summaryrefslogtreecommitdiff
path: root/game/server/tf/bot/behavior/tf_bot_seek_and_destroy.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'game/server/tf/bot/behavior/tf_bot_seek_and_destroy.cpp')
-rw-r--r--game/server/tf/bot/behavior/tf_bot_seek_and_destroy.cpp250
1 files changed, 250 insertions, 0 deletions
diff --git a/game/server/tf/bot/behavior/tf_bot_seek_and_destroy.cpp b/game/server/tf/bot/behavior/tf_bot_seek_and_destroy.cpp
new file mode 100644
index 0000000..5e78ea3
--- /dev/null
+++ b/game/server/tf/bot/behavior/tf_bot_seek_and_destroy.cpp
@@ -0,0 +1,250 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+// tf_bot_seek_and_destroy.h
+// Roam the environment, attacking victims
+// Michael Booth, January 2010
+
+#include "cbase.h"
+#include "tf_player.h"
+#include "tf_gamerules.h"
+#include "team_control_point_master.h"
+#include "bot/tf_bot.h"
+#include "bot/behavior/tf_bot_attack.h"
+#include "bot/behavior/tf_bot_seek_and_destroy.h"
+#include "bot/behavior/sniper/tf_bot_sniper_attack.h"
+#include "nav_mesh.h"
+
+extern ConVar tf_bot_path_lookahead_range;
+extern ConVar tf_bot_offense_must_push_time;
+extern ConVar tf_bot_defense_must_defend_time;
+
+ConVar tf_bot_debug_seek_and_destroy( "tf_bot_debug_seek_and_destroy", "0", FCVAR_CHEAT );
+
+
+//---------------------------------------------------------------------------------------------
+CTFBotSeekAndDestroy::CTFBotSeekAndDestroy( float duration )
+{
+ if ( duration > 0.0f )
+ {
+ m_giveUpTimer.Start( duration );
+ }
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotSeekAndDestroy::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
+{
+ m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
+
+ RecomputeSeekPath( me );
+
+ CTeamControlPoint *point = me->GetMyControlPoint();
+ m_isPointLocked = ( point && point->IsLocked() );
+
+ // restart the timer if we have one
+ if ( m_giveUpTimer.HasStarted() )
+ {
+ m_giveUpTimer.Reset();
+ }
+
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotSeekAndDestroy::Update( CTFBot *me, float interval )
+{
+ if ( m_giveUpTimer.HasStarted() && m_giveUpTimer.IsElapsed() )
+ {
+ return Done( "Behavior duration elapsed" );
+ }
+
+ if ( TFGameRules()->IsInTraining() )
+ {
+ // if the trainee has started capturing the point, assist them
+ if ( me->IsAnyPointBeingCaptured() )
+ {
+ return Done( "Assist trainee in capturing the point" );
+ }
+ }
+ else
+ {
+ if ( me->IsCapturingPoint() )
+ {
+ return Done( "Keep capturing point I happened to stumble upon" );
+ }
+
+ if ( m_isPointLocked )
+ {
+ CTeamControlPoint *point = me->GetMyControlPoint();
+
+ if ( point && !point->IsLocked() )
+ {
+ return Done( "The point just unlocked" );
+ }
+ }
+
+ if ( !TFGameRules()->RoundHasBeenWon() && me->GetTimeLeftToCapture() < tf_bot_offense_must_push_time.GetFloat() )
+ {
+ return Done( "Time to push for the objective" );
+ }
+ }
+
+ const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
+ if ( threat )
+ {
+ if ( TFGameRules()->RoundHasBeenWon() )
+ {
+ // hunt down the losers
+ return SuspendFor( new CTFBotAttack, "Chasing down the losers" );
+ }
+
+ const float engageRange = 1000.0f;
+ if ( me->IsRangeLessThan( threat->GetLastKnownPosition(), engageRange ) )
+ {
+ return SuspendFor( new CTFBotAttack, "Going after an enemy" );
+ }
+ }
+
+ // move towards our seek goal
+ m_path.Update( me );
+
+ if ( !m_path.IsValid() && m_repathTimer.IsElapsed() )
