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2020-04-22 12:56:21 -04:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_raid_companion.cpp
// Teammate bots for Raid mode
// Michael Booth, October 2009
#include "cbase.h"
#ifdef TF_RAID_MODE
#include "team.h"
#include "bot/tf_bot.h"
#include "team_control_point_master.h"
#include "bot/behavior/medic/tf_bot_medic_heal.h"
#include "bot/behavior/scenario/raid/tf_bot_companion.h"
#include "bot/behavior/tf_bot_attack.h"
#include "bot/behavior/tf_bot_move_to_vantage_point.h"
#include "bot/behavior/engineer/tf_bot_engineer_build.h"
#include "bot/behavior/sniper/tf_bot_sniper_lurk.h"
#include "bot/map_entities/tf_bot_generator.h" // action point
ConVar tf_raid_companion_follow_range( "tf_raid_companion_follow_range", "150", FCVAR_CHEAT );
ConVar tf_raid_companion_allow_bot_leader( "tf_raid_companion_allow_bot_leader", "0", FCVAR_CHEAT );
extern ConVar tf_bot_path_lookahead_range;
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotCompanion::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
return Continue();
}
//---------------------------------------------------------------------------------------------
CTFPlayer *CTFBotCompanion::GetLeader( void )
{
CTeam *raidingTeam = GetGlobalTeam( TF_TEAM_BLUE );
CTFPlayer *leader = NULL;
float leaderSpeed = FLT_MAX;
for( int i=0; i<raidingTeam->GetNumPlayers(); ++i )
{
CTFPlayer *player = (CTFPlayer *)raidingTeam->GetPlayer(i);
if ( player->IsBot() && !tf_raid_companion_allow_bot_leader.GetBool() )
continue;
/*
if ( player->IsPlayerClass( TF_CLASS_ENGINEER ) ||
player->IsPlayerClass( TF_CLASS_SNIPER ) ||
player->IsPlayerClass( TF_CLASS_MEDIC ) )
continue;
*/
if ( player->IsAlive() )
{
float speed = player->GetPlayerClass()->GetMaxSpeed();
if ( speed < leaderSpeed )
{
leader = player;
leaderSpeed = speed;
}
}
}
return leader;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotCompanion::Update( CTFBot *me, float interval )
{
if ( me->IsPlayerClass( TF_CLASS_MEDIC ) )
{
const CKnownEntity *patient = me->GetVisionInterface()->GetClosestKnown( me->GetTeamNumber() );
if ( patient )
{
return SuspendFor( new CTFBotMedicHeal );
}
}
CTFPlayer *leader = GetLeader();
if ( !leader )
return Continue();
CTFBotPathCost cost( me, FASTEST_ROUTE );
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
if ( me->IsSelf( leader ) )
{
const float engageRange = 500.0f;
if ( threat && threat->IsVisibleRecently() && me->IsRangeLessThan( threat->GetEntity(), engageRange ) )
{
// stop pushing ahead and kill nearby threats
return SuspendFor( new CTFBotAttack, "Attacking nearby threats" );
}
// head toward next capture point
CTeamControlPoint *point = me->GetMyControlPoint();
if ( point )
{
m_path.Update( me, point, cost );
}
}
else
{
if ( ( !threat || threat->GetTimeSinceLastSeen() > 3.0f ) && leader->GetTimeSinceLastInjury() < 1.0f )
{
// we don't see anything, but the leader is under attack - find a better vantage point
const float nearRange = 1000.0f;
return SuspendFor( new CTFBotMoveToVantagePoint( nearRange ), "Moving to where I can see the enemy" );
}
if ( leader && me->IsDistanceBetweenGreaterThan( leader, tf_raid_companion_follow_range.GetFloat() ) )
{
m_path.Update( me, leader, cost );
}
}
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotCompanion::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
{
m_path.Invalidate();
return Continue();
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotGuardian::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotGuardian::Update( CTFBot *me, float interval )
{
