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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_sniper_attack.h
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// Attack a threat as a Sniper
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// Michael Booth, February 2009
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_obj_sentrygun.h"
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#include "tf_gamerules.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/sniper/tf_bot_sniper_attack.h"
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#include "bot/behavior/tf_bot_melee_attack.h"
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#include "bot/behavior/tf_bot_retreat_to_cover.h"
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#include "nav_mesh.h"
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extern ConVar tf_bot_path_lookahead_range;
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ConVar tf_bot_sniper_flee_range( "tf_bot_sniper_flee_range", "400", FCVAR_CHEAT, "If threat is closer than this, retreat" );
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ConVar tf_bot_sniper_melee_range( "tf_bot_sniper_melee_range", "200", FCVAR_CHEAT, "If threat is closer than this, attack with melee weapon" );
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ConVar tf_bot_sniper_linger_time( "tf_bot_sniper_linger_time", "5", FCVAR_CHEAT, "How long Sniper will wait around after losing his target before giving up" );
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//---------------------------------------------------------------------------------------------
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bool CTFBotSniperAttack::IsPossible( CTFBot *me )
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{
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return me->IsPlayerClass( TF_CLASS_SNIPER ) && me->GetVisionInterface()->GetPrimaryKnownThreat() && me->GetVisionInterface()->GetPrimaryKnownThreat()->IsVisibleRecently();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSniperAttack::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSniperAttack::Update( CTFBot *me, float interval )
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{
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// switch to our sniper rifle
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CBaseCombatWeapon *myGun = me->Weapon_GetSlot( TF_WPN_TYPE_PRIMARY );
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if ( myGun )
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{
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me->Weapon_Switch( myGun );
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}
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// shoot at bad guys
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
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if ( threat && !threat->GetEntity()->IsAlive() )
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{
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// he's dead
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threat = NULL;
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}
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if ( threat == NULL || !threat->IsVisibleInFOVNow() )
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{
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if ( m_lingerTimer.IsElapsed() )
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{
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if ( me->m_Shared.InCond( TF_COND_ZOOMED ) )
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{
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return Continue();
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}
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return Done( "No threat for awhile" );
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}
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return Continue();
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}
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me->EquipBestWeaponForThreat( threat );
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if ( me->IsDistanceBetweenLessThan( threat->GetLastKnownPosition(), tf_bot_sniper_flee_range.GetFloat() ) )
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{
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return SuspendFor( new CTFBotRetreatToCover, "Retreating from nearby enemy" );
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}
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if ( me->GetTimeSinceLastInjury() < 1.0f )
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{
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return SuspendFor( new CTFBotRetreatToCover, "Retreating due to injury" );
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}
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// we have a target
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m_lingerTimer.Start( RandomFloat( 0.75f, 1.25f ) * tf_bot_sniper_linger_time.GetFloat() );
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if ( !me->m_Shared.InCond( TF_COND_ZOOMED ) )
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{
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me->PressAltFireButton();
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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void CTFBotSniperAttack::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
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{
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if ( me->m_Shared.InCond( TF_COND_ZOOMED ) )
