summaryrefslogtreecommitdiff
path: root/game/server/tf/bot/behavior/engineer/tf_bot_engineer_build.cpp
diff options
context:
space:
mode:
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.cpp118
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;
+}