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888 lines
26 KiB
888 lines
26 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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// range for snipers to select a hiding spot
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const float sniperHideRange = 2000.0f;
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//--------------------------------------------------------------------------------------------------------------
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/**
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* The Idle state.
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* We never stay in the Idle state - it is a "home base" for the state machine that
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* does various checks to determine what we should do next.
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*/
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void IdleState::OnEnter( CCSBot *me )
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{
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me->DestroyPath();
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me->SetBotEnemy( NULL );
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// lurking death
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if (me->IsUsingKnife() && me->IsWellPastSafe() && !me->IsHurrying())
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me->Walk();
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//
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// Since Idle assigns tasks, we assume that coming back to Idle means our task is complete
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//
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me->SetTask( CCSBot::SEEK_AND_DESTROY );
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me->SetDisposition( CCSBot::ENGAGE_AND_INVESTIGATE );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Determine what we should do next
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*/
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void IdleState::OnUpdate( CCSBot *me )
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{
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// all other states assume GetLastKnownArea() is valid, ensure that it is
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if (me->GetLastKnownArea() == NULL && me->StayOnNavMesh() == false)
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return;
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// zombies never leave the Idle state
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if (cv_bot_zombie.GetBool())
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{
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me->ResetStuckMonitor();
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return;
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}
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// if we are in the early "safe" time, grab a knife or grenade
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if (me->IsSafe())
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{
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// if we have a grenade, use it
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if (!me->EquipGrenade())
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{
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// high-skill bots run with the knife, unless using the Scout (which moves faster)
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if (me->GetProfile()->GetSkill() > 0.33f && !me->IsUsing( WEAPON_SCOUT ))
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{
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me->EquipKnife();
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}
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}
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}
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// if round is over, hunt
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if (me->GetGameState()->IsRoundOver())
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{
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// if we are escorting hostages, try to get to the rescue zone
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if (me->GetHostageEscortCount())
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{
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const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone( me->GetLastKnownArea(), PathCost( me, FASTEST_ROUTE ) );
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const Vector *zonePos = TheCSBots()->GetRandomPositionInZone( zone );
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if (zonePos)
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{
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me->SetTask( CCSBot::RESCUE_HOSTAGES );
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me->Run();
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me->SetDisposition( CCSBot::SELF_DEFENSE );
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me->MoveTo( *zonePos, FASTEST_ROUTE );
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me->PrintIfWatched( "Trying to rescue hostages at the end of the round\n" );
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return;
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}
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}
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me->Hunt();
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return;
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}
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const float defenseSniperCampChance = 75.0f;
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const float offenseSniperCampChance = 10.0f;
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// if we were following someone, continue following them
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if (me->IsFollowing())
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{
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me->ContinueFollowing();
