499 lines
14 KiB
C++
499 lines
14 KiB
C++
#include "cbase.h"
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#include "asw_arena.h"
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#include "asw_director.h"
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#include "asw_spawn_manager.h"
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#include "asw_gamerules.h"
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#include "asw_game_resource.h"
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#include "asw_marine_resource.h"
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#include "asw_marine.h"
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#include "asw_weapon.h"
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#include "ai_network.h"
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#include "missionchooser/iasw_mission_chooser.h"
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#include "missionchooser/iasw_random_missions.h"
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#include "asw_objective_escape.h"
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#include "asw_director_control.h"
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#include "asw_mission_manager.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar asw_director_debug("asw_director_debug", "0", FCVAR_CHEAT, "Displays director status on screen");
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extern ConVar asw_intensity_far_range;
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extern ConVar asw_spawning_enabled;
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ConVar asw_horde_override( "asw_horde_override", "0", FCVAR_NONE, "Forces hordes to spawn" );
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ConVar asw_wanderer_override( "asw_wanderer_override", "0", FCVAR_NONE, "Forces wanderers to spawn" );
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ConVar asw_horde_interval_min("asw_horde_interval_min", "40", FCVAR_CHEAT, "Min time between hordes" );
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ConVar asw_horde_interval_max("asw_horde_interval_max", "60", FCVAR_CHEAT, "Min time between hordes" );
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ConVar asw_horde_size_min("asw_horde_size_min", "9", FCVAR_CHEAT, "Min horde size" );
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ConVar asw_horde_size_max("asw_horde_size_max", "12", FCVAR_CHEAT, "Max horde size" );
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ConVar asw_director_relaxed_min_time("asw_director_relaxed_min_time", "25", FCVAR_CHEAT, "Min time that director stops spawning aliens");
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ConVar asw_director_relaxed_max_time("asw_director_relaxed_max_time", "40", FCVAR_CHEAT, "Max time that director stops spawning aliens");
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ConVar asw_director_peak_min_time("asw_director_peak_min_time", "1", FCVAR_CHEAT, "Min time that director keeps spawning aliens when marine intensity has peaked");
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ConVar asw_director_peak_max_time("asw_director_peak_max_time", "3", FCVAR_CHEAT, "Max time that director keeps spawning aliens when marine intensity has peaked");
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ConVar asw_interval_min("asw_interval_min", "1.0f", FCVAR_CHEAT, "Director: Alien spawn interval will never go lower than this");
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ConVar asw_interval_initial_min("asw_interval_initial_min", "5", FCVAR_CHEAT, "Director: Min time between alien spawns when first entering spawning state");
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ConVar asw_interval_initial_max("asw_interval_initial_max", "7", FCVAR_CHEAT, "Director: Max time between alien spawns when first entering spawning state");
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ConVar asw_interval_change_min("asw_interval_change_min", "0.9", FCVAR_CHEAT, "Director: Min scale applied to alien spawn interval each spawn");
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ConVar asw_interval_change_max("asw_interval_change_max", "0.95", FCVAR_CHEAT, "Director: Max scale applied to alien spawn interval each spawn");
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CASW_Director g_ASWDirector;
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CASW_Director* ASWDirector() { return &g_ASWDirector; }
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CASW_Director::CASW_Director( void ) : CAutoGameSystemPerFrame( "CASW_Director" )
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{
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}
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CASW_Director::~CASW_Director()
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{
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}
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bool CASW_Director::Init()
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{
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m_bSpawningAliens = false;
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m_bReachedIntensityPeak = false;
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m_fTimeBetweenAliens = 0;
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m_AlienSpawnTimer.Invalidate();
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m_SustainTimer.Invalidate();
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m_HordeTimer.Invalidate();
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m_IntensityUpdateTimer.Invalidate();
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m_bInitialWait = true;
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m_bFiredEscapeRoom = false;
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m_bHordeInProgress = false;
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m_bFinale = false;
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// take horde/wanderer settings from director control
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CASW_Director_Control* pControl = static_cast<CASW_Director_Control*>( gEntList.FindEntityByClassname( NULL, "asw_director_control" ) );
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if ( pControl )
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{
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m_bWanderersEnabled = pControl->m_bWanderersStartEnabled;
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m_bHordesEnabled = pControl->m_bHordesStartEnabled;
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m_bDirectorControlsSpawners = pControl->m_bDirectorControlsSpawners;
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}
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else
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{
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m_bWanderersEnabled = false;
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m_bHordesEnabled = false;
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m_bDirectorControlsSpawners = false;
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}
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return true;
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}
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void CASW_Director::Shutdown()
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{
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}
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void CASW_Director::LevelInitPreEntity()
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{
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if ( ASWSpawnManager() )
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{
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ASWSpawnManager()->LevelInitPreEntity();
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}
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}
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void CASW_Director::LevelInitPostEntity()
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{
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Init();
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}
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void CASW_Director::FrameUpdatePreEntityThink()
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{
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}
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void CASW_Director::FrameUpdatePostEntityThink()
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{
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// only think when we're in-game
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if ( !ASWGameRules() || ASWGameRules()->GetGameState() != ASW_GS_INGAME )
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return;