if ( me->GetActionPoint() )
{
const float atHomeRange = 35.0f; // 25.0f;
const Vector &home = me->GetActionPoint()->GetAbsOrigin();
if ( me->IsRangeGreaterThan( home, atHomeRange ) )
{
if ( m_repathTimer.IsElapsed() && !m_path.IsValid() )
{
m_repathTimer.Start( RandomFloat( 0.5f, 1.0f ) );
CTFBotPathCost cost( me, FASTEST_ROUTE );
m_path.Compute( me, home, cost );
}
// move home
m_path.Update( me );
return Continue();
}
}
// at home
m_path.Invalidate();
me->SetHomeArea( me->GetLastKnownArea() );
if ( me->IsPlayerClass( TF_CLASS_ENGINEER ) )
{
return SuspendFor( new CTFBotEngineerBuild );
}
if ( me->IsPlayerClass( TF_CLASS_SNIPER ) )
{
return SuspendFor( new CTFBotSniperLurk );
}
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotGuardian::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
{
m_path.Invalidate();
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotGuardian::OnStuck( CTFBot *me )
{
m_path.Invalidate();
return TryContinue( RESULT_IMPORTANT );
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotGuardian::OnMoveToSuccess( CTFBot *me, const Path *path )
{
m_path.Invalidate();
return TryContinue( RESULT_IMPORTANT );
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotGuardian::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
{
m_path.Invalidate();
return TryContinue( RESULT_IMPORTANT );
}
#endif // TF_RAID_MODE
@@ -0,0 +1,57 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_companion.h
// Teammate bots for Raid mode
// Michael Booth, October 2009
#ifndef TF_BOT_COMPANION_H
#define TF_BOT_COMPANION_H
#ifdef TF_RAID_MODE
#include "Path/NextBotPathFollow.h"
#include "Path/NextBotChasePath.h"
//
// Friendly teammate bots
//
class CTFBotCompanion : 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 const char *GetName( void ) const { return "Companion"; };
private:
ChasePath m_path;
CTFPlayer *GetLeader( void );
};
//
// Friendly defenders of the base
//
class CTFBotGuardian : 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 const char *GetName( void ) const { return "Guardian"; };
private:
PathFollower m_path;
CountdownTimer m_repathTimer;
};
#endif // TF_RAID_MODE
#endif // TF_BOT_COMPANION_H
@@ -0,0 +1,261 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_guard_area.cpp
// Defend an area against intruders
// Michael Booth, October 2009
#include "cbase.h"
#ifdef TF_RAID_MODE
#include "tf_player.h"
#include "bot/tf_bot.h"
#include "team_control_point_master.h"
#include "econ_entity_creation.h"
#include "bot/behavior/tf_bot_retreat_to_cover.h"
#include "bot/behavior/sniper/tf_bot_sniper_attack.h"
#include "bot/behavior/engineer/tf_bot_engineer_build.h"
#include "bot/behavior/medic/tf_bot_medic_heal.h"
#include "bot/behavior/scenario/raid/tf_bot_wander.h"
#include "bot/behavior/scenario/raid/tf_bot_guard_area.h"
#include "bot/behavior/tf_bot_attack.h"
#include "bot/behavior/demoman/tf_bot_prepare_stickybomb_trap.h"
#include "nav_mesh.h"
extern ConVar tf_bot_path_lookahead_range;
ConVar tf_bot_guard_aggro_range( "tf_bot_guard_aggro_range", "750", FCVAR_CHEAT );
//ConVar tf_bot_guard_give_up_range( "tf_bot_guard_give_up_range", "1250", FCVAR_CHEAT );
ConVar tf_raid_special_vocalize_min_interval( "tf_raid_special_vocalize_min_interval", "10", FCVAR_CHEAT );
ConVar tf_raid_special_vocalize_max_interval( "tf_raid_special_vocalize_max_interval", "15", FCVAR_CHEAT );
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotGuardArea::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_chasePath.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
/*
// give this guy a hat!
