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1051 lines
28 KiB
1051 lines
28 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// eyeball_boss.cpp
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// The 2011 Halloween Boss
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// Michael Booth, October 2011
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_gamerules.h"
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#include "tf_team.h"
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#include "tf_projectile_arrow.h"
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#include "tf_weapon_grenade_pipebomb.h"
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#include "tf_ammo_pack.h"
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#include "nav_mesh/tf_nav_area.h"
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#include "NextBot/Path/NextBotChasePath.h"
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#include "econ_wearable.h"
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#include "team_control_point_master.h"
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#include "particle_parse.h"
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#include "nav_mesh/tf_path_follower.h"
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#include "tf_obj_sentrygun.h"
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#include "bot/map_entities/tf_spawner.h"
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#include "tf_fx.h"
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#include "player_vs_environment/monster_resource.h"
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#include "eyeball_boss.h"
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#include "eyeball_behavior/eyeball_boss_behavior.h"
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#include "halloween/zombie/zombie.h"
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ConVar tf_eyeball_boss_debug( "tf_eyeball_boss_debug", "0", FCVAR_CHEAT );
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ConVar tf_eyeball_boss_debug_orientation( "tf_eyeball_boss_debug_orientation", "0", FCVAR_CHEAT );
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ConVar tf_eyeball_boss_lifetime( "tf_eyeball_boss_lifetime", "120", FCVAR_CHEAT );
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ConVar tf_eyeball_boss_lifetime_spell( "tf_eyeball_boss_lifetime_spell", "8", FCVAR_CHEAT );
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ConVar tf_eyeball_boss_speed( "tf_eyeball_boss_speed", "250", FCVAR_CHEAT );
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ConVar tf_eyeball_boss_hover_height( "tf_eyeball_boss_hover_height", "200", FCVAR_CHEAT );
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ConVar tf_eyeball_boss_acceleration( "tf_eyeball_boss_acceleration", "500", FCVAR_CHEAT );
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ConVar tf_eyeball_boss_horiz_damping( "tf_eyeball_boss_horiz_damping", "2", FCVAR_CHEAT );
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ConVar tf_eyeball_boss_vert_damping( "tf_eyeball_boss_vert_damping", "1", FCVAR_CHEAT );
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ConVar tf_eyeball_boss_attack_range( "tf_eyeball_boss_attack_range", "750", FCVAR_CHEAT );
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ConVar tf_eyeball_boss_health_base( "tf_eyeball_boss_health_base", "8000", FCVAR_CHEAT );
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ConVar tf_eyeball_boss_health_per_player( "tf_eyeball_boss_health_per_player", "400", FCVAR_CHEAT );
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extern ConVar tf_halloween_bot_min_player_count;
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ConVar tf_eyeball_boss_health_at_level_2( "tf_eyeball_boss_health_at_level_2", "17000", FCVAR_CHEAT );
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ConVar tf_eyeball_boss_health_per_level( "tf_eyeball_boss_health_per_level", "3000", FCVAR_CHEAT );
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LINK_ENTITY_TO_CLASS( eyeball_boss, CEyeballBoss );
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IMPLEMENT_SERVERCLASS_ST( CEyeballBoss, DT_EyeballBoss )
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SendPropExclude( "DT_BaseEntity", "m_angRotation" ), // client has its own orientation logic
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SendPropExclude( "DT_BaseEntity", "m_angAbsRotation" ), // client has its own orientation logic
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SendPropVector( SENDINFO( m_lookAtSpot ), 0, SPROP_COORD ),
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SendPropInt( SENDINFO( m_attitude ) ),
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END_SEND_TABLE()
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int CEyeballBoss::m_level = 1;
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IMPLEMENT_AUTO_LIST( IEyeballBossAutoList );
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//-----------------------------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------------------------
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CEyeballBoss::CEyeballBoss()
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{
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ALLOCATE_INTENTION_INTERFACE( CEyeballBoss );
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m_locomotor = new CEyeballBossLocomotion( this );
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m_body = new CEyeballBossBody( this );
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m_vision = new CDisableVision( this );
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m_eyeOffset = vec3_origin;
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m_target = NULL;
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m_rageTimer.Invalidate();
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m_victim = NULL;
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m_lookAtSpot = vec3_origin;
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m_attitude = EYEBALL_CALM;
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m_damageLimit = -1;
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}
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//-----------------------------------------------------------------------------------------------------
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CEyeballBoss::~CEyeballBoss()
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{
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DEALLOCATE_INTENTION_INTERFACE;
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if ( m_vision )
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delete m_vision;
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if ( m_body )
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delete m_body;
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if ( m_locomotor )
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delete m_locomotor;
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IGameEvent *event = gameeventmanager->CreateEvent( "recalculate_truce" );
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if ( event )
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{
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gameeventmanager->FireEvent( event, true );
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}
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}
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void CEyeballBoss::PrecacheEyeballBoss()
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{
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PrecacheModel( "models/props_halloween/halloween_demoeye.mdl" );
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PrecacheModel( "models/props_halloween/eyeball_projectile.mdl" );
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PrecacheScriptSound( "Halloween.EyeballBossIdle" );
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PrecacheScriptSound( "Halloween.EyeballBossBecomeAlert" );
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PrecacheScriptSound( "Halloween.EyeballBossAcquiredVictim" );
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PrecacheScriptSound( "Halloween.EyeballBossStunned" );
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PrecacheScriptSound( "Halloween.EyeballBossStunRecover" );
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PrecacheScriptSound( "Halloween.EyeballBossLaugh" );
