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. ============//
// eyeball_boss.cpp
// The 2011 Halloween Boss
// Michael Booth, October 2011
#include "cbase.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "tf_team.h"
#include "tf_projectile_arrow.h"
#include "tf_weapon_grenade_pipebomb.h"
#include "tf_ammo_pack.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 "nav_mesh/tf_path_follower.h"
#include "tf_obj_sentrygun.h"
#include "bot/map_entities/tf_spawner.h"
#include "tf_fx.h"
#include "player_vs_environment/monster_resource.h"
#include "eyeball_boss.h"
#include "eyeball_behavior/eyeball_boss_behavior.h"
#include "halloween/zombie/zombie.h"
ConVar tf_eyeball_boss_debug( "tf_eyeball_boss_debug", "0", FCVAR_CHEAT );
ConVar tf_eyeball_boss_debug_orientation( "tf_eyeball_boss_debug_orientation", "0", FCVAR_CHEAT );
ConVar tf_eyeball_boss_lifetime( "tf_eyeball_boss_lifetime", "120", FCVAR_CHEAT );
ConVar tf_eyeball_boss_lifetime_spell( "tf_eyeball_boss_lifetime_spell", "8", FCVAR_CHEAT );
ConVar tf_eyeball_boss_speed( "tf_eyeball_boss_speed", "250", FCVAR_CHEAT );
ConVar tf_eyeball_boss_hover_height( "tf_eyeball_boss_hover_height", "200", FCVAR_CHEAT );
ConVar tf_eyeball_boss_acceleration( "tf_eyeball_boss_acceleration", "500", FCVAR_CHEAT );
ConVar tf_eyeball_boss_horiz_damping( "tf_eyeball_boss_horiz_damping", "2", FCVAR_CHEAT );
ConVar tf_eyeball_boss_vert_damping( "tf_eyeball_boss_vert_damping", "1", FCVAR_CHEAT );
ConVar tf_eyeball_boss_attack_range( "tf_eyeball_boss_attack_range", "750", FCVAR_CHEAT );
ConVar tf_eyeball_boss_health_base( "tf_eyeball_boss_health_base", "8000", FCVAR_CHEAT );
ConVar tf_eyeball_boss_health_per_player( "tf_eyeball_boss_health_per_player", "400", FCVAR_CHEAT );
extern ConVar tf_halloween_bot_min_player_count;
ConVar tf_eyeball_boss_health_at_level_2( "tf_eyeball_boss_health_at_level_2", "17000", FCVAR_CHEAT );
ConVar tf_eyeball_boss_health_per_level( "tf_eyeball_boss_health_per_level", "3000", FCVAR_CHEAT );
LINK_ENTITY_TO_CLASS( eyeball_boss, CEyeballBoss );
IMPLEMENT_SERVERCLASS_ST( CEyeballBoss, DT_EyeballBoss )
SendPropExclude( "DT_BaseEntity", "m_angRotation" ), // client has its own orientation logic
SendPropExclude( "DT_BaseEntity", "m_angAbsRotation" ), // client has its own orientation logic
SendPropVector( SENDINFO( m_lookAtSpot ), 0, SPROP_COORD ),
SendPropInt( SENDINFO( m_attitude ) ),
END_SEND_TABLE()
int CEyeballBoss::m_level = 1;
IMPLEMENT_AUTO_LIST( IEyeballBossAutoList );
//-----------------------------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------------------------
CEyeballBoss::CEyeballBoss()
{
ALLOCATE_INTENTION_INTERFACE( CEyeballBoss );
m_locomotor = new CEyeballBossLocomotion( this );
m_body = new CEyeballBossBody( this );
m_vision = new CDisableVision( this );
m_eyeOffset = vec3_origin;
m_target = NULL;
m_rageTimer.Invalidate();
m_victim = NULL;
m_lookAtSpot = vec3_origin;
m_attitude = EYEBALL_CALM;
m_damageLimit = -1;
}
//-----------------------------------------------------------------------------------------------------
CEyeballBoss::~CEyeballBoss()
{
DEALLOCATE_INTENTION_INTERFACE;
if ( m_vision )
delete m_vision;
if ( m_body )
delete m_body;
if ( m_locomotor )
delete m_locomotor;
