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343 lines
9.3 KiB
343 lines
9.3 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_stickybomb_sentrygun.cpp
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// Destroy the given sentrygun with stickybombs
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// Michael Booth, August 2010
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#include "cbase.h"
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#include "tf_player.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/demoman/tf_bot_stickybomb_sentrygun.h"
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#include "tf_weapon_pipebomblauncher.h"
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#include "tf_obj_sentrygun.h"
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#include "NextBotUtil.h"
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ConVar tf_bot_sticky_base_range( "tf_bot_sticky_base_range", "800", FCVAR_CHEAT );
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ConVar tf_bot_sticky_charge_rate( "tf_bot_sticky_charge_rate", "0.01", FCVAR_CHEAT, "Seconds of charge per unit range beyond base" );
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//---------------------------------------------------------------------------------------------
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CTFBotStickybombSentrygun::CTFBotStickybombSentrygun( CObjectSentrygun *sentrygun )
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{
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m_sentrygun = sentrygun;
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m_hasGivenAim = false;
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}
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//---------------------------------------------------------------------------------------------
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CTFBotStickybombSentrygun::CTFBotStickybombSentrygun( CObjectSentrygun *sentrygun, float aimYaw, float aimPitch, float aimCharge )
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{
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m_sentrygun = sentrygun;
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m_hasGivenAim = true;
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m_givenYaw = aimYaw;
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m_givenPitch = aimPitch;
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m_givenCharge = aimCharge;
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotStickybombSentrygun::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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// detonate old set of stickies
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me->PressAltFireButton();
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// own our view updating so we can aim
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me->StopLookingAroundForEnemies();
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m_isFullReloadNeeded = true;
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// STOP
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me->SetAbsVelocity( vec3_origin );
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m_searchPitch = 0.0f;
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m_hasTarget = false;
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m_searchTimer.Start( 3.0f );
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m_isChargingShot = false;
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if ( m_hasGivenAim )
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{
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m_hasTarget = true;
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// remember where we are standing - if we move for any reason, we'll need to re-search
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m_launchSpot = me->GetAbsOrigin();
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// start charging up the sticky launch
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m_chargeToLaunch = m_givenCharge;
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m_isChargingShot = true;
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// aim along given pitch/yaw
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QAngle angles;
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angles.x = m_givenPitch;
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angles.y = m_givenYaw;
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angles.z = 0.0f;
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Vector aimForward;
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AngleVectors( angles, &aimForward );
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m_eyeAimTarget = me->EyePosition() + 1500.0f * aimForward;
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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bool CTFBotStickybombSentrygun::IsAimOnTarget( CTFBot *me, float pitch, float yaw, float charge )
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{
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// estimate impact spot
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Vector impactSpot = me->EstimateStickybombProjectileImpactPosition( pitch, yaw, charge );
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// check if impactSpot landed near sentry
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const float explosionRadius = 75.0f;
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if ( ( m_sentrygun->WorldSpaceCenter() - impactSpot ).IsLengthLessThan( explosionRadius ) )
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{
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trace_t trace;
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NextBotTraceFilterIgnoreActors filter( NULL, COLLISION_GROUP_NONE );
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UTIL_TraceLine( m_sentrygun->WorldSpaceCenter(), impactSpot, MASK_SOLID_BRUSHONLY, &filter, &trace );
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if ( !trace.DidHit() )
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{
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// NDebugOverlay::Cross3D( impactSpot, 10.0f, 100, 255, 0, true, 60.0f );
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return true;
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}
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}
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return false;
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotStickybombSentrygun::Update( CTFBot *me, float interval )
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{
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CTFWeaponBase *myCurrentWeapon = me->m_Shared.GetActiveTFWeapon();
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CTFPipebombLauncher *stickyLauncher = dynamic_cast< CTFPipebombLauncher * >( me->Weapon_GetSlot( TF_WPN_TYPE_SECONDARY ) );
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if ( !myCurrentWeapon || !stickyLauncher )
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{
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return Done( "Missing weapon" );
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}
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if ( myCurrentWeapon->GetWeaponID() != TF_WEAPON_PIPEBOMBLAUNCHER )
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{
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me->Weapon_Switch( stickyLauncher );
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}
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if ( m_sentrygun == NULL || !m_sentrygun->IsAlive() )
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{
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return Done( "Sentry destroyed" );
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}
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if ( !m_hasTarget && m_searchTimer.IsElapsed() )
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{
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return Done( "Can't find aim" );
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}
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// reload fully
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if ( m_isFullReloadNeeded )
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{
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int maxClip = MIN( stickyLauncher->GetMaxClip1(), me->GetAmmoCount( TF_AMMO_SECONDARY ) );
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if ( stickyLauncher->Clip1() >= maxClip )
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{
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// fully reloaded
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m_isFullReloadNeeded = false;
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}
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me->PressReloadButton();
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return Continue();
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}
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int requiredStickyBombs = 3;
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if ( TFGameRules()->IsMannVsMachineMode() )
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{
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// launch more stickies to make sure we take out beefed-up sentries
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requiredStickyBombs = 5;
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}
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if ( stickyLauncher->GetPipeBombCount() >= requiredStickyBombs || me->GetAmmoCount( TF_AMMO_SECONDARY ) <= 0 )
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{
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// stickies laid - detonate them once they are on the ground
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const CUtlVector< CHandle< CTFGrenadePipebombProjectile > > &pipeVector = stickyLauncher->GetPipeBombVector();
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int i;
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for( i=0; i<pipeVector.Count(); ++i )
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{
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if ( pipeVector[i].Get() && !pipeVector[i]->m_bTouched )
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{
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break;
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}
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}
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if ( i == pipeVector.Count() )
