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. ============//
// crybaby_boss_attack.cpp
// Halloween Boss 2011 chase and attack behavior
// Michael Booth, October 2011
#include "cbase.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "tf_team.h"
#include "nav_mesh/tf_nav_area.h"
#include "particle_parse.h"
#include "team_control_point_master.h"
#include "../headless_hatman.h"
#include "crybaby_boss_attack.h"
//----------------------------------------------------------------------------------
CCryBabyBossAttack::CCryBabyBossAttack( CTFPlayer *victim )
{
m_victim = victim;
}
//----------------------------------------------------------------------------------
ActionResult< CHeadlessHatman > CCryBabyBossAttack::OnStart( CHeadlessHatman *me, Action< CHeadlessHatman > *priorAction )
{
// start animation
me->GetBodyInterface()->StartActivity( ACT_MP_RUN_ITEM1 );
m_axeSwingTimer.Invalidate();
m_attackTimer.Invalidate();
m_attackTarget = NULL;
m_attackTargetFocusTimer.Invalidate();
return Continue();
}
//----------------------------------------------------------------------------------
bool CCryBabyBossAttack::IsSwingingAxe( void ) const
{
return !m_axeSwingTimer.IsElapsed();
}
//----------------------------------------------------------------------------------
void CCryBabyBossAttack::UpdateAxeSwing( CHeadlessHatman *me )
{
if ( m_axeSwingTimer.HasStarted() )
{
// continue axe swing
if ( m_axeSwingTimer.IsElapsed() )
{
// moment of impact - did axe swing hit?
m_axeSwingTimer.Invalidate();
if ( m_attackTarget != NULL )
{
Vector forward;
me->GetVectors( &forward, NULL, NULL );
Vector toVictim = m_attackTarget->WorldSpaceCenter() - me->WorldSpaceCenter();
toVictim.NormalizeInPlace();
// looser tolerance as victim gets closer
const float closeRange = 100.0f;
float range = me->GetRangeTo( m_attackTarget );
float closeness = ( range < closeRange ) ? 0.0f : ( range - closeRange ) / ( tf_halloween_bot_attack_range.GetFloat() - closeRange );
float hitAngle = 0.0f + closeness * 0.27f;
if ( DotProduct( forward, toVictim ) > hitAngle )
{
if ( me->IsRangeLessThan( m_attackTarget, 0.9f * tf_halloween_bot_attack_range.GetFloat() ) )
{
if ( me->IsLineOfSightClear( m_attackTarget ) )
{
// CHOP!
CTakeDamageInfo info( me, me, 2.0f * m_attackTarget->GetHealth(), DMG_CLUB, TF_DMG_CUSTOM_DECAPITATION_BOSS );
CalculateMeleeDamageForce( &info, toVictim, me->WorldSpaceCenter(), 5.0f );
m_attackTarget->TakeDamage( info );
me->EmitSound( "Halloween.HeadlessBossAxeHitFlesh" );
}
}
}
}
// always playe the axe-hit-world impact sound, since it carries through the world better
me->EmitSound( "Halloween.HeadlessBossAxeHitWorld" );
UTIL_ScreenShake( me->GetAbsOrigin(), 15.0f, 5.0f, 1.0f, 1000.0f, SHAKE_START );
Vector bladePos;
QAngle bladeAngle;
if ( me->GetAxe() && me->GetAxe()->GetAttachment( "axe_blade", bladePos, bladeAngle ) )
{
DispatchParticleEffect( "halloween_boss_axe_hit_world", bladePos, bladeAngle );
}
}
}
}
//----------------------------------------------------------------------------------
// Validate that our victim is still alive and someplace we can actually get to
bool CCryBabyBossAttack::IsVictimChaseable( CHeadlessHatman *me )
{
if ( m_victim == NULL )
{
return false;
}
if ( !m_victim->IsAlive() )
{
return false;
}
CTFNavArea *victimArea = (CTFNavArea *)m_victim->GetLastKnownArea();
if ( !victimArea || victimArea->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE | TF_NAV_SPAWN_ROOM_RED ) )
