Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

549 lines
15 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
#include "cbase.h"
#include "cs_simple_hostage.h"
#include "cs_bot.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------------
/**
* Begin moving to a nearby hidey-hole.
* NOTE: Do not forget this state may include a very long "move-to" time to get to our hidey spot!
*/
void HideState::OnEnter( CCSBot *me )
{
m_isAtSpot = false;
m_isLookingOutward = false;
// if duration is "infinite", set it to a reasonably long time to prevent infinite camping
if (m_duration < 0.0f)
{
m_duration = RandomFloat( 30.0f, 60.0f );
}
// decide whether to "ambush" or not - never set to false so as not to override external setting
if (RandomFloat( 0.0f, 100.0f ) < 50.0f)
{
m_isHoldingPosition = true;
}
// if we are holding position, decide for how long
if (m_isHoldingPosition)
{
m_holdPositionTime = RandomFloat( 3.0f, 10.0f );
}
else
{
m_holdPositionTime = 0.0f;
}
m_heardEnemy = false;
m_firstHeardEnemyTime = 0.0f;
m_retry = 0;
if (me->IsFollowing())
{
m_leaderAnchorPos = GetCentroid( me->GetFollowLeader() );
}
// if we are a sniper, we need to periodically pause while we retreat to squeeze off a shot or two
if (me->IsSniper())
{
// start off paused to allow a final shot before retreating
m_isPaused = false;
m_pauseTimer.Invalidate();
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Move to a nearby hidey-hole.
* NOTE: Do not forget this state may include a very long "move-to" time to get to our hidey spot!
*/
void HideState::OnUpdate( CCSBot *me )
{
Vector myOrigin = GetCentroid( me );
// wait until finished reloading to leave hide state
if (!me->IsReloading())
{
// if we are momentarily hiding while following someone, check to see if he has moved on
if (me->IsFollowing())
{
CCSPlayer *leader = static_cast<CCSPlayer *>( static_cast<CBaseEntity *>( me->GetFollowLeader() ) );
Vector leaderOrigin = GetCentroid( leader );
// BOTPORT: Determine walk/run velocity thresholds
float runThreshold = 200.0f;
if (leader->GetAbsVelocity().IsLengthGreaterThan( runThreshold ))
{
// leader is running, stay with him
me->Follow( leader );
return;
}
// if leader has moved, stay with him
const float followRange = 250.0f;
if ((m_leaderAnchorPos - leaderOrigin).IsLengthGreaterThan( followRange ))
{
me->Follow( leader );
return;
}
}
// if we see a nearby buddy in combat, join him
/// @todo - Perhaps tie in to TakeDamage(), so it works for human players, too
//
// Scenario logic
//
switch( TheCSBots()->GetScenario() )
{
case CCSBotManager::SCENARIO_DEFUSE_BOMB:
{
if (me->GetTeamNumber() == TEAM_CT)
{
// if we are just holding position (due to a radio order) and the bomb has just planted, go defuse it
if (me->GetTask() == CCSBot::HOLD_POSITION &&
TheCSBots()->IsBombPlanted() &&
TheCSBots()->GetBombPlantTimestamp() > me->GetStateTimestamp())
{
me->Idle();
return;
}
// if we are guarding the defuser and he dies/gives up, stop hiding (to choose another defuser)
if (me->GetTask() == CCSBot::GUARD_BOMB_DEFUSER && TheCSBots()->GetBombDefuser() == NULL)
{
me->Idle();
return;
}
// if we are guarding the loose bomb and it is picked up, stop hiding
if (me->GetTask() == CCSBot::GUARD_LOOSE_BOMB && TheCSBots()->GetLooseBomb() == NULL)
{
me->GetChatter()->TheyPickedUpTheBomb();
me->Idle();
return;
}
// if we are guarding a bombsite and the bomb is dropped and we hear about it, stop guarding
if (me->GetTask() == CCSBot::GUARD_BOMB_ZONE && me->GetGameState()->IsLooseBombLocationKnown())
{
me->Idle();
return;
}
// if we are guarding (bombsite, initial encounter, etc) and the bomb is planted, go defuse it
if (me->IsDoingScenario() && me->GetTask() != CCSBot::GUARD_BOMB_DEFUSER && TheCSBots()->IsBombPlanted())
{
me->Idle();
return;
}
}
else // TERRORIST
{
// if we are near the ticking bomb and someone starts defusing it, attack!