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{
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// we're leaving to do something else - unzoom
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me->PressAltFireButton();
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}
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSniperAttack::OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction )
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{
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if ( me->m_Shared.InCond( TF_COND_ZOOMED ) )
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{
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// we're leaving to do something else - unzoom
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me->PressAltFireButton();
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSniperAttack::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
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{
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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// given a subject, return the world space position we should aim at
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Vector CTFBotSniperAttack::SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const
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{
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VPROF_BUDGET( "CTFBotSniperAttack::SelectTargetPoint", "NextBot" );
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Vector visibleSpot;
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trace_t result;
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NextBotTraceFilterIgnoreActors filter( subject, COLLISION_GROUP_NONE );
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// head, then chest, then feet for the Sniper
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// headshot seems to be a bit higher that EyePosition()
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Vector subjectHeadPos( subject->EyePosition() );
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subjectHeadPos.z += 1.0f;
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UTIL_TraceLine( me->GetBodyInterface()->GetEyePosition(), subjectHeadPos, MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, &filter, &result );
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if ( result.DidHit() )
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{
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UTIL_TraceLine( me->GetBodyInterface()->GetEyePosition(), subject->WorldSpaceCenter(), MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, &filter, &result );
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if ( result.DidHit() )
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{
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UTIL_TraceLine( me->GetBodyInterface()->GetEyePosition(), subject->GetAbsOrigin(), MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, &filter, &result );
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}
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}
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// even if they aren't visible, we have no way to communicate that out, so pick a reasonable spot
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return result.endpos;
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}
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//---------------------------------------------------------------------------------------------
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bool CTFBotSniperAttack::IsImmediateThreat( const CBaseCombatCharacter *subject, const CKnownEntity *threat ) const
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{
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if ( subject->InSameTeam( threat->GetEntity() ) )
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return false;
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if ( !threat->GetEntity()->IsAlive() )
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return false;
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const float hiddenAwhile = 3.0f;
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if ( !threat->WasEverVisible() || threat->GetTimeSinceLastSeen() > hiddenAwhile )
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return false;
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CTFPlayer *player = ToTFPlayer( threat->GetEntity() );
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Vector to = subject->GetAbsOrigin() - threat->GetLastKnownPosition();
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float threatRange = to.NormalizeInPlace();
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if ( player == NULL )
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{
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CObjectSentrygun *sentry = dynamic_cast< CObjectSentrygun * >( threat->GetEntity() );
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if ( sentry )
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{
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// are we in range?
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if ( threatRange < SENTRY_MAX_RANGE )
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{
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// is it pointing at us?
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Vector sentryForward;
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AngleVectors( sentry->GetTurretAngles(), &sentryForward );
