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
//
// NOTE: The CS Bot code uses Doxygen-style comments. If you run Doxygen over this code, it will
// auto-generate documentation. Visit www.doxygen.org to download the system for free.
//
#ifndef _CS_BOT_H_
#define _CS_BOT_H_
#include "bot/bot.h"
#include "bot/cs_bot_manager.h"
#include "bot/cs_bot_chatter.h"
#include "cs_gamestate.h"
#include "cs_player.h"
#include "weapon_csbase.h"
#include "cs_nav_pathfind.h"
#include "cs_nav_area.h"
class CBaseDoor;
class CBasePropDoor;
class CCSBot;
class CPushAwayEnumerator;
//--------------------------------------------------------------------------------------------------------------
/**
* For use with player->m_rgpPlayerItems[]
*/
enum InventorySlotType
{
PRIMARY_WEAPON_SLOT = 1,
PISTOL_SLOT,
KNIFE_SLOT,
GRENADE_SLOT,
C4_SLOT
};
//--------------------------------------------------------------------------------------------------------------
/**
* The definition of a bot's behavior state. One or more finite state machines
* using these states implement a bot's behaviors.
*/
class BotState
{
public:
virtual void OnEnter( CCSBot *bot ) { } ///< when state is entered
virtual void OnUpdate( CCSBot *bot ) { } ///< state behavior
virtual void OnExit( CCSBot *bot ) { } ///< when state exited
virtual const char *GetName( void ) const = 0; ///< return state name
};
//--------------------------------------------------------------------------------------------------------------
/**
* The state is invoked when a bot has nothing to do, or has finished what it was doing.
* A bot never stays in this state - it is the main action selection mechanism.
*/
class IdleState : public BotState
{
public:
virtual void OnEnter( CCSBot *bot );
virtual void OnUpdate( CCSBot *bot );
virtual const char *GetName( void ) const { return "Idle"; }
};
//--------------------------------------------------------------------------------------------------------------
/**
* When a bot is actively searching for an enemy.
*/
class HuntState : public BotState
{
public:
virtual void OnEnter( CCSBot *bot );
virtual void OnUpdate( CCSBot *bot );
virtual void OnExit( CCSBot *bot );
virtual const char *GetName( void ) const { return "Hunt"; }
void ClearHuntArea( void ) { m_huntArea = NULL; }
private:
CNavArea *m_huntArea; ///< "far away" area we are moving to
};
//--------------------------------------------------------------------------------------------------------------
/**
* When a bot has an enemy and is attempting to kill it
*/
class AttackState : public BotState
{
public:
virtual void OnEnter( CCSBot *bot );
virtual void OnUpdate( CCSBot *bot );
virtual void OnExit( CCSBot *bot );
virtual const char *GetName( void ) const { return "Attack"; }
void SetCrouchAndHold( bool crouch ) { m_crouchAndHold = crouch; }
protected:
enum DodgeStateType
{
STEADY_ON,
SLIDE_LEFT,
SLIDE_RIGHT,
JUMP,
NUM_ATTACK_STATES
};
DodgeStateType m_dodgeState;
float m_nextDodgeStateTimestamp;
CountdownTimer m_repathTimer;
float m_scopeTimestamp;
bool m_haveSeenEnemy; ///< false if we haven't yet seen the enemy since we started this attack (told by a friend, etc)
bool m_isEnemyHidden; ///< true we if we have lost line-of-sight to our enemy
float m_reacquireTimestamp; ///< time when we can fire again, after losing enemy behind cover
float m_shieldToggleTimestamp; ///< time to toggle shield deploy state
bool m_shieldForceOpen; ///< if true, open up and shoot even if in danger
float m_pinnedDownTimestamp; ///< time when we'll consider ourselves "pinned down" by the enemy
bool m_crouchAndHold;
bool m_didAmbushCheck;
bool m_shouldDodge;
bool m_firstDodge;
bool m_isCoward; ///< if true, we'll retreat if outnumbered during this fight
CountdownTimer m_retreatTimer;
void StopAttacking( CCSBot *bot );
void Dodge( CCSBot *bot ); ///< do dodge behavior
};
//--------------------------------------------------------------------------------------------------------------
/**
* When a bot has heard an enemy noise and is moving to find out what it was.
