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2020-04-22 12:56:21 -04:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_capture_point.cpp
// Move to and try to capture the next point
// Michael Booth, February 2009
#include "cbase.h"
#include "nav_mesh.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "team_control_point_master.h"
#include "trigger_area_capture.h"
#include "bot/tf_bot.h"
#include "bot/behavior/scenario/capture_point/tf_bot_capture_point.h"
#include "bot/behavior/scenario/capture_point/tf_bot_defend_point.h"
#include "bot/behavior/tf_bot_seek_and_destroy.h"
extern ConVar tf_bot_path_lookahead_range;
ConVar tf_bot_offense_must_push_time( "tf_bot_offense_must_push_time", "120", FCVAR_CHEAT, "If timer is less than this, bots will push hard to cap" );
ConVar tf_bot_capture_seek_and_destroy_min_duration( "tf_bot_capture_seek_and_destroy_min_duration", "15", FCVAR_CHEAT, "If a capturing bot decides to go hunting, this is the min duration he will hunt for before reconsidering" );
ConVar tf_bot_capture_seek_and_destroy_max_duration( "tf_bot_capture_seek_and_destroy_max_duration", "30", FCVAR_CHEAT, "If a capturing bot decides to go hunting, this is the max duration he will hunt for before reconsidering" );
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotCapturePoint::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
VPROF_BUDGET( "CTFBotCapturePoint::OnStart", "NextBot" );
m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
m_path.Invalidate();
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotCapturePoint::Update( CTFBot *me, float interval )
{
if ( TFGameRules()->InSetup() )
{
// wait until the gates open, then path
m_path.Invalidate();
m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
return Continue();
}
CTeamControlPoint *point = me->GetMyControlPoint();
if ( point == NULL )
{
const float roamTime = 10.0f;
return SuspendFor( new CTFBotSeekAndDestroy( roamTime ), "Seek and destroy until a point becomes available" );
}
if ( point->GetTeamNumber() == me->GetTeamNumber() )
{
return ChangeTo( new CTFBotDefendPoint, "We need to defend our point(s)" );
}
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
if ( threat && threat->IsVisibleRecently() )
{
// prepare to fight
me->EquipBestWeaponForThreat( threat );
}
bool isPushingToCapture = ( me->IsPointBeingCaptured( point ) && !me->IsInCombat() ) || // a friend is capturing
me->IsCapturingPoint() || // we're capturing
// me->m_Shared.InCond( TF_COND_INVULNERABLE ) || // we're ubered
TFGameRules()->InOvertime() || // the game is in overtime
me->GetTimeLeftToCapture() < tf_bot_offense_must_push_time.GetFloat() || // nearly out of tim
TFGameRules()->IsInTraining() || // teach newbies to capture
me->IsNearPoint( point );
// if we see an enemy at a good combat range, stop and engage them unless we're running out of time
if ( !isPushingToCapture )
{
if ( threat && threat->IsVisibleRecently() )
{
return SuspendFor( new CTFBotSeekAndDestroy( RandomFloat( tf_bot_capture_seek_and_destroy_min_duration.GetFloat(), tf_bot_capture_seek_and_destroy_max_duration.GetFloat() ) ), "Too early to capture - hunting" );
}
}
if ( me->IsCapturingPoint() )
{
// move around on the point while we capture
const CUtlVector< CTFNavArea * > *controlPointAreas = TheTFNavMesh()->GetControlPointAreas( point->GetPointIndex() );
if ( controlPointAreas )
{
if ( controlPointAreas->Count() == 0 )
{
Assert( controlPointAreas->Count() );
Continue(); // this control point has no nav areas for bot to move around
}
// move to a random spot on this control point
if ( m_repathTimer.IsElapsed() )
{
m_repathTimer.Start( RandomFloat( 0.5f, 1.0f ) );
int which = RandomInt( 0, controlPointAreas->Count() - 1 );
CTFNavArea *goalArea = controlPointAreas->Element( which );
if ( goalArea )
{
CTFBotPathCost cost( me, DEFAULT_ROUTE );
m_path.Compute( me, goalArea->GetRandomPoint(), cost );
}
}
m_path.Update( me );
}
}
else
{
