Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_squad.h
// Small groups of TFBot, managed as a unit
// Michael Booth, November 2009
#include "cbase.h"
#include "tf_bot.h"
#include "tf_bot_squad.h"
//----------------------------------------------------------------------
CTFBotSquad::CTFBotSquad( void ) { m_leader = NULL; m_formationSize = -1.0f; m_bShouldPreserveSquad = false; }
//----------------------------------------------------------------------
void CTFBotSquad::Join( CTFBot *bot ) { // first member is the leader
if ( m_roster.Count() == 0 ) { m_leader = bot; } else if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() ) { bot->SetFlagTarget( NULL ); }
m_roster.AddToTail( bot ); }
//----------------------------------------------------------------------
void CTFBotSquad::Leave( CTFBot *bot ) { m_roster.FindAndRemove( bot );
if ( bot == m_leader.Get() ) { m_leader = NULL;
// pick the next living leader that's left in the squad
if ( m_bShouldPreserveSquad ) { CUtlVector< CTFBot* > members; CollectMembers( &members ); if ( members.Count() ) { m_leader = members[0]; } } } else if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() ) { AssertMsg( !bot->HasFlagTaget(), "Squad member shouldn't have a flag target. Always follow the leader." ); CCaptureFlag *pFlag = bot->GetFlagToFetch(); if ( pFlag ) { bot->SetFlagTarget( pFlag ); } } if ( GetMemberCount() == 0 ) { DisbandAndDeleteSquad(); } }
//----------------------------------------------------------------------
INextBotEventResponder *CTFBotSquad::FirstContainedResponder( void ) const { return m_roster.Count() ? m_roster[0] : NULL; }
//----------------------------------------------------------------------
INextBotEventResponder *CTFBotSquad::NextContainedResponder( INextBotEventResponder *current ) const { CTFBot *currentBot = (CTFBot *)current;
int i = m_roster.Find( currentBot );
if ( i == m_roster.InvalidIndex() ) return NULL;
if ( ++i >= m_roster.Count() ) return NULL;
return (CTFBot *)m_roster[i]; }
//----------------------------------------------------------------------
CTFBot *CTFBotSquad::GetLeader( void ) const { return m_leader; }
//----------------------------------------------------------------------
void CTFBotSquad::CollectMembers( CUtlVector< CTFBot * > *memberVector ) const { for( int i=0; i<m_roster.Count(); ++i ) { if ( m_roster[i] != NULL && m_roster[i]->IsAlive() ) { memberVector->AddToTail( m_roster[i] ); } } }
//----------------------------------------------------------------------
CTFBotSquad::Iterator CTFBotSquad::GetFirstMember( void ) const { // find first non-NULL member
for( int i=0; i<m_roster.Count(); ++i ) if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() ) return Iterator( m_roster[i], i );
return InvalidIterator(); }
//----------------------------------------------------------------------
CTFBotSquad::Iterator CTFBotSquad::GetNextMember( const Iterator &it ) const { // find next non-NULL member
for( int i=it.m_index+1; i<m_roster.Count(); ++i ) if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() ) return Iterator( m_roster[i], i );
return InvalidIterator(); }
//----------------------------------------------------------------------
int CTFBotSquad::GetMemberCount( void ) const { // count the non-NULL members
int count = 0; for( int i=0; i<m_roster.Count(); ++i ) if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() ) ++count;
return count; }
//----------------------------------------------------------------------
// Return the speed of the slowest member of the squad
float CTFBotSquad::GetSlowestMemberSpeed( bool includeLeader ) const { float speed = FLT_MAX;
int i = includeLeader ? 0 : 1;
for( ; i<m_roster.Count(); ++i ) { if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() ) { float memberSpeed = m_roster[i]->MaxSpeed(); if ( memberSpeed < speed ) { speed = memberSpeed; } } }
return speed; }
//----------------------------------------------------------------------
// Return the speed of the slowest member of the squad,
// considering their ideal class speed.
float CTFBotSquad::GetSlowestMemberIdealSpeed( bool includeLeader ) const { float speed = FLT_MAX;
int i = includeLeader ? 0 : 1;
for( ; i<m_roster.Count(); ++i ) { if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() ) { float memberSpeed = m_roster[i]->GetPlayerClass()->GetMaxSpeed(); if ( memberSpeed < speed ) { speed = memberSpeed; } } }
return speed; }
//----------------------------------------------------------------------
// Return the maximum formation error of the squad's memebers.
float CTFBotSquad::GetMaxSquadFormationError( void ) const { float maxError = 0.0f;
// skip the leader since he's what the formation forms around
for( int i=1; i<m_roster.Count(); ++i ) { if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() ) { float error = m_roster[i]->GetSquadFormationError(); if ( error > maxError ) { maxError = error; } } }
return maxError; }
//----------------------------------------------------------------------
// Return true if the squad leader needs to wait for members to catch up, ignoring those who have broken ranks
bool CTFBotSquad::ShouldSquadLeaderWaitForFormation( void ) const { // skip the leader since he's what the formation forms around
for( int i=1; i<m_roster.Count(); ++i ) { // the squad leader should wait if any member is out of position, but not yet broken ranks
if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() ) { if ( m_roster[i]->GetSquadFormationError() >= 1.0f && !m_roster[i]->HasBrokenFormation() && !m_roster[i]->GetLocomotionInterface()->IsStuck() && !m_roster[i]->IsPlayerClass( TF_CLASS_MEDIC ) ) // Medics do their own thing
{ // wait for me!
return true; } } }
return false; }
//----------------------------------------------------------------------
// Return true if the squad is in formation (everyone is in or nearly in their desired positions)
bool CTFBotSquad::IsInFormation( void ) const { // skip the leader since he's what the formation forms around
for( int i=1; i<m_roster.Count(); ++i ) { if ( m_roster[i].Get() != NULL && m_roster[i]->IsAlive() ) { if ( m_roster[i]->HasBrokenFormation() || m_roster[i]->GetLocomotionInterface()->IsStuck() || m_roster[i]->IsPlayerClass( TF_CLASS_MEDIC ) ) // Medics do their own thing
{ // I'm not "in formation"
continue; }
if ( m_roster[i]->GetSquadFormationError() > 0.75f ) { // I'm not in position yet
return false; } } }
return true; }
//----------------------------------------------------------------------
// Tell all members to leave the squad and then delete itself
void CTFBotSquad::DisbandAndDeleteSquad( void ) { // Tell each member of the squad to remove this reference
for( int i=0; i < m_roster.Count(); ++i ) { if ( m_roster[i].Get() != NULL ) { m_roster[i]->DeleteSquad(); } }
delete this; }
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