mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
886 lines
22 KiB
C++
886 lines
22 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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#ifdef REGAMEDLL_ADD
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// Give 3rd-party to get the virtual table of the object.
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// Example: AMXModX module: Hamsandwich
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// RegisterHam(Ham_Spawn, "bot", "CCSBot__Spawn", 1);
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LINK_ENTITY_TO_CLASS(bot, CCSBot, CAPI_CSBot)
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#endif
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// Return the number of bots following the given player
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int GetBotFollowCount(CBasePlayer *pLeader)
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{
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int count = 0;
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for (int i = 1; i <= gpGlobals->maxClients; i++)
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
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if (!pPlayer)
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continue;
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if (FNullEnt(pPlayer->pev))
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continue;
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if (FStrEq(STRING(pPlayer->pev->netname), ""))
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continue;
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if (!pPlayer->IsBot())
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continue;
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if (!pPlayer->IsAlive())
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continue;
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CCSBot *pBot = static_cast<CCSBot *>(pPlayer);
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if (pBot->IsBot() && pBot->GetFollowLeader() == pLeader)
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count++;
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}
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return count;
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}
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// Change movement speed to walking
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void CCSBot::Walk()
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{
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if (m_mustRunTimer.IsElapsed())
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{
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CBot::Walk();
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return;
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}
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// must run
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Run();
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}
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// Return true if jump was started.
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// This is extended from the base jump to disallow jumping when in a crouch area.
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bool CCSBot::Jump(bool mustJump)
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{
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// prevent jumping if we're crouched, unless we're in a crouchjump area - jump wins
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bool inCrouchJumpArea = (m_lastKnownArea &&
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(m_lastKnownArea->GetAttributes() & NAV_CROUCH) &&
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!(m_lastKnownArea->GetAttributes() & NAV_JUMP));
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if (inCrouchJumpArea)
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{
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return false;
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}
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return CBot::Jump(mustJump);
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}
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// Invoked when injured by something
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// NOTE: We dont want to directly call Attack() here, or the bots will have super-human reaction times when injured
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BOOL CCSBot::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
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{
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CBaseEntity *pAttacker = GetClassPtr<CCSEntity>((CBaseEntity *)pevInflictor);
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// if we were attacked by a teammate, rebuke
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if (pAttacker->IsPlayer())
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{
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CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pAttacker);
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if (BotRelationship(pPlayer) == BOT_TEAMMATE && !pPlayer->IsBot())
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{
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GetChatter()->FriendlyFire();
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}
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if (IsEnemy(pPlayer))
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{
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// Track previous attacker so we don't try to panic multiple times for a shotgun blast
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CBasePlayer *lastAttacker = m_attacker;
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float lastAttackedTimestamp = m_attackedTimestamp;
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// keep track of our last attacker
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m_attacker = pPlayer;
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m_attackedTimestamp = gpGlobals->time;
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// no longer safe
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AdjustSafeTime();
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if (!IsSurprised() && (m_attacker != lastAttacker || m_attackedTimestamp != lastAttackedTimestamp))
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{
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// being hurt by an enemy we can't see causes panic
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if (!IsVisible(pPlayer, CHECK_FOV))
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{
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bool bPanic = false;
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// if not attacking anything, look around to try to find attacker
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if (!IsAttacking())
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{
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bPanic = true;
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}
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else
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{
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// we are attacking
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if (!IsEnemyVisible())
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{
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// can't see our current enemy, panic to acquire new attacker
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bPanic = true;
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}
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}
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if (!bPanic)
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{
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float invSkill = 1.0f - GetProfile()->GetSkill();
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float panicChance = invSkill * invSkill * 50.0f;
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if (panicChance > RANDOM_FLOAT(0, 100))
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{
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bPanic = true;
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}
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}
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if (bPanic)
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{
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// can't see our current enemy, panic to acquire new attacker
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Panic(m_attacker);
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}
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}
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}
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}
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}
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// extend
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return CBasePlayer::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
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}
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// Invoked when killed
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void CCSBot::Killed(entvars_t *pevAttacker, int iGib)
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{
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PrintIfWatched("Killed( attacker = %s )\n", STRING(pevAttacker->netname));
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GetChatter()->OnDeath();
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// increase the danger where we died
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const float deathDanger = 1.0f;
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const float deathDangerRadius = 500.0f;
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IncreaseDangerNearby(m_iTeam - 1, deathDanger, m_lastKnownArea, &pev->origin, deathDangerRadius);
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// end voice feedback
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EndVoiceFeedback();
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// extend
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CBasePlayer::Killed(pevAttacker, iGib);
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}
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// Return true if line segment intersects rectangular volume
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bool IsIntersectingBox(const Vector &start, const Vector &end, const Vector &boxMin, const Vector &boxMax)
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{
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constexpr auto HI_X = BIT(1);
