Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
#include "cbase.h"
#include "cs_bot.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------------
/**
* Begin attacking
*/
void AttackState::OnEnter( CCSBot *me )
{
CBasePlayer *enemy = me->GetBotEnemy();
// store our posture when the attack began
me->PushPostureContext();
me->DestroyPath();
// if we are using a knife, try to sneak up on the enemy
if (enemy && me->IsUsingKnife() && !me->IsPlayerFacingMe( enemy ))
me->Walk();
else
me->Run();
me->GetOffLadder();
me->ResetStuckMonitor();
m_repathTimer.Invalidate();
m_haveSeenEnemy = me->IsEnemyVisible();
m_nextDodgeStateTimestamp = 0.0f;
m_firstDodge = true;
m_isEnemyHidden = false;
m_reacquireTimestamp = 0.0f;
m_pinnedDownTimestamp = gpGlobals->curtime + RandomFloat( 7.0f, 10.0f );
m_shieldToggleTimestamp = gpGlobals->curtime + RandomFloat( 2.0f, 10.0f );
m_shieldForceOpen = false;
// if we encountered someone while escaping, grab our weapon and fight!
if (me->IsEscapingFromBomb())
me->EquipBestWeapon();
if (me->IsUsingKnife())
{
// can't crouch and hold with a knife
m_crouchAndHold = false;
me->StandUp();
}
else if (me->CanSeeSniper() && !me->IsSniper())
{
// don't sit still if we see a sniper!
m_crouchAndHold = false;
me->StandUp();
}
else
{
// decide whether to crouch where we are, or run and gun (if we havent already - see CCSBot::Attack())
if (!m_crouchAndHold)
{
if (enemy)
{
const float crouchFarRange = 750.0f;
float crouchChance;
// more likely to crouch if using sniper rifle or if enemy is far away
if (me->IsUsingSniperRifle())
crouchChance = 50.0f;
else if ((GetCentroid( me ) - GetCentroid( enemy )).IsLengthGreaterThan( crouchFarRange ))
crouchChance = 50.0f;
else
crouchChance = 20.0f * (1.0f - me->GetProfile()->GetAggression());
if (RandomFloat( 0.0f, 100.0f ) < crouchChance)
{
// make sure we can still see if we crouch
trace_t result;
Vector origin = GetCentroid( me );
if (!me->IsCrouching())
{
// we are standing, adjust for lower crouch origin
origin.z -= 20.0f;
}
UTIL_TraceLine( origin, enemy->EyePosition(), MASK_PLAYERSOLID, me, COLLISION_GROUP_NONE, &result );
if (result.fraction == 1.0f)
{
m_crouchAndHold = true;
}
}
}
}
if (m_crouchAndHold)
{
me->Crouch();
me->PrintIfWatched( "Crouch and hold attack!\n" );
}
}
m_scopeTimestamp = 0;
m_didAmbushCheck = false;
float skill = me->GetProfile()->GetSkill();
// tendency to dodge is proportional to skill
float dodgeChance = 80.0f * skill;
// high skill bots always dodge if outnumbered, or they see a sniper
if (skill > 0.5f && (me->IsOutnumbered() || me->CanSeeSniper()))
{
dodgeChance = 100.0f;
}
m_shouldDodge = (RandomFloat( 0, 100 ) <= dodgeChance);
// decide whether we might bail out of this fight
m_isCoward = (RandomFloat( 0, 100 ) > 100.0f * me->GetProfile()->GetAggression());
}
//--------------------------------------------------------------------------------------------------------------
/**
* When we are done attacking, this is invoked
*/
void AttackState::StopAttacking( CCSBot *me )
{
if (me->GetTask() == CCSBot::SNIPING)
{
// stay in our hiding spot
me->Hide( me->GetLastKnownArea(), -1.0f, 50.0f );
}
else
{
me->StopAttacking();
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Do dodge behavior
*/
void AttackState::Dodge( CCSBot *me )
{
//
// Dodge.
// If sniping or crouching, stand still.
