mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-29 08:05:46 +03:00
585 lines
15 KiB
C++
585 lines
15 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#include "precompiled.h"
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// Begin attacking
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void AttackState::OnEnter(CCSBot *me)
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{
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CBasePlayer *pEnemy = me->GetEnemy();
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// store our posture when the attack began
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me->PushPostureContext();
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me->DestroyPath();
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// if we are using a knife, try to sneak up on the enemy
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if (pEnemy && me->IsUsingKnife() && !me->IsPlayerFacingMe(pEnemy))
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me->Walk();
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else
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me->Run();
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me->GetOffLadder();
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me->ResetStuckMonitor();
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m_repathTimer.Invalidate();
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m_haveSeenEnemy = me->IsEnemyVisible();
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m_nextDodgeStateTimestamp = 0.0f;
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m_firstDodge = true;
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m_isEnemyHidden = false;
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m_reacquireTimestamp = 0.0f;
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m_pinnedDownTimestamp = gpGlobals->time + RANDOM_FLOAT(7.0f, 10.0f);
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m_shieldToggleTimestamp = gpGlobals->time + RANDOM_FLOAT(2.0f, 10.0f);
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m_shieldForceOpen = false;
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// if we encountered someone while escaping, grab our weapon and fight!
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if (me->IsEscapingFromBomb())
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me->EquipBestWeapon();
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if (me->IsUsingKnife())
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{
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// can't crouch and hold with a knife
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m_crouchAndHold = false;
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me->StandUp();
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}
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else
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{
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// decide whether to crouch where we are, or run and gun (if we havent already - see CCSBot::Attack())
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if (!m_crouchAndHold)
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{
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if (pEnemy)
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{
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const float crouchFarRange = 750.0f;
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float crouchChance;
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// more likely to crouch if using sniper rifle or if enemy is far away
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if (me->IsUsingSniperRifle())
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crouchChance = 50.0f;
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else if ((me->pev->origin - pEnemy->pev->origin).IsLengthGreaterThan(crouchFarRange))
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crouchChance = 50.0f;
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else
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crouchChance = 20.0f * (1.0f - me->GetProfile()->GetAggression());
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if (RANDOM_FLOAT(0.0f, 100.0f) < crouchChance)
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{
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// make sure we can still see if we crouch
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TraceResult result;
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Vector origin = me->pev->origin;
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if (!me->IsCrouching())
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{
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// we are standing, adjust for lower crouch origin
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origin.z -= 20.0f;
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}
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UTIL_TraceLine(origin, pEnemy->EyePosition(), ignore_monsters, ignore_glass, ENT(me->pev), &result);
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if (result.flFraction == 1.0f)
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{
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m_crouchAndHold = true;
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}
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}
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}
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}
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if (m_crouchAndHold)
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{
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me->Crouch();
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me->PrintIfWatched("Crouch and hold attack!\n");
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}
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}
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m_scopeTimestamp = 0;
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m_didAmbushCheck = false;
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float skill = me->GetProfile()->GetSkill();
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// tendency to dodge is proportional to skill
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float dodgeChance = 80.0f * skill;
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if (me->IsUsingKnife())
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{
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dodgeChance *= 2.0f;
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}
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// high skill bots always dodge if outnumbered, or they see a sniper
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if (skill > 0.5f && me->IsOutnumbered())
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{
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dodgeChance = 100.0f;
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}
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m_dodge = (RANDOM_FLOAT(0.0f, 100.0f) < dodgeChance) != 0;
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// decide whether we might bail out of this fight
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m_isCoward = (RANDOM_FLOAT(0.0f, 100.0f) > 100.0f * me->GetProfile()->GetAggression());
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}
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void AttackState::StopAttacking(CCSBot *me)
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{
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if (me->m_task == CCSBot::SNIPING)
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{
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// stay in our hiding spot
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me->Hide(me->GetLastKnownArea(), -1.0f, 50.0f);
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}
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else
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{
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me->StopAttacking();
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}
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}
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// Perform attack behavior
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void AttackState::OnUpdate(CCSBot *me)
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{
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// can't be stuck while attacking
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me->ResetStuckMonitor();
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me->StopRapidFire();
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CBasePlayerWeapon *pWeapon = me->GetActiveWeapon();
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if (pWeapon)
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{
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if (pWeapon->m_iId == WEAPON_C4 ||
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pWeapon->m_iId == WEAPON_HEGRENADE ||
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pWeapon->m_iId == WEAPON_FLASHBANG ||
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pWeapon->m_iId == WEAPON_SMOKEGRENADE)
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{
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me->EquipBestWeapon();
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}
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}
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CBasePlayer *pEnemy = me->GetEnemy();
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if (!pEnemy)
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{
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StopAttacking(me);
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return;
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}
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// keep track of whether we have seen our enemy at least once yet
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if (!m_haveSeenEnemy)
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m_haveSeenEnemy = me->IsEnemyVisible();
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// Retreat check
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// Do not retreat if the enemy is too close
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if (m_retreatTimer.IsElapsed())
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{
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// If we've been fighting this battle for awhile, we're "pinned down" and
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// need to do something else.