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return;
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}
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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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//======================================================================================================
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case CCSBotManager::SCENARIO_DEFUSE_BOMB:
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{
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// if this is a bomb game and we have the bomb, go plant it
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if (me->GetTeamNumber() == TEAM_TERRORIST)
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{
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if (me->GetGameState()->IsBombPlanted())
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{
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if (me->GetGameState()->GetPlantedBombsite() != CSGameState::UNKNOWN)
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{
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// T's always know where the bomb is - go defend it
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const CCSBotManager::Zone *zone = TheCSBots()->GetZone( me->GetGameState()->GetPlantedBombsite() );
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if (zone)
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{
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me->SetTask( CCSBot::GUARD_TICKING_BOMB );
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Place place = TheNavMesh->GetPlace( zone->m_center );
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if (place != UNDEFINED_PLACE)
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{
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// pick a random hiding spot in this place
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const Vector *spot = FindRandomHidingSpot( me, place, me->IsSniper() );
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if (spot)
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{
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me->Hide( *spot );
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return;
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}
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}
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// hide nearby
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me->Hide( TheNavMesh->GetNearestNavArea( zone->m_center ) );
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return;
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}
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}
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else
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{
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// ask our teammates where the bomb is
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me->GetChatter()->RequestBombLocation();
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// we dont know where the bomb is - we must search the bombsites
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int zoneIndex = me->GetGameState()->GetNextBombsiteToSearch();
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// move to bombsite - if we reach it, we'll update its cleared status, causing us to select another
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const Vector *pos = TheCSBots()->GetRandomPositionInZone( TheCSBots()->GetZone( zoneIndex ) );
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if (pos)
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{
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me->SetTask( CCSBot::FIND_TICKING_BOMB );
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me->MoveTo( *pos );
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return;
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}
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}
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}
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else if (me->HasC4())
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{
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// if we're at a bomb site, plant the bomb
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if (me->IsAtBombsite())
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{
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// plant it
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me->SetTask( CCSBot::PLANT_BOMB );
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me->PlantBomb();
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// radio to the team
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me->GetChatter()->PlantingTheBomb( me->GetPlace() );
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return;
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}
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else if (TheCSBots()->IsTimeToPlantBomb())
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{
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// move to the closest bomb site
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const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone( me->GetLastKnownArea(), PathCost( me ) );
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if (zone)
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{
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// pick a random spot within the bomb zone
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const Vector *pos = TheCSBots()->GetRandomPositionInZone( zone );
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if (pos)
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{
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// move to bombsite
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me->SetTask( CCSBot::PLANT_BOMB );
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me->Run();
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me->MoveTo( *pos );
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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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else
