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325 lines
9.3 KiB
325 lines
9.3 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_get_health.h
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// Pick up any nearby health kit
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// Michael Booth, May 2009
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#include "cbase.h"
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#include "tf_gamerules.h"
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#include "tf_obj.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/tf_bot_get_health.h"
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extern ConVar tf_bot_path_lookahead_range;
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ConVar tf_bot_health_critical_ratio( "tf_bot_health_critical_ratio", "0.3", FCVAR_CHEAT );
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ConVar tf_bot_health_ok_ratio( "tf_bot_health_ok_ratio", "0.8", FCVAR_CHEAT );
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ConVar tf_bot_health_search_near_range( "tf_bot_health_search_near_range", "1000", FCVAR_CHEAT );
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ConVar tf_bot_health_search_far_range( "tf_bot_health_search_far_range", "2000", FCVAR_CHEAT );
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//---------------------------------------------------------------------------------------------
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class CHealthFilter : public INextBotFilter
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{
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public:
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CHealthFilter( CTFBot *me )
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{
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m_me = me;
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}
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bool IsSelected( const CBaseEntity *constCandidate ) const
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{
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if ( !constCandidate )
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return false;
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CBaseEntity *candidate = const_cast< CBaseEntity * >( constCandidate );
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CTFNavArea *area = (CTFNavArea *)TheNavMesh->GetNearestNavArea( candidate->WorldSpaceCenter() );
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if ( !area )
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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 ( !area->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 && area->HasAttributeTF( TF_NAV_SPAWN_ROOM_RED ) ) ||
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( m_me->GetTeamNumber() == TF_TEAM_BLUE && area->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE ) ) )
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{
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// the supply cabinet is in my 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( "item_healthkit*" ) )
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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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CBaseObject *dispenser = (CBaseObject *)candidate;
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if ( !dispenser->IsBuilding() && !dispenser->IsPlacing() && !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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return false;
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}
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CTFBot *m_me;
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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_possibleHealth = 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 CTFBotGetHealth::IsPossible( CTFBot *me )
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{
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VPROF_BUDGET( "CTFBotGetHealth::IsPossible", "NextBot" );
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// don't move to fetch health if we have a healer
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if ( me->m_Shared.GetNumHealers() > 0 )
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return false;
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#ifdef TF_RAID_MODE
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// mobs don't heal
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if ( TFGameRules()->IsRaidMode() && me->HasAttribute( CTFBot::AGGRESSIVE ) )
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{
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return false;
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}
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#endif // TF_RAID_MODE
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if ( TFGameRules()->IsMannVsMachineMode() )
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{
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return false;
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}
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float healthRatio = (float)me->GetHealth() / (float)me->GetMaxHealth();
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float t = ( healthRatio - tf_bot_health_critical_ratio.GetFloat() ) / ( tf_bot_health_ok_ratio.GetFloat() - tf_bot_health_critical_ratio.GetFloat() );
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t = clamp( t, 0.0f, 1.0f );
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if ( me->m_Shared.InCond( TF_COND_BURNING ) )
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{
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// on fire - get health now
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t = 0.0f;
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}
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// the more we are hurt, the farther we'll travel to get health
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float searchRange = tf_bot_health_search_far_range.GetFloat() + t * ( tf_bot_health_search_near_range.GetFloat() - tf_bot_health_search_far_range.GetFloat() );
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CUtlVector< CHandle< CBaseEntity > > healthVector;
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CHealthFilter healthFilter( me );
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me->SelectReachableObjects( TFGameRules()->GetHealthEntityVector(), &healthVector, healthFilter, me->GetLastKnownArea(), searchRange );
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if ( healthVector.Count() == 0 )
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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 health nearby\n", gpGlobals->curtime );
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}
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return false;
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}
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// use the first item in the list, since it will be the closest to us (or nearly so)
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CBaseEntity *health = healthVector[0];
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for( int i=0; i<healthVector.Count(); ++i )
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{
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if ( healthVector[i]->GetTeamNumber() != GetEnemyTeam( me->GetTeamNumber() ) )
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{
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health = healthVector[i];
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break;
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}
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}
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if ( health == NULL )
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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 health available to my team nearby\n", gpGlobals->curtime );
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}
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return false;
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}
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CTFBotPathCost cost( me, FASTEST_ROUTE );
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PathFollower path;
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if ( !path.Compute( me, health->WorldSpaceCenter(), cost ) )
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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 path to health!\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_possibleHealth = health;
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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 > CTFBotGetHealth::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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VPROF_BUDGET( "CTFBotGetHealth::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_possibleHealth == NULL )
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{
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return Done( "Can't get health" );
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}
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}
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m_healthKit = s_possibleHealth;
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m_isGoalDispenser = m_healthKit->ClassMatches( "obj_dispenser*" );
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CTFBotPathCost cost( me, SAFEST_ROUTE );
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if ( !m_path.Compute( me, m_healthKit->WorldSpaceCenter(), cost ) )
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{
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return Done( "No path to health!" );
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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 > CTFBotGetHealth::Update( CTFBot *me, float interval )
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{
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if ( m_healthKit == NULL || ( m_healthKit->IsEffectActive( EF_NODRAW ) && !FClassnameIs( m_healthKit, "func_regenerate" ) ) )
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{
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return Done( "Health kit I was going for has been taken" );
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}
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// if a medic is healing us, give up on getting a kit
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int i;
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for( i=0; i<me->m_Shared.GetNumHealers(); ++i )
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{
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if ( !me->m_Shared.HealerIsDispenser( i ) )
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break;
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}
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if ( i < me->m_Shared.GetNumHealers() )
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{
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return Done( "A Medic is healing me" );
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}
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if ( me->m_Shared.GetNumHealers() )
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{
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// a dispenser is healing me, don't wait if I'm in combat
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const CKnownEntity *known = me->GetVisionInterface()->GetPrimaryKnownThreat();
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if ( known && known->IsVisibleInFOVNow() )
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{
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return Done( "No time to wait for health, I must fight" );
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}
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}
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if ( me->GetHealth() >= me->GetMaxHealth() )
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{
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return Done( "I've been healed" );
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}
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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_healthKit );
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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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// un-zoom
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CTFWeaponBase *myWeapon = me->m_Shared.GetActiveTFWeapon();
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if ( myWeapon && myWeapon->IsWeapon( TF_WEAPON_SNIPERRIFLE ) && me->m_Shared.InCond( TF_COND_ZOOMED ) )
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me->PressAltFireButton();
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if ( !m_path.IsValid() )
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{
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// this can occur if we overshoot the health kit's location
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// because it is momentarily gone
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CTFBotPathCost cost( me, SAFEST_ROUTE );
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if ( !m_path.Compute( me, m_healthKit->WorldSpaceCenter(), cost ) )
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{
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return Done( "No path to health!" );
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}
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}
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m_path.Update( me );
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// may need to switch weapons (ie: engineer holding toolbox now needs to heal and defend himself)
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
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me->EquipBestWeaponForThreat( threat );
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotGetHealth::OnStuck( CTFBot *me )
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{
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return TryDone( RESULT_CRITICAL, "Stuck trying to reach health kit" );
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotGetHealth::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 > CTFBotGetHealth::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
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{
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return TryDone( RESULT_CRITICAL, "Failed to reach health kit" );
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}
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//---------------------------------------------------------------------------------------------
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// We are always hurrying if we need to collect health
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QueryResultType CTFBotGetHealth::ShouldHurry( const INextBot *me ) const
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{
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return ANSWER_YES;
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}
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