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-rw-r--r--game/server/tf/bot/behavior/tf_bot_behavior.cpp1649
1 files changed, 1649 insertions, 0 deletions
diff --git a/game/server/tf/bot/behavior/tf_bot_behavior.cpp b/game/server/tf/bot/behavior/tf_bot_behavior.cpp
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--- /dev/null
+++ b/game/server/tf/bot/behavior/tf_bot_behavior.cpp
@@ -0,0 +1,1649 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+// tf_bot_behavior.cpp
+// Team Fortress NextBot
+// Michael Booth, February 2009
+
+#include "cbase.h"
+#include "fmtstr.h"
+
+#include "nav_mesh.h"
+#include "tf_player.h"
+#include "tf_gamerules.h"
+#include "tf_projectile_rocket.h"
+#include "tf_weaponbase_grenadeproj.h"
+#include "tf_obj.h"
+#include "tf_obj_sentrygun.h"
+#include "tf_weapon_flamethrower.h"
+#include "tf_weapon_sniperrifle.h"
+#include "tf_weapon_compound_bow.h"
+#include "bot/tf_bot.h"
+#include "bot/tf_bot_manager.h"
+#include "bot/behavior/tf_bot_behavior.h"
+#include "bot/behavior/tf_bot_dead.h"
+#include "NextBot/NavMeshEntities/func_nav_prerequisite.h"
+#include "bot/behavior/nav_entities/tf_bot_nav_ent_destroy_entity.h"
+#include "bot/behavior/nav_entities/tf_bot_nav_ent_move_to.h"
+#include "bot/behavior/nav_entities/tf_bot_nav_ent_wait.h"
+#include "bot/behavior/tf_bot_tactical_monitor.h"
+#include "bot/behavior/tf_bot_taunt.h"
+#include "bot/behavior/scenario/creep_wave/tf_bot_creep_wave.h"
+#include "player_vs_environment/tf_population_manager.h"
+
+
+extern ConVar tf_bot_health_ok_ratio;
+
+ConVar tf_bot_path_lookahead_range( "tf_bot_path_lookahead_range", "300" );
+ConVar tf_bot_sniper_aim_error( "tf_bot_sniper_aim_error", "0.01", FCVAR_CHEAT );
+ConVar tf_bot_sniper_aim_steady_rate( "tf_bot_sniper_aim_steady_rate", "10", FCVAR_CHEAT );
+ConVar tf_bot_debug_sniper( "tf_bot_debug_sniper", "0", FCVAR_CHEAT );
+ConVar tf_bot_fire_weapon_min_time( "tf_bot_fire_weapon_min_time", "1", FCVAR_CHEAT );
+ConVar tf_bot_taunt_victim_chance( "tf_bot_taunt_victim_chance", "20" ); // community requested this not be a cheat cvar
+
+ConVar tf_bot_notice_backstab_chance( "tf_bot_notice_backstab_chance", "25", FCVAR_CHEAT );
+ConVar tf_bot_notice_backstab_min_range( "tf_bot_notice_backstab_min_range", "100", FCVAR_CHEAT );
+ConVar tf_bot_notice_backstab_max_range( "tf_bot_notice_backstab_max_range", "750", FCVAR_CHEAT );
+
+ConVar tf_bot_arrow_elevation_rate( "tf_bot_arrow_elevation_rate", "0.0001", FCVAR_CHEAT, "When firing arrows at far away targets, this is the degree/range slope to raise our aim" );
+ConVar tf_bot_ballistic_elevation_rate( "tf_bot_ballistic_elevation_rate", "0.01", FCVAR_CHEAT, "When lobbing grenades at far away targets, this is the degree/range slope to raise our aim" );
+
+ConVar tf_bot_hitscan_range_limit( "tf_bot_hitscan_range_limit", "1800", FCVAR_CHEAT );
+
+ConVar tf_bot_always_full_reload( "tf_bot_always_full_reload", "0", FCVAR_CHEAT );
+
+ConVar tf_bot_fire_weapon_allowed( "tf_bot_fire_weapon_allowed", "1", FCVAR_CHEAT, "If zero, TFBots will not pull the trigger of their weapons (but will act like they did)" );
+
+#ifdef STAGING_ONLY
+ConVar tf_bot_use_items( "tf_bot_use_items", "0", FCVAR_CHEAT, "0-100: Chance bot will use random item." );
+#endif
+
+//---------------------------------------------------------------------------------------------
+Action< CTFBot > *CTFBotMainAction::InitialContainedAction( CTFBot *me )
+{
+ return new CTFBotTacticalMonitor;
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotMainAction::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
+{
+ m_lastTouch = NULL;
+ m_lastTouchTime = 0.0f;
+ m_aimErrorRadius = 0.0f;
+ m_aimErrorAngle = 0.0f;
+ m_nextDisguise = TF_CLASS_UNDEFINED;
+
+ m_yawRate = 0.0f;
+ m_priorYaw = 0.0f;
+
+ m_isWaitingForFullReload = false;
+
+ // if bot is already dead at this point, make sure it's dead
+ // check for !IsAlive because bot could be DYING
+ if ( !me->IsAlive() )
+ {
+ return ChangeTo( new CTFBotDead, "I'm actually dead" );
+ }
+
+#ifdef TF_CREEP_MODE
+ if ( TFGameRules()->IsCreepWaveMode() )
+ {
+ return ChangeTo( new CTFBotCreepWave, "I'm a creep" );
+ }
+#endif // TF_CREEP_MODE
+
+
+#ifdef STAGING_ONLY
+ if ( tf_bot_use_items.GetInt() && ( RandomInt(0, 100) <= tf_bot_use_items.GetInt() ) )
+ {
+ me->GiveRandomItem( LOADOUT_POSITION_PRIMARY );
+ me->GiveRandomItem( LOADOUT_POSITION_SECONDARY );
+ me->GiveRandomItem( LOADOUT_POSITION_MELEE );
+
+ me->GiveRandomItem( LOADOUT_POSITION_HEAD );
+ me->GiveRandomItem( LOADOUT_POSITION_MISC );
+ me->GiveRandomItem( LOADOUT_POSITION_MISC2 );
+ }
+#endif // STAGING_ONLY
+
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotMainAction::Update( CTFBot *me, float interval )
+{
+ VPROF_BUDGET( "CTFBotMainAction::Update", "NextBot" );
+
+ if ( me->GetTeamNumber() != TF_TEAM_BLUE && me->GetTeamNumber() != TF_TEAM_RED )
+ {
+ // not on a team - do nothing
+ return Done( "Not on a playing team" );
+ }
+
+ // Should I accept taunt from my partner?
+ if ( me->FindPartnerTauntInitiator() )
+ {
+ return SuspendFor( new CTFBotTaunt, "Responding to teammate partner taunt" );
+ }
+
+ // make sure our vision FOV matches the player's
+ me->GetVisionInterface()->SetFieldOfView( me->GetFOV() );
+
+ // teammates in training have infinite ammo
+ if ( TFGameRules()->IsInTraining() && me->GetTeamNumber() == TF_TEAM_BLUE )
+ {
+ me->GiveAmmo( 1000, TF_AMMO_METAL, true );
+ }
+
+ // track aim velocity ourselves, since body aim "steady" is too loose
+ float deltaYaw = me->EyeAngles().y - m_priorYaw;
+ m_yawRate = fabs( deltaYaw / ( interval + 0.0001f ) );
+ m_priorYaw = me->EyeAngles().y;
+
+ if ( m_yawRate < tf_bot_sniper_aim_steady_rate.GetFloat() )
+ {
+ if ( !m_steadyTimer.HasStarted() )
+ m_steadyTimer.Start();
+
+// if ( tf_bot_debug_sniper.GetBool() )
+// {
+// DevMsg( "%3.2f: STEADY\n", gpGlobals->curtime );
+// }
+ }
+ else
+ {
+ m_steadyTimer.Invalidate();
+
+// if ( tf_bot_debug_sniper.GetBool() )
+// {
+// DevMsg( "%3.2f: Yaw rate = %3.2f\n", gpGlobals->curtime, m_yawRate );
+// }
+ }
+
+ if ( TFGameRules()->IsMannVsMachineMode() && me->GetTeamNumber() == TF_TEAM_PVE_INVADERS )
+ {
+ // infinite ammo
+ // me->GiveAmmo( 100, TF_AMMO_PRIMARY, true );
+ // me->GiveAmmo( 100, TF_AMMO_SECONDARY, true );
+ // This resets the Sandman
+ //me->GiveAmmo( 100, TF_AMMO_GRENADES1, true );
+ // This resets the Bonk drink meter...