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{
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// at the start of the round, we may decide to defend "initial encounter" areas
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// where we will first meet the enemy rush
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if (me->IsSafe())
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{
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float defendRushChance = -17.0f * (me->GetMorale() - 2);
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if (me->IsSniper() || RandomFloat( 0.0f, 100.0f ) < defendRushChance)
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{
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if (me->MoveToInitialEncounter())
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{
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me->PrintIfWatched( "I'm guarding an initial encounter area\n" );
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me->SetTask( CCSBot::GUARD_INITIAL_ENCOUNTER );
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me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
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return;
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}
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}
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}
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// small chance of sniper camping on offense, if we aren't carrying the bomb
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if (me->GetFriendsRemaining() && me->IsSniper() && RandomFloat( 0, 100.0f ) < offenseSniperCampChance)
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{
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me->SetTask( CCSBot::MOVE_TO_SNIPER_SPOT );
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me->Hide( me->GetLastKnownArea(), RandomFloat( 10.0f, 30.0f ), sniperHideRange );
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me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
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me->PrintIfWatched( "Sniping!\n" );
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return;
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}
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// if the bomb is loose (on the ground), go get it
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if (me->NoticeLooseBomb())
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{
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me->FetchBomb();
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return;
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}
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// if bomb has been planted, and we hear it, move to a hiding spot near the bomb and guard it
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if (!me->IsRogue() && me->GetGameState()->IsBombPlanted() && me->GetGameState()->GetBombPosition())
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{
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const Vector *bombPos = me->GetGameState()->GetBombPosition();
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if (bombPos)
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{
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me->SetTask( CCSBot::GUARD_TICKING_BOMB );
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me->Hide( TheNavMesh->GetNavArea( *bombPos ) );
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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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else // CT ------------------------------------------------------------------------------------------
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{
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if (me->GetGameState()->IsBombPlanted())
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{
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// if the bomb has been planted, attempt to defuse it
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const Vector *bombPos = me->GetGameState()->GetBombPosition();
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if (bombPos)
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{
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// if someone is defusing the bomb, guard them
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if (TheCSBots()->GetBombDefuser())
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{
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if (!me->IsRogue())
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{
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me->SetTask( CCSBot::GUARD_BOMB_DEFUSER );
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me->Hide( TheNavMesh->GetNavArea( *bombPos ) );
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return;
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}
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}
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else if (me->IsDoingScenario())
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{
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// move to the bomb and defuse it
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me->SetTask( CCSBot::DEFUSE_BOMB );
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me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
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me->MoveTo( *bombPos );
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return;
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}
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else
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{
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// we're not allowed to defuse, guard the bomb zone
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me->SetTask( CCSBot::GUARD_BOMB_ZONE );
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me->Hide( TheNavMesh->GetNavArea( *bombPos ) );
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me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