*/
class InvestigateNoiseState : public BotState
{
public:
virtual void OnEnter( CCSBot *bot );
virtual void OnUpdate( CCSBot *bot );
virtual void OnExit( CCSBot *bot );
virtual const char *GetName( void ) const { return "InvestigateNoise"; }
private:
void AttendCurrentNoise( CCSBot *bot ); ///< move towards currently heard noise
Vector m_checkNoisePosition; ///< the position of the noise we're investigating
CountdownTimer m_minTimer; ///< minimum time we will investigate our current noise
};
//--------------------------------------------------------------------------------------------------------------
/**
* When a bot is buying equipment at the start of a round.
*/
class BuyState : public BotState
{
public:
virtual void OnEnter( CCSBot *bot );
virtual void OnUpdate( CCSBot *bot );
virtual void OnExit( CCSBot *bot );
virtual const char *GetName( void ) const { return "Buy"; }
private:
bool m_isInitialDelay;
int m_prefRetries; ///< for retrying buying preferred weapon at current index
int m_prefIndex; ///< where are we in our list of preferred weapons
int m_retries;
bool m_doneBuying;
bool m_buyDefuseKit;
bool m_buyGrenade;
bool m_buyShield;
bool m_buyPistol;
};
//--------------------------------------------------------------------------------------------------------------
/**
* When a bot is moving to a potentially far away position in the world.
*/
class MoveToState : public BotState
{
public:
virtual void OnEnter( CCSBot *bot );
virtual void OnUpdate( CCSBot *bot );
virtual void OnExit( CCSBot *bot );
virtual const char *GetName( void ) const { return "MoveTo"; }
void SetGoalPosition( const Vector &pos ) { m_goalPosition = pos; }
void SetRouteType( RouteType route ) { m_routeType = route; }
private:
Vector m_goalPosition; ///< goal position of move
RouteType m_routeType; ///< the kind of route to build
bool m_radioedPlan;
bool m_askedForCover;
};
//--------------------------------------------------------------------------------------------------------------
/**
* When a Terrorist bot is moving to pick up a dropped bomb.
*/
class FetchBombState : public BotState
{
public:
virtual void OnEnter( CCSBot *bot );
virtual void OnUpdate( CCSBot *bot );
virtual const char *GetName( void ) const { return "FetchBomb"; }
};
//--------------------------------------------------------------------------------------------------------------
/**
* When a Terrorist bot is actually planting the bomb.
*/
class PlantBombState : public BotState
{
public:
virtual void OnEnter( CCSBot *bot );
virtual void OnUpdate( CCSBot *bot );
virtual void OnExit( CCSBot *bot );
virtual const char *GetName( void ) const { return "PlantBomb"; }
};
//--------------------------------------------------------------------------------------------------------------
/**
* When a CT bot is actually defusing a live bomb.
*/
class DefuseBombState : public BotState
{
public:
virtual void OnEnter( CCSBot *bot );
virtual void OnUpdate( CCSBot *bot );
virtual void OnExit( CCSBot *bot );
virtual const char *GetName( void ) const { return "DefuseBomb"; }
};
//--------------------------------------------------------------------------------------------------------------
/**
* When a bot is hiding in a corner.
* NOTE: This state also includes MOVING TO that hiding spot, which may be all the way
* across the map!
