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1364 lines
34 KiB
1364 lines
34 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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#include "basecsgrenade_projectile.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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* Fire our active weapon towards our current enemy
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* NOTE: Aiming our weapon is handled in RunBotUpkeep()
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*/
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void CCSBot::FireWeaponAtEnemy( void )
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{
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if (cv_bot_dont_shoot.GetBool())
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{
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return;
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}
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CBasePlayer *enemy = GetBotEnemy();
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if (enemy == NULL)
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{
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return;
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}
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Vector myOrigin = GetCentroid( this );
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if (IsUsingSniperRifle())
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{
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// if we're using a sniper rifle, don't fire until we are standing still, are zoomed in, and not rapidly moving our view
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if (!IsNotMoving() || IsWaitingForZoom() || !HasViewBeenSteady( GetProfile()->GetReactionTime() ) )
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{
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return;
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}
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}
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if (gpGlobals->curtime > m_fireWeaponTimestamp &&
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GetTimeSinceAcquiredCurrentEnemy() >= GetProfile()->GetAttackDelay() &&
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!IsSurprised())
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{
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if (!(IsRecognizedEnemyProtectedByShield() && IsPlayerFacingMe( enemy )) && // don't shoot at enemies behind shields
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!IsReloading() &&
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!IsActiveWeaponClipEmpty() &&
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//gpGlobals->curtime > m_reacquireTimestamp &&
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IsEnemyVisible())
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{
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// we have a clear shot - pull trigger if we are aiming at enemy
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Vector toAimSpot = m_aimSpot - EyePosition();
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float rangeToEnemy = toAimSpot.NormalizeInPlace();
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if ( IsUsingSniperRifle() )
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{
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// check our accuracy versus our target distance
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float fProjectedSpread = rangeToEnemy * GetActiveCSWeapon()->GetInaccuracy();
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float fRequiredSpread = IsUsing( WEAPON_AWP ) ? 50.0f : 25.0f; // AWP will kill with any hit
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if ( fProjectedSpread > fRequiredSpread )
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return;
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}
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// get actual view direction vector
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Vector aimDir = GetViewVector();
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float onTarget = DotProduct( toAimSpot, aimDir );
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// aim more precisely with a sniper rifle
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// because rifles' bullets spray, don't have to be very precise
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const float halfSize = (IsUsingSniperRifle()) ? HalfHumanWidth : 2.0f * HalfHumanWidth;
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// aiming tolerance depends on how close the target is - closer targets subtend larger angles
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float aimTolerance = (float)cos( atan( halfSize / rangeToEnemy ) );
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if (onTarget > aimTolerance)
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{
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bool doAttack;
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// if friendly fire is on, don't fire if a teammate is blocking our line of fire
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if (TheCSBots()->AllowFriendlyFireDamage())
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{
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if (IsFriendInLineOfFire())
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doAttack = false;
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else
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doAttack = true;
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}
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else
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{
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// fire freely
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doAttack = true;
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}
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if (doAttack)
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{
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// if we are using a knife, only swing it if we're close
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if (IsUsingKnife())
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{
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const float knifeRange = 75.0f; // 50
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if (rangeToEnemy < knifeRange)
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{
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// since we've given ourselves away - run!
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ForceRun( 5.0f );
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// if our prey is facing away, backstab him!
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if (!IsPlayerFacingMe( enemy ))
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{
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SecondaryAttack();
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}