// move toward the point, periodically repathing to account for changing situation
if ( m_repathTimer.IsElapsed() )
{
VPROF_BUDGET( "CTFBotCapturePoint::Update( repath )", "NextBot" );
CTFBotPathCost cost( me, SAFEST_ROUTE );
m_path.Compute( me, point->GetAbsOrigin(), cost );
m_repathTimer.Start( RandomFloat( 2.0f, 3.0f ) );
}
if ( TFGameRules()->IsInTraining() && !me->IsAnyPointBeingCaptured() )
{
// stop short of capturing until the human trainee starts it
if ( m_path.GetLength() < 1000.0f )
{
// hold here and yell at player to get on the point
me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_GO );
return Continue();
}
}
// move towards next capture point
m_path.Update( me );
}
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotCapturePoint::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
{
m_repathTimer.Invalidate();
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotCapturePoint::OnStuck( CTFBot *me )
{
m_repathTimer.Invalidate();
me->GetLocomotionInterface()->ClearStuckStatus();
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotCapturePoint::OnMoveToSuccess( CTFBot *me, const Path *path )
{
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotCapturePoint::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
{
m_repathTimer.Invalidate();
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotCapturePoint::OnTerritoryContested( CTFBot *me, int territoryID )
{
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotCapturePoint::OnTerritoryCaptured( CTFBot *me, int territoryID )
{
// we got it, move on
m_repathTimer.Invalidate();
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotCapturePoint::OnTerritoryLost( CTFBot *me, int territoryID )
{
return TryContinue();
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotCapturePoint::ShouldRetreat( const INextBot *bot ) const
{
CTFBot *me = (CTFBot *)bot->GetEntity();
// if we're running out of time, we have to go for it
if ( me->GetTimeLeftToCapture() < tf_bot_offense_must_push_time.GetFloat() )
return ANSWER_NO;
return ANSWER_UNDEFINED;
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotCapturePoint::ShouldHurry( const INextBot *bot ) const
{
CTFBot *me = (CTFBot *)bot->GetEntity();
// if we're running out of time, we have to go for it
if ( me->GetTimeLeftToCapture() < tf_bot_offense_must_push_time.GetFloat() )
return ANSWER_YES;
return ANSWER_UNDEFINED;
}
@@ -0,0 +1,36 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_capture_point.h
// Move to and try to capture the next point
// Michael Booth, February 2009
#ifndef TF_BOT_CAPTURE_POINT_H
#define TF_BOT_CAPTURE_POINT_H
#include "Path/NextBotPathFollow.h"
class CTFBotCapturePoint : public Action< CTFBot >
{
public:
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction );
virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
virtual EventDesiredResult< CTFBot > OnMoveToSuccess( CTFBot *me, const Path *path );
virtual EventDesiredResult< CTFBot > OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason );
virtual EventDesiredResult< CTFBot > OnTerritoryContested( CTFBot *me, int territoryID );
virtual EventDesiredResult< CTFBot > OnTerritoryCaptured( CTFBot *me, int territoryID );
virtual EventDesiredResult< CTFBot > OnTerritoryLost( CTFBot *me, int territoryID );
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 "CapturePoint"; };
private:
PathFollower m_path;
CountdownTimer m_repathTimer;
};
#endif // TF_BOT_CAPTURE_POINT_H
@@ -0,0 +1,442 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_defend_point.h
// Move to and defend current point from capture
// Michael Booth, February 2009
#include "cbase.h"
#include "nav_mesh/tf_nav_mesh.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "team_control_point_master.h"
#include "trigger_area_capture.h"
#include "bot/tf_bot.h"
#include "bot/behavior/scenario/capture_point/tf_bot_defend_point.h"
#include "bot/behavior/scenario/capture_point/tf_bot_capture_point.h"
#include "bot/behavior/medic/tf_bot_medic_heal.h"
