This commit is contained in:
FluorescentCIAAfricanAmerican
2020-04-22 12:56:21 -04:00
commit 3bf9df6b27
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_nav_ent_destroy_entity.h
// Destroy the given entity, under nav entity control
// Michael Booth, September 2009
#include "cbase.h"
#include "nav_mesh.h"
#include "tf_player.h"
#include "bot/tf_bot.h"
#include "bot/behavior/nav_entities/tf_bot_nav_ent_destroy_entity.h"
extern ConVar tf_bot_path_lookahead_range;
//---------------------------------------------------------------------------------------------
CTFBotNavEntDestroyEntity::CTFBotNavEntDestroyEntity( const CFuncNavPrerequisite *prereq )
{
m_prereq = prereq;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotNavEntDestroyEntity::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
if ( m_prereq == NULL )
{
return Done( "Prerequisite has been removed before we started" );
}
m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
m_wasIgnoringEnemies = me->HasAttribute( CTFBot::IGNORE_ENEMIES );
m_isReadyToLaunchSticky = true;
return Continue();
}
//---------------------------------------------------------------------------------------------
void CTFBotNavEntDestroyEntity::DetonateStickiesWhenSet( CTFBot *me, CTFPipebombLauncher *stickyLauncher ) const
{
if ( !stickyLauncher )
return;
if ( stickyLauncher->GetPipeBombCount() >= 8 || 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();
}
}
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotNavEntDestroyEntity::Update( CTFBot *me, float interval )
{
if ( m_prereq == NULL )
{
return Done( "Prerequisite has been removed" );
}
CBaseEntity *target = m_prereq->GetTaskEntity();
if ( target == NULL )
{
return Done( "Target entity is NULL" );
}
float attackRange = me->GetMaxAttackRange();
if ( m_prereq->GetTaskValue() > 0.0f )
{
attackRange = MIN( attackRange, m_prereq->GetTaskValue() );
}
if ( me->IsDistanceBetweenLessThan( target, attackRange ) && me->GetVisionInterface()->IsLineOfSightClearToEntity( target ) )
{
me->SetAttribute( CTFBot::IGNORE_ENEMIES );
me->GetBodyInterface()->AimHeadTowards( target->WorldSpaceCenter(), IBody::CRITICAL, 0.2f, NULL, "Aiming at target we need to destroy to progress" );
if ( me->GetBodyInterface()->IsHeadAimingOnTarget() )
{
// attack
if ( me->IsPlayerClass( TF_CLASS_DEMOMAN ) )
{
// demomen use stickybombs to destroy the barrier
CTFWeaponBase *myCurrentWeapon = me->m_Shared.GetActiveTFWeapon();
CTFPipebombLauncher *stickyLauncher = dynamic_cast< CTFPipebombLauncher * >( me->Weapon_GetSlot( TF_WPN_TYPE_SECONDARY ) );
if ( myCurrentWeapon && myCurrentWeapon->GetWeaponID() != TF_WEAPON_PIPEBOMBLAUNCHER )
{
me->Weapon_Switch( stickyLauncher );
}
if ( m_isReadyToLaunchSticky )
{
me->PressFireButton();
}
m_isReadyToLaunchSticky = !m_isReadyToLaunchSticky;
DetonateStickiesWhenSet( me, stickyLauncher );
return Continue();
}
me->EquipBestWeaponForThreat( NULL );
me->PressFireButton();
}
return Continue();
}
if ( !m_wasIgnoringEnemies )
{
me->ClearAttribute( CTFBot::IGNORE_ENEMIES );
}
// move into view of our target
if ( m_repathTimer.IsElapsed() )
{
m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
CTFBotPathCost cost( me, FASTEST_ROUTE );
m_path.Compute( me, target->GetAbsOrigin(), cost );
}
m_path.Update( me );
return Continue();
}
//---------------------------------------------------------------------------------------------
void CTFBotNavEntDestroyEntity::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
{
if ( !m_wasIgnoringEnemies )
{
me->ClearAttribute( CTFBot::IGNORE_ENEMIES );
}
}
@@ -0,0 +1,35 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_nav_ent_destroy_entity.h
// Destroy the given entity, under nav entity control
// Michael Booth, September 2009
#ifndef TF_BOT_NAV_ENT_DESTROY_ENTITY_H
#define TF_BOT_NAV_ENT_DESTROY_ENTITY_H
#include "Path/NextBotPathFollow.h"
#include "NextBot/NavMeshEntities/func_nav_prerequisite.h"
#include "tf_weapon_pipebomblauncher.h"
class CTFBotNavEntDestroyEntity : public Action< CTFBot >
{
public:
CTFBotNavEntDestroyEntity( const CFuncNavPrerequisite *prereq );
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 const char *GetName( void ) const { return "NavEntDestroyEntity"; };
private:
CHandle< CFuncNavPrerequisite > m_prereq;
PathFollower m_path; // how we get to the target
CountdownTimer m_repathTimer;
bool m_wasIgnoringEnemies;
void DetonateStickiesWhenSet( CTFBot *me, CTFPipebombLauncher *stickyLauncher ) const;
bool m_isReadyToLaunchSticky;
};
#endif // TF_BOT_NAV_ENT_DESTROY_ENTITY_H
@@ -0,0 +1,110 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_nav_ent_move_to.cpp
// Move onto target and wait, as directed by nav entity
// Michael Booth, September 2009
#include "cbase.h"
#include "nav_mesh.h"
#include "tf_player.h"
#include "bot/tf_bot.h"
