mirror of
https://github.com/nillerusr/source-engine.git
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1
This commit is contained in:
+123
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// Michael Booth, September 2012
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#include "cbase.h"
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#include "nav_mesh.h"
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#include "tf_player.h"
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#include "tf_obj.h"
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#include "tf_obj_sentrygun.h"
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#include "tf_obj_dispenser.h"
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#include "tf_gamerules.h"
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#include "tf_weapon_builder.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/engineer/mvm_engineer/tf_bot_mvm_engineer_build_sentry.h"
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#include "bot/map_entities/tf_bot_hint_sentrygun.h"
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#include "bot/map_entities/tf_bot_hint_teleporter_exit.h"
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#include "string_t.h"
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#include "tf_fx.h"
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extern ConVar tf_bot_engineer_mvm_building_health_multiplier;
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//---------------------------------------------------------------------------------------------
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CTFBotMvMEngineerBuildSentryGun::CTFBotMvMEngineerBuildSentryGun( CTFBotHintSentrygun* pSentryHint )
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{
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m_sentryBuildHint = pSentryHint;
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotMvMEngineerBuildSentryGun::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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me->StartBuildingObjectOfType( OBJ_SENTRYGUN );
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotMvMEngineerBuildSentryGun::Update( CTFBot *me, float interval )
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{
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if ( m_sentryBuildHint == NULL )
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return Done( "No hint entity" );
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float rangeToBuildSpot = me->GetRangeTo( m_sentryBuildHint->GetAbsOrigin() );
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if ( rangeToBuildSpot < 200.0f )
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{
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// crouch as we get close so we don't overshoot
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me->PressCrouchButton();
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me->GetBodyInterface()->AimHeadTowards( m_sentryBuildHint->GetAbsOrigin(), IBody::MANDATORY, 0.1f, NULL, "Placing sentry" );
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}
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// various interruptions could mean we're away from our build location - move to it
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if ( rangeToBuildSpot > 25.0f )
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{
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if ( m_repathTimer.IsElapsed() )
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{
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m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
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CTFBotPathCost cost( me, SAFEST_ROUTE );
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m_path.Compute( me, m_sentryBuildHint->GetAbsOrigin(), cost );
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}
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m_path.Update( me );
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if ( !m_path.IsValid() )
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{
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return Done( "Path failed" );
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}
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return Continue();
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}
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if ( !m_delayBuildTime.HasStarted() )
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{
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m_delayBuildTime.Start( 0.1f );
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TFGameRules()->PushAllPlayersAway( m_sentryBuildHint->GetAbsOrigin(), 400, 500, TF_TEAM_RED );
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}
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else if ( m_delayBuildTime.HasStarted() && m_delayBuildTime.IsElapsed() )
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{
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// destroy previous object
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me->DetonateObjectOfType( OBJ_SENTRYGUN, MODE_SENTRYGUN_NORMAL, true );
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// directly create a sentry gun at the precise position and orientation desired
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m_sentry = (CObjectSentrygun *)CreateEntityByName( "obj_sentrygun" );
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if ( m_sentry )
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{
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m_sentry->SetName( m_sentryBuildHint->GetEntityName() );
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m_sentryBuildHint->IncrementUseCount();
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m_sentry->m_nDefaultUpgradeLevel = 2;
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m_sentry->SetAbsOrigin( m_sentryBuildHint->GetAbsOrigin() );
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m_sentry->SetAbsAngles( QAngle( 0, m_sentryBuildHint->GetAbsAngles().y, 0 ) );
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m_sentry->Spawn();
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m_sentry->StartPlacement( me );
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m_sentry->StartBuilding( me );
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// the sentry owns this hint now
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m_sentryBuildHint->SetOwnerEntity( m_sentry );
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m_sentry = NULL;
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}
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return Done( "Built a sentry" );
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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void CTFBotMvMEngineerBuildSentryGun::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
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{
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if ( m_sentry.Get() )
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{
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m_sentry->DropCarriedObject( me );
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UTIL_Remove( m_sentry );
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m_sentry = NULL;
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}
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}
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@@ -0,0 +1,29 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// Michael Booth, September 2012
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#ifndef TF_BOT_MVM_ENGINEER_BUILD_SENTRYGUN_H