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else
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{
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// randomly choose primary and secondary attacks with knife
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const float knifeStabChance = 33.3f;
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if (RandomFloat( 0, 100 ) < knifeStabChance)
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SecondaryAttack();
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else
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PrimaryAttack();
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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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PrimaryAttack();
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}
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}
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if (IsUsingPistol())
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{
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// high-skill bots fire their pistols quickly at close range
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const float closePistolRange = 360.0f;
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if (GetProfile()->GetSkill() > 0.75f && rangeToEnemy < closePistolRange)
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{
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// fire as fast as possible
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m_fireWeaponTimestamp = 0.0f;
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}
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else
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{
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// fire somewhat quickly
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m_fireWeaponTimestamp = RandomFloat( 0.15f, 0.4f );
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}
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}
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else // not using a pistol
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{
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const float sprayRange = 400.0f;
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if (GetProfile()->GetSkill() < 0.5f || rangeToEnemy < sprayRange || IsUsingMachinegun())
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{
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// spray 'n pray if enemy is close, or we're not that good, or we're using the big machinegun
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m_fireWeaponTimestamp = 0.0f;
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}
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else
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{
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const float distantTargetRange = 800.0f;
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if (!IsUsingSniperRifle() && rangeToEnemy > distantTargetRange)
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{
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// if very far away, fire slowly for better accuracy
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m_fireWeaponTimestamp = RandomFloat( 0.3f, 0.7f );
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}
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else
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{
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// fire short bursts for accuracy
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m_fireWeaponTimestamp = RandomFloat( 0.15f, 0.25f ); // 0.15, 0.5
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}
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}
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}
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// subtract system latency
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m_fireWeaponTimestamp -= g_BotUpdateInterval;
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m_fireWeaponTimestamp += gpGlobals->curtime;
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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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* Set the current aim offset using given accuracy (1.0 = perfect aim, 0.0f = terrible aim)
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*/
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void CCSBot::SetAimOffset( float accuracy )
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{
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// if our accuracy is less than perfect, it will improve as we "focus in" while not rotating our view
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if (accuracy < 1.0f)
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{
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// if we moved our view, reset our "focus" mechanism
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if (IsViewMoving( 100.0f ))
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m_aimSpreadTimestamp = gpGlobals->curtime;
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// focusTime is the time it takes for a bot to "focus in" for very good aim, from 2 to 5 seconds
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const float focusTime = MAX( 5.0f * (1.0f - accuracy), 2.0f );
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float focusInterval = gpGlobals->curtime - m_aimSpreadTimestamp;
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float focusAccuracy = focusInterval / focusTime;
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// limit how much "focus" will help
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const float maxFocusAccuracy = 0.75f;
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if (focusAccuracy > maxFocusAccuracy)
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focusAccuracy = maxFocusAccuracy;
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accuracy = MAX( accuracy, focusAccuracy );
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}
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//PrintIfWatched( "Accuracy = %4.3f\n", accuracy );
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// aim error increases with distance, such that actual crosshair error stays about the same
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float range = (m_lastEnemyPosition - EyePosition()).Length();
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float maxOffset = (GetFOV()/GetDefaultFOV()) * 0.05f * range; // 0.1
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float error = maxOffset * (1.0f - accuracy);
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m_aimOffsetGoal.x = RandomFloat( -error, error );
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m_aimOffsetGoal.y = RandomFloat( -error, error );
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m_aimOffsetGoal.z = RandomFloat( -error, error );
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// define time when aim offset will automatically be updated
