mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
1514 lines
38 KiB
C++
1514 lines
38 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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#ifndef CS_BOT_H
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#define CS_BOT_H
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#ifdef _WIN32
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#pragma once
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#endif
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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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#define CSBOT_VERSION_MAJOR 1
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#define CSBOT_VERSION_MINOR 50
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#define FLAG_PROGRESS_DRAW 0x0 // draw status bar progress
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#define FLAG_PROGRESS_START 0x1 // init status bar progress
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#define FLAG_PROGRESS_HIDE 0x2 // hide status bar progress
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#ifdef HOOK_GAMEDLL
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#define _navAreaCount (*pnavAreaCount)
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#define _currentIndex (*pcurrentIndex)
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#endif // HOOK_GAMEDLL
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extern int _navAreaCount;
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extern int _currentIndex;
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/* <3327a8> ../cstrike/dlls/bot/cs_bot.h:44 */
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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(void) const = 0;
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};/* size: 4, cachelines: 1, members: 1 */
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/* <3328b8> ../cstrike/dlls/bot/cs_bot.h:53 */
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class IdleState: public BotState
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{
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public:
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NOBODY virtual void OnEnter(CCSBot *me);
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NOBODY virtual void OnUpdate(CCSBot *me);
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virtual const char *GetName(void) const
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{
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return "Idle";
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}
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};/* size: 4, cachelines: 1, members: 1 */
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/* <3328d9> ../cstrike/dlls/bot/cs_bot.h:61 */
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class HuntState: public BotState
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{
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public:
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NOBODY virtual void OnEnter(CCSBot *me);
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NOBODY virtual void OnUpdate(CCSBot *me);
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NOBODY virtual void OnExit(CCSBot *me);
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virtual const char *GetName(void) const
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{
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return "Hunt";
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}
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void ClearHuntArea(void)
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{
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m_huntArea = NULL;
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}
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private:
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CNavArea *m_huntArea;
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};/* size: 8, cachelines: 1, members: 2 */
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/* <3328fb> ../cstrike/dlls/bot/cs_bot.h:75 */
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class AttackState: public BotState
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{
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public:
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NOBODY virtual void OnEnter(CCSBot *me);
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NOBODY virtual void OnUpdate(CCSBot *me);
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NOBODY virtual void OnExit(CCSBot *me);
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virtual const char *GetName(void) const
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{
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return "Attack";
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}
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void SetCrouchAndHold(bool crouch)
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{
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m_crouchAndHold = crouch;
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}
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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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};/* size: 60, cachelines: 1, members: 17 */
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/* <332922> ../cstrike/dlls/bot/cs_bot.h:120 */
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class InvestigateNoiseState: public BotState
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{
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public:
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NOBODY virtual void OnEnter(CCSBot *me);
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NOBODY virtual void OnUpdate(CCSBot *me);
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NOBODY virtual void OnExit(CCSBot *me);
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virtual const char *GetName(void) const
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{
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return "InvestigateNoise";
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}
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private:
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NOBODY void AttendCurrentNoise(CCSBot *me);
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Vector m_checkNoisePosition;
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};/* size: 16, cachelines: 1, members: 2 */
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/* <332949> ../cstrike/dlls/bot/cs_bot.h:133 */
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class BuyState: public BotState
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{
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public:
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NOBODY virtual void OnEnter(CCSBot *me);
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NOBODY virtual void OnUpdate(CCSBot *me);
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NOBODY virtual void OnExit(CCSBot *me);
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virtual const char *GetName(void) const
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{
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return "Buy";
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}
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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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};/* size: 28, cachelines: 1, members: 10 */
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/* <332970> ../cstrike/dlls/bot/cs_bot.h:154 */
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class MoveToState: public BotState
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{
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public:
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NOBODY virtual void OnEnter(CCSBot *me);
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NOBODY virtual void OnUpdate(CCSBot *me);
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NOBODY virtual void OnExit(CCSBot *me);
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virtual const char *GetName(void) const
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{
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return "MoveTo";
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}
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void SetGoalPosition(const Vector &pos)
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{
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m_goalPosition = pos;
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}
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void SetRouteType(RouteType route)
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{
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m_routeType = route;
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}
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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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};/* size: 24, cachelines: 1, members: 5 */
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/* <332997> ../cstrike/dlls/bot/cs_bot.h:171 */
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class FetchBombState: public BotState
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{
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public:
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NOBODY virtual void OnEnter(CCSBot *me);
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NOBODY virtual void OnUpdate(CCSBot *me);
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virtual const char *GetName(void) const
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{
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return "FetchBomb";
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}
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};/* size: 4, cachelines: 1, members: 1 */
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/* <3329be> ../cstrike/dlls/bot/cs_bot.h:179 */
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class PlantBombState: public BotState
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{
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public:
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NOBODY virtual void OnEnter(CCSBot *me);
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NOBODY virtual void OnUpdate(CCSBot *me);
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NOBODY virtual void OnExit(CCSBot *me);
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virtual const char *GetName(void) const
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{
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return "PlantBomb";
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// TODO: ??
