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300 lines
7.6 KiB
300 lines
7.6 KiB
#include "bot_common.h" |
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// Move to a potentially far away position. |
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void MoveToState::OnEnter(CCSBot *me) |
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{ |
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if (me->IsUsingKnife() && me->IsWellPastSafe() && !me->IsHurrying()) |
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{ |
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me->Walk(); |
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} |
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else |
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{ |
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me->Run(); |
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} |
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// if we need to find the bomb, get there as quick as we can |
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RouteType route; |
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switch (me->GetTask()) |
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{ |
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case CCSBot::FIND_TICKING_BOMB: |
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case CCSBot::DEFUSE_BOMB: |
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case CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION: |
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route = FASTEST_ROUTE; |
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break; |
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default: |
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route = SAFEST_ROUTE; |
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break; |
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} |
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// build path to, or nearly to, goal position |
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me->ComputePath(TheNavAreaGrid.GetNavArea(&m_goalPosition), &m_goalPosition, route); |
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m_radioedPlan = false; |
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m_askedForCover = false; |
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} |
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// Move to a potentially far away position. |
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void MoveToState::OnUpdate(CCSBot *me) |
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{ |
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CCSBotManager *ctrl = TheCSBots(); |
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// assume that we are paying attention and close enough to know our enemy died |
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if (me->GetTask() == CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION) |
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{ |
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// TODO: Account for reaction time so we take some time to realized the enemy is dead |
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CBasePlayer *victim = static_cast<CBasePlayer *>(me->GetTaskEntity()); |
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if (victim == NULL || !victim->IsAlive()) |
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{ |
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me->PrintIfWatched("The enemy I was chasing was killed - giving up.\n"); |
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me->Idle(); |
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return; |
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} |
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} |
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// look around |
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me->UpdateLookAround(); |
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#if 0 |
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// Scenario logic |
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switch (ctrl->GetScenario()) |
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{ |
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case CCSBotManager::SCENARIO_DEFUSE_BOMB: |
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{ |
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// if the bomb has been planted, find it |
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// NOTE: This task is used by both CT and T's to find the bomb |
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if (me->GetTask() == CCSBot::FIND_TICKING_BOMB) |
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{ |
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if (!me->GetGameState()->IsBombPlanted()) |
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{ |
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// the bomb is not planted - give up this task |
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me->Idle(); |
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return; |
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} |
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if (me->GetGameState()->GetPlantedBombsite() != CSGameState::UNKNOWN) |
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{ |
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// we know where the bomb is planted, stop searching |
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me->Idle(); |
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return; |
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} |
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// check off bombsites that we explore or happen to stumble into |
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for (int z = 0; z < ctrl->GetZoneCount(); ++z) |
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{ |
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// don't re-check zones |
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if (me->GetGameState()->IsBombsiteClear(z)) |
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continue; |
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#if 0 |
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if (ctrl->GetZone(z)->m_extent.Contains(&me->pev->origin)) |
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{ |
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// note this bombsite is clear |
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me->GetGameState()->ClearBombsite(z); |
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if (me->m_iTeam == CT) |
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{ |
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// tell teammates this bombsite is clear |
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me->GetChatter()->BombsiteClear(z); |
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} |
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// find another zone to check |
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me->Idle(); |
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return; |
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} |
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#endif |
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} |
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// move to a bombsite |
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break; |
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} |
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else if (me->m_iTeam == CT) |
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{ |
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if (me->GetGameState()->IsBombPlanted()) |
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{ |
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switch (me->GetTask()) |
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{ |
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case CCSBot::DEFUSE_BOMB: |
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{ |
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// if we are trying to defuse the bomb, and someone has started defusing, guard them instead |
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if (me->CanSeePlantedBomb() && ctrl->GetBombDefuser()) |
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{ |
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me->GetChatter()->Say("CoveringFriend"); |
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me->Idle(); |
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return; |
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} |
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break; |
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} |
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default: |
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{ |
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// we need to find the bomb |
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me->Idle(); |
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return; |
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} |
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} |
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} |
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} |
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// TERRORIST |
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else |
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{ |
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if (me->GetTask() == CCSBot::PLANT_BOMB) |
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{ |
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if (me->GetFriendsRemaining()) |
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{ |
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// if we are about to plant, radio for cover |
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if (!m_askedForCover) |
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{ |
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const float nearPlantSite = 50.0f; |
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if (me->IsAtBombsite() && me->GetPathDistanceRemaining() < nearPlantSite) |
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{ |
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// radio to the team |
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me->GetChatter()->PlantingTheBomb(me->GetPlace()); |
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m_askedForCover = true; |
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} |
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// after we have started to move to the bombsite, tell team we're going to plant, and where |
