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1080 lines
35 KiB
1080 lines
35 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot.h
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// Team Fortress NextBot
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// Michael Booth, February 2009
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#ifndef TF_BOT_H
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#define TF_BOT_H
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#include "Player/NextBotPlayer.h"
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#include "../nav_mesh/tf_nav_mesh.h"
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#include "tf_bot_vision.h"
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#include "tf_bot_body.h"
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#include "tf_bot_locomotion.h"
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#include "tf_player.h"
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#include "tf_bot_squad.h"
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#include "bot/map_entities/tf_bot_proxy.h"
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#include "tf_gamerules.h"
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#include "entity_capture_flag.h"
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#include "func_capture_zone.h"
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#include "nav_entities.h"
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#include "utlstack.h"
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#define TF_BOT_TYPE 1337
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class CTriggerAreaCapture;
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class CTFBotActionPoint;
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class CObjectSentrygun;
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class CTFBotGenerator;
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extern void BotGenerateAndWearItem( CTFPlayer *pBot, const char *itemName );
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//----------------------------------------------------------------------------
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// These must remain in sync with the bot_generator's spawnflags in tf.fgd:
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#define TFBOT_IGNORE_ENEMY_SCOUTS 0x0001
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#define TFBOT_IGNORE_ENEMY_SOLDIERS 0x0002
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#define TFBOT_IGNORE_ENEMY_PYROS 0x0004
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#define TFBOT_IGNORE_ENEMY_DEMOMEN 0x0008
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#define TFBOT_IGNORE_ENEMY_HEAVIES 0x0010
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#define TFBOT_IGNORE_ENEMY_MEDICS 0x0020
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#define TFBOT_IGNORE_ENEMY_ENGINEERS 0x0040
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#define TFBOT_IGNORE_ENEMY_SNIPERS 0x0080
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#define TFBOT_IGNORE_ENEMY_SPIES 0x0100
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#define TFBOT_IGNORE_ENEMY_SENTRY_GUNS 0x0200
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#define TFBOT_IGNORE_SCENARIO_GOALS 0x0400
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#define TFBOT_ALL_BEHAVIOR_FLAGS 0xFFFF
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#define TFBOT_MVM_MAX_PATH_LENGTH 0.0f // 7000.0f // in MvM, all pathfinds are limited to this (0 == no limit)
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//----------------------------------------------------------------------------
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class CTFBot: public NextBotPlayer< CTFPlayer >, public CGameEventListener
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{
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public:
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DECLARE_CLASS( CTFBot, NextBotPlayer< CTFPlayer > );
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CTFBot();
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virtual ~CTFBot();
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virtual void Spawn();
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virtual void FireGameEvent( IGameEvent *event );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual void PhysicsSimulate( void );
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virtual void Touch( CBaseEntity *pOther );
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virtual void AvoidPlayers( CUserCmd *pCmd ); // some game types allow players to pass through each other, this method pushes them apart
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virtual void UpdateOnRemove( void );
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo ) OVERRIDE;
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virtual void ChangeTeam( int iTeamNum, bool bAutoTeam, bool bSilent, bool bAutoBalance = false ) OVERRIDE;
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virtual bool ShouldGib( const CTakeDamageInfo &info ) OVERRIDE;
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virtual int DrawDebugTextOverlays(void);
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virtual bool IsAllowedToPickUpFlag( void ) const;
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virtual void InitClass( void ); // set health/etc
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void ModifyMaxHealth( int nNewMaxHealth, bool bSetCurrentHealth = true, bool bAllowModelScaling = true );
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virtual int GetBotType( void ) const; // return a unique int representing the type of bot instance this is
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virtual CTFNavArea *GetLastKnownArea( void ) const { return static_cast< CTFNavArea * >( BaseClass::GetLastKnownArea() ); } // return the last nav area the player occupied - NULL if unknown
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// NextBotPlayer
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static CBasePlayer *AllocatePlayerEntity( edict_t *pEdict, const char *playerName );
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virtual void PressFireButton( float duration = -1.0f ) OVERRIDE;
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virtual void PressAltFireButton( float duration = -1.0f ) OVERRIDE;
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virtual void PressSpecialFireButton( float duration = -1.0f ) OVERRIDE;
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// INextBot
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virtual CTFBotLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; }
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virtual CTFBotBody *GetBodyInterface( void ) const { return m_body; }
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virtual CTFBotVision *GetVisionInterface( void ) const { return m_vision; }
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DECLARE_INTENTION_INTERFACE( CTFBot );
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virtual bool IsDormantWhenDead( void ) const; // should this player-bot continue to update itself when dead (respawn logic, etc)
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virtual void OnWeaponFired( CBaseCombatCharacter *whoFired, CBaseCombatWeapon *weapon ); // when someone fires their weapon
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virtual bool IsDebugFilterMatch( const char *name ) const; // return true if we match the given debug symbol
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virtual int GetAllowedTauntPartnerTeam() const OVERRIDE { return GetTeamNumber(); }
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// CTFBot specific
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CTeamControlPoint *GetMyControlPoint( void ) const; // return point we want to capture, or need to defend
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void ClearMyControlPoint( void );
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bool WasPointJustLost( void ) const; // return true if we just lost territory recently
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bool AreAllPointsUncontestedSoFar( void ) const; // return true if no enemy has contested any point yet
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bool IsPointBeingCaptured( CTeamControlPoint *point ) const; // return true if the given point is being captured
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bool IsAnyPointBeingCaptured( void ) const; // return true if any point is being captured
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bool IsNearPoint( CTeamControlPoint *point ) const; // return true if we are within a short travel distance of the current point
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float GetTimeLeftToCapture( void ) const; // return time left to capture the point before we lose the game
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CCaptureFlag *GetFlagToFetch( void ) const; // return flag we want to fetch
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CCaptureZone *GetFlagCaptureZone( void ) const; // return capture zone for our flag(s)
