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755 lines
22 KiB
755 lines
22 KiB
#include "bot_common.h" |
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// range for snipers to select a hiding spot |
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const float sniperHideRange = 2000.0f; |
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// The Idle state. |
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// We never stay in the Idle state - it is a "home base" for the state machine that |
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// does various checks to determine what we should do next. |
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void IdleState::OnEnter(CCSBot *me) |
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{ |
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me->DestroyPath(); |
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me->SetEnemy(NULL); |
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// lurking death |
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if (me->IsUsingKnife() && me->IsWellPastSafe() && !me->IsHurrying()) |
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me->Walk(); |
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// Since Idle assigns tasks, we assume that coming back to Idle means our task is complete |
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me->SetTask(CCSBot::SEEK_AND_DESTROY); |
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me->SetDisposition(CCSBot::ENGAGE_AND_INVESTIGATE); |
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} |
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void IdleState::OnUpdate(CCSBot *me) |
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{ |
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// all other states assume GetLastKnownArea() is valid, ensure that it is |
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if (me->GetLastKnownArea() == NULL && me->StayOnNavMesh() == false) |
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return; |
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// zombies never leave the Idle state |
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if (cv_bot_zombie.value > 0.0f) |
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{ |
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me->ResetStuckMonitor(); |
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return; |
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} |
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// if we are in the early "safe" time, grab a knife or grenade |
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if (me->IsSafe()) |
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{ |
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// if we have a grenade, use it |
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if (!me->EquipGrenade()) |
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{ |
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// high-skill bots run with the knife |
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if (me->GetProfile()->GetSkill() > 0.33f) |
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{ |
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me->EquipKnife(); |
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} |
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} |
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} |
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CCSBotManager *ctrl = TheCSBots(); |
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// if round is over, hunt |
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if (me->GetGameState()->IsRoundOver()) |
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{ |
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// if we are escorting hostages, try to get to the rescue zone |
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if (me->GetHostageEscortCount()) |
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{ |
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const CCSBotManager::Zone *zone = ctrl->GetClosestZone(me->GetLastKnownArea(), PathCost(me, FASTEST_ROUTE)); |
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me->SetTask(CCSBot::RESCUE_HOSTAGES); |
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me->Run(); |
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me->SetDisposition(CCSBot::SELF_DEFENSE); |
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me->MoveTo(ctrl->GetRandomPositionInZone(zone), FASTEST_ROUTE); |
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me->PrintIfWatched("Trying to rescue hostages at the end of the round\n"); |
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return; |
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} |
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me->Hunt(); |
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return; |
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} |
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const float defenseSniperCampChance = 75.0f; |
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const float offenseSniperCampChance = 10.0f; |
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// if we were following someone, continue following them |
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if (me->IsFollowing()) |
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{ |
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me->ContinueFollowing(); |
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return; |
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} |
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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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static int inumpo = 0; |
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inumpo++; |
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// if this is a bomb game and we have the bomb, go plant it |
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if (me->m_iTeam == TERRORIST) |
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{ |
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if (me->GetGameState()->IsBombPlanted()) |
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{ |
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if (me->GetGameState()->GetPlantedBombsite() != CSGameState::UNKNOWN) |
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{ |
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// T's always know where the bomb is - go defend it |
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const CCSBotManager::Zone *zone = ctrl->GetZone(me->GetGameState()->GetPlantedBombsite()); |
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me->SetTask(CCSBot::GUARD_TICKING_BOMB); |
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Place place = TheNavAreaGrid.GetPlace(&zone->m_center); |
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if (place != UNDEFINED_PLACE) |
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{ |
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// pick a random hiding spot in this place |
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const Vector *spot = FindRandomHidingSpot(me, place, me->IsSniper()); |
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if (spot != NULL) |
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{ |
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me->Hide(spot); |
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return; |
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} |