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//return &statement.m_next[3];
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}
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};/* size: 4, cachelines: 1, members: 1 */
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/* <3329e5> ../cstrike/dlls/bot/cs_bot.h:188 */
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class DefuseBombState: public BotState
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{
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public:
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NOBODY virtual void OnEnter(CCSBot *me);
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NOBODY virtual void OnUpdate(CCSBot *me);
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NOBODY virtual void OnExit(CCSBot *me);
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virtual const char *GetName(void) const
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{
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return "DefuseBomb";
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}
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};/* size: 4, cachelines: 1, members: 1 */
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/* <332a0c> ../cstrike/dlls/bot/cs_bot.h:197 */
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class HideState: public BotState
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{
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public:
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NOBODY virtual void OnEnter(CCSBot *me);
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NOBODY virtual void OnUpdate(CCSBot *me);
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NOBODY virtual void OnExit(CCSBot *me);
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virtual const char *GetName(void) const
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{
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return "Hide";
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}
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void SetHidingSpot(const Vector &pos)
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{
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m_hidingSpot = pos;
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}
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const Vector &GetHidingSpot(void) const
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{
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return m_hidingSpot;
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}
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void SetSearchArea(CNavArea *area)
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{
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m_searchFromArea = area;
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}
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void SetSearchRange(float range)
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{
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m_range = range;
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}
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void SetDuration(float time)
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{
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m_duration = time;
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}
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void SetHoldPosition(bool hold)
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{
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m_isHoldingPosition = hold;
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}
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bool IsAtSpot(void) const
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{
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return m_isAtSpot;
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}
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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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};/* size: 64, cachelines: 1, members: 12 */
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/* <332a33> ../cstrike/dlls/bot/cs_bot.h:234 */
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class EscapeFromBombState: public BotState
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{
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public:
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NOBODY virtual void OnEnter(CCSBot *me);
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NOBODY virtual void OnUpdate(CCSBot *me);
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NOBODY virtual void OnExit(CCSBot *me);
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virtual const char *GetName(void) const
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{
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return "EscapeFromBomb";
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}
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};/* size: 4, cachelines: 1, members: 1 */
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/* <332a5a> ../cstrike/dlls/bot/cs_bot.h:243 */
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class FollowState: public BotState
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{
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public:
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NOBODY virtual void OnEnter(CCSBot *me);
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NOBODY virtual void OnUpdate(CCSBot *me);
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NOBODY virtual void OnExit(CCSBot *me);
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virtual const char *GetName(void) const
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{
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return "Follow";
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}
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void SetLeader(CBaseEntity *leader)
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{
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m_leader = leader;
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}
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private:
