mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-29 08:05:46 +03:00
42edf0ebec
Added cvar's mp_fragsleft, mp_fraglimit, showtriggers (also handling mp_timeleft) Removed client cmd's (like cd, kill) - they are in the black list of cl_filterstuffcmd. Refactoring
427 lines
9.3 KiB
C++
427 lines
9.3 KiB
C++
#include "precompiled.h"
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// This method is the ONLY legal way to change a bot's current state
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void CCSBot::SetState(BotState *state)
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{
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PrintIfWatched("SetState: %s -> %s\n", (m_state != NULL) ? m_state->GetName() : "NULL", state->GetName());
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// if we changed state from within the special Attack state, we are no longer attacking
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if (m_isAttacking)
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StopAttacking();
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if (m_state != NULL)
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m_state->OnExit(this);
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state->OnEnter(this);
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m_state = state;
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m_stateTimestamp = gpGlobals->time;
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}
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void CCSBot::Idle()
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{
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SetTask(SEEK_AND_DESTROY);
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SetState(&m_idleState);
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}
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void CCSBot::EscapeFromBomb()
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{
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SetTask(ESCAPE_FROM_BOMB);
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SetState(&m_escapeFromBombState);
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}
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void CCSBot::Follow(CBasePlayer *player)
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{
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if (player == NULL)
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return;
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// note when we began following
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if (!m_isFollowing || m_leader != player)
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m_followTimestamp = gpGlobals->time;
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m_isFollowing = true;
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m_leader = player;
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SetTask(FOLLOW);
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m_followState.SetLeader(player);
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SetState(&m_followState);
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}
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// Continue following our leader after finishing what we were doing
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void CCSBot::ContinueFollowing()
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{
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SetTask(FOLLOW);
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m_followState.SetLeader(m_leader);
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SetState(&m_followState);
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}
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// Stop following
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void CCSBot::StopFollowing()
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{
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m_isFollowing = false;
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m_leader = NULL;
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m_allowAutoFollowTime = gpGlobals->time + 10.0f;
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}
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// Begin process of rescuing hostages
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void CCSBot::RescueHostages()
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{
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SetTask(RESCUE_HOSTAGES);
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}
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// Use the entity
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void CCSBot::UseEntity(CBaseEntity *entity)
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{
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m_useEntityState.SetEntity(entity);
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SetState(&m_useEntityState);
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}
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// DEPRECATED: Use TryToHide() instead.
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// Move to a hiding place.
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// If 'searchFromArea' is non-NULL, hiding spots are looked for from that area first.
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void CCSBot::Hide(CNavArea *searchFromArea, float duration, float hideRange, bool holdPosition)
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{
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DestroyPath();
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CNavArea *source;
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Vector sourcePos;
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if (searchFromArea)
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{
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source = searchFromArea;
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sourcePos = *searchFromArea->GetCenter();
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}
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else
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{
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source = m_lastKnownArea;
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sourcePos = pev->origin;
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}
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if (source == NULL)
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{
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PrintIfWatched("Hide from area is NULL.\n");
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Idle();
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return;
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}
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m_hideState.SetSearchArea(source);
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m_hideState.SetSearchRange(hideRange);
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m_hideState.SetDuration(duration);
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m_hideState.SetHoldPosition(holdPosition);
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// search around source area for a good hiding spot
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Vector useSpot;
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const Vector *pos = FindNearbyHidingSpot(this, &sourcePos, source, hideRange, IsSniper());
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if (pos == NULL)
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{
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PrintIfWatched("No available hiding spots.\n");
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// hide at our current position
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useSpot = pev->origin;
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}
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else
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{
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useSpot = *pos;
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}
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m_hideState.SetHidingSpot(useSpot);
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// build a path to our new hiding spot
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if (ComputePath(TheNavAreaGrid.GetNavArea(&useSpot), &useSpot, FASTEST_ROUTE) == false)
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{
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PrintIfWatched("Can't pathfind to hiding spot\n");
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Idle();
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return;
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}
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SetState(&m_hideState);
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}
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// Move to the given hiding place
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void CCSBot::Hide(const Vector *hidingSpot, float duration, bool holdPosition)
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{
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CNavArea *hideArea = TheNavAreaGrid.GetNearestNavArea(hidingSpot);
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if (hideArea == NULL)
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{
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PrintIfWatched("Hiding spot off nav mesh\n");
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Idle();
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return;
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}
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DestroyPath();
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m_hideState.SetSearchArea(hideArea);
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m_hideState.SetSearchRange(750.0f);
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m_hideState.SetDuration(duration);
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m_hideState.SetHoldPosition(holdPosition);
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m_hideState.SetHidingSpot(*hidingSpot);
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// build a path to our new hiding spot
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if (ComputePath(hideArea, hidingSpot, FASTEST_ROUTE) == false)
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{
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PrintIfWatched("Can't pathfind to hiding spot\n");
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Idle();
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return;
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}
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SetState(&m_hideState);
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}
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// Try to hide nearby. Return true if hiding, false if can't hide here.
