|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
// bot_npc.h
// A NextBot non-player derived actor
// Michael Booth, November 2010
#ifndef BOT_NPC_H
#define BOT_NPC_H
#ifdef OBSOLETE_USE_BOSS_ALPHA
#include "NextBot.h"
#include "NextBotBehavior.h"
#include "NextBotGroundLocomotion.h"
#include "Path/NextBotPathFollow.h"
#include "bot_npc_body.h"
#include "bot/map_entities/tf_spawner_boss.h"
class CTFPlayer; class CBotNPC;
//----------------------------------------------------------------------------
class CBotNPCLocomotion : public NextBotGroundLocomotion { public: CBotNPCLocomotion( INextBot *bot ); virtual ~CBotNPCLocomotion() { }
virtual float GetRunSpeed( void ) const; // get maximum running speed
virtual float GetStepHeight( void ) const; // if delta Z is greater than this, we have to jump to get up
virtual float GetMaxJumpHeight( void ) const; // return maximum height of a jump
virtual float GetMaxAcceleration( void ) const { return 2500.0f; }
private: float m_runSpeed; };
//----------------------------------------------------------------------------
class CBotNPCIntention : public IIntention { public: CBotNPCIntention( CBotNPC *me ); virtual ~CBotNPCIntention();
virtual void Reset( void ); virtual void Update( void );
virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const; // is the a place we can be?
virtual INextBotEventResponder *FirstContainedResponder( void ) const { return m_behavior; } virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const { return NULL; }
private: Behavior< CBotNPC > *m_behavior; };
//----------------------------------------------------------------------------
class CBotNPCVision : public IVision { public: CBotNPCVision( INextBot *bot ) : IVision( bot ) { }
virtual ~CBotNPCVision() { }
virtual bool IsIgnored( CBaseEntity *subject ) const; // return true to completely ignore this entity (may not be in sight when this is called)
};
//----------------------------------------------------------------------------
class CBotNPCWeapon : public CBaseAnimating { public: CBotNPCWeapon( CBotNPC *owner ) { m_owner = owner; }
virtual ~CBotNPCWeapon() { }
virtual void StartAttack( void ) { } virtual void Update( void ) { }
private: CHandle< CBotNPC > m_owner; };
//----------------------------------------------------------------------------
class CBotNPCWeapon_Axe : public CBotNPCWeapon { public: DECLARE_CLASS( CBotNPCWeapon_Axe, CBotNPCWeapon );
CBotNPCWeapon_Axe( CBotNPC *owner ); virtual ~CBotNPCWeapon_Axe() { }
virtual void StartAttack( void ); virtual void Update( void ); };
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
class CBotNPCGetOffMe : public Action< CBotNPC > { public: virtual ActionResult< CBotNPC > OnStart( CBotNPC *me, Action< CBotNPC > *priorAction ); virtual ActionResult< CBotNPC > Update( CBotNPC *me, float interval ); virtual void OnEnd( CBotNPC *me, Action< CBotNPC > *nextAction );
virtual const char *GetName( void ) const { return "GetOffMe"; } // return name of this action
private: CountdownTimer m_timer; };
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
class CBotNPC : public NextBotCombatCharacter { public: DECLARE_CLASS( CBotNPC, NextBotCombatCharacter ); DECLARE_SERVERCLASS();
CBotNPC(); virtual ~CBotNPC();
virtual void Precache(); virtual void Spawn( void );
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
// INextBot
virtual CBotNPCIntention *GetIntentionInterface( void ) const { return m_intention; } virtual CBotNPCLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; } virtual CBotNPCBody *GetBodyInterface( void ) const { return m_body; } virtual CBotNPCVision *GetVisionInterface( void ) const { return m_vision; }
virtual void Update( void );
virtual bool IsPotentiallyChaseable( CTFPlayer *victim );
void SetSpawner( CTFSpawnerBoss *spawner ); // remember the spawner that created us
CTFSpawnerBoss *GetSpawner( void ) const; // return the spawner that created us
void Break( void ); // bust into gibs
struct AttackerInfo { CHandle< CBaseCombatCharacter > m_attacker; float m_timestamp; float m_damage; bool m_wasCritical; }; const CUtlVector< AttackerInfo > &GetAttackerVector( void ) const; void RememberAttacker( CBaseCombatCharacter *attacker, float damage, bool wasCritical );