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return;
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}
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}
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else if (me->GetGameState()->GetPlantedBombsite() != CSGameState::UNKNOWN)
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{
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// we know which bombsite, but not exactly where the bomb is, go there
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const CCSBotManager::Zone *zone = TheCSBots()->GetZone( me->GetGameState()->GetPlantedBombsite() );
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if (zone)
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{
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if (me->IsDoingScenario())
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{
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me->SetTask( CCSBot::DEFUSE_BOMB );
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me->MoveTo( zone->m_center );
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me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
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return;
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}
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else
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{
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// we're not allowed to defuse, guard the bomb zone
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me->SetTask( CCSBot::GUARD_BOMB_ZONE );
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me->Hide( TheNavMesh->GetNavArea( zone->m_center ) );
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me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
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return;
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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 dont know where the bomb is - we must search the bombsites
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// find closest un-cleared bombsite
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const CCSBotManager::Zone *zone = NULL;
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float travelDistance = 9999999.9f;
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for( int z=0; z<TheCSBots()->GetZoneCount(); ++z )
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{
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if (TheCSBots()->GetZone(z)->m_areaCount == 0)
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continue;
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// don't check bombsites that have been cleared
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if (me->GetGameState()->IsBombsiteClear( z ))
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continue;
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// just use the first overlapping nav area as a reasonable approximation
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ShortestPathCost cost = ShortestPathCost();
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float dist = NavAreaTravelDistance( me->GetLastKnownArea(),
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TheNavMesh->GetNearestNavArea( TheCSBots()->GetZone(z)->m_center ),
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cost );
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if (dist >= 0.0f && dist < travelDistance)
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{
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zone = TheCSBots()->GetZone(z);
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travelDistance = dist;
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}
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}
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if (zone)
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{
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const float farAwayRange = 2000.0f;
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if (travelDistance > farAwayRange)
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{
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zone = NULL;
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}
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}
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// if closest bombsite is "far away", pick one at random
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if (zone == NULL)
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{
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int zoneIndex = me->GetGameState()->GetNextBombsiteToSearch();
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zone = TheCSBots()->GetZone( zoneIndex );
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}
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// move to bombsite - if we reach it, we'll update its cleared status, causing us to select another
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if (zone)
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{
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const Vector *pos = TheCSBots()->GetRandomPositionInZone( zone );
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if (pos)
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{
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me->SetTask( CCSBot::FIND_TICKING_BOMB );
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me->MoveTo( *pos );
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return;
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}
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}
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}
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AssertMsg( 0, "A CT bot doesn't know what to do while the bomb is planted!\n" );
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}
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// if we have a sniper rifle, we like to camp, whether rogue or not
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if (me->IsSniper() && !me->IsSafe())
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{