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m_aimOffsetTimestamp = gpGlobals->curtime + RandomFloat( 0.25f, 1.0f ); // 0.25, 1.5f
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Wiggle aim error based on GetProfile()->GetSkill()
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*/
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void CCSBot::UpdateAimOffset( void )
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{
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if (gpGlobals->curtime >= m_aimOffsetTimestamp)
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{
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SetAimOffset( GetProfile()->GetSkill() );
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}
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// move current offset towards goal offset
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Vector d = m_aimOffsetGoal - m_aimOffset;
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const float stiffness = 0.1f;
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m_aimOffset.x += stiffness * d.x;
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m_aimOffset.y += stiffness * d.y;
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m_aimOffset.z += stiffness * d.z;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Change our zoom level to be appropriate for the given range.
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* Return true if the zoom level changed.
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*/
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bool CCSBot::AdjustZoom( float range )
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{
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bool adjustZoom = false;
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if (IsUsingSniperRifle())
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{
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const float sniperZoomRange = 150.0f; // NOTE: This must be less than sniperMinRange in AttackState
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const float sniperFarZoomRange = 1500.0f;
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// if range is too close, don't zoom
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if (range <= sniperZoomRange)
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{
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// zoom out
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if (GetZoomLevel() != NO_ZOOM)
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{
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adjustZoom = true;
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}
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}
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else if (range < sniperFarZoomRange)
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{
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// maintain low zoom
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if (GetZoomLevel() != LOW_ZOOM)
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{
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adjustZoom = true;
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}
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}
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else
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{
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// maintain high zoom
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if (GetZoomLevel() != HIGH_ZOOM)
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{
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adjustZoom = true;
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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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// zoom out
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if (GetZoomLevel() != NO_ZOOM)
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{
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adjustZoom = true;
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}
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}
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if (adjustZoom)
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{
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SecondaryAttack();
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// pause after zoom to allow "eyes" to refocus
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// m_zoomTimer.Start( 0.25f + (1.0f - GetProfile()->GetSkill()) );
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m_zoomTimer.Start( 0.25f );
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}
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return adjustZoom;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Returns true if using the specific weapon
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*/
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bool CCSBot::IsUsing( CSWeaponID weaponID ) const
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{
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CWeaponCSBase *weapon = GetActiveCSWeapon();
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if (weapon == NULL)
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return false;
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if (weapon->IsA( weaponID ))
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Returns true if we are using a weapon with a removable silencer
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*/
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bool CCSBot::DoesActiveWeaponHaveSilencer( void ) const
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{
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CWeaponCSBase *weapon = GetActiveCSWeapon();
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if (weapon == NULL)
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return false;
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if (weapon->IsA( WEAPON_M4A1 ) || weapon->IsA( WEAPON_USP ))
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we are using a sniper rifle
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*/
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bool CCSBot::IsUsingSniperRifle( void ) const
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{
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CWeaponCSBase *weapon = GetActiveCSWeapon();
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if (weapon && IsSniperRifle( weapon ))
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we have a sniper rifle in our inventory
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*/
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bool CCSBot::IsSniper( void ) const
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{
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CWeaponCSBase *weapon = static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_RIFLE ) );
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if (weapon && IsSniperRifle( weapon ))