{
// unreachable
return false;
}
if ( m_victim->GetGroundEntity() != NULL )
{
Vector victimAreaPos;
victimArea->GetClosestPointOnArea( m_victim->GetAbsOrigin(), &victimAreaPos );
if ( ( m_victim->GetAbsOrigin() - victimAreaPos ).AsVector2D().IsLengthGreaterThan( 50.0f ) )
{
// off the mesh and unreachable
return false;
}
}
return true;
}
//----------------------------------------------------------------------------------
ActionResult< CHeadlessHatman > CCryBabyBossAttack::Update( CHeadlessHatman *me, float interval )
{
if ( !me->IsAlive() )
{
return Done();
}
if ( !IsVictimChaseable( me ) )
{
return Done( "Victim is dead or unreachable" );
}
if ( !IsSwingingAxe() && m_laughTimer.IsElapsed() )
{
me->EmitSound( "Halloween.HeadlessBossLaugh" );
m_laughTimer.Start( RandomFloat( 3.0f, 5.0f ) );
}
// chase after our chase victim
const float standAndSwingRange = 100.0f;
if ( me->IsRangeGreaterThan( m_victim, standAndSwingRange ) || !me->IsLineOfSightClear( m_victim ) )
{
CHeadlessHatmanPathCost cost( me );
m_chasePath.Update( me, m_victim, cost );
}
if ( m_attackTargetFocusTimer.IsElapsed() || m_attackTarget == NULL )
{
m_attackTarget = m_victim.Get();
}
// swing our axe at our attack target if they are in range
if ( m_attackTarget != NULL && m_attackTarget->IsAlive() )
{
if ( me->IsRangeLessThan( m_attackTarget, tf_halloween_bot_attack_range.GetFloat() ) )
{
if ( m_attackTimer.IsElapsed() )
{
if ( !IsSwingingAxe() )
{
me->AddGesture( ACT_MP_ATTACK_STAND_ITEM1 );
m_axeSwingTimer.Start( 0.58f );
me->EmitSound( "Halloween.HeadlessBossAttack" );
m_attackTimer.Start( 1.0f );
}
}
me->GetLocomotionInterface()->FaceTowards( m_attackTarget->WorldSpaceCenter() );
}
}
// finish axe swing once it has begun
UpdateAxeSwing( me );
if ( me->GetLocomotionInterface()->IsAttemptingToMove() )
{
// play running animation
int healthRatio = 100 * me->GetHealth() / me->GetMaxHealth();
if ( healthRatio > 50 )
{
if ( !me->GetBodyInterface()->IsActivity( ACT_MP_RUN_ITEM1 ) )
{
me->GetBodyInterface()->StartActivity( ACT_MP_RUN_ITEM1 );
}
}
else
{
if ( !me->GetBodyInterface()->IsActivity( ACT_MP_RUN_MELEE ) )
{
me->GetBodyInterface()->StartActivity( ACT_MP_RUN_MELEE );
}
}
if ( m_footfallTimer.IsElapsed() )
{
m_footfallTimer.Start( 0.25f );
// periodically shake nearby players' screens when we're moving
UTIL_ScreenShake( me->GetAbsOrigin(), 15.0f, 5.0f, 1.0f, 1000.0f, SHAKE_START );
}
}
else
{
// standing still
if ( !me->GetBodyInterface()->IsActivity( ACT_MP_STAND_ITEM1 ) )
{
me->GetBodyInterface()->StartActivity( ACT_MP_STAND_ITEM1 );
}
}
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CHeadlessHatman > CCryBabyBossAttack::OnStuck( CHeadlessHatman *me )
{
// we're stuck - just warp to the our next path goal
if ( m_chasePath.GetCurrentGoal() )
{
me->SetAbsOrigin( m_chasePath.GetCurrentGoal()->pos + Vector( 0, 0, 10.0f ) );
}
return TryContinue( RESULT_TRY );
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CHeadlessHatman > CCryBabyBossAttack::OnContact( CHeadlessHatman *me, CBaseEntity *other, CGameTrace *result )
{
if ( other )
{
CBaseCombatCharacter *combatChar = dynamic_cast< CBaseCombatCharacter * >( other );
if ( combatChar && combatChar->IsAlive() )
{
// force attack the thing we bumped into
// this prevents us from being stuck on dispensers, for example
m_attackTarget = combatChar;
m_attackTargetFocusTimer.Start( 3.0f );
}
}
return TryContinue( RESULT_TRY );
}