IGameEvent *event = gameeventmanager->CreateEvent( "recalculate_truce" );
if ( event )
{
gameeventmanager->FireEvent( event, true );
}
}
void CEyeballBoss::PrecacheEyeballBoss()
{
PrecacheModel( "models/props_halloween/halloween_demoeye.mdl" );
PrecacheModel( "models/props_halloween/eyeball_projectile.mdl" );
PrecacheScriptSound( "Halloween.EyeballBossIdle" );
PrecacheScriptSound( "Halloween.EyeballBossBecomeAlert" );
PrecacheScriptSound( "Halloween.EyeballBossAcquiredVictim" );
PrecacheScriptSound( "Halloween.EyeballBossStunned" );
PrecacheScriptSound( "Halloween.EyeballBossStunRecover" );
PrecacheScriptSound( "Halloween.EyeballBossLaugh" );
PrecacheScriptSound( "Halloween.EyeballBossBigLaugh" );
PrecacheScriptSound( "Halloween.EyeballBossDie" );
PrecacheScriptSound( "Halloween.EyeballBossEscapeSoon" );
PrecacheScriptSound( "Halloween.EyeballBossEscapeImminent" );
PrecacheScriptSound( "Halloween.EyeballBossEscaped" );
PrecacheScriptSound( "Halloween.EyeballBossDie" );
PrecacheScriptSound( "Halloween.EyeballBossTeleport" );
PrecacheScriptSound( "Halloween.HeadlessBossSpawnRumble" );
PrecacheScriptSound( "Halloween.EyeballBossBecomeEnraged" );
PrecacheScriptSound( "Halloween.EyeballBossRage" );
PrecacheScriptSound( "Halloween.EyeballBossCalmDown" );
PrecacheScriptSound( "Halloween.spell_spawn_boss_disappear" );
PrecacheScriptSound( "Halloween.MonoculusBossSpawn" );
PrecacheScriptSound( "Halloween.MonoculusBossDeath" );
PrecacheParticleSystem( "eyeboss_death" );
PrecacheParticleSystem( "eyeboss_aura_angry" );
PrecacheParticleSystem( "eyeboss_aura_grumpy" );
PrecacheParticleSystem( "eyeboss_aura_calm" );
PrecacheParticleSystem( "eyeboss_aura_stunned" );
PrecacheParticleSystem( "eyeboss_tp_normal" );
PrecacheParticleSystem( "eyeboss_tp_escape" );
PrecacheParticleSystem( "eyeboss_team_red" );
PrecacheParticleSystem( "eyeboss_team_blue" );
}
//-----------------------------------------------------------------------------------------------------
void CEyeballBoss::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 );
PrecacheEyeballBoss();
CBaseEntity::SetAllowPrecache( bAllowPrecache );
}
//-----------------------------------------------------------------------------------------------------
void CEyeballBoss::Spawn( void )
{
Precache();
BaseClass::Spawn();
SetModel( "models/props_halloween/halloween_demoeye.mdl" );
int health = tf_eyeball_boss_health_base.GetInt();
if ( m_level > 1 )
{
// the Boss was defeated last time - he's tougher this time
health = tf_eyeball_boss_health_at_level_2.GetInt();
health += tf_eyeball_boss_health_per_level.GetInt() * ( m_level - 2 );
}
else
{
// scale the boss' health with the player count
int totalPlayers = GetGlobalTFTeam( TF_TEAM_BLUE )->GetNumPlayers() + GetGlobalTFTeam( TF_TEAM_RED )->GetNumPlayers();
if ( totalPlayers > tf_halloween_bot_min_player_count.GetInt() )
{
health += ( totalPlayers - tf_halloween_bot_min_player_count.GetInt() ) * tf_eyeball_boss_health_per_player.GetInt();
}
}
SetHealth( health );
SetMaxHealth( health );
m_homePos = GetAbsOrigin();
Vector mins( -50, -50, -50 );
Vector maxs( 50, 50, 50 );
CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &mins, &maxs );
CollisionProp()->SetCollisionBounds( mins, maxs );
m_lookAtSpot = vec3_origin;
