/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #ifndef CS_BOT_H #define CS_BOT_H #ifdef _WIN32 #pragma once #endif #include "bot/cs_gamestate.h" #include "bot/cs_bot_manager.h" #include "bot/cs_bot_chatter.h" #define CSBOT_VERSION_MAJOR 1 #define CSBOT_VERSION_MINOR 50 #define PRIMARY_WEAPON_BUY_COUNT 13 #define SECONDARY_WEAPON_BUY_COUNT 3 #define FLAG_PROGRESS_DRAW 0x0 // draw status bar progress #define FLAG_PROGRESS_START 0x1 // init status bar progress #define FLAG_PROGRESS_HIDE 0x2 // hide status bar progress #define HI_X 0x01 #define LO_X 0x02 #define HI_Y 0x04 #define LO_Y 0x08 #define HI_Z 0x10 #define LO_Z 0x20 extern int _navAreaCount; extern int _currentIndex; /* extern struct BuyInfo primaryWeaponBuyInfoCT[ PRIMARY_WEAPON_BUY_COUNT ]; extern struct BuyInfo secondaryWeaponBuyInfoCT[ SECONDARY_WEAPON_BUY_COUNT ]; extern struct BuyInfo primaryWeaponBuyInfoT[ PRIMARY_WEAPON_BUY_COUNT ]; extern struct BuyInfo secondaryWeaponBuyInfoT[ SECONDARY_WEAPON_BUY_COUNT ]; */ class CCSBot; class BotChatterInterface; class BotState { public: virtual void OnEnter(CCSBot *me) {} virtual void OnUpdate(CCSBot *me) {} virtual void OnExit(CCSBot *me) {} virtual const char *GetName() const = 0; }; class IdleState: public BotState { public: virtual void OnEnter(CCSBot *me); virtual void OnUpdate(CCSBot *me); virtual const char *GetName() const { return "Idle"; } }; class HuntState: public BotState { public: virtual void OnEnter(CCSBot *me); virtual void OnUpdate(CCSBot *me); virtual void OnExit(CCSBot *me); virtual const char *GetName() const { return "Hunt"; } void ClearHuntArea() { m_huntArea = NULL; } private: CNavArea *m_huntArea; }; class AttackState: public BotState { public: virtual void OnEnter(CCSBot *me); virtual void OnUpdate(CCSBot *me); virtual void OnExit(CCSBot *me); virtual const char *GetName() const { return "Attack"; } void SetCrouchAndHold(bool crouch) { m_crouchAndHold = crouch; } void StopAttacking(CCSBot *me); protected: enum DodgeStateType { STEADY_ON, SLIDE_LEFT, SLIDE_RIGHT, JUMP, NUM_ATTACK_STATES } m_dodgeState; float m_nextDodgeStateTimestamp; CountdownTimer m_repathTimer; float m_scopeTimestamp; bool m_haveSeenEnemy; bool m_isEnemyHidden; float m_reacquireTimestamp; float m_shieldToggleTimestamp; bool m_shieldForceOpen; float m_pinnedDownTimestamp; bool m_crouchAndHold; bool m_didAmbushCheck; bool m_dodge; bool m_firstDodge; bool m_isCoward; CountdownTimer m_retreatTimer; }; class InvestigateNoiseState: public BotState { public: virtual void OnEnter(CCSBot *me); virtual void OnUpdate(CCSBot *me); virtual void OnExit(CCSBot *me); virtual const char *GetName() const { return "InvestigateNoise"; } private: void AttendCurrentNoise(CCSBot *me); Vector m_checkNoisePosition; }; #if 0 class BuyState: public BotState { public: virtual void OnEnter(CCSBot *me); virtual void OnUpdate(CCSBot *me); virtual void OnExit(CCSBot *me); virtual const char *GetName() const { return "Buy"; } private: bool m_isInitialDelay; int m_prefRetries; int m_prefIndex; int m_retries; bool m_doneBuying; bool m_buyDefuseKit; bool m_buyGrenade; bool m_buyShield; bool m_buyPistol; }; #endif class MoveToState: public BotState { public: virtual void OnEnter(CCSBot *me); virtual void OnUpdate(CCSBot *me); virtual void OnExit(CCSBot *me); virtual const char *GetName() const { return "MoveTo"; } void SetGoalPosition(const Vector &pos) { m_goalPosition = pos; } void SetRouteType(RouteType route) { m_routeType = route; } private: Vector m_goalPosition; RouteType m_routeType; bool m_radioedPlan; bool m_askedForCover; }; #if 0 class FetchBombState: public BotState { public: virtual void OnEnter(CCSBot *me); virtual void OnUpdate(CCSBot *me); virtual const char *GetName() const { return "FetchBomb"; } }; class PlantBombState: public BotState { public: virtual void OnEnter(CCSBot *me); virtual void OnUpdate(CCSBot *me); virtual void OnExit(CCSBot *me); virtual const char *GetName() const { return "PlantBomb"; } }; class DefuseBombState: public BotState { public: virtual void OnEnter(CCSBot *me); virtual void OnUpdate(CCSBot *me); virtual void OnExit(CCSBot *me); virtual const char *GetName() const { return "DefuseBomb"; } }; #endif class HideState: public BotState { public: virtual void OnEnter(CCSBot *me); virtual void OnUpdate(CCSBot *me); virtual void OnExit(CCSBot *me); virtual const char *GetName() const { return "Hide"; } public: void SetHidingSpot(const Vector &pos) { m_hidingSpot = pos; } const Vector &GetHidingSpot() const { return m_hidingSpot; } void SetSearchArea(CNavArea *area) { m_searchFromArea = area; } void SetSearchRange(float range) { m_range = range; } void SetDuration(float time) { m_duration = time; } void SetHoldPosition(bool hold) { m_isHoldingPosition = hold; } bool IsAtSpot() const { return m_isAtSpot; } private: CNavArea *m_searchFromArea; float m_range; Vector m_hidingSpot; bool m_isAtSpot; float m_duration; bool m_isHoldingPosition; float m_holdPositionTime; bool m_heardEnemy; float m_firstHeardEnemyTime; int m_retry; Vector m_leaderAnchorPos; }; #if 0 class EscapeFromBombState: public BotState { public: virtual void OnEnter(CCSBot *me); virtual void OnUpdate(CCSBot *me); virtual void OnExit(CCSBot *me); virtual const char *GetName() const { return "EscapeFromBomb"; } }; #endif class FollowState: public BotState { public: virtual void OnEnter(CCSBot *me); virtual void OnUpdate(CCSBot *me); virtual void OnExit(CCSBot *me); virtual const char *GetName() const { return "Follow"; } void SetLeader(CBaseEntity *leader) { m_leader = leader; } private: void ComputeLeaderMotionState(float leaderSpeed); EHANDLE m_leader; Vector m_lastLeaderPos; bool m_isStopped; float m_stoppedTimestamp; enum LeaderMotionStateType { INVALID, STOPPED, WALKING, RUNNING } m_leaderMotionState; IntervalTimer m_leaderMotionStateTime; bool m_isSneaking; float m_lastSawLeaderTime; CountdownTimer m_repathInterval; IntervalTimer m_walkTime; bool m_isAtWalkSpeed; float m_waitTime; CountdownTimer m_idleTimer; }; class UseEntityState: public BotState { public: virtual void OnEnter(CCSBot *me); virtual void OnUpdate(CCSBot *me); virtual void OnExit(CCSBot *me); virtual const char *GetName() const { return "UseEntity"; } void SetEntity(CBaseEntity *entity) { m_entity = entity; } private: EHANDLE m_entity; }; // The Counter-strike Bot class CCSBot: public CBot { public: CCSBot(); // constructor initializes all values to zero public: virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); // invoked when injured by something (EXTEND) - returns the amount of