mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 07:35:40 +03:00
1763 lines
56 KiB
C++
1763 lines
56 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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#pragma once
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#include "bot/cs_gamestate.h"
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#include "bot/cs_bot_manager.h"
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#include "bot/cs_bot_chatter.h"
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const int MAX_BUY_WEAPON_PRIMARY = 13;
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const int MAX_BUY_WEAPON_SECONDARY = 3;
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enum
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{
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BOT_PROGGRESS_DRAW = 0, // draw status bar progress
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BOT_PROGGRESS_START, // init status bar progress
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BOT_PROGGRESS_HIDE, // hide status bar progress
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};
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class CCSBot;
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class BotChatterInterface;
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class BotState
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{
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public:
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virtual void OnEnter(CCSBot *me) {}
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virtual void OnUpdate(CCSBot *me) {}
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virtual void OnExit(CCSBot *me) {}
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virtual const char *GetName() const = 0;
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};
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class IdleState: public BotState
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{
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public:
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virtual void OnEnter(CCSBot *me);
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virtual void OnUpdate(CCSBot *me);
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virtual const char *GetName() const { return "Idle"; }
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};
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class HuntState: public BotState
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{
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public:
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virtual void OnEnter(CCSBot *me);
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virtual void OnUpdate(CCSBot *me);
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virtual void OnExit(CCSBot *me);
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virtual const char *GetName() const { return "Hunt"; }
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void ClearHuntArea() { m_huntArea = nullptr; }
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private:
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CNavArea *m_huntArea;
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};
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class AttackState: public BotState
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{
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public:
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virtual void OnEnter(CCSBot *me);
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virtual void OnUpdate(CCSBot *me);
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virtual void OnExit(CCSBot *me);
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virtual const char *GetName() const { return "Attack"; }
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void SetCrouchAndHold(bool crouch) { m_crouchAndHold = crouch; }
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void StopAttacking(CCSBot *me);
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protected:
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enum DodgeStateType
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{
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STEADY_ON,
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SLIDE_LEFT,
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SLIDE_RIGHT,
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JUMP,
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NUM_ATTACK_STATES
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} m_dodgeState;
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float m_nextDodgeStateTimestamp;
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CountdownTimer m_repathTimer;
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float m_scopeTimestamp;
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bool m_haveSeenEnemy;
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bool m_isEnemyHidden;
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float m_reacquireTimestamp;
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float m_shieldToggleTimestamp;
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bool m_shieldForceOpen;
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float m_pinnedDownTimestamp;
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bool m_crouchAndHold;
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bool m_didAmbushCheck;
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bool m_dodge;
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bool m_firstDodge;
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bool m_isCoward;
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CountdownTimer m_retreatTimer;
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};
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class InvestigateNoiseState: public BotState
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{
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public:
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virtual void OnEnter(CCSBot *me);
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virtual void OnUpdate(CCSBot *me);
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virtual void OnExit(CCSBot *me);
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virtual const char *GetName() const { return "InvestigateNoise"; }
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private:
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void AttendCurrentNoise(CCSBot *me);
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Vector m_checkNoisePosition;
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};
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class BuyState: public BotState
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{
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public:
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virtual void OnEnter(CCSBot *me);
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virtual void OnUpdate(CCSBot *me);
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virtual void OnExit(CCSBot *me);
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virtual const char *GetName() const { return "Buy"; }
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private:
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bool m_isInitialDelay;
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int m_prefRetries;
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int m_prefIndex;
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int m_retries;
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bool m_doneBuying;
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bool m_buyDefuseKit;
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bool m_buyGrenade;
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bool m_buyShield;
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bool m_buyPistol;
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};
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class MoveToState: public BotState
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{
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public:
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virtual void OnEnter(CCSBot *me);
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virtual void OnUpdate(CCSBot *me);
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virtual void OnExit(CCSBot *me);
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virtual const char *GetName() const { return "MoveTo"; }
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void SetGoalPosition(const Vector &pos) { m_goalPosition = pos; }
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void SetRouteType(RouteType route) { m_routeType = route; }
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private:
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Vector m_goalPosition;
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RouteType m_routeType;
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bool m_radioedPlan;
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bool m_askedForCover;
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};
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class FetchBombState: public BotState
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{
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public:
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virtual void OnEnter(CCSBot *me);
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virtual void OnUpdate(CCSBot *me);
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virtual const char *GetName() const { return "FetchBomb"; }
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};
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class PlantBombState: public BotState
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{
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public:
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virtual void OnEnter(CCSBot *me);
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virtual void OnUpdate(CCSBot *me);
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virtual void OnExit(CCSBot *me);
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virtual const char *GetName() const { return "PlantBomb"; }
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};
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class DefuseBombState: public BotState
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{
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public:
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virtual void OnEnter(CCSBot *me);
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virtual void OnUpdate(CCSBot *me);
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virtual void OnExit(CCSBot *me);
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virtual const char *GetName() const { return "DefuseBomb"; }
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};
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class HideState: public BotState
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{
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public:
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virtual void OnEnter(CCSBot *me);
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virtual void OnUpdate(CCSBot *me);
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virtual void OnExit(CCSBot *me);
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virtual const char *GetName() const { return "Hide"; }
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public:
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void SetHidingSpot(const Vector &pos) { m_hidingSpot = pos; }
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const Vector &GetHidingSpot() const { return m_hidingSpot; }
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void SetSearchArea(CNavArea *area) { m_searchFromArea = area; }
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void SetSearchRange(float range) { m_range = range; }
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void SetDuration(float time) { m_duration = time; }
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void SetHoldPosition(bool hold) { m_isHoldingPosition = hold; }
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bool IsAtSpot() const { return m_isAtSpot; }
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private:
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CNavArea *m_searchFromArea;
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float m_range;
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Vector m_hidingSpot;
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bool m_isAtSpot;
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float m_duration;
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bool m_isHoldingPosition;
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float m_holdPositionTime;
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bool m_heardEnemy;
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float m_firstHeardEnemyTime;
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int m_retry;
