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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_capture_point.cpp
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// Move to and try to capture the next point
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// Michael Booth, February 2009
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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_gamerules.h"
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#include "team_control_point_master.h"
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#include "trigger_area_capture.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/scenario/capture_point/tf_bot_capture_point.h"
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#include "bot/behavior/scenario/capture_point/tf_bot_defend_point.h"
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#include "bot/behavior/tf_bot_seek_and_destroy.h"
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extern ConVar tf_bot_path_lookahead_range;
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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" );
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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" );
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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" );
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotCapturePoint::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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VPROF_BUDGET( "CTFBotCapturePoint::OnStart", "NextBot" );
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m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
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m_path.Invalidate();
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotCapturePoint::Update( CTFBot *me, float interval )
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{
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if ( TFGameRules()->InSetup() )
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{
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// wait until the gates open, then path
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m_path.Invalidate();
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m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
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return Continue();
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}
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CTeamControlPoint *point = me->GetMyControlPoint();
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if ( point == NULL )
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{
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const float roamTime = 10.0f;
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return SuspendFor( new CTFBotSeekAndDestroy( roamTime ), "Seek and destroy until a point becomes available" );
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}
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if ( point->GetTeamNumber() == me->GetTeamNumber() )
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{
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return ChangeTo( new CTFBotDefendPoint, "We need to defend our point(s)" );
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}
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
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if ( threat && threat->IsVisibleRecently() )
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{
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// prepare to fight
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me->EquipBestWeaponForThreat( threat );
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}
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bool isPushingToCapture = ( me->IsPointBeingCaptured( point ) && !me->IsInCombat() ) || // a friend is capturing
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me->IsCapturingPoint() || // we're capturing
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// me->m_Shared.InCond( TF_COND_INVULNERABLE ) || // we're ubered
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TFGameRules()->InOvertime() || // the game is in overtime
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me->GetTimeLeftToCapture() < tf_bot_offense_must_push_time.GetFloat() || // nearly out of tim
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TFGameRules()->IsInTraining() || // teach newbies to capture
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me->IsNearPoint( point );
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// if we see an enemy at a good combat range, stop and engage them unless we're running out of time
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if ( !isPushingToCapture )
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{
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if ( threat && threat->IsVisibleRecently() )
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{
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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" );
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}
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}
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if ( me->IsCapturingPoint() )
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{
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// move around on the point while we capture
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const CUtlVector< CTFNavArea * > *controlPointAreas = TheTFNavMesh()->GetControlPointAreas( point->GetPointIndex() );
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if ( controlPointAreas )
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{
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if ( controlPointAreas->Count() == 0 )
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{
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Assert( controlPointAreas->Count() );
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Continue(); // this control point has no nav areas for bot to move around
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}
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// move to a random spot on this control point
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if ( m_repathTimer.IsElapsed() )
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{
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m_repathTimer.Start( RandomFloat( 0.5f, 1.0f ) );
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int which = RandomInt( 0, controlPointAreas->Count() - 1 );
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CTFNavArea *goalArea = controlPointAreas->Element( which );
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if ( goalArea )
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{
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CTFBotPathCost cost( me, DEFAULT_ROUTE );
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m_path.Compute( me, goalArea->GetRandomPoint(), cost );
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}
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}
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m_path.Update( me );
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}
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}
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else
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{
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// move toward the point, periodically repathing to account for changing situation
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if ( m_repathTimer.IsElapsed() )
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{
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VPROF_BUDGET( "CTFBotCapturePoint::Update( repath )", "NextBot" );
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CTFBotPathCost cost( me, SAFEST_ROUTE );
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m_path.Compute( me, point->GetAbsOrigin(), cost );
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m_repathTimer.Start( RandomFloat( 2.0f, 3.0f ) );
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}
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if ( TFGameRules()->IsInTraining() && !me->IsAnyPointBeingCaptured() )
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{
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// stop short of capturing until the human trainee starts it
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if ( m_path.GetLength() < 1000.0f )
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{
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// hold here and yell at player to get on the point
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me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_GO );
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return Continue();
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}
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}
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// move towards next capture point
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m_path.Update( me );
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotCapturePoint::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
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{
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m_repathTimer.Invalidate();