#include "bot/behavior/tf_bot_attack.h"
#include "bot/behavior/tf_bot_seek_and_destroy.h"
#include "bot/behavior/engineer/tf_bot_engineer_build.h"
#include "bot/behavior/scenario/capture_point/tf_bot_defend_point_block_capture.h"
#include "bot/behavior/sniper/tf_bot_sniper_attack.h"
#include "bot/behavior/demoman/tf_bot_prepare_stickybomb_trap.h"
extern ConVar tf_bot_path_lookahead_range;
extern ConVar tf_bot_min_setup_gate_defend_range;
extern ConVar tf_bot_max_setup_gate_defend_range;
extern ConVar tf_bot_min_setup_gate_sniper_defend_range;
extern ConVar tf_bot_offense_must_push_time;
ConVar tf_bot_defense_must_defend_time( "tf_bot_defense_must_defend_time", "300", FCVAR_CHEAT, "If timer is less than this, bots will stay near point and guard" );
ConVar tf_bot_max_point_defend_range( "tf_bot_max_point_defend_range", "1250", FCVAR_CHEAT, "How far (in travel distance) from the point defending bots will take up positions" );
ConVar tf_bot_defense_debug( "tf_bot_defense_debug", "0", FCVAR_CHEAT );
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotDefendPoint::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
m_defenseArea = NULL;
// higher skilled bots prefer to seek and destroy until the time is almost up
static float roamChance[ CTFBot::NUM_DIFFICULTY_LEVELS ] = { 10.0f, 50.0f, 75.0f, 90.0f };
m_isAllowedToRoam = ( RandomFloat( 0.0f, 100.0f ) < roamChance[ (int)clamp( me->GetDifficulty(), CTFBot::EASY, CTFBot::EXPERT ) ] );
return Continue();
}
//---------------------------------------------------------------------------------------------
/**
* Return true if we're in immediate danger of losing the point
*/
bool CTFBotDefendPoint::IsPointThreatened( CTFBot *me )
{
CTeamControlPoint *point = me->GetMyControlPoint();
if ( point == NULL )
return false;
if ( point->LastContestedAt() > 0.0f && ( gpGlobals->curtime - point->LastContestedAt() ) < 5.0f )
{
// the point is, or was very recently, contested
return true;
}
// if we just lost a point, we should fall back and stand on the next point to defend against a rush
if ( me->WasPointJustLost() )
{
return true;
}
/*
// if an enemy is closer to the point than we are, head them off
// TODO: Compare time to reach, not distance
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
if ( threat )
{
const float tolerance = 100.0f;
float themRange = ( threat->GetLastKnownPosition() - point->GetAbsOrigin() ).Length();
float myRange = ( me->GetAbsOrigin() - point->GetAbsOrigin() ).Length();
if ( myRange + tolerance > themRange )
return true;
}
*/
return false;
}
//---------------------------------------------------------------------------------------------
// Are we smart enough to get on the point to block the cap
bool CTFBotDefendPoint::WillBlockCapture( CTFBot *me ) const
{
if ( TFGameRules()->IsInTraining() )
return false;
if ( me->IsDifficulty( CTFBot::EASY ) )
return false;
if ( me->IsDifficulty( CTFBot::NORMAL ) )
{
// 50% chance of blocking cap
return me->TransientlyConsistentRandomValue() > 0.5f;
}
return true;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotDefendPoint::Update( CTFBot *me, float interval )
{
// King of the Hill logic
CTeamControlPointMaster *master = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
if ( master && master->GetNumPoints() == 1 )
{
// if we don't own the only point, switch to capture behavior
CTeamControlPoint *point = master->GetControlPoint( 0 );
if ( point && point->GetOwner() != me->GetTeamNumber() )
{
return ChangeTo( new CTFBotCapturePoint, "We need to capture the point!" );
}
}
CTeamControlPoint *point = me->GetMyControlPoint();
if ( point == NULL )
{
const float roamTime = 10.0f;
return SuspendFor( new CTFBotSeekAndDestroy( roamTime ), "Seek and destroy until a point becomes available" );
}
if ( point->GetTeamNumber() != me->GetTeamNumber() )
{
return ChangeTo( new CTFBotCapturePoint, "We need to capture our point(s)" );
}
// if point in is danger - get ON the point!
