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. ============//
// headless_hatman_attack.cpp
// Halloween Boss chase and attack behavior
// Michael Booth, October 2010
#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 "headless_hatman_attack.h"
#include "headless_hatman_terrify.h"
ConVar tf_halloween_hhh_attack_kart_radius( "tf_halloween_hhh_attack_kart_radius", "300", FCVAR_CHEAT );
//----------------------------------------------------------------------------------
ActionResult< CHeadlessHatman > CHeadlessHatmanAttack::OnStart( CHeadlessHatman *me, Action< CHeadlessHatman > *priorAction )
{
// smooth out the bot's path following by moving toward a point farther down the path
m_path.SetMinLookAheadDistance( 100.0f );
// start animation
me->GetBodyInterface()->StartActivity( ACT_MP_RUN_ITEM1 );
m_axeSwingTimer.Invalidate();
m_attackTimer.Invalidate();
m_closestVisible = NULL;
TFGameRules()->SetIT( NULL );
m_lastIT = NULL;
m_chaseVictimTimer.Invalidate();
m_attackTarget = NULL;
m_attackTargetFocusTimer.Invalidate();
m_scareTimer.Start( 20.0f );
m_homePos = me->GetAbsOrigin();
m_homePosRecalcTimer.Start( 3.0f );
return Continue();
}
//----------------------------------------------------------------------------------
bool CHeadlessHatmanAttack::IsSwingingAxe( void ) const
{
return !m_axeSwingTimer.IsElapsed();
}
//----------------------------------------------------------------------------------
bool CHeadlessHatmanAttack::IsPotentiallyChaseable( CHeadlessHatman *me, CTFPlayer *victim )
{
if ( !victim )
{
return false;
}
if ( !victim->IsAlive() )
{
// victim is dead - pick a new one
return false;
}
if ( victim->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
{
// don't attack ghost
return false;
}
CTFNavArea *victimArea = (CTFNavArea *)victim->GetLastKnownArea();
if ( !victimArea || victimArea->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE | TF_NAV_SPAWN_ROOM_RED ) )
{
// unreachable - pick a new victim
return false;
}
if ( victim->GetGroundEntity() != NULL )
{
Vector victimAreaPos;
victimArea->GetClosestPointOnArea( victim->GetAbsOrigin(), &victimAreaPos );
if ( ( victim->GetAbsOrigin() - victimAreaPos ).AsVector2D().IsLengthGreaterThan( 50.0f ) )
{
// off the mesh and unreachable - pick a new victim
return false;
}
}
if ( victim->m_Shared.IsInvulnerable() )
{
// invulnerable - pick a new victim
return false;
}
Vector toHome = m_homePos - victim->GetAbsOrigin();
if ( !victim->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
{
if ( toHome.IsLengthGreaterThan( tf_halloween_bot_quit_range.GetFloat() ) )
{
// too far from home - pick a new victim
return false;
}
}
return true;
}
//----------------------------------------------------------------------------------
void CHeadlessHatmanAttack::ValidateChaseVictim( CHeadlessHatman *me )
{
CTFPlayer *victim = ToTFPlayer( TFGameRules()->GetIT() );
if ( victim && m_lastIT != victim )
{
// something has changed our victim
m_chaseVictimTimer.Start( tf_halloween_bot_chase_duration.GetFloat() );
m_lastIT = victim;
}
if ( !IsPotentiallyChaseable( me, victim ) )
{
// we can no longer reach this victim
TFGameRules()->SetIT( NULL );
}
}
//----------------------------------------------------------------------------------
void CHeadlessHatmanAttack::SelectVictim( CHeadlessHatman *me )
{
ValidateChaseVictim( me );
m_closestVisible = ToTFPlayer( TFGameRules()->GetIT() );
if ( TFGameRules()->GetIT() == NULL )
{
// pick a new victim to chase
CTFPlayer *newVictim = NULL;
CUtlVector< CTFPlayer * > playerVector;
// collect everyone
CollectPlayers( &playerVector, TF_TEAM_RED, COLLECT_ONLY_LIVING_PLAYERS );
CollectPlayers( &playerVector, TF_TEAM_BLUE, COLLECT_ONLY_LIVING_PLAYERS, APPEND_PLAYERS );
float victimRangeSq = FLT_MAX;
float visibleVictimRangeSq = FLT_MAX;
