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544 lines
14 KiB
544 lines
14 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// headless_hatman_attack.cpp
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// Halloween Boss chase and attack behavior
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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 "particle_parse.h"
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#include "team_control_point_master.h"
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#include "../headless_hatman.h"
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#include "headless_hatman_attack.h"
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#include "headless_hatman_terrify.h"
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ConVar tf_halloween_hhh_attack_kart_radius( "tf_halloween_hhh_attack_kart_radius", "300", FCVAR_CHEAT );
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//----------------------------------------------------------------------------------
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ActionResult< CHeadlessHatman > CHeadlessHatmanAttack::OnStart( CHeadlessHatman *me, Action< CHeadlessHatman > *priorAction )
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{
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// smooth out the bot's path following by moving toward a point farther down the path
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m_path.SetMinLookAheadDistance( 100.0f );
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// start animation
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me->GetBodyInterface()->StartActivity( ACT_MP_RUN_ITEM1 );
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m_axeSwingTimer.Invalidate();
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m_attackTimer.Invalidate();
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m_closestVisible = NULL;
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TFGameRules()->SetIT( NULL );
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m_lastIT = NULL;
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m_chaseVictimTimer.Invalidate();
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m_attackTarget = NULL;
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m_attackTargetFocusTimer.Invalidate();
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m_scareTimer.Start( 20.0f );
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m_homePos = me->GetAbsOrigin();
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m_homePosRecalcTimer.Start( 3.0f );
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return Continue();
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}
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//----------------------------------------------------------------------------------
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bool CHeadlessHatmanAttack::IsSwingingAxe( void ) const
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{
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return !m_axeSwingTimer.IsElapsed();
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}
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//----------------------------------------------------------------------------------
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bool CHeadlessHatmanAttack::IsPotentiallyChaseable( CHeadlessHatman *me, CTFPlayer *victim )
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{
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if ( !victim )
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{
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return false;
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}
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if ( !victim->IsAlive() )
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{
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// victim is dead - pick a new one
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return false;
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}
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if ( victim->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
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{
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// don't attack ghost
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return false;
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}
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CTFNavArea *victimArea = (CTFNavArea *)victim->GetLastKnownArea();
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if ( !victimArea || victimArea->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE | TF_NAV_SPAWN_ROOM_RED ) )
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{
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// unreachable - pick a new victim
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return false;
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}
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if ( victim->GetGroundEntity() != NULL )
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{
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Vector victimAreaPos;
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victimArea->GetClosestPointOnArea( victim->GetAbsOrigin(), &victimAreaPos );
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if ( ( victim->GetAbsOrigin() - victimAreaPos ).AsVector2D().IsLengthGreaterThan( 50.0f ) )
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{
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// off the mesh and unreachable - pick a new victim
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return false;
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}
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}
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if ( victim->m_Shared.IsInvulnerable() )
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{
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// invulnerable - pick a new victim
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return false;
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}
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Vector toHome = m_homePos - victim->GetAbsOrigin();
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if ( !victim->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
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{
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if ( toHome.IsLengthGreaterThan( tf_halloween_bot_quit_range.GetFloat() ) )
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{
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// too far from home - pick a new victim
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return false;
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}
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}
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return true;
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}
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//----------------------------------------------------------------------------------
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void CHeadlessHatmanAttack::ValidateChaseVictim( CHeadlessHatman *me )
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{
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CTFPlayer *victim = ToTFPlayer( TFGameRules()->GetIT() );
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if ( victim && m_lastIT != victim )
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{
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// something has changed our victim
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m_chaseVictimTimer.Start( tf_halloween_bot_chase_duration.GetFloat() );
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m_lastIT = victim;
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}
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if ( !IsPotentiallyChaseable( me, victim ) )
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{
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// we can no longer reach this victim
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TFGameRules()->SetIT( NULL );
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}
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}
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//----------------------------------------------------------------------------------
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void CHeadlessHatmanAttack::SelectVictim( CHeadlessHatman *me )
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{
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ValidateChaseVictim( me );
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m_closestVisible = ToTFPlayer( TFGameRules()->GetIT() );
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if ( TFGameRules()->GetIT() == NULL )
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{
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// pick a new victim to chase
