diff options
Diffstat (limited to 'game/server/tf/bot/behavior/missions/tf_bot_mission_reprogrammed.cpp')
| -rw-r--r-- | game/server/tf/bot/behavior/missions/tf_bot_mission_reprogrammed.cpp | 377 |
1 files changed, 377 insertions, 0 deletions
diff --git a/game/server/tf/bot/behavior/missions/tf_bot_mission_reprogrammed.cpp b/game/server/tf/bot/behavior/missions/tf_bot_mission_reprogrammed.cpp new file mode 100644 index 0000000..07fe474 --- /dev/null +++ b/game/server/tf/bot/behavior/missions/tf_bot_mission_reprogrammed.cpp @@ -0,0 +1,377 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// tf_bot_mission_reprogrammed.cpp +// Move to target and explode +// Michael Booth, October 2011 + +#include "cbase.h" +#include "tf_team.h" +#include "nav_mesh.h" +#include "tf_player.h" +#include "bot/tf_bot.h" +#include "bot/behavior/missions/tf_bot_mission_reprogrammed.h" +#include "particle_parse.h" +#include "tf_obj_sentrygun.h" + +#ifdef STAGING_ONLY + +extern ConVar tf_bot_path_lookahead_range; +extern ConVar tf_bot_suicide_bomb_range; + +ConVar tf_bot_reprogrammed_time( "tf_bot_reprogrammed_time", "8", FCVAR_CHEAT ); + +//--------------------------------------------------------------------------------------------- +CTFBotMissionReprogrammed::CTFBotMissionReprogrammed( void ) +{ +} + + +//--------------------------------------------------------------------------------------------- +ActionResult< CTFBot > CTFBotMissionReprogrammed::OnStart( CTFBot *me, Action< CTFBot > *priorAction ) +{ + m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() ); + m_detonateTimer.Invalidate(); + m_detonateSeekTimer.Invalidate(); + m_reprogrammedTimer.Invalidate(); + m_hasDetonated = false; + m_consecutivePathFailures = 0; + m_wasSuccessful = false; + + if ( me->HasTheFlag() ) + me->DropFlag(); + me->SetFlagTarget( NULL ); + + m_victim = me->GetMissionTarget(); + + // Find nearest, accessible teammate + if ( !m_victim ) + { + CTFPlayer *pTarget = FindNearestEnemy( me ); + if ( pTarget ) + { + me->SetMissionTarget( pTarget ); + m_victim = pTarget; + } + } + + if ( m_victim ) + { + m_lastKnownVictimPosition = m_victim->GetAbsOrigin(); + } + + // We're guaranteed to stay alive for a period of time + me->SetHealth( 1 ); + me->m_takedamage = DAMAGE_NO; + + // Duration + m_reprogrammedTimer.Start( tf_bot_reprogrammed_time.GetFloat() ); + + return Continue(); +} + + +//--------------------------------------------------------------------------------------------- +ActionResult< CTFBot > CTFBotMissionReprogrammed::Update( CTFBot *me, float interval ) +{ + bool bDetonate = false; + + // one we start detonating, there's no turning back + if ( m_detonateTimer.HasStarted() ) + { + if ( m_detonateTimer.IsElapsed() ) + { + m_vecDetLocation = me->GetAbsOrigin(); + Detonate( me ); + + return Done( "KABOOM!" ); + } + + return Continue(); + } + + // Find nearest, accessible teammate + if ( !m_victim || !m_victim->IsAlive() ) + { + m_victim.Set( NULL ); + + CTFPlayer *pTarget = FindNearestEnemy( me ); + if ( pTarget ) + { + me->SetMissionTarget( pTarget ); + m_victim = pTarget; + } + } + + if ( m_victim ) + { + me->m_Shared.RemoveCond( TF_COND_STUNNED ); + + // update chase destination + if ( m_victim->IsAlive() && !m_victim->IsEffectActive( EF_NODRAW ) ) + { + m_lastKnownVictimPosition = m_victim->GetAbsOrigin(); + } + } + + if ( m_talkTimer.IsElapsed() ) + { + m_talkTimer.Start( 4.0f ); + me->EmitSound( "MVM.SentryBusterIntro" ); + } + + if ( m_repathTimer.IsElapsed() ) + { + m_repathTimer.Start( RandomFloat( 0.5f, 1.0f ) ); + + CTFBotPathCost cost( me, FASTEST_ROUTE ); + m_path.Compute( me, m_lastKnownVictimPosition, cost ); + + if ( m_path.Compute( me, m_lastKnownVictimPosition, cost ) == false ) + { + ++m_consecutivePathFailures; + + if ( m_consecutivePathFailures >= 3 ) + { + bDetonate = true; + } + } + } + + // move to the victim + m_path.Update( me ); + + // Reprogramming time is up. Find nearest and detonate. + if ( m_reprogrammedTimer.IsElapsed() ) + { + // Limit this mode to 5 seconds + if ( !m_detonateSeekTimer.HasStarted() ) + { + m_detonateSeekTimer.Start( 5.f ); + } + else if ( m_detonateSeekTimer.IsElapsed() ) + { + bDetonate = true; + } + + // Get to a third of the damage range before detonating + const float detonateRange = tf_bot_suicide_bomb_range.GetFloat() / 3.0f; + if ( me->IsDistanceBetweenLessThan( m_lastKnownVictimPosition, detonateRange ) ) + { + if ( me->IsLineOfFireClear( m_lastKnownVictimPosition + Vector( 0, 0, StepHeight ) ) ) + { + bDetonate = true; + } + } + } + + if ( bDetonate ) + { + StartDetonate( me, true ); + } + + return Continue(); +} + + +//--------------------------------------------------------------------------------------------- +void CTFBotMissionReprogrammed::OnEnd( CTFBot *me, Action< CTFBot > *nextAction ) +{ + if ( me->IsAlive() ) + { + me->ForceChangeTeam( TEAM_SPECTATOR ); + } +} + + +//--------------------------------------------------------------------------------------------- +EventDesiredResult< CTFBot > CTFBotMissionReprogrammed::OnKilled( CTFBot *me, const CTakeDamageInfo &info ) +{ + // Keep us alive, but run to nearest enemy + if ( !m_hasDetonated ) + { + if ( !m_detonateTimer.HasStarted() ) + { + StartDetonate( me ); + } + else + { + Detonate( me ); + } + } + + return TryContinue(); +} + + +//--------------------------------------------------------------------------------------------- +EventDesiredResult< CTFBot > CTFBotMissionReprogrammed::OnStuck( CTFBot *me ) +{ + // we're stuck, decide to detonate now! + if ( !m_hasDetonated && !m_detonateTimer.HasStarted() ) + { + StartDetonate( me ); + } + + return TryContinue(); +} + + +//--------------------------------------------------------------------------------------------- +void CTFBotMissionReprogrammed::StartDetonate( CTFBot *me, bool wasSuccessful /* = false */ ) +{ + if ( m_detonateTimer.HasStarted() ) + return; + + if ( !me->IsAlive() || me->GetHealth() < 1 ) + { + if ( me->GetTeamNumber() != TEAM_SPECTATOR) + { + me->m_lifeState = LIFE_ALIVE; + me->SetHealth( 1 ); + } + } + + m_wasSuccessful = wasSuccessful; + + me->Taunt( TAUNT_BASE_WEAPON ); + m_detonateTimer.Start( 2.f ); + me->EmitSound( "MvM.SentryBusterSpin" ); +} + + +//--------------------------------------------------------------------------------------------- +void CTFBotMissionReprogrammed::Detonate( CTFBot *me ) +{ + // BLAST! + m_hasDetonated = true; + + DispatchParticleEffect( "explosionTrail_seeds_mvm", me->GetAbsOrigin(), me->GetAbsAngles() ); + DispatchParticleEffect( "fluidSmokeExpl_ring_mvm", me->GetAbsOrigin(), me->GetAbsAngles() ); + + me->EmitSound( "MVM.SentryBusterExplode" ); + + UTIL_ScreenShake( me->GetAbsOrigin(), 25.0f, 5.0f, 5.0f, 