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_sniper_lurk.h
// Move into position and wait for victims
// Michael Booth, October 2009
#include "cbase.h"
#include "tf_player.h"
#ifdef TF_RAID_MODE
#include "raid/tf_raid_logic.h"
#endif // TF_RAID_MODE
#include "bot/tf_bot.h"
#include "bot/behavior/sniper/tf_bot_sniper_lurk.h"
#include "bot/behavior/sniper/tf_bot_sniper_attack.h"
#include "bot/behavior/tf_bot_retreat_to_cover.h"
#include "bot/behavior/tf_bot_melee_attack.h"
#include "bot/map_entities/tf_bot_hint.h"
#include "nav_mesh.h"
extern ConVar tf_bot_path_lookahead_range;
extern ConVar tf_bot_sniper_flee_range;
extern ConVar tf_bot_sniper_melee_range;
extern ConVar tf_bot_debug_sniper;
extern float SkewedRandomValue( void );
ConVar tf_bot_sniper_patience_duration( "tf_bot_sniper_patience_duration", "10", FCVAR_CHEAT, "How long a Sniper bot will wait without seeing an enemy before picking a new spot" );
ConVar tf_bot_sniper_target_linger_duration( "tf_bot_sniper_target_linger_duration", "2", FCVAR_CHEAT, "How long a Sniper bot will keep toward at a target it just lost sight of" );
ConVar tf_bot_sniper_allow_opportunistic( "tf_bot_sniper_allow_opportunistic", "1", FCVAR_NONE, "If set, Snipers will stop on their way to their preferred lurking spot to snipe at opportunistic targets" );
ConVar tf_mvm_bot_sniper_target_by_dps( "tf_mvm_bot_sniper_target_by_dps", "1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "If set, Snipers in MvM mode target the victim that has the highest DPS" );
#ifdef STAGING_ONLY
extern ConVar tf_bot_use_items;
#endif
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotSniperLurk::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_boredTimer.Start( RandomFloat( 0.9f, 1.1f ) * tf_bot_sniper_patience_duration.GetFloat() );
m_homePosition = me->GetAbsOrigin();
m_isHomePositionValid = false;
m_isAtHome = false;
m_failCount = 0;
m_isOpportunistic = tf_bot_sniper_allow_opportunistic.GetBool();
CTFBotHint *hint = NULL;
while( ( hint = (CTFBotHint *)( gEntList.FindEntityByClassname( hint, "func_tfbot_hint" ) ) ) != NULL )
{
if ( hint->IsA( CTFBotHint::HINT_SNIPER_SPOT ) )
{
m_hintVector.AddToTail( hint );
// make sure we don't yet own any of these hints
if ( me->IsSelf( hint->GetOwnerEntity() ) )
{
hint->SetOwnerEntity( NULL );
}
}
}
m_priorHint = NULL;
if ( TFGameRules()->IsMannVsMachineMode() && me->GetTeamNumber() == TF_TEAM_PVE_INVADERS )
{
// mann vs machine snipers shouldn't stop until they reach their home
//m_isOpportunistic = false;
// mann vs machine snipers should ignore the scenario and just snipe
me->SetMission( CTFBot::MISSION_SNIPER, MISSION_DOESNT_RESET_BEHAVIOR_SYSTEM );
}
#ifdef STAGING_ONLY
if ( tf_bot_use_items.GetInt() && ( RandomInt(0, 100) <= tf_bot_use_items.GetInt() ) )
{
CBaseCombatWeapon *myGun = me->Weapon_GetSlot( TF_WPN_TYPE_PRIMARY );
me->Weapon_Detach( myGun );
UTIL_Remove( myGun );
BotGenerateAndWearItem( me, "The Huntsman" );
}
#endif // STAGING_ONLY
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotSniperLurk::Update( CTFBot *me, float interval )
{
#ifdef TF_RAID_MODE
if ( TFGameRules()->IsRaidMode() )
{
}
else
#endif
{
// continuously search for good sniping spots
me->AccumulateSniperSpots();
if ( !m_isHomePositionValid )
{
// just found our first sniper spot - update our home position
FindNewHome( me );
}
}
// aim at bad guys
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
if ( threat && !threat->GetEntity()->IsAlive() )
{
// he's dead
threat = NULL;
}
if ( threat && me->GetIntentionInterface()->ShouldAttack( me, threat ) == ANSWER_NO )
{
threat = NULL;
}
if ( threat && threat->IsVisibleInFOVNow() )
{
m_failCount = 0;
if ( me->IsDistanceBetweenLessThan( threat->GetLastKnownPosition(), tf_bot_sniper_melee_range.GetFloat() ) )
{
const float giveUpRange = 1.25f * tf_bot_sniper_melee_range.GetFloat();
return SuspendFor( new CTFBotMeleeAttack( giveUpRange ), "Melee attacking nearby threat" );
}
}
bool isSightingRifle = false;
if ( threat &&
threat->GetTimeSinceLastSeen() < tf_bot_sniper_target_linger_duration.GetFloat() &&
me->IsLineOfFireClear( threat->GetEntity() ) )
{
// we see something...
