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_spy_sap.cpp
// Sap nearby enemy buildings
// Michael Booth, June 2010
#include "cbase.h"
#include "tf_player.h"
#include "tf_obj_sentrygun.h"
#include "bot/tf_bot.h"
#include "bot/behavior/spy/tf_bot_spy_sap.h"
#include "bot/behavior/tf_bot_approach_object.h"
#include "bot/behavior/spy/tf_bot_spy_attack.h"
extern ConVar tf_bot_path_lookahead_range;
extern ConVar tf_bot_debug_spy;
//---------------------------------------------------------------------------------------------
CTFBotSpySap::CTFBotSpySap( CBaseObject *sapTarget )
{
m_sapTarget = sapTarget;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotSpySap::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
me->StopLookingAroundForEnemies();
// uncloak so we can sap
if ( me->m_Shared.IsStealthed() )
{
me->PressAltFireButton();
}
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotSpySap::Update( CTFBot *me, float interval )
{
CBaseObject *newSapTarget = me->GetNearestKnownSappableTarget();
if ( newSapTarget )
{
m_sapTarget = newSapTarget;
}
if ( m_sapTarget == NULL )
{
return Done( "Sap target gone" );
}
CTFPlayer *victim = NULL;
CUtlVector< CKnownEntity > knownVector;
me->GetVisionInterface()->CollectKnownEntities( &knownVector );
for( int i=0; i<knownVector.Count(); ++i )
{
CTFPlayer *playerThreat = ToTFPlayer( knownVector[i].GetEntity() );
if ( playerThreat && me->IsEnemy( playerThreat ) )
{
victim = playerThreat;
break;
}
}
// opportunistic backstab if engineer is between me and my sap target
if ( victim && victim->IsPlayerClass( TF_CLASS_ENGINEER ) )
{
const float nearbyRange = 150.0f;
if ( m_sapTarget->GetOwner() == victim && me->IsRangeLessThan( victim, nearbyRange ) )
{
if ( me->IsEntityBetweenTargetAndSelf( victim, m_sapTarget ) )
{
return SuspendFor( new CTFBotSpyAttack( victim ), "Backstabbing the engineer before I sap his buildings" );
}
}
}
const float sapRange = 40.0f;
if ( me->IsRangeLessThan( m_sapTarget, 2.0f * sapRange ) )
{
// switch to our sapper and spam it
CBaseCombatWeapon *mySapper = me->Weapon_GetWeaponByType( TF_WPN_TYPE_BUILDING );
if ( !mySapper )
{
return Done( "I have no sapper" );
}
me->Weapon_Switch( mySapper );
// uncloak
if ( me->m_Shared.IsStealthed() )
{
me->PressAltFireButton();
}
// sap our target
me->GetBodyInterface()->AimHeadTowards( m_sapTarget, IBody::MANDATORY, 0.1f, NULL, "Aiming my sapper" );
me->PressFireButton();
}
if ( me->IsRangeGreaterThan( m_sapTarget, sapRange ) )
{
if ( m_repathTimer.IsElapsed() )
{
m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
CTFBotPathCost cost( me, FASTEST_ROUTE );
if ( m_path.Compute( me, m_sapTarget, cost ) == false )
{
return Done( "No path to sap target!" );
}
}
m_path.Update( me );
return Continue();
}
// if our target is sapped, look for other nearby buildings to sap
if ( m_sapTarget->HasSapper() )
{
CBaseObject *nextTarget = me->GetNearestKnownSappableTarget();
if ( nextTarget )
{
m_sapTarget = nextTarget;
}
else
{
// everything is sapped - explicitly attack nearby enemy Engineers
if ( victim && victim->IsPlayerClass( TF_CLASS_ENGINEER ) )
{
return SuspendFor( new CTFBotSpyAttack( victim ), "Attacking an engineer" );
}
return Done( "All targets sapped" );
}
}
return Continue();
}
//---------------------------------------------------------------------------------------------
void CTFBotSpySap::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
{
me->StartLookingAroundForEnemies();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotSpySap::OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction )
{
me->StartLookingAroundForEnemies();
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotSpySap::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
{
me->StopLookingAroundForEnemies();
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotSpySap::OnStuck( CTFBot *me )
{
return TryDone( RESULT_CRITICAL, "I'm stuck, probably on a sapped building that hasn't exploded yet" );
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotSpySap::ShouldAttack( const INextBot *meBot, const CKnownEntity *them ) const
{
CTFBot *me = ToTFBot( meBot->GetEntity() );
if ( m_sapTarget && !m_sapTarget->HasSapper() )
{
// mission not accomplished
return ANSWER_NO;
}
if ( !me->m_Shared.InCond( TF_COND_DISGUISED ) &&
!me->m_Shared.InCond( TF_COND_DISGUISING ) &&
!me->m_Shared.IsStealthed() )
{
// our cover is blown!
return ANSWER_YES;
}
// if we've sapped, attack
return AreAllDangerousSentriesSapped( me ) ? ANSWER_YES : ANSWER_NO;
}
//---------------------------------------------------------------------------------------------
// Don't avoid enemies when we're going in for the sap
QueryResultType CTFBotSpySap::IsHindrance( const INextBot *me, CBaseEntity *blocker ) const
{
if ( m_sapTarget.Get() && me->IsRangeLessThan( m_sapTarget, 300.0f ) )
{
// we're almost to our sap target - don't avoid anyone
return ANSWER_NO;
}
// avoid everyone while we move to our sap target
return ANSWER_UNDEFINED;
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotSpySap::ShouldRetreat( const INextBot *me ) const
{
return ANSWER_NO;
}
//---------------------------------------------------------------------------------------------
bool CTFBotSpySap::AreAllDangerousSentriesSapped( CTFBot *me ) const
{
CUtlVector< CKnownEntity > knownVector;
me->GetVisionInterface()->CollectKnownEntities( &knownVector );
for( int i=0; i<knownVector.Count(); ++i )
{
CBaseObject *enemyObject = dynamic_cast< CBaseObject * >( knownVector[i].GetEntity() );
if ( enemyObject && enemyObject->ObjectType() == OBJ_SENTRYGUN && !enemyObject->HasSapper() && me->IsEnemy( enemyObject ) )
{
// this is an active enemy sentry, are we in range and line of fire?
if ( me->IsRangeLessThan( enemyObject, SENTRY_MAX_RANGE ) && me->IsLineOfFireClear( enemyObject ) )
{
return false;
}
}
}
return true;
}