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// If we are outnumbered, retreat.
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bool isPinnedDown = (gpGlobals->time > m_pinnedDownTimestamp);
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if (isPinnedDown ||
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(me->IsOutnumbered() && m_isCoward) ||
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(me->OutnumberedCount() >= 2 && me->GetProfile()->GetAggression() < 1.0f))
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{
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// tell our teammates our plight
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if (isPinnedDown)
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me->GetChatter()->PinnedDown();
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else
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me->GetChatter()->Scared();
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m_retreatTimer.Start(RANDOM_FLOAT(3.0f, 15.0f));
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// try to retreat
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if (me->TryToRetreat())
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{
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// if we are a sniper, equip our pistol so we can fire while retreating
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if (me->IsUsingSniperRifle())
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{
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me->EquipPistol();
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}
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}
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else
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{
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me->PrintIfWatched("I want to retreat, but no safe spots nearby!\n");
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}
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}
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}
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// Knife fighting
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// We need to pathfind right to the enemy to cut him
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if (me->IsUsingKnife())
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{
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// can't crouch and hold with a knife
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m_crouchAndHold = false;
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me->StandUp();
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// if we are using a knife and our prey is looking towards us, run at him
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if (me->IsPlayerFacingMe(pEnemy))
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{
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me->ForceRun(5.0f);
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me->Hurry(10.0f);
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}
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else
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{
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me->Walk();
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}
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// slash our victim
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me->FireWeaponAtEnemy();
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// if our victim has moved, repath
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bool repath = false;
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if (me->HasPath())
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{
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const float repathRange = 100.0f;
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if ((me->GetPathEndpoint() - pEnemy->pev->origin).IsLengthGreaterThan(repathRange))
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{
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repath = true;
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}
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}
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else
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{
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repath = true;
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}
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if (repath && m_repathTimer.IsElapsed())
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{
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me->ComputePath(TheNavAreaGrid.GetNearestNavArea(&pEnemy->pev->origin), &pEnemy->pev->origin, FASTEST_ROUTE);
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const float repathInterval = 0.5f;
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m_repathTimer.Start(repathInterval);
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}
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// move towards victim
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if (me->UpdatePathMovement(NO_SPEED_CHANGE) != CCSBot::PROGRESSING)
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{
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me->DestroyPath();
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}
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return;
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}
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// Simple shield usage
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if (me->HasShield())
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{
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if (me->IsEnemyVisible() && !m_shieldForceOpen)
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{
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if (!me->IsRecognizedEnemyReloading() && !me->IsReloading() && me->IsPlayerLookingAtMe(pEnemy))
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{
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// close up - enemy is pointing his gun at us
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if (!me->IsProtectedByShield())
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me->SecondaryAttack();
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}
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else
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{
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// enemy looking away or reloading his weapon - open up and shoot him
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if (me->IsProtectedByShield())
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me->SecondaryAttack();
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}
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}
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else
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{
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// can't see enemy, open up
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if (me->IsProtectedByShield())
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me->SecondaryAttack();
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}
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if (gpGlobals->time > m_shieldToggleTimestamp)
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{
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m_shieldToggleTimestamp = gpGlobals->time + RANDOM_FLOAT(0.5, 2.0f);
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// toggle shield force open
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m_shieldForceOpen = !m_shieldForceOpen;
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}
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}
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// check if our weapon range is bad and we should switch to pistol
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if (me->IsUsingSniperRifle())
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{
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// if we have a sniper rifle and our enemy is too close, switch to pistol
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// NOTE: Must be larger than NO_ZOOM range in AdjustZoom()
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const float sniperMinRange = 310.0f;
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if ((pEnemy->pev->origin - me->pev->origin).IsLengthLessThan(sniperMinRange))
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me->EquipPistol();
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}
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else if (me->IsUsingShotgun())
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{
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// if we have a shotgun equipped and enemy is too far away, switch to pistol
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const float shotgunMaxRange = 1000.0f;
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if ((pEnemy->pev->origin - me->pev->origin).IsLengthGreaterThan(shotgunMaxRange))
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me->EquipPistol();
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}
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// if we're sniping, look through the scope - need to do this here in case a reload resets our scope
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if (me->IsUsingSniperRifle())
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{
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// for Scouts and AWPs, we need to wait for zoom to resume
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if (me->m_bResumeZoom)
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{
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m_scopeTimestamp = gpGlobals->time;
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return;
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}
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Vector toAimSpot3D = me->m_aimSpot - me->pev->origin;
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float targetRange = toAimSpot3D.Length();
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// dont adjust zoom level if we're already zoomed in - just fire
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if (me->GetZoomLevel() == CCSBot::NO_ZOOM && me->AdjustZoom(targetRange))
