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//========= Copyright Valve Corporation, All rights reserved. ============//
// bot_npc_archer.cpp
// A NextBot non-player derived archer
// Michael Booth, November 2010
#include "cbase.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "tf_team.h"
#include "tf_projectile_arrow.h"
#include "tf_weapon_grenade_pipebomb.h"
#include "nav_mesh/tf_nav_area.h"
#include "bot_npc_archer.h"
#include "NextBot/Path/NextBotChasePath.h"
#include "econ_wearable.h"
#include "team_control_point_master.h"
#include "particle_parse.h"
#include "CRagdollMagnet.h"
#include "NextBot/Behavior/BehaviorMoveTo.h"
ConVar tf_bot_npc_archer_health( "tf_bot_npc_archer_health", "100", FCVAR_CHEAT );
ConVar tf_bot_npc_archer_speed( "tf_bot_npc_archer_speed", "100", FCVAR_CHEAT );
ConVar tf_bot_npc_archer_shoot_interval( "tf_bot_npc_archer_shoot_interval", "2", FCVAR_CHEAT ); // 2
ConVar tf_bot_npc_archer_arrow_damage( "tf_bot_npc_archer_arrow_damage", "75", FCVAR_CHEAT );
//-----------------------------------------------------------------
// The Bot NPC
//-----------------------------------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( bot_npc_archer, CBotNPCArcher );
PRECACHE_REGISTER( bot_npc_archer );
//-----------------------------------------------------------------------------------------------------
CBotNPCArcher::CBotNPCArcher()
{
ALLOCATE_INTENTION_INTERFACE( CBotNPCArcher );
m_locomotor = new NextBotGroundLocomotion( this );
m_body = new CBotNPCBody( this );
m_eyeOffset = vec3_origin;
m_homePos = vec3_origin;
}
//-----------------------------------------------------------------------------------------------------
CBotNPCArcher::~CBotNPCArcher()
{
DEALLOCATE_INTENTION_INTERFACE;
if ( m_locomotor )
delete m_locomotor;
if ( m_body )
delete m_body;
}
//-----------------------------------------------------------------------------------------------------
void CBotNPCArcher::Precache()
{
BaseClass::Precache();
PrecacheModel( "models/player/sniper.mdl" );
PrecacheModel( "models/weapons/c_models/c_bow/c_bow.mdl" );
}
//-----------------------------------------------------------------------------------------------------
void CBotNPCArcher::Spawn( void )
{
BaseClass::Spawn();
SetModel( "models/player/sniper.mdl" );
m_bow = (CBaseAnimating *)CreateEntityByName( "prop_dynamic" );
if ( m_bow )
{
m_bow->SetModel( "models/weapons/c_models/c_bow/c_bow.mdl" );
// bonemerge into our model
m_bow->FollowEntity( this, true );
}
int health = tf_bot_npc_archer_health.GetInt();
SetHealth( health );
SetMaxHealth( health );
ChangeTeam( TF_TEAM_RED );
Vector headPos;
QAngle headAngles;
if ( GetAttachment( "head", headPos, headAngles ) )
{
m_eyeOffset = headPos - GetAbsOrigin();
}
m_homePos = GetAbsOrigin();
}
//---------------------------------------------------------------------------------------------
unsigned int CBotNPCArcher::PhysicsSolidMaskForEntity( void ) const
{
// Only collide with the other team
int teamContents = ( GetTeamNumber() == TF_TEAM_RED ) ? CONTENTS_BLUETEAM : CONTENTS_REDTEAM;
return BaseClass::PhysicsSolidMaskForEntity() | teamContents;
}
//---------------------------------------------------------------------------------------------
bool CBotNPCArcher::ShouldCollide( int collisionGroup, int contentsMask ) const
{
