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DoomRTX/neo/doom3/game/ai/AI_monster_boss_guardian_seeker.cpp
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2026-05-23 20:50:12 -07:00

251 lines
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C++

// AI_monster_boss_guardian_seeker.cpp
// Native state-machine replacement for ai_monster_boss_guardian_seeker.script.
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
rvmMonsterBossGuardianSeeker::rvmMonsterBossGuardianSeeker() {
painNextTime = 0.0f;
nextEnemyCheck = 0.0f;
getCloserEndTime = 0.0f;
retreatEndTime = 0.0f;
guardian = NULL;
}
void rvmMonsterBossGuardianSeeker::Init( idAI* aiOwner ) {
rvmSeekerBase::Init( aiOwner );
SetMoveType( MOVETYPE_FLY );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 );
SetState( "state_Inactive" );
}
stateResult_t rvmMonsterBossGuardianSeeker::RunStateByName( const char* stateName, stateParms_t* parms ) {
AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle );
AI_DISPATCH_STATE( "Torso_Fly", Torso_Fly );
AI_DISPATCH_STATE( "Torso_Pain", Torso_Pain );
AI_DISPATCH_STATE( "Torso_MeleeAttack", Torso_MeleeAttack );
AI_DISPATCH_STATE( "Torso_Death", Torso_Death );
AI_DISPATCH_STATE( "see_enemy", see_enemy );
AI_DISPATCH_STATE( "lost_enemy", lost_enemy );
AI_DISPATCH_STATE( "respawnSeeker", respawnSeeker );
AI_DISPATCH_STATE( "state_Respawn", state_Respawn );
AI_DISPATCH_STATE( "state_Inactive", state_Inactive );
AI_DISPATCH_STATE( "state_Idle", state_Idle );
AI_DISPATCH_STATE( "state_Killed", state_Killed );
AI_DISPATCH_STATE( "state_WatchPlayer", state_WatchPlayer );
AI_DISPATCH_STATE( "state_GetCloser", state_GetCloser );
AI_DISPATCH_STATE( "state_FindPlayer", state_FindPlayer );
AI_DISPATCH_STATE( "state_Retreat", state_Retreat );
AI_DISPATCH_STATE( "state_RunAway", state_RunAway );
return rvmSeekerBase::RunStateByName( stateName, parms );
}
stateResult_t rvmMonsterBossGuardianSeeker::Torso_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_TORSO, "idle" ); parms->stage = 1; }
if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 2 ); return SRESULT_DONE; }
if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Fly", 4 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterBossGuardianSeeker::Torso_Fly( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_TORSO, "fly" ); parms->stage = 1; }
if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 2 ); return SRESULT_DONE; }
if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterBossGuardianSeeker::Torso_Pain( stateParms_t* parms ) {
enum { STAGE_START, STAGE_RUNNING };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() );
painNextTime = DelayTime( 0.25f );
parms->stage = STAGE_RUNNING;
return SRESULT_WAIT;
case STAGE_RUNNING:
if ( Pain() && Time() > painNextTime ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 ); return SRESULT_DONE; }
if ( AnimDone( ANIMCHANNEL_TORSO, 2 ) ) {
FinishAction( "pain" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossGuardianSeeker::Torso_MeleeAttack( stateParms_t* parms ) {
enum { STAGE_START, STAGE_RUNNING };
switch ( parms->stage ) {
case STAGE_START:
FaceEnemy();
PlayAnim( ANIMCHANNEL_TORSO, "melee_attack" );
parms->stage = STAGE_RUNNING;
return SRESULT_WAIT;
case STAGE_RUNNING:
if ( AnimDone( ANIMCHANNEL_TORSO, 2 ) ) {
FinishAction( "melee_attack" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossGuardianSeeker::Torso_Death( stateParms_t* parms ) {
enum { STAGE_START, STAGE_RUNNING };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, "death" );
parms->stage = STAGE_RUNNING;
return SRESULT_WAIT;
case STAGE_RUNNING:
if ( AnimDone( ANIMCHANNEL_TORSO, 0 ) ) {
FinishAction( "death" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossGuardianSeeker::see_enemy( stateParms_t* parms ) {
LookAtEnemy( SEEKER_SIGHTTIME );
return SRESULT_DONE;
}
stateResult_t rvmMonsterBossGuardianSeeker::lost_enemy( stateParms_t* parms ) {
LookAtEnemy( 0.1f );
return SRESULT_DONE;
}
stateResult_t rvmMonsterBossGuardianSeeker::respawnSeeker( stateParms_t* parms ) {
SetState( "state_Respawn" );