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NOBODY void ComputeLeaderMotionState(float leaderSpeed);
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private:
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EHANDLE 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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};/* size: 76, cachelines: 2, members: 14 */
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/* <332a81> ../cstrike/dlls/bot/cs_bot.h:282 */
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class UseEntityState: public BotState
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{
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public:
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NOBODY virtual void OnEnter(CCSBot *me);
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NOBODY virtual void OnUpdate(CCSBot *me);
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NOBODY virtual void OnExit(CCSBot *me);
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virtual const char *GetName(void) const
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{
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return "UseEntity";
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}
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void SetEntity(CBaseEntity *entity)
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{
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m_entity = entity;
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}
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private:
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EHANDLE m_entity;
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};/* size: 12, cachelines: 1, members: 2 */
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/* <32b267> ../cstrike/dlls/bot/cs_bot.h:300 */
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class CCSBot: public CBot
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{
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public:
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CCSBot(void)
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{
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};
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public:
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NOBODY virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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NOBODY virtual void Killed(entvars_t *pevAttacker, int iGib);
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NOBODY virtual void RoundRespawn(void);
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NOBODY virtual void Blind(float duration, float holdTime, float fadeTime, int alpha = 255);
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NOBODY virtual void OnTouchingWeapon(CWeaponBox *box);
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NOBODY virtual bool Initialize(const BotProfile *profile);
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NOBODY virtual void SpawnBot(void);
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virtual void Upkeep(void);
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NOBODY virtual void Update(void);
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NOBODY virtual void Walk(void);
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NOBODY virtual bool Jump(bool mustJump = false);
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NOBODY virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL);
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// TODO: change both places?
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NOBODY virtual bool IsVisible(const Vector *pos, bool testFOV = false) const;
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NOBODY virtual bool IsVisible(CBasePlayer *player, bool testFOV = false, unsigned char *visParts = NULL) const;
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virtual bool IsEnemyPartVisible(VisiblePartType part) const;
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#ifdef HOOK_GAMEDLL
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bool Initialize_(const BotProfile *profile);
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void SpawnBot_(void);
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void Upkeep_(void);
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void Update_(void);
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void Walk_(void);
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bool Jump_(bool mustJump);
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void Blind_(float duration, float holdTime, float fadeTime, int alpha);
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int TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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void Killed_(entvars_t *pevAttacker, int iGib);
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void OnTouchingWeapon_(CWeaponBox *box);
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void OnEvent_(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
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bool IsVisible_(const Vector *pos, bool testFOV) const;
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bool IsVisible_(CBasePlayer *player, bool testFOV, unsigned char *visParts) const;
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bool IsEnemyPartVisible_(VisiblePartType part) const;
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void RoundRespawn_(void);
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#endif // HOOK_GAMEDLL
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public:
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void Disconnect(void);
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float GetCombatRange(void) const
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{
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return m_combatRange;
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}
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NOBODY bool IsRogue(void)const;
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void SetRogue(bool rogue)
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{