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Vector m_leaderAnchorPos;
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};
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class EscapeFromBombState: public BotState
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{
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public:
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virtual void OnEnter(CCSBot *me);
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virtual void OnUpdate(CCSBot *me);
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virtual void OnExit(CCSBot *me);
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virtual const char *GetName() const { return "EscapeFromBomb"; }
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};
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class FollowState: public BotState
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{
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public:
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virtual void OnEnter(CCSBot *me);
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virtual void OnUpdate(CCSBot *me);
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virtual void OnExit(CCSBot *me);
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virtual const char *GetName() const { return "Follow"; }
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void SetLeader(CBasePlayer *pLeader) { m_leader = pLeader; }
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private:
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void ComputeLeaderMotionState(float leaderSpeed);
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EntityHandle<CBasePlayer> m_leader;
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Vector m_lastLeaderPos;
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bool m_isStopped;
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float m_stoppedTimestamp;
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enum LeaderMotionStateType
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{
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INVALID,
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STOPPED,
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WALKING,
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RUNNING
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} m_leaderMotionState;
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IntervalTimer m_leaderMotionStateTime;
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bool m_isSneaking;
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float m_lastSawLeaderTime;
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CountdownTimer m_repathInterval;
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IntervalTimer m_walkTime;
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bool m_isAtWalkSpeed;
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float m_waitTime;
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CountdownTimer m_idleTimer;
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};
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class UseEntityState: public BotState
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{
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public:
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virtual void OnEnter(CCSBot *me);
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virtual void OnUpdate(CCSBot *me);
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virtual void OnExit(CCSBot *me);
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virtual const char *GetName() const { return "UseEntity"; }
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void SetEntity(CBaseEntity *pEntity) { m_entity = pEntity; }
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private:
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EntityHandle<CBaseEntity> m_entity;
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};
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// The Counter-strike Bot
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class CCSBot: public CBot
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{
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public:
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CCSBot(); // constructor initializes all values to zero
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virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); // invoked when injured by something (EXTEND) - returns the amount of damage inflicted
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virtual void Killed(entvars_t *pevAttacker, int iGib); // invoked when killed (EXTEND)
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virtual void RoundRespawn();
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virtual void Blind(float duration, float holdTime, float fadeTime, int alpha = 255); // player blinded by a flashbang
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virtual void OnTouchingWeapon(CWeaponBox *box); // invoked when in contact with a CWeaponBox
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virtual bool Initialize(const BotProfile *profile); // (EXTEND) prepare bot for action
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virtual void SpawnBot(); // (EXTEND) spawn the bot into the game
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virtual void Upkeep(); // lightweight maintenance, invoked frequently
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virtual void Update(); // heavyweight algorithms, invoked less often
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virtual void Walk();
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virtual bool Jump(bool mustJump = false); // returns true if jump was started
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virtual void OnEvent(GameEventType event, CBaseEntity *pEntity = nullptr, CBaseEntity *pOther = nullptr); // invoked when event occurs in the game (some events have NULL entity)
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#define CHECK_FOV true
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virtual bool IsVisible(const Vector *pos, bool testFOV = false) const; // return true if we can see the point
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virtual bool IsVisible(CBasePlayer *pPlayer, bool testFOV = false, unsigned char *visParts = nullptr) const; // return true if we can see any part of the player
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virtual bool IsEnemyPartVisible(VisiblePartType part) const; // if enemy is visible, return the part we see for our current enemy
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public:
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void Disconnect();
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// behavior properties
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float GetCombatRange() const;
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bool IsRogue() const; // return true if we dont listen to teammates or pursue scenario goals
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void SetRogue(bool rogue);
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bool IsHurrying() const; // return true if we are in a hurry
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void Hurry(float duration); // force bot to hurry
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bool IsSafe() const; // return true if we are in a safe region
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bool IsWellPastSafe() const; // return true if it is well past the early, "safe", part of the round
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bool IsEndOfSafeTime() const; // return true if we were in the safe time last update, but not now
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float GetSafeTimeRemaining() const; // return the amount of "safe time" we have left
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float GetSafeTime() const; // return what we think the total "safe time" for this map is
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//bool IsUnhealthy() const; // returns true if bot is low on health
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// behaviors
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void Idle();
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void Hide(CNavArea *searchFromArea = nullptr, float duration = -1.0f, float hideRange = 750.0f, bool holdPosition = false); // DEPRECATED: Use TryToHide() instead
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#define USE_NEAREST true
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bool TryToHide(CNavArea *searchFromArea = nullptr, float duration = -1.0f, float hideRange = 750.0f, bool holdPosition = false, bool useNearest = false); // try to hide nearby, return false if cannot
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void Hide(const Vector *hidingSpot, float duration = -1.0f, bool holdPosition = false); // move to the given hiding place
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bool IsHiding() const; // returns true if bot is currently hiding
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bool IsAtHidingSpot() const; // return true if we are hiding and at our hiding spot
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bool TryToRetreat(); // retreat to a nearby hiding spot, away from enemies
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void Hunt();
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bool IsHunting() const; // returns true if bot is currently hunting
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void Attack(CBasePlayer *victim);
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void FireWeaponAtEnemy(); // fire our active weapon towards our current enemy
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void StopAttacking();
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bool IsAttacking() const; // returns true if bot is currently engaging a target
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void MoveTo(const Vector *pos, RouteType route = SAFEST_ROUTE); // move to potentially distant position
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bool IsMovingTo() const; // return true if we are in the MoveTo state
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void PlantBomb();
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void FetchBomb(); // bomb has been dropped - go get it
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bool NoticeLooseBomb() const; // return true if we noticed the bomb on the ground or on radar
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bool CanSeeLooseBomb() const; // return true if we directly see the loose bomb
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bool IsCarryingBomb() const;
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void DefuseBomb();
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bool IsDefusingBomb() const; // returns true if bot is currently defusing the bomb
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bool CanSeePlantedBomb() const; // return true if we directly see the planted bomb
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void EscapeFromBomb();
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bool IsEscapingFromBomb() const; // return true if we are escaping from the bomb
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void RescueHostages();
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void UseEntity(CBaseEntity *pEntity); // use the entity
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bool IsBuying() const;
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#ifdef REGAMEDLL_FIXES
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void Kill();
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#endif
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void Panic(CBasePlayer *pEnemy); // look around in panic
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void Follow(CBasePlayer *pPlayer); // begin following given Player
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void ContinueFollowing(); // continue following our leader after finishing what we were doing
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void StopFollowing(); // stop following
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bool IsFollowing() const; // return true if we are following someone (not necessarily in the follow state)
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CBasePlayer *GetFollowLeader(); // return the leader we are following
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float GetFollowDuration() const; // return how long we've been following our leader
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bool CanAutoFollow() const; // return true if we can auto-follow
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bool IsNotMoving() const; // return true if we are currently standing still
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void AimAtEnemy(); // point our weapon towards our enemy
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void StopAiming(); // stop aiming at enemy
