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331 lines
11 KiB
331 lines
11 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// headless_hatman.cpp
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// An NPC that spawns in the Halloween map and wreaks havok
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// Michael Booth, October 2010
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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 "nav_mesh/tf_nav_area.h"
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#include "headless_hatman.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 "ghost/ghost.h"
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#include "halloween_behavior/headless_hatman_emerge.h"
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#include "halloween_behavior/headless_hatman_dying.h"
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ConVar tf_halloween_bot_health_base( "tf_halloween_bot_health_base", "3000", FCVAR_CHEAT );
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ConVar tf_halloween_bot_health_per_player( "tf_halloween_bot_health_per_player", "200", FCVAR_CHEAT );
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ConVar tf_halloween_bot_min_player_count( "tf_halloween_bot_min_player_count", "10", FCVAR_CHEAT );
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ConVar tf_halloween_bot_speed( "tf_halloween_bot_speed", "400", FCVAR_CHEAT );
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ConVar tf_halloween_bot_attack_range( "tf_halloween_bot_attack_range", "200", FCVAR_CHEAT );
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ConVar tf_halloween_bot_speed_recovery_rate( "tf_halloween_bot_speed_recovery_rate", "100", FCVAR_CHEAT, "Movement units/second" );
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ConVar tf_halloween_bot_chase_duration( "tf_halloween_bot_chase_duration", "30", FCVAR_CHEAT );
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ConVar tf_halloween_bot_terrify_radius( "tf_halloween_bot_terrify_radius", "500", FCVAR_CHEAT );
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ConVar tf_halloween_bot_chase_range( "tf_halloween_bot_chase_range", "1500", FCVAR_CHEAT );
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ConVar tf_halloween_bot_quit_range( "tf_halloween_bot_quit_range", "2000", FCVAR_CHEAT );
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//-----------------------------------------------------------------------------------------------------
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// The Horseless Headless Horseman
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//-----------------------------------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( headless_hatman, CHeadlessHatman );
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IMPLEMENT_SERVERCLASS_ST( CHeadlessHatman, DT_HeadlessHatman )
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------------------------------
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CHeadlessHatman::CHeadlessHatman()
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{
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m_intention = new CHeadlessHatmanIntention( this );
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m_locomotor = new CHeadlessHatmanLocomotion( this );
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m_body = new CHeadlessHatmanBody( this );
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}
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//-----------------------------------------------------------------------------------------------------
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CHeadlessHatman::~CHeadlessHatman()
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{
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if ( m_intention )
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delete m_intention;
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if ( m_locomotor )
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delete m_locomotor;
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if ( m_body )
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delete m_body;
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}
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void CHeadlessHatman::PrecacheHeadlessHatman()
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{
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int model = PrecacheModel( "models/bots/headless_hatman.mdl" );
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PrecacheGibsForModel( model );
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if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
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{
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PrecacheModel( "models/weapons/c_models/c_big_mallet/c_big_mallet.mdl" );
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PrecacheParticleSystem( "hammer_impact_button" );
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PrecacheScriptSound( "Halloween.HammerImpact" );
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}
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else
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{
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PrecacheModel( "models/weapons/c_models/c_bigaxe/c_bigaxe.mdl" );
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}
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PrecacheScriptSound( "Halloween.HeadlessBossSpawn" );
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PrecacheScriptSound( "Halloween.HeadlessBossSpawnRumble" );
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PrecacheScriptSound( "Halloween.HeadlessBossAttack" );
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PrecacheScriptSound( "Halloween.HeadlessBossAlert" );
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PrecacheScriptSound( "Halloween.HeadlessBossBoo" );
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PrecacheScriptSound( "Halloween.HeadlessBossPain" );
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PrecacheScriptSound( "Halloween.HeadlessBossLaugh" );
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PrecacheScriptSound( "Halloween.HeadlessBossDying" );
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PrecacheScriptSound( "Halloween.HeadlessBossDeath" );
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PrecacheScriptSound( "Halloween.HeadlessBossAxeHitFlesh" );
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PrecacheScriptSound( "Halloween.HeadlessBossAxeHitWorld" );
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PrecacheScriptSound( "Halloween.HeadlessBossFootfalls" );
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PrecacheScriptSound( "Player.IsNowIt" );
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PrecacheScriptSound( "Player.YouAreIt" );
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PrecacheScriptSound( "Player.TaggedOtherIt" );
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PrecacheParticleSystem( "halloween_boss_summon" );
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PrecacheParticleSystem( "halloween_boss_axe_hit_world" );
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PrecacheParticleSystem( "halloween_boss_injured" );
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PrecacheParticleSystem( "halloween_boss_death" );
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PrecacheParticleSystem( "halloween_boss_foot_impact" );
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PrecacheParticleSystem( "halloween_boss_eye_glow" );
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}
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//-----------------------------------------------------------------------------------------------------
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void CHeadlessHatman::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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PrecacheHeadlessHatman();
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CBaseEntity::SetAllowPrecache( bAllowPrecache );
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}
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//-----------------------------------------------------------------------------------------------------
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void CHeadlessHatman::Spawn( void )
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{
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Precache();
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BaseClass::Spawn();
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SetModel( "models/bots/headless_hatman.mdl" );
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m_axe = (CBaseAnimating *)CreateEntityByName( "prop_dynamic" );
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if ( m_axe )
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{
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m_axe->SetModel( GetWeaponModel() );
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// bonemerge the axe into our model
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m_axe->FollowEntity( this, true );
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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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int health = tf_halloween_bot_health_base.GetInt();
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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_halloween_bot_health_per_player.GetInt();
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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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m_damagePoseParameter = -1;
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SetBloodColor( DONT_BLEED );
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}
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//-----------------------------------------------------------------------------------------------------
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int CHeadlessHatman::OnTakeDamage_Alive( const CTakeDamageInfo &info )
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{
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DispatchParticleEffect( "halloween_boss_injured", info.GetDamagePosition(), GetAbsAngles() );
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return BaseClass::OnTakeDamage_Alive( info );
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}
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//---------------------------------------------------------------------------------------------
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void CHeadlessHatman::Update( void )