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} |
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// hide nearby |
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me->Hide(TheNavAreaGrid.GetNearestNavArea(&zone->m_center)); |
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return; |
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} |
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else |
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{ |
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// ask our teammates where the bomb is |
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me->GetChatter()->RequestBombLocation(); |
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// we dont know where the bomb is - we must search the bombsites |
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int zoneIndex = me->GetGameState()->GetNextBombsiteToSearch(); |
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// move to bombsite - if we reach it, we'll update its cleared status, causing us to select another |
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const Vector *pos = ctrl->GetRandomPositionInZone(ctrl->GetZone(zoneIndex)); |
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if (pos != NULL) |
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{ |
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me->SetTask(CCSBot::FIND_TICKING_BOMB); |
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me->MoveTo(pos); |
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return; |
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} |
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} |
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} |
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else if (me->IsCarryingBomb()) |
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{ |
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// if we're at a bomb site, plant the bomb |
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if (me->IsAtBombsite()) |
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{ |
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// plant it |
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me->SetTask(CCSBot::PLANT_BOMB); |
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me->PlantBomb(); |
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// radio to the team |
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me->GetChatter()->PlantingTheBomb(me->GetPlace()); |
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return; |
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} |
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else if (ctrl->IsTimeToPlantBomb()) |
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{ |
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// move to the closest bomb site |
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const CCSBotManager::Zone *zone = ctrl->GetClosestZone(me->GetLastKnownArea(), PathCost(me)); |
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if (zone != NULL) |
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{ |
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// pick a random spot within the bomb zone |
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const Vector *pos = ctrl->GetRandomPositionInZone(zone); |
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if (pos != NULL) |
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{ |
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// move to bombsite |
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me->SetTask(CCSBot::PLANT_BOMB); |
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me->Run(); |
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me->MoveTo(pos); |
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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 |
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{ |
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// small chance of sniper camping on offense, if we aren't carrying the bomb |
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if (me->GetFriendsRemaining() && me->IsSniper() && RANDOM_FLOAT(0, 100.0f) < offenseSniperCampChance) |
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{ |
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me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT); |
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me->Hide(me->GetLastKnownArea(), RANDOM_FLOAT(10.0f, 30.0f), sniperHideRange); |
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
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me->PrintIfWatched("Sniping!\n"); |
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return; |
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} |
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// if the bomb is loose (on the ground), go get it |
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if (me->NoticeLooseBomb()) |
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{ |
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me->FetchBomb(); |
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return; |
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} |
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// if bomb has been planted, and we hear it, move to a hiding spot near the bomb and guard it |
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if (!me->IsRogue() && me->GetGameState()->IsBombPlanted() && me->GetGameState()->GetBombPosition() != NULL) |
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{ |
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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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me->SetTask(CCSBot::GUARD_TICKING_BOMB); |
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me->Hide(TheNavAreaGrid.GetNavArea(bombPos)); |
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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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// CT |
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else |
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{ |
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if (me->GetGameState()->IsBombPlanted()) |
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{ |
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// if the bomb has been planted, attempt to defuse it |
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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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// if someone is defusing the bomb, guard them |
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if (ctrl->GetBombDefuser()) |
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{ |
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if (!me->IsRogue()) |
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{ |
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me->SetTask(CCSBot::GUARD_BOMB_DEFUSER); |
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me->Hide(TheNavAreaGrid.GetNavArea(bombPos)); |
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return; |
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} |
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} |
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else if (me->IsDoingScenario()) |
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{ |
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// move to the bomb and defuse it |
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me->SetTask(CCSBot::DEFUSE_BOMB); |
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