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#define TF_BOT_MVM_ENGINEER_BUILD_SENTRYGUN_H
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class CTFBotHintSentrygun;
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class CTFBotMvMEngineerBuildSentryGun : public Action< CTFBot >
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{
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public:
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CTFBotMvMEngineerBuildSentryGun( CTFBotHintSentrygun* pSentryHint );
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virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
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virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
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virtual void OnEnd( CTFBot *me, Action< CTFBot > *nextAction );
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virtual const char *GetName( void ) const { return "MvMEngineerBuildSentryGun"; };
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private:
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CHandle< CTFBotHintSentrygun > m_sentryBuildHint;
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CHandle< CObjectSentrygun > m_sentry;
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CountdownTimer m_delayBuildTime;
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CountdownTimer m_repathTimer;
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PathFollower m_path;
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};
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#endif // TF_BOT_MVM_ENGINEER_BUILD_SENTRYGUN_H
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+105
@@ -0,0 +1,105 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// Michael Booth, September 2012
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#include "cbase.h"
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#include "string_t.h"
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#include "nav_mesh.h"
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#include "tf_player.h"
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#include "tf_obj.h"
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#include "tf_obj_sentrygun.h"
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#include "tf_obj_dispenser.h"
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#include "tf_gamerules.h"
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#include "tf_weapon_builder.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/engineer/mvm_engineer/tf_bot_mvm_engineer_build_teleporter.h"
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#include "bot/map_entities/tf_bot_hint_teleporter_exit.h"
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ConVar tf_bot_engineer_mvm_building_health_multiplier( "tf_bot_engineer_building_health_multiplier", "2", FCVAR_CHEAT );
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extern ConVar tf_bot_path_lookahead_range;
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//---------------------------------------------------------------------------------------------
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CTFBotMvMEngineerBuildTeleportExit::CTFBotMvMEngineerBuildTeleportExit( CTFBotHintTeleporterExit *hint )
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{
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m_teleporterBuildHint = hint;
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotMvMEngineerBuildTeleportExit::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotMvMEngineerBuildTeleportExit::Update( CTFBot *me, float interval )
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{
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if ( m_teleporterBuildHint == NULL )
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return Done( "No hint entity" );
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// various interruptions could mean we're away from our build location - move to it
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if ( me->IsRangeGreaterThan( m_teleporterBuildHint->GetAbsOrigin(), 25.0f ) )
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{
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if ( m_repathTimer.IsElapsed() )
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{
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m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
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CTFBotPathCost cost( me, FASTEST_ROUTE );
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m_path.Compute( me, m_teleporterBuildHint->GetAbsOrigin(), cost );
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}
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m_path.Update( me );
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if ( !m_path.IsValid() )
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{
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return Done( "Path failed" );
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}
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return Continue();
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}
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if ( !m_delayBuildTime.HasStarted() )
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{
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m_delayBuildTime.Start( 0.1f );
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TFGameRules()->PushAllPlayersAway( m_teleporterBuildHint->GetAbsOrigin(), 400, 500, TF_TEAM_RED );
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}
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else if ( m_delayBuildTime.IsElapsed() )
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{
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// destroy previous object
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me->DetonateObjectOfType( OBJ_TELEPORTER, MODE_TELEPORTER_EXIT, true );
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// directly create at the precise position and orientation desired
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CObjectTeleporter* myTeleporter = (CObjectTeleporter *)CreateEntityByName( "obj_teleporter" );
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if ( myTeleporter )
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{
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myTeleporter->SetAbsOrigin( m_teleporterBuildHint->GetAbsOrigin() );
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myTeleporter->SetAbsAngles( QAngle( 0, m_teleporterBuildHint->GetAbsAngles().y, 0 ) );
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myTeleporter->SetObjectMode( MODE_TELEPORTER_EXIT );
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myTeleporter->Spawn();
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myTeleporter->SetTeleportWhere( me->GetTeleportWhere() );
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if ( me->ShouldQuickBuild() )
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{
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myTeleporter->ForceQuickBuild();
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}
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myTeleporter->StartPlacement( me );
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myTeleporter->StartBuilding( me );
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int iHealth = myTeleporter->GetMaxHealthForCurrentLevel() * tf_bot_engineer_mvm_building_health_multiplier.GetFloat();
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myTeleporter->SetMaxHealth( iHealth );
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myTeleporter->SetHealth( iHealth );
