ReGameDLL_CS/regamedll/dlls/bot/cs_bot_radio.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

324 lines
7.7 KiB
C++

#include "precompiled.h"
// Returns true if the radio message is an order to do something
// NOTE: "Report in" is not considered a "command" because it doesnt ask the bot to go somewhere, or change its mind
bool CCSBot::IsRadioCommand(GameEventType event) const
{
if (event == EVENT_RADIO_AFFIRMATIVE
|| event == EVENT_RADIO_NEGATIVE
|| event == EVENT_RADIO_ENEMY_SPOTTED
|| event == EVENT_RADIO_SECTOR_CLEAR
|| event == EVENT_RADIO_REPORTING_IN
|| event == EVENT_RADIO_REPORT_IN_TEAM
|| event == EVENT_RADIO_ENEMY_DOWN)
return false;
return true;
}
// Respond to radio commands from HUMAN players
void CCSBot::RespondToRadioCommands()
{
// bots use the chatter system to respond to each other
if (m_radioSubject != NULL && m_radioSubject->IsPlayer())
{
CBasePlayer *player = m_radioSubject;
if (player->IsBot())
{
m_lastRadioCommand = EVENT_INVALID;
return;
}
}
if (m_lastRadioCommand == EVENT_INVALID)
return;
// a human player has issued a radio command
GetChatter()->ResetRadioSilenceDuration();
// if we are doing something important, ignore the radio
// unless it is a "report in" request - we can do that while we continue to do other things
// TODO: Create "uninterruptable" flag
if (m_lastRadioCommand != EVENT_RADIO_REPORT_IN_TEAM)
{
if (IsBusy())
{
// consume command
m_lastRadioCommand = EVENT_INVALID;
return;
}
}
// wait for reaction time before responding
// delay needs to be long enough for the radio message we're responding to to finish
float respondTime = 1.0f + 2.0f * GetProfile()->GetReactionTime();
if (IsRogue())
respondTime += 2.0f;
if (gpGlobals->time - m_lastRadioRecievedTimestamp < respondTime)
return;
// rogues won't follow commands, unless already following the player
if (!IsFollowing() && IsRogue())
{
if (IsRadioCommand(m_lastRadioCommand))
{
GetChatter()->Negative();
}
// consume command
m_lastRadioCommand = EVENT_INVALID;
return;
}
CBasePlayer *player = m_radioSubject;
if (player == NULL)
return;
// respond to command
bool canDo = false;
const float inhibitAutoFollowDuration = 60.0f;
switch (m_lastRadioCommand)
{
case EVENT_RADIO_REPORT_IN_TEAM:
{
GetChatter()->ReportingIn();
break;
}
case EVENT_RADIO_FOLLOW_ME:
case EVENT_RADIO_COVER_ME:
case EVENT_RADIO_STICK_TOGETHER_TEAM:
case EVENT_RADIO_REGROUP_TEAM:
{
if (!IsFollowing())
{
Follow(player);
player->AllowAutoFollow();
canDo = true;
}
break;
}
case EVENT_RADIO_ENEMY_SPOTTED:
case EVENT_RADIO_NEED_BACKUP:
case EVENT_RADIO_TAKING_FIRE:
{
if (!IsFollowing())
{
Follow(player);
GetChatter()->Say("OnMyWay");
player->AllowAutoFollow();
canDo = false;
}
break;
}
case EVENT_RADIO_TEAM_FALL_BACK:
{
if (TryToRetreat())
canDo = true;
break;
}
case EVENT_RADIO_HOLD_THIS_POSITION:
{
// find the leader's area
SetTask(HOLD_POSITION);
StopFollowing();
player->InhibitAutoFollow(inhibitAutoFollowDuration);
Hide(TheNavAreaGrid.GetNearestNavArea(&m_radioPosition));
canDo = true;
break;
}
case EVENT_RADIO_GO_GO_GO:
case EVENT_RADIO_STORM_THE_FRONT:
{
StopFollowing();
Hunt();
canDo = true;
player->InhibitAutoFollow(inhibitAutoFollowDuration);
break;
}
case EVENT_RADIO_GET_OUT_OF_THERE:
{
if (TheCSBots()->IsBombPlanted())
{
EscapeFromBomb();
player->InhibitAutoFollow(inhibitAutoFollowDuration);
canDo = true;
}
break;
}
case EVENT_RADIO_SECTOR_CLEAR:
{
// if this is a defusal scenario, and the bomb is planted,
// and a human player cleared a bombsite, check it off our list too
if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_DEFUSE_BOMB)
{
if (m_iTeam == CT && TheCSBots()->IsBombPlanted())
{
const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone(player);
if (zone != NULL)
{
GetGameState()->ClearBombsite(zone->m_index);
// if we are huting for the planted bomb, re-select bombsite
if (GetTask() == FIND_TICKING_BOMB)
Idle();
canDo = true;
}
}
}
break;
}
default:
// ignore all other radio commands for now
return;
}
if (canDo)
{
// affirmative
GetChatter()->Affirmative();
// if we agreed to follow a new command, put away our grenade
if (IsRadioCommand(m_lastRadioCommand) && IsUsingGrenade())
{
EquipBestWeapon();
}
}
// consume command
m_lastRadioCommand = EVENT_INVALID;
}
// Send voice chatter. Also sends the entindex.
