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550 lines
15 KiB
550 lines
15 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
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#include "cbase.h"
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#include "cs_simple_hostage.h"
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#include "cs_bot.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//--------------------------------------------------------------------------------------------------------------
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/**
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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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*/
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void HideState::OnEnter( CCSBot *me )
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{
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m_isAtSpot = false;
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m_isLookingOutward = 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 = RandomFloat( 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 (RandomFloat( 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 = RandomFloat( 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 = GetCentroid( me->GetFollowLeader() );
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}
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// if we are a sniper, we need to periodically pause while we retreat to squeeze off a shot or two
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if (me->IsSniper())
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{
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// start off paused to allow a final shot before retreating
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m_isPaused = false;
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m_pauseTimer.Invalidate();
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}
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}
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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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*/
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void HideState::OnUpdate( CCSBot *me )
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{
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Vector myOrigin = GetCentroid( me );
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// wait until finished reloading to leave hide state
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if (!me->IsReloading())
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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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CCSPlayer *leader = static_cast<CCSPlayer *>( static_cast<CBaseEntity *>( me->GetFollowLeader() ) );
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Vector leaderOrigin = GetCentroid( leader );
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// BOTPORT: Determine walk/run velocity thresholds
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float runThreshold = 200.0f;
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if (leader->GetAbsVelocity().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 - leaderOrigin).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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//
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// Scenario logic
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//
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switch( TheCSBots()->GetScenario() )
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{
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case CCSBotManager::SCENARIO_DEFUSE_BOMB:
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{
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if (me->GetTeamNumber() == TEAM_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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TheCSBots()->IsBombPlanted() &&
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TheCSBots()->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 && TheCSBots()->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 && TheCSBots()->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_DEFUSER && TheCSBots()->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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else // TERRORIST
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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 (TheCSBots()->GetBombDefuser())
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{
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Vector defuserOrigin = GetCentroid( TheCSBots()->GetBombDefuser() );
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Vector toDefuser = defuserOrigin - myOrigin;
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const float hearDefuseRange = 2000.0f;
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if (toDefuser.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( TheCSBots()->GetBombDefuser() );
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}
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else
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{
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me->MoveTo( defuserOrigin, 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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//--------------------------------------------------------------------------------------------------
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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)
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{
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// we see a free hostage, guard it
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Vector hostageOrigin = GetCentroid( hostage );
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CNavArea *area = TheNavMesh->GetNearestNavArea( hostageOrigin );
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if (area)
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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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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->IsReloading() &&
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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->curtime - 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->HeardInterestingNoise())
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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->curtime;
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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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} // end reloading check
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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->ResetStuckMonitor();
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CNavArea *area = TheNavMesh->GetNavArea( m_hidingSpot );
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if ( !area || !( area->GetAttributes() & NAV_MESH_STAND ) )
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{
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me->Crouch();
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}
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// check if duration has expired
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if (m_hideTimer.IsElapsed())
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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( TheCSBots()->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 = TheCSBots()->GetClosestZone( myOrigin );
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if (zone)
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{
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CNavArea *area = TheCSBots()->GetRandomAreaInZone( zone );
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if (area)
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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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/*
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// if we are watching for an approaching noisy enemy, anticipate and fire before they round the corner
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/// @todo Need to check if we are looking at an ENEMY_NOISE here
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const float veryCloseNoise = 250.0f;
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if (me->IsLookingAtSpot() && me->GetNoiseRange() < veryCloseNoise)