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotCapturePoint::OnStuck( CTFBot *me )
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{
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m_repathTimer.Invalidate();
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me->GetLocomotionInterface()->ClearStuckStatus();
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return TryContinue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotCapturePoint::OnMoveToSuccess( CTFBot *me, const Path *path )
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{
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return TryContinue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotCapturePoint::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
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{
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m_repathTimer.Invalidate();
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return TryContinue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotCapturePoint::OnTerritoryContested( CTFBot *me, int territoryID )
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{
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return TryContinue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotCapturePoint::OnTerritoryCaptured( CTFBot *me, int territoryID )
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{
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// we got it, move on
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m_repathTimer.Invalidate();
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return TryContinue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotCapturePoint::OnTerritoryLost( CTFBot *me, int territoryID )
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{
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return TryContinue();
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}
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//---------------------------------------------------------------------------------------------
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QueryResultType CTFBotCapturePoint::ShouldRetreat( const INextBot *bot ) const
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{
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CTFBot *me = (CTFBot *)bot->GetEntity();
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// if we're running out of time, we have to go for it
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if ( me->GetTimeLeftToCapture() < tf_bot_offense_must_push_time.GetFloat() )
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return ANSWER_NO;
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return ANSWER_UNDEFINED;
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}
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//---------------------------------------------------------------------------------------------
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QueryResultType CTFBotCapturePoint::ShouldHurry( const INextBot *bot ) const
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{
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CTFBot *me = (CTFBot *)bot->GetEntity();
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// if we're running out of time, we have to go for it
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if ( me->GetTimeLeftToCapture() < tf_bot_offense_must_push_time.GetFloat() )
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return ANSWER_YES;
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return ANSWER_UNDEFINED;
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}
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@@ -0,0 +1,36 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_capture_point.h
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// Move to and try to capture the next point
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// Michael Booth, February 2009
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#ifndef TF_BOT_CAPTURE_POINT_H
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#define TF_BOT_CAPTURE_POINT_H
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#include "Path/NextBotPathFollow.h"
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class CTFBotCapturePoint : public Action< CTFBot >
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{
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public:
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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 ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction );
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virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
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virtual EventDesiredResult< CTFBot > OnMoveToSuccess( CTFBot *me, const Path *path );
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virtual EventDesiredResult< CTFBot > OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason );
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virtual EventDesiredResult< CTFBot > OnTerritoryContested( CTFBot *me, int territoryID );
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virtual EventDesiredResult< CTFBot > OnTerritoryCaptured( CTFBot *me, int territoryID );
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virtual EventDesiredResult< CTFBot > OnTerritoryLost( CTFBot *me, int territoryID );
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virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
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virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
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virtual const char *GetName( void ) const { return "CapturePoint"; };
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private:
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PathFollower m_path;
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CountdownTimer m_repathTimer;
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};
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#endif // TF_BOT_CAPTURE_POINT_H
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@@ -0,0 +1,442 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_defend_point.h
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// Move to and defend current point from capture
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// Michael Booth, February 2009
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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 "team_control_point_master.h"
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#include "trigger_area_capture.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/scenario/capture_point/tf_bot_defend_point.h"
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#include "bot/behavior/scenario/capture_point/tf_bot_capture_point.h"
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#include "bot/behavior/medic/tf_bot_medic_heal.h"
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#include "bot/behavior/tf_bot_attack.h"
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#include "bot/behavior/tf_bot_seek_and_destroy.h"
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#include "bot/behavior/engineer/tf_bot_engineer_build.h"
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#include "bot/behavior/scenario/capture_point/tf_bot_defend_point_block_capture.h"
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#include "bot/behavior/sniper/tf_bot_sniper_attack.h"
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#include "bot/behavior/demoman/tf_bot_prepare_stickybomb_trap.h"
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extern ConVar tf_bot_path_lookahead_range;
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extern ConVar tf_bot_min_setup_gate_defend_range;
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extern ConVar tf_bot_max_setup_gate_defend_range;
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extern ConVar tf_bot_min_setup_gate_sniper_defend_range;
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extern ConVar tf_bot_offense_must_push_time;
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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" );
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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" );
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ConVar tf_bot_defense_debug( "tf_bot_defense_debug", "0", FCVAR_CHEAT );
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotDefendPoint::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
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m_defenseArea = NULL;
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// higher skilled bots prefer to seek and destroy until the time is almost up
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static float roamChance[ CTFBot::NUM_DIFFICULTY_LEVELS ] = { 10.0f, 50.0f, 75.0f, 90.0f };
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m_isAllowedToRoam = ( RandomFloat( 0.0f, 100.0f ) < roamChance[ (int)clamp( me->GetDifficulty(), CTFBot::EASY, CTFBot::EXPERT ) ] );
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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/**
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* Return true if we're in immediate danger of losing the point
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*/
