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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#ifndef MERASMUS_H
#define MERASMUS_H
#include "NextBot.h"
#include "NextBotBehavior.h"
#include "NextBotGroundLocomotion.h"
#include "merasmus_body.h"
#include "Path/NextBotPathFollow.h"
#include "../halloween_base_boss.h"
extern ConVar tf_merasmus_health_base; extern ConVar tf_merasmus_health_per_player; extern ConVar tf_merasmus_min_player_count;
extern ConVar tf_merasmus_speed; extern ConVar tf_merasmus_attack_range; extern ConVar tf_merasmus_speed_recovery_rate; extern ConVar tf_merasmus_speed_penalty; extern ConVar tf_merasmus_chase_duration; extern ConVar tf_merasmus_chase_range;
extern ConVar tf_merasmus_health_regen_rate;
extern ConVar tf_merasmus_bomb_head_duration; extern ConVar tf_merasmus_bomb_head_per_team;
class CTFPlayer; class CWheelOfDoom; class CMerasmus; class CTFWeaponBaseGrenadeProj; class CTFMerasmusTrickOrTreatProp; class CMonsterResource;
//----------------------------------------------------------------------------
class CMerasmusSWStats { public:
void ResetStats () { V_memset( m_arrClassDamage, 0, sizeof( m_arrClassDamage ) ); m_flPropHuntTime1 = 0; m_flPropHuntTime2 = 0; m_flLifeTime = 0; m_nBombKills = 0; m_nStaffKills = 0; m_nPvpKills = 0; }
int m_arrClassDamage[ TF_LAST_NORMAL_CLASS ]; float m_flPropHuntTime1; float m_flPropHuntTime2; float m_flLifeTime; int m_nBombKills; int m_nStaffKills; int m_nPvpKills; };
//----------------------------------------------------------------------------
class CMerasmusLocomotion : public NextBotGroundLocomotion { public: CMerasmusLocomotion( INextBot *bot ) : NextBotGroundLocomotion( bot ) { } virtual ~CMerasmusLocomotion() { }
virtual void Update( void ); // (EXTEND) update internal state
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
/**
* Should we collide with this entity? */ virtual bool ShouldCollideWith( const CBaseEntity *object ) const;
private: virtual float GetMaxYawRate( void ) const; // return max rate of yaw rotation
};
//----------------------------------------------------------------------------
class CMerasmusFlyingLocomotion : public ILocomotion { public: CMerasmusFlyingLocomotion( INextBot *bot ); virtual ~CMerasmusFlyingLocomotion();
virtual void Reset( void ); // (EXTEND) reset to initial state
virtual void Update( void ); // (EXTEND) update internal state
virtual void Approach( const Vector &goalPos, float goalWeight = 1.0f ); // (EXTEND) move directly towards the given position
virtual float GetDesiredSpeed( void ) const; // returns the current desired speed
virtual void SetDesiredAltitude( float height ); // how high above our Approach goal do we float?
virtual float GetDesiredAltitude( void ) const;
virtual const Vector &GetGroundNormal( void ) const; // surface normal of the ground we are in contact with
virtual const Vector &GetVelocity( void ) const; // return current world space velocity
void SetVelocity( const Vector &velocity );
virtual bool ShouldCollideWith( const CBaseEntity *object ) const;
virtual void FaceTowards( const Vector &target ); // rotate body to face towards "target"
protected: float m_currentSpeed; Vector m_forward;
float m_desiredAltitude; void MaintainAltitude( void );
Vector m_velocity; Vector m_acceleration; };
inline const Vector &CMerasmusFlyingLocomotion::GetGroundNormal( void ) const { static Vector up( 0, 0, 1.0f );
return up; }
inline const Vector &CMerasmusFlyingLocomotion::GetVelocity( void ) const { return m_velocity; }
inline void CMerasmusFlyingLocomotion::SetVelocity( const Vector &velocity ) { m_velocity = velocity; }
//----------------------------------------------------------------------------
class CMerasmusIntention : public IIntention { public: CMerasmusIntention( CMerasmus *me ); virtual ~CMerasmusIntention();
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< CMerasmus > *m_behavior; };
DECLARE_AUTO_LIST( IMerasmusAutoList );
//----------------------------------------------------------------------------
class CMerasmus : public CHalloweenBaseBoss, public CGameEventListener, public IMerasmusAutoList { public: DECLARE_CLASS( CMerasmus, CHalloweenBaseBoss ); DECLARE_SERVERCLASS();
CMerasmus(); virtual ~CMerasmus();
static void PrecacheMerasmus(); virtual void Precache(); virtual void Spawn( void ); virtual void UpdateOnRemove();
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
// CGameEventListener
virtual void FireGameEvent( IGameEvent *event );