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if ( DotProduct( to, sentryForward ) > 0.8f )
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{
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return true;
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}
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}
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}
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return false;
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}
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if ( player->IsPlayerClass( TF_CLASS_SNIPER ) )
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{
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// is the sniper pointing at me?
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Vector sniperForward;
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player->EyeVectors( &sniperForward );
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if ( DotProduct( to, sniperForward ) > 0.8f )
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{
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return true;
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}
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}
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#ifdef TF_RAID_MODE
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if ( !TFGameRules()->IsRaidMode() )
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{
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}
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else
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#endif // TF_RAID_MODE
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{
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if ( player->IsPlayerClass( TF_CLASS_MEDIC ) )
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{
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// always try to kill these guys first
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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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// return the more dangerous of the two threats to 'subject', or NULL if we have no opinion
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const CKnownEntity *CTFBotSniperAttack::SelectMoreDangerousThreat( const INextBot *me,
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const CBaseCombatCharacter *subject,
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const CKnownEntity *threat1,
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const CKnownEntity *threat2 ) const
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{
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if ( threat1 && threat2 )
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{
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bool isImmediateThreat1 = IsImmediateThreat( subject, threat1 );
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bool isImmediateThreat2 = IsImmediateThreat( subject, threat2 );
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if ( isImmediateThreat1 && !isImmediateThreat2 )
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{
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return threat1;
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}
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else if ( !isImmediateThreat1 && isImmediateThreat2 )
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{
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return threat2;
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}
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}
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// both or neither are immediate threats - no preference
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return NULL;
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}
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@@ -0,0 +1,37 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_sniper_attack.h
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// Attack a threat as a Sniper
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// Michael Booth, February 2009
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#ifndef TF_BOT_SNIPER_ATTACK_H
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#define TF_BOT_SNIPER_ATTACK_H
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#include "Path/NextBotChasePath.h"
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class CTFBotSniperAttack : public Action< CTFBot >
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{
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public:
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static bool IsPossible( CTFBot *me ); // return true if this Action has what it needs to perform right now
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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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void OnEnd( CTFBot *me, Action< CTFBot > *nextAction );
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virtual ActionResult< CTFBot > OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction );
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virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction );
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virtual Vector SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const; // given a subject, return the world space position we should aim at
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virtual const CKnownEntity * SelectMoreDangerousThreat( const INextBot *me,
