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347 lines
7.8 KiB
347 lines
7.8 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_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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extern int gmsgBotVoice;
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Returns true if the radio message is an order to do something
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* NOTE: "Report in" is not considered a "command" because it doesnt ask the bot to go somewhere, or change its mind
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*/
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bool CCSBot::IsRadioCommand( RadioType event ) const
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{
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if (event == RADIO_AFFIRMATIVE ||
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event == RADIO_NEGATIVE ||
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event == RADIO_ENEMY_SPOTTED ||
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event == RADIO_SECTOR_CLEAR ||
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event == RADIO_REPORTING_IN ||
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event == RADIO_REPORT_IN_TEAM ||
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event == RADIO_ENEMY_DOWN ||
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event == RADIO_INVALID )
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return false;
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Respond to radio commands from HUMAN players
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*/
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void CCSBot::RespondToRadioCommands( void )
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{
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// bots use the chatter system to respond to each other
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if (m_radioSubject != NULL && m_radioSubject->IsPlayer())
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{
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CCSPlayer *player = m_radioSubject;
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if (player->IsBot())
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{
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m_lastRadioCommand = RADIO_INVALID;
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return;
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}
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}
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if (m_lastRadioCommand == RADIO_INVALID)
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return;
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// a human player has issued a radio command
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GetChatter()->ResetRadioSilenceDuration();
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// if we are doing something important, ignore the radio
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// unless it is a "report in" request - we can do that while we continue to do other things
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/// @todo Create "uninterruptable" flag
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if (m_lastRadioCommand != RADIO_REPORT_IN_TEAM)
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{
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if (IsBusy())
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{
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// consume command
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m_lastRadioCommand = RADIO_INVALID;
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return;
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}
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}
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// wait for reaction time before responding
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// delay needs to be long enough for the radio message we're responding to to finish
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float respondTime = 1.0f + 2.0f * GetProfile()->GetReactionTime();
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if (IsRogue())
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respondTime += 2.0f;
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if (gpGlobals->curtime - m_lastRadioRecievedTimestamp < respondTime)
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return;
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// rogues won't follow commands, unless already following the player
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if (!IsFollowing() && IsRogue())
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{
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if (IsRadioCommand( m_lastRadioCommand ))
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{
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GetChatter()->Negative();
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}
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// consume command
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m_lastRadioCommand = RADIO_INVALID;
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return;
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}
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CCSPlayer *player = m_radioSubject;
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if (player == NULL)
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return;
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// respond to command
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bool canDo = false;
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const float inhibitAutoFollowDuration = 60.0f;
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switch( m_lastRadioCommand )
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{
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case RADIO_REPORT_IN_TEAM:
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{
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GetChatter()->ReportingIn();
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break;
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}
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case RADIO_FOLLOW_ME:
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case RADIO_COVER_ME:
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case RADIO_STICK_TOGETHER_TEAM:
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case RADIO_REGROUP_TEAM:
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{
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if (!IsFollowing())
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{
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Follow( player );
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player->AllowAutoFollow();
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canDo = true;
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}
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break;
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}
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case RADIO_ENEMY_SPOTTED:
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case RADIO_NEED_BACKUP:
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case RADIO_TAKING_FIRE:
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if (!IsFollowing())
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{
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Follow( player );
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GetChatter()->Say( "OnMyWay" );
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player->AllowAutoFollow();
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canDo = false;
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}
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break;
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case RADIO_TEAM_FALL_BACK:
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{
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if (TryToRetreat())
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canDo = true;
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break;
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}
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case RADIO_HOLD_THIS_POSITION:
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{
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// find the leader's area
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SetTask( HOLD_POSITION );
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StopFollowing();
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player->InhibitAutoFollow( inhibitAutoFollowDuration );
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Hide( TheNavMesh->GetNearestNavArea( m_radioPosition ) );
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canDo = true;
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break;
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}
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case RADIO_GO_GO_GO:
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case RADIO_STORM_THE_FRONT:
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StopFollowing();
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Hunt();
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canDo = true;
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player->InhibitAutoFollow( inhibitAutoFollowDuration );
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break;
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case RADIO_GET_OUT_OF_THERE:
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if (TheCSBots()->IsBombPlanted())
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{
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EscapeFromBomb();
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player->InhibitAutoFollow( inhibitAutoFollowDuration );
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canDo = true;
