mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
465 lines
13 KiB
C++
465 lines
13 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#include "precompiled.h"
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// Begin moving to a nearby hidey-hole.
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// NOTE: Do not forget this state may include a very long "move-to" time to get to our hidey spot!
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void HideState::OnEnter(CCSBot *me)
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{
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m_isAtSpot = false;
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// if duration is "infinite", set it to a reasonably long time to prevent infinite camping
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if (m_duration < 0.0f)
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{
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m_duration = RANDOM_FLOAT(30.0f, 60.0f);
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}
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// decide whether to "ambush" or not - never set to false so as not to override external setting
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if (RANDOM_FLOAT(0.0f, 100.0f) < 50.0f)
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{
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m_isHoldingPosition = true;
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}
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// if we are holding position, decide for how long
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if (m_isHoldingPosition)
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{
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m_holdPositionTime = RANDOM_FLOAT(3.0f, 10.0f);
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}
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else
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{
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m_holdPositionTime = 0.0f;
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}
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m_heardEnemy = false;
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m_firstHeardEnemyTime = 0.0f;
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m_retry = 0;
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if (me->IsFollowing())
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{
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m_leaderAnchorPos = me->GetFollowLeader()->pev->origin;
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}
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}
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// Move to a nearby hidey-hole.
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// NOTE: Do not forget this state may include a very long "move-to" time to get to our hidey spot!
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void HideState::OnUpdate(CCSBot *me)
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{
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// wait until finished reloading to leave hide state
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if (!me->IsActiveWeaponReloading())
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{
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if (gpGlobals->time - me->GetStateTimestamp() > m_duration)
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{
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if (me->GetTask() == CCSBot::GUARD_LOOSE_BOMB)
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{
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// if we're guarding the loose bomb, continue to guard it but pick a new spot
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me->Hide(TheCSBots()->GetLooseBombArea());
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return;
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}
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else if (me->GetTask() == CCSBot::GUARD_BOMB_ZONE)
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{
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// if we're guarding a bombsite, continue to guard it but pick a new spot
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const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone(&me->pev->origin);
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if (zone)
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{
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CNavArea *area = TheCSBots()->GetRandomAreaInZone(zone);
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if (area)
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{
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me->Hide(area);
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return;
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}
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}
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}
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else if (me->GetTask() == CCSBot::GUARD_HOSTAGE_RESCUE_ZONE)
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{
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// if we're guarding a rescue zone, continue to guard this or another rescue zone
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if (me->GuardRandomZone())
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{
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me->SetTask(CCSBot::GUARD_HOSTAGE_RESCUE_ZONE);
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me->PrintIfWatched("Continuing to guard hostage rescue zones\n");
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
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me->GetChatter()->GuardingHostageEscapeZone(IS_PLAN);
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return;
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}
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}
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me->Idle();
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return;
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}
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// if we are momentarily hiding while following someone, check to see if he has moved on
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if (me->IsFollowing())
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{
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CBasePlayer *pLeader = me->GetFollowLeader();
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// BOTPORT: Determine walk/run velocity thresholds
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float runThreshold = 200.0f;
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if (pLeader->pev->velocity.IsLengthGreaterThan(runThreshold))
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{
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// leader is running, stay with him
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me->Follow(pLeader);
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return;
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}
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// if leader has moved, stay with him
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const float followRange = 250.0f;
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if ((m_leaderAnchorPos - pLeader->pev->origin).IsLengthGreaterThan(followRange))
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{
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me->Follow(pLeader);
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return;
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}
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}
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// if we see a nearby buddy in combat, join him
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// TODO: Perhaps tie in to TakeDamage(), so it works for human players, too
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// Scenario logic
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switch (TheCSBots()->GetScenario())
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{
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case CCSBotManager::SCENARIO_DEFUSE_BOMB:
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{
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if (me->m_iTeam == CT)
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{
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// if we are just holding position (due to a radio order) and the bomb has just planted, go defuse it
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if (me->GetTask() == CCSBot::HOLD_POSITION &&
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TheCSBots()->IsBombPlanted() &&
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TheCSBots()->GetBombPlantTimestamp() > me->GetStateTimestamp())
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{
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me->Idle();
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return;
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}
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// if we are guarding the defuser and he dies/gives up, stop hiding (to choose another defuser)
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if (me->GetTask() == CCSBot::GUARD_BOMB_DEFUSER && !TheCSBots()->GetBombDefuser())
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{
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me->Idle();
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return;
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}
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// if we are guarding the loose bomb and it is picked up, stop hiding
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if (me->GetTask() == CCSBot::GUARD_LOOSE_BOMB && !TheCSBots()->GetLooseBomb())
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{
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me->GetChatter()->TheyPickedUpTheBomb();
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me->Idle();
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return;
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}
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// if we are guarding a bombsite and the bomb is dropped and we hear about it, stop guarding
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if (me->GetTask() == CCSBot::GUARD_BOMB_ZONE && me->GetGameState()->IsLooseBombLocationKnown())
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{
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me->Idle();
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return;
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}
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// if we are guarding (bombsite, initial encounter, etc) and the bomb is planted, go defuse it
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if (me->IsDoingScenario() && me->GetTask() == CCSBot::GUARD_BOMB_ZONE && TheCSBots()->IsBombPlanted())
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{
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me->Idle();
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return;
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}
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}
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// TERRORIST
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else
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{
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// if we are near the ticking bomb and someone starts defusing it, attack!
