mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
324 lines
8.6 KiB
C++
324 lines
8.6 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 to a potentially far away position.
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void MoveToState::OnEnter(CCSBot *me)
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{
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if (me->IsUsingKnife() && me->IsWellPastSafe() && !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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// if we need to find the bomb, get there as quick as we can
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RouteType route;
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switch (me->GetTask())
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{
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case CCSBot::FIND_TICKING_BOMB:
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case CCSBot::DEFUSE_BOMB:
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case CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION:
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route = FASTEST_ROUTE;
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break;
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default:
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route = SAFEST_ROUTE;
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break;
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}
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// build path to, or nearly to, goal position
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me->ComputePath(TheNavAreaGrid.GetNavArea(&m_goalPosition), &m_goalPosition, route);
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m_radioedPlan = false;
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m_askedForCover = false;
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}
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// Move to a potentially far away position.
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void MoveToState::OnUpdate(CCSBot *me)
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{
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// assume that we are paying attention and close enough to know our enemy died
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if (me->GetTask() == CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION)
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{
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// TODO: Account for reaction time so we take some time to realized the enemy is dead
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CBaseEntity *pVictim = me->GetTaskEntity();
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if (!pVictim || !pVictim->IsAlive())
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{
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me->PrintIfWatched("The enemy I was chasing was killed - giving up.\n");
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me->Idle();
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return;
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}
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}
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// look around
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me->UpdateLookAround();
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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 the bomb has been planted, find it
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// NOTE: This task is used by both CT and T's to find the bomb
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if (me->GetTask() == CCSBot::FIND_TICKING_BOMB)
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{
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if (!me->GetGameState()->IsBombPlanted())
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{
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// the bomb is not planted - give up this task
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me->Idle();
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return;
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}
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if (me->GetGameState()->GetPlantedBombsite() != CSGameState::UNKNOWN)
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{
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// we know where the bomb is planted, stop searching
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me->Idle();
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return;
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}
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// check off bombsites that we explore or happen to stumble into
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for (int z = 0; z < TheCSBots()->GetZoneCount(); z++)
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{
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// don't re-check zones
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if (me->GetGameState()->IsBombsiteClear(z))
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continue;
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if (TheCSBots()->GetZone(z)->m_extent.Contains(&me->pev->origin))
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{
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// note this bombsite is clear
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me->GetGameState()->ClearBombsite(z);
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if (me->m_iTeam == CT)
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{
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// tell teammates this bombsite is clear
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me->GetChatter()->BombsiteClear(z);
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}
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// find another zone to check
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me->Idle();
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return;
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}
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}
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// move to a bombsite
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break;
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}
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else if (me->m_iTeam == CT)
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{
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if (me->GetGameState()->IsBombPlanted())
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{
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switch (me->GetTask())
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{
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case CCSBot::DEFUSE_BOMB:
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{
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// if we are trying to defuse the bomb, and someone has started defusing, guard them instead
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if (me->CanSeePlantedBomb() && TheCSBots()->GetBombDefuser())
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{
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me->GetChatter()->Say("CoveringFriend");
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me->Idle();
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return;
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}
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break;
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}
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default:
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{
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// we need to find the bomb
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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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// TERRORIST
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else
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{
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if (me->GetTask() == CCSBot::PLANT_BOMB)
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{
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if (me->GetFriendsRemaining())
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{
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// if we are about to plant, radio for cover
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if (!m_askedForCover)
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{
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const float nearPlantSite = 50.0f;
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if (me->IsAtBombsite() && me->GetPathDistanceRemaining() < nearPlantSite)
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{
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// radio to the team
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me->GetChatter()->PlantingTheBomb(me->GetPlace());
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m_askedForCover = true;
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}
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// after we have started to move to the bombsite, tell team we're going to plant, and where
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// don't do this if we have already radioed that we are starting to plant
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if (!m_radioedPlan)
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{
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const float radioTime = 2.0f;
