ReGameDLL_CS/regamedll/dlls/bot/states/cs_bot_hunt.cpp

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2019-09-23 00:09:58 +03:00
/*
*
* 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 the hunt
void HuntState::OnEnter(CCSBot *me)
{
// lurking death
if (me->IsUsingKnife() && me->IsWellPastSafe() && !me->IsHurrying())
me->Walk();
else
me->Run();
me->StandUp();
me->SetDisposition(CCSBot::ENGAGE_AND_INVESTIGATE);
me->SetTask(CCSBot::SEEK_AND_DESTROY);
me->DestroyPath();
}
// Hunt down our enemies
void HuntState::OnUpdate(CCSBot *me)
{
// if we've been hunting for a long time, drop into Idle for a moment to
// select something else to do
const float huntingTooLongTime = 30.0f;
if (gpGlobals->time - me->GetStateTimestamp() > huntingTooLongTime)
{
// stop being a rogue and do the scenario, since there must not be many enemies left to hunt
me->PrintIfWatched("Giving up hunting, and being a rogue\n");
me->SetRogue(false);
me->Idle();
return;
}
// scenario logic
if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_DEFUSE_BOMB)
{
if (me->m_iTeam == TERRORIST)
{
// if we have the bomb and it's time to plant, or we happen to be in a bombsite and it seems safe, do it
if (me->IsCarryingBomb())
{
const float safeTime = 3.0f;
if (TheCSBots()->IsTimeToPlantBomb() || (me->IsAtBombsite() && gpGlobals->time - me->GetLastSawEnemyTimestamp() > safeTime))
{
me->Idle();
return;
}
}
// if we notice the bomb lying on the ground, go get it
if (me->NoticeLooseBomb())
{
me->FetchBomb();
return;
}
// if bomb has been planted, and we hear it, move to a hiding spot near the bomb and watch it
const Vector *bombPos = me->GetGameState()->GetBombPosition();
if (!me->IsRogue() && me->GetGameState()->IsBombPlanted() && bombPos)
{
me->SetTask(CCSBot::GUARD_TICKING_BOMB);
me->Hide(TheNavAreaGrid.GetNavArea(bombPos));
return;
}
}
// CT
else
{
if (!me->IsRogue() && me->CanSeeLooseBomb())
{
CNavArea *looseBombArea = TheCSBots()->GetLooseBombArea();
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// if we are near the loose bomb and can see it, hide nearby and guard it
me->SetTask(CCSBot::GUARD_LOOSE_BOMB);
me->Hide(looseBombArea);
if (looseBombArea)
me->GetChatter()->AnnouncePlan("GoingToGuardLooseBomb", looseBombArea->GetPlace());
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return;
}
else if (TheCSBots()->IsBombPlanted())
{
// rogues will defuse a bomb, but not guard the defuser
if (!me->IsRogue() || !TheCSBots()->GetBombDefuser())
{
// search for the planted bomb to defuse
me->Idle();
return;
}
}
}
}
else if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_RESCUE_HOSTAGES)
{
if (me->m_iTeam == TERRORIST)
{
if (me->GetGameState()->AreAllHostagesBeingRescued())
{
// all hostages are being rescued, head them off at the escape zones
if (me->GuardRandomZone())
{
me->SetTask(CCSBot::GUARD_HOSTAGE_RESCUE_ZONE);
me->PrintIfWatched("Trying to beat them to an escape zone!\n");
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
me->GetChatter()->GuardingHostageEscapeZone(IS_PLAN);
return;
}
}
// if safe time is up, and we stumble across a hostage, guard it
if (!me->IsRogue() && !me->IsSafe())
{
CHostage *pHostage = me->GetGameState()->GetNearestVisibleFreeHostage();
if (pHostage)
{
CNavArea *area = TheNavAreaGrid.GetNearestNavArea(&pHostage->pev->origin);
if (area)
{
// we see a free hostage, guard it
me->SetTask(CCSBot::GUARD_HOSTAGES);
me->Hide(area);
me->PrintIfWatched("I'm guarding hostages\n");
me->GetChatter()->GuardingHostages(area->GetPlace(), IS_PLAN);
return;
}
}
}
}
}
// listen for enemy noises
if (me->ShouldInvestigateNoise())
{
me->InvestigateNoise();
return;
}
// look around
me->UpdateLookAround();
// if we have reached our destination area, pick a new one
// if our path fails, pick a new one
if (me->GetLastKnownArea() == m_huntArea || me->UpdatePathMovement() != CCSBot::PROGRESSING)
{
m_huntArea = nullptr;
float oldest = 0.0f;
int areaCount = 0;
const float minSize = 150.0f;
for (auto area : TheNavAreaList)
{
areaCount++;
// skip the small areas
const Extent *extent = area->GetExtent();
if (extent->hi.x - extent->lo.x < minSize || extent->hi.y - extent->lo.y < minSize)
continue;
// keep track of the least recently cleared area
real_t age = gpGlobals->time - area->GetClearedTimestamp(me->m_iTeam - 1);
if (age > oldest)
{
oldest = age;
m_huntArea = area;
}
}
// if all the areas were too small, pick one at random
int which = RANDOM_LONG(0, areaCount - 1);
areaCount = 0;
for (auto area : TheNavAreaList)
{
m_huntArea = area;
if (which == areaCount)
break;
which--;
}
if (m_huntArea)
{
// create a new path to a far away area of the map
me->ComputePath(m_huntArea, nullptr, SAFEST_ROUTE);
}
}
}
// Done hunting
void HuntState::OnExit(CCSBot *me)
{
;
}