ef2-sdk/dlls/game/generalCombatWithRangedWeap...

1692 lines
47 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/generalCombatWithRangedWeapon.cpp $
// $Revision:: 17 $
// $Author:: Singlis $
// $Date:: 9/26/03 2:36p $
//
// Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// GeneralCombatWithRangedWeapon Implementation
// -- GCWRW will Strafe, Duck, Roll and fire a weapon at an enemy. Also, it will
// retreat and approach based on distance from the enemy.
//
// PARAMETERS:
//
//
// ANIMATIONS:
//
//--------------------------------------------------------------------------------
#include "actor.h"
#include "generalCombatWithRangedWeapon.hpp"
extern Event EV_PostureChanged_Completed;
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, GeneralCombatWithRangedWeapon, NULL )
{
{ &EV_Behavior_Args, &GeneralCombatWithRangedWeapon::SetArgs },
{ &EV_Behavior_AnimDone, &GeneralCombatWithRangedWeapon::AnimDone },
{ &EV_PostureChanged_Completed, &GeneralCombatWithRangedWeapon::PostureDone },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: GeneralCombatWithRangedWeapon()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
GeneralCombatWithRangedWeapon::GeneralCombatWithRangedWeapon()
{
_self = NULL;
_movementAnim = "walk";
_torsoAnim = "idle";
_fireAnim = "idle";
_approachDist = 500;
_retreatDist = 250;
_strafeChance = 1.0;
_fireTimeMin = 1.0;
_fireTimeMax = 1.5;
_pauseTimeMin = 1.0;
_pauseTimeMax = 1.5;
}
//--------------------------------------------------------------
// Name: GeneralCombatWithRangedWeapon()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
GeneralCombatWithRangedWeapon::~GeneralCombatWithRangedWeapon()
{
}
//--------------------------------------------------------------
// Name: SetArgs()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets Arguments for this behavior
//
// Parameters: Event *ev -- Event holding the arguments
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::SetArgs( Event *ev )
{
if ( ev->NumArgs() > 0 ) _movementAnim = ev->GetString( 1 );
if ( ev->NumArgs() > 1 ) _torsoAnim = ev->GetString( 2 );
if ( ev->NumArgs() > 2 ) _fireAnim = ev->GetString( 3 );
if ( ev->NumArgs() > 3 ) _approachDist = ev->GetFloat ( 4 );
if ( ev->NumArgs() > 4 ) _retreatDist = ev->GetFloat ( 5 );
if ( ev->NumArgs() > 5 ) _strafeChance = ev->GetFloat ( 6 );
if ( ev->NumArgs() > 6 ) _fireTimeMin = ev->GetFloat ( 7 );
if ( ev->NumArgs() > 7 ) _fireTimeMax = ev->GetFloat ( 8 );
if ( ev->NumArgs() > 8 ) _pauseTimeMin = ev->GetFloat ( 9 );
if ( ev->NumArgs() > 9 ) _pauseTimeMax = ev->GetFloat ( 10 );
}
//--------------------------------------------------------------
// Name: AnimDone()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Handles an animation completion
//
// Parameters: Event *ev -- Event holding the completion notification
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::AnimDone( Event *ev )
{
switch ( _state )
{
case GC_WRW_STRAFE:
_strafeComponent.AnimDone( ev );
break;
}
}
//--------------------------------------------------------------
// Name: PostureDone()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Handles a Posture Done Event
//
// Parameters: Event *ev
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::PostureDone( Event *ev )
{
_finishedPostureTransition = true;
}
//--------------------------------------------------------------
// Name: Begin()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Initializes the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::Begin( Actor &self )
{
init( self );
}
//--------------------------------------------------------------
// Name: init()
// Class: GeneralCombat
//
// Description: Initializes memeber variables
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::init( Actor &self )
{
_self = &self;
_finishedPostureTransition = true;
_randomAdvanceLockOut = false;
_randomRetreatLockOut = false;
_nextRotateTime = 0.0f;
_nextStrafeAttemptTime = 0.0f;
_nextPostureChange = 0.0f;
_nextClearRetreatLockOutTime = 0.0f;
_nextClearAdvanceLockOutTime = 0.0f;
_nextFireTime = 0.0f;
_nextPauseTime = 0.0f;
_randomAdvanceFailures = 0;
_randomRetreatFailures = 0;
transitionToState(GC_WRW_STAND);
updateEnemy();
}
//--------------------------------------------------------------
// Name: Evaluate()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluates the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::Evaluate( Actor &self )
{
BehaviorReturnCode_t stateResult;
str currentPostureState = _self->postureController->getCurrentPostureName();