//
if (m_shouldDodge && !me->IsUsingSniperRifle() && !m_crouchAndHold)
{
CBasePlayer *enemy = me->GetBotEnemy();
if (enemy == NULL)
{
return;
}
Vector toEnemy = enemy->GetAbsOrigin() - me->GetAbsOrigin();
float range = toEnemy.Length();
const float hysterisRange = 125.0f; // (+/-) m_combatRange
float minRange = me->GetCombatRange() - hysterisRange;
float maxRange = me->GetCombatRange() + hysterisRange;
if (me->IsUsingKnife())
{
// dodge when far away if armed only with a knife
maxRange = 999999.9f;
}
// move towards (or away from) enemy if we are using a knife, behind a corner, or we aren't very skilled
if (me->GetProfile()->GetSkill() < 0.66f || !me->IsEnemyVisible())
{
if (range > maxRange)
me->MoveForward();
else if (range < minRange)
me->MoveBackward();
}
// don't dodge if enemy is facing away
const float dodgeRange = 2000.0f;
if (!me->CanSeeSniper() && (range > dodgeRange || !me->IsPlayerFacingMe( enemy )))
{
m_dodgeState = STEADY_ON;
m_nextDodgeStateTimestamp = 0.0f;
}
else if (gpGlobals->curtime >= m_nextDodgeStateTimestamp)
{
int next;
// high-skill bots keep moving and don't jump if they see a sniper
if (me->GetProfile()->GetSkill() > 0.5f && me->CanSeeSniper())
{
// juke back and forth
if (m_firstDodge)
{
next = (RandomInt( 0, 100 ) < 50) ? SLIDE_RIGHT : SLIDE_LEFT;
}
else
{
next = (m_dodgeState == SLIDE_LEFT) ? SLIDE_RIGHT : SLIDE_LEFT;
}
}
else
{
// select next dodge state that is different that our current one
do
{
// low-skill bots may jump when first engaging the enemy (if they are moving)
const float jumpChance = 33.3f;
if (m_firstDodge && me->GetProfile()->GetSkill() < 0.5f && RandomFloat( 0, 100 ) < jumpChance && !me->IsNotMoving())
next = RandomInt( 0, NUM_ATTACK_STATES-1 );
else
next = RandomInt( 0, NUM_ATTACK_STATES-2 );
}
while( !m_firstDodge && next == m_dodgeState );
}
m_dodgeState = (DodgeStateType)next;
m_nextDodgeStateTimestamp = gpGlobals->curtime + RandomFloat( 0.3f, 1.0f );
m_firstDodge = false;
}
Vector forward, right;
me->EyeVectors( &forward, &right );
const float lookAheadRange = 30.0f;
float ground;
switch( m_dodgeState )
{
case STEADY_ON:
{
break;
}
case SLIDE_LEFT:
{
// don't move left if we will fall
Vector pos = me->GetAbsOrigin() - (lookAheadRange * right);
if (me->GetSimpleGroundHeightWithFloor( pos, &ground ))
{
if (me->GetAbsOrigin().z - ground < StepHeight)
{
me->StrafeLeft();
}
}
break;
}
case SLIDE_RIGHT:
{
// don't move left if we will fall
Vector pos = me->GetAbsOrigin() + (lookAheadRange * right);
if (me->GetSimpleGroundHeightWithFloor( pos, &ground ))
{
if (me->GetAbsOrigin().z - ground < StepHeight)
{
me->StrafeRight();
}
}
break;
}
case JUMP:
{
if (me->m_isEnemyVisible)
{
me->Jump();
}
break;
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Perform attack behavior
*/
void AttackState::OnUpdate( CCSBot *me )
{
// can't be stuck while attacking
me->ResetStuckMonitor();
// if we somehow ended up with the C4 or a grenade in our hands, grab our weapon!
CWeaponCSBase *weapon = me->GetActiveCSWeapon();
if (weapon)
{
if (weapon->GetWeaponID() == WEAPON_C4 ||
weapon->GetWeaponID() == WEAPON_HEGRENADE ||
weapon->GetWeaponID() == WEAPON_FLASHBANG ||
weapon->GetWeaponID() == WEAPON_SMOKEGRENADE)
{
me->EquipBestWeapon();
}
}
CBasePlayer *enemy = me->GetBotEnemy();
if (enemy == NULL)
{
StopAttacking( me );
return;
}
Vector myOrigin = GetCentroid( me );
Vector enemyOrigin = GetCentroid( enemy );
// keep track of whether we have seen our enemy at least once yet
if (!m_haveSeenEnemy)
m_haveSeenEnemy = me->IsEnemyVisible();
//
// Retreat check
// Do not retreat if the enemy is too close
//
if (m_retreatTimer.IsElapsed())
{
// If we've been fighting this battle for awhile, we're "pinned down" and
// need to do something else.
// If we are outnumbered, retreat.
// If we see a sniper and we aren't a sniper, retreat.
