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 "cs_bot.h"
#include "fmtstr.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------------------------------------
float CCSBot::GetMoveSpeed( void )
{
return 250.0f;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Lightweight maintenance, invoked frequently
*/
void CCSBot::Upkeep( void )
{
VPROF_BUDGET( "CCSBot::Upkeep", VPROF_BUDGETGROUP_NPCS );
if (TheNavMesh->IsGenerating() || !IsAlive())
return;
// If bot_flipout is on, then generate some random commands.
if ( cv_bot_flipout.GetBool() )
{
int val = RandomInt( 0, 2 );
if ( val == 0 )
MoveForward();
else if ( val == 1 )
MoveBackward();
val = RandomInt( 0, 2 );
if ( val == 0 )
StrafeLeft();
else if ( val == 1 )
StrafeRight();
if ( RandomInt( 0, 5 ) == 0 )
Jump( true );
val = RandomInt( 0, 2 );
if ( val == 0 )
Crouch();
else ( val == 1 );
StandUp();
return;
}
// BOTPORT: Remove this nasty hack
m_eyePosition = EyePosition();
Vector myOrigin = GetCentroid( this );
// aiming must be smooth - update often
if (IsAimingAtEnemy())
{
UpdateAimOffset();
// aim at enemy, if he's still alive
if (m_enemy != NULL && m_enemy->IsAlive())
{
Vector enemyOrigin = GetCentroid( m_enemy );
if (m_isEnemyVisible)
{
//
// Enemy is visible - determine which part of him to shoot at
//
const float sharpshooter = 0.8f;
VisiblePartType aimAtPart;
if (IsUsingMachinegun())
{
// spray the big machinegun at the enemy's gut
aimAtPart = GUT;
}
else if (IsUsing( WEAPON_AWP ) || IsUsingShotgun())
{
// these weapons are best aimed at the chest
aimAtPart = GUT;
}
else if (GetProfile()->GetSkill() > 0.5f && IsActiveWeaponRecoilHigh() )
{
// sprayin' and prayin' - aim at the gut since we're not going to be accurate
aimAtPart = GUT;
}
else if (GetProfile()->GetSkill() < sharpshooter)
{
// low skill bots don't go for headshots
aimAtPart = GUT;
}
else
{
// high skill - aim for the head
aimAtPart = HEAD;
}
if (IsEnemyPartVisible( aimAtPart ))
{
m_aimSpot = GetPartPosition( GetBotEnemy(), aimAtPart );
}
else
{
// desired part is blocked - aim at whatever part is visible
if (IsEnemyPartVisible( GUT ))
{
m_aimSpot = GetPartPosition( GetBotEnemy(), GUT );
}
else if (IsEnemyPartVisible( HEAD ))
{
m_aimSpot = GetPartPosition( GetBotEnemy(), HEAD );
}
else if (IsEnemyPartVisible( LEFT_SIDE ))
{
m_aimSpot = GetPartPosition( GetBotEnemy(), LEFT_SIDE );
}
else if (IsEnemyPartVisible( RIGHT_SIDE ))
{
m_aimSpot = GetPartPosition( GetBotEnemy(), RIGHT_SIDE );
}
else // FEET
{
m_aimSpot = GetPartPosition( GetBotEnemy(), FEET );
}
}
// high skill bots lead the target a little to compensate for update tick latency
/*
if (false && GetProfile()->GetSkill() > 0.5f)
{
const float k = 1.0f;
m_aimSpot += k * g_flBotCommandInterval * (m_enemy->GetAbsVelocity() - GetAbsVelocity());
}
*/
}
else
{
// aim where we last saw enemy - but bend the ray so we dont point directly into walls
// if we put this back, make sure you only bend the ray ONCE and keep the bent spot - dont continually recompute
//BendLineOfSight( m_eyePosition, m_lastEnemyPosition, &m_aimSpot );
m_aimSpot = m_lastEnemyPosition;
}
// add in aim error
m_aimSpot.x += m_aimOffset.x;
m_aimSpot.y += m_aimOffset.y;
m_aimSpot.z += m_aimOffset.z;
Vector to = m_aimSpot - EyePositionConst();
QAngle idealAngle;
VectorAngles( to, idealAngle );
// adjust aim angle for recoil, based on bot skill
const QAngle &punchAngles = GetPunchAngle();
idealAngle -= punchAngles * GetProfile()->GetSkill();
