mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 23:25:41 +03:00
19714af6e6
minor refactor
472 lines
11 KiB
C++
472 lines
11 KiB
C++
#include "precompiled.h"
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const char *GameEventName[NUM_GAME_EVENTS + 1] =
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{
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"EVENT_INVALID",
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"EVENT_WEAPON_FIRED",
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"EVENT_WEAPON_FIRED_ON_EMPTY",
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"EVENT_WEAPON_RELOADED",
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"EVENT_HE_GRENADE_EXPLODED",
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"EVENT_FLASHBANG_GRENADE_EXPLODED",
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"EVENT_SMOKE_GRENADE_EXPLODED",
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"EVENT_GRENADE_BOUNCED",
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"EVENT_BEING_SHOT_AT",
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"EVENT_PLAYER_BLINDED_BY_FLASHBANG",
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"EVENT_PLAYER_FOOTSTEP",
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"EVENT_PLAYER_JUMPED",
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"EVENT_PLAYER_DIED",
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"EVENT_PLAYER_LANDED_FROM_HEIGHT",
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"EVENT_PLAYER_TOOK_DAMAGE",
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"EVENT_HOSTAGE_DAMAGED",
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"EVENT_HOSTAGE_KILLED",
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"EVENT_DOOR",
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"EVENT_BREAK_GLASS",
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"EVENT_BREAK_WOOD",
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"EVENT_BREAK_METAL",
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"EVENT_BREAK_FLESH",
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"EVENT_BREAK_CONCRETE",
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"EVENT_BOMB_PLANTED",
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"EVENT_BOMB_DROPPED",
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"EVENT_BOMB_PICKED_UP",
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"EVENT_BOMB_BEEP",
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"EVENT_BOMB_DEFUSING",
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"EVENT_BOMB_DEFUSE_ABORTED",
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"EVENT_BOMB_DEFUSED",
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"EVENT_BOMB_EXPLODED",
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"EVENT_HOSTAGE_USED",
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"EVENT_HOSTAGE_RESCUED",
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"EVENT_ALL_HOSTAGES_RESCUED",
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"EVENT_VIP_ESCAPED",
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"EVENT_VIP_ASSASSINATED",
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"EVENT_TERRORISTS_WIN",
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"EVENT_CTS_WIN",
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"EVENT_ROUND_DRAW",
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"EVENT_ROUND_WIN",
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"EVENT_ROUND_LOSS",
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"EVENT_ROUND_START",
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"EVENT_PLAYER_SPAWNED",
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"EVENT_CLIENT_CORPSE_SPAWNED",
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"EVENT_BUY_TIME_START",
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"EVENT_PLAYER_LEFT_BUY_ZONE",
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"EVENT_DEATH_CAMERA_START",
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"EVENT_KILL_ALL",
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"EVENT_ROUND_TIME",
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"EVENT_DIE",
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"EVENT_KILL",
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"EVENT_HEADSHOT",
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"EVENT_KILL_FLASHBANGED",
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"EVENT_TUTOR_BUY_MENU_OPENNED",
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"EVENT_TUTOR_AUTOBUY",
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"EVENT_PLAYER_BOUGHT_SOMETHING",
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"EVENT_TUTOR_NOT_BUYING_ANYTHING",
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"EVENT_TUTOR_NEED_TO_BUY_PRIMARY_WEAPON",
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"EVENT_TUTOR_NEED_TO_BUY_PRIMARY_AMMO",
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"EVENT_TUTOR_NEED_TO_BUY_SECONDARY_AMMO",
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"EVENT_TUTOR_NEED_TO_BUY_ARMOR",
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"EVENT_TUTOR_NEED_TO_BUY_DEFUSE_KIT",
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"EVENT_TUTOR_NEED_TO_BUY_GRENADE",
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"EVENT_CAREER_TASK_DONE",
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"EVENT_START_RADIO_1",
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"EVENT_RADIO_COVER_ME",
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"EVENT_RADIO_YOU_TAKE_THE_POINT",
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"EVENT_RADIO_HOLD_THIS_POSITION",
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"EVENT_RADIO_REGROUP_TEAM",
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"EVENT_RADIO_FOLLOW_ME",
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"EVENT_RADIO_TAKING_FIRE",
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"EVENT_START_RADIO_2",
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"EVENT_RADIO_GO_GO_GO",
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"EVENT_RADIO_TEAM_FALL_BACK",
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"EVENT_RADIO_STICK_TOGETHER_TEAM",
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"EVENT_RADIO_GET_IN_POSITION_AND_WAIT",
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"EVENT_RADIO_STORM_THE_FRONT",
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"EVENT_RADIO_REPORT_IN_TEAM",
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"EVENT_START_RADIO_3",
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"EVENT_RADIO_AFFIRMATIVE",
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"EVENT_RADIO_ENEMY_SPOTTED",
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"EVENT_RADIO_NEED_BACKUP",
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"EVENT_RADIO_SECTOR_CLEAR",
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"EVENT_RADIO_IN_POSITION",
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"EVENT_RADIO_REPORTING_IN",
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"EVENT_RADIO_GET_OUT_OF_THERE",
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"EVENT_RADIO_NEGATIVE",
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"EVENT_RADIO_ENEMY_DOWN",
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"EVENT_END_RADIO",
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"EVENT_NEW_MATCH",
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"EVENT_PLAYER_CHANGED_TEAM",
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"EVENT_BULLET_IMPACT",
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"EVENT_GAME_COMMENCE",
