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80 lines
2.3 KiB
80 lines
2.3 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// boss_alpha_wait_for_players.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_wait_for_players.h"
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#include "player_vs_environment/boss_alpha/behavior/boss_alpha_guard_spot.h"
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extern ConVar tf_boss_alpha_nuke_interval;
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ConVar tf_boss_alpha_sleep( "tf_boss_alpha_sleep", "0"/*, FCVAR_CHEAT */ );
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//---------------------------------------------------------------------------------------------
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ActionResult< CBossAlpha > CBossAlphaWaitForPlayers::OnStart( CBossAlpha *me, Action< CBossAlpha > *priorAction )
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{
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me->AddCondition( CBossAlpha::BUSY );
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CBossAlpha > CBossAlphaWaitForPlayers::Update( CBossAlpha *me, float interval )
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{
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if ( tf_boss_alpha_sleep.GetBool() )
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{
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return Continue();
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}
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CBaseCombatCharacter *target = me->GetAttackTarget();
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if ( target )
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{
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return ChangeTo( new CBossAlphaGuardSpot, "I see you..." );
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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void CBossAlphaWaitForPlayers::OnEnd( CBossAlpha *me, Action< CBossAlpha > *nextAction )
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{
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me->RemoveCondition( CBossAlpha::BUSY );
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me->GetNukeTimer()->Start( tf_boss_alpha_nuke_interval.GetFloat() );
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me->GetGrenadeTimer()->Reset();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CBossAlpha > CBossAlphaWaitForPlayers::OnInjured( CBossAlpha *me, const CTakeDamageInfo &info )
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{
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if ( tf_boss_alpha_sleep.GetBool() )
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{
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return TryContinue();
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}
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return TryChangeTo( new CBossAlphaGuardSpot, RESULT_CRITICAL, "Ouch!" );
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CBossAlpha > CBossAlphaWaitForPlayers::OnContact( CBossAlpha *me, CBaseEntity *other, CGameTrace *result )
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{
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if ( other && other->IsPlayer() && !tf_boss_alpha_sleep.GetBool() )
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{
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return TryChangeTo( new CBossAlphaGuardSpot, RESULT_CRITICAL, "Don't touch me" );
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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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