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123 lines
3.3 KiB
123 lines
3.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// tf_bot_use_teleporter.cpp |
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// Ride a friendly teleporter |
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// Michael Booth, May 2010 |
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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 "bot/tf_bot.h" |
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#include "bot/behavior/tf_bot_use_teleporter.h" |
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extern ConVar tf_bot_path_lookahead_range; |
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//--------------------------------------------------------------------------------------------- |
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CTFBotUseTeleporter::CTFBotUseTeleporter( CObjectTeleporter *teleporter, UseHowType how ) |
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{ |
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m_teleporter = teleporter; |
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m_how = how; |
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m_isInTransit = false; |
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} |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotUseTeleporter::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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// We could compute the time it would take to walk from the tele entrance to exit |
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// and compare that to the time needed to wait for the tele to be ready to send us, |
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// but players tend to use the tele only if it is ready NOW (or very soon). |
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bool CTFBotUseTeleporter::IsTeleporterAvailable( void ) const |
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{ |
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if ( m_teleporter != NULL ) |
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{ |
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if ( !m_teleporter->IsReady() ) |
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return false; |
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if ( m_teleporter->GetState() == TELEPORTER_STATE_READY ) |
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return true; |
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/* causes massive bot pileups |
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if ( m_teleporter->GetState() == TELEPORTER_STATE_SENDING || |
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m_teleporter->GetState() == TELEPORTER_STATE_RECHARGING ) |
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{ |
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if ( m_teleporter->GetUpgradeLevel() == 3 ) |
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{ |
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// we'll wait for level 3 teleporters - they're really fast |
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return true; |
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} |
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} |
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*/ |
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} |
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return false; |
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} |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotUseTeleporter::Update( CTFBot *me, float interval ) |
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{ |
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if ( m_teleporter == NULL ) |
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{ |
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return Done( "Teleporter is gone" ); |
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} |
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CObjectTeleporter *teleporterExit = m_teleporter->GetMatchingTeleporter(); |
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if ( !teleporterExit ) |
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{ |
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return Done( "Missing teleporter exit" ); |
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} |
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if ( m_teleporter->IsSendingPlayer( me ) ) |
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{ |
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// note that we have been teleported, because it takes a few frames |
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// to actually relocate us, even after our teleporter leaves the "sending" state |
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m_isInTransit = true; |
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} |
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if ( m_isInTransit ) |
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{ |
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if ( me->IsRangeLessThan( teleporterExit, 25.0f ) ) |
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{ |
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return Done( "Successful teleport" ); |
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} |
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} |
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else if ( !IsTeleporterAvailable() && m_how == USE_IF_READY ) |
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{ |
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return Done( "Teleporter is not available" ); |
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} |
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat(); |
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if ( threat && threat->IsVisibleRecently() ) |
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{ |
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// prepare to fight |
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me->EquipBestWeaponForThreat( threat ); |
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} |
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if ( m_repathTimer.IsElapsed() ) |
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{ |
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m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) ); |
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CTFBotPathCost cost( me, FASTEST_ROUTE ); |
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if ( m_path.Compute( me, m_teleporter->GetAbsOrigin(), cost ) == false ) |
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{ |
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// no path to teleporter |
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return Done( "Can't reach teleporter!" ); |
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} |
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} |
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// move toward the teleporter until we're standing on it |
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if ( me->GetLocomotionInterface()->GetGround() != m_teleporter ) |
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{ |
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m_path.Update( me ); |
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} |
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return Continue(); |
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} |
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