bool isPinnedDown = (gpGlobals->curtime > m_pinnedDownTimestamp);
if (isPinnedDown ||
(me->CanSeeSniper() && !me->IsSniper()) ||
(me->IsOutnumbered() && m_isCoward) ||
(me->OutnumberedCount() >= 2 && me->GetProfile()->GetAggression() < 1.0f))
{
// only retreat if at least one of them is aiming at me
if (me->IsAnyVisibleEnemyLookingAtMe( CHECK_FOV ))
{
// tell our teammates our plight
if (isPinnedDown)
me->GetChatter()->PinnedDown();
else if (!me->CanSeeSniper())
me->GetChatter()->Scared();
m_retreatTimer.Start( RandomFloat( 3.0f, 15.0f ) );
// try to retreat
if (me->TryToRetreat())
{
// if we are a sniper, equip our pistol so we can fire while retreating
/*
if (me->IsUsingSniperRifle())
{
// wait a moment to allow one last shot
me->Wait( 0.5f );
//me->EquipPistol();
}
*/
// request backup if outnumbered
if (me->IsOutnumbered())
{
me->GetChatter()->NeedBackup();
}
}
else
{
me->PrintIfWatched( "I want to retreat, but no safe spots nearby!\n" );
}
}
}
}
//
// Knife fighting
// We need to pathfind right to the enemy to cut him
//
if (me->IsUsingKnife())
{
// can't crouch and hold with a knife
m_crouchAndHold = false;
me->StandUp();
// if we are using a knife and our prey is looking towards us, run at him
if (me->IsPlayerFacingMe( enemy ))
{
me->ForceRun( 5.0f );
me->Hurry( 10.0f );
}
// slash our victim
me->FireWeaponAtEnemy();
// if toe to toe with our enemy, don't dodge, just slash
const float slashRange = 70.0f;
if ((enemy->GetAbsOrigin() - me->GetAbsOrigin()).IsLengthGreaterThan( slashRange ))
{
const float repathInterval = 0.5f;
// if our victim has moved, repath
bool repath = false;
if (me->HasPath())
{
const float repathRange = 100.0f; // 50
if ((me->GetPathEndpoint() - enemy->GetAbsOrigin()).IsLengthGreaterThan( repathRange ))
{
repath = true;
}
}
else
{
repath = true;
}
if (repath && m_repathTimer.IsElapsed())
{
Vector enemyPos = enemy->GetAbsOrigin() + Vector( 0, 0, HalfHumanHeight );
me->ComputePath( enemyPos, FASTEST_ROUTE );
m_repathTimer.Start( repathInterval );
}
// move towards victim
if (me->UpdatePathMovement( NO_SPEED_CHANGE ) != CCSBot::PROGRESSING)
{
me->DestroyPath();
}
}
return;
}
//
// Simple shield usage
//
if (me->HasShield())
{
if (me->IsEnemyVisible() && !m_shieldForceOpen)
{
if (!me->IsRecognizedEnemyReloading() && !me->IsReloading() && me->IsPlayerLookingAtMe( enemy ))
{
// close up - enemy is pointing his gun at us
if (!me->IsProtectedByShield())
me->SecondaryAttack();
}
else
{
// enemy looking away or reloading his weapon - open up and shoot him
if (me->IsProtectedByShield())
me->SecondaryAttack();
}
}
else
{
// can't see enemy, open up
if (me->IsProtectedByShield())
me->SecondaryAttack();
}
if (gpGlobals->curtime > m_shieldToggleTimestamp)
{
m_shieldToggleTimestamp = gpGlobals->curtime + RandomFloat( 0.5, 2.0f );
// toggle shield force open
m_shieldForceOpen = !m_shieldForceOpen;
}
}
// check if our weapon range is bad and we should switch to pistol
if (me->IsUsingSniperRifle())
{
// if we have a sniper rifle and our enemy is too close, switch to pistol
const float sniperMinRange = 160.0f; // NOTE: Must be larger than NO_ZOOM range in AdjustZoom()
if ((enemyOrigin - myOrigin).IsLengthLessThan( sniperMinRange ))
me->EquipPistol();
}
else if (me->IsUsingShotgun())
{
// if we have a shotgun equipped and enemy is too far away, switch to pistol
const float shotgunMaxRange = 600.0f;
if ((enemyOrigin - myOrigin).IsLengthGreaterThan( shotgunMaxRange ))
me->EquipPistol();
}
// if we're sniping, look through the scope - need to do this here in case a reload resets our scope
if (me->IsUsingSniperRifle())
{
// for Scouts and AWPs, we need to wait for zoom to resume
if (me->m_bResumeZoom)
{
m_scopeTimestamp = gpGlobals->curtime;
return;
}
Vector toAimSpot3D = me->m_aimSpot - myOrigin;
float targetRange = toAimSpot3D.Length();
// dont adjust zoom level if we're already zoomed in - just fire
if (me->GetZoomLevel() == CCSBot::NO_ZOOM && me->AdjustZoom( targetRange ))
m_scopeTimestamp = gpGlobals->curtime;
const float waitScopeTime = 0.3f + me->GetProfile()->GetReactionTime();
if (gpGlobals->curtime - m_scopeTimestamp < waitScopeTime)
{
// force us to wait until zoomed in before firing
return;
}
}
// see if we "notice" that our prey is dead