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m_scopeTimestamp = gpGlobals->time;
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const float waitScopeTime = 0.2f + me->GetProfile()->GetReactionTime();
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if (gpGlobals->time - m_scopeTimestamp < waitScopeTime)
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{
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// force us to wait until zoomed in before firing
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return;
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}
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}
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// see if we "notice" that our prey is dead
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if (me->IsAwareOfEnemyDeath())
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{
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// let team know if we killed the last enemy
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if (me->GetLastVictimID() == pEnemy->entindex() && me->GetNearbyEnemyCount() <= 1)
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{
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me->GetChatter()->KilledMyEnemy(pEnemy->entindex());
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}
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StopAttacking(me);
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return;
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}
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float notSeenEnemyTime = gpGlobals->time - me->GetLastSawEnemyTimestamp();
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// if we haven't seen our enemy for a moment, continue on if we dont want to fight, or decide to ambush if we do
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if (!me->IsEnemyVisible())
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{
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// attend to nearby enemy gunfire
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if (notSeenEnemyTime > 0.5f && me->CanHearNearbyEnemyGunfire())
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{
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// give up the attack, since we didn't want it in the first place
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StopAttacking(me);
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me->SetLookAt("Nearby enemy gunfire", me->GetNoisePosition(), PRIORITY_HIGH, 0.0f);
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me->PrintIfWatched("Checking nearby threatening enemy gunfire!\n");
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return;
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}
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// check if we have lost track of our enemy during combat
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if (notSeenEnemyTime > 0.25f)
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{
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m_isEnemyHidden = true;
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}
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if (notSeenEnemyTime > 0.1f)
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{
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if (me->GetDisposition() == CCSBot::ENGAGE_AND_INVESTIGATE)
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{
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// decide whether we should hide and "ambush" our enemy
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if (m_haveSeenEnemy && !m_didAmbushCheck)
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{
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const float hideChance = 33.3f;
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if (RANDOM_FLOAT(0.0, 100.0f) < hideChance)
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{
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float ambushTime = RANDOM_FLOAT(3.0f, 15.0f);
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// hide in ambush nearby
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// TODO: look towards where we know enemy is
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const Vector *spot = FindNearbyRetreatSpot(me, 200.0f);
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if (spot)
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{
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me->IgnoreEnemies(1.0f);
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me->Run();
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me->StandUp();
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me->Hide(spot, ambushTime, true);
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return;
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}
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}
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// don't check again
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m_didAmbushCheck = true;
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}
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}
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else
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{
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// give up the attack, since we didn't want it in the first place
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StopAttacking(me);
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return;
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}
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}
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}
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else
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{
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// we can see the enemy again - reset our ambush check
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m_didAmbushCheck = false;
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// if the enemy is coming out of hiding, we need time to react
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if (m_isEnemyHidden)
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{
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m_reacquireTimestamp = gpGlobals->time + me->GetProfile()->GetReactionTime();
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m_isEnemyHidden = false;
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}
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}
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// if we haven't seen our enemy for a long time, chase after them
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float chaseTime = 2.0f + 2.0f * (1.0f - me->GetProfile()->GetAggression());
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// if we are sniping, be very patient
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if (me->IsUsingSniperRifle())
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chaseTime += 3.0f;
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// if we are crouching, be a little patient
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else if (me->IsCrouching())
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chaseTime += 1.0f;
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// if we can't see the enemy, and have either seen him but currently lost sight of him,
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// or haven't yet seen him, chase after him (unless we are a sniper)
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if (!me->IsEnemyVisible() && (notSeenEnemyTime > chaseTime || !m_haveSeenEnemy))
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{
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// snipers don't chase their prey - they wait for their prey to come to them
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if (me->GetTask() == CCSBot::SNIPING)
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{
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StopAttacking(me);
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return;
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}
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else
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{
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// move to last known position of enemy
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me->SetTask(CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION, pEnemy);
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me->MoveTo(&me->GetLastKnownEnemyPosition());
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return;
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}
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}
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// if we can't see our enemy at the moment, and were shot by
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// a different visible enemy, engage them instead
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const float hurtRecentlyTime = 3.0f;
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if (!me->IsEnemyVisible() &&
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me->GetTimeSinceAttacked() < hurtRecentlyTime &&
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me->GetAttacker() &&
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me->GetAttacker() != me->GetEnemy())
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{
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// if we can see them, attack, otherwise panic
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if (me->IsVisible(me->GetAttacker(), CHECK_FOV))
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{
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me->Attack(me->GetAttacker());
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me->PrintIfWatched("Switching targets to retaliate against new attacker!\n");
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}
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return;
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}
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if (gpGlobals->time > m_reacquireTimestamp)
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me->FireWeaponAtEnemy();
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// do dodge behavior
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// If sniping or crouching, stand still.
