Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
#include "cbase.h"
#include "cs_gamerules.h"
#include "KeyValues.h"
#include "cs_bot.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------------
/**
* Checks if the bot can hear the event
*/
void CCSBot::OnAudibleEvent( IGameEvent *event, CBasePlayer *player, float range, PriorityType priority, bool isHostile, bool isFootstep, const Vector *actualOrigin )
{
/// @todo Listen to non-player sounds
if (player == NULL)
return;
// don't pay attention to noise that friends make
if (!IsEnemy( player ))
return;
Vector playerOrigin = GetCentroid( player );
Vector myOrigin = GetCentroid( this );
// If the event occurs far from the triggering player, it may override the origin
if ( actualOrigin )
{
playerOrigin = *actualOrigin;
}
// check if noise is close enough for us to hear
const Vector *newNoisePosition = &playerOrigin;
float newNoiseDist = (myOrigin - *newNoisePosition).Length();
if (newNoiseDist < range)
{
// we heard the sound
if ((IsLocalPlayerWatchingMe() && cv_bot_debug.GetInt() == 3) || cv_bot_debug.GetInt() == 4)
{
PrintIfWatched( "Heard noise (%s from %s, pri %s, time %3.1f)\n",
(FStrEq( "weapon_fire", event->GetName() )) ? "Weapon fire " : "",
(player) ? player->GetPlayerName() : "NULL",
(priority == PRIORITY_HIGH) ? "HIGH" : ((priority == PRIORITY_MEDIUM) ? "MEDIUM" : "LOW"),
gpGlobals->curtime );
}
// 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->curtime - m_noiseTimestamp < shortTermMemoryTime)
{
// prior noise is more important - ignore new one
if (priority < m_noisePriority)
return;
float oldNoiseDist = (myOrigin - 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 = TheNavMesh->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 + RandomFloat( -errorRadius, errorRadius );
m_noisePosition.y = newNoisePosition->y + RandomFloat( -errorRadius, errorRadius );
// note the *travel distance* to the noise
m_noiseTravelDistance = GetTravelDistanceToPlayer( (CCSPlayer *)player );
// make sure noise position remains in the same area
m_noiseArea->GetClosestPointOnArea( m_noisePosition, &m_noisePosition );
// note when we heard the noise
m_noiseTimestamp = gpGlobals->curtime;
// if we hear a nearby enemy, become alert
const float nearbyNoiseRange = 1000.0f;
if (m_noiseTravelDistance < nearbyNoiseRange && m_noiseTravelDistance > 0.0f)
{
BecomeAlert();
}
}
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnHEGrenadeDetonate( IGameEvent *event )
{
if ( !IsAlive() )
return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
if ( player == this )
return;
OnAudibleEvent( event, player, 99999.0f, PRIORITY_HIGH, true ); // hegrenade_detonate
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnFlashbangDetonate( IGameEvent *event )
{
if ( !IsAlive() )
return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
if ( player == this )
return;
OnAudibleEvent( event, player, 1000.0f, PRIORITY_LOW, true ); // flashbang_detonate
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnSmokeGrenadeDetonate( IGameEvent *event )
{
if ( !IsAlive() )
return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
if ( player == this )
return;
OnAudibleEvent( event, player, 1000.0f, PRIORITY_LOW, true ); // smokegrenade_detonate
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnGrenadeBounce( IGameEvent *event )
{
if ( !IsAlive() )
return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
if ( player == this )
return;
OnAudibleEvent( event, player, 500.0f, PRIORITY_LOW, true ); // grenade_bounce
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnBulletImpact( IGameEvent *event )
{
if ( !IsAlive() )
return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
if ( player == this )
return;
// Construct an origin for the sound, since it can be far from the originating player
Vector actualOrigin;
actualOrigin.x = event->GetFloat( "x", 0.0f );
actualOrigin.y = event->GetFloat( "y", 0.0f );
actualOrigin.z = event->GetFloat( "z", 0.0f );
/// @todo Ignoring bullet impact events for now - we dont want bots to look directly at them!
