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403 lines
11 KiB
403 lines
11 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// bot_npc_archer.cpp
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// A NextBot non-player derived archer
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// Michael Booth, November 2010
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_gamerules.h"
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#include "tf_team.h"
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#include "tf_projectile_arrow.h"
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#include "tf_weapon_grenade_pipebomb.h"
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#include "nav_mesh/tf_nav_area.h"
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#include "bot_npc_archer.h"
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#include "NextBot/Path/NextBotChasePath.h"
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#include "econ_wearable.h"
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#include "team_control_point_master.h"
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#include "particle_parse.h"
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#include "CRagdollMagnet.h"
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#include "NextBot/Behavior/BehaviorMoveTo.h"
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ConVar tf_bot_npc_archer_health( "tf_bot_npc_archer_health", "100", FCVAR_CHEAT );
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ConVar tf_bot_npc_archer_speed( "tf_bot_npc_archer_speed", "100", FCVAR_CHEAT );
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ConVar tf_bot_npc_archer_shoot_interval( "tf_bot_npc_archer_shoot_interval", "2", FCVAR_CHEAT ); // 2
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ConVar tf_bot_npc_archer_arrow_damage( "tf_bot_npc_archer_arrow_damage", "75", FCVAR_CHEAT );
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//-----------------------------------------------------------------
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// The Bot NPC
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//-----------------------------------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( bot_npc_archer, CBotNPCArcher );
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PRECACHE_REGISTER( bot_npc_archer );
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//-----------------------------------------------------------------------------------------------------
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CBotNPCArcher::CBotNPCArcher()
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{
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ALLOCATE_INTENTION_INTERFACE( CBotNPCArcher );
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m_locomotor = new NextBotGroundLocomotion( this );
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m_body = new CBotNPCBody( this );
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m_eyeOffset = vec3_origin;
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m_homePos = vec3_origin;
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}
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//-----------------------------------------------------------------------------------------------------
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CBotNPCArcher::~CBotNPCArcher()
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{
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DEALLOCATE_INTENTION_INTERFACE;
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if ( m_locomotor )
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delete m_locomotor;
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if ( m_body )
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delete m_body;
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}
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//-----------------------------------------------------------------------------------------------------
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void CBotNPCArcher::Precache()
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{
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BaseClass::Precache();
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PrecacheModel( "models/player/sniper.mdl" );
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PrecacheModel( "models/weapons/c_models/c_bow/c_bow.mdl" );
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}
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//-----------------------------------------------------------------------------------------------------
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void CBotNPCArcher::Spawn( void )
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{
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BaseClass::Spawn();
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SetModel( "models/player/sniper.mdl" );
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m_bow = (CBaseAnimating *)CreateEntityByName( "prop_dynamic" );
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if ( m_bow )
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{
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m_bow->SetModel( "models/weapons/c_models/c_bow/c_bow.mdl" );
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// bonemerge into our model
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m_bow->FollowEntity( this, true );
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}
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int health = tf_bot_npc_archer_health.GetInt();
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SetHealth( health );
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SetMaxHealth( health );
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ChangeTeam( TF_TEAM_RED );
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Vector headPos;
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QAngle headAngles;
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if ( GetAttachment( "head", headPos, headAngles ) )
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{
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m_eyeOffset = headPos - GetAbsOrigin();
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}
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m_homePos = GetAbsOrigin();
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}
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//---------------------------------------------------------------------------------------------
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unsigned int CBotNPCArcher::PhysicsSolidMaskForEntity( void ) const
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{
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// Only collide with the other team
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int teamContents = ( GetTeamNumber() == TF_TEAM_RED ) ? CONTENTS_BLUETEAM : CONTENTS_REDTEAM;
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return BaseClass::PhysicsSolidMaskForEntity() | teamContents;
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}
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//---------------------------------------------------------------------------------------------
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bool CBotNPCArcher::ShouldCollide( int collisionGroup, int contentsMask ) const
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{
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if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
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{
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switch( GetTeamNumber() )
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{
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case TF_TEAM_RED:
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if ( !( contentsMask & CONTENTS_REDTEAM ) )
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return false;
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break;
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case TF_TEAM_BLUE:
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if ( !( contentsMask & CONTENTS_BLUETEAM ) )