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struct SniperSpotInfo
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{
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CTFNavArea *m_vantageArea;
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Vector m_vantageSpot;
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CTFNavArea *m_theaterArea;
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Vector m_theaterSpot;
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float m_range;
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float m_advantage; // the difference in how long it takes us to reach our vantage spot vs them to reach the theater spot
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};
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void AccumulateSniperSpots( void ); // find good sniping spots and store them
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const CUtlVector< SniperSpotInfo > *GetSniperSpots( void ) const; // return vector of good sniping positions
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bool HasSniperSpots( void ) const;
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void ClearSniperSpots( void );
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// search outwards from startSearchArea and collect all reachable objects from the given list that pass the given filter
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void SelectReachableObjects( const CUtlVector< CHandle< CBaseEntity > > &candidateObjectVector, CUtlVector< CHandle< CBaseEntity > > *selectedObjectVector, const INextBotFilter &filter, CNavArea *startSearchArea, float maxRange = 2000.0f ) const;
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CBaseEntity *FindClosestReachableObject( const char *objectName, CNavArea *from, float maxRange = 2000.0f ) const;
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CTFNavArea *GetSpawnArea( void ) const; // get area where we spawned in
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bool IsAmmoLow( void ) const;
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bool IsAmmoFull( void ) const;
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void UpdateLookingAroundForEnemies( void ); // update our view to keep an eye on enemies, and where enemies come from
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#define LOOK_FOR_FRIENDS false
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#define LOOK_FOR_ENEMIES true
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void UpdateLookingAroundForIncomingPlayers( bool lookForEnemies ); // update our view to watch where friends or enemies will be coming from
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void StartLookingAroundForEnemies( void ); // enable updating view for enemy searching
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void StopLookingAroundForEnemies( void ); // disable updating view for enemy searching
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void SetAttentionFocus( CBaseEntity *focusOn ); // restrict bot's attention to only this entity (or radius around this entity) to the exclusion of everything else
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void ClearAttentionFocus( void ); // remove attention focus restrictions
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bool IsAttentionFocused( void ) const;
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bool IsAttentionFocusedOn( CBaseEntity *who ) const;
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void DelayedThreatNotice( CHandle< CBaseEntity > who, float noticeDelay ); // notice the given threat after the given number of seconds have elapsed
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void UpdateDelayedThreatNotices( void );
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CTFNavArea *FindVantagePoint( float maxTravelDistance = 2000.0f ) const; // return a nearby area where we can see a member of the enemy team
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const char *GetNextSpawnClassname( void ) const;
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float GetThreatDanger( CBaseCombatCharacter *who ) const; // return perceived danger of threat (0=none, 1=immediate deadly danger)
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float GetMaxAttackRange( void ) const; // return the max range at which we can effectively attack
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float GetDesiredAttackRange( void ) const; // return the ideal range at which we can effectively attack
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bool EquipRequiredWeapon( void ); // if we're required to equip a specific weapon, do it.
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void EquipBestWeaponForThreat( const CKnownEntity *threat ); // equip the best weapon we have to attack the given threat
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bool EquipLongRangeWeapon( void ); // equip a weapon that can damage far-away targets
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void PushRequiredWeapon( CTFWeaponBase *weapon ); // force us to equip and use this weapon until popped off the required stack
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void PopRequiredWeapon( void ); // pop top required weapon off of stack and discard
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#define MY_CURRENT_GUN NULL // can be passed as weapon to following queries
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bool IsCombatWeapon( CTFWeaponBase *weapon ) const; // return true if given weapon can be used to attack
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bool IsHitScanWeapon( CTFWeaponBase *weapon ) const; // return true if given weapon is a "hitscan" weapon (scattered tracelines with instant damage)
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bool IsContinuousFireWeapon( CTFWeaponBase *weapon ) const; // return true if given weapon "sprays" bullets/fire/etc continuously (ie: not individual rockets/etc)
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bool IsExplosiveProjectileWeapon( CTFWeaponBase *weapon ) const;// return true if given weapon launches explosive projectiles with splash damage
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bool IsBarrageAndReloadWeapon( CTFWeaponBase *weapon ) const; // return true if given weapon has small clip and long reload cost (ie: rocket launcher, etc)
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bool IsQuietWeapon( CTFWeaponBase *weapon ) const; // return true if given weapon doesn't make much sound when used (ie: spy knife, etc)
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bool IsEnvironmentNoisy( void ) const; // return true if there are/have been loud noises (ie: non-quiet weapons) nearby very recently
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enum WeaponRestrictionType
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{
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ANY_WEAPON = 0,
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MELEE_ONLY = 0x0001,
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PRIMARY_ONLY = 0x0002,
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SECONDARY_ONLY = 0x0004,
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};
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void ClearWeaponRestrictions( void );
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void SetWeaponRestriction( int restrictionFlags );
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bool HasWeaponRestriction( int restrictionFlags ) const;
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bool IsWeaponRestricted( CTFWeaponBase *weapon ) const;
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bool ShouldFireCompressionBlast( void );
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bool IsLineOfFireClear( const Vector &where ) const; // return true if a weapon has no obstructions along the line from our eye to the given position
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bool IsLineOfFireClear( CBaseEntity *who ) const; // return true if a weapon has no obstructions along the line from our eye to the given entity
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bool IsLineOfFireClear( const Vector &from, const Vector &to ) const; // return true if a weapon has no obstructions along the line between the given points
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bool IsLineOfFireClear( const Vector &from, CBaseEntity *who ) const; // return true if a weapon has no obstructions along the line between the given point and entity
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bool IsEntityBetweenTargetAndSelf( CBaseEntity *other, CBaseEntity *target ); // return true if "other" is positioned inbetween us and "target"
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class SuspectedSpyInfo_t
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{
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public:
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bool IsCurrentlySuspected();
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void Suspect(); // The verb form of the word, not the noun.