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bool IsAimingAtEnemy() const; // returns true if we are trying to aim at an enemy
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bool IsSurprised() const; // return true if we are "surprised"
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float GetSurpriseDelay() const;
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void ClearSurpriseDelay();
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float GetStateTimestamp() const; // get time current state was entered
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bool IsDoingScenario() const; // return true if we will do scenario-related tasks
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// scenario / gamestate
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CSGameState *GetGameState(); // return an interface to this bot's gamestate
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const CSGameState *GetGameState() const; // return an interface to this bot's gamestate
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bool IsAtBombsite(); // return true if we are in a bomb planting zone
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bool GuardRandomZone(float range = 500.0f); // pick a random zone and hide near it
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bool IsBusy() const; // return true if we are busy doing something important
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// high-level tasks
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enum TaskType
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{
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SEEK_AND_DESTROY,
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PLANT_BOMB,
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FIND_TICKING_BOMB,
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DEFUSE_BOMB,
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GUARD_TICKING_BOMB,
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GUARD_BOMB_DEFUSER,
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GUARD_LOOSE_BOMB,
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GUARD_BOMB_ZONE,
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ESCAPE_FROM_BOMB,
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HOLD_POSITION,
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FOLLOW,
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VIP_ESCAPE,
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GUARD_VIP_ESCAPE_ZONE,
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COLLECT_HOSTAGES,
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RESCUE_HOSTAGES,
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GUARD_HOSTAGES,
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GUARD_HOSTAGE_RESCUE_ZONE,
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MOVE_TO_LAST_KNOWN_ENEMY_POSITION,
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MOVE_TO_SNIPER_SPOT,
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SNIPING,
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NUM_TASKS
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};
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void SetTask(TaskType task, CBaseEntity *pEntity = nullptr); // set our current "task"
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TaskType GetTask() const;
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CBaseEntity *GetTaskEntity();
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// behavior modifiers
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enum DispositionType
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{
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ENGAGE_AND_INVESTIGATE, // engage enemies on sight and investigate enemy noises
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OPPORTUNITY_FIRE, // engage enemies on sight, but only look towards enemy noises, dont investigate
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SELF_DEFENSE, // only engage if fired on, or very close to enemy
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IGNORE_ENEMIES, // ignore all enemies - useful for ducking around corners, running away, etc
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NUM_DISPOSITIONS
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};
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void SetDisposition(DispositionType disposition); // define how we react to enemies
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DispositionType GetDisposition() const; // return enum describing current disposition
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void IgnoreEnemies(float duration); // ignore enemies for a short duration
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enum MoraleType
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{
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TERRIBLE = -3,
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BAD = -2,
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NEGATIVE = -1,
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NEUTRAL = 0,
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POSITIVE = 1,
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GOOD = 2,
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EXCELLENT = 3,
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};
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MoraleType GetMorale() const; // return enum describing current morale
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void IncreaseMorale();
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void DecreaseMorale();
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// listening for noises
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bool IsNoiseHeard() const; // return true if we have heard a noise
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bool ShouldInvestigateNoise(float *retNoiseDist = nullptr);
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void InvestigateNoise(); // investigate recent enemy noise
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const Vector *GetNoisePosition() const; // return position of last heard noise, or NULL if none heard
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CNavArea *GetNoiseArea() const; // return area where noise was heard
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void ForgetNoise(); // clear the last heard noise
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bool CanSeeNoisePosition() const; // return true if we directly see where we think the noise came from
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float GetNoiseRange() const; // return approximate distance to last noise heard
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bool CanHearNearbyEnemyGunfire(float range = -1.0f) const; // return true if we hear nearby threatening enemy gunfire within given range (-1 == infinite)
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PriorityType GetNoisePriority() const; // return priority of last heard noise
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// radio and chatter
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void SendRadioMessage(GameEventType event); // send voice chatter
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BotChatterInterface *GetChatter(); // return an interface to this bot's chatter system
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bool RespondToHelpRequest(CBasePlayer *them, Place place, float maxRange = -1.0f); // decide if we should move to help the player, return true if we will
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void StartVoiceFeedback(float duration);
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bool IsUsingVoice() const; // new-style "voice" chatter gets voice feedback
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// enemies
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// BOTPORT: GetEnemy() collides with GetEnemy() in CBaseEntity - need to use different nomenclature
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void SetEnemy(CBasePlayer *pEnemy); // set given player as our current enemy
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|
CBasePlayer *GetEnemy();
|
|
int GetNearbyEnemyCount() const; // return max number of nearby enemies we've seen recently
|
|
unsigned int GetEnemyPlace() const; // return location where we see the majority of our enemies
|
|
bool CanSeeBomber() const; // return true if we can see the bomb carrier
|
|
CBasePlayer *GetBomber() const;
|
|
|
|
int GetNearbyFriendCount() const; // return number of nearby teammates
|
|
CBasePlayer *GetClosestVisibleFriend() const; // return the closest friend that we can see
|
|
CBasePlayer *GetClosestVisibleHumanFriend() const; // return the closest human friend that we can see
|
|
|
|
bool IsOutnumbered() const; // return true if we are outnumbered by enemies
|
|
int OutnumberedCount() const; // return number of enemies we are outnumbered by
|
|
|
|
#define ONLY_VISIBLE_ENEMIES true
|
|
CBasePlayer *GetImportantEnemy(bool checkVisibility = false) const; // return the closest "important" enemy for the given scenario (bomb carrier, VIP, hostage escorter)
|
|
|
|
void UpdateReactionQueue(); // update our reaction time queue
|
|
CBasePlayer *GetRecognizedEnemy(); // return the most dangerous threat we are "conscious" of
|
|
bool IsRecognizedEnemyReloading(); // return true if the enemy we are "conscious" of is reloading
|
|
bool IsRecognizedEnemyProtectedByShield(); // return true if the enemy we are "conscious" of is hiding behind a shield
|
|
float GetRangeToNearestRecognizedEnemy(); // return distance to closest enemy we are "conscious" of
|
|
|
|
CBasePlayer *GetAttacker() const; // return last enemy that hurt us
|
|
float GetTimeSinceAttacked() const; // return duration since we were last injured by an attacker
|
|
float GetFirstSawEnemyTimestamp() const; // time since we saw any enemies
|
|
float GetLastSawEnemyTimestamp() const;
|
|
float GetTimeSinceLastSawEnemy() const;
|
|
float GetTimeSinceAcquiredCurrentEnemy() const;
|
|
bool HasNotSeenEnemyForLongTime() const; // return true if we haven't seen an enemy for "a long time"
|
|
const Vector &GetLastKnownEnemyPosition() const;
|
|
bool IsEnemyVisible() const; // is our current enemy visible
|
|
float GetEnemyDeathTimestamp() const;
|
|
bool IsFriendInLineOfFire(); // return true if a friend is in our weapon's way
|
|
bool IsAwareOfEnemyDeath() const; // return true if we *noticed* that our enemy died
|
|
int GetLastVictimID() const; // return the ID (entindex) of the last victim we killed, or zero
|
|
|
|
// navigation
|
|
bool HasPath() const;
|
|
void DestroyPath();
|
|
|
|
float GetFeetZ() const; // return Z of bottom of feet
|
|
|
|
enum PathResult
|
|
{
|
|
PROGRESSING, // we are moving along the path
|
|
END_OF_PATH, // we reached the end of the path
|
|
PATH_FAILURE, // we failed to reach the end of the path
|
|
};
|
|
#define NO_SPEED_CHANGE false
|
|
PathResult UpdatePathMovement(bool allowSpeedChange = true); // move along our computed path - if allowSpeedChange is true, bot will walk when near goal to ensure accuracy
|
|
|
|
bool AStarSearch(CNavArea *startArea, CNavArea *goalArea); // find shortest path from startArea to goalArea - don't actually buid the path
|
|
bool ComputePath(CNavArea *goalArea, const Vector *goal, RouteType route); // compute path to goal position
|
|
bool StayOnNavMesh();
|
|
CNavArea *GetLastKnownArea() const; // return the last area we know we were inside of
|
|
const Vector &GetPathEndpoint() const; // return final position of our current path
|
|
float GetPathDistanceRemaining() const; // eturn estimated distance left to travel along path
|
|
void ResetStuckMonitor();
|
|
bool IsAreaVisible(CNavArea *area) const; // is any portion of the area visible to this bot
|
|
const Vector &GetPathPosition(int numpath) const;
|
|
bool GetSimpleGroundHeightWithFloor(const Vector *pos, float *height, Vector *normal = nullptr); // find "simple" ground height, treating current nav area as part of the floor
|
|
|
|
Place GetPlace() const; // get our current radio chatter place
|
|
|
|
bool IsUsingLadder() const; // returns true if we are in the process of negotiating a ladder
|
|
void GetOffLadder();
|
|
|
|
void SetGoalEntity(CBaseEntity *pEntity);
|
|
|
|
template <typename T = CBaseEntity>
|
|
T *GetGoalEntity();
|
|
|
|
bool IsNearJump() const; // return true if nearing a jump in the path
|
|
float GetApproximateFallDamage(float height) const; // return how much damage will will take from the given fall height
|
|
|
|
void ForceRun(float duration); // force the bot to run if it moves for the given duration
|
|
void Wiggle(); // random movement, for getting un-stuck
|
|
|
|
bool IsFriendInTheWay(const Vector *goalPos) const; // return true if a friend is between us and the given position
|
|
void FeelerReflexAdjustment(Vector *goalPosition); // do reflex avoidance movements if our "feelers" are touched
|
|
|
|
// looking around
|
|
void SetLookAngles(float yaw, float pitch); // set our desired look angles
|
|
void UpdateLookAngles(); // move actual view angles towards desired ones
|
|
void UpdateLookAround(bool updateNow = false); // update "looking around" mechanism
|
|
