ReGameDLL_CS/regamedll/dlls/bot/states/cs_bot_idle.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"
// range for snipers to select a hiding spot
const float sniperHideRange = 2000.0f;
// The Idle state.
// We never stay in the Idle state - it is a "home base" for the state machine that
// does various checks to determine what we should do next.
void IdleState::OnEnter(CCSBot *me)
{
me->DestroyPath();
me->SetEnemy(nullptr);
// lurking death
if (me->IsUsingKnife() && me->IsWellPastSafe() && !me->IsHurrying())
me->Walk();
// Since Idle assigns tasks, we assume that coming back to Idle means our task is complete
me->SetTask(CCSBot::SEEK_AND_DESTROY);
me->SetDisposition(CCSBot::ENGAGE_AND_INVESTIGATE);
}
// Determine what we should do next
void IdleState::OnUpdate(CCSBot *me)
{
// all other states assume GetLastKnownArea() is valid, ensure that it is
if (!me->GetLastKnownArea() && me->StayOnNavMesh() == false)
return;
// zombies never leave the Idle state
if (cv_bot_zombie.value > 0.0f)
{
me->ResetStuckMonitor();
return;
}
// if we are in the early "safe" time, grab a knife or grenade
if (me->IsSafe())
{
// if we have a grenade, use it
if (!me->EquipGrenade())
{
// high-skill bots run with the knife
if (me->GetProfile()->GetSkill() > 0.33f)
{
me->EquipKnife();
}
}
}
// if round is over, hunt
if (me->GetGameState()->IsRoundOver())
{
// if we are escorting hostages, try to get to the rescue zone
if (me->GetHostageEscortCount())
{
const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone(me->GetLastKnownArea(), PathCost(me, FASTEST_ROUTE));
const Vector *zonePos = TheCSBots()->GetRandomPositionInZone(zone);
#ifdef REGAMEDLL_FIXES
if (zonePos)
#endif
{
me->SetTask(CCSBot::RESCUE_HOSTAGES);
me->Run();
me->SetDisposition(CCSBot::SELF_DEFENSE);
me->MoveTo(zonePos, FASTEST_ROUTE);
me->PrintIfWatched("Trying to rescue hostages at the end of the round\n");
return;
}
}
me->Hunt();
return;
}
const float defenseSniperCampChance = 75.0f;
const float offenseSniperCampChance = 10.0f;
// if we were following someone, continue following them
if (me->IsFollowing())
{
me->ContinueFollowing();
return;
}
// Scenario logic
switch (TheCSBots()->GetScenario())
{
case CCSBotManager::SCENARIO_DEFUSE_BOMB:
{
// if this is a bomb game and we have the bomb, go plant it
if (me->m_iTeam == TERRORIST)
{
if (me->GetGameState()->IsBombPlanted())
{
if (me->GetGameState()->GetPlantedBombsite() != CSGameState::UNKNOWN)
{
// T's always know where the bomb is - go defend it
const CCSBotManager::Zone *zone = TheCSBots()->GetZone(me->GetGameState()->GetPlantedBombsite());
#ifdef REGAMEDLL_FIXES
if (zone)
#endif
{
me->SetTask(CCSBot::GUARD_TICKING_BOMB);
Place place = TheNavAreaGrid.GetPlace(&zone->m_center);
if (place != UNDEFINED_PLACE)
{
// pick a random hiding spot in this place
const Vector *spot = FindRandomHidingSpot(me, place, me->IsSniper());
if (spot)
{
me->Hide(spot);
return;
}
}
// hide nearby
me->Hide(TheNavAreaGrid.GetNearestNavArea(&zone->m_center));
return;
}
}
else
{
// ask our teammates where the bomb is
me->GetChatter()->RequestBombLocation();
// we dont know where the bomb is - we must search the bombsites
int zoneIndex = me->GetGameState()->GetNextBombsiteToSearch();
// move to bombsite - if we reach it, we'll update its cleared status, causing us to select another
const Vector *pos = TheCSBots()->GetRandomPositionInZone(TheCSBots()->GetZone(zoneIndex));
if (pos)
{
me->SetTask(CCSBot::FIND_TICKING_BOMB);
me->MoveTo(pos);
return;
}
}
}
else if (me->IsCarryingBomb())
{
// if we're at a bomb site, plant the bomb
if (me->IsAtBombsite())
{
// plant it
me->SetTask(CCSBot::PLANT_BOMB);
me->PlantBomb();
// radio to the team
me->GetChatter()->PlantingTheBomb(me->GetPlace());
return;
}
else if (TheCSBots()->IsTimeToPlantBomb())