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{
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// fire!
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me->PrimaryAttack();
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me->PrintIfWatched( "Firing at anticipated enemy coming around the corner!\n" );
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}
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*/
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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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// encourage the human player
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if (!me->IsDoingScenario())
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{
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if (me->GetTeamNumber() == TEAM_CT)
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{
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if (me->GetTask() == CCSBot::GUARD_BOMB_ZONE &&
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me->IsAtHidingSpot() &&
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TheCSBots()->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 (TheCSBots()->GetBombTimeLeft() > someTime)
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me->GetChatter()->Encourage( "BombsiteSecure", RandomFloat( 10.0f, 15.0f ) );
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else if (TheCSBots()->GetBombTimeLeft() > littleTime)
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me->GetChatter()->Encourage( "WaitingForHumanToDefuseBomb", RandomFloat( 5.0f, 8.0f ) );
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else
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me->GetChatter()->Encourage( "WaitingForHumanToDefuseBombPanic", RandomFloat( 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)
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{
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me->GetChatter()->Encourage( "WaitingForHumanToRescueHostages", RandomFloat( 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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}
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else
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{
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// we are moving to our hiding spot
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// snipers periodically pause and fire while retreating
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if (me->IsSniper() && me->IsEnemyVisible())
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{
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if (m_isPaused)
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{
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if (m_pauseTimer.IsElapsed())
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{
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// get moving
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m_isPaused = false;
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m_pauseTimer.Start( RandomFloat( 1.0f, 3.0f ) );
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}
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else
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{
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me->Wait( 0.2f );
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}
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}
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else
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{
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if (m_pauseTimer.IsElapsed())
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{
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// pause for a moment
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m_isPaused = true;
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m_pauseTimer.Start( RandomFloat( 0.5f, 1.5f ) );
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}
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}
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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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CCSPlayer *camper = static_cast<CCSPlayer *>( UTIL_GetClosestPlayer( m_hidingSpot, &range ) );
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const float closeRange = 75.0f;
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if (camper && 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( TheNavMesh->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 - myOrigin.x;
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toSpot.y = m_hidingSpot.y - myOrigin.y;
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toSpot.z = m_hidingSpot.z - me->GetFeetZ(); // use feet location
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range = toSpot.Length();
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// look outwards as we get close to our hiding spot
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if (!me->IsEnemyVisible() && !m_isLookingOutward)
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||
|
{
|
||
|
const float lookOutwardRange = 200.0f;
|
||
|
const float nearSpotRange = 10.0f;
|
||
|
if (range < lookOutwardRange && range > nearSpotRange)
|
||
|
{
|
||
|
m_isLookingOutward = true;
|
||
|
|
||
|
toSpot.x /= range;
|
||
|
toSpot.y /= range;
|
||
|
toSpot.z /= range;
|
||
|
|
||
|
me->SetLookAt( "Face outward", me->EyePosition() - 1000.0f * toSpot, PRIORITY_HIGH, 3.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const float atDist = 20.0f;
|
||
|
if (range < atDist)
|
||
|
{
|
||
|
//-------------------------------------
|
||
|
// Just reached our hiding spot
|
||
|
//
|
||
|
m_isAtSpot = true;
|
||
|
m_hideTimer.Start( m_duration );
|
||
|
|
||
|
// make sure our approach points are valid, since we'll be watching them
|
||
|
me->ComputeApproachPoints();
|
||
|
me->ClearLookAt();
|
||
|
|
||
|
// ready our weapon and prepare to attack
|
||
|
me->EquipBestWeapon( me->IsUsingGrenade() );
|
||
|
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
|
||
|
// if we are a sniper, update our task
|
||
|
if (me->GetTask() == CCSBot::MOVE_TO_SNIPER_SPOT)
|
||
|
{
|
||
|
me->SetTask( CCSBot::SNIPING );
|
||
|
}
|
||
|
else if (me->GetTask() == CCSBot::GUARD_INITIAL_ENCOUNTER)
|
||
|
{
|
||
|
const float campChatterChance = 20.0f;
|
||
|
if (RandomFloat( 0, 100 ) < campChatterChance)
|
||
|
{
|
||
|
me->GetChatter()->Say( "WaitingHere" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// determine which way to look
|
||
|
trace_t result;
|
||
|
float outAngle = 0.0f;
|
||
|
float outAngleRange = 0.0f;
|
||
|
for( float angle = 0.0f; angle < 360.0f; angle += 45.0f )
|
||
|
{
|
||
|
UTIL_TraceLine( me->EyePosition(), me->EyePosition() + 1000.0f * Vector( BotCOS(angle), BotSIN(angle), 0.0f ), MASK_PLAYERSOLID, me, COLLISION_GROUP_NONE, &result );
|
||
|
|
||
|
if (result.fraction > outAngleRange)
|
||
|
{
|
||
|
outAngle = angle;
|
||
|
outAngleRange = result.fraction;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
me->SetLookAheadAngle( outAngle );
|
||
|
|
||
|
}
|
||
|
|
||
|
// move to hiding spot
|
||
|
if (me->UpdatePathMovement() != CCSBot::PROGRESSING && !m_isAtSpot)
|
||
|
{
|
||
|
// we couldn't get to our hiding spot - pick another
|
||
|
me->PrintIfWatched( "Can't get to my hiding spot - finding another...\n" );
|
||
|
|
||
|
// search from hiding spot, since we know it was valid
|
||
|
const Vector *pos = FindNearbyHidingSpot( me, m_hidingSpot, m_range, me->IsSniper() );
|
||
|
if (pos == NULL)
|
||
|
{
|
||
|
// no available hiding spots
|
||
|
me->PrintIfWatched( "No available hiding spots - hiding where I'm at.\n" );
|
||
|
|
||
|
// hide where we are
|
||
|
m_hidingSpot.x = myOrigin.x;
|
||
|
m_hidingSpot.x = myOrigin.y;
|
||
|
m_hidingSpot.z = me->GetFeetZ();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_hidingSpot = *pos;
|
||
|
}
|
||
|
|
||
|
// build a path to our new hiding spot
|
||
|
if (me->ComputePath( m_hidingSpot, FASTEST_ROUTE ) == false)
|
||
|
{
|
||
|
me->PrintIfWatched( "Can't pathfind to hiding spot\n" );
|
||
|
me->Idle();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void HideState::OnExit( CCSBot *me )
|
||
|
{
|
||
|
m_isHoldingPosition = false;
|
||
|
|
||
|
me->StandUp();
|
||
|
me->ResetStuckMonitor();
|
||
|
//me->ClearLookAt();
|
||
|
me->ClearApproachPoints();
|
||
|
|
||
|
// if we have a shield, put it away
|
||
|
if (me->HasShield() && me->IsProtectedByShield())
|
||
|
me->SecondaryAttack();
|
||
|
}
|