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105 lines
3.4 KiB
105 lines
3.4 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_mission_destroy_sentries.cpp
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// Seek and destroy enemy sentries and ignore everything else
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// Michael Booth, June 2011
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#include "cbase.h"
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#include "team.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/missions/tf_bot_mission_destroy_sentries.h"
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#include "bot/behavior/spy/tf_bot_spy_sap.h"
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#include "bot/behavior/tf_bot_destroy_enemy_sentry.h"
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#include "bot/behavior/medic/tf_bot_medic_heal.h"
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#include "bot/behavior/missions/tf_bot_mission_suicide_bomber.h"
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#include "tf_obj_sentrygun.h"
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//
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// NOTE: This behavior is deprecated and unused for now.
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// The only sentry destroying mission is the Sentry Buster right now (suicide bomber).
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//
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//---------------------------------------------------------------------------------------------
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CTFBotMissionDestroySentries::CTFBotMissionDestroySentries( CObjectSentrygun *goalSentry )
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{
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m_goalSentry = goalSentry;
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}
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//---------------------------------------------------------------------------------------------
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CObjectSentrygun *CTFBotMissionDestroySentries::SelectSentryTarget( CTFBot *me )
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{
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return NULL;
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotMissionDestroySentries::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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if ( me->IsPlayerClass( TF_CLASS_MEDIC ) )
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{
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return ChangeTo( new CTFBotMedicHeal, "My job is to heal/uber the others in the mission" );
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}
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// focus only on the mission
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me->SetAttribute( CTFBot::IGNORE_ENEMIES );
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotMissionDestroySentries::Update( CTFBot *me, float interval )
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{
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if ( m_goalSentry == NULL )
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{
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// first destroy the sentry we were assigned to, or any sentry we discovered or that is attacking us
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m_goalSentry = me->GetEnemySentry();
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if ( m_goalSentry == NULL )
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{
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// next destroy the most dangerous sentry
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int iTeam = ( me->GetTeamNumber() == TF_TEAM_RED ) ? TF_TEAM_BLUE : TF_TEAM_RED;
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if ( TFGameRules() && TFGameRules()->IsPVEModeActive() )
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{
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iTeam = TF_TEAM_PVE_DEFENDERS;
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}
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m_goalSentry = TFGameRules()->FindSentryGunWithMostKills( iTeam );
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}
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}
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// for suicide bombers, we never want them to revert to normal behavior even if there is no sentry to kill
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if ( me->IsPlayerClass( TF_CLASS_DEMOMAN ) )
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{
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return SuspendFor( new CTFBotMissionSuicideBomber, "On a suicide mission to blow up a sentry" );
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}
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if ( m_goalSentry == NULL )
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{
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// no sentries left to destroy - our mission is complete
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me->SetMission( CTFBot::NO_MISSION, MISSION_DOESNT_RESET_BEHAVIOR_SYSTEM );
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return ChangeTo( GetParentAction()->InitialContainedAction( me ), "Mission complete - reverting to normal behavior" );
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}
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if ( m_goalSentry != me->GetEnemySentry() )
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{
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me->RememberEnemySentry( m_goalSentry, m_goalSentry->WorldSpaceCenter() );
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}
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if ( me->IsPlayerClass( TF_CLASS_SPY ) )
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{
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return SuspendFor( new CTFBotSpySap( m_goalSentry ), "On a mission to sap a sentry" );
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}
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return SuspendFor( new CTFBotDestroyEnemySentry, "On a mission to destroy a sentry" );
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}
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//---------------------------------------------------------------------------------------------
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void CTFBotMissionDestroySentries::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
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{
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me->ClearAttribute( CTFBot::IGNORE_ENEMIES );
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}
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