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-rw-r--r--game/server/tf/bot/behavior/demoman/tf_bot_stickybomb_sentrygun.cpp342
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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
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+++ b/game/server/tf/bot/behavior/demoman/tf_bot_stickybomb_sentrygun.cpp
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+//========= 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;
+}