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we are actively sniping (moving to sniper spot or settled in)
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*/
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bool CCSBot::IsSniping( void ) const
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{
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if (GetTask() == MOVE_TO_SNIPER_SPOT || GetTask() == SNIPING)
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we are using a shotgun
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*/
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bool CCSBot::IsUsingShotgun( void ) const
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{
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CWeaponCSBase *weapon = GetActiveCSWeapon();
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if (weapon == NULL)
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return false;
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return weapon->IsKindOf(WEAPONTYPE_SHOTGUN);
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Returns true if using the big 'ol machinegun
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*/
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bool CCSBot::IsUsingMachinegun( void ) const
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{
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CWeaponCSBase *weapon = GetActiveCSWeapon();
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if (weapon && weapon->IsA( WEAPON_M249 ))
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if primary weapon doesn't exist or is totally out of ammo
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*/
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bool CCSBot::IsPrimaryWeaponEmpty( void ) const
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{
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CWeaponCSBase *weapon = static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_RIFLE ) );
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if (weapon == NULL)
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return true;
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// check if gun has any ammo left
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if (weapon->HasAnyAmmo())
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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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* Return true if pistol doesn't exist or is totally out of ammo
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*/
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bool CCSBot::IsPistolEmpty( void ) const
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{
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CWeaponCSBase *weapon = static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_PISTOL ) );
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if (weapon == NULL)
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return true;
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// check if gun has any ammo left
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if (weapon->HasAnyAmmo())
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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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* Equip the given item
|
||
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*/
|
||
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bool CCSBot::DoEquip( CWeaponCSBase *weapon )
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{
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if (weapon == NULL)
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return false;
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||
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// check if weapon has any ammo left
|
||
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if (!weapon->HasAnyAmmo())
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return false;
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// equip it
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||
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SelectItem( weapon->GetClassname() );
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m_equipTimer.Start();
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return true;
|
||
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}
|
||
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||
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|
||
|
// throttle how often equipping is allowed
|
||
|
const float minEquipInterval = 5.0f;
|
||
|
|
||
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|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Equip the best weapon we are carrying that has ammo
|
||
|
*/
|
||
|
void CCSBot::EquipBestWeapon( bool mustEquip )
|
||
|
{
|
||
|
// throttle how often equipping is allowed
|
||
|
if (!mustEquip && m_equipTimer.GetElapsedTime() < minEquipInterval)
|
||
|
return;
|
||
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||
|
CCSBotManager *ctrl = static_cast<CCSBotManager *>( TheBots );
|
||
|
|
||
|
CWeaponCSBase *primary = static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_RIFLE ) );
|
||
|
if (primary)
|
||
|
{
|
||
|
CSWeaponType weaponClass = primary->GetCSWpnData().m_WeaponType;
|
||
|
|
||
|
if ((ctrl->AllowShotguns() && weaponClass == WEAPONTYPE_SHOTGUN) ||
|
||
|
(ctrl->AllowMachineGuns() && weaponClass == WEAPONTYPE_MACHINEGUN) ||
|
||
|
(ctrl->AllowRifles() && weaponClass == WEAPONTYPE_RIFLE) ||
|
||
|
(ctrl->AllowShotguns() && weaponClass == WEAPONTYPE_SHOTGUN) ||
|
||
|
(ctrl->AllowSnipers() && weaponClass == WEAPONTYPE_SNIPER_RIFLE) ||
|
||
|
(ctrl->AllowSubMachineGuns() && weaponClass == WEAPONTYPE_SUBMACHINEGUN))
|
||
|
{
|
||
|
if (DoEquip( primary ))
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (ctrl->AllowPistols())
|
||
|
{
|
||
|
if (DoEquip( static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_PISTOL ) ) ))
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// always have a knife
|
||
|
EquipKnife();
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Equip our pistol
|
||
|
*/
|
||
|
void CCSBot::EquipPistol( void )
|
||
|
{
|
||
|
// throttle how often equipping is allowed
|
||
|
if (m_equipTimer.GetElapsedTime() < minEquipInterval)
|
||
|
return;
|
||
|
|
||
|
if (TheCSBots()->AllowPistols() && !IsUsingPistol())
|
||
|
{
|
||
|
CWeaponCSBase *pistol = static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_PISTOL ) );
|
||
|
DoEquip( pistol );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Equip the knife
|
||
|
*/
|
||
|
void CCSBot::EquipKnife( void )
|
||
|
{
|
||
|
if (!IsUsingKnife())
|
||
|
{
|
||
|
SelectItem( "weapon_knife" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return true if we have a grenade in our inventory
|
||
|
*/
|
||
|
bool CCSBot::HasGrenade( void ) const
|
||
|
{
|
||
|
CWeaponCSBase *grenade = static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_GRENADES ) );
|
||
|
