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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_vision.cpp
// Team Fortress NextBot vision interface
// Michael Booth, May 2009
#include "cbase.h"
#include "vprof.h"
#include "tf_bot.h"
#include "tf_bot_vision.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "tf_obj_sentrygun.h"
ConVar tf_bot_choose_target_interval( "tf_bot_choose_target_interval", "0.3f", FCVAR_CHEAT, "How often, in seconds, a TFBot can reselect his target" ); ConVar tf_bot_sniper_choose_target_interval( "tf_bot_sniper_choose_target_interval", "3.0f", FCVAR_CHEAT, "How often, in seconds, a zoomed-in Sniper can reselect his target" );
//------------------------------------------------------------------------------------------
// Update internal state
void CTFBotVision::Update( void ) { if ( TFGameRules()->IsMannVsMachineMode() ) { // Throttle vision update rate of robots in MvM for perf at the expense of reaction times
if ( !m_scanTimer.IsElapsed() ) { return; }
m_scanTimer.Start( RandomFloat( 0.9f, 1.1f ) ); }
IVision::Update();
CTFBot *me = (CTFBot *)GetBot()->GetEntity(); if ( !me ) return;
// forget spies we have lost sight of
CUtlVector< CTFPlayer * > playerVector; CollectPlayers( &playerVector, GetEnemyTeam( me->GetTeamNumber() ), COLLECT_ONLY_LIVING_PLAYERS );
for( int i=0; i<playerVector.Count(); ++i ) { if ( !playerVector[i]->IsPlayerClass( TF_CLASS_SPY ) ) continue;
const CKnownEntity *known = GetKnown( playerVector[i] );
if ( !known || !known->IsVisibleRecently() ) { // if a hidden spy changes disguises, we no longer recognize him
if ( playerVector[i]->m_Shared.InCond( TF_COND_DISGUISING ) ) { me->ForgetSpy( playerVector[i] ); } } } }
//------------------------------------------------------------------------------------------
void CTFBotVision::CollectPotentiallyVisibleEntities( CUtlVector< CBaseEntity * > *potentiallyVisible ) { VPROF_BUDGET( "CTFBotVision::CollectPotentiallyVisibleEntities", "NextBot" );
potentiallyVisible->RemoveAll();
// include all players
for( int i=1; i<=gpGlobals->maxClients; ++i ) { CBasePlayer *player = UTIL_PlayerByIndex( i );
if ( player == NULL ) continue;
if ( FNullEnt( player->edict() ) ) continue;
if ( !player->IsPlayer() ) continue;
if ( !player->IsConnected() ) continue;
if ( !player->IsAlive() ) continue;
potentiallyVisible->AddToTail( player ); }
// include sentry guns
UpdatePotentiallyVisibleNPCVector();
FOR_EACH_VEC( m_potentiallyVisibleNPCVector, it ) { potentiallyVisible->AddToTail( m_potentiallyVisibleNPCVector[ it ] ); } }
//------------------------------------------------------------------------------------------
void CTFBotVision::UpdatePotentiallyVisibleNPCVector( void ) { if ( m_potentiallyVisibleUpdateTimer.IsElapsed() ) { m_potentiallyVisibleUpdateTimer.Start( RandomFloat( 3.0f, 4.0f ) );
// collect list of active buildings
m_potentiallyVisibleNPCVector.RemoveAll();
bool bShouldSeeTeleporter = !TFGameRules()->IsMannVsMachineMode() || GetBot()->GetEntity()->GetTeamNumber() != TF_TEAM_PVE_INVADERS; for ( int i=0; i<IBaseObjectAutoList::AutoList().Count(); ++i ) { CBaseObject* pObj = static_cast< CBaseObject* >( IBaseObjectAutoList::AutoList()[i] ); if ( pObj->ObjectType() == OBJ_SENTRYGUN ) { m_potentiallyVisibleNPCVector.AddToTail( pObj ); } else if ( pObj->ObjectType() == OBJ_DISPENSER && pObj->ClassMatches( "obj_dispenser" ) ) { m_potentiallyVisibleNPCVector.AddToTail( pObj ); } else if ( bShouldSeeTeleporter && pObj->ObjectType() == OBJ_TELEPORTER ) { m_potentiallyVisibleNPCVector.AddToTail( pObj ); } }
