mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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140 lines
3.8 KiB
C++
140 lines
3.8 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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// Move towards currently heard noise
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void InvestigateNoiseState::AttendCurrentNoise(CCSBot *me)
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{
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if (!me->IsNoiseHeard() && me->GetNoisePosition())
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return;
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// remember where the noise we heard was
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m_checkNoisePosition = *me->GetNoisePosition();
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// tell our teammates (unless the noise is obvious, like gunfire)
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if (me->IsWellPastSafe() && me->HasNotSeenEnemyForLongTime() && me->GetNoisePriority() != PRIORITY_HIGH)
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me->GetChatter()->HeardNoise(me->GetNoisePosition());
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// figure out how to get to the noise
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me->PrintIfWatched("Attending to noise...\n");
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me->ComputePath(me->GetNoiseArea(), &m_checkNoisePosition, SAFEST_ROUTE);
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// consume the noise
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me->ForgetNoise();
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}
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void InvestigateNoiseState::OnEnter(CCSBot *me)
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{
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AttendCurrentNoise(me);
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}
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// Use TravelDistance instead of distance...
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void InvestigateNoiseState::OnUpdate(CCSBot *me)
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{
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float newNoiseDist;
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if (me->ShouldInvestigateNoise(&newNoiseDist))
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{
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Vector toOldNoise = m_checkNoisePosition - me->pev->origin;
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const float muchCloserDist = 100.0f;
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if (toOldNoise.IsLengthGreaterThan(newNoiseDist + muchCloserDist))
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{
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// new sound is closer
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AttendCurrentNoise(me);
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}
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}
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// if the pathfind fails, give up
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if (!me->HasPath())
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{
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me->Idle();
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return;
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}
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// look around
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me->UpdateLookAround();
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// get distance remaining on our path until we reach the source of the noise
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float noiseDist = (m_checkNoisePosition - me->pev->origin).Length();
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if (me->IsUsingKnife())
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{
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if (me->IsHurrying())
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me->Run();
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else
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me->Walk();
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}
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else
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{
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const float closeToNoiseRange = 1500.0f;
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if (noiseDist < closeToNoiseRange)
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{
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// if we dont have many friends left, or we are alone, and we are near noise source, sneak quietly
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if (me->GetFriendsRemaining() <= 2 && !me->IsHurrying())
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{
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me->Walk();
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}
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else
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{
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me->Run();
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}
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}
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else
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{
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me->Run();
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}
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}
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// if we can see the noise position and we're close enough to it and looking at it,
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// we don't need to actually move there (it's checked enough)
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const float closeRange = 200.0f;
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if (noiseDist < closeRange)
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{
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if (me->IsLookingAtPosition(&m_checkNoisePosition) && me->IsVisible(&m_checkNoisePosition))
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{
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// can see noise position
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me->PrintIfWatched("Noise location is clear.\n");
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//me->ForgetNoise();
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me->Idle();
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return;
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}
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}
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// move towards noise
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if (me->UpdatePathMovement() != CCSBot::PROGRESSING)
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{
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me->Idle();
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}
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}
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void InvestigateNoiseState::OnExit(CCSBot *me)
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{
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// reset to run mode in case we were sneaking about
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me->Run();
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}
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