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. ============//
//
//
//
//=============================================================================
#include "cbase.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "tf_team.h"
#include "nav_mesh/tf_nav_area.h"
#include "NextBot/Path/NextBotChasePath.h"
#include "econ_wearable.h"
#include "team_control_point_master.h"
#include "particle_parse.h"
#include "tf_weaponbase_merasmus_grenade.h"
#include "merasmus_dancer.h"
#include "tf_wheel_of_doom.h"
#include "soundenvelope.h"
#include "util.h"
#include "tf_obj_sentrygun.h"
#include "logicrelay.h"
#include "steamworks_gamestats.h"
#include "tf/halloween/ghost/ghost.h"
#include "player_vs_environment/monster_resource.h"
#include "merasmus_trick_or_treat_prop.h"
#include "merasmus.h"
#include "merasmus_behavior/merasmus_disguise.h"
#include "merasmus_behavior/merasmus_dying.h"
#include "merasmus_behavior/merasmus_reveal.h"
#include "merasmus_behavior/merasmus_teleport.h"
#include "rtime.h"
#include "gc_clientsystem.h"
#include "tf_gcmessages.h"
#include "tf_fx.h"
ConVar tf_merasmus_health_base( "tf_merasmus_health_base", "33750", FCVAR_CHEAT );
ConVar tf_merasmus_health_per_player( "tf_merasmus_health_per_player", "2500", FCVAR_CHEAT );
ConVar tf_merasmus_min_player_count( "tf_merasmus_min_player_count", "10", FCVAR_CHEAT );
ConVar tf_merasmus_lifetime( "tf_merasmus_lifetime", "120", FCVAR_CHEAT );
ConVar tf_merasmus_speed( "tf_merasmus_speed", "600", FCVAR_CHEAT );
ConVar tf_merasmus_speed_recovery_rate( "tf_merasmus_speed_recovery_rate", "100", FCVAR_CHEAT, "Movement units/second" );
ConVar tf_merasmus_chase_duration( "tf_merasmus_chase_duration", "7", FCVAR_CHEAT );
ConVar tf_merasmus_chase_range( "tf_merasmus_chase_range", "2000", FCVAR_CHEAT );
ConVar tf_merasmus_should_disguise_threshold( "tf_merasmus_should_disguise_threshold", "0.45f", FCVAR_CHEAT );
ConVar tf_merasmus_min_props_to_reveal( "tf_merasmus_min_props_to_reveal", "0.7f", FCVAR_CHEAT, "Percentage of total fake props players have to destroy before Merasmus reveals himself");
ConVar tf_merasmus_attack_range( "tf_merasmus_attack_range", "200", FCVAR_CHEAT );
ConVar tf_merasmus_health_regen_rate( "tf_merasmus_health_regen_rate", "0.001f", FCVAR_CHEAT, "Percentage of Max HP per sec that Merasmus will regenerate while in disguise" );
ConVar tf_merasmus_bomb_head_duration( "tf_merasmus_bomb_head_duration", "15.f", FCVAR_CHEAT );
ConVar tf_merasmus_bomb_head_per_team( "tf_merasmus_bomb_head_per_team", "1", FCVAR_CHEAT );
ConVar tf_merasmus_stun_duration( "tf_merasmus_stun_duration", "2.f", FCVAR_CHEAT );
extern ConVar tf_merasmus_spawn_interval;
extern ConVar tf_merasmus_spawn_interval_variation;
#define MERASMUS_MODEL_NAME "models/bots/merasmus/merasmus.mdl"
#define MERASMUS_BOMB_MODEL "models/props_lakeside_event/bomb_temp.mdl"
static const char* s_pszDisguiseProps[] =
{
// "models/props_hydro/dumptruck.mdl", // 265
"models/props_halloween/pumpkin_02.mdl",
"models/props_halloween/pumpkin_03.mdl",
"models/egypt/palm_tree/palm_tree.mdl",
"models/props_spytech/control_room_console01.mdl",
"models/props_spytech/work_table001.mdl",
// "models/egypt/tent/tent.mdl", // 248
"models/props_coalmines/boulder1.mdl",
"models/props_coalmines/boulder2.mdl",
"models/props_farm/concrete_block001.mdl", // 152
// "models/props_farm/tractor_tire001.mdl", // requires offset
"models/props_farm/welding_machine01.mdl",
"models/props_medieval/medieval_resupply.mdl",
"models/props_medieval/target/target.mdl",
"models/props_swamp/picnic_table.mdl",
"models/props_manor/baby_grand_01.mdl", // 154
"models/props_manor/bookcase_132_02.mdl",
"models/props_manor/chair_01.mdl",
"models/props_manor/couch_01.mdl",
"models/props_manor/grandfather_clock_01.mdl",
// "models/props_manor/tractor_01.mdl", // 227
// "models/props_gameplay/haybale.mdl", // requires offset
"models/props_viaduct_event/coffin_simple_closed.mdl",
// "models/props_farm/wooden_barrel.mdl", // requires offset
"models/props_2fort/miningcrate001.mdl",
"models/props_gameplay/resupply_locker.mdl",
"models/props_2fort/oildrum.mdl",
// "models/props_farm/wood_pile.mdl", // requires offset
"models/props_lakeside/wood_crate_01.mdl",
// "models/props_farm/pallet001.mdl", // requires offset
"models/props_well/hand_truck01.mdl",
"models/props_vehicles/mining_car_metal.mdl",
"models/props_2fort/tire002.mdl",
"models/props_well/computer_cart01.mdl",
"models/egypt/palm_tree/palm_tree.mdl"
};
//-----------------------------------------------------------------------------------------------------
// The Horseless Headless Horseman
//-----------------------------------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( merasmus, CMerasmus );
IMPLEMENT_SERVERCLASS_ST( CMerasmus, DT_Merasmus )
SendPropBool( SENDINFO( m_bRevealed ) ),
SendPropBool( SENDINFO( m_bIsDoingAOEAttack ) ),
SendPropBool( SENDINFO( m_bStunned ) ),
END_SEND_TABLE()
int CMerasmus::m_level = 1;
IMPLEMENT_AUTO_LIST( IMerasmusAutoList );
//-----------------------------------------------------------------------------------------------------
CMerasmus::CMerasmus()
{
m_intention = new CMerasmusIntention( this );
m_locomotor = new CMerasmusLocomotion( this );
m_flyingLocomotor = new CMerasmusFlyingLocomotion( this );
m_body = new CMerasmusBody( this );
m_bRevealed = false;
m_bIsDoingAOEAttack = false;
m_wheel = NULL;
m_stunTimer.Invalidate();
m_bStunned = false;
m_nBombHitCount = 0;
m_hMerasmusRevealer = NULL;