SetLookAngles( idealAngle.y, idealAngle.x );
}
}
else
{
if (m_lookAtSpotClearIfClose)
{
// dont look at spots just in front of our face - it causes erratic view rotation
const float tooCloseRange = 100.0f;
if ((m_lookAtSpot - myOrigin).IsLengthLessThan( tooCloseRange ))
m_lookAtSpotState = NOT_LOOKING_AT_SPOT;
}
switch( m_lookAtSpotState )
{
case NOT_LOOKING_AT_SPOT:
{
// look ahead
SetLookAngles( m_lookAheadAngle, 0.0f );
break;
}
case LOOK_TOWARDS_SPOT:
{
UpdateLookAt();
if (IsLookingAtPosition( m_lookAtSpot, m_lookAtSpotAngleTolerance ))
{
m_lookAtSpotState = LOOK_AT_SPOT;
m_lookAtSpotTimestamp = gpGlobals->curtime;
}
break;
}
case LOOK_AT_SPOT:
{
UpdateLookAt();
if (m_lookAtSpotDuration >= 0.0f && gpGlobals->curtime - m_lookAtSpotTimestamp > m_lookAtSpotDuration)
{
m_lookAtSpotState = NOT_LOOKING_AT_SPOT;
m_lookAtSpotDuration = 0.0f;
}
break;
}
}
// have view "drift" very slowly, so view looks "alive"
if (!IsUsingSniperRifle())
{
float driftAmplitude = 2.0f;
if (IsBlind())
{
driftAmplitude = 5.0f;
}
m_lookYaw += driftAmplitude * BotCOS( 33.0f * gpGlobals->curtime );
m_lookPitch += driftAmplitude * BotSIN( 13.0f * gpGlobals->curtime );
}
}
// view angles can change quickly
UpdateLookAngles();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Heavyweight processing, invoked less often
*/
void CCSBot::Update( void )
{
VPROF_BUDGET( "CCSBot::Update", VPROF_BUDGETGROUP_NPCS );
// If bot_flipout is on, then we only do stuff in Upkeep().
if ( cv_bot_flipout.GetBool() )
return;
Vector myOrigin = GetCentroid( this );
// if we are spectating, get into the game
if (GetTeamNumber() == 0)
{
HandleCommand_JoinTeam( m_desiredTeam );
int desiredClass = GetProfile()->GetSkin();
if ( m_desiredTeam == TEAM_CT && desiredClass )
{
desiredClass = FIRST_CT_CLASS + desiredClass - 1;
}
else if ( m_desiredTeam == TEAM_TERRORIST && desiredClass )
{
desiredClass = FIRST_T_CLASS + desiredClass - 1;
}
HandleCommand_JoinClass( desiredClass );
return;
}
// update our radio chatter
// need to allow bots to finish their chatter even if they are dead
GetChatter()->Update();
// check if we are dead
if (!IsAlive())
{
// remember that we died
m_diedLastRound = true;
BotDeathThink();
return;
}
// the bot is alive and in the game at this point
m_hasJoined = true;
//
// Debug beam rendering
//
if (cv_bot_debug.GetBool() && IsLocalPlayerWatchingMe())
{
DebugDisplay();
}
if (cv_bot_stop.GetBool())
return;
// check if we are stuck
StuckCheck();
// Check for physics props and other breakables in our way that we can break
BreakablesCheck();
// Check for useable doors in our way that we need to open
DoorCheck();
// update travel distance to all players (this is an optimization)
UpdateTravelDistanceToAllPlayers();
// if our current 'noise' was heard a long time ago, forget it
const float rememberNoiseDuration = 20.0f;
if (m_noiseTimestamp > 0.0f && gpGlobals->curtime - m_noiseTimestamp > rememberNoiseDuration)
{
ForgetNoise();
}
// where are we
if (!m_currentArea || !m_currentArea->Contains( myOrigin ))
{
m_currentArea = (CCSNavArea *)TheNavMesh->GetNavArea( myOrigin );
}
// track the last known area we were in
if (m_currentArea && m_currentArea != m_lastKnownArea)
{
m_lastKnownArea = m_currentArea;
OnEnteredNavArea( m_currentArea );
}
// keep track of how long we have been motionless
const float stillSpeed = 10.0f;
if (GetAbsVelocity().IsLengthLessThan( stillSpeed ))
{
m_stillTimer.Start();
}
else
{
m_stillTimer.Invalidate();
}
// if we're blind, retreat!