if ( m_isOpportunistic )
{
// switch to our sniper rifle
CBaseCombatWeapon *myGun = me->Weapon_GetSlot( TF_WPN_TYPE_PRIMARY );
if ( myGun )
{
me->Weapon_Switch( myGun );
}
isSightingRifle = true;
m_boredTimer.Reset();
if ( !m_isHomePositionValid )
{
// make this our opportunistic home for awhile
m_homePosition = me->GetAbsOrigin();
m_boredTimer.Start( RandomFloat( 0.9f, 1.1f ) * tf_bot_sniper_patience_duration.GetFloat() );
}
}
else
{
// switch to our SMG and fire while we run
CBaseCombatWeapon *myGun = me->Weapon_GetSlot( TF_WPN_TYPE_SECONDARY );
if ( myGun )
{
me->Weapon_Switch( myGun );
}
}
}
const float homeRange = 25.0f; // 100.0f;
m_isAtHome = ( me->GetAbsOrigin() - m_homePosition ).AsVector2D().IsLengthLessThan( homeRange );
if ( m_isAtHome )
{
isSightingRifle = true;
// once we've reached a good home spot, opportunistically attack from there
m_isOpportunistic = tf_bot_sniper_allow_opportunistic.GetBool();
if ( m_boredTimer.IsElapsed() )
{
++m_failCount;
if ( FindNewHome( me ) )
{
me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_NEGATIVE );
m_boredTimer.Start( RandomFloat( 0.9f, 1.1f ) * tf_bot_sniper_patience_duration.GetFloat() );
}
else
{
// try again soon
m_boredTimer.Start( 1.0f );
}
}
}
else
{
// not yet at home - can't start to be bored
m_boredTimer.Reset();
}
if ( isSightingRifle )
{
// switch to our sniper rifle
CTFWeaponBase *myGun = (CTFWeaponBase *)me->Weapon_GetSlot( TF_WPN_TYPE_PRIMARY );
if ( myGun )
{
me->Weapon_Switch( myGun );
if ( !me->m_Shared.InCond( TF_COND_ZOOMED ) && !myGun->IsWeapon( TF_WEAPON_COMPOUND_BOW ) )
{
// zoom in and stand still
me->PressAltFireButton();
}
}
}
else
{
// move to our home position
if ( m_repathTimer.IsElapsed() )
{
m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
CTFBotPathCost cost( me, SAFEST_ROUTE );
m_path.Compute( me, m_homePosition, cost );
}
m_path.Update( me );
if ( me->m_Shared.InCond( TF_COND_ZOOMED ) )
{
me->PressAltFireButton();
}
}
return Continue();
}
//---------------------------------------------------------------------------------------------
void CTFBotSniperLurk::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
{
if ( me->m_Shared.InCond( TF_COND_ZOOMED ) )
{
// we're leaving to do something else - unzoom
me->PressAltFireButton();
}
if ( m_priorHint != NULL )
{
// release my hint
m_priorHint->SetOwnerEntity( NULL );
if ( tf_bot_debug_sniper.GetBool() )
{
DevMsg( "%3.2f: %s: Releasing hint.\n", gpGlobals->curtime, me->GetPlayerName() );
}
}
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotSniperLurk::OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction )
{
if ( me->m_Shared.InCond( TF_COND_ZOOMED ) )
{
// we're leaving to do something else - unzoom
me->PressAltFireButton();
}
if ( m_priorHint != NULL )
{
// release my hint
m_priorHint->SetOwnerEntity( NULL );
if ( tf_bot_debug_sniper.GetBool() )
{
DevMsg( "%3.2f: %s: Releasing hint.\n", gpGlobals->curtime, me->GetPlayerName() );
}
}
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotSniperLurk::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
{
m_repathTimer.Invalidate();
m_priorHint = NULL;
// we probably just fetched some health because the enemy shot us - pick a new place to lurk
FindNewHome( me );
return Continue();
}
//---------------------------------------------------------------------------------------------
bool CTFBotSniperLurk::FindHint( CTFBot *me )
{
// if any sniper spot hints exist, pick one of them
CUtlVector< CTFBotHint * > activeHintVector;
for( int i=0; i<m_hintVector.Count(); ++i )
{
if ( m_hintVector[i] != NULL && m_hintVector[i]->IsFor( me ) )
{
activeHintVector.AddToTail( m_hintVector[i] );
}
}
if ( activeHintVector.Count() == 0 )
{
return false;
}
