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_raid_companion.cpp
// Teammate bots for Raid mode
// Michael Booth, October 2009
#include "cbase.h"
#ifdef TF_RAID_MODE
#include "team.h"
#include "bot/tf_bot.h"
#include "team_control_point_master.h"
#include "bot/behavior/medic/tf_bot_medic_heal.h"
#include "bot/behavior/scenario/raid/tf_bot_companion.h"
#include "bot/behavior/tf_bot_attack.h"
#include "bot/behavior/tf_bot_move_to_vantage_point.h"
#include "bot/behavior/engineer/tf_bot_engineer_build.h"
#include "bot/behavior/sniper/tf_bot_sniper_lurk.h"
#include "bot/map_entities/tf_bot_generator.h" // action point
ConVar tf_raid_companion_follow_range( "tf_raid_companion_follow_range", "150", FCVAR_CHEAT );
ConVar tf_raid_companion_allow_bot_leader( "tf_raid_companion_allow_bot_leader", "0", FCVAR_CHEAT );
extern ConVar tf_bot_path_lookahead_range;
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotCompanion::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
return Continue();
}
//---------------------------------------------------------------------------------------------
CTFPlayer *CTFBotCompanion::GetLeader( void )
{
CTeam *raidingTeam = GetGlobalTeam( TF_TEAM_BLUE );
CTFPlayer *leader = NULL;
float leaderSpeed = FLT_MAX;
for( int i=0; i<raidingTeam->GetNumPlayers(); ++i )
{
CTFPlayer *player = (CTFPlayer *)raidingTeam->GetPlayer(i);
if ( player->IsBot() && !tf_raid_companion_allow_bot_leader.GetBool() )
continue;
/*
if ( player->IsPlayerClass( TF_CLASS_ENGINEER ) ||
player->IsPlayerClass( TF_CLASS_SNIPER ) ||
player->IsPlayerClass( TF_CLASS_MEDIC ) )
continue;
*/
if ( player->IsAlive() )
{
float speed = player->GetPlayerClass()->GetMaxSpeed();
if ( speed < leaderSpeed )
{
leader = player;
leaderSpeed = speed;
}
}
}
return leader;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotCompanion::Update( CTFBot *me, float interval )
{
if ( me->IsPlayerClass( TF_CLASS_MEDIC ) )
{
const CKnownEntity *patient = me->GetVisionInterface()->GetClosestKnown( me->GetTeamNumber() );
if ( patient )
{
return SuspendFor( new CTFBotMedicHeal );
}
}
CTFPlayer *leader = GetLeader();
if ( !leader )
return Continue();
CTFBotPathCost cost( me, FASTEST_ROUTE );
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
if ( me->IsSelf( leader ) )
{
const float engageRange = 500.0f;
if ( threat && threat->IsVisibleRecently() && me->IsRangeLessThan( threat->GetEntity(), engageRange ) )
{
// stop pushing ahead and kill nearby threats
return SuspendFor( new CTFBotAttack, "Attacking nearby threats" );
}
// head toward next capture point
CTeamControlPoint *point = me->GetMyControlPoint();
if ( point )
{
m_path.Update( me, point, cost );
}
}
else
{
if ( ( !threat || threat->GetTimeSinceLastSeen() > 3.0f ) && leader->GetTimeSinceLastInjury() < 1.0f )
{
// we don't see anything, but the leader is under attack - find a better vantage point
const float nearRange = 1000.0f;
return SuspendFor( new CTFBotMoveToVantagePoint( nearRange ), "Moving to where I can see the enemy" );
}
if ( leader && me->IsDistanceBetweenGreaterThan( leader, tf_raid_companion_follow_range.GetFloat() ) )
{
m_path.Update( me, leader, cost );
}
}
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotCompanion::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
{
m_path.Invalidate();
return Continue();
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotGuardian::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotGuardian::Update( CTFBot *me, float interval )
{
if ( me->GetActionPoint() )
{
const float atHomeRange = 35.0f; // 25.0f;
const Vector &home = me->GetActionPoint()->GetAbsOrigin();
if ( me->IsRangeGreaterThan( home, atHomeRange ) )
{
if ( m_repathTimer.IsElapsed() && !m_path.IsValid() )
{
m_repathTimer.Start( RandomFloat( 0.5f, 1.0f ) );
CTFBotPathCost cost( me, FASTEST_ROUTE );
m_path.Compute( me, home, cost );
}
// move home
m_path.Update( me );
return Continue();
}
}
// at home
m_path.Invalidate();
me->SetHomeArea( me->GetLastKnownArea() );
if ( me->IsPlayerClass( TF_CLASS_ENGINEER ) )
{
return SuspendFor( new CTFBotEngineerBuild );
}
if ( me->IsPlayerClass( TF_CLASS_SNIPER ) )
{
return SuspendFor( new CTFBotSniperLurk );
}
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotGuardian::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
{
m_path.Invalidate();
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotGuardian::OnStuck( CTFBot *me )
{
m_path.Invalidate();
return TryContinue( RESULT_IMPORTANT );
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotGuardian::OnMoveToSuccess( CTFBot *me, const Path *path )
{
m_path.Invalidate();
return TryContinue( RESULT_IMPORTANT );
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotGuardian::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
{
m_path.Invalidate();
return TryContinue( RESULT_IMPORTANT );
}
#endif // TF_RAID_MODE