask );
				return;
			}
			GetMotor()->SetIdealYawToTargetAndUpdate( m_vLaserCurPos );

			if ( FacingIdeal() )
			{
				TaskComplete();
			}
			break;
		}
	default:
		{
			BaseClass::RunTask( pTask );
			break;
		}
	}
}
Example #11
0
void CNPC_AlienGrunt::StartTask ( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_AGRUNT_RANGE_ATTACK1_NOTURN:
		{
			SetLastAttackTime( gpGlobals->curtime );
			ResetIdealActivity( ACT_RANGE_ATTACK1 );
		}
		break;

	case TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE:
		{
			Vector forward;
			AngleVectors( GetAbsAngles(), &forward );
			Vector flEnemyLKP = GetEnemyLKP();

			GetNavigator()->SetGoal( flEnemyLKP - forward * 64, AIN_CLEAR_TARGET);

			if ( GetNavigator()->SetGoal( flEnemyLKP - forward * 64, AIN_CLEAR_TARGET) )
			{
				TaskComplete();
			}
			else
			{
				Msg ( "AGruntGetPathToEnemyCorpse failed!!\n" );
				TaskFail( FAIL_NO_ROUTE );
			}
		}
		break;

	case TASK_AGRUNT_SETUP_HIDE_ATTACK:
		// alien grunt shoots hornets back out into the open from a concealed location. 
		// try to find a spot to throw that gives the smart weapon a good chance of finding the enemy.
		// ideally, this spot is along a line that is perpendicular to a line drawn from the agrunt to the enemy.

		CHL1BaseNPC	*pEnemyMonsterPtr;

		pEnemyMonsterPtr = (CHL1BaseNPC *)GetEnemy()->MyNPCPointer();

		if ( pEnemyMonsterPtr )
		{
			Vector		vecCenter, vForward, vRight, vecEnemyLKP;
			QAngle		angTmp;
			trace_t		tr;
			BOOL		fSkip;

			fSkip = FALSE;
			vecCenter = WorldSpaceCenter();
			vecEnemyLKP = GetEnemyLKP();

			VectorAngles( vecEnemyLKP - GetAbsOrigin(), angTmp );
			SetAbsAngles( angTmp );
			AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );

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

	default:
		BaseClass::StartTask ( pTask );
		break;
	}
}
Example #12
0
//=========================================================
// start task
//=========================================================
void CNPC_Stalker::StartTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_STALKER_SCREAM:
	{
		if( gpGlobals->curtime > m_flNextScreamTime )
		{
			EmitSound( "NPC_Stalker.Scream" );
			m_flNextScreamTime = gpGlobals->curtime + random->RandomFloat( 10.0, 15.0 );
		}

		TaskComplete();
	}

	case TASK_ANNOUNCE_ATTACK:
	{
		// If enemy isn't facing me and I haven't attacked in a while
		// annouce my attack before I start wailing away
		CBaseCombatCharacter *pBCC = GetEnemyCombatCharacterPointer();

		if	(pBCC && (!pBCC->FInViewCone ( this )) &&
			 (gpGlobals->curtime - m_flLastAttackTime > 1.0) )
		{
				m_flLastAttackTime = gpGlobals->curtime;

				// Always play this sound
				EmitSound( "NPC_Stalker.Scream" );
				m_flNextScrambleSoundTime = gpGlobals->curtime + 2;
				m_flNextBreatheSoundTime = gpGlobals->curtime + 2;

				// Wait two seconds
				SetWait( 2.0 );
				SetActivity(ACT_IDLE);
		}
		break;
	}
	case TASK_STALKER_ZIGZAG:
			break;
	case TASK_RANGE_ATTACK1:
		{
			CBaseEntity *pEnemy = GetEnemy();
			if (pEnemy)
			{
				m_vLaserTargetPos = GetEnemyLKP() + pEnemy->GetViewOffset();

				// Never hit target on first try
				Vector missPos = m_vLaserTargetPos;
				
				if( pEnemy->Classify() == CLASS_BULLSEYE && hl2_episodic.GetBool() )
				{
					missPos.x += 60 + 120*random->RandomInt(-1,1);
					missPos.y += 60 + 120*random->RandomInt(-1,1);
				}
				else
				{
					missPos.x += 80*random->RandomInt(-1,1);
					missPos.y += 80*random->RandomInt(-1,1);
				}

				// ----------------------------------------------------------------------
				// If target is facing me and not running towards me shoot below his feet
				// so he can see the laser coming
				// ----------------------------------------------------------------------
				CBaseCombatCharacter *pBCC = ToBaseCombatCharacter(pEnemy);
				if (pBCC)
				{
					Vector targetToMe = (pBCC->GetAbsOrigin() - GetAbsOrigin());
					Vector vBCCFacing = pBCC->BodyDirection2D( );
					if ((DotProduct(vBCCFacing,targetToMe) < 0) &&
						(pBCC->GetSmoothedVelocity().Length() < 50))
					{
						missPos.z -= 150;
					}
					// --------------------------------------------------------
					// If facing away or running towards laser,
					// shoot above target's head 
					// --------------------------------------------------------
					else
					{
						missPos.z += 60;
					}
				}
				m_vLaserDir = missPos - LaserStartPosition(GetAbsOrigin());
				VectorNormalize(m_vLaserDir);	
			}
			else
			{
				TaskFail(FAIL_NO_ENEMY);
				return;
			}

			StartAttackBeam();
			SetActivity(ACT_RANGE_ATTACK1);
			break;
		}
	case TASK_GET_PATH_TO_ENEMY_LOS:
		{
			if ( GetEnemy() != NULL )
			{
				BaseClass:: StartTask( pTask );
				return;
			}

			Vector posLos;

			if (GetTacticalServices()->FindLos(m_vLaserCurPos, m_vLaserCurPos, MIN_STALKER_FIRE_RANGE, MAX_STALKER_FIRE_RANGE, 1.0, &posLos))
			{
				AI_NavGoal_t goal( posLos, ACT_RUN, AIN_HULL_TOLERANCE );
				GetNavigator()->SetGoal( goal );
			}
			else
			{
				TaskFail(FAIL_NO_SHOOT);
			}
			break;
		}
	case TASK_FACE_ENEMY:
		{
			if ( GetEnemy() != NULL )
			{
				BaseClass:: StartTask( pTask );
				return;
			}
			GetMotor()->SetIdealYawToTarget( m_vLaserCurPos );
			break;
		}
	default: 
		BaseClass:: StartTask( pTask );
		break;
	}
}
Example #13
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pTask - 
//-----------------------------------------------------------------------------
void CNPC_AntlionGrub::RunTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_ANTLIONGRUB_MOVE_TO_TARGET:
		{
			//Must have a target entity
			if ( GetEnemy() == NULL )
			{
				TaskFail( FAIL_NO_TARGET );
				return;
			}

			float distance = ( GetNavigator()->GetGoalPos() - GetLocalOrigin() ).Length2D();
			
			if ( ( GetNavigator()->GetGoalPos() - GetEnemy()->GetLocalOrigin() ).Length() > (pTask->flTaskData * 0.5f) )
			{
				distance = ( GetEnemy()->GetLocalOrigin() - GetLocalOrigin() ).Length2D();
				GetNavigator()->UpdateGoalPos( GetEnemy()->GetLocalOrigin() );
			}

			//See if we've arrived
			if ( distance < pTask->flTaskData )
			{
				TaskComplete();
				GetNavigator()->StopMoving();
			}
		}
		break;

	case TASK_ANTLIONGRUB_GIVE_HEALTH:
		
		//Validate the enemy
		if ( GetEnemy() == NULL )
		{
			TaskFail( FAIL_NO_ENEMY );
			return;
		}

		//Are we done giving health?
		if ( ( GetEnemy()->m_iHealth == GetEnemy()->m_iMaxHealth ) || ( m_nHealthReserve <= 0 ) || ( (GetEnemy()->GetLocalOrigin() - GetLocalOrigin()).Length() > 64 ) )
		{
			m_bHealing = false;
			//CSoundEnvelopeController::GetController().SoundChangeVolume( m_pHealSound, 0.0f, 0.5f );
			TaskComplete();
			return;
		}

		//Is it time to heal again?
		if ( m_flHealthTime < gpGlobals->curtime )
		{
			m_flHealthTime = gpGlobals->curtime + 0.5f;
			
			//Update the health
			if ( GetEnemy()->m_iHealth < GetEnemy()->m_iMaxHealth )
			{
				GetEnemy()->m_iHealth++;
				m_nHealthReserve--;
			}
		}

		break;

	default:
		BaseClass::RunTask( pTask );
		break;
	}
}
void CAI_StandoffBehavior::StartTask( const Task_t *pTask )
{
	bool fCallBase = false;
	
	switch ( pTask->iTask )
	{
		case TASK_RANGE_ATTACK1:
		{
			m_ShotRegulator.OnFiredWeapon();
			fCallBase = true;
			break;
		}
		
		case TASK_FIND_COVER_FROM_ENEMY:
		{
			StandoffMsg( "TASK_FIND_COVER_FROM_ENEMY\n" );

			// If within time window to force change
			if ( !m_params.fStayAtCover && (!m_TimeForceCoverHint.Expired() || m_RandomCoverChangeTimer.Expired()) )
			{
				m_TimeForceCoverHint.Force();
				m_RandomCoverChangeTimer.Set( 8, 16, false );

				// @TODO (toml 03-24-03):  clean this up be tool-izing base tasks. Right now, this is here to force to not use lateral cover search
				CBaseEntity *pEntity = GetEnemy();

				if ( pEntity == NULL )
				{
					// Find cover from self if no enemy available
					pEntity = GetOuter();
				}

				CBaseEntity *pLeader = GetPlayerLeader();
				if ( pLeader )
				{
					m_PlayerMoveMonitor.SetMark( pLeader, 60 );
				}

				Vector					coverPos			= vec3_origin;
				CAI_TacticalServices *	pTacticalServices	= GetTacticalServices();
				const Vector &			enemyPos			= pEntity->GetAbsOrigin();
				Vector					enemyEyePos			= pEntity->EyePosition();
				float					coverRadius			= GetOuter()->CoverRadius();
				const Vector &			goalPos				= GetStandoffGoalPosition();
				bool					bTryGoalPosFirst	= true;

				if( pLeader && m_vecStandoffGoalPosition == GOAL_POSITION_INVALID )
				{
					if( random->RandomInt(1, 100) <= 50 )
					{
						// Half the time, if the player is leading, try to find a spot near them
						bTryGoalPosFirst = false;
						StandoffMsg( "Not trying goal pos\n" );
					}
				}

				if( bTryGoalPosFirst )
				{
					// Firstly, try to find cover near the goal position.
					pTacticalServices->FindCoverPos( goalPos, enemyPos, enemyEyePos, 0, 15*12, &coverPos );

					if ( coverPos == vec3_origin )
						pTacticalServices->FindCoverPos( goalPos, enemyPos, enemyEyePos, 15*12-0.1, 40*12, &coverPos );

