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2004 lines
75 KiB
2004 lines
75 KiB
//========= 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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// |
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// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003 |
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// |
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// NOTE: The CS Bot code uses Doxygen-style comments. If you run Doxygen over this code, it will |
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// auto-generate documentation. Visit www.doxygen.org to download the system for free. |
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// |
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#ifndef _CS_BOT_H_ |
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#define _CS_BOT_H_ |
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#include "bot/bot.h" |
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#include "bot/cs_bot_manager.h" |
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#include "bot/cs_bot_chatter.h" |
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#include "cs_gamestate.h" |
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#include "cs_player.h" |
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#include "weapon_csbase.h" |
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#include "cs_nav_pathfind.h" |
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#include "cs_nav_area.h" |
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class CBaseDoor; |
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class CBasePropDoor; |
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class CCSBot; |
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class CPushAwayEnumerator; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* For use with player->m_rgpPlayerItems[] |
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*/ |
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enum InventorySlotType |
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{ |
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PRIMARY_WEAPON_SLOT = 1, |
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PISTOL_SLOT, |
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KNIFE_SLOT, |
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GRENADE_SLOT, |
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C4_SLOT |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* The definition of a bot's behavior state. One or more finite state machines |
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* using these states implement a bot's behaviors. |
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*/ |
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class BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ) { } ///< when state is entered |
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virtual void OnUpdate( CCSBot *bot ) { } ///< state behavior |
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virtual void OnExit( CCSBot *bot ) { } ///< when state exited |
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virtual const char *GetName( void ) const = 0; ///< return state name |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* The state is invoked when a bot has nothing to do, or has finished what it was doing. |
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* A bot never stays in this state - it is the main action selection mechanism. |
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*/ |
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class IdleState : public BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ); |
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virtual void OnUpdate( CCSBot *bot ); |
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virtual const char *GetName( void ) const { return "Idle"; } |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* When a bot is actively searching for an enemy. |
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*/ |
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class HuntState : public BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ); |
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virtual void OnUpdate( CCSBot *bot ); |
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virtual void OnExit( CCSBot *bot ); |
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virtual const char *GetName( void ) const { return "Hunt"; } |
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void ClearHuntArea( void ) { m_huntArea = NULL; } |
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private: |
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CNavArea *m_huntArea; ///< "far away" area we are moving to |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* When a bot has an enemy and is attempting to kill it |
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*/ |
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class AttackState : public BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ); |
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virtual void OnUpdate( CCSBot *bot ); |
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virtual void OnExit( CCSBot *bot ); |
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virtual const char *GetName( void ) const { return "Attack"; } |
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void SetCrouchAndHold( bool crouch ) { m_crouchAndHold = crouch; } |
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protected: |
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enum DodgeStateType |
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{ |
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STEADY_ON, |
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SLIDE_LEFT, |
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SLIDE_RIGHT, |
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JUMP, |
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NUM_ATTACK_STATES |
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}; |
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DodgeStateType m_dodgeState; |
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float m_nextDodgeStateTimestamp; |
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CountdownTimer m_repathTimer; |
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float m_scopeTimestamp; |
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bool m_haveSeenEnemy; ///< false if we haven't yet seen the enemy since we started this attack (told by a friend, etc) |
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bool m_isEnemyHidden; ///< true we if we have lost line-of-sight to our enemy |
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float m_reacquireTimestamp; ///< time when we can fire again, after losing enemy behind cover |
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float m_shieldToggleTimestamp; ///< time to toggle shield deploy state |
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bool m_shieldForceOpen; ///< if true, open up and shoot even if in danger |
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float m_pinnedDownTimestamp; ///< time when we'll consider ourselves "pinned down" by the enemy |
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bool m_crouchAndHold; |
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bool m_didAmbushCheck; |
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bool m_shouldDodge; |
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bool m_firstDodge; |
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bool m_isCoward; ///< if true, we'll retreat if outnumbered during this fight |
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CountdownTimer m_retreatTimer; |
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void StopAttacking( CCSBot *bot ); |
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void Dodge( CCSBot *bot ); ///< do dodge behavior |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* When a bot has heard an enemy noise and is moving to find out what it was. |
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*/ |
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class InvestigateNoiseState : public BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ); |
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virtual void OnUpdate( CCSBot *bot ); |
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virtual void OnExit( CCSBot *bot ); |
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virtual const char *GetName( void ) const { return "InvestigateNoise"; } |
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private: |
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void AttendCurrentNoise( CCSBot *bot ); ///< move towards currently heard noise |
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Vector m_checkNoisePosition; ///< the position of the noise we're investigating |
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CountdownTimer m_minTimer; ///< minimum time we will investigate our current noise |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* When a bot is buying equipment at the start of a round. |
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*/ |
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class BuyState : public BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ); |
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virtual void OnUpdate( CCSBot *bot ); |
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virtual void OnExit( CCSBot *bot ); |
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virtual const char *GetName( void ) const { return "Buy"; } |
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private: |
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bool m_isInitialDelay; |
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int m_prefRetries; ///< for retrying buying preferred weapon at current index |
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int m_prefIndex; ///< where are we in our list of preferred weapons |
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int m_retries; |
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bool m_doneBuying; |
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bool m_buyDefuseKit; |
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bool m_buyGrenade; |
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bool m_buyShield; |
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bool m_buyPistol; |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* When a bot is moving to a potentially far away position in the world. |
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*/ |
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class MoveToState : public BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ); |
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virtual void OnUpdate( CCSBot *bot ); |
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virtual void OnExit( CCSBot *bot ); |
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virtual const char *GetName( void ) const { return "MoveTo"; } |
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void SetGoalPosition( const Vector &pos ) { m_goalPosition = pos; } |
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void SetRouteType( RouteType route ) { m_routeType = route; } |
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private: |
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Vector m_goalPosition; ///< goal position of move |
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RouteType m_routeType; ///< the kind of route to build |
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bool m_radioedPlan; |
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bool m_askedForCover; |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* When a Terrorist bot is moving to pick up a dropped bomb. |
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*/ |
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class FetchBombState : public BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ); |
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virtual void OnUpdate( CCSBot *bot ); |
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virtual const char *GetName( void ) const { return "FetchBomb"; } |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* When a Terrorist bot is actually planting the bomb. |
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*/ |
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class PlantBombState : public BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ); |
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virtual void OnUpdate( CCSBot *bot ); |
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virtual void OnExit( CCSBot *bot ); |
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virtual const char *GetName( void ) const { return "PlantBomb"; } |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* When a CT bot is actually defusing a live bomb. |
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*/ |
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class DefuseBombState : public BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ); |
