Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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#include "bot_common.h"
void CCSBot::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
{
#if 0
GetGameState()->OnEvent(event, entity, other);
GetChatter()->OnEvent(event, entity, other);
// Morale adjustments happen even for dead players
/* switch (event)
{
case EVENT_TERRORISTS_WIN:
if (m_iTeam == CT)
{
DecreaseMorale();
}
else
{
IncreaseMorale();
}
break;
case EVENT_CTS_WIN:
if (m_iTeam == CT)
{
IncreaseMorale();
}
else
{
DecreaseMorale();
}
break;
}*/
if (!IsAlive())
return;
CBasePlayer *player = static_cast<CBasePlayer *>(entity);
// If we just saw a nearby friend die, and we haven't yet acquired an enemy
// automatically acquire our dead friend's killer
if (!IsAttacking() && (GetDisposition() == ENGAGE_AND_INVESTIGATE || GetDisposition() == OPPORTUNITY_FIRE))
{
if (event == EVENT_PLAYER_DIED)
{
if (player->m_iTeam == m_iTeam)
{
CBasePlayer *killer = static_cast<CBasePlayer *>(other);
// check that attacker is an enemy (for friendly fire, etc)
if (killer && killer->IsPlayer())
{
// check if we saw our friend die - dont check FOV - assume we're aware of our surroundings in combat
// snipers stay put
if (!IsSniper() && IsVisible(&player->pev->origin))
{
// people are dying - we should hurry
Hurry(RANDOM_FLOAT(10.0f, 15.0f));
// if we're hiding with only our knife, be a little more cautious
const float knifeAmbushChance = 50.0f;
if (!IsHiding() || !IsUsingKnife() || RANDOM_FLOAT(0, 100) < knifeAmbushChance)
{
PrintIfWatched("Attacking our friend's killer!\n");
Attack(killer);
return;
}
}
}
}
}
}
switch (event)
{
case EVENT_PLAYER_DIED:
{
CBasePlayer *victim = player;
CBasePlayer *killer = (other && other->IsPlayer()) ? static_cast<CBasePlayer *>(other) : NULL;
// if the human player died in the single player game, tell the team
if (g_pGameRules->IsCareer() && !victim->IsBot() && victim->m_iTeam == m_iTeam)
{
GetChatter()->Say("CommanderDown", 20.0f);
}
// keep track of the last player we killed
if (killer == this)
{
m_lastVictimID = victim->entindex();
}
// react to teammate death
if (victim->m_iTeam == m_iTeam)
{
// chastise friendly fire from humans
if (killer != NULL && !killer->IsBot() && killer->m_iTeam == m_iTeam && killer != this)
{
GetChatter()->KilledFriend();
}
if (IsHunting())
{
PrintIfWatched("Rethinking hunt due to teammate death\n");
Idle();
return;
}
if (IsAttacking())
{
if (GetTimeSinceLastSawEnemy() > 0.4f)
{
PrintIfWatched("Rethinking my attack due to teammate death\n");
// allow us to sneak past windows, doors, etc
IgnoreEnemies(1.0f);
// move to last known position of enemy - this could cause us to flank if
// the danger has changed due to our teammate's recent death
SetTask(MOVE_TO_LAST_KNOWN_ENEMY_POSITION, GetEnemy());
MoveTo(&GetLastKnownEnemyPosition());
return;
}
}
}
// an enemy was killed
else
{
if (killer != NULL && killer->m_iTeam == m_iTeam)
{
// only chatter about enemy kills if we see them occur, and they were the last one we see
if (GetNearbyEnemyCount() <= 1)
{
// report if number of enemies left is few and we killed the last one we saw locally
GetChatter()->EnemiesRemaining();
if (IsVisible(&victim->pev->origin, CHECK_FOV))
