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_engineer_build_dispenser.cpp
// Engineer building his Dispenser near his Sentry
// Michael Booth, May 2010
#include "cbase.h"
#include "nav_mesh.h"
#include "tf_player.h"
#include "tf_obj.h"
#include "tf_obj_sentrygun.h"
#include "tf_obj_dispenser.h"
#include "tf_gamerules.h"
#include "tf_weapon_builder.h"
#include "bot/tf_bot.h"
#include "bot/behavior/engineer/tf_bot_engineer_build_dispenser.h"
#include "bot/behavior/engineer/tf_bot_engineer_move_to_build.h"
#include "bot/behavior/tf_bot_get_ammo.h"
extern ConVar tf_bot_path_lookahead_range;
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotEngineerBuildDispenser::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_placementTriesLeft = 3;
return Continue();
}
//---------------------------------------------------------------------------------------------
class PressFireButtonIfValidBuildPositionReply : public INextBotReply
{
public:
PressFireButtonIfValidBuildPositionReply( void )
{
m_builder = NULL;
}
void SetBuilder( CTFWeaponBuilder *builder )
{
m_builder = builder;
}
// invoked when process completed successfully
virtual void OnSuccess( INextBot *bot )
{
if ( m_builder != NULL && m_builder->IsValidPlacement() )
{
INextBotPlayerInput *playerInput = dynamic_cast< INextBotPlayerInput * >( bot->GetEntity() );
if ( playerInput )
{
playerInput->PressFireButton();
}
}
}
CTFWeaponBuilder *m_builder;
};
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotEngineerBuildDispenser::Update( CTFBot *me, float interval )
{
if ( me->GetTimeSinceLastInjury() < 1.0f )
{
return Done( "Ouch! I'm under attack" );
}
CObjectSentrygun *mySentry = (CObjectSentrygun *)me->GetObjectOfType( OBJ_SENTRYGUN );
if ( !mySentry )
{
return Done( "No Sentry" );
}
if ( mySentry->GetTimeSinceLastInjury() < 1.0f || mySentry->GetHealth() < mySentry->GetMaxHealth() )
{
return Done( "Need to repair my Sentry" );
}
CObjectDispenser *myDispenser = (CObjectDispenser *)me->GetObjectOfType( OBJ_DISPENSER );
if ( myDispenser )
{
return Done( "Dispenser built" );
}
if ( m_placementTriesLeft <= 0 )
{
return Done( "Can't find a place to build a Dispenser" );
}
if ( me->CanBuild( OBJ_DISPENSER ) == CB_NEED_RESOURCES )
{
if ( m_getAmmoTimer.IsElapsed() && CTFBotGetAmmo::IsPossible( me ) )
{
// need more metal - get some
m_getAmmoTimer.Start( 1.0f );
return SuspendFor( new CTFBotGetAmmo, "Need more metal to build" );
}
/*
else
{
// work on my sentry while I wait for ammo to show up
me->GetBodyInterface()->AimHeadTowards( mySentry->WorldSpaceCenter(), IBody::CRITICAL, 1.0f, NULL, "Work on sentry while I wait for ammo to show up" );
me->PressFireButton();
return Continue();
}
*/
}
/*
// if my sentry is under attack, forgo building a dispenser - focus on keeping the sentry alive
if ( mySentry->GetTimeSinceLastInjury() < 1.0f )
{
CBaseCombatWeapon *wrench = me->Weapon_GetSlot( TF_WPN_TYPE_MELEE );
if ( wrench )
{
me->Weapon_Switch( wrench );
}
me->GetBodyInterface()->AimHeadTowards( mySentry->WorldSpaceCenter(), IBody::CRITICAL, 1.0f, NULL, "Focusing on keeping my besieged sentry alive" );
me->PressFireButton();
return Continue();
}
*/
// move behind the Sentry (our chosen build location)
Vector buildSpot = mySentry->GetAbsOrigin() - 75.0f * mySentry->BodyDirection2D();
// the ground might be steeply sloped (ie: stairs), so find the actual ground
buildSpot.z += HumanHeight;
TheNavMesh->GetSimpleGroundHeight( buildSpot, &buildSpot.z );
if ( me->IsDistanceBetweenLessThan( buildSpot, 100.0f ) )
{
// crouch as we get close so we slow down and hit our mark
me->PressCrouchButton();
}
// if too far away from our build location, move closer
if ( me->IsDistanceBetweenGreaterThan( buildSpot, 25.0f ) )
{
if ( m_repathTimer.IsElapsed() )
{
m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
CTFBotPathCost cost( me, FASTEST_ROUTE );
m_path.Compute( me, buildSpot, cost );
}
m_path.Update( me );
return Continue();
}
// we're at our build spot behind our sentry now - build a Dispenser
CTFWeaponBuilder *builder = dynamic_cast< CTFWeaponBuilder * >( me->GetActiveTFWeapon() );
if ( !builder || builder->GetType() != OBJ_DISPENSER || builder->m_hObjectBeingBuilt == NULL )
{
// at home position, build the object
me->StartBuildingObjectOfType( OBJ_DISPENSER );
}
else if ( m_searchTimer.IsElapsed() )
{
// rotate to find valid spot
Vector toSentry = mySentry->GetAbsOrigin() - me->GetAbsOrigin();
toSentry.NormalizeInPlace();
Vector forward = -toSentry;
float angle = RandomFloat( -M_PI/2.0f, M_PI/2.0f );
float s, c;
FastSinCos( angle, &s, &c );
forward.x = toSentry.x * c - toSentry.y * s;
forward.y = toSentry.x * s + toSentry.y * c;
forward.z = 0.0f;
static PressFireButtonIfValidBuildPositionReply buildReply;
buildReply.SetBuilder( builder );
me->GetBodyInterface()->AimHeadTowards( me->EyePosition() - 100.0f * forward, IBody::CRITICAL, 1.0f, &buildReply, "Trying to place my dispenser" );
m_searchTimer.Start( 1.0f );
--m_placementTriesLeft;
}
return Continue();
}
//---------------------------------------------------------------------------------------------
void CTFBotEngineerBuildDispenser::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
{
me->GetBodyInterface()->ClearPendingAimReply();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotEngineerBuildDispenser::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
{
m_path.Invalidate();
m_repathTimer.Invalidate();
me->GetBodyInterface()->ClearPendingAimReply();
return Continue();
}