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virtual void OnUpdate( CCSBot *bot ); |
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virtual void OnExit( CCSBot *bot ); |
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virtual const char *GetName( void ) const { return "DefuseBomb"; } |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* When a bot is hiding in a corner. |
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* NOTE: This state also includes MOVING TO that hiding spot, which may be all the way |
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* across the map! |
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*/ |
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class HideState : public BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ); |
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virtual void OnUpdate( CCSBot *bot ); |
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virtual void OnExit( CCSBot *bot ); |
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virtual const char *GetName( void ) const { return "Hide"; } |
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void SetHidingSpot( const Vector &pos ) { m_hidingSpot = pos; } |
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const Vector &GetHidingSpot( void ) const { return m_hidingSpot; } |
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void SetSearchArea( CNavArea *area ) { m_searchFromArea = area; } |
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void SetSearchRange( float range ) { m_range = range; } |
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void SetDuration( float time ) { m_duration = time; } |
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void SetHoldPosition( bool hold ) { m_isHoldingPosition = hold; } |
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bool IsAtSpot( void ) const { return m_isAtSpot; } |
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float GetHideTime( void ) const |
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{ |
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if (IsAtSpot()) |
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{ |
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return m_duration - m_hideTimer.GetRemainingTime(); |
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} |
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return 0.0f; |
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} |
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private: |
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CNavArea *m_searchFromArea; |
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float m_range; |
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Vector m_hidingSpot; |
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bool m_isLookingOutward; |
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bool m_isAtSpot; |
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float m_duration; |
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CountdownTimer m_hideTimer; ///< how long to hide |
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bool m_isHoldingPosition; |
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float m_holdPositionTime; ///< how long to hold our position after we hear nearby enemy noise |
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bool m_heardEnemy; ///< set to true when we first hear an enemy |
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float m_firstHeardEnemyTime; ///< when we first heard the enemy |
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int m_retry; ///< counter for retrying hiding spot |
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Vector m_leaderAnchorPos; ///< the position of our follow leader when we decided to hide |
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bool m_isPaused; ///< if true, we have paused in our retreat for a moment |
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CountdownTimer m_pauseTimer; ///< for stoppping and starting our pauses while we retreat |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* When a bot is attempting to flee from a bomb that is about to explode. |
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*/ |
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class EscapeFromBombState : public BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ); |
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virtual void OnUpdate( CCSBot *bot ); |
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virtual void OnExit( CCSBot *bot ); |
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virtual const char *GetName( void ) const { return "EscapeFromBomb"; } |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* When a bot is following another player. |
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*/ |
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class FollowState : public BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ); |
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virtual void OnUpdate( CCSBot *bot ); |
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virtual void OnExit( CCSBot *bot ); |
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virtual const char *GetName( void ) const { return "Follow"; } |
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void SetLeader( CCSPlayer *player ) { m_leader = player; } |
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private: |
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CHandle< CCSPlayer > m_leader; ///< the player we are following |
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Vector m_lastLeaderPos; ///< where the leader was when we computed our follow path |
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bool m_isStopped; |
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float m_stoppedTimestamp; |
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enum LeaderMotionStateType |
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{ |
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INVALID, |
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STOPPED, |
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WALKING, |
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RUNNING |
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}; |
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LeaderMotionStateType m_leaderMotionState; |
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IntervalTimer m_leaderMotionStateTime; |
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bool m_isSneaking; |
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float m_lastSawLeaderTime; |
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CountdownTimer m_repathInterval; |
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IntervalTimer m_walkTime; |
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bool m_isAtWalkSpeed; |
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float m_waitTime; |
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CountdownTimer m_idleTimer; |
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void ComputeLeaderMotionState( float leaderSpeed ); |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* When a bot is actually using another entity (ie: facing towards it and pressing the use key) |
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*/ |
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class UseEntityState : public BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ); |
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virtual void OnUpdate( CCSBot *bot ); |
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virtual void OnExit( CCSBot *bot ); |
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virtual const char *GetName( void ) const { return "UseEntity"; } |
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void SetEntity( CBaseEntity *entity ) { m_entity = entity; } |
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private: |
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EHANDLE m_entity; ///< the entity we will use |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* When a bot is opening a door |
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*/ |
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class OpenDoorState : public BotState |
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{ |
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public: |
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virtual void OnEnter( CCSBot *bot ); |
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virtual void OnUpdate( CCSBot *bot ); |
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virtual void OnExit( CCSBot *bot ); |
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virtual const char *GetName( void ) const { return "OpenDoor"; } |
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void SetDoor( CBaseEntity *door ); |
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bool IsDone( void ) const { return m_isDone; } ///< return true if behavior is done |
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private: |
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CHandle< CBaseDoor > m_funcDoor; ///< the func_door we are opening |
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CHandle< CBasePropDoor > m_propDoor; ///< the prop_door we are opening |
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bool m_isDone; |
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CountdownTimer m_timeout; |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* The Counter-strike Bot |
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*/ |
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class CCSBot : public CBot< CCSPlayer > |
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{ |
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public: |
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DECLARE_CLASS( CCSBot, CBot< CCSPlayer > ); |
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DECLARE_DATADESC(); |
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CCSBot( void ); ///< constructor initializes all values to zero |
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virtual ~CCSBot(); |
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virtual bool Initialize( const BotProfile *profile, int team ); ///< (EXTEND) prepare bot for action |
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virtual void Spawn( void ); ///< (EXTEND) spawn the bot into the game |
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virtual void Touch( CBaseEntity *other ); ///< (EXTEND) when touched by another entity |
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virtual void Upkeep( void ); ///< lightweight maintenance, invoked frequently |
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virtual void Update( void ); ///< heavyweight algorithms, invoked less often |
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virtual void BuildUserCmd( CUserCmd& cmd, const QAngle& viewangles, float forwardmove, float sidemove, float upmove, int buttons, byte impulse ); |
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virtual float GetMoveSpeed( void ); ///< returns current movement speed (for walk/run) |
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virtual void Walk( void ); |
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virtual bool Jump( bool mustJump = false ); ///< returns true if jump was started |
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//- behavior properties ------------------------------------------------------------------------------------------ |
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float GetCombatRange( void ) const; |
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bool IsRogue( void ) const; ///< return true if we dont listen to teammates or pursue scenario goals |
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void SetRogue( bool rogue ); |
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bool IsHurrying( void ) const; ///< return true if we are in a hurry |
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void Hurry( float duration ); ///< force bot to hurry |
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bool IsSafe( void ) const; ///< return true if we are in a safe region |
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bool IsWellPastSafe( void ) const; ///< return true if it is well past the early, "safe", part of the round |
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bool IsEndOfSafeTime( void ) const; ///< return true if we were in the safe time last update, but not now |
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float GetSafeTimeRemaining( void ) const; ///< return the amount of "safe time" we have left |
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float GetSafeTime( void ) const; ///< return what we think the total "safe time" for this map is |
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virtual void Blind( float holdTime, float fadeTime, float startingAlpha = 255 ); // player blinded by a flashbang |
