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150 lines
4.5 KiB
150 lines
4.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// tf_bot_squad_attack.cpp |
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// Move and attack as a small, cohesive, group |
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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 "raid/tf_raid_logic.h" |
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#include "bot/tf_bot.h" |
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#include "bot/behavior/scenario/raid/tf_bot_wander.h" |
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#include "bot/behavior/scenario/raid/tf_bot_squad_attack.h" |
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#include "bot/behavior/medic/tf_bot_medic_heal.h" |
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#include "bot/behavior/tf_bot_move_to_vantage_point.h" |
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ConVar tf_squad_radius( "tf_squad_radius", "200", FCVAR_CHEAT ); |
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ConVar tf_squad_debug( "tf_squad_debug", "0", FCVAR_CHEAT ); |
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ConVar tf_raid_squad_vocalize_min_interval( "tf_raid_squad_vocalize_min_interval", "5", FCVAR_CHEAT ); |
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ConVar tf_raid_squad_vocalize_max_interval( "tf_raid_squad_vocalize_max_interval", "8", FCVAR_CHEAT ); |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotSquadAttack::OnStart( CTFBot *me, Action< CTFBot > *priorAction ) |
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{ |
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m_vocalizeTimer.Start( RandomFloat( tf_raid_squad_vocalize_min_interval.GetFloat(), tf_raid_squad_vocalize_max_interval.GetFloat() ) ); |
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m_victim = NULL; |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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// the leader is the slowest member of the squad |
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CTFBot *CTFBotSquadAttack::GetSquadLeader( CTFBot *me ) const |
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{ |
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CTFBot *leader = NULL; |
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float leaderSpeed = FLT_MAX; |
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CTFBotSquad *squad = me->GetSquad(); |
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CTFBotSquad::Iterator it; |
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for( it = squad->GetFirstMember(); it != squad->InvalidIterator(); it = squad->GetNextMember( it ) ) |
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{ |
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CTFBot *bot = it(); |
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float speed = bot->GetPlayerClass()->GetMaxSpeed(); |
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if ( speed < leaderSpeed ) |
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{ |
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leader = bot; |
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leaderSpeed = speed; |
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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 > CTFBotSquadAttack::Update( CTFBot *me, float interval ) |
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{ |
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if ( !me->IsInASquad() ) |
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return Done( "Not in a squad" ); |
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if ( me->IsPlayerClass( TF_CLASS_MEDIC ) ) |
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{ |
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return SuspendFor( new CTFBotMedicHeal ); |
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} |
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CTFBot *leader = GetSquadLeader( me ); |
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CTFBotPathCost cost( me, FASTEST_ROUTE ); |
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if ( m_victim == NULL || m_victimConsiderTimer.IsElapsed() ) |
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{ |
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m_victimConsiderTimer.Start( 3.0f ); |
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m_victim = TFGameRules()->GetRaidLogic()->SelectRaiderToAttack(); |
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} |
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if ( m_victim ) |
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{ |
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const float engageRange = 500.0f; |
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if ( me->IsPlayerClass( TF_CLASS_PYRO ) || |
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me->IsRangeGreaterThan( m_victim->GetAbsOrigin(), engageRange ) || |
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!me->GetVisionInterface()->IsAbleToSee( m_victim, IVision::DISREGARD_FOV ) ) |
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{ |
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if ( me->IsSelf( leader ) || me->IsRangeLessThan( leader, tf_squad_radius.GetFloat() ) ) |
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{ |
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// chase down the enemy |
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m_chasePath.Update( me, m_victim, cost ); |
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} |
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} |
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if ( !me->IsSelf( leader ) && me->IsRangeGreaterThan( leader, 1.25f * tf_squad_radius.GetFloat() ) ) |
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{ |
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// too far from leader - return to him |
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m_chasePath.Update( me, leader, cost ); |
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} |
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if ( tf_squad_debug.GetBool() && me->IsSelf( leader ) ) |
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{ |
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NDebugOverlay::Circle( me->GetAbsOrigin(), 20.0f, 255, 255, 0, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER ); |
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CTFBotSquad *squad = me->GetSquad(); |
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CTFBotSquad::Iterator it; |
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for( it = squad->GetFirstMember(); it != squad->InvalidIterator(); it = squad->GetNextMember( it ) ) |
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{ |
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CTFBot *bot = it(); |
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if ( me->IsSelf( bot ) ) |
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continue; |
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NDebugOverlay::Line( me->WorldSpaceCenter(), bot->WorldSpaceCenter(), 0, 255, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER ); |
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} |
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} |
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} |
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if ( m_vocalizeTimer.IsElapsed() ) |
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{ |
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m_vocalizeTimer.Start( RandomFloat( tf_raid_squad_vocalize_min_interval.GetFloat(), tf_raid_squad_vocalize_max_interval.GetFloat() ) ); |
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if ( me->IsPlayerClass( TF_CLASS_SCOUT ) ) |
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me->EmitSound( "Scout.MobJabber" ); |
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else if ( me->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) ) |
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me->EmitSound( "Heavy.MobJabber" ); |
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else |
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me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_BATTLECRY ); |
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} |
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return Continue(); |
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} |
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//--------------------------------------------------------------------------------------------- |
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ActionResult< CTFBot > CTFBotSquadAttack::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 > CTFBotSquadAttack::OnStuck( CTFBot *me ) |
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{ |
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m_path.Invalidate(); |
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return TryContinue(); |
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} |
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#endif // TF_RAID_MODE
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