return (grenade) ? true : false;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Equip a grenade, return false if we cant
|
||
|
*/
|
||
|
bool CCSBot::EquipGrenade( bool noSmoke )
|
||
|
{
|
||
|
// snipers don't use grenades
|
||
|
if (IsSniper())
|
||
|
return false;
|
||
|
|
||
|
if (IsUsingGrenade())
|
||
|
return true;
|
||
|
|
||
|
if (HasGrenade())
|
||
|
{
|
||
|
CWeaponCSBase *grenade = static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_GRENADES ) );
|
||
|
|
||
|
if (noSmoke && grenade->IsA( WEAPON_SMOKEGRENADE ))
|
||
|
return false;
|
||
|
|
||
|
SelectItem( grenade->GetClassname() );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Returns true if we have knife equipped
|
||
|
*/
|
||
|
bool CCSBot::IsUsingKnife( void ) const
|
||
|
{
|
||
|
CWeaponCSBase *weapon = GetActiveCSWeapon();
|
||
|
|
||
|
if (weapon && weapon->IsA( WEAPON_KNIFE ))
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Returns true if we have pistol equipped
|
||
|
*/
|
||
|
bool CCSBot::IsUsingPistol( void ) const
|
||
|
{
|
||
|
CWeaponCSBase *weapon = GetActiveCSWeapon();
|
||
|
|
||
|
if (weapon && weapon->IsPistol())
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Returns true if we have a grenade equipped
|
||
|
*/
|
||
|
bool CCSBot::IsUsingGrenade( void ) const
|
||
|
{
|
||
|
CWeaponCSBase *weapon = GetActiveCSWeapon();
|
||
|
|
||
|
if (!weapon)
|
||
|
return false;
|
||
|
|
||
|
if (weapon->IsA( WEAPON_FLASHBANG ) ||
|
||
|
weapon->IsA( WEAPON_SMOKEGRENADE ) ||
|
||
|
weapon->IsA( WEAPON_HEGRENADE ))
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Begin the process of throwing the grenade
|
||
|
*/
|
||
|
void CCSBot::ThrowGrenade( const Vector &target )
|
||
|
{
|
||
|
if (IsUsingGrenade() && m_grenadeTossState == NOT_THROWING && !IsOnLadder())
|
||
|
{
|
||
|
m_grenadeTossState = START_THROW;
|
||
|
m_tossGrenadeTimer.Start( 2.0f );
|
||
|
|
||
|
const float angleTolerance = 3.0f;
|
||
|
SetLookAt( "GrenadeThrow", target, PRIORITY_UNINTERRUPTABLE, 4.0f, false, angleTolerance );
|
||
|
|
||
|
Wait( RandomFloat( 2.0f, 4.0f ) );
|
||
|
|
||
|
if (cv_bot_debug.GetBool() && IsLocalPlayerWatchingMe())
|
||
|
{
|
||
|
NDebugOverlay::Cross3D( target, 25.0f, 255, 125, 0, true, 3.0f );
|
||
|
}
|
||
|
|
||
|
PrintIfWatched( "%3.2f: Grenade: START_THROW\n", gpGlobals->curtime );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Returns true if our weapon can attack
|
||
|
*/
|
||
|
bool CCSBot::CanActiveWeaponFire( void ) const
|
||
|
{
|
||
|
return ( GetActiveWeapon() && GetActiveWeapon()->m_flNextPrimaryAttack <= gpGlobals->curtime );
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Find spot to throw grenade ahead of us and "around the corner" along our path
|
||
|
*/
|
||
|
bool CCSBot::FindGrenadeTossPathTarget( Vector *pos )
|
||
|
{
|
||
|
if (!HasPath())
|
||
|
return false;
|
||
|
|
||
|
// find farthest point we can see on the path
|
||
|
int i;
|
||
|
for( i=m_pathIndex; i<m_pathLength; ++i )
|
||
|
{
|
||
|
if (!FVisible( m_path[i].pos + Vector( 0, 0, HalfHumanHeight ) ))
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (i == m_pathIndex)
|
||
|
return false;
|
||
|
|
||
|
// find exact spot where we lose sight
|
||
|
Vector dir = m_path[i].pos - m_path[i-1].pos;
|
||
|
float length = dir.NormalizeInPlace();
|
||
|
|
||
|
const float inc = 25.0f;
|
||
|
Vector p;
|
||
|
Vector visibleSpot = m_path[i-1].pos;
|
||
|
for( float t = 0.0f; t<length; t += inc )
|
||
|
{
|
||
|
p = m_path[i-1].pos + t * dir;
|
||
|
p.z += HalfHumanHeight;
|
||
|
if (!FVisible( p ))
|
||
|
break;
|
||
|
|
||
|
visibleSpot = p;
|
||
|
}
|
||
|
|
||
|
// massage the location a bit
|
||
|
visibleSpot.z += 10.0f;
|
||
|
|
||
|
const float bufferRange = 50.0f;
|
||
|
|
||
|
trace_t result;
|
||
|
Vector check;
|
||
|
|
||
|
// check +X
|
||
|
check = visibleSpot + Vector( 999.9f, 0, 0 );
|
||
|
UTIL_TraceLine( visibleSpot, check, MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
|
||
|
|
||
|
if (result.fraction < 1.0f)
|
||
|
{
|
||
|
float range = result.endpos.x - visibleSpot.x;
|
||
|
if (range < bufferRange)
|
||
|
{
|
||
|
visibleSpot.x = result.endpos.x - bufferRange;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check -X
|
||
|
check = visibleSpot + Vector( -999.9f, 0, 0 );
|
||
|
UTIL_TraceLine( visibleSpot, check, MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
|
||
|
|
||
|
if (result.fraction < 1.0f)
|
||
|
{
|
||
|
float range = visibleSpot.x - result.endpos.x;
|
||
|
if (range < bufferRange)
|
||
|
{
|
||
|
visibleSpot.x = result.endpos.x + bufferRange;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check +Y
|
||
|
check = visibleSpot + Vector( 0, 999.9f, 0 );
|
||
|
UTIL_TraceLine( visibleSpot, check, MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
|
||
|
|
||
|
if (result.fraction < 1.0f)
|
||
|
{
|
||
|
float range = result.endpos.y - visibleSpot.y;
|
||
|
if (range < bufferRange)
|
||
|
{
|
||
|
visibleSpot.y = result.endpos.y - bufferRange;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check -Y
|
||
|
check = visibleSpot + Vector( 0, -999.9f, 0 );
|
||
|
UTIL_TraceLine( visibleSpot, check, MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
|
||
|
|
||
|
if (result.fraction < 1.0f)
|
||
|
{
|
||
|
float range = visibleSpot.y - result.endpos.y;
|
||
|
if (range < bufferRange)
|
||
|
{
|
||
|
visibleSpot.y = result.endpos.y + bufferRange;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
*pos = visibleSpot;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Look for grenade throw targets and throw the grenade
|
||
|
*/
|
||
|
void CCSBot::LookForGrenadeTargets( void )
|
||
|
{
|
||
|
if (!IsUsingGrenade() || IsThrowingGrenade())
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const CNavArea *tossArea = GetInitialEncounterArea();
|
||
|
if (tossArea == NULL)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int enemyTeam = OtherTeam( GetTeamNumber() );
|
||
|
|
||
|
// check if we should put our grenade away
|
||
|
if (tossArea->GetEarliestOccupyTime( enemyTeam ) > gpGlobals->curtime)
|
||
|
{
|
||
|
EquipBestWeapon( MUST_EQUIP );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// throw grenades at initial encounter area
|
||
|
Vector tossTarget = Vector( 0, 0, 0 );
|
||
|
if (!tossArea->IsVisible( EyePosition(), &tossTarget ))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
CWeaponCSBase *weapon = GetActiveCSWeapon();
|
||
|
if (weapon && weapon->IsA( WEAPON_SMOKEGRENADE ))
|
||
|
{
|
||
|
// don't worry so much about smokes
|
||
|
ThrowGrenade( tossTarget );
|
||
|
PrintIfWatched( "Throwing smoke grenade!" );
|
||
|
SetInitialEncounterArea( NULL );
|
||
|
return;
|
||
|
}
|
||
|
else // explosive and flashbang grenades
|
||
|
{
|
||
|
// initial encounter area is visible, wait to throw until timing is right
|
||
|
|
||
|
const float leadTime = 1.5f;
|
||
|
float enemyTime = tossArea->GetEarliestOccupyTime( enemyTeam );
|
||
|
if (enemyTime - TheCSBots()->GetElapsedRoundTime() > leadTime)
|
||
|
{
|
||
|
// don't throw yet
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
Vector to = tossTarget - EyePosition();
|
||
|
float range = to.Length();
|
||
|
|
||
|