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bool TestForRealizing();
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CHandle< CTFPlayer > m_suspectedSpy;
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private:
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CUtlVector< int > m_touchTimes;
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};
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bool IsKnownSpy( CTFPlayer *player ) const; // return true if we are sure this player actually is an enemy spy
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SuspectedSpyInfo_t* IsSuspectedSpy( CTFPlayer *player ); // return true if we suspect this player might be an enemy spy
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void SuspectSpy( CTFPlayer *player ); // note that this player might be a spy
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void RealizeSpy( CTFPlayer *player ); // note that this player *IS* a spy
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void ForgetSpy( CTFPlayer *player ); // remove player from spy suspect system
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void StopSuspectingSpy( CTFPlayer *pPlayer );
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CTFPlayer *GetClosestHumanLookingAtMe( int team = TEAM_ANY ) const; // return the nearest human player on the given team who is looking directly at me
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enum AttributeType
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{
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REMOVE_ON_DEATH = 1<<0, // kick bot from server when killed
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AGGRESSIVE = 1<<1, // in MvM mode, push for the cap point
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IS_NPC = 1<<2, // a non-player support character
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SUPPRESS_FIRE = 1<<3,
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DISABLE_DODGE = 1<<4,
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BECOME_SPECTATOR_ON_DEATH = 1<<5, // move bot to spectator team when killed
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QUOTA_MANANGED = 1<<6, // managed by the bot quota in CTFBotManager
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RETAIN_BUILDINGS = 1<<7, // don't destroy this bot's buildings when it disconnects
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SPAWN_WITH_FULL_CHARGE = 1<<8, // all weapons start with full charge (ie: uber)
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ALWAYS_CRIT = 1<<9, // always fire critical hits
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IGNORE_ENEMIES = 1<<10,
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HOLD_FIRE_UNTIL_FULL_RELOAD = 1<<11, // don't fire our barrage weapon until it is full reloaded (rocket launcher, etc)
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PRIORITIZE_DEFENSE = 1<<12, // bot prioritizes defending when possible
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ALWAYS_FIRE_WEAPON = 1<<13, // constantly fire our weapon
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TELEPORT_TO_HINT = 1<<14, // bot will teleport to hint target instead of walking out from the spawn point
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MINIBOSS = 1<<15, // is miniboss?
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USE_BOSS_HEALTH_BAR = 1<<16, // should I use boss health bar?
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IGNORE_FLAG = 1<<17, // don't pick up flag/bomb
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AUTO_JUMP = 1<<18, // auto jump
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AIR_CHARGE_ONLY = 1<<19, // demo knight only charge in the air
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PREFER_VACCINATOR_BULLETS = 1<<20, // When using the vaccinator, prefer to use the bullets shield
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PREFER_VACCINATOR_BLAST = 1<<21, // When using the vaccinator, prefer to use the blast shield
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PREFER_VACCINATOR_FIRE = 1<<22, // When using the vaccinator, prefer to use the fire shield
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BULLET_IMMUNE = 1<<23, // Has a shield that makes the bot immune to bullets
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BLAST_IMMUNE = 1<<24, // "" blast
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FIRE_IMMUNE = 1<<25, // "" fire
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PARACHUTE = 1<<26, // demo/soldier parachute when falling
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PROJECTILE_SHIELD = 1<<27, // medic projectile shield
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};
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void SetAttribute( int attributeFlag );
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void ClearAttribute( int attributeFlag );
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void ClearAllAttributes();
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bool HasAttribute( int attributeFlag ) const;
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enum DifficultyType
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{
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UNDEFINED = -1,
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EASY = 0,
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NORMAL = 1,
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HARD = 2,
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EXPERT = 3,
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NUM_DIFFICULTY_LEVELS
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};