damage inflicted virtual void Killed(entvars_t *pevAttacker, int iGib); // invoked when killed (EXTEND) virtual void RoundRespawn(); virtual void Blind(float duration, float holdTime, float fadeTime, int alpha = 255); // player blinded by a flashbang virtual void OnTouchingWeapon(CWeaponBox *box); // invoked when in contact with a CWeaponBox virtual bool Initialize(const BotProfile *profile); // (EXTEND) prepare bot for action virtual void SpawnBot(); // (EXTEND) spawn the bot into the game virtual void Upkeep(); // lightweight maintenance, invoked frequently virtual void Update(); // heavyweight algorithms, invoked less often virtual void Walk(); virtual bool Jump(bool mustJump = false); // returns true if jump was started virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL); // invoked when event occurs in the game (some events have NULL entity) #define CHECK_FOV true virtual bool IsVisible(Vector *pos, bool testFOV = false) const; // return true if we can see the point virtual bool IsVisible(CBasePlayer *player, bool testFOV = false, unsigned char *visParts = NULL) const; // return true if we can see any part of the player virtual bool IsEnemyPartVisible(VisiblePartType part) const; // if enemy is visible, return the part we see for our current enemy public: void Disconnect(); // behavior properties float GetCombatRange() const; bool IsRogue() const; // return true if we dont listen to teammates or pursue scenario goals void SetRogue(bool rogue); bool IsHurrying() const; // return true if we are in a hurry void Hurry(float duration); // force bot to hurry bool IsSafe() const; // return true if we are in a safe region bool IsWellPastSafe() const; // return true if it is well past the early, "safe", part of the round bool IsEndOfSafeTime() const; // return true if we were in the safe time last update, but not now float GetSafeTimeRemaining() const; // return the amount of "safe time" we have left float GetSafeTime() const; // return what we think the total "safe time" for this map is NOXREF bool IsUnhealthy() const; // returns true if bot is low on health // behaviors void Idle(); void Hide(CNavArea *searchFromArea = NULL, float duration = -1.0f, float hideRange = 750.0f, bool holdPosition = false); // DEPRECATED: Use TryToHide() instead #define USE_NEAREST true bool TryToHide(CNavArea *searchFromArea = NULL, float duration = -1.0f, float hideRange = 750.0f, bool holdPosition = false, bool useNearest = false); // try to hide nearby, return false if cannot void Hide(const Vector *hidingSpot, float duration = -1.0f, bool holdPosition = false); // move to the given hiding place bool IsHiding() const; // returns true if bot is currently hiding bool IsAtHidingSpot() const; // return true if we are hiding and at our hiding spot bool TryToRetreat(); // retreat to a nearby hiding spot, away from enemies void Hunt(); bool IsHunting() const; // returns true if bot is currently hunting void Attack(CBasePlayer *victim); void FireWeaponAtEnemy(); // fire our active weapon towards our current enemy void StopAttacking(); bool IsAttacking() const; // returns true if bot is currently engaging a target void MoveTo(const Vector *pos, RouteType route = SAFEST_ROUTE); // move to potentially distant position bool IsMovingTo() const; // return true if we are in the MoveTo state void PlantBomb(); void FetchBomb(); // bomb has been dropped - go get it bool NoticeLooseBomb() const; // return true if we noticed the bomb on the ground or on radar bool CanSeeLooseBomb() const; // return true if we directly see the loose bomb bool IsCarryingBomb() const; void DefuseBomb(); bool IsDefusingBomb() const; // returns true if bot is currently defusing the bomb bool CanSeePlantedBomb() const; // return true if we directly see the planted bomb void EscapeFromBomb(); bool IsEscapingFromBomb() const; // return true if we are escaping from the bomb void RescueHostages(); void UseEntity(CBaseEntity *entity); // use the entity bool IsBuying() const; void Panic(CBasePlayer *enemy); // look around in panic void Follow(CBasePlayer *player); // begin following given Player void ContinueFollowing(); // continue following our leader after finishing what we were doing void StopFollowing(); // stop following bool IsFollowing() const; // return true if we are following someone (not necessarily in the follow state) CBasePlayer *GetFollowLeader(); // return the leader we are following float GetFollowDuration() const; // return how long we've been following our leader bool CanAutoFollow() const; // return true if we can auto-follow bool IsNotMoving() const; // return true if we are currently standing still void AimAtEnemy(); // point our weapon towards our enemy void StopAiming(); // stop aiming at enemy bool IsAimingAtEnemy() const; // returns true if we are trying to aim at an enemy bool IsSurprised() const; // return true if we are "surprised" float GetSurpriseDelay() const; void ClearSurpriseDelay(); float GetStateTimestamp() const; // get time current state was entered bool IsDoingScenario() const; // return true if we will do scenario-related tasks // scenario / gamestate CSGameState *GetGameState(); // return an interface to this bot's gamestate const CSGameState *GetGameState() const; // return an interface to this bot's gamestate bool IsAtBombsite(); // return true if we are in a bomb planting zone bool GuardRandomZone(float range = 500.0f); // pick a random zone and hide near it bool IsBusy() const; // return true if we are busy doing something important // high-level tasks enum TaskType { SEEK_AND_DESTROY, PLANT_BOMB, FIND_TICKING_BOMB, DEFUSE_BOMB, GUARD_TICKING_BOMB, GUARD_BOMB_DEFUSER, GUARD_LOOSE_BOMB, GUARD_BOMB_ZONE, ESCAPE_FROM_BOMB, HOLD_POSITION, FOLLOW, VIP_ESCAPE, GUARD_VIP_ESCAPE_ZONE, COLLECT_HOSTAGES, RESCUE_HOSTAGES, GUARD_HOSTAGES, GUARD_HOSTAGE_RESCUE_ZONE, MOVE_TO_LAST_KNOWN_ENEMY_POSITION, MOVE_TO_SNIPER_SPOT, SNIPING, NUM_TASKS }; void SetTask(TaskType task, CBaseEntity *entity = NULL); // set our current "task" TaskType GetTask() const; CBaseEntity *GetTaskEntity(); // behavior modifiers enum DispositionType { ENGAGE_AND_INVESTIGATE, // engage enemies on sight and investigate enemy noises OPPORTUNITY_FIRE, // engage enemies on sight, but only look towards enemy noises, dont investigate SELF_DEFENSE, // only engage if fired on, or very close to enemy IGNORE_ENEMIES, // ignore all enemies - useful for ducking around corners, running away, etc NUM_DISPOSITIONS }; void SetDisposition(DispositionType disposition); // define how we react to enemies