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if (gpGlobals->time - me->GetStateTimestamp() > radioTime)
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{
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me->GetChatter()->GoingToPlantTheBomb(TheNavAreaGrid.GetPlace(&m_goalPosition));
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m_radioedPlan = true;
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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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break;
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}
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case CCSBotManager::SCENARIO_RESCUE_HOSTAGES:
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{
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if (me->GetTask() == CCSBot::COLLECT_HOSTAGES)
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{
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// Since CT's have a radar, they can directly look at the actual hostage state
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// check if someone else collected our hostage, or the hostage died or was rescued
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CHostage *pHostage = me->GetGoalEntity<CHostage>();
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if (!pHostage || !pHostage->IsAlive() || pHostage->IsFollowingSomeone())
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{
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me->Idle();
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return;
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}
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// if our hostage has moved, repath
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const float repathToleranceSq = 75.0f * 75.0f;
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float error = (pHostage->pev->origin - m_goalPosition).LengthSquared();
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if (error > repathToleranceSq)
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{
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m_goalPosition = pHostage->pev->origin;
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me->ComputePath(TheNavAreaGrid.GetNavArea(&m_goalPosition), &m_goalPosition, SAFEST_ROUTE);
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}
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// TODO: Generalize ladder priorities over other tasks
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if (!me->IsUsingLadder())
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{
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Vector pos = pHostage->pev->origin + Vector(0, 0, HumanHeight * 0.75f);
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Vector to = pos - me->pev->origin;
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// look at the hostage as we approach
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const float watchHostageRange = 100.0f;
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if (to.IsLengthLessThan(watchHostageRange))
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{
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me->SetLookAt("Hostage", &pos, PRIORITY_LOW, 0.5f);
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// randomly move just a bit to avoid infinite use loops from bad hostage placement
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NavRelativeDirType dir = (NavRelativeDirType)RANDOM_LONG(0, 3);
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switch (dir)
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{
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case LEFT: me->StrafeLeft(); break;
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case RIGHT: me->StrafeRight(); break;
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case FORWARD: me->MoveForward(); break;
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case BACKWARD: me->MoveBackward(); break;
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}
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// check if we are close enough to the hostage to talk to him
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const float useRange = MAX_PLAYER_USE_RADIUS - 14.0f; // shave off a fudge factor to make sure we're within range
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if (to.IsLengthLessThan(useRange))
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{
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me->UseEntity(me->GetGoalEntity());
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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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else if (me->GetTask() == CCSBot::RESCUE_HOSTAGES)
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{
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// periodically check if we lost all our hostages
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if (me->GetHostageEscortCount() == 0)
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{
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// lost our hostages - go get 'em
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me->Idle();
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return;
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}
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}
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break;
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}
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}
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if (me->UpdatePathMovement() != CCSBot::PROGRESSING)
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{
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// reached destination
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switch (me->GetTask())
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{
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case CCSBot::PLANT_BOMB:
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{
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// if we are at bombsite with the bomb, plant it
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if (me->IsAtBombsite() && me->IsCarryingBomb())
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{
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me->PlantBomb();
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return;
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}
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break;
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}
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case CCSBot::DEFUSE_BOMB:
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{
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if (!me->IsActiveWeaponReloading())
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{
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// if we are near the bomb, defuse it (if we are reloading, don't try to defuse until we finish)
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const Vector *bombPos = me->GetGameState()->GetBombPosition();
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if (bombPos)
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{
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const float defuseRange = 100.0f;
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Vector toBomb = *bombPos - me->pev->origin;
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toBomb.z = bombPos->z - me->GetFeetZ();
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if (toBomb.IsLengthLessThan(defuseRange))
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{
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me->DefuseBomb();
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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 CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION:
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{
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CBaseEntity *pVictim = me->GetTaskEntity();
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if (pVictim && pVictim->IsAlive())
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{
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// if we got here and haven't re-acquired the enemy, we lost him
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me->GetChatter()->Say("LostEnemy");
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}
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break;
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}
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}
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// default behavior when destination is reached
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me->Idle();
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return;
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}
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}
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void MoveToState::OnExit(CCSBot *me)
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{
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// reset to run in case we were walking near our goal position
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me->Run();
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me->SetDisposition(CCSBot::ENGAGE_AND_INVESTIGATE);
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//me->StopAiming();
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}
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