Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_payload_block.cpp
// Prevent the other team from moving the cart
// Michael Booth, April 2010
#include "cbase.h"
#include "nav_mesh.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "team_control_point_master.h"
#include "team_train_watcher.h"
#include "bot/tf_bot.h"
#include "bot/behavior/scenario/payload/tf_bot_payload_block.h"
#include "bot/behavior/medic/tf_bot_medic_heal.h"
#include "bot/behavior/engineer/tf_bot_engineer_build.h"
extern ConVar tf_bot_path_lookahead_range;
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotPayloadBlock::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
m_path.Invalidate();
m_giveUpTimer.Start( RandomFloat( 3.0f, 5.0f ) );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotPayloadBlock::Update( CTFBot *me, float interval )
{
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
if ( threat && threat->IsVisibleRecently() )
{
// prepare to fight
me->EquipBestWeaponForThreat( threat );
}
if ( m_giveUpTimer.IsElapsed() )
{
return Done( "Been blocking long enough" );
}
// move toward the point, periodically repathing to account for changing situation
if ( m_repathTimer.IsElapsed() )
{
VPROF_BUDGET( "CTFBotPayloadBlock::Update( repath )", "NextBot" );
CTeamTrainWatcher *trainWatcher = TFGameRules()->GetPayloadToBlock( me->GetTeamNumber() );
if ( !trainWatcher )
{
return Done( "Train Watcher is missing" );
}
CBaseEntity *cart = trainWatcher->GetTrainEntity();
if ( !cart )
{
return Done( "Cart is missing" );
}
CTFBotPathCost cost( me, DEFAULT_ROUTE );
m_path.Compute( me, cart->WorldSpaceCenter(), cost );
m_repathTimer.Start( RandomFloat( 0.2f, 0.4f ) );
}
// move towards next capture point
m_path.Update( me );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotPayloadBlock::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
{
VPROF_BUDGET( "CTFBotPayloadBlock::OnResume", "NextBot" );
m_repathTimer.Invalidate();
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotPayloadBlock::OnStuck( CTFBot *me )
{
VPROF_BUDGET( "CTFBotPayloadBlock::OnStuck", "NextBot" );
m_repathTimer.Invalidate();
me->GetLocomotionInterface()->ClearStuckStatus();
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotPayloadBlock::OnMoveToSuccess( CTFBot *me, const Path *path )
{
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotPayloadBlock::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
{
VPROF_BUDGET( "CTFBotPayloadBlock::OnMoveToFailure", "NextBot" );
m_repathTimer.Invalidate();
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotPayloadBlock::OnTerritoryContested( CTFBot *me, int territoryID )
{
return TryToSustain( RESULT_IMPORTANT );
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotPayloadBlock::OnTerritoryCaptured( CTFBot *me, int territoryID )
{
return TryToSustain( RESULT_IMPORTANT );
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotPayloadBlock::OnTerritoryLost( CTFBot *me, int territoryID )
{
return TryToSustain( RESULT_IMPORTANT );
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotPayloadBlock::ShouldRetreat( const INextBot *bot ) const
{
return ANSWER_UNDEFINED;
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotPayloadBlock::ShouldHurry( const INextBot *bot ) const
{
// hurry and block the cart - don't retreat, etc
return ANSWER_YES;
}