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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf/bot/behavior/scenario/creep_wave
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/tf/bot/behavior/scenario/creep_wave')
-rw-r--r--game/server/tf/bot/behavior/scenario/creep_wave/tf_bot_creep_wave.cpp240
-rw-r--r--game/server/tf/bot/behavior/scenario/creep_wave/tf_bot_creep_wave.h57
2 files changed, 297 insertions, 0 deletions
diff --git a/game/server/tf/bot/behavior/scenario/creep_wave/tf_bot_creep_wave.cpp b/game/server/tf/bot/behavior/scenario/creep_wave/tf_bot_creep_wave.cpp
new file mode 100644
index 0000000..fb93882
--- /dev/null
+++ b/game/server/tf/bot/behavior/scenario/creep_wave/tf_bot_creep_wave.cpp
@@ -0,0 +1,240 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+// tf_bot_creep_wave.cpp
+// Move in a "creep wave" to the next available control point to capture it
+// Michael Booth, August 2010
+
+#include "cbase.h"
+
+#ifdef TF_CREEP_MODE
+
+#include "team.h"
+#include "team_control_point_master.h"
+#include "bot/tf_bot_manager.h"
+#include "bot/tf_bot.h"
+#include "bot/behavior/scenario/creep_wave/tf_bot_creep_wave.h"
+
+ConVar tf_creep_aggro_range( "tf_creep_aggro_range", "250" );
+ConVar tf_creep_give_up_range( "tf_creep_give_up_range", "300" );
+
+
+CTFPlayer *FindNearestEnemy( CTFBot *me, float maxRange )
+{
+ CBasePlayer *closest = NULL;
+ float closeRangeSq = maxRange * maxRange;
+
+ for( int i=1; i<=gpGlobals->maxClients; ++i )
+ {
+ CBasePlayer *player = static_cast< CBasePlayer * >( UTIL_PlayerByIndex( i ) );
+
+ if ( !player )
+ continue;
+
+ if ( FNullEnt( player->edict() ) )
+ continue;
+
+ if ( me->IsFriend( player ) )
+ continue;
+
+ if ( !player->IsAlive() )
+ continue;
+
+ float rangeSq = me->GetRangeSquaredTo( player );
+ if ( rangeSq < closeRangeSq )
+ {
+ if ( me->IsLineOfFireClear( player ) )
+ {
+ closeRangeSq = rangeSq;
+ closest = player;
+ }
+ }
+ }
+
+ return (CTFPlayer *)closest;
+}
+
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotCreepWave::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
+{
+ me->StopLookingAroundForEnemies();
+ m_stuckTimer.Invalidate();
+
+ me->GetPlayerClass()->SetCustomModel( "models/bots/bot_heavy.mdl", USE_CLASS_ANIMATIONS );
+ me->UpdateModel();
+
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotCreepWave::Update( CTFBot *me, float interval )
+{
+ if ( !me->IsAlive() && me->StateGet() != TF_STATE_DYING )
+ {
+ // remove dead creeps for now
+ engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", me->GetUserID() ) );
+ }
+
+ CBaseCombatWeapon *melee = me->Weapon_GetSlot( TF_WPN_TYPE_MELEE );
+ if ( melee )
+ {
+ me->Weapon_Switch( melee );
+ }
+
+ CUtlVector< CTeamControlPoint * > captureVector;
+ TFGameRules()->CollectCapturePoints( me, &captureVector );
+
+ if ( captureVector.Count() == 0 )
+ {
+ return Continue();
+ }
+
+ if ( m_repathTimer.IsElapsed() )
+ {
+ m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
+
+ CTFBotPathCost cost( me, FASTEST_ROUTE );
+ m_path.Compute( me, captureVector[0]->WorldSpaceCenter(), cost );
+ }
+
+ m_path.Update( me );
+
+ if ( m_stuckTimer.HasStarted() )
+ {
+ // juke and dodge to escape stuck situation
+ switch( RandomInt( 0, 3 ) )
+ {
+ case 0: me->PressBackwardButton(); break;
+ case 1: me->PressForwardButton(); break;
+ case 2: me->PressLeftButton(); break;
+ case 3: me->PressRightButton(); break;
+ }
+ }
+
+ CTFPlayer *enemy = FindNearestEnemy( me, tf_creep_aggro_range.GetFloat() );
+ if ( enemy )
+ {
+ me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_INCOMING );
+ return SuspendFor( new CTFBotCreepAttack( enemy ), "Attacking nearby enemy" );
+ }
+
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult< CTFBot > CTFBotCreepWave::OnKilled( CTFBot *me, const CTakeDamageInfo &info )
+{
+ if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && me->IsEnemy( info.GetAttacker() ) )
+ {
+ TheTFBots().OnCreepKilled( ToTFPlayer( info.GetAttacker() ) );
+ }
+
+ return TryContinue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult< CTFBot > CTFBotCreepWave::OnStuck( CTFBot *me )
+{
+ m_stuckTimer.Start();
+ return TryContinue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult< CTFBot > CTFBotCreepWave::OnUnStuck( CTFBot *me )