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UpdateIntensity();
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if ( ASWSpawnManager() )
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{
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ASWSpawnManager()->Update();
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}
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UpdateMarineRooms();
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if ( !asw_spawning_enabled.GetBool() )
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return;
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UpdateHorde();
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UpdateSpawningState();
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bool bWanderersEnabled = m_bWanderersEnabled || asw_wanderer_override.GetBool();
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if ( bWanderersEnabled )
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{
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UpdateWanderers();
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}
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}
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// randomly generated levels provide data about each room in the level
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// we check that here to react to special rooms
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void CASW_Director::UpdateMarineRooms()
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{
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CASW_Game_Resource *pGameResource = ASWGameResource();
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if ( !pGameResource || !missionchooser || !missionchooser->RandomMissions())
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return;
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for ( int i=0;i<pGameResource->GetMaxMarineResources();i++ )
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{
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CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i);
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if ( !pMR || !pMR->GetMarineEntity() || pMR->GetMarineEntity()->GetHealth() <= 0 )
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continue;
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IASW_Room_Details* pRoom = missionchooser->RandomMissions()->GetRoomDetails( pMR->GetMarineEntity()->GetAbsOrigin() );
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if ( !pRoom )
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continue;
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if ( !m_bFinale && pRoom->HasTag( "Escape" ) )
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{
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UpdateMarineInsideEscapeRoom( pMR->GetMarineEntity() );
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}
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}
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}
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// increase intensity as aliens are killed (particularly if they're close to the marines)
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void CASW_Director::Event_AlienKilled( CBaseEntity *pAlien, const CTakeDamageInfo &info )
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{
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if ( !pAlien )
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return;
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CASW_Game_Resource *pGameResource = ASWGameResource();
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if ( !pGameResource )
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return;
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bool bDangerous = pAlien->Classify() == CLASS_ASW_SHIELDBUG; // shieldbug
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bool bVeryDangerous = pAlien->Classify() == CLASS_ASW_QUEEN; // queen
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for ( int i=0;i<pGameResource->GetMaxMarineResources();i++ )
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{
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CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i);
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if ( !pMR )
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continue;
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CASW_Marine *pMarine = pMR->GetMarineEntity();
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if ( !pMarine || pMarine->GetHealth() <= 0 )
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continue;
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CASW_Intensity::IntensityType stress = CASW_Intensity::MILD;
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if ( bVeryDangerous )
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{
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stress = CASW_Intensity::EXTREME;
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}
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else if ( bDangerous )
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{
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stress = CASW_Intensity::HIGH;
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}
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else
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{
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float distance = pMarine->GetAbsOrigin().DistTo( pAlien->GetAbsOrigin() );
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if ( distance > asw_intensity_far_range.GetFloat() )
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{
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stress = CASW_Intensity::MILD;
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}
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else
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{
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stress = CASW_Intensity::MODERATE;
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}
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}
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pMR->GetIntensity()->Increase( stress );
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}
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ASWArena()->Event_AlienKilled( pAlien, info );
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}
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// increase intensity as marines take damage
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void CASW_Director::MarineTookDamage( CASW_Marine *pMarine, const CTakeDamageInfo &info, bool bFriendlyFire )
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{
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if ( !pMarine )
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return;
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// friendly fire doesn't cause intensity increases
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if ( bFriendlyFire )
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return;
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float flDamageRatio = info.GetDamage() / pMarine->GetHealth();
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CASW_Intensity::IntensityType stress = CASW_Intensity::MILD;
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if ( flDamageRatio < 0.2f )
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{
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stress = CASW_Intensity::MODERATE;
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}
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else if ( flDamageRatio < 0.5f )
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{
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stress = CASW_Intensity::HIGH;
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}
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else
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{
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stress = CASW_Intensity::EXTREME;
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}
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if ( pMarine->GetMarineResource() )
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{
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pMarine->GetMarineResource()->GetIntensity()->Increase( stress );
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}
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}
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void CASW_Director::UpdateHorde()
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{
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bool bHordesEnabled = m_bHordesEnabled || asw_horde_override.GetBool();
