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_escort_squad_leader.cpp
// Escort the squad leader to their destination
// Michael Booth, Octoboer 2011
#include "cbase.h"
#include "bot/tf_bot.h"
#include "bot/behavior/squad/tf_bot_escort_squad_leader.h"
#include "bot/behavior/scenario/capture_the_flag/tf_bot_deliver_flag.h"
#include "bot/behavior/scenario/capture_the_flag/tf_bot_fetch_flag.h"
ConVar tf_bot_squad_escort_range( "tf_bot_squad_escort_range", "500", FCVAR_CHEAT );
ConVar tf_bot_formation_debug( "tf_bot_formation_debug", "0", FCVAR_CHEAT );
//---------------------------------------------------------------------------------------------
CTFBotEscortSquadLeader::CTFBotEscortSquadLeader( Action< CTFBot > *actionToDoAfterSquadDisbands ) // : m_path( ChasePath::LEAD_SUBJECT )
{
m_actionToDoAfterSquadDisbands = actionToDoAfterSquadDisbands;
m_formationPath.SetGoalTolerance( 0.0f );
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotEscortSquadLeader::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_formationForward = vec3_origin;
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotEscortSquadLeader::Update( CTFBot *me, float interval )
{
if ( interval <= 0.0f )
{
return Continue();
}
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
if ( threat && threat->IsVisibleRecently() )
{
// prepare to fight
me->EquipBestWeaponForThreat( threat );
}
CTFBotSquad *squad = me->GetSquad();
if ( !squad )
{
if ( m_actionToDoAfterSquadDisbands )
{
return ChangeTo( m_actionToDoAfterSquadDisbands, "Not in a Squad" );
}
return Done( "Not in a Squad" );
}
// we need to update every tick to smoothly move in formation
me->FlagForUpdate();
CTFBot *leader = squad->GetLeader();
if ( !leader || !leader->IsAlive() )
{
me->LeaveSquad();
if ( m_actionToDoAfterSquadDisbands )
{
return ChangeTo( m_actionToDoAfterSquadDisbands, "Squad leader is dead" );
}
return Done( "Squad leader is dead" );
}
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() && leader == me )
{
const char* pszNowLeader = "I'm now the squad leader! Going for the flag!";
if ( me->HasAttribute( CTFBot::AGGRESSIVE ) )
{
// push for the point first, then attack
return ChangeTo( new CTFBotPushToCapturePoint( new CTFBotFetchFlag ), pszNowLeader );
}
// capture the flag
return ChangeTo( new CTFBotFetchFlag, pszNowLeader );
}
// if we're using a melee weapon, close and attack with it while staying near the leader
CTFWeaponBase *myWeapon = me->m_Shared.GetActiveTFWeapon();
if ( myWeapon && myWeapon->IsMeleeWeapon() )
{
if ( me->IsRangeLessThan( leader, tf_bot_squad_escort_range.GetFloat() ) && me->IsLineOfSightClear( leader ) )
{
ActionResult< CTFBot > result = m_meleeAttackAction.Update( me, interval );
if ( result.IsContinue() )
{
// we have a melee target, and we're still reasonably close to the flag leader
return Continue();
}
}
}
CUtlVector< CTFBot * > rawMemberVector;
squad->CollectMembers( &rawMemberVector );
// cull out the medics - they do their own thing
CUtlVector< CTFBot * > memberVector;
for( int m=0; m<rawMemberVector.Count(); ++m )
{
if ( !rawMemberVector[m]->IsPlayerClass( TF_CLASS_MEDIC ) )
{
memberVector.AddToTail( rawMemberVector[m] );
}
}
const PathFollower *leaderPath = leader->GetCurrentPath();
if ( !leaderPath || !leaderPath->GetCurrentGoal() )
{
// no path, no formation
me->SetSquadFormationError( 0.0f );
me->SetBrokenFormation( false );
return Continue();
}
const Path::Segment *leaderSegment = leaderPath->GetCurrentGoal();
Vector leaderForward = leaderSegment->pos - leader->GetAbsOrigin();
// if the leader is very close to the goal, use the next goal to ensure
// the forward vector stays forward
const float atGoal = 25.0f;
if ( leaderForward.IsLengthLessThan( atGoal ) )
{
const Path::Segment *nextSegment = leaderPath->NextSegment( leaderSegment );
if ( nextSegment )
{
leaderForward = nextSegment->pos - leader->GetAbsOrigin();
}
}
leaderForward.NormalizeInPlace();
if ( m_formationForward.IsZero() )
{
m_formationForward = leaderForward;
}
else
{
// limit rate of change of leader forward vector to keep formation coherent
float maxRotation = 30.0f; // degrees/second
float leaderForwardYaw = UTIL_VecToYaw( leaderForward );
