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_vision.cpp
// Team Fortress NextBot vision interface
// Michael Booth, May 2009
#include "cbase.h"
#include "vprof.h"
#include "tf_bot.h"
#include "tf_bot_vision.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "tf_obj_sentrygun.h"
ConVar tf_bot_choose_target_interval( "tf_bot_choose_target_interval", "0.3f", FCVAR_CHEAT, "How often, in seconds, a TFBot can reselect his target" );
ConVar tf_bot_sniper_choose_target_interval( "tf_bot_sniper_choose_target_interval", "3.0f", FCVAR_CHEAT, "How often, in seconds, a zoomed-in Sniper can reselect his target" );
//------------------------------------------------------------------------------------------
// Update internal state
void CTFBotVision::Update( void )
{
if ( TFGameRules()->IsMannVsMachineMode() )
{
// Throttle vision update rate of robots in MvM for perf at the expense of reaction times
if ( !m_scanTimer.IsElapsed() )
{
return;
}
m_scanTimer.Start( RandomFloat( 0.9f, 1.1f ) );
}
IVision::Update();
CTFBot *me = (CTFBot *)GetBot()->GetEntity();
if ( !me )
return;
// forget spies we have lost sight of
CUtlVector< CTFPlayer * > playerVector;
CollectPlayers( &playerVector, GetEnemyTeam( me->GetTeamNumber() ), COLLECT_ONLY_LIVING_PLAYERS );
for( int i=0; i<playerVector.Count(); ++i )
{
if ( !playerVector[i]->IsPlayerClass( TF_CLASS_SPY ) )
continue;
const CKnownEntity *known = GetKnown( playerVector[i] );
if ( !known || !known->IsVisibleRecently() )
{
// if a hidden spy changes disguises, we no longer recognize him
if ( playerVector[i]->m_Shared.InCond( TF_COND_DISGUISING ) )
{
me->ForgetSpy( playerVector[i] );
}
}
}
}
//------------------------------------------------------------------------------------------
void CTFBotVision::CollectPotentiallyVisibleEntities( CUtlVector< CBaseEntity * > *potentiallyVisible )
{
VPROF_BUDGET( "CTFBotVision::CollectPotentiallyVisibleEntities", "NextBot" );
potentiallyVisible->RemoveAll();
// include all players
for( int i=1; i<=gpGlobals->maxClients; ++i )
{
CBasePlayer *player = UTIL_PlayerByIndex( i );
if ( player == NULL )
continue;
if ( FNullEnt( player->edict() ) )
continue;
if ( !player->IsPlayer() )
continue;
if ( !player->IsConnected() )
continue;
if ( !player->IsAlive() )
continue;
potentiallyVisible->AddToTail( player );
}
// include sentry guns
UpdatePotentiallyVisibleNPCVector();
FOR_EACH_VEC( m_potentiallyVisibleNPCVector, it )
{
potentiallyVisible->AddToTail( m_potentiallyVisibleNPCVector[ it ] );
}
}
//------------------------------------------------------------------------------------------
void CTFBotVision::UpdatePotentiallyVisibleNPCVector( void )
{
if ( m_potentiallyVisibleUpdateTimer.IsElapsed() )
{
m_potentiallyVisibleUpdateTimer.Start( RandomFloat( 3.0f, 4.0f ) );
// collect list of active buildings
m_potentiallyVisibleNPCVector.RemoveAll();
bool bShouldSeeTeleporter = !TFGameRules()->IsMannVsMachineMode() || GetBot()->GetEntity()->GetTeamNumber() != TF_TEAM_PVE_INVADERS;
for ( int i=0; i<IBaseObjectAutoList::AutoList().Count(); ++i )
{
CBaseObject* pObj = static_cast< CBaseObject* >( IBaseObjectAutoList::AutoList()[i] );
if ( pObj->ObjectType() == OBJ_SENTRYGUN )
{
m_potentiallyVisibleNPCVector.AddToTail( pObj );
}
else if ( pObj->ObjectType() == OBJ_DISPENSER && pObj->ClassMatches( "obj_dispenser" ) )
{
m_potentiallyVisibleNPCVector.AddToTail( pObj );
}
else if ( bShouldSeeTeleporter && pObj->ObjectType() == OBJ_TELEPORTER )
{
m_potentiallyVisibleNPCVector.AddToTail( pObj );
}
}
CUtlVector< INextBot * > botVector;
TheNextBots().CollectAllBots( &botVector );
for( int i=0; i<botVector.Count(); ++i )
{
CBaseCombatCharacter *botEntity = botVector[i]->GetEntity();
if ( botEntity && !botEntity->IsPlayer() )
{
// NPC
m_potentiallyVisibleNPCVector.AddToTail( botEntity );
}
}
}
}
//------------------------------------------------------------------------------------------
/**
* Return true to completely ignore this entity.
