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158 lines
4.9 KiB
158 lines
4.9 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_attack.cpp
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// Attack our threat
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// Michael Booth, February 2009
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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 "team_control_point_master.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/tf_bot_attack.h"
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#include "nav_mesh.h"
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extern ConVar tf_bot_path_lookahead_range;
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extern ConVar tf_bot_offense_must_push_time;
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//---------------------------------------------------------------------------------------------
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CTFBotAttack::CTFBotAttack( void ) : m_chasePath( ChasePath::LEAD_SUBJECT )
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{
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotAttack::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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// head aiming and weapon firing is handled elsewhere - we just need to get into position to fight
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ActionResult< CTFBot > CTFBotAttack::Update( CTFBot *me, float interval )
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{
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CTFWeaponBase *myWeapon = me->m_Shared.GetActiveTFWeapon();
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bool isUsingCloseRangeWeapon = ( myWeapon && ( myWeapon->IsWeapon( TF_WEAPON_FLAMETHROWER ) || myWeapon->IsMeleeWeapon() ) );
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
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if ( threat == NULL || threat->IsObsolete() || !me->GetIntentionInterface()->ShouldAttack( me, threat ) )
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{
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return Done( "No threat" );
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}
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me->EquipBestWeaponForThreat( threat );
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if ( isUsingCloseRangeWeapon && threat->IsVisibleRecently() && me->IsRangeLessThan( threat->GetLastKnownPosition(), 1.1f * me->GetDesiredAttackRange() ) )
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{
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// circle around our victim
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if ( me->TransientlyConsistentRandomValue( 3.0f ) < 0.5f )
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{
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me->PressLeftButton();
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}
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else
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{
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me->PressRightButton();
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}
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}
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// pursue the threat. if not visible, go to the last known position
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if ( !threat->IsVisibleRecently() ||
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me->IsRangeGreaterThan( threat->GetEntity()->GetAbsOrigin(), me->GetDesiredAttackRange() ) ||
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!me->IsLineOfFireClear( threat->GetEntity()->EyePosition() ) )
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{
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if ( threat->IsVisibleRecently() )
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{
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if ( isUsingCloseRangeWeapon && !TFGameRules()->IsMannVsMachineMode() ) // all bots in MvM use the default route
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{
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CTFBotPathCost cost( me, SAFEST_ROUTE );
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m_chasePath.Update( me, threat->GetEntity(), cost );
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}
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else
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{
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CTFBotPathCost cost( me, DEFAULT_ROUTE );
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m_chasePath.Update( me, threat->GetEntity(), cost );
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}
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}
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else
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{
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// if we're at the threat's last known position and he's still not visible, we lost him
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m_chasePath.Invalidate();
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if ( me->IsRangeLessThan( threat->GetLastKnownPosition(), 20.0f ) )
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{
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me->GetVisionInterface()->ForgetEntity( threat->GetEntity() );
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return Done( "I lost my target!" );
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}
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// look where we last saw him as we approach
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if ( me->IsRangeLessThan( threat->GetLastKnownPosition(), me->GetMaxAttackRange() ) )
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{
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me->GetBodyInterface()->AimHeadTowards( threat->GetLastKnownPosition() + Vector( 0, 0, HumanEyeHeight ), IBody::IMPORTANT, 0.2f, NULL, "Looking towards where we lost sight of our victim" );
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}
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m_path.Update( me );
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if ( m_repathTimer.IsElapsed() )
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{
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//m_repathTimer.Start( RandomFloat( 0.3f, 0.5f ) );
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m_repathTimer.Start( RandomFloat( 3.0f, 5.0f ) );
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if ( isUsingCloseRangeWeapon && !TFGameRules()->IsMannVsMachineMode() ) // all bots in MvM use the default route
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{
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CTFBotPathCost cost( me, SAFEST_ROUTE );
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m_path.Compute( me, threat->GetLastKnownPosition(), cost );
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}
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else
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{
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CTFBotPathCost cost( me, DEFAULT_ROUTE );
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float maxPathLength = TFGameRules()->IsMannVsMachineMode() ? TFBOT_MVM_MAX_PATH_LENGTH : 0.0f;
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m_path.Compute( me, threat->GetLastKnownPosition(), cost, maxPathLength );
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}
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}
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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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EventDesiredResult< CTFBot > CTFBotAttack::OnStuck( CTFBot *me )
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{
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return TryContinue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotAttack::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 > CTFBotAttack::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
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{
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return TryContinue();
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}
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//---------------------------------------------------------------------------------------------
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QueryResultType CTFBotAttack::ShouldRetreat( const INextBot *me ) const
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{
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return ANSWER_UNDEFINED;
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}
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//---------------------------------------------------------------------------------------------
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QueryResultType CTFBotAttack::ShouldHurry( const INextBot *me ) const
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{
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return ANSWER_UNDEFINED;
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}
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