if (IsBlind())
{
if (m_blindFire)
{
PrimaryAttack();
}
}
UpdatePanicLookAround();
//
// Enemy acquisition and attack initiation
//
// take a snapshot and update our reaction time queue
UpdateReactionQueue();
// "threat" may be the same as our current enemy
CCSPlayer *threat = GetRecognizedEnemy();
if (threat)
{
Vector threatOrigin = GetCentroid( threat );
// adjust our personal "safe" time
AdjustSafeTime();
BecomeAlert();
const float selfDefenseRange = 500.0f; // 750.0f;
const float farAwayRange = 2000.0f;
//
// Decide if we should attack
//
bool doAttack = false;
switch( GetDisposition() )
{
case IGNORE_ENEMIES:
{
// never attack
doAttack = false;
break;
}
case SELF_DEFENSE:
{
// attack if fired on
doAttack = (IsPlayerLookingAtMe( threat, 0.99f ) && DidPlayerJustFireWeapon( threat ));
// attack if enemy very close
if (!doAttack)
{
doAttack = (myOrigin - threatOrigin).IsLengthLessThan( selfDefenseRange );
}
break;
}
case ENGAGE_AND_INVESTIGATE:
case OPPORTUNITY_FIRE:
{
if ((myOrigin - threatOrigin).IsLengthGreaterThan( farAwayRange ))
{
// enemy is very far away - wait to take our shot until he is closer
// unless we are a sniper or he is shooting at us
if (IsSniper())
{
// snipers love far away targets
doAttack = true;
}
else
{
// attack if fired on
doAttack = (IsPlayerLookingAtMe( threat, 0.99f ) && DidPlayerJustFireWeapon( threat ));
}
}
else
{
// normal combat range
doAttack = true;
}
break;
}
}
// if we aren't attacking but we are being attacked, retaliate
if (!doAttack && !IsAttacking() && GetDisposition() != IGNORE_ENEMIES)
{
const float recentAttackDuration = 1.0f;
if (GetTimeSinceAttacked() < recentAttackDuration)
{
// we may not be attacking our attacker, but at least we're not just taking it
// (since m_attacker isn't reaction-time delayed, we can't directly use it)
doAttack = true;
PrintIfWatched( "Ouch! Retaliating!\n" );
}
}
if (doAttack)
{
if (!IsAttacking() || threat != GetBotEnemy())
{
if (IsUsingKnife() && IsHiding())
{
// if hiding with a knife, wait until threat is close
const float knifeAttackRange = 250.0f;
if ((GetAbsOrigin() - threat->GetAbsOrigin()).IsLengthLessThan( knifeAttackRange ))
{
Attack( threat );
}
}
else
{
Attack( threat );
}
}
}
else
{
// dont attack, but keep track of nearby enemies
SetBotEnemy( threat );
m_isEnemyVisible = true;
}
TheCSBots()->SetLastSeenEnemyTimestamp();
}
//
// Validate existing enemy, if any
//
if (m_enemy != NULL)
{
if (IsAwareOfEnemyDeath())
{
// we have noticed that our enemy has died
m_enemy = NULL;
m_isEnemyVisible = false;
}
else
{
// check LOS to current enemy (chest & head), in case he's dead (GetNearestEnemy() only returns live players)
// note we're not checking FOV - once we've acquired an enemy (which does check FOV), assume we know roughly where he is
if (IsVisible( m_enemy, false, &m_visibleEnemyParts ))
{
m_isEnemyVisible = true;
m_lastSawEnemyTimestamp = gpGlobals->curtime;
m_lastEnemyPosition = GetCentroid( m_enemy );
}
else
{
m_isEnemyVisible = false;
}
// check if enemy died
if (m_enemy->IsAlive())
{
m_enemyDeathTimestamp = 0.0f;
m_isLastEnemyDead = false;
}
else if (m_enemyDeathTimestamp == 0.0f)
{
// note time of death (to allow bots to overshoot for a time)
m_enemyDeathTimestamp = gpGlobals->curtime;
m_isLastEnemyDead = true;
}
}
}
else
{
m_isEnemyVisible = false;
}
// if we have seen an enemy recently, keep an eye on him if we can
if (!IsBlind() && !IsLookingAtSpot(PRIORITY_UNINTERRUPTABLE) )
{
const float seenRecentTime = 3.0f;
if (m_enemy != NULL && GetTimeSinceLastSawEnemy() < seenRecentTime)
{
AimAtEnemy();
}
else
{
StopAiming();
}
}