// Don't do this in training to keep things easy for the new trainee
if ( IsPointThreatened( me ) && WillBlockCapture( me ) )
{
// point is being captured - get on it!
return SuspendFor( new CTFBotDefendPointBlockCapture, "Moving to block point capture!" );
}
// point is safe for the moment
// if I'm uber'd, go get 'em!
if ( me->m_Shared.InCond( TF_COND_INVULNERABLE ) )
{
const float uberChargeTime = 6.0;
return SuspendFor( new CTFBotSeekAndDestroy( uberChargeTime ), "Attacking because I'm uber'd!" );
}
if ( point && point->IsLocked() )
{
return SuspendFor( new CTFBotSeekAndDestroy, "Seek and destroy until the point unlocks" );
}
if ( m_isAllowedToRoam && me->GetTimeLeftToCapture() > tf_bot_defense_must_defend_time.GetFloat() )
{
return SuspendFor( new CTFBotSeekAndDestroy( 15.0f ), "Seek and destroy - we have lots of time" );
}
if ( TFGameRules()->InSetup() )
{
// don't lose patience during setup time
m_idleTimer.Reset();
}
// if we see an enemy as we have a melee weapon equipped, chase them down
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
me->EquipBestWeaponForThreat( threat );
if ( threat && threat->IsVisibleRecently() )
{
// we're aware of an enemy
m_idleTimer.Reset();
if ( me->IsPlayerClass( TF_CLASS_PYRO ) )
{
// go get 'em
return SuspendFor( new CTFBotSeekAndDestroy( 15.0f ), "Going after an enemy" );
}
CTFWeaponBase *myWeapon = me->m_Shared.GetActiveTFWeapon();
if ( myWeapon && ( myWeapon->IsMeleeWeapon() || myWeapon->IsWeapon( TF_WEAPON_FLAMETHROWER ) ) )
{
// TODO: Check if threat is visible and if not, move to last known position
CTFBotPathCost cost( me, me->IsPlayerClass( TF_CLASS_PYRO ) ? SAFEST_ROUTE : FASTEST_ROUTE );
m_chasePath.Update( me, threat->GetEntity(), cost );
return Continue();
}
}
// choose where we'll defend from
if ( m_defenseArea == NULL || m_idleTimer.IsElapsed() )
{
m_defenseArea = SelectAreaToDefendFrom( me );
}
if ( m_defenseArea )
{
if ( me->GetLastKnownArea() == m_defenseArea )
{
// at our defense position
if ( CTFBotPrepareStickybombTrap::IsPossible( me ) )
{
return SuspendFor( new CTFBotPrepareStickybombTrap, "Laying sticky bombs!" );
}
}
else
{
// move to our desired defense position, repathing periodically to account for changing situation
VPROF_BUDGET( "CTFBotDefendPoint::Update( repath )", "NextBot" );
if ( m_repathTimer.IsElapsed() )
{
m_repathTimer.Start( RandomFloat( 2.0f, 3.0f ) );
CTFBotPathCost cost( me, DEFAULT_ROUTE );
m_path.Compute( me, m_defenseArea->GetCenter(), cost );
}
m_path.Update( me );
// we're not idle while we're moving to our defend position
m_idleTimer.Reset();
}
}
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotDefendPoint::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
{
// may have lost point - recheck
me->ClearMyControlPoint();
m_repathTimer.Invalidate();
m_path.Invalidate();
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotDefendPoint::OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result )
{
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotDefendPoint::OnStuck( CTFBot *me )
{
m_path.Invalidate();
m_defenseArea = SelectAreaToDefendFrom( me );
me->GetLocomotionInterface()->ClearStuckStatus();
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotDefendPoint::OnMoveToSuccess( CTFBot *me, const Path *path )
{
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotDefendPoint::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
{
m_path.Invalidate();
m_defenseArea = SelectAreaToDefendFrom( me );
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotDefendPoint::OnTerritoryContested( CTFBot *me, int territoryID )
{
// handled in the Update() loop
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotDefendPoint::OnTerritoryCaptured( CTFBot *me, int territoryID )
{
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotDefendPoint::OnTerritoryLost( CTFBot *me, int territoryID )
{
// we lost it, fall back to next point
me->ClearMyControlPoint();
m_defenseArea = SelectAreaToDefendFrom( me );
m_repathTimer.Invalidate();
m_path.Invalidate();
return TryContinue();
