ReGameDLL_CS/regamedll/dlls/bot/states/cs_bot_investigate_noise.cpp
s1lentq 3d252fe527 Refactoring and cleanup.
Fixed some critical bugs and typos (carrer_task, tutor, zbot and other)
Added command line option `-bots` to run bots in CS 1.6
Removed the tests demo record/player from myself the project and also dependency of the steam library.
Fixed the progress bar when generating a nav file.
2016-02-23 05:23:45 +06:00

112 lines
2.7 KiB
C++

#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::__MAKE_VHOOK(OnEnter)(CCSBot *me)
{
AttendCurrentNoise(me);
}
// Use TravelDistance instead of distance...
void InvestigateNoiseState::__MAKE_VHOOK(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::__MAKE_VHOOK(OnExit)(CCSBot *me)
{
// reset to run mode in case we were sneaking about
me->Run();
}