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/*
*
* 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 .
*
*/
# ifndef CS_BOT_H
# define CS_BOT_H
# ifdef _WIN32
# pragma once
# endif
# include "bot/cs_gamestate.h"
# include "bot/cs_bot_manager.h"
# include "bot/cs_bot_chatter.h"
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# define CSBOT_VERSION_MAJOR 1
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# define CSBOT_VERSION_MINOR 50
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# define PRIMARY_WEAPON_BUY_COUNT 13
# define SECONDARY_WEAPON_BUY_COUNT 3
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# define FLAG_PROGRESS_DRAW 0x0 // draw status bar progress
# define FLAG_PROGRESS_START 0x1 // init status bar progress
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# define FLAG_PROGRESS_HIDE 0x2 // hide status bar progress
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# define HI_X 0x01
# define LO_X 0x02
# define HI_Y 0x04
# define LO_Y 0x08
# define HI_Z 0x10
# define LO_Z 0x20
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# ifdef HOOK_GAMEDLL
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# define _navAreaCount (*pnavAreaCount)
# define _currentIndex (*pcurrentIndex)
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# define primaryWeaponBuyInfoCT (*pprimaryWeaponBuyInfoCT)
# define secondaryWeaponBuyInfoCT (*psecondaryWeaponBuyInfoCT)
# define primaryWeaponBuyInfoT (*pprimaryWeaponBuyInfoT)
# define secondaryWeaponBuyInfoT (*psecondaryWeaponBuyInfoT)
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# endif // HOOK_GAMEDLL
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extern int _navAreaCount ;
extern int _currentIndex ;
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extern struct BuyInfo primaryWeaponBuyInfoCT [ PRIMARY_WEAPON_BUY_COUNT ] ;
extern struct BuyInfo secondaryWeaponBuyInfoCT [ SECONDARY_WEAPON_BUY_COUNT ] ;
extern struct BuyInfo primaryWeaponBuyInfoT [ PRIMARY_WEAPON_BUY_COUNT ] ;
extern struct BuyInfo secondaryWeaponBuyInfoT [ SECONDARY_WEAPON_BUY_COUNT ] ;
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class CCSBot ;
class BotChatterInterface ;
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/* <3327a8> ../cstrike/dlls/bot/cs_bot.h:44 */
class BotState
{
public :
virtual void OnEnter ( CCSBot * me ) { }
virtual void OnUpdate ( CCSBot * me ) { }
virtual void OnExit ( CCSBot * me ) { }
virtual const char * GetName ( void ) const = 0 ;
} ; /* size: 4, cachelines: 1, members: 1 */
/* <3328b8> ../cstrike/dlls/bot/cs_bot.h:53 */
class IdleState : public BotState
{
public :
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virtual void OnEnter ( CCSBot * me ) ;
virtual void OnUpdate ( CCSBot * me ) ;
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virtual const char * GetName ( void ) const { return " Idle " ; }
# ifdef HOOK_GAMEDLL
void OnEnter_ ( CCSBot * me ) ;
void OnUpdate_ ( CCSBot * me ) ;
# endif // HOOK_GAMEDLL
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} ; /* size: 4, cachelines: 1, members: 1 */
/* <3328d9> ../cstrike/dlls/bot/cs_bot.h:61 */
class HuntState : public BotState
{
public :
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virtual void OnEnter ( CCSBot * me ) ;
virtual void OnUpdate ( CCSBot * me ) ;
virtual void OnExit ( CCSBot * me ) ;
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virtual const char * GetName ( void ) const { return " Hunt " ; }
# ifdef HOOK_GAMEDLL
void OnEnter_ ( CCSBot * me ) ;
void OnUpdate_ ( CCSBot * me ) ;
void OnExit_ ( CCSBot * me ) ;
# endif // HOOK_GAMEDLL
void ClearHuntArea ( void ) { m_huntArea = NULL ; }
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private :
CNavArea * m_huntArea ;
} ; /* size: 8, cachelines: 1, members: 2 */
/* <3328fb> ../cstrike/dlls/bot/cs_bot.h:75 */
class AttackState : public BotState
{
public :
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virtual void OnEnter ( CCSBot * me ) ;
virtual void OnUpdate ( CCSBot * me ) ;
virtual void OnExit ( CCSBot * me ) ;
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virtual const char * GetName ( void ) const { return " Attack " ; }
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# ifdef HOOK_GAMEDLL
void OnEnter_ ( CCSBot * me ) ;
void OnUpdate_ ( CCSBot * me ) ;
void OnExit_ ( CCSBot * me ) ;
# endif // HOOK_GAMEDLL
void SetCrouchAndHold ( bool crouch ) { m_crouchAndHold = crouch ; }
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void StopAttacking ( CCSBot * me ) ;
protected :
enum DodgeStateType
{
STEADY_ON ,
SLIDE_LEFT ,
SLIDE_RIGHT ,
JUMP ,
NUM_ATTACK_STATES
} m_dodgeState ;
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float m_nextDodgeStateTimestamp ;
CountdownTimer m_repathTimer ;
float m_scopeTimestamp ;
bool m_haveSeenEnemy ;
bool m_isEnemyHidden ;
float m_reacquireTimestamp ;
float m_shieldToggleTimestamp ;
bool m_shieldForceOpen ;
float m_pinnedDownTimestamp ;
bool m_crouchAndHold ;
bool m_didAmbushCheck ;
bool m_dodge ;
bool m_firstDodge ;
bool m_isCoward ;
CountdownTimer m_retreatTimer ;
} ; /* size: 60, cachelines: 1, members: 17 */
/* <332922> ../cstrike/dlls/bot/cs_bot.h:120 */
class InvestigateNoiseState : public BotState
{
public :
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virtual void OnEnter ( CCSBot * me ) ;
virtual void OnUpdate ( CCSBot * me ) ;
virtual void OnExit ( CCSBot * me ) ;
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virtual const char * GetName ( void ) const { return " InvestigateNoise " ; }
# ifdef HOOK_GAMEDLL
void OnEnter_ ( CCSBot * me ) ;
void OnUpdate_ ( CCSBot * me ) ;
void OnExit_ ( CCSBot * me ) ;
# endif // HOOK_GAMEDLL
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private :
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void AttendCurrentNoise ( CCSBot * me ) ;
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Vector m_checkNoisePosition ;
} ; /* size: 16, cachelines: 1, members: 2 */
/* <332949> ../cstrike/dlls/bot/cs_bot.h:133 */
class BuyState : public BotState
{
public :
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virtual void OnEnter ( CCSBot * me ) ;
virtual void OnUpdate ( CCSBot * me ) ;
virtual void OnExit ( CCSBot * me ) ;
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virtual const char * GetName ( void ) const { return " Buy " ; }
# ifdef HOOK_GAMEDLL
void OnEnter_ ( CCSBot * me ) ;
void OnUpdate_ ( CCSBot * me ) ;
void OnExit_ ( CCSBot * me ) ;
# endif // HOOK_GAMEDLL
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private :
bool m_isInitialDelay ;
int m_prefRetries ;
int m_prefIndex ;
int m_retries ;
bool m_doneBuying ;
bool m_buyDefuseKit ;
bool m_buyGrenade ;
bool m_buyShield ;
bool m_buyPistol ;
} ; /* size: 28, cachelines: 1, members: 10 */
/* <332970> ../cstrike/dlls/bot/cs_bot.h:154 */
class MoveToState : public BotState
{
public :
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virtual void OnEnter ( CCSBot * me ) ;
virtual void OnUpdate ( CCSBot * me ) ;
virtual void OnExit ( CCSBot * me ) ;
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virtual const char * GetName ( void ) const { return " MoveTo " ; }
# ifdef HOOK_GAMEDLL
void OnEnter_ ( CCSBot * me ) ;
void OnUpdate_ ( CCSBot * me ) ;
void OnExit_ ( CCSBot * me ) ;
# endif // HOOK_GAMEDLL
void SetGoalPosition ( const Vector & pos ) { m_goalPosition = pos ; }
void SetRouteType ( RouteType route ) { m_routeType = route ; }
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private :
Vector m_goalPosition ;
RouteType m_routeType ;
bool m_radioedPlan ;
bool m_askedForCover ;
} ; /* size: 24, cachelines: 1, members: 5 */
/* <332997> ../cstrike/dlls/bot/cs_bot.h:171 */
class FetchBombState : public BotState
{
public :
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virtual void OnEnter ( CCSBot * me ) ;
virtual void OnUpdate ( CCSBot * me ) ;
virtual const char * GetName ( void ) const { return " FetchBomb " ; }
# ifdef HOOK_GAMEDLL
void OnEnter_ ( CCSBot * me ) ;
void OnUpdate_ ( CCSBot * me ) ;
# endif // HOOK_GAMEDLL
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} ; /* size: 4, cachelines: 1, members: 1 */
/* <3329be> ../cstrike/dlls/bot/cs_bot.h:179 */
class PlantBombState : public BotState
{
public :
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virtual void OnEnter ( CCSBot * me ) ;
virtual void OnUpdate ( CCSBot * me ) ;
virtual void OnExit ( CCSBot * me ) ;
virtual const char * GetName ( void ) const { return " PlantBomb " ; }
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# ifdef HOOK_GAMEDLL
void OnEnter_ ( CCSBot * me ) ;
void OnUpdate_ ( CCSBot * me ) ;
void OnExit_ ( CCSBot * me ) ;
# endif // HOOK_GAMEDLL
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} ; /* size: 4, cachelines: 1, members: 1 */
/* <3329e5> ../cstrike/dlls/bot/cs_bot.h:188 */
class DefuseBombState : public BotState
{
public :
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virtual void OnEnter ( CCSBot * me ) ;
virtual void OnUpdate ( CCSBot * me ) ;
virtual void OnExit ( CCSBot * me ) ;
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virtual const char * GetName ( void ) const { return " DefuseBomb " ; }
# ifdef HOOK_GAMEDLL
void OnEnter_ ( CCSBot * me ) ;
void OnUpdate_ ( CCSBot * me ) ;
void OnExit_ ( CCSBot * me ) ;
# endif // HOOK_GAMEDLL
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} ; /* size: 4, cachelines: 1, members: 1 */
/* <332a0c> ../cstrike/dlls/bot/cs_bot.h:197 */
class HideState : public BotState
{
public :
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virtual void OnEnter ( CCSBot * me ) ;
virtual void OnUpdate ( CCSBot * me ) ;
virtual void OnExit ( CCSBot * me ) ;
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virtual const char * GetName ( void ) const { return " Hide " ; }
# ifdef HOOK_GAMEDLL
void OnEnter_ ( CCSBot * me ) ;
void OnUpdate_ ( CCSBot * me ) ;
void OnExit_ ( CCSBot * me ) ;
# endif // HOOK_GAMEDLL
public :
void SetHidingSpot ( const Vector & pos ) { m_hidingSpot = pos ; }
const Vector & GetHidingSpot ( void ) const { return m_hidingSpot ; }
void SetSearchArea ( CNavArea * area ) { m_searchFromArea = area ; }
void SetSearchRange ( float range ) { m_range = range ; }
void SetDuration ( float time ) { m_duration = time ; }