					StandoffMsg1( "Trying goal pos, %s\n", ( coverPos == vec3_origin  ) ? "failed" :  "succeeded" );
				}

				if ( coverPos == vec3_origin  ) 
				{
					// Otherwise, find a node near to self
					StandoffMsg( "Looking for near cover\n" );
					if ( !GetTacticalServices()->FindCoverPos( enemyPos, enemyEyePos, 0, coverRadius, &coverPos ) ) 
					{
						// Try local lateral cover
						if ( !GetTacticalServices()->FindLateralCover( enemyEyePos, &coverPos ) )
						{
							// At this point, try again ignoring front lines. Any cover probably better than hanging out in the open
							m_fIgnoreFronts = true;
							if ( !GetTacticalServices()->FindCoverPos( enemyPos, enemyEyePos, 0, coverRadius, &coverPos ) ) 
							{
								if ( !GetTacticalServices()->FindLateralCover( enemyEyePos, &coverPos ) )
								{
									Assert( coverPos == vec3_origin );
								}
							}
							m_fIgnoreFronts = false;
						}
					}
				}

				if ( coverPos != vec3_origin )
				{
					AI_NavGoal_t goal(GOALTYPE_COVER, coverPos, ACT_RUN, AIN_HULL_TOLERANCE, AIN_DEF_FLAGS);
					GetNavigator()->SetGoal( goal );

					GetOuter()->m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData;
					TaskComplete();
				}
				else
					TaskFail(FAIL_NO_COVER);
			}
			else
			{
				fCallBase = true;
			}
			break;
		}

		default:
		{
			fCallBase = true;
		}
	}
	
	if ( fCallBase )
		BaseClass::StartTask( pTask );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CNPC_VehicleDriver::OverridePathMove( float flInterval )
{
	// Setup our initial path data if we've just started running a path
	if ( !m_pCurrentWaypoint )
	{
		m_vecPrevPoint = GetAbsOrigin();
		m_vecPrevPrevPoint = GetAbsOrigin();
		m_vecDesiredPosition = GetNavigator()->GetCurWaypointPos();	
		CalculatePostPoints();
	
		// Init our two waypoints
		m_Waypoints[0] = new CVehicleWaypoint( m_vecPrevPrevPoint, m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint );
		m_Waypoints[1] = new CVehicleWaypoint( m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint, m_vecPostPostPoint );
		m_pCurrentWaypoint = m_Waypoints[0];
		m_pNextWaypoint = m_Waypoints[1];

		m_flDistanceAlongSpline = 0.2;
	}

	// Have we reached our target? See if we've passed the current waypoint's plane.
	Vector vecAbsMins, vecAbsMaxs;
	CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
	if ( BoxOnPlaneSide( vecAbsMins, vecAbsMaxs, &m_pCurrentWaypoint->planeWaypoint ) == 3 )
	{
		if ( WaypointReached() )
			return true;
	}

	// Did we bypass it and reach the next one already?
	if ( m_pNextWaypoint && BoxOnPlaneSide( vecAbsMins, vecAbsMaxs, &m_pNextWaypoint->planeWaypoint ) == 3 )
	{
		if ( WaypointReached() )
			return true;
	}

	// We may have just teleported, so check to make sure we have a waypoint
	if ( !m_pCurrentWaypoint || !m_pNextWaypoint )
		return false;

	// Figure out which spline we're trucking along
	CVehicleWaypoint *pCurrentSplineBeingTraversed = m_pCurrentWaypoint;
	if ( m_flDistanceAlongSpline > 1 )
	{
		pCurrentSplineBeingTraversed = m_pNextWaypoint;
	}

	// Get our current speed, and check it against the length of the spline to know how far to advance our marker
	AngularImpulse angVel;
	Vector vecVelocity;
	IPhysicsObject *pVehiclePhysics = m_hVehicleEntity->VPhysicsGetObject();

	if( !pVehiclePhysics )
	{
		// I think my vehicle has been destroyed.
		return false;
	}

	pVehiclePhysics->GetVelocity( &vecVelocity, &angVel );
	float flSpeed = vecVelocity.Length();
	float flIncTime = gpGlobals->curtime - GetLastThink();
	float flIncrement = flIncTime * (flSpeed / pCurrentSplineBeingTraversed->GetLength());

	// Now advance our point along the spline
	m_flDistanceAlongSpline = clamp( m_flDistanceAlongSpline + flIncrement, 0, 2);
	if ( m_flDistanceAlongSpline > 1 )
	{
		// We crossed the spline boundary
		pCurrentSplineBeingTraversed = m_pNextWaypoint;
	}

	Vector vSplinePoint = pCurrentSplineBeingTraversed->GetPointAt( m_flDistanceAlongSpline > 1 ? m_flDistanceAlongSpline-1 : m_flDistanceAlongSpline );
	Vector vSplineTangent = pCurrentSplineBeingTraversed->GetTangentAt( m_flDistanceAlongSpline > 1 ? m_flDistanceAlongSpline-1 : m_flDistanceAlongSpline );

	// Now that we've got the target spline point & tangent, use it to decide what our desired velocity is.
	// If we're close to the tangent, just use the tangent. Otherwise, Lerp towards it.
	Vector vecToDesired = (vSplinePoint - GetAbsOrigin());
	float flDistToDesired = VectorNormalize( vecToDesired );
	float flTangentLength = VectorNormalize( vSplineTangent );

	if ( flDistToDesired > (flTangentLength * 0.75) )
	{
		m_vecDesiredVelocity = vecToDesired * flTangentLength;
	}
	else
	{
		VectorLerp( vSplineTangent, vecToDesired * flTangentLength, (flDistToDesired / (flTangentLength * 0.5)), m_vecDesiredVelocity );
	}

	// Decrease speed according to the turn we're trying to make
	Vector vecRight;
	m_hVehicleEntity->GetVectors( NULL, &vecRight, NULL );
	Vector vecNormVel = m_vecDesiredVelocity;
	VectorNormalize( vecNormVel );
	float flDotRight = DotProduct( vecRight, vecNormVel );
	flSpeed = (1.0 - fabs(flDotRight));
	// Don't go slower than we've been told to go
	if ( flSpeed < m_flDriversMinSpeed )
	{
		flSpeed = m_flDriversMinSpeed;
	}
	m_vecDesiredVelocity = vecNormVel * (flSpeed * m_flMaxSpeed);

	// Bunch o'debug
	if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH )
	{
		NDebugOverlay::Box( m_vecPrevPrevPoint, -Vector(15,15,15), Vector(15,15,15), 192,0,0, true, 0.1);
		NDebugOverlay::Box( m_vecPrevPoint, -Vector(20,20,20), Vector(20,20,20), 255,0,0, true, 0.1);
		NDebugOverlay::Box( m_vecPostPoint, -Vector(20,20,20), Vector(20,20,20), 0,192,0, true, 0.1);
		NDebugOverlay::Box( m_vecPostPostPoint, -Vector(20,20,20), Vector(20,20,20), 0,128,0, true, 0.1);
		NDebugOverlay::Box( vSplinePoint, -Vector(10,10,10), Vector(10,10,10), 0,0,255, true, 0.1);
		NDebugOverlay::Line( vSplinePoint, vSplinePoint + (vSplineTangent * 40), 0,0,255, true, 0.1);

		//NDebugOverlay::HorzArrow( pCurrentSplineBeingTraversed->splinePoints[0], pCurrentSplineBeingTraversed->splinePoints[1], 30, 255,255,255,0, false, 0.1f );
		//NDebugOverlay::HorzArrow( pCurrentSplineBeingTraversed->splinePoints[1], pCurrentSplineBeingTraversed->splinePoints[2], 20, 255,255,255,0, false, 0.1f );
		//NDebugOverlay::HorzArrow( pCurrentSplineBeingTraversed->splinePoints[2], pCurrentSplineBeingTraversed->splinePoints[3], 10, 255,255,255,0, false, 0.1f );

		// Draw the plane we're checking against for waypoint passing
		Vector vecPlaneRight;
		CrossProduct( m_pCurrentWaypoint->planeWaypoint.normal, Vector(0,0,1), vecPlaneRight );
		Vector vecPlane = m_pCurrentWaypoint->splinePoints[2];
		NDebugOverlay::Line( vecPlane + (vecPlaneRight * -100), vecPlane + (vecPlaneRight * 100), 255,0,0, true, 0.1);

		// Draw the next plane too
		CrossProduct( m_pNextWaypoint->planeWaypoint.normal, Vector(0,0,1), vecPlaneRight );
		vecPlane = m_pNextWaypoint->splinePoints[2];
		NDebugOverlay::Line( vecPlane + (vecPlaneRight * -100), vecPlane + (vecPlaneRight * 100), 192,0,0, true, 0.1);
	}

	if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH_SPLINE )
	{
		for ( int i = 0; i < 10; i++ )
		{
			Vector vecTarget = m_pCurrentWaypoint->GetPointAt( 0.1 * i );
			Vector vecTangent = m_pCurrentWaypoint->GetTangentAt( 0.1 * i );
			VectorNormalize(vecTangent);
			NDebugOverlay::Box( vecTarget, -Vector(10,10,10), Vector(10,10,10), 255,0,0, true, 0.1 );
			NDebugOverlay::Line( vecTarget, vecTarget + (vecTangent * 10), 255,255,0, true, 0.1);
		}
	}

	return true;
}
void CAI_LeadBehavior::RunTask( const Task_t *pTask )		
{ 
	switch ( pTask->iTask )
	{
		case TASK_LEAD_SUCCEED:
		{
			if ( !IsSpeaking() )
			{
				TaskComplete();
				NotifyEvent( LBE_DONE );
			}
			break;
		}
		case TASK_LEAD_ARRIVE:
		{
			if ( !IsSpeaking() )
			{
				TaskComplete();
				NotifyEvent( LBE_ARRIVAL_DONE );
			}
			break;
		}

		case TASK_LEAD_MOVE_TO_RANGE:
		{
			// If we haven't spoken our start speech, move closer
 			if ( !m_hasspokenstart)
			{
				ChainRunTask( TASK_MOVE_TO_GOAL_RANGE, m_leaddistance - 24 );
			}
			else
			{
 				ChainRunTask( TASK_MOVE_TO_GOAL_RANGE, m_retrievedistance );

				if ( !TaskIsComplete() )
				{
					// Transition to a walk when we get near the player
					// Check Z first, and only check 2d if we're within that
					Vector vecGoalPos = GetNavigator()->GetGoalPos();
					float distance = fabs(vecGoalPos.z - GetLocalOrigin().z);
					bool bWithinZ = false;
					if ( distance < m_retrievedistance )
					{
						distance = ( vecGoalPos - GetLocalOrigin() ).Length2D();
						bWithinZ = true;
					}

					if ( distance > m_retrievedistance )
					{
						Activity followActivity = ACT_WALK;
						if ( GetOuter()->GetState() == NPC_STATE_COMBAT || (!bWithinZ || distance < (m_retrievedistance*4)) && GetOuter()->GetState() != NPC_STATE_COMBAT ) 
						{
							followActivity = ACT_RUN;
						}

