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437 lines
12 KiB
437 lines
12 KiB
#include "bot_common.h" |
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// Begin moving to a nearby hidey-hole. |
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// NOTE: Do not forget this state may include a very long "move-to" time to get to our hidey spot! |
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void HideState::OnEnter(CCSBot *me) |
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{ |
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m_isAtSpot = false; |
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// if duration is "infinite", set it to a reasonably long time to prevent infinite camping |
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if (m_duration < 0.0f) |
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{ |
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m_duration = RANDOM_FLOAT(30.0f, 60.0f); |
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} |
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// decide whether to "ambush" or not - never set to false so as not to override external setting |
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if (RANDOM_FLOAT(0.0f, 100.0f) < 50.0f) |
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{ |
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m_isHoldingPosition = true; |
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} |
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// if we are holding position, decide for how long |
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if (m_isHoldingPosition) |
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{ |
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m_holdPositionTime = RANDOM_FLOAT(3.0f, 10.0f); |
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} |
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else |
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{ |
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m_holdPositionTime = 0.0f; |
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} |
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m_heardEnemy = false; |
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m_firstHeardEnemyTime = 0.0f; |
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m_retry = 0; |
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if (me->IsFollowing()) |
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{ |
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m_leaderAnchorPos = me->GetFollowLeader()->pev->origin; |
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} |
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} |
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// Move to a nearby hidey-hole. |
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// NOTE: Do not forget this state may include a very long "move-to" time to get to our hidey spot! |
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void HideState::OnUpdate(CCSBot *me) |
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{ |
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CCSBotManager *ctrl = TheCSBots(); |
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// wait until finished reloading to leave hide state |
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if (!me->IsActiveWeaponReloading()) |
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{ |
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if (gpGlobals->time - me->GetStateTimestamp() > m_duration) |
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{ |
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if (me->GetTask() == CCSBot::GUARD_LOOSE_BOMB) |
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{ |
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// if we're guarding the loose bomb, continue to guard it but pick a new spot |
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me->Hide(ctrl->GetLooseBombArea()); |
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return; |
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} |
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else if (me->GetTask() == CCSBot::GUARD_BOMB_ZONE) |
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{ |
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// if we're guarding a bombsite, continue to guard it but pick a new spot |
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const CCSBotManager::Zone *zone = ctrl->GetClosestZone(&me->pev->origin); |
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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->Hide(area); |
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return; |
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} |
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} |
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} |
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else if (me->GetTask() == CCSBot::GUARD_HOSTAGE_RESCUE_ZONE) |
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{ |
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// if we're guarding a rescue zone, continue to guard this or another rescue zone |
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if (me->GuardRandomZone()) |
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{ |
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me->SetTask(CCSBot::GUARD_HOSTAGE_RESCUE_ZONE); |
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me->PrintIfWatched("Continuing to guard hostage rescue zones\n"); |
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
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me->GetChatter()->GuardingHostageEscapeZone(IS_PLAN); |
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return; |
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} |
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} |
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me->Idle(); |
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return; |
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} |
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// if we are momentarily hiding while following someone, check to see if he has moved on |
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if (me->IsFollowing()) |
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{ |
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CBasePlayer *leader = me->GetFollowLeader(); |
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// BOTPORT: Determine walk/run velocity thresholds |
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float runThreshold = 200.0f; |
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if (leader->pev->velocity.IsLengthGreaterThan(runThreshold)) |
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{ |
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// leader is running, stay with him |
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me->Follow(leader); |
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return; |
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} |
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// if leader has moved, stay with him |
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const float followRange = 250.0f; |
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if ((m_leaderAnchorPos - leader->pev->origin).IsLengthGreaterThan(followRange)) |
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{ |
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me->Follow(leader); |
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return; |
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} |
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} |
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// if we see a nearby buddy in combat, join him |
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// TODO: Perhaps tie in to TakeDamage(), so it works for human players, too |
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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 (me->m_iTeam == CT) |
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{ |
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// if we are just holding position (due to a radio order) and the bomb has just planted, go defuse it |
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if (me->GetTask() == CCSBot::HOLD_POSITION && |
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ctrl->IsBombPlanted() && |
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ctrl->GetBombPlantTimestamp() > me->GetStateTimestamp()) |
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{ |
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me->Idle(); |
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return; |
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} |
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// if we are guarding the defuser and he dies/gives up, stop hiding (to choose another defuser) |
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if (me->GetTask() == CCSBot::GUARD_BOMB_DEFUSER && ctrl->GetBombDefuser() == NULL) |
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{ |
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me->Idle(); |
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return; |
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} |
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// if we are guarding the loose bomb and it is picked up, stop hiding |
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if (me->GetTask() == CCSBot::GUARD_LOOSE_BOMB && ctrl->GetLooseBomb() == NULL) |
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{ |