{
// move to the closest bomb site
const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone(me->GetLastKnownArea(), PathCost(me));
if (zone)
{
// pick a random spot within the bomb zone
const Vector *pos = TheCSBots()->GetRandomPositionInZone(zone);
if (pos)
{
// move to bombsite
me->SetTask(CCSBot::PLANT_BOMB);
me->Run();
me->MoveTo(pos);
return;
}
}
}
}
else
{
// small chance of sniper camping on offense, if we aren't carrying the bomb
if (me->GetFriendsRemaining() && me->IsSniper() && RANDOM_FLOAT(0, 100.0f) < offenseSniperCampChance)
{
me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT);
me->Hide(me->GetLastKnownArea(), RANDOM_FLOAT(10.0f, 30.0f), sniperHideRange);
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
me->PrintIfWatched("Sniping!\n");
return;
}
// if the bomb is loose (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 guard it
if (!me->IsRogue() && me->GetGameState()->IsBombPlanted() && me->GetGameState()->GetBombPosition())
{
const Vector *bombPos = me->GetGameState()->GetBombPosition();
if (bombPos)
{
me->SetTask(CCSBot::GUARD_TICKING_BOMB);
me->Hide(TheNavAreaGrid.GetNavArea(bombPos));
return;
}
}
}
}
// CT
else
{
if (me->GetGameState()->IsBombPlanted())
{
// if the bomb has been planted, attempt to defuse it
const Vector *bombPos = me->GetGameState()->GetBombPosition();
if (bombPos)
{
// if someone is defusing the bomb, guard them
if (TheCSBots()->GetBombDefuser())
{
if (!me->IsRogue())
{
me->SetTask(CCSBot::GUARD_BOMB_DEFUSER);
me->Hide(TheNavAreaGrid.GetNavArea(bombPos));
return;
}
}
else if (me->IsDoingScenario())
{
// move to the bomb and defuse it
me->SetTask(CCSBot::DEFUSE_BOMB);
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
me->MoveTo(bombPos);
return;
}
else
{
// we're not allowed to defuse, guard the bomb zone
me->SetTask(CCSBot::GUARD_BOMB_ZONE);
me->Hide(TheNavAreaGrid.GetNavArea(bombPos));
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
return;
}
}
else if (me->GetGameState()->GetPlantedBombsite() != CSGameState::UNKNOWN)
{
// we know which bombsite, but not exactly where the bomb is, go there
const CCSBotManager::Zone *zone = TheCSBots()->GetZone(me->GetGameState()->GetPlantedBombsite());
if (zone)
{
if (me->IsDoingScenario())
{
me->SetTask(CCSBot::DEFUSE_BOMB);
me->MoveTo(&zone->m_center);
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
return;
}
else
{
// we're not allowed to defuse, guard the bomb zone
me->SetTask(CCSBot::GUARD_BOMB_ZONE);
me->Hide(TheNavAreaGrid.GetNavArea(&zone->m_center));
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
return;
}
}
}
else
{
// we dont know where the bomb is - we must search the bombsites
// find closest un-cleared bombsite
const CCSBotManager::Zone *zone = nullptr;
float travelDistance = 9999999.9f;
for (int z = 0; z < TheCSBots()->GetZoneCount(); z++)
{
if (TheCSBots()->GetZone(z)->m_areaCount == 0)
continue;
// don't check bombsites that have been cleared
if (me->GetGameState()->IsBombsiteClear(z))
continue;
// just use the first overlapping nav area as a reasonable approximation
ShortestPathCost pathCost = ShortestPathCost();
real_t dist = NavAreaTravelDistance(me->GetLastKnownArea(), TheNavAreaGrid.GetNearestNavArea(&TheCSBots()->GetZone(z)->m_center), pathCost);
#ifdef REGAMEDLL_FIXES
if (dist < 0.0f)
continue;
#endif
if (dist < travelDistance)
{
zone = TheCSBots()->GetZone(z);
travelDistance = dist;
}
}
if (zone)
{
const float farAwayRange = 2000.0f;
if (travelDistance > farAwayRange)
{
zone = nullptr;
}
}
// if closest bombsite is "far away", pick one at random
if (!zone)
{
int zoneIndex = me->GetGameState()->GetNextBombsiteToSearch();
zone = TheCSBots()->GetZone(zoneIndex);
}
// move to bombsite - if we reach it, we'll update its cleared status, causing us to select another