}
//---------------------------------------------------------------------------------------------
class CSelectDefenseAreaForPoint : public ISearchSurroundingAreasFunctor
{
public:
CSelectDefenseAreaForPoint( CTFNavArea *pointArea, int myTeam, CUtlVector< CTFNavArea * > *areaVector )
{
m_pointArea = pointArea;
m_myTeam = myTeam;
// don't select areas that are beyond the point
m_incursionFlowLimit = pointArea->GetIncursionDistance( m_myTeam ) + 250.0f;
m_areaVector = areaVector;
m_areaVector->RemoveAll();
}
virtual bool operator() ( CNavArea *baseArea, CNavArea *priorArea, float travelDistanceSoFar )
{
CTFNavArea *area = (CTFNavArea *)baseArea;
if ( !TFGameRules()->IsInKothMode() )
{
// don't select areas that are beyond the point
if ( area->GetIncursionDistance( m_myTeam ) > m_incursionFlowLimit )
return true;
}
if ( area->IsPotentiallyVisible( m_pointArea ) )
{
// a bit of a hack here to avoid bots choosing to defend in bottom of ravine at stage 3 of dustbowl
const float tooLow = 220.0f;
if ( m_pointArea->GetCenter().z - area->GetCenter().z < tooLow )
{
// valid defense position
m_areaVector->AddToTail( area );
}
}
return true;
}
virtual bool ShouldSearch( CNavArea *adjArea, CNavArea *currentArea, float travelDistanceSoFar )
{
if ( adjArea->IsBlocked( TFGameRules()->IsInKothMode() ? TEAM_ANY : m_myTeam ) )
{
return false;
}
if ( travelDistanceSoFar > tf_bot_max_point_defend_range.GetFloat() )
{
// too far away
return false;
}
const float maxHeightChange = 65.0f;
float deltaZ = currentArea->ComputeAdjacentConnectionHeightChange( adjArea );
return ( fabs( deltaZ ) < maxHeightChange );
}
CTFNavArea *m_pointArea;
CUtlVector< CTFNavArea * > *m_areaVector;
float m_incursionFlowLimit;
int m_myTeam;
};
//---------------------------------------------------------------------------------------------
/**
* Select the area where we will guard the point from
*/
CTFNavArea *CTFBotDefendPoint::SelectAreaToDefendFrom( CTFBot *me )
{
VPROF_BUDGET( "CTFBotDefendPoint::SelectAreaToDefendFrom", "NextBot" );
CTeamControlPoint *point = me->GetMyControlPoint();
if ( !point )
{
return NULL;
}
// decide where we will defend from
CUtlVector< CTFNavArea * > defenseAreas;
/*
if ( !TFGameRules()->IsInKothMode() &&
point->GetTeamCapPercentage( me->GetTeamNumber() ) <= 0.0f && // point is currently safe
( ObjectiveResource()->GetPreviousPointForPoint( point->GetPointIndex(), me->GetTeamNumber(), 0 ) < 0 || // this is the first cap point
me->IsPlayerClass( TF_CLASS_PYRO ) ) ) // pyros are skirmishers
{
if ( TheTFNavMesh()->GetSetupGateDefenseAreas() )
{
defenseAreas = *TheTFNavMesh()->GetSetupGateDefenseAreas();
}
}
*/
if ( defenseAreas.Count() == 0 )
{
CTFNavArea *pointArea = TheTFNavMesh()->GetControlPointCenterArea( point->GetPointIndex() );
if ( pointArea )
{
// search outwards from the point along walkable areas (not drop downs) to make sure we can get back to the point quickly
CSelectDefenseAreaForPoint defenseScan( pointArea, me->GetTeamNumber(), &defenseAreas );
SearchSurroundingAreas( pointArea, defenseScan );
}
}
// select a specific area from the potential defense set
if ( defenseAreas.Count() == 0 )
{
return NULL;
}
// how long will we wait if we don't see any action
m_idleTimer.Start( RandomFloat( 10.0f, 20.0f ) );
if ( tf_bot_defense_debug.GetBool() )
{
for( int i=0; i<defenseAreas.Count(); ++i )
{
defenseAreas[i]->DrawFilled( 0, 200, 200, 999.9f );
}
}
// select one of the defense areas
int which = RandomInt( 0, defenseAreas.Count()-1 );
return defenseAreas[ which ];
}
@@ -0,0 +1,48 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_defend_point.h
// Move to and defend current point from capture
// Michael Booth, February 2009
#ifndef TF_BOT_DEFEND_POINT_H
#define TF_BOT_DEFEND_POINT_H
#include "Path/NextBotPathFollow.h"
#include "Path/NextBotChasePath.h"
class CTFBotDefendPoint : public Action< CTFBot >
{
public:
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction );
virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL );
virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
