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118 lines
3.7 KiB
118 lines
3.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// tf_bot_engineer_build.cpp |
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// Engineer building his buildings |
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// Michael Booth, February 2009 |
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#include "cbase.h" |
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#include "nav_mesh.h" |
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#include "tf_player.h" |
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#include "tf_obj.h" |
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#include "tf_obj_sentrygun.h" |
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#include "tf_obj_dispenser.h" |
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#include "tf_gamerules.h" |
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#include "tf_weapon_builder.h" |
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#include "bot/tf_bot.h" |
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#include "bot/behavior/engineer/tf_bot_engineer_build.h" |
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#include "bot/behavior/engineer/tf_bot_engineer_build_teleport_entrance.h" |
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#include "bot/behavior/engineer/tf_bot_engineer_move_to_build.h" |
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#include "raid/tf_raid_logic.h" |
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// this was useful when engineers build at their normal (slow) rate to make sure initial sentries get built in time |
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ConVar tf_raid_engineer_infinte_metal( "tf_raid_engineer_infinte_metal", "1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); |
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//--------------------------------------------------------------------------------------------- |
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Action< CTFBot > *CTFBotEngineerBuild::InitialContainedAction( CTFBot *me ) |
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{ |
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if ( TFGameRules()->IsPVEModeActive() ) |
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{ |
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return new CTFBotEngineerMoveToBuild; |
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} |
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return new CTFBotEngineerBuildTeleportEntrance; |
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} |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotEngineerBuild::OnStart( CTFBot *me, Action< CTFBot > *priorAction ) |
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{ |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotEngineerBuild::Update( CTFBot *me, float interval ) |
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{ |
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if ( TFGameRules()->IsPVEModeActive() && tf_raid_engineer_infinte_metal.GetBool() ) |
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{ |
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// infinite ammo |
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me->GiveAmmo( 1000, TF_AMMO_METAL, true ); |
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} |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotEngineerBuild::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction ) |
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{ |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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EventDesiredResult< CTFBot > CTFBotEngineerBuild::OnTerritoryLost( CTFBot *me, int territoryID ) |
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{ |
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return TryContinue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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// Hack to disable ammo/health gathering elsewhere |
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QueryResultType CTFBotEngineerBuild::ShouldHurry( const INextBot *meBot ) const |
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{ |
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CTFBot *me = (CTFBot *)meBot->GetEntity(); |
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CObjectSentrygun *mySentry = (CObjectSentrygun *)me->GetObjectOfType( OBJ_SENTRYGUN ); |
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CObjectDispenser *myDispenser = (CObjectDispenser *)me->GetObjectOfType( OBJ_DISPENSER ); |
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if ( mySentry && myDispenser && !mySentry->IsBuilding() && !myDispenser->IsBuilding() && me->GetActiveTFWeapon() && me->GetActiveTFWeapon()->GetWeaponID() == TF_WEAPON_WRENCH ) |
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{ |
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if ( me->IsAmmoLow() && myDispenser->GetAvailableMetal() <= 0 ) |
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{ |
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// we're totally out of metal - collect some nearby |
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return ANSWER_NO; |
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} |
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// by being in a "hurry" we wont collect health and ammo |
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return ANSWER_YES; |
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} |
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return ANSWER_UNDEFINED; |
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} |
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//--------------------------------------------------------------------------------------------- |
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QueryResultType CTFBotEngineerBuild::ShouldAttack( const INextBot *meBot, const CKnownEntity *them ) const |
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{ |
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CTFBot *me = (CTFBot *)meBot->GetEntity(); |
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CObjectSentrygun *mySentry = (CObjectSentrygun *)me->GetObjectOfType( OBJ_SENTRYGUN ); |
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CTFPlayer *themPlayer = ToTFPlayer( them->GetEntity() ); |
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if ( themPlayer && themPlayer->IsPlayerClass( TF_CLASS_SPY ) ) |
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{ |
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// Engineers hate Spies |
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return ANSWER_YES; |
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} |
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if ( mySentry && me->IsRangeLessThan( mySentry, 100.0f ) ) |
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{ |
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// focus on keeping our sentry alive |
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return ANSWER_NO; |
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} |
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return ANSWER_UNDEFINED; |
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}
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