for( int i=0; i<playerVector.Count(); ++i )
{
if ( !IsPotentiallyChaseable( me, playerVector[i] ) )
{
continue;
}
float rangeSq = me->GetRangeSquaredTo( playerVector[i] );
if ( rangeSq < visibleVictimRangeSq )
{
if ( me->IsLineOfSightClear( playerVector[i] ) )
{
// track closest visible victim so we can look at players out of attack range
m_closestVisible = playerVector[i];
visibleVictimRangeSq = rangeSq;
}
}
// check distance to home - don't pick victims too far away from home
if ( !playerVector[i]->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
{
Vector toHome = m_homePos - playerVector[i]->GetAbsOrigin();
if ( toHome.IsLengthGreaterThan( tf_halloween_bot_chase_range.GetFloat() ) )
{
continue;
}
}
if ( rangeSq < victimRangeSq )
{
newVictim = playerVector[i];
victimRangeSq = rangeSq;
}
}
if ( newVictim )
{
// we have a new victim
m_chaseVictimTimer.Start( tf_halloween_bot_chase_duration.GetFloat() );
TFGameRules()->SetIT( newVictim );
}
}
// attack the "IT" player unless we're focusing on something else
if ( m_attackTarget == NULL || m_attackTargetFocusTimer.IsElapsed() || !m_attackTarget->IsAlive() )
{
m_attackTarget = ToTFPlayer( TFGameRules()->GetIT() );
}
}
//----------------------------------------------------------------------------------
void CHeadlessHatmanAttack::AttackTarget( CHeadlessHatman *me, CBaseCombatCharacter *pTarget, float flAttackRange )
{
// out of range? don't do anything
if ( !me->IsRangeLessThan( pTarget, flAttackRange ) )
return;
Vector forward;
me->GetVectors( &forward, NULL, NULL );
Vector toVictim = pTarget->WorldSpaceCenter() - me->WorldSpaceCenter();
toVictim.NormalizeInPlace();
CTFPlayer *pPlayer = pTarget->IsPlayer() ? ToTFPlayer( pTarget ) : NULL;
// push kart player or ghost
if ( pPlayer && ( pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) || pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) ) )
{
// Apply Huge Force
Vector vecDir = toVictim;
vecDir.NormalizeInPlace();
vecDir.z += 0.7f;
vecDir *= 1300.0f;
if ( pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
{
pPlayer->AddHalloweenKartPushEvent( NULL, NULL, NULL, vecDir, 100.0f, TF_DMG_CUSTOM_DECAPITATION_BOSS );
}
else
{
pPlayer->ApplyAbsVelocityImpulse( vecDir );
}
}
else
{
// looser tolerance as victim gets closer
const float closeRange = 0.5f * flAttackRange;
float range = me->GetRangeTo( pTarget );
float closeness = ( range < closeRange ) ? 0.0f : ( range - closeRange ) / ( flAttackRange - closeRange );
float hitAngle = 0.0f + closeness * 0.27f;
// is target in front?
if ( DotProduct( forward, toVictim ) > hitAngle )
{
if ( me->IsLineOfSightClear( pTarget ) )
{
// CHOP!
CTakeDamageInfo info( me, me, m_attackTarget->GetMaxHealth() * 0.8f, DMG_CLUB, TF_DMG_CUSTOM_DECAPITATION_BOSS );
CalculateMeleeDamageForce( &info, toVictim, me->WorldSpaceCenter(), 5.0f );
m_attackTarget->TakeDamage( info );
me->EmitSound( "Halloween.HeadlessBossAxeHitFlesh" );
}
}
}
}
//----------------------------------------------------------------------------------
void CHeadlessHatmanAttack::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 ( TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
CUtlVector< CTFPlayer* > playerVector;
CollectPlayers( &playerVector, TEAM_ANY );
for( CTFPlayer* pPlayer : playerVector )
{
AttackTarget( me, pPlayer, tf_halloween_hhh_attack_kart_radius.GetFloat() );
}
DispatchParticleEffect( "hammer_impact_button", me->GetAbsOrigin(), me->GetAbsAngles() );
me->EmitSound( "Halloween.HammerImpact" );
// after HHH punt off a kart target, pick a new target right away
TFGameRules()->SetIT( NULL );
}
else if ( m_attackTarget != NULL )
{
AttackTarget( me, m_attackTarget, tf_halloween_bot_attack_range.GetFloat() );
}
// always playe the axe-hit-world impact sound, since it carries through the world better
