Example #1
0
bool CASW_BaseAI_Senses::WaitingUntilSeen( CBaseEntity *pSightEnt )
{
	if ( GetOuter()->GetSpawnFlags() & SF_NPC_WAIT_TILL_SEEN )
	{
		// asw, wake up if marines see us (not players)
		if ( pSightEnt && pSightEnt->Classify() == CLASS_ASW_MARINE )
		{
			CBaseCombatCharacter *pBCC = dynamic_cast<CBaseCombatCharacter*>( pSightEnt );
			Vector zero =  Vector(0,0,0);
			// don't link this client in the list if the npc is wait till seen and the player isn't facing the npc
			if (// && pPlayer->FVisible( GetOuter() ) 
				pBCC->FInViewCone( GetOuter() )
				&& FBoxVisible( pSightEnt, static_cast<CBaseEntity*>(GetOuter()), zero ) )
			{
				// marine sees us, become normal now.
				GetOuter()->RemoveSpawnFlags( SF_NPC_WAIT_TILL_SEEN );
				return false;
			}
		}

		return true;
	}

	return false;
}
Example #2
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 #3
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;
	}
}