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const CBaseCombatCharacter *subject,
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const CKnownEntity *threat1,
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const CKnownEntity *threat2 ) const; // return the more dangerous of the two threats to 'subject', or NULL if we have no opinion
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virtual const char *GetName( void ) const { return "SniperAttack"; };
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private:
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CountdownTimer m_lingerTimer;
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bool IsImmediateThreat( const CBaseCombatCharacter *subject, const CKnownEntity *threat ) const;
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};
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#endif // TF_BOT_SNIPER_ATTACK_H
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@@ -0,0 +1,628 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_sniper_lurk.h
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// Move into position and wait for victims
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// Michael Booth, October 2009
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#include "cbase.h"
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#include "tf_player.h"
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#ifdef TF_RAID_MODE
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#include "raid/tf_raid_logic.h"
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#endif // TF_RAID_MODE
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#include "bot/tf_bot.h"
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#include "bot/behavior/sniper/tf_bot_sniper_lurk.h"
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#include "bot/behavior/sniper/tf_bot_sniper_attack.h"
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#include "bot/behavior/tf_bot_retreat_to_cover.h"
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#include "bot/behavior/tf_bot_melee_attack.h"
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#include "bot/map_entities/tf_bot_hint.h"
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#include "nav_mesh.h"
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extern ConVar tf_bot_path_lookahead_range;
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extern ConVar tf_bot_sniper_flee_range;
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extern ConVar tf_bot_sniper_melee_range;
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extern ConVar tf_bot_debug_sniper;
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extern float SkewedRandomValue( void );
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ConVar tf_bot_sniper_patience_duration( "tf_bot_sniper_patience_duration", "10", FCVAR_CHEAT, "How long a Sniper bot will wait without seeing an enemy before picking a new spot" );
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ConVar tf_bot_sniper_target_linger_duration( "tf_bot_sniper_target_linger_duration", "2", FCVAR_CHEAT, "How long a Sniper bot will keep toward at a target it just lost sight of" );
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ConVar tf_bot_sniper_allow_opportunistic( "tf_bot_sniper_allow_opportunistic", "1", FCVAR_NONE, "If set, Snipers will stop on their way to their preferred lurking spot to snipe at opportunistic targets" );
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ConVar tf_mvm_bot_sniper_target_by_dps( "tf_mvm_bot_sniper_target_by_dps", "1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "If set, Snipers in MvM mode target the victim that has the highest DPS" );
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#ifdef STAGING_ONLY
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extern ConVar tf_bot_use_items;
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#endif
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSniperLurk::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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m_boredTimer.Start( RandomFloat( 0.9f, 1.1f ) * tf_bot_sniper_patience_duration.GetFloat() );
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m_homePosition = me->GetAbsOrigin();
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m_isHomePositionValid = false;
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m_isAtHome = false;
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m_failCount = 0;
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m_isOpportunistic = tf_bot_sniper_allow_opportunistic.GetBool();
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CTFBotHint *hint = NULL;
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while( ( hint = (CTFBotHint *)( gEntList.FindEntityByClassname( hint, "func_tfbot_hint" ) ) ) != NULL )
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{
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if ( hint->IsA( CTFBotHint::HINT_SNIPER_SPOT ) )
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{
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m_hintVector.AddToTail( hint );
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// make sure we don't yet own any of these hints
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if ( me->IsSelf( hint->GetOwnerEntity() ) )
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{
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hint->SetOwnerEntity( NULL );
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}
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}
