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340 lines
9.8 KiB
340 lines
9.8 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_get_ammo.h
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// Pick up any nearby ammo
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// Michael Booth, May 2009
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#include "cbase.h"
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#include "tf_obj.h"
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#include "tf_gamerules.h"
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#include "bot/tf_bot.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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ConVar tf_bot_ammo_search_range( "tf_bot_ammo_search_range", "5000", FCVAR_CHEAT, "How far bots will search to find ammo around them" );
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ConVar tf_bot_debug_ammo_scavenging( "tf_bot_debug_ammo_scavenging", "0", FCVAR_CHEAT );
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//---------------------------------------------------------------------------------------------
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CTFBotGetAmmo::CTFBotGetAmmo( void )
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{
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m_path.Invalidate();
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m_ammo = NULL;
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m_isGoalDispenser = false;
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}
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//---------------------------------------------------------------------------------------------
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class CAmmoFilter : public INextBotFilter
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{
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public:
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CAmmoFilter( CTFBot *me )
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{
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m_me = me;
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m_ammoArea = NULL;
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}
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bool IsSelected( const CBaseEntity *constCandidate ) const
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{
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CBaseEntity *candidate = const_cast< CBaseEntity * >( constCandidate );
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m_ammoArea = (CTFNavArea *)TheNavMesh->GetNearestNavArea( candidate->WorldSpaceCenter() );
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if ( !m_ammoArea )
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return false;
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CClosestTFPlayer close( candidate );
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ForEachPlayer( close );
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// if the closest player to this candidate object is an enemy, don't use it
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if ( close.m_closePlayer && !m_me->InSameTeam( close.m_closePlayer ) )
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return false;
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// resupply cabinets (not assigned a team)
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if ( candidate->ClassMatches( "func_regenerate" ) )
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{
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if ( !m_ammoArea->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE | TF_NAV_SPAWN_ROOM_RED ) )
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{
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// Assume any resupply cabinets not in a teamed spawn room are inaccessible.
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// Ex: pl_upward has forward spawn rooms that neither team can use until
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// certain checkpoints are reached.
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return false;
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}
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if ( ( m_me->GetTeamNumber() == TF_TEAM_RED && m_ammoArea->HasAttributeTF( TF_NAV_SPAWN_ROOM_RED ) ) ||
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( m_me->GetTeamNumber() == TF_TEAM_BLUE && m_ammoArea->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE ) ) )
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{
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// the supply cabinet is in my spawn room, or not in any spawn room
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return true;
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}
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return false;
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}
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// ignore non-existent ammo to ensure we collect nearby existing ammo
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if ( candidate->IsEffectActive( EF_NODRAW ) )
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return false;
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if ( candidate->ClassMatches( "tf_ammo_pack" ) )
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return true;
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if ( candidate->ClassMatches( "item_ammopack*" ) )
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return true;
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if ( m_me->InSameTeam( candidate ) )
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{
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// friendly engineer's dispenser
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if ( candidate->ClassMatches( "obj_dispenser*" ) )
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{
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// for now, assume Engineers want to go fetch ammo boxes unless their dispenser is fully upgraded
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// unless we have no sentry yet, then we need to leech off of buddy's dispenser to get started
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if ( !m_me->IsPlayerClass( TF_CLASS_ENGINEER ) || ( (CBaseObject *)candidate )->GetUpgradeLevel() >= 3 || !m_me->GetObjectOfType( OBJ_SENTRYGUN ) )
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{
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CBaseObject *dispenser = (CBaseObject *)candidate;
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if ( !dispenser->IsBuilding() && !dispenser->IsDisabled() )
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{
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return true;
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}
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}
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}
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}
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return false;
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}
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CTFBot *m_me;
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mutable CTFNavArea *m_ammoArea;
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};
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//---------------------------------------------------------------------------------------------
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static CTFBot *s_possibleBot = NULL;
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static CHandle< CBaseEntity > s_possibleAmmo = NULL;
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static int s_possibleFrame = 0;
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//---------------------------------------------------------------------------------------------
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/**
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* Return true if this Action has what it needs to perform right now
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*/
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bool CTFBotGetAmmo::IsPossible( CTFBot *me )
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{
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VPROF_BUDGET( "CTFBotGetAmmo::IsPossible", "NextBot" );
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int i;
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CUtlVector< CNavArea * > nearbyAreaVector;
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CollectSurroundingAreas( &nearbyAreaVector, me->GetLastKnownArea(), tf_bot_ammo_search_range.GetFloat(), me->GetLocomotionInterface()->GetStepHeight(), me->GetLocomotionInterface()->GetDeathDropHeight() );
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CAmmoFilter ammoFilter( me );
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const CUtlVector< CHandle< CBaseEntity > > &staticAmmoVector = TFGameRules()->GetAmmoEntityVector();
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CBaseEntity *closestAmmo = NULL;
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float closestAmmoTravelDistance = FLT_MAX;
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for( i=0; i<staticAmmoVector.Count(); ++i )
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{
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CBaseEntity *ammo = staticAmmoVector[i];
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if ( ammo )
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{
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if ( ammoFilter.IsSelected( ammo ) )
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{
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if ( ammoFilter.m_ammoArea && ammoFilter.m_ammoArea->IsMarked() )
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{
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// "cost so far" was computed during the breadth first search within CollectSurroundingAreas()
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// and is the travel distance from to this area
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if ( ammoFilter.m_ammoArea->GetCostSoFar() < closestAmmoTravelDistance )
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{
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closestAmmo = ammo;
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closestAmmoTravelDistance = ammoFilter.m_ammoArea->GetCostSoFar();
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}
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if ( tf_bot_debug_ammo_scavenging.GetBool() )
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{
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NDebugOverlay::Cross3D( ammo->WorldSpaceCenter(), 5.0f, 255, 255, 0, true, 999.9 );
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}