						// Don't confuse move and shoot by resetting the activity every think
						Activity curActivity = GetNavigator()->GetMovementActivity();
						switch( curActivity )
						{
						case ACT_WALK_AIM:	curActivity = ACT_WALK;	break;
						case ACT_RUN_AIM:	curActivity = ACT_RUN;	break;
						}
						
						if ( curActivity != followActivity )
						{
							GetNavigator()->SetMovementActivity(followActivity);
						}
						GetNavigator()->SetArrivalDirection( GetOuter()->GetTarget() );
					}
				}
			}
			break;
		}

		case TASK_LEAD_RETRIEVE_WAIT:
		{
			ChainRunTask( TASK_WAIT_INDEFINITE );
			break;
		}

		case TASK_LEAD_WALK_PATH:
		{
			// If we're leading, and we're supposed to run, run instead of walking
			if ( m_run && 
				( IsCurSchedule( SCHED_LEAD_WAITFORPLAYER, false ) || IsCurSchedule( SCHED_LEAD_PLAYER, false ) || IsCurSchedule( SCHED_LEAD_SPEAK_THEN_LEAD_PLAYER, false )|| IsCurSchedule( SCHED_LEAD_RETRIEVE, false ) ) )
			{
				ChainRunTask( TASK_RUN_PATH );
			}
			else
			{
				ChainRunTask( TASK_WALK_PATH );
			}

			// While we're walking
			if ( TaskIsRunning() && IsCurSchedule( SCHED_LEAD_PLAYER, false ) )
			{
				// If we're not speaking, and we haven't tried for a while, try to speak lead idle
				if ( m_flNextLeadIdle < gpGlobals->curtime && !IsSpeaking() )
				{
					m_flNextLeadIdle = gpGlobals->curtime + RandomFloat( 10,15 );

					if ( !m_args.iRetrievePlayer && HasCondition( COND_LEAD_FOLLOWER_LOST ) && HasCondition(COND_SEE_PLAYER) )
					{
						Speak( TLK_LEAD_COMINGBACK );
					}
					else
					{
						Speak( TLK_LEAD_IDLE );
					}
				}
			}

			break;
		}

		default:
			BaseClass::RunTask( pTask);
	}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Dog::RunTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{

	case TASK_DOG_PICKUP_ITEM:
	{
		 PullObject( false );
	}
	break;

	case TASK_DOG_GET_PATH_TO_PHYSOBJ:
		{
			//Check this cause our object might have been deleted.
			if ( m_hPhysicsEnt == NULL )
				 FindPhysicsObject( NULL );

			//And if we still can't find anything, then just go away.
			if ( m_hPhysicsEnt == NULL )
			{
				TaskFail( "Can't find an object I like!" );
				return;
			}
	
			IPhysicsObject *pPhysicsObject = m_hPhysicsEnt->VPhysicsGetObject();
			
			Vector vecGoalPos;
			Vector vecDir;

			vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
			VectorNormalize(vecDir);
			vecDir.z = 0;
		
			if ( m_hPhysicsEnt->GetOwnerEntity() == NULL )
				 m_hPhysicsEnt->SetOwnerEntity( this );
		
			if ( pPhysicsObject )
				 pPhysicsObject->RecheckCollisionFilter();

			vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );

			bool bBuiltRoute = false;

			//If I'm near my goal, then just walk to it.
			Activity aActivity = ACT_RUN;

			if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
				 aActivity = ACT_WALK;

			bBuiltRoute = GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL );

			if ( bBuiltRoute == true )
				 TaskComplete();
			else
			{
				m_flTimeToCatch = gpGlobals->curtime + 0.1;
				m_flNextRouteTime = gpGlobals->curtime + 0.3;
				m_flNextSwat = gpGlobals->curtime + 0.1;

				if ( m_hUnreachableObjects.Find( m_hPhysicsEnt ) == -1 )
					 m_hUnreachableObjects.AddToTail( m_hPhysicsEnt );
								
				m_hPhysicsEnt = NULL;

				GetNavigator()->ClearGoal();
			}
		}
		break;

	case TASK_WAIT:
	{
		if ( IsWaitFinished() )
		{
			TaskComplete();
		}

		if ( m_hPhysicsEnt )
		{
			if ( m_bHasObject == false )
			{
				GetMotor()->SetIdealYawToTarget( m_hPhysicsEnt->GetAbsOrigin() );
				GetMotor()->UpdateYaw();
			}
		}

		break;
	}

	case TASK_DOG_LAUNCH_ITEM:
		if( IsActivityFinished() )
		{
			if ( m_hPhysicsEnt )
			{
				m_hPhysicsEnt->SetOwnerEntity( NULL );
			}

			TaskComplete();
		}
		break;

	case TASK_DOG_WAIT_FOR_TARGET_TO_FACE:
	{
		if ( CanTargetSeeMe() )
			 TaskComplete();
	}
		break;

	case TASK_WAIT_FOR_MOVEMENT:
		{
			if ( GetState() == NPC_STATE_SCRIPT || IsInAScript() )
			{
			  	 BaseClass::RunTask( pTask );
				 return;
			}

			if ( m_hPhysicsEnt != NULL )
			{
				IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();
					
				if ( !pPhysObj )
				{
					Warning( "npc_dog TASK_WAIT_FOR_MOVEMENT with NULL m_hPhysicsEnt->VPhysicsGetObject\n" );
				}

				if ( pPhysObj && pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
					 TaskFail( "Player picked it up!" );

				//If the object is moving then my old goal might not be valid
				//cancel the schedule and make it restart again in a bit.
				if ( pPhysObj && pPhysObj->IsAsleep() == false && GetNavigator()->IsGoalActive() == false )
				{
					Vector vecGoalPos;
					Vector vecDir;
				
					vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
					VectorNormalize(vecDir);
					vecDir.z = 0;
									
					vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );

					GetNavigator()->ClearGoal();

					float flDistance = (vecGoalPos - GetLocalOrigin()).Length();

					//If I'm near my goal, then just walk to it.
					Activity aActivity = ACT_RUN;

					if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
						 aActivity = ACT_WALK;

				    GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL );

					if ( flDistance <= DOG_PHYSOBJ_MOVE_TO_DIST )
					{
						TaskComplete();
						GetNavigator()->StopMoving();
					}
				}
			}
			
			BaseClass::RunTask( pTask );
		}
		break;

	case TASK_DOG_WAIT_FOR_OBJECT:
		{
			if ( m_hPhysicsEnt != NULL )
			{
				if ( FVisible( m_hPhysicsEnt ) == false )
				{
					m_flTimeToCatch = 0.0f;
					ClearBeams();
					TaskFail( "Lost sight of the object!" );
					m_hPhysicsEnt->SetOwnerEntity( NULL );
					return;
				}

				m_hPhysicsEnt->SetOwnerEntity( this );

				Vector vForward;
				AngleVectors( GetAbsAngles(), &vForward );


				Vector vGunPos;
				GetAttachment( m_iPhysGunAttachment, vGunPos );

				Vector vToObject = m_hPhysicsEnt->WorldSpaceCenter() - vGunPos;
				float flDistance = vToObject.Length();

				VectorNormalize( vToObject );

				SetAim( m_hPhysicsEnt->WorldSpaceCenter() - GetAbsOrigin() );

				#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
					CBasePlayer *pPlayer = UTIL_GetNearestVisiblePlayer(this); 
				#else
					CBasePlayer *pPlayer = AI_GetSinglePlayer();
				#endif //SecobMod__Enable_Fixed_Multiplayer_AI

				float flDistanceToPlayer = flDistance;

				if ( pPlayer )
				{
					flDistanceToPlayer = (pPlayer->GetAbsOrigin() - m_hPhysicsEnt->WorldSpaceCenter()).Length();
				}
			
				IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();
				if ( !pPhysObj )
				{
					Warning( "npc_dog:  TASK_DOG_WAIT_FOR_OBJECT with m_hPhysicsEnt->VPhysicsGetObject == NULL\n" );
				}
					
				if ( pPhysObj && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) && flDistanceToPlayer > ( flDistance * 2 ) )
				{
					if ( m_flTimeToPull <= gpGlobals->curtime )
					{
						Vector vCurrentVel;
						float flCurrentVel;
						AngularImpulse vCurrentAI;

						pPhysObj->GetVelocity( &vCurrentVel, &vCurrentAI );

						flCurrentVel = vCurrentVel.Length();
						VectorNormalize( vCurrentVel );

						if ( pPhysObj && flDistance <= DOG_PULL_DISTANCE )
						{
							Vector vDir = ( vGunPos -  m_hPhysicsEnt->WorldSpaceCenter() );
								
							VectorNormalize( vDir );

							vCurrentVel = vCurrentVel * ( flCurrentVel * DOG_PULL_VELOCITY_MOD );

							vCurrentAI = vCurrentAI * DOG_PULL_ANGULARIMP_MOD;
							pPhysObj->SetVelocity( &vCurrentVel, &vCurrentAI );

							vDir = vDir * flDistance * DOG_PULL_TO_GUN_VEL_MOD;

							Vector vAngle( 0, 0, 0 );
							pPhysObj->AddVelocity( &vDir, &vAngle );
							
							CreateBeams();
						}
					
						float flDot = DotProduct( vCurrentVel, vForward );

						if ( flDistance >= DOG_PULL_DISTANCE && flDistance <= ( DOG_PULL_DISTANCE * 2 ) && flDot > -0.3 )
						{
							if ( pPhysObj->IsAsleep() == false && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) )
							{
								Vector vecGoalPos;
								Vector vecDir;

								vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
								VectorNormalize(vecDir);
								vecDir.z = 0;
												
								vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );

								GetNavigator()->ClearGoal();

								//If I'm near my goal, then just walk to it.
								Activity aActivity = ACT_RUN;

								if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
									 aActivity = ACT_WALK;
									 
								GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ),  AIN_NO_PATH_TASK_FAIL );
							}
						}
					}
				}


				float flDirDot = DotProduct( vToObject, vForward );

				if ( flDirDot < 0.2 )
				{
					GetMotor()->SetIdealYawToTarget( m_hPhysicsEnt->GetAbsOrigin() );
					GetMotor()->UpdateYaw();
				}

				if ( m_flTimeToCatch < gpGlobals->curtime && m_bDoWaitforObjectBehavior == false ) 
				{
					m_hPhysicsEnt->SetOwnerEntity( NULL );
					m_flTimeToCatch = 0.0f;
					ClearBeams();
					TaskFail( "Done waiting!" );
				}
				else if ( pPhysObj && ( flDistance <= DOG_CATCH_DISTANCE && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) ) )
				{
					AngularImpulse vZero( 0, 0, 0 );
					pPhysObj->SetVelocity( &vec3_origin, &vZero );

					GetNavigator()->StopMoving();

					//Fire Output!
					m_OnCatch.FireOutput( this, this );
					m_bHasObject = true;
					ClearBeams();
					TaskComplete();
				}
			}
			else
			{
				GetNavigator()->StopMoving();

				ClearBeams();
				TaskFail("No Physics Object!");
			}
			
		}
		break;

	case TASK_DOG_CATCH_OBJECT:
		if( IsActivityFinished() )
		{
			m_flTimeToCatch = 0.0f;
			TaskComplete();
		}
		break;
	default:
		BaseClass::RunTask( pTask );
		break;
	}
}
void CAI_BlendedMotor::BuildVelocityScript( const AILocalMoveGoal_t &move )
{
	int i;
	float a;

	float idealVelocity = GetIdealSpeed();
	if (idealVelocity == 0)
	{
		idealVelocity = 50;
	}

	float idealAccel = GetIdealAccel();
	if (idealAccel == 0)
	{
		idealAccel = 100;
	}

	AI_Movementscript_t script;

	// set current location as start of script
	script.vecLocation = GetAbsOrigin();
	script.flMaxVelocity = GetCurSpeed();
	m_scriptMove.AddToTail( script );