const float slope = 0.2f; // 0.25f;
|
||
|
float tossHeight = slope * range;
|
||
|
|
||
|
trace_t result;
|
||
|
CTraceFilterNoNPCsOrPlayer traceFilter( this, COLLISION_GROUP_NONE );
|
||
|
|
||
|
const float heightInc = tossHeight / 10.0f;
|
||
|
Vector target;
|
||
|
float safeSpace = tossHeight / 2.0f;
|
||
|
|
||
|
// Build a box to sweep along the ray when looking for obstacles
|
||
|
const Vector& eyePosition = EyePosition();
|
||
|
Vector mins = VEC_HULL_MIN;
|
||
|
Vector maxs = VEC_HULL_MAX;
|
||
|
mins.z = 0;
|
||
|
maxs.z = heightInc;
|
||
|
|
||
|
|
||
|
// find low and high bounds of toss window
|
||
|
float low = 0.0f;
|
||
|
float high = tossHeight + safeSpace;
|
||
|
bool gotLow = false;
|
||
|
float lastH = 0.0f;
|
||
|
for( float h = 0.0f; h < 3.0f * tossHeight; h += heightInc )
|
||
|
{
|
||
|
target = tossTarget + Vector( 0, 0, h );
|
||
|
|
||
|
// make sure toss line is clear
|
||
|
|
||
|
QAngle angles( 0, 0, 0 );
|
||
|
Ray_t ray;
|
||
|
ray.Init( eyePosition, target, mins, maxs );
|
||
|
enginetrace->TraceRay( ray, MASK_VISIBLE_AND_NPCS | CONTENTS_GRATE, &traceFilter, &result );
|
||
|
if (result.fraction == 1.0f)
|
||
|
{
|
||
|
//NDebugOverlay::SweptBox( eyePosition, target, mins, maxs, angles, 0, 0, 255, 40, 10.0f );
|
||
|
|
||
|
// line is clear
|
||
|
if (!gotLow)
|
||
|
{
|
||
|
low = h;
|
||
|
gotLow = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//NDebugOverlay::SweptBox( eyePosition, target, mins, maxs, angles, 255, 0, 0, 5, 10.0f );
|
||
|
|
||
|
// line is blocked
|
||
|
if (gotLow)
|
||
|
{
|
||
|
high = lastH;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
lastH = h;
|
||
|
}
|
||
|
|
||
|
if (gotLow)
|
||
|
{
|
||
|
// throw grenade into toss window
|
||
|
if (tossHeight < low)
|
||
|
{
|
||
|
if (low + safeSpace > high)
|
||
|
{
|
||
|
// narrow window
|
||
|
tossHeight = (high + low)/2.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tossHeight = low + safeSpace;
|
||
|
}
|
||
|
}
|
||
|
else if (tossHeight > high - safeSpace)
|
||
|
{
|
||
|
if (high - safeSpace < low)
|
||
|
{
|
||
|
// narrow window
|
||
|
tossHeight = (high + low)/2.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tossHeight = high - safeSpace;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ThrowGrenade( tossTarget + Vector( 0, 0, tossHeight ) );
|
||
|
SetInitialEncounterArea( NULL );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
class FOVClearOfFriends
|
||
|
{
|
||
|
public:
|
||
|
FOVClearOfFriends( CCSBot *me )
|
||
|
{
|
||
|
m_me = me;
|
||
|
}
|
||
|
|
||
|
bool operator() ( CBasePlayer *player )
|
||
|
{
|
||
|
if (player == m_me || !player->IsAlive())
|
||
|
return true;
|
||
|
|
||
|
if (m_me->InSameTeam( player ))
|
||
|
{
|
||
|
Vector to = player->EyePosition() - m_me->EyePosition();
|
||
|
to.NormalizeInPlace();
|
||
|
|
||
|
Vector forward;
|
||
|
m_me->EyeVectors( &forward );
|
||
|
|
||
|
if (DotProduct( to, forward ) > 0.95f)
|
||
|
{
|
||
|
if (m_me->IsVisible( (CCSPlayer *)player ))
|
||
|
{
|
||
|
// we see a friend in our FOV
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
CCSBot *m_me;
|
||
|
};
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Process the grenade throw state machine
|
||
|
*/
|
||
|
void CCSBot::UpdateGrenadeThrow( void )
|
||
|
{
|
||
|
switch( m_grenadeTossState )
|
||
|
{
|
||
|
case START_THROW:
|
||
|
{
|
||
|
if (m_tossGrenadeTimer.IsElapsed())
|
||
|
{
|
||
|
// something prevented the throw - give up
|
||
|
EquipBestWeapon( MUST_EQUIP );
|
||
|
ClearLookAt();
|
||
|
m_grenadeTossState = NOT_THROWING;
|
||
|
PrintIfWatched( "%3.2f: Grenade: THROW FAILED\n", gpGlobals->curtime );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (m_lookAtSpotState == LOOK_AT_SPOT)
|
||
|
{
|
||
|
// don't throw if there are friends ahead of us
|
||
|
FOVClearOfFriends fovClear( this );
|
||
|
if (ForEachPlayer( fovClear ))
|
||
|
{
|
||
|
m_grenadeTossState = FINISH_THROW;
|
||
|
m_tossGrenadeTimer.Start( 1.0f );
|
||
|
PrintIfWatched( "%3.2f: Grenade: FINISH_THROW\n", gpGlobals->curtime );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PrintIfWatched( "%3.2f: Grenade: Friend is in the way...\n", gpGlobals->curtime );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// hold in the trigger and be ready to throw
|
||
|
PrimaryAttack();
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case FINISH_THROW:
|
||
|
{
|
||
|
// throw the grenade and hold our aiming line for a moment
|
||
|
if (m_tossGrenadeTimer.IsElapsed())
|
||
|
{
|
||
|
ClearLookAt();
|
||
|
|
||
|
m_grenadeTossState = NOT_THROWING;
|
||
|
PrintIfWatched( "%3.2f: Grenade: THROW COMPLETE\n", gpGlobals->curtime );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
default:
|
||
|
{
|
||
|
if (IsUsingGrenade())
|
||
|
{
|
||
|
// pull the pin
|
||
|
PrimaryAttack();
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
class GrenadeResponse
|
||
|
{
|
||
|
public:
|
||
|
GrenadeResponse( CCSBot *me )
|
||
|
{
|
||
|
m_me = me;
|
||
|
}
|
||
|
|
||
|
bool operator() ( ActiveGrenade *ag ) const
|
||
|
{
|
||
|
const float retreatRange = 300.0f;
|
||
|
const float hideTime = 1.0f;
|
||
|
|
||
|
// do we see this grenade
|
||
|
if (m_me->IsVisible( ag->GetPosition(), CHECK_FOV, (CBaseEntity *)ag->GetEntity() ))
|
||
|
{
|
||
|
// we see it
|
||
|
if (ag->IsSmoke())
|
||
|
{
|
||
|
// ignore smokes
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
Vector velDir = ag->GetEntity()->GetAbsVelocity();
|
||
|
float grenadeSpeed = velDir.NormalizeInPlace();
|
||
|
const float atRestSpeed = 50.0f;
|
||
|
|
||
|
const float aboutToBlow = 0.5f;
|
||
|
if (ag->IsFlashbang() && ag->GetEntity()->m_flDetonateTime - gpGlobals->curtime < aboutToBlow)
|
||
|
{
|
||
|
// turn away from flashbangs about to explode
|
||
|
QAngle eyeAngles = m_me->EyeAngles();
|
||
|
|
||
|
float yaw = RandomFloat( 100.0f, 135.0f );
|
||
|
eyeAngles.y += (RandomFloat( -1.0f, 1.0f ) < 0.0f) ? (-yaw) : yaw;
|
||
|
|
||
|
Vector forward;
|
||
|
AngleVectors( eyeAngles, &forward );
|
||
|
|
||
|
Vector away = m_me->EyePosition() - 1000.0f * forward;
|
||
|
const float duration = 2.0f;
|
||
|
|
||
|
m_me->ClearLookAt();
|
||
|
m_me->SetLookAt( "Avoid Flashbang", away, PRIORITY_UNINTERRUPTABLE, duration );
|
||
|
|
||
|
m_me->StopAiming();
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
// flee from grenades if close by or thrown towards us
|
||
|
const float throwDangerRange = 750.0f;
|
||
|
const float nearDangerRange = 300.0f;
|
||
|
Vector to = ag->GetPosition() - m_me->GetAbsOrigin();
|
||
|
float range = to.NormalizeInPlace();
|
||
|
if (range > throwDangerRange)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if (grenadeSpeed > atRestSpeed)
|
||
|
{
|
||
|
// grenade is moving
|
||
|
if (DotProduct( to, velDir ) >= -0.5f)
|
||
|
{
|
||
|
// going away from us
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
m_me->PrintIfWatched( "Retreating from a grenade thrown towards me!\n" );
|
||
|
}
|
||
|
else if (range < nearDangerRange)
|
||
|
{
|
||
|
// grenade has come to rest near us
|
||
|
m_me->PrintIfWatched( "Retreating from a grenade that landed near me!\n" );
|
||
|
}
|
||
|
|
||
|
// retreat!