float distToEnemy = self.enemyManager->GetDistanceFromEnemy();
think();
switch ( _state )
{
//---------------------------------------------------------------------
case GC_WRW_CHANGE_POSTURE_TO_ADVANCE:
//---------------------------------------------------------------------
stateResult = evaluateStateChangePostureToAdvance();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( GC_WRW_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( GC_WRW_ADVANCE );
break;
//---------------------------------------------------------------------
case GC_WRW_CHANGE_POSTURE_TO_RETREAT:
//---------------------------------------------------------------------
stateResult = evaluateStateChangePostureToRetreat();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( GC_WRW_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( GC_WRW_RETREAT );
break;
//---------------------------------------------------------------------
case GC_WRW_ADVANCE:
//---------------------------------------------------------------------
if ( !checkShouldApproach( distToEnemy ) )
{
transitionToState( GC_WRW_STAND );
return BEHAVIOR_EVALUATING;
}
stateResult = evaluateStateAdvance();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( GC_WRW_STAND );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( GC_WRW_ADVANCE_FIRING );
break;
//---------------------------------------------------------------------
case GC_WRW_ADVANCE_FIRING:
//---------------------------------------------------------------------
if ( !checkShouldApproach( distToEnemy ) )
{
transitionToState( GC_WRW_STAND );
return BEHAVIOR_EVALUATING;
}
stateResult = evaluateStateAdvanceFiring();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( GC_WRW_STAND );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( GC_WRW_ADVANCE );
break;
//---------------------------------------------------------------------
case GC_WRW_RETREAT:
//---------------------------------------------------------------------
if ( !checkShouldRetreat( distToEnemy ) )
{
transitionToState( GC_WRW_STAND );
_self->movementSubsystem->setMovingBackwards( false );
return BEHAVIOR_EVALUATING;
}
stateResult = evaluateStateRetreat();
if ( stateResult == BEHAVIOR_FAILED )
{
transitionToState( GC_WRW_STAND );
_self->movementSubsystem->setMovingBackwards( false );
}
if ( stateResult == BEHAVIOR_SUCCESS )
{
_self->movementSubsystem->setMovingBackwards( false );
transitionToState( GC_WRW_RETREAT_FIRING );
}
break;
//---------------------------------------------------------------------
case GC_WRW_RETREAT_FIRING:
//---------------------------------------------------------------------
if ( !checkShouldRetreat( distToEnemy ) )
{
_self->movementSubsystem->setMovingBackwards( false );
transitionToState( GC_WRW_STAND );
return BEHAVIOR_EVALUATING;
}
stateResult = evaluateStateRetreatFiring();
if ( stateResult == BEHAVIOR_FAILED )
{
transitionToState( GC_WRW_STAND );
_self->movementSubsystem->setMovingBackwards( false );
}
if ( stateResult == BEHAVIOR_SUCCESS )
{
_self->movementSubsystem->setMovingBackwards( false );
transitionToState( GC_WRW_RETREAT );
}
break;
//---------------------------------------------------------------------
case GC_WRW_STRAFE:
//---------------------------------------------------------------------
stateResult = evaluateStateStrafe();
//It's perfectly understandable that strafe might
//fail, so instead of failing the behavior entirely
//we'll just change states
if ( stateResult != BEHAVIOR_EVALUATING )
{
if ( currentPostureState == "DUCK" )
transitionToState( GC_WRW_DUCKED );
if ( currentPostureState == "STAND" )
transitionToState( GC_WRW_STAND );
}
break;
//---------------------------------------------------------------------
case GC_WRW_CHANGE_POSTURE_DUCK:
//---------------------------------------------------------------------
stateResult = evaluateStateChangePostureDuck();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( GC_WRW_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( GC_WRW_DUCKED );
break;
//---------------------------------------------------------------------
case GC_WRW_DUCKED:
//---------------------------------------------------------------------
//
// First Check if we are within our _approachDist. If
// not, then we need to close in on our enemy
//
if ( checkShouldApproach( distToEnemy ) )
{
transitionToState( GC_WRW_CHANGE_POSTURE_TO_ADVANCE );
return BEHAVIOR_EVALUATING;
}
//
// Now Check if wer are within our _retreatDist. If