if (zone)
{
const Vector *pos = TheCSBots()->GetRandomPositionInZone(zone);
if (pos)
{
me->SetTask(CCSBot::FIND_TICKING_BOMB);
me->MoveTo(pos);
return;
}
}
}
2023-12-13 23:16:27 +03:00
DbgAssert(!"A CT bot doesn't know what to do while the bomb is planted!\n");
2019-09-23 00:09:58 +03:00
}
// if we have a sniper rifle, we like to camp, whether rogue or not
if (me->IsSniper())
{
if (RANDOM_FLOAT(0, 100) <= defenseSniperCampChance)
{
CNavArea *snipingArea = nullptr;
// if the bomb is loose, snipe near it
if (me->GetGameState()->IsLooseBombLocationKnown())
{
snipingArea = TheNavAreaGrid.GetNearestNavArea(me->GetGameState()->GetBombPosition());
me->PrintIfWatched("Sniping near loose bomb\n");
}
else
{
// snipe bomb zone(s)
const CCSBotManager::Zone *zone = TheCSBots()->GetRandomZone();
if (zone)
{
snipingArea = TheCSBots()->GetRandomAreaInZone(zone);
me->PrintIfWatched("Sniping near bombsite\n");
}
}
if (snipingArea)
{
me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT);
me->Hide(snipingArea, -1.0f, sniperHideRange);
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
return;
}
}
}
// rogues just hunt, unless they want to snipe
// if the whole team has decided to rush, hunt
// if we know the bomb is dropped, hunt for enemies and the loose bomb
if (me->IsRogue() || TheCSBots()->IsDefenseRushing() || me->GetGameState()->IsLooseBombLocationKnown())
{
me->Hunt();
return;
}
// the lower our morale gets, the more we want to camp the bomb zone(s)
// only decide to camp at the start of the round, or if we haven't seen anything for a long time
if (me->IsSafe() || me->HasNotSeenEnemyForLongTime())
{
float guardBombsiteChance = -34.0f * me->GetMorale();
if (RANDOM_FLOAT(0.0f, 100.0f) < guardBombsiteChance)
{
float guardRange = 500.0f + 100.0f * (me->GetMorale() + 3);
// guard bomb zone(s)
const CCSBotManager::Zone *zone = TheCSBots()->GetRandomZone();
if (zone)
{
CNavArea *area = TheCSBots()->GetRandomAreaInZone(zone);
if (area)
{
me->PrintIfWatched("I'm guarding a bombsite\n");
me->GetChatter()->AnnouncePlan("GoingToDefendBombsite", area->GetPlace());
me->SetTask(CCSBot::GUARD_BOMB_ZONE);
me->Hide(area, -1.0, guardRange);
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
return;
}
}
}
}
}
break;
}
case CCSBotManager::SCENARIO_ESCORT_VIP:
{
if (me->m_iTeam == TERRORIST)
{
// if we have a sniper rifle, we like to camp, whether rogue or not
if (me->IsSniper())
{
if (RANDOM_FLOAT(0, 100) <= defenseSniperCampChance)
{
// snipe escape zone(s)
const CCSBotManager::Zone *zone = TheCSBots()->GetRandomZone();
if (zone)
{
CNavArea *area = TheCSBots()->GetRandomAreaInZone(zone);
if (area)
{
me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT);
me->Hide(area, -1.0, sniperHideRange);
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
me->PrintIfWatched("Sniping near escape zone\n");
return;
}
}
}
}
// rogues just hunt, unless they want to snipe
// if the whole team has decided to rush, hunt
if (me->IsRogue() || TheCSBots()->IsDefenseRushing())
break;
// the lower our morale gets, the more we want to camp the escape zone(s)
float guardEscapeZoneChance = -34.0f * me->GetMorale();
if (RANDOM_FLOAT(0.0f, 100.0f) < guardEscapeZoneChance)
{
// guard escape zone(s)
const CCSBotManager::Zone *zone = TheCSBots()->GetRandomZone();
if (zone)
{
CNavArea *area = TheCSBots()->GetRandomAreaInZone(zone);
if (area)
{
// guard the escape zone - stay closer if our morale is low
me->SetTask(CCSBot::GUARD_VIP_ESCAPE_ZONE);
me->PrintIfWatched("I'm guarding an escape zone\n");
float escapeGuardRange = 750.0f + 250.0f * (me->GetMorale() + 3);
me->Hide(area, -1.0, escapeGuardRange);
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
return;
}
}
}
}
// CT
else
{
if (me->m_bIsVIP)
{