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"EVENT_WEAPON_ZOOMED",
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"EVENT_HOSTAGE_CALLED_FOR_HELP",
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nullptr,
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};
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// STL uses exceptions, but we are not compiling with them - ignore warning
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#pragma warning(disable : 4530)
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const float smokeRadius = 115.0f; // for smoke grenades
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// Convert name to GameEventType
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// TODO: Find more appropriate place for this function
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GameEventType NameToGameEvent(const char *name)
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{
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int index = 0;
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for (auto event : GameEventName)
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{
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if (!Q_stricmp(event, name)) {
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return static_cast<GameEventType>(index);
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}
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index++;
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}
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return EVENT_INVALID;
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}
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CBotManager::CBotManager()
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{
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InitBotTrig();
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}
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// Invoked when the round is restarting
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void CBotManager::RestartRound()
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{
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DestroyAllGrenades();
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}
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// Invoked at the start of each frame
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void CBotManager::StartFrame()
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{
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// debug smoke grenade visualization
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if (cv_bot_debug.value == 5)
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{
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Vector edge, lastEdge;
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auto iter = m_activeGrenadeList.begin();
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while (iter != m_activeGrenadeList.end())
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{
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ActiveGrenade *ag = (*iter);
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// lazy validation
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ag->CheckOnEntityGone();
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if (!ag->IsValid())
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{
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delete ag;
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iter = m_activeGrenadeList.erase(iter);
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continue;
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}
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else
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{
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iter++;
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}
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const Vector *pos = ag->GetDetonationPosition();
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UTIL_DrawBeamPoints(*pos, *pos + Vector(0, 0, 50), 1, 255, 100, 0);
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lastEdge = Vector(smokeRadius + pos->x, pos->y, pos->z);
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float angle;
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for (angle = 0.0f; angle <= 180.0f; angle += 22.5f)
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{
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edge.x = smokeRadius * BotCOS(angle) + pos->x;
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edge.y = pos->y;
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edge.z = smokeRadius * BotSIN(angle) + pos->z;
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UTIL_DrawBeamPoints(edge, lastEdge, 1, 255, 50, 0);
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lastEdge = edge;
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}
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lastEdge = Vector(pos->x, smokeRadius + pos->y, pos->z);
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for (angle = 0.0f; angle <= 180.0f; angle += 22.5f)
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{
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edge.x = pos->x;
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edge.y = smokeRadius * BotCOS(angle) + pos->y;
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edge.z = smokeRadius * BotSIN(angle) + pos->z;
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UTIL_DrawBeamPoints(edge, lastEdge, 1, 255, 50, 0);
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lastEdge = edge;
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}
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}
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}
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// Process each active bot
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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 (!UTIL_IsValidPlayer(pPlayer))
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continue;
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if (pPlayer->IsBot() && IsEntityValid(pPlayer))
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{
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CBot *pBot = static_cast<CBot *>(pPlayer);
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pBot->BotThink();
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}
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}
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ValidateActiveGrenades();
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}
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// Return the filename for this map's "nav map" file
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const char *CBotManager::GetNavMapFilename() const
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{
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static char filename[256];
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Q_snprintf(filename, sizeof(filename), "maps\\%s.nav", STRING(gpGlobals->mapname));
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return filename;
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}
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LINK_HOOK_CLASS_VOID_CHAIN(CBotManager, OnEvent, (GameEventType event, CBaseEntity* pEntity, CBaseEntity* pOther), event, pEntity, pOther)
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// Invoked when given player does given event (some events have NULL player).
