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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf/halloween/merasmus/merasmus.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/tf/halloween/merasmus/merasmus.cpp')
| -rw-r--r-- | game/server/tf/halloween/merasmus/merasmus.cpp | 1609 |
1 files changed, 1609 insertions, 0 deletions
diff --git a/game/server/tf/halloween/merasmus/merasmus.cpp b/game/server/tf/halloween/merasmus/merasmus.cpp new file mode 100644 index 0000000..93f42d2 --- /dev/null +++ b/game/server/tf/halloween/merasmus/merasmus.cpp @@ -0,0 +1,1609 @@ +//========= 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 "NextBot/Path/NextBotChasePath.h" +#include "econ_wearable.h" +#include "team_control_point_master.h" +#include "particle_parse.h" +#include "tf_weaponbase_merasmus_grenade.h" +#include "merasmus_dancer.h" +#include "tf_wheel_of_doom.h" +#include "soundenvelope.h" +#include "util.h" +#include "tf_obj_sentrygun.h" +#include "logicrelay.h" +#include "steamworks_gamestats.h" + +#include "tf/halloween/ghost/ghost.h" + +#include "player_vs_environment/monster_resource.h" + +#include "merasmus_trick_or_treat_prop.h" +#include "merasmus.h" +#include "merasmus_behavior/merasmus_disguise.h" +#include "merasmus_behavior/merasmus_dying.h" +#include "merasmus_behavior/merasmus_reveal.h" +#include "merasmus_behavior/merasmus_teleport.h" + +#include "rtime.h" +#include "gc_clientsystem.h" +#include "tf_gcmessages.h" + +#include "tf_fx.h" + +ConVar tf_merasmus_health_base( "tf_merasmus_health_base", "33750", FCVAR_CHEAT ); +ConVar tf_merasmus_health_per_player( "tf_merasmus_health_per_player", "2500", FCVAR_CHEAT ); +ConVar tf_merasmus_min_player_count( "tf_merasmus_min_player_count", "10", FCVAR_CHEAT ); + +ConVar tf_merasmus_lifetime( "tf_merasmus_lifetime", "120", FCVAR_CHEAT ); + +ConVar tf_merasmus_speed( "tf_merasmus_speed", "600", FCVAR_CHEAT ); +ConVar tf_merasmus_speed_recovery_rate( "tf_merasmus_speed_recovery_rate", "100", FCVAR_CHEAT, "Movement units/second" ); +ConVar tf_merasmus_chase_duration( "tf_merasmus_chase_duration", "7", FCVAR_CHEAT ); +ConVar tf_merasmus_chase_range( "tf_merasmus_chase_range", "2000", FCVAR_CHEAT ); + +ConVar tf_merasmus_should_disguise_threshold( "tf_merasmus_should_disguise_threshold", "0.45f", FCVAR_CHEAT ); +ConVar tf_merasmus_min_props_to_reveal( "tf_merasmus_min_props_to_reveal", "0.7f", FCVAR_CHEAT, "Percentage of total fake props players have to destroy before Merasmus reveals himself"); + +ConVar tf_merasmus_attack_range( "tf_merasmus_attack_range", "200", FCVAR_CHEAT ); + +ConVar tf_merasmus_health_regen_rate( "tf_merasmus_health_regen_rate", "0.001f", FCVAR_CHEAT, "Percentage of Max HP per sec that Merasmus will regenerate while in disguise" ); + +ConVar tf_merasmus_bomb_head_duration( "tf_merasmus_bomb_head_duration", "15.f", FCVAR_CHEAT ); +ConVar tf_merasmus_bomb_head_per_team( "tf_merasmus_bomb_head_per_team", "1", FCVAR_CHEAT ); + +ConVar tf_merasmus_stun_duration( "tf_merasmus_stun_duration", "2.f", FCVAR_CHEAT ); + +extern ConVar tf_merasmus_spawn_interval; +extern ConVar tf_merasmus_spawn_interval_variation; + +#define MERASMUS_MODEL_NAME "models/bots/merasmus/merasmus.mdl" +#define MERASMUS_BOMB_MODEL "models/props_lakeside_event/bomb_temp.mdl" + +static const char* s_pszDisguiseProps[] = +{ + // "models/props_hydro/dumptruck.mdl", // 265 + "models/props_halloween/pumpkin_02.mdl", + "models/props_halloween/pumpkin_03.mdl", + "models/egypt/palm_tree/palm_tree.mdl", + "models/props_spytech/control_room_console01.mdl", + "models/props_spytech/work_table001.mdl", + // "models/egypt/tent/tent.mdl", // 248 + "models/props_coalmines/boulder1.mdl", + "models/props_coalmines/boulder2.mdl", + "models/props_farm/concrete_block001.mdl", // 152 + // "models/props_farm/tractor_tire001.mdl", // requires offset + "models/props_farm/welding_machine01.mdl", + "models/props_medieval/medieval_resupply.mdl", + "models/props_medieval/target/target.mdl", + "models/props_swamp/picnic_table.mdl", + "models/props_manor/baby_grand_01.mdl", // 154 + "models/props_manor/bookcase_132_02.mdl", + "models/props_manor/chair_01.mdl", + "models/props_manor/couch_01.mdl", + "models/props_manor/grandfather_clock_01.mdl", + // "models/props_manor/tractor_01.mdl", // 227 + // "models/props_gameplay/haybale.mdl", // requires offset + "models/props_viaduct_event/coffin_simple_closed.mdl", + // "models/props_farm/wooden_barrel.mdl", // requires offset + "models/props_2fort/miningcrate001.mdl", + "models/props_gameplay/resupply_locker.mdl", + "models/props_2fort/oildrum.mdl", + // "models/props_farm/wood_pile.mdl", // requires offset + "models/props_lakeside/wood_crate_01.mdl", + // "models/props_farm/pallet001.mdl", // requires offset + "models/props_well/hand_truck01.mdl", + "models/props_vehicles/mining_car_metal.mdl", + "models/props_2fort/tire002.mdl", + "models/props_well/computer_cart01.mdl", + "models/egypt/palm_tree/palm_tree.mdl" +}; + + +//----------------------------------------------------------------------------------------------------- +// The Horseless Headless Horseman +//----------------------------------------------------------------------------------------------------- +LINK_ENTITY_TO_CLASS( merasmus, CMerasmus ); + +IMPLEMENT_SERVERCLASS_ST( CMerasmus, DT_Merasmus ) + SendPropBool( SENDINFO( m_bRevealed ) ), + SendPropBool( SENDINFO( m_bIsDoingAOEAttack ) ), + SendPropBool( SENDINFO( m_bStunned ) ), +END_SEND_TABLE() + + +int CMerasmus::m_level = 1; + +IMPLEMENT_AUTO_LIST( IMerasmusAutoList ); + +//----------------------------------------------------------------------------------------------------- +CMerasmus::CMerasmus() +{ + m_intention = new CMerasmusIntention( this ); + m_locomotor = new CMerasmusLocomotion( this ); + m_flyingLocomotor = new CMerasmusFlyingLocomotion( this ); + m_body = new CMerasmusBody( this ); + m_bRevealed = false; + m_bIsDoingAOEAttack = false; + + m_wheel = NULL; + + m_stunTimer.Invalidate(); + m_bStunned = false; + + m_nBombHitCount = 0; + + m_hMerasmusRevealer = NULL; + + m_isFlying = false; + m_isHiding=false; + + m_hHealthBar = g_pMonsterResource; + ListenForGameEvent( "player_death" ); +} + + +//----------------------------------------------------------------------------------------------------- +CMerasmus::~CMerasmus() +{ + if ( m_intention ) + delete m_intention; + + if ( m_locomotor ) + delete m_locomotor; + + if ( m_flyingLocomotor ) + delete m_flyingLocomotor; + + if ( m_body ) + delete m_body; + + // Make sure the health meter goes away + if( m_hHealthBar.Get() ) + { + m_hHealthBar->HideBossHealthMeter(); + } + + IGameEvent *event = gameeventmanager->CreateEvent( "recalculate_truce" ); + if ( event ) + { + gameeventmanager->FireEvent( event, true ); + } +} + +//----------------------------------------------------------------------------------------------------- +void CMerasmus::Precache() +{ + BaseClass::Precache(); + + // always allow late precaching, so we don't pay the cost of the + // Halloween Boss for the entire year + + bool bAllowPrecache = CBaseEntity::IsPrecacheAllowed(); + CBaseEntity::SetAllowPrecache( true ); + + PrecacheMerasmus(); + + CBaseEntity::SetAllowPrecache( bAllowPrecache ); +} + + +void CMerasmus::PrecacheMerasmus() +{ + int model = PrecacheModel( MERASMUS_MODEL_NAME ); + PrecacheGibsForModel( model ); + + // precache disguise prop list + for ( int i=0; i<ARRAYSIZE( s_pszDisguiseProps ); ++i ) + { + PrecacheModel( s_pszDisguiseProps[i] ); + } + + PrecacheModel( MERASMUS_BOMB_MODEL ); + PrecacheModel( "models/props_lakeside_event/bomb_temp_hat.mdl" ); // bomb head on player + PrecacheModel( "models/props_halloween/bombonomicon.mdl" ); // bombonomicon hint to player + + // Boss VOs + PrecacheScriptSound( "Halloween.MerasmusAppears" ); + PrecacheScriptSound( "Halloween.MerasmusBanish" ); + //PrecacheScriptSound( "Halloween.MerasmusCastBleedingSpell" ); + PrecacheScriptSound( "Halloween.MerasmusCastFireSpell" ); + PrecacheScriptSound( "Halloween.MerasmusCastJarateSpell" ); + PrecacheScriptSound( "Halloween.MerasmusCastJarateSpellRare" ); + PrecacheScriptSound( "Halloween.MerasmusLaunchSpell" ); + PrecacheScriptSound( "Halloween.MerasmusControlPoint" ); + PrecacheScriptSound( "Halloween.MerasmusDepart" ); + PrecacheScriptSound( "Halloween.MerasmusDepartRare" ); + PrecacheScriptSound( "Halloween.MerasmusDiscovered" ); + PrecacheScriptSound( "Halloween.MerasmusGrenadeThrow" ); + PrecacheScriptSound( "Halloween.MerasmusHidden" ); + PrecacheScriptSound( "Halloween.MerasmusHiddenRare" ); + PrecacheScriptSound( "Halloween.MerasmusHitByBomb" ); + PrecacheScriptSound( "Halloween.MerasmusHitByBombRare" ); + PrecacheScriptSound( "Halloween.MerasmusInitiateHiding" ); + PrecacheScriptSound( "Halloween.MerasmusStaffAttack" ); + PrecacheScriptSound( "Halloween.MerasmusStaffAttackRare" ); + PrecacheScriptSound( "Halloween.MerasmusTauntFakeProp" ); + + //PrecacheScriptSound( "Halloween.MerasmusTeleport" ); + + // Boss event sound effects + PrecacheScriptSound( "Halloween.MerasmusBossSpawn" ); + PrecacheScriptSound( "Halloween.Merasmus_Death" ); + PrecacheScriptSound( "Halloween.EyeballBossEscapeSoon" ); + PrecacheScriptSound( "Halloween.EyeballBossEscapeImminent" ); + PrecacheScriptSound( "Halloween.EyeballBossEscaped" ); + PrecacheScriptSound( "Halloween.Merasmus_Float" ); + PrecacheScriptSound( "Halloween.Merasmus_Stun" ); + PrecacheScriptSound( "Halloween.Merasmus_Spell" ); + PrecacheScriptSound( "Halloween.Merasmus_Hiding_Explode" ); + + PrecacheParticleSystem( "merasmus_spawn" ); // spawn + PrecacheParticleSystem( "merasmus_tp" ); // puff effect + PrecacheParticleSystem( "merasmus_blood" ); // when he takes damage + PrecacheParticleSystem( "merasmus_blood_bits" ); // when he takes damage while stunned + PrecacheParticleSystem( "merasmus_ambient_body" ); // glow around the body + PrecacheParticleSystem( "merasmus_shoot" ); // when he casts spell + PrecacheParticleSystem( "merasmus_book_attack" ); // big attack + PrecacheParticleSystem( "merasmus_object_spawn" ); // object spawn + PrecacheParticleSystem( "merasmus_zap" ); // zap! + PrecacheParticleSystem( "merasmus_dazed" ); // stunned + PrecacheParticleSystem( "merasmus_dazed_explosion" ); // bomb head explode + + // TEMP + PrecacheScriptSound( "Halloween.HeadlessBossAxeHitFlesh" ); +} + + +//----------------------------------------------------------------------------------------------------- +void CMerasmus::Spawn( void ) +{ + Precache(); + + SetModel( MERASMUS_MODEL_NAME ); + + BaseClass::Spawn(); + + PlayHighPrioritySound("Halloween.MerasmusAppears"); + + m_isHiding=false; + + // scale the boss' health with the player count + int totalPlayers = GetGlobalTFTeam( TF_TEAM_BLUE )->GetNumPlayers() + GetGlobalTFTeam( TF_TEAM_RED )->GetNumPlayers(); + + int health = tf_merasmus_health_base.GetInt(); + if ( totalPlayers > tf_merasmus_min_player_count.GetInt() ) + { + health += ( totalPlayers - tf_merasmus_min_player_count.GetInt() ) * tf_merasmus_health_per_player.GetInt(); + } + + CBaseEntity *pWheel = gEntList.FindEntityByName( NULL, "wheel_of_fortress" ); + if ( pWheel ) + { + m_wheel = assert_cast< CWheelOfDoom* >( pWheel ); + } + + SetHealth( health ); + SetMaxHealth( health ); + + m_homePos = GetAbsOrigin(); + + m_damagePoseParameter = -1; + + SetBloodColor( DONT_BLEED ); + + if ( m_pIdleSound ) + { + CSoundEnvelopeController::GetController().SoundDestroy( m_pIdleSound ); + m_pIdleSound = NULL; + } + + // Collect all of the players that are alive at this moment. These are the players who will get + // their hat leveled up when Merasmus dies. We only want to give credit to these players to discourage + // the strategy of spawning Merasmus with 10 people so his health is scaled for 10 people, + // then have 22 other people connect and destroy him. + CUtlVector< CTFPlayer * > playerVector; + CollectPlayers( &playerVector ); + FOR_EACH_VEC( playerVector, i ) + { + m_startingAttackersVector.AddToTail( playerVector[i] ); + } + + CPVSFilter filter( GetAbsOrigin() ); + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + m_pIdleSound = controller.SoundCreate( filter, entindex(), "Halloween.Merasmus_Float" ); + controller.Play( m_pIdleSound, 1.0, 100 ); + + m_solidType = GetSolid(); + m_solidFlags = GetSolidFlags(); + + const float flLifeTime = tf_merasmus_lifetime.GetFloat(); + m_lifeTimer.Start( flLifeTime ); + m_flLastWarnTime = 0; + + IGameEvent *event = gameeventmanager->CreateEvent( "merasmus_summoned" ); + if ( event ) + { + event->SetInt( "level", GetLevel() ); + gameeventmanager->FireEvent( event ); + } + TriggerLogicRelay( "boss_enter_relay", true ); + + DispatchParticleEffect( "merasmus_spawn", GetAbsOrigin(), GetAbsAngles() ); + + m_bossStats.ResetStats(); + + event = gameeventmanager->CreateEvent( "recalculate_truce" ); + if ( event ) + { + gameeventmanager->FireEvent( event, true ); + } +} + + +//--------------------------------------------------------------------------------------------- +void RemoveAllBombHeadFromPlayers() +{ + CUtlVector< CTFPlayer * > playerVector; + CollectPlayers( &playerVector, TF_TEAM_RED, COLLECT_ONLY_LIVING_PLAYERS ); + CollectPlayers( &playerVector, TF_TEAM_BLUE, COLLECT_ONLY_LIVING_PLAYERS, APPEND_PLAYERS ); + + for ( int i=0; i<playerVector.Count(); ++i ) + { + if ( playerVector[i]->m_Shared.InCond( TF_COND_HALLOWEEN_BOMB_HEAD ) ) + { + playerVector[i]->m_Shared.RemoveCond( TF_COND_HALLOWEEN_BOMB_HEAD ); + } + } +} + + +void CMerasmus::UpdateOnRemove() +{ + Assert( TFGameRules() ); + if ( m_hHealthBar ) + { + m_hHealthBar->HideBossHealthMeter(); + } + + if ( m_pIdleSound ) + { + CSoundEnvelopeController::GetController().SoundDestroy( m_pIdleSound ); + m_pIdleSound = NULL; + } + + // the boss is NULL, remove bomb head condition won't give players power play + RemoveAllBombHeadFromPlayers(); + + RemoveAllFakeProps(); + + BaseClass::UpdateOnRemove(); + + // Report Stats + SW_ReportMerasmusStats(); +} + + +//--------------------------------------------------------------------------------------------- +float MerasmusModifyDamage( const CTakeDamageInfo &info ) +{ + CTFWeaponBase *pWeapon = dynamic_cast< CTFWeaponBase * >( info.GetWeapon() ); + CObjectSentrygun *sentry = dynamic_cast< CObjectSentrygun * >( info.GetInflictor() ); + CTFProjectile_SentryRocket *sentryRocket = dynamic_cast< CTFProjectile_SentryRocket * >( info.GetInflictor() ); + + if ( sentry || sentryRocket ) + { + return info.GetDamage() * 0.5f; + } + else if ( pWeapon ) + { + switch( pWeapon->GetWeaponID() ) + { + case TF_WEAPON_MINIGUN: + return info.GetDamage() * 0.5f; + + case TF_WEAPON_SODA_POPPER: + return info.GetDamage() * 1.5f; + + case TF_WEAPON_HANDGUN_SCOUT_PRIMARY: + return info.GetDamage() * 1.75; + + case TF_WEAPON_SCATTERGUN: + case TF_WEAPON_REVOLVER: + return info.GetDamage() * 2.f; + + case TF_WEAPON_SNIPERRIFLE: + case TF_WEAPON_SNIPERRIFLE_DECAP: + case TF_WEAPON_SNIPERRIFLE_CLASSIC: + case TF_WEAPON_COMPOUND_BOW: + case TF_WEAPON_KNIFE: + case TF_WEAPON_PEP_BRAWLER_BLASTER: + return info.GetDamage() * 3.f; + } + } + + // unmodified + return info.GetDamage(); +} + + +//----------------------------------------------------------------------------------------------------- +int CMerasmus::OnTakeDamage_Alive( const CTakeDamageInfo &info ) +{ + if ( !IsRevealed() ) + { + return 0; + } + + if ( IsSelf( info.GetAttacker() ) ) + { + // don't injure myself + return 0; + } + + CTakeDamageInfo modifiedInfo = info; + + if ( RandomInt( 0, 30 ) == 0 ) + { + //EmitSound( "Halloween.MerasmusHurt" ); << add new sound entry + } + + if ( IsStunned() ) + { + DispatchParticleEffect( "merasmus_blood", modifiedInfo.GetDamagePosition(), GetAbsAngles() ); + } + else + { + DispatchParticleEffect( "merasmus_blood_bits", modifiedInfo.GetDamagePosition(), GetAbsAngles() ); + } + + modifiedInfo.SetDamage( MerasmusModifyDamage( modifiedInfo ) ); + if ( m_bIsDoingAOEAttack || m_bStunned ) + { + modifiedInfo.AddDamageType( DMG_CRITICAL ); + } + + int result = BaseClass::OnTakeDamage_Alive( modifiedInfo ); + + // update boss health meter + float healthPercentage = (float)GetHealth() / (float)GetMaxHealth(); + + if ( m_hHealthBar ) + { + if ( healthPercentage <= 0.0f ) + { + m_hHealthBar->HideBossHealthMeter(); + } + else + { + m_hHealthBar->SetBossHealthPercentage( healthPercentage ); + } + } + + // Stats Tracking + CTFPlayer *pAttacker = ToTFPlayer( info.GetAttacker() ); + if ( pAttacker ) + { + int iClass = pAttacker->GetPlayerClass()->GetClassIndex(); + if ( iClass > TF_CLASS_UNDEFINED && iClass < TF_LAST_NORMAL_CLASS ) + { + m_bossStats.m_arrClassDamage[ iClass ] += info.GetDamage(); + } + } + return result; +} + +//--------------------------------------------------------------------------------------------- +void CMerasmus::FireGameEvent( IGameEvent *event) +{ + if ( !V_strcmp( event->GetName(), "player_death" ) ) + { + // Collect Data + int nDmgType = event->GetInt( "customkill", -1 ); + if ( nDmgType == TF_DMG_CUSTOM_MERASMUS_DECAPITATION || nDmgType == TF_DMG_CUSTOM_MERASMUS_ZAP ) + { + m_bossStats.m_nStaffKills++; + } + else if ( nDmgType == TF_DMG_CUSTOM_MERASMUS_GRENADE || nDmgType == TF_DMG_CUSTOM_MERASMUS_PLAYER_BOMB ) + { + m_bossStats.m_nBombKills++; + } + else + { + // Treat as a PvPKill + m_bossStats.m_nPvpKills++; + } + } +} + +//--------------------------------------------------------------------------------------------- +void CMerasmus::Update( void ) +{ + BaseClass::Update(); + + if ( m_damagePoseParameter < 0 ) + { + m_damagePoseParameter = LookupPoseParameter( "damage" ); + } + + if ( m_damagePoseParameter >= 0 ) + { + SetPoseParameter( m_damagePoseParameter, 1.0f - ( (float)GetHealth() / (float)GetMaxHealth() ) ); + } +} + + +Vector CMerasmus::GetCastPosition() const +{ + Vector vForward, vRight, vUp; + AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp ); + return WorldSpaceCenter() + vForward * 60.f + 30.f * vRight + 60.f * vUp; +} + + +void RemoveAllGrenades( CMerasmus *me ) +{ + const int maxCollectedEntities = 1024; + CBaseEntity *pObjects[ maxCollectedEntities ]; + int count = UTIL_EntitiesInSphere( pObjects, maxCollectedEntities, me->GetAbsOrigin(), 400, FL_GRENADE ); + + for( int i = 0; i < count; ++i ) + { + if ( pObjects[i] == NULL ) + continue; + + if ( pObjects[i]->IsPlayer() ) + continue; + + // Remove the enemy pipe + pObjects[i]->SetThink( &CBaseEntity::SUB_Remove ); + pObjects[i]->SetNextThink( gpGlobals->curtime ); + pObjects[i]->SetTouch( NULL ); + pObjects[i]->AddEffects( EF_NODRAW ); + } +} + +void CMerasmus::OnRevealed(bool bPlaySound) +{ + RecordDisguiseTime(); + m_bRevealed = true; + m_isHiding = false; + m_nRevealedHealth = GetHealth(); + + if (bPlaySound) + { + PlayHighPrioritySound( "Halloween.MerasmusDiscovered" ); + } + + RemoveEffects( EF_NOINTERP | EF_NODRAW ); + + DispatchParticleEffect( "merasmus_spawn", WorldSpaceCenter(), GetAbsAngles() ); + + // don't collide with anything, we do our own collision detection in our think method + SetSolid( m_solidType ); + SetSolidFlags( m_solidFlags ); + + RemoveAllFakeProps(); + TFGameRules()->PushAllPlayersAway( GetAbsOrigin(), 400.f, 500.f, TF_TEAM_RED ); + TFGameRules()->PushAllPlayersAway( GetAbsOrigin(), 400.f, 500.f, TF_TEAM_BLUE ); + RemoveAllGrenades( this ); + + // give player who found merasmus buff + if ( m_hMerasmusRevealer ) + { + // condition was removed by blowing up merasmus, you get buff award + const float buffDuration = 10.0f; + m_hMerasmusRevealer->m_Shared.AddCond( TF_COND_CRITBOOSTED_PUMPKIN, buffDuration ); + m_hMerasmusRevealer->m_Shared.AddCond( TF_COND_SPEED_BOOST, buffDuration ); + m_hMerasmusRevealer->m_Shared.AddCond( TF_COND_INVULNERABLE, buffDuration ); + } + m_hMerasmusRevealer = NULL; + + // show Boss' health meter on HUD + if ( m_hHealthBar ) + { + float healthPercentage = (float)GetHealth() / (float)GetMaxHealth(); + m_hHealthBar->SetBossHealthPercentage( healthPercentage ); + } + + // face towards a nearby player + CUtlVector< CTFPlayer * > playerVector; + CollectPlayers( &playerVector, TF_TEAM_RED, COLLECT_ONLY_LIVING_PLAYERS ); + CollectPlayers( &playerVector, TF_TEAM_BLUE, COLLECT_ONLY_LIVING_PLAYERS, APPEND_PLAYERS ); + + float closeRangeSq = FLT_MAX; + CTFPlayer *close = NULL; + + for( int i=0; i<playerVector.Count(); ++i ) + { + CTFPlayer *player = playerVector[i]; + + float rangeSq = GetRangeSquaredTo( player ); + if ( rangeSq < closeRangeSq ) + { + closeRangeSq = rangeSq; + close = player; + } + } + + QAngle facingAngle; + + if ( close ) + { + Vector toPlayer = close->GetAbsOrigin() - GetAbsOrigin(); + toPlayer.z = 0.0f; + toPlayer.NormalizeInPlace(); + + VectorAngles( toPlayer, Vector(0,0,1), facingAngle ); + } + else + { + facingAngle.x = 0.0f; + facingAngle.y = RandomFloat( 0.0f, 360.0f ); + facingAngle.z = 0.0f; + } + + SetAbsAngles( facingAngle ); +} + + +bool CMerasmus::ShouldReveal() const +{ + int nDestroyedProps = 0; + for ( int i=0; i<m_fakePropVector.Count(); ++i ) + { + if ( m_fakePropVector[i] == NULL ) + { + nDestroyedProps++; + } + } + return nDestroyedProps >= m_nDestroyedPropsToReveal; +} + + +bool CMerasmus::IsNextKilledPropMerasmus() const +{ + int nDestroyedProps = 0; + for ( int i=0; i<m_fakePropVector.Count(); ++i ) + { + if ( m_fakePropVector[i] == NULL ) + { + nDestroyedProps++; + } + } + return nDestroyedProps + 1 == m_nDestroyedPropsToReveal; +} + + +void CMerasmus::OnDisguise() +{ + m_flStartDisguiseTime = gpGlobals->curtime; + m_bRevealed = false; + m_isHiding = true; + + StopAOEAttack(); + + AddEffects( EF_NOINTERP | EF_NODRAW ); + + DispatchParticleEffect( "merasmus_tp", WorldSpaceCenter(), GetAbsAngles() ); + + // don't collide with anything, we do our own collision detection in our think method + SetSolid( SOLID_NONE ); + SetSolidFlags( FSOLID_NOT_SOLID ); + + // fake randomness of when Merasmus should reveal + m_nDestroyedPropsToReveal = RandomInt( MAX( 1, tf_merasmus_min_props_to_reveal.GetFloat() * m_fakePropVector.Count() ), m_fakePropVector.Count() ); +} + + +bool CMerasmus::ShouldDisguise() const +{ + if ( GetHealth() <= 0 ) + { + return false; + } + + float flLostHealthPercentage = (float)( m_nRevealedHealth - GetHealth() ) / (float)GetMaxHealth(); + return flLostHealthPercentage > tf_merasmus_should_disguise_threshold.GetFloat(); +} + + +CTFWeaponBaseGrenadeProj* CMerasmus::CreateMerasmusGrenade( const Vector& vPosition, const Vector& vVelocity, CBaseCombatCharacter* pOwner, float fScale ) +{ + QAngle qAngles = RandomAngle( 0, 360 ); + CTFWeaponBaseMerasmusGrenade *pGrenade = static_cast<CTFWeaponBaseMerasmusGrenade*>( CBaseEntity::Create( "tf_weaponbase_merasmus_grenade", vPosition, qAngles, pOwner ) ); + if ( pGrenade ) + { + pGrenade->SetModel( MERASMUS_BOMB_MODEL ); + DispatchSpawn( pGrenade ); + pGrenade->InitGrenade( vVelocity, AngularImpulse( 600, random->RandomInt( -1200, 1200 ), 0 ), pOwner, 50 * fScale, 300.f * fScale ); + pGrenade->SetDetonateTimerLength( 2.f ); + pGrenade->SetModelScale( fScale ); + pGrenade->SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS ); // we want to use collision_group_rockets so we don't ever collide with players + } + + return pGrenade; +} + + +const char* CMerasmus::GetRandomPropModelName() +{ + int which = RandomInt( 0, ARRAYSIZE( s_pszDisguiseProps ) - 1 ); + return s_pszDisguiseProps[ which ]; +} + + +void CMerasmus::PushPlayer( CTFPlayer* pPlayer, float flPushForce ) const +{ + // send the player flying + // make sure we push players up and away + Vector toPlayer = pPlayer->EyePosition() - GetAbsOrigin(); + toPlayer.z = 0.0f; + toPlayer.NormalizeInPlace(); + toPlayer.z = 1.0f; + + Vector push = flPushForce * toPlayer; + + pPlayer->ApplyAbsVelocityImpulse( push ); +} + + +void CMerasmus::AddStun( CTFPlayer* pPlayer ) +{ + if ( !IsRevealed() ) + { + // don't let bomb head player explode on merasmus while disguise + return; + } + + // first stun + if ( !IsStunned() ) + { + CPVSFilter filter( WorldSpaceCenter() ); + if (RandomInt( 1, 10) == 9 ) + { + PlayLowPrioritySound( filter, "Halloween.MerasmusHitByBombRare" ); + } + else + { + PlayLowPrioritySound( filter, "Halloween.MerasmusHitByBomb" ); + } + } + + // buff the player that stunned me + const float buffDuration = 10.0f; + pPlayer->m_Shared.AddCond( TF_COND_CRITBOOSTED_PUMPKIN, buffDuration ); + pPlayer->m_Shared.AddCond( TF_COND_SPEED_BOOST, buffDuration ); + pPlayer->m_Shared.AddCond( TF_COND_INVULNERABLE, buffDuration ); + + pPlayer->m_Shared.RemoveCond( TF_COND_STUNNED ); + pPlayer->m_Shared.RemoveCond( TF_COND_HALLOWEEN_BOMB_HEAD ); + pPlayer->MerasmusPlayerBombExplode( false ); + + PushPlayer( pPlayer, 300.f ); + DispatchParticleEffect( "merasmus_dazed_explosion", WorldSpaceCenter(), GetAbsAngles() ); + + IGameEvent *pEvent = gameeventmanager->CreateEvent( "merasmus_stunned" ); + if ( pEvent ) + { + pEvent->SetInt( "player", pPlayer->GetUserID() ); + gameeventmanager->FireEvent( pEvent, true ); + } + + // don't stun while doing AOE + if ( !m_bIsDoingAOEAttack ) + { + m_nBombHitCount++; + m_stunTimer.Start( tf_merasmus_stun_duration.GetFloat() ); + } +} + + +void