*/
class HideState : public BotState
{
public:
virtual void OnEnter( CCSBot *bot );
virtual void OnUpdate( CCSBot *bot );
virtual void OnExit( CCSBot *bot );
virtual const char *GetName( void ) const { return "Hide"; }
void SetHidingSpot( const Vector &pos ) { m_hidingSpot = pos; }
const Vector &GetHidingSpot( void ) const { return m_hidingSpot; }
void SetSearchArea( CNavArea *area ) { m_searchFromArea = area; }
void SetSearchRange( float range ) { m_range = range; }
void SetDuration( float time ) { m_duration = time; }
void SetHoldPosition( bool hold ) { m_isHoldingPosition = hold; }
bool IsAtSpot( void ) const { return m_isAtSpot; }
float GetHideTime( void ) const
{
if (IsAtSpot())
{
return m_duration - m_hideTimer.GetRemainingTime();
}
return 0.0f;
}
private:
CNavArea *m_searchFromArea;
float m_range;
Vector m_hidingSpot;
bool m_isLookingOutward;
bool m_isAtSpot;
float m_duration;
CountdownTimer m_hideTimer; ///< how long to hide
bool m_isHoldingPosition;
float m_holdPositionTime; ///< how long to hold our position after we hear nearby enemy noise
bool m_heardEnemy; ///< set to true when we first hear an enemy
float m_firstHeardEnemyTime; ///< when we first heard the enemy
int m_retry; ///< counter for retrying hiding spot
Vector m_leaderAnchorPos; ///< the position of our follow leader when we decided to hide
bool m_isPaused; ///< if true, we have paused in our retreat for a moment
CountdownTimer m_pauseTimer; ///< for stoppping and starting our pauses while we retreat
};
//--------------------------------------------------------------------------------------------------------------
/**
* When a bot is attempting to flee from a bomb that is about to explode.
*/
class EscapeFromBombState : public BotState
{
public:
virtual void OnEnter( CCSBot *bot );
virtual void OnUpdate( CCSBot *bot );
virtual void OnExit( CCSBot *bot );
virtual const char *GetName( void ) const { return "EscapeFromBomb"; }
};
//--------------------------------------------------------------------------------------------------------------
/**
* When a bot is following another player.
*/
class FollowState : public BotState
{
public:
virtual void OnEnter( CCSBot *bot );
virtual void OnUpdate( CCSBot *bot );
virtual void OnExit( CCSBot *bot );
virtual const char *GetName( void ) const { return "Follow"; }
void SetLeader( CCSPlayer *player ) { m_leader = player; }
private:
CHandle< CCSPlayer > m_leader; ///< the player we are following
Vector m_lastLeaderPos; ///< where the leader was when we computed our follow path
bool m_isStopped;
float m_stoppedTimestamp;
enum LeaderMotionStateType
{
INVALID,
STOPPED,
WALKING,
RUNNING
};
LeaderMotionStateType m_leaderMotionState;
IntervalTimer m_leaderMotionStateTime;
bool m_isSneaking;
float m_lastSawLeaderTime;
CountdownTimer m_repathInterval;
IntervalTimer m_walkTime;
bool m_isAtWalkSpeed;
float m_waitTime;
CountdownTimer m_idleTimer;
void ComputeLeaderMotionState( float leaderSpeed );
};
//--------------------------------------------------------------------------------------------------------------
/**
* When a bot is actually using another entity (ie: facing towards it and pressing the use key)
*/
class UseEntityState : public BotState
{
public:
virtual void OnEnter( CCSBot *bot );
virtual void OnUpdate( CCSBot *bot );
virtual void OnExit( CCSBot *bot );
virtual const char *GetName( void ) const { return "UseEntity"; }
void SetEntity( CBaseEntity *entity ) { m_entity = entity; }
private:
EHANDLE m_entity; ///< the entity we will use
};
//--------------------------------------------------------------------------------------------------------------
/**
* When a bot is opening a door
*/
class OpenDoorState : public BotState
{
public:
virtual void OnEnter( CCSBot *bot );
virtual void OnUpdate( CCSBot *bot );
virtual void OnExit( CCSBot *bot );
virtual const char *GetName( void ) const { return "OpenDoor"; }
