Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
#include "cbase.h"
#include "cs_gamerules.h"
#include "KeyValues.h"
#include "cs_bot.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnPlayerDeath( IGameEvent *event )
{
if ( !IsAlive() )
return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
if ( player == this )
return;
Vector playerOrigin = (player) ? GetCentroid( player ) : Vector( 0, 0, 0 );
CBasePlayer *other = UTIL_PlayerByUserId( event->GetInt( "attacker" ) );
CBasePlayer *victim = player;
CBasePlayer *killer = (other && other->IsPlayer()) ? static_cast<CBasePlayer *>( other ) : NULL;
// if the human player died in the single player game, tell the team
if (CSGameRules()->IsCareer() && victim && !victim->IsBot() && victim->GetTeamNumber() == GetTeamNumber())
{
GetChatter()->Say( "CommanderDown", 20.0f );
}
// keep track of the last player we killed
if (killer == this)
{
m_lastVictimID = victim ? victim->entindex() : 0;
}
// react to teammate death
if (victim && victim->GetTeamNumber() == GetTeamNumber())
{
// note time of death
m_friendDeathTimestamp = gpGlobals->curtime;
// chastise friendly fire from humans
if (killer && !killer->IsBot() && killer->GetTeamNumber() == GetTeamNumber() && killer != this)
{
GetChatter()->KilledFriend();
}
if (IsAttacking())
{
if (GetTimeSinceLastSawEnemy() > 0.4f)
{
PrintIfWatched( "Rethinking my attack due to teammate death\n" );
// allow us to sneak past windows, doors, etc
IgnoreEnemies( 1.0f );
// move to last known position of enemy - this could cause us to flank if
// the danger has changed due to our teammate's recent death
SetTask( MOVE_TO_LAST_KNOWN_ENEMY_POSITION, GetBotEnemy() );
MoveTo( GetLastKnownEnemyPosition() );
return;
}
}
else // not attacking
{
//
// If we just saw a nearby friend die, and we haven't yet acquired an enemy
// automatically acquire our dead friend's killer
//
if (GetDisposition() == ENGAGE_AND_INVESTIGATE || GetDisposition() == OPPORTUNITY_FIRE)
{
CBasePlayer *other = UTIL_PlayerByUserId( event->GetInt( "attacker" ) );
// check that attacker is an enemy (for friendly fire, etc)
if (other && other->IsPlayer())
{
CCSPlayer *killer = static_cast<CCSPlayer *>( other );
if (killer->GetTeamNumber() != GetTeamNumber())
{
// check if we saw our friend die - dont check FOV - assume we're aware of our surroundings in combat
// snipers stay put
if (!IsSniper() && IsVisible( playerOrigin ))
{
// people are dying - we should hurry
Hurry( RandomFloat( 10.0f, 15.0f ) );
// if we're hiding with only our knife, be a little more cautious
const float knifeAmbushChance = 50.0f;
if (!IsHiding() || !IsUsingKnife() || RandomFloat( 0, 100 ) < knifeAmbushChance)
{
PrintIfWatched( "Attacking our friend's killer!\n" );
Attack( killer );
return;
}
}
// if friend was far away and we haven't seen an enemy in awhile, go to where our friend was killed
const float longHidingTime = 20.0f;
if (IsHunting() || IsInvestigatingNoise() || (IsHiding() && GetTask() != FOLLOW && GetHidingTime() > longHidingTime))
{
const float someTime = 10.0f;
const float farAway = 750.0f;
if (GetTimeSinceLastSawEnemy() > someTime && (playerOrigin - GetAbsOrigin()).IsLengthGreaterThan( farAway ))
{
PrintIfWatched( "Checking out where our friend was killed\n" );
MoveTo( playerOrigin, FASTEST_ROUTE );
return;
}
}
}
}
}
}
}
else // an enemy was killed
{
// forget our current noise - it may have come from the now dead enemy
ForgetNoise();
if (killer && killer->GetTeamNumber() == GetTeamNumber())
{
// only chatter about enemy kills if we see them occur, and they were the last one we see
if (GetNearbyEnemyCount() <= 1)
{
// report if number of enemies left is few and we killed the last one we saw locally
GetChatter()->EnemiesRemaining();
Vector victimOrigin = (victim) ? GetCentroid( victim ) : Vector( 0, 0, 0 );
if (IsVisible( victimOrigin, CHECK_FOV ))
{
// congratulate teammates on their kills
if (killer && killer != this)
{
float delay = RandomFloat( 2.0f, 3.0f );
if (killer->IsBot())
{
if (RandomFloat( 0.0f, 100.0f ) < 40.0f)
GetChatter()->Say( "NiceShot", 3.0f, delay );
}
else
{
// humans get the honorific
if (CSGameRules()->IsCareer())
GetChatter()->Say( "NiceShotCommander", 3.0f, delay );
else
GetChatter()->Say( "NiceShotSir", 3.0f, delay );
}
}
}
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnPlayerRadio( IGameEvent *event )
{
if ( !IsAlive() )
return;
// don't react to our own events
CCSPlayer *player = ToCSPlayer( UTIL_PlayerByUserId( event->GetInt( "userid" ) ) );
if ( player == this )
return;
//
// Process radio events from our team
//
if (player && player->GetTeamNumber() == GetTeamNumber() )
{
/// @todo Distinguish between radio commands and responses
RadioType radioEvent = (RadioType)event->GetInt( "slot" );
if (radioEvent != RADIO_INVALID && radioEvent != RADIO_AFFIRMATIVE && radioEvent != RADIO_NEGATIVE && radioEvent != RADIO_REPORTING_IN)
{
m_lastRadioCommand = radioEvent;
m_lastRadioRecievedTimestamp = gpGlobals->curtime;
m_radioSubject = player;
m_radioPosition = GetCentroid( player );
}
}
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnPlayerFallDamage( IGameEvent *event )
{
if ( !IsAlive() )
return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
if ( player == this )
return;
OnAudibleEvent( event, player, 1100.0f, PRIORITY_LOW, false ); // player_falldamage
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnPlayerFootstep( IGameEvent *event )
{
if ( !IsAlive() )
return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
if ( player == this )
return;
OnAudibleEvent( event, player, 1100.0f, PRIORITY_LOW, false, IS_FOOTSTEP ); // player_footstep
}