void InhibitLookAround(float duration); // block all "look at" and "looking around" behavior for given duration - just look ahead
|
|
|
|
// TODO: Clean up notion of "forward angle" and "look ahead angle"
|
|
void SetForwardAngle(float angle); // define our forward facing
|
|
void SetLookAheadAngle(float angle); // define default look ahead angle
|
|
|
|
// look at the given point in space for the given duration (-1 means forever)
|
|
void SetLookAt(const char *desc, const Vector *pos, PriorityType pri, float duration = -1.0f, bool clearIfClose = false, float angleTolerance = 5.0f);
|
|
void ClearLookAt(); // stop looking at a point in space and just look ahead
|
|
bool IsLookingAtSpot(PriorityType pri = PRIORITY_LOW) const; // return true if we are looking at spot with equal or higher priority
|
|
bool IsViewMoving(float angleVelThreshold = 1.0f) const; // returns true if bot's view angles are rotating (not still)
|
|
|
|
const Vector &GetEyePosition() const
|
|
{
|
|
m_eyePos = pev->origin + pev->view_ofs;
|
|
return m_eyePos;
|
|
}
|
|
float ComputeWeaponSightRange(); // return line-of-sight distance to obstacle along weapon fire ray
|
|
bool IsSignificantlyCloser(const CBasePlayer *testPlayer, const CBasePlayer *referencePlayer) const; // return true if testPlayer is significantly closer than referencePlayer
|
|
|
|
// approach points
|
|
void ComputeApproachPoints(); // determine the set of "approach points" representing where the enemy can enter this region
|
|
void UpdateApproachPoints(); // recompute the approach point set if we have moved far enough to invalidate the current ones
|
|
void ClearApproachPoints();
|
|
void DrawApproachPoints(); // for debugging
|
|
float GetHidingSpotCheckTimestamp(HidingSpot *spot) const; // return time when given spot was last checked
|
|
void SetHidingSpotCheckTimestamp(HidingSpot *spot); // set the timestamp of the given spot to now
|
|
|
|
// weapon query and equip
|
|
#define MUST_EQUIP true
|
|
void EquipBestWeapon(bool mustEquip = false); // equip the best weapon we are carrying that has ammo
|
|
void EquipPistol(); // equip our pistol
|
|
void EquipKnife(); // equip our knife
|
|
|
|
#define DONT_USE_SMOKE_GRENADE true
|
|
bool EquipGrenade(bool noSmoke = false); // equip a grenade, return false if we cant
|
|
|
|
bool IsUsingKnife() const; // returns true if we have knife equipped
|
|
bool IsUsingPistol() const; // returns true if we have pistol equipped
|
|
bool IsUsingGrenade() const; // returns true if we have grenade equipped
|
|
bool IsUsingSniperRifle() const; // returns true if using a "sniper" rifle
|
|
bool IsUsingAWP() const; // returns true if we have AWP equipped
|
|
|
|
bool IsSniper() const; // return true if we have a sniper rifle in our inventory
|
|
bool IsSniping() const; // return true if we are actively sniping (moving to sniper spot or settled in)
|
|
bool IsUsingShotgun() const; // returns true if using a shotgun
|
|
bool IsUsingMachinegun() const; // returns true if using the big 'ol machinegun
|
|
void ThrowGrenade(const Vector *target); // begin the process of throwing the grenade
|
|
bool IsThrowingGrenade() const; // return true if we are in the process of throwing a grenade
|
|
bool HasGrenade() const; // return true if we have a grenade in our inventory
|
|
|
|
bool DoesActiveWeaponHaveSilencer() const;
|
|
bool IsUsingHEGrenade() const;
|
|
void StartRapidFire();
|
|
void StopRapidFire();
|
|
bool IsRapidFiring() const;
|
|
|
|
enum ZoomType { NO_ZOOM, LOW_ZOOM, HIGH_ZOOM };
|
|
ZoomType GetZoomLevel() const; // return the current zoom level of our weapon
|
|
|
|
bool AdjustZoom(float range); // change our zoom level to be appropriate for the given range
|
|
|
|
bool IsPrimaryWeaponEmpty() const; // return true if primary weapon doesn't exist or is totally out of ammo
|
|
bool IsPistolEmpty() const; // return true if secondary weapon doesn't exist or is totally out of ammo
|
|
|
|
int GetHostageEscortCount() const;
|
|
void IncreaseHostageEscortCount();
|
|
float GetRangeToFarthestEscortedHostage() const;
|
|
void ResetWaitForHostagePatience();
|
|
void ResetValues(); // reset internal data to initial state
|
|
void BotDeathThink();
|
|
CBasePlayer *FindNearbyPlayer();
|
|
void AdjustSafeTime(); // called when enemy seen to adjust safe time for this round
|
|
void EXPORT BotTouch(CBaseEntity *pOther);
|
|
bool HasAnyAmmo(CBasePlayerWeapon *weapon) const;
|
|
|
|
private:
|
|
friend class CCSBotManager;
|
|
|
|
// TODO: Get rid of these
|
|
friend class AttackState;
|
|
friend class BuyState;
|
|
|
|
char m_name[64]; // copied from STRING(pev->netname) for debugging
|
|
|
|
// behavior properties
|
|
float m_combatRange; // desired distance between us and them during gunplay
|
|
mutable bool m_isRogue; // if true, the bot is a "rogue" and listens to no-one
|
|
mutable CountdownTimer m_rogueTimer;
|
|
MoraleType m_morale; // our current morale, based on our win/loss history
|
|
bool m_diedLastRound; // true if we died last round
|
|
float m_safeTime; // duration at the beginning of the round where we feel "safe"
|
|
bool m_wasSafe; // true if we were in the safe time last update
|
|
NavRelativeDirType m_blindMoveDir; // which way to move when we're blind
|
|
bool m_blindFire; // if true, fire weapon while blinded
|
|
|
|
// TODO: implement through CountdownTimer
|
|
float m_surpriseDelay; // when we were surprised
|
|
float m_surpriseTimestamp;
|
|
|
|
bool m_isFollowing; // true if we are following someone
|
|
EntityHandle<CBasePlayer> m_leader; // the ID of who we are following
|
|
float m_followTimestamp; // when we started following
|
|
float m_allowAutoFollowTime; // time when we can auto follow
|
|
|
|
CountdownTimer m_hurryTimer; // if valid, bot is in a hurry
|
|
|
|
// instances of each possible behavior state, to avoid dynamic memory allocation during runtime
|
|
IdleState m_idleState;
|
|
HuntState m_huntState;
|
|
AttackState m_attackState;
|
|
InvestigateNoiseState m_investigateNoiseState;
|
|
BuyState m_buyState;
|
|
MoveToState m_moveToState;
|
|
FetchBombState m_fetchBombState;
|
|
PlantBombState m_plantBombState;
|
|
DefuseBombState m_defuseBombState;
|
|
HideState m_hideState;
|
|
EscapeFromBombState m_escapeFromBombState;
|
|
FollowState m_followState;
|
|
UseEntityState m_useEntityState;
|
|
|
|
// TODO: Allow multiple simultaneous state machines (look around, etc)
|
|
void SetState(BotState *state); // set the current behavior state
|
|
BotState *m_state; // current behavior state
|
|
float m_stateTimestamp; // time state was entered
|
|
bool m_isAttacking; // if true, special Attack state is overriding the state machine
|
|
|
|
TaskType m_task; // our current task
|
|
EntityHandle<CBaseEntity> m_taskEntity; // an entity used for our task
|
|
|
|
// navigation
|
|
Vector m_goalPosition;
|
|
EHandle m_goalEntity;
|
|
void MoveTowardsPosition(const Vector *pos); // move towards position, independant of view angle
|
|
void MoveAwayFromPosition(const Vector *pos); // move away from position, independant of view angle
|
|
void StrafeAwayFromPosition(const Vector *pos); // strafe (sidestep) away from position, independant of view angle
|
|
void StuckCheck(); // check if we have become stuck
|
|
|
|
CNavArea *m_currentArea; // the nav area we are standing on
|
|
CNavArea *m_lastKnownArea; // the last area we were in
|
|
EntityHandle<CBasePlayer> m_avoid; // higher priority player we need to make way for
|
|
float m_avoidTimestamp;
|
|
bool m_isJumpCrouching;
|
|
bool m_isJumpCrouched;
|
|
float m_jumpCrouchTimestamp;
|
|
|
|
// path navigation data
|
|
enum { MAX_PATH_LENGTH = 256 };
|
|
struct ConnectInfo
|
|
{
|
|
CNavArea *area; // the area along the path
|
|
NavTraverseType how; // how to enter this area from the previous one
|
|
Vector pos; // our movement goal position at this point in the path
|
|
const CNavLadder *ladder; // if "how" refers to a ladder, this is it
|
|
}
|
|
m_path[MAX_PATH_LENGTH];
|
|
int m_pathLength;
|
|
int m_pathIndex;
|
|
float m_areaEnteredTimestamp;
|
|
void BuildTrivialPath(const Vector *goal); // build trivial path to goal, assuming we are already in the same area
|
|
bool FindGrenadeTossPathTarget(Vector *pos);
|
|
|
|
CountdownTimer m_repathTimer; // must have elapsed before bot can pathfind again
|
|
|
|
bool ComputePathPositions(); // determine actual path positions bot will move between along the path
|
|
void SetupLadderMovement();
|
|
void SetPathIndex(int newIndex); // set the current index along the path
|
|
void DrawPath();
|
|
int FindOurPositionOnPath(Vector *close, bool local = false) const; // compute the closest point to our current position on our path
|
|
int FindPathPoint(float aheadRange, Vector *point, int *prevIndex = nullptr); // compute a point a fixed distance ahead along our path.
|
|
bool FindClosestPointOnPath(const Vector *worldPos, int startIndex, int endIndex, Vector *close) const; // compute closest point on path to given point
|
|
bool IsStraightLinePathWalkable(const Vector *goal) const; // test for un-jumpable height change, or unrecoverable fall
|
|
|
|
mutable CountdownTimer m_avoidFriendTimer; // used to throttle how often we check for friends in our path
|
|
mutable bool m_isFriendInTheWay; // true if a friend is blocking our path
|
|
CountdownTimer m_politeTimer; // we'll wait for friend to move until this runs out
|
|
bool m_isWaitingBehindFriend; // true if we are waiting for a friend to move
|
|
|
|
#define ONLY_JUMP_DOWN true
|
|
bool DiscontinuityJump(float ground, bool onlyJumpDown = false, bool mustJump = false); // check if we need to jump due to height change
|
|
|
|
enum LadderNavState
|
|
{
|
|
APPROACH_ASCENDING_LADDER, // prepare to scale a ladder
|
|
APPROACH_DESCENDING_LADDER, // prepare to go down ladder
|
|
FACE_ASCENDING_LADDER,
|
|
FACE_DESCENDING_LADDER,
|
|
MOUNT_ASCENDING_LADDER, // move toward ladder until "on" it
|
|
MOUNT_DESCENDING_LADDER, // move toward ladder until "on" it
|
|
ASCEND_LADDER, // go up the ladder
|
|
DESCEND_LADDER, // go down the ladder
|
|
DISMOUNT_ASCENDING_LADDER, // get off of the ladder
|
|
DISMOUNT_DESCENDING_LADDER, // get off of the ladder
|
|
MOVE_TO_DESTINATION, // dismount ladder and move to destination area
|
|
}
|
|
m_pathLadderState;
|
|
bool m_pathLadderFaceIn; // if true, face towards ladder, otherwise face away
|
|
const CNavLadder *m_pathLadder; // the ladder we need to use to reach the next area
|
|
bool UpdateLadderMovement(); // called by UpdatePathMovement()
|
|
NavRelativeDirType m_pathLadderDismountDir; // which way to dismount
|
|
float m_pathLadderDismountTimestamp; // time when dismount started
|
|
float m_pathLadderEnd; // if ascending, z of top, if descending z of bottom
|
|
void ComputeLadderEndpoint(bool isAscending);
|
|
float m_pathLadderTimestamp; // time when we started using ladder - for timeout check
|
|
|
|
CountdownTimer m_mustRunTimer; // if nonzero, bot cannot walk
|
|
|
|
// game scenario mechanisms
|
|
CSGameState m_gameState;
|
|
|
|
// hostages mechanism
|
|
byte m_hostageEscortCount;
|
|
void UpdateHostageEscortCount();
|
|
float m_hostageEscortCountTimestamp;
|
|
bool m_isWaitingForHostage;
|
|
CountdownTimer m_inhibitWaitingForHostageTimer;
|
|
CountdownTimer m_waitForHostageTimer;
|
|
|
|
// listening mechanism
|
|
Vector m_noisePosition; // position we last heard non-friendly noise
|
|
float m_noiseTimestamp; // when we heard it (can get zeroed)
|
|
CNavArea *m_noiseArea; // the nav area containing the noise
|
|
float m_noiseCheckTimestamp;
|
|
PriorityType m_noisePriority; // priority of currently heard noise
|
|
bool UpdateLookAtNoise(); // return true if we decided to look towards the most recent noise source
|
|
bool m_isNoiseTravelRangeChecked;
|
|
|
|
// "looking around" mechanism
|
|
float m_lookAroundStateTimestamp; // time of next state change
|
|
float m_lookAheadAngle; // our desired forward look angle
|
|
float m_forwardAngle; // our current forward facing direction
|
|
float m_inhibitLookAroundTimestamp; // time when we can look around again
|
|
|
|
enum LookAtSpotState
|
|
{
|
|
NOT_LOOKING_AT_SPOT, // not currently looking at a point in space
|
|
LOOK_TOWARDS_SPOT, // in the process of aiming at m_lookAtSpot
|
|
LOOK_AT_SPOT, // looking at m_lookAtSpot
|
|
NUM_LOOK_AT_SPOT_STATES
|
|
}
|
|
m_lookAtSpotState;
|
|
|
|
Vector m_lookAtSpot; // the spot we're currently looking at
|
|
PriorityType m_lookAtSpotPriority;
|
|
float m_lookAtSpotDuration; // how long we need to look at the spot
|
|
float m_lookAtSpotTimestamp; // when we actually began looking at the spot
|
|
float m_lookAtSpotAngleTolerance; // how exactly we must look at the spot
|
|
bool m_lookAtSpotClearIfClose; // if true, the look at spot is cleared if it gets close to us
|
|
const char *m_lookAtDesc; // for debugging
|
|
void UpdateLookAt();
|
|
void UpdatePeripheralVision(); // update enounter spot timestamps, etc
|
|
float m_peripheralTimestamp;
|
|
|
|
enum { MAX_APPROACH_POINTS = 16 };
|
|
Vector m_approachPoint[MAX_APPROACH_POINTS];
|
|
unsigned char m_approachPointCount;
|
|
Vector m_approachPointViewPosition; // the position used when computing current approachPoint set
|
|
|
|
bool BendLineOfSight(const Vector *eye, const Vector *point, Vector *bend) const; // "bend" our line of sight until we can see the target point. Return bend point, false if cant bend.