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// If 'searchFromArea' is non-NULL, hiding spots are looked for from that area first.
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bool CCSBot::TryToHide(CNavArea *searchFromArea, float duration, float hideRange, bool holdPosition, bool useNearest)
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{
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CNavArea *source;
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Vector sourcePos;
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if (searchFromArea)
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{
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source = searchFromArea;
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sourcePos = *searchFromArea->GetCenter();
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}
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else
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{
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source = m_lastKnownArea;
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sourcePos = pev->origin;
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}
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if (source == NULL)
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{
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PrintIfWatched("Hide from area is NULL.\n");
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return false;
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}
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m_hideState.SetSearchArea(source);
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m_hideState.SetSearchRange(hideRange);
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m_hideState.SetDuration(duration);
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m_hideState.SetHoldPosition(holdPosition);
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// search around source area for a good hiding spot
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const Vector *pos = FindNearbyHidingSpot(this, &sourcePos, source, hideRange, IsSniper(), useNearest);
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if (pos == NULL)
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{
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PrintIfWatched("No available hiding spots.\n");
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return false;
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}
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m_hideState.SetHidingSpot(*pos);
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// build a path to our new hiding spot
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if (ComputePath(TheNavAreaGrid.GetNavArea(pos), pos, FASTEST_ROUTE) == false)
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{
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PrintIfWatched("Can't pathfind to hiding spot\n");
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return false;
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}
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SetState(&m_hideState);
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return true;
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}
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// Retreat to a nearby hiding spot, away from enemies
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bool CCSBot::TryToRetreat()
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{
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const float maxRange = 1000.0f;
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const Vector *spot = FindNearbyRetreatSpot(this, maxRange);
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if (spot != NULL)
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{
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// ignore enemies for a second to give us time to hide
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// reaching our hiding spot clears our disposition
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IgnoreEnemies(10.0f);
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float holdTime = RANDOM_FLOAT(3.0f, 15.0f);
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StandUp();
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Run();
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Hide(spot, holdTime);
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PrintIfWatched("Retreating to a safe spot!\n");
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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::Hunt()
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{
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SetState(&m_huntState);
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}
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// Attack our the given victim
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// NOTE: Attacking does not change our task.
