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164 lines
5.0 KiB
164 lines
5.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// tf_bot_mob_rush.cpp |
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// A member of a rushing mob of melee attackers |
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// Michael Booth, October 2009 |
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#include "cbase.h" |
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#ifdef TF_RAID_MODE |
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#include "team.h" |
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#include "bot/tf_bot.h" |
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#include "bot/behavior/tf_bot_taunt.h" |
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#include "bot/behavior/scenario/raid/tf_bot_mob_rush.h" |
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ConVar tf_bot_taunt_range( "tf_bot_taunt_range", "100", FCVAR_CHEAT ); |
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ConVar tf_raid_mob_rush_vocalize_min_interval( "tf_raid_mob_rush_vocalize_min_interval", "5", FCVAR_CHEAT ); |
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ConVar tf_raid_mob_rush_vocalize_max_interval( "tf_raid_mob_rush_vocalize_max_interval", "8", FCVAR_CHEAT ); |
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ConVar tf_raid_mob_avoid_range( "tf_raid_mob_avoid_range", "100", FCVAR_CHEAT ); |
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//--------------------------------------------------------------------------------------------- |
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//--------------------------------------------------------------------------------------------- |
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CTFBotMobRush::CTFBotMobRush( CTFPlayer *victim, float reactionTime ) |
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{ |
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m_victim = victim; |
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// this isn't strictly correct - we shouldn't start the timer until OnStart |
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m_reactionTimer.Start( reactionTime ); |
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} |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotMobRush::OnStart( CTFBot *me, Action< CTFBot > *priorAction ) |
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{ |
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m_vocalizeTimer.Start( RandomFloat( tf_raid_mob_rush_vocalize_min_interval.GetFloat(), tf_raid_mob_rush_vocalize_max_interval.GetFloat() ) ); |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotMobRush::Update( CTFBot *me, float interval ) |
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{ |
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// mobs use only their melee weapons |
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CBaseCombatWeapon *meleeWeapon = me->Weapon_GetSlot( TF_WPN_TYPE_MELEE ); |
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if ( meleeWeapon ) |
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{ |
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me->Weapon_Switch( meleeWeapon ); |
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} |
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if ( m_victim == NULL ) |
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{ |
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return Done( "No victim" ); |
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} |
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me->GetBodyInterface()->AimHeadTowards( m_victim, IBody::CRITICAL, 1.0f, NULL, "Looking at our melee target" ); |
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if ( m_reactionTimer.HasStarted() ) |
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{ |
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if ( m_reactionTimer.IsElapsed() ) |
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{ |
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// snap out of it! |
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me->DoAnimationEvent( PLAYERANIMEVENT_VOICE_COMMAND_GESTURE, ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY ); |
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me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_BATTLECRY ); |
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m_reactionTimer.Invalidate(); |
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} |
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else |
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{ |
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// wait for reaction time to elapse |
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return Continue(); |
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} |
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} |
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if ( me->IsPlayingGesture( ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY ) ) |
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{ |
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// wait for "wake up" anim to finish |
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return Continue(); |
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} |
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// just keep swinging |
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me->PressFireButton(); |
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// chase them down |
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CTFBotPathCost cost( me, FASTEST_ROUTE ); |
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m_path.Update( me, m_victim, cost ); |
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// avoid friends |
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CTeam *team = GetGlobalTeam( TF_TEAM_RED ); |
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for( int t=0; t<team->GetNumPlayers(); ++t ) |
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{ |
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CTFPlayer *teamMember = (CTFPlayer *)team->GetPlayer(t); |
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if ( !teamMember->IsAlive() ) |
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continue; |
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Vector toBuddy = teamMember->GetAbsOrigin() - me->GetAbsOrigin(); |
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if ( toBuddy.IsLengthLessThan( tf_raid_mob_avoid_range.GetFloat() ) ) |
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{ |
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float range = toBuddy.NormalizeInPlace(); |
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me->GetLocomotionInterface()->Approach( me->GetAbsOrigin() - 100.0f * toBuddy, 1.0f - ( range / tf_raid_mob_avoid_range.GetFloat() ) ); |
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} |
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} |
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if ( !m_victim->IsAlive() && me->IsRangeLessThan( m_victim, tf_bot_taunt_range.GetFloat() ) ) |
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{ |
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// we got 'em! |
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return ChangeTo( new CTFBotTaunt, "Taunt their corpse" ); |
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} |
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if ( m_vocalizeTimer.IsElapsed() ) |
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{ |
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m_vocalizeTimer.Start( RandomFloat( tf_raid_mob_rush_vocalize_min_interval.GetFloat(), tf_raid_mob_rush_vocalize_max_interval.GetFloat() ) ); |
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if ( me->IsPlayerClass( TF_CLASS_SCOUT ) ) |
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me->EmitSound( "Scout.MobJabber" ); |
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else if ( me->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) ) |
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me->EmitSound( "Heavy.MobJabber" ); |
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else |
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me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_BATTLECRY ); |
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} |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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EventDesiredResult< CTFBot > CTFBotMobRush::OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result ) |
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{ |
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return TryToSustain( RESULT_CRITICAL, "Ignoring contact" ); |
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} |
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//--------------------------------------------------------------------------------------------- |
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EventDesiredResult< CTFBot > CTFBotMobRush::OnInjured( CTFBot *me, const CTakeDamageInfo &info ) |
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{ |
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return TryToSustain( RESULT_CRITICAL, "Ignoring injury" ); |
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} |
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//--------------------------------------------------------------------------------------------- |
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EventDesiredResult< CTFBot > CTFBotMobRush::OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info ) |
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{ |
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return TryToSustain( RESULT_CRITICAL, "Ignoring friend death" ); |
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} |
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//--------------------------------------------------------------------------------------------- |
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EventDesiredResult< CTFBot > CTFBotMobRush::OnStuck( CTFBot *me ) |
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{ |
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m_path.Invalidate(); |
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return TryToSustain( RESULT_CRITICAL ); |
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} |
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//--------------------------------------------------------------------------------------------- |
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QueryResultType CTFBotMobRush::ShouldRetreat( const INextBot *me ) const |
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{ |
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return ANSWER_NO; |
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} |
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#endif // TF_RAID_MODE
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