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PrecacheScriptSound( "Halloween.EyeballBossBigLaugh" );
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PrecacheScriptSound( "Halloween.EyeballBossDie" );
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PrecacheScriptSound( "Halloween.EyeballBossEscapeSoon" );
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PrecacheScriptSound( "Halloween.EyeballBossEscapeImminent" );
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PrecacheScriptSound( "Halloween.EyeballBossEscaped" );
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PrecacheScriptSound( "Halloween.EyeballBossDie" );
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PrecacheScriptSound( "Halloween.EyeballBossTeleport" );
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PrecacheScriptSound( "Halloween.HeadlessBossSpawnRumble" );
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PrecacheScriptSound( "Halloween.EyeballBossBecomeEnraged" );
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PrecacheScriptSound( "Halloween.EyeballBossRage" );
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PrecacheScriptSound( "Halloween.EyeballBossCalmDown" );
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PrecacheScriptSound( "Halloween.spell_spawn_boss_disappear" );
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PrecacheScriptSound( "Halloween.MonoculusBossSpawn" );
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PrecacheScriptSound( "Halloween.MonoculusBossDeath" );
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PrecacheParticleSystem( "eyeboss_death" );
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PrecacheParticleSystem( "eyeboss_aura_angry" );
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PrecacheParticleSystem( "eyeboss_aura_grumpy" );
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PrecacheParticleSystem( "eyeboss_aura_calm" );
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PrecacheParticleSystem( "eyeboss_aura_stunned" );
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PrecacheParticleSystem( "eyeboss_tp_normal" );
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PrecacheParticleSystem( "eyeboss_tp_escape" );
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PrecacheParticleSystem( "eyeboss_team_red" );
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PrecacheParticleSystem( "eyeboss_team_blue" );
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}
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//-----------------------------------------------------------------------------------------------------
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void CEyeballBoss::Precache()
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{
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BaseClass::Precache();
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// always allow late precaching, so we don't pay the cost of the
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// Halloween Boss for the entire year
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bool bAllowPrecache = CBaseEntity::IsPrecacheAllowed();
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CBaseEntity::SetAllowPrecache( true );
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PrecacheEyeballBoss();
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CBaseEntity::SetAllowPrecache( bAllowPrecache );
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}
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//-----------------------------------------------------------------------------------------------------
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void CEyeballBoss::Spawn( void )
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{
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Precache();
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BaseClass::Spawn();
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SetModel( "models/props_halloween/halloween_demoeye.mdl" );
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int health = tf_eyeball_boss_health_base.GetInt();
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if ( m_level > 1 )
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{
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// the Boss was defeated last time - he's tougher this time
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health = tf_eyeball_boss_health_at_level_2.GetInt();
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health += tf_eyeball_boss_health_per_level.GetInt() * ( m_level - 2 );
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}
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else
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{
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// scale the boss' health with the player count
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int totalPlayers = GetGlobalTFTeam( TF_TEAM_BLUE )->GetNumPlayers() + GetGlobalTFTeam( TF_TEAM_RED )->GetNumPlayers();
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if ( totalPlayers > tf_halloween_bot_min_player_count.GetInt() )
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{
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health += ( totalPlayers - tf_halloween_bot_min_player_count.GetInt() ) * tf_eyeball_boss_health_per_player.GetInt();
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}
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}
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SetHealth( health );
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SetMaxHealth( health );
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m_homePos = GetAbsOrigin();
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Vector mins( -50, -50, -50 );
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Vector maxs( 50, 50, 50 );
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CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &mins, &maxs );
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CollisionProp()->SetCollisionBounds( mins, maxs );
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m_lookAtSpot = vec3_origin;
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CBaseEntity *spawnPoint = NULL;
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while( ( spawnPoint = gEntList.FindEntityByClassname( spawnPoint, "info_target" ) ) != NULL )
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{
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if ( FStrEq( STRING( spawnPoint->GetEntityName() ), "spawn_boss_alt" ) )
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{
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m_spawnSpotVector.AddToTail( spawnPoint );
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}
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}
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if ( m_spawnSpotVector.Count() == 0 )
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{
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Warning( "No info_target entities named 'spawn_boss_alt' found!\n" );
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}
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// show Boss' health meter on HUD
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if ( IsSpell() )
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{
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// this will force particle effect on the boss
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m_attitude = GetTeamNumber() == TF_TEAM_RED ? EYEBALL_ANGRY : EYEBALL_CALM;
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}
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else
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{
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if ( g_pMonsterResource )
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{
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g_pMonsterResource->SetBossHealthPercentage( 1.0f );
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}
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m_attitude = EYEBALL_CALM;
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}
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IGameEvent *event = gameeventmanager->CreateEvent( "recalculate_truce" );
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if ( event )