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bool IsUnhealthy( void ) const; ///< returns true if bot is low on health |
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bool IsAlert( void ) const; ///< return true if bot is in heightened "alert" mode |
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void BecomeAlert( void ); ///< bot becomes "alert" for immediately nearby enemies |
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bool IsSneaking( void ) const; ///< return true if bot is sneaking |
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void Sneak( float duration ); ///< sneak for given duration |
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//- behaviors --------------------------------------------------------------------------------------------------- |
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void Idle( void ); |
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void Hide( CNavArea *searchFromArea = NULL, float duration = -1.0f, float hideRange = 750.0f, bool holdPosition = false ); ///< DEPRECATED: Use TryToHide() instead |
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#define USE_NEAREST true |
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bool TryToHide( CNavArea *searchFromArea = NULL, float duration = -1.0f, float hideRange = 750.0f, bool holdPosition = false, bool useNearest = false ); ///< try to hide nearby, return false if cannot |
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void Hide( const Vector &hidingSpot, float duration = -1.0f, bool holdPosition = false ); ///< move to the given hiding place |
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bool IsHiding( void ) const; ///< returns true if bot is currently hiding |
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bool IsAtHidingSpot( void ) const; ///< return true if we are hiding and at our hiding spot |
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float GetHidingTime( void ) const; ///< return number of seconds we have been at our current hiding spot |
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bool MoveToInitialEncounter( void ); ///< move to a hiding spot and wait for initial encounter with enemy team (return false if no spots are available) |
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bool TryToRetreat( float maxRange = 1000.0f, float duration = -1.0f ); ///< retreat to a nearby hiding spot, away from enemies |
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void Hunt( void ); |
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bool IsHunting( void ) const; ///< returns true if bot is currently hunting |
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void Attack( CCSPlayer *victim ); |
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void FireWeaponAtEnemy( void ); ///< fire our active weapon towards our current enemy |
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void StopAttacking( void ); |
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bool IsAttacking( void ) const; ///< returns true if bot is currently engaging a target |
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void MoveTo( const Vector &pos, RouteType route = SAFEST_ROUTE ); ///< move to potentially distant position |
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bool IsMovingTo( void ) const; ///< return true if we are in the MoveTo state |
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void PlantBomb( void ); |
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void FetchBomb( void ); ///< bomb has been dropped - go get it |
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bool NoticeLooseBomb( void ) const; ///< return true if we noticed the bomb on the ground or on radar |
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bool CanSeeLooseBomb( void ) const; ///< return true if we directly see the loose bomb |
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void DefuseBomb( void ); |
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bool IsDefusingBomb( void ) const; ///< returns true if bot is currently defusing the bomb |
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bool CanSeePlantedBomb( void ) const; ///< return true if we directly see the planted bomb |
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void EscapeFromBomb( void ); |
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bool IsEscapingFromBomb( void ) const; ///< return true if we are escaping from the bomb |
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void RescueHostages( void ); ///< begin process of rescuing hostages |
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void UseEntity( CBaseEntity *entity ); ///< use the entity |
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void OpenDoor( CBaseEntity *door ); ///< open the door (assumes we are right in front of it) |
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bool IsOpeningDoor( void ) const; ///< return true if we are in the process of opening a door |
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void Buy( void ); ///< enter the buy state |
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bool IsBuying( void ) const; |
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void Panic( void ); ///< look around in panic |
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bool IsPanicking( void ) const; ///< return true if bot is panicked |
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void StopPanicking( void ); ///< end our panic |
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void UpdatePanicLookAround( void ); ///< do panic behavior |
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void TryToJoinTeam( int team ); ///< try to join the given team |
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void Follow( CCSPlayer *player ); ///< begin following given Player |
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void ContinueFollowing( void ); ///< continue following our leader after finishing what we were doing |
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void StopFollowing( void ); ///< stop following |
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bool IsFollowing( void ) const; ///< return true if we are following someone (not necessarily in the follow state) |
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CCSPlayer *GetFollowLeader( void ) const; ///< return the leader we are following |
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float GetFollowDuration( void ) const; ///< return how long we've been following our leader |
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bool CanAutoFollow( void ) const; ///< return true if we can auto-follow |
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bool IsNotMoving( float minDuration = 0.0f ) const; ///< return true if we are currently standing still and have been for minDuration |
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void AimAtEnemy( void ); ///< point our weapon towards our enemy |
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void StopAiming( void ); ///< stop aiming at enemy |
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bool IsAimingAtEnemy( void ) const; ///< returns true if we are trying to aim at an enemy |
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float GetStateTimestamp( void ) const; ///< get time current state was entered |
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bool IsDoingScenario( void ) const; ///< return true if we will do scenario-related tasks |
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//- scenario / gamestate ----------------------------------------------------------------------------------------- |
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CSGameState *GetGameState( void ); ///< return an interface to this bot's gamestate |
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const CSGameState *GetGameState( void ) const; ///< return an interface to this bot's gamestate |
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bool IsAtBombsite( void ); ///< return true if we are in a bomb planting zone |
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bool GuardRandomZone( float range = 500.0f ); ///< pick a random zone and hide near it |
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bool IsBusy( void ) const; ///< return true if we are busy doing something important |
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//- high-level tasks --------------------------------------------------------------------------------------------- |
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enum TaskType |
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{ |
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SEEK_AND_DESTROY, |
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PLANT_BOMB, |
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FIND_TICKING_BOMB, |
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DEFUSE_BOMB, |
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GUARD_TICKING_BOMB, |
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GUARD_BOMB_DEFUSER, |
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GUARD_LOOSE_BOMB, |
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GUARD_BOMB_ZONE, |
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GUARD_INITIAL_ENCOUNTER, |
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ESCAPE_FROM_BOMB, |
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HOLD_POSITION, |
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FOLLOW, |
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VIP_ESCAPE, |
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GUARD_VIP_ESCAPE_ZONE, |
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COLLECT_HOSTAGES, |
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RESCUE_HOSTAGES, |
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GUARD_HOSTAGES, |
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GUARD_HOSTAGE_RESCUE_ZONE, |
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MOVE_TO_LAST_KNOWN_ENEMY_POSITION, |
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MOVE_TO_SNIPER_SPOT, |
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SNIPING, |
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NUM_TASKS |
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}; |
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void SetTask( TaskType task, CBaseEntity *entity = NULL ); ///< set our current "task" |
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TaskType GetTask( void ) const; |
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CBaseEntity *GetTaskEntity( void ); |
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const char *GetTaskName( void ) const; ///< return string describing current task |
|
|
|
//- behavior modifiers ------------------------------------------------------------------------------------------ |
|
enum DispositionType |
|
{ |
|
ENGAGE_AND_INVESTIGATE, ///< engage enemies on sight and investigate enemy noises |
|
OPPORTUNITY_FIRE, ///< engage enemies on sight, but only look towards enemy noises, dont investigate |
|
SELF_DEFENSE, ///< only engage if fired on, or very close to enemy |
|
IGNORE_ENEMIES, ///< ignore all enemies - useful for ducking around corners, running away, etc |
|
|
|
NUM_DISPOSITIONS |
|
}; |
|
void SetDisposition( DispositionType disposition ); ///< define how we react to enemies |
|
DispositionType GetDisposition( void ) const; |
|
const char *GetDispositionName( void ) const; ///< return string describing current disposition |
|
|
|
void IgnoreEnemies( float duration ); ///< ignore enemies for a short duration |
|
|
|
enum MoraleType |
|
{ |
|
TERRIBLE = -3, |
|
BAD = -2, |
|
NEGATIVE = -1, |
|
NEUTRAL = 0, |
|
POSITIVE = 1, |
|
GOOD = 2, |
|
EXCELLENT = 3, |
|
}; |
|
MoraleType GetMorale( void ) const; |
|
const char *GetMoraleName( void ) const; ///< return string describing current morale |
|
void IncreaseMorale( void ); |
|
void DecreaseMorale( void ); |
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|
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void Surprise( float duration ); ///< become "surprised" - can't attack |
|
bool IsSurprised( void ) const; ///< return true if we are "surprised" |
|
|
|
|
|
//- listening for noises ---------------------------------------------------------------------------------------- |
|
bool IsNoiseHeard( void ) const; ///< return true if we have heard a noise |
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bool HeardInterestingNoise( void ); ///< return true if we heard an enemy noise worth checking in to |
|
void InvestigateNoise( void ); ///< investigate recent enemy noise |
|
bool IsInvestigatingNoise( void ) const; ///< return true if we are investigating a noise |
|
const Vector *GetNoisePosition( void ) const; ///< return position of last heard noise, or NULL if none heard |
|
CNavArea *GetNoiseArea( void ) const; ///< return area where noise was heard |
|
void ForgetNoise( void ); ///< clear the last heard noise |
|
bool CanSeeNoisePosition( void ) const; ///< return true if we directly see where we think the noise came from |
|
float GetNoiseRange( void ) const; ///< return approximate distance to last noise heard |
|
|
|