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m_teleporterBuildHint->SetOwnerEntity( myTeleporter );
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me->EmitSound( "Engineer.MVM_AutoBuildingTeleporter02" );
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return Done( "Teleport exit built" );
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}
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}
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return Continue();
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}
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+27
@@ -0,0 +1,27 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// Michael Booth, September 2012
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#ifndef TF_BOT_MVM_ENGINEER_BUILD_TELEPORTER_H
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#define TF_BOT_MVM_ENGINEER_BUILD_TELEPORTER_H
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class CTFBotHintTeleporterExit;
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class CTFBotMvMEngineerBuildTeleportExit : public Action< CTFBot >
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{
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public:
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CTFBotMvMEngineerBuildTeleportExit( CTFBotHintTeleporterExit *hint );
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virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
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virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
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virtual const char *GetName( void ) const { return "MvMEngineerBuildTeleportExit"; };
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private:
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CHandle< CTFBotHintTeleporterExit > m_teleporterBuildHint;
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CountdownTimer m_delayBuildTime;
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CountdownTimer m_repathTimer;
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PathFollower m_path;
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};
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#endif // TF_BOT_MVM_ENGINEER_BUILD_TELEPORTER_H
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@@ -0,0 +1,662 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// Michael Booth, September 2012
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#include "cbase.h"
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#include "nav_mesh/tf_nav_mesh.h"
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#include "tf_player.h"
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#include "tf_gamerules.h"
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#include "tf_obj_sentrygun.h"
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#include "tf_obj_teleporter.h"
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#include "bot/tf_bot.h"
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#include "bot/map_entities/tf_bot_hint_engineer_nest.h"
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#include "bot/map_entities/tf_bot_hint_sentrygun.h"
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#include "bot/map_entities/tf_bot_hint_teleporter_exit.h"
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#include "bot/behavior/engineer/mvm_engineer/tf_bot_mvm_engineer_idle.h"
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#include "bot/behavior/engineer/mvm_engineer/tf_bot_mvm_engineer_build_sentry.h"
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#include "bot/behavior/engineer/mvm_engineer/tf_bot_mvm_engineer_build_teleporter.h"
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#include "bot/behavior/engineer/mvm_engineer/tf_bot_mvm_engineer_teleport_spawn.h"
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#include "bot/behavior/tf_bot_retreat_to_cover.h"
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ConVar tf_bot_engineer_mvm_sentry_hint_bomb_forward_range( "tf_bot_engineer_mvm_sentry_hint_bomb_forward_range", "0", FCVAR_CHEAT );
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ConVar tf_bot_engineer_mvm_sentry_hint_bomb_backward_range( "tf_bot_engineer_mvm_sentry_hint_bomb_backward_range", "3000", FCVAR_CHEAT );
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ConVar tf_bot_engineer_mvm_hint_min_distance_from_bomb( "tf_bot_engineer_mvm_hint_min_distance_from_bomb", "1300", FCVAR_CHEAT );
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struct BombInfo_t
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{
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Vector m_vPosition;
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float m_flMinBattleFront;
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float m_flMaxBattleFront;
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};
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bool GetBombInfo( BombInfo_t* pBombInfo = NULL )
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{
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// find the incursion distance of the current "front" (the location of the bomb)
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// first find farthest bomb delivery distance of invading team since maps
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// have different spawn room sizes and geometries
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float battlefront = 0.0f;
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for( int n=0; n<TheNavAreas.Count(); ++n )
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{
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CTFNavArea *area = (CTFNavArea *)TheNavAreas[n];
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if ( area->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE | TF_NAV_SPAWN_ROOM_RED ) )
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{
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continue;
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||||
}
|
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float areaDistanceToTarget = area->GetTravelDistanceToBombTarget();
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if ( areaDistanceToTarget > battlefront && areaDistanceToTarget > 0.0f )
|
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{
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battlefront = areaDistanceToTarget;
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}
|
||||
}
|
||||
|
||||
|
||||
// find the travel distance from the bomb to the delivery target and use it as the front
|
||||
CCaptureFlag *flag = NULL;
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Vector vBombSpot(0, 0, 0);
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for ( int i=0; i<ICaptureFlagAutoList::AutoList().Count(); ++i )
|
||||
{
|
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CCaptureFlag *pTempFlag = static_cast< CCaptureFlag* >( ICaptureFlagAutoList::AutoList()[i] );
|
||||
Vector vTempBombSpot;
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CTFPlayer *carrier = ToTFPlayer( pTempFlag->GetOwnerEntity() );
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if ( carrier )
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||||
{
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||||
vTempBombSpot = carrier->GetAbsOrigin();
|
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}
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||||
else
|
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{
|
||||
vTempBombSpot = pTempFlag->WorldSpaceCenter();
|
||||
}
|
||||
|
||||
CTFNavArea *flagArea = (CTFNavArea *)TheNavMesh->GetNearestNavArea( vTempBombSpot, false, 1000.0f );