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me->GetChatter()->TheyPickedUpTheBomb(); |
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me->Idle(); |
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return; |
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} |
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// if we are guarding a bombsite and the bomb is dropped and we hear about it, stop guarding |
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if (me->GetTask() == CCSBot::GUARD_BOMB_ZONE && me->GetGameState()->IsLooseBombLocationKnown()) |
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{ |
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me->Idle(); |
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return; |
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} |
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// if we are guarding (bombsite, initial encounter, etc) and the bomb is planted, go defuse it |
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if (me->IsDoingScenario() && me->GetTask() == CCSBot::GUARD_BOMB_ZONE && ctrl->IsBombPlanted()) |
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{ |
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me->Idle(); |
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return; |
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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 we are near the ticking bomb and someone starts defusing it, attack! |
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if (ctrl->GetBombDefuser()) |
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{ |
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Vector toDefuser = ctrl->GetBombDefuser()->pev->origin; |
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const float hearDefuseRange = 2000.0f; |
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if ((toDefuser - me->pev->origin).IsLengthLessThan(hearDefuseRange)) |
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{ |
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// if we are nearby, attack, otherwise move to the bomb (which will cause us to attack when we see defuser) |
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if (me->CanSeePlantedBomb()) |
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{ |
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me->Attack(ctrl->GetBombDefuser()); |
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} |
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else |
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{ |
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me->MoveTo(&toDefuser, FASTEST_ROUTE); |
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me->InhibitLookAround(10.0f); |
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} |
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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 we're guarding the hostages and they all die or are taken, do something else |
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if (me->GetTask() == CCSBot::GUARD_HOSTAGES) |
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{ |
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if (me->GetGameState()->AreAllHostagesBeingRescued() || me->GetGameState()->AreAllHostagesGone()) |
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{ |
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me->Idle(); |
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return; |
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} |
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} |
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else if (me->GetTask() == CCSBot::GUARD_HOSTAGE_RESCUE_ZONE) |
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{ |
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// if we stumble across a hostage, guard it |
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CHostage *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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} |
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#endif |
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bool isSettledInSniper = (me->IsSniper() && m_isAtSpot) ? true : false; |
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// only investigate noises if we are initiating attacks, and we aren't a "settled in" sniper |
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// dont investigate noises if we are reloading |
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if (!me->IsActiveWeaponReloading() && |
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!isSettledInSniper && |
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me->GetDisposition() == CCSBot::ENGAGE_AND_INVESTIGATE) |
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{ |
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// if we are holding position, and have heard the enemy nearby, investigate after our hold time is up |
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if (m_isHoldingPosition && m_heardEnemy && (gpGlobals->time - m_firstHeardEnemyTime > m_holdPositionTime)) |
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{ |
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// TODO: We might need to remember specific location of last enemy noise here |
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me->InvestigateNoise(); |
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return; |
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} |
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// investigate nearby enemy noises |
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if (me->ShouldInvestigateNoise()) |
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{ |
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// if we are holding position, check if enough time has elapsed since we first heard the enemy |
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if (m_isAtSpot && m_isHoldingPosition) |
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{ |
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if (!m_heardEnemy) |
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{ |
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// first time we heard the enemy |
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m_heardEnemy = true; |
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m_firstHeardEnemyTime = gpGlobals->time; |
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me->PrintIfWatched("Heard enemy, holding position for %f2.1 seconds...\n", m_holdPositionTime); |
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} |
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} |
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else |
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{ |
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// not holding position - investigate enemy noise |
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me->InvestigateNoise(); |
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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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// look around |
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me->UpdateLookAround(); |
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// if we are at our hiding spot, crouch and wait |
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if (m_isAtSpot) |
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{ |
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me->Crouch(); |
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// if we have a shield, hide behind it |
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// if (me->HasShield() && !me->IsProtectedByShield()) |
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// me->SecondaryAttack(); |
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// while sitting at our hiding spot, if we are being attacked but can't see our attacker, move somewhere else |
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const float hurtRecentlyTime = 1.0f; |
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if (!me->IsEnemyVisible() && me->GetTimeSinceAttacked() < hurtRecentlyTime) |
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{ |
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me->Idle(); |
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return; |
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} |
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#if 0 |
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// encourage the human player |
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if (!me->IsDoingScenario()) |
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{ |
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if (me->m_iTeam == CT) |
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{ |
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if (me->GetTask() == CCSBot::GUARD_BOMB_ZONE && me->IsAtHidingSpot() && ctrl->IsBombPlanted()) |
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{ |
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if (me->GetNearbyEnemyCount() == 0) |
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{ |
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const float someTime = 30.0f; |
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const float littleTime = 11.0; |
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if (ctrl->GetBombTimeLeft() > someTime) |
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me->GetChatter()->Encourage("BombsiteSecure", RANDOM_FLOAT(10.0f, 15.0f)); |
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else if (ctrl->GetBombTimeLeft() > littleTime) |