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me->MoveTo(bombPos); |
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return; |
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} |
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else |
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{ |
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// we're not allowed to defuse, guard the bomb zone |
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me->SetTask(CCSBot::GUARD_BOMB_ZONE); |
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me->Hide(TheNavAreaGrid.GetNavArea(bombPos)); |
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
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return; |
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} |
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} |
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else if (me->GetGameState()->GetPlantedBombsite() != CSGameState::UNKNOWN) |
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{ |
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// we know which bombsite, but not exactly where the bomb is, go there |
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const CCSBotManager::Zone *zone = ctrl->GetZone(me->GetGameState()->GetPlantedBombsite()); |
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if (zone != NULL) |
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{ |
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if (me->IsDoingScenario()) |
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{ |
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me->SetTask(CCSBot::DEFUSE_BOMB); |
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me->MoveTo(&zone->m_center); |
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
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return; |
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} |
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else |
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{ |
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// we're not allowed to defuse, guard the bomb zone |
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me->SetTask(CCSBot::GUARD_BOMB_ZONE); |
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me->Hide(TheNavAreaGrid.GetNavArea(&zone->m_center)); |
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
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return; |
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} |
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} |
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} |
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else |
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{ |
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// we dont know where the bomb is - we must search the bombsites |
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// find closest un-cleared bombsite |
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const CCSBotManager::Zone *zone = NULL; |
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float travelDistance = 9999999.9f; |
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for (int z = 0; z < ctrl->GetZoneCount(); ++z) |
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{ |
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if (ctrl->GetZone(z)->m_areaCount == 0) |
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continue; |
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// don't check bombsites that have been cleared |
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if (me->GetGameState()->IsBombsiteClear(z)) |
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continue; |
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// just use the first overlapping nav area as a reasonable approximation |
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ShortestPathCost pathCost = ShortestPathCost(); |
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float dist = NavAreaTravelDistance(me->GetLastKnownArea(), TheNavAreaGrid.GetNearestNavArea(&ctrl->GetZone(z)->m_center), pathCost); |
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if (/*dist >= 0.0f && */dist < travelDistance) |
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{ |
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zone = ctrl->GetZone(z); |
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travelDistance = dist; |
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} |
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} |
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if (zone != NULL) |
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{ |
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const float farAwayRange = 2000.0f; |
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if (travelDistance > farAwayRange) |
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{ |
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zone = NULL; |
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} |
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} |
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// if closest bombsite is "far away", pick one at random |
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if (zone == NULL) |
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{ |
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int zoneIndex = me->GetGameState()->GetNextBombsiteToSearch(); |
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zone = ctrl->GetZone(zoneIndex); |
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} |
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// move to bombsite - if we reach it, we'll update its cleared status, causing us to select another |
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if (zone != NULL) |
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{ |
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const Vector *pos = ctrl->GetRandomPositionInZone(zone); |
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if (pos != NULL) |
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{ |
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me->SetTask(CCSBot::FIND_TICKING_BOMB); |
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me->MoveTo(pos); |
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return; |
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} |
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} |
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} |
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assert((0, "A CT bot doesn't know what to do while the bomb is planted!\n")); |
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} |
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// if we have a sniper rifle, we like to camp, whether rogue or not |
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if (me->IsSniper()) |
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{ |
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if (RANDOM_FLOAT(0, 100) <= defenseSniperCampChance) |
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{ |
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CNavArea *snipingArea = NULL; |
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// if the bomb is loose, snipe near it |
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if (me->GetGameState()->IsLooseBombLocationKnown()) |
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{ |
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snipingArea = TheNavAreaGrid.GetNearestNavArea(me->GetGameState()->GetBombPosition()); |