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constexpr auto LO_X = BIT(2);
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constexpr auto HI_Y = BIT(3);
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constexpr auto LO_Y = BIT(4);
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constexpr auto HI_Z = BIT(5);
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constexpr auto LO_Z = BIT(6);
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unsigned char startFlags = 0;
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unsigned char endFlags = 0;
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// classify start point
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if (start.x < boxMin.x)
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startFlags |= LO_X;
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else if (start.x > boxMax.x)
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startFlags |= HI_X;
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if (start.y < boxMin.y)
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startFlags |= LO_Y;
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else if (start.y > boxMax.y)
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startFlags |= HI_Y;
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if (start.z < boxMin.z)
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startFlags |= LO_Z;
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else if (start.z > boxMax.z)
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startFlags |= HI_Z;
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// classify end point
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if (end.x < boxMin.x)
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endFlags |= LO_X;
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else if (end.x > boxMax.x)
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endFlags |= HI_X;
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if (end.y < boxMin.y)
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endFlags |= LO_Y;
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else if (end.y > boxMax.y)
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endFlags |= HI_Y;
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if (end.z < boxMin.z)
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endFlags |= LO_Z;
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else if (end.z > boxMax.z)
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endFlags |= HI_Z;
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// trivial reject
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if (startFlags & endFlags)
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return false;
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// TODO: Do exact line/box intersection check
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return true;
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}
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// When bot is touched by another entity.
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void CCSBot::BotTouch(CBaseEntity *pOther)
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{
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// if we have touched a higher-priority player, make way
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// TODO: Need to account for reaction time, etc.
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if (pOther->IsPlayer())
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{
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// if we are defusing a bomb, don't move
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if (IsDefusingBomb())
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return;
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CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pOther);
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// get priority of other player
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unsigned int otherPri = TheCSBots()->GetPlayerPriority(pPlayer);
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// get our priority
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unsigned int myPri = TheCSBots()->GetPlayerPriority(this);
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// if our priority is better, don't budge
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if (myPri < otherPri)
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return;
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// they are higher priority - make way, unless we're already making way for someone more important
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if (m_avoid)
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{
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unsigned int avoidPri = TheCSBots()->GetPlayerPriority(m_avoid);
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if (avoidPri < otherPri)
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{
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// ignore 'pOther' because we're already avoiding someone better
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return;
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}
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}
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m_avoid = static_cast<CBasePlayer *>(pOther);
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m_avoidTimestamp = gpGlobals->time;
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return;
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}
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// If we won't be able to break it, don't try
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if (pOther->pev->takedamage != DAMAGE_YES)
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return;
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if (IsAttacking())
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return;
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// See if it's breakable
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if (FClassnameIs(pOther->pev, "func_breakable"))
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{
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Vector center = (pOther->pev->absmax + pOther->pev->absmin) / 2.0f;
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bool breakIt = true;
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if (m_pathLength)
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{
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Vector goal = m_goalPosition + Vector(0, 0, HalfHumanHeight);
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breakIt = IsIntersectingBox(pev->origin, goal, pOther->pev->absmin, pOther->pev->absmax);
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}
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if (breakIt)
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{
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// it's breakable - try to shoot it.
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SetLookAt("Breakable", ¢er, PRIORITY_HIGH, 0.2, 0, 5.0);
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if (IsUsingGrenade())
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{
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EquipBestWeapon();
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return;
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}
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PrimaryAttack();
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}
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}
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}
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bool CCSBot::IsBusy() const
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{
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if (IsAttacking() ||
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IsBuying() ||
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IsDefusingBomb() ||
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GetTask() == PLANT_BOMB ||
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GetTask() == RESCUE_HOSTAGES ||
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IsSniping())
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{
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return true;
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}
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return false;
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}
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void CCSBot::BotDeathThink()
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{
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;
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}
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CBasePlayer *CCSBot::FindNearbyPlayer()
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{
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CBasePlayer *pPlayer = nullptr;
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Vector vecSrc = pev->origin;
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const float flRadius = 800.0f;
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while ((pPlayer = UTIL_FindEntityInSphere(pPlayer, vecSrc, flRadius)))
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{
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if (!pPlayer->IsPlayer())
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continue;
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if (!(pPlayer->pev->flags & FL_FAKECLIENT))
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continue;
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return pPlayer;
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}
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return nullptr;
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}
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// Assign given player as our current enemy to attack
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void CCSBot::SetEnemy(CBasePlayer *pEnemy)
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{
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if (m_enemy != pEnemy)
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{
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m_enemy = pEnemy;
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m_currentEnemyAcquireTimestamp = gpGlobals->time;
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}
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}
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// If we are not on the navigation mesh (m_currentArea == nullptr),
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// move towards last known area.
