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. ============//
// boss_alpha_behavior.cpp
// Michael Booth, November 2010
#include "cbase.h"
#ifdef TF_RAID_MODE
#include "CRagdollMagnet.h"
#include "tf_gamerules.h"
#include "tf_shareddefs.h"
#include "player_vs_environment/monster_resource.h"
#include "player_vs_environment/boss_alpha/boss_alpha.h"
#include "player_vs_environment/boss_alpha/behavior/boss_alpha_behavior.h"
#include "player_vs_environment/boss_alpha/behavior/boss_alpha_tactical_monitor.h"
//---------------------------------------------------------------------------------------------
Action< CBossAlpha > *CBossAlphaBehavior::InitialContainedAction( CBossAlpha *me )
{
return new CBossAlphaTacticalMonitor;
}
//---------------------------------------------------------------------------------------------
ActionResult< CBossAlpha > CBossAlphaBehavior::Update( CBossAlpha *me, float interval )
{
if ( m_vocalTimer.IsElapsed() )
{
m_vocalTimer.Start( RandomFloat( 3.0f, 5.0f ) );
if ( !me->IsBusy() )
{
me->EmitSound( "RobotBoss.Vocalize" );
}
}
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CBossAlpha > CBossAlphaBehavior::OnKilled( CBossAlpha *me, const CTakeDamageInfo &info )
{
// relay the event to the map logic
me->m_outputOnKilled.FireOutput( me, me );
// Calculate death force
Vector forceVector = me->CalcDamageForceVector( info );
// See if there's a ragdoll magnet that should influence our force.
CRagdollMagnet *magnet = CRagdollMagnet::FindBestMagnet( me );
if ( magnet )
{
forceVector += magnet->GetForceVector( me );
}
if ( me->IsMiniBoss() )
{
me->EmitSound( "Cart.Explode" );
me->BecomeRagdoll( info, forceVector );
if ( g_pMonsterResource )
{
g_pMonsterResource->HideBossHealthMeter();
}
}
else
{
// full end-of-game boss
UTIL_Remove( me );
if ( TFGameRules()->IsBossBattleMode() )
{
// check that ALL bosses are dead
bool isBossBattleWon = true;
CBossAlpha *boss = NULL;
while( ( boss = (CBossAlpha *)gEntList.FindEntityByClassname( boss, "boss_alpha" ) ) != NULL )
{
if ( !me->IsSelf( boss ) && boss->IsAlive() && !boss->IsMiniBoss() )
{
isBossBattleWon = false;
}
}
if ( isBossBattleWon )
{
TFGameRules()->SetWinningTeam( TF_TEAM_BLUE, WINREASON_OPPONENTS_DEAD );
if ( g_pMonsterResource )
{
g_pMonsterResource->HideBossHealthMeter();
}
}
}
}
return TryDone();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CBossAlpha > CBossAlphaBehavior::OnContact( CBossAlpha *me, CBaseEntity *other, CGameTrace *result )
{
return TryContinue();
}
#endif // TF_RAID_MODE