if ( m_priorHint != NULL )
{
// release my hint
m_priorHint->SetOwnerEntity( NULL );
if ( tf_bot_debug_sniper.GetBool() )
{
DevMsg( "%3.2f: %s: Releasing hint.\n", gpGlobals->curtime, me->GetPlayerName() );
}
}
CTFBotHint *hint = NULL;
if ( m_priorHint != NULL && m_failCount < 2 )
{
// there used to be targets here - pick nearby hint
float nearRange = 500.0f;
CUtlVector< CTFBotHint * > nearHintVector;
for( int i=0; i<activeHintVector.Count(); ++i )
{
if ( activeHintVector[i] == m_priorHint )
continue;
if ( ( activeHintVector[i]->WorldSpaceCenter() - m_priorHint->WorldSpaceCenter() ).IsLengthGreaterThan( nearRange ) )
continue;
if ( activeHintVector[i]->GetOwnerEntity() != NULL )
continue;
nearHintVector.AddToTail( activeHintVector[i] );
}
if ( nearHintVector.Count() == 0 )
{
++m_failCount;
return false;
}
int whichHint = RandomInt( 0, nearHintVector.Count()-1 );
hint = nearHintVector[ whichHint ];
}
else
{
// picking either our first hint, or we haven't seen a victim in a long time - pick a hint that can actually see someone
CUtlVector< CTFPlayer * > victimVector;
CollectPlayers( &victimVector, GetEnemyTeam( me->GetTeamNumber() ), COLLECT_ONLY_LIVING_PLAYERS );
CUtlVector< CTFBotHint * > hotHintVector;
CUtlVector< CTFBotHint * > freeHintVector;
for( int i=0; i<activeHintVector.Count(); ++i )
{
if ( activeHintVector[i]->GetOwnerEntity() != NULL )
continue;
freeHintVector.AddToTail( activeHintVector[i] );
for( int p=0; p<victimVector.Count(); ++p )
{
if ( victimVector[p]->IsLineOfSightClear( activeHintVector[i]->WorldSpaceCenter(), CBaseCombatCharacter::IGNORE_ACTORS ) )
{
// at least one victim is visible from this hint
hotHintVector.AddToTail( activeHintVector[i] );
break;
}
}
}
if ( hotHintVector.Count() == 0 )
{
// no hints can see any victims - pick at random
if ( freeHintVector.Count() == 0 )
{
// all hints are owned by another sniper - double up
int whichHint = RandomInt( 0, activeHintVector.Count()-1 );
hint = activeHintVector[ whichHint ];
if ( tf_bot_debug_sniper.GetBool() )
{
DevMsg( "%3.2f: %s: No un-owned hints available! Doubling up.\n", gpGlobals->curtime, me->GetPlayerName() );
}
}
else
{
int whichHint = RandomInt( 0, freeHintVector.Count()-1 );
hint = freeHintVector[ whichHint ];
}
}
else
{
int whichHint = RandomInt( 0, hotHintVector.Count()-1 );
hint = hotHintVector[ whichHint ];
}
}
if ( hint == NULL )
{
return false;
}
Extent hintExtent;
hintExtent.Init( hint );
Vector hintSpot;
hintSpot.x = RandomFloat( hintExtent.lo.x, hintExtent.hi.x );
hintSpot.y = RandomFloat( hintExtent.lo.y, hintExtent.hi.y );
hintSpot.z = ( hintExtent.lo.z + hintExtent.hi.z ) / 2.0f;
TheNavMesh->GetSimpleGroundHeight( hintSpot, &hintSpot.z );
m_homePosition = hintSpot;
m_isHomePositionValid = true;
m_priorHint = hint;
// my hint
hint->SetOwnerEntity( me );
return true;
}
//---------------------------------------------------------------------------------------------
bool CTFBotSniperLurk::FindNewHome( CTFBot *me )
{
if ( !m_findHomeTimer.IsElapsed() )
{
return false;
}
m_findHomeTimer.Start( RandomFloat( 1.0f, 2.0f ) );
#ifdef TF_RAID_MODE
if ( TFGameRules()->IsRaidMode() )
{
// stay put for now
return true;
}
else
#endif // TF_RAID_MODE
{
// if any sniper spot hints exist, pick one of them
if ( FindHint( me ) )
{
return true;
}
// pick a sniper spot from our ongoing search
const CUtlVector< CTFBot::SniperSpotInfo > *sniperSpotVector = me->GetSniperSpots();
if ( sniperSpotVector->Count() > 0 )
{
m_homePosition = sniperSpotVector->Element( RandomInt( 0, sniperSpotVector->Count()-1 ) ).m_vantageSpot;
m_isHomePositionValid = true;
return true;
}
}
// can't find a real sniper spot - pick another goal that will get us out into the fray
m_isHomePositionValid = false;
