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377 lines
9.1 KiB
377 lines
9.1 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// tf_bot_mission_reprogrammed.cpp |
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// Move to target and explode |
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// Michael Booth, October 2011 |
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#include "cbase.h" |
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#include "tf_team.h" |
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#include "nav_mesh.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/missions/tf_bot_mission_reprogrammed.h" |
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#include "particle_parse.h" |
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#include "tf_obj_sentrygun.h" |
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#ifdef STAGING_ONLY |
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extern ConVar tf_bot_path_lookahead_range; |
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extern ConVar tf_bot_suicide_bomb_range; |
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ConVar tf_bot_reprogrammed_time( "tf_bot_reprogrammed_time", "8", FCVAR_CHEAT ); |
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//--------------------------------------------------------------------------------------------- |
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CTFBotMissionReprogrammed::CTFBotMissionReprogrammed( void ) |
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{ |
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} |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotMissionReprogrammed::OnStart( CTFBot *me, Action< CTFBot > *priorAction ) |
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{ |
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m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() ); |
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m_detonateTimer.Invalidate(); |
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m_detonateSeekTimer.Invalidate(); |
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m_reprogrammedTimer.Invalidate(); |
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m_hasDetonated = false; |
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m_consecutivePathFailures = 0; |
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m_wasSuccessful = false; |
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if ( me->HasTheFlag() ) |
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me->DropFlag(); |
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me->SetFlagTarget( NULL ); |
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m_victim = me->GetMissionTarget(); |
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// Find nearest, accessible teammate |
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if ( !m_victim ) |
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{ |
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CTFPlayer *pTarget = FindNearestEnemy( me ); |
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if ( pTarget ) |
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{ |
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me->SetMissionTarget( pTarget ); |
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m_victim = pTarget; |
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} |
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} |
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if ( m_victim ) |
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{ |
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m_lastKnownVictimPosition = m_victim->GetAbsOrigin(); |
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} |
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// We're guaranteed to stay alive for a period of time |
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me->SetHealth( 1 ); |
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me->m_takedamage = DAMAGE_NO; |
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// Duration |
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m_reprogrammedTimer.Start( tf_bot_reprogrammed_time.GetFloat() ); |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotMissionReprogrammed::Update( CTFBot *me, float interval ) |
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{ |
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bool bDetonate = false; |
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// one we start detonating, there's no turning back |
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if ( m_detonateTimer.HasStarted() ) |
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{ |
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if ( m_detonateTimer.IsElapsed() ) |
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{ |
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m_vecDetLocation = me->GetAbsOrigin(); |
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Detonate( me ); |
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return Done( "KABOOM!" ); |
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} |
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return Continue(); |
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} |
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// Find nearest, accessible teammate |
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if ( !m_victim || !m_victim->IsAlive() ) |
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{ |
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m_victim.Set( NULL ); |
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CTFPlayer *pTarget = FindNearestEnemy( me ); |
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if ( pTarget ) |
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{ |
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me->SetMissionTarget( pTarget ); |
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m_victim = pTarget; |
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} |
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} |
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if ( m_victim ) |
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{ |
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me->m_Shared.RemoveCond( TF_COND_STUNNED ); |
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// update chase destination |
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if ( m_victim->IsAlive() && !m_victim->IsEffectActive( EF_NODRAW ) ) |
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{ |
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m_lastKnownVictimPosition = m_victim->GetAbsOrigin(); |
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} |
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} |
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if ( m_talkTimer.IsElapsed() ) |
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{ |
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m_talkTimer.Start( 4.0f ); |
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me->EmitSound( "MVM.SentryBusterIntro" ); |
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} |
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if ( m_repathTimer.IsElapsed() ) |
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{ |
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m_repathTimer.Start( RandomFloat( 0.5f, 1.0f ) ); |
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CTFBotPathCost cost( me, FASTEST_ROUTE ); |
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m_path.Compute( me, m_lastKnownVictimPosition, cost ); |
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if ( m_path.Compute( me, m_lastKnownVictimPosition, cost ) == false ) |
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{ |
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++m_consecutivePathFailures; |
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if ( m_consecutivePathFailures >= 3 ) |