// INextBot
virtual CMerasmusIntention *GetIntentionInterface( void ) const { return m_intention; } virtual ILocomotion *GetLocomotionInterface( void ) const { if ( m_isFlying ) return m_flyingLocomotor; return m_locomotor; } virtual CMerasmusBody *GetBodyInterface( void ) const { return m_body; }
virtual void Update( void );
const Vector &GetHomePosition( void ) const;
Vector GetCastPosition() const;
bool IsRevealed() const { return m_bRevealed; } void OnRevealed(bool bPlaySound = true); bool ShouldReveal() const; bool IsNextKilledPropMerasmus() const; void SetRevealer( CTFPlayer* pPlayer ) { m_hMerasmusRevealer = pPlayer; }
void OnDisguise(); bool ShouldDisguise() const;
void StartAOEAttack() { m_bIsDoingAOEAttack = true; } void StopAOEAttack() { m_bIsDoingAOEAttack = false; } bool IsDoingAOEAttack() const { return m_bIsDoingAOEAttack; }
static CTFWeaponBaseGrenadeProj* CreateMerasmusGrenade( const Vector& vPosition, const Vector& vVelocity, CBaseCombatCharacter* pOwner, float fScale = 1.0f );
static const char* GetRandomPropModelName();
void PushPlayer( CTFPlayer* pPlayer, float flPushForce ) const; int GetBombHitCount() const { return m_nBombHitCount; } void ResetBombHitCount() { m_nBombHitCount = 0; } void AddStun( CTFPlayer* pPlayer ); void OnBeginStun(); void OnEndStun(); bool HasStunTimer() const { return !m_stunTimer.IsElapsed(); } bool IsStunned() const { return m_bStunned; }
void AddFakeProp( CTFMerasmusTrickOrTreatProp* pFakeProp ); void RemoveAllFakeProps();
void BombHeadMode();
bool ShouldLeave() const; void LeaveWarning(); void OnLeaveWhileInPropForm();
void TriggerLogicRelay( const char* pszLogicRelayName, bool bSpawn = false );
void StartFlying( void ) { m_isFlying = true; } void StopFlying( void ) { m_isFlying = false; } bool IsFlying( void ) const { return m_isFlying; } bool IsHiding( void ) const { return m_isHiding; }
void PlayLowPrioritySound( IRecipientFilter &filter, const char* pszSoundEntryName ); void PlayHighPrioritySound( const char* pszSoundEntryName );
void GainLevel( void ); void ResetLevel( void ); static int GetMerasmusLevel() { return m_level; } virtual int GetLevel( void ) const OVERRIDE; static void DBG_SetLevel( int nLevel );
virtual HalloweenBossType GetBossType() const { return HALLOWEEN_BOSS_MERASMUS; }
void StartRespawnTimer() const;
const CUtlVector< CHandle<CTFPlayer> >& GetStartingAttackers() const;
static bool Zap( CBaseCombatCharacter *pCaster, const char* pszCastingAttachmentName, float flSpellRange, float flMinDamage, float flMaxDamage, int nMaxTarget, int nTargetTeam = TEAM_ANY );
// Stats
void RecordDisguiseTime( ); void SW_ReportMerasmusStats( void ); private:
CMerasmusIntention *m_intention; CMerasmusLocomotion *m_locomotor; CMerasmusFlyingLocomotion *m_flyingLocomotor; CMerasmusBody *m_body;
bool m_isFlying;
bool m_isHiding;
CUtlVector< AttackerInfo > m_attackerVector; // list of everyone who injured me, and when
CUtlVector< CHandle<CTFPlayer> > m_startingAttackersVector;
CountdownTimer m_stunTimer; int m_nBombHitCount;
Vector m_homePos; int m_damagePoseParameter;
int m_nRevealedHealth;
CHandle< CWheelOfDoom > m_wheel;
CHandle< CMonsterResource > m_hHealthBar;
CNetworkVar( bool, m_bRevealed ); CNetworkVar( bool, m_bIsDoingAOEAttack ); CNetworkVar( bool, m_bStunned );
CSoundPatch *m_pIdleSound;
CUtlVector< CHandle< CTFMerasmusTrickOrTreatProp > > m_fakePropVector;
int m_nDestroyedPropsToReveal;
SolidType_t m_solidType; int m_solidFlags;
CHandle< CTFPlayer > m_hMerasmusRevealer;
CountdownTimer m_lifeTimer; float m_flLastWarnTime; // For Stats
float m_flStartDisguiseTime; CMerasmusSWStats m_bossStats;
static int m_level; };
inline int CMerasmus::GetLevel( void ) const { return m_level; }
inline void CMerasmus::GainLevel( void ) { ++m_level; }
inline void CMerasmus::ResetLevel( void ) { m_level = 1; }
inline void CMerasmus::DBG_SetLevel( int nLevel ) { m_level = nLevel; }
inline const Vector &CMerasmus::GetHomePosition( void ) const { return m_homePos; }
inline const CUtlVector< CHandle<CTFPlayer> >& CMerasmus::GetStartingAttackers() const { return m_startingAttackersVector; }
//--------------------------------------------------------------------------------------------------------------
class CMerasmusPathCost : public IPathCost { public: CMerasmusPathCost( CMerasmus *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; } }
CMerasmus *m_me; };
#endif // MERASMUS_H
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