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// don't do this if we have already radioed that we are starting to plant |
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if (!m_radioedPlan) |
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{ |
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const float radioTime = 2.0f; |
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if (gpGlobals->time - me->GetStateTimestamp() > radioTime) |
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{ |
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me->GetChatter()->GoingToPlantTheBomb(TheNavAreaGrid.GetPlace(&m_goalPosition)); |
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m_radioedPlan = true; |
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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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break; |
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} |
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case CCSBotManager::SCENARIO_RESCUE_HOSTAGES: |
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{ |
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if (me->GetTask() == CCSBot::COLLECT_HOSTAGES) |
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{ |
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// Since CT's have a radar, they can directly look at the actual hostage state |
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// check if someone else collected our hostage, or the hostage died or was rescued |
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CHostage *hostage = static_cast<CHostage *>(me->GetGoalEntity()); |
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if (hostage == NULL || !hostage->IsValid() || hostage->IsFollowingSomeone()) |
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{ |
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me->Idle(); |
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return; |
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} |
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// if our hostage has moved, repath |
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const float repathToleranceSq = 75.0f * 75.0f; |
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float error = (hostage->pev->origin - m_goalPosition).LengthSquared(); |
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if (error > repathToleranceSq) |
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{ |
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m_goalPosition = hostage->pev->origin; |
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me->ComputePath(TheNavAreaGrid.GetNavArea(&m_goalPosition), &m_goalPosition, SAFEST_ROUTE); |
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} |
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// TODO: Generalize ladder priorities over other tasks |
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if (!me->IsUsingLadder()) |
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{ |
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Vector pos = hostage->pev->origin + Vector(0, 0, HumanHeight * 0.75f); |
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Vector to = pos - me->pev->origin; |
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// look at the hostage as we approach |
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const float watchHostageRange = 100.0f; |
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if (to.IsLengthLessThan(watchHostageRange)) |
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{ |
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me->SetLookAt("Hostage", &pos, PRIORITY_LOW, 0.5f); |
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// randomly move just a bit to avoid infinite use loops from bad hostage placement |
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NavRelativeDirType dir = (NavRelativeDirType)RANDOM_LONG(0, 3); |
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switch (dir) |
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{ |
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case LEFT: me->StrafeLeft(); break; |
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case RIGHT: me->StrafeRight(); break; |
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case FORWARD: me->MoveForward(); break; |
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case BACKWARD: me->MoveBackward(); break; |
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} |
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// check if we are close enough to the hostage to talk to him |
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const float useRange = PLAYER_USE_RADIUS - 14.0f; // shave off a fudge factor to make sure we're within range |
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if (to.IsLengthLessThan(useRange)) |
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{ |
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me->UseEntity(me->GetGoalEntity()); |
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return; |
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} |
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} |
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} |
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} |
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else if (me->GetTask() == CCSBot::RESCUE_HOSTAGES) |
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{ |
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// periodically check if we lost all our hostages |
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if (me->GetHostageEscortCount() == 0) |
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{ |
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// lost our hostages - go get 'em |
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me->Idle(); |
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return; |
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} |
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} |
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break; |
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} |
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} |
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#endif |
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if (me->UpdatePathMovement() != CCSBot::PROGRESSING) |
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{ |
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// reached destination |
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switch (me->GetTask()) |
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{ |
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case CCSBot::PLANT_BOMB: |
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{ |
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// if we are at bombsite with the bomb, plant it |
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if (me->IsAtBombsite() && me->IsCarryingBomb()) |
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{ |
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me->PlantBomb(); |
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return; |
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} |
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break; |
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} |
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case CCSBot::DEFUSE_BOMB: |
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{ |
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if (!me->IsActiveWeaponReloading()) |
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{ |
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// if we are near the bomb, defuse it (if we are reloading, don't try to defuse until we finish) |
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const Vector *bombPos = me->GetGameState()->GetBombPosition(); |
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if (bombPos != NULL) |
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{ |
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const float defuseRange = 100.0f; |
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Vector toBomb = *bombPos - me->pev->origin + Vector(0, 0, me->GetFeetZ()); |
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if (toBomb.IsLengthLessThan(defuseRange)) |
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{ |
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me->DefuseBomb(); |
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return; |
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} |
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} |
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} |
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break; |
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} |
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case CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION: |
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{ |
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CBasePlayer *victim = static_cast<CBasePlayer *>(me->GetTaskEntity()); |
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if (victim != NULL && victim->IsAlive()) |
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{ |
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// if we got here and haven't re-acquired the enemy, we lost him |
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me->GetChatter()->Say("LostEnemy"); |
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} |
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break; |
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} |
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} |
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// default behavior when destination is reached |
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me->Idle(); |
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return; |
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} |
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} |
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void MoveToState::OnExit(CCSBot *me) |
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{ |
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// reset to run in case we were walking near our goal position |
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me->Run(); |
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me->SetDisposition(CCSBot::ENGAGE_AND_INVESTIGATE); |
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//me->StopAiming(); |
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}
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