m_isFlying = false;
m_isHiding=false;
m_hHealthBar = g_pMonsterResource;
ListenForGameEvent( "player_death" );
}
//-----------------------------------------------------------------------------------------------------
CMerasmus::~CMerasmus()
{
if ( m_intention )
delete m_intention;
if ( m_locomotor )
delete m_locomotor;
if ( m_flyingLocomotor )
delete m_flyingLocomotor;
if ( m_body )
delete m_body;
// Make sure the health meter goes away
if( m_hHealthBar.Get() )
{
m_hHealthBar->HideBossHealthMeter();
}
IGameEvent *event = gameeventmanager->CreateEvent( "recalculate_truce" );
if ( event )
{
gameeventmanager->FireEvent( event, true );
}
}
//-----------------------------------------------------------------------------------------------------
void CMerasmus::Precache()
{
BaseClass::Precache();
// always allow late precaching, so we don't pay the cost of the
// Halloween Boss for the entire year
bool bAllowPrecache = CBaseEntity::IsPrecacheAllowed();
CBaseEntity::SetAllowPrecache( true );
PrecacheMerasmus();
CBaseEntity::SetAllowPrecache( bAllowPrecache );
}
void CMerasmus::PrecacheMerasmus()
{
int model = PrecacheModel( MERASMUS_MODEL_NAME );
PrecacheGibsForModel( model );
// precache disguise prop list
for ( int i=0; i<ARRAYSIZE( s_pszDisguiseProps ); ++i )
{
PrecacheModel( s_pszDisguiseProps[i] );
}
PrecacheModel( MERASMUS_BOMB_MODEL );
PrecacheModel( "models/props_lakeside_event/bomb_temp_hat.mdl" ); // bomb head on player
PrecacheModel( "models/props_halloween/bombonomicon.mdl" ); // bombonomicon hint to player
// Boss VOs
PrecacheScriptSound( "Halloween.MerasmusAppears" );
PrecacheScriptSound( "Halloween.MerasmusBanish" );
//PrecacheScriptSound( "Halloween.MerasmusCastBleedingSpell" );
PrecacheScriptSound( "Halloween.MerasmusCastFireSpell" );
PrecacheScriptSound( "Halloween.MerasmusCastJarateSpell" );
PrecacheScriptSound( "Halloween.MerasmusCastJarateSpellRare" );
PrecacheScriptSound( "Halloween.MerasmusLaunchSpell" );
PrecacheScriptSound( "Halloween.MerasmusControlPoint" );
PrecacheScriptSound( "Halloween.MerasmusDepart" );
PrecacheScriptSound( "Halloween.MerasmusDepartRare" );
PrecacheScriptSound( "Halloween.MerasmusDiscovered" );
PrecacheScriptSound( "Halloween.MerasmusGrenadeThrow" );
PrecacheScriptSound( "Halloween.MerasmusHidden" );
PrecacheScriptSound( "Halloween.MerasmusHiddenRare" );
PrecacheScriptSound( "Halloween.MerasmusHitByBomb" );
PrecacheScriptSound( "Halloween.MerasmusHitByBombRare" );
PrecacheScriptSound( "Halloween.MerasmusInitiateHiding" );
PrecacheScriptSound( "Halloween.MerasmusStaffAttack" );
PrecacheScriptSound( "Halloween.MerasmusStaffAttackRare" );
PrecacheScriptSound( "Halloween.MerasmusTauntFakeProp" );
//PrecacheScriptSound( "Halloween.MerasmusTeleport" );
// Boss event sound effects
PrecacheScriptSound( "Halloween.MerasmusBossSpawn" );
PrecacheScriptSound( "Halloween.Merasmus_Death" );
PrecacheScriptSound( "Halloween.EyeballBossEscapeSoon" );
PrecacheScriptSound( "Halloween.EyeballBossEscapeImminent" );
PrecacheScriptSound( "Halloween.EyeballBossEscaped" );
PrecacheScriptSound( "Halloween.Merasmus_Float" );
PrecacheScriptSound( "Halloween.Merasmus_Stun" );
PrecacheScriptSound( "Halloween.Merasmus_Spell" );
PrecacheScriptSound( "Halloween.Merasmus_Hiding_Explode" );
PrecacheParticleSystem( "merasmus_spawn" ); // spawn
PrecacheParticleSystem( "merasmus_tp" ); // puff effect
PrecacheParticleSystem( "merasmus_blood" ); // when he takes damage
PrecacheParticleSystem( "merasmus_blood_bits" ); // when he takes damage while stunned
PrecacheParticleSystem( "merasmus_ambient_body" ); // glow around the body
PrecacheParticleSystem( "merasmus_shoot" ); // when he casts spell
PrecacheParticleSystem( "merasmus_book_attack" ); // big attack
PrecacheParticleSystem( "merasmus_object_spawn" ); // object spawn
PrecacheParticleSystem( "merasmus_zap" ); // zap!
PrecacheParticleSystem( "merasmus_dazed" ); // stunned
PrecacheParticleSystem( "merasmus_dazed_explosion" ); // bomb head explode
// TEMP
PrecacheScriptSound( "Halloween.HeadlessBossAxeHitFlesh" );
}
//-----------------------------------------------------------------------------------------------------
void CMerasmus::Spawn( void )
{
Precache();
SetModel( MERASMUS_MODEL_NAME );
BaseClass::Spawn();
PlayHighPrioritySound("Halloween.MerasmusAppears");
m_isHiding=false;
// scale the boss' health with the player count
int totalPlayers = GetGlobalTFTeam( TF_TEAM_BLUE )->GetNumPlayers() + GetGlobalTFTeam( TF_TEAM_RED )->GetNumPlayers();
int health = tf_merasmus_health_base.GetInt();
if ( totalPlayers > tf_merasmus_min_player_count.GetInt() )
{
health += ( totalPlayers - tf_merasmus_min_player_count.GetInt() ) * tf_merasmus_health_per_player.GetInt();
}
CBaseEntity *pWheel = gEntList.FindEntityByName( NULL, "wheel_of_fortress" );
if ( pWheel )
{
m_wheel = assert_cast< CWheelOfDoom* >( pWheel );
}
SetHealth( health );
SetMaxHealth( health );
m_homePos = GetAbsOrigin();
m_damagePoseParameter = -1;
SetBloodColor( DONT_BLEED );
if ( m_pIdleSound )
{
CSoundEnvelopeController::GetController().SoundDestroy( m_pIdleSound );
m_pIdleSound = NULL;
}
// Collect all of the players that are alive at this moment. These are the players who will get
// their hat leveled up when Merasmus dies. We only want to give credit to these players to discourage
// the strategy of spawning Merasmus with 10 people so his health is scaled for 10 people,
// then have 22 other people connect and destroy him.