CBaseEntity *spawnPoint = NULL;
while( ( spawnPoint = gEntList.FindEntityByClassname( spawnPoint, "info_target" ) ) != NULL )
{
if ( FStrEq( STRING( spawnPoint->GetEntityName() ), "spawn_boss_alt" ) )
{
m_spawnSpotVector.AddToTail( spawnPoint );
}
}
if ( m_spawnSpotVector.Count() == 0 )
{
Warning( "No info_target entities named 'spawn_boss_alt' found!\n" );
}
// show Boss' health meter on HUD
if ( IsSpell() )
{
// this will force particle effect on the boss
m_attitude = GetTeamNumber() == TF_TEAM_RED ? EYEBALL_ANGRY : EYEBALL_CALM;
}
else
{
if ( g_pMonsterResource )
{
g_pMonsterResource->SetBossHealthPercentage( 1.0f );
}
m_attitude = EYEBALL_CALM;
}
IGameEvent *event = gameeventmanager->CreateEvent( "recalculate_truce" );
if ( event )
{
gameeventmanager->FireEvent( event, true );
}
}
//---------------------------------------------------------------------------------------------
void CEyeballBoss::Update( void )
{
BaseClass::Update();
m_attitude = EYEBALL_CALM;
if ( IsEnraged() )
{
if ( IsSpell() )
{
m_attitude = GetTeamNumber() == TF_TEAM_RED ? EYEBALL_ANGRY : EYEBALL_CALM;
m_nSkin = GetTeamNumber() == TF_TEAM_RED ? EYEBALL_TEAM_RED : EYEBALL_TEAM_BLUE;
}
else
{
m_nSkin = EYEBALL_RED_SKIN;
}
int angryPoseParameter = LookupPoseParameter( "anger" );
if ( angryPoseParameter >= 0 )
{
SetPoseParameter( angryPoseParameter, 1 );
}
}
else if ( IsGrumpy() )
{
m_nSkin = EYEBALL_NORMAL_SKIN;
int angryPoseParameter = LookupPoseParameter( "anger" );
if ( angryPoseParameter >= 0 )
{
SetPoseParameter( angryPoseParameter, 0.4f );
}
}
else
{
m_nSkin = EYEBALL_NORMAL_SKIN;
int angryPoseParameter = LookupPoseParameter( "anger" );
if ( angryPoseParameter >= 0 )
{
SetPoseParameter( angryPoseParameter, 0 );
}
}
}
//---------------------------------------------------------------------------------------------
void CEyeballBoss::UpdateOnRemove( void )
{
// In regular TF gameplay, g_pMonsterResource should always be non-null. The null check helps some server plugins though.
Assert( g_pMonsterResource != NULL );
if ( g_pMonsterResource )
{
g_pMonsterResource->HideBossHealthMeter();
}
BaseClass::UpdateOnRemove();
}
//---------------------------------------------------------------------------------------------
void CEyeballBoss::JarateNearbyPlayers( float range )
{
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 ( IsRangeLessThan( playerVector[i], range ) &&
IsLineOfSightClear( playerVector[i], CBaseCombatCharacter::IGNORE_ACTORS ) )
{
playerVector[i]->m_Shared.AddCond( TF_COND_URINE, 10.0f );
}
}
}
//---------------------------------------------------------------------------------------------
float EyeballBossModifyDamage( 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() * 0.25f;
}
else if ( pWeapon )
{
switch( pWeapon->GetWeaponID() )
{
case TF_WEAPON_FLAMETHROWER:
return info.GetDamage() * 0.5f;
case TF_WEAPON_MINIGUN:
return info.GetDamage() * 0.25f;
}
}
// unmodified
return info.GetDamage();
}
//---------------------------------------------------------------------------------------------
int CEyeballBoss::OnTakeDamage_Alive( const CTakeDamageInfo &rawInfo )
{
CTakeDamageInfo info = rawInfo;
if ( IsSelf( info.GetAttacker() ) )
{
// don't injure myself
return 0;
}
// have we reached our damage limit?