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{
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// stickies are on the ground
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me->PressAltFireButton();
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if ( me->GetAmmoCount( TF_AMMO_SECONDARY ) <= 0 )
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{
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return Done( "Out of ammo" );
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}
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}
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}
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else if ( m_isChargingShot )
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{
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// fudge charge time a bit longer - better to overshoot
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float stickyChargeTime = 1.1f * m_chargeToLaunch * TF_PIPEBOMB_MAX_CHARGE_TIME;
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me->GetBodyInterface()->AimHeadTowards( m_eyeAimTarget, IBody::CRITICAL, 0.3f, NULL, "Aiming a sticky bomb at a sentrygun" );
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if ( gpGlobals->curtime - stickyLauncher->GetChargeBeginTime() >= stickyChargeTime )
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{
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// let go
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me->ReleaseFireButton();
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m_isChargingShot = false;
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}
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else
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{
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me->PressFireButton();
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}
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}
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else if ( stickyLauncher->m_flNextPrimaryAttack < gpGlobals->curtime )
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{
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// if we've moved, we need to re-search
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if ( m_hasTarget )
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{
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const float tolerance = 1.0f;
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if ( me->IsRangeGreaterThan( m_launchSpot, tolerance ) )
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{
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m_hasTarget = false;
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m_searchTimer.Reset();
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}
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}
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if ( !m_hasTarget )
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{
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// search for angle to land sticky near sentry
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Vector toSentry = m_sentrygun->WorldSpaceCenter() - me->EyePosition();
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QAngle angles;
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VectorAngles( toSentry, angles );
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float bestYaw = 0.0f;
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float bestPitch = 0.0f;
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float bestCharge = 1.0f;
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const int trials = 100;
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for( int t=0; t<trials; ++t )
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{
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float yaw = angles.y + RandomFloat( -30.0f, 30.0f );
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// float pitch = ( trials & 0x1 ) ? m_searchPitch : -m_searchPitch;
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float pitch = RandomFloat( -85.0f, 85.0f );
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float charge = 0.0f;
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if ( toSentry.IsLengthGreaterThan( tf_bot_sticky_base_range.GetBool() ) )
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{
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charge = RandomFloat( 0.1f, 1.0f );
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// skew towards zero - full charge shots are seldom required
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charge *= charge;
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}
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if ( IsAimOnTarget( me, pitch, yaw, charge ) )
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{
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// found target aim - keep one we find with least required
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// charge, because we need to be fast in combat
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if ( charge < bestCharge )
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{
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m_hasTarget = true;
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bestCharge = charge;
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m_chargeToLaunch = bestCharge;
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bestYaw = yaw;
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bestPitch = pitch;
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if ( bestCharge < 0.01 )
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{
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// as quick as possible - no need to search further
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break;
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}
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}
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}
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}
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// aim along yaw/pitch to reach impact spot
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angles.x = bestPitch;
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angles.y = bestYaw;
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angles.z = 0.0f;
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Vector aimForward;
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AngleVectors( angles, &aimForward );
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// always recompute eye aim target so we can update our view
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m_eyeAimTarget = me->EyePosition() + 500.0f * aimForward;
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me->GetBodyInterface()->AimHeadTowards( m_eyeAimTarget, IBody::CRITICAL, 0.3f, NULL, "Searching for aim..." );
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}
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if ( m_hasTarget )
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{
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// remember where we are standing - if we move for any reason, we'll need to re-search
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m_launchSpot = me->GetAbsOrigin();
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// start charging up the sticky launch
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me->PressFireButton();
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m_isChargingShot = true;
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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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void CTFBotStickybombSentrygun::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
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{
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// detonate any stickes left out there
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me->PressAltFireButton();
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me->StartLookingAroundForEnemies();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotStickybombSentrygun::OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction )
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{
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// detonate any stickes left out there
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me->PressAltFireButton();
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// this behavior is transitory - if we need to do something else, just give up
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return Done();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotStickybombSentrygun::OnInjured( CTFBot *me, const CTakeDamageInfo &info )
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{
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return TryDone( RESULT_IMPORTANT, "Ouch!" );
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}
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//---------------------------------------------------------------------------------------------
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QueryResultType CTFBotStickybombSentrygun::ShouldAttack( const INextBot *me, const CKnownEntity *them ) const
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{
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return ANSWER_NO;
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}
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//---------------------------------------------------------------------------------------------
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QueryResultType CTFBotStickybombSentrygun::ShouldHurry( const INextBot *me ) const
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{
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// while killing a sentry we're "hurrying" so we don't dodge
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return ANSWER_YES;
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}
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//---------------------------------------------------------------------------------------------
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QueryResultType CTFBotStickybombSentrygun::ShouldRetreat( const INextBot *me ) const
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{
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// stay stuck in to try to kill that gun!
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return ANSWER_NO;
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}
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