* This is mostly for enemy spies. If we don't ignore them, we will look at them.
*/
bool CTFBotVision::IsIgnored( CBaseEntity *subject ) const
{
CTFBot *me = (CTFBot *)GetBot()->GetEntity();
#ifdef TF_RAID_MODE
if ( TFGameRules()->IsRaidMode() )
{
if ( me->IsPlayerClass( TF_CLASS_SCOUT ) )
{
// Scouts are wandering defenders, and aggro purely on proximity or damage, not vision
return true;
}
}
#endif // TF_RAID_MODE
if ( me->IsAttentionFocused() )
{
// our attention is restricted to certain subjects
if ( !me->IsAttentionFocusedOn( subject ) )
{
return false;
}
}
if ( !me->IsEnemy( subject ) )
{
// don't ignore friends
return false;
}
if ( subject->IsEffectActive( EF_NODRAW ) )
{
return true;
}
if ( subject->IsPlayer() )
{
CTFPlayer *enemy = static_cast< CTFPlayer * >( subject );
// test for designer-defined ignorance
switch( enemy->GetPlayerClass()->GetClassIndex() )
{
case TF_CLASS_MEDIC:
if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_MEDICS ) )
{
return true;
}
break;
case TF_CLASS_ENGINEER:
if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_ENGINEERS ) )
{
return true;
}
break;
case TF_CLASS_SNIPER:
if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_SNIPERS ) )
{
return true;
}
break;
case TF_CLASS_SCOUT:
if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_SCOUTS ) )
{
return true;
}
break;
case TF_CLASS_SPY:
if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_SPIES ) )
{
return true;
}
break;
case TF_CLASS_DEMOMAN:
if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_DEMOMEN ) )
{
return true;
}
break;
case TF_CLASS_SOLDIER:
if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_SOLDIERS ) )
{
return true;
}
break;
case TF_CLASS_HEAVYWEAPONS:
if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_HEAVIES ) )
{
return true;
}
break;
case TF_CLASS_PYRO:
if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_PYROS ) )
{
return true;
}
break;
}
#ifdef STAGING_ONLY
if ( enemy->m_Shared.InCond( TF_COND_REPROGRAMMED ) )
{
return true;
}
#endif // STAGING_ONLY
if ( me->IsKnownSpy( enemy ) )
{
// don't ignore revealed spies
return false;
}
if ( enemy->m_Shared.InCond( TF_COND_BURNING ) ||
enemy->m_Shared.InCond( TF_COND_URINE ) ||
enemy->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) ||
enemy->m_Shared.InCond( TF_COND_BLEEDING ) )
{
// always notice players with these conditions
return false;
}
// An upgrade in MvM grants AE stealth where the player can fire
// while in stealth, and for a short period after it drops
if ( enemy->m_Shared.InCond( TF_COND_STEALTHED_USER_BUFF_FADING ) )
{
return true;
}
if ( enemy->m_Shared.IsStealthed() )
{
if ( enemy->m_Shared.GetPercentInvisible() < 0.75f )
{
// spy is partially cloaked, and therefore attracts our attention
return false;
}
// invisible!