// if early in round, pick a random zone, otherwise pick closest zone
const float earlyTime = 20.0f;
const CCSBotManager::Zone *zone = nullptr;
if (TheCSBots()->GetElapsedRoundTime() < earlyTime)
{
// pick random zone
zone = TheCSBots()->GetRandomZone();
}
else
{
// pick closest zone
zone = TheCSBots()->GetClosestZone(me->GetLastKnownArea(), PathCost(me));
}
if (zone)
{
// pick a random spot within the escape zone
const Vector *pos = TheCSBots()->GetRandomPositionInZone(zone);
if (pos)
{
// move to escape zone
me->SetTask(CCSBot::VIP_ESCAPE);
me->Run();
me->MoveTo(pos);
// tell team to follow
const float repeatTime = 30.0f;
if (me->GetFriendsRemaining() && TheCSBots()->GetRadioMessageInterval(EVENT_RADIO_FOLLOW_ME, me->m_iTeam) > repeatTime)
me->SendRadioMessage(EVENT_RADIO_FOLLOW_ME);
return;
}
}
}
else
{
// small chance of sniper camping on offense, if we aren't VIP
if (me->GetFriendsRemaining() && me->IsSniper() && RANDOM_FLOAT(0, 100.0f) < offenseSniperCampChance)
{
me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT);
me->Hide(me->GetLastKnownArea(), RANDOM_FLOAT(10.0f, 30.0f), sniperHideRange);
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
me->PrintIfWatched("Sniping!\n");
return;
}
}
}
break;
}
case CCSBotManager::SCENARIO_RESCUE_HOSTAGES:
{
if (me->m_iTeam == TERRORIST)
{
bool campHostages;
// if we are in early game, camp the hostages
if (me->IsSafe())
{
campHostages = true;
}
else if (me->GetGameState()->HaveSomeHostagesBeenTaken() || me->GetGameState()->AreAllHostagesBeingRescued())
{
campHostages = false;
}
else
{
// later in the game, camp either hostages or escape zone
const float campZoneChance = 100.0f * (TheCSBots()->GetElapsedRoundTime() - me->GetSafeTime()) / 120.0f;
campHostages = (RANDOM_FLOAT(0, 100) > campZoneChance) ? true : false;
}
// if we have a sniper rifle, we like to camp, whether rogue or not
if (me->IsSniper())
{
if (RANDOM_FLOAT(0, 100) <= defenseSniperCampChance)
{
const Vector *hostagePos = me->GetGameState()->GetRandomFreeHostagePosition();
if (hostagePos && campHostages)
{
me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT);
me->PrintIfWatched("Sniping near hostages\n");
me->Hide(TheNavAreaGrid.GetNearestNavArea(hostagePos), -1.0, sniperHideRange);
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
return;
}
else
{
// camp the escape zone(s)
if (me->GuardRandomZone(sniperHideRange))
{
me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT);
me->PrintIfWatched("Sniping near a rescue zone\n");
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
return;
}
}
}
}
// if safe time is up, and we stumble across a hostage, guard it
if (!me->IsSafe() && !me->IsRogue())
{
CBaseEntity *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;
}
}
}
// decide if we want to hunt, or guard
const float huntChance = 70.0f + 25.0f * me->GetMorale();
// rogues just hunt, unless they want to snipe
// if the whole team has decided to rush, hunt
if (me->GetFriendsRemaining())
{
if (me->IsRogue() || TheCSBots()->IsDefenseRushing() || RANDOM_FLOAT(0, 100) < huntChance)
{
me->Hunt();
return;
}
}
// decide whether to camp the hostages or the escape zones
const Vector *hostagePos = me->GetGameState()->GetRandomFreeHostagePosition();
if (hostagePos && campHostages)
{
CNavArea *area = TheNavAreaGrid.GetNearestNavArea(hostagePos);
if (area)
{
// guard the hostages - stay closer to hostages if our morale is low
me->SetTask(CCSBot::GUARD_HOSTAGES);
me->PrintIfWatched("I'm guarding hostages\n");
float hostageGuardRange = 750.0f + 250.0f * (me->GetMorale() + 3);
me->Hide(area, -1.0, hostageGuardRange);
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
if (RANDOM_FLOAT(0, 100) < 50)
me->GetChatter()->GuardingHostages(area->GetPlace(), IS_PLAN);
return;
}
}
