Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
#include "cbase.h"
#include "cs_bot.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern int gmsgBotVoice;
//--------------------------------------------------------------------------------------------------------------
/**
* Returns true if the radio message is an order to do something
* NOTE: "Report in" is not considered a "command" because it doesnt ask the bot to go somewhere, or change its mind
*/
bool CCSBot::IsRadioCommand( RadioType event ) const
{
if (event == RADIO_AFFIRMATIVE ||
event == RADIO_NEGATIVE ||
event == RADIO_ENEMY_SPOTTED ||
event == RADIO_SECTOR_CLEAR ||
event == RADIO_REPORTING_IN ||
event == RADIO_REPORT_IN_TEAM ||
event == RADIO_ENEMY_DOWN ||
event == RADIO_INVALID )
return false;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Respond to radio commands from HUMAN players
*/
void CCSBot::RespondToRadioCommands( void )
{
// bots use the chatter system to respond to each other
if (m_radioSubject != NULL && m_radioSubject->IsPlayer())
{
CCSPlayer *player = m_radioSubject;
if (player->IsBot())
{
m_lastRadioCommand = RADIO_INVALID;
return;
}
}
if (m_lastRadioCommand == RADIO_INVALID)
return;
// a human player has issued a radio command
GetChatter()->ResetRadioSilenceDuration();
// if we are doing something important, ignore the radio
// unless it is a "report in" request - we can do that while we continue to do other things
/// @todo Create "uninterruptable" flag
if (m_lastRadioCommand != RADIO_REPORT_IN_TEAM)
{
if (IsBusy())
{
// consume command
m_lastRadioCommand = RADIO_INVALID;
return;
}
}
// wait for reaction time before responding
// delay needs to be long enough for the radio message we're responding to to finish
float respondTime = 1.0f + 2.0f * GetProfile()->GetReactionTime();
if (IsRogue())
respondTime += 2.0f;
if (gpGlobals->curtime - m_lastRadioRecievedTimestamp < respondTime)
return;
// rogues won't follow commands, unless already following the player
if (!IsFollowing() && IsRogue())
{
if (IsRadioCommand( m_lastRadioCommand ))
{
GetChatter()->Negative();
}
// consume command
m_lastRadioCommand = RADIO_INVALID;
return;
}
CCSPlayer *player = m_radioSubject;
if (player == NULL)
return;
// respond to command
bool canDo = false;
const float inhibitAutoFollowDuration = 60.0f;
switch( m_lastRadioCommand )
{
case RADIO_REPORT_IN_TEAM:
{
GetChatter()->ReportingIn();
break;
}
case RADIO_FOLLOW_ME:
case RADIO_COVER_ME:
case RADIO_STICK_TOGETHER_TEAM:
case RADIO_REGROUP_TEAM:
{
if (!IsFollowing())
{
Follow( player );
player->AllowAutoFollow();
canDo = true;
}
break;
}
case RADIO_ENEMY_SPOTTED:
case RADIO_NEED_BACKUP:
case RADIO_TAKING_FIRE:
if (!IsFollowing())
{
Follow( player );
GetChatter()->Say( "OnMyWay" );
player->AllowAutoFollow();
canDo = false;
}
break;
case RADIO_TEAM_FALL_BACK:
{
if (TryToRetreat())
canDo = true;
break;
}
case RADIO_HOLD_THIS_POSITION:
{
// find the leader's area
SetTask( HOLD_POSITION );
StopFollowing();
player->InhibitAutoFollow( inhibitAutoFollowDuration );
Hide( TheNavMesh->GetNearestNavArea( m_radioPosition ) );
canDo = true;
break;
}
case RADIO_GO_GO_GO:
case RADIO_STORM_THE_FRONT:
StopFollowing();
Hunt();
canDo = true;
player->InhibitAutoFollow( inhibitAutoFollowDuration );
break;
case RADIO_GET_OUT_OF_THERE:
if (TheCSBots()->IsBombPlanted())
{
EscapeFromBomb();
player->InhibitAutoFollow( inhibitAutoFollowDuration );
canDo = true;
}
break;
case RADIO_SECTOR_CLEAR:
{
// if this is a defusal scenario, and the bomb is planted,
// and a human player cleared a bombsite, check it off our list too
if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_DEFUSE_BOMB)
{
if (GetTeamNumber() == TEAM_CT && TheCSBots()->IsBombPlanted())
{
const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone( player );
if (zone)
{
GetGameState()->ClearBombsite( zone->m_index );
// if we are huting for the planted bomb, re-select bombsite
if (GetTask() == FIND_TICKING_BOMB)
Idle();
canDo = true;
}
}
}
break;
}
default:
// ignore all other radio commands for now
return;
}
if (canDo)
{
// affirmative
GetChatter()->Affirmative();
// if we agreed to follow a new command, put away our grenade
if (IsRadioCommand( m_lastRadioCommand ) && IsUsingGrenade())
{
EquipBestWeapon();
}
}
// consume command
m_lastRadioCommand = RADIO_INVALID;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Decide if we should move to help the player, return true if we will
*/
bool CCSBot::RespondToHelpRequest( CCSPlayer *them, Place place, float maxRange )
{
if (IsRogue())
return false;
// if we're busy, ignore
if (IsBusy())
return false;
Vector themOrigin = GetCentroid( them );
// if we are too far away, ignore
if (maxRange > 0.0f)
{
// compute actual travel distance
PathCost cost(this);
float travelDistance = NavAreaTravelDistance( m_lastKnownArea, TheNavMesh->GetNearestNavArea( themOrigin ), cost );
if (travelDistance < 0.0f)
return false;
if (travelDistance > maxRange)
return false;
}
if (place == UNDEFINED_PLACE)
{
// if we have no "place" identifier, go directly to them
// if we are already there, ignore
float rangeSq = (them->GetAbsOrigin() - GetAbsOrigin()).LengthSqr();
const float close = 750.0f * 750.0f;
if (rangeSq < close)
return true;
MoveTo( themOrigin, FASTEST_ROUTE );
}
else
{
// if we are already there, ignore
if (GetPlace() == place)
return true;
// go to where help is needed
const Vector *pos = GetRandomSpotAtPlace( place );
if (pos)
{
MoveTo( *pos, FASTEST_ROUTE );
}
else
{
MoveTo( themOrigin, FASTEST_ROUTE );
}
}
// acknowledge
GetChatter()->Say( "OnMyWay" );
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Send a radio message
*/
void CCSBot::SendRadioMessage( RadioType event )
{
// make sure this is a radio event
if (event <= RADIO_START_1 || event >= RADIO_END)
return;
PrintIfWatched( "%3.1f: SendRadioMessage( %s )\n", gpGlobals->curtime, RadioEventName[ event ] );
// note the time the message was sent
TheCSBots()->SetRadioMessageTimestamp( event, GetTeamNumber() );
m_lastRadioSentTimestamp = gpGlobals->curtime;
char slot[2];
slot[1] = '\000';
if (event > RADIO_START_1 && event < RADIO_START_2)
{
HandleMenu_Radio1( event - RADIO_START_1 );
}
else if (event > RADIO_START_2 && event < RADIO_START_3)
{
HandleMenu_Radio2( event - RADIO_START_2 );
}
else
{
HandleMenu_Radio3( event - RADIO_START_3 );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Send voice chatter. Also sends the entindex and duration for voice feedback.
*/
void CCSBot::SpeakAudio( const char *voiceFilename, float duration, int pitch )
{
if( !IsAlive() )
return;
if ( IsObserver() )
return;
CRecipientFilter filter;
ConstructRadioFilter( filter );
UserMessageBegin ( filter, "RawAudio" );
WRITE_BYTE( pitch );
WRITE_BYTE( entindex() );
WRITE_FLOAT( duration );
WRITE_STRING( voiceFilename );
MessageEnd();
GetChatter()->ResetRadioSilenceDuration();
m_voiceEndTimestamp = gpGlobals->curtime + duration;
}