	//-------------------------

	extern ConVar *npc_height_adjust;
	if (npc_height_adjust->GetBool() && move.bHasTraced && move.directTrace.flTotalDist != move.thinkTrace.flTotalDist)
	{
		float flDist = (move.directTrace.vEndPosition - m_scriptMove[0].vecLocation).Length2D();
		float flHeight = move.directTrace.vEndPosition.z - m_scriptMove[0].vecLocation.z;
		float flDelta;

		if (flDist > 0)
		{
			flDelta = flHeight / flDist;
		}
		else
		{
			flDelta = 0;
		}

		m_flPredictiveSpeedAdjust = 1.1 - fabs( flDelta );
		m_flPredictiveSpeedAdjust = clamp( m_flPredictiveSpeedAdjust, (flHeight > 0.0) ? 0.5 : 0.8, 1.0 );

		/*
		if ((GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
		{
			Msg("m_flPredictiveSpeedAdjust %.3f  %.1f %.1f\n", m_flPredictiveSpeedAdjust, flHeight, flDist );
			NDebugOverlay::Box( move.directTrace.vEndPosition, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0,255,255, 0, 0.12 );
		}
		*/
	}
	if (npc_height_adjust->GetBool())
	{
		float flDist = (move.thinkTrace.vEndPosition - m_vecPrevOrigin2).Length2D();
		float flHeight = move.thinkTrace.vEndPosition.z - m_vecPrevOrigin2.z;
		float flDelta;

		if (flDist > 0)
		{
			flDelta = flHeight / flDist;
		}
		else
		{
			flDelta = 0;
		}

		float newSpeedAdjust = 1.1 - fabs( flDelta );
		newSpeedAdjust = clamp( newSpeedAdjust, (flHeight > 0.0) ? 0.5 : 0.8, 1.0 );

		// debounce speed adjust
		if (newSpeedAdjust < m_flReactiveSpeedAdjust)
		{
			m_flReactiveSpeedAdjust = m_flReactiveSpeedAdjust * 0.2 + newSpeedAdjust * 0.8;
		}
		else
		{
			m_flReactiveSpeedAdjust = m_flReactiveSpeedAdjust * 0.5 + newSpeedAdjust * 0.5;
		}

		// filter through origins
		m_vecPrevOrigin2 = m_vecPrevOrigin1;
		m_vecPrevOrigin1 = GetAbsOrigin();

		/*
		if ((GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
		{
			NDebugOverlay::Box( m_vecPrevOrigin2, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255,0,255, 0, 0.12 );
			NDebugOverlay::Box( move.thinkTrace.vEndPosition, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255,0,255, 0, 0.12 );
			Msg("m_flReactiveSpeedAdjust %.3f  %.1f %.1f\n", m_flReactiveSpeedAdjust, flHeight, flDist );
		}
		*/
	}

	idealVelocity = idealVelocity * min( m_flReactiveSpeedAdjust, m_flPredictiveSpeedAdjust );

	//-------------------------

	bool bAddedExpected = false;

	// add all waypoint locations and velocities
	AI_Waypoint_t *pCurWaypoint = GetNavigator()->GetPath()->GetCurWaypoint();

	// there has to be at least one waypoint
	Assert( pCurWaypoint );

	while (pCurWaypoint && (pCurWaypoint->NavType() == NAV_GROUND || pCurWaypoint->NavType() == NAV_FLY) /*&& flTotalDist / idealVelocity < 3.0*/) // limit lookahead to 3 seconds
	{
		script.Init();
		AI_Waypoint_t *pNext = pCurWaypoint->GetNext();

		if (ai_path_adjust_speed_on_immediate_turns->GetBool() && !bAddedExpected)
		{
			// hack in next expected immediate location for move
			script.vecLocation = GetAbsOrigin() + move.dir * move.curExpectedDist;
			bAddedExpected = true;
			pNext = pCurWaypoint;
		}
		else
		{
			script.vecLocation = pCurWaypoint->vecLocation;
			script.pWaypoint = pCurWaypoint;
		}

		//DevMsg("waypoint %.1f %.1f %.1f\n", script.vecLocation.x, script.vecLocation.y, script.vecLocation.z );

		if (pNext)
		{
			switch( pNext->NavType())
			{
			case NAV_GROUND:
			case NAV_FLY:
				{
					Vector d1 = pNext->vecLocation - script.vecLocation;
					Vector d2 = script.vecLocation - m_scriptMove[m_scriptMove.Count()-1].vecLocation;
					
					// remove very short, non terminal ground links
					// FIXME: is this safe?  Maybe just check for co-located ground points?
					if (d1.Length2D() < 1.0)
					{
						/*
						if (m_scriptMove.Count() > 1)
						{
							int i = m_scriptMove.Count() - 1;
							m_scriptMove[i].vecLocation = pCurWaypoint->vecLocation;
							m_scriptMove[i].pWaypoint = pCurWaypoint;
						}
						*/
						pCurWaypoint = pNext;
						continue;
					}

					d1.z = 0;
					VectorNormalize( d1 );
					d2.z = 0;
					VectorNormalize( d2 );

					// figure velocity
					float dot = (DotProduct( d1, d2 ) + 0.2);
					if (dot > 0)
					{
						dot = clamp( dot, 0.0f, 1.0f );
						script.flMaxVelocity = idealVelocity * dot;
					}
					else
					{
						script.flMaxVelocity = 0;
					}
				}
				break;
			case NAV_JUMP:

				// FIXME: information about what the jump should look like isn't stored in the waypoints
				// this'll need to call 
				//    GetMoveProbe()->MoveLimit( NAV_JUMP, GetLocalOrigin(), GetPath()->CurWaypointPos(), MASK_NPCSOLID, GetNavTargetEntity(), &moveTrace );
				// to get how far/fast the jump will be, but this is also stateless, so it'd call it per frame.
				// So far it's not clear that the moveprobe doesn't also call this.....

				{
					float minJumpHeight = 0;
					float maxHorzVel = max( GetCurSpeed(), 100 );
					float gravity = sv_gravity->GetFloat() * GetOuter()->GetGravity();
					Vector vecApex;
					Vector rawJumpVel = GetMoveProbe()->CalcJumpLaunchVelocity(script.vecLocation, pNext->vecLocation, gravity, &minJumpHeight, maxHorzVel, &vecApex );

					script.flMaxVelocity = rawJumpVel.Length2D();
					// Msg("%.1f\n", script.flMaxVelocity );
				}
				break;
			case NAV_CLIMB:
				{
					/*
					CAI_Node *pClimbNode = GetNavigator()->GetNetwork()->GetNode(pNext->iNodeID);

					check: pClimbNode->m_eNodeInfo
						bits_NODE_CLIMB_BOTTOM, 
						bits_NODE_CLIMB_ON, 
						bits_NODE_CLIMB_OFF_FORWARD, 
						bits_NODE_CLIMB_OFF_LEFT, 
						bits_NODE_CLIMB_OFF_RIGHT
					*/

					script.flMaxVelocity = 0;
				}
				break;
			/*
			case NAV_FLY:
				// FIXME: can there be a NAV_GROUND -> NAV_FLY transition?
				script.flMaxVelocity = 0;
				break;
			*/
			default:
				break;
			}
		}
		else
		{
			script.flMaxVelocity = GetNavigator()->GetArrivalSpeed();
			// Assert( script.flMaxVelocity == 0 );
		}

		m_scriptMove.AddToTail( script );
		pCurWaypoint = pNext;
	}


	//-------------------------

	// update distances
	float flTotalDist = 0;
	for (i = 0; i < m_scriptMove.Count() - 1; i++ )
	{
		flTotalDist += m_scriptMove[i].flDist = (m_scriptMove[i+1].vecLocation - m_scriptMove[i].vecLocation).Length2D();
	}

	//-------------------------

	if ( !m_bDeceleratingToGoal && m_scriptMove.Count() && flTotalDist > 0 )
	{
		float flNeededAccel = DeltaV( m_scriptMove[0].flMaxVelocity, m_scriptMove[m_scriptMove.Count() - 1].flMaxVelocity, flTotalDist );
		m_bDeceleratingToGoal =  (flNeededAccel < -idealAccel);
		//Assert( flNeededAccel != idealAccel);
	}

	//-------------------------

	// insert slowdown points due to blocking
	if (ai_path_insert_pause_at_obstruction->GetBool() && move.directTrace.pObstruction)
	{
		float distToObstruction = (move.directTrace.vEndPosition - m_scriptMove[0].vecLocation).Length2D();

		// HACK move obstruction out "stepsize" to account for it being based on stand position and not a trace
		distToObstruction = distToObstruction + 16;

		InsertSlowdown( distToObstruction, idealAccel, false );
	}

	if (ai_path_insert_pause_at_est_end->GetBool() && GetNavigator()->GetArrivalDistance() > 0.0)
	{
		InsertSlowdown( flTotalDist - GetNavigator()->GetArrivalDistance(), idealAccel, true );
	}

	// calc initial velocity based on immediate direction changes
	if ( ai_path_adjust_speed_on_immediate_turns->GetBool() && m_scriptMove.Count() > 1)
	{
		/*
		if ((GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
		{
			Vector tmp = m_scriptMove[1].vecLocation - m_scriptMove[0].vecLocation;
			VectorNormalize( tmp );
			NDebugOverlay::Line( m_scriptMove[0].vecLocation + Vector( 0, 0, 10 ), m_scriptMove[0].vecLocation + tmp * 32 + Vector( 0, 0, 10 ), 255,255,255, true, 0.1 );
			
			NDebugOverlay::Line( m_scriptMove[0].vecLocation + Vector( 0, 0, 10 ), m_scriptMove[1].vecLocation + Vector( 0, 0, 10 ), 255,0,0, true, 0.1 );

			tmp = GetCurVel();
			VectorNormalize( tmp );
			NDebugOverlay::Line( m_scriptMove[0].vecLocation + Vector( 0, 0, 10 ), m_scriptMove[0].vecLocation + tmp * 32 + Vector( 0, 0, 10 ), 0,0,255, true, 0.1 );
		}
		*/

		Vector d1 = m_scriptMove[1].vecLocation - m_scriptMove[0].vecLocation;
		d1.z = 0;
		VectorNormalize( d1 );

		Vector d2 = GetCurVel();
		d2.z = 0;
		VectorNormalize( d2 );

		float dot = (DotProduct( d1, d2 ) + MIN_STEER_DOT);
		dot = clamp( dot, 0.0f, 1.0f );
		m_scriptMove[0].flMaxVelocity = m_scriptMove[0].flMaxVelocity * dot;
	}

	// clamp forward velocities
	for (i = 0; i < m_scriptMove.Count() - 1; i++ )
	{
		// find needed acceleration
		float dv = m_scriptMove[i+1].flMaxVelocity - m_scriptMove[i].flMaxVelocity;

		if (dv > 0.0)
		{
			// find time, distance to accel to next max vel
			float t1 = dv / idealAccel;
			float d1 = m_scriptMove[i].flMaxVelocity * t1 + 0.5 * (idealAccel) * t1 * t1;

			// is there enough distance
			if (d1 > m_scriptMove[i].flDist)
			{
				float r1, r2;

				// clamp the next velocity to the possible accel in the given distance
				if (SolveQuadratic( 0.5 * idealAccel, m_scriptMove[i].flMaxVelocity, -m_scriptMove[i].flDist, r1, r2 ))
				{
					m_scriptMove[i+1].flMaxVelocity = m_scriptMove[i].flMaxVelocity + idealAccel * r1;
				}
			}
		}
	}

