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171 lines
4.9 KiB
171 lines
4.9 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// boss_alpha_chase_victim.cpp
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// Michael Booth, November 2010
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#include "cbase.h"
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#ifdef TF_RAID_MODE
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#include "player_vs_environment/boss_alpha/boss_alpha.h"
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#include "player_vs_environment/boss_alpha/behavior/boss_alpha_chase_victim.h"
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#include "player_vs_environment/boss_alpha/behavior/boss_alpha_lost_victim.h"
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#include "player_vs_environment/boss_alpha/behavior/boss_alpha_nuke_attack.h"
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#include "player_vs_environment/boss_alpha/behavior/boss_alpha_launch_grenades.h"
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#include "player_vs_environment/boss_alpha/behavior/boss_alpha_launch_rockets.h"
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extern ConVar tf_boss_alpha_grenade_launch_range;
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extern ConVar tf_boss_alpha_chase_range;
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//---------------------------------------------------------------------------------------------
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CBossAlphaChaseVictim::CBossAlphaChaseVictim( CBaseCombatCharacter *chaseTarget )
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{
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m_chaseTarget = chaseTarget;
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m_lastKnownTargetSpot = chaseTarget->GetAbsOrigin();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CBossAlpha > CBossAlphaChaseVictim::OnStart( CBossAlpha *me, Action< CBossAlpha > *priorAction )
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{
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if ( m_chaseTarget == NULL )
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{
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return Done( "Target is NULL" );
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}
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m_lastKnownTargetSpot = m_chaseTarget->GetAbsOrigin();
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CBossAlpha > CBossAlphaChaseVictim::Update( CBossAlpha *me, float interval )
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{
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if ( m_chaseTarget == NULL || !m_chaseTarget->IsAlive() )
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{
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return ChangeTo( new CBossAlphaLostVictim, "No victim" );
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}
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if ( m_chaseTarget != me->GetAttackTarget() )
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{
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return Done( "Changing targets" );
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}
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Vector moveGoal = m_chaseTarget->GetAbsOrigin();
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if ( me->IsLineOfSightClear( m_chaseTarget ) )
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{
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if ( !m_visibleTimer.HasStarted() )
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{
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m_visibleTimer.Start();
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}
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if ( me->HasAbility( CBossAlpha::CAN_NUKE ) && me->GetNukeTimer()->IsElapsed() )
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{
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return SuspendFor( new CBossAlphaNukeAttack, "Nuking!" );
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}
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m_lastKnownTargetSpot = m_chaseTarget->GetAbsOrigin();
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if ( me->HasAbility( CBossAlpha::CAN_LAUNCH_STICKIES ) )
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{
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if ( ( me->GetGrenadeTimer()->IsElapsed() && me->IsRangeLessThan( m_chaseTarget, tf_boss_alpha_grenade_launch_range.GetFloat() ) ) ||
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me->IsInCondition( CBossAlpha::ENRAGED ) )
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{
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return SuspendFor( new CBossAlphaLaunchGrenades, "Target is close (or I am enraged) - grenades!" );
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}
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}
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// chase into line of sight a bit so they can't immediately get behind cover again
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if ( me->HasAbility( CBossAlpha::CAN_FIRE_ROCKETS ) )
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{
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if ( m_visibleTimer.IsGreaterThen( 1.0f ) ||
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me->IsRangeLessThan( m_chaseTarget, tf_boss_alpha_chase_range.GetFloat() ) )
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{
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return SuspendFor( new CBossAlphaLaunchRockets, "Fire!" );
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}
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}
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if ( me->IsRangeLessThan( m_chaseTarget, 150.0f ) )
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{
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// too close - stand still
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if ( !me->GetBodyInterface()->IsActivity( ACT_MP_STAND_MELEE ) )
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{
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me->GetBodyInterface()->StartActivity( ACT_MP_STAND_MELEE );
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}
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return Continue();
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}
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}
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else
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{
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m_visibleTimer.Invalidate();
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// move to where we last saw our target
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moveGoal = m_lastKnownTargetSpot;
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if ( me->IsRangeLessThan( m_lastKnownTargetSpot, 20.0f ) )
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{
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// reached spot where we last saw our victim - give up
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me->SetAttackTarget( NULL );
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return ChangeTo( new CBossAlphaLostVictim, "I lost my chase victim" );
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}
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}
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// move into sight of target
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if ( m_path.GetAge() > 1.0f )
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{
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CBossAlphaPathCost cost( me );
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m_path.Compute( me, moveGoal, cost );
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}
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me->GetLocomotionInterface()->Run();
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m_path.Update( me );
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// play running animation
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if ( !me->GetBodyInterface()->IsActivity( ACT_MP_RUN_MELEE ) )
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{
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me->GetBodyInterface()->StartActivity( ACT_MP_RUN_MELEE );
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CBossAlpha > CBossAlphaChaseVictim::OnMoveToSuccess( CBossAlpha *me, const Path *path )
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{
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return TryDone( RESULT_CRITICAL, "Reached move goal" );
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CBossAlpha > CBossAlphaChaseVictim::OnMoveToFailure( CBossAlpha *me, const Path *path, MoveToFailureType reason )
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{
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return TryDone( RESULT_CRITICAL, "Path follow failed" );
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}
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//---------------------------------------------------------------------------------------------
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void CBossAlphaChaseVictim::OnEnd( CBossAlpha *me, Action< CBossAlpha > *nextAction )
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{
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CBossAlpha > CBossAlphaChaseVictim::OnStuck( CBossAlpha *me )
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{
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// we're stuck - just warp to the our next path goal
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if ( m_path.GetCurrentGoal() )
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{
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me->SetAbsOrigin( m_path.GetCurrentGoal()->pos + Vector( 0, 0, 10.0f ) );
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}
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return TryContinue();
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}
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#endif // TF_RAID_MODE
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