+ {
+ m_repathTimer.Start( 1.0f );
+
+ RecomputeSeekPath( me );
+ }
+
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotSeekAndDestroy::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
+{
+ RecomputeSeekPath( me );
+
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult< CTFBot > CTFBotSeekAndDestroy::OnStuck( CTFBot *me )
+{
+ RecomputeSeekPath( me );
+
+ return TryContinue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult< CTFBot > CTFBotSeekAndDestroy::OnMoveToSuccess( CTFBot *me, const Path *path )
+{
+ RecomputeSeekPath( me );
+
+ return TryContinue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult< CTFBot > CTFBotSeekAndDestroy::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
+{
+ RecomputeSeekPath( me );
+
+ return TryContinue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+QueryResultType CTFBotSeekAndDestroy::ShouldRetreat( const INextBot *meBot ) const
+{
+ CTFBot *me = (CTFBot *)meBot->GetEntity();
+
+ if ( me->IsPlayerClass( TF_CLASS_PYRO ) )
+ {
+ return ANSWER_NO;
+ }
+
+ return ANSWER_UNDEFINED;
+}
+
+
+//---------------------------------------------------------------------------------------------
+QueryResultType CTFBotSeekAndDestroy::ShouldHurry( const INextBot *me ) const
+{
+ return ANSWER_UNDEFINED;
+}
+
+
+//---------------------------------------------------------------------------------------------
+CTFNavArea *CTFBotSeekAndDestroy::ChooseGoalArea( CTFBot *me )
+{
+ CUtlVector< CTFNavArea * > goalVector;
+
+ TheTFNavMesh()->CollectSpawnRoomThresholdAreas( &goalVector, GetEnemyTeam( me->GetTeamNumber() ) );
+
+ CTeamControlPoint *point = me->GetMyControlPoint();
+ if ( point && !point->IsLocked() )
+ {
+ // add current control point as a seek goal
+ const CUtlVector< CTFNavArea * > *controlPointAreas = TheTFNavMesh()->GetControlPointAreas( point->GetPointIndex() );
+ if ( controlPointAreas && controlPointAreas->Count() > 0 )
+ {
+ goalVector.AddToTail( controlPointAreas->Element( RandomInt( 0, controlPointAreas->Count()-1 ) ) );
+ }
+ }
+
+ if ( tf_bot_debug_seek_and_destroy.GetBool() )
+ {
+ for( int i=0; i<goalVector.Count(); ++i )
+ {
+ TheNavMesh->AddToSelectedSet( goalVector[i] );
+ }
+ }
+
+ // pick a new goal
+ if ( goalVector.Count() > 0 )
+ {
+ return goalVector[ RandomInt( 0, goalVector.Count()-1 ) ];
+ }
+
+ return NULL;
+}
+
+
+//---------------------------------------------------------------------------------------------
+void CTFBotSeekAndDestroy::RecomputeSeekPath( CTFBot *me )
+{
+ m_goalArea = ChooseGoalArea( me );
+ if ( m_goalArea )
+ {
+ CTFBotPathCost cost( me, SAFEST_ROUTE );
+ m_path.Compute( me, m_goalArea->GetCenter(), cost );
+ }
+ else
+ {
+ m_path.Invalidate();
+ }
+}
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult< CTFBot > CTFBotSeekAndDestroy::OnTerritoryContested( CTFBot *me, int territoryID )
+{
+ return TryDone( RESULT_IMPORTANT, "Defending the point" );
+}
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult< CTFBot > CTFBotSeekAndDestroy::OnTerritoryCaptured( CTFBot *me, int territoryID )
+{
+ return TryDone( RESULT_IMPORTANT, "Giving up due to point capture" );
+}
+
+
+//---------------------------------------------------------------------------------------------
+EventDesiredResult< CTFBot > CTFBotSeekAndDestroy::OnTerritoryLost( CTFBot *me, int territoryID )
+{
+ return TryDone( RESULT_IMPORTANT, "Giving up due to point lost" );
+}
+