CUtlVector< CTFPlayer * > playerVector;
CollectPlayers( &playerVector );
FOR_EACH_VEC( playerVector, i )
{
m_startingAttackersVector.AddToTail( playerVector[i] );
}
CPVSFilter filter( GetAbsOrigin() );
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
m_pIdleSound = controller.SoundCreate( filter, entindex(), "Halloween.Merasmus_Float" );
controller.Play( m_pIdleSound, 1.0, 100 );
m_solidType = GetSolid();
m_solidFlags = GetSolidFlags();
const float flLifeTime = tf_merasmus_lifetime.GetFloat();
m_lifeTimer.Start( flLifeTime );
m_flLastWarnTime = 0;
IGameEvent *event = gameeventmanager->CreateEvent( "merasmus_summoned" );
if ( event )
{
event->SetInt( "level", GetLevel() );
gameeventmanager->FireEvent( event );
}
TriggerLogicRelay( "boss_enter_relay", true );
DispatchParticleEffect( "merasmus_spawn", GetAbsOrigin(), GetAbsAngles() );
m_bossStats.ResetStats();
event = gameeventmanager->CreateEvent( "recalculate_truce" );
if ( event )
{
gameeventmanager->FireEvent( event, true );
}
}
//---------------------------------------------------------------------------------------------
void RemoveAllBombHeadFromPlayers()
{
CUtlVector< CTFPlayer * > playerVector;
CollectPlayers( &playerVector, TF_TEAM_RED, COLLECT_ONLY_LIVING_PLAYERS );
CollectPlayers( &playerVector, TF_TEAM_BLUE, COLLECT_ONLY_LIVING_PLAYERS, APPEND_PLAYERS );
for ( int i=0; i<playerVector.Count(); ++i )
{
if ( playerVector[i]->m_Shared.InCond( TF_COND_HALLOWEEN_BOMB_HEAD ) )
{
playerVector[i]->m_Shared.RemoveCond( TF_COND_HALLOWEEN_BOMB_HEAD );
}
}
}
void CMerasmus::UpdateOnRemove()
{
Assert( TFGameRules() );
if ( m_hHealthBar )
{
m_hHealthBar->HideBossHealthMeter();
}
if ( m_pIdleSound )
{
CSoundEnvelopeController::GetController().SoundDestroy( m_pIdleSound );
m_pIdleSound = NULL;
}
// the boss is NULL, remove bomb head condition won't give players power play
RemoveAllBombHeadFromPlayers();
RemoveAllFakeProps();
BaseClass::UpdateOnRemove();
// Report Stats
SW_ReportMerasmusStats();
}
//---------------------------------------------------------------------------------------------
float MerasmusModifyDamage( const CTakeDamageInfo &info )
{
CTFWeaponBase *pWeapon = dynamic_cast< CTFWeaponBase * >( info.GetWeapon() );
CObjectSentrygun *sentry = dynamic_cast< CObjectSentrygun * >( info.GetInflictor() );
CTFProjectile_SentryRocket *sentryRocket = dynamic_cast< CTFProjectile_SentryRocket * >( info.GetInflictor() );
if ( sentry || sentryRocket )
{
return info.GetDamage() * 0.5f;
}
else if ( pWeapon )
{
switch( pWeapon->GetWeaponID() )
{
case TF_WEAPON_MINIGUN:
return info.GetDamage() * 0.5f;
case TF_WEAPON_SODA_POPPER:
return info.GetDamage() * 1.5f;
case TF_WEAPON_HANDGUN_SCOUT_PRIMARY:
return info.GetDamage() * 1.75;
case TF_WEAPON_SCATTERGUN:
case TF_WEAPON_REVOLVER:
return info.GetDamage() * 2.f;
case TF_WEAPON_SNIPERRIFLE:
case TF_WEAPON_SNIPERRIFLE_DECAP:
case TF_WEAPON_SNIPERRIFLE_CLASSIC:
case TF_WEAPON_COMPOUND_BOW:
case TF_WEAPON_KNIFE:
case TF_WEAPON_PEP_BRAWLER_BLASTER:
return info.GetDamage() * 3.f;
}
}
// unmodified
return info.GetDamage();
}
//-----------------------------------------------------------------------------------------------------
int CMerasmus::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
if ( !IsRevealed() )
{
return 0;
}
if ( IsSelf( info.GetAttacker() ) )
{
// don't injure myself
return 0;
}
CTakeDamageInfo modifiedInfo = info;
if ( RandomInt( 0, 30 ) == 0 )
{
//EmitSound( "Halloween.MerasmusHurt" ); << add new sound entry
}
if ( IsStunned() )
{
DispatchParticleEffect( "merasmus_blood", modifiedInfo.GetDamagePosition(), GetAbsAngles() );
}
else
{
DispatchParticleEffect( "merasmus_blood_bits", modifiedInfo.GetDamagePosition(), GetAbsAngles() );
}
modifiedInfo.SetDamage( MerasmusModifyDamage( modifiedInfo ) );
if ( m_bIsDoingAOEAttack || m_bStunned )
{
modifiedInfo.AddDamageType( DMG_CRITICAL );
}
int result = BaseClass::OnTakeDamage_Alive( modifiedInfo );
// update boss health meter
float healthPercentage = (float)GetHealth() / (float)GetMaxHealth();
if ( m_hHealthBar )
{
if ( healthPercentage <= 0.0f )
{
m_hHealthBar->HideBossHealthMeter();
}
else
{
m_hHealthBar->SetBossHealthPercentage( healthPercentage );
}
}
// Stats Tracking
CTFPlayer *pAttacker = ToTFPlayer( info.GetAttacker() );
if ( pAttacker )
{
int iClass = pAttacker->GetPlayerClass()->GetClassIndex();
if ( iClass > TF_CLASS_UNDEFINED && iClass < TF_LAST_NORMAL_CLASS )
{
m_bossStats.m_arrClassDamage[ iClass ] += info.GetDamage();
}
}
return result;
}
//---------------------------------------------------------------------------------------------
void CMerasmus::FireGameEvent( IGameEvent *event)
{
if ( !V_strcmp( event->GetName(), "player_death" ) )
{
// Collect Data
int nDmgType = event->GetInt( "customkill", -1 );
if ( nDmgType == TF_DMG_CUSTOM_MERASMUS_DECAPITATION || nDmgType == TF_DMG_CUSTOM_MERASMUS_ZAP )
{
m_bossStats.m_nStaffKills++;
}
else if ( nDmgType == TF_DMG_CUSTOM_MERASMUS_GRENADE || nDmgType == TF_DMG_CUSTOM_MERASMUS_PLAYER_BOMB )
{
m_bossStats.m_nBombKills++;
}
else
{
// Treat as a PvPKill
m_bossStats.m_nPvpKills++;
}
}
}
//---------------------------------------------------------------------------------------------
void CMerasmus::Update( void )
{
BaseClass::Update();
if ( m_damagePoseParameter < 0 )
{
m_damagePoseParameter = LookupPoseParameter( "damage" );
}
if ( m_damagePoseParameter >= 0 )
{
SetPoseParameter( m_damagePoseParameter, 1.0f - ( (float)GetHealth() / (float)GetMaxHealth() ) );
}
}
Vector CMerasmus::GetCastPosition() const
{
Vector vForward, vRight, vUp;
AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
