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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_prepare_stickybomb_trap.cpp
// Place stickybombs to create a deadly trap
// Michael Booth, July 2010
#include "cbase.h"
#include "tf_player.h"
#include "bot/tf_bot.h"
#include "bot/behavior/demoman/tf_bot_prepare_stickybomb_trap.h"
#include "tf_weapon_pipebomblauncher.h"
#define MAX_STICKYBOMB_COUNT 8
ConVar tf_bot_stickybomb_density( "tf_bot_stickybomb_density", "0.0001", FCVAR_CHEAT, "Number of stickies to place per square inch" );
//---------------------------------------------------------------------------------------------
class PlaceStickyBombReply : public INextBotReply
{
public:
virtual void OnSuccess( INextBot *bot ) // invoked when process completed successfully
{
CTFBot *me = ToTFBot( bot->GetEntity() );
CTFWeaponBase *myCurrentWeapon = me->m_Shared.GetActiveTFWeapon();
if ( myCurrentWeapon && myCurrentWeapon->GetWeaponID() == TF_WEAPON_PIPEBOMBLAUNCHER )
{
// launch the sticky
me->PressFireButton( 0.1f );
// increase the bomb count for this target area
if ( m_bombTargetArea )
{
m_bombTargetArea->m_count++;
}
if( m_pLaunchWaitTimer )
{
// release the latch
m_pLaunchWaitTimer->Start( 0.15f );
}
}
}
virtual void OnFail( INextBot *bot, FailureReason reason )// invoked when process failed
{
// retry aim immediately
m_pLaunchWaitTimer->Invalidate();
}
void ClearData()
{
// Be sure to clear all members here, as we can potentially get an OnSuccess() call
// after the ~CTFBotPrepareStickybombTrap.
m_bombTargetArea = NULL;
m_pLaunchWaitTimer = NULL;
}
CTFBotPrepareStickybombTrap::BombTargetArea *m_bombTargetArea;
CountdownTimer *m_pLaunchWaitTimer;
};
static PlaceStickyBombReply bombReply;
//---------------------------------------------------------------------------------------------
CTFBotPrepareStickybombTrap::CTFBotPrepareStickybombTrap( void )
{
m_myArea = NULL;
}
//---------------------------------------------------------------------------------------------
CTFBotPrepareStickybombTrap::~CTFBotPrepareStickybombTrap( )
{
bombReply.ClearData();
}
//---------------------------------------------------------------------------------------------
// Return true if this Action has what it needs to perform right now
bool CTFBotPrepareStickybombTrap::IsPossible( CTFBot *me )
{
// don't lay a trap if we're in the midst of fighting
if ( /*me->IsInCombat() || */ me->GetTimeSinceLastInjury() < 1.0f )
{
return false;
}
if ( !me->IsPlayerClass( TF_CLASS_DEMOMAN ) )
{
return false;
}
CTFPipebombLauncher *stickyLauncher = dynamic_cast< CTFPipebombLauncher * >( me->Weapon_GetSlot( TF_WPN_TYPE_SECONDARY ) );
if ( stickyLauncher && !me->IsWeaponRestricted( stickyLauncher ) )
{
if ( stickyLauncher->GetPipeBombCount() >= MAX_STICKYBOMB_COUNT || me->GetAmmoCount( TF_AMMO_SECONDARY ) <= 0 )
{
return false;
}
}
return true;
}
//---------------------------------------------------------------------------------------------
void CTFBotPrepareStickybombTrap::InitBombTargetAreas( CTFBot *me )
{
const CUtlVector< CTFNavArea * > &invasionAreaVector = m_myArea->GetEnemyInvasionAreaVector( me->GetTeamNumber() );
// randomly shuffle the target areas
CUtlVector< CTFNavArea * > shuffleVector;
shuffleVector = invasionAreaVector;
int n = shuffleVector.Count();
while( n > 1 )
{
int k = RandomInt( 0, n-1 );
n--;
CTFNavArea *tmp = shuffleVector[n];
shuffleVector[n] = shuffleVector[k];
shuffleVector[k] = tmp;
}
// initialize each target area to zero sticky bombs
m_bombTargetAreaVector.RemoveAll();
for( int i=0; i<shuffleVector.Count(); ++i )
{
BombTargetArea target;
target.m_area = shuffleVector[i];
target.m_count = 0;
m_bombTargetAreaVector.AddToTail( target );
}
m_launchWaitTimer.Invalidate();
// Clean up any in-flight AimHeadTowards() replies, since changing m_bombTargetAreaVector
// might move memory and invalidate the current reply pointer.