void SetDoor( CBaseEntity *door );
bool IsDone( void ) const { return m_isDone; } ///< return true if behavior is done
private:
CHandle< CBaseDoor > m_funcDoor; ///< the func_door we are opening
CHandle< CBasePropDoor > m_propDoor; ///< the prop_door we are opening
bool m_isDone;
CountdownTimer m_timeout;
};
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
/**
* The Counter-strike Bot
*/
class CCSBot : public CBot< CCSPlayer >
{
public:
DECLARE_CLASS( CCSBot, CBot< CCSPlayer > );
DECLARE_DATADESC();
CCSBot( void ); ///< constructor initializes all values to zero
virtual ~CCSBot();
virtual bool Initialize( const BotProfile *profile, int team ); ///< (EXTEND) prepare bot for action
virtual void Spawn( void ); ///< (EXTEND) spawn the bot into the game
virtual void Touch( CBaseEntity *other ); ///< (EXTEND) when touched by another entity
virtual void Upkeep( void ); ///< lightweight maintenance, invoked frequently
virtual void Update( void ); ///< heavyweight algorithms, invoked less often
virtual void BuildUserCmd( CUserCmd& cmd, const QAngle& viewangles, float forwardmove, float sidemove, float upmove, int buttons, byte impulse );
virtual float GetMoveSpeed( void ); ///< returns current movement speed (for walk/run)
virtual void Walk( void );
virtual bool Jump( bool mustJump = false ); ///< returns true if jump was started
//- behavior properties ------------------------------------------------------------------------------------------
float GetCombatRange( void ) const;
bool IsRogue( void ) const; ///< return true if we dont listen to teammates or pursue scenario goals
void SetRogue( bool rogue );
bool IsHurrying( void ) const; ///< return true if we are in a hurry
void Hurry( float duration ); ///< force bot to hurry
bool IsSafe( void ) const; ///< return true if we are in a safe region
bool IsWellPastSafe( void ) const; ///< return true if it is well past the early, "safe", part of the round
bool IsEndOfSafeTime( void ) const; ///< return true if we were in the safe time last update, but not now
float GetSafeTimeRemaining( void ) const; ///< return the amount of "safe time" we have left
float GetSafeTime( void ) const; ///< return what we think the total "safe time" for this map is
virtual void Blind( float holdTime, float fadeTime, float startingAlpha = 255 ); // player blinded by a flashbang
bool IsUnhealthy( void ) const; ///< returns true if bot is low on health
bool IsAlert( void ) const; ///< return true if bot is in heightened "alert" mode
void BecomeAlert( void ); ///< bot becomes "alert" for immediately nearby enemies
bool IsSneaking( void ) const; ///< return true if bot is sneaking
void Sneak( float duration ); ///< sneak for given duration
//- behaviors ---------------------------------------------------------------------------------------------------
void Idle( void );
void Hide( CNavArea *searchFromArea = NULL, float duration = -1.0f, float hideRange = 750.0f, bool holdPosition = false ); ///< DEPRECATED: Use TryToHide() instead
#define USE_NEAREST true
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
void Hide( const Vector &hidingSpot, float duration = -1.0f, bool holdPosition = false ); ///< move to the given hiding place
bool IsHiding( void ) const; ///< returns true if bot is currently hiding
bool IsAtHidingSpot( void ) const; ///< return true if we are hiding and at our hiding spot
float GetHidingTime( void ) const; ///< return number of seconds we have been at our current hiding spot
bool MoveToInitialEncounter( void ); ///< move to a hiding spot and wait for initial encounter with enemy team (return false if no spots are available)
bool TryToRetreat( float maxRange = 1000.0f, float duration = -1.0f ); ///< retreat to a nearby hiding spot, away from enemies
void Hunt( void );
bool IsHunting( void ) const; ///< returns true if bot is currently hunting