bool CanHearNearbyEnemyGunfire( float range = -1.0f ) const;///< return true if we hear nearby threatening enemy gunfire within given range (-1 == infinite) |
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PriorityType GetNoisePriority( void ) const; ///< return priority of last heard noise |
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|
|
//- radio and chatter-------------------------------------------------------------------------------------------- |
|
void SendRadioMessage( RadioType event ); ///< send a radio message |
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void SpeakAudio( const char *voiceFilename, float duration, int pitch ); ///< send voice chatter |
|
BotChatterInterface *GetChatter( void ); ///< return an interface to this bot's chatter system |
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bool RespondToHelpRequest( CCSPlayer *player, Place place, float maxRange = -1.0f ); ///< decide if we should move to help the player, return true if we will |
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bool IsUsingVoice() const; ///< new-style "voice" chatter gets voice feedback |
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|
|
|
|
//- enemies ------------------------------------------------------------------------------------------------------ |
|
// BOTPORT: GetEnemy() collides with GetEnemy() in CBaseEntity - need to use different nomenclature |
|
void SetBotEnemy( CCSPlayer *enemy ); ///< set given player as our current enemy |
|
CCSPlayer *GetBotEnemy( void ) const; |
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int GetNearbyEnemyCount( void ) const; ///< return max number of nearby enemies we've seen recently |
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unsigned int GetEnemyPlace( void ) const; ///< return location where we see the majority of our enemies |
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bool CanSeeBomber( void ) const; ///< return true if we can see the bomb carrier |
|
CCSPlayer *GetBomber( void ) const; |
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|
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int GetNearbyFriendCount( void ) const; ///< return number of nearby teammates |
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CCSPlayer *GetClosestVisibleFriend( void ) const; ///< return the closest friend that we can see |
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CCSPlayer *GetClosestVisibleHumanFriend( void ) const; ///< return the closest human friend that we can see |
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|
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bool IsOutnumbered( void ) const; ///< return true if we are outnumbered by enemies |
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int OutnumberedCount( void ) const; ///< return number of enemies we are outnumbered by |
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|
|
#define ONLY_VISIBLE_ENEMIES true |
|
CCSPlayer *GetImportantEnemy( bool checkVisibility = false ) const; ///< return the closest "important" enemy for the given scenario (bomb carrier, VIP, hostage escorter) |
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|
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void UpdateReactionQueue( void ); ///< update our reaction time queue |
|
CCSPlayer *GetRecognizedEnemy( void ); ///< return the most dangerous threat we are "conscious" of |
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bool IsRecognizedEnemyReloading( void ); ///< return true if the enemy we are "conscious" of is reloading |
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bool IsRecognizedEnemyProtectedByShield( void ); ///< return true if the enemy we are "conscious" of is hiding behind a shield |
|
float GetRangeToNearestRecognizedEnemy( void ); ///< return distance to closest enemy we are "conscious" of |
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|
|
CCSPlayer *GetAttacker( void ) const; ///< return last enemy that hurt us |
|
float GetTimeSinceAttacked( void ) const; ///< return duration since we were last injured by an attacker |
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float GetFirstSawEnemyTimestamp( void ) const; ///< time since we saw any enemies |
|
float GetLastSawEnemyTimestamp( void ) const; |
|
float GetTimeSinceLastSawEnemy( void ) const; |
|
float GetTimeSinceAcquiredCurrentEnemy( void ) const; |
|
bool HasNotSeenEnemyForLongTime( void ) const; ///< return true if we haven't seen an enemy for "a long time" |
|
const Vector &GetLastKnownEnemyPosition( void ) const; |
|
bool IsEnemyVisible( void ) const; ///< is our current enemy visible |
|
float GetEnemyDeathTimestamp( void ) const; |
|
bool IsFriendInLineOfFire( void ); ///< return true if a friend is in our weapon's way |
|
bool IsAwareOfEnemyDeath( void ) const; ///< return true if we *noticed* that our enemy died |
|
int GetLastVictimID( void ) const; ///< return the ID (entindex) of the last victim we killed, or zero |
|
|
|
bool CanSeeSniper( void ) const; ///< return true if we can see an enemy sniper |
|
bool HasSeenSniperRecently( void ) const; ///< return true if we have seen a sniper recently |
|
|
|
float GetTravelDistanceToPlayer( CCSPlayer *player ) const; ///< return shortest path travel distance to this player |
|
bool DidPlayerJustFireWeapon( const CCSPlayer *player ) const; ///< return true if the given player just fired their weapon |
|
|
|
//- navigation -------------------------------------------------------------------------------------------------- |
|
bool HasPath( void ) const; |
|
void DestroyPath( void ); |
|
|
|
float GetFeetZ( void ) const; ///< return Z of bottom of feet |
|
|
|
enum PathResult |
|
{ |
|
PROGRESSING, ///< we are moving along the path |
|
END_OF_PATH, ///< we reached the end of the path |
|
PATH_FAILURE ///< we failed to reach the end of the path |
|
}; |
|
#define NO_SPEED_CHANGE false |
|
PathResult UpdatePathMovement( bool allowSpeedChange = true ); ///< move along our computed path - if allowSpeedChange is true, bot will walk when near goal to ensure accuracy |
|
|
|
//bool AStarSearch( CNavArea *startArea, CNavArea *goalArea ); ///< find shortest path from startArea to goalArea - don't actually buid the path |
|
bool ComputePath( const Vector &goal, RouteType route = SAFEST_ROUTE ); ///< compute path to goal position |
|
bool StayOnNavMesh( void ); |
|
CNavArea *GetLastKnownArea( void ) const; ///< return the last area we know we were inside of |
|
const Vector &GetPathEndpoint( void ) const; ///< return final position of our current path |
|
float GetPathDistanceRemaining( void ) const; ///< return estimated distance left to travel along path |
|
void ResetStuckMonitor( void ); |
|
bool IsAreaVisible( const CNavArea *area ) const; ///< is any portion of the area visible to this bot |
|
const Vector &GetPathPosition( int index ) const; |
|
bool GetSimpleGroundHeightWithFloor( const Vector &pos, float *height, Vector *normal = NULL ); ///< find "simple" ground height, treating current nav area as part of the floor |
|
void BreakablesCheck( void ); |
|
void DoorCheck( void ); ///< Check for any doors along our path that need opening |
|
|
|
virtual void PushawayTouch( CBaseEntity *pOther ); |
|
|
|
Place GetPlace( void ) const; ///< get our current radio chatter place |
|
|
|
bool IsUsingLadder( void ) const; ///< returns true if we are in the process of negotiating a ladder |
|
void GetOffLadder( void ); ///< immediately jump off of our ladder, if we're on one |
|
|
|
void SetGoalEntity( CBaseEntity *entity ); |
|
CBaseEntity *GetGoalEntity( void ); |
|
|
|
bool IsNearJump( void ) const; ///< return true if nearing a jump in the path |
|
float GetApproximateFallDamage( float height ) const; ///< return how much damage will will take from the given fall height |
|
|
|
void ForceRun( float duration ); ///< force the bot to run if it moves for the given duration |
|
virtual bool IsRunning( void ) const; |
|
|
|
void Wait( float duration ); ///< wait where we are for the given duration |
|
bool IsWaiting( void ) const; ///< return true if we are waiting |
|
void StopWaiting( void ); ///< stop waiting |
|
|
|
void Wiggle( void ); ///< random movement, for getting un-stuck |
|
|
|
bool IsFriendInTheWay( const Vector &goalPos ); ///< return true if a friend is between us and the given position |
|
void FeelerReflexAdjustment( Vector *goalPosition ); ///< do reflex avoidance movements if our "feelers" are touched |
|
|
|
bool HasVisitedEnemySpawn( void ) const; ///< return true if we have visited enemy spawn at least once |
|
bool IsAtEnemySpawn( void ) const; ///< return true if we are at the/an enemy spawn right now |
|
|
|
//- looking around ---------------------------------------------------------------------------------------------- |
|
|
|
// BOTPORT: EVIL VILE HACK - why is EyePosition() not const?!?!? |
|
const Vector &EyePositionConst( void ) const; |
|
|
|
void SetLookAngles( float yaw, float pitch ); ///< set our desired look angles |
|
void UpdateLookAngles( void ); ///< move actual view angles towards desired ones |
|
void UpdateLookAround( bool updateNow = false ); ///< update "looking around" mechanism |
|
void InhibitLookAround( float duration ); ///< block all "look at" and "looking around" behavior for given duration - just look ahead |
|
|
|
/// @todo Clean up notion of "forward angle" and "look ahead angle" |
|
void SetForwardAngle( float angle ); ///< define our forward facing |
|
void SetLookAheadAngle( float angle ); ///< define default look ahead angle |
|
|
|
/// look at the given point in space for the given duration (-1 means forever) |
|
void SetLookAt( const char *desc, const Vector &pos, PriorityType pri, float duration = -1.0f, bool clearIfClose = false, float angleTolerance = 5.0f, bool attack = false ); |
|
void ClearLookAt( void ); ///< stop looking at a point in space and just look ahead |
|
bool IsLookingAtSpot( PriorityType pri = PRIORITY_LOW ) const; ///< return true if we are looking at spot with equal or higher priority |
|
bool IsViewMoving( float angleVelThreshold = 1.0f ) const; ///< returns true if bot's view angles are rotating (not still) |
|
bool HasViewBeenSteady( float duration ) const; ///< how long has our view been "steady" (ie: not moving) for given duration |
|
|
|
bool HasLookAtTarget( void ) const; ///< return true if we are in the process of looking at a target |
|
|
|
enum VisiblePartType |
|
{ |
|
NONE = 0x00, |
|
GUT = 0x01, |
|
HEAD = 0x02, |
|
LEFT_SIDE = 0x04, ///< the left side of the object from our point of view (not their left side) |
|
RIGHT_SIDE = 0x08, ///< the right side of the object from our point of view (not their right side) |
|
FEET = 0x10 |
|
}; |
|
|
|
#define CHECK_FOV true |
|
bool IsVisible( const Vector &pos, bool testFOV = false, const CBaseEntity *ignore = NULL ) const; ///< return true if we can see the point |
|
bool IsVisible( CCSPlayer *player, bool testFOV = false, unsigned char *visParts = NULL ) const; ///< return true if we can see any part of the player |
|
|
|
bool IsNoticable( const CCSPlayer *player, unsigned char visibleParts ) const; ///< return true if we "notice" given player |
|
|
|
bool IsEnemyPartVisible( VisiblePartType part ) const; ///< if enemy is visible, return the part we see for our current enemy |
|
const Vector &GetPartPosition( CCSPlayer *player, VisiblePartType part ) const; ///< return world space position of given part on player |
|
|
|
float ComputeWeaponSightRange( void ); ///< return line-of-sight distance to obstacle along weapon fire ray |
|
|
|
bool IsAnyVisibleEnemyLookingAtMe( bool testFOV = false ) const;///< return true if any enemy I have LOS to is looking directly at me |
|
|
|
bool IsSignificantlyCloser( const CCSPlayer *testPlayer, const CCSPlayer *referencePlayer ) const; ///< return true if testPlayer is significantly closer than referencePlayer |
|
|
|
//- approach points --------------------------------------------------------------------------------------------- |
|
void ComputeApproachPoints( void ); ///< determine the set of "approach points" representing where the enemy can enter this region |
|
void UpdateApproachPoints( void ); ///< recompute the approach point set if we have moved far enough to invalidate the current ones |
|
void ClearApproachPoints( void ); |
|
void DrawApproachPoints( void ) const; ///< for debugging |
|
float GetHidingSpotCheckTimestamp( HidingSpot *spot ) const; ///< return time when given spot was last checked |
|
void SetHidingSpotCheckTimestamp( HidingSpot *spot ); ///< set the timestamp of the given spot to now |
|
|
|
const CNavArea *GetInitialEncounterArea( void ) const; ///< return area where we think we will first meet the enemy |
|
void SetInitialEncounterArea( const CNavArea *area ); |
|
|
|
//- weapon query and equip -------------------------------------------------------------------------------------- |
|
#define MUST_EQUIP true |
|
void EquipBestWeapon( bool mustEquip = false ); ///< equip the best weapon we are carrying that has ammo |
|
void EquipPistol( void ); ///< equip our pistol |
|
void EquipKnife( void ); ///< equip the knife |
|
|
|
#define DONT_USE_SMOKE_GRENADE true |
|
bool EquipGrenade( bool noSmoke = false ); ///< equip a grenade, return false if we cant |
|
|
|
