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_use_teleporter.cpp
// Ride a friendly teleporter
// Michael Booth, May 2010
#include "cbase.h"
#include "nav_mesh.h"
#include "tf_player.h"
#include "bot/tf_bot.h"
#include "bot/behavior/tf_bot_use_teleporter.h"
extern ConVar tf_bot_path_lookahead_range;
//---------------------------------------------------------------------------------------------
CTFBotUseTeleporter::CTFBotUseTeleporter( CObjectTeleporter *teleporter, UseHowType how )
{
m_teleporter = teleporter;
m_how = how;
m_isInTransit = false;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotUseTeleporter::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
return Continue();
}
//---------------------------------------------------------------------------------------------
// We could compute the time it would take to walk from the tele entrance to exit
// and compare that to the time needed to wait for the tele to be ready to send us,
// but players tend to use the tele only if it is ready NOW (or very soon).
bool CTFBotUseTeleporter::IsTeleporterAvailable( void ) const
{
if ( m_teleporter != NULL )
{
if ( !m_teleporter->IsReady() )
return false;
if ( m_teleporter->GetState() == TELEPORTER_STATE_READY )
return true;
/* causes massive bot pileups
if ( m_teleporter->GetState() == TELEPORTER_STATE_SENDING ||
m_teleporter->GetState() == TELEPORTER_STATE_RECHARGING )
{
if ( m_teleporter->GetUpgradeLevel() == 3 )
{
// we'll wait for level 3 teleporters - they're really fast
return true;
}
}
*/
}
return false;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotUseTeleporter::Update( CTFBot *me, float interval )
{
if ( m_teleporter == NULL )
{
return Done( "Teleporter is gone" );
}
CObjectTeleporter *teleporterExit = m_teleporter->GetMatchingTeleporter();
if ( !teleporterExit )
{
return Done( "Missing teleporter exit" );
}
if ( m_teleporter->IsSendingPlayer( me ) )
{
// note that we have been teleported, because it takes a few frames
// to actually relocate us, even after our teleporter leaves the "sending" state
m_isInTransit = true;
}
if ( m_isInTransit )
{
if ( me->IsRangeLessThan( teleporterExit, 25.0f ) )
{
return Done( "Successful teleport" );
}
}
else if ( !IsTeleporterAvailable() && m_how == USE_IF_READY )
{
return Done( "Teleporter is not available" );
}
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
if ( threat && threat->IsVisibleRecently() )
{
// prepare to fight
me->EquipBestWeaponForThreat( threat );
}
if ( m_repathTimer.IsElapsed() )
{
m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
CTFBotPathCost cost( me, FASTEST_ROUTE );
if ( m_path.Compute( me, m_teleporter->GetAbsOrigin(), cost ) == false )
{
// no path to teleporter
return Done( "Can't reach teleporter!" );
}
}
// move toward the teleporter until we're standing on it
if ( me->GetLocomotionInterface()->GetGround() != m_teleporter )
{
m_path.Update( me );
}
return Continue();
}