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DifficultyType GetDifficulty( void ) const;
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void SetDifficulty( DifficultyType difficulty );
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bool IsDifficulty( DifficultyType skill ) const;
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void SetHomeArea( CTFNavArea *area );
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CTFNavArea *GetHomeArea( void ) const;
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CObjectSentrygun *GetEnemySentry( void ) const; // if we've been attacked/killed by an enemy sentry, this will return it, otherwise NULL
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void RememberEnemySentry( CObjectSentrygun *sentry, const Vector &injurySpot );
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const Vector &GetSpotWhereEnemySentryLastInjuredMe( void ) const;
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void SetActionPoint( CTFBotActionPoint *point );
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CTFBotActionPoint *GetActionPoint( void ) const;
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bool HasProxy( void ) const;
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void SetProxy( CTFBotProxy *proxy ); // attach this bot to a bot_proxy entity for map I/O communications
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CTFBotProxy *GetProxy( void ) const;
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bool HasSpawner( void ) const;
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void SetSpawner( CTFBotGenerator *spawner );
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CTFBotGenerator *GetSpawner( void ) const;
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void JoinSquad( CTFBotSquad *squad ); // become a member of the given squad
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void LeaveSquad( void ); // leave our current squad
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void DeleteSquad( void );
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bool IsInASquad( void ) const;
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bool IsSquadmate( CTFPlayer *who ) const; // return true if given bot is in my squad
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CTFBotSquad *GetSquad( void ) const; // return squad we are in, or NULL
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float GetSquadFormationError( void ) const; // return normalized error term where 0 = in formation position and 1 = completely out of position
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void SetSquadFormationError( float error );
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bool HasBrokenFormation( void ) const; // return true if this bot is far out of formation, or has no path back
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void SetBrokenFormation( bool state );
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float TransientlyConsistentRandomValue( float period = 10.0f, int seedValue = 0 ) const; // compute a pseudo random value (0-1) that stays consistent for the given period of time, but changes unpredictably each period
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void SetBehaviorFlag( unsigned int flags );
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void ClearBehaviorFlag( unsigned int flags );
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bool IsBehaviorFlagSet( unsigned int flags ) const;
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bool FindSplashTarget( CBaseEntity *target, float maxSplashRadius, Vector *splashTarget ) const;
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void GiveRandomItem( loadout_positions_t loadoutPosition );
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enum MissionType
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{
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NO_MISSION = 0,
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MISSION_SEEK_AND_DESTROY, // focus on finding and killing enemy players
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MISSION_DESTROY_SENTRIES, // focus on finding and destroying enemy sentry guns (and buildings)
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MISSION_SNIPER, // maintain teams of snipers harassing the enemy
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MISSION_SPY, // maintain teams of spies harassing the enemy
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MISSION_ENGINEER, // maintain engineer nests for harassing the enemy
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MISSION_REPROGRAMMED, // MvM: robot has been hacked and will do bad things to their team
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};
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#define MISSION_DOESNT_RESET_BEHAVIOR_SYSTEM false
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void SetMission( MissionType mission, bool resetBehaviorSystem = true );
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void SetPrevMission( MissionType mission );
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MissionType GetMission( void ) const;
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MissionType GetPrevMission( void ) const;
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bool HasMission( MissionType mission ) const;
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bool IsOnAnyMission( void ) const;
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void SetMissionTarget( CBaseEntity *target );
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CBaseEntity *GetMissionTarget( void ) const;