	// clamp decel velocities
	for (i = m_scriptMove.Count() - 1; i > 0; i-- )
	{
		// find needed deceleration
		float dv = m_scriptMove[i].flMaxVelocity - m_scriptMove[i-1].flMaxVelocity;

		if (dv < 0.0)
		{
			// find time, distance to decal to next max vel
			float t1 = -dv / idealAccel;
			float d1 = m_scriptMove[i].flMaxVelocity * t1 + 0.5 * (idealAccel) * t1 * t1;

			// is there enough distance
			if (d1 > m_scriptMove[i-1].flDist)
			{
				float r1, r2;
				
				// clamp the next velocity to the possible decal in the given distance
				if (SolveQuadratic( 0.5 * idealAccel, m_scriptMove[i].flMaxVelocity, -m_scriptMove[i-1].flDist, r1, r2 ))
				{
					m_scriptMove[i-1].flMaxVelocity = m_scriptMove[i].flMaxVelocity + idealAccel * r1;
				}
			}
		}
	}

	/*
	for (i = 0; i < m_scriptMove.Count(); i++)
	{
		NDebugOverlay::Text( m_scriptMove[i].vecLocation, (const char *)CFmtStr( "%.2f ", m_scriptMove[i].flMaxVelocity  ), false, 0.1 );
		// DevMsg("%.2f ", m_scriptMove[i].flMaxVelocity );
	}
	// DevMsg("\n");
	*/

	// insert intermediate ideal velocities
	for (i = 0; i < m_scriptMove.Count() - 1;)
	{
		// accel to ideal
		float t1 = (idealVelocity - m_scriptMove[i].flMaxVelocity) / idealAccel;
		float d1 = m_scriptMove[i].flMaxVelocity * t1 + 0.5 * (idealAccel) * t1 * t1;

		// decel from ideal
		float t2 = (idealVelocity - m_scriptMove[i+1].flMaxVelocity) / idealAccel;
		float d2 = m_scriptMove[i+1].flMaxVelocity * t2 + 0.5 * (idealAccel) * t2 * t2;

		m_scriptMove[i].flDist = (m_scriptMove[i+1].vecLocation - m_scriptMove[i].vecLocation).Length2D();

		// is it possible to accel and decal to idealVelocity between next two nodes
		if (d1 + d2 < m_scriptMove[i].flDist)
		{
			Vector start =  m_scriptMove[i].vecLocation;
			Vector end = m_scriptMove[i+1].vecLocation;
			float dist = m_scriptMove[i].flDist;

			// insert the two points needed to end accel and start decel
			if (d1 > 1.0 && t1 > 0.1)
			{
				a = d1 / dist;

				script.Init();
				script.vecLocation = end * a + start * (1 - a);
				script.flMaxVelocity = idealVelocity;
				m_scriptMove.InsertAfter( i, script );
				i++;
			}

			if (dist - d2 > 1.0 && t2 > 0.1)
			{
				// DevMsg("%.2f : ", a );

				a = (dist - d2) / dist;

				script.Init();
				script.vecLocation = end * a + start * (1 - a);
				script.flMaxVelocity = idealVelocity;
				m_scriptMove.InsertAfter( i, script );
				i++;
			}

			i++;
		}
		else
		{
			// check to see if the amount of change needed to reach target is less than the ideal acceleration
			float flNeededAccel = fabs( DeltaV( m_scriptMove[i].flMaxVelocity, m_scriptMove[i+1].flMaxVelocity, m_scriptMove[i].flDist ) );
			if (flNeededAccel < idealAccel)
			{
				// if so, they it's possible to get a bit towards the ideal velocity
				float v1 = m_scriptMove[i].flMaxVelocity;
				float v2 = m_scriptMove[i+1].flMaxVelocity;
				float dist = m_scriptMove[i].flDist;

				// based on solving:
				//		v1+A*t1-v2-A*t2=0
				//		v1*t1+0.5*A*t1*t1+v2*t2+0.5*A*t2*t2-D=0

				float tmp = idealAccel*dist+0.5*v1*v1+0.5*v2*v2;
				Assert( tmp >= 0 );
				t1 = (-v1+sqrt( tmp )) / idealAccel;
				t2 = (v1+idealAccel*t1-v2)/idealAccel;

				// if this assert hits, write down the v1, v2, dist, and idealAccel numbers and send them to me (Ken).
				// go ahead the comment it out, it's safe, but I'd like to know a test case where it's happening
				//Assert( t1 > 0 && t2 > 0 );

				// check to make sure it's really worth it
				if (t1 > 0.0 && t2 > 0.0)
				{
					d1 = v1 * t1 + 0.5 * idealAccel * t1 * t1;
					
					/*
					d2 = v2 * t2 + 0.5 * idealAccel * t2 * t2;
					Assert( fabs( d1 + d2 - dist ) < 0.001 );
					*/

					float a = d1 / m_scriptMove[i].flDist;
					script.Init();
					script.vecLocation = m_scriptMove[i+1].vecLocation * a + m_scriptMove[i].vecLocation * (1 - a);
					script.flMaxVelocity = m_scriptMove[i].flMaxVelocity + idealAccel * t1;

					if (script.flMaxVelocity < idealVelocity)
					{
						// DevMsg("insert %.2f %.2f %.2f\n", m_scriptMove[i].flMaxVelocity, script.flMaxVelocity, m_scriptMove[i+1].flMaxVelocity ); 
						m_scriptMove.InsertAfter( i, script );
						i += 1;
					}
				}
			}
			i += 1;
		}
	}

	// clamp min velocities
	for (i = 0; i < m_scriptMove.Count(); i++)
	{
		m_scriptMove[i].flMaxVelocity = max( m_scriptMove[i].flMaxVelocity, MIN_VELOCITY );
	}

	// rebuild fields
	m_scriptMove[0].flElapsedTime = 0;
	for (i = 0; i < m_scriptMove.Count() - 1; )
	{
		m_scriptMove[i].flDist = (m_scriptMove[i+1].vecLocation - m_scriptMove[i].vecLocation).Length2D();

		if (m_scriptMove[i].flMaxVelocity == 0 && m_scriptMove[i+1].flMaxVelocity == 0)
		{
			// force a minimum velocity 
			//CE_assert
			//Assert( 0 );
			m_scriptMove[i+1].flMaxVelocity = 1.0;
		}

		float t = m_scriptMove[i].flDist / (0.5 * (m_scriptMove[i].flMaxVelocity + m_scriptMove[i+1].flMaxVelocity));
		m_scriptMove[i].flTime = t;

		/*
		if (m_scriptMove[i].flDist < 0.01)
		{
			// Assert( m_scriptMove[i+1].pWaypoint == NULL );

			m_scriptMove.Remove( i + 1 );
			continue;
		}
		*/

		m_scriptMove[i+1].flElapsedTime = m_scriptMove[i].flElapsedTime + m_scriptMove[i].flTime;

		i++;
	}

	/*
	for (i = 0; i < m_scriptMove.Count(); i++)
	{
		DevMsg("(%.2f : %.2f : %.2f)", m_scriptMove[i].flMaxVelocity, m_scriptMove[i].flDist, m_scriptMove[i].flTime );
		// DevMsg("(%.2f:%.2f)", m_scriptMove[i].flTime, m_scriptMove[i].flElapsedTime );
	}
	DevMsg("\n");
	*/
}
void CNPC_Dog::PullObject( bool bMantain )
{
	if ( m_hPhysicsEnt == NULL )
	{
		TaskFail( "Ack! No Phys Object!");
		return;
	}

	IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();

	if ( pPhysObj == NULL )
	{
		TaskFail( "Pulling object with no Phys Object?!" );
		return;
	}

	if( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
	{
		m_bHasObject = false;
		ClearBeams();
		TaskFail("Player Grabbed Ball");
		return;
	}

	CreateBeams();

	Vector vGunPos;
	GetAttachment( m_iPhysGunAttachment, vGunPos );
	float flDistance = ( vGunPos - m_hPhysicsEnt->WorldSpaceCenter() ).Length();

	if ( bMantain == false )
	{
		if ( flDistance <= DOG_CATCH_DISTANCE )
		{
			m_hPhysicsEnt->SetOwnerEntity( this );

			GetNavigator()->StopMoving();

			//Fire Output!
			m_OnPickup.FireOutput( this, this );

			m_bHasObject = true;
			ClearBeams();
			TaskComplete();
			return;
		}
	}

	Vector vDir = ( vGunPos -  m_hPhysicsEnt->WorldSpaceCenter() );

	Vector vCurrentVel;
	float flCurrentVel;
	AngularImpulse vCurrentAI;

	pPhysObj->GetVelocity( &vCurrentVel, &vCurrentAI );
	flCurrentVel = vCurrentVel.Length();

	VectorNormalize( vCurrentVel );
	VectorNormalize( vDir );

	float flVelMod = DOG_PULL_VELOCITY_MOD;

	if ( bMantain == true )
		 flVelMod *= 2;

	vCurrentVel = vCurrentVel * flCurrentVel * flVelMod;

	vCurrentAI = vCurrentAI * DOG_PULL_ANGULARIMP_MOD;
	pPhysObj->SetVelocity( &vCurrentVel, &vCurrentAI );

	vDir = vDir * flDistance * (DOG_PULL_TO_GUN_VEL_MOD * 2);

	Vector vAngle( 0, 0, 0 );
	pPhysObj->AddVelocity( &vDir, &vAngle );
}
void CAI_BlendedMotor::SetMoveScriptAnim( float flNewSpeed )
{
	// don't bother if the npc is dead
	if (!GetOuter()->IsAlive())
		return;

	// insert ideal layers
	// FIXME: needs full transitions, as well as starting vs stopping sequences, leaning, etc.