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m_isRogue = rogue;
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}
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NOBODY bool IsHurrying(void) const;
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void Hurry(float duration)
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{
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m_hurryTimer.Start(duration);
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}
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NOBODY bool IsSafe(void) const;
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NOBODY bool IsWellPastSafe(void) const;
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NOBODY bool IsEndOfSafeTime(void) const;
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NOBODY float GetSafeTimeRemaining(void) const;
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float GetSafeTime(void) const
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{
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return m_safeTime;
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}
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NOBODY bool IsUnhealthy(void);
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NOBODY void Idle(void);
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NOBODY void Hide(CNavArea *searchFromArea = NULL, float duration = -1.0f, float hideRange = 750.0f, bool holdPosition = false);
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NOBODY void Hide(const Vector *hidingSpot = NULL, float duration = -1.0f, bool holdPosition = false);
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NOBODY bool TryToHide(CNavArea *searchFromArea = NULL, float duration = -1.0f, float hideRange = 750.0f, bool holdPosition = false, bool useNearest = false);
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NOBODY bool TryToRetreat(void);
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bool IsHiding(void) const;
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bool IsAtHidingSpot(void) const;
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NOBODY void Hunt(void);
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NOBODY bool IsHunting(void) const;
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NOBODY void Attack(CBasePlayer *victim);
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NOBODY void FireWeaponAtEnemy(void);
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NOBODY void StopAttacking(void);
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bool IsAttacking(void) const;
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NOBODY void MoveTo(const Vector *pos, RouteType route = SAFEST_ROUTE);
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NOBODY bool IsMovingTo(void) const;
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NOBODY void PlantBomb(void);
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NOBODY void FetchBomb(void);
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NOBODY bool NoticeLooseBomb(void) const;
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NOBODY bool CanSeeLooseBomb(void) const;
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bool IsCarryingBomb(void)
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{
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//TODO: unsure
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//return (m_bomber.Get() != NULL);
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return false;
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}
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NOBODY void DefuseBomb(void);
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NOBODY bool IsDefusingBomb(void) const;
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NOBODY bool CanSeePlantedBomb(void) const;
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NOBODY void EscapeFromBomb(void);
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NOBODY bool IsEscapingFromBomb(void) const;
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NOBODY void RescueHostages(void);
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NOBODY void UseEntity(CBaseEntity *entity);
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NOBODY bool IsBuying(void) const;
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NOBODY void Panic(CBasePlayer *enemy);
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NOBODY void Follow(CBasePlayer *player);
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NOBODY void ContinueFollowing(void);
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NOBODY void StopFollowing(void);
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bool IsFollowing(void) const
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{
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return m_isFollowing;
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}
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|
CBasePlayer *GetFollowLeader(void)
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|
{
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CBaseEntity *entity = (CBaseEntity *)m_leader;
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return (CBasePlayer *)entity;
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}
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|
float GetFollowDuration(void) const
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|
{
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return (gpGlobals->time - m_followTimestamp);
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}
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|
bool CanAutoFollow(void) const
|
|
{
|
|
return (gpGlobals->time > m_allowAutoFollowTime);
|
|
}
|
|
NOBODY bool IsNotMoving(void);
|
|
void AimAtEnemy(void)
|
|
{
|
|
m_isAimingAtEnemy = true;
|
|
}
|
|
void StopAiming(void)
|
|
{
|
|
m_isAimingAtEnemy = false;
|
|
}
|
|
bool IsAimingAtEnemy(void) const
|
|
{
|
|
return m_isAimingAtEnemy;
|
|
}
|
|
bool IsSurprised(void) const
|
|
{
|
|
return (gpGlobals->time - this->m_surpriseTimestamp >= 5.0f);
|
|
}
|
|
float GetSurpriseDelay(void) const
|
|
{
|
|
return m_surpriseDelay;
|
|
}
|
|
void ClearSurpriseDelay(void)
|
|
{
|
|
m_surpriseDelay = 0.0f;
|
|
}
|
|
