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

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// AI_monster_boss_vagary.cpp
// Native state-machine replacement for ai_monster_boss_vagary.script.
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
rvmMonsterBossVagary::rvmMonsterBossVagary() {
nextDodge = 0.0f;
nextAttack = 0.0f;
nextNoFOVAttack = 0.0f;
painNextTime = 0.0f;
combat_node = NULL;
throwEntity = NULL;
}
void rvmMonsterBossVagary::Init( idAI* aiOwner ) {
rvmMonsterBase::Init( aiOwner );
SetState( "state_Begin" );
}
stateResult_t rvmMonsterBossVagary::RunStateByName( const char* stateName, stateParms_t* parms ) {
AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle );
AI_DISPATCH_STATE( "Torso_Pain", Torso_Pain );
AI_DISPATCH_STATE( "Torso_MeleeAttack", Torso_MeleeAttack );
AI_DISPATCH_STATE( "Torso_RangeAttack", Torso_RangeAttack );
AI_DISPATCH_STATE( "Torso_TurretAttack", Torso_TurretAttack );
AI_DISPATCH_STATE( "Legs_Idle", Legs_Idle );
AI_DISPATCH_STATE( "Legs_Walk", Legs_Walk );
AI_DISPATCH_STATE( "Legs_DodgeLeft", Legs_DodgeLeft );
AI_DISPATCH_STATE( "Legs_DodgeRight", Legs_DodgeRight );
AI_DISPATCH_STATE( "state_Begin", state_Begin );
AI_DISPATCH_STATE( "state_Idle", state_Idle );
AI_DISPATCH_STATE( "throw_object", throw_object );
AI_DISPATCH_STATE( "combat_range", combat_range );
AI_DISPATCH_STATE( "combat_melee", combat_melee );
AI_DISPATCH_STATE( "combat_dodge_left", combat_dodge_left );
AI_DISPATCH_STATE( "combat_dodge_right", combat_dodge_right );
return rvmMonsterBase::RunStateByName( stateName, parms );
}
stateResult_t rvmMonsterBossVagary::Torso_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_TORSO, "stand" ); parms->stage = 1; }
if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", VAGARY_IDLE_TO_PAIN ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterBossVagary::Torso_Pain( stateParms_t* parms ) {
enum { STAGE_START, STAGE_RUNNING };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() );
painNextTime = DelayTime( VAGARY_PAIN_DELAY );
parms->stage = STAGE_RUNNING;
return SRESULT_WAIT;
case STAGE_RUNNING:
if ( Pain() && Time() > painNextTime ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", VAGARY_PAIN_TO_PAIN ); return SRESULT_DONE; }
if ( AnimDone( ANIMCHANNEL_TORSO, VAGARY_PAIN_TO_IDLE ) ) {
FinishAction( "pain" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", VAGARY_PAIN_TO_IDLE );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossVagary::Torso_MeleeAttack( stateParms_t* parms ) {
enum { STAGE_START, STAGE_RUNNING };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, "melee_attack" );
parms->stage = STAGE_RUNNING;
return SRESULT_WAIT;
case STAGE_RUNNING:
if ( AnimDone( ANIMCHANNEL_TORSO, VAGARY_MELEE_TO_IDLE ) ) {
FinishAction( "melee_attack" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", VAGARY_MELEE_TO_IDLE );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossVagary::Torso_RangeAttack( stateParms_t* parms ) {
enum { STAGE_START, STAGE_RUNNING };
switch ( parms->stage ) {
case STAGE_START:
PreventPain( 1.0f );
FaceEnemy();
PlayAnim( ANIMCHANNEL_TORSO, "range_attack" );
parms->stage = STAGE_RUNNING;
return SRESULT_WAIT;
case STAGE_RUNNING:
LookAtEnemy( 1.0f );
if ( AnimDone( ANIMCHANNEL_TORSO, VAGARY_RANGE_TO_IDLE ) ) {
FinishAction( "range_attack" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", VAGARY_RANGE_TO_IDLE );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossVagary::Torso_TurretAttack( stateParms_t* parms ) {
enum { STAGE_START, STAGE_RUNNING };
switch ( parms->stage ) {
case STAGE_START:
AllowMovement( false );
PreventPain( 1.0f );
FaceEnemy();
PlayAnim( ANIMCHANNEL_TORSO, "range_attack" );
parms->stage = STAGE_RUNNING;
return SRESULT_WAIT;
case STAGE_RUNNING:
if ( AnimDone( ANIMCHANNEL_TORSO, VAGARY_TURRET_TO_IDLE ) ) {
AllowMovement( true );