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me->PrintIfWatched("Sniping near loose bomb\n"); |
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} |
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else |
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{ |
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// snipe bomb zone(s) |
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const CCSBotManager::Zone *zone = ctrl->GetRandomZone(); |
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if (zone != NULL) |
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{ |
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snipingArea = ctrl->GetRandomAreaInZone(zone); |
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me->PrintIfWatched("Sniping near bombsite\n"); |
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} |
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} |
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if (snipingArea != NULL) |
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{ |
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me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT); |
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me->Hide(snipingArea, -1.0f, sniperHideRange); |
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
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return; |
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} |
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} |
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} |
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// rogues just hunt, unless they want to snipe |
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// if the whole team has decided to rush, hunt |
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// if we know the bomb is dropped, hunt for enemies and the loose bomb |
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if (me->IsRogue() || ctrl->IsDefenseRushing() || me->GetGameState()->IsLooseBombLocationKnown()) |
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{ |
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me->Hunt(); |
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return; |
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} |
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// the lower our morale gets, the more we want to camp the bomb zone(s) |
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// only decide to camp at the start of the round, or if we haven't seen anything for a long time |
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if (me->IsSafe() || me->HasNotSeenEnemyForLongTime()) |
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{ |
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float guardBombsiteChance = -34.0f * me->GetMorale(); |
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if (RANDOM_FLOAT(0.0f, 100.0f) < guardBombsiteChance) |
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{ |
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float guardRange = 500.0f + 100.0f * (me->GetMorale() + 3); |
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// guard bomb zone(s) |
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const CCSBotManager::Zone *zone = ctrl->GetRandomZone(); |
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if (zone != NULL) |
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{ |
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CNavArea *area = ctrl->GetRandomAreaInZone(zone); |
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if (area != NULL) |
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{ |
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me->PrintIfWatched("I'm guarding a bombsite\n"); |
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me->GetChatter()->AnnouncePlan("GoingToDefendBombsite", area->GetPlace()); |
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me->SetTask(CCSBot::GUARD_BOMB_ZONE); |
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me->Hide(area, -1.0, guardRange); |
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
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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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} |
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break; |
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} |
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case CCSBotManager::SCENARIO_ESCORT_VIP: |
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{ |
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if (me->m_iTeam == TERRORIST) |
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{ |
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// if we have a sniper rifle, we like to camp, whether rogue or not |
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if (me->IsSniper()) |
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{ |
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if (RANDOM_FLOAT(0, 100) <= defenseSniperCampChance) |
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{ |
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// snipe escape zone(s) |
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const CCSBotManager::Zone *zone = ctrl->GetRandomZone(); |
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if (zone != NULL) |
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{ |
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CNavArea *area = ctrl->GetRandomAreaInZone(zone); |
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if (area != NULL) |
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{ |
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me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT); |
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me->Hide(area, -1.0, sniperHideRange); |
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
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me->PrintIfWatched("Sniping near escape zone\n"); |
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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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// rogues just hunt, unless they want to snipe |
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// if the whole team has decided to rush, hunt |
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if (me->IsRogue() || ctrl->IsDefenseRushing()) |
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break; |
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// the lower our morale gets, the more we want to camp the escape zone(s) |
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float guardEscapeZoneChance = -34.0f * me->GetMorale(); |
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if (RANDOM_FLOAT(0.0f, 100.0f) < guardEscapeZoneChance) |
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{ |
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// guard escape zone(s) |
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const CCSBotManager::Zone *zone = ctrl->GetRandomZone(); |
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if (zone != NULL) |
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{ |
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CNavArea *area = ctrl->GetRandomAreaInZone(zone); |
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if (area != NULL) |
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{ |
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// guard the escape zone - stay closer if our morale is low |