bool IsUsingKnife( void ) const; ///< returns true if we have knife equipped |
|
bool IsUsingPistol( void ) const; ///< returns true if we have pistol equipped |
|
bool IsUsingGrenade( void ) const; ///< returns true if we have grenade equipped |
|
bool IsUsingSniperRifle( void ) const; ///< returns true if using a "sniper" rifle |
|
bool IsUsing( CSWeaponID weapon ) const; ///< returns true if using the specific weapon |
|
bool IsSniper( void ) const; ///< return true if we have a sniper rifle in our inventory |
|
bool IsSniping( void ) const; ///< return true if we are actively sniping (moving to sniper spot or settled in) |
|
bool IsUsingShotgun( void ) const; ///< returns true if using a shotgun |
|
bool IsUsingMachinegun( void ) const; ///< returns true if using the big 'ol machinegun |
|
void ThrowGrenade( const Vector &target ); ///< begin the process of throwing the grenade |
|
bool IsThrowingGrenade( void ) const; ///< return true if we are in the process of throwing a grenade |
|
bool HasGrenade( void ) const; ///< return true if we have a grenade in our inventory |
|
void AvoidEnemyGrenades( void ); ///< react to enemy grenades we see |
|
bool IsAvoidingGrenade( void ) const; ///< return true if we are in the act of avoiding a grenade |
|
bool DoesActiveWeaponHaveSilencer( void ) const; ///< returns true if we are using a weapon with a removable silencer |
|
bool CanActiveWeaponFire( void ) const; ///< returns true if our current weapon can attack |
|
CWeaponCSBase *GetActiveCSWeapon( void ) const; ///< get our current Counter-Strike weapon |
|
|
|
void GiveWeapon( const char *weaponAlias ); ///< Debug command to give a named weapon |
|
|
|
virtual void PrimaryAttack( void ); ///< presses the fire button, unless we're holding a pistol that can't fire yet (so we can just always call PrimaryAttack()) |
|
|
|
enum ZoomType { NO_ZOOM, LOW_ZOOM, HIGH_ZOOM }; |
|
ZoomType GetZoomLevel( void ); ///< return the current zoom level of our weapon |
|
|
|
bool AdjustZoom( float range ); ///< change our zoom level to be appropriate for the given range |
|
bool IsWaitingForZoom( void ) const; ///< return true if we are reacquiring after our zoom |
|
|
|
bool IsPrimaryWeaponEmpty( void ) const; ///< return true if primary weapon doesn't exist or is totally out of ammo |
|
bool IsPistolEmpty( void ) const; ///< return true if pistol doesn't exist or is totally out of ammo |
|
|
|
int GetHostageEscortCount( void ) const; ///< return the number of hostages following me |
|
void IncreaseHostageEscortCount( void ); |
|
float GetRangeToFarthestEscortedHostage( void ) const; ///< return euclidean distance to farthest escorted hostage |
|
void ResetWaitForHostagePatience( void ); |
|
|
|
//------------------------------------------------------------------------------------ |
|
// Event hooks |
|
// |
|
|
|
/// invoked when injured by something (EXTEND) - returns the amount of damage inflicted |
|
virtual int OnTakeDamage( const CTakeDamageInfo &info ); |
|
|
|
/// invoked when killed (EXTEND) |
|
virtual void Event_Killed( const CTakeDamageInfo &info ); |
|
|
|
virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon ); ///< invoked when in contact with a CWeaponBox |
|
|
|
|
|
/// invoked when event occurs in the game (some events have NULL entity) |
|
void OnPlayerFootstep( IGameEvent *event ); |
|
void OnPlayerRadio( IGameEvent *event ); |
|
void OnPlayerDeath( IGameEvent *event ); |
|
void OnPlayerFallDamage( IGameEvent *event ); |
|
|
|
void OnBombPickedUp( IGameEvent *event ); |
|
void OnBombPlanted( IGameEvent *event ); |
|
void OnBombBeep( IGameEvent *event ); |
|
void OnBombDefuseBegin( IGameEvent *event ); |
|
void OnBombDefused( IGameEvent *event ); |
|
void OnBombDefuseAbort( IGameEvent *event ); |
|
void OnBombExploded( IGameEvent *event ); |
|
|
|
void OnRoundEnd( IGameEvent *event ); |
|
void OnRoundStart( IGameEvent *event ); |
|
|
|
void OnDoorMoving( IGameEvent *event ); |
|
|
|
void OnBreakProp( IGameEvent *event ); |
|
void OnBreakBreakable( IGameEvent *event ); |
|
|
|
void OnHostageFollows( IGameEvent *event ); |
|
void OnHostageRescuedAll( IGameEvent *event ); |
|
|
|
void OnWeaponFire( IGameEvent *event ); |
|
void OnWeaponFireOnEmpty( IGameEvent *event ); |
|
void OnWeaponReload( IGameEvent *event ); |
|
void OnWeaponZoom( IGameEvent *event ); |
|
|
|
void OnBulletImpact( IGameEvent *event ); |
|
|
|
void OnHEGrenadeDetonate( IGameEvent *event ); |
|
void OnFlashbangDetonate( IGameEvent *event ); |
|
void OnSmokeGrenadeDetonate( IGameEvent *event ); |
|
void OnGrenadeBounce( IGameEvent *event ); |
|
|
|
void OnNavBlocked( IGameEvent *event ); |
|
|
|
void OnEnteredNavArea( CNavArea *newArea ); ///< invoked when bot enters a nav area |
|
|
|
private: |
|
#define IS_FOOTSTEP true |
|
void OnAudibleEvent( IGameEvent *event, CBasePlayer *player, float range, PriorityType priority, bool isHostile, bool isFootstep = false, const Vector *actualOrigin = NULL ); ///< Checks if the bot can hear the event |
|
|
|
private: |
|
friend class CCSBotManager; |
|
|
|
/// @todo Get rid of these |
|
friend class AttackState; |
|
friend class BuyState; |
|
|
|
// BOTPORT: Remove this vile hack |
|
Vector m_eyePosition; |
|
|
|
void ResetValues( void ); ///< reset internal data to initial state |
|
void BotDeathThink( void ); |
|
|
|
char m_name[64]; ///< copied from STRING(pev->netname) for debugging |
|
void DebugDisplay( void ) const; ///< render bot debug info |
|
|
|
//- behavior properties ------------------------------------------------------------------------------------------ |
|
float m_combatRange; ///< desired distance between us and them during gunplay |
|
mutable bool m_isRogue; ///< if true, the bot is a "rogue" and listens to no-one |
|
mutable CountdownTimer m_rogueTimer; |
|
MoraleType m_morale; ///< our current morale, based on our win/loss history |
|
bool m_diedLastRound; ///< true if we died last round |
|
float m_safeTime; ///< duration at the beginning of the round where we feel "safe" |
|
bool m_wasSafe; ///< true if we were in the safe time last update |
|
void AdjustSafeTime( void ); ///< called when enemy seen to adjust safe time for this round |
|
NavRelativeDirType m_blindMoveDir; ///< which way to move when we're blind |
|
bool m_blindFire; ///< if true, fire weapon while blinded |
|
CountdownTimer m_surpriseTimer; ///< when we were surprised |
|
|
|
bool m_isFollowing; ///< true if we are following someone |
|
CHandle< CCSPlayer > m_leader; ///< the ID of who we are following |
|
float m_followTimestamp; ///< when we started following |
|
float m_allowAutoFollowTime; ///< time when we can auto follow |
|
|
|
CountdownTimer m_hurryTimer; ///< if valid, bot is in a hurry |
|
CountdownTimer m_alertTimer; ///< if valid, bot is alert |
|
CountdownTimer m_sneakTimer; ///< if valid, bot is sneaking |
|
CountdownTimer m_panicTimer; ///< if valid, bot is panicking |
|
|
|
|
|
// instances of each possible behavior state, to avoid dynamic memory allocation during runtime |
|
IdleState m_idleState; |
|
HuntState m_huntState; |
|
AttackState m_attackState; |
|
InvestigateNoiseState m_investigateNoiseState; |
|
BuyState m_buyState; |
|
MoveToState m_moveToState; |
|
FetchBombState m_fetchBombState; |
|
PlantBombState m_plantBombState; |
|
DefuseBombState m_defuseBombState; |
|
HideState m_hideState; |
|
EscapeFromBombState m_escapeFromBombState; |
|
FollowState m_followState; |
|
UseEntityState m_useEntityState; |
|
OpenDoorState m_openDoorState; |
|
|
|
/// @todo Allow multiple simultaneous state machines (look around, etc) |
|
void SetState( BotState *state ); ///< set the current behavior state |
|
BotState *m_state; ///< current behavior state |
|
float m_stateTimestamp; ///< time state was entered |
|
bool m_isAttacking; ///< if true, special Attack state is overriding the state machine |
|
bool m_isOpeningDoor; ///< if true, special OpenDoor state is overriding the state machine |
|
|
|
TaskType m_task; ///< our current task |
|
EHANDLE m_taskEntity; ///< an entity used for our task |
|
|
|
//- navigation --------------------------------------------------------------------------------------------------- |
|
Vector m_goalPosition; |
|
EHANDLE m_goalEntity; |
|
void MoveTowardsPosition( const Vector &pos ); ///< move towards position, independant of view angle |
|
void MoveAwayFromPosition( const Vector &pos ); ///< move away from position, independant of view angle |
|
void StrafeAwayFromPosition( const Vector &pos ); ///< strafe (sidestep) away from position, independant of view angle |
|
void StuckCheck( void ); ///< check if we have become stuck |
|
CCSNavArea *m_currentArea; ///< the nav area we are standing on |
|
CCSNavArea *m_lastKnownArea; ///< the last area we were in |
|
EHANDLE m_avoid; ///< higher priority player we need to make way for |
|
float m_avoidTimestamp; |
|
bool m_isStopping; ///< true if we're trying to stop because we entered a 'stop' nav area |
|
bool m_hasVisitedEnemySpawn; ///< true if we have been at the enemy spawn |
|
IntervalTimer m_stillTimer; ///< how long we have been not moving |
|
|
|
//- path navigation data ---------------------------------------------------------------------------------------- |
|
enum { MAX_PATH_LENGTH = 256 }; |
|
struct ConnectInfo |
|
{ |
|
CNavArea *area; ///< the area along the path |
|
NavTraverseType how; ///< how to enter this area from the previous one |
|
Vector pos; ///< our movement goal position at this point in the path |
|
const CNavLadder *ladder; ///< if "how" refers to a ladder, this is it |
|
} |
|
m_path[ MAX_PATH_LENGTH ]; |
|
int m_pathLength; |
|
int m_pathIndex; ///< index of next area on path |
|
float m_areaEnteredTimestamp; |
|
void BuildTrivialPath( const Vector &goal ); ///< build trivial path to goal, assuming we are already in the same area |
|
|
|
CountdownTimer m_repathTimer; ///< must have elapsed before bot can pathfind again |
|
|
|
bool ComputePathPositions( void ); ///< determine actual path positions bot will move between along the path |
|
void SetupLadderMovement( void ); |
|
void SetPathIndex( int index ); ///< set the current index along the path |
|
void DrawPath( void ); |
|
int FindOurPositionOnPath( Vector *close, bool local = false ) const; ///< compute the closest point to our current position on our path |
|
int FindPathPoint( float aheadRange, Vector *point, int *prevIndex = NULL ); ///< compute a point a fixed distance ahead along our path. |
|
bool FindClosestPointOnPath( const Vector &pos, int startIndex, int endIndex, Vector *close ) const; ///< compute closest point on path to given point |
|
bool IsStraightLinePathWalkable( const Vector &goal ) const; ///< test for un-jumpable height change, or unrecoverable fall |
|
void ComputeLadderAngles( float *yaw, float *pitch ); ///< computes ideal yaw/pitch for traversing the current ladder on our path |
|
|
|
mutable CountdownTimer m_avoidFriendTimer; ///< used to throttle how often we check for friends in our path |
|
mutable bool m_isFriendInTheWay; ///< true if a friend is blocking our path |
|
CountdownTimer m_politeTimer; ///< we'll wait for friend to move until this runs out |
|
bool m_isWaitingBehindFriend; ///< true if we are waiting for a friend to move |
|
|
|
#define ONLY_JUMP_DOWN true |
|
bool DiscontinuityJump( float ground, bool onlyJumpDown = false, bool mustJump = false ); ///< check if we need to jump due to height change |
|
|
|
enum LadderNavState |
|
{ |
|
APPROACH_ASCENDING_LADDER, ///< prepare to scale a ladder |
|
APPROACH_DESCENDING_LADDER, ///< prepare to go down ladder |
|
FACE_ASCENDING_LADDER, |
|
FACE_DESCENDING_LADDER, |
|
MOUNT_ASCENDING_LADDER, ///< move toward ladder until "on" it |
|
MOUNT_DESCENDING_LADDER, ///< move toward ladder until "on" it |
|
ASCEND_LADDER, ///< go up the ladder |
|
DESCEND_LADDER, ///< go down the ladder |
|
DISMOUNT_ASCENDING_LADDER, ///< get off of the ladder |
|
DISMOUNT_DESCENDING_LADDER, ///< get off of the ladder |
|
MOVE_TO_DESTINATION, ///< dismount ladder and move to destination area |
|
} |
|
m_pathLadderState; |
|
bool m_pathLadderFaceIn; ///< if true, face towards ladder, otherwise face away |
|
const CNavLadder *m_pathLadder; ///< the ladder we need to use to reach the next area |
|
bool UpdateLadderMovement( void ); ///< called by UpdatePathMovement() |
|
NavRelativeDirType m_pathLadderDismountDir; ///< which way to dismount |
|
float m_pathLadderDismountTimestamp; ///< time when dismount started |
|
float m_pathLadderEnd; ///< if ascending, z of top, if descending z of bottom |
|
void ComputeLadderEndpoint( bool ascending ); |
|
float m_pathLadderTimestamp; ///< time when we started using ladder - for timeout check |
|
|
|
CountdownTimer m_mustRunTimer; ///< if nonzero, bot cannot walk |
|
CountdownTimer m_waitTimer; ///< if nonzero, we are waiting where we are |
|
|
|
void UpdateTravelDistanceToAllPlayers( void ); ///< periodically compute shortest path distance to each player |
|
CountdownTimer m_updateTravelDistanceTimer; ///< for throttling travel distance computations |
|
float m_playerTravelDistance[ MAX_PLAYERS ]; ///< current distance from this bot to each player |
|
unsigned char m_travelDistancePhase; ///< a counter for optimizing when to compute travel distance |
|
|
|
//- game scenario mechanisms ------------------------------------------------------------------------------------- |
