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438 lines
13 KiB
438 lines
13 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The robots for use in the Robot Destruction TF2 game mode.
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//
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//=========================================================================//
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#ifndef ROBOT_DESTRUCTION_ROBOT_H
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#define ROBOT_DESTRUCTION_ROBOT_H
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#pragma once
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#include "cbase.h"
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#ifdef GAME_DLL
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#include "tf_shareddefs.h"
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#include "pathtrack.h"
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#include "NextBotGroundLocomotion.h"
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#include "NextBotIntentionInterface.h"
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#include "NextBotBehavior.h"
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#include "NextBot.h"
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#include "../server/NextBot/Path/NextBotPathFollow.h"
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#include "../server/NextBot/Path/NextBotPath.h"
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#include "../server/tf/halloween/headless_hatman_body.h"
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#include "tf_obj_dispenser.h"
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#else
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#include "c_obj_dispenser.h"
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#endif
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#ifdef CLIENT_DLL
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#define CTFRobotDestruction_Robot C_TFRobotDestruction_Robot
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#define CRobotDispenser C_RobotDispenser
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#endif
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#include "props_shared.h"
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enum eRobotType
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{
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ROBOT_TYPE_FRUSTUM = 0,
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ROBOT_TYPE_SPHERE,
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ROBOT_TYPE_KING,
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NUM_ROBOT_TYPES
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};
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enum eRobotUIState
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{
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ROBOT_STATE_INACIVE = 0,
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ROBOT_STATE_ACTIVE,
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ROBOT_STATE_DEAD,
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ROBOT_STATE_SHIELDED,
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NUM_ROBOT_STATES
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};
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struct RobotData_t
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{
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public:
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enum EStringDataKey_t
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{
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MODEL_KEY = 0,
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DAMAGED_MODEL_KEY,
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HURT_SOUND_KEY,
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DEATH_SOUND_KEY,
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COLLIDE_SOUND_KEY,
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IDLE_SOUND_KEY
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};
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enum EFloatDataKey_t
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{
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HEALTH_BAR_OFFSET_KEY
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};
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RobotData_t( const char* pszModelName
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, const char* pszDamagedModelName
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, const char *pszHurtSound
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, const char *pszDeathSound
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, const char *pszCollideSound
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, const char *pszIdleSound
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, float flHealthBarOffset )
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{
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m_stringMap.SetLessFunc( DefLessFunc(int) );
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m_floatMap.SetLessFunc( DefLessFunc(int) );
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m_stringMap.Insert( MODEL_KEY, pszModelName );
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m_stringMap.Insert( DAMAGED_MODEL_KEY, pszDamagedModelName );
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m_stringMap.Insert( HURT_SOUND_KEY, pszHurtSound );
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m_stringMap.Insert( DEATH_SOUND_KEY, pszDeathSound );
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m_stringMap.Insert( COLLIDE_SOUND_KEY, pszCollideSound );
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m_stringMap.Insert( IDLE_SOUND_KEY, pszIdleSound );
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m_floatMap.Insert( HEALTH_BAR_OFFSET_KEY, flHealthBarOffset );
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}
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const char* GetStringData( EStringDataKey_t key ) const
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{
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return GetData< const char * >( m_stringMap, (int)key );
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}
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float GetFloatData( EFloatDataKey_t key ) const
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{
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return GetData< float >( m_floatMap, (int)key );
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}
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void Precache();
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private:
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template< typename T >
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T GetData( const CUtlMap< int, T >& map, int nKey ) const
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{
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int nIndex = map.Find( nKey );
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if ( nIndex != map.InvalidIndex() )
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{
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return map.Element( nIndex );
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}
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AssertMsg1( 0, "No entry for key %d", nKey );
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return T(0);
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}
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CUtlMap< int, const char * > m_stringMap;
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CUtlMap< int, float > m_floatMap;