|
|
bool FindApproachPointNearestPath(Vector *pos); // find the approach point that is nearest to our current path, ahead of us
|
|
|
|
bool m_isWaitingToTossGrenade; // lining up throw
|
|
CountdownTimer m_tossGrenadeTimer; // timeout timer for grenade tossing
|
|
|
|
SpotEncounter *m_spotEncounter; // the spots we will encounter as we move thru our current area
|
|
float m_spotCheckTimestamp; // when to check next encounter spot
|
|
|
|
// TODO: Add timestamp for each possible client to hiding spots
|
|
enum { MAX_CHECKED_SPOTS = 64 };
|
|
struct HidingSpotCheckInfo
|
|
{
|
|
HidingSpot *spot;
|
|
float timestamp;
|
|
}
|
|
m_checkedHidingSpot[MAX_CHECKED_SPOTS];
|
|
int m_checkedHidingSpotCount;
|
|
|
|
// view angle mechanism
|
|
float m_lookPitch; // our desired look pitch angle
|
|
float m_lookPitchVel;
|
|
float m_lookYaw; // our desired look yaw angle
|
|
float m_lookYawVel;
|
|
|
|
// aim angle mechanism
|
|
mutable Vector m_eyePos;
|
|
Vector m_aimOffset; // current error added to victim's position to get actual aim spot
|
|
Vector m_aimOffsetGoal; // desired aim offset
|
|
float m_aimOffsetTimestamp; // time of next offset adjustment
|
|
float m_aimSpreadTimestamp; // time used to determine max spread as it begins to tighten up
|
|
void SetAimOffset(float accuracy); // set the current aim offset
|
|
void UpdateAimOffset(); // wiggle aim error based on m_accuracy
|
|
Vector m_aimSpot; // the spot we are currently aiming to fire at
|
|
|
|
// attack state data
|
|
DispositionType m_disposition; // how we will react to enemies
|
|
CountdownTimer m_ignoreEnemiesTimer; // how long will we ignore enemies
|
|
mutable EntityHandle<CBasePlayer> m_enemy; // our current enemy
|
|
bool m_isEnemyVisible; // result of last visibility test on enemy
|
|
unsigned char m_visibleEnemyParts; // which parts of the visible enemy do we see
|
|
Vector m_lastEnemyPosition; // last place we saw the enemy
|
|
float m_lastSawEnemyTimestamp;
|
|
float m_firstSawEnemyTimestamp;
|
|
float m_currentEnemyAcquireTimestamp;
|
|
float m_enemyDeathTimestamp; // if m_enemy is dead, this is when he died
|
|
bool m_isLastEnemyDead; // true if we killed or saw our last enemy die
|
|
int m_nearbyEnemyCount; // max number of enemies we've seen recently
|
|
unsigned int m_enemyPlace; // the location where we saw most of our enemies
|
|
|
|
struct WatchInfo
|
|
{
|
|
float timestamp;
|
|
bool isEnemy;
|
|
}
|
|
m_watchInfo[MAX_CLIENTS];
|
|
mutable EntityHandle<CBasePlayer> m_bomber; // points to bomber if we can see him
|
|
|
|
int m_nearbyFriendCount; // number of nearby teammates
|
|
mutable EntityHandle<CBasePlayer> m_closestVisibleFriend; // the closest friend we can see
|
|
mutable EntityHandle<CBasePlayer> m_closestVisibleHumanFriend; // the closest human friend we can see
|
|
|
|
#ifdef REGAMEDLL_ADD
|
|
IntervalTimer m_attentionInterval; // time between attention checks
|
|
#endif
|
|
|
|
CBasePlayer *m_attacker; // last enemy that hurt us (may not be same as m_enemy)
|
|
float m_attackedTimestamp; // when we were hurt by the m_attacker
|
|
|
|
int m_lastVictimID; // the entindex of the last victim we killed, or zero
|
|
bool m_isAimingAtEnemy; // if true, we are trying to aim at our enemy
|
|
bool m_isRapidFiring; // if true, RunUpkeep() will toggle our primary attack as fast as it can
|
|
IntervalTimer m_equipTimer; // how long have we had our current weapon equipped
|
|
bool DoEquip(CBasePlayerWeapon *pWeapon); // equip the given item
|
|
|
|
void ReloadCheck(); // reload our weapon if we must
|
|
void SilencerCheck(); // use silencer
|
|
|
|
float m_fireWeaponTimestamp;
|
|
|
|
// reaction time system
|
|
enum { MAX_ENEMY_QUEUE = 20 };
|
|
struct ReactionState
|
|
{
|
|
// NOTE: player position & orientation is not currently stored separately
|
|
EntityHandle<CBasePlayer> player;
|
|
bool isReloading;
|
|
bool isProtectedByShield;
|
|
}
|
|
m_enemyQueue[MAX_ENEMY_QUEUE]; // round-robin queue for simulating reaction times
|
|
|
|
byte m_enemyQueueIndex;
|
|
byte m_enemyQueueCount;
|
|
byte m_enemyQueueAttendIndex; // index of the timeframe we are "conscious" of
|
|
|
|
CBasePlayer *FindMostDangerousThreat(); // return most dangerous threat in my field of view (feeds into reaction time queue)
|
|
|
|
// stuck detection
|
|
bool m_isStuck;
|
|
float m_stuckTimestamp; // time when we got stuck
|
|
Vector m_stuckSpot; // the location where we became stuck
|
|
NavRelativeDirType m_wiggleDirection;
|
|
float m_wiggleTimestamp;
|
|
float m_stuckJumpTimestamp; // time for next jump when stuck
|
|
|
|
enum { MAX_VEL_SAMPLES = 5 };
|
|
float m_avgVel[MAX_VEL_SAMPLES];
|
|
int m_avgVelIndex;
|
|
int m_avgVelCount;
|
|
Vector m_lastOrigin;
|
|
|
|
// chatter mechanism
|
|
GameEventType m_lastRadioCommand; // last radio command we recieved
|
|
void RespondToRadioCommands();
|
|
bool IsRadioCommand(GameEventType event) const; // returns true if the radio message is an order to do something
|
|
|
|
#define NO_FORCE false
|
|
void EndVoiceFeedback(bool force = true);
|
|
float m_lastRadioRecievedTimestamp; // time we recieved a radio message
|
|
float m_lastRadioSentTimestamp; // time when we send a radio message
|
|
EntityHandle<CBasePlayer> m_radioSubject; // who issued the radio message
|
|
Vector m_radioPosition; // position referred to in radio message
|
|
float m_voiceFeedbackStartTimestamp;
|
|
float m_voiceFeedbackEndTimestamp; // new-style "voice" chatter gets voice feedback
|
|
BotChatterInterface m_chatter;
|
|
|
|
// learn map mechanism
|
|
const CNavNode *m_navNodeList;
|
|
CNavNode *m_currentNode;
|
|
NavDirType m_generationDir;
|
|
|
|
enum ProcessType
|
|
{
|
|
PROCESS_NORMAL,
|
|
PROCESS_LEARN,
|
|
PROCESS_ANALYZE_ALPHA,
|
|
PROCESS_ANALYZE_BETA,
|
|
PROCESS_SAVE,
|
|
}
|
|
m_processMode;
|
|
CountdownTimer m_mumbleTimer;
|
|
CountdownTimer m_booTimer;
|
|
CountdownTimer m_relocateTimer;
|
|
|
|
CNavNode *AddNode(const Vector *destPos, const Vector *normal, NavDirType dir, CNavNode *source);
|
|
void StartLearnProcess();
|
|
void UpdateLearnProcess();
|
|
bool LearnStep();
|
|
void StartAnalyzeAlphaProcess();
|
|
void UpdateAnalyzeAlphaProcess();