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CTFPlayer *newVictim = NULL;
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CUtlVector< CTFPlayer * > playerVector;
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// collect everyone
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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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float victimRangeSq = FLT_MAX;
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float visibleVictimRangeSq = FLT_MAX;
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for( int i=0; i<playerVector.Count(); ++i )
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{
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if ( !IsPotentiallyChaseable( me, playerVector[i] ) )
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{
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continue;
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}
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float rangeSq = me->GetRangeSquaredTo( playerVector[i] );
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if ( rangeSq < visibleVictimRangeSq )
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{
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if ( me->IsLineOfSightClear( playerVector[i] ) )
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{
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// track closest visible victim so we can look at players out of attack range
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m_closestVisible = playerVector[i];
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visibleVictimRangeSq = rangeSq;
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}
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}
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// check distance to home - don't pick victims too far away from home
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if ( !playerVector[i]->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
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{
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Vector toHome = m_homePos - playerVector[i]->GetAbsOrigin();
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if ( toHome.IsLengthGreaterThan( tf_halloween_bot_chase_range.GetFloat() ) )
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{
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continue;
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}
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}
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if ( rangeSq < victimRangeSq )
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{
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newVictim = playerVector[i];
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victimRangeSq = rangeSq;
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}
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}
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if ( newVictim )
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{
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// we have a new victim
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m_chaseVictimTimer.Start( tf_halloween_bot_chase_duration.GetFloat() );
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TFGameRules()->SetIT( newVictim );
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}
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}
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// attack the "IT" player unless we're focusing on something else
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if ( m_attackTarget == NULL || m_attackTargetFocusTimer.IsElapsed() || !m_attackTarget->IsAlive() )
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{
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m_attackTarget = ToTFPlayer( TFGameRules()->GetIT() );
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}
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}
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//----------------------------------------------------------------------------------
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void CHeadlessHatmanAttack::AttackTarget( CHeadlessHatman *me, CBaseCombatCharacter *pTarget, float flAttackRange )
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{
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// out of range? don't do anything
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if ( !me->IsRangeLessThan( pTarget, flAttackRange ) )
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return;
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Vector forward;
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me->GetVectors( &forward, NULL, NULL );
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Vector toVictim = pTarget->WorldSpaceCenter() - me->WorldSpaceCenter();
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toVictim.NormalizeInPlace();
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CTFPlayer *pPlayer = pTarget->IsPlayer() ? ToTFPlayer( pTarget ) : NULL;
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// push kart player or ghost
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if ( pPlayer && ( pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) || pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) ) )
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{
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// Apply Huge Force
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Vector vecDir = toVictim;
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vecDir.NormalizeInPlace();
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vecDir.z += 0.7f;
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vecDir *= 1300.0f;
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if ( pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
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{
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pPlayer->AddHalloweenKartPushEvent( NULL, NULL, NULL, vecDir, 100.0f, TF_DMG_CUSTOM_DECAPITATION_BOSS );
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}
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else
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{
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pPlayer->ApplyAbsVelocityImpulse( vecDir );
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}
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}
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else
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{
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// looser tolerance as victim gets closer
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const float closeRange = 0.5f * flAttackRange;
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float range = me->GetRangeTo( pTarget );
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float closeness = ( range < closeRange ) ? 0.0f : ( range - closeRange ) / ( flAttackRange - closeRange );
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float hitAngle = 0.0f + closeness * 0.27f;
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// is target in front?
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if ( DotProduct( forward, toVictim ) > hitAngle )
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{
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if ( me->IsLineOfSightClear( pTarget ) )
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{
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// CHOP!
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CTakeDamageInfo info( me, me, m_attackTarget->GetMaxHealth() * 0.8f, DMG_CLUB, TF_DMG_CUSTOM_DECAPITATION_BOSS );
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CalculateMeleeDamageForce( &info, toVictim, me->WorldSpaceCenter(), 5.0f );
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m_attackTarget->TakeDamage( info );
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me->EmitSound( "Halloween.HeadlessBossAxeHitFlesh" );
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}
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}
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}
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}
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//----------------------------------------------------------------------------------
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void CHeadlessHatmanAttack::UpdateAxeSwing( CHeadlessHatman *me )
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{
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if ( m_axeSwingTimer.HasStarted() )
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{
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// continue axe swing
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if ( m_axeSwingTimer.IsElapsed() )
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{
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// moment of impact - did axe swing hit?
