diff options
Diffstat (limited to 'game/server/tf/bot/behavior/engineer/tf_bot_engineer_build.cpp')
| -rw-r--r-- | game/server/tf/bot/behavior/engineer/tf_bot_engineer_build.cpp | 118 |
1 files changed, 118 insertions, 0 deletions
diff --git a/game/server/tf/bot/behavior/engineer/tf_bot_engineer_build.cpp b/game/server/tf/bot/behavior/engineer/tf_bot_engineer_build.cpp new file mode 100644 index 0000000..e6d586e --- /dev/null +++ b/game/server/tf/bot/behavior/engineer/tf_bot_engineer_build.cpp @@ -0,0 +1,118 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// tf_bot_engineer_build.cpp +// Engineer building his buildings +// Michael Booth, February 2009 + +#include "cbase.h" +#include "nav_mesh.h" +#include "tf_player.h" +#include "tf_obj.h" +#include "tf_obj_sentrygun.h" +#include "tf_obj_dispenser.h" +#include "tf_gamerules.h" +#include "tf_weapon_builder.h" +#include "bot/tf_bot.h" +#include "bot/behavior/engineer/tf_bot_engineer_build.h" +#include "bot/behavior/engineer/tf_bot_engineer_build_teleport_entrance.h" +#include "bot/behavior/engineer/tf_bot_engineer_move_to_build.h" + + +#include "raid/tf_raid_logic.h" + +// this was useful when engineers build at their normal (slow) rate to make sure initial sentries get built in time +ConVar tf_raid_engineer_infinte_metal( "tf_raid_engineer_infinte_metal", "1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); + + +//--------------------------------------------------------------------------------------------- +Action< CTFBot > *CTFBotEngineerBuild::InitialContainedAction( CTFBot *me ) +{ + if ( TFGameRules()->IsPVEModeActive() ) + { + return new CTFBotEngineerMoveToBuild; + } + + return new CTFBotEngineerBuildTeleportEntrance; +} + + +//--------------------------------------------------------------------------------------------- +ActionResult< CTFBot > CTFBotEngineerBuild::OnStart( CTFBot *me, Action< CTFBot > *priorAction ) +{ + return Continue(); +} + + +//--------------------------------------------------------------------------------------------- +ActionResult< CTFBot > CTFBotEngineerBuild::Update( CTFBot *me, float interval ) +{ + if ( TFGameRules()->IsPVEModeActive() && tf_raid_engineer_infinte_metal.GetBool() ) + { + // infinite ammo + me->GiveAmmo( 1000, TF_AMMO_METAL, true ); + } + + return Continue(); +} + + +//--------------------------------------------------------------------------------------------- +ActionResult< CTFBot > CTFBotEngineerBuild::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction ) +{ + return Continue(); +} + + +//--------------------------------------------------------------------------------------------- +EventDesiredResult< CTFBot > CTFBotEngineerBuild::OnTerritoryLost( CTFBot *me, int territoryID ) +{ + return TryContinue(); +} + + +//--------------------------------------------------------------------------------------------- +// Hack to disable ammo/health gathering elsewhere +QueryResultType CTFBotEngineerBuild::ShouldHurry( const INextBot *meBot ) const +{ + CTFBot *me = (CTFBot *)meBot->GetEntity(); + + CObjectSentrygun *mySentry = (CObjectSentrygun *)me->GetObjectOfType( OBJ_SENTRYGUN ); + CObjectDispenser *myDispenser = (CObjectDispenser *)me->GetObjectOfType( OBJ_DISPENSER ); + + if ( mySentry && myDispenser && !mySentry->IsBuilding() && !myDispenser->IsBuilding() && me->GetActiveTFWeapon() && me->GetActiveTFWeapon()->GetWeaponID() == TF_WEAPON_WRENCH ) + { + if ( me->IsAmmoLow() && myDispenser->GetAvailableMetal() <= 0 ) + { + // we're totally out of metal - collect some nearby + return ANSWER_NO; + } + + // by being in a "hurry" we wont collect health and ammo + return ANSWER_YES; + } + + return ANSWER_UNDEFINED; +} + + +//--------------------------------------------------------------------------------------------- +QueryResultType CTFBotEngineerBuild::ShouldAttack( const INextBot *meBot, const CKnownEntity *them ) const +{ + CTFBot *me = (CTFBot *)meBot->GetEntity(); + CObjectSentrygun *mySentry = (CObjectSentrygun *)me->GetObjectOfType( OBJ_SENTRYGUN ); + + CTFPlayer *themPlayer = ToTFPlayer( them->GetEntity() ); + + if ( themPlayer && themPlayer->IsPlayerClass( TF_CLASS_SPY ) ) + { + // Engineers hate Spies + return ANSWER_YES; + } + + if ( mySentry && me->IsRangeLessThan( mySentry, 100.0f ) ) + { + // focus on keeping our sentry alive + return ANSWER_NO; + } + + return ANSWER_UNDEFINED; +} |