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// Events are propogated to all bots.
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// TODO: This has become the game-wide event dispatcher. We should restructure this.
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void CBotManager::__API_HOOK(OnEvent)(GameEventType event, CBaseEntity* pEntity, CBaseEntity* pOther)
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{
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// propogate event to all bots
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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 (!UTIL_IsValidPlayer(pPlayer))
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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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// do not send self-generated event
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if (pEntity == pPlayer)
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continue;
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CBot *bot = static_cast<CBot *>(pPlayer);
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bot->OnEvent(event, pEntity, pOther);
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}
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if (TheTutor)
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{
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TheTutor->OnEvent(event, pEntity, pOther);
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}
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if (g_pHostages)
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{
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g_pHostages->OnEvent(event, pEntity, pOther);
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}
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}
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// Add an active grenade to the bot's awareness
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void CBotManager::AddGrenade(int type, CGrenade *grenade)
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{
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ActiveGrenade *ag = new ActiveGrenade(type, grenade);
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m_activeGrenadeList.push_back(ag);
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}
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// The grenade entity in the world is going away
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void CBotManager::RemoveGrenade(CGrenade *grenade)
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{
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for (auto ag : m_activeGrenadeList)
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{
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if (ag->IsEntity(grenade))
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{
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ag->OnEntityGone();
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break;
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}
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}
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}
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// Destroy any invalid active grenades
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void CBotManager::ValidateActiveGrenades()
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{
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auto iter = m_activeGrenadeList.begin();
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while (iter != m_activeGrenadeList.end())
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{
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ActiveGrenade *ag = (*iter);
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// lazy validation
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ag->CheckOnEntityGone();
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if (!ag->IsValid())
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{
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delete ag;
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iter = m_activeGrenadeList.erase(iter);
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}
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else
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{
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iter++;
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}
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}
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}
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void CBotManager::DestroyAllGrenades()
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{
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for (auto grenade : m_activeGrenadeList)
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delete grenade;
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m_activeGrenadeList.clear();
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}
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// Return true if position is inside a smoke cloud
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bool CBotManager::IsInsideSmokeCloud(const Vector *pos)
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{
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auto iter = m_activeGrenadeList.begin();
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while (iter != m_activeGrenadeList.end())
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{
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ActiveGrenade *ag = (*iter);
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// lazy validation
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ag->CheckOnEntityGone();
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if (!ag->IsValid())
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{
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delete ag;
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iter = m_activeGrenadeList.erase(iter);
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continue;
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}
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else
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{
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iter++;
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}
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if (ag->GetID() == WEAPON_SMOKEGRENADE)
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{
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const Vector *smokeOrigin = ag->GetDetonationPosition();
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if ((*smokeOrigin - *pos).IsLengthLessThan(smokeRadius))
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return true;
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}
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}
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return false;
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}
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// Return true if line intersects smoke volume
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// Determine the length of the line of sight covered by each smoke cloud,
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// and sum them (overlap is additive for obstruction).