if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
{
switch( GetTeamNumber() )
{
case TF_TEAM_RED:
if ( !( contentsMask & CONTENTS_REDTEAM ) )
return false;
break;
case TF_TEAM_BLUE:
if ( !( contentsMask & CONTENTS_BLUETEAM ) )
return false;
break;
}
}
return BaseClass::ShouldCollide( collisionGroup, contentsMask );
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CBotNPCArcherSurrender : public Action< CBotNPCArcher >
{
public:
virtual ActionResult< CBotNPCArcher > OnStart( CBotNPCArcher *me, Action< CBotNPCArcher > *priorAction );
virtual const char *GetName( void ) const { return "Surrender"; } // return name of this action
};
inline ActionResult< CBotNPCArcher > CBotNPCArcherSurrender::OnStart( CBotNPCArcher *me, Action< CBotNPCArcher > *priorAction )
{
CBaseAnimating *bow = me->GetBow();
if ( bow )
{
bow->AddEffects( EF_NODRAW );
}
me->GetBodyInterface()->StartActivity( ACT_MP_STAND_LOSERSTATE );
return Continue();
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CBotNPCArcherShootBow : public Action< CBotNPCArcher >
{
public:
CBotNPCArcherShootBow( CTFPlayer *target )
{
m_target = target;
}
virtual ActionResult< CBotNPCArcher > OnStart( CBotNPCArcher *me, Action< CBotNPCArcher > *priorAction );
virtual ActionResult< CBotNPCArcher > Update( CBotNPCArcher *me, float interval );
virtual const char *GetName( void ) const { return "ShootBow"; } // return name of this action
private:
CHandle< CTFPlayer > m_target;
};
//---------------------------------------------------------------------------------------------
ActionResult< CBotNPCArcher > CBotNPCArcherShootBow::OnStart( CBotNPCArcher *me, Action< CBotNPCArcher > *priorAction )
{
if ( !m_target )
{
return Done( "No target" );
}
me->GetLocomotionInterface()->FaceTowards( m_target->WorldSpaceCenter() );
me->AddGesture( ACT_MP_ATTACK_STAND_ITEM2 );
// fire arrow
const float arrowSpeed = 2000.0f;
const float arrowGravity = 0.2f;
Vector muzzleOrigin;
QAngle muzzleAngles;
if ( me->GetBow()->GetAttachment( "muzzle", muzzleOrigin, muzzleAngles ) == false )
{
return Done( "No muzzle attachment!" );
}
// lead target
float range = me->GetRangeTo( m_target->EyePosition() );
float flightTime = range / arrowSpeed;
Vector aimSpot = m_target->EyePosition() + m_target->GetAbsVelocity() * flightTime;
Vector to = aimSpot - muzzleOrigin;
VectorAngles( to, muzzleAngles );
CTFProjectile_Arrow *arrow = CTFProjectile_Arrow::Create( muzzleOrigin, muzzleAngles, arrowSpeed, arrowGravity, TF_PROJECTILE_ARROW, me, me );
if ( arrow )
{
arrow->SetLauncher( me );
arrow->SetCritical( false );
arrow->SetDamage( tf_bot_npc_archer_arrow_damage.GetFloat() );
me->EmitSound( "Weapon_CompoundBow.Single" );
}
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CBotNPCArcher > CBotNPCArcherShootBow::Update( CBotNPCArcher *me, float interval )
{
if ( me->IsSequenceFinished() )
{
return Done();
}
return Continue();
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CBotNPCArcherGuardSpot : public Action< CBotNPCArcher >
{
public:
virtual ActionResult< CBotNPCArcher > OnStart( CBotNPCArcher *me, Action< CBotNPCArcher > *priorAction )
{
me->GetBodyInterface()->StartActivity( ACT_MP_STAND_ITEM2 );
return Continue();
}
CTFPlayer *GetVictim( CBotNPCArcher *me )
{
CUtlVector< CTFPlayer * > playerVector;