me->GetBodyInterface()->ClearPendingAimReply();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotPrepareStickybombTrap::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
// detonate old set of stickies
// me->PressAltFireButton();
// reload entire clip before laying sticky trap
CTFPipebombLauncher *stickyLauncher = dynamic_cast< CTFPipebombLauncher * >( me->Weapon_GetSlot( TF_WPN_TYPE_SECONDARY ) );
if ( stickyLauncher )
{
m_isFullReloadNeeded = ( me->GetAmmoCount( TF_AMMO_SECONDARY ) >= stickyLauncher->GetMaxClip1() && stickyLauncher->Clip1() < stickyLauncher->GetMaxClip1() );
}
else
{
m_isFullReloadNeeded = false;
}
m_myArea = me->GetLastKnownArea();
if ( !m_myArea )
{
return Done( "No nav mesh" );
}
InitBombTargetAreas( me );
// own our view updating so we can aim
me->StopLookingAroundForEnemies();
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotPrepareStickybombTrap::Update( CTFBot *me, float interval )
{
if ( !TFGameRules()->InSetup() )
{
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
if ( threat )
{
const float giveUpRange = 500.0f;
if ( me->IsDistanceBetweenLessThan( threat->GetLastKnownPosition(), giveUpRange ) )
{
return Done( "Enemy nearby - giving up" );
}
}
}
if ( me->GetLastKnownArea() && me->GetLastKnownArea() != m_myArea )
{
// we've moved
m_myArea = me->GetLastKnownArea();
InitBombTargetAreas( me );
}
CTFWeaponBase *myCurrentWeapon = me->m_Shared.GetActiveTFWeapon();
CTFPipebombLauncher *stickyLauncher = dynamic_cast< CTFPipebombLauncher * >( me->Weapon_GetSlot( TF_WPN_TYPE_SECONDARY ) );
if ( !myCurrentWeapon || !stickyLauncher )
{
return Done( "Missing weapon" );
}
if ( myCurrentWeapon->GetWeaponID() != TF_WEAPON_PIPEBOMBLAUNCHER )
{
me->Weapon_Switch( stickyLauncher );
}
// reload fully
if ( m_isFullReloadNeeded )
{
int maxClip = MIN( stickyLauncher->GetMaxClip1(), me->GetAmmoCount( TF_AMMO_SECONDARY ) );
if ( stickyLauncher->Clip1() >= maxClip )
{
// fully reloaded
m_isFullReloadNeeded = false;
}
me->PressReloadButton();
return Continue();
}
if ( stickyLauncher->GetPipeBombCount() >= MAX_STICKYBOMB_COUNT || me->GetAmmoCount( TF_AMMO_SECONDARY ) <= 0 )
{
return Done( "Max sticky bombs reached" );
}
// aim towards areas where enemy will come from
if ( m_launchWaitTimer.IsElapsed() )
{
// find next target that needs bombs
int i;
for( i=0; i<m_bombTargetAreaVector.Count(); ++i )
{
CTFNavArea *targetArea = m_bombTargetAreaVector[i].m_area;
int desiredCount = tf_bot_stickybomb_density.GetFloat() * targetArea->GetSizeX() * targetArea->GetSizeY();
if ( desiredCount < 1 )
{
desiredCount = 1;
}
if ( m_bombTargetAreaVector[i].m_count < desiredCount )
{
// place a sticky on this area
bombReply.m_bombTargetArea = &m_bombTargetAreaVector[i];
// this timer causes us to wait until the aim finishes and launched before we start another aim
m_launchWaitTimer.Start( 2.0f );
bombReply.m_pLaunchWaitTimer = &m_launchWaitTimer;
Vector bombSpot = targetArea->GetRandomPoint();
me->GetBodyInterface()->AimHeadTowards( bombSpot, IBody::IMPORTANT, 5.0f, &bombReply, "Aiming a sticky bomb" );
break;
}
}
if ( i == m_bombTargetAreaVector.Count() )
{
return Done( "Exhausted bomb target areas" );
}
}
return Continue();
}
//---------------------------------------------------------------------------------------------
void CTFBotPrepareStickybombTrap::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
{
// clean up any in-flight AimHeadTowards() replies
me->GetBodyInterface()->ClearPendingAimReply();
me->StartLookingAroundForEnemies();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotPrepareStickybombTrap::OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction )
{
// this behavior is transitory - if we need to do something else, just give up