{
// congratulate teammates on their kills
if (killer != NULL && killer != this)
{
float delay = RANDOM_FLOAT(2.0f, 3.0f);
if (killer->IsBot())
{
if (RANDOM_FLOAT(0.0f, 100.0f) < 40.0f)
GetChatter()->Say("NiceShot", 3.0f, delay);
}
else
{
// humans get the honorific
if (g_pGameRules->IsCareer())
GetChatter()->Say("NiceShotCommander", 3.0f, delay);
else
GetChatter()->Say("NiceShotSir", 3.0f, delay);
}
}
}
}
}
}
return;
}
case EVENT_TERRORISTS_WIN:
if (m_iTeam == TERRORIST)
GetChatter()->CelebrateWin();
return;
case EVENT_CTS_WIN:
if (m_iTeam == CT)
GetChatter()->CelebrateWin();
return;
case EVENT_BOMB_DEFUSED:
if (m_iTeam == CT && TheCSBots()->GetBombTimeLeft() < 2.0)
GetChatter()->Say("BarelyDefused");
return;
case EVENT_BOMB_PICKED_UP:
{
if (m_iTeam == CT && player != NULL)
{
// check if we're close enough to hear it
const float bombPickupHearRangeSq = 1000.0f * 1000.0f;
if ((pev->origin - player->pev->origin).LengthSquared() < bombPickupHearRangeSq)
{
GetChatter()->TheyPickedUpTheBomb();
}
}
return;
}
case EVENT_BOMB_BEEP:
{
// if we don't know where the bomb is, but heard it beep, we've discovered it
if (GetGameState()->IsPlantedBombLocationKnown() == false)
{
// check if we're close enough to hear it
const float bombBeepHearRangeSq = 1000.0f * 1000.0f;
if ((pev->origin - entity->pev->origin).LengthSquared() < bombBeepHearRangeSq)
{
// radio the news to our team
if (m_iTeam == CT && GetGameState()->GetPlantedBombsite() == CSGameState::UNKNOWN)
{
const CCSBotManager::Zone *zone = TheCSBots()->GetZone(&entity->pev->origin);
if (zone != NULL)
GetChatter()->FoundPlantedBomb(zone->m_index);
}
// remember where the bomb is
GetGameState()->UpdatePlantedBomb(&entity->pev->origin);
}
}
return;
}
case EVENT_BOMB_PLANTED:
{
// if we're a CT, forget what we're doing and go after the bomb
if (m_iTeam == CT)
{
Idle();
}
// if we are following someone, stop following
if (IsFollowing())
{
StopFollowing();
Idle();
}
OnEvent(EVENT_BOMB_BEEP, other);
return;
}
case EVENT_BOMB_DEFUSE_ABORTED:
PrintIfWatched("BOMB DEFUSE ABORTED\n");
return;
case EVENT_WEAPON_FIRED:
case EVENT_WEAPON_FIRED_ON_EMPTY:
case EVENT_WEAPON_RELOADED:
{
if (m_enemy == entity && IsUsingKnife())
ForceRun(5.0f);
break;
}
default:
break;
}
// Process radio events from our team
if (player != NULL && player->m_iTeam == m_iTeam && event > EVENT_START_RADIO_1 && event < EVENT_END_RADIO)
{
// TODO: Distinguish between radio commands and responses
if (event != EVENT_RADIO_AFFIRMATIVE && event != EVENT_RADIO_NEGATIVE && event != EVENT_RADIO_REPORTING_IN)
{
m_lastRadioCommand = event;
m_lastRadioRecievedTimestamp = gpGlobals->time;
m_radioSubject = player;
m_radioPosition = player->pev->origin;
}
}
// player_follows needs a player
if (player == NULL)
return;
if (!IsRogue() && event == EVENT_HOSTAGE_CALLED_FOR_HELP && m_iTeam == CT && IsHunting())
{
if ((entity->pev->origin - pev->origin).IsLengthGreaterThan(1000.0f))
return;
Vector v = entity->Center();
if (IsVisible(&v))
{
m_task = COLLECT_HOSTAGES;
m_taskEntity = NULL;
Run();
m_goalEntity = entity;
MoveTo(&entity->pev->origin, (RouteType)(m_hostageEscortCount == 0));
PrintIfWatched("I'm fetching a hostage that called out to me\n");
return;
}
}