if ( m_damageLimit == 0 )
{
return 0;
}
if ( IsSpell() )
{
return 0;
}
int beforeHealth = GetHealth();
info.SetDamage( EyeballBossModifyDamage( info ) );
int result = BaseClass::OnTakeDamage_Alive( info );
// update boss health meter
float healthPercentage = (float)GetHealth() / (float)GetMaxHealth();
if ( g_pMonsterResource )
{
if ( healthPercentage <= 0.0f )
{
g_pMonsterResource->HideBossHealthMeter();
}
else
{
g_pMonsterResource->SetBossHealthPercentage( healthPercentage );
}
}
// do we have a damage limit?
if ( m_damageLimit >= 0 )
{
int actualDamage = beforeHealth - GetHealth();
m_damageLimit -= actualDamage;
if ( m_damageLimit < 0 )
{
m_damageLimit = 0;
}
}
return result;
}
//---------------------------------------------------------------------------------------------
bool CEyeballBoss::ShouldCollide( int collisionGroup, int contentsMask ) const
{
return BaseClass::ShouldCollide( collisionGroup, contentsMask );
}
//-----------------------------------------------------------------------------
// Update our last known nav area directly underneath us (since we fly)
//-----------------------------------------------------------------------------
void CEyeballBoss::UpdateLastKnownArea( void )
{
if ( TheNavMesh->IsGenerating() )
{
ClearLastKnownArea();
return;
}
// find the area we are directly standing in
CNavArea *area = TheNavMesh->GetNearestNavArea( this, GETNAVAREA_CHECK_LOS, 500.0f );
if ( !area )
return;
// make sure we can actually use this area - if not, consider ourselves off the mesh
if ( !IsAreaTraversable( area ) )
return;
if ( area != m_lastNavArea )
{
// player entered a new nav area
if ( m_lastNavArea )
{
m_lastNavArea->DecrementPlayerCount( m_registeredNavTeam, entindex() );
m_lastNavArea->OnExit( this, area );
}
m_registeredNavTeam = GetTeamNumber();
area->IncrementPlayerCount( m_registeredNavTeam, entindex() );
area->OnEnter( this, m_lastNavArea );
OnNavAreaChanged( area, m_lastNavArea );
m_lastNavArea = area;
}
}
//---------------------------------------------------------------------------------------------
CBaseCombatCharacter *CEyeballBoss::GetVictim( void ) const
{
if ( m_victim == NULL )
return NULL;
if ( !m_victim->IsAlive() )
return NULL;
if ( IsInPurgatory( m_victim ) )
return NULL;
return m_victim;
}
//---------------------------------------------------------------------------------------------
CBaseCombatCharacter *CEyeballBoss::FindClosestVisibleVictim( void )
{
CBaseCombatCharacter *victim = NULL;
float victimRangeSq = FLT_MAX;
CUtlVector< CTFPlayer * > playerVector;
int nTargetTeam = TEAM_ANY;
if ( IsSpell() )
{
nTargetTeam = GetTeamNumber() == TF_TEAM_RED ? TF_TEAM_BLUE : TF_TEAM_RED;
for ( int i=0; i<TFGameRules()->GetBossCount(); ++i )
{
CBaseCombatCharacter *pBoss = TFGameRules()->GetActiveBoss( i );
if ( pBoss && !IsSelf( pBoss ) && pBoss->GetTeamNumber() != GetTeamNumber() )
{
float rangeSq = ( pBoss->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
if ( rangeSq < victimRangeSq )
{
if ( IsLineOfSightClear( pBoss ) )
{
victim = pBoss;
victimRangeSq = rangeSq;
}
}
}
}
}
CollectPlayers( &playerVector, nTargetTeam, COLLECT_ONLY_LIVING_PLAYERS );
for( int i=0; i<playerVector.Count(); ++i )
{
CTFPlayer *player = playerVector[i];
if ( IsInPurgatory( player ) )
continue;
if ( player->m_Shared.IsStealthed() )
{
if ( !player->m_Shared.InCond( TF_COND_BURNING ) &&
