/* * * 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" // Move towards currently heard noise void InvestigateNoiseState::AttendCurrentNoise(CCSBot *me) { if (!me->IsNoiseHeard() && me->GetNoisePosition()) return; // remember where the noise we heard was m_checkNoisePosition = *me->GetNoisePosition(); // tell our teammates (unless the noise is obvious, like gunfire) if (me->IsWellPastSafe() && me->HasNotSeenEnemyForLongTime() && me->GetNoisePriority() != PRIORITY_HIGH) me->GetChatter()->HeardNoise(me->GetNoisePosition()); // figure out how to get to the noise me->PrintIfWatched("Attending to noise...\n"); me->ComputePath(me->GetNoiseArea(), &m_checkNoisePosition, SAFEST_ROUTE); // consume the noise me->ForgetNoise(); } void InvestigateNoiseState::OnEnter(CCSBot *me) { AttendCurrentNoise(me); } // Use TravelDistance instead of distance... void InvestigateNoiseState::OnUpdate(CCSBot *me) { float newNoiseDist; if (me->ShouldInvestigateNoise(&newNoiseDist)) { Vector toOldNoise = m_checkNoisePosition - me->pev->origin; const float muchCloserDist = 100.0f; if (toOldNoise.IsLengthGreaterThan(newNoiseDist + muchCloserDist)) { // new sound is closer AttendCurrentNoise(me); } } // if the pathfind fails, give up if (!me->HasPath()) { me->Idle(); return; } // look around me->UpdateLookAround(); // get distance remaining on our path until we reach the source of the noise float noiseDist = (m_checkNoisePosition - me->pev->origin).Length(); if (me->IsUsingKnife()) { if (me->IsHurrying()) me->Run(); else me->Walk(); } else { const float closeToNoiseRange = 1500.0f; if (noiseDist < closeToNoiseRange) { // if we dont have many friends left, or we are alone, and we are near noise source, sneak quietly if (me->GetFriendsRemaining() <= 2 && !me->IsHurrying()) { me->Walk(); } else { me->Run(); } } else { me->Run(); } } // if we can see the noise position and we're close enough to it and looking at it, // we don't need to actually move there (it's checked enough) const float closeRange = 200.0f; if (noiseDist < closeRange) { if (me->IsLookingAtPosition(&m_checkNoisePosition) && me->IsVisible(&m_checkNoisePosition)) { // can see noise position me->PrintIfWatched("Noise location is clear.\n"); //me->ForgetNoise(); me->Idle(); return; } } // move towards noise if (me->UpdatePathMovement() != CCSBot::PROGRESSING) { me->Idle(); } } void InvestigateNoiseState::OnExit(CCSBot *me) { // reset to run mode in case we were sneaking about me->Run(); }