//========================================================= // Revela la posición de los jugadores. //========================================================= void CDirector_Manager::Disclose() { CAI_BaseNPC *pNPC = NULL; do { // Buscamos a todos los hijos en el mapa. pNPC = (CAI_BaseNPC *)gEntList.FindEntityByName(pNPC, CHILD_NAME); // No existe o esta muerto. if ( !pNPC || !pNPC->IsAlive() ) continue; // Ya tiene a un jugador como enemigo. if ( pNPC->GetEnemy() && pNPC->GetEnemy()->IsPlayer() ) continue; // Seleccionamos al jugador más cercano. float flDistance = 0.0f; CIN_Player *pPlayer = UTIL_GetNearestInPlayer(pPlayer->GetAbsOrigin(), flDistance); if ( !pPlayer ) continue; // Le decimos que su nuevo enemigo es el jugador y le damos la ubicación de este. pNPC->SetEnemy(pPlayer); pNPC->UpdateEnemyMemory(pPlayer, pPlayer->GetAbsOrigin()); } while ( pNPC ); }
void CAI_Squad::SquadNewEnemy( CBaseEntity *pEnemy ) { if ( !pEnemy ) { DevMsg( "ERROR: SquadNewEnemy() - pEnemy is NULL!\n" ); return; } for (int i = 0; i < m_SquadMembers.Count(); i++) { CAI_BaseNPC *pMember = m_SquadMembers[i]; if (pMember) { // reset members who aren't activly engaged in fighting (only do this if the NPC's using the squad memory, or it'll fail) if ( !pMember->GetEnemy() || ( pMember->GetEnemy() != pEnemy && !pMember->HasCondition( COND_SEE_ENEMY) && gpGlobals->curtime - pMember->GetEnemyLastTimeSeen() > 3.0 ) ) { // give them a new enemy if( !hl2_episodic.GetBool() || pMember->IsValidEnemy(pEnemy) ) { pMember->SetEnemy( pEnemy ); } // pMember->SetLastAttackTime( 0 ); } } } }
//========================================================= // Crea un Jefe. //========================================================= CAI_BaseNPC *CDirectorSpawn::MakeBoss() { // Desactivado if ( Disabled ) return NULL; // Seleccionamos una clase de NPC para crear. const char *pClass = SelectRandomBoss(); CAI_BaseNPC *pNPC = VerifyClass(pClass); // Ocurrio algún problema. if ( !pNPC ) { Warning("[DIRECTOR SPAWN] Ha ocurrido un problema al intentar crear un Jefe. \r\n"); return NULL; } Vector origin; // Verificamos si podemos crear el Grunt en el radio. if ( !CanMakeNPC(pNPC, &origin) ) return NULL; // Lugar de creación. pNPC->SetAbsOrigin(origin); // Nombre del Jefe. pNPC->SetName(MAKE_STRING(BOSS_NAME)); QAngle angles = GetAbsAngles(); angles.x = 0.0; angles.z = 0.0; pNPC->SetAbsAngles(angles); // Tiene que caer al suelo. pNPC->AddSpawnFlags(SF_NPC_FALL_TO_GROUND); // Creamos al Jefe, le decimos quien es su dios (creador) y lo activamos. DispatchSpawn(pNPC); pNPC->SetOwnerEntity(this); DispatchActivate(pNPC); // Al parecer se atoro en una pared. if ( !PostSpawn(pNPC) ) return NULL; // Debe conocer la ubicación del jugador (Su enemigo) CIN_Player *pPlayer = UTIL_GetRandomInPlayer(); if ( pPlayer ) { // Ataca al jugador YA pNPC->SetEnemy(pPlayer); pNPC->UpdateEnemyMemory(pPlayer, pPlayer->GetAbsOrigin()); } return pNPC; }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CNPC_Controller::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case CONTROLLER_AE_HEAD_OPEN: { Vector vecStart; QAngle angleGun; GetAttachment( 0, vecStart, angleGun ); // BUGBUG - attach to attachment point! CBroadcastRecipientFilter filter; te->DynamicLight( filter, 0.0, &vecStart, 255, 192, 64, 0, 1 /*radius*/, 0.2, -32 ); m_iBall[0] = 192; m_iBallTime[0] = gpGlobals->curtime + atoi( pEvent->options ) / 15.0; m_iBall[1] = 255; m_iBallTime[1] = gpGlobals->curtime + atoi( pEvent->options ) / 15.0; } break; case CONTROLLER_AE_BALL_SHOOT: { Vector vecStart; QAngle angleGun; GetAttachment( 1, vecStart, angleGun ); CBroadcastRecipientFilter filter; te->DynamicLight( filter, 0.0, &vecStart, 255, 192, 64, 0, 1 /*radius*/, 0.1, 32 ); CAI_BaseNPC *pBall = (CAI_BaseNPC*)Create( "controller_head_ball", vecStart, angleGun ); pBall->SetAbsVelocity( Vector(0,0,32) ); pBall->SetEnemy( GetEnemy() ); // DevMsg( 1, "controller shooting head ball\n" ); m_iBall[0] = 0; m_iBall[1] = 0; } break; case CONTROLLER_AE_SMALL_SHOOT: { AttackSound( ); m_flShootTime = gpGlobals->curtime; m_flShootEnd = m_flShootTime + atoi( pEvent->options ) / 15.0; } break; case CONTROLLER_AE_POWERUP_FULL: { m_iBall[0] = 255; m_iBallTime[0] = gpGlobals->curtime + atoi( pEvent->options ) / 15.0; m_iBall[1] = 255; m_iBallTime[1] = gpGlobals->curtime + atoi( pEvent->options ) / 15.0; } break; case CONTROLLER_AE_POWERUP_HALF: { m_iBall[0] = 192; m_iBallTime[0] = gpGlobals->curtime + atoi( pEvent->options ) / 15.0; m_iBall[1] = 192; m_iBallTime[1] = gpGlobals->curtime + atoi( pEvent->options ) / 15.0; } break; default: BaseClass::HandleAnimEvent( pEvent ); break; } }
void CAI_MoveAndShootOverlay::RunShootWhileMove() { if ( m_flNextMoveShootTime == FLT_MAX ) return; CAI_BaseNPC *pOuter = GetOuter(); // keep enemy if dead but try to look for a new one if (!pOuter->GetEnemy() || !pOuter->GetEnemy()->IsAlive()) { CBaseEntity *pNewEnemy = pOuter->BestEnemy(); if( pNewEnemy != NULL ) { //New enemy! Clear the timers and set conditions. pOuter->SetCondition( COND_NEW_ENEMY ); pOuter->SetEnemy( pNewEnemy ); pOuter->SetState( NPC_STATE_COMBAT ); } else { pOuter->ClearAttackConditions(); } // SetEnemy( NULL ); } if ( GetEnemy() == NULL || !pOuter->GetNavigator()->IsGoalActive() ) return; bool bMoveAimAtEnemy = CanAimAtEnemy(); UpdateMoveShootActivity( bMoveAimAtEnemy ); if (bMoveAimAtEnemy) { Assert( pOuter->GetActiveWeapon() ); // This should have been caught at task start // time to fire? if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1 ) && gpGlobals->curtime >= m_flNextMoveShootTime ) { if ( m_bMovingAndShooting || GetOuter()->OnBeginMoveAndShoot() ) { m_bMovingAndShooting = true; Activity activity = pOuter->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 ); Assert( activity != ACT_INVALID ); if (--m_nMoveShots > 0) { pOuter->SetLastAttackTime( gpGlobals->curtime ); pOuter->AddGesture( activity ); // FIXME: this seems a bit wacked pOuter->Weapon_SetActivity( pOuter->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 ); m_flNextMoveShootTime = gpGlobals->curtime + pOuter->GetActiveWeapon()->GetFireRate() - 0.1; } else { m_nMoveShots = random->RandomInt( m_minBurst, m_maxBurst ); m_flNextMoveShootTime = gpGlobals->curtime + random->RandomFloat( m_minPause, m_maxPause ); m_bMovingAndShooting = false; GetOuter()->OnEndMoveAndShoot(); } } } // try to keep facing towards the last known position of the enemy Vector vecEnemyLKP = pOuter->GetEnemyLKP(); pOuter->AddFacingTarget( pOuter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 ); } else { if ( m_bMovingAndShooting ) { m_bMovingAndShooting = false; GetOuter()->OnEndMoveAndShoot(); } } }
void CAI_MoveAndShootOverlay::RunShootWhileMove() { if ( m_bNoShootWhileMove ) return; if ( gpGlobals->curtime < m_flSuspendUntilTime ) return; m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND; CAI_BaseNPC *pOuter = GetOuter(); // keep enemy if dead but try to look for a new one if (!pOuter->GetEnemy() || !pOuter->GetEnemy()->IsAlive()) { CBaseEntity *pNewEnemy = pOuter->BestEnemy(); if( pNewEnemy != NULL ) { //New enemy! Clear the timers and set conditions. pOuter->SetEnemy( pNewEnemy ); pOuter->SetState( NPC_STATE_COMBAT ); } else { pOuter->ClearAttackConditions(); } // SetEnemy( NULL ); } /*if( !pOuter->GetNavigator()->IsGoalActive() ) return;*/ if ( GetEnemy() == NULL ) { if ( pOuter->GetAlternateMoveShootTarget() ) { // Aim at this other thing if I can't aim at my enemy. pOuter->AddFacingTarget( pOuter->GetAlternateMoveShootTarget(), pOuter->GetAlternateMoveShootTarget()->GetAbsOrigin(), 1.0, 0.2 ); } return; } bool bMoveAimAtEnemy = CanAimAtEnemy(); UpdateMoveShootActivity( bMoveAimAtEnemy ); if ( !bMoveAimAtEnemy ) { EndShootWhileMove(); return; } Assert( HasAvailableRangeAttack() ); // This should have been caught at task start Activity activity; bool bIsReloading = false; if ( ( activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD ) ) != ACT_INVALID ) { bIsReloading = pOuter->IsPlayingGesture( activity ); } if ( !bIsReloading && HasAvailableRangeAttack() ) { // time to fire? if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1, false ) ) { if ( pOuter->GetShotRegulator()->IsInRestInterval() ) { EndShootWhileMove(); } else if ( pOuter->GetShotRegulator()->ShouldShoot() ) { if ( m_bMovingAndShooting || pOuter->OnBeginMoveAndShoot() ) { m_bMovingAndShooting = true; pOuter->OnRangeAttack1(); activity = pOuter->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 ); Assert( activity != ACT_INVALID ); pOuter->RestartGesture( activity ); // FIXME: this seems a bit wacked pOuter->Weapon_SetActivity( pOuter->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 ); } } } } // try to keep facing towards the last known position of the enemy Vector vecEnemyLKP = pOuter->GetEnemyLKP(); pOuter->AddFacingTarget( pOuter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 ); }
//========================================================= // Crea un hijo en la ubicación especificada. //========================================================= bool CDirector_Manager::AddChild(const Vector &vecPosition, int flag) { // No se ha podido acceder al Director. if ( !Director() ) return false; // No es posible crear un hijo aquí. if ( !CanMake(vecPosition) ) return false; // Creamos un hijo de la lista. const char *pChildName = GetChildClass(); CAI_BaseNPC *pChild = (CAI_BaseNPC *)CreateEntityByName(pChildName); QAngle angles = RandomAngle(0, 360); angles.x = 0.0; angles.z = 0.0; pChild->SetAbsAngles(angles); // Establecemos la ubicación de creación. pChild->SetAbsOrigin(vecPosition); // Debe caer al suelo y desaparecer. pChild->AddSpawnFlags(SF_NPC_FALL_TO_GROUND); pChild->AddSpawnFlags(SF_NPC_FADE_CORPSE); UTIL_DropToFloor(pChild, MASK_SOLID); ConVarRef director_debug("director_debug"); DispatchSpawn(pChild); pChild->SetOwnerEntity(Director()); DispatchActivate(pChild); // ¡¡NO CAMBIAR!! pChild->SetName(MAKE_STRING(CHILD_NAME)); // Sin colisiones. if ( flag == SPAWN_NO_COLLISION || flag == SPAWN_NO_COLLISION_AND_POWERFUL ) { pChild->SetCollisionGroup(COLLISION_GROUP_SPECIAL_NPC); Vector vecOriginRadius; if ( Director()->Status == PANIC && RandomInt(0, 4) == 2 ) pChild->SetCollisionGroup(COLLISION_GROUP_NPC); // Intentamos crearlo en un radio de 100 if ( CAI_BaseNPC::FindSpotForNPCInRadius(&vecOriginRadius, vecPosition, pChild, 150, false) ) { // Evitamos que se mueva por debajo del suelo. vecOriginRadius.z = vecPosition.z; // Movemos hacia esta ubicación. pChild->SetAbsOrigin(vecOriginRadius); // Marcamos al nodo afortunado. (Naranja) if ( director_debug.GetBool() ) NDebugOverlay::Box(vecOriginRadius, -Vector(10, 10, 10), Vector(10, 10, 10), 255, 128, 0, 10, 20.0f); } } // Poderoso. if ( flag == SPAWN_POWERFUL || flag == SPAWN_NO_COLLISION_AND_POWERFUL ) { int moreHealth = 3; // Normal: 5 más de salud. if ( InGameRules()->IsSkillLevel(SKILL_MEDIUM) ) moreHealth = 5; // Dificil: 8 más de salud. if ( InGameRules()->IsSkillLevel(SKILL_HARD) ) moreHealth = 8; // Más rápido. pChild->SetAddAccel(40); // Establecemos la nueva salud. pChild->SetMaxHealth(pChild->GetMaxHealth() + moreHealth); pChild->SetHealth(pChild->GetMaxHealth()); // Seleccionamos al jugador más cercano. float flDistance = 0.0f; CIN_Player *pPlayer = UTIL_GetNearestInPlayer(pChild->GetAbsOrigin(), flDistance); if ( pPlayer ) { // Le decimos que su nuevo enemigo es el jugador y le damos la ubicación de este. pChild->SetEnemy(pPlayer); pChild->UpdateEnemyMemory(pPlayer, pPlayer->GetAbsOrigin()); } } // Al parecer se atoro en una pared. if ( !PostSpawn(pChild) ) { // Marcamos al nodo desafortunado. (Negro) if ( director_debug.GetBool() ) NDebugOverlay::Box(vecPosition, -Vector(10, 10, 10), Vector(10, 10, 10), 0, 0, 0, 10, 3.0f); return false; } // Marcamos al nodo afortunado. (Rojo) if ( director_debug.GetBool() ) NDebugOverlay::Box(vecPosition, -Vector(10, 10, 10), Vector(10, 10, 10), 223, 1, 1, 10, 3.0f); DevMsg("[MANAGER] Se ha creado <%s> (faltan %i) \r\n", pChildName, Director()->SpawnQueue); ++Director()->ChildsSpawned; return true; }