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};
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class CTFRobotDestruction_Robot;
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#ifdef GAME_DLL
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struct RobotSpawnData_t
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{
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RobotSpawnData_t()
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: m_eType( ROBOT_TYPE_FRUSTUM )
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, m_nRobotHealth( 100 )
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, m_nPoints( 0 )
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, m_nNumGibs( 0 )
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, m_pszPathName( NULL )
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, m_pszGroupName( NULL )
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{}
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RobotSpawnData_t &operator=( const RobotSpawnData_t& rhs )
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{
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m_eType = rhs.m_eType;
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m_nRobotHealth = rhs.m_nRobotHealth;
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m_nPoints = rhs.m_nPoints;
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m_nNumGibs = rhs.m_nNumGibs;
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m_pszPathName = rhs.m_pszPathName;
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m_pszGroupName = rhs.m_pszGroupName;
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return *this;
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}
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eRobotType m_eType;
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int m_nRobotHealth;
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int m_nPoints;
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int m_nNumGibs;
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const char *m_pszPathName;
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const char *m_pszGroupName;
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};
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//----------------------------------------------------------------------------
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class CRobotLocomotion : public NextBotGroundLocomotion
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{
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public:
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CRobotLocomotion( INextBot *bot ) : NextBotGroundLocomotion( bot ) { }
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virtual ~CRobotLocomotion() { }
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virtual float GetGroundSpeed() const OVERRIDE;
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virtual float GetRunSpeed( void ) const OVERRIDE; // get maximum running speed
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virtual float GetStepHeight( void ) const OVERRIDE; // if delta Z is greater than this, we have to jump to get up
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virtual float GetMaxJumpHeight( void ) const OVERRIDE; // return maximum height of a jump
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virtual bool ShouldCollideWith( const CBaseEntity *object ) const OVERRIDE;
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private:
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virtual float GetMaxYawRate( void ) const OVERRIDE; // return max rate of yaw rotation
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};
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//----------------------------------------------------------------------------
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class CRobotIntention : public IIntention
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{
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public:
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CRobotIntention( class CTFRobotDestruction_Robot *me );
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virtual ~CRobotIntention();
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virtual void Reset( void ) OVERRIDE;
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virtual void Update( void ) OVERRIDE;
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virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const OVERRIDE; // is the a place we can be?
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virtual INextBotEventResponder *FirstContainedResponder( void ) const OVERRIDE { return m_behavior; }
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virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const OVERRIDE { return NULL; }
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private:
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Behavior< CTFRobotDestruction_Robot > *m_behavior;
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};
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//---------------------------------------------------------------------------------------------
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class CRobotBehavior : public Action< CTFRobotDestruction_Robot >
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{
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public:
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virtual Action< CTFRobotDestruction_Robot > *InitialContainedAction( CTFRobotDestruction_Robot *me ) OVERRIDE;
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virtual ActionResult< CTFRobotDestruction_Robot > OnStart( CTFRobotDestruction_Robot *me, Action< CTFRobotDestruction_Robot > *priorAction ) OVERRIDE;
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virtual ActionResult< CTFRobotDestruction_Robot > Update( CTFRobotDestruction_Robot *me, float interval ) OVERRIDE;
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virtual EventDesiredResult< CTFRobotDestruction_Robot > OnInjured( CTFRobotDestruction_Robot *me, const CTakeDamageInfo &info );
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EventDesiredResult< CTFRobotDestruction_Robot > OnContact( CTFRobotDestruction_Robot *me, CBaseEntity *pOther, CGameTrace *result = NULL );
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virtual const char *GetName( void ) const { return "RobotBehavior"; } // return name of this action
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private:
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CountdownTimer m_SpeakTimer;
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CountdownTimer m_IdleSpeakTimer;
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};
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#endif
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class CRobotDispenser :
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#ifdef GAME_DLL
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public CObjectDispenser
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#else
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public C_ObjectDispenser
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#endif
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{
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#ifdef GAME_DLL
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DECLARE_CLASS( CRobotDispenser, CObjectDispenser )
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#else
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DECLARE_CLASS( CRobotDispenser, C_ObjectDispenser )
