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