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if (RandomFloat( 0, 100 ) <= defenseSniperCampChance)
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{
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CNavArea *snipingArea = NULL;
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// if the bomb is loose, snipe near it
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const Vector *bombPos = me->GetGameState()->GetBombPosition();
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if (me->GetGameState()->IsLooseBombLocationKnown() && bombPos)
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{
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snipingArea = TheNavMesh->GetNearestNavArea( *bombPos );
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me->PrintIfWatched( "Sniping near loose bomb\n" );
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}
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else
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{
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// snipe bomb zone(s)
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const CCSBotManager::Zone *zone = TheCSBots()->GetRandomZone();
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if (zone)
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{
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snipingArea = TheCSBots()->GetRandomAreaInZone( zone );
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me->PrintIfWatched( "Sniping near bombsite\n" );
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}
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}
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if (snipingArea)
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{
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me->SetTask( CCSBot::MOVE_TO_SNIPER_SPOT );
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me->Hide( snipingArea, -1.0, sniperHideRange );
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me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
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return;
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}
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}
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}
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// rogues just hunt, unless they want to snipe
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// if the whole team has decided to rush, hunt
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// if we know the bomb is dropped, hunt for enemies and the loose bomb
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if (me->IsRogue() || TheCSBots()->IsDefenseRushing() || me->GetGameState()->IsLooseBombLocationKnown())
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{
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me->Hunt();
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return;
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}
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// the lower our morale gets, the more we want to camp the bomb zone(s)
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// only decide to camp at the start of the round, or if we haven't seen anything for a long time
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if (me->IsSafe() || me->HasNotSeenEnemyForLongTime())
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{
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float guardBombsiteChance = -34.0f * me->GetMorale();
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if (RandomFloat( 0.0f, 100.0f ) < guardBombsiteChance)
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{
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float guardRange = 500.0f + 100.0f * (me->GetMorale() + 3);
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// guard bomb zone(s)
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const CCSBotManager::Zone *zone = TheCSBots()->GetRandomZone();
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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->PrintIfWatched( "I'm guarding a bombsite\n" );
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me->GetChatter()->GuardingBombsite( area->GetPlace() );
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me->SetTask( CCSBot::GUARD_BOMB_ZONE );
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me->Hide( area, -1.0, guardRange );
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me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// at the start of the round, we may decide to defend "initial encounter" areas
|
||
|
// where we will first meet the enemy rush
|
||
|
if (me->IsSafe())
|
||
|
{
|
||
|
float defendRushChance = -17.0f * (me->GetMorale() - 2);
|
||
|
|
||
|
if (me->IsSniper() || RandomFloat( 0.0f, 100.0f ) < defendRushChance)
|
||
|
{
|
||
|
if (me->MoveToInitialEncounter())
|
||
|
{
|
||
|
me->PrintIfWatched( "I'm guarding an initial encounter area\n" );
|
||
|
me->SetTask( CCSBot::GUARD_INITIAL_ENCOUNTER );
|
||
|
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
//======================================================================================================
|
||
|
case CCSBotManager::SCENARIO_ESCORT_VIP:
|
||
|
{
|
||
|
if (me->GetTeamNumber() == TEAM_TERRORIST)
|
||
|
{
|
||
|
// if we have a sniper rifle, we like to camp, whether rogue or not
|
||
|
if (me->IsSniper())
|
||
|
{
|
||
|
if (RandomFloat( 0, 100 ) <= defenseSniperCampChance)
|
||
|
{
|
||
|
// snipe escape zone(s)
|
||
|
const CCSBotManager::Zone *zone = TheCSBots()->GetRandomZone();
|
||
|
if (zone)
|
||
|
{
|
||
|
CNavArea *area = TheCSBots()->GetRandomAreaInZone( zone );
|
||
|
if (area)
|
||
|
{
|
||
|
me->SetTask( CCSBot::MOVE_TO_SNIPER_SPOT );
|
||
|
me->Hide( area, -1.0, sniperHideRange );
|
||
|
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
me->PrintIfWatched( "Sniping near escape zone\n" );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// rogues just hunt, unless they want to snipe
|
||
|
// if the whole team has decided to rush, hunt
|
||
|
if (me->IsRogue() || TheCSBots()->IsDefenseRushing())
|
||
|
break;
|
||
|
|
||
|
// the lower our morale gets, the more we want to camp the escape zone(s)