float GetStateTimestamp(void) const
|
|
{
|
|
return m_stateTimestamp;
|
|
}
|
|
NOBODY bool IsDoingScenario(void);
|
|
CSGameState *GetGameState(void)
|
|
{
|
|
return &m_gameState;
|
|
}
|
|
const CSGameState *GetGameState(void) const
|
|
{
|
|
return &m_gameState;
|
|
}
|
|
bool IsAtBombsite(void) const
|
|
{
|
|
UNTESTED
|
|
// TODO: return true if we are in a bomb planting zone
|
|
return GetGameState()->IsAtPlantedBombsite();
|
|
}
|
|
NOBODY bool GuardRandomZone(float range = 500.0f);
|
|
NOBODY bool IsBusy(void) const;
|
|
|
|
enum TaskType
|
|
{
|
|
SEEK_AND_DESTROY = 0,
|
|
PLANT_BOMB,
|
|
FIND_TICKING_BOMB,
|
|
DEFUSE_BOMB,
|
|
GUARD_TICKING_BOMB,
|
|
GUARD_BOMB_DEFUSER,
|
|
GUARD_LOOSE_BOMB,
|
|
GUARD_BOMB_ZONE,
|
|
ESCAPE_FROM_BOMB,
|
|
HOLD_POSITION,
|
|
FOLLOW,
|
|
VIP_ESCAPE,
|
|
GUARD_VIP_ESCAPE_ZONE,
|
|
COLLECT_HOSTAGES,
|
|
RESCUE_HOSTAGES,
|
|
GUARD_HOSTAGES,
|
|
GUARD_HOSTAGE_RESCUE_ZONE,
|
|
MOVE_TO_LAST_KNOWN_ENEMY_POSITION,
|
|
MOVE_TO_SNIPER_SPOT,
|
|
SNIPING,
|
|
};
|
|
|
|
void SetTask(TaskType task, CBaseEntity *entity = NULL)
|
|
{
|
|
m_task = task;
|
|
m_taskEntity = entity;
|
|
}
|
|
TaskType GetTask(void) const
|
|
{
|
|
return m_task;
|
|
}
|
|
CBaseEntity *GetTaskEntity(void)
|
|
{
|
|
return m_taskEntity;
|
|
}
|
|
|
|
enum DispositionType
|
|
{
|
|
ENGAGE_AND_INVESTIGATE,
|
|
OPPORTUNITY_FIRE,
|
|
SELF_DEFENSE,
|
|
IGNORE_ENEMIES,
|
|
};
|
|
|
|
NOBODY void SetDisposition(DispositionType disposition);
|
|
DispositionType GetDisposition(void) const;
|
|
NOBODY void IgnoreEnemies(float duration);
|
|
|
|
enum MoraleType
|
|
{
|
|
TERRIBLE = -3,
|
|
BAD = -2,
|
|
NEGATIVE = -1,
|
|
NEUTRAL = 0,
|
|
POSITIVE = 1,
|
|
GOOD = 2,
|
|
EXCELLENT = 3,
|
|
};
|
|
MoraleType GetMorale(void) const
|
|
{
|
|
return m_morale;
|
|
}
|
|
NOBODY void IncreaseMorale(void);
|
|
void DecreaseMorale(void);
|
|
bool IsNoiseHeard(void) const
|
|
{
|
|
if (m_noiseTimestamp <= 0.0f)
|
|
return false;
|
|
|
|
if (gpGlobals->time - m_noiseTimestamp >= GetProfile()->GetReactionTime())
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
NOBODY bool ShouldInvestigateNoise(float *retNoiseDist);
|
|
NOBODY void InvestigateNoise(void);
|
|
NOBODY const Vector *GetNoisePosition(void);
|
|
CNavArea *GetNoiseArea(void) const
|
|
{
|
|
return m_noiseArea;
|
|
}
|
|
void ForgetNoise(void)
|
|
{
|
|
m_noiseTimestamp = 0;
|
|
}
|
|
NOBODY bool CanSeeNoisePosition(void);
|
|
NOBODY float GetNoiseRange(void) const
|
|
{
|
|
return 0.0f;
|
|
}
|
|
NOBODY bool CanHearNearbyEnemyGunfire(float range = -1.0f);
|
|
PriorityType GetNoisePriority(void) const
|
|
{
|
|
return m_noisePriority;
|
|
}
|
|
NOBODY void SendRadioMessage(GameEventType event);
|
|
BotChatterInterface *GetChatter(void)
|
|
{
|
|
return &m_chatter;
|
|
}
|
|
NOBODY bool RespondToHelpRequest(CBasePlayer *them, Place place, float maxRange = -1.0f);
|
|
NOBODY void StartVoiceFeedback(float duration);
|
|
bool IsUsingVoice(void) const
|
|
{
|
|
return (m_voiceFeedbackEndTimestamp != 0.0f); //return (m_voiceFeedbackEndTimestamp > gpGlobals->time);
|
|
}
|
|
void SetEnemy(CBasePlayer *enemy);
|
|
CBasePlayer *GetEnemy(void)
|
|
{
|
|
return GetClassPtr((CBasePlayer *)m_enemy->pev);
|
|
}
|
|
int GetNearbyEnemyCount(void) const
|
|
{
|
|
return _min(GetEnemiesRemaining(), m_nearbyEnemyCount);
|
|
}
|
|
unsigned int GetEnemyPlace(void) const
|
|
{
|
|
return m_enemyPlace;
|
|
}
|
|
NOBODY bool CanSeeBomber(void);
|
|
CBasePlayer *GetBomber(void) const
|
|
{
|
|
return GetClassPtr((CBasePlayer *)m_bomber->pev);
|
|
}
|
|
int GetNearbyFriendCount(void) const
|
|
{
|
|
return _min(GetFriendsRemaining(), m_nearbyFriendCount);
|
|
}
|
|
CBasePlayer *GetClosestVisibleFriend(void) const
|
|
{
|
|
return GetClassPtr((CBasePlayer *)m_closestVisibleFriend->pev);
|
|
}
|
|
CBasePlayer *GetClosestVisibleHumanFriend(void) const
|
|
{
|
|
return GetClassPtr((CBasePlayer *)m_closestVisibleHumanFriend->pev);
|
|
}
|
|
NOBODY bool IsOutnumbered(void);
|
|
NOBODY int OutnumberedCount(void);
|
|
NOBODY CBasePlayer *GetImportantEnemy(bool checkVisibility);
|
|
NOBODY void UpdateReactionQueue(void);
|
|
CBasePlayer *GetRecognizedEnemy(void);
|
|
NOBODY bool IsRecognizedEnemyReloading(void);
|
|
NOBODY bool IsRecognizedEnemyProtectedByShield(void);
|
|
NOBODY float GetRangeToNearestRecognizedEnemy(void);
|
|
NOBODY CBasePlayer *GetAttacker(void);
|
|
float GetTimeSinceAttacked(void) const
|
|
{
|
|
return gpGlobals->time - m_attackedTimestamp;
|
|
}
|
|
NOBODY float GetFirstSawEnemyTimestamp(void);
|
|
float GetLastSawEnemyTimestamp(void) const
|
|
{
|
|
return m_lastSawEnemyTimestamp;
|
|
}
|
|
float GetTimeSinceLastSawEnemy(void) const
|
|
{
|
|
return gpGlobals->time - m_lastSawEnemyTimestamp;
|
|
}
|
|
float GetTimeSinceAcquiredCurrentEnemy(void) const
|
|
{
|
|
return (gpGlobals->time - m_currentEnemyAcquireTimestamp);
|
|
}
|
|
NOBODY bool HasNotSeenEnemyForLongTime(void) const;
|
|
const Vector &GetLastKnownEnemyPosition(void) const
|
|
{
|
|
return m_lastEnemyPosition;
|
|
}
|
|
bool IsEnemyVisible(void) const
|
|
{
|
|
return m_isEnemyVisible;
|
|
}
|
|
float GetEnemyDeathTimestamp(void) const
|
|
{
|
|
return m_enemyDeathTimestamp;
|
|
}
|
|
NOBODY bool IsFriendInLineOfFire(void);
|
|
NOBODY bool IsAwareOfEnemyDeath(void) const;
|
|
int GetLastVictimID(void) const
|
|
{
|
|
return m_lastVictimID;
|
|
}
|
|
bool HasPath(void) const
|
|
{
|
|
return m_pathLength != 0;
|
|
}
|
|
void DestroyPath(void)
|
|
{
|
|
m_pathLength = 0;
|
|
m_pathLadder = NULL;
|
|
}
|
|
float GetFeetZ(void) const
|
|
{
|
|
const Vector crouch = VEC_DUCK_HULL_MIN_Z;
|
|
const Vector stand = VEC_HULL_MIN_Z;
|
|
|
|
return (IsCrouching()) ? (pev->origin + crouch).z : (pev->origin + stand).z;
|
|
}
|
|
|
|
enum PathResult
|
|
{
|
|
PROGRESSING,
|
|
END_OF_PATH,
|
|
PATH_FAILURE,
|
|
};
|
|
NOBODY PathResult UpdatePathMovement(bool allowSpeedChange);
|
|
//bool AStarSearch(CNavArea *startArea); // NOXREF Not implemented
|
|
NOBODY bool ComputePath(CNavArea *goalArea, const Vector *goal, RouteType route);
|
|
NOBODY bool StayOnNavMesh(void);
|
|
CNavArea *GetLastKnownArea(void) const
|
|
{
|
|
return m_lastKnownArea;
|
|
}
|
|
const Vector &GetPathEndpoint(void) const
|
|
{
|
|
return m_path[ m_pathLength - 1 ].pos;
|
|
}
|
|
NOBODY float GetPathDistanceRemaining(void);
|
|