return SRESULT_DONE;
}
stateResult_t rvmMonsterBossGuardianSeeker::state_Respawn( stateParms_t* parms ) {
enum { STAGE_START, STAGE_SOLID };
switch ( parms->stage ) {
case STAGE_START:
ShowOwner();
AllowDamage();
SetHealth( GetFloatKey( "health", "100" ) );
StartSoundKey( "snd_respawn", SND_CHANNEL_VOICE, false );
scratchEndTime = DelayTime( 0.2f );
parms->stage = STAGE_SOLID;
return SRESULT_WAIT;
case STAGE_SOLID:
if ( Time() < scratchEndTime ) { return SRESULT_WAIT; }
BecomeSolid();
SetState( "state_Idle" );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossGuardianSeeker::state_Inactive( stateParms_t* parms ) {
if ( parms->stage == 0 ) { HideOwner(); IgnoreDamage(); StopMove(); parms->stage = 1; }
if ( Activated() || Pain() ) { SetState( "state_Respawn" ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterBossGuardianSeeker::state_Idle( stateParms_t* parms ) {
enum { STAGE_START, STAGE_WAIT };
switch ( parms->stage ) {
case STAGE_START: StartAction( "wait_for_enemy" ); parms->stage = STAGE_WAIT; return SRESULT_WAIT;
case STAGE_WAIT:
if ( InAction() ) { return SRESULT_WAIT; }
SetState( "state_WatchPlayer" );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossGuardianSeeker::state_Killed( stateParms_t* parms ) {
if ( parms->stage == 0 ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 0 ); BecomeNonSolid(); parms->stage = 1; return SRESULT_WAIT; }
if ( InAnimState( ANIMCHANNEL_TORSO, "Torso_Death" ) ) { return SRESULT_WAIT; }
HideOwner();
SetState( "state_Inactive" );
return SRESULT_DONE;
}
stateResult_t rvmMonsterBossGuardianSeeker::state_WatchPlayer( stateParms_t* parms ) {
const float range = EnemyRange();
if ( !EnemyVisible() ) { SetState( "state_FindPlayer" ); return SRESULT_DONE; }
if ( CheckForMelee() ) { waitActionName = "melee_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 2 ); return SRESULT_WAIT; }
if ( range < SEEKER_TOOCLOSE_RANGE ) { SetState( "state_Retreat" ); return SRESULT_DONE; }
if ( range > SEEKER_TOOFAR_RANGE ) { SetState( "state_GetCloser" ); return SRESULT_DONE; }
FaceEnemy();
MoveToEnemyHeight();
return SRESULT_WAIT;
}
stateResult_t rvmMonsterBossGuardianSeeker::state_GetCloser( stateParms_t* parms ) {
enum { STAGE_START, STAGE_MOVE };
switch ( parms->stage ) {
case STAGE_START:
MoveToEnemy();
getCloserEndTime = DelayTime( SEEKER_GETCLOSER_TIME );
parms->stage = STAGE_MOVE;
return SRESULT_WAIT;
case STAGE_MOVE:
if ( Time() >= getCloserEndTime || EnemyRange() <= SEEKER_IDEAL_RANGE || MoveDone() ) { SetState( "state_WatchPlayer" ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossGuardianSeeker::state_FindPlayer( stateParms_t* parms ) {
enum { STAGE_START, STAGE_SEEK };
switch ( parms->stage ) {
case STAGE_START:
StartAction( "lost_enemy" );
MoveToEnemy();
scratchEndTime = DelayTime( SEEKER_SIGHTTIME );
parms->stage = STAGE_SEEK;
return SRESULT_WAIT;
case STAGE_SEEK:
if ( EnemyVisible() ) { StartAction( "see_enemy" ); SetState( "state_WatchPlayer" ); return SRESULT_DONE; }
if ( Time() >= scratchEndTime || MoveDone() ) { SetState( "state_WatchPlayer" ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossGuardianSeeker::state_Retreat( stateParms_t* parms ) {
enum { STAGE_START, STAGE_MOVE };
switch ( parms->stage ) {
case STAGE_START:
MoveOutOfRange( GetEnemy(), SEEKER_IDEAL_RANGE );
retreatEndTime = DelayTime( SEEKER_RUNTIME );
parms->stage = STAGE_MOVE;
return SRESULT_WAIT;
case STAGE_MOVE:
if ( Time() >= retreatEndTime || MoveDone() || EnemyRange() >= SEEKER_IDEAL_RANGE ) { SetState( "state_WatchPlayer" ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossGuardianSeeker::state_RunAway( stateParms_t* parms ) {
enum { STAGE_START, STAGE_RUN };
switch ( parms->stage ) {
case STAGE_START:
SetFlySpeed( SEEKER_ESCAPE_SPEED );
MoveOutOfRange( GetEnemy(), SEEKER_MAXIMUM_RETREAT_RANGE );
scratchEndTime = DelayTime( SEEKER_RUNTIME );
parms->stage = STAGE_RUN;
return SRESULT_WAIT;
case STAGE_RUN:
if ( Time() >= scratchEndTime || MoveDone() ) { ClearFlyOffset(); SetState( "state_WatchPlayer" ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}