	CAI_Navigator *pNavigator = GetNavigator();

	SetPlaybackRate( m_flCurrRate );
	// calc weight of idle animation layer that suppresses the run animation
	float flWeight = 0.0;
	if (GetIdealSpeed() > 0.0)
	{
		flWeight = 1.0 - (flNewSpeed / (GetIdealSpeed()  * GetPlaybackRate()));
	}
	if (flWeight < 0.0)
	{
		m_flCurrRate = flNewSpeed / GetIdealSpeed();
		m_flCurrRate = clamp( m_flCurrRate, 0.0, 1.0 );
		SetPlaybackRate( m_flCurrRate );
		flWeight = 0.0;
	}
	// Msg("weight %.3f rate %.3f\n", flWeight, m_flCurrRate );
	m_flCurrRate = min( m_flCurrRate + (1.0 - m_flCurrRate) * 0.8, 1.0 );

	if (m_nSavedGoalActivity == ACT_INVALID)
	{
		ResetGoalSequence();
	}

	// detect state change
	Activity activity = GetOuter()->NPC_TranslateActivity( m_nSavedGoalActivity );
	if ( activity != m_nSavedTranslatedGoalActivity )
	{
		m_nSavedTranslatedGoalActivity = activity;
		m_nInteriorSequence = ACT_INVALID;
		m_nGoalSequence = pNavigator->GetArrivalSequence( m_nPrimarySequence );
	}

	if (m_bDeceleratingToGoal)
	{
		// find that sequence to play when at goal
		m_nGoalSequence = pNavigator->GetArrivalSequence( m_nPrimarySequence );

		if (m_nGoalSequence == ACT_INVALID)
		{
			m_nGoalSequence = GetInteriorSequence( m_nPrimarySequence );
		}

		Assert( m_nGoalSequence != ACT_INVALID );
	}

	if (m_flSecondaryWeight == 1.0 || (m_iSecondaryLayer != -1 && m_nPrimarySequence == m_nSecondarySequence))
	{
		// secondary layer at full strength last time, delete the primary and shift down
		RemoveLayer( m_iPrimaryLayer, 0.0, 0.0 );

		m_iPrimaryLayer = m_iSecondaryLayer;
		m_nPrimarySequence = m_nSecondarySequence;
		m_iSecondaryLayer = -1;
		m_nSecondarySequence = ACT_INVALID;
		m_flSecondaryWeight = 0.0;
	}

	// look for transition sequence if needed
	if (m_nSecondarySequence == ACT_INVALID)
	{
		if (!m_bDeceleratingToGoal && m_nGoalSequence != GetInteriorSequence( m_nPrimarySequence ))
		{
			// strob interior sequence in case it changed
			m_nGoalSequence = GetInteriorSequence( m_nPrimarySequence );
		}

		if (m_nGoalSequence != ACT_INVALID && m_nPrimarySequence != m_nGoalSequence)
		{
			// Msg("From %s to %s\n", GetOuter()->GetSequenceName( m_nPrimarySequence ), GetOuter()->GetSequenceName( m_nGoalSequence ) );
			m_nSecondarySequence = GetOuter()->FindTransitionSequence(m_nPrimarySequence, m_nGoalSequence, NULL);
			if (m_nSecondarySequence == ACT_INVALID)
				m_nSecondarySequence = m_nGoalSequence;
		}
	}

	// set blending for 
	if (m_nSecondarySequence != ACT_INVALID)
	{
		if (m_iSecondaryLayer == -1)
		{
			m_iSecondaryLayer = AddLayeredSequence( m_nSecondarySequence, 0 );
			SetLayerWeight( m_iSecondaryLayer, 0.0 );
			if (m_nSecondarySequence == m_nGoalSequence)
			{
				SetLayerPlaybackRate( m_iSecondaryLayer, 0.0 );
			}
			else
			{
				SetLayerPlaybackRate( m_iSecondaryLayer, 1.0 );
			}
			SetLayerNoRestore( m_iSecondaryLayer, true );
			m_flSecondaryWeight = 0.0;
		}

		m_flSecondaryWeight = min( m_flSecondaryWeight + 0.3, 1.0 );

		if (m_flSecondaryWeight < 1.0)
		{
			SetLayerWeight( m_iPrimaryLayer, (flWeight - m_flSecondaryWeight * flWeight) / (1.0f - m_flSecondaryWeight * flWeight) );
			SetLayerWeight( m_iSecondaryLayer, flWeight * m_flSecondaryWeight );
		}
		else
		{
			SetLayerWeight( m_iPrimaryLayer, 0.0f );
			SetLayerWeight( m_iSecondaryLayer, flWeight );
		}
	}
	else
	{
		// recreate layer if missing
		if (m_iPrimaryLayer == -1)
		{
			MoveContinue();
		}

		// try to catch a stale layer
		if (m_iSecondaryLayer != -1)
		{
			// secondary layer at full strength last time, delete the primary and shift down
			RemoveLayer( m_iSecondaryLayer, 0.0, 0.0 );
			m_iSecondaryLayer = -1;
			m_nSecondarySequence = ACT_INVALID;
			m_flSecondaryWeight = 0.0;
		}

		// debounce
		// flWeight = flWeight * 0.5 + 0.5 * GetOuter()->GetLayerWeight( m_iPrimaryLayer );
		SetLayerWeight( m_iPrimaryLayer, flWeight );
	}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input  : *pTask -
//-----------------------------------------------------------------------------
void CAI_OperatorBehavior::StartTask( const Task_t *pTask )
{
    switch( pTask->iTask )
    {
    case TASK_OPERATOR_OPERATE:
    {
        // Fire the appropriate output!
        switch( GetGoalEntity()->GetState() )
        {
        case OPERATOR_STATE_NOT_READY:
            GetGoalEntity()->m_OnMakeReady.FireOutput(NULL, NULL, 0);
            break;

        case OPERATOR_STATE_READY:
            GetGoalEntity()->m_OnBeginOperating.FireOutput(NULL, NULL, 0);
            break;

        default:
            //!!!HACKHACK
            Assert(0);
            break;
        }
    }
    TaskComplete();
    break;

    case TASK_OPERATOR_START_PATH:
    {
        ChainStartTask(TASK_WALK_PATH);
    }
    break;

    case TASK_OPERATOR_GET_PATH_TO_POSITION:
    {
        CBaseEntity *pGoal = m_hPositionEnt;

        if( !pGoal )
        {
            TaskFail("ai_goal_operator has no location entity\n");
            break;
        }

        AI_NavGoal_t goal( pGoal->GetAbsOrigin() );
        goal.pTarget = pGoal;

        if ( GetNavigator()->SetGoal( goal ) == false )
        {
            TaskFail( "Can't build path\n" );
            /*
            // Try and get as close as possible otherwise
            AI_NavGoal_t nearGoal( GOALTYPE_LOCATION_NEAREST_NODE, m_hTargetObject->GetAbsOrigin(), AIN_DEF_ACTIVITY, 256 );
            if ( GetNavigator()->SetGoal( nearGoal, AIN_CLEAR_PREVIOUS_STATE ) )
            {
            	//FIXME: HACK! The internal pathfinding is setting this without our consent, so override it!
            	ClearCondition( COND_TASK_FAILED );
            	GetNavigator()->SetArrivalDirection( m_hTargetObject->GetAbsAngles() );
            	TaskComplete();
            	return;
            }
            */
        }

        GetNavigator()->SetArrivalDirection( pGoal->GetAbsAngles() );
    }
    break;

    default:
        BaseClass::StartTask( pTask );
        break;
    }
}
void CAI_BlendedMotor::BuildTurnScript( const AILocalMoveGoal_t &move  )
{
	int i;

	AI_Movementscript_t script;
	script.Init();

	// current location
	script.vecLocation = GetAbsOrigin();
	script.flYaw = GetAbsAngles().y;
	m_scriptTurn.AddToTail( script );

	//-------------------------

	// insert default turn parameters, try to turn 80% to goal at all corners before getting there
	int prev = 0;
	for (i = 0; i < m_scriptMove.Count(); i++)
	{
		AI_Waypoint_t *pCurWaypoint = m_scriptMove[i].pWaypoint;
		if (pCurWaypoint)
		{
			script.Init();
			script.vecLocation = pCurWaypoint->vecLocation;
			script.pWaypoint = pCurWaypoint;
			script.flElapsedTime = m_scriptMove[i].flElapsedTime;

			m_scriptTurn[prev].flTime = script.flElapsedTime - m_scriptTurn[prev].flElapsedTime;

			if (pCurWaypoint->GetNext())
			{
				Vector d1 = pCurWaypoint->GetNext()->vecLocation - script.vecLocation;
				Vector d2 = script.vecLocation - m_scriptTurn[prev].vecLocation;
				
				d1.z = 0;
				VectorNormalize( d1 );
				d2.z = 0;
				VectorNormalize( d2 );

				float y1 = UTIL_VecToYaw( d1 );
				float y2 = UTIL_VecToYaw( d2 );

				float deltaYaw = fabs( UTIL_AngleDiff( y1, y2 ) );

				if (deltaYaw > 0.1)
				{
					// turn to 80% of goal
					script.flYaw = UTIL_ApproachAngle( y1, y2, deltaYaw * 0.8 );
					m_scriptTurn.AddToTail( script );
					// DevMsg("turn waypoint %.1f %.1f %.1f\n", script.vecLocation.x, script.vecLocation.y, script.vecLocation.z );
					prev++;
				}
			}
			else
			{
				Vector vecDir = GetNavigator()->GetArrivalDirection();
				script.flYaw = UTIL_VecToYaw( vecDir );
				m_scriptTurn.AddToTail( script );
				// DevMsg("turn waypoint %.1f %.1f %.1f\n", script.vecLocation.x, script.vecLocation.y, script.vecLocation.z );
				prev++;
			}
		}
	}

	// propagate ending facing back over any nearby nodes
	// FIXME: this needs to minimize total turning, not just local/end turning.
	// depending on waypoint spacing, complexity, it may turn the wrong way!
	for (i = m_scriptTurn.Count()-1; i > 1; i--)
	{
		float deltaYaw = UTIL_AngleDiff( m_scriptTurn[i-1].flYaw, m_scriptTurn[i].flYaw );
	
		float maxYaw = YAWSPEED * m_scriptTurn[i-1].flTime;

		if (fabs(deltaYaw) > maxYaw)
		{
			m_scriptTurn[i-1].flYaw = UTIL_ApproachAngle( m_scriptTurn[i-1].flYaw, m_scriptTurn[i].flYaw, maxYaw );
		}
	}

	for (i = 0; i < m_scriptTurn.Count() - 1; )
	{
		i = i + BuildTurnScript( i, i + 1 ) + 1;
	}
	//-------------------------
}
bool CNPC_Controller::OverrideMove( float flInterval )
{
	if (m_flGroundSpeed == 0)
	{
		m_flGroundSpeed = 100;
	}

	// ----------------------------------------------
	//	Select move target 
	// ----------------------------------------------
	CBaseEntity *pMoveTarget = NULL;
	if (GetTarget() != NULL )
	{
		pMoveTarget = GetTarget();
	}
	else if (GetEnemy() != NULL )
	{
		pMoveTarget		= GetEnemy();
	}

	// ----------------------------------------------
	//	Select move target position 
	// ----------------------------------------------
	Vector vMoveTargetPos(0,0,0);
	if (GetTarget())
	{
		vMoveTargetPos = GetTarget()->GetAbsOrigin();
	}
	else if (GetEnemy() != NULL)
	{
		vMoveTargetPos = GetEnemy()->GetAbsOrigin();
	}

	// -----------------------------------------
	//  See if we can fly there directly
	// -----------------------------------------
	if (pMoveTarget /*|| HaveInspectTarget()*/)
	{
		trace_t tr;

		if (pMoveTarget)
		{
			UTIL_TraceEntity( this, GetAbsOrigin(), vMoveTargetPos, 
				MASK_NPCSOLID_BRUSHONLY, pMoveTarget, GetCollisionGroup(), &tr);
		}
		else
		{
			UTIL_TraceEntity( this, GetAbsOrigin(), vMoveTargetPos, MASK_NPCSOLID_BRUSHONLY, &tr);
		}
/*
		float fTargetDist = (1-tr.fraction)*(GetAbsOrigin() - vMoveTargetPos).Length();
		if (fTargetDist > 50)
		{
			//SetCondition( COND_SCANNER_FLY_BLOCKED );
		}
		else
		{
			//SetCondition( COND_SCANNER_FLY_CLEAR );
		}
*/
	}

	// -----------------------------------------------------------------
	// If I have a route, keep it updated and move toward target
	// ------------------------------------------------------------------
	if (GetNavigator()->IsGoalActive())
	{
		if ( OverridePathMove( flInterval ) )
			return true;
	}
	else
	{
		//do nothing
		Stop();
		TaskComplete();
	}

	return true;
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Roller::RunTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_ROLLER_UNSTICK:
		{
			float yaw = UTIL_VecToYaw( m_vecUnstickDirection );