#include "bot/behavior/nav_entities/tf_bot_nav_ent_move_to.h"
extern ConVar tf_bot_path_lookahead_range;
//---------------------------------------------------------------------------------------------
CTFBotNavEntMoveTo::CTFBotNavEntMoveTo( const CFuncNavPrerequisite *prereq )
{
m_prereq = prereq;
m_pGoalArea = NULL;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotNavEntMoveTo::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
if ( m_prereq == NULL )
{
return Done( "Prerequisite has been removed before we started" );
}
m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
m_waitTimer.Invalidate();
CBaseEntity *target = m_prereq->GetTaskEntity();
if ( target == NULL )
{
return Done( "Prerequisite target entity is NULL" );
}
Extent targetExtent;
targetExtent.Init( target );
// pick random ground position within target entity as move-to goal
m_goalPosition = targetExtent.lo + Vector( RandomFloat( 0.0f, targetExtent.SizeX() ), RandomFloat( 0.0f, targetExtent.SizeY() ), targetExtent.SizeZ() );
TheNavMesh->GetSimpleGroundHeight( m_goalPosition, &m_goalPosition.z );
m_pGoalArea = (CTFNavArea*)TheNavMesh->GetNavArea( m_goalPosition );
if ( !m_pGoalArea )
{
return Done( "There's no nav area for the goal position" );
}
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotNavEntMoveTo::Update( CTFBot *me, float interval )
{
if ( m_prereq == NULL )
{
return Done( "Prerequisite has been removed" );
}
if ( !m_prereq->IsEnabled() )
{
return Done( "Prerequisite has been disabled" );
}
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
if ( threat && threat->IsVisibleRecently() )
{
// prepare to fight
me->EquipBestWeaponForThreat( threat );
}
if ( m_waitTimer.HasStarted() )
{
if ( m_waitTimer.IsElapsed() )
{
return Done( "Wait duration elapsed" );
}
}
else
{
// move to the goal area
if ( m_pGoalArea == me->GetLastKnownArea() )
{
// in area
m_waitTimer.Start( m_prereq->GetTaskValue() );
}
else
{
if ( m_repathTimer.IsElapsed() )
{
m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
CTFBotPathCost cost( me, FASTEST_ROUTE );
m_path.Compute( me, m_goalPosition, cost );
}
// move into position
m_path.Update( me );
}
}
return Continue();
}
@@ -0,0 +1,35 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_nav_ent_move_to.h
// Move onto target and wait, as directed by nav entity
// Michael Booth, September 2009
#ifndef TF_BOT_NAV_ENT_MOVE_TO_H
#define TF_BOT_NAV_ENT_MOVE_TO_H
#include "Path/NextBotPathFollow.h"
#include "NextBot/NavMeshEntities/func_nav_prerequisite.h"
class CTFBotNavEntMoveTo : public Action< CTFBot >
{
public:
CTFBotNavEntMoveTo( const CFuncNavPrerequisite *prereq );
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual const char *GetName( void ) const { return "NavEntMoveTo"; };
private:
CHandle< CFuncNavPrerequisite > m_prereq;
Vector m_goalPosition; // specific position within entity to move to
CTFNavArea* m_pGoalArea;
CountdownTimer m_waitTimer;
PathFollower m_path; // how we get to the loot
CountdownTimer m_repathTimer;
};
#endif // TF_BOT_NAV_ENT_MOVE_TO_H
@@ -0,0 +1,56 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_nav_ent_wait.cpp
// Wait for awhile, as directed by nav entity
// Michael Booth, September 2009
#include "cbase.h"
#include "nav_mesh.h"
#include "tf_player.h"
#include "bot/tf_bot.h"
#include "bot/behavior/nav_entities/tf_bot_nav_ent_wait.h"
extern ConVar tf_bot_path_lookahead_range;
//---------------------------------------------------------------------------------------------
CTFBotNavEntWait::CTFBotNavEntWait( const CFuncNavPrerequisite *prereq )
{
m_prereq = prereq;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotNavEntWait::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
if ( m_prereq == NULL )
{
return Done( "Prerequisite has been removed before we started" );
}
m_timer.Start( m_prereq->GetTaskValue() );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotNavEntWait::Update( CTFBot *me, float interval )
{
if ( m_prereq == NULL )
{
return Done( "Prerequisite has been removed" );
}
if ( !m_prereq->IsEnabled() )
{
return Done( "Prerequisite has been disabled" );
}
if ( m_timer.IsElapsed() )
{
return Done( "Wait time elapsed" );
}
return Continue();
}
@@ -0,0 +1,28 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_nav_ent_wait.h
// Wait for awhile, as directed by nav entity
// Michael Booth, September 2009
#ifndef TF_BOT_NAV_ENT_WAIT_H
#define TF_BOT_NAV_ENT_WAIT_H
#include "NextBot/NavMeshEntities/func_nav_prerequisite.h"
class CTFBotNavEntWait : public Action< CTFBot >
{
public:
CTFBotNavEntWait( const CFuncNavPrerequisite *prereq );
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual const char *GetName( void ) const { return "NavEntWait"; };
private:
CHandle< CFuncNavPrerequisite > m_prereq;
CountdownTimer m_timer;
};
#endif // TF_BOT_NAV_ENT_WAIT_H