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217 lines
5.9 KiB
217 lines
5.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// tf_bot_raid_companion.cpp |
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// Teammate bots for Raid mode |
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// Michael Booth, October 2009 |
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#include "cbase.h" |
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#ifdef TF_RAID_MODE |
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#include "team.h" |
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#include "bot/tf_bot.h" |
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#include "team_control_point_master.h" |
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#include "bot/behavior/medic/tf_bot_medic_heal.h" |
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#include "bot/behavior/scenario/raid/tf_bot_companion.h" |
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#include "bot/behavior/tf_bot_attack.h" |
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#include "bot/behavior/tf_bot_move_to_vantage_point.h" |
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#include "bot/behavior/engineer/tf_bot_engineer_build.h" |
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#include "bot/behavior/sniper/tf_bot_sniper_lurk.h" |
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#include "bot/map_entities/tf_bot_generator.h" // action point |
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ConVar tf_raid_companion_follow_range( "tf_raid_companion_follow_range", "150", FCVAR_CHEAT ); |
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ConVar tf_raid_companion_allow_bot_leader( "tf_raid_companion_allow_bot_leader", "0", FCVAR_CHEAT ); |
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extern ConVar tf_bot_path_lookahead_range; |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotCompanion::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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CTFPlayer *CTFBotCompanion::GetLeader( void ) |
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{ |
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CTeam *raidingTeam = GetGlobalTeam( TF_TEAM_BLUE ); |
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CTFPlayer *leader = NULL; |
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float leaderSpeed = FLT_MAX; |
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for( int i=0; i<raidingTeam->GetNumPlayers(); ++i ) |
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{ |
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CTFPlayer *player = (CTFPlayer *)raidingTeam->GetPlayer(i); |
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if ( player->IsBot() && !tf_raid_companion_allow_bot_leader.GetBool() ) |
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continue; |
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/* |
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if ( player->IsPlayerClass( TF_CLASS_ENGINEER ) || |
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player->IsPlayerClass( TF_CLASS_SNIPER ) || |
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player->IsPlayerClass( TF_CLASS_MEDIC ) ) |
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continue; |
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*/ |
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if ( player->IsAlive() ) |
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{ |
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float speed = player->GetPlayerClass()->GetMaxSpeed(); |
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if ( speed < leaderSpeed ) |
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{ |
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leader = player; |
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leaderSpeed = speed; |
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} |
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} |
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} |
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return leader; |
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} |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotCompanion::Update( CTFBot *me, float interval ) |
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{ |
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if ( me->IsPlayerClass( TF_CLASS_MEDIC ) ) |
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{ |
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const CKnownEntity *patient = me->GetVisionInterface()->GetClosestKnown( me->GetTeamNumber() ); |
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if ( patient ) |
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{ |
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return SuspendFor( new CTFBotMedicHeal ); |
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} |
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} |
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CTFPlayer *leader = GetLeader(); |
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if ( !leader ) |
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return Continue(); |
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CTFBotPathCost cost( me, FASTEST_ROUTE ); |
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat(); |
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if ( me->IsSelf( leader ) ) |
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{ |
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const float engageRange = 500.0f; |
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if ( threat && threat->IsVisibleRecently() && me->IsRangeLessThan( threat->GetEntity(), engageRange ) ) |
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{ |
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// stop pushing ahead and kill nearby threats |
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return SuspendFor( new CTFBotAttack, "Attacking nearby threats" ); |
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} |
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// head toward next capture point |
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CTeamControlPoint *point = me->GetMyControlPoint(); |
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if ( point ) |
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{ |
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m_path.Update( me, point, cost ); |
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} |
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} |
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else |
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{ |
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if ( ( !threat || threat->GetTimeSinceLastSeen() > 3.0f ) && leader->GetTimeSinceLastInjury() < 1.0f ) |
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{ |
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// we don't see anything, but the leader is under attack - find a better vantage point |
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const float nearRange = 1000.0f; |
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return SuspendFor( new CTFBotMoveToVantagePoint( nearRange ), "Moving to where I can see the enemy" ); |
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} |
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if ( leader && me->IsDistanceBetweenGreaterThan( leader, tf_raid_companion_follow_range.GetFloat() ) ) |
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{ |
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m_path.Update( me, leader, cost ); |
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} |
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} |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotCompanion::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction ) |
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{ |
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m_path.Invalidate(); |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotGuardian::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 > CTFBotGuardian::Update( CTFBot *me, float interval ) |
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{ |
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if ( me->GetActionPoint() ) |
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{ |
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const float atHomeRange = 35.0f; // 25.0f; |
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const Vector &home = me->GetActionPoint()->GetAbsOrigin(); |
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if ( me->IsRangeGreaterThan( home, atHomeRange ) ) |
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{ |
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if ( m_repathTimer.IsElapsed() && !m_path.IsValid() ) |
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{ |
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m_repathTimer.Start( RandomFloat( 0.5f, 1.0f ) ); |
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CTFBotPathCost cost( me, FASTEST_ROUTE ); |
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m_path.Compute( me, home, cost ); |
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} |
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// move home |
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m_path.Update( me ); |
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return Continue(); |
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} |
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} |
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// at home |
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m_path.Invalidate(); |
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me->SetHomeArea( me->GetLastKnownArea() ); |
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if ( me->IsPlayerClass( TF_CLASS_ENGINEER ) ) |
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{ |
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return SuspendFor( new CTFBotEngineerBuild ); |
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} |
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if ( me->IsPlayerClass( TF_CLASS_SNIPER ) ) |
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{ |
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return SuspendFor( new CTFBotSniperLurk ); |
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} |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotGuardian::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction ) |
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{ |
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m_path.Invalidate(); |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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EventDesiredResult< CTFBot > CTFBotGuardian::OnStuck( CTFBot *me ) |
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{ |
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m_path.Invalidate(); |
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return TryContinue( RESULT_IMPORTANT ); |
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} |
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//--------------------------------------------------------------------------------------------- |
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EventDesiredResult< CTFBot > CTFBotGuardian::OnMoveToSuccess( CTFBot *me, const Path *path ) |
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{ |
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m_path.Invalidate(); |
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return TryContinue( RESULT_IMPORTANT ); |
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} |
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//--------------------------------------------------------------------------------------------- |
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EventDesiredResult< CTFBot > CTFBotGuardian::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason ) |
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{ |
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m_path.Invalidate(); |
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return TryContinue( RESULT_IMPORTANT ); |
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} |
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#endif // TF_RAID_MODE
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