return WorldSpaceCenter() + vForward * 60.f + 30.f * vRight + 60.f * vUp;
}
void RemoveAllGrenades( CMerasmus *me )
{
const int maxCollectedEntities = 1024;
CBaseEntity *pObjects[ maxCollectedEntities ];
int count = UTIL_EntitiesInSphere( pObjects, maxCollectedEntities, me->GetAbsOrigin(), 400, FL_GRENADE );
for( int i = 0; i < count; ++i )
{
if ( pObjects[i] == NULL )
continue;
if ( pObjects[i]->IsPlayer() )
continue;
// Remove the enemy pipe
pObjects[i]->SetThink( &CBaseEntity::SUB_Remove );
pObjects[i]->SetNextThink( gpGlobals->curtime );
pObjects[i]->SetTouch( NULL );
pObjects[i]->AddEffects( EF_NODRAW );
}
}
void CMerasmus::OnRevealed(bool bPlaySound)
{
RecordDisguiseTime();
m_bRevealed = true;
m_isHiding = false;
m_nRevealedHealth = GetHealth();
if (bPlaySound)
{
PlayHighPrioritySound( "Halloween.MerasmusDiscovered" );
}
RemoveEffects( EF_NOINTERP | EF_NODRAW );
DispatchParticleEffect( "merasmus_spawn", WorldSpaceCenter(), GetAbsAngles() );
// don't collide with anything, we do our own collision detection in our think method
SetSolid( m_solidType );
SetSolidFlags( m_solidFlags );
RemoveAllFakeProps();
TFGameRules()->PushAllPlayersAway( GetAbsOrigin(), 400.f, 500.f, TF_TEAM_RED );
TFGameRules()->PushAllPlayersAway( GetAbsOrigin(), 400.f, 500.f, TF_TEAM_BLUE );
RemoveAllGrenades( this );
// give player who found merasmus buff
if ( m_hMerasmusRevealer )
{
// condition was removed by blowing up merasmus, you get buff award
const float buffDuration = 10.0f;
m_hMerasmusRevealer->m_Shared.AddCond( TF_COND_CRITBOOSTED_PUMPKIN, buffDuration );
m_hMerasmusRevealer->m_Shared.AddCond( TF_COND_SPEED_BOOST, buffDuration );
m_hMerasmusRevealer->m_Shared.AddCond( TF_COND_INVULNERABLE, buffDuration );
}
m_hMerasmusRevealer = NULL;
// show Boss' health meter on HUD
if ( m_hHealthBar )
{
float healthPercentage = (float)GetHealth() / (float)GetMaxHealth();
m_hHealthBar->SetBossHealthPercentage( healthPercentage );
}
// face towards a nearby player
CUtlVector< CTFPlayer * > playerVector;
CollectPlayers( &playerVector, TF_TEAM_RED, COLLECT_ONLY_LIVING_PLAYERS );
CollectPlayers( &playerVector, TF_TEAM_BLUE, COLLECT_ONLY_LIVING_PLAYERS, APPEND_PLAYERS );
float closeRangeSq = FLT_MAX;
CTFPlayer *close = NULL;
for( int i=0; i<playerVector.Count(); ++i )
{
CTFPlayer *player = playerVector[i];
float rangeSq = GetRangeSquaredTo( player );
if ( rangeSq < closeRangeSq )
{
closeRangeSq = rangeSq;
close = player;
}
}
QAngle facingAngle;
if ( close )
{
Vector toPlayer = close->GetAbsOrigin() - GetAbsOrigin();
toPlayer.z = 0.0f;
toPlayer.NormalizeInPlace();
VectorAngles( toPlayer, Vector(0,0,1), facingAngle );
}
else
{
facingAngle.x = 0.0f;
facingAngle.y = RandomFloat( 0.0f, 360.0f );
facingAngle.z = 0.0f;
}
SetAbsAngles( facingAngle );
}
bool CMerasmus::ShouldReveal() const
{
int nDestroyedProps = 0;
for ( int i=0; i<m_fakePropVector.Count(); ++i )
{
if ( m_fakePropVector[i] == NULL )
{
nDestroyedProps++;
}
}
return nDestroyedProps >= m_nDestroyedPropsToReveal;
}
bool CMerasmus::IsNextKilledPropMerasmus() const
{
int nDestroyedProps = 0;
for ( int i=0; i<m_fakePropVector.Count(); ++i )
{
if ( m_fakePropVector[i] == NULL )
{
nDestroyedProps++;
}
}
return nDestroyedProps + 1 == m_nDestroyedPropsToReveal;
}
void CMerasmus::OnDisguise()
{
m_flStartDisguiseTime = gpGlobals->curtime;
m_bRevealed = false;
m_isHiding = true;
StopAOEAttack();
AddEffects( EF_NOINTERP | EF_NODRAW );
DispatchParticleEffect( "merasmus_tp", WorldSpaceCenter(), GetAbsAngles() );
// don't collide with anything, we do our own collision detection in our think method
SetSolid( SOLID_NONE );
SetSolidFlags( FSOLID_NOT_SOLID );
// fake randomness of when Merasmus should reveal
m_nDestroyedPropsToReveal = RandomInt( MAX( 1, tf_merasmus_min_props_to_reveal.GetFloat() * m_fakePropVector.Count() ), m_fakePropVector.Count() );
}
bool CMerasmus::ShouldDisguise() const
{
if ( GetHealth() <= 0 )
{
return false;
}
float flLostHealthPercentage = (float)( m_nRevealedHealth - GetHealth() ) / (float)GetMaxHealth();
return flLostHealthPercentage > tf_merasmus_should_disguise_threshold.GetFloat();
}
CTFWeaponBaseGrenadeProj* CMerasmus::CreateMerasmusGrenade( const Vector& vPosition, const Vector& vVelocity, CBaseCombatCharacter* pOwner, float fScale )
{
QAngle qAngles = RandomAngle( 0, 360 );
CTFWeaponBaseMerasmusGrenade *pGrenade = static_cast<CTFWeaponBaseMerasmusGrenade*>( CBaseEntity::Create( "tf_weaponbase_merasmus_grenade", vPosition, qAngles, pOwner ) );
if ( pGrenade )
{
pGrenade->SetModel( MERASMUS_BOMB_MODEL );
DispatchSpawn( pGrenade );
pGrenade->InitGrenade( vVelocity, AngularImpulse( 600, random->RandomInt( -1200, 1200 ), 0 ), pOwner, 50 * fScale, 300.f * fScale );
pGrenade->SetDetonateTimerLength( 2.f );
pGrenade->SetModelScale( fScale );
pGrenade->SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS ); // we want to use collision_group_rockets so we don't ever collide with players
}
return pGrenade;
}
const char* CMerasmus::GetRandomPropModelName()
{
int which = RandomInt( 0, ARRAYSIZE( s_pszDisguiseProps ) - 1 );
return s_pszDisguiseProps[ which ];
}
void CMerasmus::PushPlayer( CTFPlayer* pPlayer, float flPushForce ) const
{
// send the player flying
// make sure we push players up and away
Vector toPlayer = pPlayer->EyePosition() - GetAbsOrigin();
toPlayer.z = 0.0f;
toPlayer.NormalizeInPlace();
toPlayer.z = 1.0f;
Vector push = flPushForce * toPlayer;
pPlayer->ApplyAbsVelocityImpulse( push );
}
void CMerasmus::AddStun( CTFPlayer* pPlayer )
{
if ( !IsRevealed() )
{
// don't let bomb head player explode on merasmus while disguise
