ReGameDLL_CS/regamedll/dlls/bot/states/cs_bot_move_to.cpp
s1lent 0eed08c133 Cleanup code
Fixed a bug after killing czbot by headshot, angles turn at 180 degrees.
Fixed some bugs with mp_nadedrops
2017-11-01 18:30:47 +03:00

324 lines
8.9 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#include "precompiled.h"
// Move to a potentially far away position.
void MoveToState::OnEnter(CCSBot *me)
{
if (me->IsUsingKnife() && me->IsWellPastSafe() && !me->IsHurrying())
{
me->Walk();
}
else
{
me->Run();
}
// if we need to find the bomb, get there as quick as we can
RouteType route;
switch (me->GetTask())
{
case CCSBot::FIND_TICKING_BOMB:
case CCSBot::DEFUSE_BOMB:
case CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION:
route = FASTEST_ROUTE;
break;
default:
route = SAFEST_ROUTE;
break;
}
// build path to, or nearly to, goal position
me->ComputePath(TheNavAreaGrid.GetNavArea(&m_goalPosition), &m_goalPosition, route);
m_radioedPlan = false;
m_askedForCover = false;
}
// Move to a potentially far away position.
void MoveToState::OnUpdate(CCSBot *me)
{
// assume that we are paying attention and close enough to know our enemy died
if (me->GetTask() == CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION)
{
// TODO: Account for reaction time so we take some time to realized the enemy is dead
CBaseEntity *pVictim = me->GetTaskEntity();
if (!pVictim || !pVictim->IsAlive())
{
me->PrintIfWatched("The enemy I was chasing was killed - giving up.\n");
me->Idle();
return;
}
}
// look around
me->UpdateLookAround();
// Scenario logic
switch (TheCSBots()->GetScenario())
{
case CCSBotManager::SCENARIO_DEFUSE_BOMB:
{
// if the bomb has been planted, find it
// NOTE: This task is used by both CT and T's to find the bomb
if (me->GetTask() == CCSBot::FIND_TICKING_BOMB)
{
if (!me->GetGameState()->IsBombPlanted())
{
// the bomb is not planted - give up this task
me->Idle();
return;
}
if (me->GetGameState()->GetPlantedBombsite() != CSGameState::UNKNOWN)
{
// we know where the bomb is planted, stop searching
me->Idle();
return;
}
// check off bombsites that we explore or happen to stumble into
for (int z = 0; z < TheCSBots()->GetZoneCount(); z++)
{
// don't re-check zones
if (me->GetGameState()->IsBombsiteClear(z))
continue;
if (TheCSBots()->GetZone(z)->m_extent.Contains(&me->pev->origin))
{
// note this bombsite is clear
me->GetGameState()->ClearBombsite(z);
if (me->m_iTeam == CT)
{
// tell teammates this bombsite is clear
me->GetChatter()->BombsiteClear(z);
}
// find another zone to check
me->Idle();
return;
}
}
// move to a bombsite
break;
}
else if (me->m_iTeam == CT)
{
if (me->GetGameState()->IsBombPlanted())
{
switch (me->GetTask())
{
case CCSBot::DEFUSE_BOMB:
{
// if we are trying to defuse the bomb, and someone has started defusing, guard them instead
if (me->CanSeePlantedBomb() && TheCSBots()->GetBombDefuser())
{
me->GetChatter()->Say("CoveringFriend");
me->Idle();
return;
}
break;
}
default:
{
// we need to find the bomb
me->Idle();
return;
}
}
}
}
// TERRORIST
else
{
if (me->GetTask() == CCSBot::PLANT_BOMB)
{
if (me->GetFriendsRemaining())
{
// if we are about to plant, radio for cover
if (!m_askedForCover)
{
const float nearPlantSite = 50.0f;
if (me->IsAtBombsite() && me->GetPathDistanceRemaining() < nearPlantSite)
{
// radio to the team
me->GetChatter()->PlantingTheBomb(me->GetPlace());
m_askedForCover = true;
}
// after we have started to move to the bombsite, tell team we're going to plant, and where