void SetHoldPosition ( bool hold ) { m_isHoldingPosition = hold ; }
bool IsAtSpot ( void ) const { return m_isAtSpot ; }
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private :
CNavArea * m_searchFromArea ;
float m_range ;
Vector m_hidingSpot ;
bool m_isAtSpot ;
float m_duration ;
bool m_isHoldingPosition ;
float m_holdPositionTime ;
bool m_heardEnemy ;
float m_firstHeardEnemyTime ;
int m_retry ;
Vector m_leaderAnchorPos ;
} ; /* size: 64, cachelines: 1, members: 12 */
/* <332a33> ../cstrike/dlls/bot/cs_bot.h:234 */
class EscapeFromBombState : public BotState
{
public :
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virtual void OnEnter ( CCSBot * me ) ;
virtual void OnUpdate ( CCSBot * me ) ;
virtual void OnExit ( CCSBot * me ) ;
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virtual const char * GetName ( void ) const { return " EscapeFromBomb " ; }
# ifdef HOOK_GAMEDLL
void OnEnter_ ( CCSBot * me ) ;
void OnUpdate_ ( CCSBot * me ) ;
void OnExit_ ( CCSBot * me ) ;
# endif // HOOK_GAMEDLL
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} ; /* size: 4, cachelines: 1, members: 1 */
/* <332a5a> ../cstrike/dlls/bot/cs_bot.h:243 */
class FollowState : public BotState
{
public :
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virtual void OnEnter ( CCSBot * me ) ;
virtual void OnUpdate ( CCSBot * me ) ;
virtual void OnExit ( CCSBot * me ) ;
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virtual const char * GetName ( void ) const { return " Follow " ; }
# ifdef HOOK_GAMEDLL
void OnEnter_ ( CCSBot * me ) ;
void OnUpdate_ ( CCSBot * me ) ;
void OnExit_ ( CCSBot * me ) ;
# endif // HOOK_GAMEDLL
void SetLeader ( CBaseEntity * leader ) { m_leader = leader ; }
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private :
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void ComputeLeaderMotionState ( float leaderSpeed ) ;
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EHANDLE m_leader ;
Vector m_lastLeaderPos ;
bool m_isStopped ;
float m_stoppedTimestamp ;
enum LeaderMotionStateType
{
INVALID ,
STOPPED ,
WALKING ,
RUNNING
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} m_leaderMotionState ;
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IntervalTimer m_leaderMotionStateTime ;
bool m_isSneaking ;
float m_lastSawLeaderTime ;
CountdownTimer m_repathInterval ;
IntervalTimer m_walkTime ;
bool m_isAtWalkSpeed ;
float m_waitTime ;
CountdownTimer m_idleTimer ;
} ; /* size: 76, cachelines: 2, members: 14 */
/* <332a81> ../cstrike/dlls/bot/cs_bot.h:282 */
class UseEntityState : public BotState
{
public :
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virtual void OnEnter ( CCSBot * me ) ;
virtual void OnUpdate ( CCSBot * me ) ;
virtual void OnExit ( CCSBot * me ) ;
virtual const char * GetName ( void ) const { return " UseEntity " ; }
# ifdef HOOK_GAMEDLL
void OnEnter_ ( CCSBot * me ) ;
void OnUpdate_ ( CCSBot * me ) ;
void OnExit_ ( CCSBot * me ) ;
# endif // HOOK_GAMEDLL
void SetEntity ( CBaseEntity * entity ) { m_entity = entity ; }
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private :
EHANDLE m_entity ;
} ; /* size: 12, cachelines: 1, members: 2 */
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// The Counter-strike Bot
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/* <32b267> ../cstrike/dlls/bot/cs_bot.h:300 */
class CCSBot : public CBot
{
public :
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CCSBot ( void ) ; // constructor initializes all values to zero
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public :
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virtual int TakeDamage ( entvars_t * pevInflictor , entvars_t * pevAttacker , float flDamage , int bitsDamageType ) ; // invoked when injured by something (EXTEND) - returns the amount of damage inflicted
virtual void Killed ( entvars_t * pevAttacker , int iGib ) ; // invoked when killed (EXTEND)
virtual void RoundRespawn ( void ) ;
virtual void Blind ( float duration , float holdTime , float fadeTime , int alpha = 255 ) ; // player blinded by a flashbang
virtual void OnTouchingWeapon ( CWeaponBox * box ) ; // invoked when in contact with a CWeaponBox
virtual bool Initialize ( const BotProfile * profile ) ; // (EXTEND) prepare bot for action
virtual void SpawnBot ( void ) ; // (EXTEND) spawn the bot into the game
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virtual void Upkeep ( void ) ; // lightweight maintenance, invoked frequently
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virtual void Update ( void ) ; // heavyweight algorithms, invoked less often
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virtual void Walk ( void ) ;
virtual bool Jump ( bool mustJump = false ) ; // returns true if jump was started
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virtual void OnEvent ( GameEventType event , CBaseEntity * entity = NULL , CBaseEntity * other = NULL ) ; // invoked when event occurs in the game (some events have NULL entity)
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# define CHECK_FOV true
virtual bool IsVisible ( const Vector * pos , bool testFOV = false ) const ; // return true if we can see the point
virtual bool IsVisible ( CBasePlayer * player , bool testFOV = false , unsigned char * visParts = NULL ) const ; // return true if we can see any part of the player
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virtual bool IsEnemyPartVisible ( VisiblePartType part ) const ; // if enemy is visible, return the part we see for our current enemy
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# ifdef HOOK_GAMEDLL
bool Initialize_ ( const BotProfile * profile ) ;
void SpawnBot_ ( void ) ;
void Upkeep_ ( void ) ;
void Update_ ( void ) ;
void Walk_ ( void ) ;
bool Jump_ ( bool mustJump ) ;
void Blind_ ( float duration , float holdTime , float fadeTime , int alpha ) ;
int TakeDamage_ ( entvars_t * pevInflictor , entvars_t * pevAttacker , float flDamage , int bitsDamageType ) ;
void Killed_ ( entvars_t * pevAttacker , int iGib ) ;
void OnTouchingWeapon_ ( CWeaponBox * box ) ;
void OnEvent_ ( GameEventType event , CBaseEntity * entity , CBaseEntity * other ) ;
bool IsVisible_ ( const Vector * pos , bool testFOV ) const ;
bool IsVisible_ ( CBasePlayer * player , bool testFOV , unsigned char * visParts ) const ;
bool IsEnemyPartVisible_ ( VisiblePartType part ) const ;
void RoundRespawn_ ( void ) ;
# endif // HOOK_GAMEDLL
public :
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void Disconnect ( void ) ;
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// behavior properties
float GetCombatRange ( void ) const ;
bool IsRogue ( void ) const ; // return true if we dont listen to teammates or pursue scenario goals
void SetRogue ( bool rogue ) ;
bool IsHurrying ( void ) const ; // return true if we are in a hurry
void Hurry ( float duration ) ; // force bot to hurry
bool IsSafe ( void ) const ; // return true if we are in a safe region
bool IsWellPastSafe ( void ) const ; // return true if it is well past the early, "safe", part of the round
bool IsEndOfSafeTime ( void ) const ; // return true if we were in the safe time last update, but not now
float GetSafeTimeRemaining ( void ) const ; // return the amount of "safe time" we have left
float GetSafeTime ( void ) const ; // return what we think the total "safe time" for this map is
NOXREF bool IsUnhealthy ( void ) const ; // returns true if bot is low on health
// behaviors
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void Idle ( void ) ;
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void Hide ( CNavArea * searchFromArea = NULL , float duration = - 1.0f , float hideRange = 750.0f , bool holdPosition = false ) ; // DEPRECATED: Use TryToHide() instead
# define USE_NEAREST true
bool TryToHide ( CNavArea * searchFromArea = NULL , float duration = - 1.0f , float hideRange = 750.0f , bool holdPosition = false , bool useNearest = false ) ; // try to hide nearby, return false if cannot
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void Hide ( const Vector * hidingSpot , float duration = - 1.0f , bool holdPosition = false ) ; // move to the given hiding place
bool IsHiding ( void ) const ; // returns true if bot is currently hiding
bool IsAtHidingSpot ( void ) const ; // return true if we are hiding and at our hiding spot
bool TryToRetreat ( void ) ; // retreat to a nearby hiding spot, away from enemies
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void Hunt ( void ) ;
bool IsHunting ( void ) const ; // returns true if bot is currently hunting
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void Attack ( CBasePlayer * victim ) ;
void FireWeaponAtEnemy ( void ) ; // fire our active weapon towards our current enemy
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void StopAttacking ( void ) ;
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bool IsAttacking ( void ) const ; // returns true if bot is currently engaging a target
void MoveTo ( const Vector * pos , RouteType route = SAFEST_ROUTE ) ; // move to potentially distant position
bool IsMovingTo ( void ) const ; // return true if we are in the MoveTo state
void PlantBomb ( void ) ;
void FetchBomb ( void ) ; // bomb has been dropped - go get it
bool NoticeLooseBomb ( void ) const ; // return true if we noticed the bomb on the ground or on radar
bool CanSeeLooseBomb ( void ) const ; // return true if we directly see the loose bomb
bool IsCarryingBomb ( void ) const ;
void DefuseBomb ( void ) ;
bool IsDefusingBomb ( void ) const ; // returns true if bot is currently defusing the bomb
bool CanSeePlantedBomb ( void ) const ; // return true if we directly see the planted bomb
void EscapeFromBomb ( void ) ;
bool IsEscapingFromBomb ( void ) const ; // return true if we are escaping from the bomb
void RescueHostages ( void ) ;
void UseEntity ( CBaseEntity * entity ) ; // use the entity
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bool IsBuying ( void ) const ;
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void Panic ( CBasePlayer * enemy ) ; // look around in panic
void Follow ( CBasePlayer * player ) ; // begin following given Player
void ContinueFollowing ( void ) ; // continue following our leader after finishing what we were doing
void StopFollowing ( void ) ; // stop following