NOBODY void ResetStuckMonitor(void);
|
|
//bool IsAreaVisible(CNavArea *area); // NOXREF Not implemented
|
|
const Vector &GetPathPosition(int numpath) const
|
|
{
|
|
return m_path[ numpath ].pos;
|
|
}
|
|
NOBODY bool GetSimpleGroundHeightWithFloor(const Vector *pos, float *height, Vector *normal);
|
|
NOBODY Place GetPlace(void);
|
|
bool IsUsingLadder(void) const
|
|
{
|
|
return (m_pathLadder != NULL);
|
|
}
|
|
NOBODY void GetOffLadder(void);
|
|
void SetGoalEntity(CBaseEntity *entity)
|
|
{
|
|
m_goalEntity = entity;
|
|
}
|
|
CBaseEntity *GetGoalEntity(void)
|
|
{
|
|
return m_goalEntity;
|
|
}
|
|
NOBODY bool IsNearJump(void);
|
|
NOBODY float GetApproximateFallDamage(float height);
|
|
void ForceRun(float duration)
|
|
{
|
|
Run();
|
|
m_mustRunTimer.Start(duration);
|
|
}
|
|
NOBODY void Wiggle(void);
|
|
NOBODY bool IsFriendInTheWay(Vector *goalPos);
|
|
NOBODY void FeelerReflexAdjustment(Vector *goalPosition);
|
|
void SetLookAngles(float yaw, float pitch)
|
|
{
|
|
m_lookYaw = yaw;
|
|
m_lookPitch = pitch;
|
|
}
|
|
void UpdateLookAngles(void);
|
|
|
|
NOBODY void UpdateLookAround(bool updateNow);
|
|
NOBODY void InhibitLookAround(float duration);
|
|
void SetForwardAngle(float angle)
|
|
{
|
|
m_forwardAngle = angle;
|
|
}
|
|
void SetLookAheadAngle(float angle)
|
|
{
|
|
m_lookAheadAngle = angle;
|
|
}
|
|
void SetLookAt(const char *desc, const Vector *pos, PriorityType pri, float duration = -1.0f, bool clearIfClose = false, float angleTolerance = 5.0f);
|
|
|
|
void ClearLookAt(void)
|
|
{
|
|
m_lookAtSpotState = NOT_LOOKING_AT_SPOT;
|
|
m_lookAtDesc = NULL;
|
|
}
|
|
bool IsLookingAtSpot(PriorityType pri) const
|
|
{
|
|
if (m_lookAtSpotState != NOT_LOOKING_AT_SPOT && m_lookAtSpotPriority >= pri)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
bool IsViewMoving(float angleVelThreshold) const
|
|
{
|
|
if (m_lookYawVel < angleVelThreshold && m_lookYawVel > -angleVelThreshold &&
|
|
m_lookPitchVel < angleVelThreshold && m_lookPitchVel > -angleVelThreshold)
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
NOBODY const Vector *GetEyePosition(void) const;
|
|
NOBODY float ComputeWeaponSightRange(void);
|
|
NOBODY void ComputeApproachPoints(void);
|
|
NOBODY void UpdateApproachPoints(void);
|
|
void ClearApproachPoints(void)
|
|
{
|
|
m_approachPointCount = 0;
|
|
}
|
|
NOBODY void DrawApproachPoints(void);
|
|
NOBODY float GetHidingSpotCheckTimestamp(HidingSpot *spot);
|
|
NOBODY void SetHidingSpotCheckTimestamp(HidingSpot *spot);
|
|
NOBODY void EquipBestWeapon(bool mustEquip);
|
|
NOBODY void EquipPistol(void);
|
|
NOBODY void EquipKnife(void);
|
|
NOBODY bool EquipGrenade(bool noSmoke);
|
|
bool IsUsingKnife(void);
|
|
bool IsUsingPistol(void);
|
|
bool IsUsingGrenade(void);
|
|
bool IsUsingSniperRifle(void);
|
|
bool IsUsingAWP(void);
|
|
NOBODY bool IsSniper(void);
|
|
NOBODY bool IsSniping(void);
|
|
bool IsUsingShotgun(void);
|
|
bool IsUsingMachinegun(void);
|
|
void ThrowGrenade(const Vector *target);
|
|
bool IsThrowingGrenade(void) const
|
|
{
|
|
return m_isWaitingToTossGrenade;
|
|
}
|
|
NOBODY bool HasGrenade(void);
|
|
NOBODY bool DoesActiveWeaponHaveSilencer(void);
|
|
NOBODY bool IsUsingHEGrenade(void);
|
|
NOBODY void StartRapidFire(void);
|
|
NOBODY void StopRapidFire(void);
|
|
NOBODY bool IsRapidFiring(void);
|
|
|
|
enum ZoomType
|
|
{
|
|
NO_ZOOM = 0,
|
|
LOW_ZOOM,
|
|
HIGH_ZOOM,
|
|
};
|
|
ZoomType GetZoomLevel(void)
|
|
{
|
|
if (m_iFOV > 60.0f)
|
|
return NO_ZOOM;
|
|
|
|
if (m_iFOV > 25.0f)
|
|
return LOW_ZOOM;
|
|
|
|
return HIGH_ZOOM;
|
|
}
|
|
NOBODY bool AdjustZoom(float range);
|
|
NOBODY bool IsPrimaryWeaponEmpty(void);
|
|
NOBODY bool IsPistolEmpty(void);
|
|
NOBODY int GetHostageEscortCount(void);
|
|
NOBODY void IncreaseHostageEscortCount(void);
|
|
NOBODY float GetRangeToFarthestEscortedHostage(void);
|
|
NOBODY void ResetWaitForHostagePatience(void);
|
|
NOBODY void ResetValues(void);
|
|
NOBODY void BotDeathThink(void);
|
|
NOBODY CBasePlayer *FindNearbyPlayer(void);
|
|
void AdjustSafeTime(void);
|
|
NOBODY void SetState(BotState *state);
|
|
NOBODY void MoveTowardsPosition(const Vector *pos);
|
|
NOBODY void MoveAwayFromPosition(const Vector *pos);
|
|
NOBODY void StrafeAwayFromPosition(const Vector *pos);
|
|
NOBODY void StuckCheck(void);
|
|
NOBODY void BuildTrivialPath(const Vector *goal);
|
|
NOBODY bool ComputePathPositions(void);
|
|
NOBODY void SetupLadderMovement(void);
|
|
NOBODY void SetPathIndex(int newIndex);
|
|
NOBODY void DrawPath(void);
|
|
NOBODY int FindOurPositionOnPath(Vector *close, bool local);
|
|
NOBODY int FindPathPoint(float aheadRange, Vector *point, int *prevIndex);
|
|
NOBODY bool FindClosestPointOnPath(Vector *worldPos, int startIndex, int endIndex, Vector *close);
|
|
NOBODY bool IsStraightLinePathWalkable(Vector *goal);
|
|
NOBODY bool DiscontinuityJump(float ground, bool onlyJumpDown, bool mustJump);
|
|
NOBODY bool UpdateLadderMovement(void);
|
|
NOBODY void ComputeLadderEndpoint(bool isAscending);
|
|
NOBODY void UpdateHostageEscortCount(void);
|
|
NOBODY bool UpdateLookAtNoise(void);
|
|
void UpdateLookAt(void);
|
|
NOBODY void UpdatePeripheralVision(void);
|
|
NOBODY bool BendLineOfSight(Vector *eye, const Vector *point, Vector *bend);
|
|
NOBODY bool FindApproachPointNearestPath(const Vector *pos);
|
|
NOBODY bool FindGrenadeTossPathTarget(const Vector *pos);
|
|
void SetAimOffset(float accuracy);
|
|
void UpdateAimOffset(void);
|
|
NOBODY bool DoEquip(CBasePlayerWeapon *gun);
|
|
NOBODY void ReloadCheck(void);
|
|
NOBODY void SilencerCheck(void);
|
|
NOBODY CBasePlayer *FindMostDangerousThreat(void);
|
|
NOBODY void RespondToRadioCommands(void);
|
|
NOBODY bool IsRadioCommand(GameEventType event);
|
|
void EndVoiceFeedback(bool force = true);
|
|
NOBODY CNavNode *AddNode(const Vector *destPos, const Vector *normal, NavDirType dir, CNavNode *source);
|
|
NOBODY void StartLearnProcess(void);
|
|
NOBODY void UpdateLearnProcess(void);
|
|
NOBODY bool LearnStep(void);
|
|
NOBODY void StartAnalyzeAlphaProcess(void);
|
|
NOBODY void UpdateAnalyzeAlphaProcess(void);
|
|
NOBODY bool AnalyzeAlphaStep(void);
|
|
NOBODY void StartAnalyzeBetaProcess(void);
|
|
NOBODY void UpdateAnalyzeBetaProcess(void);
|
|
NOBODY bool AnalyzeBetaStep(void);
|
|
NOBODY void StartSaveProcess(void);
|
|
