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