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}
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}
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}
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}
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// append nearby dropped weapons
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CBaseEntity *ammoPack = NULL;
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while( ( ammoPack = gEntList.FindEntityByClassname( ammoPack, "tf_ammo_pack" ) ) != NULL )
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{
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if ( ammoFilter.IsSelected( ammoPack ) )
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{
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if ( ammoFilter.m_ammoArea && ammoFilter.m_ammoArea->IsMarked() )
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{
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if ( ammoFilter.m_ammoArea->GetCostSoFar() < closestAmmoTravelDistance )
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{
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closestAmmo = ammoPack;
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closestAmmoTravelDistance = ammoFilter.m_ammoArea->GetCostSoFar();
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}
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if ( tf_bot_debug_ammo_scavenging.GetBool() )
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{
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NDebugOverlay::Cross3D( ammoPack->WorldSpaceCenter(), 5.0f, 255, 100, 0, true, 999.9 );
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}
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}
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}
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}
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if ( !closestAmmo )
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{
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if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) )
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{
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Warning( "%3.2f: No ammo nearby\n", gpGlobals->curtime );
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}
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return false;
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}
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s_possibleBot = me;
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s_possibleAmmo = closestAmmo;
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s_possibleFrame = gpGlobals->framecount;
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return true;
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotGetAmmo::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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VPROF_BUDGET( "CTFBotGetAmmo::OnStart", "NextBot" );
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m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
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// if IsPossible() has already been called, use its cached data
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if ( s_possibleFrame != gpGlobals->framecount || s_possibleBot != me )
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{
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if ( !IsPossible( me ) || s_possibleAmmo == NULL )
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{
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return Done( "Can't get ammo" );
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}
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}
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m_ammo = s_possibleAmmo;
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m_isGoalDispenser = m_ammo->ClassMatches( "obj_dispenser*" );
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CTFBotPathCost cost( me, FASTEST_ROUTE );
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if ( !m_path.Compute( me, m_ammo->WorldSpaceCenter(), cost ) )
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{
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return Done( "No path to ammo!" );
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}
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// if I'm a spy, cloak and disguise
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if ( me->IsPlayerClass( TF_CLASS_SPY ) )
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{
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if ( !me->m_Shared.IsStealthed() )
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{
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me->PressAltFireButton();
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}
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotGetAmmo::Update( CTFBot *me, float interval )
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{
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if ( me->IsAmmoFull() )
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{
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return Done( "My ammo is full" );
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}
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if ( m_ammo == NULL ) // || ( m_ammo->IsEffectActive( EF_NODRAW ) && !FClassnameIs( m_ammo, "func_regenerate" ) ) )
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{
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/*
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// engineers try to gather all the metal they can
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if ( me->IsPlayerClass( TF_CLASS_ENGINEER ) && CTFBotGetAmmo::IsPossible( me ) )
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{
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// more ammo to be had
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return ChangeTo( new CTFBotGetAmmo, "Not full yet - grabbing more ammo" );
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}
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*/
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return Done( "Ammo I was going for has been taken" );
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}
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if ( m_isGoalDispenser )
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{
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// we need to get near and wait, not try to run over
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const float nearRange = 75.0f;
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if ( ( me->GetAbsOrigin() - m_ammo->GetAbsOrigin() ).IsLengthLessThan( nearRange ) )
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{
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if ( me->GetVisionInterface()->IsLineOfSightClearToEntity( m_ammo ) )
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{
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if ( me->IsAmmoFull() )
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{
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return Done( "Ammo refilled by the Dispenser" );
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}
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// don't wait if I'm in combat
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if ( !me->IsAmmoLow() && me->GetVisionInterface()->GetPrimaryKnownThreat() )
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{
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return Done( "No time to wait for more ammo, I must fight" );
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}
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// wait until the dispenser refills us
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return Continue();
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}
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}
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}
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if ( !m_path.IsValid() )
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{
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return Done( "My path became invalid" );
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}
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/* TODO: Rethink this. Currently creates zombie behavior loop.
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// if the closest player to the item we're after is an enemy, give up
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CClosestTFPlayer close( m_ammo );
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ForEachPlayer( close );
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if ( close.m_closePlayer && !me->InSameTeam( close.m_closePlayer ) )
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return Done( "An enemy is closer to it" );
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*/
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// may need to switch weapons due to out of ammo
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
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me->EquipBestWeaponForThreat( threat );
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m_path.Update( me );
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotGetAmmo::OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result )
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{
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return TryContinue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotGetAmmo::OnStuck( CTFBot *me )
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{
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return TryDone( RESULT_CRITICAL, "Stuck trying to reach ammo" );
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotGetAmmo::OnMoveToSuccess( CTFBot *me, const Path *path )
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{
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return TryContinue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotGetAmmo::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
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{
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return TryDone( RESULT_CRITICAL, "Failed to reach ammo" );
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}
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//---------------------------------------------------------------------------------------------
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QueryResultType CTFBotGetAmmo::ShouldHurry( const INextBot *me ) const
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{
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// if we need ammo, we best hustle
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return ANSWER_YES;
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}
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