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"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------------
/**
* Begin the hunt
*/
void HuntState::OnEnter( CCSBot *me )
{
// lurking death
if (me->IsUsingKnife() && me->IsWellPastSafe() && !me->IsHurrying())
me->Walk();
else
me->Run();
me->StandUp();
me->SetDisposition( CCSBot::ENGAGE_AND_INVESTIGATE );
me->SetTask( CCSBot::SEEK_AND_DESTROY );
me->DestroyPath();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Hunt down our enemies
*/
void HuntState::OnUpdate( CCSBot *me )
{
// if we've been hunting for a long time, drop into Idle for a moment to
// select something else to do
const float huntingTooLongTime = 30.0f;
if (gpGlobals->curtime - me->GetStateTimestamp() > huntingTooLongTime)
{
// stop being a rogue and do the scenario, since there must not be many enemies left to hunt
me->PrintIfWatched( "Giving up hunting.\n" );
me->SetRogue( false );
me->Idle();
return;
}
// scenario logic
if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_DEFUSE_BOMB)
{
if (me->GetTeamNumber() == TEAM_TERRORIST)
{
// if we have the bomb and it's time to plant, or we happen to be in a bombsite and it seems safe, do it
if (me->HasC4())
{
const float safeTime = 3.0f;
if (TheCSBots()->IsTimeToPlantBomb() ||
(me->IsAtBombsite() && gpGlobals->curtime - me->GetLastSawEnemyTimestamp() > safeTime))
{
me->Idle();
return;
}
}
// if we notice the bomb lying on the ground, go get it
if (me->NoticeLooseBomb())
{
me->FetchBomb();
return;
}
// if bomb has been planted, and we hear it, move to a hiding spot near the bomb and watch it
const Vector *bombPos = me->GetGameState()->GetBombPosition();
if (!me->IsRogue() && me->GetGameState()->IsBombPlanted() && bombPos)
{
me->SetTask( CCSBot::GUARD_TICKING_BOMB );
me->Hide( TheNavMesh->GetNavArea( *bombPos ) );
return;
}
}
else // CT
{
if (!me->IsRogue() && me->CanSeeLooseBomb())
{
// if we are near the loose bomb and can see it, hide nearby and guard it
me->SetTask( CCSBot::GUARD_LOOSE_BOMB );
me->Hide( TheCSBots()->GetLooseBombArea() );
me->GetChatter()->GuardingLooseBomb( TheCSBots()->GetLooseBomb() );
return;
}
else if (TheCSBots()->IsBombPlanted())
{
// rogues will defuse a bomb, but not guard the defuser
if (!me->IsRogue() || !TheCSBots()->GetBombDefuser())
{
// search for the planted bomb to defuse
me->Idle();
return;
}
}
}
}
else if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_RESCUE_HOSTAGES)
{
if (me->GetTeamNumber() == TEAM_TERRORIST)
{
if (me->GetGameState()->AreAllHostagesBeingRescued())
{
// all hostages are being rescued, head them off at the escape zones
if (me->GuardRandomZone())
{
me->SetTask( CCSBot::GUARD_HOSTAGE_RESCUE_ZONE );
me->PrintIfWatched( "Trying to beat them to an escape zone!\n" );
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
me->GetChatter()->GuardingHostageEscapeZone( IS_PLAN );
return;
}
}
// if safe time is up, and we stumble across a hostage, guard it
if (!me->IsRogue() && !me->IsSafe())
{
CHostage *hostage = me->GetGameState()->GetNearestVisibleFreeHostage();
if (hostage)
{
CNavArea *area = TheNavMesh->GetNearestNavArea( GetCentroid( hostage ) );
if (area)
{
// we see a free hostage, guard it
me->SetTask( CCSBot::GUARD_HOSTAGES );
me->Hide( area );
me->PrintIfWatched( "I'm guarding hostages\n" );
me->GetChatter()->GuardingHostages( area->GetPlace(), IS_PLAN );
return;
}
}
}
}
}
// listen for enemy noises
if (me->HeardInterestingNoise())
{
me->InvestigateNoise();
return;
}
// look around
me->UpdateLookAround();
// if we have reached our destination area, pick a new one
// if our path fails, pick a new one
if (me->GetLastKnownArea() == m_huntArea || me->UpdatePathMovement() != CCSBot::PROGRESSING)
{
// pick a new hunt area
const float earlyGameTime = 45.0f;
if (TheCSBots()->GetElapsedRoundTime() < earlyGameTime && !me->HasVisitedEnemySpawn())
{
// in the early game, rush the enemy spawn
CBaseEntity *enemySpawn = TheCSBots()->GetRandomSpawn( OtherTeam( me->GetTeamNumber() ) );
//ADRIAN: REVISIT
if ( enemySpawn )
{
m_huntArea = TheNavMesh->GetNavArea( enemySpawn->WorldSpaceCenter() );
}
}
else
{
m_huntArea = NULL;
float oldest = 0.0f;
int areaCount = 0;
const float minSize = 150.0f;
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
++areaCount;
// skip the small areas
Extent extent;
area->GetExtent(&extent);
if (extent.hi.x - extent.lo.x < minSize || extent.hi.y - extent.lo.y < minSize)
continue;
// keep track of the least recently cleared area
float age = gpGlobals->curtime - area->GetClearedTimestamp( me->GetTeamNumber()-1 );
if (age > oldest)
{
oldest = age;
m_huntArea = area;
}
}
// if all the areas were too small, pick one at random
int which = RandomInt( 0, areaCount-1 );
areaCount = 0;
FOR_EACH_VEC( TheNavAreas, hit )
{
m_huntArea = TheNavAreas[ hit ];
if (which == areaCount)
break;
--which;
}
}
if (m_huntArea)
{
// create a new path to a far away area of the map
me->ComputePath( m_huntArea->GetCenter() );
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Done hunting
*/
void HuntState::OnExit( CCSBot *me )
{
}