randomitemcriteria_t criteria;
criteria.iItemLevel = AE_USE_SCRIPT_VALUE;
criteria.iItemQuality = AE_USE_SCRIPT_VALUE;
criteria.vecAbsOrigin = me->GetAbsOrigin();
criteria.vecAbsAngles = vec3_angle;
switch( me->GetPlayerClass()->GetClassIndex() )
{
case TF_CLASS_SCOUT: criteria.pszItemName = "Scout Hat 1"; break;
case TF_CLASS_SNIPER: criteria.pszItemName = "Sniper Hat 1"; break;
case TF_CLASS_SOLDIER: criteria.pszItemName = "Soldier Pot Hat"; break;
case TF_CLASS_DEMOMAN: criteria.pszItemName = "Demo Top Hat"; break;
case TF_CLASS_MEDIC: criteria.pszItemName = "Medic Hat 1"; break;
case TF_CLASS_HEAVYWEAPONS: criteria.pszItemName = "Heavy Ushanka Hat"; break;
case TF_CLASS_PYRO: criteria.pszItemName = "Pyro Chicken Hat"; break;
case TF_CLASS_SPY: criteria.pszItemName = "Spy Derby Hat"; break;
case TF_CLASS_ENGINEER: criteria.pszItemName = "Engineer Hat 1"; break;
default: criteria.pszItemName = ""; break;
}
CBaseEntity *hat = ItemGeneration()->GenerateRandomItem( &criteria );
if ( hat )
{
// Fake global id
static int s_nFakeID = 1;
static_cast< CEconEntity * >( hat )->GetAttributeContainer()->GetItem()->SetItemID( s_nFakeID++ );
DispatchSpawn( hat );
static_cast< CEconEntity * >( hat )->GetAttributeContainer()->GetItem()->GenerateAttributes();
static_cast< CEconEntity * >( hat )->GiveTo( me );
}
else
{
Msg( "Failed to create hat\n" );
}
*/
return Continue();
}
//---------------------------------------------------------------------------------------------
class CFindVantagePoint : public ISearchSurroundingAreasFunctor
{
public:
CFindVantagePoint( void )
{
m_vantageArea = NULL;
}
virtual bool operator() ( CNavArea *baseArea, CNavArea *priorArea, float travelDistanceSoFar )
{
if ( travelDistanceSoFar > 2000.0f )
return false;
CTFNavArea *area = (CTFNavArea *)baseArea;
CTeam *raidingTeam = GetGlobalTeam( TF_TEAM_BLUE );
for( int i=0; i<raidingTeam->GetNumPlayers(); ++i )
{
CTFPlayer *player = (CTFPlayer *)raidingTeam->GetPlayer(i);
if ( !player->IsAlive() || !player->GetLastKnownArea() )
continue;
CTFNavArea *playerArea = (CTFNavArea *)player->GetLastKnownArea();
if ( playerArea->IsCompletelyVisible( area ) )
{
// nearby area from which we can see the enemy team
m_vantageArea = area;
return false;
}
}
return true;
}
CTFNavArea *m_vantageArea;
};
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotGuardArea::Update( CTFBot *me, float interval )
{
// emit vocalizations to warn players we're in the area
if ( m_vocalizeTimer.IsElapsed() )
{
m_vocalizeTimer.Start( RandomFloat( tf_raid_special_vocalize_min_interval.GetFloat(), tf_raid_special_vocalize_max_interval.GetFloat() ) );
me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_JEERS );
}
if ( me->IsPlayerClass( TF_CLASS_MEDIC ) )
{
return SuspendFor( new CTFBotMedicHeal );
}
if ( me->IsPlayerClass( TF_CLASS_ENGINEER ) )
{
return SuspendFor( new CTFBotEngineerBuild );
}
const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
if ( threat && threat->IsVisibleRecently() )
{
m_pathToVantageArea.Invalidate();
CTFNavArea *myArea = (CTFNavArea *)me->GetLastKnownArea();
CTFNavArea *threatArea = (CTFNavArea *)threat->GetLastKnownArea();
if ( myArea && threatArea )
{
if ( threatArea->GetIncursionDistance( TF_TEAM_BLUE ) < myArea->GetIncursionDistance( TF_TEAM_BLUE ) )
{
if ( me->IsRangeGreaterThan( threat->GetLastKnownPosition(), tf_bot_guard_aggro_range.GetFloat() ) )
{
// threat is far off and hasn't reached us yet - hide until they are closer
return SuspendFor( new CTFBotRetreatToCover, "Hiding until threat gets closer" );
}
}
}
// attack!
return SuspendFor( new CTFBotAttack, "Attacking nearby threat" );
}
else
{
// no enemy is visible
Vector moveTo = me->GetAbsOrigin();
// if point is being captured, move to it
CTeamControlPoint *point = me->GetMyControlPoint();
if ( point && point->LastContestedAt() > 0.0f && ( gpGlobals->curtime - point->LastContestedAt() ) < 5.0f )
{
// the point is, or was very recently, contested - defend it!