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if ( flagArea )
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||||
{
|
||||
float flagDistanceToTarget = flagArea->GetTravelDistanceToBombTarget();
|
||||
|
||||
if ( flagDistanceToTarget < battlefront && flagDistanceToTarget >= 0.0f )
|
||||
{
|
||||
battlefront = flagDistanceToTarget;
|
||||
flag = pTempFlag;
|
||||
vBombSpot = vTempBombSpot;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float flMaxBattlefront = battlefront + tf_bot_engineer_mvm_sentry_hint_bomb_backward_range.GetFloat();
|
||||
float flMinBattlefront = battlefront - tf_bot_engineer_mvm_sentry_hint_bomb_forward_range.GetFloat();
|
||||
|
||||
if ( pBombInfo )
|
||||
{
|
||||
pBombInfo->m_vPosition = vBombSpot;
|
||||
pBombInfo->m_flMinBattleFront = flMinBattlefront;
|
||||
pBombInfo->m_flMaxBattleFront = flMaxBattlefront;
|
||||
}
|
||||
|
||||
return flag ? true : false;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
ActionResult< CTFBot > CTFBotMvMEngineerIdle::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
|
||||
{
|
||||
m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
|
||||
|
||||
me->StopLookingAroundForEnemies();
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||||
|
||||
m_sentryHint = NULL;
|
||||
m_teleporterHint = NULL;
|
||||
m_nestHint = NULL;
|
||||
m_nTeleportedCount = 0;
|
||||
m_bTeleportedToHint = false;
|
||||
m_bTriedToDetonateStaleNest = false;
|
||||
|
||||
return Continue();
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||||
}
|
||||
|
||||
|
||||
void CTFBotMvMEngineerIdle::TakeOverStaleNest( CBaseTFBotHintEntity* pHint, CTFBot *me )
|
||||
{
|
||||
if ( pHint != NULL && pHint->OwnerObjectHasNoOwner() )
|
||||
{
|
||||
CBaseObject* pObj = static_cast< CBaseObject* >( pHint->GetOwnerEntity() );
|
||||
pObj->SetOwnerEntity( me );
|
||||
pObj->SetBuilder( me );
|
||||
me->AddObject( pObj );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool CTFBotMvMEngineerIdle::ShouldAdvanceNestSpot( CTFBot *me )
|
||||
{
|
||||
if ( !m_nestHint )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if ( !m_reevaluateNestTimer.HasStarted() )
|
||||
{
|
||||
m_reevaluateNestTimer.Start( 5.f );
|
||||
return false;
|
||||
}
|
||||
|
||||
for ( int i=0; i<me->GetObjectCount(); ++i )
|
||||
{
|
||||
CBaseObject *pObj = me->GetObject( i );
|
||||
if ( pObj && pObj->GetHealth() < pObj->GetMaxHealth() )
|
||||
{
|
||||
// if the nest is under attack, don't advance the nest
|
||||
m_reevaluateNestTimer.Start( 5.f );
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if ( m_reevaluateNestTimer.IsElapsed() )
|
||||
{
|
||||
m_reevaluateNestTimer.Invalidate();
|
||||
}
|
||||
|
||||
BombInfo_t bombInfo;
|
||||
if ( GetBombInfo( &bombInfo ) )
|
||||
{
|
||||
if ( m_nestHint )
|
||||
{
|
||||
CTFNavArea *hintArea = (CTFNavArea *)TheNavMesh->GetNearestNavArea( m_nestHint->GetAbsOrigin(), false, 1000.0f );
|
||||
if ( hintArea )
|
||||
{
|
||||
float hintDistanceToTarget = hintArea->GetTravelDistanceToBombTarget();
|
||||
|
||||
bool bShouldAdvance = ( hintDistanceToTarget > bombInfo.m_flMaxBattleFront );
|
||||
|
||||
return bShouldAdvance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
void CTFBotMvMEngineerIdle::TryToDetonateStaleNest()
|
||||
{
|
||||
if ( m_bTriedToDetonateStaleNest )
|
||||
return;
|
||||
|
||||
// wait until the engy finish building his nest
|
||||
if ( ( m_sentryHint && !m_sentryHint->OwnerObjectFinishBuilding() ) ||
|
||||
( m_teleporterHint && !m_teleporterHint->OwnerObjectFinishBuilding() ) )
|
||||
return;
|
||||
|
||||
// collect all existing and active teleporter hints
|
||||
CUtlVector< CTFBotHintEngineerNest* > activeEngineerNest;
|
||||
for ( int i=0; i<ITFBotHintEntityAutoList::AutoList().Count(); ++i )
|
||||
{
|
||||
CBaseTFBotHintEntity *pHint = static_cast<CBaseTFBotHintEntity*>( ITFBotHintEntityAutoList::AutoList()[i] );
|
||||
if ( pHint->IsHintType( CBaseTFBotHintEntity::HINT_ENGINEER_NEST ) && pHint->IsEnabled() && pHint->GetOwnerEntity() == NULL )
|
||||
{
|
||||
activeEngineerNest.AddToTail( static_cast< CTFBotHintEngineerNest* >( pHint ) );
|
||||
}
|
||||
}
|
||||
|
||||
// try to detonate stale nest that's out of range, when engineer finished building his nest
|
||||
for ( int i=0; i<activeEngineerNest.Count(); ++i )
|
||||
{
|
||||
CTFBotHintEngineerNest *pNest = activeEngineerNest[i];
|
||||
if ( pNest->IsStaleNest() )
|
||||
{
|
||||
pNest->DetonateStaleNest();
|
||||
}
|
||||
}
|
||||
|
||||
m_bTriedToDetonateStaleNest = true;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
ActionResult< CTFBot > CTFBotMvMEngineerIdle::Update( CTFBot *me, float interval )
|
||||
{
|
||||
if ( !me->IsAlive() )
|
||||
{
|
||||
// don't do anything when I'm dead
|
||||
return Done();
|
||||
}
|
||||
|
||||
// Always equip my wrench
|
||||
CBaseCombatWeapon *wrench = me->Weapon_GetSlot( TF_WPN_TYPE_MELEE );
|
||||
if ( wrench )
|
||||
{
|
||||
me->Weapon_Switch( wrench );
|
||||
}
|
||||
|
||||
if ( m_nestHint == NULL || ShouldAdvanceNestSpot( me ) )
|
||||
{
|
||||
if ( m_findHintTimer.HasStarted() && !m_findHintTimer.IsElapsed() )
|
||||
{
|
||||
// too soon
|
||||
return Continue();
|
||||
}
|
||||
|
||||
m_findHintTimer.Start( RandomFloat( 1.0f, 2.0f ) );
|
||||
|
||||
// figure out where to teleport into the map
|
||||
bool bShouldTeleportToHint = me->HasAttribute( CTFBot::TELEPORT_TO_HINT );
|
||||
bool bShouldCheckForBlockingObject = !m_bTeleportedToHint && bShouldTeleportToHint;
|
||||
CHandle< CTFBotHintEngineerNest > newNest = NULL;
|
||||
if ( !CTFBotMvMEngineerHintFinder::FindHint( bShouldCheckForBlockingObject, !bShouldTeleportToHint, &newNest ) )
|
||||
{
|
||||
// try again next time
|
||||
return Continue();
|
||||
}
|
||||
|
||||
// unown the old nest
|
||||
if ( m_nestHint )
|
||||
{
|
||||
m_nestHint->SetOwnerEntity( NULL );
|
||||
}
|
||||
|
||||
m_nestHint = newNest;
|
||||
m_nestHint->SetOwnerEntity( me );
|
||||
m_sentryHint = m_nestHint->GetSentryHint();
|
||||
TakeOverStaleNest( m_sentryHint, me );
|
||||
|
||||
if ( me->GetTeleportWhere().Count() > 0 )
|
||||
{
|
||||
m_teleporterHint = m_nestHint->GetTeleporterHint();
|
||||
TakeOverStaleNest( m_teleporterHint, me );
|
||||
}
|
||||
}
|
||||
|
||||
if ( !m_bTeleportedToHint && me->HasAttribute( CTFBot::TELEPORT_TO_HINT ) )
|
||||
{
|
||||
m_nTeleportedCount++;
|
||||
bool bFirstTeleportSpawn = m_nTeleportedCount == 1;
|
||||
m_bTeleportedToHint = true;
|
||||
return SuspendFor( new CTFBotMvMEngineerTeleportSpawn( m_nestHint, bFirstTeleportSpawn ), "In spawn area - teleport to the teleporter hint" );
|
||||
}
|
||||
|
||||
const float rebuildInterval = 3.0f;
|
||||
CObjectSentrygun *mySentry = NULL;
|
||||
if ( m_sentryHint )
|
||||
{
|
||||
if ( m_sentryHint->GetOwnerEntity() && m_sentryHint->GetOwnerEntity()->IsBaseObject() )
|
||||
{
|
||||
mySentry = assert_cast< CObjectSentrygun* >( m_sentryHint->GetOwnerEntity() );
|
||||
}
|
||||
|
||||
if ( mySentry )
|
||||
{
|
||||
// force an interval between sentry being destroyed and me trying to rebuild it
|
||||
m_sentryRebuildTimer.Start( rebuildInterval );
|
||||
}
|
||||
else
|
||||
{
|
||||
// check if there's a stale object on the hint
|
||||
if ( m_sentryHint->GetOwnerEntity() && m_sentryHint->GetOwnerEntity()->IsBaseObject() )
|
||||
{
|
||||
mySentry = assert_cast< CObjectSentrygun* >( m_sentryHint->GetOwnerEntity() );
|
||||
me->AddObject( mySentry );
|
||||
mySentry->SetOwnerEntity( me );
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( m_sentryRebuildTimer.IsElapsed() )
|
||||
{
|
||||
return SuspendFor( new CTFBotMvMEngineerBuildSentryGun( m_sentryHint ), "No sentry - building a new one" );
|
||||
}
|
||||
else
|
||||
{
|
||||
// run away!