if (TheCSBots()->GetBombDefuser())
{
Vector defuserOrigin = GetCentroid( TheCSBots()->GetBombDefuser() );
Vector toDefuser = defuserOrigin - myOrigin;
const float hearDefuseRange = 2000.0f;
if (toDefuser.IsLengthLessThan( hearDefuseRange ))
{
// if we are nearby, attack, otherwise move to the bomb (which will cause us to attack when we see defuser)
if (me->CanSeePlantedBomb())
{
me->Attack( TheCSBots()->GetBombDefuser() );
}
else
{
me->MoveTo( defuserOrigin, FASTEST_ROUTE );
me->InhibitLookAround( 10.0f );
}
return;
}
}
}
break;
}
//--------------------------------------------------------------------------------------------------
case CCSBotManager::SCENARIO_RESCUE_HOSTAGES:
{
// if we're guarding the hostages and they all die or are taken, do something else
if (me->GetTask() == CCSBot::GUARD_HOSTAGES)
{
if (me->GetGameState()->AreAllHostagesBeingRescued() || me->GetGameState()->AreAllHostagesGone())
{
me->Idle();
return;
}
}
else if (me->GetTask() == CCSBot::GUARD_HOSTAGE_RESCUE_ZONE)
{
// if we stumble across a hostage, guard it
CHostage *hostage = me->GetGameState()->GetNearestVisibleFreeHostage();
if (hostage)
{
// we see a free hostage, guard it
Vector hostageOrigin = GetCentroid( hostage );
CNavArea *area = TheNavMesh->GetNearestNavArea( hostageOrigin );
if (area)
{
me->SetTask( CCSBot::GUARD_HOSTAGES );
me->Hide( area );
me->PrintIfWatched( "I'm guarding hostages I found\n" );
// don't chatter here - he'll tell us when he's in his hiding spot
return;
}
}
}
}
}
bool isSettledInSniper = (me->IsSniper() && m_isAtSpot) ? true : false;
// only investigate noises if we are initiating attacks, and we aren't a "settled in" sniper
// dont investigate noises if we are reloading
if (!me->IsReloading() &&
!isSettledInSniper &&
me->GetDisposition() == CCSBot::ENGAGE_AND_INVESTIGATE)
{
// if we are holding position, and have heard the enemy nearby, investigate after our hold time is up
if (m_isHoldingPosition && m_heardEnemy && (gpGlobals->curtime - m_firstHeardEnemyTime > m_holdPositionTime))
{
/// @todo We might need to remember specific location of last enemy noise here
me->InvestigateNoise();
return;
}
// investigate nearby enemy noises
if (me->HeardInterestingNoise())
{
// if we are holding position, check if enough time has elapsed since we first heard the enemy
if (m_isAtSpot && m_isHoldingPosition)
{
if (!m_heardEnemy)
{
// first time we heard the enemy
m_heardEnemy = true;
m_firstHeardEnemyTime = gpGlobals->curtime;
me->PrintIfWatched( "Heard enemy, holding position for %f2.1 seconds...\n", m_holdPositionTime );
}
}
else
{
// not holding position - investigate enemy noise
me->InvestigateNoise();
return;
}
}
}
} // end reloading check
// look around
me->UpdateLookAround();
// if we are at our hiding spot, crouch and wait
if (m_isAtSpot)
{
me->ResetStuckMonitor();
CNavArea *area = TheNavMesh->GetNavArea( m_hidingSpot );
if ( !area || !( area->GetAttributes() & NAV_MESH_STAND ) )
{
me->Crouch();
}
// check if duration has expired
if (m_hideTimer.IsElapsed())
{
if (me->GetTask() == CCSBot::GUARD_LOOSE_BOMB)
{
// if we're guarding the loose bomb, continue to guard it but pick a new spot
me->Hide( TheCSBots()->GetLooseBombArea() );
return;
}
else if (me->GetTask() == CCSBot::GUARD_BOMB_ZONE)
{
// if we're guarding a bombsite, continue to guard it but pick a new spot
const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone( myOrigin );
if (zone)
{
CNavArea *area = TheCSBots()->GetRandomAreaInZone( zone );
if (area)
{
me->Hide( area );
return;
}
}
}
else if (me->GetTask() == CCSBot::GUARD_HOSTAGE_RESCUE_ZONE)
{
// if we're guarding a rescue zone, continue to guard this or another rescue zone
if (me->GuardRandomZone())
{
me->SetTask( CCSBot::GUARD_HOSTAGE_RESCUE_ZONE );
me->PrintIfWatched( "Continuing to guard hostage rescue zones\n" );
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
me->GetChatter()->GuardingHostageEscapeZone( IS_PLAN );
return;
}
}
me->Idle();
return;
}
/*
// if we are watching for an approaching noisy enemy, anticipate and fire before they round the corner
/// @todo Need to check if we are looking at an ENEMY_NOISE here
const float veryCloseNoise = 250.0f;
if (me->IsLookingAtSpot() && me->GetNoiseRange() < veryCloseNoise)
{
// fire!
