Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

157 lines
4.9 KiB

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