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// Return false if off mesh.
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bool CCSBot::StayOnNavMesh()
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{
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if (m_currentArea)
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return true;
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// move back onto the area map
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// if we have no lastKnownArea, we probably started off
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// of the nav mesh - find the closest nav area and use it
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CNavArea *goalArea;
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if (!m_currentArea && !m_lastKnownArea)
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{
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goalArea = TheNavAreaGrid.GetNearestNavArea(&pev->origin);
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PrintIfWatched("Started off the nav mesh - moving to closest nav area...\n");
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}
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else
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{
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goalArea = m_lastKnownArea;
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PrintIfWatched("Getting out of NULL area...\n");
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}
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if (goalArea)
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{
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Vector pos;
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goalArea->GetClosestPointOnArea(&pev->origin, &pos);
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// move point into area
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Vector to = pos - pev->origin;
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to.NormalizeInPlace();
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// how far to "step into" an area - must be less than min area size
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const float stepInDist = 5.0f;
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pos = pos + (stepInDist * to);
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MoveTowardsPosition(&pos);
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}
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// if we're stuck, try to get un-stuck
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// do stuck movements last, so they override normal movement
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if (m_isStuck)
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{
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Wiggle();
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}
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return false;
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}
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void CCSBot::Panic(CBasePlayer *pEnemy)
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{
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if (IsSurprised())
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return;
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Vector2D dir(BotCOS(pev->v_angle.y), BotSIN(pev->v_angle.y));
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Vector2D perp(-dir.y, dir.x);
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Vector spot;
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if (GetProfile()->GetSkill() >= 0.5f)
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{
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Vector2D toEnemy = (pEnemy->pev->origin - pev->origin).Make2D();
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toEnemy.NormalizeInPlace();
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float along = DotProduct(toEnemy, dir);
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float c45 = 0.7071f;
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float size = 100.0f;
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real_t shift = RANDOM_FLOAT(-75.0, 75.0);
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if (along > c45)
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{
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spot.x = pev->origin.x + dir.x * size + perp.x * shift;
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spot.y = pev->origin.y + dir.y * size + perp.y * shift;
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}
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else if (along < -c45)
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{
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spot.x = pev->origin.x - dir.x * size + perp.x * shift;
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spot.y = pev->origin.y - dir.y * size + perp.y * shift;
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}
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else if (DotProduct(toEnemy, perp) > 0.0)
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{
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spot.x = pev->origin.x + perp.x * size + dir.x * shift;
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spot.y = pev->origin.y + perp.y * size + dir.y * shift;
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}
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else
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{
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spot.x = pev->origin.x - perp.x * size + dir.x * shift;