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me->SetTask(CCSBot::GUARD_VIP_ESCAPE_ZONE); |
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me->PrintIfWatched("I'm guarding an escape zone\n"); |
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float escapeGuardRange = 750.0f + 250.0f * (me->GetMorale() + 3); |
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me->Hide(area, -1.0, escapeGuardRange); |
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
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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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// CT |
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else |
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{ |
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if (me->m_bIsVIP) |
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{ |
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// if early in round, pick a random zone, otherwise pick closest zone |
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const float earlyTime = 20.0f; |
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const CCSBotManager::Zone *zone = NULL; |
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if (ctrl->GetElapsedRoundTime() < earlyTime) |
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{ |
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// pick random zone |
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zone = ctrl->GetRandomZone(); |
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} |
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else |
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{ |
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// pick closest zone |
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zone = ctrl->GetClosestZone(me->GetLastKnownArea(), PathCost(me)); |
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} |
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if (zone != NULL) |
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{ |
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// pick a random spot within the escape zone |
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const Vector *pos = ctrl->GetRandomPositionInZone(zone); |
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if (pos != NULL) |
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{ |
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// move to escape zone |
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me->SetTask(CCSBot::VIP_ESCAPE); |
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me->Run(); |
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me->MoveTo(pos); |
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// tell team to follow |
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const float repeatTime = 30.0f; |
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if (me->GetFriendsRemaining() && ctrl->GetRadioMessageInterval(EVENT_RADIO_FOLLOW_ME, me->m_iTeam) > repeatTime) |
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me->SendRadioMessage(EVENT_RADIO_FOLLOW_ME); |
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return; |
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} |
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} |
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} |
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else |
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{ |
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// small chance of sniper camping on offense, if we aren't VIP |
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if (me->GetFriendsRemaining() && me->IsSniper() && RANDOM_FLOAT(0, 100.0f) < offenseSniperCampChance) |
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{ |
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me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT); |
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me->Hide(me->GetLastKnownArea(), RANDOM_FLOAT(10.0f, 30.0f), sniperHideRange); |
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
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me->PrintIfWatched("Sniping!\n"); |
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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 CCSBotManager::SCENARIO_RESCUE_HOSTAGES: |
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{ |
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if (me->m_iTeam == TERRORIST) |
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{ |
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bool campHostages; |
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|
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// if we are in early game, camp the hostages |
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if (me->IsSafe()) |
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{ |
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campHostages = true; |
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} |
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else if (me->GetGameState()->HaveSomeHostagesBeenTaken() || me->GetGameState()->AreAllHostagesBeingRescued()) |
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{ |
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campHostages = false; |
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} |
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else |
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{ |
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// later in the game, camp either hostages or escape zone |
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const float campZoneChance = 100.0f * (ctrl->GetElapsedRoundTime() - me->GetSafeTime()) / 120.0f; |
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campHostages = (RANDOM_FLOAT(0, 100) > campZoneChance) ? true : false; |
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} |
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// if we have a sniper rifle, we like to camp, whether rogue or not |
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if (me->IsSniper()) |
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{ |
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if (RANDOM_FLOAT(0, 100) <= defenseSniperCampChance) |
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{ |
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const Vector *hostagePos = me->GetGameState()->GetRandomFreeHostagePosition(); |
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if (hostagePos != NULL && campHostages) |
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{ |
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me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT); |
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me->PrintIfWatched("Sniping near hostages\n"); |
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me->Hide(TheNavAreaGrid.GetNearestNavArea(hostagePos), -1.0, sniperHideRange); |
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
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return; |
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} |
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else |
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{ |
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// camp the escape zone(s) |
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if (me->GuardRandomZone(sniperHideRange)) |
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{ |
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me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT); |