return;
}
// first stun
if ( !IsStunned() )
{
CPVSFilter filter( WorldSpaceCenter() );
if (RandomInt( 1, 10) == 9 )
{
PlayLowPrioritySound( filter, "Halloween.MerasmusHitByBombRare" );
}
else
{
PlayLowPrioritySound( filter, "Halloween.MerasmusHitByBomb" );
}
}
// buff the player that stunned me
const float buffDuration = 10.0f;
pPlayer->m_Shared.AddCond( TF_COND_CRITBOOSTED_PUMPKIN, buffDuration );
pPlayer->m_Shared.AddCond( TF_COND_SPEED_BOOST, buffDuration );
pPlayer->m_Shared.AddCond( TF_COND_INVULNERABLE, buffDuration );
pPlayer->m_Shared.RemoveCond( TF_COND_STUNNED );
pPlayer->m_Shared.RemoveCond( TF_COND_HALLOWEEN_BOMB_HEAD );
pPlayer->MerasmusPlayerBombExplode( false );
PushPlayer( pPlayer, 300.f );
DispatchParticleEffect( "merasmus_dazed_explosion", WorldSpaceCenter(), GetAbsAngles() );
IGameEvent *pEvent = gameeventmanager->CreateEvent( "merasmus_stunned" );
if ( pEvent )
{
pEvent->SetInt( "player", pPlayer->GetUserID() );
gameeventmanager->FireEvent( pEvent, true );
}
// don't stun while doing AOE
if ( !m_bIsDoingAOEAttack )
{
m_nBombHitCount++;
m_stunTimer.Start( tf_merasmus_stun_duration.GetFloat() );
}
}
void CMerasmus::OnBeginStun()
{
EmitSound( "Halloween.Merasmus_Stun" );
m_bStunned = true;
}
void CMerasmus::OnEndStun()
{
m_stunTimer.Invalidate();
m_bStunned = false;
}
void CMerasmus::AddFakeProp( CTFMerasmusTrickOrTreatProp* pFakeProp )
{
m_fakePropVector.AddToTail( pFakeProp );
}
void CMerasmus::RemoveAllFakeProps()
{
for ( int i=0; i<m_fakePropVector.Count(); ++i )
{
if ( m_fakePropVector[i] != NULL )
{
UTIL_Remove( m_fakePropVector[i] );
}
}
m_fakePropVector.RemoveAll();
}
void BombHeadForTeam( int nTeam, int nBombHeadPlayers )
{
// decrease nBombHeadPlayers by the number of existing bomb heads
CUtlVector< CTFPlayer * > playerVector;
CollectPlayers( &playerVector, nTeam, COLLECT_ONLY_LIVING_PLAYERS );
if ( playerVector.Count() <= 0 )
{
// everyone on this team is dead
return;
}
for( int n=0; n<nBombHeadPlayers; ++n )
{
// find the living player who was a bombhead the longest time ago and give them the bomb
CTFPlayer *pVictim = NULL;
float oldestTimeStamp = -1.0f;
for( int i=0; i<playerVector.Count(); ++i )
{
CTFPlayer *pPlayer = playerVector[i];
if ( pPlayer->GetTimeSinceWasBombHead() > oldestTimeStamp &&
!pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_BOMB_HEAD ) &&
pPlayer->GetLastKnownArea() &&
pPlayer->GetLastKnownArea()->HasFuncNavPrefer() )
{
pVictim = pPlayer;
oldestTimeStamp = pPlayer->GetTimeSinceWasBombHead();
}
}
if ( !pVictim )
{
// no victims available - try again next time
return;
}
// give this victim the bomb
float flBuffDuration = tf_merasmus_bomb_head_duration.GetFloat();
pVictim->m_Shared.StunPlayer( tf_merasmus_bomb_head_duration.GetFloat(), 0.f, TF_STUN_LOSER_STATE );
pVictim->m_Shared.AddCond( TF_COND_HALLOWEEN_BOMB_HEAD, flBuffDuration );
pVictim->m_Shared.AddCond( TF_COND_SPEED_BOOST, flBuffDuration );
pVictim->SetBombHeadTimestamp();
// notify player they are a bomb
ClientPrint( pVictim, HUD_PRINTCENTER, "#TF_HALLOWEEN_MERASMUS_YOU_ARE_BOMB", pVictim->GetPlayerName() );
}
}
void CMerasmus::BombHeadMode()
{
int nBombHeadPlayers = tf_merasmus_bomb_head_per_team.GetInt();
BombHeadForTeam( TF_TEAM_RED, nBombHeadPlayers );
BombHeadForTeam( TF_TEAM_BLUE, nBombHeadPlayers );
}
bool CMerasmus::ShouldLeave() const
{
return m_lifeTimer.IsElapsed();
}
void CMerasmus::LeaveWarning()
{
if ( m_lifeTimer.GetRemainingTime() < 10.0f && m_flLastWarnTime > 10.0f )
{
IGameEvent *event = gameeventmanager->CreateEvent( "merasmus_escape_warning" );
if ( event )
{
event->SetInt( "level", GetLevel() );
event->SetInt( "time_remaining", 10 );
gameeventmanager->FireEvent( event );
}
}
else if ( m_lifeTimer.GetRemainingTime() < 30.0f && m_flLastWarnTime > 30.0f )
{
IGameEvent *event = gameeventmanager->CreateEvent( "merasmus_escape_warning" );
if ( event )
{
event->SetInt( "level", GetLevel() );
event->SetInt( "time_remaining", 30 );
gameeventmanager->FireEvent( event );
}
}
else if ( m_lifeTimer.GetRemainingTime() < 60.0f && m_flLastWarnTime > 60.0f )
{
IGameEvent *event = gameeventmanager->CreateEvent( "merasmus_escape_warning" );
if ( event )
{
event->SetInt( "level", GetLevel() );
event->SetInt( "time_remaining", 60 );
gameeventmanager->FireEvent( event );
}
}
m_flLastWarnTime = m_lifeTimer.GetRemainingTime();
}
void CMerasmus::OnLeaveWhileInPropForm()
{
CUtlVector< CBaseEntity* > validProps;
for ( int i=0; i<m_fakePropVector.Count(); ++i )
{
if ( m_fakePropVector[i] != NULL )
{
validProps.AddToTail( m_fakePropVector[i] );
}
}
if ( validProps.Count() )
{
int which = RandomInt( 0, validProps.Count() -1 );
SetAbsOrigin( validProps[ which ]->GetAbsOrigin() );
}
}
void CMerasmus::TriggerLogicRelay( const char* pszLogicRelayName, bool bSpawn /*= false*/ )
{
CLogicRelay* pLogicRelay = assert_cast< CLogicRelay* >( gEntList.FindEntityByName( NULL, pszLogicRelayName ) );
if ( pLogicRelay )
{
inputdata_t data;
data.pCaller = this;
data.pActivator = this;
pLogicRelay->InputTrigger( data );
if ( bSpawn )
{
SetAbsOrigin( pLogicRelay->GetAbsOrigin() );
}
}
}
void CMerasmus::PlayLowPrioritySound( IRecipientFilter &filter, const char* pszSoundEntryName )
{
CSoundParameters params;
if ( CBaseEntity::GetParametersForSound( pszSoundEntryName, params, NULL ) )
{
EmitSound_t es( params );
es.m_nFlags |= SND_DO_NOT_OVERWRITE_EXISTING_ON_CHANNEL;
EmitSound( filter, entindex(), es );
}
}
void CMerasmus::PlayHighPrioritySound( const char* pszSoundEntryName )
{
CBroadcastRecipientFilter filter;
CSoundParameters params;