NOBODY void UpdateSaveProcess(void);
|
|
void StartNormalProcess(void);
|
|
NOBODY void BotTouch(CBaseEntity *other);
|
|
private:
|
|
friend class CCSBotManager;
|
|
friend class AttackState;
|
|
friend class BuyState;
|
|
|
|
char m_name[64];
|
|
float m_combatRange;
|
|
mutable bool m_isRogue;
|
|
mutable CountdownTimer m_rogueTimer;
|
|
MoraleType m_morale;
|
|
bool m_diedLastRound;
|
|
float m_safeTime;
|
|
bool m_wasSafe;
|
|
NavRelativeDirType m_blindMoveDir;
|
|
bool m_blindFire;
|
|
float m_surpriseDelay;
|
|
float m_surpriseTimestamp;
|
|
bool m_isFollowing;
|
|
EHANDLE m_leader;
|
|
float m_followTimestamp;
|
|
float m_allowAutoFollowTime;
|
|
CountdownTimer m_hurryTimer;
|
|
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;
|
|
BotState *m_state;
|
|
float m_stateTimestamp;
|
|
bool m_isAttacking;
|
|
TaskType m_task;
|
|
EHANDLE m_taskEntity;
|
|
Vector m_goalPosition;
|
|
EHANDLE m_goalEntity;
|
|
CNavArea *m_currentArea;
|
|
CNavArea *m_lastKnownArea;
|
|
EHANDLE m_avoid;
|
|
float m_avoidTimestamp;
|
|
bool m_isJumpCrouching;
|
|
bool m_isJumpCrouched;
|
|
float m_jumpCrouchTimestamp;
|
|
|
|
enum { MAX_PATH_LENGTH = 256 };
|
|
|
|
struct ConnectInfo
|
|
{
|
|
CNavArea *area;
|
|
NavTraverseType how;
|
|
Vector pos;
|
|
const CNavLadder *ladder;
|
|
} m_path[MAX_PATH_LENGTH];
|
|
/* size: 24, cachelines: 1, members: 4 */
|
|
|
|
int m_pathLength;
|
|
int m_pathIndex;
|
|
float m_areaEnteredTimestamp;
|
|
CountdownTimer m_repathTimer;
|
|
mutable CountdownTimer m_avoidFriendTimer;
|
|
mutable bool m_isFriendInTheWay;
|
|
CountdownTimer m_politeTimer;
|
|
bool m_isWaitingBehindFriend;
|
|
|
|
enum LadderNavState
|
|
{
|
|
APPROACH_ASCENDING_LADDER,
|
|
APPROACH_DESCENDING_LADDER,
|
|
FACE_ASCENDING_LADDER,
|
|
FACE_DESCENDING_LADDER,
|
|
MOUNT_ASCENDING_LADDER,
|
|
MOUNT_DESCENDING_LADDER,
|
|
ASCEND_LADDER,
|
|
DESCEND_LADDER,
|
|
DISMOUNT_ASCENDING_LADDER,
|
|
DISMOUNT_DESCENDING_LADDER,
|
|
MOVE_TO_DESTINATION,
|
|
}
|
|
m_pathLadderState;
|
|
bool m_pathLadderFaceIn;
|
|
CNavLadder *m_pathLadder; // 9260
|
|
NavRelativeDirType m_pathLadderDismountDir;
|
|
float m_pathLadderDismountTimestamp;
|
|
float m_pathLadderEnd;
|
|
float m_pathLadderTimestamp;
|
|
|
|
CountdownTimer m_mustRunTimer;
|
|
|
|
CSGameState m_gameState;
|
|
byte m_hostageEscortCount;
|
|
float m_hostageEscortCountTimestamp;
|
|
bool m_isWaitingForHostage;
|
|
CountdownTimer m_inhibitWaitingForHostageTimer;
|
|
CountdownTimer m_waitForHostageTimer;
|
|
Vector m_noisePosition;
|
|
float m_noiseTimestamp;
|
|
CNavArea *m_noiseArea;
|
|
float m_noiseCheckTimestamp;
|
|
PriorityType m_noisePriority;
|
|
bool m_isNoiseTravelRangeChecked;
|
|
float m_lookAroundStateTimestamp;
|
|
float m_lookAheadAngle;
|
|
float m_forwardAngle;
|
|
float m_inhibitLookAroundTimestamp;
|
|
|
|
enum LookAtSpotState
|
|
{
|
|
NOT_LOOKING_AT_SPOT = 0,
|
|
LOOK_TOWARDS_SPOT,
|
|
LOOK_AT_SPOT,
|
|
NUM_LOOK_AT_SPOT_STATES,
|
|
}
|
|
m_lookAtSpotState;
|
|
Vector m_lookAtSpot;
|
|
|
|
PriorityType m_lookAtSpotPriority;
|
|
float m_lookAtSpotDuration;
|
|
float m_lookAtSpotTimestamp;
|
|
float m_lookAtSpotAngleTolerance;
|
|
bool m_lookAtSpotClearIfClose;
|
|
const char *m_lookAtDesc;
|
|
float m_peripheralTimestamp;
|
|
|
|
enum { MAX_APPROACH_POINTS = 16 };
|
|
Vector m_approachPoint[MAX_APPROACH_POINTS];
|
|
unsigned char m_approachPointCount;
|
|
Vector m_approachPointViewPosition;
|
|
|
|
bool m_isWaitingToTossGrenade;
|
|
CountdownTimer m_tossGrenadeTimer;
|
|
SpotEncounter *m_spotEncounter;
|
|
float m_spotCheckTimestamp;
|
|
|
|
enum { MAX_CHECKED_SPOTS = 64 };
|
|
struct HidingSpotCheckInfo
|
|
{
|
|
HidingSpot *spot;
|
|
float timestamp;
|
|
}/* size: 8, cachelines: 1, members: 2 */
|
|
m_checkedHidingSpot[MAX_CHECKED_SPOTS];
|
|
int m_checkedHidingSpotCount;
|
|
|
|
float m_lookPitch; // 10500
|
|
float m_lookPitchVel;
|
|
float m_lookYaw;
|
|
float m_lookYawVel;
|
|
Vector m_eyePos;
|
|
Vector m_aimOffset;
|
|
Vector m_aimOffsetGoal;
|
|
float m_aimOffsetTimestamp;
|
|
float m_aimSpreadTimestamp;
|
|
Vector m_aimSpot;
|
|
DispositionType m_disposition;
|
|
CountdownTimer m_ignoreEnemiesTimer;
|
|
mutable EHANDLE m_enemy;
|
|
bool m_isEnemyVisible;
|
|
unsigned char m_visibleEnemyParts;
|
|
Vector m_lastEnemyPosition;
|
|
float m_lastSawEnemyTimestamp;
|
|
float m_firstSawEnemyTimestamp;
|
|
float m_currentEnemyAcquireTimestamp;
|
|
float m_enemyDeathTimestamp;
|
|
bool m_isLastEnemyDead;
|
|
int m_nearbyEnemyCount;
|
|
unsigned int m_enemyPlace;
|
|
|
|
struct WatchInfo
|
|
{
|
|
float timestamp;
|
|
bool isEnemy;
|
|
}/* size: 8, cachelines: 1, members: 2 */
|
|
m_watchInfo[32];
|
|
|
|
mutable EHANDLE m_bomber;
|
|
int m_nearbyFriendCount;
|
|
mutable EHANDLE m_closestVisibleFriend;
|
|
mutable EHANDLE m_closestVisibleHumanFriend;
|
|
CBasePlayer *m_attacker;
|
|
float m_attackedTimestamp;
|
|
int m_lastVictimID;
|
|
bool m_isAimingAtEnemy;
|
|
bool m_isRapidFiring;
|
|
IntervalTimer m_equipTimer;
|
|
float m_fireWeaponTimestamp;
|
|
|
|
enum { MAX_ENEMY_QUEUE = 20 };
|
|
struct ReactionState
|
|
{
|
|
EHANDLE player;
|
|
bool isReloading;
|
|
bool isProtectedByShield;
|
|
} m_enemyQueue[MAX_ENEMY_QUEUE];
|
|
/* size: 12, cachelines: 1, members: 3 */
|
|
|
|
byte m_enemyQueueIndex;
|
|
byte m_enemyQueueCount;
|
|
byte m_enemyQueueAttendIndex;
|
|
bool m_isStuck;
|
|
float m_stuckTimestamp;
|
|
Vector m_stuckSpot;
|
|
NavRelativeDirType m_wiggleDirection;
|
|
float m_wiggleTimestamp;
|
|
float m_stuckJumpTimestamp;
|
|
|
|
enum { MAX_VEL_SAMPLES = 5 };
|
|
|
|
float m_avgVel[MAX_VEL_SAMPLES];
|
|
int m_avgVelIndex;
|
|
int m_avgVelCount;
|
|
Vector m_lastOrigin;
|
|
|
|
GameEventType m_lastRadioCommand;
|
|
float m_lastRadioRecievedTimestamp;
|
|
float m_lastRadioSentTimestamp;
|
|
EHANDLE m_radioSubject;
|
|
Vector m_radioPosition;
|
|
float m_voiceFeedbackStartTimestamp;
|
|
float m_voiceFeedbackEndTimestamp;
|
|
BotChatterInterface m_chatter;
|
|
CNavNode *m_navNodeList;
|
|
CNavNode *m_currentNode;
|
|
NavDirType m_generationDir;
|
|
NavAreaList::iterator m_analyzeIter; // TODO: //iterator m_analyzeIter;
|
|
|
|
enum ProcessType
|
|
{
|
|
PROCESS_NORMAL = 0,
|
|
PROCESS_LEARN,
|
|
PROCESS_ANALYZE_ALPHA,
|
|
PROCESS_ANALYZE_BETA,
|
|
PROCESS_SAVE,
|
|
}
|
|
m_processMode;
|
|
CountdownTimer m_mumbleTimer;