|
|
bool AnalyzeAlphaStep();
|
|
void StartAnalyzeBetaProcess();
|
|
void UpdateAnalyzeBetaProcess();
|
|
bool AnalyzeBetaStep();
|
|
void StartSaveProcess();
|
|
void UpdateSaveProcess();
|
|
void StartNormalProcess();
|
|
|
|
#ifdef REGAMEDLL_ADD
|
|
bool IsNoticable(const CBasePlayer *pPlayer, unsigned char visibleParts) const; // return true if we "notice" given player
|
|
#endif
|
|
};
|
|
|
|
// Inlines
|
|
inline float CCSBot::GetCombatRange() const
|
|
{
|
|
return m_combatRange;
|
|
}
|
|
|
|
inline void CCSBot::SetRogue(bool rogue)
|
|
{
|
|
m_isRogue = rogue;
|
|
}
|
|
|
|
inline void CCSBot::Hurry(float duration)
|
|
{
|
|
m_hurryTimer.Start(duration);
|
|
}
|
|
|
|
inline float CCSBot::GetSafeTime() const
|
|
{
|
|
return m_safeTime;
|
|
}
|
|
|
|
inline bool CCSBot::IsCarryingBomb() const
|
|
{
|
|
return m_bHasC4;
|
|
}
|
|
|
|
inline bool CCSBot::IsFollowing() const
|
|
{
|
|
return m_isFollowing;
|
|
}
|
|
|
|
inline CBasePlayer *CCSBot::GetFollowLeader()
|
|
{
|
|
return m_leader;
|
|
}
|
|
|
|
inline float CCSBot::GetFollowDuration() const
|
|
{
|
|
return gpGlobals->time - m_followTimestamp;
|
|
}
|
|
|
|
inline bool CCSBot::CanAutoFollow() const
|
|
{
|
|
return (gpGlobals->time > m_allowAutoFollowTime);
|
|
}
|
|
|
|
inline void CCSBot::AimAtEnemy()
|
|
{
|
|
m_isAimingAtEnemy = true;
|
|
}
|
|
|
|
inline void CCSBot::StopAiming()
|
|
{
|
|
m_isAimingAtEnemy = false;
|
|
}
|
|
|
|
inline bool CCSBot::IsAimingAtEnemy() const
|
|
{
|
|
return m_isAimingAtEnemy;
|
|
}
|
|
|
|
inline bool CCSBot::IsSurprised() const
|
|
{
|
|
if (gpGlobals->time - m_surpriseTimestamp < 5.0f)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
inline float CCSBot::GetSurpriseDelay() const
|
|
{
|
|
if (!IsSurprised())
|
|
return 0.0f;
|
|
|
|
return m_surpriseDelay;
|
|
}
|
|
|
|
inline void CCSBot::ClearSurpriseDelay()
|
|
{
|
|
m_surpriseDelay = 0.0f;
|
|
m_surpriseTimestamp = 0.0f;
|
|
}
|
|
|
|
inline float CCSBot::GetStateTimestamp() const
|
|
{
|
|
return m_stateTimestamp;
|
|
}
|
|
|
|
inline CSGameState *CCSBot::GetGameState()
|
|
{
|
|
return &m_gameState;
|
|
}
|
|
|
|
inline const CSGameState *CCSBot::GetGameState() const
|
|
{
|
|
return &m_gameState;
|
|
}
|
|
|
|
inline bool CCSBot::IsAtBombsite()
|
|
{
|
|
return (m_signals.GetState() & SIGNAL_BOMB) == SIGNAL_BOMB;
|
|
}
|
|
|
|
inline CCSBot::MoraleType CCSBot::GetMorale() const
|
|
{
|
|
return m_morale;
|
|
}
|
|
|
|
inline bool CCSBot::IsNoiseHeard() const
|
|
{
|
|
if (m_noiseTimestamp <= 0.0f)
|
|
return false;
|
|
|
|
// primitive reaction time simulation - cannot "hear" noise until reaction time has elapsed
|
|
if (gpGlobals->time - m_noiseTimestamp >= GetProfile()->GetReactionTime())
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
inline void CCSBot::SetTask(TaskType task, CBaseEntity *pEntity)
|
|
{
|
|
m_task = task;
|
|
m_taskEntity = pEntity;
|
|
}
|
|
|
|
inline CCSBot::TaskType CCSBot::GetTask() const
|
|
{
|
|
return m_task;
|
|
}
|
|
|
|
inline CBaseEntity *CCSBot::GetTaskEntity()
|
|
{
|
|
return m_taskEntity;
|
|
}
|
|
|
|
inline CNavArea *CCSBot::GetNoiseArea() const
|
|
{
|
|
return m_noiseArea;
|
|
}
|
|
|
|
inline void CCSBot::ForgetNoise()
|
|
{
|
|
m_noiseTimestamp = 0.0f;
|
|
}
|
|
|
|
inline PriorityType CCSBot::GetNoisePriority() const
|
|
{
|
|
return m_noisePriority;
|
|
}
|
|
|
|
inline BotChatterInterface *CCSBot::GetChatter()
|
|
{
|
|
return &m_chatter;
|
|
}
|
|
|
|
inline bool CCSBot::IsUsingVoice() const
|
|
{
|
|
return (m_voiceFeedbackEndTimestamp != 0.0f);
|
|
}
|
|
|
|
inline CBasePlayer *CCSBot::GetEnemy()
|
|
{
|
|
return m_enemy;
|
|
}
|
|
|
|
inline int CCSBot::GetNearbyEnemyCount() const
|
|
{
|
|
return Q_min(GetEnemiesRemaining(), m_nearbyEnemyCount);
|
|
}
|
|
|
|
inline unsigned int CCSBot::GetEnemyPlace() const
|
|
{
|
|
return m_enemyPlace;
|
|
}
|
|
|
|
inline bool CCSBot::CanSeeBomber() const
|
|
{
|
|
return m_bomber.IsValid();
|
|
}
|
|
|
|
inline CBasePlayer *CCSBot::GetBomber() const
|
|
{
|
|
return m_bomber;
|
|
}
|
|
|
|
inline int CCSBot::GetNearbyFriendCount() const
|
|
{
|
|
return Q_min(GetFriendsRemaining(), m_nearbyFriendCount);
|
|
}
|
|
|
|
inline CBasePlayer *CCSBot::GetClosestVisibleFriend() const
|
|
{
|
|
return m_closestVisibleFriend;
|
|
}
|
|
|
|
inline CBasePlayer *CCSBot::GetClosestVisibleHumanFriend() const
|
|
{
|
|
return m_closestVisibleHumanFriend;
|
|
}
|
|
|
|
inline float CCSBot::GetTimeSinceAttacked() const
|
|
{
|
|
return gpGlobals->time - m_attackedTimestamp;
|
|
}
|
|
|
|
inline float CCSBot::GetFirstSawEnemyTimestamp() const
|
|
{
|
|
return m_firstSawEnemyTimestamp;
|
|
}
|
|
|
|
inline float CCSBot::GetLastSawEnemyTimestamp() const
|
|
{
|
|
return m_lastSawEnemyTimestamp;
|
|
}
|
|
|
|
inline float CCSBot::GetTimeSinceLastSawEnemy() const
|
|
{
|
|
return gpGlobals->time - m_lastSawEnemyTimestamp;
|
|
}
|
|
|
|
inline float CCSBot::GetTimeSinceAcquiredCurrentEnemy() const
|
|
{
|
|
return gpGlobals->time - m_currentEnemyAcquireTimestamp;
|
|
}
|
|
|
|
inline const Vector &CCSBot::GetLastKnownEnemyPosition() const
|
|
{
|
|
return m_lastEnemyPosition;
|
|
}
|
|
|
|
inline bool CCSBot::IsEnemyVisible() const
|
|
{
|
|
return m_isEnemyVisible;
|
|
}
|
|
|
|
inline float CCSBot::GetEnemyDeathTimestamp() const
|
|
{
|
|
return m_enemyDeathTimestamp;
|
|
}
|
|
|
|
inline int CCSBot::GetLastVictimID() const
|
|
{
|
|
return m_lastVictimID;
|
|
}
|
|
|
|
inline bool CCSBot::HasPath() const
|
|
{
|
|
return m_pathLength != 0;
|
|
}
|
|
|
|
inline void CCSBot::DestroyPath()
|
|
{
|
|
m_pathLength = 0;
|
|
m_pathLadder = nullptr;
|
|
}
|
|
|
|
inline CNavArea *CCSBot::GetLastKnownArea() const
|
|
{
|
|
return m_lastKnownArea;
|
|
}
|
|
|
|
inline const Vector &CCSBot::GetPathEndpoint() const
|
|
{
|
|
return m_path[m_pathLength - 1].pos;
|
|
}
|
|
|
|
inline const Vector &CCSBot::GetPathPosition(int numpath) const
|
|
{
|
|
return m_path[numpath].pos;
|
|
}
|
|
|
|
inline bool CCSBot::IsUsingLadder() const
|
|
{
|
|
return m_pathLadder != nullptr;
|
|
}
|
|
|
|
inline void CCSBot::SetGoalEntity(CBaseEntity *pEntity)
|
|
{
|
|
m_goalEntity = pEntity;
