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113 lines
2.5 KiB
113 lines
2.5 KiB
#include "bot_common.h" |
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// Move towards currently heard noise |
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void InvestigateNoiseState::AttendCurrentNoise(CCSBot *me) |
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{ |
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if (!me->IsNoiseHeard() && me->GetNoisePosition()) |
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return; |
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// remember where the noise we heard was |
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m_checkNoisePosition = *me->GetNoisePosition(); |
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// tell our teammates (unless the noise is obvious, like gunfire) |
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if (me->IsWellPastSafe() && me->HasNotSeenEnemyForLongTime() && me->GetNoisePriority() != PRIORITY_HIGH) |
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me->GetChatter()->HeardNoise(me->GetNoisePosition()); |
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// figure out how to get to the noise |
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me->PrintIfWatched("Attending to noise...\n"); |
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me->ComputePath(me->GetNoiseArea(), &m_checkNoisePosition, SAFEST_ROUTE); |
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// consume the noise |
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me->ForgetNoise(); |
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} |
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void InvestigateNoiseState::OnEnter(CCSBot *me) |
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{ |
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AttendCurrentNoise(me); |
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} |
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// Use TravelDistance instead of distance... |
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void InvestigateNoiseState::OnUpdate(CCSBot *me) |
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{ |
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float newNoiseDist; |
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if (me->ShouldInvestigateNoise(&newNoiseDist)) |
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{ |
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Vector toOldNoise = m_checkNoisePosition - me->pev->origin; |
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const float muchCloserDist = 100.0f; |
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if (toOldNoise.IsLengthGreaterThan(newNoiseDist + muchCloserDist)) |
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{ |
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// new sound is closer |
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AttendCurrentNoise(me); |
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} |
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} |
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// if the pathfind fails, give up |
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if (!me->HasPath()) |
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{ |
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me->Idle(); |
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return; |
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} |
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// look around |
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me->UpdateLookAround(); |
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// get distance remaining on our path until we reach the source of the noise |
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float noiseDist = (m_checkNoisePosition - me->pev->origin).Length(); |
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if (me->IsUsingKnife()) |
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{ |
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if (me->IsHurrying()) |
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me->Run(); |
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else |
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me->Walk(); |
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} |
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else |
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{ |
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const float closeToNoiseRange = 1500.0f; |
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if (noiseDist < closeToNoiseRange) |
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{ |
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// if we dont have many friends left, or we are alone, and we are near noise source, sneak quietly |
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if (me->GetFriendsRemaining() <= 2 && !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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} |
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else |
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{ |
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me->Run(); |
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} |
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} |
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// if we can see the noise position and we're close enough to it and looking at it, |
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// we don't need to actually move there (it's checked enough) |
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const float closeRange = 200.0f; |
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if (noiseDist < closeRange) |
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{ |
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if (me->IsLookingAtPosition(&m_checkNoisePosition) && me->IsVisible(&m_checkNoisePosition)) |
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{ |
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// can see noise position |
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me->PrintIfWatched("Noise location is clear.\n"); |
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//me->ForgetNoise(); |
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me->Idle(); |
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return; |
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} |
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} |
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// move towards noise |
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if (me->UpdatePathMovement() != CCSBot::PROGRESSING) |
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{ |
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me->Idle(); |
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} |
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} |
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void InvestigateNoiseState::OnExit(CCSBot *me) |
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{ |
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// reset to run mode in case we were sneaking about |
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me->Run(); |
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}
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