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"
|
|
|
|
|
|
|
|
// Move towards currently heard noise
|
|
|
|
void InvestigateNoiseState::AttendCurrentNoise(CCSBot *me)
|
|
|
|
{
|
|
|
|
if (!me->IsNoiseHeard() && me->GetNoisePosition())
|
|
|
|
return;
|
|
|
|
|
|
|
|
// remember where the noise we heard was
|
|
|
|
m_checkNoisePosition = *me->GetNoisePosition();
|
|
|
|
|
|
|
|
// tell our teammates (unless the noise is obvious, like gunfire)
|
|
|
|
if (me->IsWellPastSafe() && me->HasNotSeenEnemyForLongTime() && me->GetNoisePriority() != PRIORITY_HIGH)
|
|
|
|
me->GetChatter()->HeardNoise(me->GetNoisePosition());
|
|
|
|
|
|
|
|
// figure out how to get to the noise
|
|
|
|
me->PrintIfWatched("Attending to noise...\n");
|
|
|
|
me->ComputePath(me->GetNoiseArea(), &m_checkNoisePosition, SAFEST_ROUTE);
|
|
|
|
|
|
|
|
// consume the noise
|
|
|
|
me->ForgetNoise();
|
|
|
|
}
|
|
|
|
|
|
|
|
void InvestigateNoiseState::OnEnter(CCSBot *me)
|
|
|
|
{
|
|
|
|
AttendCurrentNoise(me);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Use TravelDistance instead of distance...
|
|
|
|
void InvestigateNoiseState::OnUpdate(CCSBot *me)
|
|
|
|
{
|
|
|
|
float newNoiseDist;
|
|
|
|
if (me->ShouldInvestigateNoise(&newNoiseDist))
|
|
|
|
{
|
|
|
|
Vector toOldNoise = m_checkNoisePosition - me->pev->origin;
|
|
|
|
const float muchCloserDist = 100.0f;
|
|
|
|
if (toOldNoise.IsLengthGreaterThan(newNoiseDist + muchCloserDist))
|
|
|
|
{
|
|
|
|
// new sound is closer
|
|
|
|
AttendCurrentNoise(me);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the pathfind fails, give up
|
|
|
|
if (!me->HasPath())
|
|
|
|
{
|
|
|
|
me->Idle();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// look around
|
|
|
|
me->UpdateLookAround();
|
|
|
|
|
|
|
|
// get distance remaining on our path until we reach the source of the noise
|
|
|
|
float noiseDist = (m_checkNoisePosition - me->pev->origin).Length();
|
|
|
|
|
|
|
|
if (me->IsUsingKnife())
|
|
|
|
{
|
|
|
|
if (me->IsHurrying())
|
|
|
|
me->Run();
|
|
|
|
else
|
|
|
|
me->Walk();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
const float closeToNoiseRange = 1500.0f;
|
|
|
|
if (noiseDist < closeToNoiseRange)
|
|
|
|
{
|
|
|
|
// if we dont have many friends left, or we are alone, and we are near noise source, sneak quietly
|
|
|
|
if (me->GetFriendsRemaining() <= 2 && !me->IsHurrying())
|
|
|
|
{
|
|
|
|
me->Walk();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
me->Run();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
me->Run();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if we can see the noise position and we're close enough to it and looking at it,
|
|
|
|
// we don't need to actually move there (it's checked enough)
|
|
|
|
const float closeRange = 200.0f;
|
|
|
|
if (noiseDist < closeRange)
|
|
|
|
{
|
|
|
|
if (me->IsLookingAtPosition(&m_checkNoisePosition) && me->IsVisible(&m_checkNoisePosition))
|
|
|
|
{
|
|
|
|
// can see noise position
|
|
|
|
me->PrintIfWatched("Noise location is clear.\n");
|
|
|
|
//me->ForgetNoise();
|
|
|
|
me->Idle();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// move towards noise
|
|
|
|
if (me->UpdatePathMovement() != CCSBot::PROGRESSING)
|
|
|
|
{
|
|
|
|
me->Idle();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void InvestigateNoiseState::OnExit(CCSBot *me)
|
|
|
|
{
|
|
|
|
// reset to run mode in case we were sneaking about
|
|
|
|
me->Run();
|
|
|
|
}
|