else if( IsAimingAtEnemy() )
{
StopAiming();
}
//
// Hack to fire while retreating
/// @todo Encapsulate aiming and firing on enemies separately from current task
//
if (GetDisposition() == IGNORE_ENEMIES)
{
FireWeaponAtEnemy();
}
// toss grenades
LookForGrenadeTargets();
// process grenade throw state machine
UpdateGrenadeThrow();
// avoid enemy grenades
AvoidEnemyGrenades();
// check if our weapon is totally out of ammo
// or if we no longer feel "safe", equip our weapon
if (!IsSafe() && !IsUsingGrenade() && IsActiveWeaponOutOfAmmo())
{
EquipBestWeapon();
}
/// @todo This doesn't work if we are restricted to just knives and sniper rifles because we cant use the rifle at close range
if (!IsSafe() && !IsUsingGrenade() && IsUsingKnife() && !IsEscapingFromBomb())
{
EquipBestWeapon();
}
// if we haven't seen an enemy in awhile, and we switched to our pistol during combat,
// switch back to our primary weapon (if it still has ammo left)
const float safeRearmTime = 5.0f;
if (!IsReloading() && IsUsingPistol() && !IsPrimaryWeaponEmpty() && GetTimeSinceLastSawEnemy() > safeRearmTime)
{
EquipBestWeapon();
}
// reload our weapon if we must
ReloadCheck();
// equip silencer
SilencerCheck();
// listen to the radio
RespondToRadioCommands();
// make way
const float avoidTime = 0.33f;
if (gpGlobals->curtime - m_avoidTimestamp < avoidTime && m_avoid != NULL)
{
StrafeAwayFromPosition( GetCentroid( m_avoid ) );
}
else
{
m_avoid = NULL;
}
// if we're using a sniper rifle and are no longer attacking, stop looking thru scope
if (!IsAtHidingSpot() && !IsAttacking() && IsUsingSniperRifle() && IsUsingScope())
{
SecondaryAttack();
}
if (!IsBlind())
{
// check encounter spots
UpdatePeripheralVision();
// watch for snipers
if (CanSeeSniper() && !HasSeenSniperRecently())
{
GetChatter()->SpottedSniper();
const float sniperRecentInterval = 20.0f;
m_sawEnemySniperTimer.Start( sniperRecentInterval );
}
//
// Update gamestate
//
if (m_bomber != NULL)
GetChatter()->SpottedBomber( GetBomber() );
if (CanSeeLooseBomb())
GetChatter()->SpottedLooseBomb( TheCSBots()->GetLooseBomb() );
}
//
// Scenario interrupts
//
switch (TheCSBots()->GetScenario())
{
case CCSBotManager::SCENARIO_DEFUSE_BOMB:
{
// flee if the bomb is ready to blow and we aren't defusing it or attacking and we know where the bomb is
// (aggressive players wait until its almost too late)
float gonnaBlowTime = 8.0f - (2.0f * GetProfile()->GetAggression());
// if we have a defuse kit, can wait longer
if (m_bHasDefuser)
gonnaBlowTime *= 0.66f;
if (!IsEscapingFromBomb() && // we aren't already escaping the bomb
TheCSBots()->IsBombPlanted() && // is the bomb planted
GetGameState()->IsPlantedBombLocationKnown() && // we know where the bomb is
TheCSBots()->GetBombTimeLeft() < gonnaBlowTime && // is the bomb about to explode
!IsDefusingBomb() && // we aren't defusing the bomb
!IsAttacking()) // we aren't in the midst of a firefight
{
EscapeFromBomb();
break;
}
break;
}
case CCSBotManager::SCENARIO_RESCUE_HOSTAGES:
{
if (GetTeamNumber() == TEAM_CT)
{
UpdateHostageEscortCount();
}
else
{
// Terrorists have imperfect information on status of hostages
unsigned char status = GetGameState()->ValidateHostagePositions();
if (status & CSGameState::HOSTAGES_ALL_GONE)
{
GetChatter()->HostagesTaken();
Idle();
}
else if (status & CSGameState::HOSTAGE_GONE)
{
GetGameState()->HostageWasTaken();
Idle();
}
}
break;
}
}
//
// Follow nearby humans if our co-op is high and we have nothing else to do
// If we were just following someone, don't auto-follow again for a short while to
// give us a chance to do something else.