|
CSGameState m_gameState; ///< our current knowledge about the state of the scenario |
|
|
|
byte m_hostageEscortCount; ///< the number of hostages we're currently escorting |
|
void UpdateHostageEscortCount( void ); ///< periodic check of hostage count in case we lost some |
|
float m_hostageEscortCountTimestamp; |
|
|
|
int m_desiredTeam; ///< the team we want to be on |
|
bool m_hasJoined; ///< true if bot has actually joined the game |
|
|
|
bool m_isWaitingForHostage; |
|
CountdownTimer m_inhibitWaitingForHostageTimer; ///< if active, inhibits us waiting for lagging hostages |
|
CountdownTimer m_waitForHostageTimer; ///< stops us waiting too long |
|
|
|
//- listening mechanism ------------------------------------------------------------------------------------------ |
|
Vector m_noisePosition; ///< position we last heard non-friendly noise |
|
float m_noiseTravelDistance; ///< the travel distance to the noise |
|
float m_noiseTimestamp; ///< when we heard it (can get zeroed) |
|
CNavArea *m_noiseArea; ///< the nav area containing the noise |
|
PriorityType m_noisePriority; ///< priority of currently heard noise |
|
bool UpdateLookAtNoise( void ); ///< return true if we decided to look towards the most recent noise source |
|
CountdownTimer m_noiseBendTimer; ///< for throttling how often we bend our line of sight to the noise location |
|
Vector m_bentNoisePosition; ///< the last computed bent line of sight |
|
bool m_bendNoisePositionValid; |
|
|
|
//- "looking around" mechanism ----------------------------------------------------------------------------------- |
|
float m_lookAroundStateTimestamp; ///< time of next state change |
|
float m_lookAheadAngle; ///< our desired forward look angle |
|
float m_forwardAngle; ///< our current forward facing direction |
|
float m_inhibitLookAroundTimestamp; ///< time when we can look around again |
|
|
|
enum LookAtSpotState |
|
{ |
|
NOT_LOOKING_AT_SPOT, ///< not currently looking at a point in space |
|
LOOK_TOWARDS_SPOT, ///< in the process of aiming at m_lookAtSpot |
|
LOOK_AT_SPOT, ///< looking at m_lookAtSpot |
|
NUM_LOOK_AT_SPOT_STATES |
|
} |
|
m_lookAtSpotState; |
|
Vector m_lookAtSpot; ///< the spot we're currently looking at |
|
PriorityType m_lookAtSpotPriority; |
|
float m_lookAtSpotDuration; ///< how long we need to look at the spot |
|
float m_lookAtSpotTimestamp; ///< when we actually began looking at the spot |
|
float m_lookAtSpotAngleTolerance; ///< how exactly we must look at the spot |
|
bool m_lookAtSpotClearIfClose; ///< if true, the look at spot is cleared if it gets close to us |
|
bool m_lookAtSpotAttack; ///< if true, the look at spot should be attacked |
|
const char *m_lookAtDesc; ///< for debugging |
|
void UpdateLookAt( void ); |
|
void UpdatePeripheralVision(); ///< update enounter spot timestamps, etc |
|
float m_peripheralTimestamp; |
|
|
|
enum { MAX_APPROACH_POINTS = 16 }; |
|
struct ApproachPoint |
|
{ |
|
Vector m_pos; |
|
CNavArea *m_area; |
|
}; |
|
|
|
ApproachPoint m_approachPoint[ MAX_APPROACH_POINTS ]; |
|
unsigned char m_approachPointCount; |
|
Vector m_approachPointViewPosition; ///< the position used when computing current approachPoint set |
|
|
|
CBaseEntity * FindEntitiesOnPath( float distance, CPushAwayEnumerator *enumerator, bool checkStuck ); |
|
|
|
IntervalTimer m_viewSteadyTimer; ///< how long has our view been "steady" (ie: not moving) |
|
|
|
bool BendLineOfSight( const Vector &eye, const Vector &target, Vector *bend, float angleLimit = 135.0f ) const; ///< "bend" our line of sight until we can see the target point. Return bend point, false if cant bend. |
|
bool FindApproachPointNearestPath( Vector *pos ); ///< find the approach point that is nearest to our current path, ahead of us |
|
bool FindGrenadeTossPathTarget( Vector *pos ); ///< find spot to throw grenade ahead of us and "around the corner" along our path |
|
enum GrenadeTossState |
|
{ |
|
NOT_THROWING, ///< not yet throwing |
|
START_THROW, ///< lining up throw |
|
THROW_LINED_UP, ///< pause for a moment when on-line |
|
FINISH_THROW, ///< throwing |
|
}; |
|
GrenadeTossState m_grenadeTossState; |
|
CountdownTimer m_tossGrenadeTimer; ///< timeout timer for grenade tossing |
|
const CNavArea *m_initialEncounterArea; ///< area where we think we will initially encounter the enemy |
|
void LookForGrenadeTargets( void ); ///< look for grenade throw targets and throw our grenade at them |
|
void UpdateGrenadeThrow( void ); ///< process grenade throwing |
|
CountdownTimer m_isAvoidingGrenade; ///< if nonzero we are in the act of avoiding a grenade |
|
|
|
|
|
SpotEncounter *m_spotEncounter; ///< the spots we will encounter as we move thru our current area |
|
float m_spotCheckTimestamp; ///< when to check next encounter spot |
|
|
|
/// @todo Add timestamp for each possible client to hiding spots |
|
enum { MAX_CHECKED_SPOTS = 64 }; |
|
struct HidingSpotCheckInfo |
|
{ |
|
HidingSpot *spot; |
|
float timestamp; |
|
} |
|
m_checkedHidingSpot[ MAX_CHECKED_SPOTS ]; |
|
int m_checkedHidingSpotCount; |
|
|
|
//- view angle mechanism ----------------------------------------------------------------------------------------- |
|
float m_lookPitch; ///< our desired look pitch angle |
|
float m_lookPitchVel; |
|
float m_lookYaw; ///< our desired look yaw angle |
|
float m_lookYawVel; |
|
|
|
//- aim angle mechanism ----------------------------------------------------------------------------------------- |
|
Vector m_aimOffset; ///< current error added to victim's position to get actual aim spot |
|
Vector m_aimOffsetGoal; ///< desired aim offset |
|
float m_aimOffsetTimestamp; ///< time of next offset adjustment |
|
float m_aimSpreadTimestamp; ///< time used to determine max spread as it begins to tighten up |
|
void SetAimOffset( float accuracy ); ///< set the current aim offset |
|
void UpdateAimOffset( void ); ///< wiggle aim error based on m_accuracy |
|
Vector m_aimSpot; ///< the spot we are currently aiming to fire at |
|
|
|
struct PartInfo |
|
{ |
|
Vector m_headPos; ///< current head position |
|
Vector m_gutPos; ///< current gut position |
|
Vector m_feetPos; ///< current feet position |
|
Vector m_leftSidePos; ///< current left side position |
|
Vector m_rightSidePos; ///< current right side position |
|
int m_validFrame; ///< frame of last computation (for lazy evaluation) |
|
}; |
|
static PartInfo m_partInfo[ MAX_PLAYERS ]; ///< part positions for each player |
|
void ComputePartPositions( CCSPlayer *player ); ///< compute part positions from bone location |
|
|
|
//- attack state data -------------------------------------------------------------------------------------------- |
|
DispositionType m_disposition; ///< how we will react to enemies |
|
CountdownTimer m_ignoreEnemiesTimer; ///< how long will we ignore enemies |
|
mutable CHandle< CCSPlayer > m_enemy; ///< our current enemy |
|
bool m_isEnemyVisible; ///< result of last visibility test on enemy |
|
unsigned char m_visibleEnemyParts; ///< which parts of the visible enemy do we see |
|
Vector m_lastEnemyPosition; ///< last place we saw the enemy |
|
float m_lastSawEnemyTimestamp; |
|
float m_firstSawEnemyTimestamp; |
|
float m_currentEnemyAcquireTimestamp; |
|
float m_enemyDeathTimestamp; ///< if m_enemy is dead, this is when he died |
|
float m_friendDeathTimestamp; ///< time since we saw a friend die |
|
bool m_isLastEnemyDead; ///< true if we killed or saw our last enemy die |
|
int m_nearbyEnemyCount; ///< max number of enemies we've seen recently |
|
unsigned int m_enemyPlace; ///< the location where we saw most of our enemies |
|
|
|
struct WatchInfo |
|
{ |
|
float timestamp; ///< time we last saw this player, zero if never seen |
|
bool isEnemy; |
|
} |
|
m_watchInfo[ MAX_PLAYERS ]; |
|
mutable CHandle< CCSPlayer > m_bomber; ///< points to bomber if we can see him |
|
|
|
int m_nearbyFriendCount; ///< number of nearby teammates |
|
mutable CHandle< CCSPlayer > m_closestVisibleFriend; ///< the closest friend we can see |
|
mutable CHandle< CCSPlayer > m_closestVisibleHumanFriend; ///< the closest human friend we can see |
|
|
|
IntervalTimer m_attentionInterval; ///< time between attention checks |
|
|
|
mutable CHandle< CCSPlayer > m_attacker; ///< last enemy that hurt us (may not be same as m_enemy) |
|
float m_attackedTimestamp; ///< when we were hurt by the m_attacker |
|
|
|
int m_lastVictimID; ///< the entindex of the last victim we killed, or zero |
|
bool m_isAimingAtEnemy; ///< if true, we are trying to aim at our enemy |
|
bool m_isRapidFiring; ///< if true, RunUpkeep() will toggle our primary attack as fast as it can |
|
IntervalTimer m_equipTimer; ///< how long have we had our current weapon equipped |
|
CountdownTimer m_zoomTimer; ///< for delaying firing immediately after zoom |
|
bool DoEquip( CWeaponCSBase *gun ); ///< equip the given item |
|
|
|
void ReloadCheck( void ); ///< reload our weapon if we must |
|
void SilencerCheck( void ); ///< use silencer |
|
|
|
float m_fireWeaponTimestamp; |
|
|
|
bool m_isEnemySniperVisible; ///< do we see an enemy sniper right now |
|
CountdownTimer m_sawEnemySniperTimer; ///< tracking time since saw enemy sniper |
|
|
|
//- reaction time system ----------------------------------------------------------------------------------------- |
|
enum { MAX_ENEMY_QUEUE = 20 }; |
|
struct ReactionState |
|
{ |
|
// NOTE: player position & orientation is not currently stored separately |
|
CHandle<CCSPlayer> player; |
|
bool isReloading; |
|
bool isProtectedByShield; |
|
} |
|
m_enemyQueue[ MAX_ENEMY_QUEUE ]; ///< round-robin queue for simulating reaction times |
|
byte m_enemyQueueIndex; |
|
byte m_enemyQueueCount; |
|
byte m_enemyQueueAttendIndex; ///< index of the timeframe we are "conscious" of |
|
|
|
CCSPlayer *FindMostDangerousThreat( void ); ///< return most dangerous threat in my field of view (feeds into reaction time queue) |
|
|
|
|
|
//- stuck detection --------------------------------------------------------------------------------------------- |
|
bool m_isStuck; |
|
float m_stuckTimestamp; ///< time when we got stuck |
|
Vector m_stuckSpot; ///< the location where we became stuck |
|
NavRelativeDirType m_wiggleDirection; |
|
CountdownTimer m_wiggleTimer; |
|
CountdownTimer m_stuckJumpTimer; ///< time for next jump when stuck |
|
|
|
enum { MAX_VEL_SAMPLES = 10 }; |
|
float m_avgVel[ MAX_VEL_SAMPLES ]; |
|
int m_avgVelIndex; |
|
int m_avgVelCount; |
|
Vector m_lastOrigin; |
|
|
|
//- radio -------------------------------------------------------------------------------------------------------- |
|
RadioType m_lastRadioCommand; ///< last radio command we recieved |
|
float m_lastRadioRecievedTimestamp; ///< time we recieved a radio message |
|
float m_lastRadioSentTimestamp; ///< time when we send a radio message |
|
CHandle< CCSPlayer > m_radioSubject; ///< who issued the radio message |
|
Vector m_radioPosition; ///< position referred to in radio message |
|
void RespondToRadioCommands( void ); |
|
bool IsRadioCommand( RadioType event ) const; ///< returns true if the radio message is an order to do something |
|
|
|
/// new-style "voice" chatter gets voice feedback |
|
float m_voiceEndTimestamp; |
|
|
|
BotChatterInterface m_chatter; ///< chatter mechanism |
|
}; |
|
|
|
|
|
// |
|
// Inlines |
|
// |
|
|
|
inline float CCSBot::GetFeetZ( void ) const |
|
{ |
|
return GetAbsOrigin().z; |
|
} |
|
|
|
inline const Vector *CCSBot::GetNoisePosition( void ) const |
|
{ |
|
if (m_noiseTimestamp > 0.0f) |
|
return &m_noisePosition; |
|
|
|
return NULL; |
|
} |
|
|
|
inline bool CCSBot::IsAwareOfEnemyDeath( void ) const |
|
{ |
|
if (GetEnemyDeathTimestamp() == 0.0f) |
|
return false; |
|
|
|
if (m_enemy == NULL) |
|
return true; |
|
|
|
if (!m_enemy->IsAlive() && gpGlobals->curtime - GetEnemyDeathTimestamp() > (1.0f - 0.8f * GetProfile()->GetSkill())) |
|
return true; |
|
|
|
return false; |
|
} |
|
|
|
inline void CCSBot::Panic( void ) |
|
{ |
|
// we are stunned for a moment |
|
Surprise( RandomFloat( 0.2f, 0.3f ) ); |
|
|
|
const float panicTime = 3.0f; |
|
m_panicTimer.Start( panicTime ); |
|
|
|
const float panicRetreatRange = 300.0f; |
|
TryToRetreat( panicRetreatRange, 0.0f ); |
|
|
|
PrintIfWatched( "*** PANIC ***\n" ); |
|
} |
|
|
|
inline bool CCSBot::IsPanicking( void ) const |
|
{ |
|
return !m_panicTimer.IsElapsed(); |
|
} |
|
|
|
inline void CCSBot::StopPanicking( void ) |
|
{ |
|
m_panicTimer.Invalidate(); |
|
} |
|
|
|
inline bool CCSBot::IsNotMoving( float minDuration ) const |
|
{ |
|
return (m_stillTimer.HasStarted() && m_stillTimer.GetElapsedTime() >= minDuration); |
|
} |
|
|
|
inline CWeaponCSBase *CCSBot::GetActiveCSWeapon( void ) const |
|
{ |
|
return reinterpret_cast<CWeaponCSBase *>( GetActiveWeapon() ); |
|
} |
|
|
|
|
|
inline float CCSBot::GetCombatRange( void ) const |
|
{ |
|
return m_combatRange; |
|
} |
|
|
|
inline void CCSBot::SetRogue( bool rogue ) |
|
{ |
|
m_isRogue = rogue; |
|
} |
|
|
|
inline void CCSBot::Hurry( float duration ) |
|
{ |
|
m_hurryTimer.Start( duration ); |
|
} |
|
|
|
inline float CCSBot::GetSafeTime( void ) const |
|
{ |
|
return m_safeTime; |
|
} |
|
|
|
inline bool CCSBot::IsUnhealthy( void ) const |
|
{ |
|
return (GetHealth() <= 40); |
|
} |
|
|
|
inline bool CCSBot::IsAlert( void ) const |
|
{ |
|