me->PrimaryAttack();
me->PrintIfWatched( "Firing at anticipated enemy coming around the corner!\n" );
}
*/
// if we have a shield, hide behind it
if (me->HasShield() && !me->IsProtectedByShield())
me->SecondaryAttack();
// while sitting at our hiding spot, if we are being attacked but can't see our attacker, move somewhere else
const float hurtRecentlyTime = 1.0f;
if (!me->IsEnemyVisible() && me->GetTimeSinceAttacked() < hurtRecentlyTime)
{
me->Idle();
return;
}
// encourage the human player
if (!me->IsDoingScenario())
{
if (me->GetTeamNumber() == TEAM_CT)
{
if (me->GetTask() == CCSBot::GUARD_BOMB_ZONE &&
me->IsAtHidingSpot() &&
TheCSBots()->IsBombPlanted())
{
if (me->GetNearbyEnemyCount() == 0)
{
const float someTime = 30.0f;
const float littleTime = 11.0;
if (TheCSBots()->GetBombTimeLeft() > someTime)
me->GetChatter()->Encourage( "BombsiteSecure", RandomFloat( 10.0f, 15.0f ) );
else if (TheCSBots()->GetBombTimeLeft() > littleTime)
me->GetChatter()->Encourage( "WaitingForHumanToDefuseBomb", RandomFloat( 5.0f, 8.0f ) );
else
me->GetChatter()->Encourage( "WaitingForHumanToDefuseBombPanic", RandomFloat( 3.0f, 4.0f ) );
}
}
if (me->GetTask() == CCSBot::GUARD_HOSTAGES && me->IsAtHidingSpot())
{
if (me->GetNearbyEnemyCount() == 0)
{
CHostage *hostage = me->GetGameState()->GetNearestVisibleFreeHostage();
if (hostage)
{
me->GetChatter()->Encourage( "WaitingForHumanToRescueHostages", RandomFloat( 10.0f, 15.0f ) );
}
}
}
}
}
}
else
{
// we are moving to our hiding spot
// snipers periodically pause and fire while retreating
if (me->IsSniper() && me->IsEnemyVisible())
{
if (m_isPaused)
{
if (m_pauseTimer.IsElapsed())
{
// get moving
m_isPaused = false;
m_pauseTimer.Start( RandomFloat( 1.0f, 3.0f ) );
}
else
{
me->Wait( 0.2f );
}
}
else
{
if (m_pauseTimer.IsElapsed())
{
// pause for a moment
m_isPaused = true;
m_pauseTimer.Start( RandomFloat( 0.5f, 1.5f ) );
}
}
}
// if a Player is using this hiding spot, give up
float range;
CCSPlayer *camper = static_cast<CCSPlayer *>( UTIL_GetClosestPlayer( m_hidingSpot, &range ) );
const float closeRange = 75.0f;
if (camper && camper != me && range < closeRange && me->IsVisible( camper, CHECK_FOV ))
{
// player is in our hiding spot
me->PrintIfWatched( "Someone's in my hiding spot - picking another...\n" );
const int maxRetries = 3;
if (m_retry++ >= maxRetries)
{
me->PrintIfWatched( "Can't find a free hiding spot, giving up.\n" );
me->Idle();
return;
}
// pick another hiding spot near where we were planning on hiding
me->Hide( TheNavMesh->GetNavArea( m_hidingSpot ) );
return;
}
Vector toSpot;
toSpot.x = m_hidingSpot.x - myOrigin.x;
toSpot.y = m_hidingSpot.y - myOrigin.y;
toSpot.z = m_hidingSpot.z - me->GetFeetZ(); // use feet location
range = toSpot.Length();