+ //me->GiveAmmo( 100, TF_AMMO_GRENADES2, true );
+ me->GiveAmmo( 100, TF_AMMO_METAL, true );
+
+ me->m_Shared.AddToSpyCloakMeter( 100.0f );
+
+ CTFNavArea *myArea = me->GetLastKnownArea();
+ int spawnRoomFlag = me->GetTeamNumber() == TF_TEAM_RED ? TF_NAV_SPAWN_ROOM_RED : TF_NAV_SPAWN_ROOM_BLUE;
+
+ if ( myArea && myArea->HasAttributeTF( spawnRoomFlag ) )
+ {
+ // invading bots get uber while they leave their spawn so they don't drop their cash where players can't pick it up
+ me->m_Shared.AddCond( TF_COND_INVULNERABLE, 0.5f );
+ me->m_Shared.AddCond( TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED, 0.5f );
+ me->m_Shared.AddCond( TF_COND_INVULNERABLE_WEARINGOFF, 0.5f );
+ }
+
+ // watch for bots that have fallen through the ground
+ if ( myArea && myArea->GetZ( me->GetAbsOrigin() ) - me->GetAbsOrigin().z > 100.0f )
+ {
+ if ( !m_undergroundTimer.HasStarted() )
+ {
+ m_undergroundTimer.Start();
+ }
+ else if ( m_undergroundTimer.IsGreaterThen( 3.0f ) )
+ {
+ UTIL_LogPrintf( "\"%s<%i><%s><%s>\" underground (position \"%3.2f %3.2f %3.2f\")\n",
+ me->GetPlayerName(),
+ me->GetUserID(),
+ me->GetNetworkIDString(),
+ me->GetTeam()->GetName(),
+ me->GetAbsOrigin().x, me->GetAbsOrigin().y, me->GetAbsOrigin().z );
+
+ // teleport bot to a reasonable place
+ me->SetAbsOrigin( myArea->GetCenter() );
+ }
+ }
+ else
+ {
+ m_undergroundTimer.Invalidate();
+ }
+
+ if ( me->ShouldAutoJump() )
+ {
+ me->GetLocomotionInterface()->Jump();
+ }
+ }
+
+ // spies always want to be disguised
+ if ( !me->IsFiringWeapon() && !me->m_Shared.InCond( TF_COND_DISGUISED ) && !me->m_Shared.InCond( TF_COND_DISGUISING ) )
+ {
+ if ( me->CanDisguise() )
+ {
+ if ( m_nextDisguise == TF_CLASS_UNDEFINED )
+ {
+ if ( me->IsDifficulty( CTFBot::EASY ) || me->IsDifficulty( CTFBot::NORMAL ) )
+ {
+ // disguise as a random class
+ me->m_Shared.Disguise( GetEnemyTeam( me->GetTeamNumber() ), RandomInt( TF_FIRST_NORMAL_CLASS, TF_LAST_NORMAL_CLASS-1 ) );
+ }
+ else
+ {
+ me->DisguiseAsMemberOfEnemyTeam();
+ }
+ }
+ else
+ {
+ // disguise as the class we just killed
+ me->m_Shared.Disguise( GetEnemyTeam( me->GetTeamNumber() ), m_nextDisguise );
+ m_nextDisguise = TF_CLASS_UNDEFINED;
+ }
+ }
+ }
+
+ me->EquipRequiredWeapon();
+
+ me->UpdateLookingAroundForEnemies();
+ FireWeaponAtEnemy( me );
+ Dodge( me );
+
+ if ( me->IsPlayerClass( TF_CLASS_DEMOMAN ) )
+ {
+ // dont auto reload, so we fire stickies fast
+ me->SetAutoReload( false );
+ }
+ else
+ {
+ // reload weapons
+ me->SetAutoReload( true );
+ }
+
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult<CTFBot> CTFBotMainAction::OnKilled( CTFBot *me, const CTakeDamageInfo& info )
+{
+ return TryChangeTo( new CTFBotDead, RESULT_CRITICAL, "I died!" );
+}
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult< CTFBot > CTFBotMainAction::OnInjured( CTFBot *me, const CTakeDamageInfo &info )
+{
+ CBaseObject *obj = dynamic_cast< CBaseObject * >( info.GetInflictor() );
+
+ // if an object hurt me, it must be a sentry
+ CBaseEntity *subject = obj ? obj : info.GetAttacker();
+
+ // notice the gunfire - needed for sentry guns, which don't go through the player OnWeaponFired() system
+ me->GetVisionInterface()->AddKnownEntity( subject );
+
+ if ( info.GetInflictor() && info.GetInflictor()->GetTeamNumber() != me->GetTeamNumber() )
+ {
+ CObjectSentrygun *sentrygun = dynamic_cast< CObjectSentrygun * >( info.GetInflictor() );
+
+ if ( sentrygun )
+ {
+ // we were injured by an enemy sentry - remember it
+ me->RememberEnemySentry( sentrygun, me->GetAbsOrigin() );
+ }
+
+ if ( info.GetDamageCustom() == TF_DMG_CUSTOM_BACKSTAB )
+ {
+ // backstabs that don't kill me make me mad
+ me->DelayedThreatNotice( info.GetInflictor(), 0.5f );
+
+ // chance of nearby friends noticing the backstab
+ CUtlVector< CTFPlayer * > playerVector;
+ CollectPlayers( &playerVector, me->GetTeamNumber(), COLLECT_ONLY_LIVING_PLAYERS );
+
+ float minRange = tf_bot_notice_backstab_min_range.GetFloat();
+ float maxRange = tf_bot_notice_backstab_max_range.GetFloat();
+ float deltaRange = maxRange - minRange;
+
+ for( int i=0; i<playerVector.Count(); ++i )
+ {
+ CTFBot *bot = ToTFBot( playerVector[i] );
+ if ( bot )
+ {
+ if ( !me->IsSelf( bot ) )
+ {
+ float range = me->GetRangeTo( bot );
+
+ if ( range > maxRange )
+ {
+ // too far away to notice
+ continue;
+ }
+
+ int noticeChance = tf_bot_notice_backstab_chance.GetInt();
+
+ if ( range > minRange )
+ {
+ // scale notice chance down to zero at max range
+ noticeChance *= ( range - minRange ) / deltaRange;
+ }
+
+ if ( RandomInt( 0, 100 ) < noticeChance )
+ {
+ bot->DelayedThreatNotice( info.GetInflictor(), 0.5f );
+ }
+ }
+ }
+ }
+ }
+ else if ( info.GetAttacker() && ( info.GetDamageType() & DMG_CRITICAL ) && ( info.GetDamageType() & DMG_BURN ) )
+ {
+ // Notice anyone nearby hitting us with crit fire (i.e. Backburner)
+ if ( me->GetRangeTo( info.GetAttacker() ) < tf_bot_notice_backstab_max_range.GetFloat() )
+ {
+ me->DelayedThreatNotice( info.GetAttacker(), 0.5f );
+ }
+ }
+ }
+
+
+#ifdef UNNEEDED // known entity/listening to gunfire handles this without insta-turn
+
+ if ( false && !me->IsSelf( info.GetAttacker() ) )
+ {
+ // hack to stop engineers from looking away from healing their sentry
+ if ( !me->IsPlayerClass( TF_CLASS_ENGINEER ) && !me->IsPlayerClass( TF_CLASS_MEDIC ) )
+ {
+ CBaseObject *obj = dynamic_cast< CBaseObject * >( info.GetInflictor() );
+
+ // if an object hurt me, it must be a sentry
+ CBaseEntity *subject = obj ? obj : info.GetAttacker();
+
+ if ( !me->GetVisionInterface()->IsInFieldOfView( subject ) )
+ {
+ // something out of my field of view hurt me - look around for it
+ // turn right or left, since player's damage indicators tell them which way
+ Vector forward, right;
+ me->EyeVectors( &forward, &right );
+
+ Vector toAttacker = subject->EyePosition() - me->EyePosition();
+ Vector newForward;
