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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf/bot/behavior/demoman/tf_bot_stickybomb_sentrygun.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/tf/bot/behavior/demoman/tf_bot_stickybomb_sentrygun.cpp')
| -rw-r--r-- | game/server/tf/bot/behavior/demoman/tf_bot_stickybomb_sentrygun.cpp | 342 |
1 files changed, 342 insertions, 0 deletions
diff --git a/game/server/tf/bot/behavior/demoman/tf_bot_stickybomb_sentrygun.cpp b/game/server/tf/bot/behavior/demoman/tf_bot_stickybomb_sentrygun.cpp new file mode 100644 index 0000000..d788892 --- /dev/null +++ b/game/server/tf/bot/behavior/demoman/tf_bot_stickybomb_sentrygun.cpp @@ -0,0 +1,342 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// tf_bot_stickybomb_sentrygun.cpp +// Destroy the given sentrygun with stickybombs +// Michael Booth, August 2010 + +#include "cbase.h" +#include "tf_player.h" +#include "bot/tf_bot.h" +#include "bot/behavior/demoman/tf_bot_stickybomb_sentrygun.h" +#include "tf_weapon_pipebomblauncher.h" +#include "tf_obj_sentrygun.h" +#include "NextBotUtil.h" + +ConVar tf_bot_sticky_base_range( "tf_bot_sticky_base_range", "800", FCVAR_CHEAT ); +ConVar tf_bot_sticky_charge_rate( "tf_bot_sticky_charge_rate", "0.01", FCVAR_CHEAT, "Seconds of charge per unit range beyond base" ); + + +//--------------------------------------------------------------------------------------------- +CTFBotStickybombSentrygun::CTFBotStickybombSentrygun( CObjectSentrygun *sentrygun ) +{ + m_sentrygun = sentrygun; + m_hasGivenAim = false; +} + + +//--------------------------------------------------------------------------------------------- +CTFBotStickybombSentrygun::CTFBotStickybombSentrygun( CObjectSentrygun *sentrygun, float aimYaw, float aimPitch, float aimCharge ) +{ + m_sentrygun = sentrygun; + m_hasGivenAim = true; + m_givenYaw = aimYaw; + m_givenPitch = aimPitch; + m_givenCharge = aimCharge; +} + + +//--------------------------------------------------------------------------------------------- +ActionResult< CTFBot > CTFBotStickybombSentrygun::OnStart( CTFBot *me, Action< CTFBot > *priorAction ) +{ + // detonate old set of stickies + me->PressAltFireButton(); + + // own our view updating so we can aim + me->StopLookingAroundForEnemies(); + + m_isFullReloadNeeded = true; + + // STOP + me->SetAbsVelocity( vec3_origin ); + + m_searchPitch = 0.0f; + m_hasTarget = false; + m_searchTimer.Start( 3.0f ); + + m_isChargingShot = false; + + if ( m_hasGivenAim ) + { + m_hasTarget = true; + + // remember where we are standing - if we move for any reason, we'll need to re-search + m_launchSpot = me->GetAbsOrigin(); + + // start charging up the sticky launch + m_chargeToLaunch = m_givenCharge; + m_isChargingShot = true; + + // aim along given pitch/yaw + QAngle angles; + angles.x = m_givenPitch; + angles.y = m_givenYaw; + angles.z = 0.0f; + + Vector aimForward; + AngleVectors( angles, &aimForward ); + + m_eyeAimTarget = me->EyePosition() + 1500.0f * aimForward; + } + + return Continue(); +} + + +//--------------------------------------------------------------------------------------------- +bool CTFBotStickybombSentrygun::IsAimOnTarget( CTFBot *me, float pitch, float yaw, float charge ) +{ + // estimate impact spot + Vector impactSpot = me->EstimateStickybombProjectileImpactPosition( pitch, yaw, charge ); + + // check if impactSpot landed near sentry + const float explosionRadius = 75.0f; + if ( ( m_sentrygun->WorldSpaceCenter() - impactSpot ).IsLengthLessThan( explosionRadius ) ) + { + trace_t trace; + NextBotTraceFilterIgnoreActors filter( NULL, COLLISION_GROUP_NONE ); + + UTIL_TraceLine( m_sentrygun->WorldSpaceCenter(), impactSpot, MASK_SOLID_BRUSHONLY, &filter, &trace ); + if ( !trace.DidHit() ) + { + // NDebugOverlay::Cross3D( impactSpot, 10.0f, 100, 255, 0, true, 60.0f ); + return true; + } + } + + return false; +} + + +//--------------------------------------------------------------------------------------------- +ActionResult< CTFBot > CTFBotStickybombSentrygun::Update( CTFBot *me, float interval ) +{ + CTFWeaponBase *myCurrentWeapon = me->m_Shared.GetActiveTFWeapon(); + CTFPipebombLauncher *stickyLauncher = dynamic_cast< CTFPipebombLauncher * >( me->Weapon_GetSlot( TF_WPN_TYPE_SECONDARY ) ); + + if ( !myCurrentWeapon || !stickyLauncher ) + { + return Done( "Missing weapon" ); + } + + if ( myCurrentWeapon->GetWeaponID() != TF_WEAPON_PIPEBOMBLAUNCHER ) + { + me->Weapon_Switch( stickyLauncher ); + } + + if ( m_sentrygun == NULL || !m_sentrygun->IsAlive() ) + { + return Done( "Sentry destroyed" ); + } + + if ( !m_hasTarget && m_searchTimer.IsElapsed() ) + { + return Done( "Can't find aim" ); + } + + // reload fully + if ( m_isFullReloadNeeded ) + { + int maxClip = MIN( stickyLauncher->GetMaxClip1(), me->GetAmmoCount( TF_AMMO_SECONDARY ) ); + + if ( stickyLauncher->Clip1() >= maxClip ) + { + // fully reloaded + m_isFullReloadNeeded = false; + } + + me->PressReloadButton(); + + return Continue(); + } + + int requiredStickyBombs = 3; + + if ( TFGameRules()->IsMannVsMachineMode() ) + { + // launch more stickies to make sure we take out beefed-up sentries + requiredStickyBombs = 5; + } + + if ( stickyLauncher->GetPipeBombCount() >= requiredStickyBombs || me->GetAmmoCount( TF_AMMO_SECONDARY ) <= 0 ) + { + // stickies laid - detonate them once they are on the ground + const CUtlVector< CHandle< CTFGrenadePipebombProjectile > > &pipeVector = stickyLauncher->GetPipeBombVector(); + + int i; + for( i=0; i<pipeVector.Count(); ++i ) + { + if ( pipeVector[i].Get() && !pipeVector[i]->m_bTouched ) + { + break; + } + } + + if ( i == pipeVector.Count() ) + { + // stickies are on the ground + me->PressAltFireButton(); + + if ( me->GetAmmoCount( TF_AMMO_SECONDARY ) <= 0 ) + { + return Done( "Out of ammo" ); + } + } + } + else if ( m_isChargingShot ) + { + // fudge charge time a bit longer - better to overshoot + float stickyChargeTime = 1.1f * m_chargeToLaunch * TF_PIPEBOMB_MAX_CHARGE_TIME; + + me->GetBodyInterface()->AimHeadTowards( m_eyeAimTarget, IBody::CRITICAL, 0.3f, NULL, "Aiming a sticky bomb at a sentrygun" ); + + if ( gpGlobals->curtime - stickyLauncher->GetChargeBeginTime() >= stickyChargeTime ) + { + // let go + me->ReleaseFireButton(); + m_isChargingShot = false; + } + else + { + me->PressFireButton(); + } + } + else if ( stickyLauncher->m_flNextPrimaryAttack < gpGlobals->curtime ) + { + // if we've moved, we need to re-search + if ( m_hasTarget ) + { + const float tolerance = 1.0f; + if ( me->IsRangeGreaterThan( m_launchSpot, tolerance ) ) + { + m_hasTarget = false; + m_searchTimer.Reset(); + } + } + + if ( !m_hasTarget ) + { + // search for angle to land sticky near sentry + Vector toSentry = m_sentrygun->WorldSpaceCenter() - me->EyePosition(); + + QAngle angles; + VectorAngles( toSentry, angles ); + + float bestYaw = 0.0f; + float bestPitch = 0.0f; + float bestCharge = 1.0f; + + const int trials = 100; + for( int t=0; t<trials; ++t ) + { + float yaw = angles.y + RandomFloat( -30.0f, 30.0f ); + // float pitch = ( trials & 0x1 ) ? m_searchPitch : -m_searchPitch; + float pitch = RandomFloat( -85.0f, 85.0f ); + + float charge = 0.0f; + if ( toSentry.IsLengthGreaterThan( tf_bot_sticky_base_range.GetBool() ) ) + { + charge = RandomFloat( 0.1f, 1.0f ); + + // skew towards zero - full charge shots are seldom required + charge *= charge; + } + + if ( IsAimOnTarget( me, pitch, yaw, charge ) ) + { + // found target aim - keep one we find with least required + // charge, because we need to be fast in combat + if ( charge < bestCharge ) + { + m_hasTarget = true; + + bestCharge = charge; + m_chargeToLaunch = bestCharge; + + bestYaw = yaw; + bestPitch = pitch; + + if ( bestCharge < 0.01 ) + { + // as quick as possible - no need to search further + break; + } + } + } + } + + // aim along yaw/pitch to reach impact spot + angles.x = bestPitch; + angles.y = bestYaw; + angles.z = 0.0f; + + Vector aimForward; + AngleVectors( angles, &aimForward ); + + // always recompute eye aim target so we can update our view + m_eyeAimTarget = me->EyePosition() + 500.0f * aimForward; + me->GetBodyInterface()->AimHeadTowards( m_eyeAimTarget, IBody::CRITICAL, 0.3f, NULL, "Searching for aim..." ); + } + + if ( m_hasTarget ) + { + // remember where we are standing - if we move for any reason, we'll need to re-search + m_launchSpot = me->GetAbsOrigin(); + + // start charging up the sticky launch + me->PressFireButton(); + m_isChargingShot = true; + } + } + + return Continue(); +} + + +//--------------------------------------------------------------------------------------------- +void CTFBotStickybombSentrygun::OnEnd( CTFBot *me, Action< CTFBot > *nextAction ) +{ + // detonate any stickes left out there + me->PressAltFireButton(); + + me->StartLookingAroundForEnemies(); +} + + +//--------------------------------------------------------------------------------------------- +ActionResult< CTFBot > CTFBotStickybombSentrygun::OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction ) +{ + // detonate any stickes left out there + me->PressAltFireButton(); + + // this behavior is transitory - if we need to do something else, just give up + return Done(); +} + + +//--------------------------------------------------------------------------------------------- +EventDesiredResult< CTFBot > CTFBotStickybombSentrygun::OnInjured( CTFBot *me, const CTakeDamageInfo &info ) +{ + return TryDone( RESULT_IMPORTANT, "Ouch!" ); +} + + +//--------------------------------------------------------------------------------------------- +QueryResultType CTFBotStickybombSentrygun::ShouldAttack( const INextBot *me, const CKnownEntity *them ) const +{ + return ANSWER_NO; +} + + +//--------------------------------------------------------------------------------------------- +QueryResultType CTFBotStickybombSentrygun::ShouldHurry( const INextBot *me ) const +{ + // while killing a sentry we're "hurrying" so we don't dodge + return ANSWER_YES; +} + + +//--------------------------------------------------------------------------------------------- +QueryResultType CTFBotStickybombSentrygun::ShouldRetreat( const INextBot *me ) const +{ + // stay stuck in to try to kill that gun! + return ANSWER_NO; +} |