You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
172 lines
4.9 KiB
172 lines
4.9 KiB
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
// boss_alpha_stunned.cpp
|
||
|
// Michael Booth, November 2010
|
||
|
|
||
|
#include "cbase.h"
|
||
|
|
||
|
#ifdef TF_RAID_MODE
|
||
|
|
||
|
#include "tf_shareddefs.h"
|
||
|
#include "tf_ammo_pack.h"
|
||
|
#include "player_vs_environment/boss_alpha/boss_alpha.h"
|
||
|
#include "player_vs_environment/boss_alpha/behavior/boss_alpha_stunned.h"
|
||
|
|
||
|
|
||
|
extern ConVar tf_boss_alpha_min_nuke_after_stun_time;
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
CBossAlphaStunned::CBossAlphaStunned( float duration, Action< CBossAlpha > *nextAction )
|
||
|
{
|
||
|
m_timer.Start( duration );
|
||
|
m_nextAction = nextAction;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
ConVar tf_boss_alpha_stun_ammo_count( "tf_boss_alpha_stun_ammo_count", "3"/*, FCVAR_CHEAT*/ );
|
||
|
ConVar tf_boss_alpha_stun_ammo_amount( "tf_boss_alpha_stun_ammo_amount", "100"/*, FCVAR_CHEAT*/ );
|
||
|
ConVar tf_boss_alpha_stun_ammo_velocity( "tf_boss_alpha_stun_ammo_velocity", "100"/*, FCVAR_CHEAT*/ );
|
||
|
|
||
|
void TossAmmoPack( CBossAlpha *me )
|
||
|
{
|
||
|
int iPrimary = tf_boss_alpha_stun_ammo_amount.GetInt();
|
||
|
int iSecondary = tf_boss_alpha_stun_ammo_amount.GetInt();
|
||
|
int iMetal = tf_boss_alpha_stun_ammo_amount.GetInt();
|
||
|
|
||
|
// Create the ammo pack.
|
||
|
CTFAmmoPack *pAmmoPack = CTFAmmoPack::Create( me->GetAbsOrigin(), me->GetAbsAngles(), NULL, "models/items/ammopack_medium.mdl" );
|
||
|
if ( pAmmoPack )
|
||
|
{
|
||
|
/*
|
||
|
Vector vel;
|
||
|
|
||
|
vel.x = RandomFloat( -1.0f, 1.0f ) * tf_boss_alpha_stun_ammo_velocity.GetFloat();
|
||
|
vel.y = RandomFloat( -1.0f, 1.0f ) * tf_boss_alpha_stun_ammo_velocity.GetFloat();
|
||
|
vel.z = tf_boss_alpha_stun_ammo_velocity.GetFloat();
|
||
|
|
||
|
pAmmoPack->SetInitialVelocity( vel );
|
||
|
*/
|
||
|
pAmmoPack->m_nSkin = 0;
|
||
|
|
||
|
// Give the ammo pack some health, so that trains can destroy it.
|
||
|
pAmmoPack->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
||
|
pAmmoPack->m_takedamage = DAMAGE_YES;
|
||
|
pAmmoPack->SetHealth( 900 );
|
||
|
|
||
|
pAmmoPack->SetBodygroup( 1, 1 );
|
||
|
|
||
|
pAmmoPack->ApplyLocalAngularVelocityImpulse( AngularImpulse( 600, random->RandomInt( -1200, 1200 ), 0 ) );
|
||
|
|
||
|
DispatchSpawn( pAmmoPack );
|
||
|
|
||
|
// Fill up the ammo pack.