+ float error = 1.0f; RandomFloat( -1.0f, 1.0f );
+
+ if ( DotProduct( right, toAttacker ) > 0.0f )
+ {
+ newForward = error * forward + right;
+ }
+ else
+ {
+ newForward = error * forward - right;
+ }
+
+ me->GetBodyInterface()->AimHeadTowards( me->EyePosition() + 100.0f * newForward, IBody::IMPORTANT, RandomFloat( 0.5f, 1.0f ), NULL, "Something hurt me!" );
+ }
+ }
+ }
+#endif // _DEBUG
+
+ return TryContinue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult< CTFBot > CTFBotMainAction::OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result )
+{
+ if ( other && !other->IsSolidFlagSet( FSOLID_NOT_SOLID ) && !other->IsWorld() && !other->IsPlayer() )
+ {
+ m_lastTouch = other;
+ m_lastTouchTime = gpGlobals->curtime;
+
+ // Mini-bosses destroy non-Sentrygun objects they bump into (ie: Dispensers)
+ if ( TFGameRules()->IsMannVsMachineMode() && me->IsMiniBoss() )
+ {
+ if ( other->IsBaseObject() )
+ {
+ CBaseObject *pObject = assert_cast< CBaseObject* >( other );
+ if ( pObject->GetType() != OBJ_SENTRYGUN || pObject->IsMiniBuilding() )
+ {
+ int damage = MAX( other->GetMaxHealth(), other->GetHealth() );
+
+ Vector toVictim = other->WorldSpaceCenter() - me->WorldSpaceCenter();
+
+ CTakeDamageInfo info( me, me, 4 * damage, DMG_BLAST, TF_DMG_CUSTOM_NONE );
+ CalculateMeleeDamageForce( &info, toVictim, me->WorldSpaceCenter(), 1.0f );
+ other->TakeDamage( info );
+ }
+ }
+ }
+ }
+
+ return TryContinue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+class BlockOverlappingAreaScan
+{
+public:
+ BlockOverlappingAreaScan( int teamID, CBaseEntity *blocker )
+ {
+ m_teamID = teamID;
+ m_blocker = blocker;
+ }
+
+ bool operator() ( CNavArea *baseArea )
+ {
+ CTFNavArea *area = static_cast< CTFNavArea * >( baseArea );
+
+ area->SetAttributeTF( TF_NAV_BLOCKED_UNTIL_POINT_CAPTURE );
+
+ return true;
+ }
+
+ int m_teamID;
+ CBaseEntity *m_blocker;
+};
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult< CTFBot > CTFBotMainAction::OnStuck( CTFBot *me )
+{
+/*
+ // if we are touching a func_door while stuck, assume the door is locked and block
+ // the nav areas underneath it until the next stage of the scenario
+ if ( m_lastTouch != NULL && gpGlobals->curtime - m_lastTouchTime < 2.0f )
+ {
+ if ( FClassnameIs( m_lastTouch, "func_door*" ) || FClassnameIs( m_lastTouch, "prop_door*" ) || FClassnameIs( m_lastTouch, "func_brush" ) )
+ {
+ Extent extent;
+ extent.Init( m_lastTouch );
+
+ BlockOverlappingAreaScan block( me->GetTeamNumber(), m_lastTouch );
+ TheNavMesh->ForAllAreasOverlappingExtent( block, extent );
+ }
+ }
+*/
+
+ if ( TFGameRules()->IsMannVsMachineMode() )
+ {
+ if ( me->m_Shared.InCond( TF_COND_MVM_BOT_STUN_RADIOWAVE ) )
+ {
+ // bot is stunned, not stuck
+ return TryContinue();
+ }
+
+ if ( m_lastTouch != NULL && gpGlobals->curtime - m_lastTouchTime < 2.0f )
+ {
+ if ( m_lastTouch->IsBaseObject() && dynamic_cast< CObjectSentrygun * >( m_lastTouch.Get() ) == NULL )
+ {
+ // we are stuck on a teleporter or dispenser - destroy it!
+ int damage = MAX( m_lastTouch->GetMaxHealth(), m_lastTouch->GetHealth() );
+
+ Vector toVictim = m_lastTouch->WorldSpaceCenter() - me->WorldSpaceCenter();
+
+ CTakeDamageInfo info( me, me, 4 * damage, DMG_BLAST, TF_DMG_CUSTOM_NONE );
+ CalculateMeleeDamageForce( &info, toVictim, me->WorldSpaceCenter(), 1.0f );
+ m_lastTouch->TakeDamage( info );
+ }
+ }
+ }
+
+ UTIL_LogPrintf( "\"%s<%i><%s><%s>\" stuck (position \"%3.2f %3.2f %3.2f\") (duration \"%3.2f\") ",
+ me->GetPlayerName(),
+ me->GetUserID(),
+ me->GetNetworkIDString(),
+ me->GetTeam()->GetName(),
+ me->GetAbsOrigin().x, me->GetAbsOrigin().y, me->GetAbsOrigin().z,
+ me->GetLocomotionInterface()->GetStuckDuration() );
+
+ const PathFollower *path = me->GetCurrentPath();
+ if ( path && path->GetCurrentGoal() )
+ {
+ UTIL_LogPrintf( " path_goal ( \"%3.2f %3.2f %3.2f\" )\n",
+ path->GetCurrentGoal()->pos.x,
+ path->GetCurrentGoal()->pos.y,
+ path->GetCurrentGoal()->pos.z );
+ }
+ else
+ {
+ UTIL_LogPrintf( " path_goal ( \"NULL\" )\n" );
+ }
+
+ me->GetLocomotionInterface()->Jump();
+
+ if ( RandomInt( 0, 100 ) < 50 )
+ {
+ me->PressLeftButton();
+ }
+ else
+ {
+ me->PressRightButton();
+ }
+
+/*
+ if ( me->GetLocomotionInterface()->GetStuckDuration() > 3.0f )
+ {
+ // stuck for too long, do something drastic
+ // warp to the our next path goal
+ if ( me->GetCurrentPath() && me->GetCurrentPath()->GetCurrentGoal() )
+ {
+ me->SetAbsOrigin( me->GetCurrentPath()->GetCurrentGoal()->pos + Vector( 0, 0, StepHeight ) );
+
+ UTIL_LogPrintf( "%3.2f: TFBot '%s' stuck for too long - slammed to goal position. Entindex = %d.\n", gpGlobals->curtime, me->GetPlayerName(), me->entindex() );
+ }
+ }
+*/
+
+ return TryContinue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult< CTFBot > CTFBotMainAction::OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info )
+{
+ // make sure we forget about this guy
+ me->GetVisionInterface()->ForgetEntity( victim );
+
+ bool do_taunt = victim && victim->IsPlayer();
+
+#ifdef STAGING_ONLY
+ if ( !do_taunt )
+ {
+ // If bots are using items, go ahead and let bots taunt other bots.
+ do_taunt = victim && tf_bot_use_items.GetBool();
+ }
+#endif
+
+ if ( do_taunt )
+ {
+ CTFPlayer *playerVictim = ToTFPlayer( victim );
+
+ me->ForgetSpy( playerVictim );
+
+ if ( me->IsSelf( info.GetAttacker() ) && me->IsPlayerClass( TF_CLASS_SPY ) )
+ {
+ // disguise as our victim
+ m_nextDisguise = playerVictim->GetPlayerClass()->GetClassIndex();
+ }
+
+ if ( !ToTFPlayer( victim )->IsBot() && me->IsEnemy( victim ) && me->IsSelf( info.GetAttacker() ) )
+ {
+ bool isTaunting = !me->HasTheFlag() && RandomFloat( 0.0f, 100.0f ) <= tf_bot_taunt_victim_chance.GetFloat();
+
+ if ( TFGameRules()->IsMannVsMachineMode() && me->IsMiniBoss() )
+ {
+ // Bosses don't taunt puny humans
+ isTaunting = false;
+ }
+
+ if ( isTaunting )
+ {
+ // we just killed a human - taunt!