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spot.y = pev->origin.y - perp.y * size + dir.y * shift;
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}
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}
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else
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{
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const float offset = 200.0f;
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real_t side = RANDOM_FLOAT(-offset, offset) * 2.0f;
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spot.x = pev->origin.x - dir.x * offset + perp.x * side;
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spot.y = pev->origin.y - dir.y * offset + perp.y * side;
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}
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spot.z = pev->origin.z + RANDOM_FLOAT(-50.0, 50.0);
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// we are stunned for a moment
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m_surpriseDelay = RANDOM_FLOAT(0.1, 0.2);
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m_surpriseTimestamp = gpGlobals->time;
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SetLookAt("Panic", &spot, PRIORITY_HIGH, 0, 0, 5.0);
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PrintIfWatched("Aaaah!\n");
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}
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bool CCSBot::IsDoingScenario() const
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{
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if (cv_bot_defer_to_human.value <= 0.0f)
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return true;
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return !UTIL_HumansOnTeam(m_iTeam, IS_ALIVE);
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}
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// Return true if we noticed the bomb on the ground or on the radar (for T's only)
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bool CCSBot::NoticeLooseBomb() const
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{
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if (TheCSBots()->GetScenario() != CCSBotManager::SCENARIO_DEFUSE_BOMB)
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return false;
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CBaseEntity *bomb = TheCSBots()->GetLooseBomb();
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if (bomb)
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{
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// T's can always see bomb on their radar
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return true;
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}
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return false;
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}
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// Return true if can see the bomb lying on the ground
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bool CCSBot::CanSeeLooseBomb() const
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{
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if (TheCSBots()->GetScenario() != CCSBotManager::SCENARIO_DEFUSE_BOMB)
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return false;
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CBaseEntity *bomb = TheCSBots()->GetLooseBomb();
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if (bomb)
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{
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if (IsVisible(&bomb->pev->origin, CHECK_FOV))
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return true;
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}
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return false;
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}
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// Return true if can see the planted bomb
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bool CCSBot::CanSeePlantedBomb() const
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{
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if (TheCSBots()->GetScenario() != CCSBotManager::SCENARIO_DEFUSE_BOMB)
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return false;
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if (!GetGameState()->IsBombPlanted())
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return false;
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const Vector *bombPos = GetGameState()->GetBombPosition();
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if (bombPos && IsVisible(bombPos, CHECK_FOV))
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return true;
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return false;
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}
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// Return last enemy that hurt us
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CBasePlayer *CCSBot::GetAttacker() const
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{
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if (m_attacker && m_attacker->IsAlive())
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return m_attacker;
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return nullptr;
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}
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// Immediately jump off of our ladder, if we're on one
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void CCSBot::GetOffLadder()
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{
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if (IsUsingLadder())
|
|
{
|
|
Jump(MUST_JUMP);
|
|
DestroyPath();
|