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m_axeSwingTimer.Invalidate();
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if ( TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
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{
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CUtlVector< CTFPlayer* > playerVector;
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CollectPlayers( &playerVector, TEAM_ANY );
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for( CTFPlayer* pPlayer : playerVector )
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{
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AttackTarget( me, pPlayer, tf_halloween_hhh_attack_kart_radius.GetFloat() );
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}
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DispatchParticleEffect( "hammer_impact_button", me->GetAbsOrigin(), me->GetAbsAngles() );
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me->EmitSound( "Halloween.HammerImpact" );
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// after HHH punt off a kart target, pick a new target right away
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TFGameRules()->SetIT( NULL );
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}
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else if ( m_attackTarget != NULL )
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{
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AttackTarget( me, m_attackTarget, tf_halloween_bot_attack_range.GetFloat() );
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}
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// always playe the axe-hit-world impact sound, since it carries through the world better
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me->EmitSound( "Halloween.HeadlessBossAxeHitWorld" );
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if ( !TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
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{
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UTIL_ScreenShake( me->GetAbsOrigin(), 15.0f, 5.0f, 1.0f, 1000.0f, SHAKE_START );
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}
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Vector bladePos;
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QAngle bladeAngle;
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if ( me->GetAxe() && me->GetAxe()->GetAttachment( "axe_blade", bladePos, bladeAngle ) )
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{
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DispatchParticleEffect( "halloween_boss_axe_hit_world", bladePos, bladeAngle );
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}
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}
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}
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}
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//----------------------------------------------------------------------------------
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ActionResult< CHeadlessHatman > CHeadlessHatmanAttack::Update( CHeadlessHatman *me, float interval )
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{
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if ( !me->IsAlive() )
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{
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return Done();
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}
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SelectVictim( me );
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RecomputeHomePosition();
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if ( !IsSwingingAxe() && m_laughTimer.IsElapsed() )
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{
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me->EmitSound( "Halloween.HeadlessBossLaugh" );
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m_laughTimer.Start( RandomFloat( 3.0f, 5.0f ) );
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if ( TFGameRules()->GetIT() == NULL )
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{
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// if we have no victim, show our frustration
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int r = RandomInt( 0, 100 );
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if ( r < 25 )
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{
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me->AddGesture( ACT_MP_GESTURE_VC_FISTPUMP_MELEE );
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}
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else if ( r < 50 )
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{
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me->AddGesture( ACT_MP_GESTURE_VC_FINGERPOINT_MELEE );
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}
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}
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}
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if ( TFGameRules()->GetIT() == NULL )
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{
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// go home
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const float atHomeRange = 50.0f;
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if ( me->IsRangeGreaterThan( m_homePos, atHomeRange ) )
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{
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if ( m_path.GetAge() > 3.0f )
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{
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CHeadlessHatmanPathCost cost( me );
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m_path.Compute( me, m_homePos, cost );
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}
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m_path.Update( me );
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}
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else // at home
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{
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if ( m_closestVisible != NULL )
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{
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// look at visible victim out of range
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me->GetLocomotionInterface()->FaceTowards( m_closestVisible->WorldSpaceCenter() );
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}
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}
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}
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else
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{
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// chase after our chase victim
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const float standAndSwingRange = 100.0f;
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CTFPlayer *chaseVictim = ToTFPlayer( TFGameRules()->GetIT() );