//OnAudibleEvent( event, player, 1100.0f, PRIORITY_MEDIUM, true, false, &actualOrigin ); // bullet_impact
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnBreakProp( IGameEvent *event )
{
if ( !IsAlive() )
return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
if ( player == this )
return;
OnAudibleEvent( event, player, 1100.0f, PRIORITY_MEDIUM, true ); // break_prop
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnBreakBreakable( IGameEvent *event )
{
if ( !IsAlive() )
return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
if ( player == this )
return;
OnAudibleEvent( event, player, 1100.0f, PRIORITY_MEDIUM, true ); // break_glass
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnDoorMoving( IGameEvent *event )
{
if ( !IsAlive() )
return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
if ( player == this )
return;
OnAudibleEvent( event, player, 1100.0f, PRIORITY_MEDIUM, false ); // door_moving
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnHostageFollows( IGameEvent *event )
{
if ( !IsAlive() )
return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
if ( player == this )
return;
// player_follows needs a player
if (player == NULL)
return;
// don't pay attention to noise that friends make
if (!IsEnemy( player ))
return;
Vector playerOrigin = GetCentroid( player );
Vector myOrigin = GetCentroid( this );
const float range = 1200.0f;
// this is here so T's not only act on the noise, but look at it, too
if (GetTeamNumber() == TEAM_TERRORIST)
{
// make sure we can hear the noise
if ((playerOrigin - myOrigin).IsLengthGreaterThan( range ))
return;
// tell our teammates that the hostages are being taken
GetChatter()->HostagesBeingTaken();
// only move if we hear them being rescued and can't see any hostages
if (GetGameState()->GetNearestVisibleFreeHostage() == NULL)
{
// since we are guarding the hostages, presumably we know where they are
// if we're close enough to "hear" this event, either go to where the event occured,
// or head for an escape zone to head them off
if (GetTask() != CCSBot::GUARD_HOSTAGE_RESCUE_ZONE)
{
//const float headOffChance = 33.3f;
if (true) // || RandomFloat( 0, 100 ) < headOffChance)
{
// head them off at a rescue zone
if (GuardRandomZone())
{
SetTask( CCSBot::GUARD_HOSTAGE_RESCUE_ZONE );
SetDisposition( CCSBot::OPPORTUNITY_FIRE );
PrintIfWatched( "Trying to beat them to an escape zone!\n" );
}
}
else
{
SetTask( SEEK_AND_DESTROY );
StandUp();
Run();
MoveTo( playerOrigin, FASTEST_ROUTE );
}
}
}
}
else
{
// CT's don't care about this noise
return;
}
OnAudibleEvent( event, player, range, PRIORITY_MEDIUM, false ); // hostage_follows
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnRoundEnd( IGameEvent *event )
{
// Morale adjustments happen even for dead players
int winner = event->GetInt( "winner" );
switch ( winner )
{
case WINNER_TER:
if (GetTeamNumber() == TEAM_CT)
{
DecreaseMorale();
}
else
{
IncreaseMorale();
}
break;
case WINNER_CT:
if (GetTeamNumber() == TEAM_CT)
{
IncreaseMorale();
}
else
{
DecreaseMorale();
}
break;
default:
break;
}
m_gameState.OnRoundEnd( event );
if ( !IsAlive() )
return;
if ( event->GetInt( "winner" ) == WINNER_TER )
{
if (GetTeamNumber() == TEAM_TERRORIST)
GetChatter()->CelebrateWin();
}
else if ( event->GetInt( "winner" ) == WINNER_CT )
{
if (GetTeamNumber() == TEAM_CT)
GetChatter()->CelebrateWin();
}
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnRoundStart( IGameEvent *event )
{
m_gameState.OnRoundStart( event );
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnHostageRescuedAll( IGameEvent *event )
{
m_gameState.OnHostageRescuedAll( event );
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnNavBlocked( IGameEvent *event )
{
if ( event->GetBool( "blocked" ) )
{
unsigned int areaID = event->GetInt( "area" );
if ( areaID )
{
// An area was blocked off. Reset our path if it has this area on it.
for( int i=0; i<m_pathLength; ++i )
{
const ConnectInfo *info = &m_path[ i ];
if ( info->area && info->area->GetID() == areaID )
{
DestroyPath();
return;
}
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when bot enters a nav area
*/
void CCSBot::OnEnteredNavArea( CNavArea *newArea )
{
// assume that we "clear" an area of enemies when we enter it
newArea->SetClearedTimestamp( GetTeamNumber()-1 );
// if we just entered a 'stop' area, set the flag
if ( newArea->GetAttributes() & NAV_MESH_STOP )
{
m_isStopping = true;
}
/// @todo Flag these areas as spawn areas during load
if (IsAtEnemySpawn())
{
m_hasVisitedEnemySpawn = true;
}
}