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}
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break;
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case RADIO_SECTOR_CLEAR:
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{
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// if this is a defusal scenario, and the bomb is planted,
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// and a human player cleared a bombsite, check it off our list too
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if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_DEFUSE_BOMB)
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{
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if (GetTeamNumber() == TEAM_CT && TheCSBots()->IsBombPlanted())
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{
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const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone( player );
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if (zone)
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{
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GetGameState()->ClearBombsite( zone->m_index );
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// if we are huting for the planted bomb, re-select bombsite
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if (GetTask() == FIND_TICKING_BOMB)
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Idle();
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canDo = true;
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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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default:
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// ignore all other radio commands for now
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return;
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}
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if (canDo)
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{
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// affirmative
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GetChatter()->Affirmative();
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// if we agreed to follow a new command, put away our grenade
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if (IsRadioCommand( m_lastRadioCommand ) && IsUsingGrenade())
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{
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EquipBestWeapon();
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}
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}
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// consume command
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m_lastRadioCommand = RADIO_INVALID;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Decide if we should move to help the player, return true if we will
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*/
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bool CCSBot::RespondToHelpRequest( CCSPlayer *them, Place place, float maxRange )
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{
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if (IsRogue())
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return false;
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// if we're busy, ignore
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if (IsBusy())
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return false;
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Vector themOrigin = GetCentroid( them );
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// if we are too far away, ignore
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if (maxRange > 0.0f)
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{
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// compute actual travel distance
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PathCost cost(this);
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float travelDistance = NavAreaTravelDistance( m_lastKnownArea, TheNavMesh->GetNearestNavArea( themOrigin ), cost );
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if (travelDistance < 0.0f)
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return false;
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if (travelDistance > maxRange)
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return false;
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}
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if (place == UNDEFINED_PLACE)
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{
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// if we have no "place" identifier, go directly to them
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// if we are already there, ignore
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float rangeSq = (them->GetAbsOrigin() - GetAbsOrigin()).LengthSqr();
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const float close = 750.0f * 750.0f;
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if (rangeSq < close)
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return true;
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MoveTo( themOrigin, FASTEST_ROUTE );
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}
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else
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{
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// if we are already there, ignore
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if (GetPlace() == place)
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return true;
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// go to where help is needed
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const Vector *pos = GetRandomSpotAtPlace( place );
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if (pos)
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{
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MoveTo( *pos, FASTEST_ROUTE );
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}
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else
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{
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MoveTo( themOrigin, FASTEST_ROUTE );
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}
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}
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// acknowledge
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GetChatter()->Say( "OnMyWay" );
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Send a radio message
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*/
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void CCSBot::SendRadioMessage( RadioType event )
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{
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// make sure this is a radio event
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if (event <= RADIO_START_1 || event >= RADIO_END)
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return;
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PrintIfWatched( "%3.1f: SendRadioMessage( %s )\n", gpGlobals->curtime, RadioEventName[ event ] );
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// note the time the message was sent
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TheCSBots()->SetRadioMessageTimestamp( event, GetTeamNumber() );
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m_lastRadioSentTimestamp = gpGlobals->curtime;
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char slot[2];
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slot[1] = '\000';
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if (event > RADIO_START_1 && event < RADIO_START_2)
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{
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HandleMenu_Radio1( event - RADIO_START_1 );
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}
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else if (event > RADIO_START_2 && event < RADIO_START_3)
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{
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HandleMenu_Radio2( event - RADIO_START_2 );
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}
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else
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{
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HandleMenu_Radio3( event - RADIO_START_3 );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Send voice chatter. Also sends the entindex and duration for voice feedback.
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*/
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void CCSBot::SpeakAudio( const char *voiceFilename, float duration, int pitch )
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{
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if( !IsAlive() )
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return;
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if ( IsObserver() )
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return;
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CRecipientFilter filter;
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ConstructRadioFilter( filter );
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UserMessageBegin ( filter, "RawAudio" );
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WRITE_BYTE( pitch );
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WRITE_BYTE( entindex() );
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WRITE_FLOAT( duration );
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WRITE_STRING( voiceFilename );
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MessageEnd();
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GetChatter()->ResetRadioSilenceDuration();
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m_voiceEndTimestamp = gpGlobals->curtime + duration;
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}
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