// we are, then we need to retreat in on our enemy
//
if ( checkShouldRetreat( distToEnemy ) )
{
transitionToState( GC_WRW_CHANGE_POSTURE_TO_RETREAT );
return BEHAVIOR_EVALUATING;
}
//
// Lets check if we need to strafe
//
if ( checkShouldStrafe( distToEnemy ) )
{
transitionToState( GC_WRW_STRAFE );
return BEHAVIOR_EVALUATING;
}
//
//Now let's check if we need to change posture
//
if ( checkShouldChangePosture( distToEnemy ) )
{
transitionToState( GC_WRW_CHANGE_POSTURE_STAND );
return BEHAVIOR_EVALUATING;
}
//
//Well we don't have anything else to do, so let's evaluate our state
//
stateResult = evaluateRotate();
if ( stateResult == BEHAVIOR_SUCCESS )
{
stateResult = evaluateStateStand();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( GC_WRW_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( GC_WRW_DUCKED_FIRING );
}
break;
//---------------------------------------------------------------------
case GC_WRW_DUCKED_FIRING:
//---------------------------------------------------------------------
stateResult = evaluateRotate();
stateResult = evaluateStateDuckedFiring();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( GC_WRW_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( GC_WRW_DUCKED );
break;
//---------------------------------------------------------------------
case GC_WRW_CHANGE_POSTURE_STAND:
//---------------------------------------------------------------------
stateResult = evaluateStateChangePostureStand();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( GC_WRW_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( GC_WRW_STAND );
break;
//---------------------------------------------------------------------
case GC_WRW_STAND:
//---------------------------------------------------------------------
//
// First Check if we are within our _approachDist. If
// not, then we need to close in on our enemy
//
if ( checkShouldApproach( distToEnemy ) )
{
transitionToState( GC_WRW_CHANGE_POSTURE_TO_ADVANCE );
return BEHAVIOR_EVALUATING;
}
//
// Now Check if wer are within our _retreatDist. If
// we are, then we need to retreat in on our enemy
//
if ( checkShouldRetreat( distToEnemy ) )
{
transitionToState( GC_WRW_CHANGE_POSTURE_TO_RETREAT );
return BEHAVIOR_EVALUATING;
}
//
// Lets check if we need to strafe
//
if ( checkShouldStrafe( distToEnemy ) )
{
transitionToState( GC_WRW_STRAFE );
return BEHAVIOR_EVALUATING;
}
//
//Now let's check if we need to change posture
//
if ( checkShouldChangePosture( distToEnemy ) )
{
transitionToState( GC_WRW_CHANGE_POSTURE_DUCK );
return BEHAVIOR_EVALUATING;
}
//
//Well we don't have anything else to do, so let's evaluate our state
//
stateResult = evaluateRotate();
if ( stateResult == BEHAVIOR_SUCCESS )
{
stateResult = evaluateStateStand();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( GC_WRW_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( GC_WRW_STAND_FIRING );
}
break;
//---------------------------------------------------------------------
case GC_WRW_STAND_FIRING:
//---------------------------------------------------------------------
stateResult = evaluateRotate();
stateResult = evaluateStateStandFiring();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( GC_WRW_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( GC_WRW_STAND );
break;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: End()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Cleans Up the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::End(Actor &self)
{
if ( !_self )
return;
_self->movementSubsystem->setMovingBackwards( false );
_fireWeapon.End(*_self);
}
//--------------------------------------------------------------
// Name: think()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Does any processing required before evaluating states
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::think()
{
if ( level.time > _nextClearAdvanceLockOutTime && _randomAdvanceLockOut )
_randomAdvanceLockOut = false;
if ( level.time > _nextClearRetreatLockOutTime && _randomRetreatLockOut )
_randomRetreatLockOut = false;
}
//--------------------------------------------------------------
// Name: updateEnemy()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets our _currentEnemy
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::updateEnemy()
{
Entity *currentEnemy = _self->enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
{
_self->enemyManager->FindHighestHateEnemy();
currentEnemy = _self->enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
{