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{
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gameeventmanager->FireEvent( event, true );
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}
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}
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//---------------------------------------------------------------------------------------------
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void CEyeballBoss::Update( void )
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{
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BaseClass::Update();
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m_attitude = EYEBALL_CALM;
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if ( IsEnraged() )
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{
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if ( IsSpell() )
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{
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m_attitude = GetTeamNumber() == TF_TEAM_RED ? EYEBALL_ANGRY : EYEBALL_CALM;
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m_nSkin = GetTeamNumber() == TF_TEAM_RED ? EYEBALL_TEAM_RED : EYEBALL_TEAM_BLUE;
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}
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else
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{
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m_nSkin = EYEBALL_RED_SKIN;
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}
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int angryPoseParameter = LookupPoseParameter( "anger" );
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if ( angryPoseParameter >= 0 )
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{
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SetPoseParameter( angryPoseParameter, 1 );
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}
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}
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else if ( IsGrumpy() )
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{
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m_nSkin = EYEBALL_NORMAL_SKIN;
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int angryPoseParameter = LookupPoseParameter( "anger" );
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if ( angryPoseParameter >= 0 )
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{
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SetPoseParameter( angryPoseParameter, 0.4f );
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}
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}
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else
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{
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m_nSkin = EYEBALL_NORMAL_SKIN;
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int angryPoseParameter = LookupPoseParameter( "anger" );
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if ( angryPoseParameter >= 0 )
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{
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SetPoseParameter( angryPoseParameter, 0 );
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}
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}
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}
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//---------------------------------------------------------------------------------------------
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void CEyeballBoss::UpdateOnRemove( void )
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{
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// In regular TF gameplay, g_pMonsterResource should always be non-null. The null check helps some server plugins though.
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Assert( g_pMonsterResource != NULL );
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if ( g_pMonsterResource )
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{
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g_pMonsterResource->HideBossHealthMeter();
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}
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BaseClass::UpdateOnRemove();
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}
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//---------------------------------------------------------------------------------------------
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void CEyeballBoss::JarateNearbyPlayers( float range )
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{
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CUtlVector< CTFPlayer * > playerVector;
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CollectPlayers( &playerVector, TF_TEAM_RED, COLLECT_ONLY_LIVING_PLAYERS );
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CollectPlayers( &playerVector, TF_TEAM_BLUE, COLLECT_ONLY_LIVING_PLAYERS, APPEND_PLAYERS );
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for( int i=0; i<playerVector.Count(); ++i )
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{
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if ( IsRangeLessThan( playerVector[i], range ) &&
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IsLineOfSightClear( playerVector[i], CBaseCombatCharacter::IGNORE_ACTORS ) )
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{
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playerVector[i]->m_Shared.AddCond( TF_COND_URINE, 10.0f );
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}
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}
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}
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//---------------------------------------------------------------------------------------------
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float EyeballBossModifyDamage( const CTakeDamageInfo &info )
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{
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CTFWeaponBase *pWeapon = dynamic_cast< CTFWeaponBase * >( info.GetWeapon() );
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CObjectSentrygun *sentry = dynamic_cast< CObjectSentrygun * >( info.GetInflictor() );
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CTFProjectile_SentryRocket *sentryRocket = dynamic_cast< CTFProjectile_SentryRocket * >( info.GetInflictor() );
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if ( sentry || sentryRocket )
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{
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return info.GetDamage() * 0.25f;
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}
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else if ( pWeapon )
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{
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switch( pWeapon->GetWeaponID() )
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{
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case TF_WEAPON_FLAMETHROWER:
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return info.GetDamage() * 0.5f;
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case TF_WEAPON_MINIGUN:
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return info.GetDamage() * 0.25f;
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}
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}
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// unmodified
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return info.GetDamage();
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}
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//---------------------------------------------------------------------------------------------
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int CEyeballBoss::OnTakeDamage_Alive( const CTakeDamageInfo &rawInfo )
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{
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CTakeDamageInfo info = rawInfo;
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if ( IsSelf( info.GetAttacker() ) )
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{
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// don't injure myself
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return 0;
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}
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// have we reached our damage limit?