!player->m_Shared.InCond( TF_COND_URINE ) &&
!player->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) &&
!player->m_Shared.InCond( TF_COND_BLEEDING ) )
{
// cloaked spies are invisible to us
continue;
}
}
// ignore player who disguises as my team
if ( player->m_Shared.InCond( TF_COND_DISGUISED ) && player->m_Shared.GetDisguiseTeam() == GetTeamNumber() )
{
continue;
}
// ignore ghost players
if ( player->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
{
continue;
}
float rangeSq = ( player->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
if ( rangeSq < victimRangeSq )
{
if ( IsLineOfSightClear( player ) )
{
victim = player;
victimRangeSq = rangeSq;
}
}
}
for ( int i=0; i<IBaseObjectAutoList::AutoList().Count(); ++i )
{
CBaseObject* pObj = static_cast< CBaseObject* >( IBaseObjectAutoList::AutoList()[i] );
if ( pObj->GetTeamNumber() == GetTeamNumber() )
{
continue;
}
if ( pObj->ObjectType() == OBJ_SENTRYGUN )
{
float rangeSq = ( pObj->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
if ( rangeSq < victimRangeSq )
{
if ( IsLineOfSightClear( pObj ) )
{
victim = pObj;
victimRangeSq = rangeSq;
}
}
}
}
// find closest zombie
for ( int i=0; i<IZombieAutoList::AutoList().Count(); ++i )
{
CZombie* pZombie = static_cast< CZombie* >( IZombieAutoList::AutoList()[i] );
if ( pZombie->GetTeamNumber() == GetTeamNumber() )
{
continue;
}
float rangeSq = GetRangeSquaredTo( pZombie );
if ( rangeSq < victimRangeSq )
{
if ( IsLineOfSightClear( pZombie ) )
{
victim = pZombie;
victimRangeSq = rangeSq;
}
}
}
return victim;
}
//---------------------------------------------------------------------------------------------
const Vector &CEyeballBoss::PickNewSpawnSpot( void ) const
{
static Vector spot;
if ( m_spawnSpotVector.Count() == 0 )
{
spot = GetAbsOrigin();
}
else
{
spot = m_spawnSpotVector[ RandomInt( 0, m_spawnSpotVector.Count()-1 ) ]->GetAbsOrigin();
}
return spot;
}
//---------------------------------------------------------------------------------------------
void CEyeballBoss::BecomeEnraged( float duration )
{
if ( !IsEnraged() )
{
EmitSound( "Halloween.EyeballBossBecomeEnraged" );
}
m_rageTimer.Start( duration );
}
//---------------------------------------------------------------------------------------------
void CEyeballBoss::LogPlayerInteraction( const char *verb, CTFPlayer *player )
{
if ( !player || !verb )
return;
if ( !player->GetTeam() )
return;
CTFWeaponBase *weapon = player->GetActiveTFWeapon();
const char *weaponLogName = NULL;
if ( weapon )
{
weaponLogName = WeaponIdToAlias( weapon->GetWeaponID() );
CEconItemView *pItem = weapon->GetAttributeContainer()->GetItem();
if ( pItem && pItem->GetStaticData() )
{
if ( pItem->GetStaticData()->GetLogClassname() )
{
weaponLogName = pItem->GetStaticData()->GetLogClassname();
}
}
}
UTIL_LogPrintf( "HALLOWEEN: \"%s<%i><%s><%s>\" %s with \"%s\" (attacker_position \"%d %d %d\")\n",
player->GetPlayerName(),
player->GetUserID(),
player->GetNetworkIDString(),
player->GetTeam()->GetName(),
verb,
weaponLogName ? weaponLogName : "NoWeapon",
(int)player->GetAbsOrigin().x,
(int)player->GetAbsOrigin().y,
(int)player->GetAbsOrigin().z );
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
IMPLEMENT_INTENTION_INTERFACE( CEyeballBoss, CEyeballBossBehavior );
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
CEyeballBossLocomotion::CEyeballBossLocomotion( INextBot *bot ) : ILocomotion( bot )