SetFailureReason( "GeneralCombatWithRangedWeapon::updateEnemy -- No Enemy" );
transitionToState( GC_WRW_FAILED );
}
}
_currentEnemy = currentEnemy;
_self->SetHeadWatchTarget( _currentEnemy );
setupRotate();
}
//--------------------------------------------------------------
// Name: transitionToState()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Transitions the behaviors state
//
// Parameters: coverCombatStates_t state -- The state to transition to
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::transitionToState( generalCombatStates_t state )
{
switch ( state )
{
case GC_WRW_CHANGE_POSTURE_TO_ADVANCE:
setupStateChangePostureToAdvance();
setInternalState( state , "GC_WRW_CHANGE_POSTURE_TO_ADVANCE" );
break;
case GC_WRW_CHANGE_POSTURE_TO_RETREAT:
setupStateChangePostureToRetreat();
setInternalState( state , "GC_WRW_CHANGE_POSTURE_TO_RETREAT" );
break;
case GC_WRW_ADVANCE:
setupStateAdvance();
setInternalState( state , "GC_WRW_ADVANCE" );
break;
case GC_WRW_ADVANCE_FIRING:
setupStateAdvanceFiring();
setInternalState( state , "GC_WRW_ADVANCE_FIRING" );
break;
case GC_WRW_RETREAT:
setupStateRetreat();
setInternalState( state , "GC_WRW_RETREAT" );
break;
case GC_WRW_RETREAT_FIRING:
setupStateRetreatFiring();
setInternalState( state , "GC_WRW_RETREAT_FIRING" );
break;
case GC_WRW_STRAFE:
setupStateStrafe();
setInternalState( state , "GC_WRW_STRAFE" );
break;
case GC_WRW_CHANGE_POSTURE_DUCK:
setupStateChangePostureDuck();
setInternalState( state , "GC_WRW_CHANGE_POSTURE_DUCK" );
break;
case GC_WRW_DUCKED:
setupStateDucked();
setInternalState( state , "GC_WRW_DUCKED" );
break;
case GC_WRW_DUCKED_FIRING:
setupStateDuckedFiring();
setInternalState( state , "GC_WRW_DUCKED_FIRING" );
break;
case GC_WRW_CHANGE_POSTURE_STAND:
setupStateChangePostureStand();
setInternalState( state , "GC_WRW_CHANGE_POSTURE_STAND" );
break;
case GC_WRW_STAND:
setupStateStand();
setInternalState( state , "GC_WRW_STAND" );
break;
case GC_WRW_STAND_FIRING:
setupStateStandFiring();
setInternalState( state , "GC_WRW_STAND_FIRING" );
break;
case GC_WRW_FAILED:
setInternalState( state , "GC_WRW_FAILED" );
break;
}
}
//--------------------------------------------------------------
// Name: setInternalState()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets the internal state of the behavior
//
// Parameters: unsigned int state
// const str &stateName
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setInternalState( generalCombatStates_t state , const str &stateName )
{
_state = state;
SetInternalStateName( stateName );
//gi.WDPrintf( "State: " + stateName + "\n" );
}
//--------------------------------------------------------------
// Name: setTorsoAnim()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets our Torso Animation
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setTorsoAnim()
{
_self->SetAnim( _torsoAnim , NULL , torso );
}
//--------------------------------------------------------------
// Name: setupRotate
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets up Rotate Component
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setupRotate()
{
_rotate.SetEntity( _currentEnemy );
_rotate.Begin( *_self );
}
//--------------------------------------------------------------
// Name: evaluateRotate()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluates our Rotate Component
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateRotate()
{
BehaviorReturnCode_t rotateResult;
if ( level.time < _nextRotateTime )
return BEHAVIOR_EVALUATING;
rotateResult = _rotate.Evaluate( *_self );
if ( rotateResult == BEHAVIOR_SUCCESS )
_nextRotateTime = level.time + .75f;
return rotateResult;
}
//--------------------------------------------------------------
// Name: setupStateChangePostureToAdvance()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets up the Change Posture To Advance state
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setupStateChangePostureToAdvance()
{
bool canChange = _self->postureController->requestPosture( "STAND" , this );
if ( !canChange )
{
failureStateChangePostureDuck ( "Requested Posture is unavailable" );
return;
}
_finishedPostureTransition = false;
}
//--------------------------------------------------------------
// Name: evaluateStateChangePostureToAdvance()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluates the Change Posture To Advance State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateChangePostureToAdvance()
{
//Basically waiting for our check to come true
