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_simple_hostage.h"
#include "cs_bot.h"
#include "cs_gamerules.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------------
/**
* Move to a potentially far away position.
*/
void MoveToState::OnEnter( CCSBot *me )
{
if (me->IsUsingKnife() && me->IsWellPastSafe() && !me->IsHurrying())
{
me->Walk();
}
else
{
me->Run();
}
// if we need to find the bomb, get there as quick as we can
RouteType route;
switch (me->GetTask())
{
case CCSBot::FIND_TICKING_BOMB:
case CCSBot::DEFUSE_BOMB:
case CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION:
route = FASTEST_ROUTE;
break;
default:
route = SAFEST_ROUTE;
break;
}
// build path to, or nearly to, goal position
me->ComputePath( m_goalPosition, route );
m_radioedPlan = false;
m_askedForCover = false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Move to a potentially far away position.
*/
void MoveToState::OnUpdate( CCSBot *me )
{
Vector myOrigin = GetCentroid( me );
// assume that we are paying attention and close enough to know our enemy died
if (me->GetTask() == CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION)
{
/// @todo Account for reaction time so we take some time to realized the enemy is dead
CBasePlayer *victim = static_cast<CBasePlayer *>( me->GetTaskEntity() );
if (victim == NULL || !victim->IsAlive())
{
me->PrintIfWatched( "The enemy I was chasing was killed - giving up.\n" );
me->Idle();
return;
}
}
// look around
me->UpdateLookAround();
//
// Scenario logic
//
switch (TheCSBots()->GetScenario())
{
case CCSBotManager::SCENARIO_DEFUSE_BOMB:
{
// if the bomb has been planted, find it
// NOTE: This task is used by both CT and T's to find the bomb
if (me->GetTask() == CCSBot::FIND_TICKING_BOMB)
{
if (!me->GetGameState()->IsBombPlanted())
{
// the bomb is not planted - give up this task
me->Idle();
return;
}
if (me->GetGameState()->GetPlantedBombsite() != CSGameState::UNKNOWN)
{
// we know where the bomb is planted, stop searching
me->Idle();
return;
}
// check off bombsites that we explore or happen to stumble into
for( int z=0; z<TheCSBots()->GetZoneCount(); ++z )
{
// don't re-check zones
if (me->GetGameState()->IsBombsiteClear( z ))
continue;
if (TheCSBots()->GetZone(z)->m_extent.Contains( myOrigin ))
{
// note this bombsite is clear
me->GetGameState()->ClearBombsite( z );
if (me->GetTeamNumber() == TEAM_CT)
{
// tell teammates this bombsite is clear
me->GetChatter()->BombsiteClear( z );
}
// find another zone to check
me->Idle();
return;
}
}
// move to a bombsite
break;
}
if (me->GetTeamNumber() == TEAM_CT)
{
if (me->GetGameState()->IsBombPlanted())
{
switch( me->GetTask() )
{
case CCSBot::DEFUSE_BOMB:
{
// if we are near the bombsite and there is time left, sneak in (unless all enemies are dead)
if (me->GetEnemiesRemaining())
{
const float plentyOfTime = 15.0f;
if (TheCSBots()->GetBombTimeLeft() > plentyOfTime)
{
// get distance remaining on our path until we reach the bombsite
float range = me->GetPathDistanceRemaining();
const float closeRange = 1500.0f;
if (range < closeRange)
{
me->Walk();
}
else
{
me->Run();
}
}
}
else
{
// everyone is dead - run!