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if ( m_damageLimit == 0 )
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{
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return 0;
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}
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if ( IsSpell() )
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{
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return 0;
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}
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int beforeHealth = GetHealth();
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info.SetDamage( EyeballBossModifyDamage( info ) );
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int result = BaseClass::OnTakeDamage_Alive( info );
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// update boss health meter
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float healthPercentage = (float)GetHealth() / (float)GetMaxHealth();
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if ( g_pMonsterResource )
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{
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if ( healthPercentage <= 0.0f )
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{
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g_pMonsterResource->HideBossHealthMeter();
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}
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else
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{
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g_pMonsterResource->SetBossHealthPercentage( healthPercentage );
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}
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}
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// do we have a damage limit?
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if ( m_damageLimit >= 0 )
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{
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int actualDamage = beforeHealth - GetHealth();
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m_damageLimit -= actualDamage;
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if ( m_damageLimit < 0 )
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{
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m_damageLimit = 0;
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}
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}
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return result;
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}
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|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
bool CEyeballBoss::ShouldCollide( int collisionGroup, int contentsMask ) const
|
||
|
{
|
||
|
return BaseClass::ShouldCollide( collisionGroup, contentsMask );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Update our last known nav area directly underneath us (since we fly)
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEyeballBoss::UpdateLastKnownArea( void )
|
||
|
{
|
||
|
if ( TheNavMesh->IsGenerating() )
|
||
|
{
|
||
|
ClearLastKnownArea();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// find the area we are directly standing in
|
||
|
CNavArea *area = TheNavMesh->GetNearestNavArea( this, GETNAVAREA_CHECK_LOS, 500.0f );
|
||
|
if ( !area )
|
||
|
return;
|
||
|
|
||
|
// make sure we can actually use this area - if not, consider ourselves off the mesh
|
||
|
if ( !IsAreaTraversable( area ) )
|
||
|
return;
|
||
|
|
||
|
if ( area != m_lastNavArea )
|
||
|
{
|
||
|
// player entered a new nav area
|
||
|
if ( m_lastNavArea )
|
||
|
{
|
||
|
m_lastNavArea->DecrementPlayerCount( m_registeredNavTeam, entindex() );
|
||
|
m_lastNavArea->OnExit( this, area );
|
||
|
}
|
||
|
|
||
|
m_registeredNavTeam = GetTeamNumber();
|
||
|
area->IncrementPlayerCount( m_registeredNavTeam, entindex() );
|
||
|
area->OnEnter( this, m_lastNavArea );
|
||
|
|
||
|
OnNavAreaChanged( area, m_lastNavArea );
|
||
|
|
||
|
m_lastNavArea = area;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
CBaseCombatCharacter *CEyeballBoss::GetVictim( void ) const
|
||
|
{
|
||
|
if ( m_victim == NULL )
|
||
|
return NULL;
|
||
|
|
||
|
if ( !m_victim->IsAlive() )
|
||
|
return NULL;
|
||
|
|
||
|
if ( IsInPurgatory( m_victim ) )
|
||
|
return NULL;
|
||
|
|
||
|
return m_victim;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
CBaseCombatCharacter *CEyeballBoss::FindClosestVisibleVictim( void )
|
||
|
{
|
||
|