void CCSBot::StartVoiceFeedback(float duration)
{
m_voiceFeedbackStartTimestamp = gpGlobals->time;
m_voiceFeedbackEndTimestamp = duration + gpGlobals->time;
CBasePlayer *pPlayer = NULL;
while ((pPlayer = GetNextRadioRecipient(pPlayer)) != NULL)
{
MESSAGE_BEGIN(MSG_ONE, gmsgBotVoice, NULL, pPlayer->pev);
WRITE_BYTE(1); // active is talking
WRITE_BYTE(entindex()); // client index speaking
MESSAGE_END();
}
}
void CCSBot::EndVoiceFeedback(bool force)
{
if (!force && !m_voiceFeedbackEndTimestamp)
return;
m_voiceFeedbackEndTimestamp = 0;
MESSAGE_BEGIN(MSG_ALL, gmsgBotVoice);
WRITE_BYTE(0);
WRITE_BYTE(ENTINDEX(edict()));
MESSAGE_END();
}
// Decide if we should move to help the player, return true if we will
bool CCSBot::RespondToHelpRequest(CBasePlayer *them, Place place, float maxRange)
{
if (IsRogue())
return false;
// if we're busy, ignore
if (IsBusy())
return false;
// if we are too far away, ignore
if (maxRange > 0.0f)
{
// compute actual travel distance
PathCost pc(this);
float_precision travelDistance = NavAreaTravelDistance(m_lastKnownArea, TheNavAreaGrid.GetNearestNavArea(&them->pev->origin), pc);
if (travelDistance < 0.0f)
return false;
if (travelDistance > maxRange)
return false;
}
if (place == UNDEFINED_PLACE)
{
// if we have no "place" identifier, go directly to them
// if we are already there, ignore
float rangeSq = (them->pev->origin - pev->origin).LengthSquared();
const float close = 750.0f * 750.0f;
if (rangeSq < close)
return true;
MoveTo(&them->pev->origin, FASTEST_ROUTE);
}
else
{
// if we are already there, ignore
if (GetPlace() == place)
return true;
// go to where help is needed
const Vector *pos = GetRandomSpotAtPlace(place);
if (pos != NULL)
{
MoveTo(pos, FASTEST_ROUTE);
}
else
{
MoveTo(&them->pev->origin, FASTEST_ROUTE);
}
}
// acknowledge
GetChatter()->Say("OnMyWay");
return true;
}
// Send a radio message
void CCSBot::SendRadioMessage(GameEventType event)
{
// make sure this is a radio event
if (event <= EVENT_START_RADIO_1 || event >= EVENT_END_RADIO)
{
return;
}
PrintIfWatched("%3.1f: SendRadioMessage( %s )\n", gpGlobals->time, GameEventName[ event ]);
// note the time the message was sent
TheCSBots()->SetRadioMessageTimestamp(event, m_iTeam);
m_lastRadioSentTimestamp = gpGlobals->time;
char slot[2];
slot[1] = '\0';
if (event > EVENT_START_RADIO_1 && event < EVENT_START_RADIO_2)
{
slot[0] = event - EVENT_START_RADIO_1;
ClientCommand("radio1");
//Radio1(this, event - EVENT_START_RADIO_3);
}
else if (event > EVENT_START_RADIO_2 && event < EVENT_START_RADIO_3)
{
slot[0] = event - EVENT_START_RADIO_2;
ClientCommand("radio2");
//Radio2(this, event - EVENT_START_RADIO_3);
}
else
{
slot[0] = event - EVENT_START_RADIO_3;
ClientCommand("radio3");
//Radio3(this, event - EVENT_START_RADIO_3);
}
ClientCommand("menuselect", slot);
ClientCommand("menuselect", "10");
}