//
const float earliestAutoFollowTime = 5.0f;
const float minAutoFollowTeamwork = 0.4f;
if (cv_bot_auto_follow.GetBool() &&
TheCSBots()->GetElapsedRoundTime() > earliestAutoFollowTime &&
GetProfile()->GetTeamwork() > minAutoFollowTeamwork &&
CanAutoFollow() &&
!IsBusy() &&
!IsFollowing() &&
!IsBlind() &&
!GetGameState()->IsAtPlantedBombsite())
{
// chance of following is proportional to teamwork attribute
if (GetProfile()->GetTeamwork() > RandomFloat( 0.0f, 1.0f ))
{
CCSPlayer *leader = GetClosestVisibleHumanFriend();
if (leader && leader->IsAutoFollowAllowed())
{
// count how many bots are already following this player
const float maxFollowCount = 2;
if (GetBotFollowCount( leader ) < maxFollowCount)
{
const float autoFollowRange = 300.0f;
Vector leaderOrigin = GetCentroid( leader );
if ((leaderOrigin - myOrigin).IsLengthLessThan( autoFollowRange ))
{
CNavArea *leaderArea = TheNavMesh->GetNavArea( leaderOrigin );
if (leaderArea)
{
PathCost cost( this, FASTEST_ROUTE );
float travelRange = NavAreaTravelDistance( GetLastKnownArea(), leaderArea, cost );
if (travelRange >= 0.0f && travelRange < autoFollowRange)
{
// follow this human
Follow( leader );
PrintIfWatched( "Auto-Following %s\n", leader->GetPlayerName() );
if (CSGameRules()->IsCareer())
{
GetChatter()->Say( "FollowingCommander", 10.0f );
}
else
{
GetChatter()->Say( "FollowingSir", 10.0f );
}
}
}
}
}
}
}
else
{
// we decided not to follow, don't re-check for a duration
m_allowAutoFollowTime = gpGlobals->curtime + 15.0f + (1.0f - GetProfile()->GetTeamwork()) * 30.0f;
}
}
if (IsFollowing())
{
// if we are following someone, make sure they are still alive
CBaseEntity *leader = m_leader;
if (leader == NULL || !leader->IsAlive())
{
StopFollowing();
}
// decide whether to continue following them
const float highTeamwork = 0.85f;
if (GetProfile()->GetTeamwork() < highTeamwork)
{
float minFollowDuration = 15.0f;
if (GetFollowDuration() > minFollowDuration + 40.0f * GetProfile()->GetTeamwork())
{
// we are bored of following our leader
StopFollowing();
PrintIfWatched( "Stopping following - bored\n" );
}
}
}
//
// Execute state machine
//
if (m_isOpeningDoor)
{
// opening doors takes precedence over attacking because DoorCheck() will stop opening doors if
// we don't have a knife out.
m_openDoorState.OnUpdate( this );
if (m_openDoorState.IsDone())
{
// open door behavior is finished, return to previous behavior context
m_openDoorState.OnExit( this );
m_isOpeningDoor = false;
}
}
else if (m_isAttacking)
{
m_attackState.OnUpdate( this );
}
else
{
m_state->OnUpdate( this );
}
// do wait behavior
if (!IsAttacking() && IsWaiting())
{
ResetStuckMonitor();
ClearMovement();
}
// don't move while reloading unless we see an enemy
if (IsReloading() && !m_isEnemyVisible)
{
ResetStuckMonitor();
ClearMovement();
}
// if we get too far ahead of the hostages we are escorting, wait for them
if (!IsAttacking() && m_inhibitWaitingForHostageTimer.IsElapsed())
{
const float waitForHostageRange = 500.0f;
if ((GetTask() == COLLECT_HOSTAGES || GetTask() == RESCUE_HOSTAGES) && GetRangeToFarthestEscortedHostage() > waitForHostageRange)
{
if (!m_isWaitingForHostage)
{
// just started waiting
m_isWaitingForHostage = true;
m_waitForHostageTimer.Start( 10.0f );
}
else
{
// we've been waiting
if (m_waitForHostageTimer.IsElapsed())
{
// give up waiting for awhile
m_isWaitingForHostage = false;