float formationYaw = UTIL_VecToYaw( m_formationForward );
float angleDiff = UTIL_AngleDiff( leaderForwardYaw, formationYaw );
float deltaYaw = maxRotation * interval;
if ( angleDiff < -deltaYaw )
{
formationYaw -= deltaYaw;
}
else if ( angleDiff > deltaYaw )
{
formationYaw += deltaYaw;
}
else
{
formationYaw += angleDiff;
}
FastSinCos( formationYaw * M_PI / 180.0f, &m_formationForward.y, &m_formationForward.x );
m_formationForward.z = 0.0f;
}
const float maxSeparationAngle = 30.0f * M_PI / 180.0f;
float formationRadius = 125.0f;
if ( squad->GetFormationSize() > 0.0f )
{
formationRadius = squad->GetFormationSize();
}
Vector myFormationSpot;
Vector formationForward = vec3_origin;
float s, c;
// where am I in the roster
int which;
for( which=0; which<memberVector.Count(); ++which )
{
if ( me->IsSelf( memberVector[which] ) )
{
break;
}
}
// subtract one since the leader is always first
--which;
// my formation spot is assigned via my position in the roster array
int slot = ( which + 1 ) /2;
float formationAngle = slot * maxSeparationAngle;
if ( which & 0x1 )
{
formationAngle = -formationAngle;
}
FastSinCos( formationAngle, &s, &c );
formationForward.x = m_formationForward.x * c - m_formationForward.y * s;
formationForward.y = m_formationForward.y * c + m_formationForward.x * s;
myFormationSpot = leader->GetAbsOrigin() + formationRadius * formationForward;
trace_t result;
CTraceFilterIgnoreTeammates filter( me, COLLISION_GROUP_NONE, me->GetTeamNumber() );
UTIL_TraceLine( leader->GetAbsOrigin() + Vector( 0, 0, HalfHumanHeight ), myFormationSpot + Vector( 0, 0, HalfHumanHeight ), MASK_PLAYERSOLID, &filter, &result );
if ( result.DidHitWorld() )
{
myFormationSpot = result.endpos - Vector( 0, 0, HalfHumanHeight ) + 0.6f * me->GetBodyInterface()->GetHullWidth() * result.plane.normal;
}
if ( tf_bot_formation_debug.GetBool() )
{
NDebugOverlay::Circle( myFormationSpot, 16.0f, 0, 255, 0, 255, true, 0.1f );
CFmtStr msg;
NDebugOverlay::Text( myFormationSpot, msg.sprintf( "%d", which ), false, 0.1f );
}
// match speed with leader if I'm at/near my formation position
Vector to = myFormationSpot - me->GetAbsOrigin();
float error = to.Length2D();
const float maxError = 100.0f; // 50
float normalizedError = 1.0f;
if ( error < maxError )
{
normalizedError = error / maxError;
}
// this error term is used in CTFPlayer::TeamFortress_CalculateMaxSpeed() to
// modulate our speed
// 0 = in position (no error)
// 1 = far out of position (max error)
me->SetSquadFormationError( normalizedError );
// move to my formation spot
if ( error < 50.0f )
{
// if we're ahead of where we want to be, just wait
if ( DotProduct( to, formationForward ) > 0.0f )
{
// very close - just directly approach to avoid pathing jaggies
me->GetLocomotionInterface()->Approach( myFormationSpot );
}
else
{
// we're in position
me->SetSquadFormationError( 0.0f );
}
}
else
{
if ( m_pathTimer.IsElapsed() )
{
m_pathTimer.Start( RandomFloat( 0.1f, 0.2f ) );
me->SetBrokenFormation( false );
CTFBotPathCost cost( me, FASTEST_ROUTE );
if ( m_formationPath.Compute( me, myFormationSpot, cost ) == false )
{
// no path back to formation
me->SetBrokenFormation( true );
}
// if we have a long path to get back in formation, we've broken ranks
const float tooFar = 750.0f;
if ( m_formationPath.GetLength() > tooFar )
{
me->SetBrokenFormation( true );
}
}
m_formationPath.Update( me );
}
return Continue();
}
//---------------------------------------------------------------------------------------------
void CTFBotEscortSquadLeader::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
{
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotWaitForOutOfPositionSquadMember::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_waitTimer.Start( 2.0f );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotWaitForOutOfPositionSquadMember::Update( CTFBot *me, float interval )
{
if ( m_waitTimer.IsElapsed() )
{
return Done( "Timeout" );
}
if ( !me->IsInASquad() || !me->GetSquad()->IsLeader( me ) )
{
return Done( "No squad" );
}
if ( me->GetSquad()->IsInFormation() )
{
// Everyone is in position
return Done( "Everyone is in formation. Moving on." );
}
return Continue();
}