/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #include "precompiled.h" // Fire our active weapon towards our current enemy // NOTE: Aiming our weapon is handled in RunBotUpkeep() void CCSBot::FireWeaponAtEnemy() { CBasePlayer *pEnemy = GetEnemy(); if (!pEnemy) { StopRapidFire(); return; } if (IsUsingSniperRifle()) { // if we're using a sniper rifle, don't fire until we are standing still, are zoomed in, and not rapidly moving our view if (!IsNotMoving()) { return; } } if (gpGlobals->time > m_fireWeaponTimestamp && GetTimeSinceAcquiredCurrentEnemy() >= GetProfile()->GetAttackDelay() && GetTimeSinceAcquiredCurrentEnemy() >= GetSurpriseDelay()) { ClearSurpriseDelay(); if (!(IsRecognizedEnemyProtectedByShield() && IsPlayerFacingMe(pEnemy)) // dont shoot at enemies behind shields && !IsActiveWeaponReloading() && !IsActiveWeaponClipEmpty() && IsEnemyVisible()) { // we have a clear shot - pull trigger if we are aiming at enemy Vector2D toAimSpot = (m_aimSpot - pev->origin).Make2D(); float rangeToEnemy = toAimSpot.NormalizeInPlace(); const real_t halfPI = (M_PI / 180.0f); real_t yaw = pev->v_angle[YAW] * halfPI; Vector2D dir(Q_cos(yaw), Q_sin(yaw)); real_t onTarget = DotProduct(toAimSpot, dir); // aim more precisely with a sniper rifle // because rifles' bullets spray, dont have to be very precise const real_t halfSize = (IsUsingSniperRifle()) ? HalfHumanWidth : 2.0f * HalfHumanWidth; // aiming tolerance depends on how close the target is - closer targets subtend larger angles real_t aimTolerance = Q_cos(Q_atan(halfSize / rangeToEnemy)); if (onTarget > aimTolerance) { bool doAttack; // if friendly fire is on, don't fire if a teammate is blocking our line of fire if (TheCSBots()->AllowFriendlyFireDamage()) { if (IsFriendInLineOfFire()) doAttack = false; else doAttack = true; } else { // fire freely doAttack = true; } if (doAttack) { // if we are using a knife, only swing it if we're close if (IsUsingKnife()) { const float knifeRange = 75.0f; // 50.0f if (rangeToEnemy < knifeRange) { // since we've given ourselves away - run! ForceRun(5.0f); // if our prey is facing away, backstab him! if (!IsPlayerFacingMe(pEnemy)) { SecondaryAttack(); } else { // randomly choose primary and secondary attacks with knife const float knifeStabChance = 33.3f; if (RANDOM_FLOAT(0, 100) < knifeStabChance) SecondaryAttack(); else PrimaryAttack(); } } } else { PrimaryAttack(); } } if (IsUsingPistol()) { // high-skill bots fire their pistols quickly at close range const float closePistolRange = 999999.9f; if (GetProfile()->GetSkill() > 0.75f && rangeToEnemy < closePistolRange) { StartRapidFire(); // fire as fast as possible m_fireWeaponTimestamp = 0.0f; } else { // fire somewhat quickly m_fireWeaponTimestamp = RANDOM_FLOAT(0.15f, 0.4f); } } // not using a pistol else { const float sprayRange = 400.0f; if (GetProfile()->GetSkill() < 0.5f || rangeToEnemy < sprayRange || IsUsingMachinegun()) { // spray 'n pray if enemy is close, or we're not that good, or we're using the big machinegun m_fireWeaponTimestamp = 0.0f; } else { const float distantTargetRange = 800.0f; if (!IsUsingSniperRifle() && rangeToEnemy > distantTargetRange) { // if very far away, fire slowly for better accuracy m_fireWeaponTimestamp = RANDOM_FLOAT(0.3f, 0.7f); } else { // fire short bursts for accuracy m_fireWeaponTimestamp = RANDOM_FLOAT(0.15f, 0.5f); // 0.15f, 0.25f } } } // subtract system latency m_fireWeaponTimestamp -= g_flBotFullThinkInterval; m_fireWeaponTimestamp += gpGlobals->time; } } } } // Set the current aim offset using given accuracy (1.0 = perfect aim, 0.0f = terrible aim) void CCSBot::SetAimOffset(float accuracy) { // if our accuracy is less than perfect, it will improve as we "focus in" while not rotating our view if (accuracy < 1.0f) { // if we moved our view, reset our "focus" mechanism if (IsViewMoving(100.0f)) { m_aimSpreadTimestamp = gpGlobals->time; } // focusTime is the time it takes for a bot to "focus in" for very good aim, from 2 to 5 seconds const float focusTime = Q_max(5.0f * (1.0f - accuracy), 2.0f); float focusInterval = gpGlobals->time - m_aimSpreadTimestamp; float focusAccuracy = focusInterval / focusTime; // limit how much "focus" will help const float maxFocusAccuracy = 0.75f; if (focusAccuracy > maxFocusAccuracy) focusAccuracy = maxFocusAccuracy; accuracy = Q_max(accuracy, focusAccuracy); } PrintIfWatched("Accuracy = %4.3f\n", accuracy); float range = (m_lastEnemyPosition - pev->origin).Length(); const real_t maxOffset = range * (real_t(m_iFOV) / DEFAULT_FOV) * 0.1; float error = maxOffset * (1 - accuracy); m_aimOffsetGoal[0] = RANDOM_FLOAT(-error, error); m_aimOffsetGoal[1] = RANDOM_FLOAT(-error, error); m_aimOffsetGoal[2] = RANDOM_FLOAT(-error, error); // define time when aim offset will automatically be updated m_aimOffsetTimestamp = gpGlobals->time + RANDOM_FLOAT(0.25f, 1.0f); } // Wiggle aim error based on GetProfile()->GetSkill() void CCSBot::UpdateAimOffset() { if (gpGlobals->time >= m_aimOffsetTimestamp) { SetAimOffset(GetProfile()->GetSkill()); } // move current offset towards goal offset Vector d = m_aimOffsetGoal - m_aimOffset; const float stiffness = 0.1f; m_aimOffset.x += stiffness * d.x; m_aimOffset.y += stiffness * d.y; m_aimOffset.z += stiffness * d.z; } // Change our zoom level to be appropriate for the given range. // Return true if the zoom level changed. bool CCSBot::AdjustZoom(float range) { bool adjustZoom = false; if (IsUsingSniperRifle()) { // NOTE: This must be less than sniperMinRange in AttackState const float sniperZoomRange = 300.0f; //150.0f const float sniperFarZoomRange = 1500.0f; // if range is too close, don't zoom if (range <= sniperZoomRange) { // zoom out if (GetZoomLevel() != NO_ZOOM) { adjustZoom = true; } } else if (range < sniperFarZoomRange) { // maintain low zoom if (GetZoomLevel() != LOW_ZOOM) { adjustZoom = true; } } else { // maintain high zoom if (GetZoomLevel() != HIGH_ZOOM) { adjustZoom = true; } } } else { // zoom out if (GetZoomLevel() != NO_ZOOM) { adjustZoom = true; } } if (adjustZoom) { SecondaryAttack(); } return adjustZoom; } // Return true if the given weapon is a sniper rifle bool isSniperRifle(CBasePlayerItem *item) { switch (item->m_iId) { case WEAPON_SCOUT: case WEAPON_SG550: case WEAPON_AWP: case WEAPON_G3SG1: return true; default: return false; } } bool CCSBot::IsUsingAWP() const { CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon(); if (pCurrentWeapon && pCurrentWeapon->m_iId == WEAPON_AWP) return true; return false; } // Returns true if we are using a weapon with a removable silencer bool CCSBot::DoesActiveWeaponHaveSilencer() const { CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon(); if (!pCurrentWeapon) return false; if (pCurrentWeapon->m_iId == WEAPON_M4A1 || pCurrentWeapon->m_iId == WEAPON_USP) return true; return false; } // Return true if we are using a sniper rifle bool CCSBot::IsUsingSniperRifle() const { CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon(); if (pCurrentWeapon && isSniperRifle(pCurrentWeapon)) return true; return false; } // Return true if we have a sniper rifle in our inventory bool CCSBot::IsSniper() const { auto sniperItem = this->ForEachItem([](CBasePlayerItem *pItem) { return isSniperRifle(pItem); }); return sniperItem ? true : false; } // Return true if we are actively sniping (moving to sniper spot or settled in) bool CCSBot::IsSniping() const { if (GetTask() == MOVE_TO_SNIPER_SPOT || GetTask() == SNIPING) return true; return false; } // Return true if we are using a shotgun bool CCSBot::IsUsingShotgun() const { CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon(); if (!pCurrentWeapon) return false; if (pCurrentWeapon->m_iId == WEAPON_XM1014 || pCurrentWeapon->m_iId == WEAPON_M3) return true; return false; } // Returns true if using the big 'ol machinegun bool CCSBot::IsUsingMachinegun() const { CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon(); if (pCurrentWeapon && pCurrentWeapon->m_iId == WEAPON_M249) return true; return false; } // Return true if primary weapon doesn't exist or is totally out of ammo bool CCSBot::IsPrimaryWeaponEmpty() const { CBasePlayerWeapon *pCurrentWeapon = static_cast(m_rgpPlayerItems[PRIMARY_WEAPON_SLOT]); if (!pCurrentWeapon) return true; // check if gun has any ammo left if (HasAnyAmmo(pCurrentWeapon)) return false; return true; } // Return true if pistol doesn't exist or is totally out of ammo bool CCSBot::IsPistolEmpty() const { CBasePlayerWeapon *pCurrentWeapon = static_cast(m_rgpPlayerItems[PISTOL_SLOT]); if (!pCurrentWeapon) return true; // check if gun has any ammo left if (HasAnyAmmo(pCurrentWeapon)) { return false; } return true; } // Equip the given item bool CCSBot::DoEquip(CBasePlayerWeapon *pWeapon) { if (!pWeapon) return false; // check if weapon has any ammo left if (!HasAnyAmmo(pWeapon)) return false; // equip it SelectItem(STRING(pWeapon->pev->classname)); m_equipTimer.Start(); return true; } // throttle how often equipping is allowed const float minEquipInterval = 5.0f; // Equip the best weapon we are carrying that has ammo void CCSBot::EquipBestWeapon(bool mustEquip) { // throttle how often equipping is allowed if (!mustEquip && m_equipTimer.GetElapsedTime() < minEquipInterval) return; CBasePlayerWeapon *pPrimary = static_cast(m_rgpPlayerItems[PRIMARY_WEAPON_SLOT]); if (pPrimary) { WeaponClassType weaponClass = WeaponIDToWeaponClass(pPrimary->m_iId); if ((TheCSBots()->AllowShotguns() && weaponClass == WEAPONCLASS_SHOTGUN) || (TheCSBots()->AllowMachineGuns() && weaponClass == WEAPONCLASS_MACHINEGUN) || (TheCSBots()->AllowRifles() && weaponClass == WEAPONCLASS_RIFLE) || (TheCSBots()->AllowSnipers() && weaponClass == WEAPONCLASS_SNIPERRIFLE) || (TheCSBots()->AllowSubMachineGuns() && weaponClass == WEAPONCLASS_SUBMACHINEGUN) || (TheCSBots()->AllowTacticalShield() && pPrimary->m_iId == WEAPON_SHIELDGUN)) { if (DoEquip(pPrimary)) return; } } if (TheCSBots()->AllowPistols()) { if (DoEquip(static_cast(m_rgpPlayerItems[PISTOL_SLOT]))) return; } // always