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197 lines
5.5 KiB
197 lines
5.5 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//
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//=============================================================================
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#ifndef ZOMBIE_H
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#define ZOMBIE_H
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#include "NextBot.h"
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#include "NextBotBehavior.h"
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#include "NextBotGroundLocomotion.h"
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#include "../headless_hatman_body.h"
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#include "Path/NextBotPathFollow.h"
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class CZombie;
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//----------------------------------------------------------------------------
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class CZombieLocomotion : public NextBotGroundLocomotion
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{
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public:
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CZombieLocomotion( INextBot *bot ) : NextBotGroundLocomotion( bot ) { }
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virtual ~CZombieLocomotion() { }
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virtual float GetRunSpeed( void ) const; // get maximum running speed
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virtual float GetStepHeight( void ) const; // if delta Z is greater than this, we have to jump to get up
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virtual float GetMaxJumpHeight( void ) const; // return maximum height of a jump
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virtual bool ShouldCollideWith( const CBaseEntity *object ) const;
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private:
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virtual float GetMaxYawRate( void ) const; // return max rate of yaw rotation
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};
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//----------------------------------------------------------------------------
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class CZombieIntention : public IIntention
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{
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public:
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CZombieIntention( CZombie *me );
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virtual ~CZombieIntention();
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virtual void Reset( void );
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virtual void Update( void );
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virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const; // is the a place we can be?
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virtual INextBotEventResponder *FirstContainedResponder( void ) const { return m_behavior; }
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virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const { return NULL; }
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private:
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Behavior< CZombie > *m_behavior;
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};
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//----------------------------------------------------------------------------
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DECLARE_AUTO_LIST( IZombieAutoList );
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class CZombie : public NextBotCombatCharacter, public IZombieAutoList
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{
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public:
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DECLARE_CLASS( CZombie, NextBotCombatCharacter );
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DECLARE_SERVERCLASS();
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CZombie();
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virtual ~CZombie();
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static void PrecacheZombie();
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virtual void Precache();
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virtual void Spawn( void );
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual void UpdateOnRemove();
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// INextBot
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virtual CZombieIntention *GetIntentionInterface( void ) const { return m_intention; }
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virtual CZombieLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; }
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virtual CHeadlessHatmanBody *GetBodyInterface( void ) const { return m_body; }
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CBaseAnimating *m_zombieParts;
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void StartLifeTimer( float flLifeTime ) { m_lifeTimer.Start( flLifeTime ); }
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bool ShouldSuicide() const;
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void ForceSuicide() { m_bForceSuicide = true; }
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enum SkeletonType_t
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{
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SKELETON_NORMAL = 0,
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SKELETON_KING,
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SKELETON_MINI
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};
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SkeletonType_t GetSkeletonType() const { return m_nType; }
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void SetSkeletonType( SkeletonType_t nType );
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void AddHat( const char *pszModel );
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static CZombie* SpawnAtPos( const Vector& vSpawnPos, float flLifeTime = 0.f, int nTeam = TF_TEAM_HALLOWEEN, CBaseEntity *pOwner = NULL, SkeletonType_t nSkeletonType = SKELETON_NORMAL );
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float GetAttackRange() const { return m_flAttackRange; }
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float GetAttackDamage() const { return m_flAttackDamage; }
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private:
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CZombieIntention *m_intention;
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CZombieLocomotion *m_locomotor;
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CHeadlessHatmanBody *m_body;
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SkeletonType_t m_nType;
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CNetworkVar( float, m_flHeadScale );
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CHandle< CBaseAnimating > m_hHat;
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float m_flAttackRange;
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float m_flAttackDamage;
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bool m_bSpy;
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bool m_bForceSuicide;
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CountdownTimer m_lifeTimer;
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};
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//--------------------------------------------------------------------------------------------------------------
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class CZombiePathCost : public IPathCost
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{
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public:
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CZombiePathCost( CZombie *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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{
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if ( deltaZ >= m_me->GetLocomotionInterface()->GetMaxJumpHeight() )
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{
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// too high to reach
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return -1.0f;
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}
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// jumping is slower than flat ground
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const float jumpPenalty = 5.0f;
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dist += jumpPenalty * dist;
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}
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else if ( deltaZ < -m_me->GetLocomotionInterface()->GetDeathDropHeight() )
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{
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// too far to drop
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return -1.0f;
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}
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// this term causes the same bot to choose different routes over time,
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// but keep the same route for a period in case of repaths
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int timeMod = (int)( gpGlobals->curtime / 10.0f ) + 1;
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float preference = 1.0f + 50.0f * ( 1.0f + FastCos( (float)( m_me->GetEntity()->entindex() * area->GetID() * timeMod ) ) );
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float cost = dist * preference;
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return cost + fromArea->GetCostSoFar();;
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}
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}
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CZombie *m_me;
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};
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#endif // ZOMBIE_H
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