bool IsFollowing ( void ) const ; // return true if we are following someone (not necessarily in the follow state)
CBasePlayer * GetFollowLeader ( void ) ; // return the leader we are following
float GetFollowDuration ( void ) const ; // return how long we've been following our leader
bool CanAutoFollow ( void ) const ; // return true if we can auto-follow
bool IsNotMoving ( void ) const ; // return true if we are currently standing still
void AimAtEnemy ( void ) ; // point our weapon towards our enemy
void StopAiming ( void ) ; // stop aiming at enemy
bool IsAimingAtEnemy ( void ) const ; // returns true if we are trying to aim at an enemy
bool IsSurprised ( void ) const ; // return true if we are "surprised"
float GetSurpriseDelay ( void ) const ;
void ClearSurpriseDelay ( void ) ;
float GetStateTimestamp ( void ) const ; // get time current state was entered
bool IsDoingScenario ( void ) const ; // return true if we will do scenario-related tasks
// scenario / gamestate
CSGameState * GetGameState ( void ) ; // return an interface to this bot's gamestate
const CSGameState * GetGameState ( void ) const ; // return an interface to this bot's gamestate
bool IsAtBombsite ( void ) ; // return true if we are in a bomb planting zone
bool GuardRandomZone ( float range = 500.0f ) ; // pick a random zone and hide near it
bool IsBusy ( void ) const ; // return true if we are busy doing something important
// high-level tasks
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enum TaskType
{
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SEEK_AND_DESTROY ,
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PLANT_BOMB ,
FIND_TICKING_BOMB ,
DEFUSE_BOMB ,
GUARD_TICKING_BOMB ,
GUARD_BOMB_DEFUSER ,
GUARD_LOOSE_BOMB ,
GUARD_BOMB_ZONE ,
ESCAPE_FROM_BOMB ,
HOLD_POSITION ,
FOLLOW ,
VIP_ESCAPE ,
GUARD_VIP_ESCAPE_ZONE ,
COLLECT_HOSTAGES ,
RESCUE_HOSTAGES ,
GUARD_HOSTAGES ,
GUARD_HOSTAGE_RESCUE_ZONE ,
MOVE_TO_LAST_KNOWN_ENEMY_POSITION ,
MOVE_TO_SNIPER_SPOT ,
SNIPING ,
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NUM_TASKS
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} ;
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void SetTask ( TaskType task , CBaseEntity * entity = NULL ) ; // set our current "task"
TaskType GetTask ( void ) const ;
CBaseEntity * GetTaskEntity ( void ) ;
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// behavior modifiers
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enum DispositionType
{
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ENGAGE_AND_INVESTIGATE , // engage enemies on sight and investigate enemy noises
OPPORTUNITY_FIRE , // engage enemies on sight, but only look towards enemy noises, dont investigate
SELF_DEFENSE , // only engage if fired on, or very close to enemy
IGNORE_ENEMIES , // ignore all enemies - useful for ducking around corners, running away, etc
NUM_DISPOSITIONS
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} ;
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void SetDisposition ( DispositionType disposition ) ; // define how we react to enemies
DispositionType GetDisposition ( void ) const ; // return enum describing current disposition
void IgnoreEnemies ( float duration ) ; // ignore enemies for a short duration
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enum MoraleType
{
TERRIBLE = - 3 ,
BAD = - 2 ,
NEGATIVE = - 1 ,
NEUTRAL = 0 ,
POSITIVE = 1 ,
GOOD = 2 ,
EXCELLENT = 3 ,
} ;
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MoraleType GetMorale ( void ) const ; // return enum describing current morale
void IncreaseMorale ( void ) ;
void DecreaseMorale ( void ) ;
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// listening for noises
bool IsNoiseHeard ( void ) const ; // return true if we have heard a noise
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bool ShouldInvestigateNoise ( float * retNoiseDist = NULL ) ;
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void InvestigateNoise ( void ) ; // investigate recent enemy noise
const Vector * GetNoisePosition ( void ) const ; // return position of last heard noise, or NULL if none heard
CNavArea * GetNoiseArea ( void ) const ; // return area where noise was heard
void ForgetNoise ( void ) ; // clear the last heard noise
bool CanSeeNoisePosition ( void ) const ; // return true if we directly see where we think the noise came from
NOXREF float GetNoiseRange ( void ) const ; // return approximate distance to last noise heard
bool CanHearNearbyEnemyGunfire ( float range = - 1.0f ) const ; // return true if we hear nearby threatening enemy gunfire within given range (-1 == infinite)
PriorityType GetNoisePriority ( void ) const ; // return priority of last heard noise
// radio and chatter
void SendRadioMessage ( GameEventType event ) ; // send voice chatter
BotChatterInterface * GetChatter ( void ) ; // return an interface to this bot's chatter system
bool RespondToHelpRequest ( CBasePlayer * them , Place place , float maxRange = - 1.0f ) ; // decide if we should move to help the player, return true if we will
void StartVoiceFeedback ( float duration ) ;
bool IsUsingVoice ( void ) const ; // new-style "voice" chatter gets voice feedback
// enemies
// BOTPORT: GetEnemy() collides with GetEnemy() in CBaseEntity - need to use different nomenclature
void SetEnemy ( CBasePlayer * enemy ) ; // set given player as our current enemy
CBasePlayer * GetEnemy ( void ) ;
int GetNearbyEnemyCount ( void ) const ; // return max number of nearby enemies we've seen recently
unsigned int GetEnemyPlace ( void ) const ; // return location where we see the majority of our enemies
bool CanSeeBomber ( void ) const ; // return true if we can see the bomb carrier
CBasePlayer * GetBomber ( void ) const ;
int GetNearbyFriendCount ( void ) const ; // return number of nearby teammates
CBasePlayer * GetClosestVisibleFriend ( void ) const ; // return the closest friend that we can see
CBasePlayer * GetClosestVisibleHumanFriend ( void ) const ; // return the closest human friend that we can see
bool IsOutnumbered ( void ) const ; // return true if we are outnumbered by enemies
int OutnumberedCount ( void ) const ; // return number of enemies we are outnumbered by
# define ONLY_VISIBLE_ENEMIES true
CBasePlayer * GetImportantEnemy ( bool checkVisibility = false ) const ; // return the closest "important" enemy for the given scenario (bomb carrier, VIP, hostage escorter)
void UpdateReactionQueue ( void ) ; // update our reaction time queue
CBasePlayer * GetRecognizedEnemy ( void ) ; // return the most dangerous threat we are "conscious" of
bool IsRecognizedEnemyReloading ( void ) ; // return true if the enemy we are "conscious" of is reloading
bool IsRecognizedEnemyProtectedByShield ( void ) ; // return true if the enemy we are "conscious" of is hiding behind a shield
float GetRangeToNearestRecognizedEnemy ( void ) ; // return distance to closest enemy we are "conscious" of
CBasePlayer * GetAttacker ( void ) const ; // return last enemy that hurt us
float GetTimeSinceAttacked ( void ) const ; // return duration since we were last injured by an attacker
float GetFirstSawEnemyTimestamp ( void ) const ; // time since we saw any enemies
float GetLastSawEnemyTimestamp ( void ) const ;
float GetTimeSinceLastSawEnemy ( void ) const ;
float GetTimeSinceAcquiredCurrentEnemy ( void ) const ;
bool HasNotSeenEnemyForLongTime ( void ) const ; // return true if we haven't seen an enemy for "a long time"
const Vector & GetLastKnownEnemyPosition ( void ) const ;
bool IsEnemyVisible ( void ) const ; // is our current enemy visible
float GetEnemyDeathTimestamp ( void ) const ;
bool IsFriendInLineOfFire ( void ) ; // return true if a friend is in our weapon's way
bool IsAwareOfEnemyDeath ( void ) const ; // return true if we *noticed* that our enemy died
int GetLastVictimID ( void ) const ; // return the ID (entindex) of the last victim we killed, or zero
// navigation
bool HasPath ( void ) const ;
void DestroyPath ( void ) ;
float GetFeetZ ( void ) const ; // return Z of bottom of feet
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enum PathResult
{
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PROGRESSING , // we are moving along the path
END_OF_PATH , // we reached the end of the path
PATH_FAILURE , // we failed to reach the end of the path
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} ;
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# define NO_SPEED_CHANGE false
PathResult UpdatePathMovement ( bool allowSpeedChange = true ) ; // move along our computed path - if allowSpeedChange is true, bot will walk when near goal to ensure accuracy
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NOXREF bool AStarSearch ( CNavArea * startArea , CNavArea * goalArea ) ; // find shortest path from startArea to goalArea - don't actually buid the path
bool ComputePath ( CNavArea * goalArea , const Vector * goal , RouteType route ) ; // compute path to goal position
bool StayOnNavMesh ( void ) ;
CNavArea * GetLastKnownArea ( void ) const ; // return the last area we know we were inside of
const Vector & GetPathEndpoint ( void ) const ; // return final position of our current path
float GetPathDistanceRemaining ( void ) const ; // eturn estimated distance left to travel along path
void ResetStuckMonitor ( void ) ;
NOXREF bool IsAreaVisible ( CNavArea * area ) const ; // is any portion of the area visible to this bot
const Vector & GetPathPosition ( int numpath ) const ;
bool GetSimpleGroundHeightWithFloor ( const Vector * pos , float * height , Vector * normal = NULL ) ; // find "simple" ground height, treating current nav area as part of the floor
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Place GetPlace ( void ) const ; // get our current radio chatter place
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bool IsUsingLadder ( void ) const ; // returns true if we are in the process of negotiating a ladder
void GetOffLadder ( void ) ;
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void SetGoalEntity ( CBaseEntity * entity ) ;
CBaseEntity * GetGoalEntity ( void ) ;
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bool IsNearJump ( void ) const ; // return true if nearing a jump in the path