			Vector vecRight;
			AngleVectors( QAngle( 0, yaw, 0 ), NULL, &vecRight, NULL );
			m_RollerController.m_vecAngular = WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed );
		}
			
		if( gpGlobals->curtime > m_flWaitFinished )
		{
			TaskComplete();
		}
		break;

	case TASK_ROLLER_WAIT_FOR_PHYSICS:
		{
			Vector vecVelocity;

			VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );

			if( VPhysicsGetObject()->IsAsleep() )
			{
				TaskComplete();
			}
		}
		break;

	case TASK_RUN_PATH:
	case TASK_WALK_PATH:

		// Start turning early
		if( (GetLocalOrigin() - GetNavigator()->GetCurWaypointPos() ).Length() <= 64 )
		{
			if( GetNavigator()->CurWaypointIsGoal() )
			{
				// Hit the brakes a bit.
				float yaw = UTIL_VecToYaw( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() );
				Vector vecRight;
				AngleVectors( QAngle( 0, yaw, 0 ), NULL, &vecRight, NULL );

				m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, -m_flForwardSpeed * 5 );

				TaskComplete();
				return;
			}

			GetNavigator()->AdvancePath();	
		}

		{
			float yaw = UTIL_VecToYaw( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() );

			Vector vecRight;
			Vector vecToPath; // points at the path
			AngleVectors( QAngle( 0, yaw, 0 ), &vecToPath, &vecRight, NULL );

			// figure out if the roller is turning. If so, cut the throttle a little.
			float flDot;
			Vector vecVelocity;
			VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );

			VectorNormalize( vecVelocity );

			vecVelocity.z = 0;

			flDot = DotProduct( vecVelocity, vecToPath );

			m_RollerController.m_vecAngular = vec3_origin;

			if( flDot > 0.25 && flDot < 0.7 )
			{
				// Feed a little torque backwards into the axis perpendicular to the velocity.
				// This will help get rid of momentum that would otherwise make us overshoot our goal.
				Vector vecCompensate;

				vecCompensate.x = vecVelocity.y;
				vecCompensate.y = -vecVelocity.x;
				vecCompensate.z = 0;

				m_RollerController.m_vecAngular = WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecCompensate, m_flForwardSpeed * -0.75 );
			}

			m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed );
		}
		break;

	case TASK_ROLLER_ISSUE_CODE:
		if( gpGlobals->curtime >= m_flWaitFinished )
		{
			if( m_iCodeProgress == ROLLER_CODE_DIGITS )
			{
				TaskComplete();
			}
			else
			{
				m_flWaitFinished = gpGlobals->curtime + ROLLER_TONE_TIME;
				CPASAttenuationFilter filter( this );
				EmitSound( filter, entindex(), CHAN_BODY, pCodeSounds[ m_iAccessCode[ m_iCodeProgress ] ], 1.0, ATTN_NORM );
				m_iCodeProgress++;
			}
		}
		break;

	default:
		BaseClass::RunTask( pTask );
		break;
	}
}
Example #25
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pTask - 
//-----------------------------------------------------------------------------
void CAI_AssaultBehavior::StartTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_RANGE_ATTACK1:
		BaseClass::StartTask( pTask );
		break;

	case TASK_ASSAULT_DEFER_SCHEDULE_SELECTION:
		m_flTimeDeferScheduleSelection = gpGlobals->curtime + pTask->flTaskData;
		TaskComplete();
		break;

	case TASK_ASSAULT_MOVE_AWAY_PATH:
		break;

	case TASK_ANNOUNCE_CLEAR:
		{
			// If we're at an assault point that can never be cleared, keep waiting forever (if it's the last point in the assault)
			if ( m_hAssaultPoint && 
				 !m_hAssaultPoint->HasSpawnFlags( SF_ASSAULTPOINT_CLEARONARRIVAL ) &&
				 m_hAssaultPoint->m_bNeverTimeout && 
				 m_hAssaultPoint->m_NextAssaultPointName == NULL_STRING )
			{
				TaskComplete();
				return;
			}

			ClearAssaultPoint();
			TaskComplete();
		}
		break;

	case TASK_WAIT_ASSAULT_DELAY:
		{
			if( m_hRallyPoint )
			{
				GetOuter()->SetWait( m_hRallyPoint->m_flAssaultDelay );
			}
			else
			{
				TaskComplete();
			}
		}
		break;

	case TASK_AWAIT_ASSAULT_TIMEOUT:
		// Maintain vigil for as long as the level designer has asked. Wait
		// and look for targets.
		GetOuter()->SetWait( m_hAssaultPoint->m_flAssaultTimeout );
		break;

	case TASK_GET_PATH_TO_RALLY_POINT:
		{
			AI_NavGoal_t goal( m_hRallyPoint->GetAbsOrigin() );
			goal.pTarget = m_hRallyPoint;
			if ( GetNavigator()->SetGoal( goal ) == false )
			{
				// Try and get as close as possible otherwise
				AI_NavGoal_t nearGoal( GOALTYPE_LOCATION_NEAREST_NODE, m_hRallyPoint->GetAbsOrigin(), AIN_DEF_ACTIVITY, 256 );
				if ( GetNavigator()->SetGoal( nearGoal, AIN_CLEAR_PREVIOUS_STATE ) )
				{
					//FIXME: HACK! The internal pathfinding is setting this without our consent, so override it!
					ClearCondition( COND_TASK_FAILED );
					GetNavigator()->SetArrivalDirection( m_hRallyPoint->GetAbsAngles() );
					TaskComplete();
					return;
				}
			}
			GetNavigator()->SetArrivalDirection( m_hRallyPoint->GetAbsAngles() );
		}
		break;

	case TASK_FACE_RALLY_POINT:
		{
			UpdateForceCrouch();
			
			GetMotor()->SetIdealYaw( m_hRallyPoint->GetAbsAngles().y );
			GetOuter()->SetTurnActivity(); 
		}
		break;

	case TASK_GET_PATH_TO_ASSAULT_POINT:
		{
			AI_NavGoal_t goal( m_hAssaultPoint->GetAbsOrigin() );
			goal.pTarget = m_hAssaultPoint;
			if ( GetNavigator()->SetGoal( goal ) == false )
			{
				// Try and get as close as possible otherwise
				AI_NavGoal_t nearGoal( GOALTYPE_LOCATION_NEAREST_NODE, m_hAssaultPoint->GetAbsOrigin(), AIN_DEF_ACTIVITY, 256 );
				if ( GetNavigator()->SetGoal( nearGoal, AIN_CLEAR_PREVIOUS_STATE ) )
				{
					//FIXME: HACK! The internal pathfinding is setting this without our consent, so override it!
					ClearCondition( COND_TASK_FAILED );
					GetNavigator()->SetArrivalDirection( m_hAssaultPoint->GetAbsAngles() );
					TaskComplete();
					return;
				}
			}
			GetNavigator()->SetArrivalDirection( m_hAssaultPoint->GetAbsAngles() );
		}
		break;

	case TASK_FACE_ASSAULT_POINT:
		{
			UpdateForceCrouch();

			if( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
			{
				// If I can already fight when I arrive, don't bother running any facing code. Let
				// The combat AI do that. Turning here will only make the NPC look dumb in a combat
				// situation because it will take time to turn before attacking.
				TaskComplete();
			}
			else
			{
				GetMotor()->SetIdealYaw( m_hAssaultPoint->GetAbsAngles().y );
				GetOuter()->SetTurnActivity(); 
			}
		}
		break;

	case TASK_HIT_ASSAULT_POINT:
		OnHitAssaultPoint();
		TaskComplete();
		break;

	case TASK_HIT_RALLY_POINT:
		// Once we're stading on it and facing the correct direction,
		// we have arrived at rally point.
		GetOuter()->SpeakSentence( ASSAULT_SENTENCE_HIT_RALLY_POINT );

		m_bHitRallyPoint = true;
		m_hRallyPoint->m_OnArrival.FireOutput( GetOuter(), m_hRallyPoint, 0 );

		TaskComplete();
		break;

	case TASK_AWAIT_CUE:
		if( PollAssaultCue() )
		{
			TaskComplete();
		}
		else
		{
			// Don't do anything if we've been told to crouch
			if ( IsForcingCrouch() )
				break;

			else if( m_hRallyPoint->m_RallySequenceName != NULL_STRING )
			{
				// The cue hasn't been given yet, so set to the rally sequence.
				int sequence = GetOuter()->LookupSequence( STRING( m_hRallyPoint->m_RallySequenceName ) );
				if( sequence != -1 )
				{
					GetOuter()->ResetSequence( sequence );
					GetOuter()->SetIdealActivity( ACT_DO_NOT_DISTURB );
				}
			}
			else
			{
				// Only chain this task if I'm not playing a custom animation
				if( GetOuter()->GetEnemy() )
				{
					ChainStartTask( TASK_FACE_ENEMY, 0 );
				}
			}
		}
		break;

	default:
		BaseClass::StartTask( pTask );
		break;
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pTask - 
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::StartTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_RUN_PATH:
	case TASK_WALK_PATH:
		TaskComplete();
		break;

	case TASK_FACE_IDEAL:
	case TASK_FACE_ENEMY:
		{
			// Vehicle ignores face commands, since it can't rotate on the spot.
			TaskComplete();
		}
		break;

	case TASK_VEHICLEDRIVER_GET_PATH:
		{
			if ( !GetGoalEnt() )
			{
				TaskFail( FAIL_NO_TARGET );
				return;
			}

			CheckForTeleport();

			if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH )
			{
				NDebugOverlay::Box( GetGoalEnt()->GetAbsOrigin(), -Vector(50,50,50), Vector(50,50,50), 255,255,255, true, 5);
			}

	  		AI_NavGoal_t goal( GOALTYPE_PATHCORNER, GetGoalEnt()->GetLocalOrigin(), ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
  			if ( !GetNavigator()->SetGoal( goal ) )
   			{
				TaskFail( FAIL_NO_ROUTE );
				return;
   			}

			TaskComplete();
		}
		break;

	case TASK_WAIT_FOR_MOVEMENT:
		{
			if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
			{
				TaskComplete();
				GetNavigator()->StopMoving();		// Stop moving
			}
			else if (!GetNavigator()->IsGoalActive())
			{
				SetIdealActivity( GetStoppedActivity() );
			}
			else
			{
				// Check validity of goal type
				ValidateNavGoal();
			}
		}
		break;

	default:
		BaseClass::StartTask( pTask );
		break;
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pTask - 
//-----------------------------------------------------------------------------
void CAI_FearBehavior::RunTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_FEAR_WAIT_FOR_SAFETY:
		if( HasCondition(COND_SEE_ENEMY) )
		{
			m_flTimeToSafety = gpGlobals->curtime + BEHAVIOR_FEAR_SAFETY_TIME;
		}
		else
		{
			if( gpGlobals->curtime > m_flTimeToSafety )
			{
				TaskComplete();
			}
		}
		break;

	case TASK_FEAR_GET_PATH_TO_SAFETY_HINT:
		{
			switch( GetOuter()->GetTaskInterrupt() )
			{
			case 0:// Find the hint node
				{
					ReleaseAllHints();
					CAI_Hint *pHint = FindFearWithdrawalDest();

					if( pHint == NULL )
					{
						TaskFail("Fear: Couldn't find hint node\n");
						m_flDeferUntil = gpGlobals->curtime + 3.0f;// Don't bang the hell out of this behavior. If we don't find a node, take a short break and run regular AI.
					}
					else
					{
						m_hMovingToHint.Set( pHint );
						GetOuter()->TaskInterrupt();
					}
				}
				break;

			case 1:// Do the pathfinding.
				{
					Assert( m_hMovingToHint != NULL );