|
||||
return SuspendFor( new CTFBotRetreatToCover( 1.0f ), "Lost my sentry - retreat!" );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( mySentry && mySentry->GetHealth() < mySentry->GetMaxHealth() && !mySentry->IsBuilding() )
|
||||
{
|
||||
// track when sentry was last hurt
|
||||
m_sentryInjuredTimer.Start( 3.0f );
|
||||
}
|
||||
|
||||
|
||||
CObjectTeleporter *myTeleporter = NULL;
|
||||
if ( m_teleporterHint && m_sentryInjuredTimer.IsElapsed() )
|
||||
{
|
||||
if ( m_teleporterHint->GetOwnerEntity() && m_teleporterHint->GetOwnerEntity()->IsBaseObject() )
|
||||
{
|
||||
// force an interval between teleporter being destroyed and me trying to rebuild it
|
||||
myTeleporter = assert_cast< CObjectTeleporter* >( m_teleporterHint->GetOwnerEntity() );
|
||||
m_teleporterRebuildTimer.Start( rebuildInterval );
|
||||
}
|
||||
else if ( m_teleporterRebuildTimer.IsElapsed() )
|
||||
{
|
||||
return SuspendFor( new CTFBotMvMEngineerBuildTeleportExit( m_teleporterHint ), "Sentry is safe - building a teleport exit" );
|
||||
}
|
||||
}
|
||||
|
||||
// fix teleporter if sentry is not hurt
|
||||
if ( myTeleporter && m_sentryInjuredTimer.IsElapsed() && myTeleporter->GetHealth() < myTeleporter->GetMaxHealth() && !myTeleporter->IsBuilding() )
|
||||
{
|
||||
float rangeToTeleporter = me->GetDistanceBetween( myTeleporter );
|
||||
|
||||
const float nearTeleporterRange = 75.0f;
|
||||
|
||||
if ( rangeToTeleporter < 1.2f * nearTeleporterRange )
|
||||
{
|
||||
// crouch as I get close
|
||||
me->PressCrouchButton();
|
||||
}
|
||||
|
||||
if ( m_repathTimer.IsElapsed() )
|
||||
{
|
||||
m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
|
||||
|
||||
Vector toTeleporter = myTeleporter->GetAbsOrigin() - me->GetAbsOrigin();
|
||||
Vector hittingTeleporterSpot = myTeleporter->GetAbsOrigin() - 50.0f * toTeleporter.Normalized();
|
||||
|
||||
CTFBotPathCost cost( me, SAFEST_ROUTE );
|
||||
m_path.Compute( me, hittingTeleporterSpot, cost );
|
||||
}
|
||||
|
||||
m_path.Update( me );
|
||||
|
||||
if ( rangeToTeleporter < nearTeleporterRange )
|
||||
{
|
||||
// we are in position - hit sentry with wrench
|
||||
me->GetBodyInterface()->AimHeadTowards( myTeleporter->WorldSpaceCenter(), IBody::CRITICAL, 1.0f, NULL, "Work on my Teleporter" );
|
||||
me->PressFireButton();
|
||||
}
|
||||
}
|
||||
else if ( mySentry )
|
||||
{
|
||||
float rangeToSentry = me->GetDistanceBetween( mySentry );
|
||||
|
||||
const float nearSentryRange = 75.0f;
|
||||
|
||||
if ( rangeToSentry < 1.2f * nearSentryRange )
|
||||
{
|
||||
// crouch as I get close
|
||||
me->PressCrouchButton();
|
||||
}
|
||||
|
||||
if ( m_repathTimer.IsElapsed() )
|
||||
{
|
||||
m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
|
||||
|
||||
Vector mySentryForward;
|
||||
AngleVectors( mySentry->GetTurretAngles(), &mySentryForward );
|
||||
|
||||
Vector behindSentrySpot = mySentry->GetAbsOrigin() - 50.0f * mySentryForward;
|
||||
|
||||
CTFBotPathCost cost( me, SAFEST_ROUTE );
|
||||
m_path.Compute( me, behindSentrySpot, cost );
|
||||
}
|
||||
|
||||
m_path.Update( me );
|
||||
|
||||
if ( rangeToSentry < nearSentryRange )
|
||||
{
|
||||
// we are in position - hit sentry with wrench
|
||||
me->GetBodyInterface()->AimHeadTowards( mySentry->WorldSpaceCenter(), IBody::CRITICAL, 1.0f, NULL, "Work on my Sentry" );
|
||||
me->PressFireButton();
|
||||
}
|
||||
}
|
||||
|
||||
TryToDetonateStaleNest();
|
||||
|
||||
return Continue();
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
QueryResultType CTFBotMvMEngineerIdle::ShouldAttack( const INextBot *me, const CKnownEntity *them ) const
|
||||
{
|
||||
return ANSWER_NO;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
QueryResultType CTFBotMvMEngineerIdle::ShouldRetreat( const INextBot *me ) const
|
||||
{
|
||||
return ANSWER_NO;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
QueryResultType CTFBotMvMEngineerIdle::ShouldHurry( const INextBot *me ) const
|
||||
{
|
||||
return ANSWER_YES;
|
||||
}
|
||||
|
||||
|
||||
CTFBotHintEngineerNest* SelectOutOfRangeNest( const CUtlVector< CTFBotHintEngineerNest* >& nestVector )
|
||||
{
|
||||
if ( nestVector.Count() )
|
||||
{
|
||||
for ( int i=0; i<nestVector.Count(); ++i )
|
||||
{
|
||||
if ( nestVector[i]->IsStaleNest() )
|
||||
{
|
||||
return nestVector[i];
|
||||
}
|
||||
}
|
||||
|
||||
int which = RandomInt( 0, nestVector.Count() - 1 );
|
||||
return nestVector[which];
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
