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205 lines
5.5 KiB
205 lines
5.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// headless_hatman.h |
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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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#ifndef HEADLESS_HATMAN_H |
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#define HEADLESS_HATMAN_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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#include "halloween_base_boss.h" |
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extern ConVar tf_halloween_bot_health_base; |
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extern ConVar tf_halloween_bot_health_per_player; |
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extern ConVar tf_halloween_bot_min_player_count; |
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extern ConVar tf_halloween_bot_speed; |
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extern ConVar tf_halloween_bot_attack_range; |
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extern ConVar tf_halloween_bot_speed_recovery_rate; |
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extern ConVar tf_halloween_bot_speed_penalty; |
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extern ConVar tf_halloween_bot_chase_duration; |
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extern ConVar tf_halloween_bot_terrify_radius; |
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extern ConVar tf_halloween_bot_chase_range; |
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extern ConVar tf_halloween_bot_quit_range; |
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class CTFPlayer; |
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class CHeadlessHatman; |
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//---------------------------------------------------------------------------- |
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class CHeadlessHatmanLocomotion : public NextBotGroundLocomotion |
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{ |
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public: |
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CHeadlessHatmanLocomotion( INextBot *bot ) : NextBotGroundLocomotion( bot ) { } |
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virtual ~CHeadlessHatmanLocomotion() { } |
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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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/** |
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* Should we collide with this entity? |
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*/ |
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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 CHeadlessHatmanIntention : public IIntention |
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{ |
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public: |
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CHeadlessHatmanIntention( CHeadlessHatman *me ); |
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virtual ~CHeadlessHatmanIntention(); |
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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< CHeadlessHatman > *m_behavior; |
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}; |
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//---------------------------------------------------------------------------- |
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class CHeadlessHatman : public CHalloweenBaseBoss |
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{ |
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public: |
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DECLARE_CLASS( CHeadlessHatman, CHalloweenBaseBoss ); |
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DECLARE_SERVERCLASS(); |
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CHeadlessHatman(); |
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virtual ~CHeadlessHatman(); |
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static void PrecacheHeadlessHatman(); |
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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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// INextBot |
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virtual CHeadlessHatmanIntention *GetIntentionInterface( void ) const { return m_intention; } |
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virtual CHeadlessHatmanLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; } |
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virtual CHeadlessHatmanBody *GetBodyInterface( void ) const { return m_body; } |
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virtual void Update( void ); |
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const Vector &GetHomePosition( void ) const; |
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CBaseAnimating *GetAxe( void ) const; |
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virtual HalloweenBossType GetBossType() const { return HALLOWEEN_BOSS_HHH; } |
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private: |
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const char *GetWeaponModel() const; |
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CHeadlessHatmanIntention *m_intention; |
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CHeadlessHatmanLocomotion *m_locomotor; |
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CHeadlessHatmanBody *m_body; |
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CBaseAnimating *m_axe; |
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CUtlVector< AttackerInfo > m_attackerVector; // list of everyone who injured me, and when |
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CountdownTimer m_painTimer; |
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Vector m_homePos; |
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int m_damagePoseParameter; |
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}; |
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inline CBaseAnimating *CHeadlessHatman::GetAxe( void ) const |
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{ |
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return m_axe; |
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} |
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inline const Vector &CHeadlessHatman::GetHomePosition( void ) const |
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{ |
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return m_homePos; |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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class CHeadlessHatmanPathCost : public IPathCost |
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{ |
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public: |
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CHeadlessHatmanPathCost( CHeadlessHatman *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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float cost = dist + fromArea->GetCostSoFar(); |
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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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cost += 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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return cost; |
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} |
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} |
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CHeadlessHatman *m_me; |
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}; |
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#endif // HEADLESS_HATMAN_H
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