|
}
|
|
}
|
|
|
|
// Return time when given spot was last checked
|
|
float CCSBot::GetHidingSpotCheckTimestamp(HidingSpot *spot) const
|
|
{
|
|
for (int i = 0; i < m_checkedHidingSpotCount; i++)
|
|
{
|
|
if (m_checkedHidingSpot[i].spot->GetID() == spot->GetID())
|
|
return m_checkedHidingSpot[i].timestamp;
|
|
}
|
|
|
|
return -999999.9f;
|
|
}
|
|
|
|
// Set the timestamp of the given spot to now.
|
|
// If the spot is not in the set, overwrite the least recently checked spot.
|
|
void CCSBot::SetHidingSpotCheckTimestamp(HidingSpot *spot)
|
|
{
|
|
int leastRecent = 0;
|
|
float leastRecentTime = gpGlobals->time + 1.0f;
|
|
|
|
for (int i = 0; i < m_checkedHidingSpotCount; i++)
|
|
{
|
|
// if spot is in the set, just update its timestamp
|
|
if (m_checkedHidingSpot[i].spot->GetID() == spot->GetID())
|
|
{
|
|
m_checkedHidingSpot[i].timestamp = gpGlobals->time;
|
|
return;
|
|
}
|
|
|
|
// keep track of least recent spot
|
|
if (m_checkedHidingSpot[i].timestamp < leastRecentTime)
|
|
{
|
|
leastRecentTime = m_checkedHidingSpot[i].timestamp;
|
|
leastRecent = i;
|
|
}
|
|
}
|
|
|
|
// if there is room for more spots, append this one
|
|
if (m_checkedHidingSpotCount < MAX_CHECKED_SPOTS)
|
|
{
|
|
m_checkedHidingSpot[m_checkedHidingSpotCount].spot = spot;
|
|
m_checkedHidingSpot[m_checkedHidingSpotCount].timestamp = gpGlobals->time;
|
|
m_checkedHidingSpotCount++;
|
|
}
|
|
else
|
|
{
|
|
// replace the least recent spot
|
|
m_checkedHidingSpot[leastRecent].spot = spot;
|
|
m_checkedHidingSpot[leastRecent].timestamp = gpGlobals->time;
|
|
}
|
|
}
|
|
|
|
// Periodic check of hostage count in case we lost some
|
|
void CCSBot::UpdateHostageEscortCount()
|
|
{
|
|
const float updateInterval = 1.0f;
|
|
if (m_hostageEscortCount == 0 || gpGlobals->time - m_hostageEscortCountTimestamp < updateInterval)
|
|
return;
|
|
|
|
m_hostageEscortCountTimestamp = gpGlobals->time;
|
|
|
|
// recount the hostages in case we lost some
|
|
m_hostageEscortCount = 0;
|
|
|
|
CHostage *pHostage = nullptr;
|
|
while ((pHostage = UTIL_FindEntityByClassname(pHostage, "hostage_entity")))
|
|
{
|
|
if (FNullEnt(pHostage->edict()))
|
|
break;
|
|
|
|
// skip dead or rescued hostages
|
|
if (!pHostage->IsAlive())
|
|
continue;
|
|
|
|
// check if hostage has targeted us, and is following
|
|
if (pHostage->IsFollowing(this))
|
|
m_hostageEscortCount++;
|
|
}
|
|
}
|
|
|
|
// Return true if we are outnumbered by enemies
|
|
bool CCSBot::IsOutnumbered() const
|
|
{
|
|
return (GetNearbyFriendCount() < GetNearbyEnemyCount() - 1) ? true : false;
|
|
}
|
|
|
|
// Return number of enemies we are outnumbered by
|
|
int CCSBot::OutnumberedCount() const
|
|
{
|
|
if (IsOutnumbered())
|
|
{
|
|
return (GetNearbyEnemyCount() - 1) - GetNearbyFriendCount();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Return the closest "important" enemy for the given scenario (bomb carrier, VIP, hostage escorter)
|
|
CBasePlayer *CCSBot::GetImportantEnemy(bool checkVisibility) const
|
|
{
|
|
CBasePlayer *nearEnemy = nullptr;
|
|
float nearDist = 999999999.9f;
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
|
|
|
|
if (!pPlayer)
|
|
continue;
|
|
|
|
if (FNullEnt(pPlayer->pev))
|
|
continue;
|
|
|
|
if (FStrEq(STRING(pPlayer->pev->netname), ""))
|
|
continue;
|
|
|
|
// is it a player?
|
|
if (!pPlayer->IsPlayer())
|
|
continue;
|
|
|
|
// is it alive?
|
|
if (!pPlayer->IsAlive())
|
|
continue;
|
|
|
|
// skip friends
|
|
if (BotRelationship(pPlayer) == BOT_TEAMMATE)
|
|
continue;
|
|
|
|
// is it "important"
|
|
if (!TheCSBots()->IsImportantPlayer(pPlayer))
|
|
continue;
|
|
|
|
// is it closest?
|
|
Vector d = pev->origin - pPlayer->pev->origin;
|
|
|
|
float distSq = d.x * d.x + d.y * d.y + d.z * d.z;
|
|
if (distSq < nearDist)
|
|
{
|
|
if (checkVisibility && !IsVisible(pPlayer, CHECK_FOV))
|
|
continue;
|
|
|
|
nearEnemy = pPlayer;
|
|
nearDist = distSq;
|
|
}
|
|
}
|
|
|
|
return nearEnemy;
|
|
}
|
|
|
|
// Sets our current disposition
|
|
void CCSBot::SetDisposition(DispositionType disposition)
|
|
{
|
|
m_disposition = disposition;
|
|
|
|
if (m_disposition != IGNORE_ENEMIES)
|
|
{
|
|
m_ignoreEnemiesTimer.Invalidate();
|
|
}
|
|
}
|
|
|
|
// Return our current disposition
|
|
CCSBot::DispositionType CCSBot::GetDisposition() const
|
|
{
|
|
if (!m_ignoreEnemiesTimer.IsElapsed())
|
|
return IGNORE_ENEMIES;
|
|
|
|
return m_disposition;
|
|
}
|
|
|
|
// Ignore enemies for a short durationy
|
|
void CCSBot::IgnoreEnemies(float duration)
|
|
{
|
|
m_ignoreEnemiesTimer.Start(duration);
|
|
}
|
|
|
|
// Increase morale one step
|
|
void CCSBot::IncreaseMorale()
|
|
{
|
|
if (m_morale < EXCELLENT)
|
|
{
|
|
m_morale = static_cast<MoraleType>(m_morale + 1);
|
|
}
|
|
}
|
|
|
|
// Decrease morale one step
|
|
void CCSBot::DecreaseMorale()
|
|
{
|
|
if (m_morale > TERRIBLE)
|
|
{
|
|
m_morale = static_cast<MoraleType>(m_morale - 1);
|
|
}
|
|
}
|
|
|
|
// Return true if we are acting like a rogue (not listening to teammates, not doing scenario goals)
|
|
// TODO: Account for morale
|
|
bool CCSBot::IsRogue() const
|
|
{
|
|
if (!TheCSBots()->AllowRogues())
|
|
return false;
|
|
|
|
// periodically re-evaluate our rogue status
|
|
if (m_rogueTimer.IsElapsed())
|
|
{
|
|
m_rogueTimer.Start(RANDOM_FLOAT(10, 30));
|
|
|
|
// our chance of going rogue is inversely proportional to our teamwork attribute
|
|
const float rogueChance = 100.0f * (1.0f - GetProfile()->GetTeamwork());
|
|
|
|
m_isRogue = (RANDOM_FLOAT(0, 100) < rogueChance);
|
|
}
|
|
|
|
return m_isRogue;
|
|
}
|
|
|
|
// Return true if we are in a hurry
|
|
bool CCSBot::IsHurrying() const
|
|
{
|
|
if (!m_hurryTimer.IsElapsed())
|
|
return true;
|
|
|
|
// if the bomb has been planted, we are in a hurry, CT or T (they could be defusing it!)