m_inhibitWaitingForHostageTimer.Start( 3.0f );
}
else
{
// keep waiting
ResetStuckMonitor();
ClearMovement();
}
}
}
}
// remember our prior safe time status
m_wasSafe = IsSafe();
}
//--------------------------------------------------------------------------------------------------------------
class DrawTravelTime
{
public:
DrawTravelTime( const CCSBot *me )
{
m_me = me;
}
bool operator() ( CBasePlayer *player )
{
if (player->IsAlive() && !m_me->InSameTeam( player ))
{
CFmtStr msg;
player->EntityText( 0,
msg.sprintf( "%3.0f", m_me->GetTravelDistanceToPlayer( (CCSPlayer *)player ) ),
0.1f );
if (m_me->DidPlayerJustFireWeapon( ToCSPlayer( player ) ))
{
player->EntityText( 1, "BANG!", 0.1f );
}
}
return true;
}
const CCSBot *m_me;
};
//--------------------------------------------------------------------------------------------------------------
/**
* Render bot debug info
*/
void CCSBot::DebugDisplay( void ) const
{
const float duration = 0.15f;
CFmtStr msg;
NDebugOverlay::ScreenText( 0.5f, 0.34f, msg.sprintf( "Skill: %d%%", (int)(100.0f * GetProfile()->GetSkill()) ), 255, 255, 255, 150, duration );
if ( m_pathLadder )
{
NDebugOverlay::ScreenText( 0.5f, 0.36f, msg.sprintf( "Ladder: %d", m_pathLadder->GetID() ), 255, 255, 255, 150, duration );
}
// show safe time
float safeTime = GetSafeTimeRemaining();
if (safeTime > 0.0f)
{
NDebugOverlay::ScreenText( 0.5f, 0.38f, msg.sprintf( "SafeTime: %3.2f", safeTime ), 255, 255, 255, 150, duration );
}
// show if blind
if (IsBlind())
{
NDebugOverlay::ScreenText( 0.5f, 0.38f, msg.sprintf( "<<< BLIND >>>" ), 255, 255, 255, 255, duration );
}
// show if alert
if (IsAlert())
{
NDebugOverlay::ScreenText( 0.5f, 0.38f, msg.sprintf( "ALERT" ), 255, 0, 0, 255, duration );
}
// show if panicked
if (IsPanicking())
{
NDebugOverlay::ScreenText( 0.5f, 0.36f, msg.sprintf( "PANIC" ), 255, 255, 0, 255, duration );
}
// show behavior variables
if (m_isAttacking)
{
NDebugOverlay::ScreenText( 0.5f, 0.4f, msg.sprintf( "ATTACKING: %s", GetBotEnemy()->GetPlayerName() ), 255, 0, 0, 255, duration );
}
else
{
NDebugOverlay::ScreenText( 0.5f, 0.4f, msg.sprintf( "State: %s", m_state->GetName() ), 255, 255, 0, 255, duration );
NDebugOverlay::ScreenText( 0.5f, 0.42f, msg.sprintf( "Task: %s", GetTaskName() ), 0, 255, 0, 255, duration );
NDebugOverlay::ScreenText( 0.5f, 0.44f, msg.sprintf( "Disposition: %s", GetDispositionName() ), 100, 100, 255, 255, duration );
NDebugOverlay::ScreenText( 0.5f, 0.46f, msg.sprintf( "Morale: %s", GetMoraleName() ), 0, 200, 200, 255, duration );
}
// show look at status
if (m_lookAtSpotState != NOT_LOOKING_AT_SPOT)
{
const char *string = msg.sprintf( "LookAt: %s (%s)", m_lookAtDesc, (m_lookAtSpotState == LOOK_TOWARDS_SPOT) ? "LOOK_TOWARDS_SPOT" : "LOOK_AT_SPOT" );
NDebugOverlay::ScreenText( 0.5f, 0.60f, string, 255, 255, 0, 150, duration );
}
NDebugOverlay::ScreenText( 0.5f, 0.62f, msg.sprintf( "Steady view = %s", HasViewBeenSteady( 0.2f ) ? "YES" : "NO" ), 255, 255, 0, 150, duration );
// show friend/foes I know of
NDebugOverlay::ScreenText( 0.5f, 0.64f, msg.sprintf( "Nearby friends = %d", m_nearbyFriendCount ), 100, 255, 100, 150, duration );
NDebugOverlay::ScreenText( 0.5f, 0.66f, msg.sprintf( "Nearby enemies = %d", m_nearbyEnemyCount ), 255, 100, 100, 150, duration );
if ( m_lastNavArea )
{
NDebugOverlay::ScreenText( 0.5f, 0.68f, msg.sprintf( "Nav Area: %d (%s)", m_lastNavArea->GetID(), m_szLastPlaceName.Get() ), 255, 255, 255, 150, duration );