DispositionType GetDisposition() const; // return enum describing current disposition void IgnoreEnemies(float duration); // ignore enemies for a short duration enum MoraleType { TERRIBLE = -3, BAD = -2, NEGATIVE = -1, NEUTRAL = 0, POSITIVE = 1, GOOD = 2, EXCELLENT = 3, }; MoraleType GetMorale() const; // return enum describing current morale void IncreaseMorale(); void DecreaseMorale(); // listening for noises bool IsNoiseHeard() const; // return true if we have heard a noise bool ShouldInvestigateNoise(float *retNoiseDist = NULL); void InvestigateNoise(); // investigate recent enemy noise const Vector *GetNoisePosition() const; // return position of last heard noise, or NULL if none heard CNavArea *GetNoiseArea() const; // return area where noise was heard void ForgetNoise(); // clear the last heard noise bool CanSeeNoisePosition() const; // return true if we directly see where we think the noise came from NOXREF float GetNoiseRange() const; // return approximate distance to last noise heard bool CanHearNearbyEnemyGunfire(float range = -1.0f) const; // return true if we hear nearby threatening enemy gunfire within given range (-1 == infinite) PriorityType GetNoisePriority() const; // return priority of last heard noise // radio and chatter void SendRadioMessage(GameEventType event); // send voice chatter BotChatterInterface *GetChatter(); // return an interface to this bot's chatter system bool RespondToHelpRequest(CBasePlayer *them, Place place, float maxRange = -1.0f); // decide if we should move to help the player, return true if we will void StartVoiceFeedback(float duration); bool IsUsingVoice() const; // new-style "voice" chatter gets voice feedback // enemies // BOTPORT: GetEnemy() collides with GetEnemy() in CBaseEntity - need to use different nomenclature void SetEnemy(CBasePlayer *enemy); // set given player as our current enemy CBasePlayer *GetEnemy(); int GetNearbyEnemyCount() const; // return max number of nearby enemies we've seen recently unsigned int GetEnemyPlace() const; // return location where we see the majority of our enemies bool CanSeeBomber() const; // return true if we can see the bomb carrier CBasePlayer *GetBomber() const; int GetNearbyFriendCount() const; // return number of nearby teammates CBasePlayer *GetClosestVisibleFriend() const; // return the closest friend that we can see CBasePlayer *GetClosestVisibleHumanFriend() const; // return the closest human friend that we can see bool IsOutnumbered() const; // return true if we are outnumbered by enemies int OutnumberedCount() const; // return number of enemies we are outnumbered by #define ONLY_VISIBLE_ENEMIES true CBasePlayer *GetImportantEnemy(bool checkVisibility = false) const; // return the closest "important" enemy for the given scenario (bomb carrier, VIP, hostage escorter) void UpdateReactionQueue(); // update our reaction time queue CBasePlayer *GetRecognizedEnemy(); // return the most dangerous threat we are "conscious" of bool IsRecognizedEnemyReloading(); // return true if the enemy we are "conscious" of is reloading bool IsRecognizedEnemyProtectedByShield(); // return true if the enemy we are "conscious" of is hiding behind a shield float GetRangeToNearestRecognizedEnemy(); // return distance to closest enemy we are "conscious" of CBasePlayer *GetAttacker() const; // return last enemy that hurt us float GetTimeSinceAttacked() const; // return duration since we were last injured by an attacker float GetFirstSawEnemyTimestamp() const; // time since we saw any enemies float GetLastSawEnemyTimestamp() const; float GetTimeSinceLastSawEnemy() const; float GetTimeSinceAcquiredCurrentEnemy() const; bool HasNotSeenEnemyForLongTime() const; // return true if we haven't seen an enemy for "a long time" const Vector &GetLastKnownEnemyPosition() const; bool IsEnemyVisible() const; // is our current enemy visible float GetEnemyDeathTimestamp() const; bool IsFriendInLineOfFire(); // return true if a friend is in our weapon's way bool IsAwareOfEnemyDeath() const; // return true if we *noticed* that our enemy died int GetLastVictimID() const; // return the ID (entindex) of the last victim we killed, or zero // navigation bool HasPath() const; void DestroyPath(); float GetFeetZ() const; // return Z of bottom of feet enum PathResult { PROGRESSING, // we are moving along the path END_OF_PATH, // we reached the end of the path PATH_FAILURE, // we failed to reach the end of the path }; #define NO_SPEED_CHANGE false PathResult UpdatePathMovement(bool allowSpeedChange = true); // move along our computed path - if allowSpeedChange is true, bot will walk when near goal to ensure accuracy NOXREF bool AStarSearch(CNavArea *startArea, CNavArea *goalArea); // find shortest path from startArea to goalArea - don't actually buid the path bool ComputePath(CNavArea *goalArea, const Vector *goal, RouteType route); // compute path to goal position bool StayOnNavMesh(); CNavArea *GetLastKnownArea() const; // return the last area we know we were inside of const Vector &GetPathEndpoint() const; // return final position of our current path float GetPathDistanceRemaining() const; // eturn estimated distance left to travel along path void ResetStuckMonitor(); NOXREF bool IsAreaVisible(CNavArea *area) const; // is any portion of the area visible to this bot const Vector &GetPathPosition(int numpath) const; bool GetSimpleGroundHeightWithFloor(const Vector *pos, float *height, Vector *normal = NULL); // find "simple" ground height, treating current nav area as part of the floor Place GetPlace() const; // get our current radio chatter place bool IsUsingLadder() const; // returns true if we are in the process of negotiating a ladder void GetOffLadder(); void SetGoalEntity(CBaseEntity *entity); CBaseEntity *GetGoalEntity(); bool IsNearJump() const; // return true if nearing a jump in the path float GetApproximateFallDamage(float height) const; // return how much damage will will take from the given fall height void ForceRun(float duration); // force the bot to run if it moves for the given duration void Wiggle(); // random movement, for getting un-stuck bool IsFriendInTheWay(const Vector *goalPos) const; // return true if a friend is between us and the given position void FeelerReflexAdjustment(Vector *goalPosition); // do reflex avoidance movements if our "feelers" are touched // looking around void SetLookAngles(float yaw, float pitch); // set our desired look angles void UpdateLookAngles(); // move actual view angles towards desired ones void UpdateLookAround(bool updateNow = false); // update "looking around" mechanism void InhibitLookAround(float duration); // block all "look at" and "looking around" behavior for given duration - just look ahead // TODO: Clean up notion of "forward angle" and "look ahead angle" void SetForwardAngle(float angle); // define our forward facing void SetLookAheadAngle(float angle); // define default look ahead angle // look at the given point in space for the given duration (-1 means forever) void SetLookAt(const char *desc, const Vector *pos, PriorityType pri, float duration = -1.0f, bool clearIfClose = false, float angleTolerance = 5.0f); void ClearLookAt(); // stop looking at a point in space and just look ahead bool IsLookingAtSpot(PriorityType pri = PRIORITY_LOW) const; // return true if we are looking at spot with equal or higher priority bool IsViewMoving(float angleVelThreshold = 1.0f) const; // returns true if bot's view angles are rotating (not still) const Vector &GetEyePosition() const { m_eyePos = pev->origin + pev->view_ofs; return m_eyePos; } float ComputeWeaponSightRange(); // return line-of-sight distance to obstacle along weapon fire ray // approach points void ComputeApproachPoints(); // determine the set of "approach points" representing where the enemy can enter this region NOXREF void UpdateApproachPoints(); // recompute the approach point set if we have moved far enough to invalidate the current ones void ClearApproachPoints(); void DrawApproachPoints(); // for debugging float GetHidingSpotCheckTimestamp(HidingSpot *spot) const; // return time when given spot was last checked void SetHidingSpotCheckTimestamp(HidingSpot *spot); // set the timestamp of the given spot to now // weapon query and equip #define MUST_EQUIP true void EquipBestWeapon(bool mustEquip = false); // equip the best weapon we are carrying that has ammo void EquipPistol(); // equip our pistol void EquipKnife(); // equip our knife #define DONT_USE_SMOKE_GRENADE true bool EquipGrenade(bool noSmoke = false); // equip a grenade, return false if we cant bool IsUsingKnife() const; // returns true if we have knife equipped bool IsUsingPistol() const; // returns true if we have pistol equipped bool IsUsingGrenade() const; // returns true if we have grenade equipped bool IsUsingSniperRifle() const; // returns true if using a "sniper" rifle bool IsUsingAWP() const; // returns true if we have AWP equipped bool IsSniper() const; // return true if we have a sniper rifle in our inventory bool IsSniping() const; // return true if we are actively sniping (moving to sniper spot or settled in) bool IsUsingShotgun() const; // returns true if using a shotgun bool IsUsingMachinegun() const; // returns true if using the big 'ol machinegun void ThrowGrenade(const Vector *target); // begin the process of throwing the grenade bool IsThrowingGrenade() const; // return true if we are in the process of throwing a grenade bool HasGrenade() const; // return true if we have a grenade in our inventory bool DoesActiveWeaponHaveSilencer() const; bool IsUsingHEGrenade() const; void StartRapidFire(); void StopRapidFire(); bool IsRapidFiring() const; enum ZoomType { NO_ZOOM, LOW_ZOOM, HIGH_ZOOM }; ZoomType GetZoomLevel() const; // return the current zoom level of our weapon bool AdjustZoom(float range); // change our zoom level to be appropriate for the given range bool IsPrimaryWeaponEmpty() const; // return true if primary weapon doesn't exist or is totally out of ammo bool IsPistolEmpty() const; // return true if secondary weapon doesn't exist or is totally out of ammo int GetHostageEscortCount() const; void IncreaseHostageEscortCount(); float GetRangeToFarthestEscortedHostage() const; void ResetWaitForHostagePatience(); void ResetValues(); // reset internal data to initial state void BotDeathThink(); CBasePlayer *FindNearbyPlayer(); void AdjustSafeTime(); // called when enemy seen to adjust safe time for this round void EXPORT BotTouch(CBaseEntity *other); bool HasAnyAmmo(CBasePlayerWeapon *weapon) const; private: friend class CCSBotManager; // TODO: Get rid of these friend class AttackState; friend class BuyState; char m_name[64]; // copied from STRING(pev->netname) for debugging // behavior properties float m_combatRange; // desired distance between us and them during gunplay mutable bool m_isRogue; // if true, the bot is a "rogue" and listens to no-one mutable CountdownTimer m_rogueTimer; MoraleType m_morale; // our current morale, based on our win/loss history bool m_diedLastRound; // true if we died last round float m_safeTime; // duration at the beginning of the round where we feel "safe" bool m_wasSafe; // true if we were in the safe time last update NavRelativeDirType m_blindMoveDir; // which way to move when we're blind bool m_blindFire; // if true, fire weapon while blinded // TODO: implement through CountdownTimer float m_surpriseDelay; // when we were surprised float m_surpriseTimestamp; bool m_isFollowing; // true if we are following someone EHANDLE m_leader; // the ID of who we are following float m_followTimestamp; // when we started following float m_allowAutoFollowTime; // time when we can auto follow CountdownTimer m_hurryTimer; // if valid, bot is in a hurry // instances of each possible behavior state, to avoid dynamic memory allocation during runtime IdleState m_idleState; HuntState m_huntState; AttackState m_attackState; InvestigateNoiseState m_investigateNoiseState; // BuyState m_buyState; MoveToState m_moveToState; // FetchBombState m_fetchBombState; // PlantBombState m_plantBombState; // DefuseBombState m_defuseBombState; HideState m_hideState; // EscapeFromBombState m_escapeFromBombState; FollowState m_followState; UseEntityState m_useEntityState; // TODO: Allow multiple simultaneous state machines (look around, etc) void SetState(BotState *state); // set the current behavior state BotState *m_state; // current behavior state float m_stateTimestamp; // time state was entered bool m_isAttacking; // if true, special Attack state is overriding the state machine TaskType m_task; // our current task EHANDLE m_taskEntity; // an entity used for our task // navigation Vector m_goalPosition; EHANDLE m_goalEntity; void MoveTowardsPosition(const Vector *pos); // move towards position, independant of view angle NOXREF void MoveAwayFromPosition(const Vector *pos); // move away from position, independant of view angle void StrafeAwayFromPosition(const Vector *pos); // strafe (sidestep) away from position, independant of view angle void StuckCheck(); // check if we have become stuck CNavArea *m_currentArea; // the nav area we are standing on CNavArea *m_lastKnownArea; // the last area we were in EHANDLE m_avoid; // higher priority player we need to make way for float m_avoidTimestamp; bool m_isJumpCrouching; bool m_isJumpCrouched; float m_jumpCrouchTimestamp; // path navigation data enum { MAX_PATH_LENGTH = 256 }; struct ConnectInfo { CNavArea *area; // the area along the path NavTraverseType how; // how to enter this area from the previous one Vector pos; // our movement goal position at this point in the path const CNavLadder *ladder; // if "how" refers to a ladder, this is it } m_path[ MAX_PATH_LENGTH ]; int m_pathLength; int m_pathIndex; float m_areaEnteredTimestamp; void BuildTrivialPath(const Vector *goal); // build trivial path to goal, assuming we are already in the same area bool FindGrenadeTossPathTarget(Vector *pos); CountdownTimer m_repathTimer; // must have elapsed before bot can pathfind again bool ComputePathPositions(); // determine actual path positions bot will move between along the path void SetupLadderMovement(); void SetPathIndex(int newIndex); // set the current index along the path void DrawPath(); int FindOurPositionOnPath(Vector *close, bool local = false) const; // compute the closest point to our current position on our path int FindPathPoint(float aheadRange, Vector *point, int *prevIndex = NULL); // compute a point a fixed distance ahead along our path. bool FindClosestPointOnPath(const Vector *worldPos, int startIndex, int endIndex, Vector *close) const; // compute closest point on path to given point bool IsStraightLinePathWalkable(const Vector *goal) const; // test for un-jumpable height change, or unrecoverable fall mutable CountdownTimer m_avoidFriendTimer; // used to throttle how often we check for friends in our path mutable bool m_isFriendInTheWay; // true if a friend is blocking our path CountdownTimer m_politeTimer; // we'll wait for friend to move until this runs out bool m_isWaitingBehindFriend; // true if we are waiting for a friend to move #define ONLY_JUMP_DOWN true bool DiscontinuityJump(float ground, bool onlyJumpDown = false, bool mustJump = false); // check if we need to jump due to height change enum LadderNavState { APPROACH_ASCENDING_LADDER, // prepare to scale a ladder APPROACH_DESCENDING_LADDER, // prepare to go down ladder FACE_ASCENDING_LADDER, FACE_DESCENDING_LADDER, MOUNT_ASCENDING_LADDER, // move toward ladder until "on" it MOUNT_DESCENDING_LADDER, // move toward ladder until "on" it ASCEND_LADDER, // go up the ladder DESCEND_LADDER, // go down the ladder DISMOUNT_ASCENDING_LADDER, // get off of the ladder DISMOUNT_DESCENDING_LADDER, // get off of the ladder MOVE_TO_DESTINATION, // dismount ladder and move to destination area } m_pathLadderState; bool m_pathLadderFaceIn; // if true, face towards ladder, otherwise face away const CNavLadder *m_pathLadder; // the ladder we need to use to reach the next area bool UpdateLadderMovement(); // called by UpdatePathMovement() NavRelativeDirType m_pathLadderDismountDir; // which way to dismount float m_pathLadderDismountTimestamp; // time when dismount started float m_pathLadderEnd; // if ascending, z of top, if descending z of bottom void ComputeLadderEndpoint(bool isAscending); float m_pathLadderTimestamp; // time when we started using ladder - for timeout check CountdownTimer m_mustRunTimer; // if nonzero, bot cannot walk // game scenario mechanisms CSGameState m_gameState; // hostages mechanism byte m_hostageEscortCount; void UpdateHostageEscortCount(); float m_hostageEscortCountTimestamp; bool m_isWaitingForHostage; CountdownTimer m_inhibitWaitingForHostageTimer; CountdownTimer m_waitForHostageTimer; // listening mechanism Vector m_noisePosition; // position we last heard non-friendly noise float m_noiseTimestamp; // when we heard it (can get zeroed) CNavArea *m_noiseArea; // the nav area containing the noise float m_noiseCheckTimestamp; PriorityType m_noisePriority; // priority of currently heard noise bool UpdateLookAtNoise(); // return true if we decided to look towards the most recent noise source bool m_isNoiseTravelRangeChecked; // "looking around" mechanism float m_lookAroundStateTimestamp; // time of next state change float m_lookAheadAngle; // our desired forward look angle float m_forwardAngle; // our current forward facing direction float m_inhibitLookAroundTimestamp; // time when we can look around again enum LookAtSpotState { NOT_LOOKING_AT_SPOT, // not currently looking at a point in space LOOK_TOWARDS_SPOT, // in the process of aiming at m_lookAtSpot LOOK_AT_SPOT, // looking at m_lookAtSpot NUM_LOOK_AT_SPOT_STATES } m_lookAtSpotState; Vector m_lookAtSpot; // the spot we're currently looking at PriorityType m_lookAtSpotPriority; float m_lookAtSpotDuration; // how long we need to look at the spot float m_lookAtSpotTimestamp; // when we actually began looking at the spot float m_lookAtSpotAngleTolerance; // how exactly we must look at the spot bool m_lookAtSpotClearIfClose; // if true, the look at spot is cleared if it gets close to us const char *m_lookAtDesc; // for debugging void UpdateLookAt(); void UpdatePeripheralVision(); // update enounter spot timestamps, etc float m_peripheralTimestamp; enum { MAX_APPROACH_POINTS = 16 }; Vector m_approachPoint[ MAX_APPROACH_POINTS ]; unsigned char m_approachPointCount; Vector m_approachPointViewPosition; // the position used when computing current approachPoint set bool BendLineOfSight(const Vector *eye, const Vector *point, Vector *bend) const; // "bend" our line of sight until we can see the target point. Return bend point, false if cant bend. NOXREF bool FindApproachPointNearestPath(Vector *pos); // find the approach point that is nearest to our current path, ahead of us bool m_isWaitingToTossGrenade; // lining up throw CountdownTimer m_tossGrenadeTimer; // timeout timer for grenade tossing SpotEncounter *m_spotEncounter; // the spots we will encounter as we move thru our current area float m_spotCheckTimestamp; // when to check next encounter spot // TODO: Add timestamp for each possible client to hiding spots enum { MAX_CHECKED_SPOTS = 64 }; struct HidingSpotCheckInfo { HidingSpot *spot; float timestamp; } m_checkedHidingSpot[ MAX_CHECKED_SPOTS ]; int m_checkedHidingSpotCount; // view angle mechanism float m_lookPitch; // our desired look pitch angle float m_lookPitchVel; float m_lookYaw; // our desired look yaw angle float m_lookYawVel; // aim angle mechanism mutable Vector m_eyePos; Vector m_aimOffset; // current error added to victim's position to get actual