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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/spy/tf_bot_spy_sap.cpp
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Diffstat (limited to 'game/server/tf/bot/behavior/spy/tf_bot_spy_sap.cpp')
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diff --git a/game/server/tf/bot/behavior/spy/tf_bot_spy_sap.cpp b/game/server/tf/bot/behavior/spy/tf_bot_spy_sap.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+// tf_bot_spy_sap.cpp
+// Sap nearby enemy buildings
+// Michael Booth, June 2010
+
+#include "cbase.h"
+#include "tf_player.h"
+#include "tf_obj_sentrygun.h"
+#include "bot/tf_bot.h"
+#include "bot/behavior/spy/tf_bot_spy_sap.h"
+#include "bot/behavior/tf_bot_approach_object.h"
+#include "bot/behavior/spy/tf_bot_spy_attack.h"
+
+extern ConVar tf_bot_path_lookahead_range;
+extern ConVar tf_bot_debug_spy;
+
+
+//---------------------------------------------------------------------------------------------
+CTFBotSpySap::CTFBotSpySap( CBaseObject *sapTarget )
+{
+ m_sapTarget = sapTarget;
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotSpySap::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
+{
+ me->StopLookingAroundForEnemies();
+
+ // uncloak so we can sap
+ if ( me->m_Shared.IsStealthed() )
+ {
+ me->PressAltFireButton();
+ }
+
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotSpySap::Update( CTFBot *me, float interval )
+{
+ CBaseObject *newSapTarget = me->GetNearestKnownSappableTarget();
+
+ if ( newSapTarget )
+ {
+ m_sapTarget = newSapTarget;
+ }
+
+ if ( m_sapTarget == NULL )
+ {
+ return Done( "Sap target gone" );
+ }
+
+ CTFPlayer *victim = NULL;
+
+ CUtlVector< CKnownEntity > knownVector;
+ me->GetVisionInterface()->CollectKnownEntities( &knownVector );
+
+ for( int i=0; i<knownVector.Count(); ++i )
+ {
+ CTFPlayer *playerThreat = ToTFPlayer( knownVector[i].GetEntity() );
+ if ( playerThreat && me->IsEnemy( playerThreat ) )
+ {
+ victim = playerThreat;
+ break;
+ }
+ }
+
+ // opportunistic backstab if engineer is between me and my sap target
+ if ( victim && victim->IsPlayerClass( TF_CLASS_ENGINEER ) )
+ {
+ const float nearbyRange = 150.0f;
+ if ( m_sapTarget->GetOwner() == victim && me->IsRangeLessThan( victim, nearbyRange ) )
+ {
+ if ( me->IsEntityBetweenTargetAndSelf( victim, m_sapTarget ) )
+ {
+ return SuspendFor( new CTFBotSpyAttack( victim ), "Backstabbing the engineer before I sap his buildings" );
+ }
+ }
+ }
+
+ const float sapRange = 40.0f;
+
+ if ( me->IsRangeLessThan( m_sapTarget, 2.0f * sapRange ) )
+ {
+ // switch to our sapper and spam it
+ CBaseCombatWeapon *mySapper = me->Weapon_GetWeaponByType( TF_WPN_TYPE_BUILDING );
+ if ( !mySapper )
+ {
+ return Done( "I have no sapper" );
+ }
+
+ me->Weapon_Switch( mySapper );
+
+ // uncloak
+ if ( me->m_Shared.IsStealthed() )
+ {
+ me->PressAltFireButton();
+ }
+
+ // sap our target
+ me->GetBodyInterface()->AimHeadTowards( m_sapTarget, IBody::MANDATORY, 0.1f, NULL, "Aiming my sapper" );
+
+ me->PressFireButton();
+ }
+
+ if ( me->IsRangeGreaterThan( m_sapTarget, sapRange ) )
+ {
+ if ( m_repathTimer.IsElapsed() )
+ {
+ m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
+
+ CTFBotPathCost cost( me, FASTEST_ROUTE );
+ if ( m_path.Compute( me, m_sapTarget, cost ) == false )
+ {
+ return Done( "No path to sap target!" );
+ }
+ }
+
+ m_path.Update( me );
+