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{ |
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bDetonate = true; |
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} |
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} |
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} |
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// move to the victim |
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m_path.Update( me ); |
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// Reprogramming time is up. Find nearest and detonate. |
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if ( m_reprogrammedTimer.IsElapsed() ) |
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{ |
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// Limit this mode to 5 seconds |
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if ( !m_detonateSeekTimer.HasStarted() ) |
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{ |
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m_detonateSeekTimer.Start( 5.f ); |
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} |
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else if ( m_detonateSeekTimer.IsElapsed() ) |
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{ |
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bDetonate = true; |
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} |
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// Get to a third of the damage range before detonating |
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const float detonateRange = tf_bot_suicide_bomb_range.GetFloat() / 3.0f; |
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if ( me->IsDistanceBetweenLessThan( m_lastKnownVictimPosition, detonateRange ) ) |
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{ |
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if ( me->IsLineOfFireClear( m_lastKnownVictimPosition + Vector( 0, 0, StepHeight ) ) ) |
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{ |
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bDetonate = true; |
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} |
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} |
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} |
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if ( bDetonate ) |
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{ |
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StartDetonate( me, true ); |
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} |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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void CTFBotMissionReprogrammed::OnEnd( CTFBot *me, Action< CTFBot > *nextAction ) |
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{ |
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if ( me->IsAlive() ) |
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{ |
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me->ForceChangeTeam( TEAM_SPECTATOR ); |
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} |
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} |
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//--------------------------------------------------------------------------------------------- |
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EventDesiredResult< CTFBot > CTFBotMissionReprogrammed::OnKilled( CTFBot *me, const CTakeDamageInfo &info ) |
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{ |
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// Keep us alive, but run to nearest enemy |
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if ( !m_hasDetonated ) |
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{ |
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if ( !m_detonateTimer.HasStarted() ) |
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{ |
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StartDetonate( me ); |
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} |
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else |
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{ |
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Detonate( me ); |
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} |
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} |
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return TryContinue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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EventDesiredResult< CTFBot > CTFBotMissionReprogrammed::OnStuck( CTFBot *me ) |
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{ |
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// we're stuck, decide to detonate now! |
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if ( !m_hasDetonated && !m_detonateTimer.HasStarted() ) |
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{ |
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StartDetonate( me ); |
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} |
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return TryContinue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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void CTFBotMissionReprogrammed::StartDetonate( CTFBot *me, bool wasSuccessful /* = false */ ) |
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{ |
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if ( m_detonateTimer.HasStarted() ) |
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return; |
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if ( !me->IsAlive() || me->GetHealth() < 1 ) |
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{ |
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if ( me->GetTeamNumber() != TEAM_SPECTATOR) |
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{ |
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me->m_lifeState = LIFE_ALIVE; |
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me->SetHealth( 1 ); |
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} |
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} |
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m_wasSuccessful = wasSuccessful; |
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me->Taunt( TAUNT_BASE_WEAPON ); |
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m_detonateTimer.Start( 2.f ); |
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me->EmitSound( "MvM.SentryBusterSpin" ); |
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} |
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//--------------------------------------------------------------------------------------------- |
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void CTFBotMissionReprogrammed::Detonate( CTFBot *me ) |
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{ |
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// BLAST! |
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m_hasDetonated = true; |
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DispatchParticleEffect( "explosionTrail_seeds_mvm", me->GetAbsOrigin(), me->GetAbsAngles() ); |
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DispatchParticleEffect( "fluidSmokeExpl_ring_mvm", me->GetAbsOrigin(), me->GetAbsAngles() ); |
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me->EmitSound( "MVM.SentryBusterExplode" ); |
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UTIL_ScreenShake( me->GetAbsOrigin(), 25.0f, 5.0f, 5.0f, 1000.0f, SHAKE_START ); |
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if ( !m_wasSuccessful ) |
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{ |
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if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() ) |
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{ |
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TFGameRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_MVM_SENTRY_BUSTER_DOWN, TF_TEAM_PVE_DEFENDERS ); |