|
|
}
|
|
|
|
template <typename T>
|
|
inline T *CCSBot::GetGoalEntity()
|
|
{
|
|
return m_goalEntity.Get<T>();
|
|
}
|
|
|
|
inline void CCSBot::ForceRun(float duration)
|
|
{
|
|
Run();
|
|
m_mustRunTimer.Start(duration);
|
|
}
|
|
|
|
inline void CCSBot::SetLookAngles(float yaw, float pitch)
|
|
{
|
|
m_lookYaw = yaw;
|
|
m_lookPitch = pitch;
|
|
}
|
|
|
|
inline void CCSBot::SetForwardAngle(float angle)
|
|
{
|
|
m_forwardAngle = angle;
|
|
}
|
|
|
|
inline void CCSBot::SetLookAheadAngle(float angle)
|
|
{
|
|
m_lookAheadAngle = angle;
|
|
}
|
|
|
|
inline void CCSBot::ClearLookAt()
|
|
{
|
|
//PrintIfWatched("ClearLookAt()\n");
|
|
m_lookAtSpotState = NOT_LOOKING_AT_SPOT;
|
|
m_lookAtDesc = nullptr;
|
|
}
|
|
|
|
inline bool CCSBot::IsLookingAtSpot(PriorityType pri) const
|
|
{
|
|
if (m_lookAtSpotState != NOT_LOOKING_AT_SPOT && m_lookAtSpotPriority >= pri)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
inline bool CCSBot::IsViewMoving(float angleVelThreshold) const
|
|
{
|
|
if (m_lookYawVel < angleVelThreshold && m_lookYawVel > -angleVelThreshold &&
|
|
m_lookPitchVel < angleVelThreshold && m_lookPitchVel > -angleVelThreshold)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
inline bool CCSBot::IsSignificantlyCloser(const CBasePlayer *testPlayer, const CBasePlayer *referencePlayer) const
|
|
{
|
|
if (!referencePlayer || !testPlayer)
|
|
return true;
|
|
|
|
float testDist = (pev->origin - testPlayer->pev->origin).Length();
|
|
float referenceDist = (pev->origin - referencePlayer->pev->origin).Length();
|
|
|
|
const float significantRangeFraction = 0.7f;
|
|
if (testDist < referenceDist * significantRangeFraction)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
inline void CCSBot::ClearApproachPoints()
|
|
{
|
|
m_approachPointCount = 0;
|
|
}
|
|
|
|
inline bool CCSBot::IsThrowingGrenade() const
|
|
{
|
|
return m_isWaitingToTossGrenade;
|
|
}
|
|
|
|
inline void CCSBot::StartRapidFire()
|
|
{
|
|
m_isRapidFiring = true;
|
|
}
|
|
|
|
inline void CCSBot::StopRapidFire()
|
|
{
|
|
m_isRapidFiring = false;
|
|
}
|
|
|
|
inline CCSBot::ZoomType CCSBot::GetZoomLevel() const
|
|
{
|
|
if (m_iFOV > 60.0f)
|
|
return NO_ZOOM;
|
|
|
|
if (m_iFOV > 25.0f)
|
|
return LOW_ZOOM;
|
|
|
|
return HIGH_ZOOM;
|
|
}
|
|
|
|
inline int CCSBot::GetHostageEscortCount() const
|
|
{
|
|
return m_hostageEscortCount;
|
|
}
|
|
|
|
inline void CCSBot::IncreaseHostageEscortCount()
|
|
{
|
|
m_hostageEscortCount++;
|
|
}
|
|
|
|
inline void CCSBot::ResetWaitForHostagePatience()
|
|
{
|
|
m_isWaitingForHostage = false;
|
|
m_inhibitWaitingForHostageTimer.Invalidate();
|
|
}
|
|
|
|
inline float CCSBot::GetFeetZ() const
|
|
{
|
|
if (IsCrouching())
|
|
{
|
|
const Vector crouch(0, 0, -StepHeight);
|
|
return (pev->origin + crouch).z;
|
|
}
|
|
else
|
|
{
|
|
const Vector stand(0, 0, -HalfHumanHeight);
|
|
return (pev->origin + stand).z;
|
|
}
|
|
}
|
|
|
|
inline const Vector *CCSBot::GetNoisePosition() const
|
|
{
|
|
if (m_noiseTimestamp > 0.0f)
|
|
return &m_noisePosition;
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
inline bool CCSBot::IsAwareOfEnemyDeath() const
|
|
{
|
|
if (GetEnemyDeathTimestamp() == 0.0f)
|
|
return false;
|
|
|
|
if (!m_enemy.IsValid())
|
|
return true;
|
|
|
|
if (!m_enemy->IsAlive() && gpGlobals->time - GetEnemyDeathTimestamp() > (1.0f - GetProfile()->GetSkill()))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
inline bool CCSBot::IsNotMoving() const
|
|
{
|
|
const float stillSpeed = 10.0f;
|
|
return pev->velocity.IsLengthLessThan(stillSpeed);
|
|
}
|
|
|
|
inline bool CCSBot::HasAnyAmmo(CBasePlayerWeapon *weapon) const
|
|
{
|
|
return (weapon->m_iClip != 0 || m_rgAmmo[weapon->m_iPrimaryAmmoType] > 0);
|
|
}
|
|
|
|
class CollectRetreatSpotsFunctor
|
|
{
|
|
public:
|
|
CollectRetreatSpotsFunctor(CCSBot *me, float range)
|
|
{
|
|
m_me = me;
|
|
m_count = 0;
|
|
m_range = range;
|
|
}
|
|
|
|
enum { MAX_SPOTS = 256 };
|
|
|
|
bool operator()(CNavArea *area)
|
|
{
|
|
// collect all the hiding spots in this area
|
|
for (auto const spot : *area->GetHidingSpotList())
|
|
{
|
|
if (m_count >= MAX_SPOTS)
|
|
break;
|
|
|
|
// make sure hiding spot is in range
|
|
if (m_range > 0.0f)
|
|
{
|
|
if ((*spot->GetPosition() - m_me->pev->origin).IsLengthGreaterThan(m_range))
|
|
continue;
|
|
}
|
|
|
|
// if a Player is using this hiding spot, don't consider it
|
|
if (IsSpotOccupied(m_me, spot->GetPosition()))
|
|
{
|
|
// player is in hiding spot
|
|
// TODO: Check if player is moving or sitting still
|
|
continue;
|
|
}
|
|
|
|
// don't select spot if an enemy can see it
|
|
if (UTIL_IsVisibleToTeam(*spot->GetPosition() + Vector(0, 0, HalfHumanHeight), OtherTeam(m_me->m_iTeam)))
|
|
continue;
|
|
|
|
// don't select spot if it is closest to an enemy
|
|
CBasePlayer *owner = UTIL_GetClosestPlayer(spot->GetPosition());
|
|
if (owner && m_me->m_iTeam != owner->m_iTeam)
|
|
continue;
|
|
|
|
m_spot[m_count++] = spot->GetPosition();
|
|
}
|
|
|
|
// if we've filled up, stop searching
|
|
if (m_count == MAX_SPOTS)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
CCSBot *m_me;
|
|
float m_range;
|
|
|
|
const Vector *m_spot[MAX_SPOTS];
|
|
int m_count;
|
|
};
|
|
|
|
class FarthestHostage
|
|
{
|
|
public:
|
|
FarthestHostage(const CCSBot *me)
|
|
{
|
|
m_me = me;
|
|
m_farRange = -1.0f;
|
|
}
|
|
bool operator()(CHostage *hostage)
|
|
{
|
|
if (hostage->IsFollowing(m_me))
|
|
{
|
|
float range = (hostage->Center() - m_me->pev->origin).Length();
|
|
|
|
if (range > m_farRange)
|
|
{
|
|
m_farRange = range;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
const CCSBot *m_me;
|
|
float m_farRange;
|
|
};
|
|
|
|
// Functor used with NavAreaBuildPath()
|
|
class PathCost
|
|
{
|
|
public:
|
|
PathCost(CCSBot *pBot, RouteType route = SAFEST_ROUTE)
|
|
{
|
|
m_bot = pBot;
|
|
m_route = route;
|
|
}
|
|
float operator()(CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder)
|
|
{
|
|
const float baseDangerFactor = 100.0f;
|
|
|
|
// respond to the danger modulated by our aggression (even super-aggressives pay SOME attention to danger)
|
|