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if (TheCSBots()->GetBombDefuser())
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{
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Vector toDefuser = TheCSBots()->GetBombDefuser()->pev->origin;
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const float hearDefuseRange = 2000.0f;
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if ((toDefuser - me->pev->origin).IsLengthLessThan(hearDefuseRange))
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{
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// if we are nearby, attack, otherwise move to the bomb (which will cause us to attack when we see defuser)
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if (me->CanSeePlantedBomb())
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{
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me->Attack(TheCSBots()->GetBombDefuser());
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}
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else
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{
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me->MoveTo(&toDefuser, FASTEST_ROUTE);
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me->InhibitLookAround(10.0f);
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}
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return;
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}
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}
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}
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break;
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}
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case CCSBotManager::SCENARIO_RESCUE_HOSTAGES:
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{
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// if we're guarding the hostages and they all die or are taken, do something else
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if (me->GetTask() == CCSBot::GUARD_HOSTAGES)
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{
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if (me->GetGameState()->AreAllHostagesBeingRescued() || me->GetGameState()->AreAllHostagesGone())
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{
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me->Idle();
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return;
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}
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}
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else if (me->GetTask() == CCSBot::GUARD_HOSTAGE_RESCUE_ZONE)
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{
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// if we stumble across a hostage, guard it
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CHostage *pHostage = me->GetGameState()->GetNearestVisibleFreeHostage();
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if (pHostage)
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{
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// we see a free hostage, guard it
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CNavArea *area = TheNavAreaGrid.GetNearestNavArea(&pHostage->pev->origin);
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if (area)
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{
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me->SetTask(CCSBot::GUARD_HOSTAGES);
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me->Hide(area);
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me->PrintIfWatched("I'm guarding hostages I found\n");
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// don't chatter here - he'll tell us when he's in his hiding spot
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return;
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}
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}
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}
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}
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}
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bool isSettledInSniper = (me->IsSniper() && m_isAtSpot) ? true : false;
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// only investigate noises if we are initiating attacks, and we aren't a "settled in" sniper
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// dont investigate noises if we are reloading
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if (!me->IsActiveWeaponReloading() &&
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!isSettledInSniper &&
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me->GetDisposition() == CCSBot::ENGAGE_AND_INVESTIGATE)
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{
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// if we are holding position, and have heard the enemy nearby, investigate after our hold time is up
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if (m_isHoldingPosition && m_heardEnemy && (gpGlobals->time - m_firstHeardEnemyTime > m_holdPositionTime))
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{
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// TODO: We might need to remember specific location of last enemy noise here
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me->InvestigateNoise();
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return;
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}
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// investigate nearby enemy noises
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if (me->ShouldInvestigateNoise())
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{
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// if we are holding position, check if enough time has elapsed since we first heard the enemy
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if (m_isAtSpot && m_isHoldingPosition)
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{
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if (!m_heardEnemy)
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{
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// first time we heard the enemy
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m_heardEnemy = true;
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m_firstHeardEnemyTime = gpGlobals->time;
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me->PrintIfWatched("Heard enemy, holding position for %f2.1 seconds...\n", m_holdPositionTime);
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}
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}
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else
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{
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// not holding position - investigate enemy noise
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me->InvestigateNoise();
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return;
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}
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}
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}
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}
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// look around
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me->UpdateLookAround();
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// if we are at our hiding spot, crouch and wait
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if (m_isAtSpot)
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{
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me->Crouch();
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// if we have a shield, hide behind it
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if (me->HasShield() && !me->IsProtectedByShield())
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me->SecondaryAttack();
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// while sitting at our hiding spot, if we are being attacked but can't see our attacker, move somewhere else
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const float hurtRecentlyTime = 1.0f;
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if (!me->IsEnemyVisible() && me->GetTimeSinceAttacked() < hurtRecentlyTime)
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{
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me->Idle();
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return;
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}
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// encourage the human player
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if (!me->IsDoingScenario())
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{
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if (me->m_iTeam == CT)
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{
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if (me->GetTask() == CCSBot::GUARD_BOMB_ZONE && me->IsAtHidingSpot() && TheCSBots()->IsBombPlanted())
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{
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if (me->GetNearbyEnemyCount() == 0)
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{
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const float someTime = 30.0f;
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const float littleTime = 11.0;
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if (TheCSBots()->GetBombTimeLeft() > someTime)
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me->GetChatter()->Encourage("BombsiteSecure", RANDOM_FLOAT(10.0f, 15.0f));
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else if (TheCSBots()->GetBombTimeLeft() > littleTime)
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me->GetChatter()->Encourage("WaitingForHumanToDefuseBomb", RANDOM_FLOAT(5.0f, 8.0f));
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else