return !m_alertTimer.IsElapsed(); |
|
} |
|
|
|
inline void CCSBot::BecomeAlert( void ) |
|
{ |
|
const float alertCooldownTime = 10.0f; |
|
m_alertTimer.Start( alertCooldownTime ); |
|
} |
|
|
|
inline bool CCSBot::IsSneaking( void ) const |
|
{ |
|
return !m_sneakTimer.IsElapsed(); |
|
} |
|
|
|
inline void CCSBot::Sneak( float duration ) |
|
{ |
|
m_sneakTimer.Start( duration ); |
|
} |
|
|
|
inline bool CCSBot::IsFollowing( void ) const |
|
{ |
|
return m_isFollowing; |
|
} |
|
|
|
inline CCSPlayer *CCSBot::GetFollowLeader( void ) const |
|
{ |
|
return m_leader; |
|
} |
|
|
|
inline float CCSBot::GetFollowDuration( void ) const |
|
{ |
|
return gpGlobals->curtime - m_followTimestamp; |
|
} |
|
|
|
inline bool CCSBot::CanAutoFollow( void ) const |
|
{ |
|
return (gpGlobals->curtime > m_allowAutoFollowTime); |
|
} |
|
|
|
inline void CCSBot::AimAtEnemy( void ) |
|
{ |
|
m_isAimingAtEnemy = true; |
|
} |
|
|
|
inline void CCSBot::StopAiming( void ) |
|
{ |
|
m_isAimingAtEnemy = false; |
|
} |
|
|
|
inline bool CCSBot::IsAimingAtEnemy( void ) const |
|
{ |
|
return m_isAimingAtEnemy; |
|
} |
|
|
|
inline float CCSBot::GetStateTimestamp( void ) const |
|
{ |
|
return m_stateTimestamp; |
|
} |
|
|
|
inline CSGameState *CCSBot::GetGameState( void ) |
|
{ |
|
return &m_gameState; |
|
} |
|
|
|
inline const CSGameState *CCSBot::GetGameState( void ) const |
|
{ |
|
return &m_gameState; |
|
} |
|
|
|
inline bool CCSBot::IsAtBombsite( void ) |
|
{ |
|
return m_bInBombZone; |
|
} |
|
|
|
inline void CCSBot::SetTask( TaskType task, CBaseEntity *entity ) |
|
{ |
|
m_task = task; |
|
m_taskEntity = entity; |
|
} |
|
|
|
inline CCSBot::TaskType CCSBot::GetTask( void ) const |
|
{ |
|
return m_task; |
|
} |
|
|
|
inline CBaseEntity *CCSBot::GetTaskEntity( void ) |
|
{ |
|
return static_cast<CBaseEntity *>( m_taskEntity ); |
|
} |
|
|
|
inline CCSBot::MoraleType CCSBot::GetMorale( void ) const |
|
{ |
|
return m_morale; |
|
} |
|
|
|
inline void CCSBot::Surprise( float duration ) |
|
{ |
|
m_surpriseTimer.Start( duration ); |
|
} |
|
|
|
inline bool CCSBot::IsSurprised( void ) const |
|
{ |
|
return !m_surpriseTimer.IsElapsed(); |
|
} |
|
|
|
inline CNavArea *CCSBot::GetNoiseArea( void ) const |
|
{ |
|
return m_noiseArea; |
|
} |
|
|
|
inline void CCSBot::ForgetNoise( void ) |
|
{ |
|
m_noiseTimestamp = 0.0f; |
|
} |
|
|
|
inline float CCSBot::GetNoiseRange( void ) const |
|
{ |
|
if (IsNoiseHeard()) |
|
return m_noiseTravelDistance; |
|
|
|
return 999999999.9f; |
|
} |
|
|
|
inline PriorityType CCSBot::GetNoisePriority( void ) const |
|
{ |
|
return m_noisePriority; |
|
} |
|
|
|
inline BotChatterInterface *CCSBot::GetChatter( void ) |
|
{ |
|
return &m_chatter; |
|
} |
|
|
|
inline CCSPlayer *CCSBot::GetBotEnemy( void ) const |
|
{ |
|
return m_enemy; |
|
} |
|
|
|
inline int CCSBot::GetNearbyEnemyCount( void ) const |
|
{ |
|
return MIN( GetEnemiesRemaining(), m_nearbyEnemyCount ); |
|
} |
|
|
|
inline unsigned int CCSBot::GetEnemyPlace( void ) const |
|
{ |
|
return m_enemyPlace; |
|
} |
|
|
|
inline bool CCSBot::CanSeeBomber( void ) const |
|
{ |
|
return (m_bomber == NULL) ? false : true; |
|
} |
|
|
|
inline CCSPlayer *CCSBot::GetBomber( void ) const |
|
{ |
|
return m_bomber; |
|
} |
|
|
|
inline int CCSBot::GetNearbyFriendCount( void ) const |
|
{ |
|
return MIN( GetFriendsRemaining(), m_nearbyFriendCount ); |
|
} |
|
|
|
inline CCSPlayer *CCSBot::GetClosestVisibleFriend( void ) const |
|
{ |
|
return m_closestVisibleFriend; |
|
} |
|
|
|
inline CCSPlayer *CCSBot::GetClosestVisibleHumanFriend( void ) const |
|
{ |
|
return m_closestVisibleHumanFriend; |
|
} |
|
|
|
inline float CCSBot::GetTimeSinceAttacked( void ) const |
|
{ |
|
return gpGlobals->curtime - m_attackedTimestamp; |
|
} |
|
|
|
inline float CCSBot::GetFirstSawEnemyTimestamp( void ) const |
|
{ |
|
return m_firstSawEnemyTimestamp; |
|
} |
|
|
|
inline float CCSBot::GetLastSawEnemyTimestamp( void ) const |
|
{ |
|
return m_lastSawEnemyTimestamp; |
|
} |
|
|
|
inline float CCSBot::GetTimeSinceLastSawEnemy( void ) const |
|
{ |
|
return gpGlobals->curtime - m_lastSawEnemyTimestamp; |
|
} |
|
|
|
inline float CCSBot::GetTimeSinceAcquiredCurrentEnemy( void ) const |
|
{ |
|
return gpGlobals->curtime - m_currentEnemyAcquireTimestamp; |
|
} |
|
|
|
inline const Vector &CCSBot::GetLastKnownEnemyPosition( void ) const |
|
{ |
|
return m_lastEnemyPosition; |
|
} |
|
|
|
inline bool CCSBot::IsEnemyVisible( void ) const |
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{ |
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return m_isEnemyVisible; |
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} |
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inline float CCSBot::GetEnemyDeathTimestamp( void ) const |
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{ |
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return m_enemyDeathTimestamp; |
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} |
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inline int CCSBot::GetLastVictimID( void ) const |
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{ |
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return m_lastVictimID; |
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} |
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inline bool CCSBot::CanSeeSniper( void ) const |
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{ |
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return m_isEnemySniperVisible; |
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} |
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inline bool CCSBot::HasSeenSniperRecently( void ) const |
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{ |
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return !m_sawEnemySniperTimer.IsElapsed(); |
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} |
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inline float CCSBot::GetTravelDistanceToPlayer( CCSPlayer *player ) const |
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{ |
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if (player == NULL) |
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return -1.0f; |
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|
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if (!player->IsAlive()) |
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return -1.0f; |
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return m_playerTravelDistance[ player->entindex() % MAX_PLAYERS ]; |
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} |
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inline bool CCSBot::HasPath( void ) const |
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{ |
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return (m_pathLength) ? true : false; |
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} |
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inline void CCSBot::DestroyPath( void ) |
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{ |
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m_isStopping = false; |
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m_pathLength = 0; |
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m_pathLadder = NULL; |
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} |
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inline CNavArea *CCSBot::GetLastKnownArea( void ) const |
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{ |
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return m_lastKnownArea; |
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} |
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inline const Vector &CCSBot::GetPathEndpoint( void ) const |
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{ |
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return m_path[ m_pathLength-1 ].pos; |
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} |
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inline const Vector &CCSBot::GetPathPosition( int index ) const |
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{ |
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return m_path[ index ].pos; |
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} |
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inline bool CCSBot::IsUsingLadder( void ) const |
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{ |
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return (m_pathLadder) ? true : false; |
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} |
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inline void CCSBot::SetGoalEntity( CBaseEntity *entity ) |
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{ |
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m_goalEntity = entity; |
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} |
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inline CBaseEntity *CCSBot::GetGoalEntity( void ) |
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{ |
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return m_goalEntity; |
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} |
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inline void CCSBot::ForceRun( float duration ) |
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{ |
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Run(); |
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m_mustRunTimer.Start( duration ); |
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} |
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inline void CCSBot::Wait( float duration ) |
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{ |
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m_waitTimer.Start( duration ); |
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} |
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inline bool CCSBot::IsWaiting( void ) const |
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{ |
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return !m_waitTimer.IsElapsed(); |
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} |
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inline void CCSBot::StopWaiting( void ) |
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{ |
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m_waitTimer.Invalidate(); |
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} |
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inline bool CCSBot::HasVisitedEnemySpawn( void ) const |
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{ |
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return m_hasVisitedEnemySpawn; |
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} |
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inline const Vector &CCSBot::EyePositionConst( void ) const |
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{ |
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return m_eyePosition; |
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} |
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inline void CCSBot::SetLookAngles( float yaw, float pitch ) |
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{ |
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m_lookYaw = yaw; |
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m_lookPitch = pitch; |
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} |
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inline void CCSBot::SetForwardAngle( float angle ) |
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{ |
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m_forwardAngle = angle; |
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} |
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inline void CCSBot::SetLookAheadAngle( float angle ) |
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{ |
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m_lookAheadAngle = angle; |
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} |
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inline void CCSBot::ClearLookAt( void ) |
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{ |
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//PrintIfWatched( "ClearLookAt()\n" ); |
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m_lookAtSpotState = NOT_LOOKING_AT_SPOT; |
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m_lookAtDesc = NULL; |
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} |
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inline bool CCSBot::IsLookingAtSpot( PriorityType pri ) const |
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{ |
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if (m_lookAtSpotState != NOT_LOOKING_AT_SPOT && m_lookAtSpotPriority >= pri) |
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return true; |
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|
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return false; |
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} |
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inline bool CCSBot::IsViewMoving( float angleVelThreshold ) const |
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{ |
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if (m_lookYawVel < angleVelThreshold && m_lookYawVel > -angleVelThreshold && |
