ReGameDLL_CS/regamedll/dlls/bot/states/cs_bot_hide.cpp
2017-11-23 00:43:30 +07:00

465 lines
14 KiB
C++

/*
*
* 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"
// 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;
// if duration is "infinite", set it to a reasonably long time to prevent infinite camping
if (m_duration < 0.0f)
{
m_duration = RANDOM_FLOAT(30.0f, 60.0f);
}
// decide whether to "ambush" or not - never set to false so as not to override external setting
if (RANDOM_FLOAT(0.0f, 100.0f) < 50.0f)
{
m_isHoldingPosition = true;
}
// if we are holding position, decide for how long
if (m_isHoldingPosition)
{
m_holdPositionTime = RANDOM_FLOAT(3.0f, 10.0f);
}
else
{
m_holdPositionTime = 0.0f;
}
m_heardEnemy = false;
m_firstHeardEnemyTime = 0.0f;
m_retry = 0;
if (me->IsFollowing())
{
m_leaderAnchorPos = me->GetFollowLeader()->pev->origin;
}
}
// 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)
{
// wait until finished reloading to leave hide state
if (!me->IsActiveWeaponReloading())
{
if (gpGlobals->time - me->GetStateTimestamp() > m_duration)
{
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(&me->pev->origin);
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 momentarily hiding while following someone, check to see if he has moved on
if (me->IsFollowing())
{
CBasePlayer *pLeader = me->GetFollowLeader();
// BOTPORT: Determine walk/run velocity thresholds
float runThreshold = 200.0f;
if (pLeader->pev->velocity.IsLengthGreaterThan(runThreshold))
{
// leader is running, stay with him
me->Follow(pLeader);
return;
}
// if leader has moved, stay with him
const float followRange = 250.0f;
if ((m_leaderAnchorPos - pLeader->pev->origin).IsLengthGreaterThan(followRange))
{
me->Follow(pLeader);
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->m_iTeam == 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())
{
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())
{
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_ZONE && TheCSBots()->IsBombPlanted())
{
me->Idle();
return;
}
}
// TERRORIST
else
{
// if we are near the ticking bomb and someone starts defusing it, attack!
if (TheCSBots()->GetBombDefuser())
{
Vector toDefuser = TheCSBots()->GetBombDefuser()->pev->origin;
const float hearDefuseRange = 2000.0f;
if ((toDefuser - me->pev->origin).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(&toDefuser, 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 *pHostage = me->GetGameState()->GetNearestVisibleFreeHostage();
if (pHostage)
{
// we see a free hostage, guard it
CNavArea *area = TheNavAreaGrid.GetNearestNavArea(&pHostage->pev->origin);
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->IsActiveWeaponReloading() &&
!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->time - 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->ShouldInvestigateNoise())
{
// 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->time;
me->PrintIfWatched("Heard enemy, holding position for %f2.1 seconds...\n", m_holdPositionTime);
}
}
else
{
// not holding position - investigate enemy noise
me->InvestigateNoise();
return;
}
}
}
}
// look around
me->UpdateLookAround();
// if we are at our hiding spot, crouch and wait
if (m_isAtSpot)
{
me->Crouch();
// 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->m_iTeam == 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", RANDOM_FLOAT(10.0f, 15.0f));
else if (TheCSBots()->GetBombTimeLeft() > littleTime)
me->GetChatter()->Encourage("WaitingForHumanToDefuseBomb", RANDOM_FLOAT(5.0f, 8.0f));
else
me->GetChatter()->Encourage("WaitingForHumanToDefuseBombPanic", RANDOM_FLOAT(3.0f, 4.0f));
}
}
if (me->GetTask() == CCSBot::GUARD_HOSTAGES && me->IsAtHidingSpot())
{
if (me->GetNearbyEnemyCount() == 0)
{
CHostage *pHostage = me->GetGameState()->GetNearestVisibleFreeHostage();
if (pHostage)
{
me->GetChatter()->Encourage("WaitingForHumanToRescueHostages", RANDOM_FLOAT(10.0f, 15.0f));
}
}
}
}
}
}
else
{
// if a Player is using this hiding spot, give up
float range;
CBasePlayer *pCamper = UTIL_GetClosestPlayer(&m_hidingSpot, &range);
const float closeRange = 75.0f;
if (pCamper && pCamper != me && range < closeRange && me->IsVisible(pCamper, 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(TheNavAreaGrid.GetNavArea(&m_hidingSpot));
return;
}
Vector toSpot;
toSpot.x = m_hidingSpot.x - me->pev->origin.x;
toSpot.y = m_hidingSpot.y - me->pev->origin.y;
toSpot.z = m_hidingSpot.z - me->GetFeetZ(); // use feet location
float dist = toSpot.Length();
const float crouchDist = 200.0f;
if (dist < crouchDist)
me->Crouch();
const float atDist = 20.0f;
if (dist < atDist)
{
m_isAtSpot = true;
// make sure our approach points are valid, since we'll be watching them
me->ComputeApproachPoints();
// ready our weapon and prepare to attack
me->EquipBestWeapon(MUST_EQUIP);
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);
}
// determine which way to look
TraceResult result;
float outAngle = 0.0f;
float outAngleRange = 0.0f;
for (float angle = 0.0f; angle < 360.0f; angle += 45.0f)
{
UTIL_TraceLine(me->GetEyePosition(), me->GetEyePosition() + 1000.0f * Vector(BotCOS(angle), BotSIN(angle), 0.0f), ignore_monsters, ignore_glass, ENT(me->pev), &result);
if (result.flFraction > outAngleRange)
{
outAngle = angle;
outAngleRange = result.flFraction;
}
}
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_searchFromArea, m_range, me->IsSniper());
if (!pos)
{
// no available hiding spots
me->PrintIfWatched("No available hiding spots - hiding where I'm at.\n");
// hide where we are
#ifndef REGAMEDLL_FIXES
m_hidingSpot.x = me->pev->origin.x;
m_hidingSpot.x = me->pev->origin.y;
m_hidingSpot.z = me->GetFeetZ();
#else
m_hidingSpot.x = me->pev->origin.x;
m_hidingSpot.y = me->pev->origin.y;
m_hidingSpot.z = me->GetFeetZ();
#endif
}
else
{
m_hidingSpot = *pos;
}
// build a path to our new hiding spot
if (me->ComputePath(TheNavAreaGrid.GetNavArea(&m_hidingSpot), &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();
}