CBaseCombatCharacter *victim = NULL;
|
||
|
float victimRangeSq = FLT_MAX;
|
||
|
|
||
|
CUtlVector< CTFPlayer * > playerVector;
|
||
|
int nTargetTeam = TEAM_ANY;
|
||
|
if ( IsSpell() )
|
||
|
{
|
||
|
nTargetTeam = GetTeamNumber() == TF_TEAM_RED ? TF_TEAM_BLUE : TF_TEAM_RED;
|
||
|
|
||
|
for ( int i=0; i<TFGameRules()->GetBossCount(); ++i )
|
||
|
{
|
||
|
CBaseCombatCharacter *pBoss = TFGameRules()->GetActiveBoss( i );
|
||
|
if ( pBoss && !IsSelf( pBoss ) && pBoss->GetTeamNumber() != GetTeamNumber() )
|
||
|
{
|
||
|
float rangeSq = ( pBoss->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
|
||
|
if ( rangeSq < victimRangeSq )
|
||
|
{
|
||
|
if ( IsLineOfSightClear( pBoss ) )
|
||
|
{
|
||
|
victim = pBoss;
|
||
|
victimRangeSq = rangeSq;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
CollectPlayers( &playerVector, nTargetTeam, COLLECT_ONLY_LIVING_PLAYERS );
|
||
|
|
||
|
for( int i=0; i<playerVector.Count(); ++i )
|
||
|
{
|
||
|
CTFPlayer *player = playerVector[i];
|
||
|
|
||
|
if ( IsInPurgatory( player ) )
|
||
|
continue;
|
||
|
|
||
|
if ( player->m_Shared.IsStealthed() )
|
||
|
{
|
||
|
if ( !player->m_Shared.InCond( TF_COND_BURNING ) &&
|
||
|
!player->m_Shared.InCond( TF_COND_URINE ) &&
|
||
|
!player->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) &&
|
||
|
!player->m_Shared.InCond( TF_COND_BLEEDING ) )
|
||
|
{
|
||
|
// cloaked spies are invisible to us
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ignore player who disguises as my team
|
||
|
if ( player->m_Shared.InCond( TF_COND_DISGUISED ) && player->m_Shared.GetDisguiseTeam() == GetTeamNumber() )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// ignore ghost players
|
||
|
if ( player->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
float rangeSq = ( player->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
|
||
|
if ( rangeSq < victimRangeSq )
|
||
|
{
|
||
|
if ( IsLineOfSightClear( player ) )
|
||
|
{
|
||
|
victim = player;
|
||
|
victimRangeSq = rangeSq;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for ( int i=0; i<IBaseObjectAutoList::AutoList().Count(); ++i )
|
||
|
{
|
||
|
CBaseObject* pObj = static_cast< CBaseObject* >( IBaseObjectAutoList::AutoList()[i] );
|
||
|
if ( pObj->GetTeamNumber() == GetTeamNumber() )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( pObj->ObjectType() == OBJ_SENTRYGUN )
|
||
|
{
|
||
|
float rangeSq = ( pObj->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
|
||
|
if ( rangeSq < victimRangeSq )
|
||
|
{
|
||
|
if ( IsLineOfSightClear( pObj ) )
|
||
|
{
|
||
|
victim = pObj;
|
||
|
victimRangeSq = rangeSq;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// find closest zombie
|
||
|
for ( int i=0; i<IZombieAutoList::AutoList().Count(); ++i )
|
||
|
{
|
||
|
CZombie* pZombie = static_cast< CZombie* >( IZombieAutoList::AutoList()[i] );
|
||
|
if ( pZombie->GetTeamNumber() == GetTeamNumber() )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
float rangeSq = GetRangeSquaredTo( pZombie );
|
||
|
if ( rangeSq < victimRangeSq )
|
||
|
{
|
||
|
if ( IsLineOfSightClear( pZombie ) )
|
||
|
{
|
||
|
victim = pZombie;
|
||
|
victimRangeSq = rangeSq;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return victim;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
const Vector &CEyeballBoss::PickNewSpawnSpot( void ) const
|
||
|
{
|
||
|
static Vector spot;
|
||
|
|
||
|
if ( m_spawnSpotVector.Count() == 0 )
|
||
|
{
|
||
|
spot = GetAbsOrigin();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
spot = m_spawnSpotVector[ RandomInt( 0, m_spawnSpotVector.Count()-1 ) ]->GetAbsOrigin();
|
||
|
}
|
||
|
|
||
|
return spot;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
void CEyeballBoss::BecomeEnraged( float duration )
|
||
|
{
|
||
|
if ( !IsEnraged() )
|
||
|
{
|
||
|
EmitSound( "Halloween.EyeballBossBecomeEnraged" );
|
||
|
}
|
||
|
|
||
|
m_rageTimer.Start( duration );
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
void CEyeballBoss::LogPlayerInteraction( const char *verb, CTFPlayer *player )
|
||
|
{
|
||
|
if ( !player || !verb )
|
||
|
return;
|
||
|
|
||
|
if ( !player->GetTeam() )
|
||
|
return;
|
||
|
|
||
|
CTFWeaponBase *weapon = player->GetActiveTFWeapon();
|
||
|
const char *weaponLogName = NULL;
|
||
|
|
||
|
if ( weapon )
|
||
|
{
|
||
|
weaponLogName = WeaponIdToAlias( weapon->GetWeaponID() );
|
||
|
|
||
|
CEconItemView *pItem = weapon->GetAttributeContainer()->GetItem();
|
||
|
|
||
|
if ( pItem && pItem->GetStaticData() )
|
||
|
{
|
||
|
if ( pItem->GetStaticData()->GetLogClassname() )