struct ThreatInfo { CHandle< CBaseCombatCharacter > m_who; float m_threat; };
const ThreatInfo *GetMaxThreat( void ) const; const ThreatInfo *GetThreat( CBaseCombatCharacter *who ) const;
void SwingAxe( void ); void UpdateAxeSwing( void ); bool IsSwingingAxe( void ) const;
//----------------------------------
enum Ability { CAN_BE_STUNNED = 0x01, CAN_NUKE = 0x02, CAN_ENRAGE = 0x04, CAN_FIRE_ROCKETS = 0x08, CAN_LAUNCH_STICKIES = 0x10, CAN_LAUNCH_MINIONS = 0x20, }; virtual bool HasAbility( Ability ability ) const;
virtual bool IsMiniBoss( void ) const { return false; }
virtual float GetMoveSpeed( void ) const { return 300.0f; }
virtual int GetRocketLaunchCount( void ) const { return 5; } virtual float GetRocketDamage( void ) const { return 25.0f; } virtual float GetRocketAimError( void ) const { return 1.81f; } virtual float GetRocketInterval( void ) const { return 0.3f; } virtual const char *GetRocketSoundEffect( void ) const { return "Weapon_RPG.Single"; }
virtual float GetGrenadeInterval( void ) const { return 10.0f; }
virtual float GetBecomeStunnedDamage( void ) const { return 500.0f; }
//----------------------------------
enum Condition { SHIELDED = 0x01, CHARGING = 0x02, STUNNED = 0x04, INVULNERABLE = 0x08, VULNERABLE_TO_STUN = 0x10, BUSY = 0x20, ENRAGED = 0x40, };
bool IsBusy( void ) const; // returns true if we're in a condition that means we can't start another action
void AddCondition( Condition c ); void RemoveCondition( Condition c ); bool IsInCondition( Condition c ) const;
bool IsAttackTarget( CBaseCombatCharacter *target ) const; bool HasAttackTarget( void ) const; void SetAttackTarget( CBaseCombatCharacter *target, float duration = 0.0f ); CBaseCombatCharacter *GetAttackTarget( void ) const; void LockAttackTarget( void ); // don't allow target to change until it is unlocked or the target is destroyed
void UnlockAttackTarget( void );
CBaseCombatCharacter *GetNearestVisibleEnemy( void ) const;
void SetHomePosition( const Vector &pos ); const Vector &GetHomePosition( void ) const;
CBaseAnimating *GetWeapon( void ) const; CBaseAnimating *GetShield( void ) const;
CountdownTimer *GetNukeTimer( void ); CountdownTimer *GetGrenadeTimer( void );
float GetReceivedDamagePerSecond( void ) const; float GetReceivedDamagePerSecondDelta( void ) const;
void SetLaserTarget( CBaseEntity *target ); CBaseEntity *GetLaserTarget( void ) const;
void ClearStunDamage( void ); void AccumulateStunDamage( float damage ); float GetStunDamage( void ) const;
CTFPlayer *GetClosestMinionPrisoner( void ); bool IsPrisonerOfMinion( CBaseCombatCharacter *victim );
void StartNukeEffect( void ); void StopNukeEffect( void );
float GetAge( void ) const; // how long have we been alive
void CollectPlayersStandingOnMe( CUtlVector< CTFPlayer * > *playerVector );
// Entity I/O
void InputSpawn( inputdata_t &inputdata ); COutputEvent m_outputOnStunned; // fired the boss becomes stunned
private: CBotNPCIntention *m_intention; CBotNPCLocomotion *m_locomotor; CBotNPCBody *m_body; CBotNPCVision *m_vision;
CHandle< CTFSpawnerBoss > m_spawner;
CBaseAnimating *m_axe; CBaseAnimating *m_shield;
void PrecacheArmorParts( void ); void InstallArmorParts( void ); CUtlVector< CBaseAnimating * > m_armorPartVector;
CountdownTimer m_axeSwingTimer; CountdownTimer m_attackTimer; CountdownTimer m_nukeTimer; CountdownTimer m_grenadeTimer; CountdownTimer m_ouchTimer; CountdownTimer m_hateTauntTimer;
CNetworkHandle( CBaseEntity, m_laserTarget ); CNetworkVar( bool, m_isNuking );
CHandle< CBaseCombatCharacter > m_nearestVisibleEnemy; void UpdateNearestVisibleEnemy( void ); CountdownTimer m_nearestVisibleEnemyTimer;
CUtlVector< AttackerInfo > m_attackerVector; // list of everyone who injured me, and when
CUtlVector< ThreatInfo > m_threatVector; // list of attackers and their current damage/second on me
float m_currentDamagePerSecond; float m_lastDamagePerSecond; void UpdateDamagePerSecond( void );
CHandle< CBaseCombatCharacter > m_attackTarget; CountdownTimer m_attackTargetTimer; bool m_isAttackTargetLocked; void UpdateAttackTarget( void );
int m_damagePoseParameter;
bool m_isShielded; Vector m_homePos;
bool IsIgnored( CTFPlayer *player ) const;