/*
if ( cv_bot_traceview.GetBool() )
{
if ( m_currentArea )
{
NDebugOverlay::Line( GetAbsOrigin(), m_currentArea->GetCenter(), 0, 255, 0, true, 0.1f );
}
else if ( m_lastKnownArea )
{
NDebugOverlay::Line( GetAbsOrigin(), m_lastKnownArea->GetCenter(), 255, 0, 0, true, 0.1f );
}
else if ( m_lastNavArea )
{
NDebugOverlay::Line( GetAbsOrigin(), m_lastNavArea->GetCenter(), 0, 0, 255, true, 0.1f );
}
}
*/
}
// show debug message history
float y = 0.8f;
const float lineHeight = 0.02f;
const float fadeAge = 7.0f;
const float maxAge = 10.0f;
for( int i=0; i<TheBots->GetDebugMessageCount(); ++i )
{
const CBotManager::DebugMessage *msg = TheBots->GetDebugMessage( i );
if (msg->m_age.GetElapsedTime() < maxAge)
{
int alpha = 255;
if (msg->m_age.GetElapsedTime() > fadeAge)
{
alpha *= (1.0f - (msg->m_age.GetElapsedTime() - fadeAge) / (maxAge - fadeAge));
}
NDebugOverlay::ScreenText( 0.5f, y, msg->m_string, 255, 255, 255, alpha, duration );
y += lineHeight;
}
}
// show noises
const Vector *noisePos = GetNoisePosition();
if (noisePos)
{
const float size = 25.0f;
NDebugOverlay::VertArrow( *noisePos + Vector( 0, 0, size ), *noisePos, size/4.0f, 255, 255, 0, 0, true, duration );
}
// show aim spot
if (IsAimingAtEnemy())
{
NDebugOverlay::Cross3D( m_aimSpot, 5.0f, 255, 0, 0, true, duration );
}
if (IsHiding())
{
// show approach points
DrawApproachPoints();
}
else
{
// show encounter spot data
if (false && m_spotEncounter)
{
NDebugOverlay::Line( m_spotEncounter->path.from, m_spotEncounter->path.to, 0, 150, 150, true, 0.1f );
Vector dir = m_spotEncounter->path.to - m_spotEncounter->path.from;
float length = dir.NormalizeInPlace();
const SpotOrder *order;
Vector along;
FOR_EACH_VEC( m_spotEncounter->spots, it )
{
order = &m_spotEncounter->spots[ it ];
// ignore spots the enemy could not have possibly reached yet
if (order->spot->GetArea())
{
if (TheCSBots()->GetElapsedRoundTime() < order->spot->GetArea()->GetEarliestOccupyTime( OtherTeam( GetTeamNumber() ) ))
{
continue;
}
}
along = m_spotEncounter->path.from + order->t * length * dir;
NDebugOverlay::Line( along, order->spot->GetPosition(), 0, 255, 255, true, 0.1f );
}
}
}
// show aim targets
if (false)
{
CStudioHdr *pStudioHdr = const_cast< CCSBot *>( this )->GetModelPtr();
if ( !pStudioHdr )
return;
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( const_cast< CCSBot *>( this )->GetHitboxSet() );
if ( !set )
return;
Vector position, forward, right, up;
QAngle angles;
char buffer[16];
for ( int i = 0; i < set->numhitboxes; i++ )
{
mstudiobbox_t *pbox = set->pHitbox( i );
const_cast< CCSBot *>( this )->GetBonePosition( pbox->bone, position, angles );
AngleVectors( angles, &forward, &right, &up );
NDebugOverlay::BoxAngles( position, pbox->bbmin, pbox->bbmax, angles, 255, 0, 0, 0, 0.1f );
const float size = 5.0f;
NDebugOverlay::Line( position, position + size * forward, 255, 255, 0, true, 0.1f );
NDebugOverlay::Line( position, position + size * right, 255, 0, 0, true, 0.1f );
NDebugOverlay::Line( position, position + size * up, 0, 255, 0, true, 0.1f );
Q_snprintf( buffer, 16, "%d", i );
if (i == 12)
{
// in local bone space
const float headForwardOffset = 4.0f;
const float headRightOffset = 2.0f;
position += headForwardOffset * forward + headRightOffset * right;
}
NDebugOverlay::Text( position, buffer, true, 0.1f );
}
}
/*
const QAngle &angles = const_cast< CCSBot *>( this )->GetPunchAngle();
