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140 lines
3.4 KiB
140 lines
3.4 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
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#include "cbase.h"
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#include "cs_bot.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Move towards currently heard noise
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*/
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void InvestigateNoiseState::AttendCurrentNoise( CCSBot *me )
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{
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if (!me->IsNoiseHeard() && me->GetNoisePosition())
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return;
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// remember where the noise we heard was
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m_checkNoisePosition = *me->GetNoisePosition();
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// tell our teammates (unless the noise is obvious, like gunfire)
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if (me->IsWellPastSafe() && me->HasNotSeenEnemyForLongTime() && me->GetNoisePriority() != PRIORITY_HIGH)
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me->GetChatter()->HeardNoise( *me->GetNoisePosition() );
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// figure out how to get to the noise
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me->PrintIfWatched( "Attending to noise...\n" );
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me->ComputePath( m_checkNoisePosition, FASTEST_ROUTE );
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const float minAttendTime = 3.0f;
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const float maxAttendTime = 10.0f;
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m_minTimer.Start( RandomFloat( minAttendTime, maxAttendTime ) );
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// consume the noise
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me->ForgetNoise();
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}
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//--------------------------------------------------------------------------------------------------------------
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void InvestigateNoiseState::OnEnter( CCSBot *me )
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{
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AttendCurrentNoise( me );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* @todo Use TravelDistance instead of distance...
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*/
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void InvestigateNoiseState::OnUpdate( CCSBot *me )
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{
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Vector myOrigin = GetCentroid( me );
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// keep an ear out for closer noises...
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if (m_minTimer.IsElapsed())
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{
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const float nearbyRange = 500.0f;
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if (me->HeardInterestingNoise() && me->GetNoiseRange() < nearbyRange)
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{
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// new sound is closer
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AttendCurrentNoise( me );
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}
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}
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// if the pathfind fails, give up
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if (!me->HasPath())
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{
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me->Idle();
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return;
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}
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// look around
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me->UpdateLookAround();
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// get distance remaining on our path until we reach the source of the noise
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float range = me->GetPathDistanceRemaining();
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if (me->IsUsingKnife())
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{
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if (me->IsHurrying())
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me->Run();
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else
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me->Walk();
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}
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else
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{
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const float closeToNoiseRange = 1500.0f;
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if (range < closeToNoiseRange)
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{
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// if we dont have many friends left, or we are alone, and we are near noise source, sneak quietly
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if ((me->GetNearbyFriendCount() == 0 || me->GetFriendsRemaining() <= 2) && !me->IsHurrying())
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{
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me->Walk();
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}
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else
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{
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me->Run();
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}
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}
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else
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{
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me->Run();
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}
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}
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// if we can see the noise position and we're close enough to it and looking at it,
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// we don't need to actually move there (it's checked enough)
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const float closeRange = 500.0f;
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if (range < closeRange)
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{
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if (me->IsVisible( m_checkNoisePosition, CHECK_FOV ))
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{
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// can see noise position
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me->PrintIfWatched( "Noise location is clear.\n" );
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me->ForgetNoise();
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me->Idle();
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return;
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}
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}
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// move towards noise
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if (me->UpdatePathMovement() != CCSBot::PROGRESSING)
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{
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me->Idle();
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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void InvestigateNoiseState::OnExit( CCSBot *me )
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{
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// reset to run mode in case we were sneaking about
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me->Run();
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}
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