// don't do this if we have already radioed that we are starting to plant
if (!m_radioedPlan)
{
const float radioTime = 2.0f;
if (gpGlobals->time - me->GetStateTimestamp() > radioTime)
{
me->GetChatter()->GoingToPlantTheBomb(TheNavAreaGrid.GetPlace(&m_goalPosition));
m_radioedPlan = true;
}
}
}
}
}
}
break;
}
case CCSBotManager::SCENARIO_RESCUE_HOSTAGES:
{
if (me->GetTask() == CCSBot::COLLECT_HOSTAGES)
{
// Since CT's have a radar, they can directly look at the actual hostage state
// check if someone else collected our hostage, or the hostage died or was rescued
CHostage *pHostage = me->GetGoalEntity<CHostage>();
if (!pHostage || !pHostage->IsAlive() || pHostage->IsFollowingSomeone())
{
me->Idle();
return;
}
// if our hostage has moved, repath
const float repathToleranceSq = 75.0f * 75.0f;
float error = (pHostage->pev->origin - m_goalPosition).LengthSquared();
if (error > repathToleranceSq)
{
m_goalPosition = pHostage->pev->origin;
me->ComputePath(TheNavAreaGrid.GetNavArea(&m_goalPosition), &m_goalPosition, SAFEST_ROUTE);
}
// TODO: Generalize ladder priorities over other tasks
if (!me->IsUsingLadder())
{
Vector pos = pHostage->pev->origin + Vector(0, 0, HumanHeight * 0.75f);
Vector to = pos - me->pev->origin;
// look at the hostage as we approach
const float watchHostageRange = 100.0f;
if (to.IsLengthLessThan(watchHostageRange))
{
me->SetLookAt("Hostage", &pos, PRIORITY_LOW, 0.5f);
// randomly move just a bit to avoid infinite use loops from bad hostage placement
NavRelativeDirType dir = (NavRelativeDirType)RANDOM_LONG(0, 3);
switch (dir)
{
case LEFT: me->StrafeLeft(); break;
case RIGHT: me->StrafeRight(); break;
case FORWARD: me->MoveForward(); break;
case BACKWARD: me->MoveBackward(); break;
}
// check if we are close enough to the hostage to talk to him
const float useRange = MAX_PLAYER_USE_RADIUS - 14.0f; // shave off a fudge factor to make sure we're within range
if (to.IsLengthLessThan(useRange))
{
me->UseEntity(me->GetGoalEntity());
return;
}
}
}
}
else if (me->GetTask() == CCSBot::RESCUE_HOSTAGES)
{
// periodically check if we lost all our hostages
if (me->GetHostageEscortCount() == 0)
{
// lost our hostages - go get 'em
me->Idle();
return;
}
}
break;
}
}
if (me->UpdatePathMovement() != CCSBot::PROGRESSING)
{
// reached destination
switch (me->GetTask())
{
case CCSBot::PLANT_BOMB:
{
// if we are at bombsite with the bomb, plant it
if (me->IsAtBombsite() && me->IsCarryingBomb())
{
me->PlantBomb();
return;
}
break;
}
case CCSBot::DEFUSE_BOMB:
{
if (!me->IsActiveWeaponReloading())
{
// if we are near the bomb, defuse it (if we are reloading, don't try to defuse until we finish)
const Vector *bombPos = me->GetGameState()->GetBombPosition();
if (bombPos)
{
const float defuseRange = 100.0f;
Vector toBomb = *bombPos - me->pev->origin;
toBomb.z = bombPos->z - me->GetFeetZ();
if (toBomb.IsLengthLessThan(defuseRange))
{
me->DefuseBomb();
return;
}
}
}
break;
}
case CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION:
{
CBaseEntity *pVictim = me->GetTaskEntity();
if (pVictim && pVictim->IsAlive())
{
// if we got here and haven't re-acquired the enemy, we lost him
me->GetChatter()->Say("LostEnemy");
}
break;
}
}
// default behavior when destination is reached
me->Idle();
return;
}
}
void MoveToState::OnExit(CCSBot *me)
{
// reset to run in case we were walking near our goal position
me->Run();
me->SetDisposition(CCSBot::ENGAGE_AND_INVESTIGATE);
//me->StopAiming();
}