NDebugOverlay::ScreenText( 0.3f, 0.66f, msg.sprintf( "Punch angle pitch = %3.2f", angles.x ), 255, 255, 0, 150, duration );
*/
DrawTravelTime drawTravelTime( this );
ForEachPlayer( drawTravelTime );
/*
// show line of fire
if ((cv_bot_traceview.GetInt() == 100 && IsLocalPlayerWatchingMe()) || cv_bot_traceview.GetInt() == 101)
{
if (!IsFriendInLineOfFire())
{
Vector vecAiming = GetViewVector();
Vector vecSrc = EyePositionConst();
if (GetTeamNumber() == TEAM_TERRORIST)
UTIL_DrawBeamPoints( vecSrc, vecSrc + 2000.0f * vecAiming, 1, 255, 0, 0 );
else
UTIL_DrawBeamPoints( vecSrc, vecSrc + 2000.0f * vecAiming, 1, 0, 50, 255 );
}
}
// show path navigation data
if (cv_bot_traceview.GetInt() == 1 && IsLocalPlayerWatchingMe())
{
Vector from = EyePositionConst();
const float size = 50.0f;
//Vector arrow( size * cos( m_forwardAngle * M_PI/180.0f ), size * sin( m_forwardAngle * M_PI/180.0f ), 0.0f );
Vector arrow( size * (float)cos( m_lookAheadAngle * M_PI/180.0f ),
size * (float)sin( m_lookAheadAngle * M_PI/180.0f ),
0.0f );
UTIL_DrawBeamPoints( from, from + arrow, 1, 0, 255, 255 );
}
if (cv_bot_show_nav.GetBool() && m_lastKnownArea)
{
m_lastKnownArea->DrawConnectedAreas();
}
*/
if (IsAttacking())
{
const float crossSize = 2.0f;
CCSPlayer *enemy = GetBotEnemy();
if (enemy)
{
NDebugOverlay::Cross3D( GetPartPosition( enemy, GUT ), crossSize, 0, 255, 0, true, 0.1f );
NDebugOverlay::Cross3D( GetPartPosition( enemy, HEAD ), crossSize, 0, 255, 0, true, 0.1f );
NDebugOverlay::Cross3D( GetPartPosition( enemy, FEET ), crossSize, 0, 255, 0, true, 0.1f );
NDebugOverlay::Cross3D( GetPartPosition( enemy, LEFT_SIDE ), crossSize, 0, 255, 0, true, 0.1f );
NDebugOverlay::Cross3D( GetPartPosition( enemy, RIGHT_SIDE ), crossSize, 0, 255, 0, true, 0.1f );
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Periodically compute shortest path distance to each player.
* NOTE: Travel distance is NOT symmetric between players A and B. Each much be computed separately.
*/
void CCSBot::UpdateTravelDistanceToAllPlayers( void )
{
const unsigned char numPhases = 3;
if (m_updateTravelDistanceTimer.IsElapsed())
{
ShortestPathCost pathCost;
for( int i=1; i<=gpGlobals->maxClients; ++i )
{
CCSPlayer *player = static_cast< CCSPlayer * >( UTIL_PlayerByIndex( i ) );
if (player == NULL)
continue;
if (FNullEnt( player->edict() ))
continue;
if (!player->IsPlayer())
continue;
if (!player->IsAlive())
continue;
// skip friends for efficiency
if (player->InSameTeam( this ))
continue;
int which = player->entindex() % MAX_PLAYERS;
// if player is very far away, update every third time (on phase 0)
const float veryFarAway = 4000.0f;
if (m_playerTravelDistance[ which ] < 0.0f || m_playerTravelDistance[ which ] > veryFarAway)
{
if (m_travelDistancePhase != 0)
continue;
}
else
{
// if player is far away, update two out of three times (on phases 1 and 2)
const float farAway = 2000.0f;
if (m_playerTravelDistance[ which ] > farAway && m_travelDistancePhase == 0)
continue;
}
// if player is fairly close, update often
m_playerTravelDistance[ which ] = NavAreaTravelDistance( EyePosition(), player->EyePosition(), pathCost );
}
// throttle the computation frequency
const float checkInterval = 1.0f;
m_updateTravelDistanceTimer.Start( checkInterval );
// round-robin the phases
++m_travelDistancePhase;
if (m_travelDistancePhase >= numPhases)
{
m_travelDistancePhase = 0;
}
}
}