CollectPlayers( &playerVector, TF_TEAM_BLUE, COLLECT_ONLY_LIVING_PLAYERS );
CTFPlayer *closeVictim = NULL;
float victimRangeSq = FLT_MAX;
for( int i=0; i<playerVector.Count(); ++i )
{
float rangeSq = me->GetRangeSquaredTo( playerVector[i] );
if ( rangeSq < victimRangeSq )
{
if ( playerVector[i]->m_Shared.IsStealthed() )
{
continue;
}
if ( me->IsLineOfSightClear( playerVector[i] ) )
{
closeVictim = playerVector[i];
victimRangeSq = rangeSq;
}
}
}
return closeVictim;
}
virtual ActionResult< CBotNPCArcher > Update( CBotNPCArcher *me, float interval )
{
if ( TFGameRules()->GetActiveBoss() == NULL )
{
// the Boss has been defeated - give up
return ChangeTo( new CBotNPCArcherSurrender, "The Boss is dead! I give up!" );
}
CTFPlayer *victim = GetVictim( me );
if ( victim )
{
// look at visible victim out of range
me->GetLocomotionInterface()->FaceTowards( victim->WorldSpaceCenter() );
if ( m_shootTimer.IsElapsed() )
{
m_shootTimer.Start( tf_bot_npc_archer_shoot_interval.GetFloat() );
return SuspendFor( new CBotNPCArcherShootBow( victim ), "Fire!" );
}
}
if ( me->GetLocomotionInterface()->IsAttemptingToMove() )
{
// play running animation
if ( !me->GetBodyInterface()->IsActivity( ACT_MP_DEPLOYED_IDLE_ITEM2 ) )
{
me->GetBodyInterface()->StartActivity( ACT_MP_DEPLOYED_IDLE_ITEM2 );
}
}
else
{
// standing still
if ( !me->GetBodyInterface()->IsActivity( ACT_MP_STAND_ITEM2 ) )
{
me->GetBodyInterface()->StartActivity( ACT_MP_STAND_ITEM2 );
}
}
return Continue();
}
virtual const char *GetName( void ) const { return "GuardSpot"; } // return name of this action
private:
CountdownTimer m_shootTimer;
};
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CBotNPCArcherMoveToMark : public Action< CBotNPCArcher >
{
public:
virtual ActionResult< CBotNPCArcher > OnStart( CBotNPCArcher *me, Action< CBotNPCArcher > *priorAction )
{
ShortestPathCost cost;
m_path.Compute( me, me->GetHomePosition(), cost );
me->GetBodyInterface()->StartActivity( ACT_MP_RUN_ITEM2 );
return Continue();
}
virtual ActionResult< CBotNPCArcher > Update( CBotNPCArcher *me, float interval )
{
m_path.Update( me );
if ( !m_path.IsValid() )
{
return ChangeTo( new CBotNPCArcherGuardSpot, "Reached my mark" );
}
return Continue();
}
virtual const char *GetName( void ) const { return "MoveToMark"; } // return name of this action
private:
PathFollower m_path;
};
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CBotNPCArcherBehavior : public Action< CBotNPCArcher >
{
public:
virtual Action< CBotNPCArcher > *InitialContainedAction( CBotNPCArcher *me )
{
return new CBotNPCArcherMoveToMark;
}
virtual ActionResult< CBotNPCArcher > Update( CBotNPCArcher *me, float interval )
{
return Continue();
}
virtual EventDesiredResult< CBotNPCArcher > OnKilled( CBotNPCArcher *me, const CTakeDamageInfo &info )
{
// Calculate death force
Vector forceVector = me->CalcDamageForceVector( info );
// See if there's a ragdoll magnet that should influence our force.
CRagdollMagnet *magnet = CRagdollMagnet::FindBestMagnet( me );
if ( magnet )
{
forceVector += magnet->GetForceVector( me );
}
me->BecomeRagdoll( info, forceVector );
return TryDone();
}
virtual const char *GetName( void ) const { return "Behavior"; } // return name of this action
};
IMPLEMENT_INTENTION_INTERFACE( CBotNPCArcher, CBotNPCArcherBehavior );
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