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if ( !bHordesEnabled || !ASWSpawnManager() )
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return;
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if ( asw_director_debug.GetInt() > 0 )
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{
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if ( m_bHordeInProgress )
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{
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engine->Con_NPrintf( 11, "Horde in progress. Left to spawn = %d", ASWSpawnManager()->GetHordeToSpawn() );
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}
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else
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{
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engine->Con_NPrintf( 11, "Next Horde due: %f", m_HordeTimer.GetRemainingTime() );
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}
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}
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if ( !m_bHordeInProgress )
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{
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if ( !m_HordeTimer.HasStarted() )
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{
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float flDuration = RandomFloat( asw_horde_interval_min.GetFloat(), asw_horde_interval_max.GetFloat() );
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if ( m_bFinale )
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{
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flDuration = RandomFloat( 5.0f, 10.0f );
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}
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Msg( "Will be spawning a horde in %f seconds\n", flDuration );
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m_HordeTimer.Start( flDuration );
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}
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else if ( m_HordeTimer.IsElapsed() )
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{
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int iNumAliens = RandomInt( asw_horde_size_min.GetInt(), asw_horde_size_max.GetInt() );
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if ( ASWSpawnManager()->AddHorde( iNumAliens ) )
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{
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Msg("Created horde of size %d\n", iNumAliens);
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m_bHordeInProgress = true;
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if ( ASWGameRules() )
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{
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ASWGameRules()->BroadcastSound( "Spawner.Horde" );
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}
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}
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else
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{
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m_HordeTimer.Invalidate();
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}
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}
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}
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}
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void CASW_Director::OnHordeFinishedSpawning()
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{
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Msg("Horde finishes spawning\n");
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m_bHordeInProgress = false;
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m_HordeTimer.Invalidate();
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}
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void CASW_Director::UpdateSpawningState()
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{
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if ( m_bFinale ) // in finale, just keep spawning aliens forever
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{
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m_bSpawningAliens = true;
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if ( asw_director_debug.GetBool() )
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{
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engine->Con_NPrintf( 8, "%s: %f %s", m_bSpawningAliens ? "Spawning aliens" : "Relaxing",
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m_SustainTimer.HasStarted() ? m_SustainTimer.GetRemainingTime() : -1,
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"Finale" );
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}
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return;
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}
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//=====================================================================================
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// Main director rollercoaster logic
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// Spawns aliens until a peak intensity is reached, then gives the marines a breather
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//=====================================================================================
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if ( !m_bSpawningAliens ) // not spawning aliens, we're in a relaxed state
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{
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if ( !m_SustainTimer.HasStarted() )
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{
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if ( GetMaxIntensity() < 1.0f ) // don't start our relax timer until the marines have left the peak
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{
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if ( m_bInitialWait ) // just do a short delay before starting combat at the beginning of a mission
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{
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m_SustainTimer.Start( RandomFloat( 3.0f, 16.0f ) );
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m_bInitialWait = false;
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}
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else
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{
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m_SustainTimer.Start( RandomFloat( asw_director_relaxed_min_time.GetFloat(), asw_director_relaxed_max_time.GetFloat() ) );
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}
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}
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}
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else if ( m_SustainTimer.IsElapsed() ) // TODO: Should check their intensity meters are below a certain threshold? Should probably also not wait if they run too far ahead
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{
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m_bSpawningAliens = true;
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m_bReachedIntensityPeak = false;
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m_SustainTimer.Invalidate();
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m_fTimeBetweenAliens = 0;
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m_AlienSpawnTimer.Invalidate();
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}
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}
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else // we're spawning aliens
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{
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if ( m_bReachedIntensityPeak )
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{
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// hold the peak intensity for a while, then drop back to the relaxed state
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if ( !m_SustainTimer.HasStarted() )
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{
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m_SustainTimer.Start( RandomFloat( asw_director_peak_min_time.GetFloat(), asw_director_peak_max_time.GetFloat() ) );
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}
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else if ( m_SustainTimer.IsElapsed() )
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{
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m_bSpawningAliens = false;
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m_SustainTimer.Invalidate();
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}
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}
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else