|
||
|
{
|
||
|
weaponLogName = pItem->GetStaticData()->GetLogClassname();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
UTIL_LogPrintf( "HALLOWEEN: \"%s<%i><%s><%s>\" %s with \"%s\" (attacker_position \"%d %d %d\")\n",
|
||
|
player->GetPlayerName(),
|
||
|
player->GetUserID(),
|
||
|
player->GetNetworkIDString(),
|
||
|
player->GetTeam()->GetName(),
|
||
|
verb,
|
||
|
weaponLogName ? weaponLogName : "NoWeapon",
|
||
|
(int)player->GetAbsOrigin().x,
|
||
|
(int)player->GetAbsOrigin().y,
|
||
|
(int)player->GetAbsOrigin().z );
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
IMPLEMENT_INTENTION_INTERFACE( CEyeballBoss, CEyeballBossBehavior );
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
CEyeballBossLocomotion::CEyeballBossLocomotion( INextBot *bot ) : ILocomotion( bot )
|
||
|
{
|
||
|
Reset();
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
CEyeballBossLocomotion::~CEyeballBossLocomotion()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
// (EXTEND) reset to initial state
|
||
|
void CEyeballBossLocomotion::Reset( void )
|
||
|
{
|
||
|
m_velocity = vec3_origin;
|
||
|
m_acceleration = vec3_origin;
|
||
|
m_desiredSpeed = 0.0f;
|
||
|
m_currentSpeed = 0.0f;
|
||
|
m_forward = vec3_origin;
|
||
|
m_desiredAltitude = tf_eyeball_boss_hover_height.GetFloat();
|
||
|
}
|
||
|
|
||
|
|
||
|
#ifdef LOW_FLOAT_BUT_HANGS_UP_ON_LEDGES
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
void CEyeballBossLocomotion::MaintainAltitude( void )
|
||
|
{
|
||
|
CBaseCombatCharacter *me = GetBot()->GetEntity();
|
||
|
|
||
|
trace_t result;
|
||
|
CTraceFilterSimpleClassnameList filter( me, COLLISION_GROUP_NONE );
|
||
|
filter.AddClassnameToIgnore( "eyeball_boss" );
|
||
|
|
||
|
UTIL_TraceLine( me->GetAbsOrigin(), me->GetAbsOrigin() + Vector( 0, 0, -2000.0f ), MASK_PLAYERSOLID_BRUSHONLY, &filter, &result );
|
||
|
|
||
|
float groundZ = result.endpos.z;
|
||
|
|
||
|
float currentAltitude = me->GetAbsOrigin().z - groundZ;
|
||
|
|
||
|
float desiredAltitude = GetDesiredAltitude();
|
||
|
|
||
|
float error = desiredAltitude - currentAltitude;
|
||
|
|
||
|
float accelZ = clamp( error, -tf_eyeball_boss_acceleration.GetFloat(), tf_eyeball_boss_acceleration.GetFloat() );
|
||
|
|
||
|
m_acceleration.z += accelZ;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#define HI_FLOATING
|
||
|
#ifdef HI_FLOATING
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
void CEyeballBossLocomotion::MaintainAltitude( void )
|
||
|
{
|
||
|
CBaseCombatCharacter *me = GetBot()->GetEntity();
|
||
|
|
||
|
if ( !me->IsAlive() )
|
||
|
{
|
||
|
m_acceleration.x = 0.0f;
|
||
|
m_acceleration.y = 0.0f;
|
||
|
m_acceleration.z = -300.0f;
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
trace_t result;
|
||
|
CTraceFilterSimpleClassnameList filter( me, COLLISION_GROUP_NONE );
|
||
|
filter.AddClassnameToIgnore( "eyeball_boss" );
|
||
|
|
||
|
// find ceiling
|
||
|
TraceHull( me->GetAbsOrigin(), me->GetAbsOrigin() + Vector( 0, 0, 1000.0f ),
|
||
|
me->WorldAlignMins(), me->WorldAlignMaxs(),
|
||
|
GetBot()->GetBodyInterface()->GetSolidMask(), &filter, &result );
|
||
|
|
||
|
float ceiling = result.endpos.z - me->GetAbsOrigin().z;
|
||
|
|
||
|
Vector aheadXY;
|
||
|
|
||
|
if ( IsAttemptingToMove() )
|
||
|
{
|
||
|
aheadXY.x = m_forward.x;
|
||
|
aheadXY.y = m_forward.y;
|
||
|
aheadXY.z = 0.0f;
|
||
|
aheadXY.NormalizeInPlace();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
aheadXY = vec3_origin;
|
||
|
}
|
||
|
|
||
|
TraceHull( me->GetAbsOrigin() + Vector( 0, 0, ceiling ) + aheadXY * 50.0f,
|
||
|
me->GetAbsOrigin() + Vector( 0, 0, -2000.0f ) + aheadXY * 50.0f,
|
||
|
Vector( 1.25f * me->WorldAlignMins().x, 1.25f * me->WorldAlignMins().y, me->WorldAlignMins().z ),
|
||
|
Vector( 1.25f * me->WorldAlignMaxs().x, 1.25f * me->WorldAlignMaxs().y, me->WorldAlignMaxs().z ),
|
||
|
GetBot()->GetBodyInterface()->GetSolidMask(), &filter, &result );
|
||
|
|
||
|
float groundZ = result.endpos.z;
|
||
|
|
||
|
float currentAltitude = me->GetAbsOrigin().z - groundZ;
|
||
|
|
||
|
float desiredAltitude = GetDesiredAltitude();
|
||
|
|
||
|
float error = desiredAltitude - currentAltitude;
|
||
|
|
||
|
float accelZ = clamp( error, -tf_eyeball_boss_acceleration.GetFloat(), tf_eyeball_boss_acceleration.GetFloat() );
|
||
|
|
||
|
m_acceleration.z += accelZ;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
// (EXTEND) update internal state
|
||
|
void CEyeballBossLocomotion::Update( void )
|
||
|
{
|
||
|
CBaseCombatCharacter *me = GetBot()->GetEntity();