unsigned int m_conditionFlags;
float m_stunDamage;
IntervalTimer m_ageTimer; };
inline bool CBotNPC::HasAbility( Ability ability ) const { const int myAbilities = CAN_BE_STUNNED | CAN_NUKE | CAN_ENRAGE | CAN_FIRE_ROCKETS | CAN_LAUNCH_STICKIES | CAN_LAUNCH_MINIONS;
return myAbilities & ability ? true : false; }
inline void CBotNPC::SetSpawner( CTFSpawnerBoss *spawner ) { m_spawner = spawner; }
inline CTFSpawnerBoss *CBotNPC::GetSpawner( void ) const { return m_spawner; }
inline bool CBotNPC::IsAttackTarget( CBaseCombatCharacter *target ) const { if ( HasAttackTarget() ) { return ( m_attackTarget == target ) ? true : false; } return false; }
inline bool CBotNPC::HasAttackTarget( void ) const { return ( m_attackTarget == NULL || !m_attackTarget->IsAlive() ) ? false : true; }
inline void CBotNPC::LockAttackTarget( void ) { m_isAttackTargetLocked = HasAttackTarget(); }
inline void CBotNPC::UnlockAttackTarget( void ) { m_isAttackTargetLocked = false; }
inline float CBotNPC::GetAge( void ) const { return m_ageTimer.GetElapsedTime(); }
inline void CBotNPC::StartNukeEffect( void ) { m_isNuking = true; }
inline void CBotNPC::StopNukeEffect( void ) { m_isNuking = false; }
inline void CBotNPC::ClearStunDamage( void ) { m_stunDamage = 0.0f; }
inline void CBotNPC::AccumulateStunDamage( float damage ) { m_stunDamage += damage; }
inline float CBotNPC::GetStunDamage( void ) const { return m_stunDamage; }
inline void CBotNPC::SetLaserTarget( CBaseEntity *target ) { m_laserTarget = target; }
inline CBaseEntity *CBotNPC::GetLaserTarget( void ) const { return m_laserTarget; }
inline float CBotNPC::GetReceivedDamagePerSecond( void ) const { return m_currentDamagePerSecond; }
inline float CBotNPC::GetReceivedDamagePerSecondDelta( void ) const { return m_currentDamagePerSecond - m_lastDamagePerSecond; }
inline CountdownTimer *CBotNPC::GetNukeTimer( void ) { return &m_nukeTimer; }
inline CountdownTimer *CBotNPC::GetGrenadeTimer( void ) { return &m_grenadeTimer; }
inline CBaseAnimating *CBotNPC::GetWeapon( void ) const { return m_axe; }
inline CBaseAnimating *CBotNPC::GetShield( void ) const { return m_shield; }
inline void CBotNPC::SetHomePosition( const Vector &pos ) { m_homePos = pos; }
inline const Vector &CBotNPC::GetHomePosition( void ) const { return m_homePos; }
inline CBaseCombatCharacter *CBotNPC::GetNearestVisibleEnemy( void ) const { return m_nearestVisibleEnemy; }
inline void CBotNPC::AddCondition( Condition c ) { m_conditionFlags |= c; }
inline bool CBotNPC::IsInCondition( Condition c ) const { return ( m_conditionFlags & c ) ? true : false; }
inline const CUtlVector< CBotNPC::AttackerInfo > &CBotNPC::GetAttackerVector( void ) const { return m_attackerVector; }
//--------------------------------------------------------------------------------------------------------------
class CBotNPCPathCost : public IPathCost { public: CBotNPCPathCost( CBotNPC *me ) { m_me = me; }
// return the cost (weighted distance between) of moving from "fromArea" to "area", or -1 if the move is not allowed
virtual float operator()( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator, float length ) const { if ( fromArea == NULL ) { // first area in path, no cost
return 0.0f; } else { if ( !m_me->GetLocomotionInterface()->IsAreaTraversable( area ) ) { // our locomotor says we can't move here
return -1.0f; }
// compute distance traveled along path so far
float dist;
if ( ladder ) { dist = ladder->m_length; } else if ( length > 0.0 ) { // optimization to avoid recomputing length
dist = length; } else { dist = ( area->GetCenter() - fromArea->GetCenter() ).Length(); }
float cost = dist + fromArea->GetCostSoFar();
// check height change
float deltaZ = fromArea->ComputeAdjacentConnectionHeightChange( area ); if ( deltaZ >= m_me->GetLocomotionInterface()->GetStepHeight() ) { if ( deltaZ >= m_me->GetLocomotionInterface()->GetMaxJumpHeight() ) { // too high to reach
return -1.0f; }
// jumping is slower than flat ground
const float jumpPenalty = 5.0f; cost += jumpPenalty * dist; } else if ( deltaZ < -m_me->GetLocomotionInterface()->GetDeathDropHeight() ) { // too far to drop
return -1.0f; }
return cost; } }
CBotNPC *m_me; };
#endif // #ifdef OBSOLETE_USE_BOSS_ALPHA
#endif // BOT_NPC_H
|