if ( CBaseEntity::GetParametersForSound( pszSoundEntryName, params, NULL ) )
{
EmitSound_t es( params );
EmitSound( filter, entindex(), es );
}
}
//---------------------------------------------------------------------------------------------
void CMerasmus::RecordDisguiseTime( )
{
if ( m_flStartDisguiseTime == 0 )
return;
float flTime = ( gpGlobals->curtime - m_flStartDisguiseTime );
if ( m_bossStats.m_flPropHuntTime1 == 0 )
{
m_bossStats.m_flPropHuntTime1 = flTime;
}
else
{
m_bossStats.m_flPropHuntTime2 = flTime;
}
m_flStartDisguiseTime = 0;
}
void CMerasmus::StartRespawnTimer() const
{
if( TFGameRules() )
{
if( GetLevel() <= 3 )
{
TFGameRules()->StartHalloweenBossTimer( tf_merasmus_spawn_interval.GetFloat() ,tf_merasmus_spawn_interval_variation.GetFloat() );
}
else
{
TFGameRules()->StartHalloweenBossTimer( 60.f );
}
}
}
//---------------------------------------------------------------------------------------------
void CMerasmus::SW_ReportMerasmusStats( void )
{
if ( !GCClientSystem() )
return;
static uint8 unEventCounter = 0;
GCSDK::CProtoBufMsg<CMsgHalloween_Merasmus2012> msg( k_EMsgGC_Halloween_Merasmus2012 );
msg.Body().set_time_submitted( CRTime::RTime32TimeCur() );
msg.Body().set_is_valve_server( false );
msg.Body().set_boss_level( GetLevel() );
msg.Body().set_spawned_health( GetMaxHealth() );
msg.Body().set_remaining_health( GetHealth() );
msg.Body().set_life_time( (int)m_lifeTimer.GetElapsedTime() ); // Amount of time in seconds, boss was alive for
msg.Body().set_bomb_kills( m_bossStats.m_nBombKills ); // Kills from Bombs
msg.Body().set_staff_kills( m_bossStats.m_nStaffKills ); // kills from staff attack
msg.Body().set_pvp_kills( m_bossStats.m_nPvpKills ); // Number of kills from players while Boss is out (Jerk factor)
msg.Body().set_prophunt_time1( m_bossStats.m_flPropHuntTime1 );
msg.Body().set_prophunt_time2( m_bossStats.m_flPropHuntTime2 );
msg.Body().set_dmg_scout( m_bossStats.m_arrClassDamage[ TF_CLASS_SCOUT ] ); // Amount of damage done by each class
msg.Body().set_dmg_sniper( m_bossStats.m_arrClassDamage[ TF_CLASS_SNIPER] );
msg.Body().set_dmg_soldier( m_bossStats.m_arrClassDamage[ TF_CLASS_SOLDIER] );
msg.Body().set_dmg_demo( m_bossStats.m_arrClassDamage[ TF_CLASS_DEMOMAN] );
msg.Body().set_dmg_medic( m_bossStats.m_arrClassDamage[ TF_CLASS_MEDIC ] );
msg.Body().set_dmg_heavy( m_bossStats.m_arrClassDamage[ TF_CLASS_HEAVYWEAPONS ] );
msg.Body().set_dmg_pyro( m_bossStats.m_arrClassDamage[ TF_CLASS_PYRO ] );
msg.Body().set_dmg_spy( m_bossStats.m_arrClassDamage[ TF_CLASS_SPY ] );
msg.Body().set_dmg_engineer( m_bossStats.m_arrClassDamage[ TF_CLASS_ENGINEER ] );
// Class counts
CUtlVector< CTFPlayer * > playerVector;
CollectPlayers( &playerVector );
int nClassCounts[ TF_LAST_NORMAL_CLASS ];
V_memset( nClassCounts, 0, sizeof( nClassCounts ) );
FOR_EACH_VEC( playerVector, index )
{
int iClass = playerVector[index]->GetPlayerClass()->GetClassIndex();
if ( iClass > TF_CLASS_UNDEFINED && iClass < TF_LAST_NORMAL_CLASS )
{
nClassCounts[iClass]++;
}
}
msg.Body().set_scout_count( nClassCounts[TF_CLASS_SCOUT] ); // Class and player break down at the point of boss despawn
msg.Body().set_sniper_count( nClassCounts[TF_CLASS_SNIPER] );
msg.Body().set_solider_count( nClassCounts[TF_CLASS_SOLDIER] );
msg.Body().set_demo_count( nClassCounts[TF_CLASS_DEMOMAN] );
msg.Body().set_medic_count( nClassCounts[TF_CLASS_MEDIC] );
msg.Body().set_heavy_count( nClassCounts[TF_CLASS_HEAVYWEAPONS] );
msg.Body().set_pyro_count( nClassCounts[TF_CLASS_PYRO] );
msg.Body().set_spy_count( nClassCounts[TF_CLASS_SPY] );
msg.Body().set_engineer_count( nClassCounts[TF_CLASS_ENGINEER] );
GCClientSystem()->BSendMessage( msg );
// OGS Version
//
//#if !defined(NO_STEAM)
// KeyValues* pKVData = new KeyValues( "TF2Halloween2012MerasmusBossStats" );
//
// // Auto Values
// // ID
// // SessionID
// // TimeSubmitted
// //pKVData->SetBool( "IsValveServer", false );
//
// pKVData->SetInt( "BossLevel", GetLevel() );
// pKVData->SetInt( "SpawnedHealth", GetMaxHealth() );
// pKVData->SetInt( "RemainingHealth", GetHealth() ); // 0 == Boss was killed
//
// pKVData->SetInt( "LifeTime", (int)m_lifeTimer.GetElapsedTime() ); // Amount of time in seconds, boss was alive for
// pKVData->SetInt( "BombKills", m_bossStats.m_nBombKills ); // Kills from Bombs
// pKVData->SetInt( "StaffKills", m_bossStats.m_nStaffKills ); // kills from staff account
// pKVData->SetInt( "PvPKills", m_bossStats.m_nPvpKills ); // Number of kills from players while Boss is out (Jerk factor)
// pKVData->SetInt( "PropHuntTime1", m_bossStats.m_flPropHuntTime1 );
// pKVData->SetInt( "PropHuntTime2", m_bossStats.m_flPropHuntTime2 );
//
// // Class Damage
// pKVData->SetInt( "DmgFromScout", m_bossStats.m_arrClassDamage[ TF_CLASS_SCOUT ] ); // Amount of damage done by each class
// pKVData->SetInt( "DmgFromSniper", m_bossStats.m_arrClassDamage[ TF_CLASS_SNIPER ] );
// pKVData->SetInt( "DmgFromSoldier", m_bossStats.m_arrClassDamage[ TF_CLASS_SOLDIER ] );
// pKVData->SetInt( "DmgFromDemo", m_bossStats.m_arrClassDamage[ TF_CLASS_DEMOMAN ] );
// pKVData->SetInt( "DmgFromMedic", m_bossStats.m_arrClassDamage[ TF_CLASS_MEDIC ] );
// pKVData->SetInt( "DmgFromHeavy", m_bossStats.m_arrClassDamage[ TF_CLASS_HEAVYWEAPONS ] );
// pKVData->SetInt( "DmgFromPyro", m_bossStats.m_arrClassDamage[ TF_CLASS_PYRO ] );
// pKVData->SetInt( "DmgFromSpy", m_bossStats.m_arrClassDamage[ TF_CLASS_SPY ] );
// pKVData->SetInt( "DmgFromEngineer", m_bossStats.m_arrClassDamage[ TF_CLASS_ENGINEER ] );
//
// // Class counts
// CUtlVector< CTFPlayer * > playerVector;
// CollectPlayers( &playerVector );
//