float GetApproximateFallDamage ( float height ) const ; // return how much damage will will take from the given fall height
void ForceRun ( float duration ) ; // force the bot to run if it moves for the given duration
void Wiggle ( void ) ; // random movement, for getting un-stuck
bool IsFriendInTheWay ( const Vector * goalPos ) const ; // return true if a friend is between us and the given position
void FeelerReflexAdjustment ( Vector * goalPosition ) ; // do reflex avoidance movements if our "feelers" are touched
// looking around
void SetLookAngles ( float yaw , float pitch ) ; // set our desired look angles
void UpdateLookAngles ( void ) ; // move actual view angles towards desired ones
void UpdateLookAround ( bool updateNow = false ) ; // update "looking around" mechanism
void InhibitLookAround ( float duration ) ; // block all "look at" and "looking around" behavior for given duration - just look ahead
// TODO: Clean up notion of "forward angle" and "look ahead angle"
void SetForwardAngle ( float angle ) ; // define our forward facing
void SetLookAheadAngle ( float angle ) ; // define default look ahead angle
// look at the given point in space for the given duration (-1 means forever)
void SetLookAt ( const char * desc , const Vector * pos , PriorityType pri , float duration = - 1.0f , bool clearIfClose = false , float angleTolerance = 5.0f ) ;
void ClearLookAt ( void ) ; // stop looking at a point in space and just look ahead
bool IsLookingAtSpot ( PriorityType pri = PRIORITY_LOW ) const ; // return true if we are looking at spot with equal or higher priority
bool IsViewMoving ( float angleVelThreshold = 1.0f ) const ; // returns true if bot's view angles are rotating (not still)
const Vector & GetEyePosition ( void ) const
{
m_eyePos = pev - > origin + pev - > view_ofs ;
return m_eyePos ;
}
float ComputeWeaponSightRange ( void ) ; // return line-of-sight distance to obstacle along weapon fire ray
// approach points
void ComputeApproachPoints ( void ) ; // determine the set of "approach points" representing where the enemy can enter this region
NOXREF void UpdateApproachPoints ( void ) ; // recompute the approach point set if we have moved far enough to invalidate the current ones
void ClearApproachPoints ( void ) ;
void DrawApproachPoints ( void ) ; // for debugging
float GetHidingSpotCheckTimestamp ( HidingSpot * spot ) const ; // return time when given spot was last checked
void SetHidingSpotCheckTimestamp ( HidingSpot * spot ) ; // set the timestamp of the given spot to now
// weapon query and equip
# define MUST_EQUIP true
void EquipBestWeapon ( bool mustEquip = false ) ; // equip the best weapon we are carrying that has ammo
void EquipPistol ( void ) ; // equip our pistol
void EquipKnife ( void ) ; // equip our knife
# define DONT_USE_SMOKE_GRENADE true
bool EquipGrenade ( bool noSmoke = false ) ; // equip a grenade, return false if we cant
bool IsUsingKnife ( void ) const ; // returns true if we have knife equipped
bool IsUsingPistol ( void ) const ; // returns true if we have pistol equipped
bool IsUsingGrenade ( void ) const ; // returns true if we have grenade equipped
bool IsUsingSniperRifle ( void ) const ; // returns true if using a "sniper" rifle
bool IsUsingAWP ( void ) const ; // returns true if we have AWP equipped
bool IsSniper ( void ) const ; // return true if we have a sniper rifle in our inventory
bool IsSniping ( void ) const ; // return true if we are actively sniping (moving to sniper spot or settled in)
bool IsUsingShotgun ( void ) const ; // returns true if using a shotgun
bool IsUsingMachinegun ( void ) const ; // returns true if using the big 'ol machinegun
void ThrowGrenade ( const Vector * target ) ; // begin the process of throwing the grenade
bool IsThrowingGrenade ( void ) const ; // return true if we are in the process of throwing a grenade
bool HasGrenade ( void ) const ; // return true if we have a grenade in our inventory
bool DoesActiveWeaponHaveSilencer ( void ) const ;
bool IsUsingHEGrenade ( void ) const ;
void StartRapidFire ( void ) ;
void StopRapidFire ( void ) ;
bool IsRapidFiring ( void ) const ;
enum ZoomType { NO_ZOOM , LOW_ZOOM , HIGH_ZOOM } ;
ZoomType GetZoomLevel ( void ) const ; // return the current zoom level of our weapon
bool AdjustZoom ( float range ) ; // change our zoom level to be appropriate for the given range
bool IsPrimaryWeaponEmpty ( void ) const ; // return true if primary weapon doesn't exist or is totally out of ammo
bool IsPistolEmpty ( void ) const ; // return true if secondary weapon doesn't exist or is totally out of ammo
int GetHostageEscortCount ( void ) const ;
void IncreaseHostageEscortCount ( void ) ;
float GetRangeToFarthestEscortedHostage ( void ) const ;
void ResetWaitForHostagePatience ( void ) ;
void ResetValues ( void ) ; // reset internal data to initial state
void BotDeathThink ( void ) ;
CBasePlayer * FindNearbyPlayer ( void ) ;
void AdjustSafeTime ( void ) ; // called when enemy seen to adjust safe time for this round
void EXPORT BotTouch ( CBaseEntity * other ) ;
bool HasAnyAmmo ( CBasePlayerWeapon * weapon ) const ;
# ifndef HOOK_GAMEDLL
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private :
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# endif // HOOK_GAMEDLL
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friend class CCSBotManager ;
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// TODO: Get rid of these
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friend class AttackState ;
friend class BuyState ;
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char m_name [ 64 ] ; // copied from STRING(pev->netname) for debugging
// behavior properties
float m_combatRange ; // desired distance between us and them during gunplay
mutable bool m_isRogue ; // if true, the bot is a "rogue" and listens to no-one
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mutable CountdownTimer m_rogueTimer ;
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MoraleType m_morale ; // our current morale, based on our win/loss history
bool m_diedLastRound ; // true if we died last round
float m_safeTime ; // duration at the beginning of the round where we feel "safe"
bool m_wasSafe ; // true if we were in the safe time last update
NavRelativeDirType m_blindMoveDir ; // which way to move when we're blind
bool m_blindFire ; // if true, fire weapon while blinded
// TODO: implement through CountdownTimer
float m_surpriseDelay ; // when we were surprised
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float m_surpriseTimestamp ;
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bool m_isFollowing ; // true if we are following someone
EHANDLE m_leader ; // the ID of who we are following
float m_followTimestamp ; // when we started following
float m_allowAutoFollowTime ; // time when we can auto follow
CountdownTimer m_hurryTimer ; // if valid, bot is in a hurry
// instances of each possible behavior state, to avoid dynamic memory allocation during runtime
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IdleState m_idleState ;
HuntState m_huntState ;
AttackState m_attackState ;
InvestigateNoiseState m_investigateNoiseState ;
BuyState m_buyState ;
MoveToState m_moveToState ;
FetchBombState m_fetchBombState ;
PlantBombState m_plantBombState ;
DefuseBombState m_defuseBombState ;
HideState m_hideState ;
EscapeFromBombState m_escapeFromBombState ;
FollowState m_followState ;
UseEntityState m_useEntityState ;
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// TODO: Allow multiple simultaneous state machines (look around, etc)
void SetState ( BotState * state ) ; // set the current behavior state
BotState * m_state ; // current behavior state
float m_stateTimestamp ; // time state was entered
bool m_isAttacking ; // if true, special Attack state is overriding the state machine
TaskType m_task ; // our current task
EHANDLE m_taskEntity ; // an entity used for our task
// navigation
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Vector m_goalPosition ;
EHANDLE m_goalEntity ;
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void MoveTowardsPosition ( const Vector * pos ) ; // move towards position, independant of view angle
NOXREF void MoveAwayFromPosition ( const Vector * pos ) ; // move away from position, independant of view angle
void StrafeAwayFromPosition ( const Vector * pos ) ; // strafe (sidestep) away from position, independant of view angle
void StuckCheck ( void ) ; // check if we have become stuck
CNavArea * m_currentArea ; // the nav area we are standing on
CNavArea * m_lastKnownArea ; // the last area we were in
EHANDLE m_avoid ; // higher priority player we need to make way for
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float m_avoidTimestamp ;
bool m_isJumpCrouching ;
bool m_isJumpCrouched ;
float m_jumpCrouchTimestamp ;
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// path navigation data
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enum { MAX_PATH_LENGTH = 256 } ;
struct ConnectInfo
{
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CNavArea * area ; // the area along the path
NavTraverseType how ; // how to enter this area from the previous one
Vector pos ; // our movement goal position at this point in the path
const CNavLadder * ladder ; // if "how" refers to a ladder, this is it
}
m_path [ MAX_PATH_LENGTH ] ;
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int m_pathLength ;
int m_pathIndex ;
float m_areaEnteredTimestamp ;
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void BuildTrivialPath ( const Vector * goal ) ; // build trivial path to goal, assuming we are already in the same area
bool FindGrenadeTossPathTarget ( Vector * pos ) ;
CountdownTimer m_repathTimer ; // must have elapsed before bot can pathfind again
bool ComputePathPositions ( void ) ; // determine actual path positions bot will move between along the path
void SetupLadderMovement ( void ) ;
void SetPathIndex ( int newIndex ) ; // set the current index along the path
void DrawPath ( void ) ;
int FindOurPositionOnPath ( Vector * close , bool local = false ) const ; // compute the closest point to our current position on our path
int FindPathPoint ( float aheadRange , Vector * point , int * prevIndex = NULL ) ; // compute a point a fixed distance ahead along our path.