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{
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if ( GetMaxIntensity() >= 1.0f )
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{
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m_bReachedIntensityPeak = true;
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}
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}
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}
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if ( asw_director_debug.GetInt() > 0 )
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{
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engine->Con_NPrintf( 8, "%s: %f %s", m_bSpawningAliens ? "Spawning aliens" : "Relaxing",
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m_SustainTimer.HasStarted() ? m_SustainTimer.GetRemainingTime() : -1,
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m_bReachedIntensityPeak ? "Peaked" : "Not peaked" );
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}
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}
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void CASW_Director::UpdateWanderers()
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{
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if ( !m_bSpawningAliens )
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{
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if ( asw_director_debug.GetInt() > 0 )
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{
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engine->Con_NPrintf( 9, "Not spawning regular aliens" );
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}
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return;
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}
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// spawn an alien every so often
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if ( !m_AlienSpawnTimer.HasStarted() || m_AlienSpawnTimer.IsElapsed() )
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{
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if ( m_fTimeBetweenAliens == 0 )
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{
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// initial time between alien spawns
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m_fTimeBetweenAliens = RandomFloat( asw_interval_initial_min.GetFloat(), asw_interval_initial_max.GetFloat() );
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}
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else
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{
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// reduce the time by some random amount each interval
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m_fTimeBetweenAliens = MAX( asw_interval_min.GetFloat(),
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m_fTimeBetweenAliens * RandomFloat( asw_interval_change_min.GetFloat(), asw_interval_change_max.GetFloat() ) );
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}
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if ( asw_director_debug.GetInt() > 0 )
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{
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engine->Con_NPrintf( 9, "Regular spawn interval = %f", m_fTimeBetweenAliens );
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}
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m_AlienSpawnTimer.Start( m_fTimeBetweenAliens );
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if ( ASWSpawnManager() )
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{
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ASWSpawnManager()->AddAlien();
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}
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}
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}
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// if director is controlling alien spawns, then mapper set spawners ask permission before spawning
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bool CASW_Director::CanSpawnAlien( CASW_Spawner *pSpawner )
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{
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if ( !m_bDirectorControlsSpawners )
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return true;
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return m_bSpawningAliens;
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}
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void CASW_Director::OnMarineStartedHack( CASW_Marine *pMarine, CBaseEntity *pComputer )
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{
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CASW_Game_Resource *pGameResource = ASWGameResource();
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if ( !pGameResource )
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return;
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//Msg( " Marine started hack!\n" );
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// reset intensity so we can have a big fight without relaxing immediately
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for ( int i=0;i<pGameResource->GetMaxMarineResources();i++ )
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{
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CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i);
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if ( !pMR )
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continue;
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pMR->GetIntensity()->Reset();
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}
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float flQuickStart = RandomFloat( 2.0f, 5.0f );
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if ( m_HordeTimer.GetRemainingTime() > flQuickStart )
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{
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m_HordeTimer.Start( flQuickStart );
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}
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// TODO: Instead have some kind of 'is in a big fight' state?
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}
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void CASW_Director::StartFinale()
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{
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m_bFinale = true;
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m_bHordesEnabled = true;
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m_bWanderersEnabled = true;
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DevMsg("Starting finale\n");
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float flQuickStart = RandomFloat( 2.0f, 5.0f );
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if ( m_HordeTimer.GetRemainingTime() > flQuickStart )
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{
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m_HordeTimer.Start( flQuickStart );
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}
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}
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void CASW_Director::UpdateMarineInsideEscapeRoom( CASW_Marine *pMarine )
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{
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if ( m_bFiredEscapeRoom )
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return;
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// Verify rules and mission manager are available.
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if ( !ASWGameRules() || !ASWGameRules()->GetMissionManager() )
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return;
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// Don't send the escape room output if there are objectives uncompleted.
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CASW_Objective_Escape *pEscape = ASWGameRules()->GetMissionManager()->GetEscapeObjective();
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if ( pEscape && !pEscape->OtherObjectivesComplete() )
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return;
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// Tell all director controls to send an output
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CBaseEntity* pEntity = NULL;
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while ( ( pEntity = gEntList.FindEntityByClassname( pEntity, "asw_director_control" ) ) != NULL )
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{
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CASW_Director_Control* pControl = static_cast<CASW_Director_Control*>( pEntity );
|
|
pControl->OnEscapeRoomStart( pMarine );
|
|
}
|
|
|
|
m_bFiredEscapeRoom = true;
|
|
} |