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}
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m_priorHint = NULL;
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if ( TFGameRules()->IsMannVsMachineMode() && me->GetTeamNumber() == TF_TEAM_PVE_INVADERS )
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{
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// mann vs machine snipers shouldn't stop until they reach their home
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//m_isOpportunistic = false;
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// mann vs machine snipers should ignore the scenario and just snipe
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me->SetMission( CTFBot::MISSION_SNIPER, MISSION_DOESNT_RESET_BEHAVIOR_SYSTEM );
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}
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#ifdef STAGING_ONLY
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if ( tf_bot_use_items.GetInt() && ( RandomInt(0, 100) <= tf_bot_use_items.GetInt() ) )
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{
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CBaseCombatWeapon *myGun = me->Weapon_GetSlot( TF_WPN_TYPE_PRIMARY );
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me->Weapon_Detach( myGun );
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UTIL_Remove( myGun );
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BotGenerateAndWearItem( me, "The Huntsman" );
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}
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#endif // STAGING_ONLY
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSniperLurk::Update( CTFBot *me, float interval )
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{
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#ifdef TF_RAID_MODE
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if ( TFGameRules()->IsRaidMode() )
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{
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}
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else
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#endif
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{
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// continuously search for good sniping spots
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me->AccumulateSniperSpots();
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if ( !m_isHomePositionValid )
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{
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// just found our first sniper spot - update our home position
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FindNewHome( me );
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}
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}
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// aim at bad guys
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
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if ( threat && !threat->GetEntity()->IsAlive() )
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{
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// he's dead
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threat = NULL;
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}
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||||
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if ( threat && me->GetIntentionInterface()->ShouldAttack( me, threat ) == ANSWER_NO )
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{
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threat = NULL;
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}
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if ( threat && threat->IsVisibleInFOVNow() )
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{
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m_failCount = 0;
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if ( me->IsDistanceBetweenLessThan( threat->GetLastKnownPosition(), tf_bot_sniper_melee_range.GetFloat() ) )
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||||
{
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const float giveUpRange = 1.25f * tf_bot_sniper_melee_range.GetFloat();
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return SuspendFor( new CTFBotMeleeAttack( giveUpRange ), "Melee attacking nearby threat" );
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||||
}
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||||
}
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||||
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bool isSightingRifle = false;
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if ( threat &&
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threat->GetTimeSinceLastSeen() < tf_bot_sniper_target_linger_duration.GetFloat() &&
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||||
me->IsLineOfFireClear( threat->GetEntity() ) )
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||||
{
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// we see something...
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||||
if ( m_isOpportunistic )
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{
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// switch to our sniper rifle
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||||
CBaseCombatWeapon *myGun = me->Weapon_GetSlot( TF_WPN_TYPE_PRIMARY );
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||||
if ( myGun )
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||||
{