return Done();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotPrepareStickybombTrap::OnInjured( CTFBot *me, const CTakeDamageInfo &info )
{
return TryDone( RESULT_IMPORTANT, "Ouch!" );
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotPrepareStickybombTrap::ShouldAttack( const INextBot *me, const CKnownEntity *them ) const
{
return ANSWER_NO;
}
@@ -0,0 +1,45 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_prepare_stickybomb_trap.h
// Place stickybombs to create a deadly trap
// Michael Booth, July 2010
#ifndef TF_BOT_PREPARE_STICKYBOMB_TRAP_H
#define TF_BOT_PREPARE_STICKYBOMB_TRAP_H
class CTFBotPrepareStickybombTrap : public Action< CTFBot >
{
public:
CTFBotPrepareStickybombTrap( void );
virtual ~CTFBotPrepareStickybombTrap( );
static bool IsPossible( CTFBot *me ); // Return true if this Action has what it needs to perform right now
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual void OnEnd( CTFBot *me, Action< CTFBot > *nextAction );
virtual ActionResult< CTFBot > OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction );
virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info );
virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
virtual const char *GetName( void ) const { return "PrepareStickybombTrap"; };
struct BombTargetArea
{
CTFNavArea *m_area;
int m_count;
};
private:
bool m_isFullReloadNeeded;
CTFNavArea *m_myArea;
CUtlVector< BombTargetArea > m_bombTargetAreaVector;
void InitBombTargetAreas( CTFBot *me );
CountdownTimer m_launchWaitTimer;
};
#endif // TF_BOT_PREPARE_STICKYBOMB_TRAP_H
@@ -0,0 +1,342 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_stickybomb_sentrygun.cpp
// Destroy the given sentrygun with stickybombs
// Michael Booth, August 2010
#include "cbase.h"
#include "tf_player.h"
#include "bot/tf_bot.h"
#include "bot/behavior/demoman/tf_bot_stickybomb_sentrygun.h"
#include "tf_weapon_pipebomblauncher.h"
#include "tf_obj_sentrygun.h"
#include "NextBotUtil.h"
ConVar tf_bot_sticky_base_range( "tf_bot_sticky_base_range", "800", FCVAR_CHEAT );
ConVar tf_bot_sticky_charge_rate( "tf_bot_sticky_charge_rate", "0.01", FCVAR_CHEAT, "Seconds of charge per unit range beyond base" );
//---------------------------------------------------------------------------------------------
CTFBotStickybombSentrygun::CTFBotStickybombSentrygun( CObjectSentrygun *sentrygun )
{
m_sentrygun = sentrygun;
m_hasGivenAim = false;
}
//---------------------------------------------------------------------------------------------
CTFBotStickybombSentrygun::CTFBotStickybombSentrygun( CObjectSentrygun *sentrygun, float aimYaw, float aimPitch, float aimCharge )
{
m_sentrygun = sentrygun;
m_hasGivenAim = true;
m_givenYaw = aimYaw;
m_givenPitch = aimPitch;
m_givenCharge = aimCharge;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotStickybombSentrygun::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
// detonate old set of stickies
me->PressAltFireButton();
// own our view updating so we can aim
me->StopLookingAroundForEnemies();
m_isFullReloadNeeded = true;
// STOP
me->SetAbsVelocity( vec3_origin );
m_searchPitch = 0.0f;
m_hasTarget = false;
m_searchTimer.Start( 3.0f );
m_isChargingShot = false;
if ( m_hasGivenAim )
{
m_hasTarget = true;
// remember where we are standing - if we move for any reason, we'll need to re-search
m_launchSpot = me->GetAbsOrigin();
// start charging up the sticky launch
m_chargeToLaunch = m_givenCharge;
m_isChargingShot = true;
// aim along given pitch/yaw
QAngle angles;
angles.x = m_givenPitch;
angles.y = m_givenYaw;
angles.z = 0.0f;
Vector aimForward;
AngleVectors( angles, &aimForward );
m_eyeAimTarget = me->EyePosition() + 1500.0f * aimForward;
}
return Continue();
}
//---------------------------------------------------------------------------------------------