FinishAction( "turret_attack" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossVagary::Legs_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "stand" ); parms->stage = 1; }
if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", VAGARY_IDLE_TO_WALK ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterBossVagary::Legs_Walk( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; }
if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", VAGARY_WALK_TO_IDLE ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterBossVagary::Legs_DodgeLeft( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_left" ); parms->stage = 1; }
if ( AnimDone( ANIMCHANNEL_LEGS, VAGARY_DODGE_LEFT_TO_IDLE ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", VAGARY_DODGE_LEFT_TO_IDLE ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterBossVagary::Legs_DodgeRight( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_right" ); parms->stage = 1; }
if ( AnimDone( ANIMCHANNEL_LEGS, VAGARY_DODGE_RIGHT_TO_IDLE ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", VAGARY_DODGE_RIGHT_TO_IDLE ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterBossVagary::state_Begin( stateParms_t* parms ) {
enum { STAGE_START, STAGE_MONSTER_BEGIN };
switch ( parms->stage ) {
case STAGE_START:
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 );
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 0 );
StartAction( "monster_begin" );
parms->stage = STAGE_MONSTER_BEGIN;
return SRESULT_WAIT;
case STAGE_MONSTER_BEGIN:
if ( InAction() ) { return SRESULT_WAIT; }
SetMoveType( MOVETYPE_ANIM );
SetState( "state_Idle" );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossVagary::state_Idle( stateParms_t* parms ) {
enum { STAGE_START, STAGE_WAIT_FOR_ENEMY };
switch ( parms->stage ) {
case STAGE_START:
StartAction( "wait_for_enemy" );
parms->stage = STAGE_WAIT_FOR_ENEMY;
return SRESULT_WAIT;
case STAGE_WAIT_FOR_ENEMY:
if ( InAction() ) { return SRESULT_WAIT; }
nextAttack = 0.0f;
nextNoFOVAttack = 0.0f;
nextDodge = RandomTime( VAGARY_DODGE_RATE );
SetState( "state_Combat" );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
int rvmMonsterBossVagary::check_attacks() {
int flags = 0;
const bool canMelee = CheckForMelee();
const float currentTime = Time();
if ( !canMelee && Pain() && currentTime >= nextDodge ) {
if ( TestAnimMove( "evade_left" ) ) { flags |= ATTACK_DODGE_LEFT; }
if ( TestAnimMove( "evade_right" ) ) {
flags |= ATTACK_DODGE_RIGHT;
if ( flags & ATTACK_DODGE_LEFT ) {
if ( RandomFloat( 100.0f ) < 50.0f ) { flags &= ~ATTACK_DODGE_RIGHT; } else { flags &= ~ATTACK_DODGE_LEFT; }
}
}
}
if ( !canMelee ) {
combat_node = GetCombatNode();
if ( combat_node.GetEntity() ) { flags |= ATTACK_COMBAT_NODE; }
}
if ( canMelee ) { flags |= ATTACK_MELEE; }
if ( ( Time() > nextNoFOVAttack && EnemyVisible() ) || EnemyInFOV() ) {
if ( !CanReachEnemy() || currentTime >= nextAttack ) {
if ( CanHitEnemy() ) {
throwEntity = FindActorsInBounds( idVec3( -512, -512, -512 ), idVec3( 512, 512, 512 ) );
if ( throwEntity.GetEntity() ) { flags |= ATTACK_MISSILE; }
}
}
}
return static_cast<float>( flags );
}
bool rvmMonsterBossVagary::do_attack( int attack_flags ) {
nextNoFOVAttack = Time() + VAGARY_NOFOVTIME;
const int flags = attack_flags;
if ( flags & ATTACK_DODGE_LEFT ) { StartAction( "combat_dodge_left" ); return true; }
if ( flags & ATTACK_DODGE_RIGHT ) { StartAction( "combat_dodge_right" ); return true; }
if ( flags & ATTACK_COMBAT_NODE ) { scratchEntity = combat_node.GetEntity(); StartAction( "combat_ainode" ); return true; }
if ( flags & ATTACK_MELEE ) { StartAction( "combat_melee" ); return true; }
if ( flags & ATTACK_MISSILE ) { StartAction( "combat_range" ); return true; }
return false;
}
stateResult_t rvmMonsterBossVagary::throw_object( stateParms_t* parms ) {
idEntity* ent = throwEntity.GetEntity();
if ( !ent ) { return SRESULT_DONE; }
// Hook point for the project-specific vagary_ThrowObjectAtEnemy helper.