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if ( chaseVictim && m_warnITTimer.IsElapsed() && !TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
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{
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m_warnITTimer.Start( 7.0f );
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ClientPrint( chaseVictim, HUD_PRINTCENTER, "#TF_HALLOWEEN_BOSS_WARN_VICTIM", chaseVictim->GetPlayerName() );
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}
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if ( me->IsRangeGreaterThan( chaseVictim, standAndSwingRange ) || !me->IsLineOfSightClear( chaseVictim ) )
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{
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if ( m_path.GetAge() > 1.0f )
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{
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CHeadlessHatmanPathCost cost( me );
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m_path.Compute( me, chaseVictim, cost );
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}
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m_path.Update( me );
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}
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}
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// swing our axe at our attack target if they are in range
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if ( m_attackTarget != NULL && m_attackTarget->IsAlive() )
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{
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if ( me->IsRangeLessThan( m_attackTarget, tf_halloween_bot_attack_range.GetFloat() ) )
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{
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if ( m_scareTimer.IsElapsed() && m_attackTarget->IsPlayer() )
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{
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m_scareTimer.Reset();
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return SuspendFor( new CHeadlessHatmanTerrify, "Boo!" );
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}
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if ( m_attackTimer.IsElapsed() )
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{
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if ( !IsSwingingAxe() )
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{
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if ( TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
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{
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me->AddGesture( ACT_MP_ATTACK_STAND_ITEM2 );
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}
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else
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{
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me->AddGesture( ACT_MP_ATTACK_STAND_ITEM1 );
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}
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m_axeSwingTimer.Start( 0.58f );
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me->EmitSound( "Halloween.HeadlessBossAttack" );
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m_attackTimer.Start( 1.0f );
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}
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}
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me->GetLocomotionInterface()->FaceTowards( m_attackTarget->WorldSpaceCenter() );
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}
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}
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// finish axe swing once it has begun
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UpdateAxeSwing( me );
|
||
|
|
||
|
if ( me->GetLocomotionInterface()->IsAttemptingToMove() )
|
||
|
{
|
||
|
// play running animation
|
||
|
int healthRatio = 100 * me->GetHealth() / me->GetMaxHealth();
|
||
|
|
||
|
if ( healthRatio > 50 )
|
||
|
{
|
||
|
if ( !me->GetBodyInterface()->IsActivity( ACT_MP_RUN_ITEM1 ) )
|
||
|
{
|
||
|
me->GetBodyInterface()->StartActivity( ACT_MP_RUN_ITEM1 );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( !me->GetBodyInterface()->IsActivity( ACT_MP_RUN_MELEE ) )
|
||
|
{
|
||
|
me->GetBodyInterface()->StartActivity( ACT_MP_RUN_MELEE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
|
||
|
{
|
||
|
if ( m_footfallTimer.IsElapsed() )
|
||
|
{
|
||
|
m_footfallTimer.Start( 0.25f );
|
||
|
|
||
|
// periodically shake nearby players' screens when we're moving
|
||
|
UTIL_ScreenShake( me->GetAbsOrigin(), 15.0f, 5.0f, 1.0f, 1000.0f, SHAKE_START );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// standing still
|
||
|
if ( !me->GetBodyInterface()->IsActivity( ACT_MP_STAND_ITEM1 ) )
|
||
|
{
|
||
|
me->GetBodyInterface()->StartActivity( ACT_MP_STAND_ITEM1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return Continue();
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
EventDesiredResult< CHeadlessHatman > CHeadlessHatmanAttack::OnStuck( CHeadlessHatman *me )
|
||
|
{
|
||
|
// we're stuck - just warp to the our next path goal
|
||
|
if ( m_path.GetCurrentGoal() )
|
||
|
{
|
||
|
me->SetAbsOrigin( m_path.GetCurrentGoal()->pos + Vector( 0, 0, 10.0f ) );
|
||
|
}
|
||
|
|
||
|
return TryContinue( RESULT_TRY );
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
EventDesiredResult< CHeadlessHatman > CHeadlessHatmanAttack::OnContact( CHeadlessHatman *me, CBaseEntity *other, CGameTrace *result )
|
||
|
{
|
||
|
if ( other )
|
||
|
{
|
||
|
CBaseCombatCharacter *combatChar = dynamic_cast< CBaseCombatCharacter * >( other );
|
||
|
if ( combatChar && combatChar->IsAlive() )
|
||
|
{
|
||
|
// force attack the thing we bumped into
|
||
|
// this prevents us from being stuck on dispensers, for example
|
||
|
m_attackTarget = combatChar;
|
||
|
m_attackTargetFocusTimer.Start( 3.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return TryContinue( RESULT_TRY );
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
void CHeadlessHatmanAttack::RecomputeHomePosition( void )
|
||
|
{
|
||
|
if ( !m_homePosRecalcTimer.IsElapsed() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_homePosRecalcTimer.Reset();
|
||
|
|
||
|
CTeamControlPoint *contestedPoint = NULL;
|
||
|
CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
|
||
|
if ( pMaster )
|
||
|
{
|
||
|
for( int i=0; i<pMaster->GetNumPoints(); ++i )
|
||
|
{
|
||
|
contestedPoint = pMaster->GetControlPoint( i );
|
||
|
if ( contestedPoint && pMaster->IsInRound( contestedPoint ) )
|
||
|
{
|
||
|
if ( ObjectiveResource()->GetOwningTeam( contestedPoint->GetPointIndex() ) == TF_TEAM_BLUE )
|
||
|
continue;
|
||
|
|
||
|
// blue are the invaders
|
||
|
if ( !TeamplayGameRules()->TeamMayCapturePoint( TF_TEAM_BLUE, contestedPoint->GetPointIndex() ) )
|
||
|
continue;
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( contestedPoint )
|
||
|
{
|
||
|
m_homePos = contestedPoint->GetAbsOrigin();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|