|
||
|
const float deltaT = GetUpdateInterval();
|
||
|
|
||
|
Vector pos = me->GetAbsOrigin();
|
||
|
|
||
|
// always maintain altitude, even if not trying to move (ie: no Approach call)
|
||
|
MaintainAltitude();
|
||
|
|
||
|
m_forward = m_velocity;
|
||
|
m_currentSpeed = m_forward.NormalizeInPlace();
|
||
|
|
||
|
Vector damping( tf_eyeball_boss_horiz_damping.GetFloat(), tf_eyeball_boss_horiz_damping.GetFloat(), tf_eyeball_boss_vert_damping.GetFloat() );
|
||
|
Vector totalAccel = m_acceleration - m_velocity * damping;
|
||
|
|
||
|
m_velocity += totalAccel * deltaT;
|
||
|
me->SetAbsVelocity( m_velocity );
|
||
|
|
||
|
pos += m_velocity * deltaT;
|
||
|
|
||
|
// check for collisions along move
|
||
|
trace_t result;
|
||
|
CTraceFilterSkipClassname filter( me, "eyeball_boss", COLLISION_GROUP_NONE );
|
||
|
Vector from = me->GetAbsOrigin();
|
||
|
Vector to = pos;
|
||
|
Vector desiredGoal = to;
|
||
|
Vector resolvedGoal;
|
||
|
int recursionLimit = 3;
|
||
|
|
||
|
int hitCount = 0;
|
||
|
Vector surfaceNormal = vec3_origin;
|
||
|
|
||
|
bool didHitWorld = false;
|
||
|
|
||
|
while( true )
|
||
|
{
|
||
|
TraceHull( from, desiredGoal, me->WorldAlignMins(), me->WorldAlignMaxs(), GetBot()->GetBodyInterface()->GetSolidMask(), &filter, &result );
|
||
|
|
||
|
if ( !result.DidHit() )
|
||
|
{
|
||
|
resolvedGoal = pos;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( result.DidHitWorld() )
|
||
|
{
|
||
|
didHitWorld = true;
|
||
|
}
|
||
|
|
||
|
++hitCount;
|
||
|
surfaceNormal += result.plane.normal;
|
||
|
|
||
|
// If we hit really close to our target, then stop
|
||
|
if ( !result.startsolid && desiredGoal.DistToSqr( result.endpos ) < 1.0f )
|
||
|
{
|
||
|
resolvedGoal = result.endpos;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( result.startsolid )
|
||
|
{
|
||
|
// stuck inside solid; don't move
|
||
|
resolvedGoal = me->GetAbsOrigin();
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( --recursionLimit <= 0 )
|
||
|
{
|
||
|
// reached recursion limit, no more adjusting allowed
|
||
|
resolvedGoal = result.endpos;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// slide off of surface we hit
|
||
|
Vector fullMove = desiredGoal - from;
|
||
|
Vector leftToMove = fullMove * ( 1.0f - result.fraction );
|
||
|
|
||
|
float blocked = DotProduct( result.plane.normal, leftToMove );
|
||
|
|
||
|
Vector unconstrained = fullMove - blocked * result.plane.normal;
|
||
|
|
||
|
// check for collisions along remainder of move
|
||
|
// But don't bother if we're not going to deflect much
|
||
|
Vector remainingMove = from + unconstrained;
|
||
|
if ( remainingMove.DistToSqr( result.endpos ) < 1.0f )
|
||
|
{
|
||
|
resolvedGoal = result.endpos;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
desiredGoal = remainingMove;
|
||
|
}
|
||
|
|
||
|
if ( hitCount > 0 )
|
||
|
{
|
||
|
surfaceNormal.NormalizeInPlace();
|
||
|
|
||
|
// bounce
|
||
|
m_velocity = m_velocity - 2.0f * DotProduct( m_velocity, surfaceNormal ) * surfaceNormal;
|
||
|
|
||
|
if ( didHitWorld )
|
||
|
{
|
||
|
//me->EmitSound( "Minion.Bounce" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
GetBot()->GetEntity()->SetAbsOrigin( result.endpos );
|
||
|
|
||
|
m_acceleration = vec3_origin;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
// (EXTEND) move directly towards the given position
|
||
|
void CEyeballBossLocomotion::Approach( const Vector &goalPos, float goalWeight )
|
||
|
{
|
||
|
Vector flyGoal = goalPos;
|
||
|
flyGoal.z += m_desiredAltitude;
|
||
|
|
||
|
Vector toGoal = flyGoal - GetBot()->GetEntity()->GetAbsOrigin();
|
||
|
// altitude is handled in Update()
|
||
|
toGoal.z = 0.0f;
|
||
|
toGoal.NormalizeInPlace();
|
||
|
|
||
|
m_acceleration += tf_eyeball_boss_acceleration.GetFloat() * toGoal;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
void CEyeballBossLocomotion::SetDesiredSpeed( float speed )
|
||
|
{
|
||
|
m_desiredSpeed = speed;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
float CEyeballBossLocomotion::GetDesiredSpeed( void ) const
|
||
|
{
|
||
|
return m_desiredSpeed;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
void CEyeballBossLocomotion::SetDesiredAltitude( float height )
|
||
|
{
|
||
|
m_desiredAltitude = height;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
float CEyeballBossLocomotion::GetDesiredAltitude( void ) const
|
||
|
{
|
||
|
return m_desiredAltitude;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
// Face along path. Since we float, only face horizontally.