+ return TrySuspendFor( new CTFBotTaunt, RESULT_IMPORTANT, "Taunting our victim" );
+ }
+ }
+ }
+
+ // if we saw a friend killed by a sentry, kill the sentry
+ if ( victim && victim->IsPlayer() && me->IsFriend( victim ) && info.GetInflictor() && me->IsEnemy( info.GetInflictor() ) && me->IsLineOfSightClear( victim->WorldSpaceCenter() ) )
+ {
+ CObjectSentrygun *sentry = dynamic_cast< CObjectSentrygun * >( info.GetInflictor() );
+
+ if ( sentry && !me->GetEnemySentry() )
+ {
+ me->RememberEnemySentry( sentry, victim->GetAbsOrigin() );
+ }
+ }
+
+ return TryContinue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+/**
+ * Given a subject, return the world space position we should aim at
+ */
+Vector CTFBotMainAction::SelectTargetPoint( const INextBot *meBot, const CBaseCombatCharacter *subject ) const
+{
+ CTFBot *me = (CTFBot *)meBot->GetEntity();
+
+ if ( subject )
+ {
+ // if our subject is a sentry gun, aim at it's "eye position", which is updated based on the sentry's level
+ if ( subject->IsBaseObject() )
+ {
+ CObjectSentrygun *sentry = dynamic_cast< CObjectSentrygun * >( const_cast< CBaseCombatCharacter * >( subject ) );
+ if ( sentry )
+ {
+ // Aim a bit lower than eye height to ensure we hit the body of the sentry
+ return sentry->GetAbsOrigin() + 0.5f * sentry->GetViewOffset();
+ }
+ }
+
+ CTFWeaponBase *myWeapon = me->m_Shared.GetActiveTFWeapon();
+ if ( myWeapon )
+ {
+ // lead our target and aim for the feet with the rocket launcher
+ if ( !me->IsDifficulty( CTFBot::EASY ) )
+ {
+ if ( myWeapon->GetWeaponID() == TF_WEAPON_ROCKETLAUNCHER )
+ {
+ // if they are above us, don't aim for the feet
+ const float aboveTolerance = 30.0f;
+ if ( subject->GetAbsOrigin().z - aboveTolerance > me->GetAbsOrigin().z )
+ {
+ if ( me->GetVisionInterface()->IsAbleToSee( subject->GetAbsOrigin(), IVision::DISREGARD_FOV ) )
+ return subject->GetAbsOrigin();
+
+ if ( me->GetVisionInterface()->IsAbleToSee( subject->WorldSpaceCenter(), IVision::DISREGARD_FOV ) )
+ return subject->WorldSpaceCenter();
+
+ return subject->EyePosition();
+ }
+
+ // aim at the ground under the subject
+ if ( subject->GetGroundEntity() == NULL )
+ {
+ // they are airborne, find the ground underneath them, if they aren't too high
+ trace_t result;
+ UTIL_TraceLine( subject->GetAbsOrigin(), subject->GetAbsOrigin() + Vector( 0, 0, -200 ), MASK_SOLID, subject, COLLISION_GROUP_NONE, &result );
+ if ( result.DidHit() )
+ {
+ return result.endpos;
+ }
+ }
+
+ // aim at their feet
+
+ // lead our target
+ const float missileSpeed = 1100.0f;
+ float rangeBetween = me->GetRangeTo( subject->GetAbsOrigin() );
+
+ const float veryCloseRange = 150.0f;
+ if ( rangeBetween > veryCloseRange )
+ {
+ float timeToTravel = rangeBetween / missileSpeed;
+
+ Vector targetPos = subject->GetAbsOrigin() + timeToTravel * subject->GetAbsVelocity();
+
+ if ( me->GetVisionInterface()->IsAbleToSee( targetPos, IVision::DISREGARD_FOV ) )
+ return targetPos;
+
+ // try their head and hope
+ return subject->EyePosition() + timeToTravel * subject->GetAbsVelocity();
+ }
+
+ return subject->EyePosition();
+ }
+ else if ( myWeapon->GetWeaponID() == TF_WEAPON_COMPOUND_BOW )
+ {
+ // lead our target
+ const float missileSpeed = ( (CTFCompoundBow *)myWeapon )->GetProjectileSpeed();
+ float rangeBetween = me->GetRangeTo( subject->GetAbsOrigin() );
+
+ const float veryCloseRange = 150.0f;
+ if ( rangeBetween > veryCloseRange )
+ {
+ float timeToTravel = rangeBetween / missileSpeed;
+
+ Vector targetSpot = me->IsDifficulty( CTFBot::NORMAL ) ? subject->WorldSpaceCenter() : subject->EyePosition();
+
+ Vector leadTargetSpot = targetSpot + timeToTravel * subject->GetAbsVelocity();
+
+ // elevate our aim based on range
+ float elevationAngle = rangeBetween * tf_bot_arrow_elevation_rate.GetFloat();
+
+ if ( elevationAngle > 45.0f )
+ {
+ // ballistic range maximum at 45 degrees - aiming higher would decrease the range
+ elevationAngle = 45.0f;
+ }
+
+ float s, c;
+ FastSinCos( elevationAngle * M_PI / 180.0f, &s, &c );
+
+ if ( c > 0.0f )
+ {
+ float elevation = rangeBetween * s / c;
+ return leadTargetSpot + Vector( 0, 0, elevation );
+ }
+
+ return leadTargetSpot;
+ }
+
+ return subject->EyePosition();
+ }
+ }
+
+ if ( WeaponID_IsSniperRifle( myWeapon->GetWeaponID() ) )
+ {
+ if ( m_aimAdjustTimer.IsElapsed() )
+ {
+ m_aimAdjustTimer.Start( RandomFloat( 0.5f, 1.5f ) );
+
+ m_aimErrorAngle = RandomFloat( -M_PI, M_PI );
+ m_aimErrorRadius = RandomFloat( 0.0f, tf_bot_sniper_aim_error.GetFloat() );
+ }
+
+ Vector toThreat = subject->GetAbsOrigin() - me->GetAbsOrigin();
+ float threatRange = toThreat.NormalizeInPlace();
+
+ float s1, c1;
+ FastSinCos( m_aimErrorRadius, &s1, &c1 );
+
+ float error = threatRange * s1;
+
+ Vector up( 0, 0, 1 );
+ Vector side;
+ CrossProduct( toThreat, up, side );
+
+ float s, c;
+ FastSinCos( m_aimErrorAngle, &s, &c );
+
+ // aim a bit lower than the head - the imperfections may yet give us a headshot
+ Vector desiredAimSpot;
+
+ switch( me->GetDifficulty() )
+ {
+ case CTFBot::EXPERT:
+ case CTFBot::HARD:
+ // aim for the head - reaction times will differentiate the skill levels
+ desiredAimSpot = subject->EyePosition();
+ break;
+
+ default:
+ Assert(0);
+ case CTFBot::NORMAL:
+ desiredAimSpot = ( subject->EyePosition() + subject->EyePosition() + subject->WorldSpaceCenter() ) / 3.0f;
+ break;
+
+ case CTFBot::EASY:
+ desiredAimSpot = subject->WorldSpaceCenter();
+ break;
+ }
+
+ Vector imperfectAimSpot = desiredAimSpot + error * s * up + error * c * side;
+
+ return imperfectAimSpot;
+ }
+
+ if ( myWeapon->IsWeapon( TF_WEAPON_GRENADELAUNCHER ) ||
+ myWeapon->IsWeapon( TF_WEAPON_PIPEBOMBLAUNCHER ) )
+ {
+ Vector toThreat = subject->GetAbsOrigin() - me->GetAbsOrigin();
+ float threatRange = toThreat.NormalizeInPlace();
+ float elevationAngle = threatRange * tf_bot_ballistic_elevation_rate.GetFloat();
+
+ if ( elevationAngle > 45.0f )
+ {
+ // ballistic range maximum at 45 degrees - aiming higher would decrease the range
+ elevationAngle = 45.0f;
+ }
+
+ float s, c;
+ FastSinCos( elevationAngle * M_PI / 180.0f, &s, &c );
+
+ if ( c > 0.0f )
+ {
+ float elevation = threatRange * s / c;
+ return subject->WorldSpaceCenter() + Vector( 0, 0, elevation );
+ }
+ }
+ }
+ }
+
+ // aim for the center of the object (ie: sentry gun)
+ return subject->WorldSpaceCenter();
+}
+
+
+//---------------------------------------------------------------------------------------------
+/**
+ * Allow bot to approve of positions game movement tries to put him into.