StartSoundKey( "snd_pickup", SND_CHANNEL_WEAPON, false );
if ( GetEnemy() ) {
idVec3 dir = GetEnemyPos() - ent->GetPhysics()->GetOrigin();
dir.Normalize();
ent->GetPhysics()->SetLinearVelocity( dir * VAGARY_THROW_SPEED2 );
}
return SRESULT_DONE;
}
stateResult_t rvmMonsterBossVagary::combat_range( stateParms_t* parms ) {
enum { STAGE_FACE, STAGE_THROW, STAGE_COOLDOWN };
switch ( parms->stage ) {
case STAGE_FACE:
FaceEnemy();
LookAtEntity( throwEntity.GetEntity(), 3.0f );
scratchEndTime = DelayTime( 0.3f );
parms->stage = STAGE_THROW;
return SRESULT_WAIT;
case STAGE_THROW:
if ( Time() < scratchEndTime ) { return SRESULT_WAIT; }
StartAction( "throw_object" );
scratchEndTime = DelayTime( 1.0f );
parms->stage = STAGE_COOLDOWN;
return SRESULT_WAIT;
case STAGE_COOLDOWN:
if ( InAction() || Time() < scratchEndTime ) { return SRESULT_WAIT; }
LookAtEnemy( 1.0f );
nextAttack = DelayTime( VAGARY_ATTACK_RATE );
nextNoFOVAttack = Time() + VAGARY_NOFOVTIME;
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossVagary::combat_melee( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ACTION };
switch ( parms->stage ) {
case STAGE_START:
LookAtEnemy( 100.0f );
FaceEnemy();
waitActionName = "melee_attack";
SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", VAGARY_WALK_TO_MELEE );
parms->stage = STAGE_ACTION;
return SRESULT_WAIT;
case STAGE_ACTION:
if ( !ActionDone( "melee_attack" ) ) { return SRESULT_WAIT; }
LookAtEnemy( 1.0f );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossVagary::combat_dodge_left( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ACTION };
switch ( parms->stage ) {
case STAGE_START:
StopMove();
FaceEnemy();
waitActionName = "strafe";
SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeLeft", VAGARY_WALK_TO_DODGE_LEFT );
parms->stage = STAGE_ACTION;
return SRESULT_WAIT;
case STAGE_ACTION:
if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; }
nextDodge = DelayTime( VAGARY_DODGE_RATE );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterBossVagary::combat_dodge_right( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ACTION };
switch ( parms->stage ) {
case STAGE_START:
StopMove();
FaceEnemy();
waitActionName = "strafe";
SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeRight", VAGARY_WALK_TO_DODGE_RIGHT );
parms->stage = STAGE_ACTION;
return SRESULT_WAIT;
case STAGE_ACTION:
if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; }
nextDodge = DelayTime( VAGARY_DODGE_RATE );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}