me->Run();
}
// if we are trying to defuse the bomb, and someone has started defusing, guard them instead
if (me->CanSeePlantedBomb() && TheCSBots()->GetBombDefuser())
{
me->GetChatter()->Say( "CoveringFriend" );
me->Idle();
return;
}
// if we are near the bomb, defuse it (if we are reloading, don't try to defuse until we finish)
const Vector *bombPos = me->GetGameState()->GetBombPosition();
if (bombPos && !me->IsReloading())
{
const float defuseRange = 100.0f; // 50
if ((*bombPos - me->EyePosition()).IsLengthLessThan( defuseRange ))
{
// make sure we can see the bomb
if (me->IsVisible( *bombPos ))
{
me->DefuseBomb();
return;
}
}
}
break;
}
default:
{
// we need to find the bomb
me->Idle();
return;
}
}
}
}
else // TERRORIST
{
if (me->GetTask() == CCSBot::PLANT_BOMB )
{
if ( me->GetFriendsRemaining() )
{
// if we are about to plant, radio for cover
if (!m_askedForCover)
{
const float nearPlantSite = 50.0f;
if (me->IsAtBombsite() && me->GetPathDistanceRemaining() < nearPlantSite)
{
// radio to the team
me->GetChatter()->PlantingTheBomb( me->GetPlace() );
m_askedForCover = true;
}
// after we have started to move to the bombsite, tell team we're going to plant, and where
// don't do this if we have already radioed that we are starting to plant
if (!m_radioedPlan)
{
const float radioTime = 2.0f;
if (gpGlobals->curtime - me->GetStateTimestamp() > radioTime)
{
// radio to the team if we're more than 10 seconds (2400 units) out
const float nearPlantSite = 2400.0f;
if ( me->GetPathDistanceRemaining() >= nearPlantSite )
{
me->GetChatter()->GoingToPlantTheBomb( TheNavMesh->GetPlace( m_goalPosition ) );
}
m_radioedPlan = true;
}
}
}
}
}
}
break;
}
//--------------------------------------------------------------------------------------------------
case CCSBotManager::SCENARIO_RESCUE_HOSTAGES:
{
if (me->GetTask() == CCSBot::COLLECT_HOSTAGES)
{
//
// Since CT's have a radar, they can directly look at the actual hostage state
//
// check if someone else collected our hostage, or the hostage died or was rescued
CHostage *hostage = static_cast<CHostage *>( me->GetGoalEntity() );
if (hostage == NULL || !hostage->IsValid() || hostage->IsFollowingSomeone())
{
me->Idle();
return;
}
Vector hostageOrigin = GetCentroid( hostage );
// if our hostage has moved, repath
const float repathToleranceSq = 75.0f * 75.0f;
float error = (hostageOrigin - m_goalPosition).LengthSqr();
if (error > repathToleranceSq)
{
m_goalPosition = hostageOrigin;
me->ComputePath( m_goalPosition, SAFEST_ROUTE );
}
/// @todo Generalize ladder priorities over other tasks
if (!me->IsUsingLadder())
{
Vector pos = hostage->EyePosition();
Vector to = pos - me->EyePosition(); // "Use" checks from eye position, so we should too
// look at the hostage as we approach
const float watchHostageRange = 100.0f;
if (to.IsLengthLessThan( watchHostageRange ))
{
me->SetLookAt( "Hostage", pos, PRIORITY_LOW, 0.5f );
// randomly move just a bit to avoid infinite use loops from bad hostage placement
NavRelativeDirType dir = (NavRelativeDirType)RandomInt( 0, 3 );
switch( dir )
{
case LEFT: me->StrafeLeft(); break;
case RIGHT: me->StrafeRight(); break;
case FORWARD: me->MoveForward(); break;
case BACKWARD: me->MoveBackward(); break;
}
// check if we are close enough to the hostage to talk to him
const float useRange = PLAYER_USE_RADIUS - 10.0f; // shave off a fudge factor to make sure we're within range
if (to.IsLengthLessThan( useRange ))
{
me->UseEntity( me->GetGoalEntity() );
return;
}
}
}
}
else if (me->GetTask() == CCSBot::RESCUE_HOSTAGES)
{
// periodically check if we lost all our hostages
if (me->GetHostageEscortCount() == 0)
{
// lost our hostages - go get 'em
me->Idle();
return;
}
}
break;
}
}
if (me->UpdatePathMovement() != CCSBot::PROGRESSING)
{
// reached destination
switch( me->GetTask() )
{
case CCSBot::PLANT_BOMB:
// if we are at bombsite with the bomb, plant it
if (me->IsAtBombsite() && me->HasC4())
{
me->PlantBomb();
return;
}
break;
case CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION:
{
CBasePlayer *victim = static_cast<CBasePlayer *>( me->GetTaskEntity() );
if (victim && victim->IsAlive())
{
// if we got here and haven't re-acquired the enemy, we lost him
BotStatement *say = new BotStatement( me->GetChatter(), REPORT_ENEMY_LOST, 8.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "LostEnemy" ) );
say->SetStartTime( gpGlobals->curtime + RandomFloat( 3.0f, 5.0f ) );
me->GetChatter()->AddStatement( say );
}
break;
}
}
// default behavior when destination is reached
me->Idle();
return;
}
}
//--------------------------------------------------------------------------------------------------------------
void MoveToState::OnExit( CCSBot *me )
{
// reset to run in case we were walking near our goal position
me->Run();
me->SetDisposition( CCSBot::ENGAGE_AND_INVESTIGATE );
//me->StopAiming();
}