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void SetMissionString( CUtlString string );
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CUtlString *GetMissionString( void );
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void SetTeleportWhere( const CUtlStringList& teleportWhereName );
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const CUtlStringList& GetTeleportWhere();
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void ClearTeleportWhere();
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void SetScaleOverride( float fScale );
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void SetMaxVisionRangeOverride( float range );
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float GetMaxVisionRangeOverride( void ) const;
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void DisguiseAsMemberOfEnemyTeam( void ); // set Spy disguise to be a class that someone on the enemy team is actually using
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CBaseObject *GetNearestKnownSappableTarget( void );
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void ClearTags( void );
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void AddTag( const char *tag );
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void RemoveTag( const char *tag );
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bool HasTag( const char *tag );
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Action< CTFBot > *OpportunisticallyUseWeaponAbilities( void );
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CTFPlayer *SelectRandomReachableEnemy( void ); // mostly for MvM - pick a random enemy player that is not in their spawn room
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float GetDesiredPathLookAheadRange( void ) const; // different sized bots used different lookahead distances
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void StartIdleSound( void );
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void StopIdleSound( void );
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bool ShouldQuickBuild() const { return m_bForceQuickBuild; }
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void SetShouldQuickBuild( bool bShouldQuickBuild ) { m_bForceQuickBuild = bShouldQuickBuild; }
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void SetAutoJump( float flAutoJumpMin, float flAutoJumpMax ) { m_flAutoJumpMin = flAutoJumpMin; m_flAutoJumpMax = flAutoJumpMax; }
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bool ShouldAutoJump();
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void SetFlagTarget( CCaptureFlag* pFlag );
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CCaptureFlag* GetFlagTarget() const { return m_hFollowingFlagTarget; }
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bool HasFlagTaget() const { return m_hFollowingFlagTarget != NULL; }
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struct EventChangeAttributes_t
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{
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EventChangeAttributes_t()
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{
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Reset();
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}
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EventChangeAttributes_t( const EventChangeAttributes_t& copy )
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{
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Reset();
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m_eventName = copy.m_eventName;
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m_skill = copy.m_skill;
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m_weaponRestriction = copy.m_weaponRestriction;
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m_mission = copy.m_mission;
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m_prevMission = copy.m_prevMission;
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m_attributeFlags = copy.m_attributeFlags;
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m_maxVisionRange = copy.m_maxVisionRange;
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for ( int i=0; i<copy.m_items.Count(); ++i )
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{
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m_items.CopyAndAddToTail( copy.m_items[i] );
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}
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m_itemsAttributes = copy.m_itemsAttributes;
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m_characterAttributes = copy.m_characterAttributes;
|
|
|
|
for ( int i=0; i<copy.m_tags.Count(); ++i )
|
|
{
|
|
m_tags.CopyAndAddToTail( copy.m_tags[i] );
|
|
}
|
|
}
|
|
|
|
void Reset()
|
|
{
|
|
m_eventName = "default";
|
|
|
|
m_skill = CTFBot::EASY;
|
|
m_weaponRestriction = CTFBot::ANY_WEAPON;
|
|
m_mission = CTFBot::NO_MISSION;
|
|
m_prevMission = m_mission;
|
|
m_attributeFlags = 0;
|
|
m_maxVisionRange = -1.f;
|
|
|
|
m_items.RemoveAll();
|
|
|
|
m_itemsAttributes.RemoveAll();
|
|
m_characterAttributes.RemoveAll();
|
|
m_tags.RemoveAll();
|
|
}
|
|
|
|
CUtlString m_eventName;
|
|
|
|
DifficultyType m_skill;
|
|
WeaponRestrictionType m_weaponRestriction;
|
|
MissionType m_mission;
|
|
MissionType m_prevMission;
|
|
int m_attributeFlags;
|
|
float m_maxVisionRange;
|
|
|
|
CUtlStringList m_items;
|
|
|
|
struct item_attributes_t
|
|
{
|
|
CUtlString m_itemName;
|
|
CCopyableUtlVector< static_attrib_t > m_attributes;
|
|
};
|
|
CUtlVector< item_attributes_t > m_itemsAttributes;
|
|
CUtlVector< static_attrib_t > m_characterAttributes;
|
|
CUtlStringList m_tags;
|
|
};
|
|
void ClearEventChangeAttributes() { m_eventChangeAttributes.RemoveAll(); }