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// If the overlap exceeds the threshold, the bot can't see through.
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bool CBotManager::IsLineBlockedBySmoke(const Vector *from, const Vector *to)
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{
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const float smokeRadiusSq = smokeRadius * smokeRadius;
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// distance along line of sight covered by smoke
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float totalSmokedLength = 0.0f;
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// compute unit vector and length of line of sight segment
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Vector sightDir = *to - *from;
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float sightLength = sightDir.NormalizeInPlace();
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auto iter = m_activeGrenadeList.begin();
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while (iter != m_activeGrenadeList.end())
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{
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ActiveGrenade *ag = (*iter);
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// lazy validation
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ag->CheckOnEntityGone();
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if (!ag->IsValid())
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{
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delete ag;
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iter = m_activeGrenadeList.erase(iter);
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continue;
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}
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else
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{
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iter++;
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}
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if (ag->GetID() == WEAPON_SMOKEGRENADE)
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{
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const Vector *smokeOrigin = ag->GetDetonationPosition();
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Vector toGrenade = *smokeOrigin - *from;
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float alongDist = DotProduct(toGrenade, sightDir);
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// compute closest point to grenade along line of sight ray
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Vector close;
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// constrain closest point to line segment
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if (alongDist < 0.0f)
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close = *from;
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else if (alongDist >= sightLength)
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close = *to;
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else
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close = *from + sightDir * alongDist;
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// if closest point is within smoke radius, the line overlaps the smoke cloud
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Vector toClose = close - *smokeOrigin;
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float lengthSq = toClose.LengthSquared();
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if (lengthSq < smokeRadiusSq)
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{
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// some portion of the ray intersects the cloud
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float fromSq = toGrenade.LengthSquared();
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float toSq = (*smokeOrigin - *to).LengthSquared();
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if (fromSq < smokeRadiusSq)
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{
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if (toSq < smokeRadiusSq)
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{
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// both 'from' and 'to' lie within the cloud
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// entire length is smoked
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totalSmokedLength += (*to - *from).Length();
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}
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else
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{
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// 'from' is inside the cloud, 'to' is outside
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// compute half of total smoked length as if ray crosses entire cloud chord
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float halfSmokedLength = Q_sqrt(smokeRadiusSq - lengthSq);
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if (alongDist > 0.0f)
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{
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// ray goes thru 'close'
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totalSmokedLength += halfSmokedLength + (close - *from).Length();
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}
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else
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{
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// ray starts after 'close'
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totalSmokedLength += halfSmokedLength - (close - *from).Length();
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}
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}
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}
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else if (toSq < smokeRadiusSq)
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{
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// 'from' is outside the cloud, 'to' is inside
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// compute half of total smoked length as if ray crosses entire cloud chord
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float halfSmokedLength = Q_sqrt(smokeRadiusSq - lengthSq);
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Vector v = *to - *smokeOrigin;
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if (DotProduct(v, sightDir) > 0.0f)
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{
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// ray goes thru 'close'
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totalSmokedLength += halfSmokedLength + (close - *to).Length();
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}
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else
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{
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// ray ends before 'close'
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totalSmokedLength += halfSmokedLength - (close - *to).Length();
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}
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}
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else
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{
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// 'from' and 'to' lie outside of the cloud - the line of sight completely crosses it
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// determine the length of the chord that crosses the cloud
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float smokedLength = 2.0f * Q_sqrt(smokeRadiusSq - lengthSq);
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totalSmokedLength += smokedLength;
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}
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}
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}
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}
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// define how much smoke a bot can see thru
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const float maxSmokedLength = 0.7f * smokeRadius;
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// return true if the total length of smoke-covered line-of-sight is too much
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return (totalSmokedLength > maxSmokedLength);
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}
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