+ return Continue();
+ }
+
+ // if our target is sapped, look for other nearby buildings to sap
+ if ( m_sapTarget->HasSapper() )
+ {
+ CBaseObject *nextTarget = me->GetNearestKnownSappableTarget();
+ if ( nextTarget )
+ {
+ m_sapTarget = nextTarget;
+ }
+ else
+ {
+ // everything is sapped - explicitly attack nearby enemy Engineers
+ if ( victim && victim->IsPlayerClass( TF_CLASS_ENGINEER ) )
+ {
+ return SuspendFor( new CTFBotSpyAttack( victim ), "Attacking an engineer" );
+ }
+
+ return Done( "All targets sapped" );
+ }
+ }
+
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+void CTFBotSpySap::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
+{
+ me->StartLookingAroundForEnemies();
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotSpySap::OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction )
+{
+ me->StartLookingAroundForEnemies();
+
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotSpySap::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
+{
+ me->StopLookingAroundForEnemies();
+
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult< CTFBot > CTFBotSpySap::OnStuck( CTFBot *me )
+{
+ return TryDone( RESULT_CRITICAL, "I'm stuck, probably on a sapped building that hasn't exploded yet" );
+}
+
+
+//---------------------------------------------------------------------------------------------
+QueryResultType CTFBotSpySap::ShouldAttack( const INextBot *meBot, const CKnownEntity *them ) const
+{
+ CTFBot *me = ToTFBot( meBot->GetEntity() );
+
+ if ( m_sapTarget && !m_sapTarget->HasSapper() )
+ {
+ // mission not accomplished
+ return ANSWER_NO;
+ }
+
+ if ( !me->m_Shared.InCond( TF_COND_DISGUISED ) &&
+ !me->m_Shared.InCond( TF_COND_DISGUISING ) &&
+ !me->m_Shared.IsStealthed() )
+ {
+ // our cover is blown!
+ return ANSWER_YES;
+ }
+
+ // if we've sapped, attack
+ return AreAllDangerousSentriesSapped( me ) ? ANSWER_YES : ANSWER_NO;
+}
+
+
+//---------------------------------------------------------------------------------------------
+// Don't avoid enemies when we're going in for the sap
+QueryResultType CTFBotSpySap::IsHindrance( const INextBot *me, CBaseEntity *blocker ) const
+{
+ if ( m_sapTarget.Get() && me->IsRangeLessThan( m_sapTarget, 300.0f ) )
+ {
+ // we're almost to our sap target - don't avoid anyone
+ return ANSWER_NO;
+ }
+
+ // avoid everyone while we move to our sap target
+ return ANSWER_UNDEFINED;
+}
+
+
+//---------------------------------------------------------------------------------------------
+QueryResultType CTFBotSpySap::ShouldRetreat( const INextBot *me ) const
+{
+ return ANSWER_NO;
+}
+
+
+//---------------------------------------------------------------------------------------------
+bool CTFBotSpySap::AreAllDangerousSentriesSapped( CTFBot *me ) const
+{
+ CUtlVector< CKnownEntity > knownVector;
+ me->GetVisionInterface()->CollectKnownEntities( &knownVector );
+
+ for( int i=0; i<knownVector.Count(); ++i )
+ {
+ CBaseObject *enemyObject = dynamic_cast< CBaseObject * >( knownVector[i].GetEntity() );
+ if ( enemyObject && enemyObject->ObjectType() == OBJ_SENTRYGUN && !enemyObject->HasSapper() && me->IsEnemy( enemyObject ) )
+ {
+ // this is an active enemy sentry, are we in range and line of fire?
+ if ( me->IsRangeLessThan( enemyObject, SENTRY_MAX_RANGE ) && me->IsLineOfFireClear( enemyObject ) )
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+