|
|
CountdownTimer m_booTimer;
|
|
CountdownTimer m_relocateTimer;
|
|
|
|
};/* size: 11424, cachelines: 179, members: 161 */
|
|
|
|
/* <2e8465> ../cstrike/dlls/bot/cs_bot.cpp:1004 */
|
|
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
|
|
const HidingSpotList *list = area->GetHidingSpotList();
|
|
|
|
for (HidingSpotList::const_iterator iter = list->begin(); iter != list->end() && m_count < MAX_SPOTS; ++iter)
|
|
{
|
|
const HidingSpot *spot = *iter;
|
|
|
|
// 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;
|
|
}
|
|
private:
|
|
|
|
CCSBot *m_me;
|
|
float m_range;
|
|
|
|
const Vector *m_spot[ MAX_SPOTS ];
|
|
int m_count;
|
|
|
|
};/* size: 1036, cachelines: 17, members: 4 */
|
|
|
|
/* <2e7f9f> ../cstrike/dlls/bot/cs_bot.cpp:1088 */
|
|
class FarthestHostage
|
|
{
|
|
public:
|
|
FarthestHostage(CCSBot *me)//, float range)
|
|
{
|
|
m_me = me;
|
|
//m_farRange = range;
|
|
}
|
|
bool operator()(CHostage *hostage)
|
|
{
|
|
//TODO: untested
|
|
|
|
if (!hostage->IsFollowing(m_me))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
private:
|
|
const CCSBot *m_me;
|
|
float m_farRange;
|
|
|
|
};/* size: 8, cachelines: 1, members: 2 */
|
|
|
|
/* <5a0af3> ../cstrike/dlls/bot/cs_bot.h:1114 */
|
|
class PathCost
|
|
{
|
|
public:
|
|
PathCost(CCSBot *bot, RouteType route = SAFEST_ROUTE)
|
|
{
|
|
m_bot = bot;
|
|
m_route = route;
|
|
}
|
|
float operator() (CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder)
|
|
{
|
|
/*#define NAV_MESH_JUMP 0x0002
|
|
float baseDangerFactor = 100.0f;
|
|
float dangerFactor = (1.0f - (0.95f * m_bot->GetProfile()->GetAggression())) * baseDangerFactor;
|
|
if (fromArea == NULL)
|
|
{
|
|
if (m_route == FASTEST_ROUTE)
|
|
return 0.0f;
|
|
return dangerFactor * area->GetDanger(m_bot->m_iTeam);
|
|
}
|
|
else if ((fromArea->GetAttributes() & NAV_MESH_JUMP) && (area->GetAttributes() & NAV_MESH_JUMP))
|
|
{
|
|
return -1.0f;
|
|
}
|
|
else
|
|
{
|
|
float dist;
|
|
if (ladder)
|
|
{
|
|
const float ladderPenalty = 1.0f;
|
|
dist = ladderPenalty * ladder->m_length;
|
|
|
|
//if (m_bot->GetHostageEscortCount())
|
|
// dist *= 100.0f;
|
|
}
|
|
else
|
|
{
|
|
dist = (area->GetCenter() - fromArea->GetCenter()).Length();
|
|
}
|
|
float cost = dist + fromArea->GetCostSoFar();
|
|
if (cv_bot_zombie.value)
|
|
return cost;
|
|
|
|
if (!area->IsUnderwater() && area->IsConnected(fromArea, NUM_DIRECTIONS) == false)
|
|
{
|
|
float fallDistance = -fromArea->ComputeHeightChange(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)
|
|
{
|
|
const float deathFallMargin = 10.0f;
|
|
if (fallDamage + deathFallMargin >= m_bot->pev->health)
|
|
return -1.0f;
|
|
const float painTolerance = 15.0f * m_bot->GetProfile()->GetAggression() + 10.0f;
|
|
if (m_route != FASTEST_ROUTE || fallDamage > painTolerance)
|
|
{
|
|
cost += 100.0f * fallDamage * fallDamage;
|
|
}
|
|
}
|
|
}
|
|
if (area->GetAttributes() & (NAV_MESH_CROUCH | NAV_MESH_WALK))
|
|
{
|
|
float penalty = (m_route == FASTEST_ROUTE) ? 20.0f : 5.0f;
|
|
cost += penalty * dist;
|
|
}
|
|
if (area->GetAttributes() & NAV_MESH_JUMP)
|
|
{
|
|
const float jumpPenalty = 1.0f;
|
|
cost += jumpPenalty * dist;
|
|
}
|
|
if (area->GetAttributes() & NAV_MESH_AVOID)
|
|
{
|
|
const float avoidPenalty = 20.0f;
|
|
cost += avoidPenalty * dist;
|
|
}
|
|
if (m_route == SAFEST_ROUTE)
|
|
{
|
|
cost += dist * dangerFactor * area->GetDanger(m_bot->GetTeamNumber());
|
|
}
|
|
if (!m_bot->IsAttacking())
|
|
{
|
|
float size = (area->GetSizeX() + area->GetSizeY()) / 2.0f;
|
|
if (size >= 1.0f)
|
|
{
|
|
const float costPerFriendPerUnit = 50000.0f;
|
|
cost += costPerFriendPerUnit * (float)area->GetPlayerCount(m_bot->GetTeamNumber()) / size;
|
|
}
|
|
}
|
|
return cost;
|
|
}*/
|
|
return 0.0f;
|
|
}
|
|
private:
|
|
CCSBot *m_bot;
|
|
RouteType m_route;
|
|
|
|
};/* size: 8, cachelines: 1, members: 2 */
|
|
|
|
/* <568fae> ../cstrike/dlls/bot/states/cs_bot_follow.cpp:95 */
|
|
class FollowTargetCollector
|
|
{
|
|
public:
|
|
FollowTargetCollector(CBasePlayer *player)
|
|
{
|
|
m_player = player;
|
|
|
|
Vector playerVel = player->pev->velocity;
|
|
|
|
m_forward.x = playerVel.x;
|
|
m_forward.y = playerVel.y;
|
|
|
|
float speed = m_forward.NormalizeInPlace();
|
|
|
|
Vector playerOrigin = player->pev->origin;
|
|
|
|
const float walkSpeed = 100.0f;
|
|
if (speed < walkSpeed)
|
|
{
|
|
m_cutoff.x = playerOrigin.x;
|
|
m_cutoff.y = playerOrigin.y;
|
|
|
|
m_forward.x = 0.0f;
|
|
m_forward.y = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
const float k = 1.5f; // 2.0f;
|
|
float trimSpeed = (speed < 200.0f) ? speed : 200.0f;
|
|
|
|
m_cutoff.x = playerOrigin.x + k * trimSpeed * m_forward.x;
|
|
m_cutoff.y = playerOrigin.y + k * trimSpeed * m_forward.y;
|
|
}
|
|
|
|
m_targetAreaCount = 0;
|
|
}
|
|
|
|
enum { MAX_TARGET_AREAS = 128 };
|
|
|
|
/* <568dc3> ../cstrike/dlls/bot/states/cs_bot_follow.cpp:124 */
|
|
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)
|
|
if ((to.x * m_forward.x + to.y * m_forward.y) > 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;
|
|
|
|
};/* size: 536, cachelines: 9, members: 5 */
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
//typedef bool (CCSBot::*IS_VISIBLE_VECTOR)(Vector *, bool);
|
|
//typedef bool (CCSBot::*IS_VISIBLE_CBASEPLAYER)(CBasePlayer *, bool, unsigned char *);
|
|
|
|
typedef void (CCSBot::*HIDE_NAV_AREA)(CNavArea *, float, float, bool);
|
|
typedef void (CCSBot::*HIDE_VECTOR)(const Vector *, float, bool);
|
|
|
|
typedef const CSGameState *(CCSBot::*GETGAMESTATE_CONST)(void) const;
|
|
typedef CSGameState *(CCSBot::*GETGAMESTATE_NOTCONST)(void);
|
|
|
|
#endif // HOOK_GAMEDLL
|
|
|
|
NOBODY void InstallBotControl(void);
|
|
void Bot_ServerCommand(void);
|
|
void Bot_RegisterCvars(void);
|
|
NOBODY int GetBotFollowCount(CBasePlayer *leader);
|
|
NOBODY const Vector *FindNearbyRetreatSpot(CCSBot *me, float maxRange);
|
|
|
|
NOXREF void drawProgressMeter(float progress, char *title);
|
|
NOXREF void startProgressMeter(const char *title);
|
|
NOXREF void hideProgressMeter(void);
|
|
|
|
bool isSniperRifle(CBasePlayerItem *item);
|
|
float StayOnLadderLine(CCSBot *me, const CNavLadder *ladder);
|
|
|
|
// refs
|
|
|
|
extern void (*pCCSBot__UpdateLookAngles)(void);
|
|
extern void (*pCCSBot__Update)(void);
|
|
|
|
#endif // CS_BOT_H
|