// guard rescue zone(s)
if (me->GuardRandomZone())
{
me->SetTask(CCSBot::GUARD_HOSTAGE_RESCUE_ZONE);
me->PrintIfWatched("I'm guarding a rescue zone\n");
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
me->GetChatter()->GuardingHostageEscapeZone(IS_PLAN);
return;
}
}
// CT
else
{
// only decide to do something else if we aren't already rescuing hostages
if (!me->GetHostageEscortCount())
{
// small chance of sniper camping on offense
if (me->GetFriendsRemaining() && me->IsSniper() && RANDOM_FLOAT(0, 100.0f) < offenseSniperCampChance)
{
me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT);
me->Hide(me->GetLastKnownArea(), RANDOM_FLOAT(10.0f, 30.0f), sniperHideRange);
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
me->PrintIfWatched("Sniping!\n");
return;
}
if (me->GetFriendsRemaining() && !me->GetHostageEscortCount())
{
// rogues just hunt, unless all friends are dead
// if we have friends left, we might go hunting instead of hostage rescuing
const float huntChance = 33.3f;
if (me->IsRogue() || RANDOM_FLOAT(0.0f, 100.0f) < huntChance)
{
me->Hunt();
return;
}
}
}
// look for free hostages - CT's have radar so they know where hostages are at all times
CHostage *pHostage = me->GetGameState()->GetNearestFreeHostage();
// if we are not allowed to do the scenario, guard the hostages to clear the area for the human(s)
if (!me->IsDoingScenario())
{
if (pHostage)
{
CNavArea *area = TheNavAreaGrid.GetNearestNavArea(&pHostage->pev->origin);
if (area)
{
me->SetTask(CCSBot::GUARD_HOSTAGES);
me->Hide(area);
me->PrintIfWatched("I'm securing the hostages for a human to rescue\n");
return;
}
}
me->Hunt();
return;
}
bool fetchHostages = false;
bool rescueHostages = false;
const CCSBotManager::Zone *zone = nullptr;
me->SetGoalEntity(nullptr);
// if we are escorting hostages, determine where to take them
if (me->GetHostageEscortCount())
zone = TheCSBots()->GetClosestZone(me->GetLastKnownArea(), PathCost(me, FASTEST_ROUTE));
// if we are escorting hostages and there are more hostages to rescue,
// determine whether it's faster to rescue the ones we have, or go get the remaining ones
if (pHostage)
{
if (zone)
{
PathCost pathCost(me, FASTEST_ROUTE);
float toZone = NavAreaTravelDistance(me->GetLastKnownArea(), zone->m_area[0], pathCost);
float toHostage = NavAreaTravelDistance(me->GetLastKnownArea(), TheNavAreaGrid.GetNearestNavArea(&pHostage->pev->origin), pathCost);
if (toHostage < 0.0f)
{
rescueHostages = true;
}
else
{
if (toZone < toHostage)
rescueHostages = true;
else
fetchHostages = true;
}
}
else
{
fetchHostages = true;
}
}
else if (zone)
{
rescueHostages = true;
}
if (fetchHostages)
{
// go get hostages
me->SetTask(CCSBot::COLLECT_HOSTAGES);
me->Run();
me->SetGoalEntity(pHostage);
me->ResetWaitForHostagePatience();
// if we already have some hostages, move to the others by the quickest route
RouteType route = (me->GetHostageEscortCount()) ? FASTEST_ROUTE : SAFEST_ROUTE;
me->MoveTo(&pHostage->pev->origin, route);
me->PrintIfWatched("I'm collecting hostages\n");
return;
}
if (rescueHostages)
{
me->SetTask(CCSBot::RESCUE_HOSTAGES);
me->Run();
me->SetDisposition(CCSBot::SELF_DEFENSE);
me->MoveTo(TheCSBots()->GetRandomPositionInZone(zone), FASTEST_ROUTE);
me->PrintIfWatched("I'm rescuing hostages\n");
me->GetChatter()->EscortingHostages();
return;
}
}
break;
}
// deathmatch
default:
{
// sniping check
if (me->GetFriendsRemaining() && me->IsSniper() && RANDOM_FLOAT(0, 100.0f) < offenseSniperCampChance)
{
me->SetTask(CCSBot::MOVE_TO_SNIPER_SPOT);
me->Hide(me->GetLastKnownArea(), RANDOM_FLOAT(10.0f, 30.0f), sniperHideRange);
me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
me->PrintIfWatched("Sniping!\n");
return;
}
break;
}
}
// if we have nothing special to do, go hunting for enemies
me->Hunt();
}