return true;
}
if ( enemy->IsPlacingSapper() )
{
return false;
}
if ( enemy->m_Shared.InCond( TF_COND_DISGUISING ) )
{
return false;
}
if ( enemy->m_Shared.InCond( TF_COND_DISGUISED ) && enemy->m_Shared.GetDisguiseTeam() == me->GetTeamNumber() )
{
// spy is disguised as a member of my team
return true;
}
}
else if ( subject->IsBaseObject() ) // not a player
{
CBaseObject *object = assert_cast< CBaseObject * >( subject );
if ( object )
{
// ignore sapped enemy objects
if ( object->HasSapper() )
{
// unless we're in MvM where buildings can have really large health pools,
// so an engineer can die and run back in time to repair their stuff
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
{
return false;
}
return true;
}
// ignore carried objects
if ( object->IsPlacing() || object->IsCarried() )
{
return true;
}
if ( object->GetType() == OBJ_SENTRYGUN && me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_SENTRY_GUNS ) )
{
return true;
}
}
}
return false;
}
//------------------------------------------------------------------------------------------
// Return true if we 'notice' the subject, even though we have LOS to it
bool CTFBotVision::IsVisibleEntityNoticed( CBaseEntity *subject ) const
{
CTFBot *me = (CTFBot *)GetBot()->GetEntity();
if ( subject->IsPlayer() && me->IsEnemy( subject ) )
{
CTFPlayer *player = static_cast< CTFPlayer * >( subject );
if ( player->m_Shared.InCond( TF_COND_BURNING ) ||
player->m_Shared.InCond( TF_COND_URINE ) ||
player->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) ||
player->m_Shared.InCond( TF_COND_BLEEDING ) )
{
// always notice players with these conditions
if ( player->m_Shared.InCond( TF_COND_STEALTHED ) )
{
me->RealizeSpy( player );
}
return true;
}
#ifdef STAGING_ONLY
// Bots can be hacked/reprogrammed by spies. Ignore.
if ( player->m_Shared.InCond( TF_COND_REPROGRAMMED ) )
{
return false;
}
#endif // STAGING_ONLY
// An upgrade in MvM grants AE stealth where the player can fire
// while in stealth, and for a short period after it drops
if ( player->m_Shared.InCond( TF_COND_STEALTHED_USER_BUFF_FADING ) )
{
me->ForgetSpy( player );
return false;
}
if ( player->m_Shared.IsStealthed() )
{
if ( player->m_Shared.GetPercentInvisible() < 0.75f )
{
// spy is partially cloaked, and therefore attracts our attention
me->RealizeSpy( player );
return true;
}
// invisible!
me->ForgetSpy( player );
return false;
}
if ( TFGameRules()->IsMannVsMachineMode() ) // in MvM mode, forget spies as soon as they are fully disguised
{
CTFBot::SuspectedSpyInfo_t* pSuspectInfo = me->IsSuspectedSpy( player );
// But only if we aren't suspecting them currently. This happens when we bump into them.
if( !pSuspectInfo || !pSuspectInfo->IsCurrentlySuspected() )
{
if ( player->m_Shared.InCond( TF_COND_DISGUISED ) && player->m_Shared.GetDisguiseTeam() == me->GetTeamNumber() )
{
me->ForgetSpy( player );
return false;
}
}
}
if ( me->IsKnownSpy( player ) )
{
// always notice non-invisible revealed spies
return true;
}
if ( !TFGameRules()->IsMannVsMachineMode() ) // ignore in MvM mode
{
if ( player->IsPlacingSapper() )
{
// spotted a spy!
me->RealizeSpy( player );
return true;
}
}
if ( player->m_Shared.InCond( TF_COND_DISGUISING ) )
{
// spotted a spy!
me->RealizeSpy( player );
return true;
}
if ( player->m_Shared.InCond( TF_COND_DISGUISED ) && player->m_Shared.GetDisguiseTeam() == me->GetTeamNumber() )
{
// spy is disguised as a member of my team, don't notice him
return false;
}
}
return true;
}
//------------------------------------------------------------------------------------------
// Return VISUAL reaction time
float CTFBotVision::GetMinRecognizeTime( void ) const
{
CTFBot *me = (CTFBot *)GetBot();
switch ( me->GetDifficulty() )
{
case CTFBot::EASY: return 1.0f;
case CTFBot::NORMAL: return 0.5f;
case CTFBot::HARD: return 0.3f;
case CTFBot::EXPERT: return 0.2f;
}
return 1.0f;
}
//------------------------------------------------------------------------------------------
float CTFBotVision::GetMaxVisionRange( void ) const
{
CTFBot *me = (CTFBot *)GetBot();
if ( me->GetMaxVisionRangeOverride() > 0.0f )
{
// designer specified vision range
return me->GetMaxVisionRangeOverride();
}
// long range, particularly for snipers
return 6000.0f;
}