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_squad.h
// Small groups of TFBot, managed as a unit
// Michael Booth, November 2009
#include "cbase.h"
#include "tf_bot.h"
#include "tf_bot_squad.h"
//----------------------------------------------------------------------
CTFBotSquad::CTFBotSquad( void )
{
m_leader = NULL;
m_formationSize = -1.0f;
m_bShouldPreserveSquad = false;
}
//----------------------------------------------------------------------
void CTFBotSquad::Join( CTFBot *bot )
{
// first member is the leader
if ( m_roster.Count() == 0 )
{
m_leader = bot;
}
else if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
{
bot->SetFlagTarget( NULL );
}
m_roster.AddToTail( bot );
}
//----------------------------------------------------------------------
void CTFBotSquad::Leave( CTFBot *bot )
{
m_roster.FindAndRemove( bot );
if ( bot == m_leader.Get() )
{
m_leader = NULL;
// pick the next living leader that's left in the squad
if ( m_bShouldPreserveSquad )
{
CUtlVector< CTFBot* > members;
CollectMembers( &members );
if ( members.Count() )
{
m_leader = members[0];
}
}
}
else if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
{
AssertMsg( !bot->HasFlagTaget(), "Squad member shouldn't have a flag target. Always follow the leader." );
CCaptureFlag *pFlag = bot->GetFlagToFetch();
if ( pFlag )
{
bot->SetFlagTarget( pFlag );
}
}
if ( GetMemberCount() == 0 )
{
DisbandAndDeleteSquad();
}
}
//----------------------------------------------------------------------
INextBotEventResponder *CTFBotSquad::FirstContainedResponder( void ) const
{
return m_roster.Count() ? m_roster[0] : NULL;
}
//----------------------------------------------------------------------
INextBotEventResponder *CTFBotSquad::NextContainedResponder( INextBotEventResponder *current ) const
{
CTFBot *currentBot = (CTFBot *)current;
int i = m_roster.Find( currentBot );
if ( i == m_roster.InvalidIndex() )
return NULL;
if ( ++i >= m_roster.Count() )
return NULL;
return (CTFBot *)m_roster[i];
}
//----------------------------------------------------------------------
CTFBot *CTFBotSquad::GetLeader( void ) const
{
return m_leader;
}
//----------------------------------------------------------------------
void CTFBotSquad::CollectMembers( CUtlVector< CTFBot * > *memberVector ) const
{
for( int i=0; i<m_roster.Count(); ++i )
{
if ( m_roster[i] != NULL && m_roster[i]->IsAlive() )
{
memberVector->AddToTail( m_roster[i] );
}
}
}
//----------------------------------------------------------------------
CTFBotSquad::Iterator CTFBotSquad::GetFirstMember( void ) const
{
// find first non-NULL member
for( int i=0; i<m_roster.Count(); ++i )
if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() )
return Iterator( m_roster[i], i );
return InvalidIterator();
}
//----------------------------------------------------------------------
CTFBotSquad::Iterator CTFBotSquad::GetNextMember( const Iterator &it ) const
{
// find next non-NULL member
for( int i=it.m_index+1; i<m_roster.Count(); ++i )
if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() )
return Iterator( m_roster[i], i );
return InvalidIterator();
}
//----------------------------------------------------------------------
int CTFBotSquad::GetMemberCount( void ) const
{
// count the non-NULL members
int count = 0;
for( int i=0; i<m_roster.Count(); ++i )
if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() )
++count;
return count;
}
//----------------------------------------------------------------------
// Return the speed of the slowest member of the squad
float CTFBotSquad::GetSlowestMemberSpeed( bool includeLeader ) const
{
float speed = FLT_MAX;
int i = includeLeader ? 0 : 1;
for( ; i<m_roster.Count(); ++i )
{
if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() )
{
float memberSpeed = m_roster[i]->MaxSpeed();
if ( memberSpeed < speed )
{
speed = memberSpeed;
}
}
}
return speed;
}
//----------------------------------------------------------------------
// Return the speed of the slowest member of the squad,
// considering their ideal class speed.
float CTFBotSquad::GetSlowestMemberIdealSpeed( bool includeLeader ) const
{
float speed = FLT_MAX;
int i = includeLeader ? 0 : 1;
for( ; i<m_roster.Count(); ++i )
{
if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() )
{
float memberSpeed = m_roster[i]->GetPlayerClass()->GetMaxSpeed();
if ( memberSpeed < speed )
{
speed = memberSpeed;
}
}
}
return speed;
}
//----------------------------------------------------------------------
// Return the maximum formation error of the squad's memebers.
float CTFBotSquad::GetMaxSquadFormationError( void ) const
{
float maxError = 0.0f;
// skip the leader since he's what the formation forms around
for( int i=1; i<m_roster.Count(); ++i )
{
if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() )
{
float error = m_roster[i]->GetSquadFormationError();
if ( error > maxError )
{
maxError = error;
}
}
}
return maxError;
}
//----------------------------------------------------------------------
// Return true if the squad leader needs to wait for members to catch up, ignoring those who have broken ranks
bool CTFBotSquad::ShouldSquadLeaderWaitForFormation( void ) const
{
// skip the leader since he's what the formation forms around
for( int i=1; i<m_roster.Count(); ++i )
{
// the squad leader should wait if any member is out of position, but not yet broken ranks
if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() )
{
if ( m_roster[i]->GetSquadFormationError() >= 1.0f &&
!m_roster[i]->HasBrokenFormation() &&
!m_roster[i]->GetLocomotionInterface()->IsStuck() &&
!m_roster[i]->IsPlayerClass( TF_CLASS_MEDIC ) ) // Medics do their own thing
{
// wait for me!
return true;
}
}
}
return false;
}
//----------------------------------------------------------------------
// Return true if the squad is in formation (everyone is in or nearly in their desired positions)
bool CTFBotSquad::IsInFormation( void ) const
{
// skip the leader since he's what the formation forms around
for( int i=1; i<m_roster.Count(); ++i )
{
if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() )
{
if ( m_roster[i]->HasBrokenFormation() ||
m_roster[i]->GetLocomotionInterface()->IsStuck() ||
m_roster[i]->IsPlayerClass( TF_CLASS_MEDIC ) ) // Medics do their own thing
{
// I'm not "in formation"
continue;
}
if ( m_roster[i]->GetSquadFormationError() > 0.75f )
{
// I'm not in position yet
return false;
}
}
}
return true;
}
//----------------------------------------------------------------------
// Tell all members to leave the squad and then delete itself
void CTFBotSquad::DisbandAndDeleteSquad( void )
{
// Tell each member of the squad to remove this reference
for( int i=0; i < m_roster.Count(); ++i )
{
if ( m_roster[i].Get() != NULL )
{
m_roster[i]->DeleteSquad();
}
}
delete this;
}