bool CTFBotMvMEngineerHintFinder::FindHint( bool bShouldCheckForBlockingObjects, bool bAllowOutOfRangeNest, CHandle< CTFBotHintEngineerNest >* pFoundNest /*= NULL*/ )
|
||||
{
|
||||
// collect all existing and active teleporter hints
|
||||
CUtlVector< CTFBotHintEngineerNest* > activeEngineerNest;
|
||||
for ( int i=0; i<ITFBotHintEntityAutoList::AutoList().Count(); ++i )
|
||||
{
|
||||
CBaseTFBotHintEntity *pHint = static_cast<CBaseTFBotHintEntity*>( ITFBotHintEntityAutoList::AutoList()[i] );
|
||||
if ( pHint->IsHintType( CBaseTFBotHintEntity::HINT_ENGINEER_NEST ) && pHint->IsEnabled() && pHint->GetOwnerEntity() == NULL )
|
||||
{
|
||||
activeEngineerNest.AddToTail( static_cast< CTFBotHintEngineerNest* >( pHint ) );
|
||||
}
|
||||
}
|
||||
|
||||
if ( activeEngineerNest.Count() == 0 )
|
||||
{
|
||||
if ( pFoundNest )
|
||||
{
|
||||
*pFoundNest = NULL;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
BombInfo_t bombInfo;
|
||||
GetBombInfo( &bombInfo );
|
||||
|
||||
CUtlVector< CTFBotHintEngineerNest* > forwardOutOfRangeHintVector;
|
||||
CUtlVector< CTFBotHintEngineerNest* > backwardOutOfRangeHintVector;
|
||||
|
||||
CUtlVector< CTFBotHintEngineerNest* > freeAtFrontHintVector;
|
||||
CUtlVector< CTFBotHintEngineerNest* > staleAtFrontHintVector;
|
||||
for( int i=0; i<activeEngineerNest.Count(); ++i )
|
||||
{
|
||||
CTFBotHintEngineerNest* pCurrentNest = activeEngineerNest[i];
|
||||
const Vector& vNestPosition = pCurrentNest->GetAbsOrigin();
|
||||
CTFNavArea *hintArea = (CTFNavArea *)TheNavMesh->GetNearestNavArea( vNestPosition, false, 1000.0f );
|
||||
if ( !hintArea )
|
||||
{
|
||||
Warning( "Sentry hint has NULL nav area!\n" );
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
float hintDistanceToTarget = hintArea->GetTravelDistanceToBombTarget();
|
||||
if ( hintDistanceToTarget > bombInfo.m_flMinBattleFront && hintDistanceToTarget < bombInfo.m_flMaxBattleFront )
|
||||
{
|
||||
if ( bShouldCheckForBlockingObjects )
|
||||
{
|
||||
// check for blocking players and objects
|
||||
CBaseEntity *pList[256];
|
||||
int count = UTIL_EntitiesInBox( pList, ARRAYSIZE( pList ), vNestPosition + VEC_HULL_MIN, vNestPosition + VEC_HULL_MAX, FL_CLIENT|FL_OBJECT );
|
||||
if ( count > 0 )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// this hint is in range of the front
|
||||
if ( pCurrentNest->IsStaleNest() )
|
||||
{
|
||||
// some dead engineer was here and left his object(s) behind. I should take over
|
||||
staleAtFrontHintVector.AddToTail( pCurrentNest );
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( VectorLength( bombInfo.m_vPosition - vNestPosition ) < tf_bot_engineer_mvm_hint_min_distance_from_bomb.GetFloat() )
|
||||
{
|
||||
// the hint is too close to the bomb, don't go there
|
||||
continue;
|
||||
}
|
||||
// this hint is also unowned
|
||||
freeAtFrontHintVector.AddToTail( pCurrentNest );
|
||||
}
|
||||
}
|
||||
else if ( hintDistanceToTarget > bombInfo.m_flMaxBattleFront )
|
||||
{
|
||||
forwardOutOfRangeHintVector.AddToTail( pCurrentNest );
|
||||
}
|
||||
else
|
||||
{
|
||||
backwardOutOfRangeHintVector.AddToTail( pCurrentNest );
|
||||
}
|
||||
}
|
||||
|
||||
CTFBotHintEngineerNest *hint = NULL;
|
||||
if ( freeAtFrontHintVector.Count() == 0 && staleAtFrontHintVector.Count() == 0 )
|
||||
{
|
||||
if ( bAllowOutOfRangeNest )
|
||||
{
|
||||
// try to advance forward before falling backward
|
||||
hint = SelectOutOfRangeNest( forwardOutOfRangeHintVector );
|
||||
if ( !hint )
|
||||
{
|
||||
hint = SelectOutOfRangeNest( backwardOutOfRangeHintVector );
|
||||
}
|
||||
}
|
||||
|
||||
// no hints are in range, or they are all in use
|
||||
if ( pFoundNest )
|
||||
{
|
||||
*pFoundNest = hint;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// try to pick stale nest in range first
|
||||
if ( staleAtFrontHintVector.Count() )
|
||||
{
|
||||
int whichHint = RandomInt( 0, staleAtFrontHintVector.Count()-1 );
|
||||
hint = staleAtFrontHintVector[ whichHint ];
|
||||
}
|
||||
// if I didn't find any stale nest, try to find a free one
|
||||
else if ( freeAtFrontHintVector.Count() )
|
||||
{
|
||||
int whichHint = RandomInt( 0, freeAtFrontHintVector.Count()-1 );
|
||||
hint = freeAtFrontHintVector[ whichHint ];
|
||||
}
|
||||
|
||||
if ( pFoundNest )
|
||||
{
|
||||
*pFoundNest = hint;
|
||||
}
|
||||
}
|
||||
|
||||
return hint != NULL;
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------
|
||||
CON_COMMAND_F( tf_bot_mvm_show_engineer_hint_region, "Show the nav areas MvM engineer bots will consider when selecting sentry and teleporter hints", FCVAR_CHEAT )