// int nClassCounts[ TF_LAST_NORMAL_CLASS ];
// V_memset( nClassCounts, 0, sizeof( nClassCounts ) );
// FOR_EACH_VEC( playerVector, index )
// {
// int iClass = playerVector[index]->GetPlayerClass()->GetClassIndex();
// if ( iClass > TF_CLASS_UNDEFINED && iClass < TF_LAST_NORMAL_CLASS )
// {
// nClassCounts[iClass]++;
// }
// }
//
// pKVData->SetInt( "ScoutCount", nClassCounts[TF_CLASS_SCOUT] ); // Class and player break down at the point of boss despawn
// pKVData->SetInt( "SniperCount", nClassCounts[TF_CLASS_SNIPER] );
// pKVData->SetInt( "SoldierCount", nClassCounts[TF_CLASS_SOLDIER] );
// pKVData->SetInt( "DemoCount", nClassCounts[TF_CLASS_DEMOMAN] );
// pKVData->SetInt( "MedicCount", nClassCounts[TF_CLASS_MEDIC] );
// pKVData->SetInt( "HeavyCount", nClassCounts[TF_CLASS_HEAVYWEAPONS] );
// pKVData->SetInt( "PyroCount", nClassCounts[TF_CLASS_PYRO] );
// pKVData->SetInt( "SpyCount", nClassCounts[TF_CLASS_SPY] );
// pKVData->SetInt( "EngineerCount", nClassCounts[TF_CLASS_ENGINEER] );
//
// //GetSteamWorksSGameStatsUploader().AddStatsForUpload( pKVData );
//#endif
m_bossStats.ResetStats();
}
void CollectTargets( CBaseCombatCharacter *pCaster, float flSpellRange, int nTargetTeam, int nMaxTarget, CUtlVector< CHandle< CBaseEntity > > &vecTargets )
{
vecTargets.RemoveAll();
// collect everyone
CUtlVector< CTFPlayer * > playerVector;
CollectPlayers( &playerVector, nTargetTeam, COLLECT_ONLY_LIVING_PLAYERS );
CUtlVector< CTFPlayer * > candidateTargets;
for ( int i=0; i<playerVector.Count(); ++i )
{
CTFPlayer *pPlayer = playerVector[i];
Vector toPlayer = pCaster->EyePosition() - pPlayer->WorldSpaceCenter();
if ( toPlayer.IsLengthLessThan( flSpellRange ) && pCaster->IsLineOfSightClear( pPlayer ) )
{
candidateTargets.AddToTail( pPlayer );
}
}
while ( candidateTargets.Count() != 0 && vecTargets.Count() != nMaxTarget )
{
int which = RandomInt( 0, candidateTargets.Count() - 1 );
vecTargets.AddToTail( candidateTargets[ which ] );
candidateTargets.FastRemove( which );
}
// find sentry in range
for ( int i=0; i<IBaseObjectAutoList::AutoList().Count(); ++i )
{
CBaseObject *pObj = static_cast< CBaseObject* >( IBaseObjectAutoList::AutoList()[i] );
if ( pObj->ObjectType() == OBJ_SENTRYGUN )
{
Vector toSentry = pCaster->EyePosition() - pObj->WorldSpaceCenter();
if ( toSentry.IsLengthLessThan( flSpellRange ) && pCaster->IsLineOfSightClear( pObj ) )
{
vecTargets.AddToTail( pObj );
}
}
}
}
void CastSpell( CBaseCombatCharacter* pCaster, const char* pszCastingAttachmentName, float flSpellRange, float flMinDamage, float flMaxDamage, CBaseEntity* pTarget )
{
float flSpellTime = 5.f;
if ( pTarget->IsPlayer() )
{
CTFPlayer *pPlayer = ToTFPlayer( pTarget );
pPlayer->m_Shared.SelfBurn( flSpellTime );
pPlayer->ApplyAbsVelocityImpulse( 1000.f * Vector( 0, 0, 1 ) );
Vector toPlayer = pCaster->EyePosition() - pPlayer->WorldSpaceCenter();
float flDistSqr = toPlayer.LengthSqr();
float flDmg = RemapValClamped( flDistSqr, 100.f, Square( 0.5f * flSpellRange ), flMaxDamage, flMinDamage );
CTakeDamageInfo info( pCaster, pCaster, flDmg, DMG_BURN, TF_DMG_CUSTOM_MERASMUS_ZAP );
pPlayer->TakeDamage( info );
}
else if ( pTarget->IsBaseObject() )
{
CBaseObject *pObj = static_cast< CBaseObject* >( pTarget );
pObj->DetonateObject();
}
// Shoot a beam at them
CReliableBroadcastRecipientFilter filter;
Vector vStartPos;
QAngle qStartAngles;
pCaster->GetAttachment( pszCastingAttachmentName, vStartPos, qStartAngles );
Vector vEnd = pTarget->EyePosition();
te_tf_particle_effects_control_point_t controlPoint = { PATTACH_ABSORIGIN, vEnd };
TE_TFParticleEffectComplex( filter, 0.0f, "merasmus_zap", vStartPos, qStartAngles, NULL, &controlPoint, pCaster, PATTACH_CUSTOMORIGIN );
}
/*static*/ bool CMerasmus::Zap( CBaseCombatCharacter *pCaster, const char* pszCastingAttachmentName, float flSpellRange, float flMinDamage, float flMaxDamage, int nMaxTarget, int nTargetTeam /*= TEAM_ANY*/ )
{
CUtlVector< CHandle< CBaseEntity > > vecTargets;
CollectTargets( pCaster, flSpellRange, nTargetTeam, nMaxTarget, vecTargets );
if ( vecTargets.Count() == 0 )
return false;
for ( int i=0; i<vecTargets.Count(); ++i )
{
CBaseEntity *pTarget = vecTargets[i];
if ( pTarget )
{
CastSpell( pCaster, pszCastingAttachmentName, flSpellRange, flMinDamage, flMaxDamage, pTarget );
}
}
return true;
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CMerasmusBehavior : public Action< CMerasmus >
{
public:
virtual Action< CMerasmus > *InitialContainedAction( CMerasmus *me )
{
return new CMerasmusReveal;
}
virtual ActionResult< CMerasmus > OnStart( CMerasmus *me, Action< CMerasmus > *priorAction )
{
return Continue();
}
virtual ActionResult< CMerasmus > Update( CMerasmus *me, float interval )
{
if ( !me->IsAlive() )
{
if ( !me->WasSpawnedByCheats() )
{
// award achievement to everyone who injured me within the last few seconds
const float deathTime = 5.0f;
const CUtlVector< CMerasmus::AttackerInfo > &attackerVector = me->GetAttackerVector();
for( int i=0; i<attackerVector.Count(); ++i )
{
if ( attackerVector[i].m_attacker != NULL &&
gpGlobals->curtime - attackerVector[i].m_timestamp < deathTime )
{
CReliableBroadcastRecipientFilter filter;
UTIL_SayText2Filter( filter, attackerVector[i].m_attacker, false, "#TF_Halloween_Merasmus_Killers", attackerVector[i].m_attacker->GetPlayerName() );
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_LAKESIDE ) )
{
attackerVector[i].m_attacker->AwardAchievement( ACHIEVEMENT_TF_HALLOWEEN_MERASMUS_KILL );
}
}
}
// Award hat levels based on Merasmus' level when he dies, but only to people who were
// around when Merasmus spawned.