+ * This is most useful for bots derived from CBasePlayer that go through
+ * the player movement system.
+ */
+QueryResultType CTFBotMainAction::IsPositionAllowed( const INextBot *me, const Vector &pos ) const
+{
+ return ANSWER_YES;
+
+ // This is causing bots to get hung up on drop-downs, particularly in MvM. MSB 6/11/2012
+ /*
+ if ( me->GetLocomotionInterface()->IsScrambling() )
+ {
+ // anything goes when we're in the air/etc
+ return ANSWER_YES;
+ }
+
+ // if we are at a DROP_DOWN segment of our path, allow us to drop
+ const PathFollower *path = me->GetCurrentPath();
+ if ( path && path->IsValid() )
+ {
+ const Path::Segment *goal = path->GetCurrentGoal();
+ if ( goal )
+ {
+ if ( goal->type == Path::DROP_DOWN || me->GetLocomotionInterface()->GetFeet().z - goal->pos.z >= me->GetLocomotionInterface()->GetMaxJumpHeight() )
+ {
+ // our goal requires us to drop down
+ return ANSWER_YES;
+ }
+ }
+ }
+
+ // do not fall off someplace we can't get back up from!
+ trace_t result;
+ NextBotTraceFilterIgnoreActors filter( me->GetEntity(), COLLISION_GROUP_PLAYER_MOVEMENT );
+ ILocomotion *mover = me->GetLocomotionInterface();
+ IBody *body = me->GetBodyInterface();
+
+ // slightly smaller to allow skirting the edge
+ float halfWidth = 0.4f * body->GetHullWidth();
+
+ mover->TraceHull( pos + Vector( 0, 0, mover->GetStepHeight() ), // start up a bit to handle rough terrain
+ pos + Vector( 0, 0, -mover->GetMaxJumpHeight() ),
+ Vector( -halfWidth, -halfWidth, 0 ),
+ Vector( halfWidth, halfWidth, body->GetHullHeight() ),
+ body->GetSolidMask(),
+ &filter,
+ &result );
+
+ if ( result.DidHit() )
+ {
+ // there is ground safe beneath us
+ return ANSWER_YES;
+ }
+
+ return ANSWER_NO;
+ */
+}
+
+
+//---------------------------------------------------------------------------------------------
+bool CTFBotMainAction::IsImmediateThreat( const CBaseCombatCharacter *subject, const CKnownEntity *threat ) const
+{
+ CTFBot *me = GetActor();
+
+ // the TFBot code assumes the subject is always "me"
+ if ( !me || !me->IsSelf( subject ) )
+ return false;
+
+ if ( me->InSameTeam( threat->GetEntity() ) )
+ return false;
+
+ if ( !threat->GetEntity()->IsAlive() )
+ return false;
+
+ if ( !threat->IsVisibleRecently() )
+ return false;
+
+ // if they can't hurt me, they aren't an immediate threat
+ if ( !me->IsLineOfFireClear( threat->GetEntity() ) )
+ return false;
+
+ CTFPlayer *threatPlayer = ToTFPlayer( threat->GetEntity() );
+
+ Vector to = me->GetAbsOrigin() - threat->GetLastKnownPosition();
+ float threatRange = to.NormalizeInPlace();
+
+ const float nearbyRange = 500.0f;
+ if ( threatRange < nearbyRange )
+ {
+ // very near threats are always immediately dangerous
+ return true;
+ }
+
+ // mid-to-far away threats
+
+ if ( me->IsThreatFiringAtMe( threat->GetEntity() ) )
+ {
+ // distant threat firing on me - an immediate threat whether in my FOV or not
+ return true;
+ }
+
+ if ( threatPlayer == NULL )
+ {
+ // non-player threat - sentry guns
+
+ CObjectSentrygun *sentry = dynamic_cast< CObjectSentrygun * >( threat->GetEntity() );
+ if ( sentry && !sentry->HasSapper() && !sentry->IsPlasmaDisabled() && !sentry->IsPlacing() )
+ {
+ // are we in range? (or will be very soon)
+ if ( threatRange < 1.5f * SENTRY_MAX_RANGE )
+ {
+ // is it pointing at us?
+ Vector sentryForward;
+ AngleVectors( sentry->GetTurretAngles(), &sentryForward );
+
+ if ( DotProduct( to, sentryForward ) > 0.8f )
+ {
+ return true;
+ }
+ }
+ }
+
+ return false;
+ }
+
+ // does a sniper have a shot on me?
+ if ( threatPlayer->IsPlayerClass( TF_CLASS_SNIPER ) )
+ {
+ Vector sniperForward;
+ threatPlayer->EyeVectors( &sniperForward );
+
+ if ( DotProduct( to, sniperForward ) > 0.0f )
+ {
+ return true;
+ }
+
+ return false;
+ }
+
+ if ( me->GetDifficulty() > CTFBot::NORMAL && threatPlayer->IsPlayerClass( TF_CLASS_MEDIC ) )
+ {
+ // always try to kill these guys first
+ return true;
+ }
+
+ if ( me->GetDifficulty() > CTFBot::NORMAL && threatPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) )
+ {
+ // take out engineers to let the team kill their sentry nests
+ return true;
+ }
+
+ return false;
+}
+
+
+//---------------------------------------------------------------------------------------------
+const CKnownEntity *CTFBotMainAction::SelectCloserThreat( CTFBot *me, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const
+{
+ float rangeSq1 = me->GetRangeSquaredTo( threat1->GetEntity() );
+ float rangeSq2 = me->GetRangeSquaredTo( threat2->GetEntity() );
+
+ if ( rangeSq1 < rangeSq2 )
+ return threat1;
+
+ return threat2;
+}
+
+
+//---------------------------------------------------------------------------------------------
+// If the given threat is being healed by a Medic, return the Medic, otherwise just
+// return the threat.
