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. ============//
//
//
//
//=============================================================================
#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 "../merasmus.h"
#include "../merasmus_trick_or_treat_prop.h"
#include "merasmus_attack.h"
#include "merasmus_staff_attack.h"
#include "merasmus_stunned.h"
#include "merasmus_throwing_grenade.h"
#include "merasmus_zap.h"
//----------------------------------------------------------------------------------
ActionResult< CMerasmus > CMerasmusAttack::OnStart( CMerasmus *me, Action< CMerasmus > *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_attackTimer.Invalidate();
m_attackTarget = NULL;
m_attackTargetFocusTimer.Start( 0.f );
RandomGrenadeTimer();
RandomZapTimer();
m_homePos = me->GetAbsOrigin();
m_homePosRecalcTimer.Start( 3.0f );
m_bombHeadTimer.Start( 10.f );
return Continue();
}
//----------------------------------------------------------------------------------
bool CMerasmusAttack::IsPotentiallyChaseable( CMerasmus *me, CTFPlayer *victim )
{
if ( !victim )
{
return false;
}
if ( !victim->IsAlive() )
{
// victim is dead - pick a new one
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 ( toHome.IsLengthGreaterThan( tf_merasmus_chase_range.GetFloat() ) )
{
// too far from home - pick a new victim
return false;
}
return true;
}
//----------------------------------------------------------------------------------
void CMerasmusAttack::SelectVictim( CMerasmus *me )
{
if ( IsPotentiallyChaseable( me, m_attackTarget ) && !m_attackTargetFocusTimer.IsElapsed() )
{
return;
}
// 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;
for( int i=0; i<playerVector.Count(); ++i )
{
if ( !IsPotentiallyChaseable( me, playerVector[i] ) )
{
continue;
}
float rangeSq = me->GetRangeSquaredTo( playerVector[i] );
if ( rangeSq < victimRangeSq )
{
newVictim = playerVector[i];
victimRangeSq = rangeSq;
}
}
if ( newVictim )
{
// we have a new victim
m_attackTargetFocusTimer.Start( tf_merasmus_chase_duration.GetFloat() );
}
m_attackTarget = newVictim;
}
//----------------------------------------------------------------------------------
ActionResult< CMerasmus > CMerasmusAttack::Update( CMerasmus *me, float interval )
{
if ( !me->IsAlive() )
{
return Done();
}
if ( me->HasStunTimer() )
{
return SuspendFor( new CMerasmusStunned, "Stunned!" );
}
SelectVictim( me );
RecomputeHomePosition();
if ( m_attackTarget == NULL )
{
// go home
const float atHomeRange = 50.0f;
if ( me->IsRangeGreaterThan( m_homePos, atHomeRange ) )
{
if ( m_path.GetAge() > 3.0f )
{
CMerasmusPathCost cost( me );
m_path.Compute( me, m_homePos, cost );
}
m_path.Update( me );
}
// else
// {
// // at home with nothing to do - taunt!
// if ( !me->IsMoving() && m_tauntTimer.IsElapsed() )
// {
// m_tauntTimer.Start( RandomFloat( 3.0f, 5.0f ) );
//
// return SuspendFor( new CMerasmusTaunt, "Taunting because I have nothing to do." );
// }
// }
}
else
{
// chase after our chase victim
const float standAndSwingRange = 100.0f;
CTFPlayer *chaseVictim = m_attackTarget;
if ( me->IsRangeGreaterThan( chaseVictim, standAndSwingRange ) || !me->IsLineOfSightClear( chaseVictim ) )
{
if ( m_path.GetAge() > 1.0f )
{
CMerasmusPathCost cost( me );
m_path.Compute( me, chaseVictim, cost );
}
m_path.Update( me );
}
}
if ( m_bombHeadTimer.IsElapsed() )
{
// bomb heads last 15 seconds - make sure we don't add more while existing ones are out
m_bombHeadTimer.Start( 16.0f );
me->BombHeadMode();
}
// swing our axe at our attack target if they are in range
if ( m_attackTarget != NULL && m_attackTarget->IsAlive() )
{
if ( m_zapTimer.IsElapsed() )
{
RandomZapTimer();
return SuspendFor( new CMerasmusZap, "Zap!" );
}
if ( me->IsRangeLessThan( m_attackTarget, tf_merasmus_attack_range.GetFloat() ) )
{
if ( m_attackTimer.IsElapsed() )
{
m_attackTimer.Start( 1.f );
return SuspendFor( new CMerasmusStaffAttack( m_attackTarget ), "Whack!" );
}
me->GetLocomotionInterface()->FaceTowards( m_attackTarget->WorldSpaceCenter() );
}
if ( m_grenadeTimer.IsElapsed() )
{
RandomGrenadeTimer();
return SuspendFor( new CMerasmusThrowingGrenade( m_attackTarget ), "Fire in the hole!" );
}
}
if ( !me->GetBodyInterface()->IsActivity( ACT_MP_RUN_MELEE ) )
{
me->GetBodyInterface()->StartActivity( ACT_MP_RUN_MELEE );
}
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CMerasmus > CMerasmusAttack::OnStuck( CMerasmus *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< CMerasmus > CMerasmusAttack::OnContact( CMerasmus *me, CBaseEntity *other, CGameTrace *result )
{
if ( other->IsPlayer() )
{
CTFPlayer *pTFPlayer = ToTFPlayer( other );
if ( pTFPlayer )
{
if ( pTFPlayer->IsAlive() )
{
// force attack the thing we bumped into
// this prevents us from being stuck on dispensers, for example
m_attackTarget = pTFPlayer;
m_attackTargetFocusTimer.Start( tf_merasmus_chase_duration.GetFloat() );
}
}
}
return TryContinue( RESULT_TRY );
}
//---------------------------------------------------------------------------------------------
void CMerasmusAttack::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();
}
}
void CMerasmusAttack::RandomGrenadeTimer()
{
m_grenadeTimer.Start( RandomFloat( 2.f, 3.f ) );
}
void CMerasmusAttack::RandomZapTimer()
{
m_zapTimer.Start( RandomFloat( 3.f, 4.f ) );
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
ActionResult< CMerasmus > CMerasmusTaunt::OnStart( CMerasmus *me, Action< CMerasmus > *priorAction )
{
m_timer.Start( 3.0f );
const char *taunts[] =
{
"gesture_melee_cheer",
"gesture_melee_go",
"taunt01", // wave
"taunt06", // thriller
"taunt_laugh",
NULL
};
// count the available taunts
int count = 0;
while( true )
{
if ( taunts[ count ] == NULL )
break;
++count;
}
// pick one and play it
int which = RandomInt( 0, count-1 );
me->AddGestureSequence( me->LookupSequence( taunts[ which ] ) );
int staffBodyGroup = me->FindBodygroupByName( "staff" );
me->SetBodygroup( staffBodyGroup, 1 );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CMerasmus > CMerasmusTaunt::Update( CMerasmus *me, float interval )
{
if ( m_timer.IsElapsed() )
{
return Done();
}
return Continue();
}
//---------------------------------------------------------------------------------------------
void CMerasmusTaunt::OnEnd( CMerasmus *me, Action< CMerasmus > *nextAction )
{
// turn the staff back on
int staffBodyGroup = me->FindBodygroupByName( "staff" );
me->SetBodygroup( staffBodyGroup, 0 );
}