{
Reset();
}
//---------------------------------------------------------------------------------------------
CEyeballBossLocomotion::~CEyeballBossLocomotion()
{
}
//---------------------------------------------------------------------------------------------
// (EXTEND) reset to initial state
void CEyeballBossLocomotion::Reset( void )
{
m_velocity = vec3_origin;
m_acceleration = vec3_origin;
m_desiredSpeed = 0.0f;
m_currentSpeed = 0.0f;
m_forward = vec3_origin;
m_desiredAltitude = tf_eyeball_boss_hover_height.GetFloat();
}
#ifdef LOW_FLOAT_BUT_HANGS_UP_ON_LEDGES
//---------------------------------------------------------------------------------------------
void CEyeballBossLocomotion::MaintainAltitude( void )
{
CBaseCombatCharacter *me = GetBot()->GetEntity();
trace_t result;
CTraceFilterSimpleClassnameList filter( me, COLLISION_GROUP_NONE );
filter.AddClassnameToIgnore( "eyeball_boss" );
UTIL_TraceLine( me->GetAbsOrigin(), me->GetAbsOrigin() + Vector( 0, 0, -2000.0f ), MASK_PLAYERSOLID_BRUSHONLY, &filter, &result );
float groundZ = result.endpos.z;
float currentAltitude = me->GetAbsOrigin().z - groundZ;
float desiredAltitude = GetDesiredAltitude();
float error = desiredAltitude - currentAltitude;
float accelZ = clamp( error, -tf_eyeball_boss_acceleration.GetFloat(), tf_eyeball_boss_acceleration.GetFloat() );
m_acceleration.z += accelZ;
}
#endif
#define HI_FLOATING
#ifdef HI_FLOATING
//---------------------------------------------------------------------------------------------
void CEyeballBossLocomotion::MaintainAltitude( void )
{
CBaseCombatCharacter *me = GetBot()->GetEntity();
if ( !me->IsAlive() )
{
m_acceleration.x = 0.0f;
m_acceleration.y = 0.0f;
m_acceleration.z = -300.0f;
return;
}
trace_t result;
CTraceFilterSimpleClassnameList filter( me, COLLISION_GROUP_NONE );
filter.AddClassnameToIgnore( "eyeball_boss" );
// find ceiling
TraceHull( me->GetAbsOrigin(), me->GetAbsOrigin() + Vector( 0, 0, 1000.0f ),
me->WorldAlignMins(), me->WorldAlignMaxs(),
GetBot()->GetBodyInterface()->GetSolidMask(), &filter, &result );
float ceiling = result.endpos.z - me->GetAbsOrigin().z;
Vector aheadXY;
if ( IsAttemptingToMove() )
{
aheadXY.x = m_forward.x;
aheadXY.y = m_forward.y;
aheadXY.z = 0.0f;
aheadXY.NormalizeInPlace();
}
else
{
aheadXY = vec3_origin;
}
TraceHull( me->GetAbsOrigin() + Vector( 0, 0, ceiling ) + aheadXY * 50.0f,
me->GetAbsOrigin() + Vector( 0, 0, -2000.0f ) + aheadXY * 50.0f,
Vector( 1.25f * me->WorldAlignMins().x, 1.25f * me->WorldAlignMins().y, me->WorldAlignMins().z ),
Vector( 1.25f * me->WorldAlignMaxs().x, 1.25f * me->WorldAlignMaxs().y, me->WorldAlignMaxs().z ),
GetBot()->GetBodyInterface()->GetSolidMask(), &filter, &result );
float groundZ = result.endpos.z;
float currentAltitude = me->GetAbsOrigin().z - groundZ;
float desiredAltitude = GetDesiredAltitude();
float error = desiredAltitude - currentAltitude;
float accelZ = clamp( error, -tf_eyeball_boss_acceleration.GetFloat(), tf_eyeball_boss_acceleration.GetFloat() );
m_acceleration.z += accelZ;
}
#endif
//---------------------------------------------------------------------------------------------
// (EXTEND) update internal state
void CEyeballBossLocomotion::Update( void )
{
CBaseCombatCharacter *me = GetBot()->GetEntity();
const float deltaT = GetUpdateInterval();