moveTo = point->GetAbsOrigin();
}
else if ( me->GetHomeArea() )
{
// no enemy is visible - return to our home position
moveTo = me->GetHomeArea()->GetCenter();
}
if ( !m_pathToPoint.IsValid() || m_repathTimer.IsElapsed() )
{
CTFBotPathCost cost( me, FASTEST_ROUTE );
m_pathToPoint.Compute( me, moveTo, cost );
m_repathTimer.Start( RandomFloat( 2.0f, 3.0f ) );
}
if ( ( me->GetAbsOrigin() - moveTo ).IsLengthGreaterThan( 25.0f ) )
{
m_pathToPoint.Update( me );
}
if ( me->GetHomeArea() == me->GetLastKnownArea() )
{
// at home
if ( CTFBotPrepareStickybombTrap::IsPossible( me ) )
{
return SuspendFor( new CTFBotPrepareStickybombTrap, "Laying sticky bombs!" );
}
}
/*
// no enemy is visible - move to where we can see them
if ( !m_pathToVantageArea.IsValid() )
{
CTFNavArea *vantageArea = me->FindVantagePoint();
if ( vantageArea )
{
CTFBotPathCost cost( me, FASTEST_ROUTE );
m_pathToVantageArea.Compute( me, vantageArea->GetCenter(), cost );
}
}
m_pathToVantageArea.Update( me );
*/
}
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotGuardArea::OnStuck( CTFBot *me )
{
m_chasePath.Invalidate();
m_pathToPoint.Invalidate();
m_pathToVantageArea.Invalidate();
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotGuardArea::OnMoveToSuccess( CTFBot *me, const Path *path )
{
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotGuardArea::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
{
return TryContinue();
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotGuardArea::ShouldRetreat( const INextBot *me ) const
{
return ANSWER_NO;
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotGuardArea::OnCommandApproach( CTFBot *me, const Vector &pos, float range )
{
return TryContinue();
}
#endif // TF_RAID_MODE
@@ -0,0 +1,39 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_guard_area.h
// Defend an area against intruders
// Michael Booth, October 2009
#ifdef TF_RAID_MODE
#ifndef TF_BOT_GUARD_AREA_H
#define TF_BOT_GUARD_AREA_H
#include "Path/NextBotChasePath.h"
class CTFBotGuardArea : public Action< CTFBot >
{
public:
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
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 QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
virtual EventDesiredResult< CTFBot > OnCommandApproach( CTFBot *me, const Vector &pos, float range );
virtual const char *GetName( void ) const { return "GuardArea"; };
private:
ChasePath m_chasePath;
PathFollower m_pathToPoint;
PathFollower m_pathToVantageArea;
CountdownTimer m_vocalizeTimer;
CountdownTimer m_repathTimer;
};
#endif // TF_RAID_MODE
#endif // TF_BOT_GUARD_AREA_H
@@ -0,0 +1,164 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_mob_rush.cpp
// A member of a rushing mob of melee attackers
// Michael Booth, October 2009
#include "cbase.h"
#ifdef TF_RAID_MODE
#include "team.h"
#include "bot/tf_bot.h"
#include "bot/behavior/tf_bot_taunt.h"
#include "bot/behavior/scenario/raid/tf_bot_mob_rush.h"
ConVar tf_bot_taunt_range( "tf_bot_taunt_range", "100", FCVAR_CHEAT );
ConVar tf_raid_mob_rush_vocalize_min_interval( "tf_raid_mob_rush_vocalize_min_interval", "5", FCVAR_CHEAT );
ConVar tf_raid_mob_rush_vocalize_max_interval( "tf_raid_mob_rush_vocalize_max_interval", "8", FCVAR_CHEAT );
ConVar tf_raid_mob_avoid_range( "tf_raid_mob_avoid_range", "100", FCVAR_CHEAT );
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
CTFBotMobRush::CTFBotMobRush( CTFPlayer *victim, float reactionTime )
{
m_victim = victim;
// this isn't strictly correct - we shouldn't start the timer until OnStart
m_reactionTimer.Start( reactionTime );
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotMobRush::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_vocalizeTimer.Start( RandomFloat( tf_raid_mob_rush_vocalize_min_interval.GetFloat(), tf_raid_mob_rush_vocalize_max_interval.GetFloat() ) );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotMobRush::Update( CTFBot *me, float interval )
{
// mobs use only their melee weapons
CBaseCombatWeapon *meleeWeapon = me->Weapon_GetSlot( TF_WPN_TYPE_MELEE );
if ( meleeWeapon )
{
me->Weapon_Switch( meleeWeapon );
}
if ( m_victim == NULL )
{
return Done( "No victim" );
}
me->GetBodyInterface()->AimHeadTowards( m_victim, IBody::CRITICAL, 1.0f, NULL, "Looking at our melee target" );
if ( m_reactionTimer.HasStarted() )
{
if ( m_reactionTimer.IsElapsed() )
{
// snap out of it!