bool FindClosestPointOnPath ( const Vector * worldPos , int startIndex , int endIndex , Vector * close ) const ; // compute closest point on path to given point
bool IsStraightLinePathWalkable ( const Vector * goal ) const ; // test for un-jumpable height change, or unrecoverable fall
mutable CountdownTimer m_avoidFriendTimer ; // used to throttle how often we check for friends in our path
mutable bool m_isFriendInTheWay ; // true if a friend is blocking our path
CountdownTimer m_politeTimer ; // we'll wait for friend to move until this runs out
bool m_isWaitingBehindFriend ; // true if we are waiting for a friend to move
# define ONLY_JUMP_DOWN true
bool DiscontinuityJump ( float ground , bool onlyJumpDown = false , bool mustJump = false ) ; // check if we need to jump due to height change
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enum LadderNavState
{
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APPROACH_ASCENDING_LADDER , // prepare to scale a ladder
APPROACH_DESCENDING_LADDER , // prepare to go down ladder
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FACE_ASCENDING_LADDER ,
FACE_DESCENDING_LADDER ,
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MOUNT_ASCENDING_LADDER , // move toward ladder until "on" it
MOUNT_DESCENDING_LADDER , // move toward ladder until "on" it
ASCEND_LADDER , // go up the ladder
DESCEND_LADDER , // go down the ladder
DISMOUNT_ASCENDING_LADDER , // get off of the ladder
DISMOUNT_DESCENDING_LADDER , // get off of the ladder
MOVE_TO_DESTINATION , // dismount ladder and move to destination area
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}
m_pathLadderState ;
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bool m_pathLadderFaceIn ; // if true, face towards ladder, otherwise face away
const CNavLadder * m_pathLadder ; // the ladder we need to use to reach the next area
bool UpdateLadderMovement ( void ) ; // called by UpdatePathMovement()
NavRelativeDirType m_pathLadderDismountDir ; // which way to dismount
float m_pathLadderDismountTimestamp ; // time when dismount started
float m_pathLadderEnd ; // if ascending, z of top, if descending z of bottom
void ComputeLadderEndpoint ( bool isAscending ) ;
float m_pathLadderTimestamp ; // time when we started using ladder - for timeout check
CountdownTimer m_mustRunTimer ; // if nonzero, bot cannot walk
// game scenario mechanisms
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CSGameState m_gameState ;
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// hostages mechanism
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byte m_hostageEscortCount ;
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void UpdateHostageEscortCount ( void ) ;
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float m_hostageEscortCountTimestamp ;
bool m_isWaitingForHostage ;
CountdownTimer m_inhibitWaitingForHostageTimer ;
CountdownTimer m_waitForHostageTimer ;
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// listening mechanism
Vector m_noisePosition ; // position we last heard non-friendly noise
float m_noiseTimestamp ; // when we heard it (can get zeroed)
CNavArea * m_noiseArea ; // the nav area containing the noise
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float m_noiseCheckTimestamp ;
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PriorityType m_noisePriority ; // priority of currently heard noise
bool UpdateLookAtNoise ( void ) ; // return true if we decided to look towards the most recent noise source
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bool m_isNoiseTravelRangeChecked ;
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// "looking around" mechanism
float m_lookAroundStateTimestamp ; // time of next state change
float m_lookAheadAngle ; // our desired forward look angle
float m_forwardAngle ; // our current forward facing direction
float m_inhibitLookAroundTimestamp ; // time when we can look around again
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enum LookAtSpotState
{
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NOT_LOOKING_AT_SPOT , // not currently looking at a point in space
LOOK_TOWARDS_SPOT , // in the process of aiming at m_lookAtSpot
LOOK_AT_SPOT , // looking at m_lookAtSpot
NUM_LOOK_AT_SPOT_STATES
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}
m_lookAtSpotState ;
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Vector m_lookAtSpot ; // the spot we're currently looking at
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PriorityType m_lookAtSpotPriority ;
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float m_lookAtSpotDuration ; // how long we need to look at the spot
float m_lookAtSpotTimestamp ; // when we actually began looking at the spot
float m_lookAtSpotAngleTolerance ; // how exactly we must look at the spot
bool m_lookAtSpotClearIfClose ; // if true, the look at spot is cleared if it gets close to us
const char * m_lookAtDesc ; // for debugging
void UpdateLookAt ( void ) ;
void UpdatePeripheralVision ( void ) ; // update enounter spot timestamps, etc
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float m_peripheralTimestamp ;
enum { MAX_APPROACH_POINTS = 16 } ;
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Vector m_approachPoint [ MAX_APPROACH_POINTS ] ;
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unsigned char m_approachPointCount ;
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Vector m_approachPointViewPosition ; // the position used when computing current approachPoint set
bool BendLineOfSight ( const Vector * eye , const Vector * point , Vector * bend ) const ; // "bend" our line of sight until we can see the target point. Return bend point, false if cant bend.
NOXREF bool FindApproachPointNearestPath ( Vector * pos ) ; // find the approach point that is nearest to our current path, ahead of us
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bool m_isWaitingToTossGrenade ; // lining up throw
CountdownTimer m_tossGrenadeTimer ; // timeout timer for grenade tossing
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SpotEncounter * m_spotEncounter ; // the spots we will encounter as we move thru our current area
float m_spotCheckTimestamp ; // when to check next encounter spot
// TODO: Add timestamp for each possible client to hiding spots
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enum { MAX_CHECKED_SPOTS = 64 } ;
struct HidingSpotCheckInfo
{
HidingSpot * spot ;
float timestamp ;
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}
m_checkedHidingSpot [ MAX_CHECKED_SPOTS ] ;
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int m_checkedHidingSpotCount ;
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// view angle mechanism
float m_lookPitch ; // our desired look pitch angle
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float m_lookPitchVel ;
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float m_lookYaw ; // our desired look yaw angle
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float m_lookYawVel ;
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// aim angle mechanism
mutable Vector m_eyePos ;
Vector m_aimOffset ; // current error added to victim's position to get actual aim spot
Vector m_aimOffsetGoal ; // desired aim offset
float m_aimOffsetTimestamp ; // time of next offset adjustment
float m_aimSpreadTimestamp ; // time used to determine max spread as it begins to tighten up
void SetAimOffset ( float accuracy ) ; // set the current aim offset
void UpdateAimOffset ( void ) ; // wiggle aim error based on m_accuracy
Vector m_aimSpot ; // the spot we are currently aiming to fire at
// attack state data
DispositionType m_disposition ; // how we will react to enemies
CountdownTimer m_ignoreEnemiesTimer ; // how long will we ignore enemies
mutable EHANDLE m_enemy ; // our current enemy
bool m_isEnemyVisible ; // result of last visibility test on enemy
unsigned char m_visibleEnemyParts ; // which parts of the visible enemy do we see
Vector m_lastEnemyPosition ; // last place we saw the enemy
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float m_lastSawEnemyTimestamp ;
float m_firstSawEnemyTimestamp ;
float m_currentEnemyAcquireTimestamp ;
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float m_enemyDeathTimestamp ; // if m_enemy is dead, this is when he died
bool m_isLastEnemyDead ; // true if we killed or saw our last enemy die
int m_nearbyEnemyCount ; // max number of enemies we've seen recently
unsigned int m_enemyPlace ; // the location where we saw most of our enemies
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struct WatchInfo
{
float timestamp ;
bool isEnemy ;
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}
m_watchInfo [ MAX_CLIENTS ] ;
mutable EHANDLE m_bomber ; // points to bomber if we can see him
int m_nearbyFriendCount ; // number of nearby teammates
mutable EHANDLE m_closestVisibleFriend ; // the closest friend we can see
mutable EHANDLE m_closestVisibleHumanFriend ; // the closest human friend we can see
CBasePlayer * m_attacker ; // last enemy that hurt us (may not be same as m_enemy)
float m_attackedTimestamp ; // when we were hurt by the m_attacker
int m_lastVictimID ; // the entindex of the last victim we killed, or zero
bool m_isAimingAtEnemy ; // if true, we are trying to aim at our enemy
bool m_isRapidFiring ; // if true, RunUpkeep() will toggle our primary attack as fast as it can
IntervalTimer m_equipTimer ; // how long have we had our current weapon equipped
bool DoEquip ( CBasePlayerWeapon * gun ) ; // equip the given item
void ReloadCheck ( void ) ; // reload our weapon if we must
void SilencerCheck ( void ) ; // use silencer
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float m_fireWeaponTimestamp ;
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// reaction time system
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enum { MAX_ENEMY_QUEUE = 20 } ;
struct ReactionState
{
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// NOTE: player position & orientation is not currently stored separately
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EHANDLE player ;
bool isReloading ;
bool isProtectedByShield ;
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}
m_enemyQueue [ MAX_ENEMY_QUEUE ] ; // round-robin queue for simulating reaction times
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byte m_enemyQueueIndex ;
byte m_enemyQueueCount ;
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byte m_enemyQueueAttendIndex ; // index of the timeframe we are "conscious" of