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( tf_eyeball_boss_horiz_damping.GetFloat(), tf_eyeball_boss_horiz_damping.GetFloat(), tf_eyeball_boss_vert_damping.GetFloat() );
Vector totalAccel = m_acceleration - m_velocity * damping;
m_velocity += totalAccel * deltaT;
me->SetAbsVelocity( m_velocity );
pos += m_velocity * deltaT;
// check for collisions along move
trace_t result;
CTraceFilterSkipClassname filter( me, "eyeball_boss", COLLISION_GROUP_NONE );
Vector from = me->GetAbsOrigin();
Vector to = pos;
Vector desiredGoal = to;
Vector resolvedGoal;
int recursionLimit = 3;
int hitCount = 0;
Vector surfaceNormal = vec3_origin;
bool didHitWorld = false;
while( true )
{
TraceHull( from, desiredGoal, me->WorldAlignMins(), me->WorldAlignMaxs(), GetBot()->GetBodyInterface()->GetSolidMask(), &filter, &result );
if ( !result.DidHit() )
{
resolvedGoal = pos;
break;
}
if ( result.DidHitWorld() )
{
didHitWorld = true;
}
++hitCount;
surfaceNormal += result.plane.normal;
// If we hit really close to our target, then stop
if ( !result.startsolid && desiredGoal.DistToSqr( result.endpos ) < 1.0f )
{
resolvedGoal = result.endpos;
break;
}
if ( result.startsolid )
{
// stuck inside solid; don't move
resolvedGoal = me->GetAbsOrigin();
break;
}
if ( --recursionLimit <= 0 )
{
// reached recursion limit, no more adjusting allowed
resolvedGoal = result.endpos;
break;
}
// slide off of surface we hit
Vector fullMove = desiredGoal - from;
Vector leftToMove = fullMove * ( 1.0f - result.fraction );
float blocked = DotProduct( result.plane.normal, leftToMove );
Vector unconstrained = fullMove - blocked * result.plane.normal;
// check for collisions along remainder of move
// But don't bother if we're not going to deflect much
Vector remainingMove = from + unconstrained;
if ( remainingMove.DistToSqr( result.endpos ) < 1.0f )
{
resolvedGoal = result.endpos;
break;
}
desiredGoal = remainingMove;
}
if ( hitCount > 0 )
{
surfaceNormal.NormalizeInPlace();
// bounce
m_velocity = m_velocity - 2.0f * DotProduct( m_velocity, surfaceNormal ) * surfaceNormal;
if ( didHitWorld )
{
//me->EmitSound( "Minion.Bounce" );
}
}
GetBot()->GetEntity()->SetAbsOrigin( result.endpos );
m_acceleration = vec3_origin;
}
//---------------------------------------------------------------------------------------------
// (EXTEND) move directly towards the given position
void CEyeballBossLocomotion::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 += tf_eyeball_boss_acceleration.GetFloat() * toGoal;
}
//---------------------------------------------------------------------------------------------
void CEyeballBossLocomotion::SetDesiredSpeed( float speed )
{
m_desiredSpeed = speed;
}
//---------------------------------------------------------------------------------------------
float CEyeballBossLocomotion::GetDesiredSpeed( void ) const
{
return m_desiredSpeed;
}
//---------------------------------------------------------------------------------------------
void CEyeballBossLocomotion::SetDesiredAltitude( float height )
{
m_desiredAltitude = height;
}
//---------------------------------------------------------------------------------------------
float CEyeballBossLocomotion::GetDesiredAltitude( void ) const
{
return m_desiredAltitude;
}
//---------------------------------------------------------------------------------------------
// Face along path. Since we float, only face horizontally.