have a knife EquipKnife(); } // Equip our pistol void CCSBot::EquipPistol() { // throttle how often equipping is allowed if (m_equipTimer.GetElapsedTime() < minEquipInterval) return; if (TheCSBots()->AllowPistols() && !IsUsingPistol()) { CBasePlayerWeapon *pistol = static_cast(m_rgpPlayerItems[PISTOL_SLOT]); DoEquip(pistol); } } // Equip the knife void CCSBot::EquipKnife() { if (!IsUsingKnife()) { CBasePlayerWeapon *pKnife = static_cast(m_rgpPlayerItems[KNIFE_SLOT]); if (pKnife) { SelectItem(STRING(pKnife->pev->classname)); } } } // Return true if we have a grenade in our inventory bool CCSBot::HasGrenade() const { CBasePlayerWeapon *pGrenade = static_cast(m_rgpPlayerItems[GRENADE_SLOT]); return pGrenade != nullptr; } // Equip a grenade, return false if we cant bool CCSBot::EquipGrenade(bool noSmoke) { // snipers don't use grenades if (IsSniper()) return false; if (IsUsingGrenade()) return true; if (HasGrenade()) { CBasePlayerWeapon *pGrenade = static_cast(m_rgpPlayerItems[GRENADE_SLOT]); if (pGrenade) { if (noSmoke && pGrenade->m_iId == WEAPON_SMOKEGRENADE) return false; SelectItem(STRING(pGrenade->pev->classname)); return true; } } return false; } // Returns true if we have knife equipped bool CCSBot::IsUsingKnife() const { CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon(); if (pCurrentWeapon && pCurrentWeapon->m_iId == WEAPON_KNIFE) return true; return false; } // Returns true if we have pistol equipped bool CCSBot::IsUsingPistol() const { CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon(); if (pCurrentWeapon && pCurrentWeapon->IsPistol()) return true; return false; } // Returns true if we have a grenade equipped bool CCSBot::IsUsingGrenade() const { CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon(); if (!pCurrentWeapon) return false; if (pCurrentWeapon->m_iId == WEAPON_SMOKEGRENADE || pCurrentWeapon->m_iId == WEAPON_FLASHBANG || pCurrentWeapon->m_iId == WEAPON_HEGRENADE) return true; return false; } bool CCSBot::IsUsingHEGrenade() const { CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon(); if (pCurrentWeapon && pCurrentWeapon->m_iId == WEAPON_HEGRENADE) return true; return false; } // Begin the process of throwing the grenade void CCSBot::ThrowGrenade(const Vector *target) { if (IsUsingGrenade() && !m_isWaitingToTossGrenade) { const float angleTolerance = 1.0f; SetLookAt("GrenadeThrow", target, PRIORITY_UNINTERRUPTABLE, 3.0f, false, angleTolerance); m_isWaitingToTossGrenade = true; m_tossGrenadeTimer.Start(3.0f); } } // Find spot to throw grenade ahead of us and "around the corner" along our path bool CCSBot::FindGrenadeTossPathTarget(Vector *pos) { if (!HasPath()) return false; // find farthest point we can see on the path int i; for (i = m_pathIndex; i < m_pathLength; i++) { if (!FVisible(m_path[i].pos + Vector(0, 0, HalfHumanHeight))) break; } if (i == m_pathIndex) return false; // find exact spot where we lose sight Vector dir = m_path[i].pos - m_path[i - 1].pos; float length = dir.NormalizeInPlace(); const float inc = 25.0f; Vector p; Vector visibleSpot = m_path[i - 1].pos; for (float t = 0.0f; t < length; t += inc) { p = m_path[i - 1].pos + t * dir; p.z += HalfHumanHeight; if (!FVisible(p)) break; visibleSpot = p; } // massage the location a bit visibleSpot.z += 10.0f; const float bufferRange = 