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. ============//
#ifndef TF_BASE_BOSS_H
#define TF_BASE_BOSS_H
#include "NextBot/NextBot.h"
#include "NextBot/NextBotGroundLocomotion.h"
#include "pathtrack.h"
class CTFPlayer;
#define TF_BASE_BOSS_CURRENCY 125
//----------------------------------------------------------------------------
class CTFBaseBossLocomotion : public NextBotGroundLocomotion
{
public:
CTFBaseBossLocomotion( INextBot *bot ) : NextBotGroundLocomotion( bot ) { }
virtual ~CTFBaseBossLocomotion() { }
virtual float GetRunSpeed( void ) const; // get maximum running speed
virtual float GetStepHeight( void ) const { return 100.0f; } // if delta Z is greater than this, we have to jump to get up
virtual float GetMaxJumpHeight( void ) const { return 100.0f; } // return maximum height of a jump
virtual void FaceTowards( const Vector &target ); // rotate body to face towards "target"
};
//----------------------------------------------------------------------------
class CTFBaseBoss : public NextBotCombatCharacter
{
public:
DECLARE_CLASS( CTFBaseBoss, NextBotCombatCharacter );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CTFBaseBoss();
virtual ~CTFBaseBoss();
virtual void Precache( void );
virtual void Spawn( void );
int UpdateTransmitState( void );
virtual void UpdateCollisionBounds( void ) {}
virtual int OnTakeDamage( const CTakeDamageInfo &info );
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual void UpdateOnRemove();
virtual bool IsRemovedOnReset( void ) const { return false; } // remove this bot when the NextBot manager calls Reset
virtual CTFBaseBossLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; }
virtual void Touch( CBaseEntity *pOther );
virtual int GetCurrencyValue( void ){ return TF_BASE_BOSS_CURRENCY; }
void BossThink( void );
void SetResolvePlayerCollisions( bool bResolve ) { m_bResolvePlayerCollisions = bResolve; }
void SetMaxSpeed( float value ) { m_speed = value; }
float GetMaxSpeed( void ) const { return m_speed; }
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void InputSetSpeed( inputdata_t &inputdata );
void InputSetHealth( inputdata_t &inputdata );
void InputSetMaxHealth( inputdata_t &inputdata );
void InputAddHealth( inputdata_t &inputdata );
void InputRemoveHealth( inputdata_t &inputdata );
void SetInitialHealth( int value );
void SetCurrencyValue( int value ); // how much cash do we drop when we die?
COutputEvent m_outputOnHealthBelow90Percent;
COutputEvent m_outputOnHealthBelow80Percent;
COutputEvent m_outputOnHealthBelow70Percent;
COutputEvent m_outputOnHealthBelow60Percent;
COutputEvent m_outputOnHealthBelow50Percent;
COutputEvent m_outputOnHealthBelow40Percent;
COutputEvent m_outputOnHealthBelow30Percent;
COutputEvent m_outputOnHealthBelow20Percent;
COutputEvent m_outputOnHealthBelow10Percent;
COutputEvent m_outputOnKilled;
protected:
virtual void ModifyDamage( CTakeDamageInfo *info ) const { }
int GetInitialHealth( ) const { return m_initialHealth; }
private:
int m_initialHealth;
CNetworkVar( float, m_lastHealthPercentage );
string_t m_modelString;
float m_speed;
int m_startDisabled;
bool m_isEnabled;
int m_damagePoseParameter;
int m_currencyValue;
bool m_bResolvePlayerCollisions;
CTFBaseBossLocomotion *m_locomotor;
void ResolvePlayerCollision( CTFPlayer *player );
};
inline void CTFBaseBoss::SetInitialHealth( int value )
{
m_initialHealth = value;
}
inline void CTFBaseBoss::SetCurrencyValue( int value )
{
m_currencyValue = value;
}
#endif // TF_BASE_BOSS_H