virtual EventDesiredResult< CTFBot > OnMoveToSuccess( CTFBot *me, const Path *path );
virtual EventDesiredResult< CTFBot > OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason );
virtual EventDesiredResult< CTFBot > OnTerritoryContested( CTFBot *me, int territoryID );
virtual EventDesiredResult< CTFBot > OnTerritoryCaptured( CTFBot *me, int territoryID );
virtual EventDesiredResult< CTFBot > OnTerritoryLost( CTFBot *me, int territoryID );
virtual const char *GetName( void ) const { return "DefendPoint"; };
private:
PathFollower m_path; // for moving to a defense position
ChasePath m_chasePath; // for chasing enemies
CountdownTimer m_repathTimer;
CountdownTimer m_lookAroundTimer;
CountdownTimer m_idleTimer;
CTFNavArea *m_defenseArea;
CTFNavArea *SelectAreaToDefendFrom( CTFBot *me );
bool IsPointThreatened( CTFBot *me );
bool WillBlockCapture( CTFBot *me ) const;
bool m_isAllowedToRoam;
};
#endif // TF_BOT_DEFEND_POINT_H
@@ -0,0 +1,247 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_defend_point_block_capture.h
// Move to and defend current point from capture
// Michael Booth, February 2009
#include "cbase.h"
#include "nav_mesh/tf_nav_mesh.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "trigger_area_capture.h"
#include "bot/tf_bot.h"
#include "bot/behavior/scenario/capture_point/tf_bot_defend_point_block_capture.h"
#include "bot/behavior/medic/tf_bot_medic_heal.h"
#include "bot/behavior/tf_bot_attack.h"
#include "bot/behavior/demoman/tf_bot_prepare_stickybomb_trap.h"
extern ConVar tf_bot_path_lookahead_range;
ConVar tf_bot_defend_owned_point_percent( "tf_bot_defend_owned_point_percent", "0.5", FCVAR_CHEAT, "Stay on the contested point we own until enemy cap percent falls below this" );
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotDefendPointBlockCapture::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
m_point = me->GetMyControlPoint();
if ( m_point == NULL )
{
return Done( "Point is NULL" );
}
m_defenseArea = static_cast< CTFNavArea * >( TheTFNavMesh()->GetNearestNavArea( m_point->GetAbsOrigin() ) );
if ( m_defenseArea == NULL )
{
return Done( "Can't find nav area on point" );
}
return Continue();
}
//---------------------------------------------------------------------------------------------
bool CTFBotDefendPointBlockCapture::IsPointSafe( CTFBot *me )
{
// if a point was just captured, defend this point for awhile
if ( me->WasPointJustLost() )
{
return false;
}
if ( m_point == NULL )
{
return true;
}
if ( m_point->GetTeamCapPercentage( me->GetTeamNumber() ) < tf_bot_defend_owned_point_percent.GetFloat() )
{
// we're not in complete control of this point yet
return false;
}
// is point is being contested, or was just being contested, its not safe
if ( m_point->HasBeenContested() && ( gpGlobals->curtime - m_point->LastContestedAt() ) < 5.0f )
{
return false;
}
// if we still see a near threat, stay put
const CKnownEntity *knownThreat = me->GetVisionInterface()->GetPrimaryKnownThreat();
if ( knownThreat )
{
const float dangerRange = 500.0f;
if ( ( knownThreat->GetLastKnownPosition() - m_point->GetAbsOrigin() ).IsLengthLessThan( dangerRange ) )
return false;
}
return true;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotDefendPointBlockCapture::Update( CTFBot *me, float interval )
{
// if point is safe, we can move back to our defense positions
if ( IsPointSafe( me ) )
{
return Done( "Point is safe again" );
}
if ( me->IsPlayerClass( TF_CLASS_MEDIC ) )
{
// medics look ridiculous rushing to the point - they need to heal
return SuspendFor( new CTFBotMedicHeal );
}
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
me->EquipBestWeaponForThreat( threat );
Extent pointExtent;
pointExtent.Init( m_point );
bool isStandingOnThePoint = pointExtent.Contains( me->GetAbsOrigin() );
const CUtlVector< CTFNavArea * > *controlPointAreas = TheTFNavMesh()->GetControlPointAreas( m_point->GetPointIndex() );
if ( controlPointAreas )
{
for( int i=0; i<controlPointAreas->Count(); ++i )
{
if ( me->GetLastKnownArea() && me->GetLastKnownArea()->GetID() == controlPointAreas->Element(i)->GetID() )