|
||
|
m_me->TryToRetreat( retreatRange, hideTime );
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
CCSBot *m_me;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* React to enemy grenades we see
|
||
|
*/
|
||
|
void CCSBot::AvoidEnemyGrenades( void )
|
||
|
{
|
||
|
// low skill bots dont avoid grenades
|
||
|
if (GetProfile()->GetSkill() < 0.5)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (IsAvoidingGrenade())
|
||
|
{
|
||
|
// already avoiding one
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// low skill bots don't avoid grenades
|
||
|
if (GetProfile()->GetSkill() < 0.6f)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
GrenadeResponse respond( this );
|
||
|
if (TheBots->ForEachGrenade( respond ) == false)
|
||
|
{
|
||
|
const float avoidTime = 4.0f;
|
||
|
m_isAvoidingGrenade.Start( avoidTime );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Reload our weapon if we must
|
||
|
*/
|
||
|
void CCSBot::ReloadCheck( void )
|
||
|
{
|
||
|
const float safeReloadWaitTime = 3.0f;
|
||
|
const float reloadAmmoRatio = 0.6f;
|
||
|
|
||
|
// don't bother to reload if there are no enemies left
|
||
|
if (GetEnemiesRemaining() == 0)
|
||
|
return;
|
||
|
|
||
|
if (IsDefusingBomb() || IsReloading())
|
||
|
return;
|
||
|
|
||
|
if (IsActiveWeaponClipEmpty())
|
||
|
{
|
||
|
// high-skill players switch to pistol instead of reloading during combat
|
||
|
if (GetProfile()->GetSkill() > 0.5f && IsAttacking())
|
||
|
{
|
||
|
if (!GetActiveCSWeapon()->IsPistol() && !IsPistolEmpty())
|
||
|
{
|
||
|
// switch to pistol instead of reloading
|
||
|
EquipPistol();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (GetTimeSinceLastSawEnemy() > safeReloadWaitTime && GetActiveWeaponAmmoRatio() <= reloadAmmoRatio)
|
||
|
{
|
||
|
// high-skill players use all their ammo and switch to pistol instead of reloading during combat
|
||
|
if (GetProfile()->GetSkill() > 0.5f && IsAttacking())
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// do not need to reload
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// don't reload the AWP until it is totally out of ammo
|
||
|
if (IsUsing( WEAPON_AWP ) && !IsActiveWeaponClipEmpty())
|
||
|
return;
|
||
|
|
||
|
Reload();
|
||
|
|
||
|
// move to cover to reload if there are enemies nearby
|
||
|
if (GetNearbyEnemyCount())
|
||
|
{
|
||
|
// avoid enemies while reloading (above 0.75 skill always hide to reload)
|
||
|
const float hideChance = 25.0f + 100.0f * GetProfile()->GetSkill();
|
||
|
|
||
|
if (!IsHiding() && RandomFloat( 0, 100 ) < hideChance)
|
||
|
{
|
||
|
const float safeTime = 5.0f;
|
||
|
if (GetTimeSinceLastSawEnemy() < safeTime)
|
||
|
{
|
||
|
PrintIfWatched( "Retreating to a safe spot to reload!\n" );
|
||
|
const Vector *spot = FindNearbyRetreatSpot( this, 1000.0f );
|
||
|
if (spot)
|
||
|
{
|
||
|
// ignore enemies for a second to give us time to hide
|
||
|
// reaching our hiding spot clears our disposition
|
||
|
IgnoreEnemies( 10.0f );
|
||
|
|
||
|
Run();
|
||
|
StandUp();
|
||
|
Hide( *spot, 0.0f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Silence/unsilence our weapon if we must
|
||
|
*/
|
||
|
void CCSBot::SilencerCheck( void )
|
||
|
{
|
||
|
const float safeSilencerWaitTime = 3.5f; // longer than reload check because reloading should take precedence
|
||
|
|
||
|
if (IsDefusingBomb() || IsReloading() || IsAttacking())
|
||
|
return;
|
||
|
|
||
|
// M4A1 and USP are the only weapons with removable silencers
|
||
|
if (!DoesActiveWeaponHaveSilencer())
|
||
|
return;
|
||
|
|
||
|
if (GetTimeSinceLastSawEnemy() < safeSilencerWaitTime)
|
||
|
return;
|
||
|
|
||
|
// don't touch the silencer if there are enemies nearby
|
||
|
if (GetNearbyEnemyCount() == 0)
|
||
|
{
|
||
|
CWeaponCSBase *weapon = GetActiveCSWeapon();
|
||
|
if (weapon == NULL)
|
||
|
return;
|
||
|
|
||
|
bool isSilencerOn = weapon->IsSilenced();
|
||
|
|
||
|
if ( weapon->m_flNextSecondaryAttack >= gpGlobals->curtime )
|
||
|
return;
|
||
|
|
||
|
// equip silencer if we want to and we don't have a shield.