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return false;
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break;
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}
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}
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return BaseClass::ShouldCollide( collisionGroup, contentsMask );
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}
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//---------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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class CBotNPCArcherSurrender : public Action< CBotNPCArcher >
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{
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public:
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virtual ActionResult< CBotNPCArcher > OnStart( CBotNPCArcher *me, Action< CBotNPCArcher > *priorAction );
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virtual const char *GetName( void ) const { return "Surrender"; } // return name of this action
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};
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inline ActionResult< CBotNPCArcher > CBotNPCArcherSurrender::OnStart( CBotNPCArcher *me, Action< CBotNPCArcher > *priorAction )
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{
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CBaseAnimating *bow = me->GetBow();
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if ( bow )
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{
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bow->AddEffects( EF_NODRAW );
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}
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me->GetBodyInterface()->StartActivity( ACT_MP_STAND_LOSERSTATE );
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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class CBotNPCArcherShootBow : public Action< CBotNPCArcher >
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{
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public:
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CBotNPCArcherShootBow( CTFPlayer *target )
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{
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m_target = target;
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}
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virtual ActionResult< CBotNPCArcher > OnStart( CBotNPCArcher *me, Action< CBotNPCArcher > *priorAction );
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virtual ActionResult< CBotNPCArcher > Update( CBotNPCArcher *me, float interval );
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virtual const char *GetName( void ) const { return "ShootBow"; } // return name of this action
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private:
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CHandle< CTFPlayer > m_target;
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};
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//---------------------------------------------------------------------------------------------
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ActionResult< CBotNPCArcher > CBotNPCArcherShootBow::OnStart( CBotNPCArcher *me, Action< CBotNPCArcher > *priorAction )
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{
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if ( !m_target )
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{
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return Done( "No target" );
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}
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me->GetLocomotionInterface()->FaceTowards( m_target->WorldSpaceCenter() );
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me->AddGesture( ACT_MP_ATTACK_STAND_ITEM2 );
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// fire arrow
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const float arrowSpeed = 2000.0f;
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const float arrowGravity = 0.2f;
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Vector muzzleOrigin;
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QAngle muzzleAngles;
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if ( me->GetBow()->GetAttachment( "muzzle", muzzleOrigin, muzzleAngles ) == false )
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{
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return Done( "No muzzle attachment!" );
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}
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// lead target
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float range = me->GetRangeTo( m_target->EyePosition() );
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float flightTime = range / arrowSpeed;
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Vector aimSpot = m_target->EyePosition() + m_target->GetAbsVelocity() * flightTime;
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Vector to = aimSpot - muzzleOrigin;
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VectorAngles( to, muzzleAngles );
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CTFProjectile_Arrow *arrow = CTFProjectile_Arrow::Create( muzzleOrigin, muzzleAngles, arrowSpeed, arrowGravity, TF_PROJECTILE_ARROW, me, me );
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if ( arrow )
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{
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arrow->SetLauncher( me );
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arrow->SetCritical( false );
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arrow->SetDamage( tf_bot_npc_archer_arrow_damage.GetFloat() );
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me->EmitSound( "Weapon_CompoundBow.Single" );
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CBotNPCArcher > CBotNPCArcherShootBow::Update( CBotNPCArcher *me, float interval )
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{
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if ( me->IsSequenceFinished() )
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{
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return Done();
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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class CBotNPCArcherGuardSpot : public Action< CBotNPCArcher >
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{
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public:
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virtual ActionResult< CBotNPCArcher > OnStart( CBotNPCArcher *me, Action< CBotNPCArcher > *priorAction )
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{
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me->GetBodyInterface()->StartActivity( ACT_MP_STAND_ITEM2 );
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return Continue();
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}
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CTFPlayer *GetVictim( CBotNPCArcher *me )
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{
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CUtlVector< CTFPlayer * > playerVector;
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CollectPlayers( &playerVector, TF_TEAM_BLUE, COLLECT_ONLY_LIVING_PLAYERS );
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CTFPlayer *closeVictim = NULL;
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float victimRangeSq = FLT_MAX;
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for( int i=0; i<playerVector.Count(); ++i )
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{
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float rangeSq = me->GetRangeSquaredTo( playerVector[i] );
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if ( rangeSq < victimRangeSq )
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{
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if ( playerVector[i]->m_Shared.IsStealthed() )
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{
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continue;
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}
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if ( me->IsLineOfSightClear( playerVector[i] ) )