CMerasmus::OnBeginStun() +{ + EmitSound( "Halloween.Merasmus_Stun" ); + + m_bStunned = true; +} + + +void CMerasmus::OnEndStun() +{ + m_stunTimer.Invalidate(); + m_bStunned = false; +} + + +void CMerasmus::AddFakeProp( CTFMerasmusTrickOrTreatProp* pFakeProp ) +{ + m_fakePropVector.AddToTail( pFakeProp ); +} + + +void CMerasmus::RemoveAllFakeProps() +{ + for ( int i=0; i<m_fakePropVector.Count(); ++i ) + { + if ( m_fakePropVector[i] != NULL ) + { + UTIL_Remove( m_fakePropVector[i] ); + } + } + m_fakePropVector.RemoveAll(); +} + + +void BombHeadForTeam( int nTeam, int nBombHeadPlayers ) +{ + // decrease nBombHeadPlayers by the number of existing bomb heads + CUtlVector< CTFPlayer * > playerVector; + CollectPlayers( &playerVector, nTeam, COLLECT_ONLY_LIVING_PLAYERS ); + + if ( playerVector.Count() <= 0 ) + { + // everyone on this team is dead + return; + } + + for( int n=0; n<nBombHeadPlayers; ++n ) + { + // find the living player who was a bombhead the longest time ago and give them the bomb + CTFPlayer *pVictim = NULL; + float oldestTimeStamp = -1.0f; + + for( int i=0; i<playerVector.Count(); ++i ) + { + CTFPlayer *pPlayer = playerVector[i]; + + if ( pPlayer->GetTimeSinceWasBombHead() > oldestTimeStamp && + !pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_BOMB_HEAD ) && + pPlayer->GetLastKnownArea() && + pPlayer->GetLastKnownArea()->HasFuncNavPrefer() ) + { + pVictim = pPlayer; + oldestTimeStamp = pPlayer->GetTimeSinceWasBombHead(); + } + } + + if ( !pVictim ) + { + // no victims available - try again next time + return; + } + + // give this victim the bomb + float flBuffDuration = tf_merasmus_bomb_head_duration.GetFloat(); + pVictim->m_Shared.StunPlayer( tf_merasmus_bomb_head_duration.GetFloat(), 0.f, TF_STUN_LOSER_STATE ); + pVictim->m_Shared.AddCond( TF_COND_HALLOWEEN_BOMB_HEAD, flBuffDuration ); + pVictim->m_Shared.AddCond( TF_COND_SPEED_BOOST, flBuffDuration ); + + pVictim->SetBombHeadTimestamp(); + + // notify player they are a bomb + ClientPrint( pVictim, HUD_PRINTCENTER, "#TF_HALLOWEEN_MERASMUS_YOU_ARE_BOMB", pVictim->GetPlayerName() ); + } +} + + +void CMerasmus::BombHeadMode() +{ + int nBombHeadPlayers = tf_merasmus_bomb_head_per_team.GetInt(); + BombHeadForTeam( TF_TEAM_RED, nBombHeadPlayers ); + BombHeadForTeam( TF_TEAM_BLUE, nBombHeadPlayers ); +} + + +bool CMerasmus::ShouldLeave() const +{ + return m_lifeTimer.IsElapsed(); +} + + +void CMerasmus::LeaveWarning() +{ + if ( m_lifeTimer.GetRemainingTime() < 10.0f && m_flLastWarnTime > 10.0f ) + { + IGameEvent *event = gameeventmanager->CreateEvent( "merasmus_escape_warning" ); + if ( event ) + { + event->SetInt( "level", GetLevel() ); + event->SetInt( "time_remaining", 10 ); + gameeventmanager->FireEvent( event ); + } + } + else if ( m_lifeTimer.GetRemainingTime() < 30.0f && m_flLastWarnTime > 30.0f ) + { + IGameEvent *event = gameeventmanager->CreateEvent( "merasmus_escape_warning" ); + if ( event ) + { + event->SetInt( "level", GetLevel() ); + event->SetInt( "time_remaining", 30 ); + gameeventmanager->FireEvent( event ); + } + } + else if ( m_lifeTimer.GetRemainingTime() < 60.0f && m_flLastWarnTime > 60.0f ) + { + IGameEvent *event = gameeventmanager->CreateEvent( "merasmus_escape_warning" ); + if ( event ) + { + event->SetInt( "level", GetLevel() ); + event->SetInt( "time_remaining", 60 ); + gameeventmanager->FireEvent( event ); + } + } + m_flLastWarnTime = m_lifeTimer.GetRemainingTime(); +} + + +void CMerasmus::OnLeaveWhileInPropForm() +{ + CUtlVector< CBaseEntity* > validProps; + for ( int i=0; i<m_fakePropVector.Count(); ++i ) + { + if ( m_fakePropVector[i] != NULL ) + { + validProps.AddToTail( m_fakePropVector[i] ); + } + } + + if ( validProps.Count() ) + { + int which = RandomInt( 0, validProps.Count() -1 ); + SetAbsOrigin( validProps[ which ]->GetAbsOrigin() ); + } +} + + +void CMerasmus::TriggerLogicRelay( const char* pszLogicRelayName, bool bSpawn /*= false*/ ) +{ + CLogicRelay* pLogicRelay = assert_cast< CLogicRelay* >( gEntList.FindEntityByName( NULL, pszLogicRelayName ) ); + if ( pLogicRelay ) + { + inputdata_t data; + data.pCaller = this; + data.pActivator = this; + pLogicRelay->InputTrigger( data ); + + if ( bSpawn ) + { + SetAbsOrigin( pLogicRelay->GetAbsOrigin() ); + } + } +} + + +void CMerasmus::PlayLowPrioritySound( IRecipientFilter &filter, const char* pszSoundEntryName ) +{ + CSoundParameters params; + if ( CBaseEntity::GetParametersForSound( pszSoundEntryName, params, NULL ) ) + { + EmitSound_t es( params ); + es.m_nFlags |= SND_DO_NOT_OVERWRITE_EXISTING_ON_CHANNEL; + EmitSound( filter, entindex(), es ); + } +} + +void CMerasmus::PlayHighPrioritySound( const char* pszSoundEntryName ) +{ + CBroadcastRecipientFilter filter; + CSoundParameters params; + if ( CBaseEntity::GetParametersForSound( pszSoundEntryName, params, NULL ) ) + { + EmitSound_t es( params ); + EmitSound( filter, entindex(), es ); + } +} + +//--------------------------------------------------------------------------------------------- +void CMerasmus::RecordDisguiseTime( ) +{ + if ( m_flStartDisguiseTime == 0 ) + return; + + float flTime = ( gpGlobals->curtime - m_flStartDisguiseTime ); + + if ( m_bossStats.m_flPropHuntTime1 == 0 ) + { + m_bossStats.m_flPropHuntTime1 = flTime; + } + else + { + m_bossStats.m_flPropHuntTime2 = flTime; + } + + m_flStartDisguiseTime = 0; +} + +void CMerasmus::StartRespawnTimer() const +{ + if( TFGameRules() ) + { + if( GetLevel() <= 3 ) + { + TFGameRules()->StartHalloweenBossTimer( tf_merasmus_spawn_interval.GetFloat() ,tf_merasmus_spawn_interval_variation.GetFloat() ); + } + else + { + TFGameRules()->StartHalloweenBossTimer( 60.f ); + } + } +} + +//--------------------------------------------------------------------------------------------- +void CMerasmus::SW_ReportMerasmusStats( void ) +{ + if ( !GCClientSystem() ) + return; + + static uint8 unEventCounter = 0; + + GCSDK::CProtoBufMsg<CMsgHalloween_Merasmus2012> msg( k_EMsgGC_Halloween_Merasmus2012 ); + msg.Body().set_time_submitted( CRTime::RTime32TimeCur() ); + msg.Body().set_is_valve_server( false ); + msg.Body().set_boss_level( GetLevel() ); + msg.Body().set_spawned_health( GetMaxHealth() ); + msg.Body().set_remaining_health( GetHealth() ); + msg.Body().set_life_time( (int)m_lifeTimer.GetElapsedTime() ); // Amount