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} |
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} |
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CUtlVector< CTFPlayer* > playerVector; |
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CUtlVector< CBaseCombatCharacter* > victimVector; |
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// Only damage our original team (reprogramming switches team) |
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CTFTeam *pTeam = me->GetOpposingTFTeam(); |
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if ( pTeam ) |
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{ |
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CollectPlayers( &playerVector, pTeam->GetTeamNumber(), COLLECT_ONLY_LIVING_PLAYERS ); |
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// objects |
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for ( int i = 0; i < pTeam->GetNumObjects(); ++i ) |
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{ |
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CBaseObject *object = pTeam->GetObject( i ); |
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if ( object ) |
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{ |
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victimVector.AddToTail( object ); |
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} |
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} |
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} |
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// players |
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for ( int i = 0; i < playerVector.Count(); ++i ) |
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{ |
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victimVector.AddToTail( playerVector[i] ); |
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} |
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// non-player bots |
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CUtlVector< INextBot * > botVector; |
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TheNextBots().CollectAllBots( &botVector ); |
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for( int i = 0; i < botVector.Count(); ++i ) |
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{ |
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CBaseCombatCharacter *bot = botVector[i]->GetEntity(); |
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if ( !bot->IsPlayer() && bot->IsAlive() ) |
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{ |
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victimVector.AddToTail( bot ); |
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} |
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} |
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// Clear my mission before we have everyone take damage so I will die with the rest |
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me->SetMission( CTFBot::NO_MISSION, MISSION_DOESNT_RESET_BEHAVIOR_SYSTEM ); |
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me->m_takedamage = DAMAGE_YES; |
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// kill victims (including me) |
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for( int i = 0; i < victimVector.Count(); ++i ) |
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{ |
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CBaseCombatCharacter *victim = victimVector[i]; |
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Vector toVictim = victim->WorldSpaceCenter() - me->WorldSpaceCenter(); |
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if ( toVictim.IsLengthGreaterThan( tf_bot_suicide_bomb_range.GetFloat() ) ) |
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continue; |
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if ( victim->IsPlayer() ) |
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{ |
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color32 colorHit = { 255, 255, 255, 255 }; |
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UTIL_ScreenFade( victim, colorHit, 1.0f, 0.1f, FFADE_IN ); |
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} |
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if ( me->IsLineOfFireClear( victim ) ) |
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{ |
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toVictim.NormalizeInPlace(); |
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const int nDamage = 1000; |
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CTakeDamageInfo info( me, me, nDamage, DMG_BLAST, TF_DMG_CUSTOM_NONE ); |
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CalculateMeleeDamageForce( &info, toVictim, me->WorldSpaceCenter(), 1.0f ); |
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victim->TakeDamage( info ); |
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} |
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} |
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// make sure we're removed (in case we detonated in our spawn area where we are invulnerable) |
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me->ForceChangeTeam( TEAM_SPECTATOR ); |
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} |
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//--------------------------------------------------------------------------------------------- |
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CTFPlayer *CTFBotMissionReprogrammed::FindNearestEnemy( CTFBot *me ) |
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{ |
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CUtlVector< CTFPlayer* > playerVector; |
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CollectPlayers( &playerVector, GetEnemyTeam( me->GetTeamNumber() ), COLLECT_ONLY_LIVING_PLAYERS ); |
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CTFPlayer *pClosestPlayer = NULL; |
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float flClosestPlayerDist = FLT_MAX; |
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FOR_EACH_VEC( playerVector, i ) |
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{ |
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if ( !playerVector[i] ) |
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continue; |
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if ( playerVector[i] == me ) |
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continue; |
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me->GetDistanceBetween( playerVector[i] ); |
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// Find closest |
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float flDist = me->GetDistanceBetween( playerVector[i] ); |
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if ( flDist < flClosestPlayerDist ) |
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{ |
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pClosestPlayer = playerVector[i]; |
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flClosestPlayerDist = flDist; |
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} |
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} |
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return pClosestPlayer; |
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} |
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//--------------------------------------------------------------------------------------------- |
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QueryResultType CTFBotMissionReprogrammed::ShouldAttack( const INextBot *me, const CKnownEntity *them ) const |
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{ |
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return ( m_detonateTimer.HasStarted() ) ? ANSWER_NO : ANSWER_YES; |
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} |
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#endif // STAGING_ONLY |
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