ReGameDLL_CS/regamedll/dlls/bot/states/cs_bot_investigate_noise.cpp
s1lent 32df585edc Remove hookers stuff
Refactoring & cleanup code
2017-11-01 18:30:47 +03:00

140 lines
4.0 KiB
C++

/*
*
* 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();
}