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me->GetChatter()->Encourage("WaitingForHumanToDefuseBomb", RANDOM_FLOAT(5.0f, 8.0f)); |
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else |
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me->GetChatter()->Encourage("WaitingForHumanToDefuseBombPanic", RANDOM_FLOAT(3.0f, 4.0f)); |
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} |
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} |
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if (me->GetTask() == CCSBot::GUARD_HOSTAGES && me->IsAtHidingSpot()) |
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{ |
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if (me->GetNearbyEnemyCount() == 0) |
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{ |
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CHostage *hostage = me->GetGameState()->GetNearestVisibleFreeHostage(); |
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if (hostage != NULL) |
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{ |
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me->GetChatter()->Encourage("WaitingForHumanToRescueHostages", RANDOM_FLOAT(10.0f, 15.0f)); |
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} |
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} |
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} |
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} |
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} |
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#endif |
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} |
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else |
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{ |
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// if a Player is using this hiding spot, give up |
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float range; |
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CBasePlayer *camper = UTIL_GetClosestPlayer(&m_hidingSpot, &range); |
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const float closeRange = 75.0f; |
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if (camper != NULL && camper != me && range < closeRange && me->IsVisible(camper, CHECK_FOV)) |
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{ |
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// player is in our hiding spot |
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me->PrintIfWatched("Someone's in my hiding spot - picking another...\n"); |
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const int maxRetries = 3; |
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if (m_retry++ >= maxRetries) |
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{ |
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me->PrintIfWatched("Can't find a free hiding spot, giving up.\n"); |
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me->Idle(); |
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return; |
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} |
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// pick another hiding spot near where we were planning on hiding |
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me->Hide(TheNavAreaGrid.GetNavArea(&m_hidingSpot)); |
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return; |
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} |
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Vector toSpot; |
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toSpot.x = m_hidingSpot.x - me->pev->origin.x; |
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toSpot.y = m_hidingSpot.y - me->pev->origin.y; |
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toSpot.z = m_hidingSpot.z - me->GetFeetZ(); // use feet location |
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float dist = toSpot.Length(); |
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const float crouchDist = 200.0f; |
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if (dist < crouchDist) |
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me->Crouch(); |
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const float atDist = 20.0f; |
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if (dist < atDist) |
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{ |
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m_isAtSpot = true; |
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// make sure our approach points are valid, since we'll be watching them |
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me->ComputeApproachPoints(); |
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// ready our weapon and prepare to attack |
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me->EquipBestWeapon(MUST_EQUIP); |
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE); |
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// if we are a sniper, update our task |
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if (me->GetTask() == CCSBot::MOVE_TO_SNIPER_SPOT) |
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{ |
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me->SetTask(CCSBot::SNIPING); |
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} |
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// determine which way to look |
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TraceResult result; |
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float outAngle = 0.0f; |
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float outAngleRange = 0.0f; |
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for (float angle = 0.0f; angle < 360.0f; angle += 45.0f) |
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{ |
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UTIL_TraceLine(me->GetEyePosition(), me->GetEyePosition() + 1000.0f * Vector(BotCOS(angle), BotSIN(angle), 0.0f), ignore_monsters, ignore_glass, ENT(me->pev), &result); |
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if (result.flFraction > outAngleRange) |
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{ |
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outAngle = angle; |
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outAngleRange = result.flFraction; |
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} |
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} |
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me->SetLookAheadAngle(outAngle); |
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} |
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// move to hiding spot |
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if (me->UpdatePathMovement() != CCSBot::PROGRESSING && !m_isAtSpot) |
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{ |
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// we couldn't get to our hiding spot - pick another |
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me->PrintIfWatched("Can't get to my hiding spot - finding another...\n"); |
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// search from hiding spot, since we know it was valid |
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const Vector *pos = FindNearbyHidingSpot(me, &m_hidingSpot, m_searchFromArea, m_range, me->IsSniper()); |
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if (pos == NULL) |
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{ |
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// no available hiding spots |
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me->PrintIfWatched("No available hiding spots - hiding where I'm at.\n"); |
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// hide where we are |
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m_hidingSpot.x = me->pev->origin.x; |
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m_hidingSpot.y = me->pev->origin.y; |
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m_hidingSpot.z = me->GetFeetZ(); |
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} |
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else |
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{ |
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m_hidingSpot = *pos; |
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} |
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// build a path to our new hiding spot |
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if (me->ComputePath(TheNavAreaGrid.GetNavArea(&m_hidingSpot), &m_hidingSpot, FASTEST_ROUTE) == false) |
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{ |
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me->PrintIfWatched("Can't pathfind to hiding spot\n"); |
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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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void HideState::OnExit(CCSBot *me) |
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{ |
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m_isHoldingPosition = false; |
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me->StandUp(); |
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me->ResetStuckMonitor(); |
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me->ClearLookAt(); |
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me->ClearApproachPoints(); |
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// if we have a shield, put it away |
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// if (me->HasShield() && me->IsProtectedByShield()) |
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// me->SecondaryAttack(); |
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}
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