+const CKnownEntity *CTFBotMainAction::GetHealerOfThreat( const CKnownEntity *threat ) const
+{
+ if ( !threat || !threat->GetEntity() )
+ return NULL;
+
+ CTFPlayer *playerThreat = ToTFPlayer( threat->GetEntity() );
+ if ( playerThreat )
+ {
+ for( int i=0; i<playerThreat->m_Shared.GetNumHealers(); ++i )
+ {
+ CBaseEntity *healer = playerThreat->m_Shared.GetHealerByIndex( i );
+ CTFPlayer *playerHealer = ToTFPlayer( healer );
+
+ if ( playerHealer )
+ {
+ const CKnownEntity *knownHealer = GetActor()->GetVisionInterface()->GetKnown( playerHealer );
+
+ if ( knownHealer && knownHealer->IsVisibleInFOVNow() )
+ {
+ return knownHealer;
+ }
+ }
+ }
+ }
+
+ return threat;
+}
+
+
+//---------------------------------------------------------------------------------------------
+// return the more dangerous of the two threats to 'subject', or NULL if we have no opinion
+const CKnownEntity *CTFBotMainAction::SelectMoreDangerousThreat( const INextBot *meBot,
+ const CBaseCombatCharacter *subject,
+ const CKnownEntity *threat1,
+ const CKnownEntity *threat2 ) const
+{
+ CTFBot *me = ToTFBot( meBot->GetEntity() );
+
+ // determine the actual threat
+ const CKnownEntity *threat = SelectMoreDangerousThreatInternal( me, subject, threat1, threat2 );
+
+ if ( me->IsDifficulty( CTFBot::EASY ) )
+ {
+ return threat;
+ }
+
+ if ( me->IsDifficulty( CTFBot::NORMAL ) && me->TransientlyConsistentRandomValue() < 0.5f )
+ {
+ return threat;
+ }
+
+ // smarter bots first aim at the Medic healing our dangerous target
+ return GetHealerOfThreat( threat );
+}
+
+
+//---------------------------------------------------------------------------------------------
+// Given a pair of enemy players, return the closest Spy of those two, or NULL if neither is a Spy
+const CKnownEntity *SelectClosestSpyToMe( CTFBot *me, const CKnownEntity *threat1, const CKnownEntity *threat2 )
+{
+ CTFPlayer *playerThreat1 = ToTFPlayer( threat1->GetEntity() );
+ CTFPlayer *playerThreat2 = ToTFPlayer( threat2->GetEntity() );
+
+ if ( playerThreat1 && playerThreat1->IsPlayerClass( TF_CLASS_SPY ) )
+ {
+ if ( playerThreat2 && playerThreat2->IsPlayerClass( TF_CLASS_SPY ) )
+ {
+ if ( me->GetRangeSquaredTo( playerThreat1 ) < me->GetRangeSquaredTo( playerThreat2 ) )
+ return threat1;
+
+ return threat2;
+ }
+
+ return threat1;
+ }
+ else if ( playerThreat2 && playerThreat2->IsPlayerClass( TF_CLASS_SPY ) )
+ {
+ return threat2;
+ }
+
+ return NULL;
+}
+
+
+//---------------------------------------------------------------------------------------------
+// Return the more dangerous of the two threats to 'subject', or NULL if we have no opinion
+const CKnownEntity *CTFBotMainAction::SelectMoreDangerousThreatInternal( const INextBot *meBot,
+ const CBaseCombatCharacter *subject,
+ const CKnownEntity *threat1,
+ const CKnownEntity *threat2 ) const
+{
+ CTFBot *me = ToTFBot( meBot->GetEntity() );
+ const CKnownEntity *closerThreat = SelectCloserThreat( me, threat1, threat2 );
+
+ if ( me->HasWeaponRestriction( CTFBot::MELEE_ONLY ) )
+ {
+ // melee only bots just use closest threat
+ return closerThreat;
+ }
+
+ // close range sentries are the most dangerous of all
+ bool shouldFearSentryGuns = true;
+
+ if ( TFGameRules()->IsMannVsMachineMode() )
+ {
+ // MvM bots are not afraid of sentry guns and treat them like other enemy players
+ shouldFearSentryGuns = false;
+ }
+
+ if ( shouldFearSentryGuns )
+ {
+ CObjectSentrygun *sentry1 = NULL;
+ if ( threat1->IsVisibleRecently() && !threat1->GetEntity()->IsPlayer() )
+ {
+ sentry1 = dynamic_cast< CObjectSentrygun * >( threat1->GetEntity() );
+ }
+
+ CObjectSentrygun *sentry2 = NULL;
+ if ( threat2->IsVisibleRecently() && !threat2->GetEntity()->IsPlayer() )
+ {
+ sentry2 = dynamic_cast< CObjectSentrygun * >( threat2->GetEntity() );
+ }
+
+ if ( sentry1 && me->IsRangeLessThan( sentry1, SENTRY_MAX_RANGE ) && !sentry1->HasSapper() && !sentry1->IsPlasmaDisabled() && !sentry1->IsPlacing() )
+ {
+ // in range of a visible sentry!
+ if ( sentry2 && me->IsRangeLessThan( sentry2, SENTRY_MAX_RANGE ) && !sentry2->HasSapper() && !sentry2->IsPlasmaDisabled() && !sentry2->IsPlacing() )
+ {
+ // in range of two visible sentries! we're probably dead meat at this point.
+ // default is choose closest
+ return closerThreat;
+ }
+
+ return threat1;
+ }
+
+ if ( sentry2 && me->IsRangeLessThan( sentry2, SENTRY_MAX_RANGE ) && !sentry2->HasSapper() && !sentry2->IsPlasmaDisabled() && !sentry2->IsPlacing() )
+ {
+ // in range of a visible sentry!
+ return threat2;
+ }
+ }
+
+ // enforce Spy hatred in MvM mode
+ if ( TFGameRules()->IsMannVsMachineMode() )
+ {
+ const float spyHateRadius = 1000.0f;
+
+ const CKnownEntity *spyThreat = SelectClosestSpyToMe( me, threat1, threat2 );
+ if ( spyThreat && me->IsRangeLessThan( spyThreat->GetEntity(), spyHateRadius ) )
+ {
+ return spyThreat;
+ }
+ }
+
+
+ bool isImmediateThreat1 = IsImmediateThreat( subject, threat1 );
+ bool isImmediateThreat2 = IsImmediateThreat( subject, threat2 );
+
+ if ( isImmediateThreat1 && !isImmediateThreat2 )
+ {
+ return threat1;
+ }
+ else if ( !isImmediateThreat1 && isImmediateThreat2 )
+ {
+ return threat2;
+ }
+ else if ( !isImmediateThreat1 && !isImmediateThreat2 )
+ {
+ // neither threat is immediately dangerous - use closest
+ return closerThreat;
+ }
+
+ // both threats are immediately dangerous!
+ // check if any are extremely dangerous
+
+ const CKnownEntity *spyThreat = SelectClosestSpyToMe( me, threat1, threat2 );
+ if ( spyThreat )
+ {
+ return spyThreat;
+ }
+
+ // choose most recent attacker (assume an enemy firing their weapon at us has attacked us)
+ if ( me->IsThreatFiringAtMe( threat1->GetEntity() ) )
+ {
+ if ( me->IsThreatFiringAtMe( threat2->GetEntity() ) )
+ {
+ // choose closest
+ return closerThreat;
+ }
+
+ return threat1;
+ }
+ else if ( me->IsThreatFiringAtMe( threat2->GetEntity() ) )
+ {
+ return threat2;
+ }
+
+ // choose closest
+ return closerThreat;
+}
+
+
+//---------------------------------------------------------------------------------------------
+QueryResultType CTFBotMainAction::ShouldAttack( const INextBot *meBot, const CKnownEntity *them ) const
+{
+ if ( g_pPopulationManager )
+ {
+ // if I'm in my spawn room, obey the population manager's attack restrictions
+ CTFBot *me = ToTFBot( meBot->GetEntity() );
+ CTFNavArea *myArea = me->GetLastKnownArea();