|
||||
{
|
||||
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||||
return;
|
||||
|
||||
CBasePlayer *pPlayer = UTIL_GetCommandClient();
|
||||
|
||||
trace_t result;
|
||||
Vector forward;
|
||||
pPlayer->EyeVectors( &forward );
|
||||
|
||||
UTIL_TraceLine( pPlayer->EyePosition(),
|
||||
pPlayer->EyePosition() + forward * 10000.0f, MASK_SOLID,
|
||||
pPlayer, COLLISION_GROUP_NONE, &result );
|
||||
|
||||
float flDrawTime = 5.0f;
|
||||
|
||||
if ( result.DidHit() )
|
||||
{
|
||||
CTFNavArea *area = (CTFNavArea *)TheTFNavMesh()->GetNearestNavArea( result.endpos );
|
||||
|
||||
if ( area )
|
||||
{
|
||||
float battlefront = area->GetTravelDistanceToBombTarget();
|
||||
|
||||
float maxBattlefront = battlefront + tf_bot_engineer_mvm_sentry_hint_bomb_backward_range.GetFloat();
|
||||
float minBattlefront = battlefront - tf_bot_engineer_mvm_sentry_hint_bomb_forward_range.GetFloat();
|
||||
|
||||
CUtlVector< CTFNavArea * > battlefrontAreaVector;
|
||||
TheTFNavMesh()->CollectAreaWithinBombTravelRange( &battlefrontAreaVector, minBattlefront, maxBattlefront );
|
||||
|
||||
CUtlVector< CTFNavArea * > hintAreaVector;
|
||||
for ( int i=0; i<ITFBotHintEntityAutoList::AutoList().Count(); ++i )
|
||||
{
|
||||
CBaseTFBotHintEntity *pHint = static_cast< CBaseTFBotHintEntity* >( ITFBotHintEntityAutoList::AutoList()[i] );
|
||||
hintAreaVector.AddToTail( (CTFNavArea*)TheNavMesh->GetNearestNavArea( pHint ) );
|
||||
}
|
||||
|
||||
for( int i=0; i<battlefrontAreaVector.Count(); ++i )
|
||||
{
|
||||
CTFNavArea *fillArea = battlefrontAreaVector[i];
|
||||
|
||||
if ( fillArea->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE || TF_NAV_SPAWN_ROOM_RED ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
fillArea->DrawFilled( 255, 100, 0, 0, flDrawTime );
|
||||
|
||||
for ( int j=0; j<hintAreaVector.Count(); ++j )
|
||||
{
|
||||
if ( fillArea == hintAreaVector[j] )
|
||||
{
|
||||
CBaseTFBotHintEntity *pHint = static_cast< CBaseTFBotHintEntity* >( ITFBotHintEntityAutoList::AutoList()[j] );
|
||||
Color color;
|
||||
if ( pHint->IsHintType( CBaseTFBotHintEntity::HINT_SENTRYGUN ) )
|
||||
{
|
||||
color = Color( 0, 255, 0 );
|
||||
}
|
||||
else if ( pHint->IsHintType( CBaseTFBotHintEntity::HINT_TELEPORTER_EXIT ) )
|
||||
{
|
||||
color = Color( 0, 0, 255 );
|
||||
}
|
||||
else
|
||||
{
|
||||
bool bTooCloseToBomb = VectorLength( result.endpos - pHint->GetAbsOrigin() ) < tf_bot_engineer_mvm_hint_min_distance_from_bomb.GetFloat();
|
||||
color = bTooCloseToBomb ? Color( 255, 0, 0 ) : Color( 255, 255, 0 );
|
||||
}
|
||||
NDebugOverlay::Sphere( pHint->GetAbsOrigin(), 50, color.r(), color.g(), color.b(), true, flDrawTime );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
NDebugOverlay::Sphere( result.endpos, tf_bot_engineer_mvm_hint_min_distance_from_bomb.GetFloat(), 255, 255, 0, false, flDrawTime );
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,55 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
// Michael Booth, September 2012
|
||||
|
||||
#ifndef TF_BOT_MVM_ENGINEER_IDLE_H
|
||||
#define TF_BOT_MVM_ENGINEER_IDLE_H
|
||||
|
||||
#include "Path/NextBotPathFollow.h"
|
||||
|
||||
class CBaseTFBotHintEntity;
|
||||
class CTFBotHintSentrygun;
|
||||
class CTFBotHintTeleporterExit;
|
||||
class CTFBotHintEngineerNest;
|
||||
|
||||
class CTFBotMvMEngineerIdle : public Action< CTFBot >
|
||||
{
|
||||
public:
|
||||
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
|
||||
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
|
||||
|
||||
virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const;
|
||||
virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
|
||||
virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
|
||||
|
||||
virtual const char *GetName( void ) const { return "MvMEngineerIdle"; };
|
||||
|
||||
private:
|
||||
PathFollower m_path;
|
||||
CountdownTimer m_repathTimer;
|
||||
CountdownTimer m_sentryInjuredTimer;
|
||||
CountdownTimer m_sentryRebuildTimer;
|
||||
CountdownTimer m_teleporterRebuildTimer;
|
||||
CountdownTimer m_findHintTimer;
|
||||
CountdownTimer m_reevaluateNestTimer;
|
||||
|
||||
int m_nTeleportedCount;
|
||||
bool m_bTeleportedToHint;
|
||||
CHandle< CTFBotHintTeleporterExit > m_teleporterHint;
|
||||
CHandle< CTFBotHintSentrygun > m_sentryHint;
|
||||
CHandle< CTFBotHintEngineerNest > m_nestHint;
|
||||
|
||||
void TakeOverStaleNest( CBaseTFBotHintEntity* pHint, CTFBot *me );
|
||||
bool ShouldAdvanceNestSpot( CTFBot *me );