|
|
void AddEventChangeAttributes( const EventChangeAttributes_t* newEvent );
|
|
const EventChangeAttributes_t* GetEventChangeAttributes( const char* pszEventName ) const;
|
|
void OnEventChangeAttributes( const CTFBot::EventChangeAttributes_t* pEvent );
|
|
|
|
void AddItem( const char* pszItemName );
|
|
|
|
int GetUberHealthThreshold();
|
|
float GetUberDeployDelayDuration();
|
|
|
|
private:
|
|
CTFBotLocomotion *m_locomotor;
|
|
CTFBotBody *m_body;
|
|
CTFBotVision *m_vision;
|
|
|
|
CountdownTimer m_lookAtEnemyInvasionAreasTimer;
|
|
|
|
CTFNavArea *m_spawnArea; // where we spawned
|
|
CountdownTimer m_justLostPointTimer;
|
|
|
|
int m_weaponRestrictionFlags;
|
|
int m_attributeFlags;
|
|
DifficultyType m_difficulty;
|
|
|
|
CTFNavArea *m_homeArea;
|
|
|
|
CHandle< CTFBotActionPoint > m_actionPoint;
|
|
CHandle< CTFBotProxy > m_proxy;
|
|
CHandle< CTFBotGenerator > m_spawner;
|
|
|
|
CTFBotSquad *m_squad;
|
|
bool m_didReselectClass;
|
|
|
|
CHandle< CObjectSentrygun > m_enemySentry;
|
|
Vector m_spotWhereEnemySentryLastInjuredMe; // the last position where I was injured by an enemy sentry
|
|
|
|
CUtlVector< SuspectedSpyInfo_t* > m_suspectedSpyVector;
|
|
CUtlVector< CHandle< CTFPlayer > > m_knownSpyVector;
|
|
|
|
CUtlVector< SniperSpotInfo > m_sniperSpotVector; // collection of good sniping spots for the current objective
|
|
|
|
CUtlVector< CTFNavArea * > m_sniperVantageAreaVector;
|
|
CUtlVector< CTFNavArea * > m_sniperTheaterAreaVector;
|
|
|
|
CBaseEntity *m_snipingGoalEntity; // the entity we are guarding (control point, payload cart)
|
|
Vector m_lastSnipingGoalEntityPosition;
|
|
|
|
void SetupSniperSpotAccumulation( void ); // do internal setup when control point changes
|
|
CountdownTimer m_retrySniperSpotSetupTimer;
|
|
|
|
bool m_isLookingAroundForEnemies;
|
|
|
|
unsigned int m_behaviorFlags; // spawnflags from the bot_generator that spawned us
|
|
CUtlVector< CFmtStr > m_tags;
|
|
|
|
CHandle< CBaseEntity > m_attentionFocusEntity;
|
|
|
|
CTeamControlPoint *SelectPointToCapture( CUtlVector< CTeamControlPoint * > *captureVector ) const;
|
|
CTeamControlPoint *SelectPointToDefend( CUtlVector< CTeamControlPoint * > *defendVector ) const;
|
|
mutable CHandle< CTeamControlPoint > m_myControlPoint;
|
|
mutable CountdownTimer m_evaluateControlPointTimer;
|
|
|
|
float m_fModelScaleOverride;
|
|
|
|
MissionType m_mission;
|
|
MissionType m_prevMission;
|
|
|
|
CHandle< CBaseEntity > m_missionTarget;
|
|
CUtlString m_missionString;
|
|
|
|
CUtlStack< CHandle<CTFWeaponBase> > m_requiredWeaponStack; // if non-empty, bot must equip the weapon on top of the stack
|
|
|
|
CountdownTimer m_noisyTimer;
|
|
|
|
struct DelayedNoticeInfo
|
|
{
|
|
CHandle< CBaseEntity > m_who;
|
|
float m_when;
|
|
};
|
|
CUtlVector< DelayedNoticeInfo > m_delayedNoticeVector;
|
|
|
|
float m_maxVisionRangeOverride;
|
|
|
|
CountdownTimer m_opportunisticTimer;
|
|
|
|
CSoundPatch *m_pIdleSound;
|
|
|
|
float m_squadFormationError;
|
|
bool m_hasBrokenFormation;
|
|
|
|
CUtlStringList m_teleportWhereName; // spawn name an engineer mission teleporter will override
|
|
bool m_bForceQuickBuild;
|
|
|
|
float m_flAutoJumpMin;
|
|
float m_flAutoJumpMax;
|
|
CountdownTimer m_autoJumpTimer;
|
|
|
|
CHandle< CCaptureFlag > m_hFollowingFlagTarget;
|
|
|
|
CUtlVector< const EventChangeAttributes_t* > m_eventChangeAttributes;
|
|
};
|
|
|
|
|
|
inline void CTFBot::SetTeleportWhere( const CUtlStringList& teleportWhereName )
|
|
{
|
|
// deep copy strings
|
|
for ( int i=0; i<teleportWhereName.Count(); ++i )
|
|
{
|
|
m_teleportWhereName.CopyAndAddToTail( teleportWhereName[i] );
|
|
}
|
|
}
|
|
|
|
inline const CUtlStringList& CTFBot::GetTeleportWhere()
|
|
{
|
|
return m_teleportWhereName;
|
|
}
|
|
|
|
inline void CTFBot::ClearTeleportWhere()
|
|
{
|
|
m_teleportWhereName.RemoveAll();
|
|
}
|
|
|
|
inline void CTFBot::SetMissionString( CUtlString string )
|
|
{
|
|
m_missionString = string;
|
|
}
|
|
|
|
inline CUtlString *CTFBot::GetMissionString( void )
|
|
{
|
|
return &m_missionString;
|
|
}
|
|
|
|
inline void CTFBot::SetMissionTarget( CBaseEntity *target )
|
|
{
|
|
m_missionTarget = target;
|
|
}
|
|
|
|
inline CBaseEntity *CTFBot::GetMissionTarget( void ) const
|
|
{
|
|
return m_missionTarget;
|
|
}
|
|
|
|
inline float CTFBot::GetSquadFormationError( void ) const
|
|
{
|
|
return m_squadFormationError;
|
|
}
|
|
|
|
inline void CTFBot::SetSquadFormationError( float error )
|
|
{
|
|
m_squadFormationError = error;
|
|
}
|
|
|
|
inline bool CTFBot::HasBrokenFormation( void ) const
|
|
{
|
|
return m_hasBrokenFormation;
|
|
}
|
|
|
|
inline void CTFBot::SetBrokenFormation( bool state )
|
|
{
|
|
m_hasBrokenFormation = state;
|
|
}
|
|
|
|
inline void CTFBot::SetMaxVisionRangeOverride( float range )
|
|
{
|
|
m_maxVisionRangeOverride = range;
|
|
}
|
|
|
|
inline float CTFBot::GetMaxVisionRangeOverride( void ) const
|
|
{
|
|
return m_maxVisionRangeOverride;
|
|
}
|
|
|
|
inline void CTFBot::SetBehaviorFlag( unsigned int flags )
|
|
{
|
|
m_behaviorFlags |= flags;
|
|
}
|
|
|
|
inline void CTFBot::ClearBehaviorFlag( unsigned int flags )
|
|
{
|
|
m_behaviorFlags &= ~flags;
|
|
}
|
|
|
|
inline bool CTFBot::IsBehaviorFlagSet( unsigned int flags ) const
|
|
{
|
|
return ( m_behaviorFlags & flags ) ? true : false;
|
|
}
|
|
|
|
inline void CTFBot::StartLookingAroundForEnemies( void )
|
|
{
|
|
m_isLookingAroundForEnemies = true;
|
|
}
|
|
|
|
inline void CTFBot::StopLookingAroundForEnemies( void )
|
|
{
|
|
m_isLookingAroundForEnemies = false;
|
|
}
|
|
|
|
inline int CTFBot::GetBotType( void ) const
|
|
{
|
|
return TF_BOT_TYPE;
|
|
}
|
|
|
|
inline void CTFBot::RememberEnemySentry( CObjectSentrygun *sentry, const Vector &injurySpot )