+{
+ m_stuckTimer.Invalidate();
+ return TryContinue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+//---------------------------------------------------------------------------------------------
+CTFBotCreepAttack::CTFBotCreepAttack( CTFPlayer *victim )
+{
+ m_victim = victim;
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotCreepAttack::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
+{
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotCreepAttack::Update( CTFBot *me, float interval )
+{
+ if ( !me->IsAlive() && me->StateGet() != TF_STATE_DYING )
+ {
+ // remove dead creeps for now
+ engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", me->GetUserID() ) );
+ }
+
+ if ( m_victim.Get() == NULL || !m_victim->IsAlive() )
+ {
+ me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_JEERS );
+ return Done( "Killed victim" );
+ }
+
+ if ( me->IsRangeGreaterThan( m_victim, tf_creep_give_up_range.GetFloat() ) ||
+ !me->IsLineOfFireClear( m_victim ) )
+ {
+ me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_NEGATIVE );
+ return Done( "Lost victim" );
+ }
+
+ CTFPlayer *newVictim = FindNearestEnemy( me, tf_creep_aggro_range.GetFloat() );
+ if ( newVictim )
+ {
+ float newRangeSq = me->GetRangeSquaredTo( newVictim );
+ float victimRangeSq = me->GetRangeSquaredTo( m_victim );
+
+ if ( newRangeSq < victimRangeSq )
+ {
+ // switch to closer target
+ m_victim = newVictim;
+ me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_BATTLECRY );
+ }
+ }
+
+ CBaseCombatWeapon *melee = me->Weapon_GetSlot( TF_WPN_TYPE_MELEE );
+ if ( melee )
+ {
+ me->Weapon_Switch( melee );
+ }
+
+ me->GetBodyInterface()->AimHeadTowards( m_victim, IBody::CRITICAL, 0.2f, NULL, "Looking at enemy" );
+
+ // swing weapon
+ me->PressFireButton();
+
+ // beeline towards our victim
+ const float combatRange = 40.0f;
+ if ( me->IsRangeGreaterThan( m_victim, combatRange ) )
+ {
+ me->GetLocomotionInterface()->Approach( m_victim->GetAbsOrigin() );
+ }
+ else
+ {
+ // juke and dodge to avoid interpenetration
+ switch( RandomInt( 0, 3 ) )
+ {
+ case 0: me->PressBackwardButton(); break;
+ case 1: me->PressForwardButton(); break;
+ case 2: me->PressLeftButton(); break;
+ case 3: me->PressRightButton(); break;
+ }
+ }
+
+ return Continue();
+}
+
+
+
+
+#endif // TF_CREEP_MODE \ No newline at end of file
diff --git a/game/server/tf/bot/behavior/scenario/creep_wave/tf_bot_creep_wave.h b/game/server/tf/bot/behavior/scenario/creep_wave/tf_bot_creep_wave.h
new file mode 100644
index 0000000..6dedafe
--- /dev/null
+++ b/game/server/tf/bot/behavior/scenario/creep_wave/tf_bot_creep_wave.h
@@ -0,0 +1,57 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+// tf_bot_creep_wave.h
+// Move in a "creep wave" to the next available control point to capture it
+// Michael Booth, August 2010
+
+#ifndef TF_BOT_CREEP_WAVE_H
+#define TF_BOT_CREEP_WAVE_H
+
+#ifdef TF_CREEP_MODE
+
+#include "Path/NextBotPathFollow.h"
+#include "Path/NextBotChasePath.h"
+
+
+CTFBot *FindNearestEnemyCreep( CTFBot *me );
+
+
+//-----------------------------------------------------------------------------
+class CTFBotCreepWave : public Action< CTFBot >
+{
+public:
+ virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
+ virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
+
+ virtual EventDesiredResult< CTFBot > OnKilled( CTFBot *me, const CTakeDamageInfo &info );
+ virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
+ virtual EventDesiredResult< CTFBot > OnUnStuck( CTFBot *me );
+
+ virtual const char *GetName( void ) const { return "CreepWave"; };
+
+private:
+ PathFollower m_path;
+ CountdownTimer m_repathTimer;
+ IntervalTimer m_stuckTimer;
+};
+
+
+
+//-----------------------------------------------------------------------------
+class CTFBotCreepAttack : public Action< CTFBot >
+{
+public:
+ CTFBotCreepAttack( CTFPlayer *victim );
+
+ virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
+ virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
+
+ virtual const char *GetName( void ) const { return "CreepAttack"; };
+
+private:
+ CHandle< CTFPlayer > m_victim;
+};
+
+
+#endif // TF_CREEP_MODE
+
+#endif // TF_BOT_CREEP_WAVE_H