void Attack( CCSPlayer *victim );
void FireWeaponAtEnemy( void ); ///< fire our active weapon towards our current enemy
void StopAttacking( void );
bool IsAttacking( void ) const; ///< returns true if bot is currently engaging a target
void MoveTo( const Vector &pos, RouteType route = SAFEST_ROUTE ); ///< move to potentially distant position
bool IsMovingTo( void ) const; ///< return true if we are in the MoveTo state
void PlantBomb( void );
void FetchBomb( void ); ///< bomb has been dropped - go get it
bool NoticeLooseBomb( void ) const; ///< return true if we noticed the bomb on the ground or on radar
bool CanSeeLooseBomb( void ) const; ///< return true if we directly see the loose bomb
void DefuseBomb( void );
bool IsDefusingBomb( void ) const; ///< returns true if bot is currently defusing the bomb
bool CanSeePlantedBomb( void ) const; ///< return true if we directly see the planted bomb
void EscapeFromBomb( void );
bool IsEscapingFromBomb( void ) const; ///< return true if we are escaping from the bomb
void RescueHostages( void ); ///< begin process of rescuing hostages
void UseEntity( CBaseEntity *entity ); ///< use the entity
void OpenDoor( CBaseEntity *door ); ///< open the door (assumes we are right in front of it)
bool IsOpeningDoor( void ) const; ///< return true if we are in the process of opening a door
void Buy( void ); ///< enter the buy state
bool IsBuying( void ) const;
void Panic( void ); ///< look around in panic
bool IsPanicking( void ) const; ///< return true if bot is panicked
void StopPanicking( void ); ///< end our panic
void UpdatePanicLookAround( void ); ///< do panic behavior
void TryToJoinTeam( int team ); ///< try to join the given team
void Follow( CCSPlayer *player ); ///< begin following given Player
void ContinueFollowing( void ); ///< continue following our leader after finishing what we were doing
void StopFollowing( void ); ///< stop following
bool IsFollowing( void ) const; ///< return true if we are following someone (not necessarily in the follow state)
CCSPlayer *GetFollowLeader( void ) const; ///< return the leader we are following
float GetFollowDuration( void ) const; ///< return how long we've been following our leader
bool CanAutoFollow( void ) const; ///< return true if we can auto-follow
bool IsNotMoving( float minDuration = 0.0f ) const; ///< return true if we are currently standing still and have been for minDuration
void AimAtEnemy( void ); ///< point our weapon towards our enemy
void StopAiming( void ); ///< stop aiming at enemy
bool IsAimingAtEnemy( void ) const; ///< returns true if we are trying to aim at an enemy
float GetStateTimestamp( void ) const; ///< get time current state was entered
bool IsDoingScenario( void ) const; ///< return true if we will do scenario-related tasks
//- scenario / gamestate -----------------------------------------------------------------------------------------
CSGameState *GetGameState( void ); ///< return an interface to this bot's gamestate
const CSGameState *GetGameState( void ) const; ///< return an interface to this bot's gamestate
bool IsAtBombsite( void ); ///< return true if we are in a bomb planting zone
bool GuardRandomZone( float range = 500.0f ); ///< pick a random zone and hide near it
bool IsBusy( void ) const; ///< return true if we are busy doing something important
//- high-level tasks ---------------------------------------------------------------------------------------------
enum TaskType
{
SEEK_AND_DESTROY,
PLANT_BOMB,
FIND_TICKING_BOMB,
DEFUSE_BOMB,
GUARD_TICKING_BOMB,
GUARD_BOMB_DEFUSER,
GUARD_LOOSE_BOMB,
GUARD_BOMB_ZONE,
GUARD_INITIAL_ENCOUNTER,
ESCAPE_FROM_BOMB,
HOLD_POSITION,
FOLLOW,
VIP_ESCAPE,
GUARD_VIP_ESCAPE_ZONE,
COLLECT_HOSTAGES,
RESCUE_HOSTAGES,
GUARD_HOSTAGES,
GUARD_HOSTAGE_RESCUE_ZONE,
MOVE_TO_LAST_KNOWN_ENEMY_POSITION,
MOVE_TO_SNIPER_SPOT,
SNIPING,
NUM_TASKS
};