|
|
{
|
|
m_enemySentry = sentry;
|
|
m_spotWhereEnemySentryLastInjuredMe = injurySpot;
|
|
}
|
|
|
|
inline CObjectSentrygun *CTFBot::GetEnemySentry( void ) const
|
|
{
|
|
return m_enemySentry;
|
|
}
|
|
|
|
inline const Vector &CTFBot::GetSpotWhereEnemySentryLastInjuredMe( void ) const
|
|
{
|
|
return m_spotWhereEnemySentryLastInjuredMe;
|
|
}
|
|
|
|
inline CTFBot::DifficultyType CTFBot::GetDifficulty( void ) const
|
|
{
|
|
return m_difficulty;
|
|
}
|
|
|
|
inline void CTFBot::SetDifficulty( CTFBot::DifficultyType difficulty )
|
|
{
|
|
m_difficulty = difficulty;
|
|
|
|
m_nBotSkill = m_difficulty;
|
|
}
|
|
|
|
inline bool CTFBot::IsDifficulty( DifficultyType skill ) const
|
|
{
|
|
return skill == m_difficulty;
|
|
}
|
|
|
|
inline bool CTFBot::HasProxy( void ) const
|
|
{
|
|
return m_proxy == NULL ? false : true;
|
|
}
|
|
|
|
inline void CTFBot::SetProxy( CTFBotProxy *proxy )
|
|
{
|
|
m_proxy = proxy;
|
|
}
|
|
|
|
inline CTFBotProxy *CTFBot::GetProxy( void ) const
|
|
{
|
|
return m_proxy;
|
|
}
|
|
|
|
inline bool CTFBot::HasSpawner( void ) const
|
|
{
|
|
return m_spawner == NULL ? false : true;
|
|
}
|
|
|
|
inline void CTFBot::SetSpawner( CTFBotGenerator *spawner )
|
|
{
|
|
m_spawner = spawner;
|
|
}
|
|
|
|
inline CTFBotGenerator *CTFBot::GetSpawner( void ) const
|
|
{
|
|
return m_spawner;
|
|
}
|
|
|
|
inline void CTFBot::SetActionPoint( CTFBotActionPoint *point )
|
|
{
|
|
m_actionPoint = point;
|
|
}
|
|
|
|
inline CTFBotActionPoint *CTFBot::GetActionPoint( void ) const
|
|
{
|
|
return m_actionPoint;
|
|
}
|
|
|
|
inline bool CTFBot::IsInASquad( void ) const
|
|
{
|
|
return m_squad == NULL ? false : true;
|
|
}
|
|
|
|
inline CTFBotSquad *CTFBot::GetSquad( void ) const
|
|
{
|
|
return m_squad;
|
|
}
|
|
|
|
inline void CTFBot::SetHomeArea( CTFNavArea *area )
|
|
{
|
|
m_homeArea = area;
|
|
}
|
|
|
|
inline CTFNavArea *CTFBot::GetHomeArea( void ) const
|
|
{
|
|
return m_homeArea;
|
|
}
|
|
|
|
inline void CTFBot::ClearWeaponRestrictions( void )
|
|
{
|
|
m_weaponRestrictionFlags = 0;
|
|
}
|
|
|
|
inline void CTFBot::SetWeaponRestriction( int restrictionFlags )
|
|
{
|
|
m_weaponRestrictionFlags |= restrictionFlags;
|
|
}
|
|
|
|
inline bool CTFBot::HasWeaponRestriction( int restrictionFlags ) const
|
|
{
|
|
return m_weaponRestrictionFlags & restrictionFlags ? true : false;
|
|
}
|
|
|
|
inline void CTFBot::SetAttribute( int attributeFlag )
|
|
{
|
|
m_attributeFlags |= attributeFlag;
|
|
}
|
|
|
|
inline void CTFBot::ClearAttribute( int attributeFlag )
|
|
{
|
|
m_attributeFlags &= ~attributeFlag;
|
|
}
|
|
|
|
inline void CTFBot::ClearAllAttributes()
|
|
{
|
|
m_attributeFlags = 0;
|
|
}
|
|
|
|
inline bool CTFBot::HasAttribute( int attributeFlag ) const
|
|
{
|
|
return m_attributeFlags & attributeFlag ? true : false;
|
|
}
|
|
|
|
inline CTFNavArea *CTFBot::GetSpawnArea( void ) const
|
|
{
|
|
return m_spawnArea;
|
|
}
|
|
|
|
inline bool CTFBot::WasPointJustLost( void ) const
|
|
{
|
|
return m_justLostPointTimer.HasStarted() && !m_justLostPointTimer.IsElapsed();
|
|
}
|
|
|
|
inline const CUtlVector< CTFBot::SniperSpotInfo > *CTFBot::GetSniperSpots( void ) const
|
|
{
|
|
return &m_sniperSpotVector;
|
|
}
|
|
|
|
inline bool CTFBot::HasSniperSpots( void ) const
|
|
{
|
|
return m_sniperSpotVector.Count() > 0 ? true : false;
|
|
}
|
|
|
|
inline CTFBot::MissionType CTFBot::GetMission( void ) const
|
|
{
|
|
return m_mission;
|
|
}
|
|
|
|
inline void CTFBot::SetPrevMission( MissionType mission )
|
|
{
|
|
m_prevMission = mission;
|
|
}
|
|
|
|
inline CTFBot::MissionType CTFBot::GetPrevMission( void ) const
|
|
{
|
|
return m_prevMission;
|
|
}
|
|
|
|
inline bool CTFBot::HasMission( MissionType mission ) const
|
|
{
|
|
return m_mission == mission ? true : false;
|
|
}
|
|
|
|
inline bool CTFBot::IsOnAnyMission( void ) const
|
|
{
|
|
return m_mission == NO_MISSION ? false : true;
|
|
}
|
|
|
|
inline void CTFBot::SetScaleOverride( float fScale )
|
|
{
|
|
m_fModelScaleOverride = fScale;
|
|
|
|
SetModelScale( m_fModelScaleOverride > 0.0f ? m_fModelScaleOverride : 1.0f );
|
|
}
|
|
|
|
inline bool CTFBot::IsEnvironmentNoisy( void ) const
|
|
{
|
|
return !m_noisyTimer.IsElapsed();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------
|
|
inline CTFBot *ToTFBot( CBaseEntity *pEntity )
|
|
{
|
|
if ( !pEntity || !pEntity->IsPlayer() || !ToTFPlayer( pEntity )->IsBotOfType( TF_BOT_TYPE ) )
|
|
return NULL;
|
|
|
|
Assert( "***IMPORTANT!!! DONT IGNORE ME!!!***" && dynamic_cast< CTFBot * >( pEntity ) != 0 );
|
|
|
|
return static_cast< CTFBot * >( pEntity );
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------------------------
|
|
inline const CTFBot *ToTFBot( const CBaseEntity *pEntity )
|
|
{
|
|
if ( !pEntity || !pEntity->IsPlayer() || !ToTFPlayer( const_cast< CBaseEntity * >( pEntity ) )->IsBotOfType( TF_BOT_TYPE ) )
|
|
return NULL;
|
|
|
|
Assert( "***IMPORTANT!!! DONT IGNORE ME!!!***" && dynamic_cast< const CTFBot * >( pEntity ) != 0 );
|
|
|
|
return static_cast< const CTFBot * >( pEntity );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Functor used with NavAreaBuildPath()
|
|
*/
|
|
class CTFBotPathCost : public IPathCost
|
|
{
|
|
public:
|
|
CTFBotPathCost( CTFBot *me, RouteType routeType )
|
|
{
|
|
m_me = me;
|
|
m_routeType = routeType;
|
|
m_stepHeight = me->GetLocomotionInterface()->GetStepHeight();
|
|
m_maxJumpHeight = me->GetLocomotionInterface()->GetMaxJumpHeight();
|
|
m_maxDropHeight = me->GetLocomotionInterface()->GetDeathDropHeight();
|
|
}
|
|
|
|
virtual float operator()( CNavArea *baseArea, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator, float length ) const
|
|
{
|
|
VPROF_BUDGET( "CTFBotPathCost::operator()", "NextBot" );