|
||||
|
||||
void TryToDetonateStaleNest();
|
||||
bool m_bTriedToDetonateStaleNest;
|
||||
};
|
||||
|
||||
class CTFBotMvMEngineerHintFinder
|
||||
{
|
||||
public:
|
||||
static bool FindHint( bool bShouldCheckForBlockingObjects, bool bAllowOutOfRangeNest, CHandle< CTFBotHintEngineerNest >* pFoundNest = NULL );
|
||||
};
|
||||
|
||||
|
||||
#endif // TF_BOT_MVM_ENGINEER_IDLE_H
|
||||
+95
@@ -0,0 +1,95 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
#include "cbase.h"
|
||||
#include "nav_mesh.h"
|
||||
#include "tf_player.h"
|
||||
#include "tf_obj.h"
|
||||
#include "tf_gamerules.h"
|
||||
#include "bot/tf_bot.h"
|
||||
#include "tf_obj_sentrygun.h"
|
||||
#include "bot/behavior/engineer/mvm_engineer/tf_bot_mvm_engineer_teleport_spawn.h"
|
||||
#include "bot/map_entities/tf_bot_hint_entity.h"
|
||||
#include "string_t.h"
|
||||
#include "tf_fx.h"
|
||||
#include "player_vs_environment/tf_population_manager.h"
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
CTFBotMvMEngineerTeleportSpawn::CTFBotMvMEngineerTeleportSpawn( CBaseTFBotHintEntity* pHint, bool bFirstTeleportSpawn )
|
||||
{
|
||||
m_hintEntity = pHint;
|
||||
m_bFirstTeleportSpawn = bFirstTeleportSpawn;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
ActionResult< CTFBot > CTFBotMvMEngineerTeleportSpawn::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
|
||||
{
|
||||
if ( !me->HasAttribute( CTFBot::TELEPORT_TO_HINT ) )
|
||||
{
|
||||
return Done( "Cannot teleport to hint with out Attributes TeleportToHint" );
|
||||
}
|
||||
|
||||
return Continue();
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
ActionResult< CTFBot > CTFBotMvMEngineerTeleportSpawn::Update( CTFBot *me, float interval )
|
||||
{
|
||||
if ( !m_teleportDelay.HasStarted() )
|
||||
{
|
||||
m_teleportDelay.Start( 0.1f );
|
||||
if ( m_hintEntity )
|
||||
TFGameRules()->PushAllPlayersAway( m_hintEntity->GetAbsOrigin(), 400, 500, TF_TEAM_RED );
|
||||
}
|
||||
else if ( m_teleportDelay.IsElapsed() )
|
||||
{
|
||||
if ( !m_hintEntity )
|
||||
return Done( "Cannot teleport to hint as m_hintEntity is NULL" );
|
||||
|
||||
// teleport the engineer to the sentry spawn point
|
||||
QAngle angles = m_hintEntity->GetAbsAngles();
|
||||
Vector origin = m_hintEntity->GetAbsOrigin();
|
||||
origin.z += 10.f; // move up off the around a little bit to prevent the engineer from getting stuck in the ground
|
||||
|
||||
me->Teleport( &origin, &angles, NULL );
|
||||
|
||||
CPVSFilter filter( origin );
|
||||
TE_TFParticleEffect( filter, 0.0, "teleported_blue", origin, vec3_angle );
|
||||
TE_TFParticleEffect( filter, 0.0, "player_sparkles_blue", origin, vec3_angle );
|
||||
|
||||
if ( m_bFirstTeleportSpawn )
|
||||
{
|
||||
// notify players that engineer's teleported into the map
|
||||
TE_TFParticleEffect( filter, 0.0, "teleported_mvm_bot", origin, vec3_angle );
|
||||
me->EmitSound( "Engineer.MVM_BattleCry07" );
|
||||
m_hintEntity->EmitSound( "MVM.Robot_Engineer_Spawn" );
|
||||
|
||||
if ( g_pPopulationManager )
|
||||
{
|
||||
CWave *pWave = g_pPopulationManager->GetCurrentWave();
|
||||
if ( pWave )
|
||||
{
|
||||
if ( pWave->NumEngineersTeleportSpawned() == 0 )
|
||||
{
|
||||
TFGameRules()->BroadcastSound( 255, "Announcer.MVM_First_Engineer_Teleport_Spawned" );
|
||||
}
|
||||
else
|
||||
{
|
||||
TFGameRules()->BroadcastSound( 255, "Announcer.MVM_Another_Engineer_Teleport_Spawned" );
|
||||
}
|
||||
|
||||
pWave->IncrementEngineerTeleportSpawned();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return Done( "Teleported" );
|
||||
}
|
||||
|
||||
return Continue();
|
||||
}
|
||||
|
||||
+28
@@ -0,0 +1,28 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef TF_BOT_MVM_ENGINEER_TELEPORT_SPAWN_H
|
||||
#define TF_BOT_MVM_ENGINEER_TELEPORT_SPAWN_H
|
||||
|
||||
class CBaseTFBotHintEntity;
|
||||
|
||||
class CTFBotMvMEngineerTeleportSpawn : public Action< CTFBot >
|
||||
{
|
||||
public:
|
||||
CTFBotMvMEngineerTeleportSpawn( CBaseTFBotHintEntity* pHint, bool bFirstTeleportSpawn );
|
||||
|
||||
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
|
||||
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
|
||||
|
||||
virtual const char *GetName( void ) const { return "MvMEngineerTeleportSpawn"; };
|
||||
|
||||
private:
|
||||
CountdownTimer m_teleportDelay;
|
||||
CHandle< CBaseTFBotHintEntity > m_hintEntity;
|
||||
bool m_bFirstTeleportSpawn;
|
||||
};
|
||||
|
||||
#endif // TF_BOT_MVM_ENGINEER_TELEPORT_SPAWN_H
|
||||
Reference in New Issue
Block a user