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me->GetChatter()->Encourage("WaitingForHumanToDefuseBombPanic", RANDOM_FLOAT(3.0f, 4.0f));
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}
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}
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if (me->GetTask() == CCSBot::GUARD_HOSTAGES && me->IsAtHidingSpot())
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{
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if (me->GetNearbyEnemyCount() == 0)
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{
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CHostage *pHostage = me->GetGameState()->GetNearestVisibleFreeHostage();
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if (pHostage)
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{
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me->GetChatter()->Encourage("WaitingForHumanToRescueHostages", RANDOM_FLOAT(10.0f, 15.0f));
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}
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}
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}
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}
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}
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}
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else
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{
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// if a Player is using this hiding spot, give up
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float range;
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CBasePlayer *pCamper = UTIL_GetClosestPlayer(&m_hidingSpot, &range);
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const float closeRange = 75.0f;
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if (pCamper && pCamper != me && range < closeRange && me->IsVisible(pCamper, CHECK_FOV))
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{
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// player is in our hiding spot
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me->PrintIfWatched("Someone's in my hiding spot - picking another...\n");
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const int maxRetries = 3;
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if (m_retry++ >= maxRetries)
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{
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me->PrintIfWatched("Can't find a free hiding spot, giving up.\n");
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me->Idle();
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return;
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}
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// pick another hiding spot near where we were planning on hiding
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me->Hide(TheNavAreaGrid.GetNavArea(&m_hidingSpot));
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return;
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}
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Vector toSpot;
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toSpot.x = m_hidingSpot.x - me->pev->origin.x;
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toSpot.y = m_hidingSpot.y - me->pev->origin.y;
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toSpot.z = m_hidingSpot.z - me->GetFeetZ(); // use feet location
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float dist = toSpot.Length();
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const float crouchDist = 200.0f;
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if (dist < crouchDist)
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me->Crouch();
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const float atDist = 20.0f;
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if (dist < atDist)
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{
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m_isAtSpot = true;
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// make sure our approach points are valid, since we'll be watching them
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me->ComputeApproachPoints();
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// ready our weapon and prepare to attack
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me->EquipBestWeapon(MUST_EQUIP);
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me->SetDisposition(CCSBot::OPPORTUNITY_FIRE);
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// if we are a sniper, update our task
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if (me->GetTask() == CCSBot::MOVE_TO_SNIPER_SPOT)
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{
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me->SetTask(CCSBot::SNIPING);
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}
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// determine which way to look
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TraceResult result;
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float outAngle = 0.0f;
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float outAngleRange = 0.0f;
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for (float angle = 0.0f; angle < 360.0f; angle += 45.0f)
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{
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UTIL_TraceLine(me->GetEyePosition(), me->GetEyePosition() + 1000.0f * Vector(BotCOS(angle), BotSIN(angle), 0.0f), ignore_monsters, ignore_glass, ENT(me->pev), &result);
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if (result.flFraction > outAngleRange)
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{
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outAngle = angle;
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outAngleRange = result.flFraction;
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}
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}
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me->SetLookAheadAngle(outAngle);
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}
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// move to hiding spot
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if (me->UpdatePathMovement() != CCSBot::PROGRESSING && !m_isAtSpot)
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{
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// we couldn't get to our hiding spot - pick another
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me->PrintIfWatched("Can't get to my hiding spot - finding another...\n");
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// search from hiding spot, since we know it was valid
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const Vector *pos = FindNearbyHidingSpot(me, &m_hidingSpot, m_searchFromArea, m_range, me->IsSniper());
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if (!pos)
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{
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// no available hiding spots
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me->PrintIfWatched("No available hiding spots - hiding where I'm at.\n");
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// hide where we are
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#ifndef REGAMEDLL_FIXES
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m_hidingSpot.x = me->pev->origin.x;
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m_hidingSpot.x = me->pev->origin.y;
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m_hidingSpot.z = me->GetFeetZ();
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#else
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m_hidingSpot.x = me->pev->origin.x;
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m_hidingSpot.y = me->pev->origin.y;
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m_hidingSpot.z = me->GetFeetZ();
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#endif
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}
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else
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{
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m_hidingSpot = *pos;
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}
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// build a path to our new hiding spot
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if (me->ComputePath(TheNavAreaGrid.GetNavArea(&m_hidingSpot), &m_hidingSpot, FASTEST_ROUTE) == false)
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{
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me->PrintIfWatched("Can't pathfind to hiding spot\n");
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me->Idle();
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return;
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}
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}
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}
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}
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void HideState::OnExit(CCSBot *me)
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{
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m_isHoldingPosition = false;
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me->StandUp();
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me->ResetStuckMonitor();
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me->ClearLookAt();
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me->ClearApproachPoints();
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// if we have a shield, put it away
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if (me->HasShield() && me->IsProtectedByShield())
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me->SecondaryAttack();
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}
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