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157 lines
4.9 KiB
157 lines
4.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// tf_bot_attack.cpp |
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// Attack our threat |
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// Michael Booth, February 2009 |
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#include "cbase.h" |
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#include "tf_player.h" |
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#include "tf_gamerules.h" |
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#include "team_control_point_master.h" |
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#include "bot/tf_bot.h" |
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#include "bot/behavior/tf_bot_attack.h" |
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#include "nav_mesh.h" |
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extern ConVar tf_bot_path_lookahead_range; |
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extern ConVar tf_bot_offense_must_push_time; |
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//--------------------------------------------------------------------------------------------- |
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CTFBotAttack::CTFBotAttack( void ) : m_chasePath( ChasePath::LEAD_SUBJECT ) |
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{ |
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} |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotAttack::OnStart( CTFBot *me, Action< CTFBot > *priorAction ) |
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{ |
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m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() ); |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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// head aiming and weapon firing is handled elsewhere - we just need to get into position to fight |
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ActionResult< CTFBot > CTFBotAttack::Update( CTFBot *me, float interval ) |
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{ |
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CTFWeaponBase *myWeapon = me->m_Shared.GetActiveTFWeapon(); |
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bool isUsingCloseRangeWeapon = ( myWeapon && ( myWeapon->IsWeapon( TF_WEAPON_FLAMETHROWER ) || myWeapon->IsMeleeWeapon() ) ); |
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat(); |
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if ( threat == NULL || threat->IsObsolete() || !me->GetIntentionInterface()->ShouldAttack( me, threat ) ) |
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{ |
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return Done( "No threat" ); |
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} |
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me->EquipBestWeaponForThreat( threat ); |
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if ( isUsingCloseRangeWeapon && threat->IsVisibleRecently() && me->IsRangeLessThan( threat->GetLastKnownPosition(), 1.1f * me->GetDesiredAttackRange() ) ) |
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{ |
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// circle around our victim |
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if ( me->TransientlyConsistentRandomValue( 3.0f ) < 0.5f ) |
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{ |
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me->PressLeftButton(); |
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} |
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else |
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{ |
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me->PressRightButton(); |
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} |
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} |
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// pursue the threat. if not visible, go to the last known position |
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if ( !threat->IsVisibleRecently() || |
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me->IsRangeGreaterThan( threat->GetEntity()->GetAbsOrigin(), me->GetDesiredAttackRange() ) || |
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!me->IsLineOfFireClear( threat->GetEntity()->EyePosition() ) ) |
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{ |
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if ( threat->IsVisibleRecently() ) |
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{ |
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if ( isUsingCloseRangeWeapon && !TFGameRules()->IsMannVsMachineMode() ) // all bots in MvM use the default route |
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{ |
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CTFBotPathCost cost( me, SAFEST_ROUTE ); |
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m_chasePath.Update( me, threat->GetEntity(), cost ); |
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} |
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else |
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{ |
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CTFBotPathCost cost( me, DEFAULT_ROUTE ); |
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m_chasePath.Update( me, threat->GetEntity(), cost ); |
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} |
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} |
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else |
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{ |
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// if we're at the threat's last known position and he's still not visible, we lost him |
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m_chasePath.Invalidate(); |
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if ( me->IsRangeLessThan( threat->GetLastKnownPosition(), 20.0f ) ) |
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{ |
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me->GetVisionInterface()->ForgetEntity( threat->GetEntity() ); |
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return Done( "I lost my target!" ); |
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} |
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// look where we last saw him as we approach |
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if ( me->IsRangeLessThan( threat->GetLastKnownPosition(), me->GetMaxAttackRange() ) ) |
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{ |
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me->GetBodyInterface()->AimHeadTowards( threat->GetLastKnownPosition() + Vector( 0, 0, HumanEyeHeight ), IBody::IMPORTANT, 0.2f, NULL, "Looking towards where we lost sight of our victim" ); |
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} |
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m_path.Update( me ); |
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if ( m_repathTimer.IsElapsed() ) |
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{ |
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//m_repathTimer.Start( RandomFloat( 0.3f, 0.5f ) ); |
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m_repathTimer.Start( RandomFloat( 3.0f, 5.0f ) ); |
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if ( isUsingCloseRangeWeapon && !TFGameRules()->IsMannVsMachineMode() ) // all bots in MvM use the default route |
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{ |
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CTFBotPathCost cost( me, SAFEST_ROUTE ); |
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m_path.Compute( me, threat->GetLastKnownPosition(), cost ); |
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} |
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else |
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{ |
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CTFBotPathCost cost( me, DEFAULT_ROUTE ); |
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float maxPathLength = TFGameRules()->IsMannVsMachineMode() ? TFBOT_MVM_MAX_PATH_LENGTH : 0.0f; |
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m_path.Compute( me, threat->GetLastKnownPosition(), cost, maxPathLength ); |
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} |
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} |
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} |
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} |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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EventDesiredResult< CTFBot > CTFBotAttack::OnStuck( CTFBot *me ) |
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{ |
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return TryContinue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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EventDesiredResult< CTFBot > CTFBotAttack::OnMoveToSuccess( CTFBot *me, const Path *path ) |
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{ |
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return TryContinue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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EventDesiredResult< CTFBot > CTFBotAttack::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason ) |
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{ |
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return TryContinue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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QueryResultType CTFBotAttack::ShouldRetreat( const INextBot *me ) const |
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{ |
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return ANSWER_UNDEFINED; |
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} |
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//--------------------------------------------------------------------------------------------- |
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QueryResultType CTFBotAttack::ShouldHurry( const INextBot *me ) const |
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{ |
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return ANSWER_UNDEFINED; |
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} |
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