if ( _finishedPostureTransition )
{
_nextPostureChange = level.time + G_Random() + 2.5f;
return BEHAVIOR_SUCCESS;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateChangePostureToAdvance()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Failure Handler for the Change Posture To Advance State
//
// Parameters: const str& failureReason -- Why we failed
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateChangePostureToAdvance( const str& failureReason )
{
}
//--------------------------------------------------------------
// Name: setupStateChangePostureToRetreat()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets up the Change Posture To Retreat State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setupStateChangePostureToRetreat()
{
bool canChange = _self->postureController->requestPosture( "STAND" , this );
if ( !canChange )
{
failureStateChangePostureDuck ( "Requested Posture is unavailable" );
return;
}
_finishedPostureTransition = false;
}
//--------------------------------------------------------------
// Name: evaluateStateChangePostureToRetreat()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluates the ChangePostureToRetreat State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateChangePostureToRetreat()
{
//Basically waiting for our check to come true
if ( _finishedPostureTransition )
{
_nextPostureChange = level.time + G_Random() + 2.5f;
return BEHAVIOR_SUCCESS;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateChangePostureToRetreat()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Failure Handler for the ChangePostureToRetreat State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateChangePostureToRetreat( const str& failureReason )
{
}
//--------------------------------------------------------------
// Name: setupStateAdvance()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets up the Advance State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setupStateAdvance()
{
Vector selfToEnemy;
float dist;
dist = G_Random ( 64.0f ) + 96.0f;
if ( !_currentEnemy )
{
updateEnemy();
return;
}
// Lets get oriented towards our enemy
selfToEnemy = _currentEnemy->origin - _self->origin;
selfToEnemy = selfToEnemy.toAngles();
_self->setAngles( selfToEnemy );
selfToEnemy.AngleVectors( &selfToEnemy );
_self->movementSubsystem->setMoveDir( selfToEnemy );
_self->movementSubsystem->setAnimDir( selfToEnemy );
_moveRandomDir.SetDistance( dist );
_moveRandomDir.SetAnim( "run" );
_moveRandomDir.SetMode(MoveRandomDirection::RANDOM_MOVE_IN_FRONT);
_moveRandomDir.Begin(*_self);
_moveRandomDir.SetMinDistance( dist * .75 );
}
//--------------------------------------------------------------
// Name: evaluateStateAdvance()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluates our Advance State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateAdvance()
{
BehaviorReturnCode_t moveResult = _moveRandomDir.Evaluate( *_self );
if ( moveResult == BEHAVIOR_SUCCESS )
{
_randomAdvanceFailures = 0;
return BEHAVIOR_SUCCESS;
}
if ( moveResult == BEHAVIOR_FAILED )
failureStateAdvance( _moveRandomDir.GetFailureReason() );
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateAdvance()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Failure Handler for the Advance State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateAdvance( const str& failureReason )
{
str FailureReason = "_moveRandomDir returned: " + failureReason;
_randomAdvanceFailures++;
if ( _randomAdvanceFailures > 10 )
{
_randomAdvanceLockOut = true;
_nextClearAdvanceLockOutTime = level.time + G_Random( 2.0f ) + 1.0f;
}
}
//--------------------------------------------------------------
// Name: setupStateAdvanceFiring()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets up Advance Firing State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setupStateAdvanceFiring()
{
setupStateAdvance();
_nextFireTime = level.time + G_Random( _fireTimeMax ) + _fireTimeMin;
if ( _self->combatSubsystem->CanAttackEnemy() )
{
_fireWeapon.SetAnim( _fireAnim );
_fireWeapon.Begin( *_self );
}
}
//--------------------------------------------------------------
// Name: evaluateStateAdvanceFiring()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluates State Advance Firing
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateAdvanceFiring()
{
BehaviorReturnCode_t result;
if ( _self->combatSubsystem->CanAttackEnemy() )
_fireWeapon.Evaluate( *_self );
else
_fireWeapon.End( *_self );