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||||
me->Weapon_Switch( myGun );
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||||
}
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||||
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||||
isSightingRifle = true;
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||||
m_boredTimer.Reset();
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||||
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||||
if ( !m_isHomePositionValid )
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||||
{
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||||
// make this our opportunistic home for awhile
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||||
m_homePosition = me->GetAbsOrigin();
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||||
m_boredTimer.Start( RandomFloat( 0.9f, 1.1f ) * tf_bot_sniper_patience_duration.GetFloat() );
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||||
}
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||||
}
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||||
else
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||||
{
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||||
// switch to our SMG and fire while we run
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||||
CBaseCombatWeapon *myGun = me->Weapon_GetSlot( TF_WPN_TYPE_SECONDARY );
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||||
if ( myGun )
|
||||
{
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||||
me->Weapon_Switch( myGun );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const float homeRange = 25.0f; // 100.0f;
|
||||
m_isAtHome = ( me->GetAbsOrigin() - m_homePosition ).AsVector2D().IsLengthLessThan( homeRange );
|
||||
|
||||
if ( m_isAtHome )
|
||||
{
|
||||
isSightingRifle = true;
|
||||
|
||||
// once we've reached a good home spot, opportunistically attack from there
|
||||
m_isOpportunistic = tf_bot_sniper_allow_opportunistic.GetBool();
|
||||
|
||||
if ( m_boredTimer.IsElapsed() )
|
||||
{
|
||||
++m_failCount;
|
||||
|
||||
if ( FindNewHome( me ) )
|
||||
{
|
||||
me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_NEGATIVE );
|
||||
m_boredTimer.Start( RandomFloat( 0.9f, 1.1f ) * tf_bot_sniper_patience_duration.GetFloat() );
|
||||
}
|
||||
else
|
||||
{
|
||||
// try again soon
|
||||
m_boredTimer.Start( 1.0f );
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// not yet at home - can't start to be bored
|
||||
m_boredTimer.Reset();
|
||||
}
|
||||
|
||||
if ( isSightingRifle )
|
||||
{
|
||||
// switch to our sniper rifle
|
||||
CTFWeaponBase *myGun = (CTFWeaponBase *)me->Weapon_GetSlot( TF_WPN_TYPE_PRIMARY );
|
||||
if ( myGun )
|
||||
{
|
||||
me->Weapon_Switch( myGun );
|
||||
|
||||
if ( !me->m_Shared.InCond( TF_COND_ZOOMED ) && !myGun->IsWeapon( TF_WEAPON_COMPOUND_BOW ) )
|
||||
{
|
||||
// zoom in and stand still
|
||||
me->PressAltFireButton();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// move to our home position
|
||||
if ( m_repathTimer.IsElapsed() )
|
||||
{
|
||||
m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
|
||||
|
||||
CTFBotPathCost cost( me, SAFEST_ROUTE );
|
||||
m_path.Compute( me, m_homePosition, cost );
|
||||
}
|
||||
|
||||
m_path.Update( me );
|
||||
|
||||
if ( me->m_Shared.InCond( TF_COND_ZOOMED ) )
|
||||
{
|
||||
me->PressAltFireButton();
|
||||
}
|
||||
}
|
||||
|
||||
return Continue();
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
void CTFBotSniperLurk::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
|
||||
{
|
||||
if ( me->m_Shared.InCond( TF_COND_ZOOMED ) )
|
||||
{
|
||||
// we're leaving to do something else - unzoom
|
||||
me->PressAltFireButton();
|
||||
}
|
||||
|
||||
if ( m_priorHint != NULL )
|
||||
{
|
||||
// release my hint
|
||||
m_priorHint->SetOwnerEntity( NULL );
|
||||
|
||||
if ( tf_bot_debug_sniper.GetBool() )
|
||||
{
|
||||
DevMsg( "%3.2f: %s: Releasing hint.\n", gpGlobals->curtime, me->GetPlayerName() );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
ActionResult< CTFBot > CTFBotSniperLurk::OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction )
|
||||
{
|
||||
if ( me->m_Shared.InCond( TF_COND_ZOOMED ) )
|
||||
{
|
||||
// we're leaving to do something else - unzoom
|
||||
me->PressAltFireButton();
|
||||
}
|
||||
|
||||
if ( m_priorHint != NULL )
|
||||
{
|
||||
// release my hint
|
||||
m_priorHint->SetOwnerEntity( NULL );
|
||||
|
||||
if ( tf_bot_debug_sniper.GetBool() )
|
||||
{
|
||||
DevMsg( "%3.2f: %s: Releasing hint.\n", gpGlobals->curtime, me->GetPlayerName() );
|
||||
}
|
||||
}
|
||||
|
||||
return Continue();
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
ActionResult< CTFBot > CTFBotSniperLurk::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
|
||||
{
|
||||
m_repathTimer.Invalidate();
|
||||
m_priorHint = NULL;
|
||||
|
||||
// we probably just fetched some health because the enemy shot us - pick a new place to lurk
|
||||
FindNewHome( me );
|
||||
|
||||
return Continue();
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
bool CTFBotSniperLurk::FindHint( CTFBot *me )
|
||||
{
|
||||
// if any sniper spot hints exist, pick one of them
|
||||
CUtlVector< CTFBotHint * > activeHintVector;
|
||||
for( int i=0; i<m_hintVector.Count(); ++i )
|
||||
{
|
||||
if ( m_hintVector[i] != NULL && m_hintVector[i]->IsFor( me ) )
|
||||
{
|
||||
activeHintVector.AddToTail( m_hintVector[i] );
|
||||
}
|
||||
}
|
||||
|
||||
if ( activeHintVector.Count() == 0 )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if ( m_priorHint != NULL )
|
||||
{
|
||||
// release my hint
|
||||