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{
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closeVictim = playerVector[i];
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victimRangeSq = rangeSq;
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}
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}
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}
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return closeVictim;
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}
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virtual ActionResult< CBotNPCArcher > Update( CBotNPCArcher *me, float interval )
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{
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if ( TFGameRules()->GetActiveBoss() == NULL )
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{
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// the Boss has been defeated - give up
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return ChangeTo( new CBotNPCArcherSurrender, "The Boss is dead! I give up!" );
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}
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CTFPlayer *victim = GetVictim( me );
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if ( victim )
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{
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// look at visible victim out of range
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me->GetLocomotionInterface()->FaceTowards( victim->WorldSpaceCenter() );
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if ( m_shootTimer.IsElapsed() )
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{
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m_shootTimer.Start( tf_bot_npc_archer_shoot_interval.GetFloat() );
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return SuspendFor( new CBotNPCArcherShootBow( victim ), "Fire!" );
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}
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}
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if ( me->GetLocomotionInterface()->IsAttemptingToMove() )
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{
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// play running animation
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if ( !me->GetBodyInterface()->IsActivity( ACT_MP_DEPLOYED_IDLE_ITEM2 ) )
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{
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me->GetBodyInterface()->StartActivity( ACT_MP_DEPLOYED_IDLE_ITEM2 );
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}
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}
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else
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{
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// standing still
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if ( !me->GetBodyInterface()->IsActivity( ACT_MP_STAND_ITEM2 ) )
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{
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me->GetBodyInterface()->StartActivity( ACT_MP_STAND_ITEM2 );
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}
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}
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return Continue();
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}
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virtual const char *GetName( void ) const { return "GuardSpot"; } // return name of this action
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private:
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CountdownTimer m_shootTimer;
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};
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//---------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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class CBotNPCArcherMoveToMark : public Action< CBotNPCArcher >
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{
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public:
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virtual ActionResult< CBotNPCArcher > OnStart( CBotNPCArcher *me, Action< CBotNPCArcher > *priorAction )
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{
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ShortestPathCost cost;
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m_path.Compute( me, me->GetHomePosition(), cost );
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me->GetBodyInterface()->StartActivity( ACT_MP_RUN_ITEM2 );
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return Continue();
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}
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virtual ActionResult< CBotNPCArcher > Update( CBotNPCArcher *me, float interval )
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{
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m_path.Update( me );
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if ( !m_path.IsValid() )
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{
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return ChangeTo( new CBotNPCArcherGuardSpot, "Reached my mark" );
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}
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return Continue();
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}
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virtual const char *GetName( void ) const { return "MoveToMark"; } // return name of this action
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private:
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PathFollower m_path;
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};
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//---------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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class CBotNPCArcherBehavior : public Action< CBotNPCArcher >
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{
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public:
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virtual Action< CBotNPCArcher > *InitialContainedAction( CBotNPCArcher *me )
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{
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return new CBotNPCArcherMoveToMark;
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}
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virtual ActionResult< CBotNPCArcher > Update( CBotNPCArcher *me, float interval )
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{
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return Continue();
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}
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virtual EventDesiredResult< CBotNPCArcher > OnKilled( CBotNPCArcher *me, const CTakeDamageInfo &info )
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{
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// Calculate death force
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Vector forceVector = me->CalcDamageForceVector( info );
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// See if there's a ragdoll magnet that should influence our force.
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CRagdollMagnet *magnet = CRagdollMagnet::FindBestMagnet( me );
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if ( magnet )
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{
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forceVector += magnet->GetForceVector( me );
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}
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me->BecomeRagdoll( info, forceVector );
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return TryDone();
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}
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virtual const char *GetName( void ) const { return "Behavior"; } // return name of this action
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};
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IMPLEMENT_INTENTION_INTERFACE( CBotNPCArcher, CBotNPCArcherBehavior );
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