bool CTFBotStickybombSentrygun::IsAimOnTarget( CTFBot *me, float pitch, float yaw, float charge )
{
// estimate impact spot
Vector impactSpot = me->EstimateStickybombProjectileImpactPosition( pitch, yaw, charge );
// check if impactSpot landed near sentry
const float explosionRadius = 75.0f;
if ( ( m_sentrygun->WorldSpaceCenter() - impactSpot ).IsLengthLessThan( explosionRadius ) )
{
trace_t trace;
NextBotTraceFilterIgnoreActors filter( NULL, COLLISION_GROUP_NONE );
UTIL_TraceLine( m_sentrygun->WorldSpaceCenter(), impactSpot, MASK_SOLID_BRUSHONLY, &filter, &trace );
if ( !trace.DidHit() )
{
// NDebugOverlay::Cross3D( impactSpot, 10.0f, 100, 255, 0, true, 60.0f );
return true;
}
}
return false;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotStickybombSentrygun::Update( CTFBot *me, float interval )
{
CTFWeaponBase *myCurrentWeapon = me->m_Shared.GetActiveTFWeapon();
CTFPipebombLauncher *stickyLauncher = dynamic_cast< CTFPipebombLauncher * >( me->Weapon_GetSlot( TF_WPN_TYPE_SECONDARY ) );
if ( !myCurrentWeapon || !stickyLauncher )
{
return Done( "Missing weapon" );
}
if ( myCurrentWeapon->GetWeaponID() != TF_WEAPON_PIPEBOMBLAUNCHER )
{
me->Weapon_Switch( stickyLauncher );
}
if ( m_sentrygun == NULL || !m_sentrygun->IsAlive() )
{
return Done( "Sentry destroyed" );
}
if ( !m_hasTarget && m_searchTimer.IsElapsed() )
{
return Done( "Can't find aim" );
}
// reload fully
if ( m_isFullReloadNeeded )
{
int maxClip = MIN( stickyLauncher->GetMaxClip1(), me->GetAmmoCount( TF_AMMO_SECONDARY ) );
if ( stickyLauncher->Clip1() >= maxClip )
{
// fully reloaded
m_isFullReloadNeeded = false;
}
me->PressReloadButton();
return Continue();
}
int requiredStickyBombs = 3;
if ( TFGameRules()->IsMannVsMachineMode() )
{
// launch more stickies to make sure we take out beefed-up sentries
requiredStickyBombs = 5;
}
if ( stickyLauncher->GetPipeBombCount() >= requiredStickyBombs || me->GetAmmoCount( TF_AMMO_SECONDARY ) <= 0 )
{
// stickies laid - detonate them once they are on the ground
const CUtlVector< CHandle< CTFGrenadePipebombProjectile > > &pipeVector = stickyLauncher->GetPipeBombVector();
int i;
for( i=0; i<pipeVector.Count(); ++i )
{
if ( pipeVector[i].Get() && !pipeVector[i]->m_bTouched )
{
break;
}
}
if ( i == pipeVector.Count() )
{
// stickies are on the ground
me->PressAltFireButton();
if ( me->GetAmmoCount( TF_AMMO_SECONDARY ) <= 0 )
{
return Done( "Out of ammo" );
}
}
}
else if ( m_isChargingShot )
{
// fudge charge time a bit longer - better to overshoot
float stickyChargeTime = 1.1f * m_chargeToLaunch * TF_PIPEBOMB_MAX_CHARGE_TIME;
me->GetBodyInterface()->AimHeadTowards( m_eyeAimTarget, IBody::CRITICAL, 0.3f, NULL, "Aiming a sticky bomb at a sentrygun" );
if ( gpGlobals->curtime - stickyLauncher->GetChargeBeginTime() >= stickyChargeTime )
{
// let go
me->ReleaseFireButton();
m_isChargingShot = false;
}
else
{
me->PressFireButton();
}
}
else if ( stickyLauncher->m_flNextPrimaryAttack < gpGlobals->curtime )
{
// if we've moved, we need to re-search
if ( m_hasTarget )
{
const float tolerance = 1.0f;
if ( me->IsRangeGreaterThan( m_launchSpot, tolerance ) )
{
m_hasTarget = false;
m_searchTimer.Reset();
}
}
if ( !m_hasTarget )
{
// search for angle to land sticky near sentry
Vector toSentry = m_sentrygun->WorldSpaceCenter() - me->EyePosition();
QAngle angles;
VectorAngles( toSentry, angles );
float bestYaw = 0.0f;
float bestPitch = 0.0f;
float bestCharge = 1.0f;
const int trials = 100;
for( int t=0; t<trials; ++t )
{
float yaw = angles.y + RandomFloat( -30.0f, 30.0f );
// float pitch = ( trials & 0x1 ) ? m_searchPitch : -m_searchPitch;
float pitch = RandomFloat( -85.0f, 85.0f );
float charge = 0.0f;
if ( toSentry.IsLengthGreaterThan( tf_bot_sticky_base_range.GetBool() ) )
{
charge = RandomFloat( 0.1f, 1.0f );