+ int spawnRoomFlag = me->GetTeamNumber() == TF_TEAM_RED ? TF_NAV_SPAWN_ROOM_RED : TF_NAV_SPAWN_ROOM_BLUE;
+
+ if ( myArea && myArea->HasAttributeTF( spawnRoomFlag ) )
+ {
+ return g_pPopulationManager->CanBotsAttackWhileInSpawnRoom() ? ANSWER_YES : ANSWER_NO;
+ }
+ }
+
+ return ANSWER_YES;
+}
+
+
+//---------------------------------------------------------------------------------------------
+QueryResultType CTFBotMainAction::ShouldHurry( const INextBot *meBot ) const
+{
+ if ( g_pPopulationManager )
+ {
+ // if I'm in my spawn room, obey the population manager's attack restrictions
+ CTFBot *me = ToTFBot( meBot->GetEntity() );
+ CTFNavArea *myArea = me->GetLastKnownArea();
+ int spawnRoomFlag = me->GetTeamNumber() == TF_TEAM_RED ? TF_NAV_SPAWN_ROOM_RED : TF_NAV_SPAWN_ROOM_BLUE;
+
+ if ( myArea && myArea->HasAttributeTF( spawnRoomFlag ) )
+ {
+ if ( !g_pPopulationManager->CanBotsAttackWhileInSpawnRoom() )
+ {
+ // hurry to leave the spawn
+ return ANSWER_YES;
+ }
+ }
+ }
+
+ return ANSWER_UNDEFINED;
+}
+
+
+//---------------------------------------------------------------------------------------------
+void CTFBotMainAction::FireWeaponAtEnemy( CTFBot *me )
+{
+ if ( !me->IsAlive() )
+ return;
+
+ if ( me->HasAttribute( CTFBot::SUPPRESS_FIRE ) )
+ return;
+
+ if ( me->HasAttribute( CTFBot::IGNORE_ENEMIES ) )
+ return;
+
+ if ( me->m_Shared.InCond( TF_COND_TAUNTING ) )
+ return;
+
+ if ( !tf_bot_fire_weapon_allowed.GetBool() )
+ {
+ return;
+ }
+
+ CTFWeaponBase *myWeapon = me->m_Shared.GetActiveTFWeapon();
+ if ( !myWeapon )
+ return;
+
+ if ( me->IsBarrageAndReloadWeapon( myWeapon ) )
+ {
+ if ( me->HasAttribute( CTFBot::HOLD_FIRE_UNTIL_FULL_RELOAD ) || tf_bot_always_full_reload.GetBool() )
+ {
+ if ( myWeapon->Clip1() <= 0 )
+ {
+ m_isWaitingForFullReload = true;
+ }
+
+ if ( m_isWaitingForFullReload )
+ {
+ if ( myWeapon->Clip1() < myWeapon->GetMaxClip1() )
+ {
+ return;
+ }
+
+ // we are fully reloaded
+ m_isWaitingForFullReload = false;
+ }
+ }
+ }
+
+ if ( me->HasAttribute( CTFBot::ALWAYS_FIRE_WEAPON ) )
+ {
+ me->PressFireButton();
+ return;
+ }
+
+ if ( me->IsPlayerClass( TF_CLASS_MEDIC ) )
+ {
+ if ( myWeapon && myWeapon->IsWeapon( TF_WEAPON_MEDIGUN ) )
+ {
+ // don't interfere with medic healing behaviors
+ return;
+ }
+ }
+
+ // if we're a heavy and just saw a bad guy, keep the barrel spinning (unless we're in a hurry)
+ if ( me->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) && !me->IsAmmoLow() && me->GetIntentionInterface()->ShouldHurry( me ) != ANSWER_YES )
+ {
+ const float spinTime = 3.0f;
+ if ( me->GetVisionInterface()->GetTimeSinceVisible( GetEnemyTeam( me->GetTeamNumber() ) ) < spinTime )
+ {
+ me->PressAltFireButton();
+ }
+ }
+
+ // shoot at bad guys
+ const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
+
+ // ignore non-visible threats here so we don't force a premature weapon switch if we're doing something else
+ if ( threat == NULL || !threat->GetEntity() || !threat->IsVisibleRecently() )
+ return;
+
+ // don't shoot through windows/etc
+ if ( !me->IsLineOfFireClear( threat->GetEntity()->EyePosition() ) )
+ {
+ if ( !me->IsLineOfFireClear( threat->GetEntity()->WorldSpaceCenter() ) )
+ {
+ if ( !me->IsLineOfFireClear( threat->GetEntity()->GetAbsOrigin() ) )
+ return;
+ }
+ }
+
+ // if our target is uber'd, most weapons are useless - unless we're in MvM, where invuln tanking is valuable
+ if ( TFGameRules() && !TFGameRules()->IsMannVsMachineMode() )
+ {
+ CTFPlayer *playerThreat = ToTFPlayer( threat->GetEntity() );
+ if ( playerThreat && playerThreat->m_Shared.IsInvulnerable() )
+ {
+ if ( !myWeapon->IsWeapon( TF_WEAPON_ROCKETLAUNCHER ) &&
+ !myWeapon->IsWeapon( TF_WEAPON_GRENADELAUNCHER ) &&
+ !myWeapon->IsWeapon( TF_WEAPON_PIPEBOMBLAUNCHER ) &
+ !myWeapon->IsWeapon( TF_WEAPON_ROCKETLAUNCHER_DIRECTHIT ) )
+ {
+ // firing would just waste ammo, so don't
+ return;
+ }
+ }
+ }
+
+ if ( me->GetIntentionInterface()->ShouldAttack( me, threat ) == ANSWER_NO )
+ return;
+
+ if ( TFGameRules()->InSetup() )
+ {
+ // wait until the gates open
+ return;
+ }
+
+ if ( myWeapon->IsMeleeWeapon() )
+ {
+ if ( me->IsRangeLessThan( threat->GetEntity(), 250.0f ) )
+ {
+ me->PressFireButton();
+ }
+ return;
+ }
+
+ // limit range of hitscan weapon fire in MvM
+ if ( TFGameRules()->IsMannVsMachineMode() && !me->IsPlayerClass( TF_CLASS_SNIPER ) && me->IsHitScanWeapon( myWeapon ) )
+ {
+ if ( me->IsRangeGreaterThan( threat->GetEntity(), tf_bot_hitscan_range_limit.GetFloat() ) )
+ {
+ return;
+ }
+ }
+
+ if ( myWeapon->IsWeapon( TF_WEAPON_FLAMETHROWER ) )
+ {
+ CTFFlameThrower *pFlamethrower = assert_cast< CTFFlameThrower* >( myWeapon );
+ // watch for enemy projectiles heading our way
+ if ( pFlamethrower->CanAirBlast() && me->ShouldFireCompressionBlast() )
+ {
+ // bounce missiles with compression blast
+ me->PressAltFireButton();
+ }
+ else if ( threat->GetTimeSinceLastSeen() < 1.0f &&
+ me->IsDistanceBetweenLessThan( threat->GetEntity(), me->GetMaxAttackRange() ) )
+ {
+ me->PressFireButton( tf_bot_fire_weapon_min_time.GetFloat() );
+ }
+
+ return;
+ }
+
+ float threatRange = ( threat->GetEntity()->GetAbsOrigin() - me->GetAbsOrigin() ).Length();
+
+ // actual head aiming is handled elsewhere, just check if we're on target
+ if ( me->GetBodyInterface()->IsHeadAimingOnTarget() && threatRange < me->GetMaxAttackRange() )
+ {
+ if ( myWeapon->IsWeapon( TF_WEAPON_COMPOUND_BOW ) )
+ {
+ CTFCompoundBow *myBow = (CTFCompoundBow *)myWeapon;
+
+ if ( myBow->GetCurrentCharge() < 0.95f || !me->IsLineOfFireClear( threat->GetEntity() ) )
+ {
+ me->PressFireButton();
+ }
+ }
+ else if ( WeaponID_IsSniperRifle( myWeapon->GetWeaponID() ) )
+ {
+ // only fire if zoomed in
+ if ( me->m_Shared.InCond( TF_COND_ZOOMED ) )
+ {
+ const float reactionTime = TFGameRules()->IsMannVsMachineMode() ? 0.5f : 0.1f; // just a moment to stop headshots when obviously panning too fast to see
+ if ( m_steadyTimer.HasStarted() && m_steadyTimer.IsGreaterThen( reactionTime ) )
+ {
+ trace_t trace;
+
+ Vector forward;
+ me->EyeVectors( &forward );
+
+ // allow bot to see through projectile shield
+ CTraceFilterIgnoreFriendlyCombatItems filter( me, COLLISION_GROUP_NONE, me->GetTeamNumber() );
+ UTIL_TraceLine( me->EyePosition(), me->EyePosition() + 9000.0f * forward, MASK_SHOT, &filter, &trace );
+
+ if ( trace.m_pEnt == threat->GetEntity() )
+ {
+ // we're on target - fire!