CBasePlayer * FindMostDangerousThreat ( void ) ; // return most dangerous threat in my field of view (feeds into reaction time queue)
// stuck detection
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bool m_isStuck ;
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float m_stuckTimestamp ; // time when we got stuck
Vector m_stuckSpot ; // the location where we became stuck
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NavRelativeDirType m_wiggleDirection ;
float m_wiggleTimestamp ;
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float m_stuckJumpTimestamp ; // time for next jump when stuck
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enum { MAX_VEL_SAMPLES = 5 } ;
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float m_avgVel [ MAX_VEL_SAMPLES ] ;
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int m_avgVelIndex ;
int m_avgVelCount ;
Vector m_lastOrigin ;
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// chatter mechanism
GameEventType m_lastRadioCommand ; // last radio command we recieved
void RespondToRadioCommands ( void ) ;
bool IsRadioCommand ( GameEventType event ) const ; // returns true if the radio message is an order to do something
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# define NO_FORCE false
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void EndVoiceFeedback ( bool force = true ) ;
float m_lastRadioRecievedTimestamp ; // time we recieved a radio message
float m_lastRadioSentTimestamp ; // time when we send a radio message
EHANDLE m_radioSubject ; // who issued the radio message
Vector m_radioPosition ; // position referred to in radio message
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float m_voiceFeedbackStartTimestamp ;
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float m_voiceFeedbackEndTimestamp ; // new-style "voice" chatter gets voice feedback
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BotChatterInterface m_chatter ;
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// learn map mechanism
const CNavNode * m_navNodeList ;
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CNavNode * m_currentNode ;
NavDirType m_generationDir ;
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NavAreaList : : iterator m_analyzeIter ;
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enum ProcessType
{
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PROCESS_NORMAL ,
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PROCESS_LEARN ,
PROCESS_ANALYZE_ALPHA ,
PROCESS_ANALYZE_BETA ,
PROCESS_SAVE ,
}
m_processMode ;
CountdownTimer m_mumbleTimer ;
CountdownTimer m_booTimer ;
CountdownTimer m_relocateTimer ;
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CNavNode * AddNode ( const Vector * destPos , const Vector * normal , NavDirType dir , CNavNode * source ) ;
void StartLearnProcess ( void ) ;
void UpdateLearnProcess ( void ) ;
bool LearnStep ( void ) ;
void StartAnalyzeAlphaProcess ( void ) ;
void UpdateAnalyzeAlphaProcess ( void ) ;
bool AnalyzeAlphaStep ( void ) ;
void StartAnalyzeBetaProcess ( void ) ;
void UpdateAnalyzeBetaProcess ( void ) ;
bool AnalyzeBetaStep ( void ) ;
void StartSaveProcess ( void ) ;
void UpdateSaveProcess ( void ) ;
void StartNormalProcess ( void ) ;
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} ; /* size: 11424, cachelines: 179, members: 161 */
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// Inlines
/* <51934c> ../cstrike/dlls/bot/cs_bot.h:316 */
inline float CCSBot : : GetCombatRange ( void ) const
{
return m_combatRange ;
}
/* <58de9b> ../cstrike/dlls/bot/cs_bot.h:318 */
inline void CCSBot : : SetRogue ( bool rogue )
{
m_isRogue = rogue ;
}
/* <519617> ../cstrike/dlls/bot/cs_bot.h:320 */
inline void CCSBot : : Hurry ( float duration )
{
m_hurryTimer . Start ( duration ) ;
}
/* <5a0773> ../cstrike/dlls/bot/cs_bot.h:326 */
inline float CCSBot : : GetSafeTime ( void ) const
{
return m_safeTime ;
}
/* <5c4b10> ../cstrike/dlls/bot/cs_bot.h:355 */
inline bool CCSBot : : IsCarryingBomb ( void ) const
{
return m_bHasC4 ;
}
/* <5a07aa> ../cstrike/dlls/bot/cs_bot.h:369 */
inline bool CCSBot : : IsFollowing ( void ) const
{
return m_isFollowing ;
}
/* <57bf57> ../cstrike/dlls/bot/cs_bot.h:370 */
inline CBasePlayer * CCSBot : : GetFollowLeader ( void )
{
return m_leader ;
}
/* <3c5a20> ../cstrike/dlls/bot/cs_bot.h:375 */
inline float CCSBot : : GetFollowDuration ( void ) const
{
return gpGlobals - > time - m_followTimestamp ;
}
/* <3c5a39> ../cstrike/dlls/bot/cs_bot.h:376 */
inline bool CCSBot : : CanAutoFollow ( void ) const
{
return ( gpGlobals - > time > m_allowAutoFollowTime ) ;
}
/* <3c5a52> ../cstrike/dlls/bot/cs_bot.h:381 */
inline void CCSBot : : AimAtEnemy ( void )
{
m_isAimingAtEnemy = true ;
}
/* <3c5a70> ../cstrike/dlls/bot/cs_bot.h:382 */
inline void CCSBot : : StopAiming ( void )
{
m_isAimingAtEnemy = false ;
}
/* <3c5a89> ../cstrike/dlls/bot/cs_bot.h:383 */
inline bool CCSBot : : IsAimingAtEnemy ( void ) const
{
return m_isAimingAtEnemy ;
}
/* <3e9c5e> ../cstrike/dlls/bot/cs_bot.h:385 */
inline bool CCSBot : : IsSurprised ( void ) const
{
return gpGlobals - > time - m_surpriseTimestamp < 5.0f ;
}
/* <3ea00d> ../cstrike/dlls/bot/cs_bot.h:386 */
inline float CCSBot : : GetSurpriseDelay ( void ) const
{
return gpGlobals - > time - IsSurprised ( ) ? m_surpriseDelay : 0.0f ;
}
/* <51938e> ../cstrike/dlls/bot/cs_bot.h:387 */
inline void CCSBot : : ClearSurpriseDelay ( void )
{
m_surpriseDelay = 0.0f ;
m_surpriseTimestamp = 0.0f ;
}
/* <5e2f12> ../cstrike/dlls/bot/cs_bot.h:389 */
inline float CCSBot : : GetStateTimestamp ( void ) const
{
return m_stateTimestamp ;
}
/* <5c4c60> ../cstrike/dlls/bot/cs_bot.h:394 */
inline CSGameState * CCSBot : : GetGameState ( void )
{
return & m_gameState ;
}
/* <2e7d45> ../cstrike/dlls/bot/cs_bot.h:395 */
inline const CSGameState * CCSBot : : GetGameState ( void ) const
{
return & m_gameState ;
}
/* <5c4ce8> ../cstrike/dlls/bot/cs_bot.h:397 */
inline bool CCSBot : : IsAtBombsite ( void )
{
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return ( m_signals . GetState ( ) & SIGNAL_BOMB ) = = SIGNAL_BOMB ;
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}
/* <5a07c3> ../cstrike/dlls/bot/cs_bot.h:453 */
inline CCSBot : : MoraleType CCSBot : : GetMorale ( void ) const
{
return m_morale ;
}
/* <5b2dba> ../cstrike/dlls/bot/cs_bot.h:459 */
inline bool CCSBot : : IsNoiseHeard ( void ) const
{
if ( m_noiseTimestamp < = 0.0f )
return false ;
// primitive reaction time simulation - cannot "hear" noise until reaction time has elapsed
if ( gpGlobals - > time - m_noiseTimestamp > = GetProfile ( ) - > GetReactionTime ( ) )
return true ;
return false ;
}
/* <5d3f92> ../cstrike/dlls/bot/cs_bot.h:426 */
inline void CCSBot : : SetTask ( TaskType task , CBaseEntity * entity )
{
m_task = task ;
m_taskEntity = entity ;
}
/* <5e2f30> ../cstrike/dlls/bot/cs_bot.h:427 */
inline CCSBot : : TaskType CCSBot : : GetTask ( void ) const
{
return m_task ;
}
/* <5c4c42> ../cstrike/dlls/bot/cs_bot.h:428 */
inline CBaseEntity * CCSBot : : GetTaskEntity ( void )
{
return m_taskEntity ;
}
/* <5b2d33> ../cstrike/dlls/bot/cs_bot.h:474 */
inline CNavArea * CCSBot : : GetNoiseArea ( void ) const
{
return m_noiseArea ;
}
/* <5b2d51> ../cstrike/dlls/bot/cs_bot.h:475 */
inline void CCSBot : : ForgetNoise ( void )
{
m_noiseTimestamp = 0.0f ;
}
/* <5b2d6f> ../cstrike/dlls/bot/cs_bot.h:487 */
inline PriorityType CCSBot : : GetNoisePriority ( void ) const
{
return m_noisePriority ;
}
/* <5c4ccf> ../cstrike/dlls/bot/cs_bot.h:491 */
inline BotChatterInterface * CCSBot : : GetChatter ( void )
{
return & m_chatter ;
}
/* <111238> ../cstrike/dlls/bot/cs_bot.h:508 */
inline bool CCSBot : : IsUsingVoice ( void ) const
{
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return ( m_voiceFeedbackEndTimestamp ! = 0.0f ) ;
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}
/* <519493> ../cstrike/dlls/bot/cs_bot.h:513 */
inline CBasePlayer * CCSBot : : GetEnemy ( void )
{
return m_enemy ;
}
/* <57bfbd> ../cstrike/dlls/bot/cs_bot.h:514 */
inline int CCSBot : : GetNearbyEnemyCount ( void ) const
{
return Q_min ( GetEnemiesRemaining ( ) , m_nearbyEnemyCount ) ;
}
/* <2fecad> ../cstrike/dlls/bot/cs_bot.h:515 */
inline unsigned int CCSBot : : GetEnemyPlace ( void ) const
{
return m_enemyPlace ;
}
/* <2eff13> ../cstrike/dlls/bot/cs_bot.h:516 */
inline bool CCSBot : : CanSeeBomber ( void ) const
{
return ( m_bomber = = NULL ) ? false : true ;
}
/* <3c6110> ../cstrike/dlls/bot/cs_bot.h:517 */
inline CBasePlayer * CCSBot : : GetBomber ( void ) const
{
return m_bomber ;
}
/* <2fecc8> ../cstrike/dlls/bot/cs_bot.h:519 */
inline int CCSBot : : GetNearbyFriendCount ( void ) const
{
return Q_min ( GetFriendsRemaining ( ) , m_nearbyFriendCount ) ;
}
/* <3a138c> ../cstrike/dlls/bot/cs_bot.h:521 */
inline CBasePlayer * CCSBot : : GetClosestVisibleFriend ( void ) const
{
return m_closestVisibleFriend ;
}
/* <3c615b> ../cstrike/dlls/bot/cs_bot.h:521 */
inline CBasePlayer * CCSBot : : GetClosestVisibleHumanFriend ( void ) const
{
return m_closestVisibleHumanFriend ;
}
/* <57bfd6> ../cstrike/dlls/bot/cs_bot.h:536 */
inline float CCSBot : : GetTimeSinceAttacked ( void ) const
{
return gpGlobals - > time - m_attackedTimestamp ;
}
/* <56ae2c> ../cstrike/dlls/bot/cs_bot.h:537 */
inline float CCSBot : : GetFirstSawEnemyTimestamp ( void ) const
{
return m_firstSawEnemyTimestamp ;
}
/* <58df07> ../cstrike/dlls/bot/cs_bot.h:538 */
inline float CCSBot : : GetLastSawEnemyTimestamp ( void ) const
{
return m_lastSawEnemyTimestamp ;
}
/* <3e9ccc> ../cstrike/dlls/bot/cs_bot.h:539 */
inline float CCSBot : : GetTimeSinceLastSawEnemy ( void ) const
{
return gpGlobals - > time - m_lastSawEnemyTimestamp ;
}
/* <3e9ce5> ../cstrike/dlls/bot/cs_bot.h:540 */
inline float CCSBot : : GetTimeSinceAcquiredCurrentEnemy ( void ) const
{
return gpGlobals - > time - m_currentEnemyAcquireTimestamp ;
}
/* <5196d7> ../cstrike/dlls/bot/cs_bot.h:542 */
inline const Vector & CCSBot : : GetLastKnownEnemyPosition ( void ) const
{
return m_lastEnemyPosition ;
}
/* <5e2f49> ../cstrike/dlls/bot/cs_bot.h:543 */
inline bool CCSBot : : IsEnemyVisible ( void ) const
{
return m_isEnemyVisible ;
}
/* <519429> ../cstrike/dlls/bot/cs_bot.h:544 */
inline float CCSBot : : GetEnemyDeathTimestamp ( void ) const
{
return m_enemyDeathTimestamp ;
}
/* <519442> ../cstrike/dlls/bot/cs_bot.h:547 */
inline int CCSBot : : GetLastVictimID ( void ) const
{
return m_lastVictimID ;
}