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me->PrintIfWatched("Sniping near a rescue zone\n"); |
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
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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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|
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// if safe time is up, and we stumble across a hostage, guard it |
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if (!me->IsSafe() && !me->IsRogue()) |
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{ |
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CBaseEntity *hostage = me->GetGameState()->GetNearestVisibleFreeHostage(); |
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if (hostage != NULL) |
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{ |
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// we see a free hostage, guard it |
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CNavArea *area = TheNavAreaGrid.GetNearestNavArea(&hostage->pev->origin); |
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if (area != NULL) |
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{ |
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me->SetTask(CCSBot::GUARD_HOSTAGES); |
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me->Hide(area); |
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me->PrintIfWatched("I'm guarding hostages I found\n"); |
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// don't chatter here - he'll tell us when he's in his hiding spot |
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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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// decide if we want to hunt, or guard |
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const float huntChance = 70.0f + 25.0f * me->GetMorale(); |
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|
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// rogues just hunt, unless they want to snipe |
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// if the whole team has decided to rush, hunt |
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if (me->GetFriendsRemaining()) |
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{ |
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if (me->IsRogue() || ctrl->IsDefenseRushing() || RANDOM_FLOAT(0, 100) < huntChance) |
|
{ |
|
me->Hunt(); |
|
return; |
|
} |
|
} |
|
|
|
// decide whether to camp the hostages or the escape zones |
|
const Vector *hostagePos = me->GetGameState()->GetRandomFreeHostagePosition(); |
|
if (hostagePos != NULL && campHostages) |
|
{ |
|
CNavArea *area = TheNavAreaGrid.GetNearestNavArea(hostagePos); |
|
if (area != NULL) |
|
{ |
|
// guard the hostages - stay closer to hostages if our morale is low |
|
me->SetTask(CCSBot::GUARD_HOSTAGES); |
|
me->PrintIfWatched("I'm guarding hostages\n"); |
|
|
|
float hostageGuardRange = 750.0f + 250.0f * (me->GetMorale() + 3); |
|
me->Hide(area, -1.0, hostageGuardRange); |
|
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
|
|
|
if (RANDOM_FLOAT(0, 100) < 50) |
|
me->GetChatter()->GuardingHostages(area->GetPlace(), IS_PLAN); |
|
|
|
return; |
|
} |
|
} |
|
|
|
// guard rescue zone(s) |
|
if (me->GuardRandomZone()) |
|
{ |
|
me->SetTask(CCSBot::GUARD_HOSTAGE_RESCUE_ZONE); |
|
me->PrintIfWatched("I'm guarding a rescue zone\n"); |
|
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
|
me->GetChatter()->GuardingHostageEscapeZone(IS_PLAN); |
|
return; |
|
} |
|
} |
|
// CT |
|
else |
|
{ |
|
// only decide to do something else if we aren't already rescuing hostages |
|
if (!me->GetHostageEscortCount()) |
|
{ |
|
// small chance of sniper camping on offense |
|
if (me->GetFriendsRemaining() && me->IsSniper() && RANDOM_FLOAT(0, 100.0f) < offenseSniperCampChance) |
|
{ |
|
me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT); |
|
me->Hide(me->GetLastKnownArea(), RANDOM_FLOAT(10.0f, 30.0f), sniperHideRange); |
|
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
|
me->PrintIfWatched("Sniping!\n"); |
|
return; |
|
} |
|
|
|
if (me->GetFriendsRemaining() && !me->GetHostageEscortCount()) |
|
{ |
|
// rogues just hunt, unless all friends are dead |
|
// if we have friends left, we might go hunting instead of hostage rescuing |
|
const float huntChance = 33.3f; |
|
if (me->IsRogue() || RANDOM_FLOAT(0.0f, 100.0f) < huntChance) |
|
{ |
|
me->Hunt(); |
|
return; |
|
} |
|
} |
|
} |
|
|
|
// look for free hostages - CT's have radar so they know where hostages are at all times |
|
CHostage *hostage = me->GetGameState()->GetNearestFreeHostage(); |
|
|
|
// if we are not allowed to do the scenario, guard the hostages to clear the area for the human(s) |
|
if (!me->IsDoingScenario()) |
|
{ |
|
if (hostage != NULL) |
|
{ |
|
CNavArea *area = TheNavAreaGrid.GetNearestNavArea(&hostage->pev->origin); |
|
if (area != NULL) |
|
{ |
|
me->SetTask(CCSBot::GUARD_HOSTAGES); |
|
me->Hide(area); |
|
me->PrintIfWatched("I'm securing the hostages for a human to rescue\n"); |
|
return; |
|
} |
|
} |
|
|
|
me->Hunt(); |
|
return; |
|
} |
|
|
|
bool fetchHostages = false; |
|
bool rescueHostages = false; |
|
const CCSBotManager::Zone *zone = NULL; |
|
me->SetGoalEntity(NULL); |
|
|
|
// if we are escorting hostages, determine where to take them |
|
if (me->GetHostageEscortCount()) |
|
zone = ctrl->GetClosestZone(me->GetLastKnownArea(), PathCost(me, FASTEST_ROUTE)); |
|
|
|
// if we are escorting hostages and there are more hostages to rescue, |
|
// determine whether it's faster to rescue the ones we have, or go get the remaining ones |
|
if (hostage != NULL) |
|
{ |
|
if (zone != NULL) |
|
{ |
|
PathCost pathCost(me, FASTEST_ROUTE); |
|
float toZone = NavAreaTravelDistance(me->GetLastKnownArea(), zone->m_area[0], pathCost); |
|
float toHostage = NavAreaTravelDistance(me->GetLastKnownArea(), TheNavAreaGrid.GetNearestNavArea(&hostage->pev->origin), pathCost); |
|
|
|
if (toHostage < 0.0f) |
|
{ |
|
rescueHostages = true; |
|
} |
|
else |
|
{ |
|
if (toZone < toHostage) |
|
rescueHostages = true; |
|
else |
|
fetchHostages = true; |
|
} |
|
} |
|
else |
|
{ |
|
fetchHostages = true; |
|
} |
|
} |
|
else if (zone != NULL) |
|
{ |
|
rescueHostages = true; |
|
} |
|
|
|
if (fetchHostages) |
|
{ |
|
// go get hostages |
|
me->SetTask(CCSBot::COLLECT_HOSTAGES); |
|
me->Run(); |
|
me->SetGoalEntity(hostage); |
|
me->ResetWaitForHostagePatience(); |
|
|
|
// if we already have some hostages, move to the others by the quickest route |
|
RouteType route = (me->GetHostageEscortCount()) ? FASTEST_ROUTE : SAFEST_ROUTE; |
|
me->MoveTo(&hostage->pev->origin, route); |
|
me->PrintIfWatched("I'm collecting hostages\n"); |
|
return; |
|
} |
|
|
|
if (rescueHostages) |
|
{ |
|
me->SetTask(CCSBot::RESCUE_HOSTAGES); |
|
me->Run(); |
|
me->SetDisposition(CCSBot::SELF_DEFENSE); |
|
me->MoveTo(ctrl->GetRandomPositionInZone(zone), FASTEST_ROUTE); |
|
me->PrintIfWatched("I'm rescuing hostages\n"); |
|
me->GetChatter()->EscortingHostages(); |
|
return; |
|
} |
|
} |
|
break; |
|
} |
|
#endif |
|
// deathmatch |
|
//default: |
|
{ |
|
// sniping check |
|
if (me->GetFriendsRemaining() && me->IsSniper() && RANDOM_FLOAT(0, 100.0f) < offenseSniperCampChance) |
|
{ |
|
me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT); |
|
me->Hide(me->GetLastKnownArea(), RANDOM_FLOAT(10.0f, 30.0f), sniperHideRange); |
|
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
|
me->PrintIfWatched("Sniping!\n"); |
|
return; |
|
} |
|
//break; |
|
} |
|
//} |
|
|
|
// if we have nothing special to do, go hunting for enemies |
|
me->Hunt(); |
|
}
|
|
|