+ me->PressFireButton();
+ }
+ }
+ }
+ }
+ else if ( me->IsCombatWeapon( MY_CURRENT_GUN ) )
+ {
+ if ( me->IsContinuousFireWeapon( MY_CURRENT_GUN ) )
+ {
+ // spray for a bit
+ me->PressFireButton( tf_bot_fire_weapon_min_time.GetFloat() );
+ }
+ else
+ {
+ if ( me->IsExplosiveProjectileWeapon( MY_CURRENT_GUN ) )
+ {
+ // don't fire if we're going to hit a nearby wall
+ trace_t trace;
+
+ Vector forward;
+ me->EyeVectors( &forward );
+
+ // allow bot to see through projectile shield
+ CTraceFilterIgnoreFriendlyCombatItems filter( me, COLLISION_GROUP_NONE, me->GetTeamNumber() );
+ UTIL_TraceLine( me->EyePosition(), me->EyePosition() + 1.1f * threatRange * forward, MASK_SHOT, &filter, &trace );
+
+ float hitRange = trace.fraction * 1.1f * threatRange;
+
+ if ( hitRange < TF_ROCKET_RADIUS )
+ {
+ // shot will impact very near us
+ if ( !trace.m_pEnt || ( trace.m_pEnt && !trace.m_pEnt->MyCombatCharacterPointer() ) )
+ {
+ // don't fire, we'd only hit the world or a non-player or non-sentry
+ return;
+ }
+ }
+ }
+
+ me->PressFireButton();
+ }
+ }
+
+ }
+}
+
+
+//---------------------------------------------------------------------------------------------
+/**
+ * Compute nearby friends influence and visible enemy influence
+ */
+class CCompareFriendFoeInfluence : public IVision::IForEachKnownEntity
+{
+public:
+ CCompareFriendFoeInfluence( CTFBot *me )
+ {
+ m_me = me;
+ m_friendScore = 0;
+ m_foeScore = 0;
+ }
+
+ virtual bool Inspect( const CKnownEntity &known )
+ {
+ if ( known.GetEntity()->IsAlive() )
+ {
+ const float nearRange = 750.0f;
+ if ( m_me->IsRangeLessThan( known.GetEntity(), nearRange ) )
+ {
+ if ( m_me->IsFriend( known.GetEntity() ) )
+ {
+ m_friendScore += m_me->GetThreatDanger( known.GetEntity()->MyCombatCharacterPointer() );
+ }
+ else if ( known.WasEverVisible() && known.GetTimeSinceLastSeen() < 3.0f && m_me->IsEnemy( known.GetEntity() ) )
+ {
+ // ignore disguised spies, etc
+ if ( m_me->GetVisionInterface()->IsIgnored( known.GetEntity() ) )
+ return true;
+
+ // only count them if they are facing me
+ if ( UTIL_IsFacingWithinTolerance( known.GetEntity(), m_me->EyePosition(), 0.5f ) )
+ {
+ m_foeScore += m_me->GetThreatDanger( known.GetEntity()->MyCombatCharacterPointer() );
+ }
+ }
+ }
+ }
+
+ return true;
+ }
+
+ CTFBot *m_me;
+ float m_friendScore;
+ float m_foeScore;
+};
+
+
+//---------------------------------------------------------------------------------------------
+/**
+ * If we're outnumbered, retreat and wait for backup - unless we're ubered!
+ */
+QueryResultType CTFBotMainAction::ShouldRetreat( const INextBot *bot ) const
+{
+ CTFBot *me = (CTFBot *)bot->GetEntity();
+
+ // don't retreat if we're in "melee only" mode
+ if ( TheTFBots().IsMeleeOnly() )
+ return ANSWER_NO;
+
+ // don't retreat if ubered
+ if ( me->m_Shared.IsInvulnerable() )
+ return ANSWER_NO;
+
+ // don't retreat if we're ignoring enemies
+ if ( me->HasAttribute( CTFBot::IGNORE_ENEMIES ) )
+ return ANSWER_NO;
+
+ // retreat if stunned
+ if ( me->m_Shared.IsControlStunned() || me->m_Shared.IsLoserStateStunned() )
+ return ANSWER_YES;
+
+ // don't retreat during setup time, since we're always safe
+ if ( TFGameRules()->InSetup() )
+ return ANSWER_NO;
+
+ // if we're an undercover spy, don't blow our cover
+ if ( me->IsPlayerClass( TF_CLASS_SPY ) )
+ {
+ if ( me->m_Shared.InCond( TF_COND_DISGUISED ) ||
+ me->m_Shared.InCond( TF_COND_DISGUISING ) ||
+ me->m_Shared.IsStealthed() )
+ {
+ return ANSWER_NO;
+ }
+ }
+
+ CCompareFriendFoeInfluence compare( me );
+ me->GetVisionInterface()->ForEachKnownEntity( compare );
+
+ if ( compare.m_friendScore < compare.m_foeScore )
+ {
+ return ANSWER_YES;
+ }
+
+ return ANSWER_NO;
+}
+
+
+//-----------------------------------------------------------------------------------------
+void CTFBotMainAction::Dodge( CTFBot *me )
+{
+ // low-skill bots don't dodge
+ if ( me->IsDifficulty( CTFBot::EASY ) )
+ return;
+
+ // no need to dodge if we're invulnerable
+ if ( me->m_Shared.IsInvulnerable() )
+ return;
+
+ // don't dodge if we're trying to snipe
+ if ( me->m_Shared.InCond( TF_COND_ZOOMED ) )
+ return;
+
+ // don't dodge if we are taunting
+ if ( me->m_Shared.InCond( TF_COND_TAUNTING ) )
+ return;
+
+ // don't dodge if that ability is "turned off"
+ if ( me->HasAttribute( CTFBot::DISABLE_DODGE ) )
+ return;
+
+ // don't dodge if we're not trying to fight back
+ if ( !me->IsCombatWeapon( MY_CURRENT_GUN ) )
+ return;
+
+ // don't waste time doding if we're in a hurry
+ if ( me->GetIntentionInterface()->ShouldHurry( me ) == ANSWER_YES )
+ return;
+
+ // for now, engies don't dodge
+ if ( me->IsPlayerClass( TF_CLASS_ENGINEER ) )
+ return;
+
+ // disguised/cloaked spies don't dodge
+ if ( me->m_Shared.InCond( TF_COND_DISGUISED ) ||
+ me->m_Shared.InCond( TF_COND_DISGUISING ) ||
+ me->m_Shared.IsStealthed() )
+ {
+ return;
+ }
+
+
+#ifdef TF_RAID_MODE
+ if ( TFGameRules()->IsRaidMode() )
+ return;
+#endif // TF_RAID_MODE
+
+ const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
+ if ( threat && threat->IsVisibleRecently() )
+ {
+ bool isShotClear = true;
+
+ CTFWeaponBase *myGun = (CTFWeaponBase *)me->Weapon_GetSlot( TF_WPN_TYPE_PRIMARY );
+ if ( myGun && myGun->IsWeapon( TF_WEAPON_COMPOUND_BOW ) )
+ {
+ CTFCompoundBow *myBow = (CTFCompoundBow *)myGun;
+ if ( myBow->GetCurrentCharge() > 0.0f )
+ {
+ // we're drawing back our bow - hold still
+ return;
+ }
+
+ // if we don't have a clear shot, dodge around until we do
+ isShotClear = true;
+ }
+ else
+ {
+ isShotClear = me->IsLineOfFireClear( threat->GetLastKnownPosition() );
+ }
+
+ // don't dodge if they can't hit us
+ if ( !isShotClear )
+ return;
+
+ Vector forward;
+ me->EyeVectors( &forward );
+ Vector left( -forward.y, forward.x, 0.0f );
+ left.NormalizeInPlace();
+
+ const float sideStepSize = 25.0f;
+
+ int rnd = RandomInt( 0, 100 );
+ if ( rnd < 33 )
+ {
+ if ( !me->GetLocomotionInterface()->HasPotentialGap( me->GetAbsOrigin(), me->GetAbsOrigin() + sideStepSize * left ) )
+ {
+ me->PressLeftButton();
+ }
+ }
+ else if ( rnd > 66 )
+ {
+ if ( !me->GetLocomotionInterface()->HasPotentialGap( me->GetAbsOrigin(), me->GetAbsOrigin() - sideStepSize * left ) )
+ {
+ me->PressRightButton();
+ }
+ }
+ }
+}
+