float dangerFactor = (1.0f - (0.95f * m_bot->GetProfile()->GetAggression())) * baseDangerFactor;
|
|
|
|
if (fromArea == nullptr)
|
|
{
|
|
if (m_route == FASTEST_ROUTE)
|
|
return 0.0f;
|
|
|
|
// first area in path, cost is just danger
|
|
return dangerFactor * area->GetDanger(m_bot->m_iTeam - 1);
|
|
}
|
|
else if ((fromArea->GetAttributes() & NAV_JUMP) && (area->GetAttributes() & NAV_JUMP))
|
|
{
|
|
// cannot actually walk in jump areas - disallow moving from jump area to jump area
|
|
return -1.0f;
|
|
}
|
|
else
|
|
{
|
|
// compute distance from previous area to this area
|
|
float dist;
|
|
if (ladder)
|
|
{
|
|
// ladders are slow to use
|
|
const float ladderPenalty = 1.0f;
|
|
dist = ladderPenalty * ladder->m_length;
|
|
|
|
// if we are currently escorting hostages, avoid ladders (hostages are confused by them)
|
|
//if (m_bot->GetHostageEscortCount())
|
|
// dist *= 100.0f;
|
|
}
|
|
else
|
|
{
|
|
dist = (*area->GetCenter() - *fromArea->GetCenter()).Length();
|
|
}
|
|
|
|
// compute distance travelled along path so far
|
|
float cost = dist + fromArea->GetCostSoFar();
|
|
|
|
// zombies ignore all path penalties
|
|
if (cv_bot_zombie.value > 0.0f)
|
|
return cost;
|
|
|
|
// add cost of "jump down" pain unless we're jumping into water
|
|
if (!area->IsConnected(fromArea, NUM_DIRECTIONS))
|
|
{
|
|
// this is a "jump down" (one way drop) transition - estimate damage we will take to traverse it
|
|
float fallDistance = -fromArea->ComputeHeightChange(area);
|
|
|
|
// if it's a drop-down ladder, estimate height from the bottom of the ladder to the lower area
|
|
//if (ladder && ladder->m_bottom.z < fromArea->GetCenter()->z && ladder->m_bottom.z > area->GetCenter()->z)
|
|
//{
|
|
// fallDistance = ladder->m_bottom.z - area->GetCenter()->z;
|
|
//}
|
|
|
|
float fallDamage = m_bot->GetApproximateFallDamage(fallDistance);
|
|
|
|
if (fallDamage > 0.0f)
|
|
{
|
|
// if the fall would kill us, don't use it
|
|
const float deathFallMargin = 10.0f;
|
|
if (fallDamage + deathFallMargin >= m_bot->pev->health)
|
|
return -1.0f;
|
|
|
|
// if we need to get there in a hurry, ignore minor pain
|
|
const float painTolerance = 15.0f * m_bot->GetProfile()->GetAggression() + 10.0f;
|
|
if (m_route != FASTEST_ROUTE || fallDamage > painTolerance)
|
|
{
|
|
// cost is proportional to how much it hurts when we fall
|
|
// 10 points - not a big deal, 50 points - ouch!
|
|
cost += 100.0f * fallDamage * fallDamage;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if this is a "crouch" area, add penalty
|
|
if (area->GetAttributes() & NAV_CROUCH)
|
|
{
|
|
// these areas are very slow to move through
|
|
real_t crouchPenalty = (m_route == FASTEST_ROUTE) ? 20.0f : 5.0f;
|
|
|
|
// avoid crouch areas if we are rescuing hostages
|
|
if (m_bot->GetHostageEscortCount())
|
|
{
|
|
crouchPenalty *= 3.0f;
|
|
}
|
|
|
|
cost += crouchPenalty * dist;
|
|
}
|
|
|
|
// if this is a "jump" area, add penalty
|
|
if (area->GetAttributes() & NAV_JUMP)
|
|
{
|
|
// jumping can slow you down
|
|
//const float jumpPenalty = (m_route == FASTEST_ROUTE) ? 100.0f : 0.5f;
|
|
const float jumpPenalty = 1.0f;
|
|
cost += jumpPenalty * dist;
|
|
}
|
|
|
|
if (m_route == SAFEST_ROUTE)
|
|
{
|
|
// add in the danger of this path - danger is per unit length travelled
|
|
cost += dist * dangerFactor * area->GetDanger(m_bot->m_iTeam - 1);
|
|
}
|
|
|
|
if (!m_bot->IsAttacking())
|
|
{
|
|
// add in cost of teammates in the way
|
|
// approximate density of teammates based on area
|
|
float size = (area->GetSizeX() + area->GetSizeY()) / 2.0f;
|
|
|
|
// degenerate check
|
|
if (size >= 1.0f)
|
|
{
|
|
// cost is proportional to the density of teammates in this area
|
|
const float costPerFriendPerUnit = 50000.0f;
|
|
cost += costPerFriendPerUnit * float(area->GetPlayerCount(m_bot->m_iTeam, m_bot)) / size;
|
|
}
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
|
|
return 0.0f;
|
|
}
|
|
|
|
private:
|
|
CCSBot *m_bot;
|
|
RouteType m_route;
|
|
};
|
|
|
|
class FollowTargetCollector
|
|
{
|
|
public:
|
|
FollowTargetCollector(CBasePlayer *pPlayer)
|
|
{
|
|
m_player = pPlayer;
|
|
m_forward.x = pPlayer->pev->velocity.x;
|
|
m_forward.y = pPlayer->pev->velocity.y;
|
|
|
|
float speed = m_forward.NormalizeInPlace();
|
|
|
|
const float walkSpeed = 100.0f;
|
|
if (speed < walkSpeed)
|
|
{
|
|
m_cutoff.x = pPlayer->pev->origin.x;
|
|
m_cutoff.y = pPlayer->pev->origin.y;
|
|
|
|
m_forward.x = 0.0f;
|
|
m_forward.y = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
const float k = 1.5f;
|
|
real_t trimSpeed = (speed < 200.0f) ? speed : 200.0f;
|
|
|
|
m_cutoff.x = pPlayer->pev->origin.x + k * trimSpeed * m_forward.x;
|
|
m_cutoff.y = pPlayer->pev->origin.y + k * trimSpeed * m_forward.y;
|
|
}
|
|
|
|
m_targetAreaCount = 0;
|
|
}
|
|
|
|
enum { MAX_TARGET_AREAS = 128 };
|
|
bool operator()(CNavArea *area)
|
|
{
|
|
if (m_targetAreaCount >= MAX_TARGET_AREAS)
|
|
return false;
|
|
|
|
// only use two-way connections
|
|
if (!area->GetParent() || area->IsConnected(area->GetParent(), NUM_DIRECTIONS))
|
|
{
|
|
if (m_forward.IsZero())
|
|
{
|
|
m_targetArea[m_targetAreaCount++] = area;
|
|
}
|
|
else
|
|
{
|
|
// collect areas in the direction of the player's forward motion
|
|
Vector2D to(((*area->GetCenter()).x - m_cutoff.x), (*area->GetCenter()).y - m_cutoff.y);
|
|
to.NormalizeInPlace();
|
|
|
|
if (DotProduct(to, m_forward) > 0.7071f)
|
|
{
|
|
m_targetArea[m_targetAreaCount++] = area;
|
|
}
|
|
}
|
|
}
|
|
|
|
return (m_targetAreaCount < MAX_TARGET_AREAS);
|
|
}
|
|
|
|
CBasePlayer *m_player;
|
|
Vector2D m_forward;
|
|
Vector2D m_cutoff;
|
|
CNavArea *m_targetArea[MAX_TARGET_AREAS];
|
|
int m_targetAreaCount;
|
|
};
|
|
|
|
void InstallBotControl();
|
|
void Bot_ServerCommand();
|
|
void Bot_RegisterCVars();
|
|
int GetBotFollowCount(CBasePlayer *pLeader);
|
|
const Vector *FindNearbyRetreatSpot(CCSBot *me, float maxRange);
|
|
|
|
void drawProgressMeter(float progress, char *title);
|
|
void startProgressMeter(const char *title);
|
|
void hideProgressMeter();
|
|
|
|
bool isSniperRifle(CBasePlayerItem *item);
|
|
float StayOnLadderLine(CCSBot *me, const CNavLadder *ladder);
|