me->EmitSound( "Halloween.HeadlessBossAxeHitWorld" );
if ( !TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
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 );
}
}
}
}
//----------------------------------------------------------------------------------
ActionResult< CHeadlessHatman > CHeadlessHatmanAttack::Update( CHeadlessHatman *me, float interval )
{
if ( !me->IsAlive() )
{
return Done();
}
SelectVictim( me );
RecomputeHomePosition();
if ( !IsSwingingAxe() && m_laughTimer.IsElapsed() )
{
me->EmitSound( "Halloween.HeadlessBossLaugh" );
m_laughTimer.Start( RandomFloat( 3.0f, 5.0f ) );
if ( TFGameRules()->GetIT() == NULL )
{
// if we have no victim, show our frustration
int r = RandomInt( 0, 100 );
if ( r < 25 )
{
me->AddGesture( ACT_MP_GESTURE_VC_FISTPUMP_MELEE );
}
else if ( r < 50 )
{
me->AddGesture( ACT_MP_GESTURE_VC_FINGERPOINT_MELEE );
}
}
}
if ( TFGameRules()->GetIT() == NULL )
{
// go home
const float atHomeRange = 50.0f;
if ( me->IsRangeGreaterThan( m_homePos, atHomeRange ) )
{
if ( m_path.GetAge() > 3.0f )
{
CHeadlessHatmanPathCost cost( me );
m_path.Compute( me, m_homePos, cost );
}
m_path.Update( me );
}
else // at home
{
if ( m_closestVisible != NULL )
{
// look at visible victim out of range
me->GetLocomotionInterface()->FaceTowards( m_closestVisible->WorldSpaceCenter() );
}
}
}
else
{
// chase after our chase victim
const float standAndSwingRange = 100.0f;
CTFPlayer *chaseVictim = ToTFPlayer( TFGameRules()->GetIT() );
if ( chaseVictim && m_warnITTimer.IsElapsed() && !TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
m_warnITTimer.Start( 7.0f );
ClientPrint( chaseVictim, HUD_PRINTCENTER, "#TF_HALLOWEEN_BOSS_WARN_VICTIM", chaseVictim->GetPlayerName() );
}
if ( me->IsRangeGreaterThan( chaseVictim, standAndSwingRange ) || !me->IsLineOfSightClear( chaseVictim ) )
{
if ( m_path.GetAge() > 1.0f )
{
CHeadlessHatmanPathCost cost( me );
m_path.Compute( me, chaseVictim, cost );
}
m_path.Update( me );
}
}
// 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_scareTimer.IsElapsed() && m_attackTarget->IsPlayer() )
{
m_scareTimer.Reset();
return SuspendFor( new CHeadlessHatmanTerrify, "Boo!" );
}
if ( m_attackTimer.IsElapsed() )
{
if ( !IsSwingingAxe() )
{
if ( TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
me->AddGesture( ACT_MP_ATTACK_STAND_ITEM2 );
}
else
{
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 ( !TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
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 > CHeadlessHatmanAttack::OnStuck( CHeadlessHatman *me )
{
// we're stuck - just warp to the our next path goal
if ( m_path.GetCurrentGoal() )
{
me->SetAbsOrigin( m_path.GetCurrentGoal()->pos + Vector( 0, 0, 10.0f ) );
}
return TryContinue( RESULT_TRY );
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CHeadlessHatman > CHeadlessHatmanAttack::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 );
}
//---------------------------------------------------------------------------------------------
void CHeadlessHatmanAttack::RecomputeHomePosition( void )
{
if ( !m_homePosRecalcTimer.IsElapsed() )
{
return;
}
m_homePosRecalcTimer.Reset();
CTeamControlPoint *contestedPoint = NULL;
CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
if ( pMaster )
{
for( int i=0; i<pMaster->GetNumPoints(); ++i )
{
contestedPoint = pMaster->GetControlPoint( i );
if ( contestedPoint && pMaster->IsInRound( contestedPoint ) )
{
if ( ObjectiveResource()->GetOwningTeam( contestedPoint->GetPointIndex() ) == TF_TEAM_BLUE )
continue;
// blue are the invaders
if ( !TeamplayGameRules()->TeamMayCapturePoint( TF_TEAM_BLUE, contestedPoint->GetPointIndex() ) )
continue;
break;
}
}
}
if ( contestedPoint )
{
m_homePos = contestedPoint->GetAbsOrigin();
}
}