Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_escort_flag_carrier.cpp
// Escort the flag carrier to their destination
// Michael Booth, May 2011
#include "cbase.h"
#include "bot/tf_bot.h"
#include "bot/behavior/scenario/capture_the_flag/tf_bot_escort_flag_carrier.h"
#include "bot/behavior/scenario/capture_the_flag/tf_bot_attack_flag_defenders.h"
#include "bot/behavior/scenario/capture_the_flag/tf_bot_deliver_flag.h"
extern ConVar tf_bot_flag_escort_range;
ConVar tf_bot_flag_escort_give_up_range( "tf_bot_flag_escort_give_up_range", "1000", FCVAR_CHEAT );
ConVar tf_bot_flag_escort_max_count( "tf_bot_flag_escort_max_count", "4", FCVAR_CHEAT );
//---------------------------------------------------------------------------------------------
//
// Count the number of TFBots currently engaged in the "EscortFlagCarrier" behavior
//
int GetBotEscortCount( int team )
{
int count = 0;
CUtlVector< CTFPlayer * > livePlayerVector;
CollectPlayers( &livePlayerVector, team, COLLECT_ONLY_LIVING_PLAYERS );
int i;
for( i=0; i<livePlayerVector.Count(); ++i )
{
CTFBot *bot = dynamic_cast< CTFBot * >( livePlayerVector[i] );
if ( bot )
{
Behavior< CTFBot > *behavior = (Behavior< CTFBot > *)bot->GetIntentionInterface()->FirstContainedResponder();
if ( behavior )
{
Action< CTFBot > *action = (Action< CTFBot > *)behavior->FirstContainedResponder();
while( action && action->GetActiveChildAction() )
{
action = action->GetActiveChildAction();
}
if ( action && action->IsNamed( "EscortFlagCarrier" ) )
{
++count;
}
}
}
}
return count;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotEscortFlagCarrier::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotEscortFlagCarrier::Update( CTFBot *me, float interval )
{
CCaptureFlag *flag = me->GetFlagToFetch();
if ( !flag )
{
return Done( "No flag" );
}
CTFPlayer *carrier = ToTFPlayer( flag->GetOwnerEntity() );
if ( !carrier )
{
return Done( "Flag was dropped" );
}
else if ( me->IsSelf( carrier ) )
{
return Done( "I picked up the flag!" );
}
// stay near the carrier
if ( me->IsRangeGreaterThan( carrier, tf_bot_flag_escort_give_up_range.GetFloat() ) )
{
if ( me->SelectRandomReachableEnemy() )
{
// too far away - give up
return ChangeTo( new CTFBotAttackFlagDefenders, "Too far from flag carrier - attack defenders!" );
}
}
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
if ( threat && threat->IsVisibleRecently() )
{
// prepare to fight
me->EquipBestWeaponForThreat( threat );
}
CTFWeaponBase *myWeapon = me->m_Shared.GetActiveTFWeapon();
if ( myWeapon && myWeapon->IsMeleeWeapon() )
{
if ( me->IsRangeLessThan( carrier, tf_bot_flag_escort_range.GetFloat() ) && me->IsLineOfSightClear( carrier ) )
{
ActionResult< CTFBot > result = m_meleeAttackAction.Update( me, interval );
if ( result.IsContinue() )
{
// we have a melee target, and we're still reasonably close to the flag carrier
return Continue();
}
}
}
if ( me->IsRangeGreaterThan( carrier, 0.5f * tf_bot_flag_escort_range.GetFloat() ) )
{
// move near carrier
if ( m_repathTimer.IsElapsed() )
{
if ( GetBotEscortCount( me->GetTeamNumber() ) > tf_bot_flag_escort_max_count.GetInt() )
{
if ( me->SelectRandomReachableEnemy() )
{
return Done( "Too many flag escorts - giving up" );
}
}
CTFBotPathCost cost( me, FASTEST_ROUTE );
m_path.Compute( me, carrier, cost );
m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
}
m_path.Update( me );
}
return Continue();
}