aim spot Vector m_aimOffsetGoal; // desired aim offset float m_aimOffsetTimestamp; // time of next offset adjustment float m_aimSpreadTimestamp; // time used to determine max spread as it begins to tighten up void SetAimOffset(float accuracy); // set the current aim offset void UpdateAimOffset(); // wiggle aim error based on m_accuracy Vector m_aimSpot; // the spot we are currently aiming to fire at // attack state data DispositionType m_disposition; // how we will react to enemies CountdownTimer m_ignoreEnemiesTimer; // how long will we ignore enemies mutable EHANDLE m_enemy; // our current enemy bool m_isEnemyVisible; // result of last visibility test on enemy unsigned char m_visibleEnemyParts; // which parts of the visible enemy do we see Vector m_lastEnemyPosition; // last place we saw the enemy float m_lastSawEnemyTimestamp; float m_firstSawEnemyTimestamp; float m_currentEnemyAcquireTimestamp; float m_enemyDeathTimestamp; // if m_enemy is dead, this is when he died bool m_isLastEnemyDead; // true if we killed or saw our last enemy die int m_nearbyEnemyCount; // max number of enemies we've seen recently unsigned int m_enemyPlace; // the location where we saw most of our enemies struct WatchInfo { float timestamp; bool isEnemy; } m_watchInfo[ MAX_CLIENTS ]; mutable EHANDLE m_bomber; // points to bomber if we can see him int m_nearbyFriendCount; // number of nearby teammates mutable EHANDLE m_closestVisibleFriend; // the closest friend we can see mutable EHANDLE m_closestVisibleHumanFriend; // the closest human friend we can see CBasePlayer *m_attacker; // last enemy that hurt us (may not be same as m_enemy) float m_attackedTimestamp; // when we were hurt by the m_attacker int m_lastVictimID; // the entindex of the last victim we killed, or zero bool m_isAimingAtEnemy; // if true, we are trying to aim at our enemy bool m_isRapidFiring; // if true, RunUpkeep() will toggle our primary attack as fast as it can IntervalTimer m_equipTimer; // how long have we had our current weapon equipped bool DoEquip(CBasePlayerWeapon *gun); // equip the given item void ReloadCheck(); // reload our weapon if we must void SilencerCheck(); // use silencer float m_fireWeaponTimestamp; // reaction time system enum { MAX_ENEMY_QUEUE = 20 }; struct ReactionState { // NOTE: player position & orientation is not currently stored separately EHANDLE player; bool isReloading; bool isProtectedByShield; } m_enemyQueue[ MAX_ENEMY_QUEUE ]; // round-robin queue for simulating reaction times byte m_enemyQueueIndex; byte m_enemyQueueCount; byte m_enemyQueueAttendIndex; // index of the timeframe we are "conscious" of CBasePlayer *FindMostDangerousThreat(); // return most dangerous threat in my field of view (feeds into reaction time queue) // stuck detection bool m_isStuck; float m_stuckTimestamp; // time when we got stuck Vector m_stuckSpot; // the location where we became stuck NavRelativeDirType m_wiggleDirection; float m_wiggleTimestamp; float m_stuckJumpTimestamp; // time for next jump when stuck enum { MAX_VEL_SAMPLES = 5 }; float m_avgVel[ MAX_VEL_SAMPLES ]; int m_avgVelIndex; int m_avgVelCount; Vector m_lastOrigin; // chatter mechanism GameEventType m_lastRadioCommand; // last radio command we recieved void RespondToRadioCommands(); bool IsRadioCommand(GameEventType event) const; // returns true if the radio message is an order to do something #define NO_FORCE false void EndVoiceFeedback(bool force = true); float m_lastRadioRecievedTimestamp; // time we recieved a radio message float m_lastRadioSentTimestamp; // time when we send a radio message EHANDLE m_radioSubject; // who issued the radio message Vector m_radioPosition; // position referred to in radio message float m_voiceFeedbackStartTimestamp; float m_voiceFeedbackEndTimestamp; // new-style "voice" chatter gets voice feedback BotChatterInterface m_chatter; // learn map mechanism const CNavNode *m_navNodeList; CNavNode *m_currentNode; NavDirType m_generationDir; int m_analyzeIter; enum ProcessType { PROCESS_NORMAL, PROCESS_LEARN, PROCESS_ANALYZE_ALPHA, PROCESS_ANALYZE_BETA, PROCESS_SAVE, } m_processMode; CountdownTimer m_mumbleTimer; CountdownTimer m_booTimer; CountdownTimer m_relocateTimer; CNavNode *AddNode(const Vector *destPos, const Vector *normal, NavDirType dir, CNavNode *source); void StartLearnProcess(); void UpdateLearnProcess(); bool LearnStep(); void StartAnalyzeAlphaProcess(); void UpdateAnalyzeAlphaProcess(); bool AnalyzeAlphaStep(); void StartAnalyzeBetaProcess(); void UpdateAnalyzeBetaProcess(); bool AnalyzeBetaStep(); void StartSaveProcess(); void UpdateSaveProcess(); void StartNormalProcess(); public: int m_iTeam; }; // Inlines inline float CCSBot::GetCombatRange() const { return m_combatRange; } inline void CCSBot::SetRogue(bool rogue) { m_isRogue = rogue; } inline void CCSBot::Hurry(float duration) { m_hurryTimer.Start(duration); } inline float CCSBot::GetSafeTime() const { return m_safeTime; } inline bool CCSBot::IsCarryingBomb() const { return false; } inline bool CCSBot::IsFollowing() const { return m_isFollowing; } inline CBasePlayer *CCSBot::GetFollowLeader() { return (CBasePlayer*)(CBaseEntity*)m_leader; } inline float CCSBot::GetFollowDuration() const { return gpGlobals->time - m_followTimestamp; } inline bool CCSBot::CanAutoFollow() const { return (gpGlobals->time > m_allowAutoFollowTime); } inline void CCSBot::AimAtEnemy() { m_isAimingAtEnemy = true; } inline void CCSBot::StopAiming() { m_isAimingAtEnemy = false; } inline bool CCSBot::IsAimingAtEnemy() const { return m_isAimingAtEnemy; } inline bool CCSBot::IsSurprised() const { return gpGlobals->time - m_surpriseTimestamp < 5.0f; } inline float CCSBot::GetSurpriseDelay() const { return ( gpGlobals->time - IsSurprised() )? m_surpriseDelay : 0.0f; } inline void CCSBot::ClearSurpriseDelay() { m_surpriseDelay = 0.0f; m_surpriseTimestamp = 0.0f; } inline float CCSBot::GetStateTimestamp() const { return m_stateTimestamp; } inline CSGameState *CCSBot::GetGameState() { return &m_gameState; } inline const CSGameState *CCSBot::GetGameState() const { return &m_gameState; } inline bool CCSBot::IsAtBombsite() { return false; } inline CCSBot::MoraleType CCSBot::GetMorale() const { return m_morale; } inline bool CCSBot::IsNoiseHeard() const { if (m_noiseTimestamp <= 0.0f) return false; // primitive reaction time simulation - cannot "hear" noise until reaction time has elapsed if (gpGlobals->time - m_noiseTimestamp >= GetProfile()->GetReactionTime()) return true; return false; } inline void CCSBot::SetTask(TaskType task, CBaseEntity *entity) { m_task = task; m_taskEntity = entity; } inline CCSBot::TaskType CCSBot::GetTask() const { return m_task; } inline CBaseEntity *CCSBot::GetTaskEntity() { return m_taskEntity; } inline CNavArea *CCSBot::GetNoiseArea() const { return m_noiseArea; } inline void CCSBot::ForgetNoise() { m_noiseTimestamp = 0.0f; } inline PriorityType CCSBot::GetNoisePriority() const { return m_noisePriority; } inline BotChatterInterface *CCSBot::GetChatter() { return &m_chatter; } inline bool CCSBot::IsUsingVoice() const { return (m_voiceFeedbackEndTimestamp != 0.0f); } inline CBasePlayer *CCSBot::GetEnemy() { return (CBasePlayer*)(CBaseEntity*)m_enemy; } inline int CCSBot::GetNearbyEnemyCount() const { return Q_min(GetEnemiesRemaining(), m_nearbyEnemyCount); } inline unsigned int CCSBot::GetEnemyPlace() const { return m_enemyPlace; } inline bool CCSBot::CanSeeBomber() const { return (m_bomber == NULL) ? false : true; } inline CBasePlayer *CCSBot::GetBomber() const { return m_bomber; } inline int CCSBot::GetNearbyFriendCount() const { return Q_min(GetFriendsRemaining(), m_nearbyFriendCount); } inline CBasePlayer *CCSBot::GetClosestVisibleFriend() const { return m_closestVisibleFriend; } inline CBasePlayer *CCSBot::GetClosestVisibleHumanFriend() const { return m_closestVisibleHumanFriend; } inline float CCSBot::GetTimeSinceAttacked() const { return gpGlobals->time - m_attackedTimestamp; } inline float CCSBot::GetFirstSawEnemyTimestamp() const { return m_firstSawEnemyTimestamp; } inline float CCSBot::GetLastSawEnemyTimestamp() const { return m_lastSawEnemyTimestamp; } inline float CCSBot::GetTimeSinceLastSawEnemy() const { return gpGlobals->time - m_lastSawEnemyTimestamp; } inline float CCSBot::GetTimeSinceAcquiredCurrentEnemy() const { return gpGlobals->time - m_currentEnemyAcquireTimestamp; } inline const Vector &CCSBot::GetLastKnownEnemyPosition() const { return m_lastEnemyPosition; } inline bool CCSBot::IsEnemyVisible() const { return m_isEnemyVisible; } inline float CCSBot::GetEnemyDeathTimestamp() const { return m_enemyDeathTimestamp; } inline int CCSBot::GetLastVictimID() const { return m_lastVictimID; } inline bool CCSBot::HasPath() const { return m_pathLength != 0; } inline void CCSBot::DestroyPath() { m_pathLength = 0; m_pathLadder = NULL; } inline CNavArea *CCSBot::GetLastKnownArea() const { return m_lastKnownArea; } inline const Vector &CCSBot::GetPathEndpoint() const { return m_path[ m_pathLength - 1 ].pos; } inline const Vector &CCSBot::GetPathPosition(int numpath) const { return m_path[ numpath ].pos; } inline bool CCSBot::IsUsingLadder() const { return m_pathLadder != NULL; } inline void CCSBot::SetGoalEntity(CBaseEntity *entity) { m_goalEntity = entity; } inline CBaseEntity *CCSBot::GetGoalEntity() { return m_goalEntity; } inline void CCSBot::ForceRun(float duration) { Run(); m_mustRunTimer.Start(duration); } inline void CCSBot::SetLookAngles(float yaw, float pitch) { m_lookYaw = yaw; m_lookPitch = pitch; } inline void CCSBot::SetForwardAngle(float angle) { m_forwardAngle = angle; } inline void CCSBot::SetLookAheadAngle(float angle) { m_lookAheadAngle = angle; } inline void CCSBot::ClearLookAt() { //PrintIfWatched("ClearLookAt()\n"); m_lookAtSpotState = NOT_LOOKING_AT_SPOT; m_lookAtDesc = NULL; } inline bool CCSBot::IsLookingAtSpot(PriorityType pri) const { if (m_lookAtSpotState != NOT_LOOKING_AT_SPOT && m_lookAtSpotPriority >= pri) return true; return false; } inline bool CCSBot::IsViewMoving(float angleVelThreshold) const { if (m_lookYawVel < angleVelThreshold && m_lookYawVel > -angleVelThreshold && m_lookPitchVel < angleVelThreshold && m_lookPitchVel > -angleVelThreshold) { return false; } return true; } inline void CCSBot::ClearApproachPoints() { m_approachPointCount = 0; } inline bool CCSBot::IsThrowingGrenade() const { return m_isWaitingToTossGrenade; } inline void CCSBot::StartRapidFire() { m_isRapidFiring = true; } inline void CCSBot::StopRapidFire() { m_isRapidFiring = false; } inline CCSBot::ZoomType CCSBot::GetZoomLevel() const { if (m_iFOV > 60.0f) return NO_ZOOM; if (m_iFOV > 25.0f) return LOW_ZOOM; return HIGH_ZOOM; } inline int CCSBot::GetHostageEscortCount() const { return m_hostageEscortCount; } inline void CCSBot::IncreaseHostageEscortCount() { ++m_hostageEscortCount; } inline void CCSBot::ResetWaitForHostagePatience() { m_isWaitingForHostage = false; m_inhibitWaitingForHostageTimer.Invalidate(); } inline float CCSBot::GetFeetZ() const { if (IsCrouching()) { const Vector crouch = Vector(0, 0, -StepHeight); return (pev->origin + crouch).z; } else { const Vector stand = Vector(0, 0, -HalfHumanHeight); return (pev->origin + stand).z; } } inline const Vector *CCSBot::GetNoisePosition() const { if (m_noiseTimestamp > 0.0f) return &m_noisePosition; return NULL; } inline bool CCSBot::IsAwareOfEnemyDeath() const { if (GetEnemyDeathTimestamp() == 0.0f) return false; if (m_enemy == NULL) return true; if (!m_enemy->IsAlive() && gpGlobals->time - GetEnemyDeathTimestamp() > (1.0f - GetProfile()->GetSkill())) return true; return false; } inline bool CCSBot::IsNotMoving() const { const float stillSpeed = 10.0f; return pev->velocity.IsLengthLessThan(stillSpeed); } inline bool CCSBot::HasAnyAmmo(CBasePlayerWeapon *weapon) const { return (weapon->m_iClip != 0 || m_rgAmmo[weapon->m_iPrimaryAmmoType] > 0); } class CollectRetreatSpotsFunctor { public: CollectRetreatSpotsFunctor(CCSBot *me, float range) { m_me = me; m_count = 0; m_range = range; } enum { MAX_SPOTS = 256 }; bool operator()(CNavArea *area) { // collect all the hiding spots in this area const HidingSpotList *list = area->GetHidingSpotList (); FOR_EACH_LL ((*list), it) { const HidingSpot *spot = (*list)[it]; if (m_count >= MAX_SPOTS) break; // make sure hiding spot is in range if (m_range > 0.0f) { if ((*spot->GetPosition() - m_me->pev->origin).IsLengthGreaterThan(m_range)) continue; } // if a Player is using this hiding spot, don't consider it if (IsSpotOccupied(m_me, spot->GetPosition())) { // player is in hiding spot // TODO: Check if player is moving or sitting still continue; } // don't select spot if an enemy can see it //if (UTIL_IsVisibleToTeam(*spot->GetPosition() + Vector(0, 0, HalfHumanHeight), OtherTeam(m_me->m_iTeam))) //continue; // don't select spot if it is closest to an enemy CBasePlayer *owner = UTIL_GetClosestPlayer(spot->GetPosition()); //if (owner != NULL && m_me->m_iTeam != owner->m_iTeam) //continue; m_spot[ m_count++ ] = spot->GetPosition(); } // if we've filled up, stop searching if (m_count == MAX_SPOTS) return false; return true; } CCSBot *m_me; float m_range; const Vector *m_spot[ MAX_SPOTS ]; int m_count; }; class FarthestHostage { public: FarthestHostage(const CCSBot *me) { m_me = me; m_farRange = -1.0f; } /*bool operator()(CHostage *hostage) { if (hostage->IsFollowing(m_me)) { float range = (hostage->Center() - m_me->pev->origin).Length(); if (range > m_farRange) { m_farRange = range; } } return true; /*if (hostage->pev->takedamage != DAMAGE_YES) return true; if (hostage->m_improv != NULL) { if (!hostage->IsFollowingSomeone() || m_me != hostage->GetLeader()) return true; } else if (!hostage->IsFollowing(m_me)) return true; float range = (hostage->Center() - m_me->pev->origin).Length(); if (range > m_farRange) { m_farRange = range; } return true;*/ //}*/ const CCSBot *m_me; float m_farRange; }; // Functor used with NavAreaBuildPath() class PathCost { public: PathCost(CCSBot *bot, RouteType route = SAFEST_ROUTE) { m_bot = bot; m_route = route; } float operator()(CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder) { const float baseDangerFactor = 100.0f; // respond to the danger modulated by our aggression (even super-aggressives pay SOME attention to danger) float dangerFactor = (1.0f - (0.95f * m_bot->GetProfile()->GetAggression())) * baseDangerFactor; if (fromArea == NULL) { if (m_route == FASTEST_ROUTE) return 0.0f; // first area in path, cost is just danger return dangerFactor;// * area->GetDanger(m_bot->m_iTeam - 1); } else if ((fromArea->GetAttributes() & NAV_JUMP) && (area->GetAttributes() & NAV_JUMP)) { // cannot actually walk in jump areas - disallow moving from jump area to jump area return -1.0f; } else { // compute distance from previous area to this area float dist; if (ladder) { // ladders are slow to use const float ladderPenalty = 1.0f; dist = ladderPenalty * ladder->m_length; // if we are currently escorting hostages, avoid ladders (hostages are confused by them) //if (m_bot->GetHostageEscortCount()) // dist *= 100.0f; } else { dist = (*area->GetCenter() - *fromArea->GetCenter()).Length(); } // compute distance travelled along path so far float cost = dist + fromArea->GetCostSoFar(); // zombies ignore all path penalties if (cv_bot_zombie.value > 0.0f) return cost; // add cost of "jump down" pain unless we're jumping into water if (!area->IsConnected(fromArea, NUM_DIRECTIONS)) { // this is a "jump down" (one way drop) transition - estimate damage we will take to traverse it float fallDistance = -fromArea->ComputeHeightChange(area); // if it's a drop-down ladder, estimate height from the bottom of the ladder to the lower area //if (ladder && ladder->m_bottom.z < fromArea->GetCenter()->z && ladder->m_bottom.z > area->GetCenter()->z) //{ // fallDistance = ladder->m_bottom.z - area->GetCenter()->z; //} float fallDamage = m_bot->GetApproximateFallDamage(fallDistance); if (fallDamage > 0.0f) { // if the fall would kill us, don't use it const float deathFallMargin = 10.0f; if (fallDamage + deathFallMargin >= m_bot->pev->health) return -1.0f; // if we need to get there in a hurry, ignore minor pain const float painTolerance = 15.0f * m_bot->GetProfile()->GetAggression() + 10.0f; if (m_route != FASTEST_ROUTE || fallDamage > painTolerance) { // cost is proportional to how much it hurts when we fall // 10 points - not a big deal, 50 points - ouch! cost += 100.0f * fallDamage * fallDamage; } } } // if this is a "crouch" area, add penalty if (area->GetAttributes() & NAV_CROUCH) { // these areas are very slow to move through float crouchPenalty = (m_route == FASTEST_ROUTE) ? 20.0f : 5.0f; // avoid crouch areas if we are rescuing hostages if (m_bot->GetHostageEscortCount()) { crouchPenalty *= 3.0f; } cost += crouchPenalty * dist; } // if this is a "jump" area, add penalty if (area->GetAttributes() & NAV_JUMP) { // jumping can slow you down //const float jumpPenalty = (m_route == FASTEST_ROUTE) ? 100.0f : 0.5f; const float jumpPenalty = 1.0f; cost += jumpPenalty * dist; } if (m_route == SAFEST_ROUTE) { // add in the danger of this path - danger is per unit length travelled cost += dist * dangerFactor;// * area->GetDanger(m_bot->m_iTeam - 1); } if (!m_bot->IsAttacking()) { // add in cost of teammates in the way // approximate density of teammates based on area float size = (area->GetSizeX() + area->GetSizeY()) / 2.0f; // degenerate check if (size >= 1.0f) { // cost is proportional to the density of teammates in this area const float costPerFriendPerUnit = 50000.0f; //cost += costPerFriendPerUnit * (float)area->GetPlayerCount(m_bot->m_iTeam, m_bot) / size; } } return cost; } return 0.0f; } private: CCSBot *m_bot; RouteType m_route; }; class FollowTargetCollector { public: FollowTargetCollector(CBasePlayer *player) { m_player = player; m_forward.x = player->pev->velocity.x; m_forward.y = player->pev->velocity.y; float speed = m_forward.NormalizeInPlace(); const float walkSpeed = 100.0f; if (speed < walkSpeed) { m_cutoff.x = player->pev->origin.x; m_cutoff.y = player->pev->origin.y; m_forward.x = 0.0f; m_forward.y = 0.0f; } else { const float k = 1.5f; float trimSpeed = (speed < 200.0f) ? speed : 200.0f; m_cutoff.x = player->pev->origin.x + k * trimSpeed * m_forward.x; m_cutoff.y = player->pev->origin.y + k * trimSpeed * m_forward.y; } m_targetAreaCount = 0; } enum { MAX_TARGET_AREAS = 128 }; /* <568dc3> ../cstrike/dlls/bot/states/cs_bot_follow.cpp:124 */ bool operator()(CNavArea *area) { if (m_targetAreaCount >= MAX_TARGET_AREAS) return false; // only use two-way connections if (!area->GetParent() || area->IsConnected(area->GetParent(), NUM_DIRECTIONS)) { if (m_forward.IsZero()) { m_targetArea[ m_targetAreaCount++ ] = area; } else { // collect areas in the direction of the player's forward motion Vector2D to(((*area->GetCenter()).x - m_cutoff.x), (*area->GetCenter()).y - m_cutoff.y); to.NormalizeInPlace(); //if (DotProduct(to, m_forward) > 0.7071f) if ((to.x * m_forward.x + to.y * m_forward.y) > 0.7071f) m_targetArea[ m_targetAreaCount++ ] = area; } } return (m_targetAreaCount < MAX_TARGET_AREAS); } CBasePlayer *m_player; Vector2D m_forward; Vector2D m_cutoff; CNavArea *m_targetArea[ MAX_TARGET_AREAS ]; int m_targetAreaCount; }; void InstallBotControl(); void Bot_ServerCommand(); void Bot_RegisterCvars(); int GetBotFollowCount(CBasePlayer *leader); const Vector *FindNearbyRetreatSpot(CCSBot *me, float maxRange); void drawProgressMeter(float progress, char *title); void startProgressMeter(const char *title); void hideProgressMeter(); bool isSniperRifle(CBasePlayerItem *item); float StayOnLadderLine(CCSBot *me, const CNavLadder *ladder); #endif // CS_BOT_H