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#endif
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DECLARE_NETWORKCLASS();
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DECLARE_DATADESC();
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public:
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#ifdef GAME_DLL
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CRobotDispenser();
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virtual void Spawn( void ) OVERRIDE;
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virtual void OnGoActive( void ) OVERRIDE;
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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName ) OVERRIDE;
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virtual void SetModel( const char *pModel ) OVERRIDE;
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virtual float GetDispenserRadius( void ) OVERRIDE { return 128; }
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virtual float GetHealRate() const OVERRIDE { return 5.f; }
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virtual int DispenseMetal( CTFPlayer * ) OVERRIDE { return 0; }
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virtual bool DispenseAmmo( CTFPlayer * ) OVERRIDE { return false; }
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private:
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virtual void PlayActiveSound() OVERRIDE { /*DO NOTHING*/ }
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#endif
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};
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class CTFRobotDestruction_RobotAnimController
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{
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public:
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CTFRobotDestruction_RobotAnimController( CTFRobotDestruction_Robot *pOuter );
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void Update();
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void Impulse( const Vector& vecImpulse );
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private:
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void Approach( Vector& vecIn, const Vector& vecTarget, float flRate );
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void GetPoseParams();
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Vector m_vecOldOrigin;
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Vector m_vecLean;
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Vector m_vecImpulse;
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CTFRobotDestruction_Robot *m_pOuter;
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struct PoseParams_t
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{
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int m_nMoveX;
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int m_nMoveY;
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} m_poseParams;
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};
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#ifdef GAME_DLL
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typedef NextBotCombatCharacter RobotBaseClass;
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#else
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typedef CBaseCombatCharacter RobotBaseClass;
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#endif
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class CTFRobotDestruction_Robot : public RobotBaseClass
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#ifdef CLIENT_DLL
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, public CGameEventListener
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#endif
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{
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DECLARE_DATADESC();
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DECLARE_CLASS( CTFRobotDestruction_Robot, RobotBaseClass )
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DECLARE_NETWORKCLASS();
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public:
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CTFRobotDestruction_Robot( void );
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virtual ~CTFRobotDestruction_Robot( void );
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static void StaticPrecache( void );
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virtual void Precache( void ) OVERRIDE;
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virtual void Spawn( void ) OVERRIDE;
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virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const OVERRIDE;
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#ifdef CLIENT_DLL
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virtual float GetHealthBarHeightOffset( void ) const OVERRIDE;
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virtual void OnDataChanged( DataUpdateType_t type ) OVERRIDE;
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virtual int GetHealth( void ) const OVERRIDE { return m_iHealth; }
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virtual int GetMaxHealth( void ) const OVERRIDE { return m_iMaxHealth; }
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virtual bool IsHealthBarVisible( void ) const OVERRIDE { return true; }
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virtual void UpdateClientSideAnimation( void ) OVERRIDE;
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virtual void FireGameEvent( IGameEvent *event ) OVERRIDE;
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virtual CStudioHdr* OnNewModel() OVERRIDE;
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virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options ) OVERRIDE;
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void UpdateDamagedEffects( void );
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#else
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virtual void HandleAnimEvent( animevent_t *pEvent ) OVERRIDE;
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virtual bool IsRemovedOnReset( void ) const { return false; }
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virtual void UpdateOnRemove( void ) OVERRIDE;
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virtual void Event_Killed( const CTakeDamageInfo &info ) OVERRIDE;
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virtual int OnTakeDamage( const CTakeDamageInfo &info ) OVERRIDE;
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virtual void TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) OVERRIDE;
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virtual void UpdateAnimsThink( void );
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void RepairSelfThink( void );
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bool GetShieldedState( void ) const { return m_bShielded; }
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CPathTrack *GetNextPath( void ) const { return m_hNextPath; }
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void ArriveAtPath( void );
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void SetRobotSpawnData( const RobotSpawnData_t& data ) { m_spawnData = data; m_eType = data.m_eType; }
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const RobotSpawnData_t &GetRobotSpawnData() const { return m_spawnData; }
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void SetGroup( class CTFRobotDestruction_RobotGroup* pGroup ) { m_hGroup.Set( pGroup ); }
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void SetSpawn( class CTFRobotDestruction_RobotSpawn* pSpawn ) { m_hSpawn.Set( pSpawn ); }