CUtlVector< INextBot * > botVector; TheNextBots().CollectAllBots( &botVector ); for( int i=0; i<botVector.Count(); ++i ) { CBaseCombatCharacter *botEntity = botVector[i]->GetEntity(); if ( botEntity && !botEntity->IsPlayer() ) { // NPC
m_potentiallyVisibleNPCVector.AddToTail( botEntity ); } } } }
//------------------------------------------------------------------------------------------
/**
* Return true to completely ignore this entity. * This is mostly for enemy spies. If we don't ignore them, we will look at them. */ bool CTFBotVision::IsIgnored( CBaseEntity *subject ) const { CTFBot *me = (CTFBot *)GetBot()->GetEntity();
#ifdef TF_RAID_MODE
if ( TFGameRules()->IsRaidMode() ) { if ( me->IsPlayerClass( TF_CLASS_SCOUT ) ) { // Scouts are wandering defenders, and aggro purely on proximity or damage, not vision
return true; } } #endif // TF_RAID_MODE
if ( me->IsAttentionFocused() ) { // our attention is restricted to certain subjects
if ( !me->IsAttentionFocusedOn( subject ) ) { return false; } }
if ( !me->IsEnemy( subject ) ) { // don't ignore friends
return false; }
if ( subject->IsEffectActive( EF_NODRAW ) ) { return true; }
if ( subject->IsPlayer() ) { CTFPlayer *enemy = static_cast< CTFPlayer * >( subject );
// test for designer-defined ignorance
switch( enemy->GetPlayerClass()->GetClassIndex() ) { case TF_CLASS_MEDIC: if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_MEDICS ) ) { return true; } break;
case TF_CLASS_ENGINEER: if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_ENGINEERS ) ) { return true; } break;
case TF_CLASS_SNIPER: if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_SNIPERS ) ) { return true; } break;
case TF_CLASS_SCOUT: if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_SCOUTS ) ) { return true; } break;
case TF_CLASS_SPY: if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_SPIES ) ) { return true; } break;
case TF_CLASS_DEMOMAN: if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_DEMOMEN ) ) { return true; } break;
case TF_CLASS_SOLDIER: if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_SOLDIERS ) ) { return true; } break;
case TF_CLASS_HEAVYWEAPONS: if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_HEAVIES ) ) { return true; } break;
case TF_CLASS_PYRO: if ( me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_PYROS ) ) { return true; } break; }
#ifdef STAGING_ONLY
if ( enemy->m_Shared.InCond( TF_COND_REPROGRAMMED ) ) { return true; } #endif // STAGING_ONLY
if ( me->IsKnownSpy( enemy ) ) { // don't ignore revealed spies
return false; }
if ( enemy->m_Shared.InCond( TF_COND_BURNING ) || enemy->m_Shared.InCond( TF_COND_URINE ) || enemy->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) || enemy->m_Shared.InCond( TF_COND_BLEEDING ) ) { // always notice players with these conditions
return false; }
// An upgrade in MvM grants AE stealth where the player can fire
// while in stealth, and for a short period after it drops
if ( enemy->m_Shared.InCond( TF_COND_STEALTHED_USER_BUFF_FADING ) ) { return true; }
if ( enemy->m_Shared.IsStealthed() ) { if ( enemy->m_Shared.GetPercentInvisible() < 0.75f ) { // spy is partially cloaked, and therefore attracts our attention
return false; }
// invisible!