{
isStandingOnThePoint = true;
}
}
}
if ( isStandingOnThePoint && CTFBotPrepareStickybombTrap::IsPossible( me ) )
{
return SuspendFor( new CTFBotPrepareStickybombTrap, "Placing stickies for defense" );
}
if ( controlPointAreas )
{
// move to a random spot on this control point
if ( m_repathTimer.IsElapsed() )
{
m_repathTimer.Start( RandomFloat( 0.5f, 1.0f ) );
float totalArea = 0.0f;
int i;
for( i=0; i<controlPointAreas->Count(); ++i )
{
CTFNavArea *area = controlPointAreas->Element(i);
totalArea += area->GetSizeX() * area->GetSizeY();
}
float which = RandomFloat( 0.0f, totalArea - 1.0f );
CTFNavArea *goalArea = NULL;
for( i=0; i<controlPointAreas->Count(); ++i )
{
CTFNavArea *area = controlPointAreas->Element(i);
which -= area->GetSizeX() * area->GetSizeY();
if ( which <= 0.0f )
{
goalArea = area;
break;
}
}
if ( goalArea )
{
CTFBotPathCost cost( me, DEFAULT_ROUTE );
m_path.Compute( me, goalArea->GetRandomPoint(), cost );
}
}
m_path.Update( me );
}
else if ( !isStandingOnThePoint )
{
// get on the point!
if ( m_repathTimer.IsElapsed() )
{
m_repathTimer.Start( RandomFloat( 0.5f, 1.0f ) );
CTFBotPathCost cost( me, DEFAULT_ROUTE );
m_path.Compute( me, ( pointExtent.lo + pointExtent.hi )/2.0f, cost );
}
m_path.Update( me );
}
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotDefendPointBlockCapture::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
{
m_path.Invalidate();
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotDefendPointBlockCapture::OnStuck( CTFBot *me )
{
m_path.Invalidate();
me->GetLocomotionInterface()->ClearStuckStatus();
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotDefendPointBlockCapture::OnMoveToSuccess( CTFBot *me, const Path *path )
{
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotDefendPointBlockCapture::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
{
m_path.Invalidate();
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotDefendPointBlockCapture::OnTerritoryContested( CTFBot *me, int territoryID )
{
return TryToSustain();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotDefendPointBlockCapture::OnTerritoryCaptured( CTFBot *me, int territoryID )
{
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotDefendPointBlockCapture::OnTerritoryLost( CTFBot *me, int territoryID )
{
// we lost it, fall back
return TryDone( RESULT_CRITICAL, "Lost the point" );
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotDefendPointBlockCapture::ShouldHurry( const INextBot *me ) const
{
// hurry up and get on the point!
return ANSWER_YES;
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotDefendPointBlockCapture::ShouldRetreat( const INextBot *me ) const
{
// get on the point!
return ANSWER_NO;
}
@@ -0,0 +1,40 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_defend_point_block_capture.h
// Move to and defend current point from capture
// Michael Booth, February 2009
#ifndef TF_BOT_DEFEND_POINT_BLOCK_CAPTURE_H
#define TF_BOT_DEFEND_POINT_BLOCK_CAPTURE_H
class CTFBotDefendPointBlockCapture : public Action< CTFBot >
{
public:
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction );
virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
virtual EventDesiredResult< CTFBot > OnMoveToSuccess( CTFBot *me, const Path *path );
virtual EventDesiredResult< CTFBot > OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason );
virtual EventDesiredResult< CTFBot > OnTerritoryContested( CTFBot *me, int territoryID );
virtual EventDesiredResult< CTFBot > OnTerritoryCaptured( CTFBot *me, int territoryID );
virtual EventDesiredResult< CTFBot > OnTerritoryLost( CTFBot *me, int territoryID );
virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
virtual QueryResultType ShouldRetreat( const INextBot *me ) const;
virtual const char *GetName( void ) const { return "BlockCapture"; };
private:
PathFollower m_path;
CountdownTimer m_repathTimer;
CTeamControlPoint *m_point;
CTFNavArea *m_defenseArea;
bool IsPointSafe( CTFBot *me );
};
#endif // TF_BOT_DEFEND_POINT_BLOCK_CAPTURE_H