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143 lines
3.9 KiB
143 lines
3.9 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_escort_flag_carrier.cpp
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// Escort the flag carrier to their destination
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// Michael Booth, May 2011
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#include "cbase.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/scenario/capture_the_flag/tf_bot_escort_flag_carrier.h"
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#include "bot/behavior/scenario/capture_the_flag/tf_bot_attack_flag_defenders.h"
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#include "bot/behavior/scenario/capture_the_flag/tf_bot_deliver_flag.h"
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extern ConVar tf_bot_flag_escort_range;
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ConVar tf_bot_flag_escort_give_up_range( "tf_bot_flag_escort_give_up_range", "1000", FCVAR_CHEAT );
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ConVar tf_bot_flag_escort_max_count( "tf_bot_flag_escort_max_count", "4", FCVAR_CHEAT );
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//---------------------------------------------------------------------------------------------
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//
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// Count the number of TFBots currently engaged in the "EscortFlagCarrier" behavior
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//
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int GetBotEscortCount( int team )
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{
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int count = 0;
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CUtlVector< CTFPlayer * > livePlayerVector;
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CollectPlayers( &livePlayerVector, team, COLLECT_ONLY_LIVING_PLAYERS );
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int i;
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for( i=0; i<livePlayerVector.Count(); ++i )
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{
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CTFBot *bot = dynamic_cast< CTFBot * >( livePlayerVector[i] );
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if ( bot )
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{
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Behavior< CTFBot > *behavior = (Behavior< CTFBot > *)bot->GetIntentionInterface()->FirstContainedResponder();
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if ( behavior )
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{
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Action< CTFBot > *action = (Action< CTFBot > *)behavior->FirstContainedResponder();
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while( action && action->GetActiveChildAction() )
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{
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action = action->GetActiveChildAction();
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}
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if ( action && action->IsNamed( "EscortFlagCarrier" ) )
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{
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++count;
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}
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}
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}
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}
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return count;
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotEscortFlagCarrier::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 > CTFBotEscortFlagCarrier::Update( CTFBot *me, float interval )
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{
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CCaptureFlag *flag = me->GetFlagToFetch();
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if ( !flag )
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{
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return Done( "No flag" );
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}
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CTFPlayer *carrier = ToTFPlayer( flag->GetOwnerEntity() );
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if ( !carrier )
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{
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return Done( "Flag was dropped" );
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}
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else if ( me->IsSelf( carrier ) )
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{
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return Done( "I picked up the flag!" );
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}
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// stay near the carrier
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if ( me->IsRangeGreaterThan( carrier, tf_bot_flag_escort_give_up_range.GetFloat() ) )
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{
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if ( me->SelectRandomReachableEnemy() )
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{
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// too far away - give up
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return ChangeTo( new CTFBotAttackFlagDefenders, "Too far from flag carrier - attack defenders!" );
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}
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}
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
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if ( threat && threat->IsVisibleRecently() )
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{
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// prepare to fight
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me->EquipBestWeaponForThreat( threat );
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}
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CTFWeaponBase *myWeapon = me->m_Shared.GetActiveTFWeapon();
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if ( myWeapon && myWeapon->IsMeleeWeapon() )
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{
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if ( me->IsRangeLessThan( carrier, tf_bot_flag_escort_range.GetFloat() ) && me->IsLineOfSightClear( carrier ) )
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{
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ActionResult< CTFBot > result = m_meleeAttackAction.Update( me, interval );
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if ( result.IsContinue() )
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{
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// we have a melee target, and we're still reasonably close to the flag carrier
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return Continue();
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}
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}
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}
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if ( me->IsRangeGreaterThan( carrier, 0.5f * tf_bot_flag_escort_range.GetFloat() ) )
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{
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// move near carrier
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if ( m_repathTimer.IsElapsed() )
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{
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if ( GetBotEscortCount( me->GetTeamNumber() ) > tf_bot_flag_escort_max_count.GetInt() )
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{
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if ( me->SelectRandomReachableEnemy() )
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{
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return Done( "Too many flag escorts - giving up" );
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}
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}
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CTFBotPathCost cost( me, FASTEST_ROUTE );
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m_path.Compute( me, carrier, cost );
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m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
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}
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m_path.Update( me );
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}
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return Continue();
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}
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