void CEyeballBossLocomotion::FaceTowards( const Vector &target )
{
CBaseCombatCharacter *me = GetBot()->GetEntity();
Vector toTarget = target - me->WorldSpaceCenter();
toTarget.z = 0.0f;
QAngle angles;
VectorAngles( toTarget, angles );
me->SetAbsAngles( angles );
}
//---------------------------------------------------------------------------------------------
// return position of "feet" - the driving point where the bot contacts the ground
// for this floating boss, "feet" refers to the ground directly underneath him
const Vector &CEyeballBossLocomotion::GetFeet( void ) const
{
static Vector feet;
CBaseCombatCharacter *me = GetBot()->GetEntity();
trace_t result;
CTraceFilterSimpleClassnameList filter( me, COLLISION_GROUP_NONE );
filter.AddClassnameToIgnore( "eyeball_boss" );
feet = me->GetAbsOrigin();
UTIL_TraceLine( feet, feet + Vector( 0, 0, -2000.0f ), MASK_PLAYERSOLID_BRUSHONLY, &filter, &result );
feet.z = result.endpos.z;
return feet;
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
CEyeballBossBody::CEyeballBossBody( INextBot *bot ) : CBotNPCBody( bot )
{
m_leftRightPoseParameter = -1;
m_upDownPoseParameter = -1;
m_lookAtSpot = vec3_origin;
}
//---------------------------------------------------------------------------------------------
void CEyeballBossBody::Update( void )
{
CBaseCombatCharacter *me = GetBot()->GetEntity();
// track client-side rotation
Vector myForward;
me->GetVectors( &myForward, NULL, NULL );
const float myApproachRate = 3.0f; // 1.0f;
Vector toTarget = m_lookAtSpot - me->WorldSpaceCenter();
toTarget.NormalizeInPlace();
myForward += toTarget * myApproachRate * GetUpdateInterval();
myForward.NormalizeInPlace();
QAngle myNewAngles;
VectorAngles( myForward, myNewAngles );
me->SetAbsAngles( myNewAngles );
if ( tf_eyeball_boss_debug.GetBool() )
{
NDebugOverlay::Line( me->WorldSpaceCenter(), me->WorldSpaceCenter() + 150.0f * myForward, 255, 255, 0, true, 0.1f );
}
// move the animation ahead in time
me->StudioFrameAdvance();
me->DispatchAnimEvents( me );
}
//---------------------------------------------------------------------------------------------
// Aim the bot's head towards the given goal
void CEyeballBossBody::AimHeadTowards( const Vector &lookAtPos, LookAtPriorityType priority, float duration, INextBotReply *replyWhenAimed, const char *reason )
{
CEyeballBoss *me = (CEyeballBoss *)GetBot()->GetEntity();
m_lookAtSpot = lookAtPos;
me->SetLookAtTarget( lookAtPos );
}
//---------------------------------------------------------------------------------------------
// Continually aim the bot's head towards the given subject
void CEyeballBossBody::AimHeadTowards( CBaseEntity *subject, LookAtPriorityType priority, float duration, INextBotReply *replyWhenAimed, const char *reason )
{
CEyeballBoss *me = (CEyeballBoss *)GetBot()->GetEntity();
me->SetLookAtTarget( subject->EyePosition() );
if ( !subject )
return;
m_lookAtSpot = subject->EyePosition();
}