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if (m_dodge && !me->IsUsingSniperRifle() && !m_crouchAndHold)
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{
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Vector toEnemy = pEnemy->pev->origin - me->pev->origin;
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float range = toEnemy.Length2D();
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const float hysterisRange = 125.0f; // (+/-) m_combatRange
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float minRange = me->GetCombatRange() - hysterisRange;
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float maxRange = me->GetCombatRange() + hysterisRange;
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// move towards (or away from) enemy if we are using a knife, behind a corner, or we aren't very skilled
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if (me->GetProfile()->GetSkill() < 0.66f || !me->IsEnemyVisible())
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{
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if (range > maxRange)
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me->MoveForward();
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else if (range < minRange)
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me->MoveBackward();
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}
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// don't dodge if enemy is facing away
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const float dodgeRange = 2000.0f;
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if (range > dodgeRange || !me->IsPlayerFacingMe(pEnemy))
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{
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m_dodgeState = STEADY_ON;
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m_nextDodgeStateTimestamp = 0.0f;
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}
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else if (gpGlobals->time >= m_nextDodgeStateTimestamp)
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{
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int next;
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// select next dodge state that is different that our current one
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do
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{
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// high-skill bots may jump when first engaging the enemy (if they are moving)
|
|
const float jumpChance = 33.3f;
|
|
if (m_firstDodge && me->GetProfile()->GetSkill() > 0.5f && RANDOM_FLOAT(0, 100) < jumpChance && !me->IsNotMoving())
|
|
next = RANDOM_LONG(0, NUM_ATTACK_STATES - 1);
|
|
else
|
|
next = RANDOM_LONG(0, NUM_ATTACK_STATES - 2);
|
|
}
|
|
while (!m_firstDodge && next == m_dodgeState);
|
|
|
|
m_dodgeState = (DodgeStateType)next;
|
|
m_nextDodgeStateTimestamp = gpGlobals->time + RANDOM_FLOAT(0.3f, 1.0f);
|
|
m_firstDodge = false;
|
|
}
|
|
|
|
switch (m_dodgeState)
|
|
{
|
|
case STEADY_ON:
|
|
{
|
|
break;
|
|
}
|
|
case SLIDE_LEFT:
|
|
{
|
|
me->StrafeLeft();
|
|
break;
|
|
}
|
|
case SLIDE_RIGHT:
|
|
{
|
|
me->StrafeRight();
|
|
break;
|
|
}
|
|
case JUMP:
|
|
{
|
|
if (me->m_isEnemyVisible)
|
|
{
|
|
me->Jump();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Finish attack
|
|
void AttackState::OnExit(CCSBot *me)
|
|
{
|
|
me->PrintIfWatched("AttackState:OnExit()\n");
|
|
|
|
m_crouchAndHold = false;
|
|
|
|
// clear any noises we heard during battle
|
|
me->ForgetNoise();
|
|
me->ResetStuckMonitor();
|
|
|
|
// resume our original posture
|
|
me->PopPostureContext();
|
|
|
|
// put shield away
|
|
if (me->IsProtectedByShield())
|
|
me->SecondaryAttack();
|
|
|
|
me->StopRapidFire();
|
|
me->ClearSurpriseDelay();
|
|
}
|