|
|
if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_DEFUSE_BOMB && TheCSBots()->IsBombPlanted())
|
|
return true;
|
|
|
|
// if we are a T and hostages are being rescued, we are in a hurry
|
|
if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_RESCUE_HOSTAGES
|
|
&& m_iTeam == TERRORIST
|
|
&& GetGameState()->AreAllHostagesBeingRescued())
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// Return true if it is the early, "safe", part of the round
|
|
bool CCSBot::IsSafe() const
|
|
{
|
|
if (TheCSBots()->GetElapsedRoundTime() < m_safeTime)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// Return true if it is well past the early, "safe", part of the round
|
|
bool CCSBot::IsWellPastSafe() const
|
|
{
|
|
if (TheCSBots()->GetElapsedRoundTime() > 1.25f * m_safeTime)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// Return true if we were in the safe time last update, but not now
|
|
bool CCSBot::IsEndOfSafeTime() const
|
|
{
|
|
return m_wasSafe && !IsSafe();
|
|
}
|
|
|
|
// Return the amount of "safe time" we have left
|
|
float CCSBot::GetSafeTimeRemaining() const
|
|
{
|
|
return m_safeTime - TheCSBots()->GetElapsedRoundTime();
|
|
}
|
|
|
|
// Called when enemy seen to adjust safe time for this round
|
|
void CCSBot::AdjustSafeTime()
|
|
{
|
|
// if we spotted an enemy sooner than we thought possible, adjust our notion of "safe" time
|
|
if (m_safeTime > TheCSBots()->GetElapsedRoundTime())
|
|
{
|
|
// since right now is not safe, adjust safe time to be a few seconds ago
|
|
m_safeTime = TheCSBots()->GetElapsedRoundTime() - 2.0f;
|
|
}
|
|
}
|
|
|
|
// Return true if we haven't seen an enemy for "a long time"
|
|
bool CCSBot::HasNotSeenEnemyForLongTime() const
|
|
{
|
|
const float longTime = 30.0f;
|
|
return (GetTimeSinceLastSawEnemy() > longTime);
|
|
}
|
|
|
|
// Pick a random zone and hide near it
|
|
bool CCSBot::GuardRandomZone(float range)
|
|
{
|
|
const CCSBotManager::Zone *zone = TheCSBots()->GetRandomZone();
|
|
if (zone)
|
|
{
|
|
CNavArea *rescueArea = TheCSBots()->GetRandomAreaInZone(zone);
|
|
if (rescueArea)
|
|
{
|
|
Hide(rescueArea, -1.0f, range);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Do a breadth-first search to find a good retreat spot.
|
|
// Don't pick a spot that a Player is currently occupying.
|
|
const Vector *FindNearbyRetreatSpot(CCSBot *me, float maxRange)
|
|
{
|
|
CNavArea *area = me->GetLastKnownArea();
|
|
if (!area)
|
|
return nullptr;
|
|
|
|
// collect spots that enemies cannot see
|
|
CollectRetreatSpotsFunctor collector(me, maxRange);
|
|
SearchSurroundingAreas(area, &me->pev->origin, collector, maxRange);
|
|
|
|
if (collector.m_count == 0)
|
|
return nullptr;
|
|
|
|
// select a hiding spot at random
|
|
int which = RANDOM_LONG(0, collector.m_count - 1);
|
|
return collector.m_spot[which];
|
|
}
|
|
|
|
// Return euclidean distance to farthest escorted hostage.
|
|
// Return -1 if no hostage is following us.
|
|
float CCSBot::GetRangeToFarthestEscortedHostage() const
|
|
{
|
|
FarthestHostage away(this);
|
|
|
|
g_pHostages->ForEachHostage(away);
|
|
|
|
return away.m_farRange;
|
|
}
|