Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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4 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
// Michael Booth, September 2012
#include "cbase.h"
#include "nav_mesh.h"
#include "tf_player.h"
#include "tf_obj.h"
#include "tf_obj_sentrygun.h"
#include "tf_obj_dispenser.h"
#include "tf_gamerules.h"
#include "tf_weapon_builder.h"
#include "bot/tf_bot.h"
#include "bot/behavior/engineer/mvm_engineer/tf_bot_mvm_engineer_build_sentry.h"
#include "bot/map_entities/tf_bot_hint_sentrygun.h"
#include "bot/map_entities/tf_bot_hint_teleporter_exit.h"
#include "string_t.h"
#include "tf_fx.h"
extern ConVar tf_bot_engineer_mvm_building_health_multiplier;
//---------------------------------------------------------------------------------------------
CTFBotMvMEngineerBuildSentryGun::CTFBotMvMEngineerBuildSentryGun( CTFBotHintSentrygun* pSentryHint )
{
m_sentryBuildHint = pSentryHint;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotMvMEngineerBuildSentryGun::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
me->StartBuildingObjectOfType( OBJ_SENTRYGUN );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotMvMEngineerBuildSentryGun::Update( CTFBot *me, float interval )
{
if ( m_sentryBuildHint == NULL )
return Done( "No hint entity" );
float rangeToBuildSpot = me->GetRangeTo( m_sentryBuildHint->GetAbsOrigin() );
if ( rangeToBuildSpot < 200.0f )
{
// crouch as we get close so we don't overshoot
me->PressCrouchButton();
me->GetBodyInterface()->AimHeadTowards( m_sentryBuildHint->GetAbsOrigin(), IBody::MANDATORY, 0.1f, NULL, "Placing sentry" );
}
// various interruptions could mean we're away from our build location - move to it
if ( rangeToBuildSpot > 25.0f )
{
if ( m_repathTimer.IsElapsed() )
{
m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
CTFBotPathCost cost( me, SAFEST_ROUTE );
m_path.Compute( me, m_sentryBuildHint->GetAbsOrigin(), cost );
}
m_path.Update( me );
if ( !m_path.IsValid() )
{
return Done( "Path failed" );
}
return Continue();
}
if ( !m_delayBuildTime.HasStarted() )
{
m_delayBuildTime.Start( 0.1f );
TFGameRules()->PushAllPlayersAway( m_sentryBuildHint->GetAbsOrigin(), 400, 500, TF_TEAM_RED );
}
else if ( m_delayBuildTime.HasStarted() && m_delayBuildTime.IsElapsed() )
{
// destroy previous object
me->DetonateObjectOfType( OBJ_SENTRYGUN, MODE_SENTRYGUN_NORMAL, true );
// directly create a sentry gun at the precise position and orientation desired
m_sentry = (CObjectSentrygun *)CreateEntityByName( "obj_sentrygun" );
if ( m_sentry )
{
m_sentry->SetName( m_sentryBuildHint->GetEntityName() );
m_sentryBuildHint->IncrementUseCount();
m_sentry->m_nDefaultUpgradeLevel = 2;
m_sentry->SetAbsOrigin( m_sentryBuildHint->GetAbsOrigin() );
m_sentry->SetAbsAngles( QAngle( 0, m_sentryBuildHint->GetAbsAngles().y, 0 ) );
m_sentry->Spawn();
m_sentry->StartPlacement( me );
m_sentry->StartBuilding( me );
// the sentry owns this hint now
m_sentryBuildHint->SetOwnerEntity( m_sentry );
m_sentry = NULL;
}
return Done( "Built a sentry" );
}
return Continue();
}
//---------------------------------------------------------------------------------------------
void CTFBotMvMEngineerBuildSentryGun::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
{
if ( m_sentry.Get() )
{
m_sentry->DropCarriedObject( me );
UTIL_Remove( m_sentry );
m_sentry = NULL;
}
}