|
||
|
float guardEscapeZoneChance = -34.0f * me->GetMorale();
|
||
|
|
||
|
if (RandomFloat( 0.0f, 100.0f ) < guardEscapeZoneChance)
|
||
|
{
|
||
|
// guard escape zone(s)
|
||
|
const CCSBotManager::Zone *zone = TheCSBots()->GetRandomZone();
|
||
|
if (zone)
|
||
|
{
|
||
|
CNavArea *area = TheCSBots()->GetRandomAreaInZone( zone );
|
||
|
if (area)
|
||
|
{
|
||
|
// guard the escape zone - stay closer if our morale is low
|
||
|
me->SetTask( CCSBot::GUARD_VIP_ESCAPE_ZONE );
|
||
|
me->PrintIfWatched( "I'm guarding an escape zone\n" );
|
||
|
|
||
|
float escapeGuardRange = 750.0f + 250.0f * (me->GetMorale() + 3);
|
||
|
me->Hide( area, -1.0, escapeGuardRange );
|
||
|
|
||
|
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else // CT
|
||
|
{
|
||
|
if (me->m_bIsVIP)
|
||
|
{
|
||
|
// if early in round, pick a random zone, otherwise pick closest zone
|
||
|
const float earlyTime = 20.0f;
|
||
|
const CCSBotManager::Zone *zone = NULL;
|
||
|
|
||
|
if (TheCSBots()->GetElapsedRoundTime() < earlyTime)
|
||
|
{
|
||
|
// pick random zone
|
||
|
zone = TheCSBots()->GetRandomZone();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// pick closest zone
|
||
|
zone = TheCSBots()->GetClosestZone( me->GetLastKnownArea(), PathCost( me ) );
|
||
|
}
|
||
|
|
||
|
if (zone)
|
||
|
{
|
||
|
// pick a random spot within the escape zone
|
||
|
const Vector *pos = TheCSBots()->GetRandomPositionInZone( zone );
|
||
|
if (pos)
|
||
|
{
|
||
|
// move to escape zone
|
||
|
me->SetTask( CCSBot::VIP_ESCAPE );
|
||
|
me->Run();
|
||
|
me->MoveTo( *pos );
|
||
|
|
||
|
// tell team to follow
|
||
|
const float repeatTime = 30.0f;
|
||
|
if (me->GetFriendsRemaining() &&
|
||
|
TheCSBots()->GetRadioMessageInterval( RADIO_FOLLOW_ME, me->GetTeamNumber() ) > repeatTime)
|
||
|
me->SendRadioMessage( RADIO_FOLLOW_ME );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// small chance of sniper camping on offense, if we aren't VIP
|
||
|
if (me->GetFriendsRemaining() && me->IsSniper() && RandomFloat( 0, 100.0f ) < offenseSniperCampChance)
|
||
|
{
|
||
|
me->SetTask( CCSBot::MOVE_TO_SNIPER_SPOT );
|
||
|
me->Hide( me->GetLastKnownArea(), RandomFloat( 10.0f, 30.0f ), sniperHideRange );
|
||
|
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
me->PrintIfWatched( "Sniping!\n" );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
//======================================================================================================
|
||
|
case CCSBotManager::SCENARIO_RESCUE_HOSTAGES:
|
||
|
{
|
||
|
if (me->GetTeamNumber() == TEAM_TERRORIST)
|
||
|
{
|
||
|
bool campHostages;
|
||
|
|
||
|
// if we are in early game, camp the hostages
|
||
|
if (me->IsSafe())
|
||
|
{
|
||
|
campHostages = true;
|
||
|
}
|
||
|
else if (me->GetGameState()->HaveSomeHostagesBeenTaken() || me->GetGameState()->AreAllHostagesBeingRescued())
|
||
|
{
|
||
|
campHostages = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// later in the game, camp either hostages or escape zone
|
||
|
const float campZoneChance = 100.0f * (TheCSBots()->GetElapsedRoundTime() - me->GetSafeTime())/120.0f;
|
||
|
|
||
|
campHostages = (RandomFloat( 0, 100 ) > campZoneChance) ? true : false;
|
||
|
}
|
||
|
|
||
|
|
||
|
// if we have a sniper rifle, we like to camp, whether rogue or not
|
||
|
if (me->IsSniper())
|
||
|
{
|
||
|
// the at start of the round, snipe the initial rush
|
||
|
if (me->IsSafe())
|
||
|
{
|
||
|
if (me->MoveToInitialEncounter())
|
||
|
{
|
||
|
me->PrintIfWatched( "I'm sniping an initial encounter area\n" );
|
||
|
me->SetTask( CCSBot::GUARD_INITIAL_ENCOUNTER );
|
||
|
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (RandomFloat( 0, 100 ) <= defenseSniperCampChance)
|
||
|
{
|
||
|
const Vector *hostagePos = me->GetGameState()->GetRandomFreeHostagePosition();
|
||
|
if (hostagePos && campHostages)
|
||
|
{
|
||
|
me->SetTask( CCSBot::MOVE_TO_SNIPER_SPOT );
|
||
|
me->PrintIfWatched( "Sniping near hostages\n" );
|
||
|
me->Hide( TheNavMesh->GetNearestNavArea( *hostagePos ), -1.0, sniperHideRange );
|
||
|
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// camp the escape zone(s)
|
||
|
if (me->GuardRandomZone( sniperHideRange ))
|
||
|
{
|
||
|
me->SetTask( CCSBot::MOVE_TO_SNIPER_SPOT );
|
||
|
me->PrintIfWatched( "Sniping near a rescue zone\n" );
|
||
|
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if safe time is up, and we stumble across a hostage, guard it
|
||
|
if (!me->IsSafe() && !me->IsRogue())
|
||
|
{
|
||
|
CBaseEntity *hostage = me->GetGameState()->GetNearestVisibleFreeHostage();
|
||
|
if (hostage)
|
||
|
{
|
||
|
// we see a free hostage, guard it
|
||
|
CNavArea *area = TheNavMesh->GetNearestNavArea( GetCentroid( hostage ) );
|
||
|
if (area)
|
||
|
{
|
||
|
me->SetTask( CCSBot::GUARD_HOSTAGES );
|
||
|
me->Hide( area );
|
||
|
me->PrintIfWatched( "I'm guarding hostages I found\n" );
|
||
|
// don't chatter here - he'll tell us when he's in his hiding spot
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// decide if we want to hunt, or guard
|
||
|
const float huntChance = 70.0f + 25.0f * me->GetMorale();
|
||
|
|
||
|
// rogues just hunt, unless they want to snipe
|
||
|
// if the whole team has decided to rush, hunt
|
||
|
if (me->GetFriendsRemaining())
|
||
|
{
|
||
|
if (me->IsRogue() || TheCSBots()->IsDefenseRushing() || RandomFloat( 0, 100 ) < huntChance)
|
||
|
{
|
||
|
me->Hunt();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// at the start of the round, we may decide to defend "initial encounter" areas
|
||
|
// where we will first meet the enemy rush
|
||
|
if (me->IsSafe())
|
||
|
{
|
||
|
float defendRushChance = -17.0f * (me->GetMorale() - 2);
|
||
|
|
||
|
if (me->IsSniper() || RandomFloat( 0.0f, 100.0f ) < defendRushChance)
|
||
|
{
|
||
|
if (me->MoveToInitialEncounter())
|
||
|
{
|
||
|
me->PrintIfWatched( "I'm guarding an initial encounter area\n" );
|
||
|
me->SetTask( CCSBot::GUARD_INITIAL_ENCOUNTER );
|
||
|
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// decide whether to camp the hostages or the escape zones
|
||
|
const Vector *hostagePos = me->GetGameState()->GetRandomFreeHostagePosition();
|
||
|
if (hostagePos && campHostages)
|
||
|
{
|
||
|
