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68 lines
2.0 KiB
68 lines
2.0 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_melee_attack.h
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// Attack a threat with out melee weapon
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// Michael Booth, February 2009
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#include "cbase.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/tf_bot_melee_attack.h"
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#include "nav_mesh.h"
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extern ConVar tf_bot_path_lookahead_range;
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ConVar tf_bot_melee_attack_abandon_range( "tf_bot_melee_attack_abandon_range", "500", FCVAR_CHEAT, "If threat is farther away than this, bot will switch back to its primary weapon and attack" );
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//---------------------------------------------------------------------------------------------
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CTFBotMeleeAttack::CTFBotMeleeAttack( float giveUpRange )
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{
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m_giveUpRange = giveUpRange < 0.0f ? tf_bot_melee_attack_abandon_range.GetFloat() : giveUpRange;
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotMeleeAttack::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotMeleeAttack::Update( CTFBot *me, float interval )
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{
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// bash the bad guys
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
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if ( threat == NULL )
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{
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return Done( "No threat" );
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}
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if ( me->IsDistanceBetweenGreaterThan( threat->GetLastKnownPosition(), m_giveUpRange ) )
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{
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// threat is too far away for melee
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return Done( "Threat is too far away for a melee attack" );
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}
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// switch to our melee weapon
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CBaseCombatWeapon *meleeWeapon = me->Weapon_GetSlot( TF_WPN_TYPE_MELEE );
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if ( meleeWeapon )
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{
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me->Weapon_Switch( meleeWeapon );
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}
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// actual head aiming is handled elsewhere
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// just keep swinging
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me->PressFireButton();
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// chase them down
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CTFBotPathCost cost( me, FASTEST_ROUTE );
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m_path.Update( me, threat->GetEntity(), cost );
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return Continue();
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}
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