_self->combatSubsystem->AimWeaponTag(_currentEnemy);
result = evaluateStateAdvance();
if ( result == BEHAVIOR_SUCCESS )
setupStateAdvance();
if ( level.time > _nextFireTime )
return BEHAVIOR_SUCCESS;
if ( result == BEHAVIOR_FAILED )
{
failureStateAdvance( _moveRandomDir.GetFailureReason() );
return BEHAVIOR_FAILED;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateAdvanceFiring()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Failure Handler for State Advance Firing
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateAdvanceFiring( const str& failureReason )
{
}
//--------------------------------------------------------------
// Name: setupStateRetreat()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets up the Retreat State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setupStateRetreat()
{
Vector selfToEnemy;
float dist;
dist = G_Random ( 64.0f ) + 96.0f;
selfToEnemy = _currentEnemy->origin - _self->origin;
selfToEnemy = selfToEnemy.toAngles();
selfToEnemy[PITCH] = 0;
selfToEnemy[ROLL] = 0;
_self->setAngles( selfToEnemy );
selfToEnemy.AngleVectors( &selfToEnemy );
_self->movementSubsystem->setMoveDir( selfToEnemy );
_self->movementSubsystem->setAnimDir( selfToEnemy );
_moveRandomDir.SetDistance( dist );
_moveRandomDir.SetAnim( "backpedal" );
_moveRandomDir.SetMode(MoveRandomDirection::RANDOM_MOVE_IN_BACK);
_moveRandomDir.Begin(*_self);
_moveRandomDir.SetMinDistance( dist * .75 );
_self->movementSubsystem->setMovingBackwards( true );
}
//--------------------------------------------------------------
// Name: evaluateStateRetreat()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluates the Retreat State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateRetreat()
{
BehaviorReturnCode_t moveResult = _moveRandomDir.Evaluate( *_self );
if ( moveResult == BEHAVIOR_SUCCESS )
{
_randomAdvanceFailures = 0;
return BEHAVIOR_SUCCESS;
}
if ( moveResult == BEHAVIOR_FAILED )
{
failureStateRetreat( _moveRandomDir.GetFailureReason() );
return BEHAVIOR_FAILED;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateRetreat()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Failure Handler for Retreat
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateRetreat( const str& failureReason )
{
str FailureReason = "_moveRandomDir returned: " + failureReason;
_randomAdvanceFailures++;
if ( _randomAdvanceFailures > 10 )
{
_randomAdvanceLockOut = true;
_nextClearAdvanceLockOutTime = level.time + G_Random( 2.0f ) + 1.0f;
}
}
//--------------------------------------------------------------
// Name: setupStateRetreatFiring()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets up Retreat Firing State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setupStateRetreatFiring()
{
setupStateRetreat();
_nextFireTime = level.time + G_Random( _fireTimeMax ) + _fireTimeMin;
if ( _self->combatSubsystem->CanAttackEnemy() )
{
_fireWeapon.SetAnim( _fireAnim );
_fireWeapon.Begin( *_self );
}
_self->movementSubsystem->setMovingBackwards( true );
}
//--------------------------------------------------------------
// Name: evaluateStateRetreatFiring()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluate Retreat Firing State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateRetreatFiring()
{
BehaviorReturnCode_t result;
if ( _self->combatSubsystem->CanAttackEnemy() )
_fireWeapon.Evaluate( *_self );
else
_fireWeapon.End( *_self );
_self->combatSubsystem->AimWeaponTag(_currentEnemy);
result = evaluateStateRetreat();
if ( result == BEHAVIOR_SUCCESS )
setupStateRetreat();
if ( result == BEHAVIOR_FAILED )
{
failureStateRetreat( _moveRandomDir.GetFailureReason() );
return BEHAVIOR_FAILED;
}
if ( level.time > _nextFireTime )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateRetreatFiring()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Failure handler for Retreat Firing State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateRetreatFiring( const str& failureReason )
{
}
//--------------------------------------------------------------
// Name: setupStateStrafe()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets up Strafe State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setupStateStrafe()
{
_strafeComponent.SetMode( Strafe::STRAFE_RANDOM );
_strafeComponent.Begin( *_self );
}
//--------------------------------------------------------------
// Name: evaluateStateStrafe()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluates Strafe State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateStrafe()
