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