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213 lines
5.8 KiB
213 lines
5.8 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_engineer_build_dispenser.cpp
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// Engineer building his Dispenser near his Sentry
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// Michael Booth, May 2010
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#include "cbase.h"
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#include "nav_mesh.h"
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#include "tf_player.h"
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#include "tf_obj.h"
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#include "tf_obj_sentrygun.h"
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#include "tf_obj_dispenser.h"
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#include "tf_gamerules.h"
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#include "tf_weapon_builder.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/engineer/tf_bot_engineer_build_dispenser.h"
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#include "bot/behavior/engineer/tf_bot_engineer_move_to_build.h"
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#include "bot/behavior/tf_bot_get_ammo.h"
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extern ConVar tf_bot_path_lookahead_range;
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotEngineerBuildDispenser::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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m_placementTriesLeft = 3;
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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class PressFireButtonIfValidBuildPositionReply : public INextBotReply
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{
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public:
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PressFireButtonIfValidBuildPositionReply( void )
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{
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m_builder = NULL;
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}
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void SetBuilder( CTFWeaponBuilder *builder )
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{
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m_builder = builder;
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}
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// invoked when process completed successfully
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virtual void OnSuccess( INextBot *bot )
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{
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if ( m_builder != NULL && m_builder->IsValidPlacement() )
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{
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INextBotPlayerInput *playerInput = dynamic_cast< INextBotPlayerInput * >( bot->GetEntity() );
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if ( playerInput )
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{
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playerInput->PressFireButton();
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}
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}
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}
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CTFWeaponBuilder *m_builder;
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};
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotEngineerBuildDispenser::Update( CTFBot *me, float interval )
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{
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if ( me->GetTimeSinceLastInjury() < 1.0f )
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{
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return Done( "Ouch! I'm under attack" );
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}
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CObjectSentrygun *mySentry = (CObjectSentrygun *)me->GetObjectOfType( OBJ_SENTRYGUN );
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if ( !mySentry )
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{
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return Done( "No Sentry" );
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}
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if ( mySentry->GetTimeSinceLastInjury() < 1.0f || mySentry->GetHealth() < mySentry->GetMaxHealth() )
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{
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return Done( "Need to repair my Sentry" );
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}
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CObjectDispenser *myDispenser = (CObjectDispenser *)me->GetObjectOfType( OBJ_DISPENSER );
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if ( myDispenser )
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{
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return Done( "Dispenser built" );
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}
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if ( m_placementTriesLeft <= 0 )
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{
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return Done( "Can't find a place to build a Dispenser" );
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}
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if ( me->CanBuild( OBJ_DISPENSER ) == CB_NEED_RESOURCES )
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{
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if ( m_getAmmoTimer.IsElapsed() && CTFBotGetAmmo::IsPossible( me ) )
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{
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// need more metal - get some
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m_getAmmoTimer.Start( 1.0f );
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return SuspendFor( new CTFBotGetAmmo, "Need more metal to build" );
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}
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/*
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else
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{
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// work on my sentry while I wait for ammo to show up
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me->GetBodyInterface()->AimHeadTowards( mySentry->WorldSpaceCenter(), IBody::CRITICAL, 1.0f, NULL, "Work on sentry while I wait for ammo to show up" );
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me->PressFireButton();
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return Continue();
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}
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*/
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}
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/*
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// if my sentry is under attack, forgo building a dispenser - focus on keeping the sentry alive
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if ( mySentry->GetTimeSinceLastInjury() < 1.0f )
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{
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CBaseCombatWeapon *wrench = me->Weapon_GetSlot( TF_WPN_TYPE_MELEE );
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if ( wrench )
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{
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me->Weapon_Switch( wrench );
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}
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me->GetBodyInterface()->AimHeadTowards( mySentry->WorldSpaceCenter(), IBody::CRITICAL, 1.0f, NULL, "Focusing on keeping my besieged sentry alive" );
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me->PressFireButton();
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return Continue();
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}
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*/
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// move behind the Sentry (our chosen build location)
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Vector buildSpot = mySentry->GetAbsOrigin() - 75.0f * mySentry->BodyDirection2D();
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// the ground might be steeply sloped (ie: stairs), so find the actual ground
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buildSpot.z += HumanHeight;
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TheNavMesh->GetSimpleGroundHeight( buildSpot, &buildSpot.z );
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if ( me->IsDistanceBetweenLessThan( buildSpot, 100.0f ) )
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{
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// crouch as we get close so we slow down and hit our mark
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me->PressCrouchButton();
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}
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// if too far away from our build location, move closer
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if ( me->IsDistanceBetweenGreaterThan( buildSpot, 25.0f ) )
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{
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if ( m_repathTimer.IsElapsed() )
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{
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m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
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CTFBotPathCost cost( me, FASTEST_ROUTE );
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m_path.Compute( me, buildSpot, cost );
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}
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m_path.Update( me );
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return Continue();
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}
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// we're at our build spot behind our sentry now - build a Dispenser
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CTFWeaponBuilder *builder = dynamic_cast< CTFWeaponBuilder * >( me->GetActiveTFWeapon() );
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if ( !builder || builder->GetType() != OBJ_DISPENSER || builder->m_hObjectBeingBuilt == NULL )
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{
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// at home position, build the object
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me->StartBuildingObjectOfType( OBJ_DISPENSER );
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}
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else if ( m_searchTimer.IsElapsed() )
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{
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// rotate to find valid spot
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Vector toSentry = mySentry->GetAbsOrigin() - me->GetAbsOrigin();
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toSentry.NormalizeInPlace();
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Vector forward = -toSentry;
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float angle = RandomFloat( -M_PI/2.0f, M_PI/2.0f );
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float s, c;
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FastSinCos( angle, &s, &c );
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forward.x = toSentry.x * c - toSentry.y * s;
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forward.y = toSentry.x * s + toSentry.y * c;
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forward.z = 0.0f;
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static PressFireButtonIfValidBuildPositionReply buildReply;
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buildReply.SetBuilder( builder );
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me->GetBodyInterface()->AimHeadTowards( me->EyePosition() - 100.0f * forward, IBody::CRITICAL, 1.0f, &buildReply, "Trying to place my dispenser" );
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m_searchTimer.Start( 1.0f );
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--m_placementTriesLeft;
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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void CTFBotEngineerBuildDispenser::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
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{
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me->GetBodyInterface()->ClearPendingAimReply();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotEngineerBuildDispenser::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
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{
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m_path.Invalidate();
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m_repathTimer.Invalidate();
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me->GetBodyInterface()->ClearPendingAimReply();
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return Continue();
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}
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