{
BehaviorReturnCode_t result;
result = _strafeComponent.Evaluate( *_self );
if ( result == BEHAVIOR_FAILED )
{
failureStateStrafe( _strafeComponent.GetFailureReason() );
return BEHAVIOR_FAILED;
}
else if ( result == BEHAVIOR_SUCCESS )
{
_nextStrafeAttemptTime = level.time + G_Random( 1.0 ) + 1.0f;
return BEHAVIOR_SUCCESS;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateStrafe()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Failure Handler for Strafe State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateStrafe( const str& failureReason )
{
_nextStrafeAttemptTime = level.time + G_Random( 1.0 ) + 3.0f;
}
//--------------------------------------------------------------
// Name: setupStateChangePostureDuck()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets up Change Posture Duck State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setupStateChangePostureDuck()
{
bool canChange = _self->postureController->requestPosture( "DUCK" , this );
if ( !canChange )
{
// If we got here, there's a good chance we don't have a posture
// state machine. Check that first.
failureStateChangePostureDuck ( "Requested Posture is unavailable" );
return;
}
_finishedPostureTransition = false;
}
//--------------------------------------------------------------
// Name: evaluateStateChangePostureDuck()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluates our ChangePostureDuck state
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateChangePostureDuck()
{
//Basically waiting for our check to come true
if ( _finishedPostureTransition )
{
_nextPostureChange = level.time + G_Random() + 2.5f;
return BEHAVIOR_SUCCESS;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateChangePostureDuck()
// Class: GeneralCombatWithRangedWeapon
//
// Description: failureHandler for ChangePostureDuck
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateChangePostureDuck( const str& failureReason )
{
}
//--------------------------------------------------------------
// Name: setupStateDucked()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets up Ducked State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setupStateDucked()
{
_nextPauseTime = level.time + G_Random( _pauseTimeMax ) + _pauseTimeMin;
setTorsoAnim();
_self->SetAnim( "duck" , NULL , legs );
_fireWeapon.End(*_self);
}
//--------------------------------------------------------------
// Name: evaluateStateDucked()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluates Duck State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateDucked()
{
if ( level.time > _nextPauseTime )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateDucked()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Failure Handler for Ducked State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateDucked( const str& failureReason )
{
}
//--------------------------------------------------------------
// Name: setupStateDuckedFiring()
// Class: GeneralCombatWithRangedWeapon
//
// Description: sets up Ducked Firing State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setupStateDuckedFiring()
{
_nextFireTime = level.time + G_Random( _fireTimeMax ) + _fireTimeMin;
if ( _self->combatSubsystem->CanAttackEnemy() )
{
_fireWeapon.SetAnim( _fireAnim );
_fireWeapon.Begin( *_self );
}
}
//--------------------------------------------------------------
// Name: evaluateStateDuckedFiring()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluates Ducked Firing State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateDuckedFiring()
{
if ( _self->combatSubsystem->CanAttackEnemy() )
_fireWeapon.Evaluate( *_self );
else
_fireWeapon.End( *_self );
_self->combatSubsystem->AimWeaponTag(_currentEnemy);
if ( level.time > _nextFireTime )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateDuckedFiring()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Failure Handler for Ducked Firing State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateDuckedFiring( const str& failureReason )
{
}
//--------------------------------------------------------------
// Name: setupStateChangePostureStand()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets up Change Posture Stand State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setupStateChangePostureStand()
{
bool canChange = _self->postureController->requestPosture( "STAND" , this );
if ( !canChange )
{
// If we got here, there's a good chance we don't have a posture
// state machine. Check that first.