void SetTask( TaskType task, CBaseEntity *entity = NULL ); ///< set our current "task"
TaskType GetTask( void ) const;
CBaseEntity *GetTaskEntity( void );
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 );
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
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)
PriorityType GetNoisePriority( void ) const; ///< return priority of last heard noise
//- radio and chatter--------------------------------------------------------------------------------------------
void SendRadioMessage( RadioType event ); ///< send a radio message
void SpeakAudio( const char *voiceFilename, float duration, int pitch ); ///< send voice chatter
BotChatterInterface *GetChatter( void ); ///< return an interface to this bot's chatter system
bool RespondToHelpRequest( CCSPlayer *player, Place place, float maxRange = -1.0f ); ///< decide if we should move to help the player, return true if we will
bool IsUsingVoice() const; ///< new-style "voice" chatter gets voice feedback
//- 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;
int GetNearbyEnemyCount( void ) const; ///< return max number of nearby enemies we've seen recently
unsigned int GetEnemyPlace( void ) const; ///< return location where we see the majority of our enemies
bool CanSeeBomber( void ) const; ///< return true if we can see the bomb carrier
CCSPlayer *GetBomber( void ) const;
int GetNearbyFriendCount( void ) const; ///< return number of nearby teammates
CCSPlayer *GetClosestVisibleFriend( void ) const; ///< return the closest friend that we can see
CCSPlayer *GetClosestVisibleHumanFriend( void ) const; ///< return the closest human friend that we can see
bool IsOutnumbered( void ) const; ///< return true if we are outnumbered by enemies
int OutnumberedCount( void ) const; ///< return number of enemies we are outnumbered by
#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)
void UpdateReactionQueue( void ); ///< update our reaction time queue
CCSPlayer *GetRecognizedEnemy( void ); ///< return the most dangerous threat we are "conscious" of
bool IsRecognizedEnemyReloading( void ); ///< return true if the enemy we are "conscious" of is reloading
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
CCSPlayer *GetAttacker( void ) const; ///< return last enemy that hurt us
float GetTimeSinceAttacked( void ) const; ///< return duration since we were last injured by an attacker
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
{
return m_isEnemyVisible;
}
inline float CCSBot::GetEnemyDeathTimestamp( void ) const
{
return m_enemyDeathTimestamp;
}
inline int CCSBot::GetLastVictimID( void ) const
{
return m_lastVictimID;
}
inline bool CCSBot::CanSeeSniper( void ) const
{
return m_isEnemySniperVisible;
}
inline bool CCSBot::HasSeenSniperRecently( void ) const
{
return !m_sawEnemySniperTimer.IsElapsed();
}
inline float CCSBot::GetTravelDistanceToPlayer( CCSPlayer *player ) const
{
if (player == NULL)
return -1.0f;
if (!player->IsAlive())
return -1.0f;
return m_playerTravelDistance[ player->entindex() % MAX_PLAYERS ];
}
inline bool CCSBot::HasPath( void ) const
{
return (m_pathLength) ? true : false;
}
inline void CCSBot::DestroyPath( void )
{
m_isStopping = false;
m_pathLength = 0;
m_pathLadder = NULL;
}
inline CNavArea *CCSBot::GetLastKnownArea( void ) const
{
return m_lastKnownArea;
}
inline const Vector &CCSBot::GetPathEndpoint( void ) const
{
return m_path[ m_pathLength-1 ].pos;
}
inline const Vector &CCSBot::GetPathPosition( int index ) const
{
return m_path[ index ].pos;
}
inline bool CCSBot::IsUsingLadder( void ) const
{
return (m_pathLadder) ? true : false;
}
inline void CCSBot::SetGoalEntity( CBaseEntity *entity )
{
m_goalEntity = entity;
}
inline CBaseEntity *CCSBot::GetGoalEntity( void )
{
return m_goalEntity;
}
inline void CCSBot::ForceRun( float duration )
{
Run();
m_mustRunTimer.Start( duration );
