Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
// headless_hatman.h
// An NPC that spawns in the Halloween map and wreaks havok
// Michael Booth, October 2010
#ifndef HEADLESS_HATMAN_H
#define HEADLESS_HATMAN_H
#include "NextBot.h"
#include "NextBotBehavior.h"
#include "NextBotGroundLocomotion.h"
#include "headless_hatman_body.h"
#include "Path/NextBotPathFollow.h"
#include "halloween_base_boss.h"
extern ConVar tf_halloween_bot_health_base;
extern ConVar tf_halloween_bot_health_per_player;
extern ConVar tf_halloween_bot_min_player_count;
extern ConVar tf_halloween_bot_speed;
extern ConVar tf_halloween_bot_attack_range;
extern ConVar tf_halloween_bot_speed_recovery_rate;
extern ConVar tf_halloween_bot_speed_penalty;
extern ConVar tf_halloween_bot_chase_duration;
extern ConVar tf_halloween_bot_terrify_radius;
extern ConVar tf_halloween_bot_chase_range;
extern ConVar tf_halloween_bot_quit_range;
class CTFPlayer;
class CHeadlessHatman;
//----------------------------------------------------------------------------
class CHeadlessHatmanLocomotion : public NextBotGroundLocomotion
{
public:
CHeadlessHatmanLocomotion( INextBot *bot ) : NextBotGroundLocomotion( bot ) { }
virtual ~CHeadlessHatmanLocomotion() { }
virtual float GetRunSpeed( void ) const; // get maximum running speed
virtual float GetStepHeight( void ) const; // if delta Z is greater than this, we have to jump to get up
virtual float GetMaxJumpHeight( void ) const; // return maximum height of a jump
/**
* Should we collide with this entity?
*/
virtual bool ShouldCollideWith( const CBaseEntity *object ) const;
private:
virtual float GetMaxYawRate( void ) const; // return max rate of yaw rotation
};
//----------------------------------------------------------------------------
class CHeadlessHatmanIntention : public IIntention
{
public:
CHeadlessHatmanIntention( CHeadlessHatman *me );
virtual ~CHeadlessHatmanIntention();
virtual void Reset( void );
virtual void Update( void );
virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const; // is the a place we can be?
virtual INextBotEventResponder *FirstContainedResponder( void ) const { return m_behavior; }
virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const { return NULL; }
private:
Behavior< CHeadlessHatman > *m_behavior;
};
//----------------------------------------------------------------------------
class CHeadlessHatman : public CHalloweenBaseBoss
{
public:
DECLARE_CLASS( CHeadlessHatman, CHalloweenBaseBoss );
DECLARE_SERVERCLASS();
CHeadlessHatman();
virtual ~CHeadlessHatman();
static void PrecacheHeadlessHatman();
virtual void Precache();
virtual void Spawn( void );
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
// INextBot
virtual CHeadlessHatmanIntention *GetIntentionInterface( void ) const { return m_intention; }
virtual CHeadlessHatmanLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; }
virtual CHeadlessHatmanBody *GetBodyInterface( void ) const { return m_body; }
virtual void Update( void );
const Vector &GetHomePosition( void ) const;
CBaseAnimating *GetAxe( void ) const;
virtual HalloweenBossType GetBossType() const { return HALLOWEEN_BOSS_HHH; }
private:
const char *GetWeaponModel() const;
CHeadlessHatmanIntention *m_intention;
CHeadlessHatmanLocomotion *m_locomotor;
CHeadlessHatmanBody *m_body;
CBaseAnimating *m_axe;
CUtlVector< AttackerInfo > m_attackerVector; // list of everyone who injured me, and when
CountdownTimer m_painTimer;
Vector m_homePos;
int m_damagePoseParameter;
};
inline CBaseAnimating *CHeadlessHatman::GetAxe( void ) const
{
return m_axe;
}
inline const Vector &CHeadlessHatman::GetHomePosition( void ) const
{
return m_homePos;
}
//--------------------------------------------------------------------------------------------------------------
class CHeadlessHatmanPathCost : public IPathCost
{
public:
CHeadlessHatmanPathCost( CHeadlessHatman *me )
{
m_me = me;
}
// return the cost (weighted distance between) of moving from "fromArea" to "area", or -1 if the move is not allowed
virtual float operator()( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator, float length ) const
{
if ( fromArea == NULL )
{
// first area in path, no cost
return 0.0f;
}
else
{
if ( !m_me->GetLocomotionInterface()->IsAreaTraversable( area ) )
{
// our locomotor says we can't move here
return -1.0f;
}
// compute distance traveled along path so far
float dist;
if ( ladder )
{
dist = ladder->m_length;
}
else if ( length > 0.0 )
{
// optimization to avoid recomputing length
dist = length;
}
else
{
dist = ( area->GetCenter() - fromArea->GetCenter() ).Length();
}
float cost = dist + fromArea->GetCostSoFar();
// check height change
float deltaZ = fromArea->ComputeAdjacentConnectionHeightChange( area );
if ( deltaZ >= m_me->GetLocomotionInterface()->GetStepHeight() )
{
if ( deltaZ >= m_me->GetLocomotionInterface()->GetMaxJumpHeight() )
{
// too high to reach
return -1.0f;
}
// jumping is slower than flat ground
const float jumpPenalty = 5.0f;
cost += jumpPenalty * dist;
}
else if ( deltaZ < -m_me->GetLocomotionInterface()->GetDeathDropHeight() )
{
// too far to drop
return -1.0f;
}
return cost;
}
}
CHeadlessHatman *m_me;
};
#endif // HEADLESS_HATMAN_H