of time in seconds, boss was alive for + msg.Body().set_bomb_kills( m_bossStats.m_nBombKills ); // Kills from Bombs + msg.Body().set_staff_kills( m_bossStats.m_nStaffKills ); // kills from staff attack + msg.Body().set_pvp_kills( m_bossStats.m_nPvpKills ); // Number of kills from players while Boss is out (Jerk factor) + msg.Body().set_prophunt_time1( m_bossStats.m_flPropHuntTime1 ); + msg.Body().set_prophunt_time2( m_bossStats.m_flPropHuntTime2 ); + + msg.Body().set_dmg_scout( m_bossStats.m_arrClassDamage[ TF_CLASS_SCOUT ] ); // Amount of damage done by each class + msg.Body().set_dmg_sniper( m_bossStats.m_arrClassDamage[ TF_CLASS_SNIPER] ); + msg.Body().set_dmg_soldier( m_bossStats.m_arrClassDamage[ TF_CLASS_SOLDIER] ); + msg.Body().set_dmg_demo( m_bossStats.m_arrClassDamage[ TF_CLASS_DEMOMAN] ); + msg.Body().set_dmg_medic( m_bossStats.m_arrClassDamage[ TF_CLASS_MEDIC ] ); + msg.Body().set_dmg_heavy( m_bossStats.m_arrClassDamage[ TF_CLASS_HEAVYWEAPONS ] ); + msg.Body().set_dmg_pyro( m_bossStats.m_arrClassDamage[ TF_CLASS_PYRO ] ); + msg.Body().set_dmg_spy( m_bossStats.m_arrClassDamage[ TF_CLASS_SPY ] ); + msg.Body().set_dmg_engineer( m_bossStats.m_arrClassDamage[ TF_CLASS_ENGINEER ] ); + + // Class counts + CUtlVector< CTFPlayer * > playerVector; + CollectPlayers( &playerVector ); + + int nClassCounts[ TF_LAST_NORMAL_CLASS ]; + V_memset( nClassCounts, 0, sizeof( nClassCounts ) ); + FOR_EACH_VEC( playerVector, index ) + { + int iClass = playerVector[index]->GetPlayerClass()->GetClassIndex(); + if ( iClass > TF_CLASS_UNDEFINED && iClass < TF_LAST_NORMAL_CLASS ) + { + nClassCounts[iClass]++; + } + } + + msg.Body().set_scout_count( nClassCounts[TF_CLASS_SCOUT] ); // Class and player break down at the point of boss despawn + msg.Body().set_sniper_count( nClassCounts[TF_CLASS_SNIPER] ); + msg.Body().set_solider_count( nClassCounts[TF_CLASS_SOLDIER] ); + msg.Body().set_demo_count( nClassCounts[TF_CLASS_DEMOMAN] ); + msg.Body().set_medic_count( nClassCounts[TF_CLASS_MEDIC] ); + msg.Body().set_heavy_count( nClassCounts[TF_CLASS_HEAVYWEAPONS] ); + msg.Body().set_pyro_count( nClassCounts[TF_CLASS_PYRO] ); + msg.Body().set_spy_count( nClassCounts[TF_CLASS_SPY] ); + msg.Body().set_engineer_count( nClassCounts[TF_CLASS_ENGINEER] ); + + GCClientSystem()->BSendMessage( msg ); + + +// OGS Version +// +//#if !defined(NO_STEAM) +// KeyValues* pKVData = new KeyValues( "TF2Halloween2012MerasmusBossStats" ); +// +// // Auto Values +// // ID +// // SessionID +// // TimeSubmitted +// //pKVData->SetBool( "IsValveServer", false ); +// +// pKVData->SetInt( "BossLevel", GetLevel() ); +// pKVData->SetInt( "SpawnedHealth", GetMaxHealth() ); +// pKVData->SetInt( "RemainingHealth", GetHealth() ); // 0 == Boss was killed +// +// pKVData->SetInt( "LifeTime", (int)m_lifeTimer.GetElapsedTime() ); // Amount of time in seconds, boss was alive for +// pKVData->SetInt( "BombKills", m_bossStats.m_nBombKills ); // Kills from Bombs +// pKVData->SetInt( "StaffKills", m_bossStats.m_nStaffKills ); // kills from staff account +// pKVData->SetInt( "PvPKills", m_bossStats.m_nPvpKills ); // Number of kills from players while Boss is out (Jerk factor) +// pKVData->SetInt( "PropHuntTime1", m_bossStats.m_flPropHuntTime1 ); +// pKVData->SetInt( "PropHuntTime2", m_bossStats.m_flPropHuntTime2 ); +// +// // Class Damage +// pKVData->SetInt( "DmgFromScout", m_bossStats.m_arrClassDamage[ TF_CLASS_SCOUT ] ); // Amount of damage done by each class +// pKVData->SetInt( "DmgFromSniper", m_bossStats.m_arrClassDamage[ TF_CLASS_SNIPER ] ); +// pKVData->SetInt( "DmgFromSoldier", m_bossStats.m_arrClassDamage[ TF_CLASS_SOLDIER ] ); +// pKVData->SetInt( "DmgFromDemo", m_bossStats.m_arrClassDamage[ TF_CLASS_DEMOMAN ] ); +// pKVData->SetInt( "DmgFromMedic", m_bossStats.m_arrClassDamage[ TF_CLASS_MEDIC ] ); +// pKVData->SetInt( "DmgFromHeavy", m_bossStats.m_arrClassDamage[ TF_CLASS_HEAVYWEAPONS ] ); +// pKVData->SetInt( "DmgFromPyro", m_bossStats.m_arrClassDamage[ TF_CLASS_PYRO ] ); +// pKVData->SetInt( "DmgFromSpy", m_bossStats.m_arrClassDamage[ TF_CLASS_SPY ] ); +// pKVData->SetInt( "DmgFromEngineer", m_bossStats.m_arrClassDamage[ TF_CLASS_ENGINEER ] ); +// +// // Class counts +// CUtlVector< CTFPlayer * > playerVector; +// CollectPlayers( &playerVector ); +// +// int nClassCounts[ TF_LAST_NORMAL_CLASS ]; +// V_memset( nClassCounts, 0, sizeof( nClassCounts ) ); +// FOR_EACH_VEC( playerVector, index ) +// { +// int iClass = playerVector[index]->GetPlayerClass()->GetClassIndex(); +// if ( iClass > TF_CLASS_UNDEFINED && iClass < TF_LAST_NORMAL_CLASS ) +// { +// nClassCounts[iClass]++; +// } +// } +// +// pKVData->SetInt( "ScoutCount", nClassCounts[TF_CLASS_SCOUT] ); // Class and player break down at the point of boss despawn +// pKVData->SetInt( "SniperCount", nClassCounts[TF_CLASS_SNIPER] ); +// pKVData->SetInt( "SoldierCount", nClassCounts[TF_CLASS_SOLDIER] ); +// pKVData->SetInt( "DemoCount", nClassCounts[TF_CLASS_DEMOMAN] ); +// pKVData->SetInt( "MedicCount", nClassCounts[TF_CLASS_MEDIC] ); +// pKVData->SetInt( "HeavyCount", nClassCounts[TF_CLASS_HEAVYWEAPONS] ); +// pKVData->SetInt( "PyroCount", nClassCounts[TF_CLASS_PYRO] ); +// pKVData->SetInt( "SpyCount", nClassCounts[TF_CLASS_SPY] ); +// pKVData->SetInt( "EngineerCount", nClassCounts[TF_CLASS_ENGINEER] ); +// +// //GetSteamWorksSGameStatsUploader().AddStatsForUpload( pKVData ); +//#endif + + m_bossStats.ResetStats(); +} + + +void CollectTargets( CBaseCombatCharacter *pCaster, float flSpellRange, int nTargetTeam, int nMaxTarget, CUtlVector< CHandle< CBaseEntity > > &vecTargets ) +{ + vecTargets.RemoveAll(); + + // collect everyone + CUtlVector< CTFPlayer * > playerVector; + CollectPlayers( &playerVector, nTargetTeam, COLLECT_ONLY_LIVING_PLAYERS ); + + CUtlVector< CTFPlayer * > candidateTargets; + for ( int i=0; i<playerVector.Count(); ++i ) + { + CTFPlayer *pPlayer = playerVector[i]; + Vector toPlayer = pCaster->EyePosition() - pPlayer->WorldSpaceCenter(); + if ( toPlayer.IsLengthLessThan( flSpellRange ) && pCaster->IsLineOfSightClear( pPlayer ) ) + { + candidateTargets.AddToTail( pPlayer ); + } + } + + while ( candidateTargets.Count() != 0 && vecTargets.Count() != nMaxTarget ) + { + int which = RandomInt( 0, candidateTargets.Count() - 1 ); + vecTargets.AddToTail( candidateTargets[ which ] ); + candidateTargets.FastRemove( which ); + } + + // find sentry in range + for ( int i=0; i<IBaseObjectAutoList::AutoList().Count(); ++i ) + { + CBaseObject *pObj = static_cast< CBaseObject* >( IBaseObjectAutoList::AutoList()[i] ); + if ( pObj->ObjectType() == OBJ_SENTRYGUN ) + { + Vector toSentry = pCaster->EyePosition() - pObj->WorldSpaceCenter(); + if ( toSentry.IsLengthLessThan( flSpellRange ) && pCaster->IsLineOfSightClear( pObj ) ) + { + vecTargets.AddToTail( pObj ); + } + } + } +} + + +void CastSpell( CBaseCombatCharacter* pCaster, const char* pszCastingAttachmentName, float flSpellRange, float flMinDamage, float flMaxDamage, CBaseEntity* pTarget ) +{ + float flSpellTime = 5.f; + + if ( pTarget->IsPlayer() ) + { + CTFPlayer *pPlayer = ToTFPlayer( pTarget ); + pPlayer->m_Shared.SelfBurn( flSpellTime ); + pPlayer->ApplyAbsVelocityImpulse( 1000.f * Vector( 0, 0, 1 ) ); + + Vector toPlayer = pCaster->EyePosition() - pPlayer->WorldSpaceCenter(); + float flDistSqr = toPlayer.LengthSqr(); + + float flDmg = RemapValClamped( flDistSqr, 100.f, Square( 0.5f * flSpellRange ), flMaxDamage, flMinDamage ); + CTakeDamageInfo info( pCaster, pCaster, flDmg, DMG_BURN, TF_DMG_CUSTOM_MERASMUS_ZAP ); + pPlayer->TakeDamage( info ); + } + else if ( pTarget->IsBaseObject() ) + { + CBaseObject *pObj = static_cast< CBaseObject* >( pTarget ); + pObj->DetonateObject(); + } + + // Shoot a beam at them + CReliableBroadcastRecipientFilter filter; + Vector vStartPos; + QAngle qStartAngles; + pCaster->GetAttachment( pszCastingAttachmentName, vStartPos, qStartAngles ); + Vector vEnd = pTarget->EyePosition(); + te_tf_particle_effects_control_point_t controlPoint = { PATTACH_ABSORIGIN, vEnd }; + TE_TFParticleEffectComplex( filter, 0.0f, "merasmus_zap", vStartPos, qStartAngles, NULL, &controlPoint, pCaster, PATTACH_CUSTOMORIGIN ); +} + + +/*static*/ bool CMerasmus::Zap( CBaseCombatCharacter *pCaster, const char* pszCastingAttachmentName, float flSpellRange, float flMinDamage, float flMaxDamage, int nMaxTarget, int nTargetTeam /*= TEAM_ANY*/ ) +{ + CUtlVector< CHandle< CBaseEntity > > vecTargets; + CollectTargets( pCaster, flSpellRange, nTargetTeam, nMaxTarget, vecTargets ); + + if ( vecTargets.Count() == 0 ) + return false; + + for ( int i=0; i<vecTargets.Count(); ++i ) + { + CBaseEntity *pTarget = vecTargets[i]; + if ( pTarget ) + { + CastSpell( pCaster, pszCastingAttachmentName, flSpellRange, flMinDamage, flMaxDamage, pTarget ); + } + } + + return true; +} + + +//--------------------------------------------------------------------------------------------- +//--------------------------------------------------------------------------------------------- +class CMerasmusBehavior : public Action< CMerasmus > +{ +public: + virtual Action< CMerasmus > *InitialContainedAction( CMerasmus *me ) + { + return new CMerasmusReveal; + } + + virtual ActionResult< CMerasmus > OnStart( CMerasmus *me, Action< CMerasmus > *priorAction ) + { + return Continue(); + } + + virtual ActionResult< CMerasmus > Update( CMerasmus *me, float interval ) + { + if ( !me->IsAlive() ) + { + if ( !me->WasSpawnedByCheats() ) + { + // award achievement to everyone who injured me within the last few seconds + const float deathTime = 5.0f; + const CUtlVector< CMerasmus::AttackerInfo > &attackerVector = me->GetAttackerVector(); + for( int i=0; i<attackerVector.Count(); ++i ) + { + if ( attackerVector[i].m_attacker != NULL && + gpGlobals->curtime - attackerVector[i].m_timestamp < deathTime ) + { + CReliableBroadcastRecipientFilter filter; + UTIL_SayText2Filter( filter, attackerVector[i].m_attacker, false, "#TF_Halloween_Merasmus_Killers", attackerVector[i].m_attacker->GetPlayerName() ); + + if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_LAKESIDE ) ) + { + attackerVector[i].m_attacker->AwardAchievement( ACHIEVEMENT_TF_HALLOWEEN_MERASMUS_KILL ); + } + } + } + + // Award hat levels based on Merasmus' level when he dies, but only to people who were + // around when Merasmus spawned. + const CUtlVector< CHandle<CTFPlayer> >& vecStartingAttackers = me->GetStartingAttackers(); + if ( GCClientSystem() ) + { + // GC message + // Notify the GC that this occurred to possibly level up your hat if you have one + GCSDK::CProtoBufMsg<CMsgUpdateHalloweenMerasmusLootLevel> msg( k_EMsgGC_Halloween_UpdateMerasmusLootLevel ); + msg.Body().set_merasmus_level( me->GetLevel() ); + + FOR_EACH_VEC( vecStartingAttackers, i ) + { + CTFPlayer* pPlayer = vecStartingAttackers[i]; + if ( pPlayer ) + { + CSteamID steamID; + if ( pPlayer->GetSteamID( &steamID ) && steamID.IsValid() && steamID.BIndividualAccount() ) + { + CMsgUpdateHalloweenMerasmusLootLevel_Player *pMsgPlayer = msg.Body().add_players(); + pMsgPlayer->set_steam_id( steamID.ConvertToUint64() ); + } + + } + } + GCClientSystem()->BSendMessage( msg ); + } + } + + // nobody is IT any longer + TFGameRules()->SetIT( NULL ); + + return ChangeTo( new CMerasmusDying, "I am dead!" ); + } + else + { + me->LeaveWarning(); + + if ( me->ShouldLeave() && !me->IsStunned() && !me->IsFlying() ) + { + return ChangeTo( new CMerasmusEscape, "Escaping..." ); + } + } + + return Continue(); + } + + + virtual EventDesiredResult< CMerasmus > OnInjured( CMerasmus *me, const CTakeDamageInfo &info ) + { + if ( me->ShouldDisguise() && me->IsRevealed() && !me->IsStunned() && !me->IsFlying() ) + { + return TrySuspendFor( new CMerasmusDisguise, RESULT_IMPORTANT, "Disguise" ); + } + + return TryContinue(); + } + + virtual const char *GetName( void ) const { return "Merasmus Behavior"; } // return name of this action + +private: + + +}; + + +//--------------------------------------------------------------------------------------------- +//--------------------------------------------------------------------------------------------- +CMerasmusIntention::CMerasmusIntention( CMerasmus *me ) : IIntention( me ) +{ + m_behavior = new Behavior< CMerasmus >( new CMerasmusBehavior ); +} + +CMerasmusIntention::~CMerasmusIntention() +{ + delete m_behavior; +} + +void CMerasmusIntention::Reset( void ) +{ + delete m_behavior; + m_behavior = new Behavior< CMerasmus >( new CMerasmusBehavior ); +} + +void CMerasmusIntention::Update( void ) +{ + m_behavior->Update( static_cast< CMerasmus * >( GetBot() ), GetUpdateInterval() ); +} + +// is this a place we can be? +QueryResultType CMerasmusIntention::IsPositionAllowed( const INextBot *meBot, const Vector &pos ) const +{ + return ANSWER_YES; +} + + + +//--------------------------------------------------------------------------------------------- +//--------------------------------------------------------------------------------------------- +void CMerasmusLocomotion::Update( void ) +{ + CMerasmus *me = (CMerasmus *)GetBot()->GetEntity(); + + if ( me->IsFlying() ) + { + // don't update this locomotor since the flying locomotor is active + return; + } + + NextBotGroundLocomotion::Update(); +} + +float CMerasmusLocomotion::GetRunSpeed( void ) const +{ + return tf_merasmus_speed.GetFloat(); +} + + +//--------------------------------------------------------------------------------------------- +// if delta Z is greater than this, we have to jump to get up +float CMerasmusLocomotion::GetStepHeight( void ) const +{ + return 18.0f; +} + + +//--------------------------------------------------------------------------------------------- +// return maximum height of a jump +float CMerasmusLocomotion::GetMaxJumpHeight( void ) const +{ + return 18.0f; +} + + +//--------------------------------------------------------------------------------------------- +// Return max rate of yaw rotation +float CMerasmusLocomotion::GetMaxYawRate( void ) const +{ + return 200.0f; +} + + +//--------------------------------------------------------------------------------------------- +bool CMerasmusLocomotion::ShouldCollideWith( const CBaseEntity *object ) const +{ + if ( !object ) + return false; + + // Don't collide with players + return object->IsPlayer() ? false : true; +} + + +//--------------------------------------------------------------------------------------------- +//--------------------------------------------------------------------------------------------- +#define MERASMUS_ACCELERATION 250.0f //500.0f + +CMerasmusFlyingLocomotion::CMerasmusFlyingLocomotion( INextBot *bot ) : ILocomotion( bot ) +{ + Reset(); +} + + +//--------------------------------------------------------------------------------------------- +CMerasmusFlyingLocomotion::~CMerasmusFlyingLocomotion() +{ +} + + +//--------------------------------------------------------------------------------------------- +// (EXTEND) reset to initial state +void CMerasmusFlyingLocomotion::Reset( void ) +{ + m_velocity = vec3_origin; + m_acceleration = vec3_origin; + m_currentSpeed = 0.0f; + m_forward = vec3_origin; + m_desiredAltitude = 50.0f; +} + + +//--------------------------------------------------------------------------------------------- +void CMerasmusFlyingLocomotion::MaintainAltitude( void ) +{ + CBaseCombatCharacter *me = GetBot()->GetEntity(); + + float groundZ; + TheNavMesh->GetSimpleGroundHeight( me->GetAbsOrigin(), &groundZ ); + + float currentAltitude = me->GetAbsOrigin().z - groundZ; + float error = m_desiredAltitude - currentAltitude; + float accelZ = clamp( error, -MERASMUS_ACCELERATION, MERASMUS_ACCELERATION ); + + m_acceleration.z += accelZ; +} + + +//--------------------------------------------------------------------------------------------- +// (EXTEND) update internal state +void CMerasmusFlyingLocomotion::Update( void ) +{ + CMerasmus *me = (CMerasmus *)GetBot()->GetEntity(); + const float deltaT = GetUpdateInterval(); + + if ( !me->IsFlying() ) + { + // not flying - let the other locomotor run + return; + } + + Vector pos = me->GetAbsOrigin(); + + // always maintain altitude, even if not trying to move (ie: no Approach call) + MaintainAltitude(); + + m_forward = m_velocity; + m_currentSpeed = m_forward.NormalizeInPlace(); + + Vector damping( 1.0f, 1.0f, 1.0f ); + Vector totalAccel = m_acceleration - m_velocity * damping; + + m_velocity += totalAccel * deltaT; + me->SetAbsVelocity( m_velocity ); + + pos += m_velocity * deltaT; + + // Merasmus doesn't collide with players and floats between valid nav areas + // so skip the collision checking + GetBot()->GetEntity()->SetAbsOrigin( pos ); + m_acceleration = vec3_origin; +} + + +//--------------------------------------------------------------------------------------------- +// (EXTEND) move directly towards the given position +void CMerasmusFlyingLocomotion::Approach( const Vector &goalPos, float goalWeight ) +{ + Vector flyGoal = goalPos; + flyGoal.z += m_desiredAltitude; + + Vector toGoal = flyGoal - GetBot()->GetEntity()->GetAbsOrigin(); + // altitude is handled in Update() + toGoal.z = 0.0f; + toGoal.NormalizeInPlace(); + + m_acceleration += MERASMUS_ACCELERATION * toGoal; +} + + +//--------------------------------------------------------------------------------------------- +float CMerasmusFlyingLocomotion::GetDesiredSpeed( void ) const +{ + return tf_merasmus_speed.GetFloat(); +} + + +//--------------------------------------------------------------------------------------------- +void CMerasmusFlyingLocomotion::SetDesiredAltitude( float height ) +{ + m_desiredAltitude = height; +} + + +//--------------------------------------------------------------------------------------------- +float CMerasmusFlyingLocomotion::GetDesiredAltitude( void ) const +{ + return m_desiredAltitude; +} + +//--------------------------------------------------------------------------------------------- +bool CMerasmusFlyingLocomotion::ShouldCollideWith( const CBaseEntity *object ) const +{ + if ( !object ) + return false; + + // Don't collide with players + return object->IsPlayer() ? false : true; +} + +//--------------------------------------------------------------------------------------------- +void CMerasmusFlyingLocomotion::FaceTowards( const Vector &target ) +{ + CMerasmus *me = (CMerasmus *)GetBot()->GetEntity(); + const float deltaT = GetUpdateInterval(); + + QAngle angles = me->GetLocalAngles(); + + float desiredYaw = UTIL_VecToYaw( target - GetFeet() ); + + float angleDiff = UTIL_AngleDiff( desiredYaw, angles.y ); + + const float maxYawRate = 100.0f; + float deltaYaw = maxYawRate * deltaT; + + if ( angleDiff < -deltaYaw ) + { + angles.y -= deltaYaw; + } + else if ( angleDiff > deltaYaw ) + { + angles.y += deltaYaw; + } + else + { + angles.y += angleDiff; + } + + me->SetLocalAngles( angles ); +} + + + |