/* <5b2da1> ../cstrike/dlls/bot/cs_bot.h:550 */
inline bool CCSBot : : HasPath ( void ) const
{
return m_pathLength ! = 0 ;
}
/* <5a07f5> ../cstrike/dlls/bot/cs_bot.h:551 */
inline void CCSBot : : DestroyPath ( void )
{
m_pathLength = 0 ;
m_pathLadder = NULL ;
}
/* <5a0813> ../cstrike/dlls/bot/cs_bot.h:567 */
inline CNavArea * CCSBot : : GetLastKnownArea ( void ) const
{
return m_lastKnownArea ;
}
/* <51963c> ../cstrike/dlls/bot/cs_bot.h:568 */
inline const Vector & CCSBot : : GetPathEndpoint ( void ) const
{
return m_path [ m_pathLength - 1 ] . pos ;
}
/* <5c1be3> ../cstrike/dlls/bot/cs_bot.h:571 */
inline const Vector & CCSBot : : GetPathPosition ( int numpath ) const
{
return m_path [ numpath ] . pos ;
}
/* <5c4b79> ../cstrike/dlls/bot/cs_bot.h:577 */
inline bool CCSBot : : IsUsingLadder ( void ) const
{
return m_pathLadder ! = NULL ;
}
/* <5a0c27> ../cstrike/dlls/bot/cs_bot.h:580 */
inline void CCSBot : : SetGoalEntity ( CBaseEntity * entity )
{
m_goalEntity = entity ;
}
/* <5c4d01> ../cstrike/dlls/bot/cs_bot.h:581 */
inline CBaseEntity * CCSBot : : GetGoalEntity ( void )
{
return m_goalEntity ;
}
/* <5195f2> ../cstrike/dlls/bot/cs_bot.h:586 */
inline void CCSBot : : ForceRun ( float duration )
{
Run ( ) ;
m_mustRunTimer . Start ( duration ) ;
}
/* <3d8238> ../cstrike/dlls/bot/cs_bot.h:598 */
inline void CCSBot : : SetLookAngles ( float yaw , float pitch )
{
m_lookYaw = yaw ;
m_lookPitch = pitch ;
}
inline void CCSBot : : SetForwardAngle ( float angle )
{
m_forwardAngle = angle ;
}
/* <57c008> ../cstrike/dlls/bot/cs_bot.h:609 */
inline void CCSBot : : SetLookAheadAngle ( float angle )
{
m_lookAheadAngle = angle ;
}
/* <5e2f62> ../cstrike/dlls/bot/cs_bot.h:612 */
inline void CCSBot : : ClearLookAt ( void )
{
//PrintIfWatched("ClearLookAt()\n");
m_lookAtSpotState = NOT_LOOKING_AT_SPOT ;
m_lookAtDesc = NULL ;
}
/* <3d8287> ../cstrike/dlls/bot/cs_bot.h:618 */
inline bool CCSBot : : IsLookingAtSpot ( PriorityType pri ) const
{
if ( m_lookAtSpotState ! = NOT_LOOKING_AT_SPOT & & m_lookAtSpotPriority > = pri )
return true ;
return false ;
}
/* <3e9d59> ../cstrike/dlls/bot/cs_bot.h:625 */
inline bool CCSBot : : IsViewMoving ( float angleVelThreshold ) const
{
if ( m_lookYawVel < angleVelThreshold & & m_lookYawVel > - angleVelThreshold & &
m_lookPitchVel < angleVelThreshold & & m_lookPitchVel > - angleVelThreshold )
{
return false ;
}
return true ;
}
/* <57c047> ../cstrike/dlls/bot/cs_bot.h:651 */
inline void CCSBot : : ClearApproachPoints ( void )
{
m_approachPointCount = 0 ;
}
/* <3e9d7e> ../cstrike/dlls/bot/cs_bot.h:674 */
inline bool CCSBot : : IsThrowingGrenade ( void ) const
{
return m_isWaitingToTossGrenade ;
}
/* <3e9d97> ../cstrike/dlls/bot/cs_bot.h:679 */
inline void CCSBot : : StartRapidFire ( void )
{
m_isRapidFiring = true ;
}
/* <3e9db0> ../cstrike/dlls/bot/cs_bot.h:680 */
inline void CCSBot : : StopRapidFire ( void )
{
m_isRapidFiring = false ;
}
/* <51954d> ../cstrike/dlls/bot/cs_bot.h:684 */
inline CCSBot : : ZoomType CCSBot : : GetZoomLevel ( void ) const
{
if ( m_iFOV > 60.0f )
return NO_ZOOM ;
if ( m_iFOV > 25.0f )
return LOW_ZOOM ;
return HIGH_ZOOM ;
}
/* <5c4b92> ../cstrike/dlls/bot/cs_bot.h:698 */
inline int CCSBot : : GetHostageEscortCount ( void ) const
{
return m_hostageEscortCount ;
}
/* <5e2f80> ../cstrike/dlls/bot/cs_bot.h:699 */
inline void CCSBot : : IncreaseHostageEscortCount ( void )
{
+ + m_hostageEscortCount ;
}
/* <5a0c4d> ../cstrike/dlls/bot/cs_bot.h:701 */
inline void CCSBot : : ResetWaitForHostagePatience ( void )
{
m_isWaitingForHostage = false ;
m_inhibitWaitingForHostageTimer . Invalidate ( ) ;
}
/* <5d402a> ../cstrike/dlls/bot/cs_bot.h:1055 */
inline float CCSBot : : GetFeetZ ( void ) const
{
if ( IsCrouching ( ) )
{
const Vector crouch = Vector ( 0 , 0 , - StepHeight ) ;
return ( pev - > origin + crouch ) . z ;
}
else
{
const Vector stand = Vector ( 0 , 0 , - HalfHumanHeight ) ;
return ( pev - > origin + stand ) . z ;
}
}
/* <5b2dd3> ../cstrike/dlls/bot/cs_bot.h:1063 */
inline const Vector * CCSBot : : GetNoisePosition ( void ) const
{
if ( m_noiseTimestamp > 0.0f )
return & m_noisePosition ;
return NULL ;
}
/* <519655> ../cstrike/dlls/bot/cs_bot.h:1071 */
inline bool CCSBot : : IsAwareOfEnemyDeath ( void ) const
{
if ( GetEnemyDeathTimestamp ( ) = = 0.0f )
return false ;
if ( m_enemy = = NULL )
return true ;
if ( ! m_enemy - > IsAlive ( ) & & gpGlobals - > time - GetEnemyDeathTimestamp ( ) > ( 1.0f - GetProfile ( ) - > GetSkill ( ) ) )
return true ;
return false ;
}
/* <568b12> ../cstrike/dlls/bot/cs_bot.h:1085 */
inline bool CCSBot : : IsNotMoving ( void ) const
{
const float stillSpeed = 10.0f ;
return pev - > velocity . IsLengthLessThan ( stillSpeed ) ;
}
inline bool CCSBot : : HasAnyAmmo ( CBasePlayerWeapon * weapon ) const
{
return ( weapon - > m_iClip ! = 0 | | m_rgAmmo [ weapon - > m_iPrimaryAmmoType ] > 0 ) ;
}
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/* <2e8465> ../cstrike/dlls/bot/cs_bot.cpp:1004 */
class CollectRetreatSpotsFunctor
{
public :
CollectRetreatSpotsFunctor ( CCSBot * me , float range )
{
m_me = me ;
m_count = 0 ;
m_range = range ;
}
enum { MAX_SPOTS = 256 } ;
bool operator ( ) ( CNavArea * area )
{
// collect all the hiding spots in this area
const HidingSpotList * list = area - > GetHidingSpotList ( ) ;
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for ( HidingSpotList : : const_iterator iter = list - > begin ( ) ; iter ! = list - > end ( ) ; + + iter )
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{
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const HidingSpot * spot = ( * iter ) ;
if ( m_count > = MAX_SPOTS )
break ;
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// make sure hiding spot is in range
if ( m_range > 0.0f )
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{
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if ( ( * spot - > GetPosition ( ) - m_me - > pev - > origin ) . IsLengthGreaterThan ( m_range ) )
continue ;
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}
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// if a Player is using this hiding spot, don't consider it
if ( IsSpotOccupied ( m_me , spot - > GetPosition ( ) ) )
{
// player is in hiding spot
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// TODO: Check if player is moving or sitting still
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continue ;
}
// don't select spot if an enemy can see it
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if ( UTIL_IsVisibleToTeam ( * spot - > GetPosition ( ) + Vector ( 0 , 0 , HalfHumanHeight ) , OtherTeam ( m_me - > m_iTeam ) ) )
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continue ;
// don't select spot if it is closest to an enemy
CBasePlayer * owner = UTIL_GetClosestPlayer ( spot - > GetPosition ( ) ) ;
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if ( owner ! = NULL & & m_me - > m_iTeam ! = owner - > m_iTeam )
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continue ;
m_spot [ m_count + + ] = spot - > GetPosition ( ) ;
}
// if we've filled up, stop searching
if ( m_count = = MAX_SPOTS )
return false ;
return true ;
}
CCSBot * m_me ;
float m_range ;
const Vector * m_spot [ MAX_SPOTS ] ;
int m_count ;
} ; /* size: 1036, cachelines: 17, members: 4 */
/* <2e7f9f> ../cstrike/dlls/bot/cs_bot.cpp:1088 */
class FarthestHostage
{
public :
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FarthestHostage ( const CCSBot * me )
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{
m_me = me ;
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m_farRange = - 1.0f ;
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}
bool operator ( ) ( CHostage * hostage )
{
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if ( hostage - > IsFollowing ( m_me ) )
{
float range = ( hostage - > Center ( ) - m_me - > pev - > origin ) . Length ( ) ;
if ( range > m_farRange )
{
m_farRange = range ;
}
}
return true ;
/*if (hostage->pev->takedamage != DAMAGE_YES)
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return true ;
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if ( hostage - > m_improv ! = NULL )
{
if ( ! hostage - > IsFollowingSomeone ( ) | | m_me ! = hostage - > GetLeader ( ) )
return true ;
}
else if ( ! hostage - > IsFollowing ( m_me ) )
return true ;
float range = ( hostage - > Center ( ) - m_me - > pev - > origin ) . Length ( ) ;
if ( range > m_farRange )
{
m_farRange = range ;
}
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return true ; */
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}
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const CCSBot * m_me ;
float m_farRange ;
} ; /* size: 8, cachelines: 1, members: 2 */
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// Functor used with NavAreaBuildPath()
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/* <5a0af3> ../cstrike/dlls/bot/cs_bot.h:1114 */
class PathCost
{
public :
PathCost ( CCSBot * bot , RouteType route = SAFEST_ROUTE )
{
m_bot = bot ;
m_route = route ;
}
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float operator ( ) ( CNavArea * area , CNavArea * fromArea , const CNavLadder * ladder )
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{
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const float baseDangerFactor = 100.0f ;
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// respond to the danger modulated by our aggression (even super-aggressives pay SOME attention to danger)
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float dangerFactor = ( 1.0f - ( 0.95f * m_bot - > GetProfile ( ) - > GetAggression ( ) ) ) * baseDangerFactor ;
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if ( fromArea = = NULL )
{
if ( m_route = = FASTEST_ROUTE )
return 0.0f ;
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// first area in path, cost is just danger
return dangerFactor * area - > GetDanger ( m_bot - > m_iTeam - 1 ) ;
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}
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else if ( ( fromArea - > GetAttributes ( ) & NAV_JUMP ) & & ( area - > GetAttributes ( ) & NAV_JUMP ) )
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{
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// cannot actually walk in jump areas - disallow moving from jump area to jump area
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return - 1.0f ;
}
else
{
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// compute distance from previous area to this area