me->DoAnimationEvent( PLAYERANIMEVENT_VOICE_COMMAND_GESTURE, ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY );
me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_BATTLECRY );
m_reactionTimer.Invalidate();
}
else
{
// wait for reaction time to elapse
return Continue();
}
}
if ( me->IsPlayingGesture( ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY ) )
{
// wait for "wake up" anim to finish
return Continue();
}
// just keep swinging
me->PressFireButton();
// chase them down
CTFBotPathCost cost( me, FASTEST_ROUTE );
m_path.Update( me, m_victim, cost );
// avoid friends
CTeam *team = GetGlobalTeam( TF_TEAM_RED );
for( int t=0; t<team->GetNumPlayers(); ++t )
{
CTFPlayer *teamMember = (CTFPlayer *)team->GetPlayer(t);
if ( !teamMember->IsAlive() )
continue;
Vector toBuddy = teamMember->GetAbsOrigin() - me->GetAbsOrigin();
if ( toBuddy.IsLengthLessThan( tf_raid_mob_avoid_range.GetFloat() ) )
{
float range = toBuddy.NormalizeInPlace();
me->GetLocomotionInterface()->Approach( me->GetAbsOrigin() - 100.0f * toBuddy, 1.0f - ( range / tf_raid_mob_avoid_range.GetFloat() ) );
}
}
if ( !m_victim->IsAlive() && me->IsRangeLessThan( m_victim, tf_bot_taunt_range.GetFloat() ) )
{
// we got 'em!
return ChangeTo( new CTFBotTaunt, "Taunt their corpse" );
}
if ( m_vocalizeTimer.IsElapsed() )
{
m_vocalizeTimer.Start( RandomFloat( tf_raid_mob_rush_vocalize_min_interval.GetFloat(), tf_raid_mob_rush_vocalize_max_interval.GetFloat() ) );
if ( me->IsPlayerClass( TF_CLASS_SCOUT ) )
me->EmitSound( "Scout.MobJabber" );
else if ( me->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) )
me->EmitSound( "Heavy.MobJabber" );
else
me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_BATTLECRY );
}
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotMobRush::OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result )
{
return TryToSustain( RESULT_CRITICAL, "Ignoring contact" );
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotMobRush::OnInjured( CTFBot *me, const CTakeDamageInfo &info )
{
return TryToSustain( RESULT_CRITICAL, "Ignoring injury" );
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotMobRush::OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info )
{
return TryToSustain( RESULT_CRITICAL, "Ignoring friend death" );
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotMobRush::OnStuck( CTFBot *me )
{
m_path.Invalidate();
return TryToSustain( RESULT_CRITICAL );
}
//---------------------------------------------------------------------------------------------
QueryResultType CTFBotMobRush::ShouldRetreat( const INextBot *me ) const
{
return ANSWER_NO;
}
#endif // TF_RAID_MODE
@@ -0,0 +1,42 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_mob_rush.h
// A member of a rushing mob of melee attackers
// Michael Booth, October 2009
#ifndef TF_BOT_MOB_RUSH_H
#define TF_BOT_MOB_RUSH_H
#ifdef TF_RAID_MODE
#include "Path/NextBotChasePath.h"
//-----------------------------------------------------------------------------
class CTFBotMobRush : public Action< CTFBot >
{
public:
CTFBotMobRush( CTFPlayer *victim, float reactionTime = 0.0f );
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL );
virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info );
virtual EventDesiredResult< CTFBot > OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info );
virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
QueryResultType ShouldRetreat( const INextBot *me ) const;
virtual const char *GetName( void ) const { return "MobRush"; };
private:
CHandle< CTFPlayer > m_victim;
CountdownTimer m_reactionTimer;
CountdownTimer m_tauntTimer;
CountdownTimer m_vocalizeTimer;
ChasePath m_path;
};
#endif // TF_RAID_MODE
#endif // TF_BOT_MOB_RUSH_H
@@ -0,0 +1,150 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_squad_attack.cpp
// Move and attack as a small, cohesive, group
// Michael Booth, October 2009
#include "cbase.h"
#ifdef TF_RAID_MODE
#include "team.h"
#include "raid/tf_raid_logic.h"
#include "bot/tf_bot.h"
#include "bot/behavior/scenario/raid/tf_bot_wander.h"
#include "bot/behavior/scenario/raid/tf_bot_squad_attack.h"
#include "bot/behavior/medic/tf_bot_medic_heal.h"
#include "bot/behavior/tf_bot_move_to_vantage_point.h"
ConVar tf_squad_radius( "tf_squad_radius", "200", FCVAR_CHEAT );
ConVar tf_squad_debug( "tf_squad_debug", "0", FCVAR_CHEAT );
ConVar tf_raid_squad_vocalize_min_interval( "tf_raid_squad_vocalize_min_interval", "5", FCVAR_CHEAT );
ConVar tf_raid_squad_vocalize_max_interval( "tf_raid_squad_vocalize_max_interval", "8", FCVAR_CHEAT );
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotSquadAttack::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_vocalizeTimer.Start( RandomFloat( tf_raid_squad_vocalize_min_interval.GetFloat(), tf_raid_squad_vocalize_max_interval.GetFloat() ) );
m_victim = NULL;
return Continue();
}
//---------------------------------------------------------------------------------------------
// the leader is the slowest member of the squad
CTFBot *CTFBotSquadAttack::GetSquadLeader( CTFBot *me ) const
{
CTFBot *leader = NULL;
float leaderSpeed = FLT_MAX;
CTFBotSquad *squad = me->GetSquad();
CTFBotSquad::Iterator it;
for( it = squad->GetFirstMember(); it != squad->InvalidIterator(); it = squad->GetNextMember( it ) )
{
CTFBot *bot = it();
float speed = bot->GetPlayerClass()->GetMaxSpeed();
if ( speed < leaderSpeed )
{
leader = bot;
leaderSpeed = speed;
}
}
return leader;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotSquadAttack::Update( CTFBot *me, float interval )
{
if ( !me->IsInASquad() )
return Done( "Not in a squad" );
if ( me->IsPlayerClass( TF_CLASS_MEDIC ) )
{
return SuspendFor( new CTFBotMedicHeal );
}
CTFBot *leader = GetSquadLeader( me );
CTFBotPathCost cost( me, FASTEST_ROUTE );
if ( m_victim == NULL || m_victimConsiderTimer.IsElapsed() )
{
m_victimConsiderTimer.Start( 3.0f );
m_victim = TFGameRules()->GetRaidLogic()->SelectRaiderToAttack();
}
if ( m_victim )
{
const float engageRange = 500.0f;
if ( me->IsPlayerClass( TF_CLASS_PYRO ) ||
me->IsRangeGreaterThan( m_victim->GetAbsOrigin(), engageRange ) ||
!me->GetVisionInterface()->IsAbleToSee( m_victim, IVision::DISREGARD_FOV ) )
{
if ( me->IsSelf( leader ) || me->IsRangeLessThan( leader, tf_squad_radius.GetFloat() ) )
{
// chase down the enemy
m_chasePath.Update( me, m_victim, cost );
}
}
if ( !me->IsSelf( leader ) && me->IsRangeGreaterThan( leader, 1.25f * tf_squad_radius.GetFloat() ) )
{
// too far from leader - return to him
m_chasePath.Update( me, leader, cost );
}
if ( tf_squad_debug.GetBool() && me->IsSelf( leader ) )
{
NDebugOverlay::Circle( me->GetAbsOrigin(), 20.0f, 255, 255, 0, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
CTFBotSquad *squad = me->GetSquad();
CTFBotSquad::Iterator it;
for( it = squad->GetFirstMember(); it != squad->InvalidIterator(); it = squad->GetNextMember( it ) )
{
CTFBot *bot = it();
if ( me->IsSelf( bot ) )
continue;
NDebugOverlay::Line( me->WorldSpaceCenter(), bot->WorldSpaceCenter(), 0, 255, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
}
}
if ( m_vocalizeTimer.IsElapsed() )