|
||
|
if ( isSilencerOn != (GetProfile()->PrefersSilencer() || GetProfile()->GetSkill() > 0.7f) && !HasShield() )
|
||
|
{
|
||
|
PrintIfWatched( "%s silencer!\n", (isSilencerOn) ? "Unequipping" : "Equipping" );
|
||
|
weapon->SecondaryAttack();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Invoked when in contact with a CBaseCombatWeapon
|
||
|
*/
|
||
|
bool CCSBot::BumpWeapon( CBaseCombatWeapon *pWeapon )
|
||
|
{
|
||
|
CWeaponCSBase *droppedGun = dynamic_cast< CWeaponCSBase* >( pWeapon );
|
||
|
|
||
|
// right now we only care about primary weapons on the ground
|
||
|
if ( droppedGun && droppedGun->GetSlot() == WEAPON_SLOT_RIFLE )
|
||
|
{
|
||
|
CWeaponCSBase *myGun = dynamic_cast< CWeaponCSBase* >( Weapon_GetSlot( WEAPON_SLOT_RIFLE ) );
|
||
|
|
||
|
// if the gun on the ground is the same one we have, dont bother
|
||
|
if ( myGun && droppedGun->GetWeaponID() != myGun->GetWeaponID() )
|
||
|
{
|
||
|
// if we don't have a weapon preference, give up
|
||
|
if ( GetProfile()->HasPrimaryPreference() )
|
||
|
{
|
||
|
// don't change weapons if we've seen enemies recently
|
||
|
const float safeTime = 2.5f;
|
||
|
if ( GetTimeSinceLastSawEnemy() >= safeTime )
|
||
|
{
|
||
|
// we have a primary weapon - drop it if the one on the ground is better
|
||
|
for( int i = 0; i < GetProfile()->GetWeaponPreferenceCount(); ++i )
|
||
|
{
|
||
|
CSWeaponID prefID = GetProfile()->GetWeaponPreference( i );
|
||
|
|
||
|
if (!IsPrimaryWeapon( prefID ))
|
||
|
continue;
|
||
|
|
||
|
// if the gun we are using is more desirable, give up
|
||
|
if ( prefID == myGun->GetWeaponID() )
|
||
|
break;
|
||
|
|
||
|
if ( prefID == droppedGun->GetWeaponID() )
|
||
|
{
|
||
|
// the gun on the ground is better than the one we have - drop our gun
|
||
|
DropRifle();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return BaseClass::BumpWeapon( droppedGun );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return true if a friend is in our weapon's way
|
||
|
* @todo Check more rays for safety.
|
||
|
*/
|
||
|
bool CCSBot::IsFriendInLineOfFire( void )
|
||
|
{
|
||
|
// compute the unit vector along our view
|
||
|
Vector aimDir = GetViewVector();
|
||
|
|
||
|
// trace the bullet's path
|
||
|
trace_t result;
|
||
|
UTIL_TraceLine( EyePosition(), EyePosition() + 10000.0f * aimDir, MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
|
||
|
|
||
|
if (result.DidHitNonWorldEntity())
|
||
|
{
|
||
|
CBaseEntity *victim = result.m_pEnt;
|
||
|
|
||
|
if (victim && victim->IsPlayer() && victim->IsAlive())
|
||
|
{
|
||
|
CBasePlayer *player = static_cast<CBasePlayer *>( victim );
|
||
|
|
||
|
if (player->InSameTeam( this ))
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return line-of-sight distance to obstacle along weapon fire ray
|
||
|
* @todo Re-use this computation with IsFriendInLineOfFire()
|
||
|
*/
|
||
|
float CCSBot::ComputeWeaponSightRange( void )
|
||
|
{
|
||
|
// compute the unit vector along our view
|
||
|
Vector aimDir = GetViewVector();
|
||
|
|
||
|
// trace the bullet's path
|
||
|
trace_t result;
|
||
|
UTIL_TraceLine( EyePosition(), EyePosition() + 10000.0f * aimDir, MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
|
||
|
|
||
|
return (EyePosition() - result.endpos).Length();
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return true if the given player just fired their weapon
|
||
|
*/
|
||
|
bool CCSBot::DidPlayerJustFireWeapon( const CCSPlayer *player ) const
|
||
|
{
|
||
|
// if this player has just fired his weapon, we notice him
|
||
|
CWeaponCSBase *weapon = player->GetActiveCSWeapon();
|
||
|
return (weapon && !weapon->IsSilenced() && weapon->m_flNextPrimaryAttack > gpGlobals->curtime);
|
||
|
}
|
||
|
|