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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/tf_bot_melee_attack.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/tf_bot_melee_attack.cpp')
| -rw-r--r-- | game/server/tf/bot/behavior/tf_bot_melee_attack.cpp | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/game/server/tf/bot/behavior/tf_bot_melee_attack.cpp b/game/server/tf/bot/behavior/tf_bot_melee_attack.cpp new file mode 100644 index 0000000..c914a8c --- /dev/null +++ b/game/server/tf/bot/behavior/tf_bot_melee_attack.cpp @@ -0,0 +1,67 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// tf_bot_melee_attack.h +// Attack a threat with out melee weapon +// Michael Booth, February 2009 + +#include "cbase.h" +#include "bot/tf_bot.h" +#include "bot/behavior/tf_bot_melee_attack.h" + +#include "nav_mesh.h" + +extern ConVar tf_bot_path_lookahead_range; + +ConVar tf_bot_melee_attack_abandon_range( "tf_bot_melee_attack_abandon_range", "500", FCVAR_CHEAT, "If threat is farther away than this, bot will switch back to its primary weapon and attack" ); + + +//--------------------------------------------------------------------------------------------- +CTFBotMeleeAttack::CTFBotMeleeAttack( float giveUpRange ) +{ + m_giveUpRange = giveUpRange < 0.0f ? tf_bot_melee_attack_abandon_range.GetFloat() : giveUpRange; +} + + +//--------------------------------------------------------------------------------------------- +ActionResult< CTFBot > CTFBotMeleeAttack::OnStart( CTFBot *me, Action< CTFBot > *priorAction ) +{ + m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() ); + + return Continue(); +} + + +//--------------------------------------------------------------------------------------------- +ActionResult< CTFBot > CTFBotMeleeAttack::Update( CTFBot *me, float interval ) +{ + // bash the bad guys + const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat(); + + if ( threat == NULL ) + { + return Done( "No threat" ); + } + + if ( me->IsDistanceBetweenGreaterThan( threat->GetLastKnownPosition(), m_giveUpRange ) ) + { + // threat is too far away for melee + return Done( "Threat is too far away for a melee attack" ); + } + + // switch to our melee weapon + CBaseCombatWeapon *meleeWeapon = me->Weapon_GetSlot( TF_WPN_TYPE_MELEE ); + if ( meleeWeapon ) + { + me->Weapon_Switch( meleeWeapon ); + } + + // actual head aiming is handled elsewhere + + // just keep swinging + me->PressFireButton(); + + // chase them down + CTFBotPathCost cost( me, FASTEST_ROUTE ); + m_path.Update( me, threat->GetEntity(), cost ); + + return Continue(); +} |