// skew towards zero - full charge shots are seldom required
charge *= charge;
}
if ( IsAimOnTarget( me, pitch, yaw, charge ) )
{
// found target aim - keep one we find with least required
// charge, because we need to be fast in combat
if ( charge < bestCharge )
{
m_hasTarget = true;
bestCharge = charge;
m_chargeToLaunch = bestCharge;
bestYaw = yaw;
bestPitch = pitch;
if ( bestCharge < 0.01 )
{
// as quick as possible - no need to search further
break;
}
}
}
}
// aim along yaw/pitch to reach impact spot
angles.x = bestPitch;
angles.y = bestYaw;
angles.z = 0.0f;
Vector aimForward;
AngleVectors( angles, &aimForward );
// always recompute eye aim target so we can update our view
m_eyeAimTarget = me->EyePosition() + 500.0f * aimForward;
me->GetBodyInterface()->AimHeadTowards( m_eyeAimTarget, IBody::CRITICAL, 0.3f, NULL, "Searching for aim..." );
}
if ( m_hasTarget )
{
// remember where we are standing - if we move for any reason, we'll need to re-search
m_launchSpot = me->GetAbsOrigin();
// start charging up the sticky launch
me->PressFireButton();
m_isChargingShot = true;
}
}
return Continue();
}
//---------------------------------------------------------------------------------------------
void CTFBotStickybombSentrygun::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
{
// detonate any stickes left out there
me->PressAltFireButton();
me->StartLookingAroundForEnemies();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotStickybombSentrygun::OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction )
{
// detonate any stickes left out there
me->PressAltFireButton();
// this behavior is transitory - if we need to do something else, just give up
return Done();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotStickybombSentrygun::OnInjured( CTFBot *me, const CTakeDamageInfo &info )
{
return TryDone( RESULT_IMPORTANT, "Ouch!" );
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotStickybombSentrygun::ShouldAttack( const INextBot *me, const CKnownEntity *them ) const
{
return ANSWER_NO;
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotStickybombSentrygun::ShouldHurry( const INextBot *me ) const
{
// while killing a sentry we're "hurrying" so we don't dodge
return ANSWER_YES;
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotStickybombSentrygun::ShouldRetreat( const INextBot *me ) const
{
// stay stuck in to try to kill that gun!
return ANSWER_NO;
}
@@ -0,0 +1,51 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_stickybomb_sentrygun.h
// Destroy the given sentrygun with stickybombs
// Michael Booth, August 2010
#ifndef TF_BOT_STICKYBOMB_SENTRY_H
#define TF_BOT_STICKYBOMB_SENTRY_H
class CObjectSentrygun;
class CTFBotStickybombSentrygun : public Action< CTFBot >
{
public:
CTFBotStickybombSentrygun( CObjectSentrygun *sentrygun );
CTFBotStickybombSentrygun( CObjectSentrygun *sentrygun, float aimYaw, float aimPitch, float aimCharge );
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual void OnEnd( CTFBot *me, Action< CTFBot > *nextAction );
virtual ActionResult< CTFBot > OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction );
virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info );
virtual QueryResultType ShouldHurry( const INextBot *me ) const;
virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
virtual const char *GetName( void ) const { return "StickybombSentrygun"; };
private:
float m_givenYaw, m_givenPitch, m_givenCharge;
bool m_hasGivenAim;
bool m_isFullReloadNeeded;
CHandle< CObjectSentrygun > m_sentrygun;
bool m_isChargingShot;
CountdownTimer m_searchTimer;
bool m_hasTarget;
Vector m_eyeAimTarget;
Vector m_launchSpot;
float m_chargeToLaunch;
float m_searchPitch;
bool IsAimOnTarget( CTFBot *me, float pitch, float yaw, float charge );
};
#endif // TF_BOT_STICKYBOMB_SENTRY_H