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void EnableUber( void );
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void DisableUber( void );
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// INextBot
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virtual CRobotIntention *GetIntentionInterface( void ) const { return m_intention; }
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virtual CRobotLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; }
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virtual CHeadlessHatmanBody *GetBodyInterface( void ) const { return m_body; }
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void SetNewActivity( Activity activity );
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void SetIsPanicked( bool bPanicked ) { m_bIsPanicked = bPanicked; }
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bool GetIsPanicked( void ) const { return m_bIsPanicked; }
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//Inputs
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void InputStopAndUseComputer( inputdata_t &inputdata );
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private:
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void PlayDeathEffects( void );
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void ModifyDamage( CTakeDamageInfo *info ) const;
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void SpewBars( int nNumToSpew );
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void SpewBarsThink( void );
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void SelfDestructThink( void );
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void SpewGibs( void );
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#endif
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private:
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int m_iHealth;
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int m_iMaxHealth;
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CUtlVector<breakmodel_t> m_aGibs;
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CUtlVector<breakmodel_t> m_aSpawnProps;
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CTFRobotDestruction_RobotAnimController m_animController;
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CNetworkVar( bool, m_bShielded );
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CNetworkVar( eRobotType, m_eType );
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#ifdef CLIENT_DLL
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HPARTICLEFFECT m_hDamagedParticleEffect;
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#else
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CRobotDispenser *m_pDispenser;
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RobotSpawnData_t m_spawnData;
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CHandle< CPathTrack > m_hNextPath;
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int m_nPointsSpewed;
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IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_iHealth );
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CHandle< CTFRobotDestruction_RobotGroup > m_hGroup;
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CHandle< CTFRobotDestruction_RobotSpawn > m_hSpawn;
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CRobotIntention *m_intention;
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CRobotLocomotion *m_locomotor;
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CHeadlessHatmanBody *m_body;
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bool m_bIsPanicked;
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#endif
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};
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#ifdef GAME_DLL
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//--------------------------------------------------------------------------------------------------------------
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class CRobotPathCost : public IPathCost
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{
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public:
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CRobotPathCost( CTFRobotDestruction_Robot *me )
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{
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m_me = me;
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}
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// return the cost (weighted distance between) of moving from "fromArea" to "area", or -1 if the move is not allowed
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virtual float operator()( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator, float length ) const
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{
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if ( fromArea == NULL )
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{
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// first area in path, no cost
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return 0.0f;
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}
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else
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{
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if ( !m_me->GetLocomotionInterface()->IsAreaTraversable( area ) )
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{
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// our locomotor says we can't move here
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return -1.0f;
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}
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// compute distance traveled along path so far
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float dist;
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if ( ladder )
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{
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dist = ladder->m_length;
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}
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else if ( length > 0.0 )
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{
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// optimization to avoid recomputing length
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dist = length;
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}
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else
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{
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dist = ( area->GetCenter() - fromArea->GetCenter() ).Length();
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}
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// check height change
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float deltaZ = fromArea->ComputeAdjacentConnectionHeightChange( area );
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if ( deltaZ >= m_me->GetLocomotionInterface()->GetStepHeight() )
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||
|
{
|
||
|
if ( deltaZ >= m_me->GetLocomotionInterface()->GetMaxJumpHeight() )
|
||
|
{
|
||
|
// too high to reach
|
||
|
return -1.0f;
|
||
|
}
|
||
|
|
||
|
// jumping is slower than flat ground
|
||
|
const float jumpPenalty = 5.0f;
|
||
|
dist += jumpPenalty * dist;
|
||
|
}
|
||
|
else if ( deltaZ < -m_me->GetLocomotionInterface()->GetDeathDropHeight() )
|
||
|
{
|
||
|
// too far to drop
|
||
|
return -1.0f;
|
||
|
}
|
||
|
|
||
|
return dist + fromArea->GetCostSoFar();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CTFRobotDestruction_Robot *m_me;
|
||
|
};
|
||
|
#endif // GAME_DLL
|
||
|
#endif // ROBOT_DESTRUCTION_ROBOT_H
|