50.0f; TraceResult result; Vector check; // check +X check = visibleSpot + Vector(999.9f, 0, 0); UTIL_TraceLine(visibleSpot, check, dont_ignore_monsters, ignore_glass, ENT(pev), &result); if (result.flFraction < 1.0f) { float range = result.vecEndPos.x - visibleSpot.x; if (range < bufferRange) { visibleSpot.x = result.vecEndPos.x - bufferRange; } } // check -X check = visibleSpot + Vector(-999.9f, 0, 0); UTIL_TraceLine(visibleSpot, check, dont_ignore_monsters, ignore_glass, ENT(pev), &result); if (result.flFraction < 1.0f) { float range = visibleSpot.x - result.vecEndPos.x; if (range < bufferRange) { visibleSpot.x = result.vecEndPos.x + bufferRange; } } // check +Y check = visibleSpot + Vector(0, 999.9f, 0); UTIL_TraceLine(visibleSpot, check, dont_ignore_monsters, ignore_glass, ENT(pev), &result); if (result.flFraction < 1.0f) { float range = result.vecEndPos.y - visibleSpot.y; if (range < bufferRange) { visibleSpot.y = result.vecEndPos.y - bufferRange; } } // check -Y check = visibleSpot + Vector(0, -999.9f, 0); UTIL_TraceLine(visibleSpot, check, dont_ignore_monsters, ignore_glass, ENT(pev), &result); if (result.flFraction < 1.0f) { float range = visibleSpot.y - result.vecEndPos.y; if (range < bufferRange) { visibleSpot.y = result.vecEndPos.y + bufferRange; } } *pos = visibleSpot; return true; } // Reload our weapon if we must void CCSBot::ReloadCheck() { const float safeReloadWaitTime = 3.0f; const float reloadAmmoRatio = 0.6f; // don't bother to reload if there are no enemies left if (GetEnemiesRemaining() == 0) return; if (IsDefusingBomb() || IsActiveWeaponReloading()) return; if (IsActiveWeaponClipEmpty()) { // high-skill players switch to pistol instead of reloading during combat if (GetProfile()->GetSkill() > 0.5f && IsAttacking()) { if (!GetActiveWeapon()->IsPistol() && !IsPistolEmpty()) { // switch to pistol instead of reloading EquipPistol(); return; } } } else if (GetTimeSinceLastSawEnemy() > safeReloadWaitTime && GetActiveWeaponAmmoRatio() <= reloadAmmoRatio) { // high-skill players use all their ammo and switch to pistol instead of reloading during combat if (GetProfile()->GetSkill() > 0.5f && IsAttacking()) return; } else { // do not need to reload return; } // don't reload the AWP until it is totally out of ammo if (IsUsingAWP() && !IsActiveWeaponClipEmpty()) return; Reload(); // move to cover to reload if there are enemies nearby if (GetNearbyEnemyCount()) { // avoid enemies while reloading (above 0.75 skill always hide to reload) const float hideChance = 25.0f + 100.0f * GetProfile()->GetSkill(); if (!IsHiding() && RANDOM_FLOAT(0.0f, 100.0f) < hideChance) { const float safeTime = 5.0f; if (GetTimeSinceLastSawEnemy() < safeTime) { PrintIfWatched("Retreating to a safe spot to reload!\n"); const Vector *spot = FindNearbyRetreatSpot(this, 1000.0f); if (spot) { // ignore enemies for a second to give us time to hide // reaching our hiding spot clears our disposition IgnoreEnemies(10.0f); Run(); StandUp(); Hide(spot, 0.0f); } } } } } // Silence/unsilence our weapon if we must void CCSBot::SilencerCheck() { // longer than reload check because reloading should take precedence const float safeSilencerWaitTime = 3.5f; if (IsDefusingBomb() || IsActiveWeaponReloading() || IsAttacking()) return; // M4A1 and USP are the only weapons with removable silencers if (!DoesActiveWeaponHaveSilencer()) return; #ifdef REGAMEDLL_FIXES if (GetTimeSinceLastSawEnemy() < safeSilencerWaitTime) return; #endif // don't touch the silencer if there are enemies nearby if (GetNearbyEnemyCount() == 0) { CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon(); if (!pCurrentWeapon) return; bool isSilencerOn = (pCurrentWeapon->m_iWeaponState & (WPNSTATE_M4A1_SILENCED | WPNSTATE_USP_SILENCED)) != 0; #ifndef REGAMEDLL_FIXES if (isSilencerOn != GetProfile()->PrefersSilencer() && !HasShield()) #else if (pCurrentWeapon->m_flNextSecondaryAttack >= gpGlobals->time) return; // equip silencer if we want to and we don't have a shield. if (isSilencerOn != (GetProfile()->PrefersSilencer() || GetProfile()->GetSkill() > 0.7f) && !HasShield()) #endif { PrintIfWatched("%s silencer!\n", (isSilencerOn) ? "Unequipping" : "Equipping"); pCurrentWeapon->SecondaryAttack(); } } } // Invoked when in contact with a CWeaponBox void CCSBot::OnTouchingWeapon(CWeaponBox *box) { auto pDroppedWeapon = box->m_rgpPlayerItems[PRIMARY_WEAPON_SLOT]; // right now we only care about primary weapons on the ground if (pDroppedWeapon) { CBasePlayerWeapon *pWeapon = static_cast(m_rgpPlayerItems[PRIMARY_WEAPON_SLOT]); // if the gun on the ground is the same one we have, dont bother if (pWeapon && pWeapon->IsWeapon() && pDroppedWeapon->m_iId != pWeapon->m_iId) { // if we don't have a weapon preference, give up if (GetProfile()->HasPrimaryPreference()) { // don't change weapons if we've seen enemies recently const float safeTime = 2.5f; if (GetTimeSinceLastSawEnemy() >= safeTime) { // we have a primary weapon - drop it if the one on the ground is better for (int i = 0; i < GetProfile()->GetWeaponPreferenceCount(); i++) { int prefID = GetProfile()->GetWeaponPreference(i); if (!IsPrimaryWeapon(prefID)) continue; // if the gun we are using is more desirable, give up if (prefID == pWeapon->m_iId) break; if (prefID == pDroppedWeapon->m_iId) { // the gun on the ground is better than the one we have - drop our gun DropPrimary(); break; } } } } } } } // Return true if a friend is in our weapon's way // TODO: Check more rays for safety. bool CCSBot::IsFriendInLineOfFire() { if (CSGameRules()->IsFreeForAll()) return false; UTIL_MakeVectors(pev->punchangle + pev->v_angle); // compute the unit vector along our view Vector aimDir = gpGlobals->v_forward; Vector target = GetGunPosition(); // trace the bullet's path TraceResult result; UTIL_TraceLine(GetGunPosition(), target + 10000.0f * aimDir, dont_ignore_monsters, ignore_glass, ENT(pev), &result); if (result.pHit) { CBasePlayer *pVictim = CBasePlayer::Instance(result.pHit); if (pVictim && pVictim->IsPlayer() && pVictim->IsAlive()) { if (BotRelationship(pVictim) == BOT_TEAMMATE) return true; } } return false; } // Return line-of-sight distance to obstacle along weapon fire ray // TODO: Re-use this computation with IsFriendInLineOfFire() float CCSBot::ComputeWeaponSightRange() { UTIL_MakeVectors(pev->punchangle + pev->v_angle); // compute the unit vector along our view Vector aimDir = gpGlobals->v_forward; Vector target = GetGunPosition(); // trace the bullet's path TraceResult result; UTIL_TraceLine(GetGunPosition(), target + 10000.0f * aimDir, dont_ignore_monsters, ignore_glass, ENT(pev), &result); return (GetGunPosition() - result.vecEndPos).Length(); }