|
|
|
|
CTFNavArea *area = (CTFNavArea *)baseArea;
|
|
|
|
if ( fromArea == NULL )
|
|
{
|
|
// first area in path, no cost
|
|
return 0.0f;
|
|
}
|
|
else
|
|
{
|
|
if ( !m_me->GetLocomotionInterface()->IsAreaTraversable( area ) )
|
|
{
|
|
return -1.0f;
|
|
}
|
|
|
|
// in training, avoid capturing the point until the human trainee does so
|
|
if ( TFGameRules()->IsInTraining() &&
|
|
area->HasAttributeTF( TF_NAV_CONTROL_POINT ) &&
|
|
!m_me->IsAnyPointBeingCaptured() &&
|
|
!m_me->IsPlayerClass( TF_CLASS_ENGINEER ) ) // allow engineers to path so they can test travel distance for sentry placement
|
|
{
|
|
return -1.0f;
|
|
}
|
|
|
|
// don't path through enemy spawn rooms
|
|
if ( ( m_me->GetTeamNumber() == TF_TEAM_RED && area->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE ) ) ||
|
|
( m_me->GetTeamNumber() == TF_TEAM_BLUE && area->HasAttributeTF( TF_NAV_SPAWN_ROOM_RED ) ) )
|
|
{
|
|
if ( !TFGameRules()->RoundHasBeenWon() )
|
|
{
|
|
return -1.0f;
|
|
}
|
|
}
|
|
|
|
// compute distance traveled along path so far
|
|
float dist;
|
|
|
|
if ( ladder )
|
|
{
|
|
dist = ladder->m_length;
|
|
}
|
|
else if ( length > 0.0 )
|
|
{
|
|
dist = length;
|
|
}
|
|
else
|
|
{
|
|
dist = ( area->GetCenter() - fromArea->GetCenter() ).Length();
|
|
}
|
|
|
|
|
|
// check height change
|
|
float deltaZ = fromArea->ComputeAdjacentConnectionHeightChange( area );
|
|
|
|
if ( deltaZ >= m_stepHeight )
|
|
{
|
|
if ( deltaZ >= m_maxJumpHeight )
|
|
{
|
|
// too high to reach
|
|
return -1.0f;
|
|
}
|
|
|
|
// jumping is slower than flat ground
|
|
const float jumpPenalty = 2.0f;
|
|
dist *= jumpPenalty;
|
|
}
|
|
else if ( deltaZ < -m_maxDropHeight )
|
|
{
|
|
// too far to drop
|
|
return -1.0f;
|
|
}
|
|
|
|
// add a random penalty unique to this character so they choose different routes to the same place
|
|
float preference = 1.0f;
|
|
|
|
if ( m_routeType == DEFAULT_ROUTE && !m_me->IsMiniBoss() )
|
|
{
|
|
// this term causes the same bot to choose different routes over time,
|
|
// but keep the same route for a period in case of repaths
|
|
int timeMod = (int)( gpGlobals->curtime / 10.0f ) + 1;
|
|
preference = 1.0f + 50.0f * ( 1.0f + FastCos( (float)( m_me->GetEntity()->entindex() * area->GetID() * timeMod ) ) );
|
|
}
|
|
|
|
if ( m_routeType == SAFEST_ROUTE )
|
|
{
|
|
// avoid combat areas
|
|
if ( area->IsInCombat() )
|
|
{
|
|
const float combatDangerCost = 4.0f;
|
|
dist *= combatDangerCost * area->GetCombatIntensity();
|
|
}
|
|
|
|
// if this area exposes us to enemy sentry fire, avoid it
|
|
const float sentryDangerCost = 5.0f;
|
|
if ( ( m_me->GetTeamNumber() == TF_TEAM_RED && area->HasAttributeTF( TF_NAV_BLUE_SENTRY_DANGER ) ) ||
|
|
( m_me->GetTeamNumber() == TF_TEAM_BLUE && area->HasAttributeTF( TF_NAV_RED_SENTRY_DANGER ) ) )
|
|
{
|
|
dist *= sentryDangerCost;
|
|
}
|
|
}
|
|
|
|
if ( m_me->IsPlayerClass( TF_CLASS_SPY ) )
|
|
{
|
|
int enemyTeam = GetEnemyTeam( m_me->GetTeamNumber() );
|
|
|
|
// Since spies can get right up to enemy buildings, avoid them.
|
|
for ( int oit = 0; oit < IBaseObjectAutoList::AutoList().Count(); ++oit )
|
|
{
|
|
CBaseObject *enemyObj = static_cast< CBaseObject* >( IBaseObjectAutoList::AutoList()[ oit ] );
|
|
|
|
if ( ( enemyObj->ObjectType() == OBJ_SENTRYGUN ) &&
|
|
( enemyObj->GetTeamNumber() == enemyTeam ) )
|
|
{
|
|
enemyObj->UpdateLastKnownArea();
|
|
|
|
if ( enemyObj->GetLastKnownArea() == area )
|
|
{
|
|
// There is an enemy building in this area - avoid it as a spy.
|
|
const float enemyBuildingCost = 10.0f;
|
|
dist *= enemyBuildingCost;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Spies avoid teammates, since they draw attention and gunfire.
|
|
const float teammateCost = 10.0f;
|
|
dist += dist * teammateCost * area->GetPlayerCount( m_me->GetTeamNumber() );
|
|
|
|
// We shouldn't be getting NaNs here. It will be handled when we return, but ideally
|
|
// it should be fixed here and not just worked around in NavAreaBuildPath.
|
|
DebuggerBreakOnNaN_StagingOnly( dist );
|
|
}
|
|
|
|
float cost = ( dist * preference );
|
|
|
|
if ( area->HasAttributes( NAV_MESH_FUNC_COST ) )
|
|
{
|
|
cost *= area->ComputeFuncNavCost( m_me );
|
|
DebuggerBreakOnNaN_StagingOnly( cost );
|
|
}
|
|
|
|
return cost + fromArea->GetCostSoFar();
|
|
}
|
|
}
|
|
|
|
CTFBot *m_me;
|
|
RouteType m_routeType;
|
|
float m_stepHeight;
|
|
float m_maxJumpHeight;
|
|
float m_maxDropHeight;
|
|
};
|
|
|
|
|
|
//---------------------------------------------------------------------------------------------
|
|
class CClosestTFPlayer
|
|
{
|
|
public:
|
|
CClosestTFPlayer( const Vector &where, int team = TEAM_ANY )
|
|
{
|
|
m_where = where;
|
|
m_closeRangeSq = FLT_MAX;
|
|
m_closePlayer = NULL;
|
|
m_team = team;
|
|
}
|
|
|
|
CClosestTFPlayer( CBaseEntity *entity, int team = TEAM_ANY )
|
|
{
|
|
m_where = entity->WorldSpaceCenter();
|
|
m_closeRangeSq = FLT_MAX;
|
|
m_closePlayer = NULL;
|
|
m_team = team;
|
|
}
|
|
|
|
bool operator() ( CBasePlayer *player )
|
|
{
|
|
if ( !player->IsAlive() )
|
|
return true;
|
|
|
|
if ( player->GetTeamNumber() != TF_TEAM_RED && player->GetTeamNumber() != TF_TEAM_BLUE )
|
|
return true;
|
|
|
|
if ( m_team != TEAM_ANY && player->GetTeamNumber() != m_team )
|
|
return true;
|
|
|
|
CTFBot *bot = ToTFBot( player );
|
|
if ( bot && bot->HasAttribute( CTFBot::IS_NPC ) )
|
|
return true;
|
|
|
|
float rangeSq = ( m_where - player->GetAbsOrigin() ).LengthSqr();
|
|
if ( rangeSq < m_closeRangeSq )
|
|
{
|
|
m_closeRangeSq = rangeSq;
|
|
m_closePlayer = player;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
Vector m_where;
|
|
float m_closeRangeSq;
|
|
CBasePlayer *m_closePlayer;
|
|
int m_team;
|
|
};
|
|
|
|
|
|
#endif // TF_BOT_H
|