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{
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BaseClass::Update();
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if ( m_damagePoseParameter < 0 )
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{
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m_damagePoseParameter = LookupPoseParameter( "damage" );
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}
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if ( m_damagePoseParameter >= 0 )
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{
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SetPoseParameter( m_damagePoseParameter, 1.0f - ( (float)GetHealth() / (float)GetMaxHealth() ) );
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}
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}
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//---------------------------------------------------------------------------------------------
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const char *CHeadlessHatman::GetWeaponModel() const
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{
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if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
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{
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return "models/weapons/c_models/c_big_mallet/c_big_mallet.mdl";
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}
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else
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{
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return "models/weapons/c_models/c_bigaxe/c_bigaxe.mdl";
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}
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}
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//---------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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class CHeadlessHatmanBehavior : public Action< CHeadlessHatman >
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{
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public:
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virtual Action< CHeadlessHatman > *InitialContainedAction( CHeadlessHatman *me )
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{
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return new CHeadlessHatmanEmerge;
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}
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virtual ActionResult< CHeadlessHatman > Update( CHeadlessHatman *me, float interval )
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{
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if ( !me->IsAlive() )
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{
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if ( !me->WasSpawnedByCheats() )
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{
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// award achievement to everyone who injured me within the last few seconds
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const float deathTime = 5.0f;
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const CUtlVector< CHeadlessHatman::AttackerInfo > &attackerVector = me->GetAttackerVector();
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for( int i=0; i<attackerVector.Count(); ++i )
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{
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if ( attackerVector[i].m_attacker != NULL &&
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gpGlobals->curtime - attackerVector[i].m_timestamp < deathTime )
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{
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CReliableBroadcastRecipientFilter filter;
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UTIL_SayText2Filter( filter, attackerVector[i].m_attacker, false, "#TF_Halloween_Boss_Killers", attackerVector[i].m_attacker->GetPlayerName() );
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if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_MANN_MANOR ) )
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{
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// killing the boss with a melee weapon is a separate achievement
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if ( attackerVector[i].m_wasLastHitFromMeleeWeapon )
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{
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attackerVector[i].m_attacker->AwardAchievement( ACHIEVEMENT_TF_HALLOWEEN_BOSS_KILL_MELEE );
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}
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attackerVector[i].m_attacker->AwardAchievement( ACHIEVEMENT_TF_HALLOWEEN_BOSS_KILL );
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}
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}
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}
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}
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// nobody is IT any longer
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TFGameRules()->SetIT( NULL );
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return ChangeTo( new CHeadlessHatmanDying, "I am dead!" );
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}
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return Continue();
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}
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virtual const char *GetName( void ) const { return "Attack"; } // return name of this action
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};
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//---------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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CHeadlessHatmanIntention::CHeadlessHatmanIntention( CHeadlessHatman *me ) : IIntention( me )
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{
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m_behavior = new Behavior< CHeadlessHatman >( new CHeadlessHatmanBehavior );
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}
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CHeadlessHatmanIntention::~CHeadlessHatmanIntention()
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{
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delete m_behavior;
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}
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void CHeadlessHatmanIntention::Reset( void )
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{
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delete m_behavior;
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m_behavior = new Behavior< CHeadlessHatman >( new CHeadlessHatmanBehavior );
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}
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void CHeadlessHatmanIntention::Update( void )
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{
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m_behavior->Update( static_cast< CHeadlessHatman * >( GetBot() ), GetUpdateInterval() );
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}
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// is this a place we can be?
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QueryResultType CHeadlessHatmanIntention::IsPositionAllowed( const INextBot *meBot, const Vector &pos ) const
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{
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return ANSWER_YES;
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}
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//---------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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float CHeadlessHatmanLocomotion::GetRunSpeed( void ) const
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{
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return tf_halloween_bot_speed.GetFloat();
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}
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//---------------------------------------------------------------------------------------------
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// if delta Z is greater than this, we have to jump to get up
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float CHeadlessHatmanLocomotion::GetStepHeight( void ) const
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{
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return 18.0f;
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}
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//---------------------------------------------------------------------------------------------
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// return maximum height of a jump
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float CHeadlessHatmanLocomotion::GetMaxJumpHeight( void ) const
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{
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return 18.0f;
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}
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//---------------------------------------------------------------------------------------------
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// Return max rate of yaw rotation
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float CHeadlessHatmanLocomotion::GetMaxYawRate( void ) const
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{
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return 200.0f;
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}
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//---------------------------------------------------------------------------------------------
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// Should we collide with this entity?
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bool CHeadlessHatmanLocomotion::ShouldCollideWith( const CBaseEntity *object ) const
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{
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// don't collide with player in doomsday event
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if ( TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) && object->IsPlayer() )
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{
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return false;
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}
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return BaseClass::ShouldCollideWith( object );
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}
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