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void CCSBot::Attack(CBasePlayer *victim)
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{
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if (victim == NULL)
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return;
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// zombies never attack
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if (cv_bot_zombie.value != 0.0f)
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return;
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// cannot attack if we are reloading
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if (IsActiveWeaponReloading())
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return;
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// change enemy
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SetEnemy(victim);
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// Do not "re-enter" the attack state if we are already attacking
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if (IsAttacking())
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return;
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// if we are currently hiding, increase our chances of crouching and holding position
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if (IsAtHidingSpot())
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m_attackState.SetCrouchAndHold((RANDOM_FLOAT(0, 100) < 60.0f) != 0);
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else
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m_attackState.SetCrouchAndHold(false);
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PrintIfWatched("ATTACK BEGIN (reaction time = %g (+ update time), surprise time = %g, attack delay = %g)\n"
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#ifdef REGAMEDLL_FIXES
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, GetProfile()->GetReactionTime(), m_surpriseDelay, GetProfile()->GetAttackDelay()
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#endif
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);
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m_isAttacking = true;
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m_attackState.OnEnter(this);
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// cheat a bit and give the bot the initial location of its victim
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m_lastEnemyPosition = victim->pev->origin;
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m_lastSawEnemyTimestamp = gpGlobals->time;
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m_aimSpreadTimestamp = gpGlobals->time;
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// compute the angle difference between where are looking, and where we need to look
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Vector toEnemy = victim->pev->origin - pev->origin;
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Vector idealAngle = UTIL_VecToAngles(toEnemy);
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float_precision deltaYaw = float_precision(Q_abs(int64(m_lookYaw - idealAngle.y)));
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while (deltaYaw > 180.0f)
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deltaYaw -= 360.0f;
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if (deltaYaw < 0.0f)
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deltaYaw = -deltaYaw;
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// immediately aim at enemy - accuracy penalty depending on how far we must turn to aim
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// accuracy is halved if we have to turn 180 degrees
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float turn = deltaYaw * 0.0055555557;/// 180.0f;
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float accuracy = GetProfile()->GetSkill() / (1.0f + turn);
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SetAimOffset(accuracy);
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// define time when aim offset will automatically be updated
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// longer time the more we had to turn (surprise)
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m_aimOffsetTimestamp = gpGlobals->time + RANDOM_FLOAT(0.25f + turn, 1.5f);
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}
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// Exit the Attack state
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void CCSBot::StopAttacking()
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{
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PrintIfWatched("ATTACK END\n");
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m_attackState.OnExit(this);
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m_isAttacking = false;
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// if we are following someone, go to the Idle state after the attack to decide whether we still want to follow
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if (IsFollowing())
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{
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Idle();
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}
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}
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bool CCSBot::IsAttacking() const
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{
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return m_isAttacking;
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}
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// Return true if we are escaping from the bomb
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bool CCSBot::IsEscapingFromBomb() const
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{
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if (m_state == static_cast<const BotState *>(&m_escapeFromBombState))
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return true;
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return false;
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}
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// Return true if we are defusing the bomb
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bool CCSBot::IsDefusingBomb() const
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{
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if (m_state == static_cast<const BotState *>(&m_defuseBombState))
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return true;
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return false;
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}
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// Return true if we are hiding
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bool CCSBot::IsHiding() const
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{
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if (m_state == static_cast<const BotState *>(&m_hideState))
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return true;
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return false;
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}
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// Return true if we are hiding and at our hiding spot
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bool CCSBot::IsAtHidingSpot() const
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{
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if (!IsHiding())
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return false;
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return m_hideState.IsAtSpot();
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}
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// Return true if we are huting
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bool CCSBot::IsHunting() const
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{
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if (m_state == static_cast<const BotState *>(&m_huntState))
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return true;
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return false;
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}
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// Return true if we are in the MoveTo state
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bool CCSBot::IsMovingTo() const
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{
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if (m_state == static_cast<const BotState *>(&m_moveToState))
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return true;
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return false;
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}
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// Return true if we are buying
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bool CCSBot::IsBuying() const
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{
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if (m_state == static_cast<const BotState *>(&m_buyState))
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return true;
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return false;
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}
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// Move to potentially distant position
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void CCSBot::MoveTo(const Vector *pos, RouteType route)
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{
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m_moveToState.SetGoalPosition(*pos);
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m_moveToState.SetRouteType(route);
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SetState(&m_moveToState);
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}
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void CCSBot::PlantBomb()
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{
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SetState(&m_plantBombState);
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}
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// Bomb has been dropped - go get it
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void CCSBot::FetchBomb()
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{
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SetState(&m_fetchBombState);
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}
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void CCSBot::DefuseBomb()
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{
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SetState(&m_defuseBombState);
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}
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// Investigate recent enemy noise
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void CCSBot::InvestigateNoise()
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{
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SetState(&m_investigateNoiseState);
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}
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