if (me->IsAwareOfEnemyDeath())
{
// let team know if we killed the last enemy
if (me->GetLastVictimID() == enemy->entindex() && me->GetNearbyEnemyCount() <= 1)
{
me->GetChatter()->KilledMyEnemy( enemy->entindex() );
// if there are other enemies left, wait a moment - they usually come in groups
if (me->GetEnemiesRemaining())
{
me->Wait( RandomFloat( 1.0f, 3.0f ) );
}
}
StopAttacking( me );
return;
}
float notSeenEnemyTime = gpGlobals->curtime - me->GetLastSawEnemyTimestamp();
// if we haven't seen our enemy for a moment, continue on if we dont want to fight, or decide to ambush if we do
if (!me->IsEnemyVisible())
{
// attend to nearby enemy gunfire
if (notSeenEnemyTime > 0.5f && me->CanHearNearbyEnemyGunfire())
{
// give up the attack, since we didn't want it in the first place
StopAttacking( me );
const Vector *pos = me->GetNoisePosition();
if (pos)
{
me->SetLookAt( "Nearby enemy gunfire", *pos, PRIORITY_HIGH, 0.0f );
me->PrintIfWatched( "Checking nearby threatening enemy gunfire!\n" );
return;
}
}
// check if we have lost track of our enemy during combat
if (notSeenEnemyTime > 0.25f)
{
m_isEnemyHidden = true;
}
if (notSeenEnemyTime > 0.1f)
{
if (me->GetDisposition() == CCSBot::ENGAGE_AND_INVESTIGATE)
{
// decide whether we should hide and "ambush" our enemy
if (m_haveSeenEnemy && !m_didAmbushCheck)
{
float hideChance = 33.3f;
if (RandomFloat( 0.0, 100.0f ) < hideChance)
{
float ambushTime = RandomFloat( 3.0f, 15.0f );
// hide in ambush nearby
/// @todo look towards where we know enemy is
const Vector *spot = FindNearbyRetreatSpot( me, 200.0f );
if (spot)
{
me->IgnoreEnemies( 1.0f );
me->Run();
me->StandUp();
me->Hide( *spot, ambushTime, true );
return;
}
}
// don't check again
m_didAmbushCheck = true;
}
}
else
{
// give up the attack, since we didn't want it in the first place
StopAttacking( me );
return;
}
}
}
else
{
// we can see the enemy again - reset our ambush check
m_didAmbushCheck = false;
// if the enemy is coming out of hiding, we need time to react
if (m_isEnemyHidden)
{
m_reacquireTimestamp = gpGlobals->curtime + me->GetProfile()->GetReactionTime();
m_isEnemyHidden = false;
}
}
// if we haven't seen our enemy for a long time, chase after them
float chaseTime = 2.0f + 2.0f * (1.0f - me->GetProfile()->GetAggression());
// if we are sniping, be very patient
if (me->IsUsingSniperRifle())
chaseTime += 3.0f;
else if (me->IsCrouching()) // if we are crouching, be a little patient
chaseTime += 1.0f;
// if we can't see the enemy, and have either seen him but currently lost sight of him,
// or haven't yet seen him, chase after him (unless we are a sniper)
if (!me->IsEnemyVisible() && (notSeenEnemyTime > chaseTime || !m_haveSeenEnemy))
{
// snipers don't chase their prey - they wait for their prey to come to them
if (me->GetTask() == CCSBot::SNIPING)
{
StopAttacking( me );
return;
}
else
{
// move to last known position of enemy
me->SetTask( CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION, enemy );
me->MoveTo( me->GetLastKnownEnemyPosition() );
return;
}
}
// if we can't see our enemy at the moment, and were shot by
// a different visible enemy, engage them instead
const float hurtRecentlyTime = 3.0f;
if (!me->IsEnemyVisible() &&
me->GetTimeSinceAttacked() < hurtRecentlyTime &&
me->GetAttacker() &&
me->GetAttacker() != me->GetBotEnemy())
{
// if we can see them, attack, otherwise panic
if (me->IsVisible( me->GetAttacker(), CHECK_FOV ))
{
me->Attack( me->GetAttacker() );
me->PrintIfWatched( "Switching targets to retaliate against new attacker!\n" );
}
/*
* Rethink this
else
{
me->Panic( me->GetAttacker() );
me->PrintIfWatched( "Panicking from crossfire while attacking!\n" );
}
*/
return;
}
if (true || gpGlobals->curtime > m_reacquireTimestamp)
me->FireWeaponAtEnemy();
// do dodge behavior
Dodge( me );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Finish attack
*/
void AttackState::OnExit( CCSBot *me )
{
me->PrintIfWatched( "AttackState:OnExit()\n" );
m_crouchAndHold = false;
// clear any noises we heard during battle
me->ForgetNoise();
me->ResetStuckMonitor();
// resume our original posture
me->PopPostureContext();
// put shield away
if (me->IsProtectedByShield())
me->SecondaryAttack();
//me->StopAiming();
}