// don't pay attention to noise that friends make
if (!IsEnemy(player))
return;
float range;
PriorityType priority;
bool isHostile;
if (IsGameEventAudible(event, entity, other, &range, &priority, &isHostile) == false)
return;
if (event == EVENT_HOSTAGE_USED)
{
if (m_iTeam == CT)
return;
if ((entity->pev->origin - pev->origin).IsLengthGreaterThan(range))
return;
GetChatter()->HostagesBeingTaken();
if (!GetGameState()->GetNearestVisibleFreeHostage() && m_task != GUARD_HOSTAGE_RESCUE_ZONE && GuardRandomZone())
{
m_task = GUARD_HOSTAGE_RESCUE_ZONE;
m_taskEntity = NULL;
SetDisposition(OPPORTUNITY_FIRE);
PrintIfWatched("Trying to beat them to an escape zone!\n");
}
}
// check if noise is close enough for us to hear
const Vector *newNoisePosition = &player->pev->origin;
float newNoiseDist = (pev->origin - *newNoisePosition).Length();
if (newNoiseDist < range)
{
// we heard the sound
if ((IsLocalPlayerWatchingMe() && cv_bot_debug.value == 3.0f) || cv_bot_debug.value == 4.0f)
{
PrintIfWatched("Heard noise (%s from %s, pri %s, time %3.1f)\n",
(event == EVENT_WEAPON_FIRED) ? "Weapon fire " : "",
STRING(player->pev->netname),
(priority == PRIORITY_HIGH) ? "HIGH" : ((priority == PRIORITY_MEDIUM) ? "MEDIUM" : "LOW"),
gpGlobals->time);
}
if (event == EVENT_PLAYER_FOOTSTEP && IsUsingSniperRifle() && newNoiseDist < 300.0)
EquipPistol();
// should we pay attention to it
// if noise timestamp is zero, there is no prior noise
if (m_noiseTimestamp > 0.0f)
{
// only overwrite recent sound if we are louder (closer), or more important - if old noise was long ago, its faded
const float shortTermMemoryTime = 3.0f;
if (gpGlobals->time - m_noiseTimestamp < shortTermMemoryTime)
{
// prior noise is more important - ignore new one
if (priority < m_noisePriority)
return;
float oldNoiseDist = (pev->origin - m_noisePosition).Length();
if (newNoiseDist >= oldNoiseDist)
return;
}
}
// find the area in which the noise occured
// TODO: Better handle when noise occurs off the nav mesh
// TODO: Make sure noise area is not through a wall or ceiling from source of noise
// TODO: Change GetNavTravelTime to better deal with NULL destination areas
CNavArea *noiseArea = TheNavAreaGrid.GetNavArea(newNoisePosition);
if (noiseArea == NULL)
noiseArea = TheNavAreaGrid.GetNearestNavArea(newNoisePosition);
if (noiseArea == NULL)
{
PrintIfWatched(" *** Noise occurred off the nav mesh - ignoring!\n");
return;
}
m_noiseArea = noiseArea;
// remember noise priority
m_noisePriority = priority;
// randomize noise position in the area a bit - hearing isn't very accurate
// the closer the noise is, the more accurate our placement
// TODO: Make sure not to pick a position on the opposite side of ourselves.
const float maxErrorRadius = 400.0f;
const float maxHearingRange = 2000.0f;
float errorRadius = maxErrorRadius * newNoiseDist / maxHearingRange;
m_noisePosition.x = newNoisePosition->x + RANDOM_FLOAT(-errorRadius, errorRadius);
m_noisePosition.y = newNoisePosition->y + RANDOM_FLOAT(-errorRadius, errorRadius);
// make sure noise position remains in the same area
m_noiseArea->GetClosestPointOnArea(&m_noisePosition, &m_noisePosition);
m_isNoiseTravelRangeChecked = false;
// note when we heard the noise
m_noiseTimestamp = gpGlobals->time;
}
#endif
}