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m_lookPitchVel < angleVelThreshold && m_lookPitchVel > -angleVelThreshold) |
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{ |
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return false; |
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} |
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|
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return true; |
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} |
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inline bool CCSBot::HasViewBeenSteady( float duration ) const |
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{ |
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return (m_viewSteadyTimer.GetElapsedTime() > duration); |
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} |
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inline bool CCSBot::HasLookAtTarget( void ) const |
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{ |
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return (m_lookAtSpotState != NOT_LOOKING_AT_SPOT); |
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} |
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inline bool CCSBot::IsEnemyPartVisible( VisiblePartType part ) const |
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{ |
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VPROF_BUDGET( "CCSBot::IsEnemyPartVisible", VPROF_BUDGETGROUP_NPCS ); |
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|
|
if (!IsEnemyVisible()) |
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return false; |
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|
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return (m_visibleEnemyParts & part) ? true : false; |
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} |
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inline bool CCSBot::IsSignificantlyCloser( const CCSPlayer *testPlayer, const CCSPlayer *referencePlayer ) const |
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{ |
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if ( !referencePlayer ) |
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return true; |
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|
|
if ( !testPlayer ) |
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return false; |
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|
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float testDist = ( GetAbsOrigin() - testPlayer->GetAbsOrigin() ).Length(); |
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float referenceDist = ( GetAbsOrigin() - referencePlayer->GetAbsOrigin() ).Length(); |
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|
|
const float significantRangeFraction = 0.7f; |
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if ( testDist < referenceDist * significantRangeFraction ) |
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return true; |
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|
|
return false; |
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} |
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inline void CCSBot::ClearApproachPoints( void ) |
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{ |
|
m_approachPointCount = 0; |
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} |
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|
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inline const CNavArea *CCSBot::GetInitialEncounterArea( void ) const |
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{ |
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return m_initialEncounterArea; |
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} |
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|
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inline void CCSBot::SetInitialEncounterArea( const CNavArea *area ) |
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{ |
|
m_initialEncounterArea = area; |
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} |
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|
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inline bool CCSBot::IsThrowingGrenade( void ) const |
|
{ |
|
return m_grenadeTossState != NOT_THROWING; |
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} |
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|
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inline bool CCSBot::IsAvoidingGrenade( void ) const |
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{ |
|
return !m_isAvoidingGrenade.IsElapsed(); |
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} |
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|
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inline void CCSBot::PrimaryAttack( void ) |
|
{ |
|
if ( IsUsingPistol() && !CanActiveWeaponFire() ) |
|
return; |
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|
|
BaseClass::PrimaryAttack(); |
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} |
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|
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inline CCSBot::ZoomType CCSBot::GetZoomLevel( void ) |
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{ |
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if (GetFOV() > 60.0f) |
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return NO_ZOOM; |
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if (GetFOV() > 25.0f) |
|
return LOW_ZOOM; |
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return HIGH_ZOOM; |
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} |
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|
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inline bool CCSBot::IsWaitingForZoom( void ) const |
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{ |
|
return !m_zoomTimer.IsElapsed(); |
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} |
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|
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inline int CCSBot::GetHostageEscortCount( void ) const |
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{ |
|
return m_hostageEscortCount; |
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} |
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|
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inline void CCSBot::IncreaseHostageEscortCount( void ) |
|
{ |
|
++m_hostageEscortCount; |
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} |
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|
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inline void CCSBot::ResetWaitForHostagePatience( void ) |
|
{ |
|
m_isWaitingForHostage = false; |
|
m_inhibitWaitingForHostageTimer.Invalidate(); |
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} |
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|
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inline bool CCSBot::IsUsingVoice() const |
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{ |
|
return m_voiceEndTimestamp > gpGlobals->curtime; |
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} |
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|
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inline bool CCSBot::IsOpeningDoor( void ) const |
|
{ |
|
return m_isOpeningDoor; |
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} |
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|
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//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Return true if the given weapon is a sniper rifle |
|
*/ |
|
inline bool IsSniperRifle( CWeaponCSBase *weapon ) |
|
{ |
|
if (weapon == NULL) |
|
return false; |
|
|
|
return weapon->IsKindOf(WEAPONTYPE_SNIPER_RIFLE); |
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} |
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|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Functor used with NavAreaBuildPath() |
|
*/ |
|
class PathCost |
|
{ |
|
public: |
|
PathCost( CCSBot *bot, RouteType route = SAFEST_ROUTE ) |
|
{ |
|
m_bot = bot; |
|
m_route = route; |
|
} |
|
|
|
// HPE_TODO[pmf]: check that these new parameters are okay to be ignored |
|
float operator() ( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator, float length ) |
|
{ |
|
float baseDangerFactor = 100.0f; // 100 |
|
|
|
// respond to the danger modulated by our aggression (even super-aggressives pay SOME attention to danger) |
|
float dangerFactor = (1.0f - (0.95f * m_bot->GetProfile()->GetAggression())) * baseDangerFactor; |
|
|
|
if (fromArea == NULL) |
|
{ |
|
if (m_route == FASTEST_ROUTE) |
|
return 0.0f; |
|
|
|
// first area in path, cost is just danger |
|
return dangerFactor * area->GetDanger( m_bot->GetTeamNumber() ); |
|
} |
|
else if ((fromArea->GetAttributes() & NAV_MESH_JUMP) && (area->GetAttributes() & NAV_MESH_JUMP)) |
|
{ |
|
// cannot actually walk in jump areas - disallow moving from jump area to jump area |
|
return -1.0f; |
|
} |
|
if ( area->GetAttributes() & NAV_MESH_NO_HOSTAGES && m_bot->GetHostageEscortCount() ) |
|
{ |
|
// if we're leading hostages, don't try to go where they can't |
|
return -1.0f; |
|
} |
|
else |
|
{ |
|
// compute distance from previous area to this area |
|
float dist; |
|
if (ladder) |
|
{ |
|
// ladders are slow to use |
|
const float ladderPenalty = 1.0f; // 3.0f; |
|
dist = ladderPenalty * ladder->m_length; |
|
|
|
// if we are currently escorting hostages, avoid ladders (hostages are confused by them) |
|
//if (m_bot->GetHostageEscortCount()) |
|
// dist *= 100.0f; |
|
} |
|
else |
|
{ |
|
dist = (area->GetCenter() - fromArea->GetCenter()).Length(); |
|
} |
|
|
|
// compute distance travelled along path so far |
|
float cost = dist + fromArea->GetCostSoFar(); |
|
|
|
// zombies ignore all path penalties |
|
if (cv_bot_zombie.GetBool()) |
|
return cost; |
|
|
|
// add cost of "jump down" pain unless we're jumping into water |
|
if (!area->IsUnderwater() && area->IsConnected( fromArea, NUM_DIRECTIONS ) == false) |
|
{ |
|
// this is a "jump down" (one way drop) transition - estimate damage we will take to traverse it |
|
float fallDistance = -fromArea->ComputeGroundHeightChange( area ); |
|
|
|
// if it's a drop-down ladder, estimate height from the bottom of the ladder to the lower area |
|
if ( ladder && ladder->m_bottom.z < fromArea->GetCenter().z && ladder->m_bottom.z > area->GetCenter().z ) |
|
{ |
|
fallDistance = ladder->m_bottom.z - area->GetCenter().z; |
|
} |
|
|
|
float fallDamage = m_bot->GetApproximateFallDamage( fallDistance ); |
|
|
|
if (fallDamage > 0.0f) |
|
{ |
|
// if the fall would kill us, don't use it |
|
const float deathFallMargin = 10.0f; |
|
if (fallDamage + deathFallMargin >= m_bot->GetHealth()) |
|
return -1.0f; |
|
|
|
// if we need to get there in a hurry, ignore minor pain |
|
const float painTolerance = 15.0f * m_bot->GetProfile()->GetAggression() + 10.0f; |
|
if (m_route != FASTEST_ROUTE || fallDamage > painTolerance) |
|
{ |
|
// cost is proportional to how much it hurts when we fall |
|
// 10 points - not a big deal, 50 points - ouch! |
|
cost += 100.0f * fallDamage * fallDamage; |
|
} |
|
} |
|
} |
|
|
|
// if this is a "crouch" or "walk" area, add penalty |
|
if (area->GetAttributes() & (NAV_MESH_CROUCH | NAV_MESH_WALK)) |
|
{ |
|
// these areas are very slow to move through |
|
float penalty = (m_route == FASTEST_ROUTE) ? 20.0f : 5.0f; |
|
|
|
// avoid crouch areas if we are rescuing hostages |
|
if ((area->GetAttributes() & NAV_MESH_CROUCH) && m_bot->GetHostageEscortCount()) |
|
{ |
|
penalty *= 3.0f; |
|
} |
|
|
|
cost += penalty * dist; |
|
} |
|
|
|
// if this is a "jump" area, add penalty |
|
if (area->GetAttributes() & NAV_MESH_JUMP) |
|
{ |
|
// jumping can slow you down |
|
//const float jumpPenalty = (m_route == FASTEST_ROUTE) ? 100.0f : 0.5f; |
|
const float jumpPenalty = 1.0f; |
|
cost += jumpPenalty * dist; |
|
} |
|
|
|
// if this is an area to avoid, add penalty |
|
if (area->GetAttributes() & NAV_MESH_AVOID) |
|
{ |
|
const float avoidPenalty = 20.0f; |
|
cost += avoidPenalty * dist; |
|
} |
|
|
|
if (m_route == SAFEST_ROUTE) |
|
{ |
|
// add in the danger of this path - danger is per unit length travelled |
|
cost += dist * dangerFactor * area->GetDanger( m_bot->GetTeamNumber() ); |
|
} |
|
|
|
if (!m_bot->IsAttacking()) |
|
{ |
|
// add in cost of teammates in the way |
|
|
|
// approximate density of teammates based on area |
|
float size = (area->GetSizeX() + area->GetSizeY())/2.0f; |
|
|
|
// degenerate check |
|
if (size >= 1.0f) |
|
{ |
|
// cost is proportional to the density of teammates in this area |
|
const float costPerFriendPerUnit = 50000.0f; |
|
cost += costPerFriendPerUnit * (float)area->GetPlayerCount( m_bot->GetTeamNumber() ) / size; |
|
} |
|
} |
|
|
|
return cost; |
|
} |
|
} |
|
|
|
private: |
|
CCSBot *m_bot; |
|
RouteType m_route; |
|
}; |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
// |
|
// Prototypes |
|
// |
|
extern int GetBotFollowCount( CCSPlayer *leader ); |
|
extern const Vector *FindNearbyRetreatSpot( CCSBot *me, float maxRange = 250.0f ); |
|
extern const HidingSpot *FindInitialEncounterSpot( CBaseEntity *me, const Vector &searchOrigin, float enemyArriveTime, float maxRange, bool isSniper ); |
|
|
|
|
|
#endif // _CS_BOT_H_ |
|
|
|
|