					AI_NavGoal_t goal(m_hMovingToHint->GetAbsOrigin());
					goal.pTarget = NULL;
					if( GetNavigator()->SetGoal( goal ) == false )
					{
						m_hMovingToHint.Set( NULL );
						// Do whatever we'd want to do if we can't find a path
						/*
						Msg("Can't path to the Fear Hint!\n");

						AI_NavGoal_t nearGoal( GOALTYPE_LOCATION_NEAREST_NODE, m_hRallyPoint->GetAbsOrigin(), AIN_DEF_ACTIVITY, 256 );
						if ( GetNavigator()->SetGoal( nearGoal, AIN_CLEAR_PREVIOUS_STATE ) )
						{
						//FIXME: HACK! The internal pathfinding is setting this without our consent, so override it!
						ClearCondition( COND_TASK_FAILED );
						GetNavigator()->SetArrivalDirection( m_hRallyPoint->GetAbsAngles() );
						TaskComplete();
						return;
						}
						*/
					}
					else
					{
						GetNavigator()->SetArrivalDirection( m_hMovingToHint->GetAbsAngles() );
					}
				}
				break;
			}
		}
		break;

	default:
		BaseClass::RunTask( pTask );
		break;
	}
}
//-----------------------------------------------------------------------------
// Purpose: We've hit a waypoint. Handle it, and return true if this is the
//			end of the path.
//-----------------------------------------------------------------------------
bool CNPC_VehicleDriver::WaypointReached( void )
{
	// We reached our current waypoint.
	m_vecPrevPrevPoint = m_vecPrevPoint;
	m_vecPrevPoint = GetAbsOrigin();

	// If we've got to our goal, we're done here.
	if ( GetNavigator()->CurWaypointIsGoal() )
	{
		// Necessary for InPass outputs to be fired, is a no-op otherwise
		GetNavigator()->AdvancePath();
	
		// Stop pathing
		ClearWaypoints();
		TaskComplete();
		SetGoalEnt( NULL );
		return true;
	}

	AI_Waypoint_t *pCurWaypoint = GetNavigator()->GetPath()->GetCurWaypoint();
	if ( !pCurWaypoint )
		return false;

	// Check to see if the waypoint wants us to change speed
	if ( pCurWaypoint->Flags() & bits_WP_TO_PATHCORNER )
	{
		CBaseEntity *pEntity = pCurWaypoint->hPathCorner;
		if ( pEntity )
		{
			if ( pEntity->m_flSpeed > 0 )
			{
				if ( pEntity->m_flSpeed <= 1.0 )
				{
					m_flDriversMaxSpeed = pEntity->m_flSpeed;
					RecalculateSpeeds();
				}
				else
				{
					Warning("path_track %s tried to tell the npc_vehicledriver to set speed to %.3f. npc_vehicledriver only accepts values between 0 and 1.\n", STRING(pEntity->GetEntityName()), pEntity->m_flSpeed );
				}
			}
		}
	}

	// Get the waypoints for the next part of the path
	GetNavigator()->AdvancePath();
	if ( !GetNavigator()->GetPath()->GetCurWaypoint() )
	{
		ClearWaypoints();
		TaskComplete();
		SetGoalEnt( NULL );
		return true;
	}

	m_vecDesiredPosition = GetNavigator()->GetCurWaypointPos();	
	CalculatePostPoints();

	// Move to the next waypoint
	delete m_pCurrentWaypoint;
	m_pCurrentWaypoint = m_pNextWaypoint;
	m_Waypoints[1] = new CVehicleWaypoint( m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint, m_vecPostPostPoint );
	m_pNextWaypoint = m_Waypoints[1];

	// Drop the spline marker back
	m_flDistanceAlongSpline = MAX( 0, m_flDistanceAlongSpline - 1.0 );

	CheckForTeleport();

	return false;
}
Example #29
0
//-----------------------------------------------------------------------------
// Purpose: Catches the monster-specific messages that occur when tagged
//			animation frames are played.
// Input  : pEvent - 
//-----------------------------------------------------------------------------
void CNPC_Crow::HandleAnimEvent( animevent_t *pEvent )
{
	if ( pEvent->event == AE_CROW_TAKEOFF )
	{
		if ( GetNavigator()->GetPath()->GetCurWaypoint() )
		{
			Takeoff( GetNavigator()->GetCurWaypointPos() );
		}
		return;
	}

	if( pEvent->event == AE_CROW_HOP )
	{
		SetGroundEntity( NULL );

		//
		// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
		//
		UTIL_SetOrigin( this, GetLocalOrigin() + Vector( 0 , 0 , 1 ));

		//
		// How fast does the crow need to travel to reach the hop goal given gravity?
		//
		float flHopDistance = ( m_vSavePosition - GetLocalOrigin() ).Length();
		float gravity = sv_gravity.GetFloat();
		if ( gravity <= 1 )
		{
			gravity = 1;
		}

		float height = 0.25 * flHopDistance;
		float speed = sqrt( 2 * gravity * height );
		float time = speed / gravity;

		//
		// Scale the sideways velocity to get there at the right time
		//
		Vector vecJumpDir = m_vSavePosition - GetLocalOrigin();
		vecJumpDir = vecJumpDir / time;

		//
		// Speed to offset gravity at the desired height.
		//
		vecJumpDir.z = speed;

		//
		// Don't jump too far/fast.
		//
		float distance = vecJumpDir.Length();
		if ( distance > 650 )
		{
			vecJumpDir = vecJumpDir * ( 650.0 / distance );
		}

		m_nMorale -= random->RandomInt( 1, 6 );
		if ( m_nMorale <= 0 )
		{
			m_nMorale = 0;
		}

		// Play a hop flap sound.
		EmitSound( "NPC_Crow.Hop" );

		SetAbsVelocity( vecJumpDir );
		return;
	}

	if( pEvent->event == AE_CROW_FLY )
	{
		//
		// Start flying.
		//
		SetActivity( ACT_FLY );

		m_bSoar = false;
		m_flSoarTime = gpGlobals->curtime + random->RandomFloat( 3, 5 );

		return;
	}

	CAI_BaseNPC::HandleAnimEvent( pEvent );
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : pTask - 
//-----------------------------------------------------------------------------
void CNPC_Crow::StartTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
		//
		// This task enables us to build a path that requires flight.
		//
//		case TASK_CROW_PREPARE_TO_FLY:
//		{
//			SetFlyingState( FlyState_Flying );
//			TaskComplete();
//			break;
//		}

		case TASK_CROW_TAKEOFF:
		{
			if ( random->RandomInt( 1, 4 ) == 1 )
			{
				AlertSound();
			}

			FlapSound();

			SetIdealActivity( ( Activity )ACT_CROW_TAKEOFF );
			break;
		}

		case TASK_CROW_PICK_EVADE_GOAL:
		{
			if ( GetEnemy() != NULL )
			{
				//
				// Get our enemy's position in x/y.
				//
				Vector vecEnemyOrigin = GetEnemy()->GetAbsOrigin();
				vecEnemyOrigin.z = GetAbsOrigin().z;

				//
				// Pick a hop goal a random distance along a vector away from our enemy.
				//
				m_vSavePosition = GetAbsOrigin() - vecEnemyOrigin;
				VectorNormalize( m_vSavePosition );
				m_vSavePosition = GetAbsOrigin() + m_vSavePosition * ( 32 + random->RandomInt( 0, 32 ) );

				GetMotor()->SetIdealYawToTarget( m_vSavePosition );
				TaskComplete();
			}
			else
			{
				TaskFail( "No enemy" );
			}
			break;
		}

		case TASK_CROW_FALL_TO_GROUND:
		{
			SetFlyingState( FlyState_Falling );
			break;
		}

		case TASK_FIND_HINTNODE:
		{
			if ( GetGoalEnt() )
			{
				TaskComplete();
				return;
			}
			// Overloaded because we search over a greater distance.
			if ( !GetHintNode() )
			{
				SetHintNode(CAI_HintManager::FindHint( this, HINT_CROW_FLYTO_POINT, bits_HINT_NODE_NEAREST | bits_HINT_NODE_USE_GROUP, 10000 ));
			}

			if ( GetHintNode() )
			{
				TaskComplete();
			}
			else
			{
				TaskFail( FAIL_NO_HINT_NODE );
			}
			break;
		}

		case TASK_GET_PATH_TO_HINTNODE:
		{
			//How did this happen?!
			if ( GetGoalEnt() == this )
			{
				SetGoalEnt( NULL );
			}

			if ( GetGoalEnt() )
			{
				SetFlyingState( FlyState_Flying );
				StartTargetHandling( GetGoalEnt() );
			
				m_bReachedMoveGoal = false;
				TaskComplete();
				SetHintNode( NULL );
				return;
			}

			if ( GetHintNode() )
			{
				Vector vHintPos;
				GetHintNode()->GetPosition(this, &vHintPos);
		
				SetNavType( NAV_FLY );
				CapabilitiesAdd( bits_CAP_MOVE_FLY );
				// @HACKHACK: Force allow triangulation. Too many HL2 maps were relying on this feature WRT fly nodes (toml 8/1/2007)
				NPC_STATE state = GetState();
				m_NPCState = NPC_STATE_SCRIPT;
				bool bFoundPath = GetNavigator()->SetGoal( vHintPos );
				m_NPCState = state;
				if ( !bFoundPath )
				{
					GetHintNode()->DisableForSeconds( .3 );
					SetHintNode(NULL);
				}
				CapabilitiesRemove( bits_CAP_MOVE_FLY );
			}

			if ( GetHintNode() )
			{
				m_bReachedMoveGoal = false;
				TaskComplete();
			}
			else
			{
				TaskFail( FAIL_NO_ROUTE );
			}
			break;
		}

		//
		// We have failed to fly normally. Pick a random "up" direction and fly that way.
		//
		case TASK_CROW_FLY:
		{
			float flYaw = UTIL_AngleMod( random->RandomInt( -180, 180 ) );

			Vector vecNewVelocity( cos( DEG2RAD( flYaw ) ), sin( DEG2RAD( flYaw ) ), random->RandomFloat( 0.1f, 0.5f ) );
			vecNewVelocity *= CROW_AIRSPEED;
			SetAbsVelocity( vecNewVelocity );

			SetIdealActivity( ACT_FLY );

			m_bSoar = false;
			m_flSoarTime = gpGlobals->curtime + random->RandomFloat( 2, 5 );

			break;
		}

		case TASK_CROW_PICK_RANDOM_GOAL:
		{
			m_vSavePosition = GetLocalOrigin() + Vector( random->RandomFloat( -48.0f, 48.0f ), random->RandomFloat( -48.0f, 48.0f ), 0 );
			TaskComplete();
			break;
		}

		case TASK_CROW_HOP:
		{
			SetIdealActivity( ACT_HOP );
			m_flHopStartZ = GetLocalOrigin().z;
			break;
		}

		case TASK_CROW_WAIT_FOR_BARNACLE_KILL:
		{
			break;
		}

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