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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/zombie/zombie.h | |
| 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/zombie/zombie.h')
| -rw-r--r-- | game/server/tf/halloween/zombie/zombie.h | 196 |
1 files changed, 196 insertions, 0 deletions
diff --git a/game/server/tf/halloween/zombie/zombie.h b/game/server/tf/halloween/zombie/zombie.h new file mode 100644 index 0000000..eb6e475 --- /dev/null +++ b/game/server/tf/halloween/zombie/zombie.h @@ -0,0 +1,196 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// +// +//============================================================================= +#ifndef ZOMBIE_H +#define ZOMBIE_H + +#include "NextBot.h" +#include "NextBotBehavior.h" +#include "NextBotGroundLocomotion.h" +#include "../headless_hatman_body.h" +#include "Path/NextBotPathFollow.h" + +class CZombie; + + +//---------------------------------------------------------------------------- +class CZombieLocomotion : public NextBotGroundLocomotion +{ +public: + CZombieLocomotion( INextBot *bot ) : NextBotGroundLocomotion( bot ) { } + virtual ~CZombieLocomotion() { } + + 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 bool ShouldCollideWith( const CBaseEntity *object ) const; + +private: + virtual float GetMaxYawRate( void ) const; // return max rate of yaw rotation +}; + + +//---------------------------------------------------------------------------- +class CZombieIntention : public IIntention +{ +public: + CZombieIntention( CZombie *me ); + virtual ~CZombieIntention(); + + 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< CZombie > *m_behavior; +}; + + +//---------------------------------------------------------------------------- +DECLARE_AUTO_LIST( IZombieAutoList ); + +class CZombie : public NextBotCombatCharacter, public IZombieAutoList +{ +public: + DECLARE_CLASS( CZombie, NextBotCombatCharacter ); + DECLARE_SERVERCLASS(); + + CZombie(); + virtual ~CZombie(); + + static void PrecacheZombie(); + virtual void Precache(); + virtual void Spawn( void ); + virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info ); + virtual void Event_Killed( const CTakeDamageInfo &info ); + virtual void UpdateOnRemove(); + + // INextBot + virtual CZombieIntention *GetIntentionInterface( void ) const { return m_intention; } + virtual CZombieLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; } + virtual CHeadlessHatmanBody *GetBodyInterface( void ) const { return m_body; } + + CBaseAnimating *m_zombieParts; + + void StartLifeTimer( float flLifeTime ) { m_lifeTimer.Start( flLifeTime ); } + bool ShouldSuicide() const; + void ForceSuicide() { m_bForceSuicide = true; } + + enum SkeletonType_t + { + SKELETON_NORMAL = 0, + SKELETON_KING, + SKELETON_MINI + }; + SkeletonType_t GetSkeletonType() const { return m_nType; } + void SetSkeletonType( SkeletonType_t nType ); + void AddHat( const char *pszModel ); + + static CZombie* SpawnAtPos( const Vector& vSpawnPos, float flLifeTime = 0.f, int nTeam = TF_TEAM_HALLOWEEN, CBaseEntity *pOwner = NULL, SkeletonType_t nSkeletonType = SKELETON_NORMAL ); + + float GetAttackRange() const { return m_flAttackRange; } + float GetAttackDamage() const { return m_flAttackDamage; } +private: + CZombieIntention *m_intention; + CZombieLocomotion *m_locomotor; + CHeadlessHatmanBody *m_body; + + SkeletonType_t m_nType; + CNetworkVar( float, m_flHeadScale ); + + CHandle< CBaseAnimating > m_hHat; + + float m_flAttackRange; + float m_flAttackDamage; + + bool m_bSpy; + bool m_bForceSuicide; + CountdownTimer m_lifeTimer; +}; + + + +//-------------------------------------------------------------------------------------------------------------- +class CZombiePathCost : public IPathCost +{ +public: + CZombiePathCost( CZombie *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(); + } + + // 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; + dist += jumpPenalty * dist; + } + else if ( deltaZ < -m_me->GetLocomotionInterface()->GetDeathDropHeight() ) + { + // too far to drop + return -1.0f; + } + + // this term causes the same bot to choose different routes over time, + // but keep the same route for a period in case of repaths + int timeMod = (int)( gpGlobals->curtime / 10.0f ) + 1; + float preference = 1.0f + 50.0f * ( 1.0f + FastCos( (float)( m_me->GetEntity()->entindex() * area->GetID() * timeMod ) ) ); + float cost = dist * preference; + + return cost + fromArea->GetCostSoFar();; + } + } + + CZombie *m_me; +}; + + +#endif // ZOMBIE_H |