{
m_vocalizeTimer.Start( RandomFloat( tf_raid_squad_vocalize_min_interval.GetFloat(), tf_raid_squad_vocalize_max_interval.GetFloat() ) );
if ( me->IsPlayerClass( TF_CLASS_SCOUT ) )
me->EmitSound( "Scout.MobJabber" );
else if ( me->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) )
me->EmitSound( "Heavy.MobJabber" );
else
me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_BATTLECRY );
}
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotSquadAttack::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
{
m_path.Invalidate();
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotSquadAttack::OnStuck( CTFBot *me )
{
m_path.Invalidate();
return TryContinue();
}
#endif // TF_RAID_MODE
@@ -0,0 +1,47 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_squad_attack.h
// Move and attack as a small, cohesive, group
// Michael Booth, October 2009
#ifndef TF_BOT_SQUAD_ATTACK_H
#define TF_BOT_SQUAD_ATTACK_H
#ifdef TF_RAID_MODE
#include "Path/NextBotPathFollow.h"
#include "Path/NextBotChasePath.h"
//-----------------------------------------------------------------------------
class CTFBotSquadAttack : 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 );
QueryResultType ShouldRetreat( const INextBot *me ) const;
virtual const char *GetName( void ) const { return "SquadPatrol"; };
private:
CountdownTimer m_vocalizeTimer;
PathFollower m_path;
ChasePath m_chasePath;
CHandle< CTFPlayer > m_victim;
CountdownTimer m_victimConsiderTimer;
CTFBot *GetSquadLeader( CTFBot *me ) const;
};
inline QueryResultType CTFBotSquadAttack::ShouldRetreat( const INextBot *me ) const
{
return ANSWER_NO;
}
#endif // TF_RAID_MODE
#endif // TF_BOT_SQUAD_ATTACK_H
@@ -0,0 +1,175 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_wander.cpp
// Wanderering/idle enemies for Squad Co-op mode
// Michael Booth, October 2009
#include "cbase.h"
#ifdef TF_RAID_MODE
#include "team.h"
#include "raid/tf_raid_logic.h"
#include "bot/tf_bot.h"
#include "bot/behavior/scenario/raid/tf_bot_wander.h"
#include "bot/behavior/scenario/raid/tf_bot_mob_rush.h"
ConVar tf_raid_wanderer_aggro_range( "tf_raid_wanderer_aggro_range", "500", FCVAR_CHEAT, "If wanderers see a threat closer than this, they attack" );
ConVar tf_raid_wanderer_notice_friend_death_range( "tf_raid_wanderer_notice_friend_death_range", "1000", FCVAR_CHEAT, "If a friend dies within this radius of a wanderer, it wakes up and attacks the attacker" );
ConVar tf_raid_wanderer_reaction_factor( "tf_raid_wanderer_reaction_factor", "1", FCVAR_CHEAT );
ConVar tf_raid_wanderer_vocalize_min_interval( "tf_raid_wanderer_vocalize_min_interval", "20", FCVAR_CHEAT );
ConVar tf_raid_wanderer_vocalize_max_interval( "tf_raid_wanderer_vocalize_max_interval", "30", FCVAR_CHEAT );
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
CTFBotWander::CTFBotWander( void )
{
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotWander::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_vocalizeTimer.Start( RandomFloat( tf_raid_wanderer_vocalize_min_interval.GetFloat(), tf_raid_wanderer_vocalize_max_interval.GetFloat() ) );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotWander::Update( CTFBot *me, float interval )
{
// mobs use only their melee weapons
CBaseCombatWeapon *meleeWeapon = me->Weapon_GetSlot( TF_WPN_TYPE_MELEE );
if ( meleeWeapon )
{
me->Weapon_Switch( meleeWeapon );
}
CTeam *raidingTeam = GetGlobalTeam( TF_TEAM_BLUE );
if ( me->HasAttribute( CTFBot::AGGRESSIVE ) )
{
// I'm a mob rusher - pick a random raider and attack them!
CTFPlayer *victim = TFGameRules()->GetRaidLogic()->SelectRaiderToAttack();
if ( victim )
{
return SuspendFor( new CTFBotMobRush( victim ), "Rushing a raider" );
}
}
else if ( m_visionTimer.IsElapsed() )
{
// I'm a wanderer - look for very nearby threats
m_visionTimer.Start( RandomFloat( 0.5f, 1.0f ) );
// find closest visible raider within aggro range
CTFPlayer *threat = NULL;
float closeThreatRangeSq = tf_raid_wanderer_aggro_range.GetFloat() * tf_raid_wanderer_aggro_range.GetFloat();
for( int i=0; i<raidingTeam->GetNumPlayers(); ++i )
{
CTFPlayer *player = (CTFPlayer *)raidingTeam->GetPlayer(i);
if ( !player->IsAlive() )
continue;
float rangeSq = me->GetRangeSquaredTo( player );
if ( rangeSq < closeThreatRangeSq )
{
if ( me->GetVisionInterface()->IsLineOfSightClearToEntity( player ) )
{
threat = player;
closeThreatRangeSq = rangeSq;
}
}
}
if ( threat )
{
return SuspendFor( new CTFBotMobRush( threat ), "Attacking threat!" );
}
}
if ( m_vocalizeTimer.IsElapsed() )
{
m_vocalizeTimer.Start( RandomFloat( tf_raid_wanderer_vocalize_min_interval.GetFloat(), tf_raid_wanderer_vocalize_max_interval.GetFloat() ) );
// mouth off
if ( me->IsPlayerClass( TF_CLASS_SCOUT ) )
me->EmitSound( "Scout.WanderJabber" );
else
me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_JEERS );
}
return Continue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotWander::OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result )
{
if ( other && other->IsPlayer() && me->IsEnemy( other ) )
{
return TrySuspendFor( new CTFBotMobRush( (CTFPlayer *)other ), RESULT_IMPORTANT, "Attacking threat who touched me!" );
}
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotWander::OnInjured( CTFBot *me, const CTakeDamageInfo &info )
{
if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && me->IsEnemy( info.GetAttacker() ) )
{
return TrySuspendFor( new CTFBotMobRush( (CTFPlayer *)info.GetAttacker() ), RESULT_IMPORTANT, "Attacking threat who attacked me!" );
}
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotWander::OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info )
{
if ( victim && me->IsFriend( victim ) )
{
if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && me->IsEnemy( info.GetAttacker() ) )
{
if ( me->IsRangeLessThan( victim, tf_raid_wanderer_notice_friend_death_range.GetFloat() ) )
{
if ( me->GetVisionInterface()->IsAbleToSee( victim, IVision::DISREGARD_FOV ) &&
me->GetVisionInterface()->IsAbleToSee( info.GetAttacker(), IVision::DISREGARD_FOV ) )
{
float rangeToAttacker = me->GetRangeTo( info.GetAttacker() );
float reactionTime;
if ( rangeToAttacker < tf_raid_wanderer_aggro_range.GetFloat() )
{
reactionTime = 0.0f;
}
else
{
reactionTime = tf_raid_wanderer_reaction_factor.GetFloat() * ( rangeToAttacker - tf_raid_wanderer_aggro_range.GetFloat() ) / tf_raid_wanderer_aggro_range.GetFloat();
}
return TrySuspendFor( new CTFBotMobRush( (CTFPlayer *)info.GetAttacker(), reactionTime ), RESULT_IMPORTANT, "Attacking my friend's attacker!" );
}
}
}
}
return TryContinue();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CTFBot > CTFBotWander::OnCommandAttack( CTFBot *me, CBaseEntity *victim )
{
return TryContinue();
}
#endif // TF_RAID_MODE
@@ -0,0 +1,51 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_wander.h
// Wanderering/idle enemies for Squad Co-op mode
// Michael Booth, October 2009
#ifndef TF_BOT_WANDER_H
#define TF_BOT_WANDER_H
#ifdef TF_RAID_MODE
//-----------------------------------------------------------------------------
class CTFBotWander : public Action< CTFBot >
{
public:
CTFBotWander( void );
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL );
virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info );
virtual EventDesiredResult< CTFBot > OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info );
virtual EventDesiredResult< CTFBot > OnCommandAttack( CTFBot *me, CBaseEntity *victim );
virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
virtual const char *GetName( void ) const { return "Wander"; };
private:
CountdownTimer m_visionTimer;
CountdownTimer m_vocalizeTimer;
};
inline QueryResultType CTFBotWander::ShouldHurry( const INextBot *me ) const
{
return ANSWER_YES;
}
inline QueryResultType CTFBotWander::ShouldRetreat( const INextBot *me ) const
{
return ANSWER_NO;
}
#endif TF_RAID_MODE
#endif // TF_BOT_WANDER_H