}
inline void CCSBot::Wait( float duration )
{
m_waitTimer.Start( duration );
}
inline bool CCSBot::IsWaiting( void ) const
{
return !m_waitTimer.IsElapsed();
}
inline void CCSBot::StopWaiting( void )
{
m_waitTimer.Invalidate();
}
inline bool CCSBot::HasVisitedEnemySpawn( void ) const
{
return m_hasVisitedEnemySpawn;
}
inline const Vector &CCSBot::EyePositionConst( void ) const
{
return m_eyePosition;
}
inline void CCSBot::SetLookAngles( float yaw, float pitch )
{
m_lookYaw = yaw;
m_lookPitch = pitch;
}
inline void CCSBot::SetForwardAngle( float angle )
{
m_forwardAngle = angle;
}
inline void CCSBot::SetLookAheadAngle( float angle )
{
m_lookAheadAngle = angle;
}
inline void CCSBot::ClearLookAt( void )
{
//PrintIfWatched( "ClearLookAt()\n" );
m_lookAtSpotState = NOT_LOOKING_AT_SPOT;
m_lookAtDesc = NULL;
}
inline bool CCSBot::IsLookingAtSpot( PriorityType pri ) const
{
if (m_lookAtSpotState != NOT_LOOKING_AT_SPOT && m_lookAtSpotPriority >= pri)
return true;
return false;
}
inline bool CCSBot::IsViewMoving( float angleVelThreshold ) const
{
if (m_lookYawVel < angleVelThreshold && m_lookYawVel > -angleVelThreshold &&
m_lookPitchVel < angleVelThreshold && m_lookPitchVel > -angleVelThreshold)
{
return false;
}
return true;
}
inline bool CCSBot::HasViewBeenSteady( float duration ) const
{
return (m_viewSteadyTimer.GetElapsedTime() > duration);
}
inline bool CCSBot::HasLookAtTarget( void ) const
{
return (m_lookAtSpotState != NOT_LOOKING_AT_SPOT);
}
inline bool CCSBot::IsEnemyPartVisible( VisiblePartType part ) const
{
VPROF_BUDGET( "CCSBot::IsEnemyPartVisible", VPROF_BUDGETGROUP_NPCS );
if (!IsEnemyVisible())
return false;
return (m_visibleEnemyParts & part) ? true : false;
}
inline bool CCSBot::IsSignificantlyCloser( const CCSPlayer *testPlayer, const CCSPlayer *referencePlayer ) const
{
if ( !referencePlayer )
return true;
if ( !testPlayer )
return false;
float testDist = ( GetAbsOrigin() - testPlayer->GetAbsOrigin() ).Length();
float referenceDist = ( GetAbsOrigin() - referencePlayer->GetAbsOrigin() ).Length();
const float significantRangeFraction = 0.7f;
if ( testDist < referenceDist * significantRangeFraction )
return true;
return false;
}
inline void CCSBot::ClearApproachPoints( void )
{
m_approachPointCount = 0;
}
inline const CNavArea *CCSBot::GetInitialEncounterArea( void ) const
{
return m_initialEncounterArea;
}
inline void CCSBot::SetInitialEncounterArea( const CNavArea *area )
{
m_initialEncounterArea = area;
}
inline bool CCSBot::IsThrowingGrenade( void ) const
{
return m_grenadeTossState != NOT_THROWING;
}
inline bool CCSBot::IsAvoidingGrenade( void ) const
{
return !m_isAvoidingGrenade.IsElapsed();
}
inline void CCSBot::PrimaryAttack( void )
{
if ( IsUsingPistol() && !CanActiveWeaponFire() )
return;
BaseClass::PrimaryAttack();
}
inline CCSBot::ZoomType CCSBot::GetZoomLevel( void )
{
if (GetFOV() > 60.0f)
return NO_ZOOM;
if (GetFOV() > 25.0f)
return LOW_ZOOM;
return HIGH_ZOOM;
}
inline bool CCSBot::IsWaitingForZoom( void ) const
{
return !m_zoomTimer.IsElapsed();
}
inline int CCSBot::GetHostageEscortCount( void ) const
{
return m_hostageEscortCount;
}
inline void CCSBot::IncreaseHostageEscortCount( void )
{
++m_hostageEscortCount;
}
inline void CCSBot::ResetWaitForHostagePatience( void )
{
m_isWaitingForHostage = false;
m_inhibitWaitingForHostageTimer.Invalidate();
}
inline bool CCSBot::IsUsingVoice() const
{
return m_voiceEndTimestamp > gpGlobals->curtime;
}
inline bool CCSBot::IsOpeningDoor( void ) const
{
return m_isOpeningDoor;
}
//--------------------------------------------------------------------------------------------------------------
/**
* 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);
}
//--------------------------------------------------------------------------------------------------------------
/**
* 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_