|
||
|
void CEyeballBossLocomotion::FaceTowards( const Vector &target )
|
||
|
{
|
||
|
CBaseCombatCharacter *me = GetBot()->GetEntity();
|
||
|
|
||
|
Vector toTarget = target - me->WorldSpaceCenter();
|
||
|
toTarget.z = 0.0f;
|
||
|
|
||
|
QAngle angles;
|
||
|
VectorAngles( toTarget, angles );
|
||
|
|
||
|
me->SetAbsAngles( angles );
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
// return position of "feet" - the driving point where the bot contacts the ground
|
||
|
// for this floating boss, "feet" refers to the ground directly underneath him
|
||
|
const Vector &CEyeballBossLocomotion::GetFeet( void ) const
|
||
|
{
|
||
|
static Vector feet;
|
||
|
CBaseCombatCharacter *me = GetBot()->GetEntity();
|
||
|
|
||
|
trace_t result;
|
||
|
CTraceFilterSimpleClassnameList filter( me, COLLISION_GROUP_NONE );
|
||
|
filter.AddClassnameToIgnore( "eyeball_boss" );
|
||
|
|
||
|
feet = me->GetAbsOrigin();
|
||
|
|
||
|
UTIL_TraceLine( feet, feet + Vector( 0, 0, -2000.0f ), MASK_PLAYERSOLID_BRUSHONLY, &filter, &result );
|
||
|
|
||
|
feet.z = result.endpos.z;
|
||
|
|
||
|
return feet;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
CEyeballBossBody::CEyeballBossBody( INextBot *bot ) : CBotNPCBody( bot )
|
||
|
{
|
||
|
m_leftRightPoseParameter = -1;
|
||
|
m_upDownPoseParameter = -1;
|
||
|
m_lookAtSpot = vec3_origin;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
void CEyeballBossBody::Update( void )
|
||
|
{
|
||
|
CBaseCombatCharacter *me = GetBot()->GetEntity();
|
||
|
|
||
|
// track client-side rotation
|
||
|
Vector myForward;
|
||
|
me->GetVectors( &myForward, NULL, NULL );
|
||
|
|
||
|
const float myApproachRate = 3.0f; // 1.0f;
|
||
|
|
||
|
Vector toTarget = m_lookAtSpot - me->WorldSpaceCenter();
|
||
|
toTarget.NormalizeInPlace();
|
||
|
|
||
|
myForward += toTarget * myApproachRate * GetUpdateInterval();
|
||
|
myForward.NormalizeInPlace();
|
||
|
|
||
|
QAngle myNewAngles;
|
||
|
VectorAngles( myForward, myNewAngles );
|
||
|
|
||
|
me->SetAbsAngles( myNewAngles );
|
||
|
|
||
|
if ( tf_eyeball_boss_debug.GetBool() )
|
||
|
{
|
||
|
NDebugOverlay::Line( me->WorldSpaceCenter(), me->WorldSpaceCenter() + 150.0f * myForward, 255, 255, 0, true, 0.1f );
|
||
|
}
|
||
|
|
||
|
// move the animation ahead in time
|
||
|
me->StudioFrameAdvance();
|
||
|
me->DispatchAnimEvents( me );
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
// Aim the bot's head towards the given goal
|
||
|
void CEyeballBossBody::AimHeadTowards( const Vector &lookAtPos, LookAtPriorityType priority, float duration, INextBotReply *replyWhenAimed, const char *reason )
|
||
|
{
|
||
|
CEyeballBoss *me = (CEyeballBoss *)GetBot()->GetEntity();
|
||
|
|
||
|
m_lookAtSpot = lookAtPos;
|
||
|
me->SetLookAtTarget( lookAtPos );
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
// Continually aim the bot's head towards the given subject
|
||
|
void CEyeballBossBody::AimHeadTowards( CBaseEntity *subject, LookAtPriorityType priority, float duration, INextBotReply *replyWhenAimed, const char *reason )
|
||
|
{
|
||
|
CEyeballBoss *me = (CEyeballBoss *)GetBot()->GetEntity();
|
||
|
|
||
|
me->SetLookAtTarget( subject->EyePosition() );
|
||
|
|
||
|
if ( !subject )
|
||
|
return;
|
||
|
|
||
|
m_lookAtSpot = subject->EyePosition();
|
||
|
}
|