// head toward the point
CTeamControlPoint *point = me->GetMyControlPoint();
if ( point && !point->IsLocked() )
{
const CUtlVector< CTFNavArea * > *pointAreaVector = TheTFNavMesh()->GetControlPointAreas( point->GetPointIndex() );
if ( pointAreaVector && pointAreaVector->Count() > 0 )
{
int which = RandomInt( 0, pointAreaVector->Count()-1 );
m_homePosition = pointAreaVector->Element( which )->GetRandomPoint();
return false;
}
}
// no available point at the moment - head toward the enemy spawn room and opportunistically snipe
CUtlVector< CTFNavArea * > enemySpawnThresholdVector;
TheTFNavMesh()->CollectSpawnRoomThresholdAreas( &enemySpawnThresholdVector, GetEnemyTeam( me->GetTeamNumber() ) );
if ( enemySpawnThresholdVector.Count() > 0 )
{
m_homePosition = enemySpawnThresholdVector[ RandomInt( 0, enemySpawnThresholdVector.Count()-1 ) ]->GetCenter();
}
else
{
m_homePosition = me->GetAbsOrigin();
}
return false;
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotSniperLurk::ShouldAttack( const INextBot *bot, const CKnownEntity *them ) const
{
CTFBot *me = (CTFBot *)bot->GetEntity();
CTFNavArea *area = me->GetLastKnownArea();
if ( TFGameRules()->IsMannVsMachineMode() && area && area->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE ) )
{
// don't fire while in the spawn area
return ANSWER_NO;
}
// take the shot if you've got it
return ANSWER_YES;
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotSniperLurk::ShouldRetreat( const INextBot *me ) const
{
if ( TFGameRules()->IsMannVsMachineMode() && me->GetEntity()->GetTeamNumber() == TF_TEAM_PVE_INVADERS )
{
return ANSWER_NO;
}
return ANSWER_UNDEFINED;
}
//---------------------------------------------------------------------------------------------
// Return the more dangerous of the two threats to 'subject', or NULL if we have no opinion
const CKnownEntity *CTFBotSniperLurk::SelectMoreDangerousThreat( const INextBot *meBot,
const CBaseCombatCharacter *subject,
const CKnownEntity *threat1,
const CKnownEntity *threat2 ) const
{
if ( TFGameRules()->IsMannVsMachineMode() && tf_mvm_bot_sniper_target_by_dps.GetBool() )
{
CTFBot *me = ToTFBot( meBot->GetEntity() );
// If one threat is visible and the other not, always pick the visible one
if ( !threat1->IsVisibleRecently() )
{
if ( threat2->IsVisibleRecently() )
{
return threat2;
}
}
else if ( !threat2->IsVisibleRecently() )
{
return threat1;
}
// At this point, threat1 and threat2 are either both visible, or both not
CTFPlayer *playerThreat1 = ToTFPlayer( threat1->GetEntity() );
CTFPlayer *playerThreat2 = ToTFPlayer( threat2->GetEntity() );
if ( playerThreat1 && playerThreat2 )
{
float rangeSq1 = me->GetRangeSquaredTo( playerThreat1 );
float rangeSq2 = me->GetRangeSquaredTo( playerThreat2 );
if ( me->HasWeaponRestriction( CTFBot::MELEE_ONLY ) )
{
// Melee-only bots just use closest threat
if ( rangeSq1 < rangeSq2 )
{
return threat1;
}
return threat2;
}
// Very near threats are always immediately dangerous
const float nearbyRangeSq = 500.0f * 500.0f;
if ( rangeSq1 < nearbyRangeSq )
{
if ( rangeSq2 > nearbyRangeSq )
{
return threat1;
}
}
else if ( rangeSq2 < nearbyRangeSq )
{
return threat2;
}
// At this point, both threats are either both very near or both "far"
// Choose the threat that has the highest DPS
const int equalTolerance = 50;
if ( playerThreat1->GetDamagePerSecond() > playerThreat2->GetDamagePerSecond() + equalTolerance )
{
return threat1;
}
else if ( playerThreat2->GetDamagePerSecond() > playerThreat1->GetDamagePerSecond() + equalTolerance )
{
return threat2;
}
else
{
// approximately equal DPS, choose closest
if ( rangeSq1 < rangeSq2 )
{
return threat1;
}
return threat2;
}
}
}
// Use normal threat selection
return NULL;
}