1000.0f, SHAKE_START ); + + if ( !m_wasSuccessful ) + { + if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() ) + { + TFGameRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_MVM_SENTRY_BUSTER_DOWN, TF_TEAM_PVE_DEFENDERS ); + } + } + + CUtlVector< CTFPlayer* > playerVector; + CUtlVector< CBaseCombatCharacter* > victimVector; + + // Only damage our original team (reprogramming switches team) + CTFTeam *pTeam = me->GetOpposingTFTeam(); + if ( pTeam ) + { + CollectPlayers( &playerVector, pTeam->GetTeamNumber(), COLLECT_ONLY_LIVING_PLAYERS ); + + // objects + for ( int i = 0; i < pTeam->GetNumObjects(); ++i ) + { + CBaseObject *object = pTeam->GetObject( i ); + if ( object ) + { + victimVector.AddToTail( object ); + } + } + } + + // players + for ( int i = 0; i < playerVector.Count(); ++i ) + { + victimVector.AddToTail( playerVector[i] ); + } + + // non-player bots + CUtlVector< INextBot * > botVector; + TheNextBots().CollectAllBots( &botVector ); + for( int i = 0; i < botVector.Count(); ++i ) + { + CBaseCombatCharacter *bot = botVector[i]->GetEntity(); + + if ( !bot->IsPlayer() && bot->IsAlive() ) + { + victimVector.AddToTail( bot ); + } + } + + // Clear my mission before we have everyone take damage so I will die with the rest + me->SetMission( CTFBot::NO_MISSION, MISSION_DOESNT_RESET_BEHAVIOR_SYSTEM ); + me->m_takedamage = DAMAGE_YES; + + // kill victims (including me) + for( int i = 0; i < victimVector.Count(); ++i ) + { + CBaseCombatCharacter *victim = victimVector[i]; + + Vector toVictim = victim->WorldSpaceCenter() - me->WorldSpaceCenter(); + + if ( toVictim.IsLengthGreaterThan( tf_bot_suicide_bomb_range.GetFloat() ) ) + continue; + + if ( victim->IsPlayer() ) + { + color32 colorHit = { 255, 255, 255, 255 }; + UTIL_ScreenFade( victim, colorHit, 1.0f, 0.1f, FFADE_IN ); + } + + if ( me->IsLineOfFireClear( victim ) ) + { + toVictim.NormalizeInPlace(); + + const int nDamage = 1000; + CTakeDamageInfo info( me, me, nDamage, DMG_BLAST, TF_DMG_CUSTOM_NONE ); + + CalculateMeleeDamageForce( &info, toVictim, me->WorldSpaceCenter(), 1.0f ); + victim->TakeDamage( info ); + } + } + + // make sure we're removed (in case we detonated in our spawn area where we are invulnerable) + me->ForceChangeTeam( TEAM_SPECTATOR ); +} + +//--------------------------------------------------------------------------------------------- +CTFPlayer *CTFBotMissionReprogrammed::FindNearestEnemy( CTFBot *me ) +{ + CUtlVector< CTFPlayer* > playerVector; + + CollectPlayers( &playerVector, GetEnemyTeam( me->GetTeamNumber() ), COLLECT_ONLY_LIVING_PLAYERS ); + + CTFPlayer *pClosestPlayer = NULL; + float flClosestPlayerDist = FLT_MAX; + + FOR_EACH_VEC( playerVector, i ) + { + if ( !playerVector[i] ) + continue; + + if ( playerVector[i] == me ) + continue; + + me->GetDistanceBetween( playerVector[i] ); + + // Find closest + float flDist = me->GetDistanceBetween( playerVector[i] ); + if ( flDist < flClosestPlayerDist ) + { + pClosestPlayer = playerVector[i]; + flClosestPlayerDist = flDist; + } + } + + return pClosestPlayer; +} + + +//--------------------------------------------------------------------------------------------- +QueryResultType CTFBotMissionReprogrammed::ShouldAttack( const INextBot *me, const CKnownEntity *them ) const +{ + return ( m_detonateTimer.HasStarted() ) ? ANSWER_NO : ANSWER_YES; +} + +#endif // STAGING_ONLY + |