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float dist ;
if ( ladder )
{
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// ladders are slow to use
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const float ladderPenalty = 1.0f ;
dist = ladderPenalty * ladder - > m_length ;
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// if we are currently escorting hostages, avoid ladders (hostages are confused by them)
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//if (m_bot->GetHostageEscortCount())
// dist *= 100.0f;
}
else
{
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dist = ( * area - > GetCenter ( ) - * fromArea - > GetCenter ( ) ) . Length ( ) ;
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}
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// compute distance travelled along path so far
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float cost = dist + fromArea - > GetCostSoFar ( ) ;
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// zombies ignore all path penalties
if ( cv_bot_zombie . value > 0.0f )
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return cost ;
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// add cost of "jump down" pain unless we're jumping into water
if ( ! area - > IsConnected ( fromArea , NUM_DIRECTIONS ) )
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{
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// this is a "jump down" (one way drop) transition - estimate damage we will take to traverse it
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float fallDistance = - fromArea - > ComputeHeightChange ( area ) ;
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// if it's a drop-down ladder, estimate height from the bottom of the ladder to the lower area
//if (ladder && ladder->m_bottom.z < fromArea->GetCenter()->z && ladder->m_bottom.z > area->GetCenter()->z)
//{
// fallDistance = ladder->m_bottom.z - area->GetCenter()->z;
//}
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float fallDamage = m_bot - > GetApproximateFallDamage ( fallDistance ) ;
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if ( fallDamage > 0.0f )
{
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// if the fall would kill us, don't use it
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const float deathFallMargin = 10.0f ;
if ( fallDamage + deathFallMargin > = m_bot - > pev - > health )
return - 1.0f ;
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// if we need to get there in a hurry, ignore minor pain
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const float painTolerance = 15.0f * m_bot - > GetProfile ( ) - > GetAggression ( ) + 10.0f ;
if ( m_route ! = FASTEST_ROUTE | | fallDamage > painTolerance )
{
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// cost is proportional to how much it hurts when we fall
// 10 points - not a big deal, 50 points - ouch!
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cost + = 100.0f * fallDamage * fallDamage ;
}
}
}
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// if this is a "crouch" area, add penalty
if ( area - > GetAttributes ( ) & NAV_CROUCH )
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{
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// these areas are very slow to move through
float_precision crouchPenalty = ( m_route = = FASTEST_ROUTE ) ? 20.0f : 5.0f ;
// avoid crouch areas if we are rescuing hostages
if ( m_bot - > GetHostageEscortCount ( ) )
{
crouchPenalty * = 3.0f ;
}
cost + = crouchPenalty * dist ;
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}
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// if this is a "jump" area, add penalty
if ( area - > GetAttributes ( ) & NAV_JUMP )
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{
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// jumping can slow you down
//const float jumpPenalty = (m_route == FASTEST_ROUTE) ? 100.0f : 0.5f;
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const float jumpPenalty = 1.0f ;
cost + = jumpPenalty * dist ;
}
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if ( m_route = = SAFEST_ROUTE )
{
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// add in the danger of this path - danger is per unit length travelled
cost + = dist * dangerFactor * area - > GetDanger ( m_bot - > m_iTeam - 1 ) ;
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}
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if ( ! m_bot - > IsAttacking ( ) )
{
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// add in cost of teammates in the way
// approximate density of teammates based on area
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float size = ( area - > GetSizeX ( ) + area - > GetSizeY ( ) ) / 2.0f ;
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// degenerate check
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if ( size > = 1.0f )
{
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// cost is proportional to the density of teammates in this area
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const float costPerFriendPerUnit = 50000.0f ;
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cost + = costPerFriendPerUnit * ( float ) area - > GetPlayerCount ( m_bot - > m_iTeam , m_bot ) / size ;
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}
}
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return cost ;
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}
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return 0.0f ;
}
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private :
CCSBot * m_bot ;
RouteType m_route ;
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} ; /* size: 8, cachelines: 1, members: 2 */
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/* <568fae> ../cstrike/dlls/bot/states/cs_bot_follow.cpp:95 */
class FollowTargetCollector
{
public :
FollowTargetCollector ( CBasePlayer * player )
{
m_player = player ;
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m_forward . x = player - > pev - > velocity . x ;
m_forward . y = player - > pev - > velocity . y ;
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float speed = m_forward . NormalizeInPlace ( ) ;
const float walkSpeed = 100.0f ;
if ( speed < walkSpeed )
{
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m_cutoff . x = player - > pev - > origin . x ;
m_cutoff . y = player - > pev - > origin . y ;
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m_forward . x = 0.0f ;
m_forward . y = 0.0f ;
}
else
{
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const float k = 1.5f ;
float_precision trimSpeed = ( speed < 200.0f ) ? speed : 200.0f ;
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m_cutoff . x = player - > pev - > origin . x + k * trimSpeed * m_forward . x ;
m_cutoff . y = player - > pev - > origin . y + k * trimSpeed * m_forward . y ;
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}
m_targetAreaCount = 0 ;
}
enum { MAX_TARGET_AREAS = 128 } ;
/* <568dc3> ../cstrike/dlls/bot/states/cs_bot_follow.cpp:124 */
bool operator ( ) ( CNavArea * area )
{
if ( m_targetAreaCount > = MAX_TARGET_AREAS )
return false ;
// only use two-way connections
if ( ! area - > GetParent ( ) | | area - > IsConnected ( area - > GetParent ( ) , NUM_DIRECTIONS ) )
{
if ( m_forward . IsZero ( ) )
{
m_targetArea [ m_targetAreaCount + + ] = area ;
}
else
{
// collect areas in the direction of the player's forward motion
Vector2D to ( ( ( * area - > GetCenter ( ) ) . x - m_cutoff . x ) , ( * area - > GetCenter ( ) ) . y - m_cutoff . y ) ;
to . NormalizeInPlace ( ) ;
//if (DotProduct(to, m_forward) > 0.7071f)
if ( ( to . x * m_forward . x + to . y * m_forward . y ) > 0.7071f )
m_targetArea [ m_targetAreaCount + + ] = area ;
}
}
return ( m_targetAreaCount < MAX_TARGET_AREAS ) ;
}
CBasePlayer * m_player ;
Vector2D m_forward ;
Vector2D m_cutoff ;
CNavArea * m_targetArea [ MAX_TARGET_AREAS ] ;
int m_targetAreaCount ;
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} ; /* size: 536, cachelines: 9, members: 5 */
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# ifdef HOOK_GAMEDLL
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typedef bool ( CCSBot : : * CS_IS_VISIBLE_VECTOR ) ( const Vector * , bool ) const ;
typedef bool ( CCSBot : : * CS_IS_VISIBLE_CBASEPLAYER ) ( CBasePlayer * , bool , unsigned char * ) const ;
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typedef const Vector * ( FIND_SPOT_CSSBOT ) ( CCSBot * , float ) ;
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typedef void ( CCSBot : : * HIDE_NAV_AREA ) ( CNavArea * , float , float , bool ) ;
typedef void ( CCSBot : : * HIDE_VECTOR ) ( const Vector * , float , bool ) ;
typedef const CSGameState * ( CCSBot : : * GETGAMESTATE_CONST ) ( void ) const ;
typedef CSGameState * ( CCSBot : : * GETGAMESTATE_NOTCONST ) ( void ) ;
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// NavAreaBuildPath<PathCost> hook
inline bool NavAreaBuildPath__PathCost__wrapper ( CNavArea * startArea , CNavArea * goalArea , const Vector * goalPos , PathCost & costFunc , CNavArea * * closestArea )
{
return NavAreaBuildPath ( startArea , goalArea , goalPos , costFunc , closestArea ) ;
}
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// NavAreaTravelDistance<PathCost> hook
inline float_precision NavAreaTravelDistance__PathCost__wrapper ( CNavArea * startArea , CNavArea * endArea , PathCost & costFunc )
{
return NavAreaTravelDistance ( startArea , endArea , costFunc ) ;
}
// refs
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extern void ( * pCCSBot__UpdateLookAngles ) ( void ) ;
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# endif // HOOK_GAMEDLL
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void InstallBotControl ( void ) ;
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void Bot_ServerCommand ( void ) ;
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void Bot_RegisterCvars ( void ) ;
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int GetBotFollowCount ( CBasePlayer * leader ) ;
const Vector * FindNearbyRetreatSpot ( CCSBot * me , float maxRange ) ;
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void drawProgressMeter ( float progress , char * title ) ;
void startProgressMeter ( const char * title ) ;
void hideProgressMeter ( void ) ;
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bool isSniperRifle ( CBasePlayerItem * item ) ;
float StayOnLadderLine ( CCSBot * me , const CNavLadder * ladder ) ;
# endif // CS_BOT_H