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_get_ammo.h
// Pick up any nearby ammo
// Michael Booth, May 2009
#include "cbase.h"
#include "tf_obj.h"
#include "tf_gamerules.h"
#include "bot/tf_bot.h"
#include "bot/behavior/tf_bot_get_ammo.h"
extern ConVar tf_bot_path_lookahead_range;
ConVar tf_bot_ammo_search_range( "tf_bot_ammo_search_range", "5000", FCVAR_CHEAT, "How far bots will search to find ammo around them" );
ConVar tf_bot_debug_ammo_scavenging( "tf_bot_debug_ammo_scavenging", "0", FCVAR_CHEAT );
//---------------------------------------------------------------------------------------------
CTFBotGetAmmo::CTFBotGetAmmo( void )
{
m_path.Invalidate();
m_ammo = NULL;
m_isGoalDispenser = false;
}
//---------------------------------------------------------------------------------------------
class CAmmoFilter : public INextBotFilter
{
public:
CAmmoFilter( CTFBot *me )
{
m_me = me;
m_ammoArea = NULL;
}
bool IsSelected( const CBaseEntity *constCandidate ) const
{
CBaseEntity *candidate = const_cast< CBaseEntity * >( constCandidate );
m_ammoArea = (CTFNavArea *)TheNavMesh->GetNearestNavArea( candidate->WorldSpaceCenter() );
if ( !m_ammoArea )
return false;
CClosestTFPlayer close( candidate );
ForEachPlayer( close );
// if the closest player to this candidate object is an enemy, don't use it
if ( close.m_closePlayer && !m_me->InSameTeam( close.m_closePlayer ) )
return false;
// resupply cabinets (not assigned a team)
if ( candidate->ClassMatches( "func_regenerate" ) )
{
if ( !m_ammoArea->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE | TF_NAV_SPAWN_ROOM_RED ) )
{
// Assume any resupply cabinets not in a teamed spawn room are inaccessible.
// Ex: pl_upward has forward spawn rooms that neither team can use until
// certain checkpoints are reached.
return false;
}
if ( ( m_me->GetTeamNumber() == TF_TEAM_RED && m_ammoArea->HasAttributeTF( TF_NAV_SPAWN_ROOM_RED ) ) ||
( m_me->GetTeamNumber() == TF_TEAM_BLUE && m_ammoArea->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE ) ) )
{
// the supply cabinet is in my spawn room, or not in any spawn room
return true;
}
return false;
}
// ignore non-existent ammo to ensure we collect nearby existing ammo
if ( candidate->IsEffectActive( EF_NODRAW ) )
return false;
if ( candidate->ClassMatches( "tf_ammo_pack" ) )
return true;
if ( candidate->ClassMatches( "item_ammopack*" ) )
return true;
if ( m_me->InSameTeam( candidate ) )
{
// friendly engineer's dispenser
if ( candidate->ClassMatches( "obj_dispenser*" ) )
{
// for now, assume Engineers want to go fetch ammo boxes unless their dispenser is fully upgraded
// unless we have no sentry yet, then we need to leech off of buddy's dispenser to get started
if ( !m_me->IsPlayerClass( TF_CLASS_ENGINEER ) || ( (CBaseObject *)candidate )->GetUpgradeLevel() >= 3 || !m_me->GetObjectOfType( OBJ_SENTRYGUN ) )
{
CBaseObject *dispenser = (CBaseObject *)candidate;
if ( !dispenser->IsBuilding() && !dispenser->IsDisabled() )
{
return true;
}
}
}
}
return false;
}
CTFBot *m_me;
mutable CTFNavArea *m_ammoArea;
};
//---------------------------------------------------------------------------------------------
static CTFBot *s_possibleBot = NULL;
static CHandle< CBaseEntity > s_possibleAmmo = NULL;
static int s_possibleFrame = 0;
//---------------------------------------------------------------------------------------------
/**
* Return true if this Action has what it needs to perform right now
*/
bool CTFBotGetAmmo::IsPossible( CTFBot *me )
{
VPROF_BUDGET( "CTFBotGetAmmo::IsPossible", "NextBot" );
int i;
CUtlVector< CNavArea * > nearbyAreaVector;
CollectSurroundingAreas( &nearbyAreaVector, me->GetLastKnownArea(), tf_bot_ammo_search_range.GetFloat(), me->GetLocomotionInterface()->GetStepHeight(), me->GetLocomotionInterface()->GetDeathDropHeight() );
CAmmoFilter ammoFilter( me );
const CUtlVector< CHandle< CBaseEntity > > &staticAmmoVector = TFGameRules()->GetAmmoEntityVector();
CBaseEntity *closestAmmo = NULL;
float closestAmmoTravelDistance = FLT_MAX;
for( i=0; i<staticAmmoVector.Count(); ++i )
{
CBaseEntity *ammo = staticAmmoVector[i];
if ( ammo )
{
if ( ammoFilter.IsSelected( ammo ) )
{
if ( ammoFilter.m_ammoArea && ammoFilter.m_ammoArea->IsMarked() )
{
// "cost so far" was computed during the breadth first search within CollectSurroundingAreas()
// and is the travel distance from to this area