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bool CTFBotDefendPoint::IsPointThreatened( CTFBot *me )
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{
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CTeamControlPoint *point = me->GetMyControlPoint();
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if ( point == NULL )
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return false;
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if ( point->LastContestedAt() > 0.0f && ( gpGlobals->curtime - point->LastContestedAt() ) < 5.0f )
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{
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// the point is, or was very recently, contested
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return true;
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}
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// if we just lost a point, we should fall back and stand on the next point to defend against a rush
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if ( me->WasPointJustLost() )
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{
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return true;
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}
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/*
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// if an enemy is closer to the point than we are, head them off
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// TODO: Compare time to reach, not distance
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
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if ( threat )
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{
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const float tolerance = 100.0f;
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float themRange = ( threat->GetLastKnownPosition() - point->GetAbsOrigin() ).Length();
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float myRange = ( me->GetAbsOrigin() - point->GetAbsOrigin() ).Length();
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if ( myRange + tolerance > themRange )
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return true;
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}
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*/
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return false;
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}
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//---------------------------------------------------------------------------------------------
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// Are we smart enough to get on the point to block the cap
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bool CTFBotDefendPoint::WillBlockCapture( CTFBot *me ) const
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{
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if ( TFGameRules()->IsInTraining() )
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return false;
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if ( me->IsDifficulty( CTFBot::EASY ) )
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return false;
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if ( me->IsDifficulty( CTFBot::NORMAL ) )
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{
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// 50% chance of blocking cap
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return me->TransientlyConsistentRandomValue() > 0.5f;
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}
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return true;
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotDefendPoint::Update( CTFBot *me, float interval )
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{
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// King of the Hill logic
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CTeamControlPointMaster *master = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
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if ( master && master->GetNumPoints() == 1 )
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{
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// if we don't own the only point, switch to capture behavior
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CTeamControlPoint *point = master->GetControlPoint( 0 );
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if ( point && point->GetOwner() != me->GetTeamNumber() )
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{
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return ChangeTo( new CTFBotCapturePoint, "We need to capture the point!" );
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}
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}
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CTeamControlPoint *point = me->GetMyControlPoint();
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if ( point == NULL )
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{
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const float roamTime = 10.0f;
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return SuspendFor( new CTFBotSeekAndDestroy( roamTime ), "Seek and destroy until a point becomes available" );
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}
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if ( point->GetTeamNumber() != me->GetTeamNumber() )
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{
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return ChangeTo( new CTFBotCapturePoint, "We need to capture our point(s)" );
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}
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// if point in is danger - get ON the point!
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// Don't do this in training to keep things easy for the new trainee
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if ( IsPointThreatened( me ) && WillBlockCapture( me ) )
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{
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// point is being captured - get on it!
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return SuspendFor( new CTFBotDefendPointBlockCapture, "Moving to block point capture!" );
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}
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// point is safe for the moment
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// if I'm uber'd, go get 'em!
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if ( me->m_Shared.InCond( TF_COND_INVULNERABLE ) )
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{
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const float uberChargeTime = 6.0;
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return SuspendFor( new CTFBotSeekAndDestroy( uberChargeTime ), "Attacking because I'm uber'd!" );
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}
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if ( point && point->IsLocked() )
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{
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return SuspendFor( new CTFBotSeekAndDestroy, "Seek and destroy until the point unlocks" );
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}
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if ( m_isAllowedToRoam && me->GetTimeLeftToCapture() > tf_bot_defense_must_defend_time.GetFloat() )
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{
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return SuspendFor( new CTFBotSeekAndDestroy( 15.0f ), "Seek and destroy - we have lots of time" );
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||||
}
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||||
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||||
if ( TFGameRules()->InSetup() )
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||||
{
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||||
// don't lose patience during setup time
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||||
m_idleTimer.Reset();
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||||
}
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||||
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||||
// if we see an enemy as we have a melee weapon equipped, chase them down
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
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||||
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||||
me->EquipBestWeaponForThreat( threat );
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||||
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||||
if ( threat && threat->IsVisibleRecently() )
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||||
{
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||||
// we're aware of an enemy
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||||
m_idleTimer.Reset();
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||||
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||||
if ( me->IsPlayerClass( TF_CLASS_PYRO ) )
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||||
{
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||||
// 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
|
||||
+247
@@ -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;
|
||||
}
|
||||
+40
@@ -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
|
||||
Reference in New Issue
Block a user