|
||
|
pAmmoPack->GiveAmmo( iPrimary, TF_AMMO_PRIMARY );
|
||
|
pAmmoPack->GiveAmmo( iSecondary, TF_AMMO_SECONDARY );
|
||
|
pAmmoPack->GiveAmmo( iMetal, TF_AMMO_METAL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
ActionResult< CBossAlpha > CBossAlphaStunned::OnStart( CBossAlpha *me, Action< CBossAlpha > *priorAction )
|
||
|
{
|
||
|
// start animation
|
||
|
me->GetBodyInterface()->StartActivity( ACT_MP_STAND_MELEE );
|
||
|
m_layerUsed = me->AddLayeredSequence( me->LookupSequence( "PRIMARY_Stun_begin" ), 0 );
|
||
|
m_state = BECOMING_STUNNED;
|
||
|
|
||
|
m_timer.Reset();
|
||
|
|
||
|
me->AddCondition( CBossAlpha::STUNNED );
|
||
|
me->EmitSound( "RobotBoss.StunStart" );
|
||
|
|
||
|
// throw out some ammo
|
||
|
for( int i=0; i<tf_boss_alpha_stun_ammo_count.GetInt(); ++i )
|
||
|
{
|
||
|
TossAmmoPack( me );
|
||
|
}
|
||
|
|
||
|
// relay the event to the map logic
|
||
|
me->m_outputOnStunned.FireOutput( me, me );
|
||
|
|
||
|
return Continue();
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
ActionResult< CBossAlpha > CBossAlphaStunned::Update( CBossAlpha *me, float interval )
|
||
|
{
|
||
|
switch( m_state )
|
||
|
{
|
||
|
case BECOMING_STUNNED:
|
||
|
if ( me->IsSequenceFinished() )
|
||
|
{
|
||
|
me->FastRemoveLayer( m_layerUsed );
|
||
|
|
||
|
m_state = STUNNED;
|
||
|
m_layerUsed = me->AddLayeredSequence( me->LookupSequence( "PRIMARY_stun_middle" ), 0 );
|
||
|
me->SetLayerLooping( m_layerUsed, true );
|
||
|
me->EmitSound( "RobotBoss.Stunned" );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case STUNNED:
|
||
|
if ( m_timer.IsElapsed() )
|
||
|
{
|
||
|
me->FastRemoveLayer( m_layerUsed );
|
||
|
|
||
|
m_state = RECOVERING;
|
||
|
m_layerUsed = me->AddLayeredSequence( me->LookupSequence( "PRIMARY_stun_end" ), 0 );
|
||
|
me->StopSound( "RobotBoss.Stunned" );
|
||
|
me->EmitSound( "RobotBoss.StunRecover" );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case RECOVERING:
|
||
|
if ( me->IsSequenceFinished() )
|
||
|
{
|
||
|
me->FastRemoveLayer( m_layerUsed );
|
||
|
|
||
|
if ( m_nextAction )
|
||
|
{
|
||
|
return ChangeTo( m_nextAction, "Stun finished" );
|
||
|
}
|
||
|
|
||
|
return Done( "Stun finished" );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return Continue();
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
EventDesiredResult< CBossAlpha > CBossAlphaStunned::OnInjured( CBossAlpha *me, const CTakeDamageInfo &info )
|
||
|
{
|
||
|
return TryToSustain( RESULT_CRITICAL );
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
void CBossAlphaStunned::OnEnd( CBossAlpha *me, Action< CBossAlpha > *nextAction )
|
||
|
{
|
||
|
me->RemoveCondition( CBossAlpha::STUNNED );
|
||
|
|
||
|
if ( me->HasAbility( CBossAlpha::CAN_ENRAGE ) )
|
||
|
{
|
||
|
// being stunned makes the boss ANGRY!
|
||
|
me->AddCondition( CBossAlpha::ENRAGED );
|
||
|
}
|
||
|
|
||
|
// make sure the boss attacks at least once before he starts a nuke
|
||
|
if ( me->GetNukeTimer()->GetRemainingTime() < tf_boss_alpha_min_nuke_after_stun_time.GetFloat() )
|
||
|
{
|
||
|
me->GetNukeTimer()->Start( tf_boss_alpha_min_nuke_after_stun_time.GetFloat() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
#endif // TF_RAID_MODE
|