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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf/halloween/halloween_behavior/headless_hatman_attack.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/tf/halloween/halloween_behavior/headless_hatman_attack.cpp')
-rw-r--r--game/server/tf/halloween/halloween_behavior/headless_hatman_attack.cpp543
1 files changed, 543 insertions, 0 deletions
diff --git a/game/server/tf/halloween/halloween_behavior/headless_hatman_attack.cpp b/game/server/tf/halloween/halloween_behavior/headless_hatman_attack.cpp
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--- /dev/null
+++ b/game/server/tf/halloween/halloween_behavior/headless_hatman_attack.cpp
@@ -0,0 +1,543 @@
+//========= 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();
+ }
+}
+
+