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_melee_attack.h
// Attack a threat with out melee weapon
// Michael Booth, February 2009
#include "cbase.h"
#include "bot/tf_bot.h"
#include "bot/behavior/tf_bot_melee_attack.h"
#include "nav_mesh.h"
extern ConVar tf_bot_path_lookahead_range;
ConVar tf_bot_melee_attack_abandon_range( "tf_bot_melee_attack_abandon_range", "500", FCVAR_CHEAT, "If threat is farther away than this, bot will switch back to its primary weapon and attack" );
//---------------------------------------------------------------------------------------------
CTFBotMeleeAttack::CTFBotMeleeAttack( float giveUpRange )
{
m_giveUpRange = giveUpRange < 0.0f ? tf_bot_melee_attack_abandon_range.GetFloat() : giveUpRange;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotMeleeAttack::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotMeleeAttack::Update( CTFBot *me, float interval )
{
// bash the bad guys
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
if ( threat == NULL )
{
return Done( "No threat" );
}
if ( me->IsDistanceBetweenGreaterThan( threat->GetLastKnownPosition(), m_giveUpRange ) )
{
// threat is too far away for melee
return Done( "Threat is too far away for a melee attack" );
}
// switch to our melee weapon
CBaseCombatWeapon *meleeWeapon = me->Weapon_GetSlot( TF_WPN_TYPE_MELEE );
if ( meleeWeapon )
{
me->Weapon_Switch( meleeWeapon );
}
// actual head aiming is handled elsewhere
// just keep swinging
me->PressFireButton();
// chase them down
CTFBotPathCost cost( me, FASTEST_ROUTE );
m_path.Update( me, threat->GetEntity(), cost );
return Continue();
}