const CUtlVector< CHandle<CTFPlayer> >& vecStartingAttackers = me->GetStartingAttackers();
if ( GCClientSystem() )
{
// GC message
// Notify the GC that this occurred to possibly level up your hat if you have one
GCSDK::CProtoBufMsg<CMsgUpdateHalloweenMerasmusLootLevel> msg( k_EMsgGC_Halloween_UpdateMerasmusLootLevel );
msg.Body().set_merasmus_level( me->GetLevel() );
FOR_EACH_VEC( vecStartingAttackers, i )
{
CTFPlayer* pPlayer = vecStartingAttackers[i];
if ( pPlayer )
{
CSteamID steamID;
if ( pPlayer->GetSteamID( &steamID ) && steamID.IsValid() && steamID.BIndividualAccount() )
{
CMsgUpdateHalloweenMerasmusLootLevel_Player *pMsgPlayer = msg.Body().add_players();
pMsgPlayer->set_steam_id( steamID.ConvertToUint64() );
}
}
}
GCClientSystem()->BSendMessage( msg );
}
}
// nobody is IT any longer
TFGameRules()->SetIT( NULL );
return ChangeTo( new CMerasmusDying, "I am dead!" );
}
else
{
me->LeaveWarning();
if ( me->ShouldLeave() && !me->IsStunned() && !me->IsFlying() )
{
return ChangeTo( new CMerasmusEscape, "Escaping..." );
}
}
return Continue();
}
virtual EventDesiredResult< CMerasmus > OnInjured( CMerasmus *me, const CTakeDamageInfo &info )
{
if ( me->ShouldDisguise() && me->IsRevealed() && !me->IsStunned() && !me->IsFlying() )
{
return TrySuspendFor( new CMerasmusDisguise, RESULT_IMPORTANT, "Disguise" );
}
return TryContinue();
}
virtual const char *GetName( void ) const { return "Merasmus Behavior"; } // return name of this action
private:
};
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
CMerasmusIntention::CMerasmusIntention( CMerasmus *me ) : IIntention( me )
{
m_behavior = new Behavior< CMerasmus >( new CMerasmusBehavior );
}
CMerasmusIntention::~CMerasmusIntention()
{
delete m_behavior;
}
void CMerasmusIntention::Reset( void )
{
delete m_behavior;
m_behavior = new Behavior< CMerasmus >( new CMerasmusBehavior );
}
void CMerasmusIntention::Update( void )
{
m_behavior->Update( static_cast< CMerasmus * >( GetBot() ), GetUpdateInterval() );
}
// is this a place we can be?
QueryResultType CMerasmusIntention::IsPositionAllowed( const INextBot *meBot, const Vector &pos ) const
{
return ANSWER_YES;
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
void CMerasmusLocomotion::Update( void )
{
CMerasmus *me = (CMerasmus *)GetBot()->GetEntity();
if ( me->IsFlying() )
{
// don't update this locomotor since the flying locomotor is active
return;
}
NextBotGroundLocomotion::Update();
}
float CMerasmusLocomotion::GetRunSpeed( void ) const
{
return tf_merasmus_speed.GetFloat();
}
//---------------------------------------------------------------------------------------------
// if delta Z is greater than this, we have to jump to get up
float CMerasmusLocomotion::GetStepHeight( void ) const
{
return 18.0f;
}
//---------------------------------------------------------------------------------------------
// return maximum height of a jump
float CMerasmusLocomotion::GetMaxJumpHeight( void ) const
{
return 18.0f;
}
//---------------------------------------------------------------------------------------------
// Return max rate of yaw rotation
float CMerasmusLocomotion::GetMaxYawRate( void ) const
{
return 200.0f;
}
//---------------------------------------------------------------------------------------------
bool CMerasmusLocomotion::ShouldCollideWith( const CBaseEntity *object ) const
{
if ( !object )
return false;
// Don't collide with players
return object->IsPlayer() ? false : true;
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
#define MERASMUS_ACCELERATION 250.0f //500.0f
CMerasmusFlyingLocomotion::CMerasmusFlyingLocomotion( INextBot *bot ) : ILocomotion( bot )
{
Reset();
}
//---------------------------------------------------------------------------------------------
CMerasmusFlyingLocomotion::~CMerasmusFlyingLocomotion()
{
}
//---------------------------------------------------------------------------------------------
// (EXTEND) reset to initial state
void CMerasmusFlyingLocomotion::Reset( void )
{
m_velocity = vec3_origin;
m_acceleration = vec3_origin;
m_currentSpeed = 0.0f;
m_forward = vec3_origin;
m_desiredAltitude = 50.0f;
}
//---------------------------------------------------------------------------------------------
void CMerasmusFlyingLocomotion::MaintainAltitude( void )
{
CBaseCombatCharacter *me = GetBot()->GetEntity();
float groundZ;
TheNavMesh->GetSimpleGroundHeight( me->GetAbsOrigin(), &groundZ );
float currentAltitude = me->GetAbsOrigin().z - groundZ;
float error = m_desiredAltitude - currentAltitude;
float accelZ = clamp( error, -MERASMUS_ACCELERATION, MERASMUS_ACCELERATION );
m_acceleration.z += accelZ;
}
//---------------------------------------------------------------------------------------------
// (EXTEND) update internal state
void CMerasmusFlyingLocomotion::Update( void )
{
CMerasmus *me = (CMerasmus *)GetBot()->GetEntity();
const float deltaT = GetUpdateInterval();
if ( !me->IsFlying() )
{
// not flying - let the other locomotor run
return;
}
Vector pos = me->GetAbsOrigin();
// always maintain altitude, even if not trying to move (ie: no Approach call)
MaintainAltitude();
m_forward = m_velocity;
m_currentSpeed = m_forward.NormalizeInPlace();
Vector damping( 1.0f, 1.0f, 1.0f );
Vector totalAccel = m_acceleration - m_velocity * damping;
m_velocity += totalAccel * deltaT;
me->SetAbsVelocity( m_velocity );
pos += m_velocity * deltaT;
// Merasmus doesn't collide with players and floats between valid nav areas
// so skip the collision checking
GetBot()->GetEntity()->SetAbsOrigin( pos );
m_acceleration = vec3_origin;
}
//---------------------------------------------------------------------------------------------
// (EXTEND) move directly towards the given position
void CMerasmusFlyingLocomotion::Approach( const Vector &goalPos, float goalWeight )
{
Vector flyGoal = goalPos;
flyGoal.z += m_desiredAltitude;
Vector toGoal = flyGoal - GetBot()->GetEntity()->GetAbsOrigin();
// altitude is handled in Update()
toGoal.z = 0.0f;
toGoal.NormalizeInPlace();
m_acceleration += MERASMUS_ACCELERATION * toGoal;
}
//---------------------------------------------------------------------------------------------
float CMerasmusFlyingLocomotion::GetDesiredSpeed( void ) const
{
return tf_merasmus_speed.GetFloat();
}
//---------------------------------------------------------------------------------------------
void CMerasmusFlyingLocomotion::SetDesiredAltitude( float height )
{
m_desiredAltitude = height;
}
//---------------------------------------------------------------------------------------------
float CMerasmusFlyingLocomotion::GetDesiredAltitude( void ) const
{
return m_desiredAltitude;
}
//---------------------------------------------------------------------------------------------
bool CMerasmusFlyingLocomotion::ShouldCollideWith( const CBaseEntity *object ) const
{
if ( !object )
return false;
// Don't collide with players
return object->IsPlayer() ? false : true;
}
//---------------------------------------------------------------------------------------------
void CMerasmusFlyingLocomotion::FaceTowards( const Vector &target )
{
CMerasmus *me = (CMerasmus *)GetBot()->GetEntity();
const float deltaT = GetUpdateInterval();
QAngle angles = me->GetLocalAngles();
float desiredYaw = UTIL_VecToYaw( target - GetFeet() );
float angleDiff = UTIL_AngleDiff( desiredYaw, angles.y );
const float maxYawRate = 100.0f;
float deltaYaw = maxYawRate * deltaT;
if ( angleDiff < -deltaYaw )
{
angles.y -= deltaYaw;
}
else if ( angleDiff > deltaYaw )
{
angles.y += deltaYaw;
}
else
{
angles.y += angleDiff;
}
me->SetLocalAngles( angles );
}