return true; }
if ( enemy->IsPlacingSapper() ) { return false; }
if ( enemy->m_Shared.InCond( TF_COND_DISGUISING ) ) { return false; } if ( enemy->m_Shared.InCond( TF_COND_DISGUISED ) && enemy->m_Shared.GetDisguiseTeam() == me->GetTeamNumber() ) { // spy is disguised as a member of my team
return true; } } else if ( subject->IsBaseObject() ) // not a player
{ CBaseObject *object = assert_cast< CBaseObject * >( subject ); if ( object ) { // ignore sapped enemy objects
if ( object->HasSapper() ) { // unless we're in MvM where buildings can have really large health pools,
// so an engineer can die and run back in time to repair their stuff
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() ) { return false; }
return true; } // ignore carried objects
if ( object->IsPlacing() || object->IsCarried() ) { return true; } if ( object->GetType() == OBJ_SENTRYGUN && me->IsBehaviorFlagSet( TFBOT_IGNORE_ENEMY_SENTRY_GUNS ) ) { return true; } } }
return false; }
//------------------------------------------------------------------------------------------
// Return true if we 'notice' the subject, even though we have LOS to it
bool CTFBotVision::IsVisibleEntityNoticed( CBaseEntity *subject ) const { CTFBot *me = (CTFBot *)GetBot()->GetEntity();
if ( subject->IsPlayer() && me->IsEnemy( subject ) ) { CTFPlayer *player = static_cast< CTFPlayer * >( subject );
if ( player->m_Shared.InCond( TF_COND_BURNING ) || player->m_Shared.InCond( TF_COND_URINE ) || player->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) || player->m_Shared.InCond( TF_COND_BLEEDING ) ) { // always notice players with these conditions
if ( player->m_Shared.InCond( TF_COND_STEALTHED ) ) { me->RealizeSpy( player ); } return true; }
#ifdef STAGING_ONLY
// Bots can be hacked/reprogrammed by spies. Ignore.
if ( player->m_Shared.InCond( TF_COND_REPROGRAMMED ) ) { return false; } #endif // STAGING_ONLY
// An upgrade in MvM grants AE stealth where the player can fire
// while in stealth, and for a short period after it drops
if ( player->m_Shared.InCond( TF_COND_STEALTHED_USER_BUFF_FADING ) ) { me->ForgetSpy( player ); return false; }
if ( player->m_Shared.IsStealthed() ) { if ( player->m_Shared.GetPercentInvisible() < 0.75f ) { // spy is partially cloaked, and therefore attracts our attention
me->RealizeSpy( player ); return true; }
// invisible!
me->ForgetSpy( player ); return false; }
if ( TFGameRules()->IsMannVsMachineMode() ) // in MvM mode, forget spies as soon as they are fully disguised
{ CTFBot::SuspectedSpyInfo_t* pSuspectInfo = me->IsSuspectedSpy( player ); // But only if we aren't suspecting them currently. This happens when we bump into them.
if( !pSuspectInfo || !pSuspectInfo->IsCurrentlySuspected() ) { if ( player->m_Shared.InCond( TF_COND_DISGUISED ) && player->m_Shared.GetDisguiseTeam() == me->GetTeamNumber() ) { me->ForgetSpy( player ); return false; } } }
if ( me->IsKnownSpy( player ) ) { // always notice non-invisible revealed spies
return true; }
if ( !TFGameRules()->IsMannVsMachineMode() ) // ignore in MvM mode
{ if ( player->IsPlacingSapper() ) { // spotted a spy!
me->RealizeSpy( player ); return true; } }
if ( player->m_Shared.InCond( TF_COND_DISGUISING ) ) { // spotted a spy!
me->RealizeSpy( player ); return true; }
if ( player->m_Shared.InCond( TF_COND_DISGUISED ) && player->m_Shared.GetDisguiseTeam() == me->GetTeamNumber() ) { // spy is disguised as a member of my team, don't notice him
return false; } }
return true; }
//------------------------------------------------------------------------------------------
// Return VISUAL reaction time
float CTFBotVision::GetMinRecognizeTime( void ) const { CTFBot *me = (CTFBot *)GetBot();
switch ( me->GetDifficulty() ) { case CTFBot::EASY: return 1.0f; case CTFBot::NORMAL: return 0.5f; case CTFBot::HARD: return 0.3f; case CTFBot::EXPERT: return 0.2f; }
return 1.0f; }
//------------------------------------------------------------------------------------------
float CTFBotVision::GetMaxVisionRange( void ) const { CTFBot *me = (CTFBot *)GetBot();
if ( me->GetMaxVisionRangeOverride() > 0.0f ) { // designer specified vision range
return me->GetMaxVisionRangeOverride(); }
// long range, particularly for snipers
return 6000.0f; }
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