// look outwards as we get close to our hiding spot
if (!me->IsEnemyVisible() && !m_isLookingOutward)
{
const float lookOutwardRange = 200.0f;
const float nearSpotRange = 10.0f;
if (range < lookOutwardRange && range > nearSpotRange)
{
m_isLookingOutward = true;
toSpot.x /= range;
toSpot.y /= range;
toSpot.z /= range;
me->SetLookAt( "Face outward", me->EyePosition() - 1000.0f * toSpot, PRIORITY_HIGH, 3.0f );
}
}
const float atDist = 20.0f;
if (range < atDist)
{
//-------------------------------------
// Just reached our hiding spot
//
m_isAtSpot = true;
m_hideTimer.Start( m_duration );
// make sure our approach points are valid, since we'll be watching them
me->ComputeApproachPoints();
me->ClearLookAt();
// ready our weapon and prepare to attack
me->EquipBestWeapon( me->IsUsingGrenade() );
me->SetDisposition( CCSBot::OPPORTUNITY_FIRE );
// if we are a sniper, update our task
if (me->GetTask() == CCSBot::MOVE_TO_SNIPER_SPOT)
{
me->SetTask( CCSBot::SNIPING );
}
else if (me->GetTask() == CCSBot::GUARD_INITIAL_ENCOUNTER)
{
const float campChatterChance = 20.0f;
if (RandomFloat( 0, 100 ) < campChatterChance)
{
me->GetChatter()->Say( "WaitingHere" );
}
}
// determine which way to look
trace_t result;
float outAngle = 0.0f;
float outAngleRange = 0.0f;
for( float angle = 0.0f; angle < 360.0f; angle += 45.0f )
{
UTIL_TraceLine( me->EyePosition(), me->EyePosition() + 1000.0f * Vector( BotCOS(angle), BotSIN(angle), 0.0f ), MASK_PLAYERSOLID, me, COLLISION_GROUP_NONE, &result );
if (result.fraction > outAngleRange)
{
outAngle = angle;
outAngleRange = result.fraction;
}
}
me->SetLookAheadAngle( outAngle );
}
// move to hiding spot
if (me->UpdatePathMovement() != CCSBot::PROGRESSING && !m_isAtSpot)
{
// we couldn't get to our hiding spot - pick another
me->PrintIfWatched( "Can't get to my hiding spot - finding another...\n" );
// search from hiding spot, since we know it was valid
const Vector *pos = FindNearbyHidingSpot( me, m_hidingSpot, m_range, me->IsSniper() );
if (pos == NULL)
{
// no available hiding spots
me->PrintIfWatched( "No available hiding spots - hiding where I'm at.\n" );
// hide where we are
m_hidingSpot.x = myOrigin.x;
m_hidingSpot.x = myOrigin.y;
m_hidingSpot.z = me->GetFeetZ();
}
else
{
m_hidingSpot = *pos;
}
// build a path to our new hiding spot
if (me->ComputePath( m_hidingSpot, FASTEST_ROUTE ) == false)
{
me->PrintIfWatched( "Can't pathfind to hiding spot\n" );
me->Idle();
return;
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
void HideState::OnExit( CCSBot *me )
{
m_isHoldingPosition = false;
me->StandUp();
me->ResetStuckMonitor();
//me->ClearLookAt();
me->ClearApproachPoints();
// if we have a shield, put it away
if (me->HasShield() && me->IsProtectedByShield())
me->SecondaryAttack();
}