if ( ammoFilter.m_ammoArea->GetCostSoFar() < closestAmmoTravelDistance )
{
closestAmmo = ammo;
closestAmmoTravelDistance = ammoFilter.m_ammoArea->GetCostSoFar();
}
if ( tf_bot_debug_ammo_scavenging.GetBool() )
{
NDebugOverlay::Cross3D( ammo->WorldSpaceCenter(), 5.0f, 255, 255, 0, true, 999.9 );
}
}
}
}
}
// append nearby dropped weapons
CBaseEntity *ammoPack = NULL;
while( ( ammoPack = gEntList.FindEntityByClassname( ammoPack, "tf_ammo_pack" ) ) != NULL )
{
if ( ammoFilter.IsSelected( ammoPack ) )
{
if ( ammoFilter.m_ammoArea && ammoFilter.m_ammoArea->IsMarked() )
{
if ( ammoFilter.m_ammoArea->GetCostSoFar() < closestAmmoTravelDistance )
{
closestAmmo = ammoPack;
closestAmmoTravelDistance = ammoFilter.m_ammoArea->GetCostSoFar();
}
if ( tf_bot_debug_ammo_scavenging.GetBool() )
{
NDebugOverlay::Cross3D( ammoPack->WorldSpaceCenter(), 5.0f, 255, 100, 0, true, 999.9 );
}
}
}
}
if ( !closestAmmo )
{
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) )
{
Warning( "%3.2f: No ammo nearby\n", gpGlobals->curtime );
}
return false;
}
s_possibleBot = me;
s_possibleAmmo = closestAmmo;
s_possibleFrame = gpGlobals->framecount;
return true;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotGetAmmo::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
VPROF_BUDGET( "CTFBotGetAmmo::OnStart", "NextBot" );
m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
// if IsPossible() has already been called, use its cached data
if ( s_possibleFrame != gpGlobals->framecount || s_possibleBot != me )
{
if ( !IsPossible( me ) || s_possibleAmmo == NULL )
{
return Done( "Can't get ammo" );
}
}
m_ammo = s_possibleAmmo;
m_isGoalDispenser = m_ammo->ClassMatches( "obj_dispenser*" );
CTFBotPathCost cost( me, FASTEST_ROUTE );
if ( !m_path.Compute( me, m_ammo->WorldSpaceCenter(), cost ) )
{
return Done( "No path to ammo!" );
}
// if I'm a spy, cloak and disguise
if ( me->IsPlayerClass( TF_CLASS_SPY ) )
{
if ( !me->m_Shared.IsStealthed() )
{
me->PressAltFireButton();
}
}
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotGetAmmo::Update( CTFBot *me, float interval )
{
if ( me->IsAmmoFull() )
{
return Done( "My ammo is full" );
}
if ( m_ammo == NULL ) // || ( m_ammo->IsEffectActive( EF_NODRAW ) && !FClassnameIs( m_ammo, "func_regenerate" ) ) )
{
/*
// engineers try to gather all the metal they can
if ( me->IsPlayerClass( TF_CLASS_ENGINEER ) && CTFBotGetAmmo::IsPossible( me ) )
{
// more ammo to be had
return ChangeTo( new CTFBotGetAmmo, "Not full yet - grabbing more ammo" );
}
*/
return Done( "Ammo I was going for has been taken" );
}
if ( m_isGoalDispenser )
{
// we need to get near and wait, not try to run over
const float nearRange = 75.0f;
if ( ( me->GetAbsOrigin() - m_ammo->GetAbsOrigin() ).IsLengthLessThan( nearRange ) )
{
if ( me->GetVisionInterface()->IsLineOfSightClearToEntity( m_ammo ) )
{
if ( me->IsAmmoFull() )
{
return Done( "Ammo refilled by the Dispenser" );
}
// don't wait if I'm in combat
if ( !me->IsAmmoLow() && me->GetVisionInterface()->GetPrimaryKnownThreat() )
{
return Done( "No time to wait for more ammo, I must fight" );
}
// wait until the dispenser refills us
return Continue();
}
}
}
if ( !m_path.IsValid() )
{
return Done( "My path became invalid" );
}
/* TODO: Rethink this. Currently creates zombie behavior loop.
// if the closest player to the item we're after is an enemy, give up
CClosestTFPlayer close( m_ammo );
ForEachPlayer( close );
if ( close.m_closePlayer && !me->InSameTeam( close.m_closePlayer ) )
return Done( "An enemy is closer to it" );
*/
// may need to switch weapons due to out of ammo
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
me->EquipBestWeaponForThreat( threat );
m_path.Update( me );
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotGetAmmo::OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result )
{
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotGetAmmo::OnStuck( CTFBot *me )
{
return TryDone( RESULT_CRITICAL, "Stuck trying to reach ammo" );
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotGetAmmo::OnMoveToSuccess( CTFBot *me, const Path *path )
{
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotGetAmmo::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
{
return TryDone( RESULT_CRITICAL, "Failed to reach ammo" );
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotGetAmmo::ShouldHurry( const INextBot *me ) const
{
// if we need ammo, we best hustle
return ANSWER_YES;
}