CNavArea *area = TheNavMesh->GetNearestNavArea( *hostagePos );
|
||
|
if (area)
|
||
|
{
|
||
|
// guard the hostages - stay closer to hostages if our morale is low
|
||
|
me->SetTask( CCSBot::GUARD_HOSTAGES );
|
||
|
me->PrintIfWatched( "I'm guarding hostages\n" );
|
||
|
|
||
|
float hostageGuardRange = 750.0f + 250.0f * (me->GetMorale() + 3); // 2000
|
||
|
me->Hide( area, -1.0, hostageGuardRange );
|
||
|
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
|
||
|
if (RandomFloat( 0, 100 ) < 50)
|
||
|
me->GetChatter()->GuardingHostages( area->GetPlace(), IS_PLAN );
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// guard rescue zone(s)
|
||
|
if (me->GuardRandomZone())
|
||
|
{
|
||
|
me->SetTask( CCSBot::GUARD_HOSTAGE_RESCUE_ZONE );
|
||
|
me->PrintIfWatched( "I'm guarding a rescue zone\n" );
|
||
|
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
me->GetChatter()->GuardingHostageEscapeZone( IS_PLAN );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else // CT ---------------------------------------------------------------------------------
|
||
|
{
|
||
|
// only decide to do something else if we aren't already rescuing hostages
|
||
|
if (!me->GetHostageEscortCount())
|
||
|
{
|
||
|
// small chance of sniper camping on offense
|
||
|
if (me->GetFriendsRemaining() && me->IsSniper() && RandomFloat( 0, 100.0f ) < offenseSniperCampChance)
|
||
|
{
|
||
|
me->SetTask( CCSBot::MOVE_TO_SNIPER_SPOT );
|
||
|
me->Hide( me->GetLastKnownArea(), RandomFloat( 10.0f, 30.0f ), sniperHideRange );
|
||
|
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
me->PrintIfWatched( "Sniping!\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (me->GetFriendsRemaining() && !me->GetHostageEscortCount())
|
||
|
{
|
||
|
// rogues just hunt, unless all friends are dead
|
||
|
// if we have friends left, we might go hunting instead of hostage rescuing
|
||
|
const float huntChance = 33.3f;
|
||
|
if (me->IsRogue() || RandomFloat( 0.0f, 100.0f ) < huntChance)
|
||
|
{
|
||
|
me->Hunt();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// at the start of the round, we may decide to defend "initial encounter" areas
|
||
|
// where we will first meet the enemy rush
|
||
|
if (me->IsSafe())
|
||
|
{
|
||
|
float defendRushChance = -17.0f * (me->GetMorale() - 2);
|
||
|
|
||
|
if (me->IsSniper() || RandomFloat( 0.0f, 100.0f ) < defendRushChance)
|
||
|
{
|
||
|
if (me->MoveToInitialEncounter())
|
||
|
{
|
||
|
me->PrintIfWatched( "I'm guarding an initial encounter area\n" );
|
||
|
me->SetTask( CCSBot::GUARD_INITIAL_ENCOUNTER );
|
||
|
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// look for free hostages - CT's have radar so they know where hostages are at all times
|
||
|
CHostage *hostage = me->GetGameState()->GetNearestFreeHostage();
|
||
|
|
||
|
// if we are not allowed to do the scenario, guard the hostages to clear the area for the human(s)
|
||
|
if (!me->IsDoingScenario())
|
||
|
{
|
||
|
if (hostage)
|
||
|
{
|
||
|
CNavArea *area = TheNavMesh->GetNearestNavArea( GetCentroid( hostage ) );
|
||
|
if (area)
|
||
|
{
|
||
|
me->SetTask( CCSBot::GUARD_HOSTAGES );
|
||
|
me->Hide( area );
|
||
|
me->PrintIfWatched( "I'm securing the hostages for a human to rescue\n" );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
me->Hunt();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool fetchHostages = false;
|
||
|
bool rescueHostages = false;
|
||
|
const CCSBotManager::Zone *zone = NULL;
|
||
|
me->SetGoalEntity( NULL );
|
||
|
|
||
|
// if we are escorting hostages, determine where to take them
|
||
|
if (me->GetHostageEscortCount())
|
||
|
zone = TheCSBots()->GetClosestZone( me->GetLastKnownArea(), PathCost( me, FASTEST_ROUTE ) );
|
||
|
|
||
|
// if we are escorting hostages and there are more hostages to rescue,
|
||
|
// determine whether it's faster to rescue the ones we have, or go get the remaining ones
|
||
|
if (hostage)
|
||
|
{
|
||
|
Vector hostageOrigin = GetCentroid( hostage );
|
||
|
|
||
|
if (zone)
|
||
|
{
|
||
|
PathCost cost( me, FASTEST_ROUTE );
|
||
|
float toZone = NavAreaTravelDistance( me->GetLastKnownArea(), zone->m_area[0], cost );
|
||
|
float toHostage = NavAreaTravelDistance( me->GetLastKnownArea(), TheNavMesh->GetNearestNavArea( GetCentroid( hostage ) ), cost );
|
||
|
|
||
|
if (toHostage < 0.0f)
|
||
|
{
|
||
|
rescueHostages = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (toZone < toHostage)
|
||
|
rescueHostages = true;
|
||
|
else
|
||
|
fetchHostages = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fetchHostages = true;
|
||
|
}
|
||
|
}
|
||
|
else if (zone)
|
||
|
{
|
||
|
rescueHostages = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
if (fetchHostages)
|
||
|
{
|
||
|
// go get hostages
|
||
|
me->SetTask( CCSBot::COLLECT_HOSTAGES );
|
||
|
me->Run();
|
||
|
me->SetGoalEntity( hostage );
|
||
|
me->ResetWaitForHostagePatience();
|
||
|
|
||
|
// if we already have some hostages, move to the others by the quickest route
|
||
|
RouteType route = (me->GetHostageEscortCount()) ? FASTEST_ROUTE : SAFEST_ROUTE;
|
||
|
me->MoveTo( GetCentroid( hostage ), route );
|
||
|
|
||
|
me->PrintIfWatched( "I'm collecting hostages\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const Vector *zonePos = TheCSBots()->GetRandomPositionInZone( zone );
|
||
|
if (rescueHostages && zonePos)
|
||
|
{
|
||
|
me->SetTask( CCSBot::RESCUE_HOSTAGES );
|
||
|
me->Run();
|
||
|
me->SetDisposition( CCSBot::SELF_DEFENSE );
|
||
|
me->MoveTo( *zonePos, FASTEST_ROUTE );
|
||
|
me->PrintIfWatched( "I'm rescuing hostages\n" );
|
||
|
me->GetChatter()->EscortingHostages();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
default: // deathmatch
|
||
|
{
|
||
|
// sniping check
|
||
|
if (me->GetFriendsRemaining() && me->IsSniper() && RandomFloat( 0, 100.0f ) < offenseSniperCampChance)
|
||
|
{
|
||
|
me->SetTask( CCSBot::MOVE_TO_SNIPER_SPOT );
|
||
|
me->Hide( me->GetLastKnownArea(), RandomFloat( 10.0f, 30.0f ), sniperHideRange );
|
||
|
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
|
||
|
me->PrintIfWatched( "Sniping!\n" );
|
||
|
return;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if we have nothing special to do, go hunting for enemies
|
||
|
me->Hunt();
|
||
|
}
|
||
|
|