failureStateChangePostureDuck ( "Requested Posture is unavailable" );
return;
}
_finishedPostureTransition = false;
}
//--------------------------------------------------------------
// Name: evaluateStateChangePostureStand()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluates Change Posture Stand State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateChangePostureStand()
{
//Basically waiting for our check to come true
if ( _finishedPostureTransition )
{
_nextPostureChange = level.time + G_Random() + 2.5f;
return BEHAVIOR_SUCCESS;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateChangePostureStand
// Class: GeneralCombatWithRangedWeapon
//
// Description: Failure Handler for Change Posture Stand
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateChangePostureStand( const str& failureReason )
{
}
//--------------------------------------------------------------
// Name: setupStateStand()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets up Stand State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setupStateStand()
{
_nextPauseTime = level.time + G_Random( _pauseTimeMax ) + _pauseTimeMin;
setTorsoAnim();
_self->SetAnim( _torsoAnim , NULL , legs );
_fireWeapon.End(*_self);
}
//--------------------------------------------------------------
// Name: evaluateStateStand()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluates Stand State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateStand()
{
if ( level.time > _nextPauseTime )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateStand()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Failure Handler for Stand State
//
// Parameters: const str& failureHandler
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateStand( const str& failureReason )
{
}
//--------------------------------------------------------------
// Name: setupStateStandFiring()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Sets up Stand Firing State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setupStateStandFiring()
{
_nextFireTime = level.time + G_Random( _fireTimeMax ) + _fireTimeMin;
if ( _self->combatSubsystem->CanAttackEnemy() )
{
_fireWeapon.SetAnim( _fireAnim );
_fireWeapon.Begin( *_self );
}
}
//--------------------------------------------------------------
// Name: evaluateStateStandFiring()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Evaluates Stand Firing State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateStandFiring()
{
if ( _self->combatSubsystem->CanAttackEnemy() )
_fireWeapon.Evaluate( *_self );
else
_fireWeapon.End( *_self );
_self->combatSubsystem->AimWeaponTag(_currentEnemy);
if ( level.time > _nextFireTime )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateStandFiring()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Failure Handler for Stand Firing State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateStandFiring( const str& failureReason )
{
}
//--------------------------------------------------------------
// Name: checkShouldApproach()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Checks if we should change our state to approach
//
// Parameters: float distToEnemy
//
// Returns: true or false
//--------------------------------------------------------------
bool GeneralCombatWithRangedWeapon::checkShouldApproach( float distToEnemy )
{
if ( distToEnemy >= _approachDist && !_randomAdvanceLockOut )
return true;
return false;
}
//--------------------------------------------------------------
// Name: checkShouldRetreat()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Checks if we should change our state to retreat
//
// Parameters: float distToEnemy
//
// Returns: true or false
//--------------------------------------------------------------
bool GeneralCombatWithRangedWeapon::checkShouldRetreat( float distToEnemy )
{
if ( distToEnemy <= _retreatDist && !_randomRetreatLockOut )
return true;
return false;
}
//--------------------------------------------------------------
// Name: checkShouldStrafe()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Checks if we should strafe
//
// Parameters: float distToEnemy
//
// Returns: true or false
//--------------------------------------------------------------
bool GeneralCombatWithRangedWeapon::checkShouldStrafe( float distToEnemy )
{
//
// First Check Timer
//
if ( level.time < _nextStrafeAttemptTime )
return false;
//
//Next check if we need to strafe because we're too close to the enemy and our retreats have
//have been locked.
//
if ( distToEnemy <= _retreatDist && _randomRetreatLockOut )
return true;
//
//Now let's check if we need to strafe based on fire line
//
if ( _self->enemyManager->InEnemyLineOfFire() && G_Random() < _strafeChance )
return true;
return false;
}
//--------------------------------------------------------------
// Name: checkShouldChangePosture()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Checks if we should change posture
//
// Parameters: float distToEnemy
//
// Returns: true or false
//--------------------------------------------------------------
bool GeneralCombatWithRangedWeapon::checkShouldChangePosture( float distToEnemy )
{
//
// First Check Timer
//
if ( level.time < _nextPostureChange )
return false;
if ( G_Random() < _postureChangeChance && distToEnemy > _retreatDist )
return true;
return false;
}