You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
145 lines
3.9 KiB
145 lines
3.9 KiB
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
// tf_bot_retreat.cpp
|
||
|
// Retreat towards our spawn to find another patient
|
||
|
// Michael Booth, May 2009
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "tf_player.h"
|
||
|
#include "tf_gamerules.h"
|
||
|
#include "tf_weapon_medigun.h"
|
||
|
#include "bot/tf_bot.h"
|
||
|
#include "bot/behavior/medic/tf_bot_medic_retreat.h"
|
||
|
|
||
|
#include "nav_mesh.h"
|
||
|
|
||
|
extern ConVar tf_bot_path_lookahead_range;
|
||
|
extern ConVar tf_bot_medic_follow_range;
|
||
|
extern ConVar tf_bot_force_class;
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
ActionResult< CTFBot > CTFBotMedicRetreat::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
|
||
|
{
|
||
|
CTFNavArea *homeArea = me->GetSpawnArea();
|
||
|
|
||
|
if ( homeArea == NULL )
|
||
|
{
|
||
|
return Done( "No home area!" );
|
||
|
}
|
||
|
|
||
|
m_path.SetMinLookAheadDistance( tf_bot_path_lookahead_range.GetFloat() );
|
||
|
|
||
|
CTFBotPathCost cost( me, FASTEST_ROUTE );
|
||
|
m_path.Compute( me, homeArea->GetCenter(), cost );
|
||
|
|
||
|
return Continue();
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
class CUsefulHealTargetFilter : public INextBotEntityFilter
|
||
|
{
|
||
|
public:
|
||
|
CUsefulHealTargetFilter( int team )
|
||
|
{
|
||
|
m_team = team;
|
||
|
}
|
||
|
|
||
|
virtual bool IsAllowed( CBaseEntity *entity ) const
|
||
|
{
|
||
|
if ( entity && entity->IsPlayer() && entity->GetTeamNumber() == m_team )
|
||
|
{
|
||
|
return !ToTFPlayer( entity )->IsPlayerClass( TF_CLASS_MEDIC ) && !ToTFPlayer( entity )->IsPlayerClass( TF_CLASS_SNIPER );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int m_team;
|
||
|
};
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
ActionResult< CTFBot > CTFBotMedicRetreat::Update( CTFBot *me, float interval )
|
||
|
{
|
||
|
// equip the syringegun and defend ourselves!
|
||
|
CTFWeaponBase *myWeapon = me->m_Shared.GetActiveTFWeapon();
|
||
|
if ( myWeapon )
|
||
|
{
|
||
|
if ( myWeapon->GetWeaponID() != TF_WEAPON_SYRINGEGUN_MEDIC )
|
||
|
{
|
||
|
CBaseCombatWeapon *syringeGun = me->Weapon_GetSlot( TF_WPN_TYPE_PRIMARY );
|
||
|
|
||
|
if ( syringeGun )
|
||
|
{
|
||
|
me->Weapon_Switch( syringeGun );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_path.Update( me );
|
||
|
|
||
|
// look around to try to spot a friend to heal
|
||
|
if ( m_lookAroundTimer.IsElapsed() )
|
||
|
{
|
||
|
m_lookAroundTimer.Start( RandomFloat( 0.33f, 1.0f ) );
|
||
|
|
||
|
QAngle angle;
|
||
|
angle.x = 0.0f;
|
||
|
angle.y = RandomFloat( -180.0f, 180.0f );
|
||
|
angle.z = 0.0f;
|
||
|
|
||
|
Vector forward;
|
||
|
AngleVectors( angle, &forward );
|
||
|
|
||
|
me->GetBodyInterface()->AimHeadTowards( me->EyePosition() + forward, IBody::IMPORTANT, 0.1f, NULL, "Looking for someone to heal" );
|
||
|
}
|
||
|
|
||
|
// if we see a friend, heal them
|
||
|
CUsefulHealTargetFilter filter( me->GetTeamNumber() );
|
||
|
const CKnownEntity *known = me->GetVisionInterface()->GetClosestKnown( filter );
|
||
|
if ( known )
|
||
|
{
|
||
|
return Done( "I know of a teammate" );
|
||
|
}
|
||
|
|
||
|
return Continue();
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
ActionResult< CTFBot > CTFBotMedicRetreat::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
|
||
|
{
|
||
|
CTFBotPathCost cost( me, FASTEST_ROUTE );
|
||
|
m_path.Compute( me, me->GetSpawnArea()->GetCenter(), cost );
|
||
|
|
||
|
return Continue();
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
EventDesiredResult< CTFBot > CTFBotMedicRetreat::OnStuck( CTFBot *me )
|
||
|
{
|
||
|
CTFBotPathCost cost( me, FASTEST_ROUTE );
|
||
|
m_path.Compute( me, me->GetSpawnArea()->GetCenter(), cost );
|
||
|
|
||
|
return TryContinue();
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
EventDesiredResult< CTFBot > CTFBotMedicRetreat::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
|
||
|
{
|
||
|
CTFBotPathCost cost( me, FASTEST_ROUTE );
|
||
|
m_path.Compute( me, me->GetSpawnArea()->GetCenter(), cost );
|
||
|
|
||
|
return TryContinue();
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
QueryResultType CTFBotMedicRetreat::ShouldAttack( const INextBot *me, const CKnownEntity *them ) const
|
||
|
{
|
||
|
// defend ourselves!
|
||
|
return ANSWER_YES;
|
||
|
}
|