m_priorHint->SetOwnerEntity( NULL );
|
||||
|
||||
if ( tf_bot_debug_sniper.GetBool() )
|
||||
{
|
||||
DevMsg( "%3.2f: %s: Releasing hint.\n", gpGlobals->curtime, me->GetPlayerName() );
|
||||
}
|
||||
}
|
||||
|
||||
CTFBotHint *hint = NULL;
|
||||
|
||||
if ( m_priorHint != NULL && m_failCount < 2 )
|
||||
{
|
||||
// there used to be targets here - pick nearby hint
|
||||
float nearRange = 500.0f;
|
||||
CUtlVector< CTFBotHint * > nearHintVector;
|
||||
for( int i=0; i<activeHintVector.Count(); ++i )
|
||||
{
|
||||
if ( activeHintVector[i] == m_priorHint )
|
||||
continue;
|
||||
|
||||
if ( ( activeHintVector[i]->WorldSpaceCenter() - m_priorHint->WorldSpaceCenter() ).IsLengthGreaterThan( nearRange ) )
|
||||
continue;
|
||||
|
||||
if ( activeHintVector[i]->GetOwnerEntity() != NULL )
|
||||
continue;
|
||||
|
||||
nearHintVector.AddToTail( activeHintVector[i] );
|
||||
}
|
||||
|
||||
if ( nearHintVector.Count() == 0 )
|
||||
{
|
||||
++m_failCount;
|
||||
return false;
|
||||
}
|
||||
|
||||
int whichHint = RandomInt( 0, nearHintVector.Count()-1 );
|
||||
hint = nearHintVector[ whichHint ];
|
||||
}
|
||||
else
|
||||
{
|
||||
// picking either our first hint, or we haven't seen a victim in a long time - pick a hint that can actually see someone
|
||||
CUtlVector< CTFPlayer * > victimVector;
|
||||
CollectPlayers( &victimVector, GetEnemyTeam( me->GetTeamNumber() ), COLLECT_ONLY_LIVING_PLAYERS );
|
||||
|
||||
CUtlVector< CTFBotHint * > hotHintVector;
|
||||
CUtlVector< CTFBotHint * > freeHintVector;
|
||||
|
||||
for( int i=0; i<activeHintVector.Count(); ++i )
|
||||
{
|
||||
if ( activeHintVector[i]->GetOwnerEntity() != NULL )
|
||||
continue;
|
||||
|
||||
freeHintVector.AddToTail( activeHintVector[i] );
|
||||
|
||||
for( int p=0; p<victimVector.Count(); ++p )
|
||||
{
|
||||
if ( victimVector[p]->IsLineOfSightClear( activeHintVector[i]->WorldSpaceCenter(), CBaseCombatCharacter::IGNORE_ACTORS ) )
|
||||
{
|
||||
// at least one victim is visible from this hint
|
||||
hotHintVector.AddToTail( activeHintVector[i] );
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( hotHintVector.Count() == 0 )
|
||||
{
|
||||
// no hints can see any victims - pick at random
|
||||
if ( freeHintVector.Count() == 0 )
|
||||
{
|
||||
// all hints are owned by another sniper - double up
|
||||
int whichHint = RandomInt( 0, activeHintVector.Count()-1 );
|
||||
hint = activeHintVector[ whichHint ];
|
||||
|
||||
if ( tf_bot_debug_sniper.GetBool() )
|
||||
{
|
||||
DevMsg( "%3.2f: %s: No un-owned hints available! Doubling up.\n", gpGlobals->curtime, me->GetPlayerName() );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
int whichHint = RandomInt( 0, freeHintVector.Count()-1 );
|
||||
hint = freeHintVector[ whichHint ];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
int whichHint = RandomInt( 0, hotHintVector.Count()-1 );
|
||||
hint = hotHintVector[ whichHint ];
|
||||
}
|
||||
}
|
||||
|
||||
if ( hint == NULL )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Extent hintExtent;
|
||||
hintExtent.Init( hint );
|
||||
|
||||
Vector hintSpot;
|
||||
hintSpot.x = RandomFloat( hintExtent.lo.x, hintExtent.hi.x );
|
||||
hintSpot.y = RandomFloat( hintExtent.lo.y, hintExtent.hi.y );
|
||||
hintSpot.z = ( hintExtent.lo.z + hintExtent.hi.z ) / 2.0f;
|
||||
|
||||
TheNavMesh->GetSimpleGroundHeight( hintSpot, &hintSpot.z );
|
||||
|
||||
m_homePosition = hintSpot;
|
||||
m_isHomePositionValid = true;
|
||||
m_priorHint = hint;
|
||||
|
||||
// my hint
|
||||
hint->SetOwnerEntity( me );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
bool CTFBotSniperLurk::FindNewHome( CTFBot *me )
|
||||
{
|
||||
if ( !m_findHomeTimer.IsElapsed() )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
m_findHomeTimer.Start( RandomFloat( 1.0f, 2.0f ) );
|
||||
|
||||
|
||||
#ifdef TF_RAID_MODE
|
||||
if ( TFGameRules()->IsRaidMode() )
|
||||
{
|
||||
// stay put for now
|
||||
return true;
|
||||
}
|
||||
else
|
||||
#endif // TF_RAID_MODE
|
||||
{
|
||||
// if any sniper spot hints exist, pick one of them
|
||||
if ( FindHint( me ) )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// pick a sniper spot from our ongoing search
|
||||
const CUtlVector< CTFBot::SniperSpotInfo > *sniperSpotVector = me->GetSniperSpots();
|
||||
if ( sniperSpotVector->Count() > 0 )
|
||||
{
|
||||
m_homePosition = sniperSpotVector->Element( RandomInt( 0, sniperSpotVector->Count()-1 ) ).m_vantageSpot;
|
||||
m_isHomePositionValid = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// can't find a real sniper spot - pick another goal that will get us out into the fray
|
||||
m_isHomePositionValid = false;
|
||||
|
||||
// head toward the point
|
||||
CTeamControlPoint *point = me->GetMyControlPoint();
|
||||
if ( point && !point->IsLocked() )
|
||||
{
|
||||
const CUtlVector< CTFNavArea * > *pointAreaVector = TheTFNavMesh()->GetControlPointAreas( point->GetPointIndex() );
|
||||
|
||||
if ( pointAreaVector && pointAreaVector->Count() > 0 )
|
||||
{
|
||||
int which = RandomInt( 0, pointAreaVector->Count()-1 );
|
||||
|
||||
m_homePosition = pointAreaVector->Element( which )->GetRandomPoint();
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// no available point at the moment - head toward the enemy spawn room and opportunistically snipe
|
||||
CUtlVector< CTFNavArea * > enemySpawnThresholdVector;
|
||||
TheTFNavMesh()->CollectSpawnRoomThresholdAreas( &enemySpawnThresholdVector, GetEnemyTeam( me->GetTeamNumber() ) );
|
||||
|
||||
if ( enemySpawnThresholdVector.Count() > 0 )
|
||||
{
|
||||
m_homePosition = enemySpawnThresholdVector[ RandomInt( 0, enemySpawnThresholdVector.Count()-1 ) ]->GetCenter();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_homePosition = me->GetAbsOrigin();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
QueryResultType CTFBotSniperLurk::ShouldAttack( const INextBot *bot, const CKnownEntity *them ) const
|
||||
{
|
||||
CTFBot *me = (CTFBot *)bot->GetEntity();
|
||||
|
||||
CTFNavArea *area = me->GetLastKnownArea();
|
||||
|
||||
if ( TFGameRules()->IsMannVsMachineMode() && area && area->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE ) )
|
||||
{
|
||||
// don't fire while in the spawn area
|
||||
return ANSWER_NO;
|
||||
}
|
||||
|
||||
// take the shot if you've got it
|
||||
return ANSWER_YES;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
QueryResultType CTFBotSniperLurk::ShouldRetreat( const INextBot *me ) const
|
||||
{
|
||||
if ( TFGameRules()->IsMannVsMachineMode() && me->GetEntity()->GetTeamNumber() == TF_TEAM_PVE_INVADERS )
|
||||
{
|
||||
return ANSWER_NO;
|
||||
}
|
||||
|
||||
return ANSWER_UNDEFINED;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
// Return the more dangerous of the two threats to 'subject', or NULL if we have no opinion
|
||||
const CKnownEntity *CTFBotSniperLurk::SelectMoreDangerousThreat( const INextBot *meBot,
|
||||
const CBaseCombatCharacter *subject,
|
||||
const CKnownEntity *threat1,
|
||||
const CKnownEntity *threat2 ) const
|
||||
{
|
||||
if ( TFGameRules()->IsMannVsMachineMode() && tf_mvm_bot_sniper_target_by_dps.GetBool() )
|
||||
{
|
||||
CTFBot *me = ToTFBot( meBot->GetEntity() );
|
||||
|
||||
// If one threat is visible and the other not, always pick the visible one
|
||||
if ( !threat1->IsVisibleRecently() )
|
||||
{
|
||||
if ( threat2->IsVisibleRecently() )
|
||||
{
|
||||
return threat2;
|
||||
}
|
||||
}
|
||||
else if ( !threat2->IsVisibleRecently() )
|
||||
{
|
||||
return threat1;
|
||||
}
|
||||
|
||||
// At this point, threat1 and threat2 are either both visible, or both not
|
||||
|
||||
CTFPlayer *playerThreat1 = ToTFPlayer( threat1->GetEntity() );
|
||||
CTFPlayer *playerThreat2 = ToTFPlayer( threat2->GetEntity() );
|
||||
|
||||
if ( playerThreat1 && playerThreat2 )
|
||||
{
|
||||
float rangeSq1 = me->GetRangeSquaredTo( playerThreat1 );
|
||||
float rangeSq2 = me->GetRangeSquaredTo( playerThreat2 );
|
||||
|
||||
if ( me->HasWeaponRestriction( CTFBot::MELEE_ONLY ) )
|
||||
{
|
||||
// Melee-only bots just use closest threat
|
||||
if ( rangeSq1 < rangeSq2 )
|
||||
{
|
||||
return threat1;
|
||||
}
|
||||
return threat2;
|
||||
}
|
||||
|
||||
// Very near threats are always immediately dangerous
|
||||
const float nearbyRangeSq = 500.0f * 500.0f;
|
||||
if ( rangeSq1 < nearbyRangeSq )
|
||||
{
|
||||
if ( rangeSq2 > nearbyRangeSq )
|
||||
{
|
||||
return threat1;
|
||||
}
|
||||
}
|
||||
else if ( rangeSq2 < nearbyRangeSq )
|
||||
{
|
||||
return threat2;
|
||||
}
|
||||
|
||||
// At this point, both threats are either both very near or both "far"
|
||||
|
||||
// Choose the threat that has the highest DPS
|
||||
const int equalTolerance = 50;
|
||||
|
||||
if ( playerThreat1->GetDamagePerSecond() > playerThreat2->GetDamagePerSecond() + equalTolerance )
|
||||
{
|
||||
return threat1;
|
||||
}
|
||||
else if ( playerThreat2->GetDamagePerSecond() > playerThreat1->GetDamagePerSecond() + equalTolerance )
|
||||
{
|
||||
return threat2;
|
||||
}
|
||||
else
|
||||
{
|
||||
// approximately equal DPS, choose closest
|
||||
if ( rangeSq1 < rangeSq2 )
|
||||
{
|
||||
return threat1;
|
||||
}
|
||||
return threat2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Use normal threat selection
|
||||
return NULL;
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
// tf_bot_sniper_lurk.h
|
||||
// Move into position and wait for victims
|
||||
// Michael Booth, October 2009
|
||||
|
||||
#ifndef TF_BOT_SNIPER_LURK_H
|
||||
#define TF_BOT_SNIPER_LURK_H
|
||||
|
||||
#include "Path/NextBotPathFollow.h"
|
||||
|
||||
class CTFBotHint;
|
||||
|
||||
class CTFBotSniperLurk : public Action< CTFBot >
|
||||
{
|
||||
public:
|
||||
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
|
||||
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
|
||||
virtual void OnEnd( CTFBot *me, Action< CTFBot > *nextAction );
|
||||
virtual ActionResult< CTFBot > OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction );
|
||||
virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction );
|
||||
|
||||
// Snipers choose their targets a bit differently
|
||||
virtual const CKnownEntity * SelectMoreDangerousThreat( const INextBot *me,
|
||||
const CBaseCombatCharacter *subject,
|
||||
const CKnownEntity *threat1,
|
||||
const CKnownEntity *threat2 ) const; // return the more dangerous of the two threats to 'subject', or NULL if we have no opinion
|
||||
|
||||
virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
|
||||
virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
|
||||
|
||||
virtual const char *GetName( void ) const { return "SniperLurk"; };
|
||||
|
||||
private:
|
||||
CountdownTimer m_boredTimer;
|
||||
CountdownTimer m_repathTimer;
|
||||
PathFollower m_path;
|
||||
int m_failCount;
|
||||
|
||||
Vector m_homePosition; // where we want to snipe from
|
||||
bool m_isHomePositionValid;
|
||||
bool m_isAtHome;
|
||||
bool FindNewHome( CTFBot *me );
|
||||
CountdownTimer m_findHomeTimer;
|
||||
bool m_isOpportunistic;
|
||||
|
||||
CUtlVector< CHandle< CTFBotHint > > m_hintVector;
|
||||
CHandle